1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
25 #define DEBUG_INIT_PLAYER 1
26 #define DEBUG_PLAYER_ACTIONS 0
28 /* EXPERIMENTAL STUFF */
29 #define USE_NEW_AMOEBA_CODE FALSE
31 /* EXPERIMENTAL STUFF */
32 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
33 #define USE_QUICKSAND_IMPACT_BUGFIX 0
34 #define USE_DELAYED_GFX_REDRAW 0
35 #define USE_NEW_PLAYER_ASSIGNMENTS 1
37 #if USE_DELAYED_GFX_REDRAW
38 #define TEST_DrawLevelField(x, y) \
39 GfxRedraw[x][y] |= GFX_REDRAW_TILE
40 #define TEST_DrawLevelFieldCrumbled(x, y) \
41 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
42 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
43 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
44 #define TEST_DrawTwinkleOnField(x, y) \
45 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
47 #define TEST_DrawLevelField(x, y) \
49 #define TEST_DrawLevelFieldCrumbled(x, y) \
50 DrawLevelFieldCrumbled(x, y)
51 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
52 DrawLevelFieldCrumbledNeighbours(x, y)
53 #define TEST_DrawTwinkleOnField(x, y) \
54 DrawTwinkleOnField(x, y)
63 /* for MovePlayer() */
64 #define MP_NO_ACTION 0
67 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
69 /* for ScrollPlayer() */
71 #define SCROLL_GO_ON 1
73 /* for Bang()/Explode() */
74 #define EX_PHASE_START 0
75 #define EX_TYPE_NONE 0
76 #define EX_TYPE_NORMAL (1 << 0)
77 #define EX_TYPE_CENTER (1 << 1)
78 #define EX_TYPE_BORDER (1 << 2)
79 #define EX_TYPE_CROSS (1 << 3)
80 #define EX_TYPE_DYNA (1 << 4)
81 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
83 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
84 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
85 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
86 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
88 /* game panel display and control definitions */
89 #define GAME_PANEL_LEVEL_NUMBER 0
90 #define GAME_PANEL_GEMS 1
91 #define GAME_PANEL_INVENTORY_COUNT 2
92 #define GAME_PANEL_INVENTORY_FIRST_1 3
93 #define GAME_PANEL_INVENTORY_FIRST_2 4
94 #define GAME_PANEL_INVENTORY_FIRST_3 5
95 #define GAME_PANEL_INVENTORY_FIRST_4 6
96 #define GAME_PANEL_INVENTORY_FIRST_5 7
97 #define GAME_PANEL_INVENTORY_FIRST_6 8
98 #define GAME_PANEL_INVENTORY_FIRST_7 9
99 #define GAME_PANEL_INVENTORY_FIRST_8 10
100 #define GAME_PANEL_INVENTORY_LAST_1 11
101 #define GAME_PANEL_INVENTORY_LAST_2 12
102 #define GAME_PANEL_INVENTORY_LAST_3 13
103 #define GAME_PANEL_INVENTORY_LAST_4 14
104 #define GAME_PANEL_INVENTORY_LAST_5 15
105 #define GAME_PANEL_INVENTORY_LAST_6 16
106 #define GAME_PANEL_INVENTORY_LAST_7 17
107 #define GAME_PANEL_INVENTORY_LAST_8 18
108 #define GAME_PANEL_KEY_1 19
109 #define GAME_PANEL_KEY_2 20
110 #define GAME_PANEL_KEY_3 21
111 #define GAME_PANEL_KEY_4 22
112 #define GAME_PANEL_KEY_5 23
113 #define GAME_PANEL_KEY_6 24
114 #define GAME_PANEL_KEY_7 25
115 #define GAME_PANEL_KEY_8 26
116 #define GAME_PANEL_KEY_WHITE 27
117 #define GAME_PANEL_KEY_WHITE_COUNT 28
118 #define GAME_PANEL_SCORE 29
119 #define GAME_PANEL_HIGHSCORE 30
120 #define GAME_PANEL_TIME 31
121 #define GAME_PANEL_TIME_HH 32
122 #define GAME_PANEL_TIME_MM 33
123 #define GAME_PANEL_TIME_SS 34
124 #define GAME_PANEL_FRAME 35
125 #define GAME_PANEL_SHIELD_NORMAL 36
126 #define GAME_PANEL_SHIELD_NORMAL_TIME 37
127 #define GAME_PANEL_SHIELD_DEADLY 38
128 #define GAME_PANEL_SHIELD_DEADLY_TIME 39
129 #define GAME_PANEL_EXIT 40
130 #define GAME_PANEL_EMC_MAGIC_BALL 41
131 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 42
132 #define GAME_PANEL_LIGHT_SWITCH 43
133 #define GAME_PANEL_LIGHT_SWITCH_TIME 44
134 #define GAME_PANEL_TIMEGATE_SWITCH 45
135 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 46
136 #define GAME_PANEL_SWITCHGATE_SWITCH 47
137 #define GAME_PANEL_EMC_LENSES 48
138 #define GAME_PANEL_EMC_LENSES_TIME 49
139 #define GAME_PANEL_EMC_MAGNIFIER 50
140 #define GAME_PANEL_EMC_MAGNIFIER_TIME 51
141 #define GAME_PANEL_BALLOON_SWITCH 52
142 #define GAME_PANEL_DYNABOMB_NUMBER 53
143 #define GAME_PANEL_DYNABOMB_SIZE 54
144 #define GAME_PANEL_DYNABOMB_POWER 55
145 #define GAME_PANEL_PENGUINS 56
146 #define GAME_PANEL_SOKOBAN_OBJECTS 57
147 #define GAME_PANEL_SOKOBAN_FIELDS 58
148 #define GAME_PANEL_ROBOT_WHEEL 59
149 #define GAME_PANEL_CONVEYOR_BELT_1 60
150 #define GAME_PANEL_CONVEYOR_BELT_2 61
151 #define GAME_PANEL_CONVEYOR_BELT_3 62
152 #define GAME_PANEL_CONVEYOR_BELT_4 63
153 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 64
154 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 65
155 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 66
156 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 67
157 #define GAME_PANEL_MAGIC_WALL 68
158 #define GAME_PANEL_MAGIC_WALL_TIME 69
159 #define GAME_PANEL_GRAVITY_STATE 70
160 #define GAME_PANEL_GRAPHIC_1 71
161 #define GAME_PANEL_GRAPHIC_2 72
162 #define GAME_PANEL_GRAPHIC_3 73
163 #define GAME_PANEL_GRAPHIC_4 74
164 #define GAME_PANEL_GRAPHIC_5 75
165 #define GAME_PANEL_GRAPHIC_6 76
166 #define GAME_PANEL_GRAPHIC_7 77
167 #define GAME_PANEL_GRAPHIC_8 78
168 #define GAME_PANEL_ELEMENT_1 79
169 #define GAME_PANEL_ELEMENT_2 80
170 #define GAME_PANEL_ELEMENT_3 81
171 #define GAME_PANEL_ELEMENT_4 82
172 #define GAME_PANEL_ELEMENT_5 83
173 #define GAME_PANEL_ELEMENT_6 84
174 #define GAME_PANEL_ELEMENT_7 85
175 #define GAME_PANEL_ELEMENT_8 86
176 #define GAME_PANEL_ELEMENT_COUNT_1 87
177 #define GAME_PANEL_ELEMENT_COUNT_2 88
178 #define GAME_PANEL_ELEMENT_COUNT_3 89
179 #define GAME_PANEL_ELEMENT_COUNT_4 90
180 #define GAME_PANEL_ELEMENT_COUNT_5 91
181 #define GAME_PANEL_ELEMENT_COUNT_6 92
182 #define GAME_PANEL_ELEMENT_COUNT_7 93
183 #define GAME_PANEL_ELEMENT_COUNT_8 94
184 #define GAME_PANEL_CE_SCORE_1 95
185 #define GAME_PANEL_CE_SCORE_2 96
186 #define GAME_PANEL_CE_SCORE_3 97
187 #define GAME_PANEL_CE_SCORE_4 98
188 #define GAME_PANEL_CE_SCORE_5 99
189 #define GAME_PANEL_CE_SCORE_6 100
190 #define GAME_PANEL_CE_SCORE_7 101
191 #define GAME_PANEL_CE_SCORE_8 102
192 #define GAME_PANEL_CE_SCORE_1_ELEMENT 103
193 #define GAME_PANEL_CE_SCORE_2_ELEMENT 104
194 #define GAME_PANEL_CE_SCORE_3_ELEMENT 105
195 #define GAME_PANEL_CE_SCORE_4_ELEMENT 106
196 #define GAME_PANEL_CE_SCORE_5_ELEMENT 107
197 #define GAME_PANEL_CE_SCORE_6_ELEMENT 108
198 #define GAME_PANEL_CE_SCORE_7_ELEMENT 109
199 #define GAME_PANEL_CE_SCORE_8_ELEMENT 110
200 #define GAME_PANEL_PLAYER_NAME 111
201 #define GAME_PANEL_LEVEL_NAME 112
202 #define GAME_PANEL_LEVEL_AUTHOR 113
204 #define NUM_GAME_PANEL_CONTROLS 114
206 struct GamePanelOrderInfo
212 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
214 struct GamePanelControlInfo
218 struct TextPosInfo *pos;
221 int value, last_value;
222 int frame, last_frame;
227 static struct GamePanelControlInfo game_panel_controls[] =
230 GAME_PANEL_LEVEL_NUMBER,
231 &game.panel.level_number,
240 GAME_PANEL_INVENTORY_COUNT,
241 &game.panel.inventory_count,
245 GAME_PANEL_INVENTORY_FIRST_1,
246 &game.panel.inventory_first[0],
250 GAME_PANEL_INVENTORY_FIRST_2,
251 &game.panel.inventory_first[1],
255 GAME_PANEL_INVENTORY_FIRST_3,
256 &game.panel.inventory_first[2],
260 GAME_PANEL_INVENTORY_FIRST_4,
261 &game.panel.inventory_first[3],
265 GAME_PANEL_INVENTORY_FIRST_5,
266 &game.panel.inventory_first[4],
270 GAME_PANEL_INVENTORY_FIRST_6,
271 &game.panel.inventory_first[5],
275 GAME_PANEL_INVENTORY_FIRST_7,
276 &game.panel.inventory_first[6],
280 GAME_PANEL_INVENTORY_FIRST_8,
281 &game.panel.inventory_first[7],
285 GAME_PANEL_INVENTORY_LAST_1,
286 &game.panel.inventory_last[0],
290 GAME_PANEL_INVENTORY_LAST_2,
291 &game.panel.inventory_last[1],
295 GAME_PANEL_INVENTORY_LAST_3,
296 &game.panel.inventory_last[2],
300 GAME_PANEL_INVENTORY_LAST_4,
301 &game.panel.inventory_last[3],
305 GAME_PANEL_INVENTORY_LAST_5,
306 &game.panel.inventory_last[4],
310 GAME_PANEL_INVENTORY_LAST_6,
311 &game.panel.inventory_last[5],
315 GAME_PANEL_INVENTORY_LAST_7,
316 &game.panel.inventory_last[6],
320 GAME_PANEL_INVENTORY_LAST_8,
321 &game.panel.inventory_last[7],
365 GAME_PANEL_KEY_WHITE,
366 &game.panel.key_white,
370 GAME_PANEL_KEY_WHITE_COUNT,
371 &game.panel.key_white_count,
380 GAME_PANEL_HIGHSCORE,
381 &game.panel.highscore,
410 GAME_PANEL_SHIELD_NORMAL,
411 &game.panel.shield_normal,
415 GAME_PANEL_SHIELD_NORMAL_TIME,
416 &game.panel.shield_normal_time,
420 GAME_PANEL_SHIELD_DEADLY,
421 &game.panel.shield_deadly,
425 GAME_PANEL_SHIELD_DEADLY_TIME,
426 &game.panel.shield_deadly_time,
435 GAME_PANEL_EMC_MAGIC_BALL,
436 &game.panel.emc_magic_ball,
440 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
441 &game.panel.emc_magic_ball_switch,
445 GAME_PANEL_LIGHT_SWITCH,
446 &game.panel.light_switch,
450 GAME_PANEL_LIGHT_SWITCH_TIME,
451 &game.panel.light_switch_time,
455 GAME_PANEL_TIMEGATE_SWITCH,
456 &game.panel.timegate_switch,
460 GAME_PANEL_TIMEGATE_SWITCH_TIME,
461 &game.panel.timegate_switch_time,
465 GAME_PANEL_SWITCHGATE_SWITCH,
466 &game.panel.switchgate_switch,
470 GAME_PANEL_EMC_LENSES,
471 &game.panel.emc_lenses,
475 GAME_PANEL_EMC_LENSES_TIME,
476 &game.panel.emc_lenses_time,
480 GAME_PANEL_EMC_MAGNIFIER,
481 &game.panel.emc_magnifier,
485 GAME_PANEL_EMC_MAGNIFIER_TIME,
486 &game.panel.emc_magnifier_time,
490 GAME_PANEL_BALLOON_SWITCH,
491 &game.panel.balloon_switch,
495 GAME_PANEL_DYNABOMB_NUMBER,
496 &game.panel.dynabomb_number,
500 GAME_PANEL_DYNABOMB_SIZE,
501 &game.panel.dynabomb_size,
505 GAME_PANEL_DYNABOMB_POWER,
506 &game.panel.dynabomb_power,
511 &game.panel.penguins,
515 GAME_PANEL_SOKOBAN_OBJECTS,
516 &game.panel.sokoban_objects,
520 GAME_PANEL_SOKOBAN_FIELDS,
521 &game.panel.sokoban_fields,
525 GAME_PANEL_ROBOT_WHEEL,
526 &game.panel.robot_wheel,
530 GAME_PANEL_CONVEYOR_BELT_1,
531 &game.panel.conveyor_belt[0],
535 GAME_PANEL_CONVEYOR_BELT_2,
536 &game.panel.conveyor_belt[1],
540 GAME_PANEL_CONVEYOR_BELT_3,
541 &game.panel.conveyor_belt[2],
545 GAME_PANEL_CONVEYOR_BELT_4,
546 &game.panel.conveyor_belt[3],
550 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
551 &game.panel.conveyor_belt_switch[0],
555 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
556 &game.panel.conveyor_belt_switch[1],
560 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
561 &game.panel.conveyor_belt_switch[2],
565 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
566 &game.panel.conveyor_belt_switch[3],
570 GAME_PANEL_MAGIC_WALL,
571 &game.panel.magic_wall,
575 GAME_PANEL_MAGIC_WALL_TIME,
576 &game.panel.magic_wall_time,
580 GAME_PANEL_GRAVITY_STATE,
581 &game.panel.gravity_state,
585 GAME_PANEL_GRAPHIC_1,
586 &game.panel.graphic[0],
590 GAME_PANEL_GRAPHIC_2,
591 &game.panel.graphic[1],
595 GAME_PANEL_GRAPHIC_3,
596 &game.panel.graphic[2],
600 GAME_PANEL_GRAPHIC_4,
601 &game.panel.graphic[3],
605 GAME_PANEL_GRAPHIC_5,
606 &game.panel.graphic[4],
610 GAME_PANEL_GRAPHIC_6,
611 &game.panel.graphic[5],
615 GAME_PANEL_GRAPHIC_7,
616 &game.panel.graphic[6],
620 GAME_PANEL_GRAPHIC_8,
621 &game.panel.graphic[7],
625 GAME_PANEL_ELEMENT_1,
626 &game.panel.element[0],
630 GAME_PANEL_ELEMENT_2,
631 &game.panel.element[1],
635 GAME_PANEL_ELEMENT_3,
636 &game.panel.element[2],
640 GAME_PANEL_ELEMENT_4,
641 &game.panel.element[3],
645 GAME_PANEL_ELEMENT_5,
646 &game.panel.element[4],
650 GAME_PANEL_ELEMENT_6,
651 &game.panel.element[5],
655 GAME_PANEL_ELEMENT_7,
656 &game.panel.element[6],
660 GAME_PANEL_ELEMENT_8,
661 &game.panel.element[7],
665 GAME_PANEL_ELEMENT_COUNT_1,
666 &game.panel.element_count[0],
670 GAME_PANEL_ELEMENT_COUNT_2,
671 &game.panel.element_count[1],
675 GAME_PANEL_ELEMENT_COUNT_3,
676 &game.panel.element_count[2],
680 GAME_PANEL_ELEMENT_COUNT_4,
681 &game.panel.element_count[3],
685 GAME_PANEL_ELEMENT_COUNT_5,
686 &game.panel.element_count[4],
690 GAME_PANEL_ELEMENT_COUNT_6,
691 &game.panel.element_count[5],
695 GAME_PANEL_ELEMENT_COUNT_7,
696 &game.panel.element_count[6],
700 GAME_PANEL_ELEMENT_COUNT_8,
701 &game.panel.element_count[7],
705 GAME_PANEL_CE_SCORE_1,
706 &game.panel.ce_score[0],
710 GAME_PANEL_CE_SCORE_2,
711 &game.panel.ce_score[1],
715 GAME_PANEL_CE_SCORE_3,
716 &game.panel.ce_score[2],
720 GAME_PANEL_CE_SCORE_4,
721 &game.panel.ce_score[3],
725 GAME_PANEL_CE_SCORE_5,
726 &game.panel.ce_score[4],
730 GAME_PANEL_CE_SCORE_6,
731 &game.panel.ce_score[5],
735 GAME_PANEL_CE_SCORE_7,
736 &game.panel.ce_score[6],
740 GAME_PANEL_CE_SCORE_8,
741 &game.panel.ce_score[7],
745 GAME_PANEL_CE_SCORE_1_ELEMENT,
746 &game.panel.ce_score_element[0],
750 GAME_PANEL_CE_SCORE_2_ELEMENT,
751 &game.panel.ce_score_element[1],
755 GAME_PANEL_CE_SCORE_3_ELEMENT,
756 &game.panel.ce_score_element[2],
760 GAME_PANEL_CE_SCORE_4_ELEMENT,
761 &game.panel.ce_score_element[3],
765 GAME_PANEL_CE_SCORE_5_ELEMENT,
766 &game.panel.ce_score_element[4],
770 GAME_PANEL_CE_SCORE_6_ELEMENT,
771 &game.panel.ce_score_element[5],
775 GAME_PANEL_CE_SCORE_7_ELEMENT,
776 &game.panel.ce_score_element[6],
780 GAME_PANEL_CE_SCORE_8_ELEMENT,
781 &game.panel.ce_score_element[7],
785 GAME_PANEL_PLAYER_NAME,
786 &game.panel.player_name,
790 GAME_PANEL_LEVEL_NAME,
791 &game.panel.level_name,
795 GAME_PANEL_LEVEL_AUTHOR,
796 &game.panel.level_author,
807 /* values for delayed check of falling and moving elements and for collision */
808 #define CHECK_DELAY_MOVING 3
809 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
810 #define CHECK_DELAY_COLLISION 2
811 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
813 /* values for initial player move delay (initial delay counter value) */
814 #define INITIAL_MOVE_DELAY_OFF -1
815 #define INITIAL_MOVE_DELAY_ON 0
817 /* values for player movement speed (which is in fact a delay value) */
818 #define MOVE_DELAY_MIN_SPEED 32
819 #define MOVE_DELAY_NORMAL_SPEED 8
820 #define MOVE_DELAY_HIGH_SPEED 4
821 #define MOVE_DELAY_MAX_SPEED 1
823 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
824 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
826 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
827 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
829 /* values for other actions */
830 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
831 #define MOVE_STEPSIZE_MIN (1)
832 #define MOVE_STEPSIZE_MAX (TILEX)
834 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
835 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
837 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
839 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
840 RND(element_info[e].push_delay_random))
841 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
842 RND(element_info[e].drop_delay_random))
843 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
844 RND(element_info[e].move_delay_random))
845 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
846 (element_info[e].move_delay_random))
847 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
848 RND(element_info[e].ce_value_random_initial))
849 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
850 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
851 RND((c)->delay_random * (c)->delay_frames))
852 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
853 RND((c)->delay_random))
856 #define GET_VALID_RUNTIME_ELEMENT(e) \
857 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
859 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
860 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
861 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
862 (be) + (e) - EL_SELF)
864 #define GET_PLAYER_FROM_BITS(p) \
865 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
867 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
868 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
869 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
870 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
871 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
872 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
873 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
874 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
875 RESOLVED_REFERENCE_ELEMENT(be, e) : \
878 #define CAN_GROW_INTO(e) \
879 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
881 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
882 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
885 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
886 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
887 (CAN_MOVE_INTO_ACID(e) && \
888 Feld[x][y] == EL_ACID) || \
891 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
892 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
893 (CAN_MOVE_INTO_ACID(e) && \
894 Feld[x][y] == EL_ACID) || \
897 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
898 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
900 (CAN_MOVE_INTO_ACID(e) && \
901 Feld[x][y] == EL_ACID) || \
902 (DONT_COLLIDE_WITH(e) && \
904 !PLAYER_ENEMY_PROTECTED(x, y))))
906 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
907 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
909 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
910 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
912 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
913 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
915 #define ANDROID_CAN_CLONE_FIELD(x, y) \
916 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
917 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
919 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
920 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
922 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
923 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
925 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
926 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
928 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
929 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
931 #define PIG_CAN_ENTER_FIELD(e, x, y) \
932 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
934 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
935 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
936 Feld[x][y] == EL_EM_EXIT_OPEN || \
937 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
938 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
939 IS_FOOD_PENGUIN(Feld[x][y])))
940 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
941 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
943 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
944 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
946 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
947 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
949 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
950 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
951 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
953 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
955 #define CE_ENTER_FIELD_COND(e, x, y) \
956 (!IS_PLAYER(x, y) && \
957 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
959 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
960 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
962 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
963 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
965 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
966 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
967 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
968 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
970 /* game button identifiers */
971 #define GAME_CTRL_ID_STOP 0
972 #define GAME_CTRL_ID_PAUSE 1
973 #define GAME_CTRL_ID_PLAY 2
974 #define GAME_CTRL_ID_UNDO 3
975 #define GAME_CTRL_ID_REDO 4
976 #define GAME_CTRL_ID_SAVE 5
977 #define GAME_CTRL_ID_PAUSE2 6
978 #define GAME_CTRL_ID_LOAD 7
979 #define SOUND_CTRL_ID_MUSIC 8
980 #define SOUND_CTRL_ID_LOOPS 9
981 #define SOUND_CTRL_ID_SIMPLE 10
983 #define NUM_GAME_BUTTONS 11
986 /* forward declaration for internal use */
988 static void CreateField(int, int, int);
990 static void ResetGfxAnimation(int, int);
992 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
993 static void AdvanceFrameAndPlayerCounters(int);
995 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
996 static boolean MovePlayer(struct PlayerInfo *, int, int);
997 static void ScrollPlayer(struct PlayerInfo *, int);
998 static void ScrollScreen(struct PlayerInfo *, int);
1000 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1001 static boolean DigFieldByCE(int, int, int);
1002 static boolean SnapField(struct PlayerInfo *, int, int);
1003 static boolean DropElement(struct PlayerInfo *);
1005 static void InitBeltMovement(void);
1006 static void CloseAllOpenTimegates(void);
1007 static void CheckGravityMovement(struct PlayerInfo *);
1008 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1009 static void KillPlayerUnlessEnemyProtected(int, int);
1010 static void KillPlayerUnlessExplosionProtected(int, int);
1012 static void TestIfPlayerTouchesCustomElement(int, int);
1013 static void TestIfElementTouchesCustomElement(int, int);
1014 static void TestIfElementHitsCustomElement(int, int, int);
1016 static void HandleElementChange(int, int, int);
1017 static void ExecuteCustomElementAction(int, int, int, int);
1018 static boolean ChangeElement(int, int, int, int);
1020 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1021 #define CheckTriggeredElementChange(x, y, e, ev) \
1022 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1023 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1024 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1025 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1026 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1027 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1028 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1030 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1031 #define CheckElementChange(x, y, e, te, ev) \
1032 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1033 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1034 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1035 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1036 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1038 static void PlayLevelSound(int, int, int);
1039 static void PlayLevelSoundNearest(int, int, int);
1040 static void PlayLevelSoundAction(int, int, int);
1041 static void PlayLevelSoundElementAction(int, int, int, int);
1042 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1043 static void PlayLevelSoundActionIfLoop(int, int, int);
1044 static void StopLevelSoundActionIfLoop(int, int, int);
1045 static void PlayLevelMusic();
1047 static void HandleGameButtons(struct GadgetInfo *);
1049 int AmoebeNachbarNr(int, int);
1050 void AmoebeUmwandeln(int, int);
1051 void ContinueMoving(int, int);
1052 void Bang(int, int);
1053 void InitMovDir(int, int);
1054 void InitAmoebaNr(int, int);
1055 int NewHiScore(void);
1057 void TestIfGoodThingHitsBadThing(int, int, int);
1058 void TestIfBadThingHitsGoodThing(int, int, int);
1059 void TestIfPlayerTouchesBadThing(int, int);
1060 void TestIfPlayerRunsIntoBadThing(int, int, int);
1061 void TestIfBadThingTouchesPlayer(int, int);
1062 void TestIfBadThingRunsIntoPlayer(int, int, int);
1063 void TestIfFriendTouchesBadThing(int, int);
1064 void TestIfBadThingTouchesFriend(int, int);
1065 void TestIfBadThingTouchesOtherBadThing(int, int);
1066 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1068 void KillPlayer(struct PlayerInfo *);
1069 void BuryPlayer(struct PlayerInfo *);
1070 void RemovePlayer(struct PlayerInfo *);
1072 static int getInvisibleActiveFromInvisibleElement(int);
1073 static int getInvisibleFromInvisibleActiveElement(int);
1075 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1077 /* for detection of endless loops, caused by custom element programming */
1078 /* (using maximal playfield width x 10 is just a rough approximation) */
1079 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1081 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1083 if (recursion_loop_detected) \
1086 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1088 recursion_loop_detected = TRUE; \
1089 recursion_loop_element = (e); \
1092 recursion_loop_depth++; \
1095 #define RECURSION_LOOP_DETECTION_END() \
1097 recursion_loop_depth--; \
1100 static int recursion_loop_depth;
1101 static boolean recursion_loop_detected;
1102 static boolean recursion_loop_element;
1104 static int map_player_action[MAX_PLAYERS];
1107 /* ------------------------------------------------------------------------- */
1108 /* definition of elements that automatically change to other elements after */
1109 /* a specified time, eventually calling a function when changing */
1110 /* ------------------------------------------------------------------------- */
1112 /* forward declaration for changer functions */
1113 static void InitBuggyBase(int, int);
1114 static void WarnBuggyBase(int, int);
1116 static void InitTrap(int, int);
1117 static void ActivateTrap(int, int);
1118 static void ChangeActiveTrap(int, int);
1120 static void InitRobotWheel(int, int);
1121 static void RunRobotWheel(int, int);
1122 static void StopRobotWheel(int, int);
1124 static void InitTimegateWheel(int, int);
1125 static void RunTimegateWheel(int, int);
1127 static void InitMagicBallDelay(int, int);
1128 static void ActivateMagicBall(int, int);
1130 struct ChangingElementInfo
1135 void (*pre_change_function)(int x, int y);
1136 void (*change_function)(int x, int y);
1137 void (*post_change_function)(int x, int y);
1140 static struct ChangingElementInfo change_delay_list[] =
1175 EL_STEEL_EXIT_OPENING,
1183 EL_STEEL_EXIT_CLOSING,
1184 EL_STEEL_EXIT_CLOSED,
1207 EL_EM_STEEL_EXIT_OPENING,
1208 EL_EM_STEEL_EXIT_OPEN,
1215 EL_EM_STEEL_EXIT_CLOSING,
1239 EL_SWITCHGATE_OPENING,
1247 EL_SWITCHGATE_CLOSING,
1248 EL_SWITCHGATE_CLOSED,
1255 EL_TIMEGATE_OPENING,
1263 EL_TIMEGATE_CLOSING,
1272 EL_ACID_SPLASH_LEFT,
1280 EL_ACID_SPLASH_RIGHT,
1289 EL_SP_BUGGY_BASE_ACTIVATING,
1296 EL_SP_BUGGY_BASE_ACTIVATING,
1297 EL_SP_BUGGY_BASE_ACTIVE,
1304 EL_SP_BUGGY_BASE_ACTIVE,
1328 EL_ROBOT_WHEEL_ACTIVE,
1336 EL_TIMEGATE_SWITCH_ACTIVE,
1344 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1345 EL_DC_TIMEGATE_SWITCH,
1352 EL_EMC_MAGIC_BALL_ACTIVE,
1353 EL_EMC_MAGIC_BALL_ACTIVE,
1360 EL_EMC_SPRING_BUMPER_ACTIVE,
1361 EL_EMC_SPRING_BUMPER,
1368 EL_DIAGONAL_SHRINKING,
1376 EL_DIAGONAL_GROWING,
1397 int push_delay_fixed, push_delay_random;
1401 { EL_SPRING, 0, 0 },
1402 { EL_BALLOON, 0, 0 },
1404 { EL_SOKOBAN_OBJECT, 2, 0 },
1405 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1406 { EL_SATELLITE, 2, 0 },
1407 { EL_SP_DISK_YELLOW, 2, 0 },
1409 { EL_UNDEFINED, 0, 0 },
1417 move_stepsize_list[] =
1419 { EL_AMOEBA_DROP, 2 },
1420 { EL_AMOEBA_DROPPING, 2 },
1421 { EL_QUICKSAND_FILLING, 1 },
1422 { EL_QUICKSAND_EMPTYING, 1 },
1423 { EL_QUICKSAND_FAST_FILLING, 2 },
1424 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1425 { EL_MAGIC_WALL_FILLING, 2 },
1426 { EL_MAGIC_WALL_EMPTYING, 2 },
1427 { EL_BD_MAGIC_WALL_FILLING, 2 },
1428 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1429 { EL_DC_MAGIC_WALL_FILLING, 2 },
1430 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1432 { EL_UNDEFINED, 0 },
1440 collect_count_list[] =
1443 { EL_BD_DIAMOND, 1 },
1444 { EL_EMERALD_YELLOW, 1 },
1445 { EL_EMERALD_RED, 1 },
1446 { EL_EMERALD_PURPLE, 1 },
1448 { EL_SP_INFOTRON, 1 },
1452 { EL_UNDEFINED, 0 },
1460 access_direction_list[] =
1462 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1463 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1464 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1465 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1466 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1467 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1468 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1469 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1470 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1471 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1472 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1474 { EL_SP_PORT_LEFT, MV_RIGHT },
1475 { EL_SP_PORT_RIGHT, MV_LEFT },
1476 { EL_SP_PORT_UP, MV_DOWN },
1477 { EL_SP_PORT_DOWN, MV_UP },
1478 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1479 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1480 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1481 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1482 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1483 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1484 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1485 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1486 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1487 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1488 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1489 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1490 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1491 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1492 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1494 { EL_UNDEFINED, MV_NONE }
1497 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1499 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1500 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1501 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1502 IS_JUST_CHANGING(x, y))
1504 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1506 /* static variables for playfield scan mode (scanning forward or backward) */
1507 static int playfield_scan_start_x = 0;
1508 static int playfield_scan_start_y = 0;
1509 static int playfield_scan_delta_x = 1;
1510 static int playfield_scan_delta_y = 1;
1512 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1513 (y) >= 0 && (y) <= lev_fieldy - 1; \
1514 (y) += playfield_scan_delta_y) \
1515 for ((x) = playfield_scan_start_x; \
1516 (x) >= 0 && (x) <= lev_fieldx - 1; \
1517 (x) += playfield_scan_delta_x)
1520 void DEBUG_SetMaximumDynamite()
1524 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1525 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1526 local_player->inventory_element[local_player->inventory_size++] =
1531 static void InitPlayfieldScanModeVars()
1533 if (game.use_reverse_scan_direction)
1535 playfield_scan_start_x = lev_fieldx - 1;
1536 playfield_scan_start_y = lev_fieldy - 1;
1538 playfield_scan_delta_x = -1;
1539 playfield_scan_delta_y = -1;
1543 playfield_scan_start_x = 0;
1544 playfield_scan_start_y = 0;
1546 playfield_scan_delta_x = 1;
1547 playfield_scan_delta_y = 1;
1551 static void InitPlayfieldScanMode(int mode)
1553 game.use_reverse_scan_direction =
1554 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1556 InitPlayfieldScanModeVars();
1559 static int get_move_delay_from_stepsize(int move_stepsize)
1562 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1564 /* make sure that stepsize value is always a power of 2 */
1565 move_stepsize = (1 << log_2(move_stepsize));
1567 return TILEX / move_stepsize;
1570 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1573 int player_nr = player->index_nr;
1574 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1575 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1577 /* do no immediately change move delay -- the player might just be moving */
1578 player->move_delay_value_next = move_delay;
1580 /* information if player can move must be set separately */
1581 player->cannot_move = cannot_move;
1585 player->move_delay = game.initial_move_delay[player_nr];
1586 player->move_delay_value = game.initial_move_delay_value[player_nr];
1588 player->move_delay_value_next = -1;
1590 player->move_delay_reset_counter = 0;
1594 void GetPlayerConfig()
1596 GameFrameDelay = setup.game_frame_delay;
1598 if (!audio.sound_available)
1599 setup.sound_simple = FALSE;
1601 if (!audio.loops_available)
1602 setup.sound_loops = FALSE;
1604 if (!audio.music_available)
1605 setup.sound_music = FALSE;
1607 if (!video.fullscreen_available)
1608 setup.fullscreen = FALSE;
1610 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1612 SetAudioMode(setup.sound);
1616 int GetElementFromGroupElement(int element)
1618 if (IS_GROUP_ELEMENT(element))
1620 struct ElementGroupInfo *group = element_info[element].group;
1621 int last_anim_random_frame = gfx.anim_random_frame;
1624 if (group->choice_mode == ANIM_RANDOM)
1625 gfx.anim_random_frame = RND(group->num_elements_resolved);
1627 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1628 group->choice_mode, 0,
1631 if (group->choice_mode == ANIM_RANDOM)
1632 gfx.anim_random_frame = last_anim_random_frame;
1634 group->choice_pos++;
1636 element = group->element_resolved[element_pos];
1642 static void InitPlayerField(int x, int y, int element, boolean init_game)
1644 if (element == EL_SP_MURPHY)
1648 if (stored_player[0].present)
1650 Feld[x][y] = EL_SP_MURPHY_CLONE;
1656 stored_player[0].initial_element = element;
1657 stored_player[0].use_murphy = TRUE;
1659 if (!level.use_artwork_element[0])
1660 stored_player[0].artwork_element = EL_SP_MURPHY;
1663 Feld[x][y] = EL_PLAYER_1;
1669 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1670 int jx = player->jx, jy = player->jy;
1672 player->present = TRUE;
1674 player->block_last_field = (element == EL_SP_MURPHY ?
1675 level.sp_block_last_field :
1676 level.block_last_field);
1678 /* ---------- initialize player's last field block delay --------------- */
1680 /* always start with reliable default value (no adjustment needed) */
1681 player->block_delay_adjustment = 0;
1683 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1684 if (player->block_last_field && element == EL_SP_MURPHY)
1685 player->block_delay_adjustment = 1;
1687 /* special case 2: in game engines before 3.1.1, blocking was different */
1688 if (game.use_block_last_field_bug)
1689 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1691 if (!options.network || player->connected)
1693 player->active = TRUE;
1695 /* remove potentially duplicate players */
1696 if (StorePlayer[jx][jy] == Feld[x][y])
1697 StorePlayer[jx][jy] = 0;
1699 StorePlayer[x][y] = Feld[x][y];
1701 #if DEBUG_INIT_PLAYER
1704 printf("- player element %d activated", player->element_nr);
1705 printf(" (local player is %d and currently %s)\n",
1706 local_player->element_nr,
1707 local_player->active ? "active" : "not active");
1712 Feld[x][y] = EL_EMPTY;
1714 player->jx = player->last_jx = x;
1715 player->jy = player->last_jy = y;
1720 int player_nr = GET_PLAYER_NR(element);
1721 struct PlayerInfo *player = &stored_player[player_nr];
1723 if (player->active && player->killed)
1724 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1728 static void InitField(int x, int y, boolean init_game)
1730 int element = Feld[x][y];
1739 InitPlayerField(x, y, element, init_game);
1742 case EL_SOKOBAN_FIELD_PLAYER:
1743 element = Feld[x][y] = EL_PLAYER_1;
1744 InitField(x, y, init_game);
1746 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1747 InitField(x, y, init_game);
1750 case EL_SOKOBAN_FIELD_EMPTY:
1751 local_player->sokobanfields_still_needed++;
1755 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1756 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1757 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1758 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1759 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1760 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1761 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1762 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1763 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1764 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1773 case EL_SPACESHIP_RIGHT:
1774 case EL_SPACESHIP_UP:
1775 case EL_SPACESHIP_LEFT:
1776 case EL_SPACESHIP_DOWN:
1777 case EL_BD_BUTTERFLY:
1778 case EL_BD_BUTTERFLY_RIGHT:
1779 case EL_BD_BUTTERFLY_UP:
1780 case EL_BD_BUTTERFLY_LEFT:
1781 case EL_BD_BUTTERFLY_DOWN:
1783 case EL_BD_FIREFLY_RIGHT:
1784 case EL_BD_FIREFLY_UP:
1785 case EL_BD_FIREFLY_LEFT:
1786 case EL_BD_FIREFLY_DOWN:
1787 case EL_PACMAN_RIGHT:
1789 case EL_PACMAN_LEFT:
1790 case EL_PACMAN_DOWN:
1792 case EL_YAMYAM_LEFT:
1793 case EL_YAMYAM_RIGHT:
1795 case EL_YAMYAM_DOWN:
1796 case EL_DARK_YAMYAM:
1799 case EL_SP_SNIKSNAK:
1800 case EL_SP_ELECTRON:
1809 case EL_AMOEBA_FULL:
1814 case EL_AMOEBA_DROP:
1815 if (y == lev_fieldy - 1)
1817 Feld[x][y] = EL_AMOEBA_GROWING;
1818 Store[x][y] = EL_AMOEBA_WET;
1822 case EL_DYNAMITE_ACTIVE:
1823 case EL_SP_DISK_RED_ACTIVE:
1824 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1825 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1826 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1827 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1828 MovDelay[x][y] = 96;
1831 case EL_EM_DYNAMITE_ACTIVE:
1832 MovDelay[x][y] = 32;
1836 local_player->lights_still_needed++;
1840 local_player->friends_still_needed++;
1845 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1848 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1849 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1850 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1851 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1852 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1853 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1854 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1855 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1856 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1857 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1858 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1859 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1862 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1863 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1864 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1866 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1868 game.belt_dir[belt_nr] = belt_dir;
1869 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1871 else /* more than one switch -- set it like the first switch */
1873 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1878 case EL_LIGHT_SWITCH_ACTIVE:
1880 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1883 case EL_INVISIBLE_STEELWALL:
1884 case EL_INVISIBLE_WALL:
1885 case EL_INVISIBLE_SAND:
1886 if (game.light_time_left > 0 ||
1887 game.lenses_time_left > 0)
1888 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1891 case EL_EMC_MAGIC_BALL:
1892 if (game.ball_state)
1893 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1896 case EL_EMC_MAGIC_BALL_SWITCH:
1897 if (game.ball_state)
1898 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1901 case EL_TRIGGER_PLAYER:
1902 case EL_TRIGGER_ELEMENT:
1903 case EL_TRIGGER_CE_VALUE:
1904 case EL_TRIGGER_CE_SCORE:
1906 case EL_ANY_ELEMENT:
1907 case EL_CURRENT_CE_VALUE:
1908 case EL_CURRENT_CE_SCORE:
1925 /* reference elements should not be used on the playfield */
1926 Feld[x][y] = EL_EMPTY;
1930 if (IS_CUSTOM_ELEMENT(element))
1932 if (CAN_MOVE(element))
1935 if (!element_info[element].use_last_ce_value || init_game)
1936 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1938 else if (IS_GROUP_ELEMENT(element))
1940 Feld[x][y] = GetElementFromGroupElement(element);
1942 InitField(x, y, init_game);
1949 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1952 inline static void InitField_WithBug1(int x, int y, boolean init_game)
1954 InitField(x, y, init_game);
1956 /* not needed to call InitMovDir() -- already done by InitField()! */
1957 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1958 CAN_MOVE(Feld[x][y]))
1962 inline static void InitField_WithBug2(int x, int y, boolean init_game)
1964 int old_element = Feld[x][y];
1966 InitField(x, y, init_game);
1968 /* not needed to call InitMovDir() -- already done by InitField()! */
1969 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1970 CAN_MOVE(old_element) &&
1971 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
1974 /* this case is in fact a combination of not less than three bugs:
1975 first, it calls InitMovDir() for elements that can move, although this is
1976 already done by InitField(); then, it checks the element that was at this
1977 field _before_ the call to InitField() (which can change it); lastly, it
1978 was not called for "mole with direction" elements, which were treated as
1979 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
1983 static int get_key_element_from_nr(int key_nr)
1985 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
1986 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
1987 EL_EM_KEY_1 : EL_KEY_1);
1989 return key_base_element + key_nr;
1992 static int get_next_dropped_element(struct PlayerInfo *player)
1994 return (player->inventory_size > 0 ?
1995 player->inventory_element[player->inventory_size - 1] :
1996 player->inventory_infinite_element != EL_UNDEFINED ?
1997 player->inventory_infinite_element :
1998 player->dynabombs_left > 0 ?
1999 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2003 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2005 /* pos >= 0: get element from bottom of the stack;
2006 pos < 0: get element from top of the stack */
2010 int min_inventory_size = -pos;
2011 int inventory_pos = player->inventory_size - min_inventory_size;
2012 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2014 return (player->inventory_size >= min_inventory_size ?
2015 player->inventory_element[inventory_pos] :
2016 player->inventory_infinite_element != EL_UNDEFINED ?
2017 player->inventory_infinite_element :
2018 player->dynabombs_left >= min_dynabombs_left ?
2019 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2024 int min_dynabombs_left = pos + 1;
2025 int min_inventory_size = pos + 1 - player->dynabombs_left;
2026 int inventory_pos = pos - player->dynabombs_left;
2028 return (player->inventory_infinite_element != EL_UNDEFINED ?
2029 player->inventory_infinite_element :
2030 player->dynabombs_left >= min_dynabombs_left ?
2031 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2032 player->inventory_size >= min_inventory_size ?
2033 player->inventory_element[inventory_pos] :
2038 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2040 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2041 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2044 if (gpo1->sort_priority != gpo2->sort_priority)
2045 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2047 compare_result = gpo1->nr - gpo2->nr;
2049 return compare_result;
2052 void InitGameControlValues()
2056 for (i = 0; game_panel_controls[i].nr != -1; i++)
2058 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2059 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2060 struct TextPosInfo *pos = gpc->pos;
2062 int type = gpc->type;
2066 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2067 Error(ERR_EXIT, "this should not happen -- please debug");
2070 /* force update of game controls after initialization */
2071 gpc->value = gpc->last_value = -1;
2072 gpc->frame = gpc->last_frame = -1;
2073 gpc->gfx_frame = -1;
2075 /* determine panel value width for later calculation of alignment */
2076 if (type == TYPE_INTEGER || type == TYPE_STRING)
2078 pos->width = pos->size * getFontWidth(pos->font);
2079 pos->height = getFontHeight(pos->font);
2081 else if (type == TYPE_ELEMENT)
2083 pos->width = pos->size;
2084 pos->height = pos->size;
2087 /* fill structure for game panel draw order */
2089 gpo->sort_priority = pos->sort_priority;
2092 /* sort game panel controls according to sort_priority and control number */
2093 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2094 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2097 void UpdatePlayfieldElementCount()
2099 boolean use_element_count = FALSE;
2102 /* first check if it is needed at all to calculate playfield element count */
2103 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2104 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2105 use_element_count = TRUE;
2107 if (!use_element_count)
2110 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2111 element_info[i].element_count = 0;
2113 SCAN_PLAYFIELD(x, y)
2115 element_info[Feld[x][y]].element_count++;
2118 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2119 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2120 if (IS_IN_GROUP(j, i))
2121 element_info[EL_GROUP_START + i].element_count +=
2122 element_info[j].element_count;
2125 void UpdateGameControlValues()
2128 int time = (local_player->LevelSolved ?
2129 local_player->LevelSolved_CountingTime :
2130 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2131 level.native_em_level->lev->time :
2132 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2133 level.native_sp_level->game_sp->time_played :
2134 game.no_time_limit ? TimePlayed : TimeLeft);
2135 int score = (local_player->LevelSolved ?
2136 local_player->LevelSolved_CountingScore :
2137 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2138 level.native_em_level->lev->score :
2139 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2140 level.native_sp_level->game_sp->score :
2141 local_player->score);
2142 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2143 level.native_em_level->lev->required :
2144 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2145 level.native_sp_level->game_sp->infotrons_still_needed :
2146 local_player->gems_still_needed);
2147 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2148 level.native_em_level->lev->required > 0 :
2149 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2150 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2151 local_player->gems_still_needed > 0 ||
2152 local_player->sokobanfields_still_needed > 0 ||
2153 local_player->lights_still_needed > 0);
2155 UpdatePlayfieldElementCount();
2157 /* update game panel control values */
2159 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2160 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2162 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2163 for (i = 0; i < MAX_NUM_KEYS; i++)
2164 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2165 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2166 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2168 if (game.centered_player_nr == -1)
2170 for (i = 0; i < MAX_PLAYERS; i++)
2172 /* only one player in Supaplex game engine */
2173 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2176 for (k = 0; k < MAX_NUM_KEYS; k++)
2178 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2180 if (level.native_em_level->ply[i]->keys & (1 << k))
2181 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2182 get_key_element_from_nr(k);
2184 else if (stored_player[i].key[k])
2185 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2186 get_key_element_from_nr(k);
2189 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2190 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2191 level.native_em_level->ply[i]->dynamite;
2192 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2193 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2194 level.native_sp_level->game_sp->red_disk_count;
2196 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2197 stored_player[i].inventory_size;
2199 if (stored_player[i].num_white_keys > 0)
2200 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2203 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2204 stored_player[i].num_white_keys;
2209 int player_nr = game.centered_player_nr;
2211 for (k = 0; k < MAX_NUM_KEYS; k++)
2213 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2215 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2216 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2217 get_key_element_from_nr(k);
2219 else if (stored_player[player_nr].key[k])
2220 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2221 get_key_element_from_nr(k);
2224 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2225 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2226 level.native_em_level->ply[player_nr]->dynamite;
2227 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2228 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2229 level.native_sp_level->game_sp->red_disk_count;
2231 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2232 stored_player[player_nr].inventory_size;
2234 if (stored_player[player_nr].num_white_keys > 0)
2235 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2237 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2238 stored_player[player_nr].num_white_keys;
2241 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2243 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2244 get_inventory_element_from_pos(local_player, i);
2245 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2246 get_inventory_element_from_pos(local_player, -i - 1);
2249 game_panel_controls[GAME_PANEL_SCORE].value = score;
2250 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2252 game_panel_controls[GAME_PANEL_TIME].value = time;
2254 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2255 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2256 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2258 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2260 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2261 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2263 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2264 local_player->shield_normal_time_left;
2265 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2266 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2268 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2269 local_player->shield_deadly_time_left;
2271 game_panel_controls[GAME_PANEL_EXIT].value =
2272 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2274 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2275 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2276 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2277 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2278 EL_EMC_MAGIC_BALL_SWITCH);
2280 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2281 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2282 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2283 game.light_time_left;
2285 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2286 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2287 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2288 game.timegate_time_left;
2290 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2291 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2293 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2294 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2295 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2296 game.lenses_time_left;
2298 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2299 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2300 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2301 game.magnify_time_left;
2303 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2304 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2305 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2306 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2307 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2308 EL_BALLOON_SWITCH_NONE);
2310 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2311 local_player->dynabomb_count;
2312 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2313 local_player->dynabomb_size;
2314 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2315 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2317 game_panel_controls[GAME_PANEL_PENGUINS].value =
2318 local_player->friends_still_needed;
2320 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2321 local_player->sokobanfields_still_needed;
2322 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2323 local_player->sokobanfields_still_needed;
2325 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2326 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2328 for (i = 0; i < NUM_BELTS; i++)
2330 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2331 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2332 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2333 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2334 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2337 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2338 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2339 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2340 game.magic_wall_time_left;
2342 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2343 local_player->gravity;
2345 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2346 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2348 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2349 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2350 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2351 game.panel.element[i].id : EL_UNDEFINED);
2353 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2354 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2355 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2356 element_info[game.panel.element_count[i].id].element_count : 0);
2358 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2359 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2360 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2361 element_info[game.panel.ce_score[i].id].collect_score : 0);
2363 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2364 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2365 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2366 element_info[game.panel.ce_score_element[i].id].collect_score :
2369 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2370 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2371 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2373 /* update game panel control frames */
2375 for (i = 0; game_panel_controls[i].nr != -1; i++)
2377 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2379 if (gpc->type == TYPE_ELEMENT)
2381 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2383 int last_anim_random_frame = gfx.anim_random_frame;
2384 int element = gpc->value;
2385 int graphic = el2panelimg(element);
2387 if (gpc->value != gpc->last_value)
2390 gpc->gfx_random = INIT_GFX_RANDOM();
2396 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2397 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2398 gpc->gfx_random = INIT_GFX_RANDOM();
2401 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2402 gfx.anim_random_frame = gpc->gfx_random;
2404 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2405 gpc->gfx_frame = element_info[element].collect_score;
2407 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2410 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2411 gfx.anim_random_frame = last_anim_random_frame;
2417 void DisplayGameControlValues()
2419 boolean redraw_panel = FALSE;
2422 for (i = 0; game_panel_controls[i].nr != -1; i++)
2424 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2426 if (PANEL_DEACTIVATED(gpc->pos))
2429 if (gpc->value == gpc->last_value &&
2430 gpc->frame == gpc->last_frame)
2433 redraw_panel = TRUE;
2439 /* copy default game door content to main double buffer */
2441 /* !!! CHECK AGAIN !!! */
2442 SetPanelBackground();
2443 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2444 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2446 /* redraw game control buttons */
2447 RedrawGameButtons();
2449 game_status = GAME_MODE_PSEUDO_PANEL;
2451 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2453 int nr = game_panel_order[i].nr;
2454 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2455 struct TextPosInfo *pos = gpc->pos;
2456 int type = gpc->type;
2457 int value = gpc->value;
2458 int frame = gpc->frame;
2459 int size = pos->size;
2460 int font = pos->font;
2461 boolean draw_masked = pos->draw_masked;
2462 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2464 if (PANEL_DEACTIVATED(pos))
2467 gpc->last_value = value;
2468 gpc->last_frame = frame;
2470 if (type == TYPE_INTEGER)
2472 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2473 nr == GAME_PANEL_TIME)
2475 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2477 if (use_dynamic_size) /* use dynamic number of digits */
2479 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2480 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2481 int size2 = size1 + 1;
2482 int font1 = pos->font;
2483 int font2 = pos->font_alt;
2485 size = (value < value_change ? size1 : size2);
2486 font = (value < value_change ? font1 : font2);
2490 /* correct text size if "digits" is zero or less */
2492 size = strlen(int2str(value, size));
2494 /* dynamically correct text alignment */
2495 pos->width = size * getFontWidth(font);
2497 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2498 int2str(value, size), font, mask_mode);
2500 else if (type == TYPE_ELEMENT)
2502 int element, graphic;
2506 int dst_x = PANEL_XPOS(pos);
2507 int dst_y = PANEL_YPOS(pos);
2509 if (value != EL_UNDEFINED && value != EL_EMPTY)
2512 graphic = el2panelimg(value);
2514 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2516 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2519 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2522 width = graphic_info[graphic].width * size / TILESIZE;
2523 height = graphic_info[graphic].height * size / TILESIZE;
2526 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2529 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2533 else if (type == TYPE_STRING)
2535 boolean active = (value != 0);
2536 char *state_normal = "off";
2537 char *state_active = "on";
2538 char *state = (active ? state_active : state_normal);
2539 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2540 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2541 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2542 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2544 if (nr == GAME_PANEL_GRAVITY_STATE)
2546 int font1 = pos->font; /* (used for normal state) */
2547 int font2 = pos->font_alt; /* (used for active state) */
2549 font = (active ? font2 : font1);
2558 /* don't truncate output if "chars" is zero or less */
2561 /* dynamically correct text alignment */
2562 pos->width = size * getFontWidth(font);
2565 s_cut = getStringCopyN(s, size);
2567 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2568 s_cut, font, mask_mode);
2574 redraw_mask |= REDRAW_DOOR_1;
2577 game_status = GAME_MODE_PLAYING;
2580 void UpdateAndDisplayGameControlValues()
2582 if (tape.deactivate_display)
2585 UpdateGameControlValues();
2586 DisplayGameControlValues();
2589 void UpdateGameDoorValues()
2591 UpdateGameControlValues();
2594 void DrawGameDoorValues()
2596 DisplayGameControlValues();
2601 =============================================================================
2603 -----------------------------------------------------------------------------
2604 initialize game engine due to level / tape version number
2605 =============================================================================
2608 static void InitGameEngine()
2610 int i, j, k, l, x, y;
2612 /* set game engine from tape file when re-playing, else from level file */
2613 game.engine_version = (tape.playing ? tape.engine_version :
2614 level.game_version);
2616 /* set single or multi-player game mode (needed for re-playing tapes) */
2617 game.team_mode = setup.team_mode;
2621 int num_players = 0;
2623 for (i = 0; i < MAX_PLAYERS; i++)
2624 if (tape.player_participates[i])
2627 /* multi-player tapes contain input data for more than one player */
2628 game.team_mode = (num_players > 1);
2631 /* ---------------------------------------------------------------------- */
2632 /* set flags for bugs and changes according to active game engine version */
2633 /* ---------------------------------------------------------------------- */
2636 Summary of bugfix/change:
2637 Fixed handling for custom elements that change when pushed by the player.
2639 Fixed/changed in version:
2643 Before 3.1.0, custom elements that "change when pushing" changed directly
2644 after the player started pushing them (until then handled in "DigField()").
2645 Since 3.1.0, these custom elements are not changed until the "pushing"
2646 move of the element is finished (now handled in "ContinueMoving()").
2648 Affected levels/tapes:
2649 The first condition is generally needed for all levels/tapes before version
2650 3.1.0, which might use the old behaviour before it was changed; known tapes
2651 that are affected are some tapes from the level set "Walpurgis Gardens" by
2653 The second condition is an exception from the above case and is needed for
2654 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2655 above (including some development versions of 3.1.0), but before it was
2656 known that this change would break tapes like the above and was fixed in
2657 3.1.1, so that the changed behaviour was active although the engine version
2658 while recording maybe was before 3.1.0. There is at least one tape that is
2659 affected by this exception, which is the tape for the one-level set "Bug
2660 Machine" by Juergen Bonhagen.
2663 game.use_change_when_pushing_bug =
2664 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2666 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2667 tape.game_version < VERSION_IDENT(3,1,1,0)));
2670 Summary of bugfix/change:
2671 Fixed handling for blocking the field the player leaves when moving.
2673 Fixed/changed in version:
2677 Before 3.1.1, when "block last field when moving" was enabled, the field
2678 the player is leaving when moving was blocked for the time of the move,
2679 and was directly unblocked afterwards. This resulted in the last field
2680 being blocked for exactly one less than the number of frames of one player
2681 move. Additionally, even when blocking was disabled, the last field was
2682 blocked for exactly one frame.
2683 Since 3.1.1, due to changes in player movement handling, the last field
2684 is not blocked at all when blocking is disabled. When blocking is enabled,
2685 the last field is blocked for exactly the number of frames of one player
2686 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2687 last field is blocked for exactly one more than the number of frames of
2690 Affected levels/tapes:
2691 (!!! yet to be determined -- probably many !!!)
2694 game.use_block_last_field_bug =
2695 (game.engine_version < VERSION_IDENT(3,1,1,0));
2697 /* ---------------------------------------------------------------------- */
2699 /* set maximal allowed number of custom element changes per game frame */
2700 game.max_num_changes_per_frame = 1;
2702 /* default scan direction: scan playfield from top/left to bottom/right */
2703 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2705 /* dynamically adjust element properties according to game engine version */
2706 InitElementPropertiesEngine(game.engine_version);
2709 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2710 printf(" tape version == %06d [%s] [file: %06d]\n",
2711 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2713 printf(" => game.engine_version == %06d\n", game.engine_version);
2716 /* ---------- initialize player's initial move delay --------------------- */
2718 /* dynamically adjust player properties according to level information */
2719 for (i = 0; i < MAX_PLAYERS; i++)
2720 game.initial_move_delay_value[i] =
2721 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2723 /* dynamically adjust player properties according to game engine version */
2724 for (i = 0; i < MAX_PLAYERS; i++)
2725 game.initial_move_delay[i] =
2726 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2727 game.initial_move_delay_value[i] : 0);
2729 /* ---------- initialize player's initial push delay --------------------- */
2731 /* dynamically adjust player properties according to game engine version */
2732 game.initial_push_delay_value =
2733 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2735 /* ---------- initialize changing elements ------------------------------- */
2737 /* initialize changing elements information */
2738 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2740 struct ElementInfo *ei = &element_info[i];
2742 /* this pointer might have been changed in the level editor */
2743 ei->change = &ei->change_page[0];
2745 if (!IS_CUSTOM_ELEMENT(i))
2747 ei->change->target_element = EL_EMPTY_SPACE;
2748 ei->change->delay_fixed = 0;
2749 ei->change->delay_random = 0;
2750 ei->change->delay_frames = 1;
2753 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2755 ei->has_change_event[j] = FALSE;
2757 ei->event_page_nr[j] = 0;
2758 ei->event_page[j] = &ei->change_page[0];
2762 /* add changing elements from pre-defined list */
2763 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2765 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2766 struct ElementInfo *ei = &element_info[ch_delay->element];
2768 ei->change->target_element = ch_delay->target_element;
2769 ei->change->delay_fixed = ch_delay->change_delay;
2771 ei->change->pre_change_function = ch_delay->pre_change_function;
2772 ei->change->change_function = ch_delay->change_function;
2773 ei->change->post_change_function = ch_delay->post_change_function;
2775 ei->change->can_change = TRUE;
2776 ei->change->can_change_or_has_action = TRUE;
2778 ei->has_change_event[CE_DELAY] = TRUE;
2780 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2781 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2784 /* ---------- initialize internal run-time variables --------------------- */
2786 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2788 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2790 for (j = 0; j < ei->num_change_pages; j++)
2792 ei->change_page[j].can_change_or_has_action =
2793 (ei->change_page[j].can_change |
2794 ei->change_page[j].has_action);
2798 /* add change events from custom element configuration */
2799 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2801 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2803 for (j = 0; j < ei->num_change_pages; j++)
2805 if (!ei->change_page[j].can_change_or_has_action)
2808 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2810 /* only add event page for the first page found with this event */
2811 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
2813 ei->has_change_event[k] = TRUE;
2815 ei->event_page_nr[k] = j;
2816 ei->event_page[k] = &ei->change_page[j];
2822 /* ---------- initialize reference elements in change conditions --------- */
2824 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2826 int element = EL_CUSTOM_START + i;
2827 struct ElementInfo *ei = &element_info[element];
2829 for (j = 0; j < ei->num_change_pages; j++)
2831 int trigger_element = ei->change_page[j].initial_trigger_element;
2833 if (trigger_element >= EL_PREV_CE_8 &&
2834 trigger_element <= EL_NEXT_CE_8)
2835 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
2837 ei->change_page[j].trigger_element = trigger_element;
2841 /* ---------- initialize run-time trigger player and element ------------- */
2843 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2845 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2847 for (j = 0; j < ei->num_change_pages; j++)
2849 ei->change_page[j].actual_trigger_element = EL_EMPTY;
2850 ei->change_page[j].actual_trigger_player = EL_EMPTY;
2851 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
2852 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
2853 ei->change_page[j].actual_trigger_ce_value = 0;
2854 ei->change_page[j].actual_trigger_ce_score = 0;
2858 /* ---------- initialize trigger events ---------------------------------- */
2860 /* initialize trigger events information */
2861 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2862 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2863 trigger_events[i][j] = FALSE;
2865 /* add trigger events from element change event properties */
2866 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2868 struct ElementInfo *ei = &element_info[i];
2870 for (j = 0; j < ei->num_change_pages; j++)
2872 if (!ei->change_page[j].can_change_or_has_action)
2875 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
2877 int trigger_element = ei->change_page[j].trigger_element;
2879 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2881 if (ei->change_page[j].has_event[k])
2883 if (IS_GROUP_ELEMENT(trigger_element))
2885 struct ElementGroupInfo *group =
2886 element_info[trigger_element].group;
2888 for (l = 0; l < group->num_elements_resolved; l++)
2889 trigger_events[group->element_resolved[l]][k] = TRUE;
2891 else if (trigger_element == EL_ANY_ELEMENT)
2892 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
2893 trigger_events[l][k] = TRUE;
2895 trigger_events[trigger_element][k] = TRUE;
2902 /* ---------- initialize push delay -------------------------------------- */
2904 /* initialize push delay values to default */
2905 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2907 if (!IS_CUSTOM_ELEMENT(i))
2909 /* set default push delay values (corrected since version 3.0.7-1) */
2910 if (game.engine_version < VERSION_IDENT(3,0,7,1))
2912 element_info[i].push_delay_fixed = 2;
2913 element_info[i].push_delay_random = 8;
2917 element_info[i].push_delay_fixed = 8;
2918 element_info[i].push_delay_random = 8;
2923 /* set push delay value for certain elements from pre-defined list */
2924 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
2926 int e = push_delay_list[i].element;
2928 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
2929 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
2932 /* set push delay value for Supaplex elements for newer engine versions */
2933 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2935 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2937 if (IS_SP_ELEMENT(i))
2939 /* set SP push delay to just enough to push under a falling zonk */
2940 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
2942 element_info[i].push_delay_fixed = delay;
2943 element_info[i].push_delay_random = 0;
2948 /* ---------- initialize move stepsize ----------------------------------- */
2950 /* initialize move stepsize values to default */
2951 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2952 if (!IS_CUSTOM_ELEMENT(i))
2953 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
2955 /* set move stepsize value for certain elements from pre-defined list */
2956 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
2958 int e = move_stepsize_list[i].element;
2960 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
2963 /* ---------- initialize collect score ----------------------------------- */
2965 /* initialize collect score values for custom elements from initial value */
2966 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2967 if (IS_CUSTOM_ELEMENT(i))
2968 element_info[i].collect_score = element_info[i].collect_score_initial;
2970 /* ---------- initialize collect count ----------------------------------- */
2972 /* initialize collect count values for non-custom elements */
2973 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2974 if (!IS_CUSTOM_ELEMENT(i))
2975 element_info[i].collect_count_initial = 0;
2977 /* add collect count values for all elements from pre-defined list */
2978 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
2979 element_info[collect_count_list[i].element].collect_count_initial =
2980 collect_count_list[i].count;
2982 /* ---------- initialize access direction -------------------------------- */
2984 /* initialize access direction values to default (access from every side) */
2985 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2986 if (!IS_CUSTOM_ELEMENT(i))
2987 element_info[i].access_direction = MV_ALL_DIRECTIONS;
2989 /* set access direction value for certain elements from pre-defined list */
2990 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
2991 element_info[access_direction_list[i].element].access_direction =
2992 access_direction_list[i].direction;
2994 /* ---------- initialize explosion content ------------------------------- */
2995 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2997 if (IS_CUSTOM_ELEMENT(i))
3000 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3002 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3004 element_info[i].content.e[x][y] =
3005 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3006 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3007 i == EL_PLAYER_3 ? EL_EMERALD :
3008 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3009 i == EL_MOLE ? EL_EMERALD_RED :
3010 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3011 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3012 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3013 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3014 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3015 i == EL_WALL_EMERALD ? EL_EMERALD :
3016 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3017 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3018 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3019 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3020 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3021 i == EL_WALL_PEARL ? EL_PEARL :
3022 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3027 /* ---------- initialize recursion detection ------------------------------ */
3028 recursion_loop_depth = 0;
3029 recursion_loop_detected = FALSE;
3030 recursion_loop_element = EL_UNDEFINED;
3032 /* ---------- initialize graphics engine ---------------------------------- */
3033 game.scroll_delay_value =
3034 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3035 setup.scroll_delay ? setup.scroll_delay_value : 0);
3036 game.scroll_delay_value =
3037 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3039 /* ---------- initialize game engine snapshots ---------------------------- */
3040 for (i = 0; i < MAX_PLAYERS; i++)
3041 game.snapshot.last_action[i] = 0;
3042 game.snapshot.changed_action = FALSE;
3043 game.snapshot.mode =
3044 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3045 SNAPSHOT_MODE_EVERY_STEP :
3046 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3047 SNAPSHOT_MODE_EVERY_MOVE : SNAPSHOT_MODE_OFF);
3050 int get_num_special_action(int element, int action_first, int action_last)
3052 int num_special_action = 0;
3055 for (i = action_first; i <= action_last; i++)
3057 boolean found = FALSE;
3059 for (j = 0; j < NUM_DIRECTIONS; j++)
3060 if (el_act_dir2img(element, i, j) !=
3061 el_act_dir2img(element, ACTION_DEFAULT, j))
3065 num_special_action++;
3070 return num_special_action;
3075 =============================================================================
3077 -----------------------------------------------------------------------------
3078 initialize and start new game
3079 =============================================================================
3084 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3085 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3086 int fade_mask = REDRAW_FIELD;
3088 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3089 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3090 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3091 int initial_move_dir = MV_DOWN;
3094 // required here to update video display before fading (FIX THIS)
3095 DrawMaskedBorder(REDRAW_DOOR_2);
3097 game_status = GAME_MODE_PLAYING;
3099 if (!game.restart_level)
3100 CloseDoor(DOOR_CLOSE_1);
3102 /* needed if different viewport properties defined for playing */
3103 ChangeViewportPropertiesIfNeeded();
3105 if (level_editor_test_game)
3106 FadeSkipNextFadeIn();
3108 FadeSetEnterScreen();
3110 if (CheckIfGlobalBorderHasChanged())
3111 fade_mask = REDRAW_ALL;
3115 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3119 DrawCompleteVideoDisplay();
3122 InitGameControlValues();
3124 /* don't play tapes over network */
3125 network_playing = (options.network && !tape.playing);
3127 for (i = 0; i < MAX_PLAYERS; i++)
3129 struct PlayerInfo *player = &stored_player[i];
3131 player->index_nr = i;
3132 player->index_bit = (1 << i);
3133 player->element_nr = EL_PLAYER_1 + i;
3135 player->present = FALSE;
3136 player->active = FALSE;
3137 player->mapped = FALSE;
3139 player->killed = FALSE;
3140 player->reanimated = FALSE;
3143 player->effective_action = 0;
3144 player->programmed_action = 0;
3147 player->score_final = 0;
3149 player->gems_still_needed = level.gems_needed;
3150 player->sokobanfields_still_needed = 0;
3151 player->lights_still_needed = 0;
3152 player->friends_still_needed = 0;
3154 for (j = 0; j < MAX_NUM_KEYS; j++)
3155 player->key[j] = FALSE;
3157 player->num_white_keys = 0;
3159 player->dynabomb_count = 0;
3160 player->dynabomb_size = 1;
3161 player->dynabombs_left = 0;
3162 player->dynabomb_xl = FALSE;
3164 player->MovDir = initial_move_dir;
3167 player->GfxDir = initial_move_dir;
3168 player->GfxAction = ACTION_DEFAULT;
3170 player->StepFrame = 0;
3172 player->initial_element = player->element_nr;
3173 player->artwork_element =
3174 (level.use_artwork_element[i] ? level.artwork_element[i] :
3175 player->element_nr);
3176 player->use_murphy = FALSE;
3178 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3179 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3181 player->gravity = level.initial_player_gravity[i];
3183 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3185 player->actual_frame_counter = 0;
3187 player->step_counter = 0;
3189 player->last_move_dir = initial_move_dir;
3191 player->is_active = FALSE;
3193 player->is_waiting = FALSE;
3194 player->is_moving = FALSE;
3195 player->is_auto_moving = FALSE;
3196 player->is_digging = FALSE;
3197 player->is_snapping = FALSE;
3198 player->is_collecting = FALSE;
3199 player->is_pushing = FALSE;
3200 player->is_switching = FALSE;
3201 player->is_dropping = FALSE;
3202 player->is_dropping_pressed = FALSE;
3204 player->is_bored = FALSE;
3205 player->is_sleeping = FALSE;
3207 player->frame_counter_bored = -1;
3208 player->frame_counter_sleeping = -1;
3210 player->anim_delay_counter = 0;
3211 player->post_delay_counter = 0;
3213 player->dir_waiting = initial_move_dir;
3214 player->action_waiting = ACTION_DEFAULT;
3215 player->last_action_waiting = ACTION_DEFAULT;
3216 player->special_action_bored = ACTION_DEFAULT;
3217 player->special_action_sleeping = ACTION_DEFAULT;
3219 player->switch_x = -1;
3220 player->switch_y = -1;
3222 player->drop_x = -1;
3223 player->drop_y = -1;
3225 player->show_envelope = 0;
3227 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3229 player->push_delay = -1; /* initialized when pushing starts */
3230 player->push_delay_value = game.initial_push_delay_value;
3232 player->drop_delay = 0;
3233 player->drop_pressed_delay = 0;
3235 player->last_jx = -1;
3236 player->last_jy = -1;
3240 player->shield_normal_time_left = 0;
3241 player->shield_deadly_time_left = 0;
3243 player->inventory_infinite_element = EL_UNDEFINED;
3244 player->inventory_size = 0;
3246 if (level.use_initial_inventory[i])
3248 for (j = 0; j < level.initial_inventory_size[i]; j++)
3250 int element = level.initial_inventory_content[i][j];
3251 int collect_count = element_info[element].collect_count_initial;
3254 if (!IS_CUSTOM_ELEMENT(element))
3257 if (collect_count == 0)
3258 player->inventory_infinite_element = element;
3260 for (k = 0; k < collect_count; k++)
3261 if (player->inventory_size < MAX_INVENTORY_SIZE)
3262 player->inventory_element[player->inventory_size++] = element;
3266 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3267 SnapField(player, 0, 0);
3269 player->LevelSolved = FALSE;
3270 player->GameOver = FALSE;
3272 player->LevelSolved_GameWon = FALSE;
3273 player->LevelSolved_GameEnd = FALSE;
3274 player->LevelSolved_PanelOff = FALSE;
3275 player->LevelSolved_SaveTape = FALSE;
3276 player->LevelSolved_SaveScore = FALSE;
3277 player->LevelSolved_CountingTime = 0;
3278 player->LevelSolved_CountingScore = 0;
3280 map_player_action[i] = i;
3283 network_player_action_received = FALSE;
3285 #if defined(NETWORK_AVALIABLE)
3286 /* initial null action */
3287 if (network_playing)
3288 SendToServer_MovePlayer(MV_NONE);
3297 TimeLeft = level.time;
3300 ScreenMovDir = MV_NONE;
3304 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3306 AllPlayersGone = FALSE;
3308 game.no_time_limit = (level.time == 0);
3310 game.yamyam_content_nr = 0;
3311 game.robot_wheel_active = FALSE;
3312 game.magic_wall_active = FALSE;
3313 game.magic_wall_time_left = 0;
3314 game.light_time_left = 0;
3315 game.timegate_time_left = 0;
3316 game.switchgate_pos = 0;
3317 game.wind_direction = level.wind_direction_initial;
3319 game.lenses_time_left = 0;
3320 game.magnify_time_left = 0;
3322 game.ball_state = level.ball_state_initial;
3323 game.ball_content_nr = 0;
3325 game.envelope_active = FALSE;
3327 /* set focus to local player for network games, else to all players */
3328 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3329 game.centered_player_nr_next = game.centered_player_nr;
3330 game.set_centered_player = FALSE;
3332 if (network_playing && tape.recording)
3334 /* store client dependent player focus when recording network games */
3335 tape.centered_player_nr_next = game.centered_player_nr_next;
3336 tape.set_centered_player = TRUE;
3339 for (i = 0; i < NUM_BELTS; i++)
3341 game.belt_dir[i] = MV_NONE;
3342 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3345 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3346 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3348 #if DEBUG_INIT_PLAYER
3351 printf("Player status at level initialization:\n");
3355 SCAN_PLAYFIELD(x, y)
3357 Feld[x][y] = level.field[x][y];
3358 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3359 ChangeDelay[x][y] = 0;
3360 ChangePage[x][y] = -1;
3361 CustomValue[x][y] = 0; /* initialized in InitField() */
3362 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3364 WasJustMoving[x][y] = 0;
3365 WasJustFalling[x][y] = 0;
3366 CheckCollision[x][y] = 0;
3367 CheckImpact[x][y] = 0;
3369 Pushed[x][y] = FALSE;
3371 ChangeCount[x][y] = 0;
3372 ChangeEvent[x][y] = -1;
3374 ExplodePhase[x][y] = 0;
3375 ExplodeDelay[x][y] = 0;
3376 ExplodeField[x][y] = EX_TYPE_NONE;
3378 RunnerVisit[x][y] = 0;
3379 PlayerVisit[x][y] = 0;
3382 GfxRandom[x][y] = INIT_GFX_RANDOM();
3383 GfxElement[x][y] = EL_UNDEFINED;
3384 GfxAction[x][y] = ACTION_DEFAULT;
3385 GfxDir[x][y] = MV_NONE;
3386 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3389 SCAN_PLAYFIELD(x, y)
3391 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3393 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3395 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3398 InitField(x, y, TRUE);
3400 ResetGfxAnimation(x, y);
3405 for (i = 0; i < MAX_PLAYERS; i++)
3407 struct PlayerInfo *player = &stored_player[i];
3409 /* set number of special actions for bored and sleeping animation */
3410 player->num_special_action_bored =
3411 get_num_special_action(player->artwork_element,
3412 ACTION_BORING_1, ACTION_BORING_LAST);
3413 player->num_special_action_sleeping =
3414 get_num_special_action(player->artwork_element,
3415 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3418 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3419 emulate_sb ? EMU_SOKOBAN :
3420 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3422 /* initialize type of slippery elements */
3423 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3425 if (!IS_CUSTOM_ELEMENT(i))
3427 /* default: elements slip down either to the left or right randomly */
3428 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3430 /* SP style elements prefer to slip down on the left side */
3431 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3432 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3434 /* BD style elements prefer to slip down on the left side */
3435 if (game.emulation == EMU_BOULDERDASH)
3436 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3440 /* initialize explosion and ignition delay */
3441 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3443 if (!IS_CUSTOM_ELEMENT(i))
3446 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3447 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3448 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3449 int last_phase = (num_phase + 1) * delay;
3450 int half_phase = (num_phase / 2) * delay;
3452 element_info[i].explosion_delay = last_phase - 1;
3453 element_info[i].ignition_delay = half_phase;
3455 if (i == EL_BLACK_ORB)
3456 element_info[i].ignition_delay = 1;
3460 /* correct non-moving belts to start moving left */
3461 for (i = 0; i < NUM_BELTS; i++)
3462 if (game.belt_dir[i] == MV_NONE)
3463 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3465 #if USE_NEW_PLAYER_ASSIGNMENTS
3466 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3467 /* choose default local player */
3468 local_player = &stored_player[0];
3470 for (i = 0; i < MAX_PLAYERS; i++)
3471 stored_player[i].connected = FALSE;
3473 local_player->connected = TRUE;
3474 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3478 for (i = 0; i < MAX_PLAYERS; i++)
3479 stored_player[i].connected = tape.player_participates[i];
3481 else if (game.team_mode && !options.network)
3483 /* try to guess locally connected team mode players (needed for correct
3484 assignment of player figures from level to locally playing players) */
3486 for (i = 0; i < MAX_PLAYERS; i++)
3487 if (setup.input[i].use_joystick ||
3488 setup.input[i].key.left != KSYM_UNDEFINED)
3489 stored_player[i].connected = TRUE;
3492 #if DEBUG_INIT_PLAYER
3495 printf("Player status after level initialization:\n");
3497 for (i = 0; i < MAX_PLAYERS; i++)
3499 struct PlayerInfo *player = &stored_player[i];
3501 printf("- player %d: present == %d, connected == %d, active == %d",
3507 if (local_player == player)
3508 printf(" (local player)");
3515 #if DEBUG_INIT_PLAYER
3517 printf("Reassigning players ...\n");
3520 /* check if any connected player was not found in playfield */
3521 for (i = 0; i < MAX_PLAYERS; i++)
3523 struct PlayerInfo *player = &stored_player[i];
3525 if (player->connected && !player->present)
3527 struct PlayerInfo *field_player = NULL;
3529 #if DEBUG_INIT_PLAYER
3531 printf("- looking for field player for player %d ...\n", i + 1);
3534 /* assign first free player found that is present in the playfield */
3536 /* first try: look for unmapped playfield player that is not connected */
3537 for (j = 0; j < MAX_PLAYERS; j++)
3538 if (field_player == NULL &&
3539 stored_player[j].present &&
3540 !stored_player[j].mapped &&
3541 !stored_player[j].connected)
3542 field_player = &stored_player[j];
3544 /* second try: look for *any* unmapped playfield player */
3545 for (j = 0; j < MAX_PLAYERS; j++)
3546 if (field_player == NULL &&
3547 stored_player[j].present &&
3548 !stored_player[j].mapped)
3549 field_player = &stored_player[j];
3551 if (field_player != NULL)
3553 int jx = field_player->jx, jy = field_player->jy;
3555 #if DEBUG_INIT_PLAYER
3557 printf("- found player %d\n", field_player->index_nr + 1);
3560 player->present = FALSE;
3561 player->active = FALSE;
3563 field_player->present = TRUE;
3564 field_player->active = TRUE;
3567 player->initial_element = field_player->initial_element;
3568 player->artwork_element = field_player->artwork_element;
3570 player->block_last_field = field_player->block_last_field;
3571 player->block_delay_adjustment = field_player->block_delay_adjustment;
3574 StorePlayer[jx][jy] = field_player->element_nr;
3576 field_player->jx = field_player->last_jx = jx;
3577 field_player->jy = field_player->last_jy = jy;
3579 if (local_player == player)
3580 local_player = field_player;
3582 map_player_action[field_player->index_nr] = i;
3584 field_player->mapped = TRUE;
3586 #if DEBUG_INIT_PLAYER
3588 printf("- map_player_action[%d] == %d\n",
3589 field_player->index_nr + 1, i + 1);
3594 if (player->connected && player->present)
3595 player->mapped = TRUE;
3598 #if DEBUG_INIT_PLAYER
3601 printf("Player status after player assignment (first stage):\n");
3603 for (i = 0; i < MAX_PLAYERS; i++)
3605 struct PlayerInfo *player = &stored_player[i];
3607 printf("- player %d: present == %d, connected == %d, active == %d",
3613 if (local_player == player)
3614 printf(" (local player)");
3623 /* check if any connected player was not found in playfield */
3624 for (i = 0; i < MAX_PLAYERS; i++)
3626 struct PlayerInfo *player = &stored_player[i];
3628 if (player->connected && !player->present)
3630 for (j = 0; j < MAX_PLAYERS; j++)
3632 struct PlayerInfo *field_player = &stored_player[j];
3633 int jx = field_player->jx, jy = field_player->jy;
3635 /* assign first free player found that is present in the playfield */
3636 if (field_player->present && !field_player->connected)
3638 player->present = TRUE;
3639 player->active = TRUE;
3641 field_player->present = FALSE;
3642 field_player->active = FALSE;
3644 player->initial_element = field_player->initial_element;
3645 player->artwork_element = field_player->artwork_element;
3647 player->block_last_field = field_player->block_last_field;
3648 player->block_delay_adjustment = field_player->block_delay_adjustment;
3650 StorePlayer[jx][jy] = player->element_nr;
3652 player->jx = player->last_jx = jx;
3653 player->jy = player->last_jy = jy;
3663 printf("::: local_player->present == %d\n", local_player->present);
3668 /* when playing a tape, eliminate all players who do not participate */
3670 #if USE_NEW_PLAYER_ASSIGNMENTS
3672 if (!game.team_mode)
3674 for (i = 0; i < MAX_PLAYERS; i++)
3676 if (stored_player[i].active &&
3677 !tape.player_participates[map_player_action[i]])
3679 struct PlayerInfo *player = &stored_player[i];
3680 int jx = player->jx, jy = player->jy;
3682 #if DEBUG_INIT_PLAYER
3684 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3687 player->active = FALSE;
3688 StorePlayer[jx][jy] = 0;
3689 Feld[jx][jy] = EL_EMPTY;
3696 for (i = 0; i < MAX_PLAYERS; i++)
3698 if (stored_player[i].active &&
3699 !tape.player_participates[i])
3701 struct PlayerInfo *player = &stored_player[i];
3702 int jx = player->jx, jy = player->jy;
3704 player->active = FALSE;
3705 StorePlayer[jx][jy] = 0;
3706 Feld[jx][jy] = EL_EMPTY;
3711 else if (!options.network && !game.team_mode) /* && !tape.playing */
3713 /* when in single player mode, eliminate all but the first active player */
3715 for (i = 0; i < MAX_PLAYERS; i++)
3717 if (stored_player[i].active)
3719 for (j = i + 1; j < MAX_PLAYERS; j++)
3721 if (stored_player[j].active)
3723 struct PlayerInfo *player = &stored_player[j];
3724 int jx = player->jx, jy = player->jy;
3726 player->active = FALSE;
3727 player->present = FALSE;
3729 StorePlayer[jx][jy] = 0;
3730 Feld[jx][jy] = EL_EMPTY;
3737 /* when recording the game, store which players take part in the game */
3740 #if USE_NEW_PLAYER_ASSIGNMENTS
3741 for (i = 0; i < MAX_PLAYERS; i++)
3742 if (stored_player[i].connected)
3743 tape.player_participates[i] = TRUE;
3745 for (i = 0; i < MAX_PLAYERS; i++)
3746 if (stored_player[i].active)
3747 tape.player_participates[i] = TRUE;
3751 #if DEBUG_INIT_PLAYER
3754 printf("Player status after player assignment (final stage):\n");
3756 for (i = 0; i < MAX_PLAYERS; i++)
3758 struct PlayerInfo *player = &stored_player[i];
3760 printf("- player %d: present == %d, connected == %d, active == %d",
3766 if (local_player == player)
3767 printf(" (local player)");
3774 if (BorderElement == EL_EMPTY)
3777 SBX_Right = lev_fieldx - SCR_FIELDX;
3779 SBY_Lower = lev_fieldy - SCR_FIELDY;
3784 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3786 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3789 if (full_lev_fieldx <= SCR_FIELDX)
3790 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3791 if (full_lev_fieldy <= SCR_FIELDY)
3792 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3794 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
3796 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
3799 /* if local player not found, look for custom element that might create
3800 the player (make some assumptions about the right custom element) */
3801 if (!local_player->present)
3803 int start_x = 0, start_y = 0;
3804 int found_rating = 0;
3805 int found_element = EL_UNDEFINED;
3806 int player_nr = local_player->index_nr;
3808 SCAN_PLAYFIELD(x, y)
3810 int element = Feld[x][y];
3815 if (level.use_start_element[player_nr] &&
3816 level.start_element[player_nr] == element &&
3823 found_element = element;
3826 if (!IS_CUSTOM_ELEMENT(element))
3829 if (CAN_CHANGE(element))
3831 for (i = 0; i < element_info[element].num_change_pages; i++)
3833 /* check for player created from custom element as single target */
3834 content = element_info[element].change_page[i].target_element;
3835 is_player = ELEM_IS_PLAYER(content);
3837 if (is_player && (found_rating < 3 ||
3838 (found_rating == 3 && element < found_element)))
3844 found_element = element;
3849 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
3851 /* check for player created from custom element as explosion content */
3852 content = element_info[element].content.e[xx][yy];
3853 is_player = ELEM_IS_PLAYER(content);
3855 if (is_player && (found_rating < 2 ||
3856 (found_rating == 2 && element < found_element)))
3858 start_x = x + xx - 1;
3859 start_y = y + yy - 1;
3862 found_element = element;
3865 if (!CAN_CHANGE(element))
3868 for (i = 0; i < element_info[element].num_change_pages; i++)
3870 /* check for player created from custom element as extended target */
3872 element_info[element].change_page[i].target_content.e[xx][yy];
3874 is_player = ELEM_IS_PLAYER(content);
3876 if (is_player && (found_rating < 1 ||
3877 (found_rating == 1 && element < found_element)))
3879 start_x = x + xx - 1;
3880 start_y = y + yy - 1;
3883 found_element = element;
3889 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
3890 start_x > SBX_Right + MIDPOSX ? SBX_Right :
3893 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
3894 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
3899 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
3900 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
3901 local_player->jx - MIDPOSX);
3903 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
3904 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
3905 local_player->jy - MIDPOSY);
3908 /* !!! FIX THIS (START) !!! */
3909 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3911 InitGameEngine_EM();
3913 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3915 InitGameEngine_SP();
3919 DrawLevel(REDRAW_FIELD);
3922 /* after drawing the level, correct some elements */
3923 if (game.timegate_time_left == 0)
3924 CloseAllOpenTimegates();
3927 /* blit playfield from scroll buffer to normal back buffer for fading in */
3928 BlitScreenToBitmap(backbuffer);
3929 /* !!! FIX THIS (END) !!! */
3931 DrawMaskedBorder(fade_mask);
3936 // full screen redraw is required at this point in the following cases:
3937 // - special editor door undrawn when game was started from level editor
3938 // - drawing area (playfield) was changed and has to be removed completely
3939 redraw_mask = REDRAW_ALL;
3943 if (!game.restart_level)
3945 /* copy default game door content to main double buffer */
3947 /* !!! CHECK AGAIN !!! */
3948 SetPanelBackground();
3949 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
3950 DrawBackground(DX, DY, DXSIZE, DYSIZE);
3953 SetPanelBackground();
3954 SetDrawBackgroundMask(REDRAW_DOOR_1);
3956 UpdateAndDisplayGameControlValues();
3958 if (!game.restart_level)
3964 CreateGameButtons();
3966 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
3967 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
3968 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
3973 /* copy actual game door content to door double buffer for OpenDoor() */
3974 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
3976 OpenDoor(DOOR_OPEN_ALL);
3978 PlaySound(SND_GAME_STARTING);
3980 if (setup.sound_music)
3983 KeyboardAutoRepeatOffUnlessAutoplay();
3985 #if DEBUG_INIT_PLAYER
3988 printf("Player status (final):\n");
3990 for (i = 0; i < MAX_PLAYERS; i++)
3992 struct PlayerInfo *player = &stored_player[i];
3994 printf("- player %d: present == %d, connected == %d, active == %d",
4000 if (local_player == player)
4001 printf(" (local player)");
4014 if (!game.restart_level && !tape.playing)
4016 LevelStats_incPlayed(level_nr);
4018 SaveLevelSetup_SeriesInfo();
4021 game.restart_level = FALSE;
4023 SaveEngineSnapshotToListInitial();
4026 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
4028 /* this is used for non-R'n'D game engines to update certain engine values */
4030 /* needed to determine if sounds are played within the visible screen area */
4031 scroll_x = actual_scroll_x;
4032 scroll_y = actual_scroll_y;
4035 void InitMovDir(int x, int y)
4037 int i, element = Feld[x][y];
4038 static int xy[4][2] =
4045 static int direction[3][4] =
4047 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4048 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4049 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4058 Feld[x][y] = EL_BUG;
4059 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4062 case EL_SPACESHIP_RIGHT:
4063 case EL_SPACESHIP_UP:
4064 case EL_SPACESHIP_LEFT:
4065 case EL_SPACESHIP_DOWN:
4066 Feld[x][y] = EL_SPACESHIP;
4067 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4070 case EL_BD_BUTTERFLY_RIGHT:
4071 case EL_BD_BUTTERFLY_UP:
4072 case EL_BD_BUTTERFLY_LEFT:
4073 case EL_BD_BUTTERFLY_DOWN:
4074 Feld[x][y] = EL_BD_BUTTERFLY;
4075 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4078 case EL_BD_FIREFLY_RIGHT:
4079 case EL_BD_FIREFLY_UP:
4080 case EL_BD_FIREFLY_LEFT:
4081 case EL_BD_FIREFLY_DOWN:
4082 Feld[x][y] = EL_BD_FIREFLY;
4083 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4086 case EL_PACMAN_RIGHT:
4088 case EL_PACMAN_LEFT:
4089 case EL_PACMAN_DOWN:
4090 Feld[x][y] = EL_PACMAN;
4091 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4094 case EL_YAMYAM_LEFT:
4095 case EL_YAMYAM_RIGHT:
4097 case EL_YAMYAM_DOWN:
4098 Feld[x][y] = EL_YAMYAM;
4099 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4102 case EL_SP_SNIKSNAK:
4103 MovDir[x][y] = MV_UP;
4106 case EL_SP_ELECTRON:
4107 MovDir[x][y] = MV_LEFT;
4114 Feld[x][y] = EL_MOLE;
4115 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4119 if (IS_CUSTOM_ELEMENT(element))
4121 struct ElementInfo *ei = &element_info[element];
4122 int move_direction_initial = ei->move_direction_initial;
4123 int move_pattern = ei->move_pattern;
4125 if (move_direction_initial == MV_START_PREVIOUS)
4127 if (MovDir[x][y] != MV_NONE)
4130 move_direction_initial = MV_START_AUTOMATIC;
4133 if (move_direction_initial == MV_START_RANDOM)
4134 MovDir[x][y] = 1 << RND(4);
4135 else if (move_direction_initial & MV_ANY_DIRECTION)
4136 MovDir[x][y] = move_direction_initial;
4137 else if (move_pattern == MV_ALL_DIRECTIONS ||
4138 move_pattern == MV_TURNING_LEFT ||
4139 move_pattern == MV_TURNING_RIGHT ||
4140 move_pattern == MV_TURNING_LEFT_RIGHT ||
4141 move_pattern == MV_TURNING_RIGHT_LEFT ||
4142 move_pattern == MV_TURNING_RANDOM)
4143 MovDir[x][y] = 1 << RND(4);
4144 else if (move_pattern == MV_HORIZONTAL)
4145 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4146 else if (move_pattern == MV_VERTICAL)
4147 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4148 else if (move_pattern & MV_ANY_DIRECTION)
4149 MovDir[x][y] = element_info[element].move_pattern;
4150 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4151 move_pattern == MV_ALONG_RIGHT_SIDE)
4153 /* use random direction as default start direction */
4154 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4155 MovDir[x][y] = 1 << RND(4);
4157 for (i = 0; i < NUM_DIRECTIONS; i++)
4159 int x1 = x + xy[i][0];
4160 int y1 = y + xy[i][1];
4162 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4164 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4165 MovDir[x][y] = direction[0][i];
4167 MovDir[x][y] = direction[1][i];
4176 MovDir[x][y] = 1 << RND(4);
4178 if (element != EL_BUG &&
4179 element != EL_SPACESHIP &&
4180 element != EL_BD_BUTTERFLY &&
4181 element != EL_BD_FIREFLY)
4184 for (i = 0; i < NUM_DIRECTIONS; i++)
4186 int x1 = x + xy[i][0];
4187 int y1 = y + xy[i][1];
4189 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4191 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4193 MovDir[x][y] = direction[0][i];
4196 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4197 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4199 MovDir[x][y] = direction[1][i];
4208 GfxDir[x][y] = MovDir[x][y];
4211 void InitAmoebaNr(int x, int y)
4214 int group_nr = AmoebeNachbarNr(x, y);
4218 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4220 if (AmoebaCnt[i] == 0)
4228 AmoebaNr[x][y] = group_nr;
4229 AmoebaCnt[group_nr]++;
4230 AmoebaCnt2[group_nr]++;
4233 static void PlayerWins(struct PlayerInfo *player)
4235 player->LevelSolved = TRUE;
4236 player->GameOver = TRUE;
4238 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4239 level.native_em_level->lev->score : player->score);
4241 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4243 player->LevelSolved_CountingScore = player->score_final;
4248 static int time, time_final;
4249 static int score, score_final;
4250 static int game_over_delay_1 = 0;
4251 static int game_over_delay_2 = 0;
4252 int game_over_delay_value_1 = 50;
4253 int game_over_delay_value_2 = 50;
4255 if (!local_player->LevelSolved_GameWon)
4259 /* do not start end game actions before the player stops moving (to exit) */
4260 if (local_player->MovPos)
4263 local_player->LevelSolved_GameWon = TRUE;
4264 local_player->LevelSolved_SaveTape = tape.recording;
4265 local_player->LevelSolved_SaveScore = !tape.playing;
4269 LevelStats_incSolved(level_nr);
4271 SaveLevelSetup_SeriesInfo();
4274 if (tape.auto_play) /* tape might already be stopped here */
4275 tape.auto_play_level_solved = TRUE;
4279 game_over_delay_1 = game_over_delay_value_1;
4280 game_over_delay_2 = game_over_delay_value_2;
4282 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4283 score = score_final = local_player->score_final;
4288 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4290 else if (game.no_time_limit && TimePlayed < 999)
4293 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4296 local_player->score_final = score_final;
4298 if (level_editor_test_game)
4301 score = score_final;
4303 local_player->LevelSolved_CountingTime = time;
4304 local_player->LevelSolved_CountingScore = score;
4306 game_panel_controls[GAME_PANEL_TIME].value = time;
4307 game_panel_controls[GAME_PANEL_SCORE].value = score;
4309 DisplayGameControlValues();
4312 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4314 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4316 /* close exit door after last player */
4317 if ((AllPlayersGone &&
4318 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4319 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4320 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4321 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4322 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4324 int element = Feld[ExitX][ExitY];
4326 Feld[ExitX][ExitY] =
4327 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4328 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4329 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4330 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4331 EL_EM_STEEL_EXIT_CLOSING);
4333 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4336 /* player disappears */
4337 DrawLevelField(ExitX, ExitY);
4340 for (i = 0; i < MAX_PLAYERS; i++)
4342 struct PlayerInfo *player = &stored_player[i];
4344 if (player->present)
4346 RemovePlayer(player);
4348 /* player disappears */
4349 DrawLevelField(player->jx, player->jy);
4354 PlaySound(SND_GAME_WINNING);
4357 if (game_over_delay_1 > 0)
4359 game_over_delay_1--;
4364 if (time != time_final)
4366 int time_to_go = ABS(time_final - time);
4367 int time_count_dir = (time < time_final ? +1 : -1);
4368 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4370 time += time_count_steps * time_count_dir;
4371 score += time_count_steps * level.score[SC_TIME_BONUS];
4373 local_player->LevelSolved_CountingTime = time;
4374 local_player->LevelSolved_CountingScore = score;
4376 game_panel_controls[GAME_PANEL_TIME].value = time;
4377 game_panel_controls[GAME_PANEL_SCORE].value = score;
4379 DisplayGameControlValues();
4381 if (time == time_final)
4382 StopSound(SND_GAME_LEVELTIME_BONUS);
4383 else if (setup.sound_loops)
4384 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4386 PlaySound(SND_GAME_LEVELTIME_BONUS);
4391 local_player->LevelSolved_PanelOff = TRUE;
4393 if (game_over_delay_2 > 0)
4395 game_over_delay_2--;
4406 boolean raise_level = FALSE;
4408 local_player->LevelSolved_GameEnd = TRUE;
4410 if (!global.use_envelope_request)
4411 CloseDoor(DOOR_CLOSE_1);
4413 if (local_player->LevelSolved_SaveTape)
4415 SaveTapeChecked(tape.level_nr); /* ask to save tape */
4418 CloseDoor(DOOR_CLOSE_ALL);
4420 if (level_editor_test_game)
4422 game_status = GAME_MODE_MAIN;
4429 if (!local_player->LevelSolved_SaveScore)
4431 FadeOut(REDRAW_FIELD);
4433 game_status = GAME_MODE_MAIN;
4440 if (level_nr == leveldir_current->handicap_level)
4442 leveldir_current->handicap_level++;
4444 SaveLevelSetup_SeriesInfo();
4447 if (level_nr < leveldir_current->last_level)
4448 raise_level = TRUE; /* advance to next level */
4450 if ((hi_pos = NewHiScore()) >= 0)
4452 game_status = GAME_MODE_SCORES;
4454 DrawHallOfFame(hi_pos);
4464 FadeOut(REDRAW_FIELD);
4466 game_status = GAME_MODE_MAIN;
4483 LoadScore(level_nr);
4485 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4486 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4489 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4491 if (local_player->score_final > highscore[k].Score)
4493 /* player has made it to the hall of fame */
4495 if (k < MAX_SCORE_ENTRIES - 1)
4497 int m = MAX_SCORE_ENTRIES - 1;
4500 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4501 if (strEqual(setup.player_name, highscore[l].Name))
4503 if (m == k) /* player's new highscore overwrites his old one */
4507 for (l = m; l > k; l--)
4509 strcpy(highscore[l].Name, highscore[l - 1].Name);
4510 highscore[l].Score = highscore[l - 1].Score;
4517 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4518 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4519 highscore[k].Score = local_player->score_final;
4525 else if (!strncmp(setup.player_name, highscore[k].Name,
4526 MAX_PLAYER_NAME_LEN))
4527 break; /* player already there with a higher score */
4533 SaveScore(level_nr);
4538 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4540 int element = Feld[x][y];
4541 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4542 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4543 int horiz_move = (dx != 0);
4544 int sign = (horiz_move ? dx : dy);
4545 int step = sign * element_info[element].move_stepsize;
4547 /* special values for move stepsize for spring and things on conveyor belt */
4550 if (CAN_FALL(element) &&
4551 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4552 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4553 else if (element == EL_SPRING)
4554 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4560 inline static int getElementMoveStepsize(int x, int y)
4562 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4565 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4567 if (player->GfxAction != action || player->GfxDir != dir)
4569 player->GfxAction = action;
4570 player->GfxDir = dir;
4572 player->StepFrame = 0;
4576 static void ResetGfxFrame(int x, int y, boolean redraw)
4578 int element = Feld[x][y];
4579 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4580 int last_gfx_frame = GfxFrame[x][y];
4582 if (graphic_info[graphic].anim_global_sync)
4583 GfxFrame[x][y] = FrameCounter;
4584 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4585 GfxFrame[x][y] = CustomValue[x][y];
4586 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4587 GfxFrame[x][y] = element_info[element].collect_score;
4588 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4589 GfxFrame[x][y] = ChangeDelay[x][y];
4591 if (redraw && GfxFrame[x][y] != last_gfx_frame)
4592 DrawLevelGraphicAnimation(x, y, graphic);
4595 static void ResetGfxAnimation(int x, int y)
4597 GfxAction[x][y] = ACTION_DEFAULT;
4598 GfxDir[x][y] = MovDir[x][y];
4601 ResetGfxFrame(x, y, FALSE);
4604 static void ResetRandomAnimationValue(int x, int y)
4606 GfxRandom[x][y] = INIT_GFX_RANDOM();
4609 void InitMovingField(int x, int y, int direction)
4611 int element = Feld[x][y];
4612 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4613 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4616 boolean is_moving_before, is_moving_after;
4618 /* check if element was/is moving or being moved before/after mode change */
4619 is_moving_before = (WasJustMoving[x][y] != 0);
4620 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4622 /* reset animation only for moving elements which change direction of moving
4623 or which just started or stopped moving
4624 (else CEs with property "can move" / "not moving" are reset each frame) */
4625 if (is_moving_before != is_moving_after ||
4626 direction != MovDir[x][y])
4627 ResetGfxAnimation(x, y);
4629 MovDir[x][y] = direction;
4630 GfxDir[x][y] = direction;
4632 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4633 direction == MV_DOWN && CAN_FALL(element) ?
4634 ACTION_FALLING : ACTION_MOVING);
4636 /* this is needed for CEs with property "can move" / "not moving" */
4638 if (is_moving_after)
4640 if (Feld[newx][newy] == EL_EMPTY)
4641 Feld[newx][newy] = EL_BLOCKED;
4643 MovDir[newx][newy] = MovDir[x][y];
4645 CustomValue[newx][newy] = CustomValue[x][y];
4647 GfxFrame[newx][newy] = GfxFrame[x][y];
4648 GfxRandom[newx][newy] = GfxRandom[x][y];
4649 GfxAction[newx][newy] = GfxAction[x][y];
4650 GfxDir[newx][newy] = GfxDir[x][y];
4654 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4656 int direction = MovDir[x][y];
4657 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4658 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4664 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4666 int oldx = x, oldy = y;
4667 int direction = MovDir[x][y];
4669 if (direction == MV_LEFT)
4671 else if (direction == MV_RIGHT)
4673 else if (direction == MV_UP)
4675 else if (direction == MV_DOWN)
4678 *comes_from_x = oldx;
4679 *comes_from_y = oldy;
4682 int MovingOrBlocked2Element(int x, int y)
4684 int element = Feld[x][y];
4686 if (element == EL_BLOCKED)
4690 Blocked2Moving(x, y, &oldx, &oldy);
4691 return Feld[oldx][oldy];
4697 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4699 /* like MovingOrBlocked2Element(), but if element is moving
4700 and (x,y) is the field the moving element is just leaving,
4701 return EL_BLOCKED instead of the element value */
4702 int element = Feld[x][y];
4704 if (IS_MOVING(x, y))
4706 if (element == EL_BLOCKED)
4710 Blocked2Moving(x, y, &oldx, &oldy);
4711 return Feld[oldx][oldy];
4720 static void RemoveField(int x, int y)
4722 Feld[x][y] = EL_EMPTY;
4728 CustomValue[x][y] = 0;
4731 ChangeDelay[x][y] = 0;
4732 ChangePage[x][y] = -1;
4733 Pushed[x][y] = FALSE;
4735 GfxElement[x][y] = EL_UNDEFINED;
4736 GfxAction[x][y] = ACTION_DEFAULT;
4737 GfxDir[x][y] = MV_NONE;
4740 void RemoveMovingField(int x, int y)
4742 int oldx = x, oldy = y, newx = x, newy = y;
4743 int element = Feld[x][y];
4744 int next_element = EL_UNDEFINED;
4746 if (element != EL_BLOCKED && !IS_MOVING(x, y))
4749 if (IS_MOVING(x, y))
4751 Moving2Blocked(x, y, &newx, &newy);
4753 if (Feld[newx][newy] != EL_BLOCKED)
4755 /* element is moving, but target field is not free (blocked), but
4756 already occupied by something different (example: acid pool);
4757 in this case, only remove the moving field, but not the target */
4759 RemoveField(oldx, oldy);
4761 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4763 TEST_DrawLevelField(oldx, oldy);
4768 else if (element == EL_BLOCKED)
4770 Blocked2Moving(x, y, &oldx, &oldy);
4771 if (!IS_MOVING(oldx, oldy))
4775 if (element == EL_BLOCKED &&
4776 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
4777 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
4778 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
4779 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
4780 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
4781 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
4782 next_element = get_next_element(Feld[oldx][oldy]);
4784 RemoveField(oldx, oldy);
4785 RemoveField(newx, newy);
4787 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4789 if (next_element != EL_UNDEFINED)
4790 Feld[oldx][oldy] = next_element;
4792 TEST_DrawLevelField(oldx, oldy);
4793 TEST_DrawLevelField(newx, newy);
4796 void DrawDynamite(int x, int y)
4798 int sx = SCREENX(x), sy = SCREENY(y);
4799 int graphic = el2img(Feld[x][y]);
4802 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
4805 if (IS_WALKABLE_INSIDE(Back[x][y]))
4809 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
4810 else if (Store[x][y])
4811 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
4813 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4815 if (Back[x][y] || Store[x][y])
4816 DrawGraphicThruMask(sx, sy, graphic, frame);
4818 DrawGraphic(sx, sy, graphic, frame);
4821 void CheckDynamite(int x, int y)
4823 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
4827 if (MovDelay[x][y] != 0)
4830 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4836 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4841 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
4843 boolean num_checked_players = 0;
4846 for (i = 0; i < MAX_PLAYERS; i++)
4848 if (stored_player[i].active)
4850 int sx = stored_player[i].jx;
4851 int sy = stored_player[i].jy;
4853 if (num_checked_players == 0)
4860 *sx1 = MIN(*sx1, sx);
4861 *sy1 = MIN(*sy1, sy);
4862 *sx2 = MAX(*sx2, sx);
4863 *sy2 = MAX(*sy2, sy);
4866 num_checked_players++;
4871 static boolean checkIfAllPlayersFitToScreen_RND()
4873 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
4875 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4877 return (sx2 - sx1 < SCR_FIELDX &&
4878 sy2 - sy1 < SCR_FIELDY);
4881 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
4883 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
4885 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4887 *sx = (sx1 + sx2) / 2;
4888 *sy = (sy1 + sy2) / 2;
4891 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
4892 boolean center_screen, boolean quick_relocation)
4894 boolean ffwd_delay = (tape.playing && tape.fast_forward);
4895 boolean no_delay = (tape.warp_forward);
4896 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
4897 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
4899 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
4903 else if (quick_relocation)
4905 if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
4907 if (!level.shifted_relocation || center_screen)
4909 /* quick relocation (without scrolling), with centering of screen */
4911 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4912 x > SBX_Right + MIDPOSX ? SBX_Right :
4915 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4916 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4921 /* quick relocation (without scrolling), but do not center screen */
4923 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4924 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4927 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4928 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4931 int offset_x = x + (scroll_x - center_scroll_x);
4932 int offset_y = y + (scroll_y - center_scroll_y);
4934 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4935 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4936 offset_x - MIDPOSX);
4938 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4939 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4940 offset_y - MIDPOSY);
4945 if (!level.shifted_relocation || center_screen)
4947 /* quick relocation (without scrolling), with centering of screen */
4949 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4950 x > SBX_Right + MIDPOSX ? SBX_Right :
4953 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4954 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4959 /* quick relocation (without scrolling), but do not center screen */
4961 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4962 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4965 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4966 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4969 int offset_x = x + (scroll_x - center_scroll_x);
4970 int offset_y = y + (scroll_y - center_scroll_y);
4972 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4973 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4974 offset_x - MIDPOSX);
4976 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4977 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4978 offset_y - MIDPOSY);
4986 int scroll_xx, scroll_yy;
4988 if (!level.shifted_relocation || center_screen)
4990 /* visible relocation (with scrolling), with centering of screen */
4992 scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
4993 x > SBX_Right + MIDPOSX ? SBX_Right :
4996 scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4997 y > SBY_Lower + MIDPOSY ? SBY_Lower :
5002 /* visible relocation (with scrolling), but do not center screen */
5004 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
5005 old_x > SBX_Right + MIDPOSX ? SBX_Right :
5008 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5009 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5012 int offset_x = x + (scroll_x - center_scroll_x);
5013 int offset_y = y + (scroll_y - center_scroll_y);
5015 scroll_xx = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
5016 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
5017 offset_x - MIDPOSX);
5019 scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5020 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5021 offset_y - MIDPOSY);
5024 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
5026 while (scroll_x != scroll_xx || scroll_y != scroll_yy)
5029 int fx = FX, fy = FY;
5031 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
5032 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
5034 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5040 fx += dx * TILEX / 2;
5041 fy += dy * TILEY / 2;
5043 ScrollLevel(dx, dy);
5046 /* scroll in two steps of half tile size to make things smoother */
5047 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5048 Delay(wait_delay_value);
5050 /* scroll second step to align at full tile size */
5052 Delay(wait_delay_value);
5057 Delay(wait_delay_value);
5061 void RelocatePlayer(int jx, int jy, int el_player_raw)
5063 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5064 int player_nr = GET_PLAYER_NR(el_player);
5065 struct PlayerInfo *player = &stored_player[player_nr];
5066 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5067 boolean no_delay = (tape.warp_forward);
5068 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5069 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5070 int old_jx = player->jx;
5071 int old_jy = player->jy;
5072 int old_element = Feld[old_jx][old_jy];
5073 int element = Feld[jx][jy];
5074 boolean player_relocated = (old_jx != jx || old_jy != jy);
5076 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5077 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5078 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5079 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5080 int leave_side_horiz = move_dir_horiz;
5081 int leave_side_vert = move_dir_vert;
5082 int enter_side = enter_side_horiz | enter_side_vert;
5083 int leave_side = leave_side_horiz | leave_side_vert;
5085 if (player->GameOver) /* do not reanimate dead player */
5088 if (!player_relocated) /* no need to relocate the player */
5091 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5093 RemoveField(jx, jy); /* temporarily remove newly placed player */
5094 DrawLevelField(jx, jy);
5097 if (player->present)
5099 while (player->MovPos)
5101 ScrollPlayer(player, SCROLL_GO_ON);
5102 ScrollScreen(NULL, SCROLL_GO_ON);
5104 AdvanceFrameAndPlayerCounters(player->index_nr);
5109 Delay(wait_delay_value);
5112 DrawPlayer(player); /* needed here only to cleanup last field */
5113 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5115 player->is_moving = FALSE;
5118 if (IS_CUSTOM_ELEMENT(old_element))
5119 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5121 player->index_bit, leave_side);
5123 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5125 player->index_bit, leave_side);
5127 Feld[jx][jy] = el_player;
5128 InitPlayerField(jx, jy, el_player, TRUE);
5130 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5131 possible that the relocation target field did not contain a player element,
5132 but a walkable element, to which the new player was relocated -- in this
5133 case, restore that (already initialized!) element on the player field */
5134 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5136 Feld[jx][jy] = element; /* restore previously existing element */
5139 /* only visually relocate centered player */
5140 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5141 FALSE, level.instant_relocation);
5143 TestIfPlayerTouchesBadThing(jx, jy);
5144 TestIfPlayerTouchesCustomElement(jx, jy);
5146 if (IS_CUSTOM_ELEMENT(element))
5147 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5148 player->index_bit, enter_side);
5150 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5151 player->index_bit, enter_side);
5153 if (player->is_switching)
5155 /* ensure that relocation while still switching an element does not cause
5156 a new element to be treated as also switched directly after relocation
5157 (this is important for teleporter switches that teleport the player to
5158 a place where another teleporter switch is in the same direction, which
5159 would then incorrectly be treated as immediately switched before the
5160 direction key that caused the switch was released) */
5162 player->switch_x += jx - old_jx;
5163 player->switch_y += jy - old_jy;
5167 void Explode(int ex, int ey, int phase, int mode)
5173 /* !!! eliminate this variable !!! */
5174 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5176 if (game.explosions_delayed)
5178 ExplodeField[ex][ey] = mode;
5182 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5184 int center_element = Feld[ex][ey];
5185 int artwork_element, explosion_element; /* set these values later */
5187 /* remove things displayed in background while burning dynamite */
5188 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5191 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5193 /* put moving element to center field (and let it explode there) */
5194 center_element = MovingOrBlocked2Element(ex, ey);
5195 RemoveMovingField(ex, ey);
5196 Feld[ex][ey] = center_element;
5199 /* now "center_element" is finally determined -- set related values now */
5200 artwork_element = center_element; /* for custom player artwork */
5201 explosion_element = center_element; /* for custom player artwork */
5203 if (IS_PLAYER(ex, ey))
5205 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5207 artwork_element = stored_player[player_nr].artwork_element;
5209 if (level.use_explosion_element[player_nr])
5211 explosion_element = level.explosion_element[player_nr];
5212 artwork_element = explosion_element;
5216 if (mode == EX_TYPE_NORMAL ||
5217 mode == EX_TYPE_CENTER ||
5218 mode == EX_TYPE_CROSS)
5219 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5221 last_phase = element_info[explosion_element].explosion_delay + 1;
5223 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5225 int xx = x - ex + 1;
5226 int yy = y - ey + 1;
5229 if (!IN_LEV_FIELD(x, y) ||
5230 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5231 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5234 element = Feld[x][y];
5236 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5238 element = MovingOrBlocked2Element(x, y);
5240 if (!IS_EXPLOSION_PROOF(element))
5241 RemoveMovingField(x, y);
5244 /* indestructible elements can only explode in center (but not flames) */
5245 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5246 mode == EX_TYPE_BORDER)) ||
5247 element == EL_FLAMES)
5250 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5251 behaviour, for example when touching a yamyam that explodes to rocks
5252 with active deadly shield, a rock is created under the player !!! */
5253 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5255 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5256 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5257 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5259 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5262 if (IS_ACTIVE_BOMB(element))
5264 /* re-activate things under the bomb like gate or penguin */
5265 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5272 /* save walkable background elements while explosion on same tile */
5273 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5274 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5275 Back[x][y] = element;
5277 /* ignite explodable elements reached by other explosion */
5278 if (element == EL_EXPLOSION)
5279 element = Store2[x][y];
5281 if (AmoebaNr[x][y] &&
5282 (element == EL_AMOEBA_FULL ||
5283 element == EL_BD_AMOEBA ||
5284 element == EL_AMOEBA_GROWING))
5286 AmoebaCnt[AmoebaNr[x][y]]--;
5287 AmoebaCnt2[AmoebaNr[x][y]]--;
5292 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5294 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5296 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5298 if (PLAYERINFO(ex, ey)->use_murphy)
5299 Store[x][y] = EL_EMPTY;
5302 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5303 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5304 else if (ELEM_IS_PLAYER(center_element))
5305 Store[x][y] = EL_EMPTY;
5306 else if (center_element == EL_YAMYAM)
5307 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5308 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5309 Store[x][y] = element_info[center_element].content.e[xx][yy];
5311 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5312 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5313 otherwise) -- FIX THIS !!! */
5314 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5315 Store[x][y] = element_info[element].content.e[1][1];
5317 else if (!CAN_EXPLODE(element))
5318 Store[x][y] = element_info[element].content.e[1][1];
5321 Store[x][y] = EL_EMPTY;
5323 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5324 center_element == EL_AMOEBA_TO_DIAMOND)
5325 Store2[x][y] = element;
5327 Feld[x][y] = EL_EXPLOSION;
5328 GfxElement[x][y] = artwork_element;
5330 ExplodePhase[x][y] = 1;
5331 ExplodeDelay[x][y] = last_phase;
5336 if (center_element == EL_YAMYAM)
5337 game.yamyam_content_nr =
5338 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5350 GfxFrame[x][y] = 0; /* restart explosion animation */
5352 last_phase = ExplodeDelay[x][y];
5354 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5356 /* this can happen if the player leaves an explosion just in time */
5357 if (GfxElement[x][y] == EL_UNDEFINED)
5358 GfxElement[x][y] = EL_EMPTY;
5360 border_element = Store2[x][y];
5361 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5362 border_element = StorePlayer[x][y];
5364 if (phase == element_info[border_element].ignition_delay ||
5365 phase == last_phase)
5367 boolean border_explosion = FALSE;
5369 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5370 !PLAYER_EXPLOSION_PROTECTED(x, y))
5372 KillPlayerUnlessExplosionProtected(x, y);
5373 border_explosion = TRUE;
5375 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5377 Feld[x][y] = Store2[x][y];
5380 border_explosion = TRUE;
5382 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5384 AmoebeUmwandeln(x, y);
5386 border_explosion = TRUE;
5389 /* if an element just explodes due to another explosion (chain-reaction),
5390 do not immediately end the new explosion when it was the last frame of
5391 the explosion (as it would be done in the following "if"-statement!) */
5392 if (border_explosion && phase == last_phase)
5396 if (phase == last_phase)
5400 element = Feld[x][y] = Store[x][y];
5401 Store[x][y] = Store2[x][y] = 0;
5402 GfxElement[x][y] = EL_UNDEFINED;
5404 /* player can escape from explosions and might therefore be still alive */
5405 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5406 element <= EL_PLAYER_IS_EXPLODING_4)
5408 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5409 int explosion_element = EL_PLAYER_1 + player_nr;
5410 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5411 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5413 if (level.use_explosion_element[player_nr])
5414 explosion_element = level.explosion_element[player_nr];
5416 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5417 element_info[explosion_element].content.e[xx][yy]);
5420 /* restore probably existing indestructible background element */
5421 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5422 element = Feld[x][y] = Back[x][y];
5425 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5426 GfxDir[x][y] = MV_NONE;
5427 ChangeDelay[x][y] = 0;
5428 ChangePage[x][y] = -1;
5430 CustomValue[x][y] = 0;
5432 InitField_WithBug2(x, y, FALSE);
5434 TEST_DrawLevelField(x, y);
5436 TestIfElementTouchesCustomElement(x, y);
5438 if (GFX_CRUMBLED(element))
5439 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5441 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5442 StorePlayer[x][y] = 0;
5444 if (ELEM_IS_PLAYER(element))
5445 RelocatePlayer(x, y, element);
5447 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5449 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5450 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5453 TEST_DrawLevelFieldCrumbled(x, y);
5455 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5457 DrawLevelElement(x, y, Back[x][y]);
5458 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5460 else if (IS_WALKABLE_UNDER(Back[x][y]))
5462 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5463 DrawLevelElementThruMask(x, y, Back[x][y]);
5465 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5466 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5470 void DynaExplode(int ex, int ey)
5473 int dynabomb_element = Feld[ex][ey];
5474 int dynabomb_size = 1;
5475 boolean dynabomb_xl = FALSE;
5476 struct PlayerInfo *player;
5477 static int xy[4][2] =
5485 if (IS_ACTIVE_BOMB(dynabomb_element))
5487 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5488 dynabomb_size = player->dynabomb_size;
5489 dynabomb_xl = player->dynabomb_xl;
5490 player->dynabombs_left++;
5493 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5495 for (i = 0; i < NUM_DIRECTIONS; i++)
5497 for (j = 1; j <= dynabomb_size; j++)
5499 int x = ex + j * xy[i][0];
5500 int y = ey + j * xy[i][1];
5503 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5506 element = Feld[x][y];
5508 /* do not restart explosions of fields with active bombs */
5509 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5512 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5514 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5515 !IS_DIGGABLE(element) && !dynabomb_xl)
5521 void Bang(int x, int y)
5523 int element = MovingOrBlocked2Element(x, y);
5524 int explosion_type = EX_TYPE_NORMAL;
5526 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5528 struct PlayerInfo *player = PLAYERINFO(x, y);
5530 element = Feld[x][y] = player->initial_element;
5532 if (level.use_explosion_element[player->index_nr])
5534 int explosion_element = level.explosion_element[player->index_nr];
5536 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5537 explosion_type = EX_TYPE_CROSS;
5538 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5539 explosion_type = EX_TYPE_CENTER;
5547 case EL_BD_BUTTERFLY:
5550 case EL_DARK_YAMYAM:
5554 RaiseScoreElement(element);
5557 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5558 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5559 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5560 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5561 case EL_DYNABOMB_INCREASE_NUMBER:
5562 case EL_DYNABOMB_INCREASE_SIZE:
5563 case EL_DYNABOMB_INCREASE_POWER:
5564 explosion_type = EX_TYPE_DYNA;
5567 case EL_DC_LANDMINE:
5568 explosion_type = EX_TYPE_CENTER;
5573 case EL_LAMP_ACTIVE:
5574 case EL_AMOEBA_TO_DIAMOND:
5575 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5576 explosion_type = EX_TYPE_CENTER;
5580 if (element_info[element].explosion_type == EXPLODES_CROSS)
5581 explosion_type = EX_TYPE_CROSS;
5582 else if (element_info[element].explosion_type == EXPLODES_1X1)
5583 explosion_type = EX_TYPE_CENTER;
5587 if (explosion_type == EX_TYPE_DYNA)
5590 Explode(x, y, EX_PHASE_START, explosion_type);
5592 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5595 void SplashAcid(int x, int y)
5597 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5598 (!IN_LEV_FIELD(x - 1, y - 2) ||
5599 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5600 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5602 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5603 (!IN_LEV_FIELD(x + 1, y - 2) ||
5604 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5605 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5607 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5610 static void InitBeltMovement()
5612 static int belt_base_element[4] =
5614 EL_CONVEYOR_BELT_1_LEFT,
5615 EL_CONVEYOR_BELT_2_LEFT,
5616 EL_CONVEYOR_BELT_3_LEFT,
5617 EL_CONVEYOR_BELT_4_LEFT
5619 static int belt_base_active_element[4] =
5621 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5622 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5623 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5624 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5629 /* set frame order for belt animation graphic according to belt direction */
5630 for (i = 0; i < NUM_BELTS; i++)
5634 for (j = 0; j < NUM_BELT_PARTS; j++)
5636 int element = belt_base_active_element[belt_nr] + j;
5637 int graphic_1 = el2img(element);
5638 int graphic_2 = el2panelimg(element);
5640 if (game.belt_dir[i] == MV_LEFT)
5642 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5643 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5647 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5648 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5653 SCAN_PLAYFIELD(x, y)
5655 int element = Feld[x][y];
5657 for (i = 0; i < NUM_BELTS; i++)
5659 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5661 int e_belt_nr = getBeltNrFromBeltElement(element);
5664 if (e_belt_nr == belt_nr)
5666 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5668 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5675 static void ToggleBeltSwitch(int x, int y)
5677 static int belt_base_element[4] =
5679 EL_CONVEYOR_BELT_1_LEFT,
5680 EL_CONVEYOR_BELT_2_LEFT,
5681 EL_CONVEYOR_BELT_3_LEFT,
5682 EL_CONVEYOR_BELT_4_LEFT
5684 static int belt_base_active_element[4] =
5686 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5687 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5688 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5689 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5691 static int belt_base_switch_element[4] =
5693 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5694 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5695 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5696 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5698 static int belt_move_dir[4] =
5706 int element = Feld[x][y];
5707 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5708 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5709 int belt_dir = belt_move_dir[belt_dir_nr];
5712 if (!IS_BELT_SWITCH(element))
5715 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5716 game.belt_dir[belt_nr] = belt_dir;
5718 if (belt_dir_nr == 3)
5721 /* set frame order for belt animation graphic according to belt direction */
5722 for (i = 0; i < NUM_BELT_PARTS; i++)
5724 int element = belt_base_active_element[belt_nr] + i;
5725 int graphic_1 = el2img(element);
5726 int graphic_2 = el2panelimg(element);
5728 if (belt_dir == MV_LEFT)
5730 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5731 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5735 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5736 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5740 SCAN_PLAYFIELD(xx, yy)
5742 int element = Feld[xx][yy];
5744 if (IS_BELT_SWITCH(element))
5746 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5748 if (e_belt_nr == belt_nr)
5750 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5751 TEST_DrawLevelField(xx, yy);
5754 else if (IS_BELT(element) && belt_dir != MV_NONE)
5756 int e_belt_nr = getBeltNrFromBeltElement(element);
5758 if (e_belt_nr == belt_nr)
5760 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5762 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5763 TEST_DrawLevelField(xx, yy);
5766 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5768 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5770 if (e_belt_nr == belt_nr)
5772 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5774 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5775 TEST_DrawLevelField(xx, yy);
5781 static void ToggleSwitchgateSwitch(int x, int y)
5785 game.switchgate_pos = !game.switchgate_pos;
5787 SCAN_PLAYFIELD(xx, yy)
5789 int element = Feld[xx][yy];
5791 if (element == EL_SWITCHGATE_SWITCH_UP)
5793 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5794 TEST_DrawLevelField(xx, yy);
5796 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5798 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5799 TEST_DrawLevelField(xx, yy);
5801 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5803 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5804 TEST_DrawLevelField(xx, yy);
5806 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5808 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5809 TEST_DrawLevelField(xx, yy);
5811 else if (element == EL_SWITCHGATE_OPEN ||
5812 element == EL_SWITCHGATE_OPENING)
5814 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
5816 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
5818 else if (element == EL_SWITCHGATE_CLOSED ||
5819 element == EL_SWITCHGATE_CLOSING)
5821 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
5823 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
5828 static int getInvisibleActiveFromInvisibleElement(int element)
5830 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
5831 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
5832 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
5836 static int getInvisibleFromInvisibleActiveElement(int element)
5838 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
5839 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
5840 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
5844 static void RedrawAllLightSwitchesAndInvisibleElements()
5848 SCAN_PLAYFIELD(x, y)
5850 int element = Feld[x][y];
5852 if (element == EL_LIGHT_SWITCH &&
5853 game.light_time_left > 0)
5855 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
5856 TEST_DrawLevelField(x, y);
5858 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
5859 game.light_time_left == 0)
5861 Feld[x][y] = EL_LIGHT_SWITCH;
5862 TEST_DrawLevelField(x, y);
5864 else if (element == EL_EMC_DRIPPER &&
5865 game.light_time_left > 0)
5867 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5868 TEST_DrawLevelField(x, y);
5870 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5871 game.light_time_left == 0)
5873 Feld[x][y] = EL_EMC_DRIPPER;
5874 TEST_DrawLevelField(x, y);
5876 else if (element == EL_INVISIBLE_STEELWALL ||
5877 element == EL_INVISIBLE_WALL ||
5878 element == EL_INVISIBLE_SAND)
5880 if (game.light_time_left > 0)
5881 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5883 TEST_DrawLevelField(x, y);
5885 /* uncrumble neighbour fields, if needed */
5886 if (element == EL_INVISIBLE_SAND)
5887 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5889 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5890 element == EL_INVISIBLE_WALL_ACTIVE ||
5891 element == EL_INVISIBLE_SAND_ACTIVE)
5893 if (game.light_time_left == 0)
5894 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5896 TEST_DrawLevelField(x, y);
5898 /* re-crumble neighbour fields, if needed */
5899 if (element == EL_INVISIBLE_SAND)
5900 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5905 static void RedrawAllInvisibleElementsForLenses()
5909 SCAN_PLAYFIELD(x, y)
5911 int element = Feld[x][y];
5913 if (element == EL_EMC_DRIPPER &&
5914 game.lenses_time_left > 0)
5916 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5917 TEST_DrawLevelField(x, y);
5919 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5920 game.lenses_time_left == 0)
5922 Feld[x][y] = EL_EMC_DRIPPER;
5923 TEST_DrawLevelField(x, y);
5925 else if (element == EL_INVISIBLE_STEELWALL ||
5926 element == EL_INVISIBLE_WALL ||
5927 element == EL_INVISIBLE_SAND)
5929 if (game.lenses_time_left > 0)
5930 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5932 TEST_DrawLevelField(x, y);
5934 /* uncrumble neighbour fields, if needed */
5935 if (element == EL_INVISIBLE_SAND)
5936 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5938 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5939 element == EL_INVISIBLE_WALL_ACTIVE ||
5940 element == EL_INVISIBLE_SAND_ACTIVE)
5942 if (game.lenses_time_left == 0)
5943 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5945 TEST_DrawLevelField(x, y);
5947 /* re-crumble neighbour fields, if needed */
5948 if (element == EL_INVISIBLE_SAND)
5949 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5954 static void RedrawAllInvisibleElementsForMagnifier()
5958 SCAN_PLAYFIELD(x, y)
5960 int element = Feld[x][y];
5962 if (element == EL_EMC_FAKE_GRASS &&
5963 game.magnify_time_left > 0)
5965 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
5966 TEST_DrawLevelField(x, y);
5968 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
5969 game.magnify_time_left == 0)
5971 Feld[x][y] = EL_EMC_FAKE_GRASS;
5972 TEST_DrawLevelField(x, y);
5974 else if (IS_GATE_GRAY(element) &&
5975 game.magnify_time_left > 0)
5977 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
5978 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
5979 IS_EM_GATE_GRAY(element) ?
5980 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
5981 IS_EMC_GATE_GRAY(element) ?
5982 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
5983 IS_DC_GATE_GRAY(element) ?
5984 EL_DC_GATE_WHITE_GRAY_ACTIVE :
5986 TEST_DrawLevelField(x, y);
5988 else if (IS_GATE_GRAY_ACTIVE(element) &&
5989 game.magnify_time_left == 0)
5991 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
5992 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
5993 IS_EM_GATE_GRAY_ACTIVE(element) ?
5994 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
5995 IS_EMC_GATE_GRAY_ACTIVE(element) ?
5996 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
5997 IS_DC_GATE_GRAY_ACTIVE(element) ?
5998 EL_DC_GATE_WHITE_GRAY :
6000 TEST_DrawLevelField(x, y);
6005 static void ToggleLightSwitch(int x, int y)
6007 int element = Feld[x][y];
6009 game.light_time_left =
6010 (element == EL_LIGHT_SWITCH ?
6011 level.time_light * FRAMES_PER_SECOND : 0);
6013 RedrawAllLightSwitchesAndInvisibleElements();
6016 static void ActivateTimegateSwitch(int x, int y)
6020 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6022 SCAN_PLAYFIELD(xx, yy)
6024 int element = Feld[xx][yy];
6026 if (element == EL_TIMEGATE_CLOSED ||
6027 element == EL_TIMEGATE_CLOSING)
6029 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6030 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6034 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6036 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6037 TEST_DrawLevelField(xx, yy);
6043 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6044 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6047 void Impact(int x, int y)
6049 boolean last_line = (y == lev_fieldy - 1);
6050 boolean object_hit = FALSE;
6051 boolean impact = (last_line || object_hit);
6052 int element = Feld[x][y];
6053 int smashed = EL_STEELWALL;
6055 if (!last_line) /* check if element below was hit */
6057 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6060 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6061 MovDir[x][y + 1] != MV_DOWN ||
6062 MovPos[x][y + 1] <= TILEY / 2));
6064 /* do not smash moving elements that left the smashed field in time */
6065 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6066 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6069 #if USE_QUICKSAND_IMPACT_BUGFIX
6070 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6072 RemoveMovingField(x, y + 1);
6073 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6074 Feld[x][y + 2] = EL_ROCK;
6075 TEST_DrawLevelField(x, y + 2);
6080 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6082 RemoveMovingField(x, y + 1);
6083 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6084 Feld[x][y + 2] = EL_ROCK;
6085 TEST_DrawLevelField(x, y + 2);
6092 smashed = MovingOrBlocked2Element(x, y + 1);
6094 impact = (last_line || object_hit);
6097 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6099 SplashAcid(x, y + 1);
6103 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6104 /* only reset graphic animation if graphic really changes after impact */
6106 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6108 ResetGfxAnimation(x, y);
6109 TEST_DrawLevelField(x, y);
6112 if (impact && CAN_EXPLODE_IMPACT(element))
6117 else if (impact && element == EL_PEARL &&
6118 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6120 ResetGfxAnimation(x, y);
6122 Feld[x][y] = EL_PEARL_BREAKING;
6123 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6126 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6128 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6133 if (impact && element == EL_AMOEBA_DROP)
6135 if (object_hit && IS_PLAYER(x, y + 1))
6136 KillPlayerUnlessEnemyProtected(x, y + 1);
6137 else if (object_hit && smashed == EL_PENGUIN)
6141 Feld[x][y] = EL_AMOEBA_GROWING;
6142 Store[x][y] = EL_AMOEBA_WET;
6144 ResetRandomAnimationValue(x, y);
6149 if (object_hit) /* check which object was hit */
6151 if ((CAN_PASS_MAGIC_WALL(element) &&
6152 (smashed == EL_MAGIC_WALL ||
6153 smashed == EL_BD_MAGIC_WALL)) ||
6154 (CAN_PASS_DC_MAGIC_WALL(element) &&
6155 smashed == EL_DC_MAGIC_WALL))
6158 int activated_magic_wall =
6159 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6160 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6161 EL_DC_MAGIC_WALL_ACTIVE);
6163 /* activate magic wall / mill */
6164 SCAN_PLAYFIELD(xx, yy)
6166 if (Feld[xx][yy] == smashed)
6167 Feld[xx][yy] = activated_magic_wall;
6170 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6171 game.magic_wall_active = TRUE;
6173 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6174 SND_MAGIC_WALL_ACTIVATING :
6175 smashed == EL_BD_MAGIC_WALL ?
6176 SND_BD_MAGIC_WALL_ACTIVATING :
6177 SND_DC_MAGIC_WALL_ACTIVATING));
6180 if (IS_PLAYER(x, y + 1))
6182 if (CAN_SMASH_PLAYER(element))
6184 KillPlayerUnlessEnemyProtected(x, y + 1);
6188 else if (smashed == EL_PENGUIN)
6190 if (CAN_SMASH_PLAYER(element))
6196 else if (element == EL_BD_DIAMOND)
6198 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6204 else if (((element == EL_SP_INFOTRON ||
6205 element == EL_SP_ZONK) &&
6206 (smashed == EL_SP_SNIKSNAK ||
6207 smashed == EL_SP_ELECTRON ||
6208 smashed == EL_SP_DISK_ORANGE)) ||
6209 (element == EL_SP_INFOTRON &&
6210 smashed == EL_SP_DISK_YELLOW))
6215 else if (CAN_SMASH_EVERYTHING(element))
6217 if (IS_CLASSIC_ENEMY(smashed) ||
6218 CAN_EXPLODE_SMASHED(smashed))
6223 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6225 if (smashed == EL_LAMP ||
6226 smashed == EL_LAMP_ACTIVE)
6231 else if (smashed == EL_NUT)
6233 Feld[x][y + 1] = EL_NUT_BREAKING;
6234 PlayLevelSound(x, y, SND_NUT_BREAKING);
6235 RaiseScoreElement(EL_NUT);
6238 else if (smashed == EL_PEARL)
6240 ResetGfxAnimation(x, y);
6242 Feld[x][y + 1] = EL_PEARL_BREAKING;
6243 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6246 else if (smashed == EL_DIAMOND)
6248 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6249 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6252 else if (IS_BELT_SWITCH(smashed))
6254 ToggleBeltSwitch(x, y + 1);
6256 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6257 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6258 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6259 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6261 ToggleSwitchgateSwitch(x, y + 1);
6263 else if (smashed == EL_LIGHT_SWITCH ||
6264 smashed == EL_LIGHT_SWITCH_ACTIVE)
6266 ToggleLightSwitch(x, y + 1);
6270 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6272 CheckElementChangeBySide(x, y + 1, smashed, element,
6273 CE_SWITCHED, CH_SIDE_TOP);
6274 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6280 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6285 /* play sound of magic wall / mill */
6287 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6288 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6289 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6291 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6292 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6293 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6294 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6295 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6296 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6301 /* play sound of object that hits the ground */
6302 if (last_line || object_hit)
6303 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6306 inline static void TurnRoundExt(int x, int y)
6318 { 0, 0 }, { 0, 0 }, { 0, 0 },
6323 int left, right, back;
6327 { MV_DOWN, MV_UP, MV_RIGHT },
6328 { MV_UP, MV_DOWN, MV_LEFT },
6330 { MV_LEFT, MV_RIGHT, MV_DOWN },
6334 { MV_RIGHT, MV_LEFT, MV_UP }
6337 int element = Feld[x][y];
6338 int move_pattern = element_info[element].move_pattern;
6340 int old_move_dir = MovDir[x][y];
6341 int left_dir = turn[old_move_dir].left;
6342 int right_dir = turn[old_move_dir].right;
6343 int back_dir = turn[old_move_dir].back;
6345 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6346 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6347 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6348 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6350 int left_x = x + left_dx, left_y = y + left_dy;
6351 int right_x = x + right_dx, right_y = y + right_dy;
6352 int move_x = x + move_dx, move_y = y + move_dy;
6356 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6358 TestIfBadThingTouchesOtherBadThing(x, y);
6360 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6361 MovDir[x][y] = right_dir;
6362 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6363 MovDir[x][y] = left_dir;
6365 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6367 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6370 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6372 TestIfBadThingTouchesOtherBadThing(x, y);
6374 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6375 MovDir[x][y] = left_dir;
6376 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6377 MovDir[x][y] = right_dir;
6379 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6381 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6384 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6386 TestIfBadThingTouchesOtherBadThing(x, y);
6388 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6389 MovDir[x][y] = left_dir;
6390 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6391 MovDir[x][y] = right_dir;
6393 if (MovDir[x][y] != old_move_dir)
6396 else if (element == EL_YAMYAM)
6398 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6399 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6401 if (can_turn_left && can_turn_right)
6402 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6403 else if (can_turn_left)
6404 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6405 else if (can_turn_right)
6406 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6408 MovDir[x][y] = back_dir;
6410 MovDelay[x][y] = 16 + 16 * RND(3);
6412 else if (element == EL_DARK_YAMYAM)
6414 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6416 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6419 if (can_turn_left && can_turn_right)
6420 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6421 else if (can_turn_left)
6422 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6423 else if (can_turn_right)
6424 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6426 MovDir[x][y] = back_dir;
6428 MovDelay[x][y] = 16 + 16 * RND(3);
6430 else if (element == EL_PACMAN)
6432 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6433 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6435 if (can_turn_left && can_turn_right)
6436 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6437 else if (can_turn_left)
6438 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6439 else if (can_turn_right)
6440 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6442 MovDir[x][y] = back_dir;
6444 MovDelay[x][y] = 6 + RND(40);
6446 else if (element == EL_PIG)
6448 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6449 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6450 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6451 boolean should_turn_left, should_turn_right, should_move_on;
6453 int rnd = RND(rnd_value);
6455 should_turn_left = (can_turn_left &&
6457 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6458 y + back_dy + left_dy)));
6459 should_turn_right = (can_turn_right &&
6461 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6462 y + back_dy + right_dy)));
6463 should_move_on = (can_move_on &&
6466 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6467 y + move_dy + left_dy) ||
6468 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6469 y + move_dy + right_dy)));
6471 if (should_turn_left || should_turn_right || should_move_on)
6473 if (should_turn_left && should_turn_right && should_move_on)
6474 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6475 rnd < 2 * rnd_value / 3 ? right_dir :
6477 else if (should_turn_left && should_turn_right)
6478 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6479 else if (should_turn_left && should_move_on)
6480 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6481 else if (should_turn_right && should_move_on)
6482 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6483 else if (should_turn_left)
6484 MovDir[x][y] = left_dir;
6485 else if (should_turn_right)
6486 MovDir[x][y] = right_dir;
6487 else if (should_move_on)
6488 MovDir[x][y] = old_move_dir;
6490 else if (can_move_on && rnd > rnd_value / 8)
6491 MovDir[x][y] = old_move_dir;
6492 else if (can_turn_left && can_turn_right)
6493 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6494 else if (can_turn_left && rnd > rnd_value / 8)
6495 MovDir[x][y] = left_dir;
6496 else if (can_turn_right && rnd > rnd_value/8)
6497 MovDir[x][y] = right_dir;
6499 MovDir[x][y] = back_dir;
6501 xx = x + move_xy[MovDir[x][y]].dx;
6502 yy = y + move_xy[MovDir[x][y]].dy;
6504 if (!IN_LEV_FIELD(xx, yy) ||
6505 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6506 MovDir[x][y] = old_move_dir;
6510 else if (element == EL_DRAGON)
6512 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6513 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6514 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6516 int rnd = RND(rnd_value);
6518 if (can_move_on && rnd > rnd_value / 8)
6519 MovDir[x][y] = old_move_dir;
6520 else if (can_turn_left && can_turn_right)
6521 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6522 else if (can_turn_left && rnd > rnd_value / 8)
6523 MovDir[x][y] = left_dir;
6524 else if (can_turn_right && rnd > rnd_value / 8)
6525 MovDir[x][y] = right_dir;
6527 MovDir[x][y] = back_dir;
6529 xx = x + move_xy[MovDir[x][y]].dx;
6530 yy = y + move_xy[MovDir[x][y]].dy;
6532 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6533 MovDir[x][y] = old_move_dir;
6537 else if (element == EL_MOLE)
6539 boolean can_move_on =
6540 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6541 IS_AMOEBOID(Feld[move_x][move_y]) ||
6542 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6545 boolean can_turn_left =
6546 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6547 IS_AMOEBOID(Feld[left_x][left_y])));
6549 boolean can_turn_right =
6550 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6551 IS_AMOEBOID(Feld[right_x][right_y])));
6553 if (can_turn_left && can_turn_right)
6554 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6555 else if (can_turn_left)
6556 MovDir[x][y] = left_dir;
6558 MovDir[x][y] = right_dir;
6561 if (MovDir[x][y] != old_move_dir)
6564 else if (element == EL_BALLOON)
6566 MovDir[x][y] = game.wind_direction;
6569 else if (element == EL_SPRING)
6571 if (MovDir[x][y] & MV_HORIZONTAL)
6573 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6574 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6576 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6577 ResetGfxAnimation(move_x, move_y);
6578 TEST_DrawLevelField(move_x, move_y);
6580 MovDir[x][y] = back_dir;
6582 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6583 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6584 MovDir[x][y] = MV_NONE;
6589 else if (element == EL_ROBOT ||
6590 element == EL_SATELLITE ||
6591 element == EL_PENGUIN ||
6592 element == EL_EMC_ANDROID)
6594 int attr_x = -1, attr_y = -1;
6605 for (i = 0; i < MAX_PLAYERS; i++)
6607 struct PlayerInfo *player = &stored_player[i];
6608 int jx = player->jx, jy = player->jy;
6610 if (!player->active)
6614 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6622 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6623 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6624 game.engine_version < VERSION_IDENT(3,1,0,0)))
6630 if (element == EL_PENGUIN)
6633 static int xy[4][2] =
6641 for (i = 0; i < NUM_DIRECTIONS; i++)
6643 int ex = x + xy[i][0];
6644 int ey = y + xy[i][1];
6646 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6647 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6648 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6649 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6658 MovDir[x][y] = MV_NONE;
6660 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6661 else if (attr_x > x)
6662 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6664 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6665 else if (attr_y > y)
6666 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6668 if (element == EL_ROBOT)
6672 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6673 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6674 Moving2Blocked(x, y, &newx, &newy);
6676 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6677 MovDelay[x][y] = 8 + 8 * !RND(3);
6679 MovDelay[x][y] = 16;
6681 else if (element == EL_PENGUIN)
6687 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6689 boolean first_horiz = RND(2);
6690 int new_move_dir = MovDir[x][y];
6693 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6694 Moving2Blocked(x, y, &newx, &newy);
6696 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6700 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6701 Moving2Blocked(x, y, &newx, &newy);
6703 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6706 MovDir[x][y] = old_move_dir;
6710 else if (element == EL_SATELLITE)
6716 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6718 boolean first_horiz = RND(2);
6719 int new_move_dir = MovDir[x][y];
6722 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6723 Moving2Blocked(x, y, &newx, &newy);
6725 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6729 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6730 Moving2Blocked(x, y, &newx, &newy);
6732 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6735 MovDir[x][y] = old_move_dir;
6739 else if (element == EL_EMC_ANDROID)
6741 static int check_pos[16] =
6743 -1, /* 0 => (invalid) */
6744 7, /* 1 => MV_LEFT */
6745 3, /* 2 => MV_RIGHT */
6746 -1, /* 3 => (invalid) */
6748 0, /* 5 => MV_LEFT | MV_UP */
6749 2, /* 6 => MV_RIGHT | MV_UP */
6750 -1, /* 7 => (invalid) */
6751 5, /* 8 => MV_DOWN */
6752 6, /* 9 => MV_LEFT | MV_DOWN */
6753 4, /* 10 => MV_RIGHT | MV_DOWN */
6754 -1, /* 11 => (invalid) */
6755 -1, /* 12 => (invalid) */
6756 -1, /* 13 => (invalid) */
6757 -1, /* 14 => (invalid) */
6758 -1, /* 15 => (invalid) */
6766 { -1, -1, MV_LEFT | MV_UP },
6768 { +1, -1, MV_RIGHT | MV_UP },
6769 { +1, 0, MV_RIGHT },
6770 { +1, +1, MV_RIGHT | MV_DOWN },
6772 { -1, +1, MV_LEFT | MV_DOWN },
6775 int start_pos, check_order;
6776 boolean can_clone = FALSE;
6779 /* check if there is any free field around current position */
6780 for (i = 0; i < 8; i++)
6782 int newx = x + check_xy[i].dx;
6783 int newy = y + check_xy[i].dy;
6785 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6793 if (can_clone) /* randomly find an element to clone */
6797 start_pos = check_pos[RND(8)];
6798 check_order = (RND(2) ? -1 : +1);
6800 for (i = 0; i < 8; i++)
6802 int pos_raw = start_pos + i * check_order;
6803 int pos = (pos_raw + 8) % 8;
6804 int newx = x + check_xy[pos].dx;
6805 int newy = y + check_xy[pos].dy;
6807 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6809 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
6810 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
6812 Store[x][y] = Feld[newx][newy];
6821 if (can_clone) /* randomly find a direction to move */
6825 start_pos = check_pos[RND(8)];
6826 check_order = (RND(2) ? -1 : +1);
6828 for (i = 0; i < 8; i++)
6830 int pos_raw = start_pos + i * check_order;
6831 int pos = (pos_raw + 8) % 8;
6832 int newx = x + check_xy[pos].dx;
6833 int newy = y + check_xy[pos].dy;
6834 int new_move_dir = check_xy[pos].dir;
6836 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6838 MovDir[x][y] = new_move_dir;
6839 MovDelay[x][y] = level.android_clone_time * 8 + 1;
6848 if (can_clone) /* cloning and moving successful */
6851 /* cannot clone -- try to move towards player */
6853 start_pos = check_pos[MovDir[x][y] & 0x0f];
6854 check_order = (RND(2) ? -1 : +1);
6856 for (i = 0; i < 3; i++)
6858 /* first check start_pos, then previous/next or (next/previous) pos */
6859 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
6860 int pos = (pos_raw + 8) % 8;
6861 int newx = x + check_xy[pos].dx;
6862 int newy = y + check_xy[pos].dy;
6863 int new_move_dir = check_xy[pos].dir;
6865 if (IS_PLAYER(newx, newy))
6868 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6870 MovDir[x][y] = new_move_dir;
6871 MovDelay[x][y] = level.android_move_time * 8 + 1;
6878 else if (move_pattern == MV_TURNING_LEFT ||
6879 move_pattern == MV_TURNING_RIGHT ||
6880 move_pattern == MV_TURNING_LEFT_RIGHT ||
6881 move_pattern == MV_TURNING_RIGHT_LEFT ||
6882 move_pattern == MV_TURNING_RANDOM ||
6883 move_pattern == MV_ALL_DIRECTIONS)
6885 boolean can_turn_left =
6886 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
6887 boolean can_turn_right =
6888 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
6890 if (element_info[element].move_stepsize == 0) /* "not moving" */
6893 if (move_pattern == MV_TURNING_LEFT)
6894 MovDir[x][y] = left_dir;
6895 else if (move_pattern == MV_TURNING_RIGHT)
6896 MovDir[x][y] = right_dir;
6897 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
6898 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
6899 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
6900 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
6901 else if (move_pattern == MV_TURNING_RANDOM)
6902 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
6903 can_turn_right && !can_turn_left ? right_dir :
6904 RND(2) ? left_dir : right_dir);
6905 else if (can_turn_left && can_turn_right)
6906 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6907 else if (can_turn_left)
6908 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6909 else if (can_turn_right)
6910 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6912 MovDir[x][y] = back_dir;
6914 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6916 else if (move_pattern == MV_HORIZONTAL ||
6917 move_pattern == MV_VERTICAL)
6919 if (move_pattern & old_move_dir)
6920 MovDir[x][y] = back_dir;
6921 else if (move_pattern == MV_HORIZONTAL)
6922 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
6923 else if (move_pattern == MV_VERTICAL)
6924 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
6926 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6928 else if (move_pattern & MV_ANY_DIRECTION)
6930 MovDir[x][y] = move_pattern;
6931 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6933 else if (move_pattern & MV_WIND_DIRECTION)
6935 MovDir[x][y] = game.wind_direction;
6936 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6938 else if (move_pattern == MV_ALONG_LEFT_SIDE)
6940 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
6941 MovDir[x][y] = left_dir;
6942 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6943 MovDir[x][y] = right_dir;
6945 if (MovDir[x][y] != old_move_dir)
6946 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6948 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
6950 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
6951 MovDir[x][y] = right_dir;
6952 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6953 MovDir[x][y] = left_dir;
6955 if (MovDir[x][y] != old_move_dir)
6956 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6958 else if (move_pattern == MV_TOWARDS_PLAYER ||
6959 move_pattern == MV_AWAY_FROM_PLAYER)
6961 int attr_x = -1, attr_y = -1;
6963 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
6974 for (i = 0; i < MAX_PLAYERS; i++)
6976 struct PlayerInfo *player = &stored_player[i];
6977 int jx = player->jx, jy = player->jy;
6979 if (!player->active)
6983 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6991 MovDir[x][y] = MV_NONE;
6993 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
6994 else if (attr_x > x)
6995 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
6997 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
6998 else if (attr_y > y)
6999 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7001 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7003 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7005 boolean first_horiz = RND(2);
7006 int new_move_dir = MovDir[x][y];
7008 if (element_info[element].move_stepsize == 0) /* "not moving" */
7010 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7011 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7017 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7018 Moving2Blocked(x, y, &newx, &newy);
7020 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7024 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7025 Moving2Blocked(x, y, &newx, &newy);
7027 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7030 MovDir[x][y] = old_move_dir;
7033 else if (move_pattern == MV_WHEN_PUSHED ||
7034 move_pattern == MV_WHEN_DROPPED)
7036 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7037 MovDir[x][y] = MV_NONE;
7041 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7043 static int test_xy[7][2] =
7053 static int test_dir[7] =
7063 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7064 int move_preference = -1000000; /* start with very low preference */
7065 int new_move_dir = MV_NONE;
7066 int start_test = RND(4);
7069 for (i = 0; i < NUM_DIRECTIONS; i++)
7071 int move_dir = test_dir[start_test + i];
7072 int move_dir_preference;
7074 xx = x + test_xy[start_test + i][0];
7075 yy = y + test_xy[start_test + i][1];
7077 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7078 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7080 new_move_dir = move_dir;
7085 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7088 move_dir_preference = -1 * RunnerVisit[xx][yy];
7089 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7090 move_dir_preference = PlayerVisit[xx][yy];
7092 if (move_dir_preference > move_preference)
7094 /* prefer field that has not been visited for the longest time */
7095 move_preference = move_dir_preference;
7096 new_move_dir = move_dir;
7098 else if (move_dir_preference == move_preference &&
7099 move_dir == old_move_dir)
7101 /* prefer last direction when all directions are preferred equally */
7102 move_preference = move_dir_preference;
7103 new_move_dir = move_dir;
7107 MovDir[x][y] = new_move_dir;
7108 if (old_move_dir != new_move_dir)
7109 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7113 static void TurnRound(int x, int y)
7115 int direction = MovDir[x][y];
7119 GfxDir[x][y] = MovDir[x][y];
7121 if (direction != MovDir[x][y])
7125 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7127 ResetGfxFrame(x, y, FALSE);
7130 static boolean JustBeingPushed(int x, int y)
7134 for (i = 0; i < MAX_PLAYERS; i++)
7136 struct PlayerInfo *player = &stored_player[i];
7138 if (player->active && player->is_pushing && player->MovPos)
7140 int next_jx = player->jx + (player->jx - player->last_jx);
7141 int next_jy = player->jy + (player->jy - player->last_jy);
7143 if (x == next_jx && y == next_jy)
7151 void StartMoving(int x, int y)
7153 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7154 int element = Feld[x][y];
7159 if (MovDelay[x][y] == 0)
7160 GfxAction[x][y] = ACTION_DEFAULT;
7162 if (CAN_FALL(element) && y < lev_fieldy - 1)
7164 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7165 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7166 if (JustBeingPushed(x, y))
7169 if (element == EL_QUICKSAND_FULL)
7171 if (IS_FREE(x, y + 1))
7173 InitMovingField(x, y, MV_DOWN);
7174 started_moving = TRUE;
7176 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7177 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7178 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7179 Store[x][y] = EL_ROCK;
7181 Store[x][y] = EL_ROCK;
7184 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7186 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7188 if (!MovDelay[x][y])
7190 MovDelay[x][y] = TILEY + 1;
7192 ResetGfxAnimation(x, y);
7193 ResetGfxAnimation(x, y + 1);
7198 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7199 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7206 Feld[x][y] = EL_QUICKSAND_EMPTY;
7207 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7208 Store[x][y + 1] = Store[x][y];
7211 PlayLevelSoundAction(x, y, ACTION_FILLING);
7213 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7215 if (!MovDelay[x][y])
7217 MovDelay[x][y] = TILEY + 1;
7219 ResetGfxAnimation(x, y);
7220 ResetGfxAnimation(x, y + 1);
7225 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7226 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7233 Feld[x][y] = EL_QUICKSAND_EMPTY;
7234 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7235 Store[x][y + 1] = Store[x][y];
7238 PlayLevelSoundAction(x, y, ACTION_FILLING);
7241 else if (element == EL_QUICKSAND_FAST_FULL)
7243 if (IS_FREE(x, y + 1))
7245 InitMovingField(x, y, MV_DOWN);
7246 started_moving = TRUE;
7248 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7249 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7250 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7251 Store[x][y] = EL_ROCK;
7253 Store[x][y] = EL_ROCK;
7256 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7258 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7260 if (!MovDelay[x][y])
7262 MovDelay[x][y] = TILEY + 1;
7264 ResetGfxAnimation(x, y);
7265 ResetGfxAnimation(x, y + 1);
7270 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7271 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7278 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7279 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7280 Store[x][y + 1] = Store[x][y];
7283 PlayLevelSoundAction(x, y, ACTION_FILLING);
7285 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7287 if (!MovDelay[x][y])
7289 MovDelay[x][y] = TILEY + 1;
7291 ResetGfxAnimation(x, y);
7292 ResetGfxAnimation(x, y + 1);
7297 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7298 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7305 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7306 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7307 Store[x][y + 1] = Store[x][y];
7310 PlayLevelSoundAction(x, y, ACTION_FILLING);
7313 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7314 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7316 InitMovingField(x, y, MV_DOWN);
7317 started_moving = TRUE;
7319 Feld[x][y] = EL_QUICKSAND_FILLING;
7320 Store[x][y] = element;
7322 PlayLevelSoundAction(x, y, ACTION_FILLING);
7324 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7325 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7327 InitMovingField(x, y, MV_DOWN);
7328 started_moving = TRUE;
7330 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7331 Store[x][y] = element;
7333 PlayLevelSoundAction(x, y, ACTION_FILLING);
7335 else if (element == EL_MAGIC_WALL_FULL)
7337 if (IS_FREE(x, y + 1))
7339 InitMovingField(x, y, MV_DOWN);
7340 started_moving = TRUE;
7342 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7343 Store[x][y] = EL_CHANGED(Store[x][y]);
7345 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7347 if (!MovDelay[x][y])
7348 MovDelay[x][y] = TILEY / 4 + 1;
7357 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7358 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7359 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7363 else if (element == EL_BD_MAGIC_WALL_FULL)
7365 if (IS_FREE(x, y + 1))
7367 InitMovingField(x, y, MV_DOWN);
7368 started_moving = TRUE;
7370 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7371 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7373 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7375 if (!MovDelay[x][y])
7376 MovDelay[x][y] = TILEY / 4 + 1;
7385 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7386 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7387 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7391 else if (element == EL_DC_MAGIC_WALL_FULL)
7393 if (IS_FREE(x, y + 1))
7395 InitMovingField(x, y, MV_DOWN);
7396 started_moving = TRUE;
7398 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7399 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7401 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7403 if (!MovDelay[x][y])
7404 MovDelay[x][y] = TILEY / 4 + 1;
7413 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7414 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7415 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7419 else if ((CAN_PASS_MAGIC_WALL(element) &&
7420 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7421 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7422 (CAN_PASS_DC_MAGIC_WALL(element) &&
7423 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7426 InitMovingField(x, y, MV_DOWN);
7427 started_moving = TRUE;
7430 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7431 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7432 EL_DC_MAGIC_WALL_FILLING);
7433 Store[x][y] = element;
7435 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7437 SplashAcid(x, y + 1);
7439 InitMovingField(x, y, MV_DOWN);
7440 started_moving = TRUE;
7442 Store[x][y] = EL_ACID;
7445 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7446 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7447 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7448 CAN_FALL(element) && WasJustFalling[x][y] &&
7449 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7451 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7452 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7453 (Feld[x][y + 1] == EL_BLOCKED)))
7455 /* this is needed for a special case not covered by calling "Impact()"
7456 from "ContinueMoving()": if an element moves to a tile directly below
7457 another element which was just falling on that tile (which was empty
7458 in the previous frame), the falling element above would just stop
7459 instead of smashing the element below (in previous version, the above
7460 element was just checked for "moving" instead of "falling", resulting
7461 in incorrect smashes caused by horizontal movement of the above
7462 element; also, the case of the player being the element to smash was
7463 simply not covered here... :-/ ) */
7465 CheckCollision[x][y] = 0;
7466 CheckImpact[x][y] = 0;
7470 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7472 if (MovDir[x][y] == MV_NONE)
7474 InitMovingField(x, y, MV_DOWN);
7475 started_moving = TRUE;
7478 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7480 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7481 MovDir[x][y] = MV_DOWN;
7483 InitMovingField(x, y, MV_DOWN);
7484 started_moving = TRUE;
7486 else if (element == EL_AMOEBA_DROP)
7488 Feld[x][y] = EL_AMOEBA_GROWING;
7489 Store[x][y] = EL_AMOEBA_WET;
7491 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7492 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7493 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7494 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7496 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7497 (IS_FREE(x - 1, y + 1) ||
7498 Feld[x - 1][y + 1] == EL_ACID));
7499 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7500 (IS_FREE(x + 1, y + 1) ||
7501 Feld[x + 1][y + 1] == EL_ACID));
7502 boolean can_fall_any = (can_fall_left || can_fall_right);
7503 boolean can_fall_both = (can_fall_left && can_fall_right);
7504 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7506 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7508 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7509 can_fall_right = FALSE;
7510 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7511 can_fall_left = FALSE;
7512 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7513 can_fall_right = FALSE;
7514 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7515 can_fall_left = FALSE;
7517 can_fall_any = (can_fall_left || can_fall_right);
7518 can_fall_both = FALSE;
7523 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7524 can_fall_right = FALSE; /* slip down on left side */
7526 can_fall_left = !(can_fall_right = RND(2));
7528 can_fall_both = FALSE;
7533 /* if not determined otherwise, prefer left side for slipping down */
7534 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7535 started_moving = TRUE;
7538 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7540 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7541 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7542 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7543 int belt_dir = game.belt_dir[belt_nr];
7545 if ((belt_dir == MV_LEFT && left_is_free) ||
7546 (belt_dir == MV_RIGHT && right_is_free))
7548 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7550 InitMovingField(x, y, belt_dir);
7551 started_moving = TRUE;
7553 Pushed[x][y] = TRUE;
7554 Pushed[nextx][y] = TRUE;
7556 GfxAction[x][y] = ACTION_DEFAULT;
7560 MovDir[x][y] = 0; /* if element was moving, stop it */
7565 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7566 if (CAN_MOVE(element) && !started_moving)
7568 int move_pattern = element_info[element].move_pattern;
7571 Moving2Blocked(x, y, &newx, &newy);
7573 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7576 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7577 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7579 WasJustMoving[x][y] = 0;
7580 CheckCollision[x][y] = 0;
7582 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7584 if (Feld[x][y] != element) /* element has changed */
7588 if (!MovDelay[x][y]) /* start new movement phase */
7590 /* all objects that can change their move direction after each step
7591 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7593 if (element != EL_YAMYAM &&
7594 element != EL_DARK_YAMYAM &&
7595 element != EL_PACMAN &&
7596 !(move_pattern & MV_ANY_DIRECTION) &&
7597 move_pattern != MV_TURNING_LEFT &&
7598 move_pattern != MV_TURNING_RIGHT &&
7599 move_pattern != MV_TURNING_LEFT_RIGHT &&
7600 move_pattern != MV_TURNING_RIGHT_LEFT &&
7601 move_pattern != MV_TURNING_RANDOM)
7605 if (MovDelay[x][y] && (element == EL_BUG ||
7606 element == EL_SPACESHIP ||
7607 element == EL_SP_SNIKSNAK ||
7608 element == EL_SP_ELECTRON ||
7609 element == EL_MOLE))
7610 TEST_DrawLevelField(x, y);
7614 if (MovDelay[x][y]) /* wait some time before next movement */
7618 if (element == EL_ROBOT ||
7619 element == EL_YAMYAM ||
7620 element == EL_DARK_YAMYAM)
7622 DrawLevelElementAnimationIfNeeded(x, y, element);
7623 PlayLevelSoundAction(x, y, ACTION_WAITING);
7625 else if (element == EL_SP_ELECTRON)
7626 DrawLevelElementAnimationIfNeeded(x, y, element);
7627 else if (element == EL_DRAGON)
7630 int dir = MovDir[x][y];
7631 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7632 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7633 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7634 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7635 dir == MV_UP ? IMG_FLAMES_1_UP :
7636 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7637 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7639 GfxAction[x][y] = ACTION_ATTACKING;
7641 if (IS_PLAYER(x, y))
7642 DrawPlayerField(x, y);
7644 TEST_DrawLevelField(x, y);
7646 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7648 for (i = 1; i <= 3; i++)
7650 int xx = x + i * dx;
7651 int yy = y + i * dy;
7652 int sx = SCREENX(xx);
7653 int sy = SCREENY(yy);
7654 int flame_graphic = graphic + (i - 1);
7656 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7661 int flamed = MovingOrBlocked2Element(xx, yy);
7663 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7666 RemoveMovingField(xx, yy);
7668 ChangeDelay[xx][yy] = 0;
7670 Feld[xx][yy] = EL_FLAMES;
7672 if (IN_SCR_FIELD(sx, sy))
7674 TEST_DrawLevelFieldCrumbled(xx, yy);
7675 DrawGraphic(sx, sy, flame_graphic, frame);
7680 if (Feld[xx][yy] == EL_FLAMES)
7681 Feld[xx][yy] = EL_EMPTY;
7682 TEST_DrawLevelField(xx, yy);
7687 if (MovDelay[x][y]) /* element still has to wait some time */
7689 PlayLevelSoundAction(x, y, ACTION_WAITING);
7695 /* now make next step */
7697 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7699 if (DONT_COLLIDE_WITH(element) &&
7700 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7701 !PLAYER_ENEMY_PROTECTED(newx, newy))
7703 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7708 else if (CAN_MOVE_INTO_ACID(element) &&
7709 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7710 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7711 (MovDir[x][y] == MV_DOWN ||
7712 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7714 SplashAcid(newx, newy);
7715 Store[x][y] = EL_ACID;
7717 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7719 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7720 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7721 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7722 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7725 TEST_DrawLevelField(x, y);
7727 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7728 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7729 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7731 local_player->friends_still_needed--;
7732 if (!local_player->friends_still_needed &&
7733 !local_player->GameOver && AllPlayersGone)
7734 PlayerWins(local_player);
7738 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7740 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7741 TEST_DrawLevelField(newx, newy);
7743 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7745 else if (!IS_FREE(newx, newy))
7747 GfxAction[x][y] = ACTION_WAITING;
7749 if (IS_PLAYER(x, y))
7750 DrawPlayerField(x, y);
7752 TEST_DrawLevelField(x, y);
7757 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7759 if (IS_FOOD_PIG(Feld[newx][newy]))
7761 if (IS_MOVING(newx, newy))
7762 RemoveMovingField(newx, newy);
7765 Feld[newx][newy] = EL_EMPTY;
7766 TEST_DrawLevelField(newx, newy);
7769 PlayLevelSound(x, y, SND_PIG_DIGGING);
7771 else if (!IS_FREE(newx, newy))
7773 if (IS_PLAYER(x, y))
7774 DrawPlayerField(x, y);
7776 TEST_DrawLevelField(x, y);
7781 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7783 if (Store[x][y] != EL_EMPTY)
7785 boolean can_clone = FALSE;
7788 /* check if element to clone is still there */
7789 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7791 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7799 /* cannot clone or target field not free anymore -- do not clone */
7800 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7801 Store[x][y] = EL_EMPTY;
7804 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7806 if (IS_MV_DIAGONAL(MovDir[x][y]))
7808 int diagonal_move_dir = MovDir[x][y];
7809 int stored = Store[x][y];
7810 int change_delay = 8;
7813 /* android is moving diagonally */
7815 CreateField(x, y, EL_DIAGONAL_SHRINKING);
7817 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
7818 GfxElement[x][y] = EL_EMC_ANDROID;
7819 GfxAction[x][y] = ACTION_SHRINKING;
7820 GfxDir[x][y] = diagonal_move_dir;
7821 ChangeDelay[x][y] = change_delay;
7823 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
7826 DrawLevelGraphicAnimation(x, y, graphic);
7827 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
7829 if (Feld[newx][newy] == EL_ACID)
7831 SplashAcid(newx, newy);
7836 CreateField(newx, newy, EL_DIAGONAL_GROWING);
7838 Store[newx][newy] = EL_EMC_ANDROID;
7839 GfxElement[newx][newy] = EL_EMC_ANDROID;
7840 GfxAction[newx][newy] = ACTION_GROWING;
7841 GfxDir[newx][newy] = diagonal_move_dir;
7842 ChangeDelay[newx][newy] = change_delay;
7844 graphic = el_act_dir2img(GfxElement[newx][newy],
7845 GfxAction[newx][newy], GfxDir[newx][newy]);
7847 DrawLevelGraphicAnimation(newx, newy, graphic);
7848 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
7854 Feld[newx][newy] = EL_EMPTY;
7855 TEST_DrawLevelField(newx, newy);
7857 PlayLevelSoundAction(x, y, ACTION_DIGGING);
7860 else if (!IS_FREE(newx, newy))
7865 else if (IS_CUSTOM_ELEMENT(element) &&
7866 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7868 if (!DigFieldByCE(newx, newy, element))
7871 if (move_pattern & MV_MAZE_RUNNER_STYLE)
7873 RunnerVisit[x][y] = FrameCounter;
7874 PlayerVisit[x][y] /= 8; /* expire player visit path */
7877 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
7879 if (!IS_FREE(newx, newy))
7881 if (IS_PLAYER(x, y))
7882 DrawPlayerField(x, y);
7884 TEST_DrawLevelField(x, y);
7890 boolean wanna_flame = !RND(10);
7891 int dx = newx - x, dy = newy - y;
7892 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
7893 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
7894 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
7895 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
7896 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
7897 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
7900 IS_CLASSIC_ENEMY(element1) ||
7901 IS_CLASSIC_ENEMY(element2)) &&
7902 element1 != EL_DRAGON && element2 != EL_DRAGON &&
7903 element1 != EL_FLAMES && element2 != EL_FLAMES)
7905 ResetGfxAnimation(x, y);
7906 GfxAction[x][y] = ACTION_ATTACKING;
7908 if (IS_PLAYER(x, y))
7909 DrawPlayerField(x, y);
7911 TEST_DrawLevelField(x, y);
7913 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
7915 MovDelay[x][y] = 50;
7917 Feld[newx][newy] = EL_FLAMES;
7918 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
7919 Feld[newx1][newy1] = EL_FLAMES;
7920 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
7921 Feld[newx2][newy2] = EL_FLAMES;
7927 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7928 Feld[newx][newy] == EL_DIAMOND)
7930 if (IS_MOVING(newx, newy))
7931 RemoveMovingField(newx, newy);
7934 Feld[newx][newy] = EL_EMPTY;
7935 TEST_DrawLevelField(newx, newy);
7938 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
7940 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7941 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
7943 if (AmoebaNr[newx][newy])
7945 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7946 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7947 Feld[newx][newy] == EL_BD_AMOEBA)
7948 AmoebaCnt[AmoebaNr[newx][newy]]--;
7951 if (IS_MOVING(newx, newy))
7953 RemoveMovingField(newx, newy);
7957 Feld[newx][newy] = EL_EMPTY;
7958 TEST_DrawLevelField(newx, newy);
7961 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
7963 else if ((element == EL_PACMAN || element == EL_MOLE)
7964 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
7966 if (AmoebaNr[newx][newy])
7968 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7969 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7970 Feld[newx][newy] == EL_BD_AMOEBA)
7971 AmoebaCnt[AmoebaNr[newx][newy]]--;
7974 if (element == EL_MOLE)
7976 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
7977 PlayLevelSound(x, y, SND_MOLE_DIGGING);
7979 ResetGfxAnimation(x, y);
7980 GfxAction[x][y] = ACTION_DIGGING;
7981 TEST_DrawLevelField(x, y);
7983 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
7985 return; /* wait for shrinking amoeba */
7987 else /* element == EL_PACMAN */
7989 Feld[newx][newy] = EL_EMPTY;
7990 TEST_DrawLevelField(newx, newy);
7991 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
7994 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
7995 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
7996 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
7998 /* wait for shrinking amoeba to completely disappear */
8001 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8003 /* object was running against a wall */
8007 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
8008 DrawLevelElementAnimation(x, y, element);
8010 if (DONT_TOUCH(element))
8011 TestIfBadThingTouchesPlayer(x, y);
8016 InitMovingField(x, y, MovDir[x][y]);
8018 PlayLevelSoundAction(x, y, ACTION_MOVING);
8022 ContinueMoving(x, y);
8025 void ContinueMoving(int x, int y)
8027 int element = Feld[x][y];
8028 struct ElementInfo *ei = &element_info[element];
8029 int direction = MovDir[x][y];
8030 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8031 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8032 int newx = x + dx, newy = y + dy;
8033 int stored = Store[x][y];
8034 int stored_new = Store[newx][newy];
8035 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8036 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8037 boolean last_line = (newy == lev_fieldy - 1);
8039 MovPos[x][y] += getElementMoveStepsize(x, y);
8041 if (pushed_by_player) /* special case: moving object pushed by player */
8042 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8044 if (ABS(MovPos[x][y]) < TILEX)
8046 TEST_DrawLevelField(x, y);
8048 return; /* element is still moving */
8051 /* element reached destination field */
8053 Feld[x][y] = EL_EMPTY;
8054 Feld[newx][newy] = element;
8055 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8057 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8059 element = Feld[newx][newy] = EL_ACID;
8061 else if (element == EL_MOLE)
8063 Feld[x][y] = EL_SAND;
8065 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8067 else if (element == EL_QUICKSAND_FILLING)
8069 element = Feld[newx][newy] = get_next_element(element);
8070 Store[newx][newy] = Store[x][y];
8072 else if (element == EL_QUICKSAND_EMPTYING)
8074 Feld[x][y] = get_next_element(element);
8075 element = Feld[newx][newy] = Store[x][y];
8077 else if (element == EL_QUICKSAND_FAST_FILLING)
8079 element = Feld[newx][newy] = get_next_element(element);
8080 Store[newx][newy] = Store[x][y];
8082 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8084 Feld[x][y] = get_next_element(element);
8085 element = Feld[newx][newy] = Store[x][y];
8087 else if (element == EL_MAGIC_WALL_FILLING)
8089 element = Feld[newx][newy] = get_next_element(element);
8090 if (!game.magic_wall_active)
8091 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8092 Store[newx][newy] = Store[x][y];
8094 else if (element == EL_MAGIC_WALL_EMPTYING)
8096 Feld[x][y] = get_next_element(element);
8097 if (!game.magic_wall_active)
8098 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8099 element = Feld[newx][newy] = Store[x][y];
8101 InitField(newx, newy, FALSE);
8103 else if (element == EL_BD_MAGIC_WALL_FILLING)
8105 element = Feld[newx][newy] = get_next_element(element);
8106 if (!game.magic_wall_active)
8107 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8108 Store[newx][newy] = Store[x][y];
8110 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8112 Feld[x][y] = get_next_element(element);
8113 if (!game.magic_wall_active)
8114 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8115 element = Feld[newx][newy] = Store[x][y];
8117 InitField(newx, newy, FALSE);
8119 else if (element == EL_DC_MAGIC_WALL_FILLING)
8121 element = Feld[newx][newy] = get_next_element(element);
8122 if (!game.magic_wall_active)
8123 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8124 Store[newx][newy] = Store[x][y];
8126 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8128 Feld[x][y] = get_next_element(element);
8129 if (!game.magic_wall_active)
8130 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8131 element = Feld[newx][newy] = Store[x][y];
8133 InitField(newx, newy, FALSE);
8135 else if (element == EL_AMOEBA_DROPPING)
8137 Feld[x][y] = get_next_element(element);
8138 element = Feld[newx][newy] = Store[x][y];
8140 else if (element == EL_SOKOBAN_OBJECT)
8143 Feld[x][y] = Back[x][y];
8145 if (Back[newx][newy])
8146 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8148 Back[x][y] = Back[newx][newy] = 0;
8151 Store[x][y] = EL_EMPTY;
8156 MovDelay[newx][newy] = 0;
8158 if (CAN_CHANGE_OR_HAS_ACTION(element))
8160 /* copy element change control values to new field */
8161 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8162 ChangePage[newx][newy] = ChangePage[x][y];
8163 ChangeCount[newx][newy] = ChangeCount[x][y];
8164 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8167 CustomValue[newx][newy] = CustomValue[x][y];
8169 ChangeDelay[x][y] = 0;
8170 ChangePage[x][y] = -1;
8171 ChangeCount[x][y] = 0;
8172 ChangeEvent[x][y] = -1;
8174 CustomValue[x][y] = 0;
8176 /* copy animation control values to new field */
8177 GfxFrame[newx][newy] = GfxFrame[x][y];
8178 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8179 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8180 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8182 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8184 /* some elements can leave other elements behind after moving */
8185 if (ei->move_leave_element != EL_EMPTY &&
8186 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8187 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8189 int move_leave_element = ei->move_leave_element;
8191 /* this makes it possible to leave the removed element again */
8192 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8193 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8195 Feld[x][y] = move_leave_element;
8197 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8198 MovDir[x][y] = direction;
8200 InitField(x, y, FALSE);
8202 if (GFX_CRUMBLED(Feld[x][y]))
8203 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8205 if (ELEM_IS_PLAYER(move_leave_element))
8206 RelocatePlayer(x, y, move_leave_element);
8209 /* do this after checking for left-behind element */
8210 ResetGfxAnimation(x, y); /* reset animation values for old field */
8212 if (!CAN_MOVE(element) ||
8213 (CAN_FALL(element) && direction == MV_DOWN &&
8214 (element == EL_SPRING ||
8215 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8216 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8217 GfxDir[x][y] = MovDir[newx][newy] = 0;
8219 TEST_DrawLevelField(x, y);
8220 TEST_DrawLevelField(newx, newy);
8222 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8224 /* prevent pushed element from moving on in pushed direction */
8225 if (pushed_by_player && CAN_MOVE(element) &&
8226 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8227 !(element_info[element].move_pattern & direction))
8228 TurnRound(newx, newy);
8230 /* prevent elements on conveyor belt from moving on in last direction */
8231 if (pushed_by_conveyor && CAN_FALL(element) &&
8232 direction & MV_HORIZONTAL)
8233 MovDir[newx][newy] = 0;
8235 if (!pushed_by_player)
8237 int nextx = newx + dx, nexty = newy + dy;
8238 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8240 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8242 if (CAN_FALL(element) && direction == MV_DOWN)
8243 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8245 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8246 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8248 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8249 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8252 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8254 TestIfBadThingTouchesPlayer(newx, newy);
8255 TestIfBadThingTouchesFriend(newx, newy);
8257 if (!IS_CUSTOM_ELEMENT(element))
8258 TestIfBadThingTouchesOtherBadThing(newx, newy);
8260 else if (element == EL_PENGUIN)
8261 TestIfFriendTouchesBadThing(newx, newy);
8263 if (DONT_GET_HIT_BY(element))
8265 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8268 /* give the player one last chance (one more frame) to move away */
8269 if (CAN_FALL(element) && direction == MV_DOWN &&
8270 (last_line || (!IS_FREE(x, newy + 1) &&
8271 (!IS_PLAYER(x, newy + 1) ||
8272 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8275 if (pushed_by_player && !game.use_change_when_pushing_bug)
8277 int push_side = MV_DIR_OPPOSITE(direction);
8278 struct PlayerInfo *player = PLAYERINFO(x, y);
8280 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8281 player->index_bit, push_side);
8282 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8283 player->index_bit, push_side);
8286 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8287 MovDelay[newx][newy] = 1;
8289 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8291 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8292 TestIfElementHitsCustomElement(newx, newy, direction);
8293 TestIfPlayerTouchesCustomElement(newx, newy);
8294 TestIfElementTouchesCustomElement(newx, newy);
8296 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8297 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8298 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8299 MV_DIR_OPPOSITE(direction));
8302 int AmoebeNachbarNr(int ax, int ay)
8305 int element = Feld[ax][ay];
8307 static int xy[4][2] =
8315 for (i = 0; i < NUM_DIRECTIONS; i++)
8317 int x = ax + xy[i][0];
8318 int y = ay + xy[i][1];
8320 if (!IN_LEV_FIELD(x, y))
8323 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8324 group_nr = AmoebaNr[x][y];
8330 void AmoebenVereinigen(int ax, int ay)
8332 int i, x, y, xx, yy;
8333 int new_group_nr = AmoebaNr[ax][ay];
8334 static int xy[4][2] =
8342 if (new_group_nr == 0)
8345 for (i = 0; i < NUM_DIRECTIONS; i++)
8350 if (!IN_LEV_FIELD(x, y))
8353 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8354 Feld[x][y] == EL_BD_AMOEBA ||
8355 Feld[x][y] == EL_AMOEBA_DEAD) &&
8356 AmoebaNr[x][y] != new_group_nr)
8358 int old_group_nr = AmoebaNr[x][y];
8360 if (old_group_nr == 0)
8363 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8364 AmoebaCnt[old_group_nr] = 0;
8365 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8366 AmoebaCnt2[old_group_nr] = 0;
8368 SCAN_PLAYFIELD(xx, yy)
8370 if (AmoebaNr[xx][yy] == old_group_nr)
8371 AmoebaNr[xx][yy] = new_group_nr;
8377 void AmoebeUmwandeln(int ax, int ay)
8381 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8383 int group_nr = AmoebaNr[ax][ay];
8388 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8389 printf("AmoebeUmwandeln(): This should never happen!\n");
8394 SCAN_PLAYFIELD(x, y)
8396 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8399 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8403 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8404 SND_AMOEBA_TURNING_TO_GEM :
8405 SND_AMOEBA_TURNING_TO_ROCK));
8410 static int xy[4][2] =
8418 for (i = 0; i < NUM_DIRECTIONS; i++)
8423 if (!IN_LEV_FIELD(x, y))
8426 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8428 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8429 SND_AMOEBA_TURNING_TO_GEM :
8430 SND_AMOEBA_TURNING_TO_ROCK));
8437 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8440 int group_nr = AmoebaNr[ax][ay];
8441 boolean done = FALSE;
8446 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8447 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8452 SCAN_PLAYFIELD(x, y)
8454 if (AmoebaNr[x][y] == group_nr &&
8455 (Feld[x][y] == EL_AMOEBA_DEAD ||
8456 Feld[x][y] == EL_BD_AMOEBA ||
8457 Feld[x][y] == EL_AMOEBA_GROWING))
8460 Feld[x][y] = new_element;
8461 InitField(x, y, FALSE);
8462 TEST_DrawLevelField(x, y);
8468 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8469 SND_BD_AMOEBA_TURNING_TO_ROCK :
8470 SND_BD_AMOEBA_TURNING_TO_GEM));
8473 void AmoebeWaechst(int x, int y)
8475 static unsigned int sound_delay = 0;
8476 static unsigned int sound_delay_value = 0;
8478 if (!MovDelay[x][y]) /* start new growing cycle */
8482 if (DelayReached(&sound_delay, sound_delay_value))
8484 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8485 sound_delay_value = 30;
8489 if (MovDelay[x][y]) /* wait some time before growing bigger */
8492 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8494 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8495 6 - MovDelay[x][y]);
8497 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8500 if (!MovDelay[x][y])
8502 Feld[x][y] = Store[x][y];
8504 TEST_DrawLevelField(x, y);
8509 void AmoebaDisappearing(int x, int y)
8511 static unsigned int sound_delay = 0;
8512 static unsigned int sound_delay_value = 0;
8514 if (!MovDelay[x][y]) /* start new shrinking cycle */
8518 if (DelayReached(&sound_delay, sound_delay_value))
8519 sound_delay_value = 30;
8522 if (MovDelay[x][y]) /* wait some time before shrinking */
8525 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8527 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8528 6 - MovDelay[x][y]);
8530 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8533 if (!MovDelay[x][y])
8535 Feld[x][y] = EL_EMPTY;
8536 TEST_DrawLevelField(x, y);
8538 /* don't let mole enter this field in this cycle;
8539 (give priority to objects falling to this field from above) */
8545 void AmoebeAbleger(int ax, int ay)
8548 int element = Feld[ax][ay];
8549 int graphic = el2img(element);
8550 int newax = ax, neway = ay;
8551 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8552 static int xy[4][2] =
8560 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8562 Feld[ax][ay] = EL_AMOEBA_DEAD;
8563 TEST_DrawLevelField(ax, ay);
8567 if (IS_ANIMATED(graphic))
8568 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8570 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8571 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8573 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8576 if (MovDelay[ax][ay])
8580 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8583 int x = ax + xy[start][0];
8584 int y = ay + xy[start][1];
8586 if (!IN_LEV_FIELD(x, y))
8589 if (IS_FREE(x, y) ||
8590 CAN_GROW_INTO(Feld[x][y]) ||
8591 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8592 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8598 if (newax == ax && neway == ay)
8601 else /* normal or "filled" (BD style) amoeba */
8604 boolean waiting_for_player = FALSE;
8606 for (i = 0; i < NUM_DIRECTIONS; i++)
8608 int j = (start + i) % 4;
8609 int x = ax + xy[j][0];
8610 int y = ay + xy[j][1];
8612 if (!IN_LEV_FIELD(x, y))
8615 if (IS_FREE(x, y) ||
8616 CAN_GROW_INTO(Feld[x][y]) ||
8617 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8618 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8624 else if (IS_PLAYER(x, y))
8625 waiting_for_player = TRUE;
8628 if (newax == ax && neway == ay) /* amoeba cannot grow */
8630 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8632 Feld[ax][ay] = EL_AMOEBA_DEAD;
8633 TEST_DrawLevelField(ax, ay);
8634 AmoebaCnt[AmoebaNr[ax][ay]]--;
8636 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8638 if (element == EL_AMOEBA_FULL)
8639 AmoebeUmwandeln(ax, ay);
8640 else if (element == EL_BD_AMOEBA)
8641 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8646 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8648 /* amoeba gets larger by growing in some direction */
8650 int new_group_nr = AmoebaNr[ax][ay];
8653 if (new_group_nr == 0)
8655 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8656 printf("AmoebeAbleger(): This should never happen!\n");
8661 AmoebaNr[newax][neway] = new_group_nr;
8662 AmoebaCnt[new_group_nr]++;
8663 AmoebaCnt2[new_group_nr]++;
8665 /* if amoeba touches other amoeba(s) after growing, unify them */
8666 AmoebenVereinigen(newax, neway);
8668 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8670 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8676 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8677 (neway == lev_fieldy - 1 && newax != ax))
8679 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8680 Store[newax][neway] = element;
8682 else if (neway == ay || element == EL_EMC_DRIPPER)
8684 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8686 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8690 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8691 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8692 Store[ax][ay] = EL_AMOEBA_DROP;
8693 ContinueMoving(ax, ay);
8697 TEST_DrawLevelField(newax, neway);
8700 void Life(int ax, int ay)
8704 int element = Feld[ax][ay];
8705 int graphic = el2img(element);
8706 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8708 boolean changed = FALSE;
8710 if (IS_ANIMATED(graphic))
8711 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8716 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8717 MovDelay[ax][ay] = life_time;
8719 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8722 if (MovDelay[ax][ay])
8726 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8728 int xx = ax+x1, yy = ay+y1;
8731 if (!IN_LEV_FIELD(xx, yy))
8734 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8736 int x = xx+x2, y = yy+y2;
8738 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8741 if (((Feld[x][y] == element ||
8742 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8744 (IS_FREE(x, y) && Stop[x][y]))
8748 if (xx == ax && yy == ay) /* field in the middle */
8750 if (nachbarn < life_parameter[0] ||
8751 nachbarn > life_parameter[1])
8753 Feld[xx][yy] = EL_EMPTY;
8755 TEST_DrawLevelField(xx, yy);
8756 Stop[xx][yy] = TRUE;
8760 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8761 { /* free border field */
8762 if (nachbarn >= life_parameter[2] &&
8763 nachbarn <= life_parameter[3])
8765 Feld[xx][yy] = element;
8766 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8768 TEST_DrawLevelField(xx, yy);
8769 Stop[xx][yy] = TRUE;
8776 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8777 SND_GAME_OF_LIFE_GROWING);
8780 static void InitRobotWheel(int x, int y)
8782 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8785 static void RunRobotWheel(int x, int y)
8787 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8790 static void StopRobotWheel(int x, int y)
8792 if (ZX == x && ZY == y)
8796 game.robot_wheel_active = FALSE;
8800 static void InitTimegateWheel(int x, int y)
8802 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8805 static void RunTimegateWheel(int x, int y)
8807 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
8810 static void InitMagicBallDelay(int x, int y)
8812 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
8815 static void ActivateMagicBall(int bx, int by)
8819 if (level.ball_random)
8821 int pos_border = RND(8); /* select one of the eight border elements */
8822 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
8823 int xx = pos_content % 3;
8824 int yy = pos_content / 3;
8829 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8830 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8834 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
8836 int xx = x - bx + 1;
8837 int yy = y - by + 1;
8839 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8840 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8844 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
8847 void CheckExit(int x, int y)
8849 if (local_player->gems_still_needed > 0 ||
8850 local_player->sokobanfields_still_needed > 0 ||
8851 local_player->lights_still_needed > 0)
8853 int element = Feld[x][y];
8854 int graphic = el2img(element);
8856 if (IS_ANIMATED(graphic))
8857 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8862 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8865 Feld[x][y] = EL_EXIT_OPENING;
8867 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
8870 void CheckExitEM(int x, int y)
8872 if (local_player->gems_still_needed > 0 ||
8873 local_player->sokobanfields_still_needed > 0 ||
8874 local_player->lights_still_needed > 0)
8876 int element = Feld[x][y];
8877 int graphic = el2img(element);
8879 if (IS_ANIMATED(graphic))
8880 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8885 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8888 Feld[x][y] = EL_EM_EXIT_OPENING;
8890 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
8893 void CheckExitSteel(int x, int y)
8895 if (local_player->gems_still_needed > 0 ||
8896 local_player->sokobanfields_still_needed > 0 ||
8897 local_player->lights_still_needed > 0)
8899 int element = Feld[x][y];
8900 int graphic = el2img(element);
8902 if (IS_ANIMATED(graphic))
8903 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8908 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8911 Feld[x][y] = EL_STEEL_EXIT_OPENING;
8913 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
8916 void CheckExitSteelEM(int x, int y)
8918 if (local_player->gems_still_needed > 0 ||
8919 local_player->sokobanfields_still_needed > 0 ||
8920 local_player->lights_still_needed > 0)
8922 int element = Feld[x][y];
8923 int graphic = el2img(element);
8925 if (IS_ANIMATED(graphic))
8926 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8931 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8934 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
8936 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
8939 void CheckExitSP(int x, int y)
8941 if (local_player->gems_still_needed > 0)
8943 int element = Feld[x][y];
8944 int graphic = el2img(element);
8946 if (IS_ANIMATED(graphic))
8947 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8952 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8955 Feld[x][y] = EL_SP_EXIT_OPENING;
8957 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
8960 static void CloseAllOpenTimegates()
8964 SCAN_PLAYFIELD(x, y)
8966 int element = Feld[x][y];
8968 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
8970 Feld[x][y] = EL_TIMEGATE_CLOSING;
8972 PlayLevelSoundAction(x, y, ACTION_CLOSING);
8977 void DrawTwinkleOnField(int x, int y)
8979 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
8982 if (Feld[x][y] == EL_BD_DIAMOND)
8985 if (MovDelay[x][y] == 0) /* next animation frame */
8986 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
8988 if (MovDelay[x][y] != 0) /* wait some time before next frame */
8992 DrawLevelElementAnimation(x, y, Feld[x][y]);
8994 if (MovDelay[x][y] != 0)
8996 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
8997 10 - MovDelay[x][y]);
8999 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9004 void MauerWaechst(int x, int y)
9008 if (!MovDelay[x][y]) /* next animation frame */
9009 MovDelay[x][y] = 3 * delay;
9011 if (MovDelay[x][y]) /* wait some time before next frame */
9015 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9017 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9018 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9020 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9023 if (!MovDelay[x][y])
9025 if (MovDir[x][y] == MV_LEFT)
9027 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9028 TEST_DrawLevelField(x - 1, y);
9030 else if (MovDir[x][y] == MV_RIGHT)
9032 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9033 TEST_DrawLevelField(x + 1, y);
9035 else if (MovDir[x][y] == MV_UP)
9037 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9038 TEST_DrawLevelField(x, y - 1);
9042 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9043 TEST_DrawLevelField(x, y + 1);
9046 Feld[x][y] = Store[x][y];
9048 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9049 TEST_DrawLevelField(x, y);
9054 void MauerAbleger(int ax, int ay)
9056 int element = Feld[ax][ay];
9057 int graphic = el2img(element);
9058 boolean oben_frei = FALSE, unten_frei = FALSE;
9059 boolean links_frei = FALSE, rechts_frei = FALSE;
9060 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9061 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9062 boolean new_wall = FALSE;
9064 if (IS_ANIMATED(graphic))
9065 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9067 if (!MovDelay[ax][ay]) /* start building new wall */
9068 MovDelay[ax][ay] = 6;
9070 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9073 if (MovDelay[ax][ay])
9077 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9079 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9081 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9083 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9086 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9087 element == EL_EXPANDABLE_WALL_ANY)
9091 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9092 Store[ax][ay-1] = element;
9093 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9094 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9095 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9096 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9101 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9102 Store[ax][ay+1] = element;
9103 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9104 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9105 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9106 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9111 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9112 element == EL_EXPANDABLE_WALL_ANY ||
9113 element == EL_EXPANDABLE_WALL ||
9114 element == EL_BD_EXPANDABLE_WALL)
9118 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9119 Store[ax-1][ay] = element;
9120 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9121 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9122 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9123 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9129 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9130 Store[ax+1][ay] = element;
9131 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9132 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9133 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9134 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9139 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9140 TEST_DrawLevelField(ax, ay);
9142 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9144 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9145 unten_massiv = TRUE;
9146 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9147 links_massiv = TRUE;
9148 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9149 rechts_massiv = TRUE;
9151 if (((oben_massiv && unten_massiv) ||
9152 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9153 element == EL_EXPANDABLE_WALL) &&
9154 ((links_massiv && rechts_massiv) ||
9155 element == EL_EXPANDABLE_WALL_VERTICAL))
9156 Feld[ax][ay] = EL_WALL;
9159 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9162 void MauerAblegerStahl(int ax, int ay)
9164 int element = Feld[ax][ay];
9165 int graphic = el2img(element);
9166 boolean oben_frei = FALSE, unten_frei = FALSE;
9167 boolean links_frei = FALSE, rechts_frei = FALSE;
9168 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9169 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9170 boolean new_wall = FALSE;
9172 if (IS_ANIMATED(graphic))
9173 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9175 if (!MovDelay[ax][ay]) /* start building new wall */
9176 MovDelay[ax][ay] = 6;
9178 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9181 if (MovDelay[ax][ay])
9185 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9187 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9189 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9191 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9194 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9195 element == EL_EXPANDABLE_STEELWALL_ANY)
9199 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9200 Store[ax][ay-1] = element;
9201 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9202 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9203 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9204 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9209 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9210 Store[ax][ay+1] = element;
9211 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9212 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9213 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9214 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9219 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9220 element == EL_EXPANDABLE_STEELWALL_ANY)
9224 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9225 Store[ax-1][ay] = element;
9226 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9227 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9228 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9229 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9235 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9236 Store[ax+1][ay] = element;
9237 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9238 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9239 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9240 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9245 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9247 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9248 unten_massiv = TRUE;
9249 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9250 links_massiv = TRUE;
9251 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9252 rechts_massiv = TRUE;
9254 if (((oben_massiv && unten_massiv) ||
9255 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9256 ((links_massiv && rechts_massiv) ||
9257 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9258 Feld[ax][ay] = EL_STEELWALL;
9261 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9264 void CheckForDragon(int x, int y)
9267 boolean dragon_found = FALSE;
9268 static int xy[4][2] =
9276 for (i = 0; i < NUM_DIRECTIONS; i++)
9278 for (j = 0; j < 4; j++)
9280 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9282 if (IN_LEV_FIELD(xx, yy) &&
9283 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9285 if (Feld[xx][yy] == EL_DRAGON)
9286 dragon_found = TRUE;
9295 for (i = 0; i < NUM_DIRECTIONS; i++)
9297 for (j = 0; j < 3; j++)
9299 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9301 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9303 Feld[xx][yy] = EL_EMPTY;
9304 TEST_DrawLevelField(xx, yy);
9313 static void InitBuggyBase(int x, int y)
9315 int element = Feld[x][y];
9316 int activating_delay = FRAMES_PER_SECOND / 4;
9319 (element == EL_SP_BUGGY_BASE ?
9320 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9321 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9323 element == EL_SP_BUGGY_BASE_ACTIVE ?
9324 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9327 static void WarnBuggyBase(int x, int y)
9330 static int xy[4][2] =
9338 for (i = 0; i < NUM_DIRECTIONS; i++)
9340 int xx = x + xy[i][0];
9341 int yy = y + xy[i][1];
9343 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9345 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9352 static void InitTrap(int x, int y)
9354 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9357 static void ActivateTrap(int x, int y)
9359 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9362 static void ChangeActiveTrap(int x, int y)
9364 int graphic = IMG_TRAP_ACTIVE;
9366 /* if new animation frame was drawn, correct crumbled sand border */
9367 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9368 TEST_DrawLevelFieldCrumbled(x, y);
9371 static int getSpecialActionElement(int element, int number, int base_element)
9373 return (element != EL_EMPTY ? element :
9374 number != -1 ? base_element + number - 1 :
9378 static int getModifiedActionNumber(int value_old, int operator, int operand,
9379 int value_min, int value_max)
9381 int value_new = (operator == CA_MODE_SET ? operand :
9382 operator == CA_MODE_ADD ? value_old + operand :
9383 operator == CA_MODE_SUBTRACT ? value_old - operand :
9384 operator == CA_MODE_MULTIPLY ? value_old * operand :
9385 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9386 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9389 return (value_new < value_min ? value_min :
9390 value_new > value_max ? value_max :
9394 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9396 struct ElementInfo *ei = &element_info[element];
9397 struct ElementChangeInfo *change = &ei->change_page[page];
9398 int target_element = change->target_element;
9399 int action_type = change->action_type;
9400 int action_mode = change->action_mode;
9401 int action_arg = change->action_arg;
9402 int action_element = change->action_element;
9405 if (!change->has_action)
9408 /* ---------- determine action paramater values -------------------------- */
9410 int level_time_value =
9411 (level.time > 0 ? TimeLeft :
9414 int action_arg_element_raw =
9415 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9416 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9417 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9418 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9419 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9420 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9421 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9423 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9425 int action_arg_direction =
9426 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9427 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9428 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9429 change->actual_trigger_side :
9430 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9431 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9434 int action_arg_number_min =
9435 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9438 int action_arg_number_max =
9439 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9440 action_type == CA_SET_LEVEL_GEMS ? 999 :
9441 action_type == CA_SET_LEVEL_TIME ? 9999 :
9442 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9443 action_type == CA_SET_CE_VALUE ? 9999 :
9444 action_type == CA_SET_CE_SCORE ? 9999 :
9447 int action_arg_number_reset =
9448 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9449 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9450 action_type == CA_SET_LEVEL_TIME ? level.time :
9451 action_type == CA_SET_LEVEL_SCORE ? 0 :
9452 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9453 action_type == CA_SET_CE_SCORE ? 0 :
9456 int action_arg_number =
9457 (action_arg <= CA_ARG_MAX ? action_arg :
9458 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9459 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9460 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9461 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9462 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9463 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9464 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9465 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9466 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9467 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9468 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9469 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9470 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9471 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9472 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9473 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9474 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9475 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9476 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9477 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9478 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9481 int action_arg_number_old =
9482 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9483 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9484 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9485 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9486 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9489 int action_arg_number_new =
9490 getModifiedActionNumber(action_arg_number_old,
9491 action_mode, action_arg_number,
9492 action_arg_number_min, action_arg_number_max);
9494 int trigger_player_bits =
9495 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9496 change->actual_trigger_player_bits : change->trigger_player);
9498 int action_arg_player_bits =
9499 (action_arg >= CA_ARG_PLAYER_1 &&
9500 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9501 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9502 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9505 /* ---------- execute action -------------------------------------------- */
9507 switch (action_type)
9514 /* ---------- level actions ------------------------------------------- */
9516 case CA_RESTART_LEVEL:
9518 game.restart_level = TRUE;
9523 case CA_SHOW_ENVELOPE:
9525 int element = getSpecialActionElement(action_arg_element,
9526 action_arg_number, EL_ENVELOPE_1);
9528 if (IS_ENVELOPE(element))
9529 local_player->show_envelope = element;
9534 case CA_SET_LEVEL_TIME:
9536 if (level.time > 0) /* only modify limited time value */
9538 TimeLeft = action_arg_number_new;
9540 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9542 DisplayGameControlValues();
9544 if (!TimeLeft && setup.time_limit)
9545 for (i = 0; i < MAX_PLAYERS; i++)
9546 KillPlayer(&stored_player[i]);
9552 case CA_SET_LEVEL_SCORE:
9554 local_player->score = action_arg_number_new;
9556 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9558 DisplayGameControlValues();
9563 case CA_SET_LEVEL_GEMS:
9565 local_player->gems_still_needed = action_arg_number_new;
9567 game_panel_controls[GAME_PANEL_GEMS].value =
9568 local_player->gems_still_needed;
9570 DisplayGameControlValues();
9575 case CA_SET_LEVEL_WIND:
9577 game.wind_direction = action_arg_direction;
9582 case CA_SET_LEVEL_RANDOM_SEED:
9584 /* ensure that setting a new random seed while playing is predictable */
9585 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9590 /* ---------- player actions ------------------------------------------ */
9592 case CA_MOVE_PLAYER:
9594 /* automatically move to the next field in specified direction */
9595 for (i = 0; i < MAX_PLAYERS; i++)
9596 if (trigger_player_bits & (1 << i))
9597 stored_player[i].programmed_action = action_arg_direction;
9602 case CA_EXIT_PLAYER:
9604 for (i = 0; i < MAX_PLAYERS; i++)
9605 if (action_arg_player_bits & (1 << i))
9606 PlayerWins(&stored_player[i]);
9611 case CA_KILL_PLAYER:
9613 for (i = 0; i < MAX_PLAYERS; i++)
9614 if (action_arg_player_bits & (1 << i))
9615 KillPlayer(&stored_player[i]);
9620 case CA_SET_PLAYER_KEYS:
9622 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9623 int element = getSpecialActionElement(action_arg_element,
9624 action_arg_number, EL_KEY_1);
9626 if (IS_KEY(element))
9628 for (i = 0; i < MAX_PLAYERS; i++)
9630 if (trigger_player_bits & (1 << i))
9632 stored_player[i].key[KEY_NR(element)] = key_state;
9634 DrawGameDoorValues();
9642 case CA_SET_PLAYER_SPEED:
9644 for (i = 0; i < MAX_PLAYERS; i++)
9646 if (trigger_player_bits & (1 << i))
9648 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9650 if (action_arg == CA_ARG_SPEED_FASTER &&
9651 stored_player[i].cannot_move)
9653 action_arg_number = STEPSIZE_VERY_SLOW;
9655 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9656 action_arg == CA_ARG_SPEED_FASTER)
9658 action_arg_number = 2;
9659 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9662 else if (action_arg == CA_ARG_NUMBER_RESET)
9664 action_arg_number = level.initial_player_stepsize[i];
9668 getModifiedActionNumber(move_stepsize,
9671 action_arg_number_min,
9672 action_arg_number_max);
9674 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9681 case CA_SET_PLAYER_SHIELD:
9683 for (i = 0; i < MAX_PLAYERS; i++)
9685 if (trigger_player_bits & (1 << i))
9687 if (action_arg == CA_ARG_SHIELD_OFF)
9689 stored_player[i].shield_normal_time_left = 0;
9690 stored_player[i].shield_deadly_time_left = 0;
9692 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9694 stored_player[i].shield_normal_time_left = 999999;
9696 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9698 stored_player[i].shield_normal_time_left = 999999;
9699 stored_player[i].shield_deadly_time_left = 999999;
9707 case CA_SET_PLAYER_GRAVITY:
9709 for (i = 0; i < MAX_PLAYERS; i++)
9711 if (trigger_player_bits & (1 << i))
9713 stored_player[i].gravity =
9714 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9715 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9716 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9717 stored_player[i].gravity);
9724 case CA_SET_PLAYER_ARTWORK:
9726 for (i = 0; i < MAX_PLAYERS; i++)
9728 if (trigger_player_bits & (1 << i))
9730 int artwork_element = action_arg_element;
9732 if (action_arg == CA_ARG_ELEMENT_RESET)
9734 (level.use_artwork_element[i] ? level.artwork_element[i] :
9735 stored_player[i].element_nr);
9737 if (stored_player[i].artwork_element != artwork_element)
9738 stored_player[i].Frame = 0;
9740 stored_player[i].artwork_element = artwork_element;
9742 SetPlayerWaiting(&stored_player[i], FALSE);
9744 /* set number of special actions for bored and sleeping animation */
9745 stored_player[i].num_special_action_bored =
9746 get_num_special_action(artwork_element,
9747 ACTION_BORING_1, ACTION_BORING_LAST);
9748 stored_player[i].num_special_action_sleeping =
9749 get_num_special_action(artwork_element,
9750 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9757 case CA_SET_PLAYER_INVENTORY:
9759 for (i = 0; i < MAX_PLAYERS; i++)
9761 struct PlayerInfo *player = &stored_player[i];
9764 if (trigger_player_bits & (1 << i))
9766 int inventory_element = action_arg_element;
9768 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9769 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9770 action_arg == CA_ARG_ELEMENT_ACTION)
9772 int element = inventory_element;
9773 int collect_count = element_info[element].collect_count_initial;
9775 if (!IS_CUSTOM_ELEMENT(element))
9778 if (collect_count == 0)
9779 player->inventory_infinite_element = element;
9781 for (k = 0; k < collect_count; k++)
9782 if (player->inventory_size < MAX_INVENTORY_SIZE)
9783 player->inventory_element[player->inventory_size++] =
9786 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9787 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9788 action_arg == CA_ARG_INVENTORY_RM_ACTION)
9790 if (player->inventory_infinite_element != EL_UNDEFINED &&
9791 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
9792 action_arg_element_raw))
9793 player->inventory_infinite_element = EL_UNDEFINED;
9795 for (k = 0, j = 0; j < player->inventory_size; j++)
9797 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
9798 action_arg_element_raw))
9799 player->inventory_element[k++] = player->inventory_element[j];
9802 player->inventory_size = k;
9804 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
9806 if (player->inventory_size > 0)
9808 for (j = 0; j < player->inventory_size - 1; j++)
9809 player->inventory_element[j] = player->inventory_element[j + 1];
9811 player->inventory_size--;
9814 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
9816 if (player->inventory_size > 0)
9817 player->inventory_size--;
9819 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
9821 player->inventory_infinite_element = EL_UNDEFINED;
9822 player->inventory_size = 0;
9824 else if (action_arg == CA_ARG_INVENTORY_RESET)
9826 player->inventory_infinite_element = EL_UNDEFINED;
9827 player->inventory_size = 0;
9829 if (level.use_initial_inventory[i])
9831 for (j = 0; j < level.initial_inventory_size[i]; j++)
9833 int element = level.initial_inventory_content[i][j];
9834 int collect_count = element_info[element].collect_count_initial;
9836 if (!IS_CUSTOM_ELEMENT(element))
9839 if (collect_count == 0)
9840 player->inventory_infinite_element = element;
9842 for (k = 0; k < collect_count; k++)
9843 if (player->inventory_size < MAX_INVENTORY_SIZE)
9844 player->inventory_element[player->inventory_size++] =
9855 /* ---------- CE actions ---------------------------------------------- */
9857 case CA_SET_CE_VALUE:
9859 int last_ce_value = CustomValue[x][y];
9861 CustomValue[x][y] = action_arg_number_new;
9863 if (CustomValue[x][y] != last_ce_value)
9865 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
9866 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
9868 if (CustomValue[x][y] == 0)
9870 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
9871 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
9878 case CA_SET_CE_SCORE:
9880 int last_ce_score = ei->collect_score;
9882 ei->collect_score = action_arg_number_new;
9884 if (ei->collect_score != last_ce_score)
9886 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
9887 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
9889 if (ei->collect_score == 0)
9893 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
9894 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
9897 This is a very special case that seems to be a mixture between
9898 CheckElementChange() and CheckTriggeredElementChange(): while
9899 the first one only affects single elements that are triggered
9900 directly, the second one affects multiple elements in the playfield
9901 that are triggered indirectly by another element. This is a third
9902 case: Changing the CE score always affects multiple identical CEs,
9903 so every affected CE must be checked, not only the single CE for
9904 which the CE score was changed in the first place (as every instance
9905 of that CE shares the same CE score, and therefore also can change)!
9907 SCAN_PLAYFIELD(xx, yy)
9909 if (Feld[xx][yy] == element)
9910 CheckElementChange(xx, yy, element, EL_UNDEFINED,
9911 CE_SCORE_GETS_ZERO);
9919 case CA_SET_CE_ARTWORK:
9921 int artwork_element = action_arg_element;
9922 boolean reset_frame = FALSE;
9925 if (action_arg == CA_ARG_ELEMENT_RESET)
9926 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
9929 if (ei->gfx_element != artwork_element)
9932 ei->gfx_element = artwork_element;
9934 SCAN_PLAYFIELD(xx, yy)
9936 if (Feld[xx][yy] == element)
9940 ResetGfxAnimation(xx, yy);
9941 ResetRandomAnimationValue(xx, yy);
9944 TEST_DrawLevelField(xx, yy);
9951 /* ---------- engine actions ------------------------------------------ */
9953 case CA_SET_ENGINE_SCAN_MODE:
9955 InitPlayfieldScanMode(action_arg);
9965 static void CreateFieldExt(int x, int y, int element, boolean is_change)
9967 int old_element = Feld[x][y];
9968 int new_element = GetElementFromGroupElement(element);
9969 int previous_move_direction = MovDir[x][y];
9970 int last_ce_value = CustomValue[x][y];
9971 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
9972 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
9973 boolean add_player_onto_element = (new_element_is_player &&
9974 new_element != EL_SOKOBAN_FIELD_PLAYER &&
9975 IS_WALKABLE(old_element));
9977 if (!add_player_onto_element)
9979 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
9980 RemoveMovingField(x, y);
9984 Feld[x][y] = new_element;
9986 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
9987 MovDir[x][y] = previous_move_direction;
9989 if (element_info[new_element].use_last_ce_value)
9990 CustomValue[x][y] = last_ce_value;
9992 InitField_WithBug1(x, y, FALSE);
9994 new_element = Feld[x][y]; /* element may have changed */
9996 ResetGfxAnimation(x, y);
9997 ResetRandomAnimationValue(x, y);
9999 TEST_DrawLevelField(x, y);
10001 if (GFX_CRUMBLED(new_element))
10002 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10005 /* check if element under the player changes from accessible to unaccessible
10006 (needed for special case of dropping element which then changes) */
10007 /* (must be checked after creating new element for walkable group elements) */
10008 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10009 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10016 /* "ChangeCount" not set yet to allow "entered by player" change one time */
10017 if (new_element_is_player)
10018 RelocatePlayer(x, y, new_element);
10021 ChangeCount[x][y]++; /* count number of changes in the same frame */
10023 TestIfBadThingTouchesPlayer(x, y);
10024 TestIfPlayerTouchesCustomElement(x, y);
10025 TestIfElementTouchesCustomElement(x, y);
10028 static void CreateField(int x, int y, int element)
10030 CreateFieldExt(x, y, element, FALSE);
10033 static void CreateElementFromChange(int x, int y, int element)
10035 element = GET_VALID_RUNTIME_ELEMENT(element);
10037 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10039 int old_element = Feld[x][y];
10041 /* prevent changed element from moving in same engine frame
10042 unless both old and new element can either fall or move */
10043 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10044 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10048 CreateFieldExt(x, y, element, TRUE);
10051 static boolean ChangeElement(int x, int y, int element, int page)
10053 struct ElementInfo *ei = &element_info[element];
10054 struct ElementChangeInfo *change = &ei->change_page[page];
10055 int ce_value = CustomValue[x][y];
10056 int ce_score = ei->collect_score;
10057 int target_element;
10058 int old_element = Feld[x][y];
10060 /* always use default change event to prevent running into a loop */
10061 if (ChangeEvent[x][y] == -1)
10062 ChangeEvent[x][y] = CE_DELAY;
10064 if (ChangeEvent[x][y] == CE_DELAY)
10066 /* reset actual trigger element, trigger player and action element */
10067 change->actual_trigger_element = EL_EMPTY;
10068 change->actual_trigger_player = EL_EMPTY;
10069 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10070 change->actual_trigger_side = CH_SIDE_NONE;
10071 change->actual_trigger_ce_value = 0;
10072 change->actual_trigger_ce_score = 0;
10075 /* do not change elements more than a specified maximum number of changes */
10076 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10079 ChangeCount[x][y]++; /* count number of changes in the same frame */
10081 if (change->explode)
10088 if (change->use_target_content)
10090 boolean complete_replace = TRUE;
10091 boolean can_replace[3][3];
10094 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10097 boolean is_walkable;
10098 boolean is_diggable;
10099 boolean is_collectible;
10100 boolean is_removable;
10101 boolean is_destructible;
10102 int ex = x + xx - 1;
10103 int ey = y + yy - 1;
10104 int content_element = change->target_content.e[xx][yy];
10107 can_replace[xx][yy] = TRUE;
10109 if (ex == x && ey == y) /* do not check changing element itself */
10112 if (content_element == EL_EMPTY_SPACE)
10114 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10119 if (!IN_LEV_FIELD(ex, ey))
10121 can_replace[xx][yy] = FALSE;
10122 complete_replace = FALSE;
10129 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10130 e = MovingOrBlocked2Element(ex, ey);
10132 is_empty = (IS_FREE(ex, ey) ||
10133 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10135 is_walkable = (is_empty || IS_WALKABLE(e));
10136 is_diggable = (is_empty || IS_DIGGABLE(e));
10137 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10138 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10139 is_removable = (is_diggable || is_collectible);
10141 can_replace[xx][yy] =
10142 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10143 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10144 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10145 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10146 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10147 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10148 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10150 if (!can_replace[xx][yy])
10151 complete_replace = FALSE;
10154 if (!change->only_if_complete || complete_replace)
10156 boolean something_has_changed = FALSE;
10158 if (change->only_if_complete && change->use_random_replace &&
10159 RND(100) < change->random_percentage)
10162 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10164 int ex = x + xx - 1;
10165 int ey = y + yy - 1;
10166 int content_element;
10168 if (can_replace[xx][yy] && (!change->use_random_replace ||
10169 RND(100) < change->random_percentage))
10171 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10172 RemoveMovingField(ex, ey);
10174 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10176 content_element = change->target_content.e[xx][yy];
10177 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10178 ce_value, ce_score);
10180 CreateElementFromChange(ex, ey, target_element);
10182 something_has_changed = TRUE;
10184 /* for symmetry reasons, freeze newly created border elements */
10185 if (ex != x || ey != y)
10186 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10190 if (something_has_changed)
10192 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10193 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10199 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10200 ce_value, ce_score);
10202 if (element == EL_DIAGONAL_GROWING ||
10203 element == EL_DIAGONAL_SHRINKING)
10205 target_element = Store[x][y];
10207 Store[x][y] = EL_EMPTY;
10210 CreateElementFromChange(x, y, target_element);
10212 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10213 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10216 /* this uses direct change before indirect change */
10217 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10222 static void HandleElementChange(int x, int y, int page)
10224 int element = MovingOrBlocked2Element(x, y);
10225 struct ElementInfo *ei = &element_info[element];
10226 struct ElementChangeInfo *change = &ei->change_page[page];
10227 boolean handle_action_before_change = FALSE;
10230 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10231 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10234 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10235 x, y, element, element_info[element].token_name);
10236 printf("HandleElementChange(): This should never happen!\n");
10241 /* this can happen with classic bombs on walkable, changing elements */
10242 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10247 if (ChangeDelay[x][y] == 0) /* initialize element change */
10249 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10251 if (change->can_change)
10253 /* !!! not clear why graphic animation should be reset at all here !!! */
10254 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10255 /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */
10258 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10260 When using an animation frame delay of 1 (this only happens with
10261 "sp_zonk.moving.left/right" in the classic graphics), the default
10262 (non-moving) animation shows wrong animation frames (while the
10263 moving animation, like "sp_zonk.moving.left/right", is correct,
10264 so this graphical bug never shows up with the classic graphics).
10265 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10266 be drawn instead of the correct frames 0,1,2,3. This is caused by
10267 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10268 an element change: First when the change delay ("ChangeDelay[][]")
10269 counter has reached zero after decrementing, then a second time in
10270 the next frame (after "GfxFrame[][]" was already incremented) when
10271 "ChangeDelay[][]" is reset to the initial delay value again.
10273 This causes frame 0 to be drawn twice, while the last frame won't
10274 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10276 As some animations may already be cleverly designed around this bug
10277 (at least the "Snake Bite" snake tail animation does this), it cannot
10278 simply be fixed here without breaking such existing animations.
10279 Unfortunately, it cannot easily be detected if a graphics set was
10280 designed "before" or "after" the bug was fixed. As a workaround,
10281 a new graphics set option "game.graphics_engine_version" was added
10282 to be able to specify the game's major release version for which the
10283 graphics set was designed, which can then be used to decide if the
10284 bugfix should be used (version 4 and above) or not (version 3 or
10285 below, or if no version was specified at all, as with old sets).
10287 (The wrong/fixed animation frames can be tested with the test level set
10288 "test_gfxframe" and level "000", which contains a specially prepared
10289 custom element at level position (x/y) == (11/9) which uses the zonk
10290 animation mentioned above. Using "game.graphics_engine_version: 4"
10291 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10292 This can also be seen from the debug output for this test element.)
10295 /* when a custom element is about to change (for example by change delay),
10296 do not reset graphic animation when the custom element is moving */
10297 if (game.graphics_engine_version < 4 &&
10300 ResetGfxAnimation(x, y);
10301 ResetRandomAnimationValue(x, y);
10304 if (change->pre_change_function)
10305 change->pre_change_function(x, y);
10309 ChangeDelay[x][y]--;
10311 if (ChangeDelay[x][y] != 0) /* continue element change */
10313 if (change->can_change)
10315 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10317 if (IS_ANIMATED(graphic))
10318 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10320 if (change->change_function)
10321 change->change_function(x, y);
10324 else /* finish element change */
10326 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10328 page = ChangePage[x][y];
10329 ChangePage[x][y] = -1;
10331 change = &ei->change_page[page];
10334 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10336 ChangeDelay[x][y] = 1; /* try change after next move step */
10337 ChangePage[x][y] = page; /* remember page to use for change */
10342 /* special case: set new level random seed before changing element */
10343 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10344 handle_action_before_change = TRUE;
10346 if (change->has_action && handle_action_before_change)
10347 ExecuteCustomElementAction(x, y, element, page);
10349 if (change->can_change)
10351 if (ChangeElement(x, y, element, page))
10353 if (change->post_change_function)
10354 change->post_change_function(x, y);
10358 if (change->has_action && !handle_action_before_change)
10359 ExecuteCustomElementAction(x, y, element, page);
10363 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10364 int trigger_element,
10366 int trigger_player,
10370 boolean change_done_any = FALSE;
10371 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10374 if (!(trigger_events[trigger_element][trigger_event]))
10377 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10379 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10381 int element = EL_CUSTOM_START + i;
10382 boolean change_done = FALSE;
10385 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10386 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10389 for (p = 0; p < element_info[element].num_change_pages; p++)
10391 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10393 if (change->can_change_or_has_action &&
10394 change->has_event[trigger_event] &&
10395 change->trigger_side & trigger_side &&
10396 change->trigger_player & trigger_player &&
10397 change->trigger_page & trigger_page_bits &&
10398 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10400 change->actual_trigger_element = trigger_element;
10401 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10402 change->actual_trigger_player_bits = trigger_player;
10403 change->actual_trigger_side = trigger_side;
10404 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10405 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10407 if ((change->can_change && !change_done) || change->has_action)
10411 SCAN_PLAYFIELD(x, y)
10413 if (Feld[x][y] == element)
10415 if (change->can_change && !change_done)
10417 /* if element already changed in this frame, not only prevent
10418 another element change (checked in ChangeElement()), but
10419 also prevent additional element actions for this element */
10421 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10422 !level.use_action_after_change_bug)
10425 ChangeDelay[x][y] = 1;
10426 ChangeEvent[x][y] = trigger_event;
10428 HandleElementChange(x, y, p);
10430 else if (change->has_action)
10432 /* if element already changed in this frame, not only prevent
10433 another element change (checked in ChangeElement()), but
10434 also prevent additional element actions for this element */
10436 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10437 !level.use_action_after_change_bug)
10440 ExecuteCustomElementAction(x, y, element, p);
10441 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10446 if (change->can_change)
10448 change_done = TRUE;
10449 change_done_any = TRUE;
10456 RECURSION_LOOP_DETECTION_END();
10458 return change_done_any;
10461 static boolean CheckElementChangeExt(int x, int y,
10463 int trigger_element,
10465 int trigger_player,
10468 boolean change_done = FALSE;
10471 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10472 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10475 if (Feld[x][y] == EL_BLOCKED)
10477 Blocked2Moving(x, y, &x, &y);
10478 element = Feld[x][y];
10481 /* check if element has already changed or is about to change after moving */
10482 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10483 Feld[x][y] != element) ||
10485 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10486 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10487 ChangePage[x][y] != -1)))
10490 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10492 for (p = 0; p < element_info[element].num_change_pages; p++)
10494 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10496 /* check trigger element for all events where the element that is checked
10497 for changing interacts with a directly adjacent element -- this is
10498 different to element changes that affect other elements to change on the
10499 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10500 boolean check_trigger_element =
10501 (trigger_event == CE_TOUCHING_X ||
10502 trigger_event == CE_HITTING_X ||
10503 trigger_event == CE_HIT_BY_X ||
10504 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10506 if (change->can_change_or_has_action &&
10507 change->has_event[trigger_event] &&
10508 change->trigger_side & trigger_side &&
10509 change->trigger_player & trigger_player &&
10510 (!check_trigger_element ||
10511 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10513 change->actual_trigger_element = trigger_element;
10514 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10515 change->actual_trigger_player_bits = trigger_player;
10516 change->actual_trigger_side = trigger_side;
10517 change->actual_trigger_ce_value = CustomValue[x][y];
10518 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10520 /* special case: trigger element not at (x,y) position for some events */
10521 if (check_trigger_element)
10533 { 0, 0 }, { 0, 0 }, { 0, 0 },
10537 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10538 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10540 change->actual_trigger_ce_value = CustomValue[xx][yy];
10541 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10544 if (change->can_change && !change_done)
10546 ChangeDelay[x][y] = 1;
10547 ChangeEvent[x][y] = trigger_event;
10549 HandleElementChange(x, y, p);
10551 change_done = TRUE;
10553 else if (change->has_action)
10555 ExecuteCustomElementAction(x, y, element, p);
10556 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10561 RECURSION_LOOP_DETECTION_END();
10563 return change_done;
10566 static void PlayPlayerSound(struct PlayerInfo *player)
10568 int jx = player->jx, jy = player->jy;
10569 int sound_element = player->artwork_element;
10570 int last_action = player->last_action_waiting;
10571 int action = player->action_waiting;
10573 if (player->is_waiting)
10575 if (action != last_action)
10576 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10578 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10582 if (action != last_action)
10583 StopSound(element_info[sound_element].sound[last_action]);
10585 if (last_action == ACTION_SLEEPING)
10586 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10590 static void PlayAllPlayersSound()
10594 for (i = 0; i < MAX_PLAYERS; i++)
10595 if (stored_player[i].active)
10596 PlayPlayerSound(&stored_player[i]);
10599 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10601 boolean last_waiting = player->is_waiting;
10602 int move_dir = player->MovDir;
10604 player->dir_waiting = move_dir;
10605 player->last_action_waiting = player->action_waiting;
10609 if (!last_waiting) /* not waiting -> waiting */
10611 player->is_waiting = TRUE;
10613 player->frame_counter_bored =
10615 game.player_boring_delay_fixed +
10616 GetSimpleRandom(game.player_boring_delay_random);
10617 player->frame_counter_sleeping =
10619 game.player_sleeping_delay_fixed +
10620 GetSimpleRandom(game.player_sleeping_delay_random);
10622 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10625 if (game.player_sleeping_delay_fixed +
10626 game.player_sleeping_delay_random > 0 &&
10627 player->anim_delay_counter == 0 &&
10628 player->post_delay_counter == 0 &&
10629 FrameCounter >= player->frame_counter_sleeping)
10630 player->is_sleeping = TRUE;
10631 else if (game.player_boring_delay_fixed +
10632 game.player_boring_delay_random > 0 &&
10633 FrameCounter >= player->frame_counter_bored)
10634 player->is_bored = TRUE;
10636 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10637 player->is_bored ? ACTION_BORING :
10640 if (player->is_sleeping && player->use_murphy)
10642 /* special case for sleeping Murphy when leaning against non-free tile */
10644 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10645 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10646 !IS_MOVING(player->jx - 1, player->jy)))
10647 move_dir = MV_LEFT;
10648 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10649 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10650 !IS_MOVING(player->jx + 1, player->jy)))
10651 move_dir = MV_RIGHT;
10653 player->is_sleeping = FALSE;
10655 player->dir_waiting = move_dir;
10658 if (player->is_sleeping)
10660 if (player->num_special_action_sleeping > 0)
10662 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10664 int last_special_action = player->special_action_sleeping;
10665 int num_special_action = player->num_special_action_sleeping;
10666 int special_action =
10667 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10668 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10669 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10670 last_special_action + 1 : ACTION_SLEEPING);
10671 int special_graphic =
10672 el_act_dir2img(player->artwork_element, special_action, move_dir);
10674 player->anim_delay_counter =
10675 graphic_info[special_graphic].anim_delay_fixed +
10676 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10677 player->post_delay_counter =
10678 graphic_info[special_graphic].post_delay_fixed +
10679 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10681 player->special_action_sleeping = special_action;
10684 if (player->anim_delay_counter > 0)
10686 player->action_waiting = player->special_action_sleeping;
10687 player->anim_delay_counter--;
10689 else if (player->post_delay_counter > 0)
10691 player->post_delay_counter--;
10695 else if (player->is_bored)
10697 if (player->num_special_action_bored > 0)
10699 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10701 int special_action =
10702 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10703 int special_graphic =
10704 el_act_dir2img(player->artwork_element, special_action, move_dir);
10706 player->anim_delay_counter =
10707 graphic_info[special_graphic].anim_delay_fixed +
10708 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10709 player->post_delay_counter =
10710 graphic_info[special_graphic].post_delay_fixed +
10711 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10713 player->special_action_bored = special_action;
10716 if (player->anim_delay_counter > 0)
10718 player->action_waiting = player->special_action_bored;
10719 player->anim_delay_counter--;
10721 else if (player->post_delay_counter > 0)
10723 player->post_delay_counter--;
10728 else if (last_waiting) /* waiting -> not waiting */
10730 player->is_waiting = FALSE;
10731 player->is_bored = FALSE;
10732 player->is_sleeping = FALSE;
10734 player->frame_counter_bored = -1;
10735 player->frame_counter_sleeping = -1;
10737 player->anim_delay_counter = 0;
10738 player->post_delay_counter = 0;
10740 player->dir_waiting = player->MovDir;
10741 player->action_waiting = ACTION_DEFAULT;
10743 player->special_action_bored = ACTION_DEFAULT;
10744 player->special_action_sleeping = ACTION_DEFAULT;
10748 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10750 static boolean player_was_moving = FALSE;
10751 static boolean player_was_snapping = FALSE;
10752 static boolean player_was_dropping = FALSE;
10754 if ((!player->is_moving && player_was_moving) ||
10755 (player->MovPos == 0 && player_was_moving) ||
10756 (player->is_snapping && !player_was_snapping) ||
10757 (player->is_dropping && !player_was_dropping))
10759 if (!SaveEngineSnapshotToList())
10762 player_was_moving = FALSE;
10763 player_was_snapping = TRUE;
10764 player_was_dropping = TRUE;
10768 if (player->is_moving)
10769 player_was_moving = TRUE;
10771 if (!player->is_snapping)
10772 player_was_snapping = FALSE;
10774 if (!player->is_dropping)
10775 player_was_dropping = FALSE;
10779 static void CheckSingleStepMode(struct PlayerInfo *player)
10781 if (tape.single_step && tape.recording && !tape.pausing)
10783 /* as it is called "single step mode", just return to pause mode when the
10784 player stopped moving after one tile (or never starts moving at all) */
10785 if (!player->is_moving && !player->is_pushing)
10787 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10788 SnapField(player, 0, 0); /* stop snapping */
10792 CheckSaveEngineSnapshot(player);
10795 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10797 int left = player_action & JOY_LEFT;
10798 int right = player_action & JOY_RIGHT;
10799 int up = player_action & JOY_UP;
10800 int down = player_action & JOY_DOWN;
10801 int button1 = player_action & JOY_BUTTON_1;
10802 int button2 = player_action & JOY_BUTTON_2;
10803 int dx = (left ? -1 : right ? 1 : 0);
10804 int dy = (up ? -1 : down ? 1 : 0);
10806 if (!player->active || tape.pausing)
10812 SnapField(player, dx, dy);
10816 DropElement(player);
10818 MovePlayer(player, dx, dy);
10821 CheckSingleStepMode(player);
10823 SetPlayerWaiting(player, FALSE);
10825 return player_action;
10829 /* no actions for this player (no input at player's configured device) */
10831 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
10832 SnapField(player, 0, 0);
10833 CheckGravityMovementWhenNotMoving(player);
10835 if (player->MovPos == 0)
10836 SetPlayerWaiting(player, TRUE);
10838 if (player->MovPos == 0) /* needed for tape.playing */
10839 player->is_moving = FALSE;
10841 player->is_dropping = FALSE;
10842 player->is_dropping_pressed = FALSE;
10843 player->drop_pressed_delay = 0;
10845 CheckSingleStepMode(player);
10851 static void CheckLevelTime()
10855 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
10856 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10858 if (level.native_em_level->lev->home == 0) /* all players at home */
10860 PlayerWins(local_player);
10862 AllPlayersGone = TRUE;
10864 level.native_em_level->lev->home = -1;
10867 if (level.native_em_level->ply[0]->alive == 0 &&
10868 level.native_em_level->ply[1]->alive == 0 &&
10869 level.native_em_level->ply[2]->alive == 0 &&
10870 level.native_em_level->ply[3]->alive == 0) /* all dead */
10871 AllPlayersGone = TRUE;
10873 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
10875 if (game_sp.LevelSolved &&
10876 !game_sp.GameOver) /* game won */
10878 PlayerWins(local_player);
10880 game_sp.GameOver = TRUE;
10882 AllPlayersGone = TRUE;
10885 if (game_sp.GameOver) /* game lost */
10886 AllPlayersGone = TRUE;
10889 if (TimeFrames >= FRAMES_PER_SECOND)
10894 for (i = 0; i < MAX_PLAYERS; i++)
10896 struct PlayerInfo *player = &stored_player[i];
10898 if (SHIELD_ON(player))
10900 player->shield_normal_time_left--;
10902 if (player->shield_deadly_time_left > 0)
10903 player->shield_deadly_time_left--;
10907 if (!local_player->LevelSolved && !level.use_step_counter)
10915 if (TimeLeft <= 10 && setup.time_limit)
10916 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
10918 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
10919 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
10921 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10923 if (!TimeLeft && setup.time_limit)
10925 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10926 level.native_em_level->lev->killed_out_of_time = TRUE;
10928 for (i = 0; i < MAX_PLAYERS; i++)
10929 KillPlayer(&stored_player[i]);
10932 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
10934 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
10937 level.native_em_level->lev->time =
10938 (game.no_time_limit ? TimePlayed : TimeLeft);
10941 if (tape.recording || tape.playing)
10942 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
10945 if (tape.recording || tape.playing)
10946 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
10948 UpdateAndDisplayGameControlValues();
10951 void AdvanceFrameAndPlayerCounters(int player_nr)
10955 /* advance frame counters (global frame counter and time frame counter) */
10959 /* advance player counters (counters for move delay, move animation etc.) */
10960 for (i = 0; i < MAX_PLAYERS; i++)
10962 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
10963 int move_delay_value = stored_player[i].move_delay_value;
10964 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
10966 if (!advance_player_counters) /* not all players may be affected */
10969 if (move_frames == 0) /* less than one move per game frame */
10971 int stepsize = TILEX / move_delay_value;
10972 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
10973 int count = (stored_player[i].is_moving ?
10974 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
10976 if (count % delay == 0)
10980 stored_player[i].Frame += move_frames;
10982 if (stored_player[i].MovPos != 0)
10983 stored_player[i].StepFrame += move_frames;
10985 if (stored_player[i].move_delay > 0)
10986 stored_player[i].move_delay--;
10988 /* due to bugs in previous versions, counter must count up, not down */
10989 if (stored_player[i].push_delay != -1)
10990 stored_player[i].push_delay++;
10992 if (stored_player[i].drop_delay > 0)
10993 stored_player[i].drop_delay--;
10995 if (stored_player[i].is_dropping_pressed)
10996 stored_player[i].drop_pressed_delay++;
11000 void StartGameActions(boolean init_network_game, boolean record_tape,
11003 unsigned int new_random_seed = InitRND(random_seed);
11006 TapeStartRecording(new_random_seed);
11008 #if defined(NETWORK_AVALIABLE)
11009 if (init_network_game)
11011 SendToServer_StartPlaying();
11022 static unsigned int game_frame_delay = 0;
11023 unsigned int game_frame_delay_value;
11024 byte *recorded_player_action;
11025 byte summarized_player_action = 0;
11026 byte tape_action[MAX_PLAYERS];
11029 /* detect endless loops, caused by custom element programming */
11030 if (recursion_loop_detected && recursion_loop_depth == 0)
11032 char *message = getStringCat3("Internal Error! Element ",
11033 EL_NAME(recursion_loop_element),
11034 " caused endless loop! Quit the game?");
11036 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11037 EL_NAME(recursion_loop_element));
11039 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11041 recursion_loop_detected = FALSE; /* if game should be continued */
11048 if (game.restart_level)
11049 StartGameActions(options.network, setup.autorecord, level.random_seed);
11051 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
11052 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11054 if (level.native_em_level->lev->home == 0) /* all players at home */
11056 PlayerWins(local_player);
11058 AllPlayersGone = TRUE;
11060 level.native_em_level->lev->home = -1;
11063 if (level.native_em_level->ply[0]->alive == 0 &&
11064 level.native_em_level->ply[1]->alive == 0 &&
11065 level.native_em_level->ply[2]->alive == 0 &&
11066 level.native_em_level->ply[3]->alive == 0) /* all dead */
11067 AllPlayersGone = TRUE;
11069 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11071 if (game_sp.LevelSolved &&
11072 !game_sp.GameOver) /* game won */
11074 PlayerWins(local_player);
11076 game_sp.GameOver = TRUE;
11078 AllPlayersGone = TRUE;
11081 if (game_sp.GameOver) /* game lost */
11082 AllPlayersGone = TRUE;
11085 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11088 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11091 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11094 game_frame_delay_value =
11095 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11097 if (tape.playing && tape.warp_forward && !tape.pausing)
11098 game_frame_delay_value = 0;
11101 /* ---------- main game synchronization point ---------- */
11103 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11105 printf("::: skip == %d\n", skip);
11108 /* ---------- main game synchronization point ---------- */
11110 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11113 if (network_playing && !network_player_action_received)
11115 /* try to get network player actions in time */
11117 #if defined(NETWORK_AVALIABLE)
11118 /* last chance to get network player actions without main loop delay */
11119 HandleNetworking();
11122 /* game was quit by network peer */
11123 if (game_status != GAME_MODE_PLAYING)
11126 if (!network_player_action_received)
11127 return; /* failed to get network player actions in time */
11129 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11135 /* at this point we know that we really continue executing the game */
11137 network_player_action_received = FALSE;
11139 /* when playing tape, read previously recorded player input from tape data */
11140 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11142 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11146 if (tape.set_centered_player)
11148 game.centered_player_nr_next = tape.centered_player_nr_next;
11149 game.set_centered_player = TRUE;
11152 for (i = 0; i < MAX_PLAYERS; i++)
11154 summarized_player_action |= stored_player[i].action;
11156 if (!network_playing && (game.team_mode || tape.playing))
11157 stored_player[i].effective_action = stored_player[i].action;
11160 #if defined(NETWORK_AVALIABLE)
11161 if (network_playing)
11162 SendToServer_MovePlayer(summarized_player_action);
11165 if (!options.network && !game.team_mode)
11166 local_player->effective_action = summarized_player_action;
11168 if (tape.recording &&
11170 setup.input_on_focus &&
11171 game.centered_player_nr != -1)
11173 for (i = 0; i < MAX_PLAYERS; i++)
11174 stored_player[i].effective_action =
11175 (i == game.centered_player_nr ? summarized_player_action : 0);
11178 if (recorded_player_action != NULL)
11179 for (i = 0; i < MAX_PLAYERS; i++)
11180 stored_player[i].effective_action = recorded_player_action[i];
11182 for (i = 0; i < MAX_PLAYERS; i++)
11184 tape_action[i] = stored_player[i].effective_action;
11186 /* (this may happen in the RND game engine if a player was not present on
11187 the playfield on level start, but appeared later from a custom element */
11188 if (setup.team_mode &&
11191 !tape.player_participates[i])
11192 tape.player_participates[i] = TRUE;
11195 /* only record actions from input devices, but not programmed actions */
11196 if (tape.recording)
11197 TapeRecordAction(tape_action);
11199 #if USE_NEW_PLAYER_ASSIGNMENTS
11200 // !!! also map player actions in single player mode !!!
11201 // if (game.team_mode)
11203 byte mapped_action[MAX_PLAYERS];
11205 #if DEBUG_PLAYER_ACTIONS
11207 for (i = 0; i < MAX_PLAYERS; i++)
11208 printf(" %d, ", stored_player[i].effective_action);
11211 for (i = 0; i < MAX_PLAYERS; i++)
11212 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11214 for (i = 0; i < MAX_PLAYERS; i++)
11215 stored_player[i].effective_action = mapped_action[i];
11217 #if DEBUG_PLAYER_ACTIONS
11219 for (i = 0; i < MAX_PLAYERS; i++)
11220 printf(" %d, ", stored_player[i].effective_action);
11224 #if DEBUG_PLAYER_ACTIONS
11228 for (i = 0; i < MAX_PLAYERS; i++)
11229 printf(" %d, ", stored_player[i].effective_action);
11235 for (i = 0; i < MAX_PLAYERS; i++)
11237 // allow engine snapshot in case of changed movement attempt
11238 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11239 (stored_player[i].effective_action & KEY_MOTION))
11240 game.snapshot.changed_action = TRUE;
11242 // allow engine snapshot in case of snapping/dropping attempt
11243 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11244 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11245 game.snapshot.changed_action = TRUE;
11247 game.snapshot.last_action[i] = stored_player[i].effective_action;
11250 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11252 GameActions_EM_Main();
11254 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11256 GameActions_SP_Main();
11260 GameActions_RND_Main();
11263 BlitScreenToBitmap(backbuffer);
11267 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11269 if (options.debug) /* calculate frames per second */
11271 static unsigned int fps_counter = 0;
11272 static int fps_frames = 0;
11273 unsigned int fps_delay_ms = Counter() - fps_counter;
11277 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
11279 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11282 fps_counter = Counter();
11285 redraw_mask |= REDRAW_FPS;
11289 void GameActions_EM_Main()
11291 byte effective_action[MAX_PLAYERS];
11292 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11295 for (i = 0; i < MAX_PLAYERS; i++)
11296 effective_action[i] = stored_player[i].effective_action;
11298 GameActions_EM(effective_action, warp_mode);
11301 void GameActions_SP_Main()
11303 byte effective_action[MAX_PLAYERS];
11304 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11307 for (i = 0; i < MAX_PLAYERS; i++)
11308 effective_action[i] = stored_player[i].effective_action;
11310 GameActions_SP(effective_action, warp_mode);
11313 void GameActions_RND_Main()
11318 void GameActions_RND()
11320 int magic_wall_x = 0, magic_wall_y = 0;
11321 int i, x, y, element, graphic;
11323 InitPlayfieldScanModeVars();
11325 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11327 SCAN_PLAYFIELD(x, y)
11329 ChangeCount[x][y] = 0;
11330 ChangeEvent[x][y] = -1;
11334 if (game.set_centered_player)
11336 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11338 /* switching to "all players" only possible if all players fit to screen */
11339 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11341 game.centered_player_nr_next = game.centered_player_nr;
11342 game.set_centered_player = FALSE;
11345 /* do not switch focus to non-existing (or non-active) player */
11346 if (game.centered_player_nr_next >= 0 &&
11347 !stored_player[game.centered_player_nr_next].active)
11349 game.centered_player_nr_next = game.centered_player_nr;
11350 game.set_centered_player = FALSE;
11354 if (game.set_centered_player &&
11355 ScreenMovPos == 0) /* screen currently aligned at tile position */
11359 if (game.centered_player_nr_next == -1)
11361 setScreenCenteredToAllPlayers(&sx, &sy);
11365 sx = stored_player[game.centered_player_nr_next].jx;
11366 sy = stored_player[game.centered_player_nr_next].jy;
11369 game.centered_player_nr = game.centered_player_nr_next;
11370 game.set_centered_player = FALSE;
11372 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11373 DrawGameDoorValues();
11376 for (i = 0; i < MAX_PLAYERS; i++)
11378 int actual_player_action = stored_player[i].effective_action;
11381 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11382 - rnd_equinox_tetrachloride 048
11383 - rnd_equinox_tetrachloride_ii 096
11384 - rnd_emanuel_schmieg 002
11385 - doctor_sloan_ww 001, 020
11387 if (stored_player[i].MovPos == 0)
11388 CheckGravityMovement(&stored_player[i]);
11391 /* overwrite programmed action with tape action */
11392 if (stored_player[i].programmed_action)
11393 actual_player_action = stored_player[i].programmed_action;
11395 PlayerActions(&stored_player[i], actual_player_action);
11397 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11400 ScrollScreen(NULL, SCROLL_GO_ON);
11402 /* for backwards compatibility, the following code emulates a fixed bug that
11403 occured when pushing elements (causing elements that just made their last
11404 pushing step to already (if possible) make their first falling step in the
11405 same game frame, which is bad); this code is also needed to use the famous
11406 "spring push bug" which is used in older levels and might be wanted to be
11407 used also in newer levels, but in this case the buggy pushing code is only
11408 affecting the "spring" element and no other elements */
11410 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11412 for (i = 0; i < MAX_PLAYERS; i++)
11414 struct PlayerInfo *player = &stored_player[i];
11415 int x = player->jx;
11416 int y = player->jy;
11418 if (player->active && player->is_pushing && player->is_moving &&
11420 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11421 Feld[x][y] == EL_SPRING))
11423 ContinueMoving(x, y);
11425 /* continue moving after pushing (this is actually a bug) */
11426 if (!IS_MOVING(x, y))
11427 Stop[x][y] = FALSE;
11432 SCAN_PLAYFIELD(x, y)
11434 ChangeCount[x][y] = 0;
11435 ChangeEvent[x][y] = -1;
11437 /* this must be handled before main playfield loop */
11438 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11441 if (MovDelay[x][y] <= 0)
11445 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11448 if (MovDelay[x][y] <= 0)
11451 TEST_DrawLevelField(x, y);
11453 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11458 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11460 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11461 printf("GameActions(): This should never happen!\n");
11463 ChangePage[x][y] = -1;
11467 Stop[x][y] = FALSE;
11468 if (WasJustMoving[x][y] > 0)
11469 WasJustMoving[x][y]--;
11470 if (WasJustFalling[x][y] > 0)
11471 WasJustFalling[x][y]--;
11472 if (CheckCollision[x][y] > 0)
11473 CheckCollision[x][y]--;
11474 if (CheckImpact[x][y] > 0)
11475 CheckImpact[x][y]--;
11479 /* reset finished pushing action (not done in ContinueMoving() to allow
11480 continuous pushing animation for elements with zero push delay) */
11481 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11483 ResetGfxAnimation(x, y);
11484 TEST_DrawLevelField(x, y);
11488 if (IS_BLOCKED(x, y))
11492 Blocked2Moving(x, y, &oldx, &oldy);
11493 if (!IS_MOVING(oldx, oldy))
11495 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11496 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11497 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11498 printf("GameActions(): This should never happen!\n");
11504 SCAN_PLAYFIELD(x, y)
11506 element = Feld[x][y];
11507 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11509 ResetGfxFrame(x, y, TRUE);
11511 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11512 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11513 ResetRandomAnimationValue(x, y);
11515 SetRandomAnimationValue(x, y);
11517 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11519 if (IS_INACTIVE(element))
11521 if (IS_ANIMATED(graphic))
11522 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11527 /* this may take place after moving, so 'element' may have changed */
11528 if (IS_CHANGING(x, y) &&
11529 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11531 int page = element_info[element].event_page_nr[CE_DELAY];
11533 HandleElementChange(x, y, page);
11535 element = Feld[x][y];
11536 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11539 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11543 element = Feld[x][y];
11544 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11546 if (IS_ANIMATED(graphic) &&
11547 !IS_MOVING(x, y) &&
11549 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11551 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11552 TEST_DrawTwinkleOnField(x, y);
11554 else if ((element == EL_ACID ||
11555 element == EL_EXIT_OPEN ||
11556 element == EL_EM_EXIT_OPEN ||
11557 element == EL_SP_EXIT_OPEN ||
11558 element == EL_STEEL_EXIT_OPEN ||
11559 element == EL_EM_STEEL_EXIT_OPEN ||
11560 element == EL_SP_TERMINAL ||
11561 element == EL_SP_TERMINAL_ACTIVE ||
11562 element == EL_EXTRA_TIME ||
11563 element == EL_SHIELD_NORMAL ||
11564 element == EL_SHIELD_DEADLY) &&
11565 IS_ANIMATED(graphic))
11566 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11567 else if (IS_MOVING(x, y))
11568 ContinueMoving(x, y);
11569 else if (IS_ACTIVE_BOMB(element))
11570 CheckDynamite(x, y);
11571 else if (element == EL_AMOEBA_GROWING)
11572 AmoebeWaechst(x, y);
11573 else if (element == EL_AMOEBA_SHRINKING)
11574 AmoebaDisappearing(x, y);
11576 #if !USE_NEW_AMOEBA_CODE
11577 else if (IS_AMOEBALIVE(element))
11578 AmoebeAbleger(x, y);
11581 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11583 else if (element == EL_EXIT_CLOSED)
11585 else if (element == EL_EM_EXIT_CLOSED)
11587 else if (element == EL_STEEL_EXIT_CLOSED)
11588 CheckExitSteel(x, y);
11589 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11590 CheckExitSteelEM(x, y);
11591 else if (element == EL_SP_EXIT_CLOSED)
11593 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11594 element == EL_EXPANDABLE_STEELWALL_GROWING)
11595 MauerWaechst(x, y);
11596 else if (element == EL_EXPANDABLE_WALL ||
11597 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11598 element == EL_EXPANDABLE_WALL_VERTICAL ||
11599 element == EL_EXPANDABLE_WALL_ANY ||
11600 element == EL_BD_EXPANDABLE_WALL)
11601 MauerAbleger(x, y);
11602 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11603 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11604 element == EL_EXPANDABLE_STEELWALL_ANY)
11605 MauerAblegerStahl(x, y);
11606 else if (element == EL_FLAMES)
11607 CheckForDragon(x, y);
11608 else if (element == EL_EXPLOSION)
11609 ; /* drawing of correct explosion animation is handled separately */
11610 else if (element == EL_ELEMENT_SNAPPING ||
11611 element == EL_DIAGONAL_SHRINKING ||
11612 element == EL_DIAGONAL_GROWING)
11614 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11616 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11618 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11619 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11621 if (IS_BELT_ACTIVE(element))
11622 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11624 if (game.magic_wall_active)
11626 int jx = local_player->jx, jy = local_player->jy;
11628 /* play the element sound at the position nearest to the player */
11629 if ((element == EL_MAGIC_WALL_FULL ||
11630 element == EL_MAGIC_WALL_ACTIVE ||
11631 element == EL_MAGIC_WALL_EMPTYING ||
11632 element == EL_BD_MAGIC_WALL_FULL ||
11633 element == EL_BD_MAGIC_WALL_ACTIVE ||
11634 element == EL_BD_MAGIC_WALL_EMPTYING ||
11635 element == EL_DC_MAGIC_WALL_FULL ||
11636 element == EL_DC_MAGIC_WALL_ACTIVE ||
11637 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11638 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11646 #if USE_NEW_AMOEBA_CODE
11647 /* new experimental amoeba growth stuff */
11648 if (!(FrameCounter % 8))
11650 static unsigned int random = 1684108901;
11652 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11654 x = RND(lev_fieldx);
11655 y = RND(lev_fieldy);
11656 element = Feld[x][y];
11658 if (!IS_PLAYER(x,y) &&
11659 (element == EL_EMPTY ||
11660 CAN_GROW_INTO(element) ||
11661 element == EL_QUICKSAND_EMPTY ||
11662 element == EL_QUICKSAND_FAST_EMPTY ||
11663 element == EL_ACID_SPLASH_LEFT ||
11664 element == EL_ACID_SPLASH_RIGHT))
11666 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11667 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11668 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11669 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11670 Feld[x][y] = EL_AMOEBA_DROP;
11673 random = random * 129 + 1;
11678 game.explosions_delayed = FALSE;
11680 SCAN_PLAYFIELD(x, y)
11682 element = Feld[x][y];
11684 if (ExplodeField[x][y])
11685 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11686 else if (element == EL_EXPLOSION)
11687 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11689 ExplodeField[x][y] = EX_TYPE_NONE;
11692 game.explosions_delayed = TRUE;
11694 if (game.magic_wall_active)
11696 if (!(game.magic_wall_time_left % 4))
11698 int element = Feld[magic_wall_x][magic_wall_y];
11700 if (element == EL_BD_MAGIC_WALL_FULL ||
11701 element == EL_BD_MAGIC_WALL_ACTIVE ||
11702 element == EL_BD_MAGIC_WALL_EMPTYING)
11703 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
11704 else if (element == EL_DC_MAGIC_WALL_FULL ||
11705 element == EL_DC_MAGIC_WALL_ACTIVE ||
11706 element == EL_DC_MAGIC_WALL_EMPTYING)
11707 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
11709 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
11712 if (game.magic_wall_time_left > 0)
11714 game.magic_wall_time_left--;
11716 if (!game.magic_wall_time_left)
11718 SCAN_PLAYFIELD(x, y)
11720 element = Feld[x][y];
11722 if (element == EL_MAGIC_WALL_ACTIVE ||
11723 element == EL_MAGIC_WALL_FULL)
11725 Feld[x][y] = EL_MAGIC_WALL_DEAD;
11726 TEST_DrawLevelField(x, y);
11728 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
11729 element == EL_BD_MAGIC_WALL_FULL)
11731 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
11732 TEST_DrawLevelField(x, y);
11734 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
11735 element == EL_DC_MAGIC_WALL_FULL)
11737 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
11738 TEST_DrawLevelField(x, y);
11742 game.magic_wall_active = FALSE;
11747 if (game.light_time_left > 0)
11749 game.light_time_left--;
11751 if (game.light_time_left == 0)
11752 RedrawAllLightSwitchesAndInvisibleElements();
11755 if (game.timegate_time_left > 0)
11757 game.timegate_time_left--;
11759 if (game.timegate_time_left == 0)
11760 CloseAllOpenTimegates();
11763 if (game.lenses_time_left > 0)
11765 game.lenses_time_left--;
11767 if (game.lenses_time_left == 0)
11768 RedrawAllInvisibleElementsForLenses();
11771 if (game.magnify_time_left > 0)
11773 game.magnify_time_left--;
11775 if (game.magnify_time_left == 0)
11776 RedrawAllInvisibleElementsForMagnifier();
11779 for (i = 0; i < MAX_PLAYERS; i++)
11781 struct PlayerInfo *player = &stored_player[i];
11783 if (SHIELD_ON(player))
11785 if (player->shield_deadly_time_left)
11786 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
11787 else if (player->shield_normal_time_left)
11788 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
11792 #if USE_DELAYED_GFX_REDRAW
11793 SCAN_PLAYFIELD(x, y)
11795 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
11797 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
11798 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
11800 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
11801 DrawLevelField(x, y);
11803 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
11804 DrawLevelFieldCrumbled(x, y);
11806 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
11807 DrawLevelFieldCrumbledNeighbours(x, y);
11809 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
11810 DrawTwinkleOnField(x, y);
11813 GfxRedraw[x][y] = GFX_REDRAW_NONE;
11818 PlayAllPlayersSound();
11820 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
11822 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
11824 local_player->show_envelope = 0;
11827 /* use random number generator in every frame to make it less predictable */
11828 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
11832 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
11834 int min_x = x, min_y = y, max_x = x, max_y = y;
11837 for (i = 0; i < MAX_PLAYERS; i++)
11839 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11841 if (!stored_player[i].active || &stored_player[i] == player)
11844 min_x = MIN(min_x, jx);
11845 min_y = MIN(min_y, jy);
11846 max_x = MAX(max_x, jx);
11847 max_y = MAX(max_y, jy);
11850 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
11853 static boolean AllPlayersInVisibleScreen()
11857 for (i = 0; i < MAX_PLAYERS; i++)
11859 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11861 if (!stored_player[i].active)
11864 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
11871 void ScrollLevel(int dx, int dy)
11873 int scroll_offset = 2 * TILEX_VAR;
11876 BlitBitmap(drawto_field, drawto_field,
11877 FX + TILEX_VAR * (dx == -1) - scroll_offset,
11878 FY + TILEY_VAR * (dy == -1) - scroll_offset,
11879 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
11880 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
11881 FX + TILEX_VAR * (dx == 1) - scroll_offset,
11882 FY + TILEY_VAR * (dy == 1) - scroll_offset);
11886 x = (dx == 1 ? BX1 : BX2);
11887 for (y = BY1; y <= BY2; y++)
11888 DrawScreenField(x, y);
11893 y = (dy == 1 ? BY1 : BY2);
11894 for (x = BX1; x <= BX2; x++)
11895 DrawScreenField(x, y);
11898 redraw_mask |= REDRAW_FIELD;
11901 static boolean canFallDown(struct PlayerInfo *player)
11903 int jx = player->jx, jy = player->jy;
11905 return (IN_LEV_FIELD(jx, jy + 1) &&
11906 (IS_FREE(jx, jy + 1) ||
11907 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
11908 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
11909 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
11912 static boolean canPassField(int x, int y, int move_dir)
11914 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11915 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11916 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11917 int nextx = x + dx;
11918 int nexty = y + dy;
11919 int element = Feld[x][y];
11921 return (IS_PASSABLE_FROM(element, opposite_dir) &&
11922 !CAN_MOVE(element) &&
11923 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
11924 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
11925 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
11928 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
11930 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11931 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11932 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11936 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
11937 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
11938 (IS_DIGGABLE(Feld[newx][newy]) ||
11939 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
11940 canPassField(newx, newy, move_dir)));
11943 static void CheckGravityMovement(struct PlayerInfo *player)
11945 if (player->gravity && !player->programmed_action)
11947 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
11948 int move_dir_vertical = player->effective_action & MV_VERTICAL;
11949 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
11950 int jx = player->jx, jy = player->jy;
11951 boolean player_is_moving_to_valid_field =
11952 (!player_is_snapping &&
11953 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
11954 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
11955 boolean player_can_fall_down = canFallDown(player);
11957 if (player_can_fall_down &&
11958 !player_is_moving_to_valid_field)
11959 player->programmed_action = MV_DOWN;
11963 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
11965 return CheckGravityMovement(player);
11967 if (player->gravity && !player->programmed_action)
11969 int jx = player->jx, jy = player->jy;
11970 boolean field_under_player_is_free =
11971 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
11972 boolean player_is_standing_on_valid_field =
11973 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
11974 (IS_WALKABLE(Feld[jx][jy]) &&
11975 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
11977 if (field_under_player_is_free && !player_is_standing_on_valid_field)
11978 player->programmed_action = MV_DOWN;
11983 MovePlayerOneStep()
11984 -----------------------------------------------------------------------------
11985 dx, dy: direction (non-diagonal) to try to move the player to
11986 real_dx, real_dy: direction as read from input device (can be diagonal)
11989 boolean MovePlayerOneStep(struct PlayerInfo *player,
11990 int dx, int dy, int real_dx, int real_dy)
11992 int jx = player->jx, jy = player->jy;
11993 int new_jx = jx + dx, new_jy = jy + dy;
11995 boolean player_can_move = !player->cannot_move;
11997 if (!player->active || (!dx && !dy))
11998 return MP_NO_ACTION;
12000 player->MovDir = (dx < 0 ? MV_LEFT :
12001 dx > 0 ? MV_RIGHT :
12003 dy > 0 ? MV_DOWN : MV_NONE);
12005 if (!IN_LEV_FIELD(new_jx, new_jy))
12006 return MP_NO_ACTION;
12008 if (!player_can_move)
12010 if (player->MovPos == 0)
12012 player->is_moving = FALSE;
12013 player->is_digging = FALSE;
12014 player->is_collecting = FALSE;
12015 player->is_snapping = FALSE;
12016 player->is_pushing = FALSE;
12020 if (!options.network && game.centered_player_nr == -1 &&
12021 !AllPlayersInSight(player, new_jx, new_jy))
12022 return MP_NO_ACTION;
12024 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12025 if (can_move != MP_MOVING)
12028 /* check if DigField() has caused relocation of the player */
12029 if (player->jx != jx || player->jy != jy)
12030 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
12032 StorePlayer[jx][jy] = 0;
12033 player->last_jx = jx;
12034 player->last_jy = jy;
12035 player->jx = new_jx;
12036 player->jy = new_jy;
12037 StorePlayer[new_jx][new_jy] = player->element_nr;
12039 if (player->move_delay_value_next != -1)
12041 player->move_delay_value = player->move_delay_value_next;
12042 player->move_delay_value_next = -1;
12046 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12048 player->step_counter++;
12050 PlayerVisit[jx][jy] = FrameCounter;
12052 player->is_moving = TRUE;
12055 /* should better be called in MovePlayer(), but this breaks some tapes */
12056 ScrollPlayer(player, SCROLL_INIT);
12062 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12064 int jx = player->jx, jy = player->jy;
12065 int old_jx = jx, old_jy = jy;
12066 int moved = MP_NO_ACTION;
12068 if (!player->active)
12073 if (player->MovPos == 0)
12075 player->is_moving = FALSE;
12076 player->is_digging = FALSE;
12077 player->is_collecting = FALSE;
12078 player->is_snapping = FALSE;
12079 player->is_pushing = FALSE;
12085 if (player->move_delay > 0)
12088 player->move_delay = -1; /* set to "uninitialized" value */
12090 /* store if player is automatically moved to next field */
12091 player->is_auto_moving = (player->programmed_action != MV_NONE);
12093 /* remove the last programmed player action */
12094 player->programmed_action = 0;
12096 if (player->MovPos)
12098 /* should only happen if pre-1.2 tape recordings are played */
12099 /* this is only for backward compatibility */
12101 int original_move_delay_value = player->move_delay_value;
12104 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12108 /* scroll remaining steps with finest movement resolution */
12109 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12111 while (player->MovPos)
12113 ScrollPlayer(player, SCROLL_GO_ON);
12114 ScrollScreen(NULL, SCROLL_GO_ON);
12116 AdvanceFrameAndPlayerCounters(player->index_nr);
12122 player->move_delay_value = original_move_delay_value;
12125 player->is_active = FALSE;
12127 if (player->last_move_dir & MV_HORIZONTAL)
12129 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12130 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12134 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12135 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12138 if (!moved && !player->is_active)
12140 player->is_moving = FALSE;
12141 player->is_digging = FALSE;
12142 player->is_collecting = FALSE;
12143 player->is_snapping = FALSE;
12144 player->is_pushing = FALSE;
12150 if (moved & MP_MOVING && !ScreenMovPos &&
12151 (player->index_nr == game.centered_player_nr ||
12152 game.centered_player_nr == -1))
12154 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12155 int offset = game.scroll_delay_value;
12157 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12159 /* actual player has left the screen -- scroll in that direction */
12160 if (jx != old_jx) /* player has moved horizontally */
12161 scroll_x += (jx - old_jx);
12162 else /* player has moved vertically */
12163 scroll_y += (jy - old_jy);
12167 if (jx != old_jx) /* player has moved horizontally */
12169 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12170 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12171 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12173 /* don't scroll over playfield boundaries */
12174 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12175 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12177 /* don't scroll more than one field at a time */
12178 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12180 /* don't scroll against the player's moving direction */
12181 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12182 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12183 scroll_x = old_scroll_x;
12185 else /* player has moved vertically */
12187 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12188 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12189 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12191 /* don't scroll over playfield boundaries */
12192 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12193 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12195 /* don't scroll more than one field at a time */
12196 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12198 /* don't scroll against the player's moving direction */
12199 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12200 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12201 scroll_y = old_scroll_y;
12205 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12207 if (!options.network && game.centered_player_nr == -1 &&
12208 !AllPlayersInVisibleScreen())
12210 scroll_x = old_scroll_x;
12211 scroll_y = old_scroll_y;
12215 ScrollScreen(player, SCROLL_INIT);
12216 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12221 player->StepFrame = 0;
12223 if (moved & MP_MOVING)
12225 if (old_jx != jx && old_jy == jy)
12226 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12227 else if (old_jx == jx && old_jy != jy)
12228 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12230 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12232 player->last_move_dir = player->MovDir;
12233 player->is_moving = TRUE;
12234 player->is_snapping = FALSE;
12235 player->is_switching = FALSE;
12236 player->is_dropping = FALSE;
12237 player->is_dropping_pressed = FALSE;
12238 player->drop_pressed_delay = 0;
12241 /* should better be called here than above, but this breaks some tapes */
12242 ScrollPlayer(player, SCROLL_INIT);
12247 CheckGravityMovementWhenNotMoving(player);
12249 player->is_moving = FALSE;
12251 /* at this point, the player is allowed to move, but cannot move right now
12252 (e.g. because of something blocking the way) -- ensure that the player
12253 is also allowed to move in the next frame (in old versions before 3.1.1,
12254 the player was forced to wait again for eight frames before next try) */
12256 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12257 player->move_delay = 0; /* allow direct movement in the next frame */
12260 if (player->move_delay == -1) /* not yet initialized by DigField() */
12261 player->move_delay = player->move_delay_value;
12263 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12265 TestIfPlayerTouchesBadThing(jx, jy);
12266 TestIfPlayerTouchesCustomElement(jx, jy);
12269 if (!player->active)
12270 RemovePlayer(player);
12275 void ScrollPlayer(struct PlayerInfo *player, int mode)
12277 int jx = player->jx, jy = player->jy;
12278 int last_jx = player->last_jx, last_jy = player->last_jy;
12279 int move_stepsize = TILEX / player->move_delay_value;
12281 if (!player->active)
12284 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12287 if (mode == SCROLL_INIT)
12289 player->actual_frame_counter = FrameCounter;
12290 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12292 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12293 Feld[last_jx][last_jy] == EL_EMPTY)
12295 int last_field_block_delay = 0; /* start with no blocking at all */
12296 int block_delay_adjustment = player->block_delay_adjustment;
12298 /* if player blocks last field, add delay for exactly one move */
12299 if (player->block_last_field)
12301 last_field_block_delay += player->move_delay_value;
12303 /* when blocking enabled, prevent moving up despite gravity */
12304 if (player->gravity && player->MovDir == MV_UP)
12305 block_delay_adjustment = -1;
12308 /* add block delay adjustment (also possible when not blocking) */
12309 last_field_block_delay += block_delay_adjustment;
12311 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12312 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12315 if (player->MovPos != 0) /* player has not yet reached destination */
12318 else if (!FrameReached(&player->actual_frame_counter, 1))
12321 if (player->MovPos != 0)
12323 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12324 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12326 /* before DrawPlayer() to draw correct player graphic for this case */
12327 if (player->MovPos == 0)
12328 CheckGravityMovement(player);
12331 if (player->MovPos == 0) /* player reached destination field */
12333 if (player->move_delay_reset_counter > 0)
12335 player->move_delay_reset_counter--;
12337 if (player->move_delay_reset_counter == 0)
12339 /* continue with normal speed after quickly moving through gate */
12340 HALVE_PLAYER_SPEED(player);
12342 /* be able to make the next move without delay */
12343 player->move_delay = 0;
12347 player->last_jx = jx;
12348 player->last_jy = jy;
12350 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12351 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12352 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12353 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12354 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12355 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12356 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12357 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12359 DrawPlayer(player); /* needed here only to cleanup last field */
12360 RemovePlayer(player);
12362 if (local_player->friends_still_needed == 0 ||
12363 IS_SP_ELEMENT(Feld[jx][jy]))
12364 PlayerWins(player);
12367 /* this breaks one level: "machine", level 000 */
12369 int move_direction = player->MovDir;
12370 int enter_side = MV_DIR_OPPOSITE(move_direction);
12371 int leave_side = move_direction;
12372 int old_jx = last_jx;
12373 int old_jy = last_jy;
12374 int old_element = Feld[old_jx][old_jy];
12375 int new_element = Feld[jx][jy];
12377 if (IS_CUSTOM_ELEMENT(old_element))
12378 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12380 player->index_bit, leave_side);
12382 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12383 CE_PLAYER_LEAVES_X,
12384 player->index_bit, leave_side);
12386 if (IS_CUSTOM_ELEMENT(new_element))
12387 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12388 player->index_bit, enter_side);
12390 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12391 CE_PLAYER_ENTERS_X,
12392 player->index_bit, enter_side);
12394 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12395 CE_MOVE_OF_X, move_direction);
12398 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12400 TestIfPlayerTouchesBadThing(jx, jy);
12401 TestIfPlayerTouchesCustomElement(jx, jy);
12403 /* needed because pushed element has not yet reached its destination,
12404 so it would trigger a change event at its previous field location */
12405 if (!player->is_pushing)
12406 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12408 if (!player->active)
12409 RemovePlayer(player);
12412 if (!local_player->LevelSolved && level.use_step_counter)
12422 if (TimeLeft <= 10 && setup.time_limit)
12423 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12425 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12427 DisplayGameControlValues();
12429 if (!TimeLeft && setup.time_limit)
12430 for (i = 0; i < MAX_PLAYERS; i++)
12431 KillPlayer(&stored_player[i]);
12433 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12435 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12437 DisplayGameControlValues();
12441 if (tape.single_step && tape.recording && !tape.pausing &&
12442 !player->programmed_action)
12443 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12445 if (!player->programmed_action)
12446 CheckSaveEngineSnapshot(player);
12450 void ScrollScreen(struct PlayerInfo *player, int mode)
12452 static unsigned int screen_frame_counter = 0;
12454 if (mode == SCROLL_INIT)
12456 /* set scrolling step size according to actual player's moving speed */
12457 ScrollStepSize = TILEX / player->move_delay_value;
12459 screen_frame_counter = FrameCounter;
12460 ScreenMovDir = player->MovDir;
12461 ScreenMovPos = player->MovPos;
12462 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12465 else if (!FrameReached(&screen_frame_counter, 1))
12470 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12471 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12472 redraw_mask |= REDRAW_FIELD;
12475 ScreenMovDir = MV_NONE;
12478 void TestIfPlayerTouchesCustomElement(int x, int y)
12480 static int xy[4][2] =
12487 static int trigger_sides[4][2] =
12489 /* center side border side */
12490 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12491 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12492 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12493 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12495 static int touch_dir[4] =
12497 MV_LEFT | MV_RIGHT,
12502 int center_element = Feld[x][y]; /* should always be non-moving! */
12505 for (i = 0; i < NUM_DIRECTIONS; i++)
12507 int xx = x + xy[i][0];
12508 int yy = y + xy[i][1];
12509 int center_side = trigger_sides[i][0];
12510 int border_side = trigger_sides[i][1];
12511 int border_element;
12513 if (!IN_LEV_FIELD(xx, yy))
12516 if (IS_PLAYER(x, y)) /* player found at center element */
12518 struct PlayerInfo *player = PLAYERINFO(x, y);
12520 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12521 border_element = Feld[xx][yy]; /* may be moving! */
12522 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12523 border_element = Feld[xx][yy];
12524 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12525 border_element = MovingOrBlocked2Element(xx, yy);
12527 continue; /* center and border element do not touch */
12529 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12530 player->index_bit, border_side);
12531 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12532 CE_PLAYER_TOUCHES_X,
12533 player->index_bit, border_side);
12536 /* use player element that is initially defined in the level playfield,
12537 not the player element that corresponds to the runtime player number
12538 (example: a level that contains EL_PLAYER_3 as the only player would
12539 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12540 int player_element = PLAYERINFO(x, y)->initial_element;
12542 CheckElementChangeBySide(xx, yy, border_element, player_element,
12543 CE_TOUCHING_X, border_side);
12546 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12548 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12550 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12552 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12553 continue; /* center and border element do not touch */
12556 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12557 player->index_bit, center_side);
12558 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12559 CE_PLAYER_TOUCHES_X,
12560 player->index_bit, center_side);
12563 /* use player element that is initially defined in the level playfield,
12564 not the player element that corresponds to the runtime player number
12565 (example: a level that contains EL_PLAYER_3 as the only player would
12566 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12567 int player_element = PLAYERINFO(xx, yy)->initial_element;
12569 CheckElementChangeBySide(x, y, center_element, player_element,
12570 CE_TOUCHING_X, center_side);
12578 void TestIfElementTouchesCustomElement(int x, int y)
12580 static int xy[4][2] =
12587 static int trigger_sides[4][2] =
12589 /* center side border side */
12590 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12591 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12592 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12593 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12595 static int touch_dir[4] =
12597 MV_LEFT | MV_RIGHT,
12602 boolean change_center_element = FALSE;
12603 int center_element = Feld[x][y]; /* should always be non-moving! */
12604 int border_element_old[NUM_DIRECTIONS];
12607 for (i = 0; i < NUM_DIRECTIONS; i++)
12609 int xx = x + xy[i][0];
12610 int yy = y + xy[i][1];
12611 int border_element;
12613 border_element_old[i] = -1;
12615 if (!IN_LEV_FIELD(xx, yy))
12618 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12619 border_element = Feld[xx][yy]; /* may be moving! */
12620 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12621 border_element = Feld[xx][yy];
12622 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12623 border_element = MovingOrBlocked2Element(xx, yy);
12625 continue; /* center and border element do not touch */
12627 border_element_old[i] = border_element;
12630 for (i = 0; i < NUM_DIRECTIONS; i++)
12632 int xx = x + xy[i][0];
12633 int yy = y + xy[i][1];
12634 int center_side = trigger_sides[i][0];
12635 int border_element = border_element_old[i];
12637 if (border_element == -1)
12640 /* check for change of border element */
12641 CheckElementChangeBySide(xx, yy, border_element, center_element,
12642 CE_TOUCHING_X, center_side);
12644 /* (center element cannot be player, so we dont have to check this here) */
12647 for (i = 0; i < NUM_DIRECTIONS; i++)
12649 int xx = x + xy[i][0];
12650 int yy = y + xy[i][1];
12651 int border_side = trigger_sides[i][1];
12652 int border_element = border_element_old[i];
12654 if (border_element == -1)
12657 /* check for change of center element (but change it only once) */
12658 if (!change_center_element)
12659 change_center_element =
12660 CheckElementChangeBySide(x, y, center_element, border_element,
12661 CE_TOUCHING_X, border_side);
12663 if (IS_PLAYER(xx, yy))
12665 /* use player element that is initially defined in the level playfield,
12666 not the player element that corresponds to the runtime player number
12667 (example: a level that contains EL_PLAYER_3 as the only player would
12668 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12669 int player_element = PLAYERINFO(xx, yy)->initial_element;
12671 CheckElementChangeBySide(x, y, center_element, player_element,
12672 CE_TOUCHING_X, border_side);
12677 void TestIfElementHitsCustomElement(int x, int y, int direction)
12679 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12680 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12681 int hitx = x + dx, hity = y + dy;
12682 int hitting_element = Feld[x][y];
12683 int touched_element;
12685 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12688 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12689 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12691 if (IN_LEV_FIELD(hitx, hity))
12693 int opposite_direction = MV_DIR_OPPOSITE(direction);
12694 int hitting_side = direction;
12695 int touched_side = opposite_direction;
12696 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12697 MovDir[hitx][hity] != direction ||
12698 ABS(MovPos[hitx][hity]) <= TILEY / 2);
12704 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12705 CE_HITTING_X, touched_side);
12707 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12708 CE_HIT_BY_X, hitting_side);
12710 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12711 CE_HIT_BY_SOMETHING, opposite_direction);
12713 if (IS_PLAYER(hitx, hity))
12715 /* use player element that is initially defined in the level playfield,
12716 not the player element that corresponds to the runtime player number
12717 (example: a level that contains EL_PLAYER_3 as the only player would
12718 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12719 int player_element = PLAYERINFO(hitx, hity)->initial_element;
12721 CheckElementChangeBySide(x, y, hitting_element, player_element,
12722 CE_HITTING_X, touched_side);
12727 /* "hitting something" is also true when hitting the playfield border */
12728 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12729 CE_HITTING_SOMETHING, direction);
12732 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
12734 int i, kill_x = -1, kill_y = -1;
12736 int bad_element = -1;
12737 static int test_xy[4][2] =
12744 static int test_dir[4] =
12752 for (i = 0; i < NUM_DIRECTIONS; i++)
12754 int test_x, test_y, test_move_dir, test_element;
12756 test_x = good_x + test_xy[i][0];
12757 test_y = good_y + test_xy[i][1];
12759 if (!IN_LEV_FIELD(test_x, test_y))
12763 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12765 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
12767 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12768 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12770 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
12771 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
12775 bad_element = test_element;
12781 if (kill_x != -1 || kill_y != -1)
12783 if (IS_PLAYER(good_x, good_y))
12785 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
12787 if (player->shield_deadly_time_left > 0 &&
12788 !IS_INDESTRUCTIBLE(bad_element))
12789 Bang(kill_x, kill_y);
12790 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
12791 KillPlayer(player);
12794 Bang(good_x, good_y);
12798 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
12800 int i, kill_x = -1, kill_y = -1;
12801 int bad_element = Feld[bad_x][bad_y];
12802 static int test_xy[4][2] =
12809 static int touch_dir[4] =
12811 MV_LEFT | MV_RIGHT,
12816 static int test_dir[4] =
12824 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
12827 for (i = 0; i < NUM_DIRECTIONS; i++)
12829 int test_x, test_y, test_move_dir, test_element;
12831 test_x = bad_x + test_xy[i][0];
12832 test_y = bad_y + test_xy[i][1];
12834 if (!IN_LEV_FIELD(test_x, test_y))
12838 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12840 test_element = Feld[test_x][test_y];
12842 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12843 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12845 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
12846 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
12848 /* good thing is player or penguin that does not move away */
12849 if (IS_PLAYER(test_x, test_y))
12851 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12853 if (bad_element == EL_ROBOT && player->is_moving)
12854 continue; /* robot does not kill player if he is moving */
12856 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12858 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12859 continue; /* center and border element do not touch */
12867 else if (test_element == EL_PENGUIN)
12877 if (kill_x != -1 || kill_y != -1)
12879 if (IS_PLAYER(kill_x, kill_y))
12881 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12883 if (player->shield_deadly_time_left > 0 &&
12884 !IS_INDESTRUCTIBLE(bad_element))
12885 Bang(bad_x, bad_y);
12886 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12887 KillPlayer(player);
12890 Bang(kill_x, kill_y);
12894 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
12896 int bad_element = Feld[bad_x][bad_y];
12897 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
12898 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
12899 int test_x = bad_x + dx, test_y = bad_y + dy;
12900 int test_move_dir, test_element;
12901 int kill_x = -1, kill_y = -1;
12903 if (!IN_LEV_FIELD(test_x, test_y))
12907 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12909 test_element = Feld[test_x][test_y];
12911 if (test_move_dir != bad_move_dir)
12913 /* good thing can be player or penguin that does not move away */
12914 if (IS_PLAYER(test_x, test_y))
12916 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12918 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
12919 player as being hit when he is moving towards the bad thing, because
12920 the "get hit by" condition would be lost after the player stops) */
12921 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
12922 return; /* player moves away from bad thing */
12927 else if (test_element == EL_PENGUIN)
12934 if (kill_x != -1 || kill_y != -1)
12936 if (IS_PLAYER(kill_x, kill_y))
12938 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12940 if (player->shield_deadly_time_left > 0 &&
12941 !IS_INDESTRUCTIBLE(bad_element))
12942 Bang(bad_x, bad_y);
12943 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12944 KillPlayer(player);
12947 Bang(kill_x, kill_y);
12951 void TestIfPlayerTouchesBadThing(int x, int y)
12953 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12956 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
12958 TestIfGoodThingHitsBadThing(x, y, move_dir);
12961 void TestIfBadThingTouchesPlayer(int x, int y)
12963 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12966 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
12968 TestIfBadThingHitsGoodThing(x, y, move_dir);
12971 void TestIfFriendTouchesBadThing(int x, int y)
12973 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12976 void TestIfBadThingTouchesFriend(int x, int y)
12978 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12981 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
12983 int i, kill_x = bad_x, kill_y = bad_y;
12984 static int xy[4][2] =
12992 for (i = 0; i < NUM_DIRECTIONS; i++)
12996 x = bad_x + xy[i][0];
12997 y = bad_y + xy[i][1];
12998 if (!IN_LEV_FIELD(x, y))
13001 element = Feld[x][y];
13002 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13003 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13011 if (kill_x != bad_x || kill_y != bad_y)
13012 Bang(bad_x, bad_y);
13015 void KillPlayer(struct PlayerInfo *player)
13017 int jx = player->jx, jy = player->jy;
13019 if (!player->active)
13023 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
13024 player->killed, player->active, player->reanimated);
13027 /* the following code was introduced to prevent an infinite loop when calling
13029 -> CheckTriggeredElementChangeExt()
13030 -> ExecuteCustomElementAction()
13032 -> (infinitely repeating the above sequence of function calls)
13033 which occurs when killing the player while having a CE with the setting
13034 "kill player X when explosion of <player X>"; the solution using a new
13035 field "player->killed" was chosen for backwards compatibility, although
13036 clever use of the fields "player->active" etc. would probably also work */
13038 if (player->killed)
13042 player->killed = TRUE;
13044 /* remove accessible field at the player's position */
13045 Feld[jx][jy] = EL_EMPTY;
13047 /* deactivate shield (else Bang()/Explode() would not work right) */
13048 player->shield_normal_time_left = 0;
13049 player->shield_deadly_time_left = 0;
13052 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13053 player->killed, player->active, player->reanimated);
13059 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13060 player->killed, player->active, player->reanimated);
13063 if (player->reanimated) /* killed player may have been reanimated */
13064 player->killed = player->reanimated = FALSE;
13066 BuryPlayer(player);
13069 static void KillPlayerUnlessEnemyProtected(int x, int y)
13071 if (!PLAYER_ENEMY_PROTECTED(x, y))
13072 KillPlayer(PLAYERINFO(x, y));
13075 static void KillPlayerUnlessExplosionProtected(int x, int y)
13077 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13078 KillPlayer(PLAYERINFO(x, y));
13081 void BuryPlayer(struct PlayerInfo *player)
13083 int jx = player->jx, jy = player->jy;
13085 if (!player->active)
13088 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13089 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13091 player->GameOver = TRUE;
13092 RemovePlayer(player);
13095 void RemovePlayer(struct PlayerInfo *player)
13097 int jx = player->jx, jy = player->jy;
13098 int i, found = FALSE;
13100 player->present = FALSE;
13101 player->active = FALSE;
13103 if (!ExplodeField[jx][jy])
13104 StorePlayer[jx][jy] = 0;
13106 if (player->is_moving)
13107 TEST_DrawLevelField(player->last_jx, player->last_jy);
13109 for (i = 0; i < MAX_PLAYERS; i++)
13110 if (stored_player[i].active)
13114 AllPlayersGone = TRUE;
13120 static void setFieldForSnapping(int x, int y, int element, int direction)
13122 struct ElementInfo *ei = &element_info[element];
13123 int direction_bit = MV_DIR_TO_BIT(direction);
13124 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13125 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13126 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13128 Feld[x][y] = EL_ELEMENT_SNAPPING;
13129 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13131 ResetGfxAnimation(x, y);
13133 GfxElement[x][y] = element;
13134 GfxAction[x][y] = action;
13135 GfxDir[x][y] = direction;
13136 GfxFrame[x][y] = -1;
13140 =============================================================================
13141 checkDiagonalPushing()
13142 -----------------------------------------------------------------------------
13143 check if diagonal input device direction results in pushing of object
13144 (by checking if the alternative direction is walkable, diggable, ...)
13145 =============================================================================
13148 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13149 int x, int y, int real_dx, int real_dy)
13151 int jx, jy, dx, dy, xx, yy;
13153 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13156 /* diagonal direction: check alternative direction */
13161 xx = jx + (dx == 0 ? real_dx : 0);
13162 yy = jy + (dy == 0 ? real_dy : 0);
13164 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13168 =============================================================================
13170 -----------------------------------------------------------------------------
13171 x, y: field next to player (non-diagonal) to try to dig to
13172 real_dx, real_dy: direction as read from input device (can be diagonal)
13173 =============================================================================
13176 static int DigField(struct PlayerInfo *player,
13177 int oldx, int oldy, int x, int y,
13178 int real_dx, int real_dy, int mode)
13180 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13181 boolean player_was_pushing = player->is_pushing;
13182 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13183 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13184 int jx = oldx, jy = oldy;
13185 int dx = x - jx, dy = y - jy;
13186 int nextx = x + dx, nexty = y + dy;
13187 int move_direction = (dx == -1 ? MV_LEFT :
13188 dx == +1 ? MV_RIGHT :
13190 dy == +1 ? MV_DOWN : MV_NONE);
13191 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13192 int dig_side = MV_DIR_OPPOSITE(move_direction);
13193 int old_element = Feld[jx][jy];
13194 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13197 if (is_player) /* function can also be called by EL_PENGUIN */
13199 if (player->MovPos == 0)
13201 player->is_digging = FALSE;
13202 player->is_collecting = FALSE;
13205 if (player->MovPos == 0) /* last pushing move finished */
13206 player->is_pushing = FALSE;
13208 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13210 player->is_switching = FALSE;
13211 player->push_delay = -1;
13213 return MP_NO_ACTION;
13217 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13218 old_element = Back[jx][jy];
13220 /* in case of element dropped at player position, check background */
13221 else if (Back[jx][jy] != EL_EMPTY &&
13222 game.engine_version >= VERSION_IDENT(2,2,0,0))
13223 old_element = Back[jx][jy];
13225 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13226 return MP_NO_ACTION; /* field has no opening in this direction */
13228 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13229 return MP_NO_ACTION; /* field has no opening in this direction */
13231 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13235 Feld[jx][jy] = player->artwork_element;
13236 InitMovingField(jx, jy, MV_DOWN);
13237 Store[jx][jy] = EL_ACID;
13238 ContinueMoving(jx, jy);
13239 BuryPlayer(player);
13241 return MP_DONT_RUN_INTO;
13244 if (player_can_move && DONT_RUN_INTO(element))
13246 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13248 return MP_DONT_RUN_INTO;
13251 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13252 return MP_NO_ACTION;
13254 collect_count = element_info[element].collect_count_initial;
13256 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13257 return MP_NO_ACTION;
13259 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13260 player_can_move = player_can_move_or_snap;
13262 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13263 game.engine_version >= VERSION_IDENT(2,2,0,0))
13265 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13266 player->index_bit, dig_side);
13267 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13268 player->index_bit, dig_side);
13270 if (element == EL_DC_LANDMINE)
13273 if (Feld[x][y] != element) /* field changed by snapping */
13276 return MP_NO_ACTION;
13279 if (player->gravity && is_player && !player->is_auto_moving &&
13280 canFallDown(player) && move_direction != MV_DOWN &&
13281 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13282 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13284 if (player_can_move &&
13285 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13287 int sound_element = SND_ELEMENT(element);
13288 int sound_action = ACTION_WALKING;
13290 if (IS_RND_GATE(element))
13292 if (!player->key[RND_GATE_NR(element)])
13293 return MP_NO_ACTION;
13295 else if (IS_RND_GATE_GRAY(element))
13297 if (!player->key[RND_GATE_GRAY_NR(element)])
13298 return MP_NO_ACTION;
13300 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13302 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13303 return MP_NO_ACTION;
13305 else if (element == EL_EXIT_OPEN ||
13306 element == EL_EM_EXIT_OPEN ||
13307 element == EL_EM_EXIT_OPENING ||
13308 element == EL_STEEL_EXIT_OPEN ||
13309 element == EL_EM_STEEL_EXIT_OPEN ||
13310 element == EL_EM_STEEL_EXIT_OPENING ||
13311 element == EL_SP_EXIT_OPEN ||
13312 element == EL_SP_EXIT_OPENING)
13314 sound_action = ACTION_PASSING; /* player is passing exit */
13316 else if (element == EL_EMPTY)
13318 sound_action = ACTION_MOVING; /* nothing to walk on */
13321 /* play sound from background or player, whatever is available */
13322 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13323 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13325 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13327 else if (player_can_move &&
13328 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13330 if (!ACCESS_FROM(element, opposite_direction))
13331 return MP_NO_ACTION; /* field not accessible from this direction */
13333 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13334 return MP_NO_ACTION;
13336 if (IS_EM_GATE(element))
13338 if (!player->key[EM_GATE_NR(element)])
13339 return MP_NO_ACTION;
13341 else if (IS_EM_GATE_GRAY(element))
13343 if (!player->key[EM_GATE_GRAY_NR(element)])
13344 return MP_NO_ACTION;
13346 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13348 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13349 return MP_NO_ACTION;
13351 else if (IS_EMC_GATE(element))
13353 if (!player->key[EMC_GATE_NR(element)])
13354 return MP_NO_ACTION;
13356 else if (IS_EMC_GATE_GRAY(element))
13358 if (!player->key[EMC_GATE_GRAY_NR(element)])
13359 return MP_NO_ACTION;
13361 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13363 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13364 return MP_NO_ACTION;
13366 else if (element == EL_DC_GATE_WHITE ||
13367 element == EL_DC_GATE_WHITE_GRAY ||
13368 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13370 if (player->num_white_keys == 0)
13371 return MP_NO_ACTION;
13373 player->num_white_keys--;
13375 else if (IS_SP_PORT(element))
13377 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13378 element == EL_SP_GRAVITY_PORT_RIGHT ||
13379 element == EL_SP_GRAVITY_PORT_UP ||
13380 element == EL_SP_GRAVITY_PORT_DOWN)
13381 player->gravity = !player->gravity;
13382 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13383 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13384 element == EL_SP_GRAVITY_ON_PORT_UP ||
13385 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13386 player->gravity = TRUE;
13387 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13388 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13389 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13390 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13391 player->gravity = FALSE;
13394 /* automatically move to the next field with double speed */
13395 player->programmed_action = move_direction;
13397 if (player->move_delay_reset_counter == 0)
13399 player->move_delay_reset_counter = 2; /* two double speed steps */
13401 DOUBLE_PLAYER_SPEED(player);
13404 PlayLevelSoundAction(x, y, ACTION_PASSING);
13406 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13410 if (mode != DF_SNAP)
13412 GfxElement[x][y] = GFX_ELEMENT(element);
13413 player->is_digging = TRUE;
13416 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13418 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13419 player->index_bit, dig_side);
13421 if (mode == DF_SNAP)
13423 if (level.block_snap_field)
13424 setFieldForSnapping(x, y, element, move_direction);
13426 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13428 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13429 player->index_bit, dig_side);
13432 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13436 if (is_player && mode != DF_SNAP)
13438 GfxElement[x][y] = element;
13439 player->is_collecting = TRUE;
13442 if (element == EL_SPEED_PILL)
13444 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13446 else if (element == EL_EXTRA_TIME && level.time > 0)
13448 TimeLeft += level.extra_time;
13450 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13452 DisplayGameControlValues();
13454 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13456 player->shield_normal_time_left += level.shield_normal_time;
13457 if (element == EL_SHIELD_DEADLY)
13458 player->shield_deadly_time_left += level.shield_deadly_time;
13460 else if (element == EL_DYNAMITE ||
13461 element == EL_EM_DYNAMITE ||
13462 element == EL_SP_DISK_RED)
13464 if (player->inventory_size < MAX_INVENTORY_SIZE)
13465 player->inventory_element[player->inventory_size++] = element;
13467 DrawGameDoorValues();
13469 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13471 player->dynabomb_count++;
13472 player->dynabombs_left++;
13474 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13476 player->dynabomb_size++;
13478 else if (element == EL_DYNABOMB_INCREASE_POWER)
13480 player->dynabomb_xl = TRUE;
13482 else if (IS_KEY(element))
13484 player->key[KEY_NR(element)] = TRUE;
13486 DrawGameDoorValues();
13488 else if (element == EL_DC_KEY_WHITE)
13490 player->num_white_keys++;
13492 /* display white keys? */
13493 /* DrawGameDoorValues(); */
13495 else if (IS_ENVELOPE(element))
13497 player->show_envelope = element;
13499 else if (element == EL_EMC_LENSES)
13501 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13503 RedrawAllInvisibleElementsForLenses();
13505 else if (element == EL_EMC_MAGNIFIER)
13507 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13509 RedrawAllInvisibleElementsForMagnifier();
13511 else if (IS_DROPPABLE(element) ||
13512 IS_THROWABLE(element)) /* can be collected and dropped */
13516 if (collect_count == 0)
13517 player->inventory_infinite_element = element;
13519 for (i = 0; i < collect_count; i++)
13520 if (player->inventory_size < MAX_INVENTORY_SIZE)
13521 player->inventory_element[player->inventory_size++] = element;
13523 DrawGameDoorValues();
13525 else if (collect_count > 0)
13527 local_player->gems_still_needed -= collect_count;
13528 if (local_player->gems_still_needed < 0)
13529 local_player->gems_still_needed = 0;
13531 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13533 DisplayGameControlValues();
13536 RaiseScoreElement(element);
13537 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13540 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13541 player->index_bit, dig_side);
13543 if (mode == DF_SNAP)
13545 if (level.block_snap_field)
13546 setFieldForSnapping(x, y, element, move_direction);
13548 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13550 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13551 player->index_bit, dig_side);
13554 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13556 if (mode == DF_SNAP && element != EL_BD_ROCK)
13557 return MP_NO_ACTION;
13559 if (CAN_FALL(element) && dy)
13560 return MP_NO_ACTION;
13562 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13563 !(element == EL_SPRING && level.use_spring_bug))
13564 return MP_NO_ACTION;
13566 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13567 ((move_direction & MV_VERTICAL &&
13568 ((element_info[element].move_pattern & MV_LEFT &&
13569 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13570 (element_info[element].move_pattern & MV_RIGHT &&
13571 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13572 (move_direction & MV_HORIZONTAL &&
13573 ((element_info[element].move_pattern & MV_UP &&
13574 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13575 (element_info[element].move_pattern & MV_DOWN &&
13576 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13577 return MP_NO_ACTION;
13579 /* do not push elements already moving away faster than player */
13580 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13581 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13582 return MP_NO_ACTION;
13584 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13586 if (player->push_delay_value == -1 || !player_was_pushing)
13587 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13589 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13591 if (player->push_delay_value == -1)
13592 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13594 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13596 if (!player->is_pushing)
13597 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13600 player->is_pushing = TRUE;
13601 player->is_active = TRUE;
13603 if (!(IN_LEV_FIELD(nextx, nexty) &&
13604 (IS_FREE(nextx, nexty) ||
13605 (IS_SB_ELEMENT(element) &&
13606 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13607 (IS_CUSTOM_ELEMENT(element) &&
13608 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13609 return MP_NO_ACTION;
13611 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13612 return MP_NO_ACTION;
13614 if (player->push_delay == -1) /* new pushing; restart delay */
13615 player->push_delay = 0;
13617 if (player->push_delay < player->push_delay_value &&
13618 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13619 element != EL_SPRING && element != EL_BALLOON)
13621 /* make sure that there is no move delay before next try to push */
13622 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13623 player->move_delay = 0;
13625 return MP_NO_ACTION;
13628 if (IS_CUSTOM_ELEMENT(element) &&
13629 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13631 if (!DigFieldByCE(nextx, nexty, element))
13632 return MP_NO_ACTION;
13635 if (IS_SB_ELEMENT(element))
13637 if (element == EL_SOKOBAN_FIELD_FULL)
13639 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13640 local_player->sokobanfields_still_needed++;
13643 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13645 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13646 local_player->sokobanfields_still_needed--;
13649 Feld[x][y] = EL_SOKOBAN_OBJECT;
13651 if (Back[x][y] == Back[nextx][nexty])
13652 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13653 else if (Back[x][y] != 0)
13654 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13657 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13660 if (local_player->sokobanfields_still_needed == 0 &&
13661 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13663 PlayerWins(player);
13665 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13669 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13671 InitMovingField(x, y, move_direction);
13672 GfxAction[x][y] = ACTION_PUSHING;
13674 if (mode == DF_SNAP)
13675 ContinueMoving(x, y);
13677 MovPos[x][y] = (dx != 0 ? dx : dy);
13679 Pushed[x][y] = TRUE;
13680 Pushed[nextx][nexty] = TRUE;
13682 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13683 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13685 player->push_delay_value = -1; /* get new value later */
13687 /* check for element change _after_ element has been pushed */
13688 if (game.use_change_when_pushing_bug)
13690 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
13691 player->index_bit, dig_side);
13692 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
13693 player->index_bit, dig_side);
13696 else if (IS_SWITCHABLE(element))
13698 if (PLAYER_SWITCHING(player, x, y))
13700 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13701 player->index_bit, dig_side);
13706 player->is_switching = TRUE;
13707 player->switch_x = x;
13708 player->switch_y = y;
13710 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13712 if (element == EL_ROBOT_WHEEL)
13714 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
13718 game.robot_wheel_active = TRUE;
13720 TEST_DrawLevelField(x, y);
13722 else if (element == EL_SP_TERMINAL)
13726 SCAN_PLAYFIELD(xx, yy)
13728 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
13730 else if (Feld[xx][yy] == EL_SP_TERMINAL)
13731 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
13734 else if (IS_BELT_SWITCH(element))
13736 ToggleBeltSwitch(x, y);
13738 else if (element == EL_SWITCHGATE_SWITCH_UP ||
13739 element == EL_SWITCHGATE_SWITCH_DOWN ||
13740 element == EL_DC_SWITCHGATE_SWITCH_UP ||
13741 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
13743 ToggleSwitchgateSwitch(x, y);
13745 else if (element == EL_LIGHT_SWITCH ||
13746 element == EL_LIGHT_SWITCH_ACTIVE)
13748 ToggleLightSwitch(x, y);
13750 else if (element == EL_TIMEGATE_SWITCH ||
13751 element == EL_DC_TIMEGATE_SWITCH)
13753 ActivateTimegateSwitch(x, y);
13755 else if (element == EL_BALLOON_SWITCH_LEFT ||
13756 element == EL_BALLOON_SWITCH_RIGHT ||
13757 element == EL_BALLOON_SWITCH_UP ||
13758 element == EL_BALLOON_SWITCH_DOWN ||
13759 element == EL_BALLOON_SWITCH_NONE ||
13760 element == EL_BALLOON_SWITCH_ANY)
13762 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
13763 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
13764 element == EL_BALLOON_SWITCH_UP ? MV_UP :
13765 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
13766 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
13769 else if (element == EL_LAMP)
13771 Feld[x][y] = EL_LAMP_ACTIVE;
13772 local_player->lights_still_needed--;
13774 ResetGfxAnimation(x, y);
13775 TEST_DrawLevelField(x, y);
13777 else if (element == EL_TIME_ORB_FULL)
13779 Feld[x][y] = EL_TIME_ORB_EMPTY;
13781 if (level.time > 0 || level.use_time_orb_bug)
13783 TimeLeft += level.time_orb_time;
13784 game.no_time_limit = FALSE;
13786 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13788 DisplayGameControlValues();
13791 ResetGfxAnimation(x, y);
13792 TEST_DrawLevelField(x, y);
13794 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
13795 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13799 game.ball_state = !game.ball_state;
13801 SCAN_PLAYFIELD(xx, yy)
13803 int e = Feld[xx][yy];
13805 if (game.ball_state)
13807 if (e == EL_EMC_MAGIC_BALL)
13808 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
13809 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
13810 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
13814 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
13815 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
13816 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13817 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
13822 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13823 player->index_bit, dig_side);
13825 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13826 player->index_bit, dig_side);
13828 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13829 player->index_bit, dig_side);
13835 if (!PLAYER_SWITCHING(player, x, y))
13837 player->is_switching = TRUE;
13838 player->switch_x = x;
13839 player->switch_y = y;
13841 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
13842 player->index_bit, dig_side);
13843 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13844 player->index_bit, dig_side);
13846 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
13847 player->index_bit, dig_side);
13848 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13849 player->index_bit, dig_side);
13852 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
13853 player->index_bit, dig_side);
13854 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13855 player->index_bit, dig_side);
13857 return MP_NO_ACTION;
13860 player->push_delay = -1;
13862 if (is_player) /* function can also be called by EL_PENGUIN */
13864 if (Feld[x][y] != element) /* really digged/collected something */
13866 player->is_collecting = !player->is_digging;
13867 player->is_active = TRUE;
13874 static boolean DigFieldByCE(int x, int y, int digging_element)
13876 int element = Feld[x][y];
13878 if (!IS_FREE(x, y))
13880 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
13881 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
13884 /* no element can dig solid indestructible elements */
13885 if (IS_INDESTRUCTIBLE(element) &&
13886 !IS_DIGGABLE(element) &&
13887 !IS_COLLECTIBLE(element))
13890 if (AmoebaNr[x][y] &&
13891 (element == EL_AMOEBA_FULL ||
13892 element == EL_BD_AMOEBA ||
13893 element == EL_AMOEBA_GROWING))
13895 AmoebaCnt[AmoebaNr[x][y]]--;
13896 AmoebaCnt2[AmoebaNr[x][y]]--;
13899 if (IS_MOVING(x, y))
13900 RemoveMovingField(x, y);
13904 TEST_DrawLevelField(x, y);
13907 /* if digged element was about to explode, prevent the explosion */
13908 ExplodeField[x][y] = EX_TYPE_NONE;
13910 PlayLevelSoundAction(x, y, action);
13913 Store[x][y] = EL_EMPTY;
13915 /* this makes it possible to leave the removed element again */
13916 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
13917 Store[x][y] = element;
13922 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
13924 int jx = player->jx, jy = player->jy;
13925 int x = jx + dx, y = jy + dy;
13926 int snap_direction = (dx == -1 ? MV_LEFT :
13927 dx == +1 ? MV_RIGHT :
13929 dy == +1 ? MV_DOWN : MV_NONE);
13930 boolean can_continue_snapping = (level.continuous_snapping &&
13931 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
13933 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
13936 if (!player->active || !IN_LEV_FIELD(x, y))
13944 if (player->MovPos == 0)
13945 player->is_pushing = FALSE;
13947 player->is_snapping = FALSE;
13949 if (player->MovPos == 0)
13951 player->is_moving = FALSE;
13952 player->is_digging = FALSE;
13953 player->is_collecting = FALSE;
13959 /* prevent snapping with already pressed snap key when not allowed */
13960 if (player->is_snapping && !can_continue_snapping)
13963 player->MovDir = snap_direction;
13965 if (player->MovPos == 0)
13967 player->is_moving = FALSE;
13968 player->is_digging = FALSE;
13969 player->is_collecting = FALSE;
13972 player->is_dropping = FALSE;
13973 player->is_dropping_pressed = FALSE;
13974 player->drop_pressed_delay = 0;
13976 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
13979 player->is_snapping = TRUE;
13980 player->is_active = TRUE;
13982 if (player->MovPos == 0)
13984 player->is_moving = FALSE;
13985 player->is_digging = FALSE;
13986 player->is_collecting = FALSE;
13989 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
13990 TEST_DrawLevelField(player->last_jx, player->last_jy);
13992 TEST_DrawLevelField(x, y);
13997 static boolean DropElement(struct PlayerInfo *player)
13999 int old_element, new_element;
14000 int dropx = player->jx, dropy = player->jy;
14001 int drop_direction = player->MovDir;
14002 int drop_side = drop_direction;
14003 int drop_element = get_next_dropped_element(player);
14005 player->is_dropping_pressed = TRUE;
14007 /* do not drop an element on top of another element; when holding drop key
14008 pressed without moving, dropped element must move away before the next
14009 element can be dropped (this is especially important if the next element
14010 is dynamite, which can be placed on background for historical reasons) */
14011 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14014 if (IS_THROWABLE(drop_element))
14016 dropx += GET_DX_FROM_DIR(drop_direction);
14017 dropy += GET_DY_FROM_DIR(drop_direction);
14019 if (!IN_LEV_FIELD(dropx, dropy))
14023 old_element = Feld[dropx][dropy]; /* old element at dropping position */
14024 new_element = drop_element; /* default: no change when dropping */
14026 /* check if player is active, not moving and ready to drop */
14027 if (!player->active || player->MovPos || player->drop_delay > 0)
14030 /* check if player has anything that can be dropped */
14031 if (new_element == EL_UNDEFINED)
14034 /* check if drop key was pressed long enough for EM style dynamite */
14035 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14038 /* check if anything can be dropped at the current position */
14039 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14042 /* collected custom elements can only be dropped on empty fields */
14043 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14046 if (old_element != EL_EMPTY)
14047 Back[dropx][dropy] = old_element; /* store old element on this field */
14049 ResetGfxAnimation(dropx, dropy);
14050 ResetRandomAnimationValue(dropx, dropy);
14052 if (player->inventory_size > 0 ||
14053 player->inventory_infinite_element != EL_UNDEFINED)
14055 if (player->inventory_size > 0)
14057 player->inventory_size--;
14059 DrawGameDoorValues();
14061 if (new_element == EL_DYNAMITE)
14062 new_element = EL_DYNAMITE_ACTIVE;
14063 else if (new_element == EL_EM_DYNAMITE)
14064 new_element = EL_EM_DYNAMITE_ACTIVE;
14065 else if (new_element == EL_SP_DISK_RED)
14066 new_element = EL_SP_DISK_RED_ACTIVE;
14069 Feld[dropx][dropy] = new_element;
14071 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14072 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14073 el2img(Feld[dropx][dropy]), 0);
14075 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14077 /* needed if previous element just changed to "empty" in the last frame */
14078 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14080 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14081 player->index_bit, drop_side);
14082 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14084 player->index_bit, drop_side);
14086 TestIfElementTouchesCustomElement(dropx, dropy);
14088 else /* player is dropping a dyna bomb */
14090 player->dynabombs_left--;
14092 Feld[dropx][dropy] = new_element;
14094 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14095 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14096 el2img(Feld[dropx][dropy]), 0);
14098 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14101 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14102 InitField_WithBug1(dropx, dropy, FALSE);
14104 new_element = Feld[dropx][dropy]; /* element might have changed */
14106 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14107 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14109 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14110 MovDir[dropx][dropy] = drop_direction;
14112 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14114 /* do not cause impact style collision by dropping elements that can fall */
14115 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14118 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14119 player->is_dropping = TRUE;
14121 player->drop_pressed_delay = 0;
14122 player->is_dropping_pressed = FALSE;
14124 player->drop_x = dropx;
14125 player->drop_y = dropy;
14130 /* ------------------------------------------------------------------------- */
14131 /* game sound playing functions */
14132 /* ------------------------------------------------------------------------- */
14134 static int *loop_sound_frame = NULL;
14135 static int *loop_sound_volume = NULL;
14137 void InitPlayLevelSound()
14139 int num_sounds = getSoundListSize();
14141 checked_free(loop_sound_frame);
14142 checked_free(loop_sound_volume);
14144 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14145 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14148 static void PlayLevelSound(int x, int y, int nr)
14150 int sx = SCREENX(x), sy = SCREENY(y);
14151 int volume, stereo_position;
14152 int max_distance = 8;
14153 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14155 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14156 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14159 if (!IN_LEV_FIELD(x, y) ||
14160 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14161 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14164 volume = SOUND_MAX_VOLUME;
14166 if (!IN_SCR_FIELD(sx, sy))
14168 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14169 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14171 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14174 stereo_position = (SOUND_MAX_LEFT +
14175 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14176 (SCR_FIELDX + 2 * max_distance));
14178 if (IS_LOOP_SOUND(nr))
14180 /* This assures that quieter loop sounds do not overwrite louder ones,
14181 while restarting sound volume comparison with each new game frame. */
14183 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14186 loop_sound_volume[nr] = volume;
14187 loop_sound_frame[nr] = FrameCounter;
14190 PlaySoundExt(nr, volume, stereo_position, type);
14193 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14195 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14196 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14197 y < LEVELY(BY1) ? LEVELY(BY1) :
14198 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14202 static void PlayLevelSoundAction(int x, int y, int action)
14204 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14207 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14209 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14211 if (sound_effect != SND_UNDEFINED)
14212 PlayLevelSound(x, y, sound_effect);
14215 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14218 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14220 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14221 PlayLevelSound(x, y, sound_effect);
14224 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14226 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14228 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14229 PlayLevelSound(x, y, sound_effect);
14232 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14234 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14236 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14237 StopSound(sound_effect);
14240 static void PlayLevelMusic()
14242 if (levelset.music[level_nr] != MUS_UNDEFINED)
14243 PlayMusic(levelset.music[level_nr]); /* from config file */
14245 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
14248 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14250 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14251 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14252 int x = xx - 1 - offset;
14253 int y = yy - 1 - offset;
14258 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14262 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14266 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14270 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14274 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14278 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14282 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14285 case SAMPLE_android_clone:
14286 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14289 case SAMPLE_android_move:
14290 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14293 case SAMPLE_spring:
14294 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14298 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14302 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14305 case SAMPLE_eater_eat:
14306 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14310 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14313 case SAMPLE_collect:
14314 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14317 case SAMPLE_diamond:
14318 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14321 case SAMPLE_squash:
14322 /* !!! CHECK THIS !!! */
14324 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14326 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14330 case SAMPLE_wonderfall:
14331 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14335 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14339 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14343 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14347 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14351 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14355 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14358 case SAMPLE_wonder:
14359 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14363 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14366 case SAMPLE_exit_open:
14367 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14370 case SAMPLE_exit_leave:
14371 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14374 case SAMPLE_dynamite:
14375 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14379 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14383 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14387 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14391 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14395 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14399 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14403 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14408 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14410 int element = map_element_SP_to_RND(element_sp);
14411 int action = map_action_SP_to_RND(action_sp);
14412 int offset = (setup.sp_show_border_elements ? 0 : 1);
14413 int x = xx - offset;
14414 int y = yy - offset;
14416 PlayLevelSoundElementAction(x, y, element, action);
14419 void RaiseScore(int value)
14421 local_player->score += value;
14423 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14425 DisplayGameControlValues();
14428 void RaiseScoreElement(int element)
14433 case EL_BD_DIAMOND:
14434 case EL_EMERALD_YELLOW:
14435 case EL_EMERALD_RED:
14436 case EL_EMERALD_PURPLE:
14437 case EL_SP_INFOTRON:
14438 RaiseScore(level.score[SC_EMERALD]);
14441 RaiseScore(level.score[SC_DIAMOND]);
14444 RaiseScore(level.score[SC_CRYSTAL]);
14447 RaiseScore(level.score[SC_PEARL]);
14450 case EL_BD_BUTTERFLY:
14451 case EL_SP_ELECTRON:
14452 RaiseScore(level.score[SC_BUG]);
14455 case EL_BD_FIREFLY:
14456 case EL_SP_SNIKSNAK:
14457 RaiseScore(level.score[SC_SPACESHIP]);
14460 case EL_DARK_YAMYAM:
14461 RaiseScore(level.score[SC_YAMYAM]);
14464 RaiseScore(level.score[SC_ROBOT]);
14467 RaiseScore(level.score[SC_PACMAN]);
14470 RaiseScore(level.score[SC_NUT]);
14473 case EL_EM_DYNAMITE:
14474 case EL_SP_DISK_RED:
14475 case EL_DYNABOMB_INCREASE_NUMBER:
14476 case EL_DYNABOMB_INCREASE_SIZE:
14477 case EL_DYNABOMB_INCREASE_POWER:
14478 RaiseScore(level.score[SC_DYNAMITE]);
14480 case EL_SHIELD_NORMAL:
14481 case EL_SHIELD_DEADLY:
14482 RaiseScore(level.score[SC_SHIELD]);
14484 case EL_EXTRA_TIME:
14485 RaiseScore(level.extra_time_score);
14499 case EL_DC_KEY_WHITE:
14500 RaiseScore(level.score[SC_KEY]);
14503 RaiseScore(element_info[element].collect_score);
14508 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14510 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14512 /* closing door required in case of envelope style request dialogs */
14514 CloseDoor(DOOR_CLOSE_1);
14516 #if defined(NETWORK_AVALIABLE)
14517 if (options.network)
14518 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14524 FadeSkipNextFadeIn();
14526 game_status = GAME_MODE_MAIN;
14532 game_status = GAME_MODE_MAIN;
14538 else /* continue playing the game */
14540 if (tape.playing && tape.deactivate_display)
14541 TapeDeactivateDisplayOff(TRUE);
14543 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14545 if (tape.playing && tape.deactivate_display)
14546 TapeDeactivateDisplayOn();
14550 void RequestQuitGame(boolean ask_if_really_quit)
14552 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14553 boolean skip_request = AllPlayersGone || quick_quit;
14555 RequestQuitGameExt(skip_request, quick_quit,
14556 "Do you really want to quit the game?");
14560 /* ------------------------------------------------------------------------- */
14561 /* random generator functions */
14562 /* ------------------------------------------------------------------------- */
14564 unsigned int InitEngineRandom_RND(int seed)
14566 game.num_random_calls = 0;
14568 return InitEngineRandom(seed);
14571 unsigned int RND(int max)
14575 game.num_random_calls++;
14577 return GetEngineRandom(max);
14584 /* ------------------------------------------------------------------------- */
14585 /* game engine snapshot handling functions */
14586 /* ------------------------------------------------------------------------- */
14588 struct EngineSnapshotInfo
14590 /* runtime values for custom element collect score */
14591 int collect_score[NUM_CUSTOM_ELEMENTS];
14593 /* runtime values for group element choice position */
14594 int choice_pos[NUM_GROUP_ELEMENTS];
14596 /* runtime values for belt position animations */
14597 int belt_graphic[4][NUM_BELT_PARTS];
14598 int belt_anim_mode[4][NUM_BELT_PARTS];
14601 static struct EngineSnapshotInfo engine_snapshot_rnd;
14602 static char *snapshot_level_identifier = NULL;
14603 static int snapshot_level_nr = -1;
14605 static void SaveEngineSnapshotValues_RND()
14607 static int belt_base_active_element[4] =
14609 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
14610 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
14611 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
14612 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
14616 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14618 int element = EL_CUSTOM_START + i;
14620 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
14623 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14625 int element = EL_GROUP_START + i;
14627 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
14630 for (i = 0; i < 4; i++)
14632 for (j = 0; j < NUM_BELT_PARTS; j++)
14634 int element = belt_base_active_element[i] + j;
14635 int graphic = el2img(element);
14636 int anim_mode = graphic_info[graphic].anim_mode;
14638 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
14639 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
14644 static void LoadEngineSnapshotValues_RND()
14646 unsigned int num_random_calls = game.num_random_calls;
14649 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14651 int element = EL_CUSTOM_START + i;
14653 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
14656 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14658 int element = EL_GROUP_START + i;
14660 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
14663 for (i = 0; i < 4; i++)
14665 for (j = 0; j < NUM_BELT_PARTS; j++)
14667 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
14668 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
14670 graphic_info[graphic].anim_mode = anim_mode;
14674 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14676 InitRND(tape.random_seed);
14677 for (i = 0; i < num_random_calls; i++)
14681 if (game.num_random_calls != num_random_calls)
14683 Error(ERR_INFO, "number of random calls out of sync");
14684 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
14685 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
14686 Error(ERR_EXIT, "this should not happen -- please debug");
14690 void FreeEngineSnapshotSingle()
14692 FreeSnapshotSingle();
14694 setString(&snapshot_level_identifier, NULL);
14695 snapshot_level_nr = -1;
14698 void FreeEngineSnapshotList()
14700 FreeSnapshotList();
14703 ListNode *SaveEngineSnapshotBuffers()
14705 ListNode *buffers = NULL;
14707 /* copy some special values to a structure better suited for the snapshot */
14709 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14710 SaveEngineSnapshotValues_RND();
14711 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14712 SaveEngineSnapshotValues_EM();
14713 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14714 SaveEngineSnapshotValues_SP(&buffers);
14716 /* save values stored in special snapshot structure */
14718 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14719 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
14720 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14721 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
14722 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14723 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
14725 /* save further RND engine values */
14727 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
14728 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
14729 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
14731 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
14732 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
14733 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
14734 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
14736 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
14737 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
14738 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
14739 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
14740 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
14742 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
14743 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
14744 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
14746 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
14748 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
14750 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
14751 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
14753 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
14754 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
14755 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
14756 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
14757 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
14758 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
14759 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
14760 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
14761 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
14762 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
14763 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
14764 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
14765 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
14766 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
14767 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
14768 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
14769 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
14770 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
14772 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
14773 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
14775 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
14776 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
14777 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
14779 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
14780 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
14782 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
14783 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
14784 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
14785 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
14786 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
14788 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
14789 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
14792 ListNode *node = engine_snapshot_list_rnd;
14795 while (node != NULL)
14797 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
14802 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
14808 void SaveEngineSnapshotSingle()
14810 ListNode *buffers = SaveEngineSnapshotBuffers();
14812 /* finally save all snapshot buffers to single snapshot */
14813 SaveSnapshotSingle(buffers);
14815 /* save level identification information */
14816 setString(&snapshot_level_identifier, leveldir_current->identifier);
14817 snapshot_level_nr = level_nr;
14820 static boolean SaveEngineSnapshotToListExt(boolean initial_snapshot)
14822 boolean save_snapshot =
14823 (initial_snapshot ||
14824 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
14825 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
14826 game.snapshot.changed_action));
14828 game.snapshot.changed_action = FALSE;
14830 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
14831 tape.quick_resume ||
14835 ListNode *buffers = SaveEngineSnapshotBuffers();
14837 /* finally save all snapshot buffers to snapshot list */
14838 SaveSnapshotToList(buffers);
14843 boolean SaveEngineSnapshotToList()
14845 return SaveEngineSnapshotToListExt(FALSE);
14848 void SaveEngineSnapshotToListInitial()
14850 FreeEngineSnapshotList();
14852 SaveEngineSnapshotToListExt(TRUE);
14855 void LoadEngineSnapshotValues()
14857 /* restore special values from snapshot structure */
14859 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14860 LoadEngineSnapshotValues_RND();
14861 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14862 LoadEngineSnapshotValues_EM();
14863 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14864 LoadEngineSnapshotValues_SP();
14867 void LoadEngineSnapshotSingle()
14869 LoadSnapshotSingle();
14871 LoadEngineSnapshotValues();
14874 void LoadEngineSnapshot_Undo(int steps)
14876 LoadSnapshotFromList_Older(steps);
14878 LoadEngineSnapshotValues();
14881 void LoadEngineSnapshot_Redo(int steps)
14883 LoadSnapshotFromList_Newer(steps);
14885 LoadEngineSnapshotValues();
14888 boolean CheckEngineSnapshotSingle()
14890 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
14891 snapshot_level_nr == level_nr);
14894 boolean CheckEngineSnapshotList()
14896 return CheckSnapshotList();
14900 /* ---------- new game button stuff ---------------------------------------- */
14908 } gamebutton_info[NUM_GAME_BUTTONS] =
14911 IMG_GAME_BUTTON_GFX_STOP, &game.button.stop,
14912 GAME_CTRL_ID_STOP, "stop game"
14915 IMG_GAME_BUTTON_GFX_PAUSE, &game.button.pause,
14916 GAME_CTRL_ID_PAUSE, "pause game"
14919 IMG_GAME_BUTTON_GFX_PLAY, &game.button.play,
14920 GAME_CTRL_ID_PLAY, "play game"
14923 IMG_GAME_BUTTON_GFX_UNDO, &game.button.undo,
14924 GAME_CTRL_ID_UNDO, "undo step"
14927 IMG_GAME_BUTTON_GFX_REDO, &game.button.redo,
14928 GAME_CTRL_ID_REDO, "redo step"
14931 IMG_GAME_BUTTON_GFX_SAVE, &game.button.save,
14932 GAME_CTRL_ID_SAVE, "save game"
14935 IMG_GAME_BUTTON_GFX_PAUSE2, &game.button.pause2,
14936 GAME_CTRL_ID_PAUSE2, "pause game"
14939 IMG_GAME_BUTTON_GFX_LOAD, &game.button.load,
14940 GAME_CTRL_ID_LOAD, "load game"
14943 IMG_GAME_BUTTON_GFX_SOUND_MUSIC, &game.button.sound_music,
14944 SOUND_CTRL_ID_MUSIC, "background music on/off"
14947 IMG_GAME_BUTTON_GFX_SOUND_LOOPS, &game.button.sound_loops,
14948 SOUND_CTRL_ID_LOOPS, "sound loops on/off"
14951 IMG_GAME_BUTTON_GFX_SOUND_SIMPLE, &game.button.sound_simple,
14952 SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
14956 void CreateGameButtons()
14960 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14962 struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
14963 struct XY *pos = gamebutton_info[i].pos;
14964 struct GadgetInfo *gi;
14967 unsigned int event_mask;
14968 int base_x = (tape.show_game_buttons ? VX : DX);
14969 int base_y = (tape.show_game_buttons ? VY : DY);
14970 int gd_x = gfx->src_x;
14971 int gd_y = gfx->src_y;
14972 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
14973 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
14974 int gd_xa = gfx->src_x + gfx->active_xoffset;
14975 int gd_ya = gfx->src_y + gfx->active_yoffset;
14976 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
14977 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
14980 if (gfx->bitmap == NULL)
14982 game_gadget[id] = NULL;
14987 if (id == GAME_CTRL_ID_STOP ||
14988 id == GAME_CTRL_ID_PLAY ||
14989 id == GAME_CTRL_ID_SAVE ||
14990 id == GAME_CTRL_ID_LOAD)
14992 button_type = GD_TYPE_NORMAL_BUTTON;
14994 event_mask = GD_EVENT_RELEASED;
14996 else if (id == GAME_CTRL_ID_UNDO ||
14997 id == GAME_CTRL_ID_REDO)
14999 button_type = GD_TYPE_NORMAL_BUTTON;
15001 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15005 button_type = GD_TYPE_CHECK_BUTTON;
15007 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
15008 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
15009 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
15010 event_mask = GD_EVENT_PRESSED;
15013 gi = CreateGadget(GDI_CUSTOM_ID, id,
15014 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15015 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
15016 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
15017 GDI_WIDTH, gfx->width,
15018 GDI_HEIGHT, gfx->height,
15019 GDI_TYPE, button_type,
15020 GDI_STATE, GD_BUTTON_UNPRESSED,
15021 GDI_CHECKED, checked,
15022 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15023 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15024 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15025 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15026 GDI_DIRECT_DRAW, FALSE,
15027 GDI_EVENT_MASK, event_mask,
15028 GDI_CALLBACK_ACTION, HandleGameButtons,
15032 Error(ERR_EXIT, "cannot create gadget");
15034 game_gadget[id] = gi;
15038 void FreeGameButtons()
15042 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15043 FreeGadget(game_gadget[i]);
15046 static void MapGameButtonsAtSamePosition(int id)
15050 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15052 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15053 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15054 MapGadget(game_gadget[i]);
15057 static void UnmapGameButtonsAtSamePosition(int id)
15061 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15063 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15064 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15065 UnmapGadget(game_gadget[i]);
15068 void MapUndoRedoButtons()
15070 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15071 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15073 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15074 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15077 void UnmapUndoRedoButtons()
15079 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15080 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15082 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15083 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15086 void MapGameButtons()
15090 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15091 if (i != GAME_CTRL_ID_UNDO &&
15092 i != GAME_CTRL_ID_REDO)
15093 MapGadget(game_gadget[i]);
15095 if (setup.show_snapshot_buttons)
15097 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15098 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15099 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15103 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15104 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15105 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15108 RedrawGameButtons();
15111 void UnmapGameButtons()
15115 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15116 UnmapGadget(game_gadget[i]);
15119 void RedrawGameButtons()
15123 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15124 RedrawGadget(game_gadget[i]);
15126 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15127 redraw_mask &= ~REDRAW_ALL;
15130 void GameUndoRedoExt()
15132 ClearPlayerAction();
15134 tape.pausing = TRUE;
15137 UpdateAndDisplayGameControlValues();
15139 DrawCompleteVideoDisplay();
15140 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15141 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15142 DrawVideoDisplay((tape.single_step ? VIDEO_STATE_1STEP_ON :
15143 VIDEO_STATE_1STEP_OFF), 0);
15148 void GameUndo(int steps)
15150 if (!CheckEngineSnapshotList())
15153 LoadEngineSnapshot_Undo(steps);
15158 void GameRedo(int steps)
15160 if (!CheckEngineSnapshotList())
15163 LoadEngineSnapshot_Redo(steps);
15168 static void HandleGameButtonsExt(int id, int button)
15170 int steps = BUTTON_STEPSIZE(button);
15171 boolean handle_game_buttons =
15172 (game_status == GAME_MODE_PLAYING ||
15173 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15175 if (!handle_game_buttons)
15180 case GAME_CTRL_ID_STOP:
15181 if (game_status == GAME_MODE_MAIN)
15187 RequestQuitGame(TRUE);
15191 case GAME_CTRL_ID_PAUSE:
15192 case GAME_CTRL_ID_PAUSE2:
15193 if (options.network && game_status == GAME_MODE_PLAYING)
15195 #if defined(NETWORK_AVALIABLE)
15197 SendToServer_ContinuePlaying();
15199 SendToServer_PausePlaying();
15203 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15206 case GAME_CTRL_ID_PLAY:
15207 if (game_status == GAME_MODE_MAIN)
15209 StartGameActions(options.network, setup.autorecord, level.random_seed);
15211 else if (tape.pausing)
15213 #if defined(NETWORK_AVALIABLE)
15214 if (options.network)
15215 SendToServer_ContinuePlaying();
15218 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15222 case GAME_CTRL_ID_UNDO:
15226 case GAME_CTRL_ID_REDO:
15230 case GAME_CTRL_ID_SAVE:
15234 case GAME_CTRL_ID_LOAD:
15238 case SOUND_CTRL_ID_MUSIC:
15239 if (setup.sound_music)
15241 setup.sound_music = FALSE;
15245 else if (audio.music_available)
15247 setup.sound = setup.sound_music = TRUE;
15249 SetAudioMode(setup.sound);
15255 case SOUND_CTRL_ID_LOOPS:
15256 if (setup.sound_loops)
15257 setup.sound_loops = FALSE;
15258 else if (audio.loops_available)
15260 setup.sound = setup.sound_loops = TRUE;
15262 SetAudioMode(setup.sound);
15266 case SOUND_CTRL_ID_SIMPLE:
15267 if (setup.sound_simple)
15268 setup.sound_simple = FALSE;
15269 else if (audio.sound_available)
15271 setup.sound = setup.sound_simple = TRUE;
15273 SetAudioMode(setup.sound);
15282 static void HandleGameButtons(struct GadgetInfo *gi)
15284 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15287 void HandleSoundButtonKeys(Key key)
15290 if (key == setup.shortcut.sound_simple)
15291 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15292 else if (key == setup.shortcut.sound_loops)
15293 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15294 else if (key == setup.shortcut.sound_music)
15295 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);