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 =
3043 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3044 SNAPSHOT_MODE_EVERY_STEP :
3045 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3046 SNAPSHOT_MODE_EVERY_MOVE : SNAPSHOT_MODE_OFF);
3049 int get_num_special_action(int element, int action_first, int action_last)
3051 int num_special_action = 0;
3054 for (i = action_first; i <= action_last; i++)
3056 boolean found = FALSE;
3058 for (j = 0; j < NUM_DIRECTIONS; j++)
3059 if (el_act_dir2img(element, i, j) !=
3060 el_act_dir2img(element, ACTION_DEFAULT, j))
3064 num_special_action++;
3069 return num_special_action;
3074 =============================================================================
3076 -----------------------------------------------------------------------------
3077 initialize and start new game
3078 =============================================================================
3083 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3084 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3086 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3087 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3088 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3089 int initial_move_dir = MV_DOWN;
3092 game_status = GAME_MODE_PLAYING;
3096 if (!game.restart_level)
3097 CloseDoor(DOOR_CLOSE_1);
3099 if (level_editor_test_game)
3100 FadeSkipNextFadeIn();
3102 FadeSetEnterScreen();
3104 FadeOut(REDRAW_FIELD);
3106 /* needed if different viewport properties defined for playing */
3107 ChangeViewportPropertiesIfNeeded();
3109 DrawCompleteVideoDisplay();
3112 InitGameControlValues();
3114 /* don't play tapes over network */
3115 network_playing = (options.network && !tape.playing);
3117 for (i = 0; i < MAX_PLAYERS; i++)
3119 struct PlayerInfo *player = &stored_player[i];
3121 player->index_nr = i;
3122 player->index_bit = (1 << i);
3123 player->element_nr = EL_PLAYER_1 + i;
3125 player->present = FALSE;
3126 player->active = FALSE;
3127 player->mapped = FALSE;
3129 player->killed = FALSE;
3130 player->reanimated = FALSE;
3133 player->effective_action = 0;
3134 player->programmed_action = 0;
3137 player->score_final = 0;
3139 player->gems_still_needed = level.gems_needed;
3140 player->sokobanfields_still_needed = 0;
3141 player->lights_still_needed = 0;
3142 player->friends_still_needed = 0;
3144 for (j = 0; j < MAX_NUM_KEYS; j++)
3145 player->key[j] = FALSE;
3147 player->num_white_keys = 0;
3149 player->dynabomb_count = 0;
3150 player->dynabomb_size = 1;
3151 player->dynabombs_left = 0;
3152 player->dynabomb_xl = FALSE;
3154 player->MovDir = initial_move_dir;
3157 player->GfxDir = initial_move_dir;
3158 player->GfxAction = ACTION_DEFAULT;
3160 player->StepFrame = 0;
3162 player->initial_element = player->element_nr;
3163 player->artwork_element =
3164 (level.use_artwork_element[i] ? level.artwork_element[i] :
3165 player->element_nr);
3166 player->use_murphy = FALSE;
3168 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3169 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3171 player->gravity = level.initial_player_gravity[i];
3173 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3175 player->actual_frame_counter = 0;
3177 player->step_counter = 0;
3179 player->last_move_dir = initial_move_dir;
3181 player->is_active = FALSE;
3183 player->is_waiting = FALSE;
3184 player->is_moving = FALSE;
3185 player->is_auto_moving = FALSE;
3186 player->is_digging = FALSE;
3187 player->is_snapping = FALSE;
3188 player->is_collecting = FALSE;
3189 player->is_pushing = FALSE;
3190 player->is_switching = FALSE;
3191 player->is_dropping = FALSE;
3192 player->is_dropping_pressed = FALSE;
3194 player->is_bored = FALSE;
3195 player->is_sleeping = FALSE;
3197 player->frame_counter_bored = -1;
3198 player->frame_counter_sleeping = -1;
3200 player->anim_delay_counter = 0;
3201 player->post_delay_counter = 0;
3203 player->dir_waiting = initial_move_dir;
3204 player->action_waiting = ACTION_DEFAULT;
3205 player->last_action_waiting = ACTION_DEFAULT;
3206 player->special_action_bored = ACTION_DEFAULT;
3207 player->special_action_sleeping = ACTION_DEFAULT;
3209 player->switch_x = -1;
3210 player->switch_y = -1;
3212 player->drop_x = -1;
3213 player->drop_y = -1;
3215 player->show_envelope = 0;
3217 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3219 player->push_delay = -1; /* initialized when pushing starts */
3220 player->push_delay_value = game.initial_push_delay_value;
3222 player->drop_delay = 0;
3223 player->drop_pressed_delay = 0;
3225 player->last_jx = -1;
3226 player->last_jy = -1;
3230 player->shield_normal_time_left = 0;
3231 player->shield_deadly_time_left = 0;
3233 player->inventory_infinite_element = EL_UNDEFINED;
3234 player->inventory_size = 0;
3236 if (level.use_initial_inventory[i])
3238 for (j = 0; j < level.initial_inventory_size[i]; j++)
3240 int element = level.initial_inventory_content[i][j];
3241 int collect_count = element_info[element].collect_count_initial;
3244 if (!IS_CUSTOM_ELEMENT(element))
3247 if (collect_count == 0)
3248 player->inventory_infinite_element = element;
3250 for (k = 0; k < collect_count; k++)
3251 if (player->inventory_size < MAX_INVENTORY_SIZE)
3252 player->inventory_element[player->inventory_size++] = element;
3256 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3257 SnapField(player, 0, 0);
3259 player->LevelSolved = FALSE;
3260 player->GameOver = FALSE;
3262 player->LevelSolved_GameWon = FALSE;
3263 player->LevelSolved_GameEnd = FALSE;
3264 player->LevelSolved_PanelOff = FALSE;
3265 player->LevelSolved_SaveTape = FALSE;
3266 player->LevelSolved_SaveScore = FALSE;
3267 player->LevelSolved_CountingTime = 0;
3268 player->LevelSolved_CountingScore = 0;
3270 map_player_action[i] = i;
3273 network_player_action_received = FALSE;
3275 #if defined(NETWORK_AVALIABLE)
3276 /* initial null action */
3277 if (network_playing)
3278 SendToServer_MovePlayer(MV_NONE);
3287 TimeLeft = level.time;
3290 ScreenMovDir = MV_NONE;
3294 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3296 AllPlayersGone = FALSE;
3298 game.no_time_limit = (level.time == 0);
3300 game.yamyam_content_nr = 0;
3301 game.robot_wheel_active = FALSE;
3302 game.magic_wall_active = FALSE;
3303 game.magic_wall_time_left = 0;
3304 game.light_time_left = 0;
3305 game.timegate_time_left = 0;
3306 game.switchgate_pos = 0;
3307 game.wind_direction = level.wind_direction_initial;
3309 game.lenses_time_left = 0;
3310 game.magnify_time_left = 0;
3312 game.ball_state = level.ball_state_initial;
3313 game.ball_content_nr = 0;
3315 game.envelope_active = FALSE;
3317 /* set focus to local player for network games, else to all players */
3318 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3319 game.centered_player_nr_next = game.centered_player_nr;
3320 game.set_centered_player = FALSE;
3322 if (network_playing && tape.recording)
3324 /* store client dependent player focus when recording network games */
3325 tape.centered_player_nr_next = game.centered_player_nr_next;
3326 tape.set_centered_player = TRUE;
3329 for (i = 0; i < NUM_BELTS; i++)
3331 game.belt_dir[i] = MV_NONE;
3332 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3335 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3336 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3338 #if DEBUG_INIT_PLAYER
3341 printf("Player status at level initialization:\n");
3345 SCAN_PLAYFIELD(x, y)
3347 Feld[x][y] = level.field[x][y];
3348 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3349 ChangeDelay[x][y] = 0;
3350 ChangePage[x][y] = -1;
3351 CustomValue[x][y] = 0; /* initialized in InitField() */
3352 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3354 WasJustMoving[x][y] = 0;
3355 WasJustFalling[x][y] = 0;
3356 CheckCollision[x][y] = 0;
3357 CheckImpact[x][y] = 0;
3359 Pushed[x][y] = FALSE;
3361 ChangeCount[x][y] = 0;
3362 ChangeEvent[x][y] = -1;
3364 ExplodePhase[x][y] = 0;
3365 ExplodeDelay[x][y] = 0;
3366 ExplodeField[x][y] = EX_TYPE_NONE;
3368 RunnerVisit[x][y] = 0;
3369 PlayerVisit[x][y] = 0;
3372 GfxRandom[x][y] = INIT_GFX_RANDOM();
3373 GfxElement[x][y] = EL_UNDEFINED;
3374 GfxAction[x][y] = ACTION_DEFAULT;
3375 GfxDir[x][y] = MV_NONE;
3376 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3379 SCAN_PLAYFIELD(x, y)
3381 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3383 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3385 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3388 InitField(x, y, TRUE);
3390 ResetGfxAnimation(x, y);
3395 for (i = 0; i < MAX_PLAYERS; i++)
3397 struct PlayerInfo *player = &stored_player[i];
3399 /* set number of special actions for bored and sleeping animation */
3400 player->num_special_action_bored =
3401 get_num_special_action(player->artwork_element,
3402 ACTION_BORING_1, ACTION_BORING_LAST);
3403 player->num_special_action_sleeping =
3404 get_num_special_action(player->artwork_element,
3405 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3408 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3409 emulate_sb ? EMU_SOKOBAN :
3410 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3412 /* initialize type of slippery elements */
3413 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3415 if (!IS_CUSTOM_ELEMENT(i))
3417 /* default: elements slip down either to the left or right randomly */
3418 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3420 /* SP style elements prefer to slip down on the left side */
3421 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3422 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3424 /* BD style elements prefer to slip down on the left side */
3425 if (game.emulation == EMU_BOULDERDASH)
3426 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3430 /* initialize explosion and ignition delay */
3431 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3433 if (!IS_CUSTOM_ELEMENT(i))
3436 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3437 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3438 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3439 int last_phase = (num_phase + 1) * delay;
3440 int half_phase = (num_phase / 2) * delay;
3442 element_info[i].explosion_delay = last_phase - 1;
3443 element_info[i].ignition_delay = half_phase;
3445 if (i == EL_BLACK_ORB)
3446 element_info[i].ignition_delay = 1;
3450 /* correct non-moving belts to start moving left */
3451 for (i = 0; i < NUM_BELTS; i++)
3452 if (game.belt_dir[i] == MV_NONE)
3453 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3455 #if USE_NEW_PLAYER_ASSIGNMENTS
3456 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3457 /* choose default local player */
3458 local_player = &stored_player[0];
3460 for (i = 0; i < MAX_PLAYERS; i++)
3461 stored_player[i].connected = FALSE;
3463 local_player->connected = TRUE;
3464 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3468 for (i = 0; i < MAX_PLAYERS; i++)
3469 stored_player[i].connected = tape.player_participates[i];
3471 else if (game.team_mode && !options.network)
3473 /* try to guess locally connected team mode players (needed for correct
3474 assignment of player figures from level to locally playing players) */
3476 for (i = 0; i < MAX_PLAYERS; i++)
3477 if (setup.input[i].use_joystick ||
3478 setup.input[i].key.left != KSYM_UNDEFINED)
3479 stored_player[i].connected = TRUE;
3482 #if DEBUG_INIT_PLAYER
3485 printf("Player status after level initialization:\n");
3487 for (i = 0; i < MAX_PLAYERS; i++)
3489 struct PlayerInfo *player = &stored_player[i];
3491 printf("- player %d: present == %d, connected == %d, active == %d",
3497 if (local_player == player)
3498 printf(" (local player)");
3505 #if DEBUG_INIT_PLAYER
3507 printf("Reassigning players ...\n");
3510 /* check if any connected player was not found in playfield */
3511 for (i = 0; i < MAX_PLAYERS; i++)
3513 struct PlayerInfo *player = &stored_player[i];
3515 if (player->connected && !player->present)
3517 struct PlayerInfo *field_player = NULL;
3519 #if DEBUG_INIT_PLAYER
3521 printf("- looking for field player for player %d ...\n", i + 1);
3524 /* assign first free player found that is present in the playfield */
3526 /* first try: look for unmapped playfield player that is not connected */
3527 for (j = 0; j < MAX_PLAYERS; j++)
3528 if (field_player == NULL &&
3529 stored_player[j].present &&
3530 !stored_player[j].mapped &&
3531 !stored_player[j].connected)
3532 field_player = &stored_player[j];
3534 /* second try: look for *any* unmapped playfield player */
3535 for (j = 0; j < MAX_PLAYERS; j++)
3536 if (field_player == NULL &&
3537 stored_player[j].present &&
3538 !stored_player[j].mapped)
3539 field_player = &stored_player[j];
3541 if (field_player != NULL)
3543 int jx = field_player->jx, jy = field_player->jy;
3545 #if DEBUG_INIT_PLAYER
3547 printf("- found player %d\n", field_player->index_nr + 1);
3550 player->present = FALSE;
3551 player->active = FALSE;
3553 field_player->present = TRUE;
3554 field_player->active = TRUE;
3557 player->initial_element = field_player->initial_element;
3558 player->artwork_element = field_player->artwork_element;
3560 player->block_last_field = field_player->block_last_field;
3561 player->block_delay_adjustment = field_player->block_delay_adjustment;
3564 StorePlayer[jx][jy] = field_player->element_nr;
3566 field_player->jx = field_player->last_jx = jx;
3567 field_player->jy = field_player->last_jy = jy;
3569 if (local_player == player)
3570 local_player = field_player;
3572 map_player_action[field_player->index_nr] = i;
3574 field_player->mapped = TRUE;
3576 #if DEBUG_INIT_PLAYER
3578 printf("- map_player_action[%d] == %d\n",
3579 field_player->index_nr + 1, i + 1);
3584 if (player->connected && player->present)
3585 player->mapped = TRUE;
3588 #if DEBUG_INIT_PLAYER
3591 printf("Player status after player assignment (first stage):\n");
3593 for (i = 0; i < MAX_PLAYERS; i++)
3595 struct PlayerInfo *player = &stored_player[i];
3597 printf("- player %d: present == %d, connected == %d, active == %d",
3603 if (local_player == player)
3604 printf(" (local player)");
3613 /* check if any connected player was not found in playfield */
3614 for (i = 0; i < MAX_PLAYERS; i++)
3616 struct PlayerInfo *player = &stored_player[i];
3618 if (player->connected && !player->present)
3620 for (j = 0; j < MAX_PLAYERS; j++)
3622 struct PlayerInfo *field_player = &stored_player[j];
3623 int jx = field_player->jx, jy = field_player->jy;
3625 /* assign first free player found that is present in the playfield */
3626 if (field_player->present && !field_player->connected)
3628 player->present = TRUE;
3629 player->active = TRUE;
3631 field_player->present = FALSE;
3632 field_player->active = FALSE;
3634 player->initial_element = field_player->initial_element;
3635 player->artwork_element = field_player->artwork_element;
3637 player->block_last_field = field_player->block_last_field;
3638 player->block_delay_adjustment = field_player->block_delay_adjustment;
3640 StorePlayer[jx][jy] = player->element_nr;
3642 player->jx = player->last_jx = jx;
3643 player->jy = player->last_jy = jy;
3653 printf("::: local_player->present == %d\n", local_player->present);
3658 /* when playing a tape, eliminate all players who do not participate */
3660 #if USE_NEW_PLAYER_ASSIGNMENTS
3662 if (!game.team_mode)
3664 for (i = 0; i < MAX_PLAYERS; i++)
3666 if (stored_player[i].active &&
3667 !tape.player_participates[map_player_action[i]])
3669 struct PlayerInfo *player = &stored_player[i];
3670 int jx = player->jx, jy = player->jy;
3672 #if DEBUG_INIT_PLAYER
3674 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3677 player->active = FALSE;
3678 StorePlayer[jx][jy] = 0;
3679 Feld[jx][jy] = EL_EMPTY;
3686 for (i = 0; i < MAX_PLAYERS; i++)
3688 if (stored_player[i].active &&
3689 !tape.player_participates[i])
3691 struct PlayerInfo *player = &stored_player[i];
3692 int jx = player->jx, jy = player->jy;
3694 player->active = FALSE;
3695 StorePlayer[jx][jy] = 0;
3696 Feld[jx][jy] = EL_EMPTY;
3701 else if (!options.network && !game.team_mode) /* && !tape.playing */
3703 /* when in single player mode, eliminate all but the first active player */
3705 for (i = 0; i < MAX_PLAYERS; i++)
3707 if (stored_player[i].active)
3709 for (j = i + 1; j < MAX_PLAYERS; j++)
3711 if (stored_player[j].active)
3713 struct PlayerInfo *player = &stored_player[j];
3714 int jx = player->jx, jy = player->jy;
3716 player->active = FALSE;
3717 player->present = FALSE;
3719 StorePlayer[jx][jy] = 0;
3720 Feld[jx][jy] = EL_EMPTY;
3727 /* when recording the game, store which players take part in the game */
3730 #if USE_NEW_PLAYER_ASSIGNMENTS
3731 for (i = 0; i < MAX_PLAYERS; i++)
3732 if (stored_player[i].connected)
3733 tape.player_participates[i] = TRUE;
3735 for (i = 0; i < MAX_PLAYERS; i++)
3736 if (stored_player[i].active)
3737 tape.player_participates[i] = TRUE;
3741 #if DEBUG_INIT_PLAYER
3744 printf("Player status after player assignment (final stage):\n");
3746 for (i = 0; i < MAX_PLAYERS; i++)
3748 struct PlayerInfo *player = &stored_player[i];
3750 printf("- player %d: present == %d, connected == %d, active == %d",
3756 if (local_player == player)
3757 printf(" (local player)");
3764 if (BorderElement == EL_EMPTY)
3767 SBX_Right = lev_fieldx - SCR_FIELDX;
3769 SBY_Lower = lev_fieldy - SCR_FIELDY;
3774 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3776 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3779 if (full_lev_fieldx <= SCR_FIELDX)
3780 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3781 if (full_lev_fieldy <= SCR_FIELDY)
3782 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3784 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
3786 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
3789 /* if local player not found, look for custom element that might create
3790 the player (make some assumptions about the right custom element) */
3791 if (!local_player->present)
3793 int start_x = 0, start_y = 0;
3794 int found_rating = 0;
3795 int found_element = EL_UNDEFINED;
3796 int player_nr = local_player->index_nr;
3798 SCAN_PLAYFIELD(x, y)
3800 int element = Feld[x][y];
3805 if (level.use_start_element[player_nr] &&
3806 level.start_element[player_nr] == element &&
3813 found_element = element;
3816 if (!IS_CUSTOM_ELEMENT(element))
3819 if (CAN_CHANGE(element))
3821 for (i = 0; i < element_info[element].num_change_pages; i++)
3823 /* check for player created from custom element as single target */
3824 content = element_info[element].change_page[i].target_element;
3825 is_player = ELEM_IS_PLAYER(content);
3827 if (is_player && (found_rating < 3 ||
3828 (found_rating == 3 && element < found_element)))
3834 found_element = element;
3839 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
3841 /* check for player created from custom element as explosion content */
3842 content = element_info[element].content.e[xx][yy];
3843 is_player = ELEM_IS_PLAYER(content);
3845 if (is_player && (found_rating < 2 ||
3846 (found_rating == 2 && element < found_element)))
3848 start_x = x + xx - 1;
3849 start_y = y + yy - 1;
3852 found_element = element;
3855 if (!CAN_CHANGE(element))
3858 for (i = 0; i < element_info[element].num_change_pages; i++)
3860 /* check for player created from custom element as extended target */
3862 element_info[element].change_page[i].target_content.e[xx][yy];
3864 is_player = ELEM_IS_PLAYER(content);
3866 if (is_player && (found_rating < 1 ||
3867 (found_rating == 1 && element < found_element)))
3869 start_x = x + xx - 1;
3870 start_y = y + yy - 1;
3873 found_element = element;
3879 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
3880 start_x > SBX_Right + MIDPOSX ? SBX_Right :
3883 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
3884 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
3889 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
3890 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
3891 local_player->jx - MIDPOSX);
3893 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
3894 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
3895 local_player->jy - MIDPOSY);
3898 /* !!! FIX THIS (START) !!! */
3899 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3901 InitGameEngine_EM();
3903 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3905 InitGameEngine_SP();
3909 DrawLevel(REDRAW_FIELD);
3912 /* after drawing the level, correct some elements */
3913 if (game.timegate_time_left == 0)
3914 CloseAllOpenTimegates();
3917 /* blit playfield from scroll buffer to normal back buffer for fading in */
3918 BlitScreenToBitmap(backbuffer);
3920 redraw_mask |= REDRAW_FROM_BACKBUFFER;
3921 /* !!! FIX THIS (END) !!! */
3923 FadeIn(REDRAW_FIELD);
3926 // full screen redraw is required at this point in the following cases:
3927 // - special editor door undrawn when game was started from level editor
3928 // - drawing area (playfield) was changed and has to be removed completely
3929 redraw_mask = REDRAW_ALL;
3933 if (!game.restart_level)
3935 /* copy default game door content to main double buffer */
3937 /* !!! CHECK AGAIN !!! */
3938 SetPanelBackground();
3939 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
3940 DrawBackground(DX, DY, DXSIZE, DYSIZE);
3943 SetPanelBackground();
3944 SetDrawBackgroundMask(REDRAW_DOOR_1);
3946 UpdateAndDisplayGameControlValues();
3948 if (!game.restart_level)
3952 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
3953 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
3954 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
3958 /* copy actual game door content to door double buffer for OpenDoor() */
3959 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
3961 OpenDoor(DOOR_OPEN_ALL);
3963 PlaySound(SND_GAME_STARTING);
3965 if (setup.sound_music)
3968 KeyboardAutoRepeatOffUnlessAutoplay();
3970 #if DEBUG_INIT_PLAYER
3973 printf("Player status (final):\n");
3975 for (i = 0; i < MAX_PLAYERS; i++)
3977 struct PlayerInfo *player = &stored_player[i];
3979 printf("- player %d: present == %d, connected == %d, active == %d",
3985 if (local_player == player)
3986 printf(" (local player)");
3999 if (!game.restart_level && !tape.playing)
4001 LevelStats_incPlayed(level_nr);
4003 SaveLevelSetup_SeriesInfo();
4006 game.restart_level = FALSE;
4008 SaveEngineSnapshotToListInitial();
4011 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
4013 /* this is used for non-R'n'D game engines to update certain engine values */
4015 /* needed to determine if sounds are played within the visible screen area */
4016 scroll_x = actual_scroll_x;
4017 scroll_y = actual_scroll_y;
4020 void InitMovDir(int x, int y)
4022 int i, element = Feld[x][y];
4023 static int xy[4][2] =
4030 static int direction[3][4] =
4032 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4033 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4034 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4043 Feld[x][y] = EL_BUG;
4044 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4047 case EL_SPACESHIP_RIGHT:
4048 case EL_SPACESHIP_UP:
4049 case EL_SPACESHIP_LEFT:
4050 case EL_SPACESHIP_DOWN:
4051 Feld[x][y] = EL_SPACESHIP;
4052 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4055 case EL_BD_BUTTERFLY_RIGHT:
4056 case EL_BD_BUTTERFLY_UP:
4057 case EL_BD_BUTTERFLY_LEFT:
4058 case EL_BD_BUTTERFLY_DOWN:
4059 Feld[x][y] = EL_BD_BUTTERFLY;
4060 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4063 case EL_BD_FIREFLY_RIGHT:
4064 case EL_BD_FIREFLY_UP:
4065 case EL_BD_FIREFLY_LEFT:
4066 case EL_BD_FIREFLY_DOWN:
4067 Feld[x][y] = EL_BD_FIREFLY;
4068 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4071 case EL_PACMAN_RIGHT:
4073 case EL_PACMAN_LEFT:
4074 case EL_PACMAN_DOWN:
4075 Feld[x][y] = EL_PACMAN;
4076 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4079 case EL_YAMYAM_LEFT:
4080 case EL_YAMYAM_RIGHT:
4082 case EL_YAMYAM_DOWN:
4083 Feld[x][y] = EL_YAMYAM;
4084 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4087 case EL_SP_SNIKSNAK:
4088 MovDir[x][y] = MV_UP;
4091 case EL_SP_ELECTRON:
4092 MovDir[x][y] = MV_LEFT;
4099 Feld[x][y] = EL_MOLE;
4100 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4104 if (IS_CUSTOM_ELEMENT(element))
4106 struct ElementInfo *ei = &element_info[element];
4107 int move_direction_initial = ei->move_direction_initial;
4108 int move_pattern = ei->move_pattern;
4110 if (move_direction_initial == MV_START_PREVIOUS)
4112 if (MovDir[x][y] != MV_NONE)
4115 move_direction_initial = MV_START_AUTOMATIC;
4118 if (move_direction_initial == MV_START_RANDOM)
4119 MovDir[x][y] = 1 << RND(4);
4120 else if (move_direction_initial & MV_ANY_DIRECTION)
4121 MovDir[x][y] = move_direction_initial;
4122 else if (move_pattern == MV_ALL_DIRECTIONS ||
4123 move_pattern == MV_TURNING_LEFT ||
4124 move_pattern == MV_TURNING_RIGHT ||
4125 move_pattern == MV_TURNING_LEFT_RIGHT ||
4126 move_pattern == MV_TURNING_RIGHT_LEFT ||
4127 move_pattern == MV_TURNING_RANDOM)
4128 MovDir[x][y] = 1 << RND(4);
4129 else if (move_pattern == MV_HORIZONTAL)
4130 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4131 else if (move_pattern == MV_VERTICAL)
4132 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4133 else if (move_pattern & MV_ANY_DIRECTION)
4134 MovDir[x][y] = element_info[element].move_pattern;
4135 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4136 move_pattern == MV_ALONG_RIGHT_SIDE)
4138 /* use random direction as default start direction */
4139 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4140 MovDir[x][y] = 1 << RND(4);
4142 for (i = 0; i < NUM_DIRECTIONS; i++)
4144 int x1 = x + xy[i][0];
4145 int y1 = y + xy[i][1];
4147 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4149 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4150 MovDir[x][y] = direction[0][i];
4152 MovDir[x][y] = direction[1][i];
4161 MovDir[x][y] = 1 << RND(4);
4163 if (element != EL_BUG &&
4164 element != EL_SPACESHIP &&
4165 element != EL_BD_BUTTERFLY &&
4166 element != EL_BD_FIREFLY)
4169 for (i = 0; i < NUM_DIRECTIONS; i++)
4171 int x1 = x + xy[i][0];
4172 int y1 = y + xy[i][1];
4174 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4176 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4178 MovDir[x][y] = direction[0][i];
4181 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4182 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4184 MovDir[x][y] = direction[1][i];
4193 GfxDir[x][y] = MovDir[x][y];
4196 void InitAmoebaNr(int x, int y)
4199 int group_nr = AmoebeNachbarNr(x, y);
4203 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4205 if (AmoebaCnt[i] == 0)
4213 AmoebaNr[x][y] = group_nr;
4214 AmoebaCnt[group_nr]++;
4215 AmoebaCnt2[group_nr]++;
4218 static void PlayerWins(struct PlayerInfo *player)
4220 player->LevelSolved = TRUE;
4221 player->GameOver = TRUE;
4223 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4224 level.native_em_level->lev->score : player->score);
4226 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4228 player->LevelSolved_CountingScore = player->score_final;
4233 static int time, time_final;
4234 static int score, score_final;
4235 static int game_over_delay_1 = 0;
4236 static int game_over_delay_2 = 0;
4237 int game_over_delay_value_1 = 50;
4238 int game_over_delay_value_2 = 50;
4240 if (!local_player->LevelSolved_GameWon)
4244 /* do not start end game actions before the player stops moving (to exit) */
4245 if (local_player->MovPos)
4248 local_player->LevelSolved_GameWon = TRUE;
4249 local_player->LevelSolved_SaveTape = tape.recording;
4250 local_player->LevelSolved_SaveScore = !tape.playing;
4254 LevelStats_incSolved(level_nr);
4256 SaveLevelSetup_SeriesInfo();
4259 if (tape.auto_play) /* tape might already be stopped here */
4260 tape.auto_play_level_solved = TRUE;
4264 game_over_delay_1 = game_over_delay_value_1;
4265 game_over_delay_2 = game_over_delay_value_2;
4267 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4268 score = score_final = local_player->score_final;
4273 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4275 else if (game.no_time_limit && TimePlayed < 999)
4278 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4281 local_player->score_final = score_final;
4283 if (level_editor_test_game)
4286 score = score_final;
4288 local_player->LevelSolved_CountingTime = time;
4289 local_player->LevelSolved_CountingScore = score;
4291 game_panel_controls[GAME_PANEL_TIME].value = time;
4292 game_panel_controls[GAME_PANEL_SCORE].value = score;
4294 DisplayGameControlValues();
4297 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4299 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4301 /* close exit door after last player */
4302 if ((AllPlayersGone &&
4303 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4304 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4305 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4306 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4307 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4309 int element = Feld[ExitX][ExitY];
4311 Feld[ExitX][ExitY] =
4312 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4313 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4314 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4315 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4316 EL_EM_STEEL_EXIT_CLOSING);
4318 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4321 /* player disappears */
4322 DrawLevelField(ExitX, ExitY);
4325 for (i = 0; i < MAX_PLAYERS; i++)
4327 struct PlayerInfo *player = &stored_player[i];
4329 if (player->present)
4331 RemovePlayer(player);
4333 /* player disappears */
4334 DrawLevelField(player->jx, player->jy);
4339 PlaySound(SND_GAME_WINNING);
4342 if (game_over_delay_1 > 0)
4344 game_over_delay_1--;
4349 if (time != time_final)
4351 int time_to_go = ABS(time_final - time);
4352 int time_count_dir = (time < time_final ? +1 : -1);
4353 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4355 time += time_count_steps * time_count_dir;
4356 score += time_count_steps * level.score[SC_TIME_BONUS];
4358 local_player->LevelSolved_CountingTime = time;
4359 local_player->LevelSolved_CountingScore = score;
4361 game_panel_controls[GAME_PANEL_TIME].value = time;
4362 game_panel_controls[GAME_PANEL_SCORE].value = score;
4364 DisplayGameControlValues();
4366 if (time == time_final)
4367 StopSound(SND_GAME_LEVELTIME_BONUS);
4368 else if (setup.sound_loops)
4369 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4371 PlaySound(SND_GAME_LEVELTIME_BONUS);
4376 local_player->LevelSolved_PanelOff = TRUE;
4378 if (game_over_delay_2 > 0)
4380 game_over_delay_2--;
4391 boolean raise_level = FALSE;
4393 local_player->LevelSolved_GameEnd = TRUE;
4395 CloseDoor(DOOR_CLOSE_1);
4397 if (local_player->LevelSolved_SaveTape)
4399 SaveTapeChecked(tape.level_nr); /* ask to save tape */
4402 if (level_editor_test_game)
4404 game_status = GAME_MODE_MAIN;
4406 DrawAndFadeInMainMenu(REDRAW_FIELD);
4411 if (!local_player->LevelSolved_SaveScore)
4413 FadeOut(REDRAW_FIELD);
4415 game_status = GAME_MODE_MAIN;
4417 DrawAndFadeInMainMenu(REDRAW_FIELD);
4422 if (level_nr == leveldir_current->handicap_level)
4424 leveldir_current->handicap_level++;
4426 SaveLevelSetup_SeriesInfo();
4429 if (level_nr < leveldir_current->last_level)
4430 raise_level = TRUE; /* advance to next level */
4432 if ((hi_pos = NewHiScore()) >= 0)
4434 game_status = GAME_MODE_SCORES;
4436 DrawHallOfFame(hi_pos);
4446 FadeOut(REDRAW_FIELD);
4448 game_status = GAME_MODE_MAIN;
4456 DrawAndFadeInMainMenu(REDRAW_FIELD);
4465 LoadScore(level_nr);
4467 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4468 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4471 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4473 if (local_player->score_final > highscore[k].Score)
4475 /* player has made it to the hall of fame */
4477 if (k < MAX_SCORE_ENTRIES - 1)
4479 int m = MAX_SCORE_ENTRIES - 1;
4482 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4483 if (strEqual(setup.player_name, highscore[l].Name))
4485 if (m == k) /* player's new highscore overwrites his old one */
4489 for (l = m; l > k; l--)
4491 strcpy(highscore[l].Name, highscore[l - 1].Name);
4492 highscore[l].Score = highscore[l - 1].Score;
4499 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4500 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4501 highscore[k].Score = local_player->score_final;
4507 else if (!strncmp(setup.player_name, highscore[k].Name,
4508 MAX_PLAYER_NAME_LEN))
4509 break; /* player already there with a higher score */
4515 SaveScore(level_nr);
4520 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4522 int element = Feld[x][y];
4523 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4524 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4525 int horiz_move = (dx != 0);
4526 int sign = (horiz_move ? dx : dy);
4527 int step = sign * element_info[element].move_stepsize;
4529 /* special values for move stepsize for spring and things on conveyor belt */
4532 if (CAN_FALL(element) &&
4533 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4534 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4535 else if (element == EL_SPRING)
4536 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4542 inline static int getElementMoveStepsize(int x, int y)
4544 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4547 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4549 if (player->GfxAction != action || player->GfxDir != dir)
4551 player->GfxAction = action;
4552 player->GfxDir = dir;
4554 player->StepFrame = 0;
4558 static void ResetGfxFrame(int x, int y, boolean redraw)
4560 int element = Feld[x][y];
4561 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4562 int last_gfx_frame = GfxFrame[x][y];
4564 if (graphic_info[graphic].anim_global_sync)
4565 GfxFrame[x][y] = FrameCounter;
4566 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4567 GfxFrame[x][y] = CustomValue[x][y];
4568 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4569 GfxFrame[x][y] = element_info[element].collect_score;
4570 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4571 GfxFrame[x][y] = ChangeDelay[x][y];
4573 if (redraw && GfxFrame[x][y] != last_gfx_frame)
4574 DrawLevelGraphicAnimation(x, y, graphic);
4577 static void ResetGfxAnimation(int x, int y)
4579 GfxAction[x][y] = ACTION_DEFAULT;
4580 GfxDir[x][y] = MovDir[x][y];
4583 ResetGfxFrame(x, y, FALSE);
4586 static void ResetRandomAnimationValue(int x, int y)
4588 GfxRandom[x][y] = INIT_GFX_RANDOM();
4591 void InitMovingField(int x, int y, int direction)
4593 int element = Feld[x][y];
4594 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4595 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4598 boolean is_moving_before, is_moving_after;
4600 /* check if element was/is moving or being moved before/after mode change */
4601 is_moving_before = (WasJustMoving[x][y] != 0);
4602 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4604 /* reset animation only for moving elements which change direction of moving
4605 or which just started or stopped moving
4606 (else CEs with property "can move" / "not moving" are reset each frame) */
4607 if (is_moving_before != is_moving_after ||
4608 direction != MovDir[x][y])
4609 ResetGfxAnimation(x, y);
4611 MovDir[x][y] = direction;
4612 GfxDir[x][y] = direction;
4614 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4615 direction == MV_DOWN && CAN_FALL(element) ?
4616 ACTION_FALLING : ACTION_MOVING);
4618 /* this is needed for CEs with property "can move" / "not moving" */
4620 if (is_moving_after)
4622 if (Feld[newx][newy] == EL_EMPTY)
4623 Feld[newx][newy] = EL_BLOCKED;
4625 MovDir[newx][newy] = MovDir[x][y];
4627 CustomValue[newx][newy] = CustomValue[x][y];
4629 GfxFrame[newx][newy] = GfxFrame[x][y];
4630 GfxRandom[newx][newy] = GfxRandom[x][y];
4631 GfxAction[newx][newy] = GfxAction[x][y];
4632 GfxDir[newx][newy] = GfxDir[x][y];
4636 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4638 int direction = MovDir[x][y];
4639 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4640 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4646 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4648 int oldx = x, oldy = y;
4649 int direction = MovDir[x][y];
4651 if (direction == MV_LEFT)
4653 else if (direction == MV_RIGHT)
4655 else if (direction == MV_UP)
4657 else if (direction == MV_DOWN)
4660 *comes_from_x = oldx;
4661 *comes_from_y = oldy;
4664 int MovingOrBlocked2Element(int x, int y)
4666 int element = Feld[x][y];
4668 if (element == EL_BLOCKED)
4672 Blocked2Moving(x, y, &oldx, &oldy);
4673 return Feld[oldx][oldy];
4679 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4681 /* like MovingOrBlocked2Element(), but if element is moving
4682 and (x,y) is the field the moving element is just leaving,
4683 return EL_BLOCKED instead of the element value */
4684 int element = Feld[x][y];
4686 if (IS_MOVING(x, y))
4688 if (element == EL_BLOCKED)
4692 Blocked2Moving(x, y, &oldx, &oldy);
4693 return Feld[oldx][oldy];
4702 static void RemoveField(int x, int y)
4704 Feld[x][y] = EL_EMPTY;
4710 CustomValue[x][y] = 0;
4713 ChangeDelay[x][y] = 0;
4714 ChangePage[x][y] = -1;
4715 Pushed[x][y] = FALSE;
4717 GfxElement[x][y] = EL_UNDEFINED;
4718 GfxAction[x][y] = ACTION_DEFAULT;
4719 GfxDir[x][y] = MV_NONE;
4722 void RemoveMovingField(int x, int y)
4724 int oldx = x, oldy = y, newx = x, newy = y;
4725 int element = Feld[x][y];
4726 int next_element = EL_UNDEFINED;
4728 if (element != EL_BLOCKED && !IS_MOVING(x, y))
4731 if (IS_MOVING(x, y))
4733 Moving2Blocked(x, y, &newx, &newy);
4735 if (Feld[newx][newy] != EL_BLOCKED)
4737 /* element is moving, but target field is not free (blocked), but
4738 already occupied by something different (example: acid pool);
4739 in this case, only remove the moving field, but not the target */
4741 RemoveField(oldx, oldy);
4743 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4745 TEST_DrawLevelField(oldx, oldy);
4750 else if (element == EL_BLOCKED)
4752 Blocked2Moving(x, y, &oldx, &oldy);
4753 if (!IS_MOVING(oldx, oldy))
4757 if (element == EL_BLOCKED &&
4758 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
4759 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
4760 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
4761 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
4762 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
4763 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
4764 next_element = get_next_element(Feld[oldx][oldy]);
4766 RemoveField(oldx, oldy);
4767 RemoveField(newx, newy);
4769 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4771 if (next_element != EL_UNDEFINED)
4772 Feld[oldx][oldy] = next_element;
4774 TEST_DrawLevelField(oldx, oldy);
4775 TEST_DrawLevelField(newx, newy);
4778 void DrawDynamite(int x, int y)
4780 int sx = SCREENX(x), sy = SCREENY(y);
4781 int graphic = el2img(Feld[x][y]);
4784 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
4787 if (IS_WALKABLE_INSIDE(Back[x][y]))
4791 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
4792 else if (Store[x][y])
4793 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
4795 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4797 if (Back[x][y] || Store[x][y])
4798 DrawGraphicThruMask(sx, sy, graphic, frame);
4800 DrawGraphic(sx, sy, graphic, frame);
4803 void CheckDynamite(int x, int y)
4805 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
4809 if (MovDelay[x][y] != 0)
4812 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4818 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4823 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
4825 boolean num_checked_players = 0;
4828 for (i = 0; i < MAX_PLAYERS; i++)
4830 if (stored_player[i].active)
4832 int sx = stored_player[i].jx;
4833 int sy = stored_player[i].jy;
4835 if (num_checked_players == 0)
4842 *sx1 = MIN(*sx1, sx);
4843 *sy1 = MIN(*sy1, sy);
4844 *sx2 = MAX(*sx2, sx);
4845 *sy2 = MAX(*sy2, sy);
4848 num_checked_players++;
4853 static boolean checkIfAllPlayersFitToScreen_RND()
4855 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
4857 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4859 return (sx2 - sx1 < SCR_FIELDX &&
4860 sy2 - sy1 < SCR_FIELDY);
4863 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
4865 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
4867 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4869 *sx = (sx1 + sx2) / 2;
4870 *sy = (sy1 + sy2) / 2;
4873 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
4874 boolean center_screen, boolean quick_relocation)
4876 boolean ffwd_delay = (tape.playing && tape.fast_forward);
4877 boolean no_delay = (tape.warp_forward);
4878 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
4879 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
4881 if (quick_relocation)
4883 if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
4885 if (!level.shifted_relocation || center_screen)
4887 /* quick relocation (without scrolling), with centering of screen */
4889 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4890 x > SBX_Right + MIDPOSX ? SBX_Right :
4893 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4894 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4899 /* quick relocation (without scrolling), but do not center screen */
4901 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4902 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4905 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4906 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4909 int offset_x = x + (scroll_x - center_scroll_x);
4910 int offset_y = y + (scroll_y - center_scroll_y);
4912 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4913 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4914 offset_x - MIDPOSX);
4916 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4917 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4918 offset_y - MIDPOSY);
4923 if (!level.shifted_relocation || center_screen)
4925 /* quick relocation (without scrolling), with centering of screen */
4927 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4928 x > SBX_Right + MIDPOSX ? SBX_Right :
4931 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4932 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4937 /* quick relocation (without scrolling), but do not center screen */
4939 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4940 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4943 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4944 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4947 int offset_x = x + (scroll_x - center_scroll_x);
4948 int offset_y = y + (scroll_y - center_scroll_y);
4950 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4951 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4952 offset_x - MIDPOSX);
4954 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4955 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4956 offset_y - MIDPOSY);
4960 RedrawPlayfield(TRUE, 0,0,0,0);
4964 int scroll_xx, scroll_yy;
4966 if (!level.shifted_relocation || center_screen)
4968 /* visible relocation (with scrolling), with centering of screen */
4970 scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
4971 x > SBX_Right + MIDPOSX ? SBX_Right :
4974 scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4975 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4980 /* visible relocation (with scrolling), but do not center screen */
4982 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4983 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4986 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4987 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4990 int offset_x = x + (scroll_x - center_scroll_x);
4991 int offset_y = y + (scroll_y - center_scroll_y);
4993 scroll_xx = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4994 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4995 offset_x - MIDPOSX);
4997 scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4998 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4999 offset_y - MIDPOSY);
5003 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
5005 while (scroll_x != scroll_xx || scroll_y != scroll_yy)
5008 int fx = FX, fy = FY;
5010 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
5011 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
5013 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5019 fx += dx * TILEX / 2;
5020 fy += dy * TILEY / 2;
5022 ScrollLevel(dx, dy);
5025 /* scroll in two steps of half tile size to make things smoother */
5026 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5027 Delay(wait_delay_value);
5029 /* scroll second step to align at full tile size */
5031 Delay(wait_delay_value);
5036 Delay(wait_delay_value);
5040 void RelocatePlayer(int jx, int jy, int el_player_raw)
5042 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5043 int player_nr = GET_PLAYER_NR(el_player);
5044 struct PlayerInfo *player = &stored_player[player_nr];
5045 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5046 boolean no_delay = (tape.warp_forward);
5047 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5048 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5049 int old_jx = player->jx;
5050 int old_jy = player->jy;
5051 int old_element = Feld[old_jx][old_jy];
5052 int element = Feld[jx][jy];
5053 boolean player_relocated = (old_jx != jx || old_jy != jy);
5055 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5056 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5057 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5058 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5059 int leave_side_horiz = move_dir_horiz;
5060 int leave_side_vert = move_dir_vert;
5061 int enter_side = enter_side_horiz | enter_side_vert;
5062 int leave_side = leave_side_horiz | leave_side_vert;
5064 if (player->GameOver) /* do not reanimate dead player */
5067 if (!player_relocated) /* no need to relocate the player */
5070 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5072 RemoveField(jx, jy); /* temporarily remove newly placed player */
5073 DrawLevelField(jx, jy);
5076 if (player->present)
5078 while (player->MovPos)
5080 ScrollPlayer(player, SCROLL_GO_ON);
5081 ScrollScreen(NULL, SCROLL_GO_ON);
5083 AdvanceFrameAndPlayerCounters(player->index_nr);
5088 Delay(wait_delay_value);
5091 DrawPlayer(player); /* needed here only to cleanup last field */
5092 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5094 player->is_moving = FALSE;
5097 if (IS_CUSTOM_ELEMENT(old_element))
5098 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5100 player->index_bit, leave_side);
5102 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5104 player->index_bit, leave_side);
5106 Feld[jx][jy] = el_player;
5107 InitPlayerField(jx, jy, el_player, TRUE);
5109 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5110 possible that the relocation target field did not contain a player element,
5111 but a walkable element, to which the new player was relocated -- in this
5112 case, restore that (already initialized!) element on the player field */
5113 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5115 Feld[jx][jy] = element; /* restore previously existing element */
5118 /* only visually relocate centered player */
5119 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5120 FALSE, level.instant_relocation);
5122 TestIfPlayerTouchesBadThing(jx, jy);
5123 TestIfPlayerTouchesCustomElement(jx, jy);
5125 if (IS_CUSTOM_ELEMENT(element))
5126 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5127 player->index_bit, enter_side);
5129 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5130 player->index_bit, enter_side);
5132 if (player->is_switching)
5134 /* ensure that relocation while still switching an element does not cause
5135 a new element to be treated as also switched directly after relocation
5136 (this is important for teleporter switches that teleport the player to
5137 a place where another teleporter switch is in the same direction, which
5138 would then incorrectly be treated as immediately switched before the
5139 direction key that caused the switch was released) */
5141 player->switch_x += jx - old_jx;
5142 player->switch_y += jy - old_jy;
5146 void Explode(int ex, int ey, int phase, int mode)
5152 /* !!! eliminate this variable !!! */
5153 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5155 if (game.explosions_delayed)
5157 ExplodeField[ex][ey] = mode;
5161 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5163 int center_element = Feld[ex][ey];
5164 int artwork_element, explosion_element; /* set these values later */
5166 /* remove things displayed in background while burning dynamite */
5167 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5170 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5172 /* put moving element to center field (and let it explode there) */
5173 center_element = MovingOrBlocked2Element(ex, ey);
5174 RemoveMovingField(ex, ey);
5175 Feld[ex][ey] = center_element;
5178 /* now "center_element" is finally determined -- set related values now */
5179 artwork_element = center_element; /* for custom player artwork */
5180 explosion_element = center_element; /* for custom player artwork */
5182 if (IS_PLAYER(ex, ey))
5184 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5186 artwork_element = stored_player[player_nr].artwork_element;
5188 if (level.use_explosion_element[player_nr])
5190 explosion_element = level.explosion_element[player_nr];
5191 artwork_element = explosion_element;
5195 if (mode == EX_TYPE_NORMAL ||
5196 mode == EX_TYPE_CENTER ||
5197 mode == EX_TYPE_CROSS)
5198 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5200 last_phase = element_info[explosion_element].explosion_delay + 1;
5202 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5204 int xx = x - ex + 1;
5205 int yy = y - ey + 1;
5208 if (!IN_LEV_FIELD(x, y) ||
5209 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5210 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5213 element = Feld[x][y];
5215 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5217 element = MovingOrBlocked2Element(x, y);
5219 if (!IS_EXPLOSION_PROOF(element))
5220 RemoveMovingField(x, y);
5223 /* indestructible elements can only explode in center (but not flames) */
5224 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5225 mode == EX_TYPE_BORDER)) ||
5226 element == EL_FLAMES)
5229 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5230 behaviour, for example when touching a yamyam that explodes to rocks
5231 with active deadly shield, a rock is created under the player !!! */
5232 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5234 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5235 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5236 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5238 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5241 if (IS_ACTIVE_BOMB(element))
5243 /* re-activate things under the bomb like gate or penguin */
5244 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5251 /* save walkable background elements while explosion on same tile */
5252 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5253 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5254 Back[x][y] = element;
5256 /* ignite explodable elements reached by other explosion */
5257 if (element == EL_EXPLOSION)
5258 element = Store2[x][y];
5260 if (AmoebaNr[x][y] &&
5261 (element == EL_AMOEBA_FULL ||
5262 element == EL_BD_AMOEBA ||
5263 element == EL_AMOEBA_GROWING))
5265 AmoebaCnt[AmoebaNr[x][y]]--;
5266 AmoebaCnt2[AmoebaNr[x][y]]--;
5271 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5273 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5275 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5277 if (PLAYERINFO(ex, ey)->use_murphy)
5278 Store[x][y] = EL_EMPTY;
5281 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5282 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5283 else if (ELEM_IS_PLAYER(center_element))
5284 Store[x][y] = EL_EMPTY;
5285 else if (center_element == EL_YAMYAM)
5286 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5287 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5288 Store[x][y] = element_info[center_element].content.e[xx][yy];
5290 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5291 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5292 otherwise) -- FIX THIS !!! */
5293 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5294 Store[x][y] = element_info[element].content.e[1][1];
5296 else if (!CAN_EXPLODE(element))
5297 Store[x][y] = element_info[element].content.e[1][1];
5300 Store[x][y] = EL_EMPTY;
5302 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5303 center_element == EL_AMOEBA_TO_DIAMOND)
5304 Store2[x][y] = element;
5306 Feld[x][y] = EL_EXPLOSION;
5307 GfxElement[x][y] = artwork_element;
5309 ExplodePhase[x][y] = 1;
5310 ExplodeDelay[x][y] = last_phase;
5315 if (center_element == EL_YAMYAM)
5316 game.yamyam_content_nr =
5317 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5329 GfxFrame[x][y] = 0; /* restart explosion animation */
5331 last_phase = ExplodeDelay[x][y];
5333 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5335 /* this can happen if the player leaves an explosion just in time */
5336 if (GfxElement[x][y] == EL_UNDEFINED)
5337 GfxElement[x][y] = EL_EMPTY;
5339 border_element = Store2[x][y];
5340 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5341 border_element = StorePlayer[x][y];
5343 if (phase == element_info[border_element].ignition_delay ||
5344 phase == last_phase)
5346 boolean border_explosion = FALSE;
5348 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5349 !PLAYER_EXPLOSION_PROTECTED(x, y))
5351 KillPlayerUnlessExplosionProtected(x, y);
5352 border_explosion = TRUE;
5354 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5356 Feld[x][y] = Store2[x][y];
5359 border_explosion = TRUE;
5361 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5363 AmoebeUmwandeln(x, y);
5365 border_explosion = TRUE;
5368 /* if an element just explodes due to another explosion (chain-reaction),
5369 do not immediately end the new explosion when it was the last frame of
5370 the explosion (as it would be done in the following "if"-statement!) */
5371 if (border_explosion && phase == last_phase)
5375 if (phase == last_phase)
5379 element = Feld[x][y] = Store[x][y];
5380 Store[x][y] = Store2[x][y] = 0;
5381 GfxElement[x][y] = EL_UNDEFINED;
5383 /* player can escape from explosions and might therefore be still alive */
5384 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5385 element <= EL_PLAYER_IS_EXPLODING_4)
5387 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5388 int explosion_element = EL_PLAYER_1 + player_nr;
5389 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5390 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5392 if (level.use_explosion_element[player_nr])
5393 explosion_element = level.explosion_element[player_nr];
5395 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5396 element_info[explosion_element].content.e[xx][yy]);
5399 /* restore probably existing indestructible background element */
5400 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5401 element = Feld[x][y] = Back[x][y];
5404 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5405 GfxDir[x][y] = MV_NONE;
5406 ChangeDelay[x][y] = 0;
5407 ChangePage[x][y] = -1;
5409 CustomValue[x][y] = 0;
5411 InitField_WithBug2(x, y, FALSE);
5413 TEST_DrawLevelField(x, y);
5415 TestIfElementTouchesCustomElement(x, y);
5417 if (GFX_CRUMBLED(element))
5418 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5420 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5421 StorePlayer[x][y] = 0;
5423 if (ELEM_IS_PLAYER(element))
5424 RelocatePlayer(x, y, element);
5426 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5428 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5429 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5432 TEST_DrawLevelFieldCrumbled(x, y);
5434 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5436 DrawLevelElement(x, y, Back[x][y]);
5437 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5439 else if (IS_WALKABLE_UNDER(Back[x][y]))
5441 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5442 DrawLevelElementThruMask(x, y, Back[x][y]);
5444 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5445 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5449 void DynaExplode(int ex, int ey)
5452 int dynabomb_element = Feld[ex][ey];
5453 int dynabomb_size = 1;
5454 boolean dynabomb_xl = FALSE;
5455 struct PlayerInfo *player;
5456 static int xy[4][2] =
5464 if (IS_ACTIVE_BOMB(dynabomb_element))
5466 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5467 dynabomb_size = player->dynabomb_size;
5468 dynabomb_xl = player->dynabomb_xl;
5469 player->dynabombs_left++;
5472 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5474 for (i = 0; i < NUM_DIRECTIONS; i++)
5476 for (j = 1; j <= dynabomb_size; j++)
5478 int x = ex + j * xy[i][0];
5479 int y = ey + j * xy[i][1];
5482 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5485 element = Feld[x][y];
5487 /* do not restart explosions of fields with active bombs */
5488 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5491 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5493 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5494 !IS_DIGGABLE(element) && !dynabomb_xl)
5500 void Bang(int x, int y)
5502 int element = MovingOrBlocked2Element(x, y);
5503 int explosion_type = EX_TYPE_NORMAL;
5505 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5507 struct PlayerInfo *player = PLAYERINFO(x, y);
5509 element = Feld[x][y] = player->initial_element;
5511 if (level.use_explosion_element[player->index_nr])
5513 int explosion_element = level.explosion_element[player->index_nr];
5515 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5516 explosion_type = EX_TYPE_CROSS;
5517 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5518 explosion_type = EX_TYPE_CENTER;
5526 case EL_BD_BUTTERFLY:
5529 case EL_DARK_YAMYAM:
5533 RaiseScoreElement(element);
5536 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5537 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5538 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5539 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5540 case EL_DYNABOMB_INCREASE_NUMBER:
5541 case EL_DYNABOMB_INCREASE_SIZE:
5542 case EL_DYNABOMB_INCREASE_POWER:
5543 explosion_type = EX_TYPE_DYNA;
5546 case EL_DC_LANDMINE:
5547 explosion_type = EX_TYPE_CENTER;
5552 case EL_LAMP_ACTIVE:
5553 case EL_AMOEBA_TO_DIAMOND:
5554 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5555 explosion_type = EX_TYPE_CENTER;
5559 if (element_info[element].explosion_type == EXPLODES_CROSS)
5560 explosion_type = EX_TYPE_CROSS;
5561 else if (element_info[element].explosion_type == EXPLODES_1X1)
5562 explosion_type = EX_TYPE_CENTER;
5566 if (explosion_type == EX_TYPE_DYNA)
5569 Explode(x, y, EX_PHASE_START, explosion_type);
5571 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5574 void SplashAcid(int x, int y)
5576 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5577 (!IN_LEV_FIELD(x - 1, y - 2) ||
5578 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5579 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5581 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5582 (!IN_LEV_FIELD(x + 1, y - 2) ||
5583 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5584 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5586 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5589 static void InitBeltMovement()
5591 static int belt_base_element[4] =
5593 EL_CONVEYOR_BELT_1_LEFT,
5594 EL_CONVEYOR_BELT_2_LEFT,
5595 EL_CONVEYOR_BELT_3_LEFT,
5596 EL_CONVEYOR_BELT_4_LEFT
5598 static int belt_base_active_element[4] =
5600 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5601 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5602 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5603 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5608 /* set frame order for belt animation graphic according to belt direction */
5609 for (i = 0; i < NUM_BELTS; i++)
5613 for (j = 0; j < NUM_BELT_PARTS; j++)
5615 int element = belt_base_active_element[belt_nr] + j;
5616 int graphic_1 = el2img(element);
5617 int graphic_2 = el2panelimg(element);
5619 if (game.belt_dir[i] == MV_LEFT)
5621 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5622 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5626 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5627 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5632 SCAN_PLAYFIELD(x, y)
5634 int element = Feld[x][y];
5636 for (i = 0; i < NUM_BELTS; i++)
5638 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5640 int e_belt_nr = getBeltNrFromBeltElement(element);
5643 if (e_belt_nr == belt_nr)
5645 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5647 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5654 static void ToggleBeltSwitch(int x, int y)
5656 static int belt_base_element[4] =
5658 EL_CONVEYOR_BELT_1_LEFT,
5659 EL_CONVEYOR_BELT_2_LEFT,
5660 EL_CONVEYOR_BELT_3_LEFT,
5661 EL_CONVEYOR_BELT_4_LEFT
5663 static int belt_base_active_element[4] =
5665 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5666 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5667 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5668 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5670 static int belt_base_switch_element[4] =
5672 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5673 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5674 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5675 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5677 static int belt_move_dir[4] =
5685 int element = Feld[x][y];
5686 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5687 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5688 int belt_dir = belt_move_dir[belt_dir_nr];
5691 if (!IS_BELT_SWITCH(element))
5694 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5695 game.belt_dir[belt_nr] = belt_dir;
5697 if (belt_dir_nr == 3)
5700 /* set frame order for belt animation graphic according to belt direction */
5701 for (i = 0; i < NUM_BELT_PARTS; i++)
5703 int element = belt_base_active_element[belt_nr] + i;
5704 int graphic_1 = el2img(element);
5705 int graphic_2 = el2panelimg(element);
5707 if (belt_dir == MV_LEFT)
5709 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5710 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5714 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5715 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5719 SCAN_PLAYFIELD(xx, yy)
5721 int element = Feld[xx][yy];
5723 if (IS_BELT_SWITCH(element))
5725 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5727 if (e_belt_nr == belt_nr)
5729 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5730 TEST_DrawLevelField(xx, yy);
5733 else if (IS_BELT(element) && belt_dir != MV_NONE)
5735 int e_belt_nr = getBeltNrFromBeltElement(element);
5737 if (e_belt_nr == belt_nr)
5739 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5741 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5742 TEST_DrawLevelField(xx, yy);
5745 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5747 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5749 if (e_belt_nr == belt_nr)
5751 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5753 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5754 TEST_DrawLevelField(xx, yy);
5760 static void ToggleSwitchgateSwitch(int x, int y)
5764 game.switchgate_pos = !game.switchgate_pos;
5766 SCAN_PLAYFIELD(xx, yy)
5768 int element = Feld[xx][yy];
5770 if (element == EL_SWITCHGATE_SWITCH_UP)
5772 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5773 TEST_DrawLevelField(xx, yy);
5775 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5777 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5778 TEST_DrawLevelField(xx, yy);
5780 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5782 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5783 TEST_DrawLevelField(xx, yy);
5785 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5787 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5788 TEST_DrawLevelField(xx, yy);
5790 else if (element == EL_SWITCHGATE_OPEN ||
5791 element == EL_SWITCHGATE_OPENING)
5793 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
5795 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
5797 else if (element == EL_SWITCHGATE_CLOSED ||
5798 element == EL_SWITCHGATE_CLOSING)
5800 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
5802 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
5807 static int getInvisibleActiveFromInvisibleElement(int element)
5809 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
5810 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
5811 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
5815 static int getInvisibleFromInvisibleActiveElement(int element)
5817 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
5818 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
5819 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
5823 static void RedrawAllLightSwitchesAndInvisibleElements()
5827 SCAN_PLAYFIELD(x, y)
5829 int element = Feld[x][y];
5831 if (element == EL_LIGHT_SWITCH &&
5832 game.light_time_left > 0)
5834 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
5835 TEST_DrawLevelField(x, y);
5837 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
5838 game.light_time_left == 0)
5840 Feld[x][y] = EL_LIGHT_SWITCH;
5841 TEST_DrawLevelField(x, y);
5843 else if (element == EL_EMC_DRIPPER &&
5844 game.light_time_left > 0)
5846 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5847 TEST_DrawLevelField(x, y);
5849 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5850 game.light_time_left == 0)
5852 Feld[x][y] = EL_EMC_DRIPPER;
5853 TEST_DrawLevelField(x, y);
5855 else if (element == EL_INVISIBLE_STEELWALL ||
5856 element == EL_INVISIBLE_WALL ||
5857 element == EL_INVISIBLE_SAND)
5859 if (game.light_time_left > 0)
5860 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5862 TEST_DrawLevelField(x, y);
5864 /* uncrumble neighbour fields, if needed */
5865 if (element == EL_INVISIBLE_SAND)
5866 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5868 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5869 element == EL_INVISIBLE_WALL_ACTIVE ||
5870 element == EL_INVISIBLE_SAND_ACTIVE)
5872 if (game.light_time_left == 0)
5873 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5875 TEST_DrawLevelField(x, y);
5877 /* re-crumble neighbour fields, if needed */
5878 if (element == EL_INVISIBLE_SAND)
5879 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5884 static void RedrawAllInvisibleElementsForLenses()
5888 SCAN_PLAYFIELD(x, y)
5890 int element = Feld[x][y];
5892 if (element == EL_EMC_DRIPPER &&
5893 game.lenses_time_left > 0)
5895 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5896 TEST_DrawLevelField(x, y);
5898 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5899 game.lenses_time_left == 0)
5901 Feld[x][y] = EL_EMC_DRIPPER;
5902 TEST_DrawLevelField(x, y);
5904 else if (element == EL_INVISIBLE_STEELWALL ||
5905 element == EL_INVISIBLE_WALL ||
5906 element == EL_INVISIBLE_SAND)
5908 if (game.lenses_time_left > 0)
5909 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5911 TEST_DrawLevelField(x, y);
5913 /* uncrumble neighbour fields, if needed */
5914 if (element == EL_INVISIBLE_SAND)
5915 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5917 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5918 element == EL_INVISIBLE_WALL_ACTIVE ||
5919 element == EL_INVISIBLE_SAND_ACTIVE)
5921 if (game.lenses_time_left == 0)
5922 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5924 TEST_DrawLevelField(x, y);
5926 /* re-crumble neighbour fields, if needed */
5927 if (element == EL_INVISIBLE_SAND)
5928 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5933 static void RedrawAllInvisibleElementsForMagnifier()
5937 SCAN_PLAYFIELD(x, y)
5939 int element = Feld[x][y];
5941 if (element == EL_EMC_FAKE_GRASS &&
5942 game.magnify_time_left > 0)
5944 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
5945 TEST_DrawLevelField(x, y);
5947 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
5948 game.magnify_time_left == 0)
5950 Feld[x][y] = EL_EMC_FAKE_GRASS;
5951 TEST_DrawLevelField(x, y);
5953 else if (IS_GATE_GRAY(element) &&
5954 game.magnify_time_left > 0)
5956 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
5957 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
5958 IS_EM_GATE_GRAY(element) ?
5959 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
5960 IS_EMC_GATE_GRAY(element) ?
5961 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
5962 IS_DC_GATE_GRAY(element) ?
5963 EL_DC_GATE_WHITE_GRAY_ACTIVE :
5965 TEST_DrawLevelField(x, y);
5967 else if (IS_GATE_GRAY_ACTIVE(element) &&
5968 game.magnify_time_left == 0)
5970 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
5971 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
5972 IS_EM_GATE_GRAY_ACTIVE(element) ?
5973 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
5974 IS_EMC_GATE_GRAY_ACTIVE(element) ?
5975 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
5976 IS_DC_GATE_GRAY_ACTIVE(element) ?
5977 EL_DC_GATE_WHITE_GRAY :
5979 TEST_DrawLevelField(x, y);
5984 static void ToggleLightSwitch(int x, int y)
5986 int element = Feld[x][y];
5988 game.light_time_left =
5989 (element == EL_LIGHT_SWITCH ?
5990 level.time_light * FRAMES_PER_SECOND : 0);
5992 RedrawAllLightSwitchesAndInvisibleElements();
5995 static void ActivateTimegateSwitch(int x, int y)
5999 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6001 SCAN_PLAYFIELD(xx, yy)
6003 int element = Feld[xx][yy];
6005 if (element == EL_TIMEGATE_CLOSED ||
6006 element == EL_TIMEGATE_CLOSING)
6008 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6009 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6013 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6015 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6016 TEST_DrawLevelField(xx, yy);
6022 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6023 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6026 void Impact(int x, int y)
6028 boolean last_line = (y == lev_fieldy - 1);
6029 boolean object_hit = FALSE;
6030 boolean impact = (last_line || object_hit);
6031 int element = Feld[x][y];
6032 int smashed = EL_STEELWALL;
6034 if (!last_line) /* check if element below was hit */
6036 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6039 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6040 MovDir[x][y + 1] != MV_DOWN ||
6041 MovPos[x][y + 1] <= TILEY / 2));
6043 /* do not smash moving elements that left the smashed field in time */
6044 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6045 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6048 #if USE_QUICKSAND_IMPACT_BUGFIX
6049 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6051 RemoveMovingField(x, y + 1);
6052 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6053 Feld[x][y + 2] = EL_ROCK;
6054 TEST_DrawLevelField(x, y + 2);
6059 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6061 RemoveMovingField(x, y + 1);
6062 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6063 Feld[x][y + 2] = EL_ROCK;
6064 TEST_DrawLevelField(x, y + 2);
6071 smashed = MovingOrBlocked2Element(x, y + 1);
6073 impact = (last_line || object_hit);
6076 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6078 SplashAcid(x, y + 1);
6082 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6083 /* only reset graphic animation if graphic really changes after impact */
6085 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6087 ResetGfxAnimation(x, y);
6088 TEST_DrawLevelField(x, y);
6091 if (impact && CAN_EXPLODE_IMPACT(element))
6096 else if (impact && element == EL_PEARL &&
6097 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6099 ResetGfxAnimation(x, y);
6101 Feld[x][y] = EL_PEARL_BREAKING;
6102 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6105 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6107 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6112 if (impact && element == EL_AMOEBA_DROP)
6114 if (object_hit && IS_PLAYER(x, y + 1))
6115 KillPlayerUnlessEnemyProtected(x, y + 1);
6116 else if (object_hit && smashed == EL_PENGUIN)
6120 Feld[x][y] = EL_AMOEBA_GROWING;
6121 Store[x][y] = EL_AMOEBA_WET;
6123 ResetRandomAnimationValue(x, y);
6128 if (object_hit) /* check which object was hit */
6130 if ((CAN_PASS_MAGIC_WALL(element) &&
6131 (smashed == EL_MAGIC_WALL ||
6132 smashed == EL_BD_MAGIC_WALL)) ||
6133 (CAN_PASS_DC_MAGIC_WALL(element) &&
6134 smashed == EL_DC_MAGIC_WALL))
6137 int activated_magic_wall =
6138 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6139 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6140 EL_DC_MAGIC_WALL_ACTIVE);
6142 /* activate magic wall / mill */
6143 SCAN_PLAYFIELD(xx, yy)
6145 if (Feld[xx][yy] == smashed)
6146 Feld[xx][yy] = activated_magic_wall;
6149 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6150 game.magic_wall_active = TRUE;
6152 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6153 SND_MAGIC_WALL_ACTIVATING :
6154 smashed == EL_BD_MAGIC_WALL ?
6155 SND_BD_MAGIC_WALL_ACTIVATING :
6156 SND_DC_MAGIC_WALL_ACTIVATING));
6159 if (IS_PLAYER(x, y + 1))
6161 if (CAN_SMASH_PLAYER(element))
6163 KillPlayerUnlessEnemyProtected(x, y + 1);
6167 else if (smashed == EL_PENGUIN)
6169 if (CAN_SMASH_PLAYER(element))
6175 else if (element == EL_BD_DIAMOND)
6177 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6183 else if (((element == EL_SP_INFOTRON ||
6184 element == EL_SP_ZONK) &&
6185 (smashed == EL_SP_SNIKSNAK ||
6186 smashed == EL_SP_ELECTRON ||
6187 smashed == EL_SP_DISK_ORANGE)) ||
6188 (element == EL_SP_INFOTRON &&
6189 smashed == EL_SP_DISK_YELLOW))
6194 else if (CAN_SMASH_EVERYTHING(element))
6196 if (IS_CLASSIC_ENEMY(smashed) ||
6197 CAN_EXPLODE_SMASHED(smashed))
6202 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6204 if (smashed == EL_LAMP ||
6205 smashed == EL_LAMP_ACTIVE)
6210 else if (smashed == EL_NUT)
6212 Feld[x][y + 1] = EL_NUT_BREAKING;
6213 PlayLevelSound(x, y, SND_NUT_BREAKING);
6214 RaiseScoreElement(EL_NUT);
6217 else if (smashed == EL_PEARL)
6219 ResetGfxAnimation(x, y);
6221 Feld[x][y + 1] = EL_PEARL_BREAKING;
6222 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6225 else if (smashed == EL_DIAMOND)
6227 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6228 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6231 else if (IS_BELT_SWITCH(smashed))
6233 ToggleBeltSwitch(x, y + 1);
6235 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6236 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6237 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6238 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6240 ToggleSwitchgateSwitch(x, y + 1);
6242 else if (smashed == EL_LIGHT_SWITCH ||
6243 smashed == EL_LIGHT_SWITCH_ACTIVE)
6245 ToggleLightSwitch(x, y + 1);
6249 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6251 CheckElementChangeBySide(x, y + 1, smashed, element,
6252 CE_SWITCHED, CH_SIDE_TOP);
6253 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6259 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6264 /* play sound of magic wall / mill */
6266 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6267 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6268 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6270 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6271 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6272 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6273 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6274 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6275 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6280 /* play sound of object that hits the ground */
6281 if (last_line || object_hit)
6282 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6285 inline static void TurnRoundExt(int x, int y)
6297 { 0, 0 }, { 0, 0 }, { 0, 0 },
6302 int left, right, back;
6306 { MV_DOWN, MV_UP, MV_RIGHT },
6307 { MV_UP, MV_DOWN, MV_LEFT },
6309 { MV_LEFT, MV_RIGHT, MV_DOWN },
6313 { MV_RIGHT, MV_LEFT, MV_UP }
6316 int element = Feld[x][y];
6317 int move_pattern = element_info[element].move_pattern;
6319 int old_move_dir = MovDir[x][y];
6320 int left_dir = turn[old_move_dir].left;
6321 int right_dir = turn[old_move_dir].right;
6322 int back_dir = turn[old_move_dir].back;
6324 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6325 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6326 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6327 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6329 int left_x = x + left_dx, left_y = y + left_dy;
6330 int right_x = x + right_dx, right_y = y + right_dy;
6331 int move_x = x + move_dx, move_y = y + move_dy;
6335 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6337 TestIfBadThingTouchesOtherBadThing(x, y);
6339 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6340 MovDir[x][y] = right_dir;
6341 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6342 MovDir[x][y] = left_dir;
6344 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6346 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6349 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6351 TestIfBadThingTouchesOtherBadThing(x, y);
6353 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6354 MovDir[x][y] = left_dir;
6355 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6356 MovDir[x][y] = right_dir;
6358 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6360 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6363 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6365 TestIfBadThingTouchesOtherBadThing(x, y);
6367 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6368 MovDir[x][y] = left_dir;
6369 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6370 MovDir[x][y] = right_dir;
6372 if (MovDir[x][y] != old_move_dir)
6375 else if (element == EL_YAMYAM)
6377 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6378 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6380 if (can_turn_left && can_turn_right)
6381 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6382 else if (can_turn_left)
6383 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6384 else if (can_turn_right)
6385 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6387 MovDir[x][y] = back_dir;
6389 MovDelay[x][y] = 16 + 16 * RND(3);
6391 else if (element == EL_DARK_YAMYAM)
6393 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6395 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6398 if (can_turn_left && can_turn_right)
6399 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6400 else if (can_turn_left)
6401 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6402 else if (can_turn_right)
6403 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6405 MovDir[x][y] = back_dir;
6407 MovDelay[x][y] = 16 + 16 * RND(3);
6409 else if (element == EL_PACMAN)
6411 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6412 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6414 if (can_turn_left && can_turn_right)
6415 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6416 else if (can_turn_left)
6417 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6418 else if (can_turn_right)
6419 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6421 MovDir[x][y] = back_dir;
6423 MovDelay[x][y] = 6 + RND(40);
6425 else if (element == EL_PIG)
6427 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6428 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6429 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6430 boolean should_turn_left, should_turn_right, should_move_on;
6432 int rnd = RND(rnd_value);
6434 should_turn_left = (can_turn_left &&
6436 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6437 y + back_dy + left_dy)));
6438 should_turn_right = (can_turn_right &&
6440 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6441 y + back_dy + right_dy)));
6442 should_move_on = (can_move_on &&
6445 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6446 y + move_dy + left_dy) ||
6447 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6448 y + move_dy + right_dy)));
6450 if (should_turn_left || should_turn_right || should_move_on)
6452 if (should_turn_left && should_turn_right && should_move_on)
6453 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6454 rnd < 2 * rnd_value / 3 ? right_dir :
6456 else if (should_turn_left && should_turn_right)
6457 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6458 else if (should_turn_left && should_move_on)
6459 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6460 else if (should_turn_right && should_move_on)
6461 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6462 else if (should_turn_left)
6463 MovDir[x][y] = left_dir;
6464 else if (should_turn_right)
6465 MovDir[x][y] = right_dir;
6466 else if (should_move_on)
6467 MovDir[x][y] = old_move_dir;
6469 else if (can_move_on && rnd > rnd_value / 8)
6470 MovDir[x][y] = old_move_dir;
6471 else if (can_turn_left && can_turn_right)
6472 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6473 else if (can_turn_left && rnd > rnd_value / 8)
6474 MovDir[x][y] = left_dir;
6475 else if (can_turn_right && rnd > rnd_value/8)
6476 MovDir[x][y] = right_dir;
6478 MovDir[x][y] = back_dir;
6480 xx = x + move_xy[MovDir[x][y]].dx;
6481 yy = y + move_xy[MovDir[x][y]].dy;
6483 if (!IN_LEV_FIELD(xx, yy) ||
6484 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6485 MovDir[x][y] = old_move_dir;
6489 else if (element == EL_DRAGON)
6491 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6492 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6493 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6495 int rnd = RND(rnd_value);
6497 if (can_move_on && rnd > rnd_value / 8)
6498 MovDir[x][y] = old_move_dir;
6499 else if (can_turn_left && can_turn_right)
6500 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6501 else if (can_turn_left && rnd > rnd_value / 8)
6502 MovDir[x][y] = left_dir;
6503 else if (can_turn_right && rnd > rnd_value / 8)
6504 MovDir[x][y] = right_dir;
6506 MovDir[x][y] = back_dir;
6508 xx = x + move_xy[MovDir[x][y]].dx;
6509 yy = y + move_xy[MovDir[x][y]].dy;
6511 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6512 MovDir[x][y] = old_move_dir;
6516 else if (element == EL_MOLE)
6518 boolean can_move_on =
6519 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6520 IS_AMOEBOID(Feld[move_x][move_y]) ||
6521 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6524 boolean can_turn_left =
6525 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6526 IS_AMOEBOID(Feld[left_x][left_y])));
6528 boolean can_turn_right =
6529 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6530 IS_AMOEBOID(Feld[right_x][right_y])));
6532 if (can_turn_left && can_turn_right)
6533 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6534 else if (can_turn_left)
6535 MovDir[x][y] = left_dir;
6537 MovDir[x][y] = right_dir;
6540 if (MovDir[x][y] != old_move_dir)
6543 else if (element == EL_BALLOON)
6545 MovDir[x][y] = game.wind_direction;
6548 else if (element == EL_SPRING)
6550 if (MovDir[x][y] & MV_HORIZONTAL)
6552 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6553 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6555 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6556 ResetGfxAnimation(move_x, move_y);
6557 TEST_DrawLevelField(move_x, move_y);
6559 MovDir[x][y] = back_dir;
6561 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6562 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6563 MovDir[x][y] = MV_NONE;
6568 else if (element == EL_ROBOT ||
6569 element == EL_SATELLITE ||
6570 element == EL_PENGUIN ||
6571 element == EL_EMC_ANDROID)
6573 int attr_x = -1, attr_y = -1;
6584 for (i = 0; i < MAX_PLAYERS; i++)
6586 struct PlayerInfo *player = &stored_player[i];
6587 int jx = player->jx, jy = player->jy;
6589 if (!player->active)
6593 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6601 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6602 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6603 game.engine_version < VERSION_IDENT(3,1,0,0)))
6609 if (element == EL_PENGUIN)
6612 static int xy[4][2] =
6620 for (i = 0; i < NUM_DIRECTIONS; i++)
6622 int ex = x + xy[i][0];
6623 int ey = y + xy[i][1];
6625 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6626 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6627 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6628 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6637 MovDir[x][y] = MV_NONE;
6639 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6640 else if (attr_x > x)
6641 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6643 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6644 else if (attr_y > y)
6645 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6647 if (element == EL_ROBOT)
6651 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6652 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6653 Moving2Blocked(x, y, &newx, &newy);
6655 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6656 MovDelay[x][y] = 8 + 8 * !RND(3);
6658 MovDelay[x][y] = 16;
6660 else if (element == EL_PENGUIN)
6666 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6668 boolean first_horiz = RND(2);
6669 int new_move_dir = MovDir[x][y];
6672 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6673 Moving2Blocked(x, y, &newx, &newy);
6675 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6679 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6680 Moving2Blocked(x, y, &newx, &newy);
6682 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6685 MovDir[x][y] = old_move_dir;
6689 else if (element == EL_SATELLITE)
6695 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6697 boolean first_horiz = RND(2);
6698 int new_move_dir = MovDir[x][y];
6701 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6702 Moving2Blocked(x, y, &newx, &newy);
6704 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6708 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6709 Moving2Blocked(x, y, &newx, &newy);
6711 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6714 MovDir[x][y] = old_move_dir;
6718 else if (element == EL_EMC_ANDROID)
6720 static int check_pos[16] =
6722 -1, /* 0 => (invalid) */
6723 7, /* 1 => MV_LEFT */
6724 3, /* 2 => MV_RIGHT */
6725 -1, /* 3 => (invalid) */
6727 0, /* 5 => MV_LEFT | MV_UP */
6728 2, /* 6 => MV_RIGHT | MV_UP */
6729 -1, /* 7 => (invalid) */
6730 5, /* 8 => MV_DOWN */
6731 6, /* 9 => MV_LEFT | MV_DOWN */
6732 4, /* 10 => MV_RIGHT | MV_DOWN */
6733 -1, /* 11 => (invalid) */
6734 -1, /* 12 => (invalid) */
6735 -1, /* 13 => (invalid) */
6736 -1, /* 14 => (invalid) */
6737 -1, /* 15 => (invalid) */
6745 { -1, -1, MV_LEFT | MV_UP },
6747 { +1, -1, MV_RIGHT | MV_UP },
6748 { +1, 0, MV_RIGHT },
6749 { +1, +1, MV_RIGHT | MV_DOWN },
6751 { -1, +1, MV_LEFT | MV_DOWN },
6754 int start_pos, check_order;
6755 boolean can_clone = FALSE;
6758 /* check if there is any free field around current position */
6759 for (i = 0; i < 8; i++)
6761 int newx = x + check_xy[i].dx;
6762 int newy = y + check_xy[i].dy;
6764 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6772 if (can_clone) /* randomly find an element to clone */
6776 start_pos = check_pos[RND(8)];
6777 check_order = (RND(2) ? -1 : +1);
6779 for (i = 0; i < 8; i++)
6781 int pos_raw = start_pos + i * check_order;
6782 int pos = (pos_raw + 8) % 8;
6783 int newx = x + check_xy[pos].dx;
6784 int newy = y + check_xy[pos].dy;
6786 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6788 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
6789 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
6791 Store[x][y] = Feld[newx][newy];
6800 if (can_clone) /* randomly find a direction to move */
6804 start_pos = check_pos[RND(8)];
6805 check_order = (RND(2) ? -1 : +1);
6807 for (i = 0; i < 8; i++)
6809 int pos_raw = start_pos + i * check_order;
6810 int pos = (pos_raw + 8) % 8;
6811 int newx = x + check_xy[pos].dx;
6812 int newy = y + check_xy[pos].dy;
6813 int new_move_dir = check_xy[pos].dir;
6815 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6817 MovDir[x][y] = new_move_dir;
6818 MovDelay[x][y] = level.android_clone_time * 8 + 1;
6827 if (can_clone) /* cloning and moving successful */
6830 /* cannot clone -- try to move towards player */
6832 start_pos = check_pos[MovDir[x][y] & 0x0f];
6833 check_order = (RND(2) ? -1 : +1);
6835 for (i = 0; i < 3; i++)
6837 /* first check start_pos, then previous/next or (next/previous) pos */
6838 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
6839 int pos = (pos_raw + 8) % 8;
6840 int newx = x + check_xy[pos].dx;
6841 int newy = y + check_xy[pos].dy;
6842 int new_move_dir = check_xy[pos].dir;
6844 if (IS_PLAYER(newx, newy))
6847 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6849 MovDir[x][y] = new_move_dir;
6850 MovDelay[x][y] = level.android_move_time * 8 + 1;
6857 else if (move_pattern == MV_TURNING_LEFT ||
6858 move_pattern == MV_TURNING_RIGHT ||
6859 move_pattern == MV_TURNING_LEFT_RIGHT ||
6860 move_pattern == MV_TURNING_RIGHT_LEFT ||
6861 move_pattern == MV_TURNING_RANDOM ||
6862 move_pattern == MV_ALL_DIRECTIONS)
6864 boolean can_turn_left =
6865 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
6866 boolean can_turn_right =
6867 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
6869 if (element_info[element].move_stepsize == 0) /* "not moving" */
6872 if (move_pattern == MV_TURNING_LEFT)
6873 MovDir[x][y] = left_dir;
6874 else if (move_pattern == MV_TURNING_RIGHT)
6875 MovDir[x][y] = right_dir;
6876 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
6877 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
6878 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
6879 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
6880 else if (move_pattern == MV_TURNING_RANDOM)
6881 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
6882 can_turn_right && !can_turn_left ? right_dir :
6883 RND(2) ? left_dir : right_dir);
6884 else if (can_turn_left && can_turn_right)
6885 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6886 else if (can_turn_left)
6887 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6888 else if (can_turn_right)
6889 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6891 MovDir[x][y] = back_dir;
6893 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6895 else if (move_pattern == MV_HORIZONTAL ||
6896 move_pattern == MV_VERTICAL)
6898 if (move_pattern & old_move_dir)
6899 MovDir[x][y] = back_dir;
6900 else if (move_pattern == MV_HORIZONTAL)
6901 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
6902 else if (move_pattern == MV_VERTICAL)
6903 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
6905 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6907 else if (move_pattern & MV_ANY_DIRECTION)
6909 MovDir[x][y] = move_pattern;
6910 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6912 else if (move_pattern & MV_WIND_DIRECTION)
6914 MovDir[x][y] = game.wind_direction;
6915 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6917 else if (move_pattern == MV_ALONG_LEFT_SIDE)
6919 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
6920 MovDir[x][y] = left_dir;
6921 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6922 MovDir[x][y] = right_dir;
6924 if (MovDir[x][y] != old_move_dir)
6925 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6927 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
6929 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
6930 MovDir[x][y] = right_dir;
6931 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6932 MovDir[x][y] = left_dir;
6934 if (MovDir[x][y] != old_move_dir)
6935 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6937 else if (move_pattern == MV_TOWARDS_PLAYER ||
6938 move_pattern == MV_AWAY_FROM_PLAYER)
6940 int attr_x = -1, attr_y = -1;
6942 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
6953 for (i = 0; i < MAX_PLAYERS; i++)
6955 struct PlayerInfo *player = &stored_player[i];
6956 int jx = player->jx, jy = player->jy;
6958 if (!player->active)
6962 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6970 MovDir[x][y] = MV_NONE;
6972 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
6973 else if (attr_x > x)
6974 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
6976 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
6977 else if (attr_y > y)
6978 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
6980 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6982 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6984 boolean first_horiz = RND(2);
6985 int new_move_dir = MovDir[x][y];
6987 if (element_info[element].move_stepsize == 0) /* "not moving" */
6989 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
6990 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6996 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6997 Moving2Blocked(x, y, &newx, &newy);
6999 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7003 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7004 Moving2Blocked(x, y, &newx, &newy);
7006 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7009 MovDir[x][y] = old_move_dir;
7012 else if (move_pattern == MV_WHEN_PUSHED ||
7013 move_pattern == MV_WHEN_DROPPED)
7015 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7016 MovDir[x][y] = MV_NONE;
7020 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7022 static int test_xy[7][2] =
7032 static int test_dir[7] =
7042 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7043 int move_preference = -1000000; /* start with very low preference */
7044 int new_move_dir = MV_NONE;
7045 int start_test = RND(4);
7048 for (i = 0; i < NUM_DIRECTIONS; i++)
7050 int move_dir = test_dir[start_test + i];
7051 int move_dir_preference;
7053 xx = x + test_xy[start_test + i][0];
7054 yy = y + test_xy[start_test + i][1];
7056 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7057 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7059 new_move_dir = move_dir;
7064 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7067 move_dir_preference = -1 * RunnerVisit[xx][yy];
7068 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7069 move_dir_preference = PlayerVisit[xx][yy];
7071 if (move_dir_preference > move_preference)
7073 /* prefer field that has not been visited for the longest time */
7074 move_preference = move_dir_preference;
7075 new_move_dir = move_dir;
7077 else if (move_dir_preference == move_preference &&
7078 move_dir == old_move_dir)
7080 /* prefer last direction when all directions are preferred equally */
7081 move_preference = move_dir_preference;
7082 new_move_dir = move_dir;
7086 MovDir[x][y] = new_move_dir;
7087 if (old_move_dir != new_move_dir)
7088 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7092 static void TurnRound(int x, int y)
7094 int direction = MovDir[x][y];
7098 GfxDir[x][y] = MovDir[x][y];
7100 if (direction != MovDir[x][y])
7104 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7106 ResetGfxFrame(x, y, FALSE);
7109 static boolean JustBeingPushed(int x, int y)
7113 for (i = 0; i < MAX_PLAYERS; i++)
7115 struct PlayerInfo *player = &stored_player[i];
7117 if (player->active && player->is_pushing && player->MovPos)
7119 int next_jx = player->jx + (player->jx - player->last_jx);
7120 int next_jy = player->jy + (player->jy - player->last_jy);
7122 if (x == next_jx && y == next_jy)
7130 void StartMoving(int x, int y)
7132 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7133 int element = Feld[x][y];
7138 if (MovDelay[x][y] == 0)
7139 GfxAction[x][y] = ACTION_DEFAULT;
7141 if (CAN_FALL(element) && y < lev_fieldy - 1)
7143 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7144 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7145 if (JustBeingPushed(x, y))
7148 if (element == EL_QUICKSAND_FULL)
7150 if (IS_FREE(x, y + 1))
7152 InitMovingField(x, y, MV_DOWN);
7153 started_moving = TRUE;
7155 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7156 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7157 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7158 Store[x][y] = EL_ROCK;
7160 Store[x][y] = EL_ROCK;
7163 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7165 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7167 if (!MovDelay[x][y])
7169 MovDelay[x][y] = TILEY + 1;
7171 ResetGfxAnimation(x, y);
7172 ResetGfxAnimation(x, y + 1);
7177 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7178 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7185 Feld[x][y] = EL_QUICKSAND_EMPTY;
7186 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7187 Store[x][y + 1] = Store[x][y];
7190 PlayLevelSoundAction(x, y, ACTION_FILLING);
7192 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7194 if (!MovDelay[x][y])
7196 MovDelay[x][y] = TILEY + 1;
7198 ResetGfxAnimation(x, y);
7199 ResetGfxAnimation(x, y + 1);
7204 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7205 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7212 Feld[x][y] = EL_QUICKSAND_EMPTY;
7213 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7214 Store[x][y + 1] = Store[x][y];
7217 PlayLevelSoundAction(x, y, ACTION_FILLING);
7220 else if (element == EL_QUICKSAND_FAST_FULL)
7222 if (IS_FREE(x, y + 1))
7224 InitMovingField(x, y, MV_DOWN);
7225 started_moving = TRUE;
7227 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7228 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7229 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7230 Store[x][y] = EL_ROCK;
7232 Store[x][y] = EL_ROCK;
7235 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7237 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7239 if (!MovDelay[x][y])
7241 MovDelay[x][y] = TILEY + 1;
7243 ResetGfxAnimation(x, y);
7244 ResetGfxAnimation(x, y + 1);
7249 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7250 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7257 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7258 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7259 Store[x][y + 1] = Store[x][y];
7262 PlayLevelSoundAction(x, y, ACTION_FILLING);
7264 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7266 if (!MovDelay[x][y])
7268 MovDelay[x][y] = TILEY + 1;
7270 ResetGfxAnimation(x, y);
7271 ResetGfxAnimation(x, y + 1);
7276 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7277 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7284 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7285 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7286 Store[x][y + 1] = Store[x][y];
7289 PlayLevelSoundAction(x, y, ACTION_FILLING);
7292 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7293 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7295 InitMovingField(x, y, MV_DOWN);
7296 started_moving = TRUE;
7298 Feld[x][y] = EL_QUICKSAND_FILLING;
7299 Store[x][y] = element;
7301 PlayLevelSoundAction(x, y, ACTION_FILLING);
7303 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7304 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7306 InitMovingField(x, y, MV_DOWN);
7307 started_moving = TRUE;
7309 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7310 Store[x][y] = element;
7312 PlayLevelSoundAction(x, y, ACTION_FILLING);
7314 else if (element == EL_MAGIC_WALL_FULL)
7316 if (IS_FREE(x, y + 1))
7318 InitMovingField(x, y, MV_DOWN);
7319 started_moving = TRUE;
7321 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7322 Store[x][y] = EL_CHANGED(Store[x][y]);
7324 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7326 if (!MovDelay[x][y])
7327 MovDelay[x][y] = TILEY / 4 + 1;
7336 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7337 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7338 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7342 else if (element == EL_BD_MAGIC_WALL_FULL)
7344 if (IS_FREE(x, y + 1))
7346 InitMovingField(x, y, MV_DOWN);
7347 started_moving = TRUE;
7349 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7350 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7352 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7354 if (!MovDelay[x][y])
7355 MovDelay[x][y] = TILEY / 4 + 1;
7364 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7365 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7366 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7370 else if (element == EL_DC_MAGIC_WALL_FULL)
7372 if (IS_FREE(x, y + 1))
7374 InitMovingField(x, y, MV_DOWN);
7375 started_moving = TRUE;
7377 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7378 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7380 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7382 if (!MovDelay[x][y])
7383 MovDelay[x][y] = TILEY / 4 + 1;
7392 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7393 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7394 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7398 else if ((CAN_PASS_MAGIC_WALL(element) &&
7399 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7400 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7401 (CAN_PASS_DC_MAGIC_WALL(element) &&
7402 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7405 InitMovingField(x, y, MV_DOWN);
7406 started_moving = TRUE;
7409 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7410 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7411 EL_DC_MAGIC_WALL_FILLING);
7412 Store[x][y] = element;
7414 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7416 SplashAcid(x, y + 1);
7418 InitMovingField(x, y, MV_DOWN);
7419 started_moving = TRUE;
7421 Store[x][y] = EL_ACID;
7424 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7425 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7426 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7427 CAN_FALL(element) && WasJustFalling[x][y] &&
7428 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7430 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7431 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7432 (Feld[x][y + 1] == EL_BLOCKED)))
7434 /* this is needed for a special case not covered by calling "Impact()"
7435 from "ContinueMoving()": if an element moves to a tile directly below
7436 another element which was just falling on that tile (which was empty
7437 in the previous frame), the falling element above would just stop
7438 instead of smashing the element below (in previous version, the above
7439 element was just checked for "moving" instead of "falling", resulting
7440 in incorrect smashes caused by horizontal movement of the above
7441 element; also, the case of the player being the element to smash was
7442 simply not covered here... :-/ ) */
7444 CheckCollision[x][y] = 0;
7445 CheckImpact[x][y] = 0;
7449 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7451 if (MovDir[x][y] == MV_NONE)
7453 InitMovingField(x, y, MV_DOWN);
7454 started_moving = TRUE;
7457 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7459 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7460 MovDir[x][y] = MV_DOWN;
7462 InitMovingField(x, y, MV_DOWN);
7463 started_moving = TRUE;
7465 else if (element == EL_AMOEBA_DROP)
7467 Feld[x][y] = EL_AMOEBA_GROWING;
7468 Store[x][y] = EL_AMOEBA_WET;
7470 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7471 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7472 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7473 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7475 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7476 (IS_FREE(x - 1, y + 1) ||
7477 Feld[x - 1][y + 1] == EL_ACID));
7478 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7479 (IS_FREE(x + 1, y + 1) ||
7480 Feld[x + 1][y + 1] == EL_ACID));
7481 boolean can_fall_any = (can_fall_left || can_fall_right);
7482 boolean can_fall_both = (can_fall_left && can_fall_right);
7483 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7485 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7487 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7488 can_fall_right = FALSE;
7489 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7490 can_fall_left = FALSE;
7491 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7492 can_fall_right = FALSE;
7493 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7494 can_fall_left = FALSE;
7496 can_fall_any = (can_fall_left || can_fall_right);
7497 can_fall_both = FALSE;
7502 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7503 can_fall_right = FALSE; /* slip down on left side */
7505 can_fall_left = !(can_fall_right = RND(2));
7507 can_fall_both = FALSE;
7512 /* if not determined otherwise, prefer left side for slipping down */
7513 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7514 started_moving = TRUE;
7517 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7519 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7520 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7521 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7522 int belt_dir = game.belt_dir[belt_nr];
7524 if ((belt_dir == MV_LEFT && left_is_free) ||
7525 (belt_dir == MV_RIGHT && right_is_free))
7527 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7529 InitMovingField(x, y, belt_dir);
7530 started_moving = TRUE;
7532 Pushed[x][y] = TRUE;
7533 Pushed[nextx][y] = TRUE;
7535 GfxAction[x][y] = ACTION_DEFAULT;
7539 MovDir[x][y] = 0; /* if element was moving, stop it */
7544 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7545 if (CAN_MOVE(element) && !started_moving)
7547 int move_pattern = element_info[element].move_pattern;
7550 Moving2Blocked(x, y, &newx, &newy);
7552 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7555 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7556 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7558 WasJustMoving[x][y] = 0;
7559 CheckCollision[x][y] = 0;
7561 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7563 if (Feld[x][y] != element) /* element has changed */
7567 if (!MovDelay[x][y]) /* start new movement phase */
7569 /* all objects that can change their move direction after each step
7570 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7572 if (element != EL_YAMYAM &&
7573 element != EL_DARK_YAMYAM &&
7574 element != EL_PACMAN &&
7575 !(move_pattern & MV_ANY_DIRECTION) &&
7576 move_pattern != MV_TURNING_LEFT &&
7577 move_pattern != MV_TURNING_RIGHT &&
7578 move_pattern != MV_TURNING_LEFT_RIGHT &&
7579 move_pattern != MV_TURNING_RIGHT_LEFT &&
7580 move_pattern != MV_TURNING_RANDOM)
7584 if (MovDelay[x][y] && (element == EL_BUG ||
7585 element == EL_SPACESHIP ||
7586 element == EL_SP_SNIKSNAK ||
7587 element == EL_SP_ELECTRON ||
7588 element == EL_MOLE))
7589 TEST_DrawLevelField(x, y);
7593 if (MovDelay[x][y]) /* wait some time before next movement */
7597 if (element == EL_ROBOT ||
7598 element == EL_YAMYAM ||
7599 element == EL_DARK_YAMYAM)
7601 DrawLevelElementAnimationIfNeeded(x, y, element);
7602 PlayLevelSoundAction(x, y, ACTION_WAITING);
7604 else if (element == EL_SP_ELECTRON)
7605 DrawLevelElementAnimationIfNeeded(x, y, element);
7606 else if (element == EL_DRAGON)
7609 int dir = MovDir[x][y];
7610 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7611 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7612 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7613 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7614 dir == MV_UP ? IMG_FLAMES_1_UP :
7615 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7616 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7618 GfxAction[x][y] = ACTION_ATTACKING;
7620 if (IS_PLAYER(x, y))
7621 DrawPlayerField(x, y);
7623 TEST_DrawLevelField(x, y);
7625 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7627 for (i = 1; i <= 3; i++)
7629 int xx = x + i * dx;
7630 int yy = y + i * dy;
7631 int sx = SCREENX(xx);
7632 int sy = SCREENY(yy);
7633 int flame_graphic = graphic + (i - 1);
7635 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7640 int flamed = MovingOrBlocked2Element(xx, yy);
7642 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7645 RemoveMovingField(xx, yy);
7647 ChangeDelay[xx][yy] = 0;
7649 Feld[xx][yy] = EL_FLAMES;
7651 if (IN_SCR_FIELD(sx, sy))
7653 TEST_DrawLevelFieldCrumbled(xx, yy);
7654 DrawGraphic(sx, sy, flame_graphic, frame);
7659 if (Feld[xx][yy] == EL_FLAMES)
7660 Feld[xx][yy] = EL_EMPTY;
7661 TEST_DrawLevelField(xx, yy);
7666 if (MovDelay[x][y]) /* element still has to wait some time */
7668 PlayLevelSoundAction(x, y, ACTION_WAITING);
7674 /* now make next step */
7676 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7678 if (DONT_COLLIDE_WITH(element) &&
7679 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7680 !PLAYER_ENEMY_PROTECTED(newx, newy))
7682 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7687 else if (CAN_MOVE_INTO_ACID(element) &&
7688 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7689 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7690 (MovDir[x][y] == MV_DOWN ||
7691 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7693 SplashAcid(newx, newy);
7694 Store[x][y] = EL_ACID;
7696 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7698 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7699 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7700 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7701 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7704 TEST_DrawLevelField(x, y);
7706 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7707 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7708 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7710 local_player->friends_still_needed--;
7711 if (!local_player->friends_still_needed &&
7712 !local_player->GameOver && AllPlayersGone)
7713 PlayerWins(local_player);
7717 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7719 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7720 TEST_DrawLevelField(newx, newy);
7722 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7724 else if (!IS_FREE(newx, newy))
7726 GfxAction[x][y] = ACTION_WAITING;
7728 if (IS_PLAYER(x, y))
7729 DrawPlayerField(x, y);
7731 TEST_DrawLevelField(x, y);
7736 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7738 if (IS_FOOD_PIG(Feld[newx][newy]))
7740 if (IS_MOVING(newx, newy))
7741 RemoveMovingField(newx, newy);
7744 Feld[newx][newy] = EL_EMPTY;
7745 TEST_DrawLevelField(newx, newy);
7748 PlayLevelSound(x, y, SND_PIG_DIGGING);
7750 else if (!IS_FREE(newx, newy))
7752 if (IS_PLAYER(x, y))
7753 DrawPlayerField(x, y);
7755 TEST_DrawLevelField(x, y);
7760 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7762 if (Store[x][y] != EL_EMPTY)
7764 boolean can_clone = FALSE;
7767 /* check if element to clone is still there */
7768 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7770 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7778 /* cannot clone or target field not free anymore -- do not clone */
7779 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7780 Store[x][y] = EL_EMPTY;
7783 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7785 if (IS_MV_DIAGONAL(MovDir[x][y]))
7787 int diagonal_move_dir = MovDir[x][y];
7788 int stored = Store[x][y];
7789 int change_delay = 8;
7792 /* android is moving diagonally */
7794 CreateField(x, y, EL_DIAGONAL_SHRINKING);
7796 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
7797 GfxElement[x][y] = EL_EMC_ANDROID;
7798 GfxAction[x][y] = ACTION_SHRINKING;
7799 GfxDir[x][y] = diagonal_move_dir;
7800 ChangeDelay[x][y] = change_delay;
7802 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
7805 DrawLevelGraphicAnimation(x, y, graphic);
7806 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
7808 if (Feld[newx][newy] == EL_ACID)
7810 SplashAcid(newx, newy);
7815 CreateField(newx, newy, EL_DIAGONAL_GROWING);
7817 Store[newx][newy] = EL_EMC_ANDROID;
7818 GfxElement[newx][newy] = EL_EMC_ANDROID;
7819 GfxAction[newx][newy] = ACTION_GROWING;
7820 GfxDir[newx][newy] = diagonal_move_dir;
7821 ChangeDelay[newx][newy] = change_delay;
7823 graphic = el_act_dir2img(GfxElement[newx][newy],
7824 GfxAction[newx][newy], GfxDir[newx][newy]);
7826 DrawLevelGraphicAnimation(newx, newy, graphic);
7827 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
7833 Feld[newx][newy] = EL_EMPTY;
7834 TEST_DrawLevelField(newx, newy);
7836 PlayLevelSoundAction(x, y, ACTION_DIGGING);
7839 else if (!IS_FREE(newx, newy))
7844 else if (IS_CUSTOM_ELEMENT(element) &&
7845 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7847 if (!DigFieldByCE(newx, newy, element))
7850 if (move_pattern & MV_MAZE_RUNNER_STYLE)
7852 RunnerVisit[x][y] = FrameCounter;
7853 PlayerVisit[x][y] /= 8; /* expire player visit path */
7856 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
7858 if (!IS_FREE(newx, newy))
7860 if (IS_PLAYER(x, y))
7861 DrawPlayerField(x, y);
7863 TEST_DrawLevelField(x, y);
7869 boolean wanna_flame = !RND(10);
7870 int dx = newx - x, dy = newy - y;
7871 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
7872 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
7873 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
7874 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
7875 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
7876 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
7879 IS_CLASSIC_ENEMY(element1) ||
7880 IS_CLASSIC_ENEMY(element2)) &&
7881 element1 != EL_DRAGON && element2 != EL_DRAGON &&
7882 element1 != EL_FLAMES && element2 != EL_FLAMES)
7884 ResetGfxAnimation(x, y);
7885 GfxAction[x][y] = ACTION_ATTACKING;
7887 if (IS_PLAYER(x, y))
7888 DrawPlayerField(x, y);
7890 TEST_DrawLevelField(x, y);
7892 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
7894 MovDelay[x][y] = 50;
7896 Feld[newx][newy] = EL_FLAMES;
7897 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
7898 Feld[newx1][newy1] = EL_FLAMES;
7899 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
7900 Feld[newx2][newy2] = EL_FLAMES;
7906 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7907 Feld[newx][newy] == EL_DIAMOND)
7909 if (IS_MOVING(newx, newy))
7910 RemoveMovingField(newx, newy);
7913 Feld[newx][newy] = EL_EMPTY;
7914 TEST_DrawLevelField(newx, newy);
7917 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
7919 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7920 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
7922 if (AmoebaNr[newx][newy])
7924 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7925 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7926 Feld[newx][newy] == EL_BD_AMOEBA)
7927 AmoebaCnt[AmoebaNr[newx][newy]]--;
7930 if (IS_MOVING(newx, newy))
7932 RemoveMovingField(newx, newy);
7936 Feld[newx][newy] = EL_EMPTY;
7937 TEST_DrawLevelField(newx, newy);
7940 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
7942 else if ((element == EL_PACMAN || element == EL_MOLE)
7943 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
7945 if (AmoebaNr[newx][newy])
7947 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7948 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7949 Feld[newx][newy] == EL_BD_AMOEBA)
7950 AmoebaCnt[AmoebaNr[newx][newy]]--;
7953 if (element == EL_MOLE)
7955 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
7956 PlayLevelSound(x, y, SND_MOLE_DIGGING);
7958 ResetGfxAnimation(x, y);
7959 GfxAction[x][y] = ACTION_DIGGING;
7960 TEST_DrawLevelField(x, y);
7962 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
7964 return; /* wait for shrinking amoeba */
7966 else /* element == EL_PACMAN */
7968 Feld[newx][newy] = EL_EMPTY;
7969 TEST_DrawLevelField(newx, newy);
7970 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
7973 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
7974 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
7975 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
7977 /* wait for shrinking amoeba to completely disappear */
7980 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
7982 /* object was running against a wall */
7986 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
7987 DrawLevelElementAnimation(x, y, element);
7989 if (DONT_TOUCH(element))
7990 TestIfBadThingTouchesPlayer(x, y);
7995 InitMovingField(x, y, MovDir[x][y]);
7997 PlayLevelSoundAction(x, y, ACTION_MOVING);
8001 ContinueMoving(x, y);
8004 void ContinueMoving(int x, int y)
8006 int element = Feld[x][y];
8007 struct ElementInfo *ei = &element_info[element];
8008 int direction = MovDir[x][y];
8009 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8010 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8011 int newx = x + dx, newy = y + dy;
8012 int stored = Store[x][y];
8013 int stored_new = Store[newx][newy];
8014 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8015 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8016 boolean last_line = (newy == lev_fieldy - 1);
8018 MovPos[x][y] += getElementMoveStepsize(x, y);
8020 if (pushed_by_player) /* special case: moving object pushed by player */
8021 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8023 if (ABS(MovPos[x][y]) < TILEX)
8025 TEST_DrawLevelField(x, y);
8027 return; /* element is still moving */
8030 /* element reached destination field */
8032 Feld[x][y] = EL_EMPTY;
8033 Feld[newx][newy] = element;
8034 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8036 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8038 element = Feld[newx][newy] = EL_ACID;
8040 else if (element == EL_MOLE)
8042 Feld[x][y] = EL_SAND;
8044 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8046 else if (element == EL_QUICKSAND_FILLING)
8048 element = Feld[newx][newy] = get_next_element(element);
8049 Store[newx][newy] = Store[x][y];
8051 else if (element == EL_QUICKSAND_EMPTYING)
8053 Feld[x][y] = get_next_element(element);
8054 element = Feld[newx][newy] = Store[x][y];
8056 else if (element == EL_QUICKSAND_FAST_FILLING)
8058 element = Feld[newx][newy] = get_next_element(element);
8059 Store[newx][newy] = Store[x][y];
8061 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8063 Feld[x][y] = get_next_element(element);
8064 element = Feld[newx][newy] = Store[x][y];
8066 else if (element == EL_MAGIC_WALL_FILLING)
8068 element = Feld[newx][newy] = get_next_element(element);
8069 if (!game.magic_wall_active)
8070 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8071 Store[newx][newy] = Store[x][y];
8073 else if (element == EL_MAGIC_WALL_EMPTYING)
8075 Feld[x][y] = get_next_element(element);
8076 if (!game.magic_wall_active)
8077 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8078 element = Feld[newx][newy] = Store[x][y];
8080 InitField(newx, newy, FALSE);
8082 else if (element == EL_BD_MAGIC_WALL_FILLING)
8084 element = Feld[newx][newy] = get_next_element(element);
8085 if (!game.magic_wall_active)
8086 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8087 Store[newx][newy] = Store[x][y];
8089 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8091 Feld[x][y] = get_next_element(element);
8092 if (!game.magic_wall_active)
8093 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8094 element = Feld[newx][newy] = Store[x][y];
8096 InitField(newx, newy, FALSE);
8098 else if (element == EL_DC_MAGIC_WALL_FILLING)
8100 element = Feld[newx][newy] = get_next_element(element);
8101 if (!game.magic_wall_active)
8102 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8103 Store[newx][newy] = Store[x][y];
8105 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8107 Feld[x][y] = get_next_element(element);
8108 if (!game.magic_wall_active)
8109 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8110 element = Feld[newx][newy] = Store[x][y];
8112 InitField(newx, newy, FALSE);
8114 else if (element == EL_AMOEBA_DROPPING)
8116 Feld[x][y] = get_next_element(element);
8117 element = Feld[newx][newy] = Store[x][y];
8119 else if (element == EL_SOKOBAN_OBJECT)
8122 Feld[x][y] = Back[x][y];
8124 if (Back[newx][newy])
8125 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8127 Back[x][y] = Back[newx][newy] = 0;
8130 Store[x][y] = EL_EMPTY;
8135 MovDelay[newx][newy] = 0;
8137 if (CAN_CHANGE_OR_HAS_ACTION(element))
8139 /* copy element change control values to new field */
8140 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8141 ChangePage[newx][newy] = ChangePage[x][y];
8142 ChangeCount[newx][newy] = ChangeCount[x][y];
8143 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8146 CustomValue[newx][newy] = CustomValue[x][y];
8148 ChangeDelay[x][y] = 0;
8149 ChangePage[x][y] = -1;
8150 ChangeCount[x][y] = 0;
8151 ChangeEvent[x][y] = -1;
8153 CustomValue[x][y] = 0;
8155 /* copy animation control values to new field */
8156 GfxFrame[newx][newy] = GfxFrame[x][y];
8157 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8158 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8159 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8161 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8163 /* some elements can leave other elements behind after moving */
8164 if (ei->move_leave_element != EL_EMPTY &&
8165 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8166 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8168 int move_leave_element = ei->move_leave_element;
8170 /* this makes it possible to leave the removed element again */
8171 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8172 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8174 Feld[x][y] = move_leave_element;
8176 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8177 MovDir[x][y] = direction;
8179 InitField(x, y, FALSE);
8181 if (GFX_CRUMBLED(Feld[x][y]))
8182 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8184 if (ELEM_IS_PLAYER(move_leave_element))
8185 RelocatePlayer(x, y, move_leave_element);
8188 /* do this after checking for left-behind element */
8189 ResetGfxAnimation(x, y); /* reset animation values for old field */
8191 if (!CAN_MOVE(element) ||
8192 (CAN_FALL(element) && direction == MV_DOWN &&
8193 (element == EL_SPRING ||
8194 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8195 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8196 GfxDir[x][y] = MovDir[newx][newy] = 0;
8198 TEST_DrawLevelField(x, y);
8199 TEST_DrawLevelField(newx, newy);
8201 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8203 /* prevent pushed element from moving on in pushed direction */
8204 if (pushed_by_player && CAN_MOVE(element) &&
8205 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8206 !(element_info[element].move_pattern & direction))
8207 TurnRound(newx, newy);
8209 /* prevent elements on conveyor belt from moving on in last direction */
8210 if (pushed_by_conveyor && CAN_FALL(element) &&
8211 direction & MV_HORIZONTAL)
8212 MovDir[newx][newy] = 0;
8214 if (!pushed_by_player)
8216 int nextx = newx + dx, nexty = newy + dy;
8217 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8219 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8221 if (CAN_FALL(element) && direction == MV_DOWN)
8222 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8224 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8225 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8227 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8228 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8231 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8233 TestIfBadThingTouchesPlayer(newx, newy);
8234 TestIfBadThingTouchesFriend(newx, newy);
8236 if (!IS_CUSTOM_ELEMENT(element))
8237 TestIfBadThingTouchesOtherBadThing(newx, newy);
8239 else if (element == EL_PENGUIN)
8240 TestIfFriendTouchesBadThing(newx, newy);
8242 if (DONT_GET_HIT_BY(element))
8244 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8247 /* give the player one last chance (one more frame) to move away */
8248 if (CAN_FALL(element) && direction == MV_DOWN &&
8249 (last_line || (!IS_FREE(x, newy + 1) &&
8250 (!IS_PLAYER(x, newy + 1) ||
8251 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8254 if (pushed_by_player && !game.use_change_when_pushing_bug)
8256 int push_side = MV_DIR_OPPOSITE(direction);
8257 struct PlayerInfo *player = PLAYERINFO(x, y);
8259 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8260 player->index_bit, push_side);
8261 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8262 player->index_bit, push_side);
8265 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8266 MovDelay[newx][newy] = 1;
8268 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8270 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8271 TestIfElementHitsCustomElement(newx, newy, direction);
8272 TestIfPlayerTouchesCustomElement(newx, newy);
8273 TestIfElementTouchesCustomElement(newx, newy);
8275 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8276 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8277 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8278 MV_DIR_OPPOSITE(direction));
8281 int AmoebeNachbarNr(int ax, int ay)
8284 int element = Feld[ax][ay];
8286 static int xy[4][2] =
8294 for (i = 0; i < NUM_DIRECTIONS; i++)
8296 int x = ax + xy[i][0];
8297 int y = ay + xy[i][1];
8299 if (!IN_LEV_FIELD(x, y))
8302 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8303 group_nr = AmoebaNr[x][y];
8309 void AmoebenVereinigen(int ax, int ay)
8311 int i, x, y, xx, yy;
8312 int new_group_nr = AmoebaNr[ax][ay];
8313 static int xy[4][2] =
8321 if (new_group_nr == 0)
8324 for (i = 0; i < NUM_DIRECTIONS; i++)
8329 if (!IN_LEV_FIELD(x, y))
8332 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8333 Feld[x][y] == EL_BD_AMOEBA ||
8334 Feld[x][y] == EL_AMOEBA_DEAD) &&
8335 AmoebaNr[x][y] != new_group_nr)
8337 int old_group_nr = AmoebaNr[x][y];
8339 if (old_group_nr == 0)
8342 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8343 AmoebaCnt[old_group_nr] = 0;
8344 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8345 AmoebaCnt2[old_group_nr] = 0;
8347 SCAN_PLAYFIELD(xx, yy)
8349 if (AmoebaNr[xx][yy] == old_group_nr)
8350 AmoebaNr[xx][yy] = new_group_nr;
8356 void AmoebeUmwandeln(int ax, int ay)
8360 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8362 int group_nr = AmoebaNr[ax][ay];
8367 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8368 printf("AmoebeUmwandeln(): This should never happen!\n");
8373 SCAN_PLAYFIELD(x, y)
8375 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8378 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8382 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8383 SND_AMOEBA_TURNING_TO_GEM :
8384 SND_AMOEBA_TURNING_TO_ROCK));
8389 static int xy[4][2] =
8397 for (i = 0; i < NUM_DIRECTIONS; i++)
8402 if (!IN_LEV_FIELD(x, y))
8405 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8407 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8408 SND_AMOEBA_TURNING_TO_GEM :
8409 SND_AMOEBA_TURNING_TO_ROCK));
8416 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8419 int group_nr = AmoebaNr[ax][ay];
8420 boolean done = FALSE;
8425 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8426 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8431 SCAN_PLAYFIELD(x, y)
8433 if (AmoebaNr[x][y] == group_nr &&
8434 (Feld[x][y] == EL_AMOEBA_DEAD ||
8435 Feld[x][y] == EL_BD_AMOEBA ||
8436 Feld[x][y] == EL_AMOEBA_GROWING))
8439 Feld[x][y] = new_element;
8440 InitField(x, y, FALSE);
8441 TEST_DrawLevelField(x, y);
8447 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8448 SND_BD_AMOEBA_TURNING_TO_ROCK :
8449 SND_BD_AMOEBA_TURNING_TO_GEM));
8452 void AmoebeWaechst(int x, int y)
8454 static unsigned int sound_delay = 0;
8455 static unsigned int sound_delay_value = 0;
8457 if (!MovDelay[x][y]) /* start new growing cycle */
8461 if (DelayReached(&sound_delay, sound_delay_value))
8463 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8464 sound_delay_value = 30;
8468 if (MovDelay[x][y]) /* wait some time before growing bigger */
8471 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8473 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8474 6 - MovDelay[x][y]);
8476 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8479 if (!MovDelay[x][y])
8481 Feld[x][y] = Store[x][y];
8483 TEST_DrawLevelField(x, y);
8488 void AmoebaDisappearing(int x, int y)
8490 static unsigned int sound_delay = 0;
8491 static unsigned int sound_delay_value = 0;
8493 if (!MovDelay[x][y]) /* start new shrinking cycle */
8497 if (DelayReached(&sound_delay, sound_delay_value))
8498 sound_delay_value = 30;
8501 if (MovDelay[x][y]) /* wait some time before shrinking */
8504 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8506 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8507 6 - MovDelay[x][y]);
8509 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8512 if (!MovDelay[x][y])
8514 Feld[x][y] = EL_EMPTY;
8515 TEST_DrawLevelField(x, y);
8517 /* don't let mole enter this field in this cycle;
8518 (give priority to objects falling to this field from above) */
8524 void AmoebeAbleger(int ax, int ay)
8527 int element = Feld[ax][ay];
8528 int graphic = el2img(element);
8529 int newax = ax, neway = ay;
8530 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8531 static int xy[4][2] =
8539 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8541 Feld[ax][ay] = EL_AMOEBA_DEAD;
8542 TEST_DrawLevelField(ax, ay);
8546 if (IS_ANIMATED(graphic))
8547 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8549 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8550 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8552 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8555 if (MovDelay[ax][ay])
8559 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8562 int x = ax + xy[start][0];
8563 int y = ay + xy[start][1];
8565 if (!IN_LEV_FIELD(x, y))
8568 if (IS_FREE(x, y) ||
8569 CAN_GROW_INTO(Feld[x][y]) ||
8570 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8571 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8577 if (newax == ax && neway == ay)
8580 else /* normal or "filled" (BD style) amoeba */
8583 boolean waiting_for_player = FALSE;
8585 for (i = 0; i < NUM_DIRECTIONS; i++)
8587 int j = (start + i) % 4;
8588 int x = ax + xy[j][0];
8589 int y = ay + xy[j][1];
8591 if (!IN_LEV_FIELD(x, y))
8594 if (IS_FREE(x, y) ||
8595 CAN_GROW_INTO(Feld[x][y]) ||
8596 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8597 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8603 else if (IS_PLAYER(x, y))
8604 waiting_for_player = TRUE;
8607 if (newax == ax && neway == ay) /* amoeba cannot grow */
8609 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8611 Feld[ax][ay] = EL_AMOEBA_DEAD;
8612 TEST_DrawLevelField(ax, ay);
8613 AmoebaCnt[AmoebaNr[ax][ay]]--;
8615 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8617 if (element == EL_AMOEBA_FULL)
8618 AmoebeUmwandeln(ax, ay);
8619 else if (element == EL_BD_AMOEBA)
8620 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8625 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8627 /* amoeba gets larger by growing in some direction */
8629 int new_group_nr = AmoebaNr[ax][ay];
8632 if (new_group_nr == 0)
8634 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8635 printf("AmoebeAbleger(): This should never happen!\n");
8640 AmoebaNr[newax][neway] = new_group_nr;
8641 AmoebaCnt[new_group_nr]++;
8642 AmoebaCnt2[new_group_nr]++;
8644 /* if amoeba touches other amoeba(s) after growing, unify them */
8645 AmoebenVereinigen(newax, neway);
8647 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8649 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8655 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8656 (neway == lev_fieldy - 1 && newax != ax))
8658 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8659 Store[newax][neway] = element;
8661 else if (neway == ay || element == EL_EMC_DRIPPER)
8663 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8665 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8669 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8670 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8671 Store[ax][ay] = EL_AMOEBA_DROP;
8672 ContinueMoving(ax, ay);
8676 TEST_DrawLevelField(newax, neway);
8679 void Life(int ax, int ay)
8683 int element = Feld[ax][ay];
8684 int graphic = el2img(element);
8685 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8687 boolean changed = FALSE;
8689 if (IS_ANIMATED(graphic))
8690 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8695 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8696 MovDelay[ax][ay] = life_time;
8698 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8701 if (MovDelay[ax][ay])
8705 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8707 int xx = ax+x1, yy = ay+y1;
8710 if (!IN_LEV_FIELD(xx, yy))
8713 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8715 int x = xx+x2, y = yy+y2;
8717 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8720 if (((Feld[x][y] == element ||
8721 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8723 (IS_FREE(x, y) && Stop[x][y]))
8727 if (xx == ax && yy == ay) /* field in the middle */
8729 if (nachbarn < life_parameter[0] ||
8730 nachbarn > life_parameter[1])
8732 Feld[xx][yy] = EL_EMPTY;
8734 TEST_DrawLevelField(xx, yy);
8735 Stop[xx][yy] = TRUE;
8739 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8740 { /* free border field */
8741 if (nachbarn >= life_parameter[2] &&
8742 nachbarn <= life_parameter[3])
8744 Feld[xx][yy] = element;
8745 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8747 TEST_DrawLevelField(xx, yy);
8748 Stop[xx][yy] = TRUE;
8755 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8756 SND_GAME_OF_LIFE_GROWING);
8759 static void InitRobotWheel(int x, int y)
8761 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8764 static void RunRobotWheel(int x, int y)
8766 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8769 static void StopRobotWheel(int x, int y)
8771 if (ZX == x && ZY == y)
8775 game.robot_wheel_active = FALSE;
8779 static void InitTimegateWheel(int x, int y)
8781 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8784 static void RunTimegateWheel(int x, int y)
8786 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
8789 static void InitMagicBallDelay(int x, int y)
8791 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
8794 static void ActivateMagicBall(int bx, int by)
8798 if (level.ball_random)
8800 int pos_border = RND(8); /* select one of the eight border elements */
8801 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
8802 int xx = pos_content % 3;
8803 int yy = pos_content / 3;
8808 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8809 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8813 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
8815 int xx = x - bx + 1;
8816 int yy = y - by + 1;
8818 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8819 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8823 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
8826 void CheckExit(int x, int y)
8828 if (local_player->gems_still_needed > 0 ||
8829 local_player->sokobanfields_still_needed > 0 ||
8830 local_player->lights_still_needed > 0)
8832 int element = Feld[x][y];
8833 int graphic = el2img(element);
8835 if (IS_ANIMATED(graphic))
8836 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8841 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8844 Feld[x][y] = EL_EXIT_OPENING;
8846 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
8849 void CheckExitEM(int x, int y)
8851 if (local_player->gems_still_needed > 0 ||
8852 local_player->sokobanfields_still_needed > 0 ||
8853 local_player->lights_still_needed > 0)
8855 int element = Feld[x][y];
8856 int graphic = el2img(element);
8858 if (IS_ANIMATED(graphic))
8859 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8864 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8867 Feld[x][y] = EL_EM_EXIT_OPENING;
8869 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
8872 void CheckExitSteel(int x, int y)
8874 if (local_player->gems_still_needed > 0 ||
8875 local_player->sokobanfields_still_needed > 0 ||
8876 local_player->lights_still_needed > 0)
8878 int element = Feld[x][y];
8879 int graphic = el2img(element);
8881 if (IS_ANIMATED(graphic))
8882 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8887 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8890 Feld[x][y] = EL_STEEL_EXIT_OPENING;
8892 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
8895 void CheckExitSteelEM(int x, int y)
8897 if (local_player->gems_still_needed > 0 ||
8898 local_player->sokobanfields_still_needed > 0 ||
8899 local_player->lights_still_needed > 0)
8901 int element = Feld[x][y];
8902 int graphic = el2img(element);
8904 if (IS_ANIMATED(graphic))
8905 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8910 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8913 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
8915 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
8918 void CheckExitSP(int x, int y)
8920 if (local_player->gems_still_needed > 0)
8922 int element = Feld[x][y];
8923 int graphic = el2img(element);
8925 if (IS_ANIMATED(graphic))
8926 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8931 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8934 Feld[x][y] = EL_SP_EXIT_OPENING;
8936 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
8939 static void CloseAllOpenTimegates()
8943 SCAN_PLAYFIELD(x, y)
8945 int element = Feld[x][y];
8947 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
8949 Feld[x][y] = EL_TIMEGATE_CLOSING;
8951 PlayLevelSoundAction(x, y, ACTION_CLOSING);
8956 void DrawTwinkleOnField(int x, int y)
8958 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
8961 if (Feld[x][y] == EL_BD_DIAMOND)
8964 if (MovDelay[x][y] == 0) /* next animation frame */
8965 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
8967 if (MovDelay[x][y] != 0) /* wait some time before next frame */
8971 DrawLevelElementAnimation(x, y, Feld[x][y]);
8973 if (MovDelay[x][y] != 0)
8975 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
8976 10 - MovDelay[x][y]);
8978 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
8983 void MauerWaechst(int x, int y)
8987 if (!MovDelay[x][y]) /* next animation frame */
8988 MovDelay[x][y] = 3 * delay;
8990 if (MovDelay[x][y]) /* wait some time before next frame */
8994 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8996 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
8997 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
8999 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9002 if (!MovDelay[x][y])
9004 if (MovDir[x][y] == MV_LEFT)
9006 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9007 TEST_DrawLevelField(x - 1, y);
9009 else if (MovDir[x][y] == MV_RIGHT)
9011 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9012 TEST_DrawLevelField(x + 1, y);
9014 else if (MovDir[x][y] == MV_UP)
9016 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9017 TEST_DrawLevelField(x, y - 1);
9021 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9022 TEST_DrawLevelField(x, y + 1);
9025 Feld[x][y] = Store[x][y];
9027 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9028 TEST_DrawLevelField(x, y);
9033 void MauerAbleger(int ax, int ay)
9035 int element = Feld[ax][ay];
9036 int graphic = el2img(element);
9037 boolean oben_frei = FALSE, unten_frei = FALSE;
9038 boolean links_frei = FALSE, rechts_frei = FALSE;
9039 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9040 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9041 boolean new_wall = FALSE;
9043 if (IS_ANIMATED(graphic))
9044 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9046 if (!MovDelay[ax][ay]) /* start building new wall */
9047 MovDelay[ax][ay] = 6;
9049 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9052 if (MovDelay[ax][ay])
9056 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9058 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9060 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9062 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9065 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9066 element == EL_EXPANDABLE_WALL_ANY)
9070 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9071 Store[ax][ay-1] = element;
9072 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9073 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9074 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9075 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9080 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9081 Store[ax][ay+1] = element;
9082 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9083 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9084 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9085 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9090 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9091 element == EL_EXPANDABLE_WALL_ANY ||
9092 element == EL_EXPANDABLE_WALL ||
9093 element == EL_BD_EXPANDABLE_WALL)
9097 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9098 Store[ax-1][ay] = element;
9099 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9100 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9101 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9102 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9108 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9109 Store[ax+1][ay] = element;
9110 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9111 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9112 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9113 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9118 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9119 TEST_DrawLevelField(ax, ay);
9121 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9123 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9124 unten_massiv = TRUE;
9125 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9126 links_massiv = TRUE;
9127 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9128 rechts_massiv = TRUE;
9130 if (((oben_massiv && unten_massiv) ||
9131 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9132 element == EL_EXPANDABLE_WALL) &&
9133 ((links_massiv && rechts_massiv) ||
9134 element == EL_EXPANDABLE_WALL_VERTICAL))
9135 Feld[ax][ay] = EL_WALL;
9138 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9141 void MauerAblegerStahl(int ax, int ay)
9143 int element = Feld[ax][ay];
9144 int graphic = el2img(element);
9145 boolean oben_frei = FALSE, unten_frei = FALSE;
9146 boolean links_frei = FALSE, rechts_frei = FALSE;
9147 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9148 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9149 boolean new_wall = FALSE;
9151 if (IS_ANIMATED(graphic))
9152 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9154 if (!MovDelay[ax][ay]) /* start building new wall */
9155 MovDelay[ax][ay] = 6;
9157 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9160 if (MovDelay[ax][ay])
9164 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9166 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9168 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9170 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9173 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9174 element == EL_EXPANDABLE_STEELWALL_ANY)
9178 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9179 Store[ax][ay-1] = element;
9180 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9181 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9182 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9183 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9188 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9189 Store[ax][ay+1] = element;
9190 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9191 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9192 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9193 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9198 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9199 element == EL_EXPANDABLE_STEELWALL_ANY)
9203 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9204 Store[ax-1][ay] = element;
9205 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9206 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9207 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9208 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9214 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9215 Store[ax+1][ay] = element;
9216 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9217 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9218 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9219 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9224 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9226 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9227 unten_massiv = TRUE;
9228 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9229 links_massiv = TRUE;
9230 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9231 rechts_massiv = TRUE;
9233 if (((oben_massiv && unten_massiv) ||
9234 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9235 ((links_massiv && rechts_massiv) ||
9236 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9237 Feld[ax][ay] = EL_STEELWALL;
9240 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9243 void CheckForDragon(int x, int y)
9246 boolean dragon_found = FALSE;
9247 static int xy[4][2] =
9255 for (i = 0; i < NUM_DIRECTIONS; i++)
9257 for (j = 0; j < 4; j++)
9259 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9261 if (IN_LEV_FIELD(xx, yy) &&
9262 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9264 if (Feld[xx][yy] == EL_DRAGON)
9265 dragon_found = TRUE;
9274 for (i = 0; i < NUM_DIRECTIONS; i++)
9276 for (j = 0; j < 3; j++)
9278 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9280 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9282 Feld[xx][yy] = EL_EMPTY;
9283 TEST_DrawLevelField(xx, yy);
9292 static void InitBuggyBase(int x, int y)
9294 int element = Feld[x][y];
9295 int activating_delay = FRAMES_PER_SECOND / 4;
9298 (element == EL_SP_BUGGY_BASE ?
9299 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9300 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9302 element == EL_SP_BUGGY_BASE_ACTIVE ?
9303 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9306 static void WarnBuggyBase(int x, int y)
9309 static int xy[4][2] =
9317 for (i = 0; i < NUM_DIRECTIONS; i++)
9319 int xx = x + xy[i][0];
9320 int yy = y + xy[i][1];
9322 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9324 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9331 static void InitTrap(int x, int y)
9333 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9336 static void ActivateTrap(int x, int y)
9338 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9341 static void ChangeActiveTrap(int x, int y)
9343 int graphic = IMG_TRAP_ACTIVE;
9345 /* if new animation frame was drawn, correct crumbled sand border */
9346 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9347 TEST_DrawLevelFieldCrumbled(x, y);
9350 static int getSpecialActionElement(int element, int number, int base_element)
9352 return (element != EL_EMPTY ? element :
9353 number != -1 ? base_element + number - 1 :
9357 static int getModifiedActionNumber(int value_old, int operator, int operand,
9358 int value_min, int value_max)
9360 int value_new = (operator == CA_MODE_SET ? operand :
9361 operator == CA_MODE_ADD ? value_old + operand :
9362 operator == CA_MODE_SUBTRACT ? value_old - operand :
9363 operator == CA_MODE_MULTIPLY ? value_old * operand :
9364 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9365 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9368 return (value_new < value_min ? value_min :
9369 value_new > value_max ? value_max :
9373 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9375 struct ElementInfo *ei = &element_info[element];
9376 struct ElementChangeInfo *change = &ei->change_page[page];
9377 int target_element = change->target_element;
9378 int action_type = change->action_type;
9379 int action_mode = change->action_mode;
9380 int action_arg = change->action_arg;
9381 int action_element = change->action_element;
9384 if (!change->has_action)
9387 /* ---------- determine action paramater values -------------------------- */
9389 int level_time_value =
9390 (level.time > 0 ? TimeLeft :
9393 int action_arg_element_raw =
9394 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9395 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9396 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9397 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9398 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9399 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9400 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9402 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9404 int action_arg_direction =
9405 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9406 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9407 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9408 change->actual_trigger_side :
9409 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9410 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9413 int action_arg_number_min =
9414 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9417 int action_arg_number_max =
9418 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9419 action_type == CA_SET_LEVEL_GEMS ? 999 :
9420 action_type == CA_SET_LEVEL_TIME ? 9999 :
9421 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9422 action_type == CA_SET_CE_VALUE ? 9999 :
9423 action_type == CA_SET_CE_SCORE ? 9999 :
9426 int action_arg_number_reset =
9427 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9428 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9429 action_type == CA_SET_LEVEL_TIME ? level.time :
9430 action_type == CA_SET_LEVEL_SCORE ? 0 :
9431 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9432 action_type == CA_SET_CE_SCORE ? 0 :
9435 int action_arg_number =
9436 (action_arg <= CA_ARG_MAX ? action_arg :
9437 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9438 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9439 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9440 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9441 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9442 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9443 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9444 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9445 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9446 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9447 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9448 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9449 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9450 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9451 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9452 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9453 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9454 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9455 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9456 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9457 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9460 int action_arg_number_old =
9461 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9462 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9463 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9464 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9465 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9468 int action_arg_number_new =
9469 getModifiedActionNumber(action_arg_number_old,
9470 action_mode, action_arg_number,
9471 action_arg_number_min, action_arg_number_max);
9473 int trigger_player_bits =
9474 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9475 change->actual_trigger_player_bits : change->trigger_player);
9477 int action_arg_player_bits =
9478 (action_arg >= CA_ARG_PLAYER_1 &&
9479 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9480 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9481 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9484 /* ---------- execute action -------------------------------------------- */
9486 switch (action_type)
9493 /* ---------- level actions ------------------------------------------- */
9495 case CA_RESTART_LEVEL:
9497 game.restart_level = TRUE;
9502 case CA_SHOW_ENVELOPE:
9504 int element = getSpecialActionElement(action_arg_element,
9505 action_arg_number, EL_ENVELOPE_1);
9507 if (IS_ENVELOPE(element))
9508 local_player->show_envelope = element;
9513 case CA_SET_LEVEL_TIME:
9515 if (level.time > 0) /* only modify limited time value */
9517 TimeLeft = action_arg_number_new;
9519 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9521 DisplayGameControlValues();
9523 if (!TimeLeft && setup.time_limit)
9524 for (i = 0; i < MAX_PLAYERS; i++)
9525 KillPlayer(&stored_player[i]);
9531 case CA_SET_LEVEL_SCORE:
9533 local_player->score = action_arg_number_new;
9535 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9537 DisplayGameControlValues();
9542 case CA_SET_LEVEL_GEMS:
9544 local_player->gems_still_needed = action_arg_number_new;
9546 game_panel_controls[GAME_PANEL_GEMS].value =
9547 local_player->gems_still_needed;
9549 DisplayGameControlValues();
9554 case CA_SET_LEVEL_WIND:
9556 game.wind_direction = action_arg_direction;
9561 case CA_SET_LEVEL_RANDOM_SEED:
9563 /* ensure that setting a new random seed while playing is predictable */
9564 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9569 /* ---------- player actions ------------------------------------------ */
9571 case CA_MOVE_PLAYER:
9573 /* automatically move to the next field in specified direction */
9574 for (i = 0; i < MAX_PLAYERS; i++)
9575 if (trigger_player_bits & (1 << i))
9576 stored_player[i].programmed_action = action_arg_direction;
9581 case CA_EXIT_PLAYER:
9583 for (i = 0; i < MAX_PLAYERS; i++)
9584 if (action_arg_player_bits & (1 << i))
9585 PlayerWins(&stored_player[i]);
9590 case CA_KILL_PLAYER:
9592 for (i = 0; i < MAX_PLAYERS; i++)
9593 if (action_arg_player_bits & (1 << i))
9594 KillPlayer(&stored_player[i]);
9599 case CA_SET_PLAYER_KEYS:
9601 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9602 int element = getSpecialActionElement(action_arg_element,
9603 action_arg_number, EL_KEY_1);
9605 if (IS_KEY(element))
9607 for (i = 0; i < MAX_PLAYERS; i++)
9609 if (trigger_player_bits & (1 << i))
9611 stored_player[i].key[KEY_NR(element)] = key_state;
9613 DrawGameDoorValues();
9621 case CA_SET_PLAYER_SPEED:
9623 for (i = 0; i < MAX_PLAYERS; i++)
9625 if (trigger_player_bits & (1 << i))
9627 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9629 if (action_arg == CA_ARG_SPEED_FASTER &&
9630 stored_player[i].cannot_move)
9632 action_arg_number = STEPSIZE_VERY_SLOW;
9634 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9635 action_arg == CA_ARG_SPEED_FASTER)
9637 action_arg_number = 2;
9638 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9641 else if (action_arg == CA_ARG_NUMBER_RESET)
9643 action_arg_number = level.initial_player_stepsize[i];
9647 getModifiedActionNumber(move_stepsize,
9650 action_arg_number_min,
9651 action_arg_number_max);
9653 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9660 case CA_SET_PLAYER_SHIELD:
9662 for (i = 0; i < MAX_PLAYERS; i++)
9664 if (trigger_player_bits & (1 << i))
9666 if (action_arg == CA_ARG_SHIELD_OFF)
9668 stored_player[i].shield_normal_time_left = 0;
9669 stored_player[i].shield_deadly_time_left = 0;
9671 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9673 stored_player[i].shield_normal_time_left = 999999;
9675 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9677 stored_player[i].shield_normal_time_left = 999999;
9678 stored_player[i].shield_deadly_time_left = 999999;
9686 case CA_SET_PLAYER_GRAVITY:
9688 for (i = 0; i < MAX_PLAYERS; i++)
9690 if (trigger_player_bits & (1 << i))
9692 stored_player[i].gravity =
9693 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9694 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9695 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9696 stored_player[i].gravity);
9703 case CA_SET_PLAYER_ARTWORK:
9705 for (i = 0; i < MAX_PLAYERS; i++)
9707 if (trigger_player_bits & (1 << i))
9709 int artwork_element = action_arg_element;
9711 if (action_arg == CA_ARG_ELEMENT_RESET)
9713 (level.use_artwork_element[i] ? level.artwork_element[i] :
9714 stored_player[i].element_nr);
9716 if (stored_player[i].artwork_element != artwork_element)
9717 stored_player[i].Frame = 0;
9719 stored_player[i].artwork_element = artwork_element;
9721 SetPlayerWaiting(&stored_player[i], FALSE);
9723 /* set number of special actions for bored and sleeping animation */
9724 stored_player[i].num_special_action_bored =
9725 get_num_special_action(artwork_element,
9726 ACTION_BORING_1, ACTION_BORING_LAST);
9727 stored_player[i].num_special_action_sleeping =
9728 get_num_special_action(artwork_element,
9729 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9736 case CA_SET_PLAYER_INVENTORY:
9738 for (i = 0; i < MAX_PLAYERS; i++)
9740 struct PlayerInfo *player = &stored_player[i];
9743 if (trigger_player_bits & (1 << i))
9745 int inventory_element = action_arg_element;
9747 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9748 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9749 action_arg == CA_ARG_ELEMENT_ACTION)
9751 int element = inventory_element;
9752 int collect_count = element_info[element].collect_count_initial;
9754 if (!IS_CUSTOM_ELEMENT(element))
9757 if (collect_count == 0)
9758 player->inventory_infinite_element = element;
9760 for (k = 0; k < collect_count; k++)
9761 if (player->inventory_size < MAX_INVENTORY_SIZE)
9762 player->inventory_element[player->inventory_size++] =
9765 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9766 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9767 action_arg == CA_ARG_INVENTORY_RM_ACTION)
9769 if (player->inventory_infinite_element != EL_UNDEFINED &&
9770 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
9771 action_arg_element_raw))
9772 player->inventory_infinite_element = EL_UNDEFINED;
9774 for (k = 0, j = 0; j < player->inventory_size; j++)
9776 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
9777 action_arg_element_raw))
9778 player->inventory_element[k++] = player->inventory_element[j];
9781 player->inventory_size = k;
9783 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
9785 if (player->inventory_size > 0)
9787 for (j = 0; j < player->inventory_size - 1; j++)
9788 player->inventory_element[j] = player->inventory_element[j + 1];
9790 player->inventory_size--;
9793 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
9795 if (player->inventory_size > 0)
9796 player->inventory_size--;
9798 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
9800 player->inventory_infinite_element = EL_UNDEFINED;
9801 player->inventory_size = 0;
9803 else if (action_arg == CA_ARG_INVENTORY_RESET)
9805 player->inventory_infinite_element = EL_UNDEFINED;
9806 player->inventory_size = 0;
9808 if (level.use_initial_inventory[i])
9810 for (j = 0; j < level.initial_inventory_size[i]; j++)
9812 int element = level.initial_inventory_content[i][j];
9813 int collect_count = element_info[element].collect_count_initial;
9815 if (!IS_CUSTOM_ELEMENT(element))
9818 if (collect_count == 0)
9819 player->inventory_infinite_element = element;
9821 for (k = 0; k < collect_count; k++)
9822 if (player->inventory_size < MAX_INVENTORY_SIZE)
9823 player->inventory_element[player->inventory_size++] =
9834 /* ---------- CE actions ---------------------------------------------- */
9836 case CA_SET_CE_VALUE:
9838 int last_ce_value = CustomValue[x][y];
9840 CustomValue[x][y] = action_arg_number_new;
9842 if (CustomValue[x][y] != last_ce_value)
9844 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
9845 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
9847 if (CustomValue[x][y] == 0)
9849 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
9850 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
9857 case CA_SET_CE_SCORE:
9859 int last_ce_score = ei->collect_score;
9861 ei->collect_score = action_arg_number_new;
9863 if (ei->collect_score != last_ce_score)
9865 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
9866 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
9868 if (ei->collect_score == 0)
9872 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
9873 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
9876 This is a very special case that seems to be a mixture between
9877 CheckElementChange() and CheckTriggeredElementChange(): while
9878 the first one only affects single elements that are triggered
9879 directly, the second one affects multiple elements in the playfield
9880 that are triggered indirectly by another element. This is a third
9881 case: Changing the CE score always affects multiple identical CEs,
9882 so every affected CE must be checked, not only the single CE for
9883 which the CE score was changed in the first place (as every instance
9884 of that CE shares the same CE score, and therefore also can change)!
9886 SCAN_PLAYFIELD(xx, yy)
9888 if (Feld[xx][yy] == element)
9889 CheckElementChange(xx, yy, element, EL_UNDEFINED,
9890 CE_SCORE_GETS_ZERO);
9898 case CA_SET_CE_ARTWORK:
9900 int artwork_element = action_arg_element;
9901 boolean reset_frame = FALSE;
9904 if (action_arg == CA_ARG_ELEMENT_RESET)
9905 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
9908 if (ei->gfx_element != artwork_element)
9911 ei->gfx_element = artwork_element;
9913 SCAN_PLAYFIELD(xx, yy)
9915 if (Feld[xx][yy] == element)
9919 ResetGfxAnimation(xx, yy);
9920 ResetRandomAnimationValue(xx, yy);
9923 TEST_DrawLevelField(xx, yy);
9930 /* ---------- engine actions ------------------------------------------ */
9932 case CA_SET_ENGINE_SCAN_MODE:
9934 InitPlayfieldScanMode(action_arg);
9944 static void CreateFieldExt(int x, int y, int element, boolean is_change)
9946 int old_element = Feld[x][y];
9947 int new_element = GetElementFromGroupElement(element);
9948 int previous_move_direction = MovDir[x][y];
9949 int last_ce_value = CustomValue[x][y];
9950 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
9951 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
9952 boolean add_player_onto_element = (new_element_is_player &&
9953 new_element != EL_SOKOBAN_FIELD_PLAYER &&
9954 IS_WALKABLE(old_element));
9956 if (!add_player_onto_element)
9958 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
9959 RemoveMovingField(x, y);
9963 Feld[x][y] = new_element;
9965 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
9966 MovDir[x][y] = previous_move_direction;
9968 if (element_info[new_element].use_last_ce_value)
9969 CustomValue[x][y] = last_ce_value;
9971 InitField_WithBug1(x, y, FALSE);
9973 new_element = Feld[x][y]; /* element may have changed */
9975 ResetGfxAnimation(x, y);
9976 ResetRandomAnimationValue(x, y);
9978 TEST_DrawLevelField(x, y);
9980 if (GFX_CRUMBLED(new_element))
9981 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
9984 /* check if element under the player changes from accessible to unaccessible
9985 (needed for special case of dropping element which then changes) */
9986 /* (must be checked after creating new element for walkable group elements) */
9987 if (IS_PLAYER(x, y) && !player_explosion_protected &&
9988 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
9995 /* "ChangeCount" not set yet to allow "entered by player" change one time */
9996 if (new_element_is_player)
9997 RelocatePlayer(x, y, new_element);
10000 ChangeCount[x][y]++; /* count number of changes in the same frame */
10002 TestIfBadThingTouchesPlayer(x, y);
10003 TestIfPlayerTouchesCustomElement(x, y);
10004 TestIfElementTouchesCustomElement(x, y);
10007 static void CreateField(int x, int y, int element)
10009 CreateFieldExt(x, y, element, FALSE);
10012 static void CreateElementFromChange(int x, int y, int element)
10014 element = GET_VALID_RUNTIME_ELEMENT(element);
10016 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10018 int old_element = Feld[x][y];
10020 /* prevent changed element from moving in same engine frame
10021 unless both old and new element can either fall or move */
10022 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10023 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10027 CreateFieldExt(x, y, element, TRUE);
10030 static boolean ChangeElement(int x, int y, int element, int page)
10032 struct ElementInfo *ei = &element_info[element];
10033 struct ElementChangeInfo *change = &ei->change_page[page];
10034 int ce_value = CustomValue[x][y];
10035 int ce_score = ei->collect_score;
10036 int target_element;
10037 int old_element = Feld[x][y];
10039 /* always use default change event to prevent running into a loop */
10040 if (ChangeEvent[x][y] == -1)
10041 ChangeEvent[x][y] = CE_DELAY;
10043 if (ChangeEvent[x][y] == CE_DELAY)
10045 /* reset actual trigger element, trigger player and action element */
10046 change->actual_trigger_element = EL_EMPTY;
10047 change->actual_trigger_player = EL_EMPTY;
10048 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10049 change->actual_trigger_side = CH_SIDE_NONE;
10050 change->actual_trigger_ce_value = 0;
10051 change->actual_trigger_ce_score = 0;
10054 /* do not change elements more than a specified maximum number of changes */
10055 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10058 ChangeCount[x][y]++; /* count number of changes in the same frame */
10060 if (change->explode)
10067 if (change->use_target_content)
10069 boolean complete_replace = TRUE;
10070 boolean can_replace[3][3];
10073 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10076 boolean is_walkable;
10077 boolean is_diggable;
10078 boolean is_collectible;
10079 boolean is_removable;
10080 boolean is_destructible;
10081 int ex = x + xx - 1;
10082 int ey = y + yy - 1;
10083 int content_element = change->target_content.e[xx][yy];
10086 can_replace[xx][yy] = TRUE;
10088 if (ex == x && ey == y) /* do not check changing element itself */
10091 if (content_element == EL_EMPTY_SPACE)
10093 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10098 if (!IN_LEV_FIELD(ex, ey))
10100 can_replace[xx][yy] = FALSE;
10101 complete_replace = FALSE;
10108 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10109 e = MovingOrBlocked2Element(ex, ey);
10111 is_empty = (IS_FREE(ex, ey) ||
10112 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10114 is_walkable = (is_empty || IS_WALKABLE(e));
10115 is_diggable = (is_empty || IS_DIGGABLE(e));
10116 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10117 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10118 is_removable = (is_diggable || is_collectible);
10120 can_replace[xx][yy] =
10121 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10122 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10123 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10124 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10125 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10126 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10127 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10129 if (!can_replace[xx][yy])
10130 complete_replace = FALSE;
10133 if (!change->only_if_complete || complete_replace)
10135 boolean something_has_changed = FALSE;
10137 if (change->only_if_complete && change->use_random_replace &&
10138 RND(100) < change->random_percentage)
10141 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10143 int ex = x + xx - 1;
10144 int ey = y + yy - 1;
10145 int content_element;
10147 if (can_replace[xx][yy] && (!change->use_random_replace ||
10148 RND(100) < change->random_percentage))
10150 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10151 RemoveMovingField(ex, ey);
10153 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10155 content_element = change->target_content.e[xx][yy];
10156 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10157 ce_value, ce_score);
10159 CreateElementFromChange(ex, ey, target_element);
10161 something_has_changed = TRUE;
10163 /* for symmetry reasons, freeze newly created border elements */
10164 if (ex != x || ey != y)
10165 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10169 if (something_has_changed)
10171 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10172 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10178 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10179 ce_value, ce_score);
10181 if (element == EL_DIAGONAL_GROWING ||
10182 element == EL_DIAGONAL_SHRINKING)
10184 target_element = Store[x][y];
10186 Store[x][y] = EL_EMPTY;
10189 CreateElementFromChange(x, y, target_element);
10191 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10192 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10195 /* this uses direct change before indirect change */
10196 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10201 static void HandleElementChange(int x, int y, int page)
10203 int element = MovingOrBlocked2Element(x, y);
10204 struct ElementInfo *ei = &element_info[element];
10205 struct ElementChangeInfo *change = &ei->change_page[page];
10206 boolean handle_action_before_change = FALSE;
10209 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10210 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10213 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10214 x, y, element, element_info[element].token_name);
10215 printf("HandleElementChange(): This should never happen!\n");
10220 /* this can happen with classic bombs on walkable, changing elements */
10221 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10226 if (ChangeDelay[x][y] == 0) /* initialize element change */
10228 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10230 if (change->can_change)
10232 /* !!! not clear why graphic animation should be reset at all here !!! */
10233 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10234 /* when a custom element is about to change (for example by change delay),
10235 do not reset graphic animation when the custom element is moving */
10236 if (!IS_MOVING(x, y))
10238 ResetGfxAnimation(x, y);
10239 ResetRandomAnimationValue(x, y);
10242 if (change->pre_change_function)
10243 change->pre_change_function(x, y);
10247 ChangeDelay[x][y]--;
10249 if (ChangeDelay[x][y] != 0) /* continue element change */
10251 if (change->can_change)
10253 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10255 if (IS_ANIMATED(graphic))
10256 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10258 if (change->change_function)
10259 change->change_function(x, y);
10262 else /* finish element change */
10264 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10266 page = ChangePage[x][y];
10267 ChangePage[x][y] = -1;
10269 change = &ei->change_page[page];
10272 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10274 ChangeDelay[x][y] = 1; /* try change after next move step */
10275 ChangePage[x][y] = page; /* remember page to use for change */
10280 /* special case: set new level random seed before changing element */
10281 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10282 handle_action_before_change = TRUE;
10284 if (change->has_action && handle_action_before_change)
10285 ExecuteCustomElementAction(x, y, element, page);
10287 if (change->can_change)
10289 if (ChangeElement(x, y, element, page))
10291 if (change->post_change_function)
10292 change->post_change_function(x, y);
10296 if (change->has_action && !handle_action_before_change)
10297 ExecuteCustomElementAction(x, y, element, page);
10301 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10302 int trigger_element,
10304 int trigger_player,
10308 boolean change_done_any = FALSE;
10309 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10312 if (!(trigger_events[trigger_element][trigger_event]))
10315 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10317 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10319 int element = EL_CUSTOM_START + i;
10320 boolean change_done = FALSE;
10323 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10324 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10327 for (p = 0; p < element_info[element].num_change_pages; p++)
10329 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10331 if (change->can_change_or_has_action &&
10332 change->has_event[trigger_event] &&
10333 change->trigger_side & trigger_side &&
10334 change->trigger_player & trigger_player &&
10335 change->trigger_page & trigger_page_bits &&
10336 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10338 change->actual_trigger_element = trigger_element;
10339 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10340 change->actual_trigger_player_bits = trigger_player;
10341 change->actual_trigger_side = trigger_side;
10342 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10343 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10345 if ((change->can_change && !change_done) || change->has_action)
10349 SCAN_PLAYFIELD(x, y)
10351 if (Feld[x][y] == element)
10353 if (change->can_change && !change_done)
10355 /* if element already changed in this frame, not only prevent
10356 another element change (checked in ChangeElement()), but
10357 also prevent additional element actions for this element */
10359 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10360 !level.use_action_after_change_bug)
10363 ChangeDelay[x][y] = 1;
10364 ChangeEvent[x][y] = trigger_event;
10366 HandleElementChange(x, y, p);
10368 else if (change->has_action)
10370 /* if element already changed in this frame, not only prevent
10371 another element change (checked in ChangeElement()), but
10372 also prevent additional element actions for this element */
10374 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10375 !level.use_action_after_change_bug)
10378 ExecuteCustomElementAction(x, y, element, p);
10379 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10384 if (change->can_change)
10386 change_done = TRUE;
10387 change_done_any = TRUE;
10394 RECURSION_LOOP_DETECTION_END();
10396 return change_done_any;
10399 static boolean CheckElementChangeExt(int x, int y,
10401 int trigger_element,
10403 int trigger_player,
10406 boolean change_done = FALSE;
10409 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10410 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10413 if (Feld[x][y] == EL_BLOCKED)
10415 Blocked2Moving(x, y, &x, &y);
10416 element = Feld[x][y];
10419 /* check if element has already changed or is about to change after moving */
10420 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10421 Feld[x][y] != element) ||
10423 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10424 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10425 ChangePage[x][y] != -1)))
10428 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10430 for (p = 0; p < element_info[element].num_change_pages; p++)
10432 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10434 /* check trigger element for all events where the element that is checked
10435 for changing interacts with a directly adjacent element -- this is
10436 different to element changes that affect other elements to change on the
10437 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10438 boolean check_trigger_element =
10439 (trigger_event == CE_TOUCHING_X ||
10440 trigger_event == CE_HITTING_X ||
10441 trigger_event == CE_HIT_BY_X ||
10442 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10444 if (change->can_change_or_has_action &&
10445 change->has_event[trigger_event] &&
10446 change->trigger_side & trigger_side &&
10447 change->trigger_player & trigger_player &&
10448 (!check_trigger_element ||
10449 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10451 change->actual_trigger_element = trigger_element;
10452 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10453 change->actual_trigger_player_bits = trigger_player;
10454 change->actual_trigger_side = trigger_side;
10455 change->actual_trigger_ce_value = CustomValue[x][y];
10456 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10458 /* special case: trigger element not at (x,y) position for some events */
10459 if (check_trigger_element)
10471 { 0, 0 }, { 0, 0 }, { 0, 0 },
10475 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10476 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10478 change->actual_trigger_ce_value = CustomValue[xx][yy];
10479 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10482 if (change->can_change && !change_done)
10484 ChangeDelay[x][y] = 1;
10485 ChangeEvent[x][y] = trigger_event;
10487 HandleElementChange(x, y, p);
10489 change_done = TRUE;
10491 else if (change->has_action)
10493 ExecuteCustomElementAction(x, y, element, p);
10494 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10499 RECURSION_LOOP_DETECTION_END();
10501 return change_done;
10504 static void PlayPlayerSound(struct PlayerInfo *player)
10506 int jx = player->jx, jy = player->jy;
10507 int sound_element = player->artwork_element;
10508 int last_action = player->last_action_waiting;
10509 int action = player->action_waiting;
10511 if (player->is_waiting)
10513 if (action != last_action)
10514 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10516 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10520 if (action != last_action)
10521 StopSound(element_info[sound_element].sound[last_action]);
10523 if (last_action == ACTION_SLEEPING)
10524 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10528 static void PlayAllPlayersSound()
10532 for (i = 0; i < MAX_PLAYERS; i++)
10533 if (stored_player[i].active)
10534 PlayPlayerSound(&stored_player[i]);
10537 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10539 boolean last_waiting = player->is_waiting;
10540 int move_dir = player->MovDir;
10542 player->dir_waiting = move_dir;
10543 player->last_action_waiting = player->action_waiting;
10547 if (!last_waiting) /* not waiting -> waiting */
10549 player->is_waiting = TRUE;
10551 player->frame_counter_bored =
10553 game.player_boring_delay_fixed +
10554 GetSimpleRandom(game.player_boring_delay_random);
10555 player->frame_counter_sleeping =
10557 game.player_sleeping_delay_fixed +
10558 GetSimpleRandom(game.player_sleeping_delay_random);
10560 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10563 if (game.player_sleeping_delay_fixed +
10564 game.player_sleeping_delay_random > 0 &&
10565 player->anim_delay_counter == 0 &&
10566 player->post_delay_counter == 0 &&
10567 FrameCounter >= player->frame_counter_sleeping)
10568 player->is_sleeping = TRUE;
10569 else if (game.player_boring_delay_fixed +
10570 game.player_boring_delay_random > 0 &&
10571 FrameCounter >= player->frame_counter_bored)
10572 player->is_bored = TRUE;
10574 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10575 player->is_bored ? ACTION_BORING :
10578 if (player->is_sleeping && player->use_murphy)
10580 /* special case for sleeping Murphy when leaning against non-free tile */
10582 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10583 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10584 !IS_MOVING(player->jx - 1, player->jy)))
10585 move_dir = MV_LEFT;
10586 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10587 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10588 !IS_MOVING(player->jx + 1, player->jy)))
10589 move_dir = MV_RIGHT;
10591 player->is_sleeping = FALSE;
10593 player->dir_waiting = move_dir;
10596 if (player->is_sleeping)
10598 if (player->num_special_action_sleeping > 0)
10600 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10602 int last_special_action = player->special_action_sleeping;
10603 int num_special_action = player->num_special_action_sleeping;
10604 int special_action =
10605 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10606 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10607 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10608 last_special_action + 1 : ACTION_SLEEPING);
10609 int special_graphic =
10610 el_act_dir2img(player->artwork_element, special_action, move_dir);
10612 player->anim_delay_counter =
10613 graphic_info[special_graphic].anim_delay_fixed +
10614 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10615 player->post_delay_counter =
10616 graphic_info[special_graphic].post_delay_fixed +
10617 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10619 player->special_action_sleeping = special_action;
10622 if (player->anim_delay_counter > 0)
10624 player->action_waiting = player->special_action_sleeping;
10625 player->anim_delay_counter--;
10627 else if (player->post_delay_counter > 0)
10629 player->post_delay_counter--;
10633 else if (player->is_bored)
10635 if (player->num_special_action_bored > 0)
10637 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10639 int special_action =
10640 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10641 int special_graphic =
10642 el_act_dir2img(player->artwork_element, special_action, move_dir);
10644 player->anim_delay_counter =
10645 graphic_info[special_graphic].anim_delay_fixed +
10646 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10647 player->post_delay_counter =
10648 graphic_info[special_graphic].post_delay_fixed +
10649 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10651 player->special_action_bored = special_action;
10654 if (player->anim_delay_counter > 0)
10656 player->action_waiting = player->special_action_bored;
10657 player->anim_delay_counter--;
10659 else if (player->post_delay_counter > 0)
10661 player->post_delay_counter--;
10666 else if (last_waiting) /* waiting -> not waiting */
10668 player->is_waiting = FALSE;
10669 player->is_bored = FALSE;
10670 player->is_sleeping = FALSE;
10672 player->frame_counter_bored = -1;
10673 player->frame_counter_sleeping = -1;
10675 player->anim_delay_counter = 0;
10676 player->post_delay_counter = 0;
10678 player->dir_waiting = player->MovDir;
10679 player->action_waiting = ACTION_DEFAULT;
10681 player->special_action_bored = ACTION_DEFAULT;
10682 player->special_action_sleeping = ACTION_DEFAULT;
10686 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10688 static boolean player_was_moving = FALSE;
10689 static boolean player_was_snapping = FALSE;
10690 static boolean player_was_dropping = FALSE;
10692 if ((!player->is_moving && player_was_moving) ||
10693 (player->MovPos == 0 && player_was_moving) ||
10694 (player->is_snapping && !player_was_snapping) ||
10695 (player->is_dropping && !player_was_dropping))
10697 if (!SaveEngineSnapshotToList())
10700 player_was_moving = FALSE;
10701 player_was_snapping = TRUE;
10702 player_was_dropping = TRUE;
10706 if (player->is_moving)
10707 player_was_moving = TRUE;
10709 if (!player->is_snapping)
10710 player_was_snapping = FALSE;
10712 if (!player->is_dropping)
10713 player_was_dropping = FALSE;
10717 static void CheckSingleStepMode(struct PlayerInfo *player)
10719 if (tape.single_step && tape.recording && !tape.pausing)
10721 /* as it is called "single step mode", just return to pause mode when the
10722 player stopped moving after one tile (or never starts moving at all) */
10723 if (!player->is_moving && !player->is_pushing)
10725 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10726 SnapField(player, 0, 0); /* stop snapping */
10730 CheckSaveEngineSnapshot(player);
10733 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10735 int left = player_action & JOY_LEFT;
10736 int right = player_action & JOY_RIGHT;
10737 int up = player_action & JOY_UP;
10738 int down = player_action & JOY_DOWN;
10739 int button1 = player_action & JOY_BUTTON_1;
10740 int button2 = player_action & JOY_BUTTON_2;
10741 int dx = (left ? -1 : right ? 1 : 0);
10742 int dy = (up ? -1 : down ? 1 : 0);
10744 if (!player->active || tape.pausing)
10750 SnapField(player, dx, dy);
10754 DropElement(player);
10756 MovePlayer(player, dx, dy);
10759 CheckSingleStepMode(player);
10761 SetPlayerWaiting(player, FALSE);
10763 return player_action;
10767 /* no actions for this player (no input at player's configured device) */
10769 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
10770 SnapField(player, 0, 0);
10771 CheckGravityMovementWhenNotMoving(player);
10773 if (player->MovPos == 0)
10774 SetPlayerWaiting(player, TRUE);
10776 if (player->MovPos == 0) /* needed for tape.playing */
10777 player->is_moving = FALSE;
10779 player->is_dropping = FALSE;
10780 player->is_dropping_pressed = FALSE;
10781 player->drop_pressed_delay = 0;
10783 CheckSingleStepMode(player);
10789 static void CheckLevelTime()
10793 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
10794 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10796 if (level.native_em_level->lev->home == 0) /* all players at home */
10798 PlayerWins(local_player);
10800 AllPlayersGone = TRUE;
10802 level.native_em_level->lev->home = -1;
10805 if (level.native_em_level->ply[0]->alive == 0 &&
10806 level.native_em_level->ply[1]->alive == 0 &&
10807 level.native_em_level->ply[2]->alive == 0 &&
10808 level.native_em_level->ply[3]->alive == 0) /* all dead */
10809 AllPlayersGone = TRUE;
10811 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
10813 if (game_sp.LevelSolved &&
10814 !game_sp.GameOver) /* game won */
10816 PlayerWins(local_player);
10818 game_sp.GameOver = TRUE;
10820 AllPlayersGone = TRUE;
10823 if (game_sp.GameOver) /* game lost */
10824 AllPlayersGone = TRUE;
10827 if (TimeFrames >= FRAMES_PER_SECOND)
10832 for (i = 0; i < MAX_PLAYERS; i++)
10834 struct PlayerInfo *player = &stored_player[i];
10836 if (SHIELD_ON(player))
10838 player->shield_normal_time_left--;
10840 if (player->shield_deadly_time_left > 0)
10841 player->shield_deadly_time_left--;
10845 if (!local_player->LevelSolved && !level.use_step_counter)
10853 if (TimeLeft <= 10 && setup.time_limit)
10854 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
10856 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
10857 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
10859 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10861 if (!TimeLeft && setup.time_limit)
10863 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10864 level.native_em_level->lev->killed_out_of_time = TRUE;
10866 for (i = 0; i < MAX_PLAYERS; i++)
10867 KillPlayer(&stored_player[i]);
10870 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
10872 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
10875 level.native_em_level->lev->time =
10876 (game.no_time_limit ? TimePlayed : TimeLeft);
10879 if (tape.recording || tape.playing)
10880 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
10883 if (tape.recording || tape.playing)
10884 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
10886 UpdateAndDisplayGameControlValues();
10889 void AdvanceFrameAndPlayerCounters(int player_nr)
10893 /* advance frame counters (global frame counter and time frame counter) */
10897 /* advance player counters (counters for move delay, move animation etc.) */
10898 for (i = 0; i < MAX_PLAYERS; i++)
10900 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
10901 int move_delay_value = stored_player[i].move_delay_value;
10902 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
10904 if (!advance_player_counters) /* not all players may be affected */
10907 if (move_frames == 0) /* less than one move per game frame */
10909 int stepsize = TILEX / move_delay_value;
10910 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
10911 int count = (stored_player[i].is_moving ?
10912 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
10914 if (count % delay == 0)
10918 stored_player[i].Frame += move_frames;
10920 if (stored_player[i].MovPos != 0)
10921 stored_player[i].StepFrame += move_frames;
10923 if (stored_player[i].move_delay > 0)
10924 stored_player[i].move_delay--;
10926 /* due to bugs in previous versions, counter must count up, not down */
10927 if (stored_player[i].push_delay != -1)
10928 stored_player[i].push_delay++;
10930 if (stored_player[i].drop_delay > 0)
10931 stored_player[i].drop_delay--;
10933 if (stored_player[i].is_dropping_pressed)
10934 stored_player[i].drop_pressed_delay++;
10938 void StartGameActions(boolean init_network_game, boolean record_tape,
10941 unsigned int new_random_seed = InitRND(random_seed);
10944 TapeStartRecording(new_random_seed);
10946 #if defined(NETWORK_AVALIABLE)
10947 if (init_network_game)
10949 SendToServer_StartPlaying();
10960 static unsigned int game_frame_delay = 0;
10961 unsigned int game_frame_delay_value;
10962 byte *recorded_player_action;
10963 byte summarized_player_action = 0;
10964 byte tape_action[MAX_PLAYERS];
10967 for (i = 0; i < MAX_PLAYERS; i++)
10969 struct PlayerInfo *player = &stored_player[i];
10971 // allow engine snapshot if movement attempt was stopped
10972 if ((game.snapshot.last_action[i] & KEY_MOTION) != 0 &&
10973 (player->action & KEY_MOTION) == 0)
10974 game.snapshot.changed_action = TRUE;
10976 // allow engine snapshot in case of snapping/dropping attempt
10977 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
10978 (player->action & KEY_BUTTON) != 0)
10979 game.snapshot.changed_action = TRUE;
10981 game.snapshot.last_action[i] = player->action;
10984 /* detect endless loops, caused by custom element programming */
10985 if (recursion_loop_detected && recursion_loop_depth == 0)
10987 char *message = getStringCat3("Internal Error! Element ",
10988 EL_NAME(recursion_loop_element),
10989 " caused endless loop! Quit the game?");
10991 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
10992 EL_NAME(recursion_loop_element));
10994 RequestQuitGameExt(FALSE, level_editor_test_game, message);
10996 recursion_loop_detected = FALSE; /* if game should be continued */
11003 if (game.restart_level)
11004 StartGameActions(options.network, setup.autorecord, level.random_seed);
11006 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
11007 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11009 if (level.native_em_level->lev->home == 0) /* all players at home */
11011 PlayerWins(local_player);
11013 AllPlayersGone = TRUE;
11015 level.native_em_level->lev->home = -1;
11018 if (level.native_em_level->ply[0]->alive == 0 &&
11019 level.native_em_level->ply[1]->alive == 0 &&
11020 level.native_em_level->ply[2]->alive == 0 &&
11021 level.native_em_level->ply[3]->alive == 0) /* all dead */
11022 AllPlayersGone = TRUE;
11024 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11026 if (game_sp.LevelSolved &&
11027 !game_sp.GameOver) /* game won */
11029 PlayerWins(local_player);
11031 game_sp.GameOver = TRUE;
11033 AllPlayersGone = TRUE;
11036 if (game_sp.GameOver) /* game lost */
11037 AllPlayersGone = TRUE;
11040 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11043 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11046 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11049 game_frame_delay_value =
11050 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11052 if (tape.playing && tape.warp_forward && !tape.pausing)
11053 game_frame_delay_value = 0;
11055 /* ---------- main game synchronization point ---------- */
11057 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11059 if (network_playing && !network_player_action_received)
11061 /* try to get network player actions in time */
11063 #if defined(NETWORK_AVALIABLE)
11064 /* last chance to get network player actions without main loop delay */
11065 HandleNetworking();
11068 /* game was quit by network peer */
11069 if (game_status != GAME_MODE_PLAYING)
11072 if (!network_player_action_received)
11073 return; /* failed to get network player actions in time */
11075 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11081 /* at this point we know that we really continue executing the game */
11083 network_player_action_received = FALSE;
11085 /* when playing tape, read previously recorded player input from tape data */
11086 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11088 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11092 if (tape.set_centered_player)
11094 game.centered_player_nr_next = tape.centered_player_nr_next;
11095 game.set_centered_player = TRUE;
11098 for (i = 0; i < MAX_PLAYERS; i++)
11100 summarized_player_action |= stored_player[i].action;
11102 if (!network_playing && (game.team_mode || tape.playing))
11103 stored_player[i].effective_action = stored_player[i].action;
11106 #if defined(NETWORK_AVALIABLE)
11107 if (network_playing)
11108 SendToServer_MovePlayer(summarized_player_action);
11111 if (!options.network && !game.team_mode)
11112 local_player->effective_action = summarized_player_action;
11114 if (tape.recording &&
11116 setup.input_on_focus &&
11117 game.centered_player_nr != -1)
11119 for (i = 0; i < MAX_PLAYERS; i++)
11120 stored_player[i].effective_action =
11121 (i == game.centered_player_nr ? summarized_player_action : 0);
11124 if (recorded_player_action != NULL)
11125 for (i = 0; i < MAX_PLAYERS; i++)
11126 stored_player[i].effective_action = recorded_player_action[i];
11128 for (i = 0; i < MAX_PLAYERS; i++)
11130 tape_action[i] = stored_player[i].effective_action;
11132 /* (this may happen in the RND game engine if a player was not present on
11133 the playfield on level start, but appeared later from a custom element */
11134 if (setup.team_mode &&
11137 !tape.player_participates[i])
11138 tape.player_participates[i] = TRUE;
11141 /* only record actions from input devices, but not programmed actions */
11142 if (tape.recording)
11143 TapeRecordAction(tape_action);
11145 #if USE_NEW_PLAYER_ASSIGNMENTS
11146 // !!! also map player actions in single player mode !!!
11147 // if (game.team_mode)
11149 byte mapped_action[MAX_PLAYERS];
11151 #if DEBUG_PLAYER_ACTIONS
11153 for (i = 0; i < MAX_PLAYERS; i++)
11154 printf(" %d, ", stored_player[i].effective_action);
11157 for (i = 0; i < MAX_PLAYERS; i++)
11158 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11160 for (i = 0; i < MAX_PLAYERS; i++)
11161 stored_player[i].effective_action = mapped_action[i];
11163 #if DEBUG_PLAYER_ACTIONS
11165 for (i = 0; i < MAX_PLAYERS; i++)
11166 printf(" %d, ", stored_player[i].effective_action);
11170 #if DEBUG_PLAYER_ACTIONS
11174 for (i = 0; i < MAX_PLAYERS; i++)
11175 printf(" %d, ", stored_player[i].effective_action);
11181 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11183 GameActions_EM_Main();
11185 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11187 GameActions_SP_Main();
11195 void GameActions_EM_Main()
11197 byte effective_action[MAX_PLAYERS];
11198 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11201 for (i = 0; i < MAX_PLAYERS; i++)
11202 effective_action[i] = stored_player[i].effective_action;
11204 GameActions_EM(effective_action, warp_mode);
11208 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11211 void GameActions_SP_Main()
11213 byte effective_action[MAX_PLAYERS];
11214 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11217 for (i = 0; i < MAX_PLAYERS; i++)
11218 effective_action[i] = stored_player[i].effective_action;
11220 GameActions_SP(effective_action, warp_mode);
11224 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11227 void GameActions_RND()
11229 int magic_wall_x = 0, magic_wall_y = 0;
11230 int i, x, y, element, graphic;
11232 InitPlayfieldScanModeVars();
11234 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11236 SCAN_PLAYFIELD(x, y)
11238 ChangeCount[x][y] = 0;
11239 ChangeEvent[x][y] = -1;
11243 if (game.set_centered_player)
11245 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11247 /* switching to "all players" only possible if all players fit to screen */
11248 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11250 game.centered_player_nr_next = game.centered_player_nr;
11251 game.set_centered_player = FALSE;
11254 /* do not switch focus to non-existing (or non-active) player */
11255 if (game.centered_player_nr_next >= 0 &&
11256 !stored_player[game.centered_player_nr_next].active)
11258 game.centered_player_nr_next = game.centered_player_nr;
11259 game.set_centered_player = FALSE;
11263 if (game.set_centered_player &&
11264 ScreenMovPos == 0) /* screen currently aligned at tile position */
11268 if (game.centered_player_nr_next == -1)
11270 setScreenCenteredToAllPlayers(&sx, &sy);
11274 sx = stored_player[game.centered_player_nr_next].jx;
11275 sy = stored_player[game.centered_player_nr_next].jy;
11278 game.centered_player_nr = game.centered_player_nr_next;
11279 game.set_centered_player = FALSE;
11281 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11282 DrawGameDoorValues();
11285 for (i = 0; i < MAX_PLAYERS; i++)
11287 int actual_player_action = stored_player[i].effective_action;
11290 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11291 - rnd_equinox_tetrachloride 048
11292 - rnd_equinox_tetrachloride_ii 096
11293 - rnd_emanuel_schmieg 002
11294 - doctor_sloan_ww 001, 020
11296 if (stored_player[i].MovPos == 0)
11297 CheckGravityMovement(&stored_player[i]);
11300 /* overwrite programmed action with tape action */
11301 if (stored_player[i].programmed_action)
11302 actual_player_action = stored_player[i].programmed_action;
11304 PlayerActions(&stored_player[i], actual_player_action);
11306 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11309 ScrollScreen(NULL, SCROLL_GO_ON);
11311 /* for backwards compatibility, the following code emulates a fixed bug that
11312 occured when pushing elements (causing elements that just made their last
11313 pushing step to already (if possible) make their first falling step in the
11314 same game frame, which is bad); this code is also needed to use the famous
11315 "spring push bug" which is used in older levels and might be wanted to be
11316 used also in newer levels, but in this case the buggy pushing code is only
11317 affecting the "spring" element and no other elements */
11319 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11321 for (i = 0; i < MAX_PLAYERS; i++)
11323 struct PlayerInfo *player = &stored_player[i];
11324 int x = player->jx;
11325 int y = player->jy;
11327 if (player->active && player->is_pushing && player->is_moving &&
11329 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11330 Feld[x][y] == EL_SPRING))
11332 ContinueMoving(x, y);
11334 /* continue moving after pushing (this is actually a bug) */
11335 if (!IS_MOVING(x, y))
11336 Stop[x][y] = FALSE;
11341 SCAN_PLAYFIELD(x, y)
11343 ChangeCount[x][y] = 0;
11344 ChangeEvent[x][y] = -1;
11346 /* this must be handled before main playfield loop */
11347 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11350 if (MovDelay[x][y] <= 0)
11354 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11357 if (MovDelay[x][y] <= 0)
11360 TEST_DrawLevelField(x, y);
11362 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11367 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11369 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11370 printf("GameActions(): This should never happen!\n");
11372 ChangePage[x][y] = -1;
11376 Stop[x][y] = FALSE;
11377 if (WasJustMoving[x][y] > 0)
11378 WasJustMoving[x][y]--;
11379 if (WasJustFalling[x][y] > 0)
11380 WasJustFalling[x][y]--;
11381 if (CheckCollision[x][y] > 0)
11382 CheckCollision[x][y]--;
11383 if (CheckImpact[x][y] > 0)
11384 CheckImpact[x][y]--;
11388 /* reset finished pushing action (not done in ContinueMoving() to allow
11389 continuous pushing animation for elements with zero push delay) */
11390 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11392 ResetGfxAnimation(x, y);
11393 TEST_DrawLevelField(x, y);
11397 if (IS_BLOCKED(x, y))
11401 Blocked2Moving(x, y, &oldx, &oldy);
11402 if (!IS_MOVING(oldx, oldy))
11404 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11405 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11406 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11407 printf("GameActions(): This should never happen!\n");
11413 SCAN_PLAYFIELD(x, y)
11415 element = Feld[x][y];
11416 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11418 ResetGfxFrame(x, y, TRUE);
11420 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11421 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11422 ResetRandomAnimationValue(x, y);
11424 SetRandomAnimationValue(x, y);
11426 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11428 if (IS_INACTIVE(element))
11430 if (IS_ANIMATED(graphic))
11431 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11436 /* this may take place after moving, so 'element' may have changed */
11437 if (IS_CHANGING(x, y) &&
11438 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11440 int page = element_info[element].event_page_nr[CE_DELAY];
11442 HandleElementChange(x, y, page);
11444 element = Feld[x][y];
11445 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11448 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11452 element = Feld[x][y];
11453 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11455 if (IS_ANIMATED(graphic) &&
11456 !IS_MOVING(x, y) &&
11458 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11460 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11461 TEST_DrawTwinkleOnField(x, y);
11463 else if ((element == EL_ACID ||
11464 element == EL_EXIT_OPEN ||
11465 element == EL_EM_EXIT_OPEN ||
11466 element == EL_SP_EXIT_OPEN ||
11467 element == EL_STEEL_EXIT_OPEN ||
11468 element == EL_EM_STEEL_EXIT_OPEN ||
11469 element == EL_SP_TERMINAL ||
11470 element == EL_SP_TERMINAL_ACTIVE ||
11471 element == EL_EXTRA_TIME ||
11472 element == EL_SHIELD_NORMAL ||
11473 element == EL_SHIELD_DEADLY) &&
11474 IS_ANIMATED(graphic))
11475 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11476 else if (IS_MOVING(x, y))
11477 ContinueMoving(x, y);
11478 else if (IS_ACTIVE_BOMB(element))
11479 CheckDynamite(x, y);
11480 else if (element == EL_AMOEBA_GROWING)
11481 AmoebeWaechst(x, y);
11482 else if (element == EL_AMOEBA_SHRINKING)
11483 AmoebaDisappearing(x, y);
11485 #if !USE_NEW_AMOEBA_CODE
11486 else if (IS_AMOEBALIVE(element))
11487 AmoebeAbleger(x, y);
11490 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11492 else if (element == EL_EXIT_CLOSED)
11494 else if (element == EL_EM_EXIT_CLOSED)
11496 else if (element == EL_STEEL_EXIT_CLOSED)
11497 CheckExitSteel(x, y);
11498 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11499 CheckExitSteelEM(x, y);
11500 else if (element == EL_SP_EXIT_CLOSED)
11502 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11503 element == EL_EXPANDABLE_STEELWALL_GROWING)
11504 MauerWaechst(x, y);
11505 else if (element == EL_EXPANDABLE_WALL ||
11506 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11507 element == EL_EXPANDABLE_WALL_VERTICAL ||
11508 element == EL_EXPANDABLE_WALL_ANY ||
11509 element == EL_BD_EXPANDABLE_WALL)
11510 MauerAbleger(x, y);
11511 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11512 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11513 element == EL_EXPANDABLE_STEELWALL_ANY)
11514 MauerAblegerStahl(x, y);
11515 else if (element == EL_FLAMES)
11516 CheckForDragon(x, y);
11517 else if (element == EL_EXPLOSION)
11518 ; /* drawing of correct explosion animation is handled separately */
11519 else if (element == EL_ELEMENT_SNAPPING ||
11520 element == EL_DIAGONAL_SHRINKING ||
11521 element == EL_DIAGONAL_GROWING)
11523 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11525 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11527 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11528 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11530 if (IS_BELT_ACTIVE(element))
11531 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11533 if (game.magic_wall_active)
11535 int jx = local_player->jx, jy = local_player->jy;
11537 /* play the element sound at the position nearest to the player */
11538 if ((element == EL_MAGIC_WALL_FULL ||
11539 element == EL_MAGIC_WALL_ACTIVE ||
11540 element == EL_MAGIC_WALL_EMPTYING ||
11541 element == EL_BD_MAGIC_WALL_FULL ||
11542 element == EL_BD_MAGIC_WALL_ACTIVE ||
11543 element == EL_BD_MAGIC_WALL_EMPTYING ||
11544 element == EL_DC_MAGIC_WALL_FULL ||
11545 element == EL_DC_MAGIC_WALL_ACTIVE ||
11546 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11547 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11555 #if USE_NEW_AMOEBA_CODE
11556 /* new experimental amoeba growth stuff */
11557 if (!(FrameCounter % 8))
11559 static unsigned int random = 1684108901;
11561 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11563 x = RND(lev_fieldx);
11564 y = RND(lev_fieldy);
11565 element = Feld[x][y];
11567 if (!IS_PLAYER(x,y) &&
11568 (element == EL_EMPTY ||
11569 CAN_GROW_INTO(element) ||
11570 element == EL_QUICKSAND_EMPTY ||
11571 element == EL_QUICKSAND_FAST_EMPTY ||
11572 element == EL_ACID_SPLASH_LEFT ||
11573 element == EL_ACID_SPLASH_RIGHT))
11575 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11576 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11577 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11578 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11579 Feld[x][y] = EL_AMOEBA_DROP;
11582 random = random * 129 + 1;
11587 game.explosions_delayed = FALSE;
11589 SCAN_PLAYFIELD(x, y)
11591 element = Feld[x][y];
11593 if (ExplodeField[x][y])
11594 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11595 else if (element == EL_EXPLOSION)
11596 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11598 ExplodeField[x][y] = EX_TYPE_NONE;
11601 game.explosions_delayed = TRUE;
11603 if (game.magic_wall_active)
11605 if (!(game.magic_wall_time_left % 4))
11607 int element = Feld[magic_wall_x][magic_wall_y];
11609 if (element == EL_BD_MAGIC_WALL_FULL ||
11610 element == EL_BD_MAGIC_WALL_ACTIVE ||
11611 element == EL_BD_MAGIC_WALL_EMPTYING)
11612 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
11613 else if (element == EL_DC_MAGIC_WALL_FULL ||
11614 element == EL_DC_MAGIC_WALL_ACTIVE ||
11615 element == EL_DC_MAGIC_WALL_EMPTYING)
11616 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
11618 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
11621 if (game.magic_wall_time_left > 0)
11623 game.magic_wall_time_left--;
11625 if (!game.magic_wall_time_left)
11627 SCAN_PLAYFIELD(x, y)
11629 element = Feld[x][y];
11631 if (element == EL_MAGIC_WALL_ACTIVE ||
11632 element == EL_MAGIC_WALL_FULL)
11634 Feld[x][y] = EL_MAGIC_WALL_DEAD;
11635 TEST_DrawLevelField(x, y);
11637 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
11638 element == EL_BD_MAGIC_WALL_FULL)
11640 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
11641 TEST_DrawLevelField(x, y);
11643 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
11644 element == EL_DC_MAGIC_WALL_FULL)
11646 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
11647 TEST_DrawLevelField(x, y);
11651 game.magic_wall_active = FALSE;
11656 if (game.light_time_left > 0)
11658 game.light_time_left--;
11660 if (game.light_time_left == 0)
11661 RedrawAllLightSwitchesAndInvisibleElements();
11664 if (game.timegate_time_left > 0)
11666 game.timegate_time_left--;
11668 if (game.timegate_time_left == 0)
11669 CloseAllOpenTimegates();
11672 if (game.lenses_time_left > 0)
11674 game.lenses_time_left--;
11676 if (game.lenses_time_left == 0)
11677 RedrawAllInvisibleElementsForLenses();
11680 if (game.magnify_time_left > 0)
11682 game.magnify_time_left--;
11684 if (game.magnify_time_left == 0)
11685 RedrawAllInvisibleElementsForMagnifier();
11688 for (i = 0; i < MAX_PLAYERS; i++)
11690 struct PlayerInfo *player = &stored_player[i];
11692 if (SHIELD_ON(player))
11694 if (player->shield_deadly_time_left)
11695 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
11696 else if (player->shield_normal_time_left)
11697 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
11701 #if USE_DELAYED_GFX_REDRAW
11702 SCAN_PLAYFIELD(x, y)
11704 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
11706 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
11707 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
11709 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
11710 DrawLevelField(x, y);
11712 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
11713 DrawLevelFieldCrumbled(x, y);
11715 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
11716 DrawLevelFieldCrumbledNeighbours(x, y);
11718 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
11719 DrawTwinkleOnField(x, y);
11722 GfxRedraw[x][y] = GFX_REDRAW_NONE;
11729 PlayAllPlayersSound();
11731 if (options.debug) /* calculate frames per second */
11733 static unsigned int fps_counter = 0;
11734 static int fps_frames = 0;
11735 unsigned int fps_delay_ms = Counter() - fps_counter;
11739 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
11741 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11744 fps_counter = Counter();
11747 redraw_mask |= REDRAW_FPS;
11750 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11752 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
11754 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
11756 local_player->show_envelope = 0;
11759 /* use random number generator in every frame to make it less predictable */
11760 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
11764 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
11766 int min_x = x, min_y = y, max_x = x, max_y = y;
11769 for (i = 0; i < MAX_PLAYERS; i++)
11771 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11773 if (!stored_player[i].active || &stored_player[i] == player)
11776 min_x = MIN(min_x, jx);
11777 min_y = MIN(min_y, jy);
11778 max_x = MAX(max_x, jx);
11779 max_y = MAX(max_y, jy);
11782 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
11785 static boolean AllPlayersInVisibleScreen()
11789 for (i = 0; i < MAX_PLAYERS; i++)
11791 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11793 if (!stored_player[i].active)
11796 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
11803 void ScrollLevel(int dx, int dy)
11805 int softscroll_offset = (setup.soft_scrolling ? 2 * TILEX_VAR : 0);
11808 BlitBitmap(drawto_field, drawto_field,
11809 FX + TILEX_VAR * (dx == -1) - softscroll_offset,
11810 FY + TILEY_VAR * (dy == -1) - softscroll_offset,
11811 SXSIZE - TILEX_VAR * (dx != 0) + 2 * softscroll_offset,
11812 SYSIZE - TILEY_VAR * (dy != 0) + 2 * softscroll_offset,
11813 FX + TILEX_VAR * (dx == 1) - softscroll_offset,
11814 FY + TILEY_VAR * (dy == 1) - softscroll_offset);
11818 x = (dx == 1 ? BX1 : BX2);
11819 for (y = BY1; y <= BY2; y++)
11820 DrawScreenField(x, y);
11825 y = (dy == 1 ? BY1 : BY2);
11826 for (x = BX1; x <= BX2; x++)
11827 DrawScreenField(x, y);
11830 redraw_mask |= REDRAW_FIELD;
11833 static boolean canFallDown(struct PlayerInfo *player)
11835 int jx = player->jx, jy = player->jy;
11837 return (IN_LEV_FIELD(jx, jy + 1) &&
11838 (IS_FREE(jx, jy + 1) ||
11839 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
11840 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
11841 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
11844 static boolean canPassField(int x, int y, int move_dir)
11846 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11847 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11848 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11849 int nextx = x + dx;
11850 int nexty = y + dy;
11851 int element = Feld[x][y];
11853 return (IS_PASSABLE_FROM(element, opposite_dir) &&
11854 !CAN_MOVE(element) &&
11855 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
11856 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
11857 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
11860 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
11862 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11863 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11864 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11868 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
11869 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
11870 (IS_DIGGABLE(Feld[newx][newy]) ||
11871 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
11872 canPassField(newx, newy, move_dir)));
11875 static void CheckGravityMovement(struct PlayerInfo *player)
11877 if (player->gravity && !player->programmed_action)
11879 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
11880 int move_dir_vertical = player->effective_action & MV_VERTICAL;
11881 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
11882 int jx = player->jx, jy = player->jy;
11883 boolean player_is_moving_to_valid_field =
11884 (!player_is_snapping &&
11885 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
11886 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
11887 boolean player_can_fall_down = canFallDown(player);
11889 if (player_can_fall_down &&
11890 !player_is_moving_to_valid_field)
11891 player->programmed_action = MV_DOWN;
11895 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
11897 return CheckGravityMovement(player);
11899 if (player->gravity && !player->programmed_action)
11901 int jx = player->jx, jy = player->jy;
11902 boolean field_under_player_is_free =
11903 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
11904 boolean player_is_standing_on_valid_field =
11905 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
11906 (IS_WALKABLE(Feld[jx][jy]) &&
11907 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
11909 if (field_under_player_is_free && !player_is_standing_on_valid_field)
11910 player->programmed_action = MV_DOWN;
11915 MovePlayerOneStep()
11916 -----------------------------------------------------------------------------
11917 dx, dy: direction (non-diagonal) to try to move the player to
11918 real_dx, real_dy: direction as read from input device (can be diagonal)
11921 boolean MovePlayerOneStep(struct PlayerInfo *player,
11922 int dx, int dy, int real_dx, int real_dy)
11924 int jx = player->jx, jy = player->jy;
11925 int new_jx = jx + dx, new_jy = jy + dy;
11927 boolean player_can_move = !player->cannot_move;
11929 if (!player->active || (!dx && !dy))
11930 return MP_NO_ACTION;
11932 player->MovDir = (dx < 0 ? MV_LEFT :
11933 dx > 0 ? MV_RIGHT :
11935 dy > 0 ? MV_DOWN : MV_NONE);
11937 if (!IN_LEV_FIELD(new_jx, new_jy))
11938 return MP_NO_ACTION;
11940 if (!player_can_move)
11942 if (player->MovPos == 0)
11944 player->is_moving = FALSE;
11945 player->is_digging = FALSE;
11946 player->is_collecting = FALSE;
11947 player->is_snapping = FALSE;
11948 player->is_pushing = FALSE;
11952 if (!options.network && game.centered_player_nr == -1 &&
11953 !AllPlayersInSight(player, new_jx, new_jy))
11954 return MP_NO_ACTION;
11956 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
11957 if (can_move != MP_MOVING)
11960 /* check if DigField() has caused relocation of the player */
11961 if (player->jx != jx || player->jy != jy)
11962 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
11964 StorePlayer[jx][jy] = 0;
11965 player->last_jx = jx;
11966 player->last_jy = jy;
11967 player->jx = new_jx;
11968 player->jy = new_jy;
11969 StorePlayer[new_jx][new_jy] = player->element_nr;
11971 if (player->move_delay_value_next != -1)
11973 player->move_delay_value = player->move_delay_value_next;
11974 player->move_delay_value_next = -1;
11978 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
11980 player->step_counter++;
11982 PlayerVisit[jx][jy] = FrameCounter;
11984 player->is_moving = TRUE;
11987 /* should better be called in MovePlayer(), but this breaks some tapes */
11988 ScrollPlayer(player, SCROLL_INIT);
11994 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
11996 int jx = player->jx, jy = player->jy;
11997 int old_jx = jx, old_jy = jy;
11998 int moved = MP_NO_ACTION;
12000 if (!player->active)
12005 if (player->MovPos == 0)
12007 player->is_moving = FALSE;
12008 player->is_digging = FALSE;
12009 player->is_collecting = FALSE;
12010 player->is_snapping = FALSE;
12011 player->is_pushing = FALSE;
12017 if (player->move_delay > 0)
12020 player->move_delay = -1; /* set to "uninitialized" value */
12022 /* store if player is automatically moved to next field */
12023 player->is_auto_moving = (player->programmed_action != MV_NONE);
12025 /* remove the last programmed player action */
12026 player->programmed_action = 0;
12028 if (player->MovPos)
12030 /* should only happen if pre-1.2 tape recordings are played */
12031 /* this is only for backward compatibility */
12033 int original_move_delay_value = player->move_delay_value;
12036 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12040 /* scroll remaining steps with finest movement resolution */
12041 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12043 while (player->MovPos)
12045 ScrollPlayer(player, SCROLL_GO_ON);
12046 ScrollScreen(NULL, SCROLL_GO_ON);
12048 AdvanceFrameAndPlayerCounters(player->index_nr);
12054 player->move_delay_value = original_move_delay_value;
12057 player->is_active = FALSE;
12059 if (player->last_move_dir & MV_HORIZONTAL)
12061 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12062 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12066 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12067 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12070 if (!moved && !player->is_active)
12072 player->is_moving = FALSE;
12073 player->is_digging = FALSE;
12074 player->is_collecting = FALSE;
12075 player->is_snapping = FALSE;
12076 player->is_pushing = FALSE;
12082 if (moved & MP_MOVING && !ScreenMovPos &&
12083 (player->index_nr == game.centered_player_nr ||
12084 game.centered_player_nr == -1))
12086 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12087 int offset = game.scroll_delay_value;
12089 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12091 /* actual player has left the screen -- scroll in that direction */
12092 if (jx != old_jx) /* player has moved horizontally */
12093 scroll_x += (jx - old_jx);
12094 else /* player has moved vertically */
12095 scroll_y += (jy - old_jy);
12099 if (jx != old_jx) /* player has moved horizontally */
12101 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12102 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12103 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12105 /* don't scroll over playfield boundaries */
12106 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12107 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12109 /* don't scroll more than one field at a time */
12110 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12112 /* don't scroll against the player's moving direction */
12113 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12114 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12115 scroll_x = old_scroll_x;
12117 else /* player has moved vertically */
12119 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12120 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12121 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12123 /* don't scroll over playfield boundaries */
12124 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12125 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12127 /* don't scroll more than one field at a time */
12128 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12130 /* don't scroll against the player's moving direction */
12131 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12132 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12133 scroll_y = old_scroll_y;
12137 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12139 if (!options.network && game.centered_player_nr == -1 &&
12140 !AllPlayersInVisibleScreen())
12142 scroll_x = old_scroll_x;
12143 scroll_y = old_scroll_y;
12147 ScrollScreen(player, SCROLL_INIT);
12148 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12153 player->StepFrame = 0;
12155 if (moved & MP_MOVING)
12157 if (old_jx != jx && old_jy == jy)
12158 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12159 else if (old_jx == jx && old_jy != jy)
12160 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12162 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12164 player->last_move_dir = player->MovDir;
12165 player->is_moving = TRUE;
12166 player->is_snapping = FALSE;
12167 player->is_switching = FALSE;
12168 player->is_dropping = FALSE;
12169 player->is_dropping_pressed = FALSE;
12170 player->drop_pressed_delay = 0;
12173 /* should better be called here than above, but this breaks some tapes */
12174 ScrollPlayer(player, SCROLL_INIT);
12179 CheckGravityMovementWhenNotMoving(player);
12181 player->is_moving = FALSE;
12183 /* at this point, the player is allowed to move, but cannot move right now
12184 (e.g. because of something blocking the way) -- ensure that the player
12185 is also allowed to move in the next frame (in old versions before 3.1.1,
12186 the player was forced to wait again for eight frames before next try) */
12188 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12189 player->move_delay = 0; /* allow direct movement in the next frame */
12192 if (player->move_delay == -1) /* not yet initialized by DigField() */
12193 player->move_delay = player->move_delay_value;
12195 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12197 TestIfPlayerTouchesBadThing(jx, jy);
12198 TestIfPlayerTouchesCustomElement(jx, jy);
12201 if (!player->active)
12202 RemovePlayer(player);
12207 void ScrollPlayer(struct PlayerInfo *player, int mode)
12209 int jx = player->jx, jy = player->jy;
12210 int last_jx = player->last_jx, last_jy = player->last_jy;
12211 int move_stepsize = TILEX / player->move_delay_value;
12213 if (!player->active)
12216 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12219 if (mode == SCROLL_INIT)
12221 player->actual_frame_counter = FrameCounter;
12222 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12224 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12225 Feld[last_jx][last_jy] == EL_EMPTY)
12227 int last_field_block_delay = 0; /* start with no blocking at all */
12228 int block_delay_adjustment = player->block_delay_adjustment;
12230 /* if player blocks last field, add delay for exactly one move */
12231 if (player->block_last_field)
12233 last_field_block_delay += player->move_delay_value;
12235 /* when blocking enabled, prevent moving up despite gravity */
12236 if (player->gravity && player->MovDir == MV_UP)
12237 block_delay_adjustment = -1;
12240 /* add block delay adjustment (also possible when not blocking) */
12241 last_field_block_delay += block_delay_adjustment;
12243 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12244 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12247 if (player->MovPos != 0) /* player has not yet reached destination */
12250 else if (!FrameReached(&player->actual_frame_counter, 1))
12253 if (player->MovPos != 0)
12255 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12256 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12258 /* before DrawPlayer() to draw correct player graphic for this case */
12259 if (player->MovPos == 0)
12260 CheckGravityMovement(player);
12263 if (player->MovPos == 0) /* player reached destination field */
12265 if (player->move_delay_reset_counter > 0)
12267 player->move_delay_reset_counter--;
12269 if (player->move_delay_reset_counter == 0)
12271 /* continue with normal speed after quickly moving through gate */
12272 HALVE_PLAYER_SPEED(player);
12274 /* be able to make the next move without delay */
12275 player->move_delay = 0;
12279 player->last_jx = jx;
12280 player->last_jy = jy;
12282 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12283 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12284 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12285 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12286 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12287 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12288 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12289 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12291 DrawPlayer(player); /* needed here only to cleanup last field */
12292 RemovePlayer(player);
12294 if (local_player->friends_still_needed == 0 ||
12295 IS_SP_ELEMENT(Feld[jx][jy]))
12296 PlayerWins(player);
12299 /* this breaks one level: "machine", level 000 */
12301 int move_direction = player->MovDir;
12302 int enter_side = MV_DIR_OPPOSITE(move_direction);
12303 int leave_side = move_direction;
12304 int old_jx = last_jx;
12305 int old_jy = last_jy;
12306 int old_element = Feld[old_jx][old_jy];
12307 int new_element = Feld[jx][jy];
12309 if (IS_CUSTOM_ELEMENT(old_element))
12310 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12312 player->index_bit, leave_side);
12314 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12315 CE_PLAYER_LEAVES_X,
12316 player->index_bit, leave_side);
12318 if (IS_CUSTOM_ELEMENT(new_element))
12319 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12320 player->index_bit, enter_side);
12322 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12323 CE_PLAYER_ENTERS_X,
12324 player->index_bit, enter_side);
12326 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12327 CE_MOVE_OF_X, move_direction);
12330 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12332 TestIfPlayerTouchesBadThing(jx, jy);
12333 TestIfPlayerTouchesCustomElement(jx, jy);
12335 /* needed because pushed element has not yet reached its destination,
12336 so it would trigger a change event at its previous field location */
12337 if (!player->is_pushing)
12338 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12340 if (!player->active)
12341 RemovePlayer(player);
12344 if (!local_player->LevelSolved && level.use_step_counter)
12354 if (TimeLeft <= 10 && setup.time_limit)
12355 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12357 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12359 DisplayGameControlValues();
12361 if (!TimeLeft && setup.time_limit)
12362 for (i = 0; i < MAX_PLAYERS; i++)
12363 KillPlayer(&stored_player[i]);
12365 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12367 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12369 DisplayGameControlValues();
12373 if (tape.single_step && tape.recording && !tape.pausing &&
12374 !player->programmed_action)
12375 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12377 if (!player->programmed_action)
12378 CheckSaveEngineSnapshot(player);
12382 void ScrollScreen(struct PlayerInfo *player, int mode)
12384 static unsigned int screen_frame_counter = 0;
12386 if (mode == SCROLL_INIT)
12388 /* set scrolling step size according to actual player's moving speed */
12389 ScrollStepSize = TILEX / player->move_delay_value;
12391 screen_frame_counter = FrameCounter;
12392 ScreenMovDir = player->MovDir;
12393 ScreenMovPos = player->MovPos;
12394 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12397 else if (!FrameReached(&screen_frame_counter, 1))
12402 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12403 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12404 redraw_mask |= REDRAW_FIELD;
12407 ScreenMovDir = MV_NONE;
12410 void TestIfPlayerTouchesCustomElement(int x, int y)
12412 static int xy[4][2] =
12419 static int trigger_sides[4][2] =
12421 /* center side border side */
12422 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12423 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12424 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12425 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12427 static int touch_dir[4] =
12429 MV_LEFT | MV_RIGHT,
12434 int center_element = Feld[x][y]; /* should always be non-moving! */
12437 for (i = 0; i < NUM_DIRECTIONS; i++)
12439 int xx = x + xy[i][0];
12440 int yy = y + xy[i][1];
12441 int center_side = trigger_sides[i][0];
12442 int border_side = trigger_sides[i][1];
12443 int border_element;
12445 if (!IN_LEV_FIELD(xx, yy))
12448 if (IS_PLAYER(x, y)) /* player found at center element */
12450 struct PlayerInfo *player = PLAYERINFO(x, y);
12452 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12453 border_element = Feld[xx][yy]; /* may be moving! */
12454 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12455 border_element = Feld[xx][yy];
12456 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12457 border_element = MovingOrBlocked2Element(xx, yy);
12459 continue; /* center and border element do not touch */
12461 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12462 player->index_bit, border_side);
12463 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12464 CE_PLAYER_TOUCHES_X,
12465 player->index_bit, border_side);
12468 /* use player element that is initially defined in the level playfield,
12469 not the player element that corresponds to the runtime player number
12470 (example: a level that contains EL_PLAYER_3 as the only player would
12471 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12472 int player_element = PLAYERINFO(x, y)->initial_element;
12474 CheckElementChangeBySide(xx, yy, border_element, player_element,
12475 CE_TOUCHING_X, border_side);
12478 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12480 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12482 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12484 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12485 continue; /* center and border element do not touch */
12488 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12489 player->index_bit, center_side);
12490 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12491 CE_PLAYER_TOUCHES_X,
12492 player->index_bit, center_side);
12495 /* use player element that is initially defined in the level playfield,
12496 not the player element that corresponds to the runtime player number
12497 (example: a level that contains EL_PLAYER_3 as the only player would
12498 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12499 int player_element = PLAYERINFO(xx, yy)->initial_element;
12501 CheckElementChangeBySide(x, y, center_element, player_element,
12502 CE_TOUCHING_X, center_side);
12510 void TestIfElementTouchesCustomElement(int x, int y)
12512 static int xy[4][2] =
12519 static int trigger_sides[4][2] =
12521 /* center side border side */
12522 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12523 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12524 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12525 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12527 static int touch_dir[4] =
12529 MV_LEFT | MV_RIGHT,
12534 boolean change_center_element = FALSE;
12535 int center_element = Feld[x][y]; /* should always be non-moving! */
12536 int border_element_old[NUM_DIRECTIONS];
12539 for (i = 0; i < NUM_DIRECTIONS; i++)
12541 int xx = x + xy[i][0];
12542 int yy = y + xy[i][1];
12543 int border_element;
12545 border_element_old[i] = -1;
12547 if (!IN_LEV_FIELD(xx, yy))
12550 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12551 border_element = Feld[xx][yy]; /* may be moving! */
12552 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12553 border_element = Feld[xx][yy];
12554 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12555 border_element = MovingOrBlocked2Element(xx, yy);
12557 continue; /* center and border element do not touch */
12559 border_element_old[i] = border_element;
12562 for (i = 0; i < NUM_DIRECTIONS; i++)
12564 int xx = x + xy[i][0];
12565 int yy = y + xy[i][1];
12566 int center_side = trigger_sides[i][0];
12567 int border_element = border_element_old[i];
12569 if (border_element == -1)
12572 /* check for change of border element */
12573 CheckElementChangeBySide(xx, yy, border_element, center_element,
12574 CE_TOUCHING_X, center_side);
12576 /* (center element cannot be player, so we dont have to check this here) */
12579 for (i = 0; i < NUM_DIRECTIONS; i++)
12581 int xx = x + xy[i][0];
12582 int yy = y + xy[i][1];
12583 int border_side = trigger_sides[i][1];
12584 int border_element = border_element_old[i];
12586 if (border_element == -1)
12589 /* check for change of center element (but change it only once) */
12590 if (!change_center_element)
12591 change_center_element =
12592 CheckElementChangeBySide(x, y, center_element, border_element,
12593 CE_TOUCHING_X, border_side);
12595 if (IS_PLAYER(xx, yy))
12597 /* use player element that is initially defined in the level playfield,
12598 not the player element that corresponds to the runtime player number
12599 (example: a level that contains EL_PLAYER_3 as the only player would
12600 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12601 int player_element = PLAYERINFO(xx, yy)->initial_element;
12603 CheckElementChangeBySide(x, y, center_element, player_element,
12604 CE_TOUCHING_X, border_side);
12609 void TestIfElementHitsCustomElement(int x, int y, int direction)
12611 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12612 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12613 int hitx = x + dx, hity = y + dy;
12614 int hitting_element = Feld[x][y];
12615 int touched_element;
12617 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12620 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12621 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12623 if (IN_LEV_FIELD(hitx, hity))
12625 int opposite_direction = MV_DIR_OPPOSITE(direction);
12626 int hitting_side = direction;
12627 int touched_side = opposite_direction;
12628 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12629 MovDir[hitx][hity] != direction ||
12630 ABS(MovPos[hitx][hity]) <= TILEY / 2);
12636 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12637 CE_HITTING_X, touched_side);
12639 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12640 CE_HIT_BY_X, hitting_side);
12642 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12643 CE_HIT_BY_SOMETHING, opposite_direction);
12645 if (IS_PLAYER(hitx, hity))
12647 /* use player element that is initially defined in the level playfield,
12648 not the player element that corresponds to the runtime player number
12649 (example: a level that contains EL_PLAYER_3 as the only player would
12650 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12651 int player_element = PLAYERINFO(hitx, hity)->initial_element;
12653 CheckElementChangeBySide(x, y, hitting_element, player_element,
12654 CE_HITTING_X, touched_side);
12659 /* "hitting something" is also true when hitting the playfield border */
12660 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12661 CE_HITTING_SOMETHING, direction);
12664 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
12666 int i, kill_x = -1, kill_y = -1;
12668 int bad_element = -1;
12669 static int test_xy[4][2] =
12676 static int test_dir[4] =
12684 for (i = 0; i < NUM_DIRECTIONS; i++)
12686 int test_x, test_y, test_move_dir, test_element;
12688 test_x = good_x + test_xy[i][0];
12689 test_y = good_y + test_xy[i][1];
12691 if (!IN_LEV_FIELD(test_x, test_y))
12695 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12697 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
12699 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12700 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12702 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
12703 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
12707 bad_element = test_element;
12713 if (kill_x != -1 || kill_y != -1)
12715 if (IS_PLAYER(good_x, good_y))
12717 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
12719 if (player->shield_deadly_time_left > 0 &&
12720 !IS_INDESTRUCTIBLE(bad_element))
12721 Bang(kill_x, kill_y);
12722 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
12723 KillPlayer(player);
12726 Bang(good_x, good_y);
12730 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
12732 int i, kill_x = -1, kill_y = -1;
12733 int bad_element = Feld[bad_x][bad_y];
12734 static int test_xy[4][2] =
12741 static int touch_dir[4] =
12743 MV_LEFT | MV_RIGHT,
12748 static int test_dir[4] =
12756 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
12759 for (i = 0; i < NUM_DIRECTIONS; i++)
12761 int test_x, test_y, test_move_dir, test_element;
12763 test_x = bad_x + test_xy[i][0];
12764 test_y = bad_y + test_xy[i][1];
12766 if (!IN_LEV_FIELD(test_x, test_y))
12770 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12772 test_element = Feld[test_x][test_y];
12774 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12775 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12777 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
12778 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
12780 /* good thing is player or penguin that does not move away */
12781 if (IS_PLAYER(test_x, test_y))
12783 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12785 if (bad_element == EL_ROBOT && player->is_moving)
12786 continue; /* robot does not kill player if he is moving */
12788 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12790 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12791 continue; /* center and border element do not touch */
12799 else if (test_element == EL_PENGUIN)
12809 if (kill_x != -1 || kill_y != -1)
12811 if (IS_PLAYER(kill_x, kill_y))
12813 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12815 if (player->shield_deadly_time_left > 0 &&
12816 !IS_INDESTRUCTIBLE(bad_element))
12817 Bang(bad_x, bad_y);
12818 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12819 KillPlayer(player);
12822 Bang(kill_x, kill_y);
12826 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
12828 int bad_element = Feld[bad_x][bad_y];
12829 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
12830 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
12831 int test_x = bad_x + dx, test_y = bad_y + dy;
12832 int test_move_dir, test_element;
12833 int kill_x = -1, kill_y = -1;
12835 if (!IN_LEV_FIELD(test_x, test_y))
12839 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12841 test_element = Feld[test_x][test_y];
12843 if (test_move_dir != bad_move_dir)
12845 /* good thing can be player or penguin that does not move away */
12846 if (IS_PLAYER(test_x, test_y))
12848 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12850 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
12851 player as being hit when he is moving towards the bad thing, because
12852 the "get hit by" condition would be lost after the player stops) */
12853 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
12854 return; /* player moves away from bad thing */
12859 else if (test_element == EL_PENGUIN)
12866 if (kill_x != -1 || kill_y != -1)
12868 if (IS_PLAYER(kill_x, kill_y))
12870 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12872 if (player->shield_deadly_time_left > 0 &&
12873 !IS_INDESTRUCTIBLE(bad_element))
12874 Bang(bad_x, bad_y);
12875 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12876 KillPlayer(player);
12879 Bang(kill_x, kill_y);
12883 void TestIfPlayerTouchesBadThing(int x, int y)
12885 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12888 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
12890 TestIfGoodThingHitsBadThing(x, y, move_dir);
12893 void TestIfBadThingTouchesPlayer(int x, int y)
12895 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12898 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
12900 TestIfBadThingHitsGoodThing(x, y, move_dir);
12903 void TestIfFriendTouchesBadThing(int x, int y)
12905 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12908 void TestIfBadThingTouchesFriend(int x, int y)
12910 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12913 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
12915 int i, kill_x = bad_x, kill_y = bad_y;
12916 static int xy[4][2] =
12924 for (i = 0; i < NUM_DIRECTIONS; i++)
12928 x = bad_x + xy[i][0];
12929 y = bad_y + xy[i][1];
12930 if (!IN_LEV_FIELD(x, y))
12933 element = Feld[x][y];
12934 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
12935 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
12943 if (kill_x != bad_x || kill_y != bad_y)
12944 Bang(bad_x, bad_y);
12947 void KillPlayer(struct PlayerInfo *player)
12949 int jx = player->jx, jy = player->jy;
12951 if (!player->active)
12955 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
12956 player->killed, player->active, player->reanimated);
12959 /* the following code was introduced to prevent an infinite loop when calling
12961 -> CheckTriggeredElementChangeExt()
12962 -> ExecuteCustomElementAction()
12964 -> (infinitely repeating the above sequence of function calls)
12965 which occurs when killing the player while having a CE with the setting
12966 "kill player X when explosion of <player X>"; the solution using a new
12967 field "player->killed" was chosen for backwards compatibility, although
12968 clever use of the fields "player->active" etc. would probably also work */
12970 if (player->killed)
12974 player->killed = TRUE;
12976 /* remove accessible field at the player's position */
12977 Feld[jx][jy] = EL_EMPTY;
12979 /* deactivate shield (else Bang()/Explode() would not work right) */
12980 player->shield_normal_time_left = 0;
12981 player->shield_deadly_time_left = 0;
12984 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
12985 player->killed, player->active, player->reanimated);
12991 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
12992 player->killed, player->active, player->reanimated);
12995 if (player->reanimated) /* killed player may have been reanimated */
12996 player->killed = player->reanimated = FALSE;
12998 BuryPlayer(player);
13001 static void KillPlayerUnlessEnemyProtected(int x, int y)
13003 if (!PLAYER_ENEMY_PROTECTED(x, y))
13004 KillPlayer(PLAYERINFO(x, y));
13007 static void KillPlayerUnlessExplosionProtected(int x, int y)
13009 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13010 KillPlayer(PLAYERINFO(x, y));
13013 void BuryPlayer(struct PlayerInfo *player)
13015 int jx = player->jx, jy = player->jy;
13017 if (!player->active)
13020 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13021 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13023 player->GameOver = TRUE;
13024 RemovePlayer(player);
13027 void RemovePlayer(struct PlayerInfo *player)
13029 int jx = player->jx, jy = player->jy;
13030 int i, found = FALSE;
13032 player->present = FALSE;
13033 player->active = FALSE;
13035 if (!ExplodeField[jx][jy])
13036 StorePlayer[jx][jy] = 0;
13038 if (player->is_moving)
13039 TEST_DrawLevelField(player->last_jx, player->last_jy);
13041 for (i = 0; i < MAX_PLAYERS; i++)
13042 if (stored_player[i].active)
13046 AllPlayersGone = TRUE;
13052 static void setFieldForSnapping(int x, int y, int element, int direction)
13054 struct ElementInfo *ei = &element_info[element];
13055 int direction_bit = MV_DIR_TO_BIT(direction);
13056 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13057 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13058 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13060 Feld[x][y] = EL_ELEMENT_SNAPPING;
13061 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13063 ResetGfxAnimation(x, y);
13065 GfxElement[x][y] = element;
13066 GfxAction[x][y] = action;
13067 GfxDir[x][y] = direction;
13068 GfxFrame[x][y] = -1;
13072 =============================================================================
13073 checkDiagonalPushing()
13074 -----------------------------------------------------------------------------
13075 check if diagonal input device direction results in pushing of object
13076 (by checking if the alternative direction is walkable, diggable, ...)
13077 =============================================================================
13080 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13081 int x, int y, int real_dx, int real_dy)
13083 int jx, jy, dx, dy, xx, yy;
13085 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13088 /* diagonal direction: check alternative direction */
13093 xx = jx + (dx == 0 ? real_dx : 0);
13094 yy = jy + (dy == 0 ? real_dy : 0);
13096 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13100 =============================================================================
13102 -----------------------------------------------------------------------------
13103 x, y: field next to player (non-diagonal) to try to dig to
13104 real_dx, real_dy: direction as read from input device (can be diagonal)
13105 =============================================================================
13108 static int DigField(struct PlayerInfo *player,
13109 int oldx, int oldy, int x, int y,
13110 int real_dx, int real_dy, int mode)
13112 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13113 boolean player_was_pushing = player->is_pushing;
13114 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13115 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13116 int jx = oldx, jy = oldy;
13117 int dx = x - jx, dy = y - jy;
13118 int nextx = x + dx, nexty = y + dy;
13119 int move_direction = (dx == -1 ? MV_LEFT :
13120 dx == +1 ? MV_RIGHT :
13122 dy == +1 ? MV_DOWN : MV_NONE);
13123 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13124 int dig_side = MV_DIR_OPPOSITE(move_direction);
13125 int old_element = Feld[jx][jy];
13126 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13129 if (is_player) /* function can also be called by EL_PENGUIN */
13131 if (player->MovPos == 0)
13133 player->is_digging = FALSE;
13134 player->is_collecting = FALSE;
13137 if (player->MovPos == 0) /* last pushing move finished */
13138 player->is_pushing = FALSE;
13140 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13142 player->is_switching = FALSE;
13143 player->push_delay = -1;
13145 return MP_NO_ACTION;
13149 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13150 old_element = Back[jx][jy];
13152 /* in case of element dropped at player position, check background */
13153 else if (Back[jx][jy] != EL_EMPTY &&
13154 game.engine_version >= VERSION_IDENT(2,2,0,0))
13155 old_element = Back[jx][jy];
13157 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13158 return MP_NO_ACTION; /* field has no opening in this direction */
13160 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13161 return MP_NO_ACTION; /* field has no opening in this direction */
13163 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13167 Feld[jx][jy] = player->artwork_element;
13168 InitMovingField(jx, jy, MV_DOWN);
13169 Store[jx][jy] = EL_ACID;
13170 ContinueMoving(jx, jy);
13171 BuryPlayer(player);
13173 return MP_DONT_RUN_INTO;
13176 if (player_can_move && DONT_RUN_INTO(element))
13178 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13180 return MP_DONT_RUN_INTO;
13183 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13184 return MP_NO_ACTION;
13186 collect_count = element_info[element].collect_count_initial;
13188 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13189 return MP_NO_ACTION;
13191 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13192 player_can_move = player_can_move_or_snap;
13194 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13195 game.engine_version >= VERSION_IDENT(2,2,0,0))
13197 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13198 player->index_bit, dig_side);
13199 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13200 player->index_bit, dig_side);
13202 if (element == EL_DC_LANDMINE)
13205 if (Feld[x][y] != element) /* field changed by snapping */
13208 return MP_NO_ACTION;
13211 if (player->gravity && is_player && !player->is_auto_moving &&
13212 canFallDown(player) && move_direction != MV_DOWN &&
13213 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13214 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13216 if (player_can_move &&
13217 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13219 int sound_element = SND_ELEMENT(element);
13220 int sound_action = ACTION_WALKING;
13222 if (IS_RND_GATE(element))
13224 if (!player->key[RND_GATE_NR(element)])
13225 return MP_NO_ACTION;
13227 else if (IS_RND_GATE_GRAY(element))
13229 if (!player->key[RND_GATE_GRAY_NR(element)])
13230 return MP_NO_ACTION;
13232 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13234 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13235 return MP_NO_ACTION;
13237 else if (element == EL_EXIT_OPEN ||
13238 element == EL_EM_EXIT_OPEN ||
13239 element == EL_EM_EXIT_OPENING ||
13240 element == EL_STEEL_EXIT_OPEN ||
13241 element == EL_EM_STEEL_EXIT_OPEN ||
13242 element == EL_EM_STEEL_EXIT_OPENING ||
13243 element == EL_SP_EXIT_OPEN ||
13244 element == EL_SP_EXIT_OPENING)
13246 sound_action = ACTION_PASSING; /* player is passing exit */
13248 else if (element == EL_EMPTY)
13250 sound_action = ACTION_MOVING; /* nothing to walk on */
13253 /* play sound from background or player, whatever is available */
13254 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13255 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13257 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13259 else if (player_can_move &&
13260 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13262 if (!ACCESS_FROM(element, opposite_direction))
13263 return MP_NO_ACTION; /* field not accessible from this direction */
13265 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13266 return MP_NO_ACTION;
13268 if (IS_EM_GATE(element))
13270 if (!player->key[EM_GATE_NR(element)])
13271 return MP_NO_ACTION;
13273 else if (IS_EM_GATE_GRAY(element))
13275 if (!player->key[EM_GATE_GRAY_NR(element)])
13276 return MP_NO_ACTION;
13278 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13280 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13281 return MP_NO_ACTION;
13283 else if (IS_EMC_GATE(element))
13285 if (!player->key[EMC_GATE_NR(element)])
13286 return MP_NO_ACTION;
13288 else if (IS_EMC_GATE_GRAY(element))
13290 if (!player->key[EMC_GATE_GRAY_NR(element)])
13291 return MP_NO_ACTION;
13293 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13295 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13296 return MP_NO_ACTION;
13298 else if (element == EL_DC_GATE_WHITE ||
13299 element == EL_DC_GATE_WHITE_GRAY ||
13300 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13302 if (player->num_white_keys == 0)
13303 return MP_NO_ACTION;
13305 player->num_white_keys--;
13307 else if (IS_SP_PORT(element))
13309 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13310 element == EL_SP_GRAVITY_PORT_RIGHT ||
13311 element == EL_SP_GRAVITY_PORT_UP ||
13312 element == EL_SP_GRAVITY_PORT_DOWN)
13313 player->gravity = !player->gravity;
13314 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13315 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13316 element == EL_SP_GRAVITY_ON_PORT_UP ||
13317 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13318 player->gravity = TRUE;
13319 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13320 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13321 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13322 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13323 player->gravity = FALSE;
13326 /* automatically move to the next field with double speed */
13327 player->programmed_action = move_direction;
13329 if (player->move_delay_reset_counter == 0)
13331 player->move_delay_reset_counter = 2; /* two double speed steps */
13333 DOUBLE_PLAYER_SPEED(player);
13336 PlayLevelSoundAction(x, y, ACTION_PASSING);
13338 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13342 if (mode != DF_SNAP)
13344 GfxElement[x][y] = GFX_ELEMENT(element);
13345 player->is_digging = TRUE;
13348 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13350 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13351 player->index_bit, dig_side);
13353 if (mode == DF_SNAP)
13355 if (level.block_snap_field)
13356 setFieldForSnapping(x, y, element, move_direction);
13358 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13360 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13361 player->index_bit, dig_side);
13364 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13368 if (is_player && mode != DF_SNAP)
13370 GfxElement[x][y] = element;
13371 player->is_collecting = TRUE;
13374 if (element == EL_SPEED_PILL)
13376 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13378 else if (element == EL_EXTRA_TIME && level.time > 0)
13380 TimeLeft += level.extra_time;
13382 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13384 DisplayGameControlValues();
13386 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13388 player->shield_normal_time_left += level.shield_normal_time;
13389 if (element == EL_SHIELD_DEADLY)
13390 player->shield_deadly_time_left += level.shield_deadly_time;
13392 else if (element == EL_DYNAMITE ||
13393 element == EL_EM_DYNAMITE ||
13394 element == EL_SP_DISK_RED)
13396 if (player->inventory_size < MAX_INVENTORY_SIZE)
13397 player->inventory_element[player->inventory_size++] = element;
13399 DrawGameDoorValues();
13401 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13403 player->dynabomb_count++;
13404 player->dynabombs_left++;
13406 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13408 player->dynabomb_size++;
13410 else if (element == EL_DYNABOMB_INCREASE_POWER)
13412 player->dynabomb_xl = TRUE;
13414 else if (IS_KEY(element))
13416 player->key[KEY_NR(element)] = TRUE;
13418 DrawGameDoorValues();
13420 else if (element == EL_DC_KEY_WHITE)
13422 player->num_white_keys++;
13424 /* display white keys? */
13425 /* DrawGameDoorValues(); */
13427 else if (IS_ENVELOPE(element))
13429 player->show_envelope = element;
13431 else if (element == EL_EMC_LENSES)
13433 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13435 RedrawAllInvisibleElementsForLenses();
13437 else if (element == EL_EMC_MAGNIFIER)
13439 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13441 RedrawAllInvisibleElementsForMagnifier();
13443 else if (IS_DROPPABLE(element) ||
13444 IS_THROWABLE(element)) /* can be collected and dropped */
13448 if (collect_count == 0)
13449 player->inventory_infinite_element = element;
13451 for (i = 0; i < collect_count; i++)
13452 if (player->inventory_size < MAX_INVENTORY_SIZE)
13453 player->inventory_element[player->inventory_size++] = element;
13455 DrawGameDoorValues();
13457 else if (collect_count > 0)
13459 local_player->gems_still_needed -= collect_count;
13460 if (local_player->gems_still_needed < 0)
13461 local_player->gems_still_needed = 0;
13463 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13465 DisplayGameControlValues();
13468 RaiseScoreElement(element);
13469 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13472 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13473 player->index_bit, dig_side);
13475 if (mode == DF_SNAP)
13477 if (level.block_snap_field)
13478 setFieldForSnapping(x, y, element, move_direction);
13480 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13482 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13483 player->index_bit, dig_side);
13486 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13488 if (mode == DF_SNAP && element != EL_BD_ROCK)
13489 return MP_NO_ACTION;
13491 if (CAN_FALL(element) && dy)
13492 return MP_NO_ACTION;
13494 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13495 !(element == EL_SPRING && level.use_spring_bug))
13496 return MP_NO_ACTION;
13498 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13499 ((move_direction & MV_VERTICAL &&
13500 ((element_info[element].move_pattern & MV_LEFT &&
13501 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13502 (element_info[element].move_pattern & MV_RIGHT &&
13503 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13504 (move_direction & MV_HORIZONTAL &&
13505 ((element_info[element].move_pattern & MV_UP &&
13506 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13507 (element_info[element].move_pattern & MV_DOWN &&
13508 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13509 return MP_NO_ACTION;
13511 /* do not push elements already moving away faster than player */
13512 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13513 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13514 return MP_NO_ACTION;
13516 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13518 if (player->push_delay_value == -1 || !player_was_pushing)
13519 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13521 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13523 if (player->push_delay_value == -1)
13524 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13526 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13528 if (!player->is_pushing)
13529 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13532 player->is_pushing = TRUE;
13533 player->is_active = TRUE;
13535 if (!(IN_LEV_FIELD(nextx, nexty) &&
13536 (IS_FREE(nextx, nexty) ||
13537 (IS_SB_ELEMENT(element) &&
13538 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13539 (IS_CUSTOM_ELEMENT(element) &&
13540 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13541 return MP_NO_ACTION;
13543 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13544 return MP_NO_ACTION;
13546 if (player->push_delay == -1) /* new pushing; restart delay */
13547 player->push_delay = 0;
13549 if (player->push_delay < player->push_delay_value &&
13550 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13551 element != EL_SPRING && element != EL_BALLOON)
13553 /* make sure that there is no move delay before next try to push */
13554 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13555 player->move_delay = 0;
13557 return MP_NO_ACTION;
13560 if (IS_CUSTOM_ELEMENT(element) &&
13561 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13563 if (!DigFieldByCE(nextx, nexty, element))
13564 return MP_NO_ACTION;
13567 if (IS_SB_ELEMENT(element))
13569 if (element == EL_SOKOBAN_FIELD_FULL)
13571 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13572 local_player->sokobanfields_still_needed++;
13575 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13577 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13578 local_player->sokobanfields_still_needed--;
13581 Feld[x][y] = EL_SOKOBAN_OBJECT;
13583 if (Back[x][y] == Back[nextx][nexty])
13584 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13585 else if (Back[x][y] != 0)
13586 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13589 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13592 if (local_player->sokobanfields_still_needed == 0 &&
13593 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13595 PlayerWins(player);
13597 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13601 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13603 InitMovingField(x, y, move_direction);
13604 GfxAction[x][y] = ACTION_PUSHING;
13606 if (mode == DF_SNAP)
13607 ContinueMoving(x, y);
13609 MovPos[x][y] = (dx != 0 ? dx : dy);
13611 Pushed[x][y] = TRUE;
13612 Pushed[nextx][nexty] = TRUE;
13614 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13615 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13617 player->push_delay_value = -1; /* get new value later */
13619 /* check for element change _after_ element has been pushed */
13620 if (game.use_change_when_pushing_bug)
13622 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
13623 player->index_bit, dig_side);
13624 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
13625 player->index_bit, dig_side);
13628 else if (IS_SWITCHABLE(element))
13630 if (PLAYER_SWITCHING(player, x, y))
13632 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13633 player->index_bit, dig_side);
13638 player->is_switching = TRUE;
13639 player->switch_x = x;
13640 player->switch_y = y;
13642 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13644 if (element == EL_ROBOT_WHEEL)
13646 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
13650 game.robot_wheel_active = TRUE;
13652 TEST_DrawLevelField(x, y);
13654 else if (element == EL_SP_TERMINAL)
13658 SCAN_PLAYFIELD(xx, yy)
13660 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
13662 else if (Feld[xx][yy] == EL_SP_TERMINAL)
13663 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
13666 else if (IS_BELT_SWITCH(element))
13668 ToggleBeltSwitch(x, y);
13670 else if (element == EL_SWITCHGATE_SWITCH_UP ||
13671 element == EL_SWITCHGATE_SWITCH_DOWN ||
13672 element == EL_DC_SWITCHGATE_SWITCH_UP ||
13673 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
13675 ToggleSwitchgateSwitch(x, y);
13677 else if (element == EL_LIGHT_SWITCH ||
13678 element == EL_LIGHT_SWITCH_ACTIVE)
13680 ToggleLightSwitch(x, y);
13682 else if (element == EL_TIMEGATE_SWITCH ||
13683 element == EL_DC_TIMEGATE_SWITCH)
13685 ActivateTimegateSwitch(x, y);
13687 else if (element == EL_BALLOON_SWITCH_LEFT ||
13688 element == EL_BALLOON_SWITCH_RIGHT ||
13689 element == EL_BALLOON_SWITCH_UP ||
13690 element == EL_BALLOON_SWITCH_DOWN ||
13691 element == EL_BALLOON_SWITCH_NONE ||
13692 element == EL_BALLOON_SWITCH_ANY)
13694 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
13695 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
13696 element == EL_BALLOON_SWITCH_UP ? MV_UP :
13697 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
13698 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
13701 else if (element == EL_LAMP)
13703 Feld[x][y] = EL_LAMP_ACTIVE;
13704 local_player->lights_still_needed--;
13706 ResetGfxAnimation(x, y);
13707 TEST_DrawLevelField(x, y);
13709 else if (element == EL_TIME_ORB_FULL)
13711 Feld[x][y] = EL_TIME_ORB_EMPTY;
13713 if (level.time > 0 || level.use_time_orb_bug)
13715 TimeLeft += level.time_orb_time;
13716 game.no_time_limit = FALSE;
13718 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13720 DisplayGameControlValues();
13723 ResetGfxAnimation(x, y);
13724 TEST_DrawLevelField(x, y);
13726 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
13727 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13731 game.ball_state = !game.ball_state;
13733 SCAN_PLAYFIELD(xx, yy)
13735 int e = Feld[xx][yy];
13737 if (game.ball_state)
13739 if (e == EL_EMC_MAGIC_BALL)
13740 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
13741 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
13742 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
13746 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
13747 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
13748 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13749 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
13754 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13755 player->index_bit, dig_side);
13757 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13758 player->index_bit, dig_side);
13760 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13761 player->index_bit, dig_side);
13767 if (!PLAYER_SWITCHING(player, x, y))
13769 player->is_switching = TRUE;
13770 player->switch_x = x;
13771 player->switch_y = y;
13773 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
13774 player->index_bit, dig_side);
13775 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13776 player->index_bit, dig_side);
13778 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
13779 player->index_bit, dig_side);
13780 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13781 player->index_bit, dig_side);
13784 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
13785 player->index_bit, dig_side);
13786 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13787 player->index_bit, dig_side);
13789 return MP_NO_ACTION;
13792 player->push_delay = -1;
13794 if (is_player) /* function can also be called by EL_PENGUIN */
13796 if (Feld[x][y] != element) /* really digged/collected something */
13798 player->is_collecting = !player->is_digging;
13799 player->is_active = TRUE;
13806 static boolean DigFieldByCE(int x, int y, int digging_element)
13808 int element = Feld[x][y];
13810 if (!IS_FREE(x, y))
13812 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
13813 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
13816 /* no element can dig solid indestructible elements */
13817 if (IS_INDESTRUCTIBLE(element) &&
13818 !IS_DIGGABLE(element) &&
13819 !IS_COLLECTIBLE(element))
13822 if (AmoebaNr[x][y] &&
13823 (element == EL_AMOEBA_FULL ||
13824 element == EL_BD_AMOEBA ||
13825 element == EL_AMOEBA_GROWING))
13827 AmoebaCnt[AmoebaNr[x][y]]--;
13828 AmoebaCnt2[AmoebaNr[x][y]]--;
13831 if (IS_MOVING(x, y))
13832 RemoveMovingField(x, y);
13836 TEST_DrawLevelField(x, y);
13839 /* if digged element was about to explode, prevent the explosion */
13840 ExplodeField[x][y] = EX_TYPE_NONE;
13842 PlayLevelSoundAction(x, y, action);
13845 Store[x][y] = EL_EMPTY;
13847 /* this makes it possible to leave the removed element again */
13848 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
13849 Store[x][y] = element;
13854 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
13856 int jx = player->jx, jy = player->jy;
13857 int x = jx + dx, y = jy + dy;
13858 int snap_direction = (dx == -1 ? MV_LEFT :
13859 dx == +1 ? MV_RIGHT :
13861 dy == +1 ? MV_DOWN : MV_NONE);
13862 boolean can_continue_snapping = (level.continuous_snapping &&
13863 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
13865 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
13868 if (!player->active || !IN_LEV_FIELD(x, y))
13876 if (player->MovPos == 0)
13877 player->is_pushing = FALSE;
13879 player->is_snapping = FALSE;
13881 if (player->MovPos == 0)
13883 player->is_moving = FALSE;
13884 player->is_digging = FALSE;
13885 player->is_collecting = FALSE;
13891 /* prevent snapping with already pressed snap key when not allowed */
13892 if (player->is_snapping && !can_continue_snapping)
13895 player->MovDir = snap_direction;
13897 if (player->MovPos == 0)
13899 player->is_moving = FALSE;
13900 player->is_digging = FALSE;
13901 player->is_collecting = FALSE;
13904 player->is_dropping = FALSE;
13905 player->is_dropping_pressed = FALSE;
13906 player->drop_pressed_delay = 0;
13908 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
13911 player->is_snapping = TRUE;
13912 player->is_active = TRUE;
13914 if (player->MovPos == 0)
13916 player->is_moving = FALSE;
13917 player->is_digging = FALSE;
13918 player->is_collecting = FALSE;
13921 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
13922 TEST_DrawLevelField(player->last_jx, player->last_jy);
13924 TEST_DrawLevelField(x, y);
13929 static boolean DropElement(struct PlayerInfo *player)
13931 int old_element, new_element;
13932 int dropx = player->jx, dropy = player->jy;
13933 int drop_direction = player->MovDir;
13934 int drop_side = drop_direction;
13935 int drop_element = get_next_dropped_element(player);
13937 player->is_dropping_pressed = TRUE;
13939 /* do not drop an element on top of another element; when holding drop key
13940 pressed without moving, dropped element must move away before the next
13941 element can be dropped (this is especially important if the next element
13942 is dynamite, which can be placed on background for historical reasons) */
13943 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
13946 if (IS_THROWABLE(drop_element))
13948 dropx += GET_DX_FROM_DIR(drop_direction);
13949 dropy += GET_DY_FROM_DIR(drop_direction);
13951 if (!IN_LEV_FIELD(dropx, dropy))
13955 old_element = Feld[dropx][dropy]; /* old element at dropping position */
13956 new_element = drop_element; /* default: no change when dropping */
13958 /* check if player is active, not moving and ready to drop */
13959 if (!player->active || player->MovPos || player->drop_delay > 0)
13962 /* check if player has anything that can be dropped */
13963 if (new_element == EL_UNDEFINED)
13966 /* check if drop key was pressed long enough for EM style dynamite */
13967 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
13970 /* check if anything can be dropped at the current position */
13971 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
13974 /* collected custom elements can only be dropped on empty fields */
13975 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
13978 if (old_element != EL_EMPTY)
13979 Back[dropx][dropy] = old_element; /* store old element on this field */
13981 ResetGfxAnimation(dropx, dropy);
13982 ResetRandomAnimationValue(dropx, dropy);
13984 if (player->inventory_size > 0 ||
13985 player->inventory_infinite_element != EL_UNDEFINED)
13987 if (player->inventory_size > 0)
13989 player->inventory_size--;
13991 DrawGameDoorValues();
13993 if (new_element == EL_DYNAMITE)
13994 new_element = EL_DYNAMITE_ACTIVE;
13995 else if (new_element == EL_EM_DYNAMITE)
13996 new_element = EL_EM_DYNAMITE_ACTIVE;
13997 else if (new_element == EL_SP_DISK_RED)
13998 new_element = EL_SP_DISK_RED_ACTIVE;
14001 Feld[dropx][dropy] = new_element;
14003 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14004 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14005 el2img(Feld[dropx][dropy]), 0);
14007 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14009 /* needed if previous element just changed to "empty" in the last frame */
14010 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14012 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14013 player->index_bit, drop_side);
14014 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14016 player->index_bit, drop_side);
14018 TestIfElementTouchesCustomElement(dropx, dropy);
14020 else /* player is dropping a dyna bomb */
14022 player->dynabombs_left--;
14024 Feld[dropx][dropy] = new_element;
14026 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14027 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14028 el2img(Feld[dropx][dropy]), 0);
14030 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14033 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14034 InitField_WithBug1(dropx, dropy, FALSE);
14036 new_element = Feld[dropx][dropy]; /* element might have changed */
14038 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14039 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14041 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14042 MovDir[dropx][dropy] = drop_direction;
14044 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14046 /* do not cause impact style collision by dropping elements that can fall */
14047 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14050 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14051 player->is_dropping = TRUE;
14053 player->drop_pressed_delay = 0;
14054 player->is_dropping_pressed = FALSE;
14056 player->drop_x = dropx;
14057 player->drop_y = dropy;
14062 /* ------------------------------------------------------------------------- */
14063 /* game sound playing functions */
14064 /* ------------------------------------------------------------------------- */
14066 static int *loop_sound_frame = NULL;
14067 static int *loop_sound_volume = NULL;
14069 void InitPlayLevelSound()
14071 int num_sounds = getSoundListSize();
14073 checked_free(loop_sound_frame);
14074 checked_free(loop_sound_volume);
14076 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14077 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14080 static void PlayLevelSound(int x, int y, int nr)
14082 int sx = SCREENX(x), sy = SCREENY(y);
14083 int volume, stereo_position;
14084 int max_distance = 8;
14085 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14087 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14088 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14091 if (!IN_LEV_FIELD(x, y) ||
14092 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14093 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14096 volume = SOUND_MAX_VOLUME;
14098 if (!IN_SCR_FIELD(sx, sy))
14100 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14101 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14103 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14106 stereo_position = (SOUND_MAX_LEFT +
14107 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14108 (SCR_FIELDX + 2 * max_distance));
14110 if (IS_LOOP_SOUND(nr))
14112 /* This assures that quieter loop sounds do not overwrite louder ones,
14113 while restarting sound volume comparison with each new game frame. */
14115 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14118 loop_sound_volume[nr] = volume;
14119 loop_sound_frame[nr] = FrameCounter;
14122 PlaySoundExt(nr, volume, stereo_position, type);
14125 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14127 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14128 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14129 y < LEVELY(BY1) ? LEVELY(BY1) :
14130 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14134 static void PlayLevelSoundAction(int x, int y, int action)
14136 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14139 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14141 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14143 if (sound_effect != SND_UNDEFINED)
14144 PlayLevelSound(x, y, sound_effect);
14147 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14150 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14152 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14153 PlayLevelSound(x, y, sound_effect);
14156 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14158 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14160 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14161 PlayLevelSound(x, y, sound_effect);
14164 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14166 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14168 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14169 StopSound(sound_effect);
14172 static void PlayLevelMusic()
14174 if (levelset.music[level_nr] != MUS_UNDEFINED)
14175 PlayMusic(levelset.music[level_nr]); /* from config file */
14177 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
14180 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14182 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14183 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14184 int x = xx - 1 - offset;
14185 int y = yy - 1 - offset;
14190 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14194 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14198 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14202 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14206 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14210 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14214 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14217 case SAMPLE_android_clone:
14218 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14221 case SAMPLE_android_move:
14222 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14225 case SAMPLE_spring:
14226 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14230 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14234 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14237 case SAMPLE_eater_eat:
14238 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14242 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14245 case SAMPLE_collect:
14246 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14249 case SAMPLE_diamond:
14250 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14253 case SAMPLE_squash:
14254 /* !!! CHECK THIS !!! */
14256 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14258 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14262 case SAMPLE_wonderfall:
14263 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14267 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14271 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14275 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14279 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14283 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14287 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14290 case SAMPLE_wonder:
14291 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14295 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14298 case SAMPLE_exit_open:
14299 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14302 case SAMPLE_exit_leave:
14303 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14306 case SAMPLE_dynamite:
14307 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14311 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14315 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14319 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14323 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14327 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14331 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14335 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14340 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14342 int element = map_element_SP_to_RND(element_sp);
14343 int action = map_action_SP_to_RND(action_sp);
14344 int offset = (setup.sp_show_border_elements ? 0 : 1);
14345 int x = xx - offset;
14346 int y = yy - offset;
14348 PlayLevelSoundElementAction(x, y, element, action);
14351 void RaiseScore(int value)
14353 local_player->score += value;
14355 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14357 DisplayGameControlValues();
14360 void RaiseScoreElement(int element)
14365 case EL_BD_DIAMOND:
14366 case EL_EMERALD_YELLOW:
14367 case EL_EMERALD_RED:
14368 case EL_EMERALD_PURPLE:
14369 case EL_SP_INFOTRON:
14370 RaiseScore(level.score[SC_EMERALD]);
14373 RaiseScore(level.score[SC_DIAMOND]);
14376 RaiseScore(level.score[SC_CRYSTAL]);
14379 RaiseScore(level.score[SC_PEARL]);
14382 case EL_BD_BUTTERFLY:
14383 case EL_SP_ELECTRON:
14384 RaiseScore(level.score[SC_BUG]);
14387 case EL_BD_FIREFLY:
14388 case EL_SP_SNIKSNAK:
14389 RaiseScore(level.score[SC_SPACESHIP]);
14392 case EL_DARK_YAMYAM:
14393 RaiseScore(level.score[SC_YAMYAM]);
14396 RaiseScore(level.score[SC_ROBOT]);
14399 RaiseScore(level.score[SC_PACMAN]);
14402 RaiseScore(level.score[SC_NUT]);
14405 case EL_EM_DYNAMITE:
14406 case EL_SP_DISK_RED:
14407 case EL_DYNABOMB_INCREASE_NUMBER:
14408 case EL_DYNABOMB_INCREASE_SIZE:
14409 case EL_DYNABOMB_INCREASE_POWER:
14410 RaiseScore(level.score[SC_DYNAMITE]);
14412 case EL_SHIELD_NORMAL:
14413 case EL_SHIELD_DEADLY:
14414 RaiseScore(level.score[SC_SHIELD]);
14416 case EL_EXTRA_TIME:
14417 RaiseScore(level.extra_time_score);
14431 case EL_DC_KEY_WHITE:
14432 RaiseScore(level.score[SC_KEY]);
14435 RaiseScore(element_info[element].collect_score);
14440 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14442 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14444 /* closing door required in case of envelope style request dialogs */
14446 CloseDoor(DOOR_CLOSE_1);
14448 #if defined(NETWORK_AVALIABLE)
14449 if (options.network)
14450 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14456 FadeSkipNextFadeIn();
14458 game_status = GAME_MODE_MAIN;
14460 DrawAndFadeInMainMenu(REDRAW_FIELD);
14464 game_status = GAME_MODE_MAIN;
14466 DrawAndFadeInMainMenu(REDRAW_FIELD);
14470 else /* continue playing the game */
14472 if (tape.playing && tape.deactivate_display)
14473 TapeDeactivateDisplayOff(TRUE);
14475 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14477 if (tape.playing && tape.deactivate_display)
14478 TapeDeactivateDisplayOn();
14482 void RequestQuitGame(boolean ask_if_really_quit)
14484 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14485 boolean skip_request = AllPlayersGone || quick_quit;
14487 RequestQuitGameExt(skip_request, quick_quit,
14488 "Do you really want to quit the game?");
14492 /* ------------------------------------------------------------------------- */
14493 /* random generator functions */
14494 /* ------------------------------------------------------------------------- */
14496 unsigned int InitEngineRandom_RND(int seed)
14498 game.num_random_calls = 0;
14500 return InitEngineRandom(seed);
14503 unsigned int RND(int max)
14507 game.num_random_calls++;
14509 return GetEngineRandom(max);
14516 /* ------------------------------------------------------------------------- */
14517 /* game engine snapshot handling functions */
14518 /* ------------------------------------------------------------------------- */
14520 struct EngineSnapshotInfo
14522 /* runtime values for custom element collect score */
14523 int collect_score[NUM_CUSTOM_ELEMENTS];
14525 /* runtime values for group element choice position */
14526 int choice_pos[NUM_GROUP_ELEMENTS];
14528 /* runtime values for belt position animations */
14529 int belt_graphic[4][NUM_BELT_PARTS];
14530 int belt_anim_mode[4][NUM_BELT_PARTS];
14533 static struct EngineSnapshotInfo engine_snapshot_rnd;
14534 static char *snapshot_level_identifier = NULL;
14535 static int snapshot_level_nr = -1;
14537 static void SaveEngineSnapshotValues_RND()
14539 static int belt_base_active_element[4] =
14541 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
14542 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
14543 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
14544 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
14548 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14550 int element = EL_CUSTOM_START + i;
14552 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
14555 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14557 int element = EL_GROUP_START + i;
14559 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
14562 for (i = 0; i < 4; i++)
14564 for (j = 0; j < NUM_BELT_PARTS; j++)
14566 int element = belt_base_active_element[i] + j;
14567 int graphic = el2img(element);
14568 int anim_mode = graphic_info[graphic].anim_mode;
14570 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
14571 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
14576 static void LoadEngineSnapshotValues_RND()
14578 unsigned int num_random_calls = game.num_random_calls;
14581 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14583 int element = EL_CUSTOM_START + i;
14585 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
14588 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14590 int element = EL_GROUP_START + i;
14592 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
14595 for (i = 0; i < 4; i++)
14597 for (j = 0; j < NUM_BELT_PARTS; j++)
14599 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
14600 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
14602 graphic_info[graphic].anim_mode = anim_mode;
14606 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14608 InitRND(tape.random_seed);
14609 for (i = 0; i < num_random_calls; i++)
14613 if (game.num_random_calls != num_random_calls)
14615 Error(ERR_INFO, "number of random calls out of sync");
14616 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
14617 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
14618 Error(ERR_EXIT, "this should not happen -- please debug");
14622 void FreeEngineSnapshotSingle()
14624 FreeSnapshotSingle();
14626 setString(&snapshot_level_identifier, NULL);
14627 snapshot_level_nr = -1;
14630 void FreeEngineSnapshotList()
14632 FreeSnapshotList();
14635 ListNode *SaveEngineSnapshotBuffers()
14637 ListNode *buffers = NULL;
14639 /* copy some special values to a structure better suited for the snapshot */
14641 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14642 SaveEngineSnapshotValues_RND();
14643 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14644 SaveEngineSnapshotValues_EM();
14645 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14646 SaveEngineSnapshotValues_SP(&buffers);
14648 /* save values stored in special snapshot structure */
14650 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14651 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
14652 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14653 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
14654 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14655 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
14657 /* save further RND engine values */
14659 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
14660 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
14661 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
14663 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
14664 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
14665 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
14666 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
14668 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
14669 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
14670 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
14671 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
14672 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
14674 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
14675 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
14676 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
14678 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
14680 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
14682 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
14683 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
14685 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
14686 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
14687 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
14688 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
14689 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
14690 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
14691 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
14692 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
14693 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
14694 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
14695 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
14696 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
14697 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
14698 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
14699 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
14700 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
14701 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
14702 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
14704 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
14705 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
14707 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
14708 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
14709 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
14711 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
14712 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
14714 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
14715 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
14716 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
14717 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
14718 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
14720 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
14721 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
14724 ListNode *node = engine_snapshot_list_rnd;
14727 while (node != NULL)
14729 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
14734 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
14740 void SaveEngineSnapshotSingle()
14742 ListNode *buffers = SaveEngineSnapshotBuffers();
14744 /* finally save all snapshot buffers to single snapshot */
14745 SaveSnapshotSingle(buffers);
14747 /* save level identification information */
14748 setString(&snapshot_level_identifier, leveldir_current->identifier);
14749 snapshot_level_nr = level_nr;
14752 static boolean SaveEngineSnapshotToListExt(boolean initial_snapshot)
14754 boolean save_snapshot =
14755 (initial_snapshot ||
14756 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
14757 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
14758 game.snapshot.changed_action));
14760 game.snapshot.changed_action = FALSE;
14762 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
14763 tape.quick_resume ||
14767 ListNode *buffers = SaveEngineSnapshotBuffers();
14769 /* finally save all snapshot buffers to snapshot list */
14770 SaveSnapshotToList(buffers);
14775 boolean SaveEngineSnapshotToList()
14777 return SaveEngineSnapshotToListExt(FALSE);
14780 void SaveEngineSnapshotToListInitial()
14782 FreeEngineSnapshotList();
14784 SaveEngineSnapshotToListExt(TRUE);
14787 void LoadEngineSnapshotValues()
14789 /* restore special values from snapshot structure */
14791 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14792 LoadEngineSnapshotValues_RND();
14793 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14794 LoadEngineSnapshotValues_EM();
14795 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14796 LoadEngineSnapshotValues_SP();
14799 void LoadEngineSnapshotSingle()
14801 LoadSnapshotSingle();
14803 LoadEngineSnapshotValues();
14806 void LoadEngineSnapshot_Undo(int steps)
14808 LoadSnapshotFromList_Older(steps);
14810 LoadEngineSnapshotValues();
14813 void LoadEngineSnapshot_Redo(int steps)
14815 LoadSnapshotFromList_Newer(steps);
14817 LoadEngineSnapshotValues();
14820 boolean CheckEngineSnapshotSingle()
14822 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
14823 snapshot_level_nr == level_nr);
14826 boolean CheckEngineSnapshotList()
14828 return CheckSnapshotList();
14832 /* ---------- new game button stuff ---------------------------------------- */
14840 } gamebutton_info[NUM_GAME_BUTTONS] =
14843 IMG_GAME_BUTTON_GFX_STOP, &game.button.stop,
14844 GAME_CTRL_ID_STOP, "stop game"
14847 IMG_GAME_BUTTON_GFX_PAUSE, &game.button.pause,
14848 GAME_CTRL_ID_PAUSE, "pause game"
14851 IMG_GAME_BUTTON_GFX_PLAY, &game.button.play,
14852 GAME_CTRL_ID_PLAY, "play game"
14855 IMG_GAME_BUTTON_GFX_UNDO, &game.button.undo,
14856 GAME_CTRL_ID_UNDO, "undo step"
14859 IMG_GAME_BUTTON_GFX_REDO, &game.button.redo,
14860 GAME_CTRL_ID_REDO, "redo step"
14863 IMG_GAME_BUTTON_GFX_SAVE, &game.button.save,
14864 GAME_CTRL_ID_SAVE, "save game"
14867 IMG_GAME_BUTTON_GFX_LOAD, &game.button.load,
14868 GAME_CTRL_ID_LOAD, "load game"
14871 IMG_GAME_BUTTON_GFX_SOUND_MUSIC, &game.button.sound_music,
14872 SOUND_CTRL_ID_MUSIC, "background music on/off"
14875 IMG_GAME_BUTTON_GFX_SOUND_LOOPS, &game.button.sound_loops,
14876 SOUND_CTRL_ID_LOOPS, "sound loops on/off"
14879 IMG_GAME_BUTTON_GFX_SOUND_SIMPLE, &game.button.sound_simple,
14880 SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
14884 void CreateGameButtons()
14888 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14890 struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
14891 struct XY *pos = gamebutton_info[i].pos;
14892 struct GadgetInfo *gi;
14895 unsigned int event_mask;
14896 int base_x = (tape.show_game_buttons ? VX : DX);
14897 int base_y = (tape.show_game_buttons ? VY : DY);
14898 int gd_x = gfx->src_x;
14899 int gd_y = gfx->src_y;
14900 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
14901 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
14902 int gd_xa = gfx->src_x + gfx->active_xoffset;
14903 int gd_ya = gfx->src_y + gfx->active_yoffset;
14904 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
14905 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
14908 if (gfx->bitmap == NULL)
14910 game_gadget[id] = NULL;
14915 if (id == GAME_CTRL_ID_STOP ||
14916 id == GAME_CTRL_ID_PAUSE ||
14917 id == GAME_CTRL_ID_PLAY ||
14918 id == GAME_CTRL_ID_SAVE ||
14919 id == GAME_CTRL_ID_LOAD)
14921 button_type = GD_TYPE_NORMAL_BUTTON;
14923 event_mask = GD_EVENT_RELEASED;
14925 else if (id == GAME_CTRL_ID_UNDO ||
14926 id == GAME_CTRL_ID_REDO)
14928 button_type = GD_TYPE_NORMAL_BUTTON;
14930 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
14934 button_type = GD_TYPE_CHECK_BUTTON;
14936 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
14937 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
14938 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
14939 event_mask = GD_EVENT_PRESSED;
14942 gi = CreateGadget(GDI_CUSTOM_ID, id,
14943 GDI_INFO_TEXT, gamebutton_info[i].infotext,
14944 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
14945 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
14946 GDI_WIDTH, gfx->width,
14947 GDI_HEIGHT, gfx->height,
14948 GDI_TYPE, button_type,
14949 GDI_STATE, GD_BUTTON_UNPRESSED,
14950 GDI_CHECKED, checked,
14951 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
14952 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
14953 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
14954 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
14955 GDI_DIRECT_DRAW, FALSE,
14956 GDI_EVENT_MASK, event_mask,
14957 GDI_CALLBACK_ACTION, HandleGameButtons,
14961 Error(ERR_EXIT, "cannot create gadget");
14963 game_gadget[id] = gi;
14967 void FreeGameButtons()
14971 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14972 FreeGadget(game_gadget[i]);
14975 static void MapGameButtonsAtSamePosition(int id)
14979 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14981 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
14982 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
14983 MapGadget(game_gadget[i]);
14986 static void UnmapGameButtonsAtSamePosition(int id)
14990 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14992 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
14993 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
14994 UnmapGadget(game_gadget[i]);
14997 void MapUndoRedoButtons()
14999 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15000 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15001 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15003 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15004 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15005 MapGadget(game_gadget[GAME_CTRL_ID_PLAY]);
15008 void UnmapUndoRedoButtons()
15010 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15011 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15012 UnmapGadget(game_gadget[GAME_CTRL_ID_PLAY]);
15014 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15015 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15016 MapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15019 void MapGameButtons()
15023 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15024 if (i != GAME_CTRL_ID_UNDO &&
15025 i != GAME_CTRL_ID_REDO &&
15026 i != GAME_CTRL_ID_PLAY)
15027 MapGadget(game_gadget[i]);
15030 void UnmapGameButtons()
15034 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15035 UnmapGadget(game_gadget[i]);
15038 void RedrawGameButtons()
15042 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15043 RedrawGadget(game_gadget[i]);
15045 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15046 redraw_mask &= ~REDRAW_ALL;
15049 void GameUndoRedoExt()
15051 ClearPlayerAction();
15053 tape.pausing = TRUE;
15056 UpdateAndDisplayGameControlValues();
15058 DrawCompleteVideoDisplay();
15059 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15060 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15061 DrawVideoDisplay((tape.single_step ? VIDEO_STATE_1STEP_ON :
15062 VIDEO_STATE_1STEP_OFF), 0);
15067 void GameUndo(int steps)
15069 if (!CheckEngineSnapshotList())
15072 LoadEngineSnapshot_Undo(steps);
15077 void GameRedo(int steps)
15079 if (!CheckEngineSnapshotList())
15082 LoadEngineSnapshot_Redo(steps);
15087 static void HandleGameButtonsExt(int id, int button)
15089 int steps = BUTTON_STEPSIZE(button);
15090 boolean handle_game_buttons =
15091 (game_status == GAME_MODE_PLAYING ||
15092 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15094 if (!handle_game_buttons)
15099 case GAME_CTRL_ID_STOP:
15100 if (game_status == GAME_MODE_MAIN)
15106 RequestQuitGame(TRUE);
15110 case GAME_CTRL_ID_PAUSE:
15111 if (options.network && game_status == GAME_MODE_PLAYING)
15113 #if defined(NETWORK_AVALIABLE)
15115 SendToServer_ContinuePlaying();
15117 SendToServer_PausePlaying();
15121 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15124 case GAME_CTRL_ID_PLAY:
15125 if (game_status == GAME_MODE_MAIN)
15127 StartGameActions(options.network, setup.autorecord, level.random_seed);
15129 else if (tape.pausing)
15131 #if defined(NETWORK_AVALIABLE)
15132 if (options.network)
15133 SendToServer_ContinuePlaying();
15136 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15140 case GAME_CTRL_ID_UNDO:
15144 case GAME_CTRL_ID_REDO:
15148 case GAME_CTRL_ID_SAVE:
15152 case GAME_CTRL_ID_LOAD:
15156 case SOUND_CTRL_ID_MUSIC:
15157 if (setup.sound_music)
15159 setup.sound_music = FALSE;
15163 else if (audio.music_available)
15165 setup.sound = setup.sound_music = TRUE;
15167 SetAudioMode(setup.sound);
15173 case SOUND_CTRL_ID_LOOPS:
15174 if (setup.sound_loops)
15175 setup.sound_loops = FALSE;
15176 else if (audio.loops_available)
15178 setup.sound = setup.sound_loops = TRUE;
15180 SetAudioMode(setup.sound);
15184 case SOUND_CTRL_ID_SIMPLE:
15185 if (setup.sound_simple)
15186 setup.sound_simple = FALSE;
15187 else if (audio.sound_available)
15189 setup.sound = setup.sound_simple = TRUE;
15191 SetAudioMode(setup.sound);
15200 static void HandleGameButtons(struct GadgetInfo *gi)
15202 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15205 void HandleSoundButtonKeys(Key key)
15208 if (key == setup.shortcut.sound_simple)
15209 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15210 else if (key == setup.shortcut.sound_loops)
15211 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15212 else if (key == setup.shortcut.sound_music)
15213 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);