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();
2873 static void UpdateGameDoorValues(void)
2875 UpdateGameControlValues();
2879 void DrawGameDoorValues(void)
2881 DisplayGameControlValues();
2885 // ============================================================================
2887 // ----------------------------------------------------------------------------
2888 // initialize game engine due to level / tape version number
2889 // ============================================================================
2891 static void InitGameEngine(void)
2893 int i, j, k, l, x, y;
2895 // set game engine from tape file when re-playing, else from level file
2896 game.engine_version = (tape.playing ? tape.engine_version :
2897 level.game_version);
2899 // set single or multi-player game mode (needed for re-playing tapes)
2900 game.team_mode = setup.team_mode;
2904 int num_players = 0;
2906 for (i = 0; i < MAX_PLAYERS; i++)
2907 if (tape.player_participates[i])
2910 // multi-player tapes contain input data for more than one player
2911 game.team_mode = (num_players > 1);
2915 Debug("game:init:level", "level %d: level.game_version == %06d", level_nr,
2916 level.game_version);
2917 Debug("game:init:level", " tape.file_version == %06d",
2919 Debug("game:init:level", " tape.game_version == %06d",
2921 Debug("game:init:level", " tape.engine_version == %06d",
2922 tape.engine_version);
2923 Debug("game:init:level", " => game.engine_version == %06d [tape mode: %s]",
2924 game.engine_version, (tape.playing ? "PLAYING" : "RECORDING"));
2927 // --------------------------------------------------------------------------
2928 // set flags for bugs and changes according to active game engine version
2929 // --------------------------------------------------------------------------
2933 Fixed property "can fall" for run-time element "EL_AMOEBA_DROPPING"
2935 Bug was introduced in version:
2938 Bug was fixed in version:
2942 In version 2.0.1, a new run-time element "EL_AMOEBA_DROPPING" was added,
2943 but the property "can fall" was missing, which caused some levels to be
2944 unsolvable. This was fixed in version 4.2.0.0.
2946 Affected levels/tapes:
2947 An example for a tape that was fixed by this bugfix is tape 029 from the
2948 level set "rnd_sam_bateman".
2949 The wrong behaviour will still be used for all levels or tapes that were
2950 created/recorded with it. An example for this is tape 023 from the level
2951 set "rnd_gerhard_haeusler", which was recorded with a buggy game engine.
2954 boolean use_amoeba_dropping_cannot_fall_bug =
2955 ((game.engine_version >= VERSION_IDENT(2,0,1,0) &&
2956 game.engine_version < VERSION_IDENT(4,2,0,0)) ||
2958 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
2959 tape.game_version < VERSION_IDENT(4,2,0,0)));
2962 Summary of bugfix/change:
2963 Fixed move speed of elements entering or leaving magic wall.
2965 Fixed/changed in version:
2969 Before 2.0.1, move speed of elements entering or leaving magic wall was
2970 twice as fast as it is now.
2971 Since 2.0.1, this is set to a lower value by using move_stepsize_list[].
2973 Affected levels/tapes:
2974 The first condition is generally needed for all levels/tapes before version
2975 2.0.1, which might use the old behaviour before it was changed; known tapes
2976 that are affected: Tape 014 from the level set "rnd_conor_mancone".
2977 The second condition is an exception from the above case and is needed for
2978 the special case of tapes recorded with game (not engine!) version 2.0.1 or
2979 above, but before it was known that this change would break tapes like the
2980 above and was fixed in 4.2.0.0, so that the changed behaviour was active
2981 although the engine version while recording maybe was before 2.0.1. There
2982 are a lot of tapes that are affected by this exception, like tape 006 from
2983 the level set "rnd_conor_mancone".
2986 boolean use_old_move_stepsize_for_magic_wall =
2987 (game.engine_version < VERSION_IDENT(2,0,1,0) &&
2989 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
2990 tape.game_version < VERSION_IDENT(4,2,0,0)));
2993 Summary of bugfix/change:
2994 Fixed handling for custom elements that change when pushed by the player.
2996 Fixed/changed in version:
3000 Before 3.1.0, custom elements that "change when pushing" changed directly
3001 after the player started pushing them (until then handled in "DigField()").
3002 Since 3.1.0, these custom elements are not changed until the "pushing"
3003 move of the element is finished (now handled in "ContinueMoving()").
3005 Affected levels/tapes:
3006 The first condition is generally needed for all levels/tapes before version
3007 3.1.0, which might use the old behaviour before it was changed; known tapes
3008 that are affected are some tapes from the level set "Walpurgis Gardens" by
3010 The second condition is an exception from the above case and is needed for
3011 the special case of tapes recorded with game (not engine!) version 3.1.0 or
3012 above (including some development versions of 3.1.0), but before it was
3013 known that this change would break tapes like the above and was fixed in
3014 3.1.1, so that the changed behaviour was active although the engine version
3015 while recording maybe was before 3.1.0. There is at least one tape that is
3016 affected by this exception, which is the tape for the one-level set "Bug
3017 Machine" by Juergen Bonhagen.
3020 game.use_change_when_pushing_bug =
3021 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3023 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
3024 tape.game_version < VERSION_IDENT(3,1,1,0)));
3027 Summary of bugfix/change:
3028 Fixed handling for blocking the field the player leaves when moving.
3030 Fixed/changed in version:
3034 Before 3.1.1, when "block last field when moving" was enabled, the field
3035 the player is leaving when moving was blocked for the time of the move,
3036 and was directly unblocked afterwards. This resulted in the last field
3037 being blocked for exactly one less than the number of frames of one player
3038 move. Additionally, even when blocking was disabled, the last field was
3039 blocked for exactly one frame.
3040 Since 3.1.1, due to changes in player movement handling, the last field
3041 is not blocked at all when blocking is disabled. When blocking is enabled,
3042 the last field is blocked for exactly the number of frames of one player
3043 move. Additionally, if the player is Murphy, the hero of Supaplex, the
3044 last field is blocked for exactly one more than the number of frames of
3047 Affected levels/tapes:
3048 (!!! yet to be determined -- probably many !!!)
3051 game.use_block_last_field_bug =
3052 (game.engine_version < VERSION_IDENT(3,1,1,0));
3054 /* various special flags and settings for native Emerald Mine game engine */
3056 game_em.use_single_button =
3057 (game.engine_version > VERSION_IDENT(4,0,0,2));
3059 game_em.use_snap_key_bug =
3060 (game.engine_version < VERSION_IDENT(4,0,1,0));
3062 game_em.use_random_bug =
3063 (tape.property_bits & TAPE_PROPERTY_EM_RANDOM_BUG);
3065 boolean use_old_em_engine = (game.engine_version < VERSION_IDENT(4,2,0,0));
3067 game_em.use_old_explosions = use_old_em_engine;
3068 game_em.use_old_android = use_old_em_engine;
3069 game_em.use_old_push_elements = use_old_em_engine;
3070 game_em.use_old_push_into_acid = use_old_em_engine;
3072 game_em.use_wrap_around = !use_old_em_engine;
3074 // --------------------------------------------------------------------------
3076 // set maximal allowed number of custom element changes per game frame
3077 game.max_num_changes_per_frame = 1;
3079 // default scan direction: scan playfield from top/left to bottom/right
3080 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
3082 // dynamically adjust element properties according to game engine version
3083 InitElementPropertiesEngine(game.engine_version);
3085 // ---------- initialize special element properties -------------------------
3087 // "EL_AMOEBA_DROPPING" missed property "can fall" in older game versions
3088 if (use_amoeba_dropping_cannot_fall_bug)
3089 SET_PROPERTY(EL_AMOEBA_DROPPING, EP_CAN_FALL, FALSE);
3091 // ---------- initialize player's initial move delay ------------------------
3093 // dynamically adjust player properties according to level information
3094 for (i = 0; i < MAX_PLAYERS; i++)
3095 game.initial_move_delay_value[i] =
3096 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
3098 // dynamically adjust player properties according to game engine version
3099 for (i = 0; i < MAX_PLAYERS; i++)
3100 game.initial_move_delay[i] =
3101 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
3102 game.initial_move_delay_value[i] : 0);
3104 // ---------- initialize player's initial push delay ------------------------
3106 // dynamically adjust player properties according to game engine version
3107 game.initial_push_delay_value =
3108 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
3110 // ---------- initialize changing elements ----------------------------------
3112 // initialize changing elements information
3113 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3115 struct ElementInfo *ei = &element_info[i];
3117 // this pointer might have been changed in the level editor
3118 ei->change = &ei->change_page[0];
3120 if (!IS_CUSTOM_ELEMENT(i))
3122 ei->change->target_element = EL_EMPTY_SPACE;
3123 ei->change->delay_fixed = 0;
3124 ei->change->delay_random = 0;
3125 ei->change->delay_frames = 1;
3128 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3130 ei->has_change_event[j] = FALSE;
3132 ei->event_page_nr[j] = 0;
3133 ei->event_page[j] = &ei->change_page[0];
3137 // add changing elements from pre-defined list
3138 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
3140 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
3141 struct ElementInfo *ei = &element_info[ch_delay->element];
3143 ei->change->target_element = ch_delay->target_element;
3144 ei->change->delay_fixed = ch_delay->change_delay;
3146 ei->change->pre_change_function = ch_delay->pre_change_function;
3147 ei->change->change_function = ch_delay->change_function;
3148 ei->change->post_change_function = ch_delay->post_change_function;
3150 ei->change->can_change = TRUE;
3151 ei->change->can_change_or_has_action = TRUE;
3153 ei->has_change_event[CE_DELAY] = TRUE;
3155 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
3156 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3159 // ---------- initialize internal run-time variables ------------------------
3161 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3163 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3165 for (j = 0; j < ei->num_change_pages; j++)
3167 ei->change_page[j].can_change_or_has_action =
3168 (ei->change_page[j].can_change |
3169 ei->change_page[j].has_action);
3173 // add change events from custom element configuration
3174 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3176 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3178 for (j = 0; j < ei->num_change_pages; j++)
3180 if (!ei->change_page[j].can_change_or_has_action)
3183 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3185 // only add event page for the first page found with this event
3186 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3188 ei->has_change_event[k] = TRUE;
3190 ei->event_page_nr[k] = j;
3191 ei->event_page[k] = &ei->change_page[j];
3197 // ---------- initialize reference elements in change conditions ------------
3199 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3201 int element = EL_CUSTOM_START + i;
3202 struct ElementInfo *ei = &element_info[element];
3204 for (j = 0; j < ei->num_change_pages; j++)
3206 int trigger_element = ei->change_page[j].initial_trigger_element;
3208 if (trigger_element >= EL_PREV_CE_8 &&
3209 trigger_element <= EL_NEXT_CE_8)
3210 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3212 ei->change_page[j].trigger_element = trigger_element;
3216 // ---------- initialize run-time trigger player and element ----------------
3218 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3220 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3222 for (j = 0; j < ei->num_change_pages; j++)
3224 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3225 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3226 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3227 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3228 ei->change_page[j].actual_trigger_ce_value = 0;
3229 ei->change_page[j].actual_trigger_ce_score = 0;
3233 // ---------- initialize trigger events -------------------------------------
3235 // initialize trigger events information
3236 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3237 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3238 trigger_events[i][j] = FALSE;
3240 // add trigger events from element change event properties
3241 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3243 struct ElementInfo *ei = &element_info[i];
3245 for (j = 0; j < ei->num_change_pages; j++)
3247 if (!ei->change_page[j].can_change_or_has_action)
3250 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3252 int trigger_element = ei->change_page[j].trigger_element;
3254 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3256 if (ei->change_page[j].has_event[k])
3258 if (IS_GROUP_ELEMENT(trigger_element))
3260 struct ElementGroupInfo *group =
3261 element_info[trigger_element].group;
3263 for (l = 0; l < group->num_elements_resolved; l++)
3264 trigger_events[group->element_resolved[l]][k] = TRUE;
3266 else if (trigger_element == EL_ANY_ELEMENT)
3267 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3268 trigger_events[l][k] = TRUE;
3270 trigger_events[trigger_element][k] = TRUE;
3277 // ---------- initialize push delay -----------------------------------------
3279 // initialize push delay values to default
3280 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3282 if (!IS_CUSTOM_ELEMENT(i))
3284 // set default push delay values (corrected since version 3.0.7-1)
3285 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3287 element_info[i].push_delay_fixed = 2;
3288 element_info[i].push_delay_random = 8;
3292 element_info[i].push_delay_fixed = 8;
3293 element_info[i].push_delay_random = 8;
3298 // set push delay value for certain elements from pre-defined list
3299 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3301 int e = push_delay_list[i].element;
3303 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3304 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3307 // set push delay value for Supaplex elements for newer engine versions
3308 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3310 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3312 if (IS_SP_ELEMENT(i))
3314 // set SP push delay to just enough to push under a falling zonk
3315 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3317 element_info[i].push_delay_fixed = delay;
3318 element_info[i].push_delay_random = 0;
3323 // ---------- initialize move stepsize --------------------------------------
3325 // initialize move stepsize values to default
3326 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3327 if (!IS_CUSTOM_ELEMENT(i))
3328 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3330 // set move stepsize value for certain elements from pre-defined list
3331 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3333 int e = move_stepsize_list[i].element;
3335 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3337 // set move stepsize value for certain elements for older engine versions
3338 if (use_old_move_stepsize_for_magic_wall)
3340 if (e == EL_MAGIC_WALL_FILLING ||
3341 e == EL_MAGIC_WALL_EMPTYING ||
3342 e == EL_BD_MAGIC_WALL_FILLING ||
3343 e == EL_BD_MAGIC_WALL_EMPTYING)
3344 element_info[e].move_stepsize *= 2;
3348 // ---------- initialize collect score --------------------------------------
3350 // initialize collect score values for custom elements from initial value
3351 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3352 if (IS_CUSTOM_ELEMENT(i))
3353 element_info[i].collect_score = element_info[i].collect_score_initial;
3355 // ---------- initialize collect count --------------------------------------
3357 // initialize collect count values for non-custom elements
3358 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3359 if (!IS_CUSTOM_ELEMENT(i))
3360 element_info[i].collect_count_initial = 0;
3362 // add collect count values for all elements from pre-defined list
3363 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3364 element_info[collect_count_list[i].element].collect_count_initial =
3365 collect_count_list[i].count;
3367 // ---------- initialize access direction -----------------------------------
3369 // initialize access direction values to default (access from every side)
3370 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3371 if (!IS_CUSTOM_ELEMENT(i))
3372 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3374 // set access direction value for certain elements from pre-defined list
3375 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3376 element_info[access_direction_list[i].element].access_direction =
3377 access_direction_list[i].direction;
3379 // ---------- initialize explosion content ----------------------------------
3380 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3382 if (IS_CUSTOM_ELEMENT(i))
3385 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3387 // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3389 element_info[i].content.e[x][y] =
3390 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3391 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3392 i == EL_PLAYER_3 ? EL_EMERALD :
3393 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3394 i == EL_MOLE ? EL_EMERALD_RED :
3395 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3396 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3397 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3398 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3399 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3400 i == EL_WALL_EMERALD ? EL_EMERALD :
3401 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3402 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3403 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3404 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3405 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3406 i == EL_WALL_PEARL ? EL_PEARL :
3407 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3412 // ---------- initialize recursion detection --------------------------------
3413 recursion_loop_depth = 0;
3414 recursion_loop_detected = FALSE;
3415 recursion_loop_element = EL_UNDEFINED;
3417 // ---------- initialize graphics engine ------------------------------------
3418 game.scroll_delay_value =
3419 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3420 level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3421 !setup.forced_scroll_delay ? 0 :
3422 setup.scroll_delay ? setup.scroll_delay_value : 0);
3423 game.scroll_delay_value =
3424 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3426 // ---------- initialize game engine snapshots ------------------------------
3427 for (i = 0; i < MAX_PLAYERS; i++)
3428 game.snapshot.last_action[i] = 0;
3429 game.snapshot.changed_action = FALSE;
3430 game.snapshot.collected_item = FALSE;
3431 game.snapshot.mode =
3432 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3433 SNAPSHOT_MODE_EVERY_STEP :
3434 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3435 SNAPSHOT_MODE_EVERY_MOVE :
3436 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3437 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3438 game.snapshot.save_snapshot = FALSE;
3440 // ---------- initialize level time for Supaplex engine ---------------------
3441 // Supaplex levels with time limit currently unsupported -- should be added
3442 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3445 // ---------- initialize flags for handling game actions --------------------
3447 // set flags for game actions to default values
3448 game.use_key_actions = TRUE;
3449 game.use_mouse_actions = FALSE;
3451 // when using Mirror Magic game engine, handle mouse events only
3452 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
3454 game.use_key_actions = FALSE;
3455 game.use_mouse_actions = TRUE;
3458 // check for custom elements with mouse click events
3459 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
3461 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3463 int element = EL_CUSTOM_START + i;
3465 if (HAS_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
3466 HAS_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
3467 HAS_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
3468 HAS_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
3469 game.use_mouse_actions = TRUE;
3474 static int get_num_special_action(int element, int action_first,
3477 int num_special_action = 0;
3480 for (i = action_first; i <= action_last; i++)
3482 boolean found = FALSE;
3484 for (j = 0; j < NUM_DIRECTIONS; j++)
3485 if (el_act_dir2img(element, i, j) !=
3486 el_act_dir2img(element, ACTION_DEFAULT, j))
3490 num_special_action++;
3495 return num_special_action;
3499 // ============================================================================
3501 // ----------------------------------------------------------------------------
3502 // initialize and start new game
3503 // ============================================================================
3505 #if DEBUG_INIT_PLAYER
3506 static void DebugPrintPlayerStatus(char *message)
3513 Debug("game:init:player", "%s:", message);
3515 for (i = 0; i < MAX_PLAYERS; i++)
3517 struct PlayerInfo *player = &stored_player[i];
3519 Debug("game:init:player",
3520 "- player %d: present == %d, connected == %d [%d/%d], active == %d%s",
3524 player->connected_locally,
3525 player->connected_network,
3527 (local_player == player ? " (local player)" : ""));
3534 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3535 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3536 int fade_mask = REDRAW_FIELD;
3538 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3539 boolean emulate_sb = TRUE; // unless non-SOKOBAN elements found
3540 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3541 int initial_move_dir = MV_DOWN;
3544 // required here to update video display before fading (FIX THIS)
3545 DrawMaskedBorder(REDRAW_DOOR_2);
3547 if (!game.restart_level)
3548 CloseDoor(DOOR_CLOSE_1);
3550 SetGameStatus(GAME_MODE_PLAYING);
3552 if (level_editor_test_game)
3553 FadeSkipNextFadeOut();
3555 FadeSetEnterScreen();
3558 fade_mask = REDRAW_ALL;
3560 FadeLevelSoundsAndMusic();
3562 ExpireSoundLoops(TRUE);
3566 if (level_editor_test_game)
3567 FadeSkipNextFadeIn();
3569 // needed if different viewport properties defined for playing
3570 ChangeViewportPropertiesIfNeeded();
3574 DrawCompleteVideoDisplay();
3576 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3579 InitGameControlValues();
3583 // initialize tape actions from game when recording tape
3584 tape.use_key_actions = game.use_key_actions;
3585 tape.use_mouse_actions = game.use_mouse_actions;
3587 // initialize visible playfield size when recording tape (for team mode)
3588 tape.scr_fieldx = SCR_FIELDX;
3589 tape.scr_fieldy = SCR_FIELDY;
3592 // don't play tapes over network
3593 network_playing = (network.enabled && !tape.playing);
3595 for (i = 0; i < MAX_PLAYERS; i++)
3597 struct PlayerInfo *player = &stored_player[i];
3599 player->index_nr = i;
3600 player->index_bit = (1 << i);
3601 player->element_nr = EL_PLAYER_1 + i;
3603 player->present = FALSE;
3604 player->active = FALSE;
3605 player->mapped = FALSE;
3607 player->killed = FALSE;
3608 player->reanimated = FALSE;
3609 player->buried = FALSE;
3612 player->effective_action = 0;
3613 player->programmed_action = 0;
3614 player->snap_action = 0;
3616 player->mouse_action.lx = 0;
3617 player->mouse_action.ly = 0;
3618 player->mouse_action.button = 0;
3619 player->mouse_action.button_hint = 0;
3621 player->effective_mouse_action.lx = 0;
3622 player->effective_mouse_action.ly = 0;
3623 player->effective_mouse_action.button = 0;
3624 player->effective_mouse_action.button_hint = 0;
3626 for (j = 0; j < MAX_NUM_KEYS; j++)
3627 player->key[j] = FALSE;
3629 player->num_white_keys = 0;
3631 player->dynabomb_count = 0;
3632 player->dynabomb_size = 1;
3633 player->dynabombs_left = 0;
3634 player->dynabomb_xl = FALSE;
3636 player->MovDir = initial_move_dir;
3639 player->GfxDir = initial_move_dir;
3640 player->GfxAction = ACTION_DEFAULT;
3642 player->StepFrame = 0;
3644 player->initial_element = player->element_nr;
3645 player->artwork_element =
3646 (level.use_artwork_element[i] ? level.artwork_element[i] :
3647 player->element_nr);
3648 player->use_murphy = FALSE;
3650 player->block_last_field = FALSE; // initialized in InitPlayerField()
3651 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3653 player->gravity = level.initial_player_gravity[i];
3655 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3657 player->actual_frame_counter = 0;
3659 player->step_counter = 0;
3661 player->last_move_dir = initial_move_dir;
3663 player->is_active = FALSE;
3665 player->is_waiting = FALSE;
3666 player->is_moving = FALSE;
3667 player->is_auto_moving = FALSE;
3668 player->is_digging = FALSE;
3669 player->is_snapping = FALSE;
3670 player->is_collecting = FALSE;
3671 player->is_pushing = FALSE;
3672 player->is_switching = FALSE;
3673 player->is_dropping = FALSE;
3674 player->is_dropping_pressed = FALSE;
3676 player->is_bored = FALSE;
3677 player->is_sleeping = FALSE;
3679 player->was_waiting = TRUE;
3680 player->was_moving = FALSE;
3681 player->was_snapping = FALSE;
3682 player->was_dropping = FALSE;
3684 player->force_dropping = FALSE;
3686 player->frame_counter_bored = -1;
3687 player->frame_counter_sleeping = -1;
3689 player->anim_delay_counter = 0;
3690 player->post_delay_counter = 0;
3692 player->dir_waiting = initial_move_dir;
3693 player->action_waiting = ACTION_DEFAULT;
3694 player->last_action_waiting = ACTION_DEFAULT;
3695 player->special_action_bored = ACTION_DEFAULT;
3696 player->special_action_sleeping = ACTION_DEFAULT;
3698 player->switch_x = -1;
3699 player->switch_y = -1;
3701 player->drop_x = -1;
3702 player->drop_y = -1;
3704 player->show_envelope = 0;
3706 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3708 player->push_delay = -1; // initialized when pushing starts
3709 player->push_delay_value = game.initial_push_delay_value;
3711 player->drop_delay = 0;
3712 player->drop_pressed_delay = 0;
3714 player->last_jx = -1;
3715 player->last_jy = -1;
3719 player->shield_normal_time_left = 0;
3720 player->shield_deadly_time_left = 0;
3722 player->last_removed_element = EL_UNDEFINED;
3724 player->inventory_infinite_element = EL_UNDEFINED;
3725 player->inventory_size = 0;
3727 if (level.use_initial_inventory[i])
3729 for (j = 0; j < level.initial_inventory_size[i]; j++)
3731 int element = level.initial_inventory_content[i][j];
3732 int collect_count = element_info[element].collect_count_initial;
3735 if (!IS_CUSTOM_ELEMENT(element))
3738 if (collect_count == 0)
3739 player->inventory_infinite_element = element;
3741 for (k = 0; k < collect_count; k++)
3742 if (player->inventory_size < MAX_INVENTORY_SIZE)
3743 player->inventory_element[player->inventory_size++] = element;
3747 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3748 SnapField(player, 0, 0);
3750 map_player_action[i] = i;
3753 network_player_action_received = FALSE;
3755 // initial null action
3756 if (network_playing)
3757 SendToServer_MovePlayer(MV_NONE);
3762 TimeLeft = level.time;
3765 ScreenMovDir = MV_NONE;
3769 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3771 game.robot_wheel_x = -1;
3772 game.robot_wheel_y = -1;
3777 game.all_players_gone = FALSE;
3779 game.LevelSolved = FALSE;
3780 game.GameOver = FALSE;
3782 game.GamePlayed = !tape.playing;
3784 game.LevelSolved_GameWon = FALSE;
3785 game.LevelSolved_GameEnd = FALSE;
3786 game.LevelSolved_SaveTape = FALSE;
3787 game.LevelSolved_SaveScore = FALSE;
3789 game.LevelSolved_CountingTime = 0;
3790 game.LevelSolved_CountingScore = 0;
3791 game.LevelSolved_CountingHealth = 0;
3793 game.panel.active = TRUE;
3795 game.no_time_limit = (level.time == 0);
3797 game.yamyam_content_nr = 0;
3798 game.robot_wheel_active = FALSE;
3799 game.magic_wall_active = FALSE;
3800 game.magic_wall_time_left = 0;
3801 game.light_time_left = 0;
3802 game.timegate_time_left = 0;
3803 game.switchgate_pos = 0;
3804 game.wind_direction = level.wind_direction_initial;
3807 game.score_final = 0;
3809 game.health = MAX_HEALTH;
3810 game.health_final = MAX_HEALTH;
3812 game.gems_still_needed = level.gems_needed;
3813 game.sokoban_fields_still_needed = 0;
3814 game.sokoban_objects_still_needed = 0;
3815 game.lights_still_needed = 0;
3816 game.players_still_needed = 0;
3817 game.friends_still_needed = 0;
3819 game.lenses_time_left = 0;
3820 game.magnify_time_left = 0;
3822 game.ball_active = level.ball_active_initial;
3823 game.ball_content_nr = 0;
3825 game.explosions_delayed = TRUE;
3827 game.envelope_active = FALSE;
3829 for (i = 0; i < NUM_BELTS; i++)
3831 game.belt_dir[i] = MV_NONE;
3832 game.belt_dir_nr[i] = 3; // not moving, next moving left
3835 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3836 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3838 #if DEBUG_INIT_PLAYER
3839 DebugPrintPlayerStatus("Player status at level initialization");
3842 SCAN_PLAYFIELD(x, y)
3844 Tile[x][y] = Last[x][y] = level.field[x][y];
3845 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3846 ChangeDelay[x][y] = 0;
3847 ChangePage[x][y] = -1;
3848 CustomValue[x][y] = 0; // initialized in InitField()
3849 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3851 WasJustMoving[x][y] = 0;
3852 WasJustFalling[x][y] = 0;
3853 CheckCollision[x][y] = 0;
3854 CheckImpact[x][y] = 0;
3856 Pushed[x][y] = FALSE;
3858 ChangeCount[x][y] = 0;
3859 ChangeEvent[x][y] = -1;
3861 ExplodePhase[x][y] = 0;
3862 ExplodeDelay[x][y] = 0;
3863 ExplodeField[x][y] = EX_TYPE_NONE;
3865 RunnerVisit[x][y] = 0;
3866 PlayerVisit[x][y] = 0;
3869 GfxRandom[x][y] = INIT_GFX_RANDOM();
3870 GfxElement[x][y] = EL_UNDEFINED;
3871 GfxAction[x][y] = ACTION_DEFAULT;
3872 GfxDir[x][y] = MV_NONE;
3873 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3876 SCAN_PLAYFIELD(x, y)
3878 if (emulate_bd && !IS_BD_ELEMENT(Tile[x][y]))
3880 if (emulate_sb && !IS_SB_ELEMENT(Tile[x][y]))
3882 if (emulate_sp && !IS_SP_ELEMENT(Tile[x][y]))
3885 InitField(x, y, TRUE);
3887 ResetGfxAnimation(x, y);
3892 for (i = 0; i < MAX_PLAYERS; i++)
3894 struct PlayerInfo *player = &stored_player[i];
3896 // set number of special actions for bored and sleeping animation
3897 player->num_special_action_bored =
3898 get_num_special_action(player->artwork_element,
3899 ACTION_BORING_1, ACTION_BORING_LAST);
3900 player->num_special_action_sleeping =
3901 get_num_special_action(player->artwork_element,
3902 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3905 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3906 emulate_sb ? EMU_SOKOBAN :
3907 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3909 // initialize type of slippery elements
3910 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3912 if (!IS_CUSTOM_ELEMENT(i))
3914 // default: elements slip down either to the left or right randomly
3915 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3917 // SP style elements prefer to slip down on the left side
3918 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3919 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3921 // BD style elements prefer to slip down on the left side
3922 if (game.emulation == EMU_BOULDERDASH)
3923 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3927 // initialize explosion and ignition delay
3928 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3930 if (!IS_CUSTOM_ELEMENT(i))
3933 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3934 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3935 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3936 int last_phase = (num_phase + 1) * delay;
3937 int half_phase = (num_phase / 2) * delay;
3939 element_info[i].explosion_delay = last_phase - 1;
3940 element_info[i].ignition_delay = half_phase;
3942 if (i == EL_BLACK_ORB)
3943 element_info[i].ignition_delay = 1;
3947 // correct non-moving belts to start moving left
3948 for (i = 0; i < NUM_BELTS; i++)
3949 if (game.belt_dir[i] == MV_NONE)
3950 game.belt_dir_nr[i] = 3; // not moving, next moving left
3952 #if USE_NEW_PLAYER_ASSIGNMENTS
3953 // use preferred player also in local single-player mode
3954 if (!network.enabled && !game.team_mode)
3956 int new_index_nr = setup.network_player_nr;
3958 if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
3960 for (i = 0; i < MAX_PLAYERS; i++)
3961 stored_player[i].connected_locally = FALSE;
3963 stored_player[new_index_nr].connected_locally = TRUE;
3967 for (i = 0; i < MAX_PLAYERS; i++)
3969 stored_player[i].connected = FALSE;
3971 // in network game mode, the local player might not be the first player
3972 if (stored_player[i].connected_locally)
3973 local_player = &stored_player[i];
3976 if (!network.enabled)
3977 local_player->connected = TRUE;
3981 for (i = 0; i < MAX_PLAYERS; i++)
3982 stored_player[i].connected = tape.player_participates[i];
3984 else if (network.enabled)
3986 // add team mode players connected over the network (needed for correct
3987 // assignment of player figures from level to locally playing players)
3989 for (i = 0; i < MAX_PLAYERS; i++)
3990 if (stored_player[i].connected_network)
3991 stored_player[i].connected = TRUE;
3993 else if (game.team_mode)
3995 // try to guess locally connected team mode players (needed for correct
3996 // assignment of player figures from level to locally playing players)
3998 for (i = 0; i < MAX_PLAYERS; i++)
3999 if (setup.input[i].use_joystick ||
4000 setup.input[i].key.left != KSYM_UNDEFINED)
4001 stored_player[i].connected = TRUE;
4004 #if DEBUG_INIT_PLAYER
4005 DebugPrintPlayerStatus("Player status after level initialization");
4008 #if DEBUG_INIT_PLAYER
4009 Debug("game:init:player", "Reassigning players ...");
4012 // check if any connected player was not found in playfield
4013 for (i = 0; i < MAX_PLAYERS; i++)
4015 struct PlayerInfo *player = &stored_player[i];
4017 if (player->connected && !player->present)
4019 struct PlayerInfo *field_player = NULL;
4021 #if DEBUG_INIT_PLAYER
4022 Debug("game:init:player",
4023 "- looking for field player for player %d ...", i + 1);
4026 // assign first free player found that is present in the playfield
4028 // first try: look for unmapped playfield player that is not connected
4029 for (j = 0; j < MAX_PLAYERS; j++)
4030 if (field_player == NULL &&
4031 stored_player[j].present &&
4032 !stored_player[j].mapped &&
4033 !stored_player[j].connected)
4034 field_player = &stored_player[j];
4036 // second try: look for *any* unmapped playfield player
4037 for (j = 0; j < MAX_PLAYERS; j++)
4038 if (field_player == NULL &&
4039 stored_player[j].present &&
4040 !stored_player[j].mapped)
4041 field_player = &stored_player[j];
4043 if (field_player != NULL)
4045 int jx = field_player->jx, jy = field_player->jy;
4047 #if DEBUG_INIT_PLAYER
4048 Debug("game:init:player", "- found player %d",
4049 field_player->index_nr + 1);
4052 player->present = FALSE;
4053 player->active = FALSE;
4055 field_player->present = TRUE;
4056 field_player->active = TRUE;
4059 player->initial_element = field_player->initial_element;
4060 player->artwork_element = field_player->artwork_element;
4062 player->block_last_field = field_player->block_last_field;
4063 player->block_delay_adjustment = field_player->block_delay_adjustment;
4066 StorePlayer[jx][jy] = field_player->element_nr;
4068 field_player->jx = field_player->last_jx = jx;
4069 field_player->jy = field_player->last_jy = jy;
4071 if (local_player == player)
4072 local_player = field_player;
4074 map_player_action[field_player->index_nr] = i;
4076 field_player->mapped = TRUE;
4078 #if DEBUG_INIT_PLAYER
4079 Debug("game:init:player", "- map_player_action[%d] == %d",
4080 field_player->index_nr + 1, i + 1);
4085 if (player->connected && player->present)
4086 player->mapped = TRUE;
4089 #if DEBUG_INIT_PLAYER
4090 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
4095 // check if any connected player was not found in playfield
4096 for (i = 0; i < MAX_PLAYERS; i++)
4098 struct PlayerInfo *player = &stored_player[i];
4100 if (player->connected && !player->present)
4102 for (j = 0; j < MAX_PLAYERS; j++)
4104 struct PlayerInfo *field_player = &stored_player[j];
4105 int jx = field_player->jx, jy = field_player->jy;
4107 // assign first free player found that is present in the playfield
4108 if (field_player->present && !field_player->connected)
4110 player->present = TRUE;
4111 player->active = TRUE;
4113 field_player->present = FALSE;
4114 field_player->active = FALSE;
4116 player->initial_element = field_player->initial_element;
4117 player->artwork_element = field_player->artwork_element;
4119 player->block_last_field = field_player->block_last_field;
4120 player->block_delay_adjustment = field_player->block_delay_adjustment;
4122 StorePlayer[jx][jy] = player->element_nr;
4124 player->jx = player->last_jx = jx;
4125 player->jy = player->last_jy = jy;
4135 Debug("game:init:player", "local_player->present == %d",
4136 local_player->present);
4139 // set focus to local player for network games, else to all players
4140 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
4141 game.centered_player_nr_next = game.centered_player_nr;
4142 game.set_centered_player = FALSE;
4143 game.set_centered_player_wrap = FALSE;
4145 if (network_playing && tape.recording)
4147 // store client dependent player focus when recording network games
4148 tape.centered_player_nr_next = game.centered_player_nr_next;
4149 tape.set_centered_player = TRUE;
4154 // when playing a tape, eliminate all players who do not participate
4156 #if USE_NEW_PLAYER_ASSIGNMENTS
4158 if (!game.team_mode)
4160 for (i = 0; i < MAX_PLAYERS; i++)
4162 if (stored_player[i].active &&
4163 !tape.player_participates[map_player_action[i]])
4165 struct PlayerInfo *player = &stored_player[i];
4166 int jx = player->jx, jy = player->jy;
4168 #if DEBUG_INIT_PLAYER
4169 Debug("game:init:player", "Removing player %d at (%d, %d)",
4173 player->active = FALSE;
4174 StorePlayer[jx][jy] = 0;
4175 Tile[jx][jy] = EL_EMPTY;
4182 for (i = 0; i < MAX_PLAYERS; i++)
4184 if (stored_player[i].active &&
4185 !tape.player_participates[i])
4187 struct PlayerInfo *player = &stored_player[i];
4188 int jx = player->jx, jy = player->jy;
4190 player->active = FALSE;
4191 StorePlayer[jx][jy] = 0;
4192 Tile[jx][jy] = EL_EMPTY;
4197 else if (!network.enabled && !game.team_mode) // && !tape.playing
4199 // when in single player mode, eliminate all but the local player
4201 for (i = 0; i < MAX_PLAYERS; i++)
4203 struct PlayerInfo *player = &stored_player[i];
4205 if (player->active && player != local_player)
4207 int jx = player->jx, jy = player->jy;
4209 player->active = FALSE;
4210 player->present = FALSE;
4212 StorePlayer[jx][jy] = 0;
4213 Tile[jx][jy] = EL_EMPTY;
4218 for (i = 0; i < MAX_PLAYERS; i++)
4219 if (stored_player[i].active)
4220 game.players_still_needed++;
4222 if (level.solved_by_one_player)
4223 game.players_still_needed = 1;
4225 // when recording the game, store which players take part in the game
4228 #if USE_NEW_PLAYER_ASSIGNMENTS
4229 for (i = 0; i < MAX_PLAYERS; i++)
4230 if (stored_player[i].connected)
4231 tape.player_participates[i] = TRUE;
4233 for (i = 0; i < MAX_PLAYERS; i++)
4234 if (stored_player[i].active)
4235 tape.player_participates[i] = TRUE;
4239 #if DEBUG_INIT_PLAYER
4240 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4243 if (BorderElement == EL_EMPTY)
4246 SBX_Right = lev_fieldx - SCR_FIELDX;
4248 SBY_Lower = lev_fieldy - SCR_FIELDY;
4253 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4255 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4258 if (full_lev_fieldx <= SCR_FIELDX)
4259 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4260 if (full_lev_fieldy <= SCR_FIELDY)
4261 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4263 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4265 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4268 // if local player not found, look for custom element that might create
4269 // the player (make some assumptions about the right custom element)
4270 if (!local_player->present)
4272 int start_x = 0, start_y = 0;
4273 int found_rating = 0;
4274 int found_element = EL_UNDEFINED;
4275 int player_nr = local_player->index_nr;
4277 SCAN_PLAYFIELD(x, y)
4279 int element = Tile[x][y];
4284 if (level.use_start_element[player_nr] &&
4285 level.start_element[player_nr] == element &&
4292 found_element = element;
4295 if (!IS_CUSTOM_ELEMENT(element))
4298 if (CAN_CHANGE(element))
4300 for (i = 0; i < element_info[element].num_change_pages; i++)
4302 // check for player created from custom element as single target
4303 content = element_info[element].change_page[i].target_element;
4304 is_player = ELEM_IS_PLAYER(content);
4306 if (is_player && (found_rating < 3 ||
4307 (found_rating == 3 && element < found_element)))
4313 found_element = element;
4318 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4320 // check for player created from custom element as explosion content
4321 content = element_info[element].content.e[xx][yy];
4322 is_player = ELEM_IS_PLAYER(content);
4324 if (is_player && (found_rating < 2 ||
4325 (found_rating == 2 && element < found_element)))
4327 start_x = x + xx - 1;
4328 start_y = y + yy - 1;
4331 found_element = element;
4334 if (!CAN_CHANGE(element))
4337 for (i = 0; i < element_info[element].num_change_pages; i++)
4339 // check for player created from custom element as extended target
4341 element_info[element].change_page[i].target_content.e[xx][yy];
4343 is_player = ELEM_IS_PLAYER(content);
4345 if (is_player && (found_rating < 1 ||
4346 (found_rating == 1 && element < found_element)))
4348 start_x = x + xx - 1;
4349 start_y = y + yy - 1;
4352 found_element = element;
4358 scroll_x = SCROLL_POSITION_X(start_x);
4359 scroll_y = SCROLL_POSITION_Y(start_y);
4363 scroll_x = SCROLL_POSITION_X(local_player->jx);
4364 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4367 // !!! FIX THIS (START) !!!
4368 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4370 InitGameEngine_EM();
4372 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4374 InitGameEngine_SP();
4376 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4378 InitGameEngine_MM();
4382 DrawLevel(REDRAW_FIELD);
4385 // after drawing the level, correct some elements
4386 if (game.timegate_time_left == 0)
4387 CloseAllOpenTimegates();
4390 // blit playfield from scroll buffer to normal back buffer for fading in
4391 BlitScreenToBitmap(backbuffer);
4392 // !!! FIX THIS (END) !!!
4394 DrawMaskedBorder(fade_mask);
4399 // full screen redraw is required at this point in the following cases:
4400 // - special editor door undrawn when game was started from level editor
4401 // - drawing area (playfield) was changed and has to be removed completely
4402 redraw_mask = REDRAW_ALL;
4406 if (!game.restart_level)
4408 // copy default game door content to main double buffer
4410 // !!! CHECK AGAIN !!!
4411 SetPanelBackground();
4412 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4413 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4416 SetPanelBackground();
4417 SetDrawBackgroundMask(REDRAW_DOOR_1);
4419 UpdateAndDisplayGameControlValues();
4421 if (!game.restart_level)
4427 CreateGameButtons();
4432 // copy actual game door content to door double buffer for OpenDoor()
4433 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4435 OpenDoor(DOOR_OPEN_ALL);
4437 KeyboardAutoRepeatOffUnlessAutoplay();
4439 #if DEBUG_INIT_PLAYER
4440 DebugPrintPlayerStatus("Player status (final)");
4449 if (!game.restart_level && !tape.playing)
4451 LevelStats_incPlayed(level_nr);
4453 SaveLevelSetup_SeriesInfo();
4456 game.restart_level = FALSE;
4457 game.restart_game_message = NULL;
4459 game.request_active = FALSE;
4460 game.request_active_or_moving = FALSE;
4462 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4463 InitGameActions_MM();
4465 SaveEngineSnapshotToListInitial();
4467 if (!game.restart_level)
4469 PlaySound(SND_GAME_STARTING);
4471 if (setup.sound_music)
4476 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4477 int actual_player_x, int actual_player_y)
4479 // this is used for non-R'n'D game engines to update certain engine values
4481 // needed to determine if sounds are played within the visible screen area
4482 scroll_x = actual_scroll_x;
4483 scroll_y = actual_scroll_y;
4485 // needed to get player position for "follow finger" playing input method
4486 local_player->jx = actual_player_x;
4487 local_player->jy = actual_player_y;
4490 void InitMovDir(int x, int y)
4492 int i, element = Tile[x][y];
4493 static int xy[4][2] =
4500 static int direction[3][4] =
4502 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4503 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4504 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4513 Tile[x][y] = EL_BUG;
4514 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4517 case EL_SPACESHIP_RIGHT:
4518 case EL_SPACESHIP_UP:
4519 case EL_SPACESHIP_LEFT:
4520 case EL_SPACESHIP_DOWN:
4521 Tile[x][y] = EL_SPACESHIP;
4522 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4525 case EL_BD_BUTTERFLY_RIGHT:
4526 case EL_BD_BUTTERFLY_UP:
4527 case EL_BD_BUTTERFLY_LEFT:
4528 case EL_BD_BUTTERFLY_DOWN:
4529 Tile[x][y] = EL_BD_BUTTERFLY;
4530 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4533 case EL_BD_FIREFLY_RIGHT:
4534 case EL_BD_FIREFLY_UP:
4535 case EL_BD_FIREFLY_LEFT:
4536 case EL_BD_FIREFLY_DOWN:
4537 Tile[x][y] = EL_BD_FIREFLY;
4538 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4541 case EL_PACMAN_RIGHT:
4543 case EL_PACMAN_LEFT:
4544 case EL_PACMAN_DOWN:
4545 Tile[x][y] = EL_PACMAN;
4546 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4549 case EL_YAMYAM_LEFT:
4550 case EL_YAMYAM_RIGHT:
4552 case EL_YAMYAM_DOWN:
4553 Tile[x][y] = EL_YAMYAM;
4554 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4557 case EL_SP_SNIKSNAK:
4558 MovDir[x][y] = MV_UP;
4561 case EL_SP_ELECTRON:
4562 MovDir[x][y] = MV_LEFT;
4569 Tile[x][y] = EL_MOLE;
4570 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4573 case EL_SPRING_LEFT:
4574 case EL_SPRING_RIGHT:
4575 Tile[x][y] = EL_SPRING;
4576 MovDir[x][y] = direction[2][element - EL_SPRING_LEFT];
4580 if (IS_CUSTOM_ELEMENT(element))
4582 struct ElementInfo *ei = &element_info[element];
4583 int move_direction_initial = ei->move_direction_initial;
4584 int move_pattern = ei->move_pattern;
4586 if (move_direction_initial == MV_START_PREVIOUS)
4588 if (MovDir[x][y] != MV_NONE)
4591 move_direction_initial = MV_START_AUTOMATIC;
4594 if (move_direction_initial == MV_START_RANDOM)
4595 MovDir[x][y] = 1 << RND(4);
4596 else if (move_direction_initial & MV_ANY_DIRECTION)
4597 MovDir[x][y] = move_direction_initial;
4598 else if (move_pattern == MV_ALL_DIRECTIONS ||
4599 move_pattern == MV_TURNING_LEFT ||
4600 move_pattern == MV_TURNING_RIGHT ||
4601 move_pattern == MV_TURNING_LEFT_RIGHT ||
4602 move_pattern == MV_TURNING_RIGHT_LEFT ||
4603 move_pattern == MV_TURNING_RANDOM)
4604 MovDir[x][y] = 1 << RND(4);
4605 else if (move_pattern == MV_HORIZONTAL)
4606 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4607 else if (move_pattern == MV_VERTICAL)
4608 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4609 else if (move_pattern & MV_ANY_DIRECTION)
4610 MovDir[x][y] = element_info[element].move_pattern;
4611 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4612 move_pattern == MV_ALONG_RIGHT_SIDE)
4614 // use random direction as default start direction
4615 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4616 MovDir[x][y] = 1 << RND(4);
4618 for (i = 0; i < NUM_DIRECTIONS; i++)
4620 int x1 = x + xy[i][0];
4621 int y1 = y + xy[i][1];
4623 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4625 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4626 MovDir[x][y] = direction[0][i];
4628 MovDir[x][y] = direction[1][i];
4637 MovDir[x][y] = 1 << RND(4);
4639 if (element != EL_BUG &&
4640 element != EL_SPACESHIP &&
4641 element != EL_BD_BUTTERFLY &&
4642 element != EL_BD_FIREFLY)
4645 for (i = 0; i < NUM_DIRECTIONS; i++)
4647 int x1 = x + xy[i][0];
4648 int y1 = y + xy[i][1];
4650 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4652 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4654 MovDir[x][y] = direction[0][i];
4657 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4658 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4660 MovDir[x][y] = direction[1][i];
4669 GfxDir[x][y] = MovDir[x][y];
4672 void InitAmoebaNr(int x, int y)
4675 int group_nr = AmoebaNeighbourNr(x, y);
4679 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4681 if (AmoebaCnt[i] == 0)
4689 AmoebaNr[x][y] = group_nr;
4690 AmoebaCnt[group_nr]++;
4691 AmoebaCnt2[group_nr]++;
4694 static void LevelSolved(void)
4696 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4697 game.players_still_needed > 0)
4700 game.LevelSolved = TRUE;
4701 game.GameOver = TRUE;
4703 game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4704 game_em.lev->score :
4705 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4708 game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4709 MM_HEALTH(game_mm.laser_overload_value) :
4712 game.LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed : TimeLeft);
4713 game.LevelSolved_CountingScore = game.score_final;
4714 game.LevelSolved_CountingHealth = game.health_final;
4719 static int time_count_steps;
4720 static int time, time_final;
4721 static int score, score_final;
4722 static int health, health_final;
4723 static int game_over_delay_1 = 0;
4724 static int game_over_delay_2 = 0;
4725 static int game_over_delay_3 = 0;
4726 int game_over_delay_value_1 = 50;
4727 int game_over_delay_value_2 = 25;
4728 int game_over_delay_value_3 = 50;
4729 int time_score_base = MIN(MAX(1, level.time_score_base), 10);
4730 float time_score = (float)level.score[SC_TIME_BONUS] / time_score_base;
4732 if (!game.LevelSolved_GameWon)
4736 // do not start end game actions before the player stops moving (to exit)
4737 if (local_player->active && local_player->MovPos)
4740 game.LevelSolved_GameWon = TRUE;
4741 game.LevelSolved_SaveTape = tape.recording;
4742 game.LevelSolved_SaveScore = !tape.playing;
4746 LevelStats_incSolved(level_nr);
4748 SaveLevelSetup_SeriesInfo();
4751 if (tape.auto_play) // tape might already be stopped here
4752 tape.auto_play_level_solved = TRUE;
4756 game_over_delay_1 = 0;
4757 game_over_delay_2 = 0;
4758 game_over_delay_3 = game_over_delay_value_3;
4760 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4761 score = score_final = game.score_final;
4762 health = health_final = game.health_final;
4769 score_final += TimeLeft * time_score;
4771 else if (game.no_time_limit && TimePlayed < 999)
4774 score_final += (999 - TimePlayed) * time_score;
4777 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4779 game_over_delay_1 = game_over_delay_value_1;
4781 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4784 score_final += health * time_score;
4786 game_over_delay_2 = game_over_delay_value_2;
4789 game.score_final = score_final;
4790 game.health_final = health_final;
4793 if (level_editor_test_game)
4796 score = score_final;
4798 game.LevelSolved_CountingTime = time;
4799 game.LevelSolved_CountingScore = score;
4801 game_panel_controls[GAME_PANEL_TIME].value = time;
4802 game_panel_controls[GAME_PANEL_SCORE].value = score;
4804 DisplayGameControlValues();
4807 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4809 // check if last player has left the level
4810 if (game.exit_x >= 0 &&
4813 int x = game.exit_x;
4814 int y = game.exit_y;
4815 int element = Tile[x][y];
4817 // close exit door after last player
4818 if ((game.all_players_gone &&
4819 (element == EL_EXIT_OPEN ||
4820 element == EL_SP_EXIT_OPEN ||
4821 element == EL_STEEL_EXIT_OPEN)) ||
4822 element == EL_EM_EXIT_OPEN ||
4823 element == EL_EM_STEEL_EXIT_OPEN)
4827 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4828 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4829 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4830 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4831 EL_EM_STEEL_EXIT_CLOSING);
4833 PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
4836 // player disappears
4837 DrawLevelField(x, y);
4840 for (i = 0; i < MAX_PLAYERS; i++)
4842 struct PlayerInfo *player = &stored_player[i];
4844 if (player->present)
4846 RemovePlayer(player);
4848 // player disappears
4849 DrawLevelField(player->jx, player->jy);
4854 PlaySound(SND_GAME_WINNING);
4857 if (game_over_delay_1 > 0)
4859 game_over_delay_1--;
4864 if (time != time_final)
4866 int time_to_go = ABS(time_final - time);
4867 int time_count_dir = (time < time_final ? +1 : -1);
4869 if (time_to_go < time_count_steps)
4870 time_count_steps = 1;
4872 time += time_count_steps * time_count_dir;
4873 score += time_count_steps * time_score;
4875 game.LevelSolved_CountingTime = time;
4876 game.LevelSolved_CountingScore = score;
4878 game_panel_controls[GAME_PANEL_TIME].value = time;
4879 game_panel_controls[GAME_PANEL_SCORE].value = score;
4881 DisplayGameControlValues();
4883 if (time == time_final)
4884 StopSound(SND_GAME_LEVELTIME_BONUS);
4885 else if (setup.sound_loops)
4886 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4888 PlaySound(SND_GAME_LEVELTIME_BONUS);
4893 if (game_over_delay_2 > 0)
4895 game_over_delay_2--;
4900 if (health != health_final)
4902 int health_count_dir = (health < health_final ? +1 : -1);
4904 health += health_count_dir;
4905 score += time_score;
4907 game.LevelSolved_CountingHealth = health;
4908 game.LevelSolved_CountingScore = score;
4910 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4911 game_panel_controls[GAME_PANEL_SCORE].value = score;
4913 DisplayGameControlValues();
4915 if (health == health_final)
4916 StopSound(SND_GAME_LEVELTIME_BONUS);
4917 else if (setup.sound_loops)
4918 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4920 PlaySound(SND_GAME_LEVELTIME_BONUS);
4925 game.panel.active = FALSE;
4927 if (game_over_delay_3 > 0)
4929 game_over_delay_3--;
4939 // used instead of "level_nr" (needed for network games)
4940 int last_level_nr = levelset.level_nr;
4943 game.LevelSolved_GameEnd = TRUE;
4945 if (game.LevelSolved_SaveTape)
4947 // make sure that request dialog to save tape does not open door again
4948 if (!global.use_envelope_request)
4949 CloseDoor(DOOR_CLOSE_1);
4951 SaveTapeChecked_LevelSolved(tape.level_nr); // ask to save tape
4954 // if no tape is to be saved, close both doors simultaneously
4955 CloseDoor(DOOR_CLOSE_ALL);
4957 if (level_editor_test_game)
4959 SetGameStatus(GAME_MODE_MAIN);
4966 if (!game.LevelSolved_SaveScore)
4968 SetGameStatus(GAME_MODE_MAIN);
4975 if (level_nr == leveldir_current->handicap_level)
4977 leveldir_current->handicap_level++;
4979 SaveLevelSetup_SeriesInfo();
4982 if (setup.increment_levels &&
4983 level_nr < leveldir_current->last_level &&
4986 level_nr++; // advance to next level
4987 TapeErase(); // start with empty tape
4989 if (setup.auto_play_next_level)
4991 LoadLevel(level_nr);
4993 SaveLevelSetup_SeriesInfo();
4997 hi_pos = NewHiScore(last_level_nr);
4999 if (hi_pos >= 0 && !setup.skip_scores_after_game)
5001 SetGameStatus(GAME_MODE_SCORES);
5003 DrawHallOfFame(last_level_nr, hi_pos);
5005 else if (setup.auto_play_next_level && setup.increment_levels &&
5006 last_level_nr < leveldir_current->last_level &&
5009 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
5013 SetGameStatus(GAME_MODE_MAIN);
5019 int NewHiScore(int level_nr)
5023 boolean one_score_entry_per_name = !program.many_scores_per_name;
5025 LoadScore(level_nr);
5027 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
5028 game.score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
5031 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
5033 if (game.score_final > highscore[k].Score)
5035 // player has made it to the hall of fame
5037 if (k < MAX_SCORE_ENTRIES - 1)
5039 int m = MAX_SCORE_ENTRIES - 1;
5041 if (one_score_entry_per_name)
5043 for (l = k; l < MAX_SCORE_ENTRIES; l++)
5044 if (strEqual(setup.player_name, highscore[l].Name))
5047 if (m == k) // player's new highscore overwrites his old one
5051 for (l = m; l > k; l--)
5053 strcpy(highscore[l].Name, highscore[l - 1].Name);
5054 highscore[l].Score = highscore[l - 1].Score;
5060 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
5061 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
5062 highscore[k].Score = game.score_final;
5067 else if (one_score_entry_per_name &&
5068 !strncmp(setup.player_name, highscore[k].Name,
5069 MAX_PLAYER_NAME_LEN))
5070 break; // player already there with a higher score
5074 SaveScore(level_nr);
5079 static int getElementMoveStepsizeExt(int x, int y, int direction)
5081 int element = Tile[x][y];
5082 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5083 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5084 int horiz_move = (dx != 0);
5085 int sign = (horiz_move ? dx : dy);
5086 int step = sign * element_info[element].move_stepsize;
5088 // special values for move stepsize for spring and things on conveyor belt
5091 if (CAN_FALL(element) &&
5092 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Tile[x][y + 1]))
5093 step = sign * MOVE_STEPSIZE_NORMAL / 2;
5094 else if (element == EL_SPRING)
5095 step = sign * MOVE_STEPSIZE_NORMAL * 2;
5101 static int getElementMoveStepsize(int x, int y)
5103 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
5106 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
5108 if (player->GfxAction != action || player->GfxDir != dir)
5110 player->GfxAction = action;
5111 player->GfxDir = dir;
5113 player->StepFrame = 0;
5117 static void ResetGfxFrame(int x, int y)
5119 // profiling showed that "autotest" spends 10~20% of its time in this function
5120 if (DrawingDeactivatedField())
5123 int element = Tile[x][y];
5124 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
5126 if (graphic_info[graphic].anim_global_sync)
5127 GfxFrame[x][y] = FrameCounter;
5128 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
5129 GfxFrame[x][y] = CustomValue[x][y];
5130 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
5131 GfxFrame[x][y] = element_info[element].collect_score;
5132 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
5133 GfxFrame[x][y] = ChangeDelay[x][y];
5136 static void ResetGfxAnimation(int x, int y)
5138 GfxAction[x][y] = ACTION_DEFAULT;
5139 GfxDir[x][y] = MovDir[x][y];
5142 ResetGfxFrame(x, y);
5145 static void ResetRandomAnimationValue(int x, int y)
5147 GfxRandom[x][y] = INIT_GFX_RANDOM();
5150 static void InitMovingField(int x, int y, int direction)
5152 int element = Tile[x][y];
5153 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5154 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5157 boolean is_moving_before, is_moving_after;
5159 // check if element was/is moving or being moved before/after mode change
5160 is_moving_before = (WasJustMoving[x][y] != 0);
5161 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
5163 // reset animation only for moving elements which change direction of moving
5164 // or which just started or stopped moving
5165 // (else CEs with property "can move" / "not moving" are reset each frame)
5166 if (is_moving_before != is_moving_after ||
5167 direction != MovDir[x][y])
5168 ResetGfxAnimation(x, y);
5170 MovDir[x][y] = direction;
5171 GfxDir[x][y] = direction;
5173 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
5174 direction == MV_DOWN && CAN_FALL(element) ?
5175 ACTION_FALLING : ACTION_MOVING);
5177 // this is needed for CEs with property "can move" / "not moving"
5179 if (is_moving_after)
5181 if (Tile[newx][newy] == EL_EMPTY)
5182 Tile[newx][newy] = EL_BLOCKED;
5184 MovDir[newx][newy] = MovDir[x][y];
5186 CustomValue[newx][newy] = CustomValue[x][y];
5188 GfxFrame[newx][newy] = GfxFrame[x][y];
5189 GfxRandom[newx][newy] = GfxRandom[x][y];
5190 GfxAction[newx][newy] = GfxAction[x][y];
5191 GfxDir[newx][newy] = GfxDir[x][y];
5195 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
5197 int direction = MovDir[x][y];
5198 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
5199 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
5205 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5207 int oldx = x, oldy = y;
5208 int direction = MovDir[x][y];
5210 if (direction == MV_LEFT)
5212 else if (direction == MV_RIGHT)
5214 else if (direction == MV_UP)
5216 else if (direction == MV_DOWN)
5219 *comes_from_x = oldx;
5220 *comes_from_y = oldy;
5223 static int MovingOrBlocked2Element(int x, int y)
5225 int element = Tile[x][y];
5227 if (element == EL_BLOCKED)
5231 Blocked2Moving(x, y, &oldx, &oldy);
5232 return Tile[oldx][oldy];
5238 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5240 // like MovingOrBlocked2Element(), but if element is moving
5241 // and (x,y) is the field the moving element is just leaving,
5242 // return EL_BLOCKED instead of the element value
5243 int element = Tile[x][y];
5245 if (IS_MOVING(x, y))
5247 if (element == EL_BLOCKED)
5251 Blocked2Moving(x, y, &oldx, &oldy);
5252 return Tile[oldx][oldy];
5261 static void RemoveField(int x, int y)
5263 Tile[x][y] = EL_EMPTY;
5269 CustomValue[x][y] = 0;
5272 ChangeDelay[x][y] = 0;
5273 ChangePage[x][y] = -1;
5274 Pushed[x][y] = FALSE;
5276 GfxElement[x][y] = EL_UNDEFINED;
5277 GfxAction[x][y] = ACTION_DEFAULT;
5278 GfxDir[x][y] = MV_NONE;
5281 static void RemoveMovingField(int x, int y)
5283 int oldx = x, oldy = y, newx = x, newy = y;
5284 int element = Tile[x][y];
5285 int next_element = EL_UNDEFINED;
5287 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5290 if (IS_MOVING(x, y))
5292 Moving2Blocked(x, y, &newx, &newy);
5294 if (Tile[newx][newy] != EL_BLOCKED)
5296 // element is moving, but target field is not free (blocked), but
5297 // already occupied by something different (example: acid pool);
5298 // in this case, only remove the moving field, but not the target
5300 RemoveField(oldx, oldy);
5302 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5304 TEST_DrawLevelField(oldx, oldy);
5309 else if (element == EL_BLOCKED)
5311 Blocked2Moving(x, y, &oldx, &oldy);
5312 if (!IS_MOVING(oldx, oldy))
5316 if (element == EL_BLOCKED &&
5317 (Tile[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5318 Tile[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5319 Tile[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5320 Tile[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5321 Tile[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5322 Tile[oldx][oldy] == EL_AMOEBA_DROPPING))
5323 next_element = get_next_element(Tile[oldx][oldy]);
5325 RemoveField(oldx, oldy);
5326 RemoveField(newx, newy);
5328 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5330 if (next_element != EL_UNDEFINED)
5331 Tile[oldx][oldy] = next_element;
5333 TEST_DrawLevelField(oldx, oldy);
5334 TEST_DrawLevelField(newx, newy);
5337 void DrawDynamite(int x, int y)
5339 int sx = SCREENX(x), sy = SCREENY(y);
5340 int graphic = el2img(Tile[x][y]);
5343 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5346 if (IS_WALKABLE_INSIDE(Back[x][y]))
5350 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5351 else if (Store[x][y])
5352 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5354 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5356 if (Back[x][y] || Store[x][y])
5357 DrawGraphicThruMask(sx, sy, graphic, frame);
5359 DrawGraphic(sx, sy, graphic, frame);
5362 static void CheckDynamite(int x, int y)
5364 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5368 if (MovDelay[x][y] != 0)
5371 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5377 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5382 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5384 boolean num_checked_players = 0;
5387 for (i = 0; i < MAX_PLAYERS; i++)
5389 if (stored_player[i].active)
5391 int sx = stored_player[i].jx;
5392 int sy = stored_player[i].jy;
5394 if (num_checked_players == 0)
5401 *sx1 = MIN(*sx1, sx);
5402 *sy1 = MIN(*sy1, sy);
5403 *sx2 = MAX(*sx2, sx);
5404 *sy2 = MAX(*sy2, sy);
5407 num_checked_players++;
5412 static boolean checkIfAllPlayersFitToScreen_RND(void)
5414 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5416 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5418 return (sx2 - sx1 < SCR_FIELDX &&
5419 sy2 - sy1 < SCR_FIELDY);
5422 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5424 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5426 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5428 *sx = (sx1 + sx2) / 2;
5429 *sy = (sy1 + sy2) / 2;
5432 static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5433 boolean center_screen, boolean quick_relocation)
5435 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5436 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5437 boolean no_delay = (tape.warp_forward);
5438 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5439 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5440 int new_scroll_x, new_scroll_y;
5442 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5444 // case 1: quick relocation inside visible screen (without scrolling)
5451 if (!level.shifted_relocation || center_screen)
5453 // relocation _with_ centering of screen
5455 new_scroll_x = SCROLL_POSITION_X(x);
5456 new_scroll_y = SCROLL_POSITION_Y(y);
5460 // relocation _without_ centering of screen
5462 int center_scroll_x = SCROLL_POSITION_X(old_x);
5463 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5464 int offset_x = x + (scroll_x - center_scroll_x);
5465 int offset_y = y + (scroll_y - center_scroll_y);
5467 // for new screen position, apply previous offset to center position
5468 new_scroll_x = SCROLL_POSITION_X(offset_x);
5469 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5472 if (quick_relocation)
5474 // case 2: quick relocation (redraw without visible scrolling)
5476 scroll_x = new_scroll_x;
5477 scroll_y = new_scroll_y;
5484 // case 3: visible relocation (with scrolling to new position)
5486 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5488 SetVideoFrameDelay(wait_delay_value);
5490 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5492 int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5493 int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5495 if (dx == 0 && dy == 0) // no scrolling needed at all
5501 // set values for horizontal/vertical screen scrolling (half tile size)
5502 int dir_x = (dx != 0 ? MV_HORIZONTAL : 0);
5503 int dir_y = (dy != 0 ? MV_VERTICAL : 0);
5504 int pos_x = dx * TILEX / 2;
5505 int pos_y = dy * TILEY / 2;
5506 int fx = getFieldbufferOffsetX_RND(dir_x, pos_x);
5507 int fy = getFieldbufferOffsetY_RND(dir_y, pos_y);
5509 ScrollLevel(dx, dy);
5512 // scroll in two steps of half tile size to make things smoother
5513 BlitScreenToBitmapExt_RND(window, fx, fy);
5515 // scroll second step to align at full tile size
5516 BlitScreenToBitmap(window);
5522 SetVideoFrameDelay(frame_delay_value_old);
5525 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5527 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5528 int player_nr = GET_PLAYER_NR(el_player);
5529 struct PlayerInfo *player = &stored_player[player_nr];
5530 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5531 boolean no_delay = (tape.warp_forward);
5532 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5533 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5534 int old_jx = player->jx;
5535 int old_jy = player->jy;
5536 int old_element = Tile[old_jx][old_jy];
5537 int element = Tile[jx][jy];
5538 boolean player_relocated = (old_jx != jx || old_jy != jy);
5540 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5541 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5542 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5543 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5544 int leave_side_horiz = move_dir_horiz;
5545 int leave_side_vert = move_dir_vert;
5546 int enter_side = enter_side_horiz | enter_side_vert;
5547 int leave_side = leave_side_horiz | leave_side_vert;
5549 if (player->buried) // do not reanimate dead player
5552 if (!player_relocated) // no need to relocate the player
5555 if (IS_PLAYER(jx, jy)) // player already placed at new position
5557 RemoveField(jx, jy); // temporarily remove newly placed player
5558 DrawLevelField(jx, jy);
5561 if (player->present)
5563 while (player->MovPos)
5565 ScrollPlayer(player, SCROLL_GO_ON);
5566 ScrollScreen(NULL, SCROLL_GO_ON);
5568 AdvanceFrameAndPlayerCounters(player->index_nr);
5572 BackToFront_WithFrameDelay(wait_delay_value);
5575 DrawPlayer(player); // needed here only to cleanup last field
5576 DrawLevelField(player->jx, player->jy); // remove player graphic
5578 player->is_moving = FALSE;
5581 if (IS_CUSTOM_ELEMENT(old_element))
5582 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5584 player->index_bit, leave_side);
5586 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5588 player->index_bit, leave_side);
5590 Tile[jx][jy] = el_player;
5591 InitPlayerField(jx, jy, el_player, TRUE);
5593 /* "InitPlayerField()" above sets Tile[jx][jy] to EL_EMPTY, but it may be
5594 possible that the relocation target field did not contain a player element,
5595 but a walkable element, to which the new player was relocated -- in this
5596 case, restore that (already initialized!) element on the player field */
5597 if (!ELEM_IS_PLAYER(element)) // player may be set on walkable element
5599 Tile[jx][jy] = element; // restore previously existing element
5602 // only visually relocate centered player
5603 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5604 FALSE, level.instant_relocation);
5606 TestIfPlayerTouchesBadThing(jx, jy);
5607 TestIfPlayerTouchesCustomElement(jx, jy);
5609 if (IS_CUSTOM_ELEMENT(element))
5610 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5611 player->index_bit, enter_side);
5613 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5614 player->index_bit, enter_side);
5616 if (player->is_switching)
5618 /* ensure that relocation while still switching an element does not cause
5619 a new element to be treated as also switched directly after relocation
5620 (this is important for teleporter switches that teleport the player to
5621 a place where another teleporter switch is in the same direction, which
5622 would then incorrectly be treated as immediately switched before the
5623 direction key that caused the switch was released) */
5625 player->switch_x += jx - old_jx;
5626 player->switch_y += jy - old_jy;
5630 static void Explode(int ex, int ey, int phase, int mode)
5636 // !!! eliminate this variable !!!
5637 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5639 if (game.explosions_delayed)
5641 ExplodeField[ex][ey] = mode;
5645 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5647 int center_element = Tile[ex][ey];
5648 int artwork_element, explosion_element; // set these values later
5650 // remove things displayed in background while burning dynamite
5651 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5654 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5656 // put moving element to center field (and let it explode there)
5657 center_element = MovingOrBlocked2Element(ex, ey);
5658 RemoveMovingField(ex, ey);
5659 Tile[ex][ey] = center_element;
5662 // now "center_element" is finally determined -- set related values now
5663 artwork_element = center_element; // for custom player artwork
5664 explosion_element = center_element; // for custom player artwork
5666 if (IS_PLAYER(ex, ey))
5668 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5670 artwork_element = stored_player[player_nr].artwork_element;
5672 if (level.use_explosion_element[player_nr])
5674 explosion_element = level.explosion_element[player_nr];
5675 artwork_element = explosion_element;
5679 if (mode == EX_TYPE_NORMAL ||
5680 mode == EX_TYPE_CENTER ||
5681 mode == EX_TYPE_CROSS)
5682 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5684 last_phase = element_info[explosion_element].explosion_delay + 1;
5686 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5688 int xx = x - ex + 1;
5689 int yy = y - ey + 1;
5692 if (!IN_LEV_FIELD(x, y) ||
5693 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5694 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5697 element = Tile[x][y];
5699 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5701 element = MovingOrBlocked2Element(x, y);
5703 if (!IS_EXPLOSION_PROOF(element))
5704 RemoveMovingField(x, y);
5707 // indestructible elements can only explode in center (but not flames)
5708 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5709 mode == EX_TYPE_BORDER)) ||
5710 element == EL_FLAMES)
5713 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5714 behaviour, for example when touching a yamyam that explodes to rocks
5715 with active deadly shield, a rock is created under the player !!! */
5716 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5718 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5719 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5720 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5722 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5725 if (IS_ACTIVE_BOMB(element))
5727 // re-activate things under the bomb like gate or penguin
5728 Tile[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5735 // save walkable background elements while explosion on same tile
5736 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5737 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5738 Back[x][y] = element;
5740 // ignite explodable elements reached by other explosion
5741 if (element == EL_EXPLOSION)
5742 element = Store2[x][y];
5744 if (AmoebaNr[x][y] &&
5745 (element == EL_AMOEBA_FULL ||
5746 element == EL_BD_AMOEBA ||
5747 element == EL_AMOEBA_GROWING))
5749 AmoebaCnt[AmoebaNr[x][y]]--;
5750 AmoebaCnt2[AmoebaNr[x][y]]--;
5755 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5757 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5759 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5761 if (PLAYERINFO(ex, ey)->use_murphy)
5762 Store[x][y] = EL_EMPTY;
5765 // !!! check this case -- currently needed for rnd_rado_negundo_v,
5766 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5767 else if (ELEM_IS_PLAYER(center_element))
5768 Store[x][y] = EL_EMPTY;
5769 else if (center_element == EL_YAMYAM)
5770 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5771 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5772 Store[x][y] = element_info[center_element].content.e[xx][yy];
5774 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5775 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5776 // otherwise) -- FIX THIS !!!
5777 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5778 Store[x][y] = element_info[element].content.e[1][1];
5780 else if (!CAN_EXPLODE(element))
5781 Store[x][y] = element_info[element].content.e[1][1];
5784 Store[x][y] = EL_EMPTY;
5786 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5787 center_element == EL_AMOEBA_TO_DIAMOND)
5788 Store2[x][y] = element;
5790 Tile[x][y] = EL_EXPLOSION;
5791 GfxElement[x][y] = artwork_element;
5793 ExplodePhase[x][y] = 1;
5794 ExplodeDelay[x][y] = last_phase;
5799 if (center_element == EL_YAMYAM)
5800 game.yamyam_content_nr =
5801 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5813 GfxFrame[x][y] = 0; // restart explosion animation
5815 last_phase = ExplodeDelay[x][y];
5817 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5819 // this can happen if the player leaves an explosion just in time
5820 if (GfxElement[x][y] == EL_UNDEFINED)
5821 GfxElement[x][y] = EL_EMPTY;
5823 border_element = Store2[x][y];
5824 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5825 border_element = StorePlayer[x][y];
5827 if (phase == element_info[border_element].ignition_delay ||
5828 phase == last_phase)
5830 boolean border_explosion = FALSE;
5832 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5833 !PLAYER_EXPLOSION_PROTECTED(x, y))
5835 KillPlayerUnlessExplosionProtected(x, y);
5836 border_explosion = TRUE;
5838 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5840 Tile[x][y] = Store2[x][y];
5843 border_explosion = TRUE;
5845 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5847 AmoebaToDiamond(x, y);
5849 border_explosion = TRUE;
5852 // if an element just explodes due to another explosion (chain-reaction),
5853 // do not immediately end the new explosion when it was the last frame of
5854 // the explosion (as it would be done in the following "if"-statement!)
5855 if (border_explosion && phase == last_phase)
5859 if (phase == last_phase)
5863 element = Tile[x][y] = Store[x][y];
5864 Store[x][y] = Store2[x][y] = 0;
5865 GfxElement[x][y] = EL_UNDEFINED;
5867 // player can escape from explosions and might therefore be still alive
5868 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5869 element <= EL_PLAYER_IS_EXPLODING_4)
5871 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5872 int explosion_element = EL_PLAYER_1 + player_nr;
5873 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5874 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5876 if (level.use_explosion_element[player_nr])
5877 explosion_element = level.explosion_element[player_nr];
5879 Tile[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5880 element_info[explosion_element].content.e[xx][yy]);
5883 // restore probably existing indestructible background element
5884 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5885 element = Tile[x][y] = Back[x][y];
5888 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5889 GfxDir[x][y] = MV_NONE;
5890 ChangeDelay[x][y] = 0;
5891 ChangePage[x][y] = -1;
5893 CustomValue[x][y] = 0;
5895 InitField_WithBug2(x, y, FALSE);
5897 TEST_DrawLevelField(x, y);
5899 TestIfElementTouchesCustomElement(x, y);
5901 if (GFX_CRUMBLED(element))
5902 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5904 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5905 StorePlayer[x][y] = 0;
5907 if (ELEM_IS_PLAYER(element))
5908 RelocatePlayer(x, y, element);
5910 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5912 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5913 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5916 TEST_DrawLevelFieldCrumbled(x, y);
5918 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5920 DrawLevelElement(x, y, Back[x][y]);
5921 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5923 else if (IS_WALKABLE_UNDER(Back[x][y]))
5925 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5926 DrawLevelElementThruMask(x, y, Back[x][y]);
5928 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5929 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5933 static void DynaExplode(int ex, int ey)
5936 int dynabomb_element = Tile[ex][ey];
5937 int dynabomb_size = 1;
5938 boolean dynabomb_xl = FALSE;
5939 struct PlayerInfo *player;
5940 static int xy[4][2] =
5948 if (IS_ACTIVE_BOMB(dynabomb_element))
5950 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5951 dynabomb_size = player->dynabomb_size;
5952 dynabomb_xl = player->dynabomb_xl;
5953 player->dynabombs_left++;
5956 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5958 for (i = 0; i < NUM_DIRECTIONS; i++)
5960 for (j = 1; j <= dynabomb_size; j++)
5962 int x = ex + j * xy[i][0];
5963 int y = ey + j * xy[i][1];
5966 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Tile[x][y]))
5969 element = Tile[x][y];
5971 // do not restart explosions of fields with active bombs
5972 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5975 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5977 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5978 !IS_DIGGABLE(element) && !dynabomb_xl)
5984 void Bang(int x, int y)
5986 int element = MovingOrBlocked2Element(x, y);
5987 int explosion_type = EX_TYPE_NORMAL;
5989 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5991 struct PlayerInfo *player = PLAYERINFO(x, y);
5993 element = Tile[x][y] = player->initial_element;
5995 if (level.use_explosion_element[player->index_nr])
5997 int explosion_element = level.explosion_element[player->index_nr];
5999 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
6000 explosion_type = EX_TYPE_CROSS;
6001 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
6002 explosion_type = EX_TYPE_CENTER;
6010 case EL_BD_BUTTERFLY:
6013 case EL_DARK_YAMYAM:
6017 RaiseScoreElement(element);
6020 case EL_DYNABOMB_PLAYER_1_ACTIVE:
6021 case EL_DYNABOMB_PLAYER_2_ACTIVE:
6022 case EL_DYNABOMB_PLAYER_3_ACTIVE:
6023 case EL_DYNABOMB_PLAYER_4_ACTIVE:
6024 case EL_DYNABOMB_INCREASE_NUMBER:
6025 case EL_DYNABOMB_INCREASE_SIZE:
6026 case EL_DYNABOMB_INCREASE_POWER:
6027 explosion_type = EX_TYPE_DYNA;
6030 case EL_DC_LANDMINE:
6031 explosion_type = EX_TYPE_CENTER;
6036 case EL_LAMP_ACTIVE:
6037 case EL_AMOEBA_TO_DIAMOND:
6038 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
6039 explosion_type = EX_TYPE_CENTER;
6043 if (element_info[element].explosion_type == EXPLODES_CROSS)
6044 explosion_type = EX_TYPE_CROSS;
6045 else if (element_info[element].explosion_type == EXPLODES_1X1)
6046 explosion_type = EX_TYPE_CENTER;
6050 if (explosion_type == EX_TYPE_DYNA)
6053 Explode(x, y, EX_PHASE_START, explosion_type);
6055 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
6058 static void SplashAcid(int x, int y)
6060 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
6061 (!IN_LEV_FIELD(x - 1, y - 2) ||
6062 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
6063 Tile[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
6065 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
6066 (!IN_LEV_FIELD(x + 1, y - 2) ||
6067 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
6068 Tile[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
6070 PlayLevelSound(x, y, SND_ACID_SPLASHING);
6073 static void InitBeltMovement(void)
6075 static int belt_base_element[4] =
6077 EL_CONVEYOR_BELT_1_LEFT,
6078 EL_CONVEYOR_BELT_2_LEFT,
6079 EL_CONVEYOR_BELT_3_LEFT,
6080 EL_CONVEYOR_BELT_4_LEFT
6082 static int belt_base_active_element[4] =
6084 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6085 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6086 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6087 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6092 // set frame order for belt animation graphic according to belt direction
6093 for (i = 0; i < NUM_BELTS; i++)
6097 for (j = 0; j < NUM_BELT_PARTS; j++)
6099 int element = belt_base_active_element[belt_nr] + j;
6100 int graphic_1 = el2img(element);
6101 int graphic_2 = el2panelimg(element);
6103 if (game.belt_dir[i] == MV_LEFT)
6105 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6106 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6110 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6111 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6116 SCAN_PLAYFIELD(x, y)
6118 int element = Tile[x][y];
6120 for (i = 0; i < NUM_BELTS; i++)
6122 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6124 int e_belt_nr = getBeltNrFromBeltElement(element);
6127 if (e_belt_nr == belt_nr)
6129 int belt_part = Tile[x][y] - belt_base_element[belt_nr];
6131 Tile[x][y] = belt_base_active_element[belt_nr] + belt_part;
6138 static void ToggleBeltSwitch(int x, int y)
6140 static int belt_base_element[4] =
6142 EL_CONVEYOR_BELT_1_LEFT,
6143 EL_CONVEYOR_BELT_2_LEFT,
6144 EL_CONVEYOR_BELT_3_LEFT,
6145 EL_CONVEYOR_BELT_4_LEFT
6147 static int belt_base_active_element[4] =
6149 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6150 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6151 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6152 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6154 static int belt_base_switch_element[4] =
6156 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6157 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6158 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6159 EL_CONVEYOR_BELT_4_SWITCH_LEFT
6161 static int belt_move_dir[4] =
6169 int element = Tile[x][y];
6170 int belt_nr = getBeltNrFromBeltSwitchElement(element);
6171 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6172 int belt_dir = belt_move_dir[belt_dir_nr];
6175 if (!IS_BELT_SWITCH(element))
6178 game.belt_dir_nr[belt_nr] = belt_dir_nr;
6179 game.belt_dir[belt_nr] = belt_dir;
6181 if (belt_dir_nr == 3)
6184 // set frame order for belt animation graphic according to belt direction
6185 for (i = 0; i < NUM_BELT_PARTS; i++)
6187 int element = belt_base_active_element[belt_nr] + i;
6188 int graphic_1 = el2img(element);
6189 int graphic_2 = el2panelimg(element);
6191 if (belt_dir == MV_LEFT)
6193 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6194 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6198 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6199 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6203 SCAN_PLAYFIELD(xx, yy)
6205 int element = Tile[xx][yy];
6207 if (IS_BELT_SWITCH(element))
6209 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6211 if (e_belt_nr == belt_nr)
6213 Tile[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6214 TEST_DrawLevelField(xx, yy);
6217 else if (IS_BELT(element) && belt_dir != MV_NONE)
6219 int e_belt_nr = getBeltNrFromBeltElement(element);
6221 if (e_belt_nr == belt_nr)
6223 int belt_part = Tile[xx][yy] - belt_base_element[belt_nr];
6225 Tile[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6226 TEST_DrawLevelField(xx, yy);
6229 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6231 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6233 if (e_belt_nr == belt_nr)
6235 int belt_part = Tile[xx][yy] - belt_base_active_element[belt_nr];
6237 Tile[xx][yy] = belt_base_element[belt_nr] + belt_part;
6238 TEST_DrawLevelField(xx, yy);
6244 static void ToggleSwitchgateSwitch(int x, int y)
6248 game.switchgate_pos = !game.switchgate_pos;
6250 SCAN_PLAYFIELD(xx, yy)
6252 int element = Tile[xx][yy];
6254 if (element == EL_SWITCHGATE_SWITCH_UP)
6256 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6257 TEST_DrawLevelField(xx, yy);
6259 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6261 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6262 TEST_DrawLevelField(xx, yy);
6264 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6266 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6267 TEST_DrawLevelField(xx, yy);
6269 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6271 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6272 TEST_DrawLevelField(xx, yy);
6274 else if (element == EL_SWITCHGATE_OPEN ||
6275 element == EL_SWITCHGATE_OPENING)
6277 Tile[xx][yy] = EL_SWITCHGATE_CLOSING;
6279 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6281 else if (element == EL_SWITCHGATE_CLOSED ||
6282 element == EL_SWITCHGATE_CLOSING)
6284 Tile[xx][yy] = EL_SWITCHGATE_OPENING;
6286 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6291 static int getInvisibleActiveFromInvisibleElement(int element)
6293 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6294 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6295 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6299 static int getInvisibleFromInvisibleActiveElement(int element)
6301 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6302 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6303 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6307 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6311 SCAN_PLAYFIELD(x, y)
6313 int element = Tile[x][y];
6315 if (element == EL_LIGHT_SWITCH &&
6316 game.light_time_left > 0)
6318 Tile[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6319 TEST_DrawLevelField(x, y);
6321 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6322 game.light_time_left == 0)
6324 Tile[x][y] = EL_LIGHT_SWITCH;
6325 TEST_DrawLevelField(x, y);
6327 else if (element == EL_EMC_DRIPPER &&
6328 game.light_time_left > 0)
6330 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6331 TEST_DrawLevelField(x, y);
6333 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6334 game.light_time_left == 0)
6336 Tile[x][y] = EL_EMC_DRIPPER;
6337 TEST_DrawLevelField(x, y);
6339 else if (element == EL_INVISIBLE_STEELWALL ||
6340 element == EL_INVISIBLE_WALL ||
6341 element == EL_INVISIBLE_SAND)
6343 if (game.light_time_left > 0)
6344 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6346 TEST_DrawLevelField(x, y);
6348 // uncrumble neighbour fields, if needed
6349 if (element == EL_INVISIBLE_SAND)
6350 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6352 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6353 element == EL_INVISIBLE_WALL_ACTIVE ||
6354 element == EL_INVISIBLE_SAND_ACTIVE)
6356 if (game.light_time_left == 0)
6357 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6359 TEST_DrawLevelField(x, y);
6361 // re-crumble neighbour fields, if needed
6362 if (element == EL_INVISIBLE_SAND)
6363 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6368 static void RedrawAllInvisibleElementsForLenses(void)
6372 SCAN_PLAYFIELD(x, y)
6374 int element = Tile[x][y];
6376 if (element == EL_EMC_DRIPPER &&
6377 game.lenses_time_left > 0)
6379 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6380 TEST_DrawLevelField(x, y);
6382 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6383 game.lenses_time_left == 0)
6385 Tile[x][y] = EL_EMC_DRIPPER;
6386 TEST_DrawLevelField(x, y);
6388 else if (element == EL_INVISIBLE_STEELWALL ||
6389 element == EL_INVISIBLE_WALL ||
6390 element == EL_INVISIBLE_SAND)
6392 if (game.lenses_time_left > 0)
6393 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6395 TEST_DrawLevelField(x, y);
6397 // uncrumble neighbour fields, if needed
6398 if (element == EL_INVISIBLE_SAND)
6399 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6401 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6402 element == EL_INVISIBLE_WALL_ACTIVE ||
6403 element == EL_INVISIBLE_SAND_ACTIVE)
6405 if (game.lenses_time_left == 0)
6406 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6408 TEST_DrawLevelField(x, y);
6410 // re-crumble neighbour fields, if needed
6411 if (element == EL_INVISIBLE_SAND)
6412 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6417 static void RedrawAllInvisibleElementsForMagnifier(void)
6421 SCAN_PLAYFIELD(x, y)
6423 int element = Tile[x][y];
6425 if (element == EL_EMC_FAKE_GRASS &&
6426 game.magnify_time_left > 0)
6428 Tile[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6429 TEST_DrawLevelField(x, y);
6431 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6432 game.magnify_time_left == 0)
6434 Tile[x][y] = EL_EMC_FAKE_GRASS;
6435 TEST_DrawLevelField(x, y);
6437 else if (IS_GATE_GRAY(element) &&
6438 game.magnify_time_left > 0)
6440 Tile[x][y] = (IS_RND_GATE_GRAY(element) ?
6441 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6442 IS_EM_GATE_GRAY(element) ?
6443 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6444 IS_EMC_GATE_GRAY(element) ?
6445 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6446 IS_DC_GATE_GRAY(element) ?
6447 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6449 TEST_DrawLevelField(x, y);
6451 else if (IS_GATE_GRAY_ACTIVE(element) &&
6452 game.magnify_time_left == 0)
6454 Tile[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6455 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6456 IS_EM_GATE_GRAY_ACTIVE(element) ?
6457 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6458 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6459 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6460 IS_DC_GATE_GRAY_ACTIVE(element) ?
6461 EL_DC_GATE_WHITE_GRAY :
6463 TEST_DrawLevelField(x, y);
6468 static void ToggleLightSwitch(int x, int y)
6470 int element = Tile[x][y];
6472 game.light_time_left =
6473 (element == EL_LIGHT_SWITCH ?
6474 level.time_light * FRAMES_PER_SECOND : 0);
6476 RedrawAllLightSwitchesAndInvisibleElements();
6479 static void ActivateTimegateSwitch(int x, int y)
6483 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6485 SCAN_PLAYFIELD(xx, yy)
6487 int element = Tile[xx][yy];
6489 if (element == EL_TIMEGATE_CLOSED ||
6490 element == EL_TIMEGATE_CLOSING)
6492 Tile[xx][yy] = EL_TIMEGATE_OPENING;
6493 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6497 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6499 Tile[xx][yy] = EL_TIMEGATE_SWITCH;
6500 TEST_DrawLevelField(xx, yy);
6506 Tile[x][y] = (Tile[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6507 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6510 static void Impact(int x, int y)
6512 boolean last_line = (y == lev_fieldy - 1);
6513 boolean object_hit = FALSE;
6514 boolean impact = (last_line || object_hit);
6515 int element = Tile[x][y];
6516 int smashed = EL_STEELWALL;
6518 if (!last_line) // check if element below was hit
6520 if (Tile[x][y + 1] == EL_PLAYER_IS_LEAVING)
6523 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6524 MovDir[x][y + 1] != MV_DOWN ||
6525 MovPos[x][y + 1] <= TILEY / 2));
6527 // do not smash moving elements that left the smashed field in time
6528 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6529 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6532 #if USE_QUICKSAND_IMPACT_BUGFIX
6533 if (Tile[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6535 RemoveMovingField(x, y + 1);
6536 Tile[x][y + 1] = EL_QUICKSAND_EMPTY;
6537 Tile[x][y + 2] = EL_ROCK;
6538 TEST_DrawLevelField(x, y + 2);
6543 if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6545 RemoveMovingField(x, y + 1);
6546 Tile[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6547 Tile[x][y + 2] = EL_ROCK;
6548 TEST_DrawLevelField(x, y + 2);
6555 smashed = MovingOrBlocked2Element(x, y + 1);
6557 impact = (last_line || object_hit);
6560 if (!last_line && smashed == EL_ACID) // element falls into acid
6562 SplashAcid(x, y + 1);
6566 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6567 // only reset graphic animation if graphic really changes after impact
6569 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6571 ResetGfxAnimation(x, y);
6572 TEST_DrawLevelField(x, y);
6575 if (impact && CAN_EXPLODE_IMPACT(element))
6580 else if (impact && element == EL_PEARL &&
6581 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6583 ResetGfxAnimation(x, y);
6585 Tile[x][y] = EL_PEARL_BREAKING;
6586 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6589 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6591 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6596 if (impact && element == EL_AMOEBA_DROP)
6598 if (object_hit && IS_PLAYER(x, y + 1))
6599 KillPlayerUnlessEnemyProtected(x, y + 1);
6600 else if (object_hit && smashed == EL_PENGUIN)
6604 Tile[x][y] = EL_AMOEBA_GROWING;
6605 Store[x][y] = EL_AMOEBA_WET;
6607 ResetRandomAnimationValue(x, y);
6612 if (object_hit) // check which object was hit
6614 if ((CAN_PASS_MAGIC_WALL(element) &&
6615 (smashed == EL_MAGIC_WALL ||
6616 smashed == EL_BD_MAGIC_WALL)) ||
6617 (CAN_PASS_DC_MAGIC_WALL(element) &&
6618 smashed == EL_DC_MAGIC_WALL))
6621 int activated_magic_wall =
6622 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6623 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6624 EL_DC_MAGIC_WALL_ACTIVE);
6626 // activate magic wall / mill
6627 SCAN_PLAYFIELD(xx, yy)
6629 if (Tile[xx][yy] == smashed)
6630 Tile[xx][yy] = activated_magic_wall;
6633 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6634 game.magic_wall_active = TRUE;
6636 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6637 SND_MAGIC_WALL_ACTIVATING :
6638 smashed == EL_BD_MAGIC_WALL ?
6639 SND_BD_MAGIC_WALL_ACTIVATING :
6640 SND_DC_MAGIC_WALL_ACTIVATING));
6643 if (IS_PLAYER(x, y + 1))
6645 if (CAN_SMASH_PLAYER(element))
6647 KillPlayerUnlessEnemyProtected(x, y + 1);
6651 else if (smashed == EL_PENGUIN)
6653 if (CAN_SMASH_PLAYER(element))
6659 else if (element == EL_BD_DIAMOND)
6661 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6667 else if (((element == EL_SP_INFOTRON ||
6668 element == EL_SP_ZONK) &&
6669 (smashed == EL_SP_SNIKSNAK ||
6670 smashed == EL_SP_ELECTRON ||
6671 smashed == EL_SP_DISK_ORANGE)) ||
6672 (element == EL_SP_INFOTRON &&
6673 smashed == EL_SP_DISK_YELLOW))
6678 else if (CAN_SMASH_EVERYTHING(element))
6680 if (IS_CLASSIC_ENEMY(smashed) ||
6681 CAN_EXPLODE_SMASHED(smashed))
6686 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6688 if (smashed == EL_LAMP ||
6689 smashed == EL_LAMP_ACTIVE)
6694 else if (smashed == EL_NUT)
6696 Tile[x][y + 1] = EL_NUT_BREAKING;
6697 PlayLevelSound(x, y, SND_NUT_BREAKING);
6698 RaiseScoreElement(EL_NUT);
6701 else if (smashed == EL_PEARL)
6703 ResetGfxAnimation(x, y);
6705 Tile[x][y + 1] = EL_PEARL_BREAKING;
6706 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6709 else if (smashed == EL_DIAMOND)
6711 Tile[x][y + 1] = EL_DIAMOND_BREAKING;
6712 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6715 else if (IS_BELT_SWITCH(smashed))
6717 ToggleBeltSwitch(x, y + 1);
6719 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6720 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6721 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6722 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6724 ToggleSwitchgateSwitch(x, y + 1);
6726 else if (smashed == EL_LIGHT_SWITCH ||
6727 smashed == EL_LIGHT_SWITCH_ACTIVE)
6729 ToggleLightSwitch(x, y + 1);
6733 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6735 CheckElementChangeBySide(x, y + 1, smashed, element,
6736 CE_SWITCHED, CH_SIDE_TOP);
6737 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6743 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6748 // play sound of magic wall / mill
6750 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6751 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6752 Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6754 if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6755 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6756 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6757 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6758 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6759 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6764 // play sound of object that hits the ground
6765 if (last_line || object_hit)
6766 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6769 static void TurnRoundExt(int x, int y)
6781 { 0, 0 }, { 0, 0 }, { 0, 0 },
6786 int left, right, back;
6790 { MV_DOWN, MV_UP, MV_RIGHT },
6791 { MV_UP, MV_DOWN, MV_LEFT },
6793 { MV_LEFT, MV_RIGHT, MV_DOWN },
6797 { MV_RIGHT, MV_LEFT, MV_UP }
6800 int element = Tile[x][y];
6801 int move_pattern = element_info[element].move_pattern;
6803 int old_move_dir = MovDir[x][y];
6804 int left_dir = turn[old_move_dir].left;
6805 int right_dir = turn[old_move_dir].right;
6806 int back_dir = turn[old_move_dir].back;
6808 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6809 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6810 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6811 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6813 int left_x = x + left_dx, left_y = y + left_dy;
6814 int right_x = x + right_dx, right_y = y + right_dy;
6815 int move_x = x + move_dx, move_y = y + move_dy;
6819 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6821 TestIfBadThingTouchesOtherBadThing(x, y);
6823 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6824 MovDir[x][y] = right_dir;
6825 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6826 MovDir[x][y] = left_dir;
6828 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6830 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
6833 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6835 TestIfBadThingTouchesOtherBadThing(x, y);
6837 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6838 MovDir[x][y] = left_dir;
6839 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6840 MovDir[x][y] = right_dir;
6842 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6844 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
6847 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6849 TestIfBadThingTouchesOtherBadThing(x, y);
6851 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6852 MovDir[x][y] = left_dir;
6853 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6854 MovDir[x][y] = right_dir;
6856 if (MovDir[x][y] != old_move_dir)
6859 else if (element == EL_YAMYAM)
6861 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6862 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6864 if (can_turn_left && can_turn_right)
6865 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6866 else if (can_turn_left)
6867 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6868 else if (can_turn_right)
6869 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6871 MovDir[x][y] = back_dir;
6873 MovDelay[x][y] = 16 + 16 * RND(3);
6875 else if (element == EL_DARK_YAMYAM)
6877 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6879 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6882 if (can_turn_left && can_turn_right)
6883 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6884 else if (can_turn_left)
6885 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6886 else if (can_turn_right)
6887 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6889 MovDir[x][y] = back_dir;
6891 MovDelay[x][y] = 16 + 16 * RND(3);
6893 else if (element == EL_PACMAN)
6895 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6896 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6898 if (can_turn_left && can_turn_right)
6899 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6900 else if (can_turn_left)
6901 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6902 else if (can_turn_right)
6903 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6905 MovDir[x][y] = back_dir;
6907 MovDelay[x][y] = 6 + RND(40);
6909 else if (element == EL_PIG)
6911 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6912 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6913 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6914 boolean should_turn_left, should_turn_right, should_move_on;
6916 int rnd = RND(rnd_value);
6918 should_turn_left = (can_turn_left &&
6920 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6921 y + back_dy + left_dy)));
6922 should_turn_right = (can_turn_right &&
6924 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6925 y + back_dy + right_dy)));
6926 should_move_on = (can_move_on &&
6929 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6930 y + move_dy + left_dy) ||
6931 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6932 y + move_dy + right_dy)));
6934 if (should_turn_left || should_turn_right || should_move_on)
6936 if (should_turn_left && should_turn_right && should_move_on)
6937 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6938 rnd < 2 * rnd_value / 3 ? right_dir :
6940 else if (should_turn_left && should_turn_right)
6941 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6942 else if (should_turn_left && should_move_on)
6943 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6944 else if (should_turn_right && should_move_on)
6945 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6946 else if (should_turn_left)
6947 MovDir[x][y] = left_dir;
6948 else if (should_turn_right)
6949 MovDir[x][y] = right_dir;
6950 else if (should_move_on)
6951 MovDir[x][y] = old_move_dir;
6953 else if (can_move_on && rnd > rnd_value / 8)
6954 MovDir[x][y] = old_move_dir;
6955 else if (can_turn_left && can_turn_right)
6956 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6957 else if (can_turn_left && rnd > rnd_value / 8)
6958 MovDir[x][y] = left_dir;
6959 else if (can_turn_right && rnd > rnd_value/8)
6960 MovDir[x][y] = right_dir;
6962 MovDir[x][y] = back_dir;
6964 xx = x + move_xy[MovDir[x][y]].dx;
6965 yy = y + move_xy[MovDir[x][y]].dy;
6967 if (!IN_LEV_FIELD(xx, yy) ||
6968 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Tile[xx][yy])))
6969 MovDir[x][y] = old_move_dir;
6973 else if (element == EL_DRAGON)
6975 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6976 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6977 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6979 int rnd = RND(rnd_value);
6981 if (can_move_on && rnd > rnd_value / 8)
6982 MovDir[x][y] = old_move_dir;
6983 else if (can_turn_left && can_turn_right)
6984 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6985 else if (can_turn_left && rnd > rnd_value / 8)
6986 MovDir[x][y] = left_dir;
6987 else if (can_turn_right && rnd > rnd_value / 8)
6988 MovDir[x][y] = right_dir;
6990 MovDir[x][y] = back_dir;
6992 xx = x + move_xy[MovDir[x][y]].dx;
6993 yy = y + move_xy[MovDir[x][y]].dy;
6995 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6996 MovDir[x][y] = old_move_dir;
7000 else if (element == EL_MOLE)
7002 boolean can_move_on =
7003 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
7004 IS_AMOEBOID(Tile[move_x][move_y]) ||
7005 Tile[move_x][move_y] == EL_AMOEBA_SHRINKING));
7008 boolean can_turn_left =
7009 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
7010 IS_AMOEBOID(Tile[left_x][left_y])));
7012 boolean can_turn_right =
7013 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
7014 IS_AMOEBOID(Tile[right_x][right_y])));
7016 if (can_turn_left && can_turn_right)
7017 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
7018 else if (can_turn_left)
7019 MovDir[x][y] = left_dir;
7021 MovDir[x][y] = right_dir;
7024 if (MovDir[x][y] != old_move_dir)
7027 else if (element == EL_BALLOON)
7029 MovDir[x][y] = game.wind_direction;
7032 else if (element == EL_SPRING)
7034 if (MovDir[x][y] & MV_HORIZONTAL)
7036 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
7037 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7039 Tile[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
7040 ResetGfxAnimation(move_x, move_y);
7041 TEST_DrawLevelField(move_x, move_y);
7043 MovDir[x][y] = back_dir;
7045 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7046 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7047 MovDir[x][y] = MV_NONE;
7052 else if (element == EL_ROBOT ||
7053 element == EL_SATELLITE ||
7054 element == EL_PENGUIN ||
7055 element == EL_EMC_ANDROID)
7057 int attr_x = -1, attr_y = -1;
7059 if (game.all_players_gone)
7061 attr_x = game.exit_x;
7062 attr_y = game.exit_y;
7068 for (i = 0; i < MAX_PLAYERS; i++)
7070 struct PlayerInfo *player = &stored_player[i];
7071 int jx = player->jx, jy = player->jy;
7073 if (!player->active)
7077 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7085 if (element == EL_ROBOT &&
7086 game.robot_wheel_x >= 0 &&
7087 game.robot_wheel_y >= 0 &&
7088 (Tile[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
7089 game.engine_version < VERSION_IDENT(3,1,0,0)))
7091 attr_x = game.robot_wheel_x;
7092 attr_y = game.robot_wheel_y;
7095 if (element == EL_PENGUIN)
7098 static int xy[4][2] =
7106 for (i = 0; i < NUM_DIRECTIONS; i++)
7108 int ex = x + xy[i][0];
7109 int ey = y + xy[i][1];
7111 if (IN_LEV_FIELD(ex, ey) && (Tile[ex][ey] == EL_EXIT_OPEN ||
7112 Tile[ex][ey] == EL_EM_EXIT_OPEN ||
7113 Tile[ex][ey] == EL_STEEL_EXIT_OPEN ||
7114 Tile[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7123 MovDir[x][y] = MV_NONE;
7125 MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
7126 else if (attr_x > x)
7127 MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
7129 MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
7130 else if (attr_y > y)
7131 MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
7133 if (element == EL_ROBOT)
7137 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7138 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7139 Moving2Blocked(x, y, &newx, &newy);
7141 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7142 MovDelay[x][y] = 8 + 8 * !RND(3);
7144 MovDelay[x][y] = 16;
7146 else if (element == EL_PENGUIN)
7152 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7154 boolean first_horiz = RND(2);
7155 int new_move_dir = MovDir[x][y];
7158 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7159 Moving2Blocked(x, y, &newx, &newy);
7161 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7165 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7166 Moving2Blocked(x, y, &newx, &newy);
7168 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7171 MovDir[x][y] = old_move_dir;
7175 else if (element == EL_SATELLITE)
7181 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7183 boolean first_horiz = RND(2);
7184 int new_move_dir = MovDir[x][y];
7187 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7188 Moving2Blocked(x, y, &newx, &newy);
7190 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7194 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7195 Moving2Blocked(x, y, &newx, &newy);
7197 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7200 MovDir[x][y] = old_move_dir;
7204 else if (element == EL_EMC_ANDROID)
7206 static int check_pos[16] =
7208 -1, // 0 => (invalid)
7211 -1, // 3 => (invalid)
7213 0, // 5 => MV_LEFT | MV_UP
7214 2, // 6 => MV_RIGHT | MV_UP
7215 -1, // 7 => (invalid)
7217 6, // 9 => MV_LEFT | MV_DOWN
7218 4, // 10 => MV_RIGHT | MV_DOWN
7219 -1, // 11 => (invalid)
7220 -1, // 12 => (invalid)
7221 -1, // 13 => (invalid)
7222 -1, // 14 => (invalid)
7223 -1, // 15 => (invalid)
7231 { -1, -1, MV_LEFT | MV_UP },
7233 { +1, -1, MV_RIGHT | MV_UP },
7234 { +1, 0, MV_RIGHT },
7235 { +1, +1, MV_RIGHT | MV_DOWN },
7237 { -1, +1, MV_LEFT | MV_DOWN },
7240 int start_pos, check_order;
7241 boolean can_clone = FALSE;
7244 // check if there is any free field around current position
7245 for (i = 0; i < 8; i++)
7247 int newx = x + check_xy[i].dx;
7248 int newy = y + check_xy[i].dy;
7250 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7258 if (can_clone) // randomly find an element to clone
7262 start_pos = check_pos[RND(8)];
7263 check_order = (RND(2) ? -1 : +1);
7265 for (i = 0; i < 8; i++)
7267 int pos_raw = start_pos + i * check_order;
7268 int pos = (pos_raw + 8) % 8;
7269 int newx = x + check_xy[pos].dx;
7270 int newy = y + check_xy[pos].dy;
7272 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7274 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7275 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7277 Store[x][y] = Tile[newx][newy];
7286 if (can_clone) // randomly find a direction to move
7290 start_pos = check_pos[RND(8)];
7291 check_order = (RND(2) ? -1 : +1);
7293 for (i = 0; i < 8; i++)
7295 int pos_raw = start_pos + i * check_order;
7296 int pos = (pos_raw + 8) % 8;
7297 int newx = x + check_xy[pos].dx;
7298 int newy = y + check_xy[pos].dy;
7299 int new_move_dir = check_xy[pos].dir;
7301 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7303 MovDir[x][y] = new_move_dir;
7304 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7313 if (can_clone) // cloning and moving successful
7316 // cannot clone -- try to move towards player
7318 start_pos = check_pos[MovDir[x][y] & 0x0f];
7319 check_order = (RND(2) ? -1 : +1);
7321 for (i = 0; i < 3; i++)
7323 // first check start_pos, then previous/next or (next/previous) pos
7324 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7325 int pos = (pos_raw + 8) % 8;
7326 int newx = x + check_xy[pos].dx;
7327 int newy = y + check_xy[pos].dy;
7328 int new_move_dir = check_xy[pos].dir;
7330 if (IS_PLAYER(newx, newy))
7333 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7335 MovDir[x][y] = new_move_dir;
7336 MovDelay[x][y] = level.android_move_time * 8 + 1;
7343 else if (move_pattern == MV_TURNING_LEFT ||
7344 move_pattern == MV_TURNING_RIGHT ||
7345 move_pattern == MV_TURNING_LEFT_RIGHT ||
7346 move_pattern == MV_TURNING_RIGHT_LEFT ||
7347 move_pattern == MV_TURNING_RANDOM ||
7348 move_pattern == MV_ALL_DIRECTIONS)
7350 boolean can_turn_left =
7351 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7352 boolean can_turn_right =
7353 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7355 if (element_info[element].move_stepsize == 0) // "not moving"
7358 if (move_pattern == MV_TURNING_LEFT)
7359 MovDir[x][y] = left_dir;
7360 else if (move_pattern == MV_TURNING_RIGHT)
7361 MovDir[x][y] = right_dir;
7362 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7363 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7364 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7365 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7366 else if (move_pattern == MV_TURNING_RANDOM)
7367 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7368 can_turn_right && !can_turn_left ? right_dir :
7369 RND(2) ? left_dir : right_dir);
7370 else if (can_turn_left && can_turn_right)
7371 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7372 else if (can_turn_left)
7373 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7374 else if (can_turn_right)
7375 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7377 MovDir[x][y] = back_dir;
7379 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7381 else if (move_pattern == MV_HORIZONTAL ||
7382 move_pattern == MV_VERTICAL)
7384 if (move_pattern & old_move_dir)
7385 MovDir[x][y] = back_dir;
7386 else if (move_pattern == MV_HORIZONTAL)
7387 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7388 else if (move_pattern == MV_VERTICAL)
7389 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7391 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7393 else if (move_pattern & MV_ANY_DIRECTION)
7395 MovDir[x][y] = move_pattern;
7396 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7398 else if (move_pattern & MV_WIND_DIRECTION)
7400 MovDir[x][y] = game.wind_direction;
7401 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7403 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7405 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7406 MovDir[x][y] = left_dir;
7407 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7408 MovDir[x][y] = right_dir;
7410 if (MovDir[x][y] != old_move_dir)
7411 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7413 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7415 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7416 MovDir[x][y] = right_dir;
7417 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7418 MovDir[x][y] = left_dir;
7420 if (MovDir[x][y] != old_move_dir)
7421 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7423 else if (move_pattern == MV_TOWARDS_PLAYER ||
7424 move_pattern == MV_AWAY_FROM_PLAYER)
7426 int attr_x = -1, attr_y = -1;
7428 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7430 if (game.all_players_gone)
7432 attr_x = game.exit_x;
7433 attr_y = game.exit_y;
7439 for (i = 0; i < MAX_PLAYERS; i++)
7441 struct PlayerInfo *player = &stored_player[i];
7442 int jx = player->jx, jy = player->jy;
7444 if (!player->active)
7448 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7456 MovDir[x][y] = MV_NONE;
7458 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7459 else if (attr_x > x)
7460 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7462 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7463 else if (attr_y > y)
7464 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7466 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7468 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7470 boolean first_horiz = RND(2);
7471 int new_move_dir = MovDir[x][y];
7473 if (element_info[element].move_stepsize == 0) // "not moving"
7475 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7476 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7482 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7483 Moving2Blocked(x, y, &newx, &newy);
7485 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7489 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7490 Moving2Blocked(x, y, &newx, &newy);
7492 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7495 MovDir[x][y] = old_move_dir;
7498 else if (move_pattern == MV_WHEN_PUSHED ||
7499 move_pattern == MV_WHEN_DROPPED)
7501 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7502 MovDir[x][y] = MV_NONE;
7506 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7508 static int test_xy[7][2] =
7518 static int test_dir[7] =
7528 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7529 int move_preference = -1000000; // start with very low preference
7530 int new_move_dir = MV_NONE;
7531 int start_test = RND(4);
7534 for (i = 0; i < NUM_DIRECTIONS; i++)
7536 int move_dir = test_dir[start_test + i];
7537 int move_dir_preference;
7539 xx = x + test_xy[start_test + i][0];
7540 yy = y + test_xy[start_test + i][1];
7542 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7543 (IS_PLAYER(xx, yy) || Tile[xx][yy] == EL_PLAYER_IS_LEAVING))
7545 new_move_dir = move_dir;
7550 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7553 move_dir_preference = -1 * RunnerVisit[xx][yy];
7554 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7555 move_dir_preference = PlayerVisit[xx][yy];
7557 if (move_dir_preference > move_preference)
7559 // prefer field that has not been visited for the longest time
7560 move_preference = move_dir_preference;
7561 new_move_dir = move_dir;
7563 else if (move_dir_preference == move_preference &&
7564 move_dir == old_move_dir)
7566 // prefer last direction when all directions are preferred equally
7567 move_preference = move_dir_preference;
7568 new_move_dir = move_dir;
7572 MovDir[x][y] = new_move_dir;
7573 if (old_move_dir != new_move_dir)
7574 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7578 static void TurnRound(int x, int y)
7580 int direction = MovDir[x][y];
7584 GfxDir[x][y] = MovDir[x][y];
7586 if (direction != MovDir[x][y])
7590 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7592 ResetGfxFrame(x, y);
7595 static boolean JustBeingPushed(int x, int y)
7599 for (i = 0; i < MAX_PLAYERS; i++)
7601 struct PlayerInfo *player = &stored_player[i];
7603 if (player->active && player->is_pushing && player->MovPos)
7605 int next_jx = player->jx + (player->jx - player->last_jx);
7606 int next_jy = player->jy + (player->jy - player->last_jy);
7608 if (x == next_jx && y == next_jy)
7616 static void StartMoving(int x, int y)
7618 boolean started_moving = FALSE; // some elements can fall _and_ move
7619 int element = Tile[x][y];
7624 if (MovDelay[x][y] == 0)
7625 GfxAction[x][y] = ACTION_DEFAULT;
7627 if (CAN_FALL(element) && y < lev_fieldy - 1)
7629 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7630 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7631 if (JustBeingPushed(x, y))
7634 if (element == EL_QUICKSAND_FULL)
7636 if (IS_FREE(x, y + 1))
7638 InitMovingField(x, y, MV_DOWN);
7639 started_moving = TRUE;
7641 Tile[x][y] = EL_QUICKSAND_EMPTYING;
7642 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7643 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7644 Store[x][y] = EL_ROCK;
7646 Store[x][y] = EL_ROCK;
7649 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7651 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7653 if (!MovDelay[x][y])
7655 MovDelay[x][y] = TILEY + 1;
7657 ResetGfxAnimation(x, y);
7658 ResetGfxAnimation(x, y + 1);
7663 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7664 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7671 Tile[x][y] = EL_QUICKSAND_EMPTY;
7672 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7673 Store[x][y + 1] = Store[x][y];
7676 PlayLevelSoundAction(x, y, ACTION_FILLING);
7678 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7680 if (!MovDelay[x][y])
7682 MovDelay[x][y] = TILEY + 1;
7684 ResetGfxAnimation(x, y);
7685 ResetGfxAnimation(x, y + 1);
7690 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7691 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7698 Tile[x][y] = EL_QUICKSAND_EMPTY;
7699 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7700 Store[x][y + 1] = Store[x][y];
7703 PlayLevelSoundAction(x, y, ACTION_FILLING);
7706 else if (element == EL_QUICKSAND_FAST_FULL)
7708 if (IS_FREE(x, y + 1))
7710 InitMovingField(x, y, MV_DOWN);
7711 started_moving = TRUE;
7713 Tile[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7714 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7715 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7716 Store[x][y] = EL_ROCK;
7718 Store[x][y] = EL_ROCK;
7721 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7723 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7725 if (!MovDelay[x][y])
7727 MovDelay[x][y] = TILEY + 1;
7729 ResetGfxAnimation(x, y);
7730 ResetGfxAnimation(x, y + 1);
7735 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7736 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7743 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7744 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7745 Store[x][y + 1] = Store[x][y];
7748 PlayLevelSoundAction(x, y, ACTION_FILLING);
7750 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7752 if (!MovDelay[x][y])
7754 MovDelay[x][y] = TILEY + 1;
7756 ResetGfxAnimation(x, y);
7757 ResetGfxAnimation(x, y + 1);
7762 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7763 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7770 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7771 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7772 Store[x][y + 1] = Store[x][y];
7775 PlayLevelSoundAction(x, y, ACTION_FILLING);
7778 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7779 Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7781 InitMovingField(x, y, MV_DOWN);
7782 started_moving = TRUE;
7784 Tile[x][y] = EL_QUICKSAND_FILLING;
7785 Store[x][y] = element;
7787 PlayLevelSoundAction(x, y, ACTION_FILLING);
7789 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7790 Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7792 InitMovingField(x, y, MV_DOWN);
7793 started_moving = TRUE;
7795 Tile[x][y] = EL_QUICKSAND_FAST_FILLING;
7796 Store[x][y] = element;
7798 PlayLevelSoundAction(x, y, ACTION_FILLING);
7800 else if (element == EL_MAGIC_WALL_FULL)
7802 if (IS_FREE(x, y + 1))
7804 InitMovingField(x, y, MV_DOWN);
7805 started_moving = TRUE;
7807 Tile[x][y] = EL_MAGIC_WALL_EMPTYING;
7808 Store[x][y] = EL_CHANGED(Store[x][y]);
7810 else if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7812 if (!MovDelay[x][y])
7813 MovDelay[x][y] = TILEY / 4 + 1;
7822 Tile[x][y] = EL_MAGIC_WALL_ACTIVE;
7823 Tile[x][y + 1] = EL_MAGIC_WALL_FULL;
7824 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7828 else if (element == EL_BD_MAGIC_WALL_FULL)
7830 if (IS_FREE(x, y + 1))
7832 InitMovingField(x, y, MV_DOWN);
7833 started_moving = TRUE;
7835 Tile[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7836 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7838 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7840 if (!MovDelay[x][y])
7841 MovDelay[x][y] = TILEY / 4 + 1;
7850 Tile[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7851 Tile[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7852 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7856 else if (element == EL_DC_MAGIC_WALL_FULL)
7858 if (IS_FREE(x, y + 1))
7860 InitMovingField(x, y, MV_DOWN);
7861 started_moving = TRUE;
7863 Tile[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7864 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7866 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7868 if (!MovDelay[x][y])
7869 MovDelay[x][y] = TILEY / 4 + 1;
7878 Tile[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7879 Tile[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7880 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7884 else if ((CAN_PASS_MAGIC_WALL(element) &&
7885 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7886 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7887 (CAN_PASS_DC_MAGIC_WALL(element) &&
7888 (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7891 InitMovingField(x, y, MV_DOWN);
7892 started_moving = TRUE;
7895 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7896 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7897 EL_DC_MAGIC_WALL_FILLING);
7898 Store[x][y] = element;
7900 else if (CAN_FALL(element) && Tile[x][y + 1] == EL_ACID)
7902 SplashAcid(x, y + 1);
7904 InitMovingField(x, y, MV_DOWN);
7905 started_moving = TRUE;
7907 Store[x][y] = EL_ACID;
7910 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7911 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7912 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7913 CAN_FALL(element) && WasJustFalling[x][y] &&
7914 (Tile[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7916 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7917 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7918 (Tile[x][y + 1] == EL_BLOCKED)))
7920 /* this is needed for a special case not covered by calling "Impact()"
7921 from "ContinueMoving()": if an element moves to a tile directly below
7922 another element which was just falling on that tile (which was empty
7923 in the previous frame), the falling element above would just stop
7924 instead of smashing the element below (in previous version, the above
7925 element was just checked for "moving" instead of "falling", resulting
7926 in incorrect smashes caused by horizontal movement of the above
7927 element; also, the case of the player being the element to smash was
7928 simply not covered here... :-/ ) */
7930 CheckCollision[x][y] = 0;
7931 CheckImpact[x][y] = 0;
7935 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7937 if (MovDir[x][y] == MV_NONE)
7939 InitMovingField(x, y, MV_DOWN);
7940 started_moving = TRUE;
7943 else if (IS_FREE(x, y + 1) || Tile[x][y + 1] == EL_DIAMOND_BREAKING)
7945 if (WasJustFalling[x][y]) // prevent animation from being restarted
7946 MovDir[x][y] = MV_DOWN;
7948 InitMovingField(x, y, MV_DOWN);
7949 started_moving = TRUE;
7951 else if (element == EL_AMOEBA_DROP)
7953 Tile[x][y] = EL_AMOEBA_GROWING;
7954 Store[x][y] = EL_AMOEBA_WET;
7956 else if (((IS_SLIPPERY(Tile[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7957 (IS_EM_SLIPPERY_WALL(Tile[x][y + 1]) && IS_GEM(element))) &&
7958 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7959 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7961 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7962 (IS_FREE(x - 1, y + 1) ||
7963 Tile[x - 1][y + 1] == EL_ACID));
7964 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7965 (IS_FREE(x + 1, y + 1) ||
7966 Tile[x + 1][y + 1] == EL_ACID));
7967 boolean can_fall_any = (can_fall_left || can_fall_right);
7968 boolean can_fall_both = (can_fall_left && can_fall_right);
7969 int slippery_type = element_info[Tile[x][y + 1]].slippery_type;
7971 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7973 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7974 can_fall_right = FALSE;
7975 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7976 can_fall_left = FALSE;
7977 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7978 can_fall_right = FALSE;
7979 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7980 can_fall_left = FALSE;
7982 can_fall_any = (can_fall_left || can_fall_right);
7983 can_fall_both = FALSE;
7988 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7989 can_fall_right = FALSE; // slip down on left side
7991 can_fall_left = !(can_fall_right = RND(2));
7993 can_fall_both = FALSE;
7998 // if not determined otherwise, prefer left side for slipping down
7999 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
8000 started_moving = TRUE;
8003 else if (IS_BELT_ACTIVE(Tile[x][y + 1]))
8005 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
8006 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
8007 int belt_nr = getBeltNrFromBeltActiveElement(Tile[x][y + 1]);
8008 int belt_dir = game.belt_dir[belt_nr];
8010 if ((belt_dir == MV_LEFT && left_is_free) ||
8011 (belt_dir == MV_RIGHT && right_is_free))
8013 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
8015 InitMovingField(x, y, belt_dir);
8016 started_moving = TRUE;
8018 Pushed[x][y] = TRUE;
8019 Pushed[nextx][y] = TRUE;
8021 GfxAction[x][y] = ACTION_DEFAULT;
8025 MovDir[x][y] = 0; // if element was moving, stop it
8030 // not "else if" because of elements that can fall and move (EL_SPRING)
8031 if (CAN_MOVE(element) && !started_moving)
8033 int move_pattern = element_info[element].move_pattern;
8036 Moving2Blocked(x, y, &newx, &newy);
8038 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
8041 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8042 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
8044 WasJustMoving[x][y] = 0;
8045 CheckCollision[x][y] = 0;
8047 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
8049 if (Tile[x][y] != element) // element has changed
8053 if (!MovDelay[x][y]) // start new movement phase
8055 // all objects that can change their move direction after each step
8056 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
8058 if (element != EL_YAMYAM &&
8059 element != EL_DARK_YAMYAM &&
8060 element != EL_PACMAN &&
8061 !(move_pattern & MV_ANY_DIRECTION) &&
8062 move_pattern != MV_TURNING_LEFT &&
8063 move_pattern != MV_TURNING_RIGHT &&
8064 move_pattern != MV_TURNING_LEFT_RIGHT &&
8065 move_pattern != MV_TURNING_RIGHT_LEFT &&
8066 move_pattern != MV_TURNING_RANDOM)
8070 if (MovDelay[x][y] && (element == EL_BUG ||
8071 element == EL_SPACESHIP ||
8072 element == EL_SP_SNIKSNAK ||
8073 element == EL_SP_ELECTRON ||
8074 element == EL_MOLE))
8075 TEST_DrawLevelField(x, y);
8079 if (MovDelay[x][y]) // wait some time before next movement
8083 if (element == EL_ROBOT ||
8084 element == EL_YAMYAM ||
8085 element == EL_DARK_YAMYAM)
8087 DrawLevelElementAnimationIfNeeded(x, y, element);
8088 PlayLevelSoundAction(x, y, ACTION_WAITING);
8090 else if (element == EL_SP_ELECTRON)
8091 DrawLevelElementAnimationIfNeeded(x, y, element);
8092 else if (element == EL_DRAGON)
8095 int dir = MovDir[x][y];
8096 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8097 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
8098 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
8099 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
8100 dir == MV_UP ? IMG_FLAMES_1_UP :
8101 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8102 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
8104 GfxAction[x][y] = ACTION_ATTACKING;
8106 if (IS_PLAYER(x, y))
8107 DrawPlayerField(x, y);
8109 TEST_DrawLevelField(x, y);
8111 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8113 for (i = 1; i <= 3; i++)
8115 int xx = x + i * dx;
8116 int yy = y + i * dy;
8117 int sx = SCREENX(xx);
8118 int sy = SCREENY(yy);
8119 int flame_graphic = graphic + (i - 1);
8121 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Tile[xx][yy]))
8126 int flamed = MovingOrBlocked2Element(xx, yy);
8128 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8131 RemoveMovingField(xx, yy);
8133 ChangeDelay[xx][yy] = 0;
8135 Tile[xx][yy] = EL_FLAMES;
8137 if (IN_SCR_FIELD(sx, sy))
8139 TEST_DrawLevelFieldCrumbled(xx, yy);
8140 DrawGraphic(sx, sy, flame_graphic, frame);
8145 if (Tile[xx][yy] == EL_FLAMES)
8146 Tile[xx][yy] = EL_EMPTY;
8147 TEST_DrawLevelField(xx, yy);
8152 if (MovDelay[x][y]) // element still has to wait some time
8154 PlayLevelSoundAction(x, y, ACTION_WAITING);
8160 // now make next step
8162 Moving2Blocked(x, y, &newx, &newy); // get next screen position
8164 if (DONT_COLLIDE_WITH(element) &&
8165 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8166 !PLAYER_ENEMY_PROTECTED(newx, newy))
8168 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8173 else if (CAN_MOVE_INTO_ACID(element) &&
8174 IN_LEV_FIELD(newx, newy) && Tile[newx][newy] == EL_ACID &&
8175 !IS_MV_DIAGONAL(MovDir[x][y]) &&
8176 (MovDir[x][y] == MV_DOWN ||
8177 game.engine_version >= VERSION_IDENT(3,1,0,0)))
8179 SplashAcid(newx, newy);
8180 Store[x][y] = EL_ACID;
8182 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8184 if (Tile[newx][newy] == EL_EXIT_OPEN ||
8185 Tile[newx][newy] == EL_EM_EXIT_OPEN ||
8186 Tile[newx][newy] == EL_STEEL_EXIT_OPEN ||
8187 Tile[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8190 TEST_DrawLevelField(x, y);
8192 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8193 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8194 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
8196 game.friends_still_needed--;
8197 if (!game.friends_still_needed &&
8199 game.all_players_gone)
8204 else if (IS_FOOD_PENGUIN(Tile[newx][newy]))
8206 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
8207 TEST_DrawLevelField(newx, newy);
8209 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8211 else if (!IS_FREE(newx, newy))
8213 GfxAction[x][y] = ACTION_WAITING;
8215 if (IS_PLAYER(x, y))
8216 DrawPlayerField(x, y);
8218 TEST_DrawLevelField(x, y);
8223 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8225 if (IS_FOOD_PIG(Tile[newx][newy]))
8227 if (IS_MOVING(newx, newy))
8228 RemoveMovingField(newx, newy);
8231 Tile[newx][newy] = EL_EMPTY;
8232 TEST_DrawLevelField(newx, newy);
8235 PlayLevelSound(x, y, SND_PIG_DIGGING);
8237 else if (!IS_FREE(newx, newy))
8239 if (IS_PLAYER(x, y))
8240 DrawPlayerField(x, y);
8242 TEST_DrawLevelField(x, y);
8247 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8249 if (Store[x][y] != EL_EMPTY)
8251 boolean can_clone = FALSE;
8254 // check if element to clone is still there
8255 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8257 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == Store[x][y])
8265 // cannot clone or target field not free anymore -- do not clone
8266 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8267 Store[x][y] = EL_EMPTY;
8270 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8272 if (IS_MV_DIAGONAL(MovDir[x][y]))
8274 int diagonal_move_dir = MovDir[x][y];
8275 int stored = Store[x][y];
8276 int change_delay = 8;
8279 // android is moving diagonally
8281 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8283 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8284 GfxElement[x][y] = EL_EMC_ANDROID;
8285 GfxAction[x][y] = ACTION_SHRINKING;
8286 GfxDir[x][y] = diagonal_move_dir;
8287 ChangeDelay[x][y] = change_delay;
8289 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8292 DrawLevelGraphicAnimation(x, y, graphic);
8293 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8295 if (Tile[newx][newy] == EL_ACID)
8297 SplashAcid(newx, newy);
8302 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8304 Store[newx][newy] = EL_EMC_ANDROID;
8305 GfxElement[newx][newy] = EL_EMC_ANDROID;
8306 GfxAction[newx][newy] = ACTION_GROWING;
8307 GfxDir[newx][newy] = diagonal_move_dir;
8308 ChangeDelay[newx][newy] = change_delay;
8310 graphic = el_act_dir2img(GfxElement[newx][newy],
8311 GfxAction[newx][newy], GfxDir[newx][newy]);
8313 DrawLevelGraphicAnimation(newx, newy, graphic);
8314 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8320 Tile[newx][newy] = EL_EMPTY;
8321 TEST_DrawLevelField(newx, newy);
8323 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8326 else if (!IS_FREE(newx, newy))
8331 else if (IS_CUSTOM_ELEMENT(element) &&
8332 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8334 if (!DigFieldByCE(newx, newy, element))
8337 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8339 RunnerVisit[x][y] = FrameCounter;
8340 PlayerVisit[x][y] /= 8; // expire player visit path
8343 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8345 if (!IS_FREE(newx, newy))
8347 if (IS_PLAYER(x, y))
8348 DrawPlayerField(x, y);
8350 TEST_DrawLevelField(x, y);
8356 boolean wanna_flame = !RND(10);
8357 int dx = newx - x, dy = newy - y;
8358 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8359 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8360 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8361 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8362 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8363 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8366 IS_CLASSIC_ENEMY(element1) ||
8367 IS_CLASSIC_ENEMY(element2)) &&
8368 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8369 element1 != EL_FLAMES && element2 != EL_FLAMES)
8371 ResetGfxAnimation(x, y);
8372 GfxAction[x][y] = ACTION_ATTACKING;
8374 if (IS_PLAYER(x, y))
8375 DrawPlayerField(x, y);
8377 TEST_DrawLevelField(x, y);
8379 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8381 MovDelay[x][y] = 50;
8383 Tile[newx][newy] = EL_FLAMES;
8384 if (IN_LEV_FIELD(newx1, newy1) && Tile[newx1][newy1] == EL_EMPTY)
8385 Tile[newx1][newy1] = EL_FLAMES;
8386 if (IN_LEV_FIELD(newx2, newy2) && Tile[newx2][newy2] == EL_EMPTY)
8387 Tile[newx2][newy2] = EL_FLAMES;
8393 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8394 Tile[newx][newy] == EL_DIAMOND)
8396 if (IS_MOVING(newx, newy))
8397 RemoveMovingField(newx, newy);
8400 Tile[newx][newy] = EL_EMPTY;
8401 TEST_DrawLevelField(newx, newy);
8404 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8406 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8407 IS_FOOD_DARK_YAMYAM(Tile[newx][newy]))
8409 if (AmoebaNr[newx][newy])
8411 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8412 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8413 Tile[newx][newy] == EL_BD_AMOEBA)
8414 AmoebaCnt[AmoebaNr[newx][newy]]--;
8417 if (IS_MOVING(newx, newy))
8419 RemoveMovingField(newx, newy);
8423 Tile[newx][newy] = EL_EMPTY;
8424 TEST_DrawLevelField(newx, newy);
8427 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8429 else if ((element == EL_PACMAN || element == EL_MOLE)
8430 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Tile[newx][newy]))
8432 if (AmoebaNr[newx][newy])
8434 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8435 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8436 Tile[newx][newy] == EL_BD_AMOEBA)
8437 AmoebaCnt[AmoebaNr[newx][newy]]--;
8440 if (element == EL_MOLE)
8442 Tile[newx][newy] = EL_AMOEBA_SHRINKING;
8443 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8445 ResetGfxAnimation(x, y);
8446 GfxAction[x][y] = ACTION_DIGGING;
8447 TEST_DrawLevelField(x, y);
8449 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8451 return; // wait for shrinking amoeba
8453 else // element == EL_PACMAN
8455 Tile[newx][newy] = EL_EMPTY;
8456 TEST_DrawLevelField(newx, newy);
8457 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8460 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8461 (Tile[newx][newy] == EL_AMOEBA_SHRINKING ||
8462 (Tile[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8464 // wait for shrinking amoeba to completely disappear
8467 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8469 // object was running against a wall
8473 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8474 DrawLevelElementAnimation(x, y, element);
8476 if (DONT_TOUCH(element))
8477 TestIfBadThingTouchesPlayer(x, y);
8482 InitMovingField(x, y, MovDir[x][y]);
8484 PlayLevelSoundAction(x, y, ACTION_MOVING);
8488 ContinueMoving(x, y);
8491 void ContinueMoving(int x, int y)
8493 int element = Tile[x][y];
8494 struct ElementInfo *ei = &element_info[element];
8495 int direction = MovDir[x][y];
8496 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8497 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8498 int newx = x + dx, newy = y + dy;
8499 int stored = Store[x][y];
8500 int stored_new = Store[newx][newy];
8501 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8502 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8503 boolean last_line = (newy == lev_fieldy - 1);
8505 MovPos[x][y] += getElementMoveStepsize(x, y);
8507 if (pushed_by_player) // special case: moving object pushed by player
8508 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8510 if (ABS(MovPos[x][y]) < TILEX)
8512 TEST_DrawLevelField(x, y);
8514 return; // element is still moving
8517 // element reached destination field
8519 Tile[x][y] = EL_EMPTY;
8520 Tile[newx][newy] = element;
8521 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8523 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8525 element = Tile[newx][newy] = EL_ACID;
8527 else if (element == EL_MOLE)
8529 Tile[x][y] = EL_SAND;
8531 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8533 else if (element == EL_QUICKSAND_FILLING)
8535 element = Tile[newx][newy] = get_next_element(element);
8536 Store[newx][newy] = Store[x][y];
8538 else if (element == EL_QUICKSAND_EMPTYING)
8540 Tile[x][y] = get_next_element(element);
8541 element = Tile[newx][newy] = Store[x][y];
8543 else if (element == EL_QUICKSAND_FAST_FILLING)
8545 element = Tile[newx][newy] = get_next_element(element);
8546 Store[newx][newy] = Store[x][y];
8548 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8550 Tile[x][y] = get_next_element(element);
8551 element = Tile[newx][newy] = Store[x][y];
8553 else if (element == EL_MAGIC_WALL_FILLING)
8555 element = Tile[newx][newy] = get_next_element(element);
8556 if (!game.magic_wall_active)
8557 element = Tile[newx][newy] = EL_MAGIC_WALL_DEAD;
8558 Store[newx][newy] = Store[x][y];
8560 else if (element == EL_MAGIC_WALL_EMPTYING)
8562 Tile[x][y] = get_next_element(element);
8563 if (!game.magic_wall_active)
8564 Tile[x][y] = EL_MAGIC_WALL_DEAD;
8565 element = Tile[newx][newy] = Store[x][y];
8567 InitField(newx, newy, FALSE);
8569 else if (element == EL_BD_MAGIC_WALL_FILLING)
8571 element = Tile[newx][newy] = get_next_element(element);
8572 if (!game.magic_wall_active)
8573 element = Tile[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8574 Store[newx][newy] = Store[x][y];
8576 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8578 Tile[x][y] = get_next_element(element);
8579 if (!game.magic_wall_active)
8580 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
8581 element = Tile[newx][newy] = Store[x][y];
8583 InitField(newx, newy, FALSE);
8585 else if (element == EL_DC_MAGIC_WALL_FILLING)
8587 element = Tile[newx][newy] = get_next_element(element);
8588 if (!game.magic_wall_active)
8589 element = Tile[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8590 Store[newx][newy] = Store[x][y];
8592 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8594 Tile[x][y] = get_next_element(element);
8595 if (!game.magic_wall_active)
8596 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
8597 element = Tile[newx][newy] = Store[x][y];
8599 InitField(newx, newy, FALSE);
8601 else if (element == EL_AMOEBA_DROPPING)
8603 Tile[x][y] = get_next_element(element);
8604 element = Tile[newx][newy] = Store[x][y];
8606 else if (element == EL_SOKOBAN_OBJECT)
8609 Tile[x][y] = Back[x][y];
8611 if (Back[newx][newy])
8612 Tile[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8614 Back[x][y] = Back[newx][newy] = 0;
8617 Store[x][y] = EL_EMPTY;
8622 MovDelay[newx][newy] = 0;
8624 if (CAN_CHANGE_OR_HAS_ACTION(element))
8626 // copy element change control values to new field
8627 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8628 ChangePage[newx][newy] = ChangePage[x][y];
8629 ChangeCount[newx][newy] = ChangeCount[x][y];
8630 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8633 CustomValue[newx][newy] = CustomValue[x][y];
8635 ChangeDelay[x][y] = 0;
8636 ChangePage[x][y] = -1;
8637 ChangeCount[x][y] = 0;
8638 ChangeEvent[x][y] = -1;
8640 CustomValue[x][y] = 0;
8642 // copy animation control values to new field
8643 GfxFrame[newx][newy] = GfxFrame[x][y];
8644 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8645 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8646 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8648 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8650 // some elements can leave other elements behind after moving
8651 if (ei->move_leave_element != EL_EMPTY &&
8652 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8653 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8655 int move_leave_element = ei->move_leave_element;
8657 // this makes it possible to leave the removed element again
8658 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8659 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8661 Tile[x][y] = move_leave_element;
8663 if (element_info[Tile[x][y]].move_direction_initial == MV_START_PREVIOUS)
8664 MovDir[x][y] = direction;
8666 InitField(x, y, FALSE);
8668 if (GFX_CRUMBLED(Tile[x][y]))
8669 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8671 if (ELEM_IS_PLAYER(move_leave_element))
8672 RelocatePlayer(x, y, move_leave_element);
8675 // do this after checking for left-behind element
8676 ResetGfxAnimation(x, y); // reset animation values for old field
8678 if (!CAN_MOVE(element) ||
8679 (CAN_FALL(element) && direction == MV_DOWN &&
8680 (element == EL_SPRING ||
8681 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8682 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8683 GfxDir[x][y] = MovDir[newx][newy] = 0;
8685 TEST_DrawLevelField(x, y);
8686 TEST_DrawLevelField(newx, newy);
8688 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8690 // prevent pushed element from moving on in pushed direction
8691 if (pushed_by_player && CAN_MOVE(element) &&
8692 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8693 !(element_info[element].move_pattern & direction))
8694 TurnRound(newx, newy);
8696 // prevent elements on conveyor belt from moving on in last direction
8697 if (pushed_by_conveyor && CAN_FALL(element) &&
8698 direction & MV_HORIZONTAL)
8699 MovDir[newx][newy] = 0;
8701 if (!pushed_by_player)
8703 int nextx = newx + dx, nexty = newy + dy;
8704 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8706 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8708 if (CAN_FALL(element) && direction == MV_DOWN)
8709 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8711 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8712 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8714 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8715 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8718 if (DONT_TOUCH(element)) // object may be nasty to player or others
8720 TestIfBadThingTouchesPlayer(newx, newy);
8721 TestIfBadThingTouchesFriend(newx, newy);
8723 if (!IS_CUSTOM_ELEMENT(element))
8724 TestIfBadThingTouchesOtherBadThing(newx, newy);
8726 else if (element == EL_PENGUIN)
8727 TestIfFriendTouchesBadThing(newx, newy);
8729 if (DONT_GET_HIT_BY(element))
8731 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8734 // give the player one last chance (one more frame) to move away
8735 if (CAN_FALL(element) && direction == MV_DOWN &&
8736 (last_line || (!IS_FREE(x, newy + 1) &&
8737 (!IS_PLAYER(x, newy + 1) ||
8738 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8741 if (pushed_by_player && !game.use_change_when_pushing_bug)
8743 int push_side = MV_DIR_OPPOSITE(direction);
8744 struct PlayerInfo *player = PLAYERINFO(x, y);
8746 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8747 player->index_bit, push_side);
8748 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8749 player->index_bit, push_side);
8752 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
8753 MovDelay[newx][newy] = 1;
8755 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8757 TestIfElementTouchesCustomElement(x, y); // empty or new element
8758 TestIfElementHitsCustomElement(newx, newy, direction);
8759 TestIfPlayerTouchesCustomElement(newx, newy);
8760 TestIfElementTouchesCustomElement(newx, newy);
8762 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8763 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8764 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8765 MV_DIR_OPPOSITE(direction));
8768 int AmoebaNeighbourNr(int ax, int ay)
8771 int element = Tile[ax][ay];
8773 static int xy[4][2] =
8781 for (i = 0; i < NUM_DIRECTIONS; i++)
8783 int x = ax + xy[i][0];
8784 int y = ay + xy[i][1];
8786 if (!IN_LEV_FIELD(x, y))
8789 if (Tile[x][y] == element && AmoebaNr[x][y] > 0)
8790 group_nr = AmoebaNr[x][y];
8796 static void AmoebaMerge(int ax, int ay)
8798 int i, x, y, xx, yy;
8799 int new_group_nr = AmoebaNr[ax][ay];
8800 static int xy[4][2] =
8808 if (new_group_nr == 0)
8811 for (i = 0; i < NUM_DIRECTIONS; i++)
8816 if (!IN_LEV_FIELD(x, y))
8819 if ((Tile[x][y] == EL_AMOEBA_FULL ||
8820 Tile[x][y] == EL_BD_AMOEBA ||
8821 Tile[x][y] == EL_AMOEBA_DEAD) &&
8822 AmoebaNr[x][y] != new_group_nr)
8824 int old_group_nr = AmoebaNr[x][y];
8826 if (old_group_nr == 0)
8829 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8830 AmoebaCnt[old_group_nr] = 0;
8831 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8832 AmoebaCnt2[old_group_nr] = 0;
8834 SCAN_PLAYFIELD(xx, yy)
8836 if (AmoebaNr[xx][yy] == old_group_nr)
8837 AmoebaNr[xx][yy] = new_group_nr;
8843 void AmoebaToDiamond(int ax, int ay)
8847 if (Tile[ax][ay] == EL_AMOEBA_DEAD)
8849 int group_nr = AmoebaNr[ax][ay];
8854 Debug("game:playing:AmoebaToDiamond", "ax = %d, ay = %d", ax, ay);
8855 Debug("game:playing:AmoebaToDiamond", "This should never happen!");
8861 SCAN_PLAYFIELD(x, y)
8863 if (Tile[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8866 Tile[x][y] = EL_AMOEBA_TO_DIAMOND;
8870 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8871 SND_AMOEBA_TURNING_TO_GEM :
8872 SND_AMOEBA_TURNING_TO_ROCK));
8877 static int xy[4][2] =
8885 for (i = 0; i < NUM_DIRECTIONS; i++)
8890 if (!IN_LEV_FIELD(x, y))
8893 if (Tile[x][y] == EL_AMOEBA_TO_DIAMOND)
8895 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8896 SND_AMOEBA_TURNING_TO_GEM :
8897 SND_AMOEBA_TURNING_TO_ROCK));
8904 static void AmoebaToDiamondBD(int ax, int ay, int new_element)
8907 int group_nr = AmoebaNr[ax][ay];
8908 boolean done = FALSE;
8913 Debug("game:playing:AmoebaToDiamondBD", "ax = %d, ay = %d", ax, ay);
8914 Debug("game:playing:AmoebaToDiamondBD", "This should never happen!");
8920 SCAN_PLAYFIELD(x, y)
8922 if (AmoebaNr[x][y] == group_nr &&
8923 (Tile[x][y] == EL_AMOEBA_DEAD ||
8924 Tile[x][y] == EL_BD_AMOEBA ||
8925 Tile[x][y] == EL_AMOEBA_GROWING))
8928 Tile[x][y] = new_element;
8929 InitField(x, y, FALSE);
8930 TEST_DrawLevelField(x, y);
8936 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8937 SND_BD_AMOEBA_TURNING_TO_ROCK :
8938 SND_BD_AMOEBA_TURNING_TO_GEM));
8941 static void AmoebaGrowing(int x, int y)
8943 static unsigned int sound_delay = 0;
8944 static unsigned int sound_delay_value = 0;
8946 if (!MovDelay[x][y]) // start new growing cycle
8950 if (DelayReached(&sound_delay, sound_delay_value))
8952 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8953 sound_delay_value = 30;
8957 if (MovDelay[x][y]) // wait some time before growing bigger
8960 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8962 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8963 6 - MovDelay[x][y]);
8965 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8968 if (!MovDelay[x][y])
8970 Tile[x][y] = Store[x][y];
8972 TEST_DrawLevelField(x, y);
8977 static void AmoebaShrinking(int x, int y)
8979 static unsigned int sound_delay = 0;
8980 static unsigned int sound_delay_value = 0;
8982 if (!MovDelay[x][y]) // start new shrinking cycle
8986 if (DelayReached(&sound_delay, sound_delay_value))
8987 sound_delay_value = 30;
8990 if (MovDelay[x][y]) // wait some time before shrinking
8993 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8995 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8996 6 - MovDelay[x][y]);
8998 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
9001 if (!MovDelay[x][y])
9003 Tile[x][y] = EL_EMPTY;
9004 TEST_DrawLevelField(x, y);
9006 // don't let mole enter this field in this cycle;
9007 // (give priority to objects falling to this field from above)
9013 static void AmoebaReproduce(int ax, int ay)
9016 int element = Tile[ax][ay];
9017 int graphic = el2img(element);
9018 int newax = ax, neway = ay;
9019 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
9020 static int xy[4][2] =
9028 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
9030 Tile[ax][ay] = EL_AMOEBA_DEAD;
9031 TEST_DrawLevelField(ax, ay);
9035 if (IS_ANIMATED(graphic))
9036 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9038 if (!MovDelay[ax][ay]) // start making new amoeba field
9039 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
9041 if (MovDelay[ax][ay]) // wait some time before making new amoeba
9044 if (MovDelay[ax][ay])
9048 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
9051 int x = ax + xy[start][0];
9052 int y = ay + xy[start][1];
9054 if (!IN_LEV_FIELD(x, y))
9057 if (IS_FREE(x, y) ||
9058 CAN_GROW_INTO(Tile[x][y]) ||
9059 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9060 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9066 if (newax == ax && neway == ay)
9069 else // normal or "filled" (BD style) amoeba
9072 boolean waiting_for_player = FALSE;
9074 for (i = 0; i < NUM_DIRECTIONS; i++)
9076 int j = (start + i) % 4;
9077 int x = ax + xy[j][0];
9078 int y = ay + xy[j][1];
9080 if (!IN_LEV_FIELD(x, y))
9083 if (IS_FREE(x, y) ||
9084 CAN_GROW_INTO(Tile[x][y]) ||
9085 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9086 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9092 else if (IS_PLAYER(x, y))
9093 waiting_for_player = TRUE;
9096 if (newax == ax && neway == ay) // amoeba cannot grow
9098 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9100 Tile[ax][ay] = EL_AMOEBA_DEAD;
9101 TEST_DrawLevelField(ax, ay);
9102 AmoebaCnt[AmoebaNr[ax][ay]]--;
9104 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
9106 if (element == EL_AMOEBA_FULL)
9107 AmoebaToDiamond(ax, ay);
9108 else if (element == EL_BD_AMOEBA)
9109 AmoebaToDiamondBD(ax, ay, level.amoeba_content);
9114 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9116 // amoeba gets larger by growing in some direction
9118 int new_group_nr = AmoebaNr[ax][ay];
9121 if (new_group_nr == 0)
9123 Debug("game:playing:AmoebaReproduce", "newax = %d, neway = %d",
9125 Debug("game:playing:AmoebaReproduce", "This should never happen!");
9131 AmoebaNr[newax][neway] = new_group_nr;
9132 AmoebaCnt[new_group_nr]++;
9133 AmoebaCnt2[new_group_nr]++;
9135 // if amoeba touches other amoeba(s) after growing, unify them
9136 AmoebaMerge(newax, neway);
9138 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9140 AmoebaToDiamondBD(newax, neway, EL_BD_ROCK);
9146 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9147 (neway == lev_fieldy - 1 && newax != ax))
9149 Tile[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
9150 Store[newax][neway] = element;
9152 else if (neway == ay || element == EL_EMC_DRIPPER)
9154 Tile[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
9156 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9160 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
9161 Tile[ax][ay] = EL_AMOEBA_DROPPING;
9162 Store[ax][ay] = EL_AMOEBA_DROP;
9163 ContinueMoving(ax, ay);
9167 TEST_DrawLevelField(newax, neway);
9170 static void Life(int ax, int ay)
9174 int element = Tile[ax][ay];
9175 int graphic = el2img(element);
9176 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9178 boolean changed = FALSE;
9180 if (IS_ANIMATED(graphic))
9181 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9186 if (!MovDelay[ax][ay]) // start new "game of life" cycle
9187 MovDelay[ax][ay] = life_time;
9189 if (MovDelay[ax][ay]) // wait some time before next cycle
9192 if (MovDelay[ax][ay])
9196 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9198 int xx = ax+x1, yy = ay+y1;
9199 int old_element = Tile[xx][yy];
9200 int num_neighbours = 0;
9202 if (!IN_LEV_FIELD(xx, yy))
9205 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9207 int x = xx+x2, y = yy+y2;
9209 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9212 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
9213 boolean is_neighbour = FALSE;
9215 if (level.use_life_bugs)
9217 (((Tile[x][y] == element || is_player_cell) && !Stop[x][y]) ||
9218 (IS_FREE(x, y) && Stop[x][y]));
9221 (Last[x][y] == element || is_player_cell);
9227 boolean is_free = FALSE;
9229 if (level.use_life_bugs)
9230 is_free = (IS_FREE(xx, yy));
9232 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
9234 if (xx == ax && yy == ay) // field in the middle
9236 if (num_neighbours < life_parameter[0] ||
9237 num_neighbours > life_parameter[1])
9239 Tile[xx][yy] = EL_EMPTY;
9240 if (Tile[xx][yy] != old_element)
9241 TEST_DrawLevelField(xx, yy);
9242 Stop[xx][yy] = TRUE;
9246 else if (is_free || CAN_GROW_INTO(Tile[xx][yy]))
9247 { // free border field
9248 if (num_neighbours >= life_parameter[2] &&
9249 num_neighbours <= life_parameter[3])
9251 Tile[xx][yy] = element;
9252 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
9253 if (Tile[xx][yy] != old_element)
9254 TEST_DrawLevelField(xx, yy);
9255 Stop[xx][yy] = TRUE;
9262 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9263 SND_GAME_OF_LIFE_GROWING);
9266 static void InitRobotWheel(int x, int y)
9268 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9271 static void RunRobotWheel(int x, int y)
9273 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9276 static void StopRobotWheel(int x, int y)
9278 if (game.robot_wheel_x == x &&
9279 game.robot_wheel_y == y)
9281 game.robot_wheel_x = -1;
9282 game.robot_wheel_y = -1;
9283 game.robot_wheel_active = FALSE;
9287 static void InitTimegateWheel(int x, int y)
9289 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9292 static void RunTimegateWheel(int x, int y)
9294 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9297 static void InitMagicBallDelay(int x, int y)
9299 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9302 static void ActivateMagicBall(int bx, int by)
9306 if (level.ball_random)
9308 int pos_border = RND(8); // select one of the eight border elements
9309 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9310 int xx = pos_content % 3;
9311 int yy = pos_content / 3;
9316 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9317 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9321 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9323 int xx = x - bx + 1;
9324 int yy = y - by + 1;
9326 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9327 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9331 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9334 static void CheckExit(int x, int y)
9336 if (game.gems_still_needed > 0 ||
9337 game.sokoban_fields_still_needed > 0 ||
9338 game.sokoban_objects_still_needed > 0 ||
9339 game.lights_still_needed > 0)
9341 int element = Tile[x][y];
9342 int graphic = el2img(element);
9344 if (IS_ANIMATED(graphic))
9345 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9350 // do not re-open exit door closed after last player
9351 if (game.all_players_gone)
9354 Tile[x][y] = EL_EXIT_OPENING;
9356 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9359 static void CheckExitEM(int x, int y)
9361 if (game.gems_still_needed > 0 ||
9362 game.sokoban_fields_still_needed > 0 ||
9363 game.sokoban_objects_still_needed > 0 ||
9364 game.lights_still_needed > 0)
9366 int element = Tile[x][y];
9367 int graphic = el2img(element);
9369 if (IS_ANIMATED(graphic))
9370 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9375 // do not re-open exit door closed after last player
9376 if (game.all_players_gone)
9379 Tile[x][y] = EL_EM_EXIT_OPENING;
9381 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9384 static void CheckExitSteel(int x, int y)
9386 if (game.gems_still_needed > 0 ||
9387 game.sokoban_fields_still_needed > 0 ||
9388 game.sokoban_objects_still_needed > 0 ||
9389 game.lights_still_needed > 0)
9391 int element = Tile[x][y];
9392 int graphic = el2img(element);
9394 if (IS_ANIMATED(graphic))
9395 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9400 // do not re-open exit door closed after last player
9401 if (game.all_players_gone)
9404 Tile[x][y] = EL_STEEL_EXIT_OPENING;
9406 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9409 static void CheckExitSteelEM(int x, int y)
9411 if (game.gems_still_needed > 0 ||
9412 game.sokoban_fields_still_needed > 0 ||
9413 game.sokoban_objects_still_needed > 0 ||
9414 game.lights_still_needed > 0)
9416 int element = Tile[x][y];
9417 int graphic = el2img(element);
9419 if (IS_ANIMATED(graphic))
9420 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9425 // do not re-open exit door closed after last player
9426 if (game.all_players_gone)
9429 Tile[x][y] = EL_EM_STEEL_EXIT_OPENING;
9431 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9434 static void CheckExitSP(int x, int y)
9436 if (game.gems_still_needed > 0)
9438 int element = Tile[x][y];
9439 int graphic = el2img(element);
9441 if (IS_ANIMATED(graphic))
9442 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9447 // do not re-open exit door closed after last player
9448 if (game.all_players_gone)
9451 Tile[x][y] = EL_SP_EXIT_OPENING;
9453 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9456 static void CloseAllOpenTimegates(void)
9460 SCAN_PLAYFIELD(x, y)
9462 int element = Tile[x][y];
9464 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9466 Tile[x][y] = EL_TIMEGATE_CLOSING;
9468 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9473 static void DrawTwinkleOnField(int x, int y)
9475 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9478 if (Tile[x][y] == EL_BD_DIAMOND)
9481 if (MovDelay[x][y] == 0) // next animation frame
9482 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9484 if (MovDelay[x][y] != 0) // wait some time before next frame
9488 DrawLevelElementAnimation(x, y, Tile[x][y]);
9490 if (MovDelay[x][y] != 0)
9492 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9493 10 - MovDelay[x][y]);
9495 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9500 static void MauerWaechst(int x, int y)
9504 if (!MovDelay[x][y]) // next animation frame
9505 MovDelay[x][y] = 3 * delay;
9507 if (MovDelay[x][y]) // wait some time before next frame
9511 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9513 int graphic = el_dir2img(Tile[x][y], GfxDir[x][y]);
9514 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9516 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9519 if (!MovDelay[x][y])
9521 if (MovDir[x][y] == MV_LEFT)
9523 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Tile[x - 1][y]))
9524 TEST_DrawLevelField(x - 1, y);
9526 else if (MovDir[x][y] == MV_RIGHT)
9528 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Tile[x + 1][y]))
9529 TEST_DrawLevelField(x + 1, y);
9531 else if (MovDir[x][y] == MV_UP)
9533 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Tile[x][y - 1]))
9534 TEST_DrawLevelField(x, y - 1);
9538 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Tile[x][y + 1]))
9539 TEST_DrawLevelField(x, y + 1);
9542 Tile[x][y] = Store[x][y];
9544 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9545 TEST_DrawLevelField(x, y);
9550 static void MauerAbleger(int ax, int ay)
9552 int element = Tile[ax][ay];
9553 int graphic = el2img(element);
9554 boolean oben_frei = FALSE, unten_frei = FALSE;
9555 boolean links_frei = FALSE, rechts_frei = FALSE;
9556 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9557 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9558 boolean new_wall = FALSE;
9560 if (IS_ANIMATED(graphic))
9561 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9563 if (!MovDelay[ax][ay]) // start building new wall
9564 MovDelay[ax][ay] = 6;
9566 if (MovDelay[ax][ay]) // wait some time before building new wall
9569 if (MovDelay[ax][ay])
9573 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9575 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9577 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9579 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9582 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9583 element == EL_EXPANDABLE_WALL_ANY)
9587 Tile[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9588 Store[ax][ay-1] = element;
9589 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9590 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9591 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9592 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9597 Tile[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9598 Store[ax][ay+1] = element;
9599 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9600 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9601 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9602 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9607 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9608 element == EL_EXPANDABLE_WALL_ANY ||
9609 element == EL_EXPANDABLE_WALL ||
9610 element == EL_BD_EXPANDABLE_WALL)
9614 Tile[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9615 Store[ax-1][ay] = element;
9616 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9617 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9618 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9619 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9625 Tile[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9626 Store[ax+1][ay] = element;
9627 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9628 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9629 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9630 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9635 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9636 TEST_DrawLevelField(ax, ay);
9638 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Tile[ax][ay-1]))
9640 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Tile[ax][ay+1]))
9641 unten_massiv = TRUE;
9642 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Tile[ax-1][ay]))
9643 links_massiv = TRUE;
9644 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Tile[ax+1][ay]))
9645 rechts_massiv = TRUE;
9647 if (((oben_massiv && unten_massiv) ||
9648 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9649 element == EL_EXPANDABLE_WALL) &&
9650 ((links_massiv && rechts_massiv) ||
9651 element == EL_EXPANDABLE_WALL_VERTICAL))
9652 Tile[ax][ay] = EL_WALL;
9655 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9658 static void MauerAblegerStahl(int ax, int ay)
9660 int element = Tile[ax][ay];
9661 int graphic = el2img(element);
9662 boolean oben_frei = FALSE, unten_frei = FALSE;
9663 boolean links_frei = FALSE, rechts_frei = FALSE;
9664 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9665 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9666 boolean new_wall = FALSE;
9668 if (IS_ANIMATED(graphic))
9669 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9671 if (!MovDelay[ax][ay]) // start building new wall
9672 MovDelay[ax][ay] = 6;
9674 if (MovDelay[ax][ay]) // wait some time before building new wall
9677 if (MovDelay[ax][ay])
9681 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9683 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9685 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9687 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9690 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9691 element == EL_EXPANDABLE_STEELWALL_ANY)
9695 Tile[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9696 Store[ax][ay-1] = element;
9697 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9698 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9699 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9700 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9705 Tile[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9706 Store[ax][ay+1] = element;
9707 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9708 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9709 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9710 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9715 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9716 element == EL_EXPANDABLE_STEELWALL_ANY)
9720 Tile[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9721 Store[ax-1][ay] = element;
9722 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9723 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9724 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9725 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9731 Tile[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9732 Store[ax+1][ay] = element;
9733 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9734 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9735 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9736 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9741 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Tile[ax][ay-1]))
9743 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Tile[ax][ay+1]))
9744 unten_massiv = TRUE;
9745 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Tile[ax-1][ay]))
9746 links_massiv = TRUE;
9747 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Tile[ax+1][ay]))
9748 rechts_massiv = TRUE;
9750 if (((oben_massiv && unten_massiv) ||
9751 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9752 ((links_massiv && rechts_massiv) ||
9753 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9754 Tile[ax][ay] = EL_STEELWALL;
9757 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9760 static void CheckForDragon(int x, int y)
9763 boolean dragon_found = FALSE;
9764 static int xy[4][2] =
9772 for (i = 0; i < NUM_DIRECTIONS; i++)
9774 for (j = 0; j < 4; j++)
9776 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9778 if (IN_LEV_FIELD(xx, yy) &&
9779 (Tile[xx][yy] == EL_FLAMES || Tile[xx][yy] == EL_DRAGON))
9781 if (Tile[xx][yy] == EL_DRAGON)
9782 dragon_found = TRUE;
9791 for (i = 0; i < NUM_DIRECTIONS; i++)
9793 for (j = 0; j < 3; j++)
9795 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9797 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == EL_FLAMES)
9799 Tile[xx][yy] = EL_EMPTY;
9800 TEST_DrawLevelField(xx, yy);
9809 static void InitBuggyBase(int x, int y)
9811 int element = Tile[x][y];
9812 int activating_delay = FRAMES_PER_SECOND / 4;
9815 (element == EL_SP_BUGGY_BASE ?
9816 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9817 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9819 element == EL_SP_BUGGY_BASE_ACTIVE ?
9820 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9823 static void WarnBuggyBase(int x, int y)
9826 static int xy[4][2] =
9834 for (i = 0; i < NUM_DIRECTIONS; i++)
9836 int xx = x + xy[i][0];
9837 int yy = y + xy[i][1];
9839 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9841 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9848 static void InitTrap(int x, int y)
9850 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9853 static void ActivateTrap(int x, int y)
9855 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9858 static void ChangeActiveTrap(int x, int y)
9860 int graphic = IMG_TRAP_ACTIVE;
9862 // if new animation frame was drawn, correct crumbled sand border
9863 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9864 TEST_DrawLevelFieldCrumbled(x, y);
9867 static int getSpecialActionElement(int element, int number, int base_element)
9869 return (element != EL_EMPTY ? element :
9870 number != -1 ? base_element + number - 1 :
9874 static int getModifiedActionNumber(int value_old, int operator, int operand,
9875 int value_min, int value_max)
9877 int value_new = (operator == CA_MODE_SET ? operand :
9878 operator == CA_MODE_ADD ? value_old + operand :
9879 operator == CA_MODE_SUBTRACT ? value_old - operand :
9880 operator == CA_MODE_MULTIPLY ? value_old * operand :
9881 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9882 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9885 return (value_new < value_min ? value_min :
9886 value_new > value_max ? value_max :
9890 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9892 struct ElementInfo *ei = &element_info[element];
9893 struct ElementChangeInfo *change = &ei->change_page[page];
9894 int target_element = change->target_element;
9895 int action_type = change->action_type;
9896 int action_mode = change->action_mode;
9897 int action_arg = change->action_arg;
9898 int action_element = change->action_element;
9901 if (!change->has_action)
9904 // ---------- determine action paramater values -----------------------------
9906 int level_time_value =
9907 (level.time > 0 ? TimeLeft :
9910 int action_arg_element_raw =
9911 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9912 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9913 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9914 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9915 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9916 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9917 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9919 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9921 int action_arg_direction =
9922 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9923 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9924 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9925 change->actual_trigger_side :
9926 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9927 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9930 int action_arg_number_min =
9931 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9934 int action_arg_number_max =
9935 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9936 action_type == CA_SET_LEVEL_GEMS ? 999 :
9937 action_type == CA_SET_LEVEL_TIME ? 9999 :
9938 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9939 action_type == CA_SET_CE_VALUE ? 9999 :
9940 action_type == CA_SET_CE_SCORE ? 9999 :
9943 int action_arg_number_reset =
9944 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9945 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9946 action_type == CA_SET_LEVEL_TIME ? level.time :
9947 action_type == CA_SET_LEVEL_SCORE ? 0 :
9948 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9949 action_type == CA_SET_CE_SCORE ? 0 :
9952 int action_arg_number =
9953 (action_arg <= CA_ARG_MAX ? action_arg :
9954 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9955 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9956 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9957 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9958 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9959 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9960 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9961 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9962 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9963 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9964 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
9965 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
9966 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9967 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9968 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9969 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9970 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9971 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9972 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9973 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9974 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9977 int action_arg_number_old =
9978 (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
9979 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9980 action_type == CA_SET_LEVEL_SCORE ? game.score :
9981 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9982 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9985 int action_arg_number_new =
9986 getModifiedActionNumber(action_arg_number_old,
9987 action_mode, action_arg_number,
9988 action_arg_number_min, action_arg_number_max);
9990 int trigger_player_bits =
9991 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9992 change->actual_trigger_player_bits : change->trigger_player);
9994 int action_arg_player_bits =
9995 (action_arg >= CA_ARG_PLAYER_1 &&
9996 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9997 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9998 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
10001 // ---------- execute action -----------------------------------------------
10003 switch (action_type)
10010 // ---------- level actions ----------------------------------------------
10012 case CA_RESTART_LEVEL:
10014 game.restart_level = TRUE;
10019 case CA_SHOW_ENVELOPE:
10021 int element = getSpecialActionElement(action_arg_element,
10022 action_arg_number, EL_ENVELOPE_1);
10024 if (IS_ENVELOPE(element))
10025 local_player->show_envelope = element;
10030 case CA_SET_LEVEL_TIME:
10032 if (level.time > 0) // only modify limited time value
10034 TimeLeft = action_arg_number_new;
10036 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10038 DisplayGameControlValues();
10040 if (!TimeLeft && setup.time_limit)
10041 for (i = 0; i < MAX_PLAYERS; i++)
10042 KillPlayer(&stored_player[i]);
10048 case CA_SET_LEVEL_SCORE:
10050 game.score = action_arg_number_new;
10052 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
10054 DisplayGameControlValues();
10059 case CA_SET_LEVEL_GEMS:
10061 game.gems_still_needed = action_arg_number_new;
10063 game.snapshot.collected_item = TRUE;
10065 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
10067 DisplayGameControlValues();
10072 case CA_SET_LEVEL_WIND:
10074 game.wind_direction = action_arg_direction;
10079 case CA_SET_LEVEL_RANDOM_SEED:
10081 // ensure that setting a new random seed while playing is predictable
10082 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
10087 // ---------- player actions ---------------------------------------------
10089 case CA_MOVE_PLAYER:
10090 case CA_MOVE_PLAYER_NEW:
10092 // automatically move to the next field in specified direction
10093 for (i = 0; i < MAX_PLAYERS; i++)
10094 if (trigger_player_bits & (1 << i))
10095 if (action_type == CA_MOVE_PLAYER ||
10096 stored_player[i].MovPos == 0)
10097 stored_player[i].programmed_action = action_arg_direction;
10102 case CA_EXIT_PLAYER:
10104 for (i = 0; i < MAX_PLAYERS; i++)
10105 if (action_arg_player_bits & (1 << i))
10106 ExitPlayer(&stored_player[i]);
10108 if (game.players_still_needed == 0)
10114 case CA_KILL_PLAYER:
10116 for (i = 0; i < MAX_PLAYERS; i++)
10117 if (action_arg_player_bits & (1 << i))
10118 KillPlayer(&stored_player[i]);
10123 case CA_SET_PLAYER_KEYS:
10125 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10126 int element = getSpecialActionElement(action_arg_element,
10127 action_arg_number, EL_KEY_1);
10129 if (IS_KEY(element))
10131 for (i = 0; i < MAX_PLAYERS; i++)
10133 if (trigger_player_bits & (1 << i))
10135 stored_player[i].key[KEY_NR(element)] = key_state;
10137 DrawGameDoorValues();
10145 case CA_SET_PLAYER_SPEED:
10147 for (i = 0; i < MAX_PLAYERS; i++)
10149 if (trigger_player_bits & (1 << i))
10151 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10153 if (action_arg == CA_ARG_SPEED_FASTER &&
10154 stored_player[i].cannot_move)
10156 action_arg_number = STEPSIZE_VERY_SLOW;
10158 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10159 action_arg == CA_ARG_SPEED_FASTER)
10161 action_arg_number = 2;
10162 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10165 else if (action_arg == CA_ARG_NUMBER_RESET)
10167 action_arg_number = level.initial_player_stepsize[i];
10171 getModifiedActionNumber(move_stepsize,
10174 action_arg_number_min,
10175 action_arg_number_max);
10177 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10184 case CA_SET_PLAYER_SHIELD:
10186 for (i = 0; i < MAX_PLAYERS; i++)
10188 if (trigger_player_bits & (1 << i))
10190 if (action_arg == CA_ARG_SHIELD_OFF)
10192 stored_player[i].shield_normal_time_left = 0;
10193 stored_player[i].shield_deadly_time_left = 0;
10195 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10197 stored_player[i].shield_normal_time_left = 999999;
10199 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10201 stored_player[i].shield_normal_time_left = 999999;
10202 stored_player[i].shield_deadly_time_left = 999999;
10210 case CA_SET_PLAYER_GRAVITY:
10212 for (i = 0; i < MAX_PLAYERS; i++)
10214 if (trigger_player_bits & (1 << i))
10216 stored_player[i].gravity =
10217 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10218 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10219 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10220 stored_player[i].gravity);
10227 case CA_SET_PLAYER_ARTWORK:
10229 for (i = 0; i < MAX_PLAYERS; i++)
10231 if (trigger_player_bits & (1 << i))
10233 int artwork_element = action_arg_element;
10235 if (action_arg == CA_ARG_ELEMENT_RESET)
10237 (level.use_artwork_element[i] ? level.artwork_element[i] :
10238 stored_player[i].element_nr);
10240 if (stored_player[i].artwork_element != artwork_element)
10241 stored_player[i].Frame = 0;
10243 stored_player[i].artwork_element = artwork_element;
10245 SetPlayerWaiting(&stored_player[i], FALSE);
10247 // set number of special actions for bored and sleeping animation
10248 stored_player[i].num_special_action_bored =
10249 get_num_special_action(artwork_element,
10250 ACTION_BORING_1, ACTION_BORING_LAST);
10251 stored_player[i].num_special_action_sleeping =
10252 get_num_special_action(artwork_element,
10253 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10260 case CA_SET_PLAYER_INVENTORY:
10262 for (i = 0; i < MAX_PLAYERS; i++)
10264 struct PlayerInfo *player = &stored_player[i];
10267 if (trigger_player_bits & (1 << i))
10269 int inventory_element = action_arg_element;
10271 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10272 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10273 action_arg == CA_ARG_ELEMENT_ACTION)
10275 int element = inventory_element;
10276 int collect_count = element_info[element].collect_count_initial;
10278 if (!IS_CUSTOM_ELEMENT(element))
10281 if (collect_count == 0)
10282 player->inventory_infinite_element = element;
10284 for (k = 0; k < collect_count; k++)
10285 if (player->inventory_size < MAX_INVENTORY_SIZE)
10286 player->inventory_element[player->inventory_size++] =
10289 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10290 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10291 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10293 if (player->inventory_infinite_element != EL_UNDEFINED &&
10294 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10295 action_arg_element_raw))
10296 player->inventory_infinite_element = EL_UNDEFINED;
10298 for (k = 0, j = 0; j < player->inventory_size; j++)
10300 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10301 action_arg_element_raw))
10302 player->inventory_element[k++] = player->inventory_element[j];
10305 player->inventory_size = k;
10307 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10309 if (player->inventory_size > 0)
10311 for (j = 0; j < player->inventory_size - 1; j++)
10312 player->inventory_element[j] = player->inventory_element[j + 1];
10314 player->inventory_size--;
10317 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10319 if (player->inventory_size > 0)
10320 player->inventory_size--;
10322 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10324 player->inventory_infinite_element = EL_UNDEFINED;
10325 player->inventory_size = 0;
10327 else if (action_arg == CA_ARG_INVENTORY_RESET)
10329 player->inventory_infinite_element = EL_UNDEFINED;
10330 player->inventory_size = 0;
10332 if (level.use_initial_inventory[i])
10334 for (j = 0; j < level.initial_inventory_size[i]; j++)
10336 int element = level.initial_inventory_content[i][j];
10337 int collect_count = element_info[element].collect_count_initial;
10339 if (!IS_CUSTOM_ELEMENT(element))
10342 if (collect_count == 0)
10343 player->inventory_infinite_element = element;
10345 for (k = 0; k < collect_count; k++)
10346 if (player->inventory_size < MAX_INVENTORY_SIZE)
10347 player->inventory_element[player->inventory_size++] =
10358 // ---------- CE actions -------------------------------------------------
10360 case CA_SET_CE_VALUE:
10362 int last_ce_value = CustomValue[x][y];
10364 CustomValue[x][y] = action_arg_number_new;
10366 if (CustomValue[x][y] != last_ce_value)
10368 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10369 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10371 if (CustomValue[x][y] == 0)
10373 // reset change counter (else CE_VALUE_GETS_ZERO would not work)
10374 ChangeCount[x][y] = 0; // allow at least one more change
10376 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10377 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10384 case CA_SET_CE_SCORE:
10386 int last_ce_score = ei->collect_score;
10388 ei->collect_score = action_arg_number_new;
10390 if (ei->collect_score != last_ce_score)
10392 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10393 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10395 if (ei->collect_score == 0)
10399 // reset change counter (else CE_SCORE_GETS_ZERO would not work)
10400 ChangeCount[x][y] = 0; // allow at least one more change
10402 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10403 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10406 This is a very special case that seems to be a mixture between
10407 CheckElementChange() and CheckTriggeredElementChange(): while
10408 the first one only affects single elements that are triggered
10409 directly, the second one affects multiple elements in the playfield
10410 that are triggered indirectly by another element. This is a third
10411 case: Changing the CE score always affects multiple identical CEs,
10412 so every affected CE must be checked, not only the single CE for
10413 which the CE score was changed in the first place (as every instance
10414 of that CE shares the same CE score, and therefore also can change)!
10416 SCAN_PLAYFIELD(xx, yy)
10418 if (Tile[xx][yy] == element)
10419 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10420 CE_SCORE_GETS_ZERO);
10428 case CA_SET_CE_ARTWORK:
10430 int artwork_element = action_arg_element;
10431 boolean reset_frame = FALSE;
10434 if (action_arg == CA_ARG_ELEMENT_RESET)
10435 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10438 if (ei->gfx_element != artwork_element)
10439 reset_frame = TRUE;
10441 ei->gfx_element = artwork_element;
10443 SCAN_PLAYFIELD(xx, yy)
10445 if (Tile[xx][yy] == element)
10449 ResetGfxAnimation(xx, yy);
10450 ResetRandomAnimationValue(xx, yy);
10453 TEST_DrawLevelField(xx, yy);
10460 // ---------- engine actions ---------------------------------------------
10462 case CA_SET_ENGINE_SCAN_MODE:
10464 InitPlayfieldScanMode(action_arg);
10474 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10476 int old_element = Tile[x][y];
10477 int new_element = GetElementFromGroupElement(element);
10478 int previous_move_direction = MovDir[x][y];
10479 int last_ce_value = CustomValue[x][y];
10480 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10481 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10482 boolean add_player_onto_element = (new_element_is_player &&
10483 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10484 IS_WALKABLE(old_element));
10486 if (!add_player_onto_element)
10488 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10489 RemoveMovingField(x, y);
10493 Tile[x][y] = new_element;
10495 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10496 MovDir[x][y] = previous_move_direction;
10498 if (element_info[new_element].use_last_ce_value)
10499 CustomValue[x][y] = last_ce_value;
10501 InitField_WithBug1(x, y, FALSE);
10503 new_element = Tile[x][y]; // element may have changed
10505 ResetGfxAnimation(x, y);
10506 ResetRandomAnimationValue(x, y);
10508 TEST_DrawLevelField(x, y);
10510 if (GFX_CRUMBLED(new_element))
10511 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10514 // check if element under the player changes from accessible to unaccessible
10515 // (needed for special case of dropping element which then changes)
10516 // (must be checked after creating new element for walkable group elements)
10517 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10518 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10525 // "ChangeCount" not set yet to allow "entered by player" change one time
10526 if (new_element_is_player)
10527 RelocatePlayer(x, y, new_element);
10530 ChangeCount[x][y]++; // count number of changes in the same frame
10532 TestIfBadThingTouchesPlayer(x, y);
10533 TestIfPlayerTouchesCustomElement(x, y);
10534 TestIfElementTouchesCustomElement(x, y);
10537 static void CreateField(int x, int y, int element)
10539 CreateFieldExt(x, y, element, FALSE);
10542 static void CreateElementFromChange(int x, int y, int element)
10544 element = GET_VALID_RUNTIME_ELEMENT(element);
10546 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10548 int old_element = Tile[x][y];
10550 // prevent changed element from moving in same engine frame
10551 // unless both old and new element can either fall or move
10552 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10553 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10557 CreateFieldExt(x, y, element, TRUE);
10560 static boolean ChangeElement(int x, int y, int element, int page)
10562 struct ElementInfo *ei = &element_info[element];
10563 struct ElementChangeInfo *change = &ei->change_page[page];
10564 int ce_value = CustomValue[x][y];
10565 int ce_score = ei->collect_score;
10566 int target_element;
10567 int old_element = Tile[x][y];
10569 // always use default change event to prevent running into a loop
10570 if (ChangeEvent[x][y] == -1)
10571 ChangeEvent[x][y] = CE_DELAY;
10573 if (ChangeEvent[x][y] == CE_DELAY)
10575 // reset actual trigger element, trigger player and action element
10576 change->actual_trigger_element = EL_EMPTY;
10577 change->actual_trigger_player = EL_EMPTY;
10578 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10579 change->actual_trigger_side = CH_SIDE_NONE;
10580 change->actual_trigger_ce_value = 0;
10581 change->actual_trigger_ce_score = 0;
10584 // do not change elements more than a specified maximum number of changes
10585 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10588 ChangeCount[x][y]++; // count number of changes in the same frame
10590 if (change->explode)
10597 if (change->use_target_content)
10599 boolean complete_replace = TRUE;
10600 boolean can_replace[3][3];
10603 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10606 boolean is_walkable;
10607 boolean is_diggable;
10608 boolean is_collectible;
10609 boolean is_removable;
10610 boolean is_destructible;
10611 int ex = x + xx - 1;
10612 int ey = y + yy - 1;
10613 int content_element = change->target_content.e[xx][yy];
10616 can_replace[xx][yy] = TRUE;
10618 if (ex == x && ey == y) // do not check changing element itself
10621 if (content_element == EL_EMPTY_SPACE)
10623 can_replace[xx][yy] = FALSE; // do not replace border with space
10628 if (!IN_LEV_FIELD(ex, ey))
10630 can_replace[xx][yy] = FALSE;
10631 complete_replace = FALSE;
10638 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10639 e = MovingOrBlocked2Element(ex, ey);
10641 is_empty = (IS_FREE(ex, ey) ||
10642 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10644 is_walkable = (is_empty || IS_WALKABLE(e));
10645 is_diggable = (is_empty || IS_DIGGABLE(e));
10646 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10647 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10648 is_removable = (is_diggable || is_collectible);
10650 can_replace[xx][yy] =
10651 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10652 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10653 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10654 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10655 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10656 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10657 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10659 if (!can_replace[xx][yy])
10660 complete_replace = FALSE;
10663 if (!change->only_if_complete || complete_replace)
10665 boolean something_has_changed = FALSE;
10667 if (change->only_if_complete && change->use_random_replace &&
10668 RND(100) < change->random_percentage)
10671 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10673 int ex = x + xx - 1;
10674 int ey = y + yy - 1;
10675 int content_element;
10677 if (can_replace[xx][yy] && (!change->use_random_replace ||
10678 RND(100) < change->random_percentage))
10680 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10681 RemoveMovingField(ex, ey);
10683 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10685 content_element = change->target_content.e[xx][yy];
10686 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10687 ce_value, ce_score);
10689 CreateElementFromChange(ex, ey, target_element);
10691 something_has_changed = TRUE;
10693 // for symmetry reasons, freeze newly created border elements
10694 if (ex != x || ey != y)
10695 Stop[ex][ey] = TRUE; // no more moving in this frame
10699 if (something_has_changed)
10701 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10702 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10708 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10709 ce_value, ce_score);
10711 if (element == EL_DIAGONAL_GROWING ||
10712 element == EL_DIAGONAL_SHRINKING)
10714 target_element = Store[x][y];
10716 Store[x][y] = EL_EMPTY;
10719 CreateElementFromChange(x, y, target_element);
10721 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10722 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10725 // this uses direct change before indirect change
10726 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10731 static void HandleElementChange(int x, int y, int page)
10733 int element = MovingOrBlocked2Element(x, y);
10734 struct ElementInfo *ei = &element_info[element];
10735 struct ElementChangeInfo *change = &ei->change_page[page];
10736 boolean handle_action_before_change = FALSE;
10739 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10740 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10742 Debug("game:playing:HandleElementChange", "%d,%d: element = %d ('%s')",
10743 x, y, element, element_info[element].token_name);
10744 Debug("game:playing:HandleElementChange", "This should never happen!");
10748 // this can happen with classic bombs on walkable, changing elements
10749 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10754 if (ChangeDelay[x][y] == 0) // initialize element change
10756 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10758 if (change->can_change)
10760 // !!! not clear why graphic animation should be reset at all here !!!
10761 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10762 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10765 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10767 When using an animation frame delay of 1 (this only happens with
10768 "sp_zonk.moving.left/right" in the classic graphics), the default
10769 (non-moving) animation shows wrong animation frames (while the
10770 moving animation, like "sp_zonk.moving.left/right", is correct,
10771 so this graphical bug never shows up with the classic graphics).
10772 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10773 be drawn instead of the correct frames 0,1,2,3. This is caused by
10774 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10775 an element change: First when the change delay ("ChangeDelay[][]")
10776 counter has reached zero after decrementing, then a second time in
10777 the next frame (after "GfxFrame[][]" was already incremented) when
10778 "ChangeDelay[][]" is reset to the initial delay value again.
10780 This causes frame 0 to be drawn twice, while the last frame won't
10781 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10783 As some animations may already be cleverly designed around this bug
10784 (at least the "Snake Bite" snake tail animation does this), it cannot
10785 simply be fixed here without breaking such existing animations.
10786 Unfortunately, it cannot easily be detected if a graphics set was
10787 designed "before" or "after" the bug was fixed. As a workaround,
10788 a new graphics set option "game.graphics_engine_version" was added
10789 to be able to specify the game's major release version for which the
10790 graphics set was designed, which can then be used to decide if the
10791 bugfix should be used (version 4 and above) or not (version 3 or
10792 below, or if no version was specified at all, as with old sets).
10794 (The wrong/fixed animation frames can be tested with the test level set
10795 "test_gfxframe" and level "000", which contains a specially prepared
10796 custom element at level position (x/y) == (11/9) which uses the zonk
10797 animation mentioned above. Using "game.graphics_engine_version: 4"
10798 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10799 This can also be seen from the debug output for this test element.)
10802 // when a custom element is about to change (for example by change delay),
10803 // do not reset graphic animation when the custom element is moving
10804 if (game.graphics_engine_version < 4 &&
10807 ResetGfxAnimation(x, y);
10808 ResetRandomAnimationValue(x, y);
10811 if (change->pre_change_function)
10812 change->pre_change_function(x, y);
10816 ChangeDelay[x][y]--;
10818 if (ChangeDelay[x][y] != 0) // continue element change
10820 if (change->can_change)
10822 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10824 if (IS_ANIMATED(graphic))
10825 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10827 if (change->change_function)
10828 change->change_function(x, y);
10831 else // finish element change
10833 if (ChangePage[x][y] != -1) // remember page from delayed change
10835 page = ChangePage[x][y];
10836 ChangePage[x][y] = -1;
10838 change = &ei->change_page[page];
10841 if (IS_MOVING(x, y)) // never change a running system ;-)
10843 ChangeDelay[x][y] = 1; // try change after next move step
10844 ChangePage[x][y] = page; // remember page to use for change
10849 // special case: set new level random seed before changing element
10850 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10851 handle_action_before_change = TRUE;
10853 if (change->has_action && handle_action_before_change)
10854 ExecuteCustomElementAction(x, y, element, page);
10856 if (change->can_change)
10858 if (ChangeElement(x, y, element, page))
10860 if (change->post_change_function)
10861 change->post_change_function(x, y);
10865 if (change->has_action && !handle_action_before_change)
10866 ExecuteCustomElementAction(x, y, element, page);
10870 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10871 int trigger_element,
10873 int trigger_player,
10877 boolean change_done_any = FALSE;
10878 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10881 if (!(trigger_events[trigger_element][trigger_event]))
10884 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10886 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10888 int element = EL_CUSTOM_START + i;
10889 boolean change_done = FALSE;
10892 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10893 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10896 for (p = 0; p < element_info[element].num_change_pages; p++)
10898 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10900 if (change->can_change_or_has_action &&
10901 change->has_event[trigger_event] &&
10902 change->trigger_side & trigger_side &&
10903 change->trigger_player & trigger_player &&
10904 change->trigger_page & trigger_page_bits &&
10905 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10907 change->actual_trigger_element = trigger_element;
10908 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10909 change->actual_trigger_player_bits = trigger_player;
10910 change->actual_trigger_side = trigger_side;
10911 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10912 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10914 if ((change->can_change && !change_done) || change->has_action)
10918 SCAN_PLAYFIELD(x, y)
10920 if (Tile[x][y] == element)
10922 if (change->can_change && !change_done)
10924 // if element already changed in this frame, not only prevent
10925 // another element change (checked in ChangeElement()), but
10926 // also prevent additional element actions for this element
10928 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10929 !level.use_action_after_change_bug)
10932 ChangeDelay[x][y] = 1;
10933 ChangeEvent[x][y] = trigger_event;
10935 HandleElementChange(x, y, p);
10937 else if (change->has_action)
10939 // if element already changed in this frame, not only prevent
10940 // another element change (checked in ChangeElement()), but
10941 // also prevent additional element actions for this element
10943 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10944 !level.use_action_after_change_bug)
10947 ExecuteCustomElementAction(x, y, element, p);
10948 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10953 if (change->can_change)
10955 change_done = TRUE;
10956 change_done_any = TRUE;
10963 RECURSION_LOOP_DETECTION_END();
10965 return change_done_any;
10968 static boolean CheckElementChangeExt(int x, int y,
10970 int trigger_element,
10972 int trigger_player,
10975 boolean change_done = FALSE;
10978 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10979 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10982 if (Tile[x][y] == EL_BLOCKED)
10984 Blocked2Moving(x, y, &x, &y);
10985 element = Tile[x][y];
10988 // check if element has already changed or is about to change after moving
10989 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10990 Tile[x][y] != element) ||
10992 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10993 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10994 ChangePage[x][y] != -1)))
10997 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10999 for (p = 0; p < element_info[element].num_change_pages; p++)
11001 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11003 /* check trigger element for all events where the element that is checked
11004 for changing interacts with a directly adjacent element -- this is
11005 different to element changes that affect other elements to change on the
11006 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
11007 boolean check_trigger_element =
11008 (trigger_event == CE_TOUCHING_X ||
11009 trigger_event == CE_HITTING_X ||
11010 trigger_event == CE_HIT_BY_X ||
11011 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
11013 if (change->can_change_or_has_action &&
11014 change->has_event[trigger_event] &&
11015 change->trigger_side & trigger_side &&
11016 change->trigger_player & trigger_player &&
11017 (!check_trigger_element ||
11018 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
11020 change->actual_trigger_element = trigger_element;
11021 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11022 change->actual_trigger_player_bits = trigger_player;
11023 change->actual_trigger_side = trigger_side;
11024 change->actual_trigger_ce_value = CustomValue[x][y];
11025 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11027 // special case: trigger element not at (x,y) position for some events
11028 if (check_trigger_element)
11040 { 0, 0 }, { 0, 0 }, { 0, 0 },
11044 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
11045 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
11047 change->actual_trigger_ce_value = CustomValue[xx][yy];
11048 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11051 if (change->can_change && !change_done)
11053 ChangeDelay[x][y] = 1;
11054 ChangeEvent[x][y] = trigger_event;
11056 HandleElementChange(x, y, p);
11058 change_done = TRUE;
11060 else if (change->has_action)
11062 ExecuteCustomElementAction(x, y, element, p);
11063 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11068 RECURSION_LOOP_DETECTION_END();
11070 return change_done;
11073 static void PlayPlayerSound(struct PlayerInfo *player)
11075 int jx = player->jx, jy = player->jy;
11076 int sound_element = player->artwork_element;
11077 int last_action = player->last_action_waiting;
11078 int action = player->action_waiting;
11080 if (player->is_waiting)
11082 if (action != last_action)
11083 PlayLevelSoundElementAction(jx, jy, sound_element, action);
11085 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11089 if (action != last_action)
11090 StopSound(element_info[sound_element].sound[last_action]);
11092 if (last_action == ACTION_SLEEPING)
11093 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11097 static void PlayAllPlayersSound(void)
11101 for (i = 0; i < MAX_PLAYERS; i++)
11102 if (stored_player[i].active)
11103 PlayPlayerSound(&stored_player[i]);
11106 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11108 boolean last_waiting = player->is_waiting;
11109 int move_dir = player->MovDir;
11111 player->dir_waiting = move_dir;
11112 player->last_action_waiting = player->action_waiting;
11116 if (!last_waiting) // not waiting -> waiting
11118 player->is_waiting = TRUE;
11120 player->frame_counter_bored =
11122 game.player_boring_delay_fixed +
11123 GetSimpleRandom(game.player_boring_delay_random);
11124 player->frame_counter_sleeping =
11126 game.player_sleeping_delay_fixed +
11127 GetSimpleRandom(game.player_sleeping_delay_random);
11129 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11132 if (game.player_sleeping_delay_fixed +
11133 game.player_sleeping_delay_random > 0 &&
11134 player->anim_delay_counter == 0 &&
11135 player->post_delay_counter == 0 &&
11136 FrameCounter >= player->frame_counter_sleeping)
11137 player->is_sleeping = TRUE;
11138 else if (game.player_boring_delay_fixed +
11139 game.player_boring_delay_random > 0 &&
11140 FrameCounter >= player->frame_counter_bored)
11141 player->is_bored = TRUE;
11143 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11144 player->is_bored ? ACTION_BORING :
11147 if (player->is_sleeping && player->use_murphy)
11149 // special case for sleeping Murphy when leaning against non-free tile
11151 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11152 (Tile[player->jx - 1][player->jy] != EL_EMPTY &&
11153 !IS_MOVING(player->jx - 1, player->jy)))
11154 move_dir = MV_LEFT;
11155 else 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_RIGHT;
11160 player->is_sleeping = FALSE;
11162 player->dir_waiting = move_dir;
11165 if (player->is_sleeping)
11167 if (player->num_special_action_sleeping > 0)
11169 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11171 int last_special_action = player->special_action_sleeping;
11172 int num_special_action = player->num_special_action_sleeping;
11173 int special_action =
11174 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11175 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11176 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11177 last_special_action + 1 : ACTION_SLEEPING);
11178 int special_graphic =
11179 el_act_dir2img(player->artwork_element, special_action, move_dir);
11181 player->anim_delay_counter =
11182 graphic_info[special_graphic].anim_delay_fixed +
11183 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11184 player->post_delay_counter =
11185 graphic_info[special_graphic].post_delay_fixed +
11186 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11188 player->special_action_sleeping = special_action;
11191 if (player->anim_delay_counter > 0)
11193 player->action_waiting = player->special_action_sleeping;
11194 player->anim_delay_counter--;
11196 else if (player->post_delay_counter > 0)
11198 player->post_delay_counter--;
11202 else if (player->is_bored)
11204 if (player->num_special_action_bored > 0)
11206 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11208 int special_action =
11209 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
11210 int special_graphic =
11211 el_act_dir2img(player->artwork_element, special_action, move_dir);
11213 player->anim_delay_counter =
11214 graphic_info[special_graphic].anim_delay_fixed +
11215 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11216 player->post_delay_counter =
11217 graphic_info[special_graphic].post_delay_fixed +
11218 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11220 player->special_action_bored = special_action;
11223 if (player->anim_delay_counter > 0)
11225 player->action_waiting = player->special_action_bored;
11226 player->anim_delay_counter--;
11228 else if (player->post_delay_counter > 0)
11230 player->post_delay_counter--;
11235 else if (last_waiting) // waiting -> not waiting
11237 player->is_waiting = FALSE;
11238 player->is_bored = FALSE;
11239 player->is_sleeping = FALSE;
11241 player->frame_counter_bored = -1;
11242 player->frame_counter_sleeping = -1;
11244 player->anim_delay_counter = 0;
11245 player->post_delay_counter = 0;
11247 player->dir_waiting = player->MovDir;
11248 player->action_waiting = ACTION_DEFAULT;
11250 player->special_action_bored = ACTION_DEFAULT;
11251 player->special_action_sleeping = ACTION_DEFAULT;
11255 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11257 if ((!player->is_moving && player->was_moving) ||
11258 (player->MovPos == 0 && player->was_moving) ||
11259 (player->is_snapping && !player->was_snapping) ||
11260 (player->is_dropping && !player->was_dropping))
11262 if (!CheckSaveEngineSnapshotToList())
11265 player->was_moving = FALSE;
11266 player->was_snapping = TRUE;
11267 player->was_dropping = TRUE;
11271 if (player->is_moving)
11272 player->was_moving = TRUE;
11274 if (!player->is_snapping)
11275 player->was_snapping = FALSE;
11277 if (!player->is_dropping)
11278 player->was_dropping = FALSE;
11281 static struct MouseActionInfo mouse_action_last = { 0 };
11282 struct MouseActionInfo mouse_action = player->effective_mouse_action;
11283 boolean new_released = (!mouse_action.button && mouse_action_last.button);
11286 CheckSaveEngineSnapshotToList();
11288 mouse_action_last = mouse_action;
11291 static void CheckSingleStepMode(struct PlayerInfo *player)
11293 if (tape.single_step && tape.recording && !tape.pausing)
11295 // as it is called "single step mode", just return to pause mode when the
11296 // player stopped moving after one tile (or never starts moving at all)
11297 // (reverse logic needed here in case single step mode used in team mode)
11298 if (player->is_moving ||
11299 player->is_pushing ||
11300 player->is_dropping_pressed ||
11301 player->effective_mouse_action.button)
11302 game.enter_single_step_mode = FALSE;
11305 CheckSaveEngineSnapshot(player);
11308 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11310 int left = player_action & JOY_LEFT;
11311 int right = player_action & JOY_RIGHT;
11312 int up = player_action & JOY_UP;
11313 int down = player_action & JOY_DOWN;
11314 int button1 = player_action & JOY_BUTTON_1;
11315 int button2 = player_action & JOY_BUTTON_2;
11316 int dx = (left ? -1 : right ? 1 : 0);
11317 int dy = (up ? -1 : down ? 1 : 0);
11319 if (!player->active || tape.pausing)
11325 SnapField(player, dx, dy);
11329 DropElement(player);
11331 MovePlayer(player, dx, dy);
11334 CheckSingleStepMode(player);
11336 SetPlayerWaiting(player, FALSE);
11338 return player_action;
11342 // no actions for this player (no input at player's configured device)
11344 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11345 SnapField(player, 0, 0);
11346 CheckGravityMovementWhenNotMoving(player);
11348 if (player->MovPos == 0)
11349 SetPlayerWaiting(player, TRUE);
11351 if (player->MovPos == 0) // needed for tape.playing
11352 player->is_moving = FALSE;
11354 player->is_dropping = FALSE;
11355 player->is_dropping_pressed = FALSE;
11356 player->drop_pressed_delay = 0;
11358 CheckSingleStepMode(player);
11364 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11367 if (!tape.use_mouse_actions)
11370 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11371 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11372 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11375 static void SetTapeActionFromMouseAction(byte *tape_action,
11376 struct MouseActionInfo *mouse_action)
11378 if (!tape.use_mouse_actions)
11381 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11382 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11383 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11386 static void CheckLevelSolved(void)
11388 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11390 if (game_em.level_solved &&
11391 !game_em.game_over) // game won
11395 game_em.game_over = TRUE;
11397 game.all_players_gone = TRUE;
11400 if (game_em.game_over) // game lost
11401 game.all_players_gone = TRUE;
11403 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11405 if (game_sp.level_solved &&
11406 !game_sp.game_over) // game won
11410 game_sp.game_over = TRUE;
11412 game.all_players_gone = TRUE;
11415 if (game_sp.game_over) // game lost
11416 game.all_players_gone = TRUE;
11418 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11420 if (game_mm.level_solved &&
11421 !game_mm.game_over) // game won
11425 game_mm.game_over = TRUE;
11427 game.all_players_gone = TRUE;
11430 if (game_mm.game_over) // game lost
11431 game.all_players_gone = TRUE;
11435 static void CheckLevelTime(void)
11439 if (TimeFrames >= FRAMES_PER_SECOND)
11444 for (i = 0; i < MAX_PLAYERS; i++)
11446 struct PlayerInfo *player = &stored_player[i];
11448 if (SHIELD_ON(player))
11450 player->shield_normal_time_left--;
11452 if (player->shield_deadly_time_left > 0)
11453 player->shield_deadly_time_left--;
11457 if (!game.LevelSolved && !level.use_step_counter)
11465 if (TimeLeft <= 10 && setup.time_limit)
11466 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11468 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11469 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11471 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11473 if (!TimeLeft && setup.time_limit)
11475 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11476 game_em.lev->killed_out_of_time = TRUE;
11478 for (i = 0; i < MAX_PLAYERS; i++)
11479 KillPlayer(&stored_player[i]);
11482 else if (game.no_time_limit && !game.all_players_gone)
11484 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11487 game_em.lev->time = (game.no_time_limit ? TimePlayed : TimeLeft);
11490 if (tape.recording || tape.playing)
11491 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11494 if (tape.recording || tape.playing)
11495 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11497 UpdateAndDisplayGameControlValues();
11500 void AdvanceFrameAndPlayerCounters(int player_nr)
11504 // advance frame counters (global frame counter and time frame counter)
11508 // advance player counters (counters for move delay, move animation etc.)
11509 for (i = 0; i < MAX_PLAYERS; i++)
11511 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11512 int move_delay_value = stored_player[i].move_delay_value;
11513 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11515 if (!advance_player_counters) // not all players may be affected
11518 if (move_frames == 0) // less than one move per game frame
11520 int stepsize = TILEX / move_delay_value;
11521 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11522 int count = (stored_player[i].is_moving ?
11523 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11525 if (count % delay == 0)
11529 stored_player[i].Frame += move_frames;
11531 if (stored_player[i].MovPos != 0)
11532 stored_player[i].StepFrame += move_frames;
11534 if (stored_player[i].move_delay > 0)
11535 stored_player[i].move_delay--;
11537 // due to bugs in previous versions, counter must count up, not down
11538 if (stored_player[i].push_delay != -1)
11539 stored_player[i].push_delay++;
11541 if (stored_player[i].drop_delay > 0)
11542 stored_player[i].drop_delay--;
11544 if (stored_player[i].is_dropping_pressed)
11545 stored_player[i].drop_pressed_delay++;
11549 void StartGameActions(boolean init_network_game, boolean record_tape,
11552 unsigned int new_random_seed = InitRND(random_seed);
11555 TapeStartRecording(new_random_seed);
11557 if (init_network_game)
11559 SendToServer_LevelFile();
11560 SendToServer_StartPlaying();
11568 static void GameActionsExt(void)
11571 static unsigned int game_frame_delay = 0;
11573 unsigned int game_frame_delay_value;
11574 byte *recorded_player_action;
11575 byte summarized_player_action = 0;
11576 byte tape_action[MAX_TAPE_ACTIONS] = { 0 };
11579 // detect endless loops, caused by custom element programming
11580 if (recursion_loop_detected && recursion_loop_depth == 0)
11582 char *message = getStringCat3("Internal Error! Element ",
11583 EL_NAME(recursion_loop_element),
11584 " caused endless loop! Quit the game?");
11586 Warn("element '%s' caused endless loop in game engine",
11587 EL_NAME(recursion_loop_element));
11589 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11591 recursion_loop_detected = FALSE; // if game should be continued
11598 if (game.restart_level)
11599 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11601 CheckLevelSolved();
11603 if (game.LevelSolved && !game.LevelSolved_GameEnd)
11606 if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11609 if (game_status != GAME_MODE_PLAYING) // status might have changed
11612 game_frame_delay_value =
11613 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11615 if (tape.playing && tape.warp_forward && !tape.pausing)
11616 game_frame_delay_value = 0;
11618 SetVideoFrameDelay(game_frame_delay_value);
11620 // (de)activate virtual buttons depending on current game status
11621 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
11623 if (game.all_players_gone) // if no players there to be controlled anymore
11624 SetOverlayActive(FALSE);
11625 else if (!tape.playing) // if game continues after tape stopped playing
11626 SetOverlayActive(TRUE);
11631 // ---------- main game synchronization point ----------
11633 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11635 Debug("game:playing:skip", "skip == %d", skip);
11638 // ---------- main game synchronization point ----------
11640 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11644 if (network_playing && !network_player_action_received)
11646 // try to get network player actions in time
11648 // last chance to get network player actions without main loop delay
11649 HandleNetworking();
11651 // game was quit by network peer
11652 if (game_status != GAME_MODE_PLAYING)
11655 // check if network player actions still missing and game still running
11656 if (!network_player_action_received && !checkGameEnded())
11657 return; // failed to get network player actions in time
11659 // do not yet reset "network_player_action_received" (for tape.pausing)
11665 // at this point we know that we really continue executing the game
11667 network_player_action_received = FALSE;
11669 // when playing tape, read previously recorded player input from tape data
11670 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11672 local_player->effective_mouse_action = local_player->mouse_action;
11674 if (recorded_player_action != NULL)
11675 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11676 recorded_player_action);
11678 // TapePlayAction() may return NULL when toggling to "pause before death"
11682 if (tape.set_centered_player)
11684 game.centered_player_nr_next = tape.centered_player_nr_next;
11685 game.set_centered_player = TRUE;
11688 for (i = 0; i < MAX_PLAYERS; i++)
11690 summarized_player_action |= stored_player[i].action;
11692 if (!network_playing && (game.team_mode || tape.playing))
11693 stored_player[i].effective_action = stored_player[i].action;
11696 if (network_playing && !checkGameEnded())
11697 SendToServer_MovePlayer(summarized_player_action);
11699 // summarize all actions at local players mapped input device position
11700 // (this allows using different input devices in single player mode)
11701 if (!network.enabled && !game.team_mode)
11702 stored_player[map_player_action[local_player->index_nr]].effective_action =
11703 summarized_player_action;
11705 // summarize all actions at centered player in local team mode
11706 if (tape.recording &&
11707 setup.team_mode && !network.enabled &&
11708 setup.input_on_focus &&
11709 game.centered_player_nr != -1)
11711 for (i = 0; i < MAX_PLAYERS; i++)
11712 stored_player[map_player_action[i]].effective_action =
11713 (i == game.centered_player_nr ? summarized_player_action : 0);
11716 if (recorded_player_action != NULL)
11717 for (i = 0; i < MAX_PLAYERS; i++)
11718 stored_player[i].effective_action = recorded_player_action[i];
11720 for (i = 0; i < MAX_PLAYERS; i++)
11722 tape_action[i] = stored_player[i].effective_action;
11724 /* (this may happen in the RND game engine if a player was not present on
11725 the playfield on level start, but appeared later from a custom element */
11726 if (setup.team_mode &&
11729 !tape.player_participates[i])
11730 tape.player_participates[i] = TRUE;
11733 SetTapeActionFromMouseAction(tape_action,
11734 &local_player->effective_mouse_action);
11736 // only record actions from input devices, but not programmed actions
11737 if (tape.recording)
11738 TapeRecordAction(tape_action);
11740 // remember if game was played (especially after tape stopped playing)
11741 if (!tape.playing && summarized_player_action)
11742 game.GamePlayed = TRUE;
11744 #if USE_NEW_PLAYER_ASSIGNMENTS
11745 // !!! also map player actions in single player mode !!!
11746 // if (game.team_mode)
11749 byte mapped_action[MAX_PLAYERS];
11751 #if DEBUG_PLAYER_ACTIONS
11752 for (i = 0; i < MAX_PLAYERS; i++)
11753 DebugContinued("", "%d, ", stored_player[i].effective_action);
11756 for (i = 0; i < MAX_PLAYERS; i++)
11757 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11759 for (i = 0; i < MAX_PLAYERS; i++)
11760 stored_player[i].effective_action = mapped_action[i];
11762 #if DEBUG_PLAYER_ACTIONS
11763 DebugContinued("", "=> ");
11764 for (i = 0; i < MAX_PLAYERS; i++)
11765 DebugContinued("", "%d, ", stored_player[i].effective_action);
11766 DebugContinued("game:playing:player", "\n");
11769 #if DEBUG_PLAYER_ACTIONS
11772 for (i = 0; i < MAX_PLAYERS; i++)
11773 DebugContinued("", "%d, ", stored_player[i].effective_action);
11774 DebugContinued("game:playing:player", "\n");
11779 for (i = 0; i < MAX_PLAYERS; i++)
11781 // allow engine snapshot in case of changed movement attempt
11782 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11783 (stored_player[i].effective_action & KEY_MOTION))
11784 game.snapshot.changed_action = TRUE;
11786 // allow engine snapshot in case of snapping/dropping attempt
11787 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11788 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11789 game.snapshot.changed_action = TRUE;
11791 game.snapshot.last_action[i] = stored_player[i].effective_action;
11794 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11796 GameActions_EM_Main();
11798 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11800 GameActions_SP_Main();
11802 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11804 GameActions_MM_Main();
11808 GameActions_RND_Main();
11811 BlitScreenToBitmap(backbuffer);
11813 CheckLevelSolved();
11816 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
11818 if (global.show_frames_per_second)
11820 static unsigned int fps_counter = 0;
11821 static int fps_frames = 0;
11822 unsigned int fps_delay_ms = Counter() - fps_counter;
11826 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
11828 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11831 fps_counter = Counter();
11833 // always draw FPS to screen after FPS value was updated
11834 redraw_mask |= REDRAW_FPS;
11837 // only draw FPS if no screen areas are deactivated (invisible warp mode)
11838 if (GetDrawDeactivationMask() == REDRAW_NONE)
11839 redraw_mask |= REDRAW_FPS;
11843 static void GameActions_CheckSaveEngineSnapshot(void)
11845 if (!game.snapshot.save_snapshot)
11848 // clear flag for saving snapshot _before_ saving snapshot
11849 game.snapshot.save_snapshot = FALSE;
11851 SaveEngineSnapshotToList();
11854 void GameActions(void)
11858 GameActions_CheckSaveEngineSnapshot();
11861 void GameActions_EM_Main(void)
11863 byte effective_action[MAX_PLAYERS];
11864 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11867 for (i = 0; i < MAX_PLAYERS; i++)
11868 effective_action[i] = stored_player[i].effective_action;
11870 GameActions_EM(effective_action, warp_mode);
11873 void GameActions_SP_Main(void)
11875 byte effective_action[MAX_PLAYERS];
11876 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11879 for (i = 0; i < MAX_PLAYERS; i++)
11880 effective_action[i] = stored_player[i].effective_action;
11882 GameActions_SP(effective_action, warp_mode);
11884 for (i = 0; i < MAX_PLAYERS; i++)
11886 if (stored_player[i].force_dropping)
11887 stored_player[i].action |= KEY_BUTTON_DROP;
11889 stored_player[i].force_dropping = FALSE;
11893 void GameActions_MM_Main(void)
11895 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11897 GameActions_MM(local_player->effective_mouse_action, warp_mode);
11900 void GameActions_RND_Main(void)
11905 void GameActions_RND(void)
11907 static struct MouseActionInfo mouse_action_last = { 0 };
11908 struct MouseActionInfo mouse_action = local_player->effective_mouse_action;
11909 int magic_wall_x = 0, magic_wall_y = 0;
11910 int i, x, y, element, graphic, last_gfx_frame;
11912 InitPlayfieldScanModeVars();
11914 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11916 SCAN_PLAYFIELD(x, y)
11918 ChangeCount[x][y] = 0;
11919 ChangeEvent[x][y] = -1;
11923 if (game.set_centered_player)
11925 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11927 // switching to "all players" only possible if all players fit to screen
11928 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11930 game.centered_player_nr_next = game.centered_player_nr;
11931 game.set_centered_player = FALSE;
11934 // do not switch focus to non-existing (or non-active) player
11935 if (game.centered_player_nr_next >= 0 &&
11936 !stored_player[game.centered_player_nr_next].active)
11938 game.centered_player_nr_next = game.centered_player_nr;
11939 game.set_centered_player = FALSE;
11943 if (game.set_centered_player &&
11944 ScreenMovPos == 0) // screen currently aligned at tile position
11948 if (game.centered_player_nr_next == -1)
11950 setScreenCenteredToAllPlayers(&sx, &sy);
11954 sx = stored_player[game.centered_player_nr_next].jx;
11955 sy = stored_player[game.centered_player_nr_next].jy;
11958 game.centered_player_nr = game.centered_player_nr_next;
11959 game.set_centered_player = FALSE;
11961 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11962 DrawGameDoorValues();
11965 // check single step mode (set flag and clear again if any player is active)
11966 game.enter_single_step_mode =
11967 (tape.single_step && tape.recording && !tape.pausing);
11969 for (i = 0; i < MAX_PLAYERS; i++)
11971 int actual_player_action = stored_player[i].effective_action;
11974 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11975 - rnd_equinox_tetrachloride 048
11976 - rnd_equinox_tetrachloride_ii 096
11977 - rnd_emanuel_schmieg 002
11978 - doctor_sloan_ww 001, 020
11980 if (stored_player[i].MovPos == 0)
11981 CheckGravityMovement(&stored_player[i]);
11984 // overwrite programmed action with tape action
11985 if (stored_player[i].programmed_action)
11986 actual_player_action = stored_player[i].programmed_action;
11988 PlayerActions(&stored_player[i], actual_player_action);
11990 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11993 // single step pause mode may already have been toggled by "ScrollPlayer()"
11994 if (game.enter_single_step_mode && !tape.pausing)
11995 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
11997 ScrollScreen(NULL, SCROLL_GO_ON);
11999 /* for backwards compatibility, the following code emulates a fixed bug that
12000 occured when pushing elements (causing elements that just made their last
12001 pushing step to already (if possible) make their first falling step in the
12002 same game frame, which is bad); this code is also needed to use the famous
12003 "spring push bug" which is used in older levels and might be wanted to be
12004 used also in newer levels, but in this case the buggy pushing code is only
12005 affecting the "spring" element and no other elements */
12007 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
12009 for (i = 0; i < MAX_PLAYERS; i++)
12011 struct PlayerInfo *player = &stored_player[i];
12012 int x = player->jx;
12013 int y = player->jy;
12015 if (player->active && player->is_pushing && player->is_moving &&
12017 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
12018 Tile[x][y] == EL_SPRING))
12020 ContinueMoving(x, y);
12022 // continue moving after pushing (this is actually a bug)
12023 if (!IS_MOVING(x, y))
12024 Stop[x][y] = FALSE;
12029 SCAN_PLAYFIELD(x, y)
12031 Last[x][y] = Tile[x][y];
12033 ChangeCount[x][y] = 0;
12034 ChangeEvent[x][y] = -1;
12036 // this must be handled before main playfield loop
12037 if (Tile[x][y] == EL_PLAYER_IS_LEAVING)
12040 if (MovDelay[x][y] <= 0)
12044 if (Tile[x][y] == EL_ELEMENT_SNAPPING)
12047 if (MovDelay[x][y] <= 0)
12049 int element = Store[x][y];
12050 int move_direction = MovDir[x][y];
12051 int player_index_bit = Store2[x][y];
12057 TEST_DrawLevelField(x, y);
12059 TestFieldAfterSnapping(x, y, element, move_direction, player_index_bit);
12064 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
12066 Debug("game:playing:GameActions_RND", "x = %d, y = %d: ChangePage != -1",
12068 Debug("game:playing:GameActions_RND", "This should never happen!");
12070 ChangePage[x][y] = -1;
12074 Stop[x][y] = FALSE;
12075 if (WasJustMoving[x][y] > 0)
12076 WasJustMoving[x][y]--;
12077 if (WasJustFalling[x][y] > 0)
12078 WasJustFalling[x][y]--;
12079 if (CheckCollision[x][y] > 0)
12080 CheckCollision[x][y]--;
12081 if (CheckImpact[x][y] > 0)
12082 CheckImpact[x][y]--;
12086 /* reset finished pushing action (not done in ContinueMoving() to allow
12087 continuous pushing animation for elements with zero push delay) */
12088 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
12090 ResetGfxAnimation(x, y);
12091 TEST_DrawLevelField(x, y);
12095 if (IS_BLOCKED(x, y))
12099 Blocked2Moving(x, y, &oldx, &oldy);
12100 if (!IS_MOVING(oldx, oldy))
12102 Debug("game:playing:GameActions_RND", "(BLOCKED => MOVING) context corrupted!");
12103 Debug("game:playing:GameActions_RND", "BLOCKED: x = %d, y = %d", x, y);
12104 Debug("game:playing:GameActions_RND", "!MOVING: oldx = %d, oldy = %d", oldx, oldy);
12105 Debug("game:playing:GameActions_RND", "This should never happen!");
12111 if (mouse_action.button)
12113 int new_button = (mouse_action.button && mouse_action_last.button == 0);
12115 x = mouse_action.lx;
12116 y = mouse_action.ly;
12117 element = Tile[x][y];
12121 CheckElementChange(x, y, element, EL_UNDEFINED, CE_CLICKED_BY_MOUSE);
12122 CheckTriggeredElementChange(x, y, element, CE_MOUSE_CLICKED_ON_X);
12125 CheckElementChange(x, y, element, EL_UNDEFINED, CE_PRESSED_BY_MOUSE);
12126 CheckTriggeredElementChange(x, y, element, CE_MOUSE_PRESSED_ON_X);
12129 SCAN_PLAYFIELD(x, y)
12131 element = Tile[x][y];
12132 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12133 last_gfx_frame = GfxFrame[x][y];
12135 ResetGfxFrame(x, y);
12137 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
12138 DrawLevelGraphicAnimation(x, y, graphic);
12140 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12141 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12142 ResetRandomAnimationValue(x, y);
12144 SetRandomAnimationValue(x, y);
12146 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12148 if (IS_INACTIVE(element))
12150 if (IS_ANIMATED(graphic))
12151 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12156 // this may take place after moving, so 'element' may have changed
12157 if (IS_CHANGING(x, y) &&
12158 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12160 int page = element_info[element].event_page_nr[CE_DELAY];
12162 HandleElementChange(x, y, page);
12164 element = Tile[x][y];
12165 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12168 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12172 element = Tile[x][y];
12173 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12175 if (IS_ANIMATED(graphic) &&
12176 !IS_MOVING(x, y) &&
12178 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12180 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12181 TEST_DrawTwinkleOnField(x, y);
12183 else if (element == EL_ACID)
12186 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12188 else if ((element == EL_EXIT_OPEN ||
12189 element == EL_EM_EXIT_OPEN ||
12190 element == EL_SP_EXIT_OPEN ||
12191 element == EL_STEEL_EXIT_OPEN ||
12192 element == EL_EM_STEEL_EXIT_OPEN ||
12193 element == EL_SP_TERMINAL ||
12194 element == EL_SP_TERMINAL_ACTIVE ||
12195 element == EL_EXTRA_TIME ||
12196 element == EL_SHIELD_NORMAL ||
12197 element == EL_SHIELD_DEADLY) &&
12198 IS_ANIMATED(graphic))
12199 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12200 else if (IS_MOVING(x, y))
12201 ContinueMoving(x, y);
12202 else if (IS_ACTIVE_BOMB(element))
12203 CheckDynamite(x, y);
12204 else if (element == EL_AMOEBA_GROWING)
12205 AmoebaGrowing(x, y);
12206 else if (element == EL_AMOEBA_SHRINKING)
12207 AmoebaShrinking(x, y);
12209 #if !USE_NEW_AMOEBA_CODE
12210 else if (IS_AMOEBALIVE(element))
12211 AmoebaReproduce(x, y);
12214 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12216 else if (element == EL_EXIT_CLOSED)
12218 else if (element == EL_EM_EXIT_CLOSED)
12220 else if (element == EL_STEEL_EXIT_CLOSED)
12221 CheckExitSteel(x, y);
12222 else if (element == EL_EM_STEEL_EXIT_CLOSED)
12223 CheckExitSteelEM(x, y);
12224 else if (element == EL_SP_EXIT_CLOSED)
12226 else if (element == EL_EXPANDABLE_WALL_GROWING ||
12227 element == EL_EXPANDABLE_STEELWALL_GROWING)
12228 MauerWaechst(x, y);
12229 else if (element == EL_EXPANDABLE_WALL ||
12230 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
12231 element == EL_EXPANDABLE_WALL_VERTICAL ||
12232 element == EL_EXPANDABLE_WALL_ANY ||
12233 element == EL_BD_EXPANDABLE_WALL)
12234 MauerAbleger(x, y);
12235 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
12236 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
12237 element == EL_EXPANDABLE_STEELWALL_ANY)
12238 MauerAblegerStahl(x, y);
12239 else if (element == EL_FLAMES)
12240 CheckForDragon(x, y);
12241 else if (element == EL_EXPLOSION)
12242 ; // drawing of correct explosion animation is handled separately
12243 else if (element == EL_ELEMENT_SNAPPING ||
12244 element == EL_DIAGONAL_SHRINKING ||
12245 element == EL_DIAGONAL_GROWING)
12247 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
12249 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12251 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12252 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12254 if (IS_BELT_ACTIVE(element))
12255 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
12257 if (game.magic_wall_active)
12259 int jx = local_player->jx, jy = local_player->jy;
12261 // play the element sound at the position nearest to the player
12262 if ((element == EL_MAGIC_WALL_FULL ||
12263 element == EL_MAGIC_WALL_ACTIVE ||
12264 element == EL_MAGIC_WALL_EMPTYING ||
12265 element == EL_BD_MAGIC_WALL_FULL ||
12266 element == EL_BD_MAGIC_WALL_ACTIVE ||
12267 element == EL_BD_MAGIC_WALL_EMPTYING ||
12268 element == EL_DC_MAGIC_WALL_FULL ||
12269 element == EL_DC_MAGIC_WALL_ACTIVE ||
12270 element == EL_DC_MAGIC_WALL_EMPTYING) &&
12271 ABS(x - jx) + ABS(y - jy) <
12272 ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
12280 #if USE_NEW_AMOEBA_CODE
12281 // new experimental amoeba growth stuff
12282 if (!(FrameCounter % 8))
12284 static unsigned int random = 1684108901;
12286 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12288 x = RND(lev_fieldx);
12289 y = RND(lev_fieldy);
12290 element = Tile[x][y];
12292 if (!IS_PLAYER(x,y) &&
12293 (element == EL_EMPTY ||
12294 CAN_GROW_INTO(element) ||
12295 element == EL_QUICKSAND_EMPTY ||
12296 element == EL_QUICKSAND_FAST_EMPTY ||
12297 element == EL_ACID_SPLASH_LEFT ||
12298 element == EL_ACID_SPLASH_RIGHT))
12300 if ((IN_LEV_FIELD(x, y-1) && Tile[x][y-1] == EL_AMOEBA_WET) ||
12301 (IN_LEV_FIELD(x-1, y) && Tile[x-1][y] == EL_AMOEBA_WET) ||
12302 (IN_LEV_FIELD(x+1, y) && Tile[x+1][y] == EL_AMOEBA_WET) ||
12303 (IN_LEV_FIELD(x, y+1) && Tile[x][y+1] == EL_AMOEBA_WET))
12304 Tile[x][y] = EL_AMOEBA_DROP;
12307 random = random * 129 + 1;
12312 game.explosions_delayed = FALSE;
12314 SCAN_PLAYFIELD(x, y)
12316 element = Tile[x][y];
12318 if (ExplodeField[x][y])
12319 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12320 else if (element == EL_EXPLOSION)
12321 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12323 ExplodeField[x][y] = EX_TYPE_NONE;
12326 game.explosions_delayed = TRUE;
12328 if (game.magic_wall_active)
12330 if (!(game.magic_wall_time_left % 4))
12332 int element = Tile[magic_wall_x][magic_wall_y];
12334 if (element == EL_BD_MAGIC_WALL_FULL ||
12335 element == EL_BD_MAGIC_WALL_ACTIVE ||
12336 element == EL_BD_MAGIC_WALL_EMPTYING)
12337 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12338 else if (element == EL_DC_MAGIC_WALL_FULL ||
12339 element == EL_DC_MAGIC_WALL_ACTIVE ||
12340 element == EL_DC_MAGIC_WALL_EMPTYING)
12341 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12343 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12346 if (game.magic_wall_time_left > 0)
12348 game.magic_wall_time_left--;
12350 if (!game.magic_wall_time_left)
12352 SCAN_PLAYFIELD(x, y)
12354 element = Tile[x][y];
12356 if (element == EL_MAGIC_WALL_ACTIVE ||
12357 element == EL_MAGIC_WALL_FULL)
12359 Tile[x][y] = EL_MAGIC_WALL_DEAD;
12360 TEST_DrawLevelField(x, y);
12362 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12363 element == EL_BD_MAGIC_WALL_FULL)
12365 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
12366 TEST_DrawLevelField(x, y);
12368 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12369 element == EL_DC_MAGIC_WALL_FULL)
12371 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
12372 TEST_DrawLevelField(x, y);
12376 game.magic_wall_active = FALSE;
12381 if (game.light_time_left > 0)
12383 game.light_time_left--;
12385 if (game.light_time_left == 0)
12386 RedrawAllLightSwitchesAndInvisibleElements();
12389 if (game.timegate_time_left > 0)
12391 game.timegate_time_left--;
12393 if (game.timegate_time_left == 0)
12394 CloseAllOpenTimegates();
12397 if (game.lenses_time_left > 0)
12399 game.lenses_time_left--;
12401 if (game.lenses_time_left == 0)
12402 RedrawAllInvisibleElementsForLenses();
12405 if (game.magnify_time_left > 0)
12407 game.magnify_time_left--;
12409 if (game.magnify_time_left == 0)
12410 RedrawAllInvisibleElementsForMagnifier();
12413 for (i = 0; i < MAX_PLAYERS; i++)
12415 struct PlayerInfo *player = &stored_player[i];
12417 if (SHIELD_ON(player))
12419 if (player->shield_deadly_time_left)
12420 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12421 else if (player->shield_normal_time_left)
12422 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12426 #if USE_DELAYED_GFX_REDRAW
12427 SCAN_PLAYFIELD(x, y)
12429 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12431 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12432 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12434 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12435 DrawLevelField(x, y);
12437 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12438 DrawLevelFieldCrumbled(x, y);
12440 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12441 DrawLevelFieldCrumbledNeighbours(x, y);
12443 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12444 DrawTwinkleOnField(x, y);
12447 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12452 PlayAllPlayersSound();
12454 for (i = 0; i < MAX_PLAYERS; i++)
12456 struct PlayerInfo *player = &stored_player[i];
12458 if (player->show_envelope != 0 && (!player->active ||
12459 player->MovPos == 0))
12461 ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
12463 player->show_envelope = 0;
12467 // use random number generator in every frame to make it less predictable
12468 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12471 mouse_action_last = mouse_action;
12474 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12476 int min_x = x, min_y = y, max_x = x, max_y = y;
12477 int scr_fieldx = getScreenFieldSizeX();
12478 int scr_fieldy = getScreenFieldSizeY();
12481 for (i = 0; i < MAX_PLAYERS; i++)
12483 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12485 if (!stored_player[i].active || &stored_player[i] == player)
12488 min_x = MIN(min_x, jx);
12489 min_y = MIN(min_y, jy);
12490 max_x = MAX(max_x, jx);
12491 max_y = MAX(max_y, jy);
12494 return (max_x - min_x < scr_fieldx && max_y - min_y < scr_fieldy);
12497 static boolean AllPlayersInVisibleScreen(void)
12501 for (i = 0; i < MAX_PLAYERS; i++)
12503 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12505 if (!stored_player[i].active)
12508 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12515 void ScrollLevel(int dx, int dy)
12517 int scroll_offset = 2 * TILEX_VAR;
12520 BlitBitmap(drawto_field, drawto_field,
12521 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12522 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12523 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12524 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12525 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12526 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12530 x = (dx == 1 ? BX1 : BX2);
12531 for (y = BY1; y <= BY2; y++)
12532 DrawScreenField(x, y);
12537 y = (dy == 1 ? BY1 : BY2);
12538 for (x = BX1; x <= BX2; x++)
12539 DrawScreenField(x, y);
12542 redraw_mask |= REDRAW_FIELD;
12545 static boolean canFallDown(struct PlayerInfo *player)
12547 int jx = player->jx, jy = player->jy;
12549 return (IN_LEV_FIELD(jx, jy + 1) &&
12550 (IS_FREE(jx, jy + 1) ||
12551 (Tile[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12552 IS_WALKABLE_FROM(Tile[jx][jy], MV_DOWN) &&
12553 !IS_WALKABLE_INSIDE(Tile[jx][jy]));
12556 static boolean canPassField(int x, int y, int move_dir)
12558 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12559 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12560 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12561 int nextx = x + dx;
12562 int nexty = y + dy;
12563 int element = Tile[x][y];
12565 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12566 !CAN_MOVE(element) &&
12567 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12568 IS_WALKABLE_FROM(Tile[nextx][nexty], move_dir) &&
12569 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12572 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12574 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12575 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12576 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12580 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12581 IS_GRAVITY_REACHABLE(Tile[newx][newy]) &&
12582 (IS_DIGGABLE(Tile[newx][newy]) ||
12583 IS_WALKABLE_FROM(Tile[newx][newy], opposite_dir) ||
12584 canPassField(newx, newy, move_dir)));
12587 static void CheckGravityMovement(struct PlayerInfo *player)
12589 if (player->gravity && !player->programmed_action)
12591 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12592 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12593 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12594 int jx = player->jx, jy = player->jy;
12595 boolean player_is_moving_to_valid_field =
12596 (!player_is_snapping &&
12597 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12598 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12599 boolean player_can_fall_down = canFallDown(player);
12601 if (player_can_fall_down &&
12602 !player_is_moving_to_valid_field)
12603 player->programmed_action = MV_DOWN;
12607 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12609 return CheckGravityMovement(player);
12611 if (player->gravity && !player->programmed_action)
12613 int jx = player->jx, jy = player->jy;
12614 boolean field_under_player_is_free =
12615 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12616 boolean player_is_standing_on_valid_field =
12617 (IS_WALKABLE_INSIDE(Tile[jx][jy]) ||
12618 (IS_WALKABLE(Tile[jx][jy]) &&
12619 !(element_info[Tile[jx][jy]].access_direction & MV_DOWN)));
12621 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12622 player->programmed_action = MV_DOWN;
12627 MovePlayerOneStep()
12628 -----------------------------------------------------------------------------
12629 dx, dy: direction (non-diagonal) to try to move the player to
12630 real_dx, real_dy: direction as read from input device (can be diagonal)
12633 boolean MovePlayerOneStep(struct PlayerInfo *player,
12634 int dx, int dy, int real_dx, int real_dy)
12636 int jx = player->jx, jy = player->jy;
12637 int new_jx = jx + dx, new_jy = jy + dy;
12639 boolean player_can_move = !player->cannot_move;
12641 if (!player->active || (!dx && !dy))
12642 return MP_NO_ACTION;
12644 player->MovDir = (dx < 0 ? MV_LEFT :
12645 dx > 0 ? MV_RIGHT :
12647 dy > 0 ? MV_DOWN : MV_NONE);
12649 if (!IN_LEV_FIELD(new_jx, new_jy))
12650 return MP_NO_ACTION;
12652 if (!player_can_move)
12654 if (player->MovPos == 0)
12656 player->is_moving = FALSE;
12657 player->is_digging = FALSE;
12658 player->is_collecting = FALSE;
12659 player->is_snapping = FALSE;
12660 player->is_pushing = FALSE;
12664 if (!network.enabled && game.centered_player_nr == -1 &&
12665 !AllPlayersInSight(player, new_jx, new_jy))
12666 return MP_NO_ACTION;
12668 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12669 if (can_move != MP_MOVING)
12672 // check if DigField() has caused relocation of the player
12673 if (player->jx != jx || player->jy != jy)
12674 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12676 StorePlayer[jx][jy] = 0;
12677 player->last_jx = jx;
12678 player->last_jy = jy;
12679 player->jx = new_jx;
12680 player->jy = new_jy;
12681 StorePlayer[new_jx][new_jy] = player->element_nr;
12683 if (player->move_delay_value_next != -1)
12685 player->move_delay_value = player->move_delay_value_next;
12686 player->move_delay_value_next = -1;
12690 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12692 player->step_counter++;
12694 PlayerVisit[jx][jy] = FrameCounter;
12696 player->is_moving = TRUE;
12699 // should better be called in MovePlayer(), but this breaks some tapes
12700 ScrollPlayer(player, SCROLL_INIT);
12706 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12708 int jx = player->jx, jy = player->jy;
12709 int old_jx = jx, old_jy = jy;
12710 int moved = MP_NO_ACTION;
12712 if (!player->active)
12717 if (player->MovPos == 0)
12719 player->is_moving = FALSE;
12720 player->is_digging = FALSE;
12721 player->is_collecting = FALSE;
12722 player->is_snapping = FALSE;
12723 player->is_pushing = FALSE;
12729 if (player->move_delay > 0)
12732 player->move_delay = -1; // set to "uninitialized" value
12734 // store if player is automatically moved to next field
12735 player->is_auto_moving = (player->programmed_action != MV_NONE);
12737 // remove the last programmed player action
12738 player->programmed_action = 0;
12740 if (player->MovPos)
12742 // should only happen if pre-1.2 tape recordings are played
12743 // this is only for backward compatibility
12745 int original_move_delay_value = player->move_delay_value;
12748 Debug("game:playing:MovePlayer",
12749 "THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]",
12753 // scroll remaining steps with finest movement resolution
12754 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12756 while (player->MovPos)
12758 ScrollPlayer(player, SCROLL_GO_ON);
12759 ScrollScreen(NULL, SCROLL_GO_ON);
12761 AdvanceFrameAndPlayerCounters(player->index_nr);
12764 BackToFront_WithFrameDelay(0);
12767 player->move_delay_value = original_move_delay_value;
12770 player->is_active = FALSE;
12772 if (player->last_move_dir & MV_HORIZONTAL)
12774 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12775 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12779 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12780 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12783 if (!moved && !player->is_active)
12785 player->is_moving = FALSE;
12786 player->is_digging = FALSE;
12787 player->is_collecting = FALSE;
12788 player->is_snapping = FALSE;
12789 player->is_pushing = FALSE;
12795 if (moved & MP_MOVING && !ScreenMovPos &&
12796 (player->index_nr == game.centered_player_nr ||
12797 game.centered_player_nr == -1))
12799 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12801 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12803 // actual player has left the screen -- scroll in that direction
12804 if (jx != old_jx) // player has moved horizontally
12805 scroll_x += (jx - old_jx);
12806 else // player has moved vertically
12807 scroll_y += (jy - old_jy);
12811 int offset_raw = game.scroll_delay_value;
12813 if (jx != old_jx) // player has moved horizontally
12815 int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2);
12816 int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
12817 int new_scroll_x = jx - MIDPOSX + offset_x;
12819 if ((player->MovDir == MV_LEFT && scroll_x > new_scroll_x) ||
12820 (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
12821 scroll_x = new_scroll_x;
12823 // don't scroll over playfield boundaries
12824 scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
12826 // don't scroll more than one field at a time
12827 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12829 // don't scroll against the player's moving direction
12830 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12831 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12832 scroll_x = old_scroll_x;
12834 else // player has moved vertically
12836 int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2);
12837 int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
12838 int new_scroll_y = jy - MIDPOSY + offset_y;
12840 if ((player->MovDir == MV_UP && scroll_y > new_scroll_y) ||
12841 (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
12842 scroll_y = new_scroll_y;
12844 // don't scroll over playfield boundaries
12845 scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
12847 // don't scroll more than one field at a time
12848 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12850 // don't scroll against the player's moving direction
12851 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12852 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12853 scroll_y = old_scroll_y;
12857 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12859 if (!network.enabled && game.centered_player_nr == -1 &&
12860 !AllPlayersInVisibleScreen())
12862 scroll_x = old_scroll_x;
12863 scroll_y = old_scroll_y;
12867 ScrollScreen(player, SCROLL_INIT);
12868 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12873 player->StepFrame = 0;
12875 if (moved & MP_MOVING)
12877 if (old_jx != jx && old_jy == jy)
12878 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12879 else if (old_jx == jx && old_jy != jy)
12880 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12882 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
12884 player->last_move_dir = player->MovDir;
12885 player->is_moving = TRUE;
12886 player->is_snapping = FALSE;
12887 player->is_switching = FALSE;
12888 player->is_dropping = FALSE;
12889 player->is_dropping_pressed = FALSE;
12890 player->drop_pressed_delay = 0;
12893 // should better be called here than above, but this breaks some tapes
12894 ScrollPlayer(player, SCROLL_INIT);
12899 CheckGravityMovementWhenNotMoving(player);
12901 player->is_moving = FALSE;
12903 /* at this point, the player is allowed to move, but cannot move right now
12904 (e.g. because of something blocking the way) -- ensure that the player
12905 is also allowed to move in the next frame (in old versions before 3.1.1,
12906 the player was forced to wait again for eight frames before next try) */
12908 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12909 player->move_delay = 0; // allow direct movement in the next frame
12912 if (player->move_delay == -1) // not yet initialized by DigField()
12913 player->move_delay = player->move_delay_value;
12915 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12917 TestIfPlayerTouchesBadThing(jx, jy);
12918 TestIfPlayerTouchesCustomElement(jx, jy);
12921 if (!player->active)
12922 RemovePlayer(player);
12927 void ScrollPlayer(struct PlayerInfo *player, int mode)
12929 int jx = player->jx, jy = player->jy;
12930 int last_jx = player->last_jx, last_jy = player->last_jy;
12931 int move_stepsize = TILEX / player->move_delay_value;
12933 if (!player->active)
12936 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
12939 if (mode == SCROLL_INIT)
12941 player->actual_frame_counter = FrameCounter;
12942 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12944 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12945 Tile[last_jx][last_jy] == EL_EMPTY)
12947 int last_field_block_delay = 0; // start with no blocking at all
12948 int block_delay_adjustment = player->block_delay_adjustment;
12950 // if player blocks last field, add delay for exactly one move
12951 if (player->block_last_field)
12953 last_field_block_delay += player->move_delay_value;
12955 // when blocking enabled, prevent moving up despite gravity
12956 if (player->gravity && player->MovDir == MV_UP)
12957 block_delay_adjustment = -1;
12960 // add block delay adjustment (also possible when not blocking)
12961 last_field_block_delay += block_delay_adjustment;
12963 Tile[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12964 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12967 if (player->MovPos != 0) // player has not yet reached destination
12970 else if (!FrameReached(&player->actual_frame_counter, 1))
12973 if (player->MovPos != 0)
12975 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12976 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12978 // before DrawPlayer() to draw correct player graphic for this case
12979 if (player->MovPos == 0)
12980 CheckGravityMovement(player);
12983 if (player->MovPos == 0) // player reached destination field
12985 if (player->move_delay_reset_counter > 0)
12987 player->move_delay_reset_counter--;
12989 if (player->move_delay_reset_counter == 0)
12991 // continue with normal speed after quickly moving through gate
12992 HALVE_PLAYER_SPEED(player);
12994 // be able to make the next move without delay
12995 player->move_delay = 0;
12999 player->last_jx = jx;
13000 player->last_jy = jy;
13002 if (Tile[jx][jy] == EL_EXIT_OPEN ||
13003 Tile[jx][jy] == EL_EM_EXIT_OPEN ||
13004 Tile[jx][jy] == EL_EM_EXIT_OPENING ||
13005 Tile[jx][jy] == EL_STEEL_EXIT_OPEN ||
13006 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
13007 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
13008 Tile[jx][jy] == EL_SP_EXIT_OPEN ||
13009 Tile[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
13011 ExitPlayer(player);
13013 if (game.players_still_needed == 0 &&
13014 (game.friends_still_needed == 0 ||
13015 IS_SP_ELEMENT(Tile[jx][jy])))
13019 // this breaks one level: "machine", level 000
13021 int move_direction = player->MovDir;
13022 int enter_side = MV_DIR_OPPOSITE(move_direction);
13023 int leave_side = move_direction;
13024 int old_jx = last_jx;
13025 int old_jy = last_jy;
13026 int old_element = Tile[old_jx][old_jy];
13027 int new_element = Tile[jx][jy];
13029 if (IS_CUSTOM_ELEMENT(old_element))
13030 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
13032 player->index_bit, leave_side);
13034 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
13035 CE_PLAYER_LEAVES_X,
13036 player->index_bit, leave_side);
13038 if (IS_CUSTOM_ELEMENT(new_element))
13039 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
13040 player->index_bit, enter_side);
13042 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
13043 CE_PLAYER_ENTERS_X,
13044 player->index_bit, enter_side);
13046 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
13047 CE_MOVE_OF_X, move_direction);
13050 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13052 TestIfPlayerTouchesBadThing(jx, jy);
13053 TestIfPlayerTouchesCustomElement(jx, jy);
13055 /* needed because pushed element has not yet reached its destination,
13056 so it would trigger a change event at its previous field location */
13057 if (!player->is_pushing)
13058 TestIfElementTouchesCustomElement(jx, jy); // for empty space
13060 if (level.finish_dig_collect &&
13061 (player->is_digging || player->is_collecting))
13063 int last_element = player->last_removed_element;
13064 int move_direction = player->MovDir;
13065 int enter_side = MV_DIR_OPPOSITE(move_direction);
13066 int change_event = (player->is_digging ? CE_PLAYER_DIGS_X :
13067 CE_PLAYER_COLLECTS_X);
13069 CheckTriggeredElementChangeByPlayer(jx, jy, last_element, change_event,
13070 player->index_bit, enter_side);
13072 player->last_removed_element = EL_UNDEFINED;
13075 if (!player->active)
13076 RemovePlayer(player);
13079 if (!game.LevelSolved && level.use_step_counter)
13089 if (TimeLeft <= 10 && setup.time_limit)
13090 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
13092 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13094 DisplayGameControlValues();
13096 if (!TimeLeft && setup.time_limit)
13097 for (i = 0; i < MAX_PLAYERS; i++)
13098 KillPlayer(&stored_player[i]);
13100 else if (game.no_time_limit && !game.all_players_gone)
13102 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
13104 DisplayGameControlValues();
13108 if (tape.single_step && tape.recording && !tape.pausing &&
13109 !player->programmed_action)
13110 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
13112 if (!player->programmed_action)
13113 CheckSaveEngineSnapshot(player);
13117 void ScrollScreen(struct PlayerInfo *player, int mode)
13119 static unsigned int screen_frame_counter = 0;
13121 if (mode == SCROLL_INIT)
13123 // set scrolling step size according to actual player's moving speed
13124 ScrollStepSize = TILEX / player->move_delay_value;
13126 screen_frame_counter = FrameCounter;
13127 ScreenMovDir = player->MovDir;
13128 ScreenMovPos = player->MovPos;
13129 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13132 else if (!FrameReached(&screen_frame_counter, 1))
13137 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
13138 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13139 redraw_mask |= REDRAW_FIELD;
13142 ScreenMovDir = MV_NONE;
13145 void TestIfPlayerTouchesCustomElement(int x, int y)
13147 static int xy[4][2] =
13154 static int trigger_sides[4][2] =
13156 // center side border side
13157 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13158 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13159 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13160 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13162 static int touch_dir[4] =
13164 MV_LEFT | MV_RIGHT,
13169 int center_element = Tile[x][y]; // should always be non-moving!
13172 for (i = 0; i < NUM_DIRECTIONS; i++)
13174 int xx = x + xy[i][0];
13175 int yy = y + xy[i][1];
13176 int center_side = trigger_sides[i][0];
13177 int border_side = trigger_sides[i][1];
13178 int border_element;
13180 if (!IN_LEV_FIELD(xx, yy))
13183 if (IS_PLAYER(x, y)) // player found at center element
13185 struct PlayerInfo *player = PLAYERINFO(x, y);
13187 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13188 border_element = Tile[xx][yy]; // may be moving!
13189 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13190 border_element = Tile[xx][yy];
13191 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13192 border_element = MovingOrBlocked2Element(xx, yy);
13194 continue; // center and border element do not touch
13196 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
13197 player->index_bit, border_side);
13198 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13199 CE_PLAYER_TOUCHES_X,
13200 player->index_bit, border_side);
13203 /* use player element that is initially defined in the level playfield,
13204 not the player element that corresponds to the runtime player number
13205 (example: a level that contains EL_PLAYER_3 as the only player would
13206 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13207 int player_element = PLAYERINFO(x, y)->initial_element;
13209 CheckElementChangeBySide(xx, yy, border_element, player_element,
13210 CE_TOUCHING_X, border_side);
13213 else if (IS_PLAYER(xx, yy)) // player found at border element
13215 struct PlayerInfo *player = PLAYERINFO(xx, yy);
13217 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13219 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13220 continue; // center and border element do not touch
13223 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
13224 player->index_bit, center_side);
13225 CheckTriggeredElementChangeByPlayer(x, y, center_element,
13226 CE_PLAYER_TOUCHES_X,
13227 player->index_bit, center_side);
13230 /* use player element that is initially defined in the level playfield,
13231 not the player element that corresponds to the runtime player number
13232 (example: a level that contains EL_PLAYER_3 as the only player would
13233 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13234 int player_element = PLAYERINFO(xx, yy)->initial_element;
13236 CheckElementChangeBySide(x, y, center_element, player_element,
13237 CE_TOUCHING_X, center_side);
13245 void TestIfElementTouchesCustomElement(int x, int y)
13247 static int xy[4][2] =
13254 static int trigger_sides[4][2] =
13256 // center side border side
13257 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13258 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13259 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13260 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13262 static int touch_dir[4] =
13264 MV_LEFT | MV_RIGHT,
13269 boolean change_center_element = FALSE;
13270 int center_element = Tile[x][y]; // should always be non-moving!
13271 int border_element_old[NUM_DIRECTIONS];
13274 for (i = 0; i < NUM_DIRECTIONS; i++)
13276 int xx = x + xy[i][0];
13277 int yy = y + xy[i][1];
13278 int border_element;
13280 border_element_old[i] = -1;
13282 if (!IN_LEV_FIELD(xx, yy))
13285 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13286 border_element = Tile[xx][yy]; // may be moving!
13287 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13288 border_element = Tile[xx][yy];
13289 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13290 border_element = MovingOrBlocked2Element(xx, yy);
13292 continue; // center and border element do not touch
13294 border_element_old[i] = border_element;
13297 for (i = 0; i < NUM_DIRECTIONS; i++)
13299 int xx = x + xy[i][0];
13300 int yy = y + xy[i][1];
13301 int center_side = trigger_sides[i][0];
13302 int border_element = border_element_old[i];
13304 if (border_element == -1)
13307 // check for change of border element
13308 CheckElementChangeBySide(xx, yy, border_element, center_element,
13309 CE_TOUCHING_X, center_side);
13311 // (center element cannot be player, so we dont have to check this here)
13314 for (i = 0; i < NUM_DIRECTIONS; i++)
13316 int xx = x + xy[i][0];
13317 int yy = y + xy[i][1];
13318 int border_side = trigger_sides[i][1];
13319 int border_element = border_element_old[i];
13321 if (border_element == -1)
13324 // check for change of center element (but change it only once)
13325 if (!change_center_element)
13326 change_center_element =
13327 CheckElementChangeBySide(x, y, center_element, border_element,
13328 CE_TOUCHING_X, border_side);
13330 if (IS_PLAYER(xx, yy))
13332 /* use player element that is initially defined in the level playfield,
13333 not the player element that corresponds to the runtime player number
13334 (example: a level that contains EL_PLAYER_3 as the only player would
13335 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13336 int player_element = PLAYERINFO(xx, yy)->initial_element;
13338 CheckElementChangeBySide(x, y, center_element, player_element,
13339 CE_TOUCHING_X, border_side);
13344 void TestIfElementHitsCustomElement(int x, int y, int direction)
13346 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13347 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13348 int hitx = x + dx, hity = y + dy;
13349 int hitting_element = Tile[x][y];
13350 int touched_element;
13352 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13355 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13356 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13358 if (IN_LEV_FIELD(hitx, hity))
13360 int opposite_direction = MV_DIR_OPPOSITE(direction);
13361 int hitting_side = direction;
13362 int touched_side = opposite_direction;
13363 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13364 MovDir[hitx][hity] != direction ||
13365 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13371 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13372 CE_HITTING_X, touched_side);
13374 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13375 CE_HIT_BY_X, hitting_side);
13377 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13378 CE_HIT_BY_SOMETHING, opposite_direction);
13380 if (IS_PLAYER(hitx, hity))
13382 /* use player element that is initially defined in the level playfield,
13383 not the player element that corresponds to the runtime player number
13384 (example: a level that contains EL_PLAYER_3 as the only player would
13385 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13386 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13388 CheckElementChangeBySide(x, y, hitting_element, player_element,
13389 CE_HITTING_X, touched_side);
13394 // "hitting something" is also true when hitting the playfield border
13395 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13396 CE_HITTING_SOMETHING, direction);
13399 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13401 int i, kill_x = -1, kill_y = -1;
13403 int bad_element = -1;
13404 static int test_xy[4][2] =
13411 static int test_dir[4] =
13419 for (i = 0; i < NUM_DIRECTIONS; i++)
13421 int test_x, test_y, test_move_dir, test_element;
13423 test_x = good_x + test_xy[i][0];
13424 test_y = good_y + test_xy[i][1];
13426 if (!IN_LEV_FIELD(test_x, test_y))
13430 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13432 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13434 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13435 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13437 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13438 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13442 bad_element = test_element;
13448 if (kill_x != -1 || kill_y != -1)
13450 if (IS_PLAYER(good_x, good_y))
13452 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13454 if (player->shield_deadly_time_left > 0 &&
13455 !IS_INDESTRUCTIBLE(bad_element))
13456 Bang(kill_x, kill_y);
13457 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13458 KillPlayer(player);
13461 Bang(good_x, good_y);
13465 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13467 int i, kill_x = -1, kill_y = -1;
13468 int bad_element = Tile[bad_x][bad_y];
13469 static int test_xy[4][2] =
13476 static int touch_dir[4] =
13478 MV_LEFT | MV_RIGHT,
13483 static int test_dir[4] =
13491 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13494 for (i = 0; i < NUM_DIRECTIONS; i++)
13496 int test_x, test_y, test_move_dir, test_element;
13498 test_x = bad_x + test_xy[i][0];
13499 test_y = bad_y + test_xy[i][1];
13501 if (!IN_LEV_FIELD(test_x, test_y))
13505 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13507 test_element = Tile[test_x][test_y];
13509 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13510 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13512 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13513 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13515 // good thing is player or penguin that does not move away
13516 if (IS_PLAYER(test_x, test_y))
13518 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13520 if (bad_element == EL_ROBOT && player->is_moving)
13521 continue; // robot does not kill player if he is moving
13523 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13525 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13526 continue; // center and border element do not touch
13534 else if (test_element == EL_PENGUIN)
13544 if (kill_x != -1 || kill_y != -1)
13546 if (IS_PLAYER(kill_x, kill_y))
13548 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13550 if (player->shield_deadly_time_left > 0 &&
13551 !IS_INDESTRUCTIBLE(bad_element))
13552 Bang(bad_x, bad_y);
13553 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13554 KillPlayer(player);
13557 Bang(kill_x, kill_y);
13561 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13563 int bad_element = Tile[bad_x][bad_y];
13564 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13565 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13566 int test_x = bad_x + dx, test_y = bad_y + dy;
13567 int test_move_dir, test_element;
13568 int kill_x = -1, kill_y = -1;
13570 if (!IN_LEV_FIELD(test_x, test_y))
13574 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13576 test_element = Tile[test_x][test_y];
13578 if (test_move_dir != bad_move_dir)
13580 // good thing can be player or penguin that does not move away
13581 if (IS_PLAYER(test_x, test_y))
13583 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13585 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13586 player as being hit when he is moving towards the bad thing, because
13587 the "get hit by" condition would be lost after the player stops) */
13588 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13589 return; // player moves away from bad thing
13594 else if (test_element == EL_PENGUIN)
13601 if (kill_x != -1 || kill_y != -1)
13603 if (IS_PLAYER(kill_x, kill_y))
13605 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13607 if (player->shield_deadly_time_left > 0 &&
13608 !IS_INDESTRUCTIBLE(bad_element))
13609 Bang(bad_x, bad_y);
13610 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13611 KillPlayer(player);
13614 Bang(kill_x, kill_y);
13618 void TestIfPlayerTouchesBadThing(int x, int y)
13620 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13623 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13625 TestIfGoodThingHitsBadThing(x, y, move_dir);
13628 void TestIfBadThingTouchesPlayer(int x, int y)
13630 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13633 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13635 TestIfBadThingHitsGoodThing(x, y, move_dir);
13638 void TestIfFriendTouchesBadThing(int x, int y)
13640 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13643 void TestIfBadThingTouchesFriend(int x, int y)
13645 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13648 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13650 int i, kill_x = bad_x, kill_y = bad_y;
13651 static int xy[4][2] =
13659 for (i = 0; i < NUM_DIRECTIONS; i++)
13663 x = bad_x + xy[i][0];
13664 y = bad_y + xy[i][1];
13665 if (!IN_LEV_FIELD(x, y))
13668 element = Tile[x][y];
13669 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13670 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13678 if (kill_x != bad_x || kill_y != bad_y)
13679 Bang(bad_x, bad_y);
13682 void KillPlayer(struct PlayerInfo *player)
13684 int jx = player->jx, jy = player->jy;
13686 if (!player->active)
13690 Debug("game:playing:KillPlayer",
13691 "0: killed == %d, active == %d, reanimated == %d",
13692 player->killed, player->active, player->reanimated);
13695 /* the following code was introduced to prevent an infinite loop when calling
13697 -> CheckTriggeredElementChangeExt()
13698 -> ExecuteCustomElementAction()
13700 -> (infinitely repeating the above sequence of function calls)
13701 which occurs when killing the player while having a CE with the setting
13702 "kill player X when explosion of <player X>"; the solution using a new
13703 field "player->killed" was chosen for backwards compatibility, although
13704 clever use of the fields "player->active" etc. would probably also work */
13706 if (player->killed)
13710 player->killed = TRUE;
13712 // remove accessible field at the player's position
13713 Tile[jx][jy] = EL_EMPTY;
13715 // deactivate shield (else Bang()/Explode() would not work right)
13716 player->shield_normal_time_left = 0;
13717 player->shield_deadly_time_left = 0;
13720 Debug("game:playing:KillPlayer",
13721 "1: killed == %d, active == %d, reanimated == %d",
13722 player->killed, player->active, player->reanimated);
13728 Debug("game:playing:KillPlayer",
13729 "2: killed == %d, active == %d, reanimated == %d",
13730 player->killed, player->active, player->reanimated);
13733 if (player->reanimated) // killed player may have been reanimated
13734 player->killed = player->reanimated = FALSE;
13736 BuryPlayer(player);
13739 static void KillPlayerUnlessEnemyProtected(int x, int y)
13741 if (!PLAYER_ENEMY_PROTECTED(x, y))
13742 KillPlayer(PLAYERINFO(x, y));
13745 static void KillPlayerUnlessExplosionProtected(int x, int y)
13747 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13748 KillPlayer(PLAYERINFO(x, y));
13751 void BuryPlayer(struct PlayerInfo *player)
13753 int jx = player->jx, jy = player->jy;
13755 if (!player->active)
13758 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13759 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13761 RemovePlayer(player);
13763 player->buried = TRUE;
13765 if (game.all_players_gone)
13766 game.GameOver = TRUE;
13769 void RemovePlayer(struct PlayerInfo *player)
13771 int jx = player->jx, jy = player->jy;
13772 int i, found = FALSE;
13774 player->present = FALSE;
13775 player->active = FALSE;
13777 // required for some CE actions (even if the player is not active anymore)
13778 player->MovPos = 0;
13780 if (!ExplodeField[jx][jy])
13781 StorePlayer[jx][jy] = 0;
13783 if (player->is_moving)
13784 TEST_DrawLevelField(player->last_jx, player->last_jy);
13786 for (i = 0; i < MAX_PLAYERS; i++)
13787 if (stored_player[i].active)
13792 game.all_players_gone = TRUE;
13793 game.GameOver = TRUE;
13796 game.exit_x = game.robot_wheel_x = jx;
13797 game.exit_y = game.robot_wheel_y = jy;
13800 void ExitPlayer(struct PlayerInfo *player)
13802 DrawPlayer(player); // needed here only to cleanup last field
13803 RemovePlayer(player);
13805 if (game.players_still_needed > 0)
13806 game.players_still_needed--;
13809 static void SetFieldForSnapping(int x, int y, int element, int direction,
13810 int player_index_bit)
13812 struct ElementInfo *ei = &element_info[element];
13813 int direction_bit = MV_DIR_TO_BIT(direction);
13814 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13815 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13816 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13818 Tile[x][y] = EL_ELEMENT_SNAPPING;
13819 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13820 MovDir[x][y] = direction;
13821 Store[x][y] = element;
13822 Store2[x][y] = player_index_bit;
13824 ResetGfxAnimation(x, y);
13826 GfxElement[x][y] = element;
13827 GfxAction[x][y] = action;
13828 GfxDir[x][y] = direction;
13829 GfxFrame[x][y] = -1;
13832 static void TestFieldAfterSnapping(int x, int y, int element, int direction,
13833 int player_index_bit)
13835 TestIfElementTouchesCustomElement(x, y); // for empty space
13837 if (level.finish_dig_collect)
13839 int dig_side = MV_DIR_OPPOSITE(direction);
13841 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13842 player_index_bit, dig_side);
13847 =============================================================================
13848 checkDiagonalPushing()
13849 -----------------------------------------------------------------------------
13850 check if diagonal input device direction results in pushing of object
13851 (by checking if the alternative direction is walkable, diggable, ...)
13852 =============================================================================
13855 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13856 int x, int y, int real_dx, int real_dy)
13858 int jx, jy, dx, dy, xx, yy;
13860 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
13863 // diagonal direction: check alternative direction
13868 xx = jx + (dx == 0 ? real_dx : 0);
13869 yy = jy + (dy == 0 ? real_dy : 0);
13871 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Tile[xx][yy]));
13875 =============================================================================
13877 -----------------------------------------------------------------------------
13878 x, y: field next to player (non-diagonal) to try to dig to
13879 real_dx, real_dy: direction as read from input device (can be diagonal)
13880 =============================================================================
13883 static int DigField(struct PlayerInfo *player,
13884 int oldx, int oldy, int x, int y,
13885 int real_dx, int real_dy, int mode)
13887 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13888 boolean player_was_pushing = player->is_pushing;
13889 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13890 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13891 int jx = oldx, jy = oldy;
13892 int dx = x - jx, dy = y - jy;
13893 int nextx = x + dx, nexty = y + dy;
13894 int move_direction = (dx == -1 ? MV_LEFT :
13895 dx == +1 ? MV_RIGHT :
13897 dy == +1 ? MV_DOWN : MV_NONE);
13898 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13899 int dig_side = MV_DIR_OPPOSITE(move_direction);
13900 int old_element = Tile[jx][jy];
13901 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13904 if (is_player) // function can also be called by EL_PENGUIN
13906 if (player->MovPos == 0)
13908 player->is_digging = FALSE;
13909 player->is_collecting = FALSE;
13912 if (player->MovPos == 0) // last pushing move finished
13913 player->is_pushing = FALSE;
13915 if (mode == DF_NO_PUSH) // player just stopped pushing
13917 player->is_switching = FALSE;
13918 player->push_delay = -1;
13920 return MP_NO_ACTION;
13924 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13925 old_element = Back[jx][jy];
13927 // in case of element dropped at player position, check background
13928 else if (Back[jx][jy] != EL_EMPTY &&
13929 game.engine_version >= VERSION_IDENT(2,2,0,0))
13930 old_element = Back[jx][jy];
13932 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13933 return MP_NO_ACTION; // field has no opening in this direction
13935 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13936 return MP_NO_ACTION; // field has no opening in this direction
13938 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13942 Tile[jx][jy] = player->artwork_element;
13943 InitMovingField(jx, jy, MV_DOWN);
13944 Store[jx][jy] = EL_ACID;
13945 ContinueMoving(jx, jy);
13946 BuryPlayer(player);
13948 return MP_DONT_RUN_INTO;
13951 if (player_can_move && DONT_RUN_INTO(element))
13953 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13955 return MP_DONT_RUN_INTO;
13958 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13959 return MP_NO_ACTION;
13961 collect_count = element_info[element].collect_count_initial;
13963 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
13964 return MP_NO_ACTION;
13966 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13967 player_can_move = player_can_move_or_snap;
13969 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13970 game.engine_version >= VERSION_IDENT(2,2,0,0))
13972 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13973 player->index_bit, dig_side);
13974 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13975 player->index_bit, dig_side);
13977 if (element == EL_DC_LANDMINE)
13980 if (Tile[x][y] != element) // field changed by snapping
13983 return MP_NO_ACTION;
13986 if (player->gravity && is_player && !player->is_auto_moving &&
13987 canFallDown(player) && move_direction != MV_DOWN &&
13988 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13989 return MP_NO_ACTION; // player cannot walk here due to gravity
13991 if (player_can_move &&
13992 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13994 int sound_element = SND_ELEMENT(element);
13995 int sound_action = ACTION_WALKING;
13997 if (IS_RND_GATE(element))
13999 if (!player->key[RND_GATE_NR(element)])
14000 return MP_NO_ACTION;
14002 else if (IS_RND_GATE_GRAY(element))
14004 if (!player->key[RND_GATE_GRAY_NR(element)])
14005 return MP_NO_ACTION;
14007 else if (IS_RND_GATE_GRAY_ACTIVE(element))
14009 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
14010 return MP_NO_ACTION;
14012 else if (element == EL_EXIT_OPEN ||
14013 element == EL_EM_EXIT_OPEN ||
14014 element == EL_EM_EXIT_OPENING ||
14015 element == EL_STEEL_EXIT_OPEN ||
14016 element == EL_EM_STEEL_EXIT_OPEN ||
14017 element == EL_EM_STEEL_EXIT_OPENING ||
14018 element == EL_SP_EXIT_OPEN ||
14019 element == EL_SP_EXIT_OPENING)
14021 sound_action = ACTION_PASSING; // player is passing exit
14023 else if (element == EL_EMPTY)
14025 sound_action = ACTION_MOVING; // nothing to walk on
14028 // play sound from background or player, whatever is available
14029 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
14030 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
14032 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
14034 else if (player_can_move &&
14035 IS_PASSABLE(element) && canPassField(x, y, move_direction))
14037 if (!ACCESS_FROM(element, opposite_direction))
14038 return MP_NO_ACTION; // field not accessible from this direction
14040 if (CAN_MOVE(element)) // only fixed elements can be passed!
14041 return MP_NO_ACTION;
14043 if (IS_EM_GATE(element))
14045 if (!player->key[EM_GATE_NR(element)])
14046 return MP_NO_ACTION;
14048 else if (IS_EM_GATE_GRAY(element))
14050 if (!player->key[EM_GATE_GRAY_NR(element)])
14051 return MP_NO_ACTION;
14053 else if (IS_EM_GATE_GRAY_ACTIVE(element))
14055 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
14056 return MP_NO_ACTION;
14058 else if (IS_EMC_GATE(element))
14060 if (!player->key[EMC_GATE_NR(element)])
14061 return MP_NO_ACTION;
14063 else if (IS_EMC_GATE_GRAY(element))
14065 if (!player->key[EMC_GATE_GRAY_NR(element)])
14066 return MP_NO_ACTION;
14068 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
14070 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
14071 return MP_NO_ACTION;
14073 else if (element == EL_DC_GATE_WHITE ||
14074 element == EL_DC_GATE_WHITE_GRAY ||
14075 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
14077 if (player->num_white_keys == 0)
14078 return MP_NO_ACTION;
14080 player->num_white_keys--;
14082 else if (IS_SP_PORT(element))
14084 if (element == EL_SP_GRAVITY_PORT_LEFT ||
14085 element == EL_SP_GRAVITY_PORT_RIGHT ||
14086 element == EL_SP_GRAVITY_PORT_UP ||
14087 element == EL_SP_GRAVITY_PORT_DOWN)
14088 player->gravity = !player->gravity;
14089 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
14090 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
14091 element == EL_SP_GRAVITY_ON_PORT_UP ||
14092 element == EL_SP_GRAVITY_ON_PORT_DOWN)
14093 player->gravity = TRUE;
14094 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
14095 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
14096 element == EL_SP_GRAVITY_OFF_PORT_UP ||
14097 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
14098 player->gravity = FALSE;
14101 // automatically move to the next field with double speed
14102 player->programmed_action = move_direction;
14104 if (player->move_delay_reset_counter == 0)
14106 player->move_delay_reset_counter = 2; // two double speed steps
14108 DOUBLE_PLAYER_SPEED(player);
14111 PlayLevelSoundAction(x, y, ACTION_PASSING);
14113 else if (player_can_move_or_snap && IS_DIGGABLE(element))
14117 if (mode != DF_SNAP)
14119 GfxElement[x][y] = GFX_ELEMENT(element);
14120 player->is_digging = TRUE;
14123 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14125 // use old behaviour for old levels (digging)
14126 if (!level.finish_dig_collect)
14128 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
14129 player->index_bit, dig_side);
14131 // if digging triggered player relocation, finish digging tile
14132 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14133 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14136 if (mode == DF_SNAP)
14138 if (level.block_snap_field)
14139 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14141 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14143 // use old behaviour for old levels (snapping)
14144 if (!level.finish_dig_collect)
14145 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14146 player->index_bit, dig_side);
14149 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
14153 if (is_player && mode != DF_SNAP)
14155 GfxElement[x][y] = element;
14156 player->is_collecting = TRUE;
14159 if (element == EL_SPEED_PILL)
14161 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
14163 else if (element == EL_EXTRA_TIME && level.time > 0)
14165 TimeLeft += level.extra_time;
14167 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14169 DisplayGameControlValues();
14171 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
14173 player->shield_normal_time_left += level.shield_normal_time;
14174 if (element == EL_SHIELD_DEADLY)
14175 player->shield_deadly_time_left += level.shield_deadly_time;
14177 else if (element == EL_DYNAMITE ||
14178 element == EL_EM_DYNAMITE ||
14179 element == EL_SP_DISK_RED)
14181 if (player->inventory_size < MAX_INVENTORY_SIZE)
14182 player->inventory_element[player->inventory_size++] = element;
14184 DrawGameDoorValues();
14186 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
14188 player->dynabomb_count++;
14189 player->dynabombs_left++;
14191 else if (element == EL_DYNABOMB_INCREASE_SIZE)
14193 player->dynabomb_size++;
14195 else if (element == EL_DYNABOMB_INCREASE_POWER)
14197 player->dynabomb_xl = TRUE;
14199 else if (IS_KEY(element))
14201 player->key[KEY_NR(element)] = TRUE;
14203 DrawGameDoorValues();
14205 else if (element == EL_DC_KEY_WHITE)
14207 player->num_white_keys++;
14209 // display white keys?
14210 // DrawGameDoorValues();
14212 else if (IS_ENVELOPE(element))
14214 player->show_envelope = element;
14216 else if (element == EL_EMC_LENSES)
14218 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
14220 RedrawAllInvisibleElementsForLenses();
14222 else if (element == EL_EMC_MAGNIFIER)
14224 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
14226 RedrawAllInvisibleElementsForMagnifier();
14228 else if (IS_DROPPABLE(element) ||
14229 IS_THROWABLE(element)) // can be collected and dropped
14233 if (collect_count == 0)
14234 player->inventory_infinite_element = element;
14236 for (i = 0; i < collect_count; i++)
14237 if (player->inventory_size < MAX_INVENTORY_SIZE)
14238 player->inventory_element[player->inventory_size++] = element;
14240 DrawGameDoorValues();
14242 else if (collect_count > 0)
14244 game.gems_still_needed -= collect_count;
14245 if (game.gems_still_needed < 0)
14246 game.gems_still_needed = 0;
14248 game.snapshot.collected_item = TRUE;
14250 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
14252 DisplayGameControlValues();
14255 RaiseScoreElement(element);
14256 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14258 // use old behaviour for old levels (collecting)
14259 if (!level.finish_dig_collect && is_player)
14261 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
14262 player->index_bit, dig_side);
14264 // if collecting triggered player relocation, finish collecting tile
14265 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14266 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14269 if (mode == DF_SNAP)
14271 if (level.block_snap_field)
14272 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14274 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14276 // use old behaviour for old levels (snapping)
14277 if (!level.finish_dig_collect)
14278 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14279 player->index_bit, dig_side);
14282 else if (player_can_move_or_snap && IS_PUSHABLE(element))
14284 if (mode == DF_SNAP && element != EL_BD_ROCK)
14285 return MP_NO_ACTION;
14287 if (CAN_FALL(element) && dy)
14288 return MP_NO_ACTION;
14290 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
14291 !(element == EL_SPRING && level.use_spring_bug))
14292 return MP_NO_ACTION;
14294 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
14295 ((move_direction & MV_VERTICAL &&
14296 ((element_info[element].move_pattern & MV_LEFT &&
14297 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
14298 (element_info[element].move_pattern & MV_RIGHT &&
14299 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
14300 (move_direction & MV_HORIZONTAL &&
14301 ((element_info[element].move_pattern & MV_UP &&
14302 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
14303 (element_info[element].move_pattern & MV_DOWN &&
14304 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
14305 return MP_NO_ACTION;
14307 // do not push elements already moving away faster than player
14308 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
14309 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
14310 return MP_NO_ACTION;
14312 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
14314 if (player->push_delay_value == -1 || !player_was_pushing)
14315 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14317 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14319 if (player->push_delay_value == -1)
14320 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14322 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
14324 if (!player->is_pushing)
14325 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14328 player->is_pushing = TRUE;
14329 player->is_active = TRUE;
14331 if (!(IN_LEV_FIELD(nextx, nexty) &&
14332 (IS_FREE(nextx, nexty) ||
14333 (IS_SB_ELEMENT(element) &&
14334 Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
14335 (IS_CUSTOM_ELEMENT(element) &&
14336 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
14337 return MP_NO_ACTION;
14339 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14340 return MP_NO_ACTION;
14342 if (player->push_delay == -1) // new pushing; restart delay
14343 player->push_delay = 0;
14345 if (player->push_delay < player->push_delay_value &&
14346 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14347 element != EL_SPRING && element != EL_BALLOON)
14349 // make sure that there is no move delay before next try to push
14350 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14351 player->move_delay = 0;
14353 return MP_NO_ACTION;
14356 if (IS_CUSTOM_ELEMENT(element) &&
14357 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14359 if (!DigFieldByCE(nextx, nexty, element))
14360 return MP_NO_ACTION;
14363 if (IS_SB_ELEMENT(element))
14365 boolean sokoban_task_solved = FALSE;
14367 if (element == EL_SOKOBAN_FIELD_FULL)
14369 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14371 IncrementSokobanFieldsNeeded();
14372 IncrementSokobanObjectsNeeded();
14375 if (Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14377 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14379 DecrementSokobanFieldsNeeded();
14380 DecrementSokobanObjectsNeeded();
14382 // sokoban object was pushed from empty field to sokoban field
14383 if (Back[x][y] == EL_EMPTY)
14384 sokoban_task_solved = TRUE;
14387 Tile[x][y] = EL_SOKOBAN_OBJECT;
14389 if (Back[x][y] == Back[nextx][nexty])
14390 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14391 else if (Back[x][y] != 0)
14392 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14395 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14398 if (sokoban_task_solved &&
14399 game.sokoban_fields_still_needed == 0 &&
14400 game.sokoban_objects_still_needed == 0 &&
14401 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
14403 game.players_still_needed = 0;
14407 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14411 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14413 InitMovingField(x, y, move_direction);
14414 GfxAction[x][y] = ACTION_PUSHING;
14416 if (mode == DF_SNAP)
14417 ContinueMoving(x, y);
14419 MovPos[x][y] = (dx != 0 ? dx : dy);
14421 Pushed[x][y] = TRUE;
14422 Pushed[nextx][nexty] = TRUE;
14424 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14425 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14427 player->push_delay_value = -1; // get new value later
14429 // check for element change _after_ element has been pushed
14430 if (game.use_change_when_pushing_bug)
14432 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14433 player->index_bit, dig_side);
14434 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14435 player->index_bit, dig_side);
14438 else if (IS_SWITCHABLE(element))
14440 if (PLAYER_SWITCHING(player, x, y))
14442 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14443 player->index_bit, dig_side);
14448 player->is_switching = TRUE;
14449 player->switch_x = x;
14450 player->switch_y = y;
14452 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14454 if (element == EL_ROBOT_WHEEL)
14456 Tile[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14458 game.robot_wheel_x = x;
14459 game.robot_wheel_y = y;
14460 game.robot_wheel_active = TRUE;
14462 TEST_DrawLevelField(x, y);
14464 else if (element == EL_SP_TERMINAL)
14468 SCAN_PLAYFIELD(xx, yy)
14470 if (Tile[xx][yy] == EL_SP_DISK_YELLOW)
14474 else if (Tile[xx][yy] == EL_SP_TERMINAL)
14476 Tile[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14478 ResetGfxAnimation(xx, yy);
14479 TEST_DrawLevelField(xx, yy);
14483 else if (IS_BELT_SWITCH(element))
14485 ToggleBeltSwitch(x, y);
14487 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14488 element == EL_SWITCHGATE_SWITCH_DOWN ||
14489 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14490 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14492 ToggleSwitchgateSwitch(x, y);
14494 else if (element == EL_LIGHT_SWITCH ||
14495 element == EL_LIGHT_SWITCH_ACTIVE)
14497 ToggleLightSwitch(x, y);
14499 else if (element == EL_TIMEGATE_SWITCH ||
14500 element == EL_DC_TIMEGATE_SWITCH)
14502 ActivateTimegateSwitch(x, y);
14504 else if (element == EL_BALLOON_SWITCH_LEFT ||
14505 element == EL_BALLOON_SWITCH_RIGHT ||
14506 element == EL_BALLOON_SWITCH_UP ||
14507 element == EL_BALLOON_SWITCH_DOWN ||
14508 element == EL_BALLOON_SWITCH_NONE ||
14509 element == EL_BALLOON_SWITCH_ANY)
14511 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14512 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14513 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14514 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14515 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14518 else if (element == EL_LAMP)
14520 Tile[x][y] = EL_LAMP_ACTIVE;
14521 game.lights_still_needed--;
14523 ResetGfxAnimation(x, y);
14524 TEST_DrawLevelField(x, y);
14526 else if (element == EL_TIME_ORB_FULL)
14528 Tile[x][y] = EL_TIME_ORB_EMPTY;
14530 if (level.time > 0 || level.use_time_orb_bug)
14532 TimeLeft += level.time_orb_time;
14533 game.no_time_limit = FALSE;
14535 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14537 DisplayGameControlValues();
14540 ResetGfxAnimation(x, y);
14541 TEST_DrawLevelField(x, y);
14543 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14544 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14548 game.ball_active = !game.ball_active;
14550 SCAN_PLAYFIELD(xx, yy)
14552 int e = Tile[xx][yy];
14554 if (game.ball_active)
14556 if (e == EL_EMC_MAGIC_BALL)
14557 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14558 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14559 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14563 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14564 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14565 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14566 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14571 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14572 player->index_bit, dig_side);
14574 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14575 player->index_bit, dig_side);
14577 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14578 player->index_bit, dig_side);
14584 if (!PLAYER_SWITCHING(player, x, y))
14586 player->is_switching = TRUE;
14587 player->switch_x = x;
14588 player->switch_y = y;
14590 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14591 player->index_bit, dig_side);
14592 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14593 player->index_bit, dig_side);
14595 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14596 player->index_bit, dig_side);
14597 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14598 player->index_bit, dig_side);
14601 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14602 player->index_bit, dig_side);
14603 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14604 player->index_bit, dig_side);
14606 return MP_NO_ACTION;
14609 player->push_delay = -1;
14611 if (is_player) // function can also be called by EL_PENGUIN
14613 if (Tile[x][y] != element) // really digged/collected something
14615 player->is_collecting = !player->is_digging;
14616 player->is_active = TRUE;
14618 player->last_removed_element = element;
14625 static boolean DigFieldByCE(int x, int y, int digging_element)
14627 int element = Tile[x][y];
14629 if (!IS_FREE(x, y))
14631 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14632 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14635 // no element can dig solid indestructible elements
14636 if (IS_INDESTRUCTIBLE(element) &&
14637 !IS_DIGGABLE(element) &&
14638 !IS_COLLECTIBLE(element))
14641 if (AmoebaNr[x][y] &&
14642 (element == EL_AMOEBA_FULL ||
14643 element == EL_BD_AMOEBA ||
14644 element == EL_AMOEBA_GROWING))
14646 AmoebaCnt[AmoebaNr[x][y]]--;
14647 AmoebaCnt2[AmoebaNr[x][y]]--;
14650 if (IS_MOVING(x, y))
14651 RemoveMovingField(x, y);
14655 TEST_DrawLevelField(x, y);
14658 // if digged element was about to explode, prevent the explosion
14659 ExplodeField[x][y] = EX_TYPE_NONE;
14661 PlayLevelSoundAction(x, y, action);
14664 Store[x][y] = EL_EMPTY;
14666 // this makes it possible to leave the removed element again
14667 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14668 Store[x][y] = element;
14673 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14675 int jx = player->jx, jy = player->jy;
14676 int x = jx + dx, y = jy + dy;
14677 int snap_direction = (dx == -1 ? MV_LEFT :
14678 dx == +1 ? MV_RIGHT :
14680 dy == +1 ? MV_DOWN : MV_NONE);
14681 boolean can_continue_snapping = (level.continuous_snapping &&
14682 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14684 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14687 if (!player->active || !IN_LEV_FIELD(x, y))
14695 if (player->MovPos == 0)
14696 player->is_pushing = FALSE;
14698 player->is_snapping = FALSE;
14700 if (player->MovPos == 0)
14702 player->is_moving = FALSE;
14703 player->is_digging = FALSE;
14704 player->is_collecting = FALSE;
14710 // prevent snapping with already pressed snap key when not allowed
14711 if (player->is_snapping && !can_continue_snapping)
14714 player->MovDir = snap_direction;
14716 if (player->MovPos == 0)
14718 player->is_moving = FALSE;
14719 player->is_digging = FALSE;
14720 player->is_collecting = FALSE;
14723 player->is_dropping = FALSE;
14724 player->is_dropping_pressed = FALSE;
14725 player->drop_pressed_delay = 0;
14727 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14730 player->is_snapping = TRUE;
14731 player->is_active = TRUE;
14733 if (player->MovPos == 0)
14735 player->is_moving = FALSE;
14736 player->is_digging = FALSE;
14737 player->is_collecting = FALSE;
14740 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
14741 TEST_DrawLevelField(player->last_jx, player->last_jy);
14743 TEST_DrawLevelField(x, y);
14748 static boolean DropElement(struct PlayerInfo *player)
14750 int old_element, new_element;
14751 int dropx = player->jx, dropy = player->jy;
14752 int drop_direction = player->MovDir;
14753 int drop_side = drop_direction;
14754 int drop_element = get_next_dropped_element(player);
14756 /* do not drop an element on top of another element; when holding drop key
14757 pressed without moving, dropped element must move away before the next
14758 element can be dropped (this is especially important if the next element
14759 is dynamite, which can be placed on background for historical reasons) */
14760 if (PLAYER_DROPPING(player, dropx, dropy) && Tile[dropx][dropy] != EL_EMPTY)
14763 if (IS_THROWABLE(drop_element))
14765 dropx += GET_DX_FROM_DIR(drop_direction);
14766 dropy += GET_DY_FROM_DIR(drop_direction);
14768 if (!IN_LEV_FIELD(dropx, dropy))
14772 old_element = Tile[dropx][dropy]; // old element at dropping position
14773 new_element = drop_element; // default: no change when dropping
14775 // check if player is active, not moving and ready to drop
14776 if (!player->active || player->MovPos || player->drop_delay > 0)
14779 // check if player has anything that can be dropped
14780 if (new_element == EL_UNDEFINED)
14783 // only set if player has anything that can be dropped
14784 player->is_dropping_pressed = TRUE;
14786 // check if drop key was pressed long enough for EM style dynamite
14787 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14790 // check if anything can be dropped at the current position
14791 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14794 // collected custom elements can only be dropped on empty fields
14795 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14798 if (old_element != EL_EMPTY)
14799 Back[dropx][dropy] = old_element; // store old element on this field
14801 ResetGfxAnimation(dropx, dropy);
14802 ResetRandomAnimationValue(dropx, dropy);
14804 if (player->inventory_size > 0 ||
14805 player->inventory_infinite_element != EL_UNDEFINED)
14807 if (player->inventory_size > 0)
14809 player->inventory_size--;
14811 DrawGameDoorValues();
14813 if (new_element == EL_DYNAMITE)
14814 new_element = EL_DYNAMITE_ACTIVE;
14815 else if (new_element == EL_EM_DYNAMITE)
14816 new_element = EL_EM_DYNAMITE_ACTIVE;
14817 else if (new_element == EL_SP_DISK_RED)
14818 new_element = EL_SP_DISK_RED_ACTIVE;
14821 Tile[dropx][dropy] = new_element;
14823 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14824 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14825 el2img(Tile[dropx][dropy]), 0);
14827 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14829 // needed if previous element just changed to "empty" in the last frame
14830 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14832 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14833 player->index_bit, drop_side);
14834 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14836 player->index_bit, drop_side);
14838 TestIfElementTouchesCustomElement(dropx, dropy);
14840 else // player is dropping a dyna bomb
14842 player->dynabombs_left--;
14844 Tile[dropx][dropy] = new_element;
14846 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14847 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14848 el2img(Tile[dropx][dropy]), 0);
14850 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14853 if (Tile[dropx][dropy] == new_element) // uninitialized unless CE change
14854 InitField_WithBug1(dropx, dropy, FALSE);
14856 new_element = Tile[dropx][dropy]; // element might have changed
14858 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14859 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14861 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14862 MovDir[dropx][dropy] = drop_direction;
14864 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14866 // do not cause impact style collision by dropping elements that can fall
14867 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14870 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14871 player->is_dropping = TRUE;
14873 player->drop_pressed_delay = 0;
14874 player->is_dropping_pressed = FALSE;
14876 player->drop_x = dropx;
14877 player->drop_y = dropy;
14882 // ----------------------------------------------------------------------------
14883 // game sound playing functions
14884 // ----------------------------------------------------------------------------
14886 static int *loop_sound_frame = NULL;
14887 static int *loop_sound_volume = NULL;
14889 void InitPlayLevelSound(void)
14891 int num_sounds = getSoundListSize();
14893 checked_free(loop_sound_frame);
14894 checked_free(loop_sound_volume);
14896 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14897 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14900 static void PlayLevelSound(int x, int y, int nr)
14902 int sx = SCREENX(x), sy = SCREENY(y);
14903 int volume, stereo_position;
14904 int max_distance = 8;
14905 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14907 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14908 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14911 if (!IN_LEV_FIELD(x, y) ||
14912 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14913 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14916 volume = SOUND_MAX_VOLUME;
14918 if (!IN_SCR_FIELD(sx, sy))
14920 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14921 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14923 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14926 stereo_position = (SOUND_MAX_LEFT +
14927 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14928 (SCR_FIELDX + 2 * max_distance));
14930 if (IS_LOOP_SOUND(nr))
14932 /* This assures that quieter loop sounds do not overwrite louder ones,
14933 while restarting sound volume comparison with each new game frame. */
14935 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14938 loop_sound_volume[nr] = volume;
14939 loop_sound_frame[nr] = FrameCounter;
14942 PlaySoundExt(nr, volume, stereo_position, type);
14945 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14947 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14948 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14949 y < LEVELY(BY1) ? LEVELY(BY1) :
14950 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14954 static void PlayLevelSoundAction(int x, int y, int action)
14956 PlayLevelSoundElementAction(x, y, Tile[x][y], action);
14959 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14961 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14963 if (sound_effect != SND_UNDEFINED)
14964 PlayLevelSound(x, y, sound_effect);
14967 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14970 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14972 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14973 PlayLevelSound(x, y, sound_effect);
14976 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14978 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
14980 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14981 PlayLevelSound(x, y, sound_effect);
14984 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14986 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
14988 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14989 StopSound(sound_effect);
14992 static int getLevelMusicNr(void)
14994 if (levelset.music[level_nr] != MUS_UNDEFINED)
14995 return levelset.music[level_nr]; // from config file
14997 return MAP_NOCONF_MUSIC(level_nr); // from music dir
15000 static void FadeLevelSounds(void)
15005 static void FadeLevelMusic(void)
15007 int music_nr = getLevelMusicNr();
15008 char *curr_music = getCurrentlyPlayingMusicFilename();
15009 char *next_music = getMusicInfoEntryFilename(music_nr);
15011 if (!strEqual(curr_music, next_music))
15015 void FadeLevelSoundsAndMusic(void)
15021 static void PlayLevelMusic(void)
15023 int music_nr = getLevelMusicNr();
15024 char *curr_music = getCurrentlyPlayingMusicFilename();
15025 char *next_music = getMusicInfoEntryFilename(music_nr);
15027 if (!strEqual(curr_music, next_music))
15028 PlayMusicLoop(music_nr);
15031 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
15033 int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0);
15035 int x = xx - offset;
15036 int y = yy - offset;
15041 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
15045 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15049 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15053 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15057 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15061 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15065 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15068 case SOUND_android_clone:
15069 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15072 case SOUND_android_move:
15073 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15077 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15081 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
15085 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
15088 case SOUND_eater_eat:
15089 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15093 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15096 case SOUND_collect:
15097 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
15100 case SOUND_diamond:
15101 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15105 // !!! CHECK THIS !!!
15107 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15109 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
15113 case SOUND_wonderfall:
15114 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
15118 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15122 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15126 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15130 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
15134 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15138 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
15142 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15146 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15149 case SOUND_exit_open:
15150 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
15153 case SOUND_exit_leave:
15154 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15157 case SOUND_dynamite:
15158 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15162 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15166 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15170 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15174 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
15178 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
15182 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
15186 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
15191 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
15193 int element = map_element_SP_to_RND(element_sp);
15194 int action = map_action_SP_to_RND(action_sp);
15195 int offset = (setup.sp_show_border_elements ? 0 : 1);
15196 int x = xx - offset;
15197 int y = yy - offset;
15199 PlayLevelSoundElementAction(x, y, element, action);
15202 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
15204 int element = map_element_MM_to_RND(element_mm);
15205 int action = map_action_MM_to_RND(action_mm);
15207 int x = xx - offset;
15208 int y = yy - offset;
15210 if (!IS_MM_ELEMENT(element))
15211 element = EL_MM_DEFAULT;
15213 PlayLevelSoundElementAction(x, y, element, action);
15216 void PlaySound_MM(int sound_mm)
15218 int sound = map_sound_MM_to_RND(sound_mm);
15220 if (sound == SND_UNDEFINED)
15226 void PlaySoundLoop_MM(int sound_mm)
15228 int sound = map_sound_MM_to_RND(sound_mm);
15230 if (sound == SND_UNDEFINED)
15233 PlaySoundLoop(sound);
15236 void StopSound_MM(int sound_mm)
15238 int sound = map_sound_MM_to_RND(sound_mm);
15240 if (sound == SND_UNDEFINED)
15246 void RaiseScore(int value)
15248 game.score += value;
15250 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
15252 DisplayGameControlValues();
15255 void RaiseScoreElement(int element)
15260 case EL_BD_DIAMOND:
15261 case EL_EMERALD_YELLOW:
15262 case EL_EMERALD_RED:
15263 case EL_EMERALD_PURPLE:
15264 case EL_SP_INFOTRON:
15265 RaiseScore(level.score[SC_EMERALD]);
15268 RaiseScore(level.score[SC_DIAMOND]);
15271 RaiseScore(level.score[SC_CRYSTAL]);
15274 RaiseScore(level.score[SC_PEARL]);
15277 case EL_BD_BUTTERFLY:
15278 case EL_SP_ELECTRON:
15279 RaiseScore(level.score[SC_BUG]);
15282 case EL_BD_FIREFLY:
15283 case EL_SP_SNIKSNAK:
15284 RaiseScore(level.score[SC_SPACESHIP]);
15287 case EL_DARK_YAMYAM:
15288 RaiseScore(level.score[SC_YAMYAM]);
15291 RaiseScore(level.score[SC_ROBOT]);
15294 RaiseScore(level.score[SC_PACMAN]);
15297 RaiseScore(level.score[SC_NUT]);
15300 case EL_EM_DYNAMITE:
15301 case EL_SP_DISK_RED:
15302 case EL_DYNABOMB_INCREASE_NUMBER:
15303 case EL_DYNABOMB_INCREASE_SIZE:
15304 case EL_DYNABOMB_INCREASE_POWER:
15305 RaiseScore(level.score[SC_DYNAMITE]);
15307 case EL_SHIELD_NORMAL:
15308 case EL_SHIELD_DEADLY:
15309 RaiseScore(level.score[SC_SHIELD]);
15311 case EL_EXTRA_TIME:
15312 RaiseScore(level.extra_time_score);
15326 case EL_DC_KEY_WHITE:
15327 RaiseScore(level.score[SC_KEY]);
15330 RaiseScore(element_info[element].collect_score);
15335 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
15337 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
15339 // closing door required in case of envelope style request dialogs
15342 // prevent short reactivation of overlay buttons while closing door
15343 SetOverlayActive(FALSE);
15345 CloseDoor(DOOR_CLOSE_1);
15348 if (network.enabled)
15349 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15353 FadeSkipNextFadeIn();
15355 SetGameStatus(GAME_MODE_MAIN);
15360 else // continue playing the game
15362 if (tape.playing && tape.deactivate_display)
15363 TapeDeactivateDisplayOff(TRUE);
15365 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15367 if (tape.playing && tape.deactivate_display)
15368 TapeDeactivateDisplayOn();
15372 void RequestQuitGame(boolean ask_if_really_quit)
15374 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
15375 boolean skip_request = game.all_players_gone || quick_quit;
15377 RequestQuitGameExt(skip_request, quick_quit,
15378 "Do you really want to quit the game?");
15381 void RequestRestartGame(char *message)
15383 game.restart_game_message = NULL;
15385 boolean has_started_game = hasStartedNetworkGame();
15386 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15388 if (Request(message, request_mode | REQ_STAY_CLOSED) && has_started_game)
15390 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15394 // needed in case of envelope request to close game panel
15395 CloseDoor(DOOR_CLOSE_1);
15397 SetGameStatus(GAME_MODE_MAIN);
15403 void CheckGameOver(void)
15405 static boolean last_game_over = FALSE;
15406 static int game_over_delay = 0;
15407 int game_over_delay_value = 50;
15408 boolean game_over = checkGameFailed();
15410 // do not handle game over if request dialog is already active
15411 if (game.request_active)
15414 // do not ask to play again if game was never actually played
15415 if (!game.GamePlayed)
15420 last_game_over = FALSE;
15421 game_over_delay = game_over_delay_value;
15426 if (game_over_delay > 0)
15433 if (last_game_over != game_over)
15434 game.restart_game_message = (hasStartedNetworkGame() ?
15435 "Game over! Play it again?" :
15438 last_game_over = game_over;
15441 boolean checkGameSolved(void)
15443 // set for all game engines if level was solved
15444 return game.LevelSolved_GameEnd;
15447 boolean checkGameFailed(void)
15449 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15450 return (game_em.game_over && !game_em.level_solved);
15451 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15452 return (game_sp.game_over && !game_sp.level_solved);
15453 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15454 return (game_mm.game_over && !game_mm.level_solved);
15455 else // GAME_ENGINE_TYPE_RND
15456 return (game.GameOver && !game.LevelSolved);
15459 boolean checkGameEnded(void)
15461 return (checkGameSolved() || checkGameFailed());
15465 // ----------------------------------------------------------------------------
15466 // random generator functions
15467 // ----------------------------------------------------------------------------
15469 unsigned int InitEngineRandom_RND(int seed)
15471 game.num_random_calls = 0;
15473 return InitEngineRandom(seed);
15476 unsigned int RND(int max)
15480 game.num_random_calls++;
15482 return GetEngineRandom(max);
15489 // ----------------------------------------------------------------------------
15490 // game engine snapshot handling functions
15491 // ----------------------------------------------------------------------------
15493 struct EngineSnapshotInfo
15495 // runtime values for custom element collect score
15496 int collect_score[NUM_CUSTOM_ELEMENTS];
15498 // runtime values for group element choice position
15499 int choice_pos[NUM_GROUP_ELEMENTS];
15501 // runtime values for belt position animations
15502 int belt_graphic[4][NUM_BELT_PARTS];
15503 int belt_anim_mode[4][NUM_BELT_PARTS];
15506 static struct EngineSnapshotInfo engine_snapshot_rnd;
15507 static char *snapshot_level_identifier = NULL;
15508 static int snapshot_level_nr = -1;
15510 static void SaveEngineSnapshotValues_RND(void)
15512 static int belt_base_active_element[4] =
15514 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15515 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15516 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15517 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15521 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15523 int element = EL_CUSTOM_START + i;
15525 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15528 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15530 int element = EL_GROUP_START + i;
15532 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15535 for (i = 0; i < 4; i++)
15537 for (j = 0; j < NUM_BELT_PARTS; j++)
15539 int element = belt_base_active_element[i] + j;
15540 int graphic = el2img(element);
15541 int anim_mode = graphic_info[graphic].anim_mode;
15543 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15544 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15549 static void LoadEngineSnapshotValues_RND(void)
15551 unsigned int num_random_calls = game.num_random_calls;
15554 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15556 int element = EL_CUSTOM_START + i;
15558 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15561 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15563 int element = EL_GROUP_START + i;
15565 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15568 for (i = 0; i < 4; i++)
15570 for (j = 0; j < NUM_BELT_PARTS; j++)
15572 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15573 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15575 graphic_info[graphic].anim_mode = anim_mode;
15579 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15581 InitRND(tape.random_seed);
15582 for (i = 0; i < num_random_calls; i++)
15586 if (game.num_random_calls != num_random_calls)
15588 Error("number of random calls out of sync");
15589 Error("number of random calls should be %d", num_random_calls);
15590 Error("number of random calls is %d", game.num_random_calls);
15592 Fail("this should not happen -- please debug");
15596 void FreeEngineSnapshotSingle(void)
15598 FreeSnapshotSingle();
15600 setString(&snapshot_level_identifier, NULL);
15601 snapshot_level_nr = -1;
15604 void FreeEngineSnapshotList(void)
15606 FreeSnapshotList();
15609 static ListNode *SaveEngineSnapshotBuffers(void)
15611 ListNode *buffers = NULL;
15613 // copy some special values to a structure better suited for the snapshot
15615 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15616 SaveEngineSnapshotValues_RND();
15617 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15618 SaveEngineSnapshotValues_EM();
15619 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15620 SaveEngineSnapshotValues_SP(&buffers);
15621 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15622 SaveEngineSnapshotValues_MM(&buffers);
15624 // save values stored in special snapshot structure
15626 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15627 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15628 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15629 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15630 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15631 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15632 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15633 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15635 // save further RND engine values
15637 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15638 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15639 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15641 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15642 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15643 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15644 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15645 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15647 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15648 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15649 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15651 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15653 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15654 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15656 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Tile));
15657 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15658 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15659 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15660 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15661 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15662 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15663 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15664 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15665 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15666 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15667 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15668 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15669 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15670 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15671 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15672 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15673 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15675 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15676 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15678 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15679 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15680 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15682 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15683 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15685 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15686 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15687 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15688 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15689 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15691 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15692 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15695 ListNode *node = engine_snapshot_list_rnd;
15698 while (node != NULL)
15700 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15705 Debug("game:playing:SaveEngineSnapshotBuffers",
15706 "size of engine snapshot: %d bytes", num_bytes);
15712 void SaveEngineSnapshotSingle(void)
15714 ListNode *buffers = SaveEngineSnapshotBuffers();
15716 // finally save all snapshot buffers to single snapshot
15717 SaveSnapshotSingle(buffers);
15719 // save level identification information
15720 setString(&snapshot_level_identifier, leveldir_current->identifier);
15721 snapshot_level_nr = level_nr;
15724 boolean CheckSaveEngineSnapshotToList(void)
15726 boolean save_snapshot =
15727 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15728 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15729 game.snapshot.changed_action) ||
15730 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15731 game.snapshot.collected_item));
15733 game.snapshot.changed_action = FALSE;
15734 game.snapshot.collected_item = FALSE;
15735 game.snapshot.save_snapshot = save_snapshot;
15737 return save_snapshot;
15740 void SaveEngineSnapshotToList(void)
15742 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15746 ListNode *buffers = SaveEngineSnapshotBuffers();
15748 // finally save all snapshot buffers to snapshot list
15749 SaveSnapshotToList(buffers);
15752 void SaveEngineSnapshotToListInitial(void)
15754 FreeEngineSnapshotList();
15756 SaveEngineSnapshotToList();
15759 static void LoadEngineSnapshotValues(void)
15761 // restore special values from snapshot structure
15763 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15764 LoadEngineSnapshotValues_RND();
15765 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15766 LoadEngineSnapshotValues_EM();
15767 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15768 LoadEngineSnapshotValues_SP();
15769 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15770 LoadEngineSnapshotValues_MM();
15773 void LoadEngineSnapshotSingle(void)
15775 LoadSnapshotSingle();
15777 LoadEngineSnapshotValues();
15780 static void LoadEngineSnapshot_Undo(int steps)
15782 LoadSnapshotFromList_Older(steps);
15784 LoadEngineSnapshotValues();
15787 static void LoadEngineSnapshot_Redo(int steps)
15789 LoadSnapshotFromList_Newer(steps);
15791 LoadEngineSnapshotValues();
15794 boolean CheckEngineSnapshotSingle(void)
15796 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15797 snapshot_level_nr == level_nr);
15800 boolean CheckEngineSnapshotList(void)
15802 return CheckSnapshotList();
15806 // ---------- new game button stuff -------------------------------------------
15813 boolean *setup_value;
15814 boolean allowed_on_tape;
15815 boolean is_touch_button;
15817 } gamebutton_info[NUM_GAME_BUTTONS] =
15820 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
15821 GAME_CTRL_ID_STOP, NULL,
15822 TRUE, FALSE, "stop game"
15825 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
15826 GAME_CTRL_ID_PAUSE, NULL,
15827 TRUE, FALSE, "pause game"
15830 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
15831 GAME_CTRL_ID_PLAY, NULL,
15832 TRUE, FALSE, "play game"
15835 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
15836 GAME_CTRL_ID_UNDO, NULL,
15837 TRUE, FALSE, "undo step"
15840 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
15841 GAME_CTRL_ID_REDO, NULL,
15842 TRUE, FALSE, "redo step"
15845 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
15846 GAME_CTRL_ID_SAVE, NULL,
15847 TRUE, FALSE, "save game"
15850 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
15851 GAME_CTRL_ID_PAUSE2, NULL,
15852 TRUE, FALSE, "pause game"
15855 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
15856 GAME_CTRL_ID_LOAD, NULL,
15857 TRUE, FALSE, "load game"
15860 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
15861 GAME_CTRL_ID_PANEL_STOP, NULL,
15862 FALSE, FALSE, "stop game"
15865 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
15866 GAME_CTRL_ID_PANEL_PAUSE, NULL,
15867 FALSE, FALSE, "pause game"
15870 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
15871 GAME_CTRL_ID_PANEL_PLAY, NULL,
15872 FALSE, FALSE, "play game"
15875 IMG_GFX_GAME_BUTTON_TOUCH_STOP, &game.button.touch_stop,
15876 GAME_CTRL_ID_TOUCH_STOP, NULL,
15877 FALSE, TRUE, "stop game"
15880 IMG_GFX_GAME_BUTTON_TOUCH_PAUSE, &game.button.touch_pause,
15881 GAME_CTRL_ID_TOUCH_PAUSE, NULL,
15882 FALSE, TRUE, "pause game"
15885 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
15886 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
15887 TRUE, FALSE, "background music on/off"
15890 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
15891 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
15892 TRUE, FALSE, "sound loops on/off"
15895 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
15896 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
15897 TRUE, FALSE, "normal sounds on/off"
15900 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
15901 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
15902 FALSE, FALSE, "background music on/off"
15905 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
15906 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
15907 FALSE, FALSE, "sound loops on/off"
15910 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
15911 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
15912 FALSE, FALSE, "normal sounds on/off"
15916 void CreateGameButtons(void)
15920 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15922 int graphic = gamebutton_info[i].graphic;
15923 struct GraphicInfo *gfx = &graphic_info[graphic];
15924 struct XY *pos = gamebutton_info[i].pos;
15925 struct GadgetInfo *gi;
15928 unsigned int event_mask;
15929 boolean is_touch_button = gamebutton_info[i].is_touch_button;
15930 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
15931 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
15932 int base_x = (is_touch_button ? 0 : on_tape ? VX : DX);
15933 int base_y = (is_touch_button ? 0 : on_tape ? VY : DY);
15934 int gd_x = gfx->src_x;
15935 int gd_y = gfx->src_y;
15936 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
15937 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
15938 int gd_xa = gfx->src_x + gfx->active_xoffset;
15939 int gd_ya = gfx->src_y + gfx->active_yoffset;
15940 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15941 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15942 int x = (is_touch_button ? pos->x : GDI_ACTIVE_POS(pos->x));
15943 int y = (is_touch_button ? pos->y : GDI_ACTIVE_POS(pos->y));
15946 if (gfx->bitmap == NULL)
15948 game_gadget[id] = NULL;
15953 if (id == GAME_CTRL_ID_STOP ||
15954 id == GAME_CTRL_ID_PANEL_STOP ||
15955 id == GAME_CTRL_ID_TOUCH_STOP ||
15956 id == GAME_CTRL_ID_PLAY ||
15957 id == GAME_CTRL_ID_PANEL_PLAY ||
15958 id == GAME_CTRL_ID_SAVE ||
15959 id == GAME_CTRL_ID_LOAD)
15961 button_type = GD_TYPE_NORMAL_BUTTON;
15963 event_mask = GD_EVENT_RELEASED;
15965 else if (id == GAME_CTRL_ID_UNDO ||
15966 id == GAME_CTRL_ID_REDO)
15968 button_type = GD_TYPE_NORMAL_BUTTON;
15970 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15974 button_type = GD_TYPE_CHECK_BUTTON;
15975 checked = (gamebutton_info[i].setup_value != NULL ?
15976 *gamebutton_info[i].setup_value : FALSE);
15977 event_mask = GD_EVENT_PRESSED;
15980 gi = CreateGadget(GDI_CUSTOM_ID, id,
15981 GDI_IMAGE_ID, graphic,
15982 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15985 GDI_WIDTH, gfx->width,
15986 GDI_HEIGHT, gfx->height,
15987 GDI_TYPE, button_type,
15988 GDI_STATE, GD_BUTTON_UNPRESSED,
15989 GDI_CHECKED, checked,
15990 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15991 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15992 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15993 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15994 GDI_DIRECT_DRAW, FALSE,
15995 GDI_OVERLAY_TOUCH_BUTTON, is_touch_button,
15996 GDI_EVENT_MASK, event_mask,
15997 GDI_CALLBACK_ACTION, HandleGameButtons,
16001 Fail("cannot create gadget");
16003 game_gadget[id] = gi;
16007 void FreeGameButtons(void)
16011 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16012 FreeGadget(game_gadget[i]);
16015 static void UnmapGameButtonsAtSamePosition(int id)
16019 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16021 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
16022 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
16023 UnmapGadget(game_gadget[i]);
16026 static void UnmapGameButtonsAtSamePosition_All(void)
16028 if (setup.show_snapshot_buttons)
16030 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16031 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16032 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16036 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
16037 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
16038 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
16040 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
16041 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
16042 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
16046 static void MapGameButtonsAtSamePosition(int id)
16050 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16052 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
16053 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
16054 MapGadget(game_gadget[i]);
16056 UnmapGameButtonsAtSamePosition_All();
16059 void MapUndoRedoButtons(void)
16061 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16062 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16064 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
16065 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
16068 void UnmapUndoRedoButtons(void)
16070 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
16071 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
16073 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16074 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16077 void ModifyPauseButtons(void)
16081 GAME_CTRL_ID_PAUSE,
16082 GAME_CTRL_ID_PAUSE2,
16083 GAME_CTRL_ID_PANEL_PAUSE,
16084 GAME_CTRL_ID_TOUCH_PAUSE,
16089 for (i = 0; ids[i] > -1; i++)
16090 ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END);
16093 static void MapGameButtonsExt(boolean on_tape)
16097 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16098 if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
16099 i != GAME_CTRL_ID_UNDO &&
16100 i != GAME_CTRL_ID_REDO)
16101 MapGadget(game_gadget[i]);
16103 UnmapGameButtonsAtSamePosition_All();
16105 RedrawGameButtons();
16108 static void UnmapGameButtonsExt(boolean on_tape)
16112 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16113 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16114 UnmapGadget(game_gadget[i]);
16117 static void RedrawGameButtonsExt(boolean on_tape)
16121 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16122 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16123 RedrawGadget(game_gadget[i]);
16126 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
16131 gi->checked = state;
16134 static void RedrawSoundButtonGadget(int id)
16136 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
16137 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
16138 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
16139 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
16140 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
16141 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
16144 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
16145 RedrawGadget(game_gadget[id2]);
16148 void MapGameButtons(void)
16150 MapGameButtonsExt(FALSE);
16153 void UnmapGameButtons(void)
16155 UnmapGameButtonsExt(FALSE);
16158 void RedrawGameButtons(void)
16160 RedrawGameButtonsExt(FALSE);
16163 void MapGameButtonsOnTape(void)
16165 MapGameButtonsExt(TRUE);
16168 void UnmapGameButtonsOnTape(void)
16170 UnmapGameButtonsExt(TRUE);
16173 void RedrawGameButtonsOnTape(void)
16175 RedrawGameButtonsExt(TRUE);
16178 static void GameUndoRedoExt(void)
16180 ClearPlayerAction();
16182 tape.pausing = TRUE;
16185 UpdateAndDisplayGameControlValues();
16187 DrawCompleteVideoDisplay();
16188 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
16189 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
16190 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
16195 static void GameUndo(int steps)
16197 if (!CheckEngineSnapshotList())
16200 LoadEngineSnapshot_Undo(steps);
16205 static void GameRedo(int steps)
16207 if (!CheckEngineSnapshotList())
16210 LoadEngineSnapshot_Redo(steps);
16215 static void HandleGameButtonsExt(int id, int button)
16217 static boolean game_undo_executed = FALSE;
16218 int steps = BUTTON_STEPSIZE(button);
16219 boolean handle_game_buttons =
16220 (game_status == GAME_MODE_PLAYING ||
16221 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
16223 if (!handle_game_buttons)
16228 case GAME_CTRL_ID_STOP:
16229 case GAME_CTRL_ID_PANEL_STOP:
16230 case GAME_CTRL_ID_TOUCH_STOP:
16231 if (game_status == GAME_MODE_MAIN)
16237 RequestQuitGame(TRUE);
16241 case GAME_CTRL_ID_PAUSE:
16242 case GAME_CTRL_ID_PAUSE2:
16243 case GAME_CTRL_ID_PANEL_PAUSE:
16244 case GAME_CTRL_ID_TOUCH_PAUSE:
16245 if (network.enabled && game_status == GAME_MODE_PLAYING)
16248 SendToServer_ContinuePlaying();
16250 SendToServer_PausePlaying();
16253 TapeTogglePause(TAPE_TOGGLE_MANUAL);
16255 game_undo_executed = FALSE;
16259 case GAME_CTRL_ID_PLAY:
16260 case GAME_CTRL_ID_PANEL_PLAY:
16261 if (game_status == GAME_MODE_MAIN)
16263 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
16265 else if (tape.pausing)
16267 if (network.enabled)
16268 SendToServer_ContinuePlaying();
16270 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
16274 case GAME_CTRL_ID_UNDO:
16275 // Important: When using "save snapshot when collecting an item" mode,
16276 // load last (current) snapshot for first "undo" after pressing "pause"
16277 // (else the last-but-one snapshot would be loaded, because the snapshot
16278 // pointer already points to the last snapshot when pressing "pause",
16279 // which is fine for "every step/move" mode, but not for "every collect")
16280 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16281 !game_undo_executed)
16284 game_undo_executed = TRUE;
16289 case GAME_CTRL_ID_REDO:
16293 case GAME_CTRL_ID_SAVE:
16297 case GAME_CTRL_ID_LOAD:
16301 case SOUND_CTRL_ID_MUSIC:
16302 case SOUND_CTRL_ID_PANEL_MUSIC:
16303 if (setup.sound_music)
16305 setup.sound_music = FALSE;
16309 else if (audio.music_available)
16311 setup.sound = setup.sound_music = TRUE;
16313 SetAudioMode(setup.sound);
16315 if (game_status == GAME_MODE_PLAYING)
16319 RedrawSoundButtonGadget(id);
16323 case SOUND_CTRL_ID_LOOPS:
16324 case SOUND_CTRL_ID_PANEL_LOOPS:
16325 if (setup.sound_loops)
16326 setup.sound_loops = FALSE;
16327 else if (audio.loops_available)
16329 setup.sound = setup.sound_loops = TRUE;
16331 SetAudioMode(setup.sound);
16334 RedrawSoundButtonGadget(id);
16338 case SOUND_CTRL_ID_SIMPLE:
16339 case SOUND_CTRL_ID_PANEL_SIMPLE:
16340 if (setup.sound_simple)
16341 setup.sound_simple = FALSE;
16342 else if (audio.sound_available)
16344 setup.sound = setup.sound_simple = TRUE;
16346 SetAudioMode(setup.sound);
16349 RedrawSoundButtonGadget(id);
16358 static void HandleGameButtons(struct GadgetInfo *gi)
16360 HandleGameButtonsExt(gi->custom_id, gi->event.button);
16363 void HandleSoundButtonKeys(Key key)
16365 if (key == setup.shortcut.sound_simple)
16366 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
16367 else if (key == setup.shortcut.sound_loops)
16368 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
16369 else if (key == setup.shortcut.sound_music)
16370 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);