1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
25 #define DEBUG_INIT_PLAYER 1
26 #define DEBUG_PLAYER_ACTIONS 0
28 /* EXPERIMENTAL STUFF */
29 #define USE_NEW_AMOEBA_CODE FALSE
31 /* EXPERIMENTAL STUFF */
32 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
33 #define USE_QUICKSAND_IMPACT_BUGFIX 0
34 #define USE_DELAYED_GFX_REDRAW 0
35 #define USE_NEW_PLAYER_ASSIGNMENTS 1
37 #if USE_DELAYED_GFX_REDRAW
38 #define TEST_DrawLevelField(x, y) \
39 GfxRedraw[x][y] |= GFX_REDRAW_TILE
40 #define TEST_DrawLevelFieldCrumbled(x, y) \
41 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
42 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
43 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
44 #define TEST_DrawTwinkleOnField(x, y) \
45 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
47 #define TEST_DrawLevelField(x, y) \
49 #define TEST_DrawLevelFieldCrumbled(x, y) \
50 DrawLevelFieldCrumbled(x, y)
51 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
52 DrawLevelFieldCrumbledNeighbours(x, y)
53 #define TEST_DrawTwinkleOnField(x, y) \
54 DrawTwinkleOnField(x, y)
63 /* for MovePlayer() */
64 #define MP_NO_ACTION 0
67 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
69 /* for ScrollPlayer() */
71 #define SCROLL_GO_ON 1
73 /* for Bang()/Explode() */
74 #define EX_PHASE_START 0
75 #define EX_TYPE_NONE 0
76 #define EX_TYPE_NORMAL (1 << 0)
77 #define EX_TYPE_CENTER (1 << 1)
78 #define EX_TYPE_BORDER (1 << 2)
79 #define EX_TYPE_CROSS (1 << 3)
80 #define EX_TYPE_DYNA (1 << 4)
81 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
83 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
84 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
85 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
86 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
88 /* game panel display and control definitions */
89 #define GAME_PANEL_LEVEL_NUMBER 0
90 #define GAME_PANEL_GEMS 1
91 #define GAME_PANEL_INVENTORY_COUNT 2
92 #define GAME_PANEL_INVENTORY_FIRST_1 3
93 #define GAME_PANEL_INVENTORY_FIRST_2 4
94 #define GAME_PANEL_INVENTORY_FIRST_3 5
95 #define GAME_PANEL_INVENTORY_FIRST_4 6
96 #define GAME_PANEL_INVENTORY_FIRST_5 7
97 #define GAME_PANEL_INVENTORY_FIRST_6 8
98 #define GAME_PANEL_INVENTORY_FIRST_7 9
99 #define GAME_PANEL_INVENTORY_FIRST_8 10
100 #define GAME_PANEL_INVENTORY_LAST_1 11
101 #define GAME_PANEL_INVENTORY_LAST_2 12
102 #define GAME_PANEL_INVENTORY_LAST_3 13
103 #define GAME_PANEL_INVENTORY_LAST_4 14
104 #define GAME_PANEL_INVENTORY_LAST_5 15
105 #define GAME_PANEL_INVENTORY_LAST_6 16
106 #define GAME_PANEL_INVENTORY_LAST_7 17
107 #define GAME_PANEL_INVENTORY_LAST_8 18
108 #define GAME_PANEL_KEY_1 19
109 #define GAME_PANEL_KEY_2 20
110 #define GAME_PANEL_KEY_3 21
111 #define GAME_PANEL_KEY_4 22
112 #define GAME_PANEL_KEY_5 23
113 #define GAME_PANEL_KEY_6 24
114 #define GAME_PANEL_KEY_7 25
115 #define GAME_PANEL_KEY_8 26
116 #define GAME_PANEL_KEY_WHITE 27
117 #define GAME_PANEL_KEY_WHITE_COUNT 28
118 #define GAME_PANEL_SCORE 29
119 #define GAME_PANEL_HIGHSCORE 30
120 #define GAME_PANEL_TIME 31
121 #define GAME_PANEL_TIME_HH 32
122 #define GAME_PANEL_TIME_MM 33
123 #define GAME_PANEL_TIME_SS 34
124 #define GAME_PANEL_FRAME 35
125 #define GAME_PANEL_SHIELD_NORMAL 36
126 #define GAME_PANEL_SHIELD_NORMAL_TIME 37
127 #define GAME_PANEL_SHIELD_DEADLY 38
128 #define GAME_PANEL_SHIELD_DEADLY_TIME 39
129 #define GAME_PANEL_EXIT 40
130 #define GAME_PANEL_EMC_MAGIC_BALL 41
131 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 42
132 #define GAME_PANEL_LIGHT_SWITCH 43
133 #define GAME_PANEL_LIGHT_SWITCH_TIME 44
134 #define GAME_PANEL_TIMEGATE_SWITCH 45
135 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 46
136 #define GAME_PANEL_SWITCHGATE_SWITCH 47
137 #define GAME_PANEL_EMC_LENSES 48
138 #define GAME_PANEL_EMC_LENSES_TIME 49
139 #define GAME_PANEL_EMC_MAGNIFIER 50
140 #define GAME_PANEL_EMC_MAGNIFIER_TIME 51
141 #define GAME_PANEL_BALLOON_SWITCH 52
142 #define GAME_PANEL_DYNABOMB_NUMBER 53
143 #define GAME_PANEL_DYNABOMB_SIZE 54
144 #define GAME_PANEL_DYNABOMB_POWER 55
145 #define GAME_PANEL_PENGUINS 56
146 #define GAME_PANEL_SOKOBAN_OBJECTS 57
147 #define GAME_PANEL_SOKOBAN_FIELDS 58
148 #define GAME_PANEL_ROBOT_WHEEL 59
149 #define GAME_PANEL_CONVEYOR_BELT_1 60
150 #define GAME_PANEL_CONVEYOR_BELT_2 61
151 #define GAME_PANEL_CONVEYOR_BELT_3 62
152 #define GAME_PANEL_CONVEYOR_BELT_4 63
153 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 64
154 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 65
155 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 66
156 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 67
157 #define GAME_PANEL_MAGIC_WALL 68
158 #define GAME_PANEL_MAGIC_WALL_TIME 69
159 #define GAME_PANEL_GRAVITY_STATE 70
160 #define GAME_PANEL_GRAPHIC_1 71
161 #define GAME_PANEL_GRAPHIC_2 72
162 #define GAME_PANEL_GRAPHIC_3 73
163 #define GAME_PANEL_GRAPHIC_4 74
164 #define GAME_PANEL_GRAPHIC_5 75
165 #define GAME_PANEL_GRAPHIC_6 76
166 #define GAME_PANEL_GRAPHIC_7 77
167 #define GAME_PANEL_GRAPHIC_8 78
168 #define GAME_PANEL_ELEMENT_1 79
169 #define GAME_PANEL_ELEMENT_2 80
170 #define GAME_PANEL_ELEMENT_3 81
171 #define GAME_PANEL_ELEMENT_4 82
172 #define GAME_PANEL_ELEMENT_5 83
173 #define GAME_PANEL_ELEMENT_6 84
174 #define GAME_PANEL_ELEMENT_7 85
175 #define GAME_PANEL_ELEMENT_8 86
176 #define GAME_PANEL_ELEMENT_COUNT_1 87
177 #define GAME_PANEL_ELEMENT_COUNT_2 88
178 #define GAME_PANEL_ELEMENT_COUNT_3 89
179 #define GAME_PANEL_ELEMENT_COUNT_4 90
180 #define GAME_PANEL_ELEMENT_COUNT_5 91
181 #define GAME_PANEL_ELEMENT_COUNT_6 92
182 #define GAME_PANEL_ELEMENT_COUNT_7 93
183 #define GAME_PANEL_ELEMENT_COUNT_8 94
184 #define GAME_PANEL_CE_SCORE_1 95
185 #define GAME_PANEL_CE_SCORE_2 96
186 #define GAME_PANEL_CE_SCORE_3 97
187 #define GAME_PANEL_CE_SCORE_4 98
188 #define GAME_PANEL_CE_SCORE_5 99
189 #define GAME_PANEL_CE_SCORE_6 100
190 #define GAME_PANEL_CE_SCORE_7 101
191 #define GAME_PANEL_CE_SCORE_8 102
192 #define GAME_PANEL_CE_SCORE_1_ELEMENT 103
193 #define GAME_PANEL_CE_SCORE_2_ELEMENT 104
194 #define GAME_PANEL_CE_SCORE_3_ELEMENT 105
195 #define GAME_PANEL_CE_SCORE_4_ELEMENT 106
196 #define GAME_PANEL_CE_SCORE_5_ELEMENT 107
197 #define GAME_PANEL_CE_SCORE_6_ELEMENT 108
198 #define GAME_PANEL_CE_SCORE_7_ELEMENT 109
199 #define GAME_PANEL_CE_SCORE_8_ELEMENT 110
200 #define GAME_PANEL_PLAYER_NAME 111
201 #define GAME_PANEL_LEVEL_NAME 112
202 #define GAME_PANEL_LEVEL_AUTHOR 113
204 #define NUM_GAME_PANEL_CONTROLS 114
206 struct GamePanelOrderInfo
212 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
214 struct GamePanelControlInfo
218 struct TextPosInfo *pos;
221 int value, last_value;
222 int frame, last_frame;
227 static struct GamePanelControlInfo game_panel_controls[] =
230 GAME_PANEL_LEVEL_NUMBER,
231 &game.panel.level_number,
240 GAME_PANEL_INVENTORY_COUNT,
241 &game.panel.inventory_count,
245 GAME_PANEL_INVENTORY_FIRST_1,
246 &game.panel.inventory_first[0],
250 GAME_PANEL_INVENTORY_FIRST_2,
251 &game.panel.inventory_first[1],
255 GAME_PANEL_INVENTORY_FIRST_3,
256 &game.panel.inventory_first[2],
260 GAME_PANEL_INVENTORY_FIRST_4,
261 &game.panel.inventory_first[3],
265 GAME_PANEL_INVENTORY_FIRST_5,
266 &game.panel.inventory_first[4],
270 GAME_PANEL_INVENTORY_FIRST_6,
271 &game.panel.inventory_first[5],
275 GAME_PANEL_INVENTORY_FIRST_7,
276 &game.panel.inventory_first[6],
280 GAME_PANEL_INVENTORY_FIRST_8,
281 &game.panel.inventory_first[7],
285 GAME_PANEL_INVENTORY_LAST_1,
286 &game.panel.inventory_last[0],
290 GAME_PANEL_INVENTORY_LAST_2,
291 &game.panel.inventory_last[1],
295 GAME_PANEL_INVENTORY_LAST_3,
296 &game.panel.inventory_last[2],
300 GAME_PANEL_INVENTORY_LAST_4,
301 &game.panel.inventory_last[3],
305 GAME_PANEL_INVENTORY_LAST_5,
306 &game.panel.inventory_last[4],
310 GAME_PANEL_INVENTORY_LAST_6,
311 &game.panel.inventory_last[5],
315 GAME_PANEL_INVENTORY_LAST_7,
316 &game.panel.inventory_last[6],
320 GAME_PANEL_INVENTORY_LAST_8,
321 &game.panel.inventory_last[7],
365 GAME_PANEL_KEY_WHITE,
366 &game.panel.key_white,
370 GAME_PANEL_KEY_WHITE_COUNT,
371 &game.panel.key_white_count,
380 GAME_PANEL_HIGHSCORE,
381 &game.panel.highscore,
410 GAME_PANEL_SHIELD_NORMAL,
411 &game.panel.shield_normal,
415 GAME_PANEL_SHIELD_NORMAL_TIME,
416 &game.panel.shield_normal_time,
420 GAME_PANEL_SHIELD_DEADLY,
421 &game.panel.shield_deadly,
425 GAME_PANEL_SHIELD_DEADLY_TIME,
426 &game.panel.shield_deadly_time,
435 GAME_PANEL_EMC_MAGIC_BALL,
436 &game.panel.emc_magic_ball,
440 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
441 &game.panel.emc_magic_ball_switch,
445 GAME_PANEL_LIGHT_SWITCH,
446 &game.panel.light_switch,
450 GAME_PANEL_LIGHT_SWITCH_TIME,
451 &game.panel.light_switch_time,
455 GAME_PANEL_TIMEGATE_SWITCH,
456 &game.panel.timegate_switch,
460 GAME_PANEL_TIMEGATE_SWITCH_TIME,
461 &game.panel.timegate_switch_time,
465 GAME_PANEL_SWITCHGATE_SWITCH,
466 &game.panel.switchgate_switch,
470 GAME_PANEL_EMC_LENSES,
471 &game.panel.emc_lenses,
475 GAME_PANEL_EMC_LENSES_TIME,
476 &game.panel.emc_lenses_time,
480 GAME_PANEL_EMC_MAGNIFIER,
481 &game.panel.emc_magnifier,
485 GAME_PANEL_EMC_MAGNIFIER_TIME,
486 &game.panel.emc_magnifier_time,
490 GAME_PANEL_BALLOON_SWITCH,
491 &game.panel.balloon_switch,
495 GAME_PANEL_DYNABOMB_NUMBER,
496 &game.panel.dynabomb_number,
500 GAME_PANEL_DYNABOMB_SIZE,
501 &game.panel.dynabomb_size,
505 GAME_PANEL_DYNABOMB_POWER,
506 &game.panel.dynabomb_power,
511 &game.panel.penguins,
515 GAME_PANEL_SOKOBAN_OBJECTS,
516 &game.panel.sokoban_objects,
520 GAME_PANEL_SOKOBAN_FIELDS,
521 &game.panel.sokoban_fields,
525 GAME_PANEL_ROBOT_WHEEL,
526 &game.panel.robot_wheel,
530 GAME_PANEL_CONVEYOR_BELT_1,
531 &game.panel.conveyor_belt[0],
535 GAME_PANEL_CONVEYOR_BELT_2,
536 &game.panel.conveyor_belt[1],
540 GAME_PANEL_CONVEYOR_BELT_3,
541 &game.panel.conveyor_belt[2],
545 GAME_PANEL_CONVEYOR_BELT_4,
546 &game.panel.conveyor_belt[3],
550 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
551 &game.panel.conveyor_belt_switch[0],
555 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
556 &game.panel.conveyor_belt_switch[1],
560 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
561 &game.panel.conveyor_belt_switch[2],
565 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
566 &game.panel.conveyor_belt_switch[3],
570 GAME_PANEL_MAGIC_WALL,
571 &game.panel.magic_wall,
575 GAME_PANEL_MAGIC_WALL_TIME,
576 &game.panel.magic_wall_time,
580 GAME_PANEL_GRAVITY_STATE,
581 &game.panel.gravity_state,
585 GAME_PANEL_GRAPHIC_1,
586 &game.panel.graphic[0],
590 GAME_PANEL_GRAPHIC_2,
591 &game.panel.graphic[1],
595 GAME_PANEL_GRAPHIC_3,
596 &game.panel.graphic[2],
600 GAME_PANEL_GRAPHIC_4,
601 &game.panel.graphic[3],
605 GAME_PANEL_GRAPHIC_5,
606 &game.panel.graphic[4],
610 GAME_PANEL_GRAPHIC_6,
611 &game.panel.graphic[5],
615 GAME_PANEL_GRAPHIC_7,
616 &game.panel.graphic[6],
620 GAME_PANEL_GRAPHIC_8,
621 &game.panel.graphic[7],
625 GAME_PANEL_ELEMENT_1,
626 &game.panel.element[0],
630 GAME_PANEL_ELEMENT_2,
631 &game.panel.element[1],
635 GAME_PANEL_ELEMENT_3,
636 &game.panel.element[2],
640 GAME_PANEL_ELEMENT_4,
641 &game.panel.element[3],
645 GAME_PANEL_ELEMENT_5,
646 &game.panel.element[4],
650 GAME_PANEL_ELEMENT_6,
651 &game.panel.element[5],
655 GAME_PANEL_ELEMENT_7,
656 &game.panel.element[6],
660 GAME_PANEL_ELEMENT_8,
661 &game.panel.element[7],
665 GAME_PANEL_ELEMENT_COUNT_1,
666 &game.panel.element_count[0],
670 GAME_PANEL_ELEMENT_COUNT_2,
671 &game.panel.element_count[1],
675 GAME_PANEL_ELEMENT_COUNT_3,
676 &game.panel.element_count[2],
680 GAME_PANEL_ELEMENT_COUNT_4,
681 &game.panel.element_count[3],
685 GAME_PANEL_ELEMENT_COUNT_5,
686 &game.panel.element_count[4],
690 GAME_PANEL_ELEMENT_COUNT_6,
691 &game.panel.element_count[5],
695 GAME_PANEL_ELEMENT_COUNT_7,
696 &game.panel.element_count[6],
700 GAME_PANEL_ELEMENT_COUNT_8,
701 &game.panel.element_count[7],
705 GAME_PANEL_CE_SCORE_1,
706 &game.panel.ce_score[0],
710 GAME_PANEL_CE_SCORE_2,
711 &game.panel.ce_score[1],
715 GAME_PANEL_CE_SCORE_3,
716 &game.panel.ce_score[2],
720 GAME_PANEL_CE_SCORE_4,
721 &game.panel.ce_score[3],
725 GAME_PANEL_CE_SCORE_5,
726 &game.panel.ce_score[4],
730 GAME_PANEL_CE_SCORE_6,
731 &game.panel.ce_score[5],
735 GAME_PANEL_CE_SCORE_7,
736 &game.panel.ce_score[6],
740 GAME_PANEL_CE_SCORE_8,
741 &game.panel.ce_score[7],
745 GAME_PANEL_CE_SCORE_1_ELEMENT,
746 &game.panel.ce_score_element[0],
750 GAME_PANEL_CE_SCORE_2_ELEMENT,
751 &game.panel.ce_score_element[1],
755 GAME_PANEL_CE_SCORE_3_ELEMENT,
756 &game.panel.ce_score_element[2],
760 GAME_PANEL_CE_SCORE_4_ELEMENT,
761 &game.panel.ce_score_element[3],
765 GAME_PANEL_CE_SCORE_5_ELEMENT,
766 &game.panel.ce_score_element[4],
770 GAME_PANEL_CE_SCORE_6_ELEMENT,
771 &game.panel.ce_score_element[5],
775 GAME_PANEL_CE_SCORE_7_ELEMENT,
776 &game.panel.ce_score_element[6],
780 GAME_PANEL_CE_SCORE_8_ELEMENT,
781 &game.panel.ce_score_element[7],
785 GAME_PANEL_PLAYER_NAME,
786 &game.panel.player_name,
790 GAME_PANEL_LEVEL_NAME,
791 &game.panel.level_name,
795 GAME_PANEL_LEVEL_AUTHOR,
796 &game.panel.level_author,
807 /* values for delayed check of falling and moving elements and for collision */
808 #define CHECK_DELAY_MOVING 3
809 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
810 #define CHECK_DELAY_COLLISION 2
811 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
813 /* values for initial player move delay (initial delay counter value) */
814 #define INITIAL_MOVE_DELAY_OFF -1
815 #define INITIAL_MOVE_DELAY_ON 0
817 /* values for player movement speed (which is in fact a delay value) */
818 #define MOVE_DELAY_MIN_SPEED 32
819 #define MOVE_DELAY_NORMAL_SPEED 8
820 #define MOVE_DELAY_HIGH_SPEED 4
821 #define MOVE_DELAY_MAX_SPEED 1
823 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
824 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
826 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
827 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
829 /* values for other actions */
830 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
831 #define MOVE_STEPSIZE_MIN (1)
832 #define MOVE_STEPSIZE_MAX (TILEX)
834 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
835 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
837 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
839 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
840 RND(element_info[e].push_delay_random))
841 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
842 RND(element_info[e].drop_delay_random))
843 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
844 RND(element_info[e].move_delay_random))
845 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
846 (element_info[e].move_delay_random))
847 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
848 RND(element_info[e].ce_value_random_initial))
849 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
850 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
851 RND((c)->delay_random * (c)->delay_frames))
852 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
853 RND((c)->delay_random))
856 #define GET_VALID_RUNTIME_ELEMENT(e) \
857 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
859 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
860 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
861 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
862 (be) + (e) - EL_SELF)
864 #define GET_PLAYER_FROM_BITS(p) \
865 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
867 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
868 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
869 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
870 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
871 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
872 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
873 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
874 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
875 RESOLVED_REFERENCE_ELEMENT(be, e) : \
878 #define CAN_GROW_INTO(e) \
879 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
881 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
882 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
885 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
886 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
887 (CAN_MOVE_INTO_ACID(e) && \
888 Feld[x][y] == EL_ACID) || \
891 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
892 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
893 (CAN_MOVE_INTO_ACID(e) && \
894 Feld[x][y] == EL_ACID) || \
897 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
898 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
900 (CAN_MOVE_INTO_ACID(e) && \
901 Feld[x][y] == EL_ACID) || \
902 (DONT_COLLIDE_WITH(e) && \
904 !PLAYER_ENEMY_PROTECTED(x, y))))
906 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
907 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
909 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
910 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
912 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
913 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
915 #define ANDROID_CAN_CLONE_FIELD(x, y) \
916 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
917 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
919 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
920 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
922 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
923 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
925 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
926 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
928 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
929 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
931 #define PIG_CAN_ENTER_FIELD(e, x, y) \
932 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
934 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
935 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
936 Feld[x][y] == EL_EM_EXIT_OPEN || \
937 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
938 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
939 IS_FOOD_PENGUIN(Feld[x][y])))
940 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
941 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
943 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
944 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
946 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
947 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
949 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
950 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
951 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
953 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
955 #define CE_ENTER_FIELD_COND(e, x, y) \
956 (!IS_PLAYER(x, y) && \
957 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
959 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
960 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
962 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
963 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
965 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
966 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
967 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
968 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
970 /* game button identifiers */
971 #define GAME_CTRL_ID_STOP 0
972 #define GAME_CTRL_ID_PAUSE 1
973 #define GAME_CTRL_ID_PLAY 2
974 #define GAME_CTRL_ID_UNDO 3
975 #define GAME_CTRL_ID_REDO 4
976 #define GAME_CTRL_ID_SAVE 5
977 #define GAME_CTRL_ID_LOAD 6
978 #define SOUND_CTRL_ID_MUSIC 7
979 #define SOUND_CTRL_ID_LOOPS 8
980 #define SOUND_CTRL_ID_SIMPLE 9
982 #define NUM_GAME_BUTTONS 10
985 /* forward declaration for internal use */
987 static void CreateField(int, int, int);
989 static void ResetGfxAnimation(int, int);
991 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
992 static void AdvanceFrameAndPlayerCounters(int);
994 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
995 static boolean MovePlayer(struct PlayerInfo *, int, int);
996 static void ScrollPlayer(struct PlayerInfo *, int);
997 static void ScrollScreen(struct PlayerInfo *, int);
999 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1000 static boolean DigFieldByCE(int, int, int);
1001 static boolean SnapField(struct PlayerInfo *, int, int);
1002 static boolean DropElement(struct PlayerInfo *);
1004 static void InitBeltMovement(void);
1005 static void CloseAllOpenTimegates(void);
1006 static void CheckGravityMovement(struct PlayerInfo *);
1007 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1008 static void KillPlayerUnlessEnemyProtected(int, int);
1009 static void KillPlayerUnlessExplosionProtected(int, int);
1011 static void TestIfPlayerTouchesCustomElement(int, int);
1012 static void TestIfElementTouchesCustomElement(int, int);
1013 static void TestIfElementHitsCustomElement(int, int, int);
1015 static void HandleElementChange(int, int, int);
1016 static void ExecuteCustomElementAction(int, int, int, int);
1017 static boolean ChangeElement(int, int, int, int);
1019 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1020 #define CheckTriggeredElementChange(x, y, e, ev) \
1021 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1022 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1023 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1024 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1025 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1026 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1027 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1029 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1030 #define CheckElementChange(x, y, e, te, ev) \
1031 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1032 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1033 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1034 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1035 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1037 static void PlayLevelSound(int, int, int);
1038 static void PlayLevelSoundNearest(int, int, int);
1039 static void PlayLevelSoundAction(int, int, int);
1040 static void PlayLevelSoundElementAction(int, int, int, int);
1041 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1042 static void PlayLevelSoundActionIfLoop(int, int, int);
1043 static void StopLevelSoundActionIfLoop(int, int, int);
1044 static void PlayLevelMusic();
1046 static void HandleGameButtons(struct GadgetInfo *);
1048 int AmoebeNachbarNr(int, int);
1049 void AmoebeUmwandeln(int, int);
1050 void ContinueMoving(int, int);
1051 void Bang(int, int);
1052 void InitMovDir(int, int);
1053 void InitAmoebaNr(int, int);
1054 int NewHiScore(void);
1056 void TestIfGoodThingHitsBadThing(int, int, int);
1057 void TestIfBadThingHitsGoodThing(int, int, int);
1058 void TestIfPlayerTouchesBadThing(int, int);
1059 void TestIfPlayerRunsIntoBadThing(int, int, int);
1060 void TestIfBadThingTouchesPlayer(int, int);
1061 void TestIfBadThingRunsIntoPlayer(int, int, int);
1062 void TestIfFriendTouchesBadThing(int, int);
1063 void TestIfBadThingTouchesFriend(int, int);
1064 void TestIfBadThingTouchesOtherBadThing(int, int);
1065 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1067 void KillPlayer(struct PlayerInfo *);
1068 void BuryPlayer(struct PlayerInfo *);
1069 void RemovePlayer(struct PlayerInfo *);
1071 static int getInvisibleActiveFromInvisibleElement(int);
1072 static int getInvisibleFromInvisibleActiveElement(int);
1074 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1076 /* for detection of endless loops, caused by custom element programming */
1077 /* (using maximal playfield width x 10 is just a rough approximation) */
1078 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1080 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1082 if (recursion_loop_detected) \
1085 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1087 recursion_loop_detected = TRUE; \
1088 recursion_loop_element = (e); \
1091 recursion_loop_depth++; \
1094 #define RECURSION_LOOP_DETECTION_END() \
1096 recursion_loop_depth--; \
1099 static int recursion_loop_depth;
1100 static boolean recursion_loop_detected;
1101 static boolean recursion_loop_element;
1103 static int map_player_action[MAX_PLAYERS];
1106 /* ------------------------------------------------------------------------- */
1107 /* definition of elements that automatically change to other elements after */
1108 /* a specified time, eventually calling a function when changing */
1109 /* ------------------------------------------------------------------------- */
1111 /* forward declaration for changer functions */
1112 static void InitBuggyBase(int, int);
1113 static void WarnBuggyBase(int, int);
1115 static void InitTrap(int, int);
1116 static void ActivateTrap(int, int);
1117 static void ChangeActiveTrap(int, int);
1119 static void InitRobotWheel(int, int);
1120 static void RunRobotWheel(int, int);
1121 static void StopRobotWheel(int, int);
1123 static void InitTimegateWheel(int, int);
1124 static void RunTimegateWheel(int, int);
1126 static void InitMagicBallDelay(int, int);
1127 static void ActivateMagicBall(int, int);
1129 struct ChangingElementInfo
1134 void (*pre_change_function)(int x, int y);
1135 void (*change_function)(int x, int y);
1136 void (*post_change_function)(int x, int y);
1139 static struct ChangingElementInfo change_delay_list[] =
1174 EL_STEEL_EXIT_OPENING,
1182 EL_STEEL_EXIT_CLOSING,
1183 EL_STEEL_EXIT_CLOSED,
1206 EL_EM_STEEL_EXIT_OPENING,
1207 EL_EM_STEEL_EXIT_OPEN,
1214 EL_EM_STEEL_EXIT_CLOSING,
1238 EL_SWITCHGATE_OPENING,
1246 EL_SWITCHGATE_CLOSING,
1247 EL_SWITCHGATE_CLOSED,
1254 EL_TIMEGATE_OPENING,
1262 EL_TIMEGATE_CLOSING,
1271 EL_ACID_SPLASH_LEFT,
1279 EL_ACID_SPLASH_RIGHT,
1288 EL_SP_BUGGY_BASE_ACTIVATING,
1295 EL_SP_BUGGY_BASE_ACTIVATING,
1296 EL_SP_BUGGY_BASE_ACTIVE,
1303 EL_SP_BUGGY_BASE_ACTIVE,
1327 EL_ROBOT_WHEEL_ACTIVE,
1335 EL_TIMEGATE_SWITCH_ACTIVE,
1343 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1344 EL_DC_TIMEGATE_SWITCH,
1351 EL_EMC_MAGIC_BALL_ACTIVE,
1352 EL_EMC_MAGIC_BALL_ACTIVE,
1359 EL_EMC_SPRING_BUMPER_ACTIVE,
1360 EL_EMC_SPRING_BUMPER,
1367 EL_DIAGONAL_SHRINKING,
1375 EL_DIAGONAL_GROWING,
1396 int push_delay_fixed, push_delay_random;
1400 { EL_SPRING, 0, 0 },
1401 { EL_BALLOON, 0, 0 },
1403 { EL_SOKOBAN_OBJECT, 2, 0 },
1404 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1405 { EL_SATELLITE, 2, 0 },
1406 { EL_SP_DISK_YELLOW, 2, 0 },
1408 { EL_UNDEFINED, 0, 0 },
1416 move_stepsize_list[] =
1418 { EL_AMOEBA_DROP, 2 },
1419 { EL_AMOEBA_DROPPING, 2 },
1420 { EL_QUICKSAND_FILLING, 1 },
1421 { EL_QUICKSAND_EMPTYING, 1 },
1422 { EL_QUICKSAND_FAST_FILLING, 2 },
1423 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1424 { EL_MAGIC_WALL_FILLING, 2 },
1425 { EL_MAGIC_WALL_EMPTYING, 2 },
1426 { EL_BD_MAGIC_WALL_FILLING, 2 },
1427 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1428 { EL_DC_MAGIC_WALL_FILLING, 2 },
1429 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1431 { EL_UNDEFINED, 0 },
1439 collect_count_list[] =
1442 { EL_BD_DIAMOND, 1 },
1443 { EL_EMERALD_YELLOW, 1 },
1444 { EL_EMERALD_RED, 1 },
1445 { EL_EMERALD_PURPLE, 1 },
1447 { EL_SP_INFOTRON, 1 },
1451 { EL_UNDEFINED, 0 },
1459 access_direction_list[] =
1461 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1462 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1463 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1464 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1465 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1466 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1467 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1468 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1469 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1470 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1471 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1473 { EL_SP_PORT_LEFT, MV_RIGHT },
1474 { EL_SP_PORT_RIGHT, MV_LEFT },
1475 { EL_SP_PORT_UP, MV_DOWN },
1476 { EL_SP_PORT_DOWN, MV_UP },
1477 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1478 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1479 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1480 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1481 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1482 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1483 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1484 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1485 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1486 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1487 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1488 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1489 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1490 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1491 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1493 { EL_UNDEFINED, MV_NONE }
1496 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1498 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1499 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1500 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1501 IS_JUST_CHANGING(x, y))
1503 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1505 /* static variables for playfield scan mode (scanning forward or backward) */
1506 static int playfield_scan_start_x = 0;
1507 static int playfield_scan_start_y = 0;
1508 static int playfield_scan_delta_x = 1;
1509 static int playfield_scan_delta_y = 1;
1511 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1512 (y) >= 0 && (y) <= lev_fieldy - 1; \
1513 (y) += playfield_scan_delta_y) \
1514 for ((x) = playfield_scan_start_x; \
1515 (x) >= 0 && (x) <= lev_fieldx - 1; \
1516 (x) += playfield_scan_delta_x)
1519 void DEBUG_SetMaximumDynamite()
1523 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1524 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1525 local_player->inventory_element[local_player->inventory_size++] =
1530 static void InitPlayfieldScanModeVars()
1532 if (game.use_reverse_scan_direction)
1534 playfield_scan_start_x = lev_fieldx - 1;
1535 playfield_scan_start_y = lev_fieldy - 1;
1537 playfield_scan_delta_x = -1;
1538 playfield_scan_delta_y = -1;
1542 playfield_scan_start_x = 0;
1543 playfield_scan_start_y = 0;
1545 playfield_scan_delta_x = 1;
1546 playfield_scan_delta_y = 1;
1550 static void InitPlayfieldScanMode(int mode)
1552 game.use_reverse_scan_direction =
1553 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1555 InitPlayfieldScanModeVars();
1558 static int get_move_delay_from_stepsize(int move_stepsize)
1561 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1563 /* make sure that stepsize value is always a power of 2 */
1564 move_stepsize = (1 << log_2(move_stepsize));
1566 return TILEX / move_stepsize;
1569 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1572 int player_nr = player->index_nr;
1573 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1574 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1576 /* do no immediately change move delay -- the player might just be moving */
1577 player->move_delay_value_next = move_delay;
1579 /* information if player can move must be set separately */
1580 player->cannot_move = cannot_move;
1584 player->move_delay = game.initial_move_delay[player_nr];
1585 player->move_delay_value = game.initial_move_delay_value[player_nr];
1587 player->move_delay_value_next = -1;
1589 player->move_delay_reset_counter = 0;
1593 void GetPlayerConfig()
1595 GameFrameDelay = setup.game_frame_delay;
1597 if (!audio.sound_available)
1598 setup.sound_simple = FALSE;
1600 if (!audio.loops_available)
1601 setup.sound_loops = FALSE;
1603 if (!audio.music_available)
1604 setup.sound_music = FALSE;
1606 if (!video.fullscreen_available)
1607 setup.fullscreen = FALSE;
1609 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1611 SetAudioMode(setup.sound);
1615 int GetElementFromGroupElement(int element)
1617 if (IS_GROUP_ELEMENT(element))
1619 struct ElementGroupInfo *group = element_info[element].group;
1620 int last_anim_random_frame = gfx.anim_random_frame;
1623 if (group->choice_mode == ANIM_RANDOM)
1624 gfx.anim_random_frame = RND(group->num_elements_resolved);
1626 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1627 group->choice_mode, 0,
1630 if (group->choice_mode == ANIM_RANDOM)
1631 gfx.anim_random_frame = last_anim_random_frame;
1633 group->choice_pos++;
1635 element = group->element_resolved[element_pos];
1641 static void InitPlayerField(int x, int y, int element, boolean init_game)
1643 if (element == EL_SP_MURPHY)
1647 if (stored_player[0].present)
1649 Feld[x][y] = EL_SP_MURPHY_CLONE;
1655 stored_player[0].initial_element = element;
1656 stored_player[0].use_murphy = TRUE;
1658 if (!level.use_artwork_element[0])
1659 stored_player[0].artwork_element = EL_SP_MURPHY;
1662 Feld[x][y] = EL_PLAYER_1;
1668 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1669 int jx = player->jx, jy = player->jy;
1671 player->present = TRUE;
1673 player->block_last_field = (element == EL_SP_MURPHY ?
1674 level.sp_block_last_field :
1675 level.block_last_field);
1677 /* ---------- initialize player's last field block delay --------------- */
1679 /* always start with reliable default value (no adjustment needed) */
1680 player->block_delay_adjustment = 0;
1682 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1683 if (player->block_last_field && element == EL_SP_MURPHY)
1684 player->block_delay_adjustment = 1;
1686 /* special case 2: in game engines before 3.1.1, blocking was different */
1687 if (game.use_block_last_field_bug)
1688 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1690 if (!options.network || player->connected)
1692 player->active = TRUE;
1694 /* remove potentially duplicate players */
1695 if (StorePlayer[jx][jy] == Feld[x][y])
1696 StorePlayer[jx][jy] = 0;
1698 StorePlayer[x][y] = Feld[x][y];
1700 #if DEBUG_INIT_PLAYER
1703 printf("- player element %d activated", player->element_nr);
1704 printf(" (local player is %d and currently %s)\n",
1705 local_player->element_nr,
1706 local_player->active ? "active" : "not active");
1711 Feld[x][y] = EL_EMPTY;
1713 player->jx = player->last_jx = x;
1714 player->jy = player->last_jy = y;
1719 int player_nr = GET_PLAYER_NR(element);
1720 struct PlayerInfo *player = &stored_player[player_nr];
1722 if (player->active && player->killed)
1723 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1727 static void InitField(int x, int y, boolean init_game)
1729 int element = Feld[x][y];
1738 InitPlayerField(x, y, element, init_game);
1741 case EL_SOKOBAN_FIELD_PLAYER:
1742 element = Feld[x][y] = EL_PLAYER_1;
1743 InitField(x, y, init_game);
1745 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1746 InitField(x, y, init_game);
1749 case EL_SOKOBAN_FIELD_EMPTY:
1750 local_player->sokobanfields_still_needed++;
1754 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1755 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1756 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1757 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1758 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1759 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1760 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1761 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1762 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1763 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1772 case EL_SPACESHIP_RIGHT:
1773 case EL_SPACESHIP_UP:
1774 case EL_SPACESHIP_LEFT:
1775 case EL_SPACESHIP_DOWN:
1776 case EL_BD_BUTTERFLY:
1777 case EL_BD_BUTTERFLY_RIGHT:
1778 case EL_BD_BUTTERFLY_UP:
1779 case EL_BD_BUTTERFLY_LEFT:
1780 case EL_BD_BUTTERFLY_DOWN:
1782 case EL_BD_FIREFLY_RIGHT:
1783 case EL_BD_FIREFLY_UP:
1784 case EL_BD_FIREFLY_LEFT:
1785 case EL_BD_FIREFLY_DOWN:
1786 case EL_PACMAN_RIGHT:
1788 case EL_PACMAN_LEFT:
1789 case EL_PACMAN_DOWN:
1791 case EL_YAMYAM_LEFT:
1792 case EL_YAMYAM_RIGHT:
1794 case EL_YAMYAM_DOWN:
1795 case EL_DARK_YAMYAM:
1798 case EL_SP_SNIKSNAK:
1799 case EL_SP_ELECTRON:
1808 case EL_AMOEBA_FULL:
1813 case EL_AMOEBA_DROP:
1814 if (y == lev_fieldy - 1)
1816 Feld[x][y] = EL_AMOEBA_GROWING;
1817 Store[x][y] = EL_AMOEBA_WET;
1821 case EL_DYNAMITE_ACTIVE:
1822 case EL_SP_DISK_RED_ACTIVE:
1823 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1824 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1825 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1826 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1827 MovDelay[x][y] = 96;
1830 case EL_EM_DYNAMITE_ACTIVE:
1831 MovDelay[x][y] = 32;
1835 local_player->lights_still_needed++;
1839 local_player->friends_still_needed++;
1844 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1847 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1848 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1849 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1850 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1851 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1852 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1853 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1854 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1855 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1856 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1857 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1858 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1861 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1862 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1863 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1865 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1867 game.belt_dir[belt_nr] = belt_dir;
1868 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1870 else /* more than one switch -- set it like the first switch */
1872 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1877 case EL_LIGHT_SWITCH_ACTIVE:
1879 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1882 case EL_INVISIBLE_STEELWALL:
1883 case EL_INVISIBLE_WALL:
1884 case EL_INVISIBLE_SAND:
1885 if (game.light_time_left > 0 ||
1886 game.lenses_time_left > 0)
1887 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1890 case EL_EMC_MAGIC_BALL:
1891 if (game.ball_state)
1892 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1895 case EL_EMC_MAGIC_BALL_SWITCH:
1896 if (game.ball_state)
1897 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1900 case EL_TRIGGER_PLAYER:
1901 case EL_TRIGGER_ELEMENT:
1902 case EL_TRIGGER_CE_VALUE:
1903 case EL_TRIGGER_CE_SCORE:
1905 case EL_ANY_ELEMENT:
1906 case EL_CURRENT_CE_VALUE:
1907 case EL_CURRENT_CE_SCORE:
1924 /* reference elements should not be used on the playfield */
1925 Feld[x][y] = EL_EMPTY;
1929 if (IS_CUSTOM_ELEMENT(element))
1931 if (CAN_MOVE(element))
1934 if (!element_info[element].use_last_ce_value || init_game)
1935 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1937 else if (IS_GROUP_ELEMENT(element))
1939 Feld[x][y] = GetElementFromGroupElement(element);
1941 InitField(x, y, init_game);
1948 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1951 static inline void InitField_WithBug1(int x, int y, boolean init_game)
1953 InitField(x, y, init_game);
1955 /* not needed to call InitMovDir() -- already done by InitField()! */
1956 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1957 CAN_MOVE(Feld[x][y]))
1961 static inline void InitField_WithBug2(int x, int y, boolean init_game)
1963 int old_element = Feld[x][y];
1965 InitField(x, y, init_game);
1967 /* not needed to call InitMovDir() -- already done by InitField()! */
1968 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1969 CAN_MOVE(old_element) &&
1970 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
1973 /* this case is in fact a combination of not less than three bugs:
1974 first, it calls InitMovDir() for elements that can move, although this is
1975 already done by InitField(); then, it checks the element that was at this
1976 field _before_ the call to InitField() (which can change it); lastly, it
1977 was not called for "mole with direction" elements, which were treated as
1978 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
1982 static int get_key_element_from_nr(int key_nr)
1984 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
1985 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
1986 EL_EM_KEY_1 : EL_KEY_1);
1988 return key_base_element + key_nr;
1991 static int get_next_dropped_element(struct PlayerInfo *player)
1993 return (player->inventory_size > 0 ?
1994 player->inventory_element[player->inventory_size - 1] :
1995 player->inventory_infinite_element != EL_UNDEFINED ?
1996 player->inventory_infinite_element :
1997 player->dynabombs_left > 0 ?
1998 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2002 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2004 /* pos >= 0: get element from bottom of the stack;
2005 pos < 0: get element from top of the stack */
2009 int min_inventory_size = -pos;
2010 int inventory_pos = player->inventory_size - min_inventory_size;
2011 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2013 return (player->inventory_size >= min_inventory_size ?
2014 player->inventory_element[inventory_pos] :
2015 player->inventory_infinite_element != EL_UNDEFINED ?
2016 player->inventory_infinite_element :
2017 player->dynabombs_left >= min_dynabombs_left ?
2018 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2023 int min_dynabombs_left = pos + 1;
2024 int min_inventory_size = pos + 1 - player->dynabombs_left;
2025 int inventory_pos = pos - player->dynabombs_left;
2027 return (player->inventory_infinite_element != EL_UNDEFINED ?
2028 player->inventory_infinite_element :
2029 player->dynabombs_left >= min_dynabombs_left ?
2030 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2031 player->inventory_size >= min_inventory_size ?
2032 player->inventory_element[inventory_pos] :
2037 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2039 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2040 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2043 if (gpo1->sort_priority != gpo2->sort_priority)
2044 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2046 compare_result = gpo1->nr - gpo2->nr;
2048 return compare_result;
2051 void InitGameControlValues()
2055 for (i = 0; game_panel_controls[i].nr != -1; i++)
2057 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2058 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2059 struct TextPosInfo *pos = gpc->pos;
2061 int type = gpc->type;
2065 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2066 Error(ERR_EXIT, "this should not happen -- please debug");
2069 /* force update of game controls after initialization */
2070 gpc->value = gpc->last_value = -1;
2071 gpc->frame = gpc->last_frame = -1;
2072 gpc->gfx_frame = -1;
2074 /* determine panel value width for later calculation of alignment */
2075 if (type == TYPE_INTEGER || type == TYPE_STRING)
2077 pos->width = pos->size * getFontWidth(pos->font);
2078 pos->height = getFontHeight(pos->font);
2080 else if (type == TYPE_ELEMENT)
2082 pos->width = pos->size;
2083 pos->height = pos->size;
2086 /* fill structure for game panel draw order */
2088 gpo->sort_priority = pos->sort_priority;
2091 /* sort game panel controls according to sort_priority and control number */
2092 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2093 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2096 void UpdatePlayfieldElementCount()
2098 boolean use_element_count = FALSE;
2101 /* first check if it is needed at all to calculate playfield element count */
2102 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2103 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2104 use_element_count = TRUE;
2106 if (!use_element_count)
2109 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2110 element_info[i].element_count = 0;
2112 SCAN_PLAYFIELD(x, y)
2114 element_info[Feld[x][y]].element_count++;
2117 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2118 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2119 if (IS_IN_GROUP(j, i))
2120 element_info[EL_GROUP_START + i].element_count +=
2121 element_info[j].element_count;
2124 void UpdateGameControlValues()
2127 int time = (local_player->LevelSolved ?
2128 local_player->LevelSolved_CountingTime :
2129 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2130 level.native_em_level->lev->time :
2131 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2132 level.native_sp_level->game_sp->time_played :
2133 game.no_time_limit ? TimePlayed : TimeLeft);
2134 int score = (local_player->LevelSolved ?
2135 local_player->LevelSolved_CountingScore :
2136 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2137 level.native_em_level->lev->score :
2138 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2139 level.native_sp_level->game_sp->score :
2140 local_player->score);
2141 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2142 level.native_em_level->lev->required :
2143 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2144 level.native_sp_level->game_sp->infotrons_still_needed :
2145 local_player->gems_still_needed);
2146 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2147 level.native_em_level->lev->required > 0 :
2148 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2149 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2150 local_player->gems_still_needed > 0 ||
2151 local_player->sokobanfields_still_needed > 0 ||
2152 local_player->lights_still_needed > 0);
2154 UpdatePlayfieldElementCount();
2156 /* update game panel control values */
2158 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2159 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2161 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2162 for (i = 0; i < MAX_NUM_KEYS; i++)
2163 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2164 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2165 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2167 if (game.centered_player_nr == -1)
2169 for (i = 0; i < MAX_PLAYERS; i++)
2171 /* only one player in Supaplex game engine */
2172 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2175 for (k = 0; k < MAX_NUM_KEYS; k++)
2177 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2179 if (level.native_em_level->ply[i]->keys & (1 << k))
2180 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2181 get_key_element_from_nr(k);
2183 else if (stored_player[i].key[k])
2184 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2185 get_key_element_from_nr(k);
2188 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2189 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2190 level.native_em_level->ply[i]->dynamite;
2191 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2192 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2193 level.native_sp_level->game_sp->red_disk_count;
2195 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2196 stored_player[i].inventory_size;
2198 if (stored_player[i].num_white_keys > 0)
2199 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2202 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2203 stored_player[i].num_white_keys;
2208 int player_nr = game.centered_player_nr;
2210 for (k = 0; k < MAX_NUM_KEYS; k++)
2212 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2214 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2215 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2216 get_key_element_from_nr(k);
2218 else if (stored_player[player_nr].key[k])
2219 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2220 get_key_element_from_nr(k);
2223 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2224 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2225 level.native_em_level->ply[player_nr]->dynamite;
2226 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2227 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2228 level.native_sp_level->game_sp->red_disk_count;
2230 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2231 stored_player[player_nr].inventory_size;
2233 if (stored_player[player_nr].num_white_keys > 0)
2234 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2236 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2237 stored_player[player_nr].num_white_keys;
2240 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2242 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2243 get_inventory_element_from_pos(local_player, i);
2244 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2245 get_inventory_element_from_pos(local_player, -i - 1);
2248 game_panel_controls[GAME_PANEL_SCORE].value = score;
2249 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2251 game_panel_controls[GAME_PANEL_TIME].value = time;
2253 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2254 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2255 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2257 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2259 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2260 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2262 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2263 local_player->shield_normal_time_left;
2264 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2265 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2267 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2268 local_player->shield_deadly_time_left;
2270 game_panel_controls[GAME_PANEL_EXIT].value =
2271 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2273 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2274 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2275 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2276 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2277 EL_EMC_MAGIC_BALL_SWITCH);
2279 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2280 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2281 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2282 game.light_time_left;
2284 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2285 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2286 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2287 game.timegate_time_left;
2289 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2290 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2292 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2293 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2294 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2295 game.lenses_time_left;
2297 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2298 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2299 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2300 game.magnify_time_left;
2302 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2303 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2304 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2305 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2306 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2307 EL_BALLOON_SWITCH_NONE);
2309 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2310 local_player->dynabomb_count;
2311 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2312 local_player->dynabomb_size;
2313 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2314 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2316 game_panel_controls[GAME_PANEL_PENGUINS].value =
2317 local_player->friends_still_needed;
2319 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2320 local_player->sokobanfields_still_needed;
2321 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2322 local_player->sokobanfields_still_needed;
2324 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2325 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2327 for (i = 0; i < NUM_BELTS; i++)
2329 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2330 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2331 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2332 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2333 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2336 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2337 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2338 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2339 game.magic_wall_time_left;
2341 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2342 local_player->gravity;
2344 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2345 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2347 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2348 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2349 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2350 game.panel.element[i].id : EL_UNDEFINED);
2352 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2353 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2354 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2355 element_info[game.panel.element_count[i].id].element_count : 0);
2357 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2358 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2359 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2360 element_info[game.panel.ce_score[i].id].collect_score : 0);
2362 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2363 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2364 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2365 element_info[game.panel.ce_score_element[i].id].collect_score :
2368 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2369 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2370 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2372 /* update game panel control frames */
2374 for (i = 0; game_panel_controls[i].nr != -1; i++)
2376 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2378 if (gpc->type == TYPE_ELEMENT)
2380 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2382 int last_anim_random_frame = gfx.anim_random_frame;
2383 int element = gpc->value;
2384 int graphic = el2panelimg(element);
2386 if (gpc->value != gpc->last_value)
2389 gpc->gfx_random = INIT_GFX_RANDOM();
2395 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2396 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2397 gpc->gfx_random = INIT_GFX_RANDOM();
2400 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2401 gfx.anim_random_frame = gpc->gfx_random;
2403 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2404 gpc->gfx_frame = element_info[element].collect_score;
2406 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2409 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2410 gfx.anim_random_frame = last_anim_random_frame;
2416 void DisplayGameControlValues()
2418 boolean redraw_panel = FALSE;
2421 for (i = 0; game_panel_controls[i].nr != -1; i++)
2423 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2425 if (PANEL_DEACTIVATED(gpc->pos))
2428 if (gpc->value == gpc->last_value &&
2429 gpc->frame == gpc->last_frame)
2432 redraw_panel = TRUE;
2438 /* copy default game door content to main double buffer */
2440 /* !!! CHECK AGAIN !!! */
2441 SetPanelBackground();
2442 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2443 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2445 /* redraw game control buttons */
2446 RedrawGameButtons();
2448 game_status = GAME_MODE_PSEUDO_PANEL;
2450 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2452 int nr = game_panel_order[i].nr;
2453 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2454 struct TextPosInfo *pos = gpc->pos;
2455 int type = gpc->type;
2456 int value = gpc->value;
2457 int frame = gpc->frame;
2458 int size = pos->size;
2459 int font = pos->font;
2460 boolean draw_masked = pos->draw_masked;
2461 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2463 if (PANEL_DEACTIVATED(pos))
2466 gpc->last_value = value;
2467 gpc->last_frame = frame;
2469 if (type == TYPE_INTEGER)
2471 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2472 nr == GAME_PANEL_TIME)
2474 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2476 if (use_dynamic_size) /* use dynamic number of digits */
2478 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2479 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2480 int size2 = size1 + 1;
2481 int font1 = pos->font;
2482 int font2 = pos->font_alt;
2484 size = (value < value_change ? size1 : size2);
2485 font = (value < value_change ? font1 : font2);
2489 /* correct text size if "digits" is zero or less */
2491 size = strlen(int2str(value, size));
2493 /* dynamically correct text alignment */
2494 pos->width = size * getFontWidth(font);
2496 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2497 int2str(value, size), font, mask_mode);
2499 else if (type == TYPE_ELEMENT)
2501 int element, graphic;
2505 int dst_x = PANEL_XPOS(pos);
2506 int dst_y = PANEL_YPOS(pos);
2508 if (value != EL_UNDEFINED && value != EL_EMPTY)
2511 graphic = el2panelimg(value);
2513 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2515 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2518 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2521 width = graphic_info[graphic].width * size / TILESIZE;
2522 height = graphic_info[graphic].height * size / TILESIZE;
2525 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2528 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2532 else if (type == TYPE_STRING)
2534 boolean active = (value != 0);
2535 char *state_normal = "off";
2536 char *state_active = "on";
2537 char *state = (active ? state_active : state_normal);
2538 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2539 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2540 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2541 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2543 if (nr == GAME_PANEL_GRAVITY_STATE)
2545 int font1 = pos->font; /* (used for normal state) */
2546 int font2 = pos->font_alt; /* (used for active state) */
2548 font = (active ? font2 : font1);
2557 /* don't truncate output if "chars" is zero or less */
2560 /* dynamically correct text alignment */
2561 pos->width = size * getFontWidth(font);
2564 s_cut = getStringCopyN(s, size);
2566 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2567 s_cut, font, mask_mode);
2573 redraw_mask |= REDRAW_DOOR_1;
2576 game_status = GAME_MODE_PLAYING;
2579 void UpdateAndDisplayGameControlValues()
2581 if (tape.deactivate_display)
2584 UpdateGameControlValues();
2585 DisplayGameControlValues();
2588 void UpdateGameDoorValues()
2590 UpdateGameControlValues();
2593 void DrawGameDoorValues()
2595 DisplayGameControlValues();
2600 =============================================================================
2602 -----------------------------------------------------------------------------
2603 initialize game engine due to level / tape version number
2604 =============================================================================
2607 static void InitGameEngine()
2609 int i, j, k, l, x, y;
2611 /* set game engine from tape file when re-playing, else from level file */
2612 game.engine_version = (tape.playing ? tape.engine_version :
2613 level.game_version);
2615 /* set single or multi-player game mode (needed for re-playing tapes) */
2616 game.team_mode = setup.team_mode;
2620 int num_players = 0;
2622 for (i = 0; i < MAX_PLAYERS; i++)
2623 if (tape.player_participates[i])
2626 /* multi-player tapes contain input data for more than one player */
2627 game.team_mode = (num_players > 1);
2630 /* ---------------------------------------------------------------------- */
2631 /* set flags for bugs and changes according to active game engine version */
2632 /* ---------------------------------------------------------------------- */
2635 Summary of bugfix/change:
2636 Fixed handling for custom elements that change when pushed by the player.
2638 Fixed/changed in version:
2642 Before 3.1.0, custom elements that "change when pushing" changed directly
2643 after the player started pushing them (until then handled in "DigField()").
2644 Since 3.1.0, these custom elements are not changed until the "pushing"
2645 move of the element is finished (now handled in "ContinueMoving()").
2647 Affected levels/tapes:
2648 The first condition is generally needed for all levels/tapes before version
2649 3.1.0, which might use the old behaviour before it was changed; known tapes
2650 that are affected are some tapes from the level set "Walpurgis Gardens" by
2652 The second condition is an exception from the above case and is needed for
2653 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2654 above (including some development versions of 3.1.0), but before it was
2655 known that this change would break tapes like the above and was fixed in
2656 3.1.1, so that the changed behaviour was active although the engine version
2657 while recording maybe was before 3.1.0. There is at least one tape that is
2658 affected by this exception, which is the tape for the one-level set "Bug
2659 Machine" by Juergen Bonhagen.
2662 game.use_change_when_pushing_bug =
2663 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2665 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2666 tape.game_version < VERSION_IDENT(3,1,1,0)));
2669 Summary of bugfix/change:
2670 Fixed handling for blocking the field the player leaves when moving.
2672 Fixed/changed in version:
2676 Before 3.1.1, when "block last field when moving" was enabled, the field
2677 the player is leaving when moving was blocked for the time of the move,
2678 and was directly unblocked afterwards. This resulted in the last field
2679 being blocked for exactly one less than the number of frames of one player
2680 move. Additionally, even when blocking was disabled, the last field was
2681 blocked for exactly one frame.
2682 Since 3.1.1, due to changes in player movement handling, the last field
2683 is not blocked at all when blocking is disabled. When blocking is enabled,
2684 the last field is blocked for exactly the number of frames of one player
2685 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2686 last field is blocked for exactly one more than the number of frames of
2689 Affected levels/tapes:
2690 (!!! yet to be determined -- probably many !!!)
2693 game.use_block_last_field_bug =
2694 (game.engine_version < VERSION_IDENT(3,1,1,0));
2696 /* ---------------------------------------------------------------------- */
2698 /* set maximal allowed number of custom element changes per game frame */
2699 game.max_num_changes_per_frame = 1;
2701 /* default scan direction: scan playfield from top/left to bottom/right */
2702 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2704 /* dynamically adjust element properties according to game engine version */
2705 InitElementPropertiesEngine(game.engine_version);
2708 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2709 printf(" tape version == %06d [%s] [file: %06d]\n",
2710 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2712 printf(" => game.engine_version == %06d\n", game.engine_version);
2715 /* ---------- initialize player's initial move delay --------------------- */
2717 /* dynamically adjust player properties according to level information */
2718 for (i = 0; i < MAX_PLAYERS; i++)
2719 game.initial_move_delay_value[i] =
2720 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2722 /* dynamically adjust player properties according to game engine version */
2723 for (i = 0; i < MAX_PLAYERS; i++)
2724 game.initial_move_delay[i] =
2725 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2726 game.initial_move_delay_value[i] : 0);
2728 /* ---------- initialize player's initial push delay --------------------- */
2730 /* dynamically adjust player properties according to game engine version */
2731 game.initial_push_delay_value =
2732 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2734 /* ---------- initialize changing elements ------------------------------- */
2736 /* initialize changing elements information */
2737 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2739 struct ElementInfo *ei = &element_info[i];
2741 /* this pointer might have been changed in the level editor */
2742 ei->change = &ei->change_page[0];
2744 if (!IS_CUSTOM_ELEMENT(i))
2746 ei->change->target_element = EL_EMPTY_SPACE;
2747 ei->change->delay_fixed = 0;
2748 ei->change->delay_random = 0;
2749 ei->change->delay_frames = 1;
2752 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2754 ei->has_change_event[j] = FALSE;
2756 ei->event_page_nr[j] = 0;
2757 ei->event_page[j] = &ei->change_page[0];
2761 /* add changing elements from pre-defined list */
2762 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2764 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2765 struct ElementInfo *ei = &element_info[ch_delay->element];
2767 ei->change->target_element = ch_delay->target_element;
2768 ei->change->delay_fixed = ch_delay->change_delay;
2770 ei->change->pre_change_function = ch_delay->pre_change_function;
2771 ei->change->change_function = ch_delay->change_function;
2772 ei->change->post_change_function = ch_delay->post_change_function;
2774 ei->change->can_change = TRUE;
2775 ei->change->can_change_or_has_action = TRUE;
2777 ei->has_change_event[CE_DELAY] = TRUE;
2779 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2780 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2783 /* ---------- initialize internal run-time variables --------------------- */
2785 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2787 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2789 for (j = 0; j < ei->num_change_pages; j++)
2791 ei->change_page[j].can_change_or_has_action =
2792 (ei->change_page[j].can_change |
2793 ei->change_page[j].has_action);
2797 /* add change events from custom element configuration */
2798 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2800 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2802 for (j = 0; j < ei->num_change_pages; j++)
2804 if (!ei->change_page[j].can_change_or_has_action)
2807 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2809 /* only add event page for the first page found with this event */
2810 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
2812 ei->has_change_event[k] = TRUE;
2814 ei->event_page_nr[k] = j;
2815 ei->event_page[k] = &ei->change_page[j];
2821 /* ---------- initialize reference elements in change conditions --------- */
2823 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2825 int element = EL_CUSTOM_START + i;
2826 struct ElementInfo *ei = &element_info[element];
2828 for (j = 0; j < ei->num_change_pages; j++)
2830 int trigger_element = ei->change_page[j].initial_trigger_element;
2832 if (trigger_element >= EL_PREV_CE_8 &&
2833 trigger_element <= EL_NEXT_CE_8)
2834 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
2836 ei->change_page[j].trigger_element = trigger_element;
2840 /* ---------- initialize run-time trigger player and element ------------- */
2842 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2844 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2846 for (j = 0; j < ei->num_change_pages; j++)
2848 ei->change_page[j].actual_trigger_element = EL_EMPTY;
2849 ei->change_page[j].actual_trigger_player = EL_EMPTY;
2850 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
2851 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
2852 ei->change_page[j].actual_trigger_ce_value = 0;
2853 ei->change_page[j].actual_trigger_ce_score = 0;
2857 /* ---------- initialize trigger events ---------------------------------- */
2859 /* initialize trigger events information */
2860 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2861 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2862 trigger_events[i][j] = FALSE;
2864 /* add trigger events from element change event properties */
2865 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2867 struct ElementInfo *ei = &element_info[i];
2869 for (j = 0; j < ei->num_change_pages; j++)
2871 if (!ei->change_page[j].can_change_or_has_action)
2874 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
2876 int trigger_element = ei->change_page[j].trigger_element;
2878 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2880 if (ei->change_page[j].has_event[k])
2882 if (IS_GROUP_ELEMENT(trigger_element))
2884 struct ElementGroupInfo *group =
2885 element_info[trigger_element].group;
2887 for (l = 0; l < group->num_elements_resolved; l++)
2888 trigger_events[group->element_resolved[l]][k] = TRUE;
2890 else if (trigger_element == EL_ANY_ELEMENT)
2891 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
2892 trigger_events[l][k] = TRUE;
2894 trigger_events[trigger_element][k] = TRUE;
2901 /* ---------- initialize push delay -------------------------------------- */
2903 /* initialize push delay values to default */
2904 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2906 if (!IS_CUSTOM_ELEMENT(i))
2908 /* set default push delay values (corrected since version 3.0.7-1) */
2909 if (game.engine_version < VERSION_IDENT(3,0,7,1))
2911 element_info[i].push_delay_fixed = 2;
2912 element_info[i].push_delay_random = 8;
2916 element_info[i].push_delay_fixed = 8;
2917 element_info[i].push_delay_random = 8;
2922 /* set push delay value for certain elements from pre-defined list */
2923 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
2925 int e = push_delay_list[i].element;
2927 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
2928 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
2931 /* set push delay value for Supaplex elements for newer engine versions */
2932 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2934 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2936 if (IS_SP_ELEMENT(i))
2938 /* set SP push delay to just enough to push under a falling zonk */
2939 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
2941 element_info[i].push_delay_fixed = delay;
2942 element_info[i].push_delay_random = 0;
2947 /* ---------- initialize move stepsize ----------------------------------- */
2949 /* initialize move stepsize values to default */
2950 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2951 if (!IS_CUSTOM_ELEMENT(i))
2952 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
2954 /* set move stepsize value for certain elements from pre-defined list */
2955 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
2957 int e = move_stepsize_list[i].element;
2959 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
2962 /* ---------- initialize collect score ----------------------------------- */
2964 /* initialize collect score values for custom elements from initial value */
2965 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2966 if (IS_CUSTOM_ELEMENT(i))
2967 element_info[i].collect_score = element_info[i].collect_score_initial;
2969 /* ---------- initialize collect count ----------------------------------- */
2971 /* initialize collect count values for non-custom elements */
2972 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2973 if (!IS_CUSTOM_ELEMENT(i))
2974 element_info[i].collect_count_initial = 0;
2976 /* add collect count values for all elements from pre-defined list */
2977 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
2978 element_info[collect_count_list[i].element].collect_count_initial =
2979 collect_count_list[i].count;
2981 /* ---------- initialize access direction -------------------------------- */
2983 /* initialize access direction values to default (access from every side) */
2984 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2985 if (!IS_CUSTOM_ELEMENT(i))
2986 element_info[i].access_direction = MV_ALL_DIRECTIONS;
2988 /* set access direction value for certain elements from pre-defined list */
2989 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
2990 element_info[access_direction_list[i].element].access_direction =
2991 access_direction_list[i].direction;
2993 /* ---------- initialize explosion content ------------------------------- */
2994 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2996 if (IS_CUSTOM_ELEMENT(i))
2999 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3001 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3003 element_info[i].content.e[x][y] =
3004 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3005 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3006 i == EL_PLAYER_3 ? EL_EMERALD :
3007 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3008 i == EL_MOLE ? EL_EMERALD_RED :
3009 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3010 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3011 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3012 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3013 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3014 i == EL_WALL_EMERALD ? EL_EMERALD :
3015 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3016 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3017 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3018 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3019 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3020 i == EL_WALL_PEARL ? EL_PEARL :
3021 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3026 /* ---------- initialize recursion detection ------------------------------ */
3027 recursion_loop_depth = 0;
3028 recursion_loop_detected = FALSE;
3029 recursion_loop_element = EL_UNDEFINED;
3031 /* ---------- initialize graphics engine ---------------------------------- */
3032 game.scroll_delay_value =
3033 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3034 setup.scroll_delay ? setup.scroll_delay_value : 0);
3035 game.scroll_delay_value =
3036 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3038 /* ---------- initialize game engine snapshots ---------------------------- */
3039 for (i = 0; i < MAX_PLAYERS; i++)
3040 game.snapshot.last_action[i] = 0;
3041 game.snapshot.changed_action = FALSE;
3042 game.snapshot.mode =
3043 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3044 SNAPSHOT_MODE_EVERY_STEP :
3045 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3046 SNAPSHOT_MODE_EVERY_MOVE : SNAPSHOT_MODE_OFF);
3049 int get_num_special_action(int element, int action_first, int action_last)
3051 int num_special_action = 0;
3054 for (i = action_first; i <= action_last; i++)
3056 boolean found = FALSE;
3058 for (j = 0; j < NUM_DIRECTIONS; j++)
3059 if (el_act_dir2img(element, i, j) !=
3060 el_act_dir2img(element, ACTION_DEFAULT, j))
3064 num_special_action++;
3069 return num_special_action;
3074 =============================================================================
3076 -----------------------------------------------------------------------------
3077 initialize and start new game
3078 =============================================================================
3083 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3084 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3086 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3087 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3088 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3089 int initial_move_dir = MV_DOWN;
3092 game_status = GAME_MODE_PLAYING;
3096 if (!game.restart_level)
3097 CloseDoor(DOOR_CLOSE_1);
3099 if (level_editor_test_game)
3100 FadeSkipNextFadeIn();
3102 FadeSetEnterScreen();
3104 FadeOut(REDRAW_FIELD);
3106 /* needed if different viewport properties defined for playing */
3107 ChangeViewportPropertiesIfNeeded();
3109 DrawCompleteVideoDisplay();
3112 InitGameControlValues();
3114 /* don't play tapes over network */
3115 network_playing = (options.network && !tape.playing);
3117 for (i = 0; i < MAX_PLAYERS; i++)
3119 struct PlayerInfo *player = &stored_player[i];
3121 player->index_nr = i;
3122 player->index_bit = (1 << i);
3123 player->element_nr = EL_PLAYER_1 + i;
3125 player->present = FALSE;
3126 player->active = FALSE;
3127 player->mapped = FALSE;
3129 player->killed = FALSE;
3130 player->reanimated = FALSE;
3133 player->effective_action = 0;
3134 player->programmed_action = 0;
3137 player->score_final = 0;
3139 player->gems_still_needed = level.gems_needed;
3140 player->sokobanfields_still_needed = 0;
3141 player->lights_still_needed = 0;
3142 player->friends_still_needed = 0;
3144 for (j = 0; j < MAX_NUM_KEYS; j++)
3145 player->key[j] = FALSE;
3147 player->num_white_keys = 0;
3149 player->dynabomb_count = 0;
3150 player->dynabomb_size = 1;
3151 player->dynabombs_left = 0;
3152 player->dynabomb_xl = FALSE;
3154 player->MovDir = initial_move_dir;
3157 player->GfxDir = initial_move_dir;
3158 player->GfxAction = ACTION_DEFAULT;
3160 player->StepFrame = 0;
3162 player->initial_element = player->element_nr;
3163 player->artwork_element =
3164 (level.use_artwork_element[i] ? level.artwork_element[i] :
3165 player->element_nr);
3166 player->use_murphy = FALSE;
3168 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3169 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3171 player->gravity = level.initial_player_gravity[i];
3173 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3175 player->actual_frame_counter = 0;
3177 player->step_counter = 0;
3179 player->last_move_dir = initial_move_dir;
3181 player->is_active = FALSE;
3183 player->is_waiting = FALSE;
3184 player->is_moving = FALSE;
3185 player->is_auto_moving = FALSE;
3186 player->is_digging = FALSE;
3187 player->is_snapping = FALSE;
3188 player->is_collecting = FALSE;
3189 player->is_pushing = FALSE;
3190 player->is_switching = FALSE;
3191 player->is_dropping = FALSE;
3192 player->is_dropping_pressed = FALSE;
3194 player->is_bored = FALSE;
3195 player->is_sleeping = FALSE;
3197 player->frame_counter_bored = -1;
3198 player->frame_counter_sleeping = -1;
3200 player->anim_delay_counter = 0;
3201 player->post_delay_counter = 0;
3203 player->dir_waiting = initial_move_dir;
3204 player->action_waiting = ACTION_DEFAULT;
3205 player->last_action_waiting = ACTION_DEFAULT;
3206 player->special_action_bored = ACTION_DEFAULT;
3207 player->special_action_sleeping = ACTION_DEFAULT;
3209 player->switch_x = -1;
3210 player->switch_y = -1;
3212 player->drop_x = -1;
3213 player->drop_y = -1;
3215 player->show_envelope = 0;
3217 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3219 player->push_delay = -1; /* initialized when pushing starts */
3220 player->push_delay_value = game.initial_push_delay_value;
3222 player->drop_delay = 0;
3223 player->drop_pressed_delay = 0;
3225 player->last_jx = -1;
3226 player->last_jy = -1;
3230 player->shield_normal_time_left = 0;
3231 player->shield_deadly_time_left = 0;
3233 player->inventory_infinite_element = EL_UNDEFINED;
3234 player->inventory_size = 0;
3236 if (level.use_initial_inventory[i])
3238 for (j = 0; j < level.initial_inventory_size[i]; j++)
3240 int element = level.initial_inventory_content[i][j];
3241 int collect_count = element_info[element].collect_count_initial;
3244 if (!IS_CUSTOM_ELEMENT(element))
3247 if (collect_count == 0)
3248 player->inventory_infinite_element = element;
3250 for (k = 0; k < collect_count; k++)
3251 if (player->inventory_size < MAX_INVENTORY_SIZE)
3252 player->inventory_element[player->inventory_size++] = element;
3256 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3257 SnapField(player, 0, 0);
3259 player->LevelSolved = FALSE;
3260 player->GameOver = FALSE;
3262 player->LevelSolved_GameWon = FALSE;
3263 player->LevelSolved_GameEnd = FALSE;
3264 player->LevelSolved_PanelOff = FALSE;
3265 player->LevelSolved_SaveTape = FALSE;
3266 player->LevelSolved_SaveScore = FALSE;
3267 player->LevelSolved_CountingTime = 0;
3268 player->LevelSolved_CountingScore = 0;
3270 map_player_action[i] = i;
3273 network_player_action_received = FALSE;
3275 #if defined(NETWORK_AVALIABLE)
3276 /* initial null action */
3277 if (network_playing)
3278 SendToServer_MovePlayer(MV_NONE);
3287 TimeLeft = level.time;
3290 ScreenMovDir = MV_NONE;
3294 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3296 AllPlayersGone = FALSE;
3298 game.no_time_limit = (level.time == 0);
3300 game.yamyam_content_nr = 0;
3301 game.robot_wheel_active = FALSE;
3302 game.magic_wall_active = FALSE;
3303 game.magic_wall_time_left = 0;
3304 game.light_time_left = 0;
3305 game.timegate_time_left = 0;
3306 game.switchgate_pos = 0;
3307 game.wind_direction = level.wind_direction_initial;
3309 game.lenses_time_left = 0;
3310 game.magnify_time_left = 0;
3312 game.ball_state = level.ball_state_initial;
3313 game.ball_content_nr = 0;
3315 game.envelope_active = FALSE;
3317 /* set focus to local player for network games, else to all players */
3318 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3319 game.centered_player_nr_next = game.centered_player_nr;
3320 game.set_centered_player = FALSE;
3322 if (network_playing && tape.recording)
3324 /* store client dependent player focus when recording network games */
3325 tape.centered_player_nr_next = game.centered_player_nr_next;
3326 tape.set_centered_player = TRUE;
3329 for (i = 0; i < NUM_BELTS; i++)
3331 game.belt_dir[i] = MV_NONE;
3332 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3335 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3336 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3338 #if DEBUG_INIT_PLAYER
3341 printf("Player status at level initialization:\n");
3345 SCAN_PLAYFIELD(x, y)
3347 Feld[x][y] = level.field[x][y];
3348 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3349 ChangeDelay[x][y] = 0;
3350 ChangePage[x][y] = -1;
3351 CustomValue[x][y] = 0; /* initialized in InitField() */
3352 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3354 WasJustMoving[x][y] = 0;
3355 WasJustFalling[x][y] = 0;
3356 CheckCollision[x][y] = 0;
3357 CheckImpact[x][y] = 0;
3359 Pushed[x][y] = FALSE;
3361 ChangeCount[x][y] = 0;
3362 ChangeEvent[x][y] = -1;
3364 ExplodePhase[x][y] = 0;
3365 ExplodeDelay[x][y] = 0;
3366 ExplodeField[x][y] = EX_TYPE_NONE;
3368 RunnerVisit[x][y] = 0;
3369 PlayerVisit[x][y] = 0;
3372 GfxRandom[x][y] = INIT_GFX_RANDOM();
3373 GfxElement[x][y] = EL_UNDEFINED;
3374 GfxAction[x][y] = ACTION_DEFAULT;
3375 GfxDir[x][y] = MV_NONE;
3376 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3379 SCAN_PLAYFIELD(x, y)
3381 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3383 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3385 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3388 InitField(x, y, TRUE);
3390 ResetGfxAnimation(x, y);
3395 for (i = 0; i < MAX_PLAYERS; i++)
3397 struct PlayerInfo *player = &stored_player[i];
3399 /* set number of special actions for bored and sleeping animation */
3400 player->num_special_action_bored =
3401 get_num_special_action(player->artwork_element,
3402 ACTION_BORING_1, ACTION_BORING_LAST);
3403 player->num_special_action_sleeping =
3404 get_num_special_action(player->artwork_element,
3405 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3408 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3409 emulate_sb ? EMU_SOKOBAN :
3410 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3412 /* initialize type of slippery elements */
3413 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3415 if (!IS_CUSTOM_ELEMENT(i))
3417 /* default: elements slip down either to the left or right randomly */
3418 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3420 /* SP style elements prefer to slip down on the left side */
3421 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3422 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3424 /* BD style elements prefer to slip down on the left side */
3425 if (game.emulation == EMU_BOULDERDASH)
3426 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3430 /* initialize explosion and ignition delay */
3431 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3433 if (!IS_CUSTOM_ELEMENT(i))
3436 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3437 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3438 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3439 int last_phase = (num_phase + 1) * delay;
3440 int half_phase = (num_phase / 2) * delay;
3442 element_info[i].explosion_delay = last_phase - 1;
3443 element_info[i].ignition_delay = half_phase;
3445 if (i == EL_BLACK_ORB)
3446 element_info[i].ignition_delay = 1;
3450 /* correct non-moving belts to start moving left */
3451 for (i = 0; i < NUM_BELTS; i++)
3452 if (game.belt_dir[i] == MV_NONE)
3453 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3455 #if USE_NEW_PLAYER_ASSIGNMENTS
3456 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3457 /* choose default local player */
3458 local_player = &stored_player[0];
3460 for (i = 0; i < MAX_PLAYERS; i++)
3461 stored_player[i].connected = FALSE;
3463 local_player->connected = TRUE;
3464 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3468 for (i = 0; i < MAX_PLAYERS; i++)
3469 stored_player[i].connected = tape.player_participates[i];
3471 else if (game.team_mode && !options.network)
3473 /* try to guess locally connected team mode players (needed for correct
3474 assignment of player figures from level to locally playing players) */
3476 for (i = 0; i < MAX_PLAYERS; i++)
3477 if (setup.input[i].use_joystick ||
3478 setup.input[i].key.left != KSYM_UNDEFINED)
3479 stored_player[i].connected = TRUE;
3482 #if DEBUG_INIT_PLAYER
3485 printf("Player status after level initialization:\n");
3487 for (i = 0; i < MAX_PLAYERS; i++)
3489 struct PlayerInfo *player = &stored_player[i];
3491 printf("- player %d: present == %d, connected == %d, active == %d",
3497 if (local_player == player)
3498 printf(" (local player)");
3505 #if DEBUG_INIT_PLAYER
3507 printf("Reassigning players ...\n");
3510 /* check if any connected player was not found in playfield */
3511 for (i = 0; i < MAX_PLAYERS; i++)
3513 struct PlayerInfo *player = &stored_player[i];
3515 if (player->connected && !player->present)
3517 struct PlayerInfo *field_player = NULL;
3519 #if DEBUG_INIT_PLAYER
3521 printf("- looking for field player for player %d ...\n", i + 1);
3524 /* assign first free player found that is present in the playfield */
3526 /* first try: look for unmapped playfield player that is not connected */
3527 for (j = 0; j < MAX_PLAYERS; j++)
3528 if (field_player == NULL &&
3529 stored_player[j].present &&
3530 !stored_player[j].mapped &&
3531 !stored_player[j].connected)
3532 field_player = &stored_player[j];
3534 /* second try: look for *any* unmapped playfield player */
3535 for (j = 0; j < MAX_PLAYERS; j++)
3536 if (field_player == NULL &&
3537 stored_player[j].present &&
3538 !stored_player[j].mapped)
3539 field_player = &stored_player[j];
3541 if (field_player != NULL)
3543 int jx = field_player->jx, jy = field_player->jy;
3545 #if DEBUG_INIT_PLAYER
3547 printf("- found player %d\n", field_player->index_nr + 1);
3550 player->present = FALSE;
3551 player->active = FALSE;
3553 field_player->present = TRUE;
3554 field_player->active = TRUE;
3557 player->initial_element = field_player->initial_element;
3558 player->artwork_element = field_player->artwork_element;
3560 player->block_last_field = field_player->block_last_field;
3561 player->block_delay_adjustment = field_player->block_delay_adjustment;
3564 StorePlayer[jx][jy] = field_player->element_nr;
3566 field_player->jx = field_player->last_jx = jx;
3567 field_player->jy = field_player->last_jy = jy;
3569 if (local_player == player)
3570 local_player = field_player;
3572 map_player_action[field_player->index_nr] = i;
3574 field_player->mapped = TRUE;
3576 #if DEBUG_INIT_PLAYER
3578 printf("- map_player_action[%d] == %d\n",
3579 field_player->index_nr + 1, i + 1);
3584 if (player->connected && player->present)
3585 player->mapped = TRUE;
3588 #if DEBUG_INIT_PLAYER
3591 printf("Player status after player assignment (first stage):\n");
3593 for (i = 0; i < MAX_PLAYERS; i++)
3595 struct PlayerInfo *player = &stored_player[i];
3597 printf("- player %d: present == %d, connected == %d, active == %d",
3603 if (local_player == player)
3604 printf(" (local player)");
3613 /* check if any connected player was not found in playfield */
3614 for (i = 0; i < MAX_PLAYERS; i++)
3616 struct PlayerInfo *player = &stored_player[i];
3618 if (player->connected && !player->present)
3620 for (j = 0; j < MAX_PLAYERS; j++)
3622 struct PlayerInfo *field_player = &stored_player[j];
3623 int jx = field_player->jx, jy = field_player->jy;
3625 /* assign first free player found that is present in the playfield */
3626 if (field_player->present && !field_player->connected)
3628 player->present = TRUE;
3629 player->active = TRUE;
3631 field_player->present = FALSE;
3632 field_player->active = FALSE;
3634 player->initial_element = field_player->initial_element;
3635 player->artwork_element = field_player->artwork_element;
3637 player->block_last_field = field_player->block_last_field;
3638 player->block_delay_adjustment = field_player->block_delay_adjustment;
3640 StorePlayer[jx][jy] = player->element_nr;
3642 player->jx = player->last_jx = jx;
3643 player->jy = player->last_jy = jy;
3653 printf("::: local_player->present == %d\n", local_player->present);
3658 /* when playing a tape, eliminate all players who do not participate */
3660 #if USE_NEW_PLAYER_ASSIGNMENTS
3662 if (!game.team_mode)
3664 for (i = 0; i < MAX_PLAYERS; i++)
3666 if (stored_player[i].active &&
3667 !tape.player_participates[map_player_action[i]])
3669 struct PlayerInfo *player = &stored_player[i];
3670 int jx = player->jx, jy = player->jy;
3672 #if DEBUG_INIT_PLAYER
3674 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3677 player->active = FALSE;
3678 StorePlayer[jx][jy] = 0;
3679 Feld[jx][jy] = EL_EMPTY;
3686 for (i = 0; i < MAX_PLAYERS; i++)
3688 if (stored_player[i].active &&
3689 !tape.player_participates[i])
3691 struct PlayerInfo *player = &stored_player[i];
3692 int jx = player->jx, jy = player->jy;
3694 player->active = FALSE;
3695 StorePlayer[jx][jy] = 0;
3696 Feld[jx][jy] = EL_EMPTY;
3701 else if (!options.network && !game.team_mode) /* && !tape.playing */
3703 /* when in single player mode, eliminate all but the first active player */
3705 for (i = 0; i < MAX_PLAYERS; i++)
3707 if (stored_player[i].active)
3709 for (j = i + 1; j < MAX_PLAYERS; j++)
3711 if (stored_player[j].active)
3713 struct PlayerInfo *player = &stored_player[j];
3714 int jx = player->jx, jy = player->jy;
3716 player->active = FALSE;
3717 player->present = FALSE;
3719 StorePlayer[jx][jy] = 0;
3720 Feld[jx][jy] = EL_EMPTY;
3727 /* when recording the game, store which players take part in the game */
3730 #if USE_NEW_PLAYER_ASSIGNMENTS
3731 for (i = 0; i < MAX_PLAYERS; i++)
3732 if (stored_player[i].connected)
3733 tape.player_participates[i] = TRUE;
3735 for (i = 0; i < MAX_PLAYERS; i++)
3736 if (stored_player[i].active)
3737 tape.player_participates[i] = TRUE;
3741 #if DEBUG_INIT_PLAYER
3744 printf("Player status after player assignment (final stage):\n");
3746 for (i = 0; i < MAX_PLAYERS; i++)
3748 struct PlayerInfo *player = &stored_player[i];
3750 printf("- player %d: present == %d, connected == %d, active == %d",
3756 if (local_player == player)
3757 printf(" (local player)");
3764 if (BorderElement == EL_EMPTY)
3767 SBX_Right = lev_fieldx - SCR_FIELDX;
3769 SBY_Lower = lev_fieldy - SCR_FIELDY;
3774 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3776 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3779 if (full_lev_fieldx <= SCR_FIELDX)
3780 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3781 if (full_lev_fieldy <= SCR_FIELDY)
3782 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3784 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
3786 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
3789 /* if local player not found, look for custom element that might create
3790 the player (make some assumptions about the right custom element) */
3791 if (!local_player->present)
3793 int start_x = 0, start_y = 0;
3794 int found_rating = 0;
3795 int found_element = EL_UNDEFINED;
3796 int player_nr = local_player->index_nr;
3798 SCAN_PLAYFIELD(x, y)
3800 int element = Feld[x][y];
3805 if (level.use_start_element[player_nr] &&
3806 level.start_element[player_nr] == element &&
3813 found_element = element;
3816 if (!IS_CUSTOM_ELEMENT(element))
3819 if (CAN_CHANGE(element))
3821 for (i = 0; i < element_info[element].num_change_pages; i++)
3823 /* check for player created from custom element as single target */
3824 content = element_info[element].change_page[i].target_element;
3825 is_player = ELEM_IS_PLAYER(content);
3827 if (is_player && (found_rating < 3 ||
3828 (found_rating == 3 && element < found_element)))
3834 found_element = element;
3839 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
3841 /* check for player created from custom element as explosion content */
3842 content = element_info[element].content.e[xx][yy];
3843 is_player = ELEM_IS_PLAYER(content);
3845 if (is_player && (found_rating < 2 ||
3846 (found_rating == 2 && element < found_element)))
3848 start_x = x + xx - 1;
3849 start_y = y + yy - 1;
3852 found_element = element;
3855 if (!CAN_CHANGE(element))
3858 for (i = 0; i < element_info[element].num_change_pages; i++)
3860 /* check for player created from custom element as extended target */
3862 element_info[element].change_page[i].target_content.e[xx][yy];
3864 is_player = ELEM_IS_PLAYER(content);
3866 if (is_player && (found_rating < 1 ||
3867 (found_rating == 1 && element < found_element)))
3869 start_x = x + xx - 1;
3870 start_y = y + yy - 1;
3873 found_element = element;
3879 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
3880 start_x > SBX_Right + MIDPOSX ? SBX_Right :
3883 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
3884 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
3889 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
3890 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
3891 local_player->jx - MIDPOSX);
3893 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
3894 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
3895 local_player->jy - MIDPOSY);
3898 /* !!! FIX THIS (START) !!! */
3899 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3901 InitGameEngine_EM();
3903 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3905 InitGameEngine_SP();
3909 DrawLevel(REDRAW_FIELD);
3912 /* after drawing the level, correct some elements */
3913 if (game.timegate_time_left == 0)
3914 CloseAllOpenTimegates();
3917 /* blit playfield from scroll buffer to normal back buffer for fading in */
3918 BlitScreenToBitmap(backbuffer);
3919 /* !!! FIX THIS (END) !!! */
3921 FadeIn(REDRAW_FIELD);
3924 // full screen redraw is required at this point in the following cases:
3925 // - special editor door undrawn when game was started from level editor
3926 // - drawing area (playfield) was changed and has to be removed completely
3927 redraw_mask = REDRAW_ALL;
3931 if (!game.restart_level)
3933 /* copy default game door content to main double buffer */
3935 /* !!! CHECK AGAIN !!! */
3936 SetPanelBackground();
3937 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
3938 DrawBackground(DX, DY, DXSIZE, DYSIZE);
3941 SetPanelBackground();
3942 SetDrawBackgroundMask(REDRAW_DOOR_1);
3944 UpdateAndDisplayGameControlValues();
3946 if (!game.restart_level)
3950 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
3951 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
3952 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
3956 /* copy actual game door content to door double buffer for OpenDoor() */
3957 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
3959 OpenDoor(DOOR_OPEN_ALL);
3961 PlaySound(SND_GAME_STARTING);
3963 if (setup.sound_music)
3966 KeyboardAutoRepeatOffUnlessAutoplay();
3968 #if DEBUG_INIT_PLAYER
3971 printf("Player status (final):\n");
3973 for (i = 0; i < MAX_PLAYERS; i++)
3975 struct PlayerInfo *player = &stored_player[i];
3977 printf("- player %d: present == %d, connected == %d, active == %d",
3983 if (local_player == player)
3984 printf(" (local player)");
3997 if (!game.restart_level && !tape.playing)
3999 LevelStats_incPlayed(level_nr);
4001 SaveLevelSetup_SeriesInfo();
4004 game.restart_level = FALSE;
4006 SaveEngineSnapshotToListInitial();
4009 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
4011 /* this is used for non-R'n'D game engines to update certain engine values */
4013 /* needed to determine if sounds are played within the visible screen area */
4014 scroll_x = actual_scroll_x;
4015 scroll_y = actual_scroll_y;
4018 void InitMovDir(int x, int y)
4020 int i, element = Feld[x][y];
4021 static int xy[4][2] =
4028 static int direction[3][4] =
4030 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4031 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4032 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4041 Feld[x][y] = EL_BUG;
4042 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4045 case EL_SPACESHIP_RIGHT:
4046 case EL_SPACESHIP_UP:
4047 case EL_SPACESHIP_LEFT:
4048 case EL_SPACESHIP_DOWN:
4049 Feld[x][y] = EL_SPACESHIP;
4050 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4053 case EL_BD_BUTTERFLY_RIGHT:
4054 case EL_BD_BUTTERFLY_UP:
4055 case EL_BD_BUTTERFLY_LEFT:
4056 case EL_BD_BUTTERFLY_DOWN:
4057 Feld[x][y] = EL_BD_BUTTERFLY;
4058 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4061 case EL_BD_FIREFLY_RIGHT:
4062 case EL_BD_FIREFLY_UP:
4063 case EL_BD_FIREFLY_LEFT:
4064 case EL_BD_FIREFLY_DOWN:
4065 Feld[x][y] = EL_BD_FIREFLY;
4066 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4069 case EL_PACMAN_RIGHT:
4071 case EL_PACMAN_LEFT:
4072 case EL_PACMAN_DOWN:
4073 Feld[x][y] = EL_PACMAN;
4074 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4077 case EL_YAMYAM_LEFT:
4078 case EL_YAMYAM_RIGHT:
4080 case EL_YAMYAM_DOWN:
4081 Feld[x][y] = EL_YAMYAM;
4082 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4085 case EL_SP_SNIKSNAK:
4086 MovDir[x][y] = MV_UP;
4089 case EL_SP_ELECTRON:
4090 MovDir[x][y] = MV_LEFT;
4097 Feld[x][y] = EL_MOLE;
4098 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4102 if (IS_CUSTOM_ELEMENT(element))
4104 struct ElementInfo *ei = &element_info[element];
4105 int move_direction_initial = ei->move_direction_initial;
4106 int move_pattern = ei->move_pattern;
4108 if (move_direction_initial == MV_START_PREVIOUS)
4110 if (MovDir[x][y] != MV_NONE)
4113 move_direction_initial = MV_START_AUTOMATIC;
4116 if (move_direction_initial == MV_START_RANDOM)
4117 MovDir[x][y] = 1 << RND(4);
4118 else if (move_direction_initial & MV_ANY_DIRECTION)
4119 MovDir[x][y] = move_direction_initial;
4120 else if (move_pattern == MV_ALL_DIRECTIONS ||
4121 move_pattern == MV_TURNING_LEFT ||
4122 move_pattern == MV_TURNING_RIGHT ||
4123 move_pattern == MV_TURNING_LEFT_RIGHT ||
4124 move_pattern == MV_TURNING_RIGHT_LEFT ||
4125 move_pattern == MV_TURNING_RANDOM)
4126 MovDir[x][y] = 1 << RND(4);
4127 else if (move_pattern == MV_HORIZONTAL)
4128 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4129 else if (move_pattern == MV_VERTICAL)
4130 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4131 else if (move_pattern & MV_ANY_DIRECTION)
4132 MovDir[x][y] = element_info[element].move_pattern;
4133 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4134 move_pattern == MV_ALONG_RIGHT_SIDE)
4136 /* use random direction as default start direction */
4137 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4138 MovDir[x][y] = 1 << RND(4);
4140 for (i = 0; i < NUM_DIRECTIONS; i++)
4142 int x1 = x + xy[i][0];
4143 int y1 = y + xy[i][1];
4145 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4147 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4148 MovDir[x][y] = direction[0][i];
4150 MovDir[x][y] = direction[1][i];
4159 MovDir[x][y] = 1 << RND(4);
4161 if (element != EL_BUG &&
4162 element != EL_SPACESHIP &&
4163 element != EL_BD_BUTTERFLY &&
4164 element != EL_BD_FIREFLY)
4167 for (i = 0; i < NUM_DIRECTIONS; i++)
4169 int x1 = x + xy[i][0];
4170 int y1 = y + xy[i][1];
4172 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4174 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4176 MovDir[x][y] = direction[0][i];
4179 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4180 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4182 MovDir[x][y] = direction[1][i];
4191 GfxDir[x][y] = MovDir[x][y];
4194 void InitAmoebaNr(int x, int y)
4197 int group_nr = AmoebeNachbarNr(x, y);
4201 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4203 if (AmoebaCnt[i] == 0)
4211 AmoebaNr[x][y] = group_nr;
4212 AmoebaCnt[group_nr]++;
4213 AmoebaCnt2[group_nr]++;
4216 static void PlayerWins(struct PlayerInfo *player)
4218 player->LevelSolved = TRUE;
4219 player->GameOver = TRUE;
4221 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4222 level.native_em_level->lev->score : player->score);
4224 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4226 player->LevelSolved_CountingScore = player->score_final;
4231 static int time, time_final;
4232 static int score, score_final;
4233 static int game_over_delay_1 = 0;
4234 static int game_over_delay_2 = 0;
4235 int game_over_delay_value_1 = 50;
4236 int game_over_delay_value_2 = 50;
4238 if (!local_player->LevelSolved_GameWon)
4242 /* do not start end game actions before the player stops moving (to exit) */
4243 if (local_player->MovPos)
4246 local_player->LevelSolved_GameWon = TRUE;
4247 local_player->LevelSolved_SaveTape = tape.recording;
4248 local_player->LevelSolved_SaveScore = !tape.playing;
4252 LevelStats_incSolved(level_nr);
4254 SaveLevelSetup_SeriesInfo();
4257 if (tape.auto_play) /* tape might already be stopped here */
4258 tape.auto_play_level_solved = TRUE;
4262 game_over_delay_1 = game_over_delay_value_1;
4263 game_over_delay_2 = game_over_delay_value_2;
4265 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4266 score = score_final = local_player->score_final;
4271 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4273 else if (game.no_time_limit && TimePlayed < 999)
4276 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4279 local_player->score_final = score_final;
4281 if (level_editor_test_game)
4284 score = score_final;
4286 local_player->LevelSolved_CountingTime = time;
4287 local_player->LevelSolved_CountingScore = score;
4289 game_panel_controls[GAME_PANEL_TIME].value = time;
4290 game_panel_controls[GAME_PANEL_SCORE].value = score;
4292 DisplayGameControlValues();
4295 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4297 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4299 /* close exit door after last player */
4300 if ((AllPlayersGone &&
4301 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4302 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4303 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4304 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4305 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4307 int element = Feld[ExitX][ExitY];
4309 Feld[ExitX][ExitY] =
4310 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4311 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4312 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4313 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4314 EL_EM_STEEL_EXIT_CLOSING);
4316 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4319 /* player disappears */
4320 DrawLevelField(ExitX, ExitY);
4323 for (i = 0; i < MAX_PLAYERS; i++)
4325 struct PlayerInfo *player = &stored_player[i];
4327 if (player->present)
4329 RemovePlayer(player);
4331 /* player disappears */
4332 DrawLevelField(player->jx, player->jy);
4337 PlaySound(SND_GAME_WINNING);
4340 if (game_over_delay_1 > 0)
4342 game_over_delay_1--;
4347 if (time != time_final)
4349 int time_to_go = ABS(time_final - time);
4350 int time_count_dir = (time < time_final ? +1 : -1);
4351 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4353 time += time_count_steps * time_count_dir;
4354 score += time_count_steps * level.score[SC_TIME_BONUS];
4356 local_player->LevelSolved_CountingTime = time;
4357 local_player->LevelSolved_CountingScore = score;
4359 game_panel_controls[GAME_PANEL_TIME].value = time;
4360 game_panel_controls[GAME_PANEL_SCORE].value = score;
4362 DisplayGameControlValues();
4364 if (time == time_final)
4365 StopSound(SND_GAME_LEVELTIME_BONUS);
4366 else if (setup.sound_loops)
4367 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4369 PlaySound(SND_GAME_LEVELTIME_BONUS);
4374 local_player->LevelSolved_PanelOff = TRUE;
4376 if (game_over_delay_2 > 0)
4378 game_over_delay_2--;
4389 boolean raise_level = FALSE;
4391 local_player->LevelSolved_GameEnd = TRUE;
4393 if (!global.use_envelope_request)
4394 CloseDoor(DOOR_CLOSE_1);
4396 if (local_player->LevelSolved_SaveTape)
4398 SaveTapeChecked(tape.level_nr); /* ask to save tape */
4401 CloseDoor(DOOR_CLOSE_ALL);
4403 if (level_editor_test_game)
4405 game_status = GAME_MODE_MAIN;
4407 DrawAndFadeInMainMenu(REDRAW_FIELD);
4412 if (!local_player->LevelSolved_SaveScore)
4414 FadeOut(REDRAW_FIELD);
4416 game_status = GAME_MODE_MAIN;
4418 DrawAndFadeInMainMenu(REDRAW_FIELD);
4423 if (level_nr == leveldir_current->handicap_level)
4425 leveldir_current->handicap_level++;
4427 SaveLevelSetup_SeriesInfo();
4430 if (level_nr < leveldir_current->last_level)
4431 raise_level = TRUE; /* advance to next level */
4433 if ((hi_pos = NewHiScore()) >= 0)
4435 game_status = GAME_MODE_SCORES;
4437 /* needed if different viewport properties defined for scores */
4438 ChangeViewportPropertiesIfNeeded();
4440 DrawHallOfFame(hi_pos);
4450 FadeOut(REDRAW_FIELD);
4452 game_status = GAME_MODE_MAIN;
4460 DrawAndFadeInMainMenu(REDRAW_FIELD);
4469 LoadScore(level_nr);
4471 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4472 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4475 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4477 if (local_player->score_final > highscore[k].Score)
4479 /* player has made it to the hall of fame */
4481 if (k < MAX_SCORE_ENTRIES - 1)
4483 int m = MAX_SCORE_ENTRIES - 1;
4486 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4487 if (strEqual(setup.player_name, highscore[l].Name))
4489 if (m == k) /* player's new highscore overwrites his old one */
4493 for (l = m; l > k; l--)
4495 strcpy(highscore[l].Name, highscore[l - 1].Name);
4496 highscore[l].Score = highscore[l - 1].Score;
4503 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4504 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4505 highscore[k].Score = local_player->score_final;
4511 else if (!strncmp(setup.player_name, highscore[k].Name,
4512 MAX_PLAYER_NAME_LEN))
4513 break; /* player already there with a higher score */
4519 SaveScore(level_nr);
4524 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4526 int element = Feld[x][y];
4527 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4528 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4529 int horiz_move = (dx != 0);
4530 int sign = (horiz_move ? dx : dy);
4531 int step = sign * element_info[element].move_stepsize;
4533 /* special values for move stepsize for spring and things on conveyor belt */
4536 if (CAN_FALL(element) &&
4537 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4538 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4539 else if (element == EL_SPRING)
4540 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4546 inline static int getElementMoveStepsize(int x, int y)
4548 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4551 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4553 if (player->GfxAction != action || player->GfxDir != dir)
4555 player->GfxAction = action;
4556 player->GfxDir = dir;
4558 player->StepFrame = 0;
4562 static void ResetGfxFrame(int x, int y, boolean redraw)
4564 int element = Feld[x][y];
4565 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4566 int last_gfx_frame = GfxFrame[x][y];
4568 if (graphic_info[graphic].anim_global_sync)
4569 GfxFrame[x][y] = FrameCounter;
4570 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4571 GfxFrame[x][y] = CustomValue[x][y];
4572 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4573 GfxFrame[x][y] = element_info[element].collect_score;
4574 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4575 GfxFrame[x][y] = ChangeDelay[x][y];
4577 if (redraw && GfxFrame[x][y] != last_gfx_frame)
4578 DrawLevelGraphicAnimation(x, y, graphic);
4581 static void ResetGfxAnimation(int x, int y)
4583 GfxAction[x][y] = ACTION_DEFAULT;
4584 GfxDir[x][y] = MovDir[x][y];
4587 ResetGfxFrame(x, y, FALSE);
4590 static void ResetRandomAnimationValue(int x, int y)
4592 GfxRandom[x][y] = INIT_GFX_RANDOM();
4595 void InitMovingField(int x, int y, int direction)
4597 int element = Feld[x][y];
4598 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4599 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4602 boolean is_moving_before, is_moving_after;
4604 /* check if element was/is moving or being moved before/after mode change */
4605 is_moving_before = (WasJustMoving[x][y] != 0);
4606 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4608 /* reset animation only for moving elements which change direction of moving
4609 or which just started or stopped moving
4610 (else CEs with property "can move" / "not moving" are reset each frame) */
4611 if (is_moving_before != is_moving_after ||
4612 direction != MovDir[x][y])
4613 ResetGfxAnimation(x, y);
4615 MovDir[x][y] = direction;
4616 GfxDir[x][y] = direction;
4618 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4619 direction == MV_DOWN && CAN_FALL(element) ?
4620 ACTION_FALLING : ACTION_MOVING);
4622 /* this is needed for CEs with property "can move" / "not moving" */
4624 if (is_moving_after)
4626 if (Feld[newx][newy] == EL_EMPTY)
4627 Feld[newx][newy] = EL_BLOCKED;
4629 MovDir[newx][newy] = MovDir[x][y];
4631 CustomValue[newx][newy] = CustomValue[x][y];
4633 GfxFrame[newx][newy] = GfxFrame[x][y];
4634 GfxRandom[newx][newy] = GfxRandom[x][y];
4635 GfxAction[newx][newy] = GfxAction[x][y];
4636 GfxDir[newx][newy] = GfxDir[x][y];
4640 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4642 int direction = MovDir[x][y];
4643 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4644 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4650 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4652 int oldx = x, oldy = y;
4653 int direction = MovDir[x][y];
4655 if (direction == MV_LEFT)
4657 else if (direction == MV_RIGHT)
4659 else if (direction == MV_UP)
4661 else if (direction == MV_DOWN)
4664 *comes_from_x = oldx;
4665 *comes_from_y = oldy;
4668 int MovingOrBlocked2Element(int x, int y)
4670 int element = Feld[x][y];
4672 if (element == EL_BLOCKED)
4676 Blocked2Moving(x, y, &oldx, &oldy);
4677 return Feld[oldx][oldy];
4683 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4685 /* like MovingOrBlocked2Element(), but if element is moving
4686 and (x,y) is the field the moving element is just leaving,
4687 return EL_BLOCKED instead of the element value */
4688 int element = Feld[x][y];
4690 if (IS_MOVING(x, y))
4692 if (element == EL_BLOCKED)
4696 Blocked2Moving(x, y, &oldx, &oldy);
4697 return Feld[oldx][oldy];
4706 static void RemoveField(int x, int y)
4708 Feld[x][y] = EL_EMPTY;
4714 CustomValue[x][y] = 0;
4717 ChangeDelay[x][y] = 0;
4718 ChangePage[x][y] = -1;
4719 Pushed[x][y] = FALSE;
4721 GfxElement[x][y] = EL_UNDEFINED;
4722 GfxAction[x][y] = ACTION_DEFAULT;
4723 GfxDir[x][y] = MV_NONE;
4726 void RemoveMovingField(int x, int y)
4728 int oldx = x, oldy = y, newx = x, newy = y;
4729 int element = Feld[x][y];
4730 int next_element = EL_UNDEFINED;
4732 if (element != EL_BLOCKED && !IS_MOVING(x, y))
4735 if (IS_MOVING(x, y))
4737 Moving2Blocked(x, y, &newx, &newy);
4739 if (Feld[newx][newy] != EL_BLOCKED)
4741 /* element is moving, but target field is not free (blocked), but
4742 already occupied by something different (example: acid pool);
4743 in this case, only remove the moving field, but not the target */
4745 RemoveField(oldx, oldy);
4747 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4749 TEST_DrawLevelField(oldx, oldy);
4754 else if (element == EL_BLOCKED)
4756 Blocked2Moving(x, y, &oldx, &oldy);
4757 if (!IS_MOVING(oldx, oldy))
4761 if (element == EL_BLOCKED &&
4762 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
4763 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
4764 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
4765 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
4766 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
4767 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
4768 next_element = get_next_element(Feld[oldx][oldy]);
4770 RemoveField(oldx, oldy);
4771 RemoveField(newx, newy);
4773 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4775 if (next_element != EL_UNDEFINED)
4776 Feld[oldx][oldy] = next_element;
4778 TEST_DrawLevelField(oldx, oldy);
4779 TEST_DrawLevelField(newx, newy);
4782 void DrawDynamite(int x, int y)
4784 int sx = SCREENX(x), sy = SCREENY(y);
4785 int graphic = el2img(Feld[x][y]);
4788 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
4791 if (IS_WALKABLE_INSIDE(Back[x][y]))
4795 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
4796 else if (Store[x][y])
4797 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
4799 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4801 if (Back[x][y] || Store[x][y])
4802 DrawGraphicThruMask(sx, sy, graphic, frame);
4804 DrawGraphic(sx, sy, graphic, frame);
4807 void CheckDynamite(int x, int y)
4809 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
4813 if (MovDelay[x][y] != 0)
4816 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4822 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4827 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
4829 boolean num_checked_players = 0;
4832 for (i = 0; i < MAX_PLAYERS; i++)
4834 if (stored_player[i].active)
4836 int sx = stored_player[i].jx;
4837 int sy = stored_player[i].jy;
4839 if (num_checked_players == 0)
4846 *sx1 = MIN(*sx1, sx);
4847 *sy1 = MIN(*sy1, sy);
4848 *sx2 = MAX(*sx2, sx);
4849 *sy2 = MAX(*sy2, sy);
4852 num_checked_players++;
4857 static boolean checkIfAllPlayersFitToScreen_RND()
4859 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
4861 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4863 return (sx2 - sx1 < SCR_FIELDX &&
4864 sy2 - sy1 < SCR_FIELDY);
4867 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
4869 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
4871 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4873 *sx = (sx1 + sx2) / 2;
4874 *sy = (sy1 + sy2) / 2;
4877 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
4878 boolean center_screen, boolean quick_relocation)
4880 boolean ffwd_delay = (tape.playing && tape.fast_forward);
4881 boolean no_delay = (tape.warp_forward);
4882 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
4883 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
4885 if (quick_relocation)
4887 if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
4889 if (!level.shifted_relocation || center_screen)
4891 /* quick relocation (without scrolling), with centering of screen */
4893 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4894 x > SBX_Right + MIDPOSX ? SBX_Right :
4897 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4898 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4903 /* quick relocation (without scrolling), but do not center screen */
4905 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4906 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4909 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4910 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4913 int offset_x = x + (scroll_x - center_scroll_x);
4914 int offset_y = y + (scroll_y - center_scroll_y);
4916 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4917 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4918 offset_x - MIDPOSX);
4920 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4921 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4922 offset_y - MIDPOSY);
4927 if (!level.shifted_relocation || center_screen)
4929 /* quick relocation (without scrolling), with centering of screen */
4931 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4932 x > SBX_Right + MIDPOSX ? SBX_Right :
4935 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4936 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4941 /* quick relocation (without scrolling), but do not center screen */
4943 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4944 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4947 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4948 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4951 int offset_x = x + (scroll_x - center_scroll_x);
4952 int offset_y = y + (scroll_y - center_scroll_y);
4954 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4955 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4956 offset_x - MIDPOSX);
4958 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4959 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4960 offset_y - MIDPOSY);
4964 RedrawPlayfield(TRUE, 0,0,0,0);
4968 int scroll_xx, scroll_yy;
4970 if (!level.shifted_relocation || center_screen)
4972 /* visible relocation (with scrolling), with centering of screen */
4974 scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
4975 x > SBX_Right + MIDPOSX ? SBX_Right :
4978 scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4979 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4984 /* visible relocation (with scrolling), but do not center screen */
4986 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4987 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4990 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4991 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4994 int offset_x = x + (scroll_x - center_scroll_x);
4995 int offset_y = y + (scroll_y - center_scroll_y);
4997 scroll_xx = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4998 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4999 offset_x - MIDPOSX);
5001 scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5002 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5003 offset_y - MIDPOSY);
5007 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
5009 while (scroll_x != scroll_xx || scroll_y != scroll_yy)
5012 int fx = FX, fy = FY;
5014 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
5015 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
5017 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5023 fx += dx * TILEX / 2;
5024 fy += dy * TILEY / 2;
5026 ScrollLevel(dx, dy);
5029 /* scroll in two steps of half tile size to make things smoother */
5030 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5031 Delay(wait_delay_value);
5033 /* scroll second step to align at full tile size */
5035 Delay(wait_delay_value);
5040 Delay(wait_delay_value);
5044 void RelocatePlayer(int jx, int jy, int el_player_raw)
5046 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5047 int player_nr = GET_PLAYER_NR(el_player);
5048 struct PlayerInfo *player = &stored_player[player_nr];
5049 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5050 boolean no_delay = (tape.warp_forward);
5051 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5052 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5053 int old_jx = player->jx;
5054 int old_jy = player->jy;
5055 int old_element = Feld[old_jx][old_jy];
5056 int element = Feld[jx][jy];
5057 boolean player_relocated = (old_jx != jx || old_jy != jy);
5059 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5060 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5061 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5062 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5063 int leave_side_horiz = move_dir_horiz;
5064 int leave_side_vert = move_dir_vert;
5065 int enter_side = enter_side_horiz | enter_side_vert;
5066 int leave_side = leave_side_horiz | leave_side_vert;
5068 if (player->GameOver) /* do not reanimate dead player */
5071 if (!player_relocated) /* no need to relocate the player */
5074 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5076 RemoveField(jx, jy); /* temporarily remove newly placed player */
5077 DrawLevelField(jx, jy);
5080 if (player->present)
5082 while (player->MovPos)
5084 ScrollPlayer(player, SCROLL_GO_ON);
5085 ScrollScreen(NULL, SCROLL_GO_ON);
5087 AdvanceFrameAndPlayerCounters(player->index_nr);
5092 Delay(wait_delay_value);
5095 DrawPlayer(player); /* needed here only to cleanup last field */
5096 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5098 player->is_moving = FALSE;
5101 if (IS_CUSTOM_ELEMENT(old_element))
5102 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5104 player->index_bit, leave_side);
5106 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5108 player->index_bit, leave_side);
5110 Feld[jx][jy] = el_player;
5111 InitPlayerField(jx, jy, el_player, TRUE);
5113 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5114 possible that the relocation target field did not contain a player element,
5115 but a walkable element, to which the new player was relocated -- in this
5116 case, restore that (already initialized!) element on the player field */
5117 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5119 Feld[jx][jy] = element; /* restore previously existing element */
5122 /* only visually relocate centered player */
5123 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5124 FALSE, level.instant_relocation);
5126 TestIfPlayerTouchesBadThing(jx, jy);
5127 TestIfPlayerTouchesCustomElement(jx, jy);
5129 if (IS_CUSTOM_ELEMENT(element))
5130 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5131 player->index_bit, enter_side);
5133 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5134 player->index_bit, enter_side);
5136 if (player->is_switching)
5138 /* ensure that relocation while still switching an element does not cause
5139 a new element to be treated as also switched directly after relocation
5140 (this is important for teleporter switches that teleport the player to
5141 a place where another teleporter switch is in the same direction, which
5142 would then incorrectly be treated as immediately switched before the
5143 direction key that caused the switch was released) */
5145 player->switch_x += jx - old_jx;
5146 player->switch_y += jy - old_jy;
5150 void Explode(int ex, int ey, int phase, int mode)
5156 /* !!! eliminate this variable !!! */
5157 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5159 if (game.explosions_delayed)
5161 ExplodeField[ex][ey] = mode;
5165 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5167 int center_element = Feld[ex][ey];
5168 int artwork_element, explosion_element; /* set these values later */
5170 /* remove things displayed in background while burning dynamite */
5171 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5174 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5176 /* put moving element to center field (and let it explode there) */
5177 center_element = MovingOrBlocked2Element(ex, ey);
5178 RemoveMovingField(ex, ey);
5179 Feld[ex][ey] = center_element;
5182 /* now "center_element" is finally determined -- set related values now */
5183 artwork_element = center_element; /* for custom player artwork */
5184 explosion_element = center_element; /* for custom player artwork */
5186 if (IS_PLAYER(ex, ey))
5188 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5190 artwork_element = stored_player[player_nr].artwork_element;
5192 if (level.use_explosion_element[player_nr])
5194 explosion_element = level.explosion_element[player_nr];
5195 artwork_element = explosion_element;
5199 if (mode == EX_TYPE_NORMAL ||
5200 mode == EX_TYPE_CENTER ||
5201 mode == EX_TYPE_CROSS)
5202 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5204 last_phase = element_info[explosion_element].explosion_delay + 1;
5206 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5208 int xx = x - ex + 1;
5209 int yy = y - ey + 1;
5212 if (!IN_LEV_FIELD(x, y) ||
5213 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5214 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5217 element = Feld[x][y];
5219 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5221 element = MovingOrBlocked2Element(x, y);
5223 if (!IS_EXPLOSION_PROOF(element))
5224 RemoveMovingField(x, y);
5227 /* indestructible elements can only explode in center (but not flames) */
5228 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5229 mode == EX_TYPE_BORDER)) ||
5230 element == EL_FLAMES)
5233 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5234 behaviour, for example when touching a yamyam that explodes to rocks
5235 with active deadly shield, a rock is created under the player !!! */
5236 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5238 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5239 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5240 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5242 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5245 if (IS_ACTIVE_BOMB(element))
5247 /* re-activate things under the bomb like gate or penguin */
5248 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5255 /* save walkable background elements while explosion on same tile */
5256 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5257 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5258 Back[x][y] = element;
5260 /* ignite explodable elements reached by other explosion */
5261 if (element == EL_EXPLOSION)
5262 element = Store2[x][y];
5264 if (AmoebaNr[x][y] &&
5265 (element == EL_AMOEBA_FULL ||
5266 element == EL_BD_AMOEBA ||
5267 element == EL_AMOEBA_GROWING))
5269 AmoebaCnt[AmoebaNr[x][y]]--;
5270 AmoebaCnt2[AmoebaNr[x][y]]--;
5275 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5277 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5279 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5281 if (PLAYERINFO(ex, ey)->use_murphy)
5282 Store[x][y] = EL_EMPTY;
5285 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5286 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5287 else if (ELEM_IS_PLAYER(center_element))
5288 Store[x][y] = EL_EMPTY;
5289 else if (center_element == EL_YAMYAM)
5290 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5291 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5292 Store[x][y] = element_info[center_element].content.e[xx][yy];
5294 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5295 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5296 otherwise) -- FIX THIS !!! */
5297 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5298 Store[x][y] = element_info[element].content.e[1][1];
5300 else if (!CAN_EXPLODE(element))
5301 Store[x][y] = element_info[element].content.e[1][1];
5304 Store[x][y] = EL_EMPTY;
5306 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5307 center_element == EL_AMOEBA_TO_DIAMOND)
5308 Store2[x][y] = element;
5310 Feld[x][y] = EL_EXPLOSION;
5311 GfxElement[x][y] = artwork_element;
5313 ExplodePhase[x][y] = 1;
5314 ExplodeDelay[x][y] = last_phase;
5319 if (center_element == EL_YAMYAM)
5320 game.yamyam_content_nr =
5321 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5333 GfxFrame[x][y] = 0; /* restart explosion animation */
5335 last_phase = ExplodeDelay[x][y];
5337 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5339 /* this can happen if the player leaves an explosion just in time */
5340 if (GfxElement[x][y] == EL_UNDEFINED)
5341 GfxElement[x][y] = EL_EMPTY;
5343 border_element = Store2[x][y];
5344 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5345 border_element = StorePlayer[x][y];
5347 if (phase == element_info[border_element].ignition_delay ||
5348 phase == last_phase)
5350 boolean border_explosion = FALSE;
5352 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5353 !PLAYER_EXPLOSION_PROTECTED(x, y))
5355 KillPlayerUnlessExplosionProtected(x, y);
5356 border_explosion = TRUE;
5358 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5360 Feld[x][y] = Store2[x][y];
5363 border_explosion = TRUE;
5365 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5367 AmoebeUmwandeln(x, y);
5369 border_explosion = TRUE;
5372 /* if an element just explodes due to another explosion (chain-reaction),
5373 do not immediately end the new explosion when it was the last frame of
5374 the explosion (as it would be done in the following "if"-statement!) */
5375 if (border_explosion && phase == last_phase)
5379 if (phase == last_phase)
5383 element = Feld[x][y] = Store[x][y];
5384 Store[x][y] = Store2[x][y] = 0;
5385 GfxElement[x][y] = EL_UNDEFINED;
5387 /* player can escape from explosions and might therefore be still alive */
5388 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5389 element <= EL_PLAYER_IS_EXPLODING_4)
5391 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5392 int explosion_element = EL_PLAYER_1 + player_nr;
5393 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5394 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5396 if (level.use_explosion_element[player_nr])
5397 explosion_element = level.explosion_element[player_nr];
5399 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5400 element_info[explosion_element].content.e[xx][yy]);
5403 /* restore probably existing indestructible background element */
5404 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5405 element = Feld[x][y] = Back[x][y];
5408 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5409 GfxDir[x][y] = MV_NONE;
5410 ChangeDelay[x][y] = 0;
5411 ChangePage[x][y] = -1;
5413 CustomValue[x][y] = 0;
5415 InitField_WithBug2(x, y, FALSE);
5417 TEST_DrawLevelField(x, y);
5419 TestIfElementTouchesCustomElement(x, y);
5421 if (GFX_CRUMBLED(element))
5422 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5424 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5425 StorePlayer[x][y] = 0;
5427 if (ELEM_IS_PLAYER(element))
5428 RelocatePlayer(x, y, element);
5430 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5432 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5433 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5436 TEST_DrawLevelFieldCrumbled(x, y);
5438 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5440 DrawLevelElement(x, y, Back[x][y]);
5441 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5443 else if (IS_WALKABLE_UNDER(Back[x][y]))
5445 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5446 DrawLevelElementThruMask(x, y, Back[x][y]);
5448 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5449 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5453 void DynaExplode(int ex, int ey)
5456 int dynabomb_element = Feld[ex][ey];
5457 int dynabomb_size = 1;
5458 boolean dynabomb_xl = FALSE;
5459 struct PlayerInfo *player;
5460 static int xy[4][2] =
5468 if (IS_ACTIVE_BOMB(dynabomb_element))
5470 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5471 dynabomb_size = player->dynabomb_size;
5472 dynabomb_xl = player->dynabomb_xl;
5473 player->dynabombs_left++;
5476 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5478 for (i = 0; i < NUM_DIRECTIONS; i++)
5480 for (j = 1; j <= dynabomb_size; j++)
5482 int x = ex + j * xy[i][0];
5483 int y = ey + j * xy[i][1];
5486 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5489 element = Feld[x][y];
5491 /* do not restart explosions of fields with active bombs */
5492 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5495 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5497 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5498 !IS_DIGGABLE(element) && !dynabomb_xl)
5504 void Bang(int x, int y)
5506 int element = MovingOrBlocked2Element(x, y);
5507 int explosion_type = EX_TYPE_NORMAL;
5509 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5511 struct PlayerInfo *player = PLAYERINFO(x, y);
5513 element = Feld[x][y] = player->initial_element;
5515 if (level.use_explosion_element[player->index_nr])
5517 int explosion_element = level.explosion_element[player->index_nr];
5519 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5520 explosion_type = EX_TYPE_CROSS;
5521 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5522 explosion_type = EX_TYPE_CENTER;
5530 case EL_BD_BUTTERFLY:
5533 case EL_DARK_YAMYAM:
5537 RaiseScoreElement(element);
5540 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5541 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5542 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5543 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5544 case EL_DYNABOMB_INCREASE_NUMBER:
5545 case EL_DYNABOMB_INCREASE_SIZE:
5546 case EL_DYNABOMB_INCREASE_POWER:
5547 explosion_type = EX_TYPE_DYNA;
5550 case EL_DC_LANDMINE:
5551 explosion_type = EX_TYPE_CENTER;
5556 case EL_LAMP_ACTIVE:
5557 case EL_AMOEBA_TO_DIAMOND:
5558 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5559 explosion_type = EX_TYPE_CENTER;
5563 if (element_info[element].explosion_type == EXPLODES_CROSS)
5564 explosion_type = EX_TYPE_CROSS;
5565 else if (element_info[element].explosion_type == EXPLODES_1X1)
5566 explosion_type = EX_TYPE_CENTER;
5570 if (explosion_type == EX_TYPE_DYNA)
5573 Explode(x, y, EX_PHASE_START, explosion_type);
5575 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5578 void SplashAcid(int x, int y)
5580 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5581 (!IN_LEV_FIELD(x - 1, y - 2) ||
5582 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5583 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5585 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5586 (!IN_LEV_FIELD(x + 1, y - 2) ||
5587 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5588 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5590 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5593 static void InitBeltMovement()
5595 static int belt_base_element[4] =
5597 EL_CONVEYOR_BELT_1_LEFT,
5598 EL_CONVEYOR_BELT_2_LEFT,
5599 EL_CONVEYOR_BELT_3_LEFT,
5600 EL_CONVEYOR_BELT_4_LEFT
5602 static int belt_base_active_element[4] =
5604 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5605 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5606 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5607 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5612 /* set frame order for belt animation graphic according to belt direction */
5613 for (i = 0; i < NUM_BELTS; i++)
5617 for (j = 0; j < NUM_BELT_PARTS; j++)
5619 int element = belt_base_active_element[belt_nr] + j;
5620 int graphic_1 = el2img(element);
5621 int graphic_2 = el2panelimg(element);
5623 if (game.belt_dir[i] == MV_LEFT)
5625 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5626 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5630 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5631 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5636 SCAN_PLAYFIELD(x, y)
5638 int element = Feld[x][y];
5640 for (i = 0; i < NUM_BELTS; i++)
5642 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5644 int e_belt_nr = getBeltNrFromBeltElement(element);
5647 if (e_belt_nr == belt_nr)
5649 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5651 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5658 static void ToggleBeltSwitch(int x, int y)
5660 static int belt_base_element[4] =
5662 EL_CONVEYOR_BELT_1_LEFT,
5663 EL_CONVEYOR_BELT_2_LEFT,
5664 EL_CONVEYOR_BELT_3_LEFT,
5665 EL_CONVEYOR_BELT_4_LEFT
5667 static int belt_base_active_element[4] =
5669 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5670 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5671 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5672 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5674 static int belt_base_switch_element[4] =
5676 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5677 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5678 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5679 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5681 static int belt_move_dir[4] =
5689 int element = Feld[x][y];
5690 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5691 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5692 int belt_dir = belt_move_dir[belt_dir_nr];
5695 if (!IS_BELT_SWITCH(element))
5698 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5699 game.belt_dir[belt_nr] = belt_dir;
5701 if (belt_dir_nr == 3)
5704 /* set frame order for belt animation graphic according to belt direction */
5705 for (i = 0; i < NUM_BELT_PARTS; i++)
5707 int element = belt_base_active_element[belt_nr] + i;
5708 int graphic_1 = el2img(element);
5709 int graphic_2 = el2panelimg(element);
5711 if (belt_dir == MV_LEFT)
5713 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5714 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5718 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5719 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5723 SCAN_PLAYFIELD(xx, yy)
5725 int element = Feld[xx][yy];
5727 if (IS_BELT_SWITCH(element))
5729 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5731 if (e_belt_nr == belt_nr)
5733 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5734 TEST_DrawLevelField(xx, yy);
5737 else if (IS_BELT(element) && belt_dir != MV_NONE)
5739 int e_belt_nr = getBeltNrFromBeltElement(element);
5741 if (e_belt_nr == belt_nr)
5743 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5745 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5746 TEST_DrawLevelField(xx, yy);
5749 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5751 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5753 if (e_belt_nr == belt_nr)
5755 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5757 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5758 TEST_DrawLevelField(xx, yy);
5764 static void ToggleSwitchgateSwitch(int x, int y)
5768 game.switchgate_pos = !game.switchgate_pos;
5770 SCAN_PLAYFIELD(xx, yy)
5772 int element = Feld[xx][yy];
5774 if (element == EL_SWITCHGATE_SWITCH_UP)
5776 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5777 TEST_DrawLevelField(xx, yy);
5779 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5781 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5782 TEST_DrawLevelField(xx, yy);
5784 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5786 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5787 TEST_DrawLevelField(xx, yy);
5789 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5791 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5792 TEST_DrawLevelField(xx, yy);
5794 else if (element == EL_SWITCHGATE_OPEN ||
5795 element == EL_SWITCHGATE_OPENING)
5797 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
5799 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
5801 else if (element == EL_SWITCHGATE_CLOSED ||
5802 element == EL_SWITCHGATE_CLOSING)
5804 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
5806 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
5811 static int getInvisibleActiveFromInvisibleElement(int element)
5813 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
5814 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
5815 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
5819 static int getInvisibleFromInvisibleActiveElement(int element)
5821 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
5822 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
5823 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
5827 static void RedrawAllLightSwitchesAndInvisibleElements()
5831 SCAN_PLAYFIELD(x, y)
5833 int element = Feld[x][y];
5835 if (element == EL_LIGHT_SWITCH &&
5836 game.light_time_left > 0)
5838 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
5839 TEST_DrawLevelField(x, y);
5841 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
5842 game.light_time_left == 0)
5844 Feld[x][y] = EL_LIGHT_SWITCH;
5845 TEST_DrawLevelField(x, y);
5847 else if (element == EL_EMC_DRIPPER &&
5848 game.light_time_left > 0)
5850 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5851 TEST_DrawLevelField(x, y);
5853 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5854 game.light_time_left == 0)
5856 Feld[x][y] = EL_EMC_DRIPPER;
5857 TEST_DrawLevelField(x, y);
5859 else if (element == EL_INVISIBLE_STEELWALL ||
5860 element == EL_INVISIBLE_WALL ||
5861 element == EL_INVISIBLE_SAND)
5863 if (game.light_time_left > 0)
5864 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5866 TEST_DrawLevelField(x, y);
5868 /* uncrumble neighbour fields, if needed */
5869 if (element == EL_INVISIBLE_SAND)
5870 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5872 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5873 element == EL_INVISIBLE_WALL_ACTIVE ||
5874 element == EL_INVISIBLE_SAND_ACTIVE)
5876 if (game.light_time_left == 0)
5877 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5879 TEST_DrawLevelField(x, y);
5881 /* re-crumble neighbour fields, if needed */
5882 if (element == EL_INVISIBLE_SAND)
5883 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5888 static void RedrawAllInvisibleElementsForLenses()
5892 SCAN_PLAYFIELD(x, y)
5894 int element = Feld[x][y];
5896 if (element == EL_EMC_DRIPPER &&
5897 game.lenses_time_left > 0)
5899 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5900 TEST_DrawLevelField(x, y);
5902 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5903 game.lenses_time_left == 0)
5905 Feld[x][y] = EL_EMC_DRIPPER;
5906 TEST_DrawLevelField(x, y);
5908 else if (element == EL_INVISIBLE_STEELWALL ||
5909 element == EL_INVISIBLE_WALL ||
5910 element == EL_INVISIBLE_SAND)
5912 if (game.lenses_time_left > 0)
5913 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5915 TEST_DrawLevelField(x, y);
5917 /* uncrumble neighbour fields, if needed */
5918 if (element == EL_INVISIBLE_SAND)
5919 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5921 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5922 element == EL_INVISIBLE_WALL_ACTIVE ||
5923 element == EL_INVISIBLE_SAND_ACTIVE)
5925 if (game.lenses_time_left == 0)
5926 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5928 TEST_DrawLevelField(x, y);
5930 /* re-crumble neighbour fields, if needed */
5931 if (element == EL_INVISIBLE_SAND)
5932 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5937 static void RedrawAllInvisibleElementsForMagnifier()
5941 SCAN_PLAYFIELD(x, y)
5943 int element = Feld[x][y];
5945 if (element == EL_EMC_FAKE_GRASS &&
5946 game.magnify_time_left > 0)
5948 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
5949 TEST_DrawLevelField(x, y);
5951 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
5952 game.magnify_time_left == 0)
5954 Feld[x][y] = EL_EMC_FAKE_GRASS;
5955 TEST_DrawLevelField(x, y);
5957 else if (IS_GATE_GRAY(element) &&
5958 game.magnify_time_left > 0)
5960 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
5961 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
5962 IS_EM_GATE_GRAY(element) ?
5963 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
5964 IS_EMC_GATE_GRAY(element) ?
5965 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
5966 IS_DC_GATE_GRAY(element) ?
5967 EL_DC_GATE_WHITE_GRAY_ACTIVE :
5969 TEST_DrawLevelField(x, y);
5971 else if (IS_GATE_GRAY_ACTIVE(element) &&
5972 game.magnify_time_left == 0)
5974 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
5975 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
5976 IS_EM_GATE_GRAY_ACTIVE(element) ?
5977 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
5978 IS_EMC_GATE_GRAY_ACTIVE(element) ?
5979 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
5980 IS_DC_GATE_GRAY_ACTIVE(element) ?
5981 EL_DC_GATE_WHITE_GRAY :
5983 TEST_DrawLevelField(x, y);
5988 static void ToggleLightSwitch(int x, int y)
5990 int element = Feld[x][y];
5992 game.light_time_left =
5993 (element == EL_LIGHT_SWITCH ?
5994 level.time_light * FRAMES_PER_SECOND : 0);
5996 RedrawAllLightSwitchesAndInvisibleElements();
5999 static void ActivateTimegateSwitch(int x, int y)
6003 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6005 SCAN_PLAYFIELD(xx, yy)
6007 int element = Feld[xx][yy];
6009 if (element == EL_TIMEGATE_CLOSED ||
6010 element == EL_TIMEGATE_CLOSING)
6012 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6013 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6017 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6019 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6020 TEST_DrawLevelField(xx, yy);
6026 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6027 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6030 void Impact(int x, int y)
6032 boolean last_line = (y == lev_fieldy - 1);
6033 boolean object_hit = FALSE;
6034 boolean impact = (last_line || object_hit);
6035 int element = Feld[x][y];
6036 int smashed = EL_STEELWALL;
6038 if (!last_line) /* check if element below was hit */
6040 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6043 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6044 MovDir[x][y + 1] != MV_DOWN ||
6045 MovPos[x][y + 1] <= TILEY / 2));
6047 /* do not smash moving elements that left the smashed field in time */
6048 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6049 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6052 #if USE_QUICKSAND_IMPACT_BUGFIX
6053 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6055 RemoveMovingField(x, y + 1);
6056 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6057 Feld[x][y + 2] = EL_ROCK;
6058 TEST_DrawLevelField(x, y + 2);
6063 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6065 RemoveMovingField(x, y + 1);
6066 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6067 Feld[x][y + 2] = EL_ROCK;
6068 TEST_DrawLevelField(x, y + 2);
6075 smashed = MovingOrBlocked2Element(x, y + 1);
6077 impact = (last_line || object_hit);
6080 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6082 SplashAcid(x, y + 1);
6086 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6087 /* only reset graphic animation if graphic really changes after impact */
6089 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6091 ResetGfxAnimation(x, y);
6092 TEST_DrawLevelField(x, y);
6095 if (impact && CAN_EXPLODE_IMPACT(element))
6100 else if (impact && element == EL_PEARL &&
6101 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6103 ResetGfxAnimation(x, y);
6105 Feld[x][y] = EL_PEARL_BREAKING;
6106 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6109 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6111 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6116 if (impact && element == EL_AMOEBA_DROP)
6118 if (object_hit && IS_PLAYER(x, y + 1))
6119 KillPlayerUnlessEnemyProtected(x, y + 1);
6120 else if (object_hit && smashed == EL_PENGUIN)
6124 Feld[x][y] = EL_AMOEBA_GROWING;
6125 Store[x][y] = EL_AMOEBA_WET;
6127 ResetRandomAnimationValue(x, y);
6132 if (object_hit) /* check which object was hit */
6134 if ((CAN_PASS_MAGIC_WALL(element) &&
6135 (smashed == EL_MAGIC_WALL ||
6136 smashed == EL_BD_MAGIC_WALL)) ||
6137 (CAN_PASS_DC_MAGIC_WALL(element) &&
6138 smashed == EL_DC_MAGIC_WALL))
6141 int activated_magic_wall =
6142 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6143 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6144 EL_DC_MAGIC_WALL_ACTIVE);
6146 /* activate magic wall / mill */
6147 SCAN_PLAYFIELD(xx, yy)
6149 if (Feld[xx][yy] == smashed)
6150 Feld[xx][yy] = activated_magic_wall;
6153 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6154 game.magic_wall_active = TRUE;
6156 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6157 SND_MAGIC_WALL_ACTIVATING :
6158 smashed == EL_BD_MAGIC_WALL ?
6159 SND_BD_MAGIC_WALL_ACTIVATING :
6160 SND_DC_MAGIC_WALL_ACTIVATING));
6163 if (IS_PLAYER(x, y + 1))
6165 if (CAN_SMASH_PLAYER(element))
6167 KillPlayerUnlessEnemyProtected(x, y + 1);
6171 else if (smashed == EL_PENGUIN)
6173 if (CAN_SMASH_PLAYER(element))
6179 else if (element == EL_BD_DIAMOND)
6181 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6187 else if (((element == EL_SP_INFOTRON ||
6188 element == EL_SP_ZONK) &&
6189 (smashed == EL_SP_SNIKSNAK ||
6190 smashed == EL_SP_ELECTRON ||
6191 smashed == EL_SP_DISK_ORANGE)) ||
6192 (element == EL_SP_INFOTRON &&
6193 smashed == EL_SP_DISK_YELLOW))
6198 else if (CAN_SMASH_EVERYTHING(element))
6200 if (IS_CLASSIC_ENEMY(smashed) ||
6201 CAN_EXPLODE_SMASHED(smashed))
6206 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6208 if (smashed == EL_LAMP ||
6209 smashed == EL_LAMP_ACTIVE)
6214 else if (smashed == EL_NUT)
6216 Feld[x][y + 1] = EL_NUT_BREAKING;
6217 PlayLevelSound(x, y, SND_NUT_BREAKING);
6218 RaiseScoreElement(EL_NUT);
6221 else if (smashed == EL_PEARL)
6223 ResetGfxAnimation(x, y);
6225 Feld[x][y + 1] = EL_PEARL_BREAKING;
6226 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6229 else if (smashed == EL_DIAMOND)
6231 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6232 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6235 else if (IS_BELT_SWITCH(smashed))
6237 ToggleBeltSwitch(x, y + 1);
6239 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6240 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6241 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6242 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6244 ToggleSwitchgateSwitch(x, y + 1);
6246 else if (smashed == EL_LIGHT_SWITCH ||
6247 smashed == EL_LIGHT_SWITCH_ACTIVE)
6249 ToggleLightSwitch(x, y + 1);
6253 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6255 CheckElementChangeBySide(x, y + 1, smashed, element,
6256 CE_SWITCHED, CH_SIDE_TOP);
6257 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6263 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6268 /* play sound of magic wall / mill */
6270 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6271 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6272 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6274 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6275 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6276 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6277 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6278 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6279 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6284 /* play sound of object that hits the ground */
6285 if (last_line || object_hit)
6286 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6289 inline static void TurnRoundExt(int x, int y)
6301 { 0, 0 }, { 0, 0 }, { 0, 0 },
6306 int left, right, back;
6310 { MV_DOWN, MV_UP, MV_RIGHT },
6311 { MV_UP, MV_DOWN, MV_LEFT },
6313 { MV_LEFT, MV_RIGHT, MV_DOWN },
6317 { MV_RIGHT, MV_LEFT, MV_UP }
6320 int element = Feld[x][y];
6321 int move_pattern = element_info[element].move_pattern;
6323 int old_move_dir = MovDir[x][y];
6324 int left_dir = turn[old_move_dir].left;
6325 int right_dir = turn[old_move_dir].right;
6326 int back_dir = turn[old_move_dir].back;
6328 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6329 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6330 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6331 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6333 int left_x = x + left_dx, left_y = y + left_dy;
6334 int right_x = x + right_dx, right_y = y + right_dy;
6335 int move_x = x + move_dx, move_y = y + move_dy;
6339 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6341 TestIfBadThingTouchesOtherBadThing(x, y);
6343 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6344 MovDir[x][y] = right_dir;
6345 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6346 MovDir[x][y] = left_dir;
6348 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6350 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6353 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6355 TestIfBadThingTouchesOtherBadThing(x, y);
6357 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6358 MovDir[x][y] = left_dir;
6359 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6360 MovDir[x][y] = right_dir;
6362 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6364 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6367 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6369 TestIfBadThingTouchesOtherBadThing(x, y);
6371 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6372 MovDir[x][y] = left_dir;
6373 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6374 MovDir[x][y] = right_dir;
6376 if (MovDir[x][y] != old_move_dir)
6379 else if (element == EL_YAMYAM)
6381 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6382 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6384 if (can_turn_left && can_turn_right)
6385 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6386 else if (can_turn_left)
6387 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6388 else if (can_turn_right)
6389 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6391 MovDir[x][y] = back_dir;
6393 MovDelay[x][y] = 16 + 16 * RND(3);
6395 else if (element == EL_DARK_YAMYAM)
6397 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6399 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6402 if (can_turn_left && can_turn_right)
6403 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6404 else if (can_turn_left)
6405 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6406 else if (can_turn_right)
6407 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6409 MovDir[x][y] = back_dir;
6411 MovDelay[x][y] = 16 + 16 * RND(3);
6413 else if (element == EL_PACMAN)
6415 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6416 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6418 if (can_turn_left && can_turn_right)
6419 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6420 else if (can_turn_left)
6421 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6422 else if (can_turn_right)
6423 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6425 MovDir[x][y] = back_dir;
6427 MovDelay[x][y] = 6 + RND(40);
6429 else if (element == EL_PIG)
6431 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6432 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6433 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6434 boolean should_turn_left, should_turn_right, should_move_on;
6436 int rnd = RND(rnd_value);
6438 should_turn_left = (can_turn_left &&
6440 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6441 y + back_dy + left_dy)));
6442 should_turn_right = (can_turn_right &&
6444 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6445 y + back_dy + right_dy)));
6446 should_move_on = (can_move_on &&
6449 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6450 y + move_dy + left_dy) ||
6451 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6452 y + move_dy + right_dy)));
6454 if (should_turn_left || should_turn_right || should_move_on)
6456 if (should_turn_left && should_turn_right && should_move_on)
6457 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6458 rnd < 2 * rnd_value / 3 ? right_dir :
6460 else if (should_turn_left && should_turn_right)
6461 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6462 else if (should_turn_left && should_move_on)
6463 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6464 else if (should_turn_right && should_move_on)
6465 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6466 else if (should_turn_left)
6467 MovDir[x][y] = left_dir;
6468 else if (should_turn_right)
6469 MovDir[x][y] = right_dir;
6470 else if (should_move_on)
6471 MovDir[x][y] = old_move_dir;
6473 else if (can_move_on && rnd > rnd_value / 8)
6474 MovDir[x][y] = old_move_dir;
6475 else if (can_turn_left && can_turn_right)
6476 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6477 else if (can_turn_left && rnd > rnd_value / 8)
6478 MovDir[x][y] = left_dir;
6479 else if (can_turn_right && rnd > rnd_value/8)
6480 MovDir[x][y] = right_dir;
6482 MovDir[x][y] = back_dir;
6484 xx = x + move_xy[MovDir[x][y]].dx;
6485 yy = y + move_xy[MovDir[x][y]].dy;
6487 if (!IN_LEV_FIELD(xx, yy) ||
6488 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6489 MovDir[x][y] = old_move_dir;
6493 else if (element == EL_DRAGON)
6495 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6496 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6497 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6499 int rnd = RND(rnd_value);
6501 if (can_move_on && rnd > rnd_value / 8)
6502 MovDir[x][y] = old_move_dir;
6503 else if (can_turn_left && can_turn_right)
6504 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6505 else if (can_turn_left && rnd > rnd_value / 8)
6506 MovDir[x][y] = left_dir;
6507 else if (can_turn_right && rnd > rnd_value / 8)
6508 MovDir[x][y] = right_dir;
6510 MovDir[x][y] = back_dir;
6512 xx = x + move_xy[MovDir[x][y]].dx;
6513 yy = y + move_xy[MovDir[x][y]].dy;
6515 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6516 MovDir[x][y] = old_move_dir;
6520 else if (element == EL_MOLE)
6522 boolean can_move_on =
6523 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6524 IS_AMOEBOID(Feld[move_x][move_y]) ||
6525 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6528 boolean can_turn_left =
6529 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6530 IS_AMOEBOID(Feld[left_x][left_y])));
6532 boolean can_turn_right =
6533 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6534 IS_AMOEBOID(Feld[right_x][right_y])));
6536 if (can_turn_left && can_turn_right)
6537 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6538 else if (can_turn_left)
6539 MovDir[x][y] = left_dir;
6541 MovDir[x][y] = right_dir;
6544 if (MovDir[x][y] != old_move_dir)
6547 else if (element == EL_BALLOON)
6549 MovDir[x][y] = game.wind_direction;
6552 else if (element == EL_SPRING)
6554 if (MovDir[x][y] & MV_HORIZONTAL)
6556 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6557 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6559 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6560 ResetGfxAnimation(move_x, move_y);
6561 TEST_DrawLevelField(move_x, move_y);
6563 MovDir[x][y] = back_dir;
6565 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6566 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6567 MovDir[x][y] = MV_NONE;
6572 else if (element == EL_ROBOT ||
6573 element == EL_SATELLITE ||
6574 element == EL_PENGUIN ||
6575 element == EL_EMC_ANDROID)
6577 int attr_x = -1, attr_y = -1;
6588 for (i = 0; i < MAX_PLAYERS; i++)
6590 struct PlayerInfo *player = &stored_player[i];
6591 int jx = player->jx, jy = player->jy;
6593 if (!player->active)
6597 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6605 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6606 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6607 game.engine_version < VERSION_IDENT(3,1,0,0)))
6613 if (element == EL_PENGUIN)
6616 static int xy[4][2] =
6624 for (i = 0; i < NUM_DIRECTIONS; i++)
6626 int ex = x + xy[i][0];
6627 int ey = y + xy[i][1];
6629 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6630 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6631 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6632 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6641 MovDir[x][y] = MV_NONE;
6643 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6644 else if (attr_x > x)
6645 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6647 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6648 else if (attr_y > y)
6649 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6651 if (element == EL_ROBOT)
6655 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6656 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6657 Moving2Blocked(x, y, &newx, &newy);
6659 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6660 MovDelay[x][y] = 8 + 8 * !RND(3);
6662 MovDelay[x][y] = 16;
6664 else if (element == EL_PENGUIN)
6670 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6672 boolean first_horiz = RND(2);
6673 int new_move_dir = MovDir[x][y];
6676 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6677 Moving2Blocked(x, y, &newx, &newy);
6679 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6683 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6684 Moving2Blocked(x, y, &newx, &newy);
6686 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6689 MovDir[x][y] = old_move_dir;
6693 else if (element == EL_SATELLITE)
6699 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6701 boolean first_horiz = RND(2);
6702 int new_move_dir = MovDir[x][y];
6705 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6706 Moving2Blocked(x, y, &newx, &newy);
6708 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6712 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6713 Moving2Blocked(x, y, &newx, &newy);
6715 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6718 MovDir[x][y] = old_move_dir;
6722 else if (element == EL_EMC_ANDROID)
6724 static int check_pos[16] =
6726 -1, /* 0 => (invalid) */
6727 7, /* 1 => MV_LEFT */
6728 3, /* 2 => MV_RIGHT */
6729 -1, /* 3 => (invalid) */
6731 0, /* 5 => MV_LEFT | MV_UP */
6732 2, /* 6 => MV_RIGHT | MV_UP */
6733 -1, /* 7 => (invalid) */
6734 5, /* 8 => MV_DOWN */
6735 6, /* 9 => MV_LEFT | MV_DOWN */
6736 4, /* 10 => MV_RIGHT | MV_DOWN */
6737 -1, /* 11 => (invalid) */
6738 -1, /* 12 => (invalid) */
6739 -1, /* 13 => (invalid) */
6740 -1, /* 14 => (invalid) */
6741 -1, /* 15 => (invalid) */
6749 { -1, -1, MV_LEFT | MV_UP },
6751 { +1, -1, MV_RIGHT | MV_UP },
6752 { +1, 0, MV_RIGHT },
6753 { +1, +1, MV_RIGHT | MV_DOWN },
6755 { -1, +1, MV_LEFT | MV_DOWN },
6758 int start_pos, check_order;
6759 boolean can_clone = FALSE;
6762 /* check if there is any free field around current position */
6763 for (i = 0; i < 8; i++)
6765 int newx = x + check_xy[i].dx;
6766 int newy = y + check_xy[i].dy;
6768 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6776 if (can_clone) /* randomly find an element to clone */
6780 start_pos = check_pos[RND(8)];
6781 check_order = (RND(2) ? -1 : +1);
6783 for (i = 0; i < 8; i++)
6785 int pos_raw = start_pos + i * check_order;
6786 int pos = (pos_raw + 8) % 8;
6787 int newx = x + check_xy[pos].dx;
6788 int newy = y + check_xy[pos].dy;
6790 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6792 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
6793 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
6795 Store[x][y] = Feld[newx][newy];
6804 if (can_clone) /* randomly find a direction to move */
6808 start_pos = check_pos[RND(8)];
6809 check_order = (RND(2) ? -1 : +1);
6811 for (i = 0; i < 8; i++)
6813 int pos_raw = start_pos + i * check_order;
6814 int pos = (pos_raw + 8) % 8;
6815 int newx = x + check_xy[pos].dx;
6816 int newy = y + check_xy[pos].dy;
6817 int new_move_dir = check_xy[pos].dir;
6819 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6821 MovDir[x][y] = new_move_dir;
6822 MovDelay[x][y] = level.android_clone_time * 8 + 1;
6831 if (can_clone) /* cloning and moving successful */
6834 /* cannot clone -- try to move towards player */
6836 start_pos = check_pos[MovDir[x][y] & 0x0f];
6837 check_order = (RND(2) ? -1 : +1);
6839 for (i = 0; i < 3; i++)
6841 /* first check start_pos, then previous/next or (next/previous) pos */
6842 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
6843 int pos = (pos_raw + 8) % 8;
6844 int newx = x + check_xy[pos].dx;
6845 int newy = y + check_xy[pos].dy;
6846 int new_move_dir = check_xy[pos].dir;
6848 if (IS_PLAYER(newx, newy))
6851 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6853 MovDir[x][y] = new_move_dir;
6854 MovDelay[x][y] = level.android_move_time * 8 + 1;
6861 else if (move_pattern == MV_TURNING_LEFT ||
6862 move_pattern == MV_TURNING_RIGHT ||
6863 move_pattern == MV_TURNING_LEFT_RIGHT ||
6864 move_pattern == MV_TURNING_RIGHT_LEFT ||
6865 move_pattern == MV_TURNING_RANDOM ||
6866 move_pattern == MV_ALL_DIRECTIONS)
6868 boolean can_turn_left =
6869 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
6870 boolean can_turn_right =
6871 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
6873 if (element_info[element].move_stepsize == 0) /* "not moving" */
6876 if (move_pattern == MV_TURNING_LEFT)
6877 MovDir[x][y] = left_dir;
6878 else if (move_pattern == MV_TURNING_RIGHT)
6879 MovDir[x][y] = right_dir;
6880 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
6881 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
6882 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
6883 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
6884 else if (move_pattern == MV_TURNING_RANDOM)
6885 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
6886 can_turn_right && !can_turn_left ? right_dir :
6887 RND(2) ? left_dir : right_dir);
6888 else if (can_turn_left && can_turn_right)
6889 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6890 else if (can_turn_left)
6891 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6892 else if (can_turn_right)
6893 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6895 MovDir[x][y] = back_dir;
6897 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6899 else if (move_pattern == MV_HORIZONTAL ||
6900 move_pattern == MV_VERTICAL)
6902 if (move_pattern & old_move_dir)
6903 MovDir[x][y] = back_dir;
6904 else if (move_pattern == MV_HORIZONTAL)
6905 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
6906 else if (move_pattern == MV_VERTICAL)
6907 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
6909 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6911 else if (move_pattern & MV_ANY_DIRECTION)
6913 MovDir[x][y] = move_pattern;
6914 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6916 else if (move_pattern & MV_WIND_DIRECTION)
6918 MovDir[x][y] = game.wind_direction;
6919 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6921 else if (move_pattern == MV_ALONG_LEFT_SIDE)
6923 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
6924 MovDir[x][y] = left_dir;
6925 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6926 MovDir[x][y] = right_dir;
6928 if (MovDir[x][y] != old_move_dir)
6929 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6931 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
6933 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
6934 MovDir[x][y] = right_dir;
6935 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6936 MovDir[x][y] = left_dir;
6938 if (MovDir[x][y] != old_move_dir)
6939 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6941 else if (move_pattern == MV_TOWARDS_PLAYER ||
6942 move_pattern == MV_AWAY_FROM_PLAYER)
6944 int attr_x = -1, attr_y = -1;
6946 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
6957 for (i = 0; i < MAX_PLAYERS; i++)
6959 struct PlayerInfo *player = &stored_player[i];
6960 int jx = player->jx, jy = player->jy;
6962 if (!player->active)
6966 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6974 MovDir[x][y] = MV_NONE;
6976 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
6977 else if (attr_x > x)
6978 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
6980 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
6981 else if (attr_y > y)
6982 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
6984 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6986 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6988 boolean first_horiz = RND(2);
6989 int new_move_dir = MovDir[x][y];
6991 if (element_info[element].move_stepsize == 0) /* "not moving" */
6993 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
6994 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7000 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7001 Moving2Blocked(x, y, &newx, &newy);
7003 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7007 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7008 Moving2Blocked(x, y, &newx, &newy);
7010 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7013 MovDir[x][y] = old_move_dir;
7016 else if (move_pattern == MV_WHEN_PUSHED ||
7017 move_pattern == MV_WHEN_DROPPED)
7019 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7020 MovDir[x][y] = MV_NONE;
7024 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7026 static int test_xy[7][2] =
7036 static int test_dir[7] =
7046 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7047 int move_preference = -1000000; /* start with very low preference */
7048 int new_move_dir = MV_NONE;
7049 int start_test = RND(4);
7052 for (i = 0; i < NUM_DIRECTIONS; i++)
7054 int move_dir = test_dir[start_test + i];
7055 int move_dir_preference;
7057 xx = x + test_xy[start_test + i][0];
7058 yy = y + test_xy[start_test + i][1];
7060 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7061 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7063 new_move_dir = move_dir;
7068 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7071 move_dir_preference = -1 * RunnerVisit[xx][yy];
7072 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7073 move_dir_preference = PlayerVisit[xx][yy];
7075 if (move_dir_preference > move_preference)
7077 /* prefer field that has not been visited for the longest time */
7078 move_preference = move_dir_preference;
7079 new_move_dir = move_dir;
7081 else if (move_dir_preference == move_preference &&
7082 move_dir == old_move_dir)
7084 /* prefer last direction when all directions are preferred equally */
7085 move_preference = move_dir_preference;
7086 new_move_dir = move_dir;
7090 MovDir[x][y] = new_move_dir;
7091 if (old_move_dir != new_move_dir)
7092 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7096 static void TurnRound(int x, int y)
7098 int direction = MovDir[x][y];
7102 GfxDir[x][y] = MovDir[x][y];
7104 if (direction != MovDir[x][y])
7108 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7110 ResetGfxFrame(x, y, FALSE);
7113 static boolean JustBeingPushed(int x, int y)
7117 for (i = 0; i < MAX_PLAYERS; i++)
7119 struct PlayerInfo *player = &stored_player[i];
7121 if (player->active && player->is_pushing && player->MovPos)
7123 int next_jx = player->jx + (player->jx - player->last_jx);
7124 int next_jy = player->jy + (player->jy - player->last_jy);
7126 if (x == next_jx && y == next_jy)
7134 void StartMoving(int x, int y)
7136 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7137 int element = Feld[x][y];
7142 if (MovDelay[x][y] == 0)
7143 GfxAction[x][y] = ACTION_DEFAULT;
7145 if (CAN_FALL(element) && y < lev_fieldy - 1)
7147 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7148 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7149 if (JustBeingPushed(x, y))
7152 if (element == EL_QUICKSAND_FULL)
7154 if (IS_FREE(x, y + 1))
7156 InitMovingField(x, y, MV_DOWN);
7157 started_moving = TRUE;
7159 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7160 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7161 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7162 Store[x][y] = EL_ROCK;
7164 Store[x][y] = EL_ROCK;
7167 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7169 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7171 if (!MovDelay[x][y])
7173 MovDelay[x][y] = TILEY + 1;
7175 ResetGfxAnimation(x, y);
7176 ResetGfxAnimation(x, y + 1);
7181 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7182 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7189 Feld[x][y] = EL_QUICKSAND_EMPTY;
7190 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7191 Store[x][y + 1] = Store[x][y];
7194 PlayLevelSoundAction(x, y, ACTION_FILLING);
7196 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7198 if (!MovDelay[x][y])
7200 MovDelay[x][y] = TILEY + 1;
7202 ResetGfxAnimation(x, y);
7203 ResetGfxAnimation(x, y + 1);
7208 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7209 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7216 Feld[x][y] = EL_QUICKSAND_EMPTY;
7217 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7218 Store[x][y + 1] = Store[x][y];
7221 PlayLevelSoundAction(x, y, ACTION_FILLING);
7224 else if (element == EL_QUICKSAND_FAST_FULL)
7226 if (IS_FREE(x, y + 1))
7228 InitMovingField(x, y, MV_DOWN);
7229 started_moving = TRUE;
7231 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7232 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7233 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7234 Store[x][y] = EL_ROCK;
7236 Store[x][y] = EL_ROCK;
7239 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7241 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7243 if (!MovDelay[x][y])
7245 MovDelay[x][y] = TILEY + 1;
7247 ResetGfxAnimation(x, y);
7248 ResetGfxAnimation(x, y + 1);
7253 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7254 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7261 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7262 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7263 Store[x][y + 1] = Store[x][y];
7266 PlayLevelSoundAction(x, y, ACTION_FILLING);
7268 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7270 if (!MovDelay[x][y])
7272 MovDelay[x][y] = TILEY + 1;
7274 ResetGfxAnimation(x, y);
7275 ResetGfxAnimation(x, y + 1);
7280 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7281 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7288 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7289 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7290 Store[x][y + 1] = Store[x][y];
7293 PlayLevelSoundAction(x, y, ACTION_FILLING);
7296 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7297 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7299 InitMovingField(x, y, MV_DOWN);
7300 started_moving = TRUE;
7302 Feld[x][y] = EL_QUICKSAND_FILLING;
7303 Store[x][y] = element;
7305 PlayLevelSoundAction(x, y, ACTION_FILLING);
7307 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7308 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7310 InitMovingField(x, y, MV_DOWN);
7311 started_moving = TRUE;
7313 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7314 Store[x][y] = element;
7316 PlayLevelSoundAction(x, y, ACTION_FILLING);
7318 else if (element == EL_MAGIC_WALL_FULL)
7320 if (IS_FREE(x, y + 1))
7322 InitMovingField(x, y, MV_DOWN);
7323 started_moving = TRUE;
7325 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7326 Store[x][y] = EL_CHANGED(Store[x][y]);
7328 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7330 if (!MovDelay[x][y])
7331 MovDelay[x][y] = TILEY / 4 + 1;
7340 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7341 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7342 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7346 else if (element == EL_BD_MAGIC_WALL_FULL)
7348 if (IS_FREE(x, y + 1))
7350 InitMovingField(x, y, MV_DOWN);
7351 started_moving = TRUE;
7353 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7354 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7356 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7358 if (!MovDelay[x][y])
7359 MovDelay[x][y] = TILEY / 4 + 1;
7368 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7369 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7370 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7374 else if (element == EL_DC_MAGIC_WALL_FULL)
7376 if (IS_FREE(x, y + 1))
7378 InitMovingField(x, y, MV_DOWN);
7379 started_moving = TRUE;
7381 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7382 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7384 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7386 if (!MovDelay[x][y])
7387 MovDelay[x][y] = TILEY / 4 + 1;
7396 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7397 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7398 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7402 else if ((CAN_PASS_MAGIC_WALL(element) &&
7403 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7404 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7405 (CAN_PASS_DC_MAGIC_WALL(element) &&
7406 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7409 InitMovingField(x, y, MV_DOWN);
7410 started_moving = TRUE;
7413 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7414 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7415 EL_DC_MAGIC_WALL_FILLING);
7416 Store[x][y] = element;
7418 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7420 SplashAcid(x, y + 1);
7422 InitMovingField(x, y, MV_DOWN);
7423 started_moving = TRUE;
7425 Store[x][y] = EL_ACID;
7428 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7429 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7430 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7431 CAN_FALL(element) && WasJustFalling[x][y] &&
7432 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7434 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7435 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7436 (Feld[x][y + 1] == EL_BLOCKED)))
7438 /* this is needed for a special case not covered by calling "Impact()"
7439 from "ContinueMoving()": if an element moves to a tile directly below
7440 another element which was just falling on that tile (which was empty
7441 in the previous frame), the falling element above would just stop
7442 instead of smashing the element below (in previous version, the above
7443 element was just checked for "moving" instead of "falling", resulting
7444 in incorrect smashes caused by horizontal movement of the above
7445 element; also, the case of the player being the element to smash was
7446 simply not covered here... :-/ ) */
7448 CheckCollision[x][y] = 0;
7449 CheckImpact[x][y] = 0;
7453 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7455 if (MovDir[x][y] == MV_NONE)
7457 InitMovingField(x, y, MV_DOWN);
7458 started_moving = TRUE;
7461 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7463 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7464 MovDir[x][y] = MV_DOWN;
7466 InitMovingField(x, y, MV_DOWN);
7467 started_moving = TRUE;
7469 else if (element == EL_AMOEBA_DROP)
7471 Feld[x][y] = EL_AMOEBA_GROWING;
7472 Store[x][y] = EL_AMOEBA_WET;
7474 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7475 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7476 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7477 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7479 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7480 (IS_FREE(x - 1, y + 1) ||
7481 Feld[x - 1][y + 1] == EL_ACID));
7482 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7483 (IS_FREE(x + 1, y + 1) ||
7484 Feld[x + 1][y + 1] == EL_ACID));
7485 boolean can_fall_any = (can_fall_left || can_fall_right);
7486 boolean can_fall_both = (can_fall_left && can_fall_right);
7487 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7489 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7491 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7492 can_fall_right = FALSE;
7493 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7494 can_fall_left = FALSE;
7495 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7496 can_fall_right = FALSE;
7497 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7498 can_fall_left = FALSE;
7500 can_fall_any = (can_fall_left || can_fall_right);
7501 can_fall_both = FALSE;
7506 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7507 can_fall_right = FALSE; /* slip down on left side */
7509 can_fall_left = !(can_fall_right = RND(2));
7511 can_fall_both = FALSE;
7516 /* if not determined otherwise, prefer left side for slipping down */
7517 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7518 started_moving = TRUE;
7521 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7523 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7524 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7525 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7526 int belt_dir = game.belt_dir[belt_nr];
7528 if ((belt_dir == MV_LEFT && left_is_free) ||
7529 (belt_dir == MV_RIGHT && right_is_free))
7531 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7533 InitMovingField(x, y, belt_dir);
7534 started_moving = TRUE;
7536 Pushed[x][y] = TRUE;
7537 Pushed[nextx][y] = TRUE;
7539 GfxAction[x][y] = ACTION_DEFAULT;
7543 MovDir[x][y] = 0; /* if element was moving, stop it */
7548 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7549 if (CAN_MOVE(element) && !started_moving)
7551 int move_pattern = element_info[element].move_pattern;
7554 Moving2Blocked(x, y, &newx, &newy);
7556 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7559 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7560 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7562 WasJustMoving[x][y] = 0;
7563 CheckCollision[x][y] = 0;
7565 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7567 if (Feld[x][y] != element) /* element has changed */
7571 if (!MovDelay[x][y]) /* start new movement phase */
7573 /* all objects that can change their move direction after each step
7574 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7576 if (element != EL_YAMYAM &&
7577 element != EL_DARK_YAMYAM &&
7578 element != EL_PACMAN &&
7579 !(move_pattern & MV_ANY_DIRECTION) &&
7580 move_pattern != MV_TURNING_LEFT &&
7581 move_pattern != MV_TURNING_RIGHT &&
7582 move_pattern != MV_TURNING_LEFT_RIGHT &&
7583 move_pattern != MV_TURNING_RIGHT_LEFT &&
7584 move_pattern != MV_TURNING_RANDOM)
7588 if (MovDelay[x][y] && (element == EL_BUG ||
7589 element == EL_SPACESHIP ||
7590 element == EL_SP_SNIKSNAK ||
7591 element == EL_SP_ELECTRON ||
7592 element == EL_MOLE))
7593 TEST_DrawLevelField(x, y);
7597 if (MovDelay[x][y]) /* wait some time before next movement */
7601 if (element == EL_ROBOT ||
7602 element == EL_YAMYAM ||
7603 element == EL_DARK_YAMYAM)
7605 DrawLevelElementAnimationIfNeeded(x, y, element);
7606 PlayLevelSoundAction(x, y, ACTION_WAITING);
7608 else if (element == EL_SP_ELECTRON)
7609 DrawLevelElementAnimationIfNeeded(x, y, element);
7610 else if (element == EL_DRAGON)
7613 int dir = MovDir[x][y];
7614 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7615 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7616 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7617 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7618 dir == MV_UP ? IMG_FLAMES_1_UP :
7619 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7620 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7622 GfxAction[x][y] = ACTION_ATTACKING;
7624 if (IS_PLAYER(x, y))
7625 DrawPlayerField(x, y);
7627 TEST_DrawLevelField(x, y);
7629 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7631 for (i = 1; i <= 3; i++)
7633 int xx = x + i * dx;
7634 int yy = y + i * dy;
7635 int sx = SCREENX(xx);
7636 int sy = SCREENY(yy);
7637 int flame_graphic = graphic + (i - 1);
7639 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7644 int flamed = MovingOrBlocked2Element(xx, yy);
7646 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7649 RemoveMovingField(xx, yy);
7651 ChangeDelay[xx][yy] = 0;
7653 Feld[xx][yy] = EL_FLAMES;
7655 if (IN_SCR_FIELD(sx, sy))
7657 TEST_DrawLevelFieldCrumbled(xx, yy);
7658 DrawGraphic(sx, sy, flame_graphic, frame);
7663 if (Feld[xx][yy] == EL_FLAMES)
7664 Feld[xx][yy] = EL_EMPTY;
7665 TEST_DrawLevelField(xx, yy);
7670 if (MovDelay[x][y]) /* element still has to wait some time */
7672 PlayLevelSoundAction(x, y, ACTION_WAITING);
7678 /* now make next step */
7680 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7682 if (DONT_COLLIDE_WITH(element) &&
7683 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7684 !PLAYER_ENEMY_PROTECTED(newx, newy))
7686 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7691 else if (CAN_MOVE_INTO_ACID(element) &&
7692 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7693 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7694 (MovDir[x][y] == MV_DOWN ||
7695 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7697 SplashAcid(newx, newy);
7698 Store[x][y] = EL_ACID;
7700 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7702 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7703 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7704 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7705 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7708 TEST_DrawLevelField(x, y);
7710 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7711 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7712 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7714 local_player->friends_still_needed--;
7715 if (!local_player->friends_still_needed &&
7716 !local_player->GameOver && AllPlayersGone)
7717 PlayerWins(local_player);
7721 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7723 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7724 TEST_DrawLevelField(newx, newy);
7726 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7728 else if (!IS_FREE(newx, newy))
7730 GfxAction[x][y] = ACTION_WAITING;
7732 if (IS_PLAYER(x, y))
7733 DrawPlayerField(x, y);
7735 TEST_DrawLevelField(x, y);
7740 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7742 if (IS_FOOD_PIG(Feld[newx][newy]))
7744 if (IS_MOVING(newx, newy))
7745 RemoveMovingField(newx, newy);
7748 Feld[newx][newy] = EL_EMPTY;
7749 TEST_DrawLevelField(newx, newy);
7752 PlayLevelSound(x, y, SND_PIG_DIGGING);
7754 else if (!IS_FREE(newx, newy))
7756 if (IS_PLAYER(x, y))
7757 DrawPlayerField(x, y);
7759 TEST_DrawLevelField(x, y);
7764 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7766 if (Store[x][y] != EL_EMPTY)
7768 boolean can_clone = FALSE;
7771 /* check if element to clone is still there */
7772 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7774 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7782 /* cannot clone or target field not free anymore -- do not clone */
7783 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7784 Store[x][y] = EL_EMPTY;
7787 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7789 if (IS_MV_DIAGONAL(MovDir[x][y]))
7791 int diagonal_move_dir = MovDir[x][y];
7792 int stored = Store[x][y];
7793 int change_delay = 8;
7796 /* android is moving diagonally */
7798 CreateField(x, y, EL_DIAGONAL_SHRINKING);
7800 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
7801 GfxElement[x][y] = EL_EMC_ANDROID;
7802 GfxAction[x][y] = ACTION_SHRINKING;
7803 GfxDir[x][y] = diagonal_move_dir;
7804 ChangeDelay[x][y] = change_delay;
7806 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
7809 DrawLevelGraphicAnimation(x, y, graphic);
7810 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
7812 if (Feld[newx][newy] == EL_ACID)
7814 SplashAcid(newx, newy);
7819 CreateField(newx, newy, EL_DIAGONAL_GROWING);
7821 Store[newx][newy] = EL_EMC_ANDROID;
7822 GfxElement[newx][newy] = EL_EMC_ANDROID;
7823 GfxAction[newx][newy] = ACTION_GROWING;
7824 GfxDir[newx][newy] = diagonal_move_dir;
7825 ChangeDelay[newx][newy] = change_delay;
7827 graphic = el_act_dir2img(GfxElement[newx][newy],
7828 GfxAction[newx][newy], GfxDir[newx][newy]);
7830 DrawLevelGraphicAnimation(newx, newy, graphic);
7831 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
7837 Feld[newx][newy] = EL_EMPTY;
7838 TEST_DrawLevelField(newx, newy);
7840 PlayLevelSoundAction(x, y, ACTION_DIGGING);
7843 else if (!IS_FREE(newx, newy))
7848 else if (IS_CUSTOM_ELEMENT(element) &&
7849 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7851 if (!DigFieldByCE(newx, newy, element))
7854 if (move_pattern & MV_MAZE_RUNNER_STYLE)
7856 RunnerVisit[x][y] = FrameCounter;
7857 PlayerVisit[x][y] /= 8; /* expire player visit path */
7860 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
7862 if (!IS_FREE(newx, newy))
7864 if (IS_PLAYER(x, y))
7865 DrawPlayerField(x, y);
7867 TEST_DrawLevelField(x, y);
7873 boolean wanna_flame = !RND(10);
7874 int dx = newx - x, dy = newy - y;
7875 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
7876 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
7877 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
7878 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
7879 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
7880 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
7883 IS_CLASSIC_ENEMY(element1) ||
7884 IS_CLASSIC_ENEMY(element2)) &&
7885 element1 != EL_DRAGON && element2 != EL_DRAGON &&
7886 element1 != EL_FLAMES && element2 != EL_FLAMES)
7888 ResetGfxAnimation(x, y);
7889 GfxAction[x][y] = ACTION_ATTACKING;
7891 if (IS_PLAYER(x, y))
7892 DrawPlayerField(x, y);
7894 TEST_DrawLevelField(x, y);
7896 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
7898 MovDelay[x][y] = 50;
7900 Feld[newx][newy] = EL_FLAMES;
7901 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
7902 Feld[newx1][newy1] = EL_FLAMES;
7903 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
7904 Feld[newx2][newy2] = EL_FLAMES;
7910 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7911 Feld[newx][newy] == EL_DIAMOND)
7913 if (IS_MOVING(newx, newy))
7914 RemoveMovingField(newx, newy);
7917 Feld[newx][newy] = EL_EMPTY;
7918 TEST_DrawLevelField(newx, newy);
7921 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
7923 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7924 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
7926 if (AmoebaNr[newx][newy])
7928 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7929 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7930 Feld[newx][newy] == EL_BD_AMOEBA)
7931 AmoebaCnt[AmoebaNr[newx][newy]]--;
7934 if (IS_MOVING(newx, newy))
7936 RemoveMovingField(newx, newy);
7940 Feld[newx][newy] = EL_EMPTY;
7941 TEST_DrawLevelField(newx, newy);
7944 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
7946 else if ((element == EL_PACMAN || element == EL_MOLE)
7947 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
7949 if (AmoebaNr[newx][newy])
7951 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7952 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7953 Feld[newx][newy] == EL_BD_AMOEBA)
7954 AmoebaCnt[AmoebaNr[newx][newy]]--;
7957 if (element == EL_MOLE)
7959 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
7960 PlayLevelSound(x, y, SND_MOLE_DIGGING);
7962 ResetGfxAnimation(x, y);
7963 GfxAction[x][y] = ACTION_DIGGING;
7964 TEST_DrawLevelField(x, y);
7966 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
7968 return; /* wait for shrinking amoeba */
7970 else /* element == EL_PACMAN */
7972 Feld[newx][newy] = EL_EMPTY;
7973 TEST_DrawLevelField(newx, newy);
7974 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
7977 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
7978 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
7979 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
7981 /* wait for shrinking amoeba to completely disappear */
7984 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
7986 /* object was running against a wall */
7990 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
7991 DrawLevelElementAnimation(x, y, element);
7993 if (DONT_TOUCH(element))
7994 TestIfBadThingTouchesPlayer(x, y);
7999 InitMovingField(x, y, MovDir[x][y]);
8001 PlayLevelSoundAction(x, y, ACTION_MOVING);
8005 ContinueMoving(x, y);
8008 void ContinueMoving(int x, int y)
8010 int element = Feld[x][y];
8011 struct ElementInfo *ei = &element_info[element];
8012 int direction = MovDir[x][y];
8013 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8014 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8015 int newx = x + dx, newy = y + dy;
8016 int stored = Store[x][y];
8017 int stored_new = Store[newx][newy];
8018 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8019 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8020 boolean last_line = (newy == lev_fieldy - 1);
8022 MovPos[x][y] += getElementMoveStepsize(x, y);
8024 if (pushed_by_player) /* special case: moving object pushed by player */
8025 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8027 if (ABS(MovPos[x][y]) < TILEX)
8029 TEST_DrawLevelField(x, y);
8031 return; /* element is still moving */
8034 /* element reached destination field */
8036 Feld[x][y] = EL_EMPTY;
8037 Feld[newx][newy] = element;
8038 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8040 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8042 element = Feld[newx][newy] = EL_ACID;
8044 else if (element == EL_MOLE)
8046 Feld[x][y] = EL_SAND;
8048 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8050 else if (element == EL_QUICKSAND_FILLING)
8052 element = Feld[newx][newy] = get_next_element(element);
8053 Store[newx][newy] = Store[x][y];
8055 else if (element == EL_QUICKSAND_EMPTYING)
8057 Feld[x][y] = get_next_element(element);
8058 element = Feld[newx][newy] = Store[x][y];
8060 else if (element == EL_QUICKSAND_FAST_FILLING)
8062 element = Feld[newx][newy] = get_next_element(element);
8063 Store[newx][newy] = Store[x][y];
8065 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8067 Feld[x][y] = get_next_element(element);
8068 element = Feld[newx][newy] = Store[x][y];
8070 else if (element == EL_MAGIC_WALL_FILLING)
8072 element = Feld[newx][newy] = get_next_element(element);
8073 if (!game.magic_wall_active)
8074 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8075 Store[newx][newy] = Store[x][y];
8077 else if (element == EL_MAGIC_WALL_EMPTYING)
8079 Feld[x][y] = get_next_element(element);
8080 if (!game.magic_wall_active)
8081 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8082 element = Feld[newx][newy] = Store[x][y];
8084 InitField(newx, newy, FALSE);
8086 else if (element == EL_BD_MAGIC_WALL_FILLING)
8088 element = Feld[newx][newy] = get_next_element(element);
8089 if (!game.magic_wall_active)
8090 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8091 Store[newx][newy] = Store[x][y];
8093 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8095 Feld[x][y] = get_next_element(element);
8096 if (!game.magic_wall_active)
8097 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8098 element = Feld[newx][newy] = Store[x][y];
8100 InitField(newx, newy, FALSE);
8102 else if (element == EL_DC_MAGIC_WALL_FILLING)
8104 element = Feld[newx][newy] = get_next_element(element);
8105 if (!game.magic_wall_active)
8106 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8107 Store[newx][newy] = Store[x][y];
8109 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8111 Feld[x][y] = get_next_element(element);
8112 if (!game.magic_wall_active)
8113 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8114 element = Feld[newx][newy] = Store[x][y];
8116 InitField(newx, newy, FALSE);
8118 else if (element == EL_AMOEBA_DROPPING)
8120 Feld[x][y] = get_next_element(element);
8121 element = Feld[newx][newy] = Store[x][y];
8123 else if (element == EL_SOKOBAN_OBJECT)
8126 Feld[x][y] = Back[x][y];
8128 if (Back[newx][newy])
8129 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8131 Back[x][y] = Back[newx][newy] = 0;
8134 Store[x][y] = EL_EMPTY;
8139 MovDelay[newx][newy] = 0;
8141 if (CAN_CHANGE_OR_HAS_ACTION(element))
8143 /* copy element change control values to new field */
8144 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8145 ChangePage[newx][newy] = ChangePage[x][y];
8146 ChangeCount[newx][newy] = ChangeCount[x][y];
8147 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8150 CustomValue[newx][newy] = CustomValue[x][y];
8152 ChangeDelay[x][y] = 0;
8153 ChangePage[x][y] = -1;
8154 ChangeCount[x][y] = 0;
8155 ChangeEvent[x][y] = -1;
8157 CustomValue[x][y] = 0;
8159 /* copy animation control values to new field */
8160 GfxFrame[newx][newy] = GfxFrame[x][y];
8161 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8162 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8163 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8165 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8167 /* some elements can leave other elements behind after moving */
8168 if (ei->move_leave_element != EL_EMPTY &&
8169 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8170 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8172 int move_leave_element = ei->move_leave_element;
8174 /* this makes it possible to leave the removed element again */
8175 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8176 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8178 Feld[x][y] = move_leave_element;
8180 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8181 MovDir[x][y] = direction;
8183 InitField(x, y, FALSE);
8185 if (GFX_CRUMBLED(Feld[x][y]))
8186 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8188 if (ELEM_IS_PLAYER(move_leave_element))
8189 RelocatePlayer(x, y, move_leave_element);
8192 /* do this after checking for left-behind element */
8193 ResetGfxAnimation(x, y); /* reset animation values for old field */
8195 if (!CAN_MOVE(element) ||
8196 (CAN_FALL(element) && direction == MV_DOWN &&
8197 (element == EL_SPRING ||
8198 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8199 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8200 GfxDir[x][y] = MovDir[newx][newy] = 0;
8202 TEST_DrawLevelField(x, y);
8203 TEST_DrawLevelField(newx, newy);
8205 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8207 /* prevent pushed element from moving on in pushed direction */
8208 if (pushed_by_player && CAN_MOVE(element) &&
8209 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8210 !(element_info[element].move_pattern & direction))
8211 TurnRound(newx, newy);
8213 /* prevent elements on conveyor belt from moving on in last direction */
8214 if (pushed_by_conveyor && CAN_FALL(element) &&
8215 direction & MV_HORIZONTAL)
8216 MovDir[newx][newy] = 0;
8218 if (!pushed_by_player)
8220 int nextx = newx + dx, nexty = newy + dy;
8221 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8223 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8225 if (CAN_FALL(element) && direction == MV_DOWN)
8226 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8228 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8229 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8231 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8232 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8235 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8237 TestIfBadThingTouchesPlayer(newx, newy);
8238 TestIfBadThingTouchesFriend(newx, newy);
8240 if (!IS_CUSTOM_ELEMENT(element))
8241 TestIfBadThingTouchesOtherBadThing(newx, newy);
8243 else if (element == EL_PENGUIN)
8244 TestIfFriendTouchesBadThing(newx, newy);
8246 if (DONT_GET_HIT_BY(element))
8248 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8251 /* give the player one last chance (one more frame) to move away */
8252 if (CAN_FALL(element) && direction == MV_DOWN &&
8253 (last_line || (!IS_FREE(x, newy + 1) &&
8254 (!IS_PLAYER(x, newy + 1) ||
8255 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8258 if (pushed_by_player && !game.use_change_when_pushing_bug)
8260 int push_side = MV_DIR_OPPOSITE(direction);
8261 struct PlayerInfo *player = PLAYERINFO(x, y);
8263 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8264 player->index_bit, push_side);
8265 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8266 player->index_bit, push_side);
8269 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8270 MovDelay[newx][newy] = 1;
8272 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8274 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8275 TestIfElementHitsCustomElement(newx, newy, direction);
8276 TestIfPlayerTouchesCustomElement(newx, newy);
8277 TestIfElementTouchesCustomElement(newx, newy);
8279 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8280 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8281 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8282 MV_DIR_OPPOSITE(direction));
8285 int AmoebeNachbarNr(int ax, int ay)
8288 int element = Feld[ax][ay];
8290 static int xy[4][2] =
8298 for (i = 0; i < NUM_DIRECTIONS; i++)
8300 int x = ax + xy[i][0];
8301 int y = ay + xy[i][1];
8303 if (!IN_LEV_FIELD(x, y))
8306 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8307 group_nr = AmoebaNr[x][y];
8313 void AmoebenVereinigen(int ax, int ay)
8315 int i, x, y, xx, yy;
8316 int new_group_nr = AmoebaNr[ax][ay];
8317 static int xy[4][2] =
8325 if (new_group_nr == 0)
8328 for (i = 0; i < NUM_DIRECTIONS; i++)
8333 if (!IN_LEV_FIELD(x, y))
8336 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8337 Feld[x][y] == EL_BD_AMOEBA ||
8338 Feld[x][y] == EL_AMOEBA_DEAD) &&
8339 AmoebaNr[x][y] != new_group_nr)
8341 int old_group_nr = AmoebaNr[x][y];
8343 if (old_group_nr == 0)
8346 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8347 AmoebaCnt[old_group_nr] = 0;
8348 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8349 AmoebaCnt2[old_group_nr] = 0;
8351 SCAN_PLAYFIELD(xx, yy)
8353 if (AmoebaNr[xx][yy] == old_group_nr)
8354 AmoebaNr[xx][yy] = new_group_nr;
8360 void AmoebeUmwandeln(int ax, int ay)
8364 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8366 int group_nr = AmoebaNr[ax][ay];
8371 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8372 printf("AmoebeUmwandeln(): This should never happen!\n");
8377 SCAN_PLAYFIELD(x, y)
8379 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8382 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8386 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8387 SND_AMOEBA_TURNING_TO_GEM :
8388 SND_AMOEBA_TURNING_TO_ROCK));
8393 static int xy[4][2] =
8401 for (i = 0; i < NUM_DIRECTIONS; i++)
8406 if (!IN_LEV_FIELD(x, y))
8409 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8411 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8412 SND_AMOEBA_TURNING_TO_GEM :
8413 SND_AMOEBA_TURNING_TO_ROCK));
8420 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8423 int group_nr = AmoebaNr[ax][ay];
8424 boolean done = FALSE;
8429 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8430 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8435 SCAN_PLAYFIELD(x, y)
8437 if (AmoebaNr[x][y] == group_nr &&
8438 (Feld[x][y] == EL_AMOEBA_DEAD ||
8439 Feld[x][y] == EL_BD_AMOEBA ||
8440 Feld[x][y] == EL_AMOEBA_GROWING))
8443 Feld[x][y] = new_element;
8444 InitField(x, y, FALSE);
8445 TEST_DrawLevelField(x, y);
8451 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8452 SND_BD_AMOEBA_TURNING_TO_ROCK :
8453 SND_BD_AMOEBA_TURNING_TO_GEM));
8456 void AmoebeWaechst(int x, int y)
8458 static unsigned int sound_delay = 0;
8459 static unsigned int sound_delay_value = 0;
8461 if (!MovDelay[x][y]) /* start new growing cycle */
8465 if (DelayReached(&sound_delay, sound_delay_value))
8467 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8468 sound_delay_value = 30;
8472 if (MovDelay[x][y]) /* wait some time before growing bigger */
8475 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8477 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8478 6 - MovDelay[x][y]);
8480 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8483 if (!MovDelay[x][y])
8485 Feld[x][y] = Store[x][y];
8487 TEST_DrawLevelField(x, y);
8492 void AmoebaDisappearing(int x, int y)
8494 static unsigned int sound_delay = 0;
8495 static unsigned int sound_delay_value = 0;
8497 if (!MovDelay[x][y]) /* start new shrinking cycle */
8501 if (DelayReached(&sound_delay, sound_delay_value))
8502 sound_delay_value = 30;
8505 if (MovDelay[x][y]) /* wait some time before shrinking */
8508 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8510 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8511 6 - MovDelay[x][y]);
8513 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8516 if (!MovDelay[x][y])
8518 Feld[x][y] = EL_EMPTY;
8519 TEST_DrawLevelField(x, y);
8521 /* don't let mole enter this field in this cycle;
8522 (give priority to objects falling to this field from above) */
8528 void AmoebeAbleger(int ax, int ay)
8531 int element = Feld[ax][ay];
8532 int graphic = el2img(element);
8533 int newax = ax, neway = ay;
8534 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8535 static int xy[4][2] =
8543 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8545 Feld[ax][ay] = EL_AMOEBA_DEAD;
8546 TEST_DrawLevelField(ax, ay);
8550 if (IS_ANIMATED(graphic))
8551 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8553 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8554 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8556 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8559 if (MovDelay[ax][ay])
8563 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8566 int x = ax + xy[start][0];
8567 int y = ay + xy[start][1];
8569 if (!IN_LEV_FIELD(x, y))
8572 if (IS_FREE(x, y) ||
8573 CAN_GROW_INTO(Feld[x][y]) ||
8574 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8575 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8581 if (newax == ax && neway == ay)
8584 else /* normal or "filled" (BD style) amoeba */
8587 boolean waiting_for_player = FALSE;
8589 for (i = 0; i < NUM_DIRECTIONS; i++)
8591 int j = (start + i) % 4;
8592 int x = ax + xy[j][0];
8593 int y = ay + xy[j][1];
8595 if (!IN_LEV_FIELD(x, y))
8598 if (IS_FREE(x, y) ||
8599 CAN_GROW_INTO(Feld[x][y]) ||
8600 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8601 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8607 else if (IS_PLAYER(x, y))
8608 waiting_for_player = TRUE;
8611 if (newax == ax && neway == ay) /* amoeba cannot grow */
8613 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8615 Feld[ax][ay] = EL_AMOEBA_DEAD;
8616 TEST_DrawLevelField(ax, ay);
8617 AmoebaCnt[AmoebaNr[ax][ay]]--;
8619 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8621 if (element == EL_AMOEBA_FULL)
8622 AmoebeUmwandeln(ax, ay);
8623 else if (element == EL_BD_AMOEBA)
8624 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8629 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8631 /* amoeba gets larger by growing in some direction */
8633 int new_group_nr = AmoebaNr[ax][ay];
8636 if (new_group_nr == 0)
8638 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8639 printf("AmoebeAbleger(): This should never happen!\n");
8644 AmoebaNr[newax][neway] = new_group_nr;
8645 AmoebaCnt[new_group_nr]++;
8646 AmoebaCnt2[new_group_nr]++;
8648 /* if amoeba touches other amoeba(s) after growing, unify them */
8649 AmoebenVereinigen(newax, neway);
8651 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8653 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8659 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8660 (neway == lev_fieldy - 1 && newax != ax))
8662 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8663 Store[newax][neway] = element;
8665 else if (neway == ay || element == EL_EMC_DRIPPER)
8667 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8669 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8673 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8674 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8675 Store[ax][ay] = EL_AMOEBA_DROP;
8676 ContinueMoving(ax, ay);
8680 TEST_DrawLevelField(newax, neway);
8683 void Life(int ax, int ay)
8687 int element = Feld[ax][ay];
8688 int graphic = el2img(element);
8689 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8691 boolean changed = FALSE;
8693 if (IS_ANIMATED(graphic))
8694 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8699 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8700 MovDelay[ax][ay] = life_time;
8702 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8705 if (MovDelay[ax][ay])
8709 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8711 int xx = ax+x1, yy = ay+y1;
8714 if (!IN_LEV_FIELD(xx, yy))
8717 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8719 int x = xx+x2, y = yy+y2;
8721 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8724 if (((Feld[x][y] == element ||
8725 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8727 (IS_FREE(x, y) && Stop[x][y]))
8731 if (xx == ax && yy == ay) /* field in the middle */
8733 if (nachbarn < life_parameter[0] ||
8734 nachbarn > life_parameter[1])
8736 Feld[xx][yy] = EL_EMPTY;
8738 TEST_DrawLevelField(xx, yy);
8739 Stop[xx][yy] = TRUE;
8743 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8744 { /* free border field */
8745 if (nachbarn >= life_parameter[2] &&
8746 nachbarn <= life_parameter[3])
8748 Feld[xx][yy] = element;
8749 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8751 TEST_DrawLevelField(xx, yy);
8752 Stop[xx][yy] = TRUE;
8759 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8760 SND_GAME_OF_LIFE_GROWING);
8763 static void InitRobotWheel(int x, int y)
8765 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8768 static void RunRobotWheel(int x, int y)
8770 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8773 static void StopRobotWheel(int x, int y)
8775 if (ZX == x && ZY == y)
8779 game.robot_wheel_active = FALSE;
8783 static void InitTimegateWheel(int x, int y)
8785 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8788 static void RunTimegateWheel(int x, int y)
8790 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
8793 static void InitMagicBallDelay(int x, int y)
8795 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
8798 static void ActivateMagicBall(int bx, int by)
8802 if (level.ball_random)
8804 int pos_border = RND(8); /* select one of the eight border elements */
8805 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
8806 int xx = pos_content % 3;
8807 int yy = pos_content / 3;
8812 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8813 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8817 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
8819 int xx = x - bx + 1;
8820 int yy = y - by + 1;
8822 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8823 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8827 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
8830 void CheckExit(int x, int y)
8832 if (local_player->gems_still_needed > 0 ||
8833 local_player->sokobanfields_still_needed > 0 ||
8834 local_player->lights_still_needed > 0)
8836 int element = Feld[x][y];
8837 int graphic = el2img(element);
8839 if (IS_ANIMATED(graphic))
8840 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8845 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8848 Feld[x][y] = EL_EXIT_OPENING;
8850 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
8853 void CheckExitEM(int x, int y)
8855 if (local_player->gems_still_needed > 0 ||
8856 local_player->sokobanfields_still_needed > 0 ||
8857 local_player->lights_still_needed > 0)
8859 int element = Feld[x][y];
8860 int graphic = el2img(element);
8862 if (IS_ANIMATED(graphic))
8863 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8868 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8871 Feld[x][y] = EL_EM_EXIT_OPENING;
8873 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
8876 void CheckExitSteel(int x, int y)
8878 if (local_player->gems_still_needed > 0 ||
8879 local_player->sokobanfields_still_needed > 0 ||
8880 local_player->lights_still_needed > 0)
8882 int element = Feld[x][y];
8883 int graphic = el2img(element);
8885 if (IS_ANIMATED(graphic))
8886 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8891 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8894 Feld[x][y] = EL_STEEL_EXIT_OPENING;
8896 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
8899 void CheckExitSteelEM(int x, int y)
8901 if (local_player->gems_still_needed > 0 ||
8902 local_player->sokobanfields_still_needed > 0 ||
8903 local_player->lights_still_needed > 0)
8905 int element = Feld[x][y];
8906 int graphic = el2img(element);
8908 if (IS_ANIMATED(graphic))
8909 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8914 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8917 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
8919 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
8922 void CheckExitSP(int x, int y)
8924 if (local_player->gems_still_needed > 0)
8926 int element = Feld[x][y];
8927 int graphic = el2img(element);
8929 if (IS_ANIMATED(graphic))
8930 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8935 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8938 Feld[x][y] = EL_SP_EXIT_OPENING;
8940 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
8943 static void CloseAllOpenTimegates()
8947 SCAN_PLAYFIELD(x, y)
8949 int element = Feld[x][y];
8951 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
8953 Feld[x][y] = EL_TIMEGATE_CLOSING;
8955 PlayLevelSoundAction(x, y, ACTION_CLOSING);
8960 void DrawTwinkleOnField(int x, int y)
8962 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
8965 if (Feld[x][y] == EL_BD_DIAMOND)
8968 if (MovDelay[x][y] == 0) /* next animation frame */
8969 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
8971 if (MovDelay[x][y] != 0) /* wait some time before next frame */
8975 DrawLevelElementAnimation(x, y, Feld[x][y]);
8977 if (MovDelay[x][y] != 0)
8979 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
8980 10 - MovDelay[x][y]);
8982 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
8987 void MauerWaechst(int x, int y)
8991 if (!MovDelay[x][y]) /* next animation frame */
8992 MovDelay[x][y] = 3 * delay;
8994 if (MovDelay[x][y]) /* wait some time before next frame */
8998 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9000 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9001 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9003 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9006 if (!MovDelay[x][y])
9008 if (MovDir[x][y] == MV_LEFT)
9010 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9011 TEST_DrawLevelField(x - 1, y);
9013 else if (MovDir[x][y] == MV_RIGHT)
9015 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9016 TEST_DrawLevelField(x + 1, y);
9018 else if (MovDir[x][y] == MV_UP)
9020 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9021 TEST_DrawLevelField(x, y - 1);
9025 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9026 TEST_DrawLevelField(x, y + 1);
9029 Feld[x][y] = Store[x][y];
9031 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9032 TEST_DrawLevelField(x, y);
9037 void MauerAbleger(int ax, int ay)
9039 int element = Feld[ax][ay];
9040 int graphic = el2img(element);
9041 boolean oben_frei = FALSE, unten_frei = FALSE;
9042 boolean links_frei = FALSE, rechts_frei = FALSE;
9043 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9044 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9045 boolean new_wall = FALSE;
9047 if (IS_ANIMATED(graphic))
9048 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9050 if (!MovDelay[ax][ay]) /* start building new wall */
9051 MovDelay[ax][ay] = 6;
9053 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9056 if (MovDelay[ax][ay])
9060 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9062 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9064 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9066 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9069 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9070 element == EL_EXPANDABLE_WALL_ANY)
9074 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9075 Store[ax][ay-1] = element;
9076 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9077 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9078 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9079 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9084 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9085 Store[ax][ay+1] = element;
9086 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9087 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9088 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9089 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9094 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9095 element == EL_EXPANDABLE_WALL_ANY ||
9096 element == EL_EXPANDABLE_WALL ||
9097 element == EL_BD_EXPANDABLE_WALL)
9101 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9102 Store[ax-1][ay] = element;
9103 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9104 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9105 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9106 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9112 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9113 Store[ax+1][ay] = element;
9114 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9115 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9116 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9117 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9122 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9123 TEST_DrawLevelField(ax, ay);
9125 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9127 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9128 unten_massiv = TRUE;
9129 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9130 links_massiv = TRUE;
9131 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9132 rechts_massiv = TRUE;
9134 if (((oben_massiv && unten_massiv) ||
9135 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9136 element == EL_EXPANDABLE_WALL) &&
9137 ((links_massiv && rechts_massiv) ||
9138 element == EL_EXPANDABLE_WALL_VERTICAL))
9139 Feld[ax][ay] = EL_WALL;
9142 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9145 void MauerAblegerStahl(int ax, int ay)
9147 int element = Feld[ax][ay];
9148 int graphic = el2img(element);
9149 boolean oben_frei = FALSE, unten_frei = FALSE;
9150 boolean links_frei = FALSE, rechts_frei = FALSE;
9151 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9152 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9153 boolean new_wall = FALSE;
9155 if (IS_ANIMATED(graphic))
9156 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9158 if (!MovDelay[ax][ay]) /* start building new wall */
9159 MovDelay[ax][ay] = 6;
9161 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9164 if (MovDelay[ax][ay])
9168 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9170 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9172 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9174 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9177 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9178 element == EL_EXPANDABLE_STEELWALL_ANY)
9182 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9183 Store[ax][ay-1] = element;
9184 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9185 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9186 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9187 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9192 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9193 Store[ax][ay+1] = element;
9194 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9195 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9196 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9197 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9202 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9203 element == EL_EXPANDABLE_STEELWALL_ANY)
9207 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9208 Store[ax-1][ay] = element;
9209 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9210 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9211 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9212 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9218 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9219 Store[ax+1][ay] = element;
9220 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9221 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9222 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9223 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9228 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9230 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9231 unten_massiv = TRUE;
9232 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9233 links_massiv = TRUE;
9234 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9235 rechts_massiv = TRUE;
9237 if (((oben_massiv && unten_massiv) ||
9238 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9239 ((links_massiv && rechts_massiv) ||
9240 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9241 Feld[ax][ay] = EL_STEELWALL;
9244 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9247 void CheckForDragon(int x, int y)
9250 boolean dragon_found = FALSE;
9251 static int xy[4][2] =
9259 for (i = 0; i < NUM_DIRECTIONS; i++)
9261 for (j = 0; j < 4; j++)
9263 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9265 if (IN_LEV_FIELD(xx, yy) &&
9266 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9268 if (Feld[xx][yy] == EL_DRAGON)
9269 dragon_found = TRUE;
9278 for (i = 0; i < NUM_DIRECTIONS; i++)
9280 for (j = 0; j < 3; j++)
9282 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9284 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9286 Feld[xx][yy] = EL_EMPTY;
9287 TEST_DrawLevelField(xx, yy);
9296 static void InitBuggyBase(int x, int y)
9298 int element = Feld[x][y];
9299 int activating_delay = FRAMES_PER_SECOND / 4;
9302 (element == EL_SP_BUGGY_BASE ?
9303 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9304 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9306 element == EL_SP_BUGGY_BASE_ACTIVE ?
9307 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9310 static void WarnBuggyBase(int x, int y)
9313 static int xy[4][2] =
9321 for (i = 0; i < NUM_DIRECTIONS; i++)
9323 int xx = x + xy[i][0];
9324 int yy = y + xy[i][1];
9326 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9328 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9335 static void InitTrap(int x, int y)
9337 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9340 static void ActivateTrap(int x, int y)
9342 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9345 static void ChangeActiveTrap(int x, int y)
9347 int graphic = IMG_TRAP_ACTIVE;
9349 /* if new animation frame was drawn, correct crumbled sand border */
9350 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9351 TEST_DrawLevelFieldCrumbled(x, y);
9354 static int getSpecialActionElement(int element, int number, int base_element)
9356 return (element != EL_EMPTY ? element :
9357 number != -1 ? base_element + number - 1 :
9361 static int getModifiedActionNumber(int value_old, int operator, int operand,
9362 int value_min, int value_max)
9364 int value_new = (operator == CA_MODE_SET ? operand :
9365 operator == CA_MODE_ADD ? value_old + operand :
9366 operator == CA_MODE_SUBTRACT ? value_old - operand :
9367 operator == CA_MODE_MULTIPLY ? value_old * operand :
9368 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9369 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9372 return (value_new < value_min ? value_min :
9373 value_new > value_max ? value_max :
9377 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9379 struct ElementInfo *ei = &element_info[element];
9380 struct ElementChangeInfo *change = &ei->change_page[page];
9381 int target_element = change->target_element;
9382 int action_type = change->action_type;
9383 int action_mode = change->action_mode;
9384 int action_arg = change->action_arg;
9385 int action_element = change->action_element;
9388 if (!change->has_action)
9391 /* ---------- determine action paramater values -------------------------- */
9393 int level_time_value =
9394 (level.time > 0 ? TimeLeft :
9397 int action_arg_element_raw =
9398 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9399 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9400 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9401 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9402 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9403 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9404 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9406 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9408 int action_arg_direction =
9409 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9410 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9411 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9412 change->actual_trigger_side :
9413 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9414 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9417 int action_arg_number_min =
9418 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9421 int action_arg_number_max =
9422 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9423 action_type == CA_SET_LEVEL_GEMS ? 999 :
9424 action_type == CA_SET_LEVEL_TIME ? 9999 :
9425 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9426 action_type == CA_SET_CE_VALUE ? 9999 :
9427 action_type == CA_SET_CE_SCORE ? 9999 :
9430 int action_arg_number_reset =
9431 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9432 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9433 action_type == CA_SET_LEVEL_TIME ? level.time :
9434 action_type == CA_SET_LEVEL_SCORE ? 0 :
9435 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9436 action_type == CA_SET_CE_SCORE ? 0 :
9439 int action_arg_number =
9440 (action_arg <= CA_ARG_MAX ? action_arg :
9441 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9442 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9443 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9444 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9445 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9446 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9447 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9448 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9449 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9450 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9451 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9452 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9453 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9454 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9455 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9456 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9457 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9458 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9459 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9460 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9461 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9464 int action_arg_number_old =
9465 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9466 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9467 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9468 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9469 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9472 int action_arg_number_new =
9473 getModifiedActionNumber(action_arg_number_old,
9474 action_mode, action_arg_number,
9475 action_arg_number_min, action_arg_number_max);
9477 int trigger_player_bits =
9478 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9479 change->actual_trigger_player_bits : change->trigger_player);
9481 int action_arg_player_bits =
9482 (action_arg >= CA_ARG_PLAYER_1 &&
9483 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9484 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9485 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9488 /* ---------- execute action -------------------------------------------- */
9490 switch (action_type)
9497 /* ---------- level actions ------------------------------------------- */
9499 case CA_RESTART_LEVEL:
9501 game.restart_level = TRUE;
9506 case CA_SHOW_ENVELOPE:
9508 int element = getSpecialActionElement(action_arg_element,
9509 action_arg_number, EL_ENVELOPE_1);
9511 if (IS_ENVELOPE(element))
9512 local_player->show_envelope = element;
9517 case CA_SET_LEVEL_TIME:
9519 if (level.time > 0) /* only modify limited time value */
9521 TimeLeft = action_arg_number_new;
9523 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9525 DisplayGameControlValues();
9527 if (!TimeLeft && setup.time_limit)
9528 for (i = 0; i < MAX_PLAYERS; i++)
9529 KillPlayer(&stored_player[i]);
9535 case CA_SET_LEVEL_SCORE:
9537 local_player->score = action_arg_number_new;
9539 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9541 DisplayGameControlValues();
9546 case CA_SET_LEVEL_GEMS:
9548 local_player->gems_still_needed = action_arg_number_new;
9550 game_panel_controls[GAME_PANEL_GEMS].value =
9551 local_player->gems_still_needed;
9553 DisplayGameControlValues();
9558 case CA_SET_LEVEL_WIND:
9560 game.wind_direction = action_arg_direction;
9565 case CA_SET_LEVEL_RANDOM_SEED:
9567 /* ensure that setting a new random seed while playing is predictable */
9568 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9573 /* ---------- player actions ------------------------------------------ */
9575 case CA_MOVE_PLAYER:
9577 /* automatically move to the next field in specified direction */
9578 for (i = 0; i < MAX_PLAYERS; i++)
9579 if (trigger_player_bits & (1 << i))
9580 stored_player[i].programmed_action = action_arg_direction;
9585 case CA_EXIT_PLAYER:
9587 for (i = 0; i < MAX_PLAYERS; i++)
9588 if (action_arg_player_bits & (1 << i))
9589 PlayerWins(&stored_player[i]);
9594 case CA_KILL_PLAYER:
9596 for (i = 0; i < MAX_PLAYERS; i++)
9597 if (action_arg_player_bits & (1 << i))
9598 KillPlayer(&stored_player[i]);
9603 case CA_SET_PLAYER_KEYS:
9605 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9606 int element = getSpecialActionElement(action_arg_element,
9607 action_arg_number, EL_KEY_1);
9609 if (IS_KEY(element))
9611 for (i = 0; i < MAX_PLAYERS; i++)
9613 if (trigger_player_bits & (1 << i))
9615 stored_player[i].key[KEY_NR(element)] = key_state;
9617 DrawGameDoorValues();
9625 case CA_SET_PLAYER_SPEED:
9627 for (i = 0; i < MAX_PLAYERS; i++)
9629 if (trigger_player_bits & (1 << i))
9631 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9633 if (action_arg == CA_ARG_SPEED_FASTER &&
9634 stored_player[i].cannot_move)
9636 action_arg_number = STEPSIZE_VERY_SLOW;
9638 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9639 action_arg == CA_ARG_SPEED_FASTER)
9641 action_arg_number = 2;
9642 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9645 else if (action_arg == CA_ARG_NUMBER_RESET)
9647 action_arg_number = level.initial_player_stepsize[i];
9651 getModifiedActionNumber(move_stepsize,
9654 action_arg_number_min,
9655 action_arg_number_max);
9657 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9664 case CA_SET_PLAYER_SHIELD:
9666 for (i = 0; i < MAX_PLAYERS; i++)
9668 if (trigger_player_bits & (1 << i))
9670 if (action_arg == CA_ARG_SHIELD_OFF)
9672 stored_player[i].shield_normal_time_left = 0;
9673 stored_player[i].shield_deadly_time_left = 0;
9675 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9677 stored_player[i].shield_normal_time_left = 999999;
9679 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9681 stored_player[i].shield_normal_time_left = 999999;
9682 stored_player[i].shield_deadly_time_left = 999999;
9690 case CA_SET_PLAYER_GRAVITY:
9692 for (i = 0; i < MAX_PLAYERS; i++)
9694 if (trigger_player_bits & (1 << i))
9696 stored_player[i].gravity =
9697 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9698 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9699 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9700 stored_player[i].gravity);
9707 case CA_SET_PLAYER_ARTWORK:
9709 for (i = 0; i < MAX_PLAYERS; i++)
9711 if (trigger_player_bits & (1 << i))
9713 int artwork_element = action_arg_element;
9715 if (action_arg == CA_ARG_ELEMENT_RESET)
9717 (level.use_artwork_element[i] ? level.artwork_element[i] :
9718 stored_player[i].element_nr);
9720 if (stored_player[i].artwork_element != artwork_element)
9721 stored_player[i].Frame = 0;
9723 stored_player[i].artwork_element = artwork_element;
9725 SetPlayerWaiting(&stored_player[i], FALSE);
9727 /* set number of special actions for bored and sleeping animation */
9728 stored_player[i].num_special_action_bored =
9729 get_num_special_action(artwork_element,
9730 ACTION_BORING_1, ACTION_BORING_LAST);
9731 stored_player[i].num_special_action_sleeping =
9732 get_num_special_action(artwork_element,
9733 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9740 case CA_SET_PLAYER_INVENTORY:
9742 for (i = 0; i < MAX_PLAYERS; i++)
9744 struct PlayerInfo *player = &stored_player[i];
9747 if (trigger_player_bits & (1 << i))
9749 int inventory_element = action_arg_element;
9751 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9752 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9753 action_arg == CA_ARG_ELEMENT_ACTION)
9755 int element = inventory_element;
9756 int collect_count = element_info[element].collect_count_initial;
9758 if (!IS_CUSTOM_ELEMENT(element))
9761 if (collect_count == 0)
9762 player->inventory_infinite_element = element;
9764 for (k = 0; k < collect_count; k++)
9765 if (player->inventory_size < MAX_INVENTORY_SIZE)
9766 player->inventory_element[player->inventory_size++] =
9769 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9770 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9771 action_arg == CA_ARG_INVENTORY_RM_ACTION)
9773 if (player->inventory_infinite_element != EL_UNDEFINED &&
9774 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
9775 action_arg_element_raw))
9776 player->inventory_infinite_element = EL_UNDEFINED;
9778 for (k = 0, j = 0; j < player->inventory_size; j++)
9780 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
9781 action_arg_element_raw))
9782 player->inventory_element[k++] = player->inventory_element[j];
9785 player->inventory_size = k;
9787 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
9789 if (player->inventory_size > 0)
9791 for (j = 0; j < player->inventory_size - 1; j++)
9792 player->inventory_element[j] = player->inventory_element[j + 1];
9794 player->inventory_size--;
9797 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
9799 if (player->inventory_size > 0)
9800 player->inventory_size--;
9802 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
9804 player->inventory_infinite_element = EL_UNDEFINED;
9805 player->inventory_size = 0;
9807 else if (action_arg == CA_ARG_INVENTORY_RESET)
9809 player->inventory_infinite_element = EL_UNDEFINED;
9810 player->inventory_size = 0;
9812 if (level.use_initial_inventory[i])
9814 for (j = 0; j < level.initial_inventory_size[i]; j++)
9816 int element = level.initial_inventory_content[i][j];
9817 int collect_count = element_info[element].collect_count_initial;
9819 if (!IS_CUSTOM_ELEMENT(element))
9822 if (collect_count == 0)
9823 player->inventory_infinite_element = element;
9825 for (k = 0; k < collect_count; k++)
9826 if (player->inventory_size < MAX_INVENTORY_SIZE)
9827 player->inventory_element[player->inventory_size++] =
9838 /* ---------- CE actions ---------------------------------------------- */
9840 case CA_SET_CE_VALUE:
9842 int last_ce_value = CustomValue[x][y];
9844 CustomValue[x][y] = action_arg_number_new;
9846 if (CustomValue[x][y] != last_ce_value)
9848 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
9849 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
9851 if (CustomValue[x][y] == 0)
9853 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
9854 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
9861 case CA_SET_CE_SCORE:
9863 int last_ce_score = ei->collect_score;
9865 ei->collect_score = action_arg_number_new;
9867 if (ei->collect_score != last_ce_score)
9869 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
9870 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
9872 if (ei->collect_score == 0)
9876 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
9877 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
9880 This is a very special case that seems to be a mixture between
9881 CheckElementChange() and CheckTriggeredElementChange(): while
9882 the first one only affects single elements that are triggered
9883 directly, the second one affects multiple elements in the playfield
9884 that are triggered indirectly by another element. This is a third
9885 case: Changing the CE score always affects multiple identical CEs,
9886 so every affected CE must be checked, not only the single CE for
9887 which the CE score was changed in the first place (as every instance
9888 of that CE shares the same CE score, and therefore also can change)!
9890 SCAN_PLAYFIELD(xx, yy)
9892 if (Feld[xx][yy] == element)
9893 CheckElementChange(xx, yy, element, EL_UNDEFINED,
9894 CE_SCORE_GETS_ZERO);
9902 case CA_SET_CE_ARTWORK:
9904 int artwork_element = action_arg_element;
9905 boolean reset_frame = FALSE;
9908 if (action_arg == CA_ARG_ELEMENT_RESET)
9909 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
9912 if (ei->gfx_element != artwork_element)
9915 ei->gfx_element = artwork_element;
9917 SCAN_PLAYFIELD(xx, yy)
9919 if (Feld[xx][yy] == element)
9923 ResetGfxAnimation(xx, yy);
9924 ResetRandomAnimationValue(xx, yy);
9927 TEST_DrawLevelField(xx, yy);
9934 /* ---------- engine actions ------------------------------------------ */
9936 case CA_SET_ENGINE_SCAN_MODE:
9938 InitPlayfieldScanMode(action_arg);
9948 static void CreateFieldExt(int x, int y, int element, boolean is_change)
9950 int old_element = Feld[x][y];
9951 int new_element = GetElementFromGroupElement(element);
9952 int previous_move_direction = MovDir[x][y];
9953 int last_ce_value = CustomValue[x][y];
9954 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
9955 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
9956 boolean add_player_onto_element = (new_element_is_player &&
9957 new_element != EL_SOKOBAN_FIELD_PLAYER &&
9958 IS_WALKABLE(old_element));
9960 if (!add_player_onto_element)
9962 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
9963 RemoveMovingField(x, y);
9967 Feld[x][y] = new_element;
9969 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
9970 MovDir[x][y] = previous_move_direction;
9972 if (element_info[new_element].use_last_ce_value)
9973 CustomValue[x][y] = last_ce_value;
9975 InitField_WithBug1(x, y, FALSE);
9977 new_element = Feld[x][y]; /* element may have changed */
9979 ResetGfxAnimation(x, y);
9980 ResetRandomAnimationValue(x, y);
9982 TEST_DrawLevelField(x, y);
9984 if (GFX_CRUMBLED(new_element))
9985 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
9988 /* check if element under the player changes from accessible to unaccessible
9989 (needed for special case of dropping element which then changes) */
9990 /* (must be checked after creating new element for walkable group elements) */
9991 if (IS_PLAYER(x, y) && !player_explosion_protected &&
9992 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
9999 /* "ChangeCount" not set yet to allow "entered by player" change one time */
10000 if (new_element_is_player)
10001 RelocatePlayer(x, y, new_element);
10004 ChangeCount[x][y]++; /* count number of changes in the same frame */
10006 TestIfBadThingTouchesPlayer(x, y);
10007 TestIfPlayerTouchesCustomElement(x, y);
10008 TestIfElementTouchesCustomElement(x, y);
10011 static void CreateField(int x, int y, int element)
10013 CreateFieldExt(x, y, element, FALSE);
10016 static void CreateElementFromChange(int x, int y, int element)
10018 element = GET_VALID_RUNTIME_ELEMENT(element);
10020 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10022 int old_element = Feld[x][y];
10024 /* prevent changed element from moving in same engine frame
10025 unless both old and new element can either fall or move */
10026 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10027 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10031 CreateFieldExt(x, y, element, TRUE);
10034 static boolean ChangeElement(int x, int y, int element, int page)
10036 struct ElementInfo *ei = &element_info[element];
10037 struct ElementChangeInfo *change = &ei->change_page[page];
10038 int ce_value = CustomValue[x][y];
10039 int ce_score = ei->collect_score;
10040 int target_element;
10041 int old_element = Feld[x][y];
10043 /* always use default change event to prevent running into a loop */
10044 if (ChangeEvent[x][y] == -1)
10045 ChangeEvent[x][y] = CE_DELAY;
10047 if (ChangeEvent[x][y] == CE_DELAY)
10049 /* reset actual trigger element, trigger player and action element */
10050 change->actual_trigger_element = EL_EMPTY;
10051 change->actual_trigger_player = EL_EMPTY;
10052 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10053 change->actual_trigger_side = CH_SIDE_NONE;
10054 change->actual_trigger_ce_value = 0;
10055 change->actual_trigger_ce_score = 0;
10058 /* do not change elements more than a specified maximum number of changes */
10059 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10062 ChangeCount[x][y]++; /* count number of changes in the same frame */
10064 if (change->explode)
10071 if (change->use_target_content)
10073 boolean complete_replace = TRUE;
10074 boolean can_replace[3][3];
10077 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10080 boolean is_walkable;
10081 boolean is_diggable;
10082 boolean is_collectible;
10083 boolean is_removable;
10084 boolean is_destructible;
10085 int ex = x + xx - 1;
10086 int ey = y + yy - 1;
10087 int content_element = change->target_content.e[xx][yy];
10090 can_replace[xx][yy] = TRUE;
10092 if (ex == x && ey == y) /* do not check changing element itself */
10095 if (content_element == EL_EMPTY_SPACE)
10097 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10102 if (!IN_LEV_FIELD(ex, ey))
10104 can_replace[xx][yy] = FALSE;
10105 complete_replace = FALSE;
10112 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10113 e = MovingOrBlocked2Element(ex, ey);
10115 is_empty = (IS_FREE(ex, ey) ||
10116 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10118 is_walkable = (is_empty || IS_WALKABLE(e));
10119 is_diggable = (is_empty || IS_DIGGABLE(e));
10120 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10121 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10122 is_removable = (is_diggable || is_collectible);
10124 can_replace[xx][yy] =
10125 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10126 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10127 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10128 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10129 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10130 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10131 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10133 if (!can_replace[xx][yy])
10134 complete_replace = FALSE;
10137 if (!change->only_if_complete || complete_replace)
10139 boolean something_has_changed = FALSE;
10141 if (change->only_if_complete && change->use_random_replace &&
10142 RND(100) < change->random_percentage)
10145 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10147 int ex = x + xx - 1;
10148 int ey = y + yy - 1;
10149 int content_element;
10151 if (can_replace[xx][yy] && (!change->use_random_replace ||
10152 RND(100) < change->random_percentage))
10154 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10155 RemoveMovingField(ex, ey);
10157 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10159 content_element = change->target_content.e[xx][yy];
10160 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10161 ce_value, ce_score);
10163 CreateElementFromChange(ex, ey, target_element);
10165 something_has_changed = TRUE;
10167 /* for symmetry reasons, freeze newly created border elements */
10168 if (ex != x || ey != y)
10169 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10173 if (something_has_changed)
10175 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10176 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10182 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10183 ce_value, ce_score);
10185 if (element == EL_DIAGONAL_GROWING ||
10186 element == EL_DIAGONAL_SHRINKING)
10188 target_element = Store[x][y];
10190 Store[x][y] = EL_EMPTY;
10193 CreateElementFromChange(x, y, target_element);
10195 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10196 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10199 /* this uses direct change before indirect change */
10200 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10205 static void HandleElementChange(int x, int y, int page)
10207 int element = MovingOrBlocked2Element(x, y);
10208 struct ElementInfo *ei = &element_info[element];
10209 struct ElementChangeInfo *change = &ei->change_page[page];
10210 boolean handle_action_before_change = FALSE;
10213 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10214 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10217 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10218 x, y, element, element_info[element].token_name);
10219 printf("HandleElementChange(): This should never happen!\n");
10224 /* this can happen with classic bombs on walkable, changing elements */
10225 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10230 if (ChangeDelay[x][y] == 0) /* initialize element change */
10232 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10234 if (change->can_change)
10236 /* !!! not clear why graphic animation should be reset at all here !!! */
10237 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10238 /* when a custom element is about to change (for example by change delay),
10239 do not reset graphic animation when the custom element is moving */
10240 if (!IS_MOVING(x, y))
10242 ResetGfxAnimation(x, y);
10243 ResetRandomAnimationValue(x, y);
10246 if (change->pre_change_function)
10247 change->pre_change_function(x, y);
10251 ChangeDelay[x][y]--;
10253 if (ChangeDelay[x][y] != 0) /* continue element change */
10255 if (change->can_change)
10257 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10259 if (IS_ANIMATED(graphic))
10260 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10262 if (change->change_function)
10263 change->change_function(x, y);
10266 else /* finish element change */
10268 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10270 page = ChangePage[x][y];
10271 ChangePage[x][y] = -1;
10273 change = &ei->change_page[page];
10276 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10278 ChangeDelay[x][y] = 1; /* try change after next move step */
10279 ChangePage[x][y] = page; /* remember page to use for change */
10284 /* special case: set new level random seed before changing element */
10285 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10286 handle_action_before_change = TRUE;
10288 if (change->has_action && handle_action_before_change)
10289 ExecuteCustomElementAction(x, y, element, page);
10291 if (change->can_change)
10293 if (ChangeElement(x, y, element, page))
10295 if (change->post_change_function)
10296 change->post_change_function(x, y);
10300 if (change->has_action && !handle_action_before_change)
10301 ExecuteCustomElementAction(x, y, element, page);
10305 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10306 int trigger_element,
10308 int trigger_player,
10312 boolean change_done_any = FALSE;
10313 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10316 if (!(trigger_events[trigger_element][trigger_event]))
10319 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10321 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10323 int element = EL_CUSTOM_START + i;
10324 boolean change_done = FALSE;
10327 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10328 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10331 for (p = 0; p < element_info[element].num_change_pages; p++)
10333 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10335 if (change->can_change_or_has_action &&
10336 change->has_event[trigger_event] &&
10337 change->trigger_side & trigger_side &&
10338 change->trigger_player & trigger_player &&
10339 change->trigger_page & trigger_page_bits &&
10340 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10342 change->actual_trigger_element = trigger_element;
10343 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10344 change->actual_trigger_player_bits = trigger_player;
10345 change->actual_trigger_side = trigger_side;
10346 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10347 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10349 if ((change->can_change && !change_done) || change->has_action)
10353 SCAN_PLAYFIELD(x, y)
10355 if (Feld[x][y] == element)
10357 if (change->can_change && !change_done)
10359 /* if element already changed in this frame, not only prevent
10360 another element change (checked in ChangeElement()), but
10361 also prevent additional element actions for this element */
10363 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10364 !level.use_action_after_change_bug)
10367 ChangeDelay[x][y] = 1;
10368 ChangeEvent[x][y] = trigger_event;
10370 HandleElementChange(x, y, p);
10372 else if (change->has_action)
10374 /* if element already changed in this frame, not only prevent
10375 another element change (checked in ChangeElement()), but
10376 also prevent additional element actions for this element */
10378 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10379 !level.use_action_after_change_bug)
10382 ExecuteCustomElementAction(x, y, element, p);
10383 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10388 if (change->can_change)
10390 change_done = TRUE;
10391 change_done_any = TRUE;
10398 RECURSION_LOOP_DETECTION_END();
10400 return change_done_any;
10403 static boolean CheckElementChangeExt(int x, int y,
10405 int trigger_element,
10407 int trigger_player,
10410 boolean change_done = FALSE;
10413 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10414 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10417 if (Feld[x][y] == EL_BLOCKED)
10419 Blocked2Moving(x, y, &x, &y);
10420 element = Feld[x][y];
10423 /* check if element has already changed or is about to change after moving */
10424 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10425 Feld[x][y] != element) ||
10427 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10428 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10429 ChangePage[x][y] != -1)))
10432 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10434 for (p = 0; p < element_info[element].num_change_pages; p++)
10436 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10438 /* check trigger element for all events where the element that is checked
10439 for changing interacts with a directly adjacent element -- this is
10440 different to element changes that affect other elements to change on the
10441 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10442 boolean check_trigger_element =
10443 (trigger_event == CE_TOUCHING_X ||
10444 trigger_event == CE_HITTING_X ||
10445 trigger_event == CE_HIT_BY_X ||
10446 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10448 if (change->can_change_or_has_action &&
10449 change->has_event[trigger_event] &&
10450 change->trigger_side & trigger_side &&
10451 change->trigger_player & trigger_player &&
10452 (!check_trigger_element ||
10453 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10455 change->actual_trigger_element = trigger_element;
10456 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10457 change->actual_trigger_player_bits = trigger_player;
10458 change->actual_trigger_side = trigger_side;
10459 change->actual_trigger_ce_value = CustomValue[x][y];
10460 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10462 /* special case: trigger element not at (x,y) position for some events */
10463 if (check_trigger_element)
10475 { 0, 0 }, { 0, 0 }, { 0, 0 },
10479 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10480 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10482 change->actual_trigger_ce_value = CustomValue[xx][yy];
10483 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10486 if (change->can_change && !change_done)
10488 ChangeDelay[x][y] = 1;
10489 ChangeEvent[x][y] = trigger_event;
10491 HandleElementChange(x, y, p);
10493 change_done = TRUE;
10495 else if (change->has_action)
10497 ExecuteCustomElementAction(x, y, element, p);
10498 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10503 RECURSION_LOOP_DETECTION_END();
10505 return change_done;
10508 static void PlayPlayerSound(struct PlayerInfo *player)
10510 int jx = player->jx, jy = player->jy;
10511 int sound_element = player->artwork_element;
10512 int last_action = player->last_action_waiting;
10513 int action = player->action_waiting;
10515 if (player->is_waiting)
10517 if (action != last_action)
10518 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10520 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10524 if (action != last_action)
10525 StopSound(element_info[sound_element].sound[last_action]);
10527 if (last_action == ACTION_SLEEPING)
10528 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10532 static void PlayAllPlayersSound()
10536 for (i = 0; i < MAX_PLAYERS; i++)
10537 if (stored_player[i].active)
10538 PlayPlayerSound(&stored_player[i]);
10541 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10543 boolean last_waiting = player->is_waiting;
10544 int move_dir = player->MovDir;
10546 player->dir_waiting = move_dir;
10547 player->last_action_waiting = player->action_waiting;
10551 if (!last_waiting) /* not waiting -> waiting */
10553 player->is_waiting = TRUE;
10555 player->frame_counter_bored =
10557 game.player_boring_delay_fixed +
10558 GetSimpleRandom(game.player_boring_delay_random);
10559 player->frame_counter_sleeping =
10561 game.player_sleeping_delay_fixed +
10562 GetSimpleRandom(game.player_sleeping_delay_random);
10564 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10567 if (game.player_sleeping_delay_fixed +
10568 game.player_sleeping_delay_random > 0 &&
10569 player->anim_delay_counter == 0 &&
10570 player->post_delay_counter == 0 &&
10571 FrameCounter >= player->frame_counter_sleeping)
10572 player->is_sleeping = TRUE;
10573 else if (game.player_boring_delay_fixed +
10574 game.player_boring_delay_random > 0 &&
10575 FrameCounter >= player->frame_counter_bored)
10576 player->is_bored = TRUE;
10578 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10579 player->is_bored ? ACTION_BORING :
10582 if (player->is_sleeping && player->use_murphy)
10584 /* special case for sleeping Murphy when leaning against non-free tile */
10586 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10587 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10588 !IS_MOVING(player->jx - 1, player->jy)))
10589 move_dir = MV_LEFT;
10590 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10591 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10592 !IS_MOVING(player->jx + 1, player->jy)))
10593 move_dir = MV_RIGHT;
10595 player->is_sleeping = FALSE;
10597 player->dir_waiting = move_dir;
10600 if (player->is_sleeping)
10602 if (player->num_special_action_sleeping > 0)
10604 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10606 int last_special_action = player->special_action_sleeping;
10607 int num_special_action = player->num_special_action_sleeping;
10608 int special_action =
10609 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10610 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10611 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10612 last_special_action + 1 : ACTION_SLEEPING);
10613 int special_graphic =
10614 el_act_dir2img(player->artwork_element, special_action, move_dir);
10616 player->anim_delay_counter =
10617 graphic_info[special_graphic].anim_delay_fixed +
10618 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10619 player->post_delay_counter =
10620 graphic_info[special_graphic].post_delay_fixed +
10621 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10623 player->special_action_sleeping = special_action;
10626 if (player->anim_delay_counter > 0)
10628 player->action_waiting = player->special_action_sleeping;
10629 player->anim_delay_counter--;
10631 else if (player->post_delay_counter > 0)
10633 player->post_delay_counter--;
10637 else if (player->is_bored)
10639 if (player->num_special_action_bored > 0)
10641 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10643 int special_action =
10644 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10645 int special_graphic =
10646 el_act_dir2img(player->artwork_element, special_action, move_dir);
10648 player->anim_delay_counter =
10649 graphic_info[special_graphic].anim_delay_fixed +
10650 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10651 player->post_delay_counter =
10652 graphic_info[special_graphic].post_delay_fixed +
10653 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10655 player->special_action_bored = special_action;
10658 if (player->anim_delay_counter > 0)
10660 player->action_waiting = player->special_action_bored;
10661 player->anim_delay_counter--;
10663 else if (player->post_delay_counter > 0)
10665 player->post_delay_counter--;
10670 else if (last_waiting) /* waiting -> not waiting */
10672 player->is_waiting = FALSE;
10673 player->is_bored = FALSE;
10674 player->is_sleeping = FALSE;
10676 player->frame_counter_bored = -1;
10677 player->frame_counter_sleeping = -1;
10679 player->anim_delay_counter = 0;
10680 player->post_delay_counter = 0;
10682 player->dir_waiting = player->MovDir;
10683 player->action_waiting = ACTION_DEFAULT;
10685 player->special_action_bored = ACTION_DEFAULT;
10686 player->special_action_sleeping = ACTION_DEFAULT;
10690 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10692 static boolean player_was_moving = FALSE;
10693 static boolean player_was_snapping = FALSE;
10694 static boolean player_was_dropping = FALSE;
10696 if ((!player->is_moving && player_was_moving) ||
10697 (player->MovPos == 0 && player_was_moving) ||
10698 (player->is_snapping && !player_was_snapping) ||
10699 (player->is_dropping && !player_was_dropping))
10701 if (!SaveEngineSnapshotToList())
10704 player_was_moving = FALSE;
10705 player_was_snapping = TRUE;
10706 player_was_dropping = TRUE;
10710 if (player->is_moving)
10711 player_was_moving = TRUE;
10713 if (!player->is_snapping)
10714 player_was_snapping = FALSE;
10716 if (!player->is_dropping)
10717 player_was_dropping = FALSE;
10721 static void CheckSingleStepMode(struct PlayerInfo *player)
10723 if (tape.single_step && tape.recording && !tape.pausing)
10725 /* as it is called "single step mode", just return to pause mode when the
10726 player stopped moving after one tile (or never starts moving at all) */
10727 if (!player->is_moving && !player->is_pushing)
10729 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10730 SnapField(player, 0, 0); /* stop snapping */
10734 CheckSaveEngineSnapshot(player);
10737 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10739 int left = player_action & JOY_LEFT;
10740 int right = player_action & JOY_RIGHT;
10741 int up = player_action & JOY_UP;
10742 int down = player_action & JOY_DOWN;
10743 int button1 = player_action & JOY_BUTTON_1;
10744 int button2 = player_action & JOY_BUTTON_2;
10745 int dx = (left ? -1 : right ? 1 : 0);
10746 int dy = (up ? -1 : down ? 1 : 0);
10748 if (!player->active || tape.pausing)
10754 SnapField(player, dx, dy);
10758 DropElement(player);
10760 MovePlayer(player, dx, dy);
10763 CheckSingleStepMode(player);
10765 SetPlayerWaiting(player, FALSE);
10767 return player_action;
10771 /* no actions for this player (no input at player's configured device) */
10773 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
10774 SnapField(player, 0, 0);
10775 CheckGravityMovementWhenNotMoving(player);
10777 if (player->MovPos == 0)
10778 SetPlayerWaiting(player, TRUE);
10780 if (player->MovPos == 0) /* needed for tape.playing */
10781 player->is_moving = FALSE;
10783 player->is_dropping = FALSE;
10784 player->is_dropping_pressed = FALSE;
10785 player->drop_pressed_delay = 0;
10787 CheckSingleStepMode(player);
10793 static void CheckLevelTime()
10797 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
10798 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10800 if (level.native_em_level->lev->home == 0) /* all players at home */
10802 PlayerWins(local_player);
10804 AllPlayersGone = TRUE;
10806 level.native_em_level->lev->home = -1;
10809 if (level.native_em_level->ply[0]->alive == 0 &&
10810 level.native_em_level->ply[1]->alive == 0 &&
10811 level.native_em_level->ply[2]->alive == 0 &&
10812 level.native_em_level->ply[3]->alive == 0) /* all dead */
10813 AllPlayersGone = TRUE;
10815 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
10817 if (game_sp.LevelSolved &&
10818 !game_sp.GameOver) /* game won */
10820 PlayerWins(local_player);
10822 game_sp.GameOver = TRUE;
10824 AllPlayersGone = TRUE;
10827 if (game_sp.GameOver) /* game lost */
10828 AllPlayersGone = TRUE;
10831 if (TimeFrames >= FRAMES_PER_SECOND)
10836 for (i = 0; i < MAX_PLAYERS; i++)
10838 struct PlayerInfo *player = &stored_player[i];
10840 if (SHIELD_ON(player))
10842 player->shield_normal_time_left--;
10844 if (player->shield_deadly_time_left > 0)
10845 player->shield_deadly_time_left--;
10849 if (!local_player->LevelSolved && !level.use_step_counter)
10857 if (TimeLeft <= 10 && setup.time_limit)
10858 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
10860 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
10861 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
10863 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10865 if (!TimeLeft && setup.time_limit)
10867 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10868 level.native_em_level->lev->killed_out_of_time = TRUE;
10870 for (i = 0; i < MAX_PLAYERS; i++)
10871 KillPlayer(&stored_player[i]);
10874 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
10876 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
10879 level.native_em_level->lev->time =
10880 (game.no_time_limit ? TimePlayed : TimeLeft);
10883 if (tape.recording || tape.playing)
10884 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
10887 if (tape.recording || tape.playing)
10888 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
10890 UpdateAndDisplayGameControlValues();
10893 void AdvanceFrameAndPlayerCounters(int player_nr)
10897 /* advance frame counters (global frame counter and time frame counter) */
10901 /* advance player counters (counters for move delay, move animation etc.) */
10902 for (i = 0; i < MAX_PLAYERS; i++)
10904 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
10905 int move_delay_value = stored_player[i].move_delay_value;
10906 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
10908 if (!advance_player_counters) /* not all players may be affected */
10911 if (move_frames == 0) /* less than one move per game frame */
10913 int stepsize = TILEX / move_delay_value;
10914 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
10915 int count = (stored_player[i].is_moving ?
10916 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
10918 if (count % delay == 0)
10922 stored_player[i].Frame += move_frames;
10924 if (stored_player[i].MovPos != 0)
10925 stored_player[i].StepFrame += move_frames;
10927 if (stored_player[i].move_delay > 0)
10928 stored_player[i].move_delay--;
10930 /* due to bugs in previous versions, counter must count up, not down */
10931 if (stored_player[i].push_delay != -1)
10932 stored_player[i].push_delay++;
10934 if (stored_player[i].drop_delay > 0)
10935 stored_player[i].drop_delay--;
10937 if (stored_player[i].is_dropping_pressed)
10938 stored_player[i].drop_pressed_delay++;
10942 void StartGameActions(boolean init_network_game, boolean record_tape,
10945 unsigned int new_random_seed = InitRND(random_seed);
10948 TapeStartRecording(new_random_seed);
10950 #if defined(NETWORK_AVALIABLE)
10951 if (init_network_game)
10953 SendToServer_StartPlaying();
10964 static unsigned int game_frame_delay = 0;
10965 unsigned int game_frame_delay_value;
10966 byte *recorded_player_action;
10967 byte summarized_player_action = 0;
10968 byte tape_action[MAX_PLAYERS];
10971 for (i = 0; i < MAX_PLAYERS; i++)
10973 struct PlayerInfo *player = &stored_player[i];
10975 // allow engine snapshot if movement attempt was stopped
10976 if ((game.snapshot.last_action[i] & KEY_MOTION) != 0 &&
10977 (player->action & KEY_MOTION) == 0)
10978 game.snapshot.changed_action = TRUE;
10980 // allow engine snapshot in case of snapping/dropping attempt
10981 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
10982 (player->action & KEY_BUTTON) != 0)
10983 game.snapshot.changed_action = TRUE;
10985 game.snapshot.last_action[i] = player->action;
10988 /* detect endless loops, caused by custom element programming */
10989 if (recursion_loop_detected && recursion_loop_depth == 0)
10991 char *message = getStringCat3("Internal Error! Element ",
10992 EL_NAME(recursion_loop_element),
10993 " caused endless loop! Quit the game?");
10995 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
10996 EL_NAME(recursion_loop_element));
10998 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11000 recursion_loop_detected = FALSE; /* if game should be continued */
11007 if (game.restart_level)
11008 StartGameActions(options.network, setup.autorecord, level.random_seed);
11010 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
11011 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11013 if (level.native_em_level->lev->home == 0) /* all players at home */
11015 PlayerWins(local_player);
11017 AllPlayersGone = TRUE;
11019 level.native_em_level->lev->home = -1;
11022 if (level.native_em_level->ply[0]->alive == 0 &&
11023 level.native_em_level->ply[1]->alive == 0 &&
11024 level.native_em_level->ply[2]->alive == 0 &&
11025 level.native_em_level->ply[3]->alive == 0) /* all dead */
11026 AllPlayersGone = TRUE;
11028 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11030 if (game_sp.LevelSolved &&
11031 !game_sp.GameOver) /* game won */
11033 PlayerWins(local_player);
11035 game_sp.GameOver = TRUE;
11037 AllPlayersGone = TRUE;
11040 if (game_sp.GameOver) /* game lost */
11041 AllPlayersGone = TRUE;
11044 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11047 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11050 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11053 game_frame_delay_value =
11054 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11056 if (tape.playing && tape.warp_forward && !tape.pausing)
11057 game_frame_delay_value = 0;
11059 /* ---------- main game synchronization point ---------- */
11061 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11063 if (network_playing && !network_player_action_received)
11065 /* try to get network player actions in time */
11067 #if defined(NETWORK_AVALIABLE)
11068 /* last chance to get network player actions without main loop delay */
11069 HandleNetworking();
11072 /* game was quit by network peer */
11073 if (game_status != GAME_MODE_PLAYING)
11076 if (!network_player_action_received)
11077 return; /* failed to get network player actions in time */
11079 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11085 /* at this point we know that we really continue executing the game */
11087 network_player_action_received = FALSE;
11089 /* when playing tape, read previously recorded player input from tape data */
11090 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11092 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11096 if (tape.set_centered_player)
11098 game.centered_player_nr_next = tape.centered_player_nr_next;
11099 game.set_centered_player = TRUE;
11102 for (i = 0; i < MAX_PLAYERS; i++)
11104 summarized_player_action |= stored_player[i].action;
11106 if (!network_playing && (game.team_mode || tape.playing))
11107 stored_player[i].effective_action = stored_player[i].action;
11110 #if defined(NETWORK_AVALIABLE)
11111 if (network_playing)
11112 SendToServer_MovePlayer(summarized_player_action);
11115 if (!options.network && !game.team_mode)
11116 local_player->effective_action = summarized_player_action;
11118 if (tape.recording &&
11120 setup.input_on_focus &&
11121 game.centered_player_nr != -1)
11123 for (i = 0; i < MAX_PLAYERS; i++)
11124 stored_player[i].effective_action =
11125 (i == game.centered_player_nr ? summarized_player_action : 0);
11128 if (recorded_player_action != NULL)
11129 for (i = 0; i < MAX_PLAYERS; i++)
11130 stored_player[i].effective_action = recorded_player_action[i];
11132 for (i = 0; i < MAX_PLAYERS; i++)
11134 tape_action[i] = stored_player[i].effective_action;
11136 /* (this may happen in the RND game engine if a player was not present on
11137 the playfield on level start, but appeared later from a custom element */
11138 if (setup.team_mode &&
11141 !tape.player_participates[i])
11142 tape.player_participates[i] = TRUE;
11145 /* only record actions from input devices, but not programmed actions */
11146 if (tape.recording)
11147 TapeRecordAction(tape_action);
11149 #if USE_NEW_PLAYER_ASSIGNMENTS
11150 // !!! also map player actions in single player mode !!!
11151 // if (game.team_mode)
11153 byte mapped_action[MAX_PLAYERS];
11155 #if DEBUG_PLAYER_ACTIONS
11157 for (i = 0; i < MAX_PLAYERS; i++)
11158 printf(" %d, ", stored_player[i].effective_action);
11161 for (i = 0; i < MAX_PLAYERS; i++)
11162 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11164 for (i = 0; i < MAX_PLAYERS; i++)
11165 stored_player[i].effective_action = mapped_action[i];
11167 #if DEBUG_PLAYER_ACTIONS
11169 for (i = 0; i < MAX_PLAYERS; i++)
11170 printf(" %d, ", stored_player[i].effective_action);
11174 #if DEBUG_PLAYER_ACTIONS
11178 for (i = 0; i < MAX_PLAYERS; i++)
11179 printf(" %d, ", stored_player[i].effective_action);
11185 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11187 GameActions_EM_Main();
11189 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11191 GameActions_SP_Main();
11195 GameActions_RND_Main();
11198 BlitScreenToBitmap(backbuffer);
11202 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11204 if (options.debug) /* calculate frames per second */
11206 static unsigned int fps_counter = 0;
11207 static int fps_frames = 0;
11208 unsigned int fps_delay_ms = Counter() - fps_counter;
11212 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
11214 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11217 fps_counter = Counter();
11220 redraw_mask |= REDRAW_FPS;
11224 void GameActions_EM_Main()
11226 byte effective_action[MAX_PLAYERS];
11227 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11230 for (i = 0; i < MAX_PLAYERS; i++)
11231 effective_action[i] = stored_player[i].effective_action;
11233 GameActions_EM(effective_action, warp_mode);
11236 void GameActions_SP_Main()
11238 byte effective_action[MAX_PLAYERS];
11239 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11242 for (i = 0; i < MAX_PLAYERS; i++)
11243 effective_action[i] = stored_player[i].effective_action;
11245 GameActions_SP(effective_action, warp_mode);
11248 void GameActions_RND_Main()
11253 void GameActions_RND()
11255 int magic_wall_x = 0, magic_wall_y = 0;
11256 int i, x, y, element, graphic;
11258 InitPlayfieldScanModeVars();
11260 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11262 SCAN_PLAYFIELD(x, y)
11264 ChangeCount[x][y] = 0;
11265 ChangeEvent[x][y] = -1;
11269 if (game.set_centered_player)
11271 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11273 /* switching to "all players" only possible if all players fit to screen */
11274 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11276 game.centered_player_nr_next = game.centered_player_nr;
11277 game.set_centered_player = FALSE;
11280 /* do not switch focus to non-existing (or non-active) player */
11281 if (game.centered_player_nr_next >= 0 &&
11282 !stored_player[game.centered_player_nr_next].active)
11284 game.centered_player_nr_next = game.centered_player_nr;
11285 game.set_centered_player = FALSE;
11289 if (game.set_centered_player &&
11290 ScreenMovPos == 0) /* screen currently aligned at tile position */
11294 if (game.centered_player_nr_next == -1)
11296 setScreenCenteredToAllPlayers(&sx, &sy);
11300 sx = stored_player[game.centered_player_nr_next].jx;
11301 sy = stored_player[game.centered_player_nr_next].jy;
11304 game.centered_player_nr = game.centered_player_nr_next;
11305 game.set_centered_player = FALSE;
11307 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11308 DrawGameDoorValues();
11311 for (i = 0; i < MAX_PLAYERS; i++)
11313 int actual_player_action = stored_player[i].effective_action;
11316 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11317 - rnd_equinox_tetrachloride 048
11318 - rnd_equinox_tetrachloride_ii 096
11319 - rnd_emanuel_schmieg 002
11320 - doctor_sloan_ww 001, 020
11322 if (stored_player[i].MovPos == 0)
11323 CheckGravityMovement(&stored_player[i]);
11326 /* overwrite programmed action with tape action */
11327 if (stored_player[i].programmed_action)
11328 actual_player_action = stored_player[i].programmed_action;
11330 PlayerActions(&stored_player[i], actual_player_action);
11332 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11335 ScrollScreen(NULL, SCROLL_GO_ON);
11337 /* for backwards compatibility, the following code emulates a fixed bug that
11338 occured when pushing elements (causing elements that just made their last
11339 pushing step to already (if possible) make their first falling step in the
11340 same game frame, which is bad); this code is also needed to use the famous
11341 "spring push bug" which is used in older levels and might be wanted to be
11342 used also in newer levels, but in this case the buggy pushing code is only
11343 affecting the "spring" element and no other elements */
11345 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11347 for (i = 0; i < MAX_PLAYERS; i++)
11349 struct PlayerInfo *player = &stored_player[i];
11350 int x = player->jx;
11351 int y = player->jy;
11353 if (player->active && player->is_pushing && player->is_moving &&
11355 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11356 Feld[x][y] == EL_SPRING))
11358 ContinueMoving(x, y);
11360 /* continue moving after pushing (this is actually a bug) */
11361 if (!IS_MOVING(x, y))
11362 Stop[x][y] = FALSE;
11367 SCAN_PLAYFIELD(x, y)
11369 ChangeCount[x][y] = 0;
11370 ChangeEvent[x][y] = -1;
11372 /* this must be handled before main playfield loop */
11373 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11376 if (MovDelay[x][y] <= 0)
11380 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11383 if (MovDelay[x][y] <= 0)
11386 TEST_DrawLevelField(x, y);
11388 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11393 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11395 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11396 printf("GameActions(): This should never happen!\n");
11398 ChangePage[x][y] = -1;
11402 Stop[x][y] = FALSE;
11403 if (WasJustMoving[x][y] > 0)
11404 WasJustMoving[x][y]--;
11405 if (WasJustFalling[x][y] > 0)
11406 WasJustFalling[x][y]--;
11407 if (CheckCollision[x][y] > 0)
11408 CheckCollision[x][y]--;
11409 if (CheckImpact[x][y] > 0)
11410 CheckImpact[x][y]--;
11414 /* reset finished pushing action (not done in ContinueMoving() to allow
11415 continuous pushing animation for elements with zero push delay) */
11416 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11418 ResetGfxAnimation(x, y);
11419 TEST_DrawLevelField(x, y);
11423 if (IS_BLOCKED(x, y))
11427 Blocked2Moving(x, y, &oldx, &oldy);
11428 if (!IS_MOVING(oldx, oldy))
11430 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11431 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11432 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11433 printf("GameActions(): This should never happen!\n");
11439 SCAN_PLAYFIELD(x, y)
11441 element = Feld[x][y];
11442 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11444 ResetGfxFrame(x, y, TRUE);
11446 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11447 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11448 ResetRandomAnimationValue(x, y);
11450 SetRandomAnimationValue(x, y);
11452 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11454 if (IS_INACTIVE(element))
11456 if (IS_ANIMATED(graphic))
11457 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11462 /* this may take place after moving, so 'element' may have changed */
11463 if (IS_CHANGING(x, y) &&
11464 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11466 int page = element_info[element].event_page_nr[CE_DELAY];
11468 HandleElementChange(x, y, page);
11470 element = Feld[x][y];
11471 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11474 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11478 element = Feld[x][y];
11479 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11481 if (IS_ANIMATED(graphic) &&
11482 !IS_MOVING(x, y) &&
11484 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11486 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11487 TEST_DrawTwinkleOnField(x, y);
11489 else if ((element == EL_ACID ||
11490 element == EL_EXIT_OPEN ||
11491 element == EL_EM_EXIT_OPEN ||
11492 element == EL_SP_EXIT_OPEN ||
11493 element == EL_STEEL_EXIT_OPEN ||
11494 element == EL_EM_STEEL_EXIT_OPEN ||
11495 element == EL_SP_TERMINAL ||
11496 element == EL_SP_TERMINAL_ACTIVE ||
11497 element == EL_EXTRA_TIME ||
11498 element == EL_SHIELD_NORMAL ||
11499 element == EL_SHIELD_DEADLY) &&
11500 IS_ANIMATED(graphic))
11501 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11502 else if (IS_MOVING(x, y))
11503 ContinueMoving(x, y);
11504 else if (IS_ACTIVE_BOMB(element))
11505 CheckDynamite(x, y);
11506 else if (element == EL_AMOEBA_GROWING)
11507 AmoebeWaechst(x, y);
11508 else if (element == EL_AMOEBA_SHRINKING)
11509 AmoebaDisappearing(x, y);
11511 #if !USE_NEW_AMOEBA_CODE
11512 else if (IS_AMOEBALIVE(element))
11513 AmoebeAbleger(x, y);
11516 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11518 else if (element == EL_EXIT_CLOSED)
11520 else if (element == EL_EM_EXIT_CLOSED)
11522 else if (element == EL_STEEL_EXIT_CLOSED)
11523 CheckExitSteel(x, y);
11524 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11525 CheckExitSteelEM(x, y);
11526 else if (element == EL_SP_EXIT_CLOSED)
11528 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11529 element == EL_EXPANDABLE_STEELWALL_GROWING)
11530 MauerWaechst(x, y);
11531 else if (element == EL_EXPANDABLE_WALL ||
11532 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11533 element == EL_EXPANDABLE_WALL_VERTICAL ||
11534 element == EL_EXPANDABLE_WALL_ANY ||
11535 element == EL_BD_EXPANDABLE_WALL)
11536 MauerAbleger(x, y);
11537 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11538 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11539 element == EL_EXPANDABLE_STEELWALL_ANY)
11540 MauerAblegerStahl(x, y);
11541 else if (element == EL_FLAMES)
11542 CheckForDragon(x, y);
11543 else if (element == EL_EXPLOSION)
11544 ; /* drawing of correct explosion animation is handled separately */
11545 else if (element == EL_ELEMENT_SNAPPING ||
11546 element == EL_DIAGONAL_SHRINKING ||
11547 element == EL_DIAGONAL_GROWING)
11549 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11551 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11553 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11554 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11556 if (IS_BELT_ACTIVE(element))
11557 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11559 if (game.magic_wall_active)
11561 int jx = local_player->jx, jy = local_player->jy;
11563 /* play the element sound at the position nearest to the player */
11564 if ((element == EL_MAGIC_WALL_FULL ||
11565 element == EL_MAGIC_WALL_ACTIVE ||
11566 element == EL_MAGIC_WALL_EMPTYING ||
11567 element == EL_BD_MAGIC_WALL_FULL ||
11568 element == EL_BD_MAGIC_WALL_ACTIVE ||
11569 element == EL_BD_MAGIC_WALL_EMPTYING ||
11570 element == EL_DC_MAGIC_WALL_FULL ||
11571 element == EL_DC_MAGIC_WALL_ACTIVE ||
11572 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11573 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11581 #if USE_NEW_AMOEBA_CODE
11582 /* new experimental amoeba growth stuff */
11583 if (!(FrameCounter % 8))
11585 static unsigned int random = 1684108901;
11587 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11589 x = RND(lev_fieldx);
11590 y = RND(lev_fieldy);
11591 element = Feld[x][y];
11593 if (!IS_PLAYER(x,y) &&
11594 (element == EL_EMPTY ||
11595 CAN_GROW_INTO(element) ||
11596 element == EL_QUICKSAND_EMPTY ||
11597 element == EL_QUICKSAND_FAST_EMPTY ||
11598 element == EL_ACID_SPLASH_LEFT ||
11599 element == EL_ACID_SPLASH_RIGHT))
11601 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11602 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11603 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11604 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11605 Feld[x][y] = EL_AMOEBA_DROP;
11608 random = random * 129 + 1;
11613 game.explosions_delayed = FALSE;
11615 SCAN_PLAYFIELD(x, y)
11617 element = Feld[x][y];
11619 if (ExplodeField[x][y])
11620 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11621 else if (element == EL_EXPLOSION)
11622 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11624 ExplodeField[x][y] = EX_TYPE_NONE;
11627 game.explosions_delayed = TRUE;
11629 if (game.magic_wall_active)
11631 if (!(game.magic_wall_time_left % 4))
11633 int element = Feld[magic_wall_x][magic_wall_y];
11635 if (element == EL_BD_MAGIC_WALL_FULL ||
11636 element == EL_BD_MAGIC_WALL_ACTIVE ||
11637 element == EL_BD_MAGIC_WALL_EMPTYING)
11638 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
11639 else if (element == EL_DC_MAGIC_WALL_FULL ||
11640 element == EL_DC_MAGIC_WALL_ACTIVE ||
11641 element == EL_DC_MAGIC_WALL_EMPTYING)
11642 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
11644 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
11647 if (game.magic_wall_time_left > 0)
11649 game.magic_wall_time_left--;
11651 if (!game.magic_wall_time_left)
11653 SCAN_PLAYFIELD(x, y)
11655 element = Feld[x][y];
11657 if (element == EL_MAGIC_WALL_ACTIVE ||
11658 element == EL_MAGIC_WALL_FULL)
11660 Feld[x][y] = EL_MAGIC_WALL_DEAD;
11661 TEST_DrawLevelField(x, y);
11663 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
11664 element == EL_BD_MAGIC_WALL_FULL)
11666 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
11667 TEST_DrawLevelField(x, y);
11669 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
11670 element == EL_DC_MAGIC_WALL_FULL)
11672 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
11673 TEST_DrawLevelField(x, y);
11677 game.magic_wall_active = FALSE;
11682 if (game.light_time_left > 0)
11684 game.light_time_left--;
11686 if (game.light_time_left == 0)
11687 RedrawAllLightSwitchesAndInvisibleElements();
11690 if (game.timegate_time_left > 0)
11692 game.timegate_time_left--;
11694 if (game.timegate_time_left == 0)
11695 CloseAllOpenTimegates();
11698 if (game.lenses_time_left > 0)
11700 game.lenses_time_left--;
11702 if (game.lenses_time_left == 0)
11703 RedrawAllInvisibleElementsForLenses();
11706 if (game.magnify_time_left > 0)
11708 game.magnify_time_left--;
11710 if (game.magnify_time_left == 0)
11711 RedrawAllInvisibleElementsForMagnifier();
11714 for (i = 0; i < MAX_PLAYERS; i++)
11716 struct PlayerInfo *player = &stored_player[i];
11718 if (SHIELD_ON(player))
11720 if (player->shield_deadly_time_left)
11721 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
11722 else if (player->shield_normal_time_left)
11723 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
11727 #if USE_DELAYED_GFX_REDRAW
11728 SCAN_PLAYFIELD(x, y)
11730 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
11732 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
11733 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
11735 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
11736 DrawLevelField(x, y);
11738 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
11739 DrawLevelFieldCrumbled(x, y);
11741 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
11742 DrawLevelFieldCrumbledNeighbours(x, y);
11744 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
11745 DrawTwinkleOnField(x, y);
11748 GfxRedraw[x][y] = GFX_REDRAW_NONE;
11753 PlayAllPlayersSound();
11755 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
11757 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
11759 local_player->show_envelope = 0;
11762 /* use random number generator in every frame to make it less predictable */
11763 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
11767 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
11769 int min_x = x, min_y = y, max_x = x, max_y = y;
11772 for (i = 0; i < MAX_PLAYERS; i++)
11774 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11776 if (!stored_player[i].active || &stored_player[i] == player)
11779 min_x = MIN(min_x, jx);
11780 min_y = MIN(min_y, jy);
11781 max_x = MAX(max_x, jx);
11782 max_y = MAX(max_y, jy);
11785 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
11788 static boolean AllPlayersInVisibleScreen()
11792 for (i = 0; i < MAX_PLAYERS; i++)
11794 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11796 if (!stored_player[i].active)
11799 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
11806 void ScrollLevel(int dx, int dy)
11808 int scroll_offset = 2 * TILEX_VAR;
11811 BlitBitmap(drawto_field, drawto_field,
11812 FX + TILEX_VAR * (dx == -1) - scroll_offset,
11813 FY + TILEY_VAR * (dy == -1) - scroll_offset,
11814 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
11815 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
11816 FX + TILEX_VAR * (dx == 1) - scroll_offset,
11817 FY + TILEY_VAR * (dy == 1) - scroll_offset);
11821 x = (dx == 1 ? BX1 : BX2);
11822 for (y = BY1; y <= BY2; y++)
11823 DrawScreenField(x, y);
11828 y = (dy == 1 ? BY1 : BY2);
11829 for (x = BX1; x <= BX2; x++)
11830 DrawScreenField(x, y);
11833 redraw_mask |= REDRAW_FIELD;
11836 static boolean canFallDown(struct PlayerInfo *player)
11838 int jx = player->jx, jy = player->jy;
11840 return (IN_LEV_FIELD(jx, jy + 1) &&
11841 (IS_FREE(jx, jy + 1) ||
11842 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
11843 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
11844 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
11847 static boolean canPassField(int x, int y, int move_dir)
11849 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11850 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11851 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11852 int nextx = x + dx;
11853 int nexty = y + dy;
11854 int element = Feld[x][y];
11856 return (IS_PASSABLE_FROM(element, opposite_dir) &&
11857 !CAN_MOVE(element) &&
11858 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
11859 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
11860 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
11863 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
11865 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11866 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11867 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11871 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
11872 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
11873 (IS_DIGGABLE(Feld[newx][newy]) ||
11874 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
11875 canPassField(newx, newy, move_dir)));
11878 static void CheckGravityMovement(struct PlayerInfo *player)
11880 if (player->gravity && !player->programmed_action)
11882 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
11883 int move_dir_vertical = player->effective_action & MV_VERTICAL;
11884 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
11885 int jx = player->jx, jy = player->jy;
11886 boolean player_is_moving_to_valid_field =
11887 (!player_is_snapping &&
11888 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
11889 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
11890 boolean player_can_fall_down = canFallDown(player);
11892 if (player_can_fall_down &&
11893 !player_is_moving_to_valid_field)
11894 player->programmed_action = MV_DOWN;
11898 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
11900 return CheckGravityMovement(player);
11902 if (player->gravity && !player->programmed_action)
11904 int jx = player->jx, jy = player->jy;
11905 boolean field_under_player_is_free =
11906 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
11907 boolean player_is_standing_on_valid_field =
11908 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
11909 (IS_WALKABLE(Feld[jx][jy]) &&
11910 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
11912 if (field_under_player_is_free && !player_is_standing_on_valid_field)
11913 player->programmed_action = MV_DOWN;
11918 MovePlayerOneStep()
11919 -----------------------------------------------------------------------------
11920 dx, dy: direction (non-diagonal) to try to move the player to
11921 real_dx, real_dy: direction as read from input device (can be diagonal)
11924 boolean MovePlayerOneStep(struct PlayerInfo *player,
11925 int dx, int dy, int real_dx, int real_dy)
11927 int jx = player->jx, jy = player->jy;
11928 int new_jx = jx + dx, new_jy = jy + dy;
11930 boolean player_can_move = !player->cannot_move;
11932 if (!player->active || (!dx && !dy))
11933 return MP_NO_ACTION;
11935 player->MovDir = (dx < 0 ? MV_LEFT :
11936 dx > 0 ? MV_RIGHT :
11938 dy > 0 ? MV_DOWN : MV_NONE);
11940 if (!IN_LEV_FIELD(new_jx, new_jy))
11941 return MP_NO_ACTION;
11943 if (!player_can_move)
11945 if (player->MovPos == 0)
11947 player->is_moving = FALSE;
11948 player->is_digging = FALSE;
11949 player->is_collecting = FALSE;
11950 player->is_snapping = FALSE;
11951 player->is_pushing = FALSE;
11955 if (!options.network && game.centered_player_nr == -1 &&
11956 !AllPlayersInSight(player, new_jx, new_jy))
11957 return MP_NO_ACTION;
11959 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
11960 if (can_move != MP_MOVING)
11963 /* check if DigField() has caused relocation of the player */
11964 if (player->jx != jx || player->jy != jy)
11965 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
11967 StorePlayer[jx][jy] = 0;
11968 player->last_jx = jx;
11969 player->last_jy = jy;
11970 player->jx = new_jx;
11971 player->jy = new_jy;
11972 StorePlayer[new_jx][new_jy] = player->element_nr;
11974 if (player->move_delay_value_next != -1)
11976 player->move_delay_value = player->move_delay_value_next;
11977 player->move_delay_value_next = -1;
11981 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
11983 player->step_counter++;
11985 PlayerVisit[jx][jy] = FrameCounter;
11987 player->is_moving = TRUE;
11990 /* should better be called in MovePlayer(), but this breaks some tapes */
11991 ScrollPlayer(player, SCROLL_INIT);
11997 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
11999 int jx = player->jx, jy = player->jy;
12000 int old_jx = jx, old_jy = jy;
12001 int moved = MP_NO_ACTION;
12003 if (!player->active)
12008 if (player->MovPos == 0)
12010 player->is_moving = FALSE;
12011 player->is_digging = FALSE;
12012 player->is_collecting = FALSE;
12013 player->is_snapping = FALSE;
12014 player->is_pushing = FALSE;
12020 if (player->move_delay > 0)
12023 player->move_delay = -1; /* set to "uninitialized" value */
12025 /* store if player is automatically moved to next field */
12026 player->is_auto_moving = (player->programmed_action != MV_NONE);
12028 /* remove the last programmed player action */
12029 player->programmed_action = 0;
12031 if (player->MovPos)
12033 /* should only happen if pre-1.2 tape recordings are played */
12034 /* this is only for backward compatibility */
12036 int original_move_delay_value = player->move_delay_value;
12039 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12043 /* scroll remaining steps with finest movement resolution */
12044 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12046 while (player->MovPos)
12048 ScrollPlayer(player, SCROLL_GO_ON);
12049 ScrollScreen(NULL, SCROLL_GO_ON);
12051 AdvanceFrameAndPlayerCounters(player->index_nr);
12057 player->move_delay_value = original_move_delay_value;
12060 player->is_active = FALSE;
12062 if (player->last_move_dir & MV_HORIZONTAL)
12064 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12065 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12069 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12070 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12073 if (!moved && !player->is_active)
12075 player->is_moving = FALSE;
12076 player->is_digging = FALSE;
12077 player->is_collecting = FALSE;
12078 player->is_snapping = FALSE;
12079 player->is_pushing = FALSE;
12085 if (moved & MP_MOVING && !ScreenMovPos &&
12086 (player->index_nr == game.centered_player_nr ||
12087 game.centered_player_nr == -1))
12089 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12090 int offset = game.scroll_delay_value;
12092 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12094 /* actual player has left the screen -- scroll in that direction */
12095 if (jx != old_jx) /* player has moved horizontally */
12096 scroll_x += (jx - old_jx);
12097 else /* player has moved vertically */
12098 scroll_y += (jy - old_jy);
12102 if (jx != old_jx) /* player has moved horizontally */
12104 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12105 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12106 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12108 /* don't scroll over playfield boundaries */
12109 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12110 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12112 /* don't scroll more than one field at a time */
12113 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12115 /* don't scroll against the player's moving direction */
12116 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12117 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12118 scroll_x = old_scroll_x;
12120 else /* player has moved vertically */
12122 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12123 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12124 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12126 /* don't scroll over playfield boundaries */
12127 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12128 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12130 /* don't scroll more than one field at a time */
12131 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12133 /* don't scroll against the player's moving direction */
12134 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12135 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12136 scroll_y = old_scroll_y;
12140 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12142 if (!options.network && game.centered_player_nr == -1 &&
12143 !AllPlayersInVisibleScreen())
12145 scroll_x = old_scroll_x;
12146 scroll_y = old_scroll_y;
12150 ScrollScreen(player, SCROLL_INIT);
12151 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12156 player->StepFrame = 0;
12158 if (moved & MP_MOVING)
12160 if (old_jx != jx && old_jy == jy)
12161 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12162 else if (old_jx == jx && old_jy != jy)
12163 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12165 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12167 player->last_move_dir = player->MovDir;
12168 player->is_moving = TRUE;
12169 player->is_snapping = FALSE;
12170 player->is_switching = FALSE;
12171 player->is_dropping = FALSE;
12172 player->is_dropping_pressed = FALSE;
12173 player->drop_pressed_delay = 0;
12176 /* should better be called here than above, but this breaks some tapes */
12177 ScrollPlayer(player, SCROLL_INIT);
12182 CheckGravityMovementWhenNotMoving(player);
12184 player->is_moving = FALSE;
12186 /* at this point, the player is allowed to move, but cannot move right now
12187 (e.g. because of something blocking the way) -- ensure that the player
12188 is also allowed to move in the next frame (in old versions before 3.1.1,
12189 the player was forced to wait again for eight frames before next try) */
12191 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12192 player->move_delay = 0; /* allow direct movement in the next frame */
12195 if (player->move_delay == -1) /* not yet initialized by DigField() */
12196 player->move_delay = player->move_delay_value;
12198 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12200 TestIfPlayerTouchesBadThing(jx, jy);
12201 TestIfPlayerTouchesCustomElement(jx, jy);
12204 if (!player->active)
12205 RemovePlayer(player);
12210 void ScrollPlayer(struct PlayerInfo *player, int mode)
12212 int jx = player->jx, jy = player->jy;
12213 int last_jx = player->last_jx, last_jy = player->last_jy;
12214 int move_stepsize = TILEX / player->move_delay_value;
12216 if (!player->active)
12219 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12222 if (mode == SCROLL_INIT)
12224 player->actual_frame_counter = FrameCounter;
12225 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12227 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12228 Feld[last_jx][last_jy] == EL_EMPTY)
12230 int last_field_block_delay = 0; /* start with no blocking at all */
12231 int block_delay_adjustment = player->block_delay_adjustment;
12233 /* if player blocks last field, add delay for exactly one move */
12234 if (player->block_last_field)
12236 last_field_block_delay += player->move_delay_value;
12238 /* when blocking enabled, prevent moving up despite gravity */
12239 if (player->gravity && player->MovDir == MV_UP)
12240 block_delay_adjustment = -1;
12243 /* add block delay adjustment (also possible when not blocking) */
12244 last_field_block_delay += block_delay_adjustment;
12246 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12247 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12250 if (player->MovPos != 0) /* player has not yet reached destination */
12253 else if (!FrameReached(&player->actual_frame_counter, 1))
12256 if (player->MovPos != 0)
12258 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12259 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12261 /* before DrawPlayer() to draw correct player graphic for this case */
12262 if (player->MovPos == 0)
12263 CheckGravityMovement(player);
12266 if (player->MovPos == 0) /* player reached destination field */
12268 if (player->move_delay_reset_counter > 0)
12270 player->move_delay_reset_counter--;
12272 if (player->move_delay_reset_counter == 0)
12274 /* continue with normal speed after quickly moving through gate */
12275 HALVE_PLAYER_SPEED(player);
12277 /* be able to make the next move without delay */
12278 player->move_delay = 0;
12282 player->last_jx = jx;
12283 player->last_jy = jy;
12285 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12286 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12287 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12288 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12289 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12290 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12291 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12292 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12294 DrawPlayer(player); /* needed here only to cleanup last field */
12295 RemovePlayer(player);
12297 if (local_player->friends_still_needed == 0 ||
12298 IS_SP_ELEMENT(Feld[jx][jy]))
12299 PlayerWins(player);
12302 /* this breaks one level: "machine", level 000 */
12304 int move_direction = player->MovDir;
12305 int enter_side = MV_DIR_OPPOSITE(move_direction);
12306 int leave_side = move_direction;
12307 int old_jx = last_jx;
12308 int old_jy = last_jy;
12309 int old_element = Feld[old_jx][old_jy];
12310 int new_element = Feld[jx][jy];
12312 if (IS_CUSTOM_ELEMENT(old_element))
12313 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12315 player->index_bit, leave_side);
12317 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12318 CE_PLAYER_LEAVES_X,
12319 player->index_bit, leave_side);
12321 if (IS_CUSTOM_ELEMENT(new_element))
12322 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12323 player->index_bit, enter_side);
12325 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12326 CE_PLAYER_ENTERS_X,
12327 player->index_bit, enter_side);
12329 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12330 CE_MOVE_OF_X, move_direction);
12333 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12335 TestIfPlayerTouchesBadThing(jx, jy);
12336 TestIfPlayerTouchesCustomElement(jx, jy);
12338 /* needed because pushed element has not yet reached its destination,
12339 so it would trigger a change event at its previous field location */
12340 if (!player->is_pushing)
12341 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12343 if (!player->active)
12344 RemovePlayer(player);
12347 if (!local_player->LevelSolved && level.use_step_counter)
12357 if (TimeLeft <= 10 && setup.time_limit)
12358 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12360 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12362 DisplayGameControlValues();
12364 if (!TimeLeft && setup.time_limit)
12365 for (i = 0; i < MAX_PLAYERS; i++)
12366 KillPlayer(&stored_player[i]);
12368 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12370 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12372 DisplayGameControlValues();
12376 if (tape.single_step && tape.recording && !tape.pausing &&
12377 !player->programmed_action)
12378 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12380 if (!player->programmed_action)
12381 CheckSaveEngineSnapshot(player);
12385 void ScrollScreen(struct PlayerInfo *player, int mode)
12387 static unsigned int screen_frame_counter = 0;
12389 if (mode == SCROLL_INIT)
12391 /* set scrolling step size according to actual player's moving speed */
12392 ScrollStepSize = TILEX / player->move_delay_value;
12394 screen_frame_counter = FrameCounter;
12395 ScreenMovDir = player->MovDir;
12396 ScreenMovPos = player->MovPos;
12397 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12400 else if (!FrameReached(&screen_frame_counter, 1))
12405 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12406 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12407 redraw_mask |= REDRAW_FIELD;
12410 ScreenMovDir = MV_NONE;
12413 void TestIfPlayerTouchesCustomElement(int x, int y)
12415 static int xy[4][2] =
12422 static int trigger_sides[4][2] =
12424 /* center side border side */
12425 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12426 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12427 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12428 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12430 static int touch_dir[4] =
12432 MV_LEFT | MV_RIGHT,
12437 int center_element = Feld[x][y]; /* should always be non-moving! */
12440 for (i = 0; i < NUM_DIRECTIONS; i++)
12442 int xx = x + xy[i][0];
12443 int yy = y + xy[i][1];
12444 int center_side = trigger_sides[i][0];
12445 int border_side = trigger_sides[i][1];
12446 int border_element;
12448 if (!IN_LEV_FIELD(xx, yy))
12451 if (IS_PLAYER(x, y)) /* player found at center element */
12453 struct PlayerInfo *player = PLAYERINFO(x, y);
12455 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12456 border_element = Feld[xx][yy]; /* may be moving! */
12457 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12458 border_element = Feld[xx][yy];
12459 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12460 border_element = MovingOrBlocked2Element(xx, yy);
12462 continue; /* center and border element do not touch */
12464 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12465 player->index_bit, border_side);
12466 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12467 CE_PLAYER_TOUCHES_X,
12468 player->index_bit, border_side);
12471 /* use player element that is initially defined in the level playfield,
12472 not the player element that corresponds to the runtime player number
12473 (example: a level that contains EL_PLAYER_3 as the only player would
12474 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12475 int player_element = PLAYERINFO(x, y)->initial_element;
12477 CheckElementChangeBySide(xx, yy, border_element, player_element,
12478 CE_TOUCHING_X, border_side);
12481 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12483 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12485 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12487 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12488 continue; /* center and border element do not touch */
12491 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12492 player->index_bit, center_side);
12493 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12494 CE_PLAYER_TOUCHES_X,
12495 player->index_bit, center_side);
12498 /* use player element that is initially defined in the level playfield,
12499 not the player element that corresponds to the runtime player number
12500 (example: a level that contains EL_PLAYER_3 as the only player would
12501 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12502 int player_element = PLAYERINFO(xx, yy)->initial_element;
12504 CheckElementChangeBySide(x, y, center_element, player_element,
12505 CE_TOUCHING_X, center_side);
12513 void TestIfElementTouchesCustomElement(int x, int y)
12515 static int xy[4][2] =
12522 static int trigger_sides[4][2] =
12524 /* center side border side */
12525 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12526 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12527 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12528 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12530 static int touch_dir[4] =
12532 MV_LEFT | MV_RIGHT,
12537 boolean change_center_element = FALSE;
12538 int center_element = Feld[x][y]; /* should always be non-moving! */
12539 int border_element_old[NUM_DIRECTIONS];
12542 for (i = 0; i < NUM_DIRECTIONS; i++)
12544 int xx = x + xy[i][0];
12545 int yy = y + xy[i][1];
12546 int border_element;
12548 border_element_old[i] = -1;
12550 if (!IN_LEV_FIELD(xx, yy))
12553 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12554 border_element = Feld[xx][yy]; /* may be moving! */
12555 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12556 border_element = Feld[xx][yy];
12557 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12558 border_element = MovingOrBlocked2Element(xx, yy);
12560 continue; /* center and border element do not touch */
12562 border_element_old[i] = border_element;
12565 for (i = 0; i < NUM_DIRECTIONS; i++)
12567 int xx = x + xy[i][0];
12568 int yy = y + xy[i][1];
12569 int center_side = trigger_sides[i][0];
12570 int border_element = border_element_old[i];
12572 if (border_element == -1)
12575 /* check for change of border element */
12576 CheckElementChangeBySide(xx, yy, border_element, center_element,
12577 CE_TOUCHING_X, center_side);
12579 /* (center element cannot be player, so we dont have to check this here) */
12582 for (i = 0; i < NUM_DIRECTIONS; i++)
12584 int xx = x + xy[i][0];
12585 int yy = y + xy[i][1];
12586 int border_side = trigger_sides[i][1];
12587 int border_element = border_element_old[i];
12589 if (border_element == -1)
12592 /* check for change of center element (but change it only once) */
12593 if (!change_center_element)
12594 change_center_element =
12595 CheckElementChangeBySide(x, y, center_element, border_element,
12596 CE_TOUCHING_X, border_side);
12598 if (IS_PLAYER(xx, yy))
12600 /* use player element that is initially defined in the level playfield,
12601 not the player element that corresponds to the runtime player number
12602 (example: a level that contains EL_PLAYER_3 as the only player would
12603 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12604 int player_element = PLAYERINFO(xx, yy)->initial_element;
12606 CheckElementChangeBySide(x, y, center_element, player_element,
12607 CE_TOUCHING_X, border_side);
12612 void TestIfElementHitsCustomElement(int x, int y, int direction)
12614 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12615 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12616 int hitx = x + dx, hity = y + dy;
12617 int hitting_element = Feld[x][y];
12618 int touched_element;
12620 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12623 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12624 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12626 if (IN_LEV_FIELD(hitx, hity))
12628 int opposite_direction = MV_DIR_OPPOSITE(direction);
12629 int hitting_side = direction;
12630 int touched_side = opposite_direction;
12631 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12632 MovDir[hitx][hity] != direction ||
12633 ABS(MovPos[hitx][hity]) <= TILEY / 2);
12639 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12640 CE_HITTING_X, touched_side);
12642 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12643 CE_HIT_BY_X, hitting_side);
12645 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12646 CE_HIT_BY_SOMETHING, opposite_direction);
12648 if (IS_PLAYER(hitx, hity))
12650 /* use player element that is initially defined in the level playfield,
12651 not the player element that corresponds to the runtime player number
12652 (example: a level that contains EL_PLAYER_3 as the only player would
12653 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12654 int player_element = PLAYERINFO(hitx, hity)->initial_element;
12656 CheckElementChangeBySide(x, y, hitting_element, player_element,
12657 CE_HITTING_X, touched_side);
12662 /* "hitting something" is also true when hitting the playfield border */
12663 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12664 CE_HITTING_SOMETHING, direction);
12667 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
12669 int i, kill_x = -1, kill_y = -1;
12671 int bad_element = -1;
12672 static int test_xy[4][2] =
12679 static int test_dir[4] =
12687 for (i = 0; i < NUM_DIRECTIONS; i++)
12689 int test_x, test_y, test_move_dir, test_element;
12691 test_x = good_x + test_xy[i][0];
12692 test_y = good_y + test_xy[i][1];
12694 if (!IN_LEV_FIELD(test_x, test_y))
12698 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12700 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
12702 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12703 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12705 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
12706 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
12710 bad_element = test_element;
12716 if (kill_x != -1 || kill_y != -1)
12718 if (IS_PLAYER(good_x, good_y))
12720 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
12722 if (player->shield_deadly_time_left > 0 &&
12723 !IS_INDESTRUCTIBLE(bad_element))
12724 Bang(kill_x, kill_y);
12725 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
12726 KillPlayer(player);
12729 Bang(good_x, good_y);
12733 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
12735 int i, kill_x = -1, kill_y = -1;
12736 int bad_element = Feld[bad_x][bad_y];
12737 static int test_xy[4][2] =
12744 static int touch_dir[4] =
12746 MV_LEFT | MV_RIGHT,
12751 static int test_dir[4] =
12759 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
12762 for (i = 0; i < NUM_DIRECTIONS; i++)
12764 int test_x, test_y, test_move_dir, test_element;
12766 test_x = bad_x + test_xy[i][0];
12767 test_y = bad_y + test_xy[i][1];
12769 if (!IN_LEV_FIELD(test_x, test_y))
12773 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12775 test_element = Feld[test_x][test_y];
12777 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12778 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12780 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
12781 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
12783 /* good thing is player or penguin that does not move away */
12784 if (IS_PLAYER(test_x, test_y))
12786 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12788 if (bad_element == EL_ROBOT && player->is_moving)
12789 continue; /* robot does not kill player if he is moving */
12791 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12793 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12794 continue; /* center and border element do not touch */
12802 else if (test_element == EL_PENGUIN)
12812 if (kill_x != -1 || kill_y != -1)
12814 if (IS_PLAYER(kill_x, kill_y))
12816 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12818 if (player->shield_deadly_time_left > 0 &&
12819 !IS_INDESTRUCTIBLE(bad_element))
12820 Bang(bad_x, bad_y);
12821 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12822 KillPlayer(player);
12825 Bang(kill_x, kill_y);
12829 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
12831 int bad_element = Feld[bad_x][bad_y];
12832 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
12833 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
12834 int test_x = bad_x + dx, test_y = bad_y + dy;
12835 int test_move_dir, test_element;
12836 int kill_x = -1, kill_y = -1;
12838 if (!IN_LEV_FIELD(test_x, test_y))
12842 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12844 test_element = Feld[test_x][test_y];
12846 if (test_move_dir != bad_move_dir)
12848 /* good thing can be player or penguin that does not move away */
12849 if (IS_PLAYER(test_x, test_y))
12851 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12853 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
12854 player as being hit when he is moving towards the bad thing, because
12855 the "get hit by" condition would be lost after the player stops) */
12856 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
12857 return; /* player moves away from bad thing */
12862 else if (test_element == EL_PENGUIN)
12869 if (kill_x != -1 || kill_y != -1)
12871 if (IS_PLAYER(kill_x, kill_y))
12873 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12875 if (player->shield_deadly_time_left > 0 &&
12876 !IS_INDESTRUCTIBLE(bad_element))
12877 Bang(bad_x, bad_y);
12878 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12879 KillPlayer(player);
12882 Bang(kill_x, kill_y);
12886 void TestIfPlayerTouchesBadThing(int x, int y)
12888 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12891 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
12893 TestIfGoodThingHitsBadThing(x, y, move_dir);
12896 void TestIfBadThingTouchesPlayer(int x, int y)
12898 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12901 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
12903 TestIfBadThingHitsGoodThing(x, y, move_dir);
12906 void TestIfFriendTouchesBadThing(int x, int y)
12908 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12911 void TestIfBadThingTouchesFriend(int x, int y)
12913 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12916 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
12918 int i, kill_x = bad_x, kill_y = bad_y;
12919 static int xy[4][2] =
12927 for (i = 0; i < NUM_DIRECTIONS; i++)
12931 x = bad_x + xy[i][0];
12932 y = bad_y + xy[i][1];
12933 if (!IN_LEV_FIELD(x, y))
12936 element = Feld[x][y];
12937 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
12938 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
12946 if (kill_x != bad_x || kill_y != bad_y)
12947 Bang(bad_x, bad_y);
12950 void KillPlayer(struct PlayerInfo *player)
12952 int jx = player->jx, jy = player->jy;
12954 if (!player->active)
12958 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
12959 player->killed, player->active, player->reanimated);
12962 /* the following code was introduced to prevent an infinite loop when calling
12964 -> CheckTriggeredElementChangeExt()
12965 -> ExecuteCustomElementAction()
12967 -> (infinitely repeating the above sequence of function calls)
12968 which occurs when killing the player while having a CE with the setting
12969 "kill player X when explosion of <player X>"; the solution using a new
12970 field "player->killed" was chosen for backwards compatibility, although
12971 clever use of the fields "player->active" etc. would probably also work */
12973 if (player->killed)
12977 player->killed = TRUE;
12979 /* remove accessible field at the player's position */
12980 Feld[jx][jy] = EL_EMPTY;
12982 /* deactivate shield (else Bang()/Explode() would not work right) */
12983 player->shield_normal_time_left = 0;
12984 player->shield_deadly_time_left = 0;
12987 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
12988 player->killed, player->active, player->reanimated);
12994 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
12995 player->killed, player->active, player->reanimated);
12998 if (player->reanimated) /* killed player may have been reanimated */
12999 player->killed = player->reanimated = FALSE;
13001 BuryPlayer(player);
13004 static void KillPlayerUnlessEnemyProtected(int x, int y)
13006 if (!PLAYER_ENEMY_PROTECTED(x, y))
13007 KillPlayer(PLAYERINFO(x, y));
13010 static void KillPlayerUnlessExplosionProtected(int x, int y)
13012 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13013 KillPlayer(PLAYERINFO(x, y));
13016 void BuryPlayer(struct PlayerInfo *player)
13018 int jx = player->jx, jy = player->jy;
13020 if (!player->active)
13023 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13024 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13026 player->GameOver = TRUE;
13027 RemovePlayer(player);
13030 void RemovePlayer(struct PlayerInfo *player)
13032 int jx = player->jx, jy = player->jy;
13033 int i, found = FALSE;
13035 player->present = FALSE;
13036 player->active = FALSE;
13038 if (!ExplodeField[jx][jy])
13039 StorePlayer[jx][jy] = 0;
13041 if (player->is_moving)
13042 TEST_DrawLevelField(player->last_jx, player->last_jy);
13044 for (i = 0; i < MAX_PLAYERS; i++)
13045 if (stored_player[i].active)
13049 AllPlayersGone = TRUE;
13055 static void setFieldForSnapping(int x, int y, int element, int direction)
13057 struct ElementInfo *ei = &element_info[element];
13058 int direction_bit = MV_DIR_TO_BIT(direction);
13059 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13060 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13061 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13063 Feld[x][y] = EL_ELEMENT_SNAPPING;
13064 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13066 ResetGfxAnimation(x, y);
13068 GfxElement[x][y] = element;
13069 GfxAction[x][y] = action;
13070 GfxDir[x][y] = direction;
13071 GfxFrame[x][y] = -1;
13075 =============================================================================
13076 checkDiagonalPushing()
13077 -----------------------------------------------------------------------------
13078 check if diagonal input device direction results in pushing of object
13079 (by checking if the alternative direction is walkable, diggable, ...)
13080 =============================================================================
13083 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13084 int x, int y, int real_dx, int real_dy)
13086 int jx, jy, dx, dy, xx, yy;
13088 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13091 /* diagonal direction: check alternative direction */
13096 xx = jx + (dx == 0 ? real_dx : 0);
13097 yy = jy + (dy == 0 ? real_dy : 0);
13099 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13103 =============================================================================
13105 -----------------------------------------------------------------------------
13106 x, y: field next to player (non-diagonal) to try to dig to
13107 real_dx, real_dy: direction as read from input device (can be diagonal)
13108 =============================================================================
13111 static int DigField(struct PlayerInfo *player,
13112 int oldx, int oldy, int x, int y,
13113 int real_dx, int real_dy, int mode)
13115 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13116 boolean player_was_pushing = player->is_pushing;
13117 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13118 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13119 int jx = oldx, jy = oldy;
13120 int dx = x - jx, dy = y - jy;
13121 int nextx = x + dx, nexty = y + dy;
13122 int move_direction = (dx == -1 ? MV_LEFT :
13123 dx == +1 ? MV_RIGHT :
13125 dy == +1 ? MV_DOWN : MV_NONE);
13126 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13127 int dig_side = MV_DIR_OPPOSITE(move_direction);
13128 int old_element = Feld[jx][jy];
13129 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13132 if (is_player) /* function can also be called by EL_PENGUIN */
13134 if (player->MovPos == 0)
13136 player->is_digging = FALSE;
13137 player->is_collecting = FALSE;
13140 if (player->MovPos == 0) /* last pushing move finished */
13141 player->is_pushing = FALSE;
13143 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13145 player->is_switching = FALSE;
13146 player->push_delay = -1;
13148 return MP_NO_ACTION;
13152 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13153 old_element = Back[jx][jy];
13155 /* in case of element dropped at player position, check background */
13156 else if (Back[jx][jy] != EL_EMPTY &&
13157 game.engine_version >= VERSION_IDENT(2,2,0,0))
13158 old_element = Back[jx][jy];
13160 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13161 return MP_NO_ACTION; /* field has no opening in this direction */
13163 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13164 return MP_NO_ACTION; /* field has no opening in this direction */
13166 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13170 Feld[jx][jy] = player->artwork_element;
13171 InitMovingField(jx, jy, MV_DOWN);
13172 Store[jx][jy] = EL_ACID;
13173 ContinueMoving(jx, jy);
13174 BuryPlayer(player);
13176 return MP_DONT_RUN_INTO;
13179 if (player_can_move && DONT_RUN_INTO(element))
13181 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13183 return MP_DONT_RUN_INTO;
13186 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13187 return MP_NO_ACTION;
13189 collect_count = element_info[element].collect_count_initial;
13191 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13192 return MP_NO_ACTION;
13194 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13195 player_can_move = player_can_move_or_snap;
13197 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13198 game.engine_version >= VERSION_IDENT(2,2,0,0))
13200 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13201 player->index_bit, dig_side);
13202 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13203 player->index_bit, dig_side);
13205 if (element == EL_DC_LANDMINE)
13208 if (Feld[x][y] != element) /* field changed by snapping */
13211 return MP_NO_ACTION;
13214 if (player->gravity && is_player && !player->is_auto_moving &&
13215 canFallDown(player) && move_direction != MV_DOWN &&
13216 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13217 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13219 if (player_can_move &&
13220 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13222 int sound_element = SND_ELEMENT(element);
13223 int sound_action = ACTION_WALKING;
13225 if (IS_RND_GATE(element))
13227 if (!player->key[RND_GATE_NR(element)])
13228 return MP_NO_ACTION;
13230 else if (IS_RND_GATE_GRAY(element))
13232 if (!player->key[RND_GATE_GRAY_NR(element)])
13233 return MP_NO_ACTION;
13235 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13237 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13238 return MP_NO_ACTION;
13240 else if (element == EL_EXIT_OPEN ||
13241 element == EL_EM_EXIT_OPEN ||
13242 element == EL_EM_EXIT_OPENING ||
13243 element == EL_STEEL_EXIT_OPEN ||
13244 element == EL_EM_STEEL_EXIT_OPEN ||
13245 element == EL_EM_STEEL_EXIT_OPENING ||
13246 element == EL_SP_EXIT_OPEN ||
13247 element == EL_SP_EXIT_OPENING)
13249 sound_action = ACTION_PASSING; /* player is passing exit */
13251 else if (element == EL_EMPTY)
13253 sound_action = ACTION_MOVING; /* nothing to walk on */
13256 /* play sound from background or player, whatever is available */
13257 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13258 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13260 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13262 else if (player_can_move &&
13263 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13265 if (!ACCESS_FROM(element, opposite_direction))
13266 return MP_NO_ACTION; /* field not accessible from this direction */
13268 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13269 return MP_NO_ACTION;
13271 if (IS_EM_GATE(element))
13273 if (!player->key[EM_GATE_NR(element)])
13274 return MP_NO_ACTION;
13276 else if (IS_EM_GATE_GRAY(element))
13278 if (!player->key[EM_GATE_GRAY_NR(element)])
13279 return MP_NO_ACTION;
13281 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13283 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13284 return MP_NO_ACTION;
13286 else if (IS_EMC_GATE(element))
13288 if (!player->key[EMC_GATE_NR(element)])
13289 return MP_NO_ACTION;
13291 else if (IS_EMC_GATE_GRAY(element))
13293 if (!player->key[EMC_GATE_GRAY_NR(element)])
13294 return MP_NO_ACTION;
13296 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13298 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13299 return MP_NO_ACTION;
13301 else if (element == EL_DC_GATE_WHITE ||
13302 element == EL_DC_GATE_WHITE_GRAY ||
13303 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13305 if (player->num_white_keys == 0)
13306 return MP_NO_ACTION;
13308 player->num_white_keys--;
13310 else if (IS_SP_PORT(element))
13312 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13313 element == EL_SP_GRAVITY_PORT_RIGHT ||
13314 element == EL_SP_GRAVITY_PORT_UP ||
13315 element == EL_SP_GRAVITY_PORT_DOWN)
13316 player->gravity = !player->gravity;
13317 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13318 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13319 element == EL_SP_GRAVITY_ON_PORT_UP ||
13320 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13321 player->gravity = TRUE;
13322 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13323 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13324 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13325 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13326 player->gravity = FALSE;
13329 /* automatically move to the next field with double speed */
13330 player->programmed_action = move_direction;
13332 if (player->move_delay_reset_counter == 0)
13334 player->move_delay_reset_counter = 2; /* two double speed steps */
13336 DOUBLE_PLAYER_SPEED(player);
13339 PlayLevelSoundAction(x, y, ACTION_PASSING);
13341 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13345 if (mode != DF_SNAP)
13347 GfxElement[x][y] = GFX_ELEMENT(element);
13348 player->is_digging = TRUE;
13351 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13353 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13354 player->index_bit, dig_side);
13356 if (mode == DF_SNAP)
13358 if (level.block_snap_field)
13359 setFieldForSnapping(x, y, element, move_direction);
13361 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13363 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13364 player->index_bit, dig_side);
13367 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13371 if (is_player && mode != DF_SNAP)
13373 GfxElement[x][y] = element;
13374 player->is_collecting = TRUE;
13377 if (element == EL_SPEED_PILL)
13379 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13381 else if (element == EL_EXTRA_TIME && level.time > 0)
13383 TimeLeft += level.extra_time;
13385 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13387 DisplayGameControlValues();
13389 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13391 player->shield_normal_time_left += level.shield_normal_time;
13392 if (element == EL_SHIELD_DEADLY)
13393 player->shield_deadly_time_left += level.shield_deadly_time;
13395 else if (element == EL_DYNAMITE ||
13396 element == EL_EM_DYNAMITE ||
13397 element == EL_SP_DISK_RED)
13399 if (player->inventory_size < MAX_INVENTORY_SIZE)
13400 player->inventory_element[player->inventory_size++] = element;
13402 DrawGameDoorValues();
13404 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13406 player->dynabomb_count++;
13407 player->dynabombs_left++;
13409 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13411 player->dynabomb_size++;
13413 else if (element == EL_DYNABOMB_INCREASE_POWER)
13415 player->dynabomb_xl = TRUE;
13417 else if (IS_KEY(element))
13419 player->key[KEY_NR(element)] = TRUE;
13421 DrawGameDoorValues();
13423 else if (element == EL_DC_KEY_WHITE)
13425 player->num_white_keys++;
13427 /* display white keys? */
13428 /* DrawGameDoorValues(); */
13430 else if (IS_ENVELOPE(element))
13432 player->show_envelope = element;
13434 else if (element == EL_EMC_LENSES)
13436 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13438 RedrawAllInvisibleElementsForLenses();
13440 else if (element == EL_EMC_MAGNIFIER)
13442 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13444 RedrawAllInvisibleElementsForMagnifier();
13446 else if (IS_DROPPABLE(element) ||
13447 IS_THROWABLE(element)) /* can be collected and dropped */
13451 if (collect_count == 0)
13452 player->inventory_infinite_element = element;
13454 for (i = 0; i < collect_count; i++)
13455 if (player->inventory_size < MAX_INVENTORY_SIZE)
13456 player->inventory_element[player->inventory_size++] = element;
13458 DrawGameDoorValues();
13460 else if (collect_count > 0)
13462 local_player->gems_still_needed -= collect_count;
13463 if (local_player->gems_still_needed < 0)
13464 local_player->gems_still_needed = 0;
13466 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13468 DisplayGameControlValues();
13471 RaiseScoreElement(element);
13472 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13475 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13476 player->index_bit, dig_side);
13478 if (mode == DF_SNAP)
13480 if (level.block_snap_field)
13481 setFieldForSnapping(x, y, element, move_direction);
13483 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13485 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13486 player->index_bit, dig_side);
13489 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13491 if (mode == DF_SNAP && element != EL_BD_ROCK)
13492 return MP_NO_ACTION;
13494 if (CAN_FALL(element) && dy)
13495 return MP_NO_ACTION;
13497 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13498 !(element == EL_SPRING && level.use_spring_bug))
13499 return MP_NO_ACTION;
13501 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13502 ((move_direction & MV_VERTICAL &&
13503 ((element_info[element].move_pattern & MV_LEFT &&
13504 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13505 (element_info[element].move_pattern & MV_RIGHT &&
13506 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13507 (move_direction & MV_HORIZONTAL &&
13508 ((element_info[element].move_pattern & MV_UP &&
13509 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13510 (element_info[element].move_pattern & MV_DOWN &&
13511 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13512 return MP_NO_ACTION;
13514 /* do not push elements already moving away faster than player */
13515 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13516 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13517 return MP_NO_ACTION;
13519 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13521 if (player->push_delay_value == -1 || !player_was_pushing)
13522 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13524 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13526 if (player->push_delay_value == -1)
13527 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13529 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13531 if (!player->is_pushing)
13532 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13535 player->is_pushing = TRUE;
13536 player->is_active = TRUE;
13538 if (!(IN_LEV_FIELD(nextx, nexty) &&
13539 (IS_FREE(nextx, nexty) ||
13540 (IS_SB_ELEMENT(element) &&
13541 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13542 (IS_CUSTOM_ELEMENT(element) &&
13543 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13544 return MP_NO_ACTION;
13546 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13547 return MP_NO_ACTION;
13549 if (player->push_delay == -1) /* new pushing; restart delay */
13550 player->push_delay = 0;
13552 if (player->push_delay < player->push_delay_value &&
13553 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13554 element != EL_SPRING && element != EL_BALLOON)
13556 /* make sure that there is no move delay before next try to push */
13557 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13558 player->move_delay = 0;
13560 return MP_NO_ACTION;
13563 if (IS_CUSTOM_ELEMENT(element) &&
13564 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13566 if (!DigFieldByCE(nextx, nexty, element))
13567 return MP_NO_ACTION;
13570 if (IS_SB_ELEMENT(element))
13572 if (element == EL_SOKOBAN_FIELD_FULL)
13574 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13575 local_player->sokobanfields_still_needed++;
13578 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13580 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13581 local_player->sokobanfields_still_needed--;
13584 Feld[x][y] = EL_SOKOBAN_OBJECT;
13586 if (Back[x][y] == Back[nextx][nexty])
13587 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13588 else if (Back[x][y] != 0)
13589 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13592 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13595 if (local_player->sokobanfields_still_needed == 0 &&
13596 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13598 PlayerWins(player);
13600 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13604 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13606 InitMovingField(x, y, move_direction);
13607 GfxAction[x][y] = ACTION_PUSHING;
13609 if (mode == DF_SNAP)
13610 ContinueMoving(x, y);
13612 MovPos[x][y] = (dx != 0 ? dx : dy);
13614 Pushed[x][y] = TRUE;
13615 Pushed[nextx][nexty] = TRUE;
13617 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13618 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13620 player->push_delay_value = -1; /* get new value later */
13622 /* check for element change _after_ element has been pushed */
13623 if (game.use_change_when_pushing_bug)
13625 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
13626 player->index_bit, dig_side);
13627 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
13628 player->index_bit, dig_side);
13631 else if (IS_SWITCHABLE(element))
13633 if (PLAYER_SWITCHING(player, x, y))
13635 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13636 player->index_bit, dig_side);
13641 player->is_switching = TRUE;
13642 player->switch_x = x;
13643 player->switch_y = y;
13645 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13647 if (element == EL_ROBOT_WHEEL)
13649 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
13653 game.robot_wheel_active = TRUE;
13655 TEST_DrawLevelField(x, y);
13657 else if (element == EL_SP_TERMINAL)
13661 SCAN_PLAYFIELD(xx, yy)
13663 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
13665 else if (Feld[xx][yy] == EL_SP_TERMINAL)
13666 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
13669 else if (IS_BELT_SWITCH(element))
13671 ToggleBeltSwitch(x, y);
13673 else if (element == EL_SWITCHGATE_SWITCH_UP ||
13674 element == EL_SWITCHGATE_SWITCH_DOWN ||
13675 element == EL_DC_SWITCHGATE_SWITCH_UP ||
13676 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
13678 ToggleSwitchgateSwitch(x, y);
13680 else if (element == EL_LIGHT_SWITCH ||
13681 element == EL_LIGHT_SWITCH_ACTIVE)
13683 ToggleLightSwitch(x, y);
13685 else if (element == EL_TIMEGATE_SWITCH ||
13686 element == EL_DC_TIMEGATE_SWITCH)
13688 ActivateTimegateSwitch(x, y);
13690 else if (element == EL_BALLOON_SWITCH_LEFT ||
13691 element == EL_BALLOON_SWITCH_RIGHT ||
13692 element == EL_BALLOON_SWITCH_UP ||
13693 element == EL_BALLOON_SWITCH_DOWN ||
13694 element == EL_BALLOON_SWITCH_NONE ||
13695 element == EL_BALLOON_SWITCH_ANY)
13697 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
13698 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
13699 element == EL_BALLOON_SWITCH_UP ? MV_UP :
13700 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
13701 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
13704 else if (element == EL_LAMP)
13706 Feld[x][y] = EL_LAMP_ACTIVE;
13707 local_player->lights_still_needed--;
13709 ResetGfxAnimation(x, y);
13710 TEST_DrawLevelField(x, y);
13712 else if (element == EL_TIME_ORB_FULL)
13714 Feld[x][y] = EL_TIME_ORB_EMPTY;
13716 if (level.time > 0 || level.use_time_orb_bug)
13718 TimeLeft += level.time_orb_time;
13719 game.no_time_limit = FALSE;
13721 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13723 DisplayGameControlValues();
13726 ResetGfxAnimation(x, y);
13727 TEST_DrawLevelField(x, y);
13729 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
13730 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13734 game.ball_state = !game.ball_state;
13736 SCAN_PLAYFIELD(xx, yy)
13738 int e = Feld[xx][yy];
13740 if (game.ball_state)
13742 if (e == EL_EMC_MAGIC_BALL)
13743 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
13744 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
13745 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
13749 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
13750 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
13751 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13752 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
13757 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13758 player->index_bit, dig_side);
13760 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13761 player->index_bit, dig_side);
13763 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13764 player->index_bit, dig_side);
13770 if (!PLAYER_SWITCHING(player, x, y))
13772 player->is_switching = TRUE;
13773 player->switch_x = x;
13774 player->switch_y = y;
13776 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
13777 player->index_bit, dig_side);
13778 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13779 player->index_bit, dig_side);
13781 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
13782 player->index_bit, dig_side);
13783 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13784 player->index_bit, dig_side);
13787 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
13788 player->index_bit, dig_side);
13789 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13790 player->index_bit, dig_side);
13792 return MP_NO_ACTION;
13795 player->push_delay = -1;
13797 if (is_player) /* function can also be called by EL_PENGUIN */
13799 if (Feld[x][y] != element) /* really digged/collected something */
13801 player->is_collecting = !player->is_digging;
13802 player->is_active = TRUE;
13809 static boolean DigFieldByCE(int x, int y, int digging_element)
13811 int element = Feld[x][y];
13813 if (!IS_FREE(x, y))
13815 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
13816 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
13819 /* no element can dig solid indestructible elements */
13820 if (IS_INDESTRUCTIBLE(element) &&
13821 !IS_DIGGABLE(element) &&
13822 !IS_COLLECTIBLE(element))
13825 if (AmoebaNr[x][y] &&
13826 (element == EL_AMOEBA_FULL ||
13827 element == EL_BD_AMOEBA ||
13828 element == EL_AMOEBA_GROWING))
13830 AmoebaCnt[AmoebaNr[x][y]]--;
13831 AmoebaCnt2[AmoebaNr[x][y]]--;
13834 if (IS_MOVING(x, y))
13835 RemoveMovingField(x, y);
13839 TEST_DrawLevelField(x, y);
13842 /* if digged element was about to explode, prevent the explosion */
13843 ExplodeField[x][y] = EX_TYPE_NONE;
13845 PlayLevelSoundAction(x, y, action);
13848 Store[x][y] = EL_EMPTY;
13850 /* this makes it possible to leave the removed element again */
13851 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
13852 Store[x][y] = element;
13857 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
13859 int jx = player->jx, jy = player->jy;
13860 int x = jx + dx, y = jy + dy;
13861 int snap_direction = (dx == -1 ? MV_LEFT :
13862 dx == +1 ? MV_RIGHT :
13864 dy == +1 ? MV_DOWN : MV_NONE);
13865 boolean can_continue_snapping = (level.continuous_snapping &&
13866 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
13868 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
13871 if (!player->active || !IN_LEV_FIELD(x, y))
13879 if (player->MovPos == 0)
13880 player->is_pushing = FALSE;
13882 player->is_snapping = FALSE;
13884 if (player->MovPos == 0)
13886 player->is_moving = FALSE;
13887 player->is_digging = FALSE;
13888 player->is_collecting = FALSE;
13894 /* prevent snapping with already pressed snap key when not allowed */
13895 if (player->is_snapping && !can_continue_snapping)
13898 player->MovDir = snap_direction;
13900 if (player->MovPos == 0)
13902 player->is_moving = FALSE;
13903 player->is_digging = FALSE;
13904 player->is_collecting = FALSE;
13907 player->is_dropping = FALSE;
13908 player->is_dropping_pressed = FALSE;
13909 player->drop_pressed_delay = 0;
13911 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
13914 player->is_snapping = TRUE;
13915 player->is_active = TRUE;
13917 if (player->MovPos == 0)
13919 player->is_moving = FALSE;
13920 player->is_digging = FALSE;
13921 player->is_collecting = FALSE;
13924 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
13925 TEST_DrawLevelField(player->last_jx, player->last_jy);
13927 TEST_DrawLevelField(x, y);
13932 static boolean DropElement(struct PlayerInfo *player)
13934 int old_element, new_element;
13935 int dropx = player->jx, dropy = player->jy;
13936 int drop_direction = player->MovDir;
13937 int drop_side = drop_direction;
13938 int drop_element = get_next_dropped_element(player);
13940 player->is_dropping_pressed = TRUE;
13942 /* do not drop an element on top of another element; when holding drop key
13943 pressed without moving, dropped element must move away before the next
13944 element can be dropped (this is especially important if the next element
13945 is dynamite, which can be placed on background for historical reasons) */
13946 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
13949 if (IS_THROWABLE(drop_element))
13951 dropx += GET_DX_FROM_DIR(drop_direction);
13952 dropy += GET_DY_FROM_DIR(drop_direction);
13954 if (!IN_LEV_FIELD(dropx, dropy))
13958 old_element = Feld[dropx][dropy]; /* old element at dropping position */
13959 new_element = drop_element; /* default: no change when dropping */
13961 /* check if player is active, not moving and ready to drop */
13962 if (!player->active || player->MovPos || player->drop_delay > 0)
13965 /* check if player has anything that can be dropped */
13966 if (new_element == EL_UNDEFINED)
13969 /* check if drop key was pressed long enough for EM style dynamite */
13970 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
13973 /* check if anything can be dropped at the current position */
13974 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
13977 /* collected custom elements can only be dropped on empty fields */
13978 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
13981 if (old_element != EL_EMPTY)
13982 Back[dropx][dropy] = old_element; /* store old element on this field */
13984 ResetGfxAnimation(dropx, dropy);
13985 ResetRandomAnimationValue(dropx, dropy);
13987 if (player->inventory_size > 0 ||
13988 player->inventory_infinite_element != EL_UNDEFINED)
13990 if (player->inventory_size > 0)
13992 player->inventory_size--;
13994 DrawGameDoorValues();
13996 if (new_element == EL_DYNAMITE)
13997 new_element = EL_DYNAMITE_ACTIVE;
13998 else if (new_element == EL_EM_DYNAMITE)
13999 new_element = EL_EM_DYNAMITE_ACTIVE;
14000 else if (new_element == EL_SP_DISK_RED)
14001 new_element = EL_SP_DISK_RED_ACTIVE;
14004 Feld[dropx][dropy] = new_element;
14006 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14007 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14008 el2img(Feld[dropx][dropy]), 0);
14010 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14012 /* needed if previous element just changed to "empty" in the last frame */
14013 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14015 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14016 player->index_bit, drop_side);
14017 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14019 player->index_bit, drop_side);
14021 TestIfElementTouchesCustomElement(dropx, dropy);
14023 else /* player is dropping a dyna bomb */
14025 player->dynabombs_left--;
14027 Feld[dropx][dropy] = new_element;
14029 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14030 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14031 el2img(Feld[dropx][dropy]), 0);
14033 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14036 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14037 InitField_WithBug1(dropx, dropy, FALSE);
14039 new_element = Feld[dropx][dropy]; /* element might have changed */
14041 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14042 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14044 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14045 MovDir[dropx][dropy] = drop_direction;
14047 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14049 /* do not cause impact style collision by dropping elements that can fall */
14050 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14053 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14054 player->is_dropping = TRUE;
14056 player->drop_pressed_delay = 0;
14057 player->is_dropping_pressed = FALSE;
14059 player->drop_x = dropx;
14060 player->drop_y = dropy;
14065 /* ------------------------------------------------------------------------- */
14066 /* game sound playing functions */
14067 /* ------------------------------------------------------------------------- */
14069 static int *loop_sound_frame = NULL;
14070 static int *loop_sound_volume = NULL;
14072 void InitPlayLevelSound()
14074 int num_sounds = getSoundListSize();
14076 checked_free(loop_sound_frame);
14077 checked_free(loop_sound_volume);
14079 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14080 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14083 static void PlayLevelSound(int x, int y, int nr)
14085 int sx = SCREENX(x), sy = SCREENY(y);
14086 int volume, stereo_position;
14087 int max_distance = 8;
14088 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14090 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14091 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14094 if (!IN_LEV_FIELD(x, y) ||
14095 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14096 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14099 volume = SOUND_MAX_VOLUME;
14101 if (!IN_SCR_FIELD(sx, sy))
14103 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14104 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14106 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14109 stereo_position = (SOUND_MAX_LEFT +
14110 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14111 (SCR_FIELDX + 2 * max_distance));
14113 if (IS_LOOP_SOUND(nr))
14115 /* This assures that quieter loop sounds do not overwrite louder ones,
14116 while restarting sound volume comparison with each new game frame. */
14118 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14121 loop_sound_volume[nr] = volume;
14122 loop_sound_frame[nr] = FrameCounter;
14125 PlaySoundExt(nr, volume, stereo_position, type);
14128 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14130 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14131 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14132 y < LEVELY(BY1) ? LEVELY(BY1) :
14133 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14137 static void PlayLevelSoundAction(int x, int y, int action)
14139 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14142 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14144 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14146 if (sound_effect != SND_UNDEFINED)
14147 PlayLevelSound(x, y, sound_effect);
14150 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14153 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14155 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14156 PlayLevelSound(x, y, sound_effect);
14159 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14161 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14163 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14164 PlayLevelSound(x, y, sound_effect);
14167 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14169 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14171 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14172 StopSound(sound_effect);
14175 static void PlayLevelMusic()
14177 if (levelset.music[level_nr] != MUS_UNDEFINED)
14178 PlayMusic(levelset.music[level_nr]); /* from config file */
14180 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
14183 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14185 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14186 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14187 int x = xx - 1 - offset;
14188 int y = yy - 1 - offset;
14193 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14197 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14201 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14205 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14209 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14213 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14217 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14220 case SAMPLE_android_clone:
14221 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14224 case SAMPLE_android_move:
14225 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14228 case SAMPLE_spring:
14229 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14233 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14237 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14240 case SAMPLE_eater_eat:
14241 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14245 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14248 case SAMPLE_collect:
14249 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14252 case SAMPLE_diamond:
14253 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14256 case SAMPLE_squash:
14257 /* !!! CHECK THIS !!! */
14259 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14261 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14265 case SAMPLE_wonderfall:
14266 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14270 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14274 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14278 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14282 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14286 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14290 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14293 case SAMPLE_wonder:
14294 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14298 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14301 case SAMPLE_exit_open:
14302 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14305 case SAMPLE_exit_leave:
14306 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14309 case SAMPLE_dynamite:
14310 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14314 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14318 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14322 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14326 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14330 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14334 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14338 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14343 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14345 int element = map_element_SP_to_RND(element_sp);
14346 int action = map_action_SP_to_RND(action_sp);
14347 int offset = (setup.sp_show_border_elements ? 0 : 1);
14348 int x = xx - offset;
14349 int y = yy - offset;
14351 PlayLevelSoundElementAction(x, y, element, action);
14354 void RaiseScore(int value)
14356 local_player->score += value;
14358 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14360 DisplayGameControlValues();
14363 void RaiseScoreElement(int element)
14368 case EL_BD_DIAMOND:
14369 case EL_EMERALD_YELLOW:
14370 case EL_EMERALD_RED:
14371 case EL_EMERALD_PURPLE:
14372 case EL_SP_INFOTRON:
14373 RaiseScore(level.score[SC_EMERALD]);
14376 RaiseScore(level.score[SC_DIAMOND]);
14379 RaiseScore(level.score[SC_CRYSTAL]);
14382 RaiseScore(level.score[SC_PEARL]);
14385 case EL_BD_BUTTERFLY:
14386 case EL_SP_ELECTRON:
14387 RaiseScore(level.score[SC_BUG]);
14390 case EL_BD_FIREFLY:
14391 case EL_SP_SNIKSNAK:
14392 RaiseScore(level.score[SC_SPACESHIP]);
14395 case EL_DARK_YAMYAM:
14396 RaiseScore(level.score[SC_YAMYAM]);
14399 RaiseScore(level.score[SC_ROBOT]);
14402 RaiseScore(level.score[SC_PACMAN]);
14405 RaiseScore(level.score[SC_NUT]);
14408 case EL_EM_DYNAMITE:
14409 case EL_SP_DISK_RED:
14410 case EL_DYNABOMB_INCREASE_NUMBER:
14411 case EL_DYNABOMB_INCREASE_SIZE:
14412 case EL_DYNABOMB_INCREASE_POWER:
14413 RaiseScore(level.score[SC_DYNAMITE]);
14415 case EL_SHIELD_NORMAL:
14416 case EL_SHIELD_DEADLY:
14417 RaiseScore(level.score[SC_SHIELD]);
14419 case EL_EXTRA_TIME:
14420 RaiseScore(level.extra_time_score);
14434 case EL_DC_KEY_WHITE:
14435 RaiseScore(level.score[SC_KEY]);
14438 RaiseScore(element_info[element].collect_score);
14443 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14445 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14447 /* closing door required in case of envelope style request dialogs */
14449 CloseDoor(DOOR_CLOSE_1);
14451 #if defined(NETWORK_AVALIABLE)
14452 if (options.network)
14453 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14459 FadeSkipNextFadeIn();
14461 game_status = GAME_MODE_MAIN;
14463 DrawAndFadeInMainMenu(REDRAW_FIELD);
14467 game_status = GAME_MODE_MAIN;
14469 DrawAndFadeInMainMenu(REDRAW_FIELD);
14473 else /* continue playing the game */
14475 if (tape.playing && tape.deactivate_display)
14476 TapeDeactivateDisplayOff(TRUE);
14478 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14480 if (tape.playing && tape.deactivate_display)
14481 TapeDeactivateDisplayOn();
14485 void RequestQuitGame(boolean ask_if_really_quit)
14487 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14488 boolean skip_request = AllPlayersGone || quick_quit;
14490 RequestQuitGameExt(skip_request, quick_quit,
14491 "Do you really want to quit the game?");
14495 /* ------------------------------------------------------------------------- */
14496 /* random generator functions */
14497 /* ------------------------------------------------------------------------- */
14499 unsigned int InitEngineRandom_RND(int seed)
14501 game.num_random_calls = 0;
14503 return InitEngineRandom(seed);
14506 unsigned int RND(int max)
14510 game.num_random_calls++;
14512 return GetEngineRandom(max);
14519 /* ------------------------------------------------------------------------- */
14520 /* game engine snapshot handling functions */
14521 /* ------------------------------------------------------------------------- */
14523 struct EngineSnapshotInfo
14525 /* runtime values for custom element collect score */
14526 int collect_score[NUM_CUSTOM_ELEMENTS];
14528 /* runtime values for group element choice position */
14529 int choice_pos[NUM_GROUP_ELEMENTS];
14531 /* runtime values for belt position animations */
14532 int belt_graphic[4][NUM_BELT_PARTS];
14533 int belt_anim_mode[4][NUM_BELT_PARTS];
14536 static struct EngineSnapshotInfo engine_snapshot_rnd;
14537 static char *snapshot_level_identifier = NULL;
14538 static int snapshot_level_nr = -1;
14540 static void SaveEngineSnapshotValues_RND()
14542 static int belt_base_active_element[4] =
14544 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
14545 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
14546 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
14547 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
14551 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14553 int element = EL_CUSTOM_START + i;
14555 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
14558 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14560 int element = EL_GROUP_START + i;
14562 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
14565 for (i = 0; i < 4; i++)
14567 for (j = 0; j < NUM_BELT_PARTS; j++)
14569 int element = belt_base_active_element[i] + j;
14570 int graphic = el2img(element);
14571 int anim_mode = graphic_info[graphic].anim_mode;
14573 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
14574 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
14579 static void LoadEngineSnapshotValues_RND()
14581 unsigned int num_random_calls = game.num_random_calls;
14584 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14586 int element = EL_CUSTOM_START + i;
14588 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
14591 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14593 int element = EL_GROUP_START + i;
14595 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
14598 for (i = 0; i < 4; i++)
14600 for (j = 0; j < NUM_BELT_PARTS; j++)
14602 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
14603 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
14605 graphic_info[graphic].anim_mode = anim_mode;
14609 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14611 InitRND(tape.random_seed);
14612 for (i = 0; i < num_random_calls; i++)
14616 if (game.num_random_calls != num_random_calls)
14618 Error(ERR_INFO, "number of random calls out of sync");
14619 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
14620 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
14621 Error(ERR_EXIT, "this should not happen -- please debug");
14625 void FreeEngineSnapshotSingle()
14627 FreeSnapshotSingle();
14629 setString(&snapshot_level_identifier, NULL);
14630 snapshot_level_nr = -1;
14633 void FreeEngineSnapshotList()
14635 FreeSnapshotList();
14638 ListNode *SaveEngineSnapshotBuffers()
14640 ListNode *buffers = NULL;
14642 /* copy some special values to a structure better suited for the snapshot */
14644 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14645 SaveEngineSnapshotValues_RND();
14646 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14647 SaveEngineSnapshotValues_EM();
14648 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14649 SaveEngineSnapshotValues_SP(&buffers);
14651 /* save values stored in special snapshot structure */
14653 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14654 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
14655 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14656 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
14657 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14658 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
14660 /* save further RND engine values */
14662 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
14663 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
14664 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
14666 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
14667 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
14668 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
14669 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
14671 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
14672 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
14673 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
14674 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
14675 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
14677 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
14678 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
14679 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
14681 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
14683 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
14685 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
14686 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
14688 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
14689 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
14690 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
14691 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
14692 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
14693 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
14694 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
14695 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
14696 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
14697 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
14698 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
14699 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
14700 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
14701 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
14702 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
14703 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
14704 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
14705 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
14707 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
14708 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
14710 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
14711 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
14712 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
14714 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
14715 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
14717 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
14718 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
14719 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
14720 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
14721 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
14723 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
14724 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
14727 ListNode *node = engine_snapshot_list_rnd;
14730 while (node != NULL)
14732 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
14737 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
14743 void SaveEngineSnapshotSingle()
14745 ListNode *buffers = SaveEngineSnapshotBuffers();
14747 /* finally save all snapshot buffers to single snapshot */
14748 SaveSnapshotSingle(buffers);
14750 /* save level identification information */
14751 setString(&snapshot_level_identifier, leveldir_current->identifier);
14752 snapshot_level_nr = level_nr;
14755 static boolean SaveEngineSnapshotToListExt(boolean initial_snapshot)
14757 boolean save_snapshot =
14758 (initial_snapshot ||
14759 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
14760 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
14761 game.snapshot.changed_action));
14763 game.snapshot.changed_action = FALSE;
14765 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
14766 tape.quick_resume ||
14770 ListNode *buffers = SaveEngineSnapshotBuffers();
14772 /* finally save all snapshot buffers to snapshot list */
14773 SaveSnapshotToList(buffers);
14778 boolean SaveEngineSnapshotToList()
14780 return SaveEngineSnapshotToListExt(FALSE);
14783 void SaveEngineSnapshotToListInitial()
14785 FreeEngineSnapshotList();
14787 SaveEngineSnapshotToListExt(TRUE);
14790 void LoadEngineSnapshotValues()
14792 /* restore special values from snapshot structure */
14794 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14795 LoadEngineSnapshotValues_RND();
14796 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14797 LoadEngineSnapshotValues_EM();
14798 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14799 LoadEngineSnapshotValues_SP();
14802 void LoadEngineSnapshotSingle()
14804 LoadSnapshotSingle();
14806 LoadEngineSnapshotValues();
14809 void LoadEngineSnapshot_Undo(int steps)
14811 LoadSnapshotFromList_Older(steps);
14813 LoadEngineSnapshotValues();
14816 void LoadEngineSnapshot_Redo(int steps)
14818 LoadSnapshotFromList_Newer(steps);
14820 LoadEngineSnapshotValues();
14823 boolean CheckEngineSnapshotSingle()
14825 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
14826 snapshot_level_nr == level_nr);
14829 boolean CheckEngineSnapshotList()
14831 return CheckSnapshotList();
14835 /* ---------- new game button stuff ---------------------------------------- */
14843 } gamebutton_info[NUM_GAME_BUTTONS] =
14846 IMG_GAME_BUTTON_GFX_STOP, &game.button.stop,
14847 GAME_CTRL_ID_STOP, "stop game"
14850 IMG_GAME_BUTTON_GFX_PAUSE, &game.button.pause,
14851 GAME_CTRL_ID_PAUSE, "pause game"
14854 IMG_GAME_BUTTON_GFX_PLAY, &game.button.play,
14855 GAME_CTRL_ID_PLAY, "play game"
14858 IMG_GAME_BUTTON_GFX_UNDO, &game.button.undo,
14859 GAME_CTRL_ID_UNDO, "undo step"
14862 IMG_GAME_BUTTON_GFX_REDO, &game.button.redo,
14863 GAME_CTRL_ID_REDO, "redo step"
14866 IMG_GAME_BUTTON_GFX_SAVE, &game.button.save,
14867 GAME_CTRL_ID_SAVE, "save game"
14870 IMG_GAME_BUTTON_GFX_LOAD, &game.button.load,
14871 GAME_CTRL_ID_LOAD, "load game"
14874 IMG_GAME_BUTTON_GFX_SOUND_MUSIC, &game.button.sound_music,
14875 SOUND_CTRL_ID_MUSIC, "background music on/off"
14878 IMG_GAME_BUTTON_GFX_SOUND_LOOPS, &game.button.sound_loops,
14879 SOUND_CTRL_ID_LOOPS, "sound loops on/off"
14882 IMG_GAME_BUTTON_GFX_SOUND_SIMPLE, &game.button.sound_simple,
14883 SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
14887 void CreateGameButtons()
14891 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14893 struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
14894 struct XY *pos = gamebutton_info[i].pos;
14895 struct GadgetInfo *gi;
14898 unsigned int event_mask;
14899 int base_x = (tape.show_game_buttons ? VX : DX);
14900 int base_y = (tape.show_game_buttons ? VY : DY);
14901 int gd_x = gfx->src_x;
14902 int gd_y = gfx->src_y;
14903 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
14904 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
14905 int gd_xa = gfx->src_x + gfx->active_xoffset;
14906 int gd_ya = gfx->src_y + gfx->active_yoffset;
14907 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
14908 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
14911 if (gfx->bitmap == NULL)
14913 game_gadget[id] = NULL;
14918 if (id == GAME_CTRL_ID_STOP ||
14919 id == GAME_CTRL_ID_PAUSE ||
14920 id == GAME_CTRL_ID_PLAY ||
14921 id == GAME_CTRL_ID_SAVE ||
14922 id == GAME_CTRL_ID_LOAD)
14924 button_type = GD_TYPE_NORMAL_BUTTON;
14926 event_mask = GD_EVENT_RELEASED;
14928 else if (id == GAME_CTRL_ID_UNDO ||
14929 id == GAME_CTRL_ID_REDO)
14931 button_type = GD_TYPE_NORMAL_BUTTON;
14933 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
14937 button_type = GD_TYPE_CHECK_BUTTON;
14939 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
14940 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
14941 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
14942 event_mask = GD_EVENT_PRESSED;
14945 gi = CreateGadget(GDI_CUSTOM_ID, id,
14946 GDI_INFO_TEXT, gamebutton_info[i].infotext,
14947 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
14948 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
14949 GDI_WIDTH, gfx->width,
14950 GDI_HEIGHT, gfx->height,
14951 GDI_TYPE, button_type,
14952 GDI_STATE, GD_BUTTON_UNPRESSED,
14953 GDI_CHECKED, checked,
14954 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
14955 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
14956 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
14957 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
14958 GDI_DIRECT_DRAW, FALSE,
14959 GDI_EVENT_MASK, event_mask,
14960 GDI_CALLBACK_ACTION, HandleGameButtons,
14964 Error(ERR_EXIT, "cannot create gadget");
14966 game_gadget[id] = gi;
14970 void FreeGameButtons()
14974 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14975 FreeGadget(game_gadget[i]);
14978 static void MapGameButtonsAtSamePosition(int id)
14982 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14984 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
14985 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
14986 MapGadget(game_gadget[i]);
14989 static void UnmapGameButtonsAtSamePosition(int id)
14993 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14995 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
14996 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
14997 UnmapGadget(game_gadget[i]);
15000 void MapUndoRedoButtons()
15002 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15003 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15004 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15006 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15007 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15008 MapGadget(game_gadget[GAME_CTRL_ID_PLAY]);
15011 void UnmapUndoRedoButtons()
15013 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15014 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15015 UnmapGadget(game_gadget[GAME_CTRL_ID_PLAY]);
15017 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15018 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15019 MapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15022 void MapGameButtons()
15026 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15027 if (i != GAME_CTRL_ID_UNDO &&
15028 i != GAME_CTRL_ID_REDO &&
15029 i != GAME_CTRL_ID_PLAY)
15030 MapGadget(game_gadget[i]);
15033 void UnmapGameButtons()
15037 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15038 UnmapGadget(game_gadget[i]);
15041 void RedrawGameButtons()
15045 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15046 RedrawGadget(game_gadget[i]);
15048 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15049 redraw_mask &= ~REDRAW_ALL;
15052 void GameUndoRedoExt()
15054 ClearPlayerAction();
15056 tape.pausing = TRUE;
15059 UpdateAndDisplayGameControlValues();
15061 DrawCompleteVideoDisplay();
15062 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15063 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15064 DrawVideoDisplay((tape.single_step ? VIDEO_STATE_1STEP_ON :
15065 VIDEO_STATE_1STEP_OFF), 0);
15070 void GameUndo(int steps)
15072 if (!CheckEngineSnapshotList())
15075 LoadEngineSnapshot_Undo(steps);
15080 void GameRedo(int steps)
15082 if (!CheckEngineSnapshotList())
15085 LoadEngineSnapshot_Redo(steps);
15090 static void HandleGameButtonsExt(int id, int button)
15092 int steps = BUTTON_STEPSIZE(button);
15093 boolean handle_game_buttons =
15094 (game_status == GAME_MODE_PLAYING ||
15095 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15097 if (!handle_game_buttons)
15102 case GAME_CTRL_ID_STOP:
15103 if (game_status == GAME_MODE_MAIN)
15109 RequestQuitGame(TRUE);
15113 case GAME_CTRL_ID_PAUSE:
15114 if (options.network && game_status == GAME_MODE_PLAYING)
15116 #if defined(NETWORK_AVALIABLE)
15118 SendToServer_ContinuePlaying();
15120 SendToServer_PausePlaying();
15124 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15127 case GAME_CTRL_ID_PLAY:
15128 if (game_status == GAME_MODE_MAIN)
15130 StartGameActions(options.network, setup.autorecord, level.random_seed);
15132 else if (tape.pausing)
15134 #if defined(NETWORK_AVALIABLE)
15135 if (options.network)
15136 SendToServer_ContinuePlaying();
15139 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15143 case GAME_CTRL_ID_UNDO:
15147 case GAME_CTRL_ID_REDO:
15151 case GAME_CTRL_ID_SAVE:
15155 case GAME_CTRL_ID_LOAD:
15159 case SOUND_CTRL_ID_MUSIC:
15160 if (setup.sound_music)
15162 setup.sound_music = FALSE;
15166 else if (audio.music_available)
15168 setup.sound = setup.sound_music = TRUE;
15170 SetAudioMode(setup.sound);
15176 case SOUND_CTRL_ID_LOOPS:
15177 if (setup.sound_loops)
15178 setup.sound_loops = FALSE;
15179 else if (audio.loops_available)
15181 setup.sound = setup.sound_loops = TRUE;
15183 SetAudioMode(setup.sound);
15187 case SOUND_CTRL_ID_SIMPLE:
15188 if (setup.sound_simple)
15189 setup.sound_simple = FALSE;
15190 else if (audio.sound_available)
15192 setup.sound = setup.sound_simple = TRUE;
15194 SetAudioMode(setup.sound);
15203 static void HandleGameButtons(struct GadgetInfo *gi)
15205 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15208 void HandleSoundButtonKeys(Key key)
15211 if (key == setup.shortcut.sound_simple)
15212 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15213 else if (key == setup.shortcut.sound_loops)
15214 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15215 else if (key == setup.shortcut.sound_music)
15216 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);