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 game_status = GAME_MODE_MAIN;
4438 if (level_nr == leveldir_current->handicap_level)
4440 leveldir_current->handicap_level++;
4442 SaveLevelSetup_SeriesInfo();
4445 if (level_nr < leveldir_current->last_level)
4446 raise_level = TRUE; /* advance to next level */
4448 if ((hi_pos = NewHiScore()) >= 0)
4450 game_status = GAME_MODE_SCORES;
4452 DrawHallOfFame(hi_pos);
4462 game_status = GAME_MODE_MAIN;
4479 LoadScore(level_nr);
4481 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4482 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4485 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4487 if (local_player->score_final > highscore[k].Score)
4489 /* player has made it to the hall of fame */
4491 if (k < MAX_SCORE_ENTRIES - 1)
4493 int m = MAX_SCORE_ENTRIES - 1;
4496 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4497 if (strEqual(setup.player_name, highscore[l].Name))
4499 if (m == k) /* player's new highscore overwrites his old one */
4503 for (l = m; l > k; l--)
4505 strcpy(highscore[l].Name, highscore[l - 1].Name);
4506 highscore[l].Score = highscore[l - 1].Score;
4513 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4514 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4515 highscore[k].Score = local_player->score_final;
4521 else if (!strncmp(setup.player_name, highscore[k].Name,
4522 MAX_PLAYER_NAME_LEN))
4523 break; /* player already there with a higher score */
4529 SaveScore(level_nr);
4534 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4536 int element = Feld[x][y];
4537 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4538 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4539 int horiz_move = (dx != 0);
4540 int sign = (horiz_move ? dx : dy);
4541 int step = sign * element_info[element].move_stepsize;
4543 /* special values for move stepsize for spring and things on conveyor belt */
4546 if (CAN_FALL(element) &&
4547 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4548 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4549 else if (element == EL_SPRING)
4550 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4556 inline static int getElementMoveStepsize(int x, int y)
4558 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4561 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4563 if (player->GfxAction != action || player->GfxDir != dir)
4565 player->GfxAction = action;
4566 player->GfxDir = dir;
4568 player->StepFrame = 0;
4572 static void ResetGfxFrame(int x, int y, boolean redraw)
4574 int element = Feld[x][y];
4575 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4576 int last_gfx_frame = GfxFrame[x][y];
4578 if (graphic_info[graphic].anim_global_sync)
4579 GfxFrame[x][y] = FrameCounter;
4580 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4581 GfxFrame[x][y] = CustomValue[x][y];
4582 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4583 GfxFrame[x][y] = element_info[element].collect_score;
4584 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4585 GfxFrame[x][y] = ChangeDelay[x][y];
4587 if (redraw && GfxFrame[x][y] != last_gfx_frame)
4588 DrawLevelGraphicAnimation(x, y, graphic);
4591 static void ResetGfxAnimation(int x, int y)
4593 GfxAction[x][y] = ACTION_DEFAULT;
4594 GfxDir[x][y] = MovDir[x][y];
4597 ResetGfxFrame(x, y, FALSE);
4600 static void ResetRandomAnimationValue(int x, int y)
4602 GfxRandom[x][y] = INIT_GFX_RANDOM();
4605 void InitMovingField(int x, int y, int direction)
4607 int element = Feld[x][y];
4608 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4609 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4612 boolean is_moving_before, is_moving_after;
4614 /* check if element was/is moving or being moved before/after mode change */
4615 is_moving_before = (WasJustMoving[x][y] != 0);
4616 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4618 /* reset animation only for moving elements which change direction of moving
4619 or which just started or stopped moving
4620 (else CEs with property "can move" / "not moving" are reset each frame) */
4621 if (is_moving_before != is_moving_after ||
4622 direction != MovDir[x][y])
4623 ResetGfxAnimation(x, y);
4625 MovDir[x][y] = direction;
4626 GfxDir[x][y] = direction;
4628 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4629 direction == MV_DOWN && CAN_FALL(element) ?
4630 ACTION_FALLING : ACTION_MOVING);
4632 /* this is needed for CEs with property "can move" / "not moving" */
4634 if (is_moving_after)
4636 if (Feld[newx][newy] == EL_EMPTY)
4637 Feld[newx][newy] = EL_BLOCKED;
4639 MovDir[newx][newy] = MovDir[x][y];
4641 CustomValue[newx][newy] = CustomValue[x][y];
4643 GfxFrame[newx][newy] = GfxFrame[x][y];
4644 GfxRandom[newx][newy] = GfxRandom[x][y];
4645 GfxAction[newx][newy] = GfxAction[x][y];
4646 GfxDir[newx][newy] = GfxDir[x][y];
4650 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4652 int direction = MovDir[x][y];
4653 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4654 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4660 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4662 int oldx = x, oldy = y;
4663 int direction = MovDir[x][y];
4665 if (direction == MV_LEFT)
4667 else if (direction == MV_RIGHT)
4669 else if (direction == MV_UP)
4671 else if (direction == MV_DOWN)
4674 *comes_from_x = oldx;
4675 *comes_from_y = oldy;
4678 int MovingOrBlocked2Element(int x, int y)
4680 int element = Feld[x][y];
4682 if (element == EL_BLOCKED)
4686 Blocked2Moving(x, y, &oldx, &oldy);
4687 return Feld[oldx][oldy];
4693 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4695 /* like MovingOrBlocked2Element(), but if element is moving
4696 and (x,y) is the field the moving element is just leaving,
4697 return EL_BLOCKED instead of the element value */
4698 int element = Feld[x][y];
4700 if (IS_MOVING(x, y))
4702 if (element == EL_BLOCKED)
4706 Blocked2Moving(x, y, &oldx, &oldy);
4707 return Feld[oldx][oldy];
4716 static void RemoveField(int x, int y)
4718 Feld[x][y] = EL_EMPTY;
4724 CustomValue[x][y] = 0;
4727 ChangeDelay[x][y] = 0;
4728 ChangePage[x][y] = -1;
4729 Pushed[x][y] = FALSE;
4731 GfxElement[x][y] = EL_UNDEFINED;
4732 GfxAction[x][y] = ACTION_DEFAULT;
4733 GfxDir[x][y] = MV_NONE;
4736 void RemoveMovingField(int x, int y)
4738 int oldx = x, oldy = y, newx = x, newy = y;
4739 int element = Feld[x][y];
4740 int next_element = EL_UNDEFINED;
4742 if (element != EL_BLOCKED && !IS_MOVING(x, y))
4745 if (IS_MOVING(x, y))
4747 Moving2Blocked(x, y, &newx, &newy);
4749 if (Feld[newx][newy] != EL_BLOCKED)
4751 /* element is moving, but target field is not free (blocked), but
4752 already occupied by something different (example: acid pool);
4753 in this case, only remove the moving field, but not the target */
4755 RemoveField(oldx, oldy);
4757 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4759 TEST_DrawLevelField(oldx, oldy);
4764 else if (element == EL_BLOCKED)
4766 Blocked2Moving(x, y, &oldx, &oldy);
4767 if (!IS_MOVING(oldx, oldy))
4771 if (element == EL_BLOCKED &&
4772 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
4773 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
4774 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
4775 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
4776 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
4777 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
4778 next_element = get_next_element(Feld[oldx][oldy]);
4780 RemoveField(oldx, oldy);
4781 RemoveField(newx, newy);
4783 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4785 if (next_element != EL_UNDEFINED)
4786 Feld[oldx][oldy] = next_element;
4788 TEST_DrawLevelField(oldx, oldy);
4789 TEST_DrawLevelField(newx, newy);
4792 void DrawDynamite(int x, int y)
4794 int sx = SCREENX(x), sy = SCREENY(y);
4795 int graphic = el2img(Feld[x][y]);
4798 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
4801 if (IS_WALKABLE_INSIDE(Back[x][y]))
4805 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
4806 else if (Store[x][y])
4807 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
4809 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4811 if (Back[x][y] || Store[x][y])
4812 DrawGraphicThruMask(sx, sy, graphic, frame);
4814 DrawGraphic(sx, sy, graphic, frame);
4817 void CheckDynamite(int x, int y)
4819 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
4823 if (MovDelay[x][y] != 0)
4826 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4832 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4837 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
4839 boolean num_checked_players = 0;
4842 for (i = 0; i < MAX_PLAYERS; i++)
4844 if (stored_player[i].active)
4846 int sx = stored_player[i].jx;
4847 int sy = stored_player[i].jy;
4849 if (num_checked_players == 0)
4856 *sx1 = MIN(*sx1, sx);
4857 *sy1 = MIN(*sy1, sy);
4858 *sx2 = MAX(*sx2, sx);
4859 *sy2 = MAX(*sy2, sy);
4862 num_checked_players++;
4867 static boolean checkIfAllPlayersFitToScreen_RND()
4869 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
4871 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4873 return (sx2 - sx1 < SCR_FIELDX &&
4874 sy2 - sy1 < SCR_FIELDY);
4877 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
4879 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
4881 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4883 *sx = (sx1 + sx2) / 2;
4884 *sy = (sy1 + sy2) / 2;
4887 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
4888 boolean center_screen, boolean quick_relocation)
4890 boolean ffwd_delay = (tape.playing && tape.fast_forward);
4891 boolean no_delay = (tape.warp_forward);
4892 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
4893 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
4895 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
4899 else if (quick_relocation)
4901 if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
4903 if (!level.shifted_relocation || center_screen)
4905 /* quick relocation (without scrolling), with centering of screen */
4907 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4908 x > SBX_Right + MIDPOSX ? SBX_Right :
4911 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4912 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4917 /* quick relocation (without scrolling), but do not center screen */
4919 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4920 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4923 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4924 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4927 int offset_x = x + (scroll_x - center_scroll_x);
4928 int offset_y = y + (scroll_y - center_scroll_y);
4930 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4931 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4932 offset_x - MIDPOSX);
4934 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4935 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4936 offset_y - MIDPOSY);
4941 if (!level.shifted_relocation || center_screen)
4943 /* quick relocation (without scrolling), with centering of screen */
4945 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4946 x > SBX_Right + MIDPOSX ? SBX_Right :
4949 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4950 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4955 /* quick relocation (without scrolling), but do not center screen */
4957 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4958 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4961 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4962 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4965 int offset_x = x + (scroll_x - center_scroll_x);
4966 int offset_y = y + (scroll_y - center_scroll_y);
4968 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4969 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4970 offset_x - MIDPOSX);
4972 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4973 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4974 offset_y - MIDPOSY);
4982 int scroll_xx, scroll_yy;
4984 if (!level.shifted_relocation || center_screen)
4986 /* visible relocation (with scrolling), with centering of screen */
4988 scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
4989 x > SBX_Right + MIDPOSX ? SBX_Right :
4992 scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4993 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4998 /* visible relocation (with scrolling), but do not center screen */
5000 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
5001 old_x > SBX_Right + MIDPOSX ? SBX_Right :
5004 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5005 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5008 int offset_x = x + (scroll_x - center_scroll_x);
5009 int offset_y = y + (scroll_y - center_scroll_y);
5011 scroll_xx = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
5012 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
5013 offset_x - MIDPOSX);
5015 scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5016 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5017 offset_y - MIDPOSY);
5020 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
5022 while (scroll_x != scroll_xx || scroll_y != scroll_yy)
5025 int fx = FX, fy = FY;
5027 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
5028 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
5030 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5036 fx += dx * TILEX / 2;
5037 fy += dy * TILEY / 2;
5039 ScrollLevel(dx, dy);
5042 /* scroll in two steps of half tile size to make things smoother */
5043 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5044 Delay(wait_delay_value);
5046 /* scroll second step to align at full tile size */
5048 Delay(wait_delay_value);
5053 Delay(wait_delay_value);
5057 void RelocatePlayer(int jx, int jy, int el_player_raw)
5059 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5060 int player_nr = GET_PLAYER_NR(el_player);
5061 struct PlayerInfo *player = &stored_player[player_nr];
5062 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5063 boolean no_delay = (tape.warp_forward);
5064 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5065 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5066 int old_jx = player->jx;
5067 int old_jy = player->jy;
5068 int old_element = Feld[old_jx][old_jy];
5069 int element = Feld[jx][jy];
5070 boolean player_relocated = (old_jx != jx || old_jy != jy);
5072 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5073 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5074 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5075 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5076 int leave_side_horiz = move_dir_horiz;
5077 int leave_side_vert = move_dir_vert;
5078 int enter_side = enter_side_horiz | enter_side_vert;
5079 int leave_side = leave_side_horiz | leave_side_vert;
5081 if (player->GameOver) /* do not reanimate dead player */
5084 if (!player_relocated) /* no need to relocate the player */
5087 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5089 RemoveField(jx, jy); /* temporarily remove newly placed player */
5090 DrawLevelField(jx, jy);
5093 if (player->present)
5095 while (player->MovPos)
5097 ScrollPlayer(player, SCROLL_GO_ON);
5098 ScrollScreen(NULL, SCROLL_GO_ON);
5100 AdvanceFrameAndPlayerCounters(player->index_nr);
5105 Delay(wait_delay_value);
5108 DrawPlayer(player); /* needed here only to cleanup last field */
5109 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5111 player->is_moving = FALSE;
5114 if (IS_CUSTOM_ELEMENT(old_element))
5115 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5117 player->index_bit, leave_side);
5119 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5121 player->index_bit, leave_side);
5123 Feld[jx][jy] = el_player;
5124 InitPlayerField(jx, jy, el_player, TRUE);
5126 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5127 possible that the relocation target field did not contain a player element,
5128 but a walkable element, to which the new player was relocated -- in this
5129 case, restore that (already initialized!) element on the player field */
5130 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5132 Feld[jx][jy] = element; /* restore previously existing element */
5135 /* only visually relocate centered player */
5136 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5137 FALSE, level.instant_relocation);
5139 TestIfPlayerTouchesBadThing(jx, jy);
5140 TestIfPlayerTouchesCustomElement(jx, jy);
5142 if (IS_CUSTOM_ELEMENT(element))
5143 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5144 player->index_bit, enter_side);
5146 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5147 player->index_bit, enter_side);
5149 if (player->is_switching)
5151 /* ensure that relocation while still switching an element does not cause
5152 a new element to be treated as also switched directly after relocation
5153 (this is important for teleporter switches that teleport the player to
5154 a place where another teleporter switch is in the same direction, which
5155 would then incorrectly be treated as immediately switched before the
5156 direction key that caused the switch was released) */
5158 player->switch_x += jx - old_jx;
5159 player->switch_y += jy - old_jy;
5163 void Explode(int ex, int ey, int phase, int mode)
5169 /* !!! eliminate this variable !!! */
5170 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5172 if (game.explosions_delayed)
5174 ExplodeField[ex][ey] = mode;
5178 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5180 int center_element = Feld[ex][ey];
5181 int artwork_element, explosion_element; /* set these values later */
5183 /* remove things displayed in background while burning dynamite */
5184 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5187 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5189 /* put moving element to center field (and let it explode there) */
5190 center_element = MovingOrBlocked2Element(ex, ey);
5191 RemoveMovingField(ex, ey);
5192 Feld[ex][ey] = center_element;
5195 /* now "center_element" is finally determined -- set related values now */
5196 artwork_element = center_element; /* for custom player artwork */
5197 explosion_element = center_element; /* for custom player artwork */
5199 if (IS_PLAYER(ex, ey))
5201 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5203 artwork_element = stored_player[player_nr].artwork_element;
5205 if (level.use_explosion_element[player_nr])
5207 explosion_element = level.explosion_element[player_nr];
5208 artwork_element = explosion_element;
5212 if (mode == EX_TYPE_NORMAL ||
5213 mode == EX_TYPE_CENTER ||
5214 mode == EX_TYPE_CROSS)
5215 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5217 last_phase = element_info[explosion_element].explosion_delay + 1;
5219 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5221 int xx = x - ex + 1;
5222 int yy = y - ey + 1;
5225 if (!IN_LEV_FIELD(x, y) ||
5226 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5227 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5230 element = Feld[x][y];
5232 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5234 element = MovingOrBlocked2Element(x, y);
5236 if (!IS_EXPLOSION_PROOF(element))
5237 RemoveMovingField(x, y);
5240 /* indestructible elements can only explode in center (but not flames) */
5241 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5242 mode == EX_TYPE_BORDER)) ||
5243 element == EL_FLAMES)
5246 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5247 behaviour, for example when touching a yamyam that explodes to rocks
5248 with active deadly shield, a rock is created under the player !!! */
5249 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5251 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5252 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5253 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5255 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5258 if (IS_ACTIVE_BOMB(element))
5260 /* re-activate things under the bomb like gate or penguin */
5261 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5268 /* save walkable background elements while explosion on same tile */
5269 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5270 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5271 Back[x][y] = element;
5273 /* ignite explodable elements reached by other explosion */
5274 if (element == EL_EXPLOSION)
5275 element = Store2[x][y];
5277 if (AmoebaNr[x][y] &&
5278 (element == EL_AMOEBA_FULL ||
5279 element == EL_BD_AMOEBA ||
5280 element == EL_AMOEBA_GROWING))
5282 AmoebaCnt[AmoebaNr[x][y]]--;
5283 AmoebaCnt2[AmoebaNr[x][y]]--;
5288 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5290 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5292 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5294 if (PLAYERINFO(ex, ey)->use_murphy)
5295 Store[x][y] = EL_EMPTY;
5298 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5299 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5300 else if (ELEM_IS_PLAYER(center_element))
5301 Store[x][y] = EL_EMPTY;
5302 else if (center_element == EL_YAMYAM)
5303 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5304 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5305 Store[x][y] = element_info[center_element].content.e[xx][yy];
5307 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5308 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5309 otherwise) -- FIX THIS !!! */
5310 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5311 Store[x][y] = element_info[element].content.e[1][1];
5313 else if (!CAN_EXPLODE(element))
5314 Store[x][y] = element_info[element].content.e[1][1];
5317 Store[x][y] = EL_EMPTY;
5319 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5320 center_element == EL_AMOEBA_TO_DIAMOND)
5321 Store2[x][y] = element;
5323 Feld[x][y] = EL_EXPLOSION;
5324 GfxElement[x][y] = artwork_element;
5326 ExplodePhase[x][y] = 1;
5327 ExplodeDelay[x][y] = last_phase;
5332 if (center_element == EL_YAMYAM)
5333 game.yamyam_content_nr =
5334 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5346 GfxFrame[x][y] = 0; /* restart explosion animation */
5348 last_phase = ExplodeDelay[x][y];
5350 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5352 /* this can happen if the player leaves an explosion just in time */
5353 if (GfxElement[x][y] == EL_UNDEFINED)
5354 GfxElement[x][y] = EL_EMPTY;
5356 border_element = Store2[x][y];
5357 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5358 border_element = StorePlayer[x][y];
5360 if (phase == element_info[border_element].ignition_delay ||
5361 phase == last_phase)
5363 boolean border_explosion = FALSE;
5365 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5366 !PLAYER_EXPLOSION_PROTECTED(x, y))
5368 KillPlayerUnlessExplosionProtected(x, y);
5369 border_explosion = TRUE;
5371 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5373 Feld[x][y] = Store2[x][y];
5376 border_explosion = TRUE;
5378 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5380 AmoebeUmwandeln(x, y);
5382 border_explosion = TRUE;
5385 /* if an element just explodes due to another explosion (chain-reaction),
5386 do not immediately end the new explosion when it was the last frame of
5387 the explosion (as it would be done in the following "if"-statement!) */
5388 if (border_explosion && phase == last_phase)
5392 if (phase == last_phase)
5396 element = Feld[x][y] = Store[x][y];
5397 Store[x][y] = Store2[x][y] = 0;
5398 GfxElement[x][y] = EL_UNDEFINED;
5400 /* player can escape from explosions and might therefore be still alive */
5401 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5402 element <= EL_PLAYER_IS_EXPLODING_4)
5404 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5405 int explosion_element = EL_PLAYER_1 + player_nr;
5406 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5407 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5409 if (level.use_explosion_element[player_nr])
5410 explosion_element = level.explosion_element[player_nr];
5412 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5413 element_info[explosion_element].content.e[xx][yy]);
5416 /* restore probably existing indestructible background element */
5417 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5418 element = Feld[x][y] = Back[x][y];
5421 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5422 GfxDir[x][y] = MV_NONE;
5423 ChangeDelay[x][y] = 0;
5424 ChangePage[x][y] = -1;
5426 CustomValue[x][y] = 0;
5428 InitField_WithBug2(x, y, FALSE);
5430 TEST_DrawLevelField(x, y);
5432 TestIfElementTouchesCustomElement(x, y);
5434 if (GFX_CRUMBLED(element))
5435 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5437 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5438 StorePlayer[x][y] = 0;
5440 if (ELEM_IS_PLAYER(element))
5441 RelocatePlayer(x, y, element);
5443 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5445 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5446 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5449 TEST_DrawLevelFieldCrumbled(x, y);
5451 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5453 DrawLevelElement(x, y, Back[x][y]);
5454 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5456 else if (IS_WALKABLE_UNDER(Back[x][y]))
5458 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5459 DrawLevelElementThruMask(x, y, Back[x][y]);
5461 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5462 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5466 void DynaExplode(int ex, int ey)
5469 int dynabomb_element = Feld[ex][ey];
5470 int dynabomb_size = 1;
5471 boolean dynabomb_xl = FALSE;
5472 struct PlayerInfo *player;
5473 static int xy[4][2] =
5481 if (IS_ACTIVE_BOMB(dynabomb_element))
5483 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5484 dynabomb_size = player->dynabomb_size;
5485 dynabomb_xl = player->dynabomb_xl;
5486 player->dynabombs_left++;
5489 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5491 for (i = 0; i < NUM_DIRECTIONS; i++)
5493 for (j = 1; j <= dynabomb_size; j++)
5495 int x = ex + j * xy[i][0];
5496 int y = ey + j * xy[i][1];
5499 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5502 element = Feld[x][y];
5504 /* do not restart explosions of fields with active bombs */
5505 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5508 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5510 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5511 !IS_DIGGABLE(element) && !dynabomb_xl)
5517 void Bang(int x, int y)
5519 int element = MovingOrBlocked2Element(x, y);
5520 int explosion_type = EX_TYPE_NORMAL;
5522 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5524 struct PlayerInfo *player = PLAYERINFO(x, y);
5526 element = Feld[x][y] = player->initial_element;
5528 if (level.use_explosion_element[player->index_nr])
5530 int explosion_element = level.explosion_element[player->index_nr];
5532 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5533 explosion_type = EX_TYPE_CROSS;
5534 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5535 explosion_type = EX_TYPE_CENTER;
5543 case EL_BD_BUTTERFLY:
5546 case EL_DARK_YAMYAM:
5550 RaiseScoreElement(element);
5553 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5554 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5555 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5556 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5557 case EL_DYNABOMB_INCREASE_NUMBER:
5558 case EL_DYNABOMB_INCREASE_SIZE:
5559 case EL_DYNABOMB_INCREASE_POWER:
5560 explosion_type = EX_TYPE_DYNA;
5563 case EL_DC_LANDMINE:
5564 explosion_type = EX_TYPE_CENTER;
5569 case EL_LAMP_ACTIVE:
5570 case EL_AMOEBA_TO_DIAMOND:
5571 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5572 explosion_type = EX_TYPE_CENTER;
5576 if (element_info[element].explosion_type == EXPLODES_CROSS)
5577 explosion_type = EX_TYPE_CROSS;
5578 else if (element_info[element].explosion_type == EXPLODES_1X1)
5579 explosion_type = EX_TYPE_CENTER;
5583 if (explosion_type == EX_TYPE_DYNA)
5586 Explode(x, y, EX_PHASE_START, explosion_type);
5588 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5591 void SplashAcid(int x, int y)
5593 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5594 (!IN_LEV_FIELD(x - 1, y - 2) ||
5595 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5596 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5598 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5599 (!IN_LEV_FIELD(x + 1, y - 2) ||
5600 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5601 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5603 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5606 static void InitBeltMovement()
5608 static int belt_base_element[4] =
5610 EL_CONVEYOR_BELT_1_LEFT,
5611 EL_CONVEYOR_BELT_2_LEFT,
5612 EL_CONVEYOR_BELT_3_LEFT,
5613 EL_CONVEYOR_BELT_4_LEFT
5615 static int belt_base_active_element[4] =
5617 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5618 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5619 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5620 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5625 /* set frame order for belt animation graphic according to belt direction */
5626 for (i = 0; i < NUM_BELTS; i++)
5630 for (j = 0; j < NUM_BELT_PARTS; j++)
5632 int element = belt_base_active_element[belt_nr] + j;
5633 int graphic_1 = el2img(element);
5634 int graphic_2 = el2panelimg(element);
5636 if (game.belt_dir[i] == MV_LEFT)
5638 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5639 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5643 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5644 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5649 SCAN_PLAYFIELD(x, y)
5651 int element = Feld[x][y];
5653 for (i = 0; i < NUM_BELTS; i++)
5655 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5657 int e_belt_nr = getBeltNrFromBeltElement(element);
5660 if (e_belt_nr == belt_nr)
5662 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5664 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5671 static void ToggleBeltSwitch(int x, int y)
5673 static int belt_base_element[4] =
5675 EL_CONVEYOR_BELT_1_LEFT,
5676 EL_CONVEYOR_BELT_2_LEFT,
5677 EL_CONVEYOR_BELT_3_LEFT,
5678 EL_CONVEYOR_BELT_4_LEFT
5680 static int belt_base_active_element[4] =
5682 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5683 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5684 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5685 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5687 static int belt_base_switch_element[4] =
5689 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5690 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5691 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5692 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5694 static int belt_move_dir[4] =
5702 int element = Feld[x][y];
5703 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5704 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5705 int belt_dir = belt_move_dir[belt_dir_nr];
5708 if (!IS_BELT_SWITCH(element))
5711 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5712 game.belt_dir[belt_nr] = belt_dir;
5714 if (belt_dir_nr == 3)
5717 /* set frame order for belt animation graphic according to belt direction */
5718 for (i = 0; i < NUM_BELT_PARTS; i++)
5720 int element = belt_base_active_element[belt_nr] + i;
5721 int graphic_1 = el2img(element);
5722 int graphic_2 = el2panelimg(element);
5724 if (belt_dir == MV_LEFT)
5726 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5727 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5731 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5732 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5736 SCAN_PLAYFIELD(xx, yy)
5738 int element = Feld[xx][yy];
5740 if (IS_BELT_SWITCH(element))
5742 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5744 if (e_belt_nr == belt_nr)
5746 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5747 TEST_DrawLevelField(xx, yy);
5750 else if (IS_BELT(element) && belt_dir != MV_NONE)
5752 int e_belt_nr = getBeltNrFromBeltElement(element);
5754 if (e_belt_nr == belt_nr)
5756 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5758 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5759 TEST_DrawLevelField(xx, yy);
5762 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5764 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5766 if (e_belt_nr == belt_nr)
5768 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5770 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5771 TEST_DrawLevelField(xx, yy);
5777 static void ToggleSwitchgateSwitch(int x, int y)
5781 game.switchgate_pos = !game.switchgate_pos;
5783 SCAN_PLAYFIELD(xx, yy)
5785 int element = Feld[xx][yy];
5787 if (element == EL_SWITCHGATE_SWITCH_UP)
5789 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5790 TEST_DrawLevelField(xx, yy);
5792 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5794 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5795 TEST_DrawLevelField(xx, yy);
5797 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5799 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5800 TEST_DrawLevelField(xx, yy);
5802 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5804 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5805 TEST_DrawLevelField(xx, yy);
5807 else if (element == EL_SWITCHGATE_OPEN ||
5808 element == EL_SWITCHGATE_OPENING)
5810 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
5812 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
5814 else if (element == EL_SWITCHGATE_CLOSED ||
5815 element == EL_SWITCHGATE_CLOSING)
5817 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
5819 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
5824 static int getInvisibleActiveFromInvisibleElement(int element)
5826 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
5827 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
5828 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
5832 static int getInvisibleFromInvisibleActiveElement(int element)
5834 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
5835 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
5836 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
5840 static void RedrawAllLightSwitchesAndInvisibleElements()
5844 SCAN_PLAYFIELD(x, y)
5846 int element = Feld[x][y];
5848 if (element == EL_LIGHT_SWITCH &&
5849 game.light_time_left > 0)
5851 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
5852 TEST_DrawLevelField(x, y);
5854 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
5855 game.light_time_left == 0)
5857 Feld[x][y] = EL_LIGHT_SWITCH;
5858 TEST_DrawLevelField(x, y);
5860 else if (element == EL_EMC_DRIPPER &&
5861 game.light_time_left > 0)
5863 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5864 TEST_DrawLevelField(x, y);
5866 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5867 game.light_time_left == 0)
5869 Feld[x][y] = EL_EMC_DRIPPER;
5870 TEST_DrawLevelField(x, y);
5872 else if (element == EL_INVISIBLE_STEELWALL ||
5873 element == EL_INVISIBLE_WALL ||
5874 element == EL_INVISIBLE_SAND)
5876 if (game.light_time_left > 0)
5877 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5879 TEST_DrawLevelField(x, y);
5881 /* uncrumble neighbour fields, if needed */
5882 if (element == EL_INVISIBLE_SAND)
5883 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5885 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5886 element == EL_INVISIBLE_WALL_ACTIVE ||
5887 element == EL_INVISIBLE_SAND_ACTIVE)
5889 if (game.light_time_left == 0)
5890 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5892 TEST_DrawLevelField(x, y);
5894 /* re-crumble neighbour fields, if needed */
5895 if (element == EL_INVISIBLE_SAND)
5896 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5901 static void RedrawAllInvisibleElementsForLenses()
5905 SCAN_PLAYFIELD(x, y)
5907 int element = Feld[x][y];
5909 if (element == EL_EMC_DRIPPER &&
5910 game.lenses_time_left > 0)
5912 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5913 TEST_DrawLevelField(x, y);
5915 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5916 game.lenses_time_left == 0)
5918 Feld[x][y] = EL_EMC_DRIPPER;
5919 TEST_DrawLevelField(x, y);
5921 else if (element == EL_INVISIBLE_STEELWALL ||
5922 element == EL_INVISIBLE_WALL ||
5923 element == EL_INVISIBLE_SAND)
5925 if (game.lenses_time_left > 0)
5926 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5928 TEST_DrawLevelField(x, y);
5930 /* uncrumble neighbour fields, if needed */
5931 if (element == EL_INVISIBLE_SAND)
5932 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5934 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5935 element == EL_INVISIBLE_WALL_ACTIVE ||
5936 element == EL_INVISIBLE_SAND_ACTIVE)
5938 if (game.lenses_time_left == 0)
5939 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5941 TEST_DrawLevelField(x, y);
5943 /* re-crumble neighbour fields, if needed */
5944 if (element == EL_INVISIBLE_SAND)
5945 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5950 static void RedrawAllInvisibleElementsForMagnifier()
5954 SCAN_PLAYFIELD(x, y)
5956 int element = Feld[x][y];
5958 if (element == EL_EMC_FAKE_GRASS &&
5959 game.magnify_time_left > 0)
5961 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
5962 TEST_DrawLevelField(x, y);
5964 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
5965 game.magnify_time_left == 0)
5967 Feld[x][y] = EL_EMC_FAKE_GRASS;
5968 TEST_DrawLevelField(x, y);
5970 else if (IS_GATE_GRAY(element) &&
5971 game.magnify_time_left > 0)
5973 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
5974 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
5975 IS_EM_GATE_GRAY(element) ?
5976 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
5977 IS_EMC_GATE_GRAY(element) ?
5978 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
5979 IS_DC_GATE_GRAY(element) ?
5980 EL_DC_GATE_WHITE_GRAY_ACTIVE :
5982 TEST_DrawLevelField(x, y);
5984 else if (IS_GATE_GRAY_ACTIVE(element) &&
5985 game.magnify_time_left == 0)
5987 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
5988 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
5989 IS_EM_GATE_GRAY_ACTIVE(element) ?
5990 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
5991 IS_EMC_GATE_GRAY_ACTIVE(element) ?
5992 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
5993 IS_DC_GATE_GRAY_ACTIVE(element) ?
5994 EL_DC_GATE_WHITE_GRAY :
5996 TEST_DrawLevelField(x, y);
6001 static void ToggleLightSwitch(int x, int y)
6003 int element = Feld[x][y];
6005 game.light_time_left =
6006 (element == EL_LIGHT_SWITCH ?
6007 level.time_light * FRAMES_PER_SECOND : 0);
6009 RedrawAllLightSwitchesAndInvisibleElements();
6012 static void ActivateTimegateSwitch(int x, int y)
6016 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6018 SCAN_PLAYFIELD(xx, yy)
6020 int element = Feld[xx][yy];
6022 if (element == EL_TIMEGATE_CLOSED ||
6023 element == EL_TIMEGATE_CLOSING)
6025 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6026 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6030 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6032 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6033 TEST_DrawLevelField(xx, yy);
6039 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6040 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6043 void Impact(int x, int y)
6045 boolean last_line = (y == lev_fieldy - 1);
6046 boolean object_hit = FALSE;
6047 boolean impact = (last_line || object_hit);
6048 int element = Feld[x][y];
6049 int smashed = EL_STEELWALL;
6051 if (!last_line) /* check if element below was hit */
6053 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6056 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6057 MovDir[x][y + 1] != MV_DOWN ||
6058 MovPos[x][y + 1] <= TILEY / 2));
6060 /* do not smash moving elements that left the smashed field in time */
6061 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6062 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6065 #if USE_QUICKSAND_IMPACT_BUGFIX
6066 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6068 RemoveMovingField(x, y + 1);
6069 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6070 Feld[x][y + 2] = EL_ROCK;
6071 TEST_DrawLevelField(x, y + 2);
6076 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6078 RemoveMovingField(x, y + 1);
6079 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6080 Feld[x][y + 2] = EL_ROCK;
6081 TEST_DrawLevelField(x, y + 2);
6088 smashed = MovingOrBlocked2Element(x, y + 1);
6090 impact = (last_line || object_hit);
6093 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6095 SplashAcid(x, y + 1);
6099 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6100 /* only reset graphic animation if graphic really changes after impact */
6102 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6104 ResetGfxAnimation(x, y);
6105 TEST_DrawLevelField(x, y);
6108 if (impact && CAN_EXPLODE_IMPACT(element))
6113 else if (impact && element == EL_PEARL &&
6114 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6116 ResetGfxAnimation(x, y);
6118 Feld[x][y] = EL_PEARL_BREAKING;
6119 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6122 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6124 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6129 if (impact && element == EL_AMOEBA_DROP)
6131 if (object_hit && IS_PLAYER(x, y + 1))
6132 KillPlayerUnlessEnemyProtected(x, y + 1);
6133 else if (object_hit && smashed == EL_PENGUIN)
6137 Feld[x][y] = EL_AMOEBA_GROWING;
6138 Store[x][y] = EL_AMOEBA_WET;
6140 ResetRandomAnimationValue(x, y);
6145 if (object_hit) /* check which object was hit */
6147 if ((CAN_PASS_MAGIC_WALL(element) &&
6148 (smashed == EL_MAGIC_WALL ||
6149 smashed == EL_BD_MAGIC_WALL)) ||
6150 (CAN_PASS_DC_MAGIC_WALL(element) &&
6151 smashed == EL_DC_MAGIC_WALL))
6154 int activated_magic_wall =
6155 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6156 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6157 EL_DC_MAGIC_WALL_ACTIVE);
6159 /* activate magic wall / mill */
6160 SCAN_PLAYFIELD(xx, yy)
6162 if (Feld[xx][yy] == smashed)
6163 Feld[xx][yy] = activated_magic_wall;
6166 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6167 game.magic_wall_active = TRUE;
6169 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6170 SND_MAGIC_WALL_ACTIVATING :
6171 smashed == EL_BD_MAGIC_WALL ?
6172 SND_BD_MAGIC_WALL_ACTIVATING :
6173 SND_DC_MAGIC_WALL_ACTIVATING));
6176 if (IS_PLAYER(x, y + 1))
6178 if (CAN_SMASH_PLAYER(element))
6180 KillPlayerUnlessEnemyProtected(x, y + 1);
6184 else if (smashed == EL_PENGUIN)
6186 if (CAN_SMASH_PLAYER(element))
6192 else if (element == EL_BD_DIAMOND)
6194 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6200 else if (((element == EL_SP_INFOTRON ||
6201 element == EL_SP_ZONK) &&
6202 (smashed == EL_SP_SNIKSNAK ||
6203 smashed == EL_SP_ELECTRON ||
6204 smashed == EL_SP_DISK_ORANGE)) ||
6205 (element == EL_SP_INFOTRON &&
6206 smashed == EL_SP_DISK_YELLOW))
6211 else if (CAN_SMASH_EVERYTHING(element))
6213 if (IS_CLASSIC_ENEMY(smashed) ||
6214 CAN_EXPLODE_SMASHED(smashed))
6219 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6221 if (smashed == EL_LAMP ||
6222 smashed == EL_LAMP_ACTIVE)
6227 else if (smashed == EL_NUT)
6229 Feld[x][y + 1] = EL_NUT_BREAKING;
6230 PlayLevelSound(x, y, SND_NUT_BREAKING);
6231 RaiseScoreElement(EL_NUT);
6234 else if (smashed == EL_PEARL)
6236 ResetGfxAnimation(x, y);
6238 Feld[x][y + 1] = EL_PEARL_BREAKING;
6239 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6242 else if (smashed == EL_DIAMOND)
6244 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6245 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6248 else if (IS_BELT_SWITCH(smashed))
6250 ToggleBeltSwitch(x, y + 1);
6252 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6253 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6254 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6255 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6257 ToggleSwitchgateSwitch(x, y + 1);
6259 else if (smashed == EL_LIGHT_SWITCH ||
6260 smashed == EL_LIGHT_SWITCH_ACTIVE)
6262 ToggleLightSwitch(x, y + 1);
6266 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6268 CheckElementChangeBySide(x, y + 1, smashed, element,
6269 CE_SWITCHED, CH_SIDE_TOP);
6270 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6276 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6281 /* play sound of magic wall / mill */
6283 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6284 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6285 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6287 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6288 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6289 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6290 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6291 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6292 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6297 /* play sound of object that hits the ground */
6298 if (last_line || object_hit)
6299 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6302 inline static void TurnRoundExt(int x, int y)
6314 { 0, 0 }, { 0, 0 }, { 0, 0 },
6319 int left, right, back;
6323 { MV_DOWN, MV_UP, MV_RIGHT },
6324 { MV_UP, MV_DOWN, MV_LEFT },
6326 { MV_LEFT, MV_RIGHT, MV_DOWN },
6330 { MV_RIGHT, MV_LEFT, MV_UP }
6333 int element = Feld[x][y];
6334 int move_pattern = element_info[element].move_pattern;
6336 int old_move_dir = MovDir[x][y];
6337 int left_dir = turn[old_move_dir].left;
6338 int right_dir = turn[old_move_dir].right;
6339 int back_dir = turn[old_move_dir].back;
6341 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6342 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6343 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6344 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6346 int left_x = x + left_dx, left_y = y + left_dy;
6347 int right_x = x + right_dx, right_y = y + right_dy;
6348 int move_x = x + move_dx, move_y = y + move_dy;
6352 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6354 TestIfBadThingTouchesOtherBadThing(x, y);
6356 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6357 MovDir[x][y] = right_dir;
6358 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6359 MovDir[x][y] = left_dir;
6361 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6363 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6366 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6368 TestIfBadThingTouchesOtherBadThing(x, y);
6370 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6371 MovDir[x][y] = left_dir;
6372 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6373 MovDir[x][y] = right_dir;
6375 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6377 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6380 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6382 TestIfBadThingTouchesOtherBadThing(x, y);
6384 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6385 MovDir[x][y] = left_dir;
6386 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6387 MovDir[x][y] = right_dir;
6389 if (MovDir[x][y] != old_move_dir)
6392 else if (element == EL_YAMYAM)
6394 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6395 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6397 if (can_turn_left && can_turn_right)
6398 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6399 else if (can_turn_left)
6400 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6401 else if (can_turn_right)
6402 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6404 MovDir[x][y] = back_dir;
6406 MovDelay[x][y] = 16 + 16 * RND(3);
6408 else if (element == EL_DARK_YAMYAM)
6410 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6412 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6415 if (can_turn_left && can_turn_right)
6416 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6417 else if (can_turn_left)
6418 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6419 else if (can_turn_right)
6420 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6422 MovDir[x][y] = back_dir;
6424 MovDelay[x][y] = 16 + 16 * RND(3);
6426 else if (element == EL_PACMAN)
6428 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6429 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6431 if (can_turn_left && can_turn_right)
6432 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6433 else if (can_turn_left)
6434 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6435 else if (can_turn_right)
6436 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6438 MovDir[x][y] = back_dir;
6440 MovDelay[x][y] = 6 + RND(40);
6442 else if (element == EL_PIG)
6444 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6445 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6446 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6447 boolean should_turn_left, should_turn_right, should_move_on;
6449 int rnd = RND(rnd_value);
6451 should_turn_left = (can_turn_left &&
6453 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6454 y + back_dy + left_dy)));
6455 should_turn_right = (can_turn_right &&
6457 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6458 y + back_dy + right_dy)));
6459 should_move_on = (can_move_on &&
6462 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6463 y + move_dy + left_dy) ||
6464 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6465 y + move_dy + right_dy)));
6467 if (should_turn_left || should_turn_right || should_move_on)
6469 if (should_turn_left && should_turn_right && should_move_on)
6470 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6471 rnd < 2 * rnd_value / 3 ? right_dir :
6473 else if (should_turn_left && should_turn_right)
6474 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6475 else if (should_turn_left && should_move_on)
6476 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6477 else if (should_turn_right && should_move_on)
6478 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6479 else if (should_turn_left)
6480 MovDir[x][y] = left_dir;
6481 else if (should_turn_right)
6482 MovDir[x][y] = right_dir;
6483 else if (should_move_on)
6484 MovDir[x][y] = old_move_dir;
6486 else if (can_move_on && rnd > rnd_value / 8)
6487 MovDir[x][y] = old_move_dir;
6488 else if (can_turn_left && can_turn_right)
6489 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6490 else if (can_turn_left && rnd > rnd_value / 8)
6491 MovDir[x][y] = left_dir;
6492 else if (can_turn_right && rnd > rnd_value/8)
6493 MovDir[x][y] = right_dir;
6495 MovDir[x][y] = back_dir;
6497 xx = x + move_xy[MovDir[x][y]].dx;
6498 yy = y + move_xy[MovDir[x][y]].dy;
6500 if (!IN_LEV_FIELD(xx, yy) ||
6501 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6502 MovDir[x][y] = old_move_dir;
6506 else if (element == EL_DRAGON)
6508 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6509 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6510 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6512 int rnd = RND(rnd_value);
6514 if (can_move_on && rnd > rnd_value / 8)
6515 MovDir[x][y] = old_move_dir;
6516 else if (can_turn_left && can_turn_right)
6517 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6518 else if (can_turn_left && rnd > rnd_value / 8)
6519 MovDir[x][y] = left_dir;
6520 else if (can_turn_right && rnd > rnd_value / 8)
6521 MovDir[x][y] = right_dir;
6523 MovDir[x][y] = back_dir;
6525 xx = x + move_xy[MovDir[x][y]].dx;
6526 yy = y + move_xy[MovDir[x][y]].dy;
6528 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6529 MovDir[x][y] = old_move_dir;
6533 else if (element == EL_MOLE)
6535 boolean can_move_on =
6536 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6537 IS_AMOEBOID(Feld[move_x][move_y]) ||
6538 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6541 boolean can_turn_left =
6542 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6543 IS_AMOEBOID(Feld[left_x][left_y])));
6545 boolean can_turn_right =
6546 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6547 IS_AMOEBOID(Feld[right_x][right_y])));
6549 if (can_turn_left && can_turn_right)
6550 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6551 else if (can_turn_left)
6552 MovDir[x][y] = left_dir;
6554 MovDir[x][y] = right_dir;
6557 if (MovDir[x][y] != old_move_dir)
6560 else if (element == EL_BALLOON)
6562 MovDir[x][y] = game.wind_direction;
6565 else if (element == EL_SPRING)
6567 if (MovDir[x][y] & MV_HORIZONTAL)
6569 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6570 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6572 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6573 ResetGfxAnimation(move_x, move_y);
6574 TEST_DrawLevelField(move_x, move_y);
6576 MovDir[x][y] = back_dir;
6578 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6579 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6580 MovDir[x][y] = MV_NONE;
6585 else if (element == EL_ROBOT ||
6586 element == EL_SATELLITE ||
6587 element == EL_PENGUIN ||
6588 element == EL_EMC_ANDROID)
6590 int attr_x = -1, attr_y = -1;
6601 for (i = 0; i < MAX_PLAYERS; i++)
6603 struct PlayerInfo *player = &stored_player[i];
6604 int jx = player->jx, jy = player->jy;
6606 if (!player->active)
6610 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6618 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6619 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6620 game.engine_version < VERSION_IDENT(3,1,0,0)))
6626 if (element == EL_PENGUIN)
6629 static int xy[4][2] =
6637 for (i = 0; i < NUM_DIRECTIONS; i++)
6639 int ex = x + xy[i][0];
6640 int ey = y + xy[i][1];
6642 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6643 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6644 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6645 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6654 MovDir[x][y] = MV_NONE;
6656 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6657 else if (attr_x > x)
6658 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6660 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6661 else if (attr_y > y)
6662 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6664 if (element == EL_ROBOT)
6668 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6669 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6670 Moving2Blocked(x, y, &newx, &newy);
6672 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6673 MovDelay[x][y] = 8 + 8 * !RND(3);
6675 MovDelay[x][y] = 16;
6677 else if (element == EL_PENGUIN)
6683 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6685 boolean first_horiz = RND(2);
6686 int new_move_dir = MovDir[x][y];
6689 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6690 Moving2Blocked(x, y, &newx, &newy);
6692 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6696 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6697 Moving2Blocked(x, y, &newx, &newy);
6699 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6702 MovDir[x][y] = old_move_dir;
6706 else if (element == EL_SATELLITE)
6712 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6714 boolean first_horiz = RND(2);
6715 int new_move_dir = MovDir[x][y];
6718 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6719 Moving2Blocked(x, y, &newx, &newy);
6721 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6725 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6726 Moving2Blocked(x, y, &newx, &newy);
6728 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6731 MovDir[x][y] = old_move_dir;
6735 else if (element == EL_EMC_ANDROID)
6737 static int check_pos[16] =
6739 -1, /* 0 => (invalid) */
6740 7, /* 1 => MV_LEFT */
6741 3, /* 2 => MV_RIGHT */
6742 -1, /* 3 => (invalid) */
6744 0, /* 5 => MV_LEFT | MV_UP */
6745 2, /* 6 => MV_RIGHT | MV_UP */
6746 -1, /* 7 => (invalid) */
6747 5, /* 8 => MV_DOWN */
6748 6, /* 9 => MV_LEFT | MV_DOWN */
6749 4, /* 10 => MV_RIGHT | MV_DOWN */
6750 -1, /* 11 => (invalid) */
6751 -1, /* 12 => (invalid) */
6752 -1, /* 13 => (invalid) */
6753 -1, /* 14 => (invalid) */
6754 -1, /* 15 => (invalid) */
6762 { -1, -1, MV_LEFT | MV_UP },
6764 { +1, -1, MV_RIGHT | MV_UP },
6765 { +1, 0, MV_RIGHT },
6766 { +1, +1, MV_RIGHT | MV_DOWN },
6768 { -1, +1, MV_LEFT | MV_DOWN },
6771 int start_pos, check_order;
6772 boolean can_clone = FALSE;
6775 /* check if there is any free field around current position */
6776 for (i = 0; i < 8; i++)
6778 int newx = x + check_xy[i].dx;
6779 int newy = y + check_xy[i].dy;
6781 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6789 if (can_clone) /* randomly find an element to clone */
6793 start_pos = check_pos[RND(8)];
6794 check_order = (RND(2) ? -1 : +1);
6796 for (i = 0; i < 8; i++)
6798 int pos_raw = start_pos + i * check_order;
6799 int pos = (pos_raw + 8) % 8;
6800 int newx = x + check_xy[pos].dx;
6801 int newy = y + check_xy[pos].dy;
6803 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6805 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
6806 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
6808 Store[x][y] = Feld[newx][newy];
6817 if (can_clone) /* randomly find a direction to move */
6821 start_pos = check_pos[RND(8)];
6822 check_order = (RND(2) ? -1 : +1);
6824 for (i = 0; i < 8; i++)
6826 int pos_raw = start_pos + i * check_order;
6827 int pos = (pos_raw + 8) % 8;
6828 int newx = x + check_xy[pos].dx;
6829 int newy = y + check_xy[pos].dy;
6830 int new_move_dir = check_xy[pos].dir;
6832 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6834 MovDir[x][y] = new_move_dir;
6835 MovDelay[x][y] = level.android_clone_time * 8 + 1;
6844 if (can_clone) /* cloning and moving successful */
6847 /* cannot clone -- try to move towards player */
6849 start_pos = check_pos[MovDir[x][y] & 0x0f];
6850 check_order = (RND(2) ? -1 : +1);
6852 for (i = 0; i < 3; i++)
6854 /* first check start_pos, then previous/next or (next/previous) pos */
6855 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
6856 int pos = (pos_raw + 8) % 8;
6857 int newx = x + check_xy[pos].dx;
6858 int newy = y + check_xy[pos].dy;
6859 int new_move_dir = check_xy[pos].dir;
6861 if (IS_PLAYER(newx, newy))
6864 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6866 MovDir[x][y] = new_move_dir;
6867 MovDelay[x][y] = level.android_move_time * 8 + 1;
6874 else if (move_pattern == MV_TURNING_LEFT ||
6875 move_pattern == MV_TURNING_RIGHT ||
6876 move_pattern == MV_TURNING_LEFT_RIGHT ||
6877 move_pattern == MV_TURNING_RIGHT_LEFT ||
6878 move_pattern == MV_TURNING_RANDOM ||
6879 move_pattern == MV_ALL_DIRECTIONS)
6881 boolean can_turn_left =
6882 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
6883 boolean can_turn_right =
6884 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
6886 if (element_info[element].move_stepsize == 0) /* "not moving" */
6889 if (move_pattern == MV_TURNING_LEFT)
6890 MovDir[x][y] = left_dir;
6891 else if (move_pattern == MV_TURNING_RIGHT)
6892 MovDir[x][y] = right_dir;
6893 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
6894 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
6895 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
6896 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
6897 else if (move_pattern == MV_TURNING_RANDOM)
6898 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
6899 can_turn_right && !can_turn_left ? right_dir :
6900 RND(2) ? left_dir : right_dir);
6901 else if (can_turn_left && can_turn_right)
6902 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6903 else if (can_turn_left)
6904 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6905 else if (can_turn_right)
6906 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6908 MovDir[x][y] = back_dir;
6910 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6912 else if (move_pattern == MV_HORIZONTAL ||
6913 move_pattern == MV_VERTICAL)
6915 if (move_pattern & old_move_dir)
6916 MovDir[x][y] = back_dir;
6917 else if (move_pattern == MV_HORIZONTAL)
6918 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
6919 else if (move_pattern == MV_VERTICAL)
6920 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
6922 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6924 else if (move_pattern & MV_ANY_DIRECTION)
6926 MovDir[x][y] = move_pattern;
6927 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6929 else if (move_pattern & MV_WIND_DIRECTION)
6931 MovDir[x][y] = game.wind_direction;
6932 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6934 else if (move_pattern == MV_ALONG_LEFT_SIDE)
6936 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
6937 MovDir[x][y] = left_dir;
6938 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6939 MovDir[x][y] = right_dir;
6941 if (MovDir[x][y] != old_move_dir)
6942 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6944 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
6946 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
6947 MovDir[x][y] = right_dir;
6948 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6949 MovDir[x][y] = left_dir;
6951 if (MovDir[x][y] != old_move_dir)
6952 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6954 else if (move_pattern == MV_TOWARDS_PLAYER ||
6955 move_pattern == MV_AWAY_FROM_PLAYER)
6957 int attr_x = -1, attr_y = -1;
6959 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
6970 for (i = 0; i < MAX_PLAYERS; i++)
6972 struct PlayerInfo *player = &stored_player[i];
6973 int jx = player->jx, jy = player->jy;
6975 if (!player->active)
6979 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6987 MovDir[x][y] = MV_NONE;
6989 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
6990 else if (attr_x > x)
6991 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
6993 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
6994 else if (attr_y > y)
6995 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
6997 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6999 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7001 boolean first_horiz = RND(2);
7002 int new_move_dir = MovDir[x][y];
7004 if (element_info[element].move_stepsize == 0) /* "not moving" */
7006 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7007 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7013 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7014 Moving2Blocked(x, y, &newx, &newy);
7016 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7020 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7021 Moving2Blocked(x, y, &newx, &newy);
7023 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7026 MovDir[x][y] = old_move_dir;
7029 else if (move_pattern == MV_WHEN_PUSHED ||
7030 move_pattern == MV_WHEN_DROPPED)
7032 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7033 MovDir[x][y] = MV_NONE;
7037 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7039 static int test_xy[7][2] =
7049 static int test_dir[7] =
7059 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7060 int move_preference = -1000000; /* start with very low preference */
7061 int new_move_dir = MV_NONE;
7062 int start_test = RND(4);
7065 for (i = 0; i < NUM_DIRECTIONS; i++)
7067 int move_dir = test_dir[start_test + i];
7068 int move_dir_preference;
7070 xx = x + test_xy[start_test + i][0];
7071 yy = y + test_xy[start_test + i][1];
7073 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7074 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7076 new_move_dir = move_dir;
7081 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7084 move_dir_preference = -1 * RunnerVisit[xx][yy];
7085 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7086 move_dir_preference = PlayerVisit[xx][yy];
7088 if (move_dir_preference > move_preference)
7090 /* prefer field that has not been visited for the longest time */
7091 move_preference = move_dir_preference;
7092 new_move_dir = move_dir;
7094 else if (move_dir_preference == move_preference &&
7095 move_dir == old_move_dir)
7097 /* prefer last direction when all directions are preferred equally */
7098 move_preference = move_dir_preference;
7099 new_move_dir = move_dir;
7103 MovDir[x][y] = new_move_dir;
7104 if (old_move_dir != new_move_dir)
7105 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7109 static void TurnRound(int x, int y)
7111 int direction = MovDir[x][y];
7115 GfxDir[x][y] = MovDir[x][y];
7117 if (direction != MovDir[x][y])
7121 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7123 ResetGfxFrame(x, y, FALSE);
7126 static boolean JustBeingPushed(int x, int y)
7130 for (i = 0; i < MAX_PLAYERS; i++)
7132 struct PlayerInfo *player = &stored_player[i];
7134 if (player->active && player->is_pushing && player->MovPos)
7136 int next_jx = player->jx + (player->jx - player->last_jx);
7137 int next_jy = player->jy + (player->jy - player->last_jy);
7139 if (x == next_jx && y == next_jy)
7147 void StartMoving(int x, int y)
7149 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7150 int element = Feld[x][y];
7155 if (MovDelay[x][y] == 0)
7156 GfxAction[x][y] = ACTION_DEFAULT;
7158 if (CAN_FALL(element) && y < lev_fieldy - 1)
7160 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7161 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7162 if (JustBeingPushed(x, y))
7165 if (element == EL_QUICKSAND_FULL)
7167 if (IS_FREE(x, y + 1))
7169 InitMovingField(x, y, MV_DOWN);
7170 started_moving = TRUE;
7172 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7173 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7174 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7175 Store[x][y] = EL_ROCK;
7177 Store[x][y] = EL_ROCK;
7180 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7182 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7184 if (!MovDelay[x][y])
7186 MovDelay[x][y] = TILEY + 1;
7188 ResetGfxAnimation(x, y);
7189 ResetGfxAnimation(x, y + 1);
7194 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7195 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7202 Feld[x][y] = EL_QUICKSAND_EMPTY;
7203 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7204 Store[x][y + 1] = Store[x][y];
7207 PlayLevelSoundAction(x, y, ACTION_FILLING);
7209 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7211 if (!MovDelay[x][y])
7213 MovDelay[x][y] = TILEY + 1;
7215 ResetGfxAnimation(x, y);
7216 ResetGfxAnimation(x, y + 1);
7221 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7222 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7229 Feld[x][y] = EL_QUICKSAND_EMPTY;
7230 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7231 Store[x][y + 1] = Store[x][y];
7234 PlayLevelSoundAction(x, y, ACTION_FILLING);
7237 else if (element == EL_QUICKSAND_FAST_FULL)
7239 if (IS_FREE(x, y + 1))
7241 InitMovingField(x, y, MV_DOWN);
7242 started_moving = TRUE;
7244 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7245 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7246 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7247 Store[x][y] = EL_ROCK;
7249 Store[x][y] = EL_ROCK;
7252 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7254 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7256 if (!MovDelay[x][y])
7258 MovDelay[x][y] = TILEY + 1;
7260 ResetGfxAnimation(x, y);
7261 ResetGfxAnimation(x, y + 1);
7266 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7267 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7274 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7275 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7276 Store[x][y + 1] = Store[x][y];
7279 PlayLevelSoundAction(x, y, ACTION_FILLING);
7281 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7283 if (!MovDelay[x][y])
7285 MovDelay[x][y] = TILEY + 1;
7287 ResetGfxAnimation(x, y);
7288 ResetGfxAnimation(x, y + 1);
7293 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7294 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7301 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7302 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7303 Store[x][y + 1] = Store[x][y];
7306 PlayLevelSoundAction(x, y, ACTION_FILLING);
7309 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7310 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7312 InitMovingField(x, y, MV_DOWN);
7313 started_moving = TRUE;
7315 Feld[x][y] = EL_QUICKSAND_FILLING;
7316 Store[x][y] = element;
7318 PlayLevelSoundAction(x, y, ACTION_FILLING);
7320 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7321 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7323 InitMovingField(x, y, MV_DOWN);
7324 started_moving = TRUE;
7326 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7327 Store[x][y] = element;
7329 PlayLevelSoundAction(x, y, ACTION_FILLING);
7331 else if (element == EL_MAGIC_WALL_FULL)
7333 if (IS_FREE(x, y + 1))
7335 InitMovingField(x, y, MV_DOWN);
7336 started_moving = TRUE;
7338 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7339 Store[x][y] = EL_CHANGED(Store[x][y]);
7341 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7343 if (!MovDelay[x][y])
7344 MovDelay[x][y] = TILEY / 4 + 1;
7353 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7354 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7355 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7359 else if (element == EL_BD_MAGIC_WALL_FULL)
7361 if (IS_FREE(x, y + 1))
7363 InitMovingField(x, y, MV_DOWN);
7364 started_moving = TRUE;
7366 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7367 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7369 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7371 if (!MovDelay[x][y])
7372 MovDelay[x][y] = TILEY / 4 + 1;
7381 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7382 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7383 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7387 else if (element == EL_DC_MAGIC_WALL_FULL)
7389 if (IS_FREE(x, y + 1))
7391 InitMovingField(x, y, MV_DOWN);
7392 started_moving = TRUE;
7394 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7395 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7397 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7399 if (!MovDelay[x][y])
7400 MovDelay[x][y] = TILEY / 4 + 1;
7409 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7410 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7411 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7415 else if ((CAN_PASS_MAGIC_WALL(element) &&
7416 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7417 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7418 (CAN_PASS_DC_MAGIC_WALL(element) &&
7419 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7422 InitMovingField(x, y, MV_DOWN);
7423 started_moving = TRUE;
7426 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7427 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7428 EL_DC_MAGIC_WALL_FILLING);
7429 Store[x][y] = element;
7431 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7433 SplashAcid(x, y + 1);
7435 InitMovingField(x, y, MV_DOWN);
7436 started_moving = TRUE;
7438 Store[x][y] = EL_ACID;
7441 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7442 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7443 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7444 CAN_FALL(element) && WasJustFalling[x][y] &&
7445 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7447 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7448 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7449 (Feld[x][y + 1] == EL_BLOCKED)))
7451 /* this is needed for a special case not covered by calling "Impact()"
7452 from "ContinueMoving()": if an element moves to a tile directly below
7453 another element which was just falling on that tile (which was empty
7454 in the previous frame), the falling element above would just stop
7455 instead of smashing the element below (in previous version, the above
7456 element was just checked for "moving" instead of "falling", resulting
7457 in incorrect smashes caused by horizontal movement of the above
7458 element; also, the case of the player being the element to smash was
7459 simply not covered here... :-/ ) */
7461 CheckCollision[x][y] = 0;
7462 CheckImpact[x][y] = 0;
7466 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7468 if (MovDir[x][y] == MV_NONE)
7470 InitMovingField(x, y, MV_DOWN);
7471 started_moving = TRUE;
7474 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7476 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7477 MovDir[x][y] = MV_DOWN;
7479 InitMovingField(x, y, MV_DOWN);
7480 started_moving = TRUE;
7482 else if (element == EL_AMOEBA_DROP)
7484 Feld[x][y] = EL_AMOEBA_GROWING;
7485 Store[x][y] = EL_AMOEBA_WET;
7487 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7488 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7489 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7490 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7492 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7493 (IS_FREE(x - 1, y + 1) ||
7494 Feld[x - 1][y + 1] == EL_ACID));
7495 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7496 (IS_FREE(x + 1, y + 1) ||
7497 Feld[x + 1][y + 1] == EL_ACID));
7498 boolean can_fall_any = (can_fall_left || can_fall_right);
7499 boolean can_fall_both = (can_fall_left && can_fall_right);
7500 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7502 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7504 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7505 can_fall_right = FALSE;
7506 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7507 can_fall_left = FALSE;
7508 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7509 can_fall_right = FALSE;
7510 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7511 can_fall_left = FALSE;
7513 can_fall_any = (can_fall_left || can_fall_right);
7514 can_fall_both = FALSE;
7519 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7520 can_fall_right = FALSE; /* slip down on left side */
7522 can_fall_left = !(can_fall_right = RND(2));
7524 can_fall_both = FALSE;
7529 /* if not determined otherwise, prefer left side for slipping down */
7530 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7531 started_moving = TRUE;
7534 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7536 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7537 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7538 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7539 int belt_dir = game.belt_dir[belt_nr];
7541 if ((belt_dir == MV_LEFT && left_is_free) ||
7542 (belt_dir == MV_RIGHT && right_is_free))
7544 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7546 InitMovingField(x, y, belt_dir);
7547 started_moving = TRUE;
7549 Pushed[x][y] = TRUE;
7550 Pushed[nextx][y] = TRUE;
7552 GfxAction[x][y] = ACTION_DEFAULT;
7556 MovDir[x][y] = 0; /* if element was moving, stop it */
7561 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7562 if (CAN_MOVE(element) && !started_moving)
7564 int move_pattern = element_info[element].move_pattern;
7567 Moving2Blocked(x, y, &newx, &newy);
7569 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7572 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7573 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7575 WasJustMoving[x][y] = 0;
7576 CheckCollision[x][y] = 0;
7578 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7580 if (Feld[x][y] != element) /* element has changed */
7584 if (!MovDelay[x][y]) /* start new movement phase */
7586 /* all objects that can change their move direction after each step
7587 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7589 if (element != EL_YAMYAM &&
7590 element != EL_DARK_YAMYAM &&
7591 element != EL_PACMAN &&
7592 !(move_pattern & MV_ANY_DIRECTION) &&
7593 move_pattern != MV_TURNING_LEFT &&
7594 move_pattern != MV_TURNING_RIGHT &&
7595 move_pattern != MV_TURNING_LEFT_RIGHT &&
7596 move_pattern != MV_TURNING_RIGHT_LEFT &&
7597 move_pattern != MV_TURNING_RANDOM)
7601 if (MovDelay[x][y] && (element == EL_BUG ||
7602 element == EL_SPACESHIP ||
7603 element == EL_SP_SNIKSNAK ||
7604 element == EL_SP_ELECTRON ||
7605 element == EL_MOLE))
7606 TEST_DrawLevelField(x, y);
7610 if (MovDelay[x][y]) /* wait some time before next movement */
7614 if (element == EL_ROBOT ||
7615 element == EL_YAMYAM ||
7616 element == EL_DARK_YAMYAM)
7618 DrawLevelElementAnimationIfNeeded(x, y, element);
7619 PlayLevelSoundAction(x, y, ACTION_WAITING);
7621 else if (element == EL_SP_ELECTRON)
7622 DrawLevelElementAnimationIfNeeded(x, y, element);
7623 else if (element == EL_DRAGON)
7626 int dir = MovDir[x][y];
7627 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7628 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7629 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7630 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7631 dir == MV_UP ? IMG_FLAMES_1_UP :
7632 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7633 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7635 GfxAction[x][y] = ACTION_ATTACKING;
7637 if (IS_PLAYER(x, y))
7638 DrawPlayerField(x, y);
7640 TEST_DrawLevelField(x, y);
7642 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7644 for (i = 1; i <= 3; i++)
7646 int xx = x + i * dx;
7647 int yy = y + i * dy;
7648 int sx = SCREENX(xx);
7649 int sy = SCREENY(yy);
7650 int flame_graphic = graphic + (i - 1);
7652 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7657 int flamed = MovingOrBlocked2Element(xx, yy);
7659 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7662 RemoveMovingField(xx, yy);
7664 ChangeDelay[xx][yy] = 0;
7666 Feld[xx][yy] = EL_FLAMES;
7668 if (IN_SCR_FIELD(sx, sy))
7670 TEST_DrawLevelFieldCrumbled(xx, yy);
7671 DrawGraphic(sx, sy, flame_graphic, frame);
7676 if (Feld[xx][yy] == EL_FLAMES)
7677 Feld[xx][yy] = EL_EMPTY;
7678 TEST_DrawLevelField(xx, yy);
7683 if (MovDelay[x][y]) /* element still has to wait some time */
7685 PlayLevelSoundAction(x, y, ACTION_WAITING);
7691 /* now make next step */
7693 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7695 if (DONT_COLLIDE_WITH(element) &&
7696 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7697 !PLAYER_ENEMY_PROTECTED(newx, newy))
7699 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7704 else if (CAN_MOVE_INTO_ACID(element) &&
7705 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7706 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7707 (MovDir[x][y] == MV_DOWN ||
7708 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7710 SplashAcid(newx, newy);
7711 Store[x][y] = EL_ACID;
7713 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7715 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7716 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7717 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7718 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7721 TEST_DrawLevelField(x, y);
7723 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7724 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7725 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7727 local_player->friends_still_needed--;
7728 if (!local_player->friends_still_needed &&
7729 !local_player->GameOver && AllPlayersGone)
7730 PlayerWins(local_player);
7734 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7736 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7737 TEST_DrawLevelField(newx, newy);
7739 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7741 else if (!IS_FREE(newx, newy))
7743 GfxAction[x][y] = ACTION_WAITING;
7745 if (IS_PLAYER(x, y))
7746 DrawPlayerField(x, y);
7748 TEST_DrawLevelField(x, y);
7753 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7755 if (IS_FOOD_PIG(Feld[newx][newy]))
7757 if (IS_MOVING(newx, newy))
7758 RemoveMovingField(newx, newy);
7761 Feld[newx][newy] = EL_EMPTY;
7762 TEST_DrawLevelField(newx, newy);
7765 PlayLevelSound(x, y, SND_PIG_DIGGING);
7767 else if (!IS_FREE(newx, newy))
7769 if (IS_PLAYER(x, y))
7770 DrawPlayerField(x, y);
7772 TEST_DrawLevelField(x, y);
7777 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7779 if (Store[x][y] != EL_EMPTY)
7781 boolean can_clone = FALSE;
7784 /* check if element to clone is still there */
7785 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7787 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7795 /* cannot clone or target field not free anymore -- do not clone */
7796 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7797 Store[x][y] = EL_EMPTY;
7800 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7802 if (IS_MV_DIAGONAL(MovDir[x][y]))
7804 int diagonal_move_dir = MovDir[x][y];
7805 int stored = Store[x][y];
7806 int change_delay = 8;
7809 /* android is moving diagonally */
7811 CreateField(x, y, EL_DIAGONAL_SHRINKING);
7813 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
7814 GfxElement[x][y] = EL_EMC_ANDROID;
7815 GfxAction[x][y] = ACTION_SHRINKING;
7816 GfxDir[x][y] = diagonal_move_dir;
7817 ChangeDelay[x][y] = change_delay;
7819 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
7822 DrawLevelGraphicAnimation(x, y, graphic);
7823 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
7825 if (Feld[newx][newy] == EL_ACID)
7827 SplashAcid(newx, newy);
7832 CreateField(newx, newy, EL_DIAGONAL_GROWING);
7834 Store[newx][newy] = EL_EMC_ANDROID;
7835 GfxElement[newx][newy] = EL_EMC_ANDROID;
7836 GfxAction[newx][newy] = ACTION_GROWING;
7837 GfxDir[newx][newy] = diagonal_move_dir;
7838 ChangeDelay[newx][newy] = change_delay;
7840 graphic = el_act_dir2img(GfxElement[newx][newy],
7841 GfxAction[newx][newy], GfxDir[newx][newy]);
7843 DrawLevelGraphicAnimation(newx, newy, graphic);
7844 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
7850 Feld[newx][newy] = EL_EMPTY;
7851 TEST_DrawLevelField(newx, newy);
7853 PlayLevelSoundAction(x, y, ACTION_DIGGING);
7856 else if (!IS_FREE(newx, newy))
7861 else if (IS_CUSTOM_ELEMENT(element) &&
7862 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7864 if (!DigFieldByCE(newx, newy, element))
7867 if (move_pattern & MV_MAZE_RUNNER_STYLE)
7869 RunnerVisit[x][y] = FrameCounter;
7870 PlayerVisit[x][y] /= 8; /* expire player visit path */
7873 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
7875 if (!IS_FREE(newx, newy))
7877 if (IS_PLAYER(x, y))
7878 DrawPlayerField(x, y);
7880 TEST_DrawLevelField(x, y);
7886 boolean wanna_flame = !RND(10);
7887 int dx = newx - x, dy = newy - y;
7888 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
7889 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
7890 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
7891 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
7892 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
7893 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
7896 IS_CLASSIC_ENEMY(element1) ||
7897 IS_CLASSIC_ENEMY(element2)) &&
7898 element1 != EL_DRAGON && element2 != EL_DRAGON &&
7899 element1 != EL_FLAMES && element2 != EL_FLAMES)
7901 ResetGfxAnimation(x, y);
7902 GfxAction[x][y] = ACTION_ATTACKING;
7904 if (IS_PLAYER(x, y))
7905 DrawPlayerField(x, y);
7907 TEST_DrawLevelField(x, y);
7909 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
7911 MovDelay[x][y] = 50;
7913 Feld[newx][newy] = EL_FLAMES;
7914 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
7915 Feld[newx1][newy1] = EL_FLAMES;
7916 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
7917 Feld[newx2][newy2] = EL_FLAMES;
7923 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7924 Feld[newx][newy] == EL_DIAMOND)
7926 if (IS_MOVING(newx, newy))
7927 RemoveMovingField(newx, newy);
7930 Feld[newx][newy] = EL_EMPTY;
7931 TEST_DrawLevelField(newx, newy);
7934 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
7936 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7937 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
7939 if (AmoebaNr[newx][newy])
7941 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7942 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7943 Feld[newx][newy] == EL_BD_AMOEBA)
7944 AmoebaCnt[AmoebaNr[newx][newy]]--;
7947 if (IS_MOVING(newx, newy))
7949 RemoveMovingField(newx, newy);
7953 Feld[newx][newy] = EL_EMPTY;
7954 TEST_DrawLevelField(newx, newy);
7957 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
7959 else if ((element == EL_PACMAN || element == EL_MOLE)
7960 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
7962 if (AmoebaNr[newx][newy])
7964 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7965 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7966 Feld[newx][newy] == EL_BD_AMOEBA)
7967 AmoebaCnt[AmoebaNr[newx][newy]]--;
7970 if (element == EL_MOLE)
7972 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
7973 PlayLevelSound(x, y, SND_MOLE_DIGGING);
7975 ResetGfxAnimation(x, y);
7976 GfxAction[x][y] = ACTION_DIGGING;
7977 TEST_DrawLevelField(x, y);
7979 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
7981 return; /* wait for shrinking amoeba */
7983 else /* element == EL_PACMAN */
7985 Feld[newx][newy] = EL_EMPTY;
7986 TEST_DrawLevelField(newx, newy);
7987 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
7990 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
7991 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
7992 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
7994 /* wait for shrinking amoeba to completely disappear */
7997 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
7999 /* object was running against a wall */
8003 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
8004 DrawLevelElementAnimation(x, y, element);
8006 if (DONT_TOUCH(element))
8007 TestIfBadThingTouchesPlayer(x, y);
8012 InitMovingField(x, y, MovDir[x][y]);
8014 PlayLevelSoundAction(x, y, ACTION_MOVING);
8018 ContinueMoving(x, y);
8021 void ContinueMoving(int x, int y)
8023 int element = Feld[x][y];
8024 struct ElementInfo *ei = &element_info[element];
8025 int direction = MovDir[x][y];
8026 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8027 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8028 int newx = x + dx, newy = y + dy;
8029 int stored = Store[x][y];
8030 int stored_new = Store[newx][newy];
8031 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8032 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8033 boolean last_line = (newy == lev_fieldy - 1);
8035 MovPos[x][y] += getElementMoveStepsize(x, y);
8037 if (pushed_by_player) /* special case: moving object pushed by player */
8038 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8040 if (ABS(MovPos[x][y]) < TILEX)
8042 TEST_DrawLevelField(x, y);
8044 return; /* element is still moving */
8047 /* element reached destination field */
8049 Feld[x][y] = EL_EMPTY;
8050 Feld[newx][newy] = element;
8051 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8053 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8055 element = Feld[newx][newy] = EL_ACID;
8057 else if (element == EL_MOLE)
8059 Feld[x][y] = EL_SAND;
8061 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8063 else if (element == EL_QUICKSAND_FILLING)
8065 element = Feld[newx][newy] = get_next_element(element);
8066 Store[newx][newy] = Store[x][y];
8068 else if (element == EL_QUICKSAND_EMPTYING)
8070 Feld[x][y] = get_next_element(element);
8071 element = Feld[newx][newy] = Store[x][y];
8073 else if (element == EL_QUICKSAND_FAST_FILLING)
8075 element = Feld[newx][newy] = get_next_element(element);
8076 Store[newx][newy] = Store[x][y];
8078 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8080 Feld[x][y] = get_next_element(element);
8081 element = Feld[newx][newy] = Store[x][y];
8083 else if (element == EL_MAGIC_WALL_FILLING)
8085 element = Feld[newx][newy] = get_next_element(element);
8086 if (!game.magic_wall_active)
8087 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8088 Store[newx][newy] = Store[x][y];
8090 else if (element == EL_MAGIC_WALL_EMPTYING)
8092 Feld[x][y] = get_next_element(element);
8093 if (!game.magic_wall_active)
8094 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8095 element = Feld[newx][newy] = Store[x][y];
8097 InitField(newx, newy, FALSE);
8099 else if (element == EL_BD_MAGIC_WALL_FILLING)
8101 element = Feld[newx][newy] = get_next_element(element);
8102 if (!game.magic_wall_active)
8103 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8104 Store[newx][newy] = Store[x][y];
8106 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8108 Feld[x][y] = get_next_element(element);
8109 if (!game.magic_wall_active)
8110 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8111 element = Feld[newx][newy] = Store[x][y];
8113 InitField(newx, newy, FALSE);
8115 else if (element == EL_DC_MAGIC_WALL_FILLING)
8117 element = Feld[newx][newy] = get_next_element(element);
8118 if (!game.magic_wall_active)
8119 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8120 Store[newx][newy] = Store[x][y];
8122 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8124 Feld[x][y] = get_next_element(element);
8125 if (!game.magic_wall_active)
8126 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8127 element = Feld[newx][newy] = Store[x][y];
8129 InitField(newx, newy, FALSE);
8131 else if (element == EL_AMOEBA_DROPPING)
8133 Feld[x][y] = get_next_element(element);
8134 element = Feld[newx][newy] = Store[x][y];
8136 else if (element == EL_SOKOBAN_OBJECT)
8139 Feld[x][y] = Back[x][y];
8141 if (Back[newx][newy])
8142 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8144 Back[x][y] = Back[newx][newy] = 0;
8147 Store[x][y] = EL_EMPTY;
8152 MovDelay[newx][newy] = 0;
8154 if (CAN_CHANGE_OR_HAS_ACTION(element))
8156 /* copy element change control values to new field */
8157 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8158 ChangePage[newx][newy] = ChangePage[x][y];
8159 ChangeCount[newx][newy] = ChangeCount[x][y];
8160 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8163 CustomValue[newx][newy] = CustomValue[x][y];
8165 ChangeDelay[x][y] = 0;
8166 ChangePage[x][y] = -1;
8167 ChangeCount[x][y] = 0;
8168 ChangeEvent[x][y] = -1;
8170 CustomValue[x][y] = 0;
8172 /* copy animation control values to new field */
8173 GfxFrame[newx][newy] = GfxFrame[x][y];
8174 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8175 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8176 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8178 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8180 /* some elements can leave other elements behind after moving */
8181 if (ei->move_leave_element != EL_EMPTY &&
8182 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8183 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8185 int move_leave_element = ei->move_leave_element;
8187 /* this makes it possible to leave the removed element again */
8188 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8189 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8191 Feld[x][y] = move_leave_element;
8193 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8194 MovDir[x][y] = direction;
8196 InitField(x, y, FALSE);
8198 if (GFX_CRUMBLED(Feld[x][y]))
8199 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8201 if (ELEM_IS_PLAYER(move_leave_element))
8202 RelocatePlayer(x, y, move_leave_element);
8205 /* do this after checking for left-behind element */
8206 ResetGfxAnimation(x, y); /* reset animation values for old field */
8208 if (!CAN_MOVE(element) ||
8209 (CAN_FALL(element) && direction == MV_DOWN &&
8210 (element == EL_SPRING ||
8211 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8212 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8213 GfxDir[x][y] = MovDir[newx][newy] = 0;
8215 TEST_DrawLevelField(x, y);
8216 TEST_DrawLevelField(newx, newy);
8218 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8220 /* prevent pushed element from moving on in pushed direction */
8221 if (pushed_by_player && CAN_MOVE(element) &&
8222 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8223 !(element_info[element].move_pattern & direction))
8224 TurnRound(newx, newy);
8226 /* prevent elements on conveyor belt from moving on in last direction */
8227 if (pushed_by_conveyor && CAN_FALL(element) &&
8228 direction & MV_HORIZONTAL)
8229 MovDir[newx][newy] = 0;
8231 if (!pushed_by_player)
8233 int nextx = newx + dx, nexty = newy + dy;
8234 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8236 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8238 if (CAN_FALL(element) && direction == MV_DOWN)
8239 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8241 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8242 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8244 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8245 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8248 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8250 TestIfBadThingTouchesPlayer(newx, newy);
8251 TestIfBadThingTouchesFriend(newx, newy);
8253 if (!IS_CUSTOM_ELEMENT(element))
8254 TestIfBadThingTouchesOtherBadThing(newx, newy);
8256 else if (element == EL_PENGUIN)
8257 TestIfFriendTouchesBadThing(newx, newy);
8259 if (DONT_GET_HIT_BY(element))
8261 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8264 /* give the player one last chance (one more frame) to move away */
8265 if (CAN_FALL(element) && direction == MV_DOWN &&
8266 (last_line || (!IS_FREE(x, newy + 1) &&
8267 (!IS_PLAYER(x, newy + 1) ||
8268 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8271 if (pushed_by_player && !game.use_change_when_pushing_bug)
8273 int push_side = MV_DIR_OPPOSITE(direction);
8274 struct PlayerInfo *player = PLAYERINFO(x, y);
8276 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8277 player->index_bit, push_side);
8278 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8279 player->index_bit, push_side);
8282 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8283 MovDelay[newx][newy] = 1;
8285 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8287 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8288 TestIfElementHitsCustomElement(newx, newy, direction);
8289 TestIfPlayerTouchesCustomElement(newx, newy);
8290 TestIfElementTouchesCustomElement(newx, newy);
8292 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8293 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8294 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8295 MV_DIR_OPPOSITE(direction));
8298 int AmoebeNachbarNr(int ax, int ay)
8301 int element = Feld[ax][ay];
8303 static int xy[4][2] =
8311 for (i = 0; i < NUM_DIRECTIONS; i++)
8313 int x = ax + xy[i][0];
8314 int y = ay + xy[i][1];
8316 if (!IN_LEV_FIELD(x, y))
8319 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8320 group_nr = AmoebaNr[x][y];
8326 void AmoebenVereinigen(int ax, int ay)
8328 int i, x, y, xx, yy;
8329 int new_group_nr = AmoebaNr[ax][ay];
8330 static int xy[4][2] =
8338 if (new_group_nr == 0)
8341 for (i = 0; i < NUM_DIRECTIONS; i++)
8346 if (!IN_LEV_FIELD(x, y))
8349 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8350 Feld[x][y] == EL_BD_AMOEBA ||
8351 Feld[x][y] == EL_AMOEBA_DEAD) &&
8352 AmoebaNr[x][y] != new_group_nr)
8354 int old_group_nr = AmoebaNr[x][y];
8356 if (old_group_nr == 0)
8359 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8360 AmoebaCnt[old_group_nr] = 0;
8361 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8362 AmoebaCnt2[old_group_nr] = 0;
8364 SCAN_PLAYFIELD(xx, yy)
8366 if (AmoebaNr[xx][yy] == old_group_nr)
8367 AmoebaNr[xx][yy] = new_group_nr;
8373 void AmoebeUmwandeln(int ax, int ay)
8377 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8379 int group_nr = AmoebaNr[ax][ay];
8384 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8385 printf("AmoebeUmwandeln(): This should never happen!\n");
8390 SCAN_PLAYFIELD(x, y)
8392 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8395 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8399 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8400 SND_AMOEBA_TURNING_TO_GEM :
8401 SND_AMOEBA_TURNING_TO_ROCK));
8406 static int xy[4][2] =
8414 for (i = 0; i < NUM_DIRECTIONS; i++)
8419 if (!IN_LEV_FIELD(x, y))
8422 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8424 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8425 SND_AMOEBA_TURNING_TO_GEM :
8426 SND_AMOEBA_TURNING_TO_ROCK));
8433 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8436 int group_nr = AmoebaNr[ax][ay];
8437 boolean done = FALSE;
8442 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8443 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8448 SCAN_PLAYFIELD(x, y)
8450 if (AmoebaNr[x][y] == group_nr &&
8451 (Feld[x][y] == EL_AMOEBA_DEAD ||
8452 Feld[x][y] == EL_BD_AMOEBA ||
8453 Feld[x][y] == EL_AMOEBA_GROWING))
8456 Feld[x][y] = new_element;
8457 InitField(x, y, FALSE);
8458 TEST_DrawLevelField(x, y);
8464 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8465 SND_BD_AMOEBA_TURNING_TO_ROCK :
8466 SND_BD_AMOEBA_TURNING_TO_GEM));
8469 void AmoebeWaechst(int x, int y)
8471 static unsigned int sound_delay = 0;
8472 static unsigned int sound_delay_value = 0;
8474 if (!MovDelay[x][y]) /* start new growing cycle */
8478 if (DelayReached(&sound_delay, sound_delay_value))
8480 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8481 sound_delay_value = 30;
8485 if (MovDelay[x][y]) /* wait some time before growing bigger */
8488 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8490 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8491 6 - MovDelay[x][y]);
8493 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8496 if (!MovDelay[x][y])
8498 Feld[x][y] = Store[x][y];
8500 TEST_DrawLevelField(x, y);
8505 void AmoebaDisappearing(int x, int y)
8507 static unsigned int sound_delay = 0;
8508 static unsigned int sound_delay_value = 0;
8510 if (!MovDelay[x][y]) /* start new shrinking cycle */
8514 if (DelayReached(&sound_delay, sound_delay_value))
8515 sound_delay_value = 30;
8518 if (MovDelay[x][y]) /* wait some time before shrinking */
8521 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8523 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8524 6 - MovDelay[x][y]);
8526 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8529 if (!MovDelay[x][y])
8531 Feld[x][y] = EL_EMPTY;
8532 TEST_DrawLevelField(x, y);
8534 /* don't let mole enter this field in this cycle;
8535 (give priority to objects falling to this field from above) */
8541 void AmoebeAbleger(int ax, int ay)
8544 int element = Feld[ax][ay];
8545 int graphic = el2img(element);
8546 int newax = ax, neway = ay;
8547 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8548 static int xy[4][2] =
8556 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8558 Feld[ax][ay] = EL_AMOEBA_DEAD;
8559 TEST_DrawLevelField(ax, ay);
8563 if (IS_ANIMATED(graphic))
8564 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8566 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8567 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8569 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8572 if (MovDelay[ax][ay])
8576 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8579 int x = ax + xy[start][0];
8580 int y = ay + xy[start][1];
8582 if (!IN_LEV_FIELD(x, y))
8585 if (IS_FREE(x, y) ||
8586 CAN_GROW_INTO(Feld[x][y]) ||
8587 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8588 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8594 if (newax == ax && neway == ay)
8597 else /* normal or "filled" (BD style) amoeba */
8600 boolean waiting_for_player = FALSE;
8602 for (i = 0; i < NUM_DIRECTIONS; i++)
8604 int j = (start + i) % 4;
8605 int x = ax + xy[j][0];
8606 int y = ay + xy[j][1];
8608 if (!IN_LEV_FIELD(x, y))
8611 if (IS_FREE(x, y) ||
8612 CAN_GROW_INTO(Feld[x][y]) ||
8613 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8614 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8620 else if (IS_PLAYER(x, y))
8621 waiting_for_player = TRUE;
8624 if (newax == ax && neway == ay) /* amoeba cannot grow */
8626 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8628 Feld[ax][ay] = EL_AMOEBA_DEAD;
8629 TEST_DrawLevelField(ax, ay);
8630 AmoebaCnt[AmoebaNr[ax][ay]]--;
8632 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8634 if (element == EL_AMOEBA_FULL)
8635 AmoebeUmwandeln(ax, ay);
8636 else if (element == EL_BD_AMOEBA)
8637 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8642 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8644 /* amoeba gets larger by growing in some direction */
8646 int new_group_nr = AmoebaNr[ax][ay];
8649 if (new_group_nr == 0)
8651 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8652 printf("AmoebeAbleger(): This should never happen!\n");
8657 AmoebaNr[newax][neway] = new_group_nr;
8658 AmoebaCnt[new_group_nr]++;
8659 AmoebaCnt2[new_group_nr]++;
8661 /* if amoeba touches other amoeba(s) after growing, unify them */
8662 AmoebenVereinigen(newax, neway);
8664 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8666 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8672 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8673 (neway == lev_fieldy - 1 && newax != ax))
8675 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8676 Store[newax][neway] = element;
8678 else if (neway == ay || element == EL_EMC_DRIPPER)
8680 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8682 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8686 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8687 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8688 Store[ax][ay] = EL_AMOEBA_DROP;
8689 ContinueMoving(ax, ay);
8693 TEST_DrawLevelField(newax, neway);
8696 void Life(int ax, int ay)
8700 int element = Feld[ax][ay];
8701 int graphic = el2img(element);
8702 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8704 boolean changed = FALSE;
8706 if (IS_ANIMATED(graphic))
8707 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8712 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8713 MovDelay[ax][ay] = life_time;
8715 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8718 if (MovDelay[ax][ay])
8722 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8724 int xx = ax+x1, yy = ay+y1;
8727 if (!IN_LEV_FIELD(xx, yy))
8730 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8732 int x = xx+x2, y = yy+y2;
8734 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8737 if (((Feld[x][y] == element ||
8738 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8740 (IS_FREE(x, y) && Stop[x][y]))
8744 if (xx == ax && yy == ay) /* field in the middle */
8746 if (nachbarn < life_parameter[0] ||
8747 nachbarn > life_parameter[1])
8749 Feld[xx][yy] = EL_EMPTY;
8751 TEST_DrawLevelField(xx, yy);
8752 Stop[xx][yy] = TRUE;
8756 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8757 { /* free border field */
8758 if (nachbarn >= life_parameter[2] &&
8759 nachbarn <= life_parameter[3])
8761 Feld[xx][yy] = element;
8762 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8764 TEST_DrawLevelField(xx, yy);
8765 Stop[xx][yy] = TRUE;
8772 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8773 SND_GAME_OF_LIFE_GROWING);
8776 static void InitRobotWheel(int x, int y)
8778 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8781 static void RunRobotWheel(int x, int y)
8783 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8786 static void StopRobotWheel(int x, int y)
8788 if (ZX == x && ZY == y)
8792 game.robot_wheel_active = FALSE;
8796 static void InitTimegateWheel(int x, int y)
8798 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8801 static void RunTimegateWheel(int x, int y)
8803 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
8806 static void InitMagicBallDelay(int x, int y)
8808 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
8811 static void ActivateMagicBall(int bx, int by)
8815 if (level.ball_random)
8817 int pos_border = RND(8); /* select one of the eight border elements */
8818 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
8819 int xx = pos_content % 3;
8820 int yy = pos_content / 3;
8825 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8826 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8830 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
8832 int xx = x - bx + 1;
8833 int yy = y - by + 1;
8835 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8836 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8840 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
8843 void CheckExit(int x, int y)
8845 if (local_player->gems_still_needed > 0 ||
8846 local_player->sokobanfields_still_needed > 0 ||
8847 local_player->lights_still_needed > 0)
8849 int element = Feld[x][y];
8850 int graphic = el2img(element);
8852 if (IS_ANIMATED(graphic))
8853 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8858 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8861 Feld[x][y] = EL_EXIT_OPENING;
8863 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
8866 void CheckExitEM(int x, int y)
8868 if (local_player->gems_still_needed > 0 ||
8869 local_player->sokobanfields_still_needed > 0 ||
8870 local_player->lights_still_needed > 0)
8872 int element = Feld[x][y];
8873 int graphic = el2img(element);
8875 if (IS_ANIMATED(graphic))
8876 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8881 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8884 Feld[x][y] = EL_EM_EXIT_OPENING;
8886 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
8889 void CheckExitSteel(int x, int y)
8891 if (local_player->gems_still_needed > 0 ||
8892 local_player->sokobanfields_still_needed > 0 ||
8893 local_player->lights_still_needed > 0)
8895 int element = Feld[x][y];
8896 int graphic = el2img(element);
8898 if (IS_ANIMATED(graphic))
8899 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8904 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8907 Feld[x][y] = EL_STEEL_EXIT_OPENING;
8909 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
8912 void CheckExitSteelEM(int x, int y)
8914 if (local_player->gems_still_needed > 0 ||
8915 local_player->sokobanfields_still_needed > 0 ||
8916 local_player->lights_still_needed > 0)
8918 int element = Feld[x][y];
8919 int graphic = el2img(element);
8921 if (IS_ANIMATED(graphic))
8922 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8927 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8930 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
8932 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
8935 void CheckExitSP(int x, int y)
8937 if (local_player->gems_still_needed > 0)
8939 int element = Feld[x][y];
8940 int graphic = el2img(element);
8942 if (IS_ANIMATED(graphic))
8943 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8948 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8951 Feld[x][y] = EL_SP_EXIT_OPENING;
8953 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
8956 static void CloseAllOpenTimegates()
8960 SCAN_PLAYFIELD(x, y)
8962 int element = Feld[x][y];
8964 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
8966 Feld[x][y] = EL_TIMEGATE_CLOSING;
8968 PlayLevelSoundAction(x, y, ACTION_CLOSING);
8973 void DrawTwinkleOnField(int x, int y)
8975 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
8978 if (Feld[x][y] == EL_BD_DIAMOND)
8981 if (MovDelay[x][y] == 0) /* next animation frame */
8982 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
8984 if (MovDelay[x][y] != 0) /* wait some time before next frame */
8988 DrawLevelElementAnimation(x, y, Feld[x][y]);
8990 if (MovDelay[x][y] != 0)
8992 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
8993 10 - MovDelay[x][y]);
8995 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9000 void MauerWaechst(int x, int y)
9004 if (!MovDelay[x][y]) /* next animation frame */
9005 MovDelay[x][y] = 3 * delay;
9007 if (MovDelay[x][y]) /* wait some time before next frame */
9011 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9013 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9014 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9016 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9019 if (!MovDelay[x][y])
9021 if (MovDir[x][y] == MV_LEFT)
9023 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9024 TEST_DrawLevelField(x - 1, y);
9026 else if (MovDir[x][y] == MV_RIGHT)
9028 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9029 TEST_DrawLevelField(x + 1, y);
9031 else if (MovDir[x][y] == MV_UP)
9033 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9034 TEST_DrawLevelField(x, y - 1);
9038 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9039 TEST_DrawLevelField(x, y + 1);
9042 Feld[x][y] = Store[x][y];
9044 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9045 TEST_DrawLevelField(x, y);
9050 void MauerAbleger(int ax, int ay)
9052 int element = Feld[ax][ay];
9053 int graphic = el2img(element);
9054 boolean oben_frei = FALSE, unten_frei = FALSE;
9055 boolean links_frei = FALSE, rechts_frei = FALSE;
9056 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9057 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9058 boolean new_wall = FALSE;
9060 if (IS_ANIMATED(graphic))
9061 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9063 if (!MovDelay[ax][ay]) /* start building new wall */
9064 MovDelay[ax][ay] = 6;
9066 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9069 if (MovDelay[ax][ay])
9073 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9075 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9077 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9079 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9082 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9083 element == EL_EXPANDABLE_WALL_ANY)
9087 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9088 Store[ax][ay-1] = element;
9089 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9090 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9091 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9092 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9097 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9098 Store[ax][ay+1] = element;
9099 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9100 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9101 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9102 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9107 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9108 element == EL_EXPANDABLE_WALL_ANY ||
9109 element == EL_EXPANDABLE_WALL ||
9110 element == EL_BD_EXPANDABLE_WALL)
9114 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9115 Store[ax-1][ay] = element;
9116 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9117 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9118 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9119 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9125 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9126 Store[ax+1][ay] = element;
9127 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9128 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9129 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9130 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9135 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9136 TEST_DrawLevelField(ax, ay);
9138 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9140 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9141 unten_massiv = TRUE;
9142 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9143 links_massiv = TRUE;
9144 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9145 rechts_massiv = TRUE;
9147 if (((oben_massiv && unten_massiv) ||
9148 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9149 element == EL_EXPANDABLE_WALL) &&
9150 ((links_massiv && rechts_massiv) ||
9151 element == EL_EXPANDABLE_WALL_VERTICAL))
9152 Feld[ax][ay] = EL_WALL;
9155 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9158 void MauerAblegerStahl(int ax, int ay)
9160 int element = Feld[ax][ay];
9161 int graphic = el2img(element);
9162 boolean oben_frei = FALSE, unten_frei = FALSE;
9163 boolean links_frei = FALSE, rechts_frei = FALSE;
9164 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9165 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9166 boolean new_wall = FALSE;
9168 if (IS_ANIMATED(graphic))
9169 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9171 if (!MovDelay[ax][ay]) /* start building new wall */
9172 MovDelay[ax][ay] = 6;
9174 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9177 if (MovDelay[ax][ay])
9181 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9183 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9185 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9187 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9190 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9191 element == EL_EXPANDABLE_STEELWALL_ANY)
9195 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9196 Store[ax][ay-1] = element;
9197 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9198 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9199 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9200 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9205 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9206 Store[ax][ay+1] = element;
9207 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9208 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9209 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9210 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9215 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9216 element == EL_EXPANDABLE_STEELWALL_ANY)
9220 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9221 Store[ax-1][ay] = element;
9222 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9223 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9224 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9225 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9231 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9232 Store[ax+1][ay] = element;
9233 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9234 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9235 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9236 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9241 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9243 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9244 unten_massiv = TRUE;
9245 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9246 links_massiv = TRUE;
9247 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9248 rechts_massiv = TRUE;
9250 if (((oben_massiv && unten_massiv) ||
9251 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9252 ((links_massiv && rechts_massiv) ||
9253 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9254 Feld[ax][ay] = EL_STEELWALL;
9257 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9260 void CheckForDragon(int x, int y)
9263 boolean dragon_found = FALSE;
9264 static int xy[4][2] =
9272 for (i = 0; i < NUM_DIRECTIONS; i++)
9274 for (j = 0; j < 4; j++)
9276 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9278 if (IN_LEV_FIELD(xx, yy) &&
9279 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9281 if (Feld[xx][yy] == EL_DRAGON)
9282 dragon_found = TRUE;
9291 for (i = 0; i < NUM_DIRECTIONS; i++)
9293 for (j = 0; j < 3; j++)
9295 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9297 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9299 Feld[xx][yy] = EL_EMPTY;
9300 TEST_DrawLevelField(xx, yy);
9309 static void InitBuggyBase(int x, int y)
9311 int element = Feld[x][y];
9312 int activating_delay = FRAMES_PER_SECOND / 4;
9315 (element == EL_SP_BUGGY_BASE ?
9316 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9317 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9319 element == EL_SP_BUGGY_BASE_ACTIVE ?
9320 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9323 static void WarnBuggyBase(int x, int y)
9326 static int xy[4][2] =
9334 for (i = 0; i < NUM_DIRECTIONS; i++)
9336 int xx = x + xy[i][0];
9337 int yy = y + xy[i][1];
9339 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9341 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9348 static void InitTrap(int x, int y)
9350 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9353 static void ActivateTrap(int x, int y)
9355 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9358 static void ChangeActiveTrap(int x, int y)
9360 int graphic = IMG_TRAP_ACTIVE;
9362 /* if new animation frame was drawn, correct crumbled sand border */
9363 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9364 TEST_DrawLevelFieldCrumbled(x, y);
9367 static int getSpecialActionElement(int element, int number, int base_element)
9369 return (element != EL_EMPTY ? element :
9370 number != -1 ? base_element + number - 1 :
9374 static int getModifiedActionNumber(int value_old, int operator, int operand,
9375 int value_min, int value_max)
9377 int value_new = (operator == CA_MODE_SET ? operand :
9378 operator == CA_MODE_ADD ? value_old + operand :
9379 operator == CA_MODE_SUBTRACT ? value_old - operand :
9380 operator == CA_MODE_MULTIPLY ? value_old * operand :
9381 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9382 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9385 return (value_new < value_min ? value_min :
9386 value_new > value_max ? value_max :
9390 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9392 struct ElementInfo *ei = &element_info[element];
9393 struct ElementChangeInfo *change = &ei->change_page[page];
9394 int target_element = change->target_element;
9395 int action_type = change->action_type;
9396 int action_mode = change->action_mode;
9397 int action_arg = change->action_arg;
9398 int action_element = change->action_element;
9401 if (!change->has_action)
9404 /* ---------- determine action paramater values -------------------------- */
9406 int level_time_value =
9407 (level.time > 0 ? TimeLeft :
9410 int action_arg_element_raw =
9411 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9412 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9413 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9414 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9415 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9416 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9417 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9419 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9421 int action_arg_direction =
9422 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9423 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9424 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9425 change->actual_trigger_side :
9426 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9427 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9430 int action_arg_number_min =
9431 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9434 int action_arg_number_max =
9435 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9436 action_type == CA_SET_LEVEL_GEMS ? 999 :
9437 action_type == CA_SET_LEVEL_TIME ? 9999 :
9438 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9439 action_type == CA_SET_CE_VALUE ? 9999 :
9440 action_type == CA_SET_CE_SCORE ? 9999 :
9443 int action_arg_number_reset =
9444 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9445 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9446 action_type == CA_SET_LEVEL_TIME ? level.time :
9447 action_type == CA_SET_LEVEL_SCORE ? 0 :
9448 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9449 action_type == CA_SET_CE_SCORE ? 0 :
9452 int action_arg_number =
9453 (action_arg <= CA_ARG_MAX ? action_arg :
9454 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9455 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9456 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9457 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9458 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9459 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9460 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9461 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9462 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9463 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9464 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9465 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9466 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9467 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9468 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9469 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9470 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9471 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9472 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9473 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9474 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9477 int action_arg_number_old =
9478 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9479 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9480 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9481 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9482 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9485 int action_arg_number_new =
9486 getModifiedActionNumber(action_arg_number_old,
9487 action_mode, action_arg_number,
9488 action_arg_number_min, action_arg_number_max);
9490 int trigger_player_bits =
9491 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9492 change->actual_trigger_player_bits : change->trigger_player);
9494 int action_arg_player_bits =
9495 (action_arg >= CA_ARG_PLAYER_1 &&
9496 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9497 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9498 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9501 /* ---------- execute action -------------------------------------------- */
9503 switch (action_type)
9510 /* ---------- level actions ------------------------------------------- */
9512 case CA_RESTART_LEVEL:
9514 game.restart_level = TRUE;
9519 case CA_SHOW_ENVELOPE:
9521 int element = getSpecialActionElement(action_arg_element,
9522 action_arg_number, EL_ENVELOPE_1);
9524 if (IS_ENVELOPE(element))
9525 local_player->show_envelope = element;
9530 case CA_SET_LEVEL_TIME:
9532 if (level.time > 0) /* only modify limited time value */
9534 TimeLeft = action_arg_number_new;
9536 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9538 DisplayGameControlValues();
9540 if (!TimeLeft && setup.time_limit)
9541 for (i = 0; i < MAX_PLAYERS; i++)
9542 KillPlayer(&stored_player[i]);
9548 case CA_SET_LEVEL_SCORE:
9550 local_player->score = action_arg_number_new;
9552 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9554 DisplayGameControlValues();
9559 case CA_SET_LEVEL_GEMS:
9561 local_player->gems_still_needed = action_arg_number_new;
9563 game_panel_controls[GAME_PANEL_GEMS].value =
9564 local_player->gems_still_needed;
9566 DisplayGameControlValues();
9571 case CA_SET_LEVEL_WIND:
9573 game.wind_direction = action_arg_direction;
9578 case CA_SET_LEVEL_RANDOM_SEED:
9580 /* ensure that setting a new random seed while playing is predictable */
9581 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9586 /* ---------- player actions ------------------------------------------ */
9588 case CA_MOVE_PLAYER:
9590 /* automatically move to the next field in specified direction */
9591 for (i = 0; i < MAX_PLAYERS; i++)
9592 if (trigger_player_bits & (1 << i))
9593 stored_player[i].programmed_action = action_arg_direction;
9598 case CA_EXIT_PLAYER:
9600 for (i = 0; i < MAX_PLAYERS; i++)
9601 if (action_arg_player_bits & (1 << i))
9602 PlayerWins(&stored_player[i]);
9607 case CA_KILL_PLAYER:
9609 for (i = 0; i < MAX_PLAYERS; i++)
9610 if (action_arg_player_bits & (1 << i))
9611 KillPlayer(&stored_player[i]);
9616 case CA_SET_PLAYER_KEYS:
9618 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9619 int element = getSpecialActionElement(action_arg_element,
9620 action_arg_number, EL_KEY_1);
9622 if (IS_KEY(element))
9624 for (i = 0; i < MAX_PLAYERS; i++)
9626 if (trigger_player_bits & (1 << i))
9628 stored_player[i].key[KEY_NR(element)] = key_state;
9630 DrawGameDoorValues();
9638 case CA_SET_PLAYER_SPEED:
9640 for (i = 0; i < MAX_PLAYERS; i++)
9642 if (trigger_player_bits & (1 << i))
9644 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9646 if (action_arg == CA_ARG_SPEED_FASTER &&
9647 stored_player[i].cannot_move)
9649 action_arg_number = STEPSIZE_VERY_SLOW;
9651 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9652 action_arg == CA_ARG_SPEED_FASTER)
9654 action_arg_number = 2;
9655 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9658 else if (action_arg == CA_ARG_NUMBER_RESET)
9660 action_arg_number = level.initial_player_stepsize[i];
9664 getModifiedActionNumber(move_stepsize,
9667 action_arg_number_min,
9668 action_arg_number_max);
9670 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9677 case CA_SET_PLAYER_SHIELD:
9679 for (i = 0; i < MAX_PLAYERS; i++)
9681 if (trigger_player_bits & (1 << i))
9683 if (action_arg == CA_ARG_SHIELD_OFF)
9685 stored_player[i].shield_normal_time_left = 0;
9686 stored_player[i].shield_deadly_time_left = 0;
9688 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9690 stored_player[i].shield_normal_time_left = 999999;
9692 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9694 stored_player[i].shield_normal_time_left = 999999;
9695 stored_player[i].shield_deadly_time_left = 999999;
9703 case CA_SET_PLAYER_GRAVITY:
9705 for (i = 0; i < MAX_PLAYERS; i++)
9707 if (trigger_player_bits & (1 << i))
9709 stored_player[i].gravity =
9710 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9711 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9712 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9713 stored_player[i].gravity);
9720 case CA_SET_PLAYER_ARTWORK:
9722 for (i = 0; i < MAX_PLAYERS; i++)
9724 if (trigger_player_bits & (1 << i))
9726 int artwork_element = action_arg_element;
9728 if (action_arg == CA_ARG_ELEMENT_RESET)
9730 (level.use_artwork_element[i] ? level.artwork_element[i] :
9731 stored_player[i].element_nr);
9733 if (stored_player[i].artwork_element != artwork_element)
9734 stored_player[i].Frame = 0;
9736 stored_player[i].artwork_element = artwork_element;
9738 SetPlayerWaiting(&stored_player[i], FALSE);
9740 /* set number of special actions for bored and sleeping animation */
9741 stored_player[i].num_special_action_bored =
9742 get_num_special_action(artwork_element,
9743 ACTION_BORING_1, ACTION_BORING_LAST);
9744 stored_player[i].num_special_action_sleeping =
9745 get_num_special_action(artwork_element,
9746 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9753 case CA_SET_PLAYER_INVENTORY:
9755 for (i = 0; i < MAX_PLAYERS; i++)
9757 struct PlayerInfo *player = &stored_player[i];
9760 if (trigger_player_bits & (1 << i))
9762 int inventory_element = action_arg_element;
9764 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9765 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9766 action_arg == CA_ARG_ELEMENT_ACTION)
9768 int element = inventory_element;
9769 int collect_count = element_info[element].collect_count_initial;
9771 if (!IS_CUSTOM_ELEMENT(element))
9774 if (collect_count == 0)
9775 player->inventory_infinite_element = element;
9777 for (k = 0; k < collect_count; k++)
9778 if (player->inventory_size < MAX_INVENTORY_SIZE)
9779 player->inventory_element[player->inventory_size++] =
9782 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9783 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9784 action_arg == CA_ARG_INVENTORY_RM_ACTION)
9786 if (player->inventory_infinite_element != EL_UNDEFINED &&
9787 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
9788 action_arg_element_raw))
9789 player->inventory_infinite_element = EL_UNDEFINED;
9791 for (k = 0, j = 0; j < player->inventory_size; j++)
9793 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
9794 action_arg_element_raw))
9795 player->inventory_element[k++] = player->inventory_element[j];
9798 player->inventory_size = k;
9800 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
9802 if (player->inventory_size > 0)
9804 for (j = 0; j < player->inventory_size - 1; j++)
9805 player->inventory_element[j] = player->inventory_element[j + 1];
9807 player->inventory_size--;
9810 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
9812 if (player->inventory_size > 0)
9813 player->inventory_size--;
9815 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
9817 player->inventory_infinite_element = EL_UNDEFINED;
9818 player->inventory_size = 0;
9820 else if (action_arg == CA_ARG_INVENTORY_RESET)
9822 player->inventory_infinite_element = EL_UNDEFINED;
9823 player->inventory_size = 0;
9825 if (level.use_initial_inventory[i])
9827 for (j = 0; j < level.initial_inventory_size[i]; j++)
9829 int element = level.initial_inventory_content[i][j];
9830 int collect_count = element_info[element].collect_count_initial;
9832 if (!IS_CUSTOM_ELEMENT(element))
9835 if (collect_count == 0)
9836 player->inventory_infinite_element = element;
9838 for (k = 0; k < collect_count; k++)
9839 if (player->inventory_size < MAX_INVENTORY_SIZE)
9840 player->inventory_element[player->inventory_size++] =
9851 /* ---------- CE actions ---------------------------------------------- */
9853 case CA_SET_CE_VALUE:
9855 int last_ce_value = CustomValue[x][y];
9857 CustomValue[x][y] = action_arg_number_new;
9859 if (CustomValue[x][y] != last_ce_value)
9861 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
9862 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
9864 if (CustomValue[x][y] == 0)
9866 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
9867 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
9874 case CA_SET_CE_SCORE:
9876 int last_ce_score = ei->collect_score;
9878 ei->collect_score = action_arg_number_new;
9880 if (ei->collect_score != last_ce_score)
9882 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
9883 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
9885 if (ei->collect_score == 0)
9889 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
9890 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
9893 This is a very special case that seems to be a mixture between
9894 CheckElementChange() and CheckTriggeredElementChange(): while
9895 the first one only affects single elements that are triggered
9896 directly, the second one affects multiple elements in the playfield
9897 that are triggered indirectly by another element. This is a third
9898 case: Changing the CE score always affects multiple identical CEs,
9899 so every affected CE must be checked, not only the single CE for
9900 which the CE score was changed in the first place (as every instance
9901 of that CE shares the same CE score, and therefore also can change)!
9903 SCAN_PLAYFIELD(xx, yy)
9905 if (Feld[xx][yy] == element)
9906 CheckElementChange(xx, yy, element, EL_UNDEFINED,
9907 CE_SCORE_GETS_ZERO);
9915 case CA_SET_CE_ARTWORK:
9917 int artwork_element = action_arg_element;
9918 boolean reset_frame = FALSE;
9921 if (action_arg == CA_ARG_ELEMENT_RESET)
9922 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
9925 if (ei->gfx_element != artwork_element)
9928 ei->gfx_element = artwork_element;
9930 SCAN_PLAYFIELD(xx, yy)
9932 if (Feld[xx][yy] == element)
9936 ResetGfxAnimation(xx, yy);
9937 ResetRandomAnimationValue(xx, yy);
9940 TEST_DrawLevelField(xx, yy);
9947 /* ---------- engine actions ------------------------------------------ */
9949 case CA_SET_ENGINE_SCAN_MODE:
9951 InitPlayfieldScanMode(action_arg);
9961 static void CreateFieldExt(int x, int y, int element, boolean is_change)
9963 int old_element = Feld[x][y];
9964 int new_element = GetElementFromGroupElement(element);
9965 int previous_move_direction = MovDir[x][y];
9966 int last_ce_value = CustomValue[x][y];
9967 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
9968 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
9969 boolean add_player_onto_element = (new_element_is_player &&
9970 new_element != EL_SOKOBAN_FIELD_PLAYER &&
9971 IS_WALKABLE(old_element));
9973 if (!add_player_onto_element)
9975 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
9976 RemoveMovingField(x, y);
9980 Feld[x][y] = new_element;
9982 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
9983 MovDir[x][y] = previous_move_direction;
9985 if (element_info[new_element].use_last_ce_value)
9986 CustomValue[x][y] = last_ce_value;
9988 InitField_WithBug1(x, y, FALSE);
9990 new_element = Feld[x][y]; /* element may have changed */
9992 ResetGfxAnimation(x, y);
9993 ResetRandomAnimationValue(x, y);
9995 TEST_DrawLevelField(x, y);
9997 if (GFX_CRUMBLED(new_element))
9998 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10001 /* check if element under the player changes from accessible to unaccessible
10002 (needed for special case of dropping element which then changes) */
10003 /* (must be checked after creating new element for walkable group elements) */
10004 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10005 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10012 /* "ChangeCount" not set yet to allow "entered by player" change one time */
10013 if (new_element_is_player)
10014 RelocatePlayer(x, y, new_element);
10017 ChangeCount[x][y]++; /* count number of changes in the same frame */
10019 TestIfBadThingTouchesPlayer(x, y);
10020 TestIfPlayerTouchesCustomElement(x, y);
10021 TestIfElementTouchesCustomElement(x, y);
10024 static void CreateField(int x, int y, int element)
10026 CreateFieldExt(x, y, element, FALSE);
10029 static void CreateElementFromChange(int x, int y, int element)
10031 element = GET_VALID_RUNTIME_ELEMENT(element);
10033 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10035 int old_element = Feld[x][y];
10037 /* prevent changed element from moving in same engine frame
10038 unless both old and new element can either fall or move */
10039 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10040 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10044 CreateFieldExt(x, y, element, TRUE);
10047 static boolean ChangeElement(int x, int y, int element, int page)
10049 struct ElementInfo *ei = &element_info[element];
10050 struct ElementChangeInfo *change = &ei->change_page[page];
10051 int ce_value = CustomValue[x][y];
10052 int ce_score = ei->collect_score;
10053 int target_element;
10054 int old_element = Feld[x][y];
10056 /* always use default change event to prevent running into a loop */
10057 if (ChangeEvent[x][y] == -1)
10058 ChangeEvent[x][y] = CE_DELAY;
10060 if (ChangeEvent[x][y] == CE_DELAY)
10062 /* reset actual trigger element, trigger player and action element */
10063 change->actual_trigger_element = EL_EMPTY;
10064 change->actual_trigger_player = EL_EMPTY;
10065 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10066 change->actual_trigger_side = CH_SIDE_NONE;
10067 change->actual_trigger_ce_value = 0;
10068 change->actual_trigger_ce_score = 0;
10071 /* do not change elements more than a specified maximum number of changes */
10072 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10075 ChangeCount[x][y]++; /* count number of changes in the same frame */
10077 if (change->explode)
10084 if (change->use_target_content)
10086 boolean complete_replace = TRUE;
10087 boolean can_replace[3][3];
10090 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10093 boolean is_walkable;
10094 boolean is_diggable;
10095 boolean is_collectible;
10096 boolean is_removable;
10097 boolean is_destructible;
10098 int ex = x + xx - 1;
10099 int ey = y + yy - 1;
10100 int content_element = change->target_content.e[xx][yy];
10103 can_replace[xx][yy] = TRUE;
10105 if (ex == x && ey == y) /* do not check changing element itself */
10108 if (content_element == EL_EMPTY_SPACE)
10110 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10115 if (!IN_LEV_FIELD(ex, ey))
10117 can_replace[xx][yy] = FALSE;
10118 complete_replace = FALSE;
10125 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10126 e = MovingOrBlocked2Element(ex, ey);
10128 is_empty = (IS_FREE(ex, ey) ||
10129 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10131 is_walkable = (is_empty || IS_WALKABLE(e));
10132 is_diggable = (is_empty || IS_DIGGABLE(e));
10133 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10134 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10135 is_removable = (is_diggable || is_collectible);
10137 can_replace[xx][yy] =
10138 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10139 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10140 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10141 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10142 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10143 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10144 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10146 if (!can_replace[xx][yy])
10147 complete_replace = FALSE;
10150 if (!change->only_if_complete || complete_replace)
10152 boolean something_has_changed = FALSE;
10154 if (change->only_if_complete && change->use_random_replace &&
10155 RND(100) < change->random_percentage)
10158 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10160 int ex = x + xx - 1;
10161 int ey = y + yy - 1;
10162 int content_element;
10164 if (can_replace[xx][yy] && (!change->use_random_replace ||
10165 RND(100) < change->random_percentage))
10167 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10168 RemoveMovingField(ex, ey);
10170 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10172 content_element = change->target_content.e[xx][yy];
10173 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10174 ce_value, ce_score);
10176 CreateElementFromChange(ex, ey, target_element);
10178 something_has_changed = TRUE;
10180 /* for symmetry reasons, freeze newly created border elements */
10181 if (ex != x || ey != y)
10182 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10186 if (something_has_changed)
10188 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10189 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10195 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10196 ce_value, ce_score);
10198 if (element == EL_DIAGONAL_GROWING ||
10199 element == EL_DIAGONAL_SHRINKING)
10201 target_element = Store[x][y];
10203 Store[x][y] = EL_EMPTY;
10206 CreateElementFromChange(x, y, target_element);
10208 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10209 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10212 /* this uses direct change before indirect change */
10213 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10218 static void HandleElementChange(int x, int y, int page)
10220 int element = MovingOrBlocked2Element(x, y);
10221 struct ElementInfo *ei = &element_info[element];
10222 struct ElementChangeInfo *change = &ei->change_page[page];
10223 boolean handle_action_before_change = FALSE;
10226 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10227 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10230 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10231 x, y, element, element_info[element].token_name);
10232 printf("HandleElementChange(): This should never happen!\n");
10237 /* this can happen with classic bombs on walkable, changing elements */
10238 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10243 if (ChangeDelay[x][y] == 0) /* initialize element change */
10245 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10247 if (change->can_change)
10249 /* !!! not clear why graphic animation should be reset at all here !!! */
10250 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10251 /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */
10254 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10256 When using an animation frame delay of 1 (this only happens with
10257 "sp_zonk.moving.left/right" in the classic graphics), the default
10258 (non-moving) animation shows wrong animation frames (while the
10259 moving animation, like "sp_zonk.moving.left/right", is correct,
10260 so this graphical bug never shows up with the classic graphics).
10261 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10262 be drawn instead of the correct frames 0,1,2,3. This is caused by
10263 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10264 an element change: First when the change delay ("ChangeDelay[][]")
10265 counter has reached zero after decrementing, then a second time in
10266 the next frame (after "GfxFrame[][]" was already incremented) when
10267 "ChangeDelay[][]" is reset to the initial delay value again.
10269 This causes frame 0 to be drawn twice, while the last frame won't
10270 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10272 As some animations may already be cleverly designed around this bug
10273 (at least the "Snake Bite" snake tail animation does this), it cannot
10274 simply be fixed here without breaking such existing animations.
10275 Unfortunately, it cannot easily be detected if a graphics set was
10276 designed "before" or "after" the bug was fixed. As a workaround,
10277 a new graphics set option "game.graphics_engine_version" was added
10278 to be able to specify the game's major release version for which the
10279 graphics set was designed, which can then be used to decide if the
10280 bugfix should be used (version 4 and above) or not (version 3 or
10281 below, or if no version was specified at all, as with old sets).
10283 (The wrong/fixed animation frames can be tested with the test level set
10284 "test_gfxframe" and level "000", which contains a specially prepared
10285 custom element at level position (x/y) == (11/9) which uses the zonk
10286 animation mentioned above. Using "game.graphics_engine_version: 4"
10287 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10288 This can also be seen from the debug output for this test element.)
10291 /* when a custom element is about to change (for example by change delay),
10292 do not reset graphic animation when the custom element is moving */
10293 if (game.graphics_engine_version < 4 &&
10296 ResetGfxAnimation(x, y);
10297 ResetRandomAnimationValue(x, y);
10300 if (change->pre_change_function)
10301 change->pre_change_function(x, y);
10305 ChangeDelay[x][y]--;
10307 if (ChangeDelay[x][y] != 0) /* continue element change */
10309 if (change->can_change)
10311 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10313 if (IS_ANIMATED(graphic))
10314 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10316 if (change->change_function)
10317 change->change_function(x, y);
10320 else /* finish element change */
10322 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10324 page = ChangePage[x][y];
10325 ChangePage[x][y] = -1;
10327 change = &ei->change_page[page];
10330 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10332 ChangeDelay[x][y] = 1; /* try change after next move step */
10333 ChangePage[x][y] = page; /* remember page to use for change */
10338 /* special case: set new level random seed before changing element */
10339 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10340 handle_action_before_change = TRUE;
10342 if (change->has_action && handle_action_before_change)
10343 ExecuteCustomElementAction(x, y, element, page);
10345 if (change->can_change)
10347 if (ChangeElement(x, y, element, page))
10349 if (change->post_change_function)
10350 change->post_change_function(x, y);
10354 if (change->has_action && !handle_action_before_change)
10355 ExecuteCustomElementAction(x, y, element, page);
10359 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10360 int trigger_element,
10362 int trigger_player,
10366 boolean change_done_any = FALSE;
10367 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10370 if (!(trigger_events[trigger_element][trigger_event]))
10373 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10375 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10377 int element = EL_CUSTOM_START + i;
10378 boolean change_done = FALSE;
10381 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10382 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10385 for (p = 0; p < element_info[element].num_change_pages; p++)
10387 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10389 if (change->can_change_or_has_action &&
10390 change->has_event[trigger_event] &&
10391 change->trigger_side & trigger_side &&
10392 change->trigger_player & trigger_player &&
10393 change->trigger_page & trigger_page_bits &&
10394 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10396 change->actual_trigger_element = trigger_element;
10397 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10398 change->actual_trigger_player_bits = trigger_player;
10399 change->actual_trigger_side = trigger_side;
10400 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10401 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10403 if ((change->can_change && !change_done) || change->has_action)
10407 SCAN_PLAYFIELD(x, y)
10409 if (Feld[x][y] == element)
10411 if (change->can_change && !change_done)
10413 /* if element already changed in this frame, not only prevent
10414 another element change (checked in ChangeElement()), but
10415 also prevent additional element actions for this element */
10417 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10418 !level.use_action_after_change_bug)
10421 ChangeDelay[x][y] = 1;
10422 ChangeEvent[x][y] = trigger_event;
10424 HandleElementChange(x, y, p);
10426 else if (change->has_action)
10428 /* if element already changed in this frame, not only prevent
10429 another element change (checked in ChangeElement()), but
10430 also prevent additional element actions for this element */
10432 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10433 !level.use_action_after_change_bug)
10436 ExecuteCustomElementAction(x, y, element, p);
10437 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10442 if (change->can_change)
10444 change_done = TRUE;
10445 change_done_any = TRUE;
10452 RECURSION_LOOP_DETECTION_END();
10454 return change_done_any;
10457 static boolean CheckElementChangeExt(int x, int y,
10459 int trigger_element,
10461 int trigger_player,
10464 boolean change_done = FALSE;
10467 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10468 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10471 if (Feld[x][y] == EL_BLOCKED)
10473 Blocked2Moving(x, y, &x, &y);
10474 element = Feld[x][y];
10477 /* check if element has already changed or is about to change after moving */
10478 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10479 Feld[x][y] != element) ||
10481 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10482 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10483 ChangePage[x][y] != -1)))
10486 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10488 for (p = 0; p < element_info[element].num_change_pages; p++)
10490 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10492 /* check trigger element for all events where the element that is checked
10493 for changing interacts with a directly adjacent element -- this is
10494 different to element changes that affect other elements to change on the
10495 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10496 boolean check_trigger_element =
10497 (trigger_event == CE_TOUCHING_X ||
10498 trigger_event == CE_HITTING_X ||
10499 trigger_event == CE_HIT_BY_X ||
10500 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10502 if (change->can_change_or_has_action &&
10503 change->has_event[trigger_event] &&
10504 change->trigger_side & trigger_side &&
10505 change->trigger_player & trigger_player &&
10506 (!check_trigger_element ||
10507 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10509 change->actual_trigger_element = trigger_element;
10510 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10511 change->actual_trigger_player_bits = trigger_player;
10512 change->actual_trigger_side = trigger_side;
10513 change->actual_trigger_ce_value = CustomValue[x][y];
10514 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10516 /* special case: trigger element not at (x,y) position for some events */
10517 if (check_trigger_element)
10529 { 0, 0 }, { 0, 0 }, { 0, 0 },
10533 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10534 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10536 change->actual_trigger_ce_value = CustomValue[xx][yy];
10537 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10540 if (change->can_change && !change_done)
10542 ChangeDelay[x][y] = 1;
10543 ChangeEvent[x][y] = trigger_event;
10545 HandleElementChange(x, y, p);
10547 change_done = TRUE;
10549 else if (change->has_action)
10551 ExecuteCustomElementAction(x, y, element, p);
10552 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10557 RECURSION_LOOP_DETECTION_END();
10559 return change_done;
10562 static void PlayPlayerSound(struct PlayerInfo *player)
10564 int jx = player->jx, jy = player->jy;
10565 int sound_element = player->artwork_element;
10566 int last_action = player->last_action_waiting;
10567 int action = player->action_waiting;
10569 if (player->is_waiting)
10571 if (action != last_action)
10572 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10574 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10578 if (action != last_action)
10579 StopSound(element_info[sound_element].sound[last_action]);
10581 if (last_action == ACTION_SLEEPING)
10582 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10586 static void PlayAllPlayersSound()
10590 for (i = 0; i < MAX_PLAYERS; i++)
10591 if (stored_player[i].active)
10592 PlayPlayerSound(&stored_player[i]);
10595 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10597 boolean last_waiting = player->is_waiting;
10598 int move_dir = player->MovDir;
10600 player->dir_waiting = move_dir;
10601 player->last_action_waiting = player->action_waiting;
10605 if (!last_waiting) /* not waiting -> waiting */
10607 player->is_waiting = TRUE;
10609 player->frame_counter_bored =
10611 game.player_boring_delay_fixed +
10612 GetSimpleRandom(game.player_boring_delay_random);
10613 player->frame_counter_sleeping =
10615 game.player_sleeping_delay_fixed +
10616 GetSimpleRandom(game.player_sleeping_delay_random);
10618 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10621 if (game.player_sleeping_delay_fixed +
10622 game.player_sleeping_delay_random > 0 &&
10623 player->anim_delay_counter == 0 &&
10624 player->post_delay_counter == 0 &&
10625 FrameCounter >= player->frame_counter_sleeping)
10626 player->is_sleeping = TRUE;
10627 else if (game.player_boring_delay_fixed +
10628 game.player_boring_delay_random > 0 &&
10629 FrameCounter >= player->frame_counter_bored)
10630 player->is_bored = TRUE;
10632 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10633 player->is_bored ? ACTION_BORING :
10636 if (player->is_sleeping && player->use_murphy)
10638 /* special case for sleeping Murphy when leaning against non-free tile */
10640 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10641 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10642 !IS_MOVING(player->jx - 1, player->jy)))
10643 move_dir = MV_LEFT;
10644 else 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_RIGHT;
10649 player->is_sleeping = FALSE;
10651 player->dir_waiting = move_dir;
10654 if (player->is_sleeping)
10656 if (player->num_special_action_sleeping > 0)
10658 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10660 int last_special_action = player->special_action_sleeping;
10661 int num_special_action = player->num_special_action_sleeping;
10662 int special_action =
10663 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10664 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10665 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10666 last_special_action + 1 : ACTION_SLEEPING);
10667 int special_graphic =
10668 el_act_dir2img(player->artwork_element, special_action, move_dir);
10670 player->anim_delay_counter =
10671 graphic_info[special_graphic].anim_delay_fixed +
10672 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10673 player->post_delay_counter =
10674 graphic_info[special_graphic].post_delay_fixed +
10675 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10677 player->special_action_sleeping = special_action;
10680 if (player->anim_delay_counter > 0)
10682 player->action_waiting = player->special_action_sleeping;
10683 player->anim_delay_counter--;
10685 else if (player->post_delay_counter > 0)
10687 player->post_delay_counter--;
10691 else if (player->is_bored)
10693 if (player->num_special_action_bored > 0)
10695 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10697 int special_action =
10698 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10699 int special_graphic =
10700 el_act_dir2img(player->artwork_element, special_action, move_dir);
10702 player->anim_delay_counter =
10703 graphic_info[special_graphic].anim_delay_fixed +
10704 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10705 player->post_delay_counter =
10706 graphic_info[special_graphic].post_delay_fixed +
10707 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10709 player->special_action_bored = special_action;
10712 if (player->anim_delay_counter > 0)
10714 player->action_waiting = player->special_action_bored;
10715 player->anim_delay_counter--;
10717 else if (player->post_delay_counter > 0)
10719 player->post_delay_counter--;
10724 else if (last_waiting) /* waiting -> not waiting */
10726 player->is_waiting = FALSE;
10727 player->is_bored = FALSE;
10728 player->is_sleeping = FALSE;
10730 player->frame_counter_bored = -1;
10731 player->frame_counter_sleeping = -1;
10733 player->anim_delay_counter = 0;
10734 player->post_delay_counter = 0;
10736 player->dir_waiting = player->MovDir;
10737 player->action_waiting = ACTION_DEFAULT;
10739 player->special_action_bored = ACTION_DEFAULT;
10740 player->special_action_sleeping = ACTION_DEFAULT;
10744 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10746 static boolean player_was_moving = FALSE;
10747 static boolean player_was_snapping = FALSE;
10748 static boolean player_was_dropping = FALSE;
10750 if ((!player->is_moving && player_was_moving) ||
10751 (player->MovPos == 0 && player_was_moving) ||
10752 (player->is_snapping && !player_was_snapping) ||
10753 (player->is_dropping && !player_was_dropping))
10755 if (!SaveEngineSnapshotToList())
10758 player_was_moving = FALSE;
10759 player_was_snapping = TRUE;
10760 player_was_dropping = TRUE;
10764 if (player->is_moving)
10765 player_was_moving = TRUE;
10767 if (!player->is_snapping)
10768 player_was_snapping = FALSE;
10770 if (!player->is_dropping)
10771 player_was_dropping = FALSE;
10775 static void CheckSingleStepMode(struct PlayerInfo *player)
10777 if (tape.single_step && tape.recording && !tape.pausing)
10779 /* as it is called "single step mode", just return to pause mode when the
10780 player stopped moving after one tile (or never starts moving at all) */
10781 if (!player->is_moving && !player->is_pushing)
10783 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10784 SnapField(player, 0, 0); /* stop snapping */
10788 CheckSaveEngineSnapshot(player);
10791 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10793 int left = player_action & JOY_LEFT;
10794 int right = player_action & JOY_RIGHT;
10795 int up = player_action & JOY_UP;
10796 int down = player_action & JOY_DOWN;
10797 int button1 = player_action & JOY_BUTTON_1;
10798 int button2 = player_action & JOY_BUTTON_2;
10799 int dx = (left ? -1 : right ? 1 : 0);
10800 int dy = (up ? -1 : down ? 1 : 0);
10802 if (!player->active || tape.pausing)
10808 SnapField(player, dx, dy);
10812 DropElement(player);
10814 MovePlayer(player, dx, dy);
10817 CheckSingleStepMode(player);
10819 SetPlayerWaiting(player, FALSE);
10821 return player_action;
10825 /* no actions for this player (no input at player's configured device) */
10827 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
10828 SnapField(player, 0, 0);
10829 CheckGravityMovementWhenNotMoving(player);
10831 if (player->MovPos == 0)
10832 SetPlayerWaiting(player, TRUE);
10834 if (player->MovPos == 0) /* needed for tape.playing */
10835 player->is_moving = FALSE;
10837 player->is_dropping = FALSE;
10838 player->is_dropping_pressed = FALSE;
10839 player->drop_pressed_delay = 0;
10841 CheckSingleStepMode(player);
10847 static void CheckLevelTime()
10851 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
10852 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10854 if (level.native_em_level->lev->home == 0) /* all players at home */
10856 PlayerWins(local_player);
10858 AllPlayersGone = TRUE;
10860 level.native_em_level->lev->home = -1;
10863 if (level.native_em_level->ply[0]->alive == 0 &&
10864 level.native_em_level->ply[1]->alive == 0 &&
10865 level.native_em_level->ply[2]->alive == 0 &&
10866 level.native_em_level->ply[3]->alive == 0) /* all dead */
10867 AllPlayersGone = TRUE;
10869 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
10871 if (game_sp.LevelSolved &&
10872 !game_sp.GameOver) /* game won */
10874 PlayerWins(local_player);
10876 game_sp.GameOver = TRUE;
10878 AllPlayersGone = TRUE;
10881 if (game_sp.GameOver) /* game lost */
10882 AllPlayersGone = TRUE;
10885 if (TimeFrames >= FRAMES_PER_SECOND)
10890 for (i = 0; i < MAX_PLAYERS; i++)
10892 struct PlayerInfo *player = &stored_player[i];
10894 if (SHIELD_ON(player))
10896 player->shield_normal_time_left--;
10898 if (player->shield_deadly_time_left > 0)
10899 player->shield_deadly_time_left--;
10903 if (!local_player->LevelSolved && !level.use_step_counter)
10911 if (TimeLeft <= 10 && setup.time_limit)
10912 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
10914 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
10915 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
10917 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10919 if (!TimeLeft && setup.time_limit)
10921 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10922 level.native_em_level->lev->killed_out_of_time = TRUE;
10924 for (i = 0; i < MAX_PLAYERS; i++)
10925 KillPlayer(&stored_player[i]);
10928 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
10930 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
10933 level.native_em_level->lev->time =
10934 (game.no_time_limit ? TimePlayed : TimeLeft);
10937 if (tape.recording || tape.playing)
10938 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
10941 if (tape.recording || tape.playing)
10942 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
10944 UpdateAndDisplayGameControlValues();
10947 void AdvanceFrameAndPlayerCounters(int player_nr)
10951 /* advance frame counters (global frame counter and time frame counter) */
10955 /* advance player counters (counters for move delay, move animation etc.) */
10956 for (i = 0; i < MAX_PLAYERS; i++)
10958 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
10959 int move_delay_value = stored_player[i].move_delay_value;
10960 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
10962 if (!advance_player_counters) /* not all players may be affected */
10965 if (move_frames == 0) /* less than one move per game frame */
10967 int stepsize = TILEX / move_delay_value;
10968 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
10969 int count = (stored_player[i].is_moving ?
10970 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
10972 if (count % delay == 0)
10976 stored_player[i].Frame += move_frames;
10978 if (stored_player[i].MovPos != 0)
10979 stored_player[i].StepFrame += move_frames;
10981 if (stored_player[i].move_delay > 0)
10982 stored_player[i].move_delay--;
10984 /* due to bugs in previous versions, counter must count up, not down */
10985 if (stored_player[i].push_delay != -1)
10986 stored_player[i].push_delay++;
10988 if (stored_player[i].drop_delay > 0)
10989 stored_player[i].drop_delay--;
10991 if (stored_player[i].is_dropping_pressed)
10992 stored_player[i].drop_pressed_delay++;
10996 void StartGameActions(boolean init_network_game, boolean record_tape,
10999 unsigned int new_random_seed = InitRND(random_seed);
11002 TapeStartRecording(new_random_seed);
11004 #if defined(NETWORK_AVALIABLE)
11005 if (init_network_game)
11007 SendToServer_StartPlaying();
11018 static unsigned int game_frame_delay = 0;
11019 unsigned int game_frame_delay_value;
11020 byte *recorded_player_action;
11021 byte summarized_player_action = 0;
11022 byte tape_action[MAX_PLAYERS];
11025 /* detect endless loops, caused by custom element programming */
11026 if (recursion_loop_detected && recursion_loop_depth == 0)
11028 char *message = getStringCat3("Internal Error! Element ",
11029 EL_NAME(recursion_loop_element),
11030 " caused endless loop! Quit the game?");
11032 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11033 EL_NAME(recursion_loop_element));
11035 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11037 recursion_loop_detected = FALSE; /* if game should be continued */
11044 if (game.restart_level)
11045 StartGameActions(options.network, setup.autorecord, level.random_seed);
11047 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
11048 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11050 if (level.native_em_level->lev->home == 0) /* all players at home */
11052 PlayerWins(local_player);
11054 AllPlayersGone = TRUE;
11056 level.native_em_level->lev->home = -1;
11059 if (level.native_em_level->ply[0]->alive == 0 &&
11060 level.native_em_level->ply[1]->alive == 0 &&
11061 level.native_em_level->ply[2]->alive == 0 &&
11062 level.native_em_level->ply[3]->alive == 0) /* all dead */
11063 AllPlayersGone = TRUE;
11065 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11067 if (game_sp.LevelSolved &&
11068 !game_sp.GameOver) /* game won */
11070 PlayerWins(local_player);
11072 game_sp.GameOver = TRUE;
11074 AllPlayersGone = TRUE;
11077 if (game_sp.GameOver) /* game lost */
11078 AllPlayersGone = TRUE;
11081 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11084 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11087 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11090 game_frame_delay_value =
11091 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11093 if (tape.playing && tape.warp_forward && !tape.pausing)
11094 game_frame_delay_value = 0;
11097 /* ---------- main game synchronization point ---------- */
11099 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11101 printf("::: skip == %d\n", skip);
11104 /* ---------- main game synchronization point ---------- */
11106 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11109 if (network_playing && !network_player_action_received)
11111 /* try to get network player actions in time */
11113 #if defined(NETWORK_AVALIABLE)
11114 /* last chance to get network player actions without main loop delay */
11115 HandleNetworking();
11118 /* game was quit by network peer */
11119 if (game_status != GAME_MODE_PLAYING)
11122 if (!network_player_action_received)
11123 return; /* failed to get network player actions in time */
11125 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11131 /* at this point we know that we really continue executing the game */
11133 network_player_action_received = FALSE;
11135 /* when playing tape, read previously recorded player input from tape data */
11136 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11138 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11142 if (tape.set_centered_player)
11144 game.centered_player_nr_next = tape.centered_player_nr_next;
11145 game.set_centered_player = TRUE;
11148 for (i = 0; i < MAX_PLAYERS; i++)
11150 summarized_player_action |= stored_player[i].action;
11152 if (!network_playing && (game.team_mode || tape.playing))
11153 stored_player[i].effective_action = stored_player[i].action;
11156 #if defined(NETWORK_AVALIABLE)
11157 if (network_playing)
11158 SendToServer_MovePlayer(summarized_player_action);
11161 if (!options.network && !game.team_mode)
11162 local_player->effective_action = summarized_player_action;
11164 if (tape.recording &&
11166 setup.input_on_focus &&
11167 game.centered_player_nr != -1)
11169 for (i = 0; i < MAX_PLAYERS; i++)
11170 stored_player[i].effective_action =
11171 (i == game.centered_player_nr ? summarized_player_action : 0);
11174 if (recorded_player_action != NULL)
11175 for (i = 0; i < MAX_PLAYERS; i++)
11176 stored_player[i].effective_action = recorded_player_action[i];
11178 for (i = 0; i < MAX_PLAYERS; i++)
11180 tape_action[i] = stored_player[i].effective_action;
11182 /* (this may happen in the RND game engine if a player was not present on
11183 the playfield on level start, but appeared later from a custom element */
11184 if (setup.team_mode &&
11187 !tape.player_participates[i])
11188 tape.player_participates[i] = TRUE;
11191 /* only record actions from input devices, but not programmed actions */
11192 if (tape.recording)
11193 TapeRecordAction(tape_action);
11195 #if USE_NEW_PLAYER_ASSIGNMENTS
11196 // !!! also map player actions in single player mode !!!
11197 // if (game.team_mode)
11199 byte mapped_action[MAX_PLAYERS];
11201 #if DEBUG_PLAYER_ACTIONS
11203 for (i = 0; i < MAX_PLAYERS; i++)
11204 printf(" %d, ", stored_player[i].effective_action);
11207 for (i = 0; i < MAX_PLAYERS; i++)
11208 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11210 for (i = 0; i < MAX_PLAYERS; i++)
11211 stored_player[i].effective_action = mapped_action[i];
11213 #if DEBUG_PLAYER_ACTIONS
11215 for (i = 0; i < MAX_PLAYERS; i++)
11216 printf(" %d, ", stored_player[i].effective_action);
11220 #if DEBUG_PLAYER_ACTIONS
11224 for (i = 0; i < MAX_PLAYERS; i++)
11225 printf(" %d, ", stored_player[i].effective_action);
11231 for (i = 0; i < MAX_PLAYERS; i++)
11233 // allow engine snapshot in case of changed movement attempt
11234 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11235 (stored_player[i].effective_action & KEY_MOTION))
11236 game.snapshot.changed_action = TRUE;
11238 // allow engine snapshot in case of snapping/dropping attempt
11239 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11240 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11241 game.snapshot.changed_action = TRUE;
11243 game.snapshot.last_action[i] = stored_player[i].effective_action;
11246 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11248 GameActions_EM_Main();
11250 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11252 GameActions_SP_Main();
11256 GameActions_RND_Main();
11259 BlitScreenToBitmap(backbuffer);
11263 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11265 if (options.debug) /* calculate frames per second */
11267 static unsigned int fps_counter = 0;
11268 static int fps_frames = 0;
11269 unsigned int fps_delay_ms = Counter() - fps_counter;
11273 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
11275 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11278 fps_counter = Counter();
11281 redraw_mask |= REDRAW_FPS;
11285 void GameActions_EM_Main()
11287 byte effective_action[MAX_PLAYERS];
11288 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11291 for (i = 0; i < MAX_PLAYERS; i++)
11292 effective_action[i] = stored_player[i].effective_action;
11294 GameActions_EM(effective_action, warp_mode);
11297 void GameActions_SP_Main()
11299 byte effective_action[MAX_PLAYERS];
11300 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11303 for (i = 0; i < MAX_PLAYERS; i++)
11304 effective_action[i] = stored_player[i].effective_action;
11306 GameActions_SP(effective_action, warp_mode);
11309 void GameActions_RND_Main()
11314 void GameActions_RND()
11316 int magic_wall_x = 0, magic_wall_y = 0;
11317 int i, x, y, element, graphic;
11319 InitPlayfieldScanModeVars();
11321 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11323 SCAN_PLAYFIELD(x, y)
11325 ChangeCount[x][y] = 0;
11326 ChangeEvent[x][y] = -1;
11330 if (game.set_centered_player)
11332 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11334 /* switching to "all players" only possible if all players fit to screen */
11335 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11337 game.centered_player_nr_next = game.centered_player_nr;
11338 game.set_centered_player = FALSE;
11341 /* do not switch focus to non-existing (or non-active) player */
11342 if (game.centered_player_nr_next >= 0 &&
11343 !stored_player[game.centered_player_nr_next].active)
11345 game.centered_player_nr_next = game.centered_player_nr;
11346 game.set_centered_player = FALSE;
11350 if (game.set_centered_player &&
11351 ScreenMovPos == 0) /* screen currently aligned at tile position */
11355 if (game.centered_player_nr_next == -1)
11357 setScreenCenteredToAllPlayers(&sx, &sy);
11361 sx = stored_player[game.centered_player_nr_next].jx;
11362 sy = stored_player[game.centered_player_nr_next].jy;
11365 game.centered_player_nr = game.centered_player_nr_next;
11366 game.set_centered_player = FALSE;
11368 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11369 DrawGameDoorValues();
11372 for (i = 0; i < MAX_PLAYERS; i++)
11374 int actual_player_action = stored_player[i].effective_action;
11377 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11378 - rnd_equinox_tetrachloride 048
11379 - rnd_equinox_tetrachloride_ii 096
11380 - rnd_emanuel_schmieg 002
11381 - doctor_sloan_ww 001, 020
11383 if (stored_player[i].MovPos == 0)
11384 CheckGravityMovement(&stored_player[i]);
11387 /* overwrite programmed action with tape action */
11388 if (stored_player[i].programmed_action)
11389 actual_player_action = stored_player[i].programmed_action;
11391 PlayerActions(&stored_player[i], actual_player_action);
11393 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11396 ScrollScreen(NULL, SCROLL_GO_ON);
11398 /* for backwards compatibility, the following code emulates a fixed bug that
11399 occured when pushing elements (causing elements that just made their last
11400 pushing step to already (if possible) make their first falling step in the
11401 same game frame, which is bad); this code is also needed to use the famous
11402 "spring push bug" which is used in older levels and might be wanted to be
11403 used also in newer levels, but in this case the buggy pushing code is only
11404 affecting the "spring" element and no other elements */
11406 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11408 for (i = 0; i < MAX_PLAYERS; i++)
11410 struct PlayerInfo *player = &stored_player[i];
11411 int x = player->jx;
11412 int y = player->jy;
11414 if (player->active && player->is_pushing && player->is_moving &&
11416 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11417 Feld[x][y] == EL_SPRING))
11419 ContinueMoving(x, y);
11421 /* continue moving after pushing (this is actually a bug) */
11422 if (!IS_MOVING(x, y))
11423 Stop[x][y] = FALSE;
11428 SCAN_PLAYFIELD(x, y)
11430 ChangeCount[x][y] = 0;
11431 ChangeEvent[x][y] = -1;
11433 /* this must be handled before main playfield loop */
11434 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11437 if (MovDelay[x][y] <= 0)
11441 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11444 if (MovDelay[x][y] <= 0)
11447 TEST_DrawLevelField(x, y);
11449 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11454 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11456 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11457 printf("GameActions(): This should never happen!\n");
11459 ChangePage[x][y] = -1;
11463 Stop[x][y] = FALSE;
11464 if (WasJustMoving[x][y] > 0)
11465 WasJustMoving[x][y]--;
11466 if (WasJustFalling[x][y] > 0)
11467 WasJustFalling[x][y]--;
11468 if (CheckCollision[x][y] > 0)
11469 CheckCollision[x][y]--;
11470 if (CheckImpact[x][y] > 0)
11471 CheckImpact[x][y]--;
11475 /* reset finished pushing action (not done in ContinueMoving() to allow
11476 continuous pushing animation for elements with zero push delay) */
11477 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11479 ResetGfxAnimation(x, y);
11480 TEST_DrawLevelField(x, y);
11484 if (IS_BLOCKED(x, y))
11488 Blocked2Moving(x, y, &oldx, &oldy);
11489 if (!IS_MOVING(oldx, oldy))
11491 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11492 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11493 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11494 printf("GameActions(): This should never happen!\n");
11500 SCAN_PLAYFIELD(x, y)
11502 element = Feld[x][y];
11503 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11505 ResetGfxFrame(x, y, TRUE);
11507 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11508 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11509 ResetRandomAnimationValue(x, y);
11511 SetRandomAnimationValue(x, y);
11513 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11515 if (IS_INACTIVE(element))
11517 if (IS_ANIMATED(graphic))
11518 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11523 /* this may take place after moving, so 'element' may have changed */
11524 if (IS_CHANGING(x, y) &&
11525 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11527 int page = element_info[element].event_page_nr[CE_DELAY];
11529 HandleElementChange(x, y, page);
11531 element = Feld[x][y];
11532 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11535 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11539 element = Feld[x][y];
11540 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11542 if (IS_ANIMATED(graphic) &&
11543 !IS_MOVING(x, y) &&
11545 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11547 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11548 TEST_DrawTwinkleOnField(x, y);
11550 else if ((element == EL_ACID ||
11551 element == EL_EXIT_OPEN ||
11552 element == EL_EM_EXIT_OPEN ||
11553 element == EL_SP_EXIT_OPEN ||
11554 element == EL_STEEL_EXIT_OPEN ||
11555 element == EL_EM_STEEL_EXIT_OPEN ||
11556 element == EL_SP_TERMINAL ||
11557 element == EL_SP_TERMINAL_ACTIVE ||
11558 element == EL_EXTRA_TIME ||
11559 element == EL_SHIELD_NORMAL ||
11560 element == EL_SHIELD_DEADLY) &&
11561 IS_ANIMATED(graphic))
11562 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11563 else if (IS_MOVING(x, y))
11564 ContinueMoving(x, y);
11565 else if (IS_ACTIVE_BOMB(element))
11566 CheckDynamite(x, y);
11567 else if (element == EL_AMOEBA_GROWING)
11568 AmoebeWaechst(x, y);
11569 else if (element == EL_AMOEBA_SHRINKING)
11570 AmoebaDisappearing(x, y);
11572 #if !USE_NEW_AMOEBA_CODE
11573 else if (IS_AMOEBALIVE(element))
11574 AmoebeAbleger(x, y);
11577 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11579 else if (element == EL_EXIT_CLOSED)
11581 else if (element == EL_EM_EXIT_CLOSED)
11583 else if (element == EL_STEEL_EXIT_CLOSED)
11584 CheckExitSteel(x, y);
11585 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11586 CheckExitSteelEM(x, y);
11587 else if (element == EL_SP_EXIT_CLOSED)
11589 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11590 element == EL_EXPANDABLE_STEELWALL_GROWING)
11591 MauerWaechst(x, y);
11592 else if (element == EL_EXPANDABLE_WALL ||
11593 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11594 element == EL_EXPANDABLE_WALL_VERTICAL ||
11595 element == EL_EXPANDABLE_WALL_ANY ||
11596 element == EL_BD_EXPANDABLE_WALL)
11597 MauerAbleger(x, y);
11598 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11599 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11600 element == EL_EXPANDABLE_STEELWALL_ANY)
11601 MauerAblegerStahl(x, y);
11602 else if (element == EL_FLAMES)
11603 CheckForDragon(x, y);
11604 else if (element == EL_EXPLOSION)
11605 ; /* drawing of correct explosion animation is handled separately */
11606 else if (element == EL_ELEMENT_SNAPPING ||
11607 element == EL_DIAGONAL_SHRINKING ||
11608 element == EL_DIAGONAL_GROWING)
11610 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11612 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11614 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11615 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11617 if (IS_BELT_ACTIVE(element))
11618 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11620 if (game.magic_wall_active)
11622 int jx = local_player->jx, jy = local_player->jy;
11624 /* play the element sound at the position nearest to the player */
11625 if ((element == EL_MAGIC_WALL_FULL ||
11626 element == EL_MAGIC_WALL_ACTIVE ||
11627 element == EL_MAGIC_WALL_EMPTYING ||
11628 element == EL_BD_MAGIC_WALL_FULL ||
11629 element == EL_BD_MAGIC_WALL_ACTIVE ||
11630 element == EL_BD_MAGIC_WALL_EMPTYING ||
11631 element == EL_DC_MAGIC_WALL_FULL ||
11632 element == EL_DC_MAGIC_WALL_ACTIVE ||
11633 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11634 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11642 #if USE_NEW_AMOEBA_CODE
11643 /* new experimental amoeba growth stuff */
11644 if (!(FrameCounter % 8))
11646 static unsigned int random = 1684108901;
11648 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11650 x = RND(lev_fieldx);
11651 y = RND(lev_fieldy);
11652 element = Feld[x][y];
11654 if (!IS_PLAYER(x,y) &&
11655 (element == EL_EMPTY ||
11656 CAN_GROW_INTO(element) ||
11657 element == EL_QUICKSAND_EMPTY ||
11658 element == EL_QUICKSAND_FAST_EMPTY ||
11659 element == EL_ACID_SPLASH_LEFT ||
11660 element == EL_ACID_SPLASH_RIGHT))
11662 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11663 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11664 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11665 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11666 Feld[x][y] = EL_AMOEBA_DROP;
11669 random = random * 129 + 1;
11674 game.explosions_delayed = FALSE;
11676 SCAN_PLAYFIELD(x, y)
11678 element = Feld[x][y];
11680 if (ExplodeField[x][y])
11681 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11682 else if (element == EL_EXPLOSION)
11683 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11685 ExplodeField[x][y] = EX_TYPE_NONE;
11688 game.explosions_delayed = TRUE;
11690 if (game.magic_wall_active)
11692 if (!(game.magic_wall_time_left % 4))
11694 int element = Feld[magic_wall_x][magic_wall_y];
11696 if (element == EL_BD_MAGIC_WALL_FULL ||
11697 element == EL_BD_MAGIC_WALL_ACTIVE ||
11698 element == EL_BD_MAGIC_WALL_EMPTYING)
11699 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
11700 else if (element == EL_DC_MAGIC_WALL_FULL ||
11701 element == EL_DC_MAGIC_WALL_ACTIVE ||
11702 element == EL_DC_MAGIC_WALL_EMPTYING)
11703 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
11705 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
11708 if (game.magic_wall_time_left > 0)
11710 game.magic_wall_time_left--;
11712 if (!game.magic_wall_time_left)
11714 SCAN_PLAYFIELD(x, y)
11716 element = Feld[x][y];
11718 if (element == EL_MAGIC_WALL_ACTIVE ||
11719 element == EL_MAGIC_WALL_FULL)
11721 Feld[x][y] = EL_MAGIC_WALL_DEAD;
11722 TEST_DrawLevelField(x, y);
11724 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
11725 element == EL_BD_MAGIC_WALL_FULL)
11727 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
11728 TEST_DrawLevelField(x, y);
11730 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
11731 element == EL_DC_MAGIC_WALL_FULL)
11733 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
11734 TEST_DrawLevelField(x, y);
11738 game.magic_wall_active = FALSE;
11743 if (game.light_time_left > 0)
11745 game.light_time_left--;
11747 if (game.light_time_left == 0)
11748 RedrawAllLightSwitchesAndInvisibleElements();
11751 if (game.timegate_time_left > 0)
11753 game.timegate_time_left--;
11755 if (game.timegate_time_left == 0)
11756 CloseAllOpenTimegates();
11759 if (game.lenses_time_left > 0)
11761 game.lenses_time_left--;
11763 if (game.lenses_time_left == 0)
11764 RedrawAllInvisibleElementsForLenses();
11767 if (game.magnify_time_left > 0)
11769 game.magnify_time_left--;
11771 if (game.magnify_time_left == 0)
11772 RedrawAllInvisibleElementsForMagnifier();
11775 for (i = 0; i < MAX_PLAYERS; i++)
11777 struct PlayerInfo *player = &stored_player[i];
11779 if (SHIELD_ON(player))
11781 if (player->shield_deadly_time_left)
11782 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
11783 else if (player->shield_normal_time_left)
11784 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
11788 #if USE_DELAYED_GFX_REDRAW
11789 SCAN_PLAYFIELD(x, y)
11791 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
11793 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
11794 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
11796 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
11797 DrawLevelField(x, y);
11799 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
11800 DrawLevelFieldCrumbled(x, y);
11802 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
11803 DrawLevelFieldCrumbledNeighbours(x, y);
11805 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
11806 DrawTwinkleOnField(x, y);
11809 GfxRedraw[x][y] = GFX_REDRAW_NONE;
11814 PlayAllPlayersSound();
11816 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
11818 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
11820 local_player->show_envelope = 0;
11823 /* use random number generator in every frame to make it less predictable */
11824 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
11828 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
11830 int min_x = x, min_y = y, max_x = x, max_y = y;
11833 for (i = 0; i < MAX_PLAYERS; i++)
11835 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11837 if (!stored_player[i].active || &stored_player[i] == player)
11840 min_x = MIN(min_x, jx);
11841 min_y = MIN(min_y, jy);
11842 max_x = MAX(max_x, jx);
11843 max_y = MAX(max_y, jy);
11846 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
11849 static boolean AllPlayersInVisibleScreen()
11853 for (i = 0; i < MAX_PLAYERS; i++)
11855 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11857 if (!stored_player[i].active)
11860 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
11867 void ScrollLevel(int dx, int dy)
11869 int scroll_offset = 2 * TILEX_VAR;
11872 BlitBitmap(drawto_field, drawto_field,
11873 FX + TILEX_VAR * (dx == -1) - scroll_offset,
11874 FY + TILEY_VAR * (dy == -1) - scroll_offset,
11875 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
11876 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
11877 FX + TILEX_VAR * (dx == 1) - scroll_offset,
11878 FY + TILEY_VAR * (dy == 1) - scroll_offset);
11882 x = (dx == 1 ? BX1 : BX2);
11883 for (y = BY1; y <= BY2; y++)
11884 DrawScreenField(x, y);
11889 y = (dy == 1 ? BY1 : BY2);
11890 for (x = BX1; x <= BX2; x++)
11891 DrawScreenField(x, y);
11894 redraw_mask |= REDRAW_FIELD;
11897 static boolean canFallDown(struct PlayerInfo *player)
11899 int jx = player->jx, jy = player->jy;
11901 return (IN_LEV_FIELD(jx, jy + 1) &&
11902 (IS_FREE(jx, jy + 1) ||
11903 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
11904 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
11905 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
11908 static boolean canPassField(int x, int y, int move_dir)
11910 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11911 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11912 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11913 int nextx = x + dx;
11914 int nexty = y + dy;
11915 int element = Feld[x][y];
11917 return (IS_PASSABLE_FROM(element, opposite_dir) &&
11918 !CAN_MOVE(element) &&
11919 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
11920 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
11921 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
11924 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
11926 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11927 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11928 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11932 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
11933 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
11934 (IS_DIGGABLE(Feld[newx][newy]) ||
11935 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
11936 canPassField(newx, newy, move_dir)));
11939 static void CheckGravityMovement(struct PlayerInfo *player)
11941 if (player->gravity && !player->programmed_action)
11943 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
11944 int move_dir_vertical = player->effective_action & MV_VERTICAL;
11945 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
11946 int jx = player->jx, jy = player->jy;
11947 boolean player_is_moving_to_valid_field =
11948 (!player_is_snapping &&
11949 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
11950 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
11951 boolean player_can_fall_down = canFallDown(player);
11953 if (player_can_fall_down &&
11954 !player_is_moving_to_valid_field)
11955 player->programmed_action = MV_DOWN;
11959 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
11961 return CheckGravityMovement(player);
11963 if (player->gravity && !player->programmed_action)
11965 int jx = player->jx, jy = player->jy;
11966 boolean field_under_player_is_free =
11967 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
11968 boolean player_is_standing_on_valid_field =
11969 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
11970 (IS_WALKABLE(Feld[jx][jy]) &&
11971 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
11973 if (field_under_player_is_free && !player_is_standing_on_valid_field)
11974 player->programmed_action = MV_DOWN;
11979 MovePlayerOneStep()
11980 -----------------------------------------------------------------------------
11981 dx, dy: direction (non-diagonal) to try to move the player to
11982 real_dx, real_dy: direction as read from input device (can be diagonal)
11985 boolean MovePlayerOneStep(struct PlayerInfo *player,
11986 int dx, int dy, int real_dx, int real_dy)
11988 int jx = player->jx, jy = player->jy;
11989 int new_jx = jx + dx, new_jy = jy + dy;
11991 boolean player_can_move = !player->cannot_move;
11993 if (!player->active || (!dx && !dy))
11994 return MP_NO_ACTION;
11996 player->MovDir = (dx < 0 ? MV_LEFT :
11997 dx > 0 ? MV_RIGHT :
11999 dy > 0 ? MV_DOWN : MV_NONE);
12001 if (!IN_LEV_FIELD(new_jx, new_jy))
12002 return MP_NO_ACTION;
12004 if (!player_can_move)
12006 if (player->MovPos == 0)
12008 player->is_moving = FALSE;
12009 player->is_digging = FALSE;
12010 player->is_collecting = FALSE;
12011 player->is_snapping = FALSE;
12012 player->is_pushing = FALSE;
12016 if (!options.network && game.centered_player_nr == -1 &&
12017 !AllPlayersInSight(player, new_jx, new_jy))
12018 return MP_NO_ACTION;
12020 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12021 if (can_move != MP_MOVING)
12024 /* check if DigField() has caused relocation of the player */
12025 if (player->jx != jx || player->jy != jy)
12026 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
12028 StorePlayer[jx][jy] = 0;
12029 player->last_jx = jx;
12030 player->last_jy = jy;
12031 player->jx = new_jx;
12032 player->jy = new_jy;
12033 StorePlayer[new_jx][new_jy] = player->element_nr;
12035 if (player->move_delay_value_next != -1)
12037 player->move_delay_value = player->move_delay_value_next;
12038 player->move_delay_value_next = -1;
12042 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12044 player->step_counter++;
12046 PlayerVisit[jx][jy] = FrameCounter;
12048 player->is_moving = TRUE;
12051 /* should better be called in MovePlayer(), but this breaks some tapes */
12052 ScrollPlayer(player, SCROLL_INIT);
12058 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12060 int jx = player->jx, jy = player->jy;
12061 int old_jx = jx, old_jy = jy;
12062 int moved = MP_NO_ACTION;
12064 if (!player->active)
12069 if (player->MovPos == 0)
12071 player->is_moving = FALSE;
12072 player->is_digging = FALSE;
12073 player->is_collecting = FALSE;
12074 player->is_snapping = FALSE;
12075 player->is_pushing = FALSE;
12081 if (player->move_delay > 0)
12084 player->move_delay = -1; /* set to "uninitialized" value */
12086 /* store if player is automatically moved to next field */
12087 player->is_auto_moving = (player->programmed_action != MV_NONE);
12089 /* remove the last programmed player action */
12090 player->programmed_action = 0;
12092 if (player->MovPos)
12094 /* should only happen if pre-1.2 tape recordings are played */
12095 /* this is only for backward compatibility */
12097 int original_move_delay_value = player->move_delay_value;
12100 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12104 /* scroll remaining steps with finest movement resolution */
12105 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12107 while (player->MovPos)
12109 ScrollPlayer(player, SCROLL_GO_ON);
12110 ScrollScreen(NULL, SCROLL_GO_ON);
12112 AdvanceFrameAndPlayerCounters(player->index_nr);
12118 player->move_delay_value = original_move_delay_value;
12121 player->is_active = FALSE;
12123 if (player->last_move_dir & MV_HORIZONTAL)
12125 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12126 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12130 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12131 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12134 if (!moved && !player->is_active)
12136 player->is_moving = FALSE;
12137 player->is_digging = FALSE;
12138 player->is_collecting = FALSE;
12139 player->is_snapping = FALSE;
12140 player->is_pushing = FALSE;
12146 if (moved & MP_MOVING && !ScreenMovPos &&
12147 (player->index_nr == game.centered_player_nr ||
12148 game.centered_player_nr == -1))
12150 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12151 int offset = game.scroll_delay_value;
12153 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12155 /* actual player has left the screen -- scroll in that direction */
12156 if (jx != old_jx) /* player has moved horizontally */
12157 scroll_x += (jx - old_jx);
12158 else /* player has moved vertically */
12159 scroll_y += (jy - old_jy);
12163 if (jx != old_jx) /* player has moved horizontally */
12165 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12166 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12167 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12169 /* don't scroll over playfield boundaries */
12170 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12171 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12173 /* don't scroll more than one field at a time */
12174 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12176 /* don't scroll against the player's moving direction */
12177 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12178 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12179 scroll_x = old_scroll_x;
12181 else /* player has moved vertically */
12183 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12184 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12185 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12187 /* don't scroll over playfield boundaries */
12188 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12189 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12191 /* don't scroll more than one field at a time */
12192 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12194 /* don't scroll against the player's moving direction */
12195 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12196 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12197 scroll_y = old_scroll_y;
12201 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12203 if (!options.network && game.centered_player_nr == -1 &&
12204 !AllPlayersInVisibleScreen())
12206 scroll_x = old_scroll_x;
12207 scroll_y = old_scroll_y;
12211 ScrollScreen(player, SCROLL_INIT);
12212 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12217 player->StepFrame = 0;
12219 if (moved & MP_MOVING)
12221 if (old_jx != jx && old_jy == jy)
12222 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12223 else if (old_jx == jx && old_jy != jy)
12224 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12226 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12228 player->last_move_dir = player->MovDir;
12229 player->is_moving = TRUE;
12230 player->is_snapping = FALSE;
12231 player->is_switching = FALSE;
12232 player->is_dropping = FALSE;
12233 player->is_dropping_pressed = FALSE;
12234 player->drop_pressed_delay = 0;
12237 /* should better be called here than above, but this breaks some tapes */
12238 ScrollPlayer(player, SCROLL_INIT);
12243 CheckGravityMovementWhenNotMoving(player);
12245 player->is_moving = FALSE;
12247 /* at this point, the player is allowed to move, but cannot move right now
12248 (e.g. because of something blocking the way) -- ensure that the player
12249 is also allowed to move in the next frame (in old versions before 3.1.1,
12250 the player was forced to wait again for eight frames before next try) */
12252 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12253 player->move_delay = 0; /* allow direct movement in the next frame */
12256 if (player->move_delay == -1) /* not yet initialized by DigField() */
12257 player->move_delay = player->move_delay_value;
12259 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12261 TestIfPlayerTouchesBadThing(jx, jy);
12262 TestIfPlayerTouchesCustomElement(jx, jy);
12265 if (!player->active)
12266 RemovePlayer(player);
12271 void ScrollPlayer(struct PlayerInfo *player, int mode)
12273 int jx = player->jx, jy = player->jy;
12274 int last_jx = player->last_jx, last_jy = player->last_jy;
12275 int move_stepsize = TILEX / player->move_delay_value;
12277 if (!player->active)
12280 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12283 if (mode == SCROLL_INIT)
12285 player->actual_frame_counter = FrameCounter;
12286 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12288 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12289 Feld[last_jx][last_jy] == EL_EMPTY)
12291 int last_field_block_delay = 0; /* start with no blocking at all */
12292 int block_delay_adjustment = player->block_delay_adjustment;
12294 /* if player blocks last field, add delay for exactly one move */
12295 if (player->block_last_field)
12297 last_field_block_delay += player->move_delay_value;
12299 /* when blocking enabled, prevent moving up despite gravity */
12300 if (player->gravity && player->MovDir == MV_UP)
12301 block_delay_adjustment = -1;
12304 /* add block delay adjustment (also possible when not blocking) */
12305 last_field_block_delay += block_delay_adjustment;
12307 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12308 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12311 if (player->MovPos != 0) /* player has not yet reached destination */
12314 else if (!FrameReached(&player->actual_frame_counter, 1))
12317 if (player->MovPos != 0)
12319 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12320 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12322 /* before DrawPlayer() to draw correct player graphic for this case */
12323 if (player->MovPos == 0)
12324 CheckGravityMovement(player);
12327 if (player->MovPos == 0) /* player reached destination field */
12329 if (player->move_delay_reset_counter > 0)
12331 player->move_delay_reset_counter--;
12333 if (player->move_delay_reset_counter == 0)
12335 /* continue with normal speed after quickly moving through gate */
12336 HALVE_PLAYER_SPEED(player);
12338 /* be able to make the next move without delay */
12339 player->move_delay = 0;
12343 player->last_jx = jx;
12344 player->last_jy = jy;
12346 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12347 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12348 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12349 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12350 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12351 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12352 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12353 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12355 DrawPlayer(player); /* needed here only to cleanup last field */
12356 RemovePlayer(player);
12358 if (local_player->friends_still_needed == 0 ||
12359 IS_SP_ELEMENT(Feld[jx][jy]))
12360 PlayerWins(player);
12363 /* this breaks one level: "machine", level 000 */
12365 int move_direction = player->MovDir;
12366 int enter_side = MV_DIR_OPPOSITE(move_direction);
12367 int leave_side = move_direction;
12368 int old_jx = last_jx;
12369 int old_jy = last_jy;
12370 int old_element = Feld[old_jx][old_jy];
12371 int new_element = Feld[jx][jy];
12373 if (IS_CUSTOM_ELEMENT(old_element))
12374 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12376 player->index_bit, leave_side);
12378 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12379 CE_PLAYER_LEAVES_X,
12380 player->index_bit, leave_side);
12382 if (IS_CUSTOM_ELEMENT(new_element))
12383 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12384 player->index_bit, enter_side);
12386 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12387 CE_PLAYER_ENTERS_X,
12388 player->index_bit, enter_side);
12390 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12391 CE_MOVE_OF_X, move_direction);
12394 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12396 TestIfPlayerTouchesBadThing(jx, jy);
12397 TestIfPlayerTouchesCustomElement(jx, jy);
12399 /* needed because pushed element has not yet reached its destination,
12400 so it would trigger a change event at its previous field location */
12401 if (!player->is_pushing)
12402 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12404 if (!player->active)
12405 RemovePlayer(player);
12408 if (!local_player->LevelSolved && level.use_step_counter)
12418 if (TimeLeft <= 10 && setup.time_limit)
12419 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12421 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12423 DisplayGameControlValues();
12425 if (!TimeLeft && setup.time_limit)
12426 for (i = 0; i < MAX_PLAYERS; i++)
12427 KillPlayer(&stored_player[i]);
12429 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12431 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12433 DisplayGameControlValues();
12437 if (tape.single_step && tape.recording && !tape.pausing &&
12438 !player->programmed_action)
12439 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12441 if (!player->programmed_action)
12442 CheckSaveEngineSnapshot(player);
12446 void ScrollScreen(struct PlayerInfo *player, int mode)
12448 static unsigned int screen_frame_counter = 0;
12450 if (mode == SCROLL_INIT)
12452 /* set scrolling step size according to actual player's moving speed */
12453 ScrollStepSize = TILEX / player->move_delay_value;
12455 screen_frame_counter = FrameCounter;
12456 ScreenMovDir = player->MovDir;
12457 ScreenMovPos = player->MovPos;
12458 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12461 else if (!FrameReached(&screen_frame_counter, 1))
12466 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12467 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12468 redraw_mask |= REDRAW_FIELD;
12471 ScreenMovDir = MV_NONE;
12474 void TestIfPlayerTouchesCustomElement(int x, int y)
12476 static int xy[4][2] =
12483 static int trigger_sides[4][2] =
12485 /* center side border side */
12486 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12487 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12488 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12489 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12491 static int touch_dir[4] =
12493 MV_LEFT | MV_RIGHT,
12498 int center_element = Feld[x][y]; /* should always be non-moving! */
12501 for (i = 0; i < NUM_DIRECTIONS; i++)
12503 int xx = x + xy[i][0];
12504 int yy = y + xy[i][1];
12505 int center_side = trigger_sides[i][0];
12506 int border_side = trigger_sides[i][1];
12507 int border_element;
12509 if (!IN_LEV_FIELD(xx, yy))
12512 if (IS_PLAYER(x, y)) /* player found at center element */
12514 struct PlayerInfo *player = PLAYERINFO(x, y);
12516 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12517 border_element = Feld[xx][yy]; /* may be moving! */
12518 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12519 border_element = Feld[xx][yy];
12520 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12521 border_element = MovingOrBlocked2Element(xx, yy);
12523 continue; /* center and border element do not touch */
12525 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12526 player->index_bit, border_side);
12527 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12528 CE_PLAYER_TOUCHES_X,
12529 player->index_bit, border_side);
12532 /* use player element that is initially defined in the level playfield,
12533 not the player element that corresponds to the runtime player number
12534 (example: a level that contains EL_PLAYER_3 as the only player would
12535 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12536 int player_element = PLAYERINFO(x, y)->initial_element;
12538 CheckElementChangeBySide(xx, yy, border_element, player_element,
12539 CE_TOUCHING_X, border_side);
12542 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12544 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12546 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12548 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12549 continue; /* center and border element do not touch */
12552 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12553 player->index_bit, center_side);
12554 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12555 CE_PLAYER_TOUCHES_X,
12556 player->index_bit, center_side);
12559 /* use player element that is initially defined in the level playfield,
12560 not the player element that corresponds to the runtime player number
12561 (example: a level that contains EL_PLAYER_3 as the only player would
12562 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12563 int player_element = PLAYERINFO(xx, yy)->initial_element;
12565 CheckElementChangeBySide(x, y, center_element, player_element,
12566 CE_TOUCHING_X, center_side);
12574 void TestIfElementTouchesCustomElement(int x, int y)
12576 static int xy[4][2] =
12583 static int trigger_sides[4][2] =
12585 /* center side border side */
12586 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12587 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12588 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12589 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12591 static int touch_dir[4] =
12593 MV_LEFT | MV_RIGHT,
12598 boolean change_center_element = FALSE;
12599 int center_element = Feld[x][y]; /* should always be non-moving! */
12600 int border_element_old[NUM_DIRECTIONS];
12603 for (i = 0; i < NUM_DIRECTIONS; i++)
12605 int xx = x + xy[i][0];
12606 int yy = y + xy[i][1];
12607 int border_element;
12609 border_element_old[i] = -1;
12611 if (!IN_LEV_FIELD(xx, yy))
12614 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12615 border_element = Feld[xx][yy]; /* may be moving! */
12616 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12617 border_element = Feld[xx][yy];
12618 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12619 border_element = MovingOrBlocked2Element(xx, yy);
12621 continue; /* center and border element do not touch */
12623 border_element_old[i] = border_element;
12626 for (i = 0; i < NUM_DIRECTIONS; i++)
12628 int xx = x + xy[i][0];
12629 int yy = y + xy[i][1];
12630 int center_side = trigger_sides[i][0];
12631 int border_element = border_element_old[i];
12633 if (border_element == -1)
12636 /* check for change of border element */
12637 CheckElementChangeBySide(xx, yy, border_element, center_element,
12638 CE_TOUCHING_X, center_side);
12640 /* (center element cannot be player, so we dont have to check this here) */
12643 for (i = 0; i < NUM_DIRECTIONS; i++)
12645 int xx = x + xy[i][0];
12646 int yy = y + xy[i][1];
12647 int border_side = trigger_sides[i][1];
12648 int border_element = border_element_old[i];
12650 if (border_element == -1)
12653 /* check for change of center element (but change it only once) */
12654 if (!change_center_element)
12655 change_center_element =
12656 CheckElementChangeBySide(x, y, center_element, border_element,
12657 CE_TOUCHING_X, border_side);
12659 if (IS_PLAYER(xx, yy))
12661 /* use player element that is initially defined in the level playfield,
12662 not the player element that corresponds to the runtime player number
12663 (example: a level that contains EL_PLAYER_3 as the only player would
12664 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12665 int player_element = PLAYERINFO(xx, yy)->initial_element;
12667 CheckElementChangeBySide(x, y, center_element, player_element,
12668 CE_TOUCHING_X, border_side);
12673 void TestIfElementHitsCustomElement(int x, int y, int direction)
12675 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12676 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12677 int hitx = x + dx, hity = y + dy;
12678 int hitting_element = Feld[x][y];
12679 int touched_element;
12681 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12684 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12685 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12687 if (IN_LEV_FIELD(hitx, hity))
12689 int opposite_direction = MV_DIR_OPPOSITE(direction);
12690 int hitting_side = direction;
12691 int touched_side = opposite_direction;
12692 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12693 MovDir[hitx][hity] != direction ||
12694 ABS(MovPos[hitx][hity]) <= TILEY / 2);
12700 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12701 CE_HITTING_X, touched_side);
12703 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12704 CE_HIT_BY_X, hitting_side);
12706 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12707 CE_HIT_BY_SOMETHING, opposite_direction);
12709 if (IS_PLAYER(hitx, hity))
12711 /* use player element that is initially defined in the level playfield,
12712 not the player element that corresponds to the runtime player number
12713 (example: a level that contains EL_PLAYER_3 as the only player would
12714 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12715 int player_element = PLAYERINFO(hitx, hity)->initial_element;
12717 CheckElementChangeBySide(x, y, hitting_element, player_element,
12718 CE_HITTING_X, touched_side);
12723 /* "hitting something" is also true when hitting the playfield border */
12724 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12725 CE_HITTING_SOMETHING, direction);
12728 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
12730 int i, kill_x = -1, kill_y = -1;
12732 int bad_element = -1;
12733 static int test_xy[4][2] =
12740 static int test_dir[4] =
12748 for (i = 0; i < NUM_DIRECTIONS; i++)
12750 int test_x, test_y, test_move_dir, test_element;
12752 test_x = good_x + test_xy[i][0];
12753 test_y = good_y + test_xy[i][1];
12755 if (!IN_LEV_FIELD(test_x, test_y))
12759 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12761 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
12763 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12764 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12766 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
12767 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
12771 bad_element = test_element;
12777 if (kill_x != -1 || kill_y != -1)
12779 if (IS_PLAYER(good_x, good_y))
12781 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
12783 if (player->shield_deadly_time_left > 0 &&
12784 !IS_INDESTRUCTIBLE(bad_element))
12785 Bang(kill_x, kill_y);
12786 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
12787 KillPlayer(player);
12790 Bang(good_x, good_y);
12794 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
12796 int i, kill_x = -1, kill_y = -1;
12797 int bad_element = Feld[bad_x][bad_y];
12798 static int test_xy[4][2] =
12805 static int touch_dir[4] =
12807 MV_LEFT | MV_RIGHT,
12812 static int test_dir[4] =
12820 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
12823 for (i = 0; i < NUM_DIRECTIONS; i++)
12825 int test_x, test_y, test_move_dir, test_element;
12827 test_x = bad_x + test_xy[i][0];
12828 test_y = bad_y + test_xy[i][1];
12830 if (!IN_LEV_FIELD(test_x, test_y))
12834 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12836 test_element = Feld[test_x][test_y];
12838 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12839 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12841 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
12842 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
12844 /* good thing is player or penguin that does not move away */
12845 if (IS_PLAYER(test_x, test_y))
12847 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12849 if (bad_element == EL_ROBOT && player->is_moving)
12850 continue; /* robot does not kill player if he is moving */
12852 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12854 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12855 continue; /* center and border element do not touch */
12863 else if (test_element == EL_PENGUIN)
12873 if (kill_x != -1 || kill_y != -1)
12875 if (IS_PLAYER(kill_x, kill_y))
12877 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12879 if (player->shield_deadly_time_left > 0 &&
12880 !IS_INDESTRUCTIBLE(bad_element))
12881 Bang(bad_x, bad_y);
12882 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12883 KillPlayer(player);
12886 Bang(kill_x, kill_y);
12890 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
12892 int bad_element = Feld[bad_x][bad_y];
12893 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
12894 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
12895 int test_x = bad_x + dx, test_y = bad_y + dy;
12896 int test_move_dir, test_element;
12897 int kill_x = -1, kill_y = -1;
12899 if (!IN_LEV_FIELD(test_x, test_y))
12903 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12905 test_element = Feld[test_x][test_y];
12907 if (test_move_dir != bad_move_dir)
12909 /* good thing can be player or penguin that does not move away */
12910 if (IS_PLAYER(test_x, test_y))
12912 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12914 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
12915 player as being hit when he is moving towards the bad thing, because
12916 the "get hit by" condition would be lost after the player stops) */
12917 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
12918 return; /* player moves away from bad thing */
12923 else if (test_element == EL_PENGUIN)
12930 if (kill_x != -1 || kill_y != -1)
12932 if (IS_PLAYER(kill_x, kill_y))
12934 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12936 if (player->shield_deadly_time_left > 0 &&
12937 !IS_INDESTRUCTIBLE(bad_element))
12938 Bang(bad_x, bad_y);
12939 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12940 KillPlayer(player);
12943 Bang(kill_x, kill_y);
12947 void TestIfPlayerTouchesBadThing(int x, int y)
12949 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12952 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
12954 TestIfGoodThingHitsBadThing(x, y, move_dir);
12957 void TestIfBadThingTouchesPlayer(int x, int y)
12959 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12962 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
12964 TestIfBadThingHitsGoodThing(x, y, move_dir);
12967 void TestIfFriendTouchesBadThing(int x, int y)
12969 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12972 void TestIfBadThingTouchesFriend(int x, int y)
12974 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12977 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
12979 int i, kill_x = bad_x, kill_y = bad_y;
12980 static int xy[4][2] =
12988 for (i = 0; i < NUM_DIRECTIONS; i++)
12992 x = bad_x + xy[i][0];
12993 y = bad_y + xy[i][1];
12994 if (!IN_LEV_FIELD(x, y))
12997 element = Feld[x][y];
12998 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
12999 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13007 if (kill_x != bad_x || kill_y != bad_y)
13008 Bang(bad_x, bad_y);
13011 void KillPlayer(struct PlayerInfo *player)
13013 int jx = player->jx, jy = player->jy;
13015 if (!player->active)
13019 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
13020 player->killed, player->active, player->reanimated);
13023 /* the following code was introduced to prevent an infinite loop when calling
13025 -> CheckTriggeredElementChangeExt()
13026 -> ExecuteCustomElementAction()
13028 -> (infinitely repeating the above sequence of function calls)
13029 which occurs when killing the player while having a CE with the setting
13030 "kill player X when explosion of <player X>"; the solution using a new
13031 field "player->killed" was chosen for backwards compatibility, although
13032 clever use of the fields "player->active" etc. would probably also work */
13034 if (player->killed)
13038 player->killed = TRUE;
13040 /* remove accessible field at the player's position */
13041 Feld[jx][jy] = EL_EMPTY;
13043 /* deactivate shield (else Bang()/Explode() would not work right) */
13044 player->shield_normal_time_left = 0;
13045 player->shield_deadly_time_left = 0;
13048 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13049 player->killed, player->active, player->reanimated);
13055 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13056 player->killed, player->active, player->reanimated);
13059 if (player->reanimated) /* killed player may have been reanimated */
13060 player->killed = player->reanimated = FALSE;
13062 BuryPlayer(player);
13065 static void KillPlayerUnlessEnemyProtected(int x, int y)
13067 if (!PLAYER_ENEMY_PROTECTED(x, y))
13068 KillPlayer(PLAYERINFO(x, y));
13071 static void KillPlayerUnlessExplosionProtected(int x, int y)
13073 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13074 KillPlayer(PLAYERINFO(x, y));
13077 void BuryPlayer(struct PlayerInfo *player)
13079 int jx = player->jx, jy = player->jy;
13081 if (!player->active)
13084 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13085 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13087 player->GameOver = TRUE;
13088 RemovePlayer(player);
13091 void RemovePlayer(struct PlayerInfo *player)
13093 int jx = player->jx, jy = player->jy;
13094 int i, found = FALSE;
13096 player->present = FALSE;
13097 player->active = FALSE;
13099 if (!ExplodeField[jx][jy])
13100 StorePlayer[jx][jy] = 0;
13102 if (player->is_moving)
13103 TEST_DrawLevelField(player->last_jx, player->last_jy);
13105 for (i = 0; i < MAX_PLAYERS; i++)
13106 if (stored_player[i].active)
13110 AllPlayersGone = TRUE;
13116 static void setFieldForSnapping(int x, int y, int element, int direction)
13118 struct ElementInfo *ei = &element_info[element];
13119 int direction_bit = MV_DIR_TO_BIT(direction);
13120 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13121 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13122 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13124 Feld[x][y] = EL_ELEMENT_SNAPPING;
13125 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13127 ResetGfxAnimation(x, y);
13129 GfxElement[x][y] = element;
13130 GfxAction[x][y] = action;
13131 GfxDir[x][y] = direction;
13132 GfxFrame[x][y] = -1;
13136 =============================================================================
13137 checkDiagonalPushing()
13138 -----------------------------------------------------------------------------
13139 check if diagonal input device direction results in pushing of object
13140 (by checking if the alternative direction is walkable, diggable, ...)
13141 =============================================================================
13144 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13145 int x, int y, int real_dx, int real_dy)
13147 int jx, jy, dx, dy, xx, yy;
13149 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13152 /* diagonal direction: check alternative direction */
13157 xx = jx + (dx == 0 ? real_dx : 0);
13158 yy = jy + (dy == 0 ? real_dy : 0);
13160 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13164 =============================================================================
13166 -----------------------------------------------------------------------------
13167 x, y: field next to player (non-diagonal) to try to dig to
13168 real_dx, real_dy: direction as read from input device (can be diagonal)
13169 =============================================================================
13172 static int DigField(struct PlayerInfo *player,
13173 int oldx, int oldy, int x, int y,
13174 int real_dx, int real_dy, int mode)
13176 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13177 boolean player_was_pushing = player->is_pushing;
13178 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13179 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13180 int jx = oldx, jy = oldy;
13181 int dx = x - jx, dy = y - jy;
13182 int nextx = x + dx, nexty = y + dy;
13183 int move_direction = (dx == -1 ? MV_LEFT :
13184 dx == +1 ? MV_RIGHT :
13186 dy == +1 ? MV_DOWN : MV_NONE);
13187 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13188 int dig_side = MV_DIR_OPPOSITE(move_direction);
13189 int old_element = Feld[jx][jy];
13190 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13193 if (is_player) /* function can also be called by EL_PENGUIN */
13195 if (player->MovPos == 0)
13197 player->is_digging = FALSE;
13198 player->is_collecting = FALSE;
13201 if (player->MovPos == 0) /* last pushing move finished */
13202 player->is_pushing = FALSE;
13204 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13206 player->is_switching = FALSE;
13207 player->push_delay = -1;
13209 return MP_NO_ACTION;
13213 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13214 old_element = Back[jx][jy];
13216 /* in case of element dropped at player position, check background */
13217 else if (Back[jx][jy] != EL_EMPTY &&
13218 game.engine_version >= VERSION_IDENT(2,2,0,0))
13219 old_element = Back[jx][jy];
13221 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13222 return MP_NO_ACTION; /* field has no opening in this direction */
13224 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13225 return MP_NO_ACTION; /* field has no opening in this direction */
13227 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13231 Feld[jx][jy] = player->artwork_element;
13232 InitMovingField(jx, jy, MV_DOWN);
13233 Store[jx][jy] = EL_ACID;
13234 ContinueMoving(jx, jy);
13235 BuryPlayer(player);
13237 return MP_DONT_RUN_INTO;
13240 if (player_can_move && DONT_RUN_INTO(element))
13242 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13244 return MP_DONT_RUN_INTO;
13247 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13248 return MP_NO_ACTION;
13250 collect_count = element_info[element].collect_count_initial;
13252 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13253 return MP_NO_ACTION;
13255 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13256 player_can_move = player_can_move_or_snap;
13258 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13259 game.engine_version >= VERSION_IDENT(2,2,0,0))
13261 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13262 player->index_bit, dig_side);
13263 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13264 player->index_bit, dig_side);
13266 if (element == EL_DC_LANDMINE)
13269 if (Feld[x][y] != element) /* field changed by snapping */
13272 return MP_NO_ACTION;
13275 if (player->gravity && is_player && !player->is_auto_moving &&
13276 canFallDown(player) && move_direction != MV_DOWN &&
13277 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13278 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13280 if (player_can_move &&
13281 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13283 int sound_element = SND_ELEMENT(element);
13284 int sound_action = ACTION_WALKING;
13286 if (IS_RND_GATE(element))
13288 if (!player->key[RND_GATE_NR(element)])
13289 return MP_NO_ACTION;
13291 else if (IS_RND_GATE_GRAY(element))
13293 if (!player->key[RND_GATE_GRAY_NR(element)])
13294 return MP_NO_ACTION;
13296 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13298 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13299 return MP_NO_ACTION;
13301 else if (element == EL_EXIT_OPEN ||
13302 element == EL_EM_EXIT_OPEN ||
13303 element == EL_EM_EXIT_OPENING ||
13304 element == EL_STEEL_EXIT_OPEN ||
13305 element == EL_EM_STEEL_EXIT_OPEN ||
13306 element == EL_EM_STEEL_EXIT_OPENING ||
13307 element == EL_SP_EXIT_OPEN ||
13308 element == EL_SP_EXIT_OPENING)
13310 sound_action = ACTION_PASSING; /* player is passing exit */
13312 else if (element == EL_EMPTY)
13314 sound_action = ACTION_MOVING; /* nothing to walk on */
13317 /* play sound from background or player, whatever is available */
13318 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13319 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13321 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13323 else if (player_can_move &&
13324 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13326 if (!ACCESS_FROM(element, opposite_direction))
13327 return MP_NO_ACTION; /* field not accessible from this direction */
13329 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13330 return MP_NO_ACTION;
13332 if (IS_EM_GATE(element))
13334 if (!player->key[EM_GATE_NR(element)])
13335 return MP_NO_ACTION;
13337 else if (IS_EM_GATE_GRAY(element))
13339 if (!player->key[EM_GATE_GRAY_NR(element)])
13340 return MP_NO_ACTION;
13342 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13344 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13345 return MP_NO_ACTION;
13347 else if (IS_EMC_GATE(element))
13349 if (!player->key[EMC_GATE_NR(element)])
13350 return MP_NO_ACTION;
13352 else if (IS_EMC_GATE_GRAY(element))
13354 if (!player->key[EMC_GATE_GRAY_NR(element)])
13355 return MP_NO_ACTION;
13357 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13359 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13360 return MP_NO_ACTION;
13362 else if (element == EL_DC_GATE_WHITE ||
13363 element == EL_DC_GATE_WHITE_GRAY ||
13364 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13366 if (player->num_white_keys == 0)
13367 return MP_NO_ACTION;
13369 player->num_white_keys--;
13371 else if (IS_SP_PORT(element))
13373 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13374 element == EL_SP_GRAVITY_PORT_RIGHT ||
13375 element == EL_SP_GRAVITY_PORT_UP ||
13376 element == EL_SP_GRAVITY_PORT_DOWN)
13377 player->gravity = !player->gravity;
13378 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13379 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13380 element == EL_SP_GRAVITY_ON_PORT_UP ||
13381 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13382 player->gravity = TRUE;
13383 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13384 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13385 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13386 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13387 player->gravity = FALSE;
13390 /* automatically move to the next field with double speed */
13391 player->programmed_action = move_direction;
13393 if (player->move_delay_reset_counter == 0)
13395 player->move_delay_reset_counter = 2; /* two double speed steps */
13397 DOUBLE_PLAYER_SPEED(player);
13400 PlayLevelSoundAction(x, y, ACTION_PASSING);
13402 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13406 if (mode != DF_SNAP)
13408 GfxElement[x][y] = GFX_ELEMENT(element);
13409 player->is_digging = TRUE;
13412 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13414 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13415 player->index_bit, dig_side);
13417 if (mode == DF_SNAP)
13419 if (level.block_snap_field)
13420 setFieldForSnapping(x, y, element, move_direction);
13422 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13424 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13425 player->index_bit, dig_side);
13428 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13432 if (is_player && mode != DF_SNAP)
13434 GfxElement[x][y] = element;
13435 player->is_collecting = TRUE;
13438 if (element == EL_SPEED_PILL)
13440 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13442 else if (element == EL_EXTRA_TIME && level.time > 0)
13444 TimeLeft += level.extra_time;
13446 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13448 DisplayGameControlValues();
13450 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13452 player->shield_normal_time_left += level.shield_normal_time;
13453 if (element == EL_SHIELD_DEADLY)
13454 player->shield_deadly_time_left += level.shield_deadly_time;
13456 else if (element == EL_DYNAMITE ||
13457 element == EL_EM_DYNAMITE ||
13458 element == EL_SP_DISK_RED)
13460 if (player->inventory_size < MAX_INVENTORY_SIZE)
13461 player->inventory_element[player->inventory_size++] = element;
13463 DrawGameDoorValues();
13465 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13467 player->dynabomb_count++;
13468 player->dynabombs_left++;
13470 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13472 player->dynabomb_size++;
13474 else if (element == EL_DYNABOMB_INCREASE_POWER)
13476 player->dynabomb_xl = TRUE;
13478 else if (IS_KEY(element))
13480 player->key[KEY_NR(element)] = TRUE;
13482 DrawGameDoorValues();
13484 else if (element == EL_DC_KEY_WHITE)
13486 player->num_white_keys++;
13488 /* display white keys? */
13489 /* DrawGameDoorValues(); */
13491 else if (IS_ENVELOPE(element))
13493 player->show_envelope = element;
13495 else if (element == EL_EMC_LENSES)
13497 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13499 RedrawAllInvisibleElementsForLenses();
13501 else if (element == EL_EMC_MAGNIFIER)
13503 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13505 RedrawAllInvisibleElementsForMagnifier();
13507 else if (IS_DROPPABLE(element) ||
13508 IS_THROWABLE(element)) /* can be collected and dropped */
13512 if (collect_count == 0)
13513 player->inventory_infinite_element = element;
13515 for (i = 0; i < collect_count; i++)
13516 if (player->inventory_size < MAX_INVENTORY_SIZE)
13517 player->inventory_element[player->inventory_size++] = element;
13519 DrawGameDoorValues();
13521 else if (collect_count > 0)
13523 local_player->gems_still_needed -= collect_count;
13524 if (local_player->gems_still_needed < 0)
13525 local_player->gems_still_needed = 0;
13527 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13529 DisplayGameControlValues();
13532 RaiseScoreElement(element);
13533 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13536 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13537 player->index_bit, dig_side);
13539 if (mode == DF_SNAP)
13541 if (level.block_snap_field)
13542 setFieldForSnapping(x, y, element, move_direction);
13544 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13546 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13547 player->index_bit, dig_side);
13550 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13552 if (mode == DF_SNAP && element != EL_BD_ROCK)
13553 return MP_NO_ACTION;
13555 if (CAN_FALL(element) && dy)
13556 return MP_NO_ACTION;
13558 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13559 !(element == EL_SPRING && level.use_spring_bug))
13560 return MP_NO_ACTION;
13562 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13563 ((move_direction & MV_VERTICAL &&
13564 ((element_info[element].move_pattern & MV_LEFT &&
13565 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13566 (element_info[element].move_pattern & MV_RIGHT &&
13567 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13568 (move_direction & MV_HORIZONTAL &&
13569 ((element_info[element].move_pattern & MV_UP &&
13570 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13571 (element_info[element].move_pattern & MV_DOWN &&
13572 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13573 return MP_NO_ACTION;
13575 /* do not push elements already moving away faster than player */
13576 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13577 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13578 return MP_NO_ACTION;
13580 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13582 if (player->push_delay_value == -1 || !player_was_pushing)
13583 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13585 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13587 if (player->push_delay_value == -1)
13588 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13590 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13592 if (!player->is_pushing)
13593 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13596 player->is_pushing = TRUE;
13597 player->is_active = TRUE;
13599 if (!(IN_LEV_FIELD(nextx, nexty) &&
13600 (IS_FREE(nextx, nexty) ||
13601 (IS_SB_ELEMENT(element) &&
13602 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13603 (IS_CUSTOM_ELEMENT(element) &&
13604 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13605 return MP_NO_ACTION;
13607 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13608 return MP_NO_ACTION;
13610 if (player->push_delay == -1) /* new pushing; restart delay */
13611 player->push_delay = 0;
13613 if (player->push_delay < player->push_delay_value &&
13614 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13615 element != EL_SPRING && element != EL_BALLOON)
13617 /* make sure that there is no move delay before next try to push */
13618 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13619 player->move_delay = 0;
13621 return MP_NO_ACTION;
13624 if (IS_CUSTOM_ELEMENT(element) &&
13625 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13627 if (!DigFieldByCE(nextx, nexty, element))
13628 return MP_NO_ACTION;
13631 if (IS_SB_ELEMENT(element))
13633 if (element == EL_SOKOBAN_FIELD_FULL)
13635 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13636 local_player->sokobanfields_still_needed++;
13639 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13641 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13642 local_player->sokobanfields_still_needed--;
13645 Feld[x][y] = EL_SOKOBAN_OBJECT;
13647 if (Back[x][y] == Back[nextx][nexty])
13648 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13649 else if (Back[x][y] != 0)
13650 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13653 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13656 if (local_player->sokobanfields_still_needed == 0 &&
13657 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13659 PlayerWins(player);
13661 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13665 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13667 InitMovingField(x, y, move_direction);
13668 GfxAction[x][y] = ACTION_PUSHING;
13670 if (mode == DF_SNAP)
13671 ContinueMoving(x, y);
13673 MovPos[x][y] = (dx != 0 ? dx : dy);
13675 Pushed[x][y] = TRUE;
13676 Pushed[nextx][nexty] = TRUE;
13678 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13679 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13681 player->push_delay_value = -1; /* get new value later */
13683 /* check for element change _after_ element has been pushed */
13684 if (game.use_change_when_pushing_bug)
13686 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
13687 player->index_bit, dig_side);
13688 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
13689 player->index_bit, dig_side);
13692 else if (IS_SWITCHABLE(element))
13694 if (PLAYER_SWITCHING(player, x, y))
13696 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13697 player->index_bit, dig_side);
13702 player->is_switching = TRUE;
13703 player->switch_x = x;
13704 player->switch_y = y;
13706 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13708 if (element == EL_ROBOT_WHEEL)
13710 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
13714 game.robot_wheel_active = TRUE;
13716 TEST_DrawLevelField(x, y);
13718 else if (element == EL_SP_TERMINAL)
13722 SCAN_PLAYFIELD(xx, yy)
13724 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
13726 else if (Feld[xx][yy] == EL_SP_TERMINAL)
13727 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
13730 else if (IS_BELT_SWITCH(element))
13732 ToggleBeltSwitch(x, y);
13734 else if (element == EL_SWITCHGATE_SWITCH_UP ||
13735 element == EL_SWITCHGATE_SWITCH_DOWN ||
13736 element == EL_DC_SWITCHGATE_SWITCH_UP ||
13737 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
13739 ToggleSwitchgateSwitch(x, y);
13741 else if (element == EL_LIGHT_SWITCH ||
13742 element == EL_LIGHT_SWITCH_ACTIVE)
13744 ToggleLightSwitch(x, y);
13746 else if (element == EL_TIMEGATE_SWITCH ||
13747 element == EL_DC_TIMEGATE_SWITCH)
13749 ActivateTimegateSwitch(x, y);
13751 else if (element == EL_BALLOON_SWITCH_LEFT ||
13752 element == EL_BALLOON_SWITCH_RIGHT ||
13753 element == EL_BALLOON_SWITCH_UP ||
13754 element == EL_BALLOON_SWITCH_DOWN ||
13755 element == EL_BALLOON_SWITCH_NONE ||
13756 element == EL_BALLOON_SWITCH_ANY)
13758 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
13759 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
13760 element == EL_BALLOON_SWITCH_UP ? MV_UP :
13761 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
13762 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
13765 else if (element == EL_LAMP)
13767 Feld[x][y] = EL_LAMP_ACTIVE;
13768 local_player->lights_still_needed--;
13770 ResetGfxAnimation(x, y);
13771 TEST_DrawLevelField(x, y);
13773 else if (element == EL_TIME_ORB_FULL)
13775 Feld[x][y] = EL_TIME_ORB_EMPTY;
13777 if (level.time > 0 || level.use_time_orb_bug)
13779 TimeLeft += level.time_orb_time;
13780 game.no_time_limit = FALSE;
13782 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13784 DisplayGameControlValues();
13787 ResetGfxAnimation(x, y);
13788 TEST_DrawLevelField(x, y);
13790 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
13791 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13795 game.ball_state = !game.ball_state;
13797 SCAN_PLAYFIELD(xx, yy)
13799 int e = Feld[xx][yy];
13801 if (game.ball_state)
13803 if (e == EL_EMC_MAGIC_BALL)
13804 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
13805 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
13806 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
13810 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
13811 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
13812 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13813 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
13818 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13819 player->index_bit, dig_side);
13821 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13822 player->index_bit, dig_side);
13824 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13825 player->index_bit, dig_side);
13831 if (!PLAYER_SWITCHING(player, x, y))
13833 player->is_switching = TRUE;
13834 player->switch_x = x;
13835 player->switch_y = y;
13837 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
13838 player->index_bit, dig_side);
13839 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13840 player->index_bit, dig_side);
13842 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
13843 player->index_bit, dig_side);
13844 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13845 player->index_bit, dig_side);
13848 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
13849 player->index_bit, dig_side);
13850 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13851 player->index_bit, dig_side);
13853 return MP_NO_ACTION;
13856 player->push_delay = -1;
13858 if (is_player) /* function can also be called by EL_PENGUIN */
13860 if (Feld[x][y] != element) /* really digged/collected something */
13862 player->is_collecting = !player->is_digging;
13863 player->is_active = TRUE;
13870 static boolean DigFieldByCE(int x, int y, int digging_element)
13872 int element = Feld[x][y];
13874 if (!IS_FREE(x, y))
13876 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
13877 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
13880 /* no element can dig solid indestructible elements */
13881 if (IS_INDESTRUCTIBLE(element) &&
13882 !IS_DIGGABLE(element) &&
13883 !IS_COLLECTIBLE(element))
13886 if (AmoebaNr[x][y] &&
13887 (element == EL_AMOEBA_FULL ||
13888 element == EL_BD_AMOEBA ||
13889 element == EL_AMOEBA_GROWING))
13891 AmoebaCnt[AmoebaNr[x][y]]--;
13892 AmoebaCnt2[AmoebaNr[x][y]]--;
13895 if (IS_MOVING(x, y))
13896 RemoveMovingField(x, y);
13900 TEST_DrawLevelField(x, y);
13903 /* if digged element was about to explode, prevent the explosion */
13904 ExplodeField[x][y] = EX_TYPE_NONE;
13906 PlayLevelSoundAction(x, y, action);
13909 Store[x][y] = EL_EMPTY;
13911 /* this makes it possible to leave the removed element again */
13912 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
13913 Store[x][y] = element;
13918 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
13920 int jx = player->jx, jy = player->jy;
13921 int x = jx + dx, y = jy + dy;
13922 int snap_direction = (dx == -1 ? MV_LEFT :
13923 dx == +1 ? MV_RIGHT :
13925 dy == +1 ? MV_DOWN : MV_NONE);
13926 boolean can_continue_snapping = (level.continuous_snapping &&
13927 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
13929 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
13932 if (!player->active || !IN_LEV_FIELD(x, y))
13940 if (player->MovPos == 0)
13941 player->is_pushing = FALSE;
13943 player->is_snapping = FALSE;
13945 if (player->MovPos == 0)
13947 player->is_moving = FALSE;
13948 player->is_digging = FALSE;
13949 player->is_collecting = FALSE;
13955 /* prevent snapping with already pressed snap key when not allowed */
13956 if (player->is_snapping && !can_continue_snapping)
13959 player->MovDir = snap_direction;
13961 if (player->MovPos == 0)
13963 player->is_moving = FALSE;
13964 player->is_digging = FALSE;
13965 player->is_collecting = FALSE;
13968 player->is_dropping = FALSE;
13969 player->is_dropping_pressed = FALSE;
13970 player->drop_pressed_delay = 0;
13972 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
13975 player->is_snapping = TRUE;
13976 player->is_active = TRUE;
13978 if (player->MovPos == 0)
13980 player->is_moving = FALSE;
13981 player->is_digging = FALSE;
13982 player->is_collecting = FALSE;
13985 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
13986 TEST_DrawLevelField(player->last_jx, player->last_jy);
13988 TEST_DrawLevelField(x, y);
13993 static boolean DropElement(struct PlayerInfo *player)
13995 int old_element, new_element;
13996 int dropx = player->jx, dropy = player->jy;
13997 int drop_direction = player->MovDir;
13998 int drop_side = drop_direction;
13999 int drop_element = get_next_dropped_element(player);
14001 player->is_dropping_pressed = TRUE;
14003 /* do not drop an element on top of another element; when holding drop key
14004 pressed without moving, dropped element must move away before the next
14005 element can be dropped (this is especially important if the next element
14006 is dynamite, which can be placed on background for historical reasons) */
14007 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14010 if (IS_THROWABLE(drop_element))
14012 dropx += GET_DX_FROM_DIR(drop_direction);
14013 dropy += GET_DY_FROM_DIR(drop_direction);
14015 if (!IN_LEV_FIELD(dropx, dropy))
14019 old_element = Feld[dropx][dropy]; /* old element at dropping position */
14020 new_element = drop_element; /* default: no change when dropping */
14022 /* check if player is active, not moving and ready to drop */
14023 if (!player->active || player->MovPos || player->drop_delay > 0)
14026 /* check if player has anything that can be dropped */
14027 if (new_element == EL_UNDEFINED)
14030 /* check if drop key was pressed long enough for EM style dynamite */
14031 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14034 /* check if anything can be dropped at the current position */
14035 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14038 /* collected custom elements can only be dropped on empty fields */
14039 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14042 if (old_element != EL_EMPTY)
14043 Back[dropx][dropy] = old_element; /* store old element on this field */
14045 ResetGfxAnimation(dropx, dropy);
14046 ResetRandomAnimationValue(dropx, dropy);
14048 if (player->inventory_size > 0 ||
14049 player->inventory_infinite_element != EL_UNDEFINED)
14051 if (player->inventory_size > 0)
14053 player->inventory_size--;
14055 DrawGameDoorValues();
14057 if (new_element == EL_DYNAMITE)
14058 new_element = EL_DYNAMITE_ACTIVE;
14059 else if (new_element == EL_EM_DYNAMITE)
14060 new_element = EL_EM_DYNAMITE_ACTIVE;
14061 else if (new_element == EL_SP_DISK_RED)
14062 new_element = EL_SP_DISK_RED_ACTIVE;
14065 Feld[dropx][dropy] = new_element;
14067 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14068 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14069 el2img(Feld[dropx][dropy]), 0);
14071 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14073 /* needed if previous element just changed to "empty" in the last frame */
14074 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14076 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14077 player->index_bit, drop_side);
14078 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14080 player->index_bit, drop_side);
14082 TestIfElementTouchesCustomElement(dropx, dropy);
14084 else /* player is dropping a dyna bomb */
14086 player->dynabombs_left--;
14088 Feld[dropx][dropy] = new_element;
14090 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14091 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14092 el2img(Feld[dropx][dropy]), 0);
14094 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14097 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14098 InitField_WithBug1(dropx, dropy, FALSE);
14100 new_element = Feld[dropx][dropy]; /* element might have changed */
14102 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14103 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14105 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14106 MovDir[dropx][dropy] = drop_direction;
14108 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14110 /* do not cause impact style collision by dropping elements that can fall */
14111 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14114 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14115 player->is_dropping = TRUE;
14117 player->drop_pressed_delay = 0;
14118 player->is_dropping_pressed = FALSE;
14120 player->drop_x = dropx;
14121 player->drop_y = dropy;
14126 /* ------------------------------------------------------------------------- */
14127 /* game sound playing functions */
14128 /* ------------------------------------------------------------------------- */
14130 static int *loop_sound_frame = NULL;
14131 static int *loop_sound_volume = NULL;
14133 void InitPlayLevelSound()
14135 int num_sounds = getSoundListSize();
14137 checked_free(loop_sound_frame);
14138 checked_free(loop_sound_volume);
14140 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14141 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14144 static void PlayLevelSound(int x, int y, int nr)
14146 int sx = SCREENX(x), sy = SCREENY(y);
14147 int volume, stereo_position;
14148 int max_distance = 8;
14149 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14151 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14152 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14155 if (!IN_LEV_FIELD(x, y) ||
14156 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14157 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14160 volume = SOUND_MAX_VOLUME;
14162 if (!IN_SCR_FIELD(sx, sy))
14164 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14165 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14167 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14170 stereo_position = (SOUND_MAX_LEFT +
14171 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14172 (SCR_FIELDX + 2 * max_distance));
14174 if (IS_LOOP_SOUND(nr))
14176 /* This assures that quieter loop sounds do not overwrite louder ones,
14177 while restarting sound volume comparison with each new game frame. */
14179 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14182 loop_sound_volume[nr] = volume;
14183 loop_sound_frame[nr] = FrameCounter;
14186 PlaySoundExt(nr, volume, stereo_position, type);
14189 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14191 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14192 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14193 y < LEVELY(BY1) ? LEVELY(BY1) :
14194 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14198 static void PlayLevelSoundAction(int x, int y, int action)
14200 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14203 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14205 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14207 if (sound_effect != SND_UNDEFINED)
14208 PlayLevelSound(x, y, sound_effect);
14211 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14214 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14216 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14217 PlayLevelSound(x, y, sound_effect);
14220 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14222 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14224 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14225 PlayLevelSound(x, y, sound_effect);
14228 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14230 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14232 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14233 StopSound(sound_effect);
14236 static void PlayLevelMusic()
14238 if (levelset.music[level_nr] != MUS_UNDEFINED)
14239 PlayMusic(levelset.music[level_nr]); /* from config file */
14241 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
14244 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14246 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14247 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14248 int x = xx - 1 - offset;
14249 int y = yy - 1 - offset;
14254 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14258 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14262 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14266 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14270 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14274 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14278 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14281 case SAMPLE_android_clone:
14282 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14285 case SAMPLE_android_move:
14286 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14289 case SAMPLE_spring:
14290 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14294 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14298 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14301 case SAMPLE_eater_eat:
14302 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14306 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14309 case SAMPLE_collect:
14310 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14313 case SAMPLE_diamond:
14314 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14317 case SAMPLE_squash:
14318 /* !!! CHECK THIS !!! */
14320 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14322 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14326 case SAMPLE_wonderfall:
14327 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14331 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14335 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14339 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14343 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14347 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14351 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14354 case SAMPLE_wonder:
14355 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14359 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14362 case SAMPLE_exit_open:
14363 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14366 case SAMPLE_exit_leave:
14367 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14370 case SAMPLE_dynamite:
14371 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14375 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14379 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14383 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14387 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14391 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14395 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14399 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14404 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14406 int element = map_element_SP_to_RND(element_sp);
14407 int action = map_action_SP_to_RND(action_sp);
14408 int offset = (setup.sp_show_border_elements ? 0 : 1);
14409 int x = xx - offset;
14410 int y = yy - offset;
14412 PlayLevelSoundElementAction(x, y, element, action);
14415 void RaiseScore(int value)
14417 local_player->score += value;
14419 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14421 DisplayGameControlValues();
14424 void RaiseScoreElement(int element)
14429 case EL_BD_DIAMOND:
14430 case EL_EMERALD_YELLOW:
14431 case EL_EMERALD_RED:
14432 case EL_EMERALD_PURPLE:
14433 case EL_SP_INFOTRON:
14434 RaiseScore(level.score[SC_EMERALD]);
14437 RaiseScore(level.score[SC_DIAMOND]);
14440 RaiseScore(level.score[SC_CRYSTAL]);
14443 RaiseScore(level.score[SC_PEARL]);
14446 case EL_BD_BUTTERFLY:
14447 case EL_SP_ELECTRON:
14448 RaiseScore(level.score[SC_BUG]);
14451 case EL_BD_FIREFLY:
14452 case EL_SP_SNIKSNAK:
14453 RaiseScore(level.score[SC_SPACESHIP]);
14456 case EL_DARK_YAMYAM:
14457 RaiseScore(level.score[SC_YAMYAM]);
14460 RaiseScore(level.score[SC_ROBOT]);
14463 RaiseScore(level.score[SC_PACMAN]);
14466 RaiseScore(level.score[SC_NUT]);
14469 case EL_EM_DYNAMITE:
14470 case EL_SP_DISK_RED:
14471 case EL_DYNABOMB_INCREASE_NUMBER:
14472 case EL_DYNABOMB_INCREASE_SIZE:
14473 case EL_DYNABOMB_INCREASE_POWER:
14474 RaiseScore(level.score[SC_DYNAMITE]);
14476 case EL_SHIELD_NORMAL:
14477 case EL_SHIELD_DEADLY:
14478 RaiseScore(level.score[SC_SHIELD]);
14480 case EL_EXTRA_TIME:
14481 RaiseScore(level.extra_time_score);
14495 case EL_DC_KEY_WHITE:
14496 RaiseScore(level.score[SC_KEY]);
14499 RaiseScore(element_info[element].collect_score);
14504 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14506 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14508 /* closing door required in case of envelope style request dialogs */
14510 CloseDoor(DOOR_CLOSE_1);
14512 #if defined(NETWORK_AVALIABLE)
14513 if (options.network)
14514 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14520 FadeSkipNextFadeIn();
14522 game_status = GAME_MODE_MAIN;
14528 game_status = GAME_MODE_MAIN;
14534 else /* continue playing the game */
14536 if (tape.playing && tape.deactivate_display)
14537 TapeDeactivateDisplayOff(TRUE);
14539 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14541 if (tape.playing && tape.deactivate_display)
14542 TapeDeactivateDisplayOn();
14546 void RequestQuitGame(boolean ask_if_really_quit)
14548 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14549 boolean skip_request = AllPlayersGone || quick_quit;
14551 RequestQuitGameExt(skip_request, quick_quit,
14552 "Do you really want to quit the game?");
14556 /* ------------------------------------------------------------------------- */
14557 /* random generator functions */
14558 /* ------------------------------------------------------------------------- */
14560 unsigned int InitEngineRandom_RND(int seed)
14562 game.num_random_calls = 0;
14564 return InitEngineRandom(seed);
14567 unsigned int RND(int max)
14571 game.num_random_calls++;
14573 return GetEngineRandom(max);
14580 /* ------------------------------------------------------------------------- */
14581 /* game engine snapshot handling functions */
14582 /* ------------------------------------------------------------------------- */
14584 struct EngineSnapshotInfo
14586 /* runtime values for custom element collect score */
14587 int collect_score[NUM_CUSTOM_ELEMENTS];
14589 /* runtime values for group element choice position */
14590 int choice_pos[NUM_GROUP_ELEMENTS];
14592 /* runtime values for belt position animations */
14593 int belt_graphic[4][NUM_BELT_PARTS];
14594 int belt_anim_mode[4][NUM_BELT_PARTS];
14597 static struct EngineSnapshotInfo engine_snapshot_rnd;
14598 static char *snapshot_level_identifier = NULL;
14599 static int snapshot_level_nr = -1;
14601 static void SaveEngineSnapshotValues_RND()
14603 static int belt_base_active_element[4] =
14605 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
14606 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
14607 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
14608 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
14612 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14614 int element = EL_CUSTOM_START + i;
14616 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
14619 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14621 int element = EL_GROUP_START + i;
14623 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
14626 for (i = 0; i < 4; i++)
14628 for (j = 0; j < NUM_BELT_PARTS; j++)
14630 int element = belt_base_active_element[i] + j;
14631 int graphic = el2img(element);
14632 int anim_mode = graphic_info[graphic].anim_mode;
14634 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
14635 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
14640 static void LoadEngineSnapshotValues_RND()
14642 unsigned int num_random_calls = game.num_random_calls;
14645 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14647 int element = EL_CUSTOM_START + i;
14649 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
14652 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14654 int element = EL_GROUP_START + i;
14656 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
14659 for (i = 0; i < 4; i++)
14661 for (j = 0; j < NUM_BELT_PARTS; j++)
14663 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
14664 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
14666 graphic_info[graphic].anim_mode = anim_mode;
14670 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14672 InitRND(tape.random_seed);
14673 for (i = 0; i < num_random_calls; i++)
14677 if (game.num_random_calls != num_random_calls)
14679 Error(ERR_INFO, "number of random calls out of sync");
14680 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
14681 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
14682 Error(ERR_EXIT, "this should not happen -- please debug");
14686 void FreeEngineSnapshotSingle()
14688 FreeSnapshotSingle();
14690 setString(&snapshot_level_identifier, NULL);
14691 snapshot_level_nr = -1;
14694 void FreeEngineSnapshotList()
14696 FreeSnapshotList();
14699 ListNode *SaveEngineSnapshotBuffers()
14701 ListNode *buffers = NULL;
14703 /* copy some special values to a structure better suited for the snapshot */
14705 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14706 SaveEngineSnapshotValues_RND();
14707 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14708 SaveEngineSnapshotValues_EM();
14709 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14710 SaveEngineSnapshotValues_SP(&buffers);
14712 /* save values stored in special snapshot structure */
14714 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14715 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
14716 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14717 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
14718 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14719 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
14721 /* save further RND engine values */
14723 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
14724 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
14725 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
14727 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
14728 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
14729 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
14730 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
14732 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
14733 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
14734 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
14735 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
14736 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
14738 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
14739 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
14740 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
14742 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
14744 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
14746 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
14747 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
14749 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
14750 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
14751 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
14752 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
14753 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
14754 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
14755 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
14756 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
14757 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
14758 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
14759 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
14760 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
14761 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
14762 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
14763 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
14764 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
14765 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
14766 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
14768 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
14769 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
14771 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
14772 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
14773 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
14775 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
14776 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
14778 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
14779 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
14780 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
14781 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
14782 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
14784 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
14785 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
14788 ListNode *node = engine_snapshot_list_rnd;
14791 while (node != NULL)
14793 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
14798 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
14804 void SaveEngineSnapshotSingle()
14806 ListNode *buffers = SaveEngineSnapshotBuffers();
14808 /* finally save all snapshot buffers to single snapshot */
14809 SaveSnapshotSingle(buffers);
14811 /* save level identification information */
14812 setString(&snapshot_level_identifier, leveldir_current->identifier);
14813 snapshot_level_nr = level_nr;
14816 static boolean SaveEngineSnapshotToListExt(boolean initial_snapshot)
14818 boolean save_snapshot =
14819 (initial_snapshot ||
14820 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
14821 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
14822 game.snapshot.changed_action));
14824 game.snapshot.changed_action = FALSE;
14826 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
14827 tape.quick_resume ||
14831 ListNode *buffers = SaveEngineSnapshotBuffers();
14833 /* finally save all snapshot buffers to snapshot list */
14834 SaveSnapshotToList(buffers);
14839 boolean SaveEngineSnapshotToList()
14841 return SaveEngineSnapshotToListExt(FALSE);
14844 void SaveEngineSnapshotToListInitial()
14846 FreeEngineSnapshotList();
14848 SaveEngineSnapshotToListExt(TRUE);
14851 void LoadEngineSnapshotValues()
14853 /* restore special values from snapshot structure */
14855 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14856 LoadEngineSnapshotValues_RND();
14857 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14858 LoadEngineSnapshotValues_EM();
14859 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14860 LoadEngineSnapshotValues_SP();
14863 void LoadEngineSnapshotSingle()
14865 LoadSnapshotSingle();
14867 LoadEngineSnapshotValues();
14870 void LoadEngineSnapshot_Undo(int steps)
14872 LoadSnapshotFromList_Older(steps);
14874 LoadEngineSnapshotValues();
14877 void LoadEngineSnapshot_Redo(int steps)
14879 LoadSnapshotFromList_Newer(steps);
14881 LoadEngineSnapshotValues();
14884 boolean CheckEngineSnapshotSingle()
14886 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
14887 snapshot_level_nr == level_nr);
14890 boolean CheckEngineSnapshotList()
14892 return CheckSnapshotList();
14896 /* ---------- new game button stuff ---------------------------------------- */
14904 } gamebutton_info[NUM_GAME_BUTTONS] =
14907 IMG_GAME_BUTTON_GFX_STOP, &game.button.stop,
14908 GAME_CTRL_ID_STOP, "stop game"
14911 IMG_GAME_BUTTON_GFX_PAUSE, &game.button.pause,
14912 GAME_CTRL_ID_PAUSE, "pause game"
14915 IMG_GAME_BUTTON_GFX_PLAY, &game.button.play,
14916 GAME_CTRL_ID_PLAY, "play game"
14919 IMG_GAME_BUTTON_GFX_UNDO, &game.button.undo,
14920 GAME_CTRL_ID_UNDO, "undo step"
14923 IMG_GAME_BUTTON_GFX_REDO, &game.button.redo,
14924 GAME_CTRL_ID_REDO, "redo step"
14927 IMG_GAME_BUTTON_GFX_SAVE, &game.button.save,
14928 GAME_CTRL_ID_SAVE, "save game"
14931 IMG_GAME_BUTTON_GFX_PAUSE2, &game.button.pause2,
14932 GAME_CTRL_ID_PAUSE2, "pause game"
14935 IMG_GAME_BUTTON_GFX_LOAD, &game.button.load,
14936 GAME_CTRL_ID_LOAD, "load game"
14939 IMG_GAME_BUTTON_GFX_SOUND_MUSIC, &game.button.sound_music,
14940 SOUND_CTRL_ID_MUSIC, "background music on/off"
14943 IMG_GAME_BUTTON_GFX_SOUND_LOOPS, &game.button.sound_loops,
14944 SOUND_CTRL_ID_LOOPS, "sound loops on/off"
14947 IMG_GAME_BUTTON_GFX_SOUND_SIMPLE, &game.button.sound_simple,
14948 SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
14952 void CreateGameButtons()
14956 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14958 struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
14959 struct XY *pos = gamebutton_info[i].pos;
14960 struct GadgetInfo *gi;
14963 unsigned int event_mask;
14964 int base_x = (tape.show_game_buttons ? VX : DX);
14965 int base_y = (tape.show_game_buttons ? VY : DY);
14966 int gd_x = gfx->src_x;
14967 int gd_y = gfx->src_y;
14968 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
14969 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
14970 int gd_xa = gfx->src_x + gfx->active_xoffset;
14971 int gd_ya = gfx->src_y + gfx->active_yoffset;
14972 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
14973 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
14976 if (gfx->bitmap == NULL)
14978 game_gadget[id] = NULL;
14983 if (id == GAME_CTRL_ID_STOP ||
14984 id == GAME_CTRL_ID_PLAY ||
14985 id == GAME_CTRL_ID_SAVE ||
14986 id == GAME_CTRL_ID_LOAD)
14988 button_type = GD_TYPE_NORMAL_BUTTON;
14990 event_mask = GD_EVENT_RELEASED;
14992 else if (id == GAME_CTRL_ID_UNDO ||
14993 id == GAME_CTRL_ID_REDO)
14995 button_type = GD_TYPE_NORMAL_BUTTON;
14997 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15001 button_type = GD_TYPE_CHECK_BUTTON;
15003 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
15004 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
15005 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
15006 event_mask = GD_EVENT_PRESSED;
15009 gi = CreateGadget(GDI_CUSTOM_ID, id,
15010 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15011 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
15012 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
15013 GDI_WIDTH, gfx->width,
15014 GDI_HEIGHT, gfx->height,
15015 GDI_TYPE, button_type,
15016 GDI_STATE, GD_BUTTON_UNPRESSED,
15017 GDI_CHECKED, checked,
15018 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15019 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15020 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15021 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15022 GDI_DIRECT_DRAW, FALSE,
15023 GDI_EVENT_MASK, event_mask,
15024 GDI_CALLBACK_ACTION, HandleGameButtons,
15028 Error(ERR_EXIT, "cannot create gadget");
15030 game_gadget[id] = gi;
15034 void FreeGameButtons()
15038 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15039 FreeGadget(game_gadget[i]);
15042 static void MapGameButtonsAtSamePosition(int id)
15046 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15048 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15049 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15050 MapGadget(game_gadget[i]);
15053 static void UnmapGameButtonsAtSamePosition(int id)
15057 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15059 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15060 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15061 UnmapGadget(game_gadget[i]);
15064 void MapUndoRedoButtons()
15066 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15067 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15069 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15070 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15073 void UnmapUndoRedoButtons()
15075 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15076 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15078 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15079 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15082 void MapGameButtons()
15086 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15087 if (i != GAME_CTRL_ID_UNDO &&
15088 i != GAME_CTRL_ID_REDO)
15089 MapGadget(game_gadget[i]);
15091 if (setup.show_snapshot_buttons)
15093 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15094 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15095 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15099 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15100 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15101 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15104 RedrawGameButtons();
15107 void UnmapGameButtons()
15111 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15112 UnmapGadget(game_gadget[i]);
15115 void RedrawGameButtons()
15119 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15120 RedrawGadget(game_gadget[i]);
15122 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15123 redraw_mask &= ~REDRAW_ALL;
15126 void GameUndoRedoExt()
15128 ClearPlayerAction();
15130 tape.pausing = TRUE;
15133 UpdateAndDisplayGameControlValues();
15135 DrawCompleteVideoDisplay();
15136 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15137 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15138 DrawVideoDisplay((tape.single_step ? VIDEO_STATE_1STEP_ON :
15139 VIDEO_STATE_1STEP_OFF), 0);
15144 void GameUndo(int steps)
15146 if (!CheckEngineSnapshotList())
15149 LoadEngineSnapshot_Undo(steps);
15154 void GameRedo(int steps)
15156 if (!CheckEngineSnapshotList())
15159 LoadEngineSnapshot_Redo(steps);
15164 static void HandleGameButtonsExt(int id, int button)
15166 int steps = BUTTON_STEPSIZE(button);
15167 boolean handle_game_buttons =
15168 (game_status == GAME_MODE_PLAYING ||
15169 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15171 if (!handle_game_buttons)
15176 case GAME_CTRL_ID_STOP:
15177 if (game_status == GAME_MODE_MAIN)
15183 RequestQuitGame(TRUE);
15187 case GAME_CTRL_ID_PAUSE:
15188 case GAME_CTRL_ID_PAUSE2:
15189 if (options.network && game_status == GAME_MODE_PLAYING)
15191 #if defined(NETWORK_AVALIABLE)
15193 SendToServer_ContinuePlaying();
15195 SendToServer_PausePlaying();
15199 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15202 case GAME_CTRL_ID_PLAY:
15203 if (game_status == GAME_MODE_MAIN)
15205 StartGameActions(options.network, setup.autorecord, level.random_seed);
15207 else if (tape.pausing)
15209 #if defined(NETWORK_AVALIABLE)
15210 if (options.network)
15211 SendToServer_ContinuePlaying();
15214 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15218 case GAME_CTRL_ID_UNDO:
15222 case GAME_CTRL_ID_REDO:
15226 case GAME_CTRL_ID_SAVE:
15230 case GAME_CTRL_ID_LOAD:
15234 case SOUND_CTRL_ID_MUSIC:
15235 if (setup.sound_music)
15237 setup.sound_music = FALSE;
15241 else if (audio.music_available)
15243 setup.sound = setup.sound_music = TRUE;
15245 SetAudioMode(setup.sound);
15251 case SOUND_CTRL_ID_LOOPS:
15252 if (setup.sound_loops)
15253 setup.sound_loops = FALSE;
15254 else if (audio.loops_available)
15256 setup.sound = setup.sound_loops = TRUE;
15258 SetAudioMode(setup.sound);
15262 case SOUND_CTRL_ID_SIMPLE:
15263 if (setup.sound_simple)
15264 setup.sound_simple = FALSE;
15265 else if (audio.sound_available)
15267 setup.sound = setup.sound_simple = TRUE;
15269 SetAudioMode(setup.sound);
15278 static void HandleGameButtons(struct GadgetInfo *gi)
15280 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15283 void HandleSoundButtonKeys(Key key)
15286 if (key == setup.shortcut.sound_simple)
15287 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15288 else if (key == setup.shortcut.sound_loops)
15289 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15290 else if (key == setup.shortcut.sound_music)
15291 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);