1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
25 #define DEBUG_INIT_PLAYER 1
26 #define DEBUG_PLAYER_ACTIONS 0
28 /* EXPERIMENTAL STUFF */
29 #define USE_NEW_AMOEBA_CODE FALSE
31 /* EXPERIMENTAL STUFF */
32 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
33 #define USE_QUICKSAND_IMPACT_BUGFIX 0
34 #define USE_DELAYED_GFX_REDRAW 0
35 #define USE_NEW_PLAYER_ASSIGNMENTS 1
37 #if USE_DELAYED_GFX_REDRAW
38 #define TEST_DrawLevelField(x, y) \
39 GfxRedraw[x][y] |= GFX_REDRAW_TILE
40 #define TEST_DrawLevelFieldCrumbled(x, y) \
41 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
42 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
43 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
44 #define TEST_DrawTwinkleOnField(x, y) \
45 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
47 #define TEST_DrawLevelField(x, y) \
49 #define TEST_DrawLevelFieldCrumbled(x, y) \
50 DrawLevelFieldCrumbled(x, y)
51 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
52 DrawLevelFieldCrumbledNeighbours(x, y)
53 #define TEST_DrawTwinkleOnField(x, y) \
54 DrawTwinkleOnField(x, y)
63 /* for MovePlayer() */
64 #define MP_NO_ACTION 0
67 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
69 /* for ScrollPlayer() */
71 #define SCROLL_GO_ON 1
73 /* for Bang()/Explode() */
74 #define EX_PHASE_START 0
75 #define EX_TYPE_NONE 0
76 #define EX_TYPE_NORMAL (1 << 0)
77 #define EX_TYPE_CENTER (1 << 1)
78 #define EX_TYPE_BORDER (1 << 2)
79 #define EX_TYPE_CROSS (1 << 3)
80 #define EX_TYPE_DYNA (1 << 4)
81 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
83 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
84 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
85 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
86 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
88 /* game panel display and control definitions */
89 #define GAME_PANEL_LEVEL_NUMBER 0
90 #define GAME_PANEL_GEMS 1
91 #define GAME_PANEL_INVENTORY_COUNT 2
92 #define GAME_PANEL_INVENTORY_FIRST_1 3
93 #define GAME_PANEL_INVENTORY_FIRST_2 4
94 #define GAME_PANEL_INVENTORY_FIRST_3 5
95 #define GAME_PANEL_INVENTORY_FIRST_4 6
96 #define GAME_PANEL_INVENTORY_FIRST_5 7
97 #define GAME_PANEL_INVENTORY_FIRST_6 8
98 #define GAME_PANEL_INVENTORY_FIRST_7 9
99 #define GAME_PANEL_INVENTORY_FIRST_8 10
100 #define GAME_PANEL_INVENTORY_LAST_1 11
101 #define GAME_PANEL_INVENTORY_LAST_2 12
102 #define GAME_PANEL_INVENTORY_LAST_3 13
103 #define GAME_PANEL_INVENTORY_LAST_4 14
104 #define GAME_PANEL_INVENTORY_LAST_5 15
105 #define GAME_PANEL_INVENTORY_LAST_6 16
106 #define GAME_PANEL_INVENTORY_LAST_7 17
107 #define GAME_PANEL_INVENTORY_LAST_8 18
108 #define GAME_PANEL_KEY_1 19
109 #define GAME_PANEL_KEY_2 20
110 #define GAME_PANEL_KEY_3 21
111 #define GAME_PANEL_KEY_4 22
112 #define GAME_PANEL_KEY_5 23
113 #define GAME_PANEL_KEY_6 24
114 #define GAME_PANEL_KEY_7 25
115 #define GAME_PANEL_KEY_8 26
116 #define GAME_PANEL_KEY_WHITE 27
117 #define GAME_PANEL_KEY_WHITE_COUNT 28
118 #define GAME_PANEL_SCORE 29
119 #define GAME_PANEL_HIGHSCORE 30
120 #define GAME_PANEL_TIME 31
121 #define GAME_PANEL_TIME_HH 32
122 #define GAME_PANEL_TIME_MM 33
123 #define GAME_PANEL_TIME_SS 34
124 #define GAME_PANEL_FRAME 35
125 #define GAME_PANEL_SHIELD_NORMAL 36
126 #define GAME_PANEL_SHIELD_NORMAL_TIME 37
127 #define GAME_PANEL_SHIELD_DEADLY 38
128 #define GAME_PANEL_SHIELD_DEADLY_TIME 39
129 #define GAME_PANEL_EXIT 40
130 #define GAME_PANEL_EMC_MAGIC_BALL 41
131 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 42
132 #define GAME_PANEL_LIGHT_SWITCH 43
133 #define GAME_PANEL_LIGHT_SWITCH_TIME 44
134 #define GAME_PANEL_TIMEGATE_SWITCH 45
135 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 46
136 #define GAME_PANEL_SWITCHGATE_SWITCH 47
137 #define GAME_PANEL_EMC_LENSES 48
138 #define GAME_PANEL_EMC_LENSES_TIME 49
139 #define GAME_PANEL_EMC_MAGNIFIER 50
140 #define GAME_PANEL_EMC_MAGNIFIER_TIME 51
141 #define GAME_PANEL_BALLOON_SWITCH 52
142 #define GAME_PANEL_DYNABOMB_NUMBER 53
143 #define GAME_PANEL_DYNABOMB_SIZE 54
144 #define GAME_PANEL_DYNABOMB_POWER 55
145 #define GAME_PANEL_PENGUINS 56
146 #define GAME_PANEL_SOKOBAN_OBJECTS 57
147 #define GAME_PANEL_SOKOBAN_FIELDS 58
148 #define GAME_PANEL_ROBOT_WHEEL 59
149 #define GAME_PANEL_CONVEYOR_BELT_1 60
150 #define GAME_PANEL_CONVEYOR_BELT_2 61
151 #define GAME_PANEL_CONVEYOR_BELT_3 62
152 #define GAME_PANEL_CONVEYOR_BELT_4 63
153 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 64
154 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 65
155 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 66
156 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 67
157 #define GAME_PANEL_MAGIC_WALL 68
158 #define GAME_PANEL_MAGIC_WALL_TIME 69
159 #define GAME_PANEL_GRAVITY_STATE 70
160 #define GAME_PANEL_GRAPHIC_1 71
161 #define GAME_PANEL_GRAPHIC_2 72
162 #define GAME_PANEL_GRAPHIC_3 73
163 #define GAME_PANEL_GRAPHIC_4 74
164 #define GAME_PANEL_GRAPHIC_5 75
165 #define GAME_PANEL_GRAPHIC_6 76
166 #define GAME_PANEL_GRAPHIC_7 77
167 #define GAME_PANEL_GRAPHIC_8 78
168 #define GAME_PANEL_ELEMENT_1 79
169 #define GAME_PANEL_ELEMENT_2 80
170 #define GAME_PANEL_ELEMENT_3 81
171 #define GAME_PANEL_ELEMENT_4 82
172 #define GAME_PANEL_ELEMENT_5 83
173 #define GAME_PANEL_ELEMENT_6 84
174 #define GAME_PANEL_ELEMENT_7 85
175 #define GAME_PANEL_ELEMENT_8 86
176 #define GAME_PANEL_ELEMENT_COUNT_1 87
177 #define GAME_PANEL_ELEMENT_COUNT_2 88
178 #define GAME_PANEL_ELEMENT_COUNT_3 89
179 #define GAME_PANEL_ELEMENT_COUNT_4 90
180 #define GAME_PANEL_ELEMENT_COUNT_5 91
181 #define GAME_PANEL_ELEMENT_COUNT_6 92
182 #define GAME_PANEL_ELEMENT_COUNT_7 93
183 #define GAME_PANEL_ELEMENT_COUNT_8 94
184 #define GAME_PANEL_CE_SCORE_1 95
185 #define GAME_PANEL_CE_SCORE_2 96
186 #define GAME_PANEL_CE_SCORE_3 97
187 #define GAME_PANEL_CE_SCORE_4 98
188 #define GAME_PANEL_CE_SCORE_5 99
189 #define GAME_PANEL_CE_SCORE_6 100
190 #define GAME_PANEL_CE_SCORE_7 101
191 #define GAME_PANEL_CE_SCORE_8 102
192 #define GAME_PANEL_CE_SCORE_1_ELEMENT 103
193 #define GAME_PANEL_CE_SCORE_2_ELEMENT 104
194 #define GAME_PANEL_CE_SCORE_3_ELEMENT 105
195 #define GAME_PANEL_CE_SCORE_4_ELEMENT 106
196 #define GAME_PANEL_CE_SCORE_5_ELEMENT 107
197 #define GAME_PANEL_CE_SCORE_6_ELEMENT 108
198 #define GAME_PANEL_CE_SCORE_7_ELEMENT 109
199 #define GAME_PANEL_CE_SCORE_8_ELEMENT 110
200 #define GAME_PANEL_PLAYER_NAME 111
201 #define GAME_PANEL_LEVEL_NAME 112
202 #define GAME_PANEL_LEVEL_AUTHOR 113
204 #define NUM_GAME_PANEL_CONTROLS 114
206 struct GamePanelOrderInfo
212 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
214 struct GamePanelControlInfo
218 struct TextPosInfo *pos;
221 int value, last_value;
222 int frame, last_frame;
227 static struct GamePanelControlInfo game_panel_controls[] =
230 GAME_PANEL_LEVEL_NUMBER,
231 &game.panel.level_number,
240 GAME_PANEL_INVENTORY_COUNT,
241 &game.panel.inventory_count,
245 GAME_PANEL_INVENTORY_FIRST_1,
246 &game.panel.inventory_first[0],
250 GAME_PANEL_INVENTORY_FIRST_2,
251 &game.panel.inventory_first[1],
255 GAME_PANEL_INVENTORY_FIRST_3,
256 &game.panel.inventory_first[2],
260 GAME_PANEL_INVENTORY_FIRST_4,
261 &game.panel.inventory_first[3],
265 GAME_PANEL_INVENTORY_FIRST_5,
266 &game.panel.inventory_first[4],
270 GAME_PANEL_INVENTORY_FIRST_6,
271 &game.panel.inventory_first[5],
275 GAME_PANEL_INVENTORY_FIRST_7,
276 &game.panel.inventory_first[6],
280 GAME_PANEL_INVENTORY_FIRST_8,
281 &game.panel.inventory_first[7],
285 GAME_PANEL_INVENTORY_LAST_1,
286 &game.panel.inventory_last[0],
290 GAME_PANEL_INVENTORY_LAST_2,
291 &game.panel.inventory_last[1],
295 GAME_PANEL_INVENTORY_LAST_3,
296 &game.panel.inventory_last[2],
300 GAME_PANEL_INVENTORY_LAST_4,
301 &game.panel.inventory_last[3],
305 GAME_PANEL_INVENTORY_LAST_5,
306 &game.panel.inventory_last[4],
310 GAME_PANEL_INVENTORY_LAST_6,
311 &game.panel.inventory_last[5],
315 GAME_PANEL_INVENTORY_LAST_7,
316 &game.panel.inventory_last[6],
320 GAME_PANEL_INVENTORY_LAST_8,
321 &game.panel.inventory_last[7],
365 GAME_PANEL_KEY_WHITE,
366 &game.panel.key_white,
370 GAME_PANEL_KEY_WHITE_COUNT,
371 &game.panel.key_white_count,
380 GAME_PANEL_HIGHSCORE,
381 &game.panel.highscore,
410 GAME_PANEL_SHIELD_NORMAL,
411 &game.panel.shield_normal,
415 GAME_PANEL_SHIELD_NORMAL_TIME,
416 &game.panel.shield_normal_time,
420 GAME_PANEL_SHIELD_DEADLY,
421 &game.panel.shield_deadly,
425 GAME_PANEL_SHIELD_DEADLY_TIME,
426 &game.panel.shield_deadly_time,
435 GAME_PANEL_EMC_MAGIC_BALL,
436 &game.panel.emc_magic_ball,
440 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
441 &game.panel.emc_magic_ball_switch,
445 GAME_PANEL_LIGHT_SWITCH,
446 &game.panel.light_switch,
450 GAME_PANEL_LIGHT_SWITCH_TIME,
451 &game.panel.light_switch_time,
455 GAME_PANEL_TIMEGATE_SWITCH,
456 &game.panel.timegate_switch,
460 GAME_PANEL_TIMEGATE_SWITCH_TIME,
461 &game.panel.timegate_switch_time,
465 GAME_PANEL_SWITCHGATE_SWITCH,
466 &game.panel.switchgate_switch,
470 GAME_PANEL_EMC_LENSES,
471 &game.panel.emc_lenses,
475 GAME_PANEL_EMC_LENSES_TIME,
476 &game.panel.emc_lenses_time,
480 GAME_PANEL_EMC_MAGNIFIER,
481 &game.panel.emc_magnifier,
485 GAME_PANEL_EMC_MAGNIFIER_TIME,
486 &game.panel.emc_magnifier_time,
490 GAME_PANEL_BALLOON_SWITCH,
491 &game.panel.balloon_switch,
495 GAME_PANEL_DYNABOMB_NUMBER,
496 &game.panel.dynabomb_number,
500 GAME_PANEL_DYNABOMB_SIZE,
501 &game.panel.dynabomb_size,
505 GAME_PANEL_DYNABOMB_POWER,
506 &game.panel.dynabomb_power,
511 &game.panel.penguins,
515 GAME_PANEL_SOKOBAN_OBJECTS,
516 &game.panel.sokoban_objects,
520 GAME_PANEL_SOKOBAN_FIELDS,
521 &game.panel.sokoban_fields,
525 GAME_PANEL_ROBOT_WHEEL,
526 &game.panel.robot_wheel,
530 GAME_PANEL_CONVEYOR_BELT_1,
531 &game.panel.conveyor_belt[0],
535 GAME_PANEL_CONVEYOR_BELT_2,
536 &game.panel.conveyor_belt[1],
540 GAME_PANEL_CONVEYOR_BELT_3,
541 &game.panel.conveyor_belt[2],
545 GAME_PANEL_CONVEYOR_BELT_4,
546 &game.panel.conveyor_belt[3],
550 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
551 &game.panel.conveyor_belt_switch[0],
555 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
556 &game.panel.conveyor_belt_switch[1],
560 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
561 &game.panel.conveyor_belt_switch[2],
565 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
566 &game.panel.conveyor_belt_switch[3],
570 GAME_PANEL_MAGIC_WALL,
571 &game.panel.magic_wall,
575 GAME_PANEL_MAGIC_WALL_TIME,
576 &game.panel.magic_wall_time,
580 GAME_PANEL_GRAVITY_STATE,
581 &game.panel.gravity_state,
585 GAME_PANEL_GRAPHIC_1,
586 &game.panel.graphic[0],
590 GAME_PANEL_GRAPHIC_2,
591 &game.panel.graphic[1],
595 GAME_PANEL_GRAPHIC_3,
596 &game.panel.graphic[2],
600 GAME_PANEL_GRAPHIC_4,
601 &game.panel.graphic[3],
605 GAME_PANEL_GRAPHIC_5,
606 &game.panel.graphic[4],
610 GAME_PANEL_GRAPHIC_6,
611 &game.panel.graphic[5],
615 GAME_PANEL_GRAPHIC_7,
616 &game.panel.graphic[6],
620 GAME_PANEL_GRAPHIC_8,
621 &game.panel.graphic[7],
625 GAME_PANEL_ELEMENT_1,
626 &game.panel.element[0],
630 GAME_PANEL_ELEMENT_2,
631 &game.panel.element[1],
635 GAME_PANEL_ELEMENT_3,
636 &game.panel.element[2],
640 GAME_PANEL_ELEMENT_4,
641 &game.panel.element[3],
645 GAME_PANEL_ELEMENT_5,
646 &game.panel.element[4],
650 GAME_PANEL_ELEMENT_6,
651 &game.panel.element[5],
655 GAME_PANEL_ELEMENT_7,
656 &game.panel.element[6],
660 GAME_PANEL_ELEMENT_8,
661 &game.panel.element[7],
665 GAME_PANEL_ELEMENT_COUNT_1,
666 &game.panel.element_count[0],
670 GAME_PANEL_ELEMENT_COUNT_2,
671 &game.panel.element_count[1],
675 GAME_PANEL_ELEMENT_COUNT_3,
676 &game.panel.element_count[2],
680 GAME_PANEL_ELEMENT_COUNT_4,
681 &game.panel.element_count[3],
685 GAME_PANEL_ELEMENT_COUNT_5,
686 &game.panel.element_count[4],
690 GAME_PANEL_ELEMENT_COUNT_6,
691 &game.panel.element_count[5],
695 GAME_PANEL_ELEMENT_COUNT_7,
696 &game.panel.element_count[6],
700 GAME_PANEL_ELEMENT_COUNT_8,
701 &game.panel.element_count[7],
705 GAME_PANEL_CE_SCORE_1,
706 &game.panel.ce_score[0],
710 GAME_PANEL_CE_SCORE_2,
711 &game.panel.ce_score[1],
715 GAME_PANEL_CE_SCORE_3,
716 &game.panel.ce_score[2],
720 GAME_PANEL_CE_SCORE_4,
721 &game.panel.ce_score[3],
725 GAME_PANEL_CE_SCORE_5,
726 &game.panel.ce_score[4],
730 GAME_PANEL_CE_SCORE_6,
731 &game.panel.ce_score[5],
735 GAME_PANEL_CE_SCORE_7,
736 &game.panel.ce_score[6],
740 GAME_PANEL_CE_SCORE_8,
741 &game.panel.ce_score[7],
745 GAME_PANEL_CE_SCORE_1_ELEMENT,
746 &game.panel.ce_score_element[0],
750 GAME_PANEL_CE_SCORE_2_ELEMENT,
751 &game.panel.ce_score_element[1],
755 GAME_PANEL_CE_SCORE_3_ELEMENT,
756 &game.panel.ce_score_element[2],
760 GAME_PANEL_CE_SCORE_4_ELEMENT,
761 &game.panel.ce_score_element[3],
765 GAME_PANEL_CE_SCORE_5_ELEMENT,
766 &game.panel.ce_score_element[4],
770 GAME_PANEL_CE_SCORE_6_ELEMENT,
771 &game.panel.ce_score_element[5],
775 GAME_PANEL_CE_SCORE_7_ELEMENT,
776 &game.panel.ce_score_element[6],
780 GAME_PANEL_CE_SCORE_8_ELEMENT,
781 &game.panel.ce_score_element[7],
785 GAME_PANEL_PLAYER_NAME,
786 &game.panel.player_name,
790 GAME_PANEL_LEVEL_NAME,
791 &game.panel.level_name,
795 GAME_PANEL_LEVEL_AUTHOR,
796 &game.panel.level_author,
807 /* values for delayed check of falling and moving elements and for collision */
808 #define CHECK_DELAY_MOVING 3
809 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
810 #define CHECK_DELAY_COLLISION 2
811 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
813 /* values for initial player move delay (initial delay counter value) */
814 #define INITIAL_MOVE_DELAY_OFF -1
815 #define INITIAL_MOVE_DELAY_ON 0
817 /* values for player movement speed (which is in fact a delay value) */
818 #define MOVE_DELAY_MIN_SPEED 32
819 #define MOVE_DELAY_NORMAL_SPEED 8
820 #define MOVE_DELAY_HIGH_SPEED 4
821 #define MOVE_DELAY_MAX_SPEED 1
823 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
824 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
826 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
827 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
829 /* values for other actions */
830 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
831 #define MOVE_STEPSIZE_MIN (1)
832 #define MOVE_STEPSIZE_MAX (TILEX)
834 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
835 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
837 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
839 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
840 RND(element_info[e].push_delay_random))
841 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
842 RND(element_info[e].drop_delay_random))
843 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
844 RND(element_info[e].move_delay_random))
845 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
846 (element_info[e].move_delay_random))
847 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
848 RND(element_info[e].ce_value_random_initial))
849 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
850 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
851 RND((c)->delay_random * (c)->delay_frames))
852 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
853 RND((c)->delay_random))
856 #define GET_VALID_RUNTIME_ELEMENT(e) \
857 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
859 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
860 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
861 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
862 (be) + (e) - EL_SELF)
864 #define GET_PLAYER_FROM_BITS(p) \
865 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
867 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
868 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
869 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
870 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
871 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
872 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
873 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
874 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
875 RESOLVED_REFERENCE_ELEMENT(be, e) : \
878 #define CAN_GROW_INTO(e) \
879 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
881 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
882 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
885 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
886 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
887 (CAN_MOVE_INTO_ACID(e) && \
888 Feld[x][y] == EL_ACID) || \
891 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
892 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
893 (CAN_MOVE_INTO_ACID(e) && \
894 Feld[x][y] == EL_ACID) || \
897 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
898 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
900 (CAN_MOVE_INTO_ACID(e) && \
901 Feld[x][y] == EL_ACID) || \
902 (DONT_COLLIDE_WITH(e) && \
904 !PLAYER_ENEMY_PROTECTED(x, y))))
906 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
907 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
909 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
910 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
912 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
913 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
915 #define ANDROID_CAN_CLONE_FIELD(x, y) \
916 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
917 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
919 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
920 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
922 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
923 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
925 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
926 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
928 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
929 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
931 #define PIG_CAN_ENTER_FIELD(e, x, y) \
932 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
934 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
935 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
936 Feld[x][y] == EL_EM_EXIT_OPEN || \
937 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
938 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
939 IS_FOOD_PENGUIN(Feld[x][y])))
940 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
941 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
943 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
944 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
946 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
947 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
949 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
950 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
951 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
953 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
955 #define CE_ENTER_FIELD_COND(e, x, y) \
956 (!IS_PLAYER(x, y) && \
957 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
959 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
960 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
962 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
963 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
965 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
966 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
967 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
968 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
970 /* game button identifiers */
971 #define GAME_CTRL_ID_STOP 0
972 #define GAME_CTRL_ID_PAUSE 1
973 #define GAME_CTRL_ID_PLAY 2
974 #define GAME_CTRL_ID_UNDO 3
975 #define GAME_CTRL_ID_REDO 4
976 #define GAME_CTRL_ID_SAVE 5
977 #define GAME_CTRL_ID_PAUSE2 6
978 #define GAME_CTRL_ID_LOAD 7
979 #define SOUND_CTRL_ID_MUSIC 8
980 #define SOUND_CTRL_ID_LOOPS 9
981 #define SOUND_CTRL_ID_SIMPLE 10
983 #define NUM_GAME_BUTTONS 11
986 /* forward declaration for internal use */
988 static void CreateField(int, int, int);
990 static void ResetGfxAnimation(int, int);
992 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
993 static void AdvanceFrameAndPlayerCounters(int);
995 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
996 static boolean MovePlayer(struct PlayerInfo *, int, int);
997 static void ScrollPlayer(struct PlayerInfo *, int);
998 static void ScrollScreen(struct PlayerInfo *, int);
1000 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1001 static boolean DigFieldByCE(int, int, int);
1002 static boolean SnapField(struct PlayerInfo *, int, int);
1003 static boolean DropElement(struct PlayerInfo *);
1005 static void InitBeltMovement(void);
1006 static void CloseAllOpenTimegates(void);
1007 static void CheckGravityMovement(struct PlayerInfo *);
1008 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1009 static void KillPlayerUnlessEnemyProtected(int, int);
1010 static void KillPlayerUnlessExplosionProtected(int, int);
1012 static void TestIfPlayerTouchesCustomElement(int, int);
1013 static void TestIfElementTouchesCustomElement(int, int);
1014 static void TestIfElementHitsCustomElement(int, int, int);
1016 static void HandleElementChange(int, int, int);
1017 static void ExecuteCustomElementAction(int, int, int, int);
1018 static boolean ChangeElement(int, int, int, int);
1020 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1021 #define CheckTriggeredElementChange(x, y, e, ev) \
1022 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1023 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1024 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1025 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1026 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1027 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1028 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1030 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1031 #define CheckElementChange(x, y, e, te, ev) \
1032 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1033 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1034 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1035 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1036 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1038 static void PlayLevelSound(int, int, int);
1039 static void PlayLevelSoundNearest(int, int, int);
1040 static void PlayLevelSoundAction(int, int, int);
1041 static void PlayLevelSoundElementAction(int, int, int, int);
1042 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1043 static void PlayLevelSoundActionIfLoop(int, int, int);
1044 static void StopLevelSoundActionIfLoop(int, int, int);
1045 static void PlayLevelMusic();
1047 static void HandleGameButtons(struct GadgetInfo *);
1049 int AmoebeNachbarNr(int, int);
1050 void AmoebeUmwandeln(int, int);
1051 void ContinueMoving(int, int);
1052 void Bang(int, int);
1053 void InitMovDir(int, int);
1054 void InitAmoebaNr(int, int);
1055 int NewHiScore(void);
1057 void TestIfGoodThingHitsBadThing(int, int, int);
1058 void TestIfBadThingHitsGoodThing(int, int, int);
1059 void TestIfPlayerTouchesBadThing(int, int);
1060 void TestIfPlayerRunsIntoBadThing(int, int, int);
1061 void TestIfBadThingTouchesPlayer(int, int);
1062 void TestIfBadThingRunsIntoPlayer(int, int, int);
1063 void TestIfFriendTouchesBadThing(int, int);
1064 void TestIfBadThingTouchesFriend(int, int);
1065 void TestIfBadThingTouchesOtherBadThing(int, int);
1066 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1068 void KillPlayer(struct PlayerInfo *);
1069 void BuryPlayer(struct PlayerInfo *);
1070 void RemovePlayer(struct PlayerInfo *);
1072 static int getInvisibleActiveFromInvisibleElement(int);
1073 static int getInvisibleFromInvisibleActiveElement(int);
1075 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1077 /* for detection of endless loops, caused by custom element programming */
1078 /* (using maximal playfield width x 10 is just a rough approximation) */
1079 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1081 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1083 if (recursion_loop_detected) \
1086 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1088 recursion_loop_detected = TRUE; \
1089 recursion_loop_element = (e); \
1092 recursion_loop_depth++; \
1095 #define RECURSION_LOOP_DETECTION_END() \
1097 recursion_loop_depth--; \
1100 static int recursion_loop_depth;
1101 static boolean recursion_loop_detected;
1102 static boolean recursion_loop_element;
1104 static int map_player_action[MAX_PLAYERS];
1107 /* ------------------------------------------------------------------------- */
1108 /* definition of elements that automatically change to other elements after */
1109 /* a specified time, eventually calling a function when changing */
1110 /* ------------------------------------------------------------------------- */
1112 /* forward declaration for changer functions */
1113 static void InitBuggyBase(int, int);
1114 static void WarnBuggyBase(int, int);
1116 static void InitTrap(int, int);
1117 static void ActivateTrap(int, int);
1118 static void ChangeActiveTrap(int, int);
1120 static void InitRobotWheel(int, int);
1121 static void RunRobotWheel(int, int);
1122 static void StopRobotWheel(int, int);
1124 static void InitTimegateWheel(int, int);
1125 static void RunTimegateWheel(int, int);
1127 static void InitMagicBallDelay(int, int);
1128 static void ActivateMagicBall(int, int);
1130 struct ChangingElementInfo
1135 void (*pre_change_function)(int x, int y);
1136 void (*change_function)(int x, int y);
1137 void (*post_change_function)(int x, int y);
1140 static struct ChangingElementInfo change_delay_list[] =
1175 EL_STEEL_EXIT_OPENING,
1183 EL_STEEL_EXIT_CLOSING,
1184 EL_STEEL_EXIT_CLOSED,
1207 EL_EM_STEEL_EXIT_OPENING,
1208 EL_EM_STEEL_EXIT_OPEN,
1215 EL_EM_STEEL_EXIT_CLOSING,
1239 EL_SWITCHGATE_OPENING,
1247 EL_SWITCHGATE_CLOSING,
1248 EL_SWITCHGATE_CLOSED,
1255 EL_TIMEGATE_OPENING,
1263 EL_TIMEGATE_CLOSING,
1272 EL_ACID_SPLASH_LEFT,
1280 EL_ACID_SPLASH_RIGHT,
1289 EL_SP_BUGGY_BASE_ACTIVATING,
1296 EL_SP_BUGGY_BASE_ACTIVATING,
1297 EL_SP_BUGGY_BASE_ACTIVE,
1304 EL_SP_BUGGY_BASE_ACTIVE,
1328 EL_ROBOT_WHEEL_ACTIVE,
1336 EL_TIMEGATE_SWITCH_ACTIVE,
1344 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1345 EL_DC_TIMEGATE_SWITCH,
1352 EL_EMC_MAGIC_BALL_ACTIVE,
1353 EL_EMC_MAGIC_BALL_ACTIVE,
1360 EL_EMC_SPRING_BUMPER_ACTIVE,
1361 EL_EMC_SPRING_BUMPER,
1368 EL_DIAGONAL_SHRINKING,
1376 EL_DIAGONAL_GROWING,
1397 int push_delay_fixed, push_delay_random;
1401 { EL_SPRING, 0, 0 },
1402 { EL_BALLOON, 0, 0 },
1404 { EL_SOKOBAN_OBJECT, 2, 0 },
1405 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1406 { EL_SATELLITE, 2, 0 },
1407 { EL_SP_DISK_YELLOW, 2, 0 },
1409 { EL_UNDEFINED, 0, 0 },
1417 move_stepsize_list[] =
1419 { EL_AMOEBA_DROP, 2 },
1420 { EL_AMOEBA_DROPPING, 2 },
1421 { EL_QUICKSAND_FILLING, 1 },
1422 { EL_QUICKSAND_EMPTYING, 1 },
1423 { EL_QUICKSAND_FAST_FILLING, 2 },
1424 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1425 { EL_MAGIC_WALL_FILLING, 2 },
1426 { EL_MAGIC_WALL_EMPTYING, 2 },
1427 { EL_BD_MAGIC_WALL_FILLING, 2 },
1428 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1429 { EL_DC_MAGIC_WALL_FILLING, 2 },
1430 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1432 { EL_UNDEFINED, 0 },
1440 collect_count_list[] =
1443 { EL_BD_DIAMOND, 1 },
1444 { EL_EMERALD_YELLOW, 1 },
1445 { EL_EMERALD_RED, 1 },
1446 { EL_EMERALD_PURPLE, 1 },
1448 { EL_SP_INFOTRON, 1 },
1452 { EL_UNDEFINED, 0 },
1460 access_direction_list[] =
1462 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1463 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1464 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1465 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1466 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1467 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1468 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1469 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1470 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1471 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1472 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1474 { EL_SP_PORT_LEFT, MV_RIGHT },
1475 { EL_SP_PORT_RIGHT, MV_LEFT },
1476 { EL_SP_PORT_UP, MV_DOWN },
1477 { EL_SP_PORT_DOWN, MV_UP },
1478 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1479 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1480 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1481 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1482 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1483 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1484 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1485 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1486 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1487 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1488 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1489 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1490 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1491 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1492 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1494 { EL_UNDEFINED, MV_NONE }
1497 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1499 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1500 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1501 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1502 IS_JUST_CHANGING(x, y))
1504 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1506 /* static variables for playfield scan mode (scanning forward or backward) */
1507 static int playfield_scan_start_x = 0;
1508 static int playfield_scan_start_y = 0;
1509 static int playfield_scan_delta_x = 1;
1510 static int playfield_scan_delta_y = 1;
1512 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1513 (y) >= 0 && (y) <= lev_fieldy - 1; \
1514 (y) += playfield_scan_delta_y) \
1515 for ((x) = playfield_scan_start_x; \
1516 (x) >= 0 && (x) <= lev_fieldx - 1; \
1517 (x) += playfield_scan_delta_x)
1520 void DEBUG_SetMaximumDynamite()
1524 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1525 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1526 local_player->inventory_element[local_player->inventory_size++] =
1531 static void InitPlayfieldScanModeVars()
1533 if (game.use_reverse_scan_direction)
1535 playfield_scan_start_x = lev_fieldx - 1;
1536 playfield_scan_start_y = lev_fieldy - 1;
1538 playfield_scan_delta_x = -1;
1539 playfield_scan_delta_y = -1;
1543 playfield_scan_start_x = 0;
1544 playfield_scan_start_y = 0;
1546 playfield_scan_delta_x = 1;
1547 playfield_scan_delta_y = 1;
1551 static void InitPlayfieldScanMode(int mode)
1553 game.use_reverse_scan_direction =
1554 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1556 InitPlayfieldScanModeVars();
1559 static int get_move_delay_from_stepsize(int move_stepsize)
1562 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1564 /* make sure that stepsize value is always a power of 2 */
1565 move_stepsize = (1 << log_2(move_stepsize));
1567 return TILEX / move_stepsize;
1570 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1573 int player_nr = player->index_nr;
1574 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1575 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1577 /* do no immediately change move delay -- the player might just be moving */
1578 player->move_delay_value_next = move_delay;
1580 /* information if player can move must be set separately */
1581 player->cannot_move = cannot_move;
1585 player->move_delay = game.initial_move_delay[player_nr];
1586 player->move_delay_value = game.initial_move_delay_value[player_nr];
1588 player->move_delay_value_next = -1;
1590 player->move_delay_reset_counter = 0;
1594 void GetPlayerConfig()
1596 GameFrameDelay = setup.game_frame_delay;
1598 if (!audio.sound_available)
1599 setup.sound_simple = FALSE;
1601 if (!audio.loops_available)
1602 setup.sound_loops = FALSE;
1604 if (!audio.music_available)
1605 setup.sound_music = FALSE;
1607 if (!video.fullscreen_available)
1608 setup.fullscreen = FALSE;
1610 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1612 SetAudioMode(setup.sound);
1616 int GetElementFromGroupElement(int element)
1618 if (IS_GROUP_ELEMENT(element))
1620 struct ElementGroupInfo *group = element_info[element].group;
1621 int last_anim_random_frame = gfx.anim_random_frame;
1624 if (group->choice_mode == ANIM_RANDOM)
1625 gfx.anim_random_frame = RND(group->num_elements_resolved);
1627 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1628 group->choice_mode, 0,
1631 if (group->choice_mode == ANIM_RANDOM)
1632 gfx.anim_random_frame = last_anim_random_frame;
1634 group->choice_pos++;
1636 element = group->element_resolved[element_pos];
1642 static void InitPlayerField(int x, int y, int element, boolean init_game)
1644 if (element == EL_SP_MURPHY)
1648 if (stored_player[0].present)
1650 Feld[x][y] = EL_SP_MURPHY_CLONE;
1656 stored_player[0].initial_element = element;
1657 stored_player[0].use_murphy = TRUE;
1659 if (!level.use_artwork_element[0])
1660 stored_player[0].artwork_element = EL_SP_MURPHY;
1663 Feld[x][y] = EL_PLAYER_1;
1669 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1670 int jx = player->jx, jy = player->jy;
1672 player->present = TRUE;
1674 player->block_last_field = (element == EL_SP_MURPHY ?
1675 level.sp_block_last_field :
1676 level.block_last_field);
1678 /* ---------- initialize player's last field block delay --------------- */
1680 /* always start with reliable default value (no adjustment needed) */
1681 player->block_delay_adjustment = 0;
1683 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1684 if (player->block_last_field && element == EL_SP_MURPHY)
1685 player->block_delay_adjustment = 1;
1687 /* special case 2: in game engines before 3.1.1, blocking was different */
1688 if (game.use_block_last_field_bug)
1689 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1691 if (!options.network || player->connected)
1693 player->active = TRUE;
1695 /* remove potentially duplicate players */
1696 if (StorePlayer[jx][jy] == Feld[x][y])
1697 StorePlayer[jx][jy] = 0;
1699 StorePlayer[x][y] = Feld[x][y];
1701 #if DEBUG_INIT_PLAYER
1704 printf("- player element %d activated", player->element_nr);
1705 printf(" (local player is %d and currently %s)\n",
1706 local_player->element_nr,
1707 local_player->active ? "active" : "not active");
1712 Feld[x][y] = EL_EMPTY;
1714 player->jx = player->last_jx = x;
1715 player->jy = player->last_jy = y;
1720 int player_nr = GET_PLAYER_NR(element);
1721 struct PlayerInfo *player = &stored_player[player_nr];
1723 if (player->active && player->killed)
1724 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1728 static void InitField(int x, int y, boolean init_game)
1730 int element = Feld[x][y];
1739 InitPlayerField(x, y, element, init_game);
1742 case EL_SOKOBAN_FIELD_PLAYER:
1743 element = Feld[x][y] = EL_PLAYER_1;
1744 InitField(x, y, init_game);
1746 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1747 InitField(x, y, init_game);
1750 case EL_SOKOBAN_FIELD_EMPTY:
1751 local_player->sokobanfields_still_needed++;
1755 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1756 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1757 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1758 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1759 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1760 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1761 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1762 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1763 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1764 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1773 case EL_SPACESHIP_RIGHT:
1774 case EL_SPACESHIP_UP:
1775 case EL_SPACESHIP_LEFT:
1776 case EL_SPACESHIP_DOWN:
1777 case EL_BD_BUTTERFLY:
1778 case EL_BD_BUTTERFLY_RIGHT:
1779 case EL_BD_BUTTERFLY_UP:
1780 case EL_BD_BUTTERFLY_LEFT:
1781 case EL_BD_BUTTERFLY_DOWN:
1783 case EL_BD_FIREFLY_RIGHT:
1784 case EL_BD_FIREFLY_UP:
1785 case EL_BD_FIREFLY_LEFT:
1786 case EL_BD_FIREFLY_DOWN:
1787 case EL_PACMAN_RIGHT:
1789 case EL_PACMAN_LEFT:
1790 case EL_PACMAN_DOWN:
1792 case EL_YAMYAM_LEFT:
1793 case EL_YAMYAM_RIGHT:
1795 case EL_YAMYAM_DOWN:
1796 case EL_DARK_YAMYAM:
1799 case EL_SP_SNIKSNAK:
1800 case EL_SP_ELECTRON:
1809 case EL_AMOEBA_FULL:
1814 case EL_AMOEBA_DROP:
1815 if (y == lev_fieldy - 1)
1817 Feld[x][y] = EL_AMOEBA_GROWING;
1818 Store[x][y] = EL_AMOEBA_WET;
1822 case EL_DYNAMITE_ACTIVE:
1823 case EL_SP_DISK_RED_ACTIVE:
1824 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1825 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1826 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1827 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1828 MovDelay[x][y] = 96;
1831 case EL_EM_DYNAMITE_ACTIVE:
1832 MovDelay[x][y] = 32;
1836 local_player->lights_still_needed++;
1840 local_player->friends_still_needed++;
1845 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1848 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1849 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1850 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1851 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1852 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1853 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1854 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1855 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1856 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1857 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1858 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1859 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1862 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1863 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1864 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1866 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1868 game.belt_dir[belt_nr] = belt_dir;
1869 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1871 else /* more than one switch -- set it like the first switch */
1873 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1878 case EL_LIGHT_SWITCH_ACTIVE:
1880 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1883 case EL_INVISIBLE_STEELWALL:
1884 case EL_INVISIBLE_WALL:
1885 case EL_INVISIBLE_SAND:
1886 if (game.light_time_left > 0 ||
1887 game.lenses_time_left > 0)
1888 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1891 case EL_EMC_MAGIC_BALL:
1892 if (game.ball_state)
1893 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1896 case EL_EMC_MAGIC_BALL_SWITCH:
1897 if (game.ball_state)
1898 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1901 case EL_TRIGGER_PLAYER:
1902 case EL_TRIGGER_ELEMENT:
1903 case EL_TRIGGER_CE_VALUE:
1904 case EL_TRIGGER_CE_SCORE:
1906 case EL_ANY_ELEMENT:
1907 case EL_CURRENT_CE_VALUE:
1908 case EL_CURRENT_CE_SCORE:
1925 /* reference elements should not be used on the playfield */
1926 Feld[x][y] = EL_EMPTY;
1930 if (IS_CUSTOM_ELEMENT(element))
1932 if (CAN_MOVE(element))
1935 if (!element_info[element].use_last_ce_value || init_game)
1936 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1938 else if (IS_GROUP_ELEMENT(element))
1940 Feld[x][y] = GetElementFromGroupElement(element);
1942 InitField(x, y, init_game);
1949 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1952 inline static void InitField_WithBug1(int x, int y, boolean init_game)
1954 InitField(x, y, init_game);
1956 /* not needed to call InitMovDir() -- already done by InitField()! */
1957 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1958 CAN_MOVE(Feld[x][y]))
1962 inline static void InitField_WithBug2(int x, int y, boolean init_game)
1964 int old_element = Feld[x][y];
1966 InitField(x, y, init_game);
1968 /* not needed to call InitMovDir() -- already done by InitField()! */
1969 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1970 CAN_MOVE(old_element) &&
1971 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
1974 /* this case is in fact a combination of not less than three bugs:
1975 first, it calls InitMovDir() for elements that can move, although this is
1976 already done by InitField(); then, it checks the element that was at this
1977 field _before_ the call to InitField() (which can change it); lastly, it
1978 was not called for "mole with direction" elements, which were treated as
1979 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
1983 static int get_key_element_from_nr(int key_nr)
1985 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
1986 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
1987 EL_EM_KEY_1 : EL_KEY_1);
1989 return key_base_element + key_nr;
1992 static int get_next_dropped_element(struct PlayerInfo *player)
1994 return (player->inventory_size > 0 ?
1995 player->inventory_element[player->inventory_size - 1] :
1996 player->inventory_infinite_element != EL_UNDEFINED ?
1997 player->inventory_infinite_element :
1998 player->dynabombs_left > 0 ?
1999 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2003 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2005 /* pos >= 0: get element from bottom of the stack;
2006 pos < 0: get element from top of the stack */
2010 int min_inventory_size = -pos;
2011 int inventory_pos = player->inventory_size - min_inventory_size;
2012 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2014 return (player->inventory_size >= min_inventory_size ?
2015 player->inventory_element[inventory_pos] :
2016 player->inventory_infinite_element != EL_UNDEFINED ?
2017 player->inventory_infinite_element :
2018 player->dynabombs_left >= min_dynabombs_left ?
2019 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2024 int min_dynabombs_left = pos + 1;
2025 int min_inventory_size = pos + 1 - player->dynabombs_left;
2026 int inventory_pos = pos - player->dynabombs_left;
2028 return (player->inventory_infinite_element != EL_UNDEFINED ?
2029 player->inventory_infinite_element :
2030 player->dynabombs_left >= min_dynabombs_left ?
2031 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2032 player->inventory_size >= min_inventory_size ?
2033 player->inventory_element[inventory_pos] :
2038 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2040 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2041 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2044 if (gpo1->sort_priority != gpo2->sort_priority)
2045 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2047 compare_result = gpo1->nr - gpo2->nr;
2049 return compare_result;
2052 void InitGameControlValues()
2056 for (i = 0; game_panel_controls[i].nr != -1; i++)
2058 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2059 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2060 struct TextPosInfo *pos = gpc->pos;
2062 int type = gpc->type;
2066 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2067 Error(ERR_EXIT, "this should not happen -- please debug");
2070 /* force update of game controls after initialization */
2071 gpc->value = gpc->last_value = -1;
2072 gpc->frame = gpc->last_frame = -1;
2073 gpc->gfx_frame = -1;
2075 /* determine panel value width for later calculation of alignment */
2076 if (type == TYPE_INTEGER || type == TYPE_STRING)
2078 pos->width = pos->size * getFontWidth(pos->font);
2079 pos->height = getFontHeight(pos->font);
2081 else if (type == TYPE_ELEMENT)
2083 pos->width = pos->size;
2084 pos->height = pos->size;
2087 /* fill structure for game panel draw order */
2089 gpo->sort_priority = pos->sort_priority;
2092 /* sort game panel controls according to sort_priority and control number */
2093 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2094 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2097 void UpdatePlayfieldElementCount()
2099 boolean use_element_count = FALSE;
2102 /* first check if it is needed at all to calculate playfield element count */
2103 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2104 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2105 use_element_count = TRUE;
2107 if (!use_element_count)
2110 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2111 element_info[i].element_count = 0;
2113 SCAN_PLAYFIELD(x, y)
2115 element_info[Feld[x][y]].element_count++;
2118 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2119 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2120 if (IS_IN_GROUP(j, i))
2121 element_info[EL_GROUP_START + i].element_count +=
2122 element_info[j].element_count;
2125 void UpdateGameControlValues()
2128 int time = (local_player->LevelSolved ?
2129 local_player->LevelSolved_CountingTime :
2130 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2131 level.native_em_level->lev->time :
2132 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2133 level.native_sp_level->game_sp->time_played :
2134 game.no_time_limit ? TimePlayed : TimeLeft);
2135 int score = (local_player->LevelSolved ?
2136 local_player->LevelSolved_CountingScore :
2137 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2138 level.native_em_level->lev->score :
2139 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2140 level.native_sp_level->game_sp->score :
2141 local_player->score);
2142 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2143 level.native_em_level->lev->required :
2144 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2145 level.native_sp_level->game_sp->infotrons_still_needed :
2146 local_player->gems_still_needed);
2147 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2148 level.native_em_level->lev->required > 0 :
2149 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2150 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2151 local_player->gems_still_needed > 0 ||
2152 local_player->sokobanfields_still_needed > 0 ||
2153 local_player->lights_still_needed > 0);
2155 UpdatePlayfieldElementCount();
2157 /* update game panel control values */
2159 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2160 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2162 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2163 for (i = 0; i < MAX_NUM_KEYS; i++)
2164 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2165 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2166 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2168 if (game.centered_player_nr == -1)
2170 for (i = 0; i < MAX_PLAYERS; i++)
2172 /* only one player in Supaplex game engine */
2173 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2176 for (k = 0; k < MAX_NUM_KEYS; k++)
2178 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2180 if (level.native_em_level->ply[i]->keys & (1 << k))
2181 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2182 get_key_element_from_nr(k);
2184 else if (stored_player[i].key[k])
2185 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2186 get_key_element_from_nr(k);
2189 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2190 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2191 level.native_em_level->ply[i]->dynamite;
2192 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2193 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2194 level.native_sp_level->game_sp->red_disk_count;
2196 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2197 stored_player[i].inventory_size;
2199 if (stored_player[i].num_white_keys > 0)
2200 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2203 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2204 stored_player[i].num_white_keys;
2209 int player_nr = game.centered_player_nr;
2211 for (k = 0; k < MAX_NUM_KEYS; k++)
2213 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2215 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2216 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2217 get_key_element_from_nr(k);
2219 else if (stored_player[player_nr].key[k])
2220 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2221 get_key_element_from_nr(k);
2224 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2225 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2226 level.native_em_level->ply[player_nr]->dynamite;
2227 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2228 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2229 level.native_sp_level->game_sp->red_disk_count;
2231 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2232 stored_player[player_nr].inventory_size;
2234 if (stored_player[player_nr].num_white_keys > 0)
2235 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2237 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2238 stored_player[player_nr].num_white_keys;
2241 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2243 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2244 get_inventory_element_from_pos(local_player, i);
2245 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2246 get_inventory_element_from_pos(local_player, -i - 1);
2249 game_panel_controls[GAME_PANEL_SCORE].value = score;
2250 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2252 game_panel_controls[GAME_PANEL_TIME].value = time;
2254 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2255 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2256 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2258 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2260 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2261 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2263 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2264 local_player->shield_normal_time_left;
2265 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2266 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2268 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2269 local_player->shield_deadly_time_left;
2271 game_panel_controls[GAME_PANEL_EXIT].value =
2272 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2274 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2275 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2276 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2277 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2278 EL_EMC_MAGIC_BALL_SWITCH);
2280 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2281 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2282 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2283 game.light_time_left;
2285 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2286 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2287 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2288 game.timegate_time_left;
2290 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2291 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2293 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2294 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2295 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2296 game.lenses_time_left;
2298 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2299 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2300 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2301 game.magnify_time_left;
2303 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2304 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2305 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2306 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2307 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2308 EL_BALLOON_SWITCH_NONE);
2310 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2311 local_player->dynabomb_count;
2312 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2313 local_player->dynabomb_size;
2314 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2315 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2317 game_panel_controls[GAME_PANEL_PENGUINS].value =
2318 local_player->friends_still_needed;
2320 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2321 local_player->sokobanfields_still_needed;
2322 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2323 local_player->sokobanfields_still_needed;
2325 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2326 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2328 for (i = 0; i < NUM_BELTS; i++)
2330 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2331 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2332 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2333 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2334 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2337 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2338 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2339 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2340 game.magic_wall_time_left;
2342 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2343 local_player->gravity;
2345 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2346 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2348 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2349 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2350 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2351 game.panel.element[i].id : EL_UNDEFINED);
2353 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2354 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2355 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2356 element_info[game.panel.element_count[i].id].element_count : 0);
2358 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2359 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2360 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2361 element_info[game.panel.ce_score[i].id].collect_score : 0);
2363 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2364 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2365 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2366 element_info[game.panel.ce_score_element[i].id].collect_score :
2369 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2370 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2371 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2373 /* update game panel control frames */
2375 for (i = 0; game_panel_controls[i].nr != -1; i++)
2377 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2379 if (gpc->type == TYPE_ELEMENT)
2381 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2383 int last_anim_random_frame = gfx.anim_random_frame;
2384 int element = gpc->value;
2385 int graphic = el2panelimg(element);
2387 if (gpc->value != gpc->last_value)
2390 gpc->gfx_random = INIT_GFX_RANDOM();
2396 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2397 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2398 gpc->gfx_random = INIT_GFX_RANDOM();
2401 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2402 gfx.anim_random_frame = gpc->gfx_random;
2404 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2405 gpc->gfx_frame = element_info[element].collect_score;
2407 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2410 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2411 gfx.anim_random_frame = last_anim_random_frame;
2417 void DisplayGameControlValues()
2419 boolean redraw_panel = FALSE;
2422 for (i = 0; game_panel_controls[i].nr != -1; i++)
2424 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2426 if (PANEL_DEACTIVATED(gpc->pos))
2429 if (gpc->value == gpc->last_value &&
2430 gpc->frame == gpc->last_frame)
2433 redraw_panel = TRUE;
2439 /* copy default game door content to main double buffer */
2441 /* !!! CHECK AGAIN !!! */
2442 SetPanelBackground();
2443 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2444 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2446 /* redraw game control buttons */
2447 RedrawGameButtons();
2449 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2451 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2453 int nr = game_panel_order[i].nr;
2454 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2455 struct TextPosInfo *pos = gpc->pos;
2456 int type = gpc->type;
2457 int value = gpc->value;
2458 int frame = gpc->frame;
2459 int size = pos->size;
2460 int font = pos->font;
2461 boolean draw_masked = pos->draw_masked;
2462 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2464 if (PANEL_DEACTIVATED(pos))
2467 gpc->last_value = value;
2468 gpc->last_frame = frame;
2470 if (type == TYPE_INTEGER)
2472 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2473 nr == GAME_PANEL_TIME)
2475 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2477 if (use_dynamic_size) /* use dynamic number of digits */
2479 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2480 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2481 int size2 = size1 + 1;
2482 int font1 = pos->font;
2483 int font2 = pos->font_alt;
2485 size = (value < value_change ? size1 : size2);
2486 font = (value < value_change ? font1 : font2);
2490 /* correct text size if "digits" is zero or less */
2492 size = strlen(int2str(value, size));
2494 /* dynamically correct text alignment */
2495 pos->width = size * getFontWidth(font);
2497 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2498 int2str(value, size), font, mask_mode);
2500 else if (type == TYPE_ELEMENT)
2502 int element, graphic;
2506 int dst_x = PANEL_XPOS(pos);
2507 int dst_y = PANEL_YPOS(pos);
2509 if (value != EL_UNDEFINED && value != EL_EMPTY)
2512 graphic = el2panelimg(value);
2514 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2516 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2519 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2522 width = graphic_info[graphic].width * size / TILESIZE;
2523 height = graphic_info[graphic].height * size / TILESIZE;
2526 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2529 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2533 else if (type == TYPE_STRING)
2535 boolean active = (value != 0);
2536 char *state_normal = "off";
2537 char *state_active = "on";
2538 char *state = (active ? state_active : state_normal);
2539 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2540 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2541 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2542 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2544 if (nr == GAME_PANEL_GRAVITY_STATE)
2546 int font1 = pos->font; /* (used for normal state) */
2547 int font2 = pos->font_alt; /* (used for active state) */
2549 font = (active ? font2 : font1);
2558 /* don't truncate output if "chars" is zero or less */
2561 /* dynamically correct text alignment */
2562 pos->width = size * getFontWidth(font);
2565 s_cut = getStringCopyN(s, size);
2567 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2568 s_cut, font, mask_mode);
2574 redraw_mask |= REDRAW_DOOR_1;
2577 SetGameStatus(GAME_MODE_PLAYING);
2580 void UpdateAndDisplayGameControlValues()
2582 if (tape.deactivate_display)
2585 UpdateGameControlValues();
2586 DisplayGameControlValues();
2589 void UpdateGameDoorValues()
2591 UpdateGameControlValues();
2594 void DrawGameDoorValues()
2596 DisplayGameControlValues();
2601 =============================================================================
2603 -----------------------------------------------------------------------------
2604 initialize game engine due to level / tape version number
2605 =============================================================================
2608 static void InitGameEngine()
2610 int i, j, k, l, x, y;
2612 /* set game engine from tape file when re-playing, else from level file */
2613 game.engine_version = (tape.playing ? tape.engine_version :
2614 level.game_version);
2616 /* set single or multi-player game mode (needed for re-playing tapes) */
2617 game.team_mode = setup.team_mode;
2621 int num_players = 0;
2623 for (i = 0; i < MAX_PLAYERS; i++)
2624 if (tape.player_participates[i])
2627 /* multi-player tapes contain input data for more than one player */
2628 game.team_mode = (num_players > 1);
2631 /* ---------------------------------------------------------------------- */
2632 /* set flags for bugs and changes according to active game engine version */
2633 /* ---------------------------------------------------------------------- */
2636 Summary of bugfix/change:
2637 Fixed handling for custom elements that change when pushed by the player.
2639 Fixed/changed in version:
2643 Before 3.1.0, custom elements that "change when pushing" changed directly
2644 after the player started pushing them (until then handled in "DigField()").
2645 Since 3.1.0, these custom elements are not changed until the "pushing"
2646 move of the element is finished (now handled in "ContinueMoving()").
2648 Affected levels/tapes:
2649 The first condition is generally needed for all levels/tapes before version
2650 3.1.0, which might use the old behaviour before it was changed; known tapes
2651 that are affected are some tapes from the level set "Walpurgis Gardens" by
2653 The second condition is an exception from the above case and is needed for
2654 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2655 above (including some development versions of 3.1.0), but before it was
2656 known that this change would break tapes like the above and was fixed in
2657 3.1.1, so that the changed behaviour was active although the engine version
2658 while recording maybe was before 3.1.0. There is at least one tape that is
2659 affected by this exception, which is the tape for the one-level set "Bug
2660 Machine" by Juergen Bonhagen.
2663 game.use_change_when_pushing_bug =
2664 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2666 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2667 tape.game_version < VERSION_IDENT(3,1,1,0)));
2670 Summary of bugfix/change:
2671 Fixed handling for blocking the field the player leaves when moving.
2673 Fixed/changed in version:
2677 Before 3.1.1, when "block last field when moving" was enabled, the field
2678 the player is leaving when moving was blocked for the time of the move,
2679 and was directly unblocked afterwards. This resulted in the last field
2680 being blocked for exactly one less than the number of frames of one player
2681 move. Additionally, even when blocking was disabled, the last field was
2682 blocked for exactly one frame.
2683 Since 3.1.1, due to changes in player movement handling, the last field
2684 is not blocked at all when blocking is disabled. When blocking is enabled,
2685 the last field is blocked for exactly the number of frames of one player
2686 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2687 last field is blocked for exactly one more than the number of frames of
2690 Affected levels/tapes:
2691 (!!! yet to be determined -- probably many !!!)
2694 game.use_block_last_field_bug =
2695 (game.engine_version < VERSION_IDENT(3,1,1,0));
2697 /* ---------------------------------------------------------------------- */
2699 /* set maximal allowed number of custom element changes per game frame */
2700 game.max_num_changes_per_frame = 1;
2702 /* default scan direction: scan playfield from top/left to bottom/right */
2703 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2705 /* dynamically adjust element properties according to game engine version */
2706 InitElementPropertiesEngine(game.engine_version);
2709 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2710 printf(" tape version == %06d [%s] [file: %06d]\n",
2711 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2713 printf(" => game.engine_version == %06d\n", game.engine_version);
2716 /* ---------- initialize player's initial move delay --------------------- */
2718 /* dynamically adjust player properties according to level information */
2719 for (i = 0; i < MAX_PLAYERS; i++)
2720 game.initial_move_delay_value[i] =
2721 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2723 /* dynamically adjust player properties according to game engine version */
2724 for (i = 0; i < MAX_PLAYERS; i++)
2725 game.initial_move_delay[i] =
2726 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2727 game.initial_move_delay_value[i] : 0);
2729 /* ---------- initialize player's initial push delay --------------------- */
2731 /* dynamically adjust player properties according to game engine version */
2732 game.initial_push_delay_value =
2733 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2735 /* ---------- initialize changing elements ------------------------------- */
2737 /* initialize changing elements information */
2738 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2740 struct ElementInfo *ei = &element_info[i];
2742 /* this pointer might have been changed in the level editor */
2743 ei->change = &ei->change_page[0];
2745 if (!IS_CUSTOM_ELEMENT(i))
2747 ei->change->target_element = EL_EMPTY_SPACE;
2748 ei->change->delay_fixed = 0;
2749 ei->change->delay_random = 0;
2750 ei->change->delay_frames = 1;
2753 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2755 ei->has_change_event[j] = FALSE;
2757 ei->event_page_nr[j] = 0;
2758 ei->event_page[j] = &ei->change_page[0];
2762 /* add changing elements from pre-defined list */
2763 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2765 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2766 struct ElementInfo *ei = &element_info[ch_delay->element];
2768 ei->change->target_element = ch_delay->target_element;
2769 ei->change->delay_fixed = ch_delay->change_delay;
2771 ei->change->pre_change_function = ch_delay->pre_change_function;
2772 ei->change->change_function = ch_delay->change_function;
2773 ei->change->post_change_function = ch_delay->post_change_function;
2775 ei->change->can_change = TRUE;
2776 ei->change->can_change_or_has_action = TRUE;
2778 ei->has_change_event[CE_DELAY] = TRUE;
2780 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2781 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2784 /* ---------- initialize internal run-time variables --------------------- */
2786 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2788 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2790 for (j = 0; j < ei->num_change_pages; j++)
2792 ei->change_page[j].can_change_or_has_action =
2793 (ei->change_page[j].can_change |
2794 ei->change_page[j].has_action);
2798 /* add change events from custom element configuration */
2799 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2801 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2803 for (j = 0; j < ei->num_change_pages; j++)
2805 if (!ei->change_page[j].can_change_or_has_action)
2808 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2810 /* only add event page for the first page found with this event */
2811 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
2813 ei->has_change_event[k] = TRUE;
2815 ei->event_page_nr[k] = j;
2816 ei->event_page[k] = &ei->change_page[j];
2822 /* ---------- initialize reference elements in change conditions --------- */
2824 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2826 int element = EL_CUSTOM_START + i;
2827 struct ElementInfo *ei = &element_info[element];
2829 for (j = 0; j < ei->num_change_pages; j++)
2831 int trigger_element = ei->change_page[j].initial_trigger_element;
2833 if (trigger_element >= EL_PREV_CE_8 &&
2834 trigger_element <= EL_NEXT_CE_8)
2835 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
2837 ei->change_page[j].trigger_element = trigger_element;
2841 /* ---------- initialize run-time trigger player and element ------------- */
2843 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2845 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2847 for (j = 0; j < ei->num_change_pages; j++)
2849 ei->change_page[j].actual_trigger_element = EL_EMPTY;
2850 ei->change_page[j].actual_trigger_player = EL_EMPTY;
2851 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
2852 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
2853 ei->change_page[j].actual_trigger_ce_value = 0;
2854 ei->change_page[j].actual_trigger_ce_score = 0;
2858 /* ---------- initialize trigger events ---------------------------------- */
2860 /* initialize trigger events information */
2861 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2862 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2863 trigger_events[i][j] = FALSE;
2865 /* add trigger events from element change event properties */
2866 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2868 struct ElementInfo *ei = &element_info[i];
2870 for (j = 0; j < ei->num_change_pages; j++)
2872 if (!ei->change_page[j].can_change_or_has_action)
2875 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
2877 int trigger_element = ei->change_page[j].trigger_element;
2879 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2881 if (ei->change_page[j].has_event[k])
2883 if (IS_GROUP_ELEMENT(trigger_element))
2885 struct ElementGroupInfo *group =
2886 element_info[trigger_element].group;
2888 for (l = 0; l < group->num_elements_resolved; l++)
2889 trigger_events[group->element_resolved[l]][k] = TRUE;
2891 else if (trigger_element == EL_ANY_ELEMENT)
2892 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
2893 trigger_events[l][k] = TRUE;
2895 trigger_events[trigger_element][k] = TRUE;
2902 /* ---------- initialize push delay -------------------------------------- */
2904 /* initialize push delay values to default */
2905 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2907 if (!IS_CUSTOM_ELEMENT(i))
2909 /* set default push delay values (corrected since version 3.0.7-1) */
2910 if (game.engine_version < VERSION_IDENT(3,0,7,1))
2912 element_info[i].push_delay_fixed = 2;
2913 element_info[i].push_delay_random = 8;
2917 element_info[i].push_delay_fixed = 8;
2918 element_info[i].push_delay_random = 8;
2923 /* set push delay value for certain elements from pre-defined list */
2924 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
2926 int e = push_delay_list[i].element;
2928 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
2929 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
2932 /* set push delay value for Supaplex elements for newer engine versions */
2933 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2935 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2937 if (IS_SP_ELEMENT(i))
2939 /* set SP push delay to just enough to push under a falling zonk */
2940 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
2942 element_info[i].push_delay_fixed = delay;
2943 element_info[i].push_delay_random = 0;
2948 /* ---------- initialize move stepsize ----------------------------------- */
2950 /* initialize move stepsize values to default */
2951 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2952 if (!IS_CUSTOM_ELEMENT(i))
2953 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
2955 /* set move stepsize value for certain elements from pre-defined list */
2956 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
2958 int e = move_stepsize_list[i].element;
2960 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
2963 /* ---------- initialize collect score ----------------------------------- */
2965 /* initialize collect score values for custom elements from initial value */
2966 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2967 if (IS_CUSTOM_ELEMENT(i))
2968 element_info[i].collect_score = element_info[i].collect_score_initial;
2970 /* ---------- initialize collect count ----------------------------------- */
2972 /* initialize collect count values for non-custom elements */
2973 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2974 if (!IS_CUSTOM_ELEMENT(i))
2975 element_info[i].collect_count_initial = 0;
2977 /* add collect count values for all elements from pre-defined list */
2978 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
2979 element_info[collect_count_list[i].element].collect_count_initial =
2980 collect_count_list[i].count;
2982 /* ---------- initialize access direction -------------------------------- */
2984 /* initialize access direction values to default (access from every side) */
2985 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2986 if (!IS_CUSTOM_ELEMENT(i))
2987 element_info[i].access_direction = MV_ALL_DIRECTIONS;
2989 /* set access direction value for certain elements from pre-defined list */
2990 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
2991 element_info[access_direction_list[i].element].access_direction =
2992 access_direction_list[i].direction;
2994 /* ---------- initialize explosion content ------------------------------- */
2995 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2997 if (IS_CUSTOM_ELEMENT(i))
3000 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3002 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3004 element_info[i].content.e[x][y] =
3005 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3006 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3007 i == EL_PLAYER_3 ? EL_EMERALD :
3008 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3009 i == EL_MOLE ? EL_EMERALD_RED :
3010 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3011 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3012 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3013 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3014 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3015 i == EL_WALL_EMERALD ? EL_EMERALD :
3016 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3017 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3018 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3019 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3020 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3021 i == EL_WALL_PEARL ? EL_PEARL :
3022 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3027 /* ---------- initialize recursion detection ------------------------------ */
3028 recursion_loop_depth = 0;
3029 recursion_loop_detected = FALSE;
3030 recursion_loop_element = EL_UNDEFINED;
3032 /* ---------- initialize graphics engine ---------------------------------- */
3033 game.scroll_delay_value =
3034 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3035 setup.scroll_delay ? setup.scroll_delay_value : 0);
3036 game.scroll_delay_value =
3037 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3039 /* ---------- initialize game engine snapshots ---------------------------- */
3040 for (i = 0; i < MAX_PLAYERS; i++)
3041 game.snapshot.last_action[i] = 0;
3042 game.snapshot.changed_action = FALSE;
3043 game.snapshot.collected_item = FALSE;
3044 game.snapshot.mode =
3045 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3046 SNAPSHOT_MODE_EVERY_STEP :
3047 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3048 SNAPSHOT_MODE_EVERY_MOVE :
3049 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3050 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3053 int get_num_special_action(int element, int action_first, int action_last)
3055 int num_special_action = 0;
3058 for (i = action_first; i <= action_last; i++)
3060 boolean found = FALSE;
3062 for (j = 0; j < NUM_DIRECTIONS; j++)
3063 if (el_act_dir2img(element, i, j) !=
3064 el_act_dir2img(element, ACTION_DEFAULT, j))
3068 num_special_action++;
3073 return num_special_action;
3078 =============================================================================
3080 -----------------------------------------------------------------------------
3081 initialize and start new game
3082 =============================================================================
3087 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3088 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3089 int fade_mask = REDRAW_FIELD;
3091 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3092 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3093 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3094 int initial_move_dir = MV_DOWN;
3097 // required here to update video display before fading (FIX THIS)
3098 DrawMaskedBorder(REDRAW_DOOR_2);
3100 if (!game.restart_level)
3101 CloseDoor(DOOR_CLOSE_1);
3103 SetGameStatus(GAME_MODE_PLAYING);
3105 /* needed if different viewport properties defined for playing */
3106 ChangeViewportPropertiesIfNeeded();
3108 if (level_editor_test_game)
3109 FadeSkipNextFadeIn();
3111 FadeSetEnterScreen();
3113 if (CheckIfGlobalBorderHasChanged())
3114 fade_mask = REDRAW_ALL;
3116 ExpireSoundLoops(TRUE);
3122 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3124 DrawCompleteVideoDisplay();
3127 InitGameControlValues();
3129 /* don't play tapes over network */
3130 network_playing = (options.network && !tape.playing);
3132 for (i = 0; i < MAX_PLAYERS; i++)
3134 struct PlayerInfo *player = &stored_player[i];
3136 player->index_nr = i;
3137 player->index_bit = (1 << i);
3138 player->element_nr = EL_PLAYER_1 + i;
3140 player->present = FALSE;
3141 player->active = FALSE;
3142 player->mapped = FALSE;
3144 player->killed = FALSE;
3145 player->reanimated = FALSE;
3148 player->effective_action = 0;
3149 player->programmed_action = 0;
3152 player->score_final = 0;
3154 player->gems_still_needed = level.gems_needed;
3155 player->sokobanfields_still_needed = 0;
3156 player->lights_still_needed = 0;
3157 player->friends_still_needed = 0;
3159 for (j = 0; j < MAX_NUM_KEYS; j++)
3160 player->key[j] = FALSE;
3162 player->num_white_keys = 0;
3164 player->dynabomb_count = 0;
3165 player->dynabomb_size = 1;
3166 player->dynabombs_left = 0;
3167 player->dynabomb_xl = FALSE;
3169 player->MovDir = initial_move_dir;
3172 player->GfxDir = initial_move_dir;
3173 player->GfxAction = ACTION_DEFAULT;
3175 player->StepFrame = 0;
3177 player->initial_element = player->element_nr;
3178 player->artwork_element =
3179 (level.use_artwork_element[i] ? level.artwork_element[i] :
3180 player->element_nr);
3181 player->use_murphy = FALSE;
3183 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3184 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3186 player->gravity = level.initial_player_gravity[i];
3188 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3190 player->actual_frame_counter = 0;
3192 player->step_counter = 0;
3194 player->last_move_dir = initial_move_dir;
3196 player->is_active = FALSE;
3198 player->is_waiting = FALSE;
3199 player->is_moving = FALSE;
3200 player->is_auto_moving = FALSE;
3201 player->is_digging = FALSE;
3202 player->is_snapping = FALSE;
3203 player->is_collecting = FALSE;
3204 player->is_pushing = FALSE;
3205 player->is_switching = FALSE;
3206 player->is_dropping = FALSE;
3207 player->is_dropping_pressed = FALSE;
3209 player->is_bored = FALSE;
3210 player->is_sleeping = FALSE;
3212 player->frame_counter_bored = -1;
3213 player->frame_counter_sleeping = -1;
3215 player->anim_delay_counter = 0;
3216 player->post_delay_counter = 0;
3218 player->dir_waiting = initial_move_dir;
3219 player->action_waiting = ACTION_DEFAULT;
3220 player->last_action_waiting = ACTION_DEFAULT;
3221 player->special_action_bored = ACTION_DEFAULT;
3222 player->special_action_sleeping = ACTION_DEFAULT;
3224 player->switch_x = -1;
3225 player->switch_y = -1;
3227 player->drop_x = -1;
3228 player->drop_y = -1;
3230 player->show_envelope = 0;
3232 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3234 player->push_delay = -1; /* initialized when pushing starts */
3235 player->push_delay_value = game.initial_push_delay_value;
3237 player->drop_delay = 0;
3238 player->drop_pressed_delay = 0;
3240 player->last_jx = -1;
3241 player->last_jy = -1;
3245 player->shield_normal_time_left = 0;
3246 player->shield_deadly_time_left = 0;
3248 player->inventory_infinite_element = EL_UNDEFINED;
3249 player->inventory_size = 0;
3251 if (level.use_initial_inventory[i])
3253 for (j = 0; j < level.initial_inventory_size[i]; j++)
3255 int element = level.initial_inventory_content[i][j];
3256 int collect_count = element_info[element].collect_count_initial;
3259 if (!IS_CUSTOM_ELEMENT(element))
3262 if (collect_count == 0)
3263 player->inventory_infinite_element = element;
3265 for (k = 0; k < collect_count; k++)
3266 if (player->inventory_size < MAX_INVENTORY_SIZE)
3267 player->inventory_element[player->inventory_size++] = element;
3271 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3272 SnapField(player, 0, 0);
3274 player->LevelSolved = FALSE;
3275 player->GameOver = FALSE;
3277 player->LevelSolved_GameWon = FALSE;
3278 player->LevelSolved_GameEnd = FALSE;
3279 player->LevelSolved_PanelOff = FALSE;
3280 player->LevelSolved_SaveTape = FALSE;
3281 player->LevelSolved_SaveScore = FALSE;
3282 player->LevelSolved_CountingTime = 0;
3283 player->LevelSolved_CountingScore = 0;
3285 map_player_action[i] = i;
3288 network_player_action_received = FALSE;
3290 #if defined(NETWORK_AVALIABLE)
3291 /* initial null action */
3292 if (network_playing)
3293 SendToServer_MovePlayer(MV_NONE);
3302 TimeLeft = level.time;
3305 ScreenMovDir = MV_NONE;
3309 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3311 AllPlayersGone = FALSE;
3313 game.no_time_limit = (level.time == 0);
3315 game.yamyam_content_nr = 0;
3316 game.robot_wheel_active = FALSE;
3317 game.magic_wall_active = FALSE;
3318 game.magic_wall_time_left = 0;
3319 game.light_time_left = 0;
3320 game.timegate_time_left = 0;
3321 game.switchgate_pos = 0;
3322 game.wind_direction = level.wind_direction_initial;
3324 game.lenses_time_left = 0;
3325 game.magnify_time_left = 0;
3327 game.ball_state = level.ball_state_initial;
3328 game.ball_content_nr = 0;
3330 game.envelope_active = FALSE;
3332 /* set focus to local player for network games, else to all players */
3333 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3334 game.centered_player_nr_next = game.centered_player_nr;
3335 game.set_centered_player = FALSE;
3337 if (network_playing && tape.recording)
3339 /* store client dependent player focus when recording network games */
3340 tape.centered_player_nr_next = game.centered_player_nr_next;
3341 tape.set_centered_player = TRUE;
3344 for (i = 0; i < NUM_BELTS; i++)
3346 game.belt_dir[i] = MV_NONE;
3347 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3350 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3351 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3353 #if DEBUG_INIT_PLAYER
3356 printf("Player status at level initialization:\n");
3360 SCAN_PLAYFIELD(x, y)
3362 Feld[x][y] = level.field[x][y];
3363 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3364 ChangeDelay[x][y] = 0;
3365 ChangePage[x][y] = -1;
3366 CustomValue[x][y] = 0; /* initialized in InitField() */
3367 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3369 WasJustMoving[x][y] = 0;
3370 WasJustFalling[x][y] = 0;
3371 CheckCollision[x][y] = 0;
3372 CheckImpact[x][y] = 0;
3374 Pushed[x][y] = FALSE;
3376 ChangeCount[x][y] = 0;
3377 ChangeEvent[x][y] = -1;
3379 ExplodePhase[x][y] = 0;
3380 ExplodeDelay[x][y] = 0;
3381 ExplodeField[x][y] = EX_TYPE_NONE;
3383 RunnerVisit[x][y] = 0;
3384 PlayerVisit[x][y] = 0;
3387 GfxRandom[x][y] = INIT_GFX_RANDOM();
3388 GfxElement[x][y] = EL_UNDEFINED;
3389 GfxAction[x][y] = ACTION_DEFAULT;
3390 GfxDir[x][y] = MV_NONE;
3391 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3394 SCAN_PLAYFIELD(x, y)
3396 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3398 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3400 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3403 InitField(x, y, TRUE);
3405 ResetGfxAnimation(x, y);
3410 for (i = 0; i < MAX_PLAYERS; i++)
3412 struct PlayerInfo *player = &stored_player[i];
3414 /* set number of special actions for bored and sleeping animation */
3415 player->num_special_action_bored =
3416 get_num_special_action(player->artwork_element,
3417 ACTION_BORING_1, ACTION_BORING_LAST);
3418 player->num_special_action_sleeping =
3419 get_num_special_action(player->artwork_element,
3420 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3423 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3424 emulate_sb ? EMU_SOKOBAN :
3425 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3427 /* initialize type of slippery elements */
3428 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3430 if (!IS_CUSTOM_ELEMENT(i))
3432 /* default: elements slip down either to the left or right randomly */
3433 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3435 /* SP style elements prefer to slip down on the left side */
3436 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3437 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3439 /* BD style elements prefer to slip down on the left side */
3440 if (game.emulation == EMU_BOULDERDASH)
3441 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3445 /* initialize explosion and ignition delay */
3446 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3448 if (!IS_CUSTOM_ELEMENT(i))
3451 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3452 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3453 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3454 int last_phase = (num_phase + 1) * delay;
3455 int half_phase = (num_phase / 2) * delay;
3457 element_info[i].explosion_delay = last_phase - 1;
3458 element_info[i].ignition_delay = half_phase;
3460 if (i == EL_BLACK_ORB)
3461 element_info[i].ignition_delay = 1;
3465 /* correct non-moving belts to start moving left */
3466 for (i = 0; i < NUM_BELTS; i++)
3467 if (game.belt_dir[i] == MV_NONE)
3468 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3470 #if USE_NEW_PLAYER_ASSIGNMENTS
3471 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3472 /* choose default local player */
3473 local_player = &stored_player[0];
3475 for (i = 0; i < MAX_PLAYERS; i++)
3476 stored_player[i].connected = FALSE;
3478 local_player->connected = TRUE;
3479 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3483 for (i = 0; i < MAX_PLAYERS; i++)
3484 stored_player[i].connected = tape.player_participates[i];
3486 else if (game.team_mode && !options.network)
3488 /* try to guess locally connected team mode players (needed for correct
3489 assignment of player figures from level to locally playing players) */
3491 for (i = 0; i < MAX_PLAYERS; i++)
3492 if (setup.input[i].use_joystick ||
3493 setup.input[i].key.left != KSYM_UNDEFINED)
3494 stored_player[i].connected = TRUE;
3497 #if DEBUG_INIT_PLAYER
3500 printf("Player status after level initialization:\n");
3502 for (i = 0; i < MAX_PLAYERS; i++)
3504 struct PlayerInfo *player = &stored_player[i];
3506 printf("- player %d: present == %d, connected == %d, active == %d",
3512 if (local_player == player)
3513 printf(" (local player)");
3520 #if DEBUG_INIT_PLAYER
3522 printf("Reassigning players ...\n");
3525 /* check if any connected player was not found in playfield */
3526 for (i = 0; i < MAX_PLAYERS; i++)
3528 struct PlayerInfo *player = &stored_player[i];
3530 if (player->connected && !player->present)
3532 struct PlayerInfo *field_player = NULL;
3534 #if DEBUG_INIT_PLAYER
3536 printf("- looking for field player for player %d ...\n", i + 1);
3539 /* assign first free player found that is present in the playfield */
3541 /* first try: look for unmapped playfield player that is not connected */
3542 for (j = 0; j < MAX_PLAYERS; j++)
3543 if (field_player == NULL &&
3544 stored_player[j].present &&
3545 !stored_player[j].mapped &&
3546 !stored_player[j].connected)
3547 field_player = &stored_player[j];
3549 /* second try: look for *any* unmapped playfield player */
3550 for (j = 0; j < MAX_PLAYERS; j++)
3551 if (field_player == NULL &&
3552 stored_player[j].present &&
3553 !stored_player[j].mapped)
3554 field_player = &stored_player[j];
3556 if (field_player != NULL)
3558 int jx = field_player->jx, jy = field_player->jy;
3560 #if DEBUG_INIT_PLAYER
3562 printf("- found player %d\n", field_player->index_nr + 1);
3565 player->present = FALSE;
3566 player->active = FALSE;
3568 field_player->present = TRUE;
3569 field_player->active = TRUE;
3572 player->initial_element = field_player->initial_element;
3573 player->artwork_element = field_player->artwork_element;
3575 player->block_last_field = field_player->block_last_field;
3576 player->block_delay_adjustment = field_player->block_delay_adjustment;
3579 StorePlayer[jx][jy] = field_player->element_nr;
3581 field_player->jx = field_player->last_jx = jx;
3582 field_player->jy = field_player->last_jy = jy;
3584 if (local_player == player)
3585 local_player = field_player;
3587 map_player_action[field_player->index_nr] = i;
3589 field_player->mapped = TRUE;
3591 #if DEBUG_INIT_PLAYER
3593 printf("- map_player_action[%d] == %d\n",
3594 field_player->index_nr + 1, i + 1);
3599 if (player->connected && player->present)
3600 player->mapped = TRUE;
3603 #if DEBUG_INIT_PLAYER
3606 printf("Player status after player assignment (first stage):\n");
3608 for (i = 0; i < MAX_PLAYERS; i++)
3610 struct PlayerInfo *player = &stored_player[i];
3612 printf("- player %d: present == %d, connected == %d, active == %d",
3618 if (local_player == player)
3619 printf(" (local player)");
3628 /* check if any connected player was not found in playfield */
3629 for (i = 0; i < MAX_PLAYERS; i++)
3631 struct PlayerInfo *player = &stored_player[i];
3633 if (player->connected && !player->present)
3635 for (j = 0; j < MAX_PLAYERS; j++)
3637 struct PlayerInfo *field_player = &stored_player[j];
3638 int jx = field_player->jx, jy = field_player->jy;
3640 /* assign first free player found that is present in the playfield */
3641 if (field_player->present && !field_player->connected)
3643 player->present = TRUE;
3644 player->active = TRUE;
3646 field_player->present = FALSE;
3647 field_player->active = FALSE;
3649 player->initial_element = field_player->initial_element;
3650 player->artwork_element = field_player->artwork_element;
3652 player->block_last_field = field_player->block_last_field;
3653 player->block_delay_adjustment = field_player->block_delay_adjustment;
3655 StorePlayer[jx][jy] = player->element_nr;
3657 player->jx = player->last_jx = jx;
3658 player->jy = player->last_jy = jy;
3668 printf("::: local_player->present == %d\n", local_player->present);
3673 /* when playing a tape, eliminate all players who do not participate */
3675 #if USE_NEW_PLAYER_ASSIGNMENTS
3677 if (!game.team_mode)
3679 for (i = 0; i < MAX_PLAYERS; i++)
3681 if (stored_player[i].active &&
3682 !tape.player_participates[map_player_action[i]])
3684 struct PlayerInfo *player = &stored_player[i];
3685 int jx = player->jx, jy = player->jy;
3687 #if DEBUG_INIT_PLAYER
3689 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3692 player->active = FALSE;
3693 StorePlayer[jx][jy] = 0;
3694 Feld[jx][jy] = EL_EMPTY;
3701 for (i = 0; i < MAX_PLAYERS; i++)
3703 if (stored_player[i].active &&
3704 !tape.player_participates[i])
3706 struct PlayerInfo *player = &stored_player[i];
3707 int jx = player->jx, jy = player->jy;
3709 player->active = FALSE;
3710 StorePlayer[jx][jy] = 0;
3711 Feld[jx][jy] = EL_EMPTY;
3716 else if (!options.network && !game.team_mode) /* && !tape.playing */
3718 /* when in single player mode, eliminate all but the first active player */
3720 for (i = 0; i < MAX_PLAYERS; i++)
3722 if (stored_player[i].active)
3724 for (j = i + 1; j < MAX_PLAYERS; j++)
3726 if (stored_player[j].active)
3728 struct PlayerInfo *player = &stored_player[j];
3729 int jx = player->jx, jy = player->jy;
3731 player->active = FALSE;
3732 player->present = FALSE;
3734 StorePlayer[jx][jy] = 0;
3735 Feld[jx][jy] = EL_EMPTY;
3742 /* when recording the game, store which players take part in the game */
3745 #if USE_NEW_PLAYER_ASSIGNMENTS
3746 for (i = 0; i < MAX_PLAYERS; i++)
3747 if (stored_player[i].connected)
3748 tape.player_participates[i] = TRUE;
3750 for (i = 0; i < MAX_PLAYERS; i++)
3751 if (stored_player[i].active)
3752 tape.player_participates[i] = TRUE;
3756 #if DEBUG_INIT_PLAYER
3759 printf("Player status after player assignment (final stage):\n");
3761 for (i = 0; i < MAX_PLAYERS; i++)
3763 struct PlayerInfo *player = &stored_player[i];
3765 printf("- player %d: present == %d, connected == %d, active == %d",
3771 if (local_player == player)
3772 printf(" (local player)");
3779 if (BorderElement == EL_EMPTY)
3782 SBX_Right = lev_fieldx - SCR_FIELDX;
3784 SBY_Lower = lev_fieldy - SCR_FIELDY;
3789 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3791 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3794 if (full_lev_fieldx <= SCR_FIELDX)
3795 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3796 if (full_lev_fieldy <= SCR_FIELDY)
3797 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3799 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
3801 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
3804 /* if local player not found, look for custom element that might create
3805 the player (make some assumptions about the right custom element) */
3806 if (!local_player->present)
3808 int start_x = 0, start_y = 0;
3809 int found_rating = 0;
3810 int found_element = EL_UNDEFINED;
3811 int player_nr = local_player->index_nr;
3813 SCAN_PLAYFIELD(x, y)
3815 int element = Feld[x][y];
3820 if (level.use_start_element[player_nr] &&
3821 level.start_element[player_nr] == element &&
3828 found_element = element;
3831 if (!IS_CUSTOM_ELEMENT(element))
3834 if (CAN_CHANGE(element))
3836 for (i = 0; i < element_info[element].num_change_pages; i++)
3838 /* check for player created from custom element as single target */
3839 content = element_info[element].change_page[i].target_element;
3840 is_player = ELEM_IS_PLAYER(content);
3842 if (is_player && (found_rating < 3 ||
3843 (found_rating == 3 && element < found_element)))
3849 found_element = element;
3854 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
3856 /* check for player created from custom element as explosion content */
3857 content = element_info[element].content.e[xx][yy];
3858 is_player = ELEM_IS_PLAYER(content);
3860 if (is_player && (found_rating < 2 ||
3861 (found_rating == 2 && element < found_element)))
3863 start_x = x + xx - 1;
3864 start_y = y + yy - 1;
3867 found_element = element;
3870 if (!CAN_CHANGE(element))
3873 for (i = 0; i < element_info[element].num_change_pages; i++)
3875 /* check for player created from custom element as extended target */
3877 element_info[element].change_page[i].target_content.e[xx][yy];
3879 is_player = ELEM_IS_PLAYER(content);
3881 if (is_player && (found_rating < 1 ||
3882 (found_rating == 1 && element < found_element)))
3884 start_x = x + xx - 1;
3885 start_y = y + yy - 1;
3888 found_element = element;
3894 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
3895 start_x > SBX_Right + MIDPOSX ? SBX_Right :
3898 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
3899 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
3904 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
3905 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
3906 local_player->jx - MIDPOSX);
3908 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
3909 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
3910 local_player->jy - MIDPOSY);
3913 /* !!! FIX THIS (START) !!! */
3914 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3916 InitGameEngine_EM();
3918 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3920 InitGameEngine_SP();
3924 DrawLevel(REDRAW_FIELD);
3927 /* after drawing the level, correct some elements */
3928 if (game.timegate_time_left == 0)
3929 CloseAllOpenTimegates();
3932 /* blit playfield from scroll buffer to normal back buffer for fading in */
3933 BlitScreenToBitmap(backbuffer);
3934 /* !!! FIX THIS (END) !!! */
3936 DrawMaskedBorder(fade_mask);
3941 // full screen redraw is required at this point in the following cases:
3942 // - special editor door undrawn when game was started from level editor
3943 // - drawing area (playfield) was changed and has to be removed completely
3944 redraw_mask = REDRAW_ALL;
3948 if (!game.restart_level)
3950 /* copy default game door content to main double buffer */
3952 /* !!! CHECK AGAIN !!! */
3953 SetPanelBackground();
3954 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
3955 DrawBackground(DX, DY, DXSIZE, DYSIZE);
3958 SetPanelBackground();
3959 SetDrawBackgroundMask(REDRAW_DOOR_1);
3961 UpdateAndDisplayGameControlValues();
3963 if (!game.restart_level)
3969 CreateGameButtons();
3971 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
3972 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
3973 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
3978 /* copy actual game door content to door double buffer for OpenDoor() */
3979 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
3981 OpenDoor(DOOR_OPEN_ALL);
3983 PlaySound(SND_GAME_STARTING);
3985 if (setup.sound_music)
3988 KeyboardAutoRepeatOffUnlessAutoplay();
3990 #if DEBUG_INIT_PLAYER
3993 printf("Player status (final):\n");
3995 for (i = 0; i < MAX_PLAYERS; i++)
3997 struct PlayerInfo *player = &stored_player[i];
3999 printf("- player %d: present == %d, connected == %d, active == %d",
4005 if (local_player == player)
4006 printf(" (local player)");
4019 if (!game.restart_level && !tape.playing)
4021 LevelStats_incPlayed(level_nr);
4023 SaveLevelSetup_SeriesInfo();
4026 game.restart_level = FALSE;
4028 SaveEngineSnapshotToListInitial();
4031 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
4033 /* this is used for non-R'n'D game engines to update certain engine values */
4035 /* needed to determine if sounds are played within the visible screen area */
4036 scroll_x = actual_scroll_x;
4037 scroll_y = actual_scroll_y;
4040 void InitMovDir(int x, int y)
4042 int i, element = Feld[x][y];
4043 static int xy[4][2] =
4050 static int direction[3][4] =
4052 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4053 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4054 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4063 Feld[x][y] = EL_BUG;
4064 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4067 case EL_SPACESHIP_RIGHT:
4068 case EL_SPACESHIP_UP:
4069 case EL_SPACESHIP_LEFT:
4070 case EL_SPACESHIP_DOWN:
4071 Feld[x][y] = EL_SPACESHIP;
4072 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4075 case EL_BD_BUTTERFLY_RIGHT:
4076 case EL_BD_BUTTERFLY_UP:
4077 case EL_BD_BUTTERFLY_LEFT:
4078 case EL_BD_BUTTERFLY_DOWN:
4079 Feld[x][y] = EL_BD_BUTTERFLY;
4080 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4083 case EL_BD_FIREFLY_RIGHT:
4084 case EL_BD_FIREFLY_UP:
4085 case EL_BD_FIREFLY_LEFT:
4086 case EL_BD_FIREFLY_DOWN:
4087 Feld[x][y] = EL_BD_FIREFLY;
4088 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4091 case EL_PACMAN_RIGHT:
4093 case EL_PACMAN_LEFT:
4094 case EL_PACMAN_DOWN:
4095 Feld[x][y] = EL_PACMAN;
4096 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4099 case EL_YAMYAM_LEFT:
4100 case EL_YAMYAM_RIGHT:
4102 case EL_YAMYAM_DOWN:
4103 Feld[x][y] = EL_YAMYAM;
4104 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4107 case EL_SP_SNIKSNAK:
4108 MovDir[x][y] = MV_UP;
4111 case EL_SP_ELECTRON:
4112 MovDir[x][y] = MV_LEFT;
4119 Feld[x][y] = EL_MOLE;
4120 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4124 if (IS_CUSTOM_ELEMENT(element))
4126 struct ElementInfo *ei = &element_info[element];
4127 int move_direction_initial = ei->move_direction_initial;
4128 int move_pattern = ei->move_pattern;
4130 if (move_direction_initial == MV_START_PREVIOUS)
4132 if (MovDir[x][y] != MV_NONE)
4135 move_direction_initial = MV_START_AUTOMATIC;
4138 if (move_direction_initial == MV_START_RANDOM)
4139 MovDir[x][y] = 1 << RND(4);
4140 else if (move_direction_initial & MV_ANY_DIRECTION)
4141 MovDir[x][y] = move_direction_initial;
4142 else if (move_pattern == MV_ALL_DIRECTIONS ||
4143 move_pattern == MV_TURNING_LEFT ||
4144 move_pattern == MV_TURNING_RIGHT ||
4145 move_pattern == MV_TURNING_LEFT_RIGHT ||
4146 move_pattern == MV_TURNING_RIGHT_LEFT ||
4147 move_pattern == MV_TURNING_RANDOM)
4148 MovDir[x][y] = 1 << RND(4);
4149 else if (move_pattern == MV_HORIZONTAL)
4150 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4151 else if (move_pattern == MV_VERTICAL)
4152 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4153 else if (move_pattern & MV_ANY_DIRECTION)
4154 MovDir[x][y] = element_info[element].move_pattern;
4155 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4156 move_pattern == MV_ALONG_RIGHT_SIDE)
4158 /* use random direction as default start direction */
4159 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4160 MovDir[x][y] = 1 << RND(4);
4162 for (i = 0; i < NUM_DIRECTIONS; i++)
4164 int x1 = x + xy[i][0];
4165 int y1 = y + xy[i][1];
4167 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4169 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4170 MovDir[x][y] = direction[0][i];
4172 MovDir[x][y] = direction[1][i];
4181 MovDir[x][y] = 1 << RND(4);
4183 if (element != EL_BUG &&
4184 element != EL_SPACESHIP &&
4185 element != EL_BD_BUTTERFLY &&
4186 element != EL_BD_FIREFLY)
4189 for (i = 0; i < NUM_DIRECTIONS; i++)
4191 int x1 = x + xy[i][0];
4192 int y1 = y + xy[i][1];
4194 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4196 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4198 MovDir[x][y] = direction[0][i];
4201 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4202 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4204 MovDir[x][y] = direction[1][i];
4213 GfxDir[x][y] = MovDir[x][y];
4216 void InitAmoebaNr(int x, int y)
4219 int group_nr = AmoebeNachbarNr(x, y);
4223 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4225 if (AmoebaCnt[i] == 0)
4233 AmoebaNr[x][y] = group_nr;
4234 AmoebaCnt[group_nr]++;
4235 AmoebaCnt2[group_nr]++;
4238 static void PlayerWins(struct PlayerInfo *player)
4240 player->LevelSolved = TRUE;
4241 player->GameOver = TRUE;
4243 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4244 level.native_em_level->lev->score : player->score);
4246 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4248 player->LevelSolved_CountingScore = player->score_final;
4253 static int time, time_final;
4254 static int score, score_final;
4255 static int game_over_delay_1 = 0;
4256 static int game_over_delay_2 = 0;
4257 int game_over_delay_value_1 = 50;
4258 int game_over_delay_value_2 = 50;
4260 if (!local_player->LevelSolved_GameWon)
4264 /* do not start end game actions before the player stops moving (to exit) */
4265 if (local_player->MovPos)
4268 local_player->LevelSolved_GameWon = TRUE;
4269 local_player->LevelSolved_SaveTape = tape.recording;
4270 local_player->LevelSolved_SaveScore = !tape.playing;
4274 LevelStats_incSolved(level_nr);
4276 SaveLevelSetup_SeriesInfo();
4279 if (tape.auto_play) /* tape might already be stopped here */
4280 tape.auto_play_level_solved = TRUE;
4284 game_over_delay_1 = game_over_delay_value_1;
4285 game_over_delay_2 = game_over_delay_value_2;
4287 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4288 score = score_final = local_player->score_final;
4293 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4295 else if (game.no_time_limit && TimePlayed < 999)
4298 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4301 local_player->score_final = score_final;
4303 if (level_editor_test_game)
4306 score = score_final;
4308 local_player->LevelSolved_CountingTime = time;
4309 local_player->LevelSolved_CountingScore = score;
4311 game_panel_controls[GAME_PANEL_TIME].value = time;
4312 game_panel_controls[GAME_PANEL_SCORE].value = score;
4314 DisplayGameControlValues();
4317 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4319 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4321 /* close exit door after last player */
4322 if ((AllPlayersGone &&
4323 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4324 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4325 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4326 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4327 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4329 int element = Feld[ExitX][ExitY];
4331 Feld[ExitX][ExitY] =
4332 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4333 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4334 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4335 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4336 EL_EM_STEEL_EXIT_CLOSING);
4338 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4341 /* player disappears */
4342 DrawLevelField(ExitX, ExitY);
4345 for (i = 0; i < MAX_PLAYERS; i++)
4347 struct PlayerInfo *player = &stored_player[i];
4349 if (player->present)
4351 RemovePlayer(player);
4353 /* player disappears */
4354 DrawLevelField(player->jx, player->jy);
4359 PlaySound(SND_GAME_WINNING);
4362 if (game_over_delay_1 > 0)
4364 game_over_delay_1--;
4369 if (time != time_final)
4371 int time_to_go = ABS(time_final - time);
4372 int time_count_dir = (time < time_final ? +1 : -1);
4373 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4375 time += time_count_steps * time_count_dir;
4376 score += time_count_steps * level.score[SC_TIME_BONUS];
4378 local_player->LevelSolved_CountingTime = time;
4379 local_player->LevelSolved_CountingScore = score;
4381 game_panel_controls[GAME_PANEL_TIME].value = time;
4382 game_panel_controls[GAME_PANEL_SCORE].value = score;
4384 DisplayGameControlValues();
4386 if (time == time_final)
4387 StopSound(SND_GAME_LEVELTIME_BONUS);
4388 else if (setup.sound_loops)
4389 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4391 PlaySound(SND_GAME_LEVELTIME_BONUS);
4396 local_player->LevelSolved_PanelOff = TRUE;
4398 if (game_over_delay_2 > 0)
4400 game_over_delay_2--;
4411 boolean raise_level = FALSE;
4413 local_player->LevelSolved_GameEnd = TRUE;
4415 if (!global.use_envelope_request)
4416 CloseDoor(DOOR_CLOSE_1);
4418 if (local_player->LevelSolved_SaveTape)
4420 SaveTapeChecked(tape.level_nr); /* ask to save tape */
4423 CloseDoor(DOOR_CLOSE_ALL);
4425 if (level_editor_test_game)
4427 SetGameStatus(GAME_MODE_MAIN);
4434 if (!local_player->LevelSolved_SaveScore)
4436 SetGameStatus(GAME_MODE_MAIN);
4443 if (level_nr == leveldir_current->handicap_level)
4445 leveldir_current->handicap_level++;
4447 SaveLevelSetup_SeriesInfo();
4450 if (level_nr < leveldir_current->last_level)
4451 raise_level = TRUE; /* advance to next level */
4453 if ((hi_pos = NewHiScore()) >= 0)
4455 SetGameStatus(GAME_MODE_SCORES);
4457 DrawHallOfFame(hi_pos);
4467 SetGameStatus(GAME_MODE_MAIN);
4484 LoadScore(level_nr);
4486 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4487 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4490 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4492 if (local_player->score_final > highscore[k].Score)
4494 /* player has made it to the hall of fame */
4496 if (k < MAX_SCORE_ENTRIES - 1)
4498 int m = MAX_SCORE_ENTRIES - 1;
4501 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4502 if (strEqual(setup.player_name, highscore[l].Name))
4504 if (m == k) /* player's new highscore overwrites his old one */
4508 for (l = m; l > k; l--)
4510 strcpy(highscore[l].Name, highscore[l - 1].Name);
4511 highscore[l].Score = highscore[l - 1].Score;
4518 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4519 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4520 highscore[k].Score = local_player->score_final;
4526 else if (!strncmp(setup.player_name, highscore[k].Name,
4527 MAX_PLAYER_NAME_LEN))
4528 break; /* player already there with a higher score */
4534 SaveScore(level_nr);
4539 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4541 int element = Feld[x][y];
4542 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4543 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4544 int horiz_move = (dx != 0);
4545 int sign = (horiz_move ? dx : dy);
4546 int step = sign * element_info[element].move_stepsize;
4548 /* special values for move stepsize for spring and things on conveyor belt */
4551 if (CAN_FALL(element) &&
4552 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4553 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4554 else if (element == EL_SPRING)
4555 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4561 inline static int getElementMoveStepsize(int x, int y)
4563 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4566 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4568 if (player->GfxAction != action || player->GfxDir != dir)
4570 player->GfxAction = action;
4571 player->GfxDir = dir;
4573 player->StepFrame = 0;
4577 static void ResetGfxFrame(int x, int y, boolean redraw)
4579 int element = Feld[x][y];
4580 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4581 int last_gfx_frame = GfxFrame[x][y];
4583 if (graphic_info[graphic].anim_global_sync)
4584 GfxFrame[x][y] = FrameCounter;
4585 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4586 GfxFrame[x][y] = CustomValue[x][y];
4587 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4588 GfxFrame[x][y] = element_info[element].collect_score;
4589 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4590 GfxFrame[x][y] = ChangeDelay[x][y];
4592 if (redraw && GfxFrame[x][y] != last_gfx_frame)
4593 DrawLevelGraphicAnimation(x, y, graphic);
4596 static void ResetGfxAnimation(int x, int y)
4598 GfxAction[x][y] = ACTION_DEFAULT;
4599 GfxDir[x][y] = MovDir[x][y];
4602 ResetGfxFrame(x, y, FALSE);
4605 static void ResetRandomAnimationValue(int x, int y)
4607 GfxRandom[x][y] = INIT_GFX_RANDOM();
4610 void InitMovingField(int x, int y, int direction)
4612 int element = Feld[x][y];
4613 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4614 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4617 boolean is_moving_before, is_moving_after;
4619 /* check if element was/is moving or being moved before/after mode change */
4620 is_moving_before = (WasJustMoving[x][y] != 0);
4621 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4623 /* reset animation only for moving elements which change direction of moving
4624 or which just started or stopped moving
4625 (else CEs with property "can move" / "not moving" are reset each frame) */
4626 if (is_moving_before != is_moving_after ||
4627 direction != MovDir[x][y])
4628 ResetGfxAnimation(x, y);
4630 MovDir[x][y] = direction;
4631 GfxDir[x][y] = direction;
4633 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4634 direction == MV_DOWN && CAN_FALL(element) ?
4635 ACTION_FALLING : ACTION_MOVING);
4637 /* this is needed for CEs with property "can move" / "not moving" */
4639 if (is_moving_after)
4641 if (Feld[newx][newy] == EL_EMPTY)
4642 Feld[newx][newy] = EL_BLOCKED;
4644 MovDir[newx][newy] = MovDir[x][y];
4646 CustomValue[newx][newy] = CustomValue[x][y];
4648 GfxFrame[newx][newy] = GfxFrame[x][y];
4649 GfxRandom[newx][newy] = GfxRandom[x][y];
4650 GfxAction[newx][newy] = GfxAction[x][y];
4651 GfxDir[newx][newy] = GfxDir[x][y];
4655 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4657 int direction = MovDir[x][y];
4658 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4659 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4665 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4667 int oldx = x, oldy = y;
4668 int direction = MovDir[x][y];
4670 if (direction == MV_LEFT)
4672 else if (direction == MV_RIGHT)
4674 else if (direction == MV_UP)
4676 else if (direction == MV_DOWN)
4679 *comes_from_x = oldx;
4680 *comes_from_y = oldy;
4683 int MovingOrBlocked2Element(int x, int y)
4685 int element = Feld[x][y];
4687 if (element == EL_BLOCKED)
4691 Blocked2Moving(x, y, &oldx, &oldy);
4692 return Feld[oldx][oldy];
4698 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4700 /* like MovingOrBlocked2Element(), but if element is moving
4701 and (x,y) is the field the moving element is just leaving,
4702 return EL_BLOCKED instead of the element value */
4703 int element = Feld[x][y];
4705 if (IS_MOVING(x, y))
4707 if (element == EL_BLOCKED)
4711 Blocked2Moving(x, y, &oldx, &oldy);
4712 return Feld[oldx][oldy];
4721 static void RemoveField(int x, int y)
4723 Feld[x][y] = EL_EMPTY;
4729 CustomValue[x][y] = 0;
4732 ChangeDelay[x][y] = 0;
4733 ChangePage[x][y] = -1;
4734 Pushed[x][y] = FALSE;
4736 GfxElement[x][y] = EL_UNDEFINED;
4737 GfxAction[x][y] = ACTION_DEFAULT;
4738 GfxDir[x][y] = MV_NONE;
4741 void RemoveMovingField(int x, int y)
4743 int oldx = x, oldy = y, newx = x, newy = y;
4744 int element = Feld[x][y];
4745 int next_element = EL_UNDEFINED;
4747 if (element != EL_BLOCKED && !IS_MOVING(x, y))
4750 if (IS_MOVING(x, y))
4752 Moving2Blocked(x, y, &newx, &newy);
4754 if (Feld[newx][newy] != EL_BLOCKED)
4756 /* element is moving, but target field is not free (blocked), but
4757 already occupied by something different (example: acid pool);
4758 in this case, only remove the moving field, but not the target */
4760 RemoveField(oldx, oldy);
4762 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4764 TEST_DrawLevelField(oldx, oldy);
4769 else if (element == EL_BLOCKED)
4771 Blocked2Moving(x, y, &oldx, &oldy);
4772 if (!IS_MOVING(oldx, oldy))
4776 if (element == EL_BLOCKED &&
4777 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
4778 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
4779 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
4780 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
4781 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
4782 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
4783 next_element = get_next_element(Feld[oldx][oldy]);
4785 RemoveField(oldx, oldy);
4786 RemoveField(newx, newy);
4788 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4790 if (next_element != EL_UNDEFINED)
4791 Feld[oldx][oldy] = next_element;
4793 TEST_DrawLevelField(oldx, oldy);
4794 TEST_DrawLevelField(newx, newy);
4797 void DrawDynamite(int x, int y)
4799 int sx = SCREENX(x), sy = SCREENY(y);
4800 int graphic = el2img(Feld[x][y]);
4803 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
4806 if (IS_WALKABLE_INSIDE(Back[x][y]))
4810 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
4811 else if (Store[x][y])
4812 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
4814 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4816 if (Back[x][y] || Store[x][y])
4817 DrawGraphicThruMask(sx, sy, graphic, frame);
4819 DrawGraphic(sx, sy, graphic, frame);
4822 void CheckDynamite(int x, int y)
4824 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
4828 if (MovDelay[x][y] != 0)
4831 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4837 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4842 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
4844 boolean num_checked_players = 0;
4847 for (i = 0; i < MAX_PLAYERS; i++)
4849 if (stored_player[i].active)
4851 int sx = stored_player[i].jx;
4852 int sy = stored_player[i].jy;
4854 if (num_checked_players == 0)
4861 *sx1 = MIN(*sx1, sx);
4862 *sy1 = MIN(*sy1, sy);
4863 *sx2 = MAX(*sx2, sx);
4864 *sy2 = MAX(*sy2, sy);
4867 num_checked_players++;
4872 static boolean checkIfAllPlayersFitToScreen_RND()
4874 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
4876 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4878 return (sx2 - sx1 < SCR_FIELDX &&
4879 sy2 - sy1 < SCR_FIELDY);
4882 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
4884 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
4886 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4888 *sx = (sx1 + sx2) / 2;
4889 *sy = (sy1 + sy2) / 2;
4892 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
4893 boolean center_screen, boolean quick_relocation)
4895 boolean ffwd_delay = (tape.playing && tape.fast_forward);
4896 boolean no_delay = (tape.warp_forward);
4897 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
4898 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
4899 int new_scroll_x, new_scroll_y;
4901 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
4903 /* case 1: quick relocation inside visible screen (without scrolling) */
4910 if (!level.shifted_relocation || center_screen)
4912 /* relocation _with_ centering of screen */
4914 new_scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4915 x > SBX_Right + MIDPOSX ? SBX_Right :
4918 new_scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4919 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4924 /* relocation _without_ centering of screen */
4926 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4927 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4930 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4931 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4934 int offset_x = x + (scroll_x - center_scroll_x);
4935 int offset_y = y + (scroll_y - center_scroll_y);
4937 new_scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4938 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4939 offset_x - MIDPOSX);
4941 new_scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4942 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4943 offset_y - MIDPOSY);
4946 if (quick_relocation)
4948 /* case 2: quick relocation (redraw without visible scrolling) */
4950 scroll_x = new_scroll_x;
4951 scroll_y = new_scroll_y;
4958 /* case 3: visible relocation (with scrolling to new position) */
4960 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
4962 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
4965 int fx = FX, fy = FY;
4967 dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
4968 dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
4970 if (dx == 0 && dy == 0) /* no scrolling needed at all */
4976 fx += dx * TILEX / 2;
4977 fy += dy * TILEY / 2;
4979 ScrollLevel(dx, dy);
4982 /* scroll in two steps of half tile size to make things smoother */
4983 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
4984 Delay(wait_delay_value);
4986 /* scroll second step to align at full tile size */
4988 Delay(wait_delay_value);
4993 Delay(wait_delay_value);
4996 void RelocatePlayer(int jx, int jy, int el_player_raw)
4998 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
4999 int player_nr = GET_PLAYER_NR(el_player);
5000 struct PlayerInfo *player = &stored_player[player_nr];
5001 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5002 boolean no_delay = (tape.warp_forward);
5003 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5004 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5005 int old_jx = player->jx;
5006 int old_jy = player->jy;
5007 int old_element = Feld[old_jx][old_jy];
5008 int element = Feld[jx][jy];
5009 boolean player_relocated = (old_jx != jx || old_jy != jy);
5011 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5012 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5013 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5014 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5015 int leave_side_horiz = move_dir_horiz;
5016 int leave_side_vert = move_dir_vert;
5017 int enter_side = enter_side_horiz | enter_side_vert;
5018 int leave_side = leave_side_horiz | leave_side_vert;
5020 if (player->GameOver) /* do not reanimate dead player */
5023 if (!player_relocated) /* no need to relocate the player */
5026 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5028 RemoveField(jx, jy); /* temporarily remove newly placed player */
5029 DrawLevelField(jx, jy);
5032 if (player->present)
5034 while (player->MovPos)
5036 ScrollPlayer(player, SCROLL_GO_ON);
5037 ScrollScreen(NULL, SCROLL_GO_ON);
5039 AdvanceFrameAndPlayerCounters(player->index_nr);
5044 Delay(wait_delay_value);
5047 DrawPlayer(player); /* needed here only to cleanup last field */
5048 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5050 player->is_moving = FALSE;
5053 if (IS_CUSTOM_ELEMENT(old_element))
5054 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5056 player->index_bit, leave_side);
5058 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5060 player->index_bit, leave_side);
5062 Feld[jx][jy] = el_player;
5063 InitPlayerField(jx, jy, el_player, TRUE);
5065 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5066 possible that the relocation target field did not contain a player element,
5067 but a walkable element, to which the new player was relocated -- in this
5068 case, restore that (already initialized!) element on the player field */
5069 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5071 Feld[jx][jy] = element; /* restore previously existing element */
5074 /* only visually relocate centered player */
5075 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5076 FALSE, level.instant_relocation);
5078 TestIfPlayerTouchesBadThing(jx, jy);
5079 TestIfPlayerTouchesCustomElement(jx, jy);
5081 if (IS_CUSTOM_ELEMENT(element))
5082 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5083 player->index_bit, enter_side);
5085 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5086 player->index_bit, enter_side);
5088 if (player->is_switching)
5090 /* ensure that relocation while still switching an element does not cause
5091 a new element to be treated as also switched directly after relocation
5092 (this is important for teleporter switches that teleport the player to
5093 a place where another teleporter switch is in the same direction, which
5094 would then incorrectly be treated as immediately switched before the
5095 direction key that caused the switch was released) */
5097 player->switch_x += jx - old_jx;
5098 player->switch_y += jy - old_jy;
5102 void Explode(int ex, int ey, int phase, int mode)
5108 /* !!! eliminate this variable !!! */
5109 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5111 if (game.explosions_delayed)
5113 ExplodeField[ex][ey] = mode;
5117 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5119 int center_element = Feld[ex][ey];
5120 int artwork_element, explosion_element; /* set these values later */
5122 /* remove things displayed in background while burning dynamite */
5123 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5126 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5128 /* put moving element to center field (and let it explode there) */
5129 center_element = MovingOrBlocked2Element(ex, ey);
5130 RemoveMovingField(ex, ey);
5131 Feld[ex][ey] = center_element;
5134 /* now "center_element" is finally determined -- set related values now */
5135 artwork_element = center_element; /* for custom player artwork */
5136 explosion_element = center_element; /* for custom player artwork */
5138 if (IS_PLAYER(ex, ey))
5140 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5142 artwork_element = stored_player[player_nr].artwork_element;
5144 if (level.use_explosion_element[player_nr])
5146 explosion_element = level.explosion_element[player_nr];
5147 artwork_element = explosion_element;
5151 if (mode == EX_TYPE_NORMAL ||
5152 mode == EX_TYPE_CENTER ||
5153 mode == EX_TYPE_CROSS)
5154 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5156 last_phase = element_info[explosion_element].explosion_delay + 1;
5158 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5160 int xx = x - ex + 1;
5161 int yy = y - ey + 1;
5164 if (!IN_LEV_FIELD(x, y) ||
5165 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5166 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5169 element = Feld[x][y];
5171 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5173 element = MovingOrBlocked2Element(x, y);
5175 if (!IS_EXPLOSION_PROOF(element))
5176 RemoveMovingField(x, y);
5179 /* indestructible elements can only explode in center (but not flames) */
5180 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5181 mode == EX_TYPE_BORDER)) ||
5182 element == EL_FLAMES)
5185 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5186 behaviour, for example when touching a yamyam that explodes to rocks
5187 with active deadly shield, a rock is created under the player !!! */
5188 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5190 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5191 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5192 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5194 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5197 if (IS_ACTIVE_BOMB(element))
5199 /* re-activate things under the bomb like gate or penguin */
5200 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5207 /* save walkable background elements while explosion on same tile */
5208 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5209 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5210 Back[x][y] = element;
5212 /* ignite explodable elements reached by other explosion */
5213 if (element == EL_EXPLOSION)
5214 element = Store2[x][y];
5216 if (AmoebaNr[x][y] &&
5217 (element == EL_AMOEBA_FULL ||
5218 element == EL_BD_AMOEBA ||
5219 element == EL_AMOEBA_GROWING))
5221 AmoebaCnt[AmoebaNr[x][y]]--;
5222 AmoebaCnt2[AmoebaNr[x][y]]--;
5227 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5229 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5231 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5233 if (PLAYERINFO(ex, ey)->use_murphy)
5234 Store[x][y] = EL_EMPTY;
5237 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5238 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5239 else if (ELEM_IS_PLAYER(center_element))
5240 Store[x][y] = EL_EMPTY;
5241 else if (center_element == EL_YAMYAM)
5242 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5243 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5244 Store[x][y] = element_info[center_element].content.e[xx][yy];
5246 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5247 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5248 otherwise) -- FIX THIS !!! */
5249 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5250 Store[x][y] = element_info[element].content.e[1][1];
5252 else if (!CAN_EXPLODE(element))
5253 Store[x][y] = element_info[element].content.e[1][1];
5256 Store[x][y] = EL_EMPTY;
5258 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5259 center_element == EL_AMOEBA_TO_DIAMOND)
5260 Store2[x][y] = element;
5262 Feld[x][y] = EL_EXPLOSION;
5263 GfxElement[x][y] = artwork_element;
5265 ExplodePhase[x][y] = 1;
5266 ExplodeDelay[x][y] = last_phase;
5271 if (center_element == EL_YAMYAM)
5272 game.yamyam_content_nr =
5273 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5285 GfxFrame[x][y] = 0; /* restart explosion animation */
5287 last_phase = ExplodeDelay[x][y];
5289 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5291 /* this can happen if the player leaves an explosion just in time */
5292 if (GfxElement[x][y] == EL_UNDEFINED)
5293 GfxElement[x][y] = EL_EMPTY;
5295 border_element = Store2[x][y];
5296 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5297 border_element = StorePlayer[x][y];
5299 if (phase == element_info[border_element].ignition_delay ||
5300 phase == last_phase)
5302 boolean border_explosion = FALSE;
5304 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5305 !PLAYER_EXPLOSION_PROTECTED(x, y))
5307 KillPlayerUnlessExplosionProtected(x, y);
5308 border_explosion = TRUE;
5310 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5312 Feld[x][y] = Store2[x][y];
5315 border_explosion = TRUE;
5317 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5319 AmoebeUmwandeln(x, y);
5321 border_explosion = TRUE;
5324 /* if an element just explodes due to another explosion (chain-reaction),
5325 do not immediately end the new explosion when it was the last frame of
5326 the explosion (as it would be done in the following "if"-statement!) */
5327 if (border_explosion && phase == last_phase)
5331 if (phase == last_phase)
5335 element = Feld[x][y] = Store[x][y];
5336 Store[x][y] = Store2[x][y] = 0;
5337 GfxElement[x][y] = EL_UNDEFINED;
5339 /* player can escape from explosions and might therefore be still alive */
5340 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5341 element <= EL_PLAYER_IS_EXPLODING_4)
5343 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5344 int explosion_element = EL_PLAYER_1 + player_nr;
5345 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5346 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5348 if (level.use_explosion_element[player_nr])
5349 explosion_element = level.explosion_element[player_nr];
5351 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5352 element_info[explosion_element].content.e[xx][yy]);
5355 /* restore probably existing indestructible background element */
5356 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5357 element = Feld[x][y] = Back[x][y];
5360 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5361 GfxDir[x][y] = MV_NONE;
5362 ChangeDelay[x][y] = 0;
5363 ChangePage[x][y] = -1;
5365 CustomValue[x][y] = 0;
5367 InitField_WithBug2(x, y, FALSE);
5369 TEST_DrawLevelField(x, y);
5371 TestIfElementTouchesCustomElement(x, y);
5373 if (GFX_CRUMBLED(element))
5374 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5376 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5377 StorePlayer[x][y] = 0;
5379 if (ELEM_IS_PLAYER(element))
5380 RelocatePlayer(x, y, element);
5382 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5384 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5385 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5388 TEST_DrawLevelFieldCrumbled(x, y);
5390 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5392 DrawLevelElement(x, y, Back[x][y]);
5393 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5395 else if (IS_WALKABLE_UNDER(Back[x][y]))
5397 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5398 DrawLevelElementThruMask(x, y, Back[x][y]);
5400 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5401 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5405 void DynaExplode(int ex, int ey)
5408 int dynabomb_element = Feld[ex][ey];
5409 int dynabomb_size = 1;
5410 boolean dynabomb_xl = FALSE;
5411 struct PlayerInfo *player;
5412 static int xy[4][2] =
5420 if (IS_ACTIVE_BOMB(dynabomb_element))
5422 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5423 dynabomb_size = player->dynabomb_size;
5424 dynabomb_xl = player->dynabomb_xl;
5425 player->dynabombs_left++;
5428 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5430 for (i = 0; i < NUM_DIRECTIONS; i++)
5432 for (j = 1; j <= dynabomb_size; j++)
5434 int x = ex + j * xy[i][0];
5435 int y = ey + j * xy[i][1];
5438 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5441 element = Feld[x][y];
5443 /* do not restart explosions of fields with active bombs */
5444 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5447 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5449 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5450 !IS_DIGGABLE(element) && !dynabomb_xl)
5456 void Bang(int x, int y)
5458 int element = MovingOrBlocked2Element(x, y);
5459 int explosion_type = EX_TYPE_NORMAL;
5461 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5463 struct PlayerInfo *player = PLAYERINFO(x, y);
5465 element = Feld[x][y] = player->initial_element;
5467 if (level.use_explosion_element[player->index_nr])
5469 int explosion_element = level.explosion_element[player->index_nr];
5471 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5472 explosion_type = EX_TYPE_CROSS;
5473 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5474 explosion_type = EX_TYPE_CENTER;
5482 case EL_BD_BUTTERFLY:
5485 case EL_DARK_YAMYAM:
5489 RaiseScoreElement(element);
5492 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5493 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5494 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5495 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5496 case EL_DYNABOMB_INCREASE_NUMBER:
5497 case EL_DYNABOMB_INCREASE_SIZE:
5498 case EL_DYNABOMB_INCREASE_POWER:
5499 explosion_type = EX_TYPE_DYNA;
5502 case EL_DC_LANDMINE:
5503 explosion_type = EX_TYPE_CENTER;
5508 case EL_LAMP_ACTIVE:
5509 case EL_AMOEBA_TO_DIAMOND:
5510 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5511 explosion_type = EX_TYPE_CENTER;
5515 if (element_info[element].explosion_type == EXPLODES_CROSS)
5516 explosion_type = EX_TYPE_CROSS;
5517 else if (element_info[element].explosion_type == EXPLODES_1X1)
5518 explosion_type = EX_TYPE_CENTER;
5522 if (explosion_type == EX_TYPE_DYNA)
5525 Explode(x, y, EX_PHASE_START, explosion_type);
5527 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5530 void SplashAcid(int x, int y)
5532 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5533 (!IN_LEV_FIELD(x - 1, y - 2) ||
5534 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5535 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5537 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5538 (!IN_LEV_FIELD(x + 1, y - 2) ||
5539 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5540 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5542 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5545 static void InitBeltMovement()
5547 static int belt_base_element[4] =
5549 EL_CONVEYOR_BELT_1_LEFT,
5550 EL_CONVEYOR_BELT_2_LEFT,
5551 EL_CONVEYOR_BELT_3_LEFT,
5552 EL_CONVEYOR_BELT_4_LEFT
5554 static int belt_base_active_element[4] =
5556 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5557 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5558 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5559 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5564 /* set frame order for belt animation graphic according to belt direction */
5565 for (i = 0; i < NUM_BELTS; i++)
5569 for (j = 0; j < NUM_BELT_PARTS; j++)
5571 int element = belt_base_active_element[belt_nr] + j;
5572 int graphic_1 = el2img(element);
5573 int graphic_2 = el2panelimg(element);
5575 if (game.belt_dir[i] == MV_LEFT)
5577 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5578 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5582 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5583 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5588 SCAN_PLAYFIELD(x, y)
5590 int element = Feld[x][y];
5592 for (i = 0; i < NUM_BELTS; i++)
5594 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5596 int e_belt_nr = getBeltNrFromBeltElement(element);
5599 if (e_belt_nr == belt_nr)
5601 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5603 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5610 static void ToggleBeltSwitch(int x, int y)
5612 static int belt_base_element[4] =
5614 EL_CONVEYOR_BELT_1_LEFT,
5615 EL_CONVEYOR_BELT_2_LEFT,
5616 EL_CONVEYOR_BELT_3_LEFT,
5617 EL_CONVEYOR_BELT_4_LEFT
5619 static int belt_base_active_element[4] =
5621 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5622 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5623 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5624 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5626 static int belt_base_switch_element[4] =
5628 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5629 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5630 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5631 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5633 static int belt_move_dir[4] =
5641 int element = Feld[x][y];
5642 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5643 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5644 int belt_dir = belt_move_dir[belt_dir_nr];
5647 if (!IS_BELT_SWITCH(element))
5650 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5651 game.belt_dir[belt_nr] = belt_dir;
5653 if (belt_dir_nr == 3)
5656 /* set frame order for belt animation graphic according to belt direction */
5657 for (i = 0; i < NUM_BELT_PARTS; i++)
5659 int element = belt_base_active_element[belt_nr] + i;
5660 int graphic_1 = el2img(element);
5661 int graphic_2 = el2panelimg(element);
5663 if (belt_dir == MV_LEFT)
5665 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5666 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5670 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5671 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5675 SCAN_PLAYFIELD(xx, yy)
5677 int element = Feld[xx][yy];
5679 if (IS_BELT_SWITCH(element))
5681 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5683 if (e_belt_nr == belt_nr)
5685 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5686 TEST_DrawLevelField(xx, yy);
5689 else if (IS_BELT(element) && belt_dir != MV_NONE)
5691 int e_belt_nr = getBeltNrFromBeltElement(element);
5693 if (e_belt_nr == belt_nr)
5695 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5697 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5698 TEST_DrawLevelField(xx, yy);
5701 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5703 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5705 if (e_belt_nr == belt_nr)
5707 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5709 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5710 TEST_DrawLevelField(xx, yy);
5716 static void ToggleSwitchgateSwitch(int x, int y)
5720 game.switchgate_pos = !game.switchgate_pos;
5722 SCAN_PLAYFIELD(xx, yy)
5724 int element = Feld[xx][yy];
5726 if (element == EL_SWITCHGATE_SWITCH_UP)
5728 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5729 TEST_DrawLevelField(xx, yy);
5731 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5733 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5734 TEST_DrawLevelField(xx, yy);
5736 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5738 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5739 TEST_DrawLevelField(xx, yy);
5741 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5743 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5744 TEST_DrawLevelField(xx, yy);
5746 else if (element == EL_SWITCHGATE_OPEN ||
5747 element == EL_SWITCHGATE_OPENING)
5749 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
5751 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
5753 else if (element == EL_SWITCHGATE_CLOSED ||
5754 element == EL_SWITCHGATE_CLOSING)
5756 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
5758 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
5763 static int getInvisibleActiveFromInvisibleElement(int element)
5765 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
5766 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
5767 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
5771 static int getInvisibleFromInvisibleActiveElement(int element)
5773 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
5774 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
5775 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
5779 static void RedrawAllLightSwitchesAndInvisibleElements()
5783 SCAN_PLAYFIELD(x, y)
5785 int element = Feld[x][y];
5787 if (element == EL_LIGHT_SWITCH &&
5788 game.light_time_left > 0)
5790 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
5791 TEST_DrawLevelField(x, y);
5793 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
5794 game.light_time_left == 0)
5796 Feld[x][y] = EL_LIGHT_SWITCH;
5797 TEST_DrawLevelField(x, y);
5799 else if (element == EL_EMC_DRIPPER &&
5800 game.light_time_left > 0)
5802 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5803 TEST_DrawLevelField(x, y);
5805 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5806 game.light_time_left == 0)
5808 Feld[x][y] = EL_EMC_DRIPPER;
5809 TEST_DrawLevelField(x, y);
5811 else if (element == EL_INVISIBLE_STEELWALL ||
5812 element == EL_INVISIBLE_WALL ||
5813 element == EL_INVISIBLE_SAND)
5815 if (game.light_time_left > 0)
5816 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5818 TEST_DrawLevelField(x, y);
5820 /* uncrumble neighbour fields, if needed */
5821 if (element == EL_INVISIBLE_SAND)
5822 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5824 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5825 element == EL_INVISIBLE_WALL_ACTIVE ||
5826 element == EL_INVISIBLE_SAND_ACTIVE)
5828 if (game.light_time_left == 0)
5829 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5831 TEST_DrawLevelField(x, y);
5833 /* re-crumble neighbour fields, if needed */
5834 if (element == EL_INVISIBLE_SAND)
5835 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5840 static void RedrawAllInvisibleElementsForLenses()
5844 SCAN_PLAYFIELD(x, y)
5846 int element = Feld[x][y];
5848 if (element == EL_EMC_DRIPPER &&
5849 game.lenses_time_left > 0)
5851 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5852 TEST_DrawLevelField(x, y);
5854 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5855 game.lenses_time_left == 0)
5857 Feld[x][y] = EL_EMC_DRIPPER;
5858 TEST_DrawLevelField(x, y);
5860 else if (element == EL_INVISIBLE_STEELWALL ||
5861 element == EL_INVISIBLE_WALL ||
5862 element == EL_INVISIBLE_SAND)
5864 if (game.lenses_time_left > 0)
5865 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5867 TEST_DrawLevelField(x, y);
5869 /* uncrumble neighbour fields, if needed */
5870 if (element == EL_INVISIBLE_SAND)
5871 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5873 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5874 element == EL_INVISIBLE_WALL_ACTIVE ||
5875 element == EL_INVISIBLE_SAND_ACTIVE)
5877 if (game.lenses_time_left == 0)
5878 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5880 TEST_DrawLevelField(x, y);
5882 /* re-crumble neighbour fields, if needed */
5883 if (element == EL_INVISIBLE_SAND)
5884 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5889 static void RedrawAllInvisibleElementsForMagnifier()
5893 SCAN_PLAYFIELD(x, y)
5895 int element = Feld[x][y];
5897 if (element == EL_EMC_FAKE_GRASS &&
5898 game.magnify_time_left > 0)
5900 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
5901 TEST_DrawLevelField(x, y);
5903 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
5904 game.magnify_time_left == 0)
5906 Feld[x][y] = EL_EMC_FAKE_GRASS;
5907 TEST_DrawLevelField(x, y);
5909 else if (IS_GATE_GRAY(element) &&
5910 game.magnify_time_left > 0)
5912 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
5913 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
5914 IS_EM_GATE_GRAY(element) ?
5915 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
5916 IS_EMC_GATE_GRAY(element) ?
5917 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
5918 IS_DC_GATE_GRAY(element) ?
5919 EL_DC_GATE_WHITE_GRAY_ACTIVE :
5921 TEST_DrawLevelField(x, y);
5923 else if (IS_GATE_GRAY_ACTIVE(element) &&
5924 game.magnify_time_left == 0)
5926 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
5927 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
5928 IS_EM_GATE_GRAY_ACTIVE(element) ?
5929 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
5930 IS_EMC_GATE_GRAY_ACTIVE(element) ?
5931 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
5932 IS_DC_GATE_GRAY_ACTIVE(element) ?
5933 EL_DC_GATE_WHITE_GRAY :
5935 TEST_DrawLevelField(x, y);
5940 static void ToggleLightSwitch(int x, int y)
5942 int element = Feld[x][y];
5944 game.light_time_left =
5945 (element == EL_LIGHT_SWITCH ?
5946 level.time_light * FRAMES_PER_SECOND : 0);
5948 RedrawAllLightSwitchesAndInvisibleElements();
5951 static void ActivateTimegateSwitch(int x, int y)
5955 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
5957 SCAN_PLAYFIELD(xx, yy)
5959 int element = Feld[xx][yy];
5961 if (element == EL_TIMEGATE_CLOSED ||
5962 element == EL_TIMEGATE_CLOSING)
5964 Feld[xx][yy] = EL_TIMEGATE_OPENING;
5965 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
5969 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
5971 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
5972 TEST_DrawLevelField(xx, yy);
5978 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
5979 EL_DC_TIMEGATE_SWITCH_ACTIVE);
5982 void Impact(int x, int y)
5984 boolean last_line = (y == lev_fieldy - 1);
5985 boolean object_hit = FALSE;
5986 boolean impact = (last_line || object_hit);
5987 int element = Feld[x][y];
5988 int smashed = EL_STEELWALL;
5990 if (!last_line) /* check if element below was hit */
5992 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
5995 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
5996 MovDir[x][y + 1] != MV_DOWN ||
5997 MovPos[x][y + 1] <= TILEY / 2));
5999 /* do not smash moving elements that left the smashed field in time */
6000 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6001 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6004 #if USE_QUICKSAND_IMPACT_BUGFIX
6005 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6007 RemoveMovingField(x, y + 1);
6008 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6009 Feld[x][y + 2] = EL_ROCK;
6010 TEST_DrawLevelField(x, y + 2);
6015 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6017 RemoveMovingField(x, y + 1);
6018 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6019 Feld[x][y + 2] = EL_ROCK;
6020 TEST_DrawLevelField(x, y + 2);
6027 smashed = MovingOrBlocked2Element(x, y + 1);
6029 impact = (last_line || object_hit);
6032 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6034 SplashAcid(x, y + 1);
6038 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6039 /* only reset graphic animation if graphic really changes after impact */
6041 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6043 ResetGfxAnimation(x, y);
6044 TEST_DrawLevelField(x, y);
6047 if (impact && CAN_EXPLODE_IMPACT(element))
6052 else if (impact && element == EL_PEARL &&
6053 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6055 ResetGfxAnimation(x, y);
6057 Feld[x][y] = EL_PEARL_BREAKING;
6058 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6061 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6063 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6068 if (impact && element == EL_AMOEBA_DROP)
6070 if (object_hit && IS_PLAYER(x, y + 1))
6071 KillPlayerUnlessEnemyProtected(x, y + 1);
6072 else if (object_hit && smashed == EL_PENGUIN)
6076 Feld[x][y] = EL_AMOEBA_GROWING;
6077 Store[x][y] = EL_AMOEBA_WET;
6079 ResetRandomAnimationValue(x, y);
6084 if (object_hit) /* check which object was hit */
6086 if ((CAN_PASS_MAGIC_WALL(element) &&
6087 (smashed == EL_MAGIC_WALL ||
6088 smashed == EL_BD_MAGIC_WALL)) ||
6089 (CAN_PASS_DC_MAGIC_WALL(element) &&
6090 smashed == EL_DC_MAGIC_WALL))
6093 int activated_magic_wall =
6094 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6095 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6096 EL_DC_MAGIC_WALL_ACTIVE);
6098 /* activate magic wall / mill */
6099 SCAN_PLAYFIELD(xx, yy)
6101 if (Feld[xx][yy] == smashed)
6102 Feld[xx][yy] = activated_magic_wall;
6105 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6106 game.magic_wall_active = TRUE;
6108 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6109 SND_MAGIC_WALL_ACTIVATING :
6110 smashed == EL_BD_MAGIC_WALL ?
6111 SND_BD_MAGIC_WALL_ACTIVATING :
6112 SND_DC_MAGIC_WALL_ACTIVATING));
6115 if (IS_PLAYER(x, y + 1))
6117 if (CAN_SMASH_PLAYER(element))
6119 KillPlayerUnlessEnemyProtected(x, y + 1);
6123 else if (smashed == EL_PENGUIN)
6125 if (CAN_SMASH_PLAYER(element))
6131 else if (element == EL_BD_DIAMOND)
6133 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6139 else if (((element == EL_SP_INFOTRON ||
6140 element == EL_SP_ZONK) &&
6141 (smashed == EL_SP_SNIKSNAK ||
6142 smashed == EL_SP_ELECTRON ||
6143 smashed == EL_SP_DISK_ORANGE)) ||
6144 (element == EL_SP_INFOTRON &&
6145 smashed == EL_SP_DISK_YELLOW))
6150 else if (CAN_SMASH_EVERYTHING(element))
6152 if (IS_CLASSIC_ENEMY(smashed) ||
6153 CAN_EXPLODE_SMASHED(smashed))
6158 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6160 if (smashed == EL_LAMP ||
6161 smashed == EL_LAMP_ACTIVE)
6166 else if (smashed == EL_NUT)
6168 Feld[x][y + 1] = EL_NUT_BREAKING;
6169 PlayLevelSound(x, y, SND_NUT_BREAKING);
6170 RaiseScoreElement(EL_NUT);
6173 else if (smashed == EL_PEARL)
6175 ResetGfxAnimation(x, y);
6177 Feld[x][y + 1] = EL_PEARL_BREAKING;
6178 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6181 else if (smashed == EL_DIAMOND)
6183 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6184 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6187 else if (IS_BELT_SWITCH(smashed))
6189 ToggleBeltSwitch(x, y + 1);
6191 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6192 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6193 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6194 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6196 ToggleSwitchgateSwitch(x, y + 1);
6198 else if (smashed == EL_LIGHT_SWITCH ||
6199 smashed == EL_LIGHT_SWITCH_ACTIVE)
6201 ToggleLightSwitch(x, y + 1);
6205 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6207 CheckElementChangeBySide(x, y + 1, smashed, element,
6208 CE_SWITCHED, CH_SIDE_TOP);
6209 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6215 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6220 /* play sound of magic wall / mill */
6222 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6223 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6224 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6226 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6227 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6228 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6229 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6230 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6231 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6236 /* play sound of object that hits the ground */
6237 if (last_line || object_hit)
6238 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6241 inline static void TurnRoundExt(int x, int y)
6253 { 0, 0 }, { 0, 0 }, { 0, 0 },
6258 int left, right, back;
6262 { MV_DOWN, MV_UP, MV_RIGHT },
6263 { MV_UP, MV_DOWN, MV_LEFT },
6265 { MV_LEFT, MV_RIGHT, MV_DOWN },
6269 { MV_RIGHT, MV_LEFT, MV_UP }
6272 int element = Feld[x][y];
6273 int move_pattern = element_info[element].move_pattern;
6275 int old_move_dir = MovDir[x][y];
6276 int left_dir = turn[old_move_dir].left;
6277 int right_dir = turn[old_move_dir].right;
6278 int back_dir = turn[old_move_dir].back;
6280 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6281 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6282 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6283 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6285 int left_x = x + left_dx, left_y = y + left_dy;
6286 int right_x = x + right_dx, right_y = y + right_dy;
6287 int move_x = x + move_dx, move_y = y + move_dy;
6291 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6293 TestIfBadThingTouchesOtherBadThing(x, y);
6295 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6296 MovDir[x][y] = right_dir;
6297 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6298 MovDir[x][y] = left_dir;
6300 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6302 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6305 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6307 TestIfBadThingTouchesOtherBadThing(x, y);
6309 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6310 MovDir[x][y] = left_dir;
6311 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6312 MovDir[x][y] = right_dir;
6314 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6316 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6319 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6321 TestIfBadThingTouchesOtherBadThing(x, y);
6323 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6324 MovDir[x][y] = left_dir;
6325 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6326 MovDir[x][y] = right_dir;
6328 if (MovDir[x][y] != old_move_dir)
6331 else if (element == EL_YAMYAM)
6333 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6334 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6336 if (can_turn_left && can_turn_right)
6337 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6338 else if (can_turn_left)
6339 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6340 else if (can_turn_right)
6341 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6343 MovDir[x][y] = back_dir;
6345 MovDelay[x][y] = 16 + 16 * RND(3);
6347 else if (element == EL_DARK_YAMYAM)
6349 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6351 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6354 if (can_turn_left && can_turn_right)
6355 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6356 else if (can_turn_left)
6357 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6358 else if (can_turn_right)
6359 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6361 MovDir[x][y] = back_dir;
6363 MovDelay[x][y] = 16 + 16 * RND(3);
6365 else if (element == EL_PACMAN)
6367 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6368 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6370 if (can_turn_left && can_turn_right)
6371 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6372 else if (can_turn_left)
6373 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6374 else if (can_turn_right)
6375 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6377 MovDir[x][y] = back_dir;
6379 MovDelay[x][y] = 6 + RND(40);
6381 else if (element == EL_PIG)
6383 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6384 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6385 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6386 boolean should_turn_left, should_turn_right, should_move_on;
6388 int rnd = RND(rnd_value);
6390 should_turn_left = (can_turn_left &&
6392 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6393 y + back_dy + left_dy)));
6394 should_turn_right = (can_turn_right &&
6396 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6397 y + back_dy + right_dy)));
6398 should_move_on = (can_move_on &&
6401 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6402 y + move_dy + left_dy) ||
6403 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6404 y + move_dy + right_dy)));
6406 if (should_turn_left || should_turn_right || should_move_on)
6408 if (should_turn_left && should_turn_right && should_move_on)
6409 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6410 rnd < 2 * rnd_value / 3 ? right_dir :
6412 else if (should_turn_left && should_turn_right)
6413 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6414 else if (should_turn_left && should_move_on)
6415 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6416 else if (should_turn_right && should_move_on)
6417 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6418 else if (should_turn_left)
6419 MovDir[x][y] = left_dir;
6420 else if (should_turn_right)
6421 MovDir[x][y] = right_dir;
6422 else if (should_move_on)
6423 MovDir[x][y] = old_move_dir;
6425 else if (can_move_on && rnd > rnd_value / 8)
6426 MovDir[x][y] = old_move_dir;
6427 else if (can_turn_left && can_turn_right)
6428 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6429 else if (can_turn_left && rnd > rnd_value / 8)
6430 MovDir[x][y] = left_dir;
6431 else if (can_turn_right && rnd > rnd_value/8)
6432 MovDir[x][y] = right_dir;
6434 MovDir[x][y] = back_dir;
6436 xx = x + move_xy[MovDir[x][y]].dx;
6437 yy = y + move_xy[MovDir[x][y]].dy;
6439 if (!IN_LEV_FIELD(xx, yy) ||
6440 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6441 MovDir[x][y] = old_move_dir;
6445 else if (element == EL_DRAGON)
6447 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6448 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6449 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6451 int rnd = RND(rnd_value);
6453 if (can_move_on && rnd > rnd_value / 8)
6454 MovDir[x][y] = old_move_dir;
6455 else if (can_turn_left && can_turn_right)
6456 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6457 else if (can_turn_left && rnd > rnd_value / 8)
6458 MovDir[x][y] = left_dir;
6459 else if (can_turn_right && rnd > rnd_value / 8)
6460 MovDir[x][y] = right_dir;
6462 MovDir[x][y] = back_dir;
6464 xx = x + move_xy[MovDir[x][y]].dx;
6465 yy = y + move_xy[MovDir[x][y]].dy;
6467 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6468 MovDir[x][y] = old_move_dir;
6472 else if (element == EL_MOLE)
6474 boolean can_move_on =
6475 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6476 IS_AMOEBOID(Feld[move_x][move_y]) ||
6477 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6480 boolean can_turn_left =
6481 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6482 IS_AMOEBOID(Feld[left_x][left_y])));
6484 boolean can_turn_right =
6485 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6486 IS_AMOEBOID(Feld[right_x][right_y])));
6488 if (can_turn_left && can_turn_right)
6489 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6490 else if (can_turn_left)
6491 MovDir[x][y] = left_dir;
6493 MovDir[x][y] = right_dir;
6496 if (MovDir[x][y] != old_move_dir)
6499 else if (element == EL_BALLOON)
6501 MovDir[x][y] = game.wind_direction;
6504 else if (element == EL_SPRING)
6506 if (MovDir[x][y] & MV_HORIZONTAL)
6508 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6509 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6511 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6512 ResetGfxAnimation(move_x, move_y);
6513 TEST_DrawLevelField(move_x, move_y);
6515 MovDir[x][y] = back_dir;
6517 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6518 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6519 MovDir[x][y] = MV_NONE;
6524 else if (element == EL_ROBOT ||
6525 element == EL_SATELLITE ||
6526 element == EL_PENGUIN ||
6527 element == EL_EMC_ANDROID)
6529 int attr_x = -1, attr_y = -1;
6540 for (i = 0; i < MAX_PLAYERS; i++)
6542 struct PlayerInfo *player = &stored_player[i];
6543 int jx = player->jx, jy = player->jy;
6545 if (!player->active)
6549 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6557 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6558 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6559 game.engine_version < VERSION_IDENT(3,1,0,0)))
6565 if (element == EL_PENGUIN)
6568 static int xy[4][2] =
6576 for (i = 0; i < NUM_DIRECTIONS; i++)
6578 int ex = x + xy[i][0];
6579 int ey = y + xy[i][1];
6581 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6582 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6583 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6584 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6593 MovDir[x][y] = MV_NONE;
6595 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6596 else if (attr_x > x)
6597 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6599 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6600 else if (attr_y > y)
6601 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6603 if (element == EL_ROBOT)
6607 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6608 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6609 Moving2Blocked(x, y, &newx, &newy);
6611 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6612 MovDelay[x][y] = 8 + 8 * !RND(3);
6614 MovDelay[x][y] = 16;
6616 else if (element == EL_PENGUIN)
6622 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6624 boolean first_horiz = RND(2);
6625 int new_move_dir = MovDir[x][y];
6628 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6629 Moving2Blocked(x, y, &newx, &newy);
6631 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6635 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6636 Moving2Blocked(x, y, &newx, &newy);
6638 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6641 MovDir[x][y] = old_move_dir;
6645 else if (element == EL_SATELLITE)
6651 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6653 boolean first_horiz = RND(2);
6654 int new_move_dir = MovDir[x][y];
6657 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6658 Moving2Blocked(x, y, &newx, &newy);
6660 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6664 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6665 Moving2Blocked(x, y, &newx, &newy);
6667 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6670 MovDir[x][y] = old_move_dir;
6674 else if (element == EL_EMC_ANDROID)
6676 static int check_pos[16] =
6678 -1, /* 0 => (invalid) */
6679 7, /* 1 => MV_LEFT */
6680 3, /* 2 => MV_RIGHT */
6681 -1, /* 3 => (invalid) */
6683 0, /* 5 => MV_LEFT | MV_UP */
6684 2, /* 6 => MV_RIGHT | MV_UP */
6685 -1, /* 7 => (invalid) */
6686 5, /* 8 => MV_DOWN */
6687 6, /* 9 => MV_LEFT | MV_DOWN */
6688 4, /* 10 => MV_RIGHT | MV_DOWN */
6689 -1, /* 11 => (invalid) */
6690 -1, /* 12 => (invalid) */
6691 -1, /* 13 => (invalid) */
6692 -1, /* 14 => (invalid) */
6693 -1, /* 15 => (invalid) */
6701 { -1, -1, MV_LEFT | MV_UP },
6703 { +1, -1, MV_RIGHT | MV_UP },
6704 { +1, 0, MV_RIGHT },
6705 { +1, +1, MV_RIGHT | MV_DOWN },
6707 { -1, +1, MV_LEFT | MV_DOWN },
6710 int start_pos, check_order;
6711 boolean can_clone = FALSE;
6714 /* check if there is any free field around current position */
6715 for (i = 0; i < 8; i++)
6717 int newx = x + check_xy[i].dx;
6718 int newy = y + check_xy[i].dy;
6720 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6728 if (can_clone) /* randomly find an element to clone */
6732 start_pos = check_pos[RND(8)];
6733 check_order = (RND(2) ? -1 : +1);
6735 for (i = 0; i < 8; i++)
6737 int pos_raw = start_pos + i * check_order;
6738 int pos = (pos_raw + 8) % 8;
6739 int newx = x + check_xy[pos].dx;
6740 int newy = y + check_xy[pos].dy;
6742 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6744 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
6745 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
6747 Store[x][y] = Feld[newx][newy];
6756 if (can_clone) /* randomly find a direction to move */
6760 start_pos = check_pos[RND(8)];
6761 check_order = (RND(2) ? -1 : +1);
6763 for (i = 0; i < 8; i++)
6765 int pos_raw = start_pos + i * check_order;
6766 int pos = (pos_raw + 8) % 8;
6767 int newx = x + check_xy[pos].dx;
6768 int newy = y + check_xy[pos].dy;
6769 int new_move_dir = check_xy[pos].dir;
6771 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6773 MovDir[x][y] = new_move_dir;
6774 MovDelay[x][y] = level.android_clone_time * 8 + 1;
6783 if (can_clone) /* cloning and moving successful */
6786 /* cannot clone -- try to move towards player */
6788 start_pos = check_pos[MovDir[x][y] & 0x0f];
6789 check_order = (RND(2) ? -1 : +1);
6791 for (i = 0; i < 3; i++)
6793 /* first check start_pos, then previous/next or (next/previous) pos */
6794 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
6795 int pos = (pos_raw + 8) % 8;
6796 int newx = x + check_xy[pos].dx;
6797 int newy = y + check_xy[pos].dy;
6798 int new_move_dir = check_xy[pos].dir;
6800 if (IS_PLAYER(newx, newy))
6803 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6805 MovDir[x][y] = new_move_dir;
6806 MovDelay[x][y] = level.android_move_time * 8 + 1;
6813 else if (move_pattern == MV_TURNING_LEFT ||
6814 move_pattern == MV_TURNING_RIGHT ||
6815 move_pattern == MV_TURNING_LEFT_RIGHT ||
6816 move_pattern == MV_TURNING_RIGHT_LEFT ||
6817 move_pattern == MV_TURNING_RANDOM ||
6818 move_pattern == MV_ALL_DIRECTIONS)
6820 boolean can_turn_left =
6821 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
6822 boolean can_turn_right =
6823 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
6825 if (element_info[element].move_stepsize == 0) /* "not moving" */
6828 if (move_pattern == MV_TURNING_LEFT)
6829 MovDir[x][y] = left_dir;
6830 else if (move_pattern == MV_TURNING_RIGHT)
6831 MovDir[x][y] = right_dir;
6832 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
6833 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
6834 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
6835 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
6836 else if (move_pattern == MV_TURNING_RANDOM)
6837 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
6838 can_turn_right && !can_turn_left ? right_dir :
6839 RND(2) ? left_dir : right_dir);
6840 else if (can_turn_left && can_turn_right)
6841 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6842 else if (can_turn_left)
6843 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6844 else if (can_turn_right)
6845 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6847 MovDir[x][y] = back_dir;
6849 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6851 else if (move_pattern == MV_HORIZONTAL ||
6852 move_pattern == MV_VERTICAL)
6854 if (move_pattern & old_move_dir)
6855 MovDir[x][y] = back_dir;
6856 else if (move_pattern == MV_HORIZONTAL)
6857 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
6858 else if (move_pattern == MV_VERTICAL)
6859 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
6861 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6863 else if (move_pattern & MV_ANY_DIRECTION)
6865 MovDir[x][y] = move_pattern;
6866 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6868 else if (move_pattern & MV_WIND_DIRECTION)
6870 MovDir[x][y] = game.wind_direction;
6871 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6873 else if (move_pattern == MV_ALONG_LEFT_SIDE)
6875 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
6876 MovDir[x][y] = left_dir;
6877 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6878 MovDir[x][y] = right_dir;
6880 if (MovDir[x][y] != old_move_dir)
6881 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6883 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
6885 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
6886 MovDir[x][y] = right_dir;
6887 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6888 MovDir[x][y] = left_dir;
6890 if (MovDir[x][y] != old_move_dir)
6891 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6893 else if (move_pattern == MV_TOWARDS_PLAYER ||
6894 move_pattern == MV_AWAY_FROM_PLAYER)
6896 int attr_x = -1, attr_y = -1;
6898 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
6909 for (i = 0; i < MAX_PLAYERS; i++)
6911 struct PlayerInfo *player = &stored_player[i];
6912 int jx = player->jx, jy = player->jy;
6914 if (!player->active)
6918 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6926 MovDir[x][y] = MV_NONE;
6928 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
6929 else if (attr_x > x)
6930 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
6932 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
6933 else if (attr_y > y)
6934 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
6936 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6938 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6940 boolean first_horiz = RND(2);
6941 int new_move_dir = MovDir[x][y];
6943 if (element_info[element].move_stepsize == 0) /* "not moving" */
6945 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
6946 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6952 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6953 Moving2Blocked(x, y, &newx, &newy);
6955 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
6959 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6960 Moving2Blocked(x, y, &newx, &newy);
6962 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
6965 MovDir[x][y] = old_move_dir;
6968 else if (move_pattern == MV_WHEN_PUSHED ||
6969 move_pattern == MV_WHEN_DROPPED)
6971 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6972 MovDir[x][y] = MV_NONE;
6976 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
6978 static int test_xy[7][2] =
6988 static int test_dir[7] =
6998 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
6999 int move_preference = -1000000; /* start with very low preference */
7000 int new_move_dir = MV_NONE;
7001 int start_test = RND(4);
7004 for (i = 0; i < NUM_DIRECTIONS; i++)
7006 int move_dir = test_dir[start_test + i];
7007 int move_dir_preference;
7009 xx = x + test_xy[start_test + i][0];
7010 yy = y + test_xy[start_test + i][1];
7012 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7013 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7015 new_move_dir = move_dir;
7020 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7023 move_dir_preference = -1 * RunnerVisit[xx][yy];
7024 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7025 move_dir_preference = PlayerVisit[xx][yy];
7027 if (move_dir_preference > move_preference)
7029 /* prefer field that has not been visited for the longest time */
7030 move_preference = move_dir_preference;
7031 new_move_dir = move_dir;
7033 else if (move_dir_preference == move_preference &&
7034 move_dir == old_move_dir)
7036 /* prefer last direction when all directions are preferred equally */
7037 move_preference = move_dir_preference;
7038 new_move_dir = move_dir;
7042 MovDir[x][y] = new_move_dir;
7043 if (old_move_dir != new_move_dir)
7044 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7048 static void TurnRound(int x, int y)
7050 int direction = MovDir[x][y];
7054 GfxDir[x][y] = MovDir[x][y];
7056 if (direction != MovDir[x][y])
7060 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7062 ResetGfxFrame(x, y, FALSE);
7065 static boolean JustBeingPushed(int x, int y)
7069 for (i = 0; i < MAX_PLAYERS; i++)
7071 struct PlayerInfo *player = &stored_player[i];
7073 if (player->active && player->is_pushing && player->MovPos)
7075 int next_jx = player->jx + (player->jx - player->last_jx);
7076 int next_jy = player->jy + (player->jy - player->last_jy);
7078 if (x == next_jx && y == next_jy)
7086 void StartMoving(int x, int y)
7088 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7089 int element = Feld[x][y];
7094 if (MovDelay[x][y] == 0)
7095 GfxAction[x][y] = ACTION_DEFAULT;
7097 if (CAN_FALL(element) && y < lev_fieldy - 1)
7099 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7100 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7101 if (JustBeingPushed(x, y))
7104 if (element == EL_QUICKSAND_FULL)
7106 if (IS_FREE(x, y + 1))
7108 InitMovingField(x, y, MV_DOWN);
7109 started_moving = TRUE;
7111 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7112 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7113 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7114 Store[x][y] = EL_ROCK;
7116 Store[x][y] = EL_ROCK;
7119 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7121 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7123 if (!MovDelay[x][y])
7125 MovDelay[x][y] = TILEY + 1;
7127 ResetGfxAnimation(x, y);
7128 ResetGfxAnimation(x, y + 1);
7133 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7134 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7141 Feld[x][y] = EL_QUICKSAND_EMPTY;
7142 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7143 Store[x][y + 1] = Store[x][y];
7146 PlayLevelSoundAction(x, y, ACTION_FILLING);
7148 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7150 if (!MovDelay[x][y])
7152 MovDelay[x][y] = TILEY + 1;
7154 ResetGfxAnimation(x, y);
7155 ResetGfxAnimation(x, y + 1);
7160 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7161 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7168 Feld[x][y] = EL_QUICKSAND_EMPTY;
7169 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7170 Store[x][y + 1] = Store[x][y];
7173 PlayLevelSoundAction(x, y, ACTION_FILLING);
7176 else if (element == EL_QUICKSAND_FAST_FULL)
7178 if (IS_FREE(x, y + 1))
7180 InitMovingField(x, y, MV_DOWN);
7181 started_moving = TRUE;
7183 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7184 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7185 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7186 Store[x][y] = EL_ROCK;
7188 Store[x][y] = EL_ROCK;
7191 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7193 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7195 if (!MovDelay[x][y])
7197 MovDelay[x][y] = TILEY + 1;
7199 ResetGfxAnimation(x, y);
7200 ResetGfxAnimation(x, y + 1);
7205 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7206 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7213 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7214 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7215 Store[x][y + 1] = Store[x][y];
7218 PlayLevelSoundAction(x, y, ACTION_FILLING);
7220 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7222 if (!MovDelay[x][y])
7224 MovDelay[x][y] = TILEY + 1;
7226 ResetGfxAnimation(x, y);
7227 ResetGfxAnimation(x, y + 1);
7232 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7233 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7240 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7241 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7242 Store[x][y + 1] = Store[x][y];
7245 PlayLevelSoundAction(x, y, ACTION_FILLING);
7248 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7249 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7251 InitMovingField(x, y, MV_DOWN);
7252 started_moving = TRUE;
7254 Feld[x][y] = EL_QUICKSAND_FILLING;
7255 Store[x][y] = element;
7257 PlayLevelSoundAction(x, y, ACTION_FILLING);
7259 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7260 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7262 InitMovingField(x, y, MV_DOWN);
7263 started_moving = TRUE;
7265 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7266 Store[x][y] = element;
7268 PlayLevelSoundAction(x, y, ACTION_FILLING);
7270 else if (element == EL_MAGIC_WALL_FULL)
7272 if (IS_FREE(x, y + 1))
7274 InitMovingField(x, y, MV_DOWN);
7275 started_moving = TRUE;
7277 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7278 Store[x][y] = EL_CHANGED(Store[x][y]);
7280 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7282 if (!MovDelay[x][y])
7283 MovDelay[x][y] = TILEY / 4 + 1;
7292 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7293 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7294 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7298 else if (element == EL_BD_MAGIC_WALL_FULL)
7300 if (IS_FREE(x, y + 1))
7302 InitMovingField(x, y, MV_DOWN);
7303 started_moving = TRUE;
7305 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7306 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7308 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7310 if (!MovDelay[x][y])
7311 MovDelay[x][y] = TILEY / 4 + 1;
7320 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7321 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7322 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7326 else if (element == EL_DC_MAGIC_WALL_FULL)
7328 if (IS_FREE(x, y + 1))
7330 InitMovingField(x, y, MV_DOWN);
7331 started_moving = TRUE;
7333 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7334 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7336 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7338 if (!MovDelay[x][y])
7339 MovDelay[x][y] = TILEY / 4 + 1;
7348 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7349 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7350 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7354 else if ((CAN_PASS_MAGIC_WALL(element) &&
7355 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7356 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7357 (CAN_PASS_DC_MAGIC_WALL(element) &&
7358 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7361 InitMovingField(x, y, MV_DOWN);
7362 started_moving = TRUE;
7365 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7366 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7367 EL_DC_MAGIC_WALL_FILLING);
7368 Store[x][y] = element;
7370 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7372 SplashAcid(x, y + 1);
7374 InitMovingField(x, y, MV_DOWN);
7375 started_moving = TRUE;
7377 Store[x][y] = EL_ACID;
7380 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7381 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7382 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7383 CAN_FALL(element) && WasJustFalling[x][y] &&
7384 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7386 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7387 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7388 (Feld[x][y + 1] == EL_BLOCKED)))
7390 /* this is needed for a special case not covered by calling "Impact()"
7391 from "ContinueMoving()": if an element moves to a tile directly below
7392 another element which was just falling on that tile (which was empty
7393 in the previous frame), the falling element above would just stop
7394 instead of smashing the element below (in previous version, the above
7395 element was just checked for "moving" instead of "falling", resulting
7396 in incorrect smashes caused by horizontal movement of the above
7397 element; also, the case of the player being the element to smash was
7398 simply not covered here... :-/ ) */
7400 CheckCollision[x][y] = 0;
7401 CheckImpact[x][y] = 0;
7405 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7407 if (MovDir[x][y] == MV_NONE)
7409 InitMovingField(x, y, MV_DOWN);
7410 started_moving = TRUE;
7413 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7415 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7416 MovDir[x][y] = MV_DOWN;
7418 InitMovingField(x, y, MV_DOWN);
7419 started_moving = TRUE;
7421 else if (element == EL_AMOEBA_DROP)
7423 Feld[x][y] = EL_AMOEBA_GROWING;
7424 Store[x][y] = EL_AMOEBA_WET;
7426 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7427 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7428 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7429 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7431 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7432 (IS_FREE(x - 1, y + 1) ||
7433 Feld[x - 1][y + 1] == EL_ACID));
7434 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7435 (IS_FREE(x + 1, y + 1) ||
7436 Feld[x + 1][y + 1] == EL_ACID));
7437 boolean can_fall_any = (can_fall_left || can_fall_right);
7438 boolean can_fall_both = (can_fall_left && can_fall_right);
7439 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7441 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7443 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7444 can_fall_right = FALSE;
7445 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7446 can_fall_left = FALSE;
7447 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7448 can_fall_right = FALSE;
7449 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7450 can_fall_left = FALSE;
7452 can_fall_any = (can_fall_left || can_fall_right);
7453 can_fall_both = FALSE;
7458 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7459 can_fall_right = FALSE; /* slip down on left side */
7461 can_fall_left = !(can_fall_right = RND(2));
7463 can_fall_both = FALSE;
7468 /* if not determined otherwise, prefer left side for slipping down */
7469 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7470 started_moving = TRUE;
7473 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7475 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7476 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7477 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7478 int belt_dir = game.belt_dir[belt_nr];
7480 if ((belt_dir == MV_LEFT && left_is_free) ||
7481 (belt_dir == MV_RIGHT && right_is_free))
7483 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7485 InitMovingField(x, y, belt_dir);
7486 started_moving = TRUE;
7488 Pushed[x][y] = TRUE;
7489 Pushed[nextx][y] = TRUE;
7491 GfxAction[x][y] = ACTION_DEFAULT;
7495 MovDir[x][y] = 0; /* if element was moving, stop it */
7500 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7501 if (CAN_MOVE(element) && !started_moving)
7503 int move_pattern = element_info[element].move_pattern;
7506 Moving2Blocked(x, y, &newx, &newy);
7508 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7511 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7512 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7514 WasJustMoving[x][y] = 0;
7515 CheckCollision[x][y] = 0;
7517 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7519 if (Feld[x][y] != element) /* element has changed */
7523 if (!MovDelay[x][y]) /* start new movement phase */
7525 /* all objects that can change their move direction after each step
7526 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7528 if (element != EL_YAMYAM &&
7529 element != EL_DARK_YAMYAM &&
7530 element != EL_PACMAN &&
7531 !(move_pattern & MV_ANY_DIRECTION) &&
7532 move_pattern != MV_TURNING_LEFT &&
7533 move_pattern != MV_TURNING_RIGHT &&
7534 move_pattern != MV_TURNING_LEFT_RIGHT &&
7535 move_pattern != MV_TURNING_RIGHT_LEFT &&
7536 move_pattern != MV_TURNING_RANDOM)
7540 if (MovDelay[x][y] && (element == EL_BUG ||
7541 element == EL_SPACESHIP ||
7542 element == EL_SP_SNIKSNAK ||
7543 element == EL_SP_ELECTRON ||
7544 element == EL_MOLE))
7545 TEST_DrawLevelField(x, y);
7549 if (MovDelay[x][y]) /* wait some time before next movement */
7553 if (element == EL_ROBOT ||
7554 element == EL_YAMYAM ||
7555 element == EL_DARK_YAMYAM)
7557 DrawLevelElementAnimationIfNeeded(x, y, element);
7558 PlayLevelSoundAction(x, y, ACTION_WAITING);
7560 else if (element == EL_SP_ELECTRON)
7561 DrawLevelElementAnimationIfNeeded(x, y, element);
7562 else if (element == EL_DRAGON)
7565 int dir = MovDir[x][y];
7566 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7567 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7568 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7569 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7570 dir == MV_UP ? IMG_FLAMES_1_UP :
7571 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7572 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7574 GfxAction[x][y] = ACTION_ATTACKING;
7576 if (IS_PLAYER(x, y))
7577 DrawPlayerField(x, y);
7579 TEST_DrawLevelField(x, y);
7581 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7583 for (i = 1; i <= 3; i++)
7585 int xx = x + i * dx;
7586 int yy = y + i * dy;
7587 int sx = SCREENX(xx);
7588 int sy = SCREENY(yy);
7589 int flame_graphic = graphic + (i - 1);
7591 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7596 int flamed = MovingOrBlocked2Element(xx, yy);
7598 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7601 RemoveMovingField(xx, yy);
7603 ChangeDelay[xx][yy] = 0;
7605 Feld[xx][yy] = EL_FLAMES;
7607 if (IN_SCR_FIELD(sx, sy))
7609 TEST_DrawLevelFieldCrumbled(xx, yy);
7610 DrawGraphic(sx, sy, flame_graphic, frame);
7615 if (Feld[xx][yy] == EL_FLAMES)
7616 Feld[xx][yy] = EL_EMPTY;
7617 TEST_DrawLevelField(xx, yy);
7622 if (MovDelay[x][y]) /* element still has to wait some time */
7624 PlayLevelSoundAction(x, y, ACTION_WAITING);
7630 /* now make next step */
7632 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7634 if (DONT_COLLIDE_WITH(element) &&
7635 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7636 !PLAYER_ENEMY_PROTECTED(newx, newy))
7638 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7643 else if (CAN_MOVE_INTO_ACID(element) &&
7644 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7645 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7646 (MovDir[x][y] == MV_DOWN ||
7647 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7649 SplashAcid(newx, newy);
7650 Store[x][y] = EL_ACID;
7652 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7654 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7655 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7656 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7657 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7660 TEST_DrawLevelField(x, y);
7662 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7663 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7664 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7666 local_player->friends_still_needed--;
7667 if (!local_player->friends_still_needed &&
7668 !local_player->GameOver && AllPlayersGone)
7669 PlayerWins(local_player);
7673 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7675 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7676 TEST_DrawLevelField(newx, newy);
7678 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7680 else if (!IS_FREE(newx, newy))
7682 GfxAction[x][y] = ACTION_WAITING;
7684 if (IS_PLAYER(x, y))
7685 DrawPlayerField(x, y);
7687 TEST_DrawLevelField(x, y);
7692 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7694 if (IS_FOOD_PIG(Feld[newx][newy]))
7696 if (IS_MOVING(newx, newy))
7697 RemoveMovingField(newx, newy);
7700 Feld[newx][newy] = EL_EMPTY;
7701 TEST_DrawLevelField(newx, newy);
7704 PlayLevelSound(x, y, SND_PIG_DIGGING);
7706 else if (!IS_FREE(newx, newy))
7708 if (IS_PLAYER(x, y))
7709 DrawPlayerField(x, y);
7711 TEST_DrawLevelField(x, y);
7716 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7718 if (Store[x][y] != EL_EMPTY)
7720 boolean can_clone = FALSE;
7723 /* check if element to clone is still there */
7724 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7726 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7734 /* cannot clone or target field not free anymore -- do not clone */
7735 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7736 Store[x][y] = EL_EMPTY;
7739 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7741 if (IS_MV_DIAGONAL(MovDir[x][y]))
7743 int diagonal_move_dir = MovDir[x][y];
7744 int stored = Store[x][y];
7745 int change_delay = 8;
7748 /* android is moving diagonally */
7750 CreateField(x, y, EL_DIAGONAL_SHRINKING);
7752 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
7753 GfxElement[x][y] = EL_EMC_ANDROID;
7754 GfxAction[x][y] = ACTION_SHRINKING;
7755 GfxDir[x][y] = diagonal_move_dir;
7756 ChangeDelay[x][y] = change_delay;
7758 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
7761 DrawLevelGraphicAnimation(x, y, graphic);
7762 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
7764 if (Feld[newx][newy] == EL_ACID)
7766 SplashAcid(newx, newy);
7771 CreateField(newx, newy, EL_DIAGONAL_GROWING);
7773 Store[newx][newy] = EL_EMC_ANDROID;
7774 GfxElement[newx][newy] = EL_EMC_ANDROID;
7775 GfxAction[newx][newy] = ACTION_GROWING;
7776 GfxDir[newx][newy] = diagonal_move_dir;
7777 ChangeDelay[newx][newy] = change_delay;
7779 graphic = el_act_dir2img(GfxElement[newx][newy],
7780 GfxAction[newx][newy], GfxDir[newx][newy]);
7782 DrawLevelGraphicAnimation(newx, newy, graphic);
7783 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
7789 Feld[newx][newy] = EL_EMPTY;
7790 TEST_DrawLevelField(newx, newy);
7792 PlayLevelSoundAction(x, y, ACTION_DIGGING);
7795 else if (!IS_FREE(newx, newy))
7800 else if (IS_CUSTOM_ELEMENT(element) &&
7801 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7803 if (!DigFieldByCE(newx, newy, element))
7806 if (move_pattern & MV_MAZE_RUNNER_STYLE)
7808 RunnerVisit[x][y] = FrameCounter;
7809 PlayerVisit[x][y] /= 8; /* expire player visit path */
7812 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
7814 if (!IS_FREE(newx, newy))
7816 if (IS_PLAYER(x, y))
7817 DrawPlayerField(x, y);
7819 TEST_DrawLevelField(x, y);
7825 boolean wanna_flame = !RND(10);
7826 int dx = newx - x, dy = newy - y;
7827 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
7828 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
7829 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
7830 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
7831 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
7832 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
7835 IS_CLASSIC_ENEMY(element1) ||
7836 IS_CLASSIC_ENEMY(element2)) &&
7837 element1 != EL_DRAGON && element2 != EL_DRAGON &&
7838 element1 != EL_FLAMES && element2 != EL_FLAMES)
7840 ResetGfxAnimation(x, y);
7841 GfxAction[x][y] = ACTION_ATTACKING;
7843 if (IS_PLAYER(x, y))
7844 DrawPlayerField(x, y);
7846 TEST_DrawLevelField(x, y);
7848 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
7850 MovDelay[x][y] = 50;
7852 Feld[newx][newy] = EL_FLAMES;
7853 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
7854 Feld[newx1][newy1] = EL_FLAMES;
7855 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
7856 Feld[newx2][newy2] = EL_FLAMES;
7862 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7863 Feld[newx][newy] == EL_DIAMOND)
7865 if (IS_MOVING(newx, newy))
7866 RemoveMovingField(newx, newy);
7869 Feld[newx][newy] = EL_EMPTY;
7870 TEST_DrawLevelField(newx, newy);
7873 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
7875 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7876 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
7878 if (AmoebaNr[newx][newy])
7880 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7881 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7882 Feld[newx][newy] == EL_BD_AMOEBA)
7883 AmoebaCnt[AmoebaNr[newx][newy]]--;
7886 if (IS_MOVING(newx, newy))
7888 RemoveMovingField(newx, newy);
7892 Feld[newx][newy] = EL_EMPTY;
7893 TEST_DrawLevelField(newx, newy);
7896 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
7898 else if ((element == EL_PACMAN || element == EL_MOLE)
7899 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
7901 if (AmoebaNr[newx][newy])
7903 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7904 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7905 Feld[newx][newy] == EL_BD_AMOEBA)
7906 AmoebaCnt[AmoebaNr[newx][newy]]--;
7909 if (element == EL_MOLE)
7911 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
7912 PlayLevelSound(x, y, SND_MOLE_DIGGING);
7914 ResetGfxAnimation(x, y);
7915 GfxAction[x][y] = ACTION_DIGGING;
7916 TEST_DrawLevelField(x, y);
7918 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
7920 return; /* wait for shrinking amoeba */
7922 else /* element == EL_PACMAN */
7924 Feld[newx][newy] = EL_EMPTY;
7925 TEST_DrawLevelField(newx, newy);
7926 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
7929 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
7930 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
7931 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
7933 /* wait for shrinking amoeba to completely disappear */
7936 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
7938 /* object was running against a wall */
7942 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
7943 DrawLevelElementAnimation(x, y, element);
7945 if (DONT_TOUCH(element))
7946 TestIfBadThingTouchesPlayer(x, y);
7951 InitMovingField(x, y, MovDir[x][y]);
7953 PlayLevelSoundAction(x, y, ACTION_MOVING);
7957 ContinueMoving(x, y);
7960 void ContinueMoving(int x, int y)
7962 int element = Feld[x][y];
7963 struct ElementInfo *ei = &element_info[element];
7964 int direction = MovDir[x][y];
7965 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
7966 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
7967 int newx = x + dx, newy = y + dy;
7968 int stored = Store[x][y];
7969 int stored_new = Store[newx][newy];
7970 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
7971 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
7972 boolean last_line = (newy == lev_fieldy - 1);
7974 MovPos[x][y] += getElementMoveStepsize(x, y);
7976 if (pushed_by_player) /* special case: moving object pushed by player */
7977 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
7979 if (ABS(MovPos[x][y]) < TILEX)
7981 TEST_DrawLevelField(x, y);
7983 return; /* element is still moving */
7986 /* element reached destination field */
7988 Feld[x][y] = EL_EMPTY;
7989 Feld[newx][newy] = element;
7990 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
7992 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
7994 element = Feld[newx][newy] = EL_ACID;
7996 else if (element == EL_MOLE)
7998 Feld[x][y] = EL_SAND;
8000 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8002 else if (element == EL_QUICKSAND_FILLING)
8004 element = Feld[newx][newy] = get_next_element(element);
8005 Store[newx][newy] = Store[x][y];
8007 else if (element == EL_QUICKSAND_EMPTYING)
8009 Feld[x][y] = get_next_element(element);
8010 element = Feld[newx][newy] = Store[x][y];
8012 else if (element == EL_QUICKSAND_FAST_FILLING)
8014 element = Feld[newx][newy] = get_next_element(element);
8015 Store[newx][newy] = Store[x][y];
8017 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8019 Feld[x][y] = get_next_element(element);
8020 element = Feld[newx][newy] = Store[x][y];
8022 else if (element == EL_MAGIC_WALL_FILLING)
8024 element = Feld[newx][newy] = get_next_element(element);
8025 if (!game.magic_wall_active)
8026 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8027 Store[newx][newy] = Store[x][y];
8029 else if (element == EL_MAGIC_WALL_EMPTYING)
8031 Feld[x][y] = get_next_element(element);
8032 if (!game.magic_wall_active)
8033 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8034 element = Feld[newx][newy] = Store[x][y];
8036 InitField(newx, newy, FALSE);
8038 else if (element == EL_BD_MAGIC_WALL_FILLING)
8040 element = Feld[newx][newy] = get_next_element(element);
8041 if (!game.magic_wall_active)
8042 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8043 Store[newx][newy] = Store[x][y];
8045 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8047 Feld[x][y] = get_next_element(element);
8048 if (!game.magic_wall_active)
8049 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8050 element = Feld[newx][newy] = Store[x][y];
8052 InitField(newx, newy, FALSE);
8054 else if (element == EL_DC_MAGIC_WALL_FILLING)
8056 element = Feld[newx][newy] = get_next_element(element);
8057 if (!game.magic_wall_active)
8058 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8059 Store[newx][newy] = Store[x][y];
8061 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8063 Feld[x][y] = get_next_element(element);
8064 if (!game.magic_wall_active)
8065 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8066 element = Feld[newx][newy] = Store[x][y];
8068 InitField(newx, newy, FALSE);
8070 else if (element == EL_AMOEBA_DROPPING)
8072 Feld[x][y] = get_next_element(element);
8073 element = Feld[newx][newy] = Store[x][y];
8075 else if (element == EL_SOKOBAN_OBJECT)
8078 Feld[x][y] = Back[x][y];
8080 if (Back[newx][newy])
8081 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8083 Back[x][y] = Back[newx][newy] = 0;
8086 Store[x][y] = EL_EMPTY;
8091 MovDelay[newx][newy] = 0;
8093 if (CAN_CHANGE_OR_HAS_ACTION(element))
8095 /* copy element change control values to new field */
8096 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8097 ChangePage[newx][newy] = ChangePage[x][y];
8098 ChangeCount[newx][newy] = ChangeCount[x][y];
8099 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8102 CustomValue[newx][newy] = CustomValue[x][y];
8104 ChangeDelay[x][y] = 0;
8105 ChangePage[x][y] = -1;
8106 ChangeCount[x][y] = 0;
8107 ChangeEvent[x][y] = -1;
8109 CustomValue[x][y] = 0;
8111 /* copy animation control values to new field */
8112 GfxFrame[newx][newy] = GfxFrame[x][y];
8113 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8114 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8115 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8117 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8119 /* some elements can leave other elements behind after moving */
8120 if (ei->move_leave_element != EL_EMPTY &&
8121 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8122 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8124 int move_leave_element = ei->move_leave_element;
8126 /* this makes it possible to leave the removed element again */
8127 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8128 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8130 Feld[x][y] = move_leave_element;
8132 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8133 MovDir[x][y] = direction;
8135 InitField(x, y, FALSE);
8137 if (GFX_CRUMBLED(Feld[x][y]))
8138 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8140 if (ELEM_IS_PLAYER(move_leave_element))
8141 RelocatePlayer(x, y, move_leave_element);
8144 /* do this after checking for left-behind element */
8145 ResetGfxAnimation(x, y); /* reset animation values for old field */
8147 if (!CAN_MOVE(element) ||
8148 (CAN_FALL(element) && direction == MV_DOWN &&
8149 (element == EL_SPRING ||
8150 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8151 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8152 GfxDir[x][y] = MovDir[newx][newy] = 0;
8154 TEST_DrawLevelField(x, y);
8155 TEST_DrawLevelField(newx, newy);
8157 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8159 /* prevent pushed element from moving on in pushed direction */
8160 if (pushed_by_player && CAN_MOVE(element) &&
8161 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8162 !(element_info[element].move_pattern & direction))
8163 TurnRound(newx, newy);
8165 /* prevent elements on conveyor belt from moving on in last direction */
8166 if (pushed_by_conveyor && CAN_FALL(element) &&
8167 direction & MV_HORIZONTAL)
8168 MovDir[newx][newy] = 0;
8170 if (!pushed_by_player)
8172 int nextx = newx + dx, nexty = newy + dy;
8173 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8175 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8177 if (CAN_FALL(element) && direction == MV_DOWN)
8178 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8180 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8181 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8183 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8184 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8187 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8189 TestIfBadThingTouchesPlayer(newx, newy);
8190 TestIfBadThingTouchesFriend(newx, newy);
8192 if (!IS_CUSTOM_ELEMENT(element))
8193 TestIfBadThingTouchesOtherBadThing(newx, newy);
8195 else if (element == EL_PENGUIN)
8196 TestIfFriendTouchesBadThing(newx, newy);
8198 if (DONT_GET_HIT_BY(element))
8200 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8203 /* give the player one last chance (one more frame) to move away */
8204 if (CAN_FALL(element) && direction == MV_DOWN &&
8205 (last_line || (!IS_FREE(x, newy + 1) &&
8206 (!IS_PLAYER(x, newy + 1) ||
8207 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8210 if (pushed_by_player && !game.use_change_when_pushing_bug)
8212 int push_side = MV_DIR_OPPOSITE(direction);
8213 struct PlayerInfo *player = PLAYERINFO(x, y);
8215 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8216 player->index_bit, push_side);
8217 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8218 player->index_bit, push_side);
8221 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8222 MovDelay[newx][newy] = 1;
8224 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8226 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8227 TestIfElementHitsCustomElement(newx, newy, direction);
8228 TestIfPlayerTouchesCustomElement(newx, newy);
8229 TestIfElementTouchesCustomElement(newx, newy);
8231 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8232 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8233 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8234 MV_DIR_OPPOSITE(direction));
8237 int AmoebeNachbarNr(int ax, int ay)
8240 int element = Feld[ax][ay];
8242 static int xy[4][2] =
8250 for (i = 0; i < NUM_DIRECTIONS; i++)
8252 int x = ax + xy[i][0];
8253 int y = ay + xy[i][1];
8255 if (!IN_LEV_FIELD(x, y))
8258 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8259 group_nr = AmoebaNr[x][y];
8265 void AmoebenVereinigen(int ax, int ay)
8267 int i, x, y, xx, yy;
8268 int new_group_nr = AmoebaNr[ax][ay];
8269 static int xy[4][2] =
8277 if (new_group_nr == 0)
8280 for (i = 0; i < NUM_DIRECTIONS; i++)
8285 if (!IN_LEV_FIELD(x, y))
8288 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8289 Feld[x][y] == EL_BD_AMOEBA ||
8290 Feld[x][y] == EL_AMOEBA_DEAD) &&
8291 AmoebaNr[x][y] != new_group_nr)
8293 int old_group_nr = AmoebaNr[x][y];
8295 if (old_group_nr == 0)
8298 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8299 AmoebaCnt[old_group_nr] = 0;
8300 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8301 AmoebaCnt2[old_group_nr] = 0;
8303 SCAN_PLAYFIELD(xx, yy)
8305 if (AmoebaNr[xx][yy] == old_group_nr)
8306 AmoebaNr[xx][yy] = new_group_nr;
8312 void AmoebeUmwandeln(int ax, int ay)
8316 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8318 int group_nr = AmoebaNr[ax][ay];
8323 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8324 printf("AmoebeUmwandeln(): This should never happen!\n");
8329 SCAN_PLAYFIELD(x, y)
8331 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8334 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8338 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8339 SND_AMOEBA_TURNING_TO_GEM :
8340 SND_AMOEBA_TURNING_TO_ROCK));
8345 static int xy[4][2] =
8353 for (i = 0; i < NUM_DIRECTIONS; i++)
8358 if (!IN_LEV_FIELD(x, y))
8361 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8363 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8364 SND_AMOEBA_TURNING_TO_GEM :
8365 SND_AMOEBA_TURNING_TO_ROCK));
8372 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8375 int group_nr = AmoebaNr[ax][ay];
8376 boolean done = FALSE;
8381 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8382 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8387 SCAN_PLAYFIELD(x, y)
8389 if (AmoebaNr[x][y] == group_nr &&
8390 (Feld[x][y] == EL_AMOEBA_DEAD ||
8391 Feld[x][y] == EL_BD_AMOEBA ||
8392 Feld[x][y] == EL_AMOEBA_GROWING))
8395 Feld[x][y] = new_element;
8396 InitField(x, y, FALSE);
8397 TEST_DrawLevelField(x, y);
8403 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8404 SND_BD_AMOEBA_TURNING_TO_ROCK :
8405 SND_BD_AMOEBA_TURNING_TO_GEM));
8408 void AmoebeWaechst(int x, int y)
8410 static unsigned int sound_delay = 0;
8411 static unsigned int sound_delay_value = 0;
8413 if (!MovDelay[x][y]) /* start new growing cycle */
8417 if (DelayReached(&sound_delay, sound_delay_value))
8419 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8420 sound_delay_value = 30;
8424 if (MovDelay[x][y]) /* wait some time before growing bigger */
8427 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8429 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8430 6 - MovDelay[x][y]);
8432 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8435 if (!MovDelay[x][y])
8437 Feld[x][y] = Store[x][y];
8439 TEST_DrawLevelField(x, y);
8444 void AmoebaDisappearing(int x, int y)
8446 static unsigned int sound_delay = 0;
8447 static unsigned int sound_delay_value = 0;
8449 if (!MovDelay[x][y]) /* start new shrinking cycle */
8453 if (DelayReached(&sound_delay, sound_delay_value))
8454 sound_delay_value = 30;
8457 if (MovDelay[x][y]) /* wait some time before shrinking */
8460 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8462 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8463 6 - MovDelay[x][y]);
8465 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8468 if (!MovDelay[x][y])
8470 Feld[x][y] = EL_EMPTY;
8471 TEST_DrawLevelField(x, y);
8473 /* don't let mole enter this field in this cycle;
8474 (give priority to objects falling to this field from above) */
8480 void AmoebeAbleger(int ax, int ay)
8483 int element = Feld[ax][ay];
8484 int graphic = el2img(element);
8485 int newax = ax, neway = ay;
8486 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8487 static int xy[4][2] =
8495 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8497 Feld[ax][ay] = EL_AMOEBA_DEAD;
8498 TEST_DrawLevelField(ax, ay);
8502 if (IS_ANIMATED(graphic))
8503 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8505 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8506 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8508 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8511 if (MovDelay[ax][ay])
8515 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8518 int x = ax + xy[start][0];
8519 int y = ay + xy[start][1];
8521 if (!IN_LEV_FIELD(x, y))
8524 if (IS_FREE(x, y) ||
8525 CAN_GROW_INTO(Feld[x][y]) ||
8526 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8527 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8533 if (newax == ax && neway == ay)
8536 else /* normal or "filled" (BD style) amoeba */
8539 boolean waiting_for_player = FALSE;
8541 for (i = 0; i < NUM_DIRECTIONS; i++)
8543 int j = (start + i) % 4;
8544 int x = ax + xy[j][0];
8545 int y = ay + xy[j][1];
8547 if (!IN_LEV_FIELD(x, y))
8550 if (IS_FREE(x, y) ||
8551 CAN_GROW_INTO(Feld[x][y]) ||
8552 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8553 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8559 else if (IS_PLAYER(x, y))
8560 waiting_for_player = TRUE;
8563 if (newax == ax && neway == ay) /* amoeba cannot grow */
8565 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8567 Feld[ax][ay] = EL_AMOEBA_DEAD;
8568 TEST_DrawLevelField(ax, ay);
8569 AmoebaCnt[AmoebaNr[ax][ay]]--;
8571 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8573 if (element == EL_AMOEBA_FULL)
8574 AmoebeUmwandeln(ax, ay);
8575 else if (element == EL_BD_AMOEBA)
8576 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8581 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8583 /* amoeba gets larger by growing in some direction */
8585 int new_group_nr = AmoebaNr[ax][ay];
8588 if (new_group_nr == 0)
8590 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8591 printf("AmoebeAbleger(): This should never happen!\n");
8596 AmoebaNr[newax][neway] = new_group_nr;
8597 AmoebaCnt[new_group_nr]++;
8598 AmoebaCnt2[new_group_nr]++;
8600 /* if amoeba touches other amoeba(s) after growing, unify them */
8601 AmoebenVereinigen(newax, neway);
8603 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8605 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8611 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8612 (neway == lev_fieldy - 1 && newax != ax))
8614 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8615 Store[newax][neway] = element;
8617 else if (neway == ay || element == EL_EMC_DRIPPER)
8619 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8621 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8625 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8626 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8627 Store[ax][ay] = EL_AMOEBA_DROP;
8628 ContinueMoving(ax, ay);
8632 TEST_DrawLevelField(newax, neway);
8635 void Life(int ax, int ay)
8639 int element = Feld[ax][ay];
8640 int graphic = el2img(element);
8641 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8643 boolean changed = FALSE;
8645 if (IS_ANIMATED(graphic))
8646 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8651 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8652 MovDelay[ax][ay] = life_time;
8654 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8657 if (MovDelay[ax][ay])
8661 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8663 int xx = ax+x1, yy = ay+y1;
8666 if (!IN_LEV_FIELD(xx, yy))
8669 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8671 int x = xx+x2, y = yy+y2;
8673 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8676 if (((Feld[x][y] == element ||
8677 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8679 (IS_FREE(x, y) && Stop[x][y]))
8683 if (xx == ax && yy == ay) /* field in the middle */
8685 if (nachbarn < life_parameter[0] ||
8686 nachbarn > life_parameter[1])
8688 Feld[xx][yy] = EL_EMPTY;
8690 TEST_DrawLevelField(xx, yy);
8691 Stop[xx][yy] = TRUE;
8695 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8696 { /* free border field */
8697 if (nachbarn >= life_parameter[2] &&
8698 nachbarn <= life_parameter[3])
8700 Feld[xx][yy] = element;
8701 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8703 TEST_DrawLevelField(xx, yy);
8704 Stop[xx][yy] = TRUE;
8711 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8712 SND_GAME_OF_LIFE_GROWING);
8715 static void InitRobotWheel(int x, int y)
8717 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8720 static void RunRobotWheel(int x, int y)
8722 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8725 static void StopRobotWheel(int x, int y)
8727 if (ZX == x && ZY == y)
8731 game.robot_wheel_active = FALSE;
8735 static void InitTimegateWheel(int x, int y)
8737 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8740 static void RunTimegateWheel(int x, int y)
8742 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
8745 static void InitMagicBallDelay(int x, int y)
8747 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
8750 static void ActivateMagicBall(int bx, int by)
8754 if (level.ball_random)
8756 int pos_border = RND(8); /* select one of the eight border elements */
8757 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
8758 int xx = pos_content % 3;
8759 int yy = pos_content / 3;
8764 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8765 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8769 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
8771 int xx = x - bx + 1;
8772 int yy = y - by + 1;
8774 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8775 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8779 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
8782 void CheckExit(int x, int y)
8784 if (local_player->gems_still_needed > 0 ||
8785 local_player->sokobanfields_still_needed > 0 ||
8786 local_player->lights_still_needed > 0)
8788 int element = Feld[x][y];
8789 int graphic = el2img(element);
8791 if (IS_ANIMATED(graphic))
8792 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8797 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8800 Feld[x][y] = EL_EXIT_OPENING;
8802 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
8805 void CheckExitEM(int x, int y)
8807 if (local_player->gems_still_needed > 0 ||
8808 local_player->sokobanfields_still_needed > 0 ||
8809 local_player->lights_still_needed > 0)
8811 int element = Feld[x][y];
8812 int graphic = el2img(element);
8814 if (IS_ANIMATED(graphic))
8815 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8820 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8823 Feld[x][y] = EL_EM_EXIT_OPENING;
8825 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
8828 void CheckExitSteel(int x, int y)
8830 if (local_player->gems_still_needed > 0 ||
8831 local_player->sokobanfields_still_needed > 0 ||
8832 local_player->lights_still_needed > 0)
8834 int element = Feld[x][y];
8835 int graphic = el2img(element);
8837 if (IS_ANIMATED(graphic))
8838 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8843 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8846 Feld[x][y] = EL_STEEL_EXIT_OPENING;
8848 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
8851 void CheckExitSteelEM(int x, int y)
8853 if (local_player->gems_still_needed > 0 ||
8854 local_player->sokobanfields_still_needed > 0 ||
8855 local_player->lights_still_needed > 0)
8857 int element = Feld[x][y];
8858 int graphic = el2img(element);
8860 if (IS_ANIMATED(graphic))
8861 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8866 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8869 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
8871 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
8874 void CheckExitSP(int x, int y)
8876 if (local_player->gems_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_SP_EXIT_OPENING;
8892 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
8895 static void CloseAllOpenTimegates()
8899 SCAN_PLAYFIELD(x, y)
8901 int element = Feld[x][y];
8903 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
8905 Feld[x][y] = EL_TIMEGATE_CLOSING;
8907 PlayLevelSoundAction(x, y, ACTION_CLOSING);
8912 void DrawTwinkleOnField(int x, int y)
8914 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
8917 if (Feld[x][y] == EL_BD_DIAMOND)
8920 if (MovDelay[x][y] == 0) /* next animation frame */
8921 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
8923 if (MovDelay[x][y] != 0) /* wait some time before next frame */
8927 DrawLevelElementAnimation(x, y, Feld[x][y]);
8929 if (MovDelay[x][y] != 0)
8931 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
8932 10 - MovDelay[x][y]);
8934 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
8939 void MauerWaechst(int x, int y)
8943 if (!MovDelay[x][y]) /* next animation frame */
8944 MovDelay[x][y] = 3 * delay;
8946 if (MovDelay[x][y]) /* wait some time before next frame */
8950 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8952 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
8953 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
8955 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
8958 if (!MovDelay[x][y])
8960 if (MovDir[x][y] == MV_LEFT)
8962 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
8963 TEST_DrawLevelField(x - 1, y);
8965 else if (MovDir[x][y] == MV_RIGHT)
8967 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
8968 TEST_DrawLevelField(x + 1, y);
8970 else if (MovDir[x][y] == MV_UP)
8972 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
8973 TEST_DrawLevelField(x, y - 1);
8977 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
8978 TEST_DrawLevelField(x, y + 1);
8981 Feld[x][y] = Store[x][y];
8983 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8984 TEST_DrawLevelField(x, y);
8989 void MauerAbleger(int ax, int ay)
8991 int element = Feld[ax][ay];
8992 int graphic = el2img(element);
8993 boolean oben_frei = FALSE, unten_frei = FALSE;
8994 boolean links_frei = FALSE, rechts_frei = FALSE;
8995 boolean oben_massiv = FALSE, unten_massiv = FALSE;
8996 boolean links_massiv = FALSE, rechts_massiv = FALSE;
8997 boolean new_wall = FALSE;
8999 if (IS_ANIMATED(graphic))
9000 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9002 if (!MovDelay[ax][ay]) /* start building new wall */
9003 MovDelay[ax][ay] = 6;
9005 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9008 if (MovDelay[ax][ay])
9012 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9014 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9016 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9018 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9021 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9022 element == EL_EXPANDABLE_WALL_ANY)
9026 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9027 Store[ax][ay-1] = element;
9028 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9029 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9030 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9031 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9036 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9037 Store[ax][ay+1] = element;
9038 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9039 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9040 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9041 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9046 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9047 element == EL_EXPANDABLE_WALL_ANY ||
9048 element == EL_EXPANDABLE_WALL ||
9049 element == EL_BD_EXPANDABLE_WALL)
9053 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9054 Store[ax-1][ay] = element;
9055 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9056 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9057 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9058 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9064 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9065 Store[ax+1][ay] = element;
9066 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9067 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9068 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9069 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9074 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9075 TEST_DrawLevelField(ax, ay);
9077 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9079 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9080 unten_massiv = TRUE;
9081 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9082 links_massiv = TRUE;
9083 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9084 rechts_massiv = TRUE;
9086 if (((oben_massiv && unten_massiv) ||
9087 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9088 element == EL_EXPANDABLE_WALL) &&
9089 ((links_massiv && rechts_massiv) ||
9090 element == EL_EXPANDABLE_WALL_VERTICAL))
9091 Feld[ax][ay] = EL_WALL;
9094 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9097 void MauerAblegerStahl(int ax, int ay)
9099 int element = Feld[ax][ay];
9100 int graphic = el2img(element);
9101 boolean oben_frei = FALSE, unten_frei = FALSE;
9102 boolean links_frei = FALSE, rechts_frei = FALSE;
9103 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9104 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9105 boolean new_wall = FALSE;
9107 if (IS_ANIMATED(graphic))
9108 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9110 if (!MovDelay[ax][ay]) /* start building new wall */
9111 MovDelay[ax][ay] = 6;
9113 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9116 if (MovDelay[ax][ay])
9120 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9122 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9124 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9126 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9129 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9130 element == EL_EXPANDABLE_STEELWALL_ANY)
9134 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9135 Store[ax][ay-1] = element;
9136 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9137 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9138 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9139 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9144 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9145 Store[ax][ay+1] = element;
9146 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9147 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9148 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9149 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9154 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9155 element == EL_EXPANDABLE_STEELWALL_ANY)
9159 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9160 Store[ax-1][ay] = element;
9161 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9162 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9163 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9164 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9170 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9171 Store[ax+1][ay] = element;
9172 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9173 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9174 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9175 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9180 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9182 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9183 unten_massiv = TRUE;
9184 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9185 links_massiv = TRUE;
9186 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9187 rechts_massiv = TRUE;
9189 if (((oben_massiv && unten_massiv) ||
9190 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9191 ((links_massiv && rechts_massiv) ||
9192 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9193 Feld[ax][ay] = EL_STEELWALL;
9196 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9199 void CheckForDragon(int x, int y)
9202 boolean dragon_found = FALSE;
9203 static int xy[4][2] =
9211 for (i = 0; i < NUM_DIRECTIONS; i++)
9213 for (j = 0; j < 4; j++)
9215 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9217 if (IN_LEV_FIELD(xx, yy) &&
9218 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9220 if (Feld[xx][yy] == EL_DRAGON)
9221 dragon_found = TRUE;
9230 for (i = 0; i < NUM_DIRECTIONS; i++)
9232 for (j = 0; j < 3; j++)
9234 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9236 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9238 Feld[xx][yy] = EL_EMPTY;
9239 TEST_DrawLevelField(xx, yy);
9248 static void InitBuggyBase(int x, int y)
9250 int element = Feld[x][y];
9251 int activating_delay = FRAMES_PER_SECOND / 4;
9254 (element == EL_SP_BUGGY_BASE ?
9255 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9256 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9258 element == EL_SP_BUGGY_BASE_ACTIVE ?
9259 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9262 static void WarnBuggyBase(int x, int y)
9265 static int xy[4][2] =
9273 for (i = 0; i < NUM_DIRECTIONS; i++)
9275 int xx = x + xy[i][0];
9276 int yy = y + xy[i][1];
9278 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9280 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9287 static void InitTrap(int x, int y)
9289 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9292 static void ActivateTrap(int x, int y)
9294 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9297 static void ChangeActiveTrap(int x, int y)
9299 int graphic = IMG_TRAP_ACTIVE;
9301 /* if new animation frame was drawn, correct crumbled sand border */
9302 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9303 TEST_DrawLevelFieldCrumbled(x, y);
9306 static int getSpecialActionElement(int element, int number, int base_element)
9308 return (element != EL_EMPTY ? element :
9309 number != -1 ? base_element + number - 1 :
9313 static int getModifiedActionNumber(int value_old, int operator, int operand,
9314 int value_min, int value_max)
9316 int value_new = (operator == CA_MODE_SET ? operand :
9317 operator == CA_MODE_ADD ? value_old + operand :
9318 operator == CA_MODE_SUBTRACT ? value_old - operand :
9319 operator == CA_MODE_MULTIPLY ? value_old * operand :
9320 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9321 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9324 return (value_new < value_min ? value_min :
9325 value_new > value_max ? value_max :
9329 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9331 struct ElementInfo *ei = &element_info[element];
9332 struct ElementChangeInfo *change = &ei->change_page[page];
9333 int target_element = change->target_element;
9334 int action_type = change->action_type;
9335 int action_mode = change->action_mode;
9336 int action_arg = change->action_arg;
9337 int action_element = change->action_element;
9340 if (!change->has_action)
9343 /* ---------- determine action paramater values -------------------------- */
9345 int level_time_value =
9346 (level.time > 0 ? TimeLeft :
9349 int action_arg_element_raw =
9350 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9351 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9352 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9353 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9354 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9355 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9356 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9358 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9360 int action_arg_direction =
9361 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9362 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9363 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9364 change->actual_trigger_side :
9365 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9366 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9369 int action_arg_number_min =
9370 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9373 int action_arg_number_max =
9374 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9375 action_type == CA_SET_LEVEL_GEMS ? 999 :
9376 action_type == CA_SET_LEVEL_TIME ? 9999 :
9377 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9378 action_type == CA_SET_CE_VALUE ? 9999 :
9379 action_type == CA_SET_CE_SCORE ? 9999 :
9382 int action_arg_number_reset =
9383 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9384 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9385 action_type == CA_SET_LEVEL_TIME ? level.time :
9386 action_type == CA_SET_LEVEL_SCORE ? 0 :
9387 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9388 action_type == CA_SET_CE_SCORE ? 0 :
9391 int action_arg_number =
9392 (action_arg <= CA_ARG_MAX ? action_arg :
9393 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9394 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9395 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9396 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9397 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9398 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9399 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9400 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9401 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9402 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9403 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9404 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9405 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9406 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9407 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9408 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9409 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9410 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9411 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9412 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9413 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9416 int action_arg_number_old =
9417 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9418 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9419 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9420 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9421 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9424 int action_arg_number_new =
9425 getModifiedActionNumber(action_arg_number_old,
9426 action_mode, action_arg_number,
9427 action_arg_number_min, action_arg_number_max);
9429 int trigger_player_bits =
9430 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9431 change->actual_trigger_player_bits : change->trigger_player);
9433 int action_arg_player_bits =
9434 (action_arg >= CA_ARG_PLAYER_1 &&
9435 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9436 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9437 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9440 /* ---------- execute action -------------------------------------------- */
9442 switch (action_type)
9449 /* ---------- level actions ------------------------------------------- */
9451 case CA_RESTART_LEVEL:
9453 game.restart_level = TRUE;
9458 case CA_SHOW_ENVELOPE:
9460 int element = getSpecialActionElement(action_arg_element,
9461 action_arg_number, EL_ENVELOPE_1);
9463 if (IS_ENVELOPE(element))
9464 local_player->show_envelope = element;
9469 case CA_SET_LEVEL_TIME:
9471 if (level.time > 0) /* only modify limited time value */
9473 TimeLeft = action_arg_number_new;
9475 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9477 DisplayGameControlValues();
9479 if (!TimeLeft && setup.time_limit)
9480 for (i = 0; i < MAX_PLAYERS; i++)
9481 KillPlayer(&stored_player[i]);
9487 case CA_SET_LEVEL_SCORE:
9489 local_player->score = action_arg_number_new;
9491 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9493 DisplayGameControlValues();
9498 case CA_SET_LEVEL_GEMS:
9500 local_player->gems_still_needed = action_arg_number_new;
9502 game.snapshot.collected_item = TRUE;
9504 game_panel_controls[GAME_PANEL_GEMS].value =
9505 local_player->gems_still_needed;
9507 DisplayGameControlValues();
9512 case CA_SET_LEVEL_WIND:
9514 game.wind_direction = action_arg_direction;
9519 case CA_SET_LEVEL_RANDOM_SEED:
9521 /* ensure that setting a new random seed while playing is predictable */
9522 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9527 /* ---------- player actions ------------------------------------------ */
9529 case CA_MOVE_PLAYER:
9531 /* automatically move to the next field in specified direction */
9532 for (i = 0; i < MAX_PLAYERS; i++)
9533 if (trigger_player_bits & (1 << i))
9534 stored_player[i].programmed_action = action_arg_direction;
9539 case CA_EXIT_PLAYER:
9541 for (i = 0; i < MAX_PLAYERS; i++)
9542 if (action_arg_player_bits & (1 << i))
9543 PlayerWins(&stored_player[i]);
9548 case CA_KILL_PLAYER:
9550 for (i = 0; i < MAX_PLAYERS; i++)
9551 if (action_arg_player_bits & (1 << i))
9552 KillPlayer(&stored_player[i]);
9557 case CA_SET_PLAYER_KEYS:
9559 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9560 int element = getSpecialActionElement(action_arg_element,
9561 action_arg_number, EL_KEY_1);
9563 if (IS_KEY(element))
9565 for (i = 0; i < MAX_PLAYERS; i++)
9567 if (trigger_player_bits & (1 << i))
9569 stored_player[i].key[KEY_NR(element)] = key_state;
9571 DrawGameDoorValues();
9579 case CA_SET_PLAYER_SPEED:
9581 for (i = 0; i < MAX_PLAYERS; i++)
9583 if (trigger_player_bits & (1 << i))
9585 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9587 if (action_arg == CA_ARG_SPEED_FASTER &&
9588 stored_player[i].cannot_move)
9590 action_arg_number = STEPSIZE_VERY_SLOW;
9592 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9593 action_arg == CA_ARG_SPEED_FASTER)
9595 action_arg_number = 2;
9596 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9599 else if (action_arg == CA_ARG_NUMBER_RESET)
9601 action_arg_number = level.initial_player_stepsize[i];
9605 getModifiedActionNumber(move_stepsize,
9608 action_arg_number_min,
9609 action_arg_number_max);
9611 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9618 case CA_SET_PLAYER_SHIELD:
9620 for (i = 0; i < MAX_PLAYERS; i++)
9622 if (trigger_player_bits & (1 << i))
9624 if (action_arg == CA_ARG_SHIELD_OFF)
9626 stored_player[i].shield_normal_time_left = 0;
9627 stored_player[i].shield_deadly_time_left = 0;
9629 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9631 stored_player[i].shield_normal_time_left = 999999;
9633 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9635 stored_player[i].shield_normal_time_left = 999999;
9636 stored_player[i].shield_deadly_time_left = 999999;
9644 case CA_SET_PLAYER_GRAVITY:
9646 for (i = 0; i < MAX_PLAYERS; i++)
9648 if (trigger_player_bits & (1 << i))
9650 stored_player[i].gravity =
9651 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9652 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9653 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9654 stored_player[i].gravity);
9661 case CA_SET_PLAYER_ARTWORK:
9663 for (i = 0; i < MAX_PLAYERS; i++)
9665 if (trigger_player_bits & (1 << i))
9667 int artwork_element = action_arg_element;
9669 if (action_arg == CA_ARG_ELEMENT_RESET)
9671 (level.use_artwork_element[i] ? level.artwork_element[i] :
9672 stored_player[i].element_nr);
9674 if (stored_player[i].artwork_element != artwork_element)
9675 stored_player[i].Frame = 0;
9677 stored_player[i].artwork_element = artwork_element;
9679 SetPlayerWaiting(&stored_player[i], FALSE);
9681 /* set number of special actions for bored and sleeping animation */
9682 stored_player[i].num_special_action_bored =
9683 get_num_special_action(artwork_element,
9684 ACTION_BORING_1, ACTION_BORING_LAST);
9685 stored_player[i].num_special_action_sleeping =
9686 get_num_special_action(artwork_element,
9687 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9694 case CA_SET_PLAYER_INVENTORY:
9696 for (i = 0; i < MAX_PLAYERS; i++)
9698 struct PlayerInfo *player = &stored_player[i];
9701 if (trigger_player_bits & (1 << i))
9703 int inventory_element = action_arg_element;
9705 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9706 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9707 action_arg == CA_ARG_ELEMENT_ACTION)
9709 int element = inventory_element;
9710 int collect_count = element_info[element].collect_count_initial;
9712 if (!IS_CUSTOM_ELEMENT(element))
9715 if (collect_count == 0)
9716 player->inventory_infinite_element = element;
9718 for (k = 0; k < collect_count; k++)
9719 if (player->inventory_size < MAX_INVENTORY_SIZE)
9720 player->inventory_element[player->inventory_size++] =
9723 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9724 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9725 action_arg == CA_ARG_INVENTORY_RM_ACTION)
9727 if (player->inventory_infinite_element != EL_UNDEFINED &&
9728 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
9729 action_arg_element_raw))
9730 player->inventory_infinite_element = EL_UNDEFINED;
9732 for (k = 0, j = 0; j < player->inventory_size; j++)
9734 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
9735 action_arg_element_raw))
9736 player->inventory_element[k++] = player->inventory_element[j];
9739 player->inventory_size = k;
9741 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
9743 if (player->inventory_size > 0)
9745 for (j = 0; j < player->inventory_size - 1; j++)
9746 player->inventory_element[j] = player->inventory_element[j + 1];
9748 player->inventory_size--;
9751 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
9753 if (player->inventory_size > 0)
9754 player->inventory_size--;
9756 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
9758 player->inventory_infinite_element = EL_UNDEFINED;
9759 player->inventory_size = 0;
9761 else if (action_arg == CA_ARG_INVENTORY_RESET)
9763 player->inventory_infinite_element = EL_UNDEFINED;
9764 player->inventory_size = 0;
9766 if (level.use_initial_inventory[i])
9768 for (j = 0; j < level.initial_inventory_size[i]; j++)
9770 int element = level.initial_inventory_content[i][j];
9771 int collect_count = element_info[element].collect_count_initial;
9773 if (!IS_CUSTOM_ELEMENT(element))
9776 if (collect_count == 0)
9777 player->inventory_infinite_element = element;
9779 for (k = 0; k < collect_count; k++)
9780 if (player->inventory_size < MAX_INVENTORY_SIZE)
9781 player->inventory_element[player->inventory_size++] =
9792 /* ---------- CE actions ---------------------------------------------- */
9794 case CA_SET_CE_VALUE:
9796 int last_ce_value = CustomValue[x][y];
9798 CustomValue[x][y] = action_arg_number_new;
9800 if (CustomValue[x][y] != last_ce_value)
9802 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
9803 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
9805 if (CustomValue[x][y] == 0)
9807 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
9808 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
9815 case CA_SET_CE_SCORE:
9817 int last_ce_score = ei->collect_score;
9819 ei->collect_score = action_arg_number_new;
9821 if (ei->collect_score != last_ce_score)
9823 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
9824 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
9826 if (ei->collect_score == 0)
9830 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
9831 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
9834 This is a very special case that seems to be a mixture between
9835 CheckElementChange() and CheckTriggeredElementChange(): while
9836 the first one only affects single elements that are triggered
9837 directly, the second one affects multiple elements in the playfield
9838 that are triggered indirectly by another element. This is a third
9839 case: Changing the CE score always affects multiple identical CEs,
9840 so every affected CE must be checked, not only the single CE for
9841 which the CE score was changed in the first place (as every instance
9842 of that CE shares the same CE score, and therefore also can change)!
9844 SCAN_PLAYFIELD(xx, yy)
9846 if (Feld[xx][yy] == element)
9847 CheckElementChange(xx, yy, element, EL_UNDEFINED,
9848 CE_SCORE_GETS_ZERO);
9856 case CA_SET_CE_ARTWORK:
9858 int artwork_element = action_arg_element;
9859 boolean reset_frame = FALSE;
9862 if (action_arg == CA_ARG_ELEMENT_RESET)
9863 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
9866 if (ei->gfx_element != artwork_element)
9869 ei->gfx_element = artwork_element;
9871 SCAN_PLAYFIELD(xx, yy)
9873 if (Feld[xx][yy] == element)
9877 ResetGfxAnimation(xx, yy);
9878 ResetRandomAnimationValue(xx, yy);
9881 TEST_DrawLevelField(xx, yy);
9888 /* ---------- engine actions ------------------------------------------ */
9890 case CA_SET_ENGINE_SCAN_MODE:
9892 InitPlayfieldScanMode(action_arg);
9902 static void CreateFieldExt(int x, int y, int element, boolean is_change)
9904 int old_element = Feld[x][y];
9905 int new_element = GetElementFromGroupElement(element);
9906 int previous_move_direction = MovDir[x][y];
9907 int last_ce_value = CustomValue[x][y];
9908 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
9909 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
9910 boolean add_player_onto_element = (new_element_is_player &&
9911 new_element != EL_SOKOBAN_FIELD_PLAYER &&
9912 IS_WALKABLE(old_element));
9914 if (!add_player_onto_element)
9916 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
9917 RemoveMovingField(x, y);
9921 Feld[x][y] = new_element;
9923 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
9924 MovDir[x][y] = previous_move_direction;
9926 if (element_info[new_element].use_last_ce_value)
9927 CustomValue[x][y] = last_ce_value;
9929 InitField_WithBug1(x, y, FALSE);
9931 new_element = Feld[x][y]; /* element may have changed */
9933 ResetGfxAnimation(x, y);
9934 ResetRandomAnimationValue(x, y);
9936 TEST_DrawLevelField(x, y);
9938 if (GFX_CRUMBLED(new_element))
9939 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
9942 /* check if element under the player changes from accessible to unaccessible
9943 (needed for special case of dropping element which then changes) */
9944 /* (must be checked after creating new element for walkable group elements) */
9945 if (IS_PLAYER(x, y) && !player_explosion_protected &&
9946 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
9953 /* "ChangeCount" not set yet to allow "entered by player" change one time */
9954 if (new_element_is_player)
9955 RelocatePlayer(x, y, new_element);
9958 ChangeCount[x][y]++; /* count number of changes in the same frame */
9960 TestIfBadThingTouchesPlayer(x, y);
9961 TestIfPlayerTouchesCustomElement(x, y);
9962 TestIfElementTouchesCustomElement(x, y);
9965 static void CreateField(int x, int y, int element)
9967 CreateFieldExt(x, y, element, FALSE);
9970 static void CreateElementFromChange(int x, int y, int element)
9972 element = GET_VALID_RUNTIME_ELEMENT(element);
9974 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
9976 int old_element = Feld[x][y];
9978 /* prevent changed element from moving in same engine frame
9979 unless both old and new element can either fall or move */
9980 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
9981 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
9985 CreateFieldExt(x, y, element, TRUE);
9988 static boolean ChangeElement(int x, int y, int element, int page)
9990 struct ElementInfo *ei = &element_info[element];
9991 struct ElementChangeInfo *change = &ei->change_page[page];
9992 int ce_value = CustomValue[x][y];
9993 int ce_score = ei->collect_score;
9995 int old_element = Feld[x][y];
9997 /* always use default change event to prevent running into a loop */
9998 if (ChangeEvent[x][y] == -1)
9999 ChangeEvent[x][y] = CE_DELAY;
10001 if (ChangeEvent[x][y] == CE_DELAY)
10003 /* reset actual trigger element, trigger player and action element */
10004 change->actual_trigger_element = EL_EMPTY;
10005 change->actual_trigger_player = EL_EMPTY;
10006 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10007 change->actual_trigger_side = CH_SIDE_NONE;
10008 change->actual_trigger_ce_value = 0;
10009 change->actual_trigger_ce_score = 0;
10012 /* do not change elements more than a specified maximum number of changes */
10013 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10016 ChangeCount[x][y]++; /* count number of changes in the same frame */
10018 if (change->explode)
10025 if (change->use_target_content)
10027 boolean complete_replace = TRUE;
10028 boolean can_replace[3][3];
10031 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10034 boolean is_walkable;
10035 boolean is_diggable;
10036 boolean is_collectible;
10037 boolean is_removable;
10038 boolean is_destructible;
10039 int ex = x + xx - 1;
10040 int ey = y + yy - 1;
10041 int content_element = change->target_content.e[xx][yy];
10044 can_replace[xx][yy] = TRUE;
10046 if (ex == x && ey == y) /* do not check changing element itself */
10049 if (content_element == EL_EMPTY_SPACE)
10051 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10056 if (!IN_LEV_FIELD(ex, ey))
10058 can_replace[xx][yy] = FALSE;
10059 complete_replace = FALSE;
10066 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10067 e = MovingOrBlocked2Element(ex, ey);
10069 is_empty = (IS_FREE(ex, ey) ||
10070 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10072 is_walkable = (is_empty || IS_WALKABLE(e));
10073 is_diggable = (is_empty || IS_DIGGABLE(e));
10074 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10075 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10076 is_removable = (is_diggable || is_collectible);
10078 can_replace[xx][yy] =
10079 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10080 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10081 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10082 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10083 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10084 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10085 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10087 if (!can_replace[xx][yy])
10088 complete_replace = FALSE;
10091 if (!change->only_if_complete || complete_replace)
10093 boolean something_has_changed = FALSE;
10095 if (change->only_if_complete && change->use_random_replace &&
10096 RND(100) < change->random_percentage)
10099 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10101 int ex = x + xx - 1;
10102 int ey = y + yy - 1;
10103 int content_element;
10105 if (can_replace[xx][yy] && (!change->use_random_replace ||
10106 RND(100) < change->random_percentage))
10108 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10109 RemoveMovingField(ex, ey);
10111 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10113 content_element = change->target_content.e[xx][yy];
10114 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10115 ce_value, ce_score);
10117 CreateElementFromChange(ex, ey, target_element);
10119 something_has_changed = TRUE;
10121 /* for symmetry reasons, freeze newly created border elements */
10122 if (ex != x || ey != y)
10123 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10127 if (something_has_changed)
10129 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10130 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10136 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10137 ce_value, ce_score);
10139 if (element == EL_DIAGONAL_GROWING ||
10140 element == EL_DIAGONAL_SHRINKING)
10142 target_element = Store[x][y];
10144 Store[x][y] = EL_EMPTY;
10147 CreateElementFromChange(x, y, target_element);
10149 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10150 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10153 /* this uses direct change before indirect change */
10154 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10159 static void HandleElementChange(int x, int y, int page)
10161 int element = MovingOrBlocked2Element(x, y);
10162 struct ElementInfo *ei = &element_info[element];
10163 struct ElementChangeInfo *change = &ei->change_page[page];
10164 boolean handle_action_before_change = FALSE;
10167 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10168 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10171 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10172 x, y, element, element_info[element].token_name);
10173 printf("HandleElementChange(): This should never happen!\n");
10178 /* this can happen with classic bombs on walkable, changing elements */
10179 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10184 if (ChangeDelay[x][y] == 0) /* initialize element change */
10186 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10188 if (change->can_change)
10190 /* !!! not clear why graphic animation should be reset at all here !!! */
10191 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10192 /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */
10195 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10197 When using an animation frame delay of 1 (this only happens with
10198 "sp_zonk.moving.left/right" in the classic graphics), the default
10199 (non-moving) animation shows wrong animation frames (while the
10200 moving animation, like "sp_zonk.moving.left/right", is correct,
10201 so this graphical bug never shows up with the classic graphics).
10202 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10203 be drawn instead of the correct frames 0,1,2,3. This is caused by
10204 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10205 an element change: First when the change delay ("ChangeDelay[][]")
10206 counter has reached zero after decrementing, then a second time in
10207 the next frame (after "GfxFrame[][]" was already incremented) when
10208 "ChangeDelay[][]" is reset to the initial delay value again.
10210 This causes frame 0 to be drawn twice, while the last frame won't
10211 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10213 As some animations may already be cleverly designed around this bug
10214 (at least the "Snake Bite" snake tail animation does this), it cannot
10215 simply be fixed here without breaking such existing animations.
10216 Unfortunately, it cannot easily be detected if a graphics set was
10217 designed "before" or "after" the bug was fixed. As a workaround,
10218 a new graphics set option "game.graphics_engine_version" was added
10219 to be able to specify the game's major release version for which the
10220 graphics set was designed, which can then be used to decide if the
10221 bugfix should be used (version 4 and above) or not (version 3 or
10222 below, or if no version was specified at all, as with old sets).
10224 (The wrong/fixed animation frames can be tested with the test level set
10225 "test_gfxframe" and level "000", which contains a specially prepared
10226 custom element at level position (x/y) == (11/9) which uses the zonk
10227 animation mentioned above. Using "game.graphics_engine_version: 4"
10228 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10229 This can also be seen from the debug output for this test element.)
10232 /* when a custom element is about to change (for example by change delay),
10233 do not reset graphic animation when the custom element is moving */
10234 if (game.graphics_engine_version < 4 &&
10237 ResetGfxAnimation(x, y);
10238 ResetRandomAnimationValue(x, y);
10241 if (change->pre_change_function)
10242 change->pre_change_function(x, y);
10246 ChangeDelay[x][y]--;
10248 if (ChangeDelay[x][y] != 0) /* continue element change */
10250 if (change->can_change)
10252 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10254 if (IS_ANIMATED(graphic))
10255 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10257 if (change->change_function)
10258 change->change_function(x, y);
10261 else /* finish element change */
10263 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10265 page = ChangePage[x][y];
10266 ChangePage[x][y] = -1;
10268 change = &ei->change_page[page];
10271 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10273 ChangeDelay[x][y] = 1; /* try change after next move step */
10274 ChangePage[x][y] = page; /* remember page to use for change */
10279 /* special case: set new level random seed before changing element */
10280 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10281 handle_action_before_change = TRUE;
10283 if (change->has_action && handle_action_before_change)
10284 ExecuteCustomElementAction(x, y, element, page);
10286 if (change->can_change)
10288 if (ChangeElement(x, y, element, page))
10290 if (change->post_change_function)
10291 change->post_change_function(x, y);
10295 if (change->has_action && !handle_action_before_change)
10296 ExecuteCustomElementAction(x, y, element, page);
10300 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10301 int trigger_element,
10303 int trigger_player,
10307 boolean change_done_any = FALSE;
10308 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10311 if (!(trigger_events[trigger_element][trigger_event]))
10314 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10316 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10318 int element = EL_CUSTOM_START + i;
10319 boolean change_done = FALSE;
10322 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10323 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10326 for (p = 0; p < element_info[element].num_change_pages; p++)
10328 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10330 if (change->can_change_or_has_action &&
10331 change->has_event[trigger_event] &&
10332 change->trigger_side & trigger_side &&
10333 change->trigger_player & trigger_player &&
10334 change->trigger_page & trigger_page_bits &&
10335 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10337 change->actual_trigger_element = trigger_element;
10338 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10339 change->actual_trigger_player_bits = trigger_player;
10340 change->actual_trigger_side = trigger_side;
10341 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10342 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10344 if ((change->can_change && !change_done) || change->has_action)
10348 SCAN_PLAYFIELD(x, y)
10350 if (Feld[x][y] == element)
10352 if (change->can_change && !change_done)
10354 /* if element already changed in this frame, not only prevent
10355 another element change (checked in ChangeElement()), but
10356 also prevent additional element actions for this element */
10358 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10359 !level.use_action_after_change_bug)
10362 ChangeDelay[x][y] = 1;
10363 ChangeEvent[x][y] = trigger_event;
10365 HandleElementChange(x, y, p);
10367 else if (change->has_action)
10369 /* if element already changed in this frame, not only prevent
10370 another element change (checked in ChangeElement()), but
10371 also prevent additional element actions for this element */
10373 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10374 !level.use_action_after_change_bug)
10377 ExecuteCustomElementAction(x, y, element, p);
10378 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10383 if (change->can_change)
10385 change_done = TRUE;
10386 change_done_any = TRUE;
10393 RECURSION_LOOP_DETECTION_END();
10395 return change_done_any;
10398 static boolean CheckElementChangeExt(int x, int y,
10400 int trigger_element,
10402 int trigger_player,
10405 boolean change_done = FALSE;
10408 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10409 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10412 if (Feld[x][y] == EL_BLOCKED)
10414 Blocked2Moving(x, y, &x, &y);
10415 element = Feld[x][y];
10418 /* check if element has already changed or is about to change after moving */
10419 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10420 Feld[x][y] != element) ||
10422 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10423 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10424 ChangePage[x][y] != -1)))
10427 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10429 for (p = 0; p < element_info[element].num_change_pages; p++)
10431 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10433 /* check trigger element for all events where the element that is checked
10434 for changing interacts with a directly adjacent element -- this is
10435 different to element changes that affect other elements to change on the
10436 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10437 boolean check_trigger_element =
10438 (trigger_event == CE_TOUCHING_X ||
10439 trigger_event == CE_HITTING_X ||
10440 trigger_event == CE_HIT_BY_X ||
10441 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10443 if (change->can_change_or_has_action &&
10444 change->has_event[trigger_event] &&
10445 change->trigger_side & trigger_side &&
10446 change->trigger_player & trigger_player &&
10447 (!check_trigger_element ||
10448 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10450 change->actual_trigger_element = trigger_element;
10451 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10452 change->actual_trigger_player_bits = trigger_player;
10453 change->actual_trigger_side = trigger_side;
10454 change->actual_trigger_ce_value = CustomValue[x][y];
10455 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10457 /* special case: trigger element not at (x,y) position for some events */
10458 if (check_trigger_element)
10470 { 0, 0 }, { 0, 0 }, { 0, 0 },
10474 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10475 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10477 change->actual_trigger_ce_value = CustomValue[xx][yy];
10478 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10481 if (change->can_change && !change_done)
10483 ChangeDelay[x][y] = 1;
10484 ChangeEvent[x][y] = trigger_event;
10486 HandleElementChange(x, y, p);
10488 change_done = TRUE;
10490 else if (change->has_action)
10492 ExecuteCustomElementAction(x, y, element, p);
10493 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10498 RECURSION_LOOP_DETECTION_END();
10500 return change_done;
10503 static void PlayPlayerSound(struct PlayerInfo *player)
10505 int jx = player->jx, jy = player->jy;
10506 int sound_element = player->artwork_element;
10507 int last_action = player->last_action_waiting;
10508 int action = player->action_waiting;
10510 if (player->is_waiting)
10512 if (action != last_action)
10513 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10515 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10519 if (action != last_action)
10520 StopSound(element_info[sound_element].sound[last_action]);
10522 if (last_action == ACTION_SLEEPING)
10523 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10527 static void PlayAllPlayersSound()
10531 for (i = 0; i < MAX_PLAYERS; i++)
10532 if (stored_player[i].active)
10533 PlayPlayerSound(&stored_player[i]);
10536 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10538 boolean last_waiting = player->is_waiting;
10539 int move_dir = player->MovDir;
10541 player->dir_waiting = move_dir;
10542 player->last_action_waiting = player->action_waiting;
10546 if (!last_waiting) /* not waiting -> waiting */
10548 player->is_waiting = TRUE;
10550 player->frame_counter_bored =
10552 game.player_boring_delay_fixed +
10553 GetSimpleRandom(game.player_boring_delay_random);
10554 player->frame_counter_sleeping =
10556 game.player_sleeping_delay_fixed +
10557 GetSimpleRandom(game.player_sleeping_delay_random);
10559 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10562 if (game.player_sleeping_delay_fixed +
10563 game.player_sleeping_delay_random > 0 &&
10564 player->anim_delay_counter == 0 &&
10565 player->post_delay_counter == 0 &&
10566 FrameCounter >= player->frame_counter_sleeping)
10567 player->is_sleeping = TRUE;
10568 else if (game.player_boring_delay_fixed +
10569 game.player_boring_delay_random > 0 &&
10570 FrameCounter >= player->frame_counter_bored)
10571 player->is_bored = TRUE;
10573 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10574 player->is_bored ? ACTION_BORING :
10577 if (player->is_sleeping && player->use_murphy)
10579 /* special case for sleeping Murphy when leaning against non-free tile */
10581 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10582 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10583 !IS_MOVING(player->jx - 1, player->jy)))
10584 move_dir = MV_LEFT;
10585 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10586 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10587 !IS_MOVING(player->jx + 1, player->jy)))
10588 move_dir = MV_RIGHT;
10590 player->is_sleeping = FALSE;
10592 player->dir_waiting = move_dir;
10595 if (player->is_sleeping)
10597 if (player->num_special_action_sleeping > 0)
10599 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10601 int last_special_action = player->special_action_sleeping;
10602 int num_special_action = player->num_special_action_sleeping;
10603 int special_action =
10604 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10605 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10606 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10607 last_special_action + 1 : ACTION_SLEEPING);
10608 int special_graphic =
10609 el_act_dir2img(player->artwork_element, special_action, move_dir);
10611 player->anim_delay_counter =
10612 graphic_info[special_graphic].anim_delay_fixed +
10613 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10614 player->post_delay_counter =
10615 graphic_info[special_graphic].post_delay_fixed +
10616 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10618 player->special_action_sleeping = special_action;
10621 if (player->anim_delay_counter > 0)
10623 player->action_waiting = player->special_action_sleeping;
10624 player->anim_delay_counter--;
10626 else if (player->post_delay_counter > 0)
10628 player->post_delay_counter--;
10632 else if (player->is_bored)
10634 if (player->num_special_action_bored > 0)
10636 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10638 int special_action =
10639 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10640 int special_graphic =
10641 el_act_dir2img(player->artwork_element, special_action, move_dir);
10643 player->anim_delay_counter =
10644 graphic_info[special_graphic].anim_delay_fixed +
10645 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10646 player->post_delay_counter =
10647 graphic_info[special_graphic].post_delay_fixed +
10648 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10650 player->special_action_bored = special_action;
10653 if (player->anim_delay_counter > 0)
10655 player->action_waiting = player->special_action_bored;
10656 player->anim_delay_counter--;
10658 else if (player->post_delay_counter > 0)
10660 player->post_delay_counter--;
10665 else if (last_waiting) /* waiting -> not waiting */
10667 player->is_waiting = FALSE;
10668 player->is_bored = FALSE;
10669 player->is_sleeping = FALSE;
10671 player->frame_counter_bored = -1;
10672 player->frame_counter_sleeping = -1;
10674 player->anim_delay_counter = 0;
10675 player->post_delay_counter = 0;
10677 player->dir_waiting = player->MovDir;
10678 player->action_waiting = ACTION_DEFAULT;
10680 player->special_action_bored = ACTION_DEFAULT;
10681 player->special_action_sleeping = ACTION_DEFAULT;
10685 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10687 static boolean player_was_moving = FALSE;
10688 static boolean player_was_snapping = FALSE;
10689 static boolean player_was_dropping = FALSE;
10691 if ((!player->is_moving && player_was_moving) ||
10692 (player->MovPos == 0 && player_was_moving) ||
10693 (player->is_snapping && !player_was_snapping) ||
10694 (player->is_dropping && !player_was_dropping))
10696 if (!SaveEngineSnapshotToList())
10699 player_was_moving = FALSE;
10700 player_was_snapping = TRUE;
10701 player_was_dropping = TRUE;
10705 if (player->is_moving)
10706 player_was_moving = TRUE;
10708 if (!player->is_snapping)
10709 player_was_snapping = FALSE;
10711 if (!player->is_dropping)
10712 player_was_dropping = FALSE;
10716 static void CheckSingleStepMode(struct PlayerInfo *player)
10718 if (tape.single_step && tape.recording && !tape.pausing)
10720 /* as it is called "single step mode", just return to pause mode when the
10721 player stopped moving after one tile (or never starts moving at all) */
10722 if (!player->is_moving && !player->is_pushing)
10724 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10725 SnapField(player, 0, 0); /* stop snapping */
10729 CheckSaveEngineSnapshot(player);
10732 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10734 int left = player_action & JOY_LEFT;
10735 int right = player_action & JOY_RIGHT;
10736 int up = player_action & JOY_UP;
10737 int down = player_action & JOY_DOWN;
10738 int button1 = player_action & JOY_BUTTON_1;
10739 int button2 = player_action & JOY_BUTTON_2;
10740 int dx = (left ? -1 : right ? 1 : 0);
10741 int dy = (up ? -1 : down ? 1 : 0);
10743 if (!player->active || tape.pausing)
10749 SnapField(player, dx, dy);
10753 DropElement(player);
10755 MovePlayer(player, dx, dy);
10758 CheckSingleStepMode(player);
10760 SetPlayerWaiting(player, FALSE);
10762 return player_action;
10766 /* no actions for this player (no input at player's configured device) */
10768 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
10769 SnapField(player, 0, 0);
10770 CheckGravityMovementWhenNotMoving(player);
10772 if (player->MovPos == 0)
10773 SetPlayerWaiting(player, TRUE);
10775 if (player->MovPos == 0) /* needed for tape.playing */
10776 player->is_moving = FALSE;
10778 player->is_dropping = FALSE;
10779 player->is_dropping_pressed = FALSE;
10780 player->drop_pressed_delay = 0;
10782 CheckSingleStepMode(player);
10788 static void CheckLevelTime()
10792 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
10793 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10795 if (level.native_em_level->lev->home == 0) /* all players at home */
10797 PlayerWins(local_player);
10799 AllPlayersGone = TRUE;
10801 level.native_em_level->lev->home = -1;
10804 if (level.native_em_level->ply[0]->alive == 0 &&
10805 level.native_em_level->ply[1]->alive == 0 &&
10806 level.native_em_level->ply[2]->alive == 0 &&
10807 level.native_em_level->ply[3]->alive == 0) /* all dead */
10808 AllPlayersGone = TRUE;
10810 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
10812 if (game_sp.LevelSolved &&
10813 !game_sp.GameOver) /* game won */
10815 PlayerWins(local_player);
10817 game_sp.GameOver = TRUE;
10819 AllPlayersGone = TRUE;
10822 if (game_sp.GameOver) /* game lost */
10823 AllPlayersGone = TRUE;
10826 if (TimeFrames >= FRAMES_PER_SECOND)
10831 for (i = 0; i < MAX_PLAYERS; i++)
10833 struct PlayerInfo *player = &stored_player[i];
10835 if (SHIELD_ON(player))
10837 player->shield_normal_time_left--;
10839 if (player->shield_deadly_time_left > 0)
10840 player->shield_deadly_time_left--;
10844 if (!local_player->LevelSolved && !level.use_step_counter)
10852 if (TimeLeft <= 10 && setup.time_limit)
10853 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
10855 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
10856 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
10858 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10860 if (!TimeLeft && setup.time_limit)
10862 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10863 level.native_em_level->lev->killed_out_of_time = TRUE;
10865 for (i = 0; i < MAX_PLAYERS; i++)
10866 KillPlayer(&stored_player[i]);
10869 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
10871 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
10874 level.native_em_level->lev->time =
10875 (game.no_time_limit ? TimePlayed : TimeLeft);
10878 if (tape.recording || tape.playing)
10879 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
10882 if (tape.recording || tape.playing)
10883 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
10885 UpdateAndDisplayGameControlValues();
10888 void AdvanceFrameAndPlayerCounters(int player_nr)
10892 /* advance frame counters (global frame counter and time frame counter) */
10896 /* advance player counters (counters for move delay, move animation etc.) */
10897 for (i = 0; i < MAX_PLAYERS; i++)
10899 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
10900 int move_delay_value = stored_player[i].move_delay_value;
10901 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
10903 if (!advance_player_counters) /* not all players may be affected */
10906 if (move_frames == 0) /* less than one move per game frame */
10908 int stepsize = TILEX / move_delay_value;
10909 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
10910 int count = (stored_player[i].is_moving ?
10911 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
10913 if (count % delay == 0)
10917 stored_player[i].Frame += move_frames;
10919 if (stored_player[i].MovPos != 0)
10920 stored_player[i].StepFrame += move_frames;
10922 if (stored_player[i].move_delay > 0)
10923 stored_player[i].move_delay--;
10925 /* due to bugs in previous versions, counter must count up, not down */
10926 if (stored_player[i].push_delay != -1)
10927 stored_player[i].push_delay++;
10929 if (stored_player[i].drop_delay > 0)
10930 stored_player[i].drop_delay--;
10932 if (stored_player[i].is_dropping_pressed)
10933 stored_player[i].drop_pressed_delay++;
10937 void StartGameActions(boolean init_network_game, boolean record_tape,
10940 unsigned int new_random_seed = InitRND(random_seed);
10943 TapeStartRecording(new_random_seed);
10945 #if defined(NETWORK_AVALIABLE)
10946 if (init_network_game)
10948 SendToServer_StartPlaying();
10959 static unsigned int game_frame_delay = 0;
10960 unsigned int game_frame_delay_value;
10961 byte *recorded_player_action;
10962 byte summarized_player_action = 0;
10963 byte tape_action[MAX_PLAYERS];
10966 /* detect endless loops, caused by custom element programming */
10967 if (recursion_loop_detected && recursion_loop_depth == 0)
10969 char *message = getStringCat3("Internal Error! Element ",
10970 EL_NAME(recursion_loop_element),
10971 " caused endless loop! Quit the game?");
10973 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
10974 EL_NAME(recursion_loop_element));
10976 RequestQuitGameExt(FALSE, level_editor_test_game, message);
10978 recursion_loop_detected = FALSE; /* if game should be continued */
10985 if (game.restart_level)
10986 StartGameActions(options.network, setup.autorecord, level.random_seed);
10988 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
10989 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10991 if (level.native_em_level->lev->home == 0) /* all players at home */
10993 PlayerWins(local_player);
10995 AllPlayersGone = TRUE;
10997 level.native_em_level->lev->home = -1;
11000 if (level.native_em_level->ply[0]->alive == 0 &&
11001 level.native_em_level->ply[1]->alive == 0 &&
11002 level.native_em_level->ply[2]->alive == 0 &&
11003 level.native_em_level->ply[3]->alive == 0) /* all dead */
11004 AllPlayersGone = TRUE;
11006 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11008 if (game_sp.LevelSolved &&
11009 !game_sp.GameOver) /* game won */
11011 PlayerWins(local_player);
11013 game_sp.GameOver = TRUE;
11015 AllPlayersGone = TRUE;
11018 if (game_sp.GameOver) /* game lost */
11019 AllPlayersGone = TRUE;
11022 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11025 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11028 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11031 game_frame_delay_value =
11032 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11034 if (tape.playing && tape.warp_forward && !tape.pausing)
11035 game_frame_delay_value = 0;
11038 /* ---------- main game synchronization point ---------- */
11040 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11042 printf("::: skip == %d\n", skip);
11045 /* ---------- main game synchronization point ---------- */
11047 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11050 if (network_playing && !network_player_action_received)
11052 /* try to get network player actions in time */
11054 #if defined(NETWORK_AVALIABLE)
11055 /* last chance to get network player actions without main loop delay */
11056 HandleNetworking();
11059 /* game was quit by network peer */
11060 if (game_status != GAME_MODE_PLAYING)
11063 if (!network_player_action_received)
11064 return; /* failed to get network player actions in time */
11066 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11072 /* at this point we know that we really continue executing the game */
11074 network_player_action_received = FALSE;
11076 /* when playing tape, read previously recorded player input from tape data */
11077 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11079 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11083 if (tape.set_centered_player)
11085 game.centered_player_nr_next = tape.centered_player_nr_next;
11086 game.set_centered_player = TRUE;
11089 for (i = 0; i < MAX_PLAYERS; i++)
11091 summarized_player_action |= stored_player[i].action;
11093 if (!network_playing && (game.team_mode || tape.playing))
11094 stored_player[i].effective_action = stored_player[i].action;
11097 #if defined(NETWORK_AVALIABLE)
11098 if (network_playing)
11099 SendToServer_MovePlayer(summarized_player_action);
11102 // summarize all actions at local players mapped input device position
11103 // (this allows using different input devices in single player mode)
11104 if (!options.network && !game.team_mode)
11105 stored_player[map_player_action[local_player->index_nr]].effective_action =
11106 summarized_player_action;
11108 if (tape.recording &&
11110 setup.input_on_focus &&
11111 game.centered_player_nr != -1)
11113 for (i = 0; i < MAX_PLAYERS; i++)
11114 stored_player[i].effective_action =
11115 (i == game.centered_player_nr ? summarized_player_action : 0);
11118 if (recorded_player_action != NULL)
11119 for (i = 0; i < MAX_PLAYERS; i++)
11120 stored_player[i].effective_action = recorded_player_action[i];
11122 for (i = 0; i < MAX_PLAYERS; i++)
11124 tape_action[i] = stored_player[i].effective_action;
11126 /* (this may happen in the RND game engine if a player was not present on
11127 the playfield on level start, but appeared later from a custom element */
11128 if (setup.team_mode &&
11131 !tape.player_participates[i])
11132 tape.player_participates[i] = TRUE;
11135 /* only record actions from input devices, but not programmed actions */
11136 if (tape.recording)
11137 TapeRecordAction(tape_action);
11139 #if USE_NEW_PLAYER_ASSIGNMENTS
11140 // !!! also map player actions in single player mode !!!
11141 // if (game.team_mode)
11144 byte mapped_action[MAX_PLAYERS];
11146 #if DEBUG_PLAYER_ACTIONS
11148 for (i = 0; i < MAX_PLAYERS; i++)
11149 printf(" %d, ", stored_player[i].effective_action);
11152 for (i = 0; i < MAX_PLAYERS; i++)
11153 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11155 for (i = 0; i < MAX_PLAYERS; i++)
11156 stored_player[i].effective_action = mapped_action[i];
11158 #if DEBUG_PLAYER_ACTIONS
11160 for (i = 0; i < MAX_PLAYERS; i++)
11161 printf(" %d, ", stored_player[i].effective_action);
11165 #if DEBUG_PLAYER_ACTIONS
11169 for (i = 0; i < MAX_PLAYERS; i++)
11170 printf(" %d, ", stored_player[i].effective_action);
11176 for (i = 0; i < MAX_PLAYERS; i++)
11178 // allow engine snapshot in case of changed movement attempt
11179 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11180 (stored_player[i].effective_action & KEY_MOTION))
11181 game.snapshot.changed_action = TRUE;
11183 // allow engine snapshot in case of snapping/dropping attempt
11184 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11185 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11186 game.snapshot.changed_action = TRUE;
11188 game.snapshot.last_action[i] = stored_player[i].effective_action;
11191 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11193 GameActions_EM_Main();
11195 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11197 GameActions_SP_Main();
11201 GameActions_RND_Main();
11204 BlitScreenToBitmap(backbuffer);
11208 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11210 if (options.debug) /* calculate frames per second */
11212 static unsigned int fps_counter = 0;
11213 static int fps_frames = 0;
11214 unsigned int fps_delay_ms = Counter() - fps_counter;
11218 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
11220 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11223 fps_counter = Counter();
11226 redraw_mask |= REDRAW_FPS;
11230 void GameActions_EM_Main()
11232 byte effective_action[MAX_PLAYERS];
11233 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11236 for (i = 0; i < MAX_PLAYERS; i++)
11237 effective_action[i] = stored_player[i].effective_action;
11239 GameActions_EM(effective_action, warp_mode);
11242 void GameActions_SP_Main()
11244 byte effective_action[MAX_PLAYERS];
11245 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11248 for (i = 0; i < MAX_PLAYERS; i++)
11249 effective_action[i] = stored_player[i].effective_action;
11251 GameActions_SP(effective_action, warp_mode);
11254 void GameActions_RND_Main()
11259 void GameActions_RND()
11261 int magic_wall_x = 0, magic_wall_y = 0;
11262 int i, x, y, element, graphic;
11264 InitPlayfieldScanModeVars();
11266 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11268 SCAN_PLAYFIELD(x, y)
11270 ChangeCount[x][y] = 0;
11271 ChangeEvent[x][y] = -1;
11275 if (game.set_centered_player)
11277 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11279 /* switching to "all players" only possible if all players fit to screen */
11280 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11282 game.centered_player_nr_next = game.centered_player_nr;
11283 game.set_centered_player = FALSE;
11286 /* do not switch focus to non-existing (or non-active) player */
11287 if (game.centered_player_nr_next >= 0 &&
11288 !stored_player[game.centered_player_nr_next].active)
11290 game.centered_player_nr_next = game.centered_player_nr;
11291 game.set_centered_player = FALSE;
11295 if (game.set_centered_player &&
11296 ScreenMovPos == 0) /* screen currently aligned at tile position */
11300 if (game.centered_player_nr_next == -1)
11302 setScreenCenteredToAllPlayers(&sx, &sy);
11306 sx = stored_player[game.centered_player_nr_next].jx;
11307 sy = stored_player[game.centered_player_nr_next].jy;
11310 game.centered_player_nr = game.centered_player_nr_next;
11311 game.set_centered_player = FALSE;
11313 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11314 DrawGameDoorValues();
11317 for (i = 0; i < MAX_PLAYERS; i++)
11319 int actual_player_action = stored_player[i].effective_action;
11322 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11323 - rnd_equinox_tetrachloride 048
11324 - rnd_equinox_tetrachloride_ii 096
11325 - rnd_emanuel_schmieg 002
11326 - doctor_sloan_ww 001, 020
11328 if (stored_player[i].MovPos == 0)
11329 CheckGravityMovement(&stored_player[i]);
11332 /* overwrite programmed action with tape action */
11333 if (stored_player[i].programmed_action)
11334 actual_player_action = stored_player[i].programmed_action;
11336 PlayerActions(&stored_player[i], actual_player_action);
11338 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11341 ScrollScreen(NULL, SCROLL_GO_ON);
11343 /* for backwards compatibility, the following code emulates a fixed bug that
11344 occured when pushing elements (causing elements that just made their last
11345 pushing step to already (if possible) make their first falling step in the
11346 same game frame, which is bad); this code is also needed to use the famous
11347 "spring push bug" which is used in older levels and might be wanted to be
11348 used also in newer levels, but in this case the buggy pushing code is only
11349 affecting the "spring" element and no other elements */
11351 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11353 for (i = 0; i < MAX_PLAYERS; i++)
11355 struct PlayerInfo *player = &stored_player[i];
11356 int x = player->jx;
11357 int y = player->jy;
11359 if (player->active && player->is_pushing && player->is_moving &&
11361 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11362 Feld[x][y] == EL_SPRING))
11364 ContinueMoving(x, y);
11366 /* continue moving after pushing (this is actually a bug) */
11367 if (!IS_MOVING(x, y))
11368 Stop[x][y] = FALSE;
11373 SCAN_PLAYFIELD(x, y)
11375 ChangeCount[x][y] = 0;
11376 ChangeEvent[x][y] = -1;
11378 /* this must be handled before main playfield loop */
11379 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11382 if (MovDelay[x][y] <= 0)
11386 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11389 if (MovDelay[x][y] <= 0)
11392 TEST_DrawLevelField(x, y);
11394 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11399 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11401 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11402 printf("GameActions(): This should never happen!\n");
11404 ChangePage[x][y] = -1;
11408 Stop[x][y] = FALSE;
11409 if (WasJustMoving[x][y] > 0)
11410 WasJustMoving[x][y]--;
11411 if (WasJustFalling[x][y] > 0)
11412 WasJustFalling[x][y]--;
11413 if (CheckCollision[x][y] > 0)
11414 CheckCollision[x][y]--;
11415 if (CheckImpact[x][y] > 0)
11416 CheckImpact[x][y]--;
11420 /* reset finished pushing action (not done in ContinueMoving() to allow
11421 continuous pushing animation for elements with zero push delay) */
11422 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11424 ResetGfxAnimation(x, y);
11425 TEST_DrawLevelField(x, y);
11429 if (IS_BLOCKED(x, y))
11433 Blocked2Moving(x, y, &oldx, &oldy);
11434 if (!IS_MOVING(oldx, oldy))
11436 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11437 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11438 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11439 printf("GameActions(): This should never happen!\n");
11445 SCAN_PLAYFIELD(x, y)
11447 element = Feld[x][y];
11448 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11450 ResetGfxFrame(x, y, TRUE);
11452 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11453 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11454 ResetRandomAnimationValue(x, y);
11456 SetRandomAnimationValue(x, y);
11458 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11460 if (IS_INACTIVE(element))
11462 if (IS_ANIMATED(graphic))
11463 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11468 /* this may take place after moving, so 'element' may have changed */
11469 if (IS_CHANGING(x, y) &&
11470 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11472 int page = element_info[element].event_page_nr[CE_DELAY];
11474 HandleElementChange(x, y, page);
11476 element = Feld[x][y];
11477 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11480 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11484 element = Feld[x][y];
11485 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11487 if (IS_ANIMATED(graphic) &&
11488 !IS_MOVING(x, y) &&
11490 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11492 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11493 TEST_DrawTwinkleOnField(x, y);
11495 else if ((element == EL_ACID ||
11496 element == EL_EXIT_OPEN ||
11497 element == EL_EM_EXIT_OPEN ||
11498 element == EL_SP_EXIT_OPEN ||
11499 element == EL_STEEL_EXIT_OPEN ||
11500 element == EL_EM_STEEL_EXIT_OPEN ||
11501 element == EL_SP_TERMINAL ||
11502 element == EL_SP_TERMINAL_ACTIVE ||
11503 element == EL_EXTRA_TIME ||
11504 element == EL_SHIELD_NORMAL ||
11505 element == EL_SHIELD_DEADLY) &&
11506 IS_ANIMATED(graphic))
11507 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11508 else if (IS_MOVING(x, y))
11509 ContinueMoving(x, y);
11510 else if (IS_ACTIVE_BOMB(element))
11511 CheckDynamite(x, y);
11512 else if (element == EL_AMOEBA_GROWING)
11513 AmoebeWaechst(x, y);
11514 else if (element == EL_AMOEBA_SHRINKING)
11515 AmoebaDisappearing(x, y);
11517 #if !USE_NEW_AMOEBA_CODE
11518 else if (IS_AMOEBALIVE(element))
11519 AmoebeAbleger(x, y);
11522 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11524 else if (element == EL_EXIT_CLOSED)
11526 else if (element == EL_EM_EXIT_CLOSED)
11528 else if (element == EL_STEEL_EXIT_CLOSED)
11529 CheckExitSteel(x, y);
11530 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11531 CheckExitSteelEM(x, y);
11532 else if (element == EL_SP_EXIT_CLOSED)
11534 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11535 element == EL_EXPANDABLE_STEELWALL_GROWING)
11536 MauerWaechst(x, y);
11537 else if (element == EL_EXPANDABLE_WALL ||
11538 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11539 element == EL_EXPANDABLE_WALL_VERTICAL ||
11540 element == EL_EXPANDABLE_WALL_ANY ||
11541 element == EL_BD_EXPANDABLE_WALL)
11542 MauerAbleger(x, y);
11543 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11544 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11545 element == EL_EXPANDABLE_STEELWALL_ANY)
11546 MauerAblegerStahl(x, y);
11547 else if (element == EL_FLAMES)
11548 CheckForDragon(x, y);
11549 else if (element == EL_EXPLOSION)
11550 ; /* drawing of correct explosion animation is handled separately */
11551 else if (element == EL_ELEMENT_SNAPPING ||
11552 element == EL_DIAGONAL_SHRINKING ||
11553 element == EL_DIAGONAL_GROWING)
11555 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11557 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11559 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11560 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11562 if (IS_BELT_ACTIVE(element))
11563 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11565 if (game.magic_wall_active)
11567 int jx = local_player->jx, jy = local_player->jy;
11569 /* play the element sound at the position nearest to the player */
11570 if ((element == EL_MAGIC_WALL_FULL ||
11571 element == EL_MAGIC_WALL_ACTIVE ||
11572 element == EL_MAGIC_WALL_EMPTYING ||
11573 element == EL_BD_MAGIC_WALL_FULL ||
11574 element == EL_BD_MAGIC_WALL_ACTIVE ||
11575 element == EL_BD_MAGIC_WALL_EMPTYING ||
11576 element == EL_DC_MAGIC_WALL_FULL ||
11577 element == EL_DC_MAGIC_WALL_ACTIVE ||
11578 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11579 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11587 #if USE_NEW_AMOEBA_CODE
11588 /* new experimental amoeba growth stuff */
11589 if (!(FrameCounter % 8))
11591 static unsigned int random = 1684108901;
11593 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11595 x = RND(lev_fieldx);
11596 y = RND(lev_fieldy);
11597 element = Feld[x][y];
11599 if (!IS_PLAYER(x,y) &&
11600 (element == EL_EMPTY ||
11601 CAN_GROW_INTO(element) ||
11602 element == EL_QUICKSAND_EMPTY ||
11603 element == EL_QUICKSAND_FAST_EMPTY ||
11604 element == EL_ACID_SPLASH_LEFT ||
11605 element == EL_ACID_SPLASH_RIGHT))
11607 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11608 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11609 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11610 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11611 Feld[x][y] = EL_AMOEBA_DROP;
11614 random = random * 129 + 1;
11619 game.explosions_delayed = FALSE;
11621 SCAN_PLAYFIELD(x, y)
11623 element = Feld[x][y];
11625 if (ExplodeField[x][y])
11626 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11627 else if (element == EL_EXPLOSION)
11628 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11630 ExplodeField[x][y] = EX_TYPE_NONE;
11633 game.explosions_delayed = TRUE;
11635 if (game.magic_wall_active)
11637 if (!(game.magic_wall_time_left % 4))
11639 int element = Feld[magic_wall_x][magic_wall_y];
11641 if (element == EL_BD_MAGIC_WALL_FULL ||
11642 element == EL_BD_MAGIC_WALL_ACTIVE ||
11643 element == EL_BD_MAGIC_WALL_EMPTYING)
11644 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
11645 else if (element == EL_DC_MAGIC_WALL_FULL ||
11646 element == EL_DC_MAGIC_WALL_ACTIVE ||
11647 element == EL_DC_MAGIC_WALL_EMPTYING)
11648 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
11650 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
11653 if (game.magic_wall_time_left > 0)
11655 game.magic_wall_time_left--;
11657 if (!game.magic_wall_time_left)
11659 SCAN_PLAYFIELD(x, y)
11661 element = Feld[x][y];
11663 if (element == EL_MAGIC_WALL_ACTIVE ||
11664 element == EL_MAGIC_WALL_FULL)
11666 Feld[x][y] = EL_MAGIC_WALL_DEAD;
11667 TEST_DrawLevelField(x, y);
11669 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
11670 element == EL_BD_MAGIC_WALL_FULL)
11672 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
11673 TEST_DrawLevelField(x, y);
11675 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
11676 element == EL_DC_MAGIC_WALL_FULL)
11678 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
11679 TEST_DrawLevelField(x, y);
11683 game.magic_wall_active = FALSE;
11688 if (game.light_time_left > 0)
11690 game.light_time_left--;
11692 if (game.light_time_left == 0)
11693 RedrawAllLightSwitchesAndInvisibleElements();
11696 if (game.timegate_time_left > 0)
11698 game.timegate_time_left--;
11700 if (game.timegate_time_left == 0)
11701 CloseAllOpenTimegates();
11704 if (game.lenses_time_left > 0)
11706 game.lenses_time_left--;
11708 if (game.lenses_time_left == 0)
11709 RedrawAllInvisibleElementsForLenses();
11712 if (game.magnify_time_left > 0)
11714 game.magnify_time_left--;
11716 if (game.magnify_time_left == 0)
11717 RedrawAllInvisibleElementsForMagnifier();
11720 for (i = 0; i < MAX_PLAYERS; i++)
11722 struct PlayerInfo *player = &stored_player[i];
11724 if (SHIELD_ON(player))
11726 if (player->shield_deadly_time_left)
11727 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
11728 else if (player->shield_normal_time_left)
11729 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
11733 #if USE_DELAYED_GFX_REDRAW
11734 SCAN_PLAYFIELD(x, y)
11736 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
11738 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
11739 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
11741 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
11742 DrawLevelField(x, y);
11744 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
11745 DrawLevelFieldCrumbled(x, y);
11747 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
11748 DrawLevelFieldCrumbledNeighbours(x, y);
11750 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
11751 DrawTwinkleOnField(x, y);
11754 GfxRedraw[x][y] = GFX_REDRAW_NONE;
11759 PlayAllPlayersSound();
11761 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
11763 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
11765 local_player->show_envelope = 0;
11768 /* use random number generator in every frame to make it less predictable */
11769 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
11773 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
11775 int min_x = x, min_y = y, max_x = x, max_y = y;
11778 for (i = 0; i < MAX_PLAYERS; i++)
11780 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11782 if (!stored_player[i].active || &stored_player[i] == player)
11785 min_x = MIN(min_x, jx);
11786 min_y = MIN(min_y, jy);
11787 max_x = MAX(max_x, jx);
11788 max_y = MAX(max_y, jy);
11791 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
11794 static boolean AllPlayersInVisibleScreen()
11798 for (i = 0; i < MAX_PLAYERS; i++)
11800 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11802 if (!stored_player[i].active)
11805 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
11812 void ScrollLevel(int dx, int dy)
11814 int scroll_offset = 2 * TILEX_VAR;
11817 BlitBitmap(drawto_field, drawto_field,
11818 FX + TILEX_VAR * (dx == -1) - scroll_offset,
11819 FY + TILEY_VAR * (dy == -1) - scroll_offset,
11820 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
11821 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
11822 FX + TILEX_VAR * (dx == 1) - scroll_offset,
11823 FY + TILEY_VAR * (dy == 1) - scroll_offset);
11827 x = (dx == 1 ? BX1 : BX2);
11828 for (y = BY1; y <= BY2; y++)
11829 DrawScreenField(x, y);
11834 y = (dy == 1 ? BY1 : BY2);
11835 for (x = BX1; x <= BX2; x++)
11836 DrawScreenField(x, y);
11839 redraw_mask |= REDRAW_FIELD;
11842 static boolean canFallDown(struct PlayerInfo *player)
11844 int jx = player->jx, jy = player->jy;
11846 return (IN_LEV_FIELD(jx, jy + 1) &&
11847 (IS_FREE(jx, jy + 1) ||
11848 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
11849 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
11850 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
11853 static boolean canPassField(int x, int y, int move_dir)
11855 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11856 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11857 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11858 int nextx = x + dx;
11859 int nexty = y + dy;
11860 int element = Feld[x][y];
11862 return (IS_PASSABLE_FROM(element, opposite_dir) &&
11863 !CAN_MOVE(element) &&
11864 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
11865 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
11866 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
11869 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
11871 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11872 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11873 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11877 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
11878 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
11879 (IS_DIGGABLE(Feld[newx][newy]) ||
11880 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
11881 canPassField(newx, newy, move_dir)));
11884 static void CheckGravityMovement(struct PlayerInfo *player)
11886 if (player->gravity && !player->programmed_action)
11888 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
11889 int move_dir_vertical = player->effective_action & MV_VERTICAL;
11890 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
11891 int jx = player->jx, jy = player->jy;
11892 boolean player_is_moving_to_valid_field =
11893 (!player_is_snapping &&
11894 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
11895 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
11896 boolean player_can_fall_down = canFallDown(player);
11898 if (player_can_fall_down &&
11899 !player_is_moving_to_valid_field)
11900 player->programmed_action = MV_DOWN;
11904 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
11906 return CheckGravityMovement(player);
11908 if (player->gravity && !player->programmed_action)
11910 int jx = player->jx, jy = player->jy;
11911 boolean field_under_player_is_free =
11912 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
11913 boolean player_is_standing_on_valid_field =
11914 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
11915 (IS_WALKABLE(Feld[jx][jy]) &&
11916 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
11918 if (field_under_player_is_free && !player_is_standing_on_valid_field)
11919 player->programmed_action = MV_DOWN;
11924 MovePlayerOneStep()
11925 -----------------------------------------------------------------------------
11926 dx, dy: direction (non-diagonal) to try to move the player to
11927 real_dx, real_dy: direction as read from input device (can be diagonal)
11930 boolean MovePlayerOneStep(struct PlayerInfo *player,
11931 int dx, int dy, int real_dx, int real_dy)
11933 int jx = player->jx, jy = player->jy;
11934 int new_jx = jx + dx, new_jy = jy + dy;
11936 boolean player_can_move = !player->cannot_move;
11938 if (!player->active || (!dx && !dy))
11939 return MP_NO_ACTION;
11941 player->MovDir = (dx < 0 ? MV_LEFT :
11942 dx > 0 ? MV_RIGHT :
11944 dy > 0 ? MV_DOWN : MV_NONE);
11946 if (!IN_LEV_FIELD(new_jx, new_jy))
11947 return MP_NO_ACTION;
11949 if (!player_can_move)
11951 if (player->MovPos == 0)
11953 player->is_moving = FALSE;
11954 player->is_digging = FALSE;
11955 player->is_collecting = FALSE;
11956 player->is_snapping = FALSE;
11957 player->is_pushing = FALSE;
11961 if (!options.network && game.centered_player_nr == -1 &&
11962 !AllPlayersInSight(player, new_jx, new_jy))
11963 return MP_NO_ACTION;
11965 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
11966 if (can_move != MP_MOVING)
11969 /* check if DigField() has caused relocation of the player */
11970 if (player->jx != jx || player->jy != jy)
11971 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
11973 StorePlayer[jx][jy] = 0;
11974 player->last_jx = jx;
11975 player->last_jy = jy;
11976 player->jx = new_jx;
11977 player->jy = new_jy;
11978 StorePlayer[new_jx][new_jy] = player->element_nr;
11980 if (player->move_delay_value_next != -1)
11982 player->move_delay_value = player->move_delay_value_next;
11983 player->move_delay_value_next = -1;
11987 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
11989 player->step_counter++;
11991 PlayerVisit[jx][jy] = FrameCounter;
11993 player->is_moving = TRUE;
11996 /* should better be called in MovePlayer(), but this breaks some tapes */
11997 ScrollPlayer(player, SCROLL_INIT);
12003 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12005 int jx = player->jx, jy = player->jy;
12006 int old_jx = jx, old_jy = jy;
12007 int moved = MP_NO_ACTION;
12009 if (!player->active)
12014 if (player->MovPos == 0)
12016 player->is_moving = FALSE;
12017 player->is_digging = FALSE;
12018 player->is_collecting = FALSE;
12019 player->is_snapping = FALSE;
12020 player->is_pushing = FALSE;
12026 if (player->move_delay > 0)
12029 player->move_delay = -1; /* set to "uninitialized" value */
12031 /* store if player is automatically moved to next field */
12032 player->is_auto_moving = (player->programmed_action != MV_NONE);
12034 /* remove the last programmed player action */
12035 player->programmed_action = 0;
12037 if (player->MovPos)
12039 /* should only happen if pre-1.2 tape recordings are played */
12040 /* this is only for backward compatibility */
12042 int original_move_delay_value = player->move_delay_value;
12045 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12049 /* scroll remaining steps with finest movement resolution */
12050 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12052 while (player->MovPos)
12054 ScrollPlayer(player, SCROLL_GO_ON);
12055 ScrollScreen(NULL, SCROLL_GO_ON);
12057 AdvanceFrameAndPlayerCounters(player->index_nr);
12063 player->move_delay_value = original_move_delay_value;
12066 player->is_active = FALSE;
12068 if (player->last_move_dir & MV_HORIZONTAL)
12070 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12071 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12075 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12076 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12079 if (!moved && !player->is_active)
12081 player->is_moving = FALSE;
12082 player->is_digging = FALSE;
12083 player->is_collecting = FALSE;
12084 player->is_snapping = FALSE;
12085 player->is_pushing = FALSE;
12091 if (moved & MP_MOVING && !ScreenMovPos &&
12092 (player->index_nr == game.centered_player_nr ||
12093 game.centered_player_nr == -1))
12095 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12096 int offset = game.scroll_delay_value;
12098 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12100 /* actual player has left the screen -- scroll in that direction */
12101 if (jx != old_jx) /* player has moved horizontally */
12102 scroll_x += (jx - old_jx);
12103 else /* player has moved vertically */
12104 scroll_y += (jy - old_jy);
12108 if (jx != old_jx) /* player has moved horizontally */
12110 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12111 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12112 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12114 /* don't scroll over playfield boundaries */
12115 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12116 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12118 /* don't scroll more than one field at a time */
12119 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12121 /* don't scroll against the player's moving direction */
12122 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12123 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12124 scroll_x = old_scroll_x;
12126 else /* player has moved vertically */
12128 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12129 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12130 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12132 /* don't scroll over playfield boundaries */
12133 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12134 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12136 /* don't scroll more than one field at a time */
12137 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12139 /* don't scroll against the player's moving direction */
12140 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12141 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12142 scroll_y = old_scroll_y;
12146 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12148 if (!options.network && game.centered_player_nr == -1 &&
12149 !AllPlayersInVisibleScreen())
12151 scroll_x = old_scroll_x;
12152 scroll_y = old_scroll_y;
12156 ScrollScreen(player, SCROLL_INIT);
12157 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12162 player->StepFrame = 0;
12164 if (moved & MP_MOVING)
12166 if (old_jx != jx && old_jy == jy)
12167 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12168 else if (old_jx == jx && old_jy != jy)
12169 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12171 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12173 player->last_move_dir = player->MovDir;
12174 player->is_moving = TRUE;
12175 player->is_snapping = FALSE;
12176 player->is_switching = FALSE;
12177 player->is_dropping = FALSE;
12178 player->is_dropping_pressed = FALSE;
12179 player->drop_pressed_delay = 0;
12182 /* should better be called here than above, but this breaks some tapes */
12183 ScrollPlayer(player, SCROLL_INIT);
12188 CheckGravityMovementWhenNotMoving(player);
12190 player->is_moving = FALSE;
12192 /* at this point, the player is allowed to move, but cannot move right now
12193 (e.g. because of something blocking the way) -- ensure that the player
12194 is also allowed to move in the next frame (in old versions before 3.1.1,
12195 the player was forced to wait again for eight frames before next try) */
12197 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12198 player->move_delay = 0; /* allow direct movement in the next frame */
12201 if (player->move_delay == -1) /* not yet initialized by DigField() */
12202 player->move_delay = player->move_delay_value;
12204 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12206 TestIfPlayerTouchesBadThing(jx, jy);
12207 TestIfPlayerTouchesCustomElement(jx, jy);
12210 if (!player->active)
12211 RemovePlayer(player);
12216 void ScrollPlayer(struct PlayerInfo *player, int mode)
12218 int jx = player->jx, jy = player->jy;
12219 int last_jx = player->last_jx, last_jy = player->last_jy;
12220 int move_stepsize = TILEX / player->move_delay_value;
12222 if (!player->active)
12225 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12228 if (mode == SCROLL_INIT)
12230 player->actual_frame_counter = FrameCounter;
12231 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12233 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12234 Feld[last_jx][last_jy] == EL_EMPTY)
12236 int last_field_block_delay = 0; /* start with no blocking at all */
12237 int block_delay_adjustment = player->block_delay_adjustment;
12239 /* if player blocks last field, add delay for exactly one move */
12240 if (player->block_last_field)
12242 last_field_block_delay += player->move_delay_value;
12244 /* when blocking enabled, prevent moving up despite gravity */
12245 if (player->gravity && player->MovDir == MV_UP)
12246 block_delay_adjustment = -1;
12249 /* add block delay adjustment (also possible when not blocking) */
12250 last_field_block_delay += block_delay_adjustment;
12252 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12253 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12256 if (player->MovPos != 0) /* player has not yet reached destination */
12259 else if (!FrameReached(&player->actual_frame_counter, 1))
12262 if (player->MovPos != 0)
12264 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12265 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12267 /* before DrawPlayer() to draw correct player graphic for this case */
12268 if (player->MovPos == 0)
12269 CheckGravityMovement(player);
12272 if (player->MovPos == 0) /* player reached destination field */
12274 if (player->move_delay_reset_counter > 0)
12276 player->move_delay_reset_counter--;
12278 if (player->move_delay_reset_counter == 0)
12280 /* continue with normal speed after quickly moving through gate */
12281 HALVE_PLAYER_SPEED(player);
12283 /* be able to make the next move without delay */
12284 player->move_delay = 0;
12288 player->last_jx = jx;
12289 player->last_jy = jy;
12291 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12292 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12293 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12294 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12295 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12296 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12297 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12298 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12300 DrawPlayer(player); /* needed here only to cleanup last field */
12301 RemovePlayer(player);
12303 if (local_player->friends_still_needed == 0 ||
12304 IS_SP_ELEMENT(Feld[jx][jy]))
12305 PlayerWins(player);
12308 /* this breaks one level: "machine", level 000 */
12310 int move_direction = player->MovDir;
12311 int enter_side = MV_DIR_OPPOSITE(move_direction);
12312 int leave_side = move_direction;
12313 int old_jx = last_jx;
12314 int old_jy = last_jy;
12315 int old_element = Feld[old_jx][old_jy];
12316 int new_element = Feld[jx][jy];
12318 if (IS_CUSTOM_ELEMENT(old_element))
12319 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12321 player->index_bit, leave_side);
12323 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12324 CE_PLAYER_LEAVES_X,
12325 player->index_bit, leave_side);
12327 if (IS_CUSTOM_ELEMENT(new_element))
12328 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12329 player->index_bit, enter_side);
12331 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12332 CE_PLAYER_ENTERS_X,
12333 player->index_bit, enter_side);
12335 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12336 CE_MOVE_OF_X, move_direction);
12339 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12341 TestIfPlayerTouchesBadThing(jx, jy);
12342 TestIfPlayerTouchesCustomElement(jx, jy);
12344 /* needed because pushed element has not yet reached its destination,
12345 so it would trigger a change event at its previous field location */
12346 if (!player->is_pushing)
12347 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12349 if (!player->active)
12350 RemovePlayer(player);
12353 if (!local_player->LevelSolved && level.use_step_counter)
12363 if (TimeLeft <= 10 && setup.time_limit)
12364 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12366 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12368 DisplayGameControlValues();
12370 if (!TimeLeft && setup.time_limit)
12371 for (i = 0; i < MAX_PLAYERS; i++)
12372 KillPlayer(&stored_player[i]);
12374 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12376 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12378 DisplayGameControlValues();
12382 if (tape.single_step && tape.recording && !tape.pausing &&
12383 !player->programmed_action)
12384 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12386 if (!player->programmed_action)
12387 CheckSaveEngineSnapshot(player);
12391 void ScrollScreen(struct PlayerInfo *player, int mode)
12393 static unsigned int screen_frame_counter = 0;
12395 if (mode == SCROLL_INIT)
12397 /* set scrolling step size according to actual player's moving speed */
12398 ScrollStepSize = TILEX / player->move_delay_value;
12400 screen_frame_counter = FrameCounter;
12401 ScreenMovDir = player->MovDir;
12402 ScreenMovPos = player->MovPos;
12403 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12406 else if (!FrameReached(&screen_frame_counter, 1))
12411 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12412 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12413 redraw_mask |= REDRAW_FIELD;
12416 ScreenMovDir = MV_NONE;
12419 void TestIfPlayerTouchesCustomElement(int x, int y)
12421 static int xy[4][2] =
12428 static int trigger_sides[4][2] =
12430 /* center side border side */
12431 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12432 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12433 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12434 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12436 static int touch_dir[4] =
12438 MV_LEFT | MV_RIGHT,
12443 int center_element = Feld[x][y]; /* should always be non-moving! */
12446 for (i = 0; i < NUM_DIRECTIONS; i++)
12448 int xx = x + xy[i][0];
12449 int yy = y + xy[i][1];
12450 int center_side = trigger_sides[i][0];
12451 int border_side = trigger_sides[i][1];
12452 int border_element;
12454 if (!IN_LEV_FIELD(xx, yy))
12457 if (IS_PLAYER(x, y)) /* player found at center element */
12459 struct PlayerInfo *player = PLAYERINFO(x, y);
12461 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12462 border_element = Feld[xx][yy]; /* may be moving! */
12463 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12464 border_element = Feld[xx][yy];
12465 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12466 border_element = MovingOrBlocked2Element(xx, yy);
12468 continue; /* center and border element do not touch */
12470 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12471 player->index_bit, border_side);
12472 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12473 CE_PLAYER_TOUCHES_X,
12474 player->index_bit, border_side);
12477 /* use player element that is initially defined in the level playfield,
12478 not the player element that corresponds to the runtime player number
12479 (example: a level that contains EL_PLAYER_3 as the only player would
12480 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12481 int player_element = PLAYERINFO(x, y)->initial_element;
12483 CheckElementChangeBySide(xx, yy, border_element, player_element,
12484 CE_TOUCHING_X, border_side);
12487 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12489 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12491 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12493 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12494 continue; /* center and border element do not touch */
12497 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12498 player->index_bit, center_side);
12499 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12500 CE_PLAYER_TOUCHES_X,
12501 player->index_bit, center_side);
12504 /* use player element that is initially defined in the level playfield,
12505 not the player element that corresponds to the runtime player number
12506 (example: a level that contains EL_PLAYER_3 as the only player would
12507 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12508 int player_element = PLAYERINFO(xx, yy)->initial_element;
12510 CheckElementChangeBySide(x, y, center_element, player_element,
12511 CE_TOUCHING_X, center_side);
12519 void TestIfElementTouchesCustomElement(int x, int y)
12521 static int xy[4][2] =
12528 static int trigger_sides[4][2] =
12530 /* center side border side */
12531 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12532 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12533 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12534 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12536 static int touch_dir[4] =
12538 MV_LEFT | MV_RIGHT,
12543 boolean change_center_element = FALSE;
12544 int center_element = Feld[x][y]; /* should always be non-moving! */
12545 int border_element_old[NUM_DIRECTIONS];
12548 for (i = 0; i < NUM_DIRECTIONS; i++)
12550 int xx = x + xy[i][0];
12551 int yy = y + xy[i][1];
12552 int border_element;
12554 border_element_old[i] = -1;
12556 if (!IN_LEV_FIELD(xx, yy))
12559 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12560 border_element = Feld[xx][yy]; /* may be moving! */
12561 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12562 border_element = Feld[xx][yy];
12563 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12564 border_element = MovingOrBlocked2Element(xx, yy);
12566 continue; /* center and border element do not touch */
12568 border_element_old[i] = border_element;
12571 for (i = 0; i < NUM_DIRECTIONS; i++)
12573 int xx = x + xy[i][0];
12574 int yy = y + xy[i][1];
12575 int center_side = trigger_sides[i][0];
12576 int border_element = border_element_old[i];
12578 if (border_element == -1)
12581 /* check for change of border element */
12582 CheckElementChangeBySide(xx, yy, border_element, center_element,
12583 CE_TOUCHING_X, center_side);
12585 /* (center element cannot be player, so we dont have to check this here) */
12588 for (i = 0; i < NUM_DIRECTIONS; i++)
12590 int xx = x + xy[i][0];
12591 int yy = y + xy[i][1];
12592 int border_side = trigger_sides[i][1];
12593 int border_element = border_element_old[i];
12595 if (border_element == -1)
12598 /* check for change of center element (but change it only once) */
12599 if (!change_center_element)
12600 change_center_element =
12601 CheckElementChangeBySide(x, y, center_element, border_element,
12602 CE_TOUCHING_X, border_side);
12604 if (IS_PLAYER(xx, yy))
12606 /* use player element that is initially defined in the level playfield,
12607 not the player element that corresponds to the runtime player number
12608 (example: a level that contains EL_PLAYER_3 as the only player would
12609 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12610 int player_element = PLAYERINFO(xx, yy)->initial_element;
12612 CheckElementChangeBySide(x, y, center_element, player_element,
12613 CE_TOUCHING_X, border_side);
12618 void TestIfElementHitsCustomElement(int x, int y, int direction)
12620 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12621 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12622 int hitx = x + dx, hity = y + dy;
12623 int hitting_element = Feld[x][y];
12624 int touched_element;
12626 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12629 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12630 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12632 if (IN_LEV_FIELD(hitx, hity))
12634 int opposite_direction = MV_DIR_OPPOSITE(direction);
12635 int hitting_side = direction;
12636 int touched_side = opposite_direction;
12637 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12638 MovDir[hitx][hity] != direction ||
12639 ABS(MovPos[hitx][hity]) <= TILEY / 2);
12645 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12646 CE_HITTING_X, touched_side);
12648 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12649 CE_HIT_BY_X, hitting_side);
12651 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12652 CE_HIT_BY_SOMETHING, opposite_direction);
12654 if (IS_PLAYER(hitx, hity))
12656 /* use player element that is initially defined in the level playfield,
12657 not the player element that corresponds to the runtime player number
12658 (example: a level that contains EL_PLAYER_3 as the only player would
12659 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12660 int player_element = PLAYERINFO(hitx, hity)->initial_element;
12662 CheckElementChangeBySide(x, y, hitting_element, player_element,
12663 CE_HITTING_X, touched_side);
12668 /* "hitting something" is also true when hitting the playfield border */
12669 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12670 CE_HITTING_SOMETHING, direction);
12673 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
12675 int i, kill_x = -1, kill_y = -1;
12677 int bad_element = -1;
12678 static int test_xy[4][2] =
12685 static int test_dir[4] =
12693 for (i = 0; i < NUM_DIRECTIONS; i++)
12695 int test_x, test_y, test_move_dir, test_element;
12697 test_x = good_x + test_xy[i][0];
12698 test_y = good_y + test_xy[i][1];
12700 if (!IN_LEV_FIELD(test_x, test_y))
12704 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12706 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
12708 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12709 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12711 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
12712 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
12716 bad_element = test_element;
12722 if (kill_x != -1 || kill_y != -1)
12724 if (IS_PLAYER(good_x, good_y))
12726 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
12728 if (player->shield_deadly_time_left > 0 &&
12729 !IS_INDESTRUCTIBLE(bad_element))
12730 Bang(kill_x, kill_y);
12731 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
12732 KillPlayer(player);
12735 Bang(good_x, good_y);
12739 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
12741 int i, kill_x = -1, kill_y = -1;
12742 int bad_element = Feld[bad_x][bad_y];
12743 static int test_xy[4][2] =
12750 static int touch_dir[4] =
12752 MV_LEFT | MV_RIGHT,
12757 static int test_dir[4] =
12765 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
12768 for (i = 0; i < NUM_DIRECTIONS; i++)
12770 int test_x, test_y, test_move_dir, test_element;
12772 test_x = bad_x + test_xy[i][0];
12773 test_y = bad_y + test_xy[i][1];
12775 if (!IN_LEV_FIELD(test_x, test_y))
12779 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12781 test_element = Feld[test_x][test_y];
12783 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12784 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12786 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
12787 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
12789 /* good thing is player or penguin that does not move away */
12790 if (IS_PLAYER(test_x, test_y))
12792 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12794 if (bad_element == EL_ROBOT && player->is_moving)
12795 continue; /* robot does not kill player if he is moving */
12797 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12799 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12800 continue; /* center and border element do not touch */
12808 else if (test_element == EL_PENGUIN)
12818 if (kill_x != -1 || kill_y != -1)
12820 if (IS_PLAYER(kill_x, kill_y))
12822 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12824 if (player->shield_deadly_time_left > 0 &&
12825 !IS_INDESTRUCTIBLE(bad_element))
12826 Bang(bad_x, bad_y);
12827 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12828 KillPlayer(player);
12831 Bang(kill_x, kill_y);
12835 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
12837 int bad_element = Feld[bad_x][bad_y];
12838 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
12839 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
12840 int test_x = bad_x + dx, test_y = bad_y + dy;
12841 int test_move_dir, test_element;
12842 int kill_x = -1, kill_y = -1;
12844 if (!IN_LEV_FIELD(test_x, test_y))
12848 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12850 test_element = Feld[test_x][test_y];
12852 if (test_move_dir != bad_move_dir)
12854 /* good thing can be player or penguin that does not move away */
12855 if (IS_PLAYER(test_x, test_y))
12857 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12859 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
12860 player as being hit when he is moving towards the bad thing, because
12861 the "get hit by" condition would be lost after the player stops) */
12862 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
12863 return; /* player moves away from bad thing */
12868 else if (test_element == EL_PENGUIN)
12875 if (kill_x != -1 || kill_y != -1)
12877 if (IS_PLAYER(kill_x, kill_y))
12879 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12881 if (player->shield_deadly_time_left > 0 &&
12882 !IS_INDESTRUCTIBLE(bad_element))
12883 Bang(bad_x, bad_y);
12884 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12885 KillPlayer(player);
12888 Bang(kill_x, kill_y);
12892 void TestIfPlayerTouchesBadThing(int x, int y)
12894 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12897 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
12899 TestIfGoodThingHitsBadThing(x, y, move_dir);
12902 void TestIfBadThingTouchesPlayer(int x, int y)
12904 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12907 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
12909 TestIfBadThingHitsGoodThing(x, y, move_dir);
12912 void TestIfFriendTouchesBadThing(int x, int y)
12914 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12917 void TestIfBadThingTouchesFriend(int x, int y)
12919 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12922 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
12924 int i, kill_x = bad_x, kill_y = bad_y;
12925 static int xy[4][2] =
12933 for (i = 0; i < NUM_DIRECTIONS; i++)
12937 x = bad_x + xy[i][0];
12938 y = bad_y + xy[i][1];
12939 if (!IN_LEV_FIELD(x, y))
12942 element = Feld[x][y];
12943 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
12944 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
12952 if (kill_x != bad_x || kill_y != bad_y)
12953 Bang(bad_x, bad_y);
12956 void KillPlayer(struct PlayerInfo *player)
12958 int jx = player->jx, jy = player->jy;
12960 if (!player->active)
12964 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
12965 player->killed, player->active, player->reanimated);
12968 /* the following code was introduced to prevent an infinite loop when calling
12970 -> CheckTriggeredElementChangeExt()
12971 -> ExecuteCustomElementAction()
12973 -> (infinitely repeating the above sequence of function calls)
12974 which occurs when killing the player while having a CE with the setting
12975 "kill player X when explosion of <player X>"; the solution using a new
12976 field "player->killed" was chosen for backwards compatibility, although
12977 clever use of the fields "player->active" etc. would probably also work */
12979 if (player->killed)
12983 player->killed = TRUE;
12985 /* remove accessible field at the player's position */
12986 Feld[jx][jy] = EL_EMPTY;
12988 /* deactivate shield (else Bang()/Explode() would not work right) */
12989 player->shield_normal_time_left = 0;
12990 player->shield_deadly_time_left = 0;
12993 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
12994 player->killed, player->active, player->reanimated);
13000 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13001 player->killed, player->active, player->reanimated);
13004 if (player->reanimated) /* killed player may have been reanimated */
13005 player->killed = player->reanimated = FALSE;
13007 BuryPlayer(player);
13010 static void KillPlayerUnlessEnemyProtected(int x, int y)
13012 if (!PLAYER_ENEMY_PROTECTED(x, y))
13013 KillPlayer(PLAYERINFO(x, y));
13016 static void KillPlayerUnlessExplosionProtected(int x, int y)
13018 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13019 KillPlayer(PLAYERINFO(x, y));
13022 void BuryPlayer(struct PlayerInfo *player)
13024 int jx = player->jx, jy = player->jy;
13026 if (!player->active)
13029 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13030 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13032 player->GameOver = TRUE;
13033 RemovePlayer(player);
13036 void RemovePlayer(struct PlayerInfo *player)
13038 int jx = player->jx, jy = player->jy;
13039 int i, found = FALSE;
13041 player->present = FALSE;
13042 player->active = FALSE;
13044 if (!ExplodeField[jx][jy])
13045 StorePlayer[jx][jy] = 0;
13047 if (player->is_moving)
13048 TEST_DrawLevelField(player->last_jx, player->last_jy);
13050 for (i = 0; i < MAX_PLAYERS; i++)
13051 if (stored_player[i].active)
13055 AllPlayersGone = TRUE;
13061 static void setFieldForSnapping(int x, int y, int element, int direction)
13063 struct ElementInfo *ei = &element_info[element];
13064 int direction_bit = MV_DIR_TO_BIT(direction);
13065 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13066 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13067 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13069 Feld[x][y] = EL_ELEMENT_SNAPPING;
13070 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13072 ResetGfxAnimation(x, y);
13074 GfxElement[x][y] = element;
13075 GfxAction[x][y] = action;
13076 GfxDir[x][y] = direction;
13077 GfxFrame[x][y] = -1;
13081 =============================================================================
13082 checkDiagonalPushing()
13083 -----------------------------------------------------------------------------
13084 check if diagonal input device direction results in pushing of object
13085 (by checking if the alternative direction is walkable, diggable, ...)
13086 =============================================================================
13089 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13090 int x, int y, int real_dx, int real_dy)
13092 int jx, jy, dx, dy, xx, yy;
13094 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13097 /* diagonal direction: check alternative direction */
13102 xx = jx + (dx == 0 ? real_dx : 0);
13103 yy = jy + (dy == 0 ? real_dy : 0);
13105 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13109 =============================================================================
13111 -----------------------------------------------------------------------------
13112 x, y: field next to player (non-diagonal) to try to dig to
13113 real_dx, real_dy: direction as read from input device (can be diagonal)
13114 =============================================================================
13117 static int DigField(struct PlayerInfo *player,
13118 int oldx, int oldy, int x, int y,
13119 int real_dx, int real_dy, int mode)
13121 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13122 boolean player_was_pushing = player->is_pushing;
13123 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13124 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13125 int jx = oldx, jy = oldy;
13126 int dx = x - jx, dy = y - jy;
13127 int nextx = x + dx, nexty = y + dy;
13128 int move_direction = (dx == -1 ? MV_LEFT :
13129 dx == +1 ? MV_RIGHT :
13131 dy == +1 ? MV_DOWN : MV_NONE);
13132 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13133 int dig_side = MV_DIR_OPPOSITE(move_direction);
13134 int old_element = Feld[jx][jy];
13135 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13138 if (is_player) /* function can also be called by EL_PENGUIN */
13140 if (player->MovPos == 0)
13142 player->is_digging = FALSE;
13143 player->is_collecting = FALSE;
13146 if (player->MovPos == 0) /* last pushing move finished */
13147 player->is_pushing = FALSE;
13149 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13151 player->is_switching = FALSE;
13152 player->push_delay = -1;
13154 return MP_NO_ACTION;
13158 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13159 old_element = Back[jx][jy];
13161 /* in case of element dropped at player position, check background */
13162 else if (Back[jx][jy] != EL_EMPTY &&
13163 game.engine_version >= VERSION_IDENT(2,2,0,0))
13164 old_element = Back[jx][jy];
13166 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13167 return MP_NO_ACTION; /* field has no opening in this direction */
13169 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13170 return MP_NO_ACTION; /* field has no opening in this direction */
13172 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13176 Feld[jx][jy] = player->artwork_element;
13177 InitMovingField(jx, jy, MV_DOWN);
13178 Store[jx][jy] = EL_ACID;
13179 ContinueMoving(jx, jy);
13180 BuryPlayer(player);
13182 return MP_DONT_RUN_INTO;
13185 if (player_can_move && DONT_RUN_INTO(element))
13187 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13189 return MP_DONT_RUN_INTO;
13192 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13193 return MP_NO_ACTION;
13195 collect_count = element_info[element].collect_count_initial;
13197 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13198 return MP_NO_ACTION;
13200 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13201 player_can_move = player_can_move_or_snap;
13203 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13204 game.engine_version >= VERSION_IDENT(2,2,0,0))
13206 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13207 player->index_bit, dig_side);
13208 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13209 player->index_bit, dig_side);
13211 if (element == EL_DC_LANDMINE)
13214 if (Feld[x][y] != element) /* field changed by snapping */
13217 return MP_NO_ACTION;
13220 if (player->gravity && is_player && !player->is_auto_moving &&
13221 canFallDown(player) && move_direction != MV_DOWN &&
13222 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13223 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13225 if (player_can_move &&
13226 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13228 int sound_element = SND_ELEMENT(element);
13229 int sound_action = ACTION_WALKING;
13231 if (IS_RND_GATE(element))
13233 if (!player->key[RND_GATE_NR(element)])
13234 return MP_NO_ACTION;
13236 else if (IS_RND_GATE_GRAY(element))
13238 if (!player->key[RND_GATE_GRAY_NR(element)])
13239 return MP_NO_ACTION;
13241 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13243 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13244 return MP_NO_ACTION;
13246 else if (element == EL_EXIT_OPEN ||
13247 element == EL_EM_EXIT_OPEN ||
13248 element == EL_EM_EXIT_OPENING ||
13249 element == EL_STEEL_EXIT_OPEN ||
13250 element == EL_EM_STEEL_EXIT_OPEN ||
13251 element == EL_EM_STEEL_EXIT_OPENING ||
13252 element == EL_SP_EXIT_OPEN ||
13253 element == EL_SP_EXIT_OPENING)
13255 sound_action = ACTION_PASSING; /* player is passing exit */
13257 else if (element == EL_EMPTY)
13259 sound_action = ACTION_MOVING; /* nothing to walk on */
13262 /* play sound from background or player, whatever is available */
13263 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13264 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13266 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13268 else if (player_can_move &&
13269 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13271 if (!ACCESS_FROM(element, opposite_direction))
13272 return MP_NO_ACTION; /* field not accessible from this direction */
13274 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13275 return MP_NO_ACTION;
13277 if (IS_EM_GATE(element))
13279 if (!player->key[EM_GATE_NR(element)])
13280 return MP_NO_ACTION;
13282 else if (IS_EM_GATE_GRAY(element))
13284 if (!player->key[EM_GATE_GRAY_NR(element)])
13285 return MP_NO_ACTION;
13287 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13289 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13290 return MP_NO_ACTION;
13292 else if (IS_EMC_GATE(element))
13294 if (!player->key[EMC_GATE_NR(element)])
13295 return MP_NO_ACTION;
13297 else if (IS_EMC_GATE_GRAY(element))
13299 if (!player->key[EMC_GATE_GRAY_NR(element)])
13300 return MP_NO_ACTION;
13302 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13304 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13305 return MP_NO_ACTION;
13307 else if (element == EL_DC_GATE_WHITE ||
13308 element == EL_DC_GATE_WHITE_GRAY ||
13309 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13311 if (player->num_white_keys == 0)
13312 return MP_NO_ACTION;
13314 player->num_white_keys--;
13316 else if (IS_SP_PORT(element))
13318 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13319 element == EL_SP_GRAVITY_PORT_RIGHT ||
13320 element == EL_SP_GRAVITY_PORT_UP ||
13321 element == EL_SP_GRAVITY_PORT_DOWN)
13322 player->gravity = !player->gravity;
13323 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13324 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13325 element == EL_SP_GRAVITY_ON_PORT_UP ||
13326 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13327 player->gravity = TRUE;
13328 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13329 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13330 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13331 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13332 player->gravity = FALSE;
13335 /* automatically move to the next field with double speed */
13336 player->programmed_action = move_direction;
13338 if (player->move_delay_reset_counter == 0)
13340 player->move_delay_reset_counter = 2; /* two double speed steps */
13342 DOUBLE_PLAYER_SPEED(player);
13345 PlayLevelSoundAction(x, y, ACTION_PASSING);
13347 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13351 if (mode != DF_SNAP)
13353 GfxElement[x][y] = GFX_ELEMENT(element);
13354 player->is_digging = TRUE;
13357 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13359 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13360 player->index_bit, dig_side);
13362 if (mode == DF_SNAP)
13364 if (level.block_snap_field)
13365 setFieldForSnapping(x, y, element, move_direction);
13367 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13369 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13370 player->index_bit, dig_side);
13373 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13377 if (is_player && mode != DF_SNAP)
13379 GfxElement[x][y] = element;
13380 player->is_collecting = TRUE;
13383 if (element == EL_SPEED_PILL)
13385 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13387 else if (element == EL_EXTRA_TIME && level.time > 0)
13389 TimeLeft += level.extra_time;
13391 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13393 DisplayGameControlValues();
13395 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13397 player->shield_normal_time_left += level.shield_normal_time;
13398 if (element == EL_SHIELD_DEADLY)
13399 player->shield_deadly_time_left += level.shield_deadly_time;
13401 else if (element == EL_DYNAMITE ||
13402 element == EL_EM_DYNAMITE ||
13403 element == EL_SP_DISK_RED)
13405 if (player->inventory_size < MAX_INVENTORY_SIZE)
13406 player->inventory_element[player->inventory_size++] = element;
13408 DrawGameDoorValues();
13410 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13412 player->dynabomb_count++;
13413 player->dynabombs_left++;
13415 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13417 player->dynabomb_size++;
13419 else if (element == EL_DYNABOMB_INCREASE_POWER)
13421 player->dynabomb_xl = TRUE;
13423 else if (IS_KEY(element))
13425 player->key[KEY_NR(element)] = TRUE;
13427 DrawGameDoorValues();
13429 else if (element == EL_DC_KEY_WHITE)
13431 player->num_white_keys++;
13433 /* display white keys? */
13434 /* DrawGameDoorValues(); */
13436 else if (IS_ENVELOPE(element))
13438 player->show_envelope = element;
13440 else if (element == EL_EMC_LENSES)
13442 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13444 RedrawAllInvisibleElementsForLenses();
13446 else if (element == EL_EMC_MAGNIFIER)
13448 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13450 RedrawAllInvisibleElementsForMagnifier();
13452 else if (IS_DROPPABLE(element) ||
13453 IS_THROWABLE(element)) /* can be collected and dropped */
13457 if (collect_count == 0)
13458 player->inventory_infinite_element = element;
13460 for (i = 0; i < collect_count; i++)
13461 if (player->inventory_size < MAX_INVENTORY_SIZE)
13462 player->inventory_element[player->inventory_size++] = element;
13464 DrawGameDoorValues();
13466 else if (collect_count > 0)
13468 local_player->gems_still_needed -= collect_count;
13469 if (local_player->gems_still_needed < 0)
13470 local_player->gems_still_needed = 0;
13472 game.snapshot.collected_item = TRUE;
13474 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13476 DisplayGameControlValues();
13479 RaiseScoreElement(element);
13480 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13483 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13484 player->index_bit, dig_side);
13486 if (mode == DF_SNAP)
13488 if (level.block_snap_field)
13489 setFieldForSnapping(x, y, element, move_direction);
13491 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13493 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13494 player->index_bit, dig_side);
13497 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13499 if (mode == DF_SNAP && element != EL_BD_ROCK)
13500 return MP_NO_ACTION;
13502 if (CAN_FALL(element) && dy)
13503 return MP_NO_ACTION;
13505 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13506 !(element == EL_SPRING && level.use_spring_bug))
13507 return MP_NO_ACTION;
13509 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13510 ((move_direction & MV_VERTICAL &&
13511 ((element_info[element].move_pattern & MV_LEFT &&
13512 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13513 (element_info[element].move_pattern & MV_RIGHT &&
13514 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13515 (move_direction & MV_HORIZONTAL &&
13516 ((element_info[element].move_pattern & MV_UP &&
13517 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13518 (element_info[element].move_pattern & MV_DOWN &&
13519 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13520 return MP_NO_ACTION;
13522 /* do not push elements already moving away faster than player */
13523 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13524 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13525 return MP_NO_ACTION;
13527 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13529 if (player->push_delay_value == -1 || !player_was_pushing)
13530 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13532 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13534 if (player->push_delay_value == -1)
13535 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13537 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13539 if (!player->is_pushing)
13540 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13543 player->is_pushing = TRUE;
13544 player->is_active = TRUE;
13546 if (!(IN_LEV_FIELD(nextx, nexty) &&
13547 (IS_FREE(nextx, nexty) ||
13548 (IS_SB_ELEMENT(element) &&
13549 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13550 (IS_CUSTOM_ELEMENT(element) &&
13551 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13552 return MP_NO_ACTION;
13554 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13555 return MP_NO_ACTION;
13557 if (player->push_delay == -1) /* new pushing; restart delay */
13558 player->push_delay = 0;
13560 if (player->push_delay < player->push_delay_value &&
13561 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13562 element != EL_SPRING && element != EL_BALLOON)
13564 /* make sure that there is no move delay before next try to push */
13565 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13566 player->move_delay = 0;
13568 return MP_NO_ACTION;
13571 if (IS_CUSTOM_ELEMENT(element) &&
13572 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13574 if (!DigFieldByCE(nextx, nexty, element))
13575 return MP_NO_ACTION;
13578 if (IS_SB_ELEMENT(element))
13580 if (element == EL_SOKOBAN_FIELD_FULL)
13582 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13583 local_player->sokobanfields_still_needed++;
13586 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13588 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13589 local_player->sokobanfields_still_needed--;
13592 Feld[x][y] = EL_SOKOBAN_OBJECT;
13594 if (Back[x][y] == Back[nextx][nexty])
13595 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13596 else if (Back[x][y] != 0)
13597 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13600 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13603 if (local_player->sokobanfields_still_needed == 0 &&
13604 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13606 PlayerWins(player);
13608 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13612 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13614 InitMovingField(x, y, move_direction);
13615 GfxAction[x][y] = ACTION_PUSHING;
13617 if (mode == DF_SNAP)
13618 ContinueMoving(x, y);
13620 MovPos[x][y] = (dx != 0 ? dx : dy);
13622 Pushed[x][y] = TRUE;
13623 Pushed[nextx][nexty] = TRUE;
13625 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13626 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13628 player->push_delay_value = -1; /* get new value later */
13630 /* check for element change _after_ element has been pushed */
13631 if (game.use_change_when_pushing_bug)
13633 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
13634 player->index_bit, dig_side);
13635 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
13636 player->index_bit, dig_side);
13639 else if (IS_SWITCHABLE(element))
13641 if (PLAYER_SWITCHING(player, x, y))
13643 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13644 player->index_bit, dig_side);
13649 player->is_switching = TRUE;
13650 player->switch_x = x;
13651 player->switch_y = y;
13653 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13655 if (element == EL_ROBOT_WHEEL)
13657 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
13661 game.robot_wheel_active = TRUE;
13663 TEST_DrawLevelField(x, y);
13665 else if (element == EL_SP_TERMINAL)
13669 SCAN_PLAYFIELD(xx, yy)
13671 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
13675 else if (Feld[xx][yy] == EL_SP_TERMINAL)
13677 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
13679 ResetGfxAnimation(xx, yy);
13680 TEST_DrawLevelField(xx, yy);
13684 else if (IS_BELT_SWITCH(element))
13686 ToggleBeltSwitch(x, y);
13688 else if (element == EL_SWITCHGATE_SWITCH_UP ||
13689 element == EL_SWITCHGATE_SWITCH_DOWN ||
13690 element == EL_DC_SWITCHGATE_SWITCH_UP ||
13691 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
13693 ToggleSwitchgateSwitch(x, y);
13695 else if (element == EL_LIGHT_SWITCH ||
13696 element == EL_LIGHT_SWITCH_ACTIVE)
13698 ToggleLightSwitch(x, y);
13700 else if (element == EL_TIMEGATE_SWITCH ||
13701 element == EL_DC_TIMEGATE_SWITCH)
13703 ActivateTimegateSwitch(x, y);
13705 else if (element == EL_BALLOON_SWITCH_LEFT ||
13706 element == EL_BALLOON_SWITCH_RIGHT ||
13707 element == EL_BALLOON_SWITCH_UP ||
13708 element == EL_BALLOON_SWITCH_DOWN ||
13709 element == EL_BALLOON_SWITCH_NONE ||
13710 element == EL_BALLOON_SWITCH_ANY)
13712 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
13713 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
13714 element == EL_BALLOON_SWITCH_UP ? MV_UP :
13715 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
13716 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
13719 else if (element == EL_LAMP)
13721 Feld[x][y] = EL_LAMP_ACTIVE;
13722 local_player->lights_still_needed--;
13724 ResetGfxAnimation(x, y);
13725 TEST_DrawLevelField(x, y);
13727 else if (element == EL_TIME_ORB_FULL)
13729 Feld[x][y] = EL_TIME_ORB_EMPTY;
13731 if (level.time > 0 || level.use_time_orb_bug)
13733 TimeLeft += level.time_orb_time;
13734 game.no_time_limit = FALSE;
13736 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13738 DisplayGameControlValues();
13741 ResetGfxAnimation(x, y);
13742 TEST_DrawLevelField(x, y);
13744 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
13745 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13749 game.ball_state = !game.ball_state;
13751 SCAN_PLAYFIELD(xx, yy)
13753 int e = Feld[xx][yy];
13755 if (game.ball_state)
13757 if (e == EL_EMC_MAGIC_BALL)
13758 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
13759 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
13760 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
13764 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
13765 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
13766 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13767 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
13772 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13773 player->index_bit, dig_side);
13775 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13776 player->index_bit, dig_side);
13778 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13779 player->index_bit, dig_side);
13785 if (!PLAYER_SWITCHING(player, x, y))
13787 player->is_switching = TRUE;
13788 player->switch_x = x;
13789 player->switch_y = y;
13791 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
13792 player->index_bit, dig_side);
13793 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13794 player->index_bit, dig_side);
13796 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
13797 player->index_bit, dig_side);
13798 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13799 player->index_bit, dig_side);
13802 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
13803 player->index_bit, dig_side);
13804 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13805 player->index_bit, dig_side);
13807 return MP_NO_ACTION;
13810 player->push_delay = -1;
13812 if (is_player) /* function can also be called by EL_PENGUIN */
13814 if (Feld[x][y] != element) /* really digged/collected something */
13816 player->is_collecting = !player->is_digging;
13817 player->is_active = TRUE;
13824 static boolean DigFieldByCE(int x, int y, int digging_element)
13826 int element = Feld[x][y];
13828 if (!IS_FREE(x, y))
13830 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
13831 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
13834 /* no element can dig solid indestructible elements */
13835 if (IS_INDESTRUCTIBLE(element) &&
13836 !IS_DIGGABLE(element) &&
13837 !IS_COLLECTIBLE(element))
13840 if (AmoebaNr[x][y] &&
13841 (element == EL_AMOEBA_FULL ||
13842 element == EL_BD_AMOEBA ||
13843 element == EL_AMOEBA_GROWING))
13845 AmoebaCnt[AmoebaNr[x][y]]--;
13846 AmoebaCnt2[AmoebaNr[x][y]]--;
13849 if (IS_MOVING(x, y))
13850 RemoveMovingField(x, y);
13854 TEST_DrawLevelField(x, y);
13857 /* if digged element was about to explode, prevent the explosion */
13858 ExplodeField[x][y] = EX_TYPE_NONE;
13860 PlayLevelSoundAction(x, y, action);
13863 Store[x][y] = EL_EMPTY;
13865 /* this makes it possible to leave the removed element again */
13866 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
13867 Store[x][y] = element;
13872 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
13874 int jx = player->jx, jy = player->jy;
13875 int x = jx + dx, y = jy + dy;
13876 int snap_direction = (dx == -1 ? MV_LEFT :
13877 dx == +1 ? MV_RIGHT :
13879 dy == +1 ? MV_DOWN : MV_NONE);
13880 boolean can_continue_snapping = (level.continuous_snapping &&
13881 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
13883 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
13886 if (!player->active || !IN_LEV_FIELD(x, y))
13894 if (player->MovPos == 0)
13895 player->is_pushing = FALSE;
13897 player->is_snapping = FALSE;
13899 if (player->MovPos == 0)
13901 player->is_moving = FALSE;
13902 player->is_digging = FALSE;
13903 player->is_collecting = FALSE;
13909 /* prevent snapping with already pressed snap key when not allowed */
13910 if (player->is_snapping && !can_continue_snapping)
13913 player->MovDir = snap_direction;
13915 if (player->MovPos == 0)
13917 player->is_moving = FALSE;
13918 player->is_digging = FALSE;
13919 player->is_collecting = FALSE;
13922 player->is_dropping = FALSE;
13923 player->is_dropping_pressed = FALSE;
13924 player->drop_pressed_delay = 0;
13926 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
13929 player->is_snapping = TRUE;
13930 player->is_active = TRUE;
13932 if (player->MovPos == 0)
13934 player->is_moving = FALSE;
13935 player->is_digging = FALSE;
13936 player->is_collecting = FALSE;
13939 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
13940 TEST_DrawLevelField(player->last_jx, player->last_jy);
13942 TEST_DrawLevelField(x, y);
13947 static boolean DropElement(struct PlayerInfo *player)
13949 int old_element, new_element;
13950 int dropx = player->jx, dropy = player->jy;
13951 int drop_direction = player->MovDir;
13952 int drop_side = drop_direction;
13953 int drop_element = get_next_dropped_element(player);
13955 player->is_dropping_pressed = TRUE;
13957 /* do not drop an element on top of another element; when holding drop key
13958 pressed without moving, dropped element must move away before the next
13959 element can be dropped (this is especially important if the next element
13960 is dynamite, which can be placed on background for historical reasons) */
13961 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
13964 if (IS_THROWABLE(drop_element))
13966 dropx += GET_DX_FROM_DIR(drop_direction);
13967 dropy += GET_DY_FROM_DIR(drop_direction);
13969 if (!IN_LEV_FIELD(dropx, dropy))
13973 old_element = Feld[dropx][dropy]; /* old element at dropping position */
13974 new_element = drop_element; /* default: no change when dropping */
13976 /* check if player is active, not moving and ready to drop */
13977 if (!player->active || player->MovPos || player->drop_delay > 0)
13980 /* check if player has anything that can be dropped */
13981 if (new_element == EL_UNDEFINED)
13984 /* check if drop key was pressed long enough for EM style dynamite */
13985 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
13988 /* check if anything can be dropped at the current position */
13989 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
13992 /* collected custom elements can only be dropped on empty fields */
13993 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
13996 if (old_element != EL_EMPTY)
13997 Back[dropx][dropy] = old_element; /* store old element on this field */
13999 ResetGfxAnimation(dropx, dropy);
14000 ResetRandomAnimationValue(dropx, dropy);
14002 if (player->inventory_size > 0 ||
14003 player->inventory_infinite_element != EL_UNDEFINED)
14005 if (player->inventory_size > 0)
14007 player->inventory_size--;
14009 DrawGameDoorValues();
14011 if (new_element == EL_DYNAMITE)
14012 new_element = EL_DYNAMITE_ACTIVE;
14013 else if (new_element == EL_EM_DYNAMITE)
14014 new_element = EL_EM_DYNAMITE_ACTIVE;
14015 else if (new_element == EL_SP_DISK_RED)
14016 new_element = EL_SP_DISK_RED_ACTIVE;
14019 Feld[dropx][dropy] = new_element;
14021 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14022 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14023 el2img(Feld[dropx][dropy]), 0);
14025 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14027 /* needed if previous element just changed to "empty" in the last frame */
14028 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14030 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14031 player->index_bit, drop_side);
14032 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14034 player->index_bit, drop_side);
14036 TestIfElementTouchesCustomElement(dropx, dropy);
14038 else /* player is dropping a dyna bomb */
14040 player->dynabombs_left--;
14042 Feld[dropx][dropy] = new_element;
14044 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14045 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14046 el2img(Feld[dropx][dropy]), 0);
14048 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14051 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14052 InitField_WithBug1(dropx, dropy, FALSE);
14054 new_element = Feld[dropx][dropy]; /* element might have changed */
14056 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14057 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14059 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14060 MovDir[dropx][dropy] = drop_direction;
14062 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14064 /* do not cause impact style collision by dropping elements that can fall */
14065 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14068 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14069 player->is_dropping = TRUE;
14071 player->drop_pressed_delay = 0;
14072 player->is_dropping_pressed = FALSE;
14074 player->drop_x = dropx;
14075 player->drop_y = dropy;
14080 /* ------------------------------------------------------------------------- */
14081 /* game sound playing functions */
14082 /* ------------------------------------------------------------------------- */
14084 static int *loop_sound_frame = NULL;
14085 static int *loop_sound_volume = NULL;
14087 void InitPlayLevelSound()
14089 int num_sounds = getSoundListSize();
14091 checked_free(loop_sound_frame);
14092 checked_free(loop_sound_volume);
14094 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14095 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14098 static void PlayLevelSound(int x, int y, int nr)
14100 int sx = SCREENX(x), sy = SCREENY(y);
14101 int volume, stereo_position;
14102 int max_distance = 8;
14103 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14105 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14106 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14109 if (!IN_LEV_FIELD(x, y) ||
14110 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14111 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14114 volume = SOUND_MAX_VOLUME;
14116 if (!IN_SCR_FIELD(sx, sy))
14118 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14119 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14121 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14124 stereo_position = (SOUND_MAX_LEFT +
14125 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14126 (SCR_FIELDX + 2 * max_distance));
14128 if (IS_LOOP_SOUND(nr))
14130 /* This assures that quieter loop sounds do not overwrite louder ones,
14131 while restarting sound volume comparison with each new game frame. */
14133 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14136 loop_sound_volume[nr] = volume;
14137 loop_sound_frame[nr] = FrameCounter;
14140 PlaySoundExt(nr, volume, stereo_position, type);
14143 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14145 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14146 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14147 y < LEVELY(BY1) ? LEVELY(BY1) :
14148 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14152 static void PlayLevelSoundAction(int x, int y, int action)
14154 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14157 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14159 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14161 if (sound_effect != SND_UNDEFINED)
14162 PlayLevelSound(x, y, sound_effect);
14165 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14168 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14170 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14171 PlayLevelSound(x, y, sound_effect);
14174 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14176 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14178 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14179 PlayLevelSound(x, y, sound_effect);
14182 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14184 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14186 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14187 StopSound(sound_effect);
14190 static void PlayLevelMusic()
14192 if (levelset.music[level_nr] != MUS_UNDEFINED)
14193 PlayMusic(levelset.music[level_nr]); /* from config file */
14195 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
14198 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14200 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14201 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14202 int x = xx - 1 - offset;
14203 int y = yy - 1 - offset;
14208 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14212 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14216 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14220 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14224 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14228 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14232 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14235 case SAMPLE_android_clone:
14236 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14239 case SAMPLE_android_move:
14240 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14243 case SAMPLE_spring:
14244 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14248 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14252 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14255 case SAMPLE_eater_eat:
14256 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14260 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14263 case SAMPLE_collect:
14264 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14267 case SAMPLE_diamond:
14268 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14271 case SAMPLE_squash:
14272 /* !!! CHECK THIS !!! */
14274 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14276 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14280 case SAMPLE_wonderfall:
14281 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14285 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14289 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14293 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14297 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14301 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14305 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14308 case SAMPLE_wonder:
14309 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14313 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14316 case SAMPLE_exit_open:
14317 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14320 case SAMPLE_exit_leave:
14321 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14324 case SAMPLE_dynamite:
14325 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14329 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14333 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14337 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14341 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14345 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14349 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14353 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14358 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14360 int element = map_element_SP_to_RND(element_sp);
14361 int action = map_action_SP_to_RND(action_sp);
14362 int offset = (setup.sp_show_border_elements ? 0 : 1);
14363 int x = xx - offset;
14364 int y = yy - offset;
14366 PlayLevelSoundElementAction(x, y, element, action);
14369 void RaiseScore(int value)
14371 local_player->score += value;
14373 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14375 DisplayGameControlValues();
14378 void RaiseScoreElement(int element)
14383 case EL_BD_DIAMOND:
14384 case EL_EMERALD_YELLOW:
14385 case EL_EMERALD_RED:
14386 case EL_EMERALD_PURPLE:
14387 case EL_SP_INFOTRON:
14388 RaiseScore(level.score[SC_EMERALD]);
14391 RaiseScore(level.score[SC_DIAMOND]);
14394 RaiseScore(level.score[SC_CRYSTAL]);
14397 RaiseScore(level.score[SC_PEARL]);
14400 case EL_BD_BUTTERFLY:
14401 case EL_SP_ELECTRON:
14402 RaiseScore(level.score[SC_BUG]);
14405 case EL_BD_FIREFLY:
14406 case EL_SP_SNIKSNAK:
14407 RaiseScore(level.score[SC_SPACESHIP]);
14410 case EL_DARK_YAMYAM:
14411 RaiseScore(level.score[SC_YAMYAM]);
14414 RaiseScore(level.score[SC_ROBOT]);
14417 RaiseScore(level.score[SC_PACMAN]);
14420 RaiseScore(level.score[SC_NUT]);
14423 case EL_EM_DYNAMITE:
14424 case EL_SP_DISK_RED:
14425 case EL_DYNABOMB_INCREASE_NUMBER:
14426 case EL_DYNABOMB_INCREASE_SIZE:
14427 case EL_DYNABOMB_INCREASE_POWER:
14428 RaiseScore(level.score[SC_DYNAMITE]);
14430 case EL_SHIELD_NORMAL:
14431 case EL_SHIELD_DEADLY:
14432 RaiseScore(level.score[SC_SHIELD]);
14434 case EL_EXTRA_TIME:
14435 RaiseScore(level.extra_time_score);
14449 case EL_DC_KEY_WHITE:
14450 RaiseScore(level.score[SC_KEY]);
14453 RaiseScore(element_info[element].collect_score);
14458 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14460 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14462 /* closing door required in case of envelope style request dialogs */
14464 CloseDoor(DOOR_CLOSE_1);
14466 #if defined(NETWORK_AVALIABLE)
14467 if (options.network)
14468 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14473 FadeSkipNextFadeIn();
14475 SetGameStatus(GAME_MODE_MAIN);
14480 else /* continue playing the game */
14482 if (tape.playing && tape.deactivate_display)
14483 TapeDeactivateDisplayOff(TRUE);
14485 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14487 if (tape.playing && tape.deactivate_display)
14488 TapeDeactivateDisplayOn();
14492 void RequestQuitGame(boolean ask_if_really_quit)
14494 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14495 boolean skip_request = AllPlayersGone || quick_quit;
14497 RequestQuitGameExt(skip_request, quick_quit,
14498 "Do you really want to quit the game?");
14502 /* ------------------------------------------------------------------------- */
14503 /* random generator functions */
14504 /* ------------------------------------------------------------------------- */
14506 unsigned int InitEngineRandom_RND(int seed)
14508 game.num_random_calls = 0;
14510 return InitEngineRandom(seed);
14513 unsigned int RND(int max)
14517 game.num_random_calls++;
14519 return GetEngineRandom(max);
14526 /* ------------------------------------------------------------------------- */
14527 /* game engine snapshot handling functions */
14528 /* ------------------------------------------------------------------------- */
14530 struct EngineSnapshotInfo
14532 /* runtime values for custom element collect score */
14533 int collect_score[NUM_CUSTOM_ELEMENTS];
14535 /* runtime values for group element choice position */
14536 int choice_pos[NUM_GROUP_ELEMENTS];
14538 /* runtime values for belt position animations */
14539 int belt_graphic[4][NUM_BELT_PARTS];
14540 int belt_anim_mode[4][NUM_BELT_PARTS];
14543 static struct EngineSnapshotInfo engine_snapshot_rnd;
14544 static char *snapshot_level_identifier = NULL;
14545 static int snapshot_level_nr = -1;
14547 static void SaveEngineSnapshotValues_RND()
14549 static int belt_base_active_element[4] =
14551 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
14552 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
14553 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
14554 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
14558 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14560 int element = EL_CUSTOM_START + i;
14562 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
14565 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14567 int element = EL_GROUP_START + i;
14569 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
14572 for (i = 0; i < 4; i++)
14574 for (j = 0; j < NUM_BELT_PARTS; j++)
14576 int element = belt_base_active_element[i] + j;
14577 int graphic = el2img(element);
14578 int anim_mode = graphic_info[graphic].anim_mode;
14580 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
14581 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
14586 static void LoadEngineSnapshotValues_RND()
14588 unsigned int num_random_calls = game.num_random_calls;
14591 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14593 int element = EL_CUSTOM_START + i;
14595 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
14598 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14600 int element = EL_GROUP_START + i;
14602 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
14605 for (i = 0; i < 4; i++)
14607 for (j = 0; j < NUM_BELT_PARTS; j++)
14609 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
14610 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
14612 graphic_info[graphic].anim_mode = anim_mode;
14616 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14618 InitRND(tape.random_seed);
14619 for (i = 0; i < num_random_calls; i++)
14623 if (game.num_random_calls != num_random_calls)
14625 Error(ERR_INFO, "number of random calls out of sync");
14626 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
14627 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
14628 Error(ERR_EXIT, "this should not happen -- please debug");
14632 void FreeEngineSnapshotSingle()
14634 FreeSnapshotSingle();
14636 setString(&snapshot_level_identifier, NULL);
14637 snapshot_level_nr = -1;
14640 void FreeEngineSnapshotList()
14642 FreeSnapshotList();
14645 ListNode *SaveEngineSnapshotBuffers()
14647 ListNode *buffers = NULL;
14649 /* copy some special values to a structure better suited for the snapshot */
14651 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14652 SaveEngineSnapshotValues_RND();
14653 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14654 SaveEngineSnapshotValues_EM();
14655 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14656 SaveEngineSnapshotValues_SP(&buffers);
14658 /* save values stored in special snapshot structure */
14660 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14661 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
14662 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14663 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
14664 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14665 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
14667 /* save further RND engine values */
14669 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
14670 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
14671 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
14673 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
14674 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
14675 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
14676 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
14678 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
14679 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
14680 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
14681 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
14682 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
14684 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
14685 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
14686 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
14688 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
14690 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
14692 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
14693 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
14695 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
14696 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
14697 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
14698 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
14699 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
14700 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
14701 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
14702 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
14703 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
14704 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
14705 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
14706 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
14707 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
14708 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
14709 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
14710 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
14711 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
14712 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
14714 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
14715 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
14717 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
14718 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
14719 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
14721 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
14722 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
14724 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
14725 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
14726 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
14727 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
14728 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
14730 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
14731 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
14734 ListNode *node = engine_snapshot_list_rnd;
14737 while (node != NULL)
14739 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
14744 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
14750 void SaveEngineSnapshotSingle()
14752 ListNode *buffers = SaveEngineSnapshotBuffers();
14754 /* finally save all snapshot buffers to single snapshot */
14755 SaveSnapshotSingle(buffers);
14757 /* save level identification information */
14758 setString(&snapshot_level_identifier, leveldir_current->identifier);
14759 snapshot_level_nr = level_nr;
14762 static boolean SaveEngineSnapshotToListExt(boolean initial_snapshot)
14764 boolean save_snapshot =
14765 (initial_snapshot ||
14766 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
14767 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
14768 game.snapshot.changed_action) ||
14769 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
14770 game.snapshot.collected_item));
14772 game.snapshot.changed_action = FALSE;
14773 game.snapshot.collected_item = FALSE;
14775 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
14776 tape.quick_resume ||
14780 ListNode *buffers = SaveEngineSnapshotBuffers();
14782 /* finally save all snapshot buffers to snapshot list */
14783 SaveSnapshotToList(buffers);
14788 boolean SaveEngineSnapshotToList()
14790 return SaveEngineSnapshotToListExt(FALSE);
14793 void SaveEngineSnapshotToListInitial()
14795 FreeEngineSnapshotList();
14797 SaveEngineSnapshotToListExt(TRUE);
14800 void LoadEngineSnapshotValues()
14802 /* restore special values from snapshot structure */
14804 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14805 LoadEngineSnapshotValues_RND();
14806 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14807 LoadEngineSnapshotValues_EM();
14808 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14809 LoadEngineSnapshotValues_SP();
14812 void LoadEngineSnapshotSingle()
14814 LoadSnapshotSingle();
14816 LoadEngineSnapshotValues();
14819 void LoadEngineSnapshot_Undo(int steps)
14821 LoadSnapshotFromList_Older(steps);
14823 LoadEngineSnapshotValues();
14826 void LoadEngineSnapshot_Redo(int steps)
14828 LoadSnapshotFromList_Newer(steps);
14830 LoadEngineSnapshotValues();
14833 boolean CheckEngineSnapshotSingle()
14835 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
14836 snapshot_level_nr == level_nr);
14839 boolean CheckEngineSnapshotList()
14841 return CheckSnapshotList();
14845 /* ---------- new game button stuff ---------------------------------------- */
14853 } gamebutton_info[NUM_GAME_BUTTONS] =
14856 IMG_GAME_BUTTON_GFX_STOP, &game.button.stop,
14857 GAME_CTRL_ID_STOP, "stop game"
14860 IMG_GAME_BUTTON_GFX_PAUSE, &game.button.pause,
14861 GAME_CTRL_ID_PAUSE, "pause game"
14864 IMG_GAME_BUTTON_GFX_PLAY, &game.button.play,
14865 GAME_CTRL_ID_PLAY, "play game"
14868 IMG_GAME_BUTTON_GFX_UNDO, &game.button.undo,
14869 GAME_CTRL_ID_UNDO, "undo step"
14872 IMG_GAME_BUTTON_GFX_REDO, &game.button.redo,
14873 GAME_CTRL_ID_REDO, "redo step"
14876 IMG_GAME_BUTTON_GFX_SAVE, &game.button.save,
14877 GAME_CTRL_ID_SAVE, "save game"
14880 IMG_GAME_BUTTON_GFX_PAUSE2, &game.button.pause2,
14881 GAME_CTRL_ID_PAUSE2, "pause game"
14884 IMG_GAME_BUTTON_GFX_LOAD, &game.button.load,
14885 GAME_CTRL_ID_LOAD, "load game"
14888 IMG_GAME_BUTTON_GFX_SOUND_MUSIC, &game.button.sound_music,
14889 SOUND_CTRL_ID_MUSIC, "background music on/off"
14892 IMG_GAME_BUTTON_GFX_SOUND_LOOPS, &game.button.sound_loops,
14893 SOUND_CTRL_ID_LOOPS, "sound loops on/off"
14896 IMG_GAME_BUTTON_GFX_SOUND_SIMPLE, &game.button.sound_simple,
14897 SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
14901 void CreateGameButtons()
14905 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14907 struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
14908 struct XY *pos = gamebutton_info[i].pos;
14909 struct GadgetInfo *gi;
14912 unsigned int event_mask;
14913 int base_x = (tape.show_game_buttons ? VX : DX);
14914 int base_y = (tape.show_game_buttons ? VY : DY);
14915 int gd_x = gfx->src_x;
14916 int gd_y = gfx->src_y;
14917 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
14918 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
14919 int gd_xa = gfx->src_x + gfx->active_xoffset;
14920 int gd_ya = gfx->src_y + gfx->active_yoffset;
14921 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
14922 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
14925 if (gfx->bitmap == NULL)
14927 game_gadget[id] = NULL;
14932 if (id == GAME_CTRL_ID_STOP ||
14933 id == GAME_CTRL_ID_PLAY ||
14934 id == GAME_CTRL_ID_SAVE ||
14935 id == GAME_CTRL_ID_LOAD)
14937 button_type = GD_TYPE_NORMAL_BUTTON;
14939 event_mask = GD_EVENT_RELEASED;
14941 else if (id == GAME_CTRL_ID_UNDO ||
14942 id == GAME_CTRL_ID_REDO)
14944 button_type = GD_TYPE_NORMAL_BUTTON;
14946 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
14950 button_type = GD_TYPE_CHECK_BUTTON;
14952 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
14953 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
14954 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
14955 event_mask = GD_EVENT_PRESSED;
14958 gi = CreateGadget(GDI_CUSTOM_ID, id,
14959 GDI_INFO_TEXT, gamebutton_info[i].infotext,
14960 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
14961 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
14962 GDI_WIDTH, gfx->width,
14963 GDI_HEIGHT, gfx->height,
14964 GDI_TYPE, button_type,
14965 GDI_STATE, GD_BUTTON_UNPRESSED,
14966 GDI_CHECKED, checked,
14967 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
14968 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
14969 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
14970 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
14971 GDI_DIRECT_DRAW, FALSE,
14972 GDI_EVENT_MASK, event_mask,
14973 GDI_CALLBACK_ACTION, HandleGameButtons,
14977 Error(ERR_EXIT, "cannot create gadget");
14979 game_gadget[id] = gi;
14983 void FreeGameButtons()
14987 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14988 FreeGadget(game_gadget[i]);
14991 static void MapGameButtonsAtSamePosition(int id)
14995 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14997 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
14998 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
14999 MapGadget(game_gadget[i]);
15002 static void UnmapGameButtonsAtSamePosition(int id)
15006 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15008 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15009 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15010 UnmapGadget(game_gadget[i]);
15013 void MapUndoRedoButtons()
15015 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15016 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15018 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15019 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15022 void UnmapUndoRedoButtons()
15024 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15025 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15027 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15028 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15031 void MapGameButtons()
15035 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15036 if (i != GAME_CTRL_ID_UNDO &&
15037 i != GAME_CTRL_ID_REDO)
15038 MapGadget(game_gadget[i]);
15040 if (setup.show_snapshot_buttons)
15042 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15043 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15044 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15048 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15049 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15050 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15053 RedrawGameButtons();
15056 void UnmapGameButtons()
15060 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15061 UnmapGadget(game_gadget[i]);
15064 void RedrawGameButtons()
15068 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15069 RedrawGadget(game_gadget[i]);
15071 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15072 redraw_mask &= ~REDRAW_ALL;
15075 void GameUndoRedoExt()
15077 ClearPlayerAction();
15079 tape.pausing = TRUE;
15082 UpdateAndDisplayGameControlValues();
15084 DrawCompleteVideoDisplay();
15085 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15086 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15087 DrawVideoDisplay((tape.single_step ? VIDEO_STATE_1STEP_ON :
15088 VIDEO_STATE_1STEP_OFF), 0);
15093 void GameUndo(int steps)
15095 if (!CheckEngineSnapshotList())
15098 LoadEngineSnapshot_Undo(steps);
15103 void GameRedo(int steps)
15105 if (!CheckEngineSnapshotList())
15108 LoadEngineSnapshot_Redo(steps);
15113 static void HandleGameButtonsExt(int id, int button)
15115 static boolean game_undo_executed = FALSE;
15116 int steps = BUTTON_STEPSIZE(button);
15117 boolean handle_game_buttons =
15118 (game_status == GAME_MODE_PLAYING ||
15119 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15121 if (!handle_game_buttons)
15126 case GAME_CTRL_ID_STOP:
15127 if (game_status == GAME_MODE_MAIN)
15133 RequestQuitGame(TRUE);
15137 case GAME_CTRL_ID_PAUSE:
15138 case GAME_CTRL_ID_PAUSE2:
15139 if (options.network && game_status == GAME_MODE_PLAYING)
15141 #if defined(NETWORK_AVALIABLE)
15143 SendToServer_ContinuePlaying();
15145 SendToServer_PausePlaying();
15149 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15151 game_undo_executed = FALSE;
15155 case GAME_CTRL_ID_PLAY:
15156 if (game_status == GAME_MODE_MAIN)
15158 StartGameActions(options.network, setup.autorecord, level.random_seed);
15160 else if (tape.pausing)
15162 #if defined(NETWORK_AVALIABLE)
15163 if (options.network)
15164 SendToServer_ContinuePlaying();
15167 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15171 case GAME_CTRL_ID_UNDO:
15172 // Important: When using "save snapshot when collecting an item" mode,
15173 // load last (current) snapshot for first "undo" after pressing "pause"
15174 // (else the last-but-one snapshot would be loaded, because the snapshot
15175 // pointer already points to the last snapshot when pressing "pause",
15176 // which is fine for "every step/move" mode, but not for "every collect")
15177 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15178 !game_undo_executed)
15181 game_undo_executed = TRUE;
15186 case GAME_CTRL_ID_REDO:
15190 case GAME_CTRL_ID_SAVE:
15194 case GAME_CTRL_ID_LOAD:
15198 case SOUND_CTRL_ID_MUSIC:
15199 if (setup.sound_music)
15201 setup.sound_music = FALSE;
15205 else if (audio.music_available)
15207 setup.sound = setup.sound_music = TRUE;
15209 SetAudioMode(setup.sound);
15215 case SOUND_CTRL_ID_LOOPS:
15216 if (setup.sound_loops)
15217 setup.sound_loops = FALSE;
15218 else if (audio.loops_available)
15220 setup.sound = setup.sound_loops = TRUE;
15222 SetAudioMode(setup.sound);
15226 case SOUND_CTRL_ID_SIMPLE:
15227 if (setup.sound_simple)
15228 setup.sound_simple = FALSE;
15229 else if (audio.sound_available)
15231 setup.sound = setup.sound_simple = TRUE;
15233 SetAudioMode(setup.sound);
15242 static void HandleGameButtons(struct GadgetInfo *gi)
15244 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15247 void HandleSoundButtonKeys(Key key)
15250 if (key == setup.shortcut.sound_simple)
15251 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15252 else if (key == setup.shortcut.sound_loops)
15253 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15254 else if (key == setup.shortcut.sound_music)
15255 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);