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 static inline 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 static inline 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 game_status = GAME_MODE_PLAYING;
3098 if (!game.restart_level)
3099 CloseDoor(DOOR_CLOSE_1);
3101 /* needed if different viewport properties defined for playing */
3102 ChangeViewportPropertiesIfNeeded();
3104 if (level_editor_test_game)
3105 FadeSkipNextFadeIn();
3107 FadeSetEnterScreen();
3109 if (CheckIfGlobalBorderHasChanged())
3110 fade_mask = REDRAW_ALL;
3116 DrawCompleteVideoDisplay();
3119 InitGameControlValues();
3121 /* don't play tapes over network */
3122 network_playing = (options.network && !tape.playing);
3124 for (i = 0; i < MAX_PLAYERS; i++)
3126 struct PlayerInfo *player = &stored_player[i];
3128 player->index_nr = i;
3129 player->index_bit = (1 << i);
3130 player->element_nr = EL_PLAYER_1 + i;
3132 player->present = FALSE;
3133 player->active = FALSE;
3134 player->mapped = FALSE;
3136 player->killed = FALSE;
3137 player->reanimated = FALSE;
3140 player->effective_action = 0;
3141 player->programmed_action = 0;
3144 player->score_final = 0;
3146 player->gems_still_needed = level.gems_needed;
3147 player->sokobanfields_still_needed = 0;
3148 player->lights_still_needed = 0;
3149 player->friends_still_needed = 0;
3151 for (j = 0; j < MAX_NUM_KEYS; j++)
3152 player->key[j] = FALSE;
3154 player->num_white_keys = 0;
3156 player->dynabomb_count = 0;
3157 player->dynabomb_size = 1;
3158 player->dynabombs_left = 0;
3159 player->dynabomb_xl = FALSE;
3161 player->MovDir = initial_move_dir;
3164 player->GfxDir = initial_move_dir;
3165 player->GfxAction = ACTION_DEFAULT;
3167 player->StepFrame = 0;
3169 player->initial_element = player->element_nr;
3170 player->artwork_element =
3171 (level.use_artwork_element[i] ? level.artwork_element[i] :
3172 player->element_nr);
3173 player->use_murphy = FALSE;
3175 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3176 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3178 player->gravity = level.initial_player_gravity[i];
3180 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3182 player->actual_frame_counter = 0;
3184 player->step_counter = 0;
3186 player->last_move_dir = initial_move_dir;
3188 player->is_active = FALSE;
3190 player->is_waiting = FALSE;
3191 player->is_moving = FALSE;
3192 player->is_auto_moving = FALSE;
3193 player->is_digging = FALSE;
3194 player->is_snapping = FALSE;
3195 player->is_collecting = FALSE;
3196 player->is_pushing = FALSE;
3197 player->is_switching = FALSE;
3198 player->is_dropping = FALSE;
3199 player->is_dropping_pressed = FALSE;
3201 player->is_bored = FALSE;
3202 player->is_sleeping = FALSE;
3204 player->frame_counter_bored = -1;
3205 player->frame_counter_sleeping = -1;
3207 player->anim_delay_counter = 0;
3208 player->post_delay_counter = 0;
3210 player->dir_waiting = initial_move_dir;
3211 player->action_waiting = ACTION_DEFAULT;
3212 player->last_action_waiting = ACTION_DEFAULT;
3213 player->special_action_bored = ACTION_DEFAULT;
3214 player->special_action_sleeping = ACTION_DEFAULT;
3216 player->switch_x = -1;
3217 player->switch_y = -1;
3219 player->drop_x = -1;
3220 player->drop_y = -1;
3222 player->show_envelope = 0;
3224 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3226 player->push_delay = -1; /* initialized when pushing starts */
3227 player->push_delay_value = game.initial_push_delay_value;
3229 player->drop_delay = 0;
3230 player->drop_pressed_delay = 0;
3232 player->last_jx = -1;
3233 player->last_jy = -1;
3237 player->shield_normal_time_left = 0;
3238 player->shield_deadly_time_left = 0;
3240 player->inventory_infinite_element = EL_UNDEFINED;
3241 player->inventory_size = 0;
3243 if (level.use_initial_inventory[i])
3245 for (j = 0; j < level.initial_inventory_size[i]; j++)
3247 int element = level.initial_inventory_content[i][j];
3248 int collect_count = element_info[element].collect_count_initial;
3251 if (!IS_CUSTOM_ELEMENT(element))
3254 if (collect_count == 0)
3255 player->inventory_infinite_element = element;
3257 for (k = 0; k < collect_count; k++)
3258 if (player->inventory_size < MAX_INVENTORY_SIZE)
3259 player->inventory_element[player->inventory_size++] = element;
3263 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3264 SnapField(player, 0, 0);
3266 player->LevelSolved = FALSE;
3267 player->GameOver = FALSE;
3269 player->LevelSolved_GameWon = FALSE;
3270 player->LevelSolved_GameEnd = FALSE;
3271 player->LevelSolved_PanelOff = FALSE;
3272 player->LevelSolved_SaveTape = FALSE;
3273 player->LevelSolved_SaveScore = FALSE;
3274 player->LevelSolved_CountingTime = 0;
3275 player->LevelSolved_CountingScore = 0;
3277 map_player_action[i] = i;
3280 network_player_action_received = FALSE;
3282 #if defined(NETWORK_AVALIABLE)
3283 /* initial null action */
3284 if (network_playing)
3285 SendToServer_MovePlayer(MV_NONE);
3294 TimeLeft = level.time;
3297 ScreenMovDir = MV_NONE;
3301 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3303 AllPlayersGone = FALSE;
3305 game.no_time_limit = (level.time == 0);
3307 game.yamyam_content_nr = 0;
3308 game.robot_wheel_active = FALSE;
3309 game.magic_wall_active = FALSE;
3310 game.magic_wall_time_left = 0;
3311 game.light_time_left = 0;
3312 game.timegate_time_left = 0;
3313 game.switchgate_pos = 0;
3314 game.wind_direction = level.wind_direction_initial;
3316 game.lenses_time_left = 0;
3317 game.magnify_time_left = 0;
3319 game.ball_state = level.ball_state_initial;
3320 game.ball_content_nr = 0;
3322 game.envelope_active = FALSE;
3324 /* set focus to local player for network games, else to all players */
3325 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3326 game.centered_player_nr_next = game.centered_player_nr;
3327 game.set_centered_player = FALSE;
3329 if (network_playing && tape.recording)
3331 /* store client dependent player focus when recording network games */
3332 tape.centered_player_nr_next = game.centered_player_nr_next;
3333 tape.set_centered_player = TRUE;
3336 for (i = 0; i < NUM_BELTS; i++)
3338 game.belt_dir[i] = MV_NONE;
3339 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3342 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3343 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3345 #if DEBUG_INIT_PLAYER
3348 printf("Player status at level initialization:\n");
3352 SCAN_PLAYFIELD(x, y)
3354 Feld[x][y] = level.field[x][y];
3355 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3356 ChangeDelay[x][y] = 0;
3357 ChangePage[x][y] = -1;
3358 CustomValue[x][y] = 0; /* initialized in InitField() */
3359 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3361 WasJustMoving[x][y] = 0;
3362 WasJustFalling[x][y] = 0;
3363 CheckCollision[x][y] = 0;
3364 CheckImpact[x][y] = 0;
3366 Pushed[x][y] = FALSE;
3368 ChangeCount[x][y] = 0;
3369 ChangeEvent[x][y] = -1;
3371 ExplodePhase[x][y] = 0;
3372 ExplodeDelay[x][y] = 0;
3373 ExplodeField[x][y] = EX_TYPE_NONE;
3375 RunnerVisit[x][y] = 0;
3376 PlayerVisit[x][y] = 0;
3379 GfxRandom[x][y] = INIT_GFX_RANDOM();
3380 GfxElement[x][y] = EL_UNDEFINED;
3381 GfxAction[x][y] = ACTION_DEFAULT;
3382 GfxDir[x][y] = MV_NONE;
3383 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3386 SCAN_PLAYFIELD(x, y)
3388 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3390 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3392 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3395 InitField(x, y, TRUE);
3397 ResetGfxAnimation(x, y);
3402 for (i = 0; i < MAX_PLAYERS; i++)
3404 struct PlayerInfo *player = &stored_player[i];
3406 /* set number of special actions for bored and sleeping animation */
3407 player->num_special_action_bored =
3408 get_num_special_action(player->artwork_element,
3409 ACTION_BORING_1, ACTION_BORING_LAST);
3410 player->num_special_action_sleeping =
3411 get_num_special_action(player->artwork_element,
3412 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3415 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3416 emulate_sb ? EMU_SOKOBAN :
3417 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3419 /* initialize type of slippery elements */
3420 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3422 if (!IS_CUSTOM_ELEMENT(i))
3424 /* default: elements slip down either to the left or right randomly */
3425 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3427 /* SP style elements prefer to slip down on the left side */
3428 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3429 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3431 /* BD style elements prefer to slip down on the left side */
3432 if (game.emulation == EMU_BOULDERDASH)
3433 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3437 /* initialize explosion and ignition delay */
3438 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3440 if (!IS_CUSTOM_ELEMENT(i))
3443 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3444 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3445 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3446 int last_phase = (num_phase + 1) * delay;
3447 int half_phase = (num_phase / 2) * delay;
3449 element_info[i].explosion_delay = last_phase - 1;
3450 element_info[i].ignition_delay = half_phase;
3452 if (i == EL_BLACK_ORB)
3453 element_info[i].ignition_delay = 1;
3457 /* correct non-moving belts to start moving left */
3458 for (i = 0; i < NUM_BELTS; i++)
3459 if (game.belt_dir[i] == MV_NONE)
3460 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3462 #if USE_NEW_PLAYER_ASSIGNMENTS
3463 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3464 /* choose default local player */
3465 local_player = &stored_player[0];
3467 for (i = 0; i < MAX_PLAYERS; i++)
3468 stored_player[i].connected = FALSE;
3470 local_player->connected = TRUE;
3471 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3475 for (i = 0; i < MAX_PLAYERS; i++)
3476 stored_player[i].connected = tape.player_participates[i];
3478 else if (game.team_mode && !options.network)
3480 /* try to guess locally connected team mode players (needed for correct
3481 assignment of player figures from level to locally playing players) */
3483 for (i = 0; i < MAX_PLAYERS; i++)
3484 if (setup.input[i].use_joystick ||
3485 setup.input[i].key.left != KSYM_UNDEFINED)
3486 stored_player[i].connected = TRUE;
3489 #if DEBUG_INIT_PLAYER
3492 printf("Player status after level initialization:\n");
3494 for (i = 0; i < MAX_PLAYERS; i++)
3496 struct PlayerInfo *player = &stored_player[i];
3498 printf("- player %d: present == %d, connected == %d, active == %d",
3504 if (local_player == player)
3505 printf(" (local player)");
3512 #if DEBUG_INIT_PLAYER
3514 printf("Reassigning players ...\n");
3517 /* check if any connected player was not found in playfield */
3518 for (i = 0; i < MAX_PLAYERS; i++)
3520 struct PlayerInfo *player = &stored_player[i];
3522 if (player->connected && !player->present)
3524 struct PlayerInfo *field_player = NULL;
3526 #if DEBUG_INIT_PLAYER
3528 printf("- looking for field player for player %d ...\n", i + 1);
3531 /* assign first free player found that is present in the playfield */
3533 /* first try: look for unmapped playfield player that is not connected */
3534 for (j = 0; j < MAX_PLAYERS; j++)
3535 if (field_player == NULL &&
3536 stored_player[j].present &&
3537 !stored_player[j].mapped &&
3538 !stored_player[j].connected)
3539 field_player = &stored_player[j];
3541 /* second try: look for *any* unmapped playfield player */
3542 for (j = 0; j < MAX_PLAYERS; j++)
3543 if (field_player == NULL &&
3544 stored_player[j].present &&
3545 !stored_player[j].mapped)
3546 field_player = &stored_player[j];
3548 if (field_player != NULL)
3550 int jx = field_player->jx, jy = field_player->jy;
3552 #if DEBUG_INIT_PLAYER
3554 printf("- found player %d\n", field_player->index_nr + 1);
3557 player->present = FALSE;
3558 player->active = FALSE;
3560 field_player->present = TRUE;
3561 field_player->active = TRUE;
3564 player->initial_element = field_player->initial_element;
3565 player->artwork_element = field_player->artwork_element;
3567 player->block_last_field = field_player->block_last_field;
3568 player->block_delay_adjustment = field_player->block_delay_adjustment;
3571 StorePlayer[jx][jy] = field_player->element_nr;
3573 field_player->jx = field_player->last_jx = jx;
3574 field_player->jy = field_player->last_jy = jy;
3576 if (local_player == player)
3577 local_player = field_player;
3579 map_player_action[field_player->index_nr] = i;
3581 field_player->mapped = TRUE;
3583 #if DEBUG_INIT_PLAYER
3585 printf("- map_player_action[%d] == %d\n",
3586 field_player->index_nr + 1, i + 1);
3591 if (player->connected && player->present)
3592 player->mapped = TRUE;
3595 #if DEBUG_INIT_PLAYER
3598 printf("Player status after player assignment (first stage):\n");
3600 for (i = 0; i < MAX_PLAYERS; i++)
3602 struct PlayerInfo *player = &stored_player[i];
3604 printf("- player %d: present == %d, connected == %d, active == %d",
3610 if (local_player == player)
3611 printf(" (local player)");
3620 /* check if any connected player was not found in playfield */
3621 for (i = 0; i < MAX_PLAYERS; i++)
3623 struct PlayerInfo *player = &stored_player[i];
3625 if (player->connected && !player->present)
3627 for (j = 0; j < MAX_PLAYERS; j++)
3629 struct PlayerInfo *field_player = &stored_player[j];
3630 int jx = field_player->jx, jy = field_player->jy;
3632 /* assign first free player found that is present in the playfield */
3633 if (field_player->present && !field_player->connected)
3635 player->present = TRUE;
3636 player->active = TRUE;
3638 field_player->present = FALSE;
3639 field_player->active = FALSE;
3641 player->initial_element = field_player->initial_element;
3642 player->artwork_element = field_player->artwork_element;
3644 player->block_last_field = field_player->block_last_field;
3645 player->block_delay_adjustment = field_player->block_delay_adjustment;
3647 StorePlayer[jx][jy] = player->element_nr;
3649 player->jx = player->last_jx = jx;
3650 player->jy = player->last_jy = jy;
3660 printf("::: local_player->present == %d\n", local_player->present);
3665 /* when playing a tape, eliminate all players who do not participate */
3667 #if USE_NEW_PLAYER_ASSIGNMENTS
3669 if (!game.team_mode)
3671 for (i = 0; i < MAX_PLAYERS; i++)
3673 if (stored_player[i].active &&
3674 !tape.player_participates[map_player_action[i]])
3676 struct PlayerInfo *player = &stored_player[i];
3677 int jx = player->jx, jy = player->jy;
3679 #if DEBUG_INIT_PLAYER
3681 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3684 player->active = FALSE;
3685 StorePlayer[jx][jy] = 0;
3686 Feld[jx][jy] = EL_EMPTY;
3693 for (i = 0; i < MAX_PLAYERS; i++)
3695 if (stored_player[i].active &&
3696 !tape.player_participates[i])
3698 struct PlayerInfo *player = &stored_player[i];
3699 int jx = player->jx, jy = player->jy;
3701 player->active = FALSE;
3702 StorePlayer[jx][jy] = 0;
3703 Feld[jx][jy] = EL_EMPTY;
3708 else if (!options.network && !game.team_mode) /* && !tape.playing */
3710 /* when in single player mode, eliminate all but the first active player */
3712 for (i = 0; i < MAX_PLAYERS; i++)
3714 if (stored_player[i].active)
3716 for (j = i + 1; j < MAX_PLAYERS; j++)
3718 if (stored_player[j].active)
3720 struct PlayerInfo *player = &stored_player[j];
3721 int jx = player->jx, jy = player->jy;
3723 player->active = FALSE;
3724 player->present = FALSE;
3726 StorePlayer[jx][jy] = 0;
3727 Feld[jx][jy] = EL_EMPTY;
3734 /* when recording the game, store which players take part in the game */
3737 #if USE_NEW_PLAYER_ASSIGNMENTS
3738 for (i = 0; i < MAX_PLAYERS; i++)
3739 if (stored_player[i].connected)
3740 tape.player_participates[i] = TRUE;
3742 for (i = 0; i < MAX_PLAYERS; i++)
3743 if (stored_player[i].active)
3744 tape.player_participates[i] = TRUE;
3748 #if DEBUG_INIT_PLAYER
3751 printf("Player status after player assignment (final stage):\n");
3753 for (i = 0; i < MAX_PLAYERS; i++)
3755 struct PlayerInfo *player = &stored_player[i];
3757 printf("- player %d: present == %d, connected == %d, active == %d",
3763 if (local_player == player)
3764 printf(" (local player)");
3771 if (BorderElement == EL_EMPTY)
3774 SBX_Right = lev_fieldx - SCR_FIELDX;
3776 SBY_Lower = lev_fieldy - SCR_FIELDY;
3781 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3783 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3786 if (full_lev_fieldx <= SCR_FIELDX)
3787 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3788 if (full_lev_fieldy <= SCR_FIELDY)
3789 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3791 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
3793 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
3796 /* if local player not found, look for custom element that might create
3797 the player (make some assumptions about the right custom element) */
3798 if (!local_player->present)
3800 int start_x = 0, start_y = 0;
3801 int found_rating = 0;
3802 int found_element = EL_UNDEFINED;
3803 int player_nr = local_player->index_nr;
3805 SCAN_PLAYFIELD(x, y)
3807 int element = Feld[x][y];
3812 if (level.use_start_element[player_nr] &&
3813 level.start_element[player_nr] == element &&
3820 found_element = element;
3823 if (!IS_CUSTOM_ELEMENT(element))
3826 if (CAN_CHANGE(element))
3828 for (i = 0; i < element_info[element].num_change_pages; i++)
3830 /* check for player created from custom element as single target */
3831 content = element_info[element].change_page[i].target_element;
3832 is_player = ELEM_IS_PLAYER(content);
3834 if (is_player && (found_rating < 3 ||
3835 (found_rating == 3 && element < found_element)))
3841 found_element = element;
3846 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
3848 /* check for player created from custom element as explosion content */
3849 content = element_info[element].content.e[xx][yy];
3850 is_player = ELEM_IS_PLAYER(content);
3852 if (is_player && (found_rating < 2 ||
3853 (found_rating == 2 && element < found_element)))
3855 start_x = x + xx - 1;
3856 start_y = y + yy - 1;
3859 found_element = element;
3862 if (!CAN_CHANGE(element))
3865 for (i = 0; i < element_info[element].num_change_pages; i++)
3867 /* check for player created from custom element as extended target */
3869 element_info[element].change_page[i].target_content.e[xx][yy];
3871 is_player = ELEM_IS_PLAYER(content);
3873 if (is_player && (found_rating < 1 ||
3874 (found_rating == 1 && element < found_element)))
3876 start_x = x + xx - 1;
3877 start_y = y + yy - 1;
3880 found_element = element;
3886 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
3887 start_x > SBX_Right + MIDPOSX ? SBX_Right :
3890 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
3891 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
3896 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
3897 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
3898 local_player->jx - MIDPOSX);
3900 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
3901 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
3902 local_player->jy - MIDPOSY);
3905 /* !!! FIX THIS (START) !!! */
3906 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3908 InitGameEngine_EM();
3910 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3912 InitGameEngine_SP();
3916 DrawLevel(REDRAW_FIELD);
3919 /* after drawing the level, correct some elements */
3920 if (game.timegate_time_left == 0)
3921 CloseAllOpenTimegates();
3924 /* blit playfield from scroll buffer to normal back buffer for fading in */
3925 BlitScreenToBitmap(backbuffer);
3926 /* !!! FIX THIS (END) !!! */
3931 // full screen redraw is required at this point in the following cases:
3932 // - special editor door undrawn when game was started from level editor
3933 // - drawing area (playfield) was changed and has to be removed completely
3934 redraw_mask = REDRAW_ALL;
3938 if (!game.restart_level)
3940 /* copy default game door content to main double buffer */
3942 /* !!! CHECK AGAIN !!! */
3943 SetPanelBackground();
3944 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
3945 DrawBackground(DX, DY, DXSIZE, DYSIZE);
3948 SetPanelBackground();
3949 SetDrawBackgroundMask(REDRAW_DOOR_1);
3951 UpdateAndDisplayGameControlValues();
3953 if (!game.restart_level)
3959 CreateGameButtons();
3961 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
3962 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
3963 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
3968 /* copy actual game door content to door double buffer for OpenDoor() */
3969 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
3971 OpenDoor(DOOR_OPEN_ALL);
3973 PlaySound(SND_GAME_STARTING);
3975 if (setup.sound_music)
3978 KeyboardAutoRepeatOffUnlessAutoplay();
3980 #if DEBUG_INIT_PLAYER
3983 printf("Player status (final):\n");
3985 for (i = 0; i < MAX_PLAYERS; i++)
3987 struct PlayerInfo *player = &stored_player[i];
3989 printf("- player %d: present == %d, connected == %d, active == %d",
3995 if (local_player == player)
3996 printf(" (local player)");
4009 if (!game.restart_level && !tape.playing)
4011 LevelStats_incPlayed(level_nr);
4013 SaveLevelSetup_SeriesInfo();
4016 game.restart_level = FALSE;
4018 SaveEngineSnapshotToListInitial();
4021 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
4023 /* this is used for non-R'n'D game engines to update certain engine values */
4025 /* needed to determine if sounds are played within the visible screen area */
4026 scroll_x = actual_scroll_x;
4027 scroll_y = actual_scroll_y;
4030 void InitMovDir(int x, int y)
4032 int i, element = Feld[x][y];
4033 static int xy[4][2] =
4040 static int direction[3][4] =
4042 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4043 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4044 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4053 Feld[x][y] = EL_BUG;
4054 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4057 case EL_SPACESHIP_RIGHT:
4058 case EL_SPACESHIP_UP:
4059 case EL_SPACESHIP_LEFT:
4060 case EL_SPACESHIP_DOWN:
4061 Feld[x][y] = EL_SPACESHIP;
4062 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4065 case EL_BD_BUTTERFLY_RIGHT:
4066 case EL_BD_BUTTERFLY_UP:
4067 case EL_BD_BUTTERFLY_LEFT:
4068 case EL_BD_BUTTERFLY_DOWN:
4069 Feld[x][y] = EL_BD_BUTTERFLY;
4070 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4073 case EL_BD_FIREFLY_RIGHT:
4074 case EL_BD_FIREFLY_UP:
4075 case EL_BD_FIREFLY_LEFT:
4076 case EL_BD_FIREFLY_DOWN:
4077 Feld[x][y] = EL_BD_FIREFLY;
4078 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4081 case EL_PACMAN_RIGHT:
4083 case EL_PACMAN_LEFT:
4084 case EL_PACMAN_DOWN:
4085 Feld[x][y] = EL_PACMAN;
4086 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4089 case EL_YAMYAM_LEFT:
4090 case EL_YAMYAM_RIGHT:
4092 case EL_YAMYAM_DOWN:
4093 Feld[x][y] = EL_YAMYAM;
4094 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4097 case EL_SP_SNIKSNAK:
4098 MovDir[x][y] = MV_UP;
4101 case EL_SP_ELECTRON:
4102 MovDir[x][y] = MV_LEFT;
4109 Feld[x][y] = EL_MOLE;
4110 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4114 if (IS_CUSTOM_ELEMENT(element))
4116 struct ElementInfo *ei = &element_info[element];
4117 int move_direction_initial = ei->move_direction_initial;
4118 int move_pattern = ei->move_pattern;
4120 if (move_direction_initial == MV_START_PREVIOUS)
4122 if (MovDir[x][y] != MV_NONE)
4125 move_direction_initial = MV_START_AUTOMATIC;
4128 if (move_direction_initial == MV_START_RANDOM)
4129 MovDir[x][y] = 1 << RND(4);
4130 else if (move_direction_initial & MV_ANY_DIRECTION)
4131 MovDir[x][y] = move_direction_initial;
4132 else if (move_pattern == MV_ALL_DIRECTIONS ||
4133 move_pattern == MV_TURNING_LEFT ||
4134 move_pattern == MV_TURNING_RIGHT ||
4135 move_pattern == MV_TURNING_LEFT_RIGHT ||
4136 move_pattern == MV_TURNING_RIGHT_LEFT ||
4137 move_pattern == MV_TURNING_RANDOM)
4138 MovDir[x][y] = 1 << RND(4);
4139 else if (move_pattern == MV_HORIZONTAL)
4140 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4141 else if (move_pattern == MV_VERTICAL)
4142 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4143 else if (move_pattern & MV_ANY_DIRECTION)
4144 MovDir[x][y] = element_info[element].move_pattern;
4145 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4146 move_pattern == MV_ALONG_RIGHT_SIDE)
4148 /* use random direction as default start direction */
4149 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4150 MovDir[x][y] = 1 << RND(4);
4152 for (i = 0; i < NUM_DIRECTIONS; i++)
4154 int x1 = x + xy[i][0];
4155 int y1 = y + xy[i][1];
4157 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4159 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4160 MovDir[x][y] = direction[0][i];
4162 MovDir[x][y] = direction[1][i];
4171 MovDir[x][y] = 1 << RND(4);
4173 if (element != EL_BUG &&
4174 element != EL_SPACESHIP &&
4175 element != EL_BD_BUTTERFLY &&
4176 element != EL_BD_FIREFLY)
4179 for (i = 0; i < NUM_DIRECTIONS; i++)
4181 int x1 = x + xy[i][0];
4182 int y1 = y + xy[i][1];
4184 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4186 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4188 MovDir[x][y] = direction[0][i];
4191 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4192 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4194 MovDir[x][y] = direction[1][i];
4203 GfxDir[x][y] = MovDir[x][y];
4206 void InitAmoebaNr(int x, int y)
4209 int group_nr = AmoebeNachbarNr(x, y);
4213 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4215 if (AmoebaCnt[i] == 0)
4223 AmoebaNr[x][y] = group_nr;
4224 AmoebaCnt[group_nr]++;
4225 AmoebaCnt2[group_nr]++;
4228 static void PlayerWins(struct PlayerInfo *player)
4230 player->LevelSolved = TRUE;
4231 player->GameOver = TRUE;
4233 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4234 level.native_em_level->lev->score : player->score);
4236 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4238 player->LevelSolved_CountingScore = player->score_final;
4243 static int time, time_final;
4244 static int score, score_final;
4245 static int game_over_delay_1 = 0;
4246 static int game_over_delay_2 = 0;
4247 int game_over_delay_value_1 = 50;
4248 int game_over_delay_value_2 = 50;
4250 if (!local_player->LevelSolved_GameWon)
4254 /* do not start end game actions before the player stops moving (to exit) */
4255 if (local_player->MovPos)
4258 local_player->LevelSolved_GameWon = TRUE;
4259 local_player->LevelSolved_SaveTape = tape.recording;
4260 local_player->LevelSolved_SaveScore = !tape.playing;
4264 LevelStats_incSolved(level_nr);
4266 SaveLevelSetup_SeriesInfo();
4269 if (tape.auto_play) /* tape might already be stopped here */
4270 tape.auto_play_level_solved = TRUE;
4274 game_over_delay_1 = game_over_delay_value_1;
4275 game_over_delay_2 = game_over_delay_value_2;
4277 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4278 score = score_final = local_player->score_final;
4283 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4285 else if (game.no_time_limit && TimePlayed < 999)
4288 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4291 local_player->score_final = score_final;
4293 if (level_editor_test_game)
4296 score = score_final;
4298 local_player->LevelSolved_CountingTime = time;
4299 local_player->LevelSolved_CountingScore = score;
4301 game_panel_controls[GAME_PANEL_TIME].value = time;
4302 game_panel_controls[GAME_PANEL_SCORE].value = score;
4304 DisplayGameControlValues();
4307 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4309 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4311 /* close exit door after last player */
4312 if ((AllPlayersGone &&
4313 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4314 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4315 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4316 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4317 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4319 int element = Feld[ExitX][ExitY];
4321 Feld[ExitX][ExitY] =
4322 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4323 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4324 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4325 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4326 EL_EM_STEEL_EXIT_CLOSING);
4328 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4331 /* player disappears */
4332 DrawLevelField(ExitX, ExitY);
4335 for (i = 0; i < MAX_PLAYERS; i++)
4337 struct PlayerInfo *player = &stored_player[i];
4339 if (player->present)
4341 RemovePlayer(player);
4343 /* player disappears */
4344 DrawLevelField(player->jx, player->jy);
4349 PlaySound(SND_GAME_WINNING);
4352 if (game_over_delay_1 > 0)
4354 game_over_delay_1--;
4359 if (time != time_final)
4361 int time_to_go = ABS(time_final - time);
4362 int time_count_dir = (time < time_final ? +1 : -1);
4363 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4365 time += time_count_steps * time_count_dir;
4366 score += time_count_steps * level.score[SC_TIME_BONUS];
4368 local_player->LevelSolved_CountingTime = time;
4369 local_player->LevelSolved_CountingScore = score;
4371 game_panel_controls[GAME_PANEL_TIME].value = time;
4372 game_panel_controls[GAME_PANEL_SCORE].value = score;
4374 DisplayGameControlValues();
4376 if (time == time_final)
4377 StopSound(SND_GAME_LEVELTIME_BONUS);
4378 else if (setup.sound_loops)
4379 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4381 PlaySound(SND_GAME_LEVELTIME_BONUS);
4386 local_player->LevelSolved_PanelOff = TRUE;
4388 if (game_over_delay_2 > 0)
4390 game_over_delay_2--;
4401 boolean raise_level = FALSE;
4403 local_player->LevelSolved_GameEnd = TRUE;
4405 if (!global.use_envelope_request)
4406 CloseDoor(DOOR_CLOSE_1);
4408 if (local_player->LevelSolved_SaveTape)
4410 SaveTapeChecked(tape.level_nr); /* ask to save tape */
4413 CloseDoor(DOOR_CLOSE_ALL);
4415 if (level_editor_test_game)
4417 game_status = GAME_MODE_MAIN;
4424 if (!local_player->LevelSolved_SaveScore)
4426 FadeOut(REDRAW_FIELD);
4428 game_status = GAME_MODE_MAIN;
4435 if (level_nr == leveldir_current->handicap_level)
4437 leveldir_current->handicap_level++;
4439 SaveLevelSetup_SeriesInfo();
4442 if (level_nr < leveldir_current->last_level)
4443 raise_level = TRUE; /* advance to next level */
4445 if ((hi_pos = NewHiScore()) >= 0)
4447 game_status = GAME_MODE_SCORES;
4449 DrawHallOfFame(hi_pos);
4459 FadeOut(REDRAW_FIELD);
4461 game_status = GAME_MODE_MAIN;
4478 LoadScore(level_nr);
4480 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4481 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4484 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4486 if (local_player->score_final > highscore[k].Score)
4488 /* player has made it to the hall of fame */
4490 if (k < MAX_SCORE_ENTRIES - 1)
4492 int m = MAX_SCORE_ENTRIES - 1;
4495 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4496 if (strEqual(setup.player_name, highscore[l].Name))
4498 if (m == k) /* player's new highscore overwrites his old one */
4502 for (l = m; l > k; l--)
4504 strcpy(highscore[l].Name, highscore[l - 1].Name);
4505 highscore[l].Score = highscore[l - 1].Score;
4512 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4513 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4514 highscore[k].Score = local_player->score_final;
4520 else if (!strncmp(setup.player_name, highscore[k].Name,
4521 MAX_PLAYER_NAME_LEN))
4522 break; /* player already there with a higher score */
4528 SaveScore(level_nr);
4533 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4535 int element = Feld[x][y];
4536 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4537 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4538 int horiz_move = (dx != 0);
4539 int sign = (horiz_move ? dx : dy);
4540 int step = sign * element_info[element].move_stepsize;
4542 /* special values for move stepsize for spring and things on conveyor belt */
4545 if (CAN_FALL(element) &&
4546 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4547 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4548 else if (element == EL_SPRING)
4549 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4555 inline static int getElementMoveStepsize(int x, int y)
4557 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4560 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4562 if (player->GfxAction != action || player->GfxDir != dir)
4564 player->GfxAction = action;
4565 player->GfxDir = dir;
4567 player->StepFrame = 0;
4571 static void ResetGfxFrame(int x, int y, boolean redraw)
4573 int element = Feld[x][y];
4574 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4575 int last_gfx_frame = GfxFrame[x][y];
4577 if (graphic_info[graphic].anim_global_sync)
4578 GfxFrame[x][y] = FrameCounter;
4579 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4580 GfxFrame[x][y] = CustomValue[x][y];
4581 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4582 GfxFrame[x][y] = element_info[element].collect_score;
4583 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4584 GfxFrame[x][y] = ChangeDelay[x][y];
4586 if (redraw && GfxFrame[x][y] != last_gfx_frame)
4587 DrawLevelGraphicAnimation(x, y, graphic);
4590 static void ResetGfxAnimation(int x, int y)
4592 GfxAction[x][y] = ACTION_DEFAULT;
4593 GfxDir[x][y] = MovDir[x][y];
4596 ResetGfxFrame(x, y, FALSE);
4599 static void ResetRandomAnimationValue(int x, int y)
4601 GfxRandom[x][y] = INIT_GFX_RANDOM();
4604 void InitMovingField(int x, int y, int direction)
4606 int element = Feld[x][y];
4607 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4608 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4611 boolean is_moving_before, is_moving_after;
4613 /* check if element was/is moving or being moved before/after mode change */
4614 is_moving_before = (WasJustMoving[x][y] != 0);
4615 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4617 /* reset animation only for moving elements which change direction of moving
4618 or which just started or stopped moving
4619 (else CEs with property "can move" / "not moving" are reset each frame) */
4620 if (is_moving_before != is_moving_after ||
4621 direction != MovDir[x][y])
4622 ResetGfxAnimation(x, y);
4624 MovDir[x][y] = direction;
4625 GfxDir[x][y] = direction;
4627 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4628 direction == MV_DOWN && CAN_FALL(element) ?
4629 ACTION_FALLING : ACTION_MOVING);
4631 /* this is needed for CEs with property "can move" / "not moving" */
4633 if (is_moving_after)
4635 if (Feld[newx][newy] == EL_EMPTY)
4636 Feld[newx][newy] = EL_BLOCKED;
4638 MovDir[newx][newy] = MovDir[x][y];
4640 CustomValue[newx][newy] = CustomValue[x][y];
4642 GfxFrame[newx][newy] = GfxFrame[x][y];
4643 GfxRandom[newx][newy] = GfxRandom[x][y];
4644 GfxAction[newx][newy] = GfxAction[x][y];
4645 GfxDir[newx][newy] = GfxDir[x][y];
4649 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4651 int direction = MovDir[x][y];
4652 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4653 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4659 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4661 int oldx = x, oldy = y;
4662 int direction = MovDir[x][y];
4664 if (direction == MV_LEFT)
4666 else if (direction == MV_RIGHT)
4668 else if (direction == MV_UP)
4670 else if (direction == MV_DOWN)
4673 *comes_from_x = oldx;
4674 *comes_from_y = oldy;
4677 int MovingOrBlocked2Element(int x, int y)
4679 int element = Feld[x][y];
4681 if (element == EL_BLOCKED)
4685 Blocked2Moving(x, y, &oldx, &oldy);
4686 return Feld[oldx][oldy];
4692 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4694 /* like MovingOrBlocked2Element(), but if element is moving
4695 and (x,y) is the field the moving element is just leaving,
4696 return EL_BLOCKED instead of the element value */
4697 int element = Feld[x][y];
4699 if (IS_MOVING(x, y))
4701 if (element == EL_BLOCKED)
4705 Blocked2Moving(x, y, &oldx, &oldy);
4706 return Feld[oldx][oldy];
4715 static void RemoveField(int x, int y)
4717 Feld[x][y] = EL_EMPTY;
4723 CustomValue[x][y] = 0;
4726 ChangeDelay[x][y] = 0;
4727 ChangePage[x][y] = -1;
4728 Pushed[x][y] = FALSE;
4730 GfxElement[x][y] = EL_UNDEFINED;
4731 GfxAction[x][y] = ACTION_DEFAULT;
4732 GfxDir[x][y] = MV_NONE;
4735 void RemoveMovingField(int x, int y)
4737 int oldx = x, oldy = y, newx = x, newy = y;
4738 int element = Feld[x][y];
4739 int next_element = EL_UNDEFINED;
4741 if (element != EL_BLOCKED && !IS_MOVING(x, y))
4744 if (IS_MOVING(x, y))
4746 Moving2Blocked(x, y, &newx, &newy);
4748 if (Feld[newx][newy] != EL_BLOCKED)
4750 /* element is moving, but target field is not free (blocked), but
4751 already occupied by something different (example: acid pool);
4752 in this case, only remove the moving field, but not the target */
4754 RemoveField(oldx, oldy);
4756 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4758 TEST_DrawLevelField(oldx, oldy);
4763 else if (element == EL_BLOCKED)
4765 Blocked2Moving(x, y, &oldx, &oldy);
4766 if (!IS_MOVING(oldx, oldy))
4770 if (element == EL_BLOCKED &&
4771 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
4772 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
4773 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
4774 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
4775 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
4776 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
4777 next_element = get_next_element(Feld[oldx][oldy]);
4779 RemoveField(oldx, oldy);
4780 RemoveField(newx, newy);
4782 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4784 if (next_element != EL_UNDEFINED)
4785 Feld[oldx][oldy] = next_element;
4787 TEST_DrawLevelField(oldx, oldy);
4788 TEST_DrawLevelField(newx, newy);
4791 void DrawDynamite(int x, int y)
4793 int sx = SCREENX(x), sy = SCREENY(y);
4794 int graphic = el2img(Feld[x][y]);
4797 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
4800 if (IS_WALKABLE_INSIDE(Back[x][y]))
4804 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
4805 else if (Store[x][y])
4806 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
4808 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4810 if (Back[x][y] || Store[x][y])
4811 DrawGraphicThruMask(sx, sy, graphic, frame);
4813 DrawGraphic(sx, sy, graphic, frame);
4816 void CheckDynamite(int x, int y)
4818 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
4822 if (MovDelay[x][y] != 0)
4825 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4831 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4836 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
4838 boolean num_checked_players = 0;
4841 for (i = 0; i < MAX_PLAYERS; i++)
4843 if (stored_player[i].active)
4845 int sx = stored_player[i].jx;
4846 int sy = stored_player[i].jy;
4848 if (num_checked_players == 0)
4855 *sx1 = MIN(*sx1, sx);
4856 *sy1 = MIN(*sy1, sy);
4857 *sx2 = MAX(*sx2, sx);
4858 *sy2 = MAX(*sy2, sy);
4861 num_checked_players++;
4866 static boolean checkIfAllPlayersFitToScreen_RND()
4868 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
4870 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4872 return (sx2 - sx1 < SCR_FIELDX &&
4873 sy2 - sy1 < SCR_FIELDY);
4876 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
4878 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
4880 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4882 *sx = (sx1 + sx2) / 2;
4883 *sy = (sy1 + sy2) / 2;
4886 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
4887 boolean center_screen, boolean quick_relocation)
4889 boolean ffwd_delay = (tape.playing && tape.fast_forward);
4890 boolean no_delay = (tape.warp_forward);
4891 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
4892 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
4894 if (quick_relocation)
4896 if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
4898 if (!level.shifted_relocation || center_screen)
4900 /* quick relocation (without scrolling), with centering of screen */
4902 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4903 x > SBX_Right + MIDPOSX ? SBX_Right :
4906 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4907 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4912 /* quick relocation (without scrolling), but do not center screen */
4914 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4915 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4918 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4919 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4922 int offset_x = x + (scroll_x - center_scroll_x);
4923 int offset_y = y + (scroll_y - center_scroll_y);
4925 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4926 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4927 offset_x - MIDPOSX);
4929 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4930 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4931 offset_y - MIDPOSY);
4936 if (!level.shifted_relocation || center_screen)
4938 /* quick relocation (without scrolling), with centering of screen */
4940 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4941 x > SBX_Right + MIDPOSX ? SBX_Right :
4944 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4945 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4950 /* quick relocation (without scrolling), but do not center screen */
4952 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4953 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4956 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4957 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4960 int offset_x = x + (scroll_x - center_scroll_x);
4961 int offset_y = y + (scroll_y - center_scroll_y);
4963 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4964 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4965 offset_x - MIDPOSX);
4967 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4968 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4969 offset_y - MIDPOSY);
4973 RedrawPlayfield(TRUE, 0,0,0,0);
4977 int scroll_xx, scroll_yy;
4979 if (!level.shifted_relocation || center_screen)
4981 /* visible relocation (with scrolling), with centering of screen */
4983 scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
4984 x > SBX_Right + MIDPOSX ? SBX_Right :
4987 scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4988 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4993 /* visible relocation (with scrolling), but do not center screen */
4995 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4996 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4999 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5000 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5003 int offset_x = x + (scroll_x - center_scroll_x);
5004 int offset_y = y + (scroll_y - center_scroll_y);
5006 scroll_xx = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
5007 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
5008 offset_x - MIDPOSX);
5010 scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5011 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5012 offset_y - MIDPOSY);
5016 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
5018 while (scroll_x != scroll_xx || scroll_y != scroll_yy)
5021 int fx = FX, fy = FY;
5023 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
5024 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
5026 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5032 fx += dx * TILEX / 2;
5033 fy += dy * TILEY / 2;
5035 ScrollLevel(dx, dy);
5038 /* scroll in two steps of half tile size to make things smoother */
5039 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5040 Delay(wait_delay_value);
5042 /* scroll second step to align at full tile size */
5044 Delay(wait_delay_value);
5049 Delay(wait_delay_value);
5053 void RelocatePlayer(int jx, int jy, int el_player_raw)
5055 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5056 int player_nr = GET_PLAYER_NR(el_player);
5057 struct PlayerInfo *player = &stored_player[player_nr];
5058 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5059 boolean no_delay = (tape.warp_forward);
5060 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5061 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5062 int old_jx = player->jx;
5063 int old_jy = player->jy;
5064 int old_element = Feld[old_jx][old_jy];
5065 int element = Feld[jx][jy];
5066 boolean player_relocated = (old_jx != jx || old_jy != jy);
5068 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5069 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5070 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5071 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5072 int leave_side_horiz = move_dir_horiz;
5073 int leave_side_vert = move_dir_vert;
5074 int enter_side = enter_side_horiz | enter_side_vert;
5075 int leave_side = leave_side_horiz | leave_side_vert;
5077 if (player->GameOver) /* do not reanimate dead player */
5080 if (!player_relocated) /* no need to relocate the player */
5083 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5085 RemoveField(jx, jy); /* temporarily remove newly placed player */
5086 DrawLevelField(jx, jy);
5089 if (player->present)
5091 while (player->MovPos)
5093 ScrollPlayer(player, SCROLL_GO_ON);
5094 ScrollScreen(NULL, SCROLL_GO_ON);
5096 AdvanceFrameAndPlayerCounters(player->index_nr);
5101 Delay(wait_delay_value);
5104 DrawPlayer(player); /* needed here only to cleanup last field */
5105 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5107 player->is_moving = FALSE;
5110 if (IS_CUSTOM_ELEMENT(old_element))
5111 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5113 player->index_bit, leave_side);
5115 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5117 player->index_bit, leave_side);
5119 Feld[jx][jy] = el_player;
5120 InitPlayerField(jx, jy, el_player, TRUE);
5122 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5123 possible that the relocation target field did not contain a player element,
5124 but a walkable element, to which the new player was relocated -- in this
5125 case, restore that (already initialized!) element on the player field */
5126 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5128 Feld[jx][jy] = element; /* restore previously existing element */
5131 /* only visually relocate centered player */
5132 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5133 FALSE, level.instant_relocation);
5135 TestIfPlayerTouchesBadThing(jx, jy);
5136 TestIfPlayerTouchesCustomElement(jx, jy);
5138 if (IS_CUSTOM_ELEMENT(element))
5139 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5140 player->index_bit, enter_side);
5142 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5143 player->index_bit, enter_side);
5145 if (player->is_switching)
5147 /* ensure that relocation while still switching an element does not cause
5148 a new element to be treated as also switched directly after relocation
5149 (this is important for teleporter switches that teleport the player to
5150 a place where another teleporter switch is in the same direction, which
5151 would then incorrectly be treated as immediately switched before the
5152 direction key that caused the switch was released) */
5154 player->switch_x += jx - old_jx;
5155 player->switch_y += jy - old_jy;
5159 void Explode(int ex, int ey, int phase, int mode)
5165 /* !!! eliminate this variable !!! */
5166 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5168 if (game.explosions_delayed)
5170 ExplodeField[ex][ey] = mode;
5174 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5176 int center_element = Feld[ex][ey];
5177 int artwork_element, explosion_element; /* set these values later */
5179 /* remove things displayed in background while burning dynamite */
5180 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5183 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5185 /* put moving element to center field (and let it explode there) */
5186 center_element = MovingOrBlocked2Element(ex, ey);
5187 RemoveMovingField(ex, ey);
5188 Feld[ex][ey] = center_element;
5191 /* now "center_element" is finally determined -- set related values now */
5192 artwork_element = center_element; /* for custom player artwork */
5193 explosion_element = center_element; /* for custom player artwork */
5195 if (IS_PLAYER(ex, ey))
5197 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5199 artwork_element = stored_player[player_nr].artwork_element;
5201 if (level.use_explosion_element[player_nr])
5203 explosion_element = level.explosion_element[player_nr];
5204 artwork_element = explosion_element;
5208 if (mode == EX_TYPE_NORMAL ||
5209 mode == EX_TYPE_CENTER ||
5210 mode == EX_TYPE_CROSS)
5211 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5213 last_phase = element_info[explosion_element].explosion_delay + 1;
5215 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5217 int xx = x - ex + 1;
5218 int yy = y - ey + 1;
5221 if (!IN_LEV_FIELD(x, y) ||
5222 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5223 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5226 element = Feld[x][y];
5228 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5230 element = MovingOrBlocked2Element(x, y);
5232 if (!IS_EXPLOSION_PROOF(element))
5233 RemoveMovingField(x, y);
5236 /* indestructible elements can only explode in center (but not flames) */
5237 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5238 mode == EX_TYPE_BORDER)) ||
5239 element == EL_FLAMES)
5242 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5243 behaviour, for example when touching a yamyam that explodes to rocks
5244 with active deadly shield, a rock is created under the player !!! */
5245 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5247 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5248 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5249 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5251 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5254 if (IS_ACTIVE_BOMB(element))
5256 /* re-activate things under the bomb like gate or penguin */
5257 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5264 /* save walkable background elements while explosion on same tile */
5265 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5266 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5267 Back[x][y] = element;
5269 /* ignite explodable elements reached by other explosion */
5270 if (element == EL_EXPLOSION)
5271 element = Store2[x][y];
5273 if (AmoebaNr[x][y] &&
5274 (element == EL_AMOEBA_FULL ||
5275 element == EL_BD_AMOEBA ||
5276 element == EL_AMOEBA_GROWING))
5278 AmoebaCnt[AmoebaNr[x][y]]--;
5279 AmoebaCnt2[AmoebaNr[x][y]]--;
5284 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5286 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5288 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5290 if (PLAYERINFO(ex, ey)->use_murphy)
5291 Store[x][y] = EL_EMPTY;
5294 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5295 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5296 else if (ELEM_IS_PLAYER(center_element))
5297 Store[x][y] = EL_EMPTY;
5298 else if (center_element == EL_YAMYAM)
5299 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5300 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5301 Store[x][y] = element_info[center_element].content.e[xx][yy];
5303 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5304 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5305 otherwise) -- FIX THIS !!! */
5306 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5307 Store[x][y] = element_info[element].content.e[1][1];
5309 else if (!CAN_EXPLODE(element))
5310 Store[x][y] = element_info[element].content.e[1][1];
5313 Store[x][y] = EL_EMPTY;
5315 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5316 center_element == EL_AMOEBA_TO_DIAMOND)
5317 Store2[x][y] = element;
5319 Feld[x][y] = EL_EXPLOSION;
5320 GfxElement[x][y] = artwork_element;
5322 ExplodePhase[x][y] = 1;
5323 ExplodeDelay[x][y] = last_phase;
5328 if (center_element == EL_YAMYAM)
5329 game.yamyam_content_nr =
5330 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5342 GfxFrame[x][y] = 0; /* restart explosion animation */
5344 last_phase = ExplodeDelay[x][y];
5346 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5348 /* this can happen if the player leaves an explosion just in time */
5349 if (GfxElement[x][y] == EL_UNDEFINED)
5350 GfxElement[x][y] = EL_EMPTY;
5352 border_element = Store2[x][y];
5353 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5354 border_element = StorePlayer[x][y];
5356 if (phase == element_info[border_element].ignition_delay ||
5357 phase == last_phase)
5359 boolean border_explosion = FALSE;
5361 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5362 !PLAYER_EXPLOSION_PROTECTED(x, y))
5364 KillPlayerUnlessExplosionProtected(x, y);
5365 border_explosion = TRUE;
5367 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5369 Feld[x][y] = Store2[x][y];
5372 border_explosion = TRUE;
5374 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5376 AmoebeUmwandeln(x, y);
5378 border_explosion = TRUE;
5381 /* if an element just explodes due to another explosion (chain-reaction),
5382 do not immediately end the new explosion when it was the last frame of
5383 the explosion (as it would be done in the following "if"-statement!) */
5384 if (border_explosion && phase == last_phase)
5388 if (phase == last_phase)
5392 element = Feld[x][y] = Store[x][y];
5393 Store[x][y] = Store2[x][y] = 0;
5394 GfxElement[x][y] = EL_UNDEFINED;
5396 /* player can escape from explosions and might therefore be still alive */
5397 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5398 element <= EL_PLAYER_IS_EXPLODING_4)
5400 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5401 int explosion_element = EL_PLAYER_1 + player_nr;
5402 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5403 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5405 if (level.use_explosion_element[player_nr])
5406 explosion_element = level.explosion_element[player_nr];
5408 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5409 element_info[explosion_element].content.e[xx][yy]);
5412 /* restore probably existing indestructible background element */
5413 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5414 element = Feld[x][y] = Back[x][y];
5417 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5418 GfxDir[x][y] = MV_NONE;
5419 ChangeDelay[x][y] = 0;
5420 ChangePage[x][y] = -1;
5422 CustomValue[x][y] = 0;
5424 InitField_WithBug2(x, y, FALSE);
5426 TEST_DrawLevelField(x, y);
5428 TestIfElementTouchesCustomElement(x, y);
5430 if (GFX_CRUMBLED(element))
5431 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5433 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5434 StorePlayer[x][y] = 0;
5436 if (ELEM_IS_PLAYER(element))
5437 RelocatePlayer(x, y, element);
5439 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5441 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5442 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5445 TEST_DrawLevelFieldCrumbled(x, y);
5447 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5449 DrawLevelElement(x, y, Back[x][y]);
5450 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5452 else if (IS_WALKABLE_UNDER(Back[x][y]))
5454 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5455 DrawLevelElementThruMask(x, y, Back[x][y]);
5457 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5458 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5462 void DynaExplode(int ex, int ey)
5465 int dynabomb_element = Feld[ex][ey];
5466 int dynabomb_size = 1;
5467 boolean dynabomb_xl = FALSE;
5468 struct PlayerInfo *player;
5469 static int xy[4][2] =
5477 if (IS_ACTIVE_BOMB(dynabomb_element))
5479 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5480 dynabomb_size = player->dynabomb_size;
5481 dynabomb_xl = player->dynabomb_xl;
5482 player->dynabombs_left++;
5485 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5487 for (i = 0; i < NUM_DIRECTIONS; i++)
5489 for (j = 1; j <= dynabomb_size; j++)
5491 int x = ex + j * xy[i][0];
5492 int y = ey + j * xy[i][1];
5495 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5498 element = Feld[x][y];
5500 /* do not restart explosions of fields with active bombs */
5501 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5504 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5506 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5507 !IS_DIGGABLE(element) && !dynabomb_xl)
5513 void Bang(int x, int y)
5515 int element = MovingOrBlocked2Element(x, y);
5516 int explosion_type = EX_TYPE_NORMAL;
5518 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5520 struct PlayerInfo *player = PLAYERINFO(x, y);
5522 element = Feld[x][y] = player->initial_element;
5524 if (level.use_explosion_element[player->index_nr])
5526 int explosion_element = level.explosion_element[player->index_nr];
5528 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5529 explosion_type = EX_TYPE_CROSS;
5530 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5531 explosion_type = EX_TYPE_CENTER;
5539 case EL_BD_BUTTERFLY:
5542 case EL_DARK_YAMYAM:
5546 RaiseScoreElement(element);
5549 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5550 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5551 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5552 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5553 case EL_DYNABOMB_INCREASE_NUMBER:
5554 case EL_DYNABOMB_INCREASE_SIZE:
5555 case EL_DYNABOMB_INCREASE_POWER:
5556 explosion_type = EX_TYPE_DYNA;
5559 case EL_DC_LANDMINE:
5560 explosion_type = EX_TYPE_CENTER;
5565 case EL_LAMP_ACTIVE:
5566 case EL_AMOEBA_TO_DIAMOND:
5567 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5568 explosion_type = EX_TYPE_CENTER;
5572 if (element_info[element].explosion_type == EXPLODES_CROSS)
5573 explosion_type = EX_TYPE_CROSS;
5574 else if (element_info[element].explosion_type == EXPLODES_1X1)
5575 explosion_type = EX_TYPE_CENTER;
5579 if (explosion_type == EX_TYPE_DYNA)
5582 Explode(x, y, EX_PHASE_START, explosion_type);
5584 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5587 void SplashAcid(int x, int y)
5589 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5590 (!IN_LEV_FIELD(x - 1, y - 2) ||
5591 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5592 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
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_RIGHT;
5599 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5602 static void InitBeltMovement()
5604 static int belt_base_element[4] =
5606 EL_CONVEYOR_BELT_1_LEFT,
5607 EL_CONVEYOR_BELT_2_LEFT,
5608 EL_CONVEYOR_BELT_3_LEFT,
5609 EL_CONVEYOR_BELT_4_LEFT
5611 static int belt_base_active_element[4] =
5613 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5614 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5615 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5616 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5621 /* set frame order for belt animation graphic according to belt direction */
5622 for (i = 0; i < NUM_BELTS; i++)
5626 for (j = 0; j < NUM_BELT_PARTS; j++)
5628 int element = belt_base_active_element[belt_nr] + j;
5629 int graphic_1 = el2img(element);
5630 int graphic_2 = el2panelimg(element);
5632 if (game.belt_dir[i] == MV_LEFT)
5634 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5635 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5639 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5640 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5645 SCAN_PLAYFIELD(x, y)
5647 int element = Feld[x][y];
5649 for (i = 0; i < NUM_BELTS; i++)
5651 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5653 int e_belt_nr = getBeltNrFromBeltElement(element);
5656 if (e_belt_nr == belt_nr)
5658 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5660 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5667 static void ToggleBeltSwitch(int x, int y)
5669 static int belt_base_element[4] =
5671 EL_CONVEYOR_BELT_1_LEFT,
5672 EL_CONVEYOR_BELT_2_LEFT,
5673 EL_CONVEYOR_BELT_3_LEFT,
5674 EL_CONVEYOR_BELT_4_LEFT
5676 static int belt_base_active_element[4] =
5678 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5679 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5680 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5681 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5683 static int belt_base_switch_element[4] =
5685 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5686 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5687 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5688 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5690 static int belt_move_dir[4] =
5698 int element = Feld[x][y];
5699 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5700 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5701 int belt_dir = belt_move_dir[belt_dir_nr];
5704 if (!IS_BELT_SWITCH(element))
5707 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5708 game.belt_dir[belt_nr] = belt_dir;
5710 if (belt_dir_nr == 3)
5713 /* set frame order for belt animation graphic according to belt direction */
5714 for (i = 0; i < NUM_BELT_PARTS; i++)
5716 int element = belt_base_active_element[belt_nr] + i;
5717 int graphic_1 = el2img(element);
5718 int graphic_2 = el2panelimg(element);
5720 if (belt_dir == MV_LEFT)
5722 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5723 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5727 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5728 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5732 SCAN_PLAYFIELD(xx, yy)
5734 int element = Feld[xx][yy];
5736 if (IS_BELT_SWITCH(element))
5738 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5740 if (e_belt_nr == belt_nr)
5742 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5743 TEST_DrawLevelField(xx, yy);
5746 else if (IS_BELT(element) && belt_dir != MV_NONE)
5748 int e_belt_nr = getBeltNrFromBeltElement(element);
5750 if (e_belt_nr == belt_nr)
5752 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5754 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5755 TEST_DrawLevelField(xx, yy);
5758 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5760 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5762 if (e_belt_nr == belt_nr)
5764 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5766 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5767 TEST_DrawLevelField(xx, yy);
5773 static void ToggleSwitchgateSwitch(int x, int y)
5777 game.switchgate_pos = !game.switchgate_pos;
5779 SCAN_PLAYFIELD(xx, yy)
5781 int element = Feld[xx][yy];
5783 if (element == EL_SWITCHGATE_SWITCH_UP)
5785 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5786 TEST_DrawLevelField(xx, yy);
5788 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5790 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5791 TEST_DrawLevelField(xx, yy);
5793 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5795 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5796 TEST_DrawLevelField(xx, yy);
5798 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5800 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5801 TEST_DrawLevelField(xx, yy);
5803 else if (element == EL_SWITCHGATE_OPEN ||
5804 element == EL_SWITCHGATE_OPENING)
5806 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
5808 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
5810 else if (element == EL_SWITCHGATE_CLOSED ||
5811 element == EL_SWITCHGATE_CLOSING)
5813 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
5815 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
5820 static int getInvisibleActiveFromInvisibleElement(int element)
5822 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
5823 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
5824 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
5828 static int getInvisibleFromInvisibleActiveElement(int element)
5830 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
5831 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
5832 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
5836 static void RedrawAllLightSwitchesAndInvisibleElements()
5840 SCAN_PLAYFIELD(x, y)
5842 int element = Feld[x][y];
5844 if (element == EL_LIGHT_SWITCH &&
5845 game.light_time_left > 0)
5847 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
5848 TEST_DrawLevelField(x, y);
5850 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
5851 game.light_time_left == 0)
5853 Feld[x][y] = EL_LIGHT_SWITCH;
5854 TEST_DrawLevelField(x, y);
5856 else if (element == EL_EMC_DRIPPER &&
5857 game.light_time_left > 0)
5859 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5860 TEST_DrawLevelField(x, y);
5862 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5863 game.light_time_left == 0)
5865 Feld[x][y] = EL_EMC_DRIPPER;
5866 TEST_DrawLevelField(x, y);
5868 else if (element == EL_INVISIBLE_STEELWALL ||
5869 element == EL_INVISIBLE_WALL ||
5870 element == EL_INVISIBLE_SAND)
5872 if (game.light_time_left > 0)
5873 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5875 TEST_DrawLevelField(x, y);
5877 /* uncrumble neighbour fields, if needed */
5878 if (element == EL_INVISIBLE_SAND)
5879 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5881 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5882 element == EL_INVISIBLE_WALL_ACTIVE ||
5883 element == EL_INVISIBLE_SAND_ACTIVE)
5885 if (game.light_time_left == 0)
5886 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5888 TEST_DrawLevelField(x, y);
5890 /* re-crumble neighbour fields, if needed */
5891 if (element == EL_INVISIBLE_SAND)
5892 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5897 static void RedrawAllInvisibleElementsForLenses()
5901 SCAN_PLAYFIELD(x, y)
5903 int element = Feld[x][y];
5905 if (element == EL_EMC_DRIPPER &&
5906 game.lenses_time_left > 0)
5908 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5909 TEST_DrawLevelField(x, y);
5911 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5912 game.lenses_time_left == 0)
5914 Feld[x][y] = EL_EMC_DRIPPER;
5915 TEST_DrawLevelField(x, y);
5917 else if (element == EL_INVISIBLE_STEELWALL ||
5918 element == EL_INVISIBLE_WALL ||
5919 element == EL_INVISIBLE_SAND)
5921 if (game.lenses_time_left > 0)
5922 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5924 TEST_DrawLevelField(x, y);
5926 /* uncrumble neighbour fields, if needed */
5927 if (element == EL_INVISIBLE_SAND)
5928 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5930 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5931 element == EL_INVISIBLE_WALL_ACTIVE ||
5932 element == EL_INVISIBLE_SAND_ACTIVE)
5934 if (game.lenses_time_left == 0)
5935 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5937 TEST_DrawLevelField(x, y);
5939 /* re-crumble neighbour fields, if needed */
5940 if (element == EL_INVISIBLE_SAND)
5941 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5946 static void RedrawAllInvisibleElementsForMagnifier()
5950 SCAN_PLAYFIELD(x, y)
5952 int element = Feld[x][y];
5954 if (element == EL_EMC_FAKE_GRASS &&
5955 game.magnify_time_left > 0)
5957 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
5958 TEST_DrawLevelField(x, y);
5960 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
5961 game.magnify_time_left == 0)
5963 Feld[x][y] = EL_EMC_FAKE_GRASS;
5964 TEST_DrawLevelField(x, y);
5966 else if (IS_GATE_GRAY(element) &&
5967 game.magnify_time_left > 0)
5969 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
5970 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
5971 IS_EM_GATE_GRAY(element) ?
5972 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
5973 IS_EMC_GATE_GRAY(element) ?
5974 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
5975 IS_DC_GATE_GRAY(element) ?
5976 EL_DC_GATE_WHITE_GRAY_ACTIVE :
5978 TEST_DrawLevelField(x, y);
5980 else if (IS_GATE_GRAY_ACTIVE(element) &&
5981 game.magnify_time_left == 0)
5983 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
5984 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
5985 IS_EM_GATE_GRAY_ACTIVE(element) ?
5986 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
5987 IS_EMC_GATE_GRAY_ACTIVE(element) ?
5988 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
5989 IS_DC_GATE_GRAY_ACTIVE(element) ?
5990 EL_DC_GATE_WHITE_GRAY :
5992 TEST_DrawLevelField(x, y);
5997 static void ToggleLightSwitch(int x, int y)
5999 int element = Feld[x][y];
6001 game.light_time_left =
6002 (element == EL_LIGHT_SWITCH ?
6003 level.time_light * FRAMES_PER_SECOND : 0);
6005 RedrawAllLightSwitchesAndInvisibleElements();
6008 static void ActivateTimegateSwitch(int x, int y)
6012 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6014 SCAN_PLAYFIELD(xx, yy)
6016 int element = Feld[xx][yy];
6018 if (element == EL_TIMEGATE_CLOSED ||
6019 element == EL_TIMEGATE_CLOSING)
6021 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6022 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6026 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6028 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6029 TEST_DrawLevelField(xx, yy);
6035 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6036 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6039 void Impact(int x, int y)
6041 boolean last_line = (y == lev_fieldy - 1);
6042 boolean object_hit = FALSE;
6043 boolean impact = (last_line || object_hit);
6044 int element = Feld[x][y];
6045 int smashed = EL_STEELWALL;
6047 if (!last_line) /* check if element below was hit */
6049 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6052 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6053 MovDir[x][y + 1] != MV_DOWN ||
6054 MovPos[x][y + 1] <= TILEY / 2));
6056 /* do not smash moving elements that left the smashed field in time */
6057 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6058 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6061 #if USE_QUICKSAND_IMPACT_BUGFIX
6062 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6064 RemoveMovingField(x, y + 1);
6065 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6066 Feld[x][y + 2] = EL_ROCK;
6067 TEST_DrawLevelField(x, y + 2);
6072 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6074 RemoveMovingField(x, y + 1);
6075 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6076 Feld[x][y + 2] = EL_ROCK;
6077 TEST_DrawLevelField(x, y + 2);
6084 smashed = MovingOrBlocked2Element(x, y + 1);
6086 impact = (last_line || object_hit);
6089 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6091 SplashAcid(x, y + 1);
6095 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6096 /* only reset graphic animation if graphic really changes after impact */
6098 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6100 ResetGfxAnimation(x, y);
6101 TEST_DrawLevelField(x, y);
6104 if (impact && CAN_EXPLODE_IMPACT(element))
6109 else if (impact && element == EL_PEARL &&
6110 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6112 ResetGfxAnimation(x, y);
6114 Feld[x][y] = EL_PEARL_BREAKING;
6115 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6118 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6120 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6125 if (impact && element == EL_AMOEBA_DROP)
6127 if (object_hit && IS_PLAYER(x, y + 1))
6128 KillPlayerUnlessEnemyProtected(x, y + 1);
6129 else if (object_hit && smashed == EL_PENGUIN)
6133 Feld[x][y] = EL_AMOEBA_GROWING;
6134 Store[x][y] = EL_AMOEBA_WET;
6136 ResetRandomAnimationValue(x, y);
6141 if (object_hit) /* check which object was hit */
6143 if ((CAN_PASS_MAGIC_WALL(element) &&
6144 (smashed == EL_MAGIC_WALL ||
6145 smashed == EL_BD_MAGIC_WALL)) ||
6146 (CAN_PASS_DC_MAGIC_WALL(element) &&
6147 smashed == EL_DC_MAGIC_WALL))
6150 int activated_magic_wall =
6151 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6152 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6153 EL_DC_MAGIC_WALL_ACTIVE);
6155 /* activate magic wall / mill */
6156 SCAN_PLAYFIELD(xx, yy)
6158 if (Feld[xx][yy] == smashed)
6159 Feld[xx][yy] = activated_magic_wall;
6162 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6163 game.magic_wall_active = TRUE;
6165 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6166 SND_MAGIC_WALL_ACTIVATING :
6167 smashed == EL_BD_MAGIC_WALL ?
6168 SND_BD_MAGIC_WALL_ACTIVATING :
6169 SND_DC_MAGIC_WALL_ACTIVATING));
6172 if (IS_PLAYER(x, y + 1))
6174 if (CAN_SMASH_PLAYER(element))
6176 KillPlayerUnlessEnemyProtected(x, y + 1);
6180 else if (smashed == EL_PENGUIN)
6182 if (CAN_SMASH_PLAYER(element))
6188 else if (element == EL_BD_DIAMOND)
6190 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6196 else if (((element == EL_SP_INFOTRON ||
6197 element == EL_SP_ZONK) &&
6198 (smashed == EL_SP_SNIKSNAK ||
6199 smashed == EL_SP_ELECTRON ||
6200 smashed == EL_SP_DISK_ORANGE)) ||
6201 (element == EL_SP_INFOTRON &&
6202 smashed == EL_SP_DISK_YELLOW))
6207 else if (CAN_SMASH_EVERYTHING(element))
6209 if (IS_CLASSIC_ENEMY(smashed) ||
6210 CAN_EXPLODE_SMASHED(smashed))
6215 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6217 if (smashed == EL_LAMP ||
6218 smashed == EL_LAMP_ACTIVE)
6223 else if (smashed == EL_NUT)
6225 Feld[x][y + 1] = EL_NUT_BREAKING;
6226 PlayLevelSound(x, y, SND_NUT_BREAKING);
6227 RaiseScoreElement(EL_NUT);
6230 else if (smashed == EL_PEARL)
6232 ResetGfxAnimation(x, y);
6234 Feld[x][y + 1] = EL_PEARL_BREAKING;
6235 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6238 else if (smashed == EL_DIAMOND)
6240 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6241 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6244 else if (IS_BELT_SWITCH(smashed))
6246 ToggleBeltSwitch(x, y + 1);
6248 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6249 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6250 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6251 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6253 ToggleSwitchgateSwitch(x, y + 1);
6255 else if (smashed == EL_LIGHT_SWITCH ||
6256 smashed == EL_LIGHT_SWITCH_ACTIVE)
6258 ToggleLightSwitch(x, y + 1);
6262 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6264 CheckElementChangeBySide(x, y + 1, smashed, element,
6265 CE_SWITCHED, CH_SIDE_TOP);
6266 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6272 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6277 /* play sound of magic wall / mill */
6279 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6280 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6281 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6283 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6284 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6285 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6286 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6287 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6288 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6293 /* play sound of object that hits the ground */
6294 if (last_line || object_hit)
6295 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6298 inline static void TurnRoundExt(int x, int y)
6310 { 0, 0 }, { 0, 0 }, { 0, 0 },
6315 int left, right, back;
6319 { MV_DOWN, MV_UP, MV_RIGHT },
6320 { MV_UP, MV_DOWN, MV_LEFT },
6322 { MV_LEFT, MV_RIGHT, MV_DOWN },
6326 { MV_RIGHT, MV_LEFT, MV_UP }
6329 int element = Feld[x][y];
6330 int move_pattern = element_info[element].move_pattern;
6332 int old_move_dir = MovDir[x][y];
6333 int left_dir = turn[old_move_dir].left;
6334 int right_dir = turn[old_move_dir].right;
6335 int back_dir = turn[old_move_dir].back;
6337 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6338 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6339 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6340 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6342 int left_x = x + left_dx, left_y = y + left_dy;
6343 int right_x = x + right_dx, right_y = y + right_dy;
6344 int move_x = x + move_dx, move_y = y + move_dy;
6348 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6350 TestIfBadThingTouchesOtherBadThing(x, y);
6352 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6353 MovDir[x][y] = right_dir;
6354 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6355 MovDir[x][y] = left_dir;
6357 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6359 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6362 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6364 TestIfBadThingTouchesOtherBadThing(x, y);
6366 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6367 MovDir[x][y] = left_dir;
6368 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6369 MovDir[x][y] = right_dir;
6371 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6373 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6376 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6378 TestIfBadThingTouchesOtherBadThing(x, y);
6380 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6381 MovDir[x][y] = left_dir;
6382 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6383 MovDir[x][y] = right_dir;
6385 if (MovDir[x][y] != old_move_dir)
6388 else if (element == EL_YAMYAM)
6390 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6391 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6393 if (can_turn_left && can_turn_right)
6394 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6395 else if (can_turn_left)
6396 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6397 else if (can_turn_right)
6398 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6400 MovDir[x][y] = back_dir;
6402 MovDelay[x][y] = 16 + 16 * RND(3);
6404 else if (element == EL_DARK_YAMYAM)
6406 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6408 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6411 if (can_turn_left && can_turn_right)
6412 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6413 else if (can_turn_left)
6414 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6415 else if (can_turn_right)
6416 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6418 MovDir[x][y] = back_dir;
6420 MovDelay[x][y] = 16 + 16 * RND(3);
6422 else if (element == EL_PACMAN)
6424 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6425 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6427 if (can_turn_left && can_turn_right)
6428 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6429 else if (can_turn_left)
6430 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6431 else if (can_turn_right)
6432 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6434 MovDir[x][y] = back_dir;
6436 MovDelay[x][y] = 6 + RND(40);
6438 else if (element == EL_PIG)
6440 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6441 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6442 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6443 boolean should_turn_left, should_turn_right, should_move_on;
6445 int rnd = RND(rnd_value);
6447 should_turn_left = (can_turn_left &&
6449 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6450 y + back_dy + left_dy)));
6451 should_turn_right = (can_turn_right &&
6453 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6454 y + back_dy + right_dy)));
6455 should_move_on = (can_move_on &&
6458 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6459 y + move_dy + left_dy) ||
6460 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6461 y + move_dy + right_dy)));
6463 if (should_turn_left || should_turn_right || should_move_on)
6465 if (should_turn_left && should_turn_right && should_move_on)
6466 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6467 rnd < 2 * rnd_value / 3 ? right_dir :
6469 else if (should_turn_left && should_turn_right)
6470 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6471 else if (should_turn_left && should_move_on)
6472 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6473 else if (should_turn_right && should_move_on)
6474 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6475 else if (should_turn_left)
6476 MovDir[x][y] = left_dir;
6477 else if (should_turn_right)
6478 MovDir[x][y] = right_dir;
6479 else if (should_move_on)
6480 MovDir[x][y] = old_move_dir;
6482 else if (can_move_on && rnd > rnd_value / 8)
6483 MovDir[x][y] = old_move_dir;
6484 else if (can_turn_left && can_turn_right)
6485 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6486 else if (can_turn_left && rnd > rnd_value / 8)
6487 MovDir[x][y] = left_dir;
6488 else if (can_turn_right && rnd > rnd_value/8)
6489 MovDir[x][y] = right_dir;
6491 MovDir[x][y] = back_dir;
6493 xx = x + move_xy[MovDir[x][y]].dx;
6494 yy = y + move_xy[MovDir[x][y]].dy;
6496 if (!IN_LEV_FIELD(xx, yy) ||
6497 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6498 MovDir[x][y] = old_move_dir;
6502 else if (element == EL_DRAGON)
6504 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6505 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6506 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6508 int rnd = RND(rnd_value);
6510 if (can_move_on && rnd > rnd_value / 8)
6511 MovDir[x][y] = old_move_dir;
6512 else if (can_turn_left && can_turn_right)
6513 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6514 else if (can_turn_left && rnd > rnd_value / 8)
6515 MovDir[x][y] = left_dir;
6516 else if (can_turn_right && rnd > rnd_value / 8)
6517 MovDir[x][y] = right_dir;
6519 MovDir[x][y] = back_dir;
6521 xx = x + move_xy[MovDir[x][y]].dx;
6522 yy = y + move_xy[MovDir[x][y]].dy;
6524 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6525 MovDir[x][y] = old_move_dir;
6529 else if (element == EL_MOLE)
6531 boolean can_move_on =
6532 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6533 IS_AMOEBOID(Feld[move_x][move_y]) ||
6534 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6537 boolean can_turn_left =
6538 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6539 IS_AMOEBOID(Feld[left_x][left_y])));
6541 boolean can_turn_right =
6542 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6543 IS_AMOEBOID(Feld[right_x][right_y])));
6545 if (can_turn_left && can_turn_right)
6546 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6547 else if (can_turn_left)
6548 MovDir[x][y] = left_dir;
6550 MovDir[x][y] = right_dir;
6553 if (MovDir[x][y] != old_move_dir)
6556 else if (element == EL_BALLOON)
6558 MovDir[x][y] = game.wind_direction;
6561 else if (element == EL_SPRING)
6563 if (MovDir[x][y] & MV_HORIZONTAL)
6565 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6566 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6568 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6569 ResetGfxAnimation(move_x, move_y);
6570 TEST_DrawLevelField(move_x, move_y);
6572 MovDir[x][y] = back_dir;
6574 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6575 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6576 MovDir[x][y] = MV_NONE;
6581 else if (element == EL_ROBOT ||
6582 element == EL_SATELLITE ||
6583 element == EL_PENGUIN ||
6584 element == EL_EMC_ANDROID)
6586 int attr_x = -1, attr_y = -1;
6597 for (i = 0; i < MAX_PLAYERS; i++)
6599 struct PlayerInfo *player = &stored_player[i];
6600 int jx = player->jx, jy = player->jy;
6602 if (!player->active)
6606 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6614 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6615 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6616 game.engine_version < VERSION_IDENT(3,1,0,0)))
6622 if (element == EL_PENGUIN)
6625 static int xy[4][2] =
6633 for (i = 0; i < NUM_DIRECTIONS; i++)
6635 int ex = x + xy[i][0];
6636 int ey = y + xy[i][1];
6638 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6639 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6640 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6641 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6650 MovDir[x][y] = MV_NONE;
6652 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6653 else if (attr_x > x)
6654 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6656 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6657 else if (attr_y > y)
6658 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6660 if (element == EL_ROBOT)
6664 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6665 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6666 Moving2Blocked(x, y, &newx, &newy);
6668 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6669 MovDelay[x][y] = 8 + 8 * !RND(3);
6671 MovDelay[x][y] = 16;
6673 else if (element == EL_PENGUIN)
6679 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6681 boolean first_horiz = RND(2);
6682 int new_move_dir = MovDir[x][y];
6685 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6686 Moving2Blocked(x, y, &newx, &newy);
6688 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6692 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6693 Moving2Blocked(x, y, &newx, &newy);
6695 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6698 MovDir[x][y] = old_move_dir;
6702 else if (element == EL_SATELLITE)
6708 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6710 boolean first_horiz = RND(2);
6711 int new_move_dir = MovDir[x][y];
6714 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6715 Moving2Blocked(x, y, &newx, &newy);
6717 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6721 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6722 Moving2Blocked(x, y, &newx, &newy);
6724 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6727 MovDir[x][y] = old_move_dir;
6731 else if (element == EL_EMC_ANDROID)
6733 static int check_pos[16] =
6735 -1, /* 0 => (invalid) */
6736 7, /* 1 => MV_LEFT */
6737 3, /* 2 => MV_RIGHT */
6738 -1, /* 3 => (invalid) */
6740 0, /* 5 => MV_LEFT | MV_UP */
6741 2, /* 6 => MV_RIGHT | MV_UP */
6742 -1, /* 7 => (invalid) */
6743 5, /* 8 => MV_DOWN */
6744 6, /* 9 => MV_LEFT | MV_DOWN */
6745 4, /* 10 => MV_RIGHT | MV_DOWN */
6746 -1, /* 11 => (invalid) */
6747 -1, /* 12 => (invalid) */
6748 -1, /* 13 => (invalid) */
6749 -1, /* 14 => (invalid) */
6750 -1, /* 15 => (invalid) */
6758 { -1, -1, MV_LEFT | MV_UP },
6760 { +1, -1, MV_RIGHT | MV_UP },
6761 { +1, 0, MV_RIGHT },
6762 { +1, +1, MV_RIGHT | MV_DOWN },
6764 { -1, +1, MV_LEFT | MV_DOWN },
6767 int start_pos, check_order;
6768 boolean can_clone = FALSE;
6771 /* check if there is any free field around current position */
6772 for (i = 0; i < 8; i++)
6774 int newx = x + check_xy[i].dx;
6775 int newy = y + check_xy[i].dy;
6777 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6785 if (can_clone) /* randomly find an element to clone */
6789 start_pos = check_pos[RND(8)];
6790 check_order = (RND(2) ? -1 : +1);
6792 for (i = 0; i < 8; i++)
6794 int pos_raw = start_pos + i * check_order;
6795 int pos = (pos_raw + 8) % 8;
6796 int newx = x + check_xy[pos].dx;
6797 int newy = y + check_xy[pos].dy;
6799 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6801 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
6802 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
6804 Store[x][y] = Feld[newx][newy];
6813 if (can_clone) /* randomly find a direction to move */
6817 start_pos = check_pos[RND(8)];
6818 check_order = (RND(2) ? -1 : +1);
6820 for (i = 0; i < 8; i++)
6822 int pos_raw = start_pos + i * check_order;
6823 int pos = (pos_raw + 8) % 8;
6824 int newx = x + check_xy[pos].dx;
6825 int newy = y + check_xy[pos].dy;
6826 int new_move_dir = check_xy[pos].dir;
6828 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6830 MovDir[x][y] = new_move_dir;
6831 MovDelay[x][y] = level.android_clone_time * 8 + 1;
6840 if (can_clone) /* cloning and moving successful */
6843 /* cannot clone -- try to move towards player */
6845 start_pos = check_pos[MovDir[x][y] & 0x0f];
6846 check_order = (RND(2) ? -1 : +1);
6848 for (i = 0; i < 3; i++)
6850 /* first check start_pos, then previous/next or (next/previous) pos */
6851 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
6852 int pos = (pos_raw + 8) % 8;
6853 int newx = x + check_xy[pos].dx;
6854 int newy = y + check_xy[pos].dy;
6855 int new_move_dir = check_xy[pos].dir;
6857 if (IS_PLAYER(newx, newy))
6860 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6862 MovDir[x][y] = new_move_dir;
6863 MovDelay[x][y] = level.android_move_time * 8 + 1;
6870 else if (move_pattern == MV_TURNING_LEFT ||
6871 move_pattern == MV_TURNING_RIGHT ||
6872 move_pattern == MV_TURNING_LEFT_RIGHT ||
6873 move_pattern == MV_TURNING_RIGHT_LEFT ||
6874 move_pattern == MV_TURNING_RANDOM ||
6875 move_pattern == MV_ALL_DIRECTIONS)
6877 boolean can_turn_left =
6878 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
6879 boolean can_turn_right =
6880 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
6882 if (element_info[element].move_stepsize == 0) /* "not moving" */
6885 if (move_pattern == MV_TURNING_LEFT)
6886 MovDir[x][y] = left_dir;
6887 else if (move_pattern == MV_TURNING_RIGHT)
6888 MovDir[x][y] = right_dir;
6889 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
6890 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
6891 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
6892 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
6893 else if (move_pattern == MV_TURNING_RANDOM)
6894 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
6895 can_turn_right && !can_turn_left ? right_dir :
6896 RND(2) ? left_dir : right_dir);
6897 else if (can_turn_left && can_turn_right)
6898 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6899 else if (can_turn_left)
6900 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6901 else if (can_turn_right)
6902 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6904 MovDir[x][y] = back_dir;
6906 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6908 else if (move_pattern == MV_HORIZONTAL ||
6909 move_pattern == MV_VERTICAL)
6911 if (move_pattern & old_move_dir)
6912 MovDir[x][y] = back_dir;
6913 else if (move_pattern == MV_HORIZONTAL)
6914 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
6915 else if (move_pattern == MV_VERTICAL)
6916 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
6918 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6920 else if (move_pattern & MV_ANY_DIRECTION)
6922 MovDir[x][y] = move_pattern;
6923 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6925 else if (move_pattern & MV_WIND_DIRECTION)
6927 MovDir[x][y] = game.wind_direction;
6928 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6930 else if (move_pattern == MV_ALONG_LEFT_SIDE)
6932 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
6933 MovDir[x][y] = left_dir;
6934 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6935 MovDir[x][y] = right_dir;
6937 if (MovDir[x][y] != old_move_dir)
6938 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6940 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
6942 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
6943 MovDir[x][y] = right_dir;
6944 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6945 MovDir[x][y] = left_dir;
6947 if (MovDir[x][y] != old_move_dir)
6948 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6950 else if (move_pattern == MV_TOWARDS_PLAYER ||
6951 move_pattern == MV_AWAY_FROM_PLAYER)
6953 int attr_x = -1, attr_y = -1;
6955 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
6966 for (i = 0; i < MAX_PLAYERS; i++)
6968 struct PlayerInfo *player = &stored_player[i];
6969 int jx = player->jx, jy = player->jy;
6971 if (!player->active)
6975 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6983 MovDir[x][y] = MV_NONE;
6985 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
6986 else if (attr_x > x)
6987 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
6989 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
6990 else if (attr_y > y)
6991 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
6993 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6995 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6997 boolean first_horiz = RND(2);
6998 int new_move_dir = MovDir[x][y];
7000 if (element_info[element].move_stepsize == 0) /* "not moving" */
7002 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7003 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7009 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7010 Moving2Blocked(x, y, &newx, &newy);
7012 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7016 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7017 Moving2Blocked(x, y, &newx, &newy);
7019 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7022 MovDir[x][y] = old_move_dir;
7025 else if (move_pattern == MV_WHEN_PUSHED ||
7026 move_pattern == MV_WHEN_DROPPED)
7028 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7029 MovDir[x][y] = MV_NONE;
7033 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7035 static int test_xy[7][2] =
7045 static int test_dir[7] =
7055 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7056 int move_preference = -1000000; /* start with very low preference */
7057 int new_move_dir = MV_NONE;
7058 int start_test = RND(4);
7061 for (i = 0; i < NUM_DIRECTIONS; i++)
7063 int move_dir = test_dir[start_test + i];
7064 int move_dir_preference;
7066 xx = x + test_xy[start_test + i][0];
7067 yy = y + test_xy[start_test + i][1];
7069 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7070 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7072 new_move_dir = move_dir;
7077 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7080 move_dir_preference = -1 * RunnerVisit[xx][yy];
7081 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7082 move_dir_preference = PlayerVisit[xx][yy];
7084 if (move_dir_preference > move_preference)
7086 /* prefer field that has not been visited for the longest time */
7087 move_preference = move_dir_preference;
7088 new_move_dir = move_dir;
7090 else if (move_dir_preference == move_preference &&
7091 move_dir == old_move_dir)
7093 /* prefer last direction when all directions are preferred equally */
7094 move_preference = move_dir_preference;
7095 new_move_dir = move_dir;
7099 MovDir[x][y] = new_move_dir;
7100 if (old_move_dir != new_move_dir)
7101 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7105 static void TurnRound(int x, int y)
7107 int direction = MovDir[x][y];
7111 GfxDir[x][y] = MovDir[x][y];
7113 if (direction != MovDir[x][y])
7117 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7119 ResetGfxFrame(x, y, FALSE);
7122 static boolean JustBeingPushed(int x, int y)
7126 for (i = 0; i < MAX_PLAYERS; i++)
7128 struct PlayerInfo *player = &stored_player[i];
7130 if (player->active && player->is_pushing && player->MovPos)
7132 int next_jx = player->jx + (player->jx - player->last_jx);
7133 int next_jy = player->jy + (player->jy - player->last_jy);
7135 if (x == next_jx && y == next_jy)
7143 void StartMoving(int x, int y)
7145 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7146 int element = Feld[x][y];
7151 if (MovDelay[x][y] == 0)
7152 GfxAction[x][y] = ACTION_DEFAULT;
7154 if (CAN_FALL(element) && y < lev_fieldy - 1)
7156 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7157 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7158 if (JustBeingPushed(x, y))
7161 if (element == EL_QUICKSAND_FULL)
7163 if (IS_FREE(x, y + 1))
7165 InitMovingField(x, y, MV_DOWN);
7166 started_moving = TRUE;
7168 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7169 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7170 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7171 Store[x][y] = EL_ROCK;
7173 Store[x][y] = EL_ROCK;
7176 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7178 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7180 if (!MovDelay[x][y])
7182 MovDelay[x][y] = TILEY + 1;
7184 ResetGfxAnimation(x, y);
7185 ResetGfxAnimation(x, y + 1);
7190 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7191 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7198 Feld[x][y] = EL_QUICKSAND_EMPTY;
7199 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7200 Store[x][y + 1] = Store[x][y];
7203 PlayLevelSoundAction(x, y, ACTION_FILLING);
7205 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7207 if (!MovDelay[x][y])
7209 MovDelay[x][y] = TILEY + 1;
7211 ResetGfxAnimation(x, y);
7212 ResetGfxAnimation(x, y + 1);
7217 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7218 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7225 Feld[x][y] = EL_QUICKSAND_EMPTY;
7226 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7227 Store[x][y + 1] = Store[x][y];
7230 PlayLevelSoundAction(x, y, ACTION_FILLING);
7233 else if (element == EL_QUICKSAND_FAST_FULL)
7235 if (IS_FREE(x, y + 1))
7237 InitMovingField(x, y, MV_DOWN);
7238 started_moving = TRUE;
7240 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7241 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7242 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7243 Store[x][y] = EL_ROCK;
7245 Store[x][y] = EL_ROCK;
7248 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7250 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7252 if (!MovDelay[x][y])
7254 MovDelay[x][y] = TILEY + 1;
7256 ResetGfxAnimation(x, y);
7257 ResetGfxAnimation(x, y + 1);
7262 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7263 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7270 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7271 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7272 Store[x][y + 1] = Store[x][y];
7275 PlayLevelSoundAction(x, y, ACTION_FILLING);
7277 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7279 if (!MovDelay[x][y])
7281 MovDelay[x][y] = TILEY + 1;
7283 ResetGfxAnimation(x, y);
7284 ResetGfxAnimation(x, y + 1);
7289 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7290 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7297 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7298 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7299 Store[x][y + 1] = Store[x][y];
7302 PlayLevelSoundAction(x, y, ACTION_FILLING);
7305 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7306 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7308 InitMovingField(x, y, MV_DOWN);
7309 started_moving = TRUE;
7311 Feld[x][y] = EL_QUICKSAND_FILLING;
7312 Store[x][y] = element;
7314 PlayLevelSoundAction(x, y, ACTION_FILLING);
7316 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7317 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7319 InitMovingField(x, y, MV_DOWN);
7320 started_moving = TRUE;
7322 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7323 Store[x][y] = element;
7325 PlayLevelSoundAction(x, y, ACTION_FILLING);
7327 else if (element == EL_MAGIC_WALL_FULL)
7329 if (IS_FREE(x, y + 1))
7331 InitMovingField(x, y, MV_DOWN);
7332 started_moving = TRUE;
7334 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7335 Store[x][y] = EL_CHANGED(Store[x][y]);
7337 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7339 if (!MovDelay[x][y])
7340 MovDelay[x][y] = TILEY / 4 + 1;
7349 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7350 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7351 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7355 else if (element == EL_BD_MAGIC_WALL_FULL)
7357 if (IS_FREE(x, y + 1))
7359 InitMovingField(x, y, MV_DOWN);
7360 started_moving = TRUE;
7362 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7363 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7365 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7367 if (!MovDelay[x][y])
7368 MovDelay[x][y] = TILEY / 4 + 1;
7377 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7378 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7379 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7383 else if (element == EL_DC_MAGIC_WALL_FULL)
7385 if (IS_FREE(x, y + 1))
7387 InitMovingField(x, y, MV_DOWN);
7388 started_moving = TRUE;
7390 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7391 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7393 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7395 if (!MovDelay[x][y])
7396 MovDelay[x][y] = TILEY / 4 + 1;
7405 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7406 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7407 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7411 else if ((CAN_PASS_MAGIC_WALL(element) &&
7412 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7413 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7414 (CAN_PASS_DC_MAGIC_WALL(element) &&
7415 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7418 InitMovingField(x, y, MV_DOWN);
7419 started_moving = TRUE;
7422 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7423 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7424 EL_DC_MAGIC_WALL_FILLING);
7425 Store[x][y] = element;
7427 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7429 SplashAcid(x, y + 1);
7431 InitMovingField(x, y, MV_DOWN);
7432 started_moving = TRUE;
7434 Store[x][y] = EL_ACID;
7437 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7438 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7439 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7440 CAN_FALL(element) && WasJustFalling[x][y] &&
7441 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7443 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7444 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7445 (Feld[x][y + 1] == EL_BLOCKED)))
7447 /* this is needed for a special case not covered by calling "Impact()"
7448 from "ContinueMoving()": if an element moves to a tile directly below
7449 another element which was just falling on that tile (which was empty
7450 in the previous frame), the falling element above would just stop
7451 instead of smashing the element below (in previous version, the above
7452 element was just checked for "moving" instead of "falling", resulting
7453 in incorrect smashes caused by horizontal movement of the above
7454 element; also, the case of the player being the element to smash was
7455 simply not covered here... :-/ ) */
7457 CheckCollision[x][y] = 0;
7458 CheckImpact[x][y] = 0;
7462 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7464 if (MovDir[x][y] == MV_NONE)
7466 InitMovingField(x, y, MV_DOWN);
7467 started_moving = TRUE;
7470 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7472 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7473 MovDir[x][y] = MV_DOWN;
7475 InitMovingField(x, y, MV_DOWN);
7476 started_moving = TRUE;
7478 else if (element == EL_AMOEBA_DROP)
7480 Feld[x][y] = EL_AMOEBA_GROWING;
7481 Store[x][y] = EL_AMOEBA_WET;
7483 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7484 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7485 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7486 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7488 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7489 (IS_FREE(x - 1, y + 1) ||
7490 Feld[x - 1][y + 1] == EL_ACID));
7491 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7492 (IS_FREE(x + 1, y + 1) ||
7493 Feld[x + 1][y + 1] == EL_ACID));
7494 boolean can_fall_any = (can_fall_left || can_fall_right);
7495 boolean can_fall_both = (can_fall_left && can_fall_right);
7496 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7498 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7500 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7501 can_fall_right = FALSE;
7502 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7503 can_fall_left = FALSE;
7504 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7505 can_fall_right = FALSE;
7506 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7507 can_fall_left = FALSE;
7509 can_fall_any = (can_fall_left || can_fall_right);
7510 can_fall_both = FALSE;
7515 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7516 can_fall_right = FALSE; /* slip down on left side */
7518 can_fall_left = !(can_fall_right = RND(2));
7520 can_fall_both = FALSE;
7525 /* if not determined otherwise, prefer left side for slipping down */
7526 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7527 started_moving = TRUE;
7530 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7532 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7533 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7534 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7535 int belt_dir = game.belt_dir[belt_nr];
7537 if ((belt_dir == MV_LEFT && left_is_free) ||
7538 (belt_dir == MV_RIGHT && right_is_free))
7540 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7542 InitMovingField(x, y, belt_dir);
7543 started_moving = TRUE;
7545 Pushed[x][y] = TRUE;
7546 Pushed[nextx][y] = TRUE;
7548 GfxAction[x][y] = ACTION_DEFAULT;
7552 MovDir[x][y] = 0; /* if element was moving, stop it */
7557 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7558 if (CAN_MOVE(element) && !started_moving)
7560 int move_pattern = element_info[element].move_pattern;
7563 Moving2Blocked(x, y, &newx, &newy);
7565 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7568 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7569 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7571 WasJustMoving[x][y] = 0;
7572 CheckCollision[x][y] = 0;
7574 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7576 if (Feld[x][y] != element) /* element has changed */
7580 if (!MovDelay[x][y]) /* start new movement phase */
7582 /* all objects that can change their move direction after each step
7583 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7585 if (element != EL_YAMYAM &&
7586 element != EL_DARK_YAMYAM &&
7587 element != EL_PACMAN &&
7588 !(move_pattern & MV_ANY_DIRECTION) &&
7589 move_pattern != MV_TURNING_LEFT &&
7590 move_pattern != MV_TURNING_RIGHT &&
7591 move_pattern != MV_TURNING_LEFT_RIGHT &&
7592 move_pattern != MV_TURNING_RIGHT_LEFT &&
7593 move_pattern != MV_TURNING_RANDOM)
7597 if (MovDelay[x][y] && (element == EL_BUG ||
7598 element == EL_SPACESHIP ||
7599 element == EL_SP_SNIKSNAK ||
7600 element == EL_SP_ELECTRON ||
7601 element == EL_MOLE))
7602 TEST_DrawLevelField(x, y);
7606 if (MovDelay[x][y]) /* wait some time before next movement */
7610 if (element == EL_ROBOT ||
7611 element == EL_YAMYAM ||
7612 element == EL_DARK_YAMYAM)
7614 DrawLevelElementAnimationIfNeeded(x, y, element);
7615 PlayLevelSoundAction(x, y, ACTION_WAITING);
7617 else if (element == EL_SP_ELECTRON)
7618 DrawLevelElementAnimationIfNeeded(x, y, element);
7619 else if (element == EL_DRAGON)
7622 int dir = MovDir[x][y];
7623 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7624 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7625 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7626 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7627 dir == MV_UP ? IMG_FLAMES_1_UP :
7628 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7629 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7631 GfxAction[x][y] = ACTION_ATTACKING;
7633 if (IS_PLAYER(x, y))
7634 DrawPlayerField(x, y);
7636 TEST_DrawLevelField(x, y);
7638 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7640 for (i = 1; i <= 3; i++)
7642 int xx = x + i * dx;
7643 int yy = y + i * dy;
7644 int sx = SCREENX(xx);
7645 int sy = SCREENY(yy);
7646 int flame_graphic = graphic + (i - 1);
7648 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7653 int flamed = MovingOrBlocked2Element(xx, yy);
7655 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7658 RemoveMovingField(xx, yy);
7660 ChangeDelay[xx][yy] = 0;
7662 Feld[xx][yy] = EL_FLAMES;
7664 if (IN_SCR_FIELD(sx, sy))
7666 TEST_DrawLevelFieldCrumbled(xx, yy);
7667 DrawGraphic(sx, sy, flame_graphic, frame);
7672 if (Feld[xx][yy] == EL_FLAMES)
7673 Feld[xx][yy] = EL_EMPTY;
7674 TEST_DrawLevelField(xx, yy);
7679 if (MovDelay[x][y]) /* element still has to wait some time */
7681 PlayLevelSoundAction(x, y, ACTION_WAITING);
7687 /* now make next step */
7689 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7691 if (DONT_COLLIDE_WITH(element) &&
7692 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7693 !PLAYER_ENEMY_PROTECTED(newx, newy))
7695 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7700 else if (CAN_MOVE_INTO_ACID(element) &&
7701 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7702 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7703 (MovDir[x][y] == MV_DOWN ||
7704 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7706 SplashAcid(newx, newy);
7707 Store[x][y] = EL_ACID;
7709 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7711 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7712 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7713 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7714 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7717 TEST_DrawLevelField(x, y);
7719 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7720 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7721 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7723 local_player->friends_still_needed--;
7724 if (!local_player->friends_still_needed &&
7725 !local_player->GameOver && AllPlayersGone)
7726 PlayerWins(local_player);
7730 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7732 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7733 TEST_DrawLevelField(newx, newy);
7735 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7737 else if (!IS_FREE(newx, newy))
7739 GfxAction[x][y] = ACTION_WAITING;
7741 if (IS_PLAYER(x, y))
7742 DrawPlayerField(x, y);
7744 TEST_DrawLevelField(x, y);
7749 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7751 if (IS_FOOD_PIG(Feld[newx][newy]))
7753 if (IS_MOVING(newx, newy))
7754 RemoveMovingField(newx, newy);
7757 Feld[newx][newy] = EL_EMPTY;
7758 TEST_DrawLevelField(newx, newy);
7761 PlayLevelSound(x, y, SND_PIG_DIGGING);
7763 else if (!IS_FREE(newx, newy))
7765 if (IS_PLAYER(x, y))
7766 DrawPlayerField(x, y);
7768 TEST_DrawLevelField(x, y);
7773 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7775 if (Store[x][y] != EL_EMPTY)
7777 boolean can_clone = FALSE;
7780 /* check if element to clone is still there */
7781 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7783 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7791 /* cannot clone or target field not free anymore -- do not clone */
7792 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7793 Store[x][y] = EL_EMPTY;
7796 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7798 if (IS_MV_DIAGONAL(MovDir[x][y]))
7800 int diagonal_move_dir = MovDir[x][y];
7801 int stored = Store[x][y];
7802 int change_delay = 8;
7805 /* android is moving diagonally */
7807 CreateField(x, y, EL_DIAGONAL_SHRINKING);
7809 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
7810 GfxElement[x][y] = EL_EMC_ANDROID;
7811 GfxAction[x][y] = ACTION_SHRINKING;
7812 GfxDir[x][y] = diagonal_move_dir;
7813 ChangeDelay[x][y] = change_delay;
7815 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
7818 DrawLevelGraphicAnimation(x, y, graphic);
7819 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
7821 if (Feld[newx][newy] == EL_ACID)
7823 SplashAcid(newx, newy);
7828 CreateField(newx, newy, EL_DIAGONAL_GROWING);
7830 Store[newx][newy] = EL_EMC_ANDROID;
7831 GfxElement[newx][newy] = EL_EMC_ANDROID;
7832 GfxAction[newx][newy] = ACTION_GROWING;
7833 GfxDir[newx][newy] = diagonal_move_dir;
7834 ChangeDelay[newx][newy] = change_delay;
7836 graphic = el_act_dir2img(GfxElement[newx][newy],
7837 GfxAction[newx][newy], GfxDir[newx][newy]);
7839 DrawLevelGraphicAnimation(newx, newy, graphic);
7840 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
7846 Feld[newx][newy] = EL_EMPTY;
7847 TEST_DrawLevelField(newx, newy);
7849 PlayLevelSoundAction(x, y, ACTION_DIGGING);
7852 else if (!IS_FREE(newx, newy))
7857 else if (IS_CUSTOM_ELEMENT(element) &&
7858 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7860 if (!DigFieldByCE(newx, newy, element))
7863 if (move_pattern & MV_MAZE_RUNNER_STYLE)
7865 RunnerVisit[x][y] = FrameCounter;
7866 PlayerVisit[x][y] /= 8; /* expire player visit path */
7869 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
7871 if (!IS_FREE(newx, newy))
7873 if (IS_PLAYER(x, y))
7874 DrawPlayerField(x, y);
7876 TEST_DrawLevelField(x, y);
7882 boolean wanna_flame = !RND(10);
7883 int dx = newx - x, dy = newy - y;
7884 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
7885 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
7886 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
7887 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
7888 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
7889 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
7892 IS_CLASSIC_ENEMY(element1) ||
7893 IS_CLASSIC_ENEMY(element2)) &&
7894 element1 != EL_DRAGON && element2 != EL_DRAGON &&
7895 element1 != EL_FLAMES && element2 != EL_FLAMES)
7897 ResetGfxAnimation(x, y);
7898 GfxAction[x][y] = ACTION_ATTACKING;
7900 if (IS_PLAYER(x, y))
7901 DrawPlayerField(x, y);
7903 TEST_DrawLevelField(x, y);
7905 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
7907 MovDelay[x][y] = 50;
7909 Feld[newx][newy] = EL_FLAMES;
7910 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
7911 Feld[newx1][newy1] = EL_FLAMES;
7912 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
7913 Feld[newx2][newy2] = EL_FLAMES;
7919 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7920 Feld[newx][newy] == EL_DIAMOND)
7922 if (IS_MOVING(newx, newy))
7923 RemoveMovingField(newx, newy);
7926 Feld[newx][newy] = EL_EMPTY;
7927 TEST_DrawLevelField(newx, newy);
7930 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
7932 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7933 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
7935 if (AmoebaNr[newx][newy])
7937 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7938 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7939 Feld[newx][newy] == EL_BD_AMOEBA)
7940 AmoebaCnt[AmoebaNr[newx][newy]]--;
7943 if (IS_MOVING(newx, newy))
7945 RemoveMovingField(newx, newy);
7949 Feld[newx][newy] = EL_EMPTY;
7950 TEST_DrawLevelField(newx, newy);
7953 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
7955 else if ((element == EL_PACMAN || element == EL_MOLE)
7956 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
7958 if (AmoebaNr[newx][newy])
7960 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7961 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7962 Feld[newx][newy] == EL_BD_AMOEBA)
7963 AmoebaCnt[AmoebaNr[newx][newy]]--;
7966 if (element == EL_MOLE)
7968 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
7969 PlayLevelSound(x, y, SND_MOLE_DIGGING);
7971 ResetGfxAnimation(x, y);
7972 GfxAction[x][y] = ACTION_DIGGING;
7973 TEST_DrawLevelField(x, y);
7975 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
7977 return; /* wait for shrinking amoeba */
7979 else /* element == EL_PACMAN */
7981 Feld[newx][newy] = EL_EMPTY;
7982 TEST_DrawLevelField(newx, newy);
7983 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
7986 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
7987 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
7988 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
7990 /* wait for shrinking amoeba to completely disappear */
7993 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
7995 /* object was running against a wall */
7999 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
8000 DrawLevelElementAnimation(x, y, element);
8002 if (DONT_TOUCH(element))
8003 TestIfBadThingTouchesPlayer(x, y);
8008 InitMovingField(x, y, MovDir[x][y]);
8010 PlayLevelSoundAction(x, y, ACTION_MOVING);
8014 ContinueMoving(x, y);
8017 void ContinueMoving(int x, int y)
8019 int element = Feld[x][y];
8020 struct ElementInfo *ei = &element_info[element];
8021 int direction = MovDir[x][y];
8022 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8023 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8024 int newx = x + dx, newy = y + dy;
8025 int stored = Store[x][y];
8026 int stored_new = Store[newx][newy];
8027 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8028 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8029 boolean last_line = (newy == lev_fieldy - 1);
8031 MovPos[x][y] += getElementMoveStepsize(x, y);
8033 if (pushed_by_player) /* special case: moving object pushed by player */
8034 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8036 if (ABS(MovPos[x][y]) < TILEX)
8038 TEST_DrawLevelField(x, y);
8040 return; /* element is still moving */
8043 /* element reached destination field */
8045 Feld[x][y] = EL_EMPTY;
8046 Feld[newx][newy] = element;
8047 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8049 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8051 element = Feld[newx][newy] = EL_ACID;
8053 else if (element == EL_MOLE)
8055 Feld[x][y] = EL_SAND;
8057 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8059 else if (element == EL_QUICKSAND_FILLING)
8061 element = Feld[newx][newy] = get_next_element(element);
8062 Store[newx][newy] = Store[x][y];
8064 else if (element == EL_QUICKSAND_EMPTYING)
8066 Feld[x][y] = get_next_element(element);
8067 element = Feld[newx][newy] = Store[x][y];
8069 else if (element == EL_QUICKSAND_FAST_FILLING)
8071 element = Feld[newx][newy] = get_next_element(element);
8072 Store[newx][newy] = Store[x][y];
8074 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8076 Feld[x][y] = get_next_element(element);
8077 element = Feld[newx][newy] = Store[x][y];
8079 else if (element == EL_MAGIC_WALL_FILLING)
8081 element = Feld[newx][newy] = get_next_element(element);
8082 if (!game.magic_wall_active)
8083 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8084 Store[newx][newy] = Store[x][y];
8086 else if (element == EL_MAGIC_WALL_EMPTYING)
8088 Feld[x][y] = get_next_element(element);
8089 if (!game.magic_wall_active)
8090 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8091 element = Feld[newx][newy] = Store[x][y];
8093 InitField(newx, newy, FALSE);
8095 else if (element == EL_BD_MAGIC_WALL_FILLING)
8097 element = Feld[newx][newy] = get_next_element(element);
8098 if (!game.magic_wall_active)
8099 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8100 Store[newx][newy] = Store[x][y];
8102 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8104 Feld[x][y] = get_next_element(element);
8105 if (!game.magic_wall_active)
8106 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8107 element = Feld[newx][newy] = Store[x][y];
8109 InitField(newx, newy, FALSE);
8111 else if (element == EL_DC_MAGIC_WALL_FILLING)
8113 element = Feld[newx][newy] = get_next_element(element);
8114 if (!game.magic_wall_active)
8115 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8116 Store[newx][newy] = Store[x][y];
8118 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8120 Feld[x][y] = get_next_element(element);
8121 if (!game.magic_wall_active)
8122 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8123 element = Feld[newx][newy] = Store[x][y];
8125 InitField(newx, newy, FALSE);
8127 else if (element == EL_AMOEBA_DROPPING)
8129 Feld[x][y] = get_next_element(element);
8130 element = Feld[newx][newy] = Store[x][y];
8132 else if (element == EL_SOKOBAN_OBJECT)
8135 Feld[x][y] = Back[x][y];
8137 if (Back[newx][newy])
8138 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8140 Back[x][y] = Back[newx][newy] = 0;
8143 Store[x][y] = EL_EMPTY;
8148 MovDelay[newx][newy] = 0;
8150 if (CAN_CHANGE_OR_HAS_ACTION(element))
8152 /* copy element change control values to new field */
8153 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8154 ChangePage[newx][newy] = ChangePage[x][y];
8155 ChangeCount[newx][newy] = ChangeCount[x][y];
8156 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8159 CustomValue[newx][newy] = CustomValue[x][y];
8161 ChangeDelay[x][y] = 0;
8162 ChangePage[x][y] = -1;
8163 ChangeCount[x][y] = 0;
8164 ChangeEvent[x][y] = -1;
8166 CustomValue[x][y] = 0;
8168 /* copy animation control values to new field */
8169 GfxFrame[newx][newy] = GfxFrame[x][y];
8170 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8171 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8172 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8174 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8176 /* some elements can leave other elements behind after moving */
8177 if (ei->move_leave_element != EL_EMPTY &&
8178 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8179 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8181 int move_leave_element = ei->move_leave_element;
8183 /* this makes it possible to leave the removed element again */
8184 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8185 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8187 Feld[x][y] = move_leave_element;
8189 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8190 MovDir[x][y] = direction;
8192 InitField(x, y, FALSE);
8194 if (GFX_CRUMBLED(Feld[x][y]))
8195 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8197 if (ELEM_IS_PLAYER(move_leave_element))
8198 RelocatePlayer(x, y, move_leave_element);
8201 /* do this after checking for left-behind element */
8202 ResetGfxAnimation(x, y); /* reset animation values for old field */
8204 if (!CAN_MOVE(element) ||
8205 (CAN_FALL(element) && direction == MV_DOWN &&
8206 (element == EL_SPRING ||
8207 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8208 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8209 GfxDir[x][y] = MovDir[newx][newy] = 0;
8211 TEST_DrawLevelField(x, y);
8212 TEST_DrawLevelField(newx, newy);
8214 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8216 /* prevent pushed element from moving on in pushed direction */
8217 if (pushed_by_player && CAN_MOVE(element) &&
8218 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8219 !(element_info[element].move_pattern & direction))
8220 TurnRound(newx, newy);
8222 /* prevent elements on conveyor belt from moving on in last direction */
8223 if (pushed_by_conveyor && CAN_FALL(element) &&
8224 direction & MV_HORIZONTAL)
8225 MovDir[newx][newy] = 0;
8227 if (!pushed_by_player)
8229 int nextx = newx + dx, nexty = newy + dy;
8230 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8232 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8234 if (CAN_FALL(element) && direction == MV_DOWN)
8235 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8237 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8238 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8240 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8241 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8244 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8246 TestIfBadThingTouchesPlayer(newx, newy);
8247 TestIfBadThingTouchesFriend(newx, newy);
8249 if (!IS_CUSTOM_ELEMENT(element))
8250 TestIfBadThingTouchesOtherBadThing(newx, newy);
8252 else if (element == EL_PENGUIN)
8253 TestIfFriendTouchesBadThing(newx, newy);
8255 if (DONT_GET_HIT_BY(element))
8257 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8260 /* give the player one last chance (one more frame) to move away */
8261 if (CAN_FALL(element) && direction == MV_DOWN &&
8262 (last_line || (!IS_FREE(x, newy + 1) &&
8263 (!IS_PLAYER(x, newy + 1) ||
8264 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8267 if (pushed_by_player && !game.use_change_when_pushing_bug)
8269 int push_side = MV_DIR_OPPOSITE(direction);
8270 struct PlayerInfo *player = PLAYERINFO(x, y);
8272 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8273 player->index_bit, push_side);
8274 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8275 player->index_bit, push_side);
8278 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8279 MovDelay[newx][newy] = 1;
8281 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8283 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8284 TestIfElementHitsCustomElement(newx, newy, direction);
8285 TestIfPlayerTouchesCustomElement(newx, newy);
8286 TestIfElementTouchesCustomElement(newx, newy);
8288 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8289 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8290 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8291 MV_DIR_OPPOSITE(direction));
8294 int AmoebeNachbarNr(int ax, int ay)
8297 int element = Feld[ax][ay];
8299 static int xy[4][2] =
8307 for (i = 0; i < NUM_DIRECTIONS; i++)
8309 int x = ax + xy[i][0];
8310 int y = ay + xy[i][1];
8312 if (!IN_LEV_FIELD(x, y))
8315 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8316 group_nr = AmoebaNr[x][y];
8322 void AmoebenVereinigen(int ax, int ay)
8324 int i, x, y, xx, yy;
8325 int new_group_nr = AmoebaNr[ax][ay];
8326 static int xy[4][2] =
8334 if (new_group_nr == 0)
8337 for (i = 0; i < NUM_DIRECTIONS; i++)
8342 if (!IN_LEV_FIELD(x, y))
8345 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8346 Feld[x][y] == EL_BD_AMOEBA ||
8347 Feld[x][y] == EL_AMOEBA_DEAD) &&
8348 AmoebaNr[x][y] != new_group_nr)
8350 int old_group_nr = AmoebaNr[x][y];
8352 if (old_group_nr == 0)
8355 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8356 AmoebaCnt[old_group_nr] = 0;
8357 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8358 AmoebaCnt2[old_group_nr] = 0;
8360 SCAN_PLAYFIELD(xx, yy)
8362 if (AmoebaNr[xx][yy] == old_group_nr)
8363 AmoebaNr[xx][yy] = new_group_nr;
8369 void AmoebeUmwandeln(int ax, int ay)
8373 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8375 int group_nr = AmoebaNr[ax][ay];
8380 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8381 printf("AmoebeUmwandeln(): This should never happen!\n");
8386 SCAN_PLAYFIELD(x, y)
8388 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8391 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8395 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8396 SND_AMOEBA_TURNING_TO_GEM :
8397 SND_AMOEBA_TURNING_TO_ROCK));
8402 static int xy[4][2] =
8410 for (i = 0; i < NUM_DIRECTIONS; i++)
8415 if (!IN_LEV_FIELD(x, y))
8418 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8420 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8421 SND_AMOEBA_TURNING_TO_GEM :
8422 SND_AMOEBA_TURNING_TO_ROCK));
8429 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8432 int group_nr = AmoebaNr[ax][ay];
8433 boolean done = FALSE;
8438 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8439 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8444 SCAN_PLAYFIELD(x, y)
8446 if (AmoebaNr[x][y] == group_nr &&
8447 (Feld[x][y] == EL_AMOEBA_DEAD ||
8448 Feld[x][y] == EL_BD_AMOEBA ||
8449 Feld[x][y] == EL_AMOEBA_GROWING))
8452 Feld[x][y] = new_element;
8453 InitField(x, y, FALSE);
8454 TEST_DrawLevelField(x, y);
8460 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8461 SND_BD_AMOEBA_TURNING_TO_ROCK :
8462 SND_BD_AMOEBA_TURNING_TO_GEM));
8465 void AmoebeWaechst(int x, int y)
8467 static unsigned int sound_delay = 0;
8468 static unsigned int sound_delay_value = 0;
8470 if (!MovDelay[x][y]) /* start new growing cycle */
8474 if (DelayReached(&sound_delay, sound_delay_value))
8476 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8477 sound_delay_value = 30;
8481 if (MovDelay[x][y]) /* wait some time before growing bigger */
8484 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8486 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8487 6 - MovDelay[x][y]);
8489 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8492 if (!MovDelay[x][y])
8494 Feld[x][y] = Store[x][y];
8496 TEST_DrawLevelField(x, y);
8501 void AmoebaDisappearing(int x, int y)
8503 static unsigned int sound_delay = 0;
8504 static unsigned int sound_delay_value = 0;
8506 if (!MovDelay[x][y]) /* start new shrinking cycle */
8510 if (DelayReached(&sound_delay, sound_delay_value))
8511 sound_delay_value = 30;
8514 if (MovDelay[x][y]) /* wait some time before shrinking */
8517 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8519 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8520 6 - MovDelay[x][y]);
8522 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8525 if (!MovDelay[x][y])
8527 Feld[x][y] = EL_EMPTY;
8528 TEST_DrawLevelField(x, y);
8530 /* don't let mole enter this field in this cycle;
8531 (give priority to objects falling to this field from above) */
8537 void AmoebeAbleger(int ax, int ay)
8540 int element = Feld[ax][ay];
8541 int graphic = el2img(element);
8542 int newax = ax, neway = ay;
8543 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8544 static int xy[4][2] =
8552 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8554 Feld[ax][ay] = EL_AMOEBA_DEAD;
8555 TEST_DrawLevelField(ax, ay);
8559 if (IS_ANIMATED(graphic))
8560 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8562 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8563 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8565 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8568 if (MovDelay[ax][ay])
8572 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8575 int x = ax + xy[start][0];
8576 int y = ay + xy[start][1];
8578 if (!IN_LEV_FIELD(x, y))
8581 if (IS_FREE(x, y) ||
8582 CAN_GROW_INTO(Feld[x][y]) ||
8583 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8584 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8590 if (newax == ax && neway == ay)
8593 else /* normal or "filled" (BD style) amoeba */
8596 boolean waiting_for_player = FALSE;
8598 for (i = 0; i < NUM_DIRECTIONS; i++)
8600 int j = (start + i) % 4;
8601 int x = ax + xy[j][0];
8602 int y = ay + xy[j][1];
8604 if (!IN_LEV_FIELD(x, y))
8607 if (IS_FREE(x, y) ||
8608 CAN_GROW_INTO(Feld[x][y]) ||
8609 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8610 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8616 else if (IS_PLAYER(x, y))
8617 waiting_for_player = TRUE;
8620 if (newax == ax && neway == ay) /* amoeba cannot grow */
8622 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8624 Feld[ax][ay] = EL_AMOEBA_DEAD;
8625 TEST_DrawLevelField(ax, ay);
8626 AmoebaCnt[AmoebaNr[ax][ay]]--;
8628 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8630 if (element == EL_AMOEBA_FULL)
8631 AmoebeUmwandeln(ax, ay);
8632 else if (element == EL_BD_AMOEBA)
8633 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8638 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8640 /* amoeba gets larger by growing in some direction */
8642 int new_group_nr = AmoebaNr[ax][ay];
8645 if (new_group_nr == 0)
8647 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8648 printf("AmoebeAbleger(): This should never happen!\n");
8653 AmoebaNr[newax][neway] = new_group_nr;
8654 AmoebaCnt[new_group_nr]++;
8655 AmoebaCnt2[new_group_nr]++;
8657 /* if amoeba touches other amoeba(s) after growing, unify them */
8658 AmoebenVereinigen(newax, neway);
8660 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8662 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8668 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8669 (neway == lev_fieldy - 1 && newax != ax))
8671 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8672 Store[newax][neway] = element;
8674 else if (neway == ay || element == EL_EMC_DRIPPER)
8676 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8678 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8682 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8683 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8684 Store[ax][ay] = EL_AMOEBA_DROP;
8685 ContinueMoving(ax, ay);
8689 TEST_DrawLevelField(newax, neway);
8692 void Life(int ax, int ay)
8696 int element = Feld[ax][ay];
8697 int graphic = el2img(element);
8698 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8700 boolean changed = FALSE;
8702 if (IS_ANIMATED(graphic))
8703 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8708 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8709 MovDelay[ax][ay] = life_time;
8711 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8714 if (MovDelay[ax][ay])
8718 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8720 int xx = ax+x1, yy = ay+y1;
8723 if (!IN_LEV_FIELD(xx, yy))
8726 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8728 int x = xx+x2, y = yy+y2;
8730 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8733 if (((Feld[x][y] == element ||
8734 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8736 (IS_FREE(x, y) && Stop[x][y]))
8740 if (xx == ax && yy == ay) /* field in the middle */
8742 if (nachbarn < life_parameter[0] ||
8743 nachbarn > life_parameter[1])
8745 Feld[xx][yy] = EL_EMPTY;
8747 TEST_DrawLevelField(xx, yy);
8748 Stop[xx][yy] = TRUE;
8752 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8753 { /* free border field */
8754 if (nachbarn >= life_parameter[2] &&
8755 nachbarn <= life_parameter[3])
8757 Feld[xx][yy] = element;
8758 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8760 TEST_DrawLevelField(xx, yy);
8761 Stop[xx][yy] = TRUE;
8768 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8769 SND_GAME_OF_LIFE_GROWING);
8772 static void InitRobotWheel(int x, int y)
8774 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8777 static void RunRobotWheel(int x, int y)
8779 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8782 static void StopRobotWheel(int x, int y)
8784 if (ZX == x && ZY == y)
8788 game.robot_wheel_active = FALSE;
8792 static void InitTimegateWheel(int x, int y)
8794 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8797 static void RunTimegateWheel(int x, int y)
8799 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
8802 static void InitMagicBallDelay(int x, int y)
8804 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
8807 static void ActivateMagicBall(int bx, int by)
8811 if (level.ball_random)
8813 int pos_border = RND(8); /* select one of the eight border elements */
8814 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
8815 int xx = pos_content % 3;
8816 int yy = pos_content / 3;
8821 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8822 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8826 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
8828 int xx = x - bx + 1;
8829 int yy = y - by + 1;
8831 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8832 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8836 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
8839 void CheckExit(int x, int y)
8841 if (local_player->gems_still_needed > 0 ||
8842 local_player->sokobanfields_still_needed > 0 ||
8843 local_player->lights_still_needed > 0)
8845 int element = Feld[x][y];
8846 int graphic = el2img(element);
8848 if (IS_ANIMATED(graphic))
8849 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8854 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8857 Feld[x][y] = EL_EXIT_OPENING;
8859 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
8862 void CheckExitEM(int x, int y)
8864 if (local_player->gems_still_needed > 0 ||
8865 local_player->sokobanfields_still_needed > 0 ||
8866 local_player->lights_still_needed > 0)
8868 int element = Feld[x][y];
8869 int graphic = el2img(element);
8871 if (IS_ANIMATED(graphic))
8872 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8877 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8880 Feld[x][y] = EL_EM_EXIT_OPENING;
8882 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
8885 void CheckExitSteel(int x, int y)
8887 if (local_player->gems_still_needed > 0 ||
8888 local_player->sokobanfields_still_needed > 0 ||
8889 local_player->lights_still_needed > 0)
8891 int element = Feld[x][y];
8892 int graphic = el2img(element);
8894 if (IS_ANIMATED(graphic))
8895 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8900 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8903 Feld[x][y] = EL_STEEL_EXIT_OPENING;
8905 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
8908 void CheckExitSteelEM(int x, int y)
8910 if (local_player->gems_still_needed > 0 ||
8911 local_player->sokobanfields_still_needed > 0 ||
8912 local_player->lights_still_needed > 0)
8914 int element = Feld[x][y];
8915 int graphic = el2img(element);
8917 if (IS_ANIMATED(graphic))
8918 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8923 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8926 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
8928 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
8931 void CheckExitSP(int x, int y)
8933 if (local_player->gems_still_needed > 0)
8935 int element = Feld[x][y];
8936 int graphic = el2img(element);
8938 if (IS_ANIMATED(graphic))
8939 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8944 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8947 Feld[x][y] = EL_SP_EXIT_OPENING;
8949 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
8952 static void CloseAllOpenTimegates()
8956 SCAN_PLAYFIELD(x, y)
8958 int element = Feld[x][y];
8960 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
8962 Feld[x][y] = EL_TIMEGATE_CLOSING;
8964 PlayLevelSoundAction(x, y, ACTION_CLOSING);
8969 void DrawTwinkleOnField(int x, int y)
8971 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
8974 if (Feld[x][y] == EL_BD_DIAMOND)
8977 if (MovDelay[x][y] == 0) /* next animation frame */
8978 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
8980 if (MovDelay[x][y] != 0) /* wait some time before next frame */
8984 DrawLevelElementAnimation(x, y, Feld[x][y]);
8986 if (MovDelay[x][y] != 0)
8988 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
8989 10 - MovDelay[x][y]);
8991 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
8996 void MauerWaechst(int x, int y)
9000 if (!MovDelay[x][y]) /* next animation frame */
9001 MovDelay[x][y] = 3 * delay;
9003 if (MovDelay[x][y]) /* wait some time before next frame */
9007 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9009 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9010 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9012 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9015 if (!MovDelay[x][y])
9017 if (MovDir[x][y] == MV_LEFT)
9019 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9020 TEST_DrawLevelField(x - 1, y);
9022 else if (MovDir[x][y] == MV_RIGHT)
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_UP)
9029 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9030 TEST_DrawLevelField(x, y - 1);
9034 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9035 TEST_DrawLevelField(x, y + 1);
9038 Feld[x][y] = Store[x][y];
9040 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9041 TEST_DrawLevelField(x, y);
9046 void MauerAbleger(int ax, int ay)
9048 int element = Feld[ax][ay];
9049 int graphic = el2img(element);
9050 boolean oben_frei = FALSE, unten_frei = FALSE;
9051 boolean links_frei = FALSE, rechts_frei = FALSE;
9052 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9053 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9054 boolean new_wall = FALSE;
9056 if (IS_ANIMATED(graphic))
9057 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9059 if (!MovDelay[ax][ay]) /* start building new wall */
9060 MovDelay[ax][ay] = 6;
9062 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9065 if (MovDelay[ax][ay])
9069 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9071 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9073 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9075 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9078 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9079 element == EL_EXPANDABLE_WALL_ANY)
9083 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9084 Store[ax][ay-1] = element;
9085 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9086 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9087 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9088 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9093 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9094 Store[ax][ay+1] = element;
9095 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9096 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9097 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9098 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9103 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9104 element == EL_EXPANDABLE_WALL_ANY ||
9105 element == EL_EXPANDABLE_WALL ||
9106 element == EL_BD_EXPANDABLE_WALL)
9110 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9111 Store[ax-1][ay] = element;
9112 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9113 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9114 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9115 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9121 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9122 Store[ax+1][ay] = element;
9123 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9124 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9125 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9126 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9131 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9132 TEST_DrawLevelField(ax, ay);
9134 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9136 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9137 unten_massiv = TRUE;
9138 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9139 links_massiv = TRUE;
9140 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9141 rechts_massiv = TRUE;
9143 if (((oben_massiv && unten_massiv) ||
9144 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9145 element == EL_EXPANDABLE_WALL) &&
9146 ((links_massiv && rechts_massiv) ||
9147 element == EL_EXPANDABLE_WALL_VERTICAL))
9148 Feld[ax][ay] = EL_WALL;
9151 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9154 void MauerAblegerStahl(int ax, int ay)
9156 int element = Feld[ax][ay];
9157 int graphic = el2img(element);
9158 boolean oben_frei = FALSE, unten_frei = FALSE;
9159 boolean links_frei = FALSE, rechts_frei = FALSE;
9160 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9161 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9162 boolean new_wall = FALSE;
9164 if (IS_ANIMATED(graphic))
9165 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9167 if (!MovDelay[ax][ay]) /* start building new wall */
9168 MovDelay[ax][ay] = 6;
9170 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9173 if (MovDelay[ax][ay])
9177 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9179 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9181 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9183 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9186 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9187 element == EL_EXPANDABLE_STEELWALL_ANY)
9191 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9192 Store[ax][ay-1] = element;
9193 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9194 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9195 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9196 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9201 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9202 Store[ax][ay+1] = element;
9203 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9204 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9205 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9206 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9211 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9212 element == EL_EXPANDABLE_STEELWALL_ANY)
9216 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9217 Store[ax-1][ay] = element;
9218 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9219 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9220 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9221 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9227 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9228 Store[ax+1][ay] = element;
9229 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9230 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9231 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9232 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9237 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9239 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9240 unten_massiv = TRUE;
9241 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9242 links_massiv = TRUE;
9243 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9244 rechts_massiv = TRUE;
9246 if (((oben_massiv && unten_massiv) ||
9247 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9248 ((links_massiv && rechts_massiv) ||
9249 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9250 Feld[ax][ay] = EL_STEELWALL;
9253 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9256 void CheckForDragon(int x, int y)
9259 boolean dragon_found = FALSE;
9260 static int xy[4][2] =
9268 for (i = 0; i < NUM_DIRECTIONS; i++)
9270 for (j = 0; j < 4; j++)
9272 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9274 if (IN_LEV_FIELD(xx, yy) &&
9275 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9277 if (Feld[xx][yy] == EL_DRAGON)
9278 dragon_found = TRUE;
9287 for (i = 0; i < NUM_DIRECTIONS; i++)
9289 for (j = 0; j < 3; j++)
9291 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9293 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9295 Feld[xx][yy] = EL_EMPTY;
9296 TEST_DrawLevelField(xx, yy);
9305 static void InitBuggyBase(int x, int y)
9307 int element = Feld[x][y];
9308 int activating_delay = FRAMES_PER_SECOND / 4;
9311 (element == EL_SP_BUGGY_BASE ?
9312 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9313 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9315 element == EL_SP_BUGGY_BASE_ACTIVE ?
9316 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9319 static void WarnBuggyBase(int x, int y)
9322 static int xy[4][2] =
9330 for (i = 0; i < NUM_DIRECTIONS; i++)
9332 int xx = x + xy[i][0];
9333 int yy = y + xy[i][1];
9335 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9337 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9344 static void InitTrap(int x, int y)
9346 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9349 static void ActivateTrap(int x, int y)
9351 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9354 static void ChangeActiveTrap(int x, int y)
9356 int graphic = IMG_TRAP_ACTIVE;
9358 /* if new animation frame was drawn, correct crumbled sand border */
9359 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9360 TEST_DrawLevelFieldCrumbled(x, y);
9363 static int getSpecialActionElement(int element, int number, int base_element)
9365 return (element != EL_EMPTY ? element :
9366 number != -1 ? base_element + number - 1 :
9370 static int getModifiedActionNumber(int value_old, int operator, int operand,
9371 int value_min, int value_max)
9373 int value_new = (operator == CA_MODE_SET ? operand :
9374 operator == CA_MODE_ADD ? value_old + operand :
9375 operator == CA_MODE_SUBTRACT ? value_old - operand :
9376 operator == CA_MODE_MULTIPLY ? value_old * operand :
9377 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9378 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9381 return (value_new < value_min ? value_min :
9382 value_new > value_max ? value_max :
9386 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9388 struct ElementInfo *ei = &element_info[element];
9389 struct ElementChangeInfo *change = &ei->change_page[page];
9390 int target_element = change->target_element;
9391 int action_type = change->action_type;
9392 int action_mode = change->action_mode;
9393 int action_arg = change->action_arg;
9394 int action_element = change->action_element;
9397 if (!change->has_action)
9400 /* ---------- determine action paramater values -------------------------- */
9402 int level_time_value =
9403 (level.time > 0 ? TimeLeft :
9406 int action_arg_element_raw =
9407 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9408 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9409 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9410 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9411 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9412 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9413 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9415 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9417 int action_arg_direction =
9418 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9419 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9420 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9421 change->actual_trigger_side :
9422 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9423 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9426 int action_arg_number_min =
9427 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9430 int action_arg_number_max =
9431 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9432 action_type == CA_SET_LEVEL_GEMS ? 999 :
9433 action_type == CA_SET_LEVEL_TIME ? 9999 :
9434 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9435 action_type == CA_SET_CE_VALUE ? 9999 :
9436 action_type == CA_SET_CE_SCORE ? 9999 :
9439 int action_arg_number_reset =
9440 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9441 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9442 action_type == CA_SET_LEVEL_TIME ? level.time :
9443 action_type == CA_SET_LEVEL_SCORE ? 0 :
9444 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9445 action_type == CA_SET_CE_SCORE ? 0 :
9448 int action_arg_number =
9449 (action_arg <= CA_ARG_MAX ? action_arg :
9450 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9451 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9452 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9453 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9454 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9455 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9456 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9457 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9458 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9459 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9460 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9461 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9462 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9463 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9464 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9465 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9466 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9467 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9468 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9469 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9470 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9473 int action_arg_number_old =
9474 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9475 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9476 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9477 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9478 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9481 int action_arg_number_new =
9482 getModifiedActionNumber(action_arg_number_old,
9483 action_mode, action_arg_number,
9484 action_arg_number_min, action_arg_number_max);
9486 int trigger_player_bits =
9487 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9488 change->actual_trigger_player_bits : change->trigger_player);
9490 int action_arg_player_bits =
9491 (action_arg >= CA_ARG_PLAYER_1 &&
9492 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9493 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9494 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9497 /* ---------- execute action -------------------------------------------- */
9499 switch (action_type)
9506 /* ---------- level actions ------------------------------------------- */
9508 case CA_RESTART_LEVEL:
9510 game.restart_level = TRUE;
9515 case CA_SHOW_ENVELOPE:
9517 int element = getSpecialActionElement(action_arg_element,
9518 action_arg_number, EL_ENVELOPE_1);
9520 if (IS_ENVELOPE(element))
9521 local_player->show_envelope = element;
9526 case CA_SET_LEVEL_TIME:
9528 if (level.time > 0) /* only modify limited time value */
9530 TimeLeft = action_arg_number_new;
9532 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9534 DisplayGameControlValues();
9536 if (!TimeLeft && setup.time_limit)
9537 for (i = 0; i < MAX_PLAYERS; i++)
9538 KillPlayer(&stored_player[i]);
9544 case CA_SET_LEVEL_SCORE:
9546 local_player->score = action_arg_number_new;
9548 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9550 DisplayGameControlValues();
9555 case CA_SET_LEVEL_GEMS:
9557 local_player->gems_still_needed = action_arg_number_new;
9559 game_panel_controls[GAME_PANEL_GEMS].value =
9560 local_player->gems_still_needed;
9562 DisplayGameControlValues();
9567 case CA_SET_LEVEL_WIND:
9569 game.wind_direction = action_arg_direction;
9574 case CA_SET_LEVEL_RANDOM_SEED:
9576 /* ensure that setting a new random seed while playing is predictable */
9577 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9582 /* ---------- player actions ------------------------------------------ */
9584 case CA_MOVE_PLAYER:
9586 /* automatically move to the next field in specified direction */
9587 for (i = 0; i < MAX_PLAYERS; i++)
9588 if (trigger_player_bits & (1 << i))
9589 stored_player[i].programmed_action = action_arg_direction;
9594 case CA_EXIT_PLAYER:
9596 for (i = 0; i < MAX_PLAYERS; i++)
9597 if (action_arg_player_bits & (1 << i))
9598 PlayerWins(&stored_player[i]);
9603 case CA_KILL_PLAYER:
9605 for (i = 0; i < MAX_PLAYERS; i++)
9606 if (action_arg_player_bits & (1 << i))
9607 KillPlayer(&stored_player[i]);
9612 case CA_SET_PLAYER_KEYS:
9614 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9615 int element = getSpecialActionElement(action_arg_element,
9616 action_arg_number, EL_KEY_1);
9618 if (IS_KEY(element))
9620 for (i = 0; i < MAX_PLAYERS; i++)
9622 if (trigger_player_bits & (1 << i))
9624 stored_player[i].key[KEY_NR(element)] = key_state;
9626 DrawGameDoorValues();
9634 case CA_SET_PLAYER_SPEED:
9636 for (i = 0; i < MAX_PLAYERS; i++)
9638 if (trigger_player_bits & (1 << i))
9640 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9642 if (action_arg == CA_ARG_SPEED_FASTER &&
9643 stored_player[i].cannot_move)
9645 action_arg_number = STEPSIZE_VERY_SLOW;
9647 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9648 action_arg == CA_ARG_SPEED_FASTER)
9650 action_arg_number = 2;
9651 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9654 else if (action_arg == CA_ARG_NUMBER_RESET)
9656 action_arg_number = level.initial_player_stepsize[i];
9660 getModifiedActionNumber(move_stepsize,
9663 action_arg_number_min,
9664 action_arg_number_max);
9666 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9673 case CA_SET_PLAYER_SHIELD:
9675 for (i = 0; i < MAX_PLAYERS; i++)
9677 if (trigger_player_bits & (1 << i))
9679 if (action_arg == CA_ARG_SHIELD_OFF)
9681 stored_player[i].shield_normal_time_left = 0;
9682 stored_player[i].shield_deadly_time_left = 0;
9684 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9686 stored_player[i].shield_normal_time_left = 999999;
9688 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9690 stored_player[i].shield_normal_time_left = 999999;
9691 stored_player[i].shield_deadly_time_left = 999999;
9699 case CA_SET_PLAYER_GRAVITY:
9701 for (i = 0; i < MAX_PLAYERS; i++)
9703 if (trigger_player_bits & (1 << i))
9705 stored_player[i].gravity =
9706 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9707 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9708 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9709 stored_player[i].gravity);
9716 case CA_SET_PLAYER_ARTWORK:
9718 for (i = 0; i < MAX_PLAYERS; i++)
9720 if (trigger_player_bits & (1 << i))
9722 int artwork_element = action_arg_element;
9724 if (action_arg == CA_ARG_ELEMENT_RESET)
9726 (level.use_artwork_element[i] ? level.artwork_element[i] :
9727 stored_player[i].element_nr);
9729 if (stored_player[i].artwork_element != artwork_element)
9730 stored_player[i].Frame = 0;
9732 stored_player[i].artwork_element = artwork_element;
9734 SetPlayerWaiting(&stored_player[i], FALSE);
9736 /* set number of special actions for bored and sleeping animation */
9737 stored_player[i].num_special_action_bored =
9738 get_num_special_action(artwork_element,
9739 ACTION_BORING_1, ACTION_BORING_LAST);
9740 stored_player[i].num_special_action_sleeping =
9741 get_num_special_action(artwork_element,
9742 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9749 case CA_SET_PLAYER_INVENTORY:
9751 for (i = 0; i < MAX_PLAYERS; i++)
9753 struct PlayerInfo *player = &stored_player[i];
9756 if (trigger_player_bits & (1 << i))
9758 int inventory_element = action_arg_element;
9760 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9761 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9762 action_arg == CA_ARG_ELEMENT_ACTION)
9764 int element = inventory_element;
9765 int collect_count = element_info[element].collect_count_initial;
9767 if (!IS_CUSTOM_ELEMENT(element))
9770 if (collect_count == 0)
9771 player->inventory_infinite_element = element;
9773 for (k = 0; k < collect_count; k++)
9774 if (player->inventory_size < MAX_INVENTORY_SIZE)
9775 player->inventory_element[player->inventory_size++] =
9778 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9779 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9780 action_arg == CA_ARG_INVENTORY_RM_ACTION)
9782 if (player->inventory_infinite_element != EL_UNDEFINED &&
9783 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
9784 action_arg_element_raw))
9785 player->inventory_infinite_element = EL_UNDEFINED;
9787 for (k = 0, j = 0; j < player->inventory_size; j++)
9789 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
9790 action_arg_element_raw))
9791 player->inventory_element[k++] = player->inventory_element[j];
9794 player->inventory_size = k;
9796 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
9798 if (player->inventory_size > 0)
9800 for (j = 0; j < player->inventory_size - 1; j++)
9801 player->inventory_element[j] = player->inventory_element[j + 1];
9803 player->inventory_size--;
9806 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
9808 if (player->inventory_size > 0)
9809 player->inventory_size--;
9811 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
9813 player->inventory_infinite_element = EL_UNDEFINED;
9814 player->inventory_size = 0;
9816 else if (action_arg == CA_ARG_INVENTORY_RESET)
9818 player->inventory_infinite_element = EL_UNDEFINED;
9819 player->inventory_size = 0;
9821 if (level.use_initial_inventory[i])
9823 for (j = 0; j < level.initial_inventory_size[i]; j++)
9825 int element = level.initial_inventory_content[i][j];
9826 int collect_count = element_info[element].collect_count_initial;
9828 if (!IS_CUSTOM_ELEMENT(element))
9831 if (collect_count == 0)
9832 player->inventory_infinite_element = element;
9834 for (k = 0; k < collect_count; k++)
9835 if (player->inventory_size < MAX_INVENTORY_SIZE)
9836 player->inventory_element[player->inventory_size++] =
9847 /* ---------- CE actions ---------------------------------------------- */
9849 case CA_SET_CE_VALUE:
9851 int last_ce_value = CustomValue[x][y];
9853 CustomValue[x][y] = action_arg_number_new;
9855 if (CustomValue[x][y] != last_ce_value)
9857 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
9858 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
9860 if (CustomValue[x][y] == 0)
9862 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
9863 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
9870 case CA_SET_CE_SCORE:
9872 int last_ce_score = ei->collect_score;
9874 ei->collect_score = action_arg_number_new;
9876 if (ei->collect_score != last_ce_score)
9878 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
9879 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
9881 if (ei->collect_score == 0)
9885 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
9886 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
9889 This is a very special case that seems to be a mixture between
9890 CheckElementChange() and CheckTriggeredElementChange(): while
9891 the first one only affects single elements that are triggered
9892 directly, the second one affects multiple elements in the playfield
9893 that are triggered indirectly by another element. This is a third
9894 case: Changing the CE score always affects multiple identical CEs,
9895 so every affected CE must be checked, not only the single CE for
9896 which the CE score was changed in the first place (as every instance
9897 of that CE shares the same CE score, and therefore also can change)!
9899 SCAN_PLAYFIELD(xx, yy)
9901 if (Feld[xx][yy] == element)
9902 CheckElementChange(xx, yy, element, EL_UNDEFINED,
9903 CE_SCORE_GETS_ZERO);
9911 case CA_SET_CE_ARTWORK:
9913 int artwork_element = action_arg_element;
9914 boolean reset_frame = FALSE;
9917 if (action_arg == CA_ARG_ELEMENT_RESET)
9918 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
9921 if (ei->gfx_element != artwork_element)
9924 ei->gfx_element = artwork_element;
9926 SCAN_PLAYFIELD(xx, yy)
9928 if (Feld[xx][yy] == element)
9932 ResetGfxAnimation(xx, yy);
9933 ResetRandomAnimationValue(xx, yy);
9936 TEST_DrawLevelField(xx, yy);
9943 /* ---------- engine actions ------------------------------------------ */
9945 case CA_SET_ENGINE_SCAN_MODE:
9947 InitPlayfieldScanMode(action_arg);
9957 static void CreateFieldExt(int x, int y, int element, boolean is_change)
9959 int old_element = Feld[x][y];
9960 int new_element = GetElementFromGroupElement(element);
9961 int previous_move_direction = MovDir[x][y];
9962 int last_ce_value = CustomValue[x][y];
9963 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
9964 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
9965 boolean add_player_onto_element = (new_element_is_player &&
9966 new_element != EL_SOKOBAN_FIELD_PLAYER &&
9967 IS_WALKABLE(old_element));
9969 if (!add_player_onto_element)
9971 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
9972 RemoveMovingField(x, y);
9976 Feld[x][y] = new_element;
9978 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
9979 MovDir[x][y] = previous_move_direction;
9981 if (element_info[new_element].use_last_ce_value)
9982 CustomValue[x][y] = last_ce_value;
9984 InitField_WithBug1(x, y, FALSE);
9986 new_element = Feld[x][y]; /* element may have changed */
9988 ResetGfxAnimation(x, y);
9989 ResetRandomAnimationValue(x, y);
9991 TEST_DrawLevelField(x, y);
9993 if (GFX_CRUMBLED(new_element))
9994 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
9997 /* check if element under the player changes from accessible to unaccessible
9998 (needed for special case of dropping element which then changes) */
9999 /* (must be checked after creating new element for walkable group elements) */
10000 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10001 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10008 /* "ChangeCount" not set yet to allow "entered by player" change one time */
10009 if (new_element_is_player)
10010 RelocatePlayer(x, y, new_element);
10013 ChangeCount[x][y]++; /* count number of changes in the same frame */
10015 TestIfBadThingTouchesPlayer(x, y);
10016 TestIfPlayerTouchesCustomElement(x, y);
10017 TestIfElementTouchesCustomElement(x, y);
10020 static void CreateField(int x, int y, int element)
10022 CreateFieldExt(x, y, element, FALSE);
10025 static void CreateElementFromChange(int x, int y, int element)
10027 element = GET_VALID_RUNTIME_ELEMENT(element);
10029 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10031 int old_element = Feld[x][y];
10033 /* prevent changed element from moving in same engine frame
10034 unless both old and new element can either fall or move */
10035 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10036 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10040 CreateFieldExt(x, y, element, TRUE);
10043 static boolean ChangeElement(int x, int y, int element, int page)
10045 struct ElementInfo *ei = &element_info[element];
10046 struct ElementChangeInfo *change = &ei->change_page[page];
10047 int ce_value = CustomValue[x][y];
10048 int ce_score = ei->collect_score;
10049 int target_element;
10050 int old_element = Feld[x][y];
10052 /* always use default change event to prevent running into a loop */
10053 if (ChangeEvent[x][y] == -1)
10054 ChangeEvent[x][y] = CE_DELAY;
10056 if (ChangeEvent[x][y] == CE_DELAY)
10058 /* reset actual trigger element, trigger player and action element */
10059 change->actual_trigger_element = EL_EMPTY;
10060 change->actual_trigger_player = EL_EMPTY;
10061 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10062 change->actual_trigger_side = CH_SIDE_NONE;
10063 change->actual_trigger_ce_value = 0;
10064 change->actual_trigger_ce_score = 0;
10067 /* do not change elements more than a specified maximum number of changes */
10068 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10071 ChangeCount[x][y]++; /* count number of changes in the same frame */
10073 if (change->explode)
10080 if (change->use_target_content)
10082 boolean complete_replace = TRUE;
10083 boolean can_replace[3][3];
10086 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10089 boolean is_walkable;
10090 boolean is_diggable;
10091 boolean is_collectible;
10092 boolean is_removable;
10093 boolean is_destructible;
10094 int ex = x + xx - 1;
10095 int ey = y + yy - 1;
10096 int content_element = change->target_content.e[xx][yy];
10099 can_replace[xx][yy] = TRUE;
10101 if (ex == x && ey == y) /* do not check changing element itself */
10104 if (content_element == EL_EMPTY_SPACE)
10106 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10111 if (!IN_LEV_FIELD(ex, ey))
10113 can_replace[xx][yy] = FALSE;
10114 complete_replace = FALSE;
10121 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10122 e = MovingOrBlocked2Element(ex, ey);
10124 is_empty = (IS_FREE(ex, ey) ||
10125 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10127 is_walkable = (is_empty || IS_WALKABLE(e));
10128 is_diggable = (is_empty || IS_DIGGABLE(e));
10129 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10130 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10131 is_removable = (is_diggable || is_collectible);
10133 can_replace[xx][yy] =
10134 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10135 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10136 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10137 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10138 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10139 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10140 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10142 if (!can_replace[xx][yy])
10143 complete_replace = FALSE;
10146 if (!change->only_if_complete || complete_replace)
10148 boolean something_has_changed = FALSE;
10150 if (change->only_if_complete && change->use_random_replace &&
10151 RND(100) < change->random_percentage)
10154 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10156 int ex = x + xx - 1;
10157 int ey = y + yy - 1;
10158 int content_element;
10160 if (can_replace[xx][yy] && (!change->use_random_replace ||
10161 RND(100) < change->random_percentage))
10163 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10164 RemoveMovingField(ex, ey);
10166 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10168 content_element = change->target_content.e[xx][yy];
10169 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10170 ce_value, ce_score);
10172 CreateElementFromChange(ex, ey, target_element);
10174 something_has_changed = TRUE;
10176 /* for symmetry reasons, freeze newly created border elements */
10177 if (ex != x || ey != y)
10178 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10182 if (something_has_changed)
10184 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10185 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10191 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10192 ce_value, ce_score);
10194 if (element == EL_DIAGONAL_GROWING ||
10195 element == EL_DIAGONAL_SHRINKING)
10197 target_element = Store[x][y];
10199 Store[x][y] = EL_EMPTY;
10202 CreateElementFromChange(x, y, target_element);
10204 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10205 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10208 /* this uses direct change before indirect change */
10209 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10214 static void HandleElementChange(int x, int y, int page)
10216 int element = MovingOrBlocked2Element(x, y);
10217 struct ElementInfo *ei = &element_info[element];
10218 struct ElementChangeInfo *change = &ei->change_page[page];
10219 boolean handle_action_before_change = FALSE;
10222 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10223 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10226 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10227 x, y, element, element_info[element].token_name);
10228 printf("HandleElementChange(): This should never happen!\n");
10233 /* this can happen with classic bombs on walkable, changing elements */
10234 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10239 if (ChangeDelay[x][y] == 0) /* initialize element change */
10241 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10243 if (change->can_change)
10245 /* !!! not clear why graphic animation should be reset at all here !!! */
10246 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10247 /* when a custom element is about to change (for example by change delay),
10248 do not reset graphic animation when the custom element is moving */
10249 if (!IS_MOVING(x, y))
10251 ResetGfxAnimation(x, y);
10252 ResetRandomAnimationValue(x, y);
10255 if (change->pre_change_function)
10256 change->pre_change_function(x, y);
10260 ChangeDelay[x][y]--;
10262 if (ChangeDelay[x][y] != 0) /* continue element change */
10264 if (change->can_change)
10266 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10268 if (IS_ANIMATED(graphic))
10269 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10271 if (change->change_function)
10272 change->change_function(x, y);
10275 else /* finish element change */
10277 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10279 page = ChangePage[x][y];
10280 ChangePage[x][y] = -1;
10282 change = &ei->change_page[page];
10285 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10287 ChangeDelay[x][y] = 1; /* try change after next move step */
10288 ChangePage[x][y] = page; /* remember page to use for change */
10293 /* special case: set new level random seed before changing element */
10294 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10295 handle_action_before_change = TRUE;
10297 if (change->has_action && handle_action_before_change)
10298 ExecuteCustomElementAction(x, y, element, page);
10300 if (change->can_change)
10302 if (ChangeElement(x, y, element, page))
10304 if (change->post_change_function)
10305 change->post_change_function(x, y);
10309 if (change->has_action && !handle_action_before_change)
10310 ExecuteCustomElementAction(x, y, element, page);
10314 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10315 int trigger_element,
10317 int trigger_player,
10321 boolean change_done_any = FALSE;
10322 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10325 if (!(trigger_events[trigger_element][trigger_event]))
10328 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10330 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10332 int element = EL_CUSTOM_START + i;
10333 boolean change_done = FALSE;
10336 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10337 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10340 for (p = 0; p < element_info[element].num_change_pages; p++)
10342 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10344 if (change->can_change_or_has_action &&
10345 change->has_event[trigger_event] &&
10346 change->trigger_side & trigger_side &&
10347 change->trigger_player & trigger_player &&
10348 change->trigger_page & trigger_page_bits &&
10349 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10351 change->actual_trigger_element = trigger_element;
10352 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10353 change->actual_trigger_player_bits = trigger_player;
10354 change->actual_trigger_side = trigger_side;
10355 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10356 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10358 if ((change->can_change && !change_done) || change->has_action)
10362 SCAN_PLAYFIELD(x, y)
10364 if (Feld[x][y] == element)
10366 if (change->can_change && !change_done)
10368 /* if element already changed in this frame, not only prevent
10369 another element change (checked in ChangeElement()), but
10370 also prevent additional element actions for this element */
10372 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10373 !level.use_action_after_change_bug)
10376 ChangeDelay[x][y] = 1;
10377 ChangeEvent[x][y] = trigger_event;
10379 HandleElementChange(x, y, p);
10381 else if (change->has_action)
10383 /* if element already changed in this frame, not only prevent
10384 another element change (checked in ChangeElement()), but
10385 also prevent additional element actions for this element */
10387 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10388 !level.use_action_after_change_bug)
10391 ExecuteCustomElementAction(x, y, element, p);
10392 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10397 if (change->can_change)
10399 change_done = TRUE;
10400 change_done_any = TRUE;
10407 RECURSION_LOOP_DETECTION_END();
10409 return change_done_any;
10412 static boolean CheckElementChangeExt(int x, int y,
10414 int trigger_element,
10416 int trigger_player,
10419 boolean change_done = FALSE;
10422 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10423 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10426 if (Feld[x][y] == EL_BLOCKED)
10428 Blocked2Moving(x, y, &x, &y);
10429 element = Feld[x][y];
10432 /* check if element has already changed or is about to change after moving */
10433 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10434 Feld[x][y] != element) ||
10436 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10437 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10438 ChangePage[x][y] != -1)))
10441 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10443 for (p = 0; p < element_info[element].num_change_pages; p++)
10445 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10447 /* check trigger element for all events where the element that is checked
10448 for changing interacts with a directly adjacent element -- this is
10449 different to element changes that affect other elements to change on the
10450 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10451 boolean check_trigger_element =
10452 (trigger_event == CE_TOUCHING_X ||
10453 trigger_event == CE_HITTING_X ||
10454 trigger_event == CE_HIT_BY_X ||
10455 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10457 if (change->can_change_or_has_action &&
10458 change->has_event[trigger_event] &&
10459 change->trigger_side & trigger_side &&
10460 change->trigger_player & trigger_player &&
10461 (!check_trigger_element ||
10462 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10464 change->actual_trigger_element = trigger_element;
10465 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10466 change->actual_trigger_player_bits = trigger_player;
10467 change->actual_trigger_side = trigger_side;
10468 change->actual_trigger_ce_value = CustomValue[x][y];
10469 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10471 /* special case: trigger element not at (x,y) position for some events */
10472 if (check_trigger_element)
10484 { 0, 0 }, { 0, 0 }, { 0, 0 },
10488 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10489 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10491 change->actual_trigger_ce_value = CustomValue[xx][yy];
10492 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10495 if (change->can_change && !change_done)
10497 ChangeDelay[x][y] = 1;
10498 ChangeEvent[x][y] = trigger_event;
10500 HandleElementChange(x, y, p);
10502 change_done = TRUE;
10504 else if (change->has_action)
10506 ExecuteCustomElementAction(x, y, element, p);
10507 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10512 RECURSION_LOOP_DETECTION_END();
10514 return change_done;
10517 static void PlayPlayerSound(struct PlayerInfo *player)
10519 int jx = player->jx, jy = player->jy;
10520 int sound_element = player->artwork_element;
10521 int last_action = player->last_action_waiting;
10522 int action = player->action_waiting;
10524 if (player->is_waiting)
10526 if (action != last_action)
10527 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10529 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10533 if (action != last_action)
10534 StopSound(element_info[sound_element].sound[last_action]);
10536 if (last_action == ACTION_SLEEPING)
10537 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10541 static void PlayAllPlayersSound()
10545 for (i = 0; i < MAX_PLAYERS; i++)
10546 if (stored_player[i].active)
10547 PlayPlayerSound(&stored_player[i]);
10550 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10552 boolean last_waiting = player->is_waiting;
10553 int move_dir = player->MovDir;
10555 player->dir_waiting = move_dir;
10556 player->last_action_waiting = player->action_waiting;
10560 if (!last_waiting) /* not waiting -> waiting */
10562 player->is_waiting = TRUE;
10564 player->frame_counter_bored =
10566 game.player_boring_delay_fixed +
10567 GetSimpleRandom(game.player_boring_delay_random);
10568 player->frame_counter_sleeping =
10570 game.player_sleeping_delay_fixed +
10571 GetSimpleRandom(game.player_sleeping_delay_random);
10573 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10576 if (game.player_sleeping_delay_fixed +
10577 game.player_sleeping_delay_random > 0 &&
10578 player->anim_delay_counter == 0 &&
10579 player->post_delay_counter == 0 &&
10580 FrameCounter >= player->frame_counter_sleeping)
10581 player->is_sleeping = TRUE;
10582 else if (game.player_boring_delay_fixed +
10583 game.player_boring_delay_random > 0 &&
10584 FrameCounter >= player->frame_counter_bored)
10585 player->is_bored = TRUE;
10587 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10588 player->is_bored ? ACTION_BORING :
10591 if (player->is_sleeping && player->use_murphy)
10593 /* special case for sleeping Murphy when leaning against non-free tile */
10595 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10596 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10597 !IS_MOVING(player->jx - 1, player->jy)))
10598 move_dir = MV_LEFT;
10599 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10600 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10601 !IS_MOVING(player->jx + 1, player->jy)))
10602 move_dir = MV_RIGHT;
10604 player->is_sleeping = FALSE;
10606 player->dir_waiting = move_dir;
10609 if (player->is_sleeping)
10611 if (player->num_special_action_sleeping > 0)
10613 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10615 int last_special_action = player->special_action_sleeping;
10616 int num_special_action = player->num_special_action_sleeping;
10617 int special_action =
10618 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10619 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10620 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10621 last_special_action + 1 : ACTION_SLEEPING);
10622 int special_graphic =
10623 el_act_dir2img(player->artwork_element, special_action, move_dir);
10625 player->anim_delay_counter =
10626 graphic_info[special_graphic].anim_delay_fixed +
10627 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10628 player->post_delay_counter =
10629 graphic_info[special_graphic].post_delay_fixed +
10630 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10632 player->special_action_sleeping = special_action;
10635 if (player->anim_delay_counter > 0)
10637 player->action_waiting = player->special_action_sleeping;
10638 player->anim_delay_counter--;
10640 else if (player->post_delay_counter > 0)
10642 player->post_delay_counter--;
10646 else if (player->is_bored)
10648 if (player->num_special_action_bored > 0)
10650 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10652 int special_action =
10653 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10654 int special_graphic =
10655 el_act_dir2img(player->artwork_element, special_action, move_dir);
10657 player->anim_delay_counter =
10658 graphic_info[special_graphic].anim_delay_fixed +
10659 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10660 player->post_delay_counter =
10661 graphic_info[special_graphic].post_delay_fixed +
10662 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10664 player->special_action_bored = special_action;
10667 if (player->anim_delay_counter > 0)
10669 player->action_waiting = player->special_action_bored;
10670 player->anim_delay_counter--;
10672 else if (player->post_delay_counter > 0)
10674 player->post_delay_counter--;
10679 else if (last_waiting) /* waiting -> not waiting */
10681 player->is_waiting = FALSE;
10682 player->is_bored = FALSE;
10683 player->is_sleeping = FALSE;
10685 player->frame_counter_bored = -1;
10686 player->frame_counter_sleeping = -1;
10688 player->anim_delay_counter = 0;
10689 player->post_delay_counter = 0;
10691 player->dir_waiting = player->MovDir;
10692 player->action_waiting = ACTION_DEFAULT;
10694 player->special_action_bored = ACTION_DEFAULT;
10695 player->special_action_sleeping = ACTION_DEFAULT;
10699 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10701 static boolean player_was_moving = FALSE;
10702 static boolean player_was_snapping = FALSE;
10703 static boolean player_was_dropping = FALSE;
10705 if ((!player->is_moving && player_was_moving) ||
10706 (player->MovPos == 0 && player_was_moving) ||
10707 (player->is_snapping && !player_was_snapping) ||
10708 (player->is_dropping && !player_was_dropping))
10710 if (!SaveEngineSnapshotToList())
10713 player_was_moving = FALSE;
10714 player_was_snapping = TRUE;
10715 player_was_dropping = TRUE;
10719 if (player->is_moving)
10720 player_was_moving = TRUE;
10722 if (!player->is_snapping)
10723 player_was_snapping = FALSE;
10725 if (!player->is_dropping)
10726 player_was_dropping = FALSE;
10730 static void CheckSingleStepMode(struct PlayerInfo *player)
10732 if (tape.single_step && tape.recording && !tape.pausing)
10734 /* as it is called "single step mode", just return to pause mode when the
10735 player stopped moving after one tile (or never starts moving at all) */
10736 if (!player->is_moving && !player->is_pushing)
10738 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10739 SnapField(player, 0, 0); /* stop snapping */
10743 CheckSaveEngineSnapshot(player);
10746 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10748 int left = player_action & JOY_LEFT;
10749 int right = player_action & JOY_RIGHT;
10750 int up = player_action & JOY_UP;
10751 int down = player_action & JOY_DOWN;
10752 int button1 = player_action & JOY_BUTTON_1;
10753 int button2 = player_action & JOY_BUTTON_2;
10754 int dx = (left ? -1 : right ? 1 : 0);
10755 int dy = (up ? -1 : down ? 1 : 0);
10757 if (!player->active || tape.pausing)
10763 SnapField(player, dx, dy);
10767 DropElement(player);
10769 MovePlayer(player, dx, dy);
10772 CheckSingleStepMode(player);
10774 SetPlayerWaiting(player, FALSE);
10776 return player_action;
10780 /* no actions for this player (no input at player's configured device) */
10782 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
10783 SnapField(player, 0, 0);
10784 CheckGravityMovementWhenNotMoving(player);
10786 if (player->MovPos == 0)
10787 SetPlayerWaiting(player, TRUE);
10789 if (player->MovPos == 0) /* needed for tape.playing */
10790 player->is_moving = FALSE;
10792 player->is_dropping = FALSE;
10793 player->is_dropping_pressed = FALSE;
10794 player->drop_pressed_delay = 0;
10796 CheckSingleStepMode(player);
10802 static void CheckLevelTime()
10806 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
10807 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10809 if (level.native_em_level->lev->home == 0) /* all players at home */
10811 PlayerWins(local_player);
10813 AllPlayersGone = TRUE;
10815 level.native_em_level->lev->home = -1;
10818 if (level.native_em_level->ply[0]->alive == 0 &&
10819 level.native_em_level->ply[1]->alive == 0 &&
10820 level.native_em_level->ply[2]->alive == 0 &&
10821 level.native_em_level->ply[3]->alive == 0) /* all dead */
10822 AllPlayersGone = TRUE;
10824 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
10826 if (game_sp.LevelSolved &&
10827 !game_sp.GameOver) /* game won */
10829 PlayerWins(local_player);
10831 game_sp.GameOver = TRUE;
10833 AllPlayersGone = TRUE;
10836 if (game_sp.GameOver) /* game lost */
10837 AllPlayersGone = TRUE;
10840 if (TimeFrames >= FRAMES_PER_SECOND)
10845 for (i = 0; i < MAX_PLAYERS; i++)
10847 struct PlayerInfo *player = &stored_player[i];
10849 if (SHIELD_ON(player))
10851 player->shield_normal_time_left--;
10853 if (player->shield_deadly_time_left > 0)
10854 player->shield_deadly_time_left--;
10858 if (!local_player->LevelSolved && !level.use_step_counter)
10866 if (TimeLeft <= 10 && setup.time_limit)
10867 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
10869 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
10870 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
10872 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10874 if (!TimeLeft && setup.time_limit)
10876 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10877 level.native_em_level->lev->killed_out_of_time = TRUE;
10879 for (i = 0; i < MAX_PLAYERS; i++)
10880 KillPlayer(&stored_player[i]);
10883 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
10885 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
10888 level.native_em_level->lev->time =
10889 (game.no_time_limit ? TimePlayed : TimeLeft);
10892 if (tape.recording || tape.playing)
10893 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
10896 if (tape.recording || tape.playing)
10897 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
10899 UpdateAndDisplayGameControlValues();
10902 void AdvanceFrameAndPlayerCounters(int player_nr)
10906 /* advance frame counters (global frame counter and time frame counter) */
10910 /* advance player counters (counters for move delay, move animation etc.) */
10911 for (i = 0; i < MAX_PLAYERS; i++)
10913 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
10914 int move_delay_value = stored_player[i].move_delay_value;
10915 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
10917 if (!advance_player_counters) /* not all players may be affected */
10920 if (move_frames == 0) /* less than one move per game frame */
10922 int stepsize = TILEX / move_delay_value;
10923 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
10924 int count = (stored_player[i].is_moving ?
10925 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
10927 if (count % delay == 0)
10931 stored_player[i].Frame += move_frames;
10933 if (stored_player[i].MovPos != 0)
10934 stored_player[i].StepFrame += move_frames;
10936 if (stored_player[i].move_delay > 0)
10937 stored_player[i].move_delay--;
10939 /* due to bugs in previous versions, counter must count up, not down */
10940 if (stored_player[i].push_delay != -1)
10941 stored_player[i].push_delay++;
10943 if (stored_player[i].drop_delay > 0)
10944 stored_player[i].drop_delay--;
10946 if (stored_player[i].is_dropping_pressed)
10947 stored_player[i].drop_pressed_delay++;
10951 void StartGameActions(boolean init_network_game, boolean record_tape,
10954 unsigned int new_random_seed = InitRND(random_seed);
10957 TapeStartRecording(new_random_seed);
10959 #if defined(NETWORK_AVALIABLE)
10960 if (init_network_game)
10962 SendToServer_StartPlaying();
10973 static unsigned int game_frame_delay = 0;
10974 unsigned int game_frame_delay_value;
10975 byte *recorded_player_action;
10976 byte summarized_player_action = 0;
10977 byte tape_action[MAX_PLAYERS];
10980 for (i = 0; i < MAX_PLAYERS; i++)
10982 struct PlayerInfo *player = &stored_player[i];
10984 // allow engine snapshot if movement attempt was stopped
10985 if ((game.snapshot.last_action[i] & KEY_MOTION) != 0 &&
10986 (player->action & KEY_MOTION) == 0)
10987 game.snapshot.changed_action = TRUE;
10989 // allow engine snapshot in case of snapping/dropping attempt
10990 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
10991 (player->action & KEY_BUTTON) != 0)
10992 game.snapshot.changed_action = TRUE;
10994 game.snapshot.last_action[i] = player->action;
10997 /* detect endless loops, caused by custom element programming */
10998 if (recursion_loop_detected && recursion_loop_depth == 0)
11000 char *message = getStringCat3("Internal Error! Element ",
11001 EL_NAME(recursion_loop_element),
11002 " caused endless loop! Quit the game?");
11004 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11005 EL_NAME(recursion_loop_element));
11007 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11009 recursion_loop_detected = FALSE; /* if game should be continued */
11016 if (game.restart_level)
11017 StartGameActions(options.network, setup.autorecord, level.random_seed);
11019 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
11020 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11022 if (level.native_em_level->lev->home == 0) /* all players at home */
11024 PlayerWins(local_player);
11026 AllPlayersGone = TRUE;
11028 level.native_em_level->lev->home = -1;
11031 if (level.native_em_level->ply[0]->alive == 0 &&
11032 level.native_em_level->ply[1]->alive == 0 &&
11033 level.native_em_level->ply[2]->alive == 0 &&
11034 level.native_em_level->ply[3]->alive == 0) /* all dead */
11035 AllPlayersGone = TRUE;
11037 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11039 if (game_sp.LevelSolved &&
11040 !game_sp.GameOver) /* game won */
11042 PlayerWins(local_player);
11044 game_sp.GameOver = TRUE;
11046 AllPlayersGone = TRUE;
11049 if (game_sp.GameOver) /* game lost */
11050 AllPlayersGone = TRUE;
11053 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11056 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11059 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11062 game_frame_delay_value =
11063 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11065 if (tape.playing && tape.warp_forward && !tape.pausing)
11066 game_frame_delay_value = 0;
11069 /* ---------- main game synchronization point ---------- */
11071 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11073 printf("::: skip == %d\n", skip);
11076 /* ---------- main game synchronization point ---------- */
11078 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11081 if (network_playing && !network_player_action_received)
11083 /* try to get network player actions in time */
11085 #if defined(NETWORK_AVALIABLE)
11086 /* last chance to get network player actions without main loop delay */
11087 HandleNetworking();
11090 /* game was quit by network peer */
11091 if (game_status != GAME_MODE_PLAYING)
11094 if (!network_player_action_received)
11095 return; /* failed to get network player actions in time */
11097 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11103 /* at this point we know that we really continue executing the game */
11105 network_player_action_received = FALSE;
11107 /* when playing tape, read previously recorded player input from tape data */
11108 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11110 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11114 if (tape.set_centered_player)
11116 game.centered_player_nr_next = tape.centered_player_nr_next;
11117 game.set_centered_player = TRUE;
11120 for (i = 0; i < MAX_PLAYERS; i++)
11122 summarized_player_action |= stored_player[i].action;
11124 if (!network_playing && (game.team_mode || tape.playing))
11125 stored_player[i].effective_action = stored_player[i].action;
11128 #if defined(NETWORK_AVALIABLE)
11129 if (network_playing)
11130 SendToServer_MovePlayer(summarized_player_action);
11133 if (!options.network && !game.team_mode)
11134 local_player->effective_action = summarized_player_action;
11136 if (tape.recording &&
11138 setup.input_on_focus &&
11139 game.centered_player_nr != -1)
11141 for (i = 0; i < MAX_PLAYERS; i++)
11142 stored_player[i].effective_action =
11143 (i == game.centered_player_nr ? summarized_player_action : 0);
11146 if (recorded_player_action != NULL)
11147 for (i = 0; i < MAX_PLAYERS; i++)
11148 stored_player[i].effective_action = recorded_player_action[i];
11150 for (i = 0; i < MAX_PLAYERS; i++)
11152 tape_action[i] = stored_player[i].effective_action;
11154 /* (this may happen in the RND game engine if a player was not present on
11155 the playfield on level start, but appeared later from a custom element */
11156 if (setup.team_mode &&
11159 !tape.player_participates[i])
11160 tape.player_participates[i] = TRUE;
11163 /* only record actions from input devices, but not programmed actions */
11164 if (tape.recording)
11165 TapeRecordAction(tape_action);
11167 #if USE_NEW_PLAYER_ASSIGNMENTS
11168 // !!! also map player actions in single player mode !!!
11169 // if (game.team_mode)
11171 byte mapped_action[MAX_PLAYERS];
11173 #if DEBUG_PLAYER_ACTIONS
11175 for (i = 0; i < MAX_PLAYERS; i++)
11176 printf(" %d, ", stored_player[i].effective_action);
11179 for (i = 0; i < MAX_PLAYERS; i++)
11180 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11182 for (i = 0; i < MAX_PLAYERS; i++)
11183 stored_player[i].effective_action = mapped_action[i];
11185 #if DEBUG_PLAYER_ACTIONS
11187 for (i = 0; i < MAX_PLAYERS; i++)
11188 printf(" %d, ", stored_player[i].effective_action);
11192 #if DEBUG_PLAYER_ACTIONS
11196 for (i = 0; i < MAX_PLAYERS; i++)
11197 printf(" %d, ", stored_player[i].effective_action);
11203 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11205 GameActions_EM_Main();
11207 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11209 GameActions_SP_Main();
11213 GameActions_RND_Main();
11216 BlitScreenToBitmap(backbuffer);
11220 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11222 if (options.debug) /* calculate frames per second */
11224 static unsigned int fps_counter = 0;
11225 static int fps_frames = 0;
11226 unsigned int fps_delay_ms = Counter() - fps_counter;
11230 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
11232 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11235 fps_counter = Counter();
11238 redraw_mask |= REDRAW_FPS;
11242 void GameActions_EM_Main()
11244 byte effective_action[MAX_PLAYERS];
11245 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11248 for (i = 0; i < MAX_PLAYERS; i++)
11249 effective_action[i] = stored_player[i].effective_action;
11251 GameActions_EM(effective_action, warp_mode);
11254 void GameActions_SP_Main()
11256 byte effective_action[MAX_PLAYERS];
11257 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11260 for (i = 0; i < MAX_PLAYERS; i++)
11261 effective_action[i] = stored_player[i].effective_action;
11263 GameActions_SP(effective_action, warp_mode);
11266 void GameActions_RND_Main()
11271 void GameActions_RND()
11273 int magic_wall_x = 0, magic_wall_y = 0;
11274 int i, x, y, element, graphic;
11276 InitPlayfieldScanModeVars();
11278 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11280 SCAN_PLAYFIELD(x, y)
11282 ChangeCount[x][y] = 0;
11283 ChangeEvent[x][y] = -1;
11287 if (game.set_centered_player)
11289 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11291 /* switching to "all players" only possible if all players fit to screen */
11292 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11294 game.centered_player_nr_next = game.centered_player_nr;
11295 game.set_centered_player = FALSE;
11298 /* do not switch focus to non-existing (or non-active) player */
11299 if (game.centered_player_nr_next >= 0 &&
11300 !stored_player[game.centered_player_nr_next].active)
11302 game.centered_player_nr_next = game.centered_player_nr;
11303 game.set_centered_player = FALSE;
11307 if (game.set_centered_player &&
11308 ScreenMovPos == 0) /* screen currently aligned at tile position */
11312 if (game.centered_player_nr_next == -1)
11314 setScreenCenteredToAllPlayers(&sx, &sy);
11318 sx = stored_player[game.centered_player_nr_next].jx;
11319 sy = stored_player[game.centered_player_nr_next].jy;
11322 game.centered_player_nr = game.centered_player_nr_next;
11323 game.set_centered_player = FALSE;
11325 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11326 DrawGameDoorValues();
11329 for (i = 0; i < MAX_PLAYERS; i++)
11331 int actual_player_action = stored_player[i].effective_action;
11334 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11335 - rnd_equinox_tetrachloride 048
11336 - rnd_equinox_tetrachloride_ii 096
11337 - rnd_emanuel_schmieg 002
11338 - doctor_sloan_ww 001, 020
11340 if (stored_player[i].MovPos == 0)
11341 CheckGravityMovement(&stored_player[i]);
11344 /* overwrite programmed action with tape action */
11345 if (stored_player[i].programmed_action)
11346 actual_player_action = stored_player[i].programmed_action;
11348 PlayerActions(&stored_player[i], actual_player_action);
11350 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11353 ScrollScreen(NULL, SCROLL_GO_ON);
11355 /* for backwards compatibility, the following code emulates a fixed bug that
11356 occured when pushing elements (causing elements that just made their last
11357 pushing step to already (if possible) make their first falling step in the
11358 same game frame, which is bad); this code is also needed to use the famous
11359 "spring push bug" which is used in older levels and might be wanted to be
11360 used also in newer levels, but in this case the buggy pushing code is only
11361 affecting the "spring" element and no other elements */
11363 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11365 for (i = 0; i < MAX_PLAYERS; i++)
11367 struct PlayerInfo *player = &stored_player[i];
11368 int x = player->jx;
11369 int y = player->jy;
11371 if (player->active && player->is_pushing && player->is_moving &&
11373 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11374 Feld[x][y] == EL_SPRING))
11376 ContinueMoving(x, y);
11378 /* continue moving after pushing (this is actually a bug) */
11379 if (!IS_MOVING(x, y))
11380 Stop[x][y] = FALSE;
11385 SCAN_PLAYFIELD(x, y)
11387 ChangeCount[x][y] = 0;
11388 ChangeEvent[x][y] = -1;
11390 /* this must be handled before main playfield loop */
11391 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11394 if (MovDelay[x][y] <= 0)
11398 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11401 if (MovDelay[x][y] <= 0)
11404 TEST_DrawLevelField(x, y);
11406 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11411 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11413 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11414 printf("GameActions(): This should never happen!\n");
11416 ChangePage[x][y] = -1;
11420 Stop[x][y] = FALSE;
11421 if (WasJustMoving[x][y] > 0)
11422 WasJustMoving[x][y]--;
11423 if (WasJustFalling[x][y] > 0)
11424 WasJustFalling[x][y]--;
11425 if (CheckCollision[x][y] > 0)
11426 CheckCollision[x][y]--;
11427 if (CheckImpact[x][y] > 0)
11428 CheckImpact[x][y]--;
11432 /* reset finished pushing action (not done in ContinueMoving() to allow
11433 continuous pushing animation for elements with zero push delay) */
11434 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11436 ResetGfxAnimation(x, y);
11437 TEST_DrawLevelField(x, y);
11441 if (IS_BLOCKED(x, y))
11445 Blocked2Moving(x, y, &oldx, &oldy);
11446 if (!IS_MOVING(oldx, oldy))
11448 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11449 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11450 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11451 printf("GameActions(): This should never happen!\n");
11457 SCAN_PLAYFIELD(x, y)
11459 element = Feld[x][y];
11460 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11462 ResetGfxFrame(x, y, TRUE);
11464 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11465 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11466 ResetRandomAnimationValue(x, y);
11468 SetRandomAnimationValue(x, y);
11470 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11472 if (IS_INACTIVE(element))
11474 if (IS_ANIMATED(graphic))
11475 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11480 /* this may take place after moving, so 'element' may have changed */
11481 if (IS_CHANGING(x, y) &&
11482 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11484 int page = element_info[element].event_page_nr[CE_DELAY];
11486 HandleElementChange(x, y, page);
11488 element = Feld[x][y];
11489 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11492 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11496 element = Feld[x][y];
11497 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11499 if (IS_ANIMATED(graphic) &&
11500 !IS_MOVING(x, y) &&
11502 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11504 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11505 TEST_DrawTwinkleOnField(x, y);
11507 else if ((element == EL_ACID ||
11508 element == EL_EXIT_OPEN ||
11509 element == EL_EM_EXIT_OPEN ||
11510 element == EL_SP_EXIT_OPEN ||
11511 element == EL_STEEL_EXIT_OPEN ||
11512 element == EL_EM_STEEL_EXIT_OPEN ||
11513 element == EL_SP_TERMINAL ||
11514 element == EL_SP_TERMINAL_ACTIVE ||
11515 element == EL_EXTRA_TIME ||
11516 element == EL_SHIELD_NORMAL ||
11517 element == EL_SHIELD_DEADLY) &&
11518 IS_ANIMATED(graphic))
11519 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11520 else if (IS_MOVING(x, y))
11521 ContinueMoving(x, y);
11522 else if (IS_ACTIVE_BOMB(element))
11523 CheckDynamite(x, y);
11524 else if (element == EL_AMOEBA_GROWING)
11525 AmoebeWaechst(x, y);
11526 else if (element == EL_AMOEBA_SHRINKING)
11527 AmoebaDisappearing(x, y);
11529 #if !USE_NEW_AMOEBA_CODE
11530 else if (IS_AMOEBALIVE(element))
11531 AmoebeAbleger(x, y);
11534 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11536 else if (element == EL_EXIT_CLOSED)
11538 else if (element == EL_EM_EXIT_CLOSED)
11540 else if (element == EL_STEEL_EXIT_CLOSED)
11541 CheckExitSteel(x, y);
11542 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11543 CheckExitSteelEM(x, y);
11544 else if (element == EL_SP_EXIT_CLOSED)
11546 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11547 element == EL_EXPANDABLE_STEELWALL_GROWING)
11548 MauerWaechst(x, y);
11549 else if (element == EL_EXPANDABLE_WALL ||
11550 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11551 element == EL_EXPANDABLE_WALL_VERTICAL ||
11552 element == EL_EXPANDABLE_WALL_ANY ||
11553 element == EL_BD_EXPANDABLE_WALL)
11554 MauerAbleger(x, y);
11555 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11556 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11557 element == EL_EXPANDABLE_STEELWALL_ANY)
11558 MauerAblegerStahl(x, y);
11559 else if (element == EL_FLAMES)
11560 CheckForDragon(x, y);
11561 else if (element == EL_EXPLOSION)
11562 ; /* drawing of correct explosion animation is handled separately */
11563 else if (element == EL_ELEMENT_SNAPPING ||
11564 element == EL_DIAGONAL_SHRINKING ||
11565 element == EL_DIAGONAL_GROWING)
11567 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11569 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11571 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11572 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11574 if (IS_BELT_ACTIVE(element))
11575 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11577 if (game.magic_wall_active)
11579 int jx = local_player->jx, jy = local_player->jy;
11581 /* play the element sound at the position nearest to the player */
11582 if ((element == EL_MAGIC_WALL_FULL ||
11583 element == EL_MAGIC_WALL_ACTIVE ||
11584 element == EL_MAGIC_WALL_EMPTYING ||
11585 element == EL_BD_MAGIC_WALL_FULL ||
11586 element == EL_BD_MAGIC_WALL_ACTIVE ||
11587 element == EL_BD_MAGIC_WALL_EMPTYING ||
11588 element == EL_DC_MAGIC_WALL_FULL ||
11589 element == EL_DC_MAGIC_WALL_ACTIVE ||
11590 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11591 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11599 #if USE_NEW_AMOEBA_CODE
11600 /* new experimental amoeba growth stuff */
11601 if (!(FrameCounter % 8))
11603 static unsigned int random = 1684108901;
11605 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11607 x = RND(lev_fieldx);
11608 y = RND(lev_fieldy);
11609 element = Feld[x][y];
11611 if (!IS_PLAYER(x,y) &&
11612 (element == EL_EMPTY ||
11613 CAN_GROW_INTO(element) ||
11614 element == EL_QUICKSAND_EMPTY ||
11615 element == EL_QUICKSAND_FAST_EMPTY ||
11616 element == EL_ACID_SPLASH_LEFT ||
11617 element == EL_ACID_SPLASH_RIGHT))
11619 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11620 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11621 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11622 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11623 Feld[x][y] = EL_AMOEBA_DROP;
11626 random = random * 129 + 1;
11631 game.explosions_delayed = FALSE;
11633 SCAN_PLAYFIELD(x, y)
11635 element = Feld[x][y];
11637 if (ExplodeField[x][y])
11638 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11639 else if (element == EL_EXPLOSION)
11640 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11642 ExplodeField[x][y] = EX_TYPE_NONE;
11645 game.explosions_delayed = TRUE;
11647 if (game.magic_wall_active)
11649 if (!(game.magic_wall_time_left % 4))
11651 int element = Feld[magic_wall_x][magic_wall_y];
11653 if (element == EL_BD_MAGIC_WALL_FULL ||
11654 element == EL_BD_MAGIC_WALL_ACTIVE ||
11655 element == EL_BD_MAGIC_WALL_EMPTYING)
11656 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
11657 else if (element == EL_DC_MAGIC_WALL_FULL ||
11658 element == EL_DC_MAGIC_WALL_ACTIVE ||
11659 element == EL_DC_MAGIC_WALL_EMPTYING)
11660 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
11662 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
11665 if (game.magic_wall_time_left > 0)
11667 game.magic_wall_time_left--;
11669 if (!game.magic_wall_time_left)
11671 SCAN_PLAYFIELD(x, y)
11673 element = Feld[x][y];
11675 if (element == EL_MAGIC_WALL_ACTIVE ||
11676 element == EL_MAGIC_WALL_FULL)
11678 Feld[x][y] = EL_MAGIC_WALL_DEAD;
11679 TEST_DrawLevelField(x, y);
11681 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
11682 element == EL_BD_MAGIC_WALL_FULL)
11684 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
11685 TEST_DrawLevelField(x, y);
11687 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
11688 element == EL_DC_MAGIC_WALL_FULL)
11690 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
11691 TEST_DrawLevelField(x, y);
11695 game.magic_wall_active = FALSE;
11700 if (game.light_time_left > 0)
11702 game.light_time_left--;
11704 if (game.light_time_left == 0)
11705 RedrawAllLightSwitchesAndInvisibleElements();
11708 if (game.timegate_time_left > 0)
11710 game.timegate_time_left--;
11712 if (game.timegate_time_left == 0)
11713 CloseAllOpenTimegates();
11716 if (game.lenses_time_left > 0)
11718 game.lenses_time_left--;
11720 if (game.lenses_time_left == 0)
11721 RedrawAllInvisibleElementsForLenses();
11724 if (game.magnify_time_left > 0)
11726 game.magnify_time_left--;
11728 if (game.magnify_time_left == 0)
11729 RedrawAllInvisibleElementsForMagnifier();
11732 for (i = 0; i < MAX_PLAYERS; i++)
11734 struct PlayerInfo *player = &stored_player[i];
11736 if (SHIELD_ON(player))
11738 if (player->shield_deadly_time_left)
11739 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
11740 else if (player->shield_normal_time_left)
11741 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
11745 #if USE_DELAYED_GFX_REDRAW
11746 SCAN_PLAYFIELD(x, y)
11748 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
11750 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
11751 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
11753 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
11754 DrawLevelField(x, y);
11756 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
11757 DrawLevelFieldCrumbled(x, y);
11759 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
11760 DrawLevelFieldCrumbledNeighbours(x, y);
11762 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
11763 DrawTwinkleOnField(x, y);
11766 GfxRedraw[x][y] = GFX_REDRAW_NONE;
11771 PlayAllPlayersSound();
11773 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
11775 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
11777 local_player->show_envelope = 0;
11780 /* use random number generator in every frame to make it less predictable */
11781 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
11785 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
11787 int min_x = x, min_y = y, max_x = x, max_y = y;
11790 for (i = 0; i < MAX_PLAYERS; i++)
11792 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11794 if (!stored_player[i].active || &stored_player[i] == player)
11797 min_x = MIN(min_x, jx);
11798 min_y = MIN(min_y, jy);
11799 max_x = MAX(max_x, jx);
11800 max_y = MAX(max_y, jy);
11803 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
11806 static boolean AllPlayersInVisibleScreen()
11810 for (i = 0; i < MAX_PLAYERS; i++)
11812 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11814 if (!stored_player[i].active)
11817 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
11824 void ScrollLevel(int dx, int dy)
11826 int scroll_offset = 2 * TILEX_VAR;
11829 BlitBitmap(drawto_field, drawto_field,
11830 FX + TILEX_VAR * (dx == -1) - scroll_offset,
11831 FY + TILEY_VAR * (dy == -1) - scroll_offset,
11832 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
11833 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
11834 FX + TILEX_VAR * (dx == 1) - scroll_offset,
11835 FY + TILEY_VAR * (dy == 1) - scroll_offset);
11839 x = (dx == 1 ? BX1 : BX2);
11840 for (y = BY1; y <= BY2; y++)
11841 DrawScreenField(x, y);
11846 y = (dy == 1 ? BY1 : BY2);
11847 for (x = BX1; x <= BX2; x++)
11848 DrawScreenField(x, y);
11851 redraw_mask |= REDRAW_FIELD;
11854 static boolean canFallDown(struct PlayerInfo *player)
11856 int jx = player->jx, jy = player->jy;
11858 return (IN_LEV_FIELD(jx, jy + 1) &&
11859 (IS_FREE(jx, jy + 1) ||
11860 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
11861 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
11862 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
11865 static boolean canPassField(int x, int y, int move_dir)
11867 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11868 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11869 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11870 int nextx = x + dx;
11871 int nexty = y + dy;
11872 int element = Feld[x][y];
11874 return (IS_PASSABLE_FROM(element, opposite_dir) &&
11875 !CAN_MOVE(element) &&
11876 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
11877 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
11878 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
11881 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
11883 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11884 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11885 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11889 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
11890 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
11891 (IS_DIGGABLE(Feld[newx][newy]) ||
11892 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
11893 canPassField(newx, newy, move_dir)));
11896 static void CheckGravityMovement(struct PlayerInfo *player)
11898 if (player->gravity && !player->programmed_action)
11900 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
11901 int move_dir_vertical = player->effective_action & MV_VERTICAL;
11902 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
11903 int jx = player->jx, jy = player->jy;
11904 boolean player_is_moving_to_valid_field =
11905 (!player_is_snapping &&
11906 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
11907 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
11908 boolean player_can_fall_down = canFallDown(player);
11910 if (player_can_fall_down &&
11911 !player_is_moving_to_valid_field)
11912 player->programmed_action = MV_DOWN;
11916 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
11918 return CheckGravityMovement(player);
11920 if (player->gravity && !player->programmed_action)
11922 int jx = player->jx, jy = player->jy;
11923 boolean field_under_player_is_free =
11924 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
11925 boolean player_is_standing_on_valid_field =
11926 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
11927 (IS_WALKABLE(Feld[jx][jy]) &&
11928 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
11930 if (field_under_player_is_free && !player_is_standing_on_valid_field)
11931 player->programmed_action = MV_DOWN;
11936 MovePlayerOneStep()
11937 -----------------------------------------------------------------------------
11938 dx, dy: direction (non-diagonal) to try to move the player to
11939 real_dx, real_dy: direction as read from input device (can be diagonal)
11942 boolean MovePlayerOneStep(struct PlayerInfo *player,
11943 int dx, int dy, int real_dx, int real_dy)
11945 int jx = player->jx, jy = player->jy;
11946 int new_jx = jx + dx, new_jy = jy + dy;
11948 boolean player_can_move = !player->cannot_move;
11950 if (!player->active || (!dx && !dy))
11951 return MP_NO_ACTION;
11953 player->MovDir = (dx < 0 ? MV_LEFT :
11954 dx > 0 ? MV_RIGHT :
11956 dy > 0 ? MV_DOWN : MV_NONE);
11958 if (!IN_LEV_FIELD(new_jx, new_jy))
11959 return MP_NO_ACTION;
11961 if (!player_can_move)
11963 if (player->MovPos == 0)
11965 player->is_moving = FALSE;
11966 player->is_digging = FALSE;
11967 player->is_collecting = FALSE;
11968 player->is_snapping = FALSE;
11969 player->is_pushing = FALSE;
11973 if (!options.network && game.centered_player_nr == -1 &&
11974 !AllPlayersInSight(player, new_jx, new_jy))
11975 return MP_NO_ACTION;
11977 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
11978 if (can_move != MP_MOVING)
11981 /* check if DigField() has caused relocation of the player */
11982 if (player->jx != jx || player->jy != jy)
11983 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
11985 StorePlayer[jx][jy] = 0;
11986 player->last_jx = jx;
11987 player->last_jy = jy;
11988 player->jx = new_jx;
11989 player->jy = new_jy;
11990 StorePlayer[new_jx][new_jy] = player->element_nr;
11992 if (player->move_delay_value_next != -1)
11994 player->move_delay_value = player->move_delay_value_next;
11995 player->move_delay_value_next = -1;
11999 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12001 player->step_counter++;
12003 PlayerVisit[jx][jy] = FrameCounter;
12005 player->is_moving = TRUE;
12008 /* should better be called in MovePlayer(), but this breaks some tapes */
12009 ScrollPlayer(player, SCROLL_INIT);
12015 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12017 int jx = player->jx, jy = player->jy;
12018 int old_jx = jx, old_jy = jy;
12019 int moved = MP_NO_ACTION;
12021 if (!player->active)
12026 if (player->MovPos == 0)
12028 player->is_moving = FALSE;
12029 player->is_digging = FALSE;
12030 player->is_collecting = FALSE;
12031 player->is_snapping = FALSE;
12032 player->is_pushing = FALSE;
12038 if (player->move_delay > 0)
12041 player->move_delay = -1; /* set to "uninitialized" value */
12043 /* store if player is automatically moved to next field */
12044 player->is_auto_moving = (player->programmed_action != MV_NONE);
12046 /* remove the last programmed player action */
12047 player->programmed_action = 0;
12049 if (player->MovPos)
12051 /* should only happen if pre-1.2 tape recordings are played */
12052 /* this is only for backward compatibility */
12054 int original_move_delay_value = player->move_delay_value;
12057 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12061 /* scroll remaining steps with finest movement resolution */
12062 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12064 while (player->MovPos)
12066 ScrollPlayer(player, SCROLL_GO_ON);
12067 ScrollScreen(NULL, SCROLL_GO_ON);
12069 AdvanceFrameAndPlayerCounters(player->index_nr);
12075 player->move_delay_value = original_move_delay_value;
12078 player->is_active = FALSE;
12080 if (player->last_move_dir & MV_HORIZONTAL)
12082 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12083 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12087 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12088 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12091 if (!moved && !player->is_active)
12093 player->is_moving = FALSE;
12094 player->is_digging = FALSE;
12095 player->is_collecting = FALSE;
12096 player->is_snapping = FALSE;
12097 player->is_pushing = FALSE;
12103 if (moved & MP_MOVING && !ScreenMovPos &&
12104 (player->index_nr == game.centered_player_nr ||
12105 game.centered_player_nr == -1))
12107 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12108 int offset = game.scroll_delay_value;
12110 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12112 /* actual player has left the screen -- scroll in that direction */
12113 if (jx != old_jx) /* player has moved horizontally */
12114 scroll_x += (jx - old_jx);
12115 else /* player has moved vertically */
12116 scroll_y += (jy - old_jy);
12120 if (jx != old_jx) /* player has moved horizontally */
12122 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12123 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12124 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12126 /* don't scroll over playfield boundaries */
12127 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12128 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12130 /* don't scroll more than one field at a time */
12131 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12133 /* don't scroll against the player's moving direction */
12134 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12135 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12136 scroll_x = old_scroll_x;
12138 else /* player has moved vertically */
12140 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12141 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12142 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12144 /* don't scroll over playfield boundaries */
12145 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12146 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12148 /* don't scroll more than one field at a time */
12149 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12151 /* don't scroll against the player's moving direction */
12152 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12153 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12154 scroll_y = old_scroll_y;
12158 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12160 if (!options.network && game.centered_player_nr == -1 &&
12161 !AllPlayersInVisibleScreen())
12163 scroll_x = old_scroll_x;
12164 scroll_y = old_scroll_y;
12168 ScrollScreen(player, SCROLL_INIT);
12169 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12174 player->StepFrame = 0;
12176 if (moved & MP_MOVING)
12178 if (old_jx != jx && old_jy == jy)
12179 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12180 else if (old_jx == jx && old_jy != jy)
12181 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12183 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12185 player->last_move_dir = player->MovDir;
12186 player->is_moving = TRUE;
12187 player->is_snapping = FALSE;
12188 player->is_switching = FALSE;
12189 player->is_dropping = FALSE;
12190 player->is_dropping_pressed = FALSE;
12191 player->drop_pressed_delay = 0;
12194 /* should better be called here than above, but this breaks some tapes */
12195 ScrollPlayer(player, SCROLL_INIT);
12200 CheckGravityMovementWhenNotMoving(player);
12202 player->is_moving = FALSE;
12204 /* at this point, the player is allowed to move, but cannot move right now
12205 (e.g. because of something blocking the way) -- ensure that the player
12206 is also allowed to move in the next frame (in old versions before 3.1.1,
12207 the player was forced to wait again for eight frames before next try) */
12209 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12210 player->move_delay = 0; /* allow direct movement in the next frame */
12213 if (player->move_delay == -1) /* not yet initialized by DigField() */
12214 player->move_delay = player->move_delay_value;
12216 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12218 TestIfPlayerTouchesBadThing(jx, jy);
12219 TestIfPlayerTouchesCustomElement(jx, jy);
12222 if (!player->active)
12223 RemovePlayer(player);
12228 void ScrollPlayer(struct PlayerInfo *player, int mode)
12230 int jx = player->jx, jy = player->jy;
12231 int last_jx = player->last_jx, last_jy = player->last_jy;
12232 int move_stepsize = TILEX / player->move_delay_value;
12234 if (!player->active)
12237 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12240 if (mode == SCROLL_INIT)
12242 player->actual_frame_counter = FrameCounter;
12243 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12245 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12246 Feld[last_jx][last_jy] == EL_EMPTY)
12248 int last_field_block_delay = 0; /* start with no blocking at all */
12249 int block_delay_adjustment = player->block_delay_adjustment;
12251 /* if player blocks last field, add delay for exactly one move */
12252 if (player->block_last_field)
12254 last_field_block_delay += player->move_delay_value;
12256 /* when blocking enabled, prevent moving up despite gravity */
12257 if (player->gravity && player->MovDir == MV_UP)
12258 block_delay_adjustment = -1;
12261 /* add block delay adjustment (also possible when not blocking) */
12262 last_field_block_delay += block_delay_adjustment;
12264 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12265 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12268 if (player->MovPos != 0) /* player has not yet reached destination */
12271 else if (!FrameReached(&player->actual_frame_counter, 1))
12274 if (player->MovPos != 0)
12276 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12277 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12279 /* before DrawPlayer() to draw correct player graphic for this case */
12280 if (player->MovPos == 0)
12281 CheckGravityMovement(player);
12284 if (player->MovPos == 0) /* player reached destination field */
12286 if (player->move_delay_reset_counter > 0)
12288 player->move_delay_reset_counter--;
12290 if (player->move_delay_reset_counter == 0)
12292 /* continue with normal speed after quickly moving through gate */
12293 HALVE_PLAYER_SPEED(player);
12295 /* be able to make the next move without delay */
12296 player->move_delay = 0;
12300 player->last_jx = jx;
12301 player->last_jy = jy;
12303 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12304 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12305 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12306 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12307 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12308 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12309 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12310 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12312 DrawPlayer(player); /* needed here only to cleanup last field */
12313 RemovePlayer(player);
12315 if (local_player->friends_still_needed == 0 ||
12316 IS_SP_ELEMENT(Feld[jx][jy]))
12317 PlayerWins(player);
12320 /* this breaks one level: "machine", level 000 */
12322 int move_direction = player->MovDir;
12323 int enter_side = MV_DIR_OPPOSITE(move_direction);
12324 int leave_side = move_direction;
12325 int old_jx = last_jx;
12326 int old_jy = last_jy;
12327 int old_element = Feld[old_jx][old_jy];
12328 int new_element = Feld[jx][jy];
12330 if (IS_CUSTOM_ELEMENT(old_element))
12331 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12333 player->index_bit, leave_side);
12335 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12336 CE_PLAYER_LEAVES_X,
12337 player->index_bit, leave_side);
12339 if (IS_CUSTOM_ELEMENT(new_element))
12340 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12341 player->index_bit, enter_side);
12343 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12344 CE_PLAYER_ENTERS_X,
12345 player->index_bit, enter_side);
12347 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12348 CE_MOVE_OF_X, move_direction);
12351 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12353 TestIfPlayerTouchesBadThing(jx, jy);
12354 TestIfPlayerTouchesCustomElement(jx, jy);
12356 /* needed because pushed element has not yet reached its destination,
12357 so it would trigger a change event at its previous field location */
12358 if (!player->is_pushing)
12359 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12361 if (!player->active)
12362 RemovePlayer(player);
12365 if (!local_player->LevelSolved && level.use_step_counter)
12375 if (TimeLeft <= 10 && setup.time_limit)
12376 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12378 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12380 DisplayGameControlValues();
12382 if (!TimeLeft && setup.time_limit)
12383 for (i = 0; i < MAX_PLAYERS; i++)
12384 KillPlayer(&stored_player[i]);
12386 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12388 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12390 DisplayGameControlValues();
12394 if (tape.single_step && tape.recording && !tape.pausing &&
12395 !player->programmed_action)
12396 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12398 if (!player->programmed_action)
12399 CheckSaveEngineSnapshot(player);
12403 void ScrollScreen(struct PlayerInfo *player, int mode)
12405 static unsigned int screen_frame_counter = 0;
12407 if (mode == SCROLL_INIT)
12409 /* set scrolling step size according to actual player's moving speed */
12410 ScrollStepSize = TILEX / player->move_delay_value;
12412 screen_frame_counter = FrameCounter;
12413 ScreenMovDir = player->MovDir;
12414 ScreenMovPos = player->MovPos;
12415 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12418 else if (!FrameReached(&screen_frame_counter, 1))
12423 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12424 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12425 redraw_mask |= REDRAW_FIELD;
12428 ScreenMovDir = MV_NONE;
12431 void TestIfPlayerTouchesCustomElement(int x, int y)
12433 static int xy[4][2] =
12440 static int trigger_sides[4][2] =
12442 /* center side border side */
12443 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12444 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12445 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12446 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12448 static int touch_dir[4] =
12450 MV_LEFT | MV_RIGHT,
12455 int center_element = Feld[x][y]; /* should always be non-moving! */
12458 for (i = 0; i < NUM_DIRECTIONS; i++)
12460 int xx = x + xy[i][0];
12461 int yy = y + xy[i][1];
12462 int center_side = trigger_sides[i][0];
12463 int border_side = trigger_sides[i][1];
12464 int border_element;
12466 if (!IN_LEV_FIELD(xx, yy))
12469 if (IS_PLAYER(x, y)) /* player found at center element */
12471 struct PlayerInfo *player = PLAYERINFO(x, y);
12473 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12474 border_element = Feld[xx][yy]; /* may be moving! */
12475 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12476 border_element = Feld[xx][yy];
12477 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12478 border_element = MovingOrBlocked2Element(xx, yy);
12480 continue; /* center and border element do not touch */
12482 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12483 player->index_bit, border_side);
12484 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12485 CE_PLAYER_TOUCHES_X,
12486 player->index_bit, border_side);
12489 /* use player element that is initially defined in the level playfield,
12490 not the player element that corresponds to the runtime player number
12491 (example: a level that contains EL_PLAYER_3 as the only player would
12492 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12493 int player_element = PLAYERINFO(x, y)->initial_element;
12495 CheckElementChangeBySide(xx, yy, border_element, player_element,
12496 CE_TOUCHING_X, border_side);
12499 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12501 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12503 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12505 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12506 continue; /* center and border element do not touch */
12509 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12510 player->index_bit, center_side);
12511 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12512 CE_PLAYER_TOUCHES_X,
12513 player->index_bit, center_side);
12516 /* use player element that is initially defined in the level playfield,
12517 not the player element that corresponds to the runtime player number
12518 (example: a level that contains EL_PLAYER_3 as the only player would
12519 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12520 int player_element = PLAYERINFO(xx, yy)->initial_element;
12522 CheckElementChangeBySide(x, y, center_element, player_element,
12523 CE_TOUCHING_X, center_side);
12531 void TestIfElementTouchesCustomElement(int x, int y)
12533 static int xy[4][2] =
12540 static int trigger_sides[4][2] =
12542 /* center side border side */
12543 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12544 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12545 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12546 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12548 static int touch_dir[4] =
12550 MV_LEFT | MV_RIGHT,
12555 boolean change_center_element = FALSE;
12556 int center_element = Feld[x][y]; /* should always be non-moving! */
12557 int border_element_old[NUM_DIRECTIONS];
12560 for (i = 0; i < NUM_DIRECTIONS; i++)
12562 int xx = x + xy[i][0];
12563 int yy = y + xy[i][1];
12564 int border_element;
12566 border_element_old[i] = -1;
12568 if (!IN_LEV_FIELD(xx, yy))
12571 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12572 border_element = Feld[xx][yy]; /* may be moving! */
12573 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12574 border_element = Feld[xx][yy];
12575 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12576 border_element = MovingOrBlocked2Element(xx, yy);
12578 continue; /* center and border element do not touch */
12580 border_element_old[i] = border_element;
12583 for (i = 0; i < NUM_DIRECTIONS; i++)
12585 int xx = x + xy[i][0];
12586 int yy = y + xy[i][1];
12587 int center_side = trigger_sides[i][0];
12588 int border_element = border_element_old[i];
12590 if (border_element == -1)
12593 /* check for change of border element */
12594 CheckElementChangeBySide(xx, yy, border_element, center_element,
12595 CE_TOUCHING_X, center_side);
12597 /* (center element cannot be player, so we dont have to check this here) */
12600 for (i = 0; i < NUM_DIRECTIONS; i++)
12602 int xx = x + xy[i][0];
12603 int yy = y + xy[i][1];
12604 int border_side = trigger_sides[i][1];
12605 int border_element = border_element_old[i];
12607 if (border_element == -1)
12610 /* check for change of center element (but change it only once) */
12611 if (!change_center_element)
12612 change_center_element =
12613 CheckElementChangeBySide(x, y, center_element, border_element,
12614 CE_TOUCHING_X, border_side);
12616 if (IS_PLAYER(xx, yy))
12618 /* use player element that is initially defined in the level playfield,
12619 not the player element that corresponds to the runtime player number
12620 (example: a level that contains EL_PLAYER_3 as the only player would
12621 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12622 int player_element = PLAYERINFO(xx, yy)->initial_element;
12624 CheckElementChangeBySide(x, y, center_element, player_element,
12625 CE_TOUCHING_X, border_side);
12630 void TestIfElementHitsCustomElement(int x, int y, int direction)
12632 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12633 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12634 int hitx = x + dx, hity = y + dy;
12635 int hitting_element = Feld[x][y];
12636 int touched_element;
12638 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12641 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12642 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12644 if (IN_LEV_FIELD(hitx, hity))
12646 int opposite_direction = MV_DIR_OPPOSITE(direction);
12647 int hitting_side = direction;
12648 int touched_side = opposite_direction;
12649 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12650 MovDir[hitx][hity] != direction ||
12651 ABS(MovPos[hitx][hity]) <= TILEY / 2);
12657 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12658 CE_HITTING_X, touched_side);
12660 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12661 CE_HIT_BY_X, hitting_side);
12663 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12664 CE_HIT_BY_SOMETHING, opposite_direction);
12666 if (IS_PLAYER(hitx, hity))
12668 /* use player element that is initially defined in the level playfield,
12669 not the player element that corresponds to the runtime player number
12670 (example: a level that contains EL_PLAYER_3 as the only player would
12671 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12672 int player_element = PLAYERINFO(hitx, hity)->initial_element;
12674 CheckElementChangeBySide(x, y, hitting_element, player_element,
12675 CE_HITTING_X, touched_side);
12680 /* "hitting something" is also true when hitting the playfield border */
12681 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12682 CE_HITTING_SOMETHING, direction);
12685 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
12687 int i, kill_x = -1, kill_y = -1;
12689 int bad_element = -1;
12690 static int test_xy[4][2] =
12697 static int test_dir[4] =
12705 for (i = 0; i < NUM_DIRECTIONS; i++)
12707 int test_x, test_y, test_move_dir, test_element;
12709 test_x = good_x + test_xy[i][0];
12710 test_y = good_y + test_xy[i][1];
12712 if (!IN_LEV_FIELD(test_x, test_y))
12716 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12718 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
12720 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12721 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12723 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
12724 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
12728 bad_element = test_element;
12734 if (kill_x != -1 || kill_y != -1)
12736 if (IS_PLAYER(good_x, good_y))
12738 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
12740 if (player->shield_deadly_time_left > 0 &&
12741 !IS_INDESTRUCTIBLE(bad_element))
12742 Bang(kill_x, kill_y);
12743 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
12744 KillPlayer(player);
12747 Bang(good_x, good_y);
12751 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
12753 int i, kill_x = -1, kill_y = -1;
12754 int bad_element = Feld[bad_x][bad_y];
12755 static int test_xy[4][2] =
12762 static int touch_dir[4] =
12764 MV_LEFT | MV_RIGHT,
12769 static int test_dir[4] =
12777 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
12780 for (i = 0; i < NUM_DIRECTIONS; i++)
12782 int test_x, test_y, test_move_dir, test_element;
12784 test_x = bad_x + test_xy[i][0];
12785 test_y = bad_y + test_xy[i][1];
12787 if (!IN_LEV_FIELD(test_x, test_y))
12791 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12793 test_element = Feld[test_x][test_y];
12795 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12796 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12798 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
12799 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
12801 /* good thing is player or penguin that does not move away */
12802 if (IS_PLAYER(test_x, test_y))
12804 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12806 if (bad_element == EL_ROBOT && player->is_moving)
12807 continue; /* robot does not kill player if he is moving */
12809 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12811 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12812 continue; /* center and border element do not touch */
12820 else if (test_element == EL_PENGUIN)
12830 if (kill_x != -1 || kill_y != -1)
12832 if (IS_PLAYER(kill_x, kill_y))
12834 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12836 if (player->shield_deadly_time_left > 0 &&
12837 !IS_INDESTRUCTIBLE(bad_element))
12838 Bang(bad_x, bad_y);
12839 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12840 KillPlayer(player);
12843 Bang(kill_x, kill_y);
12847 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
12849 int bad_element = Feld[bad_x][bad_y];
12850 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
12851 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
12852 int test_x = bad_x + dx, test_y = bad_y + dy;
12853 int test_move_dir, test_element;
12854 int kill_x = -1, kill_y = -1;
12856 if (!IN_LEV_FIELD(test_x, test_y))
12860 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12862 test_element = Feld[test_x][test_y];
12864 if (test_move_dir != bad_move_dir)
12866 /* good thing can be player or penguin that does not move away */
12867 if (IS_PLAYER(test_x, test_y))
12869 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12871 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
12872 player as being hit when he is moving towards the bad thing, because
12873 the "get hit by" condition would be lost after the player stops) */
12874 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
12875 return; /* player moves away from bad thing */
12880 else if (test_element == EL_PENGUIN)
12887 if (kill_x != -1 || kill_y != -1)
12889 if (IS_PLAYER(kill_x, kill_y))
12891 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12893 if (player->shield_deadly_time_left > 0 &&
12894 !IS_INDESTRUCTIBLE(bad_element))
12895 Bang(bad_x, bad_y);
12896 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12897 KillPlayer(player);
12900 Bang(kill_x, kill_y);
12904 void TestIfPlayerTouchesBadThing(int x, int y)
12906 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12909 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
12911 TestIfGoodThingHitsBadThing(x, y, move_dir);
12914 void TestIfBadThingTouchesPlayer(int x, int y)
12916 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12919 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
12921 TestIfBadThingHitsGoodThing(x, y, move_dir);
12924 void TestIfFriendTouchesBadThing(int x, int y)
12926 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12929 void TestIfBadThingTouchesFriend(int x, int y)
12931 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12934 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
12936 int i, kill_x = bad_x, kill_y = bad_y;
12937 static int xy[4][2] =
12945 for (i = 0; i < NUM_DIRECTIONS; i++)
12949 x = bad_x + xy[i][0];
12950 y = bad_y + xy[i][1];
12951 if (!IN_LEV_FIELD(x, y))
12954 element = Feld[x][y];
12955 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
12956 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
12964 if (kill_x != bad_x || kill_y != bad_y)
12965 Bang(bad_x, bad_y);
12968 void KillPlayer(struct PlayerInfo *player)
12970 int jx = player->jx, jy = player->jy;
12972 if (!player->active)
12976 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
12977 player->killed, player->active, player->reanimated);
12980 /* the following code was introduced to prevent an infinite loop when calling
12982 -> CheckTriggeredElementChangeExt()
12983 -> ExecuteCustomElementAction()
12985 -> (infinitely repeating the above sequence of function calls)
12986 which occurs when killing the player while having a CE with the setting
12987 "kill player X when explosion of <player X>"; the solution using a new
12988 field "player->killed" was chosen for backwards compatibility, although
12989 clever use of the fields "player->active" etc. would probably also work */
12991 if (player->killed)
12995 player->killed = TRUE;
12997 /* remove accessible field at the player's position */
12998 Feld[jx][jy] = EL_EMPTY;
13000 /* deactivate shield (else Bang()/Explode() would not work right) */
13001 player->shield_normal_time_left = 0;
13002 player->shield_deadly_time_left = 0;
13005 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13006 player->killed, player->active, player->reanimated);
13012 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13013 player->killed, player->active, player->reanimated);
13016 if (player->reanimated) /* killed player may have been reanimated */
13017 player->killed = player->reanimated = FALSE;
13019 BuryPlayer(player);
13022 static void KillPlayerUnlessEnemyProtected(int x, int y)
13024 if (!PLAYER_ENEMY_PROTECTED(x, y))
13025 KillPlayer(PLAYERINFO(x, y));
13028 static void KillPlayerUnlessExplosionProtected(int x, int y)
13030 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13031 KillPlayer(PLAYERINFO(x, y));
13034 void BuryPlayer(struct PlayerInfo *player)
13036 int jx = player->jx, jy = player->jy;
13038 if (!player->active)
13041 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13042 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13044 player->GameOver = TRUE;
13045 RemovePlayer(player);
13048 void RemovePlayer(struct PlayerInfo *player)
13050 int jx = player->jx, jy = player->jy;
13051 int i, found = FALSE;
13053 player->present = FALSE;
13054 player->active = FALSE;
13056 if (!ExplodeField[jx][jy])
13057 StorePlayer[jx][jy] = 0;
13059 if (player->is_moving)
13060 TEST_DrawLevelField(player->last_jx, player->last_jy);
13062 for (i = 0; i < MAX_PLAYERS; i++)
13063 if (stored_player[i].active)
13067 AllPlayersGone = TRUE;
13073 static void setFieldForSnapping(int x, int y, int element, int direction)
13075 struct ElementInfo *ei = &element_info[element];
13076 int direction_bit = MV_DIR_TO_BIT(direction);
13077 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13078 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13079 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13081 Feld[x][y] = EL_ELEMENT_SNAPPING;
13082 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13084 ResetGfxAnimation(x, y);
13086 GfxElement[x][y] = element;
13087 GfxAction[x][y] = action;
13088 GfxDir[x][y] = direction;
13089 GfxFrame[x][y] = -1;
13093 =============================================================================
13094 checkDiagonalPushing()
13095 -----------------------------------------------------------------------------
13096 check if diagonal input device direction results in pushing of object
13097 (by checking if the alternative direction is walkable, diggable, ...)
13098 =============================================================================
13101 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13102 int x, int y, int real_dx, int real_dy)
13104 int jx, jy, dx, dy, xx, yy;
13106 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13109 /* diagonal direction: check alternative direction */
13114 xx = jx + (dx == 0 ? real_dx : 0);
13115 yy = jy + (dy == 0 ? real_dy : 0);
13117 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13121 =============================================================================
13123 -----------------------------------------------------------------------------
13124 x, y: field next to player (non-diagonal) to try to dig to
13125 real_dx, real_dy: direction as read from input device (can be diagonal)
13126 =============================================================================
13129 static int DigField(struct PlayerInfo *player,
13130 int oldx, int oldy, int x, int y,
13131 int real_dx, int real_dy, int mode)
13133 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13134 boolean player_was_pushing = player->is_pushing;
13135 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13136 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13137 int jx = oldx, jy = oldy;
13138 int dx = x - jx, dy = y - jy;
13139 int nextx = x + dx, nexty = y + dy;
13140 int move_direction = (dx == -1 ? MV_LEFT :
13141 dx == +1 ? MV_RIGHT :
13143 dy == +1 ? MV_DOWN : MV_NONE);
13144 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13145 int dig_side = MV_DIR_OPPOSITE(move_direction);
13146 int old_element = Feld[jx][jy];
13147 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13150 if (is_player) /* function can also be called by EL_PENGUIN */
13152 if (player->MovPos == 0)
13154 player->is_digging = FALSE;
13155 player->is_collecting = FALSE;
13158 if (player->MovPos == 0) /* last pushing move finished */
13159 player->is_pushing = FALSE;
13161 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13163 player->is_switching = FALSE;
13164 player->push_delay = -1;
13166 return MP_NO_ACTION;
13170 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13171 old_element = Back[jx][jy];
13173 /* in case of element dropped at player position, check background */
13174 else if (Back[jx][jy] != EL_EMPTY &&
13175 game.engine_version >= VERSION_IDENT(2,2,0,0))
13176 old_element = Back[jx][jy];
13178 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13179 return MP_NO_ACTION; /* field has no opening in this direction */
13181 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13182 return MP_NO_ACTION; /* field has no opening in this direction */
13184 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13188 Feld[jx][jy] = player->artwork_element;
13189 InitMovingField(jx, jy, MV_DOWN);
13190 Store[jx][jy] = EL_ACID;
13191 ContinueMoving(jx, jy);
13192 BuryPlayer(player);
13194 return MP_DONT_RUN_INTO;
13197 if (player_can_move && DONT_RUN_INTO(element))
13199 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13201 return MP_DONT_RUN_INTO;
13204 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13205 return MP_NO_ACTION;
13207 collect_count = element_info[element].collect_count_initial;
13209 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13210 return MP_NO_ACTION;
13212 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13213 player_can_move = player_can_move_or_snap;
13215 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13216 game.engine_version >= VERSION_IDENT(2,2,0,0))
13218 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13219 player->index_bit, dig_side);
13220 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13221 player->index_bit, dig_side);
13223 if (element == EL_DC_LANDMINE)
13226 if (Feld[x][y] != element) /* field changed by snapping */
13229 return MP_NO_ACTION;
13232 if (player->gravity && is_player && !player->is_auto_moving &&
13233 canFallDown(player) && move_direction != MV_DOWN &&
13234 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13235 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13237 if (player_can_move &&
13238 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13240 int sound_element = SND_ELEMENT(element);
13241 int sound_action = ACTION_WALKING;
13243 if (IS_RND_GATE(element))
13245 if (!player->key[RND_GATE_NR(element)])
13246 return MP_NO_ACTION;
13248 else if (IS_RND_GATE_GRAY(element))
13250 if (!player->key[RND_GATE_GRAY_NR(element)])
13251 return MP_NO_ACTION;
13253 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13255 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13256 return MP_NO_ACTION;
13258 else if (element == EL_EXIT_OPEN ||
13259 element == EL_EM_EXIT_OPEN ||
13260 element == EL_EM_EXIT_OPENING ||
13261 element == EL_STEEL_EXIT_OPEN ||
13262 element == EL_EM_STEEL_EXIT_OPEN ||
13263 element == EL_EM_STEEL_EXIT_OPENING ||
13264 element == EL_SP_EXIT_OPEN ||
13265 element == EL_SP_EXIT_OPENING)
13267 sound_action = ACTION_PASSING; /* player is passing exit */
13269 else if (element == EL_EMPTY)
13271 sound_action = ACTION_MOVING; /* nothing to walk on */
13274 /* play sound from background or player, whatever is available */
13275 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13276 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13278 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13280 else if (player_can_move &&
13281 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13283 if (!ACCESS_FROM(element, opposite_direction))
13284 return MP_NO_ACTION; /* field not accessible from this direction */
13286 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13287 return MP_NO_ACTION;
13289 if (IS_EM_GATE(element))
13291 if (!player->key[EM_GATE_NR(element)])
13292 return MP_NO_ACTION;
13294 else if (IS_EM_GATE_GRAY(element))
13296 if (!player->key[EM_GATE_GRAY_NR(element)])
13297 return MP_NO_ACTION;
13299 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13301 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13302 return MP_NO_ACTION;
13304 else if (IS_EMC_GATE(element))
13306 if (!player->key[EMC_GATE_NR(element)])
13307 return MP_NO_ACTION;
13309 else if (IS_EMC_GATE_GRAY(element))
13311 if (!player->key[EMC_GATE_GRAY_NR(element)])
13312 return MP_NO_ACTION;
13314 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13316 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13317 return MP_NO_ACTION;
13319 else if (element == EL_DC_GATE_WHITE ||
13320 element == EL_DC_GATE_WHITE_GRAY ||
13321 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13323 if (player->num_white_keys == 0)
13324 return MP_NO_ACTION;
13326 player->num_white_keys--;
13328 else if (IS_SP_PORT(element))
13330 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13331 element == EL_SP_GRAVITY_PORT_RIGHT ||
13332 element == EL_SP_GRAVITY_PORT_UP ||
13333 element == EL_SP_GRAVITY_PORT_DOWN)
13334 player->gravity = !player->gravity;
13335 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13336 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13337 element == EL_SP_GRAVITY_ON_PORT_UP ||
13338 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13339 player->gravity = TRUE;
13340 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13341 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13342 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13343 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13344 player->gravity = FALSE;
13347 /* automatically move to the next field with double speed */
13348 player->programmed_action = move_direction;
13350 if (player->move_delay_reset_counter == 0)
13352 player->move_delay_reset_counter = 2; /* two double speed steps */
13354 DOUBLE_PLAYER_SPEED(player);
13357 PlayLevelSoundAction(x, y, ACTION_PASSING);
13359 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13363 if (mode != DF_SNAP)
13365 GfxElement[x][y] = GFX_ELEMENT(element);
13366 player->is_digging = TRUE;
13369 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13371 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13372 player->index_bit, dig_side);
13374 if (mode == DF_SNAP)
13376 if (level.block_snap_field)
13377 setFieldForSnapping(x, y, element, move_direction);
13379 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13381 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13382 player->index_bit, dig_side);
13385 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13389 if (is_player && mode != DF_SNAP)
13391 GfxElement[x][y] = element;
13392 player->is_collecting = TRUE;
13395 if (element == EL_SPEED_PILL)
13397 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13399 else if (element == EL_EXTRA_TIME && level.time > 0)
13401 TimeLeft += level.extra_time;
13403 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13405 DisplayGameControlValues();
13407 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13409 player->shield_normal_time_left += level.shield_normal_time;
13410 if (element == EL_SHIELD_DEADLY)
13411 player->shield_deadly_time_left += level.shield_deadly_time;
13413 else if (element == EL_DYNAMITE ||
13414 element == EL_EM_DYNAMITE ||
13415 element == EL_SP_DISK_RED)
13417 if (player->inventory_size < MAX_INVENTORY_SIZE)
13418 player->inventory_element[player->inventory_size++] = element;
13420 DrawGameDoorValues();
13422 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13424 player->dynabomb_count++;
13425 player->dynabombs_left++;
13427 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13429 player->dynabomb_size++;
13431 else if (element == EL_DYNABOMB_INCREASE_POWER)
13433 player->dynabomb_xl = TRUE;
13435 else if (IS_KEY(element))
13437 player->key[KEY_NR(element)] = TRUE;
13439 DrawGameDoorValues();
13441 else if (element == EL_DC_KEY_WHITE)
13443 player->num_white_keys++;
13445 /* display white keys? */
13446 /* DrawGameDoorValues(); */
13448 else if (IS_ENVELOPE(element))
13450 player->show_envelope = element;
13452 else if (element == EL_EMC_LENSES)
13454 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13456 RedrawAllInvisibleElementsForLenses();
13458 else if (element == EL_EMC_MAGNIFIER)
13460 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13462 RedrawAllInvisibleElementsForMagnifier();
13464 else if (IS_DROPPABLE(element) ||
13465 IS_THROWABLE(element)) /* can be collected and dropped */
13469 if (collect_count == 0)
13470 player->inventory_infinite_element = element;
13472 for (i = 0; i < collect_count; i++)
13473 if (player->inventory_size < MAX_INVENTORY_SIZE)
13474 player->inventory_element[player->inventory_size++] = element;
13476 DrawGameDoorValues();
13478 else if (collect_count > 0)
13480 local_player->gems_still_needed -= collect_count;
13481 if (local_player->gems_still_needed < 0)
13482 local_player->gems_still_needed = 0;
13484 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13486 DisplayGameControlValues();
13489 RaiseScoreElement(element);
13490 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13493 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13494 player->index_bit, dig_side);
13496 if (mode == DF_SNAP)
13498 if (level.block_snap_field)
13499 setFieldForSnapping(x, y, element, move_direction);
13501 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13503 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13504 player->index_bit, dig_side);
13507 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13509 if (mode == DF_SNAP && element != EL_BD_ROCK)
13510 return MP_NO_ACTION;
13512 if (CAN_FALL(element) && dy)
13513 return MP_NO_ACTION;
13515 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13516 !(element == EL_SPRING && level.use_spring_bug))
13517 return MP_NO_ACTION;
13519 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13520 ((move_direction & MV_VERTICAL &&
13521 ((element_info[element].move_pattern & MV_LEFT &&
13522 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13523 (element_info[element].move_pattern & MV_RIGHT &&
13524 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13525 (move_direction & MV_HORIZONTAL &&
13526 ((element_info[element].move_pattern & MV_UP &&
13527 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13528 (element_info[element].move_pattern & MV_DOWN &&
13529 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13530 return MP_NO_ACTION;
13532 /* do not push elements already moving away faster than player */
13533 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13534 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13535 return MP_NO_ACTION;
13537 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13539 if (player->push_delay_value == -1 || !player_was_pushing)
13540 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13542 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13544 if (player->push_delay_value == -1)
13545 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13547 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13549 if (!player->is_pushing)
13550 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13553 player->is_pushing = TRUE;
13554 player->is_active = TRUE;
13556 if (!(IN_LEV_FIELD(nextx, nexty) &&
13557 (IS_FREE(nextx, nexty) ||
13558 (IS_SB_ELEMENT(element) &&
13559 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13560 (IS_CUSTOM_ELEMENT(element) &&
13561 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13562 return MP_NO_ACTION;
13564 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13565 return MP_NO_ACTION;
13567 if (player->push_delay == -1) /* new pushing; restart delay */
13568 player->push_delay = 0;
13570 if (player->push_delay < player->push_delay_value &&
13571 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13572 element != EL_SPRING && element != EL_BALLOON)
13574 /* make sure that there is no move delay before next try to push */
13575 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13576 player->move_delay = 0;
13578 return MP_NO_ACTION;
13581 if (IS_CUSTOM_ELEMENT(element) &&
13582 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13584 if (!DigFieldByCE(nextx, nexty, element))
13585 return MP_NO_ACTION;
13588 if (IS_SB_ELEMENT(element))
13590 if (element == EL_SOKOBAN_FIELD_FULL)
13592 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13593 local_player->sokobanfields_still_needed++;
13596 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13598 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13599 local_player->sokobanfields_still_needed--;
13602 Feld[x][y] = EL_SOKOBAN_OBJECT;
13604 if (Back[x][y] == Back[nextx][nexty])
13605 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13606 else if (Back[x][y] != 0)
13607 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13610 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13613 if (local_player->sokobanfields_still_needed == 0 &&
13614 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13616 PlayerWins(player);
13618 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13622 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13624 InitMovingField(x, y, move_direction);
13625 GfxAction[x][y] = ACTION_PUSHING;
13627 if (mode == DF_SNAP)
13628 ContinueMoving(x, y);
13630 MovPos[x][y] = (dx != 0 ? dx : dy);
13632 Pushed[x][y] = TRUE;
13633 Pushed[nextx][nexty] = TRUE;
13635 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13636 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13638 player->push_delay_value = -1; /* get new value later */
13640 /* check for element change _after_ element has been pushed */
13641 if (game.use_change_when_pushing_bug)
13643 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
13644 player->index_bit, dig_side);
13645 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
13646 player->index_bit, dig_side);
13649 else if (IS_SWITCHABLE(element))
13651 if (PLAYER_SWITCHING(player, x, y))
13653 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13654 player->index_bit, dig_side);
13659 player->is_switching = TRUE;
13660 player->switch_x = x;
13661 player->switch_y = y;
13663 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13665 if (element == EL_ROBOT_WHEEL)
13667 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
13671 game.robot_wheel_active = TRUE;
13673 TEST_DrawLevelField(x, y);
13675 else if (element == EL_SP_TERMINAL)
13679 SCAN_PLAYFIELD(xx, yy)
13681 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
13683 else if (Feld[xx][yy] == EL_SP_TERMINAL)
13684 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
13687 else if (IS_BELT_SWITCH(element))
13689 ToggleBeltSwitch(x, y);
13691 else if (element == EL_SWITCHGATE_SWITCH_UP ||
13692 element == EL_SWITCHGATE_SWITCH_DOWN ||
13693 element == EL_DC_SWITCHGATE_SWITCH_UP ||
13694 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
13696 ToggleSwitchgateSwitch(x, y);
13698 else if (element == EL_LIGHT_SWITCH ||
13699 element == EL_LIGHT_SWITCH_ACTIVE)
13701 ToggleLightSwitch(x, y);
13703 else if (element == EL_TIMEGATE_SWITCH ||
13704 element == EL_DC_TIMEGATE_SWITCH)
13706 ActivateTimegateSwitch(x, y);
13708 else if (element == EL_BALLOON_SWITCH_LEFT ||
13709 element == EL_BALLOON_SWITCH_RIGHT ||
13710 element == EL_BALLOON_SWITCH_UP ||
13711 element == EL_BALLOON_SWITCH_DOWN ||
13712 element == EL_BALLOON_SWITCH_NONE ||
13713 element == EL_BALLOON_SWITCH_ANY)
13715 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
13716 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
13717 element == EL_BALLOON_SWITCH_UP ? MV_UP :
13718 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
13719 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
13722 else if (element == EL_LAMP)
13724 Feld[x][y] = EL_LAMP_ACTIVE;
13725 local_player->lights_still_needed--;
13727 ResetGfxAnimation(x, y);
13728 TEST_DrawLevelField(x, y);
13730 else if (element == EL_TIME_ORB_FULL)
13732 Feld[x][y] = EL_TIME_ORB_EMPTY;
13734 if (level.time > 0 || level.use_time_orb_bug)
13736 TimeLeft += level.time_orb_time;
13737 game.no_time_limit = FALSE;
13739 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13741 DisplayGameControlValues();
13744 ResetGfxAnimation(x, y);
13745 TEST_DrawLevelField(x, y);
13747 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
13748 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13752 game.ball_state = !game.ball_state;
13754 SCAN_PLAYFIELD(xx, yy)
13756 int e = Feld[xx][yy];
13758 if (game.ball_state)
13760 if (e == EL_EMC_MAGIC_BALL)
13761 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
13762 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
13763 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
13767 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
13768 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
13769 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13770 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
13775 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13776 player->index_bit, dig_side);
13778 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13779 player->index_bit, dig_side);
13781 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13782 player->index_bit, dig_side);
13788 if (!PLAYER_SWITCHING(player, x, y))
13790 player->is_switching = TRUE;
13791 player->switch_x = x;
13792 player->switch_y = y;
13794 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
13795 player->index_bit, dig_side);
13796 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13797 player->index_bit, dig_side);
13799 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
13800 player->index_bit, dig_side);
13801 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13802 player->index_bit, dig_side);
13805 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
13806 player->index_bit, dig_side);
13807 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13808 player->index_bit, dig_side);
13810 return MP_NO_ACTION;
13813 player->push_delay = -1;
13815 if (is_player) /* function can also be called by EL_PENGUIN */
13817 if (Feld[x][y] != element) /* really digged/collected something */
13819 player->is_collecting = !player->is_digging;
13820 player->is_active = TRUE;
13827 static boolean DigFieldByCE(int x, int y, int digging_element)
13829 int element = Feld[x][y];
13831 if (!IS_FREE(x, y))
13833 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
13834 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
13837 /* no element can dig solid indestructible elements */
13838 if (IS_INDESTRUCTIBLE(element) &&
13839 !IS_DIGGABLE(element) &&
13840 !IS_COLLECTIBLE(element))
13843 if (AmoebaNr[x][y] &&
13844 (element == EL_AMOEBA_FULL ||
13845 element == EL_BD_AMOEBA ||
13846 element == EL_AMOEBA_GROWING))
13848 AmoebaCnt[AmoebaNr[x][y]]--;
13849 AmoebaCnt2[AmoebaNr[x][y]]--;
13852 if (IS_MOVING(x, y))
13853 RemoveMovingField(x, y);
13857 TEST_DrawLevelField(x, y);
13860 /* if digged element was about to explode, prevent the explosion */
13861 ExplodeField[x][y] = EX_TYPE_NONE;
13863 PlayLevelSoundAction(x, y, action);
13866 Store[x][y] = EL_EMPTY;
13868 /* this makes it possible to leave the removed element again */
13869 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
13870 Store[x][y] = element;
13875 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
13877 int jx = player->jx, jy = player->jy;
13878 int x = jx + dx, y = jy + dy;
13879 int snap_direction = (dx == -1 ? MV_LEFT :
13880 dx == +1 ? MV_RIGHT :
13882 dy == +1 ? MV_DOWN : MV_NONE);
13883 boolean can_continue_snapping = (level.continuous_snapping &&
13884 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
13886 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
13889 if (!player->active || !IN_LEV_FIELD(x, y))
13897 if (player->MovPos == 0)
13898 player->is_pushing = FALSE;
13900 player->is_snapping = FALSE;
13902 if (player->MovPos == 0)
13904 player->is_moving = FALSE;
13905 player->is_digging = FALSE;
13906 player->is_collecting = FALSE;
13912 /* prevent snapping with already pressed snap key when not allowed */
13913 if (player->is_snapping && !can_continue_snapping)
13916 player->MovDir = snap_direction;
13918 if (player->MovPos == 0)
13920 player->is_moving = FALSE;
13921 player->is_digging = FALSE;
13922 player->is_collecting = FALSE;
13925 player->is_dropping = FALSE;
13926 player->is_dropping_pressed = FALSE;
13927 player->drop_pressed_delay = 0;
13929 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
13932 player->is_snapping = TRUE;
13933 player->is_active = TRUE;
13935 if (player->MovPos == 0)
13937 player->is_moving = FALSE;
13938 player->is_digging = FALSE;
13939 player->is_collecting = FALSE;
13942 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
13943 TEST_DrawLevelField(player->last_jx, player->last_jy);
13945 TEST_DrawLevelField(x, y);
13950 static boolean DropElement(struct PlayerInfo *player)
13952 int old_element, new_element;
13953 int dropx = player->jx, dropy = player->jy;
13954 int drop_direction = player->MovDir;
13955 int drop_side = drop_direction;
13956 int drop_element = get_next_dropped_element(player);
13958 player->is_dropping_pressed = TRUE;
13960 /* do not drop an element on top of another element; when holding drop key
13961 pressed without moving, dropped element must move away before the next
13962 element can be dropped (this is especially important if the next element
13963 is dynamite, which can be placed on background for historical reasons) */
13964 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
13967 if (IS_THROWABLE(drop_element))
13969 dropx += GET_DX_FROM_DIR(drop_direction);
13970 dropy += GET_DY_FROM_DIR(drop_direction);
13972 if (!IN_LEV_FIELD(dropx, dropy))
13976 old_element = Feld[dropx][dropy]; /* old element at dropping position */
13977 new_element = drop_element; /* default: no change when dropping */
13979 /* check if player is active, not moving and ready to drop */
13980 if (!player->active || player->MovPos || player->drop_delay > 0)
13983 /* check if player has anything that can be dropped */
13984 if (new_element == EL_UNDEFINED)
13987 /* check if drop key was pressed long enough for EM style dynamite */
13988 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
13991 /* check if anything can be dropped at the current position */
13992 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
13995 /* collected custom elements can only be dropped on empty fields */
13996 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
13999 if (old_element != EL_EMPTY)
14000 Back[dropx][dropy] = old_element; /* store old element on this field */
14002 ResetGfxAnimation(dropx, dropy);
14003 ResetRandomAnimationValue(dropx, dropy);
14005 if (player->inventory_size > 0 ||
14006 player->inventory_infinite_element != EL_UNDEFINED)
14008 if (player->inventory_size > 0)
14010 player->inventory_size--;
14012 DrawGameDoorValues();
14014 if (new_element == EL_DYNAMITE)
14015 new_element = EL_DYNAMITE_ACTIVE;
14016 else if (new_element == EL_EM_DYNAMITE)
14017 new_element = EL_EM_DYNAMITE_ACTIVE;
14018 else if (new_element == EL_SP_DISK_RED)
14019 new_element = EL_SP_DISK_RED_ACTIVE;
14022 Feld[dropx][dropy] = new_element;
14024 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14025 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14026 el2img(Feld[dropx][dropy]), 0);
14028 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14030 /* needed if previous element just changed to "empty" in the last frame */
14031 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14033 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14034 player->index_bit, drop_side);
14035 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14037 player->index_bit, drop_side);
14039 TestIfElementTouchesCustomElement(dropx, dropy);
14041 else /* player is dropping a dyna bomb */
14043 player->dynabombs_left--;
14045 Feld[dropx][dropy] = new_element;
14047 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14048 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14049 el2img(Feld[dropx][dropy]), 0);
14051 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14054 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14055 InitField_WithBug1(dropx, dropy, FALSE);
14057 new_element = Feld[dropx][dropy]; /* element might have changed */
14059 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14060 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14062 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14063 MovDir[dropx][dropy] = drop_direction;
14065 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14067 /* do not cause impact style collision by dropping elements that can fall */
14068 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14071 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14072 player->is_dropping = TRUE;
14074 player->drop_pressed_delay = 0;
14075 player->is_dropping_pressed = FALSE;
14077 player->drop_x = dropx;
14078 player->drop_y = dropy;
14083 /* ------------------------------------------------------------------------- */
14084 /* game sound playing functions */
14085 /* ------------------------------------------------------------------------- */
14087 static int *loop_sound_frame = NULL;
14088 static int *loop_sound_volume = NULL;
14090 void InitPlayLevelSound()
14092 int num_sounds = getSoundListSize();
14094 checked_free(loop_sound_frame);
14095 checked_free(loop_sound_volume);
14097 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14098 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14101 static void PlayLevelSound(int x, int y, int nr)
14103 int sx = SCREENX(x), sy = SCREENY(y);
14104 int volume, stereo_position;
14105 int max_distance = 8;
14106 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14108 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14109 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14112 if (!IN_LEV_FIELD(x, y) ||
14113 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14114 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14117 volume = SOUND_MAX_VOLUME;
14119 if (!IN_SCR_FIELD(sx, sy))
14121 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14122 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14124 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14127 stereo_position = (SOUND_MAX_LEFT +
14128 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14129 (SCR_FIELDX + 2 * max_distance));
14131 if (IS_LOOP_SOUND(nr))
14133 /* This assures that quieter loop sounds do not overwrite louder ones,
14134 while restarting sound volume comparison with each new game frame. */
14136 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14139 loop_sound_volume[nr] = volume;
14140 loop_sound_frame[nr] = FrameCounter;
14143 PlaySoundExt(nr, volume, stereo_position, type);
14146 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14148 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14149 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14150 y < LEVELY(BY1) ? LEVELY(BY1) :
14151 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14155 static void PlayLevelSoundAction(int x, int y, int action)
14157 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14160 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14162 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14164 if (sound_effect != SND_UNDEFINED)
14165 PlayLevelSound(x, y, sound_effect);
14168 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14171 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14173 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14174 PlayLevelSound(x, y, sound_effect);
14177 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14179 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14181 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14182 PlayLevelSound(x, y, sound_effect);
14185 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14187 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14189 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14190 StopSound(sound_effect);
14193 static void PlayLevelMusic()
14195 if (levelset.music[level_nr] != MUS_UNDEFINED)
14196 PlayMusic(levelset.music[level_nr]); /* from config file */
14198 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
14201 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14203 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14204 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14205 int x = xx - 1 - offset;
14206 int y = yy - 1 - offset;
14211 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14215 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14219 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14223 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14227 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14231 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14235 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14238 case SAMPLE_android_clone:
14239 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14242 case SAMPLE_android_move:
14243 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14246 case SAMPLE_spring:
14247 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14251 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14255 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14258 case SAMPLE_eater_eat:
14259 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14263 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14266 case SAMPLE_collect:
14267 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14270 case SAMPLE_diamond:
14271 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14274 case SAMPLE_squash:
14275 /* !!! CHECK THIS !!! */
14277 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14279 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14283 case SAMPLE_wonderfall:
14284 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14288 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14292 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14296 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14300 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14304 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14308 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14311 case SAMPLE_wonder:
14312 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14316 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14319 case SAMPLE_exit_open:
14320 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14323 case SAMPLE_exit_leave:
14324 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14327 case SAMPLE_dynamite:
14328 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14332 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14336 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14340 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14344 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14348 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14352 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14356 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14361 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14363 int element = map_element_SP_to_RND(element_sp);
14364 int action = map_action_SP_to_RND(action_sp);
14365 int offset = (setup.sp_show_border_elements ? 0 : 1);
14366 int x = xx - offset;
14367 int y = yy - offset;
14369 PlayLevelSoundElementAction(x, y, element, action);
14372 void RaiseScore(int value)
14374 local_player->score += value;
14376 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14378 DisplayGameControlValues();
14381 void RaiseScoreElement(int element)
14386 case EL_BD_DIAMOND:
14387 case EL_EMERALD_YELLOW:
14388 case EL_EMERALD_RED:
14389 case EL_EMERALD_PURPLE:
14390 case EL_SP_INFOTRON:
14391 RaiseScore(level.score[SC_EMERALD]);
14394 RaiseScore(level.score[SC_DIAMOND]);
14397 RaiseScore(level.score[SC_CRYSTAL]);
14400 RaiseScore(level.score[SC_PEARL]);
14403 case EL_BD_BUTTERFLY:
14404 case EL_SP_ELECTRON:
14405 RaiseScore(level.score[SC_BUG]);
14408 case EL_BD_FIREFLY:
14409 case EL_SP_SNIKSNAK:
14410 RaiseScore(level.score[SC_SPACESHIP]);
14413 case EL_DARK_YAMYAM:
14414 RaiseScore(level.score[SC_YAMYAM]);
14417 RaiseScore(level.score[SC_ROBOT]);
14420 RaiseScore(level.score[SC_PACMAN]);
14423 RaiseScore(level.score[SC_NUT]);
14426 case EL_EM_DYNAMITE:
14427 case EL_SP_DISK_RED:
14428 case EL_DYNABOMB_INCREASE_NUMBER:
14429 case EL_DYNABOMB_INCREASE_SIZE:
14430 case EL_DYNABOMB_INCREASE_POWER:
14431 RaiseScore(level.score[SC_DYNAMITE]);
14433 case EL_SHIELD_NORMAL:
14434 case EL_SHIELD_DEADLY:
14435 RaiseScore(level.score[SC_SHIELD]);
14437 case EL_EXTRA_TIME:
14438 RaiseScore(level.extra_time_score);
14452 case EL_DC_KEY_WHITE:
14453 RaiseScore(level.score[SC_KEY]);
14456 RaiseScore(element_info[element].collect_score);
14461 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14463 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14465 /* closing door required in case of envelope style request dialogs */
14467 CloseDoor(DOOR_CLOSE_1);
14469 #if defined(NETWORK_AVALIABLE)
14470 if (options.network)
14471 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14477 FadeSkipNextFadeIn();
14479 game_status = GAME_MODE_MAIN;
14485 game_status = GAME_MODE_MAIN;
14491 else /* continue playing the game */
14493 if (tape.playing && tape.deactivate_display)
14494 TapeDeactivateDisplayOff(TRUE);
14496 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14498 if (tape.playing && tape.deactivate_display)
14499 TapeDeactivateDisplayOn();
14503 void RequestQuitGame(boolean ask_if_really_quit)
14505 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14506 boolean skip_request = AllPlayersGone || quick_quit;
14508 RequestQuitGameExt(skip_request, quick_quit,
14509 "Do you really want to quit the game?");
14513 /* ------------------------------------------------------------------------- */
14514 /* random generator functions */
14515 /* ------------------------------------------------------------------------- */
14517 unsigned int InitEngineRandom_RND(int seed)
14519 game.num_random_calls = 0;
14521 return InitEngineRandom(seed);
14524 unsigned int RND(int max)
14528 game.num_random_calls++;
14530 return GetEngineRandom(max);
14537 /* ------------------------------------------------------------------------- */
14538 /* game engine snapshot handling functions */
14539 /* ------------------------------------------------------------------------- */
14541 struct EngineSnapshotInfo
14543 /* runtime values for custom element collect score */
14544 int collect_score[NUM_CUSTOM_ELEMENTS];
14546 /* runtime values for group element choice position */
14547 int choice_pos[NUM_GROUP_ELEMENTS];
14549 /* runtime values for belt position animations */
14550 int belt_graphic[4][NUM_BELT_PARTS];
14551 int belt_anim_mode[4][NUM_BELT_PARTS];
14554 static struct EngineSnapshotInfo engine_snapshot_rnd;
14555 static char *snapshot_level_identifier = NULL;
14556 static int snapshot_level_nr = -1;
14558 static void SaveEngineSnapshotValues_RND()
14560 static int belt_base_active_element[4] =
14562 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
14563 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
14564 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
14565 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
14569 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14571 int element = EL_CUSTOM_START + i;
14573 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
14576 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14578 int element = EL_GROUP_START + i;
14580 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
14583 for (i = 0; i < 4; i++)
14585 for (j = 0; j < NUM_BELT_PARTS; j++)
14587 int element = belt_base_active_element[i] + j;
14588 int graphic = el2img(element);
14589 int anim_mode = graphic_info[graphic].anim_mode;
14591 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
14592 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
14597 static void LoadEngineSnapshotValues_RND()
14599 unsigned int num_random_calls = game.num_random_calls;
14602 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14604 int element = EL_CUSTOM_START + i;
14606 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
14609 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14611 int element = EL_GROUP_START + i;
14613 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
14616 for (i = 0; i < 4; i++)
14618 for (j = 0; j < NUM_BELT_PARTS; j++)
14620 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
14621 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
14623 graphic_info[graphic].anim_mode = anim_mode;
14627 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14629 InitRND(tape.random_seed);
14630 for (i = 0; i < num_random_calls; i++)
14634 if (game.num_random_calls != num_random_calls)
14636 Error(ERR_INFO, "number of random calls out of sync");
14637 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
14638 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
14639 Error(ERR_EXIT, "this should not happen -- please debug");
14643 void FreeEngineSnapshotSingle()
14645 FreeSnapshotSingle();
14647 setString(&snapshot_level_identifier, NULL);
14648 snapshot_level_nr = -1;
14651 void FreeEngineSnapshotList()
14653 FreeSnapshotList();
14656 ListNode *SaveEngineSnapshotBuffers()
14658 ListNode *buffers = NULL;
14660 /* copy some special values to a structure better suited for the snapshot */
14662 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14663 SaveEngineSnapshotValues_RND();
14664 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14665 SaveEngineSnapshotValues_EM();
14666 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14667 SaveEngineSnapshotValues_SP(&buffers);
14669 /* save values stored in special snapshot structure */
14671 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14672 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
14673 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14674 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
14675 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14676 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
14678 /* save further RND engine values */
14680 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
14681 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
14682 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
14684 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
14685 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
14686 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
14687 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
14689 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
14690 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
14691 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
14692 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
14693 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
14695 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
14696 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
14697 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
14699 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
14701 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
14703 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
14704 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
14706 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
14707 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
14708 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
14709 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
14710 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
14711 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
14712 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
14713 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
14714 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
14715 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
14716 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
14717 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
14718 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
14719 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
14720 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
14721 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
14722 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
14723 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
14725 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
14726 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
14728 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
14729 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
14730 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
14732 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
14733 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
14735 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
14736 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
14737 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
14738 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
14739 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
14741 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
14742 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
14745 ListNode *node = engine_snapshot_list_rnd;
14748 while (node != NULL)
14750 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
14755 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
14761 void SaveEngineSnapshotSingle()
14763 ListNode *buffers = SaveEngineSnapshotBuffers();
14765 /* finally save all snapshot buffers to single snapshot */
14766 SaveSnapshotSingle(buffers);
14768 /* save level identification information */
14769 setString(&snapshot_level_identifier, leveldir_current->identifier);
14770 snapshot_level_nr = level_nr;
14773 static boolean SaveEngineSnapshotToListExt(boolean initial_snapshot)
14775 boolean save_snapshot =
14776 (initial_snapshot ||
14777 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
14778 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
14779 game.snapshot.changed_action));
14781 game.snapshot.changed_action = FALSE;
14783 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
14784 tape.quick_resume ||
14788 ListNode *buffers = SaveEngineSnapshotBuffers();
14790 /* finally save all snapshot buffers to snapshot list */
14791 SaveSnapshotToList(buffers);
14796 boolean SaveEngineSnapshotToList()
14798 return SaveEngineSnapshotToListExt(FALSE);
14801 void SaveEngineSnapshotToListInitial()
14803 FreeEngineSnapshotList();
14805 SaveEngineSnapshotToListExt(TRUE);
14808 void LoadEngineSnapshotValues()
14810 /* restore special values from snapshot structure */
14812 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14813 LoadEngineSnapshotValues_RND();
14814 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14815 LoadEngineSnapshotValues_EM();
14816 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14817 LoadEngineSnapshotValues_SP();
14820 void LoadEngineSnapshotSingle()
14822 LoadSnapshotSingle();
14824 LoadEngineSnapshotValues();
14827 void LoadEngineSnapshot_Undo(int steps)
14829 LoadSnapshotFromList_Older(steps);
14831 LoadEngineSnapshotValues();
14834 void LoadEngineSnapshot_Redo(int steps)
14836 LoadSnapshotFromList_Newer(steps);
14838 LoadEngineSnapshotValues();
14841 boolean CheckEngineSnapshotSingle()
14843 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
14844 snapshot_level_nr == level_nr);
14847 boolean CheckEngineSnapshotList()
14849 return CheckSnapshotList();
14853 /* ---------- new game button stuff ---------------------------------------- */
14861 } gamebutton_info[NUM_GAME_BUTTONS] =
14864 IMG_GAME_BUTTON_GFX_STOP, &game.button.stop,
14865 GAME_CTRL_ID_STOP, "stop game"
14868 IMG_GAME_BUTTON_GFX_PAUSE, &game.button.pause,
14869 GAME_CTRL_ID_PAUSE, "pause game"
14872 IMG_GAME_BUTTON_GFX_PLAY, &game.button.play,
14873 GAME_CTRL_ID_PLAY, "play game"
14876 IMG_GAME_BUTTON_GFX_UNDO, &game.button.undo,
14877 GAME_CTRL_ID_UNDO, "undo step"
14880 IMG_GAME_BUTTON_GFX_REDO, &game.button.redo,
14881 GAME_CTRL_ID_REDO, "redo step"
14884 IMG_GAME_BUTTON_GFX_SAVE, &game.button.save,
14885 GAME_CTRL_ID_SAVE, "save game"
14888 IMG_GAME_BUTTON_GFX_PAUSE2, &game.button.pause2,
14889 GAME_CTRL_ID_PAUSE2, "pause game"
14892 IMG_GAME_BUTTON_GFX_LOAD, &game.button.load,
14893 GAME_CTRL_ID_LOAD, "load game"
14896 IMG_GAME_BUTTON_GFX_SOUND_MUSIC, &game.button.sound_music,
14897 SOUND_CTRL_ID_MUSIC, "background music on/off"
14900 IMG_GAME_BUTTON_GFX_SOUND_LOOPS, &game.button.sound_loops,
14901 SOUND_CTRL_ID_LOOPS, "sound loops on/off"
14904 IMG_GAME_BUTTON_GFX_SOUND_SIMPLE, &game.button.sound_simple,
14905 SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
14909 void CreateGameButtons()
14913 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14915 struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
14916 struct XY *pos = gamebutton_info[i].pos;
14917 struct GadgetInfo *gi;
14920 unsigned int event_mask;
14921 int base_x = (tape.show_game_buttons ? VX : DX);
14922 int base_y = (tape.show_game_buttons ? VY : DY);
14923 int gd_x = gfx->src_x;
14924 int gd_y = gfx->src_y;
14925 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
14926 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
14927 int gd_xa = gfx->src_x + gfx->active_xoffset;
14928 int gd_ya = gfx->src_y + gfx->active_yoffset;
14929 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
14930 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
14933 if (gfx->bitmap == NULL)
14935 game_gadget[id] = NULL;
14940 if (id == GAME_CTRL_ID_STOP ||
14941 id == GAME_CTRL_ID_PLAY ||
14942 id == GAME_CTRL_ID_SAVE ||
14943 id == GAME_CTRL_ID_LOAD)
14945 button_type = GD_TYPE_NORMAL_BUTTON;
14947 event_mask = GD_EVENT_RELEASED;
14949 else if (id == GAME_CTRL_ID_UNDO ||
14950 id == GAME_CTRL_ID_REDO)
14952 button_type = GD_TYPE_NORMAL_BUTTON;
14954 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
14958 button_type = GD_TYPE_CHECK_BUTTON;
14960 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
14961 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
14962 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
14963 event_mask = GD_EVENT_PRESSED;
14966 gi = CreateGadget(GDI_CUSTOM_ID, id,
14967 GDI_INFO_TEXT, gamebutton_info[i].infotext,
14968 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
14969 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
14970 GDI_WIDTH, gfx->width,
14971 GDI_HEIGHT, gfx->height,
14972 GDI_TYPE, button_type,
14973 GDI_STATE, GD_BUTTON_UNPRESSED,
14974 GDI_CHECKED, checked,
14975 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
14976 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
14977 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
14978 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
14979 GDI_DIRECT_DRAW, FALSE,
14980 GDI_EVENT_MASK, event_mask,
14981 GDI_CALLBACK_ACTION, HandleGameButtons,
14985 Error(ERR_EXIT, "cannot create gadget");
14987 game_gadget[id] = gi;
14991 void FreeGameButtons()
14995 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14996 FreeGadget(game_gadget[i]);
14999 static void MapGameButtonsAtSamePosition(int id)
15003 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15005 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15006 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15007 MapGadget(game_gadget[i]);
15010 static void UnmapGameButtonsAtSamePosition(int id)
15014 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15016 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15017 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15018 UnmapGadget(game_gadget[i]);
15021 void MapUndoRedoButtons()
15023 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15024 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15026 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15027 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15030 void UnmapUndoRedoButtons()
15032 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15033 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15035 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15036 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15039 void MapGameButtons()
15043 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15044 if (i != GAME_CTRL_ID_UNDO &&
15045 i != GAME_CTRL_ID_REDO)
15046 MapGadget(game_gadget[i]);
15048 if (setup.show_snapshot_buttons)
15050 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15051 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15052 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15056 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15057 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15058 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15061 RedrawGameButtons();
15064 void UnmapGameButtons()
15068 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15069 UnmapGadget(game_gadget[i]);
15072 void RedrawGameButtons()
15076 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15077 RedrawGadget(game_gadget[i]);
15079 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15080 redraw_mask &= ~REDRAW_ALL;
15083 void GameUndoRedoExt()
15085 ClearPlayerAction();
15087 tape.pausing = TRUE;
15090 UpdateAndDisplayGameControlValues();
15092 DrawCompleteVideoDisplay();
15093 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15094 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15095 DrawVideoDisplay((tape.single_step ? VIDEO_STATE_1STEP_ON :
15096 VIDEO_STATE_1STEP_OFF), 0);
15101 void GameUndo(int steps)
15103 if (!CheckEngineSnapshotList())
15106 LoadEngineSnapshot_Undo(steps);
15111 void GameRedo(int steps)
15113 if (!CheckEngineSnapshotList())
15116 LoadEngineSnapshot_Redo(steps);
15121 static void HandleGameButtonsExt(int id, int button)
15123 int steps = BUTTON_STEPSIZE(button);
15124 boolean handle_game_buttons =
15125 (game_status == GAME_MODE_PLAYING ||
15126 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15128 if (!handle_game_buttons)
15133 case GAME_CTRL_ID_STOP:
15134 if (game_status == GAME_MODE_MAIN)
15140 RequestQuitGame(TRUE);
15144 case GAME_CTRL_ID_PAUSE:
15145 case GAME_CTRL_ID_PAUSE2:
15146 if (options.network && game_status == GAME_MODE_PLAYING)
15148 #if defined(NETWORK_AVALIABLE)
15150 SendToServer_ContinuePlaying();
15152 SendToServer_PausePlaying();
15156 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15159 case GAME_CTRL_ID_PLAY:
15160 if (game_status == GAME_MODE_MAIN)
15162 StartGameActions(options.network, setup.autorecord, level.random_seed);
15164 else if (tape.pausing)
15166 #if defined(NETWORK_AVALIABLE)
15167 if (options.network)
15168 SendToServer_ContinuePlaying();
15171 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15175 case GAME_CTRL_ID_UNDO:
15179 case GAME_CTRL_ID_REDO:
15183 case GAME_CTRL_ID_SAVE:
15187 case GAME_CTRL_ID_LOAD:
15191 case SOUND_CTRL_ID_MUSIC:
15192 if (setup.sound_music)
15194 setup.sound_music = FALSE;
15198 else if (audio.music_available)
15200 setup.sound = setup.sound_music = TRUE;
15202 SetAudioMode(setup.sound);
15208 case SOUND_CTRL_ID_LOOPS:
15209 if (setup.sound_loops)
15210 setup.sound_loops = FALSE;
15211 else if (audio.loops_available)
15213 setup.sound = setup.sound_loops = TRUE;
15215 SetAudioMode(setup.sound);
15219 case SOUND_CTRL_ID_SIMPLE:
15220 if (setup.sound_simple)
15221 setup.sound_simple = FALSE;
15222 else if (audio.sound_available)
15224 setup.sound = setup.sound_simple = TRUE;
15226 SetAudioMode(setup.sound);
15235 static void HandleGameButtons(struct GadgetInfo *gi)
15237 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15240 void HandleSoundButtonKeys(Key key)
15243 if (key == setup.shortcut.sound_simple)
15244 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15245 else if (key == setup.shortcut.sound_loops)
15246 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15247 else if (key == setup.shortcut.sound_music)
15248 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);