1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
25 #define DEBUG_INIT_PLAYER 1
26 #define DEBUG_PLAYER_ACTIONS 0
28 /* EXPERIMENTAL STUFF */
29 #define USE_NEW_AMOEBA_CODE FALSE
31 /* EXPERIMENTAL STUFF */
32 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
33 #define USE_QUICKSAND_IMPACT_BUGFIX 0
34 #define USE_DELAYED_GFX_REDRAW 0
35 #define USE_NEW_PLAYER_ASSIGNMENTS 1
37 #if USE_DELAYED_GFX_REDRAW
38 #define TEST_DrawLevelField(x, y) \
39 GfxRedraw[x][y] |= GFX_REDRAW_TILE
40 #define TEST_DrawLevelFieldCrumbled(x, y) \
41 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
42 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
43 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
44 #define TEST_DrawTwinkleOnField(x, y) \
45 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
47 #define TEST_DrawLevelField(x, y) \
49 #define TEST_DrawLevelFieldCrumbled(x, y) \
50 DrawLevelFieldCrumbled(x, y)
51 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
52 DrawLevelFieldCrumbledNeighbours(x, y)
53 #define TEST_DrawTwinkleOnField(x, y) \
54 DrawTwinkleOnField(x, y)
63 /* for MovePlayer() */
64 #define MP_NO_ACTION 0
67 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
69 /* for ScrollPlayer() */
71 #define SCROLL_GO_ON 1
73 /* for Bang()/Explode() */
74 #define EX_PHASE_START 0
75 #define EX_TYPE_NONE 0
76 #define EX_TYPE_NORMAL (1 << 0)
77 #define EX_TYPE_CENTER (1 << 1)
78 #define EX_TYPE_BORDER (1 << 2)
79 #define EX_TYPE_CROSS (1 << 3)
80 #define EX_TYPE_DYNA (1 << 4)
81 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
83 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
84 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
85 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
86 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
88 /* game panel display and control definitions */
89 #define GAME_PANEL_LEVEL_NUMBER 0
90 #define GAME_PANEL_GEMS 1
91 #define GAME_PANEL_INVENTORY_COUNT 2
92 #define GAME_PANEL_INVENTORY_FIRST_1 3
93 #define GAME_PANEL_INVENTORY_FIRST_2 4
94 #define GAME_PANEL_INVENTORY_FIRST_3 5
95 #define GAME_PANEL_INVENTORY_FIRST_4 6
96 #define GAME_PANEL_INVENTORY_FIRST_5 7
97 #define GAME_PANEL_INVENTORY_FIRST_6 8
98 #define GAME_PANEL_INVENTORY_FIRST_7 9
99 #define GAME_PANEL_INVENTORY_FIRST_8 10
100 #define GAME_PANEL_INVENTORY_LAST_1 11
101 #define GAME_PANEL_INVENTORY_LAST_2 12
102 #define GAME_PANEL_INVENTORY_LAST_3 13
103 #define GAME_PANEL_INVENTORY_LAST_4 14
104 #define GAME_PANEL_INVENTORY_LAST_5 15
105 #define GAME_PANEL_INVENTORY_LAST_6 16
106 #define GAME_PANEL_INVENTORY_LAST_7 17
107 #define GAME_PANEL_INVENTORY_LAST_8 18
108 #define GAME_PANEL_KEY_1 19
109 #define GAME_PANEL_KEY_2 20
110 #define GAME_PANEL_KEY_3 21
111 #define GAME_PANEL_KEY_4 22
112 #define GAME_PANEL_KEY_5 23
113 #define GAME_PANEL_KEY_6 24
114 #define GAME_PANEL_KEY_7 25
115 #define GAME_PANEL_KEY_8 26
116 #define GAME_PANEL_KEY_WHITE 27
117 #define GAME_PANEL_KEY_WHITE_COUNT 28
118 #define GAME_PANEL_SCORE 29
119 #define GAME_PANEL_HIGHSCORE 30
120 #define GAME_PANEL_TIME 31
121 #define GAME_PANEL_TIME_HH 32
122 #define GAME_PANEL_TIME_MM 33
123 #define GAME_PANEL_TIME_SS 34
124 #define GAME_PANEL_FRAME 35
125 #define GAME_PANEL_SHIELD_NORMAL 36
126 #define GAME_PANEL_SHIELD_NORMAL_TIME 37
127 #define GAME_PANEL_SHIELD_DEADLY 38
128 #define GAME_PANEL_SHIELD_DEADLY_TIME 39
129 #define GAME_PANEL_EXIT 40
130 #define GAME_PANEL_EMC_MAGIC_BALL 41
131 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 42
132 #define GAME_PANEL_LIGHT_SWITCH 43
133 #define GAME_PANEL_LIGHT_SWITCH_TIME 44
134 #define GAME_PANEL_TIMEGATE_SWITCH 45
135 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 46
136 #define GAME_PANEL_SWITCHGATE_SWITCH 47
137 #define GAME_PANEL_EMC_LENSES 48
138 #define GAME_PANEL_EMC_LENSES_TIME 49
139 #define GAME_PANEL_EMC_MAGNIFIER 50
140 #define GAME_PANEL_EMC_MAGNIFIER_TIME 51
141 #define GAME_PANEL_BALLOON_SWITCH 52
142 #define GAME_PANEL_DYNABOMB_NUMBER 53
143 #define GAME_PANEL_DYNABOMB_SIZE 54
144 #define GAME_PANEL_DYNABOMB_POWER 55
145 #define GAME_PANEL_PENGUINS 56
146 #define GAME_PANEL_SOKOBAN_OBJECTS 57
147 #define GAME_PANEL_SOKOBAN_FIELDS 58
148 #define GAME_PANEL_ROBOT_WHEEL 59
149 #define GAME_PANEL_CONVEYOR_BELT_1 60
150 #define GAME_PANEL_CONVEYOR_BELT_2 61
151 #define GAME_PANEL_CONVEYOR_BELT_3 62
152 #define GAME_PANEL_CONVEYOR_BELT_4 63
153 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 64
154 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 65
155 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 66
156 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 67
157 #define GAME_PANEL_MAGIC_WALL 68
158 #define GAME_PANEL_MAGIC_WALL_TIME 69
159 #define GAME_PANEL_GRAVITY_STATE 70
160 #define GAME_PANEL_GRAPHIC_1 71
161 #define GAME_PANEL_GRAPHIC_2 72
162 #define GAME_PANEL_GRAPHIC_3 73
163 #define GAME_PANEL_GRAPHIC_4 74
164 #define GAME_PANEL_GRAPHIC_5 75
165 #define GAME_PANEL_GRAPHIC_6 76
166 #define GAME_PANEL_GRAPHIC_7 77
167 #define GAME_PANEL_GRAPHIC_8 78
168 #define GAME_PANEL_ELEMENT_1 79
169 #define GAME_PANEL_ELEMENT_2 80
170 #define GAME_PANEL_ELEMENT_3 81
171 #define GAME_PANEL_ELEMENT_4 82
172 #define GAME_PANEL_ELEMENT_5 83
173 #define GAME_PANEL_ELEMENT_6 84
174 #define GAME_PANEL_ELEMENT_7 85
175 #define GAME_PANEL_ELEMENT_8 86
176 #define GAME_PANEL_ELEMENT_COUNT_1 87
177 #define GAME_PANEL_ELEMENT_COUNT_2 88
178 #define GAME_PANEL_ELEMENT_COUNT_3 89
179 #define GAME_PANEL_ELEMENT_COUNT_4 90
180 #define GAME_PANEL_ELEMENT_COUNT_5 91
181 #define GAME_PANEL_ELEMENT_COUNT_6 92
182 #define GAME_PANEL_ELEMENT_COUNT_7 93
183 #define GAME_PANEL_ELEMENT_COUNT_8 94
184 #define GAME_PANEL_CE_SCORE_1 95
185 #define GAME_PANEL_CE_SCORE_2 96
186 #define GAME_PANEL_CE_SCORE_3 97
187 #define GAME_PANEL_CE_SCORE_4 98
188 #define GAME_PANEL_CE_SCORE_5 99
189 #define GAME_PANEL_CE_SCORE_6 100
190 #define GAME_PANEL_CE_SCORE_7 101
191 #define GAME_PANEL_CE_SCORE_8 102
192 #define GAME_PANEL_CE_SCORE_1_ELEMENT 103
193 #define GAME_PANEL_CE_SCORE_2_ELEMENT 104
194 #define GAME_PANEL_CE_SCORE_3_ELEMENT 105
195 #define GAME_PANEL_CE_SCORE_4_ELEMENT 106
196 #define GAME_PANEL_CE_SCORE_5_ELEMENT 107
197 #define GAME_PANEL_CE_SCORE_6_ELEMENT 108
198 #define GAME_PANEL_CE_SCORE_7_ELEMENT 109
199 #define GAME_PANEL_CE_SCORE_8_ELEMENT 110
200 #define GAME_PANEL_PLAYER_NAME 111
201 #define GAME_PANEL_LEVEL_NAME 112
202 #define GAME_PANEL_LEVEL_AUTHOR 113
204 #define NUM_GAME_PANEL_CONTROLS 114
206 struct GamePanelOrderInfo
212 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
214 struct GamePanelControlInfo
218 struct TextPosInfo *pos;
221 int value, last_value;
222 int frame, last_frame;
227 static struct GamePanelControlInfo game_panel_controls[] =
230 GAME_PANEL_LEVEL_NUMBER,
231 &game.panel.level_number,
240 GAME_PANEL_INVENTORY_COUNT,
241 &game.panel.inventory_count,
245 GAME_PANEL_INVENTORY_FIRST_1,
246 &game.panel.inventory_first[0],
250 GAME_PANEL_INVENTORY_FIRST_2,
251 &game.panel.inventory_first[1],
255 GAME_PANEL_INVENTORY_FIRST_3,
256 &game.panel.inventory_first[2],
260 GAME_PANEL_INVENTORY_FIRST_4,
261 &game.panel.inventory_first[3],
265 GAME_PANEL_INVENTORY_FIRST_5,
266 &game.panel.inventory_first[4],
270 GAME_PANEL_INVENTORY_FIRST_6,
271 &game.panel.inventory_first[5],
275 GAME_PANEL_INVENTORY_FIRST_7,
276 &game.panel.inventory_first[6],
280 GAME_PANEL_INVENTORY_FIRST_8,
281 &game.panel.inventory_first[7],
285 GAME_PANEL_INVENTORY_LAST_1,
286 &game.panel.inventory_last[0],
290 GAME_PANEL_INVENTORY_LAST_2,
291 &game.panel.inventory_last[1],
295 GAME_PANEL_INVENTORY_LAST_3,
296 &game.panel.inventory_last[2],
300 GAME_PANEL_INVENTORY_LAST_4,
301 &game.panel.inventory_last[3],
305 GAME_PANEL_INVENTORY_LAST_5,
306 &game.panel.inventory_last[4],
310 GAME_PANEL_INVENTORY_LAST_6,
311 &game.panel.inventory_last[5],
315 GAME_PANEL_INVENTORY_LAST_7,
316 &game.panel.inventory_last[6],
320 GAME_PANEL_INVENTORY_LAST_8,
321 &game.panel.inventory_last[7],
365 GAME_PANEL_KEY_WHITE,
366 &game.panel.key_white,
370 GAME_PANEL_KEY_WHITE_COUNT,
371 &game.panel.key_white_count,
380 GAME_PANEL_HIGHSCORE,
381 &game.panel.highscore,
410 GAME_PANEL_SHIELD_NORMAL,
411 &game.panel.shield_normal,
415 GAME_PANEL_SHIELD_NORMAL_TIME,
416 &game.panel.shield_normal_time,
420 GAME_PANEL_SHIELD_DEADLY,
421 &game.panel.shield_deadly,
425 GAME_PANEL_SHIELD_DEADLY_TIME,
426 &game.panel.shield_deadly_time,
435 GAME_PANEL_EMC_MAGIC_BALL,
436 &game.panel.emc_magic_ball,
440 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
441 &game.panel.emc_magic_ball_switch,
445 GAME_PANEL_LIGHT_SWITCH,
446 &game.panel.light_switch,
450 GAME_PANEL_LIGHT_SWITCH_TIME,
451 &game.panel.light_switch_time,
455 GAME_PANEL_TIMEGATE_SWITCH,
456 &game.panel.timegate_switch,
460 GAME_PANEL_TIMEGATE_SWITCH_TIME,
461 &game.panel.timegate_switch_time,
465 GAME_PANEL_SWITCHGATE_SWITCH,
466 &game.panel.switchgate_switch,
470 GAME_PANEL_EMC_LENSES,
471 &game.panel.emc_lenses,
475 GAME_PANEL_EMC_LENSES_TIME,
476 &game.panel.emc_lenses_time,
480 GAME_PANEL_EMC_MAGNIFIER,
481 &game.panel.emc_magnifier,
485 GAME_PANEL_EMC_MAGNIFIER_TIME,
486 &game.panel.emc_magnifier_time,
490 GAME_PANEL_BALLOON_SWITCH,
491 &game.panel.balloon_switch,
495 GAME_PANEL_DYNABOMB_NUMBER,
496 &game.panel.dynabomb_number,
500 GAME_PANEL_DYNABOMB_SIZE,
501 &game.panel.dynabomb_size,
505 GAME_PANEL_DYNABOMB_POWER,
506 &game.panel.dynabomb_power,
511 &game.panel.penguins,
515 GAME_PANEL_SOKOBAN_OBJECTS,
516 &game.panel.sokoban_objects,
520 GAME_PANEL_SOKOBAN_FIELDS,
521 &game.panel.sokoban_fields,
525 GAME_PANEL_ROBOT_WHEEL,
526 &game.panel.robot_wheel,
530 GAME_PANEL_CONVEYOR_BELT_1,
531 &game.panel.conveyor_belt[0],
535 GAME_PANEL_CONVEYOR_BELT_2,
536 &game.panel.conveyor_belt[1],
540 GAME_PANEL_CONVEYOR_BELT_3,
541 &game.panel.conveyor_belt[2],
545 GAME_PANEL_CONVEYOR_BELT_4,
546 &game.panel.conveyor_belt[3],
550 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
551 &game.panel.conveyor_belt_switch[0],
555 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
556 &game.panel.conveyor_belt_switch[1],
560 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
561 &game.panel.conveyor_belt_switch[2],
565 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
566 &game.panel.conveyor_belt_switch[3],
570 GAME_PANEL_MAGIC_WALL,
571 &game.panel.magic_wall,
575 GAME_PANEL_MAGIC_WALL_TIME,
576 &game.panel.magic_wall_time,
580 GAME_PANEL_GRAVITY_STATE,
581 &game.panel.gravity_state,
585 GAME_PANEL_GRAPHIC_1,
586 &game.panel.graphic[0],
590 GAME_PANEL_GRAPHIC_2,
591 &game.panel.graphic[1],
595 GAME_PANEL_GRAPHIC_3,
596 &game.panel.graphic[2],
600 GAME_PANEL_GRAPHIC_4,
601 &game.panel.graphic[3],
605 GAME_PANEL_GRAPHIC_5,
606 &game.panel.graphic[4],
610 GAME_PANEL_GRAPHIC_6,
611 &game.panel.graphic[5],
615 GAME_PANEL_GRAPHIC_7,
616 &game.panel.graphic[6],
620 GAME_PANEL_GRAPHIC_8,
621 &game.panel.graphic[7],
625 GAME_PANEL_ELEMENT_1,
626 &game.panel.element[0],
630 GAME_PANEL_ELEMENT_2,
631 &game.panel.element[1],
635 GAME_PANEL_ELEMENT_3,
636 &game.panel.element[2],
640 GAME_PANEL_ELEMENT_4,
641 &game.panel.element[3],
645 GAME_PANEL_ELEMENT_5,
646 &game.panel.element[4],
650 GAME_PANEL_ELEMENT_6,
651 &game.panel.element[5],
655 GAME_PANEL_ELEMENT_7,
656 &game.panel.element[6],
660 GAME_PANEL_ELEMENT_8,
661 &game.panel.element[7],
665 GAME_PANEL_ELEMENT_COUNT_1,
666 &game.panel.element_count[0],
670 GAME_PANEL_ELEMENT_COUNT_2,
671 &game.panel.element_count[1],
675 GAME_PANEL_ELEMENT_COUNT_3,
676 &game.panel.element_count[2],
680 GAME_PANEL_ELEMENT_COUNT_4,
681 &game.panel.element_count[3],
685 GAME_PANEL_ELEMENT_COUNT_5,
686 &game.panel.element_count[4],
690 GAME_PANEL_ELEMENT_COUNT_6,
691 &game.panel.element_count[5],
695 GAME_PANEL_ELEMENT_COUNT_7,
696 &game.panel.element_count[6],
700 GAME_PANEL_ELEMENT_COUNT_8,
701 &game.panel.element_count[7],
705 GAME_PANEL_CE_SCORE_1,
706 &game.panel.ce_score[0],
710 GAME_PANEL_CE_SCORE_2,
711 &game.panel.ce_score[1],
715 GAME_PANEL_CE_SCORE_3,
716 &game.panel.ce_score[2],
720 GAME_PANEL_CE_SCORE_4,
721 &game.panel.ce_score[3],
725 GAME_PANEL_CE_SCORE_5,
726 &game.panel.ce_score[4],
730 GAME_PANEL_CE_SCORE_6,
731 &game.panel.ce_score[5],
735 GAME_PANEL_CE_SCORE_7,
736 &game.panel.ce_score[6],
740 GAME_PANEL_CE_SCORE_8,
741 &game.panel.ce_score[7],
745 GAME_PANEL_CE_SCORE_1_ELEMENT,
746 &game.panel.ce_score_element[0],
750 GAME_PANEL_CE_SCORE_2_ELEMENT,
751 &game.panel.ce_score_element[1],
755 GAME_PANEL_CE_SCORE_3_ELEMENT,
756 &game.panel.ce_score_element[2],
760 GAME_PANEL_CE_SCORE_4_ELEMENT,
761 &game.panel.ce_score_element[3],
765 GAME_PANEL_CE_SCORE_5_ELEMENT,
766 &game.panel.ce_score_element[4],
770 GAME_PANEL_CE_SCORE_6_ELEMENT,
771 &game.panel.ce_score_element[5],
775 GAME_PANEL_CE_SCORE_7_ELEMENT,
776 &game.panel.ce_score_element[6],
780 GAME_PANEL_CE_SCORE_8_ELEMENT,
781 &game.panel.ce_score_element[7],
785 GAME_PANEL_PLAYER_NAME,
786 &game.panel.player_name,
790 GAME_PANEL_LEVEL_NAME,
791 &game.panel.level_name,
795 GAME_PANEL_LEVEL_AUTHOR,
796 &game.panel.level_author,
807 /* values for delayed check of falling and moving elements and for collision */
808 #define CHECK_DELAY_MOVING 3
809 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
810 #define CHECK_DELAY_COLLISION 2
811 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
813 /* values for initial player move delay (initial delay counter value) */
814 #define INITIAL_MOVE_DELAY_OFF -1
815 #define INITIAL_MOVE_DELAY_ON 0
817 /* values for player movement speed (which is in fact a delay value) */
818 #define MOVE_DELAY_MIN_SPEED 32
819 #define MOVE_DELAY_NORMAL_SPEED 8
820 #define MOVE_DELAY_HIGH_SPEED 4
821 #define MOVE_DELAY_MAX_SPEED 1
823 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
824 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
826 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
827 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
829 /* values for other actions */
830 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
831 #define MOVE_STEPSIZE_MIN (1)
832 #define MOVE_STEPSIZE_MAX (TILEX)
834 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
835 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
837 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
839 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
840 RND(element_info[e].push_delay_random))
841 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
842 RND(element_info[e].drop_delay_random))
843 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
844 RND(element_info[e].move_delay_random))
845 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
846 (element_info[e].move_delay_random))
847 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
848 RND(element_info[e].ce_value_random_initial))
849 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
850 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
851 RND((c)->delay_random * (c)->delay_frames))
852 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
853 RND((c)->delay_random))
856 #define GET_VALID_RUNTIME_ELEMENT(e) \
857 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
859 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
860 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
861 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
862 (be) + (e) - EL_SELF)
864 #define GET_PLAYER_FROM_BITS(p) \
865 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
867 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
868 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
869 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
870 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
871 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
872 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
873 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
874 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
875 RESOLVED_REFERENCE_ELEMENT(be, e) : \
878 #define CAN_GROW_INTO(e) \
879 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
881 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
882 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
885 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
886 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
887 (CAN_MOVE_INTO_ACID(e) && \
888 Feld[x][y] == EL_ACID) || \
891 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
892 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
893 (CAN_MOVE_INTO_ACID(e) && \
894 Feld[x][y] == EL_ACID) || \
897 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
898 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
900 (CAN_MOVE_INTO_ACID(e) && \
901 Feld[x][y] == EL_ACID) || \
902 (DONT_COLLIDE_WITH(e) && \
904 !PLAYER_ENEMY_PROTECTED(x, y))))
906 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
907 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
909 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
910 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
912 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
913 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
915 #define ANDROID_CAN_CLONE_FIELD(x, y) \
916 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
917 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
919 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
920 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
922 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
923 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
925 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
926 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
928 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
929 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
931 #define PIG_CAN_ENTER_FIELD(e, x, y) \
932 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
934 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
935 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
936 Feld[x][y] == EL_EM_EXIT_OPEN || \
937 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
938 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
939 IS_FOOD_PENGUIN(Feld[x][y])))
940 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
941 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
943 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
944 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
946 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
947 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
949 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
950 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
951 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
953 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
955 #define CE_ENTER_FIELD_COND(e, x, y) \
956 (!IS_PLAYER(x, y) && \
957 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
959 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
960 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
962 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
963 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
965 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
966 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
967 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
968 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
970 /* game button identifiers */
971 #define GAME_CTRL_ID_STOP 0
972 #define GAME_CTRL_ID_PAUSE 1
973 #define GAME_CTRL_ID_PLAY 2
974 #define GAME_CTRL_ID_UNDO 3
975 #define GAME_CTRL_ID_REDO 4
976 #define GAME_CTRL_ID_SAVE 5
977 #define GAME_CTRL_ID_PAUSE2 6
978 #define GAME_CTRL_ID_LOAD 7
979 #define SOUND_CTRL_ID_MUSIC 8
980 #define SOUND_CTRL_ID_LOOPS 9
981 #define SOUND_CTRL_ID_SIMPLE 10
983 #define NUM_GAME_BUTTONS 11
986 /* forward declaration for internal use */
988 static void CreateField(int, int, int);
990 static void ResetGfxAnimation(int, int);
992 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
993 static void AdvanceFrameAndPlayerCounters(int);
995 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
996 static boolean MovePlayer(struct PlayerInfo *, int, int);
997 static void ScrollPlayer(struct PlayerInfo *, int);
998 static void ScrollScreen(struct PlayerInfo *, int);
1000 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1001 static boolean DigFieldByCE(int, int, int);
1002 static boolean SnapField(struct PlayerInfo *, int, int);
1003 static boolean DropElement(struct PlayerInfo *);
1005 static void InitBeltMovement(void);
1006 static void CloseAllOpenTimegates(void);
1007 static void CheckGravityMovement(struct PlayerInfo *);
1008 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1009 static void KillPlayerUnlessEnemyProtected(int, int);
1010 static void KillPlayerUnlessExplosionProtected(int, int);
1012 static void TestIfPlayerTouchesCustomElement(int, int);
1013 static void TestIfElementTouchesCustomElement(int, int);
1014 static void TestIfElementHitsCustomElement(int, int, int);
1016 static void HandleElementChange(int, int, int);
1017 static void ExecuteCustomElementAction(int, int, int, int);
1018 static boolean ChangeElement(int, int, int, int);
1020 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1021 #define CheckTriggeredElementChange(x, y, e, ev) \
1022 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1023 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1024 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1025 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1026 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1027 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1028 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1030 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1031 #define CheckElementChange(x, y, e, te, ev) \
1032 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1033 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1034 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1035 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1036 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1038 static void PlayLevelSound(int, int, int);
1039 static void PlayLevelSoundNearest(int, int, int);
1040 static void PlayLevelSoundAction(int, int, int);
1041 static void PlayLevelSoundElementAction(int, int, int, int);
1042 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1043 static void PlayLevelSoundActionIfLoop(int, int, int);
1044 static void StopLevelSoundActionIfLoop(int, int, int);
1045 static void PlayLevelMusic();
1047 static void HandleGameButtons(struct GadgetInfo *);
1049 int AmoebeNachbarNr(int, int);
1050 void AmoebeUmwandeln(int, int);
1051 void ContinueMoving(int, int);
1052 void Bang(int, int);
1053 void InitMovDir(int, int);
1054 void InitAmoebaNr(int, int);
1055 int NewHiScore(void);
1057 void TestIfGoodThingHitsBadThing(int, int, int);
1058 void TestIfBadThingHitsGoodThing(int, int, int);
1059 void TestIfPlayerTouchesBadThing(int, int);
1060 void TestIfPlayerRunsIntoBadThing(int, int, int);
1061 void TestIfBadThingTouchesPlayer(int, int);
1062 void TestIfBadThingRunsIntoPlayer(int, int, int);
1063 void TestIfFriendTouchesBadThing(int, int);
1064 void TestIfBadThingTouchesFriend(int, int);
1065 void TestIfBadThingTouchesOtherBadThing(int, int);
1066 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1068 void KillPlayer(struct PlayerInfo *);
1069 void BuryPlayer(struct PlayerInfo *);
1070 void RemovePlayer(struct PlayerInfo *);
1072 static int getInvisibleActiveFromInvisibleElement(int);
1073 static int getInvisibleFromInvisibleActiveElement(int);
1075 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1077 /* for detection of endless loops, caused by custom element programming */
1078 /* (using maximal playfield width x 10 is just a rough approximation) */
1079 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1081 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1083 if (recursion_loop_detected) \
1086 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1088 recursion_loop_detected = TRUE; \
1089 recursion_loop_element = (e); \
1092 recursion_loop_depth++; \
1095 #define RECURSION_LOOP_DETECTION_END() \
1097 recursion_loop_depth--; \
1100 static int recursion_loop_depth;
1101 static boolean recursion_loop_detected;
1102 static boolean recursion_loop_element;
1104 static int map_player_action[MAX_PLAYERS];
1107 /* ------------------------------------------------------------------------- */
1108 /* definition of elements that automatically change to other elements after */
1109 /* a specified time, eventually calling a function when changing */
1110 /* ------------------------------------------------------------------------- */
1112 /* forward declaration for changer functions */
1113 static void InitBuggyBase(int, int);
1114 static void WarnBuggyBase(int, int);
1116 static void InitTrap(int, int);
1117 static void ActivateTrap(int, int);
1118 static void ChangeActiveTrap(int, int);
1120 static void InitRobotWheel(int, int);
1121 static void RunRobotWheel(int, int);
1122 static void StopRobotWheel(int, int);
1124 static void InitTimegateWheel(int, int);
1125 static void RunTimegateWheel(int, int);
1127 static void InitMagicBallDelay(int, int);
1128 static void ActivateMagicBall(int, int);
1130 struct ChangingElementInfo
1135 void (*pre_change_function)(int x, int y);
1136 void (*change_function)(int x, int y);
1137 void (*post_change_function)(int x, int y);
1140 static struct ChangingElementInfo change_delay_list[] =
1175 EL_STEEL_EXIT_OPENING,
1183 EL_STEEL_EXIT_CLOSING,
1184 EL_STEEL_EXIT_CLOSED,
1207 EL_EM_STEEL_EXIT_OPENING,
1208 EL_EM_STEEL_EXIT_OPEN,
1215 EL_EM_STEEL_EXIT_CLOSING,
1239 EL_SWITCHGATE_OPENING,
1247 EL_SWITCHGATE_CLOSING,
1248 EL_SWITCHGATE_CLOSED,
1255 EL_TIMEGATE_OPENING,
1263 EL_TIMEGATE_CLOSING,
1272 EL_ACID_SPLASH_LEFT,
1280 EL_ACID_SPLASH_RIGHT,
1289 EL_SP_BUGGY_BASE_ACTIVATING,
1296 EL_SP_BUGGY_BASE_ACTIVATING,
1297 EL_SP_BUGGY_BASE_ACTIVE,
1304 EL_SP_BUGGY_BASE_ACTIVE,
1328 EL_ROBOT_WHEEL_ACTIVE,
1336 EL_TIMEGATE_SWITCH_ACTIVE,
1344 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1345 EL_DC_TIMEGATE_SWITCH,
1352 EL_EMC_MAGIC_BALL_ACTIVE,
1353 EL_EMC_MAGIC_BALL_ACTIVE,
1360 EL_EMC_SPRING_BUMPER_ACTIVE,
1361 EL_EMC_SPRING_BUMPER,
1368 EL_DIAGONAL_SHRINKING,
1376 EL_DIAGONAL_GROWING,
1397 int push_delay_fixed, push_delay_random;
1401 { EL_SPRING, 0, 0 },
1402 { EL_BALLOON, 0, 0 },
1404 { EL_SOKOBAN_OBJECT, 2, 0 },
1405 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1406 { EL_SATELLITE, 2, 0 },
1407 { EL_SP_DISK_YELLOW, 2, 0 },
1409 { EL_UNDEFINED, 0, 0 },
1417 move_stepsize_list[] =
1419 { EL_AMOEBA_DROP, 2 },
1420 { EL_AMOEBA_DROPPING, 2 },
1421 { EL_QUICKSAND_FILLING, 1 },
1422 { EL_QUICKSAND_EMPTYING, 1 },
1423 { EL_QUICKSAND_FAST_FILLING, 2 },
1424 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1425 { EL_MAGIC_WALL_FILLING, 2 },
1426 { EL_MAGIC_WALL_EMPTYING, 2 },
1427 { EL_BD_MAGIC_WALL_FILLING, 2 },
1428 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1429 { EL_DC_MAGIC_WALL_FILLING, 2 },
1430 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1432 { EL_UNDEFINED, 0 },
1440 collect_count_list[] =
1443 { EL_BD_DIAMOND, 1 },
1444 { EL_EMERALD_YELLOW, 1 },
1445 { EL_EMERALD_RED, 1 },
1446 { EL_EMERALD_PURPLE, 1 },
1448 { EL_SP_INFOTRON, 1 },
1452 { EL_UNDEFINED, 0 },
1460 access_direction_list[] =
1462 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1463 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1464 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1465 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1466 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1467 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1468 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1469 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1470 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1471 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1472 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1474 { EL_SP_PORT_LEFT, MV_RIGHT },
1475 { EL_SP_PORT_RIGHT, MV_LEFT },
1476 { EL_SP_PORT_UP, MV_DOWN },
1477 { EL_SP_PORT_DOWN, MV_UP },
1478 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1479 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1480 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1481 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1482 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1483 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1484 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1485 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1486 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1487 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1488 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1489 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1490 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1491 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1492 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1494 { EL_UNDEFINED, MV_NONE }
1497 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1499 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1500 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1501 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1502 IS_JUST_CHANGING(x, y))
1504 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1506 /* static variables for playfield scan mode (scanning forward or backward) */
1507 static int playfield_scan_start_x = 0;
1508 static int playfield_scan_start_y = 0;
1509 static int playfield_scan_delta_x = 1;
1510 static int playfield_scan_delta_y = 1;
1512 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1513 (y) >= 0 && (y) <= lev_fieldy - 1; \
1514 (y) += playfield_scan_delta_y) \
1515 for ((x) = playfield_scan_start_x; \
1516 (x) >= 0 && (x) <= lev_fieldx - 1; \
1517 (x) += playfield_scan_delta_x)
1520 void DEBUG_SetMaximumDynamite()
1524 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1525 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1526 local_player->inventory_element[local_player->inventory_size++] =
1531 static void InitPlayfieldScanModeVars()
1533 if (game.use_reverse_scan_direction)
1535 playfield_scan_start_x = lev_fieldx - 1;
1536 playfield_scan_start_y = lev_fieldy - 1;
1538 playfield_scan_delta_x = -1;
1539 playfield_scan_delta_y = -1;
1543 playfield_scan_start_x = 0;
1544 playfield_scan_start_y = 0;
1546 playfield_scan_delta_x = 1;
1547 playfield_scan_delta_y = 1;
1551 static void InitPlayfieldScanMode(int mode)
1553 game.use_reverse_scan_direction =
1554 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1556 InitPlayfieldScanModeVars();
1559 static int get_move_delay_from_stepsize(int move_stepsize)
1562 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1564 /* make sure that stepsize value is always a power of 2 */
1565 move_stepsize = (1 << log_2(move_stepsize));
1567 return TILEX / move_stepsize;
1570 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1573 int player_nr = player->index_nr;
1574 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1575 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1577 /* do no immediately change move delay -- the player might just be moving */
1578 player->move_delay_value_next = move_delay;
1580 /* information if player can move must be set separately */
1581 player->cannot_move = cannot_move;
1585 player->move_delay = game.initial_move_delay[player_nr];
1586 player->move_delay_value = game.initial_move_delay_value[player_nr];
1588 player->move_delay_value_next = -1;
1590 player->move_delay_reset_counter = 0;
1594 void GetPlayerConfig()
1596 GameFrameDelay = setup.game_frame_delay;
1598 if (!audio.sound_available)
1599 setup.sound_simple = FALSE;
1601 if (!audio.loops_available)
1602 setup.sound_loops = FALSE;
1604 if (!audio.music_available)
1605 setup.sound_music = FALSE;
1607 if (!video.fullscreen_available)
1608 setup.fullscreen = FALSE;
1610 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1612 SetAudioMode(setup.sound);
1616 int GetElementFromGroupElement(int element)
1618 if (IS_GROUP_ELEMENT(element))
1620 struct ElementGroupInfo *group = element_info[element].group;
1621 int last_anim_random_frame = gfx.anim_random_frame;
1624 if (group->choice_mode == ANIM_RANDOM)
1625 gfx.anim_random_frame = RND(group->num_elements_resolved);
1627 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1628 group->choice_mode, 0,
1631 if (group->choice_mode == ANIM_RANDOM)
1632 gfx.anim_random_frame = last_anim_random_frame;
1634 group->choice_pos++;
1636 element = group->element_resolved[element_pos];
1642 static void InitPlayerField(int x, int y, int element, boolean init_game)
1644 if (element == EL_SP_MURPHY)
1648 if (stored_player[0].present)
1650 Feld[x][y] = EL_SP_MURPHY_CLONE;
1656 stored_player[0].initial_element = element;
1657 stored_player[0].use_murphy = TRUE;
1659 if (!level.use_artwork_element[0])
1660 stored_player[0].artwork_element = EL_SP_MURPHY;
1663 Feld[x][y] = EL_PLAYER_1;
1669 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1670 int jx = player->jx, jy = player->jy;
1672 player->present = TRUE;
1674 player->block_last_field = (element == EL_SP_MURPHY ?
1675 level.sp_block_last_field :
1676 level.block_last_field);
1678 /* ---------- initialize player's last field block delay --------------- */
1680 /* always start with reliable default value (no adjustment needed) */
1681 player->block_delay_adjustment = 0;
1683 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1684 if (player->block_last_field && element == EL_SP_MURPHY)
1685 player->block_delay_adjustment = 1;
1687 /* special case 2: in game engines before 3.1.1, blocking was different */
1688 if (game.use_block_last_field_bug)
1689 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1691 if (!options.network || player->connected)
1693 player->active = TRUE;
1695 /* remove potentially duplicate players */
1696 if (StorePlayer[jx][jy] == Feld[x][y])
1697 StorePlayer[jx][jy] = 0;
1699 StorePlayer[x][y] = Feld[x][y];
1701 #if DEBUG_INIT_PLAYER
1704 printf("- player element %d activated", player->element_nr);
1705 printf(" (local player is %d and currently %s)\n",
1706 local_player->element_nr,
1707 local_player->active ? "active" : "not active");
1712 Feld[x][y] = EL_EMPTY;
1714 player->jx = player->last_jx = x;
1715 player->jy = player->last_jy = y;
1720 int player_nr = GET_PLAYER_NR(element);
1721 struct PlayerInfo *player = &stored_player[player_nr];
1723 if (player->active && player->killed)
1724 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1728 static void InitField(int x, int y, boolean init_game)
1730 int element = Feld[x][y];
1739 InitPlayerField(x, y, element, init_game);
1742 case EL_SOKOBAN_FIELD_PLAYER:
1743 element = Feld[x][y] = EL_PLAYER_1;
1744 InitField(x, y, init_game);
1746 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1747 InitField(x, y, init_game);
1750 case EL_SOKOBAN_FIELD_EMPTY:
1751 local_player->sokobanfields_still_needed++;
1755 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1756 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1757 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1758 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1759 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1760 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1761 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1762 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1763 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1764 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1773 case EL_SPACESHIP_RIGHT:
1774 case EL_SPACESHIP_UP:
1775 case EL_SPACESHIP_LEFT:
1776 case EL_SPACESHIP_DOWN:
1777 case EL_BD_BUTTERFLY:
1778 case EL_BD_BUTTERFLY_RIGHT:
1779 case EL_BD_BUTTERFLY_UP:
1780 case EL_BD_BUTTERFLY_LEFT:
1781 case EL_BD_BUTTERFLY_DOWN:
1783 case EL_BD_FIREFLY_RIGHT:
1784 case EL_BD_FIREFLY_UP:
1785 case EL_BD_FIREFLY_LEFT:
1786 case EL_BD_FIREFLY_DOWN:
1787 case EL_PACMAN_RIGHT:
1789 case EL_PACMAN_LEFT:
1790 case EL_PACMAN_DOWN:
1792 case EL_YAMYAM_LEFT:
1793 case EL_YAMYAM_RIGHT:
1795 case EL_YAMYAM_DOWN:
1796 case EL_DARK_YAMYAM:
1799 case EL_SP_SNIKSNAK:
1800 case EL_SP_ELECTRON:
1809 case EL_AMOEBA_FULL:
1814 case EL_AMOEBA_DROP:
1815 if (y == lev_fieldy - 1)
1817 Feld[x][y] = EL_AMOEBA_GROWING;
1818 Store[x][y] = EL_AMOEBA_WET;
1822 case EL_DYNAMITE_ACTIVE:
1823 case EL_SP_DISK_RED_ACTIVE:
1824 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1825 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1826 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1827 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1828 MovDelay[x][y] = 96;
1831 case EL_EM_DYNAMITE_ACTIVE:
1832 MovDelay[x][y] = 32;
1836 local_player->lights_still_needed++;
1840 local_player->friends_still_needed++;
1845 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1848 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1849 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1850 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1851 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1852 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1853 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1854 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1855 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1856 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1857 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1858 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1859 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1862 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1863 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1864 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1866 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1868 game.belt_dir[belt_nr] = belt_dir;
1869 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1871 else /* more than one switch -- set it like the first switch */
1873 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1878 case EL_LIGHT_SWITCH_ACTIVE:
1880 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1883 case EL_INVISIBLE_STEELWALL:
1884 case EL_INVISIBLE_WALL:
1885 case EL_INVISIBLE_SAND:
1886 if (game.light_time_left > 0 ||
1887 game.lenses_time_left > 0)
1888 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1891 case EL_EMC_MAGIC_BALL:
1892 if (game.ball_state)
1893 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1896 case EL_EMC_MAGIC_BALL_SWITCH:
1897 if (game.ball_state)
1898 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1901 case EL_TRIGGER_PLAYER:
1902 case EL_TRIGGER_ELEMENT:
1903 case EL_TRIGGER_CE_VALUE:
1904 case EL_TRIGGER_CE_SCORE:
1906 case EL_ANY_ELEMENT:
1907 case EL_CURRENT_CE_VALUE:
1908 case EL_CURRENT_CE_SCORE:
1925 /* reference elements should not be used on the playfield */
1926 Feld[x][y] = EL_EMPTY;
1930 if (IS_CUSTOM_ELEMENT(element))
1932 if (CAN_MOVE(element))
1935 if (!element_info[element].use_last_ce_value || init_game)
1936 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1938 else if (IS_GROUP_ELEMENT(element))
1940 Feld[x][y] = GetElementFromGroupElement(element);
1942 InitField(x, y, init_game);
1949 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1952 inline static void InitField_WithBug1(int x, int y, boolean init_game)
1954 InitField(x, y, init_game);
1956 /* not needed to call InitMovDir() -- already done by InitField()! */
1957 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1958 CAN_MOVE(Feld[x][y]))
1962 inline static void InitField_WithBug2(int x, int y, boolean init_game)
1964 int old_element = Feld[x][y];
1966 InitField(x, y, init_game);
1968 /* not needed to call InitMovDir() -- already done by InitField()! */
1969 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1970 CAN_MOVE(old_element) &&
1971 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
1974 /* this case is in fact a combination of not less than three bugs:
1975 first, it calls InitMovDir() for elements that can move, although this is
1976 already done by InitField(); then, it checks the element that was at this
1977 field _before_ the call to InitField() (which can change it); lastly, it
1978 was not called for "mole with direction" elements, which were treated as
1979 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
1983 static int get_key_element_from_nr(int key_nr)
1985 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
1986 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
1987 EL_EM_KEY_1 : EL_KEY_1);
1989 return key_base_element + key_nr;
1992 static int get_next_dropped_element(struct PlayerInfo *player)
1994 return (player->inventory_size > 0 ?
1995 player->inventory_element[player->inventory_size - 1] :
1996 player->inventory_infinite_element != EL_UNDEFINED ?
1997 player->inventory_infinite_element :
1998 player->dynabombs_left > 0 ?
1999 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2003 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2005 /* pos >= 0: get element from bottom of the stack;
2006 pos < 0: get element from top of the stack */
2010 int min_inventory_size = -pos;
2011 int inventory_pos = player->inventory_size - min_inventory_size;
2012 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2014 return (player->inventory_size >= min_inventory_size ?
2015 player->inventory_element[inventory_pos] :
2016 player->inventory_infinite_element != EL_UNDEFINED ?
2017 player->inventory_infinite_element :
2018 player->dynabombs_left >= min_dynabombs_left ?
2019 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2024 int min_dynabombs_left = pos + 1;
2025 int min_inventory_size = pos + 1 - player->dynabombs_left;
2026 int inventory_pos = pos - player->dynabombs_left;
2028 return (player->inventory_infinite_element != EL_UNDEFINED ?
2029 player->inventory_infinite_element :
2030 player->dynabombs_left >= min_dynabombs_left ?
2031 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2032 player->inventory_size >= min_inventory_size ?
2033 player->inventory_element[inventory_pos] :
2038 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2040 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2041 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2044 if (gpo1->sort_priority != gpo2->sort_priority)
2045 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2047 compare_result = gpo1->nr - gpo2->nr;
2049 return compare_result;
2052 void InitGameControlValues()
2056 for (i = 0; game_panel_controls[i].nr != -1; i++)
2058 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2059 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2060 struct TextPosInfo *pos = gpc->pos;
2062 int type = gpc->type;
2066 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2067 Error(ERR_EXIT, "this should not happen -- please debug");
2070 /* force update of game controls after initialization */
2071 gpc->value = gpc->last_value = -1;
2072 gpc->frame = gpc->last_frame = -1;
2073 gpc->gfx_frame = -1;
2075 /* determine panel value width for later calculation of alignment */
2076 if (type == TYPE_INTEGER || type == TYPE_STRING)
2078 pos->width = pos->size * getFontWidth(pos->font);
2079 pos->height = getFontHeight(pos->font);
2081 else if (type == TYPE_ELEMENT)
2083 pos->width = pos->size;
2084 pos->height = pos->size;
2087 /* fill structure for game panel draw order */
2089 gpo->sort_priority = pos->sort_priority;
2092 /* sort game panel controls according to sort_priority and control number */
2093 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2094 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2097 void UpdatePlayfieldElementCount()
2099 boolean use_element_count = FALSE;
2102 /* first check if it is needed at all to calculate playfield element count */
2103 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2104 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2105 use_element_count = TRUE;
2107 if (!use_element_count)
2110 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2111 element_info[i].element_count = 0;
2113 SCAN_PLAYFIELD(x, y)
2115 element_info[Feld[x][y]].element_count++;
2118 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2119 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2120 if (IS_IN_GROUP(j, i))
2121 element_info[EL_GROUP_START + i].element_count +=
2122 element_info[j].element_count;
2125 void UpdateGameControlValues()
2128 int time = (local_player->LevelSolved ?
2129 local_player->LevelSolved_CountingTime :
2130 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2131 level.native_em_level->lev->time :
2132 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2133 level.native_sp_level->game_sp->time_played :
2134 game.no_time_limit ? TimePlayed : TimeLeft);
2135 int score = (local_player->LevelSolved ?
2136 local_player->LevelSolved_CountingScore :
2137 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2138 level.native_em_level->lev->score :
2139 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2140 level.native_sp_level->game_sp->score :
2141 local_player->score);
2142 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2143 level.native_em_level->lev->required :
2144 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2145 level.native_sp_level->game_sp->infotrons_still_needed :
2146 local_player->gems_still_needed);
2147 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2148 level.native_em_level->lev->required > 0 :
2149 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2150 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2151 local_player->gems_still_needed > 0 ||
2152 local_player->sokobanfields_still_needed > 0 ||
2153 local_player->lights_still_needed > 0);
2155 UpdatePlayfieldElementCount();
2157 /* update game panel control values */
2159 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2160 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2162 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2163 for (i = 0; i < MAX_NUM_KEYS; i++)
2164 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2165 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2166 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2168 if (game.centered_player_nr == -1)
2170 for (i = 0; i < MAX_PLAYERS; i++)
2172 /* only one player in Supaplex game engine */
2173 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2176 for (k = 0; k < MAX_NUM_KEYS; k++)
2178 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2180 if (level.native_em_level->ply[i]->keys & (1 << k))
2181 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2182 get_key_element_from_nr(k);
2184 else if (stored_player[i].key[k])
2185 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2186 get_key_element_from_nr(k);
2189 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2190 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2191 level.native_em_level->ply[i]->dynamite;
2192 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2193 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2194 level.native_sp_level->game_sp->red_disk_count;
2196 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2197 stored_player[i].inventory_size;
2199 if (stored_player[i].num_white_keys > 0)
2200 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2203 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2204 stored_player[i].num_white_keys;
2209 int player_nr = game.centered_player_nr;
2211 for (k = 0; k < MAX_NUM_KEYS; k++)
2213 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2215 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2216 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2217 get_key_element_from_nr(k);
2219 else if (stored_player[player_nr].key[k])
2220 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2221 get_key_element_from_nr(k);
2224 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2225 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2226 level.native_em_level->ply[player_nr]->dynamite;
2227 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2228 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2229 level.native_sp_level->game_sp->red_disk_count;
2231 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2232 stored_player[player_nr].inventory_size;
2234 if (stored_player[player_nr].num_white_keys > 0)
2235 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2237 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2238 stored_player[player_nr].num_white_keys;
2241 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2243 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2244 get_inventory_element_from_pos(local_player, i);
2245 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2246 get_inventory_element_from_pos(local_player, -i - 1);
2249 game_panel_controls[GAME_PANEL_SCORE].value = score;
2250 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2252 game_panel_controls[GAME_PANEL_TIME].value = time;
2254 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2255 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2256 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2258 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2260 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2261 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2263 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2264 local_player->shield_normal_time_left;
2265 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2266 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2268 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2269 local_player->shield_deadly_time_left;
2271 game_panel_controls[GAME_PANEL_EXIT].value =
2272 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2274 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2275 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2276 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2277 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2278 EL_EMC_MAGIC_BALL_SWITCH);
2280 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2281 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2282 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2283 game.light_time_left;
2285 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2286 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2287 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2288 game.timegate_time_left;
2290 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2291 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2293 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2294 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2295 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2296 game.lenses_time_left;
2298 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2299 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2300 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2301 game.magnify_time_left;
2303 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2304 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2305 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2306 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2307 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2308 EL_BALLOON_SWITCH_NONE);
2310 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2311 local_player->dynabomb_count;
2312 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2313 local_player->dynabomb_size;
2314 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2315 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2317 game_panel_controls[GAME_PANEL_PENGUINS].value =
2318 local_player->friends_still_needed;
2320 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2321 local_player->sokobanfields_still_needed;
2322 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2323 local_player->sokobanfields_still_needed;
2325 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2326 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2328 for (i = 0; i < NUM_BELTS; i++)
2330 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2331 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2332 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2333 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2334 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2337 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2338 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2339 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2340 game.magic_wall_time_left;
2342 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2343 local_player->gravity;
2345 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2346 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2348 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2349 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2350 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2351 game.panel.element[i].id : EL_UNDEFINED);
2353 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2354 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2355 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2356 element_info[game.panel.element_count[i].id].element_count : 0);
2358 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2359 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2360 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2361 element_info[game.panel.ce_score[i].id].collect_score : 0);
2363 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2364 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2365 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2366 element_info[game.panel.ce_score_element[i].id].collect_score :
2369 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2370 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2371 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2373 /* update game panel control frames */
2375 for (i = 0; game_panel_controls[i].nr != -1; i++)
2377 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2379 if (gpc->type == TYPE_ELEMENT)
2381 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2383 int last_anim_random_frame = gfx.anim_random_frame;
2384 int element = gpc->value;
2385 int graphic = el2panelimg(element);
2387 if (gpc->value != gpc->last_value)
2390 gpc->gfx_random = INIT_GFX_RANDOM();
2396 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2397 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2398 gpc->gfx_random = INIT_GFX_RANDOM();
2401 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2402 gfx.anim_random_frame = gpc->gfx_random;
2404 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2405 gpc->gfx_frame = element_info[element].collect_score;
2407 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2410 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2411 gfx.anim_random_frame = last_anim_random_frame;
2417 void DisplayGameControlValues()
2419 boolean redraw_panel = FALSE;
2422 for (i = 0; game_panel_controls[i].nr != -1; i++)
2424 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2426 if (PANEL_DEACTIVATED(gpc->pos))
2429 if (gpc->value == gpc->last_value &&
2430 gpc->frame == gpc->last_frame)
2433 redraw_panel = TRUE;
2439 /* copy default game door content to main double buffer */
2441 /* !!! CHECK AGAIN !!! */
2442 SetPanelBackground();
2443 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2444 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2446 /* redraw game control buttons */
2447 RedrawGameButtons();
2449 game_status = GAME_MODE_PSEUDO_PANEL;
2451 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2453 int nr = game_panel_order[i].nr;
2454 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2455 struct TextPosInfo *pos = gpc->pos;
2456 int type = gpc->type;
2457 int value = gpc->value;
2458 int frame = gpc->frame;
2459 int size = pos->size;
2460 int font = pos->font;
2461 boolean draw_masked = pos->draw_masked;
2462 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2464 if (PANEL_DEACTIVATED(pos))
2467 gpc->last_value = value;
2468 gpc->last_frame = frame;
2470 if (type == TYPE_INTEGER)
2472 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2473 nr == GAME_PANEL_TIME)
2475 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2477 if (use_dynamic_size) /* use dynamic number of digits */
2479 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2480 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2481 int size2 = size1 + 1;
2482 int font1 = pos->font;
2483 int font2 = pos->font_alt;
2485 size = (value < value_change ? size1 : size2);
2486 font = (value < value_change ? font1 : font2);
2490 /* correct text size if "digits" is zero or less */
2492 size = strlen(int2str(value, size));
2494 /* dynamically correct text alignment */
2495 pos->width = size * getFontWidth(font);
2497 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2498 int2str(value, size), font, mask_mode);
2500 else if (type == TYPE_ELEMENT)
2502 int element, graphic;
2506 int dst_x = PANEL_XPOS(pos);
2507 int dst_y = PANEL_YPOS(pos);
2509 if (value != EL_UNDEFINED && value != EL_EMPTY)
2512 graphic = el2panelimg(value);
2514 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2516 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2519 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2522 width = graphic_info[graphic].width * size / TILESIZE;
2523 height = graphic_info[graphic].height * size / TILESIZE;
2526 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2529 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2533 else if (type == TYPE_STRING)
2535 boolean active = (value != 0);
2536 char *state_normal = "off";
2537 char *state_active = "on";
2538 char *state = (active ? state_active : state_normal);
2539 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2540 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2541 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2542 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2544 if (nr == GAME_PANEL_GRAVITY_STATE)
2546 int font1 = pos->font; /* (used for normal state) */
2547 int font2 = pos->font_alt; /* (used for active state) */
2549 font = (active ? font2 : font1);
2558 /* don't truncate output if "chars" is zero or less */
2561 /* dynamically correct text alignment */
2562 pos->width = size * getFontWidth(font);
2565 s_cut = getStringCopyN(s, size);
2567 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2568 s_cut, font, mask_mode);
2574 redraw_mask |= REDRAW_DOOR_1;
2577 game_status = GAME_MODE_PLAYING;
2580 void UpdateAndDisplayGameControlValues()
2582 if (tape.deactivate_display)
2585 UpdateGameControlValues();
2586 DisplayGameControlValues();
2589 void UpdateGameDoorValues()
2591 UpdateGameControlValues();
2594 void DrawGameDoorValues()
2596 DisplayGameControlValues();
2601 =============================================================================
2603 -----------------------------------------------------------------------------
2604 initialize game engine due to level / tape version number
2605 =============================================================================
2608 static void InitGameEngine()
2610 int i, j, k, l, x, y;
2612 /* set game engine from tape file when re-playing, else from level file */
2613 game.engine_version = (tape.playing ? tape.engine_version :
2614 level.game_version);
2616 /* set single or multi-player game mode (needed for re-playing tapes) */
2617 game.team_mode = setup.team_mode;
2621 int num_players = 0;
2623 for (i = 0; i < MAX_PLAYERS; i++)
2624 if (tape.player_participates[i])
2627 /* multi-player tapes contain input data for more than one player */
2628 game.team_mode = (num_players > 1);
2631 /* ---------------------------------------------------------------------- */
2632 /* set flags for bugs and changes according to active game engine version */
2633 /* ---------------------------------------------------------------------- */
2636 Summary of bugfix/change:
2637 Fixed handling for custom elements that change when pushed by the player.
2639 Fixed/changed in version:
2643 Before 3.1.0, custom elements that "change when pushing" changed directly
2644 after the player started pushing them (until then handled in "DigField()").
2645 Since 3.1.0, these custom elements are not changed until the "pushing"
2646 move of the element is finished (now handled in "ContinueMoving()").
2648 Affected levels/tapes:
2649 The first condition is generally needed for all levels/tapes before version
2650 3.1.0, which might use the old behaviour before it was changed; known tapes
2651 that are affected are some tapes from the level set "Walpurgis Gardens" by
2653 The second condition is an exception from the above case and is needed for
2654 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2655 above (including some development versions of 3.1.0), but before it was
2656 known that this change would break tapes like the above and was fixed in
2657 3.1.1, so that the changed behaviour was active although the engine version
2658 while recording maybe was before 3.1.0. There is at least one tape that is
2659 affected by this exception, which is the tape for the one-level set "Bug
2660 Machine" by Juergen Bonhagen.
2663 game.use_change_when_pushing_bug =
2664 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2666 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2667 tape.game_version < VERSION_IDENT(3,1,1,0)));
2670 Summary of bugfix/change:
2671 Fixed handling for blocking the field the player leaves when moving.
2673 Fixed/changed in version:
2677 Before 3.1.1, when "block last field when moving" was enabled, the field
2678 the player is leaving when moving was blocked for the time of the move,
2679 and was directly unblocked afterwards. This resulted in the last field
2680 being blocked for exactly one less than the number of frames of one player
2681 move. Additionally, even when blocking was disabled, the last field was
2682 blocked for exactly one frame.
2683 Since 3.1.1, due to changes in player movement handling, the last field
2684 is not blocked at all when blocking is disabled. When blocking is enabled,
2685 the last field is blocked for exactly the number of frames of one player
2686 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2687 last field is blocked for exactly one more than the number of frames of
2690 Affected levels/tapes:
2691 (!!! yet to be determined -- probably many !!!)
2694 game.use_block_last_field_bug =
2695 (game.engine_version < VERSION_IDENT(3,1,1,0));
2697 /* ---------------------------------------------------------------------- */
2699 /* set maximal allowed number of custom element changes per game frame */
2700 game.max_num_changes_per_frame = 1;
2702 /* default scan direction: scan playfield from top/left to bottom/right */
2703 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2705 /* dynamically adjust element properties according to game engine version */
2706 InitElementPropertiesEngine(game.engine_version);
2709 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2710 printf(" tape version == %06d [%s] [file: %06d]\n",
2711 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2713 printf(" => game.engine_version == %06d\n", game.engine_version);
2716 /* ---------- initialize player's initial move delay --------------------- */
2718 /* dynamically adjust player properties according to level information */
2719 for (i = 0; i < MAX_PLAYERS; i++)
2720 game.initial_move_delay_value[i] =
2721 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2723 /* dynamically adjust player properties according to game engine version */
2724 for (i = 0; i < MAX_PLAYERS; i++)
2725 game.initial_move_delay[i] =
2726 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2727 game.initial_move_delay_value[i] : 0);
2729 /* ---------- initialize player's initial push delay --------------------- */
2731 /* dynamically adjust player properties according to game engine version */
2732 game.initial_push_delay_value =
2733 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2735 /* ---------- initialize changing elements ------------------------------- */
2737 /* initialize changing elements information */
2738 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2740 struct ElementInfo *ei = &element_info[i];
2742 /* this pointer might have been changed in the level editor */
2743 ei->change = &ei->change_page[0];
2745 if (!IS_CUSTOM_ELEMENT(i))
2747 ei->change->target_element = EL_EMPTY_SPACE;
2748 ei->change->delay_fixed = 0;
2749 ei->change->delay_random = 0;
2750 ei->change->delay_frames = 1;
2753 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2755 ei->has_change_event[j] = FALSE;
2757 ei->event_page_nr[j] = 0;
2758 ei->event_page[j] = &ei->change_page[0];
2762 /* add changing elements from pre-defined list */
2763 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2765 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2766 struct ElementInfo *ei = &element_info[ch_delay->element];
2768 ei->change->target_element = ch_delay->target_element;
2769 ei->change->delay_fixed = ch_delay->change_delay;
2771 ei->change->pre_change_function = ch_delay->pre_change_function;
2772 ei->change->change_function = ch_delay->change_function;
2773 ei->change->post_change_function = ch_delay->post_change_function;
2775 ei->change->can_change = TRUE;
2776 ei->change->can_change_or_has_action = TRUE;
2778 ei->has_change_event[CE_DELAY] = TRUE;
2780 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2781 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2784 /* ---------- initialize internal run-time variables --------------------- */
2786 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2788 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2790 for (j = 0; j < ei->num_change_pages; j++)
2792 ei->change_page[j].can_change_or_has_action =
2793 (ei->change_page[j].can_change |
2794 ei->change_page[j].has_action);
2798 /* add change events from custom element configuration */
2799 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2801 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2803 for (j = 0; j < ei->num_change_pages; j++)
2805 if (!ei->change_page[j].can_change_or_has_action)
2808 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2810 /* only add event page for the first page found with this event */
2811 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
2813 ei->has_change_event[k] = TRUE;
2815 ei->event_page_nr[k] = j;
2816 ei->event_page[k] = &ei->change_page[j];
2822 /* ---------- initialize reference elements in change conditions --------- */
2824 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2826 int element = EL_CUSTOM_START + i;
2827 struct ElementInfo *ei = &element_info[element];
2829 for (j = 0; j < ei->num_change_pages; j++)
2831 int trigger_element = ei->change_page[j].initial_trigger_element;
2833 if (trigger_element >= EL_PREV_CE_8 &&
2834 trigger_element <= EL_NEXT_CE_8)
2835 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
2837 ei->change_page[j].trigger_element = trigger_element;
2841 /* ---------- initialize run-time trigger player and element ------------- */
2843 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2845 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2847 for (j = 0; j < ei->num_change_pages; j++)
2849 ei->change_page[j].actual_trigger_element = EL_EMPTY;
2850 ei->change_page[j].actual_trigger_player = EL_EMPTY;
2851 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
2852 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
2853 ei->change_page[j].actual_trigger_ce_value = 0;
2854 ei->change_page[j].actual_trigger_ce_score = 0;
2858 /* ---------- initialize trigger events ---------------------------------- */
2860 /* initialize trigger events information */
2861 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2862 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2863 trigger_events[i][j] = FALSE;
2865 /* add trigger events from element change event properties */
2866 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2868 struct ElementInfo *ei = &element_info[i];
2870 for (j = 0; j < ei->num_change_pages; j++)
2872 if (!ei->change_page[j].can_change_or_has_action)
2875 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
2877 int trigger_element = ei->change_page[j].trigger_element;
2879 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2881 if (ei->change_page[j].has_event[k])
2883 if (IS_GROUP_ELEMENT(trigger_element))
2885 struct ElementGroupInfo *group =
2886 element_info[trigger_element].group;
2888 for (l = 0; l < group->num_elements_resolved; l++)
2889 trigger_events[group->element_resolved[l]][k] = TRUE;
2891 else if (trigger_element == EL_ANY_ELEMENT)
2892 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
2893 trigger_events[l][k] = TRUE;
2895 trigger_events[trigger_element][k] = TRUE;
2902 /* ---------- initialize push delay -------------------------------------- */
2904 /* initialize push delay values to default */
2905 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2907 if (!IS_CUSTOM_ELEMENT(i))
2909 /* set default push delay values (corrected since version 3.0.7-1) */
2910 if (game.engine_version < VERSION_IDENT(3,0,7,1))
2912 element_info[i].push_delay_fixed = 2;
2913 element_info[i].push_delay_random = 8;
2917 element_info[i].push_delay_fixed = 8;
2918 element_info[i].push_delay_random = 8;
2923 /* set push delay value for certain elements from pre-defined list */
2924 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
2926 int e = push_delay_list[i].element;
2928 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
2929 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
2932 /* set push delay value for Supaplex elements for newer engine versions */
2933 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2935 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2937 if (IS_SP_ELEMENT(i))
2939 /* set SP push delay to just enough to push under a falling zonk */
2940 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
2942 element_info[i].push_delay_fixed = delay;
2943 element_info[i].push_delay_random = 0;
2948 /* ---------- initialize move stepsize ----------------------------------- */
2950 /* initialize move stepsize values to default */
2951 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2952 if (!IS_CUSTOM_ELEMENT(i))
2953 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
2955 /* set move stepsize value for certain elements from pre-defined list */
2956 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
2958 int e = move_stepsize_list[i].element;
2960 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
2963 /* ---------- initialize collect score ----------------------------------- */
2965 /* initialize collect score values for custom elements from initial value */
2966 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2967 if (IS_CUSTOM_ELEMENT(i))
2968 element_info[i].collect_score = element_info[i].collect_score_initial;
2970 /* ---------- initialize collect count ----------------------------------- */
2972 /* initialize collect count values for non-custom elements */
2973 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2974 if (!IS_CUSTOM_ELEMENT(i))
2975 element_info[i].collect_count_initial = 0;
2977 /* add collect count values for all elements from pre-defined list */
2978 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
2979 element_info[collect_count_list[i].element].collect_count_initial =
2980 collect_count_list[i].count;
2982 /* ---------- initialize access direction -------------------------------- */
2984 /* initialize access direction values to default (access from every side) */
2985 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2986 if (!IS_CUSTOM_ELEMENT(i))
2987 element_info[i].access_direction = MV_ALL_DIRECTIONS;
2989 /* set access direction value for certain elements from pre-defined list */
2990 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
2991 element_info[access_direction_list[i].element].access_direction =
2992 access_direction_list[i].direction;
2994 /* ---------- initialize explosion content ------------------------------- */
2995 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2997 if (IS_CUSTOM_ELEMENT(i))
3000 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3002 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3004 element_info[i].content.e[x][y] =
3005 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3006 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3007 i == EL_PLAYER_3 ? EL_EMERALD :
3008 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3009 i == EL_MOLE ? EL_EMERALD_RED :
3010 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3011 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3012 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3013 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3014 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3015 i == EL_WALL_EMERALD ? EL_EMERALD :
3016 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3017 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3018 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3019 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3020 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3021 i == EL_WALL_PEARL ? EL_PEARL :
3022 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3027 /* ---------- initialize recursion detection ------------------------------ */
3028 recursion_loop_depth = 0;
3029 recursion_loop_detected = FALSE;
3030 recursion_loop_element = EL_UNDEFINED;
3032 /* ---------- initialize graphics engine ---------------------------------- */
3033 game.scroll_delay_value =
3034 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3035 setup.scroll_delay ? setup.scroll_delay_value : 0);
3036 game.scroll_delay_value =
3037 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3039 /* ---------- initialize game engine snapshots ---------------------------- */
3040 for (i = 0; i < MAX_PLAYERS; i++)
3041 game.snapshot.last_action[i] = 0;
3042 game.snapshot.changed_action = FALSE;
3043 game.snapshot.mode =
3044 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3045 SNAPSHOT_MODE_EVERY_STEP :
3046 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3047 SNAPSHOT_MODE_EVERY_MOVE : SNAPSHOT_MODE_OFF);
3050 int get_num_special_action(int element, int action_first, int action_last)
3052 int num_special_action = 0;
3055 for (i = action_first; i <= action_last; i++)
3057 boolean found = FALSE;
3059 for (j = 0; j < NUM_DIRECTIONS; j++)
3060 if (el_act_dir2img(element, i, j) !=
3061 el_act_dir2img(element, ACTION_DEFAULT, j))
3065 num_special_action++;
3070 return num_special_action;
3075 =============================================================================
3077 -----------------------------------------------------------------------------
3078 initialize and start new game
3079 =============================================================================
3084 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3085 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3086 int fade_mask = REDRAW_FIELD;
3088 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3089 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3090 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3091 int initial_move_dir = MV_DOWN;
3094 // required here to update video display before fading (FIX THIS)
3095 DrawMaskedBorder(REDRAW_DOOR_2);
3097 game_status = GAME_MODE_PLAYING;
3099 if (!game.restart_level)
3100 CloseDoor(DOOR_CLOSE_1);
3102 /* needed if different viewport properties defined for playing */
3103 ChangeViewportPropertiesIfNeeded();
3105 if (level_editor_test_game)
3106 FadeSkipNextFadeIn();
3108 FadeSetEnterScreen();
3110 if (CheckIfGlobalBorderHasChanged())
3111 fade_mask = REDRAW_ALL;
3115 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3119 DrawCompleteVideoDisplay();
3122 InitGameControlValues();
3124 /* don't play tapes over network */
3125 network_playing = (options.network && !tape.playing);
3127 for (i = 0; i < MAX_PLAYERS; i++)
3129 struct PlayerInfo *player = &stored_player[i];
3131 player->index_nr = i;
3132 player->index_bit = (1 << i);
3133 player->element_nr = EL_PLAYER_1 + i;
3135 player->present = FALSE;
3136 player->active = FALSE;
3137 player->mapped = FALSE;
3139 player->killed = FALSE;
3140 player->reanimated = FALSE;
3143 player->effective_action = 0;
3144 player->programmed_action = 0;
3147 player->score_final = 0;
3149 player->gems_still_needed = level.gems_needed;
3150 player->sokobanfields_still_needed = 0;
3151 player->lights_still_needed = 0;
3152 player->friends_still_needed = 0;
3154 for (j = 0; j < MAX_NUM_KEYS; j++)
3155 player->key[j] = FALSE;
3157 player->num_white_keys = 0;
3159 player->dynabomb_count = 0;
3160 player->dynabomb_size = 1;
3161 player->dynabombs_left = 0;
3162 player->dynabomb_xl = FALSE;
3164 player->MovDir = initial_move_dir;
3167 player->GfxDir = initial_move_dir;
3168 player->GfxAction = ACTION_DEFAULT;
3170 player->StepFrame = 0;
3172 player->initial_element = player->element_nr;
3173 player->artwork_element =
3174 (level.use_artwork_element[i] ? level.artwork_element[i] :
3175 player->element_nr);
3176 player->use_murphy = FALSE;
3178 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3179 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3181 player->gravity = level.initial_player_gravity[i];
3183 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3185 player->actual_frame_counter = 0;
3187 player->step_counter = 0;
3189 player->last_move_dir = initial_move_dir;
3191 player->is_active = FALSE;
3193 player->is_waiting = FALSE;
3194 player->is_moving = FALSE;
3195 player->is_auto_moving = FALSE;
3196 player->is_digging = FALSE;
3197 player->is_snapping = FALSE;
3198 player->is_collecting = FALSE;
3199 player->is_pushing = FALSE;
3200 player->is_switching = FALSE;
3201 player->is_dropping = FALSE;
3202 player->is_dropping_pressed = FALSE;
3204 player->is_bored = FALSE;
3205 player->is_sleeping = FALSE;
3207 player->frame_counter_bored = -1;
3208 player->frame_counter_sleeping = -1;
3210 player->anim_delay_counter = 0;
3211 player->post_delay_counter = 0;
3213 player->dir_waiting = initial_move_dir;
3214 player->action_waiting = ACTION_DEFAULT;
3215 player->last_action_waiting = ACTION_DEFAULT;
3216 player->special_action_bored = ACTION_DEFAULT;
3217 player->special_action_sleeping = ACTION_DEFAULT;
3219 player->switch_x = -1;
3220 player->switch_y = -1;
3222 player->drop_x = -1;
3223 player->drop_y = -1;
3225 player->show_envelope = 0;
3227 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3229 player->push_delay = -1; /* initialized when pushing starts */
3230 player->push_delay_value = game.initial_push_delay_value;
3232 player->drop_delay = 0;
3233 player->drop_pressed_delay = 0;
3235 player->last_jx = -1;
3236 player->last_jy = -1;
3240 player->shield_normal_time_left = 0;
3241 player->shield_deadly_time_left = 0;
3243 player->inventory_infinite_element = EL_UNDEFINED;
3244 player->inventory_size = 0;
3246 if (level.use_initial_inventory[i])
3248 for (j = 0; j < level.initial_inventory_size[i]; j++)
3250 int element = level.initial_inventory_content[i][j];
3251 int collect_count = element_info[element].collect_count_initial;
3254 if (!IS_CUSTOM_ELEMENT(element))
3257 if (collect_count == 0)
3258 player->inventory_infinite_element = element;
3260 for (k = 0; k < collect_count; k++)
3261 if (player->inventory_size < MAX_INVENTORY_SIZE)
3262 player->inventory_element[player->inventory_size++] = element;
3266 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3267 SnapField(player, 0, 0);
3269 player->LevelSolved = FALSE;
3270 player->GameOver = FALSE;
3272 player->LevelSolved_GameWon = FALSE;
3273 player->LevelSolved_GameEnd = FALSE;
3274 player->LevelSolved_PanelOff = FALSE;
3275 player->LevelSolved_SaveTape = FALSE;
3276 player->LevelSolved_SaveScore = FALSE;
3277 player->LevelSolved_CountingTime = 0;
3278 player->LevelSolved_CountingScore = 0;
3280 map_player_action[i] = i;
3283 network_player_action_received = FALSE;
3285 #if defined(NETWORK_AVALIABLE)
3286 /* initial null action */
3287 if (network_playing)
3288 SendToServer_MovePlayer(MV_NONE);
3297 TimeLeft = level.time;
3300 ScreenMovDir = MV_NONE;
3304 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3306 AllPlayersGone = FALSE;
3308 game.no_time_limit = (level.time == 0);
3310 game.yamyam_content_nr = 0;
3311 game.robot_wheel_active = FALSE;
3312 game.magic_wall_active = FALSE;
3313 game.magic_wall_time_left = 0;
3314 game.light_time_left = 0;
3315 game.timegate_time_left = 0;
3316 game.switchgate_pos = 0;
3317 game.wind_direction = level.wind_direction_initial;
3319 game.lenses_time_left = 0;
3320 game.magnify_time_left = 0;
3322 game.ball_state = level.ball_state_initial;
3323 game.ball_content_nr = 0;
3325 game.envelope_active = FALSE;
3327 /* set focus to local player for network games, else to all players */
3328 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3329 game.centered_player_nr_next = game.centered_player_nr;
3330 game.set_centered_player = FALSE;
3332 if (network_playing && tape.recording)
3334 /* store client dependent player focus when recording network games */
3335 tape.centered_player_nr_next = game.centered_player_nr_next;
3336 tape.set_centered_player = TRUE;
3339 for (i = 0; i < NUM_BELTS; i++)
3341 game.belt_dir[i] = MV_NONE;
3342 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3345 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3346 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3348 #if DEBUG_INIT_PLAYER
3351 printf("Player status at level initialization:\n");
3355 SCAN_PLAYFIELD(x, y)
3357 Feld[x][y] = level.field[x][y];
3358 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3359 ChangeDelay[x][y] = 0;
3360 ChangePage[x][y] = -1;
3361 CustomValue[x][y] = 0; /* initialized in InitField() */
3362 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3364 WasJustMoving[x][y] = 0;
3365 WasJustFalling[x][y] = 0;
3366 CheckCollision[x][y] = 0;
3367 CheckImpact[x][y] = 0;
3369 Pushed[x][y] = FALSE;
3371 ChangeCount[x][y] = 0;
3372 ChangeEvent[x][y] = -1;
3374 ExplodePhase[x][y] = 0;
3375 ExplodeDelay[x][y] = 0;
3376 ExplodeField[x][y] = EX_TYPE_NONE;
3378 RunnerVisit[x][y] = 0;
3379 PlayerVisit[x][y] = 0;
3382 GfxRandom[x][y] = INIT_GFX_RANDOM();
3383 GfxElement[x][y] = EL_UNDEFINED;
3384 GfxAction[x][y] = ACTION_DEFAULT;
3385 GfxDir[x][y] = MV_NONE;
3386 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3389 SCAN_PLAYFIELD(x, y)
3391 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3393 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3395 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3398 InitField(x, y, TRUE);
3400 ResetGfxAnimation(x, y);
3405 for (i = 0; i < MAX_PLAYERS; i++)
3407 struct PlayerInfo *player = &stored_player[i];
3409 /* set number of special actions for bored and sleeping animation */
3410 player->num_special_action_bored =
3411 get_num_special_action(player->artwork_element,
3412 ACTION_BORING_1, ACTION_BORING_LAST);
3413 player->num_special_action_sleeping =
3414 get_num_special_action(player->artwork_element,
3415 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3418 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3419 emulate_sb ? EMU_SOKOBAN :
3420 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3422 /* initialize type of slippery elements */
3423 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3425 if (!IS_CUSTOM_ELEMENT(i))
3427 /* default: elements slip down either to the left or right randomly */
3428 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3430 /* SP style elements prefer to slip down on the left side */
3431 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3432 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3434 /* BD style elements prefer to slip down on the left side */
3435 if (game.emulation == EMU_BOULDERDASH)
3436 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3440 /* initialize explosion and ignition delay */
3441 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3443 if (!IS_CUSTOM_ELEMENT(i))
3446 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3447 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3448 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3449 int last_phase = (num_phase + 1) * delay;
3450 int half_phase = (num_phase / 2) * delay;
3452 element_info[i].explosion_delay = last_phase - 1;
3453 element_info[i].ignition_delay = half_phase;
3455 if (i == EL_BLACK_ORB)
3456 element_info[i].ignition_delay = 1;
3460 /* correct non-moving belts to start moving left */
3461 for (i = 0; i < NUM_BELTS; i++)
3462 if (game.belt_dir[i] == MV_NONE)
3463 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3465 #if USE_NEW_PLAYER_ASSIGNMENTS
3466 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3467 /* choose default local player */
3468 local_player = &stored_player[0];
3470 for (i = 0; i < MAX_PLAYERS; i++)
3471 stored_player[i].connected = FALSE;
3473 local_player->connected = TRUE;
3474 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3478 for (i = 0; i < MAX_PLAYERS; i++)
3479 stored_player[i].connected = tape.player_participates[i];
3481 else if (game.team_mode && !options.network)
3483 /* try to guess locally connected team mode players (needed for correct
3484 assignment of player figures from level to locally playing players) */
3486 for (i = 0; i < MAX_PLAYERS; i++)
3487 if (setup.input[i].use_joystick ||
3488 setup.input[i].key.left != KSYM_UNDEFINED)
3489 stored_player[i].connected = TRUE;
3492 #if DEBUG_INIT_PLAYER
3495 printf("Player status after level initialization:\n");
3497 for (i = 0; i < MAX_PLAYERS; i++)
3499 struct PlayerInfo *player = &stored_player[i];
3501 printf("- player %d: present == %d, connected == %d, active == %d",
3507 if (local_player == player)
3508 printf(" (local player)");
3515 #if DEBUG_INIT_PLAYER
3517 printf("Reassigning players ...\n");
3520 /* check if any connected player was not found in playfield */
3521 for (i = 0; i < MAX_PLAYERS; i++)
3523 struct PlayerInfo *player = &stored_player[i];
3525 if (player->connected && !player->present)
3527 struct PlayerInfo *field_player = NULL;
3529 #if DEBUG_INIT_PLAYER
3531 printf("- looking for field player for player %d ...\n", i + 1);
3534 /* assign first free player found that is present in the playfield */
3536 /* first try: look for unmapped playfield player that is not connected */
3537 for (j = 0; j < MAX_PLAYERS; j++)
3538 if (field_player == NULL &&
3539 stored_player[j].present &&
3540 !stored_player[j].mapped &&
3541 !stored_player[j].connected)
3542 field_player = &stored_player[j];
3544 /* second try: look for *any* unmapped playfield player */
3545 for (j = 0; j < MAX_PLAYERS; j++)
3546 if (field_player == NULL &&
3547 stored_player[j].present &&
3548 !stored_player[j].mapped)
3549 field_player = &stored_player[j];
3551 if (field_player != NULL)
3553 int jx = field_player->jx, jy = field_player->jy;
3555 #if DEBUG_INIT_PLAYER
3557 printf("- found player %d\n", field_player->index_nr + 1);
3560 player->present = FALSE;
3561 player->active = FALSE;
3563 field_player->present = TRUE;
3564 field_player->active = TRUE;
3567 player->initial_element = field_player->initial_element;
3568 player->artwork_element = field_player->artwork_element;
3570 player->block_last_field = field_player->block_last_field;
3571 player->block_delay_adjustment = field_player->block_delay_adjustment;
3574 StorePlayer[jx][jy] = field_player->element_nr;
3576 field_player->jx = field_player->last_jx = jx;
3577 field_player->jy = field_player->last_jy = jy;
3579 if (local_player == player)
3580 local_player = field_player;
3582 map_player_action[field_player->index_nr] = i;
3584 field_player->mapped = TRUE;
3586 #if DEBUG_INIT_PLAYER
3588 printf("- map_player_action[%d] == %d\n",
3589 field_player->index_nr + 1, i + 1);
3594 if (player->connected && player->present)
3595 player->mapped = TRUE;
3598 #if DEBUG_INIT_PLAYER
3601 printf("Player status after player assignment (first stage):\n");
3603 for (i = 0; i < MAX_PLAYERS; i++)
3605 struct PlayerInfo *player = &stored_player[i];
3607 printf("- player %d: present == %d, connected == %d, active == %d",
3613 if (local_player == player)
3614 printf(" (local player)");
3623 /* check if any connected player was not found in playfield */
3624 for (i = 0; i < MAX_PLAYERS; i++)
3626 struct PlayerInfo *player = &stored_player[i];
3628 if (player->connected && !player->present)
3630 for (j = 0; j < MAX_PLAYERS; j++)
3632 struct PlayerInfo *field_player = &stored_player[j];
3633 int jx = field_player->jx, jy = field_player->jy;
3635 /* assign first free player found that is present in the playfield */
3636 if (field_player->present && !field_player->connected)
3638 player->present = TRUE;
3639 player->active = TRUE;
3641 field_player->present = FALSE;
3642 field_player->active = FALSE;
3644 player->initial_element = field_player->initial_element;
3645 player->artwork_element = field_player->artwork_element;
3647 player->block_last_field = field_player->block_last_field;
3648 player->block_delay_adjustment = field_player->block_delay_adjustment;
3650 StorePlayer[jx][jy] = player->element_nr;
3652 player->jx = player->last_jx = jx;
3653 player->jy = player->last_jy = jy;
3663 printf("::: local_player->present == %d\n", local_player->present);
3668 /* when playing a tape, eliminate all players who do not participate */
3670 #if USE_NEW_PLAYER_ASSIGNMENTS
3672 if (!game.team_mode)
3674 for (i = 0; i < MAX_PLAYERS; i++)
3676 if (stored_player[i].active &&
3677 !tape.player_participates[map_player_action[i]])
3679 struct PlayerInfo *player = &stored_player[i];
3680 int jx = player->jx, jy = player->jy;
3682 #if DEBUG_INIT_PLAYER
3684 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3687 player->active = FALSE;
3688 StorePlayer[jx][jy] = 0;
3689 Feld[jx][jy] = EL_EMPTY;
3696 for (i = 0; i < MAX_PLAYERS; i++)
3698 if (stored_player[i].active &&
3699 !tape.player_participates[i])
3701 struct PlayerInfo *player = &stored_player[i];
3702 int jx = player->jx, jy = player->jy;
3704 player->active = FALSE;
3705 StorePlayer[jx][jy] = 0;
3706 Feld[jx][jy] = EL_EMPTY;
3711 else if (!options.network && !game.team_mode) /* && !tape.playing */
3713 /* when in single player mode, eliminate all but the first active player */
3715 for (i = 0; i < MAX_PLAYERS; i++)
3717 if (stored_player[i].active)
3719 for (j = i + 1; j < MAX_PLAYERS; j++)
3721 if (stored_player[j].active)
3723 struct PlayerInfo *player = &stored_player[j];
3724 int jx = player->jx, jy = player->jy;
3726 player->active = FALSE;
3727 player->present = FALSE;
3729 StorePlayer[jx][jy] = 0;
3730 Feld[jx][jy] = EL_EMPTY;
3737 /* when recording the game, store which players take part in the game */
3740 #if USE_NEW_PLAYER_ASSIGNMENTS
3741 for (i = 0; i < MAX_PLAYERS; i++)
3742 if (stored_player[i].connected)
3743 tape.player_participates[i] = TRUE;
3745 for (i = 0; i < MAX_PLAYERS; i++)
3746 if (stored_player[i].active)
3747 tape.player_participates[i] = TRUE;
3751 #if DEBUG_INIT_PLAYER
3754 printf("Player status after player assignment (final stage):\n");
3756 for (i = 0; i < MAX_PLAYERS; i++)
3758 struct PlayerInfo *player = &stored_player[i];
3760 printf("- player %d: present == %d, connected == %d, active == %d",
3766 if (local_player == player)
3767 printf(" (local player)");
3774 if (BorderElement == EL_EMPTY)
3777 SBX_Right = lev_fieldx - SCR_FIELDX;
3779 SBY_Lower = lev_fieldy - SCR_FIELDY;
3784 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3786 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3789 if (full_lev_fieldx <= SCR_FIELDX)
3790 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3791 if (full_lev_fieldy <= SCR_FIELDY)
3792 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3794 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
3796 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
3799 /* if local player not found, look for custom element that might create
3800 the player (make some assumptions about the right custom element) */
3801 if (!local_player->present)
3803 int start_x = 0, start_y = 0;
3804 int found_rating = 0;
3805 int found_element = EL_UNDEFINED;
3806 int player_nr = local_player->index_nr;
3808 SCAN_PLAYFIELD(x, y)
3810 int element = Feld[x][y];
3815 if (level.use_start_element[player_nr] &&
3816 level.start_element[player_nr] == element &&
3823 found_element = element;
3826 if (!IS_CUSTOM_ELEMENT(element))
3829 if (CAN_CHANGE(element))
3831 for (i = 0; i < element_info[element].num_change_pages; i++)
3833 /* check for player created from custom element as single target */
3834 content = element_info[element].change_page[i].target_element;
3835 is_player = ELEM_IS_PLAYER(content);
3837 if (is_player && (found_rating < 3 ||
3838 (found_rating == 3 && element < found_element)))
3844 found_element = element;
3849 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
3851 /* check for player created from custom element as explosion content */
3852 content = element_info[element].content.e[xx][yy];
3853 is_player = ELEM_IS_PLAYER(content);
3855 if (is_player && (found_rating < 2 ||
3856 (found_rating == 2 && element < found_element)))
3858 start_x = x + xx - 1;
3859 start_y = y + yy - 1;
3862 found_element = element;
3865 if (!CAN_CHANGE(element))
3868 for (i = 0; i < element_info[element].num_change_pages; i++)
3870 /* check for player created from custom element as extended target */
3872 element_info[element].change_page[i].target_content.e[xx][yy];
3874 is_player = ELEM_IS_PLAYER(content);
3876 if (is_player && (found_rating < 1 ||
3877 (found_rating == 1 && element < found_element)))
3879 start_x = x + xx - 1;
3880 start_y = y + yy - 1;
3883 found_element = element;
3889 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
3890 start_x > SBX_Right + MIDPOSX ? SBX_Right :
3893 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
3894 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
3899 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
3900 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
3901 local_player->jx - MIDPOSX);
3903 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
3904 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
3905 local_player->jy - MIDPOSY);
3908 /* !!! FIX THIS (START) !!! */
3909 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3911 InitGameEngine_EM();
3913 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3915 InitGameEngine_SP();
3919 DrawLevel(REDRAW_FIELD);
3922 /* after drawing the level, correct some elements */
3923 if (game.timegate_time_left == 0)
3924 CloseAllOpenTimegates();
3927 /* blit playfield from scroll buffer to normal back buffer for fading in */
3928 BlitScreenToBitmap(backbuffer);
3929 /* !!! FIX THIS (END) !!! */
3931 DrawMaskedBorder(fade_mask);
3936 // full screen redraw is required at this point in the following cases:
3937 // - special editor door undrawn when game was started from level editor
3938 // - drawing area (playfield) was changed and has to be removed completely
3939 redraw_mask = REDRAW_ALL;
3943 if (!game.restart_level)
3945 /* copy default game door content to main double buffer */
3947 /* !!! CHECK AGAIN !!! */
3948 SetPanelBackground();
3949 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
3950 DrawBackground(DX, DY, DXSIZE, DYSIZE);
3953 SetPanelBackground();
3954 SetDrawBackgroundMask(REDRAW_DOOR_1);
3956 UpdateAndDisplayGameControlValues();
3958 if (!game.restart_level)
3964 CreateGameButtons();
3966 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
3967 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
3968 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
3973 /* copy actual game door content to door double buffer for OpenDoor() */
3974 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
3976 OpenDoor(DOOR_OPEN_ALL);
3978 PlaySound(SND_GAME_STARTING);
3980 if (setup.sound_music)
3983 KeyboardAutoRepeatOffUnlessAutoplay();
3985 #if DEBUG_INIT_PLAYER
3988 printf("Player status (final):\n");
3990 for (i = 0; i < MAX_PLAYERS; i++)
3992 struct PlayerInfo *player = &stored_player[i];
3994 printf("- player %d: present == %d, connected == %d, active == %d",
4000 if (local_player == player)
4001 printf(" (local player)");
4014 if (!game.restart_level && !tape.playing)
4016 LevelStats_incPlayed(level_nr);
4018 SaveLevelSetup_SeriesInfo();
4021 game.restart_level = FALSE;
4023 SaveEngineSnapshotToListInitial();
4026 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
4028 /* this is used for non-R'n'D game engines to update certain engine values */
4030 /* needed to determine if sounds are played within the visible screen area */
4031 scroll_x = actual_scroll_x;
4032 scroll_y = actual_scroll_y;
4035 void InitMovDir(int x, int y)
4037 int i, element = Feld[x][y];
4038 static int xy[4][2] =
4045 static int direction[3][4] =
4047 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4048 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4049 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4058 Feld[x][y] = EL_BUG;
4059 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4062 case EL_SPACESHIP_RIGHT:
4063 case EL_SPACESHIP_UP:
4064 case EL_SPACESHIP_LEFT:
4065 case EL_SPACESHIP_DOWN:
4066 Feld[x][y] = EL_SPACESHIP;
4067 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4070 case EL_BD_BUTTERFLY_RIGHT:
4071 case EL_BD_BUTTERFLY_UP:
4072 case EL_BD_BUTTERFLY_LEFT:
4073 case EL_BD_BUTTERFLY_DOWN:
4074 Feld[x][y] = EL_BD_BUTTERFLY;
4075 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4078 case EL_BD_FIREFLY_RIGHT:
4079 case EL_BD_FIREFLY_UP:
4080 case EL_BD_FIREFLY_LEFT:
4081 case EL_BD_FIREFLY_DOWN:
4082 Feld[x][y] = EL_BD_FIREFLY;
4083 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4086 case EL_PACMAN_RIGHT:
4088 case EL_PACMAN_LEFT:
4089 case EL_PACMAN_DOWN:
4090 Feld[x][y] = EL_PACMAN;
4091 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4094 case EL_YAMYAM_LEFT:
4095 case EL_YAMYAM_RIGHT:
4097 case EL_YAMYAM_DOWN:
4098 Feld[x][y] = EL_YAMYAM;
4099 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4102 case EL_SP_SNIKSNAK:
4103 MovDir[x][y] = MV_UP;
4106 case EL_SP_ELECTRON:
4107 MovDir[x][y] = MV_LEFT;
4114 Feld[x][y] = EL_MOLE;
4115 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4119 if (IS_CUSTOM_ELEMENT(element))
4121 struct ElementInfo *ei = &element_info[element];
4122 int move_direction_initial = ei->move_direction_initial;
4123 int move_pattern = ei->move_pattern;
4125 if (move_direction_initial == MV_START_PREVIOUS)
4127 if (MovDir[x][y] != MV_NONE)
4130 move_direction_initial = MV_START_AUTOMATIC;
4133 if (move_direction_initial == MV_START_RANDOM)
4134 MovDir[x][y] = 1 << RND(4);
4135 else if (move_direction_initial & MV_ANY_DIRECTION)
4136 MovDir[x][y] = move_direction_initial;
4137 else if (move_pattern == MV_ALL_DIRECTIONS ||
4138 move_pattern == MV_TURNING_LEFT ||
4139 move_pattern == MV_TURNING_RIGHT ||
4140 move_pattern == MV_TURNING_LEFT_RIGHT ||
4141 move_pattern == MV_TURNING_RIGHT_LEFT ||
4142 move_pattern == MV_TURNING_RANDOM)
4143 MovDir[x][y] = 1 << RND(4);
4144 else if (move_pattern == MV_HORIZONTAL)
4145 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4146 else if (move_pattern == MV_VERTICAL)
4147 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4148 else if (move_pattern & MV_ANY_DIRECTION)
4149 MovDir[x][y] = element_info[element].move_pattern;
4150 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4151 move_pattern == MV_ALONG_RIGHT_SIDE)
4153 /* use random direction as default start direction */
4154 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4155 MovDir[x][y] = 1 << RND(4);
4157 for (i = 0; i < NUM_DIRECTIONS; i++)
4159 int x1 = x + xy[i][0];
4160 int y1 = y + xy[i][1];
4162 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4164 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4165 MovDir[x][y] = direction[0][i];
4167 MovDir[x][y] = direction[1][i];
4176 MovDir[x][y] = 1 << RND(4);
4178 if (element != EL_BUG &&
4179 element != EL_SPACESHIP &&
4180 element != EL_BD_BUTTERFLY &&
4181 element != EL_BD_FIREFLY)
4184 for (i = 0; i < NUM_DIRECTIONS; i++)
4186 int x1 = x + xy[i][0];
4187 int y1 = y + xy[i][1];
4189 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4191 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4193 MovDir[x][y] = direction[0][i];
4196 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4197 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4199 MovDir[x][y] = direction[1][i];
4208 GfxDir[x][y] = MovDir[x][y];
4211 void InitAmoebaNr(int x, int y)
4214 int group_nr = AmoebeNachbarNr(x, y);
4218 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4220 if (AmoebaCnt[i] == 0)
4228 AmoebaNr[x][y] = group_nr;
4229 AmoebaCnt[group_nr]++;
4230 AmoebaCnt2[group_nr]++;
4233 static void PlayerWins(struct PlayerInfo *player)
4235 player->LevelSolved = TRUE;
4236 player->GameOver = TRUE;
4238 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4239 level.native_em_level->lev->score : player->score);
4241 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4243 player->LevelSolved_CountingScore = player->score_final;
4248 static int time, time_final;
4249 static int score, score_final;
4250 static int game_over_delay_1 = 0;
4251 static int game_over_delay_2 = 0;
4252 int game_over_delay_value_1 = 50;
4253 int game_over_delay_value_2 = 50;
4255 if (!local_player->LevelSolved_GameWon)
4259 /* do not start end game actions before the player stops moving (to exit) */
4260 if (local_player->MovPos)
4263 local_player->LevelSolved_GameWon = TRUE;
4264 local_player->LevelSolved_SaveTape = tape.recording;
4265 local_player->LevelSolved_SaveScore = !tape.playing;
4269 LevelStats_incSolved(level_nr);
4271 SaveLevelSetup_SeriesInfo();
4274 if (tape.auto_play) /* tape might already be stopped here */
4275 tape.auto_play_level_solved = TRUE;
4279 game_over_delay_1 = game_over_delay_value_1;
4280 game_over_delay_2 = game_over_delay_value_2;
4282 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4283 score = score_final = local_player->score_final;
4288 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4290 else if (game.no_time_limit && TimePlayed < 999)
4293 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4296 local_player->score_final = score_final;
4298 if (level_editor_test_game)
4301 score = score_final;
4303 local_player->LevelSolved_CountingTime = time;
4304 local_player->LevelSolved_CountingScore = score;
4306 game_panel_controls[GAME_PANEL_TIME].value = time;
4307 game_panel_controls[GAME_PANEL_SCORE].value = score;
4309 DisplayGameControlValues();
4312 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4314 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4316 /* close exit door after last player */
4317 if ((AllPlayersGone &&
4318 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4319 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4320 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4321 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4322 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4324 int element = Feld[ExitX][ExitY];
4326 Feld[ExitX][ExitY] =
4327 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4328 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4329 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4330 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4331 EL_EM_STEEL_EXIT_CLOSING);
4333 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4336 /* player disappears */
4337 DrawLevelField(ExitX, ExitY);
4340 for (i = 0; i < MAX_PLAYERS; i++)
4342 struct PlayerInfo *player = &stored_player[i];
4344 if (player->present)
4346 RemovePlayer(player);
4348 /* player disappears */
4349 DrawLevelField(player->jx, player->jy);
4354 PlaySound(SND_GAME_WINNING);
4357 if (game_over_delay_1 > 0)
4359 game_over_delay_1--;
4364 if (time != time_final)
4366 int time_to_go = ABS(time_final - time);
4367 int time_count_dir = (time < time_final ? +1 : -1);
4368 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4370 time += time_count_steps * time_count_dir;
4371 score += time_count_steps * level.score[SC_TIME_BONUS];
4373 local_player->LevelSolved_CountingTime = time;
4374 local_player->LevelSolved_CountingScore = score;
4376 game_panel_controls[GAME_PANEL_TIME].value = time;
4377 game_panel_controls[GAME_PANEL_SCORE].value = score;
4379 DisplayGameControlValues();
4381 if (time == time_final)
4382 StopSound(SND_GAME_LEVELTIME_BONUS);
4383 else if (setup.sound_loops)
4384 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4386 PlaySound(SND_GAME_LEVELTIME_BONUS);
4391 local_player->LevelSolved_PanelOff = TRUE;
4393 if (game_over_delay_2 > 0)
4395 game_over_delay_2--;
4406 boolean raise_level = FALSE;
4408 local_player->LevelSolved_GameEnd = TRUE;
4410 if (!global.use_envelope_request)
4411 CloseDoor(DOOR_CLOSE_1);
4413 if (local_player->LevelSolved_SaveTape)
4415 SaveTapeChecked(tape.level_nr); /* ask to save tape */
4418 CloseDoor(DOOR_CLOSE_ALL);
4420 if (level_editor_test_game)
4422 game_status = GAME_MODE_MAIN;
4429 if (!local_player->LevelSolved_SaveScore)
4431 FadeOut(REDRAW_FIELD);
4433 game_status = GAME_MODE_MAIN;
4440 if (level_nr == leveldir_current->handicap_level)
4442 leveldir_current->handicap_level++;
4444 SaveLevelSetup_SeriesInfo();
4447 if (level_nr < leveldir_current->last_level)
4448 raise_level = TRUE; /* advance to next level */
4450 if ((hi_pos = NewHiScore()) >= 0)
4452 game_status = GAME_MODE_SCORES;
4454 DrawHallOfFame(hi_pos);
4464 FadeOut(REDRAW_FIELD);
4466 game_status = GAME_MODE_MAIN;
4483 LoadScore(level_nr);
4485 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4486 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4489 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4491 if (local_player->score_final > highscore[k].Score)
4493 /* player has made it to the hall of fame */
4495 if (k < MAX_SCORE_ENTRIES - 1)
4497 int m = MAX_SCORE_ENTRIES - 1;
4500 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4501 if (strEqual(setup.player_name, highscore[l].Name))
4503 if (m == k) /* player's new highscore overwrites his old one */
4507 for (l = m; l > k; l--)
4509 strcpy(highscore[l].Name, highscore[l - 1].Name);
4510 highscore[l].Score = highscore[l - 1].Score;
4517 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4518 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4519 highscore[k].Score = local_player->score_final;
4525 else if (!strncmp(setup.player_name, highscore[k].Name,
4526 MAX_PLAYER_NAME_LEN))
4527 break; /* player already there with a higher score */
4533 SaveScore(level_nr);
4538 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4540 int element = Feld[x][y];
4541 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4542 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4543 int horiz_move = (dx != 0);
4544 int sign = (horiz_move ? dx : dy);
4545 int step = sign * element_info[element].move_stepsize;
4547 /* special values for move stepsize for spring and things on conveyor belt */
4550 if (CAN_FALL(element) &&
4551 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4552 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4553 else if (element == EL_SPRING)
4554 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4560 inline static int getElementMoveStepsize(int x, int y)
4562 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4565 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4567 if (player->GfxAction != action || player->GfxDir != dir)
4569 player->GfxAction = action;
4570 player->GfxDir = dir;
4572 player->StepFrame = 0;
4576 static void ResetGfxFrame(int x, int y, boolean redraw)
4578 int element = Feld[x][y];
4579 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4580 int last_gfx_frame = GfxFrame[x][y];
4582 if (graphic_info[graphic].anim_global_sync)
4583 GfxFrame[x][y] = FrameCounter;
4584 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4585 GfxFrame[x][y] = CustomValue[x][y];
4586 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4587 GfxFrame[x][y] = element_info[element].collect_score;
4588 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4589 GfxFrame[x][y] = ChangeDelay[x][y];
4591 if (redraw && GfxFrame[x][y] != last_gfx_frame)
4592 DrawLevelGraphicAnimation(x, y, graphic);
4595 static void ResetGfxAnimation(int x, int y)
4597 GfxAction[x][y] = ACTION_DEFAULT;
4598 GfxDir[x][y] = MovDir[x][y];
4601 ResetGfxFrame(x, y, FALSE);
4604 static void ResetRandomAnimationValue(int x, int y)
4606 GfxRandom[x][y] = INIT_GFX_RANDOM();
4609 void InitMovingField(int x, int y, int direction)
4611 int element = Feld[x][y];
4612 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4613 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4616 boolean is_moving_before, is_moving_after;
4618 /* check if element was/is moving or being moved before/after mode change */
4619 is_moving_before = (WasJustMoving[x][y] != 0);
4620 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4622 /* reset animation only for moving elements which change direction of moving
4623 or which just started or stopped moving
4624 (else CEs with property "can move" / "not moving" are reset each frame) */
4625 if (is_moving_before != is_moving_after ||
4626 direction != MovDir[x][y])
4627 ResetGfxAnimation(x, y);
4629 MovDir[x][y] = direction;
4630 GfxDir[x][y] = direction;
4632 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4633 direction == MV_DOWN && CAN_FALL(element) ?
4634 ACTION_FALLING : ACTION_MOVING);
4636 /* this is needed for CEs with property "can move" / "not moving" */
4638 if (is_moving_after)
4640 if (Feld[newx][newy] == EL_EMPTY)
4641 Feld[newx][newy] = EL_BLOCKED;
4643 MovDir[newx][newy] = MovDir[x][y];
4645 CustomValue[newx][newy] = CustomValue[x][y];
4647 GfxFrame[newx][newy] = GfxFrame[x][y];
4648 GfxRandom[newx][newy] = GfxRandom[x][y];
4649 GfxAction[newx][newy] = GfxAction[x][y];
4650 GfxDir[newx][newy] = GfxDir[x][y];
4654 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4656 int direction = MovDir[x][y];
4657 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4658 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4664 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4666 int oldx = x, oldy = y;
4667 int direction = MovDir[x][y];
4669 if (direction == MV_LEFT)
4671 else if (direction == MV_RIGHT)
4673 else if (direction == MV_UP)
4675 else if (direction == MV_DOWN)
4678 *comes_from_x = oldx;
4679 *comes_from_y = oldy;
4682 int MovingOrBlocked2Element(int x, int y)
4684 int element = Feld[x][y];
4686 if (element == EL_BLOCKED)
4690 Blocked2Moving(x, y, &oldx, &oldy);
4691 return Feld[oldx][oldy];
4697 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4699 /* like MovingOrBlocked2Element(), but if element is moving
4700 and (x,y) is the field the moving element is just leaving,
4701 return EL_BLOCKED instead of the element value */
4702 int element = Feld[x][y];
4704 if (IS_MOVING(x, y))
4706 if (element == EL_BLOCKED)
4710 Blocked2Moving(x, y, &oldx, &oldy);
4711 return Feld[oldx][oldy];
4720 static void RemoveField(int x, int y)
4722 Feld[x][y] = EL_EMPTY;
4728 CustomValue[x][y] = 0;
4731 ChangeDelay[x][y] = 0;
4732 ChangePage[x][y] = -1;
4733 Pushed[x][y] = FALSE;
4735 GfxElement[x][y] = EL_UNDEFINED;
4736 GfxAction[x][y] = ACTION_DEFAULT;
4737 GfxDir[x][y] = MV_NONE;
4740 void RemoveMovingField(int x, int y)
4742 int oldx = x, oldy = y, newx = x, newy = y;
4743 int element = Feld[x][y];
4744 int next_element = EL_UNDEFINED;
4746 if (element != EL_BLOCKED && !IS_MOVING(x, y))
4749 if (IS_MOVING(x, y))
4751 Moving2Blocked(x, y, &newx, &newy);
4753 if (Feld[newx][newy] != EL_BLOCKED)
4755 /* element is moving, but target field is not free (blocked), but
4756 already occupied by something different (example: acid pool);
4757 in this case, only remove the moving field, but not the target */
4759 RemoveField(oldx, oldy);
4761 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4763 TEST_DrawLevelField(oldx, oldy);
4768 else if (element == EL_BLOCKED)
4770 Blocked2Moving(x, y, &oldx, &oldy);
4771 if (!IS_MOVING(oldx, oldy))
4775 if (element == EL_BLOCKED &&
4776 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
4777 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
4778 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
4779 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
4780 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
4781 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
4782 next_element = get_next_element(Feld[oldx][oldy]);
4784 RemoveField(oldx, oldy);
4785 RemoveField(newx, newy);
4787 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4789 if (next_element != EL_UNDEFINED)
4790 Feld[oldx][oldy] = next_element;
4792 TEST_DrawLevelField(oldx, oldy);
4793 TEST_DrawLevelField(newx, newy);
4796 void DrawDynamite(int x, int y)
4798 int sx = SCREENX(x), sy = SCREENY(y);
4799 int graphic = el2img(Feld[x][y]);
4802 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
4805 if (IS_WALKABLE_INSIDE(Back[x][y]))
4809 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
4810 else if (Store[x][y])
4811 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
4813 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4815 if (Back[x][y] || Store[x][y])
4816 DrawGraphicThruMask(sx, sy, graphic, frame);
4818 DrawGraphic(sx, sy, graphic, frame);
4821 void CheckDynamite(int x, int y)
4823 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
4827 if (MovDelay[x][y] != 0)
4830 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4836 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4841 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
4843 boolean num_checked_players = 0;
4846 for (i = 0; i < MAX_PLAYERS; i++)
4848 if (stored_player[i].active)
4850 int sx = stored_player[i].jx;
4851 int sy = stored_player[i].jy;
4853 if (num_checked_players == 0)
4860 *sx1 = MIN(*sx1, sx);
4861 *sy1 = MIN(*sy1, sy);
4862 *sx2 = MAX(*sx2, sx);
4863 *sy2 = MAX(*sy2, sy);
4866 num_checked_players++;
4871 static boolean checkIfAllPlayersFitToScreen_RND()
4873 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
4875 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4877 return (sx2 - sx1 < SCR_FIELDX &&
4878 sy2 - sy1 < SCR_FIELDY);
4881 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
4883 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
4885 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4887 *sx = (sx1 + sx2) / 2;
4888 *sy = (sy1 + sy2) / 2;
4891 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
4892 boolean center_screen, boolean quick_relocation)
4894 boolean ffwd_delay = (tape.playing && tape.fast_forward);
4895 boolean no_delay = (tape.warp_forward);
4896 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
4897 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
4899 if (quick_relocation)
4901 if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
4903 if (!level.shifted_relocation || center_screen)
4905 /* quick relocation (without scrolling), with centering of screen */
4907 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4908 x > SBX_Right + MIDPOSX ? SBX_Right :
4911 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4912 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4917 /* quick relocation (without scrolling), but do not center screen */
4919 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4920 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4923 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4924 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4927 int offset_x = x + (scroll_x - center_scroll_x);
4928 int offset_y = y + (scroll_y - center_scroll_y);
4930 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4931 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4932 offset_x - MIDPOSX);
4934 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4935 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4936 offset_y - MIDPOSY);
4941 if (!level.shifted_relocation || center_screen)
4943 /* quick relocation (without scrolling), with centering of screen */
4945 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4946 x > SBX_Right + MIDPOSX ? SBX_Right :
4949 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4950 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4955 /* quick relocation (without scrolling), but do not center screen */
4957 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4958 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4961 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4962 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4965 int offset_x = x + (scroll_x - center_scroll_x);
4966 int offset_y = y + (scroll_y - center_scroll_y);
4968 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4969 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4970 offset_x - MIDPOSX);
4972 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4973 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4974 offset_y - MIDPOSY);
4982 int scroll_xx, scroll_yy;
4984 if (!level.shifted_relocation || center_screen)
4986 /* visible relocation (with scrolling), with centering of screen */
4988 scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
4989 x > SBX_Right + MIDPOSX ? SBX_Right :
4992 scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4993 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4998 /* visible relocation (with scrolling), but do not center screen */
5000 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
5001 old_x > SBX_Right + MIDPOSX ? SBX_Right :
5004 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5005 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5008 int offset_x = x + (scroll_x - center_scroll_x);
5009 int offset_y = y + (scroll_y - center_scroll_y);
5011 scroll_xx = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
5012 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
5013 offset_x - MIDPOSX);
5015 scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5016 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5017 offset_y - MIDPOSY);
5021 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
5023 while (scroll_x != scroll_xx || scroll_y != scroll_yy)
5026 int fx = FX, fy = FY;
5028 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
5029 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
5031 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5037 fx += dx * TILEX / 2;
5038 fy += dy * TILEY / 2;
5040 ScrollLevel(dx, dy);
5043 /* scroll in two steps of half tile size to make things smoother */
5044 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5045 Delay(wait_delay_value);
5047 /* scroll second step to align at full tile size */
5049 Delay(wait_delay_value);
5054 Delay(wait_delay_value);
5058 void RelocatePlayer(int jx, int jy, int el_player_raw)
5060 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5061 int player_nr = GET_PLAYER_NR(el_player);
5062 struct PlayerInfo *player = &stored_player[player_nr];
5063 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5064 boolean no_delay = (tape.warp_forward);
5065 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5066 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5067 int old_jx = player->jx;
5068 int old_jy = player->jy;
5069 int old_element = Feld[old_jx][old_jy];
5070 int element = Feld[jx][jy];
5071 boolean player_relocated = (old_jx != jx || old_jy != jy);
5073 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5074 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5075 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5076 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5077 int leave_side_horiz = move_dir_horiz;
5078 int leave_side_vert = move_dir_vert;
5079 int enter_side = enter_side_horiz | enter_side_vert;
5080 int leave_side = leave_side_horiz | leave_side_vert;
5082 if (player->GameOver) /* do not reanimate dead player */
5085 if (!player_relocated) /* no need to relocate the player */
5088 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5090 RemoveField(jx, jy); /* temporarily remove newly placed player */
5091 DrawLevelField(jx, jy);
5094 if (player->present)
5096 while (player->MovPos)
5098 ScrollPlayer(player, SCROLL_GO_ON);
5099 ScrollScreen(NULL, SCROLL_GO_ON);
5101 AdvanceFrameAndPlayerCounters(player->index_nr);
5106 Delay(wait_delay_value);
5109 DrawPlayer(player); /* needed here only to cleanup last field */
5110 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5112 player->is_moving = FALSE;
5115 if (IS_CUSTOM_ELEMENT(old_element))
5116 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5118 player->index_bit, leave_side);
5120 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5122 player->index_bit, leave_side);
5124 Feld[jx][jy] = el_player;
5125 InitPlayerField(jx, jy, el_player, TRUE);
5127 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5128 possible that the relocation target field did not contain a player element,
5129 but a walkable element, to which the new player was relocated -- in this
5130 case, restore that (already initialized!) element on the player field */
5131 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5133 Feld[jx][jy] = element; /* restore previously existing element */
5136 /* only visually relocate centered player */
5137 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5138 FALSE, level.instant_relocation);
5140 TestIfPlayerTouchesBadThing(jx, jy);
5141 TestIfPlayerTouchesCustomElement(jx, jy);
5143 if (IS_CUSTOM_ELEMENT(element))
5144 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5145 player->index_bit, enter_side);
5147 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5148 player->index_bit, enter_side);
5150 if (player->is_switching)
5152 /* ensure that relocation while still switching an element does not cause
5153 a new element to be treated as also switched directly after relocation
5154 (this is important for teleporter switches that teleport the player to
5155 a place where another teleporter switch is in the same direction, which
5156 would then incorrectly be treated as immediately switched before the
5157 direction key that caused the switch was released) */
5159 player->switch_x += jx - old_jx;
5160 player->switch_y += jy - old_jy;
5164 void Explode(int ex, int ey, int phase, int mode)
5170 /* !!! eliminate this variable !!! */
5171 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5173 if (game.explosions_delayed)
5175 ExplodeField[ex][ey] = mode;
5179 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5181 int center_element = Feld[ex][ey];
5182 int artwork_element, explosion_element; /* set these values later */
5184 /* remove things displayed in background while burning dynamite */
5185 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5188 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5190 /* put moving element to center field (and let it explode there) */
5191 center_element = MovingOrBlocked2Element(ex, ey);
5192 RemoveMovingField(ex, ey);
5193 Feld[ex][ey] = center_element;
5196 /* now "center_element" is finally determined -- set related values now */
5197 artwork_element = center_element; /* for custom player artwork */
5198 explosion_element = center_element; /* for custom player artwork */
5200 if (IS_PLAYER(ex, ey))
5202 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5204 artwork_element = stored_player[player_nr].artwork_element;
5206 if (level.use_explosion_element[player_nr])
5208 explosion_element = level.explosion_element[player_nr];
5209 artwork_element = explosion_element;
5213 if (mode == EX_TYPE_NORMAL ||
5214 mode == EX_TYPE_CENTER ||
5215 mode == EX_TYPE_CROSS)
5216 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5218 last_phase = element_info[explosion_element].explosion_delay + 1;
5220 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5222 int xx = x - ex + 1;
5223 int yy = y - ey + 1;
5226 if (!IN_LEV_FIELD(x, y) ||
5227 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5228 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5231 element = Feld[x][y];
5233 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5235 element = MovingOrBlocked2Element(x, y);
5237 if (!IS_EXPLOSION_PROOF(element))
5238 RemoveMovingField(x, y);
5241 /* indestructible elements can only explode in center (but not flames) */
5242 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5243 mode == EX_TYPE_BORDER)) ||
5244 element == EL_FLAMES)
5247 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5248 behaviour, for example when touching a yamyam that explodes to rocks
5249 with active deadly shield, a rock is created under the player !!! */
5250 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5252 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5253 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5254 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5256 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5259 if (IS_ACTIVE_BOMB(element))
5261 /* re-activate things under the bomb like gate or penguin */
5262 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5269 /* save walkable background elements while explosion on same tile */
5270 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5271 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5272 Back[x][y] = element;
5274 /* ignite explodable elements reached by other explosion */
5275 if (element == EL_EXPLOSION)
5276 element = Store2[x][y];
5278 if (AmoebaNr[x][y] &&
5279 (element == EL_AMOEBA_FULL ||
5280 element == EL_BD_AMOEBA ||
5281 element == EL_AMOEBA_GROWING))
5283 AmoebaCnt[AmoebaNr[x][y]]--;
5284 AmoebaCnt2[AmoebaNr[x][y]]--;
5289 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5291 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5293 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5295 if (PLAYERINFO(ex, ey)->use_murphy)
5296 Store[x][y] = EL_EMPTY;
5299 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5300 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5301 else if (ELEM_IS_PLAYER(center_element))
5302 Store[x][y] = EL_EMPTY;
5303 else if (center_element == EL_YAMYAM)
5304 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5305 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5306 Store[x][y] = element_info[center_element].content.e[xx][yy];
5308 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5309 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5310 otherwise) -- FIX THIS !!! */
5311 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5312 Store[x][y] = element_info[element].content.e[1][1];
5314 else if (!CAN_EXPLODE(element))
5315 Store[x][y] = element_info[element].content.e[1][1];
5318 Store[x][y] = EL_EMPTY;
5320 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5321 center_element == EL_AMOEBA_TO_DIAMOND)
5322 Store2[x][y] = element;
5324 Feld[x][y] = EL_EXPLOSION;
5325 GfxElement[x][y] = artwork_element;
5327 ExplodePhase[x][y] = 1;
5328 ExplodeDelay[x][y] = last_phase;
5333 if (center_element == EL_YAMYAM)
5334 game.yamyam_content_nr =
5335 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5347 GfxFrame[x][y] = 0; /* restart explosion animation */
5349 last_phase = ExplodeDelay[x][y];
5351 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5353 /* this can happen if the player leaves an explosion just in time */
5354 if (GfxElement[x][y] == EL_UNDEFINED)
5355 GfxElement[x][y] = EL_EMPTY;
5357 border_element = Store2[x][y];
5358 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5359 border_element = StorePlayer[x][y];
5361 if (phase == element_info[border_element].ignition_delay ||
5362 phase == last_phase)
5364 boolean border_explosion = FALSE;
5366 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5367 !PLAYER_EXPLOSION_PROTECTED(x, y))
5369 KillPlayerUnlessExplosionProtected(x, y);
5370 border_explosion = TRUE;
5372 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5374 Feld[x][y] = Store2[x][y];
5377 border_explosion = TRUE;
5379 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5381 AmoebeUmwandeln(x, y);
5383 border_explosion = TRUE;
5386 /* if an element just explodes due to another explosion (chain-reaction),
5387 do not immediately end the new explosion when it was the last frame of
5388 the explosion (as it would be done in the following "if"-statement!) */
5389 if (border_explosion && phase == last_phase)
5393 if (phase == last_phase)
5397 element = Feld[x][y] = Store[x][y];
5398 Store[x][y] = Store2[x][y] = 0;
5399 GfxElement[x][y] = EL_UNDEFINED;
5401 /* player can escape from explosions and might therefore be still alive */
5402 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5403 element <= EL_PLAYER_IS_EXPLODING_4)
5405 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5406 int explosion_element = EL_PLAYER_1 + player_nr;
5407 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5408 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5410 if (level.use_explosion_element[player_nr])
5411 explosion_element = level.explosion_element[player_nr];
5413 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5414 element_info[explosion_element].content.e[xx][yy]);
5417 /* restore probably existing indestructible background element */
5418 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5419 element = Feld[x][y] = Back[x][y];
5422 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5423 GfxDir[x][y] = MV_NONE;
5424 ChangeDelay[x][y] = 0;
5425 ChangePage[x][y] = -1;
5427 CustomValue[x][y] = 0;
5429 InitField_WithBug2(x, y, FALSE);
5431 TEST_DrawLevelField(x, y);
5433 TestIfElementTouchesCustomElement(x, y);
5435 if (GFX_CRUMBLED(element))
5436 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5438 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5439 StorePlayer[x][y] = 0;
5441 if (ELEM_IS_PLAYER(element))
5442 RelocatePlayer(x, y, element);
5444 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5446 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5447 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5450 TEST_DrawLevelFieldCrumbled(x, y);
5452 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5454 DrawLevelElement(x, y, Back[x][y]);
5455 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5457 else if (IS_WALKABLE_UNDER(Back[x][y]))
5459 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5460 DrawLevelElementThruMask(x, y, Back[x][y]);
5462 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5463 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5467 void DynaExplode(int ex, int ey)
5470 int dynabomb_element = Feld[ex][ey];
5471 int dynabomb_size = 1;
5472 boolean dynabomb_xl = FALSE;
5473 struct PlayerInfo *player;
5474 static int xy[4][2] =
5482 if (IS_ACTIVE_BOMB(dynabomb_element))
5484 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5485 dynabomb_size = player->dynabomb_size;
5486 dynabomb_xl = player->dynabomb_xl;
5487 player->dynabombs_left++;
5490 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5492 for (i = 0; i < NUM_DIRECTIONS; i++)
5494 for (j = 1; j <= dynabomb_size; j++)
5496 int x = ex + j * xy[i][0];
5497 int y = ey + j * xy[i][1];
5500 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5503 element = Feld[x][y];
5505 /* do not restart explosions of fields with active bombs */
5506 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5509 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5511 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5512 !IS_DIGGABLE(element) && !dynabomb_xl)
5518 void Bang(int x, int y)
5520 int element = MovingOrBlocked2Element(x, y);
5521 int explosion_type = EX_TYPE_NORMAL;
5523 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5525 struct PlayerInfo *player = PLAYERINFO(x, y);
5527 element = Feld[x][y] = player->initial_element;
5529 if (level.use_explosion_element[player->index_nr])
5531 int explosion_element = level.explosion_element[player->index_nr];
5533 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5534 explosion_type = EX_TYPE_CROSS;
5535 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5536 explosion_type = EX_TYPE_CENTER;
5544 case EL_BD_BUTTERFLY:
5547 case EL_DARK_YAMYAM:
5551 RaiseScoreElement(element);
5554 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5555 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5556 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5557 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5558 case EL_DYNABOMB_INCREASE_NUMBER:
5559 case EL_DYNABOMB_INCREASE_SIZE:
5560 case EL_DYNABOMB_INCREASE_POWER:
5561 explosion_type = EX_TYPE_DYNA;
5564 case EL_DC_LANDMINE:
5565 explosion_type = EX_TYPE_CENTER;
5570 case EL_LAMP_ACTIVE:
5571 case EL_AMOEBA_TO_DIAMOND:
5572 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5573 explosion_type = EX_TYPE_CENTER;
5577 if (element_info[element].explosion_type == EXPLODES_CROSS)
5578 explosion_type = EX_TYPE_CROSS;
5579 else if (element_info[element].explosion_type == EXPLODES_1X1)
5580 explosion_type = EX_TYPE_CENTER;
5584 if (explosion_type == EX_TYPE_DYNA)
5587 Explode(x, y, EX_PHASE_START, explosion_type);
5589 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5592 void SplashAcid(int x, int y)
5594 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5595 (!IN_LEV_FIELD(x - 1, y - 2) ||
5596 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5597 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5599 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5600 (!IN_LEV_FIELD(x + 1, y - 2) ||
5601 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5602 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5604 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5607 static void InitBeltMovement()
5609 static int belt_base_element[4] =
5611 EL_CONVEYOR_BELT_1_LEFT,
5612 EL_CONVEYOR_BELT_2_LEFT,
5613 EL_CONVEYOR_BELT_3_LEFT,
5614 EL_CONVEYOR_BELT_4_LEFT
5616 static int belt_base_active_element[4] =
5618 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5619 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5620 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5621 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5626 /* set frame order for belt animation graphic according to belt direction */
5627 for (i = 0; i < NUM_BELTS; i++)
5631 for (j = 0; j < NUM_BELT_PARTS; j++)
5633 int element = belt_base_active_element[belt_nr] + j;
5634 int graphic_1 = el2img(element);
5635 int graphic_2 = el2panelimg(element);
5637 if (game.belt_dir[i] == MV_LEFT)
5639 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5640 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5644 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5645 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5650 SCAN_PLAYFIELD(x, y)
5652 int element = Feld[x][y];
5654 for (i = 0; i < NUM_BELTS; i++)
5656 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5658 int e_belt_nr = getBeltNrFromBeltElement(element);
5661 if (e_belt_nr == belt_nr)
5663 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5665 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5672 static void ToggleBeltSwitch(int x, int y)
5674 static int belt_base_element[4] =
5676 EL_CONVEYOR_BELT_1_LEFT,
5677 EL_CONVEYOR_BELT_2_LEFT,
5678 EL_CONVEYOR_BELT_3_LEFT,
5679 EL_CONVEYOR_BELT_4_LEFT
5681 static int belt_base_active_element[4] =
5683 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5684 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5685 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5686 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5688 static int belt_base_switch_element[4] =
5690 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5691 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5692 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5693 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5695 static int belt_move_dir[4] =
5703 int element = Feld[x][y];
5704 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5705 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5706 int belt_dir = belt_move_dir[belt_dir_nr];
5709 if (!IS_BELT_SWITCH(element))
5712 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5713 game.belt_dir[belt_nr] = belt_dir;
5715 if (belt_dir_nr == 3)
5718 /* set frame order for belt animation graphic according to belt direction */
5719 for (i = 0; i < NUM_BELT_PARTS; i++)
5721 int element = belt_base_active_element[belt_nr] + i;
5722 int graphic_1 = el2img(element);
5723 int graphic_2 = el2panelimg(element);
5725 if (belt_dir == MV_LEFT)
5727 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5728 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5732 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5733 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5737 SCAN_PLAYFIELD(xx, yy)
5739 int element = Feld[xx][yy];
5741 if (IS_BELT_SWITCH(element))
5743 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5745 if (e_belt_nr == belt_nr)
5747 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5748 TEST_DrawLevelField(xx, yy);
5751 else if (IS_BELT(element) && belt_dir != MV_NONE)
5753 int e_belt_nr = getBeltNrFromBeltElement(element);
5755 if (e_belt_nr == belt_nr)
5757 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5759 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5760 TEST_DrawLevelField(xx, yy);
5763 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5765 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5767 if (e_belt_nr == belt_nr)
5769 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5771 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5772 TEST_DrawLevelField(xx, yy);
5778 static void ToggleSwitchgateSwitch(int x, int y)
5782 game.switchgate_pos = !game.switchgate_pos;
5784 SCAN_PLAYFIELD(xx, yy)
5786 int element = Feld[xx][yy];
5788 if (element == EL_SWITCHGATE_SWITCH_UP)
5790 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5791 TEST_DrawLevelField(xx, yy);
5793 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5795 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5796 TEST_DrawLevelField(xx, yy);
5798 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5800 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5801 TEST_DrawLevelField(xx, yy);
5803 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5805 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5806 TEST_DrawLevelField(xx, yy);
5808 else if (element == EL_SWITCHGATE_OPEN ||
5809 element == EL_SWITCHGATE_OPENING)
5811 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
5813 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
5815 else if (element == EL_SWITCHGATE_CLOSED ||
5816 element == EL_SWITCHGATE_CLOSING)
5818 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
5820 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
5825 static int getInvisibleActiveFromInvisibleElement(int element)
5827 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
5828 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
5829 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
5833 static int getInvisibleFromInvisibleActiveElement(int element)
5835 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
5836 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
5837 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
5841 static void RedrawAllLightSwitchesAndInvisibleElements()
5845 SCAN_PLAYFIELD(x, y)
5847 int element = Feld[x][y];
5849 if (element == EL_LIGHT_SWITCH &&
5850 game.light_time_left > 0)
5852 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
5853 TEST_DrawLevelField(x, y);
5855 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
5856 game.light_time_left == 0)
5858 Feld[x][y] = EL_LIGHT_SWITCH;
5859 TEST_DrawLevelField(x, y);
5861 else if (element == EL_EMC_DRIPPER &&
5862 game.light_time_left > 0)
5864 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5865 TEST_DrawLevelField(x, y);
5867 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5868 game.light_time_left == 0)
5870 Feld[x][y] = EL_EMC_DRIPPER;
5871 TEST_DrawLevelField(x, y);
5873 else if (element == EL_INVISIBLE_STEELWALL ||
5874 element == EL_INVISIBLE_WALL ||
5875 element == EL_INVISIBLE_SAND)
5877 if (game.light_time_left > 0)
5878 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5880 TEST_DrawLevelField(x, y);
5882 /* uncrumble neighbour fields, if needed */
5883 if (element == EL_INVISIBLE_SAND)
5884 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5886 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5887 element == EL_INVISIBLE_WALL_ACTIVE ||
5888 element == EL_INVISIBLE_SAND_ACTIVE)
5890 if (game.light_time_left == 0)
5891 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5893 TEST_DrawLevelField(x, y);
5895 /* re-crumble neighbour fields, if needed */
5896 if (element == EL_INVISIBLE_SAND)
5897 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5902 static void RedrawAllInvisibleElementsForLenses()
5906 SCAN_PLAYFIELD(x, y)
5908 int element = Feld[x][y];
5910 if (element == EL_EMC_DRIPPER &&
5911 game.lenses_time_left > 0)
5913 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5914 TEST_DrawLevelField(x, y);
5916 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5917 game.lenses_time_left == 0)
5919 Feld[x][y] = EL_EMC_DRIPPER;
5920 TEST_DrawLevelField(x, y);
5922 else if (element == EL_INVISIBLE_STEELWALL ||
5923 element == EL_INVISIBLE_WALL ||
5924 element == EL_INVISIBLE_SAND)
5926 if (game.lenses_time_left > 0)
5927 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5929 TEST_DrawLevelField(x, y);
5931 /* uncrumble neighbour fields, if needed */
5932 if (element == EL_INVISIBLE_SAND)
5933 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5935 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5936 element == EL_INVISIBLE_WALL_ACTIVE ||
5937 element == EL_INVISIBLE_SAND_ACTIVE)
5939 if (game.lenses_time_left == 0)
5940 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5942 TEST_DrawLevelField(x, y);
5944 /* re-crumble neighbour fields, if needed */
5945 if (element == EL_INVISIBLE_SAND)
5946 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5951 static void RedrawAllInvisibleElementsForMagnifier()
5955 SCAN_PLAYFIELD(x, y)
5957 int element = Feld[x][y];
5959 if (element == EL_EMC_FAKE_GRASS &&
5960 game.magnify_time_left > 0)
5962 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
5963 TEST_DrawLevelField(x, y);
5965 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
5966 game.magnify_time_left == 0)
5968 Feld[x][y] = EL_EMC_FAKE_GRASS;
5969 TEST_DrawLevelField(x, y);
5971 else if (IS_GATE_GRAY(element) &&
5972 game.magnify_time_left > 0)
5974 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
5975 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
5976 IS_EM_GATE_GRAY(element) ?
5977 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
5978 IS_EMC_GATE_GRAY(element) ?
5979 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
5980 IS_DC_GATE_GRAY(element) ?
5981 EL_DC_GATE_WHITE_GRAY_ACTIVE :
5983 TEST_DrawLevelField(x, y);
5985 else if (IS_GATE_GRAY_ACTIVE(element) &&
5986 game.magnify_time_left == 0)
5988 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
5989 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
5990 IS_EM_GATE_GRAY_ACTIVE(element) ?
5991 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
5992 IS_EMC_GATE_GRAY_ACTIVE(element) ?
5993 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
5994 IS_DC_GATE_GRAY_ACTIVE(element) ?
5995 EL_DC_GATE_WHITE_GRAY :
5997 TEST_DrawLevelField(x, y);
6002 static void ToggleLightSwitch(int x, int y)
6004 int element = Feld[x][y];
6006 game.light_time_left =
6007 (element == EL_LIGHT_SWITCH ?
6008 level.time_light * FRAMES_PER_SECOND : 0);
6010 RedrawAllLightSwitchesAndInvisibleElements();
6013 static void ActivateTimegateSwitch(int x, int y)
6017 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6019 SCAN_PLAYFIELD(xx, yy)
6021 int element = Feld[xx][yy];
6023 if (element == EL_TIMEGATE_CLOSED ||
6024 element == EL_TIMEGATE_CLOSING)
6026 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6027 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6031 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6033 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6034 TEST_DrawLevelField(xx, yy);
6040 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6041 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6044 void Impact(int x, int y)
6046 boolean last_line = (y == lev_fieldy - 1);
6047 boolean object_hit = FALSE;
6048 boolean impact = (last_line || object_hit);
6049 int element = Feld[x][y];
6050 int smashed = EL_STEELWALL;
6052 if (!last_line) /* check if element below was hit */
6054 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6057 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6058 MovDir[x][y + 1] != MV_DOWN ||
6059 MovPos[x][y + 1] <= TILEY / 2));
6061 /* do not smash moving elements that left the smashed field in time */
6062 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6063 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6066 #if USE_QUICKSAND_IMPACT_BUGFIX
6067 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6069 RemoveMovingField(x, y + 1);
6070 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6071 Feld[x][y + 2] = EL_ROCK;
6072 TEST_DrawLevelField(x, y + 2);
6077 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6079 RemoveMovingField(x, y + 1);
6080 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6081 Feld[x][y + 2] = EL_ROCK;
6082 TEST_DrawLevelField(x, y + 2);
6089 smashed = MovingOrBlocked2Element(x, y + 1);
6091 impact = (last_line || object_hit);
6094 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6096 SplashAcid(x, y + 1);
6100 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6101 /* only reset graphic animation if graphic really changes after impact */
6103 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6105 ResetGfxAnimation(x, y);
6106 TEST_DrawLevelField(x, y);
6109 if (impact && CAN_EXPLODE_IMPACT(element))
6114 else if (impact && element == EL_PEARL &&
6115 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6117 ResetGfxAnimation(x, y);
6119 Feld[x][y] = EL_PEARL_BREAKING;
6120 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6123 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6125 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6130 if (impact && element == EL_AMOEBA_DROP)
6132 if (object_hit && IS_PLAYER(x, y + 1))
6133 KillPlayerUnlessEnemyProtected(x, y + 1);
6134 else if (object_hit && smashed == EL_PENGUIN)
6138 Feld[x][y] = EL_AMOEBA_GROWING;
6139 Store[x][y] = EL_AMOEBA_WET;
6141 ResetRandomAnimationValue(x, y);
6146 if (object_hit) /* check which object was hit */
6148 if ((CAN_PASS_MAGIC_WALL(element) &&
6149 (smashed == EL_MAGIC_WALL ||
6150 smashed == EL_BD_MAGIC_WALL)) ||
6151 (CAN_PASS_DC_MAGIC_WALL(element) &&
6152 smashed == EL_DC_MAGIC_WALL))
6155 int activated_magic_wall =
6156 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6157 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6158 EL_DC_MAGIC_WALL_ACTIVE);
6160 /* activate magic wall / mill */
6161 SCAN_PLAYFIELD(xx, yy)
6163 if (Feld[xx][yy] == smashed)
6164 Feld[xx][yy] = activated_magic_wall;
6167 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6168 game.magic_wall_active = TRUE;
6170 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6171 SND_MAGIC_WALL_ACTIVATING :
6172 smashed == EL_BD_MAGIC_WALL ?
6173 SND_BD_MAGIC_WALL_ACTIVATING :
6174 SND_DC_MAGIC_WALL_ACTIVATING));
6177 if (IS_PLAYER(x, y + 1))
6179 if (CAN_SMASH_PLAYER(element))
6181 KillPlayerUnlessEnemyProtected(x, y + 1);
6185 else if (smashed == EL_PENGUIN)
6187 if (CAN_SMASH_PLAYER(element))
6193 else if (element == EL_BD_DIAMOND)
6195 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6201 else if (((element == EL_SP_INFOTRON ||
6202 element == EL_SP_ZONK) &&
6203 (smashed == EL_SP_SNIKSNAK ||
6204 smashed == EL_SP_ELECTRON ||
6205 smashed == EL_SP_DISK_ORANGE)) ||
6206 (element == EL_SP_INFOTRON &&
6207 smashed == EL_SP_DISK_YELLOW))
6212 else if (CAN_SMASH_EVERYTHING(element))
6214 if (IS_CLASSIC_ENEMY(smashed) ||
6215 CAN_EXPLODE_SMASHED(smashed))
6220 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6222 if (smashed == EL_LAMP ||
6223 smashed == EL_LAMP_ACTIVE)
6228 else if (smashed == EL_NUT)
6230 Feld[x][y + 1] = EL_NUT_BREAKING;
6231 PlayLevelSound(x, y, SND_NUT_BREAKING);
6232 RaiseScoreElement(EL_NUT);
6235 else if (smashed == EL_PEARL)
6237 ResetGfxAnimation(x, y);
6239 Feld[x][y + 1] = EL_PEARL_BREAKING;
6240 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6243 else if (smashed == EL_DIAMOND)
6245 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6246 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6249 else if (IS_BELT_SWITCH(smashed))
6251 ToggleBeltSwitch(x, y + 1);
6253 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6254 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6255 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6256 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6258 ToggleSwitchgateSwitch(x, y + 1);
6260 else if (smashed == EL_LIGHT_SWITCH ||
6261 smashed == EL_LIGHT_SWITCH_ACTIVE)
6263 ToggleLightSwitch(x, y + 1);
6267 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6269 CheckElementChangeBySide(x, y + 1, smashed, element,
6270 CE_SWITCHED, CH_SIDE_TOP);
6271 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6277 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6282 /* play sound of magic wall / mill */
6284 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6285 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6286 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6288 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6289 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6290 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6291 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6292 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6293 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6298 /* play sound of object that hits the ground */
6299 if (last_line || object_hit)
6300 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6303 inline static void TurnRoundExt(int x, int y)
6315 { 0, 0 }, { 0, 0 }, { 0, 0 },
6320 int left, right, back;
6324 { MV_DOWN, MV_UP, MV_RIGHT },
6325 { MV_UP, MV_DOWN, MV_LEFT },
6327 { MV_LEFT, MV_RIGHT, MV_DOWN },
6331 { MV_RIGHT, MV_LEFT, MV_UP }
6334 int element = Feld[x][y];
6335 int move_pattern = element_info[element].move_pattern;
6337 int old_move_dir = MovDir[x][y];
6338 int left_dir = turn[old_move_dir].left;
6339 int right_dir = turn[old_move_dir].right;
6340 int back_dir = turn[old_move_dir].back;
6342 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6343 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6344 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6345 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6347 int left_x = x + left_dx, left_y = y + left_dy;
6348 int right_x = x + right_dx, right_y = y + right_dy;
6349 int move_x = x + move_dx, move_y = y + move_dy;
6353 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6355 TestIfBadThingTouchesOtherBadThing(x, y);
6357 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6358 MovDir[x][y] = right_dir;
6359 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6360 MovDir[x][y] = left_dir;
6362 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6364 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6367 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6369 TestIfBadThingTouchesOtherBadThing(x, y);
6371 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6372 MovDir[x][y] = left_dir;
6373 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6374 MovDir[x][y] = right_dir;
6376 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6378 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6381 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6383 TestIfBadThingTouchesOtherBadThing(x, y);
6385 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6386 MovDir[x][y] = left_dir;
6387 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6388 MovDir[x][y] = right_dir;
6390 if (MovDir[x][y] != old_move_dir)
6393 else if (element == EL_YAMYAM)
6395 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6396 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6398 if (can_turn_left && can_turn_right)
6399 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6400 else if (can_turn_left)
6401 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6402 else if (can_turn_right)
6403 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6405 MovDir[x][y] = back_dir;
6407 MovDelay[x][y] = 16 + 16 * RND(3);
6409 else if (element == EL_DARK_YAMYAM)
6411 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6413 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6416 if (can_turn_left && can_turn_right)
6417 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6418 else if (can_turn_left)
6419 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6420 else if (can_turn_right)
6421 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6423 MovDir[x][y] = back_dir;
6425 MovDelay[x][y] = 16 + 16 * RND(3);
6427 else if (element == EL_PACMAN)
6429 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6430 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6432 if (can_turn_left && can_turn_right)
6433 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6434 else if (can_turn_left)
6435 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6436 else if (can_turn_right)
6437 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6439 MovDir[x][y] = back_dir;
6441 MovDelay[x][y] = 6 + RND(40);
6443 else if (element == EL_PIG)
6445 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6446 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6447 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6448 boolean should_turn_left, should_turn_right, should_move_on;
6450 int rnd = RND(rnd_value);
6452 should_turn_left = (can_turn_left &&
6454 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6455 y + back_dy + left_dy)));
6456 should_turn_right = (can_turn_right &&
6458 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6459 y + back_dy + right_dy)));
6460 should_move_on = (can_move_on &&
6463 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6464 y + move_dy + left_dy) ||
6465 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6466 y + move_dy + right_dy)));
6468 if (should_turn_left || should_turn_right || should_move_on)
6470 if (should_turn_left && should_turn_right && should_move_on)
6471 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6472 rnd < 2 * rnd_value / 3 ? right_dir :
6474 else if (should_turn_left && should_turn_right)
6475 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6476 else if (should_turn_left && should_move_on)
6477 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6478 else if (should_turn_right && should_move_on)
6479 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6480 else if (should_turn_left)
6481 MovDir[x][y] = left_dir;
6482 else if (should_turn_right)
6483 MovDir[x][y] = right_dir;
6484 else if (should_move_on)
6485 MovDir[x][y] = old_move_dir;
6487 else if (can_move_on && rnd > rnd_value / 8)
6488 MovDir[x][y] = old_move_dir;
6489 else if (can_turn_left && can_turn_right)
6490 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6491 else if (can_turn_left && rnd > rnd_value / 8)
6492 MovDir[x][y] = left_dir;
6493 else if (can_turn_right && rnd > rnd_value/8)
6494 MovDir[x][y] = right_dir;
6496 MovDir[x][y] = back_dir;
6498 xx = x + move_xy[MovDir[x][y]].dx;
6499 yy = y + move_xy[MovDir[x][y]].dy;
6501 if (!IN_LEV_FIELD(xx, yy) ||
6502 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6503 MovDir[x][y] = old_move_dir;
6507 else if (element == EL_DRAGON)
6509 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6510 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6511 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6513 int rnd = RND(rnd_value);
6515 if (can_move_on && rnd > rnd_value / 8)
6516 MovDir[x][y] = old_move_dir;
6517 else if (can_turn_left && can_turn_right)
6518 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6519 else if (can_turn_left && rnd > rnd_value / 8)
6520 MovDir[x][y] = left_dir;
6521 else if (can_turn_right && rnd > rnd_value / 8)
6522 MovDir[x][y] = right_dir;
6524 MovDir[x][y] = back_dir;
6526 xx = x + move_xy[MovDir[x][y]].dx;
6527 yy = y + move_xy[MovDir[x][y]].dy;
6529 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6530 MovDir[x][y] = old_move_dir;
6534 else if (element == EL_MOLE)
6536 boolean can_move_on =
6537 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6538 IS_AMOEBOID(Feld[move_x][move_y]) ||
6539 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6542 boolean can_turn_left =
6543 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6544 IS_AMOEBOID(Feld[left_x][left_y])));
6546 boolean can_turn_right =
6547 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6548 IS_AMOEBOID(Feld[right_x][right_y])));
6550 if (can_turn_left && can_turn_right)
6551 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6552 else if (can_turn_left)
6553 MovDir[x][y] = left_dir;
6555 MovDir[x][y] = right_dir;
6558 if (MovDir[x][y] != old_move_dir)
6561 else if (element == EL_BALLOON)
6563 MovDir[x][y] = game.wind_direction;
6566 else if (element == EL_SPRING)
6568 if (MovDir[x][y] & MV_HORIZONTAL)
6570 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6571 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6573 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6574 ResetGfxAnimation(move_x, move_y);
6575 TEST_DrawLevelField(move_x, move_y);
6577 MovDir[x][y] = back_dir;
6579 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6580 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6581 MovDir[x][y] = MV_NONE;
6586 else if (element == EL_ROBOT ||
6587 element == EL_SATELLITE ||
6588 element == EL_PENGUIN ||
6589 element == EL_EMC_ANDROID)
6591 int attr_x = -1, attr_y = -1;
6602 for (i = 0; i < MAX_PLAYERS; i++)
6604 struct PlayerInfo *player = &stored_player[i];
6605 int jx = player->jx, jy = player->jy;
6607 if (!player->active)
6611 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6619 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6620 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6621 game.engine_version < VERSION_IDENT(3,1,0,0)))
6627 if (element == EL_PENGUIN)
6630 static int xy[4][2] =
6638 for (i = 0; i < NUM_DIRECTIONS; i++)
6640 int ex = x + xy[i][0];
6641 int ey = y + xy[i][1];
6643 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6644 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6645 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6646 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6655 MovDir[x][y] = MV_NONE;
6657 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6658 else if (attr_x > x)
6659 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6661 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6662 else if (attr_y > y)
6663 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6665 if (element == EL_ROBOT)
6669 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6670 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6671 Moving2Blocked(x, y, &newx, &newy);
6673 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6674 MovDelay[x][y] = 8 + 8 * !RND(3);
6676 MovDelay[x][y] = 16;
6678 else if (element == EL_PENGUIN)
6684 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6686 boolean first_horiz = RND(2);
6687 int new_move_dir = MovDir[x][y];
6690 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6691 Moving2Blocked(x, y, &newx, &newy);
6693 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6697 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6698 Moving2Blocked(x, y, &newx, &newy);
6700 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6703 MovDir[x][y] = old_move_dir;
6707 else if (element == EL_SATELLITE)
6713 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6715 boolean first_horiz = RND(2);
6716 int new_move_dir = MovDir[x][y];
6719 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6720 Moving2Blocked(x, y, &newx, &newy);
6722 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6726 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6727 Moving2Blocked(x, y, &newx, &newy);
6729 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6732 MovDir[x][y] = old_move_dir;
6736 else if (element == EL_EMC_ANDROID)
6738 static int check_pos[16] =
6740 -1, /* 0 => (invalid) */
6741 7, /* 1 => MV_LEFT */
6742 3, /* 2 => MV_RIGHT */
6743 -1, /* 3 => (invalid) */
6745 0, /* 5 => MV_LEFT | MV_UP */
6746 2, /* 6 => MV_RIGHT | MV_UP */
6747 -1, /* 7 => (invalid) */
6748 5, /* 8 => MV_DOWN */
6749 6, /* 9 => MV_LEFT | MV_DOWN */
6750 4, /* 10 => MV_RIGHT | MV_DOWN */
6751 -1, /* 11 => (invalid) */
6752 -1, /* 12 => (invalid) */
6753 -1, /* 13 => (invalid) */
6754 -1, /* 14 => (invalid) */
6755 -1, /* 15 => (invalid) */
6763 { -1, -1, MV_LEFT | MV_UP },
6765 { +1, -1, MV_RIGHT | MV_UP },
6766 { +1, 0, MV_RIGHT },
6767 { +1, +1, MV_RIGHT | MV_DOWN },
6769 { -1, +1, MV_LEFT | MV_DOWN },
6772 int start_pos, check_order;
6773 boolean can_clone = FALSE;
6776 /* check if there is any free field around current position */
6777 for (i = 0; i < 8; i++)
6779 int newx = x + check_xy[i].dx;
6780 int newy = y + check_xy[i].dy;
6782 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6790 if (can_clone) /* randomly find an element to clone */
6794 start_pos = check_pos[RND(8)];
6795 check_order = (RND(2) ? -1 : +1);
6797 for (i = 0; i < 8; i++)
6799 int pos_raw = start_pos + i * check_order;
6800 int pos = (pos_raw + 8) % 8;
6801 int newx = x + check_xy[pos].dx;
6802 int newy = y + check_xy[pos].dy;
6804 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6806 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
6807 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
6809 Store[x][y] = Feld[newx][newy];
6818 if (can_clone) /* randomly find a direction to move */
6822 start_pos = check_pos[RND(8)];
6823 check_order = (RND(2) ? -1 : +1);
6825 for (i = 0; i < 8; i++)
6827 int pos_raw = start_pos + i * check_order;
6828 int pos = (pos_raw + 8) % 8;
6829 int newx = x + check_xy[pos].dx;
6830 int newy = y + check_xy[pos].dy;
6831 int new_move_dir = check_xy[pos].dir;
6833 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6835 MovDir[x][y] = new_move_dir;
6836 MovDelay[x][y] = level.android_clone_time * 8 + 1;
6845 if (can_clone) /* cloning and moving successful */
6848 /* cannot clone -- try to move towards player */
6850 start_pos = check_pos[MovDir[x][y] & 0x0f];
6851 check_order = (RND(2) ? -1 : +1);
6853 for (i = 0; i < 3; i++)
6855 /* first check start_pos, then previous/next or (next/previous) pos */
6856 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
6857 int pos = (pos_raw + 8) % 8;
6858 int newx = x + check_xy[pos].dx;
6859 int newy = y + check_xy[pos].dy;
6860 int new_move_dir = check_xy[pos].dir;
6862 if (IS_PLAYER(newx, newy))
6865 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6867 MovDir[x][y] = new_move_dir;
6868 MovDelay[x][y] = level.android_move_time * 8 + 1;
6875 else if (move_pattern == MV_TURNING_LEFT ||
6876 move_pattern == MV_TURNING_RIGHT ||
6877 move_pattern == MV_TURNING_LEFT_RIGHT ||
6878 move_pattern == MV_TURNING_RIGHT_LEFT ||
6879 move_pattern == MV_TURNING_RANDOM ||
6880 move_pattern == MV_ALL_DIRECTIONS)
6882 boolean can_turn_left =
6883 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
6884 boolean can_turn_right =
6885 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
6887 if (element_info[element].move_stepsize == 0) /* "not moving" */
6890 if (move_pattern == MV_TURNING_LEFT)
6891 MovDir[x][y] = left_dir;
6892 else if (move_pattern == MV_TURNING_RIGHT)
6893 MovDir[x][y] = right_dir;
6894 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
6895 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
6896 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
6897 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
6898 else if (move_pattern == MV_TURNING_RANDOM)
6899 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
6900 can_turn_right && !can_turn_left ? right_dir :
6901 RND(2) ? left_dir : right_dir);
6902 else if (can_turn_left && can_turn_right)
6903 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6904 else if (can_turn_left)
6905 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6906 else if (can_turn_right)
6907 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6909 MovDir[x][y] = back_dir;
6911 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6913 else if (move_pattern == MV_HORIZONTAL ||
6914 move_pattern == MV_VERTICAL)
6916 if (move_pattern & old_move_dir)
6917 MovDir[x][y] = back_dir;
6918 else if (move_pattern == MV_HORIZONTAL)
6919 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
6920 else if (move_pattern == MV_VERTICAL)
6921 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
6923 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6925 else if (move_pattern & MV_ANY_DIRECTION)
6927 MovDir[x][y] = move_pattern;
6928 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6930 else if (move_pattern & MV_WIND_DIRECTION)
6932 MovDir[x][y] = game.wind_direction;
6933 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6935 else if (move_pattern == MV_ALONG_LEFT_SIDE)
6937 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
6938 MovDir[x][y] = left_dir;
6939 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6940 MovDir[x][y] = right_dir;
6942 if (MovDir[x][y] != old_move_dir)
6943 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6945 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
6947 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
6948 MovDir[x][y] = right_dir;
6949 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6950 MovDir[x][y] = left_dir;
6952 if (MovDir[x][y] != old_move_dir)
6953 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6955 else if (move_pattern == MV_TOWARDS_PLAYER ||
6956 move_pattern == MV_AWAY_FROM_PLAYER)
6958 int attr_x = -1, attr_y = -1;
6960 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
6971 for (i = 0; i < MAX_PLAYERS; i++)
6973 struct PlayerInfo *player = &stored_player[i];
6974 int jx = player->jx, jy = player->jy;
6976 if (!player->active)
6980 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6988 MovDir[x][y] = MV_NONE;
6990 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
6991 else if (attr_x > x)
6992 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
6994 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
6995 else if (attr_y > y)
6996 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
6998 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7000 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7002 boolean first_horiz = RND(2);
7003 int new_move_dir = MovDir[x][y];
7005 if (element_info[element].move_stepsize == 0) /* "not moving" */
7007 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7008 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7014 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7015 Moving2Blocked(x, y, &newx, &newy);
7017 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7021 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7022 Moving2Blocked(x, y, &newx, &newy);
7024 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7027 MovDir[x][y] = old_move_dir;
7030 else if (move_pattern == MV_WHEN_PUSHED ||
7031 move_pattern == MV_WHEN_DROPPED)
7033 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7034 MovDir[x][y] = MV_NONE;
7038 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7040 static int test_xy[7][2] =
7050 static int test_dir[7] =
7060 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7061 int move_preference = -1000000; /* start with very low preference */
7062 int new_move_dir = MV_NONE;
7063 int start_test = RND(4);
7066 for (i = 0; i < NUM_DIRECTIONS; i++)
7068 int move_dir = test_dir[start_test + i];
7069 int move_dir_preference;
7071 xx = x + test_xy[start_test + i][0];
7072 yy = y + test_xy[start_test + i][1];
7074 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7075 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7077 new_move_dir = move_dir;
7082 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7085 move_dir_preference = -1 * RunnerVisit[xx][yy];
7086 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7087 move_dir_preference = PlayerVisit[xx][yy];
7089 if (move_dir_preference > move_preference)
7091 /* prefer field that has not been visited for the longest time */
7092 move_preference = move_dir_preference;
7093 new_move_dir = move_dir;
7095 else if (move_dir_preference == move_preference &&
7096 move_dir == old_move_dir)
7098 /* prefer last direction when all directions are preferred equally */
7099 move_preference = move_dir_preference;
7100 new_move_dir = move_dir;
7104 MovDir[x][y] = new_move_dir;
7105 if (old_move_dir != new_move_dir)
7106 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7110 static void TurnRound(int x, int y)
7112 int direction = MovDir[x][y];
7116 GfxDir[x][y] = MovDir[x][y];
7118 if (direction != MovDir[x][y])
7122 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7124 ResetGfxFrame(x, y, FALSE);
7127 static boolean JustBeingPushed(int x, int y)
7131 for (i = 0; i < MAX_PLAYERS; i++)
7133 struct PlayerInfo *player = &stored_player[i];
7135 if (player->active && player->is_pushing && player->MovPos)
7137 int next_jx = player->jx + (player->jx - player->last_jx);
7138 int next_jy = player->jy + (player->jy - player->last_jy);
7140 if (x == next_jx && y == next_jy)
7148 void StartMoving(int x, int y)
7150 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7151 int element = Feld[x][y];
7156 if (MovDelay[x][y] == 0)
7157 GfxAction[x][y] = ACTION_DEFAULT;
7159 if (CAN_FALL(element) && y < lev_fieldy - 1)
7161 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7162 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7163 if (JustBeingPushed(x, y))
7166 if (element == EL_QUICKSAND_FULL)
7168 if (IS_FREE(x, y + 1))
7170 InitMovingField(x, y, MV_DOWN);
7171 started_moving = TRUE;
7173 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7174 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7175 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7176 Store[x][y] = EL_ROCK;
7178 Store[x][y] = EL_ROCK;
7181 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7183 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7185 if (!MovDelay[x][y])
7187 MovDelay[x][y] = TILEY + 1;
7189 ResetGfxAnimation(x, y);
7190 ResetGfxAnimation(x, y + 1);
7195 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7196 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7203 Feld[x][y] = EL_QUICKSAND_EMPTY;
7204 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7205 Store[x][y + 1] = Store[x][y];
7208 PlayLevelSoundAction(x, y, ACTION_FILLING);
7210 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7212 if (!MovDelay[x][y])
7214 MovDelay[x][y] = TILEY + 1;
7216 ResetGfxAnimation(x, y);
7217 ResetGfxAnimation(x, y + 1);
7222 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7223 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7230 Feld[x][y] = EL_QUICKSAND_EMPTY;
7231 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7232 Store[x][y + 1] = Store[x][y];
7235 PlayLevelSoundAction(x, y, ACTION_FILLING);
7238 else if (element == EL_QUICKSAND_FAST_FULL)
7240 if (IS_FREE(x, y + 1))
7242 InitMovingField(x, y, MV_DOWN);
7243 started_moving = TRUE;
7245 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7246 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7247 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7248 Store[x][y] = EL_ROCK;
7250 Store[x][y] = EL_ROCK;
7253 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7255 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7257 if (!MovDelay[x][y])
7259 MovDelay[x][y] = TILEY + 1;
7261 ResetGfxAnimation(x, y);
7262 ResetGfxAnimation(x, y + 1);
7267 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7268 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7275 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7276 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7277 Store[x][y + 1] = Store[x][y];
7280 PlayLevelSoundAction(x, y, ACTION_FILLING);
7282 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7284 if (!MovDelay[x][y])
7286 MovDelay[x][y] = TILEY + 1;
7288 ResetGfxAnimation(x, y);
7289 ResetGfxAnimation(x, y + 1);
7294 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7295 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7302 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7303 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7304 Store[x][y + 1] = Store[x][y];
7307 PlayLevelSoundAction(x, y, ACTION_FILLING);
7310 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7311 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7313 InitMovingField(x, y, MV_DOWN);
7314 started_moving = TRUE;
7316 Feld[x][y] = EL_QUICKSAND_FILLING;
7317 Store[x][y] = element;
7319 PlayLevelSoundAction(x, y, ACTION_FILLING);
7321 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7322 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7324 InitMovingField(x, y, MV_DOWN);
7325 started_moving = TRUE;
7327 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7328 Store[x][y] = element;
7330 PlayLevelSoundAction(x, y, ACTION_FILLING);
7332 else if (element == EL_MAGIC_WALL_FULL)
7334 if (IS_FREE(x, y + 1))
7336 InitMovingField(x, y, MV_DOWN);
7337 started_moving = TRUE;
7339 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7340 Store[x][y] = EL_CHANGED(Store[x][y]);
7342 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7344 if (!MovDelay[x][y])
7345 MovDelay[x][y] = TILEY / 4 + 1;
7354 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7355 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7356 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7360 else if (element == EL_BD_MAGIC_WALL_FULL)
7362 if (IS_FREE(x, y + 1))
7364 InitMovingField(x, y, MV_DOWN);
7365 started_moving = TRUE;
7367 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7368 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7370 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7372 if (!MovDelay[x][y])
7373 MovDelay[x][y] = TILEY / 4 + 1;
7382 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7383 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7384 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7388 else if (element == EL_DC_MAGIC_WALL_FULL)
7390 if (IS_FREE(x, y + 1))
7392 InitMovingField(x, y, MV_DOWN);
7393 started_moving = TRUE;
7395 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7396 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7398 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7400 if (!MovDelay[x][y])
7401 MovDelay[x][y] = TILEY / 4 + 1;
7410 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7411 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7412 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7416 else if ((CAN_PASS_MAGIC_WALL(element) &&
7417 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7418 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7419 (CAN_PASS_DC_MAGIC_WALL(element) &&
7420 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7423 InitMovingField(x, y, MV_DOWN);
7424 started_moving = TRUE;
7427 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7428 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7429 EL_DC_MAGIC_WALL_FILLING);
7430 Store[x][y] = element;
7432 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7434 SplashAcid(x, y + 1);
7436 InitMovingField(x, y, MV_DOWN);
7437 started_moving = TRUE;
7439 Store[x][y] = EL_ACID;
7442 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7443 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7444 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7445 CAN_FALL(element) && WasJustFalling[x][y] &&
7446 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7448 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7449 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7450 (Feld[x][y + 1] == EL_BLOCKED)))
7452 /* this is needed for a special case not covered by calling "Impact()"
7453 from "ContinueMoving()": if an element moves to a tile directly below
7454 another element which was just falling on that tile (which was empty
7455 in the previous frame), the falling element above would just stop
7456 instead of smashing the element below (in previous version, the above
7457 element was just checked for "moving" instead of "falling", resulting
7458 in incorrect smashes caused by horizontal movement of the above
7459 element; also, the case of the player being the element to smash was
7460 simply not covered here... :-/ ) */
7462 CheckCollision[x][y] = 0;
7463 CheckImpact[x][y] = 0;
7467 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7469 if (MovDir[x][y] == MV_NONE)
7471 InitMovingField(x, y, MV_DOWN);
7472 started_moving = TRUE;
7475 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7477 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7478 MovDir[x][y] = MV_DOWN;
7480 InitMovingField(x, y, MV_DOWN);
7481 started_moving = TRUE;
7483 else if (element == EL_AMOEBA_DROP)
7485 Feld[x][y] = EL_AMOEBA_GROWING;
7486 Store[x][y] = EL_AMOEBA_WET;
7488 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7489 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7490 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7491 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7493 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7494 (IS_FREE(x - 1, y + 1) ||
7495 Feld[x - 1][y + 1] == EL_ACID));
7496 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7497 (IS_FREE(x + 1, y + 1) ||
7498 Feld[x + 1][y + 1] == EL_ACID));
7499 boolean can_fall_any = (can_fall_left || can_fall_right);
7500 boolean can_fall_both = (can_fall_left && can_fall_right);
7501 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7503 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7505 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7506 can_fall_right = FALSE;
7507 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7508 can_fall_left = FALSE;
7509 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7510 can_fall_right = FALSE;
7511 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7512 can_fall_left = FALSE;
7514 can_fall_any = (can_fall_left || can_fall_right);
7515 can_fall_both = FALSE;
7520 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7521 can_fall_right = FALSE; /* slip down on left side */
7523 can_fall_left = !(can_fall_right = RND(2));
7525 can_fall_both = FALSE;
7530 /* if not determined otherwise, prefer left side for slipping down */
7531 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7532 started_moving = TRUE;
7535 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7537 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7538 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7539 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7540 int belt_dir = game.belt_dir[belt_nr];
7542 if ((belt_dir == MV_LEFT && left_is_free) ||
7543 (belt_dir == MV_RIGHT && right_is_free))
7545 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7547 InitMovingField(x, y, belt_dir);
7548 started_moving = TRUE;
7550 Pushed[x][y] = TRUE;
7551 Pushed[nextx][y] = TRUE;
7553 GfxAction[x][y] = ACTION_DEFAULT;
7557 MovDir[x][y] = 0; /* if element was moving, stop it */
7562 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7563 if (CAN_MOVE(element) && !started_moving)
7565 int move_pattern = element_info[element].move_pattern;
7568 Moving2Blocked(x, y, &newx, &newy);
7570 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7573 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7574 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7576 WasJustMoving[x][y] = 0;
7577 CheckCollision[x][y] = 0;
7579 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7581 if (Feld[x][y] != element) /* element has changed */
7585 if (!MovDelay[x][y]) /* start new movement phase */
7587 /* all objects that can change their move direction after each step
7588 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7590 if (element != EL_YAMYAM &&
7591 element != EL_DARK_YAMYAM &&
7592 element != EL_PACMAN &&
7593 !(move_pattern & MV_ANY_DIRECTION) &&
7594 move_pattern != MV_TURNING_LEFT &&
7595 move_pattern != MV_TURNING_RIGHT &&
7596 move_pattern != MV_TURNING_LEFT_RIGHT &&
7597 move_pattern != MV_TURNING_RIGHT_LEFT &&
7598 move_pattern != MV_TURNING_RANDOM)
7602 if (MovDelay[x][y] && (element == EL_BUG ||
7603 element == EL_SPACESHIP ||
7604 element == EL_SP_SNIKSNAK ||
7605 element == EL_SP_ELECTRON ||
7606 element == EL_MOLE))
7607 TEST_DrawLevelField(x, y);
7611 if (MovDelay[x][y]) /* wait some time before next movement */
7615 if (element == EL_ROBOT ||
7616 element == EL_YAMYAM ||
7617 element == EL_DARK_YAMYAM)
7619 DrawLevelElementAnimationIfNeeded(x, y, element);
7620 PlayLevelSoundAction(x, y, ACTION_WAITING);
7622 else if (element == EL_SP_ELECTRON)
7623 DrawLevelElementAnimationIfNeeded(x, y, element);
7624 else if (element == EL_DRAGON)
7627 int dir = MovDir[x][y];
7628 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7629 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7630 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7631 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7632 dir == MV_UP ? IMG_FLAMES_1_UP :
7633 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7634 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7636 GfxAction[x][y] = ACTION_ATTACKING;
7638 if (IS_PLAYER(x, y))
7639 DrawPlayerField(x, y);
7641 TEST_DrawLevelField(x, y);
7643 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7645 for (i = 1; i <= 3; i++)
7647 int xx = x + i * dx;
7648 int yy = y + i * dy;
7649 int sx = SCREENX(xx);
7650 int sy = SCREENY(yy);
7651 int flame_graphic = graphic + (i - 1);
7653 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7658 int flamed = MovingOrBlocked2Element(xx, yy);
7660 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7663 RemoveMovingField(xx, yy);
7665 ChangeDelay[xx][yy] = 0;
7667 Feld[xx][yy] = EL_FLAMES;
7669 if (IN_SCR_FIELD(sx, sy))
7671 TEST_DrawLevelFieldCrumbled(xx, yy);
7672 DrawGraphic(sx, sy, flame_graphic, frame);
7677 if (Feld[xx][yy] == EL_FLAMES)
7678 Feld[xx][yy] = EL_EMPTY;
7679 TEST_DrawLevelField(xx, yy);
7684 if (MovDelay[x][y]) /* element still has to wait some time */
7686 PlayLevelSoundAction(x, y, ACTION_WAITING);
7692 /* now make next step */
7694 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7696 if (DONT_COLLIDE_WITH(element) &&
7697 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7698 !PLAYER_ENEMY_PROTECTED(newx, newy))
7700 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7705 else if (CAN_MOVE_INTO_ACID(element) &&
7706 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7707 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7708 (MovDir[x][y] == MV_DOWN ||
7709 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7711 SplashAcid(newx, newy);
7712 Store[x][y] = EL_ACID;
7714 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7716 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7717 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7718 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7719 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7722 TEST_DrawLevelField(x, y);
7724 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7725 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7726 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7728 local_player->friends_still_needed--;
7729 if (!local_player->friends_still_needed &&
7730 !local_player->GameOver && AllPlayersGone)
7731 PlayerWins(local_player);
7735 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7737 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7738 TEST_DrawLevelField(newx, newy);
7740 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7742 else if (!IS_FREE(newx, newy))
7744 GfxAction[x][y] = ACTION_WAITING;
7746 if (IS_PLAYER(x, y))
7747 DrawPlayerField(x, y);
7749 TEST_DrawLevelField(x, y);
7754 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7756 if (IS_FOOD_PIG(Feld[newx][newy]))
7758 if (IS_MOVING(newx, newy))
7759 RemoveMovingField(newx, newy);
7762 Feld[newx][newy] = EL_EMPTY;
7763 TEST_DrawLevelField(newx, newy);
7766 PlayLevelSound(x, y, SND_PIG_DIGGING);
7768 else if (!IS_FREE(newx, newy))
7770 if (IS_PLAYER(x, y))
7771 DrawPlayerField(x, y);
7773 TEST_DrawLevelField(x, y);
7778 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7780 if (Store[x][y] != EL_EMPTY)
7782 boolean can_clone = FALSE;
7785 /* check if element to clone is still there */
7786 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7788 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7796 /* cannot clone or target field not free anymore -- do not clone */
7797 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7798 Store[x][y] = EL_EMPTY;
7801 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7803 if (IS_MV_DIAGONAL(MovDir[x][y]))
7805 int diagonal_move_dir = MovDir[x][y];
7806 int stored = Store[x][y];
7807 int change_delay = 8;
7810 /* android is moving diagonally */
7812 CreateField(x, y, EL_DIAGONAL_SHRINKING);
7814 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
7815 GfxElement[x][y] = EL_EMC_ANDROID;
7816 GfxAction[x][y] = ACTION_SHRINKING;
7817 GfxDir[x][y] = diagonal_move_dir;
7818 ChangeDelay[x][y] = change_delay;
7820 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
7823 DrawLevelGraphicAnimation(x, y, graphic);
7824 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
7826 if (Feld[newx][newy] == EL_ACID)
7828 SplashAcid(newx, newy);
7833 CreateField(newx, newy, EL_DIAGONAL_GROWING);
7835 Store[newx][newy] = EL_EMC_ANDROID;
7836 GfxElement[newx][newy] = EL_EMC_ANDROID;
7837 GfxAction[newx][newy] = ACTION_GROWING;
7838 GfxDir[newx][newy] = diagonal_move_dir;
7839 ChangeDelay[newx][newy] = change_delay;
7841 graphic = el_act_dir2img(GfxElement[newx][newy],
7842 GfxAction[newx][newy], GfxDir[newx][newy]);
7844 DrawLevelGraphicAnimation(newx, newy, graphic);
7845 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
7851 Feld[newx][newy] = EL_EMPTY;
7852 TEST_DrawLevelField(newx, newy);
7854 PlayLevelSoundAction(x, y, ACTION_DIGGING);
7857 else if (!IS_FREE(newx, newy))
7862 else if (IS_CUSTOM_ELEMENT(element) &&
7863 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7865 if (!DigFieldByCE(newx, newy, element))
7868 if (move_pattern & MV_MAZE_RUNNER_STYLE)
7870 RunnerVisit[x][y] = FrameCounter;
7871 PlayerVisit[x][y] /= 8; /* expire player visit path */
7874 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
7876 if (!IS_FREE(newx, newy))
7878 if (IS_PLAYER(x, y))
7879 DrawPlayerField(x, y);
7881 TEST_DrawLevelField(x, y);
7887 boolean wanna_flame = !RND(10);
7888 int dx = newx - x, dy = newy - y;
7889 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
7890 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
7891 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
7892 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
7893 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
7894 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
7897 IS_CLASSIC_ENEMY(element1) ||
7898 IS_CLASSIC_ENEMY(element2)) &&
7899 element1 != EL_DRAGON && element2 != EL_DRAGON &&
7900 element1 != EL_FLAMES && element2 != EL_FLAMES)
7902 ResetGfxAnimation(x, y);
7903 GfxAction[x][y] = ACTION_ATTACKING;
7905 if (IS_PLAYER(x, y))
7906 DrawPlayerField(x, y);
7908 TEST_DrawLevelField(x, y);
7910 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
7912 MovDelay[x][y] = 50;
7914 Feld[newx][newy] = EL_FLAMES;
7915 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
7916 Feld[newx1][newy1] = EL_FLAMES;
7917 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
7918 Feld[newx2][newy2] = EL_FLAMES;
7924 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7925 Feld[newx][newy] == EL_DIAMOND)
7927 if (IS_MOVING(newx, newy))
7928 RemoveMovingField(newx, newy);
7931 Feld[newx][newy] = EL_EMPTY;
7932 TEST_DrawLevelField(newx, newy);
7935 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
7937 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7938 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
7940 if (AmoebaNr[newx][newy])
7942 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7943 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7944 Feld[newx][newy] == EL_BD_AMOEBA)
7945 AmoebaCnt[AmoebaNr[newx][newy]]--;
7948 if (IS_MOVING(newx, newy))
7950 RemoveMovingField(newx, newy);
7954 Feld[newx][newy] = EL_EMPTY;
7955 TEST_DrawLevelField(newx, newy);
7958 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
7960 else if ((element == EL_PACMAN || element == EL_MOLE)
7961 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
7963 if (AmoebaNr[newx][newy])
7965 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7966 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7967 Feld[newx][newy] == EL_BD_AMOEBA)
7968 AmoebaCnt[AmoebaNr[newx][newy]]--;
7971 if (element == EL_MOLE)
7973 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
7974 PlayLevelSound(x, y, SND_MOLE_DIGGING);
7976 ResetGfxAnimation(x, y);
7977 GfxAction[x][y] = ACTION_DIGGING;
7978 TEST_DrawLevelField(x, y);
7980 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
7982 return; /* wait for shrinking amoeba */
7984 else /* element == EL_PACMAN */
7986 Feld[newx][newy] = EL_EMPTY;
7987 TEST_DrawLevelField(newx, newy);
7988 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
7991 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
7992 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
7993 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
7995 /* wait for shrinking amoeba to completely disappear */
7998 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8000 /* object was running against a wall */
8004 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
8005 DrawLevelElementAnimation(x, y, element);
8007 if (DONT_TOUCH(element))
8008 TestIfBadThingTouchesPlayer(x, y);
8013 InitMovingField(x, y, MovDir[x][y]);
8015 PlayLevelSoundAction(x, y, ACTION_MOVING);
8019 ContinueMoving(x, y);
8022 void ContinueMoving(int x, int y)
8024 int element = Feld[x][y];
8025 struct ElementInfo *ei = &element_info[element];
8026 int direction = MovDir[x][y];
8027 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8028 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8029 int newx = x + dx, newy = y + dy;
8030 int stored = Store[x][y];
8031 int stored_new = Store[newx][newy];
8032 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8033 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8034 boolean last_line = (newy == lev_fieldy - 1);
8036 MovPos[x][y] += getElementMoveStepsize(x, y);
8038 if (pushed_by_player) /* special case: moving object pushed by player */
8039 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8041 if (ABS(MovPos[x][y]) < TILEX)
8043 TEST_DrawLevelField(x, y);
8045 return; /* element is still moving */
8048 /* element reached destination field */
8050 Feld[x][y] = EL_EMPTY;
8051 Feld[newx][newy] = element;
8052 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8054 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8056 element = Feld[newx][newy] = EL_ACID;
8058 else if (element == EL_MOLE)
8060 Feld[x][y] = EL_SAND;
8062 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8064 else if (element == EL_QUICKSAND_FILLING)
8066 element = Feld[newx][newy] = get_next_element(element);
8067 Store[newx][newy] = Store[x][y];
8069 else if (element == EL_QUICKSAND_EMPTYING)
8071 Feld[x][y] = get_next_element(element);
8072 element = Feld[newx][newy] = Store[x][y];
8074 else if (element == EL_QUICKSAND_FAST_FILLING)
8076 element = Feld[newx][newy] = get_next_element(element);
8077 Store[newx][newy] = Store[x][y];
8079 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8081 Feld[x][y] = get_next_element(element);
8082 element = Feld[newx][newy] = Store[x][y];
8084 else if (element == EL_MAGIC_WALL_FILLING)
8086 element = Feld[newx][newy] = get_next_element(element);
8087 if (!game.magic_wall_active)
8088 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8089 Store[newx][newy] = Store[x][y];
8091 else if (element == EL_MAGIC_WALL_EMPTYING)
8093 Feld[x][y] = get_next_element(element);
8094 if (!game.magic_wall_active)
8095 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8096 element = Feld[newx][newy] = Store[x][y];
8098 InitField(newx, newy, FALSE);
8100 else if (element == EL_BD_MAGIC_WALL_FILLING)
8102 element = Feld[newx][newy] = get_next_element(element);
8103 if (!game.magic_wall_active)
8104 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8105 Store[newx][newy] = Store[x][y];
8107 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8109 Feld[x][y] = get_next_element(element);
8110 if (!game.magic_wall_active)
8111 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8112 element = Feld[newx][newy] = Store[x][y];
8114 InitField(newx, newy, FALSE);
8116 else if (element == EL_DC_MAGIC_WALL_FILLING)
8118 element = Feld[newx][newy] = get_next_element(element);
8119 if (!game.magic_wall_active)
8120 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8121 Store[newx][newy] = Store[x][y];
8123 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8125 Feld[x][y] = get_next_element(element);
8126 if (!game.magic_wall_active)
8127 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8128 element = Feld[newx][newy] = Store[x][y];
8130 InitField(newx, newy, FALSE);
8132 else if (element == EL_AMOEBA_DROPPING)
8134 Feld[x][y] = get_next_element(element);
8135 element = Feld[newx][newy] = Store[x][y];
8137 else if (element == EL_SOKOBAN_OBJECT)
8140 Feld[x][y] = Back[x][y];
8142 if (Back[newx][newy])
8143 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8145 Back[x][y] = Back[newx][newy] = 0;
8148 Store[x][y] = EL_EMPTY;
8153 MovDelay[newx][newy] = 0;
8155 if (CAN_CHANGE_OR_HAS_ACTION(element))
8157 /* copy element change control values to new field */
8158 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8159 ChangePage[newx][newy] = ChangePage[x][y];
8160 ChangeCount[newx][newy] = ChangeCount[x][y];
8161 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8164 CustomValue[newx][newy] = CustomValue[x][y];
8166 ChangeDelay[x][y] = 0;
8167 ChangePage[x][y] = -1;
8168 ChangeCount[x][y] = 0;
8169 ChangeEvent[x][y] = -1;
8171 CustomValue[x][y] = 0;
8173 /* copy animation control values to new field */
8174 GfxFrame[newx][newy] = GfxFrame[x][y];
8175 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8176 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8177 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8179 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8181 /* some elements can leave other elements behind after moving */
8182 if (ei->move_leave_element != EL_EMPTY &&
8183 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8184 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8186 int move_leave_element = ei->move_leave_element;
8188 /* this makes it possible to leave the removed element again */
8189 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8190 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8192 Feld[x][y] = move_leave_element;
8194 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8195 MovDir[x][y] = direction;
8197 InitField(x, y, FALSE);
8199 if (GFX_CRUMBLED(Feld[x][y]))
8200 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8202 if (ELEM_IS_PLAYER(move_leave_element))
8203 RelocatePlayer(x, y, move_leave_element);
8206 /* do this after checking for left-behind element */
8207 ResetGfxAnimation(x, y); /* reset animation values for old field */
8209 if (!CAN_MOVE(element) ||
8210 (CAN_FALL(element) && direction == MV_DOWN &&
8211 (element == EL_SPRING ||
8212 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8213 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8214 GfxDir[x][y] = MovDir[newx][newy] = 0;
8216 TEST_DrawLevelField(x, y);
8217 TEST_DrawLevelField(newx, newy);
8219 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8221 /* prevent pushed element from moving on in pushed direction */
8222 if (pushed_by_player && CAN_MOVE(element) &&
8223 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8224 !(element_info[element].move_pattern & direction))
8225 TurnRound(newx, newy);
8227 /* prevent elements on conveyor belt from moving on in last direction */
8228 if (pushed_by_conveyor && CAN_FALL(element) &&
8229 direction & MV_HORIZONTAL)
8230 MovDir[newx][newy] = 0;
8232 if (!pushed_by_player)
8234 int nextx = newx + dx, nexty = newy + dy;
8235 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8237 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8239 if (CAN_FALL(element) && direction == MV_DOWN)
8240 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8242 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8243 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8245 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8246 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8249 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8251 TestIfBadThingTouchesPlayer(newx, newy);
8252 TestIfBadThingTouchesFriend(newx, newy);
8254 if (!IS_CUSTOM_ELEMENT(element))
8255 TestIfBadThingTouchesOtherBadThing(newx, newy);
8257 else if (element == EL_PENGUIN)
8258 TestIfFriendTouchesBadThing(newx, newy);
8260 if (DONT_GET_HIT_BY(element))
8262 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8265 /* give the player one last chance (one more frame) to move away */
8266 if (CAN_FALL(element) && direction == MV_DOWN &&
8267 (last_line || (!IS_FREE(x, newy + 1) &&
8268 (!IS_PLAYER(x, newy + 1) ||
8269 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8272 if (pushed_by_player && !game.use_change_when_pushing_bug)
8274 int push_side = MV_DIR_OPPOSITE(direction);
8275 struct PlayerInfo *player = PLAYERINFO(x, y);
8277 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8278 player->index_bit, push_side);
8279 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8280 player->index_bit, push_side);
8283 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8284 MovDelay[newx][newy] = 1;
8286 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8288 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8289 TestIfElementHitsCustomElement(newx, newy, direction);
8290 TestIfPlayerTouchesCustomElement(newx, newy);
8291 TestIfElementTouchesCustomElement(newx, newy);
8293 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8294 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8295 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8296 MV_DIR_OPPOSITE(direction));
8299 int AmoebeNachbarNr(int ax, int ay)
8302 int element = Feld[ax][ay];
8304 static int xy[4][2] =
8312 for (i = 0; i < NUM_DIRECTIONS; i++)
8314 int x = ax + xy[i][0];
8315 int y = ay + xy[i][1];
8317 if (!IN_LEV_FIELD(x, y))
8320 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8321 group_nr = AmoebaNr[x][y];
8327 void AmoebenVereinigen(int ax, int ay)
8329 int i, x, y, xx, yy;
8330 int new_group_nr = AmoebaNr[ax][ay];
8331 static int xy[4][2] =
8339 if (new_group_nr == 0)
8342 for (i = 0; i < NUM_DIRECTIONS; i++)
8347 if (!IN_LEV_FIELD(x, y))
8350 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8351 Feld[x][y] == EL_BD_AMOEBA ||
8352 Feld[x][y] == EL_AMOEBA_DEAD) &&
8353 AmoebaNr[x][y] != new_group_nr)
8355 int old_group_nr = AmoebaNr[x][y];
8357 if (old_group_nr == 0)
8360 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8361 AmoebaCnt[old_group_nr] = 0;
8362 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8363 AmoebaCnt2[old_group_nr] = 0;
8365 SCAN_PLAYFIELD(xx, yy)
8367 if (AmoebaNr[xx][yy] == old_group_nr)
8368 AmoebaNr[xx][yy] = new_group_nr;
8374 void AmoebeUmwandeln(int ax, int ay)
8378 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8380 int group_nr = AmoebaNr[ax][ay];
8385 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8386 printf("AmoebeUmwandeln(): This should never happen!\n");
8391 SCAN_PLAYFIELD(x, y)
8393 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8396 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8400 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8401 SND_AMOEBA_TURNING_TO_GEM :
8402 SND_AMOEBA_TURNING_TO_ROCK));
8407 static int xy[4][2] =
8415 for (i = 0; i < NUM_DIRECTIONS; i++)
8420 if (!IN_LEV_FIELD(x, y))
8423 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8425 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8426 SND_AMOEBA_TURNING_TO_GEM :
8427 SND_AMOEBA_TURNING_TO_ROCK));
8434 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8437 int group_nr = AmoebaNr[ax][ay];
8438 boolean done = FALSE;
8443 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8444 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8449 SCAN_PLAYFIELD(x, y)
8451 if (AmoebaNr[x][y] == group_nr &&
8452 (Feld[x][y] == EL_AMOEBA_DEAD ||
8453 Feld[x][y] == EL_BD_AMOEBA ||
8454 Feld[x][y] == EL_AMOEBA_GROWING))
8457 Feld[x][y] = new_element;
8458 InitField(x, y, FALSE);
8459 TEST_DrawLevelField(x, y);
8465 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8466 SND_BD_AMOEBA_TURNING_TO_ROCK :
8467 SND_BD_AMOEBA_TURNING_TO_GEM));
8470 void AmoebeWaechst(int x, int y)
8472 static unsigned int sound_delay = 0;
8473 static unsigned int sound_delay_value = 0;
8475 if (!MovDelay[x][y]) /* start new growing cycle */
8479 if (DelayReached(&sound_delay, sound_delay_value))
8481 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8482 sound_delay_value = 30;
8486 if (MovDelay[x][y]) /* wait some time before growing bigger */
8489 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8491 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8492 6 - MovDelay[x][y]);
8494 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8497 if (!MovDelay[x][y])
8499 Feld[x][y] = Store[x][y];
8501 TEST_DrawLevelField(x, y);
8506 void AmoebaDisappearing(int x, int y)
8508 static unsigned int sound_delay = 0;
8509 static unsigned int sound_delay_value = 0;
8511 if (!MovDelay[x][y]) /* start new shrinking cycle */
8515 if (DelayReached(&sound_delay, sound_delay_value))
8516 sound_delay_value = 30;
8519 if (MovDelay[x][y]) /* wait some time before shrinking */
8522 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8524 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8525 6 - MovDelay[x][y]);
8527 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8530 if (!MovDelay[x][y])
8532 Feld[x][y] = EL_EMPTY;
8533 TEST_DrawLevelField(x, y);
8535 /* don't let mole enter this field in this cycle;
8536 (give priority to objects falling to this field from above) */
8542 void AmoebeAbleger(int ax, int ay)
8545 int element = Feld[ax][ay];
8546 int graphic = el2img(element);
8547 int newax = ax, neway = ay;
8548 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8549 static int xy[4][2] =
8557 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8559 Feld[ax][ay] = EL_AMOEBA_DEAD;
8560 TEST_DrawLevelField(ax, ay);
8564 if (IS_ANIMATED(graphic))
8565 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8567 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8568 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8570 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8573 if (MovDelay[ax][ay])
8577 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8580 int x = ax + xy[start][0];
8581 int y = ay + xy[start][1];
8583 if (!IN_LEV_FIELD(x, y))
8586 if (IS_FREE(x, y) ||
8587 CAN_GROW_INTO(Feld[x][y]) ||
8588 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8589 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8595 if (newax == ax && neway == ay)
8598 else /* normal or "filled" (BD style) amoeba */
8601 boolean waiting_for_player = FALSE;
8603 for (i = 0; i < NUM_DIRECTIONS; i++)
8605 int j = (start + i) % 4;
8606 int x = ax + xy[j][0];
8607 int y = ay + xy[j][1];
8609 if (!IN_LEV_FIELD(x, y))
8612 if (IS_FREE(x, y) ||
8613 CAN_GROW_INTO(Feld[x][y]) ||
8614 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8615 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8621 else if (IS_PLAYER(x, y))
8622 waiting_for_player = TRUE;
8625 if (newax == ax && neway == ay) /* amoeba cannot grow */
8627 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8629 Feld[ax][ay] = EL_AMOEBA_DEAD;
8630 TEST_DrawLevelField(ax, ay);
8631 AmoebaCnt[AmoebaNr[ax][ay]]--;
8633 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8635 if (element == EL_AMOEBA_FULL)
8636 AmoebeUmwandeln(ax, ay);
8637 else if (element == EL_BD_AMOEBA)
8638 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8643 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8645 /* amoeba gets larger by growing in some direction */
8647 int new_group_nr = AmoebaNr[ax][ay];
8650 if (new_group_nr == 0)
8652 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8653 printf("AmoebeAbleger(): This should never happen!\n");
8658 AmoebaNr[newax][neway] = new_group_nr;
8659 AmoebaCnt[new_group_nr]++;
8660 AmoebaCnt2[new_group_nr]++;
8662 /* if amoeba touches other amoeba(s) after growing, unify them */
8663 AmoebenVereinigen(newax, neway);
8665 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8667 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8673 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8674 (neway == lev_fieldy - 1 && newax != ax))
8676 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8677 Store[newax][neway] = element;
8679 else if (neway == ay || element == EL_EMC_DRIPPER)
8681 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8683 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8687 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8688 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8689 Store[ax][ay] = EL_AMOEBA_DROP;
8690 ContinueMoving(ax, ay);
8694 TEST_DrawLevelField(newax, neway);
8697 void Life(int ax, int ay)
8701 int element = Feld[ax][ay];
8702 int graphic = el2img(element);
8703 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8705 boolean changed = FALSE;
8707 if (IS_ANIMATED(graphic))
8708 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8713 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8714 MovDelay[ax][ay] = life_time;
8716 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8719 if (MovDelay[ax][ay])
8723 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8725 int xx = ax+x1, yy = ay+y1;
8728 if (!IN_LEV_FIELD(xx, yy))
8731 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8733 int x = xx+x2, y = yy+y2;
8735 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8738 if (((Feld[x][y] == element ||
8739 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8741 (IS_FREE(x, y) && Stop[x][y]))
8745 if (xx == ax && yy == ay) /* field in the middle */
8747 if (nachbarn < life_parameter[0] ||
8748 nachbarn > life_parameter[1])
8750 Feld[xx][yy] = EL_EMPTY;
8752 TEST_DrawLevelField(xx, yy);
8753 Stop[xx][yy] = TRUE;
8757 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8758 { /* free border field */
8759 if (nachbarn >= life_parameter[2] &&
8760 nachbarn <= life_parameter[3])
8762 Feld[xx][yy] = element;
8763 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8765 TEST_DrawLevelField(xx, yy);
8766 Stop[xx][yy] = TRUE;
8773 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8774 SND_GAME_OF_LIFE_GROWING);
8777 static void InitRobotWheel(int x, int y)
8779 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8782 static void RunRobotWheel(int x, int y)
8784 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8787 static void StopRobotWheel(int x, int y)
8789 if (ZX == x && ZY == y)
8793 game.robot_wheel_active = FALSE;
8797 static void InitTimegateWheel(int x, int y)
8799 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8802 static void RunTimegateWheel(int x, int y)
8804 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
8807 static void InitMagicBallDelay(int x, int y)
8809 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
8812 static void ActivateMagicBall(int bx, int by)
8816 if (level.ball_random)
8818 int pos_border = RND(8); /* select one of the eight border elements */
8819 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
8820 int xx = pos_content % 3;
8821 int yy = pos_content / 3;
8826 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8827 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8831 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
8833 int xx = x - bx + 1;
8834 int yy = y - by + 1;
8836 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8837 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8841 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
8844 void CheckExit(int x, int y)
8846 if (local_player->gems_still_needed > 0 ||
8847 local_player->sokobanfields_still_needed > 0 ||
8848 local_player->lights_still_needed > 0)
8850 int element = Feld[x][y];
8851 int graphic = el2img(element);
8853 if (IS_ANIMATED(graphic))
8854 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8859 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8862 Feld[x][y] = EL_EXIT_OPENING;
8864 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
8867 void CheckExitEM(int x, int y)
8869 if (local_player->gems_still_needed > 0 ||
8870 local_player->sokobanfields_still_needed > 0 ||
8871 local_player->lights_still_needed > 0)
8873 int element = Feld[x][y];
8874 int graphic = el2img(element);
8876 if (IS_ANIMATED(graphic))
8877 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8882 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8885 Feld[x][y] = EL_EM_EXIT_OPENING;
8887 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
8890 void CheckExitSteel(int x, int y)
8892 if (local_player->gems_still_needed > 0 ||
8893 local_player->sokobanfields_still_needed > 0 ||
8894 local_player->lights_still_needed > 0)
8896 int element = Feld[x][y];
8897 int graphic = el2img(element);
8899 if (IS_ANIMATED(graphic))
8900 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8905 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8908 Feld[x][y] = EL_STEEL_EXIT_OPENING;
8910 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
8913 void CheckExitSteelEM(int x, int y)
8915 if (local_player->gems_still_needed > 0 ||
8916 local_player->sokobanfields_still_needed > 0 ||
8917 local_player->lights_still_needed > 0)
8919 int element = Feld[x][y];
8920 int graphic = el2img(element);
8922 if (IS_ANIMATED(graphic))
8923 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8928 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8931 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
8933 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
8936 void CheckExitSP(int x, int y)
8938 if (local_player->gems_still_needed > 0)
8940 int element = Feld[x][y];
8941 int graphic = el2img(element);
8943 if (IS_ANIMATED(graphic))
8944 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8949 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8952 Feld[x][y] = EL_SP_EXIT_OPENING;
8954 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
8957 static void CloseAllOpenTimegates()
8961 SCAN_PLAYFIELD(x, y)
8963 int element = Feld[x][y];
8965 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
8967 Feld[x][y] = EL_TIMEGATE_CLOSING;
8969 PlayLevelSoundAction(x, y, ACTION_CLOSING);
8974 void DrawTwinkleOnField(int x, int y)
8976 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
8979 if (Feld[x][y] == EL_BD_DIAMOND)
8982 if (MovDelay[x][y] == 0) /* next animation frame */
8983 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
8985 if (MovDelay[x][y] != 0) /* wait some time before next frame */
8989 DrawLevelElementAnimation(x, y, Feld[x][y]);
8991 if (MovDelay[x][y] != 0)
8993 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
8994 10 - MovDelay[x][y]);
8996 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9001 void MauerWaechst(int x, int y)
9005 if (!MovDelay[x][y]) /* next animation frame */
9006 MovDelay[x][y] = 3 * delay;
9008 if (MovDelay[x][y]) /* wait some time before next frame */
9012 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9014 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9015 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9017 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9020 if (!MovDelay[x][y])
9022 if (MovDir[x][y] == MV_LEFT)
9024 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9025 TEST_DrawLevelField(x - 1, y);
9027 else if (MovDir[x][y] == MV_RIGHT)
9029 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9030 TEST_DrawLevelField(x + 1, y);
9032 else if (MovDir[x][y] == MV_UP)
9034 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9035 TEST_DrawLevelField(x, y - 1);
9039 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9040 TEST_DrawLevelField(x, y + 1);
9043 Feld[x][y] = Store[x][y];
9045 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9046 TEST_DrawLevelField(x, y);
9051 void MauerAbleger(int ax, int ay)
9053 int element = Feld[ax][ay];
9054 int graphic = el2img(element);
9055 boolean oben_frei = FALSE, unten_frei = FALSE;
9056 boolean links_frei = FALSE, rechts_frei = FALSE;
9057 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9058 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9059 boolean new_wall = FALSE;
9061 if (IS_ANIMATED(graphic))
9062 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9064 if (!MovDelay[ax][ay]) /* start building new wall */
9065 MovDelay[ax][ay] = 6;
9067 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9070 if (MovDelay[ax][ay])
9074 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9076 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9078 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9080 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9083 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9084 element == EL_EXPANDABLE_WALL_ANY)
9088 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9089 Store[ax][ay-1] = element;
9090 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9091 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9092 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9093 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9098 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9099 Store[ax][ay+1] = element;
9100 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9101 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9102 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9103 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9108 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9109 element == EL_EXPANDABLE_WALL_ANY ||
9110 element == EL_EXPANDABLE_WALL ||
9111 element == EL_BD_EXPANDABLE_WALL)
9115 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9116 Store[ax-1][ay] = element;
9117 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9118 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9119 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9120 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9126 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9127 Store[ax+1][ay] = element;
9128 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9129 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9130 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9131 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9136 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9137 TEST_DrawLevelField(ax, ay);
9139 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9141 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9142 unten_massiv = TRUE;
9143 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9144 links_massiv = TRUE;
9145 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9146 rechts_massiv = TRUE;
9148 if (((oben_massiv && unten_massiv) ||
9149 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9150 element == EL_EXPANDABLE_WALL) &&
9151 ((links_massiv && rechts_massiv) ||
9152 element == EL_EXPANDABLE_WALL_VERTICAL))
9153 Feld[ax][ay] = EL_WALL;
9156 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9159 void MauerAblegerStahl(int ax, int ay)
9161 int element = Feld[ax][ay];
9162 int graphic = el2img(element);
9163 boolean oben_frei = FALSE, unten_frei = FALSE;
9164 boolean links_frei = FALSE, rechts_frei = FALSE;
9165 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9166 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9167 boolean new_wall = FALSE;
9169 if (IS_ANIMATED(graphic))
9170 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9172 if (!MovDelay[ax][ay]) /* start building new wall */
9173 MovDelay[ax][ay] = 6;
9175 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9178 if (MovDelay[ax][ay])
9182 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9184 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9186 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9188 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9191 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9192 element == EL_EXPANDABLE_STEELWALL_ANY)
9196 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9197 Store[ax][ay-1] = element;
9198 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9199 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9200 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9201 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9206 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9207 Store[ax][ay+1] = element;
9208 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9209 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9210 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9211 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9216 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9217 element == EL_EXPANDABLE_STEELWALL_ANY)
9221 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9222 Store[ax-1][ay] = element;
9223 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9224 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9225 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9226 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9232 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9233 Store[ax+1][ay] = element;
9234 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9235 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9236 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9237 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9242 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9244 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9245 unten_massiv = TRUE;
9246 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9247 links_massiv = TRUE;
9248 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9249 rechts_massiv = TRUE;
9251 if (((oben_massiv && unten_massiv) ||
9252 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9253 ((links_massiv && rechts_massiv) ||
9254 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9255 Feld[ax][ay] = EL_STEELWALL;
9258 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9261 void CheckForDragon(int x, int y)
9264 boolean dragon_found = FALSE;
9265 static int xy[4][2] =
9273 for (i = 0; i < NUM_DIRECTIONS; i++)
9275 for (j = 0; j < 4; j++)
9277 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9279 if (IN_LEV_FIELD(xx, yy) &&
9280 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9282 if (Feld[xx][yy] == EL_DRAGON)
9283 dragon_found = TRUE;
9292 for (i = 0; i < NUM_DIRECTIONS; i++)
9294 for (j = 0; j < 3; j++)
9296 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9298 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9300 Feld[xx][yy] = EL_EMPTY;
9301 TEST_DrawLevelField(xx, yy);
9310 static void InitBuggyBase(int x, int y)
9312 int element = Feld[x][y];
9313 int activating_delay = FRAMES_PER_SECOND / 4;
9316 (element == EL_SP_BUGGY_BASE ?
9317 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9318 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9320 element == EL_SP_BUGGY_BASE_ACTIVE ?
9321 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9324 static void WarnBuggyBase(int x, int y)
9327 static int xy[4][2] =
9335 for (i = 0; i < NUM_DIRECTIONS; i++)
9337 int xx = x + xy[i][0];
9338 int yy = y + xy[i][1];
9340 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9342 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9349 static void InitTrap(int x, int y)
9351 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9354 static void ActivateTrap(int x, int y)
9356 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9359 static void ChangeActiveTrap(int x, int y)
9361 int graphic = IMG_TRAP_ACTIVE;
9363 /* if new animation frame was drawn, correct crumbled sand border */
9364 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9365 TEST_DrawLevelFieldCrumbled(x, y);
9368 static int getSpecialActionElement(int element, int number, int base_element)
9370 return (element != EL_EMPTY ? element :
9371 number != -1 ? base_element + number - 1 :
9375 static int getModifiedActionNumber(int value_old, int operator, int operand,
9376 int value_min, int value_max)
9378 int value_new = (operator == CA_MODE_SET ? operand :
9379 operator == CA_MODE_ADD ? value_old + operand :
9380 operator == CA_MODE_SUBTRACT ? value_old - operand :
9381 operator == CA_MODE_MULTIPLY ? value_old * operand :
9382 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9383 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9386 return (value_new < value_min ? value_min :
9387 value_new > value_max ? value_max :
9391 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9393 struct ElementInfo *ei = &element_info[element];
9394 struct ElementChangeInfo *change = &ei->change_page[page];
9395 int target_element = change->target_element;
9396 int action_type = change->action_type;
9397 int action_mode = change->action_mode;
9398 int action_arg = change->action_arg;
9399 int action_element = change->action_element;
9402 if (!change->has_action)
9405 /* ---------- determine action paramater values -------------------------- */
9407 int level_time_value =
9408 (level.time > 0 ? TimeLeft :
9411 int action_arg_element_raw =
9412 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9413 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9414 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9415 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9416 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9417 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9418 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9420 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9422 int action_arg_direction =
9423 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9424 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9425 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9426 change->actual_trigger_side :
9427 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9428 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9431 int action_arg_number_min =
9432 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9435 int action_arg_number_max =
9436 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9437 action_type == CA_SET_LEVEL_GEMS ? 999 :
9438 action_type == CA_SET_LEVEL_TIME ? 9999 :
9439 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9440 action_type == CA_SET_CE_VALUE ? 9999 :
9441 action_type == CA_SET_CE_SCORE ? 9999 :
9444 int action_arg_number_reset =
9445 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9446 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9447 action_type == CA_SET_LEVEL_TIME ? level.time :
9448 action_type == CA_SET_LEVEL_SCORE ? 0 :
9449 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9450 action_type == CA_SET_CE_SCORE ? 0 :
9453 int action_arg_number =
9454 (action_arg <= CA_ARG_MAX ? action_arg :
9455 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9456 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9457 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9458 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9459 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9460 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9461 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9462 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9463 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9464 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9465 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9466 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9467 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9468 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9469 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9470 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9471 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9472 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9473 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9474 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9475 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9478 int action_arg_number_old =
9479 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9480 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9481 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9482 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9483 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9486 int action_arg_number_new =
9487 getModifiedActionNumber(action_arg_number_old,
9488 action_mode, action_arg_number,
9489 action_arg_number_min, action_arg_number_max);
9491 int trigger_player_bits =
9492 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9493 change->actual_trigger_player_bits : change->trigger_player);
9495 int action_arg_player_bits =
9496 (action_arg >= CA_ARG_PLAYER_1 &&
9497 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9498 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9499 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9502 /* ---------- execute action -------------------------------------------- */
9504 switch (action_type)
9511 /* ---------- level actions ------------------------------------------- */
9513 case CA_RESTART_LEVEL:
9515 game.restart_level = TRUE;
9520 case CA_SHOW_ENVELOPE:
9522 int element = getSpecialActionElement(action_arg_element,
9523 action_arg_number, EL_ENVELOPE_1);
9525 if (IS_ENVELOPE(element))
9526 local_player->show_envelope = element;
9531 case CA_SET_LEVEL_TIME:
9533 if (level.time > 0) /* only modify limited time value */
9535 TimeLeft = action_arg_number_new;
9537 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9539 DisplayGameControlValues();
9541 if (!TimeLeft && setup.time_limit)
9542 for (i = 0; i < MAX_PLAYERS; i++)
9543 KillPlayer(&stored_player[i]);
9549 case CA_SET_LEVEL_SCORE:
9551 local_player->score = action_arg_number_new;
9553 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9555 DisplayGameControlValues();
9560 case CA_SET_LEVEL_GEMS:
9562 local_player->gems_still_needed = action_arg_number_new;
9564 game_panel_controls[GAME_PANEL_GEMS].value =
9565 local_player->gems_still_needed;
9567 DisplayGameControlValues();
9572 case CA_SET_LEVEL_WIND:
9574 game.wind_direction = action_arg_direction;
9579 case CA_SET_LEVEL_RANDOM_SEED:
9581 /* ensure that setting a new random seed while playing is predictable */
9582 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9587 /* ---------- player actions ------------------------------------------ */
9589 case CA_MOVE_PLAYER:
9591 /* automatically move to the next field in specified direction */
9592 for (i = 0; i < MAX_PLAYERS; i++)
9593 if (trigger_player_bits & (1 << i))
9594 stored_player[i].programmed_action = action_arg_direction;
9599 case CA_EXIT_PLAYER:
9601 for (i = 0; i < MAX_PLAYERS; i++)
9602 if (action_arg_player_bits & (1 << i))
9603 PlayerWins(&stored_player[i]);
9608 case CA_KILL_PLAYER:
9610 for (i = 0; i < MAX_PLAYERS; i++)
9611 if (action_arg_player_bits & (1 << i))
9612 KillPlayer(&stored_player[i]);
9617 case CA_SET_PLAYER_KEYS:
9619 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9620 int element = getSpecialActionElement(action_arg_element,
9621 action_arg_number, EL_KEY_1);
9623 if (IS_KEY(element))
9625 for (i = 0; i < MAX_PLAYERS; i++)
9627 if (trigger_player_bits & (1 << i))
9629 stored_player[i].key[KEY_NR(element)] = key_state;
9631 DrawGameDoorValues();
9639 case CA_SET_PLAYER_SPEED:
9641 for (i = 0; i < MAX_PLAYERS; i++)
9643 if (trigger_player_bits & (1 << i))
9645 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9647 if (action_arg == CA_ARG_SPEED_FASTER &&
9648 stored_player[i].cannot_move)
9650 action_arg_number = STEPSIZE_VERY_SLOW;
9652 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9653 action_arg == CA_ARG_SPEED_FASTER)
9655 action_arg_number = 2;
9656 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9659 else if (action_arg == CA_ARG_NUMBER_RESET)
9661 action_arg_number = level.initial_player_stepsize[i];
9665 getModifiedActionNumber(move_stepsize,
9668 action_arg_number_min,
9669 action_arg_number_max);
9671 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9678 case CA_SET_PLAYER_SHIELD:
9680 for (i = 0; i < MAX_PLAYERS; i++)
9682 if (trigger_player_bits & (1 << i))
9684 if (action_arg == CA_ARG_SHIELD_OFF)
9686 stored_player[i].shield_normal_time_left = 0;
9687 stored_player[i].shield_deadly_time_left = 0;
9689 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9691 stored_player[i].shield_normal_time_left = 999999;
9693 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9695 stored_player[i].shield_normal_time_left = 999999;
9696 stored_player[i].shield_deadly_time_left = 999999;
9704 case CA_SET_PLAYER_GRAVITY:
9706 for (i = 0; i < MAX_PLAYERS; i++)
9708 if (trigger_player_bits & (1 << i))
9710 stored_player[i].gravity =
9711 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9712 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9713 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9714 stored_player[i].gravity);
9721 case CA_SET_PLAYER_ARTWORK:
9723 for (i = 0; i < MAX_PLAYERS; i++)
9725 if (trigger_player_bits & (1 << i))
9727 int artwork_element = action_arg_element;
9729 if (action_arg == CA_ARG_ELEMENT_RESET)
9731 (level.use_artwork_element[i] ? level.artwork_element[i] :
9732 stored_player[i].element_nr);
9734 if (stored_player[i].artwork_element != artwork_element)
9735 stored_player[i].Frame = 0;
9737 stored_player[i].artwork_element = artwork_element;
9739 SetPlayerWaiting(&stored_player[i], FALSE);
9741 /* set number of special actions for bored and sleeping animation */
9742 stored_player[i].num_special_action_bored =
9743 get_num_special_action(artwork_element,
9744 ACTION_BORING_1, ACTION_BORING_LAST);
9745 stored_player[i].num_special_action_sleeping =
9746 get_num_special_action(artwork_element,
9747 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9754 case CA_SET_PLAYER_INVENTORY:
9756 for (i = 0; i < MAX_PLAYERS; i++)
9758 struct PlayerInfo *player = &stored_player[i];
9761 if (trigger_player_bits & (1 << i))
9763 int inventory_element = action_arg_element;
9765 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9766 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9767 action_arg == CA_ARG_ELEMENT_ACTION)
9769 int element = inventory_element;
9770 int collect_count = element_info[element].collect_count_initial;
9772 if (!IS_CUSTOM_ELEMENT(element))
9775 if (collect_count == 0)
9776 player->inventory_infinite_element = element;
9778 for (k = 0; k < collect_count; k++)
9779 if (player->inventory_size < MAX_INVENTORY_SIZE)
9780 player->inventory_element[player->inventory_size++] =
9783 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9784 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9785 action_arg == CA_ARG_INVENTORY_RM_ACTION)
9787 if (player->inventory_infinite_element != EL_UNDEFINED &&
9788 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
9789 action_arg_element_raw))
9790 player->inventory_infinite_element = EL_UNDEFINED;
9792 for (k = 0, j = 0; j < player->inventory_size; j++)
9794 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
9795 action_arg_element_raw))
9796 player->inventory_element[k++] = player->inventory_element[j];
9799 player->inventory_size = k;
9801 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
9803 if (player->inventory_size > 0)
9805 for (j = 0; j < player->inventory_size - 1; j++)
9806 player->inventory_element[j] = player->inventory_element[j + 1];
9808 player->inventory_size--;
9811 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
9813 if (player->inventory_size > 0)
9814 player->inventory_size--;
9816 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
9818 player->inventory_infinite_element = EL_UNDEFINED;
9819 player->inventory_size = 0;
9821 else if (action_arg == CA_ARG_INVENTORY_RESET)
9823 player->inventory_infinite_element = EL_UNDEFINED;
9824 player->inventory_size = 0;
9826 if (level.use_initial_inventory[i])
9828 for (j = 0; j < level.initial_inventory_size[i]; j++)
9830 int element = level.initial_inventory_content[i][j];
9831 int collect_count = element_info[element].collect_count_initial;
9833 if (!IS_CUSTOM_ELEMENT(element))
9836 if (collect_count == 0)
9837 player->inventory_infinite_element = element;
9839 for (k = 0; k < collect_count; k++)
9840 if (player->inventory_size < MAX_INVENTORY_SIZE)
9841 player->inventory_element[player->inventory_size++] =
9852 /* ---------- CE actions ---------------------------------------------- */
9854 case CA_SET_CE_VALUE:
9856 int last_ce_value = CustomValue[x][y];
9858 CustomValue[x][y] = action_arg_number_new;
9860 if (CustomValue[x][y] != last_ce_value)
9862 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
9863 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
9865 if (CustomValue[x][y] == 0)
9867 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
9868 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
9875 case CA_SET_CE_SCORE:
9877 int last_ce_score = ei->collect_score;
9879 ei->collect_score = action_arg_number_new;
9881 if (ei->collect_score != last_ce_score)
9883 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
9884 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
9886 if (ei->collect_score == 0)
9890 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
9891 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
9894 This is a very special case that seems to be a mixture between
9895 CheckElementChange() and CheckTriggeredElementChange(): while
9896 the first one only affects single elements that are triggered
9897 directly, the second one affects multiple elements in the playfield
9898 that are triggered indirectly by another element. This is a third
9899 case: Changing the CE score always affects multiple identical CEs,
9900 so every affected CE must be checked, not only the single CE for
9901 which the CE score was changed in the first place (as every instance
9902 of that CE shares the same CE score, and therefore also can change)!
9904 SCAN_PLAYFIELD(xx, yy)
9906 if (Feld[xx][yy] == element)
9907 CheckElementChange(xx, yy, element, EL_UNDEFINED,
9908 CE_SCORE_GETS_ZERO);
9916 case CA_SET_CE_ARTWORK:
9918 int artwork_element = action_arg_element;
9919 boolean reset_frame = FALSE;
9922 if (action_arg == CA_ARG_ELEMENT_RESET)
9923 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
9926 if (ei->gfx_element != artwork_element)
9929 ei->gfx_element = artwork_element;
9931 SCAN_PLAYFIELD(xx, yy)
9933 if (Feld[xx][yy] == element)
9937 ResetGfxAnimation(xx, yy);
9938 ResetRandomAnimationValue(xx, yy);
9941 TEST_DrawLevelField(xx, yy);
9948 /* ---------- engine actions ------------------------------------------ */
9950 case CA_SET_ENGINE_SCAN_MODE:
9952 InitPlayfieldScanMode(action_arg);
9962 static void CreateFieldExt(int x, int y, int element, boolean is_change)
9964 int old_element = Feld[x][y];
9965 int new_element = GetElementFromGroupElement(element);
9966 int previous_move_direction = MovDir[x][y];
9967 int last_ce_value = CustomValue[x][y];
9968 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
9969 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
9970 boolean add_player_onto_element = (new_element_is_player &&
9971 new_element != EL_SOKOBAN_FIELD_PLAYER &&
9972 IS_WALKABLE(old_element));
9974 if (!add_player_onto_element)
9976 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
9977 RemoveMovingField(x, y);
9981 Feld[x][y] = new_element;
9983 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
9984 MovDir[x][y] = previous_move_direction;
9986 if (element_info[new_element].use_last_ce_value)
9987 CustomValue[x][y] = last_ce_value;
9989 InitField_WithBug1(x, y, FALSE);
9991 new_element = Feld[x][y]; /* element may have changed */
9993 ResetGfxAnimation(x, y);
9994 ResetRandomAnimationValue(x, y);
9996 TEST_DrawLevelField(x, y);
9998 if (GFX_CRUMBLED(new_element))
9999 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10002 /* check if element under the player changes from accessible to unaccessible
10003 (needed for special case of dropping element which then changes) */
10004 /* (must be checked after creating new element for walkable group elements) */
10005 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10006 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10013 /* "ChangeCount" not set yet to allow "entered by player" change one time */
10014 if (new_element_is_player)
10015 RelocatePlayer(x, y, new_element);
10018 ChangeCount[x][y]++; /* count number of changes in the same frame */
10020 TestIfBadThingTouchesPlayer(x, y);
10021 TestIfPlayerTouchesCustomElement(x, y);
10022 TestIfElementTouchesCustomElement(x, y);
10025 static void CreateField(int x, int y, int element)
10027 CreateFieldExt(x, y, element, FALSE);
10030 static void CreateElementFromChange(int x, int y, int element)
10032 element = GET_VALID_RUNTIME_ELEMENT(element);
10034 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10036 int old_element = Feld[x][y];
10038 /* prevent changed element from moving in same engine frame
10039 unless both old and new element can either fall or move */
10040 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10041 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10045 CreateFieldExt(x, y, element, TRUE);
10048 static boolean ChangeElement(int x, int y, int element, int page)
10050 struct ElementInfo *ei = &element_info[element];
10051 struct ElementChangeInfo *change = &ei->change_page[page];
10052 int ce_value = CustomValue[x][y];
10053 int ce_score = ei->collect_score;
10054 int target_element;
10055 int old_element = Feld[x][y];
10057 /* always use default change event to prevent running into a loop */
10058 if (ChangeEvent[x][y] == -1)
10059 ChangeEvent[x][y] = CE_DELAY;
10061 if (ChangeEvent[x][y] == CE_DELAY)
10063 /* reset actual trigger element, trigger player and action element */
10064 change->actual_trigger_element = EL_EMPTY;
10065 change->actual_trigger_player = EL_EMPTY;
10066 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10067 change->actual_trigger_side = CH_SIDE_NONE;
10068 change->actual_trigger_ce_value = 0;
10069 change->actual_trigger_ce_score = 0;
10072 /* do not change elements more than a specified maximum number of changes */
10073 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10076 ChangeCount[x][y]++; /* count number of changes in the same frame */
10078 if (change->explode)
10085 if (change->use_target_content)
10087 boolean complete_replace = TRUE;
10088 boolean can_replace[3][3];
10091 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10094 boolean is_walkable;
10095 boolean is_diggable;
10096 boolean is_collectible;
10097 boolean is_removable;
10098 boolean is_destructible;
10099 int ex = x + xx - 1;
10100 int ey = y + yy - 1;
10101 int content_element = change->target_content.e[xx][yy];
10104 can_replace[xx][yy] = TRUE;
10106 if (ex == x && ey == y) /* do not check changing element itself */
10109 if (content_element == EL_EMPTY_SPACE)
10111 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10116 if (!IN_LEV_FIELD(ex, ey))
10118 can_replace[xx][yy] = FALSE;
10119 complete_replace = FALSE;
10126 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10127 e = MovingOrBlocked2Element(ex, ey);
10129 is_empty = (IS_FREE(ex, ey) ||
10130 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10132 is_walkable = (is_empty || IS_WALKABLE(e));
10133 is_diggable = (is_empty || IS_DIGGABLE(e));
10134 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10135 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10136 is_removable = (is_diggable || is_collectible);
10138 can_replace[xx][yy] =
10139 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10140 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10141 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10142 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10143 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10144 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10145 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10147 if (!can_replace[xx][yy])
10148 complete_replace = FALSE;
10151 if (!change->only_if_complete || complete_replace)
10153 boolean something_has_changed = FALSE;
10155 if (change->only_if_complete && change->use_random_replace &&
10156 RND(100) < change->random_percentage)
10159 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10161 int ex = x + xx - 1;
10162 int ey = y + yy - 1;
10163 int content_element;
10165 if (can_replace[xx][yy] && (!change->use_random_replace ||
10166 RND(100) < change->random_percentage))
10168 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10169 RemoveMovingField(ex, ey);
10171 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10173 content_element = change->target_content.e[xx][yy];
10174 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10175 ce_value, ce_score);
10177 CreateElementFromChange(ex, ey, target_element);
10179 something_has_changed = TRUE;
10181 /* for symmetry reasons, freeze newly created border elements */
10182 if (ex != x || ey != y)
10183 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10187 if (something_has_changed)
10189 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10190 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10196 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10197 ce_value, ce_score);
10199 if (element == EL_DIAGONAL_GROWING ||
10200 element == EL_DIAGONAL_SHRINKING)
10202 target_element = Store[x][y];
10204 Store[x][y] = EL_EMPTY;
10207 CreateElementFromChange(x, y, target_element);
10209 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10210 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10213 /* this uses direct change before indirect change */
10214 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10219 static void HandleElementChange(int x, int y, int page)
10221 int element = MovingOrBlocked2Element(x, y);
10222 struct ElementInfo *ei = &element_info[element];
10223 struct ElementChangeInfo *change = &ei->change_page[page];
10224 boolean handle_action_before_change = FALSE;
10227 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10228 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10231 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10232 x, y, element, element_info[element].token_name);
10233 printf("HandleElementChange(): This should never happen!\n");
10238 /* this can happen with classic bombs on walkable, changing elements */
10239 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10244 if (ChangeDelay[x][y] == 0) /* initialize element change */
10246 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10248 if (change->can_change)
10250 /* !!! not clear why graphic animation should be reset at all here !!! */
10251 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10252 /* when a custom element is about to change (for example by change delay),
10253 do not reset graphic animation when the custom element is moving */
10254 if (!IS_MOVING(x, y))
10256 ResetGfxAnimation(x, y);
10257 ResetRandomAnimationValue(x, y);
10260 if (change->pre_change_function)
10261 change->pre_change_function(x, y);
10265 ChangeDelay[x][y]--;
10267 if (ChangeDelay[x][y] != 0) /* continue element change */
10269 if (change->can_change)
10271 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10273 if (IS_ANIMATED(graphic))
10274 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10276 if (change->change_function)
10277 change->change_function(x, y);
10280 else /* finish element change */
10282 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10284 page = ChangePage[x][y];
10285 ChangePage[x][y] = -1;
10287 change = &ei->change_page[page];
10290 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10292 ChangeDelay[x][y] = 1; /* try change after next move step */
10293 ChangePage[x][y] = page; /* remember page to use for change */
10298 /* special case: set new level random seed before changing element */
10299 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10300 handle_action_before_change = TRUE;
10302 if (change->has_action && handle_action_before_change)
10303 ExecuteCustomElementAction(x, y, element, page);
10305 if (change->can_change)
10307 if (ChangeElement(x, y, element, page))
10309 if (change->post_change_function)
10310 change->post_change_function(x, y);
10314 if (change->has_action && !handle_action_before_change)
10315 ExecuteCustomElementAction(x, y, element, page);
10319 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10320 int trigger_element,
10322 int trigger_player,
10326 boolean change_done_any = FALSE;
10327 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10330 if (!(trigger_events[trigger_element][trigger_event]))
10333 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10335 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10337 int element = EL_CUSTOM_START + i;
10338 boolean change_done = FALSE;
10341 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10342 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10345 for (p = 0; p < element_info[element].num_change_pages; p++)
10347 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10349 if (change->can_change_or_has_action &&
10350 change->has_event[trigger_event] &&
10351 change->trigger_side & trigger_side &&
10352 change->trigger_player & trigger_player &&
10353 change->trigger_page & trigger_page_bits &&
10354 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10356 change->actual_trigger_element = trigger_element;
10357 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10358 change->actual_trigger_player_bits = trigger_player;
10359 change->actual_trigger_side = trigger_side;
10360 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10361 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10363 if ((change->can_change && !change_done) || change->has_action)
10367 SCAN_PLAYFIELD(x, y)
10369 if (Feld[x][y] == element)
10371 if (change->can_change && !change_done)
10373 /* if element already changed in this frame, not only prevent
10374 another element change (checked in ChangeElement()), but
10375 also prevent additional element actions for this element */
10377 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10378 !level.use_action_after_change_bug)
10381 ChangeDelay[x][y] = 1;
10382 ChangeEvent[x][y] = trigger_event;
10384 HandleElementChange(x, y, p);
10386 else if (change->has_action)
10388 /* if element already changed in this frame, not only prevent
10389 another element change (checked in ChangeElement()), but
10390 also prevent additional element actions for this element */
10392 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10393 !level.use_action_after_change_bug)
10396 ExecuteCustomElementAction(x, y, element, p);
10397 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10402 if (change->can_change)
10404 change_done = TRUE;
10405 change_done_any = TRUE;
10412 RECURSION_LOOP_DETECTION_END();
10414 return change_done_any;
10417 static boolean CheckElementChangeExt(int x, int y,
10419 int trigger_element,
10421 int trigger_player,
10424 boolean change_done = FALSE;
10427 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10428 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10431 if (Feld[x][y] == EL_BLOCKED)
10433 Blocked2Moving(x, y, &x, &y);
10434 element = Feld[x][y];
10437 /* check if element has already changed or is about to change after moving */
10438 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10439 Feld[x][y] != element) ||
10441 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10442 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10443 ChangePage[x][y] != -1)))
10446 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10448 for (p = 0; p < element_info[element].num_change_pages; p++)
10450 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10452 /* check trigger element for all events where the element that is checked
10453 for changing interacts with a directly adjacent element -- this is
10454 different to element changes that affect other elements to change on the
10455 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10456 boolean check_trigger_element =
10457 (trigger_event == CE_TOUCHING_X ||
10458 trigger_event == CE_HITTING_X ||
10459 trigger_event == CE_HIT_BY_X ||
10460 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10462 if (change->can_change_or_has_action &&
10463 change->has_event[trigger_event] &&
10464 change->trigger_side & trigger_side &&
10465 change->trigger_player & trigger_player &&
10466 (!check_trigger_element ||
10467 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10469 change->actual_trigger_element = trigger_element;
10470 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10471 change->actual_trigger_player_bits = trigger_player;
10472 change->actual_trigger_side = trigger_side;
10473 change->actual_trigger_ce_value = CustomValue[x][y];
10474 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10476 /* special case: trigger element not at (x,y) position for some events */
10477 if (check_trigger_element)
10489 { 0, 0 }, { 0, 0 }, { 0, 0 },
10493 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10494 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10496 change->actual_trigger_ce_value = CustomValue[xx][yy];
10497 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10500 if (change->can_change && !change_done)
10502 ChangeDelay[x][y] = 1;
10503 ChangeEvent[x][y] = trigger_event;
10505 HandleElementChange(x, y, p);
10507 change_done = TRUE;
10509 else if (change->has_action)
10511 ExecuteCustomElementAction(x, y, element, p);
10512 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10517 RECURSION_LOOP_DETECTION_END();
10519 return change_done;
10522 static void PlayPlayerSound(struct PlayerInfo *player)
10524 int jx = player->jx, jy = player->jy;
10525 int sound_element = player->artwork_element;
10526 int last_action = player->last_action_waiting;
10527 int action = player->action_waiting;
10529 if (player->is_waiting)
10531 if (action != last_action)
10532 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10534 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10538 if (action != last_action)
10539 StopSound(element_info[sound_element].sound[last_action]);
10541 if (last_action == ACTION_SLEEPING)
10542 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10546 static void PlayAllPlayersSound()
10550 for (i = 0; i < MAX_PLAYERS; i++)
10551 if (stored_player[i].active)
10552 PlayPlayerSound(&stored_player[i]);
10555 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10557 boolean last_waiting = player->is_waiting;
10558 int move_dir = player->MovDir;
10560 player->dir_waiting = move_dir;
10561 player->last_action_waiting = player->action_waiting;
10565 if (!last_waiting) /* not waiting -> waiting */
10567 player->is_waiting = TRUE;
10569 player->frame_counter_bored =
10571 game.player_boring_delay_fixed +
10572 GetSimpleRandom(game.player_boring_delay_random);
10573 player->frame_counter_sleeping =
10575 game.player_sleeping_delay_fixed +
10576 GetSimpleRandom(game.player_sleeping_delay_random);
10578 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10581 if (game.player_sleeping_delay_fixed +
10582 game.player_sleeping_delay_random > 0 &&
10583 player->anim_delay_counter == 0 &&
10584 player->post_delay_counter == 0 &&
10585 FrameCounter >= player->frame_counter_sleeping)
10586 player->is_sleeping = TRUE;
10587 else if (game.player_boring_delay_fixed +
10588 game.player_boring_delay_random > 0 &&
10589 FrameCounter >= player->frame_counter_bored)
10590 player->is_bored = TRUE;
10592 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10593 player->is_bored ? ACTION_BORING :
10596 if (player->is_sleeping && player->use_murphy)
10598 /* special case for sleeping Murphy when leaning against non-free tile */
10600 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10601 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10602 !IS_MOVING(player->jx - 1, player->jy)))
10603 move_dir = MV_LEFT;
10604 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10605 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10606 !IS_MOVING(player->jx + 1, player->jy)))
10607 move_dir = MV_RIGHT;
10609 player->is_sleeping = FALSE;
10611 player->dir_waiting = move_dir;
10614 if (player->is_sleeping)
10616 if (player->num_special_action_sleeping > 0)
10618 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10620 int last_special_action = player->special_action_sleeping;
10621 int num_special_action = player->num_special_action_sleeping;
10622 int special_action =
10623 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10624 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10625 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10626 last_special_action + 1 : ACTION_SLEEPING);
10627 int special_graphic =
10628 el_act_dir2img(player->artwork_element, special_action, move_dir);
10630 player->anim_delay_counter =
10631 graphic_info[special_graphic].anim_delay_fixed +
10632 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10633 player->post_delay_counter =
10634 graphic_info[special_graphic].post_delay_fixed +
10635 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10637 player->special_action_sleeping = special_action;
10640 if (player->anim_delay_counter > 0)
10642 player->action_waiting = player->special_action_sleeping;
10643 player->anim_delay_counter--;
10645 else if (player->post_delay_counter > 0)
10647 player->post_delay_counter--;
10651 else if (player->is_bored)
10653 if (player->num_special_action_bored > 0)
10655 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10657 int special_action =
10658 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10659 int special_graphic =
10660 el_act_dir2img(player->artwork_element, special_action, move_dir);
10662 player->anim_delay_counter =
10663 graphic_info[special_graphic].anim_delay_fixed +
10664 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10665 player->post_delay_counter =
10666 graphic_info[special_graphic].post_delay_fixed +
10667 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10669 player->special_action_bored = special_action;
10672 if (player->anim_delay_counter > 0)
10674 player->action_waiting = player->special_action_bored;
10675 player->anim_delay_counter--;
10677 else if (player->post_delay_counter > 0)
10679 player->post_delay_counter--;
10684 else if (last_waiting) /* waiting -> not waiting */
10686 player->is_waiting = FALSE;
10687 player->is_bored = FALSE;
10688 player->is_sleeping = FALSE;
10690 player->frame_counter_bored = -1;
10691 player->frame_counter_sleeping = -1;
10693 player->anim_delay_counter = 0;
10694 player->post_delay_counter = 0;
10696 player->dir_waiting = player->MovDir;
10697 player->action_waiting = ACTION_DEFAULT;
10699 player->special_action_bored = ACTION_DEFAULT;
10700 player->special_action_sleeping = ACTION_DEFAULT;
10704 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10706 static boolean player_was_moving = FALSE;
10707 static boolean player_was_snapping = FALSE;
10708 static boolean player_was_dropping = FALSE;
10710 if ((!player->is_moving && player_was_moving) ||
10711 (player->MovPos == 0 && player_was_moving) ||
10712 (player->is_snapping && !player_was_snapping) ||
10713 (player->is_dropping && !player_was_dropping))
10715 if (!SaveEngineSnapshotToList())
10718 player_was_moving = FALSE;
10719 player_was_snapping = TRUE;
10720 player_was_dropping = TRUE;
10724 if (player->is_moving)
10725 player_was_moving = TRUE;
10727 if (!player->is_snapping)
10728 player_was_snapping = FALSE;
10730 if (!player->is_dropping)
10731 player_was_dropping = FALSE;
10735 static void CheckSingleStepMode(struct PlayerInfo *player)
10737 if (tape.single_step && tape.recording && !tape.pausing)
10739 /* as it is called "single step mode", just return to pause mode when the
10740 player stopped moving after one tile (or never starts moving at all) */
10741 if (!player->is_moving && !player->is_pushing)
10743 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10744 SnapField(player, 0, 0); /* stop snapping */
10748 CheckSaveEngineSnapshot(player);
10751 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10753 int left = player_action & JOY_LEFT;
10754 int right = player_action & JOY_RIGHT;
10755 int up = player_action & JOY_UP;
10756 int down = player_action & JOY_DOWN;
10757 int button1 = player_action & JOY_BUTTON_1;
10758 int button2 = player_action & JOY_BUTTON_2;
10759 int dx = (left ? -1 : right ? 1 : 0);
10760 int dy = (up ? -1 : down ? 1 : 0);
10762 if (!player->active || tape.pausing)
10768 SnapField(player, dx, dy);
10772 DropElement(player);
10774 MovePlayer(player, dx, dy);
10777 CheckSingleStepMode(player);
10779 SetPlayerWaiting(player, FALSE);
10781 return player_action;
10785 /* no actions for this player (no input at player's configured device) */
10787 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
10788 SnapField(player, 0, 0);
10789 CheckGravityMovementWhenNotMoving(player);
10791 if (player->MovPos == 0)
10792 SetPlayerWaiting(player, TRUE);
10794 if (player->MovPos == 0) /* needed for tape.playing */
10795 player->is_moving = FALSE;
10797 player->is_dropping = FALSE;
10798 player->is_dropping_pressed = FALSE;
10799 player->drop_pressed_delay = 0;
10801 CheckSingleStepMode(player);
10807 static void CheckLevelTime()
10811 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
10812 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10814 if (level.native_em_level->lev->home == 0) /* all players at home */
10816 PlayerWins(local_player);
10818 AllPlayersGone = TRUE;
10820 level.native_em_level->lev->home = -1;
10823 if (level.native_em_level->ply[0]->alive == 0 &&
10824 level.native_em_level->ply[1]->alive == 0 &&
10825 level.native_em_level->ply[2]->alive == 0 &&
10826 level.native_em_level->ply[3]->alive == 0) /* all dead */
10827 AllPlayersGone = TRUE;
10829 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
10831 if (game_sp.LevelSolved &&
10832 !game_sp.GameOver) /* game won */
10834 PlayerWins(local_player);
10836 game_sp.GameOver = TRUE;
10838 AllPlayersGone = TRUE;
10841 if (game_sp.GameOver) /* game lost */
10842 AllPlayersGone = TRUE;
10845 if (TimeFrames >= FRAMES_PER_SECOND)
10850 for (i = 0; i < MAX_PLAYERS; i++)
10852 struct PlayerInfo *player = &stored_player[i];
10854 if (SHIELD_ON(player))
10856 player->shield_normal_time_left--;
10858 if (player->shield_deadly_time_left > 0)
10859 player->shield_deadly_time_left--;
10863 if (!local_player->LevelSolved && !level.use_step_counter)
10871 if (TimeLeft <= 10 && setup.time_limit)
10872 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
10874 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
10875 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
10877 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10879 if (!TimeLeft && setup.time_limit)
10881 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10882 level.native_em_level->lev->killed_out_of_time = TRUE;
10884 for (i = 0; i < MAX_PLAYERS; i++)
10885 KillPlayer(&stored_player[i]);
10888 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
10890 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
10893 level.native_em_level->lev->time =
10894 (game.no_time_limit ? TimePlayed : TimeLeft);
10897 if (tape.recording || tape.playing)
10898 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
10901 if (tape.recording || tape.playing)
10902 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
10904 UpdateAndDisplayGameControlValues();
10907 void AdvanceFrameAndPlayerCounters(int player_nr)
10911 /* advance frame counters (global frame counter and time frame counter) */
10915 /* advance player counters (counters for move delay, move animation etc.) */
10916 for (i = 0; i < MAX_PLAYERS; i++)
10918 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
10919 int move_delay_value = stored_player[i].move_delay_value;
10920 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
10922 if (!advance_player_counters) /* not all players may be affected */
10925 if (move_frames == 0) /* less than one move per game frame */
10927 int stepsize = TILEX / move_delay_value;
10928 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
10929 int count = (stored_player[i].is_moving ?
10930 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
10932 if (count % delay == 0)
10936 stored_player[i].Frame += move_frames;
10938 if (stored_player[i].MovPos != 0)
10939 stored_player[i].StepFrame += move_frames;
10941 if (stored_player[i].move_delay > 0)
10942 stored_player[i].move_delay--;
10944 /* due to bugs in previous versions, counter must count up, not down */
10945 if (stored_player[i].push_delay != -1)
10946 stored_player[i].push_delay++;
10948 if (stored_player[i].drop_delay > 0)
10949 stored_player[i].drop_delay--;
10951 if (stored_player[i].is_dropping_pressed)
10952 stored_player[i].drop_pressed_delay++;
10956 void StartGameActions(boolean init_network_game, boolean record_tape,
10959 unsigned int new_random_seed = InitRND(random_seed);
10962 TapeStartRecording(new_random_seed);
10964 #if defined(NETWORK_AVALIABLE)
10965 if (init_network_game)
10967 SendToServer_StartPlaying();
10978 static unsigned int game_frame_delay = 0;
10979 unsigned int game_frame_delay_value;
10980 byte *recorded_player_action;
10981 byte summarized_player_action = 0;
10982 byte tape_action[MAX_PLAYERS];
10985 /* detect endless loops, caused by custom element programming */
10986 if (recursion_loop_detected && recursion_loop_depth == 0)
10988 char *message = getStringCat3("Internal Error! Element ",
10989 EL_NAME(recursion_loop_element),
10990 " caused endless loop! Quit the game?");
10992 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
10993 EL_NAME(recursion_loop_element));
10995 RequestQuitGameExt(FALSE, level_editor_test_game, message);
10997 recursion_loop_detected = FALSE; /* if game should be continued */
11004 if (game.restart_level)
11005 StartGameActions(options.network, setup.autorecord, level.random_seed);
11007 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
11008 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11010 if (level.native_em_level->lev->home == 0) /* all players at home */
11012 PlayerWins(local_player);
11014 AllPlayersGone = TRUE;
11016 level.native_em_level->lev->home = -1;
11019 if (level.native_em_level->ply[0]->alive == 0 &&
11020 level.native_em_level->ply[1]->alive == 0 &&
11021 level.native_em_level->ply[2]->alive == 0 &&
11022 level.native_em_level->ply[3]->alive == 0) /* all dead */
11023 AllPlayersGone = TRUE;
11025 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11027 if (game_sp.LevelSolved &&
11028 !game_sp.GameOver) /* game won */
11030 PlayerWins(local_player);
11032 game_sp.GameOver = TRUE;
11034 AllPlayersGone = TRUE;
11037 if (game_sp.GameOver) /* game lost */
11038 AllPlayersGone = TRUE;
11041 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11044 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11047 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11050 game_frame_delay_value =
11051 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11053 if (tape.playing && tape.warp_forward && !tape.pausing)
11054 game_frame_delay_value = 0;
11057 /* ---------- main game synchronization point ---------- */
11059 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11061 printf("::: skip == %d\n", skip);
11064 /* ---------- main game synchronization point ---------- */
11066 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11069 if (network_playing && !network_player_action_received)
11071 /* try to get network player actions in time */
11073 #if defined(NETWORK_AVALIABLE)
11074 /* last chance to get network player actions without main loop delay */
11075 HandleNetworking();
11078 /* game was quit by network peer */
11079 if (game_status != GAME_MODE_PLAYING)
11082 if (!network_player_action_received)
11083 return; /* failed to get network player actions in time */
11085 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11091 /* at this point we know that we really continue executing the game */
11093 network_player_action_received = FALSE;
11095 /* when playing tape, read previously recorded player input from tape data */
11096 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11098 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11102 if (tape.set_centered_player)
11104 game.centered_player_nr_next = tape.centered_player_nr_next;
11105 game.set_centered_player = TRUE;
11108 for (i = 0; i < MAX_PLAYERS; i++)
11110 summarized_player_action |= stored_player[i].action;
11112 if (!network_playing && (game.team_mode || tape.playing))
11113 stored_player[i].effective_action = stored_player[i].action;
11116 #if defined(NETWORK_AVALIABLE)
11117 if (network_playing)
11118 SendToServer_MovePlayer(summarized_player_action);
11121 if (!options.network && !game.team_mode)
11122 local_player->effective_action = summarized_player_action;
11124 if (tape.recording &&
11126 setup.input_on_focus &&
11127 game.centered_player_nr != -1)
11129 for (i = 0; i < MAX_PLAYERS; i++)
11130 stored_player[i].effective_action =
11131 (i == game.centered_player_nr ? summarized_player_action : 0);
11134 if (recorded_player_action != NULL)
11135 for (i = 0; i < MAX_PLAYERS; i++)
11136 stored_player[i].effective_action = recorded_player_action[i];
11138 for (i = 0; i < MAX_PLAYERS; i++)
11140 tape_action[i] = stored_player[i].effective_action;
11142 /* (this may happen in the RND game engine if a player was not present on
11143 the playfield on level start, but appeared later from a custom element */
11144 if (setup.team_mode &&
11147 !tape.player_participates[i])
11148 tape.player_participates[i] = TRUE;
11151 /* only record actions from input devices, but not programmed actions */
11152 if (tape.recording)
11153 TapeRecordAction(tape_action);
11155 #if USE_NEW_PLAYER_ASSIGNMENTS
11156 // !!! also map player actions in single player mode !!!
11157 // if (game.team_mode)
11159 byte mapped_action[MAX_PLAYERS];
11161 #if DEBUG_PLAYER_ACTIONS
11163 for (i = 0; i < MAX_PLAYERS; i++)
11164 printf(" %d, ", stored_player[i].effective_action);
11167 for (i = 0; i < MAX_PLAYERS; i++)
11168 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11170 for (i = 0; i < MAX_PLAYERS; i++)
11171 stored_player[i].effective_action = mapped_action[i];
11173 #if DEBUG_PLAYER_ACTIONS
11175 for (i = 0; i < MAX_PLAYERS; i++)
11176 printf(" %d, ", stored_player[i].effective_action);
11180 #if DEBUG_PLAYER_ACTIONS
11184 for (i = 0; i < MAX_PLAYERS; i++)
11185 printf(" %d, ", stored_player[i].effective_action);
11191 for (i = 0; i < MAX_PLAYERS; i++)
11193 // allow engine snapshot in case of changed movement attempt
11194 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11195 (stored_player[i].effective_action & KEY_MOTION))
11196 game.snapshot.changed_action = TRUE;
11198 // allow engine snapshot in case of snapping/dropping attempt
11199 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11200 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11201 game.snapshot.changed_action = TRUE;
11203 game.snapshot.last_action[i] = stored_player[i].effective_action;
11206 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11208 GameActions_EM_Main();
11210 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11212 GameActions_SP_Main();
11216 GameActions_RND_Main();
11219 BlitScreenToBitmap(backbuffer);
11223 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11225 if (options.debug) /* calculate frames per second */
11227 static unsigned int fps_counter = 0;
11228 static int fps_frames = 0;
11229 unsigned int fps_delay_ms = Counter() - fps_counter;
11233 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
11235 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11238 fps_counter = Counter();
11241 redraw_mask |= REDRAW_FPS;
11245 void GameActions_EM_Main()
11247 byte effective_action[MAX_PLAYERS];
11248 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11251 for (i = 0; i < MAX_PLAYERS; i++)
11252 effective_action[i] = stored_player[i].effective_action;
11254 GameActions_EM(effective_action, warp_mode);
11257 void GameActions_SP_Main()
11259 byte effective_action[MAX_PLAYERS];
11260 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11263 for (i = 0; i < MAX_PLAYERS; i++)
11264 effective_action[i] = stored_player[i].effective_action;
11266 GameActions_SP(effective_action, warp_mode);
11269 void GameActions_RND_Main()
11274 void GameActions_RND()
11276 int magic_wall_x = 0, magic_wall_y = 0;
11277 int i, x, y, element, graphic;
11279 InitPlayfieldScanModeVars();
11281 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11283 SCAN_PLAYFIELD(x, y)
11285 ChangeCount[x][y] = 0;
11286 ChangeEvent[x][y] = -1;
11290 if (game.set_centered_player)
11292 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11294 /* switching to "all players" only possible if all players fit to screen */
11295 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11297 game.centered_player_nr_next = game.centered_player_nr;
11298 game.set_centered_player = FALSE;
11301 /* do not switch focus to non-existing (or non-active) player */
11302 if (game.centered_player_nr_next >= 0 &&
11303 !stored_player[game.centered_player_nr_next].active)
11305 game.centered_player_nr_next = game.centered_player_nr;
11306 game.set_centered_player = FALSE;
11310 if (game.set_centered_player &&
11311 ScreenMovPos == 0) /* screen currently aligned at tile position */
11315 if (game.centered_player_nr_next == -1)
11317 setScreenCenteredToAllPlayers(&sx, &sy);
11321 sx = stored_player[game.centered_player_nr_next].jx;
11322 sy = stored_player[game.centered_player_nr_next].jy;
11325 game.centered_player_nr = game.centered_player_nr_next;
11326 game.set_centered_player = FALSE;
11328 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11329 DrawGameDoorValues();
11332 for (i = 0; i < MAX_PLAYERS; i++)
11334 int actual_player_action = stored_player[i].effective_action;
11337 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11338 - rnd_equinox_tetrachloride 048
11339 - rnd_equinox_tetrachloride_ii 096
11340 - rnd_emanuel_schmieg 002
11341 - doctor_sloan_ww 001, 020
11343 if (stored_player[i].MovPos == 0)
11344 CheckGravityMovement(&stored_player[i]);
11347 /* overwrite programmed action with tape action */
11348 if (stored_player[i].programmed_action)
11349 actual_player_action = stored_player[i].programmed_action;
11351 PlayerActions(&stored_player[i], actual_player_action);
11353 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11356 ScrollScreen(NULL, SCROLL_GO_ON);
11358 /* for backwards compatibility, the following code emulates a fixed bug that
11359 occured when pushing elements (causing elements that just made their last
11360 pushing step to already (if possible) make their first falling step in the
11361 same game frame, which is bad); this code is also needed to use the famous
11362 "spring push bug" which is used in older levels and might be wanted to be
11363 used also in newer levels, but in this case the buggy pushing code is only
11364 affecting the "spring" element and no other elements */
11366 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11368 for (i = 0; i < MAX_PLAYERS; i++)
11370 struct PlayerInfo *player = &stored_player[i];
11371 int x = player->jx;
11372 int y = player->jy;
11374 if (player->active && player->is_pushing && player->is_moving &&
11376 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11377 Feld[x][y] == EL_SPRING))
11379 ContinueMoving(x, y);
11381 /* continue moving after pushing (this is actually a bug) */
11382 if (!IS_MOVING(x, y))
11383 Stop[x][y] = FALSE;
11388 SCAN_PLAYFIELD(x, y)
11390 ChangeCount[x][y] = 0;
11391 ChangeEvent[x][y] = -1;
11393 /* this must be handled before main playfield loop */
11394 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11397 if (MovDelay[x][y] <= 0)
11401 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11404 if (MovDelay[x][y] <= 0)
11407 TEST_DrawLevelField(x, y);
11409 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11414 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11416 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11417 printf("GameActions(): This should never happen!\n");
11419 ChangePage[x][y] = -1;
11423 Stop[x][y] = FALSE;
11424 if (WasJustMoving[x][y] > 0)
11425 WasJustMoving[x][y]--;
11426 if (WasJustFalling[x][y] > 0)
11427 WasJustFalling[x][y]--;
11428 if (CheckCollision[x][y] > 0)
11429 CheckCollision[x][y]--;
11430 if (CheckImpact[x][y] > 0)
11431 CheckImpact[x][y]--;
11435 /* reset finished pushing action (not done in ContinueMoving() to allow
11436 continuous pushing animation for elements with zero push delay) */
11437 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11439 ResetGfxAnimation(x, y);
11440 TEST_DrawLevelField(x, y);
11444 if (IS_BLOCKED(x, y))
11448 Blocked2Moving(x, y, &oldx, &oldy);
11449 if (!IS_MOVING(oldx, oldy))
11451 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11452 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11453 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11454 printf("GameActions(): This should never happen!\n");
11460 SCAN_PLAYFIELD(x, y)
11462 element = Feld[x][y];
11463 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11465 ResetGfxFrame(x, y, TRUE);
11467 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11468 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11469 ResetRandomAnimationValue(x, y);
11471 SetRandomAnimationValue(x, y);
11473 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11475 if (IS_INACTIVE(element))
11477 if (IS_ANIMATED(graphic))
11478 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11483 /* this may take place after moving, so 'element' may have changed */
11484 if (IS_CHANGING(x, y) &&
11485 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11487 int page = element_info[element].event_page_nr[CE_DELAY];
11489 HandleElementChange(x, y, page);
11491 element = Feld[x][y];
11492 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11495 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11499 element = Feld[x][y];
11500 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11502 if (IS_ANIMATED(graphic) &&
11503 !IS_MOVING(x, y) &&
11505 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11507 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11508 TEST_DrawTwinkleOnField(x, y);
11510 else if ((element == EL_ACID ||
11511 element == EL_EXIT_OPEN ||
11512 element == EL_EM_EXIT_OPEN ||
11513 element == EL_SP_EXIT_OPEN ||
11514 element == EL_STEEL_EXIT_OPEN ||
11515 element == EL_EM_STEEL_EXIT_OPEN ||
11516 element == EL_SP_TERMINAL ||
11517 element == EL_SP_TERMINAL_ACTIVE ||
11518 element == EL_EXTRA_TIME ||
11519 element == EL_SHIELD_NORMAL ||
11520 element == EL_SHIELD_DEADLY) &&
11521 IS_ANIMATED(graphic))
11522 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11523 else if (IS_MOVING(x, y))
11524 ContinueMoving(x, y);
11525 else if (IS_ACTIVE_BOMB(element))
11526 CheckDynamite(x, y);
11527 else if (element == EL_AMOEBA_GROWING)
11528 AmoebeWaechst(x, y);
11529 else if (element == EL_AMOEBA_SHRINKING)
11530 AmoebaDisappearing(x, y);
11532 #if !USE_NEW_AMOEBA_CODE
11533 else if (IS_AMOEBALIVE(element))
11534 AmoebeAbleger(x, y);
11537 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11539 else if (element == EL_EXIT_CLOSED)
11541 else if (element == EL_EM_EXIT_CLOSED)
11543 else if (element == EL_STEEL_EXIT_CLOSED)
11544 CheckExitSteel(x, y);
11545 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11546 CheckExitSteelEM(x, y);
11547 else if (element == EL_SP_EXIT_CLOSED)
11549 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11550 element == EL_EXPANDABLE_STEELWALL_GROWING)
11551 MauerWaechst(x, y);
11552 else if (element == EL_EXPANDABLE_WALL ||
11553 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11554 element == EL_EXPANDABLE_WALL_VERTICAL ||
11555 element == EL_EXPANDABLE_WALL_ANY ||
11556 element == EL_BD_EXPANDABLE_WALL)
11557 MauerAbleger(x, y);
11558 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11559 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11560 element == EL_EXPANDABLE_STEELWALL_ANY)
11561 MauerAblegerStahl(x, y);
11562 else if (element == EL_FLAMES)
11563 CheckForDragon(x, y);
11564 else if (element == EL_EXPLOSION)
11565 ; /* drawing of correct explosion animation is handled separately */
11566 else if (element == EL_ELEMENT_SNAPPING ||
11567 element == EL_DIAGONAL_SHRINKING ||
11568 element == EL_DIAGONAL_GROWING)
11570 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11572 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11574 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11575 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11577 if (IS_BELT_ACTIVE(element))
11578 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11580 if (game.magic_wall_active)
11582 int jx = local_player->jx, jy = local_player->jy;
11584 /* play the element sound at the position nearest to the player */
11585 if ((element == EL_MAGIC_WALL_FULL ||
11586 element == EL_MAGIC_WALL_ACTIVE ||
11587 element == EL_MAGIC_WALL_EMPTYING ||
11588 element == EL_BD_MAGIC_WALL_FULL ||
11589 element == EL_BD_MAGIC_WALL_ACTIVE ||
11590 element == EL_BD_MAGIC_WALL_EMPTYING ||
11591 element == EL_DC_MAGIC_WALL_FULL ||
11592 element == EL_DC_MAGIC_WALL_ACTIVE ||
11593 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11594 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11602 #if USE_NEW_AMOEBA_CODE
11603 /* new experimental amoeba growth stuff */
11604 if (!(FrameCounter % 8))
11606 static unsigned int random = 1684108901;
11608 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11610 x = RND(lev_fieldx);
11611 y = RND(lev_fieldy);
11612 element = Feld[x][y];
11614 if (!IS_PLAYER(x,y) &&
11615 (element == EL_EMPTY ||
11616 CAN_GROW_INTO(element) ||
11617 element == EL_QUICKSAND_EMPTY ||
11618 element == EL_QUICKSAND_FAST_EMPTY ||
11619 element == EL_ACID_SPLASH_LEFT ||
11620 element == EL_ACID_SPLASH_RIGHT))
11622 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11623 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11624 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11625 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11626 Feld[x][y] = EL_AMOEBA_DROP;
11629 random = random * 129 + 1;
11634 game.explosions_delayed = FALSE;
11636 SCAN_PLAYFIELD(x, y)
11638 element = Feld[x][y];
11640 if (ExplodeField[x][y])
11641 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11642 else if (element == EL_EXPLOSION)
11643 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11645 ExplodeField[x][y] = EX_TYPE_NONE;
11648 game.explosions_delayed = TRUE;
11650 if (game.magic_wall_active)
11652 if (!(game.magic_wall_time_left % 4))
11654 int element = Feld[magic_wall_x][magic_wall_y];
11656 if (element == EL_BD_MAGIC_WALL_FULL ||
11657 element == EL_BD_MAGIC_WALL_ACTIVE ||
11658 element == EL_BD_MAGIC_WALL_EMPTYING)
11659 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
11660 else if (element == EL_DC_MAGIC_WALL_FULL ||
11661 element == EL_DC_MAGIC_WALL_ACTIVE ||
11662 element == EL_DC_MAGIC_WALL_EMPTYING)
11663 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
11665 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
11668 if (game.magic_wall_time_left > 0)
11670 game.magic_wall_time_left--;
11672 if (!game.magic_wall_time_left)
11674 SCAN_PLAYFIELD(x, y)
11676 element = Feld[x][y];
11678 if (element == EL_MAGIC_WALL_ACTIVE ||
11679 element == EL_MAGIC_WALL_FULL)
11681 Feld[x][y] = EL_MAGIC_WALL_DEAD;
11682 TEST_DrawLevelField(x, y);
11684 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
11685 element == EL_BD_MAGIC_WALL_FULL)
11687 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
11688 TEST_DrawLevelField(x, y);
11690 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
11691 element == EL_DC_MAGIC_WALL_FULL)
11693 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
11694 TEST_DrawLevelField(x, y);
11698 game.magic_wall_active = FALSE;
11703 if (game.light_time_left > 0)
11705 game.light_time_left--;
11707 if (game.light_time_left == 0)
11708 RedrawAllLightSwitchesAndInvisibleElements();
11711 if (game.timegate_time_left > 0)
11713 game.timegate_time_left--;
11715 if (game.timegate_time_left == 0)
11716 CloseAllOpenTimegates();
11719 if (game.lenses_time_left > 0)
11721 game.lenses_time_left--;
11723 if (game.lenses_time_left == 0)
11724 RedrawAllInvisibleElementsForLenses();
11727 if (game.magnify_time_left > 0)
11729 game.magnify_time_left--;
11731 if (game.magnify_time_left == 0)
11732 RedrawAllInvisibleElementsForMagnifier();
11735 for (i = 0; i < MAX_PLAYERS; i++)
11737 struct PlayerInfo *player = &stored_player[i];
11739 if (SHIELD_ON(player))
11741 if (player->shield_deadly_time_left)
11742 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
11743 else if (player->shield_normal_time_left)
11744 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
11748 #if USE_DELAYED_GFX_REDRAW
11749 SCAN_PLAYFIELD(x, y)
11751 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
11753 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
11754 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
11756 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
11757 DrawLevelField(x, y);
11759 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
11760 DrawLevelFieldCrumbled(x, y);
11762 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
11763 DrawLevelFieldCrumbledNeighbours(x, y);
11765 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
11766 DrawTwinkleOnField(x, y);
11769 GfxRedraw[x][y] = GFX_REDRAW_NONE;
11774 PlayAllPlayersSound();
11776 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
11778 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
11780 local_player->show_envelope = 0;
11783 /* use random number generator in every frame to make it less predictable */
11784 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
11788 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
11790 int min_x = x, min_y = y, max_x = x, max_y = y;
11793 for (i = 0; i < MAX_PLAYERS; i++)
11795 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11797 if (!stored_player[i].active || &stored_player[i] == player)
11800 min_x = MIN(min_x, jx);
11801 min_y = MIN(min_y, jy);
11802 max_x = MAX(max_x, jx);
11803 max_y = MAX(max_y, jy);
11806 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
11809 static boolean AllPlayersInVisibleScreen()
11813 for (i = 0; i < MAX_PLAYERS; i++)
11815 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11817 if (!stored_player[i].active)
11820 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
11827 void ScrollLevel(int dx, int dy)
11829 int scroll_offset = 2 * TILEX_VAR;
11832 BlitBitmap(drawto_field, drawto_field,
11833 FX + TILEX_VAR * (dx == -1) - scroll_offset,
11834 FY + TILEY_VAR * (dy == -1) - scroll_offset,
11835 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
11836 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
11837 FX + TILEX_VAR * (dx == 1) - scroll_offset,
11838 FY + TILEY_VAR * (dy == 1) - scroll_offset);
11842 x = (dx == 1 ? BX1 : BX2);
11843 for (y = BY1; y <= BY2; y++)
11844 DrawScreenField(x, y);
11849 y = (dy == 1 ? BY1 : BY2);
11850 for (x = BX1; x <= BX2; x++)
11851 DrawScreenField(x, y);
11854 redraw_mask |= REDRAW_FIELD;
11857 static boolean canFallDown(struct PlayerInfo *player)
11859 int jx = player->jx, jy = player->jy;
11861 return (IN_LEV_FIELD(jx, jy + 1) &&
11862 (IS_FREE(jx, jy + 1) ||
11863 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
11864 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
11865 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
11868 static boolean canPassField(int x, int y, int move_dir)
11870 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11871 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11872 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11873 int nextx = x + dx;
11874 int nexty = y + dy;
11875 int element = Feld[x][y];
11877 return (IS_PASSABLE_FROM(element, opposite_dir) &&
11878 !CAN_MOVE(element) &&
11879 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
11880 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
11881 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
11884 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
11886 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11887 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11888 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11892 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
11893 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
11894 (IS_DIGGABLE(Feld[newx][newy]) ||
11895 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
11896 canPassField(newx, newy, move_dir)));
11899 static void CheckGravityMovement(struct PlayerInfo *player)
11901 if (player->gravity && !player->programmed_action)
11903 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
11904 int move_dir_vertical = player->effective_action & MV_VERTICAL;
11905 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
11906 int jx = player->jx, jy = player->jy;
11907 boolean player_is_moving_to_valid_field =
11908 (!player_is_snapping &&
11909 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
11910 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
11911 boolean player_can_fall_down = canFallDown(player);
11913 if (player_can_fall_down &&
11914 !player_is_moving_to_valid_field)
11915 player->programmed_action = MV_DOWN;
11919 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
11921 return CheckGravityMovement(player);
11923 if (player->gravity && !player->programmed_action)
11925 int jx = player->jx, jy = player->jy;
11926 boolean field_under_player_is_free =
11927 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
11928 boolean player_is_standing_on_valid_field =
11929 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
11930 (IS_WALKABLE(Feld[jx][jy]) &&
11931 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
11933 if (field_under_player_is_free && !player_is_standing_on_valid_field)
11934 player->programmed_action = MV_DOWN;
11939 MovePlayerOneStep()
11940 -----------------------------------------------------------------------------
11941 dx, dy: direction (non-diagonal) to try to move the player to
11942 real_dx, real_dy: direction as read from input device (can be diagonal)
11945 boolean MovePlayerOneStep(struct PlayerInfo *player,
11946 int dx, int dy, int real_dx, int real_dy)
11948 int jx = player->jx, jy = player->jy;
11949 int new_jx = jx + dx, new_jy = jy + dy;
11951 boolean player_can_move = !player->cannot_move;
11953 if (!player->active || (!dx && !dy))
11954 return MP_NO_ACTION;
11956 player->MovDir = (dx < 0 ? MV_LEFT :
11957 dx > 0 ? MV_RIGHT :
11959 dy > 0 ? MV_DOWN : MV_NONE);
11961 if (!IN_LEV_FIELD(new_jx, new_jy))
11962 return MP_NO_ACTION;
11964 if (!player_can_move)
11966 if (player->MovPos == 0)
11968 player->is_moving = FALSE;
11969 player->is_digging = FALSE;
11970 player->is_collecting = FALSE;
11971 player->is_snapping = FALSE;
11972 player->is_pushing = FALSE;
11976 if (!options.network && game.centered_player_nr == -1 &&
11977 !AllPlayersInSight(player, new_jx, new_jy))
11978 return MP_NO_ACTION;
11980 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
11981 if (can_move != MP_MOVING)
11984 /* check if DigField() has caused relocation of the player */
11985 if (player->jx != jx || player->jy != jy)
11986 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
11988 StorePlayer[jx][jy] = 0;
11989 player->last_jx = jx;
11990 player->last_jy = jy;
11991 player->jx = new_jx;
11992 player->jy = new_jy;
11993 StorePlayer[new_jx][new_jy] = player->element_nr;
11995 if (player->move_delay_value_next != -1)
11997 player->move_delay_value = player->move_delay_value_next;
11998 player->move_delay_value_next = -1;
12002 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12004 player->step_counter++;
12006 PlayerVisit[jx][jy] = FrameCounter;
12008 player->is_moving = TRUE;
12011 /* should better be called in MovePlayer(), but this breaks some tapes */
12012 ScrollPlayer(player, SCROLL_INIT);
12018 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12020 int jx = player->jx, jy = player->jy;
12021 int old_jx = jx, old_jy = jy;
12022 int moved = MP_NO_ACTION;
12024 if (!player->active)
12029 if (player->MovPos == 0)
12031 player->is_moving = FALSE;
12032 player->is_digging = FALSE;
12033 player->is_collecting = FALSE;
12034 player->is_snapping = FALSE;
12035 player->is_pushing = FALSE;
12041 if (player->move_delay > 0)
12044 player->move_delay = -1; /* set to "uninitialized" value */
12046 /* store if player is automatically moved to next field */
12047 player->is_auto_moving = (player->programmed_action != MV_NONE);
12049 /* remove the last programmed player action */
12050 player->programmed_action = 0;
12052 if (player->MovPos)
12054 /* should only happen if pre-1.2 tape recordings are played */
12055 /* this is only for backward compatibility */
12057 int original_move_delay_value = player->move_delay_value;
12060 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12064 /* scroll remaining steps with finest movement resolution */
12065 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12067 while (player->MovPos)
12069 ScrollPlayer(player, SCROLL_GO_ON);
12070 ScrollScreen(NULL, SCROLL_GO_ON);
12072 AdvanceFrameAndPlayerCounters(player->index_nr);
12078 player->move_delay_value = original_move_delay_value;
12081 player->is_active = FALSE;
12083 if (player->last_move_dir & MV_HORIZONTAL)
12085 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12086 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12090 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12091 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12094 if (!moved && !player->is_active)
12096 player->is_moving = FALSE;
12097 player->is_digging = FALSE;
12098 player->is_collecting = FALSE;
12099 player->is_snapping = FALSE;
12100 player->is_pushing = FALSE;
12106 if (moved & MP_MOVING && !ScreenMovPos &&
12107 (player->index_nr == game.centered_player_nr ||
12108 game.centered_player_nr == -1))
12110 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12111 int offset = game.scroll_delay_value;
12113 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12115 /* actual player has left the screen -- scroll in that direction */
12116 if (jx != old_jx) /* player has moved horizontally */
12117 scroll_x += (jx - old_jx);
12118 else /* player has moved vertically */
12119 scroll_y += (jy - old_jy);
12123 if (jx != old_jx) /* player has moved horizontally */
12125 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12126 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12127 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12129 /* don't scroll over playfield boundaries */
12130 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12131 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12133 /* don't scroll more than one field at a time */
12134 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12136 /* don't scroll against the player's moving direction */
12137 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12138 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12139 scroll_x = old_scroll_x;
12141 else /* player has moved vertically */
12143 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12144 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12145 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12147 /* don't scroll over playfield boundaries */
12148 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12149 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12151 /* don't scroll more than one field at a time */
12152 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12154 /* don't scroll against the player's moving direction */
12155 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12156 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12157 scroll_y = old_scroll_y;
12161 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12163 if (!options.network && game.centered_player_nr == -1 &&
12164 !AllPlayersInVisibleScreen())
12166 scroll_x = old_scroll_x;
12167 scroll_y = old_scroll_y;
12171 ScrollScreen(player, SCROLL_INIT);
12172 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12177 player->StepFrame = 0;
12179 if (moved & MP_MOVING)
12181 if (old_jx != jx && old_jy == jy)
12182 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12183 else if (old_jx == jx && old_jy != jy)
12184 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12186 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12188 player->last_move_dir = player->MovDir;
12189 player->is_moving = TRUE;
12190 player->is_snapping = FALSE;
12191 player->is_switching = FALSE;
12192 player->is_dropping = FALSE;
12193 player->is_dropping_pressed = FALSE;
12194 player->drop_pressed_delay = 0;
12197 /* should better be called here than above, but this breaks some tapes */
12198 ScrollPlayer(player, SCROLL_INIT);
12203 CheckGravityMovementWhenNotMoving(player);
12205 player->is_moving = FALSE;
12207 /* at this point, the player is allowed to move, but cannot move right now
12208 (e.g. because of something blocking the way) -- ensure that the player
12209 is also allowed to move in the next frame (in old versions before 3.1.1,
12210 the player was forced to wait again for eight frames before next try) */
12212 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12213 player->move_delay = 0; /* allow direct movement in the next frame */
12216 if (player->move_delay == -1) /* not yet initialized by DigField() */
12217 player->move_delay = player->move_delay_value;
12219 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12221 TestIfPlayerTouchesBadThing(jx, jy);
12222 TestIfPlayerTouchesCustomElement(jx, jy);
12225 if (!player->active)
12226 RemovePlayer(player);
12231 void ScrollPlayer(struct PlayerInfo *player, int mode)
12233 int jx = player->jx, jy = player->jy;
12234 int last_jx = player->last_jx, last_jy = player->last_jy;
12235 int move_stepsize = TILEX / player->move_delay_value;
12237 if (!player->active)
12240 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12243 if (mode == SCROLL_INIT)
12245 player->actual_frame_counter = FrameCounter;
12246 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12248 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12249 Feld[last_jx][last_jy] == EL_EMPTY)
12251 int last_field_block_delay = 0; /* start with no blocking at all */
12252 int block_delay_adjustment = player->block_delay_adjustment;
12254 /* if player blocks last field, add delay for exactly one move */
12255 if (player->block_last_field)
12257 last_field_block_delay += player->move_delay_value;
12259 /* when blocking enabled, prevent moving up despite gravity */
12260 if (player->gravity && player->MovDir == MV_UP)
12261 block_delay_adjustment = -1;
12264 /* add block delay adjustment (also possible when not blocking) */
12265 last_field_block_delay += block_delay_adjustment;
12267 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12268 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12271 if (player->MovPos != 0) /* player has not yet reached destination */
12274 else if (!FrameReached(&player->actual_frame_counter, 1))
12277 if (player->MovPos != 0)
12279 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12280 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12282 /* before DrawPlayer() to draw correct player graphic for this case */
12283 if (player->MovPos == 0)
12284 CheckGravityMovement(player);
12287 if (player->MovPos == 0) /* player reached destination field */
12289 if (player->move_delay_reset_counter > 0)
12291 player->move_delay_reset_counter--;
12293 if (player->move_delay_reset_counter == 0)
12295 /* continue with normal speed after quickly moving through gate */
12296 HALVE_PLAYER_SPEED(player);
12298 /* be able to make the next move without delay */
12299 player->move_delay = 0;
12303 player->last_jx = jx;
12304 player->last_jy = jy;
12306 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12307 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12308 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12309 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12310 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12311 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12312 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12313 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12315 DrawPlayer(player); /* needed here only to cleanup last field */
12316 RemovePlayer(player);
12318 if (local_player->friends_still_needed == 0 ||
12319 IS_SP_ELEMENT(Feld[jx][jy]))
12320 PlayerWins(player);
12323 /* this breaks one level: "machine", level 000 */
12325 int move_direction = player->MovDir;
12326 int enter_side = MV_DIR_OPPOSITE(move_direction);
12327 int leave_side = move_direction;
12328 int old_jx = last_jx;
12329 int old_jy = last_jy;
12330 int old_element = Feld[old_jx][old_jy];
12331 int new_element = Feld[jx][jy];
12333 if (IS_CUSTOM_ELEMENT(old_element))
12334 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12336 player->index_bit, leave_side);
12338 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12339 CE_PLAYER_LEAVES_X,
12340 player->index_bit, leave_side);
12342 if (IS_CUSTOM_ELEMENT(new_element))
12343 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12344 player->index_bit, enter_side);
12346 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12347 CE_PLAYER_ENTERS_X,
12348 player->index_bit, enter_side);
12350 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12351 CE_MOVE_OF_X, move_direction);
12354 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12356 TestIfPlayerTouchesBadThing(jx, jy);
12357 TestIfPlayerTouchesCustomElement(jx, jy);
12359 /* needed because pushed element has not yet reached its destination,
12360 so it would trigger a change event at its previous field location */
12361 if (!player->is_pushing)
12362 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12364 if (!player->active)
12365 RemovePlayer(player);
12368 if (!local_player->LevelSolved && level.use_step_counter)
12378 if (TimeLeft <= 10 && setup.time_limit)
12379 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12381 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12383 DisplayGameControlValues();
12385 if (!TimeLeft && setup.time_limit)
12386 for (i = 0; i < MAX_PLAYERS; i++)
12387 KillPlayer(&stored_player[i]);
12389 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12391 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12393 DisplayGameControlValues();
12397 if (tape.single_step && tape.recording && !tape.pausing &&
12398 !player->programmed_action)
12399 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12401 if (!player->programmed_action)
12402 CheckSaveEngineSnapshot(player);
12406 void ScrollScreen(struct PlayerInfo *player, int mode)
12408 static unsigned int screen_frame_counter = 0;
12410 if (mode == SCROLL_INIT)
12412 /* set scrolling step size according to actual player's moving speed */
12413 ScrollStepSize = TILEX / player->move_delay_value;
12415 screen_frame_counter = FrameCounter;
12416 ScreenMovDir = player->MovDir;
12417 ScreenMovPos = player->MovPos;
12418 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12421 else if (!FrameReached(&screen_frame_counter, 1))
12426 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12427 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12428 redraw_mask |= REDRAW_FIELD;
12431 ScreenMovDir = MV_NONE;
12434 void TestIfPlayerTouchesCustomElement(int x, int y)
12436 static int xy[4][2] =
12443 static int trigger_sides[4][2] =
12445 /* center side border side */
12446 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12447 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12448 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12449 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12451 static int touch_dir[4] =
12453 MV_LEFT | MV_RIGHT,
12458 int center_element = Feld[x][y]; /* should always be non-moving! */
12461 for (i = 0; i < NUM_DIRECTIONS; i++)
12463 int xx = x + xy[i][0];
12464 int yy = y + xy[i][1];
12465 int center_side = trigger_sides[i][0];
12466 int border_side = trigger_sides[i][1];
12467 int border_element;
12469 if (!IN_LEV_FIELD(xx, yy))
12472 if (IS_PLAYER(x, y)) /* player found at center element */
12474 struct PlayerInfo *player = PLAYERINFO(x, y);
12476 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12477 border_element = Feld[xx][yy]; /* may be moving! */
12478 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12479 border_element = Feld[xx][yy];
12480 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12481 border_element = MovingOrBlocked2Element(xx, yy);
12483 continue; /* center and border element do not touch */
12485 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12486 player->index_bit, border_side);
12487 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12488 CE_PLAYER_TOUCHES_X,
12489 player->index_bit, border_side);
12492 /* use player element that is initially defined in the level playfield,
12493 not the player element that corresponds to the runtime player number
12494 (example: a level that contains EL_PLAYER_3 as the only player would
12495 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12496 int player_element = PLAYERINFO(x, y)->initial_element;
12498 CheckElementChangeBySide(xx, yy, border_element, player_element,
12499 CE_TOUCHING_X, border_side);
12502 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12504 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12506 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12508 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12509 continue; /* center and border element do not touch */
12512 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12513 player->index_bit, center_side);
12514 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12515 CE_PLAYER_TOUCHES_X,
12516 player->index_bit, center_side);
12519 /* use player element that is initially defined in the level playfield,
12520 not the player element that corresponds to the runtime player number
12521 (example: a level that contains EL_PLAYER_3 as the only player would
12522 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12523 int player_element = PLAYERINFO(xx, yy)->initial_element;
12525 CheckElementChangeBySide(x, y, center_element, player_element,
12526 CE_TOUCHING_X, center_side);
12534 void TestIfElementTouchesCustomElement(int x, int y)
12536 static int xy[4][2] =
12543 static int trigger_sides[4][2] =
12545 /* center side border side */
12546 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12547 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12548 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12549 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12551 static int touch_dir[4] =
12553 MV_LEFT | MV_RIGHT,
12558 boolean change_center_element = FALSE;
12559 int center_element = Feld[x][y]; /* should always be non-moving! */
12560 int border_element_old[NUM_DIRECTIONS];
12563 for (i = 0; i < NUM_DIRECTIONS; i++)
12565 int xx = x + xy[i][0];
12566 int yy = y + xy[i][1];
12567 int border_element;
12569 border_element_old[i] = -1;
12571 if (!IN_LEV_FIELD(xx, yy))
12574 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12575 border_element = Feld[xx][yy]; /* may be moving! */
12576 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12577 border_element = Feld[xx][yy];
12578 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12579 border_element = MovingOrBlocked2Element(xx, yy);
12581 continue; /* center and border element do not touch */
12583 border_element_old[i] = border_element;
12586 for (i = 0; i < NUM_DIRECTIONS; i++)
12588 int xx = x + xy[i][0];
12589 int yy = y + xy[i][1];
12590 int center_side = trigger_sides[i][0];
12591 int border_element = border_element_old[i];
12593 if (border_element == -1)
12596 /* check for change of border element */
12597 CheckElementChangeBySide(xx, yy, border_element, center_element,
12598 CE_TOUCHING_X, center_side);
12600 /* (center element cannot be player, so we dont have to check this here) */
12603 for (i = 0; i < NUM_DIRECTIONS; i++)
12605 int xx = x + xy[i][0];
12606 int yy = y + xy[i][1];
12607 int border_side = trigger_sides[i][1];
12608 int border_element = border_element_old[i];
12610 if (border_element == -1)
12613 /* check for change of center element (but change it only once) */
12614 if (!change_center_element)
12615 change_center_element =
12616 CheckElementChangeBySide(x, y, center_element, border_element,
12617 CE_TOUCHING_X, border_side);
12619 if (IS_PLAYER(xx, yy))
12621 /* use player element that is initially defined in the level playfield,
12622 not the player element that corresponds to the runtime player number
12623 (example: a level that contains EL_PLAYER_3 as the only player would
12624 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12625 int player_element = PLAYERINFO(xx, yy)->initial_element;
12627 CheckElementChangeBySide(x, y, center_element, player_element,
12628 CE_TOUCHING_X, border_side);
12633 void TestIfElementHitsCustomElement(int x, int y, int direction)
12635 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12636 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12637 int hitx = x + dx, hity = y + dy;
12638 int hitting_element = Feld[x][y];
12639 int touched_element;
12641 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12644 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12645 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12647 if (IN_LEV_FIELD(hitx, hity))
12649 int opposite_direction = MV_DIR_OPPOSITE(direction);
12650 int hitting_side = direction;
12651 int touched_side = opposite_direction;
12652 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12653 MovDir[hitx][hity] != direction ||
12654 ABS(MovPos[hitx][hity]) <= TILEY / 2);
12660 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12661 CE_HITTING_X, touched_side);
12663 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12664 CE_HIT_BY_X, hitting_side);
12666 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12667 CE_HIT_BY_SOMETHING, opposite_direction);
12669 if (IS_PLAYER(hitx, hity))
12671 /* use player element that is initially defined in the level playfield,
12672 not the player element that corresponds to the runtime player number
12673 (example: a level that contains EL_PLAYER_3 as the only player would
12674 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12675 int player_element = PLAYERINFO(hitx, hity)->initial_element;
12677 CheckElementChangeBySide(x, y, hitting_element, player_element,
12678 CE_HITTING_X, touched_side);
12683 /* "hitting something" is also true when hitting the playfield border */
12684 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12685 CE_HITTING_SOMETHING, direction);
12688 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
12690 int i, kill_x = -1, kill_y = -1;
12692 int bad_element = -1;
12693 static int test_xy[4][2] =
12700 static int test_dir[4] =
12708 for (i = 0; i < NUM_DIRECTIONS; i++)
12710 int test_x, test_y, test_move_dir, test_element;
12712 test_x = good_x + test_xy[i][0];
12713 test_y = good_y + test_xy[i][1];
12715 if (!IN_LEV_FIELD(test_x, test_y))
12719 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12721 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
12723 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12724 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12726 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
12727 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
12731 bad_element = test_element;
12737 if (kill_x != -1 || kill_y != -1)
12739 if (IS_PLAYER(good_x, good_y))
12741 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
12743 if (player->shield_deadly_time_left > 0 &&
12744 !IS_INDESTRUCTIBLE(bad_element))
12745 Bang(kill_x, kill_y);
12746 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
12747 KillPlayer(player);
12750 Bang(good_x, good_y);
12754 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
12756 int i, kill_x = -1, kill_y = -1;
12757 int bad_element = Feld[bad_x][bad_y];
12758 static int test_xy[4][2] =
12765 static int touch_dir[4] =
12767 MV_LEFT | MV_RIGHT,
12772 static int test_dir[4] =
12780 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
12783 for (i = 0; i < NUM_DIRECTIONS; i++)
12785 int test_x, test_y, test_move_dir, test_element;
12787 test_x = bad_x + test_xy[i][0];
12788 test_y = bad_y + test_xy[i][1];
12790 if (!IN_LEV_FIELD(test_x, test_y))
12794 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12796 test_element = Feld[test_x][test_y];
12798 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12799 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12801 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
12802 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
12804 /* good thing is player or penguin that does not move away */
12805 if (IS_PLAYER(test_x, test_y))
12807 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12809 if (bad_element == EL_ROBOT && player->is_moving)
12810 continue; /* robot does not kill player if he is moving */
12812 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12814 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12815 continue; /* center and border element do not touch */
12823 else if (test_element == EL_PENGUIN)
12833 if (kill_x != -1 || kill_y != -1)
12835 if (IS_PLAYER(kill_x, kill_y))
12837 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12839 if (player->shield_deadly_time_left > 0 &&
12840 !IS_INDESTRUCTIBLE(bad_element))
12841 Bang(bad_x, bad_y);
12842 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12843 KillPlayer(player);
12846 Bang(kill_x, kill_y);
12850 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
12852 int bad_element = Feld[bad_x][bad_y];
12853 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
12854 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
12855 int test_x = bad_x + dx, test_y = bad_y + dy;
12856 int test_move_dir, test_element;
12857 int kill_x = -1, kill_y = -1;
12859 if (!IN_LEV_FIELD(test_x, test_y))
12863 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12865 test_element = Feld[test_x][test_y];
12867 if (test_move_dir != bad_move_dir)
12869 /* good thing can be player or penguin that does not move away */
12870 if (IS_PLAYER(test_x, test_y))
12872 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12874 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
12875 player as being hit when he is moving towards the bad thing, because
12876 the "get hit by" condition would be lost after the player stops) */
12877 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
12878 return; /* player moves away from bad thing */
12883 else if (test_element == EL_PENGUIN)
12890 if (kill_x != -1 || kill_y != -1)
12892 if (IS_PLAYER(kill_x, kill_y))
12894 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12896 if (player->shield_deadly_time_left > 0 &&
12897 !IS_INDESTRUCTIBLE(bad_element))
12898 Bang(bad_x, bad_y);
12899 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12900 KillPlayer(player);
12903 Bang(kill_x, kill_y);
12907 void TestIfPlayerTouchesBadThing(int x, int y)
12909 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12912 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
12914 TestIfGoodThingHitsBadThing(x, y, move_dir);
12917 void TestIfBadThingTouchesPlayer(int x, int y)
12919 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12922 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
12924 TestIfBadThingHitsGoodThing(x, y, move_dir);
12927 void TestIfFriendTouchesBadThing(int x, int y)
12929 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12932 void TestIfBadThingTouchesFriend(int x, int y)
12934 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12937 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
12939 int i, kill_x = bad_x, kill_y = bad_y;
12940 static int xy[4][2] =
12948 for (i = 0; i < NUM_DIRECTIONS; i++)
12952 x = bad_x + xy[i][0];
12953 y = bad_y + xy[i][1];
12954 if (!IN_LEV_FIELD(x, y))
12957 element = Feld[x][y];
12958 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
12959 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
12967 if (kill_x != bad_x || kill_y != bad_y)
12968 Bang(bad_x, bad_y);
12971 void KillPlayer(struct PlayerInfo *player)
12973 int jx = player->jx, jy = player->jy;
12975 if (!player->active)
12979 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
12980 player->killed, player->active, player->reanimated);
12983 /* the following code was introduced to prevent an infinite loop when calling
12985 -> CheckTriggeredElementChangeExt()
12986 -> ExecuteCustomElementAction()
12988 -> (infinitely repeating the above sequence of function calls)
12989 which occurs when killing the player while having a CE with the setting
12990 "kill player X when explosion of <player X>"; the solution using a new
12991 field "player->killed" was chosen for backwards compatibility, although
12992 clever use of the fields "player->active" etc. would probably also work */
12994 if (player->killed)
12998 player->killed = TRUE;
13000 /* remove accessible field at the player's position */
13001 Feld[jx][jy] = EL_EMPTY;
13003 /* deactivate shield (else Bang()/Explode() would not work right) */
13004 player->shield_normal_time_left = 0;
13005 player->shield_deadly_time_left = 0;
13008 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13009 player->killed, player->active, player->reanimated);
13015 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13016 player->killed, player->active, player->reanimated);
13019 if (player->reanimated) /* killed player may have been reanimated */
13020 player->killed = player->reanimated = FALSE;
13022 BuryPlayer(player);
13025 static void KillPlayerUnlessEnemyProtected(int x, int y)
13027 if (!PLAYER_ENEMY_PROTECTED(x, y))
13028 KillPlayer(PLAYERINFO(x, y));
13031 static void KillPlayerUnlessExplosionProtected(int x, int y)
13033 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13034 KillPlayer(PLAYERINFO(x, y));
13037 void BuryPlayer(struct PlayerInfo *player)
13039 int jx = player->jx, jy = player->jy;
13041 if (!player->active)
13044 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13045 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13047 player->GameOver = TRUE;
13048 RemovePlayer(player);
13051 void RemovePlayer(struct PlayerInfo *player)
13053 int jx = player->jx, jy = player->jy;
13054 int i, found = FALSE;
13056 player->present = FALSE;
13057 player->active = FALSE;
13059 if (!ExplodeField[jx][jy])
13060 StorePlayer[jx][jy] = 0;
13062 if (player->is_moving)
13063 TEST_DrawLevelField(player->last_jx, player->last_jy);
13065 for (i = 0; i < MAX_PLAYERS; i++)
13066 if (stored_player[i].active)
13070 AllPlayersGone = TRUE;
13076 static void setFieldForSnapping(int x, int y, int element, int direction)
13078 struct ElementInfo *ei = &element_info[element];
13079 int direction_bit = MV_DIR_TO_BIT(direction);
13080 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13081 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13082 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13084 Feld[x][y] = EL_ELEMENT_SNAPPING;
13085 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13087 ResetGfxAnimation(x, y);
13089 GfxElement[x][y] = element;
13090 GfxAction[x][y] = action;
13091 GfxDir[x][y] = direction;
13092 GfxFrame[x][y] = -1;
13096 =============================================================================
13097 checkDiagonalPushing()
13098 -----------------------------------------------------------------------------
13099 check if diagonal input device direction results in pushing of object
13100 (by checking if the alternative direction is walkable, diggable, ...)
13101 =============================================================================
13104 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13105 int x, int y, int real_dx, int real_dy)
13107 int jx, jy, dx, dy, xx, yy;
13109 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13112 /* diagonal direction: check alternative direction */
13117 xx = jx + (dx == 0 ? real_dx : 0);
13118 yy = jy + (dy == 0 ? real_dy : 0);
13120 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13124 =============================================================================
13126 -----------------------------------------------------------------------------
13127 x, y: field next to player (non-diagonal) to try to dig to
13128 real_dx, real_dy: direction as read from input device (can be diagonal)
13129 =============================================================================
13132 static int DigField(struct PlayerInfo *player,
13133 int oldx, int oldy, int x, int y,
13134 int real_dx, int real_dy, int mode)
13136 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13137 boolean player_was_pushing = player->is_pushing;
13138 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13139 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13140 int jx = oldx, jy = oldy;
13141 int dx = x - jx, dy = y - jy;
13142 int nextx = x + dx, nexty = y + dy;
13143 int move_direction = (dx == -1 ? MV_LEFT :
13144 dx == +1 ? MV_RIGHT :
13146 dy == +1 ? MV_DOWN : MV_NONE);
13147 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13148 int dig_side = MV_DIR_OPPOSITE(move_direction);
13149 int old_element = Feld[jx][jy];
13150 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13153 if (is_player) /* function can also be called by EL_PENGUIN */
13155 if (player->MovPos == 0)
13157 player->is_digging = FALSE;
13158 player->is_collecting = FALSE;
13161 if (player->MovPos == 0) /* last pushing move finished */
13162 player->is_pushing = FALSE;
13164 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13166 player->is_switching = FALSE;
13167 player->push_delay = -1;
13169 return MP_NO_ACTION;
13173 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13174 old_element = Back[jx][jy];
13176 /* in case of element dropped at player position, check background */
13177 else if (Back[jx][jy] != EL_EMPTY &&
13178 game.engine_version >= VERSION_IDENT(2,2,0,0))
13179 old_element = Back[jx][jy];
13181 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13182 return MP_NO_ACTION; /* field has no opening in this direction */
13184 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13185 return MP_NO_ACTION; /* field has no opening in this direction */
13187 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13191 Feld[jx][jy] = player->artwork_element;
13192 InitMovingField(jx, jy, MV_DOWN);
13193 Store[jx][jy] = EL_ACID;
13194 ContinueMoving(jx, jy);
13195 BuryPlayer(player);
13197 return MP_DONT_RUN_INTO;
13200 if (player_can_move && DONT_RUN_INTO(element))
13202 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13204 return MP_DONT_RUN_INTO;
13207 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13208 return MP_NO_ACTION;
13210 collect_count = element_info[element].collect_count_initial;
13212 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13213 return MP_NO_ACTION;
13215 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13216 player_can_move = player_can_move_or_snap;
13218 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13219 game.engine_version >= VERSION_IDENT(2,2,0,0))
13221 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13222 player->index_bit, dig_side);
13223 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13224 player->index_bit, dig_side);
13226 if (element == EL_DC_LANDMINE)
13229 if (Feld[x][y] != element) /* field changed by snapping */
13232 return MP_NO_ACTION;
13235 if (player->gravity && is_player && !player->is_auto_moving &&
13236 canFallDown(player) && move_direction != MV_DOWN &&
13237 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13238 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13240 if (player_can_move &&
13241 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13243 int sound_element = SND_ELEMENT(element);
13244 int sound_action = ACTION_WALKING;
13246 if (IS_RND_GATE(element))
13248 if (!player->key[RND_GATE_NR(element)])
13249 return MP_NO_ACTION;
13251 else if (IS_RND_GATE_GRAY(element))
13253 if (!player->key[RND_GATE_GRAY_NR(element)])
13254 return MP_NO_ACTION;
13256 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13258 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13259 return MP_NO_ACTION;
13261 else if (element == EL_EXIT_OPEN ||
13262 element == EL_EM_EXIT_OPEN ||
13263 element == EL_EM_EXIT_OPENING ||
13264 element == EL_STEEL_EXIT_OPEN ||
13265 element == EL_EM_STEEL_EXIT_OPEN ||
13266 element == EL_EM_STEEL_EXIT_OPENING ||
13267 element == EL_SP_EXIT_OPEN ||
13268 element == EL_SP_EXIT_OPENING)
13270 sound_action = ACTION_PASSING; /* player is passing exit */
13272 else if (element == EL_EMPTY)
13274 sound_action = ACTION_MOVING; /* nothing to walk on */
13277 /* play sound from background or player, whatever is available */
13278 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13279 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13281 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13283 else if (player_can_move &&
13284 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13286 if (!ACCESS_FROM(element, opposite_direction))
13287 return MP_NO_ACTION; /* field not accessible from this direction */
13289 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13290 return MP_NO_ACTION;
13292 if (IS_EM_GATE(element))
13294 if (!player->key[EM_GATE_NR(element)])
13295 return MP_NO_ACTION;
13297 else if (IS_EM_GATE_GRAY(element))
13299 if (!player->key[EM_GATE_GRAY_NR(element)])
13300 return MP_NO_ACTION;
13302 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13304 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13305 return MP_NO_ACTION;
13307 else if (IS_EMC_GATE(element))
13309 if (!player->key[EMC_GATE_NR(element)])
13310 return MP_NO_ACTION;
13312 else if (IS_EMC_GATE_GRAY(element))
13314 if (!player->key[EMC_GATE_GRAY_NR(element)])
13315 return MP_NO_ACTION;
13317 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13319 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13320 return MP_NO_ACTION;
13322 else if (element == EL_DC_GATE_WHITE ||
13323 element == EL_DC_GATE_WHITE_GRAY ||
13324 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13326 if (player->num_white_keys == 0)
13327 return MP_NO_ACTION;
13329 player->num_white_keys--;
13331 else if (IS_SP_PORT(element))
13333 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13334 element == EL_SP_GRAVITY_PORT_RIGHT ||
13335 element == EL_SP_GRAVITY_PORT_UP ||
13336 element == EL_SP_GRAVITY_PORT_DOWN)
13337 player->gravity = !player->gravity;
13338 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13339 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13340 element == EL_SP_GRAVITY_ON_PORT_UP ||
13341 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13342 player->gravity = TRUE;
13343 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13344 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13345 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13346 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13347 player->gravity = FALSE;
13350 /* automatically move to the next field with double speed */
13351 player->programmed_action = move_direction;
13353 if (player->move_delay_reset_counter == 0)
13355 player->move_delay_reset_counter = 2; /* two double speed steps */
13357 DOUBLE_PLAYER_SPEED(player);
13360 PlayLevelSoundAction(x, y, ACTION_PASSING);
13362 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13366 if (mode != DF_SNAP)
13368 GfxElement[x][y] = GFX_ELEMENT(element);
13369 player->is_digging = TRUE;
13372 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13374 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13375 player->index_bit, dig_side);
13377 if (mode == DF_SNAP)
13379 if (level.block_snap_field)
13380 setFieldForSnapping(x, y, element, move_direction);
13382 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13384 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13385 player->index_bit, dig_side);
13388 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13392 if (is_player && mode != DF_SNAP)
13394 GfxElement[x][y] = element;
13395 player->is_collecting = TRUE;
13398 if (element == EL_SPEED_PILL)
13400 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13402 else if (element == EL_EXTRA_TIME && level.time > 0)
13404 TimeLeft += level.extra_time;
13406 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13408 DisplayGameControlValues();
13410 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13412 player->shield_normal_time_left += level.shield_normal_time;
13413 if (element == EL_SHIELD_DEADLY)
13414 player->shield_deadly_time_left += level.shield_deadly_time;
13416 else if (element == EL_DYNAMITE ||
13417 element == EL_EM_DYNAMITE ||
13418 element == EL_SP_DISK_RED)
13420 if (player->inventory_size < MAX_INVENTORY_SIZE)
13421 player->inventory_element[player->inventory_size++] = element;
13423 DrawGameDoorValues();
13425 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13427 player->dynabomb_count++;
13428 player->dynabombs_left++;
13430 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13432 player->dynabomb_size++;
13434 else if (element == EL_DYNABOMB_INCREASE_POWER)
13436 player->dynabomb_xl = TRUE;
13438 else if (IS_KEY(element))
13440 player->key[KEY_NR(element)] = TRUE;
13442 DrawGameDoorValues();
13444 else if (element == EL_DC_KEY_WHITE)
13446 player->num_white_keys++;
13448 /* display white keys? */
13449 /* DrawGameDoorValues(); */
13451 else if (IS_ENVELOPE(element))
13453 player->show_envelope = element;
13455 else if (element == EL_EMC_LENSES)
13457 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13459 RedrawAllInvisibleElementsForLenses();
13461 else if (element == EL_EMC_MAGNIFIER)
13463 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13465 RedrawAllInvisibleElementsForMagnifier();
13467 else if (IS_DROPPABLE(element) ||
13468 IS_THROWABLE(element)) /* can be collected and dropped */
13472 if (collect_count == 0)
13473 player->inventory_infinite_element = element;
13475 for (i = 0; i < collect_count; i++)
13476 if (player->inventory_size < MAX_INVENTORY_SIZE)
13477 player->inventory_element[player->inventory_size++] = element;
13479 DrawGameDoorValues();
13481 else if (collect_count > 0)
13483 local_player->gems_still_needed -= collect_count;
13484 if (local_player->gems_still_needed < 0)
13485 local_player->gems_still_needed = 0;
13487 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13489 DisplayGameControlValues();
13492 RaiseScoreElement(element);
13493 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13496 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13497 player->index_bit, dig_side);
13499 if (mode == DF_SNAP)
13501 if (level.block_snap_field)
13502 setFieldForSnapping(x, y, element, move_direction);
13504 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13506 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13507 player->index_bit, dig_side);
13510 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13512 if (mode == DF_SNAP && element != EL_BD_ROCK)
13513 return MP_NO_ACTION;
13515 if (CAN_FALL(element) && dy)
13516 return MP_NO_ACTION;
13518 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13519 !(element == EL_SPRING && level.use_spring_bug))
13520 return MP_NO_ACTION;
13522 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13523 ((move_direction & MV_VERTICAL &&
13524 ((element_info[element].move_pattern & MV_LEFT &&
13525 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13526 (element_info[element].move_pattern & MV_RIGHT &&
13527 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13528 (move_direction & MV_HORIZONTAL &&
13529 ((element_info[element].move_pattern & MV_UP &&
13530 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13531 (element_info[element].move_pattern & MV_DOWN &&
13532 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13533 return MP_NO_ACTION;
13535 /* do not push elements already moving away faster than player */
13536 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13537 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13538 return MP_NO_ACTION;
13540 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13542 if (player->push_delay_value == -1 || !player_was_pushing)
13543 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13545 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13547 if (player->push_delay_value == -1)
13548 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13550 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13552 if (!player->is_pushing)
13553 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13556 player->is_pushing = TRUE;
13557 player->is_active = TRUE;
13559 if (!(IN_LEV_FIELD(nextx, nexty) &&
13560 (IS_FREE(nextx, nexty) ||
13561 (IS_SB_ELEMENT(element) &&
13562 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13563 (IS_CUSTOM_ELEMENT(element) &&
13564 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13565 return MP_NO_ACTION;
13567 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13568 return MP_NO_ACTION;
13570 if (player->push_delay == -1) /* new pushing; restart delay */
13571 player->push_delay = 0;
13573 if (player->push_delay < player->push_delay_value &&
13574 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13575 element != EL_SPRING && element != EL_BALLOON)
13577 /* make sure that there is no move delay before next try to push */
13578 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13579 player->move_delay = 0;
13581 return MP_NO_ACTION;
13584 if (IS_CUSTOM_ELEMENT(element) &&
13585 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13587 if (!DigFieldByCE(nextx, nexty, element))
13588 return MP_NO_ACTION;
13591 if (IS_SB_ELEMENT(element))
13593 if (element == EL_SOKOBAN_FIELD_FULL)
13595 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13596 local_player->sokobanfields_still_needed++;
13599 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13601 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13602 local_player->sokobanfields_still_needed--;
13605 Feld[x][y] = EL_SOKOBAN_OBJECT;
13607 if (Back[x][y] == Back[nextx][nexty])
13608 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13609 else if (Back[x][y] != 0)
13610 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13613 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13616 if (local_player->sokobanfields_still_needed == 0 &&
13617 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13619 PlayerWins(player);
13621 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13625 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13627 InitMovingField(x, y, move_direction);
13628 GfxAction[x][y] = ACTION_PUSHING;
13630 if (mode == DF_SNAP)
13631 ContinueMoving(x, y);
13633 MovPos[x][y] = (dx != 0 ? dx : dy);
13635 Pushed[x][y] = TRUE;
13636 Pushed[nextx][nexty] = TRUE;
13638 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13639 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13641 player->push_delay_value = -1; /* get new value later */
13643 /* check for element change _after_ element has been pushed */
13644 if (game.use_change_when_pushing_bug)
13646 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
13647 player->index_bit, dig_side);
13648 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
13649 player->index_bit, dig_side);
13652 else if (IS_SWITCHABLE(element))
13654 if (PLAYER_SWITCHING(player, x, y))
13656 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13657 player->index_bit, dig_side);
13662 player->is_switching = TRUE;
13663 player->switch_x = x;
13664 player->switch_y = y;
13666 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13668 if (element == EL_ROBOT_WHEEL)
13670 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
13674 game.robot_wheel_active = TRUE;
13676 TEST_DrawLevelField(x, y);
13678 else if (element == EL_SP_TERMINAL)
13682 SCAN_PLAYFIELD(xx, yy)
13684 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
13686 else if (Feld[xx][yy] == EL_SP_TERMINAL)
13687 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
13690 else if (IS_BELT_SWITCH(element))
13692 ToggleBeltSwitch(x, y);
13694 else if (element == EL_SWITCHGATE_SWITCH_UP ||
13695 element == EL_SWITCHGATE_SWITCH_DOWN ||
13696 element == EL_DC_SWITCHGATE_SWITCH_UP ||
13697 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
13699 ToggleSwitchgateSwitch(x, y);
13701 else if (element == EL_LIGHT_SWITCH ||
13702 element == EL_LIGHT_SWITCH_ACTIVE)
13704 ToggleLightSwitch(x, y);
13706 else if (element == EL_TIMEGATE_SWITCH ||
13707 element == EL_DC_TIMEGATE_SWITCH)
13709 ActivateTimegateSwitch(x, y);
13711 else if (element == EL_BALLOON_SWITCH_LEFT ||
13712 element == EL_BALLOON_SWITCH_RIGHT ||
13713 element == EL_BALLOON_SWITCH_UP ||
13714 element == EL_BALLOON_SWITCH_DOWN ||
13715 element == EL_BALLOON_SWITCH_NONE ||
13716 element == EL_BALLOON_SWITCH_ANY)
13718 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
13719 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
13720 element == EL_BALLOON_SWITCH_UP ? MV_UP :
13721 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
13722 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
13725 else if (element == EL_LAMP)
13727 Feld[x][y] = EL_LAMP_ACTIVE;
13728 local_player->lights_still_needed--;
13730 ResetGfxAnimation(x, y);
13731 TEST_DrawLevelField(x, y);
13733 else if (element == EL_TIME_ORB_FULL)
13735 Feld[x][y] = EL_TIME_ORB_EMPTY;
13737 if (level.time > 0 || level.use_time_orb_bug)
13739 TimeLeft += level.time_orb_time;
13740 game.no_time_limit = FALSE;
13742 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13744 DisplayGameControlValues();
13747 ResetGfxAnimation(x, y);
13748 TEST_DrawLevelField(x, y);
13750 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
13751 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13755 game.ball_state = !game.ball_state;
13757 SCAN_PLAYFIELD(xx, yy)
13759 int e = Feld[xx][yy];
13761 if (game.ball_state)
13763 if (e == EL_EMC_MAGIC_BALL)
13764 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
13765 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
13766 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
13770 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
13771 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
13772 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13773 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
13778 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13779 player->index_bit, dig_side);
13781 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13782 player->index_bit, dig_side);
13784 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13785 player->index_bit, dig_side);
13791 if (!PLAYER_SWITCHING(player, x, y))
13793 player->is_switching = TRUE;
13794 player->switch_x = x;
13795 player->switch_y = y;
13797 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
13798 player->index_bit, dig_side);
13799 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13800 player->index_bit, dig_side);
13802 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
13803 player->index_bit, dig_side);
13804 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13805 player->index_bit, dig_side);
13808 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
13809 player->index_bit, dig_side);
13810 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13811 player->index_bit, dig_side);
13813 return MP_NO_ACTION;
13816 player->push_delay = -1;
13818 if (is_player) /* function can also be called by EL_PENGUIN */
13820 if (Feld[x][y] != element) /* really digged/collected something */
13822 player->is_collecting = !player->is_digging;
13823 player->is_active = TRUE;
13830 static boolean DigFieldByCE(int x, int y, int digging_element)
13832 int element = Feld[x][y];
13834 if (!IS_FREE(x, y))
13836 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
13837 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
13840 /* no element can dig solid indestructible elements */
13841 if (IS_INDESTRUCTIBLE(element) &&
13842 !IS_DIGGABLE(element) &&
13843 !IS_COLLECTIBLE(element))
13846 if (AmoebaNr[x][y] &&
13847 (element == EL_AMOEBA_FULL ||
13848 element == EL_BD_AMOEBA ||
13849 element == EL_AMOEBA_GROWING))
13851 AmoebaCnt[AmoebaNr[x][y]]--;
13852 AmoebaCnt2[AmoebaNr[x][y]]--;
13855 if (IS_MOVING(x, y))
13856 RemoveMovingField(x, y);
13860 TEST_DrawLevelField(x, y);
13863 /* if digged element was about to explode, prevent the explosion */
13864 ExplodeField[x][y] = EX_TYPE_NONE;
13866 PlayLevelSoundAction(x, y, action);
13869 Store[x][y] = EL_EMPTY;
13871 /* this makes it possible to leave the removed element again */
13872 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
13873 Store[x][y] = element;
13878 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
13880 int jx = player->jx, jy = player->jy;
13881 int x = jx + dx, y = jy + dy;
13882 int snap_direction = (dx == -1 ? MV_LEFT :
13883 dx == +1 ? MV_RIGHT :
13885 dy == +1 ? MV_DOWN : MV_NONE);
13886 boolean can_continue_snapping = (level.continuous_snapping &&
13887 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
13889 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
13892 if (!player->active || !IN_LEV_FIELD(x, y))
13900 if (player->MovPos == 0)
13901 player->is_pushing = FALSE;
13903 player->is_snapping = FALSE;
13905 if (player->MovPos == 0)
13907 player->is_moving = FALSE;
13908 player->is_digging = FALSE;
13909 player->is_collecting = FALSE;
13915 /* prevent snapping with already pressed snap key when not allowed */
13916 if (player->is_snapping && !can_continue_snapping)
13919 player->MovDir = snap_direction;
13921 if (player->MovPos == 0)
13923 player->is_moving = FALSE;
13924 player->is_digging = FALSE;
13925 player->is_collecting = FALSE;
13928 player->is_dropping = FALSE;
13929 player->is_dropping_pressed = FALSE;
13930 player->drop_pressed_delay = 0;
13932 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
13935 player->is_snapping = TRUE;
13936 player->is_active = TRUE;
13938 if (player->MovPos == 0)
13940 player->is_moving = FALSE;
13941 player->is_digging = FALSE;
13942 player->is_collecting = FALSE;
13945 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
13946 TEST_DrawLevelField(player->last_jx, player->last_jy);
13948 TEST_DrawLevelField(x, y);
13953 static boolean DropElement(struct PlayerInfo *player)
13955 int old_element, new_element;
13956 int dropx = player->jx, dropy = player->jy;
13957 int drop_direction = player->MovDir;
13958 int drop_side = drop_direction;
13959 int drop_element = get_next_dropped_element(player);
13961 player->is_dropping_pressed = TRUE;
13963 /* do not drop an element on top of another element; when holding drop key
13964 pressed without moving, dropped element must move away before the next
13965 element can be dropped (this is especially important if the next element
13966 is dynamite, which can be placed on background for historical reasons) */
13967 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
13970 if (IS_THROWABLE(drop_element))
13972 dropx += GET_DX_FROM_DIR(drop_direction);
13973 dropy += GET_DY_FROM_DIR(drop_direction);
13975 if (!IN_LEV_FIELD(dropx, dropy))
13979 old_element = Feld[dropx][dropy]; /* old element at dropping position */
13980 new_element = drop_element; /* default: no change when dropping */
13982 /* check if player is active, not moving and ready to drop */
13983 if (!player->active || player->MovPos || player->drop_delay > 0)
13986 /* check if player has anything that can be dropped */
13987 if (new_element == EL_UNDEFINED)
13990 /* check if drop key was pressed long enough for EM style dynamite */
13991 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
13994 /* check if anything can be dropped at the current position */
13995 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
13998 /* collected custom elements can only be dropped on empty fields */
13999 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14002 if (old_element != EL_EMPTY)
14003 Back[dropx][dropy] = old_element; /* store old element on this field */
14005 ResetGfxAnimation(dropx, dropy);
14006 ResetRandomAnimationValue(dropx, dropy);
14008 if (player->inventory_size > 0 ||
14009 player->inventory_infinite_element != EL_UNDEFINED)
14011 if (player->inventory_size > 0)
14013 player->inventory_size--;
14015 DrawGameDoorValues();
14017 if (new_element == EL_DYNAMITE)
14018 new_element = EL_DYNAMITE_ACTIVE;
14019 else if (new_element == EL_EM_DYNAMITE)
14020 new_element = EL_EM_DYNAMITE_ACTIVE;
14021 else if (new_element == EL_SP_DISK_RED)
14022 new_element = EL_SP_DISK_RED_ACTIVE;
14025 Feld[dropx][dropy] = new_element;
14027 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14028 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14029 el2img(Feld[dropx][dropy]), 0);
14031 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14033 /* needed if previous element just changed to "empty" in the last frame */
14034 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14036 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14037 player->index_bit, drop_side);
14038 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14040 player->index_bit, drop_side);
14042 TestIfElementTouchesCustomElement(dropx, dropy);
14044 else /* player is dropping a dyna bomb */
14046 player->dynabombs_left--;
14048 Feld[dropx][dropy] = new_element;
14050 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14051 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14052 el2img(Feld[dropx][dropy]), 0);
14054 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14057 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14058 InitField_WithBug1(dropx, dropy, FALSE);
14060 new_element = Feld[dropx][dropy]; /* element might have changed */
14062 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14063 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14065 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14066 MovDir[dropx][dropy] = drop_direction;
14068 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14070 /* do not cause impact style collision by dropping elements that can fall */
14071 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14074 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14075 player->is_dropping = TRUE;
14077 player->drop_pressed_delay = 0;
14078 player->is_dropping_pressed = FALSE;
14080 player->drop_x = dropx;
14081 player->drop_y = dropy;
14086 /* ------------------------------------------------------------------------- */
14087 /* game sound playing functions */
14088 /* ------------------------------------------------------------------------- */
14090 static int *loop_sound_frame = NULL;
14091 static int *loop_sound_volume = NULL;
14093 void InitPlayLevelSound()
14095 int num_sounds = getSoundListSize();
14097 checked_free(loop_sound_frame);
14098 checked_free(loop_sound_volume);
14100 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14101 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14104 static void PlayLevelSound(int x, int y, int nr)
14106 int sx = SCREENX(x), sy = SCREENY(y);
14107 int volume, stereo_position;
14108 int max_distance = 8;
14109 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14111 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14112 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14115 if (!IN_LEV_FIELD(x, y) ||
14116 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14117 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14120 volume = SOUND_MAX_VOLUME;
14122 if (!IN_SCR_FIELD(sx, sy))
14124 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14125 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14127 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14130 stereo_position = (SOUND_MAX_LEFT +
14131 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14132 (SCR_FIELDX + 2 * max_distance));
14134 if (IS_LOOP_SOUND(nr))
14136 /* This assures that quieter loop sounds do not overwrite louder ones,
14137 while restarting sound volume comparison with each new game frame. */
14139 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14142 loop_sound_volume[nr] = volume;
14143 loop_sound_frame[nr] = FrameCounter;
14146 PlaySoundExt(nr, volume, stereo_position, type);
14149 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14151 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14152 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14153 y < LEVELY(BY1) ? LEVELY(BY1) :
14154 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14158 static void PlayLevelSoundAction(int x, int y, int action)
14160 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14163 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14165 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14167 if (sound_effect != SND_UNDEFINED)
14168 PlayLevelSound(x, y, sound_effect);
14171 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14174 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14176 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14177 PlayLevelSound(x, y, sound_effect);
14180 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14182 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14184 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14185 PlayLevelSound(x, y, sound_effect);
14188 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14190 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14192 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14193 StopSound(sound_effect);
14196 static void PlayLevelMusic()
14198 if (levelset.music[level_nr] != MUS_UNDEFINED)
14199 PlayMusic(levelset.music[level_nr]); /* from config file */
14201 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
14204 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14206 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14207 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14208 int x = xx - 1 - offset;
14209 int y = yy - 1 - offset;
14214 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14218 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14222 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14226 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14230 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14234 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14238 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14241 case SAMPLE_android_clone:
14242 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14245 case SAMPLE_android_move:
14246 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14249 case SAMPLE_spring:
14250 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14254 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14258 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14261 case SAMPLE_eater_eat:
14262 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14266 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14269 case SAMPLE_collect:
14270 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14273 case SAMPLE_diamond:
14274 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14277 case SAMPLE_squash:
14278 /* !!! CHECK THIS !!! */
14280 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14282 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14286 case SAMPLE_wonderfall:
14287 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14291 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14295 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14299 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14303 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14307 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14311 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14314 case SAMPLE_wonder:
14315 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14319 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14322 case SAMPLE_exit_open:
14323 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14326 case SAMPLE_exit_leave:
14327 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14330 case SAMPLE_dynamite:
14331 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14335 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14339 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14343 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14347 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14351 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14355 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14359 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14364 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14366 int element = map_element_SP_to_RND(element_sp);
14367 int action = map_action_SP_to_RND(action_sp);
14368 int offset = (setup.sp_show_border_elements ? 0 : 1);
14369 int x = xx - offset;
14370 int y = yy - offset;
14372 PlayLevelSoundElementAction(x, y, element, action);
14375 void RaiseScore(int value)
14377 local_player->score += value;
14379 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14381 DisplayGameControlValues();
14384 void RaiseScoreElement(int element)
14389 case EL_BD_DIAMOND:
14390 case EL_EMERALD_YELLOW:
14391 case EL_EMERALD_RED:
14392 case EL_EMERALD_PURPLE:
14393 case EL_SP_INFOTRON:
14394 RaiseScore(level.score[SC_EMERALD]);
14397 RaiseScore(level.score[SC_DIAMOND]);
14400 RaiseScore(level.score[SC_CRYSTAL]);
14403 RaiseScore(level.score[SC_PEARL]);
14406 case EL_BD_BUTTERFLY:
14407 case EL_SP_ELECTRON:
14408 RaiseScore(level.score[SC_BUG]);
14411 case EL_BD_FIREFLY:
14412 case EL_SP_SNIKSNAK:
14413 RaiseScore(level.score[SC_SPACESHIP]);
14416 case EL_DARK_YAMYAM:
14417 RaiseScore(level.score[SC_YAMYAM]);
14420 RaiseScore(level.score[SC_ROBOT]);
14423 RaiseScore(level.score[SC_PACMAN]);
14426 RaiseScore(level.score[SC_NUT]);
14429 case EL_EM_DYNAMITE:
14430 case EL_SP_DISK_RED:
14431 case EL_DYNABOMB_INCREASE_NUMBER:
14432 case EL_DYNABOMB_INCREASE_SIZE:
14433 case EL_DYNABOMB_INCREASE_POWER:
14434 RaiseScore(level.score[SC_DYNAMITE]);
14436 case EL_SHIELD_NORMAL:
14437 case EL_SHIELD_DEADLY:
14438 RaiseScore(level.score[SC_SHIELD]);
14440 case EL_EXTRA_TIME:
14441 RaiseScore(level.extra_time_score);
14455 case EL_DC_KEY_WHITE:
14456 RaiseScore(level.score[SC_KEY]);
14459 RaiseScore(element_info[element].collect_score);
14464 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14466 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14468 /* closing door required in case of envelope style request dialogs */
14470 CloseDoor(DOOR_CLOSE_1);
14472 #if defined(NETWORK_AVALIABLE)
14473 if (options.network)
14474 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14480 FadeSkipNextFadeIn();
14482 game_status = GAME_MODE_MAIN;
14488 game_status = GAME_MODE_MAIN;
14494 else /* continue playing the game */
14496 if (tape.playing && tape.deactivate_display)
14497 TapeDeactivateDisplayOff(TRUE);
14499 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14501 if (tape.playing && tape.deactivate_display)
14502 TapeDeactivateDisplayOn();
14506 void RequestQuitGame(boolean ask_if_really_quit)
14508 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14509 boolean skip_request = AllPlayersGone || quick_quit;
14511 RequestQuitGameExt(skip_request, quick_quit,
14512 "Do you really want to quit the game?");
14516 /* ------------------------------------------------------------------------- */
14517 /* random generator functions */
14518 /* ------------------------------------------------------------------------- */
14520 unsigned int InitEngineRandom_RND(int seed)
14522 game.num_random_calls = 0;
14524 return InitEngineRandom(seed);
14527 unsigned int RND(int max)
14531 game.num_random_calls++;
14533 return GetEngineRandom(max);
14540 /* ------------------------------------------------------------------------- */
14541 /* game engine snapshot handling functions */
14542 /* ------------------------------------------------------------------------- */
14544 struct EngineSnapshotInfo
14546 /* runtime values for custom element collect score */
14547 int collect_score[NUM_CUSTOM_ELEMENTS];
14549 /* runtime values for group element choice position */
14550 int choice_pos[NUM_GROUP_ELEMENTS];
14552 /* runtime values for belt position animations */
14553 int belt_graphic[4][NUM_BELT_PARTS];
14554 int belt_anim_mode[4][NUM_BELT_PARTS];
14557 static struct EngineSnapshotInfo engine_snapshot_rnd;
14558 static char *snapshot_level_identifier = NULL;
14559 static int snapshot_level_nr = -1;
14561 static void SaveEngineSnapshotValues_RND()
14563 static int belt_base_active_element[4] =
14565 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
14566 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
14567 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
14568 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
14572 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14574 int element = EL_CUSTOM_START + i;
14576 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
14579 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14581 int element = EL_GROUP_START + i;
14583 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
14586 for (i = 0; i < 4; i++)
14588 for (j = 0; j < NUM_BELT_PARTS; j++)
14590 int element = belt_base_active_element[i] + j;
14591 int graphic = el2img(element);
14592 int anim_mode = graphic_info[graphic].anim_mode;
14594 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
14595 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
14600 static void LoadEngineSnapshotValues_RND()
14602 unsigned int num_random_calls = game.num_random_calls;
14605 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14607 int element = EL_CUSTOM_START + i;
14609 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
14612 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14614 int element = EL_GROUP_START + i;
14616 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
14619 for (i = 0; i < 4; i++)
14621 for (j = 0; j < NUM_BELT_PARTS; j++)
14623 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
14624 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
14626 graphic_info[graphic].anim_mode = anim_mode;
14630 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14632 InitRND(tape.random_seed);
14633 for (i = 0; i < num_random_calls; i++)
14637 if (game.num_random_calls != num_random_calls)
14639 Error(ERR_INFO, "number of random calls out of sync");
14640 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
14641 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
14642 Error(ERR_EXIT, "this should not happen -- please debug");
14646 void FreeEngineSnapshotSingle()
14648 FreeSnapshotSingle();
14650 setString(&snapshot_level_identifier, NULL);
14651 snapshot_level_nr = -1;
14654 void FreeEngineSnapshotList()
14656 FreeSnapshotList();
14659 ListNode *SaveEngineSnapshotBuffers()
14661 ListNode *buffers = NULL;
14663 /* copy some special values to a structure better suited for the snapshot */
14665 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14666 SaveEngineSnapshotValues_RND();
14667 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14668 SaveEngineSnapshotValues_EM();
14669 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14670 SaveEngineSnapshotValues_SP(&buffers);
14672 /* save values stored in special snapshot structure */
14674 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14675 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
14676 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14677 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
14678 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14679 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
14681 /* save further RND engine values */
14683 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
14684 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
14685 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
14687 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
14688 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
14689 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
14690 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
14692 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
14693 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
14694 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
14695 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
14696 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
14698 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
14699 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
14700 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
14702 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
14704 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
14706 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
14707 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
14709 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
14710 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
14711 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
14712 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
14713 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
14714 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
14715 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
14716 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
14717 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
14718 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
14719 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
14720 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
14721 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
14722 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
14723 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
14724 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
14725 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
14726 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
14728 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
14729 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
14731 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
14732 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
14733 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
14735 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
14736 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
14738 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
14739 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
14740 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
14741 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
14742 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
14744 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
14745 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
14748 ListNode *node = engine_snapshot_list_rnd;
14751 while (node != NULL)
14753 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
14758 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
14764 void SaveEngineSnapshotSingle()
14766 ListNode *buffers = SaveEngineSnapshotBuffers();
14768 /* finally save all snapshot buffers to single snapshot */
14769 SaveSnapshotSingle(buffers);
14771 /* save level identification information */
14772 setString(&snapshot_level_identifier, leveldir_current->identifier);
14773 snapshot_level_nr = level_nr;
14776 static boolean SaveEngineSnapshotToListExt(boolean initial_snapshot)
14778 boolean save_snapshot =
14779 (initial_snapshot ||
14780 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
14781 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
14782 game.snapshot.changed_action));
14784 game.snapshot.changed_action = FALSE;
14786 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
14787 tape.quick_resume ||
14791 ListNode *buffers = SaveEngineSnapshotBuffers();
14793 /* finally save all snapshot buffers to snapshot list */
14794 SaveSnapshotToList(buffers);
14799 boolean SaveEngineSnapshotToList()
14801 return SaveEngineSnapshotToListExt(FALSE);
14804 void SaveEngineSnapshotToListInitial()
14806 FreeEngineSnapshotList();
14808 SaveEngineSnapshotToListExt(TRUE);
14811 void LoadEngineSnapshotValues()
14813 /* restore special values from snapshot structure */
14815 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14816 LoadEngineSnapshotValues_RND();
14817 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14818 LoadEngineSnapshotValues_EM();
14819 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14820 LoadEngineSnapshotValues_SP();
14823 void LoadEngineSnapshotSingle()
14825 LoadSnapshotSingle();
14827 LoadEngineSnapshotValues();
14830 void LoadEngineSnapshot_Undo(int steps)
14832 LoadSnapshotFromList_Older(steps);
14834 LoadEngineSnapshotValues();
14837 void LoadEngineSnapshot_Redo(int steps)
14839 LoadSnapshotFromList_Newer(steps);
14841 LoadEngineSnapshotValues();
14844 boolean CheckEngineSnapshotSingle()
14846 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
14847 snapshot_level_nr == level_nr);
14850 boolean CheckEngineSnapshotList()
14852 return CheckSnapshotList();
14856 /* ---------- new game button stuff ---------------------------------------- */
14864 } gamebutton_info[NUM_GAME_BUTTONS] =
14867 IMG_GAME_BUTTON_GFX_STOP, &game.button.stop,
14868 GAME_CTRL_ID_STOP, "stop game"
14871 IMG_GAME_BUTTON_GFX_PAUSE, &game.button.pause,
14872 GAME_CTRL_ID_PAUSE, "pause game"
14875 IMG_GAME_BUTTON_GFX_PLAY, &game.button.play,
14876 GAME_CTRL_ID_PLAY, "play game"
14879 IMG_GAME_BUTTON_GFX_UNDO, &game.button.undo,
14880 GAME_CTRL_ID_UNDO, "undo step"
14883 IMG_GAME_BUTTON_GFX_REDO, &game.button.redo,
14884 GAME_CTRL_ID_REDO, "redo step"
14887 IMG_GAME_BUTTON_GFX_SAVE, &game.button.save,
14888 GAME_CTRL_ID_SAVE, "save game"
14891 IMG_GAME_BUTTON_GFX_PAUSE2, &game.button.pause2,
14892 GAME_CTRL_ID_PAUSE2, "pause game"
14895 IMG_GAME_BUTTON_GFX_LOAD, &game.button.load,
14896 GAME_CTRL_ID_LOAD, "load game"
14899 IMG_GAME_BUTTON_GFX_SOUND_MUSIC, &game.button.sound_music,
14900 SOUND_CTRL_ID_MUSIC, "background music on/off"
14903 IMG_GAME_BUTTON_GFX_SOUND_LOOPS, &game.button.sound_loops,
14904 SOUND_CTRL_ID_LOOPS, "sound loops on/off"
14907 IMG_GAME_BUTTON_GFX_SOUND_SIMPLE, &game.button.sound_simple,
14908 SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
14912 void CreateGameButtons()
14916 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14918 struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
14919 struct XY *pos = gamebutton_info[i].pos;
14920 struct GadgetInfo *gi;
14923 unsigned int event_mask;
14924 int base_x = (tape.show_game_buttons ? VX : DX);
14925 int base_y = (tape.show_game_buttons ? VY : DY);
14926 int gd_x = gfx->src_x;
14927 int gd_y = gfx->src_y;
14928 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
14929 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
14930 int gd_xa = gfx->src_x + gfx->active_xoffset;
14931 int gd_ya = gfx->src_y + gfx->active_yoffset;
14932 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
14933 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
14936 if (gfx->bitmap == NULL)
14938 game_gadget[id] = NULL;
14943 if (id == GAME_CTRL_ID_STOP ||
14944 id == GAME_CTRL_ID_PLAY ||
14945 id == GAME_CTRL_ID_SAVE ||
14946 id == GAME_CTRL_ID_LOAD)
14948 button_type = GD_TYPE_NORMAL_BUTTON;
14950 event_mask = GD_EVENT_RELEASED;
14952 else if (id == GAME_CTRL_ID_UNDO ||
14953 id == GAME_CTRL_ID_REDO)
14955 button_type = GD_TYPE_NORMAL_BUTTON;
14957 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
14961 button_type = GD_TYPE_CHECK_BUTTON;
14963 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
14964 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
14965 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
14966 event_mask = GD_EVENT_PRESSED;
14969 gi = CreateGadget(GDI_CUSTOM_ID, id,
14970 GDI_INFO_TEXT, gamebutton_info[i].infotext,
14971 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
14972 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
14973 GDI_WIDTH, gfx->width,
14974 GDI_HEIGHT, gfx->height,
14975 GDI_TYPE, button_type,
14976 GDI_STATE, GD_BUTTON_UNPRESSED,
14977 GDI_CHECKED, checked,
14978 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
14979 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
14980 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
14981 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
14982 GDI_DIRECT_DRAW, FALSE,
14983 GDI_EVENT_MASK, event_mask,
14984 GDI_CALLBACK_ACTION, HandleGameButtons,
14988 Error(ERR_EXIT, "cannot create gadget");
14990 game_gadget[id] = gi;
14994 void FreeGameButtons()
14998 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14999 FreeGadget(game_gadget[i]);
15002 static void MapGameButtonsAtSamePosition(int id)
15006 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15008 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15009 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15010 MapGadget(game_gadget[i]);
15013 static void UnmapGameButtonsAtSamePosition(int id)
15017 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15019 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15020 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15021 UnmapGadget(game_gadget[i]);
15024 void MapUndoRedoButtons()
15026 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15027 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15029 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15030 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15033 void UnmapUndoRedoButtons()
15035 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15036 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15038 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15039 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15042 void MapGameButtons()
15046 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15047 if (i != GAME_CTRL_ID_UNDO &&
15048 i != GAME_CTRL_ID_REDO)
15049 MapGadget(game_gadget[i]);
15051 if (setup.show_snapshot_buttons)
15053 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15054 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15055 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15059 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15060 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15061 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15064 RedrawGameButtons();
15067 void UnmapGameButtons()
15071 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15072 UnmapGadget(game_gadget[i]);
15075 void RedrawGameButtons()
15079 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15080 RedrawGadget(game_gadget[i]);
15082 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15083 redraw_mask &= ~REDRAW_ALL;
15086 void GameUndoRedoExt()
15088 ClearPlayerAction();
15090 tape.pausing = TRUE;
15093 UpdateAndDisplayGameControlValues();
15095 DrawCompleteVideoDisplay();
15096 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15097 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15098 DrawVideoDisplay((tape.single_step ? VIDEO_STATE_1STEP_ON :
15099 VIDEO_STATE_1STEP_OFF), 0);
15104 void GameUndo(int steps)
15106 if (!CheckEngineSnapshotList())
15109 LoadEngineSnapshot_Undo(steps);
15114 void GameRedo(int steps)
15116 if (!CheckEngineSnapshotList())
15119 LoadEngineSnapshot_Redo(steps);
15124 static void HandleGameButtonsExt(int id, int button)
15126 int steps = BUTTON_STEPSIZE(button);
15127 boolean handle_game_buttons =
15128 (game_status == GAME_MODE_PLAYING ||
15129 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15131 if (!handle_game_buttons)
15136 case GAME_CTRL_ID_STOP:
15137 if (game_status == GAME_MODE_MAIN)
15143 RequestQuitGame(TRUE);
15147 case GAME_CTRL_ID_PAUSE:
15148 case GAME_CTRL_ID_PAUSE2:
15149 if (options.network && game_status == GAME_MODE_PLAYING)
15151 #if defined(NETWORK_AVALIABLE)
15153 SendToServer_ContinuePlaying();
15155 SendToServer_PausePlaying();
15159 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15162 case GAME_CTRL_ID_PLAY:
15163 if (game_status == GAME_MODE_MAIN)
15165 StartGameActions(options.network, setup.autorecord, level.random_seed);
15167 else if (tape.pausing)
15169 #if defined(NETWORK_AVALIABLE)
15170 if (options.network)
15171 SendToServer_ContinuePlaying();
15174 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15178 case GAME_CTRL_ID_UNDO:
15182 case GAME_CTRL_ID_REDO:
15186 case GAME_CTRL_ID_SAVE:
15190 case GAME_CTRL_ID_LOAD:
15194 case SOUND_CTRL_ID_MUSIC:
15195 if (setup.sound_music)
15197 setup.sound_music = FALSE;
15201 else if (audio.music_available)
15203 setup.sound = setup.sound_music = TRUE;
15205 SetAudioMode(setup.sound);
15211 case SOUND_CTRL_ID_LOOPS:
15212 if (setup.sound_loops)
15213 setup.sound_loops = FALSE;
15214 else if (audio.loops_available)
15216 setup.sound = setup.sound_loops = TRUE;
15218 SetAudioMode(setup.sound);
15222 case SOUND_CTRL_ID_SIMPLE:
15223 if (setup.sound_simple)
15224 setup.sound_simple = FALSE;
15225 else if (audio.sound_available)
15227 setup.sound = setup.sound_simple = TRUE;
15229 SetAudioMode(setup.sound);
15238 static void HandleGameButtons(struct GadgetInfo *gi)
15240 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15243 void HandleSoundButtonKeys(Key key)
15246 if (key == setup.shortcut.sound_simple)
15247 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15248 else if (key == setup.shortcut.sound_loops)
15249 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15250 else if (key == setup.shortcut.sound_music)
15251 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);