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_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
883 RND(element_info[e].ce_value_random_initial))
884 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
885 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
886 RND((c)->delay_random * (c)->delay_frames))
887 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
888 RND((c)->delay_random))
891 #define GET_VALID_RUNTIME_ELEMENT(e) \
892 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
894 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
895 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
896 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
897 (be) + (e) - EL_SELF)
899 #define GET_PLAYER_FROM_BITS(p) \
900 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
902 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
903 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
904 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
905 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
906 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
907 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
908 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
909 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
910 RESOLVED_REFERENCE_ELEMENT(be, e) : \
913 #define CAN_GROW_INTO(e) \
914 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
916 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
917 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
921 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
922 (CAN_MOVE_INTO_ACID(e) && \
923 Tile[x][y] == EL_ACID) || \
926 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
927 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
928 (CAN_MOVE_INTO_ACID(e) && \
929 Tile[x][y] == EL_ACID) || \
932 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
933 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
935 (CAN_MOVE_INTO_ACID(e) && \
936 Tile[x][y] == EL_ACID) || \
937 (DONT_COLLIDE_WITH(e) && \
939 !PLAYER_ENEMY_PROTECTED(x, y))))
941 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
942 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
944 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
945 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
947 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
948 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Tile[x][y] == EL_EMC_PLANT)
950 #define ANDROID_CAN_CLONE_FIELD(x, y) \
951 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Tile[x][y]) || \
952 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
954 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
955 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
957 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
958 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Tile[x][y] == EL_DIAMOND)
960 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
961 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Tile[x][y]))
963 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
964 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Tile[x][y]))
966 #define PIG_CAN_ENTER_FIELD(e, x, y) \
967 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Tile[x][y]))
969 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
970 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Tile[x][y] == EL_EXIT_OPEN || \
971 Tile[x][y] == EL_EM_EXIT_OPEN || \
972 Tile[x][y] == EL_STEEL_EXIT_OPEN || \
973 Tile[x][y] == EL_EM_STEEL_EXIT_OPEN || \
974 IS_FOOD_PENGUIN(Tile[x][y])))
975 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
976 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
978 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
979 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
981 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
982 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
984 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
985 (IN_LEV_FIELD(x, y) && (Tile[x][y] == EL_EMC_SPRING_BUMPER || \
986 Tile[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
988 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
990 #define CE_ENTER_FIELD_COND(e, x, y) \
991 (!IS_PLAYER(x, y) && \
992 IS_EQUAL_OR_IN_GROUP(Tile[x][y], MOVE_ENTER_EL(e)))
994 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
995 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
997 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
998 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1000 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1001 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1002 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1003 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1005 #define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
1007 // game button identifiers
1008 #define GAME_CTRL_ID_STOP 0
1009 #define GAME_CTRL_ID_PAUSE 1
1010 #define GAME_CTRL_ID_PLAY 2
1011 #define GAME_CTRL_ID_UNDO 3
1012 #define GAME_CTRL_ID_REDO 4
1013 #define GAME_CTRL_ID_SAVE 5
1014 #define GAME_CTRL_ID_PAUSE2 6
1015 #define GAME_CTRL_ID_LOAD 7
1016 #define GAME_CTRL_ID_PANEL_STOP 8
1017 #define GAME_CTRL_ID_PANEL_PAUSE 9
1018 #define GAME_CTRL_ID_PANEL_PLAY 10
1019 #define GAME_CTRL_ID_TOUCH_STOP 11
1020 #define GAME_CTRL_ID_TOUCH_PAUSE 12
1021 #define SOUND_CTRL_ID_MUSIC 13
1022 #define SOUND_CTRL_ID_LOOPS 14
1023 #define SOUND_CTRL_ID_SIMPLE 15
1024 #define SOUND_CTRL_ID_PANEL_MUSIC 16
1025 #define SOUND_CTRL_ID_PANEL_LOOPS 17
1026 #define SOUND_CTRL_ID_PANEL_SIMPLE 18
1028 #define NUM_GAME_BUTTONS 19
1031 // forward declaration for internal use
1033 static void CreateField(int, int, int);
1035 static void ResetGfxAnimation(int, int);
1037 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1038 static void AdvanceFrameAndPlayerCounters(int);
1040 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1041 static boolean MovePlayer(struct PlayerInfo *, int, int);
1042 static void ScrollPlayer(struct PlayerInfo *, int);
1043 static void ScrollScreen(struct PlayerInfo *, int);
1045 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1046 static boolean DigFieldByCE(int, int, int);
1047 static boolean SnapField(struct PlayerInfo *, int, int);
1048 static boolean DropElement(struct PlayerInfo *);
1050 static void InitBeltMovement(void);
1051 static void CloseAllOpenTimegates(void);
1052 static void CheckGravityMovement(struct PlayerInfo *);
1053 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1054 static void KillPlayerUnlessEnemyProtected(int, int);
1055 static void KillPlayerUnlessExplosionProtected(int, int);
1057 static void TestIfPlayerTouchesCustomElement(int, int);
1058 static void TestIfElementTouchesCustomElement(int, int);
1059 static void TestIfElementHitsCustomElement(int, int, int);
1061 static void HandleElementChange(int, int, int);
1062 static void ExecuteCustomElementAction(int, int, int, int);
1063 static boolean ChangeElement(int, int, int, int);
1065 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1066 #define CheckTriggeredElementChange(x, y, e, ev) \
1067 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1068 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1069 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1070 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1071 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1072 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1073 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1075 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1076 #define CheckElementChange(x, y, e, te, ev) \
1077 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1078 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1079 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1080 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1081 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1083 static void PlayLevelSound(int, int, int);
1084 static void PlayLevelSoundNearest(int, int, int);
1085 static void PlayLevelSoundAction(int, int, int);
1086 static void PlayLevelSoundElementAction(int, int, int, int);
1087 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1088 static void PlayLevelSoundActionIfLoop(int, int, int);
1089 static void StopLevelSoundActionIfLoop(int, int, int);
1090 static void PlayLevelMusic(void);
1091 static void FadeLevelSoundsAndMusic(void);
1093 static void HandleGameButtons(struct GadgetInfo *);
1095 int AmoebaNeighbourNr(int, int);
1096 void AmoebaToDiamond(int, int);
1097 void ContinueMoving(int, int);
1098 void Bang(int, int);
1099 void InitMovDir(int, int);
1100 void InitAmoebaNr(int, int);
1101 int NewHiScore(int);
1103 void TestIfGoodThingHitsBadThing(int, int, int);
1104 void TestIfBadThingHitsGoodThing(int, int, int);
1105 void TestIfPlayerTouchesBadThing(int, int);
1106 void TestIfPlayerRunsIntoBadThing(int, int, int);
1107 void TestIfBadThingTouchesPlayer(int, int);
1108 void TestIfBadThingRunsIntoPlayer(int, int, int);
1109 void TestIfFriendTouchesBadThing(int, int);
1110 void TestIfBadThingTouchesFriend(int, int);
1111 void TestIfBadThingTouchesOtherBadThing(int, int);
1112 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1114 void KillPlayer(struct PlayerInfo *);
1115 void BuryPlayer(struct PlayerInfo *);
1116 void RemovePlayer(struct PlayerInfo *);
1117 void ExitPlayer(struct PlayerInfo *);
1119 static int getInvisibleActiveFromInvisibleElement(int);
1120 static int getInvisibleFromInvisibleActiveElement(int);
1122 static void TestFieldAfterSnapping(int, int, int, int, int);
1124 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1126 // for detection of endless loops, caused by custom element programming
1127 // (using maximal playfield width x 10 is just a rough approximation)
1128 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1130 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1132 if (recursion_loop_detected) \
1135 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1137 recursion_loop_detected = TRUE; \
1138 recursion_loop_element = (e); \
1141 recursion_loop_depth++; \
1144 #define RECURSION_LOOP_DETECTION_END() \
1146 recursion_loop_depth--; \
1149 static int recursion_loop_depth;
1150 static boolean recursion_loop_detected;
1151 static boolean recursion_loop_element;
1153 static int map_player_action[MAX_PLAYERS];
1156 // ----------------------------------------------------------------------------
1157 // definition of elements that automatically change to other elements after
1158 // a specified time, eventually calling a function when changing
1159 // ----------------------------------------------------------------------------
1161 // forward declaration for changer functions
1162 static void InitBuggyBase(int, int);
1163 static void WarnBuggyBase(int, int);
1165 static void InitTrap(int, int);
1166 static void ActivateTrap(int, int);
1167 static void ChangeActiveTrap(int, int);
1169 static void InitRobotWheel(int, int);
1170 static void RunRobotWheel(int, int);
1171 static void StopRobotWheel(int, int);
1173 static void InitTimegateWheel(int, int);
1174 static void RunTimegateWheel(int, int);
1176 static void InitMagicBallDelay(int, int);
1177 static void ActivateMagicBall(int, int);
1179 struct ChangingElementInfo
1184 void (*pre_change_function)(int x, int y);
1185 void (*change_function)(int x, int y);
1186 void (*post_change_function)(int x, int y);
1189 static struct ChangingElementInfo change_delay_list[] =
1224 EL_STEEL_EXIT_OPENING,
1232 EL_STEEL_EXIT_CLOSING,
1233 EL_STEEL_EXIT_CLOSED,
1256 EL_EM_STEEL_EXIT_OPENING,
1257 EL_EM_STEEL_EXIT_OPEN,
1264 EL_EM_STEEL_EXIT_CLOSING,
1288 EL_SWITCHGATE_OPENING,
1296 EL_SWITCHGATE_CLOSING,
1297 EL_SWITCHGATE_CLOSED,
1304 EL_TIMEGATE_OPENING,
1312 EL_TIMEGATE_CLOSING,
1321 EL_ACID_SPLASH_LEFT,
1329 EL_ACID_SPLASH_RIGHT,
1338 EL_SP_BUGGY_BASE_ACTIVATING,
1345 EL_SP_BUGGY_BASE_ACTIVATING,
1346 EL_SP_BUGGY_BASE_ACTIVE,
1353 EL_SP_BUGGY_BASE_ACTIVE,
1377 EL_ROBOT_WHEEL_ACTIVE,
1385 EL_TIMEGATE_SWITCH_ACTIVE,
1393 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1394 EL_DC_TIMEGATE_SWITCH,
1401 EL_EMC_MAGIC_BALL_ACTIVE,
1402 EL_EMC_MAGIC_BALL_ACTIVE,
1409 EL_EMC_SPRING_BUMPER_ACTIVE,
1410 EL_EMC_SPRING_BUMPER,
1417 EL_DIAGONAL_SHRINKING,
1425 EL_DIAGONAL_GROWING,
1446 int push_delay_fixed, push_delay_random;
1450 { EL_SPRING, 0, 0 },
1451 { EL_BALLOON, 0, 0 },
1453 { EL_SOKOBAN_OBJECT, 2, 0 },
1454 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1455 { EL_SATELLITE, 2, 0 },
1456 { EL_SP_DISK_YELLOW, 2, 0 },
1458 { EL_UNDEFINED, 0, 0 },
1466 move_stepsize_list[] =
1468 { EL_AMOEBA_DROP, 2 },
1469 { EL_AMOEBA_DROPPING, 2 },
1470 { EL_QUICKSAND_FILLING, 1 },
1471 { EL_QUICKSAND_EMPTYING, 1 },
1472 { EL_QUICKSAND_FAST_FILLING, 2 },
1473 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1474 { EL_MAGIC_WALL_FILLING, 2 },
1475 { EL_MAGIC_WALL_EMPTYING, 2 },
1476 { EL_BD_MAGIC_WALL_FILLING, 2 },
1477 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1478 { EL_DC_MAGIC_WALL_FILLING, 2 },
1479 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1481 { EL_UNDEFINED, 0 },
1489 collect_count_list[] =
1492 { EL_BD_DIAMOND, 1 },
1493 { EL_EMERALD_YELLOW, 1 },
1494 { EL_EMERALD_RED, 1 },
1495 { EL_EMERALD_PURPLE, 1 },
1497 { EL_SP_INFOTRON, 1 },
1501 { EL_UNDEFINED, 0 },
1509 access_direction_list[] =
1511 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1512 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1513 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1514 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1515 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1516 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1517 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1518 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1519 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1520 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1521 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1523 { EL_SP_PORT_LEFT, MV_RIGHT },
1524 { EL_SP_PORT_RIGHT, MV_LEFT },
1525 { EL_SP_PORT_UP, MV_DOWN },
1526 { EL_SP_PORT_DOWN, MV_UP },
1527 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1528 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1529 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1530 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1531 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1532 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1533 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1534 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1535 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1536 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1537 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1538 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1539 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1540 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1541 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1543 { EL_UNDEFINED, MV_NONE }
1546 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1548 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1549 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1550 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Tile[x][y]) || \
1551 IS_JUST_CHANGING(x, y))
1553 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1555 // static variables for playfield scan mode (scanning forward or backward)
1556 static int playfield_scan_start_x = 0;
1557 static int playfield_scan_start_y = 0;
1558 static int playfield_scan_delta_x = 1;
1559 static int playfield_scan_delta_y = 1;
1561 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1562 (y) >= 0 && (y) <= lev_fieldy - 1; \
1563 (y) += playfield_scan_delta_y) \
1564 for ((x) = playfield_scan_start_x; \
1565 (x) >= 0 && (x) <= lev_fieldx - 1; \
1566 (x) += playfield_scan_delta_x)
1569 void DEBUG_SetMaximumDynamite(void)
1573 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1574 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1575 local_player->inventory_element[local_player->inventory_size++] =
1580 static void InitPlayfieldScanModeVars(void)
1582 if (game.use_reverse_scan_direction)
1584 playfield_scan_start_x = lev_fieldx - 1;
1585 playfield_scan_start_y = lev_fieldy - 1;
1587 playfield_scan_delta_x = -1;
1588 playfield_scan_delta_y = -1;
1592 playfield_scan_start_x = 0;
1593 playfield_scan_start_y = 0;
1595 playfield_scan_delta_x = 1;
1596 playfield_scan_delta_y = 1;
1600 static void InitPlayfieldScanMode(int mode)
1602 game.use_reverse_scan_direction =
1603 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1605 InitPlayfieldScanModeVars();
1608 static int get_move_delay_from_stepsize(int move_stepsize)
1611 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1613 // make sure that stepsize value is always a power of 2
1614 move_stepsize = (1 << log_2(move_stepsize));
1616 return TILEX / move_stepsize;
1619 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1622 int player_nr = player->index_nr;
1623 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1624 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1626 // do no immediately change move delay -- the player might just be moving
1627 player->move_delay_value_next = move_delay;
1629 // information if player can move must be set separately
1630 player->cannot_move = cannot_move;
1634 player->move_delay = game.initial_move_delay[player_nr];
1635 player->move_delay_value = game.initial_move_delay_value[player_nr];
1637 player->move_delay_value_next = -1;
1639 player->move_delay_reset_counter = 0;
1643 void GetPlayerConfig(void)
1645 GameFrameDelay = setup.game_frame_delay;
1647 if (!audio.sound_available)
1648 setup.sound_simple = FALSE;
1650 if (!audio.loops_available)
1651 setup.sound_loops = FALSE;
1653 if (!audio.music_available)
1654 setup.sound_music = FALSE;
1656 if (!video.fullscreen_available)
1657 setup.fullscreen = FALSE;
1659 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1661 SetAudioMode(setup.sound);
1664 int GetElementFromGroupElement(int element)
1666 if (IS_GROUP_ELEMENT(element))
1668 struct ElementGroupInfo *group = element_info[element].group;
1669 int last_anim_random_frame = gfx.anim_random_frame;
1672 if (group->choice_mode == ANIM_RANDOM)
1673 gfx.anim_random_frame = RND(group->num_elements_resolved);
1675 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1676 group->choice_mode, 0,
1679 if (group->choice_mode == ANIM_RANDOM)
1680 gfx.anim_random_frame = last_anim_random_frame;
1682 group->choice_pos++;
1684 element = group->element_resolved[element_pos];
1690 static void IncrementSokobanFieldsNeeded(void)
1692 if (level.sb_fields_needed)
1693 game.sokoban_fields_still_needed++;
1696 static void IncrementSokobanObjectsNeeded(void)
1698 if (level.sb_objects_needed)
1699 game.sokoban_objects_still_needed++;
1702 static void DecrementSokobanFieldsNeeded(void)
1704 if (game.sokoban_fields_still_needed > 0)
1705 game.sokoban_fields_still_needed--;
1708 static void DecrementSokobanObjectsNeeded(void)
1710 if (game.sokoban_objects_still_needed > 0)
1711 game.sokoban_objects_still_needed--;
1714 static void InitPlayerField(int x, int y, int element, boolean init_game)
1716 if (element == EL_SP_MURPHY)
1720 if (stored_player[0].present)
1722 Tile[x][y] = EL_SP_MURPHY_CLONE;
1728 stored_player[0].initial_element = element;
1729 stored_player[0].use_murphy = TRUE;
1731 if (!level.use_artwork_element[0])
1732 stored_player[0].artwork_element = EL_SP_MURPHY;
1735 Tile[x][y] = EL_PLAYER_1;
1741 struct PlayerInfo *player = &stored_player[Tile[x][y] - EL_PLAYER_1];
1742 int jx = player->jx, jy = player->jy;
1744 player->present = TRUE;
1746 player->block_last_field = (element == EL_SP_MURPHY ?
1747 level.sp_block_last_field :
1748 level.block_last_field);
1750 // ---------- initialize player's last field block delay ------------------
1752 // always start with reliable default value (no adjustment needed)
1753 player->block_delay_adjustment = 0;
1755 // special case 1: in Supaplex, Murphy blocks last field one more frame
1756 if (player->block_last_field && element == EL_SP_MURPHY)
1757 player->block_delay_adjustment = 1;
1759 // special case 2: in game engines before 3.1.1, blocking was different
1760 if (game.use_block_last_field_bug)
1761 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1763 if (!network.enabled || player->connected_network)
1765 player->active = TRUE;
1767 // remove potentially duplicate players
1768 if (StorePlayer[jx][jy] == Tile[x][y])
1769 StorePlayer[jx][jy] = 0;
1771 StorePlayer[x][y] = Tile[x][y];
1773 #if DEBUG_INIT_PLAYER
1774 Debug("game:init:player", "- player element %d activated",
1775 player->element_nr);
1776 Debug("game:init:player", " (local player is %d and currently %s)",
1777 local_player->element_nr,
1778 local_player->active ? "active" : "not active");
1782 Tile[x][y] = EL_EMPTY;
1784 player->jx = player->last_jx = x;
1785 player->jy = player->last_jy = y;
1788 // always check if player was just killed and should be reanimated
1790 int player_nr = GET_PLAYER_NR(element);
1791 struct PlayerInfo *player = &stored_player[player_nr];
1793 if (player->active && player->killed)
1794 player->reanimated = TRUE; // if player was just killed, reanimate him
1798 static void InitField(int x, int y, boolean init_game)
1800 int element = Tile[x][y];
1809 InitPlayerField(x, y, element, init_game);
1812 case EL_SOKOBAN_FIELD_PLAYER:
1813 element = Tile[x][y] = EL_PLAYER_1;
1814 InitField(x, y, init_game);
1816 element = Tile[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1817 InitField(x, y, init_game);
1820 case EL_SOKOBAN_FIELD_EMPTY:
1821 IncrementSokobanFieldsNeeded();
1824 case EL_SOKOBAN_OBJECT:
1825 IncrementSokobanObjectsNeeded();
1829 if (x < lev_fieldx-1 && Tile[x+1][y] == EL_ACID)
1830 Tile[x][y] = EL_ACID_POOL_TOPLEFT;
1831 else if (x > 0 && Tile[x-1][y] == EL_ACID)
1832 Tile[x][y] = EL_ACID_POOL_TOPRIGHT;
1833 else if (y > 0 && Tile[x][y-1] == EL_ACID_POOL_TOPLEFT)
1834 Tile[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1835 else if (y > 0 && Tile[x][y-1] == EL_ACID)
1836 Tile[x][y] = EL_ACID_POOL_BOTTOM;
1837 else if (y > 0 && Tile[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1838 Tile[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1847 case EL_SPACESHIP_RIGHT:
1848 case EL_SPACESHIP_UP:
1849 case EL_SPACESHIP_LEFT:
1850 case EL_SPACESHIP_DOWN:
1851 case EL_BD_BUTTERFLY:
1852 case EL_BD_BUTTERFLY_RIGHT:
1853 case EL_BD_BUTTERFLY_UP:
1854 case EL_BD_BUTTERFLY_LEFT:
1855 case EL_BD_BUTTERFLY_DOWN:
1857 case EL_BD_FIREFLY_RIGHT:
1858 case EL_BD_FIREFLY_UP:
1859 case EL_BD_FIREFLY_LEFT:
1860 case EL_BD_FIREFLY_DOWN:
1861 case EL_PACMAN_RIGHT:
1863 case EL_PACMAN_LEFT:
1864 case EL_PACMAN_DOWN:
1866 case EL_YAMYAM_LEFT:
1867 case EL_YAMYAM_RIGHT:
1869 case EL_YAMYAM_DOWN:
1870 case EL_DARK_YAMYAM:
1873 case EL_SP_SNIKSNAK:
1874 case EL_SP_ELECTRON:
1880 case EL_SPRING_LEFT:
1881 case EL_SPRING_RIGHT:
1885 case EL_AMOEBA_FULL:
1890 case EL_AMOEBA_DROP:
1891 if (y == lev_fieldy - 1)
1893 Tile[x][y] = EL_AMOEBA_GROWING;
1894 Store[x][y] = EL_AMOEBA_WET;
1898 case EL_DYNAMITE_ACTIVE:
1899 case EL_SP_DISK_RED_ACTIVE:
1900 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1901 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1902 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1903 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1904 MovDelay[x][y] = 96;
1907 case EL_EM_DYNAMITE_ACTIVE:
1908 MovDelay[x][y] = 32;
1912 game.lights_still_needed++;
1916 game.friends_still_needed++;
1921 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1924 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1925 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1926 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1927 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1928 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1929 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1930 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1931 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1932 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1933 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1934 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1935 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1938 int belt_nr = getBeltNrFromBeltSwitchElement(Tile[x][y]);
1939 int belt_dir = getBeltDirFromBeltSwitchElement(Tile[x][y]);
1940 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Tile[x][y]);
1942 if (game.belt_dir_nr[belt_nr] == 3) // initial value
1944 game.belt_dir[belt_nr] = belt_dir;
1945 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1947 else // more than one switch -- set it like the first switch
1949 Tile[x][y] = Tile[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1954 case EL_LIGHT_SWITCH_ACTIVE:
1956 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1959 case EL_INVISIBLE_STEELWALL:
1960 case EL_INVISIBLE_WALL:
1961 case EL_INVISIBLE_SAND:
1962 if (game.light_time_left > 0 ||
1963 game.lenses_time_left > 0)
1964 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
1967 case EL_EMC_MAGIC_BALL:
1968 if (game.ball_active)
1969 Tile[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1972 case EL_EMC_MAGIC_BALL_SWITCH:
1973 if (game.ball_active)
1974 Tile[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1977 case EL_TRIGGER_PLAYER:
1978 case EL_TRIGGER_ELEMENT:
1979 case EL_TRIGGER_CE_VALUE:
1980 case EL_TRIGGER_CE_SCORE:
1982 case EL_ANY_ELEMENT:
1983 case EL_CURRENT_CE_VALUE:
1984 case EL_CURRENT_CE_SCORE:
2001 // reference elements should not be used on the playfield
2002 Tile[x][y] = EL_EMPTY;
2006 if (IS_CUSTOM_ELEMENT(element))
2008 if (CAN_MOVE(element))
2011 if (!element_info[element].use_last_ce_value || init_game)
2012 CustomValue[x][y] = GET_NEW_CE_VALUE(Tile[x][y]);
2014 else if (IS_GROUP_ELEMENT(element))
2016 Tile[x][y] = GetElementFromGroupElement(element);
2018 InitField(x, y, init_game);
2025 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2028 static void InitField_WithBug1(int x, int y, boolean init_game)
2030 InitField(x, y, init_game);
2032 // not needed to call InitMovDir() -- already done by InitField()!
2033 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2034 CAN_MOVE(Tile[x][y]))
2038 static void InitField_WithBug2(int x, int y, boolean init_game)
2040 int old_element = Tile[x][y];
2042 InitField(x, y, init_game);
2044 // not needed to call InitMovDir() -- already done by InitField()!
2045 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2046 CAN_MOVE(old_element) &&
2047 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2050 /* this case is in fact a combination of not less than three bugs:
2051 first, it calls InitMovDir() for elements that can move, although this is
2052 already done by InitField(); then, it checks the element that was at this
2053 field _before_ the call to InitField() (which can change it); lastly, it
2054 was not called for "mole with direction" elements, which were treated as
2055 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2059 static int get_key_element_from_nr(int key_nr)
2061 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2062 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2063 EL_EM_KEY_1 : EL_KEY_1);
2065 return key_base_element + key_nr;
2068 static int get_next_dropped_element(struct PlayerInfo *player)
2070 return (player->inventory_size > 0 ?
2071 player->inventory_element[player->inventory_size - 1] :
2072 player->inventory_infinite_element != EL_UNDEFINED ?
2073 player->inventory_infinite_element :
2074 player->dynabombs_left > 0 ?
2075 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2079 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2081 // pos >= 0: get element from bottom of the stack;
2082 // pos < 0: get element from top of the stack
2086 int min_inventory_size = -pos;
2087 int inventory_pos = player->inventory_size - min_inventory_size;
2088 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2090 return (player->inventory_size >= min_inventory_size ?
2091 player->inventory_element[inventory_pos] :
2092 player->inventory_infinite_element != EL_UNDEFINED ?
2093 player->inventory_infinite_element :
2094 player->dynabombs_left >= min_dynabombs_left ?
2095 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2100 int min_dynabombs_left = pos + 1;
2101 int min_inventory_size = pos + 1 - player->dynabombs_left;
2102 int inventory_pos = pos - player->dynabombs_left;
2104 return (player->inventory_infinite_element != EL_UNDEFINED ?
2105 player->inventory_infinite_element :
2106 player->dynabombs_left >= min_dynabombs_left ?
2107 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2108 player->inventory_size >= min_inventory_size ?
2109 player->inventory_element[inventory_pos] :
2114 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2116 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2117 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2120 if (gpo1->sort_priority != gpo2->sort_priority)
2121 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2123 compare_result = gpo1->nr - gpo2->nr;
2125 return compare_result;
2128 int getPlayerInventorySize(int player_nr)
2130 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2131 return game_em.ply[player_nr]->dynamite;
2132 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2133 return game_sp.red_disk_count;
2135 return stored_player[player_nr].inventory_size;
2138 static void InitGameControlValues(void)
2142 for (i = 0; game_panel_controls[i].nr != -1; i++)
2144 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2145 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2146 struct TextPosInfo *pos = gpc->pos;
2148 int type = gpc->type;
2152 Error("'game_panel_controls' structure corrupted at %d", i);
2154 Fail("this should not happen -- please debug");
2157 // force update of game controls after initialization
2158 gpc->value = gpc->last_value = -1;
2159 gpc->frame = gpc->last_frame = -1;
2160 gpc->gfx_frame = -1;
2162 // determine panel value width for later calculation of alignment
2163 if (type == TYPE_INTEGER || type == TYPE_STRING)
2165 pos->width = pos->size * getFontWidth(pos->font);
2166 pos->height = getFontHeight(pos->font);
2168 else if (type == TYPE_ELEMENT)
2170 pos->width = pos->size;
2171 pos->height = pos->size;
2174 // fill structure for game panel draw order
2176 gpo->sort_priority = pos->sort_priority;
2179 // sort game panel controls according to sort_priority and control number
2180 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2181 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2184 static void UpdatePlayfieldElementCount(void)
2186 boolean use_element_count = FALSE;
2189 // first check if it is needed at all to calculate playfield element count
2190 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2191 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2192 use_element_count = TRUE;
2194 if (!use_element_count)
2197 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2198 element_info[i].element_count = 0;
2200 SCAN_PLAYFIELD(x, y)
2202 element_info[Tile[x][y]].element_count++;
2205 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2206 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2207 if (IS_IN_GROUP(j, i))
2208 element_info[EL_GROUP_START + i].element_count +=
2209 element_info[j].element_count;
2212 static void UpdateGameControlValues(void)
2215 int time = (game.LevelSolved ?
2216 game.LevelSolved_CountingTime :
2217 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2219 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2220 game_sp.time_played :
2221 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2222 game_mm.energy_left :
2223 game.no_time_limit ? TimePlayed : TimeLeft);
2224 int score = (game.LevelSolved ?
2225 game.LevelSolved_CountingScore :
2226 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2227 game_em.lev->score :
2228 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2230 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2233 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2234 game_em.lev->gems_needed :
2235 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2236 game_sp.infotrons_still_needed :
2237 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2238 game_mm.kettles_still_needed :
2239 game.gems_still_needed);
2240 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2241 game_em.lev->gems_needed > 0 :
2242 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2243 game_sp.infotrons_still_needed > 0 :
2244 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2245 game_mm.kettles_still_needed > 0 ||
2246 game_mm.lights_still_needed > 0 :
2247 game.gems_still_needed > 0 ||
2248 game.sokoban_fields_still_needed > 0 ||
2249 game.sokoban_objects_still_needed > 0 ||
2250 game.lights_still_needed > 0);
2251 int health = (game.LevelSolved ?
2252 game.LevelSolved_CountingHealth :
2253 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2254 MM_HEALTH(game_mm.laser_overload_value) :
2256 int sync_random_frame = INIT_GFX_RANDOM(); // random, but synchronized
2258 UpdatePlayfieldElementCount();
2260 // update game panel control values
2262 // used instead of "level_nr" (for network games)
2263 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2264 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2266 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2267 for (i = 0; i < MAX_NUM_KEYS; i++)
2268 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2269 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2270 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2272 if (game.centered_player_nr == -1)
2274 for (i = 0; i < MAX_PLAYERS; i++)
2276 // only one player in Supaplex game engine
2277 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2280 for (k = 0; k < MAX_NUM_KEYS; k++)
2282 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2284 if (game_em.ply[i]->keys & (1 << k))
2285 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2286 get_key_element_from_nr(k);
2288 else if (stored_player[i].key[k])
2289 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2290 get_key_element_from_nr(k);
2293 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2294 getPlayerInventorySize(i);
2296 if (stored_player[i].num_white_keys > 0)
2297 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2300 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2301 stored_player[i].num_white_keys;
2306 int player_nr = game.centered_player_nr;
2308 for (k = 0; k < MAX_NUM_KEYS; k++)
2310 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2312 if (game_em.ply[player_nr]->keys & (1 << k))
2313 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2314 get_key_element_from_nr(k);
2316 else if (stored_player[player_nr].key[k])
2317 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2318 get_key_element_from_nr(k);
2321 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2322 getPlayerInventorySize(player_nr);
2324 if (stored_player[player_nr].num_white_keys > 0)
2325 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2327 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2328 stored_player[player_nr].num_white_keys;
2331 // re-arrange keys on game panel, if needed or if defined by style settings
2332 for (i = 0; i < MAX_NUM_KEYS + 1; i++) // all normal keys + white key
2334 int nr = GAME_PANEL_KEY_1 + i;
2335 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2336 struct TextPosInfo *pos = gpc->pos;
2338 // skip check if key is not in the player's inventory
2339 if (gpc->value == EL_EMPTY)
2342 // check if keys should be arranged on panel from left to right
2343 if (pos->style == STYLE_LEFTMOST_POSITION)
2345 // check previous key positions (left from current key)
2346 for (k = 0; k < i; k++)
2348 int nr_new = GAME_PANEL_KEY_1 + k;
2350 if (game_panel_controls[nr_new].value == EL_EMPTY)
2352 game_panel_controls[nr_new].value = gpc->value;
2353 gpc->value = EL_EMPTY;
2360 // check if "undefined" keys can be placed at some other position
2361 if (pos->x == -1 && pos->y == -1)
2363 int nr_new = GAME_PANEL_KEY_1 + i % STD_NUM_KEYS;
2365 // 1st try: display key at the same position as normal or EM keys
2366 if (game_panel_controls[nr_new].value == EL_EMPTY)
2368 game_panel_controls[nr_new].value = gpc->value;
2372 // 2nd try: display key at the next free position in the key panel
2373 for (k = 0; k < STD_NUM_KEYS; k++)
2375 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;
2388 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2390 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2391 get_inventory_element_from_pos(local_player, i);
2392 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2393 get_inventory_element_from_pos(local_player, -i - 1);
2396 game_panel_controls[GAME_PANEL_SCORE].value = score;
2397 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2399 game_panel_controls[GAME_PANEL_TIME].value = time;
2401 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2402 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2403 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2405 if (level.time == 0)
2406 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2408 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2410 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2411 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2413 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2415 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2416 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2418 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2419 local_player->shield_normal_time_left;
2420 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2421 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2423 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2424 local_player->shield_deadly_time_left;
2426 game_panel_controls[GAME_PANEL_EXIT].value =
2427 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2429 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2430 (game.ball_active ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2431 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2432 (game.ball_active ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2433 EL_EMC_MAGIC_BALL_SWITCH);
2435 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2436 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2437 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2438 game.light_time_left;
2440 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2441 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2442 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2443 game.timegate_time_left;
2445 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2446 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2448 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2449 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2450 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2451 game.lenses_time_left;
2453 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2454 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2455 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2456 game.magnify_time_left;
2458 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2459 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2460 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2461 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2462 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2463 EL_BALLOON_SWITCH_NONE);
2465 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2466 local_player->dynabomb_count;
2467 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2468 local_player->dynabomb_size;
2469 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2470 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2472 game_panel_controls[GAME_PANEL_PENGUINS].value =
2473 game.friends_still_needed;
2475 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2476 game.sokoban_objects_still_needed;
2477 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2478 game.sokoban_fields_still_needed;
2480 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2481 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2483 for (i = 0; i < NUM_BELTS; i++)
2485 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2486 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2487 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2488 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2489 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2492 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2493 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2494 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2495 game.magic_wall_time_left;
2497 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2498 local_player->gravity;
2500 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2501 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2503 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2504 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2505 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2506 game.panel.element[i].id : EL_UNDEFINED);
2508 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2509 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2510 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2511 element_info[game.panel.element_count[i].id].element_count : 0);
2513 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2514 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2515 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2516 element_info[game.panel.ce_score[i].id].collect_score : 0);
2518 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2519 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2520 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2521 element_info[game.panel.ce_score_element[i].id].collect_score :
2524 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2525 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2526 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2528 // update game panel control frames
2530 for (i = 0; game_panel_controls[i].nr != -1; i++)
2532 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2534 if (gpc->type == TYPE_ELEMENT)
2536 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2538 int last_anim_random_frame = gfx.anim_random_frame;
2539 int element = gpc->value;
2540 int graphic = el2panelimg(element);
2541 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2542 sync_random_frame : INIT_GFX_RANDOM());
2544 if (gpc->value != gpc->last_value)
2547 gpc->gfx_random = init_gfx_random;
2553 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2554 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2555 gpc->gfx_random = init_gfx_random;
2558 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2559 gfx.anim_random_frame = gpc->gfx_random;
2561 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2562 gpc->gfx_frame = element_info[element].collect_score;
2564 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2566 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2567 gfx.anim_random_frame = last_anim_random_frame;
2570 else if (gpc->type == TYPE_GRAPHIC)
2572 if (gpc->graphic != IMG_UNDEFINED)
2574 int last_anim_random_frame = gfx.anim_random_frame;
2575 int graphic = gpc->graphic;
2576 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2577 sync_random_frame : INIT_GFX_RANDOM());
2579 if (gpc->value != gpc->last_value)
2582 gpc->gfx_random = init_gfx_random;
2588 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2589 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2590 gpc->gfx_random = init_gfx_random;
2593 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2594 gfx.anim_random_frame = gpc->gfx_random;
2596 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2598 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2599 gfx.anim_random_frame = last_anim_random_frame;
2605 static void DisplayGameControlValues(void)
2607 boolean redraw_panel = FALSE;
2610 for (i = 0; game_panel_controls[i].nr != -1; i++)
2612 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2614 if (PANEL_DEACTIVATED(gpc->pos))
2617 if (gpc->value == gpc->last_value &&
2618 gpc->frame == gpc->last_frame)
2621 redraw_panel = TRUE;
2627 // copy default game door content to main double buffer
2629 // !!! CHECK AGAIN !!!
2630 SetPanelBackground();
2631 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2632 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2634 // redraw game control buttons
2635 RedrawGameButtons();
2637 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2639 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2641 int nr = game_panel_order[i].nr;
2642 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2643 struct TextPosInfo *pos = gpc->pos;
2644 int type = gpc->type;
2645 int value = gpc->value;
2646 int frame = gpc->frame;
2647 int size = pos->size;
2648 int font = pos->font;
2649 boolean draw_masked = pos->draw_masked;
2650 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2652 if (PANEL_DEACTIVATED(pos))
2655 if (pos->class == get_hash_from_key("extra_panel_items") &&
2656 !setup.prefer_extra_panel_items)
2659 gpc->last_value = value;
2660 gpc->last_frame = frame;
2662 if (type == TYPE_INTEGER)
2664 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2665 nr == GAME_PANEL_TIME)
2667 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2669 if (use_dynamic_size) // use dynamic number of digits
2671 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2672 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2673 int size2 = size1 + 1;
2674 int font1 = pos->font;
2675 int font2 = pos->font_alt;
2677 size = (value < value_change ? size1 : size2);
2678 font = (value < value_change ? font1 : font2);
2682 // correct text size if "digits" is zero or less
2684 size = strlen(int2str(value, size));
2686 // dynamically correct text alignment
2687 pos->width = size * getFontWidth(font);
2689 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2690 int2str(value, size), font, mask_mode);
2692 else if (type == TYPE_ELEMENT)
2694 int element, graphic;
2698 int dst_x = PANEL_XPOS(pos);
2699 int dst_y = PANEL_YPOS(pos);
2701 if (value != EL_UNDEFINED && value != EL_EMPTY)
2704 graphic = el2panelimg(value);
2707 Debug("game:DisplayGameControlValues", "%d, '%s' [%d]",
2708 element, EL_NAME(element), size);
2711 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2714 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2717 width = graphic_info[graphic].width * size / TILESIZE;
2718 height = graphic_info[graphic].height * size / TILESIZE;
2721 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2724 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2728 else if (type == TYPE_GRAPHIC)
2730 int graphic = gpc->graphic;
2731 int graphic_active = gpc->graphic_active;
2735 int dst_x = PANEL_XPOS(pos);
2736 int dst_y = PANEL_YPOS(pos);
2737 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2738 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2740 if (graphic != IMG_UNDEFINED && !skip)
2742 if (pos->style == STYLE_REVERSE)
2743 value = 100 - value;
2745 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2747 if (pos->direction & MV_HORIZONTAL)
2749 width = graphic_info[graphic_active].width * value / 100;
2750 height = graphic_info[graphic_active].height;
2752 if (pos->direction == MV_LEFT)
2754 src_x += graphic_info[graphic_active].width - width;
2755 dst_x += graphic_info[graphic_active].width - width;
2760 width = graphic_info[graphic_active].width;
2761 height = graphic_info[graphic_active].height * value / 100;
2763 if (pos->direction == MV_UP)
2765 src_y += graphic_info[graphic_active].height - height;
2766 dst_y += graphic_info[graphic_active].height - height;
2771 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2774 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2777 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2779 if (pos->direction & MV_HORIZONTAL)
2781 if (pos->direction == MV_RIGHT)
2788 dst_x = PANEL_XPOS(pos);
2791 width = graphic_info[graphic].width - width;
2795 if (pos->direction == MV_DOWN)
2802 dst_y = PANEL_YPOS(pos);
2805 height = graphic_info[graphic].height - height;
2809 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2812 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2816 else if (type == TYPE_STRING)
2818 boolean active = (value != 0);
2819 char *state_normal = "off";
2820 char *state_active = "on";
2821 char *state = (active ? state_active : state_normal);
2822 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2823 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2824 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2825 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2827 if (nr == GAME_PANEL_GRAVITY_STATE)
2829 int font1 = pos->font; // (used for normal state)
2830 int font2 = pos->font_alt; // (used for active state)
2832 font = (active ? font2 : font1);
2841 // don't truncate output if "chars" is zero or less
2844 // dynamically correct text alignment
2845 pos->width = size * getFontWidth(font);
2848 s_cut = getStringCopyN(s, size);
2850 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2851 s_cut, font, mask_mode);
2857 redraw_mask |= REDRAW_DOOR_1;
2860 SetGameStatus(GAME_MODE_PLAYING);
2863 void UpdateAndDisplayGameControlValues(void)
2865 if (tape.deactivate_display)
2868 UpdateGameControlValues();
2869 DisplayGameControlValues();
2872 void UpdateGameDoorValues(void)
2874 UpdateGameControlValues();
2877 void DrawGameDoorValues(void)
2879 DisplayGameControlValues();
2883 // ============================================================================
2885 // ----------------------------------------------------------------------------
2886 // initialize game engine due to level / tape version number
2887 // ============================================================================
2889 static void InitGameEngine(void)
2891 int i, j, k, l, x, y;
2893 // set game engine from tape file when re-playing, else from level file
2894 game.engine_version = (tape.playing ? tape.engine_version :
2895 level.game_version);
2897 // set single or multi-player game mode (needed for re-playing tapes)
2898 game.team_mode = setup.team_mode;
2902 int num_players = 0;
2904 for (i = 0; i < MAX_PLAYERS; i++)
2905 if (tape.player_participates[i])
2908 // multi-player tapes contain input data for more than one player
2909 game.team_mode = (num_players > 1);
2913 Debug("game:init:level", "level %d: level.game_version == %06d", level_nr,
2914 level.game_version);
2915 Debug("game:init:level", " tape.file_version == %06d",
2917 Debug("game:init:level", " tape.game_version == %06d",
2919 Debug("game:init:level", " tape.engine_version == %06d",
2920 tape.engine_version);
2921 Debug("game:init:level", " => game.engine_version == %06d [tape mode: %s]",
2922 game.engine_version, (tape.playing ? "PLAYING" : "RECORDING"));
2925 // --------------------------------------------------------------------------
2926 // set flags for bugs and changes according to active game engine version
2927 // --------------------------------------------------------------------------
2931 Fixed property "can fall" for run-time element "EL_AMOEBA_DROPPING"
2933 Bug was introduced in version:
2936 Bug was fixed in version:
2940 In version 2.0.1, a new run-time element "EL_AMOEBA_DROPPING" was added,
2941 but the property "can fall" was missing, which caused some levels to be
2942 unsolvable. This was fixed in version 4.2.0.0.
2944 Affected levels/tapes:
2945 An example for a tape that was fixed by this bugfix is tape 029 from the
2946 level set "rnd_sam_bateman".
2947 The wrong behaviour will still be used for all levels or tapes that were
2948 created/recorded with it. An example for this is tape 023 from the level
2949 set "rnd_gerhard_haeusler", which was recorded with a buggy game engine.
2952 boolean use_amoeba_dropping_cannot_fall_bug =
2953 ((game.engine_version >= VERSION_IDENT(2,0,1,0) &&
2954 game.engine_version < VERSION_IDENT(4,2,0,0)) ||
2956 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
2957 tape.game_version < VERSION_IDENT(4,2,0,0)));
2960 Summary of bugfix/change:
2961 Fixed move speed of elements entering or leaving magic wall.
2963 Fixed/changed in version:
2967 Before 2.0.1, move speed of elements entering or leaving magic wall was
2968 twice as fast as it is now.
2969 Since 2.0.1, this is set to a lower value by using move_stepsize_list[].
2971 Affected levels/tapes:
2972 The first condition is generally needed for all levels/tapes before version
2973 2.0.1, which might use the old behaviour before it was changed; known tapes
2974 that are affected: Tape 014 from the level set "rnd_conor_mancone".
2975 The second condition is an exception from the above case and is needed for
2976 the special case of tapes recorded with game (not engine!) version 2.0.1 or
2977 above, but before it was known that this change would break tapes like the
2978 above and was fixed in 4.2.0.0, so that the changed behaviour was active
2979 although the engine version while recording maybe was before 2.0.1. There
2980 are a lot of tapes that are affected by this exception, like tape 006 from
2981 the level set "rnd_conor_mancone".
2984 boolean use_old_move_stepsize_for_magic_wall =
2985 (game.engine_version < VERSION_IDENT(2,0,1,0) &&
2987 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
2988 tape.game_version < VERSION_IDENT(4,2,0,0)));
2991 Summary of bugfix/change:
2992 Fixed handling for custom elements that change when pushed by the player.
2994 Fixed/changed in version:
2998 Before 3.1.0, custom elements that "change when pushing" changed directly
2999 after the player started pushing them (until then handled in "DigField()").
3000 Since 3.1.0, these custom elements are not changed until the "pushing"
3001 move of the element is finished (now handled in "ContinueMoving()").
3003 Affected levels/tapes:
3004 The first condition is generally needed for all levels/tapes before version
3005 3.1.0, which might use the old behaviour before it was changed; known tapes
3006 that are affected are some tapes from the level set "Walpurgis Gardens" by
3008 The second condition is an exception from the above case and is needed for
3009 the special case of tapes recorded with game (not engine!) version 3.1.0 or
3010 above (including some development versions of 3.1.0), but before it was
3011 known that this change would break tapes like the above and was fixed in
3012 3.1.1, so that the changed behaviour was active although the engine version
3013 while recording maybe was before 3.1.0. There is at least one tape that is
3014 affected by this exception, which is the tape for the one-level set "Bug
3015 Machine" by Juergen Bonhagen.
3018 game.use_change_when_pushing_bug =
3019 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3021 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
3022 tape.game_version < VERSION_IDENT(3,1,1,0)));
3025 Summary of bugfix/change:
3026 Fixed handling for blocking the field the player leaves when moving.
3028 Fixed/changed in version:
3032 Before 3.1.1, when "block last field when moving" was enabled, the field
3033 the player is leaving when moving was blocked for the time of the move,
3034 and was directly unblocked afterwards. This resulted in the last field
3035 being blocked for exactly one less than the number of frames of one player
3036 move. Additionally, even when blocking was disabled, the last field was
3037 blocked for exactly one frame.
3038 Since 3.1.1, due to changes in player movement handling, the last field
3039 is not blocked at all when blocking is disabled. When blocking is enabled,
3040 the last field is blocked for exactly the number of frames of one player
3041 move. Additionally, if the player is Murphy, the hero of Supaplex, the
3042 last field is blocked for exactly one more than the number of frames of
3045 Affected levels/tapes:
3046 (!!! yet to be determined -- probably many !!!)
3049 game.use_block_last_field_bug =
3050 (game.engine_version < VERSION_IDENT(3,1,1,0));
3052 /* various special flags and settings for native Emerald Mine game engine */
3054 game_em.use_single_button =
3055 (game.engine_version > VERSION_IDENT(4,0,0,2));
3057 game_em.use_snap_key_bug =
3058 (game.engine_version < VERSION_IDENT(4,0,1,0));
3060 game_em.use_random_bug =
3061 (tape.property_bits & TAPE_PROPERTY_EM_RANDOM_BUG);
3063 boolean use_old_em_engine = (game.engine_version < VERSION_IDENT(4,2,0,0));
3065 game_em.use_old_explosions = use_old_em_engine;
3066 game_em.use_old_android = use_old_em_engine;
3067 game_em.use_old_push_elements = use_old_em_engine;
3068 game_em.use_old_push_into_acid = use_old_em_engine;
3070 game_em.use_wrap_around = !use_old_em_engine;
3072 // --------------------------------------------------------------------------
3074 // set maximal allowed number of custom element changes per game frame
3075 game.max_num_changes_per_frame = 1;
3077 // default scan direction: scan playfield from top/left to bottom/right
3078 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
3080 // dynamically adjust element properties according to game engine version
3081 InitElementPropertiesEngine(game.engine_version);
3083 // ---------- initialize special element properties -------------------------
3085 // "EL_AMOEBA_DROPPING" missed property "can fall" in older game versions
3086 if (use_amoeba_dropping_cannot_fall_bug)
3087 SET_PROPERTY(EL_AMOEBA_DROPPING, EP_CAN_FALL, FALSE);
3089 // ---------- initialize player's initial move delay ------------------------
3091 // dynamically adjust player properties according to level information
3092 for (i = 0; i < MAX_PLAYERS; i++)
3093 game.initial_move_delay_value[i] =
3094 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
3096 // dynamically adjust player properties according to game engine version
3097 for (i = 0; i < MAX_PLAYERS; i++)
3098 game.initial_move_delay[i] =
3099 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
3100 game.initial_move_delay_value[i] : 0);
3102 // ---------- initialize player's initial push delay ------------------------
3104 // dynamically adjust player properties according to game engine version
3105 game.initial_push_delay_value =
3106 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
3108 // ---------- initialize changing elements ----------------------------------
3110 // initialize changing elements information
3111 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3113 struct ElementInfo *ei = &element_info[i];
3115 // this pointer might have been changed in the level editor
3116 ei->change = &ei->change_page[0];
3118 if (!IS_CUSTOM_ELEMENT(i))
3120 ei->change->target_element = EL_EMPTY_SPACE;
3121 ei->change->delay_fixed = 0;
3122 ei->change->delay_random = 0;
3123 ei->change->delay_frames = 1;
3126 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3128 ei->has_change_event[j] = FALSE;
3130 ei->event_page_nr[j] = 0;
3131 ei->event_page[j] = &ei->change_page[0];
3135 // add changing elements from pre-defined list
3136 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
3138 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
3139 struct ElementInfo *ei = &element_info[ch_delay->element];
3141 ei->change->target_element = ch_delay->target_element;
3142 ei->change->delay_fixed = ch_delay->change_delay;
3144 ei->change->pre_change_function = ch_delay->pre_change_function;
3145 ei->change->change_function = ch_delay->change_function;
3146 ei->change->post_change_function = ch_delay->post_change_function;
3148 ei->change->can_change = TRUE;
3149 ei->change->can_change_or_has_action = TRUE;
3151 ei->has_change_event[CE_DELAY] = TRUE;
3153 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
3154 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3157 // ---------- initialize internal run-time variables ------------------------
3159 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3161 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3163 for (j = 0; j < ei->num_change_pages; j++)
3165 ei->change_page[j].can_change_or_has_action =
3166 (ei->change_page[j].can_change |
3167 ei->change_page[j].has_action);
3171 // add change events from custom element configuration
3172 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3174 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3176 for (j = 0; j < ei->num_change_pages; j++)
3178 if (!ei->change_page[j].can_change_or_has_action)
3181 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3183 // only add event page for the first page found with this event
3184 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3186 ei->has_change_event[k] = TRUE;
3188 ei->event_page_nr[k] = j;
3189 ei->event_page[k] = &ei->change_page[j];
3195 // ---------- initialize reference elements in change conditions ------------
3197 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3199 int element = EL_CUSTOM_START + i;
3200 struct ElementInfo *ei = &element_info[element];
3202 for (j = 0; j < ei->num_change_pages; j++)
3204 int trigger_element = ei->change_page[j].initial_trigger_element;
3206 if (trigger_element >= EL_PREV_CE_8 &&
3207 trigger_element <= EL_NEXT_CE_8)
3208 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3210 ei->change_page[j].trigger_element = trigger_element;
3214 // ---------- initialize run-time trigger player and element ----------------
3216 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3218 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3220 for (j = 0; j < ei->num_change_pages; j++)
3222 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3223 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3224 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3225 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3226 ei->change_page[j].actual_trigger_ce_value = 0;
3227 ei->change_page[j].actual_trigger_ce_score = 0;
3231 // ---------- initialize trigger events -------------------------------------
3233 // initialize trigger events information
3234 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3235 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3236 trigger_events[i][j] = FALSE;
3238 // add trigger events from element change event properties
3239 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3241 struct ElementInfo *ei = &element_info[i];
3243 for (j = 0; j < ei->num_change_pages; j++)
3245 if (!ei->change_page[j].can_change_or_has_action)
3248 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3250 int trigger_element = ei->change_page[j].trigger_element;
3252 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3254 if (ei->change_page[j].has_event[k])
3256 if (IS_GROUP_ELEMENT(trigger_element))
3258 struct ElementGroupInfo *group =
3259 element_info[trigger_element].group;
3261 for (l = 0; l < group->num_elements_resolved; l++)
3262 trigger_events[group->element_resolved[l]][k] = TRUE;
3264 else if (trigger_element == EL_ANY_ELEMENT)
3265 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3266 trigger_events[l][k] = TRUE;
3268 trigger_events[trigger_element][k] = TRUE;
3275 // ---------- initialize push delay -----------------------------------------
3277 // initialize push delay values to default
3278 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3280 if (!IS_CUSTOM_ELEMENT(i))
3282 // set default push delay values (corrected since version 3.0.7-1)
3283 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3285 element_info[i].push_delay_fixed = 2;
3286 element_info[i].push_delay_random = 8;
3290 element_info[i].push_delay_fixed = 8;
3291 element_info[i].push_delay_random = 8;
3296 // set push delay value for certain elements from pre-defined list
3297 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3299 int e = push_delay_list[i].element;
3301 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3302 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3305 // set push delay value for Supaplex elements for newer engine versions
3306 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3308 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3310 if (IS_SP_ELEMENT(i))
3312 // set SP push delay to just enough to push under a falling zonk
3313 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3315 element_info[i].push_delay_fixed = delay;
3316 element_info[i].push_delay_random = 0;
3321 // ---------- initialize move stepsize --------------------------------------
3323 // initialize move stepsize values to default
3324 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3325 if (!IS_CUSTOM_ELEMENT(i))
3326 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3328 // set move stepsize value for certain elements from pre-defined list
3329 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3331 int e = move_stepsize_list[i].element;
3333 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3335 // set move stepsize value for certain elements for older engine versions
3336 if (use_old_move_stepsize_for_magic_wall)
3338 if (e == EL_MAGIC_WALL_FILLING ||
3339 e == EL_MAGIC_WALL_EMPTYING ||
3340 e == EL_BD_MAGIC_WALL_FILLING ||
3341 e == EL_BD_MAGIC_WALL_EMPTYING)
3342 element_info[e].move_stepsize *= 2;
3346 // ---------- initialize collect score --------------------------------------
3348 // initialize collect score values for custom elements from initial value
3349 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3350 if (IS_CUSTOM_ELEMENT(i))
3351 element_info[i].collect_score = element_info[i].collect_score_initial;
3353 // ---------- initialize collect count --------------------------------------
3355 // initialize collect count values for non-custom elements
3356 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3357 if (!IS_CUSTOM_ELEMENT(i))
3358 element_info[i].collect_count_initial = 0;
3360 // add collect count values for all elements from pre-defined list
3361 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3362 element_info[collect_count_list[i].element].collect_count_initial =
3363 collect_count_list[i].count;
3365 // ---------- initialize access direction -----------------------------------
3367 // initialize access direction values to default (access from every side)
3368 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3369 if (!IS_CUSTOM_ELEMENT(i))
3370 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3372 // set access direction value for certain elements from pre-defined list
3373 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3374 element_info[access_direction_list[i].element].access_direction =
3375 access_direction_list[i].direction;
3377 // ---------- initialize explosion content ----------------------------------
3378 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3380 if (IS_CUSTOM_ELEMENT(i))
3383 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3385 // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3387 element_info[i].content.e[x][y] =
3388 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3389 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3390 i == EL_PLAYER_3 ? EL_EMERALD :
3391 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3392 i == EL_MOLE ? EL_EMERALD_RED :
3393 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3394 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3395 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3396 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3397 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3398 i == EL_WALL_EMERALD ? EL_EMERALD :
3399 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3400 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3401 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3402 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3403 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3404 i == EL_WALL_PEARL ? EL_PEARL :
3405 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3410 // ---------- initialize recursion detection --------------------------------
3411 recursion_loop_depth = 0;
3412 recursion_loop_detected = FALSE;
3413 recursion_loop_element = EL_UNDEFINED;
3415 // ---------- initialize graphics engine ------------------------------------
3416 game.scroll_delay_value =
3417 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3418 level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3419 !setup.forced_scroll_delay ? 0 :
3420 setup.scroll_delay ? setup.scroll_delay_value : 0);
3421 game.scroll_delay_value =
3422 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3424 // ---------- initialize game engine snapshots ------------------------------
3425 for (i = 0; i < MAX_PLAYERS; i++)
3426 game.snapshot.last_action[i] = 0;
3427 game.snapshot.changed_action = FALSE;
3428 game.snapshot.collected_item = FALSE;
3429 game.snapshot.mode =
3430 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3431 SNAPSHOT_MODE_EVERY_STEP :
3432 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3433 SNAPSHOT_MODE_EVERY_MOVE :
3434 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3435 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3436 game.snapshot.save_snapshot = FALSE;
3438 // ---------- initialize level time for Supaplex engine ---------------------
3439 // Supaplex levels with time limit currently unsupported -- should be added
3440 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3443 // ---------- initialize flags for handling game actions --------------------
3445 // set flags for game actions to default values
3446 game.use_key_actions = TRUE;
3447 game.use_mouse_actions = FALSE;
3449 // when using Mirror Magic game engine, handle mouse events only
3450 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
3452 game.use_key_actions = FALSE;
3453 game.use_mouse_actions = TRUE;
3456 // check for custom elements with mouse click events
3457 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
3459 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3461 int element = EL_CUSTOM_START + i;
3463 if (HAS_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
3464 HAS_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
3465 HAS_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
3466 HAS_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
3467 game.use_mouse_actions = TRUE;
3472 static int get_num_special_action(int element, int action_first,
3475 int num_special_action = 0;
3478 for (i = action_first; i <= action_last; i++)
3480 boolean found = FALSE;
3482 for (j = 0; j < NUM_DIRECTIONS; j++)
3483 if (el_act_dir2img(element, i, j) !=
3484 el_act_dir2img(element, ACTION_DEFAULT, j))
3488 num_special_action++;
3493 return num_special_action;
3497 // ============================================================================
3499 // ----------------------------------------------------------------------------
3500 // initialize and start new game
3501 // ============================================================================
3503 #if DEBUG_INIT_PLAYER
3504 static void DebugPrintPlayerStatus(char *message)
3511 Debug("game:init:player", "%s:", message);
3513 for (i = 0; i < MAX_PLAYERS; i++)
3515 struct PlayerInfo *player = &stored_player[i];
3517 Debug("game:init:player",
3518 "- player %d: present == %d, connected == %d [%d/%d], active == %d%s",
3522 player->connected_locally,
3523 player->connected_network,
3525 (local_player == player ? " (local player)" : ""));
3532 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3533 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3534 int fade_mask = REDRAW_FIELD;
3536 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3537 boolean emulate_sb = TRUE; // unless non-SOKOBAN elements found
3538 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3539 int initial_move_dir = MV_DOWN;
3542 // required here to update video display before fading (FIX THIS)
3543 DrawMaskedBorder(REDRAW_DOOR_2);
3545 if (!game.restart_level)
3546 CloseDoor(DOOR_CLOSE_1);
3548 SetGameStatus(GAME_MODE_PLAYING);
3550 if (level_editor_test_game)
3551 FadeSkipNextFadeOut();
3553 FadeSetEnterScreen();
3556 fade_mask = REDRAW_ALL;
3558 FadeLevelSoundsAndMusic();
3560 ExpireSoundLoops(TRUE);
3564 if (level_editor_test_game)
3565 FadeSkipNextFadeIn();
3567 // needed if different viewport properties defined for playing
3568 ChangeViewportPropertiesIfNeeded();
3572 DrawCompleteVideoDisplay();
3574 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3577 InitGameControlValues();
3581 // initialize tape actions from game when recording tape
3582 tape.use_key_actions = game.use_key_actions;
3583 tape.use_mouse_actions = game.use_mouse_actions;
3585 // initialize visible playfield size when recording tape (for team mode)
3586 tape.scr_fieldx = SCR_FIELDX;
3587 tape.scr_fieldy = SCR_FIELDY;
3590 // don't play tapes over network
3591 network_playing = (network.enabled && !tape.playing);
3593 for (i = 0; i < MAX_PLAYERS; i++)
3595 struct PlayerInfo *player = &stored_player[i];
3597 player->index_nr = i;
3598 player->index_bit = (1 << i);
3599 player->element_nr = EL_PLAYER_1 + i;
3601 player->present = FALSE;
3602 player->active = FALSE;
3603 player->mapped = FALSE;
3605 player->killed = FALSE;
3606 player->reanimated = FALSE;
3607 player->buried = FALSE;
3610 player->effective_action = 0;
3611 player->programmed_action = 0;
3612 player->snap_action = 0;
3614 player->mouse_action.lx = 0;
3615 player->mouse_action.ly = 0;
3616 player->mouse_action.button = 0;
3617 player->mouse_action.button_hint = 0;
3619 player->effective_mouse_action.lx = 0;
3620 player->effective_mouse_action.ly = 0;
3621 player->effective_mouse_action.button = 0;
3622 player->effective_mouse_action.button_hint = 0;
3624 for (j = 0; j < MAX_NUM_KEYS; j++)
3625 player->key[j] = FALSE;
3627 player->num_white_keys = 0;
3629 player->dynabomb_count = 0;
3630 player->dynabomb_size = 1;
3631 player->dynabombs_left = 0;
3632 player->dynabomb_xl = FALSE;
3634 player->MovDir = initial_move_dir;
3637 player->GfxDir = initial_move_dir;
3638 player->GfxAction = ACTION_DEFAULT;
3640 player->StepFrame = 0;
3642 player->initial_element = player->element_nr;
3643 player->artwork_element =
3644 (level.use_artwork_element[i] ? level.artwork_element[i] :
3645 player->element_nr);
3646 player->use_murphy = FALSE;
3648 player->block_last_field = FALSE; // initialized in InitPlayerField()
3649 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3651 player->gravity = level.initial_player_gravity[i];
3653 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3655 player->actual_frame_counter = 0;
3657 player->step_counter = 0;
3659 player->last_move_dir = initial_move_dir;
3661 player->is_active = FALSE;
3663 player->is_waiting = FALSE;
3664 player->is_moving = FALSE;
3665 player->is_auto_moving = FALSE;
3666 player->is_digging = FALSE;
3667 player->is_snapping = FALSE;
3668 player->is_collecting = FALSE;
3669 player->is_pushing = FALSE;
3670 player->is_switching = FALSE;
3671 player->is_dropping = FALSE;
3672 player->is_dropping_pressed = FALSE;
3674 player->is_bored = FALSE;
3675 player->is_sleeping = FALSE;
3677 player->was_waiting = TRUE;
3678 player->was_moving = FALSE;
3679 player->was_snapping = FALSE;
3680 player->was_dropping = FALSE;
3682 player->force_dropping = FALSE;
3684 player->frame_counter_bored = -1;
3685 player->frame_counter_sleeping = -1;
3687 player->anim_delay_counter = 0;
3688 player->post_delay_counter = 0;
3690 player->dir_waiting = initial_move_dir;
3691 player->action_waiting = ACTION_DEFAULT;
3692 player->last_action_waiting = ACTION_DEFAULT;
3693 player->special_action_bored = ACTION_DEFAULT;
3694 player->special_action_sleeping = ACTION_DEFAULT;
3696 player->switch_x = -1;
3697 player->switch_y = -1;
3699 player->drop_x = -1;
3700 player->drop_y = -1;
3702 player->show_envelope = 0;
3704 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3706 player->push_delay = -1; // initialized when pushing starts
3707 player->push_delay_value = game.initial_push_delay_value;
3709 player->drop_delay = 0;
3710 player->drop_pressed_delay = 0;
3712 player->last_jx = -1;
3713 player->last_jy = -1;
3717 player->shield_normal_time_left = 0;
3718 player->shield_deadly_time_left = 0;
3720 player->last_removed_element = EL_UNDEFINED;
3722 player->inventory_infinite_element = EL_UNDEFINED;
3723 player->inventory_size = 0;
3725 if (level.use_initial_inventory[i])
3727 for (j = 0; j < level.initial_inventory_size[i]; j++)
3729 int element = level.initial_inventory_content[i][j];
3730 int collect_count = element_info[element].collect_count_initial;
3733 if (!IS_CUSTOM_ELEMENT(element))
3736 if (collect_count == 0)
3737 player->inventory_infinite_element = element;
3739 for (k = 0; k < collect_count; k++)
3740 if (player->inventory_size < MAX_INVENTORY_SIZE)
3741 player->inventory_element[player->inventory_size++] = element;
3745 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3746 SnapField(player, 0, 0);
3748 map_player_action[i] = i;
3751 network_player_action_received = FALSE;
3753 // initial null action
3754 if (network_playing)
3755 SendToServer_MovePlayer(MV_NONE);
3760 TimeLeft = level.time;
3763 ScreenMovDir = MV_NONE;
3767 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3769 game.robot_wheel_x = -1;
3770 game.robot_wheel_y = -1;
3775 game.all_players_gone = FALSE;
3777 game.LevelSolved = FALSE;
3778 game.GameOver = FALSE;
3780 game.GamePlayed = !tape.playing;
3782 game.LevelSolved_GameWon = FALSE;
3783 game.LevelSolved_GameEnd = FALSE;
3784 game.LevelSolved_SaveTape = FALSE;
3785 game.LevelSolved_SaveScore = FALSE;
3787 game.LevelSolved_CountingTime = 0;
3788 game.LevelSolved_CountingScore = 0;
3789 game.LevelSolved_CountingHealth = 0;
3791 game.panel.active = TRUE;
3793 game.no_time_limit = (level.time == 0);
3795 game.yamyam_content_nr = 0;
3796 game.robot_wheel_active = FALSE;
3797 game.magic_wall_active = FALSE;
3798 game.magic_wall_time_left = 0;
3799 game.light_time_left = 0;
3800 game.timegate_time_left = 0;
3801 game.switchgate_pos = 0;
3802 game.wind_direction = level.wind_direction_initial;
3805 game.score_final = 0;
3807 game.health = MAX_HEALTH;
3808 game.health_final = MAX_HEALTH;
3810 game.gems_still_needed = level.gems_needed;
3811 game.sokoban_fields_still_needed = 0;
3812 game.sokoban_objects_still_needed = 0;
3813 game.lights_still_needed = 0;
3814 game.players_still_needed = 0;
3815 game.friends_still_needed = 0;
3817 game.lenses_time_left = 0;
3818 game.magnify_time_left = 0;
3820 game.ball_active = level.ball_active_initial;
3821 game.ball_content_nr = 0;
3823 game.explosions_delayed = TRUE;
3825 game.envelope_active = FALSE;
3827 for (i = 0; i < NUM_BELTS; i++)
3829 game.belt_dir[i] = MV_NONE;
3830 game.belt_dir_nr[i] = 3; // not moving, next moving left
3833 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3834 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3836 #if DEBUG_INIT_PLAYER
3837 DebugPrintPlayerStatus("Player status at level initialization");
3840 SCAN_PLAYFIELD(x, y)
3842 Tile[x][y] = Last[x][y] = level.field[x][y];
3843 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3844 ChangeDelay[x][y] = 0;
3845 ChangePage[x][y] = -1;
3846 CustomValue[x][y] = 0; // initialized in InitField()
3847 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3849 WasJustMoving[x][y] = 0;
3850 WasJustFalling[x][y] = 0;
3851 CheckCollision[x][y] = 0;
3852 CheckImpact[x][y] = 0;
3854 Pushed[x][y] = FALSE;
3856 ChangeCount[x][y] = 0;
3857 ChangeEvent[x][y] = -1;
3859 ExplodePhase[x][y] = 0;
3860 ExplodeDelay[x][y] = 0;
3861 ExplodeField[x][y] = EX_TYPE_NONE;
3863 RunnerVisit[x][y] = 0;
3864 PlayerVisit[x][y] = 0;
3867 GfxRandom[x][y] = INIT_GFX_RANDOM();
3868 GfxElement[x][y] = EL_UNDEFINED;
3869 GfxAction[x][y] = ACTION_DEFAULT;
3870 GfxDir[x][y] = MV_NONE;
3871 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3874 SCAN_PLAYFIELD(x, y)
3876 if (emulate_bd && !IS_BD_ELEMENT(Tile[x][y]))
3878 if (emulate_sb && !IS_SB_ELEMENT(Tile[x][y]))
3880 if (emulate_sp && !IS_SP_ELEMENT(Tile[x][y]))
3883 InitField(x, y, TRUE);
3885 ResetGfxAnimation(x, y);
3890 for (i = 0; i < MAX_PLAYERS; i++)
3892 struct PlayerInfo *player = &stored_player[i];
3894 // set number of special actions for bored and sleeping animation
3895 player->num_special_action_bored =
3896 get_num_special_action(player->artwork_element,
3897 ACTION_BORING_1, ACTION_BORING_LAST);
3898 player->num_special_action_sleeping =
3899 get_num_special_action(player->artwork_element,
3900 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3903 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3904 emulate_sb ? EMU_SOKOBAN :
3905 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3907 // initialize type of slippery elements
3908 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3910 if (!IS_CUSTOM_ELEMENT(i))
3912 // default: elements slip down either to the left or right randomly
3913 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3915 // SP style elements prefer to slip down on the left side
3916 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3917 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3919 // BD style elements prefer to slip down on the left side
3920 if (game.emulation == EMU_BOULDERDASH)
3921 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3925 // initialize explosion and ignition delay
3926 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3928 if (!IS_CUSTOM_ELEMENT(i))
3931 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3932 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3933 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3934 int last_phase = (num_phase + 1) * delay;
3935 int half_phase = (num_phase / 2) * delay;
3937 element_info[i].explosion_delay = last_phase - 1;
3938 element_info[i].ignition_delay = half_phase;
3940 if (i == EL_BLACK_ORB)
3941 element_info[i].ignition_delay = 1;
3945 // correct non-moving belts to start moving left
3946 for (i = 0; i < NUM_BELTS; i++)
3947 if (game.belt_dir[i] == MV_NONE)
3948 game.belt_dir_nr[i] = 3; // not moving, next moving left
3950 #if USE_NEW_PLAYER_ASSIGNMENTS
3951 // use preferred player also in local single-player mode
3952 if (!network.enabled && !game.team_mode)
3954 int new_index_nr = setup.network_player_nr;
3956 if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
3958 for (i = 0; i < MAX_PLAYERS; i++)
3959 stored_player[i].connected_locally = FALSE;
3961 stored_player[new_index_nr].connected_locally = TRUE;
3965 for (i = 0; i < MAX_PLAYERS; i++)
3967 stored_player[i].connected = FALSE;
3969 // in network game mode, the local player might not be the first player
3970 if (stored_player[i].connected_locally)
3971 local_player = &stored_player[i];
3974 if (!network.enabled)
3975 local_player->connected = TRUE;
3979 for (i = 0; i < MAX_PLAYERS; i++)
3980 stored_player[i].connected = tape.player_participates[i];
3982 else if (network.enabled)
3984 // add team mode players connected over the network (needed for correct
3985 // assignment of player figures from level to locally playing players)
3987 for (i = 0; i < MAX_PLAYERS; i++)
3988 if (stored_player[i].connected_network)
3989 stored_player[i].connected = TRUE;
3991 else if (game.team_mode)
3993 // try to guess locally connected team mode players (needed for correct
3994 // assignment of player figures from level to locally playing players)
3996 for (i = 0; i < MAX_PLAYERS; i++)
3997 if (setup.input[i].use_joystick ||
3998 setup.input[i].key.left != KSYM_UNDEFINED)
3999 stored_player[i].connected = TRUE;
4002 #if DEBUG_INIT_PLAYER
4003 DebugPrintPlayerStatus("Player status after level initialization");
4006 #if DEBUG_INIT_PLAYER
4007 Debug("game:init:player", "Reassigning players ...");
4010 // check if any connected player was not found in playfield
4011 for (i = 0; i < MAX_PLAYERS; i++)
4013 struct PlayerInfo *player = &stored_player[i];
4015 if (player->connected && !player->present)
4017 struct PlayerInfo *field_player = NULL;
4019 #if DEBUG_INIT_PLAYER
4020 Debug("game:init:player",
4021 "- looking for field player for player %d ...", i + 1);
4024 // assign first free player found that is present in the playfield
4026 // first try: look for unmapped playfield player that is not connected
4027 for (j = 0; j < MAX_PLAYERS; j++)
4028 if (field_player == NULL &&
4029 stored_player[j].present &&
4030 !stored_player[j].mapped &&
4031 !stored_player[j].connected)
4032 field_player = &stored_player[j];
4034 // second try: look for *any* unmapped playfield player
4035 for (j = 0; j < MAX_PLAYERS; j++)
4036 if (field_player == NULL &&
4037 stored_player[j].present &&
4038 !stored_player[j].mapped)
4039 field_player = &stored_player[j];
4041 if (field_player != NULL)
4043 int jx = field_player->jx, jy = field_player->jy;
4045 #if DEBUG_INIT_PLAYER
4046 Debug("game:init:player", "- found player %d",
4047 field_player->index_nr + 1);
4050 player->present = FALSE;
4051 player->active = FALSE;
4053 field_player->present = TRUE;
4054 field_player->active = TRUE;
4057 player->initial_element = field_player->initial_element;
4058 player->artwork_element = field_player->artwork_element;
4060 player->block_last_field = field_player->block_last_field;
4061 player->block_delay_adjustment = field_player->block_delay_adjustment;
4064 StorePlayer[jx][jy] = field_player->element_nr;
4066 field_player->jx = field_player->last_jx = jx;
4067 field_player->jy = field_player->last_jy = jy;
4069 if (local_player == player)
4070 local_player = field_player;
4072 map_player_action[field_player->index_nr] = i;
4074 field_player->mapped = TRUE;
4076 #if DEBUG_INIT_PLAYER
4077 Debug("game:init:player", "- map_player_action[%d] == %d",
4078 field_player->index_nr + 1, i + 1);
4083 if (player->connected && player->present)
4084 player->mapped = TRUE;
4087 #if DEBUG_INIT_PLAYER
4088 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
4093 // check if any connected player was not found in playfield
4094 for (i = 0; i < MAX_PLAYERS; i++)
4096 struct PlayerInfo *player = &stored_player[i];
4098 if (player->connected && !player->present)
4100 for (j = 0; j < MAX_PLAYERS; j++)
4102 struct PlayerInfo *field_player = &stored_player[j];
4103 int jx = field_player->jx, jy = field_player->jy;
4105 // assign first free player found that is present in the playfield
4106 if (field_player->present && !field_player->connected)
4108 player->present = TRUE;
4109 player->active = TRUE;
4111 field_player->present = FALSE;
4112 field_player->active = FALSE;
4114 player->initial_element = field_player->initial_element;
4115 player->artwork_element = field_player->artwork_element;
4117 player->block_last_field = field_player->block_last_field;
4118 player->block_delay_adjustment = field_player->block_delay_adjustment;
4120 StorePlayer[jx][jy] = player->element_nr;
4122 player->jx = player->last_jx = jx;
4123 player->jy = player->last_jy = jy;
4133 Debug("game:init:player", "local_player->present == %d",
4134 local_player->present);
4137 // set focus to local player for network games, else to all players
4138 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
4139 game.centered_player_nr_next = game.centered_player_nr;
4140 game.set_centered_player = FALSE;
4141 game.set_centered_player_wrap = FALSE;
4143 if (network_playing && tape.recording)
4145 // store client dependent player focus when recording network games
4146 tape.centered_player_nr_next = game.centered_player_nr_next;
4147 tape.set_centered_player = TRUE;
4152 // when playing a tape, eliminate all players who do not participate
4154 #if USE_NEW_PLAYER_ASSIGNMENTS
4156 if (!game.team_mode)
4158 for (i = 0; i < MAX_PLAYERS; i++)
4160 if (stored_player[i].active &&
4161 !tape.player_participates[map_player_action[i]])
4163 struct PlayerInfo *player = &stored_player[i];
4164 int jx = player->jx, jy = player->jy;
4166 #if DEBUG_INIT_PLAYER
4167 Debug("game:init:player", "Removing player %d at (%d, %d)",
4171 player->active = FALSE;
4172 StorePlayer[jx][jy] = 0;
4173 Tile[jx][jy] = EL_EMPTY;
4180 for (i = 0; i < MAX_PLAYERS; i++)
4182 if (stored_player[i].active &&
4183 !tape.player_participates[i])
4185 struct PlayerInfo *player = &stored_player[i];
4186 int jx = player->jx, jy = player->jy;
4188 player->active = FALSE;
4189 StorePlayer[jx][jy] = 0;
4190 Tile[jx][jy] = EL_EMPTY;
4195 else if (!network.enabled && !game.team_mode) // && !tape.playing
4197 // when in single player mode, eliminate all but the local player
4199 for (i = 0; i < MAX_PLAYERS; i++)
4201 struct PlayerInfo *player = &stored_player[i];
4203 if (player->active && player != local_player)
4205 int jx = player->jx, jy = player->jy;
4207 player->active = FALSE;
4208 player->present = FALSE;
4210 StorePlayer[jx][jy] = 0;
4211 Tile[jx][jy] = EL_EMPTY;
4216 for (i = 0; i < MAX_PLAYERS; i++)
4217 if (stored_player[i].active)
4218 game.players_still_needed++;
4220 if (level.solved_by_one_player)
4221 game.players_still_needed = 1;
4223 // when recording the game, store which players take part in the game
4226 #if USE_NEW_PLAYER_ASSIGNMENTS
4227 for (i = 0; i < MAX_PLAYERS; i++)
4228 if (stored_player[i].connected)
4229 tape.player_participates[i] = TRUE;
4231 for (i = 0; i < MAX_PLAYERS; i++)
4232 if (stored_player[i].active)
4233 tape.player_participates[i] = TRUE;
4237 #if DEBUG_INIT_PLAYER
4238 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4241 if (BorderElement == EL_EMPTY)
4244 SBX_Right = lev_fieldx - SCR_FIELDX;
4246 SBY_Lower = lev_fieldy - SCR_FIELDY;
4251 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4253 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4256 if (full_lev_fieldx <= SCR_FIELDX)
4257 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4258 if (full_lev_fieldy <= SCR_FIELDY)
4259 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4261 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4263 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4266 // if local player not found, look for custom element that might create
4267 // the player (make some assumptions about the right custom element)
4268 if (!local_player->present)
4270 int start_x = 0, start_y = 0;
4271 int found_rating = 0;
4272 int found_element = EL_UNDEFINED;
4273 int player_nr = local_player->index_nr;
4275 SCAN_PLAYFIELD(x, y)
4277 int element = Tile[x][y];
4282 if (level.use_start_element[player_nr] &&
4283 level.start_element[player_nr] == element &&
4290 found_element = element;
4293 if (!IS_CUSTOM_ELEMENT(element))
4296 if (CAN_CHANGE(element))
4298 for (i = 0; i < element_info[element].num_change_pages; i++)
4300 // check for player created from custom element as single target
4301 content = element_info[element].change_page[i].target_element;
4302 is_player = ELEM_IS_PLAYER(content);
4304 if (is_player && (found_rating < 3 ||
4305 (found_rating == 3 && element < found_element)))
4311 found_element = element;
4316 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4318 // check for player created from custom element as explosion content
4319 content = element_info[element].content.e[xx][yy];
4320 is_player = ELEM_IS_PLAYER(content);
4322 if (is_player && (found_rating < 2 ||
4323 (found_rating == 2 && element < found_element)))
4325 start_x = x + xx - 1;
4326 start_y = y + yy - 1;
4329 found_element = element;
4332 if (!CAN_CHANGE(element))
4335 for (i = 0; i < element_info[element].num_change_pages; i++)
4337 // check for player created from custom element as extended target
4339 element_info[element].change_page[i].target_content.e[xx][yy];
4341 is_player = ELEM_IS_PLAYER(content);
4343 if (is_player && (found_rating < 1 ||
4344 (found_rating == 1 && element < found_element)))
4346 start_x = x + xx - 1;
4347 start_y = y + yy - 1;
4350 found_element = element;
4356 scroll_x = SCROLL_POSITION_X(start_x);
4357 scroll_y = SCROLL_POSITION_Y(start_y);
4361 scroll_x = SCROLL_POSITION_X(local_player->jx);
4362 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4365 // !!! FIX THIS (START) !!!
4366 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4368 InitGameEngine_EM();
4370 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4372 InitGameEngine_SP();
4374 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4376 InitGameEngine_MM();
4380 DrawLevel(REDRAW_FIELD);
4383 // after drawing the level, correct some elements
4384 if (game.timegate_time_left == 0)
4385 CloseAllOpenTimegates();
4388 // blit playfield from scroll buffer to normal back buffer for fading in
4389 BlitScreenToBitmap(backbuffer);
4390 // !!! FIX THIS (END) !!!
4392 DrawMaskedBorder(fade_mask);
4397 // full screen redraw is required at this point in the following cases:
4398 // - special editor door undrawn when game was started from level editor
4399 // - drawing area (playfield) was changed and has to be removed completely
4400 redraw_mask = REDRAW_ALL;
4404 if (!game.restart_level)
4406 // copy default game door content to main double buffer
4408 // !!! CHECK AGAIN !!!
4409 SetPanelBackground();
4410 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4411 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4414 SetPanelBackground();
4415 SetDrawBackgroundMask(REDRAW_DOOR_1);
4417 UpdateAndDisplayGameControlValues();
4419 if (!game.restart_level)
4425 CreateGameButtons();
4430 // copy actual game door content to door double buffer for OpenDoor()
4431 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4433 OpenDoor(DOOR_OPEN_ALL);
4435 KeyboardAutoRepeatOffUnlessAutoplay();
4437 #if DEBUG_INIT_PLAYER
4438 DebugPrintPlayerStatus("Player status (final)");
4447 if (!game.restart_level && !tape.playing)
4449 LevelStats_incPlayed(level_nr);
4451 SaveLevelSetup_SeriesInfo();
4454 game.restart_level = FALSE;
4455 game.restart_game_message = NULL;
4457 game.request_active = FALSE;
4458 game.request_active_or_moving = FALSE;
4460 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4461 InitGameActions_MM();
4463 SaveEngineSnapshotToListInitial();
4465 if (!game.restart_level)
4467 PlaySound(SND_GAME_STARTING);
4469 if (setup.sound_music)
4474 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4475 int actual_player_x, int actual_player_y)
4477 // this is used for non-R'n'D game engines to update certain engine values
4479 // needed to determine if sounds are played within the visible screen area
4480 scroll_x = actual_scroll_x;
4481 scroll_y = actual_scroll_y;
4483 // needed to get player position for "follow finger" playing input method
4484 local_player->jx = actual_player_x;
4485 local_player->jy = actual_player_y;
4488 void InitMovDir(int x, int y)
4490 int i, element = Tile[x][y];
4491 static int xy[4][2] =
4498 static int direction[3][4] =
4500 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4501 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4502 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4511 Tile[x][y] = EL_BUG;
4512 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4515 case EL_SPACESHIP_RIGHT:
4516 case EL_SPACESHIP_UP:
4517 case EL_SPACESHIP_LEFT:
4518 case EL_SPACESHIP_DOWN:
4519 Tile[x][y] = EL_SPACESHIP;
4520 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4523 case EL_BD_BUTTERFLY_RIGHT:
4524 case EL_BD_BUTTERFLY_UP:
4525 case EL_BD_BUTTERFLY_LEFT:
4526 case EL_BD_BUTTERFLY_DOWN:
4527 Tile[x][y] = EL_BD_BUTTERFLY;
4528 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4531 case EL_BD_FIREFLY_RIGHT:
4532 case EL_BD_FIREFLY_UP:
4533 case EL_BD_FIREFLY_LEFT:
4534 case EL_BD_FIREFLY_DOWN:
4535 Tile[x][y] = EL_BD_FIREFLY;
4536 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4539 case EL_PACMAN_RIGHT:
4541 case EL_PACMAN_LEFT:
4542 case EL_PACMAN_DOWN:
4543 Tile[x][y] = EL_PACMAN;
4544 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4547 case EL_YAMYAM_LEFT:
4548 case EL_YAMYAM_RIGHT:
4550 case EL_YAMYAM_DOWN:
4551 Tile[x][y] = EL_YAMYAM;
4552 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4555 case EL_SP_SNIKSNAK:
4556 MovDir[x][y] = MV_UP;
4559 case EL_SP_ELECTRON:
4560 MovDir[x][y] = MV_LEFT;
4567 Tile[x][y] = EL_MOLE;
4568 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4571 case EL_SPRING_LEFT:
4572 case EL_SPRING_RIGHT:
4573 Tile[x][y] = EL_SPRING;
4574 MovDir[x][y] = direction[2][element - EL_SPRING_LEFT];
4578 if (IS_CUSTOM_ELEMENT(element))
4580 struct ElementInfo *ei = &element_info[element];
4581 int move_direction_initial = ei->move_direction_initial;
4582 int move_pattern = ei->move_pattern;
4584 if (move_direction_initial == MV_START_PREVIOUS)
4586 if (MovDir[x][y] != MV_NONE)
4589 move_direction_initial = MV_START_AUTOMATIC;
4592 if (move_direction_initial == MV_START_RANDOM)
4593 MovDir[x][y] = 1 << RND(4);
4594 else if (move_direction_initial & MV_ANY_DIRECTION)
4595 MovDir[x][y] = move_direction_initial;
4596 else if (move_pattern == MV_ALL_DIRECTIONS ||
4597 move_pattern == MV_TURNING_LEFT ||
4598 move_pattern == MV_TURNING_RIGHT ||
4599 move_pattern == MV_TURNING_LEFT_RIGHT ||
4600 move_pattern == MV_TURNING_RIGHT_LEFT ||
4601 move_pattern == MV_TURNING_RANDOM)
4602 MovDir[x][y] = 1 << RND(4);
4603 else if (move_pattern == MV_HORIZONTAL)
4604 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4605 else if (move_pattern == MV_VERTICAL)
4606 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4607 else if (move_pattern & MV_ANY_DIRECTION)
4608 MovDir[x][y] = element_info[element].move_pattern;
4609 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4610 move_pattern == MV_ALONG_RIGHT_SIDE)
4612 // use random direction as default start direction
4613 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4614 MovDir[x][y] = 1 << RND(4);
4616 for (i = 0; i < NUM_DIRECTIONS; i++)
4618 int x1 = x + xy[i][0];
4619 int y1 = y + xy[i][1];
4621 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4623 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4624 MovDir[x][y] = direction[0][i];
4626 MovDir[x][y] = direction[1][i];
4635 MovDir[x][y] = 1 << RND(4);
4637 if (element != EL_BUG &&
4638 element != EL_SPACESHIP &&
4639 element != EL_BD_BUTTERFLY &&
4640 element != EL_BD_FIREFLY)
4643 for (i = 0; i < NUM_DIRECTIONS; i++)
4645 int x1 = x + xy[i][0];
4646 int y1 = y + xy[i][1];
4648 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4650 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4652 MovDir[x][y] = direction[0][i];
4655 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4656 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4658 MovDir[x][y] = direction[1][i];
4667 GfxDir[x][y] = MovDir[x][y];
4670 void InitAmoebaNr(int x, int y)
4673 int group_nr = AmoebaNeighbourNr(x, y);
4677 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4679 if (AmoebaCnt[i] == 0)
4687 AmoebaNr[x][y] = group_nr;
4688 AmoebaCnt[group_nr]++;
4689 AmoebaCnt2[group_nr]++;
4692 static void LevelSolved(void)
4694 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4695 game.players_still_needed > 0)
4698 game.LevelSolved = TRUE;
4699 game.GameOver = TRUE;
4701 game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4702 game_em.lev->score :
4703 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4706 game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4707 MM_HEALTH(game_mm.laser_overload_value) :
4710 game.LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed : TimeLeft);
4711 game.LevelSolved_CountingScore = game.score_final;
4712 game.LevelSolved_CountingHealth = game.health_final;
4717 static int time_count_steps;
4718 static int time, time_final;
4719 static float score, score_final; // needed for time score < 10 for 10 seconds
4720 static int health, health_final;
4721 static int game_over_delay_1 = 0;
4722 static int game_over_delay_2 = 0;
4723 static int game_over_delay_3 = 0;
4724 int time_score_base = MIN(MAX(1, level.time_score_base), 10);
4725 float time_score = (float)level.score[SC_TIME_BONUS] / time_score_base;
4727 if (!game.LevelSolved_GameWon)
4731 // do not start end game actions before the player stops moving (to exit)
4732 if (local_player->active && local_player->MovPos)
4735 game.LevelSolved_GameWon = TRUE;
4736 game.LevelSolved_SaveTape = tape.recording;
4737 game.LevelSolved_SaveScore = !tape.playing;
4741 LevelStats_incSolved(level_nr);
4743 SaveLevelSetup_SeriesInfo();
4746 if (tape.auto_play) // tape might already be stopped here
4747 tape.auto_play_level_solved = TRUE;
4751 game_over_delay_1 = FRAMES_PER_SECOND; // delay before counting time
4752 game_over_delay_2 = FRAMES_PER_SECOND / 2; // delay before counting health
4753 game_over_delay_3 = FRAMES_PER_SECOND; // delay before ending the game
4755 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4756 score = score_final = game.score_final;
4757 health = health_final = game.health_final;
4761 int time_frames = 0;
4766 time_frames = TimeLeft * FRAMES_PER_SECOND - TimeFrames;
4768 else if (game.no_time_limit && TimePlayed < 999)
4771 time_frames = (999 - TimePlayed) * FRAMES_PER_SECOND - TimeFrames;
4774 score_final += time_score * time_frames / FRAMES_PER_SECOND + 0.5;
4776 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4778 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4781 score_final += health * time_score;
4784 game.score_final = score_final;
4785 game.health_final = health_final;
4788 if (level_editor_test_game || !setup.count_score_after_game)
4791 score = score_final;
4793 game.LevelSolved_CountingTime = time;
4794 game.LevelSolved_CountingScore = score;
4796 game_panel_controls[GAME_PANEL_TIME].value = time;
4797 game_panel_controls[GAME_PANEL_SCORE].value = score;
4799 DisplayGameControlValues();
4802 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4804 // check if last player has left the level
4805 if (game.exit_x >= 0 &&
4808 int x = game.exit_x;
4809 int y = game.exit_y;
4810 int element = Tile[x][y];
4812 // close exit door after last player
4813 if ((game.all_players_gone &&
4814 (element == EL_EXIT_OPEN ||
4815 element == EL_SP_EXIT_OPEN ||
4816 element == EL_STEEL_EXIT_OPEN)) ||
4817 element == EL_EM_EXIT_OPEN ||
4818 element == EL_EM_STEEL_EXIT_OPEN)
4822 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4823 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4824 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4825 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4826 EL_EM_STEEL_EXIT_CLOSING);
4828 PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
4831 // player disappears
4832 DrawLevelField(x, y);
4835 for (i = 0; i < MAX_PLAYERS; i++)
4837 struct PlayerInfo *player = &stored_player[i];
4839 if (player->present)
4841 RemovePlayer(player);
4843 // player disappears
4844 DrawLevelField(player->jx, player->jy);
4849 PlaySound(SND_GAME_WINNING);
4852 if (setup.count_score_after_game)
4854 if (time != time_final)
4856 if (game_over_delay_1 > 0)
4858 game_over_delay_1--;
4863 int time_to_go = ABS(time_final - time);
4864 int time_count_dir = (time < time_final ? +1 : -1);
4866 if (time_to_go < time_count_steps)
4867 time_count_steps = 1;
4869 time += time_count_steps * time_count_dir;
4870 score += time_count_steps * time_score;
4872 // set final score to correct rounding differences after counting score
4873 if (time == time_final)
4874 score = score_final;
4876 game.LevelSolved_CountingTime = time;
4877 game.LevelSolved_CountingScore = score;
4879 game_panel_controls[GAME_PANEL_TIME].value = time;
4880 game_panel_controls[GAME_PANEL_SCORE].value = score;
4882 DisplayGameControlValues();
4884 if (time == time_final)
4885 StopSound(SND_GAME_LEVELTIME_BONUS);
4886 else if (setup.sound_loops)
4887 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4889 PlaySound(SND_GAME_LEVELTIME_BONUS);
4894 if (health != health_final)
4896 if (game_over_delay_2 > 0)
4898 game_over_delay_2--;
4903 int health_count_dir = (health < health_final ? +1 : -1);
4905 health += health_count_dir;
4906 score += time_score;
4908 game.LevelSolved_CountingHealth = health;
4909 game.LevelSolved_CountingScore = score;
4911 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4912 game_panel_controls[GAME_PANEL_SCORE].value = score;
4914 DisplayGameControlValues();
4916 if (health == health_final)
4917 StopSound(SND_GAME_LEVELTIME_BONUS);
4918 else if (setup.sound_loops)
4919 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4921 PlaySound(SND_GAME_LEVELTIME_BONUS);
4927 game.panel.active = FALSE;
4929 if (game_over_delay_3 > 0)
4931 game_over_delay_3--;
4941 // used instead of "level_nr" (needed for network games)
4942 int last_level_nr = levelset.level_nr;
4945 game.LevelSolved_GameEnd = TRUE;
4947 if (game.LevelSolved_SaveTape)
4949 // make sure that request dialog to save tape does not open door again
4950 if (!global.use_envelope_request)
4951 CloseDoor(DOOR_CLOSE_1);
4953 SaveTapeChecked_LevelSolved(tape.level_nr); // ask to save tape
4956 // if no tape is to be saved, close both doors simultaneously
4957 CloseDoor(DOOR_CLOSE_ALL);
4959 if (level_editor_test_game)
4961 SetGameStatus(GAME_MODE_MAIN);
4968 if (!game.LevelSolved_SaveScore)
4970 SetGameStatus(GAME_MODE_MAIN);
4977 if (level_nr == leveldir_current->handicap_level)
4979 leveldir_current->handicap_level++;
4981 SaveLevelSetup_SeriesInfo();
4984 if (setup.increment_levels &&
4985 level_nr < leveldir_current->last_level &&
4988 level_nr++; // advance to next level
4989 TapeErase(); // start with empty tape
4991 if (setup.auto_play_next_level)
4993 LoadLevel(level_nr);
4995 SaveLevelSetup_SeriesInfo();
4999 hi_pos = NewHiScore(last_level_nr);
5001 if (hi_pos >= 0 && setup.show_scores_after_game)
5003 SetGameStatus(GAME_MODE_SCORES);
5005 DrawHallOfFame(last_level_nr, hi_pos);
5007 else if (setup.auto_play_next_level && setup.increment_levels &&
5008 last_level_nr < leveldir_current->last_level &&
5011 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
5015 SetGameStatus(GAME_MODE_MAIN);
5021 int NewHiScore(int level_nr)
5025 boolean one_score_entry_per_name = !program.many_scores_per_name;
5027 LoadScore(level_nr);
5029 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
5030 game.score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
5033 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
5035 if (game.score_final > highscore[k].Score)
5037 // player has made it to the hall of fame
5039 if (k < MAX_SCORE_ENTRIES - 1)
5041 int m = MAX_SCORE_ENTRIES - 1;
5043 if (one_score_entry_per_name)
5045 for (l = k; l < MAX_SCORE_ENTRIES; l++)
5046 if (strEqual(setup.player_name, highscore[l].Name))
5049 if (m == k) // player's new highscore overwrites his old one
5053 for (l = m; l > k; l--)
5055 strcpy(highscore[l].Name, highscore[l - 1].Name);
5056 highscore[l].Score = highscore[l - 1].Score;
5062 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
5063 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
5064 highscore[k].Score = game.score_final;
5069 else if (one_score_entry_per_name &&
5070 !strncmp(setup.player_name, highscore[k].Name,
5071 MAX_PLAYER_NAME_LEN))
5072 break; // player already there with a higher score
5076 SaveScore(level_nr);
5081 static int getElementMoveStepsizeExt(int x, int y, int direction)
5083 int element = Tile[x][y];
5084 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5085 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5086 int horiz_move = (dx != 0);
5087 int sign = (horiz_move ? dx : dy);
5088 int step = sign * element_info[element].move_stepsize;
5090 // special values for move stepsize for spring and things on conveyor belt
5093 if (CAN_FALL(element) &&
5094 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Tile[x][y + 1]))
5095 step = sign * MOVE_STEPSIZE_NORMAL / 2;
5096 else if (element == EL_SPRING)
5097 step = sign * MOVE_STEPSIZE_NORMAL * 2;
5103 static int getElementMoveStepsize(int x, int y)
5105 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
5108 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
5110 if (player->GfxAction != action || player->GfxDir != dir)
5112 player->GfxAction = action;
5113 player->GfxDir = dir;
5115 player->StepFrame = 0;
5119 static void ResetGfxFrame(int x, int y)
5121 // profiling showed that "autotest" spends 10~20% of its time in this function
5122 if (DrawingDeactivatedField())
5125 int element = Tile[x][y];
5126 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
5128 if (graphic_info[graphic].anim_global_sync)
5129 GfxFrame[x][y] = FrameCounter;
5130 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
5131 GfxFrame[x][y] = CustomValue[x][y];
5132 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
5133 GfxFrame[x][y] = element_info[element].collect_score;
5134 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
5135 GfxFrame[x][y] = ChangeDelay[x][y];
5138 static void ResetGfxAnimation(int x, int y)
5140 GfxAction[x][y] = ACTION_DEFAULT;
5141 GfxDir[x][y] = MovDir[x][y];
5144 ResetGfxFrame(x, y);
5147 static void ResetRandomAnimationValue(int x, int y)
5149 GfxRandom[x][y] = INIT_GFX_RANDOM();
5152 static void InitMovingField(int x, int y, int direction)
5154 int element = Tile[x][y];
5155 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5156 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5159 boolean is_moving_before, is_moving_after;
5161 // check if element was/is moving or being moved before/after mode change
5162 is_moving_before = (WasJustMoving[x][y] != 0);
5163 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
5165 // reset animation only for moving elements which change direction of moving
5166 // or which just started or stopped moving
5167 // (else CEs with property "can move" / "not moving" are reset each frame)
5168 if (is_moving_before != is_moving_after ||
5169 direction != MovDir[x][y])
5170 ResetGfxAnimation(x, y);
5172 MovDir[x][y] = direction;
5173 GfxDir[x][y] = direction;
5175 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
5176 direction == MV_DOWN && CAN_FALL(element) ?
5177 ACTION_FALLING : ACTION_MOVING);
5179 // this is needed for CEs with property "can move" / "not moving"
5181 if (is_moving_after)
5183 if (Tile[newx][newy] == EL_EMPTY)
5184 Tile[newx][newy] = EL_BLOCKED;
5186 MovDir[newx][newy] = MovDir[x][y];
5188 CustomValue[newx][newy] = CustomValue[x][y];
5190 GfxFrame[newx][newy] = GfxFrame[x][y];
5191 GfxRandom[newx][newy] = GfxRandom[x][y];
5192 GfxAction[newx][newy] = GfxAction[x][y];
5193 GfxDir[newx][newy] = GfxDir[x][y];
5197 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
5199 int direction = MovDir[x][y];
5200 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
5201 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
5207 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5209 int oldx = x, oldy = y;
5210 int direction = MovDir[x][y];
5212 if (direction == MV_LEFT)
5214 else if (direction == MV_RIGHT)
5216 else if (direction == MV_UP)
5218 else if (direction == MV_DOWN)
5221 *comes_from_x = oldx;
5222 *comes_from_y = oldy;
5225 static int MovingOrBlocked2Element(int x, int y)
5227 int element = Tile[x][y];
5229 if (element == EL_BLOCKED)
5233 Blocked2Moving(x, y, &oldx, &oldy);
5234 return Tile[oldx][oldy];
5240 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5242 // like MovingOrBlocked2Element(), but if element is moving
5243 // and (x,y) is the field the moving element is just leaving,
5244 // return EL_BLOCKED instead of the element value
5245 int element = Tile[x][y];
5247 if (IS_MOVING(x, y))
5249 if (element == EL_BLOCKED)
5253 Blocked2Moving(x, y, &oldx, &oldy);
5254 return Tile[oldx][oldy];
5263 static void RemoveField(int x, int y)
5265 Tile[x][y] = EL_EMPTY;
5271 CustomValue[x][y] = 0;
5274 ChangeDelay[x][y] = 0;
5275 ChangePage[x][y] = -1;
5276 Pushed[x][y] = FALSE;
5278 GfxElement[x][y] = EL_UNDEFINED;
5279 GfxAction[x][y] = ACTION_DEFAULT;
5280 GfxDir[x][y] = MV_NONE;
5283 static void RemoveMovingField(int x, int y)
5285 int oldx = x, oldy = y, newx = x, newy = y;
5286 int element = Tile[x][y];
5287 int next_element = EL_UNDEFINED;
5289 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5292 if (IS_MOVING(x, y))
5294 Moving2Blocked(x, y, &newx, &newy);
5296 if (Tile[newx][newy] != EL_BLOCKED)
5298 // element is moving, but target field is not free (blocked), but
5299 // already occupied by something different (example: acid pool);
5300 // in this case, only remove the moving field, but not the target
5302 RemoveField(oldx, oldy);
5304 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5306 TEST_DrawLevelField(oldx, oldy);
5311 else if (element == EL_BLOCKED)
5313 Blocked2Moving(x, y, &oldx, &oldy);
5314 if (!IS_MOVING(oldx, oldy))
5318 if (element == EL_BLOCKED &&
5319 (Tile[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5320 Tile[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5321 Tile[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5322 Tile[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5323 Tile[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5324 Tile[oldx][oldy] == EL_AMOEBA_DROPPING))
5325 next_element = get_next_element(Tile[oldx][oldy]);
5327 RemoveField(oldx, oldy);
5328 RemoveField(newx, newy);
5330 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5332 if (next_element != EL_UNDEFINED)
5333 Tile[oldx][oldy] = next_element;
5335 TEST_DrawLevelField(oldx, oldy);
5336 TEST_DrawLevelField(newx, newy);
5339 void DrawDynamite(int x, int y)
5341 int sx = SCREENX(x), sy = SCREENY(y);
5342 int graphic = el2img(Tile[x][y]);
5345 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5348 if (IS_WALKABLE_INSIDE(Back[x][y]))
5352 DrawLevelElement(x, y, Back[x][y]);
5353 else if (Store[x][y])
5354 DrawLevelElement(x, y, Store[x][y]);
5355 else if (game.use_masked_elements)
5356 DrawLevelElement(x, y, EL_EMPTY);
5358 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5360 if (Back[x][y] || Store[x][y] || game.use_masked_elements)
5361 DrawGraphicThruMask(sx, sy, graphic, frame);
5363 DrawGraphic(sx, sy, graphic, frame);
5366 static void CheckDynamite(int x, int y)
5368 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5372 if (MovDelay[x][y] != 0)
5375 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5381 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5386 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5388 boolean num_checked_players = 0;
5391 for (i = 0; i < MAX_PLAYERS; i++)
5393 if (stored_player[i].active)
5395 int sx = stored_player[i].jx;
5396 int sy = stored_player[i].jy;
5398 if (num_checked_players == 0)
5405 *sx1 = MIN(*sx1, sx);
5406 *sy1 = MIN(*sy1, sy);
5407 *sx2 = MAX(*sx2, sx);
5408 *sy2 = MAX(*sy2, sy);
5411 num_checked_players++;
5416 static boolean checkIfAllPlayersFitToScreen_RND(void)
5418 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5420 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5422 return (sx2 - sx1 < SCR_FIELDX &&
5423 sy2 - sy1 < SCR_FIELDY);
5426 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5428 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5430 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5432 *sx = (sx1 + sx2) / 2;
5433 *sy = (sy1 + sy2) / 2;
5436 static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5437 boolean center_screen, boolean quick_relocation)
5439 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5440 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5441 boolean no_delay = (tape.warp_forward);
5442 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5443 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5444 int new_scroll_x, new_scroll_y;
5446 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5448 // case 1: quick relocation inside visible screen (without scrolling)
5455 if (!level.shifted_relocation || center_screen)
5457 // relocation _with_ centering of screen
5459 new_scroll_x = SCROLL_POSITION_X(x);
5460 new_scroll_y = SCROLL_POSITION_Y(y);
5464 // relocation _without_ centering of screen
5466 int center_scroll_x = SCROLL_POSITION_X(old_x);
5467 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5468 int offset_x = x + (scroll_x - center_scroll_x);
5469 int offset_y = y + (scroll_y - center_scroll_y);
5471 // for new screen position, apply previous offset to center position
5472 new_scroll_x = SCROLL_POSITION_X(offset_x);
5473 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5476 if (quick_relocation)
5478 // case 2: quick relocation (redraw without visible scrolling)
5480 scroll_x = new_scroll_x;
5481 scroll_y = new_scroll_y;
5488 // case 3: visible relocation (with scrolling to new position)
5490 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5492 SetVideoFrameDelay(wait_delay_value);
5494 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5496 int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5497 int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5499 if (dx == 0 && dy == 0) // no scrolling needed at all
5505 // set values for horizontal/vertical screen scrolling (half tile size)
5506 int dir_x = (dx != 0 ? MV_HORIZONTAL : 0);
5507 int dir_y = (dy != 0 ? MV_VERTICAL : 0);
5508 int pos_x = dx * TILEX / 2;
5509 int pos_y = dy * TILEY / 2;
5510 int fx = getFieldbufferOffsetX_RND(dir_x, pos_x);
5511 int fy = getFieldbufferOffsetY_RND(dir_y, pos_y);
5513 ScrollLevel(dx, dy);
5516 // scroll in two steps of half tile size to make things smoother
5517 BlitScreenToBitmapExt_RND(window, fx, fy);
5519 // scroll second step to align at full tile size
5520 BlitScreenToBitmap(window);
5526 SetVideoFrameDelay(frame_delay_value_old);
5529 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5531 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5532 int player_nr = GET_PLAYER_NR(el_player);
5533 struct PlayerInfo *player = &stored_player[player_nr];
5534 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5535 boolean no_delay = (tape.warp_forward);
5536 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5537 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5538 int old_jx = player->jx;
5539 int old_jy = player->jy;
5540 int old_element = Tile[old_jx][old_jy];
5541 int element = Tile[jx][jy];
5542 boolean player_relocated = (old_jx != jx || old_jy != jy);
5544 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5545 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5546 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5547 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5548 int leave_side_horiz = move_dir_horiz;
5549 int leave_side_vert = move_dir_vert;
5550 int enter_side = enter_side_horiz | enter_side_vert;
5551 int leave_side = leave_side_horiz | leave_side_vert;
5553 if (player->buried) // do not reanimate dead player
5556 if (!player_relocated) // no need to relocate the player
5559 if (IS_PLAYER(jx, jy)) // player already placed at new position
5561 RemoveField(jx, jy); // temporarily remove newly placed player
5562 DrawLevelField(jx, jy);
5565 if (player->present)
5567 while (player->MovPos)
5569 ScrollPlayer(player, SCROLL_GO_ON);
5570 ScrollScreen(NULL, SCROLL_GO_ON);
5572 AdvanceFrameAndPlayerCounters(player->index_nr);
5576 BackToFront_WithFrameDelay(wait_delay_value);
5579 DrawPlayer(player); // needed here only to cleanup last field
5580 DrawLevelField(player->jx, player->jy); // remove player graphic
5582 player->is_moving = FALSE;
5585 if (IS_CUSTOM_ELEMENT(old_element))
5586 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5588 player->index_bit, leave_side);
5590 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5592 player->index_bit, leave_side);
5594 Tile[jx][jy] = el_player;
5595 InitPlayerField(jx, jy, el_player, TRUE);
5597 /* "InitPlayerField()" above sets Tile[jx][jy] to EL_EMPTY, but it may be
5598 possible that the relocation target field did not contain a player element,
5599 but a walkable element, to which the new player was relocated -- in this
5600 case, restore that (already initialized!) element on the player field */
5601 if (!ELEM_IS_PLAYER(element)) // player may be set on walkable element
5603 Tile[jx][jy] = element; // restore previously existing element
5606 // only visually relocate centered player
5607 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5608 FALSE, level.instant_relocation);
5610 TestIfPlayerTouchesBadThing(jx, jy);
5611 TestIfPlayerTouchesCustomElement(jx, jy);
5613 if (IS_CUSTOM_ELEMENT(element))
5614 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5615 player->index_bit, enter_side);
5617 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5618 player->index_bit, enter_side);
5620 if (player->is_switching)
5622 /* ensure that relocation while still switching an element does not cause
5623 a new element to be treated as also switched directly after relocation
5624 (this is important for teleporter switches that teleport the player to
5625 a place where another teleporter switch is in the same direction, which
5626 would then incorrectly be treated as immediately switched before the
5627 direction key that caused the switch was released) */
5629 player->switch_x += jx - old_jx;
5630 player->switch_y += jy - old_jy;
5634 static void Explode(int ex, int ey, int phase, int mode)
5640 // !!! eliminate this variable !!!
5641 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5643 if (game.explosions_delayed)
5645 ExplodeField[ex][ey] = mode;
5649 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5651 int center_element = Tile[ex][ey];
5652 int artwork_element, explosion_element; // set these values later
5654 // remove things displayed in background while burning dynamite
5655 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5658 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5660 // put moving element to center field (and let it explode there)
5661 center_element = MovingOrBlocked2Element(ex, ey);
5662 RemoveMovingField(ex, ey);
5663 Tile[ex][ey] = center_element;
5666 // now "center_element" is finally determined -- set related values now
5667 artwork_element = center_element; // for custom player artwork
5668 explosion_element = center_element; // for custom player artwork
5670 if (IS_PLAYER(ex, ey))
5672 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5674 artwork_element = stored_player[player_nr].artwork_element;
5676 if (level.use_explosion_element[player_nr])
5678 explosion_element = level.explosion_element[player_nr];
5679 artwork_element = explosion_element;
5683 if (mode == EX_TYPE_NORMAL ||
5684 mode == EX_TYPE_CENTER ||
5685 mode == EX_TYPE_CROSS)
5686 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5688 last_phase = element_info[explosion_element].explosion_delay + 1;
5690 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5692 int xx = x - ex + 1;
5693 int yy = y - ey + 1;
5696 if (!IN_LEV_FIELD(x, y) ||
5697 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5698 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5701 element = Tile[x][y];
5703 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5705 element = MovingOrBlocked2Element(x, y);
5707 if (!IS_EXPLOSION_PROOF(element))
5708 RemoveMovingField(x, y);
5711 // indestructible elements can only explode in center (but not flames)
5712 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5713 mode == EX_TYPE_BORDER)) ||
5714 element == EL_FLAMES)
5717 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5718 behaviour, for example when touching a yamyam that explodes to rocks
5719 with active deadly shield, a rock is created under the player !!! */
5720 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5722 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5723 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5724 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5726 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5729 if (IS_ACTIVE_BOMB(element))
5731 // re-activate things under the bomb like gate or penguin
5732 Tile[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5739 // save walkable background elements while explosion on same tile
5740 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5741 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5742 Back[x][y] = element;
5744 // ignite explodable elements reached by other explosion
5745 if (element == EL_EXPLOSION)
5746 element = Store2[x][y];
5748 if (AmoebaNr[x][y] &&
5749 (element == EL_AMOEBA_FULL ||
5750 element == EL_BD_AMOEBA ||
5751 element == EL_AMOEBA_GROWING))
5753 AmoebaCnt[AmoebaNr[x][y]]--;
5754 AmoebaCnt2[AmoebaNr[x][y]]--;
5759 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5761 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5763 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5765 if (PLAYERINFO(ex, ey)->use_murphy)
5766 Store[x][y] = EL_EMPTY;
5769 // !!! check this case -- currently needed for rnd_rado_negundo_v,
5770 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5771 else if (ELEM_IS_PLAYER(center_element))
5772 Store[x][y] = EL_EMPTY;
5773 else if (center_element == EL_YAMYAM)
5774 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5775 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5776 Store[x][y] = element_info[center_element].content.e[xx][yy];
5778 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5779 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5780 // otherwise) -- FIX THIS !!!
5781 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5782 Store[x][y] = element_info[element].content.e[1][1];
5784 else if (!CAN_EXPLODE(element))
5785 Store[x][y] = element_info[element].content.e[1][1];
5788 Store[x][y] = EL_EMPTY;
5790 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5791 center_element == EL_AMOEBA_TO_DIAMOND)
5792 Store2[x][y] = element;
5794 Tile[x][y] = EL_EXPLOSION;
5795 GfxElement[x][y] = artwork_element;
5797 ExplodePhase[x][y] = 1;
5798 ExplodeDelay[x][y] = last_phase;
5803 if (center_element == EL_YAMYAM)
5804 game.yamyam_content_nr =
5805 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5817 GfxFrame[x][y] = 0; // restart explosion animation
5819 last_phase = ExplodeDelay[x][y];
5821 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5823 // this can happen if the player leaves an explosion just in time
5824 if (GfxElement[x][y] == EL_UNDEFINED)
5825 GfxElement[x][y] = EL_EMPTY;
5827 border_element = Store2[x][y];
5828 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5829 border_element = StorePlayer[x][y];
5831 if (phase == element_info[border_element].ignition_delay ||
5832 phase == last_phase)
5834 boolean border_explosion = FALSE;
5836 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5837 !PLAYER_EXPLOSION_PROTECTED(x, y))
5839 KillPlayerUnlessExplosionProtected(x, y);
5840 border_explosion = TRUE;
5842 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5844 Tile[x][y] = Store2[x][y];
5847 border_explosion = TRUE;
5849 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5851 AmoebaToDiamond(x, y);
5853 border_explosion = TRUE;
5856 // if an element just explodes due to another explosion (chain-reaction),
5857 // do not immediately end the new explosion when it was the last frame of
5858 // the explosion (as it would be done in the following "if"-statement!)
5859 if (border_explosion && phase == last_phase)
5863 if (phase == last_phase)
5867 element = Tile[x][y] = Store[x][y];
5868 Store[x][y] = Store2[x][y] = 0;
5869 GfxElement[x][y] = EL_UNDEFINED;
5871 // player can escape from explosions and might therefore be still alive
5872 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5873 element <= EL_PLAYER_IS_EXPLODING_4)
5875 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5876 int explosion_element = EL_PLAYER_1 + player_nr;
5877 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5878 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5880 if (level.use_explosion_element[player_nr])
5881 explosion_element = level.explosion_element[player_nr];
5883 Tile[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5884 element_info[explosion_element].content.e[xx][yy]);
5887 // restore probably existing indestructible background element
5888 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5889 element = Tile[x][y] = Back[x][y];
5892 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5893 GfxDir[x][y] = MV_NONE;
5894 ChangeDelay[x][y] = 0;
5895 ChangePage[x][y] = -1;
5897 CustomValue[x][y] = 0;
5899 InitField_WithBug2(x, y, FALSE);
5901 TEST_DrawLevelField(x, y);
5903 TestIfElementTouchesCustomElement(x, y);
5905 if (GFX_CRUMBLED(element))
5906 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5908 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5909 StorePlayer[x][y] = 0;
5911 if (ELEM_IS_PLAYER(element))
5912 RelocatePlayer(x, y, element);
5914 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5916 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5917 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5920 TEST_DrawLevelFieldCrumbled(x, y);
5922 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5924 DrawLevelElement(x, y, Back[x][y]);
5925 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5927 else if (IS_WALKABLE_UNDER(Back[x][y]))
5929 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5930 DrawLevelElementThruMask(x, y, Back[x][y]);
5932 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5933 DrawScreenGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5937 static void DynaExplode(int ex, int ey)
5940 int dynabomb_element = Tile[ex][ey];
5941 int dynabomb_size = 1;
5942 boolean dynabomb_xl = FALSE;
5943 struct PlayerInfo *player;
5944 static int xy[4][2] =
5952 if (IS_ACTIVE_BOMB(dynabomb_element))
5954 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5955 dynabomb_size = player->dynabomb_size;
5956 dynabomb_xl = player->dynabomb_xl;
5957 player->dynabombs_left++;
5960 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5962 for (i = 0; i < NUM_DIRECTIONS; i++)
5964 for (j = 1; j <= dynabomb_size; j++)
5966 int x = ex + j * xy[i][0];
5967 int y = ey + j * xy[i][1];
5970 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Tile[x][y]))
5973 element = Tile[x][y];
5975 // do not restart explosions of fields with active bombs
5976 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5979 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5981 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5982 !IS_DIGGABLE(element) && !dynabomb_xl)
5988 void Bang(int x, int y)
5990 int element = MovingOrBlocked2Element(x, y);
5991 int explosion_type = EX_TYPE_NORMAL;
5993 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5995 struct PlayerInfo *player = PLAYERINFO(x, y);
5997 element = Tile[x][y] = player->initial_element;
5999 if (level.use_explosion_element[player->index_nr])
6001 int explosion_element = level.explosion_element[player->index_nr];
6003 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
6004 explosion_type = EX_TYPE_CROSS;
6005 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
6006 explosion_type = EX_TYPE_CENTER;
6014 case EL_BD_BUTTERFLY:
6017 case EL_DARK_YAMYAM:
6021 RaiseScoreElement(element);
6024 case EL_DYNABOMB_PLAYER_1_ACTIVE:
6025 case EL_DYNABOMB_PLAYER_2_ACTIVE:
6026 case EL_DYNABOMB_PLAYER_3_ACTIVE:
6027 case EL_DYNABOMB_PLAYER_4_ACTIVE:
6028 case EL_DYNABOMB_INCREASE_NUMBER:
6029 case EL_DYNABOMB_INCREASE_SIZE:
6030 case EL_DYNABOMB_INCREASE_POWER:
6031 explosion_type = EX_TYPE_DYNA;
6034 case EL_DC_LANDMINE:
6035 explosion_type = EX_TYPE_CENTER;
6040 case EL_LAMP_ACTIVE:
6041 case EL_AMOEBA_TO_DIAMOND:
6042 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
6043 explosion_type = EX_TYPE_CENTER;
6047 if (element_info[element].explosion_type == EXPLODES_CROSS)
6048 explosion_type = EX_TYPE_CROSS;
6049 else if (element_info[element].explosion_type == EXPLODES_1X1)
6050 explosion_type = EX_TYPE_CENTER;
6054 if (explosion_type == EX_TYPE_DYNA)
6057 Explode(x, y, EX_PHASE_START, explosion_type);
6059 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
6062 static void SplashAcid(int x, int y)
6064 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
6065 (!IN_LEV_FIELD(x - 1, y - 2) ||
6066 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
6067 Tile[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
6069 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
6070 (!IN_LEV_FIELD(x + 1, y - 2) ||
6071 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
6072 Tile[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
6074 PlayLevelSound(x, y, SND_ACID_SPLASHING);
6077 static void InitBeltMovement(void)
6079 static int belt_base_element[4] =
6081 EL_CONVEYOR_BELT_1_LEFT,
6082 EL_CONVEYOR_BELT_2_LEFT,
6083 EL_CONVEYOR_BELT_3_LEFT,
6084 EL_CONVEYOR_BELT_4_LEFT
6086 static int belt_base_active_element[4] =
6088 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6089 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6090 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6091 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6096 // set frame order for belt animation graphic according to belt direction
6097 for (i = 0; i < NUM_BELTS; i++)
6101 for (j = 0; j < NUM_BELT_PARTS; j++)
6103 int element = belt_base_active_element[belt_nr] + j;
6104 int graphic_1 = el2img(element);
6105 int graphic_2 = el2panelimg(element);
6107 if (game.belt_dir[i] == MV_LEFT)
6109 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6110 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6114 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6115 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6120 SCAN_PLAYFIELD(x, y)
6122 int element = Tile[x][y];
6124 for (i = 0; i < NUM_BELTS; i++)
6126 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6128 int e_belt_nr = getBeltNrFromBeltElement(element);
6131 if (e_belt_nr == belt_nr)
6133 int belt_part = Tile[x][y] - belt_base_element[belt_nr];
6135 Tile[x][y] = belt_base_active_element[belt_nr] + belt_part;
6142 static void ToggleBeltSwitch(int x, int y)
6144 static int belt_base_element[4] =
6146 EL_CONVEYOR_BELT_1_LEFT,
6147 EL_CONVEYOR_BELT_2_LEFT,
6148 EL_CONVEYOR_BELT_3_LEFT,
6149 EL_CONVEYOR_BELT_4_LEFT
6151 static int belt_base_active_element[4] =
6153 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6154 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6155 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6156 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6158 static int belt_base_switch_element[4] =
6160 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6161 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6162 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6163 EL_CONVEYOR_BELT_4_SWITCH_LEFT
6165 static int belt_move_dir[4] =
6173 int element = Tile[x][y];
6174 int belt_nr = getBeltNrFromBeltSwitchElement(element);
6175 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6176 int belt_dir = belt_move_dir[belt_dir_nr];
6179 if (!IS_BELT_SWITCH(element))
6182 game.belt_dir_nr[belt_nr] = belt_dir_nr;
6183 game.belt_dir[belt_nr] = belt_dir;
6185 if (belt_dir_nr == 3)
6188 // set frame order for belt animation graphic according to belt direction
6189 for (i = 0; i < NUM_BELT_PARTS; i++)
6191 int element = belt_base_active_element[belt_nr] + i;
6192 int graphic_1 = el2img(element);
6193 int graphic_2 = el2panelimg(element);
6195 if (belt_dir == MV_LEFT)
6197 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6198 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6202 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6203 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6207 SCAN_PLAYFIELD(xx, yy)
6209 int element = Tile[xx][yy];
6211 if (IS_BELT_SWITCH(element))
6213 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6215 if (e_belt_nr == belt_nr)
6217 Tile[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6218 TEST_DrawLevelField(xx, yy);
6221 else if (IS_BELT(element) && belt_dir != MV_NONE)
6223 int e_belt_nr = getBeltNrFromBeltElement(element);
6225 if (e_belt_nr == belt_nr)
6227 int belt_part = Tile[xx][yy] - belt_base_element[belt_nr];
6229 Tile[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6230 TEST_DrawLevelField(xx, yy);
6233 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6235 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6237 if (e_belt_nr == belt_nr)
6239 int belt_part = Tile[xx][yy] - belt_base_active_element[belt_nr];
6241 Tile[xx][yy] = belt_base_element[belt_nr] + belt_part;
6242 TEST_DrawLevelField(xx, yy);
6248 static void ToggleSwitchgateSwitch(int x, int y)
6252 game.switchgate_pos = !game.switchgate_pos;
6254 SCAN_PLAYFIELD(xx, yy)
6256 int element = Tile[xx][yy];
6258 if (element == EL_SWITCHGATE_SWITCH_UP)
6260 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6261 TEST_DrawLevelField(xx, yy);
6263 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6265 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6266 TEST_DrawLevelField(xx, yy);
6268 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6270 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6271 TEST_DrawLevelField(xx, yy);
6273 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6275 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6276 TEST_DrawLevelField(xx, yy);
6278 else if (element == EL_SWITCHGATE_OPEN ||
6279 element == EL_SWITCHGATE_OPENING)
6281 Tile[xx][yy] = EL_SWITCHGATE_CLOSING;
6283 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6285 else if (element == EL_SWITCHGATE_CLOSED ||
6286 element == EL_SWITCHGATE_CLOSING)
6288 Tile[xx][yy] = EL_SWITCHGATE_OPENING;
6290 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6295 static int getInvisibleActiveFromInvisibleElement(int element)
6297 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6298 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6299 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6303 static int getInvisibleFromInvisibleActiveElement(int element)
6305 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6306 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6307 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6311 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6315 SCAN_PLAYFIELD(x, y)
6317 int element = Tile[x][y];
6319 if (element == EL_LIGHT_SWITCH &&
6320 game.light_time_left > 0)
6322 Tile[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6323 TEST_DrawLevelField(x, y);
6325 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6326 game.light_time_left == 0)
6328 Tile[x][y] = EL_LIGHT_SWITCH;
6329 TEST_DrawLevelField(x, y);
6331 else if (element == EL_EMC_DRIPPER &&
6332 game.light_time_left > 0)
6334 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6335 TEST_DrawLevelField(x, y);
6337 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6338 game.light_time_left == 0)
6340 Tile[x][y] = EL_EMC_DRIPPER;
6341 TEST_DrawLevelField(x, y);
6343 else if (element == EL_INVISIBLE_STEELWALL ||
6344 element == EL_INVISIBLE_WALL ||
6345 element == EL_INVISIBLE_SAND)
6347 if (game.light_time_left > 0)
6348 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6350 TEST_DrawLevelField(x, y);
6352 // uncrumble neighbour fields, if needed
6353 if (element == EL_INVISIBLE_SAND)
6354 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6356 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6357 element == EL_INVISIBLE_WALL_ACTIVE ||
6358 element == EL_INVISIBLE_SAND_ACTIVE)
6360 if (game.light_time_left == 0)
6361 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6363 TEST_DrawLevelField(x, y);
6365 // re-crumble neighbour fields, if needed
6366 if (element == EL_INVISIBLE_SAND)
6367 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6372 static void RedrawAllInvisibleElementsForLenses(void)
6376 SCAN_PLAYFIELD(x, y)
6378 int element = Tile[x][y];
6380 if (element == EL_EMC_DRIPPER &&
6381 game.lenses_time_left > 0)
6383 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6384 TEST_DrawLevelField(x, y);
6386 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6387 game.lenses_time_left == 0)
6389 Tile[x][y] = EL_EMC_DRIPPER;
6390 TEST_DrawLevelField(x, y);
6392 else if (element == EL_INVISIBLE_STEELWALL ||
6393 element == EL_INVISIBLE_WALL ||
6394 element == EL_INVISIBLE_SAND)
6396 if (game.lenses_time_left > 0)
6397 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6399 TEST_DrawLevelField(x, y);
6401 // uncrumble neighbour fields, if needed
6402 if (element == EL_INVISIBLE_SAND)
6403 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6405 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6406 element == EL_INVISIBLE_WALL_ACTIVE ||
6407 element == EL_INVISIBLE_SAND_ACTIVE)
6409 if (game.lenses_time_left == 0)
6410 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6412 TEST_DrawLevelField(x, y);
6414 // re-crumble neighbour fields, if needed
6415 if (element == EL_INVISIBLE_SAND)
6416 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6421 static void RedrawAllInvisibleElementsForMagnifier(void)
6425 SCAN_PLAYFIELD(x, y)
6427 int element = Tile[x][y];
6429 if (element == EL_EMC_FAKE_GRASS &&
6430 game.magnify_time_left > 0)
6432 Tile[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6433 TEST_DrawLevelField(x, y);
6435 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6436 game.magnify_time_left == 0)
6438 Tile[x][y] = EL_EMC_FAKE_GRASS;
6439 TEST_DrawLevelField(x, y);
6441 else if (IS_GATE_GRAY(element) &&
6442 game.magnify_time_left > 0)
6444 Tile[x][y] = (IS_RND_GATE_GRAY(element) ?
6445 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6446 IS_EM_GATE_GRAY(element) ?
6447 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6448 IS_EMC_GATE_GRAY(element) ?
6449 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6450 IS_DC_GATE_GRAY(element) ?
6451 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6453 TEST_DrawLevelField(x, y);
6455 else if (IS_GATE_GRAY_ACTIVE(element) &&
6456 game.magnify_time_left == 0)
6458 Tile[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6459 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6460 IS_EM_GATE_GRAY_ACTIVE(element) ?
6461 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6462 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6463 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6464 IS_DC_GATE_GRAY_ACTIVE(element) ?
6465 EL_DC_GATE_WHITE_GRAY :
6467 TEST_DrawLevelField(x, y);
6472 static void ToggleLightSwitch(int x, int y)
6474 int element = Tile[x][y];
6476 game.light_time_left =
6477 (element == EL_LIGHT_SWITCH ?
6478 level.time_light * FRAMES_PER_SECOND : 0);
6480 RedrawAllLightSwitchesAndInvisibleElements();
6483 static void ActivateTimegateSwitch(int x, int y)
6487 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6489 SCAN_PLAYFIELD(xx, yy)
6491 int element = Tile[xx][yy];
6493 if (element == EL_TIMEGATE_CLOSED ||
6494 element == EL_TIMEGATE_CLOSING)
6496 Tile[xx][yy] = EL_TIMEGATE_OPENING;
6497 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6501 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6503 Tile[xx][yy] = EL_TIMEGATE_SWITCH;
6504 TEST_DrawLevelField(xx, yy);
6510 Tile[x][y] = (Tile[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6511 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6514 static void Impact(int x, int y)
6516 boolean last_line = (y == lev_fieldy - 1);
6517 boolean object_hit = FALSE;
6518 boolean impact = (last_line || object_hit);
6519 int element = Tile[x][y];
6520 int smashed = EL_STEELWALL;
6522 if (!last_line) // check if element below was hit
6524 if (Tile[x][y + 1] == EL_PLAYER_IS_LEAVING)
6527 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6528 MovDir[x][y + 1] != MV_DOWN ||
6529 MovPos[x][y + 1] <= TILEY / 2));
6531 // do not smash moving elements that left the smashed field in time
6532 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6533 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6536 #if USE_QUICKSAND_IMPACT_BUGFIX
6537 if (Tile[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6539 RemoveMovingField(x, y + 1);
6540 Tile[x][y + 1] = EL_QUICKSAND_EMPTY;
6541 Tile[x][y + 2] = EL_ROCK;
6542 TEST_DrawLevelField(x, y + 2);
6547 if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6549 RemoveMovingField(x, y + 1);
6550 Tile[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6551 Tile[x][y + 2] = EL_ROCK;
6552 TEST_DrawLevelField(x, y + 2);
6559 smashed = MovingOrBlocked2Element(x, y + 1);
6561 impact = (last_line || object_hit);
6564 if (!last_line && smashed == EL_ACID) // element falls into acid
6566 SplashAcid(x, y + 1);
6570 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6571 // only reset graphic animation if graphic really changes after impact
6573 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6575 ResetGfxAnimation(x, y);
6576 TEST_DrawLevelField(x, y);
6579 if (impact && CAN_EXPLODE_IMPACT(element))
6584 else if (impact && element == EL_PEARL &&
6585 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6587 ResetGfxAnimation(x, y);
6589 Tile[x][y] = EL_PEARL_BREAKING;
6590 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6593 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6595 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6600 if (impact && element == EL_AMOEBA_DROP)
6602 if (object_hit && IS_PLAYER(x, y + 1))
6603 KillPlayerUnlessEnemyProtected(x, y + 1);
6604 else if (object_hit && smashed == EL_PENGUIN)
6608 Tile[x][y] = EL_AMOEBA_GROWING;
6609 Store[x][y] = EL_AMOEBA_WET;
6611 ResetRandomAnimationValue(x, y);
6616 if (object_hit) // check which object was hit
6618 if ((CAN_PASS_MAGIC_WALL(element) &&
6619 (smashed == EL_MAGIC_WALL ||
6620 smashed == EL_BD_MAGIC_WALL)) ||
6621 (CAN_PASS_DC_MAGIC_WALL(element) &&
6622 smashed == EL_DC_MAGIC_WALL))
6625 int activated_magic_wall =
6626 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6627 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6628 EL_DC_MAGIC_WALL_ACTIVE);
6630 // activate magic wall / mill
6631 SCAN_PLAYFIELD(xx, yy)
6633 if (Tile[xx][yy] == smashed)
6634 Tile[xx][yy] = activated_magic_wall;
6637 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6638 game.magic_wall_active = TRUE;
6640 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6641 SND_MAGIC_WALL_ACTIVATING :
6642 smashed == EL_BD_MAGIC_WALL ?
6643 SND_BD_MAGIC_WALL_ACTIVATING :
6644 SND_DC_MAGIC_WALL_ACTIVATING));
6647 if (IS_PLAYER(x, y + 1))
6649 if (CAN_SMASH_PLAYER(element))
6651 KillPlayerUnlessEnemyProtected(x, y + 1);
6655 else if (smashed == EL_PENGUIN)
6657 if (CAN_SMASH_PLAYER(element))
6663 else if (element == EL_BD_DIAMOND)
6665 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6671 else if (((element == EL_SP_INFOTRON ||
6672 element == EL_SP_ZONK) &&
6673 (smashed == EL_SP_SNIKSNAK ||
6674 smashed == EL_SP_ELECTRON ||
6675 smashed == EL_SP_DISK_ORANGE)) ||
6676 (element == EL_SP_INFOTRON &&
6677 smashed == EL_SP_DISK_YELLOW))
6682 else if (CAN_SMASH_EVERYTHING(element))
6684 if (IS_CLASSIC_ENEMY(smashed) ||
6685 CAN_EXPLODE_SMASHED(smashed))
6690 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6692 if (smashed == EL_LAMP ||
6693 smashed == EL_LAMP_ACTIVE)
6698 else if (smashed == EL_NUT)
6700 Tile[x][y + 1] = EL_NUT_BREAKING;
6701 PlayLevelSound(x, y, SND_NUT_BREAKING);
6702 RaiseScoreElement(EL_NUT);
6705 else if (smashed == EL_PEARL)
6707 ResetGfxAnimation(x, y);
6709 Tile[x][y + 1] = EL_PEARL_BREAKING;
6710 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6713 else if (smashed == EL_DIAMOND)
6715 Tile[x][y + 1] = EL_DIAMOND_BREAKING;
6716 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6719 else if (IS_BELT_SWITCH(smashed))
6721 ToggleBeltSwitch(x, y + 1);
6723 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6724 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6725 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6726 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6728 ToggleSwitchgateSwitch(x, y + 1);
6730 else if (smashed == EL_LIGHT_SWITCH ||
6731 smashed == EL_LIGHT_SWITCH_ACTIVE)
6733 ToggleLightSwitch(x, y + 1);
6737 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6739 CheckElementChangeBySide(x, y + 1, smashed, element,
6740 CE_SWITCHED, CH_SIDE_TOP);
6741 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6747 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6752 // play sound of magic wall / mill
6754 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6755 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6756 Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6758 if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6759 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6760 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6761 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6762 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6763 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6768 // play sound of object that hits the ground
6769 if (last_line || object_hit)
6770 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6773 static void TurnRoundExt(int x, int y)
6785 { 0, 0 }, { 0, 0 }, { 0, 0 },
6790 int left, right, back;
6794 { MV_DOWN, MV_UP, MV_RIGHT },
6795 { MV_UP, MV_DOWN, MV_LEFT },
6797 { MV_LEFT, MV_RIGHT, MV_DOWN },
6801 { MV_RIGHT, MV_LEFT, MV_UP }
6804 int element = Tile[x][y];
6805 int move_pattern = element_info[element].move_pattern;
6807 int old_move_dir = MovDir[x][y];
6808 int left_dir = turn[old_move_dir].left;
6809 int right_dir = turn[old_move_dir].right;
6810 int back_dir = turn[old_move_dir].back;
6812 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6813 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6814 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6815 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6817 int left_x = x + left_dx, left_y = y + left_dy;
6818 int right_x = x + right_dx, right_y = y + right_dy;
6819 int move_x = x + move_dx, move_y = y + move_dy;
6823 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6825 TestIfBadThingTouchesOtherBadThing(x, y);
6827 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6828 MovDir[x][y] = right_dir;
6829 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6830 MovDir[x][y] = left_dir;
6832 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6834 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
6837 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6839 TestIfBadThingTouchesOtherBadThing(x, y);
6841 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6842 MovDir[x][y] = left_dir;
6843 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6844 MovDir[x][y] = right_dir;
6846 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6848 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
6851 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6853 TestIfBadThingTouchesOtherBadThing(x, y);
6855 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6856 MovDir[x][y] = left_dir;
6857 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6858 MovDir[x][y] = right_dir;
6860 if (MovDir[x][y] != old_move_dir)
6863 else if (element == EL_YAMYAM)
6865 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6866 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6868 if (can_turn_left && can_turn_right)
6869 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6870 else if (can_turn_left)
6871 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6872 else if (can_turn_right)
6873 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6875 MovDir[x][y] = back_dir;
6877 MovDelay[x][y] = 16 + 16 * RND(3);
6879 else if (element == EL_DARK_YAMYAM)
6881 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6883 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6886 if (can_turn_left && can_turn_right)
6887 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6888 else if (can_turn_left)
6889 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6890 else if (can_turn_right)
6891 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6893 MovDir[x][y] = back_dir;
6895 MovDelay[x][y] = 16 + 16 * RND(3);
6897 else if (element == EL_PACMAN)
6899 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6900 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6902 if (can_turn_left && can_turn_right)
6903 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6904 else if (can_turn_left)
6905 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6906 else if (can_turn_right)
6907 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6909 MovDir[x][y] = back_dir;
6911 MovDelay[x][y] = 6 + RND(40);
6913 else if (element == EL_PIG)
6915 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6916 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6917 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6918 boolean should_turn_left, should_turn_right, should_move_on;
6920 int rnd = RND(rnd_value);
6922 should_turn_left = (can_turn_left &&
6924 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6925 y + back_dy + left_dy)));
6926 should_turn_right = (can_turn_right &&
6928 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6929 y + back_dy + right_dy)));
6930 should_move_on = (can_move_on &&
6933 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6934 y + move_dy + left_dy) ||
6935 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6936 y + move_dy + right_dy)));
6938 if (should_turn_left || should_turn_right || should_move_on)
6940 if (should_turn_left && should_turn_right && should_move_on)
6941 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6942 rnd < 2 * rnd_value / 3 ? right_dir :
6944 else if (should_turn_left && should_turn_right)
6945 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6946 else if (should_turn_left && should_move_on)
6947 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6948 else if (should_turn_right && should_move_on)
6949 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6950 else if (should_turn_left)
6951 MovDir[x][y] = left_dir;
6952 else if (should_turn_right)
6953 MovDir[x][y] = right_dir;
6954 else if (should_move_on)
6955 MovDir[x][y] = old_move_dir;
6957 else if (can_move_on && rnd > rnd_value / 8)
6958 MovDir[x][y] = old_move_dir;
6959 else if (can_turn_left && can_turn_right)
6960 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6961 else if (can_turn_left && rnd > rnd_value / 8)
6962 MovDir[x][y] = left_dir;
6963 else if (can_turn_right && rnd > rnd_value/8)
6964 MovDir[x][y] = right_dir;
6966 MovDir[x][y] = back_dir;
6968 xx = x + move_xy[MovDir[x][y]].dx;
6969 yy = y + move_xy[MovDir[x][y]].dy;
6971 if (!IN_LEV_FIELD(xx, yy) ||
6972 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Tile[xx][yy])))
6973 MovDir[x][y] = old_move_dir;
6977 else if (element == EL_DRAGON)
6979 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6980 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6981 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6983 int rnd = RND(rnd_value);
6985 if (can_move_on && rnd > rnd_value / 8)
6986 MovDir[x][y] = old_move_dir;
6987 else if (can_turn_left && can_turn_right)
6988 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6989 else if (can_turn_left && rnd > rnd_value / 8)
6990 MovDir[x][y] = left_dir;
6991 else if (can_turn_right && rnd > rnd_value / 8)
6992 MovDir[x][y] = right_dir;
6994 MovDir[x][y] = back_dir;
6996 xx = x + move_xy[MovDir[x][y]].dx;
6997 yy = y + move_xy[MovDir[x][y]].dy;
6999 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
7000 MovDir[x][y] = old_move_dir;
7004 else if (element == EL_MOLE)
7006 boolean can_move_on =
7007 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
7008 IS_AMOEBOID(Tile[move_x][move_y]) ||
7009 Tile[move_x][move_y] == EL_AMOEBA_SHRINKING));
7012 boolean can_turn_left =
7013 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
7014 IS_AMOEBOID(Tile[left_x][left_y])));
7016 boolean can_turn_right =
7017 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
7018 IS_AMOEBOID(Tile[right_x][right_y])));
7020 if (can_turn_left && can_turn_right)
7021 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
7022 else if (can_turn_left)
7023 MovDir[x][y] = left_dir;
7025 MovDir[x][y] = right_dir;
7028 if (MovDir[x][y] != old_move_dir)
7031 else if (element == EL_BALLOON)
7033 MovDir[x][y] = game.wind_direction;
7036 else if (element == EL_SPRING)
7038 if (MovDir[x][y] & MV_HORIZONTAL)
7040 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
7041 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7043 Tile[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
7044 ResetGfxAnimation(move_x, move_y);
7045 TEST_DrawLevelField(move_x, move_y);
7047 MovDir[x][y] = back_dir;
7049 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7050 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7051 MovDir[x][y] = MV_NONE;
7056 else if (element == EL_ROBOT ||
7057 element == EL_SATELLITE ||
7058 element == EL_PENGUIN ||
7059 element == EL_EMC_ANDROID)
7061 int attr_x = -1, attr_y = -1;
7063 if (game.all_players_gone)
7065 attr_x = game.exit_x;
7066 attr_y = game.exit_y;
7072 for (i = 0; i < MAX_PLAYERS; i++)
7074 struct PlayerInfo *player = &stored_player[i];
7075 int jx = player->jx, jy = player->jy;
7077 if (!player->active)
7081 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7089 if (element == EL_ROBOT &&
7090 game.robot_wheel_x >= 0 &&
7091 game.robot_wheel_y >= 0 &&
7092 (Tile[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
7093 game.engine_version < VERSION_IDENT(3,1,0,0)))
7095 attr_x = game.robot_wheel_x;
7096 attr_y = game.robot_wheel_y;
7099 if (element == EL_PENGUIN)
7102 static int xy[4][2] =
7110 for (i = 0; i < NUM_DIRECTIONS; i++)
7112 int ex = x + xy[i][0];
7113 int ey = y + xy[i][1];
7115 if (IN_LEV_FIELD(ex, ey) && (Tile[ex][ey] == EL_EXIT_OPEN ||
7116 Tile[ex][ey] == EL_EM_EXIT_OPEN ||
7117 Tile[ex][ey] == EL_STEEL_EXIT_OPEN ||
7118 Tile[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7127 MovDir[x][y] = MV_NONE;
7129 MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
7130 else if (attr_x > x)
7131 MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
7133 MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
7134 else if (attr_y > y)
7135 MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
7137 if (element == EL_ROBOT)
7141 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7142 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7143 Moving2Blocked(x, y, &newx, &newy);
7145 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7146 MovDelay[x][y] = 8 + 8 * !RND(3);
7148 MovDelay[x][y] = 16;
7150 else if (element == EL_PENGUIN)
7156 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7158 boolean first_horiz = RND(2);
7159 int new_move_dir = MovDir[x][y];
7162 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7163 Moving2Blocked(x, y, &newx, &newy);
7165 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7169 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7170 Moving2Blocked(x, y, &newx, &newy);
7172 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7175 MovDir[x][y] = old_move_dir;
7179 else if (element == EL_SATELLITE)
7185 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7187 boolean first_horiz = RND(2);
7188 int new_move_dir = MovDir[x][y];
7191 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7192 Moving2Blocked(x, y, &newx, &newy);
7194 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7198 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7199 Moving2Blocked(x, y, &newx, &newy);
7201 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7204 MovDir[x][y] = old_move_dir;
7208 else if (element == EL_EMC_ANDROID)
7210 static int check_pos[16] =
7212 -1, // 0 => (invalid)
7215 -1, // 3 => (invalid)
7217 0, // 5 => MV_LEFT | MV_UP
7218 2, // 6 => MV_RIGHT | MV_UP
7219 -1, // 7 => (invalid)
7221 6, // 9 => MV_LEFT | MV_DOWN
7222 4, // 10 => MV_RIGHT | MV_DOWN
7223 -1, // 11 => (invalid)
7224 -1, // 12 => (invalid)
7225 -1, // 13 => (invalid)
7226 -1, // 14 => (invalid)
7227 -1, // 15 => (invalid)
7235 { -1, -1, MV_LEFT | MV_UP },
7237 { +1, -1, MV_RIGHT | MV_UP },
7238 { +1, 0, MV_RIGHT },
7239 { +1, +1, MV_RIGHT | MV_DOWN },
7241 { -1, +1, MV_LEFT | MV_DOWN },
7244 int start_pos, check_order;
7245 boolean can_clone = FALSE;
7248 // check if there is any free field around current position
7249 for (i = 0; i < 8; i++)
7251 int newx = x + check_xy[i].dx;
7252 int newy = y + check_xy[i].dy;
7254 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7262 if (can_clone) // randomly find an element to clone
7266 start_pos = check_pos[RND(8)];
7267 check_order = (RND(2) ? -1 : +1);
7269 for (i = 0; i < 8; i++)
7271 int pos_raw = start_pos + i * check_order;
7272 int pos = (pos_raw + 8) % 8;
7273 int newx = x + check_xy[pos].dx;
7274 int newy = y + check_xy[pos].dy;
7276 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7278 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7279 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7281 Store[x][y] = Tile[newx][newy];
7290 if (can_clone) // randomly find a direction to move
7294 start_pos = check_pos[RND(8)];
7295 check_order = (RND(2) ? -1 : +1);
7297 for (i = 0; i < 8; i++)
7299 int pos_raw = start_pos + i * check_order;
7300 int pos = (pos_raw + 8) % 8;
7301 int newx = x + check_xy[pos].dx;
7302 int newy = y + check_xy[pos].dy;
7303 int new_move_dir = check_xy[pos].dir;
7305 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7307 MovDir[x][y] = new_move_dir;
7308 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7317 if (can_clone) // cloning and moving successful
7320 // cannot clone -- try to move towards player
7322 start_pos = check_pos[MovDir[x][y] & 0x0f];
7323 check_order = (RND(2) ? -1 : +1);
7325 for (i = 0; i < 3; i++)
7327 // first check start_pos, then previous/next or (next/previous) pos
7328 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7329 int pos = (pos_raw + 8) % 8;
7330 int newx = x + check_xy[pos].dx;
7331 int newy = y + check_xy[pos].dy;
7332 int new_move_dir = check_xy[pos].dir;
7334 if (IS_PLAYER(newx, newy))
7337 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7339 MovDir[x][y] = new_move_dir;
7340 MovDelay[x][y] = level.android_move_time * 8 + 1;
7347 else if (move_pattern == MV_TURNING_LEFT ||
7348 move_pattern == MV_TURNING_RIGHT ||
7349 move_pattern == MV_TURNING_LEFT_RIGHT ||
7350 move_pattern == MV_TURNING_RIGHT_LEFT ||
7351 move_pattern == MV_TURNING_RANDOM ||
7352 move_pattern == MV_ALL_DIRECTIONS)
7354 boolean can_turn_left =
7355 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7356 boolean can_turn_right =
7357 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7359 if (element_info[element].move_stepsize == 0) // "not moving"
7362 if (move_pattern == MV_TURNING_LEFT)
7363 MovDir[x][y] = left_dir;
7364 else if (move_pattern == MV_TURNING_RIGHT)
7365 MovDir[x][y] = right_dir;
7366 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7367 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7368 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7369 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7370 else if (move_pattern == MV_TURNING_RANDOM)
7371 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7372 can_turn_right && !can_turn_left ? right_dir :
7373 RND(2) ? left_dir : right_dir);
7374 else if (can_turn_left && can_turn_right)
7375 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7376 else if (can_turn_left)
7377 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7378 else if (can_turn_right)
7379 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7381 MovDir[x][y] = back_dir;
7383 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7385 else if (move_pattern == MV_HORIZONTAL ||
7386 move_pattern == MV_VERTICAL)
7388 if (move_pattern & old_move_dir)
7389 MovDir[x][y] = back_dir;
7390 else if (move_pattern == MV_HORIZONTAL)
7391 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7392 else if (move_pattern == MV_VERTICAL)
7393 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7395 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7397 else if (move_pattern & MV_ANY_DIRECTION)
7399 MovDir[x][y] = move_pattern;
7400 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7402 else if (move_pattern & MV_WIND_DIRECTION)
7404 MovDir[x][y] = game.wind_direction;
7405 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7407 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7409 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7410 MovDir[x][y] = left_dir;
7411 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7412 MovDir[x][y] = right_dir;
7414 if (MovDir[x][y] != old_move_dir)
7415 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7417 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7419 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7420 MovDir[x][y] = right_dir;
7421 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7422 MovDir[x][y] = left_dir;
7424 if (MovDir[x][y] != old_move_dir)
7425 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7427 else if (move_pattern == MV_TOWARDS_PLAYER ||
7428 move_pattern == MV_AWAY_FROM_PLAYER)
7430 int attr_x = -1, attr_y = -1;
7432 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7434 if (game.all_players_gone)
7436 attr_x = game.exit_x;
7437 attr_y = game.exit_y;
7443 for (i = 0; i < MAX_PLAYERS; i++)
7445 struct PlayerInfo *player = &stored_player[i];
7446 int jx = player->jx, jy = player->jy;
7448 if (!player->active)
7452 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7460 MovDir[x][y] = MV_NONE;
7462 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7463 else if (attr_x > x)
7464 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7466 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7467 else if (attr_y > y)
7468 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7470 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7472 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7474 boolean first_horiz = RND(2);
7475 int new_move_dir = MovDir[x][y];
7477 if (element_info[element].move_stepsize == 0) // "not moving"
7479 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7480 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7486 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7487 Moving2Blocked(x, y, &newx, &newy);
7489 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7493 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7494 Moving2Blocked(x, y, &newx, &newy);
7496 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7499 MovDir[x][y] = old_move_dir;
7502 else if (move_pattern == MV_WHEN_PUSHED ||
7503 move_pattern == MV_WHEN_DROPPED)
7505 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7506 MovDir[x][y] = MV_NONE;
7510 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7512 static int test_xy[7][2] =
7522 static int test_dir[7] =
7532 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7533 int move_preference = -1000000; // start with very low preference
7534 int new_move_dir = MV_NONE;
7535 int start_test = RND(4);
7538 for (i = 0; i < NUM_DIRECTIONS; i++)
7540 int move_dir = test_dir[start_test + i];
7541 int move_dir_preference;
7543 xx = x + test_xy[start_test + i][0];
7544 yy = y + test_xy[start_test + i][1];
7546 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7547 (IS_PLAYER(xx, yy) || Tile[xx][yy] == EL_PLAYER_IS_LEAVING))
7549 new_move_dir = move_dir;
7554 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7557 move_dir_preference = -1 * RunnerVisit[xx][yy];
7558 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7559 move_dir_preference = PlayerVisit[xx][yy];
7561 if (move_dir_preference > move_preference)
7563 // prefer field that has not been visited for the longest time
7564 move_preference = move_dir_preference;
7565 new_move_dir = move_dir;
7567 else if (move_dir_preference == move_preference &&
7568 move_dir == old_move_dir)
7570 // prefer last direction when all directions are preferred equally
7571 move_preference = move_dir_preference;
7572 new_move_dir = move_dir;
7576 MovDir[x][y] = new_move_dir;
7577 if (old_move_dir != new_move_dir)
7578 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7582 static void TurnRound(int x, int y)
7584 int direction = MovDir[x][y];
7588 GfxDir[x][y] = MovDir[x][y];
7590 if (direction != MovDir[x][y])
7594 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7596 ResetGfxFrame(x, y);
7599 static boolean JustBeingPushed(int x, int y)
7603 for (i = 0; i < MAX_PLAYERS; i++)
7605 struct PlayerInfo *player = &stored_player[i];
7607 if (player->active && player->is_pushing && player->MovPos)
7609 int next_jx = player->jx + (player->jx - player->last_jx);
7610 int next_jy = player->jy + (player->jy - player->last_jy);
7612 if (x == next_jx && y == next_jy)
7620 static void StartMoving(int x, int y)
7622 boolean started_moving = FALSE; // some elements can fall _and_ move
7623 int element = Tile[x][y];
7628 if (MovDelay[x][y] == 0)
7629 GfxAction[x][y] = ACTION_DEFAULT;
7631 if (CAN_FALL(element) && y < lev_fieldy - 1)
7633 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7634 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7635 if (JustBeingPushed(x, y))
7638 if (element == EL_QUICKSAND_FULL)
7640 if (IS_FREE(x, y + 1))
7642 InitMovingField(x, y, MV_DOWN);
7643 started_moving = TRUE;
7645 Tile[x][y] = EL_QUICKSAND_EMPTYING;
7646 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7647 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7648 Store[x][y] = EL_ROCK;
7650 Store[x][y] = EL_ROCK;
7653 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7655 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7657 if (!MovDelay[x][y])
7659 MovDelay[x][y] = TILEY + 1;
7661 ResetGfxAnimation(x, y);
7662 ResetGfxAnimation(x, y + 1);
7667 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7668 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7675 Tile[x][y] = EL_QUICKSAND_EMPTY;
7676 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7677 Store[x][y + 1] = Store[x][y];
7680 PlayLevelSoundAction(x, y, ACTION_FILLING);
7682 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7684 if (!MovDelay[x][y])
7686 MovDelay[x][y] = TILEY + 1;
7688 ResetGfxAnimation(x, y);
7689 ResetGfxAnimation(x, y + 1);
7694 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7695 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7702 Tile[x][y] = EL_QUICKSAND_EMPTY;
7703 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7704 Store[x][y + 1] = Store[x][y];
7707 PlayLevelSoundAction(x, y, ACTION_FILLING);
7710 else if (element == EL_QUICKSAND_FAST_FULL)
7712 if (IS_FREE(x, y + 1))
7714 InitMovingField(x, y, MV_DOWN);
7715 started_moving = TRUE;
7717 Tile[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7718 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7719 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7720 Store[x][y] = EL_ROCK;
7722 Store[x][y] = EL_ROCK;
7725 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7727 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7729 if (!MovDelay[x][y])
7731 MovDelay[x][y] = TILEY + 1;
7733 ResetGfxAnimation(x, y);
7734 ResetGfxAnimation(x, y + 1);
7739 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7740 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7747 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7748 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7749 Store[x][y + 1] = Store[x][y];
7752 PlayLevelSoundAction(x, y, ACTION_FILLING);
7754 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7756 if (!MovDelay[x][y])
7758 MovDelay[x][y] = TILEY + 1;
7760 ResetGfxAnimation(x, y);
7761 ResetGfxAnimation(x, y + 1);
7766 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7767 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7774 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7775 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7776 Store[x][y + 1] = Store[x][y];
7779 PlayLevelSoundAction(x, y, ACTION_FILLING);
7782 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7783 Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7785 InitMovingField(x, y, MV_DOWN);
7786 started_moving = TRUE;
7788 Tile[x][y] = EL_QUICKSAND_FILLING;
7789 Store[x][y] = element;
7791 PlayLevelSoundAction(x, y, ACTION_FILLING);
7793 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7794 Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7796 InitMovingField(x, y, MV_DOWN);
7797 started_moving = TRUE;
7799 Tile[x][y] = EL_QUICKSAND_FAST_FILLING;
7800 Store[x][y] = element;
7802 PlayLevelSoundAction(x, y, ACTION_FILLING);
7804 else if (element == EL_MAGIC_WALL_FULL)
7806 if (IS_FREE(x, y + 1))
7808 InitMovingField(x, y, MV_DOWN);
7809 started_moving = TRUE;
7811 Tile[x][y] = EL_MAGIC_WALL_EMPTYING;
7812 Store[x][y] = EL_CHANGED(Store[x][y]);
7814 else if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7816 if (!MovDelay[x][y])
7817 MovDelay[x][y] = TILEY / 4 + 1;
7826 Tile[x][y] = EL_MAGIC_WALL_ACTIVE;
7827 Tile[x][y + 1] = EL_MAGIC_WALL_FULL;
7828 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7832 else if (element == EL_BD_MAGIC_WALL_FULL)
7834 if (IS_FREE(x, y + 1))
7836 InitMovingField(x, y, MV_DOWN);
7837 started_moving = TRUE;
7839 Tile[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7840 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7842 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7844 if (!MovDelay[x][y])
7845 MovDelay[x][y] = TILEY / 4 + 1;
7854 Tile[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7855 Tile[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7856 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7860 else if (element == EL_DC_MAGIC_WALL_FULL)
7862 if (IS_FREE(x, y + 1))
7864 InitMovingField(x, y, MV_DOWN);
7865 started_moving = TRUE;
7867 Tile[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7868 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7870 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7872 if (!MovDelay[x][y])
7873 MovDelay[x][y] = TILEY / 4 + 1;
7882 Tile[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7883 Tile[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7884 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7888 else if ((CAN_PASS_MAGIC_WALL(element) &&
7889 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7890 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7891 (CAN_PASS_DC_MAGIC_WALL(element) &&
7892 (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7895 InitMovingField(x, y, MV_DOWN);
7896 started_moving = TRUE;
7899 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7900 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7901 EL_DC_MAGIC_WALL_FILLING);
7902 Store[x][y] = element;
7904 else if (CAN_FALL(element) && Tile[x][y + 1] == EL_ACID)
7906 SplashAcid(x, y + 1);
7908 InitMovingField(x, y, MV_DOWN);
7909 started_moving = TRUE;
7911 Store[x][y] = EL_ACID;
7914 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7915 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7916 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7917 CAN_FALL(element) && WasJustFalling[x][y] &&
7918 (Tile[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7920 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7921 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7922 (Tile[x][y + 1] == EL_BLOCKED)))
7924 /* this is needed for a special case not covered by calling "Impact()"
7925 from "ContinueMoving()": if an element moves to a tile directly below
7926 another element which was just falling on that tile (which was empty
7927 in the previous frame), the falling element above would just stop
7928 instead of smashing the element below (in previous version, the above
7929 element was just checked for "moving" instead of "falling", resulting
7930 in incorrect smashes caused by horizontal movement of the above
7931 element; also, the case of the player being the element to smash was
7932 simply not covered here... :-/ ) */
7934 CheckCollision[x][y] = 0;
7935 CheckImpact[x][y] = 0;
7939 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7941 if (MovDir[x][y] == MV_NONE)
7943 InitMovingField(x, y, MV_DOWN);
7944 started_moving = TRUE;
7947 else if (IS_FREE(x, y + 1) || Tile[x][y + 1] == EL_DIAMOND_BREAKING)
7949 if (WasJustFalling[x][y]) // prevent animation from being restarted
7950 MovDir[x][y] = MV_DOWN;
7952 InitMovingField(x, y, MV_DOWN);
7953 started_moving = TRUE;
7955 else if (element == EL_AMOEBA_DROP)
7957 Tile[x][y] = EL_AMOEBA_GROWING;
7958 Store[x][y] = EL_AMOEBA_WET;
7960 else if (((IS_SLIPPERY(Tile[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7961 (IS_EM_SLIPPERY_WALL(Tile[x][y + 1]) && IS_GEM(element))) &&
7962 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7963 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7965 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7966 (IS_FREE(x - 1, y + 1) ||
7967 Tile[x - 1][y + 1] == EL_ACID));
7968 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7969 (IS_FREE(x + 1, y + 1) ||
7970 Tile[x + 1][y + 1] == EL_ACID));
7971 boolean can_fall_any = (can_fall_left || can_fall_right);
7972 boolean can_fall_both = (can_fall_left && can_fall_right);
7973 int slippery_type = element_info[Tile[x][y + 1]].slippery_type;
7975 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7977 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7978 can_fall_right = FALSE;
7979 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7980 can_fall_left = FALSE;
7981 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7982 can_fall_right = FALSE;
7983 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7984 can_fall_left = FALSE;
7986 can_fall_any = (can_fall_left || can_fall_right);
7987 can_fall_both = FALSE;
7992 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7993 can_fall_right = FALSE; // slip down on left side
7995 can_fall_left = !(can_fall_right = RND(2));
7997 can_fall_both = FALSE;
8002 // if not determined otherwise, prefer left side for slipping down
8003 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
8004 started_moving = TRUE;
8007 else if (IS_BELT_ACTIVE(Tile[x][y + 1]))
8009 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
8010 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
8011 int belt_nr = getBeltNrFromBeltActiveElement(Tile[x][y + 1]);
8012 int belt_dir = game.belt_dir[belt_nr];
8014 if ((belt_dir == MV_LEFT && left_is_free) ||
8015 (belt_dir == MV_RIGHT && right_is_free))
8017 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
8019 InitMovingField(x, y, belt_dir);
8020 started_moving = TRUE;
8022 Pushed[x][y] = TRUE;
8023 Pushed[nextx][y] = TRUE;
8025 GfxAction[x][y] = ACTION_DEFAULT;
8029 MovDir[x][y] = 0; // if element was moving, stop it
8034 // not "else if" because of elements that can fall and move (EL_SPRING)
8035 if (CAN_MOVE(element) && !started_moving)
8037 int move_pattern = element_info[element].move_pattern;
8040 Moving2Blocked(x, y, &newx, &newy);
8042 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
8045 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8046 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
8048 WasJustMoving[x][y] = 0;
8049 CheckCollision[x][y] = 0;
8051 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
8053 if (Tile[x][y] != element) // element has changed
8057 if (!MovDelay[x][y]) // start new movement phase
8059 // all objects that can change their move direction after each step
8060 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
8062 if (element != EL_YAMYAM &&
8063 element != EL_DARK_YAMYAM &&
8064 element != EL_PACMAN &&
8065 !(move_pattern & MV_ANY_DIRECTION) &&
8066 move_pattern != MV_TURNING_LEFT &&
8067 move_pattern != MV_TURNING_RIGHT &&
8068 move_pattern != MV_TURNING_LEFT_RIGHT &&
8069 move_pattern != MV_TURNING_RIGHT_LEFT &&
8070 move_pattern != MV_TURNING_RANDOM)
8074 if (MovDelay[x][y] && (element == EL_BUG ||
8075 element == EL_SPACESHIP ||
8076 element == EL_SP_SNIKSNAK ||
8077 element == EL_SP_ELECTRON ||
8078 element == EL_MOLE))
8079 TEST_DrawLevelField(x, y);
8083 if (MovDelay[x][y]) // wait some time before next movement
8087 if (element == EL_ROBOT ||
8088 element == EL_YAMYAM ||
8089 element == EL_DARK_YAMYAM)
8091 DrawLevelElementAnimationIfNeeded(x, y, element);
8092 PlayLevelSoundAction(x, y, ACTION_WAITING);
8094 else if (element == EL_SP_ELECTRON)
8095 DrawLevelElementAnimationIfNeeded(x, y, element);
8096 else if (element == EL_DRAGON)
8099 int dir = MovDir[x][y];
8100 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8101 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
8102 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
8103 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
8104 dir == MV_UP ? IMG_FLAMES_1_UP :
8105 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8106 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
8108 GfxAction[x][y] = ACTION_ATTACKING;
8110 if (IS_PLAYER(x, y))
8111 DrawPlayerField(x, y);
8113 TEST_DrawLevelField(x, y);
8115 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8117 for (i = 1; i <= 3; i++)
8119 int xx = x + i * dx;
8120 int yy = y + i * dy;
8121 int sx = SCREENX(xx);
8122 int sy = SCREENY(yy);
8123 int flame_graphic = graphic + (i - 1);
8125 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Tile[xx][yy]))
8130 int flamed = MovingOrBlocked2Element(xx, yy);
8132 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8135 RemoveMovingField(xx, yy);
8137 ChangeDelay[xx][yy] = 0;
8139 Tile[xx][yy] = EL_FLAMES;
8141 if (IN_SCR_FIELD(sx, sy))
8143 TEST_DrawLevelFieldCrumbled(xx, yy);
8144 DrawGraphic(sx, sy, flame_graphic, frame);
8149 if (Tile[xx][yy] == EL_FLAMES)
8150 Tile[xx][yy] = EL_EMPTY;
8151 TEST_DrawLevelField(xx, yy);
8156 if (MovDelay[x][y]) // element still has to wait some time
8158 PlayLevelSoundAction(x, y, ACTION_WAITING);
8164 // now make next step
8166 Moving2Blocked(x, y, &newx, &newy); // get next screen position
8168 if (DONT_COLLIDE_WITH(element) &&
8169 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8170 !PLAYER_ENEMY_PROTECTED(newx, newy))
8172 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8177 else if (CAN_MOVE_INTO_ACID(element) &&
8178 IN_LEV_FIELD(newx, newy) && Tile[newx][newy] == EL_ACID &&
8179 !IS_MV_DIAGONAL(MovDir[x][y]) &&
8180 (MovDir[x][y] == MV_DOWN ||
8181 game.engine_version >= VERSION_IDENT(3,1,0,0)))
8183 SplashAcid(newx, newy);
8184 Store[x][y] = EL_ACID;
8186 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8188 if (Tile[newx][newy] == EL_EXIT_OPEN ||
8189 Tile[newx][newy] == EL_EM_EXIT_OPEN ||
8190 Tile[newx][newy] == EL_STEEL_EXIT_OPEN ||
8191 Tile[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8194 TEST_DrawLevelField(x, y);
8196 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8197 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8198 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
8200 game.friends_still_needed--;
8201 if (!game.friends_still_needed &&
8203 game.all_players_gone)
8208 else if (IS_FOOD_PENGUIN(Tile[newx][newy]))
8210 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
8211 TEST_DrawLevelField(newx, newy);
8213 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8215 else if (!IS_FREE(newx, newy))
8217 GfxAction[x][y] = ACTION_WAITING;
8219 if (IS_PLAYER(x, y))
8220 DrawPlayerField(x, y);
8222 TEST_DrawLevelField(x, y);
8227 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8229 if (IS_FOOD_PIG(Tile[newx][newy]))
8231 if (IS_MOVING(newx, newy))
8232 RemoveMovingField(newx, newy);
8235 Tile[newx][newy] = EL_EMPTY;
8236 TEST_DrawLevelField(newx, newy);
8239 PlayLevelSound(x, y, SND_PIG_DIGGING);
8241 else if (!IS_FREE(newx, newy))
8243 if (IS_PLAYER(x, y))
8244 DrawPlayerField(x, y);
8246 TEST_DrawLevelField(x, y);
8251 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8253 if (Store[x][y] != EL_EMPTY)
8255 boolean can_clone = FALSE;
8258 // check if element to clone is still there
8259 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8261 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == Store[x][y])
8269 // cannot clone or target field not free anymore -- do not clone
8270 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8271 Store[x][y] = EL_EMPTY;
8274 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8276 if (IS_MV_DIAGONAL(MovDir[x][y]))
8278 int diagonal_move_dir = MovDir[x][y];
8279 int stored = Store[x][y];
8280 int change_delay = 8;
8283 // android is moving diagonally
8285 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8287 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8288 GfxElement[x][y] = EL_EMC_ANDROID;
8289 GfxAction[x][y] = ACTION_SHRINKING;
8290 GfxDir[x][y] = diagonal_move_dir;
8291 ChangeDelay[x][y] = change_delay;
8293 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8296 DrawLevelGraphicAnimation(x, y, graphic);
8297 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8299 if (Tile[newx][newy] == EL_ACID)
8301 SplashAcid(newx, newy);
8306 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8308 Store[newx][newy] = EL_EMC_ANDROID;
8309 GfxElement[newx][newy] = EL_EMC_ANDROID;
8310 GfxAction[newx][newy] = ACTION_GROWING;
8311 GfxDir[newx][newy] = diagonal_move_dir;
8312 ChangeDelay[newx][newy] = change_delay;
8314 graphic = el_act_dir2img(GfxElement[newx][newy],
8315 GfxAction[newx][newy], GfxDir[newx][newy]);
8317 DrawLevelGraphicAnimation(newx, newy, graphic);
8318 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8324 Tile[newx][newy] = EL_EMPTY;
8325 TEST_DrawLevelField(newx, newy);
8327 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8330 else if (!IS_FREE(newx, newy))
8335 else if (IS_CUSTOM_ELEMENT(element) &&
8336 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8338 if (!DigFieldByCE(newx, newy, element))
8341 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8343 RunnerVisit[x][y] = FrameCounter;
8344 PlayerVisit[x][y] /= 8; // expire player visit path
8347 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8349 if (!IS_FREE(newx, newy))
8351 if (IS_PLAYER(x, y))
8352 DrawPlayerField(x, y);
8354 TEST_DrawLevelField(x, y);
8360 boolean wanna_flame = !RND(10);
8361 int dx = newx - x, dy = newy - y;
8362 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8363 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8364 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8365 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8366 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8367 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8370 IS_CLASSIC_ENEMY(element1) ||
8371 IS_CLASSIC_ENEMY(element2)) &&
8372 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8373 element1 != EL_FLAMES && element2 != EL_FLAMES)
8375 ResetGfxAnimation(x, y);
8376 GfxAction[x][y] = ACTION_ATTACKING;
8378 if (IS_PLAYER(x, y))
8379 DrawPlayerField(x, y);
8381 TEST_DrawLevelField(x, y);
8383 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8385 MovDelay[x][y] = 50;
8387 Tile[newx][newy] = EL_FLAMES;
8388 if (IN_LEV_FIELD(newx1, newy1) && Tile[newx1][newy1] == EL_EMPTY)
8389 Tile[newx1][newy1] = EL_FLAMES;
8390 if (IN_LEV_FIELD(newx2, newy2) && Tile[newx2][newy2] == EL_EMPTY)
8391 Tile[newx2][newy2] = EL_FLAMES;
8397 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8398 Tile[newx][newy] == EL_DIAMOND)
8400 if (IS_MOVING(newx, newy))
8401 RemoveMovingField(newx, newy);
8404 Tile[newx][newy] = EL_EMPTY;
8405 TEST_DrawLevelField(newx, newy);
8408 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8410 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8411 IS_FOOD_DARK_YAMYAM(Tile[newx][newy]))
8413 if (AmoebaNr[newx][newy])
8415 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8416 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8417 Tile[newx][newy] == EL_BD_AMOEBA)
8418 AmoebaCnt[AmoebaNr[newx][newy]]--;
8421 if (IS_MOVING(newx, newy))
8423 RemoveMovingField(newx, newy);
8427 Tile[newx][newy] = EL_EMPTY;
8428 TEST_DrawLevelField(newx, newy);
8431 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8433 else if ((element == EL_PACMAN || element == EL_MOLE)
8434 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Tile[newx][newy]))
8436 if (AmoebaNr[newx][newy])
8438 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8439 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8440 Tile[newx][newy] == EL_BD_AMOEBA)
8441 AmoebaCnt[AmoebaNr[newx][newy]]--;
8444 if (element == EL_MOLE)
8446 Tile[newx][newy] = EL_AMOEBA_SHRINKING;
8447 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8449 ResetGfxAnimation(x, y);
8450 GfxAction[x][y] = ACTION_DIGGING;
8451 TEST_DrawLevelField(x, y);
8453 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8455 return; // wait for shrinking amoeba
8457 else // element == EL_PACMAN
8459 Tile[newx][newy] = EL_EMPTY;
8460 TEST_DrawLevelField(newx, newy);
8461 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8464 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8465 (Tile[newx][newy] == EL_AMOEBA_SHRINKING ||
8466 (Tile[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8468 // wait for shrinking amoeba to completely disappear
8471 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8473 // object was running against a wall
8477 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8478 DrawLevelElementAnimation(x, y, element);
8480 if (DONT_TOUCH(element))
8481 TestIfBadThingTouchesPlayer(x, y);
8486 InitMovingField(x, y, MovDir[x][y]);
8488 PlayLevelSoundAction(x, y, ACTION_MOVING);
8492 ContinueMoving(x, y);
8495 void ContinueMoving(int x, int y)
8497 int element = Tile[x][y];
8498 struct ElementInfo *ei = &element_info[element];
8499 int direction = MovDir[x][y];
8500 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8501 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8502 int newx = x + dx, newy = y + dy;
8503 int stored = Store[x][y];
8504 int stored_new = Store[newx][newy];
8505 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8506 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8507 boolean last_line = (newy == lev_fieldy - 1);
8509 MovPos[x][y] += getElementMoveStepsize(x, y);
8511 if (pushed_by_player) // special case: moving object pushed by player
8512 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8514 if (ABS(MovPos[x][y]) < TILEX)
8516 TEST_DrawLevelField(x, y);
8518 return; // element is still moving
8521 // element reached destination field
8523 Tile[x][y] = EL_EMPTY;
8524 Tile[newx][newy] = element;
8525 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8527 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8529 element = Tile[newx][newy] = EL_ACID;
8531 else if (element == EL_MOLE)
8533 Tile[x][y] = EL_SAND;
8535 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8537 else if (element == EL_QUICKSAND_FILLING)
8539 element = Tile[newx][newy] = get_next_element(element);
8540 Store[newx][newy] = Store[x][y];
8542 else if (element == EL_QUICKSAND_EMPTYING)
8544 Tile[x][y] = get_next_element(element);
8545 element = Tile[newx][newy] = Store[x][y];
8547 else if (element == EL_QUICKSAND_FAST_FILLING)
8549 element = Tile[newx][newy] = get_next_element(element);
8550 Store[newx][newy] = Store[x][y];
8552 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8554 Tile[x][y] = get_next_element(element);
8555 element = Tile[newx][newy] = Store[x][y];
8557 else if (element == EL_MAGIC_WALL_FILLING)
8559 element = Tile[newx][newy] = get_next_element(element);
8560 if (!game.magic_wall_active)
8561 element = Tile[newx][newy] = EL_MAGIC_WALL_DEAD;
8562 Store[newx][newy] = Store[x][y];
8564 else if (element == EL_MAGIC_WALL_EMPTYING)
8566 Tile[x][y] = get_next_element(element);
8567 if (!game.magic_wall_active)
8568 Tile[x][y] = EL_MAGIC_WALL_DEAD;
8569 element = Tile[newx][newy] = Store[x][y];
8571 InitField(newx, newy, FALSE);
8573 else if (element == EL_BD_MAGIC_WALL_FILLING)
8575 element = Tile[newx][newy] = get_next_element(element);
8576 if (!game.magic_wall_active)
8577 element = Tile[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8578 Store[newx][newy] = Store[x][y];
8580 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8582 Tile[x][y] = get_next_element(element);
8583 if (!game.magic_wall_active)
8584 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
8585 element = Tile[newx][newy] = Store[x][y];
8587 InitField(newx, newy, FALSE);
8589 else if (element == EL_DC_MAGIC_WALL_FILLING)
8591 element = Tile[newx][newy] = get_next_element(element);
8592 if (!game.magic_wall_active)
8593 element = Tile[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8594 Store[newx][newy] = Store[x][y];
8596 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8598 Tile[x][y] = get_next_element(element);
8599 if (!game.magic_wall_active)
8600 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
8601 element = Tile[newx][newy] = Store[x][y];
8603 InitField(newx, newy, FALSE);
8605 else if (element == EL_AMOEBA_DROPPING)
8607 Tile[x][y] = get_next_element(element);
8608 element = Tile[newx][newy] = Store[x][y];
8610 else if (element == EL_SOKOBAN_OBJECT)
8613 Tile[x][y] = Back[x][y];
8615 if (Back[newx][newy])
8616 Tile[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8618 Back[x][y] = Back[newx][newy] = 0;
8621 Store[x][y] = EL_EMPTY;
8626 MovDelay[newx][newy] = 0;
8628 if (CAN_CHANGE_OR_HAS_ACTION(element))
8630 // copy element change control values to new field
8631 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8632 ChangePage[newx][newy] = ChangePage[x][y];
8633 ChangeCount[newx][newy] = ChangeCount[x][y];
8634 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8637 CustomValue[newx][newy] = CustomValue[x][y];
8639 ChangeDelay[x][y] = 0;
8640 ChangePage[x][y] = -1;
8641 ChangeCount[x][y] = 0;
8642 ChangeEvent[x][y] = -1;
8644 CustomValue[x][y] = 0;
8646 // copy animation control values to new field
8647 GfxFrame[newx][newy] = GfxFrame[x][y];
8648 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8649 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8650 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8652 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8654 // some elements can leave other elements behind after moving
8655 if (ei->move_leave_element != EL_EMPTY &&
8656 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8657 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8659 int move_leave_element = ei->move_leave_element;
8661 // this makes it possible to leave the removed element again
8662 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8663 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8665 Tile[x][y] = move_leave_element;
8667 if (element_info[Tile[x][y]].move_direction_initial == MV_START_PREVIOUS)
8668 MovDir[x][y] = direction;
8670 InitField(x, y, FALSE);
8672 if (GFX_CRUMBLED(Tile[x][y]))
8673 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8675 if (ELEM_IS_PLAYER(move_leave_element))
8676 RelocatePlayer(x, y, move_leave_element);
8679 // do this after checking for left-behind element
8680 ResetGfxAnimation(x, y); // reset animation values for old field
8682 if (!CAN_MOVE(element) ||
8683 (CAN_FALL(element) && direction == MV_DOWN &&
8684 (element == EL_SPRING ||
8685 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8686 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8687 GfxDir[x][y] = MovDir[newx][newy] = 0;
8689 TEST_DrawLevelField(x, y);
8690 TEST_DrawLevelField(newx, newy);
8692 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8694 // prevent pushed element from moving on in pushed direction
8695 if (pushed_by_player && CAN_MOVE(element) &&
8696 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8697 !(element_info[element].move_pattern & direction))
8698 TurnRound(newx, newy);
8700 // prevent elements on conveyor belt from moving on in last direction
8701 if (pushed_by_conveyor && CAN_FALL(element) &&
8702 direction & MV_HORIZONTAL)
8703 MovDir[newx][newy] = 0;
8705 if (!pushed_by_player)
8707 int nextx = newx + dx, nexty = newy + dy;
8708 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8710 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8712 if (CAN_FALL(element) && direction == MV_DOWN)
8713 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8715 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8716 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8718 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8719 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8722 if (DONT_TOUCH(element)) // object may be nasty to player or others
8724 TestIfBadThingTouchesPlayer(newx, newy);
8725 TestIfBadThingTouchesFriend(newx, newy);
8727 if (!IS_CUSTOM_ELEMENT(element))
8728 TestIfBadThingTouchesOtherBadThing(newx, newy);
8730 else if (element == EL_PENGUIN)
8731 TestIfFriendTouchesBadThing(newx, newy);
8733 if (DONT_GET_HIT_BY(element))
8735 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8738 // give the player one last chance (one more frame) to move away
8739 if (CAN_FALL(element) && direction == MV_DOWN &&
8740 (last_line || (!IS_FREE(x, newy + 1) &&
8741 (!IS_PLAYER(x, newy + 1) ||
8742 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8745 if (pushed_by_player && !game.use_change_when_pushing_bug)
8747 int push_side = MV_DIR_OPPOSITE(direction);
8748 struct PlayerInfo *player = PLAYERINFO(x, y);
8750 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8751 player->index_bit, push_side);
8752 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8753 player->index_bit, push_side);
8756 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
8757 MovDelay[newx][newy] = 1;
8759 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8761 TestIfElementTouchesCustomElement(x, y); // empty or new element
8762 TestIfElementHitsCustomElement(newx, newy, direction);
8763 TestIfPlayerTouchesCustomElement(newx, newy);
8764 TestIfElementTouchesCustomElement(newx, newy);
8766 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8767 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8768 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8769 MV_DIR_OPPOSITE(direction));
8772 int AmoebaNeighbourNr(int ax, int ay)
8775 int element = Tile[ax][ay];
8777 static int xy[4][2] =
8785 for (i = 0; i < NUM_DIRECTIONS; i++)
8787 int x = ax + xy[i][0];
8788 int y = ay + xy[i][1];
8790 if (!IN_LEV_FIELD(x, y))
8793 if (Tile[x][y] == element && AmoebaNr[x][y] > 0)
8794 group_nr = AmoebaNr[x][y];
8800 static void AmoebaMerge(int ax, int ay)
8802 int i, x, y, xx, yy;
8803 int new_group_nr = AmoebaNr[ax][ay];
8804 static int xy[4][2] =
8812 if (new_group_nr == 0)
8815 for (i = 0; i < NUM_DIRECTIONS; i++)
8820 if (!IN_LEV_FIELD(x, y))
8823 if ((Tile[x][y] == EL_AMOEBA_FULL ||
8824 Tile[x][y] == EL_BD_AMOEBA ||
8825 Tile[x][y] == EL_AMOEBA_DEAD) &&
8826 AmoebaNr[x][y] != new_group_nr)
8828 int old_group_nr = AmoebaNr[x][y];
8830 if (old_group_nr == 0)
8833 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8834 AmoebaCnt[old_group_nr] = 0;
8835 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8836 AmoebaCnt2[old_group_nr] = 0;
8838 SCAN_PLAYFIELD(xx, yy)
8840 if (AmoebaNr[xx][yy] == old_group_nr)
8841 AmoebaNr[xx][yy] = new_group_nr;
8847 void AmoebaToDiamond(int ax, int ay)
8851 if (Tile[ax][ay] == EL_AMOEBA_DEAD)
8853 int group_nr = AmoebaNr[ax][ay];
8858 Debug("game:playing:AmoebaToDiamond", "ax = %d, ay = %d", ax, ay);
8859 Debug("game:playing:AmoebaToDiamond", "This should never happen!");
8865 SCAN_PLAYFIELD(x, y)
8867 if (Tile[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8870 Tile[x][y] = EL_AMOEBA_TO_DIAMOND;
8874 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8875 SND_AMOEBA_TURNING_TO_GEM :
8876 SND_AMOEBA_TURNING_TO_ROCK));
8881 static int xy[4][2] =
8889 for (i = 0; i < NUM_DIRECTIONS; i++)
8894 if (!IN_LEV_FIELD(x, y))
8897 if (Tile[x][y] == EL_AMOEBA_TO_DIAMOND)
8899 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8900 SND_AMOEBA_TURNING_TO_GEM :
8901 SND_AMOEBA_TURNING_TO_ROCK));
8908 static void AmoebaToDiamondBD(int ax, int ay, int new_element)
8911 int group_nr = AmoebaNr[ax][ay];
8912 boolean done = FALSE;
8917 Debug("game:playing:AmoebaToDiamondBD", "ax = %d, ay = %d", ax, ay);
8918 Debug("game:playing:AmoebaToDiamondBD", "This should never happen!");
8924 SCAN_PLAYFIELD(x, y)
8926 if (AmoebaNr[x][y] == group_nr &&
8927 (Tile[x][y] == EL_AMOEBA_DEAD ||
8928 Tile[x][y] == EL_BD_AMOEBA ||
8929 Tile[x][y] == EL_AMOEBA_GROWING))
8932 Tile[x][y] = new_element;
8933 InitField(x, y, FALSE);
8934 TEST_DrawLevelField(x, y);
8940 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8941 SND_BD_AMOEBA_TURNING_TO_ROCK :
8942 SND_BD_AMOEBA_TURNING_TO_GEM));
8945 static void AmoebaGrowing(int x, int y)
8947 static unsigned int sound_delay = 0;
8948 static unsigned int sound_delay_value = 0;
8950 if (!MovDelay[x][y]) // start new growing cycle
8954 if (DelayReached(&sound_delay, sound_delay_value))
8956 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8957 sound_delay_value = 30;
8961 if (MovDelay[x][y]) // wait some time before growing bigger
8964 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8966 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8967 6 - MovDelay[x][y]);
8969 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8972 if (!MovDelay[x][y])
8974 Tile[x][y] = Store[x][y];
8976 TEST_DrawLevelField(x, y);
8981 static void AmoebaShrinking(int x, int y)
8983 static unsigned int sound_delay = 0;
8984 static unsigned int sound_delay_value = 0;
8986 if (!MovDelay[x][y]) // start new shrinking cycle
8990 if (DelayReached(&sound_delay, sound_delay_value))
8991 sound_delay_value = 30;
8994 if (MovDelay[x][y]) // wait some time before shrinking
8997 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8999 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
9000 6 - MovDelay[x][y]);
9002 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
9005 if (!MovDelay[x][y])
9007 Tile[x][y] = EL_EMPTY;
9008 TEST_DrawLevelField(x, y);
9010 // don't let mole enter this field in this cycle;
9011 // (give priority to objects falling to this field from above)
9017 static void AmoebaReproduce(int ax, int ay)
9020 int element = Tile[ax][ay];
9021 int graphic = el2img(element);
9022 int newax = ax, neway = ay;
9023 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
9024 static int xy[4][2] =
9032 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
9034 Tile[ax][ay] = EL_AMOEBA_DEAD;
9035 TEST_DrawLevelField(ax, ay);
9039 if (IS_ANIMATED(graphic))
9040 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9042 if (!MovDelay[ax][ay]) // start making new amoeba field
9043 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
9045 if (MovDelay[ax][ay]) // wait some time before making new amoeba
9048 if (MovDelay[ax][ay])
9052 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
9055 int x = ax + xy[start][0];
9056 int y = ay + xy[start][1];
9058 if (!IN_LEV_FIELD(x, y))
9061 if (IS_FREE(x, y) ||
9062 CAN_GROW_INTO(Tile[x][y]) ||
9063 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9064 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9070 if (newax == ax && neway == ay)
9073 else // normal or "filled" (BD style) amoeba
9076 boolean waiting_for_player = FALSE;
9078 for (i = 0; i < NUM_DIRECTIONS; i++)
9080 int j = (start + i) % 4;
9081 int x = ax + xy[j][0];
9082 int y = ay + xy[j][1];
9084 if (!IN_LEV_FIELD(x, y))
9087 if (IS_FREE(x, y) ||
9088 CAN_GROW_INTO(Tile[x][y]) ||
9089 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9090 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9096 else if (IS_PLAYER(x, y))
9097 waiting_for_player = TRUE;
9100 if (newax == ax && neway == ay) // amoeba cannot grow
9102 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9104 Tile[ax][ay] = EL_AMOEBA_DEAD;
9105 TEST_DrawLevelField(ax, ay);
9106 AmoebaCnt[AmoebaNr[ax][ay]]--;
9108 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
9110 if (element == EL_AMOEBA_FULL)
9111 AmoebaToDiamond(ax, ay);
9112 else if (element == EL_BD_AMOEBA)
9113 AmoebaToDiamondBD(ax, ay, level.amoeba_content);
9118 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9120 // amoeba gets larger by growing in some direction
9122 int new_group_nr = AmoebaNr[ax][ay];
9125 if (new_group_nr == 0)
9127 Debug("game:playing:AmoebaReproduce", "newax = %d, neway = %d",
9129 Debug("game:playing:AmoebaReproduce", "This should never happen!");
9135 AmoebaNr[newax][neway] = new_group_nr;
9136 AmoebaCnt[new_group_nr]++;
9137 AmoebaCnt2[new_group_nr]++;
9139 // if amoeba touches other amoeba(s) after growing, unify them
9140 AmoebaMerge(newax, neway);
9142 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9144 AmoebaToDiamondBD(newax, neway, EL_BD_ROCK);
9150 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9151 (neway == lev_fieldy - 1 && newax != ax))
9153 Tile[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
9154 Store[newax][neway] = element;
9156 else if (neway == ay || element == EL_EMC_DRIPPER)
9158 Tile[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
9160 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9164 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
9165 Tile[ax][ay] = EL_AMOEBA_DROPPING;
9166 Store[ax][ay] = EL_AMOEBA_DROP;
9167 ContinueMoving(ax, ay);
9171 TEST_DrawLevelField(newax, neway);
9174 static void Life(int ax, int ay)
9178 int element = Tile[ax][ay];
9179 int graphic = el2img(element);
9180 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9182 boolean changed = FALSE;
9184 if (IS_ANIMATED(graphic))
9185 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9190 if (!MovDelay[ax][ay]) // start new "game of life" cycle
9191 MovDelay[ax][ay] = life_time;
9193 if (MovDelay[ax][ay]) // wait some time before next cycle
9196 if (MovDelay[ax][ay])
9200 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9202 int xx = ax+x1, yy = ay+y1;
9203 int old_element = Tile[xx][yy];
9204 int num_neighbours = 0;
9206 if (!IN_LEV_FIELD(xx, yy))
9209 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9211 int x = xx+x2, y = yy+y2;
9213 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9216 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
9217 boolean is_neighbour = FALSE;
9219 if (level.use_life_bugs)
9221 (((Tile[x][y] == element || is_player_cell) && !Stop[x][y]) ||
9222 (IS_FREE(x, y) && Stop[x][y]));
9225 (Last[x][y] == element || is_player_cell);
9231 boolean is_free = FALSE;
9233 if (level.use_life_bugs)
9234 is_free = (IS_FREE(xx, yy));
9236 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
9238 if (xx == ax && yy == ay) // field in the middle
9240 if (num_neighbours < life_parameter[0] ||
9241 num_neighbours > life_parameter[1])
9243 Tile[xx][yy] = EL_EMPTY;
9244 if (Tile[xx][yy] != old_element)
9245 TEST_DrawLevelField(xx, yy);
9246 Stop[xx][yy] = TRUE;
9250 else if (is_free || CAN_GROW_INTO(Tile[xx][yy]))
9251 { // free border field
9252 if (num_neighbours >= life_parameter[2] &&
9253 num_neighbours <= life_parameter[3])
9255 Tile[xx][yy] = element;
9256 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
9257 if (Tile[xx][yy] != old_element)
9258 TEST_DrawLevelField(xx, yy);
9259 Stop[xx][yy] = TRUE;
9266 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9267 SND_GAME_OF_LIFE_GROWING);
9270 static void InitRobotWheel(int x, int y)
9272 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9275 static void RunRobotWheel(int x, int y)
9277 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9280 static void StopRobotWheel(int x, int y)
9282 if (game.robot_wheel_x == x &&
9283 game.robot_wheel_y == y)
9285 game.robot_wheel_x = -1;
9286 game.robot_wheel_y = -1;
9287 game.robot_wheel_active = FALSE;
9291 static void InitTimegateWheel(int x, int y)
9293 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9296 static void RunTimegateWheel(int x, int y)
9298 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9301 static void InitMagicBallDelay(int x, int y)
9303 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9306 static void ActivateMagicBall(int bx, int by)
9310 if (level.ball_random)
9312 int pos_border = RND(8); // select one of the eight border elements
9313 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9314 int xx = pos_content % 3;
9315 int yy = pos_content / 3;
9320 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9321 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9325 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9327 int xx = x - bx + 1;
9328 int yy = y - by + 1;
9330 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9331 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9335 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9338 static void CheckExit(int x, int y)
9340 if (game.gems_still_needed > 0 ||
9341 game.sokoban_fields_still_needed > 0 ||
9342 game.sokoban_objects_still_needed > 0 ||
9343 game.lights_still_needed > 0)
9345 int element = Tile[x][y];
9346 int graphic = el2img(element);
9348 if (IS_ANIMATED(graphic))
9349 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9354 // do not re-open exit door closed after last player
9355 if (game.all_players_gone)
9358 Tile[x][y] = EL_EXIT_OPENING;
9360 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9363 static void CheckExitEM(int x, int y)
9365 if (game.gems_still_needed > 0 ||
9366 game.sokoban_fields_still_needed > 0 ||
9367 game.sokoban_objects_still_needed > 0 ||
9368 game.lights_still_needed > 0)
9370 int element = Tile[x][y];
9371 int graphic = el2img(element);
9373 if (IS_ANIMATED(graphic))
9374 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9379 // do not re-open exit door closed after last player
9380 if (game.all_players_gone)
9383 Tile[x][y] = EL_EM_EXIT_OPENING;
9385 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9388 static void CheckExitSteel(int x, int y)
9390 if (game.gems_still_needed > 0 ||
9391 game.sokoban_fields_still_needed > 0 ||
9392 game.sokoban_objects_still_needed > 0 ||
9393 game.lights_still_needed > 0)
9395 int element = Tile[x][y];
9396 int graphic = el2img(element);
9398 if (IS_ANIMATED(graphic))
9399 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9404 // do not re-open exit door closed after last player
9405 if (game.all_players_gone)
9408 Tile[x][y] = EL_STEEL_EXIT_OPENING;
9410 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9413 static void CheckExitSteelEM(int x, int y)
9415 if (game.gems_still_needed > 0 ||
9416 game.sokoban_fields_still_needed > 0 ||
9417 game.sokoban_objects_still_needed > 0 ||
9418 game.lights_still_needed > 0)
9420 int element = Tile[x][y];
9421 int graphic = el2img(element);
9423 if (IS_ANIMATED(graphic))
9424 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9429 // do not re-open exit door closed after last player
9430 if (game.all_players_gone)
9433 Tile[x][y] = EL_EM_STEEL_EXIT_OPENING;
9435 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9438 static void CheckExitSP(int x, int y)
9440 if (game.gems_still_needed > 0)
9442 int element = Tile[x][y];
9443 int graphic = el2img(element);
9445 if (IS_ANIMATED(graphic))
9446 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9451 // do not re-open exit door closed after last player
9452 if (game.all_players_gone)
9455 Tile[x][y] = EL_SP_EXIT_OPENING;
9457 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9460 static void CloseAllOpenTimegates(void)
9464 SCAN_PLAYFIELD(x, y)
9466 int element = Tile[x][y];
9468 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9470 Tile[x][y] = EL_TIMEGATE_CLOSING;
9472 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9477 static void DrawTwinkleOnField(int x, int y)
9479 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9482 if (Tile[x][y] == EL_BD_DIAMOND)
9485 if (MovDelay[x][y] == 0) // next animation frame
9486 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9488 if (MovDelay[x][y] != 0) // wait some time before next frame
9492 DrawLevelElementAnimation(x, y, Tile[x][y]);
9494 if (MovDelay[x][y] != 0)
9496 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9497 10 - MovDelay[x][y]);
9499 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9504 static void MauerWaechst(int x, int y)
9508 if (!MovDelay[x][y]) // next animation frame
9509 MovDelay[x][y] = 3 * delay;
9511 if (MovDelay[x][y]) // wait some time before next frame
9515 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9517 int graphic = el_dir2img(Tile[x][y], GfxDir[x][y]);
9518 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9520 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9523 if (!MovDelay[x][y])
9525 if (MovDir[x][y] == MV_LEFT)
9527 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Tile[x - 1][y]))
9528 TEST_DrawLevelField(x - 1, y);
9530 else if (MovDir[x][y] == MV_RIGHT)
9532 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Tile[x + 1][y]))
9533 TEST_DrawLevelField(x + 1, y);
9535 else if (MovDir[x][y] == MV_UP)
9537 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Tile[x][y - 1]))
9538 TEST_DrawLevelField(x, y - 1);
9542 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Tile[x][y + 1]))
9543 TEST_DrawLevelField(x, y + 1);
9546 Tile[x][y] = Store[x][y];
9548 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9549 TEST_DrawLevelField(x, y);
9554 static void MauerAbleger(int ax, int ay)
9556 int element = Tile[ax][ay];
9557 int graphic = el2img(element);
9558 boolean oben_frei = FALSE, unten_frei = FALSE;
9559 boolean links_frei = FALSE, rechts_frei = FALSE;
9560 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9561 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9562 boolean new_wall = FALSE;
9564 if (IS_ANIMATED(graphic))
9565 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9567 if (!MovDelay[ax][ay]) // start building new wall
9568 MovDelay[ax][ay] = 6;
9570 if (MovDelay[ax][ay]) // wait some time before building new wall
9573 if (MovDelay[ax][ay])
9577 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9579 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9581 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9583 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9586 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9587 element == EL_EXPANDABLE_WALL_ANY)
9591 Tile[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9592 Store[ax][ay-1] = element;
9593 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9594 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9595 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9596 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9601 Tile[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9602 Store[ax][ay+1] = element;
9603 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9604 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9605 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9606 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9611 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9612 element == EL_EXPANDABLE_WALL_ANY ||
9613 element == EL_EXPANDABLE_WALL ||
9614 element == EL_BD_EXPANDABLE_WALL)
9618 Tile[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9619 Store[ax-1][ay] = element;
9620 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9621 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9622 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9623 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9629 Tile[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9630 Store[ax+1][ay] = element;
9631 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9632 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9633 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9634 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9639 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9640 TEST_DrawLevelField(ax, ay);
9642 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Tile[ax][ay-1]))
9644 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Tile[ax][ay+1]))
9645 unten_massiv = TRUE;
9646 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Tile[ax-1][ay]))
9647 links_massiv = TRUE;
9648 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Tile[ax+1][ay]))
9649 rechts_massiv = TRUE;
9651 if (((oben_massiv && unten_massiv) ||
9652 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9653 element == EL_EXPANDABLE_WALL) &&
9654 ((links_massiv && rechts_massiv) ||
9655 element == EL_EXPANDABLE_WALL_VERTICAL))
9656 Tile[ax][ay] = EL_WALL;
9659 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9662 static void MauerAblegerStahl(int ax, int ay)
9664 int element = Tile[ax][ay];
9665 int graphic = el2img(element);
9666 boolean oben_frei = FALSE, unten_frei = FALSE;
9667 boolean links_frei = FALSE, rechts_frei = FALSE;
9668 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9669 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9670 boolean new_wall = FALSE;
9672 if (IS_ANIMATED(graphic))
9673 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9675 if (!MovDelay[ax][ay]) // start building new wall
9676 MovDelay[ax][ay] = 6;
9678 if (MovDelay[ax][ay]) // wait some time before building new wall
9681 if (MovDelay[ax][ay])
9685 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9687 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9689 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9691 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9694 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9695 element == EL_EXPANDABLE_STEELWALL_ANY)
9699 Tile[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9700 Store[ax][ay-1] = element;
9701 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9702 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9703 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9704 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9709 Tile[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9710 Store[ax][ay+1] = element;
9711 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9712 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9713 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9714 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9719 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9720 element == EL_EXPANDABLE_STEELWALL_ANY)
9724 Tile[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9725 Store[ax-1][ay] = element;
9726 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9727 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9728 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9729 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9735 Tile[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9736 Store[ax+1][ay] = element;
9737 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9738 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9739 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9740 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9745 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Tile[ax][ay-1]))
9747 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Tile[ax][ay+1]))
9748 unten_massiv = TRUE;
9749 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Tile[ax-1][ay]))
9750 links_massiv = TRUE;
9751 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Tile[ax+1][ay]))
9752 rechts_massiv = TRUE;
9754 if (((oben_massiv && unten_massiv) ||
9755 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9756 ((links_massiv && rechts_massiv) ||
9757 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9758 Tile[ax][ay] = EL_STEELWALL;
9761 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9764 static void CheckForDragon(int x, int y)
9767 boolean dragon_found = FALSE;
9768 static int xy[4][2] =
9776 for (i = 0; i < NUM_DIRECTIONS; i++)
9778 for (j = 0; j < 4; j++)
9780 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9782 if (IN_LEV_FIELD(xx, yy) &&
9783 (Tile[xx][yy] == EL_FLAMES || Tile[xx][yy] == EL_DRAGON))
9785 if (Tile[xx][yy] == EL_DRAGON)
9786 dragon_found = TRUE;
9795 for (i = 0; i < NUM_DIRECTIONS; i++)
9797 for (j = 0; j < 3; j++)
9799 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9801 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == EL_FLAMES)
9803 Tile[xx][yy] = EL_EMPTY;
9804 TEST_DrawLevelField(xx, yy);
9813 static void InitBuggyBase(int x, int y)
9815 int element = Tile[x][y];
9816 int activating_delay = FRAMES_PER_SECOND / 4;
9819 (element == EL_SP_BUGGY_BASE ?
9820 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9821 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9823 element == EL_SP_BUGGY_BASE_ACTIVE ?
9824 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9827 static void WarnBuggyBase(int x, int y)
9830 static int xy[4][2] =
9838 for (i = 0; i < NUM_DIRECTIONS; i++)
9840 int xx = x + xy[i][0];
9841 int yy = y + xy[i][1];
9843 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9845 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9852 static void InitTrap(int x, int y)
9854 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9857 static void ActivateTrap(int x, int y)
9859 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9862 static void ChangeActiveTrap(int x, int y)
9864 int graphic = IMG_TRAP_ACTIVE;
9866 // if new animation frame was drawn, correct crumbled sand border
9867 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9868 TEST_DrawLevelFieldCrumbled(x, y);
9871 static int getSpecialActionElement(int element, int number, int base_element)
9873 return (element != EL_EMPTY ? element :
9874 number != -1 ? base_element + number - 1 :
9878 static int getModifiedActionNumber(int value_old, int operator, int operand,
9879 int value_min, int value_max)
9881 int value_new = (operator == CA_MODE_SET ? operand :
9882 operator == CA_MODE_ADD ? value_old + operand :
9883 operator == CA_MODE_SUBTRACT ? value_old - operand :
9884 operator == CA_MODE_MULTIPLY ? value_old * operand :
9885 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9886 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9889 return (value_new < value_min ? value_min :
9890 value_new > value_max ? value_max :
9894 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9896 struct ElementInfo *ei = &element_info[element];
9897 struct ElementChangeInfo *change = &ei->change_page[page];
9898 int target_element = change->target_element;
9899 int action_type = change->action_type;
9900 int action_mode = change->action_mode;
9901 int action_arg = change->action_arg;
9902 int action_element = change->action_element;
9905 if (!change->has_action)
9908 // ---------- determine action paramater values -----------------------------
9910 int level_time_value =
9911 (level.time > 0 ? TimeLeft :
9914 int action_arg_element_raw =
9915 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9916 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9917 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9918 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9919 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9920 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9921 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9923 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9925 int action_arg_direction =
9926 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9927 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9928 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9929 change->actual_trigger_side :
9930 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9931 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9934 int action_arg_number_min =
9935 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9938 int action_arg_number_max =
9939 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9940 action_type == CA_SET_LEVEL_GEMS ? 999 :
9941 action_type == CA_SET_LEVEL_TIME ? 9999 :
9942 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9943 action_type == CA_SET_CE_VALUE ? 9999 :
9944 action_type == CA_SET_CE_SCORE ? 9999 :
9947 int action_arg_number_reset =
9948 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9949 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9950 action_type == CA_SET_LEVEL_TIME ? level.time :
9951 action_type == CA_SET_LEVEL_SCORE ? 0 :
9952 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9953 action_type == CA_SET_CE_SCORE ? 0 :
9956 int action_arg_number =
9957 (action_arg <= CA_ARG_MAX ? action_arg :
9958 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9959 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9960 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9961 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9962 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9963 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9964 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9965 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9966 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9967 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9968 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
9969 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
9970 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9971 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9972 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9973 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9974 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9975 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9976 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9977 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9978 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9981 int action_arg_number_old =
9982 (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
9983 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9984 action_type == CA_SET_LEVEL_SCORE ? game.score :
9985 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9986 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9989 int action_arg_number_new =
9990 getModifiedActionNumber(action_arg_number_old,
9991 action_mode, action_arg_number,
9992 action_arg_number_min, action_arg_number_max);
9994 int trigger_player_bits =
9995 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9996 change->actual_trigger_player_bits : change->trigger_player);
9998 int action_arg_player_bits =
9999 (action_arg >= CA_ARG_PLAYER_1 &&
10000 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
10001 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
10002 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
10005 // ---------- execute action -----------------------------------------------
10007 switch (action_type)
10014 // ---------- level actions ----------------------------------------------
10016 case CA_RESTART_LEVEL:
10018 game.restart_level = TRUE;
10023 case CA_SHOW_ENVELOPE:
10025 int element = getSpecialActionElement(action_arg_element,
10026 action_arg_number, EL_ENVELOPE_1);
10028 if (IS_ENVELOPE(element))
10029 local_player->show_envelope = element;
10034 case CA_SET_LEVEL_TIME:
10036 if (level.time > 0) // only modify limited time value
10038 TimeLeft = action_arg_number_new;
10040 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10042 DisplayGameControlValues();
10044 if (!TimeLeft && setup.time_limit)
10045 for (i = 0; i < MAX_PLAYERS; i++)
10046 KillPlayer(&stored_player[i]);
10052 case CA_SET_LEVEL_SCORE:
10054 game.score = action_arg_number_new;
10056 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
10058 DisplayGameControlValues();
10063 case CA_SET_LEVEL_GEMS:
10065 game.gems_still_needed = action_arg_number_new;
10067 game.snapshot.collected_item = TRUE;
10069 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
10071 DisplayGameControlValues();
10076 case CA_SET_LEVEL_WIND:
10078 game.wind_direction = action_arg_direction;
10083 case CA_SET_LEVEL_RANDOM_SEED:
10085 // ensure that setting a new random seed while playing is predictable
10086 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
10091 // ---------- player actions ---------------------------------------------
10093 case CA_MOVE_PLAYER:
10094 case CA_MOVE_PLAYER_NEW:
10096 // automatically move to the next field in specified direction
10097 for (i = 0; i < MAX_PLAYERS; i++)
10098 if (trigger_player_bits & (1 << i))
10099 if (action_type == CA_MOVE_PLAYER ||
10100 stored_player[i].MovPos == 0)
10101 stored_player[i].programmed_action = action_arg_direction;
10106 case CA_EXIT_PLAYER:
10108 for (i = 0; i < MAX_PLAYERS; i++)
10109 if (action_arg_player_bits & (1 << i))
10110 ExitPlayer(&stored_player[i]);
10112 if (game.players_still_needed == 0)
10118 case CA_KILL_PLAYER:
10120 for (i = 0; i < MAX_PLAYERS; i++)
10121 if (action_arg_player_bits & (1 << i))
10122 KillPlayer(&stored_player[i]);
10127 case CA_SET_PLAYER_KEYS:
10129 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10130 int element = getSpecialActionElement(action_arg_element,
10131 action_arg_number, EL_KEY_1);
10133 if (IS_KEY(element))
10135 for (i = 0; i < MAX_PLAYERS; i++)
10137 if (trigger_player_bits & (1 << i))
10139 stored_player[i].key[KEY_NR(element)] = key_state;
10141 DrawGameDoorValues();
10149 case CA_SET_PLAYER_SPEED:
10151 for (i = 0; i < MAX_PLAYERS; i++)
10153 if (trigger_player_bits & (1 << i))
10155 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10157 if (action_arg == CA_ARG_SPEED_FASTER &&
10158 stored_player[i].cannot_move)
10160 action_arg_number = STEPSIZE_VERY_SLOW;
10162 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10163 action_arg == CA_ARG_SPEED_FASTER)
10165 action_arg_number = 2;
10166 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10169 else if (action_arg == CA_ARG_NUMBER_RESET)
10171 action_arg_number = level.initial_player_stepsize[i];
10175 getModifiedActionNumber(move_stepsize,
10178 action_arg_number_min,
10179 action_arg_number_max);
10181 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10188 case CA_SET_PLAYER_SHIELD:
10190 for (i = 0; i < MAX_PLAYERS; i++)
10192 if (trigger_player_bits & (1 << i))
10194 if (action_arg == CA_ARG_SHIELD_OFF)
10196 stored_player[i].shield_normal_time_left = 0;
10197 stored_player[i].shield_deadly_time_left = 0;
10199 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10201 stored_player[i].shield_normal_time_left = 999999;
10203 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10205 stored_player[i].shield_normal_time_left = 999999;
10206 stored_player[i].shield_deadly_time_left = 999999;
10214 case CA_SET_PLAYER_GRAVITY:
10216 for (i = 0; i < MAX_PLAYERS; i++)
10218 if (trigger_player_bits & (1 << i))
10220 stored_player[i].gravity =
10221 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10222 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10223 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10224 stored_player[i].gravity);
10231 case CA_SET_PLAYER_ARTWORK:
10233 for (i = 0; i < MAX_PLAYERS; i++)
10235 if (trigger_player_bits & (1 << i))
10237 int artwork_element = action_arg_element;
10239 if (action_arg == CA_ARG_ELEMENT_RESET)
10241 (level.use_artwork_element[i] ? level.artwork_element[i] :
10242 stored_player[i].element_nr);
10244 if (stored_player[i].artwork_element != artwork_element)
10245 stored_player[i].Frame = 0;
10247 stored_player[i].artwork_element = artwork_element;
10249 SetPlayerWaiting(&stored_player[i], FALSE);
10251 // set number of special actions for bored and sleeping animation
10252 stored_player[i].num_special_action_bored =
10253 get_num_special_action(artwork_element,
10254 ACTION_BORING_1, ACTION_BORING_LAST);
10255 stored_player[i].num_special_action_sleeping =
10256 get_num_special_action(artwork_element,
10257 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10264 case CA_SET_PLAYER_INVENTORY:
10266 for (i = 0; i < MAX_PLAYERS; i++)
10268 struct PlayerInfo *player = &stored_player[i];
10271 if (trigger_player_bits & (1 << i))
10273 int inventory_element = action_arg_element;
10275 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10276 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10277 action_arg == CA_ARG_ELEMENT_ACTION)
10279 int element = inventory_element;
10280 int collect_count = element_info[element].collect_count_initial;
10282 if (!IS_CUSTOM_ELEMENT(element))
10285 if (collect_count == 0)
10286 player->inventory_infinite_element = element;
10288 for (k = 0; k < collect_count; k++)
10289 if (player->inventory_size < MAX_INVENTORY_SIZE)
10290 player->inventory_element[player->inventory_size++] =
10293 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10294 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10295 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10297 if (player->inventory_infinite_element != EL_UNDEFINED &&
10298 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10299 action_arg_element_raw))
10300 player->inventory_infinite_element = EL_UNDEFINED;
10302 for (k = 0, j = 0; j < player->inventory_size; j++)
10304 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10305 action_arg_element_raw))
10306 player->inventory_element[k++] = player->inventory_element[j];
10309 player->inventory_size = k;
10311 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10313 if (player->inventory_size > 0)
10315 for (j = 0; j < player->inventory_size - 1; j++)
10316 player->inventory_element[j] = player->inventory_element[j + 1];
10318 player->inventory_size--;
10321 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10323 if (player->inventory_size > 0)
10324 player->inventory_size--;
10326 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10328 player->inventory_infinite_element = EL_UNDEFINED;
10329 player->inventory_size = 0;
10331 else if (action_arg == CA_ARG_INVENTORY_RESET)
10333 player->inventory_infinite_element = EL_UNDEFINED;
10334 player->inventory_size = 0;
10336 if (level.use_initial_inventory[i])
10338 for (j = 0; j < level.initial_inventory_size[i]; j++)
10340 int element = level.initial_inventory_content[i][j];
10341 int collect_count = element_info[element].collect_count_initial;
10343 if (!IS_CUSTOM_ELEMENT(element))
10346 if (collect_count == 0)
10347 player->inventory_infinite_element = element;
10349 for (k = 0; k < collect_count; k++)
10350 if (player->inventory_size < MAX_INVENTORY_SIZE)
10351 player->inventory_element[player->inventory_size++] =
10362 // ---------- CE actions -------------------------------------------------
10364 case CA_SET_CE_VALUE:
10366 int last_ce_value = CustomValue[x][y];
10368 CustomValue[x][y] = action_arg_number_new;
10370 if (CustomValue[x][y] != last_ce_value)
10372 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10373 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10375 if (CustomValue[x][y] == 0)
10377 // reset change counter (else CE_VALUE_GETS_ZERO would not work)
10378 ChangeCount[x][y] = 0; // allow at least one more change
10380 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10381 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10388 case CA_SET_CE_SCORE:
10390 int last_ce_score = ei->collect_score;
10392 ei->collect_score = action_arg_number_new;
10394 if (ei->collect_score != last_ce_score)
10396 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10397 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10399 if (ei->collect_score == 0)
10403 // reset change counter (else CE_SCORE_GETS_ZERO would not work)
10404 ChangeCount[x][y] = 0; // allow at least one more change
10406 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10407 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10410 This is a very special case that seems to be a mixture between
10411 CheckElementChange() and CheckTriggeredElementChange(): while
10412 the first one only affects single elements that are triggered
10413 directly, the second one affects multiple elements in the playfield
10414 that are triggered indirectly by another element. This is a third
10415 case: Changing the CE score always affects multiple identical CEs,
10416 so every affected CE must be checked, not only the single CE for
10417 which the CE score was changed in the first place (as every instance
10418 of that CE shares the same CE score, and therefore also can change)!
10420 SCAN_PLAYFIELD(xx, yy)
10422 if (Tile[xx][yy] == element)
10423 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10424 CE_SCORE_GETS_ZERO);
10432 case CA_SET_CE_ARTWORK:
10434 int artwork_element = action_arg_element;
10435 boolean reset_frame = FALSE;
10438 if (action_arg == CA_ARG_ELEMENT_RESET)
10439 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10442 if (ei->gfx_element != artwork_element)
10443 reset_frame = TRUE;
10445 ei->gfx_element = artwork_element;
10447 SCAN_PLAYFIELD(xx, yy)
10449 if (Tile[xx][yy] == element)
10453 ResetGfxAnimation(xx, yy);
10454 ResetRandomAnimationValue(xx, yy);
10457 TEST_DrawLevelField(xx, yy);
10464 // ---------- engine actions ---------------------------------------------
10466 case CA_SET_ENGINE_SCAN_MODE:
10468 InitPlayfieldScanMode(action_arg);
10478 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10480 int old_element = Tile[x][y];
10481 int new_element = GetElementFromGroupElement(element);
10482 int previous_move_direction = MovDir[x][y];
10483 int last_ce_value = CustomValue[x][y];
10484 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10485 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10486 boolean add_player_onto_element = (new_element_is_player &&
10487 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10488 IS_WALKABLE(old_element));
10490 if (!add_player_onto_element)
10492 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10493 RemoveMovingField(x, y);
10497 Tile[x][y] = new_element;
10499 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10500 MovDir[x][y] = previous_move_direction;
10502 if (element_info[new_element].use_last_ce_value)
10503 CustomValue[x][y] = last_ce_value;
10505 InitField_WithBug1(x, y, FALSE);
10507 new_element = Tile[x][y]; // element may have changed
10509 ResetGfxAnimation(x, y);
10510 ResetRandomAnimationValue(x, y);
10512 TEST_DrawLevelField(x, y);
10514 if (GFX_CRUMBLED(new_element))
10515 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10518 // check if element under the player changes from accessible to unaccessible
10519 // (needed for special case of dropping element which then changes)
10520 // (must be checked after creating new element for walkable group elements)
10521 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10522 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10529 // "ChangeCount" not set yet to allow "entered by player" change one time
10530 if (new_element_is_player)
10531 RelocatePlayer(x, y, new_element);
10534 ChangeCount[x][y]++; // count number of changes in the same frame
10536 TestIfBadThingTouchesPlayer(x, y);
10537 TestIfPlayerTouchesCustomElement(x, y);
10538 TestIfElementTouchesCustomElement(x, y);
10541 static void CreateField(int x, int y, int element)
10543 CreateFieldExt(x, y, element, FALSE);
10546 static void CreateElementFromChange(int x, int y, int element)
10548 element = GET_VALID_RUNTIME_ELEMENT(element);
10550 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10552 int old_element = Tile[x][y];
10554 // prevent changed element from moving in same engine frame
10555 // unless both old and new element can either fall or move
10556 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10557 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10561 CreateFieldExt(x, y, element, TRUE);
10564 static boolean ChangeElement(int x, int y, int element, int page)
10566 struct ElementInfo *ei = &element_info[element];
10567 struct ElementChangeInfo *change = &ei->change_page[page];
10568 int ce_value = CustomValue[x][y];
10569 int ce_score = ei->collect_score;
10570 int target_element;
10571 int old_element = Tile[x][y];
10573 // always use default change event to prevent running into a loop
10574 if (ChangeEvent[x][y] == -1)
10575 ChangeEvent[x][y] = CE_DELAY;
10577 if (ChangeEvent[x][y] == CE_DELAY)
10579 // reset actual trigger element, trigger player and action element
10580 change->actual_trigger_element = EL_EMPTY;
10581 change->actual_trigger_player = EL_EMPTY;
10582 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10583 change->actual_trigger_side = CH_SIDE_NONE;
10584 change->actual_trigger_ce_value = 0;
10585 change->actual_trigger_ce_score = 0;
10588 // do not change elements more than a specified maximum number of changes
10589 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10592 ChangeCount[x][y]++; // count number of changes in the same frame
10594 if (change->explode)
10601 if (change->use_target_content)
10603 boolean complete_replace = TRUE;
10604 boolean can_replace[3][3];
10607 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10610 boolean is_walkable;
10611 boolean is_diggable;
10612 boolean is_collectible;
10613 boolean is_removable;
10614 boolean is_destructible;
10615 int ex = x + xx - 1;
10616 int ey = y + yy - 1;
10617 int content_element = change->target_content.e[xx][yy];
10620 can_replace[xx][yy] = TRUE;
10622 if (ex == x && ey == y) // do not check changing element itself
10625 if (content_element == EL_EMPTY_SPACE)
10627 can_replace[xx][yy] = FALSE; // do not replace border with space
10632 if (!IN_LEV_FIELD(ex, ey))
10634 can_replace[xx][yy] = FALSE;
10635 complete_replace = FALSE;
10642 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10643 e = MovingOrBlocked2Element(ex, ey);
10645 is_empty = (IS_FREE(ex, ey) ||
10646 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10648 is_walkable = (is_empty || IS_WALKABLE(e));
10649 is_diggable = (is_empty || IS_DIGGABLE(e));
10650 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10651 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10652 is_removable = (is_diggable || is_collectible);
10654 can_replace[xx][yy] =
10655 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10656 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10657 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10658 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10659 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10660 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10661 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10663 if (!can_replace[xx][yy])
10664 complete_replace = FALSE;
10667 if (!change->only_if_complete || complete_replace)
10669 boolean something_has_changed = FALSE;
10671 if (change->only_if_complete && change->use_random_replace &&
10672 RND(100) < change->random_percentage)
10675 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10677 int ex = x + xx - 1;
10678 int ey = y + yy - 1;
10679 int content_element;
10681 if (can_replace[xx][yy] && (!change->use_random_replace ||
10682 RND(100) < change->random_percentage))
10684 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10685 RemoveMovingField(ex, ey);
10687 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10689 content_element = change->target_content.e[xx][yy];
10690 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10691 ce_value, ce_score);
10693 CreateElementFromChange(ex, ey, target_element);
10695 something_has_changed = TRUE;
10697 // for symmetry reasons, freeze newly created border elements
10698 if (ex != x || ey != y)
10699 Stop[ex][ey] = TRUE; // no more moving in this frame
10703 if (something_has_changed)
10705 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10706 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10712 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10713 ce_value, ce_score);
10715 if (element == EL_DIAGONAL_GROWING ||
10716 element == EL_DIAGONAL_SHRINKING)
10718 target_element = Store[x][y];
10720 Store[x][y] = EL_EMPTY;
10723 CreateElementFromChange(x, y, target_element);
10725 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10726 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10729 // this uses direct change before indirect change
10730 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10735 static void HandleElementChange(int x, int y, int page)
10737 int element = MovingOrBlocked2Element(x, y);
10738 struct ElementInfo *ei = &element_info[element];
10739 struct ElementChangeInfo *change = &ei->change_page[page];
10740 boolean handle_action_before_change = FALSE;
10743 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10744 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10746 Debug("game:playing:HandleElementChange", "%d,%d: element = %d ('%s')",
10747 x, y, element, element_info[element].token_name);
10748 Debug("game:playing:HandleElementChange", "This should never happen!");
10752 // this can happen with classic bombs on walkable, changing elements
10753 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10758 if (ChangeDelay[x][y] == 0) // initialize element change
10760 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10762 if (change->can_change)
10764 // !!! not clear why graphic animation should be reset at all here !!!
10765 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10766 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10769 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10771 When using an animation frame delay of 1 (this only happens with
10772 "sp_zonk.moving.left/right" in the classic graphics), the default
10773 (non-moving) animation shows wrong animation frames (while the
10774 moving animation, like "sp_zonk.moving.left/right", is correct,
10775 so this graphical bug never shows up with the classic graphics).
10776 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10777 be drawn instead of the correct frames 0,1,2,3. This is caused by
10778 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10779 an element change: First when the change delay ("ChangeDelay[][]")
10780 counter has reached zero after decrementing, then a second time in
10781 the next frame (after "GfxFrame[][]" was already incremented) when
10782 "ChangeDelay[][]" is reset to the initial delay value again.
10784 This causes frame 0 to be drawn twice, while the last frame won't
10785 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10787 As some animations may already be cleverly designed around this bug
10788 (at least the "Snake Bite" snake tail animation does this), it cannot
10789 simply be fixed here without breaking such existing animations.
10790 Unfortunately, it cannot easily be detected if a graphics set was
10791 designed "before" or "after" the bug was fixed. As a workaround,
10792 a new graphics set option "game.graphics_engine_version" was added
10793 to be able to specify the game's major release version for which the
10794 graphics set was designed, which can then be used to decide if the
10795 bugfix should be used (version 4 and above) or not (version 3 or
10796 below, or if no version was specified at all, as with old sets).
10798 (The wrong/fixed animation frames can be tested with the test level set
10799 "test_gfxframe" and level "000", which contains a specially prepared
10800 custom element at level position (x/y) == (11/9) which uses the zonk
10801 animation mentioned above. Using "game.graphics_engine_version: 4"
10802 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10803 This can also be seen from the debug output for this test element.)
10806 // when a custom element is about to change (for example by change delay),
10807 // do not reset graphic animation when the custom element is moving
10808 if (game.graphics_engine_version < 4 &&
10811 ResetGfxAnimation(x, y);
10812 ResetRandomAnimationValue(x, y);
10815 if (change->pre_change_function)
10816 change->pre_change_function(x, y);
10820 ChangeDelay[x][y]--;
10822 if (ChangeDelay[x][y] != 0) // continue element change
10824 if (change->can_change)
10826 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10828 if (IS_ANIMATED(graphic))
10829 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10831 if (change->change_function)
10832 change->change_function(x, y);
10835 else // finish element change
10837 if (ChangePage[x][y] != -1) // remember page from delayed change
10839 page = ChangePage[x][y];
10840 ChangePage[x][y] = -1;
10842 change = &ei->change_page[page];
10845 if (IS_MOVING(x, y)) // never change a running system ;-)
10847 ChangeDelay[x][y] = 1; // try change after next move step
10848 ChangePage[x][y] = page; // remember page to use for change
10853 // special case: set new level random seed before changing element
10854 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10855 handle_action_before_change = TRUE;
10857 if (change->has_action && handle_action_before_change)
10858 ExecuteCustomElementAction(x, y, element, page);
10860 if (change->can_change)
10862 if (ChangeElement(x, y, element, page))
10864 if (change->post_change_function)
10865 change->post_change_function(x, y);
10869 if (change->has_action && !handle_action_before_change)
10870 ExecuteCustomElementAction(x, y, element, page);
10874 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10875 int trigger_element,
10877 int trigger_player,
10881 boolean change_done_any = FALSE;
10882 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10885 if (!(trigger_events[trigger_element][trigger_event]))
10888 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10890 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10892 int element = EL_CUSTOM_START + i;
10893 boolean change_done = FALSE;
10896 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10897 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10900 for (p = 0; p < element_info[element].num_change_pages; p++)
10902 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10904 if (change->can_change_or_has_action &&
10905 change->has_event[trigger_event] &&
10906 change->trigger_side & trigger_side &&
10907 change->trigger_player & trigger_player &&
10908 change->trigger_page & trigger_page_bits &&
10909 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10911 change->actual_trigger_element = trigger_element;
10912 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10913 change->actual_trigger_player_bits = trigger_player;
10914 change->actual_trigger_side = trigger_side;
10915 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10916 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10918 if ((change->can_change && !change_done) || change->has_action)
10922 SCAN_PLAYFIELD(x, y)
10924 if (Tile[x][y] == element)
10926 if (change->can_change && !change_done)
10928 // if element already changed in this frame, not only prevent
10929 // another element change (checked in ChangeElement()), but
10930 // also prevent additional element actions for this element
10932 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10933 !level.use_action_after_change_bug)
10936 ChangeDelay[x][y] = 1;
10937 ChangeEvent[x][y] = trigger_event;
10939 HandleElementChange(x, y, p);
10941 else if (change->has_action)
10943 // if element already changed in this frame, not only prevent
10944 // another element change (checked in ChangeElement()), but
10945 // also prevent additional element actions for this element
10947 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10948 !level.use_action_after_change_bug)
10951 ExecuteCustomElementAction(x, y, element, p);
10952 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10957 if (change->can_change)
10959 change_done = TRUE;
10960 change_done_any = TRUE;
10967 RECURSION_LOOP_DETECTION_END();
10969 return change_done_any;
10972 static boolean CheckElementChangeExt(int x, int y,
10974 int trigger_element,
10976 int trigger_player,
10979 boolean change_done = FALSE;
10982 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10983 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10986 if (Tile[x][y] == EL_BLOCKED)
10988 Blocked2Moving(x, y, &x, &y);
10989 element = Tile[x][y];
10992 // check if element has already changed or is about to change after moving
10993 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10994 Tile[x][y] != element) ||
10996 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10997 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10998 ChangePage[x][y] != -1)))
11001 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11003 for (p = 0; p < element_info[element].num_change_pages; p++)
11005 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11007 /* check trigger element for all events where the element that is checked
11008 for changing interacts with a directly adjacent element -- this is
11009 different to element changes that affect other elements to change on the
11010 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
11011 boolean check_trigger_element =
11012 (trigger_event == CE_TOUCHING_X ||
11013 trigger_event == CE_HITTING_X ||
11014 trigger_event == CE_HIT_BY_X ||
11015 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
11017 if (change->can_change_or_has_action &&
11018 change->has_event[trigger_event] &&
11019 change->trigger_side & trigger_side &&
11020 change->trigger_player & trigger_player &&
11021 (!check_trigger_element ||
11022 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
11024 change->actual_trigger_element = trigger_element;
11025 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11026 change->actual_trigger_player_bits = trigger_player;
11027 change->actual_trigger_side = trigger_side;
11028 change->actual_trigger_ce_value = CustomValue[x][y];
11029 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11031 // special case: trigger element not at (x,y) position for some events
11032 if (check_trigger_element)
11044 { 0, 0 }, { 0, 0 }, { 0, 0 },
11048 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
11049 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
11051 change->actual_trigger_ce_value = CustomValue[xx][yy];
11052 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11055 if (change->can_change && !change_done)
11057 ChangeDelay[x][y] = 1;
11058 ChangeEvent[x][y] = trigger_event;
11060 HandleElementChange(x, y, p);
11062 change_done = TRUE;
11064 else if (change->has_action)
11066 ExecuteCustomElementAction(x, y, element, p);
11067 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11072 RECURSION_LOOP_DETECTION_END();
11074 return change_done;
11077 static void PlayPlayerSound(struct PlayerInfo *player)
11079 int jx = player->jx, jy = player->jy;
11080 int sound_element = player->artwork_element;
11081 int last_action = player->last_action_waiting;
11082 int action = player->action_waiting;
11084 if (player->is_waiting)
11086 if (action != last_action)
11087 PlayLevelSoundElementAction(jx, jy, sound_element, action);
11089 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11093 if (action != last_action)
11094 StopSound(element_info[sound_element].sound[last_action]);
11096 if (last_action == ACTION_SLEEPING)
11097 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11101 static void PlayAllPlayersSound(void)
11105 for (i = 0; i < MAX_PLAYERS; i++)
11106 if (stored_player[i].active)
11107 PlayPlayerSound(&stored_player[i]);
11110 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11112 boolean last_waiting = player->is_waiting;
11113 int move_dir = player->MovDir;
11115 player->dir_waiting = move_dir;
11116 player->last_action_waiting = player->action_waiting;
11120 if (!last_waiting) // not waiting -> waiting
11122 player->is_waiting = TRUE;
11124 player->frame_counter_bored =
11126 game.player_boring_delay_fixed +
11127 GetSimpleRandom(game.player_boring_delay_random);
11128 player->frame_counter_sleeping =
11130 game.player_sleeping_delay_fixed +
11131 GetSimpleRandom(game.player_sleeping_delay_random);
11133 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11136 if (game.player_sleeping_delay_fixed +
11137 game.player_sleeping_delay_random > 0 &&
11138 player->anim_delay_counter == 0 &&
11139 player->post_delay_counter == 0 &&
11140 FrameCounter >= player->frame_counter_sleeping)
11141 player->is_sleeping = TRUE;
11142 else if (game.player_boring_delay_fixed +
11143 game.player_boring_delay_random > 0 &&
11144 FrameCounter >= player->frame_counter_bored)
11145 player->is_bored = TRUE;
11147 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11148 player->is_bored ? ACTION_BORING :
11151 if (player->is_sleeping && player->use_murphy)
11153 // special case for sleeping Murphy when leaning against non-free tile
11155 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11156 (Tile[player->jx - 1][player->jy] != EL_EMPTY &&
11157 !IS_MOVING(player->jx - 1, player->jy)))
11158 move_dir = MV_LEFT;
11159 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11160 (Tile[player->jx + 1][player->jy] != EL_EMPTY &&
11161 !IS_MOVING(player->jx + 1, player->jy)))
11162 move_dir = MV_RIGHT;
11164 player->is_sleeping = FALSE;
11166 player->dir_waiting = move_dir;
11169 if (player->is_sleeping)
11171 if (player->num_special_action_sleeping > 0)
11173 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11175 int last_special_action = player->special_action_sleeping;
11176 int num_special_action = player->num_special_action_sleeping;
11177 int special_action =
11178 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11179 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11180 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11181 last_special_action + 1 : ACTION_SLEEPING);
11182 int special_graphic =
11183 el_act_dir2img(player->artwork_element, special_action, move_dir);
11185 player->anim_delay_counter =
11186 graphic_info[special_graphic].anim_delay_fixed +
11187 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11188 player->post_delay_counter =
11189 graphic_info[special_graphic].post_delay_fixed +
11190 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11192 player->special_action_sleeping = special_action;
11195 if (player->anim_delay_counter > 0)
11197 player->action_waiting = player->special_action_sleeping;
11198 player->anim_delay_counter--;
11200 else if (player->post_delay_counter > 0)
11202 player->post_delay_counter--;
11206 else if (player->is_bored)
11208 if (player->num_special_action_bored > 0)
11210 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11212 int special_action =
11213 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
11214 int special_graphic =
11215 el_act_dir2img(player->artwork_element, special_action, move_dir);
11217 player->anim_delay_counter =
11218 graphic_info[special_graphic].anim_delay_fixed +
11219 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11220 player->post_delay_counter =
11221 graphic_info[special_graphic].post_delay_fixed +
11222 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11224 player->special_action_bored = special_action;
11227 if (player->anim_delay_counter > 0)
11229 player->action_waiting = player->special_action_bored;
11230 player->anim_delay_counter--;
11232 else if (player->post_delay_counter > 0)
11234 player->post_delay_counter--;
11239 else if (last_waiting) // waiting -> not waiting
11241 player->is_waiting = FALSE;
11242 player->is_bored = FALSE;
11243 player->is_sleeping = FALSE;
11245 player->frame_counter_bored = -1;
11246 player->frame_counter_sleeping = -1;
11248 player->anim_delay_counter = 0;
11249 player->post_delay_counter = 0;
11251 player->dir_waiting = player->MovDir;
11252 player->action_waiting = ACTION_DEFAULT;
11254 player->special_action_bored = ACTION_DEFAULT;
11255 player->special_action_sleeping = ACTION_DEFAULT;
11259 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11261 if ((!player->is_moving && player->was_moving) ||
11262 (player->MovPos == 0 && player->was_moving) ||
11263 (player->is_snapping && !player->was_snapping) ||
11264 (player->is_dropping && !player->was_dropping))
11266 if (!CheckSaveEngineSnapshotToList())
11269 player->was_moving = FALSE;
11270 player->was_snapping = TRUE;
11271 player->was_dropping = TRUE;
11275 if (player->is_moving)
11276 player->was_moving = TRUE;
11278 if (!player->is_snapping)
11279 player->was_snapping = FALSE;
11281 if (!player->is_dropping)
11282 player->was_dropping = FALSE;
11285 static struct MouseActionInfo mouse_action_last = { 0 };
11286 struct MouseActionInfo mouse_action = player->effective_mouse_action;
11287 boolean new_released = (!mouse_action.button && mouse_action_last.button);
11290 CheckSaveEngineSnapshotToList();
11292 mouse_action_last = mouse_action;
11295 static void CheckSingleStepMode(struct PlayerInfo *player)
11297 if (tape.single_step && tape.recording && !tape.pausing)
11299 // as it is called "single step mode", just return to pause mode when the
11300 // player stopped moving after one tile (or never starts moving at all)
11301 // (reverse logic needed here in case single step mode used in team mode)
11302 if (player->is_moving ||
11303 player->is_pushing ||
11304 player->is_dropping_pressed ||
11305 player->effective_mouse_action.button)
11306 game.enter_single_step_mode = FALSE;
11309 CheckSaveEngineSnapshot(player);
11312 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11314 int left = player_action & JOY_LEFT;
11315 int right = player_action & JOY_RIGHT;
11316 int up = player_action & JOY_UP;
11317 int down = player_action & JOY_DOWN;
11318 int button1 = player_action & JOY_BUTTON_1;
11319 int button2 = player_action & JOY_BUTTON_2;
11320 int dx = (left ? -1 : right ? 1 : 0);
11321 int dy = (up ? -1 : down ? 1 : 0);
11323 if (!player->active || tape.pausing)
11329 SnapField(player, dx, dy);
11333 DropElement(player);
11335 MovePlayer(player, dx, dy);
11338 CheckSingleStepMode(player);
11340 SetPlayerWaiting(player, FALSE);
11342 return player_action;
11346 // no actions for this player (no input at player's configured device)
11348 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11349 SnapField(player, 0, 0);
11350 CheckGravityMovementWhenNotMoving(player);
11352 if (player->MovPos == 0)
11353 SetPlayerWaiting(player, TRUE);
11355 if (player->MovPos == 0) // needed for tape.playing
11356 player->is_moving = FALSE;
11358 player->is_dropping = FALSE;
11359 player->is_dropping_pressed = FALSE;
11360 player->drop_pressed_delay = 0;
11362 CheckSingleStepMode(player);
11368 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11371 if (!tape.use_mouse_actions)
11374 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11375 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11376 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11379 static void SetTapeActionFromMouseAction(byte *tape_action,
11380 struct MouseActionInfo *mouse_action)
11382 if (!tape.use_mouse_actions)
11385 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11386 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11387 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11390 static void CheckLevelSolved(void)
11392 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11394 if (game_em.level_solved &&
11395 !game_em.game_over) // game won
11399 game_em.game_over = TRUE;
11401 game.all_players_gone = TRUE;
11404 if (game_em.game_over) // game lost
11405 game.all_players_gone = TRUE;
11407 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11409 if (game_sp.level_solved &&
11410 !game_sp.game_over) // game won
11414 game_sp.game_over = TRUE;
11416 game.all_players_gone = TRUE;
11419 if (game_sp.game_over) // game lost
11420 game.all_players_gone = TRUE;
11422 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11424 if (game_mm.level_solved &&
11425 !game_mm.game_over) // game won
11429 game_mm.game_over = TRUE;
11431 game.all_players_gone = TRUE;
11434 if (game_mm.game_over) // game lost
11435 game.all_players_gone = TRUE;
11439 static void CheckLevelTime(void)
11443 if (TimeFrames >= FRAMES_PER_SECOND)
11448 for (i = 0; i < MAX_PLAYERS; i++)
11450 struct PlayerInfo *player = &stored_player[i];
11452 if (SHIELD_ON(player))
11454 player->shield_normal_time_left--;
11456 if (player->shield_deadly_time_left > 0)
11457 player->shield_deadly_time_left--;
11461 if (!game.LevelSolved && !level.use_step_counter)
11469 if (TimeLeft <= 10 && setup.time_limit)
11470 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11472 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11473 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11475 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11477 if (!TimeLeft && setup.time_limit)
11479 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11480 game_em.lev->killed_out_of_time = TRUE;
11482 for (i = 0; i < MAX_PLAYERS; i++)
11483 KillPlayer(&stored_player[i]);
11486 else if (game.no_time_limit && !game.all_players_gone)
11488 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11491 game_em.lev->time = (game.no_time_limit ? TimePlayed : TimeLeft);
11494 if (tape.recording || tape.playing)
11495 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11498 if (tape.recording || tape.playing)
11499 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11501 UpdateAndDisplayGameControlValues();
11504 void AdvanceFrameAndPlayerCounters(int player_nr)
11508 // advance frame counters (global frame counter and time frame counter)
11512 // advance player counters (counters for move delay, move animation etc.)
11513 for (i = 0; i < MAX_PLAYERS; i++)
11515 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11516 int move_delay_value = stored_player[i].move_delay_value;
11517 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11519 if (!advance_player_counters) // not all players may be affected
11522 if (move_frames == 0) // less than one move per game frame
11524 int stepsize = TILEX / move_delay_value;
11525 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11526 int count = (stored_player[i].is_moving ?
11527 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11529 if (count % delay == 0)
11533 stored_player[i].Frame += move_frames;
11535 if (stored_player[i].MovPos != 0)
11536 stored_player[i].StepFrame += move_frames;
11538 if (stored_player[i].move_delay > 0)
11539 stored_player[i].move_delay--;
11541 // due to bugs in previous versions, counter must count up, not down
11542 if (stored_player[i].push_delay != -1)
11543 stored_player[i].push_delay++;
11545 if (stored_player[i].drop_delay > 0)
11546 stored_player[i].drop_delay--;
11548 if (stored_player[i].is_dropping_pressed)
11549 stored_player[i].drop_pressed_delay++;
11553 void StartGameActions(boolean init_network_game, boolean record_tape,
11556 unsigned int new_random_seed = InitRND(random_seed);
11559 TapeStartRecording(new_random_seed);
11561 if (init_network_game)
11563 SendToServer_LevelFile();
11564 SendToServer_StartPlaying();
11572 static void GameActionsExt(void)
11575 static unsigned int game_frame_delay = 0;
11577 unsigned int game_frame_delay_value;
11578 byte *recorded_player_action;
11579 byte summarized_player_action = 0;
11580 byte tape_action[MAX_TAPE_ACTIONS] = { 0 };
11583 // detect endless loops, caused by custom element programming
11584 if (recursion_loop_detected && recursion_loop_depth == 0)
11586 char *message = getStringCat3("Internal Error! Element ",
11587 EL_NAME(recursion_loop_element),
11588 " caused endless loop! Quit the game?");
11590 Warn("element '%s' caused endless loop in game engine",
11591 EL_NAME(recursion_loop_element));
11593 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11595 recursion_loop_detected = FALSE; // if game should be continued
11602 if (game.restart_level)
11603 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11605 CheckLevelSolved();
11607 if (game.LevelSolved && !game.LevelSolved_GameEnd)
11610 if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11613 if (game_status != GAME_MODE_PLAYING) // status might have changed
11616 game_frame_delay_value =
11617 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11619 if (tape.playing && tape.warp_forward && !tape.pausing)
11620 game_frame_delay_value = 0;
11622 SetVideoFrameDelay(game_frame_delay_value);
11624 // (de)activate virtual buttons depending on current game status
11625 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
11627 if (game.all_players_gone) // if no players there to be controlled anymore
11628 SetOverlayActive(FALSE);
11629 else if (!tape.playing) // if game continues after tape stopped playing
11630 SetOverlayActive(TRUE);
11635 // ---------- main game synchronization point ----------
11637 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11639 Debug("game:playing:skip", "skip == %d", skip);
11642 // ---------- main game synchronization point ----------
11644 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11648 if (network_playing && !network_player_action_received)
11650 // try to get network player actions in time
11652 // last chance to get network player actions without main loop delay
11653 HandleNetworking();
11655 // game was quit by network peer
11656 if (game_status != GAME_MODE_PLAYING)
11659 // check if network player actions still missing and game still running
11660 if (!network_player_action_received && !checkGameEnded())
11661 return; // failed to get network player actions in time
11663 // do not yet reset "network_player_action_received" (for tape.pausing)
11669 // at this point we know that we really continue executing the game
11671 network_player_action_received = FALSE;
11673 // when playing tape, read previously recorded player input from tape data
11674 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11676 local_player->effective_mouse_action = local_player->mouse_action;
11678 if (recorded_player_action != NULL)
11679 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11680 recorded_player_action);
11682 // TapePlayAction() may return NULL when toggling to "pause before death"
11686 if (tape.set_centered_player)
11688 game.centered_player_nr_next = tape.centered_player_nr_next;
11689 game.set_centered_player = TRUE;
11692 for (i = 0; i < MAX_PLAYERS; i++)
11694 summarized_player_action |= stored_player[i].action;
11696 if (!network_playing && (game.team_mode || tape.playing))
11697 stored_player[i].effective_action = stored_player[i].action;
11700 if (network_playing && !checkGameEnded())
11701 SendToServer_MovePlayer(summarized_player_action);
11703 // summarize all actions at local players mapped input device position
11704 // (this allows using different input devices in single player mode)
11705 if (!network.enabled && !game.team_mode)
11706 stored_player[map_player_action[local_player->index_nr]].effective_action =
11707 summarized_player_action;
11709 // summarize all actions at centered player in local team mode
11710 if (tape.recording &&
11711 setup.team_mode && !network.enabled &&
11712 setup.input_on_focus &&
11713 game.centered_player_nr != -1)
11715 for (i = 0; i < MAX_PLAYERS; i++)
11716 stored_player[map_player_action[i]].effective_action =
11717 (i == game.centered_player_nr ? summarized_player_action : 0);
11720 if (recorded_player_action != NULL)
11721 for (i = 0; i < MAX_PLAYERS; i++)
11722 stored_player[i].effective_action = recorded_player_action[i];
11724 for (i = 0; i < MAX_PLAYERS; i++)
11726 tape_action[i] = stored_player[i].effective_action;
11728 /* (this may happen in the RND game engine if a player was not present on
11729 the playfield on level start, but appeared later from a custom element */
11730 if (setup.team_mode &&
11733 !tape.player_participates[i])
11734 tape.player_participates[i] = TRUE;
11737 SetTapeActionFromMouseAction(tape_action,
11738 &local_player->effective_mouse_action);
11740 // only record actions from input devices, but not programmed actions
11741 if (tape.recording)
11742 TapeRecordAction(tape_action);
11744 // remember if game was played (especially after tape stopped playing)
11745 if (!tape.playing && summarized_player_action)
11746 game.GamePlayed = TRUE;
11748 #if USE_NEW_PLAYER_ASSIGNMENTS
11749 // !!! also map player actions in single player mode !!!
11750 // if (game.team_mode)
11753 byte mapped_action[MAX_PLAYERS];
11755 #if DEBUG_PLAYER_ACTIONS
11756 for (i = 0; i < MAX_PLAYERS; i++)
11757 DebugContinued("", "%d, ", stored_player[i].effective_action);
11760 for (i = 0; i < MAX_PLAYERS; i++)
11761 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11763 for (i = 0; i < MAX_PLAYERS; i++)
11764 stored_player[i].effective_action = mapped_action[i];
11766 #if DEBUG_PLAYER_ACTIONS
11767 DebugContinued("", "=> ");
11768 for (i = 0; i < MAX_PLAYERS; i++)
11769 DebugContinued("", "%d, ", stored_player[i].effective_action);
11770 DebugContinued("game:playing:player", "\n");
11773 #if DEBUG_PLAYER_ACTIONS
11776 for (i = 0; i < MAX_PLAYERS; i++)
11777 DebugContinued("", "%d, ", stored_player[i].effective_action);
11778 DebugContinued("game:playing:player", "\n");
11783 for (i = 0; i < MAX_PLAYERS; i++)
11785 // allow engine snapshot in case of changed movement attempt
11786 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11787 (stored_player[i].effective_action & KEY_MOTION))
11788 game.snapshot.changed_action = TRUE;
11790 // allow engine snapshot in case of snapping/dropping attempt
11791 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11792 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11793 game.snapshot.changed_action = TRUE;
11795 game.snapshot.last_action[i] = stored_player[i].effective_action;
11798 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11800 GameActions_EM_Main();
11802 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11804 GameActions_SP_Main();
11806 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11808 GameActions_MM_Main();
11812 GameActions_RND_Main();
11815 BlitScreenToBitmap(backbuffer);
11817 CheckLevelSolved();
11820 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
11822 if (global.show_frames_per_second)
11824 static unsigned int fps_counter = 0;
11825 static int fps_frames = 0;
11826 unsigned int fps_delay_ms = Counter() - fps_counter;
11830 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
11832 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11835 fps_counter = Counter();
11837 // always draw FPS to screen after FPS value was updated
11838 redraw_mask |= REDRAW_FPS;
11841 // only draw FPS if no screen areas are deactivated (invisible warp mode)
11842 if (GetDrawDeactivationMask() == REDRAW_NONE)
11843 redraw_mask |= REDRAW_FPS;
11847 static void GameActions_CheckSaveEngineSnapshot(void)
11849 if (!game.snapshot.save_snapshot)
11852 // clear flag for saving snapshot _before_ saving snapshot
11853 game.snapshot.save_snapshot = FALSE;
11855 SaveEngineSnapshotToList();
11858 void GameActions(void)
11862 GameActions_CheckSaveEngineSnapshot();
11865 void GameActions_EM_Main(void)
11867 byte effective_action[MAX_PLAYERS];
11868 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11871 for (i = 0; i < MAX_PLAYERS; i++)
11872 effective_action[i] = stored_player[i].effective_action;
11874 GameActions_EM(effective_action, warp_mode);
11877 void GameActions_SP_Main(void)
11879 byte effective_action[MAX_PLAYERS];
11880 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11883 for (i = 0; i < MAX_PLAYERS; i++)
11884 effective_action[i] = stored_player[i].effective_action;
11886 GameActions_SP(effective_action, warp_mode);
11888 for (i = 0; i < MAX_PLAYERS; i++)
11890 if (stored_player[i].force_dropping)
11891 stored_player[i].action |= KEY_BUTTON_DROP;
11893 stored_player[i].force_dropping = FALSE;
11897 void GameActions_MM_Main(void)
11899 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11901 GameActions_MM(local_player->effective_mouse_action, warp_mode);
11904 void GameActions_RND_Main(void)
11909 void GameActions_RND(void)
11911 static struct MouseActionInfo mouse_action_last = { 0 };
11912 struct MouseActionInfo mouse_action = local_player->effective_mouse_action;
11913 int magic_wall_x = 0, magic_wall_y = 0;
11914 int i, x, y, element, graphic, last_gfx_frame;
11916 InitPlayfieldScanModeVars();
11918 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11920 SCAN_PLAYFIELD(x, y)
11922 ChangeCount[x][y] = 0;
11923 ChangeEvent[x][y] = -1;
11927 if (game.set_centered_player)
11929 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11931 // switching to "all players" only possible if all players fit to screen
11932 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11934 game.centered_player_nr_next = game.centered_player_nr;
11935 game.set_centered_player = FALSE;
11938 // do not switch focus to non-existing (or non-active) player
11939 if (game.centered_player_nr_next >= 0 &&
11940 !stored_player[game.centered_player_nr_next].active)
11942 game.centered_player_nr_next = game.centered_player_nr;
11943 game.set_centered_player = FALSE;
11947 if (game.set_centered_player &&
11948 ScreenMovPos == 0) // screen currently aligned at tile position
11952 if (game.centered_player_nr_next == -1)
11954 setScreenCenteredToAllPlayers(&sx, &sy);
11958 sx = stored_player[game.centered_player_nr_next].jx;
11959 sy = stored_player[game.centered_player_nr_next].jy;
11962 game.centered_player_nr = game.centered_player_nr_next;
11963 game.set_centered_player = FALSE;
11965 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11966 DrawGameDoorValues();
11969 // check single step mode (set flag and clear again if any player is active)
11970 game.enter_single_step_mode =
11971 (tape.single_step && tape.recording && !tape.pausing);
11973 for (i = 0; i < MAX_PLAYERS; i++)
11975 int actual_player_action = stored_player[i].effective_action;
11978 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11979 - rnd_equinox_tetrachloride 048
11980 - rnd_equinox_tetrachloride_ii 096
11981 - rnd_emanuel_schmieg 002
11982 - doctor_sloan_ww 001, 020
11984 if (stored_player[i].MovPos == 0)
11985 CheckGravityMovement(&stored_player[i]);
11988 // overwrite programmed action with tape action
11989 if (stored_player[i].programmed_action)
11990 actual_player_action = stored_player[i].programmed_action;
11992 PlayerActions(&stored_player[i], actual_player_action);
11994 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11997 // single step pause mode may already have been toggled by "ScrollPlayer()"
11998 if (game.enter_single_step_mode && !tape.pausing)
11999 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12001 ScrollScreen(NULL, SCROLL_GO_ON);
12003 /* for backwards compatibility, the following code emulates a fixed bug that
12004 occured when pushing elements (causing elements that just made their last
12005 pushing step to already (if possible) make their first falling step in the
12006 same game frame, which is bad); this code is also needed to use the famous
12007 "spring push bug" which is used in older levels and might be wanted to be
12008 used also in newer levels, but in this case the buggy pushing code is only
12009 affecting the "spring" element and no other elements */
12011 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
12013 for (i = 0; i < MAX_PLAYERS; i++)
12015 struct PlayerInfo *player = &stored_player[i];
12016 int x = player->jx;
12017 int y = player->jy;
12019 if (player->active && player->is_pushing && player->is_moving &&
12021 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
12022 Tile[x][y] == EL_SPRING))
12024 ContinueMoving(x, y);
12026 // continue moving after pushing (this is actually a bug)
12027 if (!IS_MOVING(x, y))
12028 Stop[x][y] = FALSE;
12033 SCAN_PLAYFIELD(x, y)
12035 Last[x][y] = Tile[x][y];
12037 ChangeCount[x][y] = 0;
12038 ChangeEvent[x][y] = -1;
12040 // this must be handled before main playfield loop
12041 if (Tile[x][y] == EL_PLAYER_IS_LEAVING)
12044 if (MovDelay[x][y] <= 0)
12048 if (Tile[x][y] == EL_ELEMENT_SNAPPING)
12051 if (MovDelay[x][y] <= 0)
12053 int element = Store[x][y];
12054 int move_direction = MovDir[x][y];
12055 int player_index_bit = Store2[x][y];
12061 TEST_DrawLevelField(x, y);
12063 TestFieldAfterSnapping(x, y, element, move_direction, player_index_bit);
12068 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
12070 Debug("game:playing:GameActions_RND", "x = %d, y = %d: ChangePage != -1",
12072 Debug("game:playing:GameActions_RND", "This should never happen!");
12074 ChangePage[x][y] = -1;
12078 Stop[x][y] = FALSE;
12079 if (WasJustMoving[x][y] > 0)
12080 WasJustMoving[x][y]--;
12081 if (WasJustFalling[x][y] > 0)
12082 WasJustFalling[x][y]--;
12083 if (CheckCollision[x][y] > 0)
12084 CheckCollision[x][y]--;
12085 if (CheckImpact[x][y] > 0)
12086 CheckImpact[x][y]--;
12090 /* reset finished pushing action (not done in ContinueMoving() to allow
12091 continuous pushing animation for elements with zero push delay) */
12092 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
12094 ResetGfxAnimation(x, y);
12095 TEST_DrawLevelField(x, y);
12099 if (IS_BLOCKED(x, y))
12103 Blocked2Moving(x, y, &oldx, &oldy);
12104 if (!IS_MOVING(oldx, oldy))
12106 Debug("game:playing:GameActions_RND", "(BLOCKED => MOVING) context corrupted!");
12107 Debug("game:playing:GameActions_RND", "BLOCKED: x = %d, y = %d", x, y);
12108 Debug("game:playing:GameActions_RND", "!MOVING: oldx = %d, oldy = %d", oldx, oldy);
12109 Debug("game:playing:GameActions_RND", "This should never happen!");
12115 if (mouse_action.button)
12117 int new_button = (mouse_action.button && mouse_action_last.button == 0);
12119 x = mouse_action.lx;
12120 y = mouse_action.ly;
12121 element = Tile[x][y];
12125 CheckElementChange(x, y, element, EL_UNDEFINED, CE_CLICKED_BY_MOUSE);
12126 CheckTriggeredElementChange(x, y, element, CE_MOUSE_CLICKED_ON_X);
12129 CheckElementChange(x, y, element, EL_UNDEFINED, CE_PRESSED_BY_MOUSE);
12130 CheckTriggeredElementChange(x, y, element, CE_MOUSE_PRESSED_ON_X);
12133 SCAN_PLAYFIELD(x, y)
12135 element = Tile[x][y];
12136 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12137 last_gfx_frame = GfxFrame[x][y];
12139 ResetGfxFrame(x, y);
12141 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
12142 DrawLevelGraphicAnimation(x, y, graphic);
12144 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12145 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12146 ResetRandomAnimationValue(x, y);
12148 SetRandomAnimationValue(x, y);
12150 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12152 if (IS_INACTIVE(element))
12154 if (IS_ANIMATED(graphic))
12155 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12160 // this may take place after moving, so 'element' may have changed
12161 if (IS_CHANGING(x, y) &&
12162 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12164 int page = element_info[element].event_page_nr[CE_DELAY];
12166 HandleElementChange(x, y, page);
12168 element = Tile[x][y];
12169 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12172 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12176 element = Tile[x][y];
12177 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12179 if (IS_ANIMATED(graphic) &&
12180 !IS_MOVING(x, y) &&
12182 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12184 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12185 TEST_DrawTwinkleOnField(x, y);
12187 else if (element == EL_ACID)
12190 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12192 else if ((element == EL_EXIT_OPEN ||
12193 element == EL_EM_EXIT_OPEN ||
12194 element == EL_SP_EXIT_OPEN ||
12195 element == EL_STEEL_EXIT_OPEN ||
12196 element == EL_EM_STEEL_EXIT_OPEN ||
12197 element == EL_SP_TERMINAL ||
12198 element == EL_SP_TERMINAL_ACTIVE ||
12199 element == EL_EXTRA_TIME ||
12200 element == EL_SHIELD_NORMAL ||
12201 element == EL_SHIELD_DEADLY) &&
12202 IS_ANIMATED(graphic))
12203 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12204 else if (IS_MOVING(x, y))
12205 ContinueMoving(x, y);
12206 else if (IS_ACTIVE_BOMB(element))
12207 CheckDynamite(x, y);
12208 else if (element == EL_AMOEBA_GROWING)
12209 AmoebaGrowing(x, y);
12210 else if (element == EL_AMOEBA_SHRINKING)
12211 AmoebaShrinking(x, y);
12213 #if !USE_NEW_AMOEBA_CODE
12214 else if (IS_AMOEBALIVE(element))
12215 AmoebaReproduce(x, y);
12218 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12220 else if (element == EL_EXIT_CLOSED)
12222 else if (element == EL_EM_EXIT_CLOSED)
12224 else if (element == EL_STEEL_EXIT_CLOSED)
12225 CheckExitSteel(x, y);
12226 else if (element == EL_EM_STEEL_EXIT_CLOSED)
12227 CheckExitSteelEM(x, y);
12228 else if (element == EL_SP_EXIT_CLOSED)
12230 else if (element == EL_EXPANDABLE_WALL_GROWING ||
12231 element == EL_EXPANDABLE_STEELWALL_GROWING)
12232 MauerWaechst(x, y);
12233 else if (element == EL_EXPANDABLE_WALL ||
12234 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
12235 element == EL_EXPANDABLE_WALL_VERTICAL ||
12236 element == EL_EXPANDABLE_WALL_ANY ||
12237 element == EL_BD_EXPANDABLE_WALL)
12238 MauerAbleger(x, y);
12239 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
12240 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
12241 element == EL_EXPANDABLE_STEELWALL_ANY)
12242 MauerAblegerStahl(x, y);
12243 else if (element == EL_FLAMES)
12244 CheckForDragon(x, y);
12245 else if (element == EL_EXPLOSION)
12246 ; // drawing of correct explosion animation is handled separately
12247 else if (element == EL_ELEMENT_SNAPPING ||
12248 element == EL_DIAGONAL_SHRINKING ||
12249 element == EL_DIAGONAL_GROWING)
12251 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
12253 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12255 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12256 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12258 if (IS_BELT_ACTIVE(element))
12259 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
12261 if (game.magic_wall_active)
12263 int jx = local_player->jx, jy = local_player->jy;
12265 // play the element sound at the position nearest to the player
12266 if ((element == EL_MAGIC_WALL_FULL ||
12267 element == EL_MAGIC_WALL_ACTIVE ||
12268 element == EL_MAGIC_WALL_EMPTYING ||
12269 element == EL_BD_MAGIC_WALL_FULL ||
12270 element == EL_BD_MAGIC_WALL_ACTIVE ||
12271 element == EL_BD_MAGIC_WALL_EMPTYING ||
12272 element == EL_DC_MAGIC_WALL_FULL ||
12273 element == EL_DC_MAGIC_WALL_ACTIVE ||
12274 element == EL_DC_MAGIC_WALL_EMPTYING) &&
12275 ABS(x - jx) + ABS(y - jy) <
12276 ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
12284 #if USE_NEW_AMOEBA_CODE
12285 // new experimental amoeba growth stuff
12286 if (!(FrameCounter % 8))
12288 static unsigned int random = 1684108901;
12290 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12292 x = RND(lev_fieldx);
12293 y = RND(lev_fieldy);
12294 element = Tile[x][y];
12296 if (!IS_PLAYER(x,y) &&
12297 (element == EL_EMPTY ||
12298 CAN_GROW_INTO(element) ||
12299 element == EL_QUICKSAND_EMPTY ||
12300 element == EL_QUICKSAND_FAST_EMPTY ||
12301 element == EL_ACID_SPLASH_LEFT ||
12302 element == EL_ACID_SPLASH_RIGHT))
12304 if ((IN_LEV_FIELD(x, y-1) && Tile[x][y-1] == EL_AMOEBA_WET) ||
12305 (IN_LEV_FIELD(x-1, y) && Tile[x-1][y] == EL_AMOEBA_WET) ||
12306 (IN_LEV_FIELD(x+1, y) && Tile[x+1][y] == EL_AMOEBA_WET) ||
12307 (IN_LEV_FIELD(x, y+1) && Tile[x][y+1] == EL_AMOEBA_WET))
12308 Tile[x][y] = EL_AMOEBA_DROP;
12311 random = random * 129 + 1;
12316 game.explosions_delayed = FALSE;
12318 SCAN_PLAYFIELD(x, y)
12320 element = Tile[x][y];
12322 if (ExplodeField[x][y])
12323 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12324 else if (element == EL_EXPLOSION)
12325 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12327 ExplodeField[x][y] = EX_TYPE_NONE;
12330 game.explosions_delayed = TRUE;
12332 if (game.magic_wall_active)
12334 if (!(game.magic_wall_time_left % 4))
12336 int element = Tile[magic_wall_x][magic_wall_y];
12338 if (element == EL_BD_MAGIC_WALL_FULL ||
12339 element == EL_BD_MAGIC_WALL_ACTIVE ||
12340 element == EL_BD_MAGIC_WALL_EMPTYING)
12341 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12342 else if (element == EL_DC_MAGIC_WALL_FULL ||
12343 element == EL_DC_MAGIC_WALL_ACTIVE ||
12344 element == EL_DC_MAGIC_WALL_EMPTYING)
12345 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12347 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12350 if (game.magic_wall_time_left > 0)
12352 game.magic_wall_time_left--;
12354 if (!game.magic_wall_time_left)
12356 SCAN_PLAYFIELD(x, y)
12358 element = Tile[x][y];
12360 if (element == EL_MAGIC_WALL_ACTIVE ||
12361 element == EL_MAGIC_WALL_FULL)
12363 Tile[x][y] = EL_MAGIC_WALL_DEAD;
12364 TEST_DrawLevelField(x, y);
12366 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12367 element == EL_BD_MAGIC_WALL_FULL)
12369 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
12370 TEST_DrawLevelField(x, y);
12372 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12373 element == EL_DC_MAGIC_WALL_FULL)
12375 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
12376 TEST_DrawLevelField(x, y);
12380 game.magic_wall_active = FALSE;
12385 if (game.light_time_left > 0)
12387 game.light_time_left--;
12389 if (game.light_time_left == 0)
12390 RedrawAllLightSwitchesAndInvisibleElements();
12393 if (game.timegate_time_left > 0)
12395 game.timegate_time_left--;
12397 if (game.timegate_time_left == 0)
12398 CloseAllOpenTimegates();
12401 if (game.lenses_time_left > 0)
12403 game.lenses_time_left--;
12405 if (game.lenses_time_left == 0)
12406 RedrawAllInvisibleElementsForLenses();
12409 if (game.magnify_time_left > 0)
12411 game.magnify_time_left--;
12413 if (game.magnify_time_left == 0)
12414 RedrawAllInvisibleElementsForMagnifier();
12417 for (i = 0; i < MAX_PLAYERS; i++)
12419 struct PlayerInfo *player = &stored_player[i];
12421 if (SHIELD_ON(player))
12423 if (player->shield_deadly_time_left)
12424 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12425 else if (player->shield_normal_time_left)
12426 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12430 #if USE_DELAYED_GFX_REDRAW
12431 SCAN_PLAYFIELD(x, y)
12433 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12435 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12436 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12438 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12439 DrawLevelField(x, y);
12441 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12442 DrawLevelFieldCrumbled(x, y);
12444 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12445 DrawLevelFieldCrumbledNeighbours(x, y);
12447 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12448 DrawTwinkleOnField(x, y);
12451 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12456 PlayAllPlayersSound();
12458 for (i = 0; i < MAX_PLAYERS; i++)
12460 struct PlayerInfo *player = &stored_player[i];
12462 if (player->show_envelope != 0 && (!player->active ||
12463 player->MovPos == 0))
12465 ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
12467 player->show_envelope = 0;
12471 // use random number generator in every frame to make it less predictable
12472 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12475 mouse_action_last = mouse_action;
12478 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12480 int min_x = x, min_y = y, max_x = x, max_y = y;
12481 int scr_fieldx = getScreenFieldSizeX();
12482 int scr_fieldy = getScreenFieldSizeY();
12485 for (i = 0; i < MAX_PLAYERS; i++)
12487 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12489 if (!stored_player[i].active || &stored_player[i] == player)
12492 min_x = MIN(min_x, jx);
12493 min_y = MIN(min_y, jy);
12494 max_x = MAX(max_x, jx);
12495 max_y = MAX(max_y, jy);
12498 return (max_x - min_x < scr_fieldx && max_y - min_y < scr_fieldy);
12501 static boolean AllPlayersInVisibleScreen(void)
12505 for (i = 0; i < MAX_PLAYERS; i++)
12507 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12509 if (!stored_player[i].active)
12512 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12519 void ScrollLevel(int dx, int dy)
12521 int scroll_offset = 2 * TILEX_VAR;
12524 BlitBitmap(drawto_field, drawto_field,
12525 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12526 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12527 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12528 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12529 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12530 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12534 x = (dx == 1 ? BX1 : BX2);
12535 for (y = BY1; y <= BY2; y++)
12536 DrawScreenField(x, y);
12541 y = (dy == 1 ? BY1 : BY2);
12542 for (x = BX1; x <= BX2; x++)
12543 DrawScreenField(x, y);
12546 redraw_mask |= REDRAW_FIELD;
12549 static boolean canFallDown(struct PlayerInfo *player)
12551 int jx = player->jx, jy = player->jy;
12553 return (IN_LEV_FIELD(jx, jy + 1) &&
12554 (IS_FREE(jx, jy + 1) ||
12555 (Tile[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12556 IS_WALKABLE_FROM(Tile[jx][jy], MV_DOWN) &&
12557 !IS_WALKABLE_INSIDE(Tile[jx][jy]));
12560 static boolean canPassField(int x, int y, int move_dir)
12562 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12563 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12564 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12565 int nextx = x + dx;
12566 int nexty = y + dy;
12567 int element = Tile[x][y];
12569 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12570 !CAN_MOVE(element) &&
12571 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12572 IS_WALKABLE_FROM(Tile[nextx][nexty], move_dir) &&
12573 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12576 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12578 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12579 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12580 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12584 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12585 IS_GRAVITY_REACHABLE(Tile[newx][newy]) &&
12586 (IS_DIGGABLE(Tile[newx][newy]) ||
12587 IS_WALKABLE_FROM(Tile[newx][newy], opposite_dir) ||
12588 canPassField(newx, newy, move_dir)));
12591 static void CheckGravityMovement(struct PlayerInfo *player)
12593 if (player->gravity && !player->programmed_action)
12595 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12596 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12597 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12598 int jx = player->jx, jy = player->jy;
12599 boolean player_is_moving_to_valid_field =
12600 (!player_is_snapping &&
12601 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12602 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12603 boolean player_can_fall_down = canFallDown(player);
12605 if (player_can_fall_down &&
12606 !player_is_moving_to_valid_field)
12607 player->programmed_action = MV_DOWN;
12611 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12613 return CheckGravityMovement(player);
12615 if (player->gravity && !player->programmed_action)
12617 int jx = player->jx, jy = player->jy;
12618 boolean field_under_player_is_free =
12619 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12620 boolean player_is_standing_on_valid_field =
12621 (IS_WALKABLE_INSIDE(Tile[jx][jy]) ||
12622 (IS_WALKABLE(Tile[jx][jy]) &&
12623 !(element_info[Tile[jx][jy]].access_direction & MV_DOWN)));
12625 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12626 player->programmed_action = MV_DOWN;
12631 MovePlayerOneStep()
12632 -----------------------------------------------------------------------------
12633 dx, dy: direction (non-diagonal) to try to move the player to
12634 real_dx, real_dy: direction as read from input device (can be diagonal)
12637 boolean MovePlayerOneStep(struct PlayerInfo *player,
12638 int dx, int dy, int real_dx, int real_dy)
12640 int jx = player->jx, jy = player->jy;
12641 int new_jx = jx + dx, new_jy = jy + dy;
12643 boolean player_can_move = !player->cannot_move;
12645 if (!player->active || (!dx && !dy))
12646 return MP_NO_ACTION;
12648 player->MovDir = (dx < 0 ? MV_LEFT :
12649 dx > 0 ? MV_RIGHT :
12651 dy > 0 ? MV_DOWN : MV_NONE);
12653 if (!IN_LEV_FIELD(new_jx, new_jy))
12654 return MP_NO_ACTION;
12656 if (!player_can_move)
12658 if (player->MovPos == 0)
12660 player->is_moving = FALSE;
12661 player->is_digging = FALSE;
12662 player->is_collecting = FALSE;
12663 player->is_snapping = FALSE;
12664 player->is_pushing = FALSE;
12668 if (!network.enabled && game.centered_player_nr == -1 &&
12669 !AllPlayersInSight(player, new_jx, new_jy))
12670 return MP_NO_ACTION;
12672 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12673 if (can_move != MP_MOVING)
12676 // check if DigField() has caused relocation of the player
12677 if (player->jx != jx || player->jy != jy)
12678 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12680 StorePlayer[jx][jy] = 0;
12681 player->last_jx = jx;
12682 player->last_jy = jy;
12683 player->jx = new_jx;
12684 player->jy = new_jy;
12685 StorePlayer[new_jx][new_jy] = player->element_nr;
12687 if (player->move_delay_value_next != -1)
12689 player->move_delay_value = player->move_delay_value_next;
12690 player->move_delay_value_next = -1;
12694 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12696 player->step_counter++;
12698 PlayerVisit[jx][jy] = FrameCounter;
12700 player->is_moving = TRUE;
12703 // should better be called in MovePlayer(), but this breaks some tapes
12704 ScrollPlayer(player, SCROLL_INIT);
12710 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12712 int jx = player->jx, jy = player->jy;
12713 int old_jx = jx, old_jy = jy;
12714 int moved = MP_NO_ACTION;
12716 if (!player->active)
12721 if (player->MovPos == 0)
12723 player->is_moving = FALSE;
12724 player->is_digging = FALSE;
12725 player->is_collecting = FALSE;
12726 player->is_snapping = FALSE;
12727 player->is_pushing = FALSE;
12733 if (player->move_delay > 0)
12736 player->move_delay = -1; // set to "uninitialized" value
12738 // store if player is automatically moved to next field
12739 player->is_auto_moving = (player->programmed_action != MV_NONE);
12741 // remove the last programmed player action
12742 player->programmed_action = 0;
12744 if (player->MovPos)
12746 // should only happen if pre-1.2 tape recordings are played
12747 // this is only for backward compatibility
12749 int original_move_delay_value = player->move_delay_value;
12752 Debug("game:playing:MovePlayer",
12753 "THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]",
12757 // scroll remaining steps with finest movement resolution
12758 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12760 while (player->MovPos)
12762 ScrollPlayer(player, SCROLL_GO_ON);
12763 ScrollScreen(NULL, SCROLL_GO_ON);
12765 AdvanceFrameAndPlayerCounters(player->index_nr);
12768 BackToFront_WithFrameDelay(0);
12771 player->move_delay_value = original_move_delay_value;
12774 player->is_active = FALSE;
12776 if (player->last_move_dir & MV_HORIZONTAL)
12778 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12779 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12783 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12784 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12787 if (!moved && !player->is_active)
12789 player->is_moving = FALSE;
12790 player->is_digging = FALSE;
12791 player->is_collecting = FALSE;
12792 player->is_snapping = FALSE;
12793 player->is_pushing = FALSE;
12799 if (moved & MP_MOVING && !ScreenMovPos &&
12800 (player->index_nr == game.centered_player_nr ||
12801 game.centered_player_nr == -1))
12803 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12805 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12807 // actual player has left the screen -- scroll in that direction
12808 if (jx != old_jx) // player has moved horizontally
12809 scroll_x += (jx - old_jx);
12810 else // player has moved vertically
12811 scroll_y += (jy - old_jy);
12815 int offset_raw = game.scroll_delay_value;
12817 if (jx != old_jx) // player has moved horizontally
12819 int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2);
12820 int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
12821 int new_scroll_x = jx - MIDPOSX + offset_x;
12823 if ((player->MovDir == MV_LEFT && scroll_x > new_scroll_x) ||
12824 (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
12825 scroll_x = new_scroll_x;
12827 // don't scroll over playfield boundaries
12828 scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
12830 // don't scroll more than one field at a time
12831 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12833 // don't scroll against the player's moving direction
12834 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12835 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12836 scroll_x = old_scroll_x;
12838 else // player has moved vertically
12840 int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2);
12841 int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
12842 int new_scroll_y = jy - MIDPOSY + offset_y;
12844 if ((player->MovDir == MV_UP && scroll_y > new_scroll_y) ||
12845 (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
12846 scroll_y = new_scroll_y;
12848 // don't scroll over playfield boundaries
12849 scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
12851 // don't scroll more than one field at a time
12852 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12854 // don't scroll against the player's moving direction
12855 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12856 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12857 scroll_y = old_scroll_y;
12861 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12863 if (!network.enabled && game.centered_player_nr == -1 &&
12864 !AllPlayersInVisibleScreen())
12866 scroll_x = old_scroll_x;
12867 scroll_y = old_scroll_y;
12871 ScrollScreen(player, SCROLL_INIT);
12872 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12877 player->StepFrame = 0;
12879 if (moved & MP_MOVING)
12881 if (old_jx != jx && old_jy == jy)
12882 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12883 else if (old_jx == jx && old_jy != jy)
12884 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12886 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
12888 player->last_move_dir = player->MovDir;
12889 player->is_moving = TRUE;
12890 player->is_snapping = FALSE;
12891 player->is_switching = FALSE;
12892 player->is_dropping = FALSE;
12893 player->is_dropping_pressed = FALSE;
12894 player->drop_pressed_delay = 0;
12897 // should better be called here than above, but this breaks some tapes
12898 ScrollPlayer(player, SCROLL_INIT);
12903 CheckGravityMovementWhenNotMoving(player);
12905 player->is_moving = FALSE;
12907 /* at this point, the player is allowed to move, but cannot move right now
12908 (e.g. because of something blocking the way) -- ensure that the player
12909 is also allowed to move in the next frame (in old versions before 3.1.1,
12910 the player was forced to wait again for eight frames before next try) */
12912 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12913 player->move_delay = 0; // allow direct movement in the next frame
12916 if (player->move_delay == -1) // not yet initialized by DigField()
12917 player->move_delay = player->move_delay_value;
12919 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12921 TestIfPlayerTouchesBadThing(jx, jy);
12922 TestIfPlayerTouchesCustomElement(jx, jy);
12925 if (!player->active)
12926 RemovePlayer(player);
12931 void ScrollPlayer(struct PlayerInfo *player, int mode)
12933 int jx = player->jx, jy = player->jy;
12934 int last_jx = player->last_jx, last_jy = player->last_jy;
12935 int move_stepsize = TILEX / player->move_delay_value;
12937 if (!player->active)
12940 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
12943 if (mode == SCROLL_INIT)
12945 player->actual_frame_counter = FrameCounter;
12946 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12948 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12949 Tile[last_jx][last_jy] == EL_EMPTY)
12951 int last_field_block_delay = 0; // start with no blocking at all
12952 int block_delay_adjustment = player->block_delay_adjustment;
12954 // if player blocks last field, add delay for exactly one move
12955 if (player->block_last_field)
12957 last_field_block_delay += player->move_delay_value;
12959 // when blocking enabled, prevent moving up despite gravity
12960 if (player->gravity && player->MovDir == MV_UP)
12961 block_delay_adjustment = -1;
12964 // add block delay adjustment (also possible when not blocking)
12965 last_field_block_delay += block_delay_adjustment;
12967 Tile[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12968 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12971 if (player->MovPos != 0) // player has not yet reached destination
12974 else if (!FrameReached(&player->actual_frame_counter, 1))
12977 if (player->MovPos != 0)
12979 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12980 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12982 // before DrawPlayer() to draw correct player graphic for this case
12983 if (player->MovPos == 0)
12984 CheckGravityMovement(player);
12987 if (player->MovPos == 0) // player reached destination field
12989 if (player->move_delay_reset_counter > 0)
12991 player->move_delay_reset_counter--;
12993 if (player->move_delay_reset_counter == 0)
12995 // continue with normal speed after quickly moving through gate
12996 HALVE_PLAYER_SPEED(player);
12998 // be able to make the next move without delay
12999 player->move_delay = 0;
13003 player->last_jx = jx;
13004 player->last_jy = jy;
13006 if (Tile[jx][jy] == EL_EXIT_OPEN ||
13007 Tile[jx][jy] == EL_EM_EXIT_OPEN ||
13008 Tile[jx][jy] == EL_EM_EXIT_OPENING ||
13009 Tile[jx][jy] == EL_STEEL_EXIT_OPEN ||
13010 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
13011 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
13012 Tile[jx][jy] == EL_SP_EXIT_OPEN ||
13013 Tile[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
13015 ExitPlayer(player);
13017 if (game.players_still_needed == 0 &&
13018 (game.friends_still_needed == 0 ||
13019 IS_SP_ELEMENT(Tile[jx][jy])))
13023 // this breaks one level: "machine", level 000
13025 int move_direction = player->MovDir;
13026 int enter_side = MV_DIR_OPPOSITE(move_direction);
13027 int leave_side = move_direction;
13028 int old_jx = last_jx;
13029 int old_jy = last_jy;
13030 int old_element = Tile[old_jx][old_jy];
13031 int new_element = Tile[jx][jy];
13033 if (IS_CUSTOM_ELEMENT(old_element))
13034 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
13036 player->index_bit, leave_side);
13038 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
13039 CE_PLAYER_LEAVES_X,
13040 player->index_bit, leave_side);
13042 if (IS_CUSTOM_ELEMENT(new_element))
13043 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
13044 player->index_bit, enter_side);
13046 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
13047 CE_PLAYER_ENTERS_X,
13048 player->index_bit, enter_side);
13050 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
13051 CE_MOVE_OF_X, move_direction);
13054 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13056 TestIfPlayerTouchesBadThing(jx, jy);
13057 TestIfPlayerTouchesCustomElement(jx, jy);
13059 /* needed because pushed element has not yet reached its destination,
13060 so it would trigger a change event at its previous field location */
13061 if (!player->is_pushing)
13062 TestIfElementTouchesCustomElement(jx, jy); // for empty space
13064 if (level.finish_dig_collect &&
13065 (player->is_digging || player->is_collecting))
13067 int last_element = player->last_removed_element;
13068 int move_direction = player->MovDir;
13069 int enter_side = MV_DIR_OPPOSITE(move_direction);
13070 int change_event = (player->is_digging ? CE_PLAYER_DIGS_X :
13071 CE_PLAYER_COLLECTS_X);
13073 CheckTriggeredElementChangeByPlayer(jx, jy, last_element, change_event,
13074 player->index_bit, enter_side);
13076 player->last_removed_element = EL_UNDEFINED;
13079 if (!player->active)
13080 RemovePlayer(player);
13083 if (!game.LevelSolved && level.use_step_counter)
13093 if (TimeLeft <= 10 && setup.time_limit)
13094 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
13096 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13098 DisplayGameControlValues();
13100 if (!TimeLeft && setup.time_limit)
13101 for (i = 0; i < MAX_PLAYERS; i++)
13102 KillPlayer(&stored_player[i]);
13104 else if (game.no_time_limit && !game.all_players_gone)
13106 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
13108 DisplayGameControlValues();
13112 if (tape.single_step && tape.recording && !tape.pausing &&
13113 !player->programmed_action)
13114 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
13116 if (!player->programmed_action)
13117 CheckSaveEngineSnapshot(player);
13121 void ScrollScreen(struct PlayerInfo *player, int mode)
13123 static unsigned int screen_frame_counter = 0;
13125 if (mode == SCROLL_INIT)
13127 // set scrolling step size according to actual player's moving speed
13128 ScrollStepSize = TILEX / player->move_delay_value;
13130 screen_frame_counter = FrameCounter;
13131 ScreenMovDir = player->MovDir;
13132 ScreenMovPos = player->MovPos;
13133 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13136 else if (!FrameReached(&screen_frame_counter, 1))
13141 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
13142 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13143 redraw_mask |= REDRAW_FIELD;
13146 ScreenMovDir = MV_NONE;
13149 void TestIfPlayerTouchesCustomElement(int x, int y)
13151 static int xy[4][2] =
13158 static int trigger_sides[4][2] =
13160 // center side border side
13161 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13162 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13163 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13164 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13166 static int touch_dir[4] =
13168 MV_LEFT | MV_RIGHT,
13173 int center_element = Tile[x][y]; // should always be non-moving!
13176 for (i = 0; i < NUM_DIRECTIONS; i++)
13178 int xx = x + xy[i][0];
13179 int yy = y + xy[i][1];
13180 int center_side = trigger_sides[i][0];
13181 int border_side = trigger_sides[i][1];
13182 int border_element;
13184 if (!IN_LEV_FIELD(xx, yy))
13187 if (IS_PLAYER(x, y)) // player found at center element
13189 struct PlayerInfo *player = PLAYERINFO(x, y);
13191 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13192 border_element = Tile[xx][yy]; // may be moving!
13193 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13194 border_element = Tile[xx][yy];
13195 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13196 border_element = MovingOrBlocked2Element(xx, yy);
13198 continue; // center and border element do not touch
13200 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
13201 player->index_bit, border_side);
13202 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13203 CE_PLAYER_TOUCHES_X,
13204 player->index_bit, border_side);
13207 /* use player element that is initially defined in the level playfield,
13208 not the player element that corresponds to the runtime player number
13209 (example: a level that contains EL_PLAYER_3 as the only player would
13210 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13211 int player_element = PLAYERINFO(x, y)->initial_element;
13213 CheckElementChangeBySide(xx, yy, border_element, player_element,
13214 CE_TOUCHING_X, border_side);
13217 else if (IS_PLAYER(xx, yy)) // player found at border element
13219 struct PlayerInfo *player = PLAYERINFO(xx, yy);
13221 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13223 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13224 continue; // center and border element do not touch
13227 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
13228 player->index_bit, center_side);
13229 CheckTriggeredElementChangeByPlayer(x, y, center_element,
13230 CE_PLAYER_TOUCHES_X,
13231 player->index_bit, center_side);
13234 /* use player element that is initially defined in the level playfield,
13235 not the player element that corresponds to the runtime player number
13236 (example: a level that contains EL_PLAYER_3 as the only player would
13237 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13238 int player_element = PLAYERINFO(xx, yy)->initial_element;
13240 CheckElementChangeBySide(x, y, center_element, player_element,
13241 CE_TOUCHING_X, center_side);
13249 void TestIfElementTouchesCustomElement(int x, int y)
13251 static int xy[4][2] =
13258 static int trigger_sides[4][2] =
13260 // center side border side
13261 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13262 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13263 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13264 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13266 static int touch_dir[4] =
13268 MV_LEFT | MV_RIGHT,
13273 boolean change_center_element = FALSE;
13274 int center_element = Tile[x][y]; // should always be non-moving!
13275 int border_element_old[NUM_DIRECTIONS];
13278 for (i = 0; i < NUM_DIRECTIONS; i++)
13280 int xx = x + xy[i][0];
13281 int yy = y + xy[i][1];
13282 int border_element;
13284 border_element_old[i] = -1;
13286 if (!IN_LEV_FIELD(xx, yy))
13289 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13290 border_element = Tile[xx][yy]; // may be moving!
13291 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13292 border_element = Tile[xx][yy];
13293 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13294 border_element = MovingOrBlocked2Element(xx, yy);
13296 continue; // center and border element do not touch
13298 border_element_old[i] = border_element;
13301 for (i = 0; i < NUM_DIRECTIONS; i++)
13303 int xx = x + xy[i][0];
13304 int yy = y + xy[i][1];
13305 int center_side = trigger_sides[i][0];
13306 int border_element = border_element_old[i];
13308 if (border_element == -1)
13311 // check for change of border element
13312 CheckElementChangeBySide(xx, yy, border_element, center_element,
13313 CE_TOUCHING_X, center_side);
13315 // (center element cannot be player, so we dont have to check this here)
13318 for (i = 0; i < NUM_DIRECTIONS; i++)
13320 int xx = x + xy[i][0];
13321 int yy = y + xy[i][1];
13322 int border_side = trigger_sides[i][1];
13323 int border_element = border_element_old[i];
13325 if (border_element == -1)
13328 // check for change of center element (but change it only once)
13329 if (!change_center_element)
13330 change_center_element =
13331 CheckElementChangeBySide(x, y, center_element, border_element,
13332 CE_TOUCHING_X, border_side);
13334 if (IS_PLAYER(xx, yy))
13336 /* use player element that is initially defined in the level playfield,
13337 not the player element that corresponds to the runtime player number
13338 (example: a level that contains EL_PLAYER_3 as the only player would
13339 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13340 int player_element = PLAYERINFO(xx, yy)->initial_element;
13342 CheckElementChangeBySide(x, y, center_element, player_element,
13343 CE_TOUCHING_X, border_side);
13348 void TestIfElementHitsCustomElement(int x, int y, int direction)
13350 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13351 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13352 int hitx = x + dx, hity = y + dy;
13353 int hitting_element = Tile[x][y];
13354 int touched_element;
13356 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13359 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13360 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13362 if (IN_LEV_FIELD(hitx, hity))
13364 int opposite_direction = MV_DIR_OPPOSITE(direction);
13365 int hitting_side = direction;
13366 int touched_side = opposite_direction;
13367 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13368 MovDir[hitx][hity] != direction ||
13369 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13375 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13376 CE_HITTING_X, touched_side);
13378 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13379 CE_HIT_BY_X, hitting_side);
13381 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13382 CE_HIT_BY_SOMETHING, opposite_direction);
13384 if (IS_PLAYER(hitx, hity))
13386 /* use player element that is initially defined in the level playfield,
13387 not the player element that corresponds to the runtime player number
13388 (example: a level that contains EL_PLAYER_3 as the only player would
13389 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13390 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13392 CheckElementChangeBySide(x, y, hitting_element, player_element,
13393 CE_HITTING_X, touched_side);
13398 // "hitting something" is also true when hitting the playfield border
13399 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13400 CE_HITTING_SOMETHING, direction);
13403 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13405 int i, kill_x = -1, kill_y = -1;
13407 int bad_element = -1;
13408 static int test_xy[4][2] =
13415 static int test_dir[4] =
13423 for (i = 0; i < NUM_DIRECTIONS; i++)
13425 int test_x, test_y, test_move_dir, test_element;
13427 test_x = good_x + test_xy[i][0];
13428 test_y = good_y + test_xy[i][1];
13430 if (!IN_LEV_FIELD(test_x, test_y))
13434 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13436 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13438 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13439 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13441 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13442 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13446 bad_element = test_element;
13452 if (kill_x != -1 || kill_y != -1)
13454 if (IS_PLAYER(good_x, good_y))
13456 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13458 if (player->shield_deadly_time_left > 0 &&
13459 !IS_INDESTRUCTIBLE(bad_element))
13460 Bang(kill_x, kill_y);
13461 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13462 KillPlayer(player);
13465 Bang(good_x, good_y);
13469 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13471 int i, kill_x = -1, kill_y = -1;
13472 int bad_element = Tile[bad_x][bad_y];
13473 static int test_xy[4][2] =
13480 static int touch_dir[4] =
13482 MV_LEFT | MV_RIGHT,
13487 static int test_dir[4] =
13495 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13498 for (i = 0; i < NUM_DIRECTIONS; i++)
13500 int test_x, test_y, test_move_dir, test_element;
13502 test_x = bad_x + test_xy[i][0];
13503 test_y = bad_y + test_xy[i][1];
13505 if (!IN_LEV_FIELD(test_x, test_y))
13509 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13511 test_element = Tile[test_x][test_y];
13513 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13514 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13516 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13517 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13519 // good thing is player or penguin that does not move away
13520 if (IS_PLAYER(test_x, test_y))
13522 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13524 if (bad_element == EL_ROBOT && player->is_moving)
13525 continue; // robot does not kill player if he is moving
13527 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13529 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13530 continue; // center and border element do not touch
13538 else if (test_element == EL_PENGUIN)
13548 if (kill_x != -1 || kill_y != -1)
13550 if (IS_PLAYER(kill_x, kill_y))
13552 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13554 if (player->shield_deadly_time_left > 0 &&
13555 !IS_INDESTRUCTIBLE(bad_element))
13556 Bang(bad_x, bad_y);
13557 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13558 KillPlayer(player);
13561 Bang(kill_x, kill_y);
13565 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13567 int bad_element = Tile[bad_x][bad_y];
13568 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13569 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13570 int test_x = bad_x + dx, test_y = bad_y + dy;
13571 int test_move_dir, test_element;
13572 int kill_x = -1, kill_y = -1;
13574 if (!IN_LEV_FIELD(test_x, test_y))
13578 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13580 test_element = Tile[test_x][test_y];
13582 if (test_move_dir != bad_move_dir)
13584 // good thing can be player or penguin that does not move away
13585 if (IS_PLAYER(test_x, test_y))
13587 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13589 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13590 player as being hit when he is moving towards the bad thing, because
13591 the "get hit by" condition would be lost after the player stops) */
13592 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13593 return; // player moves away from bad thing
13598 else if (test_element == EL_PENGUIN)
13605 if (kill_x != -1 || kill_y != -1)
13607 if (IS_PLAYER(kill_x, kill_y))
13609 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13611 if (player->shield_deadly_time_left > 0 &&
13612 !IS_INDESTRUCTIBLE(bad_element))
13613 Bang(bad_x, bad_y);
13614 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13615 KillPlayer(player);
13618 Bang(kill_x, kill_y);
13622 void TestIfPlayerTouchesBadThing(int x, int y)
13624 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13627 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13629 TestIfGoodThingHitsBadThing(x, y, move_dir);
13632 void TestIfBadThingTouchesPlayer(int x, int y)
13634 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13637 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13639 TestIfBadThingHitsGoodThing(x, y, move_dir);
13642 void TestIfFriendTouchesBadThing(int x, int y)
13644 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13647 void TestIfBadThingTouchesFriend(int x, int y)
13649 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13652 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13654 int i, kill_x = bad_x, kill_y = bad_y;
13655 static int xy[4][2] =
13663 for (i = 0; i < NUM_DIRECTIONS; i++)
13667 x = bad_x + xy[i][0];
13668 y = bad_y + xy[i][1];
13669 if (!IN_LEV_FIELD(x, y))
13672 element = Tile[x][y];
13673 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13674 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13682 if (kill_x != bad_x || kill_y != bad_y)
13683 Bang(bad_x, bad_y);
13686 void KillPlayer(struct PlayerInfo *player)
13688 int jx = player->jx, jy = player->jy;
13690 if (!player->active)
13694 Debug("game:playing:KillPlayer",
13695 "0: killed == %d, active == %d, reanimated == %d",
13696 player->killed, player->active, player->reanimated);
13699 /* the following code was introduced to prevent an infinite loop when calling
13701 -> CheckTriggeredElementChangeExt()
13702 -> ExecuteCustomElementAction()
13704 -> (infinitely repeating the above sequence of function calls)
13705 which occurs when killing the player while having a CE with the setting
13706 "kill player X when explosion of <player X>"; the solution using a new
13707 field "player->killed" was chosen for backwards compatibility, although
13708 clever use of the fields "player->active" etc. would probably also work */
13710 if (player->killed)
13714 player->killed = TRUE;
13716 // remove accessible field at the player's position
13717 Tile[jx][jy] = EL_EMPTY;
13719 // deactivate shield (else Bang()/Explode() would not work right)
13720 player->shield_normal_time_left = 0;
13721 player->shield_deadly_time_left = 0;
13724 Debug("game:playing:KillPlayer",
13725 "1: killed == %d, active == %d, reanimated == %d",
13726 player->killed, player->active, player->reanimated);
13732 Debug("game:playing:KillPlayer",
13733 "2: killed == %d, active == %d, reanimated == %d",
13734 player->killed, player->active, player->reanimated);
13737 if (player->reanimated) // killed player may have been reanimated
13738 player->killed = player->reanimated = FALSE;
13740 BuryPlayer(player);
13743 static void KillPlayerUnlessEnemyProtected(int x, int y)
13745 if (!PLAYER_ENEMY_PROTECTED(x, y))
13746 KillPlayer(PLAYERINFO(x, y));
13749 static void KillPlayerUnlessExplosionProtected(int x, int y)
13751 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13752 KillPlayer(PLAYERINFO(x, y));
13755 void BuryPlayer(struct PlayerInfo *player)
13757 int jx = player->jx, jy = player->jy;
13759 if (!player->active)
13762 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13763 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13765 RemovePlayer(player);
13767 player->buried = TRUE;
13769 if (game.all_players_gone)
13770 game.GameOver = TRUE;
13773 void RemovePlayer(struct PlayerInfo *player)
13775 int jx = player->jx, jy = player->jy;
13776 int i, found = FALSE;
13778 player->present = FALSE;
13779 player->active = FALSE;
13781 // required for some CE actions (even if the player is not active anymore)
13782 player->MovPos = 0;
13784 if (!ExplodeField[jx][jy])
13785 StorePlayer[jx][jy] = 0;
13787 if (player->is_moving)
13788 TEST_DrawLevelField(player->last_jx, player->last_jy);
13790 for (i = 0; i < MAX_PLAYERS; i++)
13791 if (stored_player[i].active)
13796 game.all_players_gone = TRUE;
13797 game.GameOver = TRUE;
13800 game.exit_x = game.robot_wheel_x = jx;
13801 game.exit_y = game.robot_wheel_y = jy;
13804 void ExitPlayer(struct PlayerInfo *player)
13806 DrawPlayer(player); // needed here only to cleanup last field
13807 RemovePlayer(player);
13809 if (game.players_still_needed > 0)
13810 game.players_still_needed--;
13813 static void SetFieldForSnapping(int x, int y, int element, int direction,
13814 int player_index_bit)
13816 struct ElementInfo *ei = &element_info[element];
13817 int direction_bit = MV_DIR_TO_BIT(direction);
13818 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13819 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13820 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13822 Tile[x][y] = EL_ELEMENT_SNAPPING;
13823 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13824 MovDir[x][y] = direction;
13825 Store[x][y] = element;
13826 Store2[x][y] = player_index_bit;
13828 ResetGfxAnimation(x, y);
13830 GfxElement[x][y] = element;
13831 GfxAction[x][y] = action;
13832 GfxDir[x][y] = direction;
13833 GfxFrame[x][y] = -1;
13836 static void TestFieldAfterSnapping(int x, int y, int element, int direction,
13837 int player_index_bit)
13839 TestIfElementTouchesCustomElement(x, y); // for empty space
13841 if (level.finish_dig_collect)
13843 int dig_side = MV_DIR_OPPOSITE(direction);
13845 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13846 player_index_bit, dig_side);
13851 =============================================================================
13852 checkDiagonalPushing()
13853 -----------------------------------------------------------------------------
13854 check if diagonal input device direction results in pushing of object
13855 (by checking if the alternative direction is walkable, diggable, ...)
13856 =============================================================================
13859 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13860 int x, int y, int real_dx, int real_dy)
13862 int jx, jy, dx, dy, xx, yy;
13864 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
13867 // diagonal direction: check alternative direction
13872 xx = jx + (dx == 0 ? real_dx : 0);
13873 yy = jy + (dy == 0 ? real_dy : 0);
13875 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Tile[xx][yy]));
13879 =============================================================================
13881 -----------------------------------------------------------------------------
13882 x, y: field next to player (non-diagonal) to try to dig to
13883 real_dx, real_dy: direction as read from input device (can be diagonal)
13884 =============================================================================
13887 static int DigField(struct PlayerInfo *player,
13888 int oldx, int oldy, int x, int y,
13889 int real_dx, int real_dy, int mode)
13891 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13892 boolean player_was_pushing = player->is_pushing;
13893 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13894 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13895 int jx = oldx, jy = oldy;
13896 int dx = x - jx, dy = y - jy;
13897 int nextx = x + dx, nexty = y + dy;
13898 int move_direction = (dx == -1 ? MV_LEFT :
13899 dx == +1 ? MV_RIGHT :
13901 dy == +1 ? MV_DOWN : MV_NONE);
13902 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13903 int dig_side = MV_DIR_OPPOSITE(move_direction);
13904 int old_element = Tile[jx][jy];
13905 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13908 if (is_player) // function can also be called by EL_PENGUIN
13910 if (player->MovPos == 0)
13912 player->is_digging = FALSE;
13913 player->is_collecting = FALSE;
13916 if (player->MovPos == 0) // last pushing move finished
13917 player->is_pushing = FALSE;
13919 if (mode == DF_NO_PUSH) // player just stopped pushing
13921 player->is_switching = FALSE;
13922 player->push_delay = -1;
13924 return MP_NO_ACTION;
13928 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13929 old_element = Back[jx][jy];
13931 // in case of element dropped at player position, check background
13932 else if (Back[jx][jy] != EL_EMPTY &&
13933 game.engine_version >= VERSION_IDENT(2,2,0,0))
13934 old_element = Back[jx][jy];
13936 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13937 return MP_NO_ACTION; // field has no opening in this direction
13939 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13940 return MP_NO_ACTION; // field has no opening in this direction
13942 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13946 Tile[jx][jy] = player->artwork_element;
13947 InitMovingField(jx, jy, MV_DOWN);
13948 Store[jx][jy] = EL_ACID;
13949 ContinueMoving(jx, jy);
13950 BuryPlayer(player);
13952 return MP_DONT_RUN_INTO;
13955 if (player_can_move && DONT_RUN_INTO(element))
13957 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13959 return MP_DONT_RUN_INTO;
13962 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13963 return MP_NO_ACTION;
13965 collect_count = element_info[element].collect_count_initial;
13967 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
13968 return MP_NO_ACTION;
13970 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13971 player_can_move = player_can_move_or_snap;
13973 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13974 game.engine_version >= VERSION_IDENT(2,2,0,0))
13976 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13977 player->index_bit, dig_side);
13978 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13979 player->index_bit, dig_side);
13981 if (element == EL_DC_LANDMINE)
13984 if (Tile[x][y] != element) // field changed by snapping
13987 return MP_NO_ACTION;
13990 if (player->gravity && is_player && !player->is_auto_moving &&
13991 canFallDown(player) && move_direction != MV_DOWN &&
13992 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13993 return MP_NO_ACTION; // player cannot walk here due to gravity
13995 if (player_can_move &&
13996 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13998 int sound_element = SND_ELEMENT(element);
13999 int sound_action = ACTION_WALKING;
14001 if (IS_RND_GATE(element))
14003 if (!player->key[RND_GATE_NR(element)])
14004 return MP_NO_ACTION;
14006 else if (IS_RND_GATE_GRAY(element))
14008 if (!player->key[RND_GATE_GRAY_NR(element)])
14009 return MP_NO_ACTION;
14011 else if (IS_RND_GATE_GRAY_ACTIVE(element))
14013 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
14014 return MP_NO_ACTION;
14016 else if (element == EL_EXIT_OPEN ||
14017 element == EL_EM_EXIT_OPEN ||
14018 element == EL_EM_EXIT_OPENING ||
14019 element == EL_STEEL_EXIT_OPEN ||
14020 element == EL_EM_STEEL_EXIT_OPEN ||
14021 element == EL_EM_STEEL_EXIT_OPENING ||
14022 element == EL_SP_EXIT_OPEN ||
14023 element == EL_SP_EXIT_OPENING)
14025 sound_action = ACTION_PASSING; // player is passing exit
14027 else if (element == EL_EMPTY)
14029 sound_action = ACTION_MOVING; // nothing to walk on
14032 // play sound from background or player, whatever is available
14033 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
14034 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
14036 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
14038 else if (player_can_move &&
14039 IS_PASSABLE(element) && canPassField(x, y, move_direction))
14041 if (!ACCESS_FROM(element, opposite_direction))
14042 return MP_NO_ACTION; // field not accessible from this direction
14044 if (CAN_MOVE(element)) // only fixed elements can be passed!
14045 return MP_NO_ACTION;
14047 if (IS_EM_GATE(element))
14049 if (!player->key[EM_GATE_NR(element)])
14050 return MP_NO_ACTION;
14052 else if (IS_EM_GATE_GRAY(element))
14054 if (!player->key[EM_GATE_GRAY_NR(element)])
14055 return MP_NO_ACTION;
14057 else if (IS_EM_GATE_GRAY_ACTIVE(element))
14059 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
14060 return MP_NO_ACTION;
14062 else if (IS_EMC_GATE(element))
14064 if (!player->key[EMC_GATE_NR(element)])
14065 return MP_NO_ACTION;
14067 else if (IS_EMC_GATE_GRAY(element))
14069 if (!player->key[EMC_GATE_GRAY_NR(element)])
14070 return MP_NO_ACTION;
14072 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
14074 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
14075 return MP_NO_ACTION;
14077 else if (element == EL_DC_GATE_WHITE ||
14078 element == EL_DC_GATE_WHITE_GRAY ||
14079 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
14081 if (player->num_white_keys == 0)
14082 return MP_NO_ACTION;
14084 player->num_white_keys--;
14086 else if (IS_SP_PORT(element))
14088 if (element == EL_SP_GRAVITY_PORT_LEFT ||
14089 element == EL_SP_GRAVITY_PORT_RIGHT ||
14090 element == EL_SP_GRAVITY_PORT_UP ||
14091 element == EL_SP_GRAVITY_PORT_DOWN)
14092 player->gravity = !player->gravity;
14093 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
14094 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
14095 element == EL_SP_GRAVITY_ON_PORT_UP ||
14096 element == EL_SP_GRAVITY_ON_PORT_DOWN)
14097 player->gravity = TRUE;
14098 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
14099 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
14100 element == EL_SP_GRAVITY_OFF_PORT_UP ||
14101 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
14102 player->gravity = FALSE;
14105 // automatically move to the next field with double speed
14106 player->programmed_action = move_direction;
14108 if (player->move_delay_reset_counter == 0)
14110 player->move_delay_reset_counter = 2; // two double speed steps
14112 DOUBLE_PLAYER_SPEED(player);
14115 PlayLevelSoundAction(x, y, ACTION_PASSING);
14117 else if (player_can_move_or_snap && IS_DIGGABLE(element))
14121 if (mode != DF_SNAP)
14123 GfxElement[x][y] = GFX_ELEMENT(element);
14124 player->is_digging = TRUE;
14127 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14129 // use old behaviour for old levels (digging)
14130 if (!level.finish_dig_collect)
14132 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
14133 player->index_bit, dig_side);
14135 // if digging triggered player relocation, finish digging tile
14136 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14137 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14140 if (mode == DF_SNAP)
14142 if (level.block_snap_field)
14143 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14145 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14147 // use old behaviour for old levels (snapping)
14148 if (!level.finish_dig_collect)
14149 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14150 player->index_bit, dig_side);
14153 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
14157 if (is_player && mode != DF_SNAP)
14159 GfxElement[x][y] = element;
14160 player->is_collecting = TRUE;
14163 if (element == EL_SPEED_PILL)
14165 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
14167 else if (element == EL_EXTRA_TIME && level.time > 0)
14169 TimeLeft += level.extra_time;
14171 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14173 DisplayGameControlValues();
14175 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
14177 player->shield_normal_time_left += level.shield_normal_time;
14178 if (element == EL_SHIELD_DEADLY)
14179 player->shield_deadly_time_left += level.shield_deadly_time;
14181 else if (element == EL_DYNAMITE ||
14182 element == EL_EM_DYNAMITE ||
14183 element == EL_SP_DISK_RED)
14185 if (player->inventory_size < MAX_INVENTORY_SIZE)
14186 player->inventory_element[player->inventory_size++] = element;
14188 DrawGameDoorValues();
14190 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
14192 player->dynabomb_count++;
14193 player->dynabombs_left++;
14195 else if (element == EL_DYNABOMB_INCREASE_SIZE)
14197 player->dynabomb_size++;
14199 else if (element == EL_DYNABOMB_INCREASE_POWER)
14201 player->dynabomb_xl = TRUE;
14203 else if (IS_KEY(element))
14205 player->key[KEY_NR(element)] = TRUE;
14207 DrawGameDoorValues();
14209 else if (element == EL_DC_KEY_WHITE)
14211 player->num_white_keys++;
14213 // display white keys?
14214 // DrawGameDoorValues();
14216 else if (IS_ENVELOPE(element))
14218 player->show_envelope = element;
14220 else if (element == EL_EMC_LENSES)
14222 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
14224 RedrawAllInvisibleElementsForLenses();
14226 else if (element == EL_EMC_MAGNIFIER)
14228 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
14230 RedrawAllInvisibleElementsForMagnifier();
14232 else if (IS_DROPPABLE(element) ||
14233 IS_THROWABLE(element)) // can be collected and dropped
14237 if (collect_count == 0)
14238 player->inventory_infinite_element = element;
14240 for (i = 0; i < collect_count; i++)
14241 if (player->inventory_size < MAX_INVENTORY_SIZE)
14242 player->inventory_element[player->inventory_size++] = element;
14244 DrawGameDoorValues();
14246 else if (collect_count > 0)
14248 game.gems_still_needed -= collect_count;
14249 if (game.gems_still_needed < 0)
14250 game.gems_still_needed = 0;
14252 game.snapshot.collected_item = TRUE;
14254 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
14256 DisplayGameControlValues();
14259 RaiseScoreElement(element);
14260 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14262 // use old behaviour for old levels (collecting)
14263 if (!level.finish_dig_collect && is_player)
14265 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
14266 player->index_bit, dig_side);
14268 // if collecting triggered player relocation, finish collecting tile
14269 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14270 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14273 if (mode == DF_SNAP)
14275 if (level.block_snap_field)
14276 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14278 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14280 // use old behaviour for old levels (snapping)
14281 if (!level.finish_dig_collect)
14282 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14283 player->index_bit, dig_side);
14286 else if (player_can_move_or_snap && IS_PUSHABLE(element))
14288 if (mode == DF_SNAP && element != EL_BD_ROCK)
14289 return MP_NO_ACTION;
14291 if (CAN_FALL(element) && dy)
14292 return MP_NO_ACTION;
14294 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
14295 !(element == EL_SPRING && level.use_spring_bug))
14296 return MP_NO_ACTION;
14298 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
14299 ((move_direction & MV_VERTICAL &&
14300 ((element_info[element].move_pattern & MV_LEFT &&
14301 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
14302 (element_info[element].move_pattern & MV_RIGHT &&
14303 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
14304 (move_direction & MV_HORIZONTAL &&
14305 ((element_info[element].move_pattern & MV_UP &&
14306 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
14307 (element_info[element].move_pattern & MV_DOWN &&
14308 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
14309 return MP_NO_ACTION;
14311 // do not push elements already moving away faster than player
14312 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
14313 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
14314 return MP_NO_ACTION;
14316 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
14318 if (player->push_delay_value == -1 || !player_was_pushing)
14319 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14321 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14323 if (player->push_delay_value == -1)
14324 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14326 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
14328 if (!player->is_pushing)
14329 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14332 player->is_pushing = TRUE;
14333 player->is_active = TRUE;
14335 if (!(IN_LEV_FIELD(nextx, nexty) &&
14336 (IS_FREE(nextx, nexty) ||
14337 (IS_SB_ELEMENT(element) &&
14338 Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
14339 (IS_CUSTOM_ELEMENT(element) &&
14340 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
14341 return MP_NO_ACTION;
14343 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14344 return MP_NO_ACTION;
14346 if (player->push_delay == -1) // new pushing; restart delay
14347 player->push_delay = 0;
14349 if (player->push_delay < player->push_delay_value &&
14350 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14351 element != EL_SPRING && element != EL_BALLOON)
14353 // make sure that there is no move delay before next try to push
14354 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14355 player->move_delay = 0;
14357 return MP_NO_ACTION;
14360 if (IS_CUSTOM_ELEMENT(element) &&
14361 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14363 if (!DigFieldByCE(nextx, nexty, element))
14364 return MP_NO_ACTION;
14367 if (IS_SB_ELEMENT(element))
14369 boolean sokoban_task_solved = FALSE;
14371 if (element == EL_SOKOBAN_FIELD_FULL)
14373 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14375 IncrementSokobanFieldsNeeded();
14376 IncrementSokobanObjectsNeeded();
14379 if (Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14381 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14383 DecrementSokobanFieldsNeeded();
14384 DecrementSokobanObjectsNeeded();
14386 // sokoban object was pushed from empty field to sokoban field
14387 if (Back[x][y] == EL_EMPTY)
14388 sokoban_task_solved = TRUE;
14391 Tile[x][y] = EL_SOKOBAN_OBJECT;
14393 if (Back[x][y] == Back[nextx][nexty])
14394 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14395 else if (Back[x][y] != 0)
14396 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14399 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14402 if (sokoban_task_solved &&
14403 game.sokoban_fields_still_needed == 0 &&
14404 game.sokoban_objects_still_needed == 0 &&
14405 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
14407 game.players_still_needed = 0;
14411 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14415 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14417 InitMovingField(x, y, move_direction);
14418 GfxAction[x][y] = ACTION_PUSHING;
14420 if (mode == DF_SNAP)
14421 ContinueMoving(x, y);
14423 MovPos[x][y] = (dx != 0 ? dx : dy);
14425 Pushed[x][y] = TRUE;
14426 Pushed[nextx][nexty] = TRUE;
14428 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14429 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14431 player->push_delay_value = -1; // get new value later
14433 // check for element change _after_ element has been pushed
14434 if (game.use_change_when_pushing_bug)
14436 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14437 player->index_bit, dig_side);
14438 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14439 player->index_bit, dig_side);
14442 else if (IS_SWITCHABLE(element))
14444 if (PLAYER_SWITCHING(player, x, y))
14446 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14447 player->index_bit, dig_side);
14452 player->is_switching = TRUE;
14453 player->switch_x = x;
14454 player->switch_y = y;
14456 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14458 if (element == EL_ROBOT_WHEEL)
14460 Tile[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14462 game.robot_wheel_x = x;
14463 game.robot_wheel_y = y;
14464 game.robot_wheel_active = TRUE;
14466 TEST_DrawLevelField(x, y);
14468 else if (element == EL_SP_TERMINAL)
14472 SCAN_PLAYFIELD(xx, yy)
14474 if (Tile[xx][yy] == EL_SP_DISK_YELLOW)
14478 else if (Tile[xx][yy] == EL_SP_TERMINAL)
14480 Tile[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14482 ResetGfxAnimation(xx, yy);
14483 TEST_DrawLevelField(xx, yy);
14487 else if (IS_BELT_SWITCH(element))
14489 ToggleBeltSwitch(x, y);
14491 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14492 element == EL_SWITCHGATE_SWITCH_DOWN ||
14493 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14494 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14496 ToggleSwitchgateSwitch(x, y);
14498 else if (element == EL_LIGHT_SWITCH ||
14499 element == EL_LIGHT_SWITCH_ACTIVE)
14501 ToggleLightSwitch(x, y);
14503 else if (element == EL_TIMEGATE_SWITCH ||
14504 element == EL_DC_TIMEGATE_SWITCH)
14506 ActivateTimegateSwitch(x, y);
14508 else if (element == EL_BALLOON_SWITCH_LEFT ||
14509 element == EL_BALLOON_SWITCH_RIGHT ||
14510 element == EL_BALLOON_SWITCH_UP ||
14511 element == EL_BALLOON_SWITCH_DOWN ||
14512 element == EL_BALLOON_SWITCH_NONE ||
14513 element == EL_BALLOON_SWITCH_ANY)
14515 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14516 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14517 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14518 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14519 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14522 else if (element == EL_LAMP)
14524 Tile[x][y] = EL_LAMP_ACTIVE;
14525 game.lights_still_needed--;
14527 ResetGfxAnimation(x, y);
14528 TEST_DrawLevelField(x, y);
14530 else if (element == EL_TIME_ORB_FULL)
14532 Tile[x][y] = EL_TIME_ORB_EMPTY;
14534 if (level.time > 0 || level.use_time_orb_bug)
14536 TimeLeft += level.time_orb_time;
14537 game.no_time_limit = FALSE;
14539 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14541 DisplayGameControlValues();
14544 ResetGfxAnimation(x, y);
14545 TEST_DrawLevelField(x, y);
14547 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14548 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14552 game.ball_active = !game.ball_active;
14554 SCAN_PLAYFIELD(xx, yy)
14556 int e = Tile[xx][yy];
14558 if (game.ball_active)
14560 if (e == EL_EMC_MAGIC_BALL)
14561 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14562 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14563 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14567 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14568 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14569 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14570 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14575 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14576 player->index_bit, dig_side);
14578 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14579 player->index_bit, dig_side);
14581 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14582 player->index_bit, dig_side);
14588 if (!PLAYER_SWITCHING(player, x, y))
14590 player->is_switching = TRUE;
14591 player->switch_x = x;
14592 player->switch_y = y;
14594 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14595 player->index_bit, dig_side);
14596 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14597 player->index_bit, dig_side);
14599 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14600 player->index_bit, dig_side);
14601 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14602 player->index_bit, dig_side);
14605 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14606 player->index_bit, dig_side);
14607 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14608 player->index_bit, dig_side);
14610 return MP_NO_ACTION;
14613 player->push_delay = -1;
14615 if (is_player) // function can also be called by EL_PENGUIN
14617 if (Tile[x][y] != element) // really digged/collected something
14619 player->is_collecting = !player->is_digging;
14620 player->is_active = TRUE;
14622 player->last_removed_element = element;
14629 static boolean DigFieldByCE(int x, int y, int digging_element)
14631 int element = Tile[x][y];
14633 if (!IS_FREE(x, y))
14635 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14636 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14639 // no element can dig solid indestructible elements
14640 if (IS_INDESTRUCTIBLE(element) &&
14641 !IS_DIGGABLE(element) &&
14642 !IS_COLLECTIBLE(element))
14645 if (AmoebaNr[x][y] &&
14646 (element == EL_AMOEBA_FULL ||
14647 element == EL_BD_AMOEBA ||
14648 element == EL_AMOEBA_GROWING))
14650 AmoebaCnt[AmoebaNr[x][y]]--;
14651 AmoebaCnt2[AmoebaNr[x][y]]--;
14654 if (IS_MOVING(x, y))
14655 RemoveMovingField(x, y);
14659 TEST_DrawLevelField(x, y);
14662 // if digged element was about to explode, prevent the explosion
14663 ExplodeField[x][y] = EX_TYPE_NONE;
14665 PlayLevelSoundAction(x, y, action);
14668 Store[x][y] = EL_EMPTY;
14670 // this makes it possible to leave the removed element again
14671 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14672 Store[x][y] = element;
14677 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14679 int jx = player->jx, jy = player->jy;
14680 int x = jx + dx, y = jy + dy;
14681 int snap_direction = (dx == -1 ? MV_LEFT :
14682 dx == +1 ? MV_RIGHT :
14684 dy == +1 ? MV_DOWN : MV_NONE);
14685 boolean can_continue_snapping = (level.continuous_snapping &&
14686 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14688 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14691 if (!player->active || !IN_LEV_FIELD(x, y))
14699 if (player->MovPos == 0)
14700 player->is_pushing = FALSE;
14702 player->is_snapping = FALSE;
14704 if (player->MovPos == 0)
14706 player->is_moving = FALSE;
14707 player->is_digging = FALSE;
14708 player->is_collecting = FALSE;
14714 // prevent snapping with already pressed snap key when not allowed
14715 if (player->is_snapping && !can_continue_snapping)
14718 player->MovDir = snap_direction;
14720 if (player->MovPos == 0)
14722 player->is_moving = FALSE;
14723 player->is_digging = FALSE;
14724 player->is_collecting = FALSE;
14727 player->is_dropping = FALSE;
14728 player->is_dropping_pressed = FALSE;
14729 player->drop_pressed_delay = 0;
14731 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14734 player->is_snapping = TRUE;
14735 player->is_active = TRUE;
14737 if (player->MovPos == 0)
14739 player->is_moving = FALSE;
14740 player->is_digging = FALSE;
14741 player->is_collecting = FALSE;
14744 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
14745 TEST_DrawLevelField(player->last_jx, player->last_jy);
14747 TEST_DrawLevelField(x, y);
14752 static boolean DropElement(struct PlayerInfo *player)
14754 int old_element, new_element;
14755 int dropx = player->jx, dropy = player->jy;
14756 int drop_direction = player->MovDir;
14757 int drop_side = drop_direction;
14758 int drop_element = get_next_dropped_element(player);
14760 /* do not drop an element on top of another element; when holding drop key
14761 pressed without moving, dropped element must move away before the next
14762 element can be dropped (this is especially important if the next element
14763 is dynamite, which can be placed on background for historical reasons) */
14764 if (PLAYER_DROPPING(player, dropx, dropy) && Tile[dropx][dropy] != EL_EMPTY)
14767 if (IS_THROWABLE(drop_element))
14769 dropx += GET_DX_FROM_DIR(drop_direction);
14770 dropy += GET_DY_FROM_DIR(drop_direction);
14772 if (!IN_LEV_FIELD(dropx, dropy))
14776 old_element = Tile[dropx][dropy]; // old element at dropping position
14777 new_element = drop_element; // default: no change when dropping
14779 // check if player is active, not moving and ready to drop
14780 if (!player->active || player->MovPos || player->drop_delay > 0)
14783 // check if player has anything that can be dropped
14784 if (new_element == EL_UNDEFINED)
14787 // only set if player has anything that can be dropped
14788 player->is_dropping_pressed = TRUE;
14790 // check if drop key was pressed long enough for EM style dynamite
14791 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14794 // check if anything can be dropped at the current position
14795 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14798 // collected custom elements can only be dropped on empty fields
14799 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14802 if (old_element != EL_EMPTY)
14803 Back[dropx][dropy] = old_element; // store old element on this field
14805 ResetGfxAnimation(dropx, dropy);
14806 ResetRandomAnimationValue(dropx, dropy);
14808 if (player->inventory_size > 0 ||
14809 player->inventory_infinite_element != EL_UNDEFINED)
14811 if (player->inventory_size > 0)
14813 player->inventory_size--;
14815 DrawGameDoorValues();
14817 if (new_element == EL_DYNAMITE)
14818 new_element = EL_DYNAMITE_ACTIVE;
14819 else if (new_element == EL_EM_DYNAMITE)
14820 new_element = EL_EM_DYNAMITE_ACTIVE;
14821 else if (new_element == EL_SP_DISK_RED)
14822 new_element = EL_SP_DISK_RED_ACTIVE;
14825 Tile[dropx][dropy] = new_element;
14827 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14828 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14829 el2img(Tile[dropx][dropy]), 0);
14831 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14833 // needed if previous element just changed to "empty" in the last frame
14834 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14836 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14837 player->index_bit, drop_side);
14838 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14840 player->index_bit, drop_side);
14842 TestIfElementTouchesCustomElement(dropx, dropy);
14844 else // player is dropping a dyna bomb
14846 player->dynabombs_left--;
14848 Tile[dropx][dropy] = new_element;
14850 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14851 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14852 el2img(Tile[dropx][dropy]), 0);
14854 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14857 if (Tile[dropx][dropy] == new_element) // uninitialized unless CE change
14858 InitField_WithBug1(dropx, dropy, FALSE);
14860 new_element = Tile[dropx][dropy]; // element might have changed
14862 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14863 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14865 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14866 MovDir[dropx][dropy] = drop_direction;
14868 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14870 // do not cause impact style collision by dropping elements that can fall
14871 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14874 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14875 player->is_dropping = TRUE;
14877 player->drop_pressed_delay = 0;
14878 player->is_dropping_pressed = FALSE;
14880 player->drop_x = dropx;
14881 player->drop_y = dropy;
14886 // ----------------------------------------------------------------------------
14887 // game sound playing functions
14888 // ----------------------------------------------------------------------------
14890 static int *loop_sound_frame = NULL;
14891 static int *loop_sound_volume = NULL;
14893 void InitPlayLevelSound(void)
14895 int num_sounds = getSoundListSize();
14897 checked_free(loop_sound_frame);
14898 checked_free(loop_sound_volume);
14900 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14901 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14904 static void PlayLevelSound(int x, int y, int nr)
14906 int sx = SCREENX(x), sy = SCREENY(y);
14907 int volume, stereo_position;
14908 int max_distance = 8;
14909 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14911 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14912 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14915 if (!IN_LEV_FIELD(x, y) ||
14916 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14917 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14920 volume = SOUND_MAX_VOLUME;
14922 if (!IN_SCR_FIELD(sx, sy))
14924 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14925 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14927 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14930 stereo_position = (SOUND_MAX_LEFT +
14931 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14932 (SCR_FIELDX + 2 * max_distance));
14934 if (IS_LOOP_SOUND(nr))
14936 /* This assures that quieter loop sounds do not overwrite louder ones,
14937 while restarting sound volume comparison with each new game frame. */
14939 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14942 loop_sound_volume[nr] = volume;
14943 loop_sound_frame[nr] = FrameCounter;
14946 PlaySoundExt(nr, volume, stereo_position, type);
14949 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14951 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14952 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14953 y < LEVELY(BY1) ? LEVELY(BY1) :
14954 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14958 static void PlayLevelSoundAction(int x, int y, int action)
14960 PlayLevelSoundElementAction(x, y, Tile[x][y], action);
14963 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14965 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14967 if (sound_effect != SND_UNDEFINED)
14968 PlayLevelSound(x, y, sound_effect);
14971 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14974 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14976 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14977 PlayLevelSound(x, y, sound_effect);
14980 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14982 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
14984 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14985 PlayLevelSound(x, y, sound_effect);
14988 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14990 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
14992 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14993 StopSound(sound_effect);
14996 static int getLevelMusicNr(void)
14998 if (levelset.music[level_nr] != MUS_UNDEFINED)
14999 return levelset.music[level_nr]; // from config file
15001 return MAP_NOCONF_MUSIC(level_nr); // from music dir
15004 static void FadeLevelSounds(void)
15009 static void FadeLevelMusic(void)
15011 int music_nr = getLevelMusicNr();
15012 char *curr_music = getCurrentlyPlayingMusicFilename();
15013 char *next_music = getMusicInfoEntryFilename(music_nr);
15015 if (!strEqual(curr_music, next_music))
15019 void FadeLevelSoundsAndMusic(void)
15025 static void PlayLevelMusic(void)
15027 int music_nr = getLevelMusicNr();
15028 char *curr_music = getCurrentlyPlayingMusicFilename();
15029 char *next_music = getMusicInfoEntryFilename(music_nr);
15031 if (!strEqual(curr_music, next_music))
15032 PlayMusicLoop(music_nr);
15035 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
15037 int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0);
15039 int x = xx - offset;
15040 int y = yy - offset;
15045 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
15049 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15053 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15057 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15061 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15065 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15069 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15072 case SOUND_android_clone:
15073 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15076 case SOUND_android_move:
15077 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15081 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15085 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
15089 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
15092 case SOUND_eater_eat:
15093 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15097 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15100 case SOUND_collect:
15101 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
15104 case SOUND_diamond:
15105 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15109 // !!! CHECK THIS !!!
15111 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15113 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
15117 case SOUND_wonderfall:
15118 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
15122 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15126 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15130 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15134 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
15138 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15142 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
15146 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15150 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15153 case SOUND_exit_open:
15154 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
15157 case SOUND_exit_leave:
15158 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15161 case SOUND_dynamite:
15162 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15166 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15170 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15174 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15178 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
15182 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
15186 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
15190 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
15195 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
15197 int element = map_element_SP_to_RND(element_sp);
15198 int action = map_action_SP_to_RND(action_sp);
15199 int offset = (setup.sp_show_border_elements ? 0 : 1);
15200 int x = xx - offset;
15201 int y = yy - offset;
15203 PlayLevelSoundElementAction(x, y, element, action);
15206 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
15208 int element = map_element_MM_to_RND(element_mm);
15209 int action = map_action_MM_to_RND(action_mm);
15211 int x = xx - offset;
15212 int y = yy - offset;
15214 if (!IS_MM_ELEMENT(element))
15215 element = EL_MM_DEFAULT;
15217 PlayLevelSoundElementAction(x, y, element, action);
15220 void PlaySound_MM(int sound_mm)
15222 int sound = map_sound_MM_to_RND(sound_mm);
15224 if (sound == SND_UNDEFINED)
15230 void PlaySoundLoop_MM(int sound_mm)
15232 int sound = map_sound_MM_to_RND(sound_mm);
15234 if (sound == SND_UNDEFINED)
15237 PlaySoundLoop(sound);
15240 void StopSound_MM(int sound_mm)
15242 int sound = map_sound_MM_to_RND(sound_mm);
15244 if (sound == SND_UNDEFINED)
15250 void RaiseScore(int value)
15252 game.score += value;
15254 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
15256 DisplayGameControlValues();
15259 void RaiseScoreElement(int element)
15264 case EL_BD_DIAMOND:
15265 case EL_EMERALD_YELLOW:
15266 case EL_EMERALD_RED:
15267 case EL_EMERALD_PURPLE:
15268 case EL_SP_INFOTRON:
15269 RaiseScore(level.score[SC_EMERALD]);
15272 RaiseScore(level.score[SC_DIAMOND]);
15275 RaiseScore(level.score[SC_CRYSTAL]);
15278 RaiseScore(level.score[SC_PEARL]);
15281 case EL_BD_BUTTERFLY:
15282 case EL_SP_ELECTRON:
15283 RaiseScore(level.score[SC_BUG]);
15286 case EL_BD_FIREFLY:
15287 case EL_SP_SNIKSNAK:
15288 RaiseScore(level.score[SC_SPACESHIP]);
15291 case EL_DARK_YAMYAM:
15292 RaiseScore(level.score[SC_YAMYAM]);
15295 RaiseScore(level.score[SC_ROBOT]);
15298 RaiseScore(level.score[SC_PACMAN]);
15301 RaiseScore(level.score[SC_NUT]);
15304 case EL_EM_DYNAMITE:
15305 case EL_SP_DISK_RED:
15306 case EL_DYNABOMB_INCREASE_NUMBER:
15307 case EL_DYNABOMB_INCREASE_SIZE:
15308 case EL_DYNABOMB_INCREASE_POWER:
15309 RaiseScore(level.score[SC_DYNAMITE]);
15311 case EL_SHIELD_NORMAL:
15312 case EL_SHIELD_DEADLY:
15313 RaiseScore(level.score[SC_SHIELD]);
15315 case EL_EXTRA_TIME:
15316 RaiseScore(level.extra_time_score);
15330 case EL_DC_KEY_WHITE:
15331 RaiseScore(level.score[SC_KEY]);
15334 RaiseScore(element_info[element].collect_score);
15339 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
15341 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
15343 // closing door required in case of envelope style request dialogs
15346 // prevent short reactivation of overlay buttons while closing door
15347 SetOverlayActive(FALSE);
15349 CloseDoor(DOOR_CLOSE_1);
15352 if (network.enabled)
15353 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15357 FadeSkipNextFadeIn();
15359 SetGameStatus(GAME_MODE_MAIN);
15364 else // continue playing the game
15366 if (tape.playing && tape.deactivate_display)
15367 TapeDeactivateDisplayOff(TRUE);
15369 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15371 if (tape.playing && tape.deactivate_display)
15372 TapeDeactivateDisplayOn();
15376 void RequestQuitGame(boolean ask_if_really_quit)
15378 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
15379 boolean skip_request = game.all_players_gone || quick_quit;
15381 RequestQuitGameExt(skip_request, quick_quit,
15382 "Do you really want to quit the game?");
15385 void RequestRestartGame(char *message)
15387 game.restart_game_message = NULL;
15389 boolean has_started_game = hasStartedNetworkGame();
15390 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15392 if (Request(message, request_mode | REQ_STAY_CLOSED) && has_started_game)
15394 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15398 // needed in case of envelope request to close game panel
15399 CloseDoor(DOOR_CLOSE_1);
15401 SetGameStatus(GAME_MODE_MAIN);
15407 void CheckGameOver(void)
15409 static boolean last_game_over = FALSE;
15410 static int game_over_delay = 0;
15411 int game_over_delay_value = 50;
15412 boolean game_over = checkGameFailed();
15414 // do not handle game over if request dialog is already active
15415 if (game.request_active)
15418 // do not ask to play again if game was never actually played
15419 if (!game.GamePlayed)
15424 last_game_over = FALSE;
15425 game_over_delay = game_over_delay_value;
15430 if (game_over_delay > 0)
15437 if (last_game_over != game_over)
15438 game.restart_game_message = (hasStartedNetworkGame() ?
15439 "Game over! Play it again?" :
15442 last_game_over = game_over;
15445 boolean checkGameSolved(void)
15447 // set for all game engines if level was solved
15448 return game.LevelSolved_GameEnd;
15451 boolean checkGameFailed(void)
15453 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15454 return (game_em.game_over && !game_em.level_solved);
15455 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15456 return (game_sp.game_over && !game_sp.level_solved);
15457 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15458 return (game_mm.game_over && !game_mm.level_solved);
15459 else // GAME_ENGINE_TYPE_RND
15460 return (game.GameOver && !game.LevelSolved);
15463 boolean checkGameEnded(void)
15465 return (checkGameSolved() || checkGameFailed());
15469 // ----------------------------------------------------------------------------
15470 // random generator functions
15471 // ----------------------------------------------------------------------------
15473 unsigned int InitEngineRandom_RND(int seed)
15475 game.num_random_calls = 0;
15477 return InitEngineRandom(seed);
15480 unsigned int RND(int max)
15484 game.num_random_calls++;
15486 return GetEngineRandom(max);
15493 // ----------------------------------------------------------------------------
15494 // game engine snapshot handling functions
15495 // ----------------------------------------------------------------------------
15497 struct EngineSnapshotInfo
15499 // runtime values for custom element collect score
15500 int collect_score[NUM_CUSTOM_ELEMENTS];
15502 // runtime values for group element choice position
15503 int choice_pos[NUM_GROUP_ELEMENTS];
15505 // runtime values for belt position animations
15506 int belt_graphic[4][NUM_BELT_PARTS];
15507 int belt_anim_mode[4][NUM_BELT_PARTS];
15510 static struct EngineSnapshotInfo engine_snapshot_rnd;
15511 static char *snapshot_level_identifier = NULL;
15512 static int snapshot_level_nr = -1;
15514 static void SaveEngineSnapshotValues_RND(void)
15516 static int belt_base_active_element[4] =
15518 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15519 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15520 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15521 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15525 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15527 int element = EL_CUSTOM_START + i;
15529 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15532 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15534 int element = EL_GROUP_START + i;
15536 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15539 for (i = 0; i < 4; i++)
15541 for (j = 0; j < NUM_BELT_PARTS; j++)
15543 int element = belt_base_active_element[i] + j;
15544 int graphic = el2img(element);
15545 int anim_mode = graphic_info[graphic].anim_mode;
15547 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15548 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15553 static void LoadEngineSnapshotValues_RND(void)
15555 unsigned int num_random_calls = game.num_random_calls;
15558 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15560 int element = EL_CUSTOM_START + i;
15562 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15565 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15567 int element = EL_GROUP_START + i;
15569 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15572 for (i = 0; i < 4; i++)
15574 for (j = 0; j < NUM_BELT_PARTS; j++)
15576 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15577 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15579 graphic_info[graphic].anim_mode = anim_mode;
15583 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15585 InitRND(tape.random_seed);
15586 for (i = 0; i < num_random_calls; i++)
15590 if (game.num_random_calls != num_random_calls)
15592 Error("number of random calls out of sync");
15593 Error("number of random calls should be %d", num_random_calls);
15594 Error("number of random calls is %d", game.num_random_calls);
15596 Fail("this should not happen -- please debug");
15600 void FreeEngineSnapshotSingle(void)
15602 FreeSnapshotSingle();
15604 setString(&snapshot_level_identifier, NULL);
15605 snapshot_level_nr = -1;
15608 void FreeEngineSnapshotList(void)
15610 FreeSnapshotList();
15613 static ListNode *SaveEngineSnapshotBuffers(void)
15615 ListNode *buffers = NULL;
15617 // copy some special values to a structure better suited for the snapshot
15619 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15620 SaveEngineSnapshotValues_RND();
15621 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15622 SaveEngineSnapshotValues_EM();
15623 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15624 SaveEngineSnapshotValues_SP(&buffers);
15625 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15626 SaveEngineSnapshotValues_MM(&buffers);
15628 // save values stored in special snapshot structure
15630 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15631 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15632 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15633 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15634 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15635 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15636 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15637 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15639 // save further RND engine values
15641 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15642 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15643 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15645 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15646 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15647 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15648 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15649 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15651 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15652 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15653 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15655 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15657 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15658 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15660 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Tile));
15661 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15662 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15663 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15664 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15665 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15666 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15667 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15668 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15669 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15670 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15671 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15672 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15673 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15674 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15675 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15676 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15677 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15679 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15680 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15682 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15683 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15684 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15686 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15687 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15689 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15690 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15691 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15692 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15693 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15695 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15696 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15699 ListNode *node = engine_snapshot_list_rnd;
15702 while (node != NULL)
15704 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15709 Debug("game:playing:SaveEngineSnapshotBuffers",
15710 "size of engine snapshot: %d bytes", num_bytes);
15716 void SaveEngineSnapshotSingle(void)
15718 ListNode *buffers = SaveEngineSnapshotBuffers();
15720 // finally save all snapshot buffers to single snapshot
15721 SaveSnapshotSingle(buffers);
15723 // save level identification information
15724 setString(&snapshot_level_identifier, leveldir_current->identifier);
15725 snapshot_level_nr = level_nr;
15728 boolean CheckSaveEngineSnapshotToList(void)
15730 boolean save_snapshot =
15731 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15732 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15733 game.snapshot.changed_action) ||
15734 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15735 game.snapshot.collected_item));
15737 game.snapshot.changed_action = FALSE;
15738 game.snapshot.collected_item = FALSE;
15739 game.snapshot.save_snapshot = save_snapshot;
15741 return save_snapshot;
15744 void SaveEngineSnapshotToList(void)
15746 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15750 ListNode *buffers = SaveEngineSnapshotBuffers();
15752 // finally save all snapshot buffers to snapshot list
15753 SaveSnapshotToList(buffers);
15756 void SaveEngineSnapshotToListInitial(void)
15758 FreeEngineSnapshotList();
15760 SaveEngineSnapshotToList();
15763 static void LoadEngineSnapshotValues(void)
15765 // restore special values from snapshot structure
15767 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15768 LoadEngineSnapshotValues_RND();
15769 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15770 LoadEngineSnapshotValues_EM();
15771 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15772 LoadEngineSnapshotValues_SP();
15773 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15774 LoadEngineSnapshotValues_MM();
15777 void LoadEngineSnapshotSingle(void)
15779 LoadSnapshotSingle();
15781 LoadEngineSnapshotValues();
15784 static void LoadEngineSnapshot_Undo(int steps)
15786 LoadSnapshotFromList_Older(steps);
15788 LoadEngineSnapshotValues();
15791 static void LoadEngineSnapshot_Redo(int steps)
15793 LoadSnapshotFromList_Newer(steps);
15795 LoadEngineSnapshotValues();
15798 boolean CheckEngineSnapshotSingle(void)
15800 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15801 snapshot_level_nr == level_nr);
15804 boolean CheckEngineSnapshotList(void)
15806 return CheckSnapshotList();
15810 // ---------- new game button stuff -------------------------------------------
15817 boolean *setup_value;
15818 boolean allowed_on_tape;
15819 boolean is_touch_button;
15821 } gamebutton_info[NUM_GAME_BUTTONS] =
15824 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
15825 GAME_CTRL_ID_STOP, NULL,
15826 TRUE, FALSE, "stop game"
15829 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
15830 GAME_CTRL_ID_PAUSE, NULL,
15831 TRUE, FALSE, "pause game"
15834 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
15835 GAME_CTRL_ID_PLAY, NULL,
15836 TRUE, FALSE, "play game"
15839 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
15840 GAME_CTRL_ID_UNDO, NULL,
15841 TRUE, FALSE, "undo step"
15844 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
15845 GAME_CTRL_ID_REDO, NULL,
15846 TRUE, FALSE, "redo step"
15849 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
15850 GAME_CTRL_ID_SAVE, NULL,
15851 TRUE, FALSE, "save game"
15854 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
15855 GAME_CTRL_ID_PAUSE2, NULL,
15856 TRUE, FALSE, "pause game"
15859 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
15860 GAME_CTRL_ID_LOAD, NULL,
15861 TRUE, FALSE, "load game"
15864 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
15865 GAME_CTRL_ID_PANEL_STOP, NULL,
15866 FALSE, FALSE, "stop game"
15869 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
15870 GAME_CTRL_ID_PANEL_PAUSE, NULL,
15871 FALSE, FALSE, "pause game"
15874 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
15875 GAME_CTRL_ID_PANEL_PLAY, NULL,
15876 FALSE, FALSE, "play game"
15879 IMG_GFX_GAME_BUTTON_TOUCH_STOP, &game.button.touch_stop,
15880 GAME_CTRL_ID_TOUCH_STOP, NULL,
15881 FALSE, TRUE, "stop game"
15884 IMG_GFX_GAME_BUTTON_TOUCH_PAUSE, &game.button.touch_pause,
15885 GAME_CTRL_ID_TOUCH_PAUSE, NULL,
15886 FALSE, TRUE, "pause game"
15889 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
15890 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
15891 TRUE, FALSE, "background music on/off"
15894 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
15895 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
15896 TRUE, FALSE, "sound loops on/off"
15899 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
15900 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
15901 TRUE, FALSE, "normal sounds on/off"
15904 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
15905 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
15906 FALSE, FALSE, "background music on/off"
15909 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
15910 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
15911 FALSE, FALSE, "sound loops on/off"
15914 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
15915 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
15916 FALSE, FALSE, "normal sounds on/off"
15920 void CreateGameButtons(void)
15924 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15926 int graphic = gamebutton_info[i].graphic;
15927 struct GraphicInfo *gfx = &graphic_info[graphic];
15928 struct XY *pos = gamebutton_info[i].pos;
15929 struct GadgetInfo *gi;
15932 unsigned int event_mask;
15933 boolean is_touch_button = gamebutton_info[i].is_touch_button;
15934 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
15935 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
15936 int base_x = (is_touch_button ? 0 : on_tape ? VX : DX);
15937 int base_y = (is_touch_button ? 0 : on_tape ? VY : DY);
15938 int gd_x = gfx->src_x;
15939 int gd_y = gfx->src_y;
15940 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
15941 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
15942 int gd_xa = gfx->src_x + gfx->active_xoffset;
15943 int gd_ya = gfx->src_y + gfx->active_yoffset;
15944 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15945 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15946 int x = (is_touch_button ? pos->x : GDI_ACTIVE_POS(pos->x));
15947 int y = (is_touch_button ? pos->y : GDI_ACTIVE_POS(pos->y));
15950 if (gfx->bitmap == NULL)
15952 game_gadget[id] = NULL;
15957 if (id == GAME_CTRL_ID_STOP ||
15958 id == GAME_CTRL_ID_PANEL_STOP ||
15959 id == GAME_CTRL_ID_TOUCH_STOP ||
15960 id == GAME_CTRL_ID_PLAY ||
15961 id == GAME_CTRL_ID_PANEL_PLAY ||
15962 id == GAME_CTRL_ID_SAVE ||
15963 id == GAME_CTRL_ID_LOAD)
15965 button_type = GD_TYPE_NORMAL_BUTTON;
15967 event_mask = GD_EVENT_RELEASED;
15969 else if (id == GAME_CTRL_ID_UNDO ||
15970 id == GAME_CTRL_ID_REDO)
15972 button_type = GD_TYPE_NORMAL_BUTTON;
15974 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15978 button_type = GD_TYPE_CHECK_BUTTON;
15979 checked = (gamebutton_info[i].setup_value != NULL ?
15980 *gamebutton_info[i].setup_value : FALSE);
15981 event_mask = GD_EVENT_PRESSED;
15984 gi = CreateGadget(GDI_CUSTOM_ID, id,
15985 GDI_IMAGE_ID, graphic,
15986 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15989 GDI_WIDTH, gfx->width,
15990 GDI_HEIGHT, gfx->height,
15991 GDI_TYPE, button_type,
15992 GDI_STATE, GD_BUTTON_UNPRESSED,
15993 GDI_CHECKED, checked,
15994 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15995 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15996 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15997 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15998 GDI_DIRECT_DRAW, FALSE,
15999 GDI_OVERLAY_TOUCH_BUTTON, is_touch_button,
16000 GDI_EVENT_MASK, event_mask,
16001 GDI_CALLBACK_ACTION, HandleGameButtons,
16005 Fail("cannot create gadget");
16007 game_gadget[id] = gi;
16011 void FreeGameButtons(void)
16015 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16016 FreeGadget(game_gadget[i]);
16019 static void UnmapGameButtonsAtSamePosition(int id)
16023 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16025 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
16026 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
16027 UnmapGadget(game_gadget[i]);
16030 static void UnmapGameButtonsAtSamePosition_All(void)
16032 if (setup.show_snapshot_buttons)
16034 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16035 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16036 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16040 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
16041 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
16042 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
16044 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
16045 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
16046 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
16050 static void MapGameButtonsAtSamePosition(int id)
16054 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16056 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
16057 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
16058 MapGadget(game_gadget[i]);
16060 UnmapGameButtonsAtSamePosition_All();
16063 void MapUndoRedoButtons(void)
16065 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16066 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16068 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
16069 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
16072 void UnmapUndoRedoButtons(void)
16074 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
16075 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
16077 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16078 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16081 void ModifyPauseButtons(void)
16085 GAME_CTRL_ID_PAUSE,
16086 GAME_CTRL_ID_PAUSE2,
16087 GAME_CTRL_ID_PANEL_PAUSE,
16088 GAME_CTRL_ID_TOUCH_PAUSE,
16093 for (i = 0; ids[i] > -1; i++)
16094 ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END);
16097 static void MapGameButtonsExt(boolean on_tape)
16101 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16102 if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
16103 i != GAME_CTRL_ID_UNDO &&
16104 i != GAME_CTRL_ID_REDO)
16105 MapGadget(game_gadget[i]);
16107 UnmapGameButtonsAtSamePosition_All();
16109 RedrawGameButtons();
16112 static void UnmapGameButtonsExt(boolean on_tape)
16116 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16117 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16118 UnmapGadget(game_gadget[i]);
16121 static void RedrawGameButtonsExt(boolean on_tape)
16125 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16126 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16127 RedrawGadget(game_gadget[i]);
16130 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
16135 gi->checked = state;
16138 static void RedrawSoundButtonGadget(int id)
16140 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
16141 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
16142 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
16143 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
16144 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
16145 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
16148 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
16149 RedrawGadget(game_gadget[id2]);
16152 void MapGameButtons(void)
16154 MapGameButtonsExt(FALSE);
16157 void UnmapGameButtons(void)
16159 UnmapGameButtonsExt(FALSE);
16162 void RedrawGameButtons(void)
16164 RedrawGameButtonsExt(FALSE);
16167 void MapGameButtonsOnTape(void)
16169 MapGameButtonsExt(TRUE);
16172 void UnmapGameButtonsOnTape(void)
16174 UnmapGameButtonsExt(TRUE);
16177 void RedrawGameButtonsOnTape(void)
16179 RedrawGameButtonsExt(TRUE);
16182 static void GameUndoRedoExt(void)
16184 ClearPlayerAction();
16186 tape.pausing = TRUE;
16189 UpdateAndDisplayGameControlValues();
16191 DrawCompleteVideoDisplay();
16192 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
16193 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
16194 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
16199 static void GameUndo(int steps)
16201 if (!CheckEngineSnapshotList())
16204 LoadEngineSnapshot_Undo(steps);
16209 static void GameRedo(int steps)
16211 if (!CheckEngineSnapshotList())
16214 LoadEngineSnapshot_Redo(steps);
16219 static void HandleGameButtonsExt(int id, int button)
16221 static boolean game_undo_executed = FALSE;
16222 int steps = BUTTON_STEPSIZE(button);
16223 boolean handle_game_buttons =
16224 (game_status == GAME_MODE_PLAYING ||
16225 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
16227 if (!handle_game_buttons)
16232 case GAME_CTRL_ID_STOP:
16233 case GAME_CTRL_ID_PANEL_STOP:
16234 case GAME_CTRL_ID_TOUCH_STOP:
16235 if (game_status == GAME_MODE_MAIN)
16241 RequestQuitGame(TRUE);
16245 case GAME_CTRL_ID_PAUSE:
16246 case GAME_CTRL_ID_PAUSE2:
16247 case GAME_CTRL_ID_PANEL_PAUSE:
16248 case GAME_CTRL_ID_TOUCH_PAUSE:
16249 if (network.enabled && game_status == GAME_MODE_PLAYING)
16252 SendToServer_ContinuePlaying();
16254 SendToServer_PausePlaying();
16257 TapeTogglePause(TAPE_TOGGLE_MANUAL);
16259 game_undo_executed = FALSE;
16263 case GAME_CTRL_ID_PLAY:
16264 case GAME_CTRL_ID_PANEL_PLAY:
16265 if (game_status == GAME_MODE_MAIN)
16267 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
16269 else if (tape.pausing)
16271 if (network.enabled)
16272 SendToServer_ContinuePlaying();
16274 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
16278 case GAME_CTRL_ID_UNDO:
16279 // Important: When using "save snapshot when collecting an item" mode,
16280 // load last (current) snapshot for first "undo" after pressing "pause"
16281 // (else the last-but-one snapshot would be loaded, because the snapshot
16282 // pointer already points to the last snapshot when pressing "pause",
16283 // which is fine for "every step/move" mode, but not for "every collect")
16284 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16285 !game_undo_executed)
16288 game_undo_executed = TRUE;
16293 case GAME_CTRL_ID_REDO:
16297 case GAME_CTRL_ID_SAVE:
16301 case GAME_CTRL_ID_LOAD:
16305 case SOUND_CTRL_ID_MUSIC:
16306 case SOUND_CTRL_ID_PANEL_MUSIC:
16307 if (setup.sound_music)
16309 setup.sound_music = FALSE;
16313 else if (audio.music_available)
16315 setup.sound = setup.sound_music = TRUE;
16317 SetAudioMode(setup.sound);
16319 if (game_status == GAME_MODE_PLAYING)
16323 RedrawSoundButtonGadget(id);
16327 case SOUND_CTRL_ID_LOOPS:
16328 case SOUND_CTRL_ID_PANEL_LOOPS:
16329 if (setup.sound_loops)
16330 setup.sound_loops = FALSE;
16331 else if (audio.loops_available)
16333 setup.sound = setup.sound_loops = TRUE;
16335 SetAudioMode(setup.sound);
16338 RedrawSoundButtonGadget(id);
16342 case SOUND_CTRL_ID_SIMPLE:
16343 case SOUND_CTRL_ID_PANEL_SIMPLE:
16344 if (setup.sound_simple)
16345 setup.sound_simple = FALSE;
16346 else if (audio.sound_available)
16348 setup.sound = setup.sound_simple = TRUE;
16350 SetAudioMode(setup.sound);
16353 RedrawSoundButtonGadget(id);
16362 static void HandleGameButtons(struct GadgetInfo *gi)
16364 HandleGameButtonsExt(gi->custom_id, gi->event.button);
16367 void HandleSoundButtonKeys(Key key)
16369 if (key == setup.shortcut.sound_simple)
16370 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
16371 else if (key == setup.shortcut.sound_loops)
16372 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
16373 else if (key == setup.shortcut.sound_music)
16374 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);