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_LOAD 6
978 #define SOUND_CTRL_ID_MUSIC 7
979 #define SOUND_CTRL_ID_LOOPS 8
980 #define SOUND_CTRL_ID_SIMPLE 9
982 #define NUM_GAME_BUTTONS 10
985 /* forward declaration for internal use */
987 static void CreateField(int, int, int);
989 static void ResetGfxAnimation(int, int);
991 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
992 static void AdvanceFrameAndPlayerCounters(int);
994 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
995 static boolean MovePlayer(struct PlayerInfo *, int, int);
996 static void ScrollPlayer(struct PlayerInfo *, int);
997 static void ScrollScreen(struct PlayerInfo *, int);
999 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1000 static boolean DigFieldByCE(int, int, int);
1001 static boolean SnapField(struct PlayerInfo *, int, int);
1002 static boolean DropElement(struct PlayerInfo *);
1004 static void InitBeltMovement(void);
1005 static void CloseAllOpenTimegates(void);
1006 static void CheckGravityMovement(struct PlayerInfo *);
1007 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1008 static void KillPlayerUnlessEnemyProtected(int, int);
1009 static void KillPlayerUnlessExplosionProtected(int, int);
1011 static void TestIfPlayerTouchesCustomElement(int, int);
1012 static void TestIfElementTouchesCustomElement(int, int);
1013 static void TestIfElementHitsCustomElement(int, int, int);
1015 static void HandleElementChange(int, int, int);
1016 static void ExecuteCustomElementAction(int, int, int, int);
1017 static boolean ChangeElement(int, int, int, int);
1019 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1020 #define CheckTriggeredElementChange(x, y, e, ev) \
1021 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1022 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1023 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1024 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1025 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1026 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1027 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1029 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1030 #define CheckElementChange(x, y, e, te, ev) \
1031 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1032 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1033 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1034 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1035 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1037 static void PlayLevelSound(int, int, int);
1038 static void PlayLevelSoundNearest(int, int, int);
1039 static void PlayLevelSoundAction(int, int, int);
1040 static void PlayLevelSoundElementAction(int, int, int, int);
1041 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1042 static void PlayLevelSoundActionIfLoop(int, int, int);
1043 static void StopLevelSoundActionIfLoop(int, int, int);
1044 static void PlayLevelMusic();
1046 static void HandleGameButtons(struct GadgetInfo *);
1048 int AmoebeNachbarNr(int, int);
1049 void AmoebeUmwandeln(int, int);
1050 void ContinueMoving(int, int);
1051 void Bang(int, int);
1052 void InitMovDir(int, int);
1053 void InitAmoebaNr(int, int);
1054 int NewHiScore(void);
1056 void TestIfGoodThingHitsBadThing(int, int, int);
1057 void TestIfBadThingHitsGoodThing(int, int, int);
1058 void TestIfPlayerTouchesBadThing(int, int);
1059 void TestIfPlayerRunsIntoBadThing(int, int, int);
1060 void TestIfBadThingTouchesPlayer(int, int);
1061 void TestIfBadThingRunsIntoPlayer(int, int, int);
1062 void TestIfFriendTouchesBadThing(int, int);
1063 void TestIfBadThingTouchesFriend(int, int);
1064 void TestIfBadThingTouchesOtherBadThing(int, int);
1065 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1067 void KillPlayer(struct PlayerInfo *);
1068 void BuryPlayer(struct PlayerInfo *);
1069 void RemovePlayer(struct PlayerInfo *);
1071 static int getInvisibleActiveFromInvisibleElement(int);
1072 static int getInvisibleFromInvisibleActiveElement(int);
1074 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1076 /* for detection of endless loops, caused by custom element programming */
1077 /* (using maximal playfield width x 10 is just a rough approximation) */
1078 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1080 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1082 if (recursion_loop_detected) \
1085 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1087 recursion_loop_detected = TRUE; \
1088 recursion_loop_element = (e); \
1091 recursion_loop_depth++; \
1094 #define RECURSION_LOOP_DETECTION_END() \
1096 recursion_loop_depth--; \
1099 static int recursion_loop_depth;
1100 static boolean recursion_loop_detected;
1101 static boolean recursion_loop_element;
1103 static int map_player_action[MAX_PLAYERS];
1106 /* ------------------------------------------------------------------------- */
1107 /* definition of elements that automatically change to other elements after */
1108 /* a specified time, eventually calling a function when changing */
1109 /* ------------------------------------------------------------------------- */
1111 /* forward declaration for changer functions */
1112 static void InitBuggyBase(int, int);
1113 static void WarnBuggyBase(int, int);
1115 static void InitTrap(int, int);
1116 static void ActivateTrap(int, int);
1117 static void ChangeActiveTrap(int, int);
1119 static void InitRobotWheel(int, int);
1120 static void RunRobotWheel(int, int);
1121 static void StopRobotWheel(int, int);
1123 static void InitTimegateWheel(int, int);
1124 static void RunTimegateWheel(int, int);
1126 static void InitMagicBallDelay(int, int);
1127 static void ActivateMagicBall(int, int);
1129 struct ChangingElementInfo
1134 void (*pre_change_function)(int x, int y);
1135 void (*change_function)(int x, int y);
1136 void (*post_change_function)(int x, int y);
1139 static struct ChangingElementInfo change_delay_list[] =
1174 EL_STEEL_EXIT_OPENING,
1182 EL_STEEL_EXIT_CLOSING,
1183 EL_STEEL_EXIT_CLOSED,
1206 EL_EM_STEEL_EXIT_OPENING,
1207 EL_EM_STEEL_EXIT_OPEN,
1214 EL_EM_STEEL_EXIT_CLOSING,
1238 EL_SWITCHGATE_OPENING,
1246 EL_SWITCHGATE_CLOSING,
1247 EL_SWITCHGATE_CLOSED,
1254 EL_TIMEGATE_OPENING,
1262 EL_TIMEGATE_CLOSING,
1271 EL_ACID_SPLASH_LEFT,
1279 EL_ACID_SPLASH_RIGHT,
1288 EL_SP_BUGGY_BASE_ACTIVATING,
1295 EL_SP_BUGGY_BASE_ACTIVATING,
1296 EL_SP_BUGGY_BASE_ACTIVE,
1303 EL_SP_BUGGY_BASE_ACTIVE,
1327 EL_ROBOT_WHEEL_ACTIVE,
1335 EL_TIMEGATE_SWITCH_ACTIVE,
1343 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1344 EL_DC_TIMEGATE_SWITCH,
1351 EL_EMC_MAGIC_BALL_ACTIVE,
1352 EL_EMC_MAGIC_BALL_ACTIVE,
1359 EL_EMC_SPRING_BUMPER_ACTIVE,
1360 EL_EMC_SPRING_BUMPER,
1367 EL_DIAGONAL_SHRINKING,
1375 EL_DIAGONAL_GROWING,
1396 int push_delay_fixed, push_delay_random;
1400 { EL_SPRING, 0, 0 },
1401 { EL_BALLOON, 0, 0 },
1403 { EL_SOKOBAN_OBJECT, 2, 0 },
1404 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1405 { EL_SATELLITE, 2, 0 },
1406 { EL_SP_DISK_YELLOW, 2, 0 },
1408 { EL_UNDEFINED, 0, 0 },
1416 move_stepsize_list[] =
1418 { EL_AMOEBA_DROP, 2 },
1419 { EL_AMOEBA_DROPPING, 2 },
1420 { EL_QUICKSAND_FILLING, 1 },
1421 { EL_QUICKSAND_EMPTYING, 1 },
1422 { EL_QUICKSAND_FAST_FILLING, 2 },
1423 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1424 { EL_MAGIC_WALL_FILLING, 2 },
1425 { EL_MAGIC_WALL_EMPTYING, 2 },
1426 { EL_BD_MAGIC_WALL_FILLING, 2 },
1427 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1428 { EL_DC_MAGIC_WALL_FILLING, 2 },
1429 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1431 { EL_UNDEFINED, 0 },
1439 collect_count_list[] =
1442 { EL_BD_DIAMOND, 1 },
1443 { EL_EMERALD_YELLOW, 1 },
1444 { EL_EMERALD_RED, 1 },
1445 { EL_EMERALD_PURPLE, 1 },
1447 { EL_SP_INFOTRON, 1 },
1451 { EL_UNDEFINED, 0 },
1459 access_direction_list[] =
1461 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1462 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1463 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1464 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1465 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1466 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1467 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1468 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1469 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1470 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1471 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1473 { EL_SP_PORT_LEFT, MV_RIGHT },
1474 { EL_SP_PORT_RIGHT, MV_LEFT },
1475 { EL_SP_PORT_UP, MV_DOWN },
1476 { EL_SP_PORT_DOWN, MV_UP },
1477 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1478 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1479 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1480 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1481 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1482 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1483 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1484 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1485 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1486 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1487 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1488 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1489 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1490 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1491 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1493 { EL_UNDEFINED, MV_NONE }
1496 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1498 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1499 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1500 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1501 IS_JUST_CHANGING(x, y))
1503 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1505 /* static variables for playfield scan mode (scanning forward or backward) */
1506 static int playfield_scan_start_x = 0;
1507 static int playfield_scan_start_y = 0;
1508 static int playfield_scan_delta_x = 1;
1509 static int playfield_scan_delta_y = 1;
1511 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1512 (y) >= 0 && (y) <= lev_fieldy - 1; \
1513 (y) += playfield_scan_delta_y) \
1514 for ((x) = playfield_scan_start_x; \
1515 (x) >= 0 && (x) <= lev_fieldx - 1; \
1516 (x) += playfield_scan_delta_x)
1519 void DEBUG_SetMaximumDynamite()
1523 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1524 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1525 local_player->inventory_element[local_player->inventory_size++] =
1530 static void InitPlayfieldScanModeVars()
1532 if (game.use_reverse_scan_direction)
1534 playfield_scan_start_x = lev_fieldx - 1;
1535 playfield_scan_start_y = lev_fieldy - 1;
1537 playfield_scan_delta_x = -1;
1538 playfield_scan_delta_y = -1;
1542 playfield_scan_start_x = 0;
1543 playfield_scan_start_y = 0;
1545 playfield_scan_delta_x = 1;
1546 playfield_scan_delta_y = 1;
1550 static void InitPlayfieldScanMode(int mode)
1552 game.use_reverse_scan_direction =
1553 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1555 InitPlayfieldScanModeVars();
1558 static int get_move_delay_from_stepsize(int move_stepsize)
1561 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1563 /* make sure that stepsize value is always a power of 2 */
1564 move_stepsize = (1 << log_2(move_stepsize));
1566 return TILEX / move_stepsize;
1569 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1572 int player_nr = player->index_nr;
1573 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1574 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1576 /* do no immediately change move delay -- the player might just be moving */
1577 player->move_delay_value_next = move_delay;
1579 /* information if player can move must be set separately */
1580 player->cannot_move = cannot_move;
1584 player->move_delay = game.initial_move_delay[player_nr];
1585 player->move_delay_value = game.initial_move_delay_value[player_nr];
1587 player->move_delay_value_next = -1;
1589 player->move_delay_reset_counter = 0;
1593 void GetPlayerConfig()
1595 GameFrameDelay = setup.game_frame_delay;
1597 if (!audio.sound_available)
1598 setup.sound_simple = FALSE;
1600 if (!audio.loops_available)
1601 setup.sound_loops = FALSE;
1603 if (!audio.music_available)
1604 setup.sound_music = FALSE;
1606 if (!video.fullscreen_available)
1607 setup.fullscreen = FALSE;
1609 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1611 SetAudioMode(setup.sound);
1615 int GetElementFromGroupElement(int element)
1617 if (IS_GROUP_ELEMENT(element))
1619 struct ElementGroupInfo *group = element_info[element].group;
1620 int last_anim_random_frame = gfx.anim_random_frame;
1623 if (group->choice_mode == ANIM_RANDOM)
1624 gfx.anim_random_frame = RND(group->num_elements_resolved);
1626 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1627 group->choice_mode, 0,
1630 if (group->choice_mode == ANIM_RANDOM)
1631 gfx.anim_random_frame = last_anim_random_frame;
1633 group->choice_pos++;
1635 element = group->element_resolved[element_pos];
1641 static void InitPlayerField(int x, int y, int element, boolean init_game)
1643 if (element == EL_SP_MURPHY)
1647 if (stored_player[0].present)
1649 Feld[x][y] = EL_SP_MURPHY_CLONE;
1655 stored_player[0].initial_element = element;
1656 stored_player[0].use_murphy = TRUE;
1658 if (!level.use_artwork_element[0])
1659 stored_player[0].artwork_element = EL_SP_MURPHY;
1662 Feld[x][y] = EL_PLAYER_1;
1668 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1669 int jx = player->jx, jy = player->jy;
1671 player->present = TRUE;
1673 player->block_last_field = (element == EL_SP_MURPHY ?
1674 level.sp_block_last_field :
1675 level.block_last_field);
1677 /* ---------- initialize player's last field block delay --------------- */
1679 /* always start with reliable default value (no adjustment needed) */
1680 player->block_delay_adjustment = 0;
1682 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1683 if (player->block_last_field && element == EL_SP_MURPHY)
1684 player->block_delay_adjustment = 1;
1686 /* special case 2: in game engines before 3.1.1, blocking was different */
1687 if (game.use_block_last_field_bug)
1688 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1690 if (!options.network || player->connected)
1692 player->active = TRUE;
1694 /* remove potentially duplicate players */
1695 if (StorePlayer[jx][jy] == Feld[x][y])
1696 StorePlayer[jx][jy] = 0;
1698 StorePlayer[x][y] = Feld[x][y];
1700 #if DEBUG_INIT_PLAYER
1703 printf("- player element %d activated", player->element_nr);
1704 printf(" (local player is %d and currently %s)\n",
1705 local_player->element_nr,
1706 local_player->active ? "active" : "not active");
1711 Feld[x][y] = EL_EMPTY;
1713 player->jx = player->last_jx = x;
1714 player->jy = player->last_jy = y;
1719 int player_nr = GET_PLAYER_NR(element);
1720 struct PlayerInfo *player = &stored_player[player_nr];
1722 if (player->active && player->killed)
1723 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1727 static void InitField(int x, int y, boolean init_game)
1729 int element = Feld[x][y];
1738 InitPlayerField(x, y, element, init_game);
1741 case EL_SOKOBAN_FIELD_PLAYER:
1742 element = Feld[x][y] = EL_PLAYER_1;
1743 InitField(x, y, init_game);
1745 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1746 InitField(x, y, init_game);
1749 case EL_SOKOBAN_FIELD_EMPTY:
1750 local_player->sokobanfields_still_needed++;
1754 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1755 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1756 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1757 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1758 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1759 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1760 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1761 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1762 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1763 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1772 case EL_SPACESHIP_RIGHT:
1773 case EL_SPACESHIP_UP:
1774 case EL_SPACESHIP_LEFT:
1775 case EL_SPACESHIP_DOWN:
1776 case EL_BD_BUTTERFLY:
1777 case EL_BD_BUTTERFLY_RIGHT:
1778 case EL_BD_BUTTERFLY_UP:
1779 case EL_BD_BUTTERFLY_LEFT:
1780 case EL_BD_BUTTERFLY_DOWN:
1782 case EL_BD_FIREFLY_RIGHT:
1783 case EL_BD_FIREFLY_UP:
1784 case EL_BD_FIREFLY_LEFT:
1785 case EL_BD_FIREFLY_DOWN:
1786 case EL_PACMAN_RIGHT:
1788 case EL_PACMAN_LEFT:
1789 case EL_PACMAN_DOWN:
1791 case EL_YAMYAM_LEFT:
1792 case EL_YAMYAM_RIGHT:
1794 case EL_YAMYAM_DOWN:
1795 case EL_DARK_YAMYAM:
1798 case EL_SP_SNIKSNAK:
1799 case EL_SP_ELECTRON:
1808 case EL_AMOEBA_FULL:
1813 case EL_AMOEBA_DROP:
1814 if (y == lev_fieldy - 1)
1816 Feld[x][y] = EL_AMOEBA_GROWING;
1817 Store[x][y] = EL_AMOEBA_WET;
1821 case EL_DYNAMITE_ACTIVE:
1822 case EL_SP_DISK_RED_ACTIVE:
1823 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1824 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1825 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1826 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1827 MovDelay[x][y] = 96;
1830 case EL_EM_DYNAMITE_ACTIVE:
1831 MovDelay[x][y] = 32;
1835 local_player->lights_still_needed++;
1839 local_player->friends_still_needed++;
1844 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1847 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1848 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1849 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1850 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1851 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1852 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1853 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1854 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1855 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1856 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1857 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1858 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1861 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1862 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1863 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1865 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1867 game.belt_dir[belt_nr] = belt_dir;
1868 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1870 else /* more than one switch -- set it like the first switch */
1872 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1877 case EL_LIGHT_SWITCH_ACTIVE:
1879 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1882 case EL_INVISIBLE_STEELWALL:
1883 case EL_INVISIBLE_WALL:
1884 case EL_INVISIBLE_SAND:
1885 if (game.light_time_left > 0 ||
1886 game.lenses_time_left > 0)
1887 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1890 case EL_EMC_MAGIC_BALL:
1891 if (game.ball_state)
1892 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1895 case EL_EMC_MAGIC_BALL_SWITCH:
1896 if (game.ball_state)
1897 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1900 case EL_TRIGGER_PLAYER:
1901 case EL_TRIGGER_ELEMENT:
1902 case EL_TRIGGER_CE_VALUE:
1903 case EL_TRIGGER_CE_SCORE:
1905 case EL_ANY_ELEMENT:
1906 case EL_CURRENT_CE_VALUE:
1907 case EL_CURRENT_CE_SCORE:
1924 /* reference elements should not be used on the playfield */
1925 Feld[x][y] = EL_EMPTY;
1929 if (IS_CUSTOM_ELEMENT(element))
1931 if (CAN_MOVE(element))
1934 if (!element_info[element].use_last_ce_value || init_game)
1935 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1937 else if (IS_GROUP_ELEMENT(element))
1939 Feld[x][y] = GetElementFromGroupElement(element);
1941 InitField(x, y, init_game);
1948 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1951 static inline void InitField_WithBug1(int x, int y, boolean init_game)
1953 InitField(x, y, init_game);
1955 /* not needed to call InitMovDir() -- already done by InitField()! */
1956 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1957 CAN_MOVE(Feld[x][y]))
1961 static inline void InitField_WithBug2(int x, int y, boolean init_game)
1963 int old_element = Feld[x][y];
1965 InitField(x, y, init_game);
1967 /* not needed to call InitMovDir() -- already done by InitField()! */
1968 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1969 CAN_MOVE(old_element) &&
1970 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
1973 /* this case is in fact a combination of not less than three bugs:
1974 first, it calls InitMovDir() for elements that can move, although this is
1975 already done by InitField(); then, it checks the element that was at this
1976 field _before_ the call to InitField() (which can change it); lastly, it
1977 was not called for "mole with direction" elements, which were treated as
1978 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
1982 static int get_key_element_from_nr(int key_nr)
1984 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
1985 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
1986 EL_EM_KEY_1 : EL_KEY_1);
1988 return key_base_element + key_nr;
1991 static int get_next_dropped_element(struct PlayerInfo *player)
1993 return (player->inventory_size > 0 ?
1994 player->inventory_element[player->inventory_size - 1] :
1995 player->inventory_infinite_element != EL_UNDEFINED ?
1996 player->inventory_infinite_element :
1997 player->dynabombs_left > 0 ?
1998 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2002 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2004 /* pos >= 0: get element from bottom of the stack;
2005 pos < 0: get element from top of the stack */
2009 int min_inventory_size = -pos;
2010 int inventory_pos = player->inventory_size - min_inventory_size;
2011 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2013 return (player->inventory_size >= min_inventory_size ?
2014 player->inventory_element[inventory_pos] :
2015 player->inventory_infinite_element != EL_UNDEFINED ?
2016 player->inventory_infinite_element :
2017 player->dynabombs_left >= min_dynabombs_left ?
2018 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2023 int min_dynabombs_left = pos + 1;
2024 int min_inventory_size = pos + 1 - player->dynabombs_left;
2025 int inventory_pos = pos - player->dynabombs_left;
2027 return (player->inventory_infinite_element != EL_UNDEFINED ?
2028 player->inventory_infinite_element :
2029 player->dynabombs_left >= min_dynabombs_left ?
2030 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2031 player->inventory_size >= min_inventory_size ?
2032 player->inventory_element[inventory_pos] :
2037 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2039 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2040 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2043 if (gpo1->sort_priority != gpo2->sort_priority)
2044 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2046 compare_result = gpo1->nr - gpo2->nr;
2048 return compare_result;
2051 void InitGameControlValues()
2055 for (i = 0; game_panel_controls[i].nr != -1; i++)
2057 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2058 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2059 struct TextPosInfo *pos = gpc->pos;
2061 int type = gpc->type;
2065 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2066 Error(ERR_EXIT, "this should not happen -- please debug");
2069 /* force update of game controls after initialization */
2070 gpc->value = gpc->last_value = -1;
2071 gpc->frame = gpc->last_frame = -1;
2072 gpc->gfx_frame = -1;
2074 /* determine panel value width for later calculation of alignment */
2075 if (type == TYPE_INTEGER || type == TYPE_STRING)
2077 pos->width = pos->size * getFontWidth(pos->font);
2078 pos->height = getFontHeight(pos->font);
2080 else if (type == TYPE_ELEMENT)
2082 pos->width = pos->size;
2083 pos->height = pos->size;
2086 /* fill structure for game panel draw order */
2088 gpo->sort_priority = pos->sort_priority;
2091 /* sort game panel controls according to sort_priority and control number */
2092 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2093 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2096 void UpdatePlayfieldElementCount()
2098 boolean use_element_count = FALSE;
2101 /* first check if it is needed at all to calculate playfield element count */
2102 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2103 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2104 use_element_count = TRUE;
2106 if (!use_element_count)
2109 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2110 element_info[i].element_count = 0;
2112 SCAN_PLAYFIELD(x, y)
2114 element_info[Feld[x][y]].element_count++;
2117 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2118 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2119 if (IS_IN_GROUP(j, i))
2120 element_info[EL_GROUP_START + i].element_count +=
2121 element_info[j].element_count;
2124 void UpdateGameControlValues()
2127 int time = (local_player->LevelSolved ?
2128 local_player->LevelSolved_CountingTime :
2129 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2130 level.native_em_level->lev->time :
2131 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2132 level.native_sp_level->game_sp->time_played :
2133 game.no_time_limit ? TimePlayed : TimeLeft);
2134 int score = (local_player->LevelSolved ?
2135 local_player->LevelSolved_CountingScore :
2136 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2137 level.native_em_level->lev->score :
2138 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2139 level.native_sp_level->game_sp->score :
2140 local_player->score);
2141 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2142 level.native_em_level->lev->required :
2143 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2144 level.native_sp_level->game_sp->infotrons_still_needed :
2145 local_player->gems_still_needed);
2146 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2147 level.native_em_level->lev->required > 0 :
2148 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2149 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2150 local_player->gems_still_needed > 0 ||
2151 local_player->sokobanfields_still_needed > 0 ||
2152 local_player->lights_still_needed > 0);
2154 UpdatePlayfieldElementCount();
2156 /* update game panel control values */
2158 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2159 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2161 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2162 for (i = 0; i < MAX_NUM_KEYS; i++)
2163 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2164 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2165 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2167 if (game.centered_player_nr == -1)
2169 for (i = 0; i < MAX_PLAYERS; i++)
2171 /* only one player in Supaplex game engine */
2172 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2175 for (k = 0; k < MAX_NUM_KEYS; k++)
2177 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2179 if (level.native_em_level->ply[i]->keys & (1 << k))
2180 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2181 get_key_element_from_nr(k);
2183 else if (stored_player[i].key[k])
2184 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2185 get_key_element_from_nr(k);
2188 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2189 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2190 level.native_em_level->ply[i]->dynamite;
2191 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2192 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2193 level.native_sp_level->game_sp->red_disk_count;
2195 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2196 stored_player[i].inventory_size;
2198 if (stored_player[i].num_white_keys > 0)
2199 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2202 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2203 stored_player[i].num_white_keys;
2208 int player_nr = game.centered_player_nr;
2210 for (k = 0; k < MAX_NUM_KEYS; k++)
2212 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2214 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2215 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2216 get_key_element_from_nr(k);
2218 else if (stored_player[player_nr].key[k])
2219 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2220 get_key_element_from_nr(k);
2223 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2224 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2225 level.native_em_level->ply[player_nr]->dynamite;
2226 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2227 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2228 level.native_sp_level->game_sp->red_disk_count;
2230 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2231 stored_player[player_nr].inventory_size;
2233 if (stored_player[player_nr].num_white_keys > 0)
2234 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2236 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2237 stored_player[player_nr].num_white_keys;
2240 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2242 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2243 get_inventory_element_from_pos(local_player, i);
2244 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2245 get_inventory_element_from_pos(local_player, -i - 1);
2248 game_panel_controls[GAME_PANEL_SCORE].value = score;
2249 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2251 game_panel_controls[GAME_PANEL_TIME].value = time;
2253 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2254 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2255 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2257 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2259 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2260 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2262 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2263 local_player->shield_normal_time_left;
2264 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2265 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2267 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2268 local_player->shield_deadly_time_left;
2270 game_panel_controls[GAME_PANEL_EXIT].value =
2271 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2273 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2274 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2275 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2276 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2277 EL_EMC_MAGIC_BALL_SWITCH);
2279 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2280 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2281 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2282 game.light_time_left;
2284 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2285 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2286 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2287 game.timegate_time_left;
2289 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2290 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2292 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2293 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2294 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2295 game.lenses_time_left;
2297 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2298 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2299 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2300 game.magnify_time_left;
2302 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2303 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2304 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2305 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2306 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2307 EL_BALLOON_SWITCH_NONE);
2309 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2310 local_player->dynabomb_count;
2311 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2312 local_player->dynabomb_size;
2313 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2314 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2316 game_panel_controls[GAME_PANEL_PENGUINS].value =
2317 local_player->friends_still_needed;
2319 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2320 local_player->sokobanfields_still_needed;
2321 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2322 local_player->sokobanfields_still_needed;
2324 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2325 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2327 for (i = 0; i < NUM_BELTS; i++)
2329 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2330 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2331 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2332 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2333 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2336 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2337 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2338 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2339 game.magic_wall_time_left;
2341 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2342 local_player->gravity;
2344 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2345 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2347 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2348 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2349 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2350 game.panel.element[i].id : EL_UNDEFINED);
2352 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2353 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2354 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2355 element_info[game.panel.element_count[i].id].element_count : 0);
2357 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2358 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2359 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2360 element_info[game.panel.ce_score[i].id].collect_score : 0);
2362 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2363 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2364 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2365 element_info[game.panel.ce_score_element[i].id].collect_score :
2368 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2369 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2370 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2372 /* update game panel control frames */
2374 for (i = 0; game_panel_controls[i].nr != -1; i++)
2376 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2378 if (gpc->type == TYPE_ELEMENT)
2380 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2382 int last_anim_random_frame = gfx.anim_random_frame;
2383 int element = gpc->value;
2384 int graphic = el2panelimg(element);
2386 if (gpc->value != gpc->last_value)
2389 gpc->gfx_random = INIT_GFX_RANDOM();
2395 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2396 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2397 gpc->gfx_random = INIT_GFX_RANDOM();
2400 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2401 gfx.anim_random_frame = gpc->gfx_random;
2403 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2404 gpc->gfx_frame = element_info[element].collect_score;
2406 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2409 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2410 gfx.anim_random_frame = last_anim_random_frame;
2416 void DisplayGameControlValues()
2418 boolean redraw_panel = FALSE;
2421 for (i = 0; game_panel_controls[i].nr != -1; i++)
2423 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2425 if (PANEL_DEACTIVATED(gpc->pos))
2428 if (gpc->value == gpc->last_value &&
2429 gpc->frame == gpc->last_frame)
2432 redraw_panel = TRUE;
2438 /* copy default game door content to main double buffer */
2440 /* !!! CHECK AGAIN !!! */
2441 SetPanelBackground();
2442 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2443 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2445 /* redraw game control buttons */
2446 RedrawGameButtons();
2448 game_status = GAME_MODE_PSEUDO_PANEL;
2450 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2452 int nr = game_panel_order[i].nr;
2453 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2454 struct TextPosInfo *pos = gpc->pos;
2455 int type = gpc->type;
2456 int value = gpc->value;
2457 int frame = gpc->frame;
2458 int size = pos->size;
2459 int font = pos->font;
2460 boolean draw_masked = pos->draw_masked;
2461 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2463 if (PANEL_DEACTIVATED(pos))
2466 gpc->last_value = value;
2467 gpc->last_frame = frame;
2469 if (type == TYPE_INTEGER)
2471 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2472 nr == GAME_PANEL_TIME)
2474 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2476 if (use_dynamic_size) /* use dynamic number of digits */
2478 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2479 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2480 int size2 = size1 + 1;
2481 int font1 = pos->font;
2482 int font2 = pos->font_alt;
2484 size = (value < value_change ? size1 : size2);
2485 font = (value < value_change ? font1 : font2);
2489 /* correct text size if "digits" is zero or less */
2491 size = strlen(int2str(value, size));
2493 /* dynamically correct text alignment */
2494 pos->width = size * getFontWidth(font);
2496 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2497 int2str(value, size), font, mask_mode);
2499 else if (type == TYPE_ELEMENT)
2501 int element, graphic;
2505 int dst_x = PANEL_XPOS(pos);
2506 int dst_y = PANEL_YPOS(pos);
2508 if (value != EL_UNDEFINED && value != EL_EMPTY)
2511 graphic = el2panelimg(value);
2513 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2515 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2518 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2521 width = graphic_info[graphic].width * size / TILESIZE;
2522 height = graphic_info[graphic].height * size / TILESIZE;
2525 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2528 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2532 else if (type == TYPE_STRING)
2534 boolean active = (value != 0);
2535 char *state_normal = "off";
2536 char *state_active = "on";
2537 char *state = (active ? state_active : state_normal);
2538 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2539 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2540 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2541 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2543 if (nr == GAME_PANEL_GRAVITY_STATE)
2545 int font1 = pos->font; /* (used for normal state) */
2546 int font2 = pos->font_alt; /* (used for active state) */
2548 font = (active ? font2 : font1);
2557 /* don't truncate output if "chars" is zero or less */
2560 /* dynamically correct text alignment */
2561 pos->width = size * getFontWidth(font);
2564 s_cut = getStringCopyN(s, size);
2566 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2567 s_cut, font, mask_mode);
2573 redraw_mask |= REDRAW_DOOR_1;
2576 game_status = GAME_MODE_PLAYING;
2579 void UpdateAndDisplayGameControlValues()
2581 if (tape.deactivate_display)
2584 UpdateGameControlValues();
2585 DisplayGameControlValues();
2588 void UpdateGameDoorValues()
2590 UpdateGameControlValues();
2593 void DrawGameDoorValues()
2595 DisplayGameControlValues();
2600 =============================================================================
2602 -----------------------------------------------------------------------------
2603 initialize game engine due to level / tape version number
2604 =============================================================================
2607 static void InitGameEngine()
2609 int i, j, k, l, x, y;
2611 /* set game engine from tape file when re-playing, else from level file */
2612 game.engine_version = (tape.playing ? tape.engine_version :
2613 level.game_version);
2615 /* set single or multi-player game mode (needed for re-playing tapes) */
2616 game.team_mode = setup.team_mode;
2620 int num_players = 0;
2622 for (i = 0; i < MAX_PLAYERS; i++)
2623 if (tape.player_participates[i])
2626 /* multi-player tapes contain input data for more than one player */
2627 game.team_mode = (num_players > 1);
2630 /* ---------------------------------------------------------------------- */
2631 /* set flags for bugs and changes according to active game engine version */
2632 /* ---------------------------------------------------------------------- */
2635 Summary of bugfix/change:
2636 Fixed handling for custom elements that change when pushed by the player.
2638 Fixed/changed in version:
2642 Before 3.1.0, custom elements that "change when pushing" changed directly
2643 after the player started pushing them (until then handled in "DigField()").
2644 Since 3.1.0, these custom elements are not changed until the "pushing"
2645 move of the element is finished (now handled in "ContinueMoving()").
2647 Affected levels/tapes:
2648 The first condition is generally needed for all levels/tapes before version
2649 3.1.0, which might use the old behaviour before it was changed; known tapes
2650 that are affected are some tapes from the level set "Walpurgis Gardens" by
2652 The second condition is an exception from the above case and is needed for
2653 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2654 above (including some development versions of 3.1.0), but before it was
2655 known that this change would break tapes like the above and was fixed in
2656 3.1.1, so that the changed behaviour was active although the engine version
2657 while recording maybe was before 3.1.0. There is at least one tape that is
2658 affected by this exception, which is the tape for the one-level set "Bug
2659 Machine" by Juergen Bonhagen.
2662 game.use_change_when_pushing_bug =
2663 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2665 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2666 tape.game_version < VERSION_IDENT(3,1,1,0)));
2669 Summary of bugfix/change:
2670 Fixed handling for blocking the field the player leaves when moving.
2672 Fixed/changed in version:
2676 Before 3.1.1, when "block last field when moving" was enabled, the field
2677 the player is leaving when moving was blocked for the time of the move,
2678 and was directly unblocked afterwards. This resulted in the last field
2679 being blocked for exactly one less than the number of frames of one player
2680 move. Additionally, even when blocking was disabled, the last field was
2681 blocked for exactly one frame.
2682 Since 3.1.1, due to changes in player movement handling, the last field
2683 is not blocked at all when blocking is disabled. When blocking is enabled,
2684 the last field is blocked for exactly the number of frames of one player
2685 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2686 last field is blocked for exactly one more than the number of frames of
2689 Affected levels/tapes:
2690 (!!! yet to be determined -- probably many !!!)
2693 game.use_block_last_field_bug =
2694 (game.engine_version < VERSION_IDENT(3,1,1,0));
2696 /* ---------------------------------------------------------------------- */
2698 /* set maximal allowed number of custom element changes per game frame */
2699 game.max_num_changes_per_frame = 1;
2701 /* default scan direction: scan playfield from top/left to bottom/right */
2702 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2704 /* dynamically adjust element properties according to game engine version */
2705 InitElementPropertiesEngine(game.engine_version);
2708 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2709 printf(" tape version == %06d [%s] [file: %06d]\n",
2710 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2712 printf(" => game.engine_version == %06d\n", game.engine_version);
2715 /* ---------- initialize player's initial move delay --------------------- */
2717 /* dynamically adjust player properties according to level information */
2718 for (i = 0; i < MAX_PLAYERS; i++)
2719 game.initial_move_delay_value[i] =
2720 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2722 /* dynamically adjust player properties according to game engine version */
2723 for (i = 0; i < MAX_PLAYERS; i++)
2724 game.initial_move_delay[i] =
2725 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2726 game.initial_move_delay_value[i] : 0);
2728 /* ---------- initialize player's initial push delay --------------------- */
2730 /* dynamically adjust player properties according to game engine version */
2731 game.initial_push_delay_value =
2732 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2734 /* ---------- initialize changing elements ------------------------------- */
2736 /* initialize changing elements information */
2737 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2739 struct ElementInfo *ei = &element_info[i];
2741 /* this pointer might have been changed in the level editor */
2742 ei->change = &ei->change_page[0];
2744 if (!IS_CUSTOM_ELEMENT(i))
2746 ei->change->target_element = EL_EMPTY_SPACE;
2747 ei->change->delay_fixed = 0;
2748 ei->change->delay_random = 0;
2749 ei->change->delay_frames = 1;
2752 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2754 ei->has_change_event[j] = FALSE;
2756 ei->event_page_nr[j] = 0;
2757 ei->event_page[j] = &ei->change_page[0];
2761 /* add changing elements from pre-defined list */
2762 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2764 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2765 struct ElementInfo *ei = &element_info[ch_delay->element];
2767 ei->change->target_element = ch_delay->target_element;
2768 ei->change->delay_fixed = ch_delay->change_delay;
2770 ei->change->pre_change_function = ch_delay->pre_change_function;
2771 ei->change->change_function = ch_delay->change_function;
2772 ei->change->post_change_function = ch_delay->post_change_function;
2774 ei->change->can_change = TRUE;
2775 ei->change->can_change_or_has_action = TRUE;
2777 ei->has_change_event[CE_DELAY] = TRUE;
2779 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2780 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2783 /* ---------- initialize internal run-time variables --------------------- */
2785 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2787 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2789 for (j = 0; j < ei->num_change_pages; j++)
2791 ei->change_page[j].can_change_or_has_action =
2792 (ei->change_page[j].can_change |
2793 ei->change_page[j].has_action);
2797 /* add change events from custom element configuration */
2798 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2800 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2802 for (j = 0; j < ei->num_change_pages; j++)
2804 if (!ei->change_page[j].can_change_or_has_action)
2807 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2809 /* only add event page for the first page found with this event */
2810 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
2812 ei->has_change_event[k] = TRUE;
2814 ei->event_page_nr[k] = j;
2815 ei->event_page[k] = &ei->change_page[j];
2821 /* ---------- initialize reference elements in change conditions --------- */
2823 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2825 int element = EL_CUSTOM_START + i;
2826 struct ElementInfo *ei = &element_info[element];
2828 for (j = 0; j < ei->num_change_pages; j++)
2830 int trigger_element = ei->change_page[j].initial_trigger_element;
2832 if (trigger_element >= EL_PREV_CE_8 &&
2833 trigger_element <= EL_NEXT_CE_8)
2834 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
2836 ei->change_page[j].trigger_element = trigger_element;
2840 /* ---------- initialize run-time trigger player and element ------------- */
2842 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2844 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2846 for (j = 0; j < ei->num_change_pages; j++)
2848 ei->change_page[j].actual_trigger_element = EL_EMPTY;
2849 ei->change_page[j].actual_trigger_player = EL_EMPTY;
2850 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
2851 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
2852 ei->change_page[j].actual_trigger_ce_value = 0;
2853 ei->change_page[j].actual_trigger_ce_score = 0;
2857 /* ---------- initialize trigger events ---------------------------------- */
2859 /* initialize trigger events information */
2860 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2861 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2862 trigger_events[i][j] = FALSE;
2864 /* add trigger events from element change event properties */
2865 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2867 struct ElementInfo *ei = &element_info[i];
2869 for (j = 0; j < ei->num_change_pages; j++)
2871 if (!ei->change_page[j].can_change_or_has_action)
2874 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
2876 int trigger_element = ei->change_page[j].trigger_element;
2878 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2880 if (ei->change_page[j].has_event[k])
2882 if (IS_GROUP_ELEMENT(trigger_element))
2884 struct ElementGroupInfo *group =
2885 element_info[trigger_element].group;
2887 for (l = 0; l < group->num_elements_resolved; l++)
2888 trigger_events[group->element_resolved[l]][k] = TRUE;
2890 else if (trigger_element == EL_ANY_ELEMENT)
2891 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
2892 trigger_events[l][k] = TRUE;
2894 trigger_events[trigger_element][k] = TRUE;
2901 /* ---------- initialize push delay -------------------------------------- */
2903 /* initialize push delay values to default */
2904 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2906 if (!IS_CUSTOM_ELEMENT(i))
2908 /* set default push delay values (corrected since version 3.0.7-1) */
2909 if (game.engine_version < VERSION_IDENT(3,0,7,1))
2911 element_info[i].push_delay_fixed = 2;
2912 element_info[i].push_delay_random = 8;
2916 element_info[i].push_delay_fixed = 8;
2917 element_info[i].push_delay_random = 8;
2922 /* set push delay value for certain elements from pre-defined list */
2923 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
2925 int e = push_delay_list[i].element;
2927 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
2928 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
2931 /* set push delay value for Supaplex elements for newer engine versions */
2932 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2934 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2936 if (IS_SP_ELEMENT(i))
2938 /* set SP push delay to just enough to push under a falling zonk */
2939 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
2941 element_info[i].push_delay_fixed = delay;
2942 element_info[i].push_delay_random = 0;
2947 /* ---------- initialize move stepsize ----------------------------------- */
2949 /* initialize move stepsize values to default */
2950 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2951 if (!IS_CUSTOM_ELEMENT(i))
2952 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
2954 /* set move stepsize value for certain elements from pre-defined list */
2955 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
2957 int e = move_stepsize_list[i].element;
2959 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
2962 /* ---------- initialize collect score ----------------------------------- */
2964 /* initialize collect score values for custom elements from initial value */
2965 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2966 if (IS_CUSTOM_ELEMENT(i))
2967 element_info[i].collect_score = element_info[i].collect_score_initial;
2969 /* ---------- initialize collect count ----------------------------------- */
2971 /* initialize collect count values for non-custom elements */
2972 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2973 if (!IS_CUSTOM_ELEMENT(i))
2974 element_info[i].collect_count_initial = 0;
2976 /* add collect count values for all elements from pre-defined list */
2977 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
2978 element_info[collect_count_list[i].element].collect_count_initial =
2979 collect_count_list[i].count;
2981 /* ---------- initialize access direction -------------------------------- */
2983 /* initialize access direction values to default (access from every side) */
2984 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2985 if (!IS_CUSTOM_ELEMENT(i))
2986 element_info[i].access_direction = MV_ALL_DIRECTIONS;
2988 /* set access direction value for certain elements from pre-defined list */
2989 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
2990 element_info[access_direction_list[i].element].access_direction =
2991 access_direction_list[i].direction;
2993 /* ---------- initialize explosion content ------------------------------- */
2994 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2996 if (IS_CUSTOM_ELEMENT(i))
2999 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3001 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3003 element_info[i].content.e[x][y] =
3004 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3005 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3006 i == EL_PLAYER_3 ? EL_EMERALD :
3007 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3008 i == EL_MOLE ? EL_EMERALD_RED :
3009 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3010 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3011 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3012 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3013 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3014 i == EL_WALL_EMERALD ? EL_EMERALD :
3015 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3016 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3017 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3018 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3019 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3020 i == EL_WALL_PEARL ? EL_PEARL :
3021 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3026 /* ---------- initialize recursion detection ------------------------------ */
3027 recursion_loop_depth = 0;
3028 recursion_loop_detected = FALSE;
3029 recursion_loop_element = EL_UNDEFINED;
3031 /* ---------- initialize graphics engine ---------------------------------- */
3032 game.scroll_delay_value =
3033 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3034 setup.scroll_delay ? setup.scroll_delay_value : 0);
3035 game.scroll_delay_value =
3036 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3038 /* ---------- initialize game engine snapshots ---------------------------- */
3039 for (i = 0; i < MAX_PLAYERS; i++)
3040 game.snapshot.last_action[i] = 0;
3041 game.snapshot.changed_action = FALSE;
3042 game.snapshot.mode = SNAPSHOT_MODE_MOVE;
3044 FreeEngineSnapshotList();
3047 int get_num_special_action(int element, int action_first, int action_last)
3049 int num_special_action = 0;
3052 for (i = action_first; i <= action_last; i++)
3054 boolean found = FALSE;
3056 for (j = 0; j < NUM_DIRECTIONS; j++)
3057 if (el_act_dir2img(element, i, j) !=
3058 el_act_dir2img(element, ACTION_DEFAULT, j))
3062 num_special_action++;
3067 return num_special_action;
3072 =============================================================================
3074 -----------------------------------------------------------------------------
3075 initialize and start new game
3076 =============================================================================
3081 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3082 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3084 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3085 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3086 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3087 int initial_move_dir = MV_DOWN;
3090 game_status = GAME_MODE_PLAYING;
3094 if (!game.restart_level)
3095 CloseDoor(DOOR_CLOSE_1);
3097 if (level_editor_test_game)
3098 FadeSkipNextFadeIn();
3100 FadeSetEnterScreen();
3102 FadeOut(REDRAW_FIELD);
3104 /* needed if different viewport properties defined for playing */
3105 ChangeViewportPropertiesIfNeeded();
3107 DrawCompleteVideoDisplay();
3110 InitGameControlValues();
3112 /* don't play tapes over network */
3113 network_playing = (options.network && !tape.playing);
3115 for (i = 0; i < MAX_PLAYERS; i++)
3117 struct PlayerInfo *player = &stored_player[i];
3119 player->index_nr = i;
3120 player->index_bit = (1 << i);
3121 player->element_nr = EL_PLAYER_1 + i;
3123 player->present = FALSE;
3124 player->active = FALSE;
3125 player->mapped = FALSE;
3127 player->killed = FALSE;
3128 player->reanimated = FALSE;
3131 player->effective_action = 0;
3132 player->programmed_action = 0;
3135 player->score_final = 0;
3137 player->gems_still_needed = level.gems_needed;
3138 player->sokobanfields_still_needed = 0;
3139 player->lights_still_needed = 0;
3140 player->friends_still_needed = 0;
3142 for (j = 0; j < MAX_NUM_KEYS; j++)
3143 player->key[j] = FALSE;
3145 player->num_white_keys = 0;
3147 player->dynabomb_count = 0;
3148 player->dynabomb_size = 1;
3149 player->dynabombs_left = 0;
3150 player->dynabomb_xl = FALSE;
3152 player->MovDir = initial_move_dir;
3155 player->GfxDir = initial_move_dir;
3156 player->GfxAction = ACTION_DEFAULT;
3158 player->StepFrame = 0;
3160 player->initial_element = player->element_nr;
3161 player->artwork_element =
3162 (level.use_artwork_element[i] ? level.artwork_element[i] :
3163 player->element_nr);
3164 player->use_murphy = FALSE;
3166 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3167 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3169 player->gravity = level.initial_player_gravity[i];
3171 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3173 player->actual_frame_counter = 0;
3175 player->step_counter = 0;
3177 player->last_move_dir = initial_move_dir;
3179 player->is_active = FALSE;
3181 player->is_waiting = FALSE;
3182 player->is_moving = FALSE;
3183 player->is_auto_moving = FALSE;
3184 player->is_digging = FALSE;
3185 player->is_snapping = FALSE;
3186 player->is_collecting = FALSE;
3187 player->is_pushing = FALSE;
3188 player->is_switching = FALSE;
3189 player->is_dropping = FALSE;
3190 player->is_dropping_pressed = FALSE;
3192 player->is_bored = FALSE;
3193 player->is_sleeping = FALSE;
3195 player->frame_counter_bored = -1;
3196 player->frame_counter_sleeping = -1;
3198 player->anim_delay_counter = 0;
3199 player->post_delay_counter = 0;
3201 player->dir_waiting = initial_move_dir;
3202 player->action_waiting = ACTION_DEFAULT;
3203 player->last_action_waiting = ACTION_DEFAULT;
3204 player->special_action_bored = ACTION_DEFAULT;
3205 player->special_action_sleeping = ACTION_DEFAULT;
3207 player->switch_x = -1;
3208 player->switch_y = -1;
3210 player->drop_x = -1;
3211 player->drop_y = -1;
3213 player->show_envelope = 0;
3215 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3217 player->push_delay = -1; /* initialized when pushing starts */
3218 player->push_delay_value = game.initial_push_delay_value;
3220 player->drop_delay = 0;
3221 player->drop_pressed_delay = 0;
3223 player->last_jx = -1;
3224 player->last_jy = -1;
3228 player->shield_normal_time_left = 0;
3229 player->shield_deadly_time_left = 0;
3231 player->inventory_infinite_element = EL_UNDEFINED;
3232 player->inventory_size = 0;
3234 if (level.use_initial_inventory[i])
3236 for (j = 0; j < level.initial_inventory_size[i]; j++)
3238 int element = level.initial_inventory_content[i][j];
3239 int collect_count = element_info[element].collect_count_initial;
3242 if (!IS_CUSTOM_ELEMENT(element))
3245 if (collect_count == 0)
3246 player->inventory_infinite_element = element;
3248 for (k = 0; k < collect_count; k++)
3249 if (player->inventory_size < MAX_INVENTORY_SIZE)
3250 player->inventory_element[player->inventory_size++] = element;
3254 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3255 SnapField(player, 0, 0);
3257 player->LevelSolved = FALSE;
3258 player->GameOver = FALSE;
3260 player->LevelSolved_GameWon = FALSE;
3261 player->LevelSolved_GameEnd = FALSE;
3262 player->LevelSolved_PanelOff = FALSE;
3263 player->LevelSolved_SaveTape = FALSE;
3264 player->LevelSolved_SaveScore = FALSE;
3265 player->LevelSolved_CountingTime = 0;
3266 player->LevelSolved_CountingScore = 0;
3268 map_player_action[i] = i;
3271 network_player_action_received = FALSE;
3273 #if defined(NETWORK_AVALIABLE)
3274 /* initial null action */
3275 if (network_playing)
3276 SendToServer_MovePlayer(MV_NONE);
3285 TimeLeft = level.time;
3288 ScreenMovDir = MV_NONE;
3292 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3294 AllPlayersGone = FALSE;
3296 game.no_time_limit = (level.time == 0);
3298 game.yamyam_content_nr = 0;
3299 game.robot_wheel_active = FALSE;
3300 game.magic_wall_active = FALSE;
3301 game.magic_wall_time_left = 0;
3302 game.light_time_left = 0;
3303 game.timegate_time_left = 0;
3304 game.switchgate_pos = 0;
3305 game.wind_direction = level.wind_direction_initial;
3307 game.lenses_time_left = 0;
3308 game.magnify_time_left = 0;
3310 game.ball_state = level.ball_state_initial;
3311 game.ball_content_nr = 0;
3313 game.envelope_active = FALSE;
3315 /* set focus to local player for network games, else to all players */
3316 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3317 game.centered_player_nr_next = game.centered_player_nr;
3318 game.set_centered_player = FALSE;
3320 if (network_playing && tape.recording)
3322 /* store client dependent player focus when recording network games */
3323 tape.centered_player_nr_next = game.centered_player_nr_next;
3324 tape.set_centered_player = TRUE;
3327 for (i = 0; i < NUM_BELTS; i++)
3329 game.belt_dir[i] = MV_NONE;
3330 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3333 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3334 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3336 #if DEBUG_INIT_PLAYER
3339 printf("Player status at level initialization:\n");
3343 SCAN_PLAYFIELD(x, y)
3345 Feld[x][y] = level.field[x][y];
3346 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3347 ChangeDelay[x][y] = 0;
3348 ChangePage[x][y] = -1;
3349 CustomValue[x][y] = 0; /* initialized in InitField() */
3350 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3352 WasJustMoving[x][y] = 0;
3353 WasJustFalling[x][y] = 0;
3354 CheckCollision[x][y] = 0;
3355 CheckImpact[x][y] = 0;
3357 Pushed[x][y] = FALSE;
3359 ChangeCount[x][y] = 0;
3360 ChangeEvent[x][y] = -1;
3362 ExplodePhase[x][y] = 0;
3363 ExplodeDelay[x][y] = 0;
3364 ExplodeField[x][y] = EX_TYPE_NONE;
3366 RunnerVisit[x][y] = 0;
3367 PlayerVisit[x][y] = 0;
3370 GfxRandom[x][y] = INIT_GFX_RANDOM();
3371 GfxElement[x][y] = EL_UNDEFINED;
3372 GfxAction[x][y] = ACTION_DEFAULT;
3373 GfxDir[x][y] = MV_NONE;
3374 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3377 SCAN_PLAYFIELD(x, y)
3379 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3381 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3383 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3386 InitField(x, y, TRUE);
3388 ResetGfxAnimation(x, y);
3393 for (i = 0; i < MAX_PLAYERS; i++)
3395 struct PlayerInfo *player = &stored_player[i];
3397 /* set number of special actions for bored and sleeping animation */
3398 player->num_special_action_bored =
3399 get_num_special_action(player->artwork_element,
3400 ACTION_BORING_1, ACTION_BORING_LAST);
3401 player->num_special_action_sleeping =
3402 get_num_special_action(player->artwork_element,
3403 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3406 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3407 emulate_sb ? EMU_SOKOBAN :
3408 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3410 /* initialize type of slippery elements */
3411 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3413 if (!IS_CUSTOM_ELEMENT(i))
3415 /* default: elements slip down either to the left or right randomly */
3416 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3418 /* SP style elements prefer to slip down on the left side */
3419 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3420 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3422 /* BD style elements prefer to slip down on the left side */
3423 if (game.emulation == EMU_BOULDERDASH)
3424 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3428 /* initialize explosion and ignition delay */
3429 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3431 if (!IS_CUSTOM_ELEMENT(i))
3434 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3435 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3436 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3437 int last_phase = (num_phase + 1) * delay;
3438 int half_phase = (num_phase / 2) * delay;
3440 element_info[i].explosion_delay = last_phase - 1;
3441 element_info[i].ignition_delay = half_phase;
3443 if (i == EL_BLACK_ORB)
3444 element_info[i].ignition_delay = 1;
3448 /* correct non-moving belts to start moving left */
3449 for (i = 0; i < NUM_BELTS; i++)
3450 if (game.belt_dir[i] == MV_NONE)
3451 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3453 #if USE_NEW_PLAYER_ASSIGNMENTS
3454 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3455 /* choose default local player */
3456 local_player = &stored_player[0];
3458 for (i = 0; i < MAX_PLAYERS; i++)
3459 stored_player[i].connected = FALSE;
3461 local_player->connected = TRUE;
3462 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3466 for (i = 0; i < MAX_PLAYERS; i++)
3467 stored_player[i].connected = tape.player_participates[i];
3469 else if (game.team_mode && !options.network)
3471 /* try to guess locally connected team mode players (needed for correct
3472 assignment of player figures from level to locally playing players) */
3474 for (i = 0; i < MAX_PLAYERS; i++)
3475 if (setup.input[i].use_joystick ||
3476 setup.input[i].key.left != KSYM_UNDEFINED)
3477 stored_player[i].connected = TRUE;
3480 #if DEBUG_INIT_PLAYER
3483 printf("Player status after level initialization:\n");
3485 for (i = 0; i < MAX_PLAYERS; i++)
3487 struct PlayerInfo *player = &stored_player[i];
3489 printf("- player %d: present == %d, connected == %d, active == %d",
3495 if (local_player == player)
3496 printf(" (local player)");
3503 #if DEBUG_INIT_PLAYER
3505 printf("Reassigning players ...\n");
3508 /* check if any connected player was not found in playfield */
3509 for (i = 0; i < MAX_PLAYERS; i++)
3511 struct PlayerInfo *player = &stored_player[i];
3513 if (player->connected && !player->present)
3515 struct PlayerInfo *field_player = NULL;
3517 #if DEBUG_INIT_PLAYER
3519 printf("- looking for field player for player %d ...\n", i + 1);
3522 /* assign first free player found that is present in the playfield */
3524 /* first try: look for unmapped playfield player that is not connected */
3525 for (j = 0; j < MAX_PLAYERS; j++)
3526 if (field_player == NULL &&
3527 stored_player[j].present &&
3528 !stored_player[j].mapped &&
3529 !stored_player[j].connected)
3530 field_player = &stored_player[j];
3532 /* second try: look for *any* unmapped playfield player */
3533 for (j = 0; j < MAX_PLAYERS; j++)
3534 if (field_player == NULL &&
3535 stored_player[j].present &&
3536 !stored_player[j].mapped)
3537 field_player = &stored_player[j];
3539 if (field_player != NULL)
3541 int jx = field_player->jx, jy = field_player->jy;
3543 #if DEBUG_INIT_PLAYER
3545 printf("- found player %d\n", field_player->index_nr + 1);
3548 player->present = FALSE;
3549 player->active = FALSE;
3551 field_player->present = TRUE;
3552 field_player->active = TRUE;
3555 player->initial_element = field_player->initial_element;
3556 player->artwork_element = field_player->artwork_element;
3558 player->block_last_field = field_player->block_last_field;
3559 player->block_delay_adjustment = field_player->block_delay_adjustment;
3562 StorePlayer[jx][jy] = field_player->element_nr;
3564 field_player->jx = field_player->last_jx = jx;
3565 field_player->jy = field_player->last_jy = jy;
3567 if (local_player == player)
3568 local_player = field_player;
3570 map_player_action[field_player->index_nr] = i;
3572 field_player->mapped = TRUE;
3574 #if DEBUG_INIT_PLAYER
3576 printf("- map_player_action[%d] == %d\n",
3577 field_player->index_nr + 1, i + 1);
3582 if (player->connected && player->present)
3583 player->mapped = TRUE;
3586 #if DEBUG_INIT_PLAYER
3589 printf("Player status after player assignment (first stage):\n");
3591 for (i = 0; i < MAX_PLAYERS; i++)
3593 struct PlayerInfo *player = &stored_player[i];
3595 printf("- player %d: present == %d, connected == %d, active == %d",
3601 if (local_player == player)
3602 printf(" (local player)");
3611 /* check if any connected player was not found in playfield */
3612 for (i = 0; i < MAX_PLAYERS; i++)
3614 struct PlayerInfo *player = &stored_player[i];
3616 if (player->connected && !player->present)
3618 for (j = 0; j < MAX_PLAYERS; j++)
3620 struct PlayerInfo *field_player = &stored_player[j];
3621 int jx = field_player->jx, jy = field_player->jy;
3623 /* assign first free player found that is present in the playfield */
3624 if (field_player->present && !field_player->connected)
3626 player->present = TRUE;
3627 player->active = TRUE;
3629 field_player->present = FALSE;
3630 field_player->active = FALSE;
3632 player->initial_element = field_player->initial_element;
3633 player->artwork_element = field_player->artwork_element;
3635 player->block_last_field = field_player->block_last_field;
3636 player->block_delay_adjustment = field_player->block_delay_adjustment;
3638 StorePlayer[jx][jy] = player->element_nr;
3640 player->jx = player->last_jx = jx;
3641 player->jy = player->last_jy = jy;
3651 printf("::: local_player->present == %d\n", local_player->present);
3656 /* when playing a tape, eliminate all players who do not participate */
3658 #if USE_NEW_PLAYER_ASSIGNMENTS
3660 if (!game.team_mode)
3662 for (i = 0; i < MAX_PLAYERS; i++)
3664 if (stored_player[i].active &&
3665 !tape.player_participates[map_player_action[i]])
3667 struct PlayerInfo *player = &stored_player[i];
3668 int jx = player->jx, jy = player->jy;
3670 #if DEBUG_INIT_PLAYER
3672 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3675 player->active = FALSE;
3676 StorePlayer[jx][jy] = 0;
3677 Feld[jx][jy] = EL_EMPTY;
3684 for (i = 0; i < MAX_PLAYERS; i++)
3686 if (stored_player[i].active &&
3687 !tape.player_participates[i])
3689 struct PlayerInfo *player = &stored_player[i];
3690 int jx = player->jx, jy = player->jy;
3692 player->active = FALSE;
3693 StorePlayer[jx][jy] = 0;
3694 Feld[jx][jy] = EL_EMPTY;
3699 else if (!options.network && !game.team_mode) /* && !tape.playing */
3701 /* when in single player mode, eliminate all but the first active player */
3703 for (i = 0; i < MAX_PLAYERS; i++)
3705 if (stored_player[i].active)
3707 for (j = i + 1; j < MAX_PLAYERS; j++)
3709 if (stored_player[j].active)
3711 struct PlayerInfo *player = &stored_player[j];
3712 int jx = player->jx, jy = player->jy;
3714 player->active = FALSE;
3715 player->present = FALSE;
3717 StorePlayer[jx][jy] = 0;
3718 Feld[jx][jy] = EL_EMPTY;
3725 /* when recording the game, store which players take part in the game */
3728 #if USE_NEW_PLAYER_ASSIGNMENTS
3729 for (i = 0; i < MAX_PLAYERS; i++)
3730 if (stored_player[i].connected)
3731 tape.player_participates[i] = TRUE;
3733 for (i = 0; i < MAX_PLAYERS; i++)
3734 if (stored_player[i].active)
3735 tape.player_participates[i] = TRUE;
3739 #if DEBUG_INIT_PLAYER
3742 printf("Player status after player assignment (final stage):\n");
3744 for (i = 0; i < MAX_PLAYERS; i++)
3746 struct PlayerInfo *player = &stored_player[i];
3748 printf("- player %d: present == %d, connected == %d, active == %d",
3754 if (local_player == player)
3755 printf(" (local player)");
3762 if (BorderElement == EL_EMPTY)
3765 SBX_Right = lev_fieldx - SCR_FIELDX;
3767 SBY_Lower = lev_fieldy - SCR_FIELDY;
3772 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3774 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3777 if (full_lev_fieldx <= SCR_FIELDX)
3778 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3779 if (full_lev_fieldy <= SCR_FIELDY)
3780 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3782 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
3784 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
3787 /* if local player not found, look for custom element that might create
3788 the player (make some assumptions about the right custom element) */
3789 if (!local_player->present)
3791 int start_x = 0, start_y = 0;
3792 int found_rating = 0;
3793 int found_element = EL_UNDEFINED;
3794 int player_nr = local_player->index_nr;
3796 SCAN_PLAYFIELD(x, y)
3798 int element = Feld[x][y];
3803 if (level.use_start_element[player_nr] &&
3804 level.start_element[player_nr] == element &&
3811 found_element = element;
3814 if (!IS_CUSTOM_ELEMENT(element))
3817 if (CAN_CHANGE(element))
3819 for (i = 0; i < element_info[element].num_change_pages; i++)
3821 /* check for player created from custom element as single target */
3822 content = element_info[element].change_page[i].target_element;
3823 is_player = ELEM_IS_PLAYER(content);
3825 if (is_player && (found_rating < 3 ||
3826 (found_rating == 3 && element < found_element)))
3832 found_element = element;
3837 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
3839 /* check for player created from custom element as explosion content */
3840 content = element_info[element].content.e[xx][yy];
3841 is_player = ELEM_IS_PLAYER(content);
3843 if (is_player && (found_rating < 2 ||
3844 (found_rating == 2 && element < found_element)))
3846 start_x = x + xx - 1;
3847 start_y = y + yy - 1;
3850 found_element = element;
3853 if (!CAN_CHANGE(element))
3856 for (i = 0; i < element_info[element].num_change_pages; i++)
3858 /* check for player created from custom element as extended target */
3860 element_info[element].change_page[i].target_content.e[xx][yy];
3862 is_player = ELEM_IS_PLAYER(content);
3864 if (is_player && (found_rating < 1 ||
3865 (found_rating == 1 && element < found_element)))
3867 start_x = x + xx - 1;
3868 start_y = y + yy - 1;
3871 found_element = element;
3877 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
3878 start_x > SBX_Right + MIDPOSX ? SBX_Right :
3881 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
3882 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
3887 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
3888 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
3889 local_player->jx - MIDPOSX);
3891 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
3892 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
3893 local_player->jy - MIDPOSY);
3896 /* !!! FIX THIS (START) !!! */
3897 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3899 InitGameEngine_EM();
3901 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3903 InitGameEngine_SP();
3907 DrawLevel(REDRAW_FIELD);
3910 /* after drawing the level, correct some elements */
3911 if (game.timegate_time_left == 0)
3912 CloseAllOpenTimegates();
3915 /* blit playfield from scroll buffer to normal back buffer for fading in */
3916 BlitScreenToBitmap(backbuffer);
3918 redraw_mask |= REDRAW_FROM_BACKBUFFER;
3919 /* !!! FIX THIS (END) !!! */
3921 FadeIn(REDRAW_FIELD);
3924 // full screen redraw is required at this point in the following cases:
3925 // - special editor door undrawn when game was started from level editor
3926 // - drawing area (playfield) was changed and has to be removed completely
3927 redraw_mask = REDRAW_ALL;
3931 if (!game.restart_level)
3933 /* copy default game door content to main double buffer */
3935 /* !!! CHECK AGAIN !!! */
3936 SetPanelBackground();
3937 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
3938 DrawBackground(DX, DY, DXSIZE, DYSIZE);
3941 SetPanelBackground();
3942 SetDrawBackgroundMask(REDRAW_DOOR_1);
3944 UpdateAndDisplayGameControlValues();
3946 if (!game.restart_level)
3950 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
3951 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
3952 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
3956 /* copy actual game door content to door double buffer for OpenDoor() */
3957 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
3959 OpenDoor(DOOR_OPEN_ALL);
3961 PlaySound(SND_GAME_STARTING);
3963 if (setup.sound_music)
3966 KeyboardAutoRepeatOffUnlessAutoplay();
3968 #if DEBUG_INIT_PLAYER
3971 printf("Player status (final):\n");
3973 for (i = 0; i < MAX_PLAYERS; i++)
3975 struct PlayerInfo *player = &stored_player[i];
3977 printf("- player %d: present == %d, connected == %d, active == %d",
3983 if (local_player == player)
3984 printf(" (local player)");
3997 if (!game.restart_level && !tape.playing)
3999 LevelStats_incPlayed(level_nr);
4001 SaveLevelSetup_SeriesInfo();
4004 game.restart_level = FALSE;
4006 SaveEngineSnapshotToList();
4009 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
4011 /* this is used for non-R'n'D game engines to update certain engine values */
4013 /* needed to determine if sounds are played within the visible screen area */
4014 scroll_x = actual_scroll_x;
4015 scroll_y = actual_scroll_y;
4018 void InitMovDir(int x, int y)
4020 int i, element = Feld[x][y];
4021 static int xy[4][2] =
4028 static int direction[3][4] =
4030 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4031 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4032 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4041 Feld[x][y] = EL_BUG;
4042 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4045 case EL_SPACESHIP_RIGHT:
4046 case EL_SPACESHIP_UP:
4047 case EL_SPACESHIP_LEFT:
4048 case EL_SPACESHIP_DOWN:
4049 Feld[x][y] = EL_SPACESHIP;
4050 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4053 case EL_BD_BUTTERFLY_RIGHT:
4054 case EL_BD_BUTTERFLY_UP:
4055 case EL_BD_BUTTERFLY_LEFT:
4056 case EL_BD_BUTTERFLY_DOWN:
4057 Feld[x][y] = EL_BD_BUTTERFLY;
4058 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4061 case EL_BD_FIREFLY_RIGHT:
4062 case EL_BD_FIREFLY_UP:
4063 case EL_BD_FIREFLY_LEFT:
4064 case EL_BD_FIREFLY_DOWN:
4065 Feld[x][y] = EL_BD_FIREFLY;
4066 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4069 case EL_PACMAN_RIGHT:
4071 case EL_PACMAN_LEFT:
4072 case EL_PACMAN_DOWN:
4073 Feld[x][y] = EL_PACMAN;
4074 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4077 case EL_YAMYAM_LEFT:
4078 case EL_YAMYAM_RIGHT:
4080 case EL_YAMYAM_DOWN:
4081 Feld[x][y] = EL_YAMYAM;
4082 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4085 case EL_SP_SNIKSNAK:
4086 MovDir[x][y] = MV_UP;
4089 case EL_SP_ELECTRON:
4090 MovDir[x][y] = MV_LEFT;
4097 Feld[x][y] = EL_MOLE;
4098 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4102 if (IS_CUSTOM_ELEMENT(element))
4104 struct ElementInfo *ei = &element_info[element];
4105 int move_direction_initial = ei->move_direction_initial;
4106 int move_pattern = ei->move_pattern;
4108 if (move_direction_initial == MV_START_PREVIOUS)
4110 if (MovDir[x][y] != MV_NONE)
4113 move_direction_initial = MV_START_AUTOMATIC;
4116 if (move_direction_initial == MV_START_RANDOM)
4117 MovDir[x][y] = 1 << RND(4);
4118 else if (move_direction_initial & MV_ANY_DIRECTION)
4119 MovDir[x][y] = move_direction_initial;
4120 else if (move_pattern == MV_ALL_DIRECTIONS ||
4121 move_pattern == MV_TURNING_LEFT ||
4122 move_pattern == MV_TURNING_RIGHT ||
4123 move_pattern == MV_TURNING_LEFT_RIGHT ||
4124 move_pattern == MV_TURNING_RIGHT_LEFT ||
4125 move_pattern == MV_TURNING_RANDOM)
4126 MovDir[x][y] = 1 << RND(4);
4127 else if (move_pattern == MV_HORIZONTAL)
4128 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4129 else if (move_pattern == MV_VERTICAL)
4130 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4131 else if (move_pattern & MV_ANY_DIRECTION)
4132 MovDir[x][y] = element_info[element].move_pattern;
4133 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4134 move_pattern == MV_ALONG_RIGHT_SIDE)
4136 /* use random direction as default start direction */
4137 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4138 MovDir[x][y] = 1 << RND(4);
4140 for (i = 0; i < NUM_DIRECTIONS; i++)
4142 int x1 = x + xy[i][0];
4143 int y1 = y + xy[i][1];
4145 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4147 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4148 MovDir[x][y] = direction[0][i];
4150 MovDir[x][y] = direction[1][i];
4159 MovDir[x][y] = 1 << RND(4);
4161 if (element != EL_BUG &&
4162 element != EL_SPACESHIP &&
4163 element != EL_BD_BUTTERFLY &&
4164 element != EL_BD_FIREFLY)
4167 for (i = 0; i < NUM_DIRECTIONS; i++)
4169 int x1 = x + xy[i][0];
4170 int y1 = y + xy[i][1];
4172 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4174 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4176 MovDir[x][y] = direction[0][i];
4179 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4180 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4182 MovDir[x][y] = direction[1][i];
4191 GfxDir[x][y] = MovDir[x][y];
4194 void InitAmoebaNr(int x, int y)
4197 int group_nr = AmoebeNachbarNr(x, y);
4201 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4203 if (AmoebaCnt[i] == 0)
4211 AmoebaNr[x][y] = group_nr;
4212 AmoebaCnt[group_nr]++;
4213 AmoebaCnt2[group_nr]++;
4216 static void PlayerWins(struct PlayerInfo *player)
4218 player->LevelSolved = TRUE;
4219 player->GameOver = TRUE;
4221 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4222 level.native_em_level->lev->score : player->score);
4224 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4226 player->LevelSolved_CountingScore = player->score_final;
4231 static int time, time_final;
4232 static int score, score_final;
4233 static int game_over_delay_1 = 0;
4234 static int game_over_delay_2 = 0;
4235 int game_over_delay_value_1 = 50;
4236 int game_over_delay_value_2 = 50;
4238 if (!local_player->LevelSolved_GameWon)
4242 /* do not start end game actions before the player stops moving (to exit) */
4243 if (local_player->MovPos)
4246 local_player->LevelSolved_GameWon = TRUE;
4247 local_player->LevelSolved_SaveTape = tape.recording;
4248 local_player->LevelSolved_SaveScore = !tape.playing;
4252 LevelStats_incSolved(level_nr);
4254 SaveLevelSetup_SeriesInfo();
4257 if (tape.auto_play) /* tape might already be stopped here */
4258 tape.auto_play_level_solved = TRUE;
4262 game_over_delay_1 = game_over_delay_value_1;
4263 game_over_delay_2 = game_over_delay_value_2;
4265 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4266 score = score_final = local_player->score_final;
4271 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4273 else if (game.no_time_limit && TimePlayed < 999)
4276 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4279 local_player->score_final = score_final;
4281 if (level_editor_test_game)
4284 score = score_final;
4286 local_player->LevelSolved_CountingTime = time;
4287 local_player->LevelSolved_CountingScore = score;
4289 game_panel_controls[GAME_PANEL_TIME].value = time;
4290 game_panel_controls[GAME_PANEL_SCORE].value = score;
4292 DisplayGameControlValues();
4295 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4297 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4299 /* close exit door after last player */
4300 if ((AllPlayersGone &&
4301 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4302 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4303 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4304 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4305 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4307 int element = Feld[ExitX][ExitY];
4309 Feld[ExitX][ExitY] =
4310 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4311 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4312 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4313 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4314 EL_EM_STEEL_EXIT_CLOSING);
4316 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4319 /* player disappears */
4320 DrawLevelField(ExitX, ExitY);
4323 for (i = 0; i < MAX_PLAYERS; i++)
4325 struct PlayerInfo *player = &stored_player[i];
4327 if (player->present)
4329 RemovePlayer(player);
4331 /* player disappears */
4332 DrawLevelField(player->jx, player->jy);
4337 PlaySound(SND_GAME_WINNING);
4340 if (game_over_delay_1 > 0)
4342 game_over_delay_1--;
4347 if (time != time_final)
4349 int time_to_go = ABS(time_final - time);
4350 int time_count_dir = (time < time_final ? +1 : -1);
4351 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4353 time += time_count_steps * time_count_dir;
4354 score += time_count_steps * level.score[SC_TIME_BONUS];
4356 local_player->LevelSolved_CountingTime = time;
4357 local_player->LevelSolved_CountingScore = score;
4359 game_panel_controls[GAME_PANEL_TIME].value = time;
4360 game_panel_controls[GAME_PANEL_SCORE].value = score;
4362 DisplayGameControlValues();
4364 if (time == time_final)
4365 StopSound(SND_GAME_LEVELTIME_BONUS);
4366 else if (setup.sound_loops)
4367 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4369 PlaySound(SND_GAME_LEVELTIME_BONUS);
4374 local_player->LevelSolved_PanelOff = TRUE;
4376 if (game_over_delay_2 > 0)
4378 game_over_delay_2--;
4389 boolean raise_level = FALSE;
4391 local_player->LevelSolved_GameEnd = TRUE;
4393 CloseDoor(DOOR_CLOSE_1);
4395 if (local_player->LevelSolved_SaveTape)
4397 SaveTapeChecked(tape.level_nr); /* ask to save tape */
4400 if (level_editor_test_game)
4402 game_status = GAME_MODE_MAIN;
4404 DrawAndFadeInMainMenu(REDRAW_FIELD);
4409 if (!local_player->LevelSolved_SaveScore)
4411 FadeOut(REDRAW_FIELD);
4413 game_status = GAME_MODE_MAIN;
4415 DrawAndFadeInMainMenu(REDRAW_FIELD);
4420 if (level_nr == leveldir_current->handicap_level)
4422 leveldir_current->handicap_level++;
4424 SaveLevelSetup_SeriesInfo();
4427 if (level_nr < leveldir_current->last_level)
4428 raise_level = TRUE; /* advance to next level */
4430 if ((hi_pos = NewHiScore()) >= 0)
4432 game_status = GAME_MODE_SCORES;
4434 DrawHallOfFame(hi_pos);
4444 FadeOut(REDRAW_FIELD);
4446 game_status = GAME_MODE_MAIN;
4454 DrawAndFadeInMainMenu(REDRAW_FIELD);
4463 LoadScore(level_nr);
4465 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4466 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4469 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4471 if (local_player->score_final > highscore[k].Score)
4473 /* player has made it to the hall of fame */
4475 if (k < MAX_SCORE_ENTRIES - 1)
4477 int m = MAX_SCORE_ENTRIES - 1;
4480 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4481 if (strEqual(setup.player_name, highscore[l].Name))
4483 if (m == k) /* player's new highscore overwrites his old one */
4487 for (l = m; l > k; l--)
4489 strcpy(highscore[l].Name, highscore[l - 1].Name);
4490 highscore[l].Score = highscore[l - 1].Score;
4497 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4498 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4499 highscore[k].Score = local_player->score_final;
4505 else if (!strncmp(setup.player_name, highscore[k].Name,
4506 MAX_PLAYER_NAME_LEN))
4507 break; /* player already there with a higher score */
4513 SaveScore(level_nr);
4518 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4520 int element = Feld[x][y];
4521 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4522 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4523 int horiz_move = (dx != 0);
4524 int sign = (horiz_move ? dx : dy);
4525 int step = sign * element_info[element].move_stepsize;
4527 /* special values for move stepsize for spring and things on conveyor belt */
4530 if (CAN_FALL(element) &&
4531 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4532 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4533 else if (element == EL_SPRING)
4534 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4540 inline static int getElementMoveStepsize(int x, int y)
4542 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4545 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4547 if (player->GfxAction != action || player->GfxDir != dir)
4549 player->GfxAction = action;
4550 player->GfxDir = dir;
4552 player->StepFrame = 0;
4556 static void ResetGfxFrame(int x, int y, boolean redraw)
4558 int element = Feld[x][y];
4559 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4560 int last_gfx_frame = GfxFrame[x][y];
4562 if (graphic_info[graphic].anim_global_sync)
4563 GfxFrame[x][y] = FrameCounter;
4564 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4565 GfxFrame[x][y] = CustomValue[x][y];
4566 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4567 GfxFrame[x][y] = element_info[element].collect_score;
4568 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4569 GfxFrame[x][y] = ChangeDelay[x][y];
4571 if (redraw && GfxFrame[x][y] != last_gfx_frame)
4572 DrawLevelGraphicAnimation(x, y, graphic);
4575 static void ResetGfxAnimation(int x, int y)
4577 GfxAction[x][y] = ACTION_DEFAULT;
4578 GfxDir[x][y] = MovDir[x][y];
4581 ResetGfxFrame(x, y, FALSE);
4584 static void ResetRandomAnimationValue(int x, int y)
4586 GfxRandom[x][y] = INIT_GFX_RANDOM();
4589 void InitMovingField(int x, int y, int direction)
4591 int element = Feld[x][y];
4592 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4593 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4596 boolean is_moving_before, is_moving_after;
4598 /* check if element was/is moving or being moved before/after mode change */
4599 is_moving_before = (WasJustMoving[x][y] != 0);
4600 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4602 /* reset animation only for moving elements which change direction of moving
4603 or which just started or stopped moving
4604 (else CEs with property "can move" / "not moving" are reset each frame) */
4605 if (is_moving_before != is_moving_after ||
4606 direction != MovDir[x][y])
4607 ResetGfxAnimation(x, y);
4609 MovDir[x][y] = direction;
4610 GfxDir[x][y] = direction;
4612 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4613 direction == MV_DOWN && CAN_FALL(element) ?
4614 ACTION_FALLING : ACTION_MOVING);
4616 /* this is needed for CEs with property "can move" / "not moving" */
4618 if (is_moving_after)
4620 if (Feld[newx][newy] == EL_EMPTY)
4621 Feld[newx][newy] = EL_BLOCKED;
4623 MovDir[newx][newy] = MovDir[x][y];
4625 CustomValue[newx][newy] = CustomValue[x][y];
4627 GfxFrame[newx][newy] = GfxFrame[x][y];
4628 GfxRandom[newx][newy] = GfxRandom[x][y];
4629 GfxAction[newx][newy] = GfxAction[x][y];
4630 GfxDir[newx][newy] = GfxDir[x][y];
4634 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4636 int direction = MovDir[x][y];
4637 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4638 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4644 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4646 int oldx = x, oldy = y;
4647 int direction = MovDir[x][y];
4649 if (direction == MV_LEFT)
4651 else if (direction == MV_RIGHT)
4653 else if (direction == MV_UP)
4655 else if (direction == MV_DOWN)
4658 *comes_from_x = oldx;
4659 *comes_from_y = oldy;
4662 int MovingOrBlocked2Element(int x, int y)
4664 int element = Feld[x][y];
4666 if (element == EL_BLOCKED)
4670 Blocked2Moving(x, y, &oldx, &oldy);
4671 return Feld[oldx][oldy];
4677 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4679 /* like MovingOrBlocked2Element(), but if element is moving
4680 and (x,y) is the field the moving element is just leaving,
4681 return EL_BLOCKED instead of the element value */
4682 int element = Feld[x][y];
4684 if (IS_MOVING(x, y))
4686 if (element == EL_BLOCKED)
4690 Blocked2Moving(x, y, &oldx, &oldy);
4691 return Feld[oldx][oldy];
4700 static void RemoveField(int x, int y)
4702 Feld[x][y] = EL_EMPTY;
4708 CustomValue[x][y] = 0;
4711 ChangeDelay[x][y] = 0;
4712 ChangePage[x][y] = -1;
4713 Pushed[x][y] = FALSE;
4715 GfxElement[x][y] = EL_UNDEFINED;
4716 GfxAction[x][y] = ACTION_DEFAULT;
4717 GfxDir[x][y] = MV_NONE;
4720 void RemoveMovingField(int x, int y)
4722 int oldx = x, oldy = y, newx = x, newy = y;
4723 int element = Feld[x][y];
4724 int next_element = EL_UNDEFINED;
4726 if (element != EL_BLOCKED && !IS_MOVING(x, y))
4729 if (IS_MOVING(x, y))
4731 Moving2Blocked(x, y, &newx, &newy);
4733 if (Feld[newx][newy] != EL_BLOCKED)
4735 /* element is moving, but target field is not free (blocked), but
4736 already occupied by something different (example: acid pool);
4737 in this case, only remove the moving field, but not the target */
4739 RemoveField(oldx, oldy);
4741 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4743 TEST_DrawLevelField(oldx, oldy);
4748 else if (element == EL_BLOCKED)
4750 Blocked2Moving(x, y, &oldx, &oldy);
4751 if (!IS_MOVING(oldx, oldy))
4755 if (element == EL_BLOCKED &&
4756 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
4757 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
4758 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
4759 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
4760 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
4761 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
4762 next_element = get_next_element(Feld[oldx][oldy]);
4764 RemoveField(oldx, oldy);
4765 RemoveField(newx, newy);
4767 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4769 if (next_element != EL_UNDEFINED)
4770 Feld[oldx][oldy] = next_element;
4772 TEST_DrawLevelField(oldx, oldy);
4773 TEST_DrawLevelField(newx, newy);
4776 void DrawDynamite(int x, int y)
4778 int sx = SCREENX(x), sy = SCREENY(y);
4779 int graphic = el2img(Feld[x][y]);
4782 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
4785 if (IS_WALKABLE_INSIDE(Back[x][y]))
4789 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
4790 else if (Store[x][y])
4791 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
4793 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4795 if (Back[x][y] || Store[x][y])
4796 DrawGraphicThruMask(sx, sy, graphic, frame);
4798 DrawGraphic(sx, sy, graphic, frame);
4801 void CheckDynamite(int x, int y)
4803 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
4807 if (MovDelay[x][y] != 0)
4810 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4816 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4821 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
4823 boolean num_checked_players = 0;
4826 for (i = 0; i < MAX_PLAYERS; i++)
4828 if (stored_player[i].active)
4830 int sx = stored_player[i].jx;
4831 int sy = stored_player[i].jy;
4833 if (num_checked_players == 0)
4840 *sx1 = MIN(*sx1, sx);
4841 *sy1 = MIN(*sy1, sy);
4842 *sx2 = MAX(*sx2, sx);
4843 *sy2 = MAX(*sy2, sy);
4846 num_checked_players++;
4851 static boolean checkIfAllPlayersFitToScreen_RND()
4853 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
4855 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4857 return (sx2 - sx1 < SCR_FIELDX &&
4858 sy2 - sy1 < SCR_FIELDY);
4861 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
4863 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
4865 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4867 *sx = (sx1 + sx2) / 2;
4868 *sy = (sy1 + sy2) / 2;
4871 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
4872 boolean center_screen, boolean quick_relocation)
4874 boolean ffwd_delay = (tape.playing && tape.fast_forward);
4875 boolean no_delay = (tape.warp_forward);
4876 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
4877 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
4879 if (quick_relocation)
4881 if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
4883 if (!level.shifted_relocation || center_screen)
4885 /* quick relocation (without scrolling), with centering of screen */
4887 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4888 x > SBX_Right + MIDPOSX ? SBX_Right :
4891 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4892 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4897 /* quick relocation (without scrolling), but do not center screen */
4899 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4900 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4903 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4904 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4907 int offset_x = x + (scroll_x - center_scroll_x);
4908 int offset_y = y + (scroll_y - center_scroll_y);
4910 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4911 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4912 offset_x - MIDPOSX);
4914 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4915 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4916 offset_y - MIDPOSY);
4921 if (!level.shifted_relocation || center_screen)
4923 /* quick relocation (without scrolling), with centering of screen */
4925 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4926 x > SBX_Right + MIDPOSX ? SBX_Right :
4929 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4930 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4935 /* quick relocation (without scrolling), but do not center screen */
4937 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4938 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4941 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4942 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4945 int offset_x = x + (scroll_x - center_scroll_x);
4946 int offset_y = y + (scroll_y - center_scroll_y);
4948 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4949 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4950 offset_x - MIDPOSX);
4952 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4953 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4954 offset_y - MIDPOSY);
4958 RedrawPlayfield(TRUE, 0,0,0,0);
4962 int scroll_xx, scroll_yy;
4964 if (!level.shifted_relocation || center_screen)
4966 /* visible relocation (with scrolling), with centering of screen */
4968 scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
4969 x > SBX_Right + MIDPOSX ? SBX_Right :
4972 scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4973 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4978 /* visible relocation (with scrolling), but do not center screen */
4980 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4981 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4984 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4985 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4988 int offset_x = x + (scroll_x - center_scroll_x);
4989 int offset_y = y + (scroll_y - center_scroll_y);
4991 scroll_xx = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4992 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4993 offset_x - MIDPOSX);
4995 scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4996 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4997 offset_y - MIDPOSY);
5001 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
5003 while (scroll_x != scroll_xx || scroll_y != scroll_yy)
5006 int fx = FX, fy = FY;
5008 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
5009 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
5011 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5017 fx += dx * TILEX / 2;
5018 fy += dy * TILEY / 2;
5020 ScrollLevel(dx, dy);
5023 /* scroll in two steps of half tile size to make things smoother */
5024 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5025 Delay(wait_delay_value);
5027 /* scroll second step to align at full tile size */
5029 Delay(wait_delay_value);
5034 Delay(wait_delay_value);
5038 void RelocatePlayer(int jx, int jy, int el_player_raw)
5040 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5041 int player_nr = GET_PLAYER_NR(el_player);
5042 struct PlayerInfo *player = &stored_player[player_nr];
5043 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5044 boolean no_delay = (tape.warp_forward);
5045 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5046 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5047 int old_jx = player->jx;
5048 int old_jy = player->jy;
5049 int old_element = Feld[old_jx][old_jy];
5050 int element = Feld[jx][jy];
5051 boolean player_relocated = (old_jx != jx || old_jy != jy);
5053 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5054 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5055 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5056 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5057 int leave_side_horiz = move_dir_horiz;
5058 int leave_side_vert = move_dir_vert;
5059 int enter_side = enter_side_horiz | enter_side_vert;
5060 int leave_side = leave_side_horiz | leave_side_vert;
5062 if (player->GameOver) /* do not reanimate dead player */
5065 if (!player_relocated) /* no need to relocate the player */
5068 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5070 RemoveField(jx, jy); /* temporarily remove newly placed player */
5071 DrawLevelField(jx, jy);
5074 if (player->present)
5076 while (player->MovPos)
5078 ScrollPlayer(player, SCROLL_GO_ON);
5079 ScrollScreen(NULL, SCROLL_GO_ON);
5081 AdvanceFrameAndPlayerCounters(player->index_nr);
5086 Delay(wait_delay_value);
5089 DrawPlayer(player); /* needed here only to cleanup last field */
5090 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5092 player->is_moving = FALSE;
5095 if (IS_CUSTOM_ELEMENT(old_element))
5096 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5098 player->index_bit, leave_side);
5100 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5102 player->index_bit, leave_side);
5104 Feld[jx][jy] = el_player;
5105 InitPlayerField(jx, jy, el_player, TRUE);
5107 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5108 possible that the relocation target field did not contain a player element,
5109 but a walkable element, to which the new player was relocated -- in this
5110 case, restore that (already initialized!) element on the player field */
5111 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5113 Feld[jx][jy] = element; /* restore previously existing element */
5116 /* only visually relocate centered player */
5117 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5118 FALSE, level.instant_relocation);
5120 TestIfPlayerTouchesBadThing(jx, jy);
5121 TestIfPlayerTouchesCustomElement(jx, jy);
5123 if (IS_CUSTOM_ELEMENT(element))
5124 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5125 player->index_bit, enter_side);
5127 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5128 player->index_bit, enter_side);
5130 if (player->is_switching)
5132 /* ensure that relocation while still switching an element does not cause
5133 a new element to be treated as also switched directly after relocation
5134 (this is important for teleporter switches that teleport the player to
5135 a place where another teleporter switch is in the same direction, which
5136 would then incorrectly be treated as immediately switched before the
5137 direction key that caused the switch was released) */
5139 player->switch_x += jx - old_jx;
5140 player->switch_y += jy - old_jy;
5144 void Explode(int ex, int ey, int phase, int mode)
5150 /* !!! eliminate this variable !!! */
5151 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5153 if (game.explosions_delayed)
5155 ExplodeField[ex][ey] = mode;
5159 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5161 int center_element = Feld[ex][ey];
5162 int artwork_element, explosion_element; /* set these values later */
5164 /* remove things displayed in background while burning dynamite */
5165 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5168 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5170 /* put moving element to center field (and let it explode there) */
5171 center_element = MovingOrBlocked2Element(ex, ey);
5172 RemoveMovingField(ex, ey);
5173 Feld[ex][ey] = center_element;
5176 /* now "center_element" is finally determined -- set related values now */
5177 artwork_element = center_element; /* for custom player artwork */
5178 explosion_element = center_element; /* for custom player artwork */
5180 if (IS_PLAYER(ex, ey))
5182 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5184 artwork_element = stored_player[player_nr].artwork_element;
5186 if (level.use_explosion_element[player_nr])
5188 explosion_element = level.explosion_element[player_nr];
5189 artwork_element = explosion_element;
5193 if (mode == EX_TYPE_NORMAL ||
5194 mode == EX_TYPE_CENTER ||
5195 mode == EX_TYPE_CROSS)
5196 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5198 last_phase = element_info[explosion_element].explosion_delay + 1;
5200 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5202 int xx = x - ex + 1;
5203 int yy = y - ey + 1;
5206 if (!IN_LEV_FIELD(x, y) ||
5207 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5208 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5211 element = Feld[x][y];
5213 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5215 element = MovingOrBlocked2Element(x, y);
5217 if (!IS_EXPLOSION_PROOF(element))
5218 RemoveMovingField(x, y);
5221 /* indestructible elements can only explode in center (but not flames) */
5222 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5223 mode == EX_TYPE_BORDER)) ||
5224 element == EL_FLAMES)
5227 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5228 behaviour, for example when touching a yamyam that explodes to rocks
5229 with active deadly shield, a rock is created under the player !!! */
5230 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5232 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5233 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5234 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5236 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5239 if (IS_ACTIVE_BOMB(element))
5241 /* re-activate things under the bomb like gate or penguin */
5242 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5249 /* save walkable background elements while explosion on same tile */
5250 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5251 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5252 Back[x][y] = element;
5254 /* ignite explodable elements reached by other explosion */
5255 if (element == EL_EXPLOSION)
5256 element = Store2[x][y];
5258 if (AmoebaNr[x][y] &&
5259 (element == EL_AMOEBA_FULL ||
5260 element == EL_BD_AMOEBA ||
5261 element == EL_AMOEBA_GROWING))
5263 AmoebaCnt[AmoebaNr[x][y]]--;
5264 AmoebaCnt2[AmoebaNr[x][y]]--;
5269 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5271 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5273 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5275 if (PLAYERINFO(ex, ey)->use_murphy)
5276 Store[x][y] = EL_EMPTY;
5279 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5280 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5281 else if (ELEM_IS_PLAYER(center_element))
5282 Store[x][y] = EL_EMPTY;
5283 else if (center_element == EL_YAMYAM)
5284 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5285 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5286 Store[x][y] = element_info[center_element].content.e[xx][yy];
5288 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5289 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5290 otherwise) -- FIX THIS !!! */
5291 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5292 Store[x][y] = element_info[element].content.e[1][1];
5294 else if (!CAN_EXPLODE(element))
5295 Store[x][y] = element_info[element].content.e[1][1];
5298 Store[x][y] = EL_EMPTY;
5300 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5301 center_element == EL_AMOEBA_TO_DIAMOND)
5302 Store2[x][y] = element;
5304 Feld[x][y] = EL_EXPLOSION;
5305 GfxElement[x][y] = artwork_element;
5307 ExplodePhase[x][y] = 1;
5308 ExplodeDelay[x][y] = last_phase;
5313 if (center_element == EL_YAMYAM)
5314 game.yamyam_content_nr =
5315 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5327 GfxFrame[x][y] = 0; /* restart explosion animation */
5329 last_phase = ExplodeDelay[x][y];
5331 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5333 /* this can happen if the player leaves an explosion just in time */
5334 if (GfxElement[x][y] == EL_UNDEFINED)
5335 GfxElement[x][y] = EL_EMPTY;
5337 border_element = Store2[x][y];
5338 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5339 border_element = StorePlayer[x][y];
5341 if (phase == element_info[border_element].ignition_delay ||
5342 phase == last_phase)
5344 boolean border_explosion = FALSE;
5346 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5347 !PLAYER_EXPLOSION_PROTECTED(x, y))
5349 KillPlayerUnlessExplosionProtected(x, y);
5350 border_explosion = TRUE;
5352 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5354 Feld[x][y] = Store2[x][y];
5357 border_explosion = TRUE;
5359 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5361 AmoebeUmwandeln(x, y);
5363 border_explosion = TRUE;
5366 /* if an element just explodes due to another explosion (chain-reaction),
5367 do not immediately end the new explosion when it was the last frame of
5368 the explosion (as it would be done in the following "if"-statement!) */
5369 if (border_explosion && phase == last_phase)
5373 if (phase == last_phase)
5377 element = Feld[x][y] = Store[x][y];
5378 Store[x][y] = Store2[x][y] = 0;
5379 GfxElement[x][y] = EL_UNDEFINED;
5381 /* player can escape from explosions and might therefore be still alive */
5382 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5383 element <= EL_PLAYER_IS_EXPLODING_4)
5385 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5386 int explosion_element = EL_PLAYER_1 + player_nr;
5387 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5388 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5390 if (level.use_explosion_element[player_nr])
5391 explosion_element = level.explosion_element[player_nr];
5393 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5394 element_info[explosion_element].content.e[xx][yy]);
5397 /* restore probably existing indestructible background element */
5398 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5399 element = Feld[x][y] = Back[x][y];
5402 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5403 GfxDir[x][y] = MV_NONE;
5404 ChangeDelay[x][y] = 0;
5405 ChangePage[x][y] = -1;
5407 CustomValue[x][y] = 0;
5409 InitField_WithBug2(x, y, FALSE);
5411 TEST_DrawLevelField(x, y);
5413 TestIfElementTouchesCustomElement(x, y);
5415 if (GFX_CRUMBLED(element))
5416 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5418 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5419 StorePlayer[x][y] = 0;
5421 if (ELEM_IS_PLAYER(element))
5422 RelocatePlayer(x, y, element);
5424 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5426 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5427 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5430 TEST_DrawLevelFieldCrumbled(x, y);
5432 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5434 DrawLevelElement(x, y, Back[x][y]);
5435 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5437 else if (IS_WALKABLE_UNDER(Back[x][y]))
5439 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5440 DrawLevelElementThruMask(x, y, Back[x][y]);
5442 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5443 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5447 void DynaExplode(int ex, int ey)
5450 int dynabomb_element = Feld[ex][ey];
5451 int dynabomb_size = 1;
5452 boolean dynabomb_xl = FALSE;
5453 struct PlayerInfo *player;
5454 static int xy[4][2] =
5462 if (IS_ACTIVE_BOMB(dynabomb_element))
5464 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5465 dynabomb_size = player->dynabomb_size;
5466 dynabomb_xl = player->dynabomb_xl;
5467 player->dynabombs_left++;
5470 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5472 for (i = 0; i < NUM_DIRECTIONS; i++)
5474 for (j = 1; j <= dynabomb_size; j++)
5476 int x = ex + j * xy[i][0];
5477 int y = ey + j * xy[i][1];
5480 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5483 element = Feld[x][y];
5485 /* do not restart explosions of fields with active bombs */
5486 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5489 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5491 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5492 !IS_DIGGABLE(element) && !dynabomb_xl)
5498 void Bang(int x, int y)
5500 int element = MovingOrBlocked2Element(x, y);
5501 int explosion_type = EX_TYPE_NORMAL;
5503 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5505 struct PlayerInfo *player = PLAYERINFO(x, y);
5507 element = Feld[x][y] = player->initial_element;
5509 if (level.use_explosion_element[player->index_nr])
5511 int explosion_element = level.explosion_element[player->index_nr];
5513 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5514 explosion_type = EX_TYPE_CROSS;
5515 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5516 explosion_type = EX_TYPE_CENTER;
5524 case EL_BD_BUTTERFLY:
5527 case EL_DARK_YAMYAM:
5531 RaiseScoreElement(element);
5534 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5535 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5536 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5537 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5538 case EL_DYNABOMB_INCREASE_NUMBER:
5539 case EL_DYNABOMB_INCREASE_SIZE:
5540 case EL_DYNABOMB_INCREASE_POWER:
5541 explosion_type = EX_TYPE_DYNA;
5544 case EL_DC_LANDMINE:
5545 explosion_type = EX_TYPE_CENTER;
5550 case EL_LAMP_ACTIVE:
5551 case EL_AMOEBA_TO_DIAMOND:
5552 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5553 explosion_type = EX_TYPE_CENTER;
5557 if (element_info[element].explosion_type == EXPLODES_CROSS)
5558 explosion_type = EX_TYPE_CROSS;
5559 else if (element_info[element].explosion_type == EXPLODES_1X1)
5560 explosion_type = EX_TYPE_CENTER;
5564 if (explosion_type == EX_TYPE_DYNA)
5567 Explode(x, y, EX_PHASE_START, explosion_type);
5569 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5572 void SplashAcid(int x, int y)
5574 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5575 (!IN_LEV_FIELD(x - 1, y - 2) ||
5576 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5577 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5579 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5580 (!IN_LEV_FIELD(x + 1, y - 2) ||
5581 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5582 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5584 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5587 static void InitBeltMovement()
5589 static int belt_base_element[4] =
5591 EL_CONVEYOR_BELT_1_LEFT,
5592 EL_CONVEYOR_BELT_2_LEFT,
5593 EL_CONVEYOR_BELT_3_LEFT,
5594 EL_CONVEYOR_BELT_4_LEFT
5596 static int belt_base_active_element[4] =
5598 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5599 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5600 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5601 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5606 /* set frame order for belt animation graphic according to belt direction */
5607 for (i = 0; i < NUM_BELTS; i++)
5611 for (j = 0; j < NUM_BELT_PARTS; j++)
5613 int element = belt_base_active_element[belt_nr] + j;
5614 int graphic_1 = el2img(element);
5615 int graphic_2 = el2panelimg(element);
5617 if (game.belt_dir[i] == MV_LEFT)
5619 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5620 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5624 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5625 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5630 SCAN_PLAYFIELD(x, y)
5632 int element = Feld[x][y];
5634 for (i = 0; i < NUM_BELTS; i++)
5636 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5638 int e_belt_nr = getBeltNrFromBeltElement(element);
5641 if (e_belt_nr == belt_nr)
5643 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5645 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5652 static void ToggleBeltSwitch(int x, int y)
5654 static int belt_base_element[4] =
5656 EL_CONVEYOR_BELT_1_LEFT,
5657 EL_CONVEYOR_BELT_2_LEFT,
5658 EL_CONVEYOR_BELT_3_LEFT,
5659 EL_CONVEYOR_BELT_4_LEFT
5661 static int belt_base_active_element[4] =
5663 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5664 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5665 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5666 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5668 static int belt_base_switch_element[4] =
5670 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5671 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5672 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5673 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5675 static int belt_move_dir[4] =
5683 int element = Feld[x][y];
5684 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5685 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5686 int belt_dir = belt_move_dir[belt_dir_nr];
5689 if (!IS_BELT_SWITCH(element))
5692 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5693 game.belt_dir[belt_nr] = belt_dir;
5695 if (belt_dir_nr == 3)
5698 /* set frame order for belt animation graphic according to belt direction */
5699 for (i = 0; i < NUM_BELT_PARTS; i++)
5701 int element = belt_base_active_element[belt_nr] + i;
5702 int graphic_1 = el2img(element);
5703 int graphic_2 = el2panelimg(element);
5705 if (belt_dir == MV_LEFT)
5707 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5708 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5712 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5713 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5717 SCAN_PLAYFIELD(xx, yy)
5719 int element = Feld[xx][yy];
5721 if (IS_BELT_SWITCH(element))
5723 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5725 if (e_belt_nr == belt_nr)
5727 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5728 TEST_DrawLevelField(xx, yy);
5731 else if (IS_BELT(element) && belt_dir != MV_NONE)
5733 int e_belt_nr = getBeltNrFromBeltElement(element);
5735 if (e_belt_nr == belt_nr)
5737 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5739 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5740 TEST_DrawLevelField(xx, yy);
5743 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5745 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5747 if (e_belt_nr == belt_nr)
5749 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5751 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5752 TEST_DrawLevelField(xx, yy);
5758 static void ToggleSwitchgateSwitch(int x, int y)
5762 game.switchgate_pos = !game.switchgate_pos;
5764 SCAN_PLAYFIELD(xx, yy)
5766 int element = Feld[xx][yy];
5768 if (element == EL_SWITCHGATE_SWITCH_UP)
5770 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5771 TEST_DrawLevelField(xx, yy);
5773 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5775 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5776 TEST_DrawLevelField(xx, yy);
5778 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5780 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5781 TEST_DrawLevelField(xx, yy);
5783 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5785 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5786 TEST_DrawLevelField(xx, yy);
5788 else if (element == EL_SWITCHGATE_OPEN ||
5789 element == EL_SWITCHGATE_OPENING)
5791 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
5793 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
5795 else if (element == EL_SWITCHGATE_CLOSED ||
5796 element == EL_SWITCHGATE_CLOSING)
5798 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
5800 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
5805 static int getInvisibleActiveFromInvisibleElement(int element)
5807 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
5808 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
5809 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
5813 static int getInvisibleFromInvisibleActiveElement(int element)
5815 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
5816 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
5817 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
5821 static void RedrawAllLightSwitchesAndInvisibleElements()
5825 SCAN_PLAYFIELD(x, y)
5827 int element = Feld[x][y];
5829 if (element == EL_LIGHT_SWITCH &&
5830 game.light_time_left > 0)
5832 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
5833 TEST_DrawLevelField(x, y);
5835 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
5836 game.light_time_left == 0)
5838 Feld[x][y] = EL_LIGHT_SWITCH;
5839 TEST_DrawLevelField(x, y);
5841 else if (element == EL_EMC_DRIPPER &&
5842 game.light_time_left > 0)
5844 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5845 TEST_DrawLevelField(x, y);
5847 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5848 game.light_time_left == 0)
5850 Feld[x][y] = EL_EMC_DRIPPER;
5851 TEST_DrawLevelField(x, y);
5853 else if (element == EL_INVISIBLE_STEELWALL ||
5854 element == EL_INVISIBLE_WALL ||
5855 element == EL_INVISIBLE_SAND)
5857 if (game.light_time_left > 0)
5858 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5860 TEST_DrawLevelField(x, y);
5862 /* uncrumble neighbour fields, if needed */
5863 if (element == EL_INVISIBLE_SAND)
5864 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5866 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5867 element == EL_INVISIBLE_WALL_ACTIVE ||
5868 element == EL_INVISIBLE_SAND_ACTIVE)
5870 if (game.light_time_left == 0)
5871 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5873 TEST_DrawLevelField(x, y);
5875 /* re-crumble neighbour fields, if needed */
5876 if (element == EL_INVISIBLE_SAND)
5877 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5882 static void RedrawAllInvisibleElementsForLenses()
5886 SCAN_PLAYFIELD(x, y)
5888 int element = Feld[x][y];
5890 if (element == EL_EMC_DRIPPER &&
5891 game.lenses_time_left > 0)
5893 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5894 TEST_DrawLevelField(x, y);
5896 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5897 game.lenses_time_left == 0)
5899 Feld[x][y] = EL_EMC_DRIPPER;
5900 TEST_DrawLevelField(x, y);
5902 else if (element == EL_INVISIBLE_STEELWALL ||
5903 element == EL_INVISIBLE_WALL ||
5904 element == EL_INVISIBLE_SAND)
5906 if (game.lenses_time_left > 0)
5907 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5909 TEST_DrawLevelField(x, y);
5911 /* uncrumble neighbour fields, if needed */
5912 if (element == EL_INVISIBLE_SAND)
5913 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5915 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5916 element == EL_INVISIBLE_WALL_ACTIVE ||
5917 element == EL_INVISIBLE_SAND_ACTIVE)
5919 if (game.lenses_time_left == 0)
5920 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5922 TEST_DrawLevelField(x, y);
5924 /* re-crumble neighbour fields, if needed */
5925 if (element == EL_INVISIBLE_SAND)
5926 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5931 static void RedrawAllInvisibleElementsForMagnifier()
5935 SCAN_PLAYFIELD(x, y)
5937 int element = Feld[x][y];
5939 if (element == EL_EMC_FAKE_GRASS &&
5940 game.magnify_time_left > 0)
5942 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
5943 TEST_DrawLevelField(x, y);
5945 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
5946 game.magnify_time_left == 0)
5948 Feld[x][y] = EL_EMC_FAKE_GRASS;
5949 TEST_DrawLevelField(x, y);
5951 else if (IS_GATE_GRAY(element) &&
5952 game.magnify_time_left > 0)
5954 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
5955 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
5956 IS_EM_GATE_GRAY(element) ?
5957 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
5958 IS_EMC_GATE_GRAY(element) ?
5959 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
5960 IS_DC_GATE_GRAY(element) ?
5961 EL_DC_GATE_WHITE_GRAY_ACTIVE :
5963 TEST_DrawLevelField(x, y);
5965 else if (IS_GATE_GRAY_ACTIVE(element) &&
5966 game.magnify_time_left == 0)
5968 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
5969 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
5970 IS_EM_GATE_GRAY_ACTIVE(element) ?
5971 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
5972 IS_EMC_GATE_GRAY_ACTIVE(element) ?
5973 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
5974 IS_DC_GATE_GRAY_ACTIVE(element) ?
5975 EL_DC_GATE_WHITE_GRAY :
5977 TEST_DrawLevelField(x, y);
5982 static void ToggleLightSwitch(int x, int y)
5984 int element = Feld[x][y];
5986 game.light_time_left =
5987 (element == EL_LIGHT_SWITCH ?
5988 level.time_light * FRAMES_PER_SECOND : 0);
5990 RedrawAllLightSwitchesAndInvisibleElements();
5993 static void ActivateTimegateSwitch(int x, int y)
5997 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
5999 SCAN_PLAYFIELD(xx, yy)
6001 int element = Feld[xx][yy];
6003 if (element == EL_TIMEGATE_CLOSED ||
6004 element == EL_TIMEGATE_CLOSING)
6006 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6007 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6011 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6013 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6014 TEST_DrawLevelField(xx, yy);
6020 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6021 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6024 void Impact(int x, int y)
6026 boolean last_line = (y == lev_fieldy - 1);
6027 boolean object_hit = FALSE;
6028 boolean impact = (last_line || object_hit);
6029 int element = Feld[x][y];
6030 int smashed = EL_STEELWALL;
6032 if (!last_line) /* check if element below was hit */
6034 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6037 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6038 MovDir[x][y + 1] != MV_DOWN ||
6039 MovPos[x][y + 1] <= TILEY / 2));
6041 /* do not smash moving elements that left the smashed field in time */
6042 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6043 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6046 #if USE_QUICKSAND_IMPACT_BUGFIX
6047 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6049 RemoveMovingField(x, y + 1);
6050 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6051 Feld[x][y + 2] = EL_ROCK;
6052 TEST_DrawLevelField(x, y + 2);
6057 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6059 RemoveMovingField(x, y + 1);
6060 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6061 Feld[x][y + 2] = EL_ROCK;
6062 TEST_DrawLevelField(x, y + 2);
6069 smashed = MovingOrBlocked2Element(x, y + 1);
6071 impact = (last_line || object_hit);
6074 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6076 SplashAcid(x, y + 1);
6080 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6081 /* only reset graphic animation if graphic really changes after impact */
6083 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6085 ResetGfxAnimation(x, y);
6086 TEST_DrawLevelField(x, y);
6089 if (impact && CAN_EXPLODE_IMPACT(element))
6094 else if (impact && element == EL_PEARL &&
6095 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6097 ResetGfxAnimation(x, y);
6099 Feld[x][y] = EL_PEARL_BREAKING;
6100 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6103 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6105 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6110 if (impact && element == EL_AMOEBA_DROP)
6112 if (object_hit && IS_PLAYER(x, y + 1))
6113 KillPlayerUnlessEnemyProtected(x, y + 1);
6114 else if (object_hit && smashed == EL_PENGUIN)
6118 Feld[x][y] = EL_AMOEBA_GROWING;
6119 Store[x][y] = EL_AMOEBA_WET;
6121 ResetRandomAnimationValue(x, y);
6126 if (object_hit) /* check which object was hit */
6128 if ((CAN_PASS_MAGIC_WALL(element) &&
6129 (smashed == EL_MAGIC_WALL ||
6130 smashed == EL_BD_MAGIC_WALL)) ||
6131 (CAN_PASS_DC_MAGIC_WALL(element) &&
6132 smashed == EL_DC_MAGIC_WALL))
6135 int activated_magic_wall =
6136 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6137 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6138 EL_DC_MAGIC_WALL_ACTIVE);
6140 /* activate magic wall / mill */
6141 SCAN_PLAYFIELD(xx, yy)
6143 if (Feld[xx][yy] == smashed)
6144 Feld[xx][yy] = activated_magic_wall;
6147 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6148 game.magic_wall_active = TRUE;
6150 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6151 SND_MAGIC_WALL_ACTIVATING :
6152 smashed == EL_BD_MAGIC_WALL ?
6153 SND_BD_MAGIC_WALL_ACTIVATING :
6154 SND_DC_MAGIC_WALL_ACTIVATING));
6157 if (IS_PLAYER(x, y + 1))
6159 if (CAN_SMASH_PLAYER(element))
6161 KillPlayerUnlessEnemyProtected(x, y + 1);
6165 else if (smashed == EL_PENGUIN)
6167 if (CAN_SMASH_PLAYER(element))
6173 else if (element == EL_BD_DIAMOND)
6175 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6181 else if (((element == EL_SP_INFOTRON ||
6182 element == EL_SP_ZONK) &&
6183 (smashed == EL_SP_SNIKSNAK ||
6184 smashed == EL_SP_ELECTRON ||
6185 smashed == EL_SP_DISK_ORANGE)) ||
6186 (element == EL_SP_INFOTRON &&
6187 smashed == EL_SP_DISK_YELLOW))
6192 else if (CAN_SMASH_EVERYTHING(element))
6194 if (IS_CLASSIC_ENEMY(smashed) ||
6195 CAN_EXPLODE_SMASHED(smashed))
6200 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6202 if (smashed == EL_LAMP ||
6203 smashed == EL_LAMP_ACTIVE)
6208 else if (smashed == EL_NUT)
6210 Feld[x][y + 1] = EL_NUT_BREAKING;
6211 PlayLevelSound(x, y, SND_NUT_BREAKING);
6212 RaiseScoreElement(EL_NUT);
6215 else if (smashed == EL_PEARL)
6217 ResetGfxAnimation(x, y);
6219 Feld[x][y + 1] = EL_PEARL_BREAKING;
6220 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6223 else if (smashed == EL_DIAMOND)
6225 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6226 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6229 else if (IS_BELT_SWITCH(smashed))
6231 ToggleBeltSwitch(x, y + 1);
6233 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6234 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6235 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6236 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6238 ToggleSwitchgateSwitch(x, y + 1);
6240 else if (smashed == EL_LIGHT_SWITCH ||
6241 smashed == EL_LIGHT_SWITCH_ACTIVE)
6243 ToggleLightSwitch(x, y + 1);
6247 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6249 CheckElementChangeBySide(x, y + 1, smashed, element,
6250 CE_SWITCHED, CH_SIDE_TOP);
6251 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6257 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6262 /* play sound of magic wall / mill */
6264 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6265 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6266 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6268 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6269 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6270 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6271 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6272 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6273 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6278 /* play sound of object that hits the ground */
6279 if (last_line || object_hit)
6280 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6283 inline static void TurnRoundExt(int x, int y)
6295 { 0, 0 }, { 0, 0 }, { 0, 0 },
6300 int left, right, back;
6304 { MV_DOWN, MV_UP, MV_RIGHT },
6305 { MV_UP, MV_DOWN, MV_LEFT },
6307 { MV_LEFT, MV_RIGHT, MV_DOWN },
6311 { MV_RIGHT, MV_LEFT, MV_UP }
6314 int element = Feld[x][y];
6315 int move_pattern = element_info[element].move_pattern;
6317 int old_move_dir = MovDir[x][y];
6318 int left_dir = turn[old_move_dir].left;
6319 int right_dir = turn[old_move_dir].right;
6320 int back_dir = turn[old_move_dir].back;
6322 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6323 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6324 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6325 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6327 int left_x = x + left_dx, left_y = y + left_dy;
6328 int right_x = x + right_dx, right_y = y + right_dy;
6329 int move_x = x + move_dx, move_y = y + move_dy;
6333 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6335 TestIfBadThingTouchesOtherBadThing(x, y);
6337 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6338 MovDir[x][y] = right_dir;
6339 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6340 MovDir[x][y] = left_dir;
6342 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6344 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6347 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6349 TestIfBadThingTouchesOtherBadThing(x, y);
6351 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6352 MovDir[x][y] = left_dir;
6353 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6354 MovDir[x][y] = right_dir;
6356 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6358 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6361 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6363 TestIfBadThingTouchesOtherBadThing(x, y);
6365 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6366 MovDir[x][y] = left_dir;
6367 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6368 MovDir[x][y] = right_dir;
6370 if (MovDir[x][y] != old_move_dir)
6373 else if (element == EL_YAMYAM)
6375 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6376 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6378 if (can_turn_left && can_turn_right)
6379 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6380 else if (can_turn_left)
6381 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6382 else if (can_turn_right)
6383 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6385 MovDir[x][y] = back_dir;
6387 MovDelay[x][y] = 16 + 16 * RND(3);
6389 else if (element == EL_DARK_YAMYAM)
6391 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6393 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6396 if (can_turn_left && can_turn_right)
6397 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6398 else if (can_turn_left)
6399 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6400 else if (can_turn_right)
6401 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6403 MovDir[x][y] = back_dir;
6405 MovDelay[x][y] = 16 + 16 * RND(3);
6407 else if (element == EL_PACMAN)
6409 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6410 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6412 if (can_turn_left && can_turn_right)
6413 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6414 else if (can_turn_left)
6415 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6416 else if (can_turn_right)
6417 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6419 MovDir[x][y] = back_dir;
6421 MovDelay[x][y] = 6 + RND(40);
6423 else if (element == EL_PIG)
6425 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6426 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6427 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6428 boolean should_turn_left, should_turn_right, should_move_on;
6430 int rnd = RND(rnd_value);
6432 should_turn_left = (can_turn_left &&
6434 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6435 y + back_dy + left_dy)));
6436 should_turn_right = (can_turn_right &&
6438 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6439 y + back_dy + right_dy)));
6440 should_move_on = (can_move_on &&
6443 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6444 y + move_dy + left_dy) ||
6445 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6446 y + move_dy + right_dy)));
6448 if (should_turn_left || should_turn_right || should_move_on)
6450 if (should_turn_left && should_turn_right && should_move_on)
6451 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6452 rnd < 2 * rnd_value / 3 ? right_dir :
6454 else if (should_turn_left && should_turn_right)
6455 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6456 else if (should_turn_left && should_move_on)
6457 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6458 else if (should_turn_right && should_move_on)
6459 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6460 else if (should_turn_left)
6461 MovDir[x][y] = left_dir;
6462 else if (should_turn_right)
6463 MovDir[x][y] = right_dir;
6464 else if (should_move_on)
6465 MovDir[x][y] = old_move_dir;
6467 else if (can_move_on && rnd > rnd_value / 8)
6468 MovDir[x][y] = old_move_dir;
6469 else if (can_turn_left && can_turn_right)
6470 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6471 else if (can_turn_left && rnd > rnd_value / 8)
6472 MovDir[x][y] = left_dir;
6473 else if (can_turn_right && rnd > rnd_value/8)
6474 MovDir[x][y] = right_dir;
6476 MovDir[x][y] = back_dir;
6478 xx = x + move_xy[MovDir[x][y]].dx;
6479 yy = y + move_xy[MovDir[x][y]].dy;
6481 if (!IN_LEV_FIELD(xx, yy) ||
6482 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6483 MovDir[x][y] = old_move_dir;
6487 else if (element == EL_DRAGON)
6489 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6490 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6491 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6493 int rnd = RND(rnd_value);
6495 if (can_move_on && rnd > rnd_value / 8)
6496 MovDir[x][y] = old_move_dir;
6497 else if (can_turn_left && can_turn_right)
6498 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6499 else if (can_turn_left && rnd > rnd_value / 8)
6500 MovDir[x][y] = left_dir;
6501 else if (can_turn_right && rnd > rnd_value / 8)
6502 MovDir[x][y] = right_dir;
6504 MovDir[x][y] = back_dir;
6506 xx = x + move_xy[MovDir[x][y]].dx;
6507 yy = y + move_xy[MovDir[x][y]].dy;
6509 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6510 MovDir[x][y] = old_move_dir;
6514 else if (element == EL_MOLE)
6516 boolean can_move_on =
6517 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6518 IS_AMOEBOID(Feld[move_x][move_y]) ||
6519 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6522 boolean can_turn_left =
6523 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6524 IS_AMOEBOID(Feld[left_x][left_y])));
6526 boolean can_turn_right =
6527 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6528 IS_AMOEBOID(Feld[right_x][right_y])));
6530 if (can_turn_left && can_turn_right)
6531 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6532 else if (can_turn_left)
6533 MovDir[x][y] = left_dir;
6535 MovDir[x][y] = right_dir;
6538 if (MovDir[x][y] != old_move_dir)
6541 else if (element == EL_BALLOON)
6543 MovDir[x][y] = game.wind_direction;
6546 else if (element == EL_SPRING)
6548 if (MovDir[x][y] & MV_HORIZONTAL)
6550 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6551 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6553 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6554 ResetGfxAnimation(move_x, move_y);
6555 TEST_DrawLevelField(move_x, move_y);
6557 MovDir[x][y] = back_dir;
6559 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6560 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6561 MovDir[x][y] = MV_NONE;
6566 else if (element == EL_ROBOT ||
6567 element == EL_SATELLITE ||
6568 element == EL_PENGUIN ||
6569 element == EL_EMC_ANDROID)
6571 int attr_x = -1, attr_y = -1;
6582 for (i = 0; i < MAX_PLAYERS; i++)
6584 struct PlayerInfo *player = &stored_player[i];
6585 int jx = player->jx, jy = player->jy;
6587 if (!player->active)
6591 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6599 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6600 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6601 game.engine_version < VERSION_IDENT(3,1,0,0)))
6607 if (element == EL_PENGUIN)
6610 static int xy[4][2] =
6618 for (i = 0; i < NUM_DIRECTIONS; i++)
6620 int ex = x + xy[i][0];
6621 int ey = y + xy[i][1];
6623 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6624 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6625 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6626 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6635 MovDir[x][y] = MV_NONE;
6637 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6638 else if (attr_x > x)
6639 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6641 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6642 else if (attr_y > y)
6643 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6645 if (element == EL_ROBOT)
6649 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6650 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6651 Moving2Blocked(x, y, &newx, &newy);
6653 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6654 MovDelay[x][y] = 8 + 8 * !RND(3);
6656 MovDelay[x][y] = 16;
6658 else if (element == EL_PENGUIN)
6664 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6666 boolean first_horiz = RND(2);
6667 int new_move_dir = MovDir[x][y];
6670 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6671 Moving2Blocked(x, y, &newx, &newy);
6673 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6677 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6678 Moving2Blocked(x, y, &newx, &newy);
6680 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6683 MovDir[x][y] = old_move_dir;
6687 else if (element == EL_SATELLITE)
6693 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6695 boolean first_horiz = RND(2);
6696 int new_move_dir = MovDir[x][y];
6699 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6700 Moving2Blocked(x, y, &newx, &newy);
6702 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6706 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6707 Moving2Blocked(x, y, &newx, &newy);
6709 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6712 MovDir[x][y] = old_move_dir;
6716 else if (element == EL_EMC_ANDROID)
6718 static int check_pos[16] =
6720 -1, /* 0 => (invalid) */
6721 7, /* 1 => MV_LEFT */
6722 3, /* 2 => MV_RIGHT */
6723 -1, /* 3 => (invalid) */
6725 0, /* 5 => MV_LEFT | MV_UP */
6726 2, /* 6 => MV_RIGHT | MV_UP */
6727 -1, /* 7 => (invalid) */
6728 5, /* 8 => MV_DOWN */
6729 6, /* 9 => MV_LEFT | MV_DOWN */
6730 4, /* 10 => MV_RIGHT | MV_DOWN */
6731 -1, /* 11 => (invalid) */
6732 -1, /* 12 => (invalid) */
6733 -1, /* 13 => (invalid) */
6734 -1, /* 14 => (invalid) */
6735 -1, /* 15 => (invalid) */
6743 { -1, -1, MV_LEFT | MV_UP },
6745 { +1, -1, MV_RIGHT | MV_UP },
6746 { +1, 0, MV_RIGHT },
6747 { +1, +1, MV_RIGHT | MV_DOWN },
6749 { -1, +1, MV_LEFT | MV_DOWN },
6752 int start_pos, check_order;
6753 boolean can_clone = FALSE;
6756 /* check if there is any free field around current position */
6757 for (i = 0; i < 8; i++)
6759 int newx = x + check_xy[i].dx;
6760 int newy = y + check_xy[i].dy;
6762 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6770 if (can_clone) /* randomly find an element to clone */
6774 start_pos = check_pos[RND(8)];
6775 check_order = (RND(2) ? -1 : +1);
6777 for (i = 0; i < 8; i++)
6779 int pos_raw = start_pos + i * check_order;
6780 int pos = (pos_raw + 8) % 8;
6781 int newx = x + check_xy[pos].dx;
6782 int newy = y + check_xy[pos].dy;
6784 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6786 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
6787 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
6789 Store[x][y] = Feld[newx][newy];
6798 if (can_clone) /* randomly find a direction to move */
6802 start_pos = check_pos[RND(8)];
6803 check_order = (RND(2) ? -1 : +1);
6805 for (i = 0; i < 8; i++)
6807 int pos_raw = start_pos + i * check_order;
6808 int pos = (pos_raw + 8) % 8;
6809 int newx = x + check_xy[pos].dx;
6810 int newy = y + check_xy[pos].dy;
6811 int new_move_dir = check_xy[pos].dir;
6813 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6815 MovDir[x][y] = new_move_dir;
6816 MovDelay[x][y] = level.android_clone_time * 8 + 1;
6825 if (can_clone) /* cloning and moving successful */
6828 /* cannot clone -- try to move towards player */
6830 start_pos = check_pos[MovDir[x][y] & 0x0f];
6831 check_order = (RND(2) ? -1 : +1);
6833 for (i = 0; i < 3; i++)
6835 /* first check start_pos, then previous/next or (next/previous) pos */
6836 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
6837 int pos = (pos_raw + 8) % 8;
6838 int newx = x + check_xy[pos].dx;
6839 int newy = y + check_xy[pos].dy;
6840 int new_move_dir = check_xy[pos].dir;
6842 if (IS_PLAYER(newx, newy))
6845 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6847 MovDir[x][y] = new_move_dir;
6848 MovDelay[x][y] = level.android_move_time * 8 + 1;
6855 else if (move_pattern == MV_TURNING_LEFT ||
6856 move_pattern == MV_TURNING_RIGHT ||
6857 move_pattern == MV_TURNING_LEFT_RIGHT ||
6858 move_pattern == MV_TURNING_RIGHT_LEFT ||
6859 move_pattern == MV_TURNING_RANDOM ||
6860 move_pattern == MV_ALL_DIRECTIONS)
6862 boolean can_turn_left =
6863 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
6864 boolean can_turn_right =
6865 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
6867 if (element_info[element].move_stepsize == 0) /* "not moving" */
6870 if (move_pattern == MV_TURNING_LEFT)
6871 MovDir[x][y] = left_dir;
6872 else if (move_pattern == MV_TURNING_RIGHT)
6873 MovDir[x][y] = right_dir;
6874 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
6875 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
6876 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
6877 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
6878 else if (move_pattern == MV_TURNING_RANDOM)
6879 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
6880 can_turn_right && !can_turn_left ? right_dir :
6881 RND(2) ? left_dir : right_dir);
6882 else if (can_turn_left && can_turn_right)
6883 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6884 else if (can_turn_left)
6885 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6886 else if (can_turn_right)
6887 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6889 MovDir[x][y] = back_dir;
6891 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6893 else if (move_pattern == MV_HORIZONTAL ||
6894 move_pattern == MV_VERTICAL)
6896 if (move_pattern & old_move_dir)
6897 MovDir[x][y] = back_dir;
6898 else if (move_pattern == MV_HORIZONTAL)
6899 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
6900 else if (move_pattern == MV_VERTICAL)
6901 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
6903 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6905 else if (move_pattern & MV_ANY_DIRECTION)
6907 MovDir[x][y] = move_pattern;
6908 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6910 else if (move_pattern & MV_WIND_DIRECTION)
6912 MovDir[x][y] = game.wind_direction;
6913 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6915 else if (move_pattern == MV_ALONG_LEFT_SIDE)
6917 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
6918 MovDir[x][y] = left_dir;
6919 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6920 MovDir[x][y] = right_dir;
6922 if (MovDir[x][y] != old_move_dir)
6923 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6925 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
6927 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
6928 MovDir[x][y] = right_dir;
6929 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6930 MovDir[x][y] = left_dir;
6932 if (MovDir[x][y] != old_move_dir)
6933 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6935 else if (move_pattern == MV_TOWARDS_PLAYER ||
6936 move_pattern == MV_AWAY_FROM_PLAYER)
6938 int attr_x = -1, attr_y = -1;
6940 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
6951 for (i = 0; i < MAX_PLAYERS; i++)
6953 struct PlayerInfo *player = &stored_player[i];
6954 int jx = player->jx, jy = player->jy;
6956 if (!player->active)
6960 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6968 MovDir[x][y] = MV_NONE;
6970 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
6971 else if (attr_x > x)
6972 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
6974 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
6975 else if (attr_y > y)
6976 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
6978 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6980 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6982 boolean first_horiz = RND(2);
6983 int new_move_dir = MovDir[x][y];
6985 if (element_info[element].move_stepsize == 0) /* "not moving" */
6987 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
6988 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6994 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6995 Moving2Blocked(x, y, &newx, &newy);
6997 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7001 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7002 Moving2Blocked(x, y, &newx, &newy);
7004 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7007 MovDir[x][y] = old_move_dir;
7010 else if (move_pattern == MV_WHEN_PUSHED ||
7011 move_pattern == MV_WHEN_DROPPED)
7013 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7014 MovDir[x][y] = MV_NONE;
7018 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7020 static int test_xy[7][2] =
7030 static int test_dir[7] =
7040 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7041 int move_preference = -1000000; /* start with very low preference */
7042 int new_move_dir = MV_NONE;
7043 int start_test = RND(4);
7046 for (i = 0; i < NUM_DIRECTIONS; i++)
7048 int move_dir = test_dir[start_test + i];
7049 int move_dir_preference;
7051 xx = x + test_xy[start_test + i][0];
7052 yy = y + test_xy[start_test + i][1];
7054 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7055 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7057 new_move_dir = move_dir;
7062 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7065 move_dir_preference = -1 * RunnerVisit[xx][yy];
7066 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7067 move_dir_preference = PlayerVisit[xx][yy];
7069 if (move_dir_preference > move_preference)
7071 /* prefer field that has not been visited for the longest time */
7072 move_preference = move_dir_preference;
7073 new_move_dir = move_dir;
7075 else if (move_dir_preference == move_preference &&
7076 move_dir == old_move_dir)
7078 /* prefer last direction when all directions are preferred equally */
7079 move_preference = move_dir_preference;
7080 new_move_dir = move_dir;
7084 MovDir[x][y] = new_move_dir;
7085 if (old_move_dir != new_move_dir)
7086 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7090 static void TurnRound(int x, int y)
7092 int direction = MovDir[x][y];
7096 GfxDir[x][y] = MovDir[x][y];
7098 if (direction != MovDir[x][y])
7102 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7104 ResetGfxFrame(x, y, FALSE);
7107 static boolean JustBeingPushed(int x, int y)
7111 for (i = 0; i < MAX_PLAYERS; i++)
7113 struct PlayerInfo *player = &stored_player[i];
7115 if (player->active && player->is_pushing && player->MovPos)
7117 int next_jx = player->jx + (player->jx - player->last_jx);
7118 int next_jy = player->jy + (player->jy - player->last_jy);
7120 if (x == next_jx && y == next_jy)
7128 void StartMoving(int x, int y)
7130 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7131 int element = Feld[x][y];
7136 if (MovDelay[x][y] == 0)
7137 GfxAction[x][y] = ACTION_DEFAULT;
7139 if (CAN_FALL(element) && y < lev_fieldy - 1)
7141 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7142 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7143 if (JustBeingPushed(x, y))
7146 if (element == EL_QUICKSAND_FULL)
7148 if (IS_FREE(x, y + 1))
7150 InitMovingField(x, y, MV_DOWN);
7151 started_moving = TRUE;
7153 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7154 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7155 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7156 Store[x][y] = EL_ROCK;
7158 Store[x][y] = EL_ROCK;
7161 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7163 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7165 if (!MovDelay[x][y])
7167 MovDelay[x][y] = TILEY + 1;
7169 ResetGfxAnimation(x, y);
7170 ResetGfxAnimation(x, y + 1);
7175 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7176 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7183 Feld[x][y] = EL_QUICKSAND_EMPTY;
7184 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7185 Store[x][y + 1] = Store[x][y];
7188 PlayLevelSoundAction(x, y, ACTION_FILLING);
7190 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7192 if (!MovDelay[x][y])
7194 MovDelay[x][y] = TILEY + 1;
7196 ResetGfxAnimation(x, y);
7197 ResetGfxAnimation(x, y + 1);
7202 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7203 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7210 Feld[x][y] = EL_QUICKSAND_EMPTY;
7211 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7212 Store[x][y + 1] = Store[x][y];
7215 PlayLevelSoundAction(x, y, ACTION_FILLING);
7218 else if (element == EL_QUICKSAND_FAST_FULL)
7220 if (IS_FREE(x, y + 1))
7222 InitMovingField(x, y, MV_DOWN);
7223 started_moving = TRUE;
7225 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7226 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7227 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7228 Store[x][y] = EL_ROCK;
7230 Store[x][y] = EL_ROCK;
7233 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7235 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7237 if (!MovDelay[x][y])
7239 MovDelay[x][y] = TILEY + 1;
7241 ResetGfxAnimation(x, y);
7242 ResetGfxAnimation(x, y + 1);
7247 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7248 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7255 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7256 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7257 Store[x][y + 1] = Store[x][y];
7260 PlayLevelSoundAction(x, y, ACTION_FILLING);
7262 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7264 if (!MovDelay[x][y])
7266 MovDelay[x][y] = TILEY + 1;
7268 ResetGfxAnimation(x, y);
7269 ResetGfxAnimation(x, y + 1);
7274 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7275 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7282 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7283 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7284 Store[x][y + 1] = Store[x][y];
7287 PlayLevelSoundAction(x, y, ACTION_FILLING);
7290 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7291 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7293 InitMovingField(x, y, MV_DOWN);
7294 started_moving = TRUE;
7296 Feld[x][y] = EL_QUICKSAND_FILLING;
7297 Store[x][y] = element;
7299 PlayLevelSoundAction(x, y, ACTION_FILLING);
7301 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7302 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7304 InitMovingField(x, y, MV_DOWN);
7305 started_moving = TRUE;
7307 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7308 Store[x][y] = element;
7310 PlayLevelSoundAction(x, y, ACTION_FILLING);
7312 else if (element == EL_MAGIC_WALL_FULL)
7314 if (IS_FREE(x, y + 1))
7316 InitMovingField(x, y, MV_DOWN);
7317 started_moving = TRUE;
7319 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7320 Store[x][y] = EL_CHANGED(Store[x][y]);
7322 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7324 if (!MovDelay[x][y])
7325 MovDelay[x][y] = TILEY / 4 + 1;
7334 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7335 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7336 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7340 else if (element == EL_BD_MAGIC_WALL_FULL)
7342 if (IS_FREE(x, y + 1))
7344 InitMovingField(x, y, MV_DOWN);
7345 started_moving = TRUE;
7347 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7348 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7350 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7352 if (!MovDelay[x][y])
7353 MovDelay[x][y] = TILEY / 4 + 1;
7362 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7363 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7364 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7368 else if (element == EL_DC_MAGIC_WALL_FULL)
7370 if (IS_FREE(x, y + 1))
7372 InitMovingField(x, y, MV_DOWN);
7373 started_moving = TRUE;
7375 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7376 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7378 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7380 if (!MovDelay[x][y])
7381 MovDelay[x][y] = TILEY / 4 + 1;
7390 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7391 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7392 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7396 else if ((CAN_PASS_MAGIC_WALL(element) &&
7397 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7398 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7399 (CAN_PASS_DC_MAGIC_WALL(element) &&
7400 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7403 InitMovingField(x, y, MV_DOWN);
7404 started_moving = TRUE;
7407 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7408 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7409 EL_DC_MAGIC_WALL_FILLING);
7410 Store[x][y] = element;
7412 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7414 SplashAcid(x, y + 1);
7416 InitMovingField(x, y, MV_DOWN);
7417 started_moving = TRUE;
7419 Store[x][y] = EL_ACID;
7422 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7423 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7424 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7425 CAN_FALL(element) && WasJustFalling[x][y] &&
7426 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7428 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7429 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7430 (Feld[x][y + 1] == EL_BLOCKED)))
7432 /* this is needed for a special case not covered by calling "Impact()"
7433 from "ContinueMoving()": if an element moves to a tile directly below
7434 another element which was just falling on that tile (which was empty
7435 in the previous frame), the falling element above would just stop
7436 instead of smashing the element below (in previous version, the above
7437 element was just checked for "moving" instead of "falling", resulting
7438 in incorrect smashes caused by horizontal movement of the above
7439 element; also, the case of the player being the element to smash was
7440 simply not covered here... :-/ ) */
7442 CheckCollision[x][y] = 0;
7443 CheckImpact[x][y] = 0;
7447 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7449 if (MovDir[x][y] == MV_NONE)
7451 InitMovingField(x, y, MV_DOWN);
7452 started_moving = TRUE;
7455 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7457 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7458 MovDir[x][y] = MV_DOWN;
7460 InitMovingField(x, y, MV_DOWN);
7461 started_moving = TRUE;
7463 else if (element == EL_AMOEBA_DROP)
7465 Feld[x][y] = EL_AMOEBA_GROWING;
7466 Store[x][y] = EL_AMOEBA_WET;
7468 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7469 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7470 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7471 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7473 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7474 (IS_FREE(x - 1, y + 1) ||
7475 Feld[x - 1][y + 1] == EL_ACID));
7476 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7477 (IS_FREE(x + 1, y + 1) ||
7478 Feld[x + 1][y + 1] == EL_ACID));
7479 boolean can_fall_any = (can_fall_left || can_fall_right);
7480 boolean can_fall_both = (can_fall_left && can_fall_right);
7481 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7483 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7485 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7486 can_fall_right = FALSE;
7487 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7488 can_fall_left = FALSE;
7489 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7490 can_fall_right = FALSE;
7491 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7492 can_fall_left = FALSE;
7494 can_fall_any = (can_fall_left || can_fall_right);
7495 can_fall_both = FALSE;
7500 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7501 can_fall_right = FALSE; /* slip down on left side */
7503 can_fall_left = !(can_fall_right = RND(2));
7505 can_fall_both = FALSE;
7510 /* if not determined otherwise, prefer left side for slipping down */
7511 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7512 started_moving = TRUE;
7515 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7517 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7518 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7519 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7520 int belt_dir = game.belt_dir[belt_nr];
7522 if ((belt_dir == MV_LEFT && left_is_free) ||
7523 (belt_dir == MV_RIGHT && right_is_free))
7525 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7527 InitMovingField(x, y, belt_dir);
7528 started_moving = TRUE;
7530 Pushed[x][y] = TRUE;
7531 Pushed[nextx][y] = TRUE;
7533 GfxAction[x][y] = ACTION_DEFAULT;
7537 MovDir[x][y] = 0; /* if element was moving, stop it */
7542 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7543 if (CAN_MOVE(element) && !started_moving)
7545 int move_pattern = element_info[element].move_pattern;
7548 Moving2Blocked(x, y, &newx, &newy);
7550 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7553 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7554 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7556 WasJustMoving[x][y] = 0;
7557 CheckCollision[x][y] = 0;
7559 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7561 if (Feld[x][y] != element) /* element has changed */
7565 if (!MovDelay[x][y]) /* start new movement phase */
7567 /* all objects that can change their move direction after each step
7568 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7570 if (element != EL_YAMYAM &&
7571 element != EL_DARK_YAMYAM &&
7572 element != EL_PACMAN &&
7573 !(move_pattern & MV_ANY_DIRECTION) &&
7574 move_pattern != MV_TURNING_LEFT &&
7575 move_pattern != MV_TURNING_RIGHT &&
7576 move_pattern != MV_TURNING_LEFT_RIGHT &&
7577 move_pattern != MV_TURNING_RIGHT_LEFT &&
7578 move_pattern != MV_TURNING_RANDOM)
7582 if (MovDelay[x][y] && (element == EL_BUG ||
7583 element == EL_SPACESHIP ||
7584 element == EL_SP_SNIKSNAK ||
7585 element == EL_SP_ELECTRON ||
7586 element == EL_MOLE))
7587 TEST_DrawLevelField(x, y);
7591 if (MovDelay[x][y]) /* wait some time before next movement */
7595 if (element == EL_ROBOT ||
7596 element == EL_YAMYAM ||
7597 element == EL_DARK_YAMYAM)
7599 DrawLevelElementAnimationIfNeeded(x, y, element);
7600 PlayLevelSoundAction(x, y, ACTION_WAITING);
7602 else if (element == EL_SP_ELECTRON)
7603 DrawLevelElementAnimationIfNeeded(x, y, element);
7604 else if (element == EL_DRAGON)
7607 int dir = MovDir[x][y];
7608 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7609 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7610 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7611 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7612 dir == MV_UP ? IMG_FLAMES_1_UP :
7613 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7614 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7616 GfxAction[x][y] = ACTION_ATTACKING;
7618 if (IS_PLAYER(x, y))
7619 DrawPlayerField(x, y);
7621 TEST_DrawLevelField(x, y);
7623 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7625 for (i = 1; i <= 3; i++)
7627 int xx = x + i * dx;
7628 int yy = y + i * dy;
7629 int sx = SCREENX(xx);
7630 int sy = SCREENY(yy);
7631 int flame_graphic = graphic + (i - 1);
7633 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7638 int flamed = MovingOrBlocked2Element(xx, yy);
7640 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7643 RemoveMovingField(xx, yy);
7645 ChangeDelay[xx][yy] = 0;
7647 Feld[xx][yy] = EL_FLAMES;
7649 if (IN_SCR_FIELD(sx, sy))
7651 TEST_DrawLevelFieldCrumbled(xx, yy);
7652 DrawGraphic(sx, sy, flame_graphic, frame);
7657 if (Feld[xx][yy] == EL_FLAMES)
7658 Feld[xx][yy] = EL_EMPTY;
7659 TEST_DrawLevelField(xx, yy);
7664 if (MovDelay[x][y]) /* element still has to wait some time */
7666 PlayLevelSoundAction(x, y, ACTION_WAITING);
7672 /* now make next step */
7674 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7676 if (DONT_COLLIDE_WITH(element) &&
7677 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7678 !PLAYER_ENEMY_PROTECTED(newx, newy))
7680 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7685 else if (CAN_MOVE_INTO_ACID(element) &&
7686 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7687 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7688 (MovDir[x][y] == MV_DOWN ||
7689 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7691 SplashAcid(newx, newy);
7692 Store[x][y] = EL_ACID;
7694 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7696 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7697 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7698 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7699 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7702 TEST_DrawLevelField(x, y);
7704 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7705 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7706 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7708 local_player->friends_still_needed--;
7709 if (!local_player->friends_still_needed &&
7710 !local_player->GameOver && AllPlayersGone)
7711 PlayerWins(local_player);
7715 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7717 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7718 TEST_DrawLevelField(newx, newy);
7720 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7722 else if (!IS_FREE(newx, newy))
7724 GfxAction[x][y] = ACTION_WAITING;
7726 if (IS_PLAYER(x, y))
7727 DrawPlayerField(x, y);
7729 TEST_DrawLevelField(x, y);
7734 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7736 if (IS_FOOD_PIG(Feld[newx][newy]))
7738 if (IS_MOVING(newx, newy))
7739 RemoveMovingField(newx, newy);
7742 Feld[newx][newy] = EL_EMPTY;
7743 TEST_DrawLevelField(newx, newy);
7746 PlayLevelSound(x, y, SND_PIG_DIGGING);
7748 else if (!IS_FREE(newx, newy))
7750 if (IS_PLAYER(x, y))
7751 DrawPlayerField(x, y);
7753 TEST_DrawLevelField(x, y);
7758 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7760 if (Store[x][y] != EL_EMPTY)
7762 boolean can_clone = FALSE;
7765 /* check if element to clone is still there */
7766 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7768 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7776 /* cannot clone or target field not free anymore -- do not clone */
7777 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7778 Store[x][y] = EL_EMPTY;
7781 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7783 if (IS_MV_DIAGONAL(MovDir[x][y]))
7785 int diagonal_move_dir = MovDir[x][y];
7786 int stored = Store[x][y];
7787 int change_delay = 8;
7790 /* android is moving diagonally */
7792 CreateField(x, y, EL_DIAGONAL_SHRINKING);
7794 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
7795 GfxElement[x][y] = EL_EMC_ANDROID;
7796 GfxAction[x][y] = ACTION_SHRINKING;
7797 GfxDir[x][y] = diagonal_move_dir;
7798 ChangeDelay[x][y] = change_delay;
7800 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
7803 DrawLevelGraphicAnimation(x, y, graphic);
7804 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
7806 if (Feld[newx][newy] == EL_ACID)
7808 SplashAcid(newx, newy);
7813 CreateField(newx, newy, EL_DIAGONAL_GROWING);
7815 Store[newx][newy] = EL_EMC_ANDROID;
7816 GfxElement[newx][newy] = EL_EMC_ANDROID;
7817 GfxAction[newx][newy] = ACTION_GROWING;
7818 GfxDir[newx][newy] = diagonal_move_dir;
7819 ChangeDelay[newx][newy] = change_delay;
7821 graphic = el_act_dir2img(GfxElement[newx][newy],
7822 GfxAction[newx][newy], GfxDir[newx][newy]);
7824 DrawLevelGraphicAnimation(newx, newy, graphic);
7825 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
7831 Feld[newx][newy] = EL_EMPTY;
7832 TEST_DrawLevelField(newx, newy);
7834 PlayLevelSoundAction(x, y, ACTION_DIGGING);
7837 else if (!IS_FREE(newx, newy))
7842 else if (IS_CUSTOM_ELEMENT(element) &&
7843 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7845 if (!DigFieldByCE(newx, newy, element))
7848 if (move_pattern & MV_MAZE_RUNNER_STYLE)
7850 RunnerVisit[x][y] = FrameCounter;
7851 PlayerVisit[x][y] /= 8; /* expire player visit path */
7854 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
7856 if (!IS_FREE(newx, newy))
7858 if (IS_PLAYER(x, y))
7859 DrawPlayerField(x, y);
7861 TEST_DrawLevelField(x, y);
7867 boolean wanna_flame = !RND(10);
7868 int dx = newx - x, dy = newy - y;
7869 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
7870 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
7871 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
7872 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
7873 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
7874 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
7877 IS_CLASSIC_ENEMY(element1) ||
7878 IS_CLASSIC_ENEMY(element2)) &&
7879 element1 != EL_DRAGON && element2 != EL_DRAGON &&
7880 element1 != EL_FLAMES && element2 != EL_FLAMES)
7882 ResetGfxAnimation(x, y);
7883 GfxAction[x][y] = ACTION_ATTACKING;
7885 if (IS_PLAYER(x, y))
7886 DrawPlayerField(x, y);
7888 TEST_DrawLevelField(x, y);
7890 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
7892 MovDelay[x][y] = 50;
7894 Feld[newx][newy] = EL_FLAMES;
7895 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
7896 Feld[newx1][newy1] = EL_FLAMES;
7897 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
7898 Feld[newx2][newy2] = EL_FLAMES;
7904 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7905 Feld[newx][newy] == EL_DIAMOND)
7907 if (IS_MOVING(newx, newy))
7908 RemoveMovingField(newx, newy);
7911 Feld[newx][newy] = EL_EMPTY;
7912 TEST_DrawLevelField(newx, newy);
7915 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
7917 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7918 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
7920 if (AmoebaNr[newx][newy])
7922 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7923 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7924 Feld[newx][newy] == EL_BD_AMOEBA)
7925 AmoebaCnt[AmoebaNr[newx][newy]]--;
7928 if (IS_MOVING(newx, newy))
7930 RemoveMovingField(newx, newy);
7934 Feld[newx][newy] = EL_EMPTY;
7935 TEST_DrawLevelField(newx, newy);
7938 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
7940 else if ((element == EL_PACMAN || element == EL_MOLE)
7941 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
7943 if (AmoebaNr[newx][newy])
7945 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7946 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7947 Feld[newx][newy] == EL_BD_AMOEBA)
7948 AmoebaCnt[AmoebaNr[newx][newy]]--;
7951 if (element == EL_MOLE)
7953 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
7954 PlayLevelSound(x, y, SND_MOLE_DIGGING);
7956 ResetGfxAnimation(x, y);
7957 GfxAction[x][y] = ACTION_DIGGING;
7958 TEST_DrawLevelField(x, y);
7960 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
7962 return; /* wait for shrinking amoeba */
7964 else /* element == EL_PACMAN */
7966 Feld[newx][newy] = EL_EMPTY;
7967 TEST_DrawLevelField(newx, newy);
7968 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
7971 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
7972 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
7973 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
7975 /* wait for shrinking amoeba to completely disappear */
7978 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
7980 /* object was running against a wall */
7984 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
7985 DrawLevelElementAnimation(x, y, element);
7987 if (DONT_TOUCH(element))
7988 TestIfBadThingTouchesPlayer(x, y);
7993 InitMovingField(x, y, MovDir[x][y]);
7995 PlayLevelSoundAction(x, y, ACTION_MOVING);
7999 ContinueMoving(x, y);
8002 void ContinueMoving(int x, int y)
8004 int element = Feld[x][y];
8005 struct ElementInfo *ei = &element_info[element];
8006 int direction = MovDir[x][y];
8007 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8008 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8009 int newx = x + dx, newy = y + dy;
8010 int stored = Store[x][y];
8011 int stored_new = Store[newx][newy];
8012 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8013 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8014 boolean last_line = (newy == lev_fieldy - 1);
8016 MovPos[x][y] += getElementMoveStepsize(x, y);
8018 if (pushed_by_player) /* special case: moving object pushed by player */
8019 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8021 if (ABS(MovPos[x][y]) < TILEX)
8023 TEST_DrawLevelField(x, y);
8025 return; /* element is still moving */
8028 /* element reached destination field */
8030 Feld[x][y] = EL_EMPTY;
8031 Feld[newx][newy] = element;
8032 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8034 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8036 element = Feld[newx][newy] = EL_ACID;
8038 else if (element == EL_MOLE)
8040 Feld[x][y] = EL_SAND;
8042 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8044 else if (element == EL_QUICKSAND_FILLING)
8046 element = Feld[newx][newy] = get_next_element(element);
8047 Store[newx][newy] = Store[x][y];
8049 else if (element == EL_QUICKSAND_EMPTYING)
8051 Feld[x][y] = get_next_element(element);
8052 element = Feld[newx][newy] = Store[x][y];
8054 else if (element == EL_QUICKSAND_FAST_FILLING)
8056 element = Feld[newx][newy] = get_next_element(element);
8057 Store[newx][newy] = Store[x][y];
8059 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8061 Feld[x][y] = get_next_element(element);
8062 element = Feld[newx][newy] = Store[x][y];
8064 else if (element == EL_MAGIC_WALL_FILLING)
8066 element = Feld[newx][newy] = get_next_element(element);
8067 if (!game.magic_wall_active)
8068 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8069 Store[newx][newy] = Store[x][y];
8071 else if (element == EL_MAGIC_WALL_EMPTYING)
8073 Feld[x][y] = get_next_element(element);
8074 if (!game.magic_wall_active)
8075 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8076 element = Feld[newx][newy] = Store[x][y];
8078 InitField(newx, newy, FALSE);
8080 else if (element == EL_BD_MAGIC_WALL_FILLING)
8082 element = Feld[newx][newy] = get_next_element(element);
8083 if (!game.magic_wall_active)
8084 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8085 Store[newx][newy] = Store[x][y];
8087 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8089 Feld[x][y] = get_next_element(element);
8090 if (!game.magic_wall_active)
8091 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8092 element = Feld[newx][newy] = Store[x][y];
8094 InitField(newx, newy, FALSE);
8096 else if (element == EL_DC_MAGIC_WALL_FILLING)
8098 element = Feld[newx][newy] = get_next_element(element);
8099 if (!game.magic_wall_active)
8100 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8101 Store[newx][newy] = Store[x][y];
8103 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8105 Feld[x][y] = get_next_element(element);
8106 if (!game.magic_wall_active)
8107 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8108 element = Feld[newx][newy] = Store[x][y];
8110 InitField(newx, newy, FALSE);
8112 else if (element == EL_AMOEBA_DROPPING)
8114 Feld[x][y] = get_next_element(element);
8115 element = Feld[newx][newy] = Store[x][y];
8117 else if (element == EL_SOKOBAN_OBJECT)
8120 Feld[x][y] = Back[x][y];
8122 if (Back[newx][newy])
8123 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8125 Back[x][y] = Back[newx][newy] = 0;
8128 Store[x][y] = EL_EMPTY;
8133 MovDelay[newx][newy] = 0;
8135 if (CAN_CHANGE_OR_HAS_ACTION(element))
8137 /* copy element change control values to new field */
8138 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8139 ChangePage[newx][newy] = ChangePage[x][y];
8140 ChangeCount[newx][newy] = ChangeCount[x][y];
8141 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8144 CustomValue[newx][newy] = CustomValue[x][y];
8146 ChangeDelay[x][y] = 0;
8147 ChangePage[x][y] = -1;
8148 ChangeCount[x][y] = 0;
8149 ChangeEvent[x][y] = -1;
8151 CustomValue[x][y] = 0;
8153 /* copy animation control values to new field */
8154 GfxFrame[newx][newy] = GfxFrame[x][y];
8155 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8156 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8157 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8159 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8161 /* some elements can leave other elements behind after moving */
8162 if (ei->move_leave_element != EL_EMPTY &&
8163 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8164 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8166 int move_leave_element = ei->move_leave_element;
8168 /* this makes it possible to leave the removed element again */
8169 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8170 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8172 Feld[x][y] = move_leave_element;
8174 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8175 MovDir[x][y] = direction;
8177 InitField(x, y, FALSE);
8179 if (GFX_CRUMBLED(Feld[x][y]))
8180 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8182 if (ELEM_IS_PLAYER(move_leave_element))
8183 RelocatePlayer(x, y, move_leave_element);
8186 /* do this after checking for left-behind element */
8187 ResetGfxAnimation(x, y); /* reset animation values for old field */
8189 if (!CAN_MOVE(element) ||
8190 (CAN_FALL(element) && direction == MV_DOWN &&
8191 (element == EL_SPRING ||
8192 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8193 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8194 GfxDir[x][y] = MovDir[newx][newy] = 0;
8196 TEST_DrawLevelField(x, y);
8197 TEST_DrawLevelField(newx, newy);
8199 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8201 /* prevent pushed element from moving on in pushed direction */
8202 if (pushed_by_player && CAN_MOVE(element) &&
8203 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8204 !(element_info[element].move_pattern & direction))
8205 TurnRound(newx, newy);
8207 /* prevent elements on conveyor belt from moving on in last direction */
8208 if (pushed_by_conveyor && CAN_FALL(element) &&
8209 direction & MV_HORIZONTAL)
8210 MovDir[newx][newy] = 0;
8212 if (!pushed_by_player)
8214 int nextx = newx + dx, nexty = newy + dy;
8215 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8217 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8219 if (CAN_FALL(element) && direction == MV_DOWN)
8220 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8222 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8223 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8225 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8226 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8229 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8231 TestIfBadThingTouchesPlayer(newx, newy);
8232 TestIfBadThingTouchesFriend(newx, newy);
8234 if (!IS_CUSTOM_ELEMENT(element))
8235 TestIfBadThingTouchesOtherBadThing(newx, newy);
8237 else if (element == EL_PENGUIN)
8238 TestIfFriendTouchesBadThing(newx, newy);
8240 if (DONT_GET_HIT_BY(element))
8242 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8245 /* give the player one last chance (one more frame) to move away */
8246 if (CAN_FALL(element) && direction == MV_DOWN &&
8247 (last_line || (!IS_FREE(x, newy + 1) &&
8248 (!IS_PLAYER(x, newy + 1) ||
8249 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8252 if (pushed_by_player && !game.use_change_when_pushing_bug)
8254 int push_side = MV_DIR_OPPOSITE(direction);
8255 struct PlayerInfo *player = PLAYERINFO(x, y);
8257 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8258 player->index_bit, push_side);
8259 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8260 player->index_bit, push_side);
8263 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8264 MovDelay[newx][newy] = 1;
8266 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8268 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8269 TestIfElementHitsCustomElement(newx, newy, direction);
8270 TestIfPlayerTouchesCustomElement(newx, newy);
8271 TestIfElementTouchesCustomElement(newx, newy);
8273 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8274 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8275 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8276 MV_DIR_OPPOSITE(direction));
8279 int AmoebeNachbarNr(int ax, int ay)
8282 int element = Feld[ax][ay];
8284 static int xy[4][2] =
8292 for (i = 0; i < NUM_DIRECTIONS; i++)
8294 int x = ax + xy[i][0];
8295 int y = ay + xy[i][1];
8297 if (!IN_LEV_FIELD(x, y))
8300 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8301 group_nr = AmoebaNr[x][y];
8307 void AmoebenVereinigen(int ax, int ay)
8309 int i, x, y, xx, yy;
8310 int new_group_nr = AmoebaNr[ax][ay];
8311 static int xy[4][2] =
8319 if (new_group_nr == 0)
8322 for (i = 0; i < NUM_DIRECTIONS; i++)
8327 if (!IN_LEV_FIELD(x, y))
8330 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8331 Feld[x][y] == EL_BD_AMOEBA ||
8332 Feld[x][y] == EL_AMOEBA_DEAD) &&
8333 AmoebaNr[x][y] != new_group_nr)
8335 int old_group_nr = AmoebaNr[x][y];
8337 if (old_group_nr == 0)
8340 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8341 AmoebaCnt[old_group_nr] = 0;
8342 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8343 AmoebaCnt2[old_group_nr] = 0;
8345 SCAN_PLAYFIELD(xx, yy)
8347 if (AmoebaNr[xx][yy] == old_group_nr)
8348 AmoebaNr[xx][yy] = new_group_nr;
8354 void AmoebeUmwandeln(int ax, int ay)
8358 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8360 int group_nr = AmoebaNr[ax][ay];
8365 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8366 printf("AmoebeUmwandeln(): This should never happen!\n");
8371 SCAN_PLAYFIELD(x, y)
8373 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8376 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8380 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8381 SND_AMOEBA_TURNING_TO_GEM :
8382 SND_AMOEBA_TURNING_TO_ROCK));
8387 static int xy[4][2] =
8395 for (i = 0; i < NUM_DIRECTIONS; i++)
8400 if (!IN_LEV_FIELD(x, y))
8403 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8405 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8406 SND_AMOEBA_TURNING_TO_GEM :
8407 SND_AMOEBA_TURNING_TO_ROCK));
8414 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8417 int group_nr = AmoebaNr[ax][ay];
8418 boolean done = FALSE;
8423 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8424 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8429 SCAN_PLAYFIELD(x, y)
8431 if (AmoebaNr[x][y] == group_nr &&
8432 (Feld[x][y] == EL_AMOEBA_DEAD ||
8433 Feld[x][y] == EL_BD_AMOEBA ||
8434 Feld[x][y] == EL_AMOEBA_GROWING))
8437 Feld[x][y] = new_element;
8438 InitField(x, y, FALSE);
8439 TEST_DrawLevelField(x, y);
8445 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8446 SND_BD_AMOEBA_TURNING_TO_ROCK :
8447 SND_BD_AMOEBA_TURNING_TO_GEM));
8450 void AmoebeWaechst(int x, int y)
8452 static unsigned int sound_delay = 0;
8453 static unsigned int sound_delay_value = 0;
8455 if (!MovDelay[x][y]) /* start new growing cycle */
8459 if (DelayReached(&sound_delay, sound_delay_value))
8461 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8462 sound_delay_value = 30;
8466 if (MovDelay[x][y]) /* wait some time before growing bigger */
8469 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8471 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8472 6 - MovDelay[x][y]);
8474 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8477 if (!MovDelay[x][y])
8479 Feld[x][y] = Store[x][y];
8481 TEST_DrawLevelField(x, y);
8486 void AmoebaDisappearing(int x, int y)
8488 static unsigned int sound_delay = 0;
8489 static unsigned int sound_delay_value = 0;
8491 if (!MovDelay[x][y]) /* start new shrinking cycle */
8495 if (DelayReached(&sound_delay, sound_delay_value))
8496 sound_delay_value = 30;
8499 if (MovDelay[x][y]) /* wait some time before shrinking */
8502 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8504 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8505 6 - MovDelay[x][y]);
8507 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8510 if (!MovDelay[x][y])
8512 Feld[x][y] = EL_EMPTY;
8513 TEST_DrawLevelField(x, y);
8515 /* don't let mole enter this field in this cycle;
8516 (give priority to objects falling to this field from above) */
8522 void AmoebeAbleger(int ax, int ay)
8525 int element = Feld[ax][ay];
8526 int graphic = el2img(element);
8527 int newax = ax, neway = ay;
8528 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8529 static int xy[4][2] =
8537 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8539 Feld[ax][ay] = EL_AMOEBA_DEAD;
8540 TEST_DrawLevelField(ax, ay);
8544 if (IS_ANIMATED(graphic))
8545 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8547 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8548 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8550 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8553 if (MovDelay[ax][ay])
8557 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8560 int x = ax + xy[start][0];
8561 int y = ay + xy[start][1];
8563 if (!IN_LEV_FIELD(x, y))
8566 if (IS_FREE(x, y) ||
8567 CAN_GROW_INTO(Feld[x][y]) ||
8568 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8569 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8575 if (newax == ax && neway == ay)
8578 else /* normal or "filled" (BD style) amoeba */
8581 boolean waiting_for_player = FALSE;
8583 for (i = 0; i < NUM_DIRECTIONS; i++)
8585 int j = (start + i) % 4;
8586 int x = ax + xy[j][0];
8587 int y = ay + xy[j][1];
8589 if (!IN_LEV_FIELD(x, y))
8592 if (IS_FREE(x, y) ||
8593 CAN_GROW_INTO(Feld[x][y]) ||
8594 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8595 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8601 else if (IS_PLAYER(x, y))
8602 waiting_for_player = TRUE;
8605 if (newax == ax && neway == ay) /* amoeba cannot grow */
8607 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8609 Feld[ax][ay] = EL_AMOEBA_DEAD;
8610 TEST_DrawLevelField(ax, ay);
8611 AmoebaCnt[AmoebaNr[ax][ay]]--;
8613 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8615 if (element == EL_AMOEBA_FULL)
8616 AmoebeUmwandeln(ax, ay);
8617 else if (element == EL_BD_AMOEBA)
8618 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8623 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8625 /* amoeba gets larger by growing in some direction */
8627 int new_group_nr = AmoebaNr[ax][ay];
8630 if (new_group_nr == 0)
8632 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8633 printf("AmoebeAbleger(): This should never happen!\n");
8638 AmoebaNr[newax][neway] = new_group_nr;
8639 AmoebaCnt[new_group_nr]++;
8640 AmoebaCnt2[new_group_nr]++;
8642 /* if amoeba touches other amoeba(s) after growing, unify them */
8643 AmoebenVereinigen(newax, neway);
8645 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8647 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8653 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8654 (neway == lev_fieldy - 1 && newax != ax))
8656 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8657 Store[newax][neway] = element;
8659 else if (neway == ay || element == EL_EMC_DRIPPER)
8661 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8663 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8667 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8668 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8669 Store[ax][ay] = EL_AMOEBA_DROP;
8670 ContinueMoving(ax, ay);
8674 TEST_DrawLevelField(newax, neway);
8677 void Life(int ax, int ay)
8681 int element = Feld[ax][ay];
8682 int graphic = el2img(element);
8683 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8685 boolean changed = FALSE;
8687 if (IS_ANIMATED(graphic))
8688 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8693 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8694 MovDelay[ax][ay] = life_time;
8696 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8699 if (MovDelay[ax][ay])
8703 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8705 int xx = ax+x1, yy = ay+y1;
8708 if (!IN_LEV_FIELD(xx, yy))
8711 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8713 int x = xx+x2, y = yy+y2;
8715 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8718 if (((Feld[x][y] == element ||
8719 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8721 (IS_FREE(x, y) && Stop[x][y]))
8725 if (xx == ax && yy == ay) /* field in the middle */
8727 if (nachbarn < life_parameter[0] ||
8728 nachbarn > life_parameter[1])
8730 Feld[xx][yy] = EL_EMPTY;
8732 TEST_DrawLevelField(xx, yy);
8733 Stop[xx][yy] = TRUE;
8737 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8738 { /* free border field */
8739 if (nachbarn >= life_parameter[2] &&
8740 nachbarn <= life_parameter[3])
8742 Feld[xx][yy] = element;
8743 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8745 TEST_DrawLevelField(xx, yy);
8746 Stop[xx][yy] = TRUE;
8753 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8754 SND_GAME_OF_LIFE_GROWING);
8757 static void InitRobotWheel(int x, int y)
8759 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8762 static void RunRobotWheel(int x, int y)
8764 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8767 static void StopRobotWheel(int x, int y)
8769 if (ZX == x && ZY == y)
8773 game.robot_wheel_active = FALSE;
8777 static void InitTimegateWheel(int x, int y)
8779 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8782 static void RunTimegateWheel(int x, int y)
8784 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
8787 static void InitMagicBallDelay(int x, int y)
8789 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
8792 static void ActivateMagicBall(int bx, int by)
8796 if (level.ball_random)
8798 int pos_border = RND(8); /* select one of the eight border elements */
8799 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
8800 int xx = pos_content % 3;
8801 int yy = pos_content / 3;
8806 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8807 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8811 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
8813 int xx = x - bx + 1;
8814 int yy = y - by + 1;
8816 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8817 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8821 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
8824 void CheckExit(int x, int y)
8826 if (local_player->gems_still_needed > 0 ||
8827 local_player->sokobanfields_still_needed > 0 ||
8828 local_player->lights_still_needed > 0)
8830 int element = Feld[x][y];
8831 int graphic = el2img(element);
8833 if (IS_ANIMATED(graphic))
8834 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8839 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8842 Feld[x][y] = EL_EXIT_OPENING;
8844 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
8847 void CheckExitEM(int x, int y)
8849 if (local_player->gems_still_needed > 0 ||
8850 local_player->sokobanfields_still_needed > 0 ||
8851 local_player->lights_still_needed > 0)
8853 int element = Feld[x][y];
8854 int graphic = el2img(element);
8856 if (IS_ANIMATED(graphic))
8857 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8862 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8865 Feld[x][y] = EL_EM_EXIT_OPENING;
8867 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
8870 void CheckExitSteel(int x, int y)
8872 if (local_player->gems_still_needed > 0 ||
8873 local_player->sokobanfields_still_needed > 0 ||
8874 local_player->lights_still_needed > 0)
8876 int element = Feld[x][y];
8877 int graphic = el2img(element);
8879 if (IS_ANIMATED(graphic))
8880 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8885 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8888 Feld[x][y] = EL_STEEL_EXIT_OPENING;
8890 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
8893 void CheckExitSteelEM(int x, int y)
8895 if (local_player->gems_still_needed > 0 ||
8896 local_player->sokobanfields_still_needed > 0 ||
8897 local_player->lights_still_needed > 0)
8899 int element = Feld[x][y];
8900 int graphic = el2img(element);
8902 if (IS_ANIMATED(graphic))
8903 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8908 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8911 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
8913 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
8916 void CheckExitSP(int x, int y)
8918 if (local_player->gems_still_needed > 0)
8920 int element = Feld[x][y];
8921 int graphic = el2img(element);
8923 if (IS_ANIMATED(graphic))
8924 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8929 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8932 Feld[x][y] = EL_SP_EXIT_OPENING;
8934 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
8937 static void CloseAllOpenTimegates()
8941 SCAN_PLAYFIELD(x, y)
8943 int element = Feld[x][y];
8945 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
8947 Feld[x][y] = EL_TIMEGATE_CLOSING;
8949 PlayLevelSoundAction(x, y, ACTION_CLOSING);
8954 void DrawTwinkleOnField(int x, int y)
8956 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
8959 if (Feld[x][y] == EL_BD_DIAMOND)
8962 if (MovDelay[x][y] == 0) /* next animation frame */
8963 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
8965 if (MovDelay[x][y] != 0) /* wait some time before next frame */
8969 DrawLevelElementAnimation(x, y, Feld[x][y]);
8971 if (MovDelay[x][y] != 0)
8973 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
8974 10 - MovDelay[x][y]);
8976 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
8981 void MauerWaechst(int x, int y)
8985 if (!MovDelay[x][y]) /* next animation frame */
8986 MovDelay[x][y] = 3 * delay;
8988 if (MovDelay[x][y]) /* wait some time before next frame */
8992 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8994 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
8995 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
8997 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9000 if (!MovDelay[x][y])
9002 if (MovDir[x][y] == MV_LEFT)
9004 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9005 TEST_DrawLevelField(x - 1, y);
9007 else if (MovDir[x][y] == MV_RIGHT)
9009 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9010 TEST_DrawLevelField(x + 1, y);
9012 else if (MovDir[x][y] == MV_UP)
9014 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9015 TEST_DrawLevelField(x, y - 1);
9019 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9020 TEST_DrawLevelField(x, y + 1);
9023 Feld[x][y] = Store[x][y];
9025 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9026 TEST_DrawLevelField(x, y);
9031 void MauerAbleger(int ax, int ay)
9033 int element = Feld[ax][ay];
9034 int graphic = el2img(element);
9035 boolean oben_frei = FALSE, unten_frei = FALSE;
9036 boolean links_frei = FALSE, rechts_frei = FALSE;
9037 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9038 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9039 boolean new_wall = FALSE;
9041 if (IS_ANIMATED(graphic))
9042 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9044 if (!MovDelay[ax][ay]) /* start building new wall */
9045 MovDelay[ax][ay] = 6;
9047 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9050 if (MovDelay[ax][ay])
9054 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9056 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9058 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9060 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9063 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9064 element == EL_EXPANDABLE_WALL_ANY)
9068 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9069 Store[ax][ay-1] = element;
9070 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9071 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9072 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9073 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9078 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9079 Store[ax][ay+1] = element;
9080 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9081 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9082 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9083 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9088 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9089 element == EL_EXPANDABLE_WALL_ANY ||
9090 element == EL_EXPANDABLE_WALL ||
9091 element == EL_BD_EXPANDABLE_WALL)
9095 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9096 Store[ax-1][ay] = element;
9097 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9098 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9099 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9100 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9106 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9107 Store[ax+1][ay] = element;
9108 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9109 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9110 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9111 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9116 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9117 TEST_DrawLevelField(ax, ay);
9119 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9121 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9122 unten_massiv = TRUE;
9123 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9124 links_massiv = TRUE;
9125 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9126 rechts_massiv = TRUE;
9128 if (((oben_massiv && unten_massiv) ||
9129 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9130 element == EL_EXPANDABLE_WALL) &&
9131 ((links_massiv && rechts_massiv) ||
9132 element == EL_EXPANDABLE_WALL_VERTICAL))
9133 Feld[ax][ay] = EL_WALL;
9136 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9139 void MauerAblegerStahl(int ax, int ay)
9141 int element = Feld[ax][ay];
9142 int graphic = el2img(element);
9143 boolean oben_frei = FALSE, unten_frei = FALSE;
9144 boolean links_frei = FALSE, rechts_frei = FALSE;
9145 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9146 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9147 boolean new_wall = FALSE;
9149 if (IS_ANIMATED(graphic))
9150 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9152 if (!MovDelay[ax][ay]) /* start building new wall */
9153 MovDelay[ax][ay] = 6;
9155 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9158 if (MovDelay[ax][ay])
9162 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9164 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9166 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9168 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9171 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9172 element == EL_EXPANDABLE_STEELWALL_ANY)
9176 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9177 Store[ax][ay-1] = element;
9178 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9179 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9180 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9181 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9186 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9187 Store[ax][ay+1] = element;
9188 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9189 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9190 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9191 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9196 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9197 element == EL_EXPANDABLE_STEELWALL_ANY)
9201 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9202 Store[ax-1][ay] = element;
9203 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9204 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9205 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9206 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9212 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9213 Store[ax+1][ay] = element;
9214 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9215 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9216 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9217 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9222 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9224 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9225 unten_massiv = TRUE;
9226 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9227 links_massiv = TRUE;
9228 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9229 rechts_massiv = TRUE;
9231 if (((oben_massiv && unten_massiv) ||
9232 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9233 ((links_massiv && rechts_massiv) ||
9234 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9235 Feld[ax][ay] = EL_STEELWALL;
9238 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9241 void CheckForDragon(int x, int y)
9244 boolean dragon_found = FALSE;
9245 static int xy[4][2] =
9253 for (i = 0; i < NUM_DIRECTIONS; i++)
9255 for (j = 0; j < 4; j++)
9257 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9259 if (IN_LEV_FIELD(xx, yy) &&
9260 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9262 if (Feld[xx][yy] == EL_DRAGON)
9263 dragon_found = TRUE;
9272 for (i = 0; i < NUM_DIRECTIONS; i++)
9274 for (j = 0; j < 3; j++)
9276 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9278 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9280 Feld[xx][yy] = EL_EMPTY;
9281 TEST_DrawLevelField(xx, yy);
9290 static void InitBuggyBase(int x, int y)
9292 int element = Feld[x][y];
9293 int activating_delay = FRAMES_PER_SECOND / 4;
9296 (element == EL_SP_BUGGY_BASE ?
9297 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9298 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9300 element == EL_SP_BUGGY_BASE_ACTIVE ?
9301 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9304 static void WarnBuggyBase(int x, int y)
9307 static int xy[4][2] =
9315 for (i = 0; i < NUM_DIRECTIONS; i++)
9317 int xx = x + xy[i][0];
9318 int yy = y + xy[i][1];
9320 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9322 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9329 static void InitTrap(int x, int y)
9331 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9334 static void ActivateTrap(int x, int y)
9336 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9339 static void ChangeActiveTrap(int x, int y)
9341 int graphic = IMG_TRAP_ACTIVE;
9343 /* if new animation frame was drawn, correct crumbled sand border */
9344 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9345 TEST_DrawLevelFieldCrumbled(x, y);
9348 static int getSpecialActionElement(int element, int number, int base_element)
9350 return (element != EL_EMPTY ? element :
9351 number != -1 ? base_element + number - 1 :
9355 static int getModifiedActionNumber(int value_old, int operator, int operand,
9356 int value_min, int value_max)
9358 int value_new = (operator == CA_MODE_SET ? operand :
9359 operator == CA_MODE_ADD ? value_old + operand :
9360 operator == CA_MODE_SUBTRACT ? value_old - operand :
9361 operator == CA_MODE_MULTIPLY ? value_old * operand :
9362 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9363 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9366 return (value_new < value_min ? value_min :
9367 value_new > value_max ? value_max :
9371 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9373 struct ElementInfo *ei = &element_info[element];
9374 struct ElementChangeInfo *change = &ei->change_page[page];
9375 int target_element = change->target_element;
9376 int action_type = change->action_type;
9377 int action_mode = change->action_mode;
9378 int action_arg = change->action_arg;
9379 int action_element = change->action_element;
9382 if (!change->has_action)
9385 /* ---------- determine action paramater values -------------------------- */
9387 int level_time_value =
9388 (level.time > 0 ? TimeLeft :
9391 int action_arg_element_raw =
9392 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9393 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9394 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9395 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9396 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9397 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9398 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9400 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9402 int action_arg_direction =
9403 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9404 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9405 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9406 change->actual_trigger_side :
9407 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9408 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9411 int action_arg_number_min =
9412 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9415 int action_arg_number_max =
9416 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9417 action_type == CA_SET_LEVEL_GEMS ? 999 :
9418 action_type == CA_SET_LEVEL_TIME ? 9999 :
9419 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9420 action_type == CA_SET_CE_VALUE ? 9999 :
9421 action_type == CA_SET_CE_SCORE ? 9999 :
9424 int action_arg_number_reset =
9425 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9426 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9427 action_type == CA_SET_LEVEL_TIME ? level.time :
9428 action_type == CA_SET_LEVEL_SCORE ? 0 :
9429 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9430 action_type == CA_SET_CE_SCORE ? 0 :
9433 int action_arg_number =
9434 (action_arg <= CA_ARG_MAX ? action_arg :
9435 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9436 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9437 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9438 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9439 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9440 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9441 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9442 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9443 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9444 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9445 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9446 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9447 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9448 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9449 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9450 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9451 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9452 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9453 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9454 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9455 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9458 int action_arg_number_old =
9459 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9460 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9461 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9462 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9463 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9466 int action_arg_number_new =
9467 getModifiedActionNumber(action_arg_number_old,
9468 action_mode, action_arg_number,
9469 action_arg_number_min, action_arg_number_max);
9471 int trigger_player_bits =
9472 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9473 change->actual_trigger_player_bits : change->trigger_player);
9475 int action_arg_player_bits =
9476 (action_arg >= CA_ARG_PLAYER_1 &&
9477 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9478 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9479 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9482 /* ---------- execute action -------------------------------------------- */
9484 switch (action_type)
9491 /* ---------- level actions ------------------------------------------- */
9493 case CA_RESTART_LEVEL:
9495 game.restart_level = TRUE;
9500 case CA_SHOW_ENVELOPE:
9502 int element = getSpecialActionElement(action_arg_element,
9503 action_arg_number, EL_ENVELOPE_1);
9505 if (IS_ENVELOPE(element))
9506 local_player->show_envelope = element;
9511 case CA_SET_LEVEL_TIME:
9513 if (level.time > 0) /* only modify limited time value */
9515 TimeLeft = action_arg_number_new;
9517 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9519 DisplayGameControlValues();
9521 if (!TimeLeft && setup.time_limit)
9522 for (i = 0; i < MAX_PLAYERS; i++)
9523 KillPlayer(&stored_player[i]);
9529 case CA_SET_LEVEL_SCORE:
9531 local_player->score = action_arg_number_new;
9533 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9535 DisplayGameControlValues();
9540 case CA_SET_LEVEL_GEMS:
9542 local_player->gems_still_needed = action_arg_number_new;
9544 game_panel_controls[GAME_PANEL_GEMS].value =
9545 local_player->gems_still_needed;
9547 DisplayGameControlValues();
9552 case CA_SET_LEVEL_WIND:
9554 game.wind_direction = action_arg_direction;
9559 case CA_SET_LEVEL_RANDOM_SEED:
9561 /* ensure that setting a new random seed while playing is predictable */
9562 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9567 /* ---------- player actions ------------------------------------------ */
9569 case CA_MOVE_PLAYER:
9571 /* automatically move to the next field in specified direction */
9572 for (i = 0; i < MAX_PLAYERS; i++)
9573 if (trigger_player_bits & (1 << i))
9574 stored_player[i].programmed_action = action_arg_direction;
9579 case CA_EXIT_PLAYER:
9581 for (i = 0; i < MAX_PLAYERS; i++)
9582 if (action_arg_player_bits & (1 << i))
9583 PlayerWins(&stored_player[i]);
9588 case CA_KILL_PLAYER:
9590 for (i = 0; i < MAX_PLAYERS; i++)
9591 if (action_arg_player_bits & (1 << i))
9592 KillPlayer(&stored_player[i]);
9597 case CA_SET_PLAYER_KEYS:
9599 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9600 int element = getSpecialActionElement(action_arg_element,
9601 action_arg_number, EL_KEY_1);
9603 if (IS_KEY(element))
9605 for (i = 0; i < MAX_PLAYERS; i++)
9607 if (trigger_player_bits & (1 << i))
9609 stored_player[i].key[KEY_NR(element)] = key_state;
9611 DrawGameDoorValues();
9619 case CA_SET_PLAYER_SPEED:
9621 for (i = 0; i < MAX_PLAYERS; i++)
9623 if (trigger_player_bits & (1 << i))
9625 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9627 if (action_arg == CA_ARG_SPEED_FASTER &&
9628 stored_player[i].cannot_move)
9630 action_arg_number = STEPSIZE_VERY_SLOW;
9632 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9633 action_arg == CA_ARG_SPEED_FASTER)
9635 action_arg_number = 2;
9636 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9639 else if (action_arg == CA_ARG_NUMBER_RESET)
9641 action_arg_number = level.initial_player_stepsize[i];
9645 getModifiedActionNumber(move_stepsize,
9648 action_arg_number_min,
9649 action_arg_number_max);
9651 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9658 case CA_SET_PLAYER_SHIELD:
9660 for (i = 0; i < MAX_PLAYERS; i++)
9662 if (trigger_player_bits & (1 << i))
9664 if (action_arg == CA_ARG_SHIELD_OFF)
9666 stored_player[i].shield_normal_time_left = 0;
9667 stored_player[i].shield_deadly_time_left = 0;
9669 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9671 stored_player[i].shield_normal_time_left = 999999;
9673 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9675 stored_player[i].shield_normal_time_left = 999999;
9676 stored_player[i].shield_deadly_time_left = 999999;
9684 case CA_SET_PLAYER_GRAVITY:
9686 for (i = 0; i < MAX_PLAYERS; i++)
9688 if (trigger_player_bits & (1 << i))
9690 stored_player[i].gravity =
9691 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9692 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9693 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9694 stored_player[i].gravity);
9701 case CA_SET_PLAYER_ARTWORK:
9703 for (i = 0; i < MAX_PLAYERS; i++)
9705 if (trigger_player_bits & (1 << i))
9707 int artwork_element = action_arg_element;
9709 if (action_arg == CA_ARG_ELEMENT_RESET)
9711 (level.use_artwork_element[i] ? level.artwork_element[i] :
9712 stored_player[i].element_nr);
9714 if (stored_player[i].artwork_element != artwork_element)
9715 stored_player[i].Frame = 0;
9717 stored_player[i].artwork_element = artwork_element;
9719 SetPlayerWaiting(&stored_player[i], FALSE);
9721 /* set number of special actions for bored and sleeping animation */
9722 stored_player[i].num_special_action_bored =
9723 get_num_special_action(artwork_element,
9724 ACTION_BORING_1, ACTION_BORING_LAST);
9725 stored_player[i].num_special_action_sleeping =
9726 get_num_special_action(artwork_element,
9727 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9734 case CA_SET_PLAYER_INVENTORY:
9736 for (i = 0; i < MAX_PLAYERS; i++)
9738 struct PlayerInfo *player = &stored_player[i];
9741 if (trigger_player_bits & (1 << i))
9743 int inventory_element = action_arg_element;
9745 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9746 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9747 action_arg == CA_ARG_ELEMENT_ACTION)
9749 int element = inventory_element;
9750 int collect_count = element_info[element].collect_count_initial;
9752 if (!IS_CUSTOM_ELEMENT(element))
9755 if (collect_count == 0)
9756 player->inventory_infinite_element = element;
9758 for (k = 0; k < collect_count; k++)
9759 if (player->inventory_size < MAX_INVENTORY_SIZE)
9760 player->inventory_element[player->inventory_size++] =
9763 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9764 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9765 action_arg == CA_ARG_INVENTORY_RM_ACTION)
9767 if (player->inventory_infinite_element != EL_UNDEFINED &&
9768 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
9769 action_arg_element_raw))
9770 player->inventory_infinite_element = EL_UNDEFINED;
9772 for (k = 0, j = 0; j < player->inventory_size; j++)
9774 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
9775 action_arg_element_raw))
9776 player->inventory_element[k++] = player->inventory_element[j];
9779 player->inventory_size = k;
9781 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
9783 if (player->inventory_size > 0)
9785 for (j = 0; j < player->inventory_size - 1; j++)
9786 player->inventory_element[j] = player->inventory_element[j + 1];
9788 player->inventory_size--;
9791 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
9793 if (player->inventory_size > 0)
9794 player->inventory_size--;
9796 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
9798 player->inventory_infinite_element = EL_UNDEFINED;
9799 player->inventory_size = 0;
9801 else if (action_arg == CA_ARG_INVENTORY_RESET)
9803 player->inventory_infinite_element = EL_UNDEFINED;
9804 player->inventory_size = 0;
9806 if (level.use_initial_inventory[i])
9808 for (j = 0; j < level.initial_inventory_size[i]; j++)
9810 int element = level.initial_inventory_content[i][j];
9811 int collect_count = element_info[element].collect_count_initial;
9813 if (!IS_CUSTOM_ELEMENT(element))
9816 if (collect_count == 0)
9817 player->inventory_infinite_element = element;
9819 for (k = 0; k < collect_count; k++)
9820 if (player->inventory_size < MAX_INVENTORY_SIZE)
9821 player->inventory_element[player->inventory_size++] =
9832 /* ---------- CE actions ---------------------------------------------- */
9834 case CA_SET_CE_VALUE:
9836 int last_ce_value = CustomValue[x][y];
9838 CustomValue[x][y] = action_arg_number_new;
9840 if (CustomValue[x][y] != last_ce_value)
9842 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
9843 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
9845 if (CustomValue[x][y] == 0)
9847 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
9848 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
9855 case CA_SET_CE_SCORE:
9857 int last_ce_score = ei->collect_score;
9859 ei->collect_score = action_arg_number_new;
9861 if (ei->collect_score != last_ce_score)
9863 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
9864 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
9866 if (ei->collect_score == 0)
9870 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
9871 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
9874 This is a very special case that seems to be a mixture between
9875 CheckElementChange() and CheckTriggeredElementChange(): while
9876 the first one only affects single elements that are triggered
9877 directly, the second one affects multiple elements in the playfield
9878 that are triggered indirectly by another element. This is a third
9879 case: Changing the CE score always affects multiple identical CEs,
9880 so every affected CE must be checked, not only the single CE for
9881 which the CE score was changed in the first place (as every instance
9882 of that CE shares the same CE score, and therefore also can change)!
9884 SCAN_PLAYFIELD(xx, yy)
9886 if (Feld[xx][yy] == element)
9887 CheckElementChange(xx, yy, element, EL_UNDEFINED,
9888 CE_SCORE_GETS_ZERO);
9896 case CA_SET_CE_ARTWORK:
9898 int artwork_element = action_arg_element;
9899 boolean reset_frame = FALSE;
9902 if (action_arg == CA_ARG_ELEMENT_RESET)
9903 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
9906 if (ei->gfx_element != artwork_element)
9909 ei->gfx_element = artwork_element;
9911 SCAN_PLAYFIELD(xx, yy)
9913 if (Feld[xx][yy] == element)
9917 ResetGfxAnimation(xx, yy);
9918 ResetRandomAnimationValue(xx, yy);
9921 TEST_DrawLevelField(xx, yy);
9928 /* ---------- engine actions ------------------------------------------ */
9930 case CA_SET_ENGINE_SCAN_MODE:
9932 InitPlayfieldScanMode(action_arg);
9942 static void CreateFieldExt(int x, int y, int element, boolean is_change)
9944 int old_element = Feld[x][y];
9945 int new_element = GetElementFromGroupElement(element);
9946 int previous_move_direction = MovDir[x][y];
9947 int last_ce_value = CustomValue[x][y];
9948 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
9949 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
9950 boolean add_player_onto_element = (new_element_is_player &&
9951 new_element != EL_SOKOBAN_FIELD_PLAYER &&
9952 IS_WALKABLE(old_element));
9954 if (!add_player_onto_element)
9956 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
9957 RemoveMovingField(x, y);
9961 Feld[x][y] = new_element;
9963 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
9964 MovDir[x][y] = previous_move_direction;
9966 if (element_info[new_element].use_last_ce_value)
9967 CustomValue[x][y] = last_ce_value;
9969 InitField_WithBug1(x, y, FALSE);
9971 new_element = Feld[x][y]; /* element may have changed */
9973 ResetGfxAnimation(x, y);
9974 ResetRandomAnimationValue(x, y);
9976 TEST_DrawLevelField(x, y);
9978 if (GFX_CRUMBLED(new_element))
9979 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
9982 /* check if element under the player changes from accessible to unaccessible
9983 (needed for special case of dropping element which then changes) */
9984 /* (must be checked after creating new element for walkable group elements) */
9985 if (IS_PLAYER(x, y) && !player_explosion_protected &&
9986 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
9993 /* "ChangeCount" not set yet to allow "entered by player" change one time */
9994 if (new_element_is_player)
9995 RelocatePlayer(x, y, new_element);
9998 ChangeCount[x][y]++; /* count number of changes in the same frame */
10000 TestIfBadThingTouchesPlayer(x, y);
10001 TestIfPlayerTouchesCustomElement(x, y);
10002 TestIfElementTouchesCustomElement(x, y);
10005 static void CreateField(int x, int y, int element)
10007 CreateFieldExt(x, y, element, FALSE);
10010 static void CreateElementFromChange(int x, int y, int element)
10012 element = GET_VALID_RUNTIME_ELEMENT(element);
10014 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10016 int old_element = Feld[x][y];
10018 /* prevent changed element from moving in same engine frame
10019 unless both old and new element can either fall or move */
10020 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10021 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10025 CreateFieldExt(x, y, element, TRUE);
10028 static boolean ChangeElement(int x, int y, int element, int page)
10030 struct ElementInfo *ei = &element_info[element];
10031 struct ElementChangeInfo *change = &ei->change_page[page];
10032 int ce_value = CustomValue[x][y];
10033 int ce_score = ei->collect_score;
10034 int target_element;
10035 int old_element = Feld[x][y];
10037 /* always use default change event to prevent running into a loop */
10038 if (ChangeEvent[x][y] == -1)
10039 ChangeEvent[x][y] = CE_DELAY;
10041 if (ChangeEvent[x][y] == CE_DELAY)
10043 /* reset actual trigger element, trigger player and action element */
10044 change->actual_trigger_element = EL_EMPTY;
10045 change->actual_trigger_player = EL_EMPTY;
10046 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10047 change->actual_trigger_side = CH_SIDE_NONE;
10048 change->actual_trigger_ce_value = 0;
10049 change->actual_trigger_ce_score = 0;
10052 /* do not change elements more than a specified maximum number of changes */
10053 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10056 ChangeCount[x][y]++; /* count number of changes in the same frame */
10058 if (change->explode)
10065 if (change->use_target_content)
10067 boolean complete_replace = TRUE;
10068 boolean can_replace[3][3];
10071 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10074 boolean is_walkable;
10075 boolean is_diggable;
10076 boolean is_collectible;
10077 boolean is_removable;
10078 boolean is_destructible;
10079 int ex = x + xx - 1;
10080 int ey = y + yy - 1;
10081 int content_element = change->target_content.e[xx][yy];
10084 can_replace[xx][yy] = TRUE;
10086 if (ex == x && ey == y) /* do not check changing element itself */
10089 if (content_element == EL_EMPTY_SPACE)
10091 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10096 if (!IN_LEV_FIELD(ex, ey))
10098 can_replace[xx][yy] = FALSE;
10099 complete_replace = FALSE;
10106 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10107 e = MovingOrBlocked2Element(ex, ey);
10109 is_empty = (IS_FREE(ex, ey) ||
10110 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10112 is_walkable = (is_empty || IS_WALKABLE(e));
10113 is_diggable = (is_empty || IS_DIGGABLE(e));
10114 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10115 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10116 is_removable = (is_diggable || is_collectible);
10118 can_replace[xx][yy] =
10119 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10120 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10121 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10122 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10123 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10124 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10125 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10127 if (!can_replace[xx][yy])
10128 complete_replace = FALSE;
10131 if (!change->only_if_complete || complete_replace)
10133 boolean something_has_changed = FALSE;
10135 if (change->only_if_complete && change->use_random_replace &&
10136 RND(100) < change->random_percentage)
10139 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10141 int ex = x + xx - 1;
10142 int ey = y + yy - 1;
10143 int content_element;
10145 if (can_replace[xx][yy] && (!change->use_random_replace ||
10146 RND(100) < change->random_percentage))
10148 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10149 RemoveMovingField(ex, ey);
10151 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10153 content_element = change->target_content.e[xx][yy];
10154 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10155 ce_value, ce_score);
10157 CreateElementFromChange(ex, ey, target_element);
10159 something_has_changed = TRUE;
10161 /* for symmetry reasons, freeze newly created border elements */
10162 if (ex != x || ey != y)
10163 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10167 if (something_has_changed)
10169 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10170 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10176 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10177 ce_value, ce_score);
10179 if (element == EL_DIAGONAL_GROWING ||
10180 element == EL_DIAGONAL_SHRINKING)
10182 target_element = Store[x][y];
10184 Store[x][y] = EL_EMPTY;
10187 CreateElementFromChange(x, y, target_element);
10189 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10190 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10193 /* this uses direct change before indirect change */
10194 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10199 static void HandleElementChange(int x, int y, int page)
10201 int element = MovingOrBlocked2Element(x, y);
10202 struct ElementInfo *ei = &element_info[element];
10203 struct ElementChangeInfo *change = &ei->change_page[page];
10204 boolean handle_action_before_change = FALSE;
10207 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10208 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10211 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10212 x, y, element, element_info[element].token_name);
10213 printf("HandleElementChange(): This should never happen!\n");
10218 /* this can happen with classic bombs on walkable, changing elements */
10219 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10224 if (ChangeDelay[x][y] == 0) /* initialize element change */
10226 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10228 if (change->can_change)
10230 /* !!! not clear why graphic animation should be reset at all here !!! */
10231 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10232 /* when a custom element is about to change (for example by change delay),
10233 do not reset graphic animation when the custom element is moving */
10234 if (!IS_MOVING(x, y))
10236 ResetGfxAnimation(x, y);
10237 ResetRandomAnimationValue(x, y);
10240 if (change->pre_change_function)
10241 change->pre_change_function(x, y);
10245 ChangeDelay[x][y]--;
10247 if (ChangeDelay[x][y] != 0) /* continue element change */
10249 if (change->can_change)
10251 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10253 if (IS_ANIMATED(graphic))
10254 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10256 if (change->change_function)
10257 change->change_function(x, y);
10260 else /* finish element change */
10262 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10264 page = ChangePage[x][y];
10265 ChangePage[x][y] = -1;
10267 change = &ei->change_page[page];
10270 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10272 ChangeDelay[x][y] = 1; /* try change after next move step */
10273 ChangePage[x][y] = page; /* remember page to use for change */
10278 /* special case: set new level random seed before changing element */
10279 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10280 handle_action_before_change = TRUE;
10282 if (change->has_action && handle_action_before_change)
10283 ExecuteCustomElementAction(x, y, element, page);
10285 if (change->can_change)
10287 if (ChangeElement(x, y, element, page))
10289 if (change->post_change_function)
10290 change->post_change_function(x, y);
10294 if (change->has_action && !handle_action_before_change)
10295 ExecuteCustomElementAction(x, y, element, page);
10299 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10300 int trigger_element,
10302 int trigger_player,
10306 boolean change_done_any = FALSE;
10307 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10310 if (!(trigger_events[trigger_element][trigger_event]))
10313 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10315 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10317 int element = EL_CUSTOM_START + i;
10318 boolean change_done = FALSE;
10321 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10322 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10325 for (p = 0; p < element_info[element].num_change_pages; p++)
10327 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10329 if (change->can_change_or_has_action &&
10330 change->has_event[trigger_event] &&
10331 change->trigger_side & trigger_side &&
10332 change->trigger_player & trigger_player &&
10333 change->trigger_page & trigger_page_bits &&
10334 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10336 change->actual_trigger_element = trigger_element;
10337 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10338 change->actual_trigger_player_bits = trigger_player;
10339 change->actual_trigger_side = trigger_side;
10340 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10341 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10343 if ((change->can_change && !change_done) || change->has_action)
10347 SCAN_PLAYFIELD(x, y)
10349 if (Feld[x][y] == element)
10351 if (change->can_change && !change_done)
10353 /* if element already changed in this frame, not only prevent
10354 another element change (checked in ChangeElement()), but
10355 also prevent additional element actions for this element */
10357 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10358 !level.use_action_after_change_bug)
10361 ChangeDelay[x][y] = 1;
10362 ChangeEvent[x][y] = trigger_event;
10364 HandleElementChange(x, y, p);
10366 else if (change->has_action)
10368 /* if element already changed in this frame, not only prevent
10369 another element change (checked in ChangeElement()), but
10370 also prevent additional element actions for this element */
10372 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10373 !level.use_action_after_change_bug)
10376 ExecuteCustomElementAction(x, y, element, p);
10377 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10382 if (change->can_change)
10384 change_done = TRUE;
10385 change_done_any = TRUE;
10392 RECURSION_LOOP_DETECTION_END();
10394 return change_done_any;
10397 static boolean CheckElementChangeExt(int x, int y,
10399 int trigger_element,
10401 int trigger_player,
10404 boolean change_done = FALSE;
10407 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10408 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10411 if (Feld[x][y] == EL_BLOCKED)
10413 Blocked2Moving(x, y, &x, &y);
10414 element = Feld[x][y];
10417 /* check if element has already changed or is about to change after moving */
10418 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10419 Feld[x][y] != element) ||
10421 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10422 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10423 ChangePage[x][y] != -1)))
10426 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10428 for (p = 0; p < element_info[element].num_change_pages; p++)
10430 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10432 /* check trigger element for all events where the element that is checked
10433 for changing interacts with a directly adjacent element -- this is
10434 different to element changes that affect other elements to change on the
10435 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10436 boolean check_trigger_element =
10437 (trigger_event == CE_TOUCHING_X ||
10438 trigger_event == CE_HITTING_X ||
10439 trigger_event == CE_HIT_BY_X ||
10440 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10442 if (change->can_change_or_has_action &&
10443 change->has_event[trigger_event] &&
10444 change->trigger_side & trigger_side &&
10445 change->trigger_player & trigger_player &&
10446 (!check_trigger_element ||
10447 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10449 change->actual_trigger_element = trigger_element;
10450 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10451 change->actual_trigger_player_bits = trigger_player;
10452 change->actual_trigger_side = trigger_side;
10453 change->actual_trigger_ce_value = CustomValue[x][y];
10454 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10456 /* special case: trigger element not at (x,y) position for some events */
10457 if (check_trigger_element)
10469 { 0, 0 }, { 0, 0 }, { 0, 0 },
10473 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10474 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10476 change->actual_trigger_ce_value = CustomValue[xx][yy];
10477 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10480 if (change->can_change && !change_done)
10482 ChangeDelay[x][y] = 1;
10483 ChangeEvent[x][y] = trigger_event;
10485 HandleElementChange(x, y, p);
10487 change_done = TRUE;
10489 else if (change->has_action)
10491 ExecuteCustomElementAction(x, y, element, p);
10492 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10497 RECURSION_LOOP_DETECTION_END();
10499 return change_done;
10502 static void PlayPlayerSound(struct PlayerInfo *player)
10504 int jx = player->jx, jy = player->jy;
10505 int sound_element = player->artwork_element;
10506 int last_action = player->last_action_waiting;
10507 int action = player->action_waiting;
10509 if (player->is_waiting)
10511 if (action != last_action)
10512 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10514 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10518 if (action != last_action)
10519 StopSound(element_info[sound_element].sound[last_action]);
10521 if (last_action == ACTION_SLEEPING)
10522 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10526 static void PlayAllPlayersSound()
10530 for (i = 0; i < MAX_PLAYERS; i++)
10531 if (stored_player[i].active)
10532 PlayPlayerSound(&stored_player[i]);
10535 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10537 boolean last_waiting = player->is_waiting;
10538 int move_dir = player->MovDir;
10540 player->dir_waiting = move_dir;
10541 player->last_action_waiting = player->action_waiting;
10545 if (!last_waiting) /* not waiting -> waiting */
10547 player->is_waiting = TRUE;
10549 player->frame_counter_bored =
10551 game.player_boring_delay_fixed +
10552 GetSimpleRandom(game.player_boring_delay_random);
10553 player->frame_counter_sleeping =
10555 game.player_sleeping_delay_fixed +
10556 GetSimpleRandom(game.player_sleeping_delay_random);
10558 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10561 if (game.player_sleeping_delay_fixed +
10562 game.player_sleeping_delay_random > 0 &&
10563 player->anim_delay_counter == 0 &&
10564 player->post_delay_counter == 0 &&
10565 FrameCounter >= player->frame_counter_sleeping)
10566 player->is_sleeping = TRUE;
10567 else if (game.player_boring_delay_fixed +
10568 game.player_boring_delay_random > 0 &&
10569 FrameCounter >= player->frame_counter_bored)
10570 player->is_bored = TRUE;
10572 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10573 player->is_bored ? ACTION_BORING :
10576 if (player->is_sleeping && player->use_murphy)
10578 /* special case for sleeping Murphy when leaning against non-free tile */
10580 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10581 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10582 !IS_MOVING(player->jx - 1, player->jy)))
10583 move_dir = MV_LEFT;
10584 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10585 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10586 !IS_MOVING(player->jx + 1, player->jy)))
10587 move_dir = MV_RIGHT;
10589 player->is_sleeping = FALSE;
10591 player->dir_waiting = move_dir;
10594 if (player->is_sleeping)
10596 if (player->num_special_action_sleeping > 0)
10598 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10600 int last_special_action = player->special_action_sleeping;
10601 int num_special_action = player->num_special_action_sleeping;
10602 int special_action =
10603 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10604 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10605 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10606 last_special_action + 1 : ACTION_SLEEPING);
10607 int special_graphic =
10608 el_act_dir2img(player->artwork_element, special_action, move_dir);
10610 player->anim_delay_counter =
10611 graphic_info[special_graphic].anim_delay_fixed +
10612 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10613 player->post_delay_counter =
10614 graphic_info[special_graphic].post_delay_fixed +
10615 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10617 player->special_action_sleeping = special_action;
10620 if (player->anim_delay_counter > 0)
10622 player->action_waiting = player->special_action_sleeping;
10623 player->anim_delay_counter--;
10625 else if (player->post_delay_counter > 0)
10627 player->post_delay_counter--;
10631 else if (player->is_bored)
10633 if (player->num_special_action_bored > 0)
10635 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10637 int special_action =
10638 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10639 int special_graphic =
10640 el_act_dir2img(player->artwork_element, special_action, move_dir);
10642 player->anim_delay_counter =
10643 graphic_info[special_graphic].anim_delay_fixed +
10644 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10645 player->post_delay_counter =
10646 graphic_info[special_graphic].post_delay_fixed +
10647 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10649 player->special_action_bored = special_action;
10652 if (player->anim_delay_counter > 0)
10654 player->action_waiting = player->special_action_bored;
10655 player->anim_delay_counter--;
10657 else if (player->post_delay_counter > 0)
10659 player->post_delay_counter--;
10664 else if (last_waiting) /* waiting -> not waiting */
10666 player->is_waiting = FALSE;
10667 player->is_bored = FALSE;
10668 player->is_sleeping = FALSE;
10670 player->frame_counter_bored = -1;
10671 player->frame_counter_sleeping = -1;
10673 player->anim_delay_counter = 0;
10674 player->post_delay_counter = 0;
10676 player->dir_waiting = player->MovDir;
10677 player->action_waiting = ACTION_DEFAULT;
10679 player->special_action_bored = ACTION_DEFAULT;
10680 player->special_action_sleeping = ACTION_DEFAULT;
10684 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10686 static boolean player_was_moving = FALSE;
10687 static boolean player_was_snapping = FALSE;
10688 static boolean player_was_dropping = FALSE;
10690 if ((!player->is_moving && player_was_moving) ||
10691 (player->MovPos == 0 && player_was_moving) ||
10692 (player->is_snapping && !player_was_snapping) ||
10693 (player->is_dropping && !player_was_dropping))
10695 if (!SaveEngineSnapshotToList())
10698 player_was_moving = FALSE;
10699 player_was_snapping = TRUE;
10700 player_was_dropping = TRUE;
10704 if (player->is_moving)
10705 player_was_moving = TRUE;
10707 if (!player->is_snapping)
10708 player_was_snapping = FALSE;
10710 if (!player->is_dropping)
10711 player_was_dropping = FALSE;
10715 static void CheckSingleStepMode(struct PlayerInfo *player)
10717 if (tape.single_step && tape.recording && !tape.pausing)
10719 /* as it is called "single step mode", just return to pause mode when the
10720 player stopped moving after one tile (or never starts moving at all) */
10721 if (!player->is_moving && !player->is_pushing)
10723 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10724 SnapField(player, 0, 0); /* stop snapping */
10728 CheckSaveEngineSnapshot(player);
10731 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10733 int left = player_action & JOY_LEFT;
10734 int right = player_action & JOY_RIGHT;
10735 int up = player_action & JOY_UP;
10736 int down = player_action & JOY_DOWN;
10737 int button1 = player_action & JOY_BUTTON_1;
10738 int button2 = player_action & JOY_BUTTON_2;
10739 int dx = (left ? -1 : right ? 1 : 0);
10740 int dy = (up ? -1 : down ? 1 : 0);
10742 if (!player->active || tape.pausing)
10748 SnapField(player, dx, dy);
10752 DropElement(player);
10754 MovePlayer(player, dx, dy);
10757 CheckSingleStepMode(player);
10759 SetPlayerWaiting(player, FALSE);
10761 return player_action;
10765 /* no actions for this player (no input at player's configured device) */
10767 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
10768 SnapField(player, 0, 0);
10769 CheckGravityMovementWhenNotMoving(player);
10771 if (player->MovPos == 0)
10772 SetPlayerWaiting(player, TRUE);
10774 if (player->MovPos == 0) /* needed for tape.playing */
10775 player->is_moving = FALSE;
10777 player->is_dropping = FALSE;
10778 player->is_dropping_pressed = FALSE;
10779 player->drop_pressed_delay = 0;
10781 CheckSingleStepMode(player);
10787 static void CheckLevelTime()
10791 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
10792 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10794 if (level.native_em_level->lev->home == 0) /* all players at home */
10796 PlayerWins(local_player);
10798 AllPlayersGone = TRUE;
10800 level.native_em_level->lev->home = -1;
10803 if (level.native_em_level->ply[0]->alive == 0 &&
10804 level.native_em_level->ply[1]->alive == 0 &&
10805 level.native_em_level->ply[2]->alive == 0 &&
10806 level.native_em_level->ply[3]->alive == 0) /* all dead */
10807 AllPlayersGone = TRUE;
10809 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
10811 if (game_sp.LevelSolved &&
10812 !game_sp.GameOver) /* game won */
10814 PlayerWins(local_player);
10816 game_sp.GameOver = TRUE;
10818 AllPlayersGone = TRUE;
10821 if (game_sp.GameOver) /* game lost */
10822 AllPlayersGone = TRUE;
10825 if (TimeFrames >= FRAMES_PER_SECOND)
10830 for (i = 0; i < MAX_PLAYERS; i++)
10832 struct PlayerInfo *player = &stored_player[i];
10834 if (SHIELD_ON(player))
10836 player->shield_normal_time_left--;
10838 if (player->shield_deadly_time_left > 0)
10839 player->shield_deadly_time_left--;
10843 if (!local_player->LevelSolved && !level.use_step_counter)
10851 if (TimeLeft <= 10 && setup.time_limit)
10852 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
10854 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
10855 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
10857 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10859 if (!TimeLeft && setup.time_limit)
10861 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10862 level.native_em_level->lev->killed_out_of_time = TRUE;
10864 for (i = 0; i < MAX_PLAYERS; i++)
10865 KillPlayer(&stored_player[i]);
10868 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
10870 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
10873 level.native_em_level->lev->time =
10874 (game.no_time_limit ? TimePlayed : TimeLeft);
10877 if (tape.recording || tape.playing)
10878 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
10881 if (tape.recording || tape.playing)
10882 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
10884 UpdateAndDisplayGameControlValues();
10887 void AdvanceFrameAndPlayerCounters(int player_nr)
10891 /* advance frame counters (global frame counter and time frame counter) */
10895 /* advance player counters (counters for move delay, move animation etc.) */
10896 for (i = 0; i < MAX_PLAYERS; i++)
10898 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
10899 int move_delay_value = stored_player[i].move_delay_value;
10900 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
10902 if (!advance_player_counters) /* not all players may be affected */
10905 if (move_frames == 0) /* less than one move per game frame */
10907 int stepsize = TILEX / move_delay_value;
10908 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
10909 int count = (stored_player[i].is_moving ?
10910 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
10912 if (count % delay == 0)
10916 stored_player[i].Frame += move_frames;
10918 if (stored_player[i].MovPos != 0)
10919 stored_player[i].StepFrame += move_frames;
10921 if (stored_player[i].move_delay > 0)
10922 stored_player[i].move_delay--;
10924 /* due to bugs in previous versions, counter must count up, not down */
10925 if (stored_player[i].push_delay != -1)
10926 stored_player[i].push_delay++;
10928 if (stored_player[i].drop_delay > 0)
10929 stored_player[i].drop_delay--;
10931 if (stored_player[i].is_dropping_pressed)
10932 stored_player[i].drop_pressed_delay++;
10936 void StartGameActions(boolean init_network_game, boolean record_tape,
10939 unsigned int new_random_seed = InitRND(random_seed);
10942 TapeStartRecording(new_random_seed);
10944 #if defined(NETWORK_AVALIABLE)
10945 if (init_network_game)
10947 SendToServer_StartPlaying();
10958 static unsigned int game_frame_delay = 0;
10959 unsigned int game_frame_delay_value;
10960 byte *recorded_player_action;
10961 byte summarized_player_action = 0;
10962 byte tape_action[MAX_PLAYERS];
10965 for (i = 0; i < MAX_PLAYERS; i++)
10967 struct PlayerInfo *player = &stored_player[i];
10969 // allow engine snapshot if movement attempt was stopped
10970 if ((game.snapshot.last_action[i] & KEY_MOTION) != 0 &&
10971 (player->action & KEY_MOTION) == 0)
10972 game.snapshot.changed_action = TRUE;
10974 // allow engine snapshot in case of snapping/dropping attempt
10975 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
10976 (player->action & KEY_BUTTON) != 0)
10977 game.snapshot.changed_action = TRUE;
10979 game.snapshot.last_action[i] = player->action;
10982 /* detect endless loops, caused by custom element programming */
10983 if (recursion_loop_detected && recursion_loop_depth == 0)
10985 char *message = getStringCat3("Internal Error! Element ",
10986 EL_NAME(recursion_loop_element),
10987 " caused endless loop! Quit the game?");
10989 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
10990 EL_NAME(recursion_loop_element));
10992 RequestQuitGameExt(FALSE, level_editor_test_game, message);
10994 recursion_loop_detected = FALSE; /* if game should be continued */
11001 if (game.restart_level)
11002 StartGameActions(options.network, setup.autorecord, level.random_seed);
11004 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
11005 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11007 if (level.native_em_level->lev->home == 0) /* all players at home */
11009 PlayerWins(local_player);
11011 AllPlayersGone = TRUE;
11013 level.native_em_level->lev->home = -1;
11016 if (level.native_em_level->ply[0]->alive == 0 &&
11017 level.native_em_level->ply[1]->alive == 0 &&
11018 level.native_em_level->ply[2]->alive == 0 &&
11019 level.native_em_level->ply[3]->alive == 0) /* all dead */
11020 AllPlayersGone = TRUE;
11022 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11024 if (game_sp.LevelSolved &&
11025 !game_sp.GameOver) /* game won */
11027 PlayerWins(local_player);
11029 game_sp.GameOver = TRUE;
11031 AllPlayersGone = TRUE;
11034 if (game_sp.GameOver) /* game lost */
11035 AllPlayersGone = TRUE;
11038 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11041 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11044 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11047 game_frame_delay_value =
11048 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11050 if (tape.playing && tape.warp_forward && !tape.pausing)
11051 game_frame_delay_value = 0;
11053 /* ---------- main game synchronization point ---------- */
11055 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11057 if (network_playing && !network_player_action_received)
11059 /* try to get network player actions in time */
11061 #if defined(NETWORK_AVALIABLE)
11062 /* last chance to get network player actions without main loop delay */
11063 HandleNetworking();
11066 /* game was quit by network peer */
11067 if (game_status != GAME_MODE_PLAYING)
11070 if (!network_player_action_received)
11071 return; /* failed to get network player actions in time */
11073 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11079 /* at this point we know that we really continue executing the game */
11081 network_player_action_received = FALSE;
11083 /* when playing tape, read previously recorded player input from tape data */
11084 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11086 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11090 if (tape.set_centered_player)
11092 game.centered_player_nr_next = tape.centered_player_nr_next;
11093 game.set_centered_player = TRUE;
11096 for (i = 0; i < MAX_PLAYERS; i++)
11098 summarized_player_action |= stored_player[i].action;
11100 if (!network_playing && (game.team_mode || tape.playing))
11101 stored_player[i].effective_action = stored_player[i].action;
11104 #if defined(NETWORK_AVALIABLE)
11105 if (network_playing)
11106 SendToServer_MovePlayer(summarized_player_action);
11109 if (!options.network && !game.team_mode)
11110 local_player->effective_action = summarized_player_action;
11112 if (tape.recording &&
11114 setup.input_on_focus &&
11115 game.centered_player_nr != -1)
11117 for (i = 0; i < MAX_PLAYERS; i++)
11118 stored_player[i].effective_action =
11119 (i == game.centered_player_nr ? summarized_player_action : 0);
11122 if (recorded_player_action != NULL)
11123 for (i = 0; i < MAX_PLAYERS; i++)
11124 stored_player[i].effective_action = recorded_player_action[i];
11126 for (i = 0; i < MAX_PLAYERS; i++)
11128 tape_action[i] = stored_player[i].effective_action;
11130 /* (this may happen in the RND game engine if a player was not present on
11131 the playfield on level start, but appeared later from a custom element */
11132 if (setup.team_mode &&
11135 !tape.player_participates[i])
11136 tape.player_participates[i] = TRUE;
11139 /* only record actions from input devices, but not programmed actions */
11140 if (tape.recording)
11141 TapeRecordAction(tape_action);
11143 #if USE_NEW_PLAYER_ASSIGNMENTS
11144 // !!! also map player actions in single player mode !!!
11145 // if (game.team_mode)
11147 byte mapped_action[MAX_PLAYERS];
11149 #if DEBUG_PLAYER_ACTIONS
11151 for (i = 0; i < MAX_PLAYERS; i++)
11152 printf(" %d, ", stored_player[i].effective_action);
11155 for (i = 0; i < MAX_PLAYERS; i++)
11156 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11158 for (i = 0; i < MAX_PLAYERS; i++)
11159 stored_player[i].effective_action = mapped_action[i];
11161 #if DEBUG_PLAYER_ACTIONS
11163 for (i = 0; i < MAX_PLAYERS; i++)
11164 printf(" %d, ", stored_player[i].effective_action);
11168 #if DEBUG_PLAYER_ACTIONS
11172 for (i = 0; i < MAX_PLAYERS; i++)
11173 printf(" %d, ", stored_player[i].effective_action);
11179 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11181 GameActions_EM_Main();
11183 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11185 GameActions_SP_Main();
11193 void GameActions_EM_Main()
11195 byte effective_action[MAX_PLAYERS];
11196 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11199 for (i = 0; i < MAX_PLAYERS; i++)
11200 effective_action[i] = stored_player[i].effective_action;
11202 GameActions_EM(effective_action, warp_mode);
11206 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11209 void GameActions_SP_Main()
11211 byte effective_action[MAX_PLAYERS];
11212 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11215 for (i = 0; i < MAX_PLAYERS; i++)
11216 effective_action[i] = stored_player[i].effective_action;
11218 GameActions_SP(effective_action, warp_mode);
11222 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11225 void GameActions_RND()
11227 int magic_wall_x = 0, magic_wall_y = 0;
11228 int i, x, y, element, graphic;
11230 InitPlayfieldScanModeVars();
11232 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11234 SCAN_PLAYFIELD(x, y)
11236 ChangeCount[x][y] = 0;
11237 ChangeEvent[x][y] = -1;
11241 if (game.set_centered_player)
11243 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11245 /* switching to "all players" only possible if all players fit to screen */
11246 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11248 game.centered_player_nr_next = game.centered_player_nr;
11249 game.set_centered_player = FALSE;
11252 /* do not switch focus to non-existing (or non-active) player */
11253 if (game.centered_player_nr_next >= 0 &&
11254 !stored_player[game.centered_player_nr_next].active)
11256 game.centered_player_nr_next = game.centered_player_nr;
11257 game.set_centered_player = FALSE;
11261 if (game.set_centered_player &&
11262 ScreenMovPos == 0) /* screen currently aligned at tile position */
11266 if (game.centered_player_nr_next == -1)
11268 setScreenCenteredToAllPlayers(&sx, &sy);
11272 sx = stored_player[game.centered_player_nr_next].jx;
11273 sy = stored_player[game.centered_player_nr_next].jy;
11276 game.centered_player_nr = game.centered_player_nr_next;
11277 game.set_centered_player = FALSE;
11279 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11280 DrawGameDoorValues();
11283 for (i = 0; i < MAX_PLAYERS; i++)
11285 int actual_player_action = stored_player[i].effective_action;
11288 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11289 - rnd_equinox_tetrachloride 048
11290 - rnd_equinox_tetrachloride_ii 096
11291 - rnd_emanuel_schmieg 002
11292 - doctor_sloan_ww 001, 020
11294 if (stored_player[i].MovPos == 0)
11295 CheckGravityMovement(&stored_player[i]);
11298 /* overwrite programmed action with tape action */
11299 if (stored_player[i].programmed_action)
11300 actual_player_action = stored_player[i].programmed_action;
11302 PlayerActions(&stored_player[i], actual_player_action);
11304 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11307 ScrollScreen(NULL, SCROLL_GO_ON);
11309 /* for backwards compatibility, the following code emulates a fixed bug that
11310 occured when pushing elements (causing elements that just made their last
11311 pushing step to already (if possible) make their first falling step in the
11312 same game frame, which is bad); this code is also needed to use the famous
11313 "spring push bug" which is used in older levels and might be wanted to be
11314 used also in newer levels, but in this case the buggy pushing code is only
11315 affecting the "spring" element and no other elements */
11317 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11319 for (i = 0; i < MAX_PLAYERS; i++)
11321 struct PlayerInfo *player = &stored_player[i];
11322 int x = player->jx;
11323 int y = player->jy;
11325 if (player->active && player->is_pushing && player->is_moving &&
11327 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11328 Feld[x][y] == EL_SPRING))
11330 ContinueMoving(x, y);
11332 /* continue moving after pushing (this is actually a bug) */
11333 if (!IS_MOVING(x, y))
11334 Stop[x][y] = FALSE;
11339 SCAN_PLAYFIELD(x, y)
11341 ChangeCount[x][y] = 0;
11342 ChangeEvent[x][y] = -1;
11344 /* this must be handled before main playfield loop */
11345 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11348 if (MovDelay[x][y] <= 0)
11352 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11355 if (MovDelay[x][y] <= 0)
11358 TEST_DrawLevelField(x, y);
11360 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11365 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11367 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11368 printf("GameActions(): This should never happen!\n");
11370 ChangePage[x][y] = -1;
11374 Stop[x][y] = FALSE;
11375 if (WasJustMoving[x][y] > 0)
11376 WasJustMoving[x][y]--;
11377 if (WasJustFalling[x][y] > 0)
11378 WasJustFalling[x][y]--;
11379 if (CheckCollision[x][y] > 0)
11380 CheckCollision[x][y]--;
11381 if (CheckImpact[x][y] > 0)
11382 CheckImpact[x][y]--;
11386 /* reset finished pushing action (not done in ContinueMoving() to allow
11387 continuous pushing animation for elements with zero push delay) */
11388 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11390 ResetGfxAnimation(x, y);
11391 TEST_DrawLevelField(x, y);
11395 if (IS_BLOCKED(x, y))
11399 Blocked2Moving(x, y, &oldx, &oldy);
11400 if (!IS_MOVING(oldx, oldy))
11402 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11403 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11404 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11405 printf("GameActions(): This should never happen!\n");
11411 SCAN_PLAYFIELD(x, y)
11413 element = Feld[x][y];
11414 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11416 ResetGfxFrame(x, y, TRUE);
11418 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11419 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11420 ResetRandomAnimationValue(x, y);
11422 SetRandomAnimationValue(x, y);
11424 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11426 if (IS_INACTIVE(element))
11428 if (IS_ANIMATED(graphic))
11429 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11434 /* this may take place after moving, so 'element' may have changed */
11435 if (IS_CHANGING(x, y) &&
11436 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11438 int page = element_info[element].event_page_nr[CE_DELAY];
11440 HandleElementChange(x, y, page);
11442 element = Feld[x][y];
11443 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11446 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11450 element = Feld[x][y];
11451 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11453 if (IS_ANIMATED(graphic) &&
11454 !IS_MOVING(x, y) &&
11456 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11458 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11459 TEST_DrawTwinkleOnField(x, y);
11461 else if ((element == EL_ACID ||
11462 element == EL_EXIT_OPEN ||
11463 element == EL_EM_EXIT_OPEN ||
11464 element == EL_SP_EXIT_OPEN ||
11465 element == EL_STEEL_EXIT_OPEN ||
11466 element == EL_EM_STEEL_EXIT_OPEN ||
11467 element == EL_SP_TERMINAL ||
11468 element == EL_SP_TERMINAL_ACTIVE ||
11469 element == EL_EXTRA_TIME ||
11470 element == EL_SHIELD_NORMAL ||
11471 element == EL_SHIELD_DEADLY) &&
11472 IS_ANIMATED(graphic))
11473 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11474 else if (IS_MOVING(x, y))
11475 ContinueMoving(x, y);
11476 else if (IS_ACTIVE_BOMB(element))
11477 CheckDynamite(x, y);
11478 else if (element == EL_AMOEBA_GROWING)
11479 AmoebeWaechst(x, y);
11480 else if (element == EL_AMOEBA_SHRINKING)
11481 AmoebaDisappearing(x, y);
11483 #if !USE_NEW_AMOEBA_CODE
11484 else if (IS_AMOEBALIVE(element))
11485 AmoebeAbleger(x, y);
11488 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11490 else if (element == EL_EXIT_CLOSED)
11492 else if (element == EL_EM_EXIT_CLOSED)
11494 else if (element == EL_STEEL_EXIT_CLOSED)
11495 CheckExitSteel(x, y);
11496 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11497 CheckExitSteelEM(x, y);
11498 else if (element == EL_SP_EXIT_CLOSED)
11500 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11501 element == EL_EXPANDABLE_STEELWALL_GROWING)
11502 MauerWaechst(x, y);
11503 else if (element == EL_EXPANDABLE_WALL ||
11504 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11505 element == EL_EXPANDABLE_WALL_VERTICAL ||
11506 element == EL_EXPANDABLE_WALL_ANY ||
11507 element == EL_BD_EXPANDABLE_WALL)
11508 MauerAbleger(x, y);
11509 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11510 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11511 element == EL_EXPANDABLE_STEELWALL_ANY)
11512 MauerAblegerStahl(x, y);
11513 else if (element == EL_FLAMES)
11514 CheckForDragon(x, y);
11515 else if (element == EL_EXPLOSION)
11516 ; /* drawing of correct explosion animation is handled separately */
11517 else if (element == EL_ELEMENT_SNAPPING ||
11518 element == EL_DIAGONAL_SHRINKING ||
11519 element == EL_DIAGONAL_GROWING)
11521 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11523 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11525 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11526 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11528 if (IS_BELT_ACTIVE(element))
11529 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11531 if (game.magic_wall_active)
11533 int jx = local_player->jx, jy = local_player->jy;
11535 /* play the element sound at the position nearest to the player */
11536 if ((element == EL_MAGIC_WALL_FULL ||
11537 element == EL_MAGIC_WALL_ACTIVE ||
11538 element == EL_MAGIC_WALL_EMPTYING ||
11539 element == EL_BD_MAGIC_WALL_FULL ||
11540 element == EL_BD_MAGIC_WALL_ACTIVE ||
11541 element == EL_BD_MAGIC_WALL_EMPTYING ||
11542 element == EL_DC_MAGIC_WALL_FULL ||
11543 element == EL_DC_MAGIC_WALL_ACTIVE ||
11544 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11545 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11553 #if USE_NEW_AMOEBA_CODE
11554 /* new experimental amoeba growth stuff */
11555 if (!(FrameCounter % 8))
11557 static unsigned int random = 1684108901;
11559 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11561 x = RND(lev_fieldx);
11562 y = RND(lev_fieldy);
11563 element = Feld[x][y];
11565 if (!IS_PLAYER(x,y) &&
11566 (element == EL_EMPTY ||
11567 CAN_GROW_INTO(element) ||
11568 element == EL_QUICKSAND_EMPTY ||
11569 element == EL_QUICKSAND_FAST_EMPTY ||
11570 element == EL_ACID_SPLASH_LEFT ||
11571 element == EL_ACID_SPLASH_RIGHT))
11573 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11574 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11575 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11576 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11577 Feld[x][y] = EL_AMOEBA_DROP;
11580 random = random * 129 + 1;
11585 game.explosions_delayed = FALSE;
11587 SCAN_PLAYFIELD(x, y)
11589 element = Feld[x][y];
11591 if (ExplodeField[x][y])
11592 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11593 else if (element == EL_EXPLOSION)
11594 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11596 ExplodeField[x][y] = EX_TYPE_NONE;
11599 game.explosions_delayed = TRUE;
11601 if (game.magic_wall_active)
11603 if (!(game.magic_wall_time_left % 4))
11605 int element = Feld[magic_wall_x][magic_wall_y];
11607 if (element == EL_BD_MAGIC_WALL_FULL ||
11608 element == EL_BD_MAGIC_WALL_ACTIVE ||
11609 element == EL_BD_MAGIC_WALL_EMPTYING)
11610 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
11611 else if (element == EL_DC_MAGIC_WALL_FULL ||
11612 element == EL_DC_MAGIC_WALL_ACTIVE ||
11613 element == EL_DC_MAGIC_WALL_EMPTYING)
11614 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
11616 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
11619 if (game.magic_wall_time_left > 0)
11621 game.magic_wall_time_left--;
11623 if (!game.magic_wall_time_left)
11625 SCAN_PLAYFIELD(x, y)
11627 element = Feld[x][y];
11629 if (element == EL_MAGIC_WALL_ACTIVE ||
11630 element == EL_MAGIC_WALL_FULL)
11632 Feld[x][y] = EL_MAGIC_WALL_DEAD;
11633 TEST_DrawLevelField(x, y);
11635 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
11636 element == EL_BD_MAGIC_WALL_FULL)
11638 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
11639 TEST_DrawLevelField(x, y);
11641 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
11642 element == EL_DC_MAGIC_WALL_FULL)
11644 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
11645 TEST_DrawLevelField(x, y);
11649 game.magic_wall_active = FALSE;
11654 if (game.light_time_left > 0)
11656 game.light_time_left--;
11658 if (game.light_time_left == 0)
11659 RedrawAllLightSwitchesAndInvisibleElements();
11662 if (game.timegate_time_left > 0)
11664 game.timegate_time_left--;
11666 if (game.timegate_time_left == 0)
11667 CloseAllOpenTimegates();
11670 if (game.lenses_time_left > 0)
11672 game.lenses_time_left--;
11674 if (game.lenses_time_left == 0)
11675 RedrawAllInvisibleElementsForLenses();
11678 if (game.magnify_time_left > 0)
11680 game.magnify_time_left--;
11682 if (game.magnify_time_left == 0)
11683 RedrawAllInvisibleElementsForMagnifier();
11686 for (i = 0; i < MAX_PLAYERS; i++)
11688 struct PlayerInfo *player = &stored_player[i];
11690 if (SHIELD_ON(player))
11692 if (player->shield_deadly_time_left)
11693 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
11694 else if (player->shield_normal_time_left)
11695 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
11699 #if USE_DELAYED_GFX_REDRAW
11700 SCAN_PLAYFIELD(x, y)
11702 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
11704 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
11705 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
11707 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
11708 DrawLevelField(x, y);
11710 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
11711 DrawLevelFieldCrumbled(x, y);
11713 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
11714 DrawLevelFieldCrumbledNeighbours(x, y);
11716 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
11717 DrawTwinkleOnField(x, y);
11720 GfxRedraw[x][y] = GFX_REDRAW_NONE;
11727 PlayAllPlayersSound();
11729 if (options.debug) /* calculate frames per second */
11731 static unsigned int fps_counter = 0;
11732 static int fps_frames = 0;
11733 unsigned int fps_delay_ms = Counter() - fps_counter;
11737 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
11739 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11742 fps_counter = Counter();
11745 redraw_mask |= REDRAW_FPS;
11748 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11750 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
11752 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
11754 local_player->show_envelope = 0;
11757 /* use random number generator in every frame to make it less predictable */
11758 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
11762 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
11764 int min_x = x, min_y = y, max_x = x, max_y = y;
11767 for (i = 0; i < MAX_PLAYERS; i++)
11769 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11771 if (!stored_player[i].active || &stored_player[i] == player)
11774 min_x = MIN(min_x, jx);
11775 min_y = MIN(min_y, jy);
11776 max_x = MAX(max_x, jx);
11777 max_y = MAX(max_y, jy);
11780 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
11783 static boolean AllPlayersInVisibleScreen()
11787 for (i = 0; i < MAX_PLAYERS; i++)
11789 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11791 if (!stored_player[i].active)
11794 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
11801 void ScrollLevel(int dx, int dy)
11803 int softscroll_offset = (setup.soft_scrolling ? 2 * TILEX_VAR : 0);
11806 BlitBitmap(drawto_field, drawto_field,
11807 FX + TILEX_VAR * (dx == -1) - softscroll_offset,
11808 FY + TILEY_VAR * (dy == -1) - softscroll_offset,
11809 SXSIZE - TILEX_VAR * (dx != 0) + 2 * softscroll_offset,
11810 SYSIZE - TILEY_VAR * (dy != 0) + 2 * softscroll_offset,
11811 FX + TILEX_VAR * (dx == 1) - softscroll_offset,
11812 FY + TILEY_VAR * (dy == 1) - softscroll_offset);
11816 x = (dx == 1 ? BX1 : BX2);
11817 for (y = BY1; y <= BY2; y++)
11818 DrawScreenField(x, y);
11823 y = (dy == 1 ? BY1 : BY2);
11824 for (x = BX1; x <= BX2; x++)
11825 DrawScreenField(x, y);
11828 redraw_mask |= REDRAW_FIELD;
11831 static boolean canFallDown(struct PlayerInfo *player)
11833 int jx = player->jx, jy = player->jy;
11835 return (IN_LEV_FIELD(jx, jy + 1) &&
11836 (IS_FREE(jx, jy + 1) ||
11837 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
11838 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
11839 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
11842 static boolean canPassField(int x, int y, int move_dir)
11844 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11845 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11846 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11847 int nextx = x + dx;
11848 int nexty = y + dy;
11849 int element = Feld[x][y];
11851 return (IS_PASSABLE_FROM(element, opposite_dir) &&
11852 !CAN_MOVE(element) &&
11853 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
11854 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
11855 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
11858 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
11860 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11861 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11862 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11866 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
11867 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
11868 (IS_DIGGABLE(Feld[newx][newy]) ||
11869 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
11870 canPassField(newx, newy, move_dir)));
11873 static void CheckGravityMovement(struct PlayerInfo *player)
11875 if (player->gravity && !player->programmed_action)
11877 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
11878 int move_dir_vertical = player->effective_action & MV_VERTICAL;
11879 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
11880 int jx = player->jx, jy = player->jy;
11881 boolean player_is_moving_to_valid_field =
11882 (!player_is_snapping &&
11883 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
11884 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
11885 boolean player_can_fall_down = canFallDown(player);
11887 if (player_can_fall_down &&
11888 !player_is_moving_to_valid_field)
11889 player->programmed_action = MV_DOWN;
11893 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
11895 return CheckGravityMovement(player);
11897 if (player->gravity && !player->programmed_action)
11899 int jx = player->jx, jy = player->jy;
11900 boolean field_under_player_is_free =
11901 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
11902 boolean player_is_standing_on_valid_field =
11903 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
11904 (IS_WALKABLE(Feld[jx][jy]) &&
11905 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
11907 if (field_under_player_is_free && !player_is_standing_on_valid_field)
11908 player->programmed_action = MV_DOWN;
11913 MovePlayerOneStep()
11914 -----------------------------------------------------------------------------
11915 dx, dy: direction (non-diagonal) to try to move the player to
11916 real_dx, real_dy: direction as read from input device (can be diagonal)
11919 boolean MovePlayerOneStep(struct PlayerInfo *player,
11920 int dx, int dy, int real_dx, int real_dy)
11922 int jx = player->jx, jy = player->jy;
11923 int new_jx = jx + dx, new_jy = jy + dy;
11925 boolean player_can_move = !player->cannot_move;
11927 if (!player->active || (!dx && !dy))
11928 return MP_NO_ACTION;
11930 player->MovDir = (dx < 0 ? MV_LEFT :
11931 dx > 0 ? MV_RIGHT :
11933 dy > 0 ? MV_DOWN : MV_NONE);
11935 if (!IN_LEV_FIELD(new_jx, new_jy))
11936 return MP_NO_ACTION;
11938 if (!player_can_move)
11940 if (player->MovPos == 0)
11942 player->is_moving = FALSE;
11943 player->is_digging = FALSE;
11944 player->is_collecting = FALSE;
11945 player->is_snapping = FALSE;
11946 player->is_pushing = FALSE;
11950 if (!options.network && game.centered_player_nr == -1 &&
11951 !AllPlayersInSight(player, new_jx, new_jy))
11952 return MP_NO_ACTION;
11954 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
11955 if (can_move != MP_MOVING)
11958 /* check if DigField() has caused relocation of the player */
11959 if (player->jx != jx || player->jy != jy)
11960 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
11962 StorePlayer[jx][jy] = 0;
11963 player->last_jx = jx;
11964 player->last_jy = jy;
11965 player->jx = new_jx;
11966 player->jy = new_jy;
11967 StorePlayer[new_jx][new_jy] = player->element_nr;
11969 if (player->move_delay_value_next != -1)
11971 player->move_delay_value = player->move_delay_value_next;
11972 player->move_delay_value_next = -1;
11976 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
11978 player->step_counter++;
11980 PlayerVisit[jx][jy] = FrameCounter;
11982 player->is_moving = TRUE;
11985 /* should better be called in MovePlayer(), but this breaks some tapes */
11986 ScrollPlayer(player, SCROLL_INIT);
11992 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
11994 int jx = player->jx, jy = player->jy;
11995 int old_jx = jx, old_jy = jy;
11996 int moved = MP_NO_ACTION;
11998 if (!player->active)
12003 if (player->MovPos == 0)
12005 player->is_moving = FALSE;
12006 player->is_digging = FALSE;
12007 player->is_collecting = FALSE;
12008 player->is_snapping = FALSE;
12009 player->is_pushing = FALSE;
12015 if (player->move_delay > 0)
12018 player->move_delay = -1; /* set to "uninitialized" value */
12020 /* store if player is automatically moved to next field */
12021 player->is_auto_moving = (player->programmed_action != MV_NONE);
12023 /* remove the last programmed player action */
12024 player->programmed_action = 0;
12026 if (player->MovPos)
12028 /* should only happen if pre-1.2 tape recordings are played */
12029 /* this is only for backward compatibility */
12031 int original_move_delay_value = player->move_delay_value;
12034 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12038 /* scroll remaining steps with finest movement resolution */
12039 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12041 while (player->MovPos)
12043 ScrollPlayer(player, SCROLL_GO_ON);
12044 ScrollScreen(NULL, SCROLL_GO_ON);
12046 AdvanceFrameAndPlayerCounters(player->index_nr);
12052 player->move_delay_value = original_move_delay_value;
12055 player->is_active = FALSE;
12057 if (player->last_move_dir & MV_HORIZONTAL)
12059 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12060 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12064 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12065 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12068 if (!moved && !player->is_active)
12070 player->is_moving = FALSE;
12071 player->is_digging = FALSE;
12072 player->is_collecting = FALSE;
12073 player->is_snapping = FALSE;
12074 player->is_pushing = FALSE;
12080 if (moved & MP_MOVING && !ScreenMovPos &&
12081 (player->index_nr == game.centered_player_nr ||
12082 game.centered_player_nr == -1))
12084 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12085 int offset = game.scroll_delay_value;
12087 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12089 /* actual player has left the screen -- scroll in that direction */
12090 if (jx != old_jx) /* player has moved horizontally */
12091 scroll_x += (jx - old_jx);
12092 else /* player has moved vertically */
12093 scroll_y += (jy - old_jy);
12097 if (jx != old_jx) /* player has moved horizontally */
12099 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12100 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12101 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12103 /* don't scroll over playfield boundaries */
12104 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12105 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12107 /* don't scroll more than one field at a time */
12108 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12110 /* don't scroll against the player's moving direction */
12111 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12112 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12113 scroll_x = old_scroll_x;
12115 else /* player has moved vertically */
12117 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12118 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12119 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12121 /* don't scroll over playfield boundaries */
12122 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12123 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12125 /* don't scroll more than one field at a time */
12126 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12128 /* don't scroll against the player's moving direction */
12129 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12130 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12131 scroll_y = old_scroll_y;
12135 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12137 if (!options.network && game.centered_player_nr == -1 &&
12138 !AllPlayersInVisibleScreen())
12140 scroll_x = old_scroll_x;
12141 scroll_y = old_scroll_y;
12145 ScrollScreen(player, SCROLL_INIT);
12146 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12151 player->StepFrame = 0;
12153 if (moved & MP_MOVING)
12155 if (old_jx != jx && old_jy == jy)
12156 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12157 else if (old_jx == jx && old_jy != jy)
12158 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12160 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12162 player->last_move_dir = player->MovDir;
12163 player->is_moving = TRUE;
12164 player->is_snapping = FALSE;
12165 player->is_switching = FALSE;
12166 player->is_dropping = FALSE;
12167 player->is_dropping_pressed = FALSE;
12168 player->drop_pressed_delay = 0;
12171 /* should better be called here than above, but this breaks some tapes */
12172 ScrollPlayer(player, SCROLL_INIT);
12177 CheckGravityMovementWhenNotMoving(player);
12179 player->is_moving = FALSE;
12181 /* at this point, the player is allowed to move, but cannot move right now
12182 (e.g. because of something blocking the way) -- ensure that the player
12183 is also allowed to move in the next frame (in old versions before 3.1.1,
12184 the player was forced to wait again for eight frames before next try) */
12186 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12187 player->move_delay = 0; /* allow direct movement in the next frame */
12190 if (player->move_delay == -1) /* not yet initialized by DigField() */
12191 player->move_delay = player->move_delay_value;
12193 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12195 TestIfPlayerTouchesBadThing(jx, jy);
12196 TestIfPlayerTouchesCustomElement(jx, jy);
12199 if (!player->active)
12200 RemovePlayer(player);
12205 void ScrollPlayer(struct PlayerInfo *player, int mode)
12207 int jx = player->jx, jy = player->jy;
12208 int last_jx = player->last_jx, last_jy = player->last_jy;
12209 int move_stepsize = TILEX / player->move_delay_value;
12211 if (!player->active)
12214 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12217 if (mode == SCROLL_INIT)
12219 player->actual_frame_counter = FrameCounter;
12220 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12222 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12223 Feld[last_jx][last_jy] == EL_EMPTY)
12225 int last_field_block_delay = 0; /* start with no blocking at all */
12226 int block_delay_adjustment = player->block_delay_adjustment;
12228 /* if player blocks last field, add delay for exactly one move */
12229 if (player->block_last_field)
12231 last_field_block_delay += player->move_delay_value;
12233 /* when blocking enabled, prevent moving up despite gravity */
12234 if (player->gravity && player->MovDir == MV_UP)
12235 block_delay_adjustment = -1;
12238 /* add block delay adjustment (also possible when not blocking) */
12239 last_field_block_delay += block_delay_adjustment;
12241 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12242 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12245 if (player->MovPos != 0) /* player has not yet reached destination */
12248 else if (!FrameReached(&player->actual_frame_counter, 1))
12251 if (player->MovPos != 0)
12253 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12254 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12256 /* before DrawPlayer() to draw correct player graphic for this case */
12257 if (player->MovPos == 0)
12258 CheckGravityMovement(player);
12261 if (player->MovPos == 0) /* player reached destination field */
12263 if (player->move_delay_reset_counter > 0)
12265 player->move_delay_reset_counter--;
12267 if (player->move_delay_reset_counter == 0)
12269 /* continue with normal speed after quickly moving through gate */
12270 HALVE_PLAYER_SPEED(player);
12272 /* be able to make the next move without delay */
12273 player->move_delay = 0;
12277 player->last_jx = jx;
12278 player->last_jy = jy;
12280 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12281 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12282 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12283 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12284 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12285 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12286 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12287 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12289 DrawPlayer(player); /* needed here only to cleanup last field */
12290 RemovePlayer(player);
12292 if (local_player->friends_still_needed == 0 ||
12293 IS_SP_ELEMENT(Feld[jx][jy]))
12294 PlayerWins(player);
12297 /* this breaks one level: "machine", level 000 */
12299 int move_direction = player->MovDir;
12300 int enter_side = MV_DIR_OPPOSITE(move_direction);
12301 int leave_side = move_direction;
12302 int old_jx = last_jx;
12303 int old_jy = last_jy;
12304 int old_element = Feld[old_jx][old_jy];
12305 int new_element = Feld[jx][jy];
12307 if (IS_CUSTOM_ELEMENT(old_element))
12308 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12310 player->index_bit, leave_side);
12312 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12313 CE_PLAYER_LEAVES_X,
12314 player->index_bit, leave_side);
12316 if (IS_CUSTOM_ELEMENT(new_element))
12317 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12318 player->index_bit, enter_side);
12320 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12321 CE_PLAYER_ENTERS_X,
12322 player->index_bit, enter_side);
12324 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12325 CE_MOVE_OF_X, move_direction);
12328 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12330 TestIfPlayerTouchesBadThing(jx, jy);
12331 TestIfPlayerTouchesCustomElement(jx, jy);
12333 /* needed because pushed element has not yet reached its destination,
12334 so it would trigger a change event at its previous field location */
12335 if (!player->is_pushing)
12336 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12338 if (!player->active)
12339 RemovePlayer(player);
12342 if (!local_player->LevelSolved && level.use_step_counter)
12352 if (TimeLeft <= 10 && setup.time_limit)
12353 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12355 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12357 DisplayGameControlValues();
12359 if (!TimeLeft && setup.time_limit)
12360 for (i = 0; i < MAX_PLAYERS; i++)
12361 KillPlayer(&stored_player[i]);
12363 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12365 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12367 DisplayGameControlValues();
12371 if (tape.single_step && tape.recording && !tape.pausing &&
12372 !player->programmed_action)
12373 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12375 if (!player->programmed_action)
12376 CheckSaveEngineSnapshot(player);
12380 void ScrollScreen(struct PlayerInfo *player, int mode)
12382 static unsigned int screen_frame_counter = 0;
12384 if (mode == SCROLL_INIT)
12386 /* set scrolling step size according to actual player's moving speed */
12387 ScrollStepSize = TILEX / player->move_delay_value;
12389 screen_frame_counter = FrameCounter;
12390 ScreenMovDir = player->MovDir;
12391 ScreenMovPos = player->MovPos;
12392 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12395 else if (!FrameReached(&screen_frame_counter, 1))
12400 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12401 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12402 redraw_mask |= REDRAW_FIELD;
12405 ScreenMovDir = MV_NONE;
12408 void TestIfPlayerTouchesCustomElement(int x, int y)
12410 static int xy[4][2] =
12417 static int trigger_sides[4][2] =
12419 /* center side border side */
12420 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12421 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12422 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12423 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12425 static int touch_dir[4] =
12427 MV_LEFT | MV_RIGHT,
12432 int center_element = Feld[x][y]; /* should always be non-moving! */
12435 for (i = 0; i < NUM_DIRECTIONS; i++)
12437 int xx = x + xy[i][0];
12438 int yy = y + xy[i][1];
12439 int center_side = trigger_sides[i][0];
12440 int border_side = trigger_sides[i][1];
12441 int border_element;
12443 if (!IN_LEV_FIELD(xx, yy))
12446 if (IS_PLAYER(x, y)) /* player found at center element */
12448 struct PlayerInfo *player = PLAYERINFO(x, y);
12450 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12451 border_element = Feld[xx][yy]; /* may be moving! */
12452 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12453 border_element = Feld[xx][yy];
12454 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12455 border_element = MovingOrBlocked2Element(xx, yy);
12457 continue; /* center and border element do not touch */
12459 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12460 player->index_bit, border_side);
12461 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12462 CE_PLAYER_TOUCHES_X,
12463 player->index_bit, border_side);
12466 /* use player element that is initially defined in the level playfield,
12467 not the player element that corresponds to the runtime player number
12468 (example: a level that contains EL_PLAYER_3 as the only player would
12469 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12470 int player_element = PLAYERINFO(x, y)->initial_element;
12472 CheckElementChangeBySide(xx, yy, border_element, player_element,
12473 CE_TOUCHING_X, border_side);
12476 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12478 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12480 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12482 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12483 continue; /* center and border element do not touch */
12486 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12487 player->index_bit, center_side);
12488 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12489 CE_PLAYER_TOUCHES_X,
12490 player->index_bit, center_side);
12493 /* use player element that is initially defined in the level playfield,
12494 not the player element that corresponds to the runtime player number
12495 (example: a level that contains EL_PLAYER_3 as the only player would
12496 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12497 int player_element = PLAYERINFO(xx, yy)->initial_element;
12499 CheckElementChangeBySide(x, y, center_element, player_element,
12500 CE_TOUCHING_X, center_side);
12508 void TestIfElementTouchesCustomElement(int x, int y)
12510 static int xy[4][2] =
12517 static int trigger_sides[4][2] =
12519 /* center side border side */
12520 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12521 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12522 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12523 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12525 static int touch_dir[4] =
12527 MV_LEFT | MV_RIGHT,
12532 boolean change_center_element = FALSE;
12533 int center_element = Feld[x][y]; /* should always be non-moving! */
12534 int border_element_old[NUM_DIRECTIONS];
12537 for (i = 0; i < NUM_DIRECTIONS; i++)
12539 int xx = x + xy[i][0];
12540 int yy = y + xy[i][1];
12541 int border_element;
12543 border_element_old[i] = -1;
12545 if (!IN_LEV_FIELD(xx, yy))
12548 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12549 border_element = Feld[xx][yy]; /* may be moving! */
12550 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12551 border_element = Feld[xx][yy];
12552 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12553 border_element = MovingOrBlocked2Element(xx, yy);
12555 continue; /* center and border element do not touch */
12557 border_element_old[i] = border_element;
12560 for (i = 0; i < NUM_DIRECTIONS; i++)
12562 int xx = x + xy[i][0];
12563 int yy = y + xy[i][1];
12564 int center_side = trigger_sides[i][0];
12565 int border_element = border_element_old[i];
12567 if (border_element == -1)
12570 /* check for change of border element */
12571 CheckElementChangeBySide(xx, yy, border_element, center_element,
12572 CE_TOUCHING_X, center_side);
12574 /* (center element cannot be player, so we dont have to check this here) */
12577 for (i = 0; i < NUM_DIRECTIONS; i++)
12579 int xx = x + xy[i][0];
12580 int yy = y + xy[i][1];
12581 int border_side = trigger_sides[i][1];
12582 int border_element = border_element_old[i];
12584 if (border_element == -1)
12587 /* check for change of center element (but change it only once) */
12588 if (!change_center_element)
12589 change_center_element =
12590 CheckElementChangeBySide(x, y, center_element, border_element,
12591 CE_TOUCHING_X, border_side);
12593 if (IS_PLAYER(xx, yy))
12595 /* use player element that is initially defined in the level playfield,
12596 not the player element that corresponds to the runtime player number
12597 (example: a level that contains EL_PLAYER_3 as the only player would
12598 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12599 int player_element = PLAYERINFO(xx, yy)->initial_element;
12601 CheckElementChangeBySide(x, y, center_element, player_element,
12602 CE_TOUCHING_X, border_side);
12607 void TestIfElementHitsCustomElement(int x, int y, int direction)
12609 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12610 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12611 int hitx = x + dx, hity = y + dy;
12612 int hitting_element = Feld[x][y];
12613 int touched_element;
12615 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12618 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12619 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12621 if (IN_LEV_FIELD(hitx, hity))
12623 int opposite_direction = MV_DIR_OPPOSITE(direction);
12624 int hitting_side = direction;
12625 int touched_side = opposite_direction;
12626 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12627 MovDir[hitx][hity] != direction ||
12628 ABS(MovPos[hitx][hity]) <= TILEY / 2);
12634 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12635 CE_HITTING_X, touched_side);
12637 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12638 CE_HIT_BY_X, hitting_side);
12640 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12641 CE_HIT_BY_SOMETHING, opposite_direction);
12643 if (IS_PLAYER(hitx, hity))
12645 /* use player element that is initially defined in the level playfield,
12646 not the player element that corresponds to the runtime player number
12647 (example: a level that contains EL_PLAYER_3 as the only player would
12648 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12649 int player_element = PLAYERINFO(hitx, hity)->initial_element;
12651 CheckElementChangeBySide(x, y, hitting_element, player_element,
12652 CE_HITTING_X, touched_side);
12657 /* "hitting something" is also true when hitting the playfield border */
12658 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12659 CE_HITTING_SOMETHING, direction);
12662 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
12664 int i, kill_x = -1, kill_y = -1;
12666 int bad_element = -1;
12667 static int test_xy[4][2] =
12674 static int test_dir[4] =
12682 for (i = 0; i < NUM_DIRECTIONS; i++)
12684 int test_x, test_y, test_move_dir, test_element;
12686 test_x = good_x + test_xy[i][0];
12687 test_y = good_y + test_xy[i][1];
12689 if (!IN_LEV_FIELD(test_x, test_y))
12693 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12695 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
12697 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12698 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12700 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
12701 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
12705 bad_element = test_element;
12711 if (kill_x != -1 || kill_y != -1)
12713 if (IS_PLAYER(good_x, good_y))
12715 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
12717 if (player->shield_deadly_time_left > 0 &&
12718 !IS_INDESTRUCTIBLE(bad_element))
12719 Bang(kill_x, kill_y);
12720 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
12721 KillPlayer(player);
12724 Bang(good_x, good_y);
12728 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
12730 int i, kill_x = -1, kill_y = -1;
12731 int bad_element = Feld[bad_x][bad_y];
12732 static int test_xy[4][2] =
12739 static int touch_dir[4] =
12741 MV_LEFT | MV_RIGHT,
12746 static int test_dir[4] =
12754 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
12757 for (i = 0; i < NUM_DIRECTIONS; i++)
12759 int test_x, test_y, test_move_dir, test_element;
12761 test_x = bad_x + test_xy[i][0];
12762 test_y = bad_y + test_xy[i][1];
12764 if (!IN_LEV_FIELD(test_x, test_y))
12768 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12770 test_element = Feld[test_x][test_y];
12772 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12773 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12775 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
12776 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
12778 /* good thing is player or penguin that does not move away */
12779 if (IS_PLAYER(test_x, test_y))
12781 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12783 if (bad_element == EL_ROBOT && player->is_moving)
12784 continue; /* robot does not kill player if he is moving */
12786 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12788 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12789 continue; /* center and border element do not touch */
12797 else if (test_element == EL_PENGUIN)
12807 if (kill_x != -1 || kill_y != -1)
12809 if (IS_PLAYER(kill_x, kill_y))
12811 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12813 if (player->shield_deadly_time_left > 0 &&
12814 !IS_INDESTRUCTIBLE(bad_element))
12815 Bang(bad_x, bad_y);
12816 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12817 KillPlayer(player);
12820 Bang(kill_x, kill_y);
12824 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
12826 int bad_element = Feld[bad_x][bad_y];
12827 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
12828 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
12829 int test_x = bad_x + dx, test_y = bad_y + dy;
12830 int test_move_dir, test_element;
12831 int kill_x = -1, kill_y = -1;
12833 if (!IN_LEV_FIELD(test_x, test_y))
12837 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12839 test_element = Feld[test_x][test_y];
12841 if (test_move_dir != bad_move_dir)
12843 /* good thing can be player or penguin that does not move away */
12844 if (IS_PLAYER(test_x, test_y))
12846 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12848 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
12849 player as being hit when he is moving towards the bad thing, because
12850 the "get hit by" condition would be lost after the player stops) */
12851 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
12852 return; /* player moves away from bad thing */
12857 else if (test_element == EL_PENGUIN)
12864 if (kill_x != -1 || kill_y != -1)
12866 if (IS_PLAYER(kill_x, kill_y))
12868 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12870 if (player->shield_deadly_time_left > 0 &&
12871 !IS_INDESTRUCTIBLE(bad_element))
12872 Bang(bad_x, bad_y);
12873 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12874 KillPlayer(player);
12877 Bang(kill_x, kill_y);
12881 void TestIfPlayerTouchesBadThing(int x, int y)
12883 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12886 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
12888 TestIfGoodThingHitsBadThing(x, y, move_dir);
12891 void TestIfBadThingTouchesPlayer(int x, int y)
12893 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12896 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
12898 TestIfBadThingHitsGoodThing(x, y, move_dir);
12901 void TestIfFriendTouchesBadThing(int x, int y)
12903 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12906 void TestIfBadThingTouchesFriend(int x, int y)
12908 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12911 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
12913 int i, kill_x = bad_x, kill_y = bad_y;
12914 static int xy[4][2] =
12922 for (i = 0; i < NUM_DIRECTIONS; i++)
12926 x = bad_x + xy[i][0];
12927 y = bad_y + xy[i][1];
12928 if (!IN_LEV_FIELD(x, y))
12931 element = Feld[x][y];
12932 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
12933 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
12941 if (kill_x != bad_x || kill_y != bad_y)
12942 Bang(bad_x, bad_y);
12945 void KillPlayer(struct PlayerInfo *player)
12947 int jx = player->jx, jy = player->jy;
12949 if (!player->active)
12953 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
12954 player->killed, player->active, player->reanimated);
12957 /* the following code was introduced to prevent an infinite loop when calling
12959 -> CheckTriggeredElementChangeExt()
12960 -> ExecuteCustomElementAction()
12962 -> (infinitely repeating the above sequence of function calls)
12963 which occurs when killing the player while having a CE with the setting
12964 "kill player X when explosion of <player X>"; the solution using a new
12965 field "player->killed" was chosen for backwards compatibility, although
12966 clever use of the fields "player->active" etc. would probably also work */
12968 if (player->killed)
12972 player->killed = TRUE;
12974 /* remove accessible field at the player's position */
12975 Feld[jx][jy] = EL_EMPTY;
12977 /* deactivate shield (else Bang()/Explode() would not work right) */
12978 player->shield_normal_time_left = 0;
12979 player->shield_deadly_time_left = 0;
12982 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
12983 player->killed, player->active, player->reanimated);
12989 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
12990 player->killed, player->active, player->reanimated);
12993 if (player->reanimated) /* killed player may have been reanimated */
12994 player->killed = player->reanimated = FALSE;
12996 BuryPlayer(player);
12999 static void KillPlayerUnlessEnemyProtected(int x, int y)
13001 if (!PLAYER_ENEMY_PROTECTED(x, y))
13002 KillPlayer(PLAYERINFO(x, y));
13005 static void KillPlayerUnlessExplosionProtected(int x, int y)
13007 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13008 KillPlayer(PLAYERINFO(x, y));
13011 void BuryPlayer(struct PlayerInfo *player)
13013 int jx = player->jx, jy = player->jy;
13015 if (!player->active)
13018 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13019 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13021 player->GameOver = TRUE;
13022 RemovePlayer(player);
13025 void RemovePlayer(struct PlayerInfo *player)
13027 int jx = player->jx, jy = player->jy;
13028 int i, found = FALSE;
13030 player->present = FALSE;
13031 player->active = FALSE;
13033 if (!ExplodeField[jx][jy])
13034 StorePlayer[jx][jy] = 0;
13036 if (player->is_moving)
13037 TEST_DrawLevelField(player->last_jx, player->last_jy);
13039 for (i = 0; i < MAX_PLAYERS; i++)
13040 if (stored_player[i].active)
13044 AllPlayersGone = TRUE;
13050 static void setFieldForSnapping(int x, int y, int element, int direction)
13052 struct ElementInfo *ei = &element_info[element];
13053 int direction_bit = MV_DIR_TO_BIT(direction);
13054 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13055 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13056 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13058 Feld[x][y] = EL_ELEMENT_SNAPPING;
13059 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13061 ResetGfxAnimation(x, y);
13063 GfxElement[x][y] = element;
13064 GfxAction[x][y] = action;
13065 GfxDir[x][y] = direction;
13066 GfxFrame[x][y] = -1;
13070 =============================================================================
13071 checkDiagonalPushing()
13072 -----------------------------------------------------------------------------
13073 check if diagonal input device direction results in pushing of object
13074 (by checking if the alternative direction is walkable, diggable, ...)
13075 =============================================================================
13078 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13079 int x, int y, int real_dx, int real_dy)
13081 int jx, jy, dx, dy, xx, yy;
13083 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13086 /* diagonal direction: check alternative direction */
13091 xx = jx + (dx == 0 ? real_dx : 0);
13092 yy = jy + (dy == 0 ? real_dy : 0);
13094 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13098 =============================================================================
13100 -----------------------------------------------------------------------------
13101 x, y: field next to player (non-diagonal) to try to dig to
13102 real_dx, real_dy: direction as read from input device (can be diagonal)
13103 =============================================================================
13106 static int DigField(struct PlayerInfo *player,
13107 int oldx, int oldy, int x, int y,
13108 int real_dx, int real_dy, int mode)
13110 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13111 boolean player_was_pushing = player->is_pushing;
13112 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13113 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13114 int jx = oldx, jy = oldy;
13115 int dx = x - jx, dy = y - jy;
13116 int nextx = x + dx, nexty = y + dy;
13117 int move_direction = (dx == -1 ? MV_LEFT :
13118 dx == +1 ? MV_RIGHT :
13120 dy == +1 ? MV_DOWN : MV_NONE);
13121 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13122 int dig_side = MV_DIR_OPPOSITE(move_direction);
13123 int old_element = Feld[jx][jy];
13124 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13127 if (is_player) /* function can also be called by EL_PENGUIN */
13129 if (player->MovPos == 0)
13131 player->is_digging = FALSE;
13132 player->is_collecting = FALSE;
13135 if (player->MovPos == 0) /* last pushing move finished */
13136 player->is_pushing = FALSE;
13138 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13140 player->is_switching = FALSE;
13141 player->push_delay = -1;
13143 return MP_NO_ACTION;
13147 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13148 old_element = Back[jx][jy];
13150 /* in case of element dropped at player position, check background */
13151 else if (Back[jx][jy] != EL_EMPTY &&
13152 game.engine_version >= VERSION_IDENT(2,2,0,0))
13153 old_element = Back[jx][jy];
13155 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13156 return MP_NO_ACTION; /* field has no opening in this direction */
13158 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13159 return MP_NO_ACTION; /* field has no opening in this direction */
13161 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13165 Feld[jx][jy] = player->artwork_element;
13166 InitMovingField(jx, jy, MV_DOWN);
13167 Store[jx][jy] = EL_ACID;
13168 ContinueMoving(jx, jy);
13169 BuryPlayer(player);
13171 return MP_DONT_RUN_INTO;
13174 if (player_can_move && DONT_RUN_INTO(element))
13176 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13178 return MP_DONT_RUN_INTO;
13181 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13182 return MP_NO_ACTION;
13184 collect_count = element_info[element].collect_count_initial;
13186 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13187 return MP_NO_ACTION;
13189 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13190 player_can_move = player_can_move_or_snap;
13192 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13193 game.engine_version >= VERSION_IDENT(2,2,0,0))
13195 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13196 player->index_bit, dig_side);
13197 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13198 player->index_bit, dig_side);
13200 if (element == EL_DC_LANDMINE)
13203 if (Feld[x][y] != element) /* field changed by snapping */
13206 return MP_NO_ACTION;
13209 if (player->gravity && is_player && !player->is_auto_moving &&
13210 canFallDown(player) && move_direction != MV_DOWN &&
13211 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13212 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13214 if (player_can_move &&
13215 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13217 int sound_element = SND_ELEMENT(element);
13218 int sound_action = ACTION_WALKING;
13220 if (IS_RND_GATE(element))
13222 if (!player->key[RND_GATE_NR(element)])
13223 return MP_NO_ACTION;
13225 else if (IS_RND_GATE_GRAY(element))
13227 if (!player->key[RND_GATE_GRAY_NR(element)])
13228 return MP_NO_ACTION;
13230 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13232 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13233 return MP_NO_ACTION;
13235 else if (element == EL_EXIT_OPEN ||
13236 element == EL_EM_EXIT_OPEN ||
13237 element == EL_EM_EXIT_OPENING ||
13238 element == EL_STEEL_EXIT_OPEN ||
13239 element == EL_EM_STEEL_EXIT_OPEN ||
13240 element == EL_EM_STEEL_EXIT_OPENING ||
13241 element == EL_SP_EXIT_OPEN ||
13242 element == EL_SP_EXIT_OPENING)
13244 sound_action = ACTION_PASSING; /* player is passing exit */
13246 else if (element == EL_EMPTY)
13248 sound_action = ACTION_MOVING; /* nothing to walk on */
13251 /* play sound from background or player, whatever is available */
13252 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13253 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13255 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13257 else if (player_can_move &&
13258 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13260 if (!ACCESS_FROM(element, opposite_direction))
13261 return MP_NO_ACTION; /* field not accessible from this direction */
13263 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13264 return MP_NO_ACTION;
13266 if (IS_EM_GATE(element))
13268 if (!player->key[EM_GATE_NR(element)])
13269 return MP_NO_ACTION;
13271 else if (IS_EM_GATE_GRAY(element))
13273 if (!player->key[EM_GATE_GRAY_NR(element)])
13274 return MP_NO_ACTION;
13276 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13278 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13279 return MP_NO_ACTION;
13281 else if (IS_EMC_GATE(element))
13283 if (!player->key[EMC_GATE_NR(element)])
13284 return MP_NO_ACTION;
13286 else if (IS_EMC_GATE_GRAY(element))
13288 if (!player->key[EMC_GATE_GRAY_NR(element)])
13289 return MP_NO_ACTION;
13291 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13293 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13294 return MP_NO_ACTION;
13296 else if (element == EL_DC_GATE_WHITE ||
13297 element == EL_DC_GATE_WHITE_GRAY ||
13298 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13300 if (player->num_white_keys == 0)
13301 return MP_NO_ACTION;
13303 player->num_white_keys--;
13305 else if (IS_SP_PORT(element))
13307 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13308 element == EL_SP_GRAVITY_PORT_RIGHT ||
13309 element == EL_SP_GRAVITY_PORT_UP ||
13310 element == EL_SP_GRAVITY_PORT_DOWN)
13311 player->gravity = !player->gravity;
13312 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13313 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13314 element == EL_SP_GRAVITY_ON_PORT_UP ||
13315 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13316 player->gravity = TRUE;
13317 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13318 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13319 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13320 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13321 player->gravity = FALSE;
13324 /* automatically move to the next field with double speed */
13325 player->programmed_action = move_direction;
13327 if (player->move_delay_reset_counter == 0)
13329 player->move_delay_reset_counter = 2; /* two double speed steps */
13331 DOUBLE_PLAYER_SPEED(player);
13334 PlayLevelSoundAction(x, y, ACTION_PASSING);
13336 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13340 if (mode != DF_SNAP)
13342 GfxElement[x][y] = GFX_ELEMENT(element);
13343 player->is_digging = TRUE;
13346 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13348 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13349 player->index_bit, dig_side);
13351 if (mode == DF_SNAP)
13353 if (level.block_snap_field)
13354 setFieldForSnapping(x, y, element, move_direction);
13356 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13358 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13359 player->index_bit, dig_side);
13362 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13366 if (is_player && mode != DF_SNAP)
13368 GfxElement[x][y] = element;
13369 player->is_collecting = TRUE;
13372 if (element == EL_SPEED_PILL)
13374 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13376 else if (element == EL_EXTRA_TIME && level.time > 0)
13378 TimeLeft += level.extra_time;
13380 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13382 DisplayGameControlValues();
13384 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13386 player->shield_normal_time_left += level.shield_normal_time;
13387 if (element == EL_SHIELD_DEADLY)
13388 player->shield_deadly_time_left += level.shield_deadly_time;
13390 else if (element == EL_DYNAMITE ||
13391 element == EL_EM_DYNAMITE ||
13392 element == EL_SP_DISK_RED)
13394 if (player->inventory_size < MAX_INVENTORY_SIZE)
13395 player->inventory_element[player->inventory_size++] = element;
13397 DrawGameDoorValues();
13399 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13401 player->dynabomb_count++;
13402 player->dynabombs_left++;
13404 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13406 player->dynabomb_size++;
13408 else if (element == EL_DYNABOMB_INCREASE_POWER)
13410 player->dynabomb_xl = TRUE;
13412 else if (IS_KEY(element))
13414 player->key[KEY_NR(element)] = TRUE;
13416 DrawGameDoorValues();
13418 else if (element == EL_DC_KEY_WHITE)
13420 player->num_white_keys++;
13422 /* display white keys? */
13423 /* DrawGameDoorValues(); */
13425 else if (IS_ENVELOPE(element))
13427 player->show_envelope = element;
13429 else if (element == EL_EMC_LENSES)
13431 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13433 RedrawAllInvisibleElementsForLenses();
13435 else if (element == EL_EMC_MAGNIFIER)
13437 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13439 RedrawAllInvisibleElementsForMagnifier();
13441 else if (IS_DROPPABLE(element) ||
13442 IS_THROWABLE(element)) /* can be collected and dropped */
13446 if (collect_count == 0)
13447 player->inventory_infinite_element = element;
13449 for (i = 0; i < collect_count; i++)
13450 if (player->inventory_size < MAX_INVENTORY_SIZE)
13451 player->inventory_element[player->inventory_size++] = element;
13453 DrawGameDoorValues();
13455 else if (collect_count > 0)
13457 local_player->gems_still_needed -= collect_count;
13458 if (local_player->gems_still_needed < 0)
13459 local_player->gems_still_needed = 0;
13461 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13463 DisplayGameControlValues();
13466 RaiseScoreElement(element);
13467 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13470 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13471 player->index_bit, dig_side);
13473 if (mode == DF_SNAP)
13475 if (level.block_snap_field)
13476 setFieldForSnapping(x, y, element, move_direction);
13478 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13480 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13481 player->index_bit, dig_side);
13484 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13486 if (mode == DF_SNAP && element != EL_BD_ROCK)
13487 return MP_NO_ACTION;
13489 if (CAN_FALL(element) && dy)
13490 return MP_NO_ACTION;
13492 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13493 !(element == EL_SPRING && level.use_spring_bug))
13494 return MP_NO_ACTION;
13496 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13497 ((move_direction & MV_VERTICAL &&
13498 ((element_info[element].move_pattern & MV_LEFT &&
13499 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13500 (element_info[element].move_pattern & MV_RIGHT &&
13501 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13502 (move_direction & MV_HORIZONTAL &&
13503 ((element_info[element].move_pattern & MV_UP &&
13504 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13505 (element_info[element].move_pattern & MV_DOWN &&
13506 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13507 return MP_NO_ACTION;
13509 /* do not push elements already moving away faster than player */
13510 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13511 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13512 return MP_NO_ACTION;
13514 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13516 if (player->push_delay_value == -1 || !player_was_pushing)
13517 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13519 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13521 if (player->push_delay_value == -1)
13522 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13524 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13526 if (!player->is_pushing)
13527 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13530 player->is_pushing = TRUE;
13531 player->is_active = TRUE;
13533 if (!(IN_LEV_FIELD(nextx, nexty) &&
13534 (IS_FREE(nextx, nexty) ||
13535 (IS_SB_ELEMENT(element) &&
13536 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13537 (IS_CUSTOM_ELEMENT(element) &&
13538 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13539 return MP_NO_ACTION;
13541 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13542 return MP_NO_ACTION;
13544 if (player->push_delay == -1) /* new pushing; restart delay */
13545 player->push_delay = 0;
13547 if (player->push_delay < player->push_delay_value &&
13548 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13549 element != EL_SPRING && element != EL_BALLOON)
13551 /* make sure that there is no move delay before next try to push */
13552 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13553 player->move_delay = 0;
13555 return MP_NO_ACTION;
13558 if (IS_CUSTOM_ELEMENT(element) &&
13559 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13561 if (!DigFieldByCE(nextx, nexty, element))
13562 return MP_NO_ACTION;
13565 if (IS_SB_ELEMENT(element))
13567 if (element == EL_SOKOBAN_FIELD_FULL)
13569 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13570 local_player->sokobanfields_still_needed++;
13573 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13575 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13576 local_player->sokobanfields_still_needed--;
13579 Feld[x][y] = EL_SOKOBAN_OBJECT;
13581 if (Back[x][y] == Back[nextx][nexty])
13582 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13583 else if (Back[x][y] != 0)
13584 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13587 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13590 if (local_player->sokobanfields_still_needed == 0 &&
13591 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13593 PlayerWins(player);
13595 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13599 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13601 InitMovingField(x, y, move_direction);
13602 GfxAction[x][y] = ACTION_PUSHING;
13604 if (mode == DF_SNAP)
13605 ContinueMoving(x, y);
13607 MovPos[x][y] = (dx != 0 ? dx : dy);
13609 Pushed[x][y] = TRUE;
13610 Pushed[nextx][nexty] = TRUE;
13612 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13613 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13615 player->push_delay_value = -1; /* get new value later */
13617 /* check for element change _after_ element has been pushed */
13618 if (game.use_change_when_pushing_bug)
13620 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
13621 player->index_bit, dig_side);
13622 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
13623 player->index_bit, dig_side);
13626 else if (IS_SWITCHABLE(element))
13628 if (PLAYER_SWITCHING(player, x, y))
13630 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13631 player->index_bit, dig_side);
13636 player->is_switching = TRUE;
13637 player->switch_x = x;
13638 player->switch_y = y;
13640 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13642 if (element == EL_ROBOT_WHEEL)
13644 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
13648 game.robot_wheel_active = TRUE;
13650 TEST_DrawLevelField(x, y);
13652 else if (element == EL_SP_TERMINAL)
13656 SCAN_PLAYFIELD(xx, yy)
13658 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
13660 else if (Feld[xx][yy] == EL_SP_TERMINAL)
13661 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
13664 else if (IS_BELT_SWITCH(element))
13666 ToggleBeltSwitch(x, y);
13668 else if (element == EL_SWITCHGATE_SWITCH_UP ||
13669 element == EL_SWITCHGATE_SWITCH_DOWN ||
13670 element == EL_DC_SWITCHGATE_SWITCH_UP ||
13671 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
13673 ToggleSwitchgateSwitch(x, y);
13675 else if (element == EL_LIGHT_SWITCH ||
13676 element == EL_LIGHT_SWITCH_ACTIVE)
13678 ToggleLightSwitch(x, y);
13680 else if (element == EL_TIMEGATE_SWITCH ||
13681 element == EL_DC_TIMEGATE_SWITCH)
13683 ActivateTimegateSwitch(x, y);
13685 else if (element == EL_BALLOON_SWITCH_LEFT ||
13686 element == EL_BALLOON_SWITCH_RIGHT ||
13687 element == EL_BALLOON_SWITCH_UP ||
13688 element == EL_BALLOON_SWITCH_DOWN ||
13689 element == EL_BALLOON_SWITCH_NONE ||
13690 element == EL_BALLOON_SWITCH_ANY)
13692 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
13693 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
13694 element == EL_BALLOON_SWITCH_UP ? MV_UP :
13695 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
13696 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
13699 else if (element == EL_LAMP)
13701 Feld[x][y] = EL_LAMP_ACTIVE;
13702 local_player->lights_still_needed--;
13704 ResetGfxAnimation(x, y);
13705 TEST_DrawLevelField(x, y);
13707 else if (element == EL_TIME_ORB_FULL)
13709 Feld[x][y] = EL_TIME_ORB_EMPTY;
13711 if (level.time > 0 || level.use_time_orb_bug)
13713 TimeLeft += level.time_orb_time;
13714 game.no_time_limit = FALSE;
13716 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13718 DisplayGameControlValues();
13721 ResetGfxAnimation(x, y);
13722 TEST_DrawLevelField(x, y);
13724 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
13725 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13729 game.ball_state = !game.ball_state;
13731 SCAN_PLAYFIELD(xx, yy)
13733 int e = Feld[xx][yy];
13735 if (game.ball_state)
13737 if (e == EL_EMC_MAGIC_BALL)
13738 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
13739 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
13740 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
13744 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
13745 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
13746 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13747 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
13752 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13753 player->index_bit, dig_side);
13755 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13756 player->index_bit, dig_side);
13758 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13759 player->index_bit, dig_side);
13765 if (!PLAYER_SWITCHING(player, x, y))
13767 player->is_switching = TRUE;
13768 player->switch_x = x;
13769 player->switch_y = y;
13771 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
13772 player->index_bit, dig_side);
13773 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13774 player->index_bit, dig_side);
13776 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
13777 player->index_bit, dig_side);
13778 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13779 player->index_bit, dig_side);
13782 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
13783 player->index_bit, dig_side);
13784 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13785 player->index_bit, dig_side);
13787 return MP_NO_ACTION;
13790 player->push_delay = -1;
13792 if (is_player) /* function can also be called by EL_PENGUIN */
13794 if (Feld[x][y] != element) /* really digged/collected something */
13796 player->is_collecting = !player->is_digging;
13797 player->is_active = TRUE;
13804 static boolean DigFieldByCE(int x, int y, int digging_element)
13806 int element = Feld[x][y];
13808 if (!IS_FREE(x, y))
13810 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
13811 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
13814 /* no element can dig solid indestructible elements */
13815 if (IS_INDESTRUCTIBLE(element) &&
13816 !IS_DIGGABLE(element) &&
13817 !IS_COLLECTIBLE(element))
13820 if (AmoebaNr[x][y] &&
13821 (element == EL_AMOEBA_FULL ||
13822 element == EL_BD_AMOEBA ||
13823 element == EL_AMOEBA_GROWING))
13825 AmoebaCnt[AmoebaNr[x][y]]--;
13826 AmoebaCnt2[AmoebaNr[x][y]]--;
13829 if (IS_MOVING(x, y))
13830 RemoveMovingField(x, y);
13834 TEST_DrawLevelField(x, y);
13837 /* if digged element was about to explode, prevent the explosion */
13838 ExplodeField[x][y] = EX_TYPE_NONE;
13840 PlayLevelSoundAction(x, y, action);
13843 Store[x][y] = EL_EMPTY;
13845 /* this makes it possible to leave the removed element again */
13846 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
13847 Store[x][y] = element;
13852 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
13854 int jx = player->jx, jy = player->jy;
13855 int x = jx + dx, y = jy + dy;
13856 int snap_direction = (dx == -1 ? MV_LEFT :
13857 dx == +1 ? MV_RIGHT :
13859 dy == +1 ? MV_DOWN : MV_NONE);
13860 boolean can_continue_snapping = (level.continuous_snapping &&
13861 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
13863 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
13866 if (!player->active || !IN_LEV_FIELD(x, y))
13874 if (player->MovPos == 0)
13875 player->is_pushing = FALSE;
13877 player->is_snapping = FALSE;
13879 if (player->MovPos == 0)
13881 player->is_moving = FALSE;
13882 player->is_digging = FALSE;
13883 player->is_collecting = FALSE;
13889 /* prevent snapping with already pressed snap key when not allowed */
13890 if (player->is_snapping && !can_continue_snapping)
13893 player->MovDir = snap_direction;
13895 if (player->MovPos == 0)
13897 player->is_moving = FALSE;
13898 player->is_digging = FALSE;
13899 player->is_collecting = FALSE;
13902 player->is_dropping = FALSE;
13903 player->is_dropping_pressed = FALSE;
13904 player->drop_pressed_delay = 0;
13906 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
13909 player->is_snapping = TRUE;
13910 player->is_active = TRUE;
13912 if (player->MovPos == 0)
13914 player->is_moving = FALSE;
13915 player->is_digging = FALSE;
13916 player->is_collecting = FALSE;
13919 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
13920 TEST_DrawLevelField(player->last_jx, player->last_jy);
13922 TEST_DrawLevelField(x, y);
13927 static boolean DropElement(struct PlayerInfo *player)
13929 int old_element, new_element;
13930 int dropx = player->jx, dropy = player->jy;
13931 int drop_direction = player->MovDir;
13932 int drop_side = drop_direction;
13933 int drop_element = get_next_dropped_element(player);
13935 player->is_dropping_pressed = TRUE;
13937 /* do not drop an element on top of another element; when holding drop key
13938 pressed without moving, dropped element must move away before the next
13939 element can be dropped (this is especially important if the next element
13940 is dynamite, which can be placed on background for historical reasons) */
13941 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
13944 if (IS_THROWABLE(drop_element))
13946 dropx += GET_DX_FROM_DIR(drop_direction);
13947 dropy += GET_DY_FROM_DIR(drop_direction);
13949 if (!IN_LEV_FIELD(dropx, dropy))
13953 old_element = Feld[dropx][dropy]; /* old element at dropping position */
13954 new_element = drop_element; /* default: no change when dropping */
13956 /* check if player is active, not moving and ready to drop */
13957 if (!player->active || player->MovPos || player->drop_delay > 0)
13960 /* check if player has anything that can be dropped */
13961 if (new_element == EL_UNDEFINED)
13964 /* check if drop key was pressed long enough for EM style dynamite */
13965 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
13968 /* check if anything can be dropped at the current position */
13969 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
13972 /* collected custom elements can only be dropped on empty fields */
13973 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
13976 if (old_element != EL_EMPTY)
13977 Back[dropx][dropy] = old_element; /* store old element on this field */
13979 ResetGfxAnimation(dropx, dropy);
13980 ResetRandomAnimationValue(dropx, dropy);
13982 if (player->inventory_size > 0 ||
13983 player->inventory_infinite_element != EL_UNDEFINED)
13985 if (player->inventory_size > 0)
13987 player->inventory_size--;
13989 DrawGameDoorValues();
13991 if (new_element == EL_DYNAMITE)
13992 new_element = EL_DYNAMITE_ACTIVE;
13993 else if (new_element == EL_EM_DYNAMITE)
13994 new_element = EL_EM_DYNAMITE_ACTIVE;
13995 else if (new_element == EL_SP_DISK_RED)
13996 new_element = EL_SP_DISK_RED_ACTIVE;
13999 Feld[dropx][dropy] = new_element;
14001 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14002 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14003 el2img(Feld[dropx][dropy]), 0);
14005 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14007 /* needed if previous element just changed to "empty" in the last frame */
14008 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14010 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14011 player->index_bit, drop_side);
14012 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14014 player->index_bit, drop_side);
14016 TestIfElementTouchesCustomElement(dropx, dropy);
14018 else /* player is dropping a dyna bomb */
14020 player->dynabombs_left--;
14022 Feld[dropx][dropy] = new_element;
14024 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14025 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14026 el2img(Feld[dropx][dropy]), 0);
14028 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14031 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14032 InitField_WithBug1(dropx, dropy, FALSE);
14034 new_element = Feld[dropx][dropy]; /* element might have changed */
14036 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14037 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14039 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14040 MovDir[dropx][dropy] = drop_direction;
14042 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14044 /* do not cause impact style collision by dropping elements that can fall */
14045 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14048 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14049 player->is_dropping = TRUE;
14051 player->drop_pressed_delay = 0;
14052 player->is_dropping_pressed = FALSE;
14054 player->drop_x = dropx;
14055 player->drop_y = dropy;
14060 /* ------------------------------------------------------------------------- */
14061 /* game sound playing functions */
14062 /* ------------------------------------------------------------------------- */
14064 static int *loop_sound_frame = NULL;
14065 static int *loop_sound_volume = NULL;
14067 void InitPlayLevelSound()
14069 int num_sounds = getSoundListSize();
14071 checked_free(loop_sound_frame);
14072 checked_free(loop_sound_volume);
14074 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14075 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14078 static void PlayLevelSound(int x, int y, int nr)
14080 int sx = SCREENX(x), sy = SCREENY(y);
14081 int volume, stereo_position;
14082 int max_distance = 8;
14083 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14085 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14086 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14089 if (!IN_LEV_FIELD(x, y) ||
14090 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14091 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14094 volume = SOUND_MAX_VOLUME;
14096 if (!IN_SCR_FIELD(sx, sy))
14098 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14099 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14101 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14104 stereo_position = (SOUND_MAX_LEFT +
14105 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14106 (SCR_FIELDX + 2 * max_distance));
14108 if (IS_LOOP_SOUND(nr))
14110 /* This assures that quieter loop sounds do not overwrite louder ones,
14111 while restarting sound volume comparison with each new game frame. */
14113 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14116 loop_sound_volume[nr] = volume;
14117 loop_sound_frame[nr] = FrameCounter;
14120 PlaySoundExt(nr, volume, stereo_position, type);
14123 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14125 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14126 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14127 y < LEVELY(BY1) ? LEVELY(BY1) :
14128 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14132 static void PlayLevelSoundAction(int x, int y, int action)
14134 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14137 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14139 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14141 if (sound_effect != SND_UNDEFINED)
14142 PlayLevelSound(x, y, sound_effect);
14145 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14148 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14150 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14151 PlayLevelSound(x, y, sound_effect);
14154 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14156 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14158 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14159 PlayLevelSound(x, y, sound_effect);
14162 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14164 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14166 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14167 StopSound(sound_effect);
14170 static void PlayLevelMusic()
14172 if (levelset.music[level_nr] != MUS_UNDEFINED)
14173 PlayMusic(levelset.music[level_nr]); /* from config file */
14175 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
14178 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14180 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14181 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14182 int x = xx - 1 - offset;
14183 int y = yy - 1 - offset;
14188 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14192 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14196 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14200 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14204 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14208 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14212 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14215 case SAMPLE_android_clone:
14216 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14219 case SAMPLE_android_move:
14220 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14223 case SAMPLE_spring:
14224 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14228 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14232 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14235 case SAMPLE_eater_eat:
14236 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14240 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14243 case SAMPLE_collect:
14244 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14247 case SAMPLE_diamond:
14248 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14251 case SAMPLE_squash:
14252 /* !!! CHECK THIS !!! */
14254 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14256 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14260 case SAMPLE_wonderfall:
14261 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14265 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14269 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14273 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14277 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14281 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14285 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14288 case SAMPLE_wonder:
14289 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14293 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14296 case SAMPLE_exit_open:
14297 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14300 case SAMPLE_exit_leave:
14301 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14304 case SAMPLE_dynamite:
14305 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14309 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14313 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14317 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14321 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14325 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14329 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14333 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14338 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14340 int element = map_element_SP_to_RND(element_sp);
14341 int action = map_action_SP_to_RND(action_sp);
14342 int offset = (setup.sp_show_border_elements ? 0 : 1);
14343 int x = xx - offset;
14344 int y = yy - offset;
14346 PlayLevelSoundElementAction(x, y, element, action);
14349 void RaiseScore(int value)
14351 local_player->score += value;
14353 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14355 DisplayGameControlValues();
14358 void RaiseScoreElement(int element)
14363 case EL_BD_DIAMOND:
14364 case EL_EMERALD_YELLOW:
14365 case EL_EMERALD_RED:
14366 case EL_EMERALD_PURPLE:
14367 case EL_SP_INFOTRON:
14368 RaiseScore(level.score[SC_EMERALD]);
14371 RaiseScore(level.score[SC_DIAMOND]);
14374 RaiseScore(level.score[SC_CRYSTAL]);
14377 RaiseScore(level.score[SC_PEARL]);
14380 case EL_BD_BUTTERFLY:
14381 case EL_SP_ELECTRON:
14382 RaiseScore(level.score[SC_BUG]);
14385 case EL_BD_FIREFLY:
14386 case EL_SP_SNIKSNAK:
14387 RaiseScore(level.score[SC_SPACESHIP]);
14390 case EL_DARK_YAMYAM:
14391 RaiseScore(level.score[SC_YAMYAM]);
14394 RaiseScore(level.score[SC_ROBOT]);
14397 RaiseScore(level.score[SC_PACMAN]);
14400 RaiseScore(level.score[SC_NUT]);
14403 case EL_EM_DYNAMITE:
14404 case EL_SP_DISK_RED:
14405 case EL_DYNABOMB_INCREASE_NUMBER:
14406 case EL_DYNABOMB_INCREASE_SIZE:
14407 case EL_DYNABOMB_INCREASE_POWER:
14408 RaiseScore(level.score[SC_DYNAMITE]);
14410 case EL_SHIELD_NORMAL:
14411 case EL_SHIELD_DEADLY:
14412 RaiseScore(level.score[SC_SHIELD]);
14414 case EL_EXTRA_TIME:
14415 RaiseScore(level.extra_time_score);
14429 case EL_DC_KEY_WHITE:
14430 RaiseScore(level.score[SC_KEY]);
14433 RaiseScore(element_info[element].collect_score);
14438 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14440 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14442 /* closing door required in case of envelope style request dialogs */
14444 CloseDoor(DOOR_CLOSE_1);
14446 #if defined(NETWORK_AVALIABLE)
14447 if (options.network)
14448 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14454 FadeSkipNextFadeIn();
14456 game_status = GAME_MODE_MAIN;
14458 DrawAndFadeInMainMenu(REDRAW_FIELD);
14462 game_status = GAME_MODE_MAIN;
14464 DrawAndFadeInMainMenu(REDRAW_FIELD);
14468 else /* continue playing the game */
14470 if (tape.playing && tape.deactivate_display)
14471 TapeDeactivateDisplayOff(TRUE);
14473 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14475 if (tape.playing && tape.deactivate_display)
14476 TapeDeactivateDisplayOn();
14480 void RequestQuitGame(boolean ask_if_really_quit)
14482 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14483 boolean skip_request = AllPlayersGone || quick_quit;
14485 RequestQuitGameExt(skip_request, quick_quit,
14486 "Do you really want to quit the game?");
14490 /* ------------------------------------------------------------------------- */
14491 /* random generator functions */
14492 /* ------------------------------------------------------------------------- */
14494 unsigned int InitEngineRandom_RND(int seed)
14496 game.num_random_calls = 0;
14498 return InitEngineRandom(seed);
14501 unsigned int RND(int max)
14505 game.num_random_calls++;
14507 return GetEngineRandom(max);
14514 /* ------------------------------------------------------------------------- */
14515 /* game engine snapshot handling functions */
14516 /* ------------------------------------------------------------------------- */
14518 struct EngineSnapshotInfo
14520 /* runtime values for custom element collect score */
14521 int collect_score[NUM_CUSTOM_ELEMENTS];
14523 /* runtime values for group element choice position */
14524 int choice_pos[NUM_GROUP_ELEMENTS];
14526 /* runtime values for belt position animations */
14527 int belt_graphic[4][NUM_BELT_PARTS];
14528 int belt_anim_mode[4][NUM_BELT_PARTS];
14531 static struct EngineSnapshotInfo engine_snapshot_rnd;
14532 static char *snapshot_level_identifier = NULL;
14533 static int snapshot_level_nr = -1;
14535 static void SaveEngineSnapshotValues_RND()
14537 static int belt_base_active_element[4] =
14539 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
14540 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
14541 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
14542 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
14546 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14548 int element = EL_CUSTOM_START + i;
14550 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
14553 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14555 int element = EL_GROUP_START + i;
14557 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
14560 for (i = 0; i < 4; i++)
14562 for (j = 0; j < NUM_BELT_PARTS; j++)
14564 int element = belt_base_active_element[i] + j;
14565 int graphic = el2img(element);
14566 int anim_mode = graphic_info[graphic].anim_mode;
14568 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
14569 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
14574 static void LoadEngineSnapshotValues_RND()
14576 unsigned int num_random_calls = game.num_random_calls;
14579 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14581 int element = EL_CUSTOM_START + i;
14583 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
14586 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14588 int element = EL_GROUP_START + i;
14590 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
14593 for (i = 0; i < 4; i++)
14595 for (j = 0; j < NUM_BELT_PARTS; j++)
14597 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
14598 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
14600 graphic_info[graphic].anim_mode = anim_mode;
14604 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14606 InitRND(tape.random_seed);
14607 for (i = 0; i < num_random_calls; i++)
14611 if (game.num_random_calls != num_random_calls)
14613 Error(ERR_INFO, "number of random calls out of sync");
14614 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
14615 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
14616 Error(ERR_EXIT, "this should not happen -- please debug");
14620 void FreeEngineSnapshotSingle()
14622 FreeSnapshotSingle();
14624 setString(&snapshot_level_identifier, NULL);
14625 snapshot_level_nr = -1;
14628 void FreeEngineSnapshotList()
14630 FreeSnapshotList();
14633 ListNode *SaveEngineSnapshotBuffers()
14635 ListNode *buffers = NULL;
14637 /* copy some special values to a structure better suited for the snapshot */
14639 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14640 SaveEngineSnapshotValues_RND();
14641 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14642 SaveEngineSnapshotValues_EM();
14643 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14644 SaveEngineSnapshotValues_SP(&buffers);
14646 /* save values stored in special snapshot structure */
14648 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14649 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
14650 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14651 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
14652 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14653 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
14655 /* save further RND engine values */
14657 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
14658 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
14659 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
14661 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
14662 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
14663 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
14664 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
14666 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
14667 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
14668 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
14669 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
14670 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
14672 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
14673 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
14674 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
14676 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
14678 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
14680 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
14681 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
14683 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
14684 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
14685 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
14686 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
14687 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
14688 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
14689 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
14690 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
14691 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
14692 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
14693 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
14694 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
14695 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
14696 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
14697 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
14698 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
14699 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
14700 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
14702 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
14703 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
14705 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
14706 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
14707 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
14709 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
14710 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
14712 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
14713 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
14714 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
14715 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
14716 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
14718 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
14719 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
14721 /* save level identification information */
14723 setString(&snapshot_level_identifier, leveldir_current->identifier);
14724 snapshot_level_nr = level_nr;
14727 ListNode *node = engine_snapshot_list_rnd;
14730 while (node != NULL)
14732 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
14737 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
14743 void SaveEngineSnapshotSingle()
14745 ListNode *buffers = SaveEngineSnapshotBuffers();
14747 /* finally save all snapshot buffers to single snapshot */
14748 SaveSnapshotSingle(buffers);
14751 boolean SaveEngineSnapshotToList()
14753 boolean save_snapshot =
14754 (FrameCounter == 0 ||
14755 (game.snapshot.mode == SNAPSHOT_MODE_STEP) ||
14756 (game.snapshot.mode == SNAPSHOT_MODE_MOVE &&
14757 game.snapshot.changed_action));
14759 game.snapshot.changed_action = FALSE;
14761 if (!save_snapshot)
14764 ListNode *buffers = SaveEngineSnapshotBuffers();
14766 /* finally save all snapshot buffers to snapshot list */
14767 SaveSnapshotToList(buffers);
14772 void LoadEngineSnapshotValues()
14774 /* restore special values from snapshot structure */
14776 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14777 LoadEngineSnapshotValues_RND();
14778 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14779 LoadEngineSnapshotValues_EM();
14780 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14781 LoadEngineSnapshotValues_SP();
14784 void LoadEngineSnapshotSingle()
14786 LoadSnapshotSingle();
14788 LoadEngineSnapshotValues();
14791 void LoadEngineSnapshot_Undo(int steps)
14793 LoadSnapshotFromList_Older(steps);
14795 LoadEngineSnapshotValues();
14798 void LoadEngineSnapshot_Redo(int steps)
14800 LoadSnapshotFromList_Newer(steps);
14802 LoadEngineSnapshotValues();
14805 boolean CheckEngineSnapshot()
14807 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
14808 snapshot_level_nr == level_nr);
14812 /* ---------- new game button stuff ---------------------------------------- */
14820 } gamebutton_info[NUM_GAME_BUTTONS] =
14823 IMG_GAME_BUTTON_GFX_STOP, &game.button.stop,
14824 GAME_CTRL_ID_STOP, "stop game"
14827 IMG_GAME_BUTTON_GFX_PAUSE, &game.button.pause,
14828 GAME_CTRL_ID_PAUSE, "pause game"
14831 IMG_GAME_BUTTON_GFX_PLAY, &game.button.play,
14832 GAME_CTRL_ID_PLAY, "play game"
14835 IMG_GAME_BUTTON_GFX_UNDO, &game.button.undo,
14836 GAME_CTRL_ID_UNDO, "undo step"
14839 IMG_GAME_BUTTON_GFX_REDO, &game.button.redo,
14840 GAME_CTRL_ID_REDO, "redo step"
14843 IMG_GAME_BUTTON_GFX_SAVE, &game.button.save,
14844 GAME_CTRL_ID_SAVE, "save game"
14847 IMG_GAME_BUTTON_GFX_LOAD, &game.button.load,
14848 GAME_CTRL_ID_LOAD, "load game"
14851 IMG_GAME_BUTTON_GFX_SOUND_MUSIC, &game.button.sound_music,
14852 SOUND_CTRL_ID_MUSIC, "background music on/off"
14855 IMG_GAME_BUTTON_GFX_SOUND_LOOPS, &game.button.sound_loops,
14856 SOUND_CTRL_ID_LOOPS, "sound loops on/off"
14859 IMG_GAME_BUTTON_GFX_SOUND_SIMPLE, &game.button.sound_simple,
14860 SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
14864 void CreateGameButtons()
14868 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14870 struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
14871 struct XY *pos = gamebutton_info[i].pos;
14872 struct GadgetInfo *gi;
14875 unsigned int event_mask;
14876 int base_x = (tape.show_game_buttons ? VX : DX);
14877 int base_y = (tape.show_game_buttons ? VY : DY);
14878 int gd_x = gfx->src_x;
14879 int gd_y = gfx->src_y;
14880 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
14881 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
14882 int gd_xa = gfx->src_x + gfx->active_xoffset;
14883 int gd_ya = gfx->src_y + gfx->active_yoffset;
14884 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
14885 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
14888 if (gfx->bitmap == NULL)
14890 game_gadget[id] = NULL;
14895 if (id == GAME_CTRL_ID_STOP ||
14896 id == GAME_CTRL_ID_PAUSE ||
14897 id == GAME_CTRL_ID_PLAY ||
14898 id == GAME_CTRL_ID_SAVE ||
14899 id == GAME_CTRL_ID_LOAD)
14901 button_type = GD_TYPE_NORMAL_BUTTON;
14903 event_mask = GD_EVENT_RELEASED;
14905 else if (id == GAME_CTRL_ID_UNDO ||
14906 id == GAME_CTRL_ID_REDO)
14908 button_type = GD_TYPE_NORMAL_BUTTON;
14910 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
14914 button_type = GD_TYPE_CHECK_BUTTON;
14916 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
14917 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
14918 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
14919 event_mask = GD_EVENT_PRESSED;
14922 gi = CreateGadget(GDI_CUSTOM_ID, id,
14923 GDI_INFO_TEXT, gamebutton_info[i].infotext,
14924 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
14925 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
14926 GDI_WIDTH, gfx->width,
14927 GDI_HEIGHT, gfx->height,
14928 GDI_TYPE, button_type,
14929 GDI_STATE, GD_BUTTON_UNPRESSED,
14930 GDI_CHECKED, checked,
14931 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
14932 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
14933 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
14934 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
14935 GDI_DIRECT_DRAW, FALSE,
14936 GDI_EVENT_MASK, event_mask,
14937 GDI_CALLBACK_ACTION, HandleGameButtons,
14941 Error(ERR_EXIT, "cannot create gadget");
14943 game_gadget[id] = gi;
14947 void FreeGameButtons()
14951 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14952 FreeGadget(game_gadget[i]);
14955 void MapStopPlayButtons()
14957 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
14958 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
14960 MapGadget(game_gadget[GAME_CTRL_ID_STOP]);
14961 MapGadget(game_gadget[GAME_CTRL_ID_PLAY]);
14964 void MapUndoRedoButtons()
14966 UnmapGadget(game_gadget[GAME_CTRL_ID_STOP]);
14967 UnmapGadget(game_gadget[GAME_CTRL_ID_PLAY]);
14969 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
14970 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
14973 void MapGameButtons()
14977 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14978 if (i != GAME_CTRL_ID_UNDO &&
14979 i != GAME_CTRL_ID_REDO)
14980 MapGadget(game_gadget[i]);
14983 void UnmapGameButtons()
14987 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14988 UnmapGadget(game_gadget[i]);
14991 void RedrawGameButtons()
14995 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14996 RedrawGadget(game_gadget[i]);
14998 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
14999 redraw_mask &= ~REDRAW_ALL;
15002 void GameUndoRedoExt()
15004 ClearPlayerAction();
15006 tape.pausing = TRUE;
15009 UpdateAndDisplayGameControlValues();
15011 DrawCompleteVideoDisplay();
15012 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15013 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15014 DrawVideoDisplay((tape.single_step ? VIDEO_STATE_1STEP_ON :
15015 VIDEO_STATE_1STEP_OFF), 0);
15020 void GameUndo(int steps)
15022 if (!CheckEngineSnapshot())
15025 LoadEngineSnapshot_Undo(steps);
15030 void GameRedo(int steps)
15032 if (!CheckEngineSnapshot())
15035 LoadEngineSnapshot_Redo(steps);
15040 static void HandleGameButtonsExt(int id, int button)
15042 int steps = BUTTON_STEPSIZE(button);
15043 boolean handle_game_buttons =
15044 (game_status == GAME_MODE_PLAYING ||
15045 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15047 if (!handle_game_buttons)
15052 case GAME_CTRL_ID_STOP:
15053 if (game_status == GAME_MODE_MAIN)
15059 RequestQuitGame(TRUE);
15063 case GAME_CTRL_ID_PAUSE:
15064 if (options.network && game_status == GAME_MODE_PLAYING)
15066 #if defined(NETWORK_AVALIABLE)
15068 SendToServer_ContinuePlaying();
15070 SendToServer_PausePlaying();
15074 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15077 case GAME_CTRL_ID_PLAY:
15078 if (game_status == GAME_MODE_MAIN)
15080 StartGameActions(options.network, setup.autorecord, level.random_seed);
15082 else if (tape.pausing)
15084 #if defined(NETWORK_AVALIABLE)
15085 if (options.network)
15086 SendToServer_ContinuePlaying();
15090 tape.pausing = FALSE;
15091 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF, 0);
15096 case GAME_CTRL_ID_UNDO:
15100 case GAME_CTRL_ID_REDO:
15104 case GAME_CTRL_ID_SAVE:
15108 case GAME_CTRL_ID_LOAD:
15112 case SOUND_CTRL_ID_MUSIC:
15113 if (setup.sound_music)
15115 setup.sound_music = FALSE;
15119 else if (audio.music_available)
15121 setup.sound = setup.sound_music = TRUE;
15123 SetAudioMode(setup.sound);
15129 case SOUND_CTRL_ID_LOOPS:
15130 if (setup.sound_loops)
15131 setup.sound_loops = FALSE;
15132 else if (audio.loops_available)
15134 setup.sound = setup.sound_loops = TRUE;
15136 SetAudioMode(setup.sound);
15140 case SOUND_CTRL_ID_SIMPLE:
15141 if (setup.sound_simple)
15142 setup.sound_simple = FALSE;
15143 else if (audio.sound_available)
15145 setup.sound = setup.sound_simple = TRUE;
15147 SetAudioMode(setup.sound);
15156 static void HandleGameButtons(struct GadgetInfo *gi)
15158 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15161 void HandleSoundButtonKeys(Key key)
15164 if (key == setup.shortcut.sound_simple)
15165 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15166 else if (key == setup.shortcut.sound_loops)
15167 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15168 else if (key == setup.shortcut.sound_music)
15169 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);