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"
24 #define DEBUG_INIT_PLAYER 1
25 #define DEBUG_PLAYER_ACTIONS 0
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
30 /* EXPERIMENTAL STUFF */
31 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
32 #define USE_QUICKSAND_IMPACT_BUGFIX 0
33 #define USE_DELAYED_GFX_REDRAW 0
34 #define USE_NEW_PLAYER_ASSIGNMENTS 1
36 #if USE_DELAYED_GFX_REDRAW
37 #define TEST_DrawLevelField(x, y) \
38 GfxRedraw[x][y] |= GFX_REDRAW_TILE
39 #define TEST_DrawLevelFieldCrumbled(x, y) \
40 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
41 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
42 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
43 #define TEST_DrawTwinkleOnField(x, y) \
44 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
46 #define TEST_DrawLevelField(x, y) \
48 #define TEST_DrawLevelFieldCrumbled(x, y) \
49 DrawLevelFieldCrumbled(x, y)
50 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
51 DrawLevelFieldCrumbledNeighbours(x, y)
52 #define TEST_DrawTwinkleOnField(x, y) \
53 DrawTwinkleOnField(x, y)
62 /* for MovePlayer() */
63 #define MP_NO_ACTION 0
66 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
68 /* for ScrollPlayer() */
70 #define SCROLL_GO_ON 1
72 /* for Bang()/Explode() */
73 #define EX_PHASE_START 0
74 #define EX_TYPE_NONE 0
75 #define EX_TYPE_NORMAL (1 << 0)
76 #define EX_TYPE_CENTER (1 << 1)
77 #define EX_TYPE_BORDER (1 << 2)
78 #define EX_TYPE_CROSS (1 << 3)
79 #define EX_TYPE_DYNA (1 << 4)
80 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
82 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
83 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
84 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
85 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
87 /* game panel display and control definitions */
88 #define GAME_PANEL_LEVEL_NUMBER 0
89 #define GAME_PANEL_GEMS 1
90 #define GAME_PANEL_INVENTORY_COUNT 2
91 #define GAME_PANEL_INVENTORY_FIRST_1 3
92 #define GAME_PANEL_INVENTORY_FIRST_2 4
93 #define GAME_PANEL_INVENTORY_FIRST_3 5
94 #define GAME_PANEL_INVENTORY_FIRST_4 6
95 #define GAME_PANEL_INVENTORY_FIRST_5 7
96 #define GAME_PANEL_INVENTORY_FIRST_6 8
97 #define GAME_PANEL_INVENTORY_FIRST_7 9
98 #define GAME_PANEL_INVENTORY_FIRST_8 10
99 #define GAME_PANEL_INVENTORY_LAST_1 11
100 #define GAME_PANEL_INVENTORY_LAST_2 12
101 #define GAME_PANEL_INVENTORY_LAST_3 13
102 #define GAME_PANEL_INVENTORY_LAST_4 14
103 #define GAME_PANEL_INVENTORY_LAST_5 15
104 #define GAME_PANEL_INVENTORY_LAST_6 16
105 #define GAME_PANEL_INVENTORY_LAST_7 17
106 #define GAME_PANEL_INVENTORY_LAST_8 18
107 #define GAME_PANEL_KEY_1 19
108 #define GAME_PANEL_KEY_2 20
109 #define GAME_PANEL_KEY_3 21
110 #define GAME_PANEL_KEY_4 22
111 #define GAME_PANEL_KEY_5 23
112 #define GAME_PANEL_KEY_6 24
113 #define GAME_PANEL_KEY_7 25
114 #define GAME_PANEL_KEY_8 26
115 #define GAME_PANEL_KEY_WHITE 27
116 #define GAME_PANEL_KEY_WHITE_COUNT 28
117 #define GAME_PANEL_SCORE 29
118 #define GAME_PANEL_HIGHSCORE 30
119 #define GAME_PANEL_TIME 31
120 #define GAME_PANEL_TIME_HH 32
121 #define GAME_PANEL_TIME_MM 33
122 #define GAME_PANEL_TIME_SS 34
123 #define GAME_PANEL_FRAME 35
124 #define GAME_PANEL_SHIELD_NORMAL 36
125 #define GAME_PANEL_SHIELD_NORMAL_TIME 37
126 #define GAME_PANEL_SHIELD_DEADLY 38
127 #define GAME_PANEL_SHIELD_DEADLY_TIME 39
128 #define GAME_PANEL_EXIT 40
129 #define GAME_PANEL_EMC_MAGIC_BALL 41
130 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 42
131 #define GAME_PANEL_LIGHT_SWITCH 43
132 #define GAME_PANEL_LIGHT_SWITCH_TIME 44
133 #define GAME_PANEL_TIMEGATE_SWITCH 45
134 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 46
135 #define GAME_PANEL_SWITCHGATE_SWITCH 47
136 #define GAME_PANEL_EMC_LENSES 48
137 #define GAME_PANEL_EMC_LENSES_TIME 49
138 #define GAME_PANEL_EMC_MAGNIFIER 50
139 #define GAME_PANEL_EMC_MAGNIFIER_TIME 51
140 #define GAME_PANEL_BALLOON_SWITCH 52
141 #define GAME_PANEL_DYNABOMB_NUMBER 53
142 #define GAME_PANEL_DYNABOMB_SIZE 54
143 #define GAME_PANEL_DYNABOMB_POWER 55
144 #define GAME_PANEL_PENGUINS 56
145 #define GAME_PANEL_SOKOBAN_OBJECTS 57
146 #define GAME_PANEL_SOKOBAN_FIELDS 58
147 #define GAME_PANEL_ROBOT_WHEEL 59
148 #define GAME_PANEL_CONVEYOR_BELT_1 60
149 #define GAME_PANEL_CONVEYOR_BELT_2 61
150 #define GAME_PANEL_CONVEYOR_BELT_3 62
151 #define GAME_PANEL_CONVEYOR_BELT_4 63
152 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 64
153 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 65
154 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 66
155 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 67
156 #define GAME_PANEL_MAGIC_WALL 68
157 #define GAME_PANEL_MAGIC_WALL_TIME 69
158 #define GAME_PANEL_GRAVITY_STATE 70
159 #define GAME_PANEL_GRAPHIC_1 71
160 #define GAME_PANEL_GRAPHIC_2 72
161 #define GAME_PANEL_GRAPHIC_3 73
162 #define GAME_PANEL_GRAPHIC_4 74
163 #define GAME_PANEL_GRAPHIC_5 75
164 #define GAME_PANEL_GRAPHIC_6 76
165 #define GAME_PANEL_GRAPHIC_7 77
166 #define GAME_PANEL_GRAPHIC_8 78
167 #define GAME_PANEL_ELEMENT_1 79
168 #define GAME_PANEL_ELEMENT_2 80
169 #define GAME_PANEL_ELEMENT_3 81
170 #define GAME_PANEL_ELEMENT_4 82
171 #define GAME_PANEL_ELEMENT_5 83
172 #define GAME_PANEL_ELEMENT_6 84
173 #define GAME_PANEL_ELEMENT_7 85
174 #define GAME_PANEL_ELEMENT_8 86
175 #define GAME_PANEL_ELEMENT_COUNT_1 87
176 #define GAME_PANEL_ELEMENT_COUNT_2 88
177 #define GAME_PANEL_ELEMENT_COUNT_3 89
178 #define GAME_PANEL_ELEMENT_COUNT_4 90
179 #define GAME_PANEL_ELEMENT_COUNT_5 91
180 #define GAME_PANEL_ELEMENT_COUNT_6 92
181 #define GAME_PANEL_ELEMENT_COUNT_7 93
182 #define GAME_PANEL_ELEMENT_COUNT_8 94
183 #define GAME_PANEL_CE_SCORE_1 95
184 #define GAME_PANEL_CE_SCORE_2 96
185 #define GAME_PANEL_CE_SCORE_3 97
186 #define GAME_PANEL_CE_SCORE_4 98
187 #define GAME_PANEL_CE_SCORE_5 99
188 #define GAME_PANEL_CE_SCORE_6 100
189 #define GAME_PANEL_CE_SCORE_7 101
190 #define GAME_PANEL_CE_SCORE_8 102
191 #define GAME_PANEL_CE_SCORE_1_ELEMENT 103
192 #define GAME_PANEL_CE_SCORE_2_ELEMENT 104
193 #define GAME_PANEL_CE_SCORE_3_ELEMENT 105
194 #define GAME_PANEL_CE_SCORE_4_ELEMENT 106
195 #define GAME_PANEL_CE_SCORE_5_ELEMENT 107
196 #define GAME_PANEL_CE_SCORE_6_ELEMENT 108
197 #define GAME_PANEL_CE_SCORE_7_ELEMENT 109
198 #define GAME_PANEL_CE_SCORE_8_ELEMENT 110
199 #define GAME_PANEL_PLAYER_NAME 111
200 #define GAME_PANEL_LEVEL_NAME 112
201 #define GAME_PANEL_LEVEL_AUTHOR 113
203 #define NUM_GAME_PANEL_CONTROLS 114
205 struct GamePanelOrderInfo
211 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
213 struct GamePanelControlInfo
217 struct TextPosInfo *pos;
220 int value, last_value;
221 int frame, last_frame;
226 static struct GamePanelControlInfo game_panel_controls[] =
229 GAME_PANEL_LEVEL_NUMBER,
230 &game.panel.level_number,
239 GAME_PANEL_INVENTORY_COUNT,
240 &game.panel.inventory_count,
244 GAME_PANEL_INVENTORY_FIRST_1,
245 &game.panel.inventory_first[0],
249 GAME_PANEL_INVENTORY_FIRST_2,
250 &game.panel.inventory_first[1],
254 GAME_PANEL_INVENTORY_FIRST_3,
255 &game.panel.inventory_first[2],
259 GAME_PANEL_INVENTORY_FIRST_4,
260 &game.panel.inventory_first[3],
264 GAME_PANEL_INVENTORY_FIRST_5,
265 &game.panel.inventory_first[4],
269 GAME_PANEL_INVENTORY_FIRST_6,
270 &game.panel.inventory_first[5],
274 GAME_PANEL_INVENTORY_FIRST_7,
275 &game.panel.inventory_first[6],
279 GAME_PANEL_INVENTORY_FIRST_8,
280 &game.panel.inventory_first[7],
284 GAME_PANEL_INVENTORY_LAST_1,
285 &game.panel.inventory_last[0],
289 GAME_PANEL_INVENTORY_LAST_2,
290 &game.panel.inventory_last[1],
294 GAME_PANEL_INVENTORY_LAST_3,
295 &game.panel.inventory_last[2],
299 GAME_PANEL_INVENTORY_LAST_4,
300 &game.panel.inventory_last[3],
304 GAME_PANEL_INVENTORY_LAST_5,
305 &game.panel.inventory_last[4],
309 GAME_PANEL_INVENTORY_LAST_6,
310 &game.panel.inventory_last[5],
314 GAME_PANEL_INVENTORY_LAST_7,
315 &game.panel.inventory_last[6],
319 GAME_PANEL_INVENTORY_LAST_8,
320 &game.panel.inventory_last[7],
364 GAME_PANEL_KEY_WHITE,
365 &game.panel.key_white,
369 GAME_PANEL_KEY_WHITE_COUNT,
370 &game.panel.key_white_count,
379 GAME_PANEL_HIGHSCORE,
380 &game.panel.highscore,
409 GAME_PANEL_SHIELD_NORMAL,
410 &game.panel.shield_normal,
414 GAME_PANEL_SHIELD_NORMAL_TIME,
415 &game.panel.shield_normal_time,
419 GAME_PANEL_SHIELD_DEADLY,
420 &game.panel.shield_deadly,
424 GAME_PANEL_SHIELD_DEADLY_TIME,
425 &game.panel.shield_deadly_time,
434 GAME_PANEL_EMC_MAGIC_BALL,
435 &game.panel.emc_magic_ball,
439 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
440 &game.panel.emc_magic_ball_switch,
444 GAME_PANEL_LIGHT_SWITCH,
445 &game.panel.light_switch,
449 GAME_PANEL_LIGHT_SWITCH_TIME,
450 &game.panel.light_switch_time,
454 GAME_PANEL_TIMEGATE_SWITCH,
455 &game.panel.timegate_switch,
459 GAME_PANEL_TIMEGATE_SWITCH_TIME,
460 &game.panel.timegate_switch_time,
464 GAME_PANEL_SWITCHGATE_SWITCH,
465 &game.panel.switchgate_switch,
469 GAME_PANEL_EMC_LENSES,
470 &game.panel.emc_lenses,
474 GAME_PANEL_EMC_LENSES_TIME,
475 &game.panel.emc_lenses_time,
479 GAME_PANEL_EMC_MAGNIFIER,
480 &game.panel.emc_magnifier,
484 GAME_PANEL_EMC_MAGNIFIER_TIME,
485 &game.panel.emc_magnifier_time,
489 GAME_PANEL_BALLOON_SWITCH,
490 &game.panel.balloon_switch,
494 GAME_PANEL_DYNABOMB_NUMBER,
495 &game.panel.dynabomb_number,
499 GAME_PANEL_DYNABOMB_SIZE,
500 &game.panel.dynabomb_size,
504 GAME_PANEL_DYNABOMB_POWER,
505 &game.panel.dynabomb_power,
510 &game.panel.penguins,
514 GAME_PANEL_SOKOBAN_OBJECTS,
515 &game.panel.sokoban_objects,
519 GAME_PANEL_SOKOBAN_FIELDS,
520 &game.panel.sokoban_fields,
524 GAME_PANEL_ROBOT_WHEEL,
525 &game.panel.robot_wheel,
529 GAME_PANEL_CONVEYOR_BELT_1,
530 &game.panel.conveyor_belt[0],
534 GAME_PANEL_CONVEYOR_BELT_2,
535 &game.panel.conveyor_belt[1],
539 GAME_PANEL_CONVEYOR_BELT_3,
540 &game.panel.conveyor_belt[2],
544 GAME_PANEL_CONVEYOR_BELT_4,
545 &game.panel.conveyor_belt[3],
549 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
550 &game.panel.conveyor_belt_switch[0],
554 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
555 &game.panel.conveyor_belt_switch[1],
559 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
560 &game.panel.conveyor_belt_switch[2],
564 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
565 &game.panel.conveyor_belt_switch[3],
569 GAME_PANEL_MAGIC_WALL,
570 &game.panel.magic_wall,
574 GAME_PANEL_MAGIC_WALL_TIME,
575 &game.panel.magic_wall_time,
579 GAME_PANEL_GRAVITY_STATE,
580 &game.panel.gravity_state,
584 GAME_PANEL_GRAPHIC_1,
585 &game.panel.graphic[0],
589 GAME_PANEL_GRAPHIC_2,
590 &game.panel.graphic[1],
594 GAME_PANEL_GRAPHIC_3,
595 &game.panel.graphic[2],
599 GAME_PANEL_GRAPHIC_4,
600 &game.panel.graphic[3],
604 GAME_PANEL_GRAPHIC_5,
605 &game.panel.graphic[4],
609 GAME_PANEL_GRAPHIC_6,
610 &game.panel.graphic[5],
614 GAME_PANEL_GRAPHIC_7,
615 &game.panel.graphic[6],
619 GAME_PANEL_GRAPHIC_8,
620 &game.panel.graphic[7],
624 GAME_PANEL_ELEMENT_1,
625 &game.panel.element[0],
629 GAME_PANEL_ELEMENT_2,
630 &game.panel.element[1],
634 GAME_PANEL_ELEMENT_3,
635 &game.panel.element[2],
639 GAME_PANEL_ELEMENT_4,
640 &game.panel.element[3],
644 GAME_PANEL_ELEMENT_5,
645 &game.panel.element[4],
649 GAME_PANEL_ELEMENT_6,
650 &game.panel.element[5],
654 GAME_PANEL_ELEMENT_7,
655 &game.panel.element[6],
659 GAME_PANEL_ELEMENT_8,
660 &game.panel.element[7],
664 GAME_PANEL_ELEMENT_COUNT_1,
665 &game.panel.element_count[0],
669 GAME_PANEL_ELEMENT_COUNT_2,
670 &game.panel.element_count[1],
674 GAME_PANEL_ELEMENT_COUNT_3,
675 &game.panel.element_count[2],
679 GAME_PANEL_ELEMENT_COUNT_4,
680 &game.panel.element_count[3],
684 GAME_PANEL_ELEMENT_COUNT_5,
685 &game.panel.element_count[4],
689 GAME_PANEL_ELEMENT_COUNT_6,
690 &game.panel.element_count[5],
694 GAME_PANEL_ELEMENT_COUNT_7,
695 &game.panel.element_count[6],
699 GAME_PANEL_ELEMENT_COUNT_8,
700 &game.panel.element_count[7],
704 GAME_PANEL_CE_SCORE_1,
705 &game.panel.ce_score[0],
709 GAME_PANEL_CE_SCORE_2,
710 &game.panel.ce_score[1],
714 GAME_PANEL_CE_SCORE_3,
715 &game.panel.ce_score[2],
719 GAME_PANEL_CE_SCORE_4,
720 &game.panel.ce_score[3],
724 GAME_PANEL_CE_SCORE_5,
725 &game.panel.ce_score[4],
729 GAME_PANEL_CE_SCORE_6,
730 &game.panel.ce_score[5],
734 GAME_PANEL_CE_SCORE_7,
735 &game.panel.ce_score[6],
739 GAME_PANEL_CE_SCORE_8,
740 &game.panel.ce_score[7],
744 GAME_PANEL_CE_SCORE_1_ELEMENT,
745 &game.panel.ce_score_element[0],
749 GAME_PANEL_CE_SCORE_2_ELEMENT,
750 &game.panel.ce_score_element[1],
754 GAME_PANEL_CE_SCORE_3_ELEMENT,
755 &game.panel.ce_score_element[2],
759 GAME_PANEL_CE_SCORE_4_ELEMENT,
760 &game.panel.ce_score_element[3],
764 GAME_PANEL_CE_SCORE_5_ELEMENT,
765 &game.panel.ce_score_element[4],
769 GAME_PANEL_CE_SCORE_6_ELEMENT,
770 &game.panel.ce_score_element[5],
774 GAME_PANEL_CE_SCORE_7_ELEMENT,
775 &game.panel.ce_score_element[6],
779 GAME_PANEL_CE_SCORE_8_ELEMENT,
780 &game.panel.ce_score_element[7],
784 GAME_PANEL_PLAYER_NAME,
785 &game.panel.player_name,
789 GAME_PANEL_LEVEL_NAME,
790 &game.panel.level_name,
794 GAME_PANEL_LEVEL_AUTHOR,
795 &game.panel.level_author,
806 /* values for delayed check of falling and moving elements and for collision */
807 #define CHECK_DELAY_MOVING 3
808 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
809 #define CHECK_DELAY_COLLISION 2
810 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
812 /* values for initial player move delay (initial delay counter value) */
813 #define INITIAL_MOVE_DELAY_OFF -1
814 #define INITIAL_MOVE_DELAY_ON 0
816 /* values for player movement speed (which is in fact a delay value) */
817 #define MOVE_DELAY_MIN_SPEED 32
818 #define MOVE_DELAY_NORMAL_SPEED 8
819 #define MOVE_DELAY_HIGH_SPEED 4
820 #define MOVE_DELAY_MAX_SPEED 1
822 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
823 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
825 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
826 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
828 /* values for other actions */
829 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
830 #define MOVE_STEPSIZE_MIN (1)
831 #define MOVE_STEPSIZE_MAX (TILEX)
833 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
834 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
836 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
838 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
839 RND(element_info[e].push_delay_random))
840 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
841 RND(element_info[e].drop_delay_random))
842 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
843 RND(element_info[e].move_delay_random))
844 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
845 (element_info[e].move_delay_random))
846 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
847 RND(element_info[e].ce_value_random_initial))
848 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
849 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
850 RND((c)->delay_random * (c)->delay_frames))
851 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
852 RND((c)->delay_random))
855 #define GET_VALID_RUNTIME_ELEMENT(e) \
856 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
858 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
859 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
860 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
861 (be) + (e) - EL_SELF)
863 #define GET_PLAYER_FROM_BITS(p) \
864 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
866 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
867 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
868 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
869 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
870 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
871 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
872 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
873 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
874 RESOLVED_REFERENCE_ELEMENT(be, e) : \
877 #define CAN_GROW_INTO(e) \
878 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
880 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
881 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
884 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
885 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
886 (CAN_MOVE_INTO_ACID(e) && \
887 Feld[x][y] == EL_ACID) || \
890 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
891 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
892 (CAN_MOVE_INTO_ACID(e) && \
893 Feld[x][y] == EL_ACID) || \
896 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
897 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
899 (CAN_MOVE_INTO_ACID(e) && \
900 Feld[x][y] == EL_ACID) || \
901 (DONT_COLLIDE_WITH(e) && \
903 !PLAYER_ENEMY_PROTECTED(x, y))))
905 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
906 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
908 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
909 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
911 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
912 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
914 #define ANDROID_CAN_CLONE_FIELD(x, y) \
915 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
916 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
918 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
919 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
921 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
922 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
924 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
925 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
927 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
928 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
930 #define PIG_CAN_ENTER_FIELD(e, x, y) \
931 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
933 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
934 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
935 Feld[x][y] == EL_EM_EXIT_OPEN || \
936 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
937 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
938 IS_FOOD_PENGUIN(Feld[x][y])))
939 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
940 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
942 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
943 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
945 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
946 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
948 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
949 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
950 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
952 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
954 #define CE_ENTER_FIELD_COND(e, x, y) \
955 (!IS_PLAYER(x, y) && \
956 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
958 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
959 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
961 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
962 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
964 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
965 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
966 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
967 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
969 /* game button identifiers */
970 #define GAME_CTRL_ID_STOP 0
971 #define GAME_CTRL_ID_PAUSE 1
972 #define GAME_CTRL_ID_PLAY 2
973 #define SOUND_CTRL_ID_MUSIC 3
974 #define SOUND_CTRL_ID_LOOPS 4
975 #define SOUND_CTRL_ID_SIMPLE 5
976 #define GAME_CTRL_ID_SAVE 6
977 #define GAME_CTRL_ID_LOAD 7
979 #define NUM_GAME_BUTTONS 8
982 /* forward declaration for internal use */
984 static void CreateField(int, int, int);
986 static void ResetGfxAnimation(int, int);
988 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
989 static void AdvanceFrameAndPlayerCounters(int);
991 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
992 static boolean MovePlayer(struct PlayerInfo *, int, int);
993 static void ScrollPlayer(struct PlayerInfo *, int);
994 static void ScrollScreen(struct PlayerInfo *, int);
996 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
997 static boolean DigFieldByCE(int, int, int);
998 static boolean SnapField(struct PlayerInfo *, int, int);
999 static boolean DropElement(struct PlayerInfo *);
1001 static void InitBeltMovement(void);
1002 static void CloseAllOpenTimegates(void);
1003 static void CheckGravityMovement(struct PlayerInfo *);
1004 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1005 static void KillPlayerUnlessEnemyProtected(int, int);
1006 static void KillPlayerUnlessExplosionProtected(int, int);
1008 static void TestIfPlayerTouchesCustomElement(int, int);
1009 static void TestIfElementTouchesCustomElement(int, int);
1010 static void TestIfElementHitsCustomElement(int, int, int);
1012 static void HandleElementChange(int, int, int);
1013 static void ExecuteCustomElementAction(int, int, int, int);
1014 static boolean ChangeElement(int, int, int, int);
1016 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1017 #define CheckTriggeredElementChange(x, y, e, ev) \
1018 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1019 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1020 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1021 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1022 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1023 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1024 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1026 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1027 #define CheckElementChange(x, y, e, te, ev) \
1028 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1029 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1030 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1031 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1032 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1034 static void PlayLevelSound(int, int, int);
1035 static void PlayLevelSoundNearest(int, int, int);
1036 static void PlayLevelSoundAction(int, int, int);
1037 static void PlayLevelSoundElementAction(int, int, int, int);
1038 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1039 static void PlayLevelSoundActionIfLoop(int, int, int);
1040 static void StopLevelSoundActionIfLoop(int, int, int);
1041 static void PlayLevelMusic();
1043 static void HandleGameButtons(struct GadgetInfo *);
1045 int AmoebeNachbarNr(int, int);
1046 void AmoebeUmwandeln(int, int);
1047 void ContinueMoving(int, int);
1048 void Bang(int, int);
1049 void InitMovDir(int, int);
1050 void InitAmoebaNr(int, int);
1051 int NewHiScore(void);
1053 void TestIfGoodThingHitsBadThing(int, int, int);
1054 void TestIfBadThingHitsGoodThing(int, int, int);
1055 void TestIfPlayerTouchesBadThing(int, int);
1056 void TestIfPlayerRunsIntoBadThing(int, int, int);
1057 void TestIfBadThingTouchesPlayer(int, int);
1058 void TestIfBadThingRunsIntoPlayer(int, int, int);
1059 void TestIfFriendTouchesBadThing(int, int);
1060 void TestIfBadThingTouchesFriend(int, int);
1061 void TestIfBadThingTouchesOtherBadThing(int, int);
1062 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1064 void KillPlayer(struct PlayerInfo *);
1065 void BuryPlayer(struct PlayerInfo *);
1066 void RemovePlayer(struct PlayerInfo *);
1068 static int getInvisibleActiveFromInvisibleElement(int);
1069 static int getInvisibleFromInvisibleActiveElement(int);
1071 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1073 /* for detection of endless loops, caused by custom element programming */
1074 /* (using maximal playfield width x 10 is just a rough approximation) */
1075 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1077 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1079 if (recursion_loop_detected) \
1082 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1084 recursion_loop_detected = TRUE; \
1085 recursion_loop_element = (e); \
1088 recursion_loop_depth++; \
1091 #define RECURSION_LOOP_DETECTION_END() \
1093 recursion_loop_depth--; \
1096 static int recursion_loop_depth;
1097 static boolean recursion_loop_detected;
1098 static boolean recursion_loop_element;
1100 static int map_player_action[MAX_PLAYERS];
1103 /* ------------------------------------------------------------------------- */
1104 /* definition of elements that automatically change to other elements after */
1105 /* a specified time, eventually calling a function when changing */
1106 /* ------------------------------------------------------------------------- */
1108 /* forward declaration for changer functions */
1109 static void InitBuggyBase(int, int);
1110 static void WarnBuggyBase(int, int);
1112 static void InitTrap(int, int);
1113 static void ActivateTrap(int, int);
1114 static void ChangeActiveTrap(int, int);
1116 static void InitRobotWheel(int, int);
1117 static void RunRobotWheel(int, int);
1118 static void StopRobotWheel(int, int);
1120 static void InitTimegateWheel(int, int);
1121 static void RunTimegateWheel(int, int);
1123 static void InitMagicBallDelay(int, int);
1124 static void ActivateMagicBall(int, int);
1126 struct ChangingElementInfo
1131 void (*pre_change_function)(int x, int y);
1132 void (*change_function)(int x, int y);
1133 void (*post_change_function)(int x, int y);
1136 static struct ChangingElementInfo change_delay_list[] =
1171 EL_STEEL_EXIT_OPENING,
1179 EL_STEEL_EXIT_CLOSING,
1180 EL_STEEL_EXIT_CLOSED,
1203 EL_EM_STEEL_EXIT_OPENING,
1204 EL_EM_STEEL_EXIT_OPEN,
1211 EL_EM_STEEL_EXIT_CLOSING,
1235 EL_SWITCHGATE_OPENING,
1243 EL_SWITCHGATE_CLOSING,
1244 EL_SWITCHGATE_CLOSED,
1251 EL_TIMEGATE_OPENING,
1259 EL_TIMEGATE_CLOSING,
1268 EL_ACID_SPLASH_LEFT,
1276 EL_ACID_SPLASH_RIGHT,
1285 EL_SP_BUGGY_BASE_ACTIVATING,
1292 EL_SP_BUGGY_BASE_ACTIVATING,
1293 EL_SP_BUGGY_BASE_ACTIVE,
1300 EL_SP_BUGGY_BASE_ACTIVE,
1324 EL_ROBOT_WHEEL_ACTIVE,
1332 EL_TIMEGATE_SWITCH_ACTIVE,
1340 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1341 EL_DC_TIMEGATE_SWITCH,
1348 EL_EMC_MAGIC_BALL_ACTIVE,
1349 EL_EMC_MAGIC_BALL_ACTIVE,
1356 EL_EMC_SPRING_BUMPER_ACTIVE,
1357 EL_EMC_SPRING_BUMPER,
1364 EL_DIAGONAL_SHRINKING,
1372 EL_DIAGONAL_GROWING,
1393 int push_delay_fixed, push_delay_random;
1397 { EL_SPRING, 0, 0 },
1398 { EL_BALLOON, 0, 0 },
1400 { EL_SOKOBAN_OBJECT, 2, 0 },
1401 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1402 { EL_SATELLITE, 2, 0 },
1403 { EL_SP_DISK_YELLOW, 2, 0 },
1405 { EL_UNDEFINED, 0, 0 },
1413 move_stepsize_list[] =
1415 { EL_AMOEBA_DROP, 2 },
1416 { EL_AMOEBA_DROPPING, 2 },
1417 { EL_QUICKSAND_FILLING, 1 },
1418 { EL_QUICKSAND_EMPTYING, 1 },
1419 { EL_QUICKSAND_FAST_FILLING, 2 },
1420 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1421 { EL_MAGIC_WALL_FILLING, 2 },
1422 { EL_MAGIC_WALL_EMPTYING, 2 },
1423 { EL_BD_MAGIC_WALL_FILLING, 2 },
1424 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1425 { EL_DC_MAGIC_WALL_FILLING, 2 },
1426 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1428 { EL_UNDEFINED, 0 },
1436 collect_count_list[] =
1439 { EL_BD_DIAMOND, 1 },
1440 { EL_EMERALD_YELLOW, 1 },
1441 { EL_EMERALD_RED, 1 },
1442 { EL_EMERALD_PURPLE, 1 },
1444 { EL_SP_INFOTRON, 1 },
1448 { EL_UNDEFINED, 0 },
1456 access_direction_list[] =
1458 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1459 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1460 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1461 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1462 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1463 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1464 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1465 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1466 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1467 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1468 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1470 { EL_SP_PORT_LEFT, MV_RIGHT },
1471 { EL_SP_PORT_RIGHT, MV_LEFT },
1472 { EL_SP_PORT_UP, MV_DOWN },
1473 { EL_SP_PORT_DOWN, MV_UP },
1474 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1475 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1476 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1477 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1478 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1479 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1480 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1481 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1482 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1483 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1484 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1485 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1486 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1487 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1488 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1490 { EL_UNDEFINED, MV_NONE }
1493 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1495 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1496 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1497 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1498 IS_JUST_CHANGING(x, y))
1500 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1502 /* static variables for playfield scan mode (scanning forward or backward) */
1503 static int playfield_scan_start_x = 0;
1504 static int playfield_scan_start_y = 0;
1505 static int playfield_scan_delta_x = 1;
1506 static int playfield_scan_delta_y = 1;
1508 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1509 (y) >= 0 && (y) <= lev_fieldy - 1; \
1510 (y) += playfield_scan_delta_y) \
1511 for ((x) = playfield_scan_start_x; \
1512 (x) >= 0 && (x) <= lev_fieldx - 1; \
1513 (x) += playfield_scan_delta_x)
1516 void DEBUG_SetMaximumDynamite()
1520 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1521 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1522 local_player->inventory_element[local_player->inventory_size++] =
1527 static void InitPlayfieldScanModeVars()
1529 if (game.use_reverse_scan_direction)
1531 playfield_scan_start_x = lev_fieldx - 1;
1532 playfield_scan_start_y = lev_fieldy - 1;
1534 playfield_scan_delta_x = -1;
1535 playfield_scan_delta_y = -1;
1539 playfield_scan_start_x = 0;
1540 playfield_scan_start_y = 0;
1542 playfield_scan_delta_x = 1;
1543 playfield_scan_delta_y = 1;
1547 static void InitPlayfieldScanMode(int mode)
1549 game.use_reverse_scan_direction =
1550 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1552 InitPlayfieldScanModeVars();
1555 static int get_move_delay_from_stepsize(int move_stepsize)
1558 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1560 /* make sure that stepsize value is always a power of 2 */
1561 move_stepsize = (1 << log_2(move_stepsize));
1563 return TILEX / move_stepsize;
1566 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1569 int player_nr = player->index_nr;
1570 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1571 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1573 /* do no immediately change move delay -- the player might just be moving */
1574 player->move_delay_value_next = move_delay;
1576 /* information if player can move must be set separately */
1577 player->cannot_move = cannot_move;
1581 player->move_delay = game.initial_move_delay[player_nr];
1582 player->move_delay_value = game.initial_move_delay_value[player_nr];
1584 player->move_delay_value_next = -1;
1586 player->move_delay_reset_counter = 0;
1590 void GetPlayerConfig()
1592 GameFrameDelay = setup.game_frame_delay;
1594 if (!audio.sound_available)
1595 setup.sound_simple = FALSE;
1597 if (!audio.loops_available)
1598 setup.sound_loops = FALSE;
1600 if (!audio.music_available)
1601 setup.sound_music = FALSE;
1603 if (!video.fullscreen_available)
1604 setup.fullscreen = FALSE;
1606 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1608 SetAudioMode(setup.sound);
1612 int GetElementFromGroupElement(int element)
1614 if (IS_GROUP_ELEMENT(element))
1616 struct ElementGroupInfo *group = element_info[element].group;
1617 int last_anim_random_frame = gfx.anim_random_frame;
1620 if (group->choice_mode == ANIM_RANDOM)
1621 gfx.anim_random_frame = RND(group->num_elements_resolved);
1623 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1624 group->choice_mode, 0,
1627 if (group->choice_mode == ANIM_RANDOM)
1628 gfx.anim_random_frame = last_anim_random_frame;
1630 group->choice_pos++;
1632 element = group->element_resolved[element_pos];
1638 static void InitPlayerField(int x, int y, int element, boolean init_game)
1640 if (element == EL_SP_MURPHY)
1644 if (stored_player[0].present)
1646 Feld[x][y] = EL_SP_MURPHY_CLONE;
1652 stored_player[0].initial_element = element;
1653 stored_player[0].use_murphy = TRUE;
1655 if (!level.use_artwork_element[0])
1656 stored_player[0].artwork_element = EL_SP_MURPHY;
1659 Feld[x][y] = EL_PLAYER_1;
1665 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1666 int jx = player->jx, jy = player->jy;
1668 player->present = TRUE;
1670 player->block_last_field = (element == EL_SP_MURPHY ?
1671 level.sp_block_last_field :
1672 level.block_last_field);
1674 /* ---------- initialize player's last field block delay --------------- */
1676 /* always start with reliable default value (no adjustment needed) */
1677 player->block_delay_adjustment = 0;
1679 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1680 if (player->block_last_field && element == EL_SP_MURPHY)
1681 player->block_delay_adjustment = 1;
1683 /* special case 2: in game engines before 3.1.1, blocking was different */
1684 if (game.use_block_last_field_bug)
1685 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1687 if (!options.network || player->connected)
1689 player->active = TRUE;
1691 /* remove potentially duplicate players */
1692 if (StorePlayer[jx][jy] == Feld[x][y])
1693 StorePlayer[jx][jy] = 0;
1695 StorePlayer[x][y] = Feld[x][y];
1697 #if DEBUG_INIT_PLAYER
1700 printf("- player element %d activated", player->element_nr);
1701 printf(" (local player is %d and currently %s)\n",
1702 local_player->element_nr,
1703 local_player->active ? "active" : "not active");
1708 Feld[x][y] = EL_EMPTY;
1710 player->jx = player->last_jx = x;
1711 player->jy = player->last_jy = y;
1716 int player_nr = GET_PLAYER_NR(element);
1717 struct PlayerInfo *player = &stored_player[player_nr];
1719 if (player->active && player->killed)
1720 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1724 static void InitField(int x, int y, boolean init_game)
1726 int element = Feld[x][y];
1735 InitPlayerField(x, y, element, init_game);
1738 case EL_SOKOBAN_FIELD_PLAYER:
1739 element = Feld[x][y] = EL_PLAYER_1;
1740 InitField(x, y, init_game);
1742 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1743 InitField(x, y, init_game);
1746 case EL_SOKOBAN_FIELD_EMPTY:
1747 local_player->sokobanfields_still_needed++;
1751 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1752 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1753 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1754 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1755 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1756 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1757 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1758 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1759 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1760 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1769 case EL_SPACESHIP_RIGHT:
1770 case EL_SPACESHIP_UP:
1771 case EL_SPACESHIP_LEFT:
1772 case EL_SPACESHIP_DOWN:
1773 case EL_BD_BUTTERFLY:
1774 case EL_BD_BUTTERFLY_RIGHT:
1775 case EL_BD_BUTTERFLY_UP:
1776 case EL_BD_BUTTERFLY_LEFT:
1777 case EL_BD_BUTTERFLY_DOWN:
1779 case EL_BD_FIREFLY_RIGHT:
1780 case EL_BD_FIREFLY_UP:
1781 case EL_BD_FIREFLY_LEFT:
1782 case EL_BD_FIREFLY_DOWN:
1783 case EL_PACMAN_RIGHT:
1785 case EL_PACMAN_LEFT:
1786 case EL_PACMAN_DOWN:
1788 case EL_YAMYAM_LEFT:
1789 case EL_YAMYAM_RIGHT:
1791 case EL_YAMYAM_DOWN:
1792 case EL_DARK_YAMYAM:
1795 case EL_SP_SNIKSNAK:
1796 case EL_SP_ELECTRON:
1805 case EL_AMOEBA_FULL:
1810 case EL_AMOEBA_DROP:
1811 if (y == lev_fieldy - 1)
1813 Feld[x][y] = EL_AMOEBA_GROWING;
1814 Store[x][y] = EL_AMOEBA_WET;
1818 case EL_DYNAMITE_ACTIVE:
1819 case EL_SP_DISK_RED_ACTIVE:
1820 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1821 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1822 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1823 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1824 MovDelay[x][y] = 96;
1827 case EL_EM_DYNAMITE_ACTIVE:
1828 MovDelay[x][y] = 32;
1832 local_player->lights_still_needed++;
1836 local_player->friends_still_needed++;
1841 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1844 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1845 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1846 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1847 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1848 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1849 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1850 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1851 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1852 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1853 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1854 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1855 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1858 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1859 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1860 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1862 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1864 game.belt_dir[belt_nr] = belt_dir;
1865 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1867 else /* more than one switch -- set it like the first switch */
1869 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1874 case EL_LIGHT_SWITCH_ACTIVE:
1876 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1879 case EL_INVISIBLE_STEELWALL:
1880 case EL_INVISIBLE_WALL:
1881 case EL_INVISIBLE_SAND:
1882 if (game.light_time_left > 0 ||
1883 game.lenses_time_left > 0)
1884 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1887 case EL_EMC_MAGIC_BALL:
1888 if (game.ball_state)
1889 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1892 case EL_EMC_MAGIC_BALL_SWITCH:
1893 if (game.ball_state)
1894 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1897 case EL_TRIGGER_PLAYER:
1898 case EL_TRIGGER_ELEMENT:
1899 case EL_TRIGGER_CE_VALUE:
1900 case EL_TRIGGER_CE_SCORE:
1902 case EL_ANY_ELEMENT:
1903 case EL_CURRENT_CE_VALUE:
1904 case EL_CURRENT_CE_SCORE:
1921 /* reference elements should not be used on the playfield */
1922 Feld[x][y] = EL_EMPTY;
1926 if (IS_CUSTOM_ELEMENT(element))
1928 if (CAN_MOVE(element))
1931 if (!element_info[element].use_last_ce_value || init_game)
1932 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1934 else if (IS_GROUP_ELEMENT(element))
1936 Feld[x][y] = GetElementFromGroupElement(element);
1938 InitField(x, y, init_game);
1945 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1948 static inline void InitField_WithBug1(int x, int y, boolean init_game)
1950 InitField(x, y, init_game);
1952 /* not needed to call InitMovDir() -- already done by InitField()! */
1953 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1954 CAN_MOVE(Feld[x][y]))
1958 static inline void InitField_WithBug2(int x, int y, boolean init_game)
1960 int old_element = Feld[x][y];
1962 InitField(x, y, init_game);
1964 /* not needed to call InitMovDir() -- already done by InitField()! */
1965 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1966 CAN_MOVE(old_element) &&
1967 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
1970 /* this case is in fact a combination of not less than three bugs:
1971 first, it calls InitMovDir() for elements that can move, although this is
1972 already done by InitField(); then, it checks the element that was at this
1973 field _before_ the call to InitField() (which can change it); lastly, it
1974 was not called for "mole with direction" elements, which were treated as
1975 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
1979 static int get_key_element_from_nr(int key_nr)
1981 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
1982 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
1983 EL_EM_KEY_1 : EL_KEY_1);
1985 return key_base_element + key_nr;
1988 static int get_next_dropped_element(struct PlayerInfo *player)
1990 return (player->inventory_size > 0 ?
1991 player->inventory_element[player->inventory_size - 1] :
1992 player->inventory_infinite_element != EL_UNDEFINED ?
1993 player->inventory_infinite_element :
1994 player->dynabombs_left > 0 ?
1995 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
1999 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2001 /* pos >= 0: get element from bottom of the stack;
2002 pos < 0: get element from top of the stack */
2006 int min_inventory_size = -pos;
2007 int inventory_pos = player->inventory_size - min_inventory_size;
2008 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2010 return (player->inventory_size >= min_inventory_size ?
2011 player->inventory_element[inventory_pos] :
2012 player->inventory_infinite_element != EL_UNDEFINED ?
2013 player->inventory_infinite_element :
2014 player->dynabombs_left >= min_dynabombs_left ?
2015 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2020 int min_dynabombs_left = pos + 1;
2021 int min_inventory_size = pos + 1 - player->dynabombs_left;
2022 int inventory_pos = pos - player->dynabombs_left;
2024 return (player->inventory_infinite_element != EL_UNDEFINED ?
2025 player->inventory_infinite_element :
2026 player->dynabombs_left >= min_dynabombs_left ?
2027 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2028 player->inventory_size >= min_inventory_size ?
2029 player->inventory_element[inventory_pos] :
2034 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2036 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2037 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2040 if (gpo1->sort_priority != gpo2->sort_priority)
2041 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2043 compare_result = gpo1->nr - gpo2->nr;
2045 return compare_result;
2048 void InitGameControlValues()
2052 for (i = 0; game_panel_controls[i].nr != -1; i++)
2054 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2055 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2056 struct TextPosInfo *pos = gpc->pos;
2058 int type = gpc->type;
2062 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2063 Error(ERR_EXIT, "this should not happen -- please debug");
2066 /* force update of game controls after initialization */
2067 gpc->value = gpc->last_value = -1;
2068 gpc->frame = gpc->last_frame = -1;
2069 gpc->gfx_frame = -1;
2071 /* determine panel value width for later calculation of alignment */
2072 if (type == TYPE_INTEGER || type == TYPE_STRING)
2074 pos->width = pos->size * getFontWidth(pos->font);
2075 pos->height = getFontHeight(pos->font);
2077 else if (type == TYPE_ELEMENT)
2079 pos->width = pos->size;
2080 pos->height = pos->size;
2083 /* fill structure for game panel draw order */
2085 gpo->sort_priority = pos->sort_priority;
2088 /* sort game panel controls according to sort_priority and control number */
2089 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2090 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2093 void UpdatePlayfieldElementCount()
2095 boolean use_element_count = FALSE;
2098 /* first check if it is needed at all to calculate playfield element count */
2099 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2100 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2101 use_element_count = TRUE;
2103 if (!use_element_count)
2106 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2107 element_info[i].element_count = 0;
2109 SCAN_PLAYFIELD(x, y)
2111 element_info[Feld[x][y]].element_count++;
2114 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2115 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2116 if (IS_IN_GROUP(j, i))
2117 element_info[EL_GROUP_START + i].element_count +=
2118 element_info[j].element_count;
2121 void UpdateGameControlValues()
2124 int time = (local_player->LevelSolved ?
2125 local_player->LevelSolved_CountingTime :
2126 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2127 level.native_em_level->lev->time :
2128 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2129 level.native_sp_level->game_sp->time_played :
2130 game.no_time_limit ? TimePlayed : TimeLeft);
2131 int score = (local_player->LevelSolved ?
2132 local_player->LevelSolved_CountingScore :
2133 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2134 level.native_em_level->lev->score :
2135 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2136 level.native_sp_level->game_sp->score :
2137 local_player->score);
2138 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2139 level.native_em_level->lev->required :
2140 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2141 level.native_sp_level->game_sp->infotrons_still_needed :
2142 local_player->gems_still_needed);
2143 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2144 level.native_em_level->lev->required > 0 :
2145 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2146 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2147 local_player->gems_still_needed > 0 ||
2148 local_player->sokobanfields_still_needed > 0 ||
2149 local_player->lights_still_needed > 0);
2151 UpdatePlayfieldElementCount();
2153 /* update game panel control values */
2155 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2156 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2158 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2159 for (i = 0; i < MAX_NUM_KEYS; i++)
2160 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2161 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2162 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2164 if (game.centered_player_nr == -1)
2166 for (i = 0; i < MAX_PLAYERS; i++)
2168 /* only one player in Supaplex game engine */
2169 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2172 for (k = 0; k < MAX_NUM_KEYS; k++)
2174 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2176 if (level.native_em_level->ply[i]->keys & (1 << k))
2177 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2178 get_key_element_from_nr(k);
2180 else if (stored_player[i].key[k])
2181 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2182 get_key_element_from_nr(k);
2185 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2186 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2187 level.native_em_level->ply[i]->dynamite;
2188 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2189 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2190 level.native_sp_level->game_sp->red_disk_count;
2192 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2193 stored_player[i].inventory_size;
2195 if (stored_player[i].num_white_keys > 0)
2196 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2199 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2200 stored_player[i].num_white_keys;
2205 int player_nr = game.centered_player_nr;
2207 for (k = 0; k < MAX_NUM_KEYS; k++)
2209 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2211 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2212 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2213 get_key_element_from_nr(k);
2215 else if (stored_player[player_nr].key[k])
2216 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2217 get_key_element_from_nr(k);
2220 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2221 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2222 level.native_em_level->ply[player_nr]->dynamite;
2223 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2224 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2225 level.native_sp_level->game_sp->red_disk_count;
2227 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2228 stored_player[player_nr].inventory_size;
2230 if (stored_player[player_nr].num_white_keys > 0)
2231 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2233 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2234 stored_player[player_nr].num_white_keys;
2237 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2239 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2240 get_inventory_element_from_pos(local_player, i);
2241 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2242 get_inventory_element_from_pos(local_player, -i - 1);
2245 game_panel_controls[GAME_PANEL_SCORE].value = score;
2246 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2248 game_panel_controls[GAME_PANEL_TIME].value = time;
2250 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2251 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2252 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2254 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2256 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2257 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2259 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2260 local_player->shield_normal_time_left;
2261 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2262 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2264 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2265 local_player->shield_deadly_time_left;
2267 game_panel_controls[GAME_PANEL_EXIT].value =
2268 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2270 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2271 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2272 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2273 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2274 EL_EMC_MAGIC_BALL_SWITCH);
2276 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2277 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2278 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2279 game.light_time_left;
2281 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2282 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2283 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2284 game.timegate_time_left;
2286 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2287 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2289 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2290 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2291 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2292 game.lenses_time_left;
2294 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2295 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2296 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2297 game.magnify_time_left;
2299 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2300 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2301 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2302 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2303 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2304 EL_BALLOON_SWITCH_NONE);
2306 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2307 local_player->dynabomb_count;
2308 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2309 local_player->dynabomb_size;
2310 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2311 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2313 game_panel_controls[GAME_PANEL_PENGUINS].value =
2314 local_player->friends_still_needed;
2316 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2317 local_player->sokobanfields_still_needed;
2318 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2319 local_player->sokobanfields_still_needed;
2321 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2322 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2324 for (i = 0; i < NUM_BELTS; i++)
2326 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2327 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2328 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2329 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2330 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2333 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2334 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2335 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2336 game.magic_wall_time_left;
2338 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2339 local_player->gravity;
2341 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2342 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2344 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2345 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2346 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2347 game.panel.element[i].id : EL_UNDEFINED);
2349 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2350 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2351 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2352 element_info[game.panel.element_count[i].id].element_count : 0);
2354 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2355 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2356 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2357 element_info[game.panel.ce_score[i].id].collect_score : 0);
2359 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2360 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2361 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2362 element_info[game.panel.ce_score_element[i].id].collect_score :
2365 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2366 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2367 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2369 /* update game panel control frames */
2371 for (i = 0; game_panel_controls[i].nr != -1; i++)
2373 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2375 if (gpc->type == TYPE_ELEMENT)
2377 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2379 int last_anim_random_frame = gfx.anim_random_frame;
2380 int element = gpc->value;
2381 int graphic = el2panelimg(element);
2383 if (gpc->value != gpc->last_value)
2386 gpc->gfx_random = INIT_GFX_RANDOM();
2392 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2393 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2394 gpc->gfx_random = INIT_GFX_RANDOM();
2397 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2398 gfx.anim_random_frame = gpc->gfx_random;
2400 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2401 gpc->gfx_frame = element_info[element].collect_score;
2403 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2406 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2407 gfx.anim_random_frame = last_anim_random_frame;
2413 void DisplayGameControlValues()
2415 boolean redraw_panel = FALSE;
2418 for (i = 0; game_panel_controls[i].nr != -1; i++)
2420 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2422 if (PANEL_DEACTIVATED(gpc->pos))
2425 if (gpc->value == gpc->last_value &&
2426 gpc->frame == gpc->last_frame)
2429 redraw_panel = TRUE;
2435 /* copy default game door content to main double buffer */
2437 /* !!! CHECK AGAIN !!! */
2438 SetPanelBackground();
2439 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2440 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2442 /* redraw game control buttons */
2443 RedrawGameButtons();
2445 game_status = GAME_MODE_PSEUDO_PANEL;
2447 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2449 int nr = game_panel_order[i].nr;
2450 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2451 struct TextPosInfo *pos = gpc->pos;
2452 int type = gpc->type;
2453 int value = gpc->value;
2454 int frame = gpc->frame;
2455 int size = pos->size;
2456 int font = pos->font;
2457 boolean draw_masked = pos->draw_masked;
2458 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2460 if (PANEL_DEACTIVATED(pos))
2463 gpc->last_value = value;
2464 gpc->last_frame = frame;
2466 if (type == TYPE_INTEGER)
2468 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2469 nr == GAME_PANEL_TIME)
2471 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2473 if (use_dynamic_size) /* use dynamic number of digits */
2475 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2476 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2477 int size2 = size1 + 1;
2478 int font1 = pos->font;
2479 int font2 = pos->font_alt;
2481 size = (value < value_change ? size1 : size2);
2482 font = (value < value_change ? font1 : font2);
2486 /* correct text size if "digits" is zero or less */
2488 size = strlen(int2str(value, size));
2490 /* dynamically correct text alignment */
2491 pos->width = size * getFontWidth(font);
2493 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2494 int2str(value, size), font, mask_mode);
2496 else if (type == TYPE_ELEMENT)
2498 int element, graphic;
2502 int dst_x = PANEL_XPOS(pos);
2503 int dst_y = PANEL_YPOS(pos);
2505 if (value != EL_UNDEFINED && value != EL_EMPTY)
2508 graphic = el2panelimg(value);
2510 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2512 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2515 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2518 width = graphic_info[graphic].width * size / TILESIZE;
2519 height = graphic_info[graphic].height * size / TILESIZE;
2523 SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc,
2524 dst_x - src_x, dst_y - src_y);
2525 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2530 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2535 else if (type == TYPE_STRING)
2537 boolean active = (value != 0);
2538 char *state_normal = "off";
2539 char *state_active = "on";
2540 char *state = (active ? state_active : state_normal);
2541 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2542 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2543 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2544 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2546 if (nr == GAME_PANEL_GRAVITY_STATE)
2548 int font1 = pos->font; /* (used for normal state) */
2549 int font2 = pos->font_alt; /* (used for active state) */
2551 font = (active ? font2 : font1);
2560 /* don't truncate output if "chars" is zero or less */
2563 /* dynamically correct text alignment */
2564 pos->width = size * getFontWidth(font);
2567 s_cut = getStringCopyN(s, size);
2569 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2570 s_cut, font, mask_mode);
2576 redraw_mask |= REDRAW_DOOR_1;
2579 game_status = GAME_MODE_PLAYING;
2582 void UpdateAndDisplayGameControlValues()
2584 if (tape.warp_forward)
2587 UpdateGameControlValues();
2588 DisplayGameControlValues();
2591 void UpdateGameDoorValues()
2593 UpdateGameControlValues();
2596 void DrawGameDoorValues()
2598 DisplayGameControlValues();
2603 =============================================================================
2605 -----------------------------------------------------------------------------
2606 initialize game engine due to level / tape version number
2607 =============================================================================
2610 static void InitGameEngine()
2612 int i, j, k, l, x, y;
2614 /* set game engine from tape file when re-playing, else from level file */
2615 game.engine_version = (tape.playing ? tape.engine_version :
2616 level.game_version);
2618 /* set single or multi-player game mode (needed for re-playing tapes) */
2619 game.team_mode = setup.team_mode;
2623 int num_players = 0;
2625 for (i = 0; i < MAX_PLAYERS; i++)
2626 if (tape.player_participates[i])
2629 /* multi-player tapes contain input data for more than one player */
2630 game.team_mode = (num_players > 1);
2633 /* ---------------------------------------------------------------------- */
2634 /* set flags for bugs and changes according to active game engine version */
2635 /* ---------------------------------------------------------------------- */
2638 Summary of bugfix/change:
2639 Fixed handling for custom elements that change when pushed by the player.
2641 Fixed/changed in version:
2645 Before 3.1.0, custom elements that "change when pushing" changed directly
2646 after the player started pushing them (until then handled in "DigField()").
2647 Since 3.1.0, these custom elements are not changed until the "pushing"
2648 move of the element is finished (now handled in "ContinueMoving()").
2650 Affected levels/tapes:
2651 The first condition is generally needed for all levels/tapes before version
2652 3.1.0, which might use the old behaviour before it was changed; known tapes
2653 that are affected are some tapes from the level set "Walpurgis Gardens" by
2655 The second condition is an exception from the above case and is needed for
2656 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2657 above (including some development versions of 3.1.0), but before it was
2658 known that this change would break tapes like the above and was fixed in
2659 3.1.1, so that the changed behaviour was active although the engine version
2660 while recording maybe was before 3.1.0. There is at least one tape that is
2661 affected by this exception, which is the tape for the one-level set "Bug
2662 Machine" by Juergen Bonhagen.
2665 game.use_change_when_pushing_bug =
2666 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2668 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2669 tape.game_version < VERSION_IDENT(3,1,1,0)));
2672 Summary of bugfix/change:
2673 Fixed handling for blocking the field the player leaves when moving.
2675 Fixed/changed in version:
2679 Before 3.1.1, when "block last field when moving" was enabled, the field
2680 the player is leaving when moving was blocked for the time of the move,
2681 and was directly unblocked afterwards. This resulted in the last field
2682 being blocked for exactly one less than the number of frames of one player
2683 move. Additionally, even when blocking was disabled, the last field was
2684 blocked for exactly one frame.
2685 Since 3.1.1, due to changes in player movement handling, the last field
2686 is not blocked at all when blocking is disabled. When blocking is enabled,
2687 the last field is blocked for exactly the number of frames of one player
2688 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2689 last field is blocked for exactly one more than the number of frames of
2692 Affected levels/tapes:
2693 (!!! yet to be determined -- probably many !!!)
2696 game.use_block_last_field_bug =
2697 (game.engine_version < VERSION_IDENT(3,1,1,0));
2699 /* ---------------------------------------------------------------------- */
2701 /* set maximal allowed number of custom element changes per game frame */
2702 game.max_num_changes_per_frame = 1;
2704 /* default scan direction: scan playfield from top/left to bottom/right */
2705 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2707 /* dynamically adjust element properties according to game engine version */
2708 InitElementPropertiesEngine(game.engine_version);
2711 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2712 printf(" tape version == %06d [%s] [file: %06d]\n",
2713 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2715 printf(" => game.engine_version == %06d\n", game.engine_version);
2718 /* ---------- initialize player's initial move delay --------------------- */
2720 /* dynamically adjust player properties according to level information */
2721 for (i = 0; i < MAX_PLAYERS; i++)
2722 game.initial_move_delay_value[i] =
2723 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2725 /* dynamically adjust player properties according to game engine version */
2726 for (i = 0; i < MAX_PLAYERS; i++)
2727 game.initial_move_delay[i] =
2728 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2729 game.initial_move_delay_value[i] : 0);
2731 /* ---------- initialize player's initial push delay --------------------- */
2733 /* dynamically adjust player properties according to game engine version */
2734 game.initial_push_delay_value =
2735 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2737 /* ---------- initialize changing elements ------------------------------- */
2739 /* initialize changing elements information */
2740 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2742 struct ElementInfo *ei = &element_info[i];
2744 /* this pointer might have been changed in the level editor */
2745 ei->change = &ei->change_page[0];
2747 if (!IS_CUSTOM_ELEMENT(i))
2749 ei->change->target_element = EL_EMPTY_SPACE;
2750 ei->change->delay_fixed = 0;
2751 ei->change->delay_random = 0;
2752 ei->change->delay_frames = 1;
2755 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2757 ei->has_change_event[j] = FALSE;
2759 ei->event_page_nr[j] = 0;
2760 ei->event_page[j] = &ei->change_page[0];
2764 /* add changing elements from pre-defined list */
2765 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2767 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2768 struct ElementInfo *ei = &element_info[ch_delay->element];
2770 ei->change->target_element = ch_delay->target_element;
2771 ei->change->delay_fixed = ch_delay->change_delay;
2773 ei->change->pre_change_function = ch_delay->pre_change_function;
2774 ei->change->change_function = ch_delay->change_function;
2775 ei->change->post_change_function = ch_delay->post_change_function;
2777 ei->change->can_change = TRUE;
2778 ei->change->can_change_or_has_action = TRUE;
2780 ei->has_change_event[CE_DELAY] = TRUE;
2782 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2783 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2786 /* ---------- initialize internal run-time variables --------------------- */
2788 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2790 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2792 for (j = 0; j < ei->num_change_pages; j++)
2794 ei->change_page[j].can_change_or_has_action =
2795 (ei->change_page[j].can_change |
2796 ei->change_page[j].has_action);
2800 /* add change events from custom element configuration */
2801 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2803 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2805 for (j = 0; j < ei->num_change_pages; j++)
2807 if (!ei->change_page[j].can_change_or_has_action)
2810 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2812 /* only add event page for the first page found with this event */
2813 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
2815 ei->has_change_event[k] = TRUE;
2817 ei->event_page_nr[k] = j;
2818 ei->event_page[k] = &ei->change_page[j];
2824 /* ---------- initialize reference elements in change conditions --------- */
2826 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2828 int element = EL_CUSTOM_START + i;
2829 struct ElementInfo *ei = &element_info[element];
2831 for (j = 0; j < ei->num_change_pages; j++)
2833 int trigger_element = ei->change_page[j].initial_trigger_element;
2835 if (trigger_element >= EL_PREV_CE_8 &&
2836 trigger_element <= EL_NEXT_CE_8)
2837 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
2839 ei->change_page[j].trigger_element = trigger_element;
2843 /* ---------- initialize run-time trigger player and element ------------- */
2845 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2847 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2849 for (j = 0; j < ei->num_change_pages; j++)
2851 ei->change_page[j].actual_trigger_element = EL_EMPTY;
2852 ei->change_page[j].actual_trigger_player = EL_EMPTY;
2853 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
2854 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
2855 ei->change_page[j].actual_trigger_ce_value = 0;
2856 ei->change_page[j].actual_trigger_ce_score = 0;
2860 /* ---------- initialize trigger events ---------------------------------- */
2862 /* initialize trigger events information */
2863 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2864 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2865 trigger_events[i][j] = FALSE;
2867 /* add trigger events from element change event properties */
2868 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2870 struct ElementInfo *ei = &element_info[i];
2872 for (j = 0; j < ei->num_change_pages; j++)
2874 if (!ei->change_page[j].can_change_or_has_action)
2877 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
2879 int trigger_element = ei->change_page[j].trigger_element;
2881 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2883 if (ei->change_page[j].has_event[k])
2885 if (IS_GROUP_ELEMENT(trigger_element))
2887 struct ElementGroupInfo *group =
2888 element_info[trigger_element].group;
2890 for (l = 0; l < group->num_elements_resolved; l++)
2891 trigger_events[group->element_resolved[l]][k] = TRUE;
2893 else if (trigger_element == EL_ANY_ELEMENT)
2894 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
2895 trigger_events[l][k] = TRUE;
2897 trigger_events[trigger_element][k] = TRUE;
2904 /* ---------- initialize push delay -------------------------------------- */
2906 /* initialize push delay values to default */
2907 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2909 if (!IS_CUSTOM_ELEMENT(i))
2911 /* set default push delay values (corrected since version 3.0.7-1) */
2912 if (game.engine_version < VERSION_IDENT(3,0,7,1))
2914 element_info[i].push_delay_fixed = 2;
2915 element_info[i].push_delay_random = 8;
2919 element_info[i].push_delay_fixed = 8;
2920 element_info[i].push_delay_random = 8;
2925 /* set push delay value for certain elements from pre-defined list */
2926 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
2928 int e = push_delay_list[i].element;
2930 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
2931 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
2934 /* set push delay value for Supaplex elements for newer engine versions */
2935 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2937 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2939 if (IS_SP_ELEMENT(i))
2941 /* set SP push delay to just enough to push under a falling zonk */
2942 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
2944 element_info[i].push_delay_fixed = delay;
2945 element_info[i].push_delay_random = 0;
2950 /* ---------- initialize move stepsize ----------------------------------- */
2952 /* initialize move stepsize values to default */
2953 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2954 if (!IS_CUSTOM_ELEMENT(i))
2955 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
2957 /* set move stepsize value for certain elements from pre-defined list */
2958 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
2960 int e = move_stepsize_list[i].element;
2962 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
2965 /* ---------- initialize collect score ----------------------------------- */
2967 /* initialize collect score values for custom elements from initial value */
2968 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2969 if (IS_CUSTOM_ELEMENT(i))
2970 element_info[i].collect_score = element_info[i].collect_score_initial;
2972 /* ---------- initialize collect count ----------------------------------- */
2974 /* initialize collect count values for non-custom elements */
2975 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2976 if (!IS_CUSTOM_ELEMENT(i))
2977 element_info[i].collect_count_initial = 0;
2979 /* add collect count values for all elements from pre-defined list */
2980 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
2981 element_info[collect_count_list[i].element].collect_count_initial =
2982 collect_count_list[i].count;
2984 /* ---------- initialize access direction -------------------------------- */
2986 /* initialize access direction values to default (access from every side) */
2987 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2988 if (!IS_CUSTOM_ELEMENT(i))
2989 element_info[i].access_direction = MV_ALL_DIRECTIONS;
2991 /* set access direction value for certain elements from pre-defined list */
2992 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
2993 element_info[access_direction_list[i].element].access_direction =
2994 access_direction_list[i].direction;
2996 /* ---------- initialize explosion content ------------------------------- */
2997 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2999 if (IS_CUSTOM_ELEMENT(i))
3002 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3004 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3006 element_info[i].content.e[x][y] =
3007 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3008 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3009 i == EL_PLAYER_3 ? EL_EMERALD :
3010 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3011 i == EL_MOLE ? EL_EMERALD_RED :
3012 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3013 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3014 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3015 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3016 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3017 i == EL_WALL_EMERALD ? EL_EMERALD :
3018 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3019 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3020 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3021 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3022 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3023 i == EL_WALL_PEARL ? EL_PEARL :
3024 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3029 /* ---------- initialize recursion detection ------------------------------ */
3030 recursion_loop_depth = 0;
3031 recursion_loop_detected = FALSE;
3032 recursion_loop_element = EL_UNDEFINED;
3034 /* ---------- initialize graphics engine ---------------------------------- */
3035 game.scroll_delay_value =
3036 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3037 setup.scroll_delay ? setup.scroll_delay_value : 0);
3038 game.scroll_delay_value =
3039 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3042 int get_num_special_action(int element, int action_first, int action_last)
3044 int num_special_action = 0;
3047 for (i = action_first; i <= action_last; i++)
3049 boolean found = FALSE;
3051 for (j = 0; j < NUM_DIRECTIONS; j++)
3052 if (el_act_dir2img(element, i, j) !=
3053 el_act_dir2img(element, ACTION_DEFAULT, j))
3057 num_special_action++;
3062 return num_special_action;
3067 =============================================================================
3069 -----------------------------------------------------------------------------
3070 initialize and start new game
3071 =============================================================================
3076 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3077 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3079 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3080 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3081 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3082 int initial_move_dir = MV_DOWN;
3085 game_status = GAME_MODE_PLAYING;
3089 if (!game.restart_level)
3090 CloseDoor(DOOR_CLOSE_1);
3092 if (level_editor_test_game)
3093 FadeSkipNextFadeIn();
3095 FadeSetEnterScreen();
3097 FadeOut(REDRAW_FIELD);
3099 /* needed if different viewport properties defined for playing */
3100 ChangeViewportPropertiesIfNeeded();
3102 DrawCompleteVideoDisplay();
3105 InitGameControlValues();
3107 /* don't play tapes over network */
3108 network_playing = (options.network && !tape.playing);
3110 for (i = 0; i < MAX_PLAYERS; i++)
3112 struct PlayerInfo *player = &stored_player[i];
3114 player->index_nr = i;
3115 player->index_bit = (1 << i);
3116 player->element_nr = EL_PLAYER_1 + i;
3118 player->present = FALSE;
3119 player->active = FALSE;
3120 player->mapped = FALSE;
3122 player->killed = FALSE;
3123 player->reanimated = FALSE;
3126 player->effective_action = 0;
3127 player->programmed_action = 0;
3130 player->score_final = 0;
3132 player->gems_still_needed = level.gems_needed;
3133 player->sokobanfields_still_needed = 0;
3134 player->lights_still_needed = 0;
3135 player->friends_still_needed = 0;
3137 for (j = 0; j < MAX_NUM_KEYS; j++)
3138 player->key[j] = FALSE;
3140 player->num_white_keys = 0;
3142 player->dynabomb_count = 0;
3143 player->dynabomb_size = 1;
3144 player->dynabombs_left = 0;
3145 player->dynabomb_xl = FALSE;
3147 player->MovDir = initial_move_dir;
3150 player->GfxDir = initial_move_dir;
3151 player->GfxAction = ACTION_DEFAULT;
3153 player->StepFrame = 0;
3155 player->initial_element = player->element_nr;
3156 player->artwork_element =
3157 (level.use_artwork_element[i] ? level.artwork_element[i] :
3158 player->element_nr);
3159 player->use_murphy = FALSE;
3161 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3162 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3164 player->gravity = level.initial_player_gravity[i];
3166 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3168 player->actual_frame_counter = 0;
3170 player->step_counter = 0;
3172 player->last_move_dir = initial_move_dir;
3174 player->is_active = FALSE;
3176 player->is_waiting = FALSE;
3177 player->is_moving = FALSE;
3178 player->is_auto_moving = FALSE;
3179 player->is_digging = FALSE;
3180 player->is_snapping = FALSE;
3181 player->is_collecting = FALSE;
3182 player->is_pushing = FALSE;
3183 player->is_switching = FALSE;
3184 player->is_dropping = FALSE;
3185 player->is_dropping_pressed = FALSE;
3187 player->is_bored = FALSE;
3188 player->is_sleeping = FALSE;
3190 player->frame_counter_bored = -1;
3191 player->frame_counter_sleeping = -1;
3193 player->anim_delay_counter = 0;
3194 player->post_delay_counter = 0;
3196 player->dir_waiting = initial_move_dir;
3197 player->action_waiting = ACTION_DEFAULT;
3198 player->last_action_waiting = ACTION_DEFAULT;
3199 player->special_action_bored = ACTION_DEFAULT;
3200 player->special_action_sleeping = ACTION_DEFAULT;
3202 player->switch_x = -1;
3203 player->switch_y = -1;
3205 player->drop_x = -1;
3206 player->drop_y = -1;
3208 player->show_envelope = 0;
3210 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3212 player->push_delay = -1; /* initialized when pushing starts */
3213 player->push_delay_value = game.initial_push_delay_value;
3215 player->drop_delay = 0;
3216 player->drop_pressed_delay = 0;
3218 player->last_jx = -1;
3219 player->last_jy = -1;
3223 player->shield_normal_time_left = 0;
3224 player->shield_deadly_time_left = 0;
3226 player->inventory_infinite_element = EL_UNDEFINED;
3227 player->inventory_size = 0;
3229 if (level.use_initial_inventory[i])
3231 for (j = 0; j < level.initial_inventory_size[i]; j++)
3233 int element = level.initial_inventory_content[i][j];
3234 int collect_count = element_info[element].collect_count_initial;
3237 if (!IS_CUSTOM_ELEMENT(element))
3240 if (collect_count == 0)
3241 player->inventory_infinite_element = element;
3243 for (k = 0; k < collect_count; k++)
3244 if (player->inventory_size < MAX_INVENTORY_SIZE)
3245 player->inventory_element[player->inventory_size++] = element;
3249 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3250 SnapField(player, 0, 0);
3252 player->LevelSolved = FALSE;
3253 player->GameOver = FALSE;
3255 player->LevelSolved_GameWon = FALSE;
3256 player->LevelSolved_GameEnd = FALSE;
3257 player->LevelSolved_PanelOff = FALSE;
3258 player->LevelSolved_SaveTape = FALSE;
3259 player->LevelSolved_SaveScore = FALSE;
3260 player->LevelSolved_CountingTime = 0;
3261 player->LevelSolved_CountingScore = 0;
3263 map_player_action[i] = i;
3266 network_player_action_received = FALSE;
3268 #if defined(NETWORK_AVALIABLE)
3269 /* initial null action */
3270 if (network_playing)
3271 SendToServer_MovePlayer(MV_NONE);
3280 TimeLeft = level.time;
3283 ScreenMovDir = MV_NONE;
3287 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3289 AllPlayersGone = FALSE;
3291 game.no_time_limit = (level.time == 0);
3293 game.yamyam_content_nr = 0;
3294 game.robot_wheel_active = FALSE;
3295 game.magic_wall_active = FALSE;
3296 game.magic_wall_time_left = 0;
3297 game.light_time_left = 0;
3298 game.timegate_time_left = 0;
3299 game.switchgate_pos = 0;
3300 game.wind_direction = level.wind_direction_initial;
3302 game.lenses_time_left = 0;
3303 game.magnify_time_left = 0;
3305 game.ball_state = level.ball_state_initial;
3306 game.ball_content_nr = 0;
3308 game.envelope_active = FALSE;
3310 /* set focus to local player for network games, else to all players */
3311 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3312 game.centered_player_nr_next = game.centered_player_nr;
3313 game.set_centered_player = FALSE;
3315 if (network_playing && tape.recording)
3317 /* store client dependent player focus when recording network games */
3318 tape.centered_player_nr_next = game.centered_player_nr_next;
3319 tape.set_centered_player = TRUE;
3322 for (i = 0; i < NUM_BELTS; i++)
3324 game.belt_dir[i] = MV_NONE;
3325 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3328 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3329 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3331 #if DEBUG_INIT_PLAYER
3334 printf("Player status at level initialization:\n");
3338 SCAN_PLAYFIELD(x, y)
3340 Feld[x][y] = level.field[x][y];
3341 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3342 ChangeDelay[x][y] = 0;
3343 ChangePage[x][y] = -1;
3344 CustomValue[x][y] = 0; /* initialized in InitField() */
3345 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3347 WasJustMoving[x][y] = 0;
3348 WasJustFalling[x][y] = 0;
3349 CheckCollision[x][y] = 0;
3350 CheckImpact[x][y] = 0;
3352 Pushed[x][y] = FALSE;
3354 ChangeCount[x][y] = 0;
3355 ChangeEvent[x][y] = -1;
3357 ExplodePhase[x][y] = 0;
3358 ExplodeDelay[x][y] = 0;
3359 ExplodeField[x][y] = EX_TYPE_NONE;
3361 RunnerVisit[x][y] = 0;
3362 PlayerVisit[x][y] = 0;
3365 GfxRandom[x][y] = INIT_GFX_RANDOM();
3366 GfxElement[x][y] = EL_UNDEFINED;
3367 GfxAction[x][y] = ACTION_DEFAULT;
3368 GfxDir[x][y] = MV_NONE;
3369 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3372 SCAN_PLAYFIELD(x, y)
3374 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3376 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3378 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3381 InitField(x, y, TRUE);
3383 ResetGfxAnimation(x, y);
3388 for (i = 0; i < MAX_PLAYERS; i++)
3390 struct PlayerInfo *player = &stored_player[i];
3392 /* set number of special actions for bored and sleeping animation */
3393 player->num_special_action_bored =
3394 get_num_special_action(player->artwork_element,
3395 ACTION_BORING_1, ACTION_BORING_LAST);
3396 player->num_special_action_sleeping =
3397 get_num_special_action(player->artwork_element,
3398 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3401 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3402 emulate_sb ? EMU_SOKOBAN :
3403 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3405 /* initialize type of slippery elements */
3406 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3408 if (!IS_CUSTOM_ELEMENT(i))
3410 /* default: elements slip down either to the left or right randomly */
3411 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3413 /* SP style elements prefer to slip down on the left side */
3414 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3415 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3417 /* BD style elements prefer to slip down on the left side */
3418 if (game.emulation == EMU_BOULDERDASH)
3419 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3423 /* initialize explosion and ignition delay */
3424 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3426 if (!IS_CUSTOM_ELEMENT(i))
3429 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3430 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3431 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3432 int last_phase = (num_phase + 1) * delay;
3433 int half_phase = (num_phase / 2) * delay;
3435 element_info[i].explosion_delay = last_phase - 1;
3436 element_info[i].ignition_delay = half_phase;
3438 if (i == EL_BLACK_ORB)
3439 element_info[i].ignition_delay = 1;
3443 /* correct non-moving belts to start moving left */
3444 for (i = 0; i < NUM_BELTS; i++)
3445 if (game.belt_dir[i] == MV_NONE)
3446 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3448 #if USE_NEW_PLAYER_ASSIGNMENTS
3449 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3450 /* choose default local player */
3451 local_player = &stored_player[0];
3453 for (i = 0; i < MAX_PLAYERS; i++)
3454 stored_player[i].connected = FALSE;
3456 local_player->connected = TRUE;
3457 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3461 for (i = 0; i < MAX_PLAYERS; i++)
3462 stored_player[i].connected = tape.player_participates[i];
3464 else if (game.team_mode && !options.network)
3466 /* try to guess locally connected team mode players (needed for correct
3467 assignment of player figures from level to locally playing players) */
3469 for (i = 0; i < MAX_PLAYERS; i++)
3470 if (setup.input[i].use_joystick ||
3471 setup.input[i].key.left != KSYM_UNDEFINED)
3472 stored_player[i].connected = TRUE;
3475 #if DEBUG_INIT_PLAYER
3478 printf("Player status after level initialization:\n");
3480 for (i = 0; i < MAX_PLAYERS; i++)
3482 struct PlayerInfo *player = &stored_player[i];
3484 printf("- player %d: present == %d, connected == %d, active == %d",
3490 if (local_player == player)
3491 printf(" (local player)");
3498 #if DEBUG_INIT_PLAYER
3500 printf("Reassigning players ...\n");
3503 /* check if any connected player was not found in playfield */
3504 for (i = 0; i < MAX_PLAYERS; i++)
3506 struct PlayerInfo *player = &stored_player[i];
3508 if (player->connected && !player->present)
3510 struct PlayerInfo *field_player = NULL;
3512 #if DEBUG_INIT_PLAYER
3514 printf("- looking for field player for player %d ...\n", i + 1);
3517 /* assign first free player found that is present in the playfield */
3519 /* first try: look for unmapped playfield player that is not connected */
3520 for (j = 0; j < MAX_PLAYERS; j++)
3521 if (field_player == NULL &&
3522 stored_player[j].present &&
3523 !stored_player[j].mapped &&
3524 !stored_player[j].connected)
3525 field_player = &stored_player[j];
3527 /* second try: look for *any* unmapped playfield player */
3528 for (j = 0; j < MAX_PLAYERS; j++)
3529 if (field_player == NULL &&
3530 stored_player[j].present &&
3531 !stored_player[j].mapped)
3532 field_player = &stored_player[j];
3534 if (field_player != NULL)
3536 int jx = field_player->jx, jy = field_player->jy;
3538 #if DEBUG_INIT_PLAYER
3540 printf("- found player %d\n", field_player->index_nr + 1);
3543 player->present = FALSE;
3544 player->active = FALSE;
3546 field_player->present = TRUE;
3547 field_player->active = TRUE;
3550 player->initial_element = field_player->initial_element;
3551 player->artwork_element = field_player->artwork_element;
3553 player->block_last_field = field_player->block_last_field;
3554 player->block_delay_adjustment = field_player->block_delay_adjustment;
3557 StorePlayer[jx][jy] = field_player->element_nr;
3559 field_player->jx = field_player->last_jx = jx;
3560 field_player->jy = field_player->last_jy = jy;
3562 if (local_player == player)
3563 local_player = field_player;
3565 map_player_action[field_player->index_nr] = i;
3567 field_player->mapped = TRUE;
3569 #if DEBUG_INIT_PLAYER
3571 printf("- map_player_action[%d] == %d\n",
3572 field_player->index_nr + 1, i + 1);
3577 if (player->connected && player->present)
3578 player->mapped = TRUE;
3581 #if DEBUG_INIT_PLAYER
3584 printf("Player status after player assignment (first stage):\n");
3586 for (i = 0; i < MAX_PLAYERS; i++)
3588 struct PlayerInfo *player = &stored_player[i];
3590 printf("- player %d: present == %d, connected == %d, active == %d",
3596 if (local_player == player)
3597 printf(" (local player)");
3606 /* check if any connected player was not found in playfield */
3607 for (i = 0; i < MAX_PLAYERS; i++)
3609 struct PlayerInfo *player = &stored_player[i];
3611 if (player->connected && !player->present)
3613 for (j = 0; j < MAX_PLAYERS; j++)
3615 struct PlayerInfo *field_player = &stored_player[j];
3616 int jx = field_player->jx, jy = field_player->jy;
3618 /* assign first free player found that is present in the playfield */
3619 if (field_player->present && !field_player->connected)
3621 player->present = TRUE;
3622 player->active = TRUE;
3624 field_player->present = FALSE;
3625 field_player->active = FALSE;
3627 player->initial_element = field_player->initial_element;
3628 player->artwork_element = field_player->artwork_element;
3630 player->block_last_field = field_player->block_last_field;
3631 player->block_delay_adjustment = field_player->block_delay_adjustment;
3633 StorePlayer[jx][jy] = player->element_nr;
3635 player->jx = player->last_jx = jx;
3636 player->jy = player->last_jy = jy;
3646 printf("::: local_player->present == %d\n", local_player->present);
3651 /* when playing a tape, eliminate all players who do not participate */
3653 #if USE_NEW_PLAYER_ASSIGNMENTS
3655 if (!game.team_mode)
3657 for (i = 0; i < MAX_PLAYERS; i++)
3659 if (stored_player[i].active &&
3660 !tape.player_participates[map_player_action[i]])
3662 struct PlayerInfo *player = &stored_player[i];
3663 int jx = player->jx, jy = player->jy;
3665 #if DEBUG_INIT_PLAYER
3667 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3670 player->active = FALSE;
3671 StorePlayer[jx][jy] = 0;
3672 Feld[jx][jy] = EL_EMPTY;
3679 for (i = 0; i < MAX_PLAYERS; i++)
3681 if (stored_player[i].active &&
3682 !tape.player_participates[i])
3684 struct PlayerInfo *player = &stored_player[i];
3685 int jx = player->jx, jy = player->jy;
3687 player->active = FALSE;
3688 StorePlayer[jx][jy] = 0;
3689 Feld[jx][jy] = EL_EMPTY;
3694 else if (!options.network && !game.team_mode) /* && !tape.playing */
3696 /* when in single player mode, eliminate all but the first active player */
3698 for (i = 0; i < MAX_PLAYERS; i++)
3700 if (stored_player[i].active)
3702 for (j = i + 1; j < MAX_PLAYERS; j++)
3704 if (stored_player[j].active)
3706 struct PlayerInfo *player = &stored_player[j];
3707 int jx = player->jx, jy = player->jy;
3709 player->active = FALSE;
3710 player->present = FALSE;
3712 StorePlayer[jx][jy] = 0;
3713 Feld[jx][jy] = EL_EMPTY;
3720 /* when recording the game, store which players take part in the game */
3723 #if USE_NEW_PLAYER_ASSIGNMENTS
3724 for (i = 0; i < MAX_PLAYERS; i++)
3725 if (stored_player[i].connected)
3726 tape.player_participates[i] = TRUE;
3728 for (i = 0; i < MAX_PLAYERS; i++)
3729 if (stored_player[i].active)
3730 tape.player_participates[i] = TRUE;
3734 #if DEBUG_INIT_PLAYER
3737 printf("Player status after player assignment (final stage):\n");
3739 for (i = 0; i < MAX_PLAYERS; i++)
3741 struct PlayerInfo *player = &stored_player[i];
3743 printf("- player %d: present == %d, connected == %d, active == %d",
3749 if (local_player == player)
3750 printf(" (local player)");
3757 if (BorderElement == EL_EMPTY)
3760 SBX_Right = lev_fieldx - SCR_FIELDX;
3762 SBY_Lower = lev_fieldy - SCR_FIELDY;
3767 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3769 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3772 if (full_lev_fieldx <= SCR_FIELDX)
3773 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3774 if (full_lev_fieldy <= SCR_FIELDY)
3775 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3777 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
3779 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
3782 /* if local player not found, look for custom element that might create
3783 the player (make some assumptions about the right custom element) */
3784 if (!local_player->present)
3786 int start_x = 0, start_y = 0;
3787 int found_rating = 0;
3788 int found_element = EL_UNDEFINED;
3789 int player_nr = local_player->index_nr;
3791 SCAN_PLAYFIELD(x, y)
3793 int element = Feld[x][y];
3798 if (level.use_start_element[player_nr] &&
3799 level.start_element[player_nr] == element &&
3806 found_element = element;
3809 if (!IS_CUSTOM_ELEMENT(element))
3812 if (CAN_CHANGE(element))
3814 for (i = 0; i < element_info[element].num_change_pages; i++)
3816 /* check for player created from custom element as single target */
3817 content = element_info[element].change_page[i].target_element;
3818 is_player = ELEM_IS_PLAYER(content);
3820 if (is_player && (found_rating < 3 ||
3821 (found_rating == 3 && element < found_element)))
3827 found_element = element;
3832 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
3834 /* check for player created from custom element as explosion content */
3835 content = element_info[element].content.e[xx][yy];
3836 is_player = ELEM_IS_PLAYER(content);
3838 if (is_player && (found_rating < 2 ||
3839 (found_rating == 2 && element < found_element)))
3841 start_x = x + xx - 1;
3842 start_y = y + yy - 1;
3845 found_element = element;
3848 if (!CAN_CHANGE(element))
3851 for (i = 0; i < element_info[element].num_change_pages; i++)
3853 /* check for player created from custom element as extended target */
3855 element_info[element].change_page[i].target_content.e[xx][yy];
3857 is_player = ELEM_IS_PLAYER(content);
3859 if (is_player && (found_rating < 1 ||
3860 (found_rating == 1 && element < found_element)))
3862 start_x = x + xx - 1;
3863 start_y = y + yy - 1;
3866 found_element = element;
3872 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
3873 start_x > SBX_Right + MIDPOSX ? SBX_Right :
3876 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
3877 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
3882 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
3883 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
3884 local_player->jx - MIDPOSX);
3886 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
3887 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
3888 local_player->jy - MIDPOSY);
3891 /* !!! FIX THIS (START) !!! */
3892 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3894 InitGameEngine_EM();
3896 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3898 InitGameEngine_SP();
3902 DrawLevel(REDRAW_FIELD);
3905 /* after drawing the level, correct some elements */
3906 if (game.timegate_time_left == 0)
3907 CloseAllOpenTimegates();
3910 /* blit playfield from scroll buffer to normal back buffer for fading in */
3911 BlitScreenToBitmap(backbuffer);
3913 redraw_mask |= REDRAW_FROM_BACKBUFFER;
3914 /* !!! FIX THIS (END) !!! */
3916 FadeIn(REDRAW_FIELD);
3918 if (!game.restart_level)
3920 /* copy default game door content to main double buffer */
3922 /* !!! CHECK AGAIN !!! */
3923 SetPanelBackground();
3924 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
3925 DrawBackground(DX, DY, DXSIZE, DYSIZE);
3928 SetPanelBackground();
3929 SetDrawBackgroundMask(REDRAW_DOOR_1);
3931 UpdateAndDisplayGameControlValues();
3933 if (!game.restart_level)
3937 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
3938 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
3939 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
3943 /* copy actual game door content to door double buffer for OpenDoor() */
3944 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
3946 OpenDoor(DOOR_OPEN_ALL);
3948 PlaySound(SND_GAME_STARTING);
3950 if (setup.sound_music)
3953 KeyboardAutoRepeatOffUnlessAutoplay();
3955 #if DEBUG_INIT_PLAYER
3958 printf("Player status (final):\n");
3960 for (i = 0; i < MAX_PLAYERS; i++)
3962 struct PlayerInfo *player = &stored_player[i];
3964 printf("- player %d: present == %d, connected == %d, active == %d",
3970 if (local_player == player)
3971 printf(" (local player)");
3984 if (!game.restart_level && !tape.playing)
3986 LevelStats_incPlayed(level_nr);
3988 SaveLevelSetup_SeriesInfo();
3991 game.restart_level = FALSE;
3994 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
3996 /* this is used for non-R'n'D game engines to update certain engine values */
3998 /* needed to determine if sounds are played within the visible screen area */
3999 scroll_x = actual_scroll_x;
4000 scroll_y = actual_scroll_y;
4003 void InitMovDir(int x, int y)
4005 int i, element = Feld[x][y];
4006 static int xy[4][2] =
4013 static int direction[3][4] =
4015 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4016 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4017 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4026 Feld[x][y] = EL_BUG;
4027 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4030 case EL_SPACESHIP_RIGHT:
4031 case EL_SPACESHIP_UP:
4032 case EL_SPACESHIP_LEFT:
4033 case EL_SPACESHIP_DOWN:
4034 Feld[x][y] = EL_SPACESHIP;
4035 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4038 case EL_BD_BUTTERFLY_RIGHT:
4039 case EL_BD_BUTTERFLY_UP:
4040 case EL_BD_BUTTERFLY_LEFT:
4041 case EL_BD_BUTTERFLY_DOWN:
4042 Feld[x][y] = EL_BD_BUTTERFLY;
4043 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4046 case EL_BD_FIREFLY_RIGHT:
4047 case EL_BD_FIREFLY_UP:
4048 case EL_BD_FIREFLY_LEFT:
4049 case EL_BD_FIREFLY_DOWN:
4050 Feld[x][y] = EL_BD_FIREFLY;
4051 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4054 case EL_PACMAN_RIGHT:
4056 case EL_PACMAN_LEFT:
4057 case EL_PACMAN_DOWN:
4058 Feld[x][y] = EL_PACMAN;
4059 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4062 case EL_YAMYAM_LEFT:
4063 case EL_YAMYAM_RIGHT:
4065 case EL_YAMYAM_DOWN:
4066 Feld[x][y] = EL_YAMYAM;
4067 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4070 case EL_SP_SNIKSNAK:
4071 MovDir[x][y] = MV_UP;
4074 case EL_SP_ELECTRON:
4075 MovDir[x][y] = MV_LEFT;
4082 Feld[x][y] = EL_MOLE;
4083 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4087 if (IS_CUSTOM_ELEMENT(element))
4089 struct ElementInfo *ei = &element_info[element];
4090 int move_direction_initial = ei->move_direction_initial;
4091 int move_pattern = ei->move_pattern;
4093 if (move_direction_initial == MV_START_PREVIOUS)
4095 if (MovDir[x][y] != MV_NONE)
4098 move_direction_initial = MV_START_AUTOMATIC;
4101 if (move_direction_initial == MV_START_RANDOM)
4102 MovDir[x][y] = 1 << RND(4);
4103 else if (move_direction_initial & MV_ANY_DIRECTION)
4104 MovDir[x][y] = move_direction_initial;
4105 else if (move_pattern == MV_ALL_DIRECTIONS ||
4106 move_pattern == MV_TURNING_LEFT ||
4107 move_pattern == MV_TURNING_RIGHT ||
4108 move_pattern == MV_TURNING_LEFT_RIGHT ||
4109 move_pattern == MV_TURNING_RIGHT_LEFT ||
4110 move_pattern == MV_TURNING_RANDOM)
4111 MovDir[x][y] = 1 << RND(4);
4112 else if (move_pattern == MV_HORIZONTAL)
4113 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4114 else if (move_pattern == MV_VERTICAL)
4115 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4116 else if (move_pattern & MV_ANY_DIRECTION)
4117 MovDir[x][y] = element_info[element].move_pattern;
4118 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4119 move_pattern == MV_ALONG_RIGHT_SIDE)
4121 /* use random direction as default start direction */
4122 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4123 MovDir[x][y] = 1 << RND(4);
4125 for (i = 0; i < NUM_DIRECTIONS; i++)
4127 int x1 = x + xy[i][0];
4128 int y1 = y + xy[i][1];
4130 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4132 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4133 MovDir[x][y] = direction[0][i];
4135 MovDir[x][y] = direction[1][i];
4144 MovDir[x][y] = 1 << RND(4);
4146 if (element != EL_BUG &&
4147 element != EL_SPACESHIP &&
4148 element != EL_BD_BUTTERFLY &&
4149 element != EL_BD_FIREFLY)
4152 for (i = 0; i < NUM_DIRECTIONS; i++)
4154 int x1 = x + xy[i][0];
4155 int y1 = y + xy[i][1];
4157 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4159 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4161 MovDir[x][y] = direction[0][i];
4164 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4165 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4167 MovDir[x][y] = direction[1][i];
4176 GfxDir[x][y] = MovDir[x][y];
4179 void InitAmoebaNr(int x, int y)
4182 int group_nr = AmoebeNachbarNr(x, y);
4186 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4188 if (AmoebaCnt[i] == 0)
4196 AmoebaNr[x][y] = group_nr;
4197 AmoebaCnt[group_nr]++;
4198 AmoebaCnt2[group_nr]++;
4201 static void PlayerWins(struct PlayerInfo *player)
4203 player->LevelSolved = TRUE;
4204 player->GameOver = TRUE;
4206 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4207 level.native_em_level->lev->score : player->score);
4209 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4211 player->LevelSolved_CountingScore = player->score_final;
4216 static int time, time_final;
4217 static int score, score_final;
4218 static int game_over_delay_1 = 0;
4219 static int game_over_delay_2 = 0;
4220 int game_over_delay_value_1 = 50;
4221 int game_over_delay_value_2 = 50;
4223 if (!local_player->LevelSolved_GameWon)
4227 /* do not start end game actions before the player stops moving (to exit) */
4228 if (local_player->MovPos)
4231 local_player->LevelSolved_GameWon = TRUE;
4232 local_player->LevelSolved_SaveTape = tape.recording;
4233 local_player->LevelSolved_SaveScore = !tape.playing;
4237 LevelStats_incSolved(level_nr);
4239 SaveLevelSetup_SeriesInfo();
4242 if (tape.auto_play) /* tape might already be stopped here */
4243 tape.auto_play_level_solved = TRUE;
4247 game_over_delay_1 = game_over_delay_value_1;
4248 game_over_delay_2 = game_over_delay_value_2;
4250 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4251 score = score_final = local_player->score_final;
4256 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4258 else if (game.no_time_limit && TimePlayed < 999)
4261 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4264 local_player->score_final = score_final;
4266 if (level_editor_test_game)
4269 score = score_final;
4271 local_player->LevelSolved_CountingTime = time;
4272 local_player->LevelSolved_CountingScore = score;
4274 game_panel_controls[GAME_PANEL_TIME].value = time;
4275 game_panel_controls[GAME_PANEL_SCORE].value = score;
4277 DisplayGameControlValues();
4280 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4282 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4284 /* close exit door after last player */
4285 if ((AllPlayersGone &&
4286 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4287 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4288 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4289 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4290 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4292 int element = Feld[ExitX][ExitY];
4294 Feld[ExitX][ExitY] =
4295 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4296 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4297 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4298 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4299 EL_EM_STEEL_EXIT_CLOSING);
4301 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4304 /* player disappears */
4305 DrawLevelField(ExitX, ExitY);
4308 for (i = 0; i < MAX_PLAYERS; i++)
4310 struct PlayerInfo *player = &stored_player[i];
4312 if (player->present)
4314 RemovePlayer(player);
4316 /* player disappears */
4317 DrawLevelField(player->jx, player->jy);
4322 PlaySound(SND_GAME_WINNING);
4325 if (game_over_delay_1 > 0)
4327 game_over_delay_1--;
4332 if (time != time_final)
4334 int time_to_go = ABS(time_final - time);
4335 int time_count_dir = (time < time_final ? +1 : -1);
4336 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4338 time += time_count_steps * time_count_dir;
4339 score += time_count_steps * level.score[SC_TIME_BONUS];
4341 local_player->LevelSolved_CountingTime = time;
4342 local_player->LevelSolved_CountingScore = score;
4344 game_panel_controls[GAME_PANEL_TIME].value = time;
4345 game_panel_controls[GAME_PANEL_SCORE].value = score;
4347 DisplayGameControlValues();
4349 if (time == time_final)
4350 StopSound(SND_GAME_LEVELTIME_BONUS);
4351 else if (setup.sound_loops)
4352 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4354 PlaySound(SND_GAME_LEVELTIME_BONUS);
4359 local_player->LevelSolved_PanelOff = TRUE;
4361 if (game_over_delay_2 > 0)
4363 game_over_delay_2--;
4374 boolean raise_level = FALSE;
4376 local_player->LevelSolved_GameEnd = TRUE;
4378 CloseDoor(DOOR_CLOSE_1);
4380 if (local_player->LevelSolved_SaveTape)
4382 SaveTapeChecked(tape.level_nr); /* ask to save tape */
4385 if (level_editor_test_game)
4387 game_status = GAME_MODE_MAIN;
4389 DrawAndFadeInMainMenu(REDRAW_FIELD);
4394 if (!local_player->LevelSolved_SaveScore)
4396 FadeOut(REDRAW_FIELD);
4398 game_status = GAME_MODE_MAIN;
4400 DrawAndFadeInMainMenu(REDRAW_FIELD);
4405 if (level_nr == leveldir_current->handicap_level)
4407 leveldir_current->handicap_level++;
4409 SaveLevelSetup_SeriesInfo();
4412 if (level_nr < leveldir_current->last_level)
4413 raise_level = TRUE; /* advance to next level */
4415 if ((hi_pos = NewHiScore()) >= 0)
4417 game_status = GAME_MODE_SCORES;
4419 DrawHallOfFame(hi_pos);
4429 FadeOut(REDRAW_FIELD);
4431 game_status = GAME_MODE_MAIN;
4439 DrawAndFadeInMainMenu(REDRAW_FIELD);
4448 LoadScore(level_nr);
4450 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4451 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4454 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4456 if (local_player->score_final > highscore[k].Score)
4458 /* player has made it to the hall of fame */
4460 if (k < MAX_SCORE_ENTRIES - 1)
4462 int m = MAX_SCORE_ENTRIES - 1;
4465 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4466 if (strEqual(setup.player_name, highscore[l].Name))
4468 if (m == k) /* player's new highscore overwrites his old one */
4472 for (l = m; l > k; l--)
4474 strcpy(highscore[l].Name, highscore[l - 1].Name);
4475 highscore[l].Score = highscore[l - 1].Score;
4482 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4483 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4484 highscore[k].Score = local_player->score_final;
4490 else if (!strncmp(setup.player_name, highscore[k].Name,
4491 MAX_PLAYER_NAME_LEN))
4492 break; /* player already there with a higher score */
4498 SaveScore(level_nr);
4503 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4505 int element = Feld[x][y];
4506 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4507 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4508 int horiz_move = (dx != 0);
4509 int sign = (horiz_move ? dx : dy);
4510 int step = sign * element_info[element].move_stepsize;
4512 /* special values for move stepsize for spring and things on conveyor belt */
4515 if (CAN_FALL(element) &&
4516 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4517 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4518 else if (element == EL_SPRING)
4519 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4525 inline static int getElementMoveStepsize(int x, int y)
4527 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4530 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4532 if (player->GfxAction != action || player->GfxDir != dir)
4534 player->GfxAction = action;
4535 player->GfxDir = dir;
4537 player->StepFrame = 0;
4541 static void ResetGfxFrame(int x, int y, boolean redraw)
4543 int element = Feld[x][y];
4544 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4545 int last_gfx_frame = GfxFrame[x][y];
4547 if (graphic_info[graphic].anim_global_sync)
4548 GfxFrame[x][y] = FrameCounter;
4549 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4550 GfxFrame[x][y] = CustomValue[x][y];
4551 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4552 GfxFrame[x][y] = element_info[element].collect_score;
4553 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4554 GfxFrame[x][y] = ChangeDelay[x][y];
4556 if (redraw && GfxFrame[x][y] != last_gfx_frame)
4557 DrawLevelGraphicAnimation(x, y, graphic);
4560 static void ResetGfxAnimation(int x, int y)
4562 GfxAction[x][y] = ACTION_DEFAULT;
4563 GfxDir[x][y] = MovDir[x][y];
4566 ResetGfxFrame(x, y, FALSE);
4569 static void ResetRandomAnimationValue(int x, int y)
4571 GfxRandom[x][y] = INIT_GFX_RANDOM();
4574 void InitMovingField(int x, int y, int direction)
4576 int element = Feld[x][y];
4577 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4578 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4581 boolean is_moving_before, is_moving_after;
4583 /* check if element was/is moving or being moved before/after mode change */
4584 is_moving_before = (WasJustMoving[x][y] != 0);
4585 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4587 /* reset animation only for moving elements which change direction of moving
4588 or which just started or stopped moving
4589 (else CEs with property "can move" / "not moving" are reset each frame) */
4590 if (is_moving_before != is_moving_after ||
4591 direction != MovDir[x][y])
4592 ResetGfxAnimation(x, y);
4594 MovDir[x][y] = direction;
4595 GfxDir[x][y] = direction;
4597 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4598 direction == MV_DOWN && CAN_FALL(element) ?
4599 ACTION_FALLING : ACTION_MOVING);
4601 /* this is needed for CEs with property "can move" / "not moving" */
4603 if (is_moving_after)
4605 if (Feld[newx][newy] == EL_EMPTY)
4606 Feld[newx][newy] = EL_BLOCKED;
4608 MovDir[newx][newy] = MovDir[x][y];
4610 CustomValue[newx][newy] = CustomValue[x][y];
4612 GfxFrame[newx][newy] = GfxFrame[x][y];
4613 GfxRandom[newx][newy] = GfxRandom[x][y];
4614 GfxAction[newx][newy] = GfxAction[x][y];
4615 GfxDir[newx][newy] = GfxDir[x][y];
4619 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4621 int direction = MovDir[x][y];
4622 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4623 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4629 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4631 int oldx = x, oldy = y;
4632 int direction = MovDir[x][y];
4634 if (direction == MV_LEFT)
4636 else if (direction == MV_RIGHT)
4638 else if (direction == MV_UP)
4640 else if (direction == MV_DOWN)
4643 *comes_from_x = oldx;
4644 *comes_from_y = oldy;
4647 int MovingOrBlocked2Element(int x, int y)
4649 int element = Feld[x][y];
4651 if (element == EL_BLOCKED)
4655 Blocked2Moving(x, y, &oldx, &oldy);
4656 return Feld[oldx][oldy];
4662 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4664 /* like MovingOrBlocked2Element(), but if element is moving
4665 and (x,y) is the field the moving element is just leaving,
4666 return EL_BLOCKED instead of the element value */
4667 int element = Feld[x][y];
4669 if (IS_MOVING(x, y))
4671 if (element == EL_BLOCKED)
4675 Blocked2Moving(x, y, &oldx, &oldy);
4676 return Feld[oldx][oldy];
4685 static void RemoveField(int x, int y)
4687 Feld[x][y] = EL_EMPTY;
4693 CustomValue[x][y] = 0;
4696 ChangeDelay[x][y] = 0;
4697 ChangePage[x][y] = -1;
4698 Pushed[x][y] = FALSE;
4700 GfxElement[x][y] = EL_UNDEFINED;
4701 GfxAction[x][y] = ACTION_DEFAULT;
4702 GfxDir[x][y] = MV_NONE;
4705 void RemoveMovingField(int x, int y)
4707 int oldx = x, oldy = y, newx = x, newy = y;
4708 int element = Feld[x][y];
4709 int next_element = EL_UNDEFINED;
4711 if (element != EL_BLOCKED && !IS_MOVING(x, y))
4714 if (IS_MOVING(x, y))
4716 Moving2Blocked(x, y, &newx, &newy);
4718 if (Feld[newx][newy] != EL_BLOCKED)
4720 /* element is moving, but target field is not free (blocked), but
4721 already occupied by something different (example: acid pool);
4722 in this case, only remove the moving field, but not the target */
4724 RemoveField(oldx, oldy);
4726 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4728 TEST_DrawLevelField(oldx, oldy);
4733 else if (element == EL_BLOCKED)
4735 Blocked2Moving(x, y, &oldx, &oldy);
4736 if (!IS_MOVING(oldx, oldy))
4740 if (element == EL_BLOCKED &&
4741 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
4742 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
4743 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
4744 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
4745 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
4746 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
4747 next_element = get_next_element(Feld[oldx][oldy]);
4749 RemoveField(oldx, oldy);
4750 RemoveField(newx, newy);
4752 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4754 if (next_element != EL_UNDEFINED)
4755 Feld[oldx][oldy] = next_element;
4757 TEST_DrawLevelField(oldx, oldy);
4758 TEST_DrawLevelField(newx, newy);
4761 void DrawDynamite(int x, int y)
4763 int sx = SCREENX(x), sy = SCREENY(y);
4764 int graphic = el2img(Feld[x][y]);
4767 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
4770 if (IS_WALKABLE_INSIDE(Back[x][y]))
4774 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
4775 else if (Store[x][y])
4776 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
4778 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4780 if (Back[x][y] || Store[x][y])
4781 DrawGraphicThruMask(sx, sy, graphic, frame);
4783 DrawGraphic(sx, sy, graphic, frame);
4786 void CheckDynamite(int x, int y)
4788 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
4792 if (MovDelay[x][y] != 0)
4795 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4801 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4806 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
4808 boolean num_checked_players = 0;
4811 for (i = 0; i < MAX_PLAYERS; i++)
4813 if (stored_player[i].active)
4815 int sx = stored_player[i].jx;
4816 int sy = stored_player[i].jy;
4818 if (num_checked_players == 0)
4825 *sx1 = MIN(*sx1, sx);
4826 *sy1 = MIN(*sy1, sy);
4827 *sx2 = MAX(*sx2, sx);
4828 *sy2 = MAX(*sy2, sy);
4831 num_checked_players++;
4836 static boolean checkIfAllPlayersFitToScreen_RND()
4838 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
4840 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4842 return (sx2 - sx1 < SCR_FIELDX &&
4843 sy2 - sy1 < SCR_FIELDY);
4846 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
4848 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
4850 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4852 *sx = (sx1 + sx2) / 2;
4853 *sy = (sy1 + sy2) / 2;
4856 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
4857 boolean center_screen, boolean quick_relocation)
4859 boolean ffwd_delay = (tape.playing && tape.fast_forward);
4860 boolean no_delay = (tape.warp_forward);
4861 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
4862 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
4864 if (quick_relocation)
4866 if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
4868 if (!level.shifted_relocation || center_screen)
4870 /* quick relocation (without scrolling), with centering of screen */
4872 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4873 x > SBX_Right + MIDPOSX ? SBX_Right :
4876 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4877 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4882 /* quick relocation (without scrolling), but do not center screen */
4884 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4885 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4888 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4889 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4892 int offset_x = x + (scroll_x - center_scroll_x);
4893 int offset_y = y + (scroll_y - center_scroll_y);
4895 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4896 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4897 offset_x - MIDPOSX);
4899 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4900 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4901 offset_y - MIDPOSY);
4906 if (!level.shifted_relocation || center_screen)
4908 /* quick relocation (without scrolling), with centering of screen */
4910 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4911 x > SBX_Right + MIDPOSX ? SBX_Right :
4914 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4915 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4920 /* quick relocation (without scrolling), but do not center screen */
4922 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4923 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4926 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4927 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4930 int offset_x = x + (scroll_x - center_scroll_x);
4931 int offset_y = y + (scroll_y - center_scroll_y);
4933 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4934 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4935 offset_x - MIDPOSX);
4937 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4938 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4939 offset_y - MIDPOSY);
4943 RedrawPlayfield(TRUE, 0,0,0,0);
4947 int scroll_xx, scroll_yy;
4949 if (!level.shifted_relocation || center_screen)
4951 /* visible relocation (with scrolling), with centering of screen */
4953 scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
4954 x > SBX_Right + MIDPOSX ? SBX_Right :
4957 scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4958 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4963 /* visible relocation (with scrolling), but do not center screen */
4965 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4966 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4969 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4970 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4973 int offset_x = x + (scroll_x - center_scroll_x);
4974 int offset_y = y + (scroll_y - center_scroll_y);
4976 scroll_xx = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4977 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4978 offset_x - MIDPOSX);
4980 scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4981 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4982 offset_y - MIDPOSY);
4986 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
4988 while (scroll_x != scroll_xx || scroll_y != scroll_yy)
4991 int fx = FX, fy = FY;
4993 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
4994 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
4996 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5002 fx += dx * TILEX / 2;
5003 fy += dy * TILEY / 2;
5005 ScrollLevel(dx, dy);
5008 /* scroll in two steps of half tile size to make things smoother */
5009 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5011 Delay(wait_delay_value);
5013 /* scroll second step to align at full tile size */
5015 Delay(wait_delay_value);
5020 Delay(wait_delay_value);
5024 void RelocatePlayer(int jx, int jy, int el_player_raw)
5026 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5027 int player_nr = GET_PLAYER_NR(el_player);
5028 struct PlayerInfo *player = &stored_player[player_nr];
5029 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5030 boolean no_delay = (tape.warp_forward);
5031 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5032 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5033 int old_jx = player->jx;
5034 int old_jy = player->jy;
5035 int old_element = Feld[old_jx][old_jy];
5036 int element = Feld[jx][jy];
5037 boolean player_relocated = (old_jx != jx || old_jy != jy);
5039 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5040 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5041 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5042 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5043 int leave_side_horiz = move_dir_horiz;
5044 int leave_side_vert = move_dir_vert;
5045 int enter_side = enter_side_horiz | enter_side_vert;
5046 int leave_side = leave_side_horiz | leave_side_vert;
5048 if (player->GameOver) /* do not reanimate dead player */
5051 if (!player_relocated) /* no need to relocate the player */
5054 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5056 RemoveField(jx, jy); /* temporarily remove newly placed player */
5057 DrawLevelField(jx, jy);
5060 if (player->present)
5062 while (player->MovPos)
5064 ScrollPlayer(player, SCROLL_GO_ON);
5065 ScrollScreen(NULL, SCROLL_GO_ON);
5067 AdvanceFrameAndPlayerCounters(player->index_nr);
5072 Delay(wait_delay_value);
5075 DrawPlayer(player); /* needed here only to cleanup last field */
5076 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5078 player->is_moving = FALSE;
5081 if (IS_CUSTOM_ELEMENT(old_element))
5082 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5084 player->index_bit, leave_side);
5086 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5088 player->index_bit, leave_side);
5090 Feld[jx][jy] = el_player;
5091 InitPlayerField(jx, jy, el_player, TRUE);
5093 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5094 possible that the relocation target field did not contain a player element,
5095 but a walkable element, to which the new player was relocated -- in this
5096 case, restore that (already initialized!) element on the player field */
5097 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5099 Feld[jx][jy] = element; /* restore previously existing element */
5102 /* only visually relocate centered player */
5103 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5104 FALSE, level.instant_relocation);
5106 TestIfPlayerTouchesBadThing(jx, jy);
5107 TestIfPlayerTouchesCustomElement(jx, jy);
5109 if (IS_CUSTOM_ELEMENT(element))
5110 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5111 player->index_bit, enter_side);
5113 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5114 player->index_bit, enter_side);
5116 if (player->is_switching)
5118 /* ensure that relocation while still switching an element does not cause
5119 a new element to be treated as also switched directly after relocation
5120 (this is important for teleporter switches that teleport the player to
5121 a place where another teleporter switch is in the same direction, which
5122 would then incorrectly be treated as immediately switched before the
5123 direction key that caused the switch was released) */
5125 player->switch_x += jx - old_jx;
5126 player->switch_y += jy - old_jy;
5130 void Explode(int ex, int ey, int phase, int mode)
5136 /* !!! eliminate this variable !!! */
5137 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5139 if (game.explosions_delayed)
5141 ExplodeField[ex][ey] = mode;
5145 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5147 int center_element = Feld[ex][ey];
5148 int artwork_element, explosion_element; /* set these values later */
5150 /* remove things displayed in background while burning dynamite */
5151 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5154 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5156 /* put moving element to center field (and let it explode there) */
5157 center_element = MovingOrBlocked2Element(ex, ey);
5158 RemoveMovingField(ex, ey);
5159 Feld[ex][ey] = center_element;
5162 /* now "center_element" is finally determined -- set related values now */
5163 artwork_element = center_element; /* for custom player artwork */
5164 explosion_element = center_element; /* for custom player artwork */
5166 if (IS_PLAYER(ex, ey))
5168 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5170 artwork_element = stored_player[player_nr].artwork_element;
5172 if (level.use_explosion_element[player_nr])
5174 explosion_element = level.explosion_element[player_nr];
5175 artwork_element = explosion_element;
5179 if (mode == EX_TYPE_NORMAL ||
5180 mode == EX_TYPE_CENTER ||
5181 mode == EX_TYPE_CROSS)
5182 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5184 last_phase = element_info[explosion_element].explosion_delay + 1;
5186 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5188 int xx = x - ex + 1;
5189 int yy = y - ey + 1;
5192 if (!IN_LEV_FIELD(x, y) ||
5193 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5194 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5197 element = Feld[x][y];
5199 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5201 element = MovingOrBlocked2Element(x, y);
5203 if (!IS_EXPLOSION_PROOF(element))
5204 RemoveMovingField(x, y);
5207 /* indestructible elements can only explode in center (but not flames) */
5208 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5209 mode == EX_TYPE_BORDER)) ||
5210 element == EL_FLAMES)
5213 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5214 behaviour, for example when touching a yamyam that explodes to rocks
5215 with active deadly shield, a rock is created under the player !!! */
5216 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5218 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5219 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5220 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5222 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5225 if (IS_ACTIVE_BOMB(element))
5227 /* re-activate things under the bomb like gate or penguin */
5228 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5235 /* save walkable background elements while explosion on same tile */
5236 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5237 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5238 Back[x][y] = element;
5240 /* ignite explodable elements reached by other explosion */
5241 if (element == EL_EXPLOSION)
5242 element = Store2[x][y];
5244 if (AmoebaNr[x][y] &&
5245 (element == EL_AMOEBA_FULL ||
5246 element == EL_BD_AMOEBA ||
5247 element == EL_AMOEBA_GROWING))
5249 AmoebaCnt[AmoebaNr[x][y]]--;
5250 AmoebaCnt2[AmoebaNr[x][y]]--;
5255 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5257 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5259 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5261 if (PLAYERINFO(ex, ey)->use_murphy)
5262 Store[x][y] = EL_EMPTY;
5265 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5266 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5267 else if (ELEM_IS_PLAYER(center_element))
5268 Store[x][y] = EL_EMPTY;
5269 else if (center_element == EL_YAMYAM)
5270 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5271 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5272 Store[x][y] = element_info[center_element].content.e[xx][yy];
5274 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5275 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5276 otherwise) -- FIX THIS !!! */
5277 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5278 Store[x][y] = element_info[element].content.e[1][1];
5280 else if (!CAN_EXPLODE(element))
5281 Store[x][y] = element_info[element].content.e[1][1];
5284 Store[x][y] = EL_EMPTY;
5286 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5287 center_element == EL_AMOEBA_TO_DIAMOND)
5288 Store2[x][y] = element;
5290 Feld[x][y] = EL_EXPLOSION;
5291 GfxElement[x][y] = artwork_element;
5293 ExplodePhase[x][y] = 1;
5294 ExplodeDelay[x][y] = last_phase;
5299 if (center_element == EL_YAMYAM)
5300 game.yamyam_content_nr =
5301 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5313 GfxFrame[x][y] = 0; /* restart explosion animation */
5315 last_phase = ExplodeDelay[x][y];
5317 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5319 /* this can happen if the player leaves an explosion just in time */
5320 if (GfxElement[x][y] == EL_UNDEFINED)
5321 GfxElement[x][y] = EL_EMPTY;
5323 border_element = Store2[x][y];
5324 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5325 border_element = StorePlayer[x][y];
5327 if (phase == element_info[border_element].ignition_delay ||
5328 phase == last_phase)
5330 boolean border_explosion = FALSE;
5332 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5333 !PLAYER_EXPLOSION_PROTECTED(x, y))
5335 KillPlayerUnlessExplosionProtected(x, y);
5336 border_explosion = TRUE;
5338 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5340 Feld[x][y] = Store2[x][y];
5343 border_explosion = TRUE;
5345 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5347 AmoebeUmwandeln(x, y);
5349 border_explosion = TRUE;
5352 /* if an element just explodes due to another explosion (chain-reaction),
5353 do not immediately end the new explosion when it was the last frame of
5354 the explosion (as it would be done in the following "if"-statement!) */
5355 if (border_explosion && phase == last_phase)
5359 if (phase == last_phase)
5363 element = Feld[x][y] = Store[x][y];
5364 Store[x][y] = Store2[x][y] = 0;
5365 GfxElement[x][y] = EL_UNDEFINED;
5367 /* player can escape from explosions and might therefore be still alive */
5368 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5369 element <= EL_PLAYER_IS_EXPLODING_4)
5371 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5372 int explosion_element = EL_PLAYER_1 + player_nr;
5373 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5374 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5376 if (level.use_explosion_element[player_nr])
5377 explosion_element = level.explosion_element[player_nr];
5379 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5380 element_info[explosion_element].content.e[xx][yy]);
5383 /* restore probably existing indestructible background element */
5384 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5385 element = Feld[x][y] = Back[x][y];
5388 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5389 GfxDir[x][y] = MV_NONE;
5390 ChangeDelay[x][y] = 0;
5391 ChangePage[x][y] = -1;
5393 CustomValue[x][y] = 0;
5395 InitField_WithBug2(x, y, FALSE);
5397 TEST_DrawLevelField(x, y);
5399 TestIfElementTouchesCustomElement(x, y);
5401 if (GFX_CRUMBLED(element))
5402 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5404 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5405 StorePlayer[x][y] = 0;
5407 if (ELEM_IS_PLAYER(element))
5408 RelocatePlayer(x, y, element);
5410 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5412 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5413 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5416 TEST_DrawLevelFieldCrumbled(x, y);
5418 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5420 DrawLevelElement(x, y, Back[x][y]);
5421 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5423 else if (IS_WALKABLE_UNDER(Back[x][y]))
5425 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5426 DrawLevelElementThruMask(x, y, Back[x][y]);
5428 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5429 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5433 void DynaExplode(int ex, int ey)
5436 int dynabomb_element = Feld[ex][ey];
5437 int dynabomb_size = 1;
5438 boolean dynabomb_xl = FALSE;
5439 struct PlayerInfo *player;
5440 static int xy[4][2] =
5448 if (IS_ACTIVE_BOMB(dynabomb_element))
5450 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5451 dynabomb_size = player->dynabomb_size;
5452 dynabomb_xl = player->dynabomb_xl;
5453 player->dynabombs_left++;
5456 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5458 for (i = 0; i < NUM_DIRECTIONS; i++)
5460 for (j = 1; j <= dynabomb_size; j++)
5462 int x = ex + j * xy[i][0];
5463 int y = ey + j * xy[i][1];
5466 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5469 element = Feld[x][y];
5471 /* do not restart explosions of fields with active bombs */
5472 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5475 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5477 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5478 !IS_DIGGABLE(element) && !dynabomb_xl)
5484 void Bang(int x, int y)
5486 int element = MovingOrBlocked2Element(x, y);
5487 int explosion_type = EX_TYPE_NORMAL;
5489 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5491 struct PlayerInfo *player = PLAYERINFO(x, y);
5493 element = Feld[x][y] = player->initial_element;
5495 if (level.use_explosion_element[player->index_nr])
5497 int explosion_element = level.explosion_element[player->index_nr];
5499 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5500 explosion_type = EX_TYPE_CROSS;
5501 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5502 explosion_type = EX_TYPE_CENTER;
5510 case EL_BD_BUTTERFLY:
5513 case EL_DARK_YAMYAM:
5517 RaiseScoreElement(element);
5520 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5521 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5522 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5523 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5524 case EL_DYNABOMB_INCREASE_NUMBER:
5525 case EL_DYNABOMB_INCREASE_SIZE:
5526 case EL_DYNABOMB_INCREASE_POWER:
5527 explosion_type = EX_TYPE_DYNA;
5530 case EL_DC_LANDMINE:
5531 explosion_type = EX_TYPE_CENTER;
5536 case EL_LAMP_ACTIVE:
5537 case EL_AMOEBA_TO_DIAMOND:
5538 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5539 explosion_type = EX_TYPE_CENTER;
5543 if (element_info[element].explosion_type == EXPLODES_CROSS)
5544 explosion_type = EX_TYPE_CROSS;
5545 else if (element_info[element].explosion_type == EXPLODES_1X1)
5546 explosion_type = EX_TYPE_CENTER;
5550 if (explosion_type == EX_TYPE_DYNA)
5553 Explode(x, y, EX_PHASE_START, explosion_type);
5555 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5558 void SplashAcid(int x, int y)
5560 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5561 (!IN_LEV_FIELD(x - 1, y - 2) ||
5562 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5563 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5565 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5566 (!IN_LEV_FIELD(x + 1, y - 2) ||
5567 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5568 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5570 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5573 static void InitBeltMovement()
5575 static int belt_base_element[4] =
5577 EL_CONVEYOR_BELT_1_LEFT,
5578 EL_CONVEYOR_BELT_2_LEFT,
5579 EL_CONVEYOR_BELT_3_LEFT,
5580 EL_CONVEYOR_BELT_4_LEFT
5582 static int belt_base_active_element[4] =
5584 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5585 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5586 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5587 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5592 /* set frame order for belt animation graphic according to belt direction */
5593 for (i = 0; i < NUM_BELTS; i++)
5597 for (j = 0; j < NUM_BELT_PARTS; j++)
5599 int element = belt_base_active_element[belt_nr] + j;
5600 int graphic_1 = el2img(element);
5601 int graphic_2 = el2panelimg(element);
5603 if (game.belt_dir[i] == MV_LEFT)
5605 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5606 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5610 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5611 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5616 SCAN_PLAYFIELD(x, y)
5618 int element = Feld[x][y];
5620 for (i = 0; i < NUM_BELTS; i++)
5622 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5624 int e_belt_nr = getBeltNrFromBeltElement(element);
5627 if (e_belt_nr == belt_nr)
5629 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5631 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5638 static void ToggleBeltSwitch(int x, int y)
5640 static int belt_base_element[4] =
5642 EL_CONVEYOR_BELT_1_LEFT,
5643 EL_CONVEYOR_BELT_2_LEFT,
5644 EL_CONVEYOR_BELT_3_LEFT,
5645 EL_CONVEYOR_BELT_4_LEFT
5647 static int belt_base_active_element[4] =
5649 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5650 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5651 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5652 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5654 static int belt_base_switch_element[4] =
5656 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5657 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5658 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5659 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5661 static int belt_move_dir[4] =
5669 int element = Feld[x][y];
5670 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5671 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5672 int belt_dir = belt_move_dir[belt_dir_nr];
5675 if (!IS_BELT_SWITCH(element))
5678 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5679 game.belt_dir[belt_nr] = belt_dir;
5681 if (belt_dir_nr == 3)
5684 /* set frame order for belt animation graphic according to belt direction */
5685 for (i = 0; i < NUM_BELT_PARTS; i++)
5687 int element = belt_base_active_element[belt_nr] + i;
5688 int graphic_1 = el2img(element);
5689 int graphic_2 = el2panelimg(element);
5691 if (belt_dir == MV_LEFT)
5693 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5694 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5698 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5699 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5703 SCAN_PLAYFIELD(xx, yy)
5705 int element = Feld[xx][yy];
5707 if (IS_BELT_SWITCH(element))
5709 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5711 if (e_belt_nr == belt_nr)
5713 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5714 TEST_DrawLevelField(xx, yy);
5717 else if (IS_BELT(element) && belt_dir != MV_NONE)
5719 int e_belt_nr = getBeltNrFromBeltElement(element);
5721 if (e_belt_nr == belt_nr)
5723 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5725 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5726 TEST_DrawLevelField(xx, yy);
5729 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5731 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5733 if (e_belt_nr == belt_nr)
5735 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5737 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5738 TEST_DrawLevelField(xx, yy);
5744 static void ToggleSwitchgateSwitch(int x, int y)
5748 game.switchgate_pos = !game.switchgate_pos;
5750 SCAN_PLAYFIELD(xx, yy)
5752 int element = Feld[xx][yy];
5754 if (element == EL_SWITCHGATE_SWITCH_UP)
5756 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5757 TEST_DrawLevelField(xx, yy);
5759 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5761 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5762 TEST_DrawLevelField(xx, yy);
5764 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5766 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5767 TEST_DrawLevelField(xx, yy);
5769 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5771 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5772 TEST_DrawLevelField(xx, yy);
5774 else if (element == EL_SWITCHGATE_OPEN ||
5775 element == EL_SWITCHGATE_OPENING)
5777 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
5779 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
5781 else if (element == EL_SWITCHGATE_CLOSED ||
5782 element == EL_SWITCHGATE_CLOSING)
5784 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
5786 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
5791 static int getInvisibleActiveFromInvisibleElement(int element)
5793 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
5794 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
5795 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
5799 static int getInvisibleFromInvisibleActiveElement(int element)
5801 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
5802 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
5803 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
5807 static void RedrawAllLightSwitchesAndInvisibleElements()
5811 SCAN_PLAYFIELD(x, y)
5813 int element = Feld[x][y];
5815 if (element == EL_LIGHT_SWITCH &&
5816 game.light_time_left > 0)
5818 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
5819 TEST_DrawLevelField(x, y);
5821 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
5822 game.light_time_left == 0)
5824 Feld[x][y] = EL_LIGHT_SWITCH;
5825 TEST_DrawLevelField(x, y);
5827 else if (element == EL_EMC_DRIPPER &&
5828 game.light_time_left > 0)
5830 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5831 TEST_DrawLevelField(x, y);
5833 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5834 game.light_time_left == 0)
5836 Feld[x][y] = EL_EMC_DRIPPER;
5837 TEST_DrawLevelField(x, y);
5839 else if (element == EL_INVISIBLE_STEELWALL ||
5840 element == EL_INVISIBLE_WALL ||
5841 element == EL_INVISIBLE_SAND)
5843 if (game.light_time_left > 0)
5844 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5846 TEST_DrawLevelField(x, y);
5848 /* uncrumble neighbour fields, if needed */
5849 if (element == EL_INVISIBLE_SAND)
5850 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5852 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5853 element == EL_INVISIBLE_WALL_ACTIVE ||
5854 element == EL_INVISIBLE_SAND_ACTIVE)
5856 if (game.light_time_left == 0)
5857 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5859 TEST_DrawLevelField(x, y);
5861 /* re-crumble neighbour fields, if needed */
5862 if (element == EL_INVISIBLE_SAND)
5863 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5868 static void RedrawAllInvisibleElementsForLenses()
5872 SCAN_PLAYFIELD(x, y)
5874 int element = Feld[x][y];
5876 if (element == EL_EMC_DRIPPER &&
5877 game.lenses_time_left > 0)
5879 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5880 TEST_DrawLevelField(x, y);
5882 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5883 game.lenses_time_left == 0)
5885 Feld[x][y] = EL_EMC_DRIPPER;
5886 TEST_DrawLevelField(x, y);
5888 else if (element == EL_INVISIBLE_STEELWALL ||
5889 element == EL_INVISIBLE_WALL ||
5890 element == EL_INVISIBLE_SAND)
5892 if (game.lenses_time_left > 0)
5893 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5895 TEST_DrawLevelField(x, y);
5897 /* uncrumble neighbour fields, if needed */
5898 if (element == EL_INVISIBLE_SAND)
5899 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5901 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5902 element == EL_INVISIBLE_WALL_ACTIVE ||
5903 element == EL_INVISIBLE_SAND_ACTIVE)
5905 if (game.lenses_time_left == 0)
5906 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5908 TEST_DrawLevelField(x, y);
5910 /* re-crumble neighbour fields, if needed */
5911 if (element == EL_INVISIBLE_SAND)
5912 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5917 static void RedrawAllInvisibleElementsForMagnifier()
5921 SCAN_PLAYFIELD(x, y)
5923 int element = Feld[x][y];
5925 if (element == EL_EMC_FAKE_GRASS &&
5926 game.magnify_time_left > 0)
5928 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
5929 TEST_DrawLevelField(x, y);
5931 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
5932 game.magnify_time_left == 0)
5934 Feld[x][y] = EL_EMC_FAKE_GRASS;
5935 TEST_DrawLevelField(x, y);
5937 else if (IS_GATE_GRAY(element) &&
5938 game.magnify_time_left > 0)
5940 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
5941 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
5942 IS_EM_GATE_GRAY(element) ?
5943 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
5944 IS_EMC_GATE_GRAY(element) ?
5945 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
5946 IS_DC_GATE_GRAY(element) ?
5947 EL_DC_GATE_WHITE_GRAY_ACTIVE :
5949 TEST_DrawLevelField(x, y);
5951 else if (IS_GATE_GRAY_ACTIVE(element) &&
5952 game.magnify_time_left == 0)
5954 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
5955 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
5956 IS_EM_GATE_GRAY_ACTIVE(element) ?
5957 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
5958 IS_EMC_GATE_GRAY_ACTIVE(element) ?
5959 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
5960 IS_DC_GATE_GRAY_ACTIVE(element) ?
5961 EL_DC_GATE_WHITE_GRAY :
5963 TEST_DrawLevelField(x, y);
5968 static void ToggleLightSwitch(int x, int y)
5970 int element = Feld[x][y];
5972 game.light_time_left =
5973 (element == EL_LIGHT_SWITCH ?
5974 level.time_light * FRAMES_PER_SECOND : 0);
5976 RedrawAllLightSwitchesAndInvisibleElements();
5979 static void ActivateTimegateSwitch(int x, int y)
5983 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
5985 SCAN_PLAYFIELD(xx, yy)
5987 int element = Feld[xx][yy];
5989 if (element == EL_TIMEGATE_CLOSED ||
5990 element == EL_TIMEGATE_CLOSING)
5992 Feld[xx][yy] = EL_TIMEGATE_OPENING;
5993 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
5997 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
5999 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6000 TEST_DrawLevelField(xx, yy);
6006 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6007 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6010 void Impact(int x, int y)
6012 boolean last_line = (y == lev_fieldy - 1);
6013 boolean object_hit = FALSE;
6014 boolean impact = (last_line || object_hit);
6015 int element = Feld[x][y];
6016 int smashed = EL_STEELWALL;
6018 if (!last_line) /* check if element below was hit */
6020 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6023 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6024 MovDir[x][y + 1] != MV_DOWN ||
6025 MovPos[x][y + 1] <= TILEY / 2));
6027 /* do not smash moving elements that left the smashed field in time */
6028 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6029 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6032 #if USE_QUICKSAND_IMPACT_BUGFIX
6033 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6035 RemoveMovingField(x, y + 1);
6036 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6037 Feld[x][y + 2] = EL_ROCK;
6038 TEST_DrawLevelField(x, y + 2);
6043 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6045 RemoveMovingField(x, y + 1);
6046 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6047 Feld[x][y + 2] = EL_ROCK;
6048 TEST_DrawLevelField(x, y + 2);
6055 smashed = MovingOrBlocked2Element(x, y + 1);
6057 impact = (last_line || object_hit);
6060 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6062 SplashAcid(x, y + 1);
6066 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6067 /* only reset graphic animation if graphic really changes after impact */
6069 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6071 ResetGfxAnimation(x, y);
6072 TEST_DrawLevelField(x, y);
6075 if (impact && CAN_EXPLODE_IMPACT(element))
6080 else if (impact && element == EL_PEARL &&
6081 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6083 ResetGfxAnimation(x, y);
6085 Feld[x][y] = EL_PEARL_BREAKING;
6086 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6089 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6091 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6096 if (impact && element == EL_AMOEBA_DROP)
6098 if (object_hit && IS_PLAYER(x, y + 1))
6099 KillPlayerUnlessEnemyProtected(x, y + 1);
6100 else if (object_hit && smashed == EL_PENGUIN)
6104 Feld[x][y] = EL_AMOEBA_GROWING;
6105 Store[x][y] = EL_AMOEBA_WET;
6107 ResetRandomAnimationValue(x, y);
6112 if (object_hit) /* check which object was hit */
6114 if ((CAN_PASS_MAGIC_WALL(element) &&
6115 (smashed == EL_MAGIC_WALL ||
6116 smashed == EL_BD_MAGIC_WALL)) ||
6117 (CAN_PASS_DC_MAGIC_WALL(element) &&
6118 smashed == EL_DC_MAGIC_WALL))
6121 int activated_magic_wall =
6122 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6123 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6124 EL_DC_MAGIC_WALL_ACTIVE);
6126 /* activate magic wall / mill */
6127 SCAN_PLAYFIELD(xx, yy)
6129 if (Feld[xx][yy] == smashed)
6130 Feld[xx][yy] = activated_magic_wall;
6133 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6134 game.magic_wall_active = TRUE;
6136 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6137 SND_MAGIC_WALL_ACTIVATING :
6138 smashed == EL_BD_MAGIC_WALL ?
6139 SND_BD_MAGIC_WALL_ACTIVATING :
6140 SND_DC_MAGIC_WALL_ACTIVATING));
6143 if (IS_PLAYER(x, y + 1))
6145 if (CAN_SMASH_PLAYER(element))
6147 KillPlayerUnlessEnemyProtected(x, y + 1);
6151 else if (smashed == EL_PENGUIN)
6153 if (CAN_SMASH_PLAYER(element))
6159 else if (element == EL_BD_DIAMOND)
6161 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6167 else if (((element == EL_SP_INFOTRON ||
6168 element == EL_SP_ZONK) &&
6169 (smashed == EL_SP_SNIKSNAK ||
6170 smashed == EL_SP_ELECTRON ||
6171 smashed == EL_SP_DISK_ORANGE)) ||
6172 (element == EL_SP_INFOTRON &&
6173 smashed == EL_SP_DISK_YELLOW))
6178 else if (CAN_SMASH_EVERYTHING(element))
6180 if (IS_CLASSIC_ENEMY(smashed) ||
6181 CAN_EXPLODE_SMASHED(smashed))
6186 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6188 if (smashed == EL_LAMP ||
6189 smashed == EL_LAMP_ACTIVE)
6194 else if (smashed == EL_NUT)
6196 Feld[x][y + 1] = EL_NUT_BREAKING;
6197 PlayLevelSound(x, y, SND_NUT_BREAKING);
6198 RaiseScoreElement(EL_NUT);
6201 else if (smashed == EL_PEARL)
6203 ResetGfxAnimation(x, y);
6205 Feld[x][y + 1] = EL_PEARL_BREAKING;
6206 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6209 else if (smashed == EL_DIAMOND)
6211 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6212 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6215 else if (IS_BELT_SWITCH(smashed))
6217 ToggleBeltSwitch(x, y + 1);
6219 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6220 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6221 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6222 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6224 ToggleSwitchgateSwitch(x, y + 1);
6226 else if (smashed == EL_LIGHT_SWITCH ||
6227 smashed == EL_LIGHT_SWITCH_ACTIVE)
6229 ToggleLightSwitch(x, y + 1);
6233 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6235 CheckElementChangeBySide(x, y + 1, smashed, element,
6236 CE_SWITCHED, CH_SIDE_TOP);
6237 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6243 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6248 /* play sound of magic wall / mill */
6250 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6251 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6252 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6254 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6255 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6256 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6257 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6258 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6259 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6264 /* play sound of object that hits the ground */
6265 if (last_line || object_hit)
6266 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6269 inline static void TurnRoundExt(int x, int y)
6281 { 0, 0 }, { 0, 0 }, { 0, 0 },
6286 int left, right, back;
6290 { MV_DOWN, MV_UP, MV_RIGHT },
6291 { MV_UP, MV_DOWN, MV_LEFT },
6293 { MV_LEFT, MV_RIGHT, MV_DOWN },
6297 { MV_RIGHT, MV_LEFT, MV_UP }
6300 int element = Feld[x][y];
6301 int move_pattern = element_info[element].move_pattern;
6303 int old_move_dir = MovDir[x][y];
6304 int left_dir = turn[old_move_dir].left;
6305 int right_dir = turn[old_move_dir].right;
6306 int back_dir = turn[old_move_dir].back;
6308 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6309 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6310 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6311 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6313 int left_x = x + left_dx, left_y = y + left_dy;
6314 int right_x = x + right_dx, right_y = y + right_dy;
6315 int move_x = x + move_dx, move_y = y + move_dy;
6319 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6321 TestIfBadThingTouchesOtherBadThing(x, y);
6323 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6324 MovDir[x][y] = right_dir;
6325 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6326 MovDir[x][y] = left_dir;
6328 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6330 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6333 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6335 TestIfBadThingTouchesOtherBadThing(x, y);
6337 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6338 MovDir[x][y] = left_dir;
6339 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6340 MovDir[x][y] = right_dir;
6342 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6344 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6347 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6349 TestIfBadThingTouchesOtherBadThing(x, y);
6351 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6352 MovDir[x][y] = left_dir;
6353 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6354 MovDir[x][y] = right_dir;
6356 if (MovDir[x][y] != old_move_dir)
6359 else if (element == EL_YAMYAM)
6361 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6362 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6364 if (can_turn_left && can_turn_right)
6365 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6366 else if (can_turn_left)
6367 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6368 else if (can_turn_right)
6369 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6371 MovDir[x][y] = back_dir;
6373 MovDelay[x][y] = 16 + 16 * RND(3);
6375 else if (element == EL_DARK_YAMYAM)
6377 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6379 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6382 if (can_turn_left && can_turn_right)
6383 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6384 else if (can_turn_left)
6385 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6386 else if (can_turn_right)
6387 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6389 MovDir[x][y] = back_dir;
6391 MovDelay[x][y] = 16 + 16 * RND(3);
6393 else if (element == EL_PACMAN)
6395 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6396 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6398 if (can_turn_left && can_turn_right)
6399 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6400 else if (can_turn_left)
6401 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6402 else if (can_turn_right)
6403 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6405 MovDir[x][y] = back_dir;
6407 MovDelay[x][y] = 6 + RND(40);
6409 else if (element == EL_PIG)
6411 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6412 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6413 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6414 boolean should_turn_left, should_turn_right, should_move_on;
6416 int rnd = RND(rnd_value);
6418 should_turn_left = (can_turn_left &&
6420 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6421 y + back_dy + left_dy)));
6422 should_turn_right = (can_turn_right &&
6424 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6425 y + back_dy + right_dy)));
6426 should_move_on = (can_move_on &&
6429 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6430 y + move_dy + left_dy) ||
6431 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6432 y + move_dy + right_dy)));
6434 if (should_turn_left || should_turn_right || should_move_on)
6436 if (should_turn_left && should_turn_right && should_move_on)
6437 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6438 rnd < 2 * rnd_value / 3 ? right_dir :
6440 else if (should_turn_left && should_turn_right)
6441 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6442 else if (should_turn_left && should_move_on)
6443 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6444 else if (should_turn_right && should_move_on)
6445 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6446 else if (should_turn_left)
6447 MovDir[x][y] = left_dir;
6448 else if (should_turn_right)
6449 MovDir[x][y] = right_dir;
6450 else if (should_move_on)
6451 MovDir[x][y] = old_move_dir;
6453 else if (can_move_on && rnd > rnd_value / 8)
6454 MovDir[x][y] = old_move_dir;
6455 else if (can_turn_left && can_turn_right)
6456 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6457 else if (can_turn_left && rnd > rnd_value / 8)
6458 MovDir[x][y] = left_dir;
6459 else if (can_turn_right && rnd > rnd_value/8)
6460 MovDir[x][y] = right_dir;
6462 MovDir[x][y] = back_dir;
6464 xx = x + move_xy[MovDir[x][y]].dx;
6465 yy = y + move_xy[MovDir[x][y]].dy;
6467 if (!IN_LEV_FIELD(xx, yy) ||
6468 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6469 MovDir[x][y] = old_move_dir;
6473 else if (element == EL_DRAGON)
6475 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6476 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6477 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6479 int rnd = RND(rnd_value);
6481 if (can_move_on && rnd > rnd_value / 8)
6482 MovDir[x][y] = old_move_dir;
6483 else if (can_turn_left && can_turn_right)
6484 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6485 else if (can_turn_left && rnd > rnd_value / 8)
6486 MovDir[x][y] = left_dir;
6487 else if (can_turn_right && rnd > rnd_value / 8)
6488 MovDir[x][y] = right_dir;
6490 MovDir[x][y] = back_dir;
6492 xx = x + move_xy[MovDir[x][y]].dx;
6493 yy = y + move_xy[MovDir[x][y]].dy;
6495 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6496 MovDir[x][y] = old_move_dir;
6500 else if (element == EL_MOLE)
6502 boolean can_move_on =
6503 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6504 IS_AMOEBOID(Feld[move_x][move_y]) ||
6505 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6508 boolean can_turn_left =
6509 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6510 IS_AMOEBOID(Feld[left_x][left_y])));
6512 boolean can_turn_right =
6513 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6514 IS_AMOEBOID(Feld[right_x][right_y])));
6516 if (can_turn_left && can_turn_right)
6517 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6518 else if (can_turn_left)
6519 MovDir[x][y] = left_dir;
6521 MovDir[x][y] = right_dir;
6524 if (MovDir[x][y] != old_move_dir)
6527 else if (element == EL_BALLOON)
6529 MovDir[x][y] = game.wind_direction;
6532 else if (element == EL_SPRING)
6534 if (MovDir[x][y] & MV_HORIZONTAL)
6536 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6537 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6539 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6540 ResetGfxAnimation(move_x, move_y);
6541 TEST_DrawLevelField(move_x, move_y);
6543 MovDir[x][y] = back_dir;
6545 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6546 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6547 MovDir[x][y] = MV_NONE;
6552 else if (element == EL_ROBOT ||
6553 element == EL_SATELLITE ||
6554 element == EL_PENGUIN ||
6555 element == EL_EMC_ANDROID)
6557 int attr_x = -1, attr_y = -1;
6568 for (i = 0; i < MAX_PLAYERS; i++)
6570 struct PlayerInfo *player = &stored_player[i];
6571 int jx = player->jx, jy = player->jy;
6573 if (!player->active)
6577 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6585 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6586 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6587 game.engine_version < VERSION_IDENT(3,1,0,0)))
6593 if (element == EL_PENGUIN)
6596 static int xy[4][2] =
6604 for (i = 0; i < NUM_DIRECTIONS; i++)
6606 int ex = x + xy[i][0];
6607 int ey = y + xy[i][1];
6609 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6610 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6611 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6612 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6621 MovDir[x][y] = MV_NONE;
6623 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6624 else if (attr_x > x)
6625 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6627 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6628 else if (attr_y > y)
6629 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6631 if (element == EL_ROBOT)
6635 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6636 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6637 Moving2Blocked(x, y, &newx, &newy);
6639 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6640 MovDelay[x][y] = 8 + 8 * !RND(3);
6642 MovDelay[x][y] = 16;
6644 else if (element == EL_PENGUIN)
6650 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6652 boolean first_horiz = RND(2);
6653 int new_move_dir = MovDir[x][y];
6656 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6657 Moving2Blocked(x, y, &newx, &newy);
6659 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6663 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6664 Moving2Blocked(x, y, &newx, &newy);
6666 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6669 MovDir[x][y] = old_move_dir;
6673 else if (element == EL_SATELLITE)
6679 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6681 boolean first_horiz = RND(2);
6682 int new_move_dir = MovDir[x][y];
6685 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6686 Moving2Blocked(x, y, &newx, &newy);
6688 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6692 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6693 Moving2Blocked(x, y, &newx, &newy);
6695 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6698 MovDir[x][y] = old_move_dir;
6702 else if (element == EL_EMC_ANDROID)
6704 static int check_pos[16] =
6706 -1, /* 0 => (invalid) */
6707 7, /* 1 => MV_LEFT */
6708 3, /* 2 => MV_RIGHT */
6709 -1, /* 3 => (invalid) */
6711 0, /* 5 => MV_LEFT | MV_UP */
6712 2, /* 6 => MV_RIGHT | MV_UP */
6713 -1, /* 7 => (invalid) */
6714 5, /* 8 => MV_DOWN */
6715 6, /* 9 => MV_LEFT | MV_DOWN */
6716 4, /* 10 => MV_RIGHT | MV_DOWN */
6717 -1, /* 11 => (invalid) */
6718 -1, /* 12 => (invalid) */
6719 -1, /* 13 => (invalid) */
6720 -1, /* 14 => (invalid) */
6721 -1, /* 15 => (invalid) */
6729 { -1, -1, MV_LEFT | MV_UP },
6731 { +1, -1, MV_RIGHT | MV_UP },
6732 { +1, 0, MV_RIGHT },
6733 { +1, +1, MV_RIGHT | MV_DOWN },
6735 { -1, +1, MV_LEFT | MV_DOWN },
6738 int start_pos, check_order;
6739 boolean can_clone = FALSE;
6742 /* check if there is any free field around current position */
6743 for (i = 0; i < 8; i++)
6745 int newx = x + check_xy[i].dx;
6746 int newy = y + check_xy[i].dy;
6748 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6756 if (can_clone) /* randomly find an element to clone */
6760 start_pos = check_pos[RND(8)];
6761 check_order = (RND(2) ? -1 : +1);
6763 for (i = 0; i < 8; i++)
6765 int pos_raw = start_pos + i * check_order;
6766 int pos = (pos_raw + 8) % 8;
6767 int newx = x + check_xy[pos].dx;
6768 int newy = y + check_xy[pos].dy;
6770 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6772 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
6773 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
6775 Store[x][y] = Feld[newx][newy];
6784 if (can_clone) /* randomly find a direction to move */
6788 start_pos = check_pos[RND(8)];
6789 check_order = (RND(2) ? -1 : +1);
6791 for (i = 0; i < 8; i++)
6793 int pos_raw = start_pos + i * check_order;
6794 int pos = (pos_raw + 8) % 8;
6795 int newx = x + check_xy[pos].dx;
6796 int newy = y + check_xy[pos].dy;
6797 int new_move_dir = check_xy[pos].dir;
6799 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6801 MovDir[x][y] = new_move_dir;
6802 MovDelay[x][y] = level.android_clone_time * 8 + 1;
6811 if (can_clone) /* cloning and moving successful */
6814 /* cannot clone -- try to move towards player */
6816 start_pos = check_pos[MovDir[x][y] & 0x0f];
6817 check_order = (RND(2) ? -1 : +1);
6819 for (i = 0; i < 3; i++)
6821 /* first check start_pos, then previous/next or (next/previous) pos */
6822 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
6823 int pos = (pos_raw + 8) % 8;
6824 int newx = x + check_xy[pos].dx;
6825 int newy = y + check_xy[pos].dy;
6826 int new_move_dir = check_xy[pos].dir;
6828 if (IS_PLAYER(newx, newy))
6831 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6833 MovDir[x][y] = new_move_dir;
6834 MovDelay[x][y] = level.android_move_time * 8 + 1;
6841 else if (move_pattern == MV_TURNING_LEFT ||
6842 move_pattern == MV_TURNING_RIGHT ||
6843 move_pattern == MV_TURNING_LEFT_RIGHT ||
6844 move_pattern == MV_TURNING_RIGHT_LEFT ||
6845 move_pattern == MV_TURNING_RANDOM ||
6846 move_pattern == MV_ALL_DIRECTIONS)
6848 boolean can_turn_left =
6849 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
6850 boolean can_turn_right =
6851 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
6853 if (element_info[element].move_stepsize == 0) /* "not moving" */
6856 if (move_pattern == MV_TURNING_LEFT)
6857 MovDir[x][y] = left_dir;
6858 else if (move_pattern == MV_TURNING_RIGHT)
6859 MovDir[x][y] = right_dir;
6860 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
6861 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
6862 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
6863 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
6864 else if (move_pattern == MV_TURNING_RANDOM)
6865 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
6866 can_turn_right && !can_turn_left ? right_dir :
6867 RND(2) ? left_dir : right_dir);
6868 else if (can_turn_left && can_turn_right)
6869 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6870 else if (can_turn_left)
6871 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6872 else if (can_turn_right)
6873 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6875 MovDir[x][y] = back_dir;
6877 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6879 else if (move_pattern == MV_HORIZONTAL ||
6880 move_pattern == MV_VERTICAL)
6882 if (move_pattern & old_move_dir)
6883 MovDir[x][y] = back_dir;
6884 else if (move_pattern == MV_HORIZONTAL)
6885 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
6886 else if (move_pattern == MV_VERTICAL)
6887 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
6889 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6891 else if (move_pattern & MV_ANY_DIRECTION)
6893 MovDir[x][y] = move_pattern;
6894 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6896 else if (move_pattern & MV_WIND_DIRECTION)
6898 MovDir[x][y] = game.wind_direction;
6899 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6901 else if (move_pattern == MV_ALONG_LEFT_SIDE)
6903 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
6904 MovDir[x][y] = left_dir;
6905 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6906 MovDir[x][y] = right_dir;
6908 if (MovDir[x][y] != old_move_dir)
6909 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6911 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
6913 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
6914 MovDir[x][y] = right_dir;
6915 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6916 MovDir[x][y] = left_dir;
6918 if (MovDir[x][y] != old_move_dir)
6919 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6921 else if (move_pattern == MV_TOWARDS_PLAYER ||
6922 move_pattern == MV_AWAY_FROM_PLAYER)
6924 int attr_x = -1, attr_y = -1;
6926 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
6937 for (i = 0; i < MAX_PLAYERS; i++)
6939 struct PlayerInfo *player = &stored_player[i];
6940 int jx = player->jx, jy = player->jy;
6942 if (!player->active)
6946 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6954 MovDir[x][y] = MV_NONE;
6956 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
6957 else if (attr_x > x)
6958 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
6960 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
6961 else if (attr_y > y)
6962 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
6964 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6966 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6968 boolean first_horiz = RND(2);
6969 int new_move_dir = MovDir[x][y];
6971 if (element_info[element].move_stepsize == 0) /* "not moving" */
6973 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
6974 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6980 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6981 Moving2Blocked(x, y, &newx, &newy);
6983 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
6987 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6988 Moving2Blocked(x, y, &newx, &newy);
6990 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
6993 MovDir[x][y] = old_move_dir;
6996 else if (move_pattern == MV_WHEN_PUSHED ||
6997 move_pattern == MV_WHEN_DROPPED)
6999 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7000 MovDir[x][y] = MV_NONE;
7004 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7006 static int test_xy[7][2] =
7016 static int test_dir[7] =
7026 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7027 int move_preference = -1000000; /* start with very low preference */
7028 int new_move_dir = MV_NONE;
7029 int start_test = RND(4);
7032 for (i = 0; i < NUM_DIRECTIONS; i++)
7034 int move_dir = test_dir[start_test + i];
7035 int move_dir_preference;
7037 xx = x + test_xy[start_test + i][0];
7038 yy = y + test_xy[start_test + i][1];
7040 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7041 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7043 new_move_dir = move_dir;
7048 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7051 move_dir_preference = -1 * RunnerVisit[xx][yy];
7052 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7053 move_dir_preference = PlayerVisit[xx][yy];
7055 if (move_dir_preference > move_preference)
7057 /* prefer field that has not been visited for the longest time */
7058 move_preference = move_dir_preference;
7059 new_move_dir = move_dir;
7061 else if (move_dir_preference == move_preference &&
7062 move_dir == old_move_dir)
7064 /* prefer last direction when all directions are preferred equally */
7065 move_preference = move_dir_preference;
7066 new_move_dir = move_dir;
7070 MovDir[x][y] = new_move_dir;
7071 if (old_move_dir != new_move_dir)
7072 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7076 static void TurnRound(int x, int y)
7078 int direction = MovDir[x][y];
7082 GfxDir[x][y] = MovDir[x][y];
7084 if (direction != MovDir[x][y])
7088 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7090 ResetGfxFrame(x, y, FALSE);
7093 static boolean JustBeingPushed(int x, int y)
7097 for (i = 0; i < MAX_PLAYERS; i++)
7099 struct PlayerInfo *player = &stored_player[i];
7101 if (player->active && player->is_pushing && player->MovPos)
7103 int next_jx = player->jx + (player->jx - player->last_jx);
7104 int next_jy = player->jy + (player->jy - player->last_jy);
7106 if (x == next_jx && y == next_jy)
7114 void StartMoving(int x, int y)
7116 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7117 int element = Feld[x][y];
7122 if (MovDelay[x][y] == 0)
7123 GfxAction[x][y] = ACTION_DEFAULT;
7125 if (CAN_FALL(element) && y < lev_fieldy - 1)
7127 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7128 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7129 if (JustBeingPushed(x, y))
7132 if (element == EL_QUICKSAND_FULL)
7134 if (IS_FREE(x, y + 1))
7136 InitMovingField(x, y, MV_DOWN);
7137 started_moving = TRUE;
7139 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7140 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7141 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7142 Store[x][y] = EL_ROCK;
7144 Store[x][y] = EL_ROCK;
7147 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7149 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7151 if (!MovDelay[x][y])
7153 MovDelay[x][y] = TILEY + 1;
7155 ResetGfxAnimation(x, y);
7156 ResetGfxAnimation(x, y + 1);
7161 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7162 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7169 Feld[x][y] = EL_QUICKSAND_EMPTY;
7170 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7171 Store[x][y + 1] = Store[x][y];
7174 PlayLevelSoundAction(x, y, ACTION_FILLING);
7176 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7178 if (!MovDelay[x][y])
7180 MovDelay[x][y] = TILEY + 1;
7182 ResetGfxAnimation(x, y);
7183 ResetGfxAnimation(x, y + 1);
7188 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7189 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7196 Feld[x][y] = EL_QUICKSAND_EMPTY;
7197 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7198 Store[x][y + 1] = Store[x][y];
7201 PlayLevelSoundAction(x, y, ACTION_FILLING);
7204 else if (element == EL_QUICKSAND_FAST_FULL)
7206 if (IS_FREE(x, y + 1))
7208 InitMovingField(x, y, MV_DOWN);
7209 started_moving = TRUE;
7211 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7212 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7213 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7214 Store[x][y] = EL_ROCK;
7216 Store[x][y] = EL_ROCK;
7219 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7221 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7223 if (!MovDelay[x][y])
7225 MovDelay[x][y] = TILEY + 1;
7227 ResetGfxAnimation(x, y);
7228 ResetGfxAnimation(x, y + 1);
7233 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7234 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7241 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7242 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7243 Store[x][y + 1] = Store[x][y];
7246 PlayLevelSoundAction(x, y, ACTION_FILLING);
7248 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7250 if (!MovDelay[x][y])
7252 MovDelay[x][y] = TILEY + 1;
7254 ResetGfxAnimation(x, y);
7255 ResetGfxAnimation(x, y + 1);
7260 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7261 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7268 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7269 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7270 Store[x][y + 1] = Store[x][y];
7273 PlayLevelSoundAction(x, y, ACTION_FILLING);
7276 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7277 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7279 InitMovingField(x, y, MV_DOWN);
7280 started_moving = TRUE;
7282 Feld[x][y] = EL_QUICKSAND_FILLING;
7283 Store[x][y] = element;
7285 PlayLevelSoundAction(x, y, ACTION_FILLING);
7287 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7288 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7290 InitMovingField(x, y, MV_DOWN);
7291 started_moving = TRUE;
7293 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7294 Store[x][y] = element;
7296 PlayLevelSoundAction(x, y, ACTION_FILLING);
7298 else if (element == EL_MAGIC_WALL_FULL)
7300 if (IS_FREE(x, y + 1))
7302 InitMovingField(x, y, MV_DOWN);
7303 started_moving = TRUE;
7305 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7306 Store[x][y] = EL_CHANGED(Store[x][y]);
7308 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7310 if (!MovDelay[x][y])
7311 MovDelay[x][y] = TILEY / 4 + 1;
7320 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7321 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7322 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7326 else if (element == EL_BD_MAGIC_WALL_FULL)
7328 if (IS_FREE(x, y + 1))
7330 InitMovingField(x, y, MV_DOWN);
7331 started_moving = TRUE;
7333 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7334 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7336 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7338 if (!MovDelay[x][y])
7339 MovDelay[x][y] = TILEY / 4 + 1;
7348 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7349 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7350 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7354 else if (element == EL_DC_MAGIC_WALL_FULL)
7356 if (IS_FREE(x, y + 1))
7358 InitMovingField(x, y, MV_DOWN);
7359 started_moving = TRUE;
7361 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7362 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7364 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7366 if (!MovDelay[x][y])
7367 MovDelay[x][y] = TILEY / 4 + 1;
7376 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7377 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7378 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7382 else if ((CAN_PASS_MAGIC_WALL(element) &&
7383 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7384 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7385 (CAN_PASS_DC_MAGIC_WALL(element) &&
7386 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7389 InitMovingField(x, y, MV_DOWN);
7390 started_moving = TRUE;
7393 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7394 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7395 EL_DC_MAGIC_WALL_FILLING);
7396 Store[x][y] = element;
7398 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7400 SplashAcid(x, y + 1);
7402 InitMovingField(x, y, MV_DOWN);
7403 started_moving = TRUE;
7405 Store[x][y] = EL_ACID;
7408 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7409 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7410 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7411 CAN_FALL(element) && WasJustFalling[x][y] &&
7412 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7414 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7415 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7416 (Feld[x][y + 1] == EL_BLOCKED)))
7418 /* this is needed for a special case not covered by calling "Impact()"
7419 from "ContinueMoving()": if an element moves to a tile directly below
7420 another element which was just falling on that tile (which was empty
7421 in the previous frame), the falling element above would just stop
7422 instead of smashing the element below (in previous version, the above
7423 element was just checked for "moving" instead of "falling", resulting
7424 in incorrect smashes caused by horizontal movement of the above
7425 element; also, the case of the player being the element to smash was
7426 simply not covered here... :-/ ) */
7428 CheckCollision[x][y] = 0;
7429 CheckImpact[x][y] = 0;
7433 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7435 if (MovDir[x][y] == MV_NONE)
7437 InitMovingField(x, y, MV_DOWN);
7438 started_moving = TRUE;
7441 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7443 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7444 MovDir[x][y] = MV_DOWN;
7446 InitMovingField(x, y, MV_DOWN);
7447 started_moving = TRUE;
7449 else if (element == EL_AMOEBA_DROP)
7451 Feld[x][y] = EL_AMOEBA_GROWING;
7452 Store[x][y] = EL_AMOEBA_WET;
7454 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7455 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7456 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7457 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7459 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7460 (IS_FREE(x - 1, y + 1) ||
7461 Feld[x - 1][y + 1] == EL_ACID));
7462 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7463 (IS_FREE(x + 1, y + 1) ||
7464 Feld[x + 1][y + 1] == EL_ACID));
7465 boolean can_fall_any = (can_fall_left || can_fall_right);
7466 boolean can_fall_both = (can_fall_left && can_fall_right);
7467 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7469 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7471 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7472 can_fall_right = FALSE;
7473 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7474 can_fall_left = FALSE;
7475 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7476 can_fall_right = FALSE;
7477 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7478 can_fall_left = FALSE;
7480 can_fall_any = (can_fall_left || can_fall_right);
7481 can_fall_both = FALSE;
7486 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7487 can_fall_right = FALSE; /* slip down on left side */
7489 can_fall_left = !(can_fall_right = RND(2));
7491 can_fall_both = FALSE;
7496 /* if not determined otherwise, prefer left side for slipping down */
7497 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7498 started_moving = TRUE;
7501 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7503 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7504 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7505 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7506 int belt_dir = game.belt_dir[belt_nr];
7508 if ((belt_dir == MV_LEFT && left_is_free) ||
7509 (belt_dir == MV_RIGHT && right_is_free))
7511 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7513 InitMovingField(x, y, belt_dir);
7514 started_moving = TRUE;
7516 Pushed[x][y] = TRUE;
7517 Pushed[nextx][y] = TRUE;
7519 GfxAction[x][y] = ACTION_DEFAULT;
7523 MovDir[x][y] = 0; /* if element was moving, stop it */
7528 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7529 if (CAN_MOVE(element) && !started_moving)
7531 int move_pattern = element_info[element].move_pattern;
7534 Moving2Blocked(x, y, &newx, &newy);
7536 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7539 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7540 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7542 WasJustMoving[x][y] = 0;
7543 CheckCollision[x][y] = 0;
7545 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7547 if (Feld[x][y] != element) /* element has changed */
7551 if (!MovDelay[x][y]) /* start new movement phase */
7553 /* all objects that can change their move direction after each step
7554 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7556 if (element != EL_YAMYAM &&
7557 element != EL_DARK_YAMYAM &&
7558 element != EL_PACMAN &&
7559 !(move_pattern & MV_ANY_DIRECTION) &&
7560 move_pattern != MV_TURNING_LEFT &&
7561 move_pattern != MV_TURNING_RIGHT &&
7562 move_pattern != MV_TURNING_LEFT_RIGHT &&
7563 move_pattern != MV_TURNING_RIGHT_LEFT &&
7564 move_pattern != MV_TURNING_RANDOM)
7568 if (MovDelay[x][y] && (element == EL_BUG ||
7569 element == EL_SPACESHIP ||
7570 element == EL_SP_SNIKSNAK ||
7571 element == EL_SP_ELECTRON ||
7572 element == EL_MOLE))
7573 TEST_DrawLevelField(x, y);
7577 if (MovDelay[x][y]) /* wait some time before next movement */
7581 if (element == EL_ROBOT ||
7582 element == EL_YAMYAM ||
7583 element == EL_DARK_YAMYAM)
7585 DrawLevelElementAnimationIfNeeded(x, y, element);
7586 PlayLevelSoundAction(x, y, ACTION_WAITING);
7588 else if (element == EL_SP_ELECTRON)
7589 DrawLevelElementAnimationIfNeeded(x, y, element);
7590 else if (element == EL_DRAGON)
7593 int dir = MovDir[x][y];
7594 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7595 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7596 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7597 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7598 dir == MV_UP ? IMG_FLAMES_1_UP :
7599 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7600 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7602 GfxAction[x][y] = ACTION_ATTACKING;
7604 if (IS_PLAYER(x, y))
7605 DrawPlayerField(x, y);
7607 TEST_DrawLevelField(x, y);
7609 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7611 for (i = 1; i <= 3; i++)
7613 int xx = x + i * dx;
7614 int yy = y + i * dy;
7615 int sx = SCREENX(xx);
7616 int sy = SCREENY(yy);
7617 int flame_graphic = graphic + (i - 1);
7619 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7624 int flamed = MovingOrBlocked2Element(xx, yy);
7626 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7629 RemoveMovingField(xx, yy);
7631 ChangeDelay[xx][yy] = 0;
7633 Feld[xx][yy] = EL_FLAMES;
7635 if (IN_SCR_FIELD(sx, sy))
7637 TEST_DrawLevelFieldCrumbled(xx, yy);
7638 DrawGraphic(sx, sy, flame_graphic, frame);
7643 if (Feld[xx][yy] == EL_FLAMES)
7644 Feld[xx][yy] = EL_EMPTY;
7645 TEST_DrawLevelField(xx, yy);
7650 if (MovDelay[x][y]) /* element still has to wait some time */
7652 PlayLevelSoundAction(x, y, ACTION_WAITING);
7658 /* now make next step */
7660 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7662 if (DONT_COLLIDE_WITH(element) &&
7663 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7664 !PLAYER_ENEMY_PROTECTED(newx, newy))
7666 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7671 else if (CAN_MOVE_INTO_ACID(element) &&
7672 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7673 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7674 (MovDir[x][y] == MV_DOWN ||
7675 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7677 SplashAcid(newx, newy);
7678 Store[x][y] = EL_ACID;
7680 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7682 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7683 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7684 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7685 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7688 TEST_DrawLevelField(x, y);
7690 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7691 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7692 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7694 local_player->friends_still_needed--;
7695 if (!local_player->friends_still_needed &&
7696 !local_player->GameOver && AllPlayersGone)
7697 PlayerWins(local_player);
7701 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7703 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7704 TEST_DrawLevelField(newx, newy);
7706 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7708 else if (!IS_FREE(newx, newy))
7710 GfxAction[x][y] = ACTION_WAITING;
7712 if (IS_PLAYER(x, y))
7713 DrawPlayerField(x, y);
7715 TEST_DrawLevelField(x, y);
7720 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7722 if (IS_FOOD_PIG(Feld[newx][newy]))
7724 if (IS_MOVING(newx, newy))
7725 RemoveMovingField(newx, newy);
7728 Feld[newx][newy] = EL_EMPTY;
7729 TEST_DrawLevelField(newx, newy);
7732 PlayLevelSound(x, y, SND_PIG_DIGGING);
7734 else if (!IS_FREE(newx, newy))
7736 if (IS_PLAYER(x, y))
7737 DrawPlayerField(x, y);
7739 TEST_DrawLevelField(x, y);
7744 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7746 if (Store[x][y] != EL_EMPTY)
7748 boolean can_clone = FALSE;
7751 /* check if element to clone is still there */
7752 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7754 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7762 /* cannot clone or target field not free anymore -- do not clone */
7763 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7764 Store[x][y] = EL_EMPTY;
7767 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7769 if (IS_MV_DIAGONAL(MovDir[x][y]))
7771 int diagonal_move_dir = MovDir[x][y];
7772 int stored = Store[x][y];
7773 int change_delay = 8;
7776 /* android is moving diagonally */
7778 CreateField(x, y, EL_DIAGONAL_SHRINKING);
7780 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
7781 GfxElement[x][y] = EL_EMC_ANDROID;
7782 GfxAction[x][y] = ACTION_SHRINKING;
7783 GfxDir[x][y] = diagonal_move_dir;
7784 ChangeDelay[x][y] = change_delay;
7786 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
7789 DrawLevelGraphicAnimation(x, y, graphic);
7790 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
7792 if (Feld[newx][newy] == EL_ACID)
7794 SplashAcid(newx, newy);
7799 CreateField(newx, newy, EL_DIAGONAL_GROWING);
7801 Store[newx][newy] = EL_EMC_ANDROID;
7802 GfxElement[newx][newy] = EL_EMC_ANDROID;
7803 GfxAction[newx][newy] = ACTION_GROWING;
7804 GfxDir[newx][newy] = diagonal_move_dir;
7805 ChangeDelay[newx][newy] = change_delay;
7807 graphic = el_act_dir2img(GfxElement[newx][newy],
7808 GfxAction[newx][newy], GfxDir[newx][newy]);
7810 DrawLevelGraphicAnimation(newx, newy, graphic);
7811 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
7817 Feld[newx][newy] = EL_EMPTY;
7818 TEST_DrawLevelField(newx, newy);
7820 PlayLevelSoundAction(x, y, ACTION_DIGGING);
7823 else if (!IS_FREE(newx, newy))
7828 else if (IS_CUSTOM_ELEMENT(element) &&
7829 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7831 if (!DigFieldByCE(newx, newy, element))
7834 if (move_pattern & MV_MAZE_RUNNER_STYLE)
7836 RunnerVisit[x][y] = FrameCounter;
7837 PlayerVisit[x][y] /= 8; /* expire player visit path */
7840 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
7842 if (!IS_FREE(newx, newy))
7844 if (IS_PLAYER(x, y))
7845 DrawPlayerField(x, y);
7847 TEST_DrawLevelField(x, y);
7853 boolean wanna_flame = !RND(10);
7854 int dx = newx - x, dy = newy - y;
7855 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
7856 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
7857 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
7858 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
7859 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
7860 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
7863 IS_CLASSIC_ENEMY(element1) ||
7864 IS_CLASSIC_ENEMY(element2)) &&
7865 element1 != EL_DRAGON && element2 != EL_DRAGON &&
7866 element1 != EL_FLAMES && element2 != EL_FLAMES)
7868 ResetGfxAnimation(x, y);
7869 GfxAction[x][y] = ACTION_ATTACKING;
7871 if (IS_PLAYER(x, y))
7872 DrawPlayerField(x, y);
7874 TEST_DrawLevelField(x, y);
7876 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
7878 MovDelay[x][y] = 50;
7880 Feld[newx][newy] = EL_FLAMES;
7881 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
7882 Feld[newx1][newy1] = EL_FLAMES;
7883 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
7884 Feld[newx2][newy2] = EL_FLAMES;
7890 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7891 Feld[newx][newy] == EL_DIAMOND)
7893 if (IS_MOVING(newx, newy))
7894 RemoveMovingField(newx, newy);
7897 Feld[newx][newy] = EL_EMPTY;
7898 TEST_DrawLevelField(newx, newy);
7901 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
7903 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7904 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
7906 if (AmoebaNr[newx][newy])
7908 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7909 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7910 Feld[newx][newy] == EL_BD_AMOEBA)
7911 AmoebaCnt[AmoebaNr[newx][newy]]--;
7914 if (IS_MOVING(newx, newy))
7916 RemoveMovingField(newx, newy);
7920 Feld[newx][newy] = EL_EMPTY;
7921 TEST_DrawLevelField(newx, newy);
7924 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
7926 else if ((element == EL_PACMAN || element == EL_MOLE)
7927 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
7929 if (AmoebaNr[newx][newy])
7931 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7932 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7933 Feld[newx][newy] == EL_BD_AMOEBA)
7934 AmoebaCnt[AmoebaNr[newx][newy]]--;
7937 if (element == EL_MOLE)
7939 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
7940 PlayLevelSound(x, y, SND_MOLE_DIGGING);
7942 ResetGfxAnimation(x, y);
7943 GfxAction[x][y] = ACTION_DIGGING;
7944 TEST_DrawLevelField(x, y);
7946 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
7948 return; /* wait for shrinking amoeba */
7950 else /* element == EL_PACMAN */
7952 Feld[newx][newy] = EL_EMPTY;
7953 TEST_DrawLevelField(newx, newy);
7954 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
7957 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
7958 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
7959 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
7961 /* wait for shrinking amoeba to completely disappear */
7964 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
7966 /* object was running against a wall */
7970 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
7971 DrawLevelElementAnimation(x, y, element);
7973 if (DONT_TOUCH(element))
7974 TestIfBadThingTouchesPlayer(x, y);
7979 InitMovingField(x, y, MovDir[x][y]);
7981 PlayLevelSoundAction(x, y, ACTION_MOVING);
7985 ContinueMoving(x, y);
7988 void ContinueMoving(int x, int y)
7990 int element = Feld[x][y];
7991 struct ElementInfo *ei = &element_info[element];
7992 int direction = MovDir[x][y];
7993 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
7994 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
7995 int newx = x + dx, newy = y + dy;
7996 int stored = Store[x][y];
7997 int stored_new = Store[newx][newy];
7998 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
7999 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8000 boolean last_line = (newy == lev_fieldy - 1);
8002 MovPos[x][y] += getElementMoveStepsize(x, y);
8004 if (pushed_by_player) /* special case: moving object pushed by player */
8005 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8007 if (ABS(MovPos[x][y]) < TILEX)
8009 TEST_DrawLevelField(x, y);
8011 return; /* element is still moving */
8014 /* element reached destination field */
8016 Feld[x][y] = EL_EMPTY;
8017 Feld[newx][newy] = element;
8018 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8020 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8022 element = Feld[newx][newy] = EL_ACID;
8024 else if (element == EL_MOLE)
8026 Feld[x][y] = EL_SAND;
8028 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8030 else if (element == EL_QUICKSAND_FILLING)
8032 element = Feld[newx][newy] = get_next_element(element);
8033 Store[newx][newy] = Store[x][y];
8035 else if (element == EL_QUICKSAND_EMPTYING)
8037 Feld[x][y] = get_next_element(element);
8038 element = Feld[newx][newy] = Store[x][y];
8040 else if (element == EL_QUICKSAND_FAST_FILLING)
8042 element = Feld[newx][newy] = get_next_element(element);
8043 Store[newx][newy] = Store[x][y];
8045 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8047 Feld[x][y] = get_next_element(element);
8048 element = Feld[newx][newy] = Store[x][y];
8050 else if (element == EL_MAGIC_WALL_FILLING)
8052 element = Feld[newx][newy] = get_next_element(element);
8053 if (!game.magic_wall_active)
8054 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8055 Store[newx][newy] = Store[x][y];
8057 else if (element == EL_MAGIC_WALL_EMPTYING)
8059 Feld[x][y] = get_next_element(element);
8060 if (!game.magic_wall_active)
8061 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8062 element = Feld[newx][newy] = Store[x][y];
8064 InitField(newx, newy, FALSE);
8066 else if (element == EL_BD_MAGIC_WALL_FILLING)
8068 element = Feld[newx][newy] = get_next_element(element);
8069 if (!game.magic_wall_active)
8070 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8071 Store[newx][newy] = Store[x][y];
8073 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8075 Feld[x][y] = get_next_element(element);
8076 if (!game.magic_wall_active)
8077 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8078 element = Feld[newx][newy] = Store[x][y];
8080 InitField(newx, newy, FALSE);
8082 else if (element == EL_DC_MAGIC_WALL_FILLING)
8084 element = Feld[newx][newy] = get_next_element(element);
8085 if (!game.magic_wall_active)
8086 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8087 Store[newx][newy] = Store[x][y];
8089 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8091 Feld[x][y] = get_next_element(element);
8092 if (!game.magic_wall_active)
8093 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8094 element = Feld[newx][newy] = Store[x][y];
8096 InitField(newx, newy, FALSE);
8098 else if (element == EL_AMOEBA_DROPPING)
8100 Feld[x][y] = get_next_element(element);
8101 element = Feld[newx][newy] = Store[x][y];
8103 else if (element == EL_SOKOBAN_OBJECT)
8106 Feld[x][y] = Back[x][y];
8108 if (Back[newx][newy])
8109 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8111 Back[x][y] = Back[newx][newy] = 0;
8114 Store[x][y] = EL_EMPTY;
8119 MovDelay[newx][newy] = 0;
8121 if (CAN_CHANGE_OR_HAS_ACTION(element))
8123 /* copy element change control values to new field */
8124 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8125 ChangePage[newx][newy] = ChangePage[x][y];
8126 ChangeCount[newx][newy] = ChangeCount[x][y];
8127 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8130 CustomValue[newx][newy] = CustomValue[x][y];
8132 ChangeDelay[x][y] = 0;
8133 ChangePage[x][y] = -1;
8134 ChangeCount[x][y] = 0;
8135 ChangeEvent[x][y] = -1;
8137 CustomValue[x][y] = 0;
8139 /* copy animation control values to new field */
8140 GfxFrame[newx][newy] = GfxFrame[x][y];
8141 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8142 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8143 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8145 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8147 /* some elements can leave other elements behind after moving */
8148 if (ei->move_leave_element != EL_EMPTY &&
8149 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8150 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8152 int move_leave_element = ei->move_leave_element;
8154 /* this makes it possible to leave the removed element again */
8155 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8156 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8158 Feld[x][y] = move_leave_element;
8160 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8161 MovDir[x][y] = direction;
8163 InitField(x, y, FALSE);
8165 if (GFX_CRUMBLED(Feld[x][y]))
8166 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8168 if (ELEM_IS_PLAYER(move_leave_element))
8169 RelocatePlayer(x, y, move_leave_element);
8172 /* do this after checking for left-behind element */
8173 ResetGfxAnimation(x, y); /* reset animation values for old field */
8175 if (!CAN_MOVE(element) ||
8176 (CAN_FALL(element) && direction == MV_DOWN &&
8177 (element == EL_SPRING ||
8178 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8179 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8180 GfxDir[x][y] = MovDir[newx][newy] = 0;
8182 TEST_DrawLevelField(x, y);
8183 TEST_DrawLevelField(newx, newy);
8185 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8187 /* prevent pushed element from moving on in pushed direction */
8188 if (pushed_by_player && CAN_MOVE(element) &&
8189 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8190 !(element_info[element].move_pattern & direction))
8191 TurnRound(newx, newy);
8193 /* prevent elements on conveyor belt from moving on in last direction */
8194 if (pushed_by_conveyor && CAN_FALL(element) &&
8195 direction & MV_HORIZONTAL)
8196 MovDir[newx][newy] = 0;
8198 if (!pushed_by_player)
8200 int nextx = newx + dx, nexty = newy + dy;
8201 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8203 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8205 if (CAN_FALL(element) && direction == MV_DOWN)
8206 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8208 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8209 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8211 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8212 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8215 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8217 TestIfBadThingTouchesPlayer(newx, newy);
8218 TestIfBadThingTouchesFriend(newx, newy);
8220 if (!IS_CUSTOM_ELEMENT(element))
8221 TestIfBadThingTouchesOtherBadThing(newx, newy);
8223 else if (element == EL_PENGUIN)
8224 TestIfFriendTouchesBadThing(newx, newy);
8226 if (DONT_GET_HIT_BY(element))
8228 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8231 /* give the player one last chance (one more frame) to move away */
8232 if (CAN_FALL(element) && direction == MV_DOWN &&
8233 (last_line || (!IS_FREE(x, newy + 1) &&
8234 (!IS_PLAYER(x, newy + 1) ||
8235 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8238 if (pushed_by_player && !game.use_change_when_pushing_bug)
8240 int push_side = MV_DIR_OPPOSITE(direction);
8241 struct PlayerInfo *player = PLAYERINFO(x, y);
8243 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8244 player->index_bit, push_side);
8245 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8246 player->index_bit, push_side);
8249 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8250 MovDelay[newx][newy] = 1;
8252 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8254 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8255 TestIfElementHitsCustomElement(newx, newy, direction);
8256 TestIfPlayerTouchesCustomElement(newx, newy);
8257 TestIfElementTouchesCustomElement(newx, newy);
8259 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8260 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8261 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8262 MV_DIR_OPPOSITE(direction));
8265 int AmoebeNachbarNr(int ax, int ay)
8268 int element = Feld[ax][ay];
8270 static int xy[4][2] =
8278 for (i = 0; i < NUM_DIRECTIONS; i++)
8280 int x = ax + xy[i][0];
8281 int y = ay + xy[i][1];
8283 if (!IN_LEV_FIELD(x, y))
8286 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8287 group_nr = AmoebaNr[x][y];
8293 void AmoebenVereinigen(int ax, int ay)
8295 int i, x, y, xx, yy;
8296 int new_group_nr = AmoebaNr[ax][ay];
8297 static int xy[4][2] =
8305 if (new_group_nr == 0)
8308 for (i = 0; i < NUM_DIRECTIONS; i++)
8313 if (!IN_LEV_FIELD(x, y))
8316 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8317 Feld[x][y] == EL_BD_AMOEBA ||
8318 Feld[x][y] == EL_AMOEBA_DEAD) &&
8319 AmoebaNr[x][y] != new_group_nr)
8321 int old_group_nr = AmoebaNr[x][y];
8323 if (old_group_nr == 0)
8326 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8327 AmoebaCnt[old_group_nr] = 0;
8328 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8329 AmoebaCnt2[old_group_nr] = 0;
8331 SCAN_PLAYFIELD(xx, yy)
8333 if (AmoebaNr[xx][yy] == old_group_nr)
8334 AmoebaNr[xx][yy] = new_group_nr;
8340 void AmoebeUmwandeln(int ax, int ay)
8344 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8346 int group_nr = AmoebaNr[ax][ay];
8351 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8352 printf("AmoebeUmwandeln(): This should never happen!\n");
8357 SCAN_PLAYFIELD(x, y)
8359 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8362 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8366 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8367 SND_AMOEBA_TURNING_TO_GEM :
8368 SND_AMOEBA_TURNING_TO_ROCK));
8373 static int xy[4][2] =
8381 for (i = 0; i < NUM_DIRECTIONS; i++)
8386 if (!IN_LEV_FIELD(x, y))
8389 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8391 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8392 SND_AMOEBA_TURNING_TO_GEM :
8393 SND_AMOEBA_TURNING_TO_ROCK));
8400 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8403 int group_nr = AmoebaNr[ax][ay];
8404 boolean done = FALSE;
8409 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8410 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8415 SCAN_PLAYFIELD(x, y)
8417 if (AmoebaNr[x][y] == group_nr &&
8418 (Feld[x][y] == EL_AMOEBA_DEAD ||
8419 Feld[x][y] == EL_BD_AMOEBA ||
8420 Feld[x][y] == EL_AMOEBA_GROWING))
8423 Feld[x][y] = new_element;
8424 InitField(x, y, FALSE);
8425 TEST_DrawLevelField(x, y);
8431 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8432 SND_BD_AMOEBA_TURNING_TO_ROCK :
8433 SND_BD_AMOEBA_TURNING_TO_GEM));
8436 void AmoebeWaechst(int x, int y)
8438 static unsigned int sound_delay = 0;
8439 static unsigned int sound_delay_value = 0;
8441 if (!MovDelay[x][y]) /* start new growing cycle */
8445 if (DelayReached(&sound_delay, sound_delay_value))
8447 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8448 sound_delay_value = 30;
8452 if (MovDelay[x][y]) /* wait some time before growing bigger */
8455 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8457 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8458 6 - MovDelay[x][y]);
8460 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8463 if (!MovDelay[x][y])
8465 Feld[x][y] = Store[x][y];
8467 TEST_DrawLevelField(x, y);
8472 void AmoebaDisappearing(int x, int y)
8474 static unsigned int sound_delay = 0;
8475 static unsigned int sound_delay_value = 0;
8477 if (!MovDelay[x][y]) /* start new shrinking cycle */
8481 if (DelayReached(&sound_delay, sound_delay_value))
8482 sound_delay_value = 30;
8485 if (MovDelay[x][y]) /* wait some time before shrinking */
8488 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8490 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8491 6 - MovDelay[x][y]);
8493 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8496 if (!MovDelay[x][y])
8498 Feld[x][y] = EL_EMPTY;
8499 TEST_DrawLevelField(x, y);
8501 /* don't let mole enter this field in this cycle;
8502 (give priority to objects falling to this field from above) */
8508 void AmoebeAbleger(int ax, int ay)
8511 int element = Feld[ax][ay];
8512 int graphic = el2img(element);
8513 int newax = ax, neway = ay;
8514 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8515 static int xy[4][2] =
8523 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8525 Feld[ax][ay] = EL_AMOEBA_DEAD;
8526 TEST_DrawLevelField(ax, ay);
8530 if (IS_ANIMATED(graphic))
8531 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8533 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8534 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8536 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8539 if (MovDelay[ax][ay])
8543 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8546 int x = ax + xy[start][0];
8547 int y = ay + xy[start][1];
8549 if (!IN_LEV_FIELD(x, y))
8552 if (IS_FREE(x, y) ||
8553 CAN_GROW_INTO(Feld[x][y]) ||
8554 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8555 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8561 if (newax == ax && neway == ay)
8564 else /* normal or "filled" (BD style) amoeba */
8567 boolean waiting_for_player = FALSE;
8569 for (i = 0; i < NUM_DIRECTIONS; i++)
8571 int j = (start + i) % 4;
8572 int x = ax + xy[j][0];
8573 int y = ay + xy[j][1];
8575 if (!IN_LEV_FIELD(x, y))
8578 if (IS_FREE(x, y) ||
8579 CAN_GROW_INTO(Feld[x][y]) ||
8580 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8581 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8587 else if (IS_PLAYER(x, y))
8588 waiting_for_player = TRUE;
8591 if (newax == ax && neway == ay) /* amoeba cannot grow */
8593 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8595 Feld[ax][ay] = EL_AMOEBA_DEAD;
8596 TEST_DrawLevelField(ax, ay);
8597 AmoebaCnt[AmoebaNr[ax][ay]]--;
8599 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8601 if (element == EL_AMOEBA_FULL)
8602 AmoebeUmwandeln(ax, ay);
8603 else if (element == EL_BD_AMOEBA)
8604 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8609 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8611 /* amoeba gets larger by growing in some direction */
8613 int new_group_nr = AmoebaNr[ax][ay];
8616 if (new_group_nr == 0)
8618 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8619 printf("AmoebeAbleger(): This should never happen!\n");
8624 AmoebaNr[newax][neway] = new_group_nr;
8625 AmoebaCnt[new_group_nr]++;
8626 AmoebaCnt2[new_group_nr]++;
8628 /* if amoeba touches other amoeba(s) after growing, unify them */
8629 AmoebenVereinigen(newax, neway);
8631 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8633 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8639 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8640 (neway == lev_fieldy - 1 && newax != ax))
8642 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8643 Store[newax][neway] = element;
8645 else if (neway == ay || element == EL_EMC_DRIPPER)
8647 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8649 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8653 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8654 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8655 Store[ax][ay] = EL_AMOEBA_DROP;
8656 ContinueMoving(ax, ay);
8660 TEST_DrawLevelField(newax, neway);
8663 void Life(int ax, int ay)
8667 int element = Feld[ax][ay];
8668 int graphic = el2img(element);
8669 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8671 boolean changed = FALSE;
8673 if (IS_ANIMATED(graphic))
8674 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8679 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8680 MovDelay[ax][ay] = life_time;
8682 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8685 if (MovDelay[ax][ay])
8689 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8691 int xx = ax+x1, yy = ay+y1;
8694 if (!IN_LEV_FIELD(xx, yy))
8697 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8699 int x = xx+x2, y = yy+y2;
8701 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8704 if (((Feld[x][y] == element ||
8705 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8707 (IS_FREE(x, y) && Stop[x][y]))
8711 if (xx == ax && yy == ay) /* field in the middle */
8713 if (nachbarn < life_parameter[0] ||
8714 nachbarn > life_parameter[1])
8716 Feld[xx][yy] = EL_EMPTY;
8718 TEST_DrawLevelField(xx, yy);
8719 Stop[xx][yy] = TRUE;
8723 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8724 { /* free border field */
8725 if (nachbarn >= life_parameter[2] &&
8726 nachbarn <= life_parameter[3])
8728 Feld[xx][yy] = element;
8729 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8731 TEST_DrawLevelField(xx, yy);
8732 Stop[xx][yy] = TRUE;
8739 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8740 SND_GAME_OF_LIFE_GROWING);
8743 static void InitRobotWheel(int x, int y)
8745 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8748 static void RunRobotWheel(int x, int y)
8750 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8753 static void StopRobotWheel(int x, int y)
8755 if (ZX == x && ZY == y)
8759 game.robot_wheel_active = FALSE;
8763 static void InitTimegateWheel(int x, int y)
8765 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8768 static void RunTimegateWheel(int x, int y)
8770 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
8773 static void InitMagicBallDelay(int x, int y)
8775 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
8778 static void ActivateMagicBall(int bx, int by)
8782 if (level.ball_random)
8784 int pos_border = RND(8); /* select one of the eight border elements */
8785 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
8786 int xx = pos_content % 3;
8787 int yy = pos_content / 3;
8792 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8793 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8797 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
8799 int xx = x - bx + 1;
8800 int yy = y - by + 1;
8802 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8803 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8807 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
8810 void CheckExit(int x, int y)
8812 if (local_player->gems_still_needed > 0 ||
8813 local_player->sokobanfields_still_needed > 0 ||
8814 local_player->lights_still_needed > 0)
8816 int element = Feld[x][y];
8817 int graphic = el2img(element);
8819 if (IS_ANIMATED(graphic))
8820 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8825 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8828 Feld[x][y] = EL_EXIT_OPENING;
8830 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
8833 void CheckExitEM(int x, int y)
8835 if (local_player->gems_still_needed > 0 ||
8836 local_player->sokobanfields_still_needed > 0 ||
8837 local_player->lights_still_needed > 0)
8839 int element = Feld[x][y];
8840 int graphic = el2img(element);
8842 if (IS_ANIMATED(graphic))
8843 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8848 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8851 Feld[x][y] = EL_EM_EXIT_OPENING;
8853 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
8856 void CheckExitSteel(int x, int y)
8858 if (local_player->gems_still_needed > 0 ||
8859 local_player->sokobanfields_still_needed > 0 ||
8860 local_player->lights_still_needed > 0)
8862 int element = Feld[x][y];
8863 int graphic = el2img(element);
8865 if (IS_ANIMATED(graphic))
8866 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8871 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8874 Feld[x][y] = EL_STEEL_EXIT_OPENING;
8876 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
8879 void CheckExitSteelEM(int x, int y)
8881 if (local_player->gems_still_needed > 0 ||
8882 local_player->sokobanfields_still_needed > 0 ||
8883 local_player->lights_still_needed > 0)
8885 int element = Feld[x][y];
8886 int graphic = el2img(element);
8888 if (IS_ANIMATED(graphic))
8889 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8894 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8897 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
8899 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
8902 void CheckExitSP(int x, int y)
8904 if (local_player->gems_still_needed > 0)
8906 int element = Feld[x][y];
8907 int graphic = el2img(element);
8909 if (IS_ANIMATED(graphic))
8910 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8915 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8918 Feld[x][y] = EL_SP_EXIT_OPENING;
8920 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
8923 static void CloseAllOpenTimegates()
8927 SCAN_PLAYFIELD(x, y)
8929 int element = Feld[x][y];
8931 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
8933 Feld[x][y] = EL_TIMEGATE_CLOSING;
8935 PlayLevelSoundAction(x, y, ACTION_CLOSING);
8940 void DrawTwinkleOnField(int x, int y)
8942 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
8945 if (Feld[x][y] == EL_BD_DIAMOND)
8948 if (MovDelay[x][y] == 0) /* next animation frame */
8949 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
8951 if (MovDelay[x][y] != 0) /* wait some time before next frame */
8955 DrawLevelElementAnimation(x, y, Feld[x][y]);
8957 if (MovDelay[x][y] != 0)
8959 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
8960 10 - MovDelay[x][y]);
8962 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
8967 void MauerWaechst(int x, int y)
8971 if (!MovDelay[x][y]) /* next animation frame */
8972 MovDelay[x][y] = 3 * delay;
8974 if (MovDelay[x][y]) /* wait some time before next frame */
8978 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8980 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
8981 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
8983 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
8986 if (!MovDelay[x][y])
8988 if (MovDir[x][y] == MV_LEFT)
8990 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
8991 TEST_DrawLevelField(x - 1, y);
8993 else if (MovDir[x][y] == MV_RIGHT)
8995 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
8996 TEST_DrawLevelField(x + 1, y);
8998 else if (MovDir[x][y] == MV_UP)
9000 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9001 TEST_DrawLevelField(x, y - 1);
9005 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9006 TEST_DrawLevelField(x, y + 1);
9009 Feld[x][y] = Store[x][y];
9011 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9012 TEST_DrawLevelField(x, y);
9017 void MauerAbleger(int ax, int ay)
9019 int element = Feld[ax][ay];
9020 int graphic = el2img(element);
9021 boolean oben_frei = FALSE, unten_frei = FALSE;
9022 boolean links_frei = FALSE, rechts_frei = FALSE;
9023 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9024 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9025 boolean new_wall = FALSE;
9027 if (IS_ANIMATED(graphic))
9028 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9030 if (!MovDelay[ax][ay]) /* start building new wall */
9031 MovDelay[ax][ay] = 6;
9033 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9036 if (MovDelay[ax][ay])
9040 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9042 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9044 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9046 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9049 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9050 element == EL_EXPANDABLE_WALL_ANY)
9054 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9055 Store[ax][ay-1] = element;
9056 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9057 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9058 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9059 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9064 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9065 Store[ax][ay+1] = element;
9066 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9067 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9068 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9069 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9074 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9075 element == EL_EXPANDABLE_WALL_ANY ||
9076 element == EL_EXPANDABLE_WALL ||
9077 element == EL_BD_EXPANDABLE_WALL)
9081 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9082 Store[ax-1][ay] = element;
9083 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9084 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9085 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9086 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9092 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9093 Store[ax+1][ay] = element;
9094 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9095 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9096 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9097 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9102 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9103 TEST_DrawLevelField(ax, ay);
9105 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9107 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9108 unten_massiv = TRUE;
9109 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9110 links_massiv = TRUE;
9111 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9112 rechts_massiv = TRUE;
9114 if (((oben_massiv && unten_massiv) ||
9115 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9116 element == EL_EXPANDABLE_WALL) &&
9117 ((links_massiv && rechts_massiv) ||
9118 element == EL_EXPANDABLE_WALL_VERTICAL))
9119 Feld[ax][ay] = EL_WALL;
9122 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9125 void MauerAblegerStahl(int ax, int ay)
9127 int element = Feld[ax][ay];
9128 int graphic = el2img(element);
9129 boolean oben_frei = FALSE, unten_frei = FALSE;
9130 boolean links_frei = FALSE, rechts_frei = FALSE;
9131 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9132 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9133 boolean new_wall = FALSE;
9135 if (IS_ANIMATED(graphic))
9136 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9138 if (!MovDelay[ax][ay]) /* start building new wall */
9139 MovDelay[ax][ay] = 6;
9141 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9144 if (MovDelay[ax][ay])
9148 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9150 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9152 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9154 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9157 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9158 element == EL_EXPANDABLE_STEELWALL_ANY)
9162 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9163 Store[ax][ay-1] = element;
9164 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9165 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9166 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9167 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9172 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9173 Store[ax][ay+1] = element;
9174 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9175 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9176 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9177 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9182 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9183 element == EL_EXPANDABLE_STEELWALL_ANY)
9187 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9188 Store[ax-1][ay] = element;
9189 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9190 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9191 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9192 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9198 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9199 Store[ax+1][ay] = element;
9200 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9201 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9202 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9203 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9208 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9210 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9211 unten_massiv = TRUE;
9212 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9213 links_massiv = TRUE;
9214 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9215 rechts_massiv = TRUE;
9217 if (((oben_massiv && unten_massiv) ||
9218 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9219 ((links_massiv && rechts_massiv) ||
9220 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9221 Feld[ax][ay] = EL_STEELWALL;
9224 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9227 void CheckForDragon(int x, int y)
9230 boolean dragon_found = FALSE;
9231 static int xy[4][2] =
9239 for (i = 0; i < NUM_DIRECTIONS; i++)
9241 for (j = 0; j < 4; j++)
9243 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9245 if (IN_LEV_FIELD(xx, yy) &&
9246 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9248 if (Feld[xx][yy] == EL_DRAGON)
9249 dragon_found = TRUE;
9258 for (i = 0; i < NUM_DIRECTIONS; i++)
9260 for (j = 0; j < 3; j++)
9262 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9264 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9266 Feld[xx][yy] = EL_EMPTY;
9267 TEST_DrawLevelField(xx, yy);
9276 static void InitBuggyBase(int x, int y)
9278 int element = Feld[x][y];
9279 int activating_delay = FRAMES_PER_SECOND / 4;
9282 (element == EL_SP_BUGGY_BASE ?
9283 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9284 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9286 element == EL_SP_BUGGY_BASE_ACTIVE ?
9287 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9290 static void WarnBuggyBase(int x, int y)
9293 static int xy[4][2] =
9301 for (i = 0; i < NUM_DIRECTIONS; i++)
9303 int xx = x + xy[i][0];
9304 int yy = y + xy[i][1];
9306 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9308 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9315 static void InitTrap(int x, int y)
9317 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9320 static void ActivateTrap(int x, int y)
9322 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9325 static void ChangeActiveTrap(int x, int y)
9327 int graphic = IMG_TRAP_ACTIVE;
9329 /* if new animation frame was drawn, correct crumbled sand border */
9330 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9331 TEST_DrawLevelFieldCrumbled(x, y);
9334 static int getSpecialActionElement(int element, int number, int base_element)
9336 return (element != EL_EMPTY ? element :
9337 number != -1 ? base_element + number - 1 :
9341 static int getModifiedActionNumber(int value_old, int operator, int operand,
9342 int value_min, int value_max)
9344 int value_new = (operator == CA_MODE_SET ? operand :
9345 operator == CA_MODE_ADD ? value_old + operand :
9346 operator == CA_MODE_SUBTRACT ? value_old - operand :
9347 operator == CA_MODE_MULTIPLY ? value_old * operand :
9348 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9349 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9352 return (value_new < value_min ? value_min :
9353 value_new > value_max ? value_max :
9357 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9359 struct ElementInfo *ei = &element_info[element];
9360 struct ElementChangeInfo *change = &ei->change_page[page];
9361 int target_element = change->target_element;
9362 int action_type = change->action_type;
9363 int action_mode = change->action_mode;
9364 int action_arg = change->action_arg;
9365 int action_element = change->action_element;
9368 if (!change->has_action)
9371 /* ---------- determine action paramater values -------------------------- */
9373 int level_time_value =
9374 (level.time > 0 ? TimeLeft :
9377 int action_arg_element_raw =
9378 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9379 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9380 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9381 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9382 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9383 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9384 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9386 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9388 int action_arg_direction =
9389 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9390 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9391 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9392 change->actual_trigger_side :
9393 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9394 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9397 int action_arg_number_min =
9398 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9401 int action_arg_number_max =
9402 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9403 action_type == CA_SET_LEVEL_GEMS ? 999 :
9404 action_type == CA_SET_LEVEL_TIME ? 9999 :
9405 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9406 action_type == CA_SET_CE_VALUE ? 9999 :
9407 action_type == CA_SET_CE_SCORE ? 9999 :
9410 int action_arg_number_reset =
9411 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9412 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9413 action_type == CA_SET_LEVEL_TIME ? level.time :
9414 action_type == CA_SET_LEVEL_SCORE ? 0 :
9415 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9416 action_type == CA_SET_CE_SCORE ? 0 :
9419 int action_arg_number =
9420 (action_arg <= CA_ARG_MAX ? action_arg :
9421 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9422 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9423 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9424 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9425 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9426 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9427 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9428 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9429 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9430 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9431 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9432 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9433 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9434 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9435 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9436 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9437 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9438 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9439 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9440 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9441 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9444 int action_arg_number_old =
9445 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9446 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9447 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9448 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9449 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9452 int action_arg_number_new =
9453 getModifiedActionNumber(action_arg_number_old,
9454 action_mode, action_arg_number,
9455 action_arg_number_min, action_arg_number_max);
9457 int trigger_player_bits =
9458 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9459 change->actual_trigger_player_bits : change->trigger_player);
9461 int action_arg_player_bits =
9462 (action_arg >= CA_ARG_PLAYER_1 &&
9463 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9464 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9465 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9468 /* ---------- execute action -------------------------------------------- */
9470 switch (action_type)
9477 /* ---------- level actions ------------------------------------------- */
9479 case CA_RESTART_LEVEL:
9481 game.restart_level = TRUE;
9486 case CA_SHOW_ENVELOPE:
9488 int element = getSpecialActionElement(action_arg_element,
9489 action_arg_number, EL_ENVELOPE_1);
9491 if (IS_ENVELOPE(element))
9492 local_player->show_envelope = element;
9497 case CA_SET_LEVEL_TIME:
9499 if (level.time > 0) /* only modify limited time value */
9501 TimeLeft = action_arg_number_new;
9503 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9505 DisplayGameControlValues();
9507 if (!TimeLeft && setup.time_limit)
9508 for (i = 0; i < MAX_PLAYERS; i++)
9509 KillPlayer(&stored_player[i]);
9515 case CA_SET_LEVEL_SCORE:
9517 local_player->score = action_arg_number_new;
9519 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9521 DisplayGameControlValues();
9526 case CA_SET_LEVEL_GEMS:
9528 local_player->gems_still_needed = action_arg_number_new;
9530 game_panel_controls[GAME_PANEL_GEMS].value =
9531 local_player->gems_still_needed;
9533 DisplayGameControlValues();
9538 case CA_SET_LEVEL_WIND:
9540 game.wind_direction = action_arg_direction;
9545 case CA_SET_LEVEL_RANDOM_SEED:
9547 /* ensure that setting a new random seed while playing is predictable */
9548 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9553 /* ---------- player actions ------------------------------------------ */
9555 case CA_MOVE_PLAYER:
9557 /* automatically move to the next field in specified direction */
9558 for (i = 0; i < MAX_PLAYERS; i++)
9559 if (trigger_player_bits & (1 << i))
9560 stored_player[i].programmed_action = action_arg_direction;
9565 case CA_EXIT_PLAYER:
9567 for (i = 0; i < MAX_PLAYERS; i++)
9568 if (action_arg_player_bits & (1 << i))
9569 PlayerWins(&stored_player[i]);
9574 case CA_KILL_PLAYER:
9576 for (i = 0; i < MAX_PLAYERS; i++)
9577 if (action_arg_player_bits & (1 << i))
9578 KillPlayer(&stored_player[i]);
9583 case CA_SET_PLAYER_KEYS:
9585 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9586 int element = getSpecialActionElement(action_arg_element,
9587 action_arg_number, EL_KEY_1);
9589 if (IS_KEY(element))
9591 for (i = 0; i < MAX_PLAYERS; i++)
9593 if (trigger_player_bits & (1 << i))
9595 stored_player[i].key[KEY_NR(element)] = key_state;
9597 DrawGameDoorValues();
9605 case CA_SET_PLAYER_SPEED:
9607 for (i = 0; i < MAX_PLAYERS; i++)
9609 if (trigger_player_bits & (1 << i))
9611 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9613 if (action_arg == CA_ARG_SPEED_FASTER &&
9614 stored_player[i].cannot_move)
9616 action_arg_number = STEPSIZE_VERY_SLOW;
9618 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9619 action_arg == CA_ARG_SPEED_FASTER)
9621 action_arg_number = 2;
9622 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9625 else if (action_arg == CA_ARG_NUMBER_RESET)
9627 action_arg_number = level.initial_player_stepsize[i];
9631 getModifiedActionNumber(move_stepsize,
9634 action_arg_number_min,
9635 action_arg_number_max);
9637 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9644 case CA_SET_PLAYER_SHIELD:
9646 for (i = 0; i < MAX_PLAYERS; i++)
9648 if (trigger_player_bits & (1 << i))
9650 if (action_arg == CA_ARG_SHIELD_OFF)
9652 stored_player[i].shield_normal_time_left = 0;
9653 stored_player[i].shield_deadly_time_left = 0;
9655 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9657 stored_player[i].shield_normal_time_left = 999999;
9659 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9661 stored_player[i].shield_normal_time_left = 999999;
9662 stored_player[i].shield_deadly_time_left = 999999;
9670 case CA_SET_PLAYER_GRAVITY:
9672 for (i = 0; i < MAX_PLAYERS; i++)
9674 if (trigger_player_bits & (1 << i))
9676 stored_player[i].gravity =
9677 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9678 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9679 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9680 stored_player[i].gravity);
9687 case CA_SET_PLAYER_ARTWORK:
9689 for (i = 0; i < MAX_PLAYERS; i++)
9691 if (trigger_player_bits & (1 << i))
9693 int artwork_element = action_arg_element;
9695 if (action_arg == CA_ARG_ELEMENT_RESET)
9697 (level.use_artwork_element[i] ? level.artwork_element[i] :
9698 stored_player[i].element_nr);
9700 if (stored_player[i].artwork_element != artwork_element)
9701 stored_player[i].Frame = 0;
9703 stored_player[i].artwork_element = artwork_element;
9705 SetPlayerWaiting(&stored_player[i], FALSE);
9707 /* set number of special actions for bored and sleeping animation */
9708 stored_player[i].num_special_action_bored =
9709 get_num_special_action(artwork_element,
9710 ACTION_BORING_1, ACTION_BORING_LAST);
9711 stored_player[i].num_special_action_sleeping =
9712 get_num_special_action(artwork_element,
9713 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9720 case CA_SET_PLAYER_INVENTORY:
9722 for (i = 0; i < MAX_PLAYERS; i++)
9724 struct PlayerInfo *player = &stored_player[i];
9727 if (trigger_player_bits & (1 << i))
9729 int inventory_element = action_arg_element;
9731 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9732 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9733 action_arg == CA_ARG_ELEMENT_ACTION)
9735 int element = inventory_element;
9736 int collect_count = element_info[element].collect_count_initial;
9738 if (!IS_CUSTOM_ELEMENT(element))
9741 if (collect_count == 0)
9742 player->inventory_infinite_element = element;
9744 for (k = 0; k < collect_count; k++)
9745 if (player->inventory_size < MAX_INVENTORY_SIZE)
9746 player->inventory_element[player->inventory_size++] =
9749 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9750 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9751 action_arg == CA_ARG_INVENTORY_RM_ACTION)
9753 if (player->inventory_infinite_element != EL_UNDEFINED &&
9754 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
9755 action_arg_element_raw))
9756 player->inventory_infinite_element = EL_UNDEFINED;
9758 for (k = 0, j = 0; j < player->inventory_size; j++)
9760 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
9761 action_arg_element_raw))
9762 player->inventory_element[k++] = player->inventory_element[j];
9765 player->inventory_size = k;
9767 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
9769 if (player->inventory_size > 0)
9771 for (j = 0; j < player->inventory_size - 1; j++)
9772 player->inventory_element[j] = player->inventory_element[j + 1];
9774 player->inventory_size--;
9777 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
9779 if (player->inventory_size > 0)
9780 player->inventory_size--;
9782 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
9784 player->inventory_infinite_element = EL_UNDEFINED;
9785 player->inventory_size = 0;
9787 else if (action_arg == CA_ARG_INVENTORY_RESET)
9789 player->inventory_infinite_element = EL_UNDEFINED;
9790 player->inventory_size = 0;
9792 if (level.use_initial_inventory[i])
9794 for (j = 0; j < level.initial_inventory_size[i]; j++)
9796 int element = level.initial_inventory_content[i][j];
9797 int collect_count = element_info[element].collect_count_initial;
9799 if (!IS_CUSTOM_ELEMENT(element))
9802 if (collect_count == 0)
9803 player->inventory_infinite_element = element;
9805 for (k = 0; k < collect_count; k++)
9806 if (player->inventory_size < MAX_INVENTORY_SIZE)
9807 player->inventory_element[player->inventory_size++] =
9818 /* ---------- CE actions ---------------------------------------------- */
9820 case CA_SET_CE_VALUE:
9822 int last_ce_value = CustomValue[x][y];
9824 CustomValue[x][y] = action_arg_number_new;
9826 if (CustomValue[x][y] != last_ce_value)
9828 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
9829 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
9831 if (CustomValue[x][y] == 0)
9833 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
9834 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
9841 case CA_SET_CE_SCORE:
9843 int last_ce_score = ei->collect_score;
9845 ei->collect_score = action_arg_number_new;
9847 if (ei->collect_score != last_ce_score)
9849 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
9850 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
9852 if (ei->collect_score == 0)
9856 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
9857 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
9860 This is a very special case that seems to be a mixture between
9861 CheckElementChange() and CheckTriggeredElementChange(): while
9862 the first one only affects single elements that are triggered
9863 directly, the second one affects multiple elements in the playfield
9864 that are triggered indirectly by another element. This is a third
9865 case: Changing the CE score always affects multiple identical CEs,
9866 so every affected CE must be checked, not only the single CE for
9867 which the CE score was changed in the first place (as every instance
9868 of that CE shares the same CE score, and therefore also can change)!
9870 SCAN_PLAYFIELD(xx, yy)
9872 if (Feld[xx][yy] == element)
9873 CheckElementChange(xx, yy, element, EL_UNDEFINED,
9874 CE_SCORE_GETS_ZERO);
9882 case CA_SET_CE_ARTWORK:
9884 int artwork_element = action_arg_element;
9885 boolean reset_frame = FALSE;
9888 if (action_arg == CA_ARG_ELEMENT_RESET)
9889 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
9892 if (ei->gfx_element != artwork_element)
9895 ei->gfx_element = artwork_element;
9897 SCAN_PLAYFIELD(xx, yy)
9899 if (Feld[xx][yy] == element)
9903 ResetGfxAnimation(xx, yy);
9904 ResetRandomAnimationValue(xx, yy);
9907 TEST_DrawLevelField(xx, yy);
9914 /* ---------- engine actions ------------------------------------------ */
9916 case CA_SET_ENGINE_SCAN_MODE:
9918 InitPlayfieldScanMode(action_arg);
9928 static void CreateFieldExt(int x, int y, int element, boolean is_change)
9930 int old_element = Feld[x][y];
9931 int new_element = GetElementFromGroupElement(element);
9932 int previous_move_direction = MovDir[x][y];
9933 int last_ce_value = CustomValue[x][y];
9934 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
9935 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
9936 boolean add_player_onto_element = (new_element_is_player &&
9937 new_element != EL_SOKOBAN_FIELD_PLAYER &&
9938 IS_WALKABLE(old_element));
9940 if (!add_player_onto_element)
9942 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
9943 RemoveMovingField(x, y);
9947 Feld[x][y] = new_element;
9949 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
9950 MovDir[x][y] = previous_move_direction;
9952 if (element_info[new_element].use_last_ce_value)
9953 CustomValue[x][y] = last_ce_value;
9955 InitField_WithBug1(x, y, FALSE);
9957 new_element = Feld[x][y]; /* element may have changed */
9959 ResetGfxAnimation(x, y);
9960 ResetRandomAnimationValue(x, y);
9962 TEST_DrawLevelField(x, y);
9964 if (GFX_CRUMBLED(new_element))
9965 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
9968 /* check if element under the player changes from accessible to unaccessible
9969 (needed for special case of dropping element which then changes) */
9970 /* (must be checked after creating new element for walkable group elements) */
9971 if (IS_PLAYER(x, y) && !player_explosion_protected &&
9972 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
9979 /* "ChangeCount" not set yet to allow "entered by player" change one time */
9980 if (new_element_is_player)
9981 RelocatePlayer(x, y, new_element);
9984 ChangeCount[x][y]++; /* count number of changes in the same frame */
9986 TestIfBadThingTouchesPlayer(x, y);
9987 TestIfPlayerTouchesCustomElement(x, y);
9988 TestIfElementTouchesCustomElement(x, y);
9991 static void CreateField(int x, int y, int element)
9993 CreateFieldExt(x, y, element, FALSE);
9996 static void CreateElementFromChange(int x, int y, int element)
9998 element = GET_VALID_RUNTIME_ELEMENT(element);
10000 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10002 int old_element = Feld[x][y];
10004 /* prevent changed element from moving in same engine frame
10005 unless both old and new element can either fall or move */
10006 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10007 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10011 CreateFieldExt(x, y, element, TRUE);
10014 static boolean ChangeElement(int x, int y, int element, int page)
10016 struct ElementInfo *ei = &element_info[element];
10017 struct ElementChangeInfo *change = &ei->change_page[page];
10018 int ce_value = CustomValue[x][y];
10019 int ce_score = ei->collect_score;
10020 int target_element;
10021 int old_element = Feld[x][y];
10023 /* always use default change event to prevent running into a loop */
10024 if (ChangeEvent[x][y] == -1)
10025 ChangeEvent[x][y] = CE_DELAY;
10027 if (ChangeEvent[x][y] == CE_DELAY)
10029 /* reset actual trigger element, trigger player and action element */
10030 change->actual_trigger_element = EL_EMPTY;
10031 change->actual_trigger_player = EL_EMPTY;
10032 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10033 change->actual_trigger_side = CH_SIDE_NONE;
10034 change->actual_trigger_ce_value = 0;
10035 change->actual_trigger_ce_score = 0;
10038 /* do not change elements more than a specified maximum number of changes */
10039 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10042 ChangeCount[x][y]++; /* count number of changes in the same frame */
10044 if (change->explode)
10051 if (change->use_target_content)
10053 boolean complete_replace = TRUE;
10054 boolean can_replace[3][3];
10057 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10060 boolean is_walkable;
10061 boolean is_diggable;
10062 boolean is_collectible;
10063 boolean is_removable;
10064 boolean is_destructible;
10065 int ex = x + xx - 1;
10066 int ey = y + yy - 1;
10067 int content_element = change->target_content.e[xx][yy];
10070 can_replace[xx][yy] = TRUE;
10072 if (ex == x && ey == y) /* do not check changing element itself */
10075 if (content_element == EL_EMPTY_SPACE)
10077 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10082 if (!IN_LEV_FIELD(ex, ey))
10084 can_replace[xx][yy] = FALSE;
10085 complete_replace = FALSE;
10092 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10093 e = MovingOrBlocked2Element(ex, ey);
10095 is_empty = (IS_FREE(ex, ey) ||
10096 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10098 is_walkable = (is_empty || IS_WALKABLE(e));
10099 is_diggable = (is_empty || IS_DIGGABLE(e));
10100 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10101 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10102 is_removable = (is_diggable || is_collectible);
10104 can_replace[xx][yy] =
10105 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10106 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10107 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10108 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10109 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10110 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10111 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10113 if (!can_replace[xx][yy])
10114 complete_replace = FALSE;
10117 if (!change->only_if_complete || complete_replace)
10119 boolean something_has_changed = FALSE;
10121 if (change->only_if_complete && change->use_random_replace &&
10122 RND(100) < change->random_percentage)
10125 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10127 int ex = x + xx - 1;
10128 int ey = y + yy - 1;
10129 int content_element;
10131 if (can_replace[xx][yy] && (!change->use_random_replace ||
10132 RND(100) < change->random_percentage))
10134 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10135 RemoveMovingField(ex, ey);
10137 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10139 content_element = change->target_content.e[xx][yy];
10140 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10141 ce_value, ce_score);
10143 CreateElementFromChange(ex, ey, target_element);
10145 something_has_changed = TRUE;
10147 /* for symmetry reasons, freeze newly created border elements */
10148 if (ex != x || ey != y)
10149 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10153 if (something_has_changed)
10155 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10156 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10162 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10163 ce_value, ce_score);
10165 if (element == EL_DIAGONAL_GROWING ||
10166 element == EL_DIAGONAL_SHRINKING)
10168 target_element = Store[x][y];
10170 Store[x][y] = EL_EMPTY;
10173 CreateElementFromChange(x, y, target_element);
10175 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10176 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10179 /* this uses direct change before indirect change */
10180 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10185 static void HandleElementChange(int x, int y, int page)
10187 int element = MovingOrBlocked2Element(x, y);
10188 struct ElementInfo *ei = &element_info[element];
10189 struct ElementChangeInfo *change = &ei->change_page[page];
10190 boolean handle_action_before_change = FALSE;
10193 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10194 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10197 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10198 x, y, element, element_info[element].token_name);
10199 printf("HandleElementChange(): This should never happen!\n");
10204 /* this can happen with classic bombs on walkable, changing elements */
10205 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10210 if (ChangeDelay[x][y] == 0) /* initialize element change */
10212 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10214 if (change->can_change)
10216 /* !!! not clear why graphic animation should be reset at all here !!! */
10217 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10218 /* when a custom element is about to change (for example by change delay),
10219 do not reset graphic animation when the custom element is moving */
10220 if (!IS_MOVING(x, y))
10222 ResetGfxAnimation(x, y);
10223 ResetRandomAnimationValue(x, y);
10226 if (change->pre_change_function)
10227 change->pre_change_function(x, y);
10231 ChangeDelay[x][y]--;
10233 if (ChangeDelay[x][y] != 0) /* continue element change */
10235 if (change->can_change)
10237 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10239 if (IS_ANIMATED(graphic))
10240 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10242 if (change->change_function)
10243 change->change_function(x, y);
10246 else /* finish element change */
10248 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10250 page = ChangePage[x][y];
10251 ChangePage[x][y] = -1;
10253 change = &ei->change_page[page];
10256 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10258 ChangeDelay[x][y] = 1; /* try change after next move step */
10259 ChangePage[x][y] = page; /* remember page to use for change */
10264 /* special case: set new level random seed before changing element */
10265 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10266 handle_action_before_change = TRUE;
10268 if (change->has_action && handle_action_before_change)
10269 ExecuteCustomElementAction(x, y, element, page);
10271 if (change->can_change)
10273 if (ChangeElement(x, y, element, page))
10275 if (change->post_change_function)
10276 change->post_change_function(x, y);
10280 if (change->has_action && !handle_action_before_change)
10281 ExecuteCustomElementAction(x, y, element, page);
10285 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10286 int trigger_element,
10288 int trigger_player,
10292 boolean change_done_any = FALSE;
10293 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10296 if (!(trigger_events[trigger_element][trigger_event]))
10299 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10301 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10303 int element = EL_CUSTOM_START + i;
10304 boolean change_done = FALSE;
10307 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10308 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10311 for (p = 0; p < element_info[element].num_change_pages; p++)
10313 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10315 if (change->can_change_or_has_action &&
10316 change->has_event[trigger_event] &&
10317 change->trigger_side & trigger_side &&
10318 change->trigger_player & trigger_player &&
10319 change->trigger_page & trigger_page_bits &&
10320 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10322 change->actual_trigger_element = trigger_element;
10323 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10324 change->actual_trigger_player_bits = trigger_player;
10325 change->actual_trigger_side = trigger_side;
10326 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10327 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10329 if ((change->can_change && !change_done) || change->has_action)
10333 SCAN_PLAYFIELD(x, y)
10335 if (Feld[x][y] == element)
10337 if (change->can_change && !change_done)
10339 /* if element already changed in this frame, not only prevent
10340 another element change (checked in ChangeElement()), but
10341 also prevent additional element actions for this element */
10343 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10344 !level.use_action_after_change_bug)
10347 ChangeDelay[x][y] = 1;
10348 ChangeEvent[x][y] = trigger_event;
10350 HandleElementChange(x, y, p);
10352 else if (change->has_action)
10354 /* if element already changed in this frame, not only prevent
10355 another element change (checked in ChangeElement()), but
10356 also prevent additional element actions for this element */
10358 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10359 !level.use_action_after_change_bug)
10362 ExecuteCustomElementAction(x, y, element, p);
10363 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10368 if (change->can_change)
10370 change_done = TRUE;
10371 change_done_any = TRUE;
10378 RECURSION_LOOP_DETECTION_END();
10380 return change_done_any;
10383 static boolean CheckElementChangeExt(int x, int y,
10385 int trigger_element,
10387 int trigger_player,
10390 boolean change_done = FALSE;
10393 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10394 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10397 if (Feld[x][y] == EL_BLOCKED)
10399 Blocked2Moving(x, y, &x, &y);
10400 element = Feld[x][y];
10403 /* check if element has already changed or is about to change after moving */
10404 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10405 Feld[x][y] != element) ||
10407 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10408 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10409 ChangePage[x][y] != -1)))
10412 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10414 for (p = 0; p < element_info[element].num_change_pages; p++)
10416 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10418 /* check trigger element for all events where the element that is checked
10419 for changing interacts with a directly adjacent element -- this is
10420 different to element changes that affect other elements to change on the
10421 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10422 boolean check_trigger_element =
10423 (trigger_event == CE_TOUCHING_X ||
10424 trigger_event == CE_HITTING_X ||
10425 trigger_event == CE_HIT_BY_X ||
10426 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10428 if (change->can_change_or_has_action &&
10429 change->has_event[trigger_event] &&
10430 change->trigger_side & trigger_side &&
10431 change->trigger_player & trigger_player &&
10432 (!check_trigger_element ||
10433 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10435 change->actual_trigger_element = trigger_element;
10436 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10437 change->actual_trigger_player_bits = trigger_player;
10438 change->actual_trigger_side = trigger_side;
10439 change->actual_trigger_ce_value = CustomValue[x][y];
10440 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10442 /* special case: trigger element not at (x,y) position for some events */
10443 if (check_trigger_element)
10455 { 0, 0 }, { 0, 0 }, { 0, 0 },
10459 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10460 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10462 change->actual_trigger_ce_value = CustomValue[xx][yy];
10463 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10466 if (change->can_change && !change_done)
10468 ChangeDelay[x][y] = 1;
10469 ChangeEvent[x][y] = trigger_event;
10471 HandleElementChange(x, y, p);
10473 change_done = TRUE;
10475 else if (change->has_action)
10477 ExecuteCustomElementAction(x, y, element, p);
10478 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10483 RECURSION_LOOP_DETECTION_END();
10485 return change_done;
10488 static void PlayPlayerSound(struct PlayerInfo *player)
10490 int jx = player->jx, jy = player->jy;
10491 int sound_element = player->artwork_element;
10492 int last_action = player->last_action_waiting;
10493 int action = player->action_waiting;
10495 if (player->is_waiting)
10497 if (action != last_action)
10498 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10500 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10504 if (action != last_action)
10505 StopSound(element_info[sound_element].sound[last_action]);
10507 if (last_action == ACTION_SLEEPING)
10508 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10512 static void PlayAllPlayersSound()
10516 for (i = 0; i < MAX_PLAYERS; i++)
10517 if (stored_player[i].active)
10518 PlayPlayerSound(&stored_player[i]);
10521 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10523 boolean last_waiting = player->is_waiting;
10524 int move_dir = player->MovDir;
10526 player->dir_waiting = move_dir;
10527 player->last_action_waiting = player->action_waiting;
10531 if (!last_waiting) /* not waiting -> waiting */
10533 player->is_waiting = TRUE;
10535 player->frame_counter_bored =
10537 game.player_boring_delay_fixed +
10538 GetSimpleRandom(game.player_boring_delay_random);
10539 player->frame_counter_sleeping =
10541 game.player_sleeping_delay_fixed +
10542 GetSimpleRandom(game.player_sleeping_delay_random);
10544 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10547 if (game.player_sleeping_delay_fixed +
10548 game.player_sleeping_delay_random > 0 &&
10549 player->anim_delay_counter == 0 &&
10550 player->post_delay_counter == 0 &&
10551 FrameCounter >= player->frame_counter_sleeping)
10552 player->is_sleeping = TRUE;
10553 else if (game.player_boring_delay_fixed +
10554 game.player_boring_delay_random > 0 &&
10555 FrameCounter >= player->frame_counter_bored)
10556 player->is_bored = TRUE;
10558 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10559 player->is_bored ? ACTION_BORING :
10562 if (player->is_sleeping && player->use_murphy)
10564 /* special case for sleeping Murphy when leaning against non-free tile */
10566 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10567 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10568 !IS_MOVING(player->jx - 1, player->jy)))
10569 move_dir = MV_LEFT;
10570 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10571 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10572 !IS_MOVING(player->jx + 1, player->jy)))
10573 move_dir = MV_RIGHT;
10575 player->is_sleeping = FALSE;
10577 player->dir_waiting = move_dir;
10580 if (player->is_sleeping)
10582 if (player->num_special_action_sleeping > 0)
10584 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10586 int last_special_action = player->special_action_sleeping;
10587 int num_special_action = player->num_special_action_sleeping;
10588 int special_action =
10589 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10590 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10591 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10592 last_special_action + 1 : ACTION_SLEEPING);
10593 int special_graphic =
10594 el_act_dir2img(player->artwork_element, special_action, move_dir);
10596 player->anim_delay_counter =
10597 graphic_info[special_graphic].anim_delay_fixed +
10598 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10599 player->post_delay_counter =
10600 graphic_info[special_graphic].post_delay_fixed +
10601 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10603 player->special_action_sleeping = special_action;
10606 if (player->anim_delay_counter > 0)
10608 player->action_waiting = player->special_action_sleeping;
10609 player->anim_delay_counter--;
10611 else if (player->post_delay_counter > 0)
10613 player->post_delay_counter--;
10617 else if (player->is_bored)
10619 if (player->num_special_action_bored > 0)
10621 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10623 int special_action =
10624 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10625 int special_graphic =
10626 el_act_dir2img(player->artwork_element, special_action, move_dir);
10628 player->anim_delay_counter =
10629 graphic_info[special_graphic].anim_delay_fixed +
10630 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10631 player->post_delay_counter =
10632 graphic_info[special_graphic].post_delay_fixed +
10633 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10635 player->special_action_bored = special_action;
10638 if (player->anim_delay_counter > 0)
10640 player->action_waiting = player->special_action_bored;
10641 player->anim_delay_counter--;
10643 else if (player->post_delay_counter > 0)
10645 player->post_delay_counter--;
10650 else if (last_waiting) /* waiting -> not waiting */
10652 player->is_waiting = FALSE;
10653 player->is_bored = FALSE;
10654 player->is_sleeping = FALSE;
10656 player->frame_counter_bored = -1;
10657 player->frame_counter_sleeping = -1;
10659 player->anim_delay_counter = 0;
10660 player->post_delay_counter = 0;
10662 player->dir_waiting = player->MovDir;
10663 player->action_waiting = ACTION_DEFAULT;
10665 player->special_action_bored = ACTION_DEFAULT;
10666 player->special_action_sleeping = ACTION_DEFAULT;
10670 static void CheckSingleStepMode(struct PlayerInfo *player)
10672 if (tape.single_step && tape.recording && !tape.pausing)
10674 /* as it is called "single step mode", just return to pause mode when the
10675 player stopped moving after one tile (or never starts moving at all) */
10676 if (!player->is_moving && !player->is_pushing)
10678 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10679 SnapField(player, 0, 0); /* stop snapping */
10684 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10686 int left = player_action & JOY_LEFT;
10687 int right = player_action & JOY_RIGHT;
10688 int up = player_action & JOY_UP;
10689 int down = player_action & JOY_DOWN;
10690 int button1 = player_action & JOY_BUTTON_1;
10691 int button2 = player_action & JOY_BUTTON_2;
10692 int dx = (left ? -1 : right ? 1 : 0);
10693 int dy = (up ? -1 : down ? 1 : 0);
10695 if (!player->active || tape.pausing)
10701 SnapField(player, dx, dy);
10705 DropElement(player);
10707 MovePlayer(player, dx, dy);
10710 CheckSingleStepMode(player);
10712 SetPlayerWaiting(player, FALSE);
10714 return player_action;
10718 /* no actions for this player (no input at player's configured device) */
10720 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
10721 SnapField(player, 0, 0);
10722 CheckGravityMovementWhenNotMoving(player);
10724 if (player->MovPos == 0)
10725 SetPlayerWaiting(player, TRUE);
10727 if (player->MovPos == 0) /* needed for tape.playing */
10728 player->is_moving = FALSE;
10730 player->is_dropping = FALSE;
10731 player->is_dropping_pressed = FALSE;
10732 player->drop_pressed_delay = 0;
10734 CheckSingleStepMode(player);
10740 static void CheckLevelTime()
10744 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
10745 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10747 if (level.native_em_level->lev->home == 0) /* all players at home */
10749 PlayerWins(local_player);
10751 AllPlayersGone = TRUE;
10753 level.native_em_level->lev->home = -1;
10756 if (level.native_em_level->ply[0]->alive == 0 &&
10757 level.native_em_level->ply[1]->alive == 0 &&
10758 level.native_em_level->ply[2]->alive == 0 &&
10759 level.native_em_level->ply[3]->alive == 0) /* all dead */
10760 AllPlayersGone = TRUE;
10762 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
10764 if (game_sp.LevelSolved &&
10765 !game_sp.GameOver) /* game won */
10767 PlayerWins(local_player);
10769 game_sp.GameOver = TRUE;
10771 AllPlayersGone = TRUE;
10774 if (game_sp.GameOver) /* game lost */
10775 AllPlayersGone = TRUE;
10778 if (TimeFrames >= FRAMES_PER_SECOND)
10783 for (i = 0; i < MAX_PLAYERS; i++)
10785 struct PlayerInfo *player = &stored_player[i];
10787 if (SHIELD_ON(player))
10789 player->shield_normal_time_left--;
10791 if (player->shield_deadly_time_left > 0)
10792 player->shield_deadly_time_left--;
10796 if (!local_player->LevelSolved && !level.use_step_counter)
10804 if (TimeLeft <= 10 && setup.time_limit)
10805 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
10807 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
10808 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
10810 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10812 if (!TimeLeft && setup.time_limit)
10814 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10815 level.native_em_level->lev->killed_out_of_time = TRUE;
10817 for (i = 0; i < MAX_PLAYERS; i++)
10818 KillPlayer(&stored_player[i]);
10821 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
10823 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
10826 level.native_em_level->lev->time =
10827 (game.no_time_limit ? TimePlayed : TimeLeft);
10830 if (tape.recording || tape.playing)
10831 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
10834 UpdateAndDisplayGameControlValues();
10837 void AdvanceFrameAndPlayerCounters(int player_nr)
10841 /* advance frame counters (global frame counter and time frame counter) */
10845 /* advance player counters (counters for move delay, move animation etc.) */
10846 for (i = 0; i < MAX_PLAYERS; i++)
10848 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
10849 int move_delay_value = stored_player[i].move_delay_value;
10850 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
10852 if (!advance_player_counters) /* not all players may be affected */
10855 if (move_frames == 0) /* less than one move per game frame */
10857 int stepsize = TILEX / move_delay_value;
10858 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
10859 int count = (stored_player[i].is_moving ?
10860 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
10862 if (count % delay == 0)
10866 stored_player[i].Frame += move_frames;
10868 if (stored_player[i].MovPos != 0)
10869 stored_player[i].StepFrame += move_frames;
10871 if (stored_player[i].move_delay > 0)
10872 stored_player[i].move_delay--;
10874 /* due to bugs in previous versions, counter must count up, not down */
10875 if (stored_player[i].push_delay != -1)
10876 stored_player[i].push_delay++;
10878 if (stored_player[i].drop_delay > 0)
10879 stored_player[i].drop_delay--;
10881 if (stored_player[i].is_dropping_pressed)
10882 stored_player[i].drop_pressed_delay++;
10886 void StartGameActions(boolean init_network_game, boolean record_tape,
10889 unsigned int new_random_seed = InitRND(random_seed);
10892 TapeStartRecording(new_random_seed);
10894 #if defined(NETWORK_AVALIABLE)
10895 if (init_network_game)
10897 SendToServer_StartPlaying();
10908 static unsigned int game_frame_delay = 0;
10909 unsigned int game_frame_delay_value;
10910 byte *recorded_player_action;
10911 byte summarized_player_action = 0;
10912 byte tape_action[MAX_PLAYERS];
10915 /* detect endless loops, caused by custom element programming */
10916 if (recursion_loop_detected && recursion_loop_depth == 0)
10918 char *message = getStringCat3("Internal Error! Element ",
10919 EL_NAME(recursion_loop_element),
10920 " caused endless loop! Quit the game?");
10922 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
10923 EL_NAME(recursion_loop_element));
10925 RequestQuitGameExt(FALSE, level_editor_test_game, message);
10927 recursion_loop_detected = FALSE; /* if game should be continued */
10934 if (game.restart_level)
10935 StartGameActions(options.network, setup.autorecord, level.random_seed);
10937 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
10938 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10940 if (level.native_em_level->lev->home == 0) /* all players at home */
10942 PlayerWins(local_player);
10944 AllPlayersGone = TRUE;
10946 level.native_em_level->lev->home = -1;
10949 if (level.native_em_level->ply[0]->alive == 0 &&
10950 level.native_em_level->ply[1]->alive == 0 &&
10951 level.native_em_level->ply[2]->alive == 0 &&
10952 level.native_em_level->ply[3]->alive == 0) /* all dead */
10953 AllPlayersGone = TRUE;
10955 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
10957 if (game_sp.LevelSolved &&
10958 !game_sp.GameOver) /* game won */
10960 PlayerWins(local_player);
10962 game_sp.GameOver = TRUE;
10964 AllPlayersGone = TRUE;
10967 if (game_sp.GameOver) /* game lost */
10968 AllPlayersGone = TRUE;
10971 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
10974 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
10977 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
10980 game_frame_delay_value =
10981 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
10983 if (tape.playing && tape.warp_forward && !tape.pausing)
10984 game_frame_delay_value = 0;
10986 /* ---------- main game synchronization point ---------- */
10988 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
10990 if (network_playing && !network_player_action_received)
10992 /* try to get network player actions in time */
10994 #if defined(NETWORK_AVALIABLE)
10995 /* last chance to get network player actions without main loop delay */
10996 HandleNetworking();
10999 /* game was quit by network peer */
11000 if (game_status != GAME_MODE_PLAYING)
11003 if (!network_player_action_received)
11004 return; /* failed to get network player actions in time */
11006 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11012 /* at this point we know that we really continue executing the game */
11014 network_player_action_received = FALSE;
11016 /* when playing tape, read previously recorded player input from tape data */
11017 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11019 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11023 if (tape.set_centered_player)
11025 game.centered_player_nr_next = tape.centered_player_nr_next;
11026 game.set_centered_player = TRUE;
11029 for (i = 0; i < MAX_PLAYERS; i++)
11031 summarized_player_action |= stored_player[i].action;
11033 if (!network_playing && (game.team_mode || tape.playing))
11034 stored_player[i].effective_action = stored_player[i].action;
11037 #if defined(NETWORK_AVALIABLE)
11038 if (network_playing)
11039 SendToServer_MovePlayer(summarized_player_action);
11042 if (!options.network && !game.team_mode)
11043 local_player->effective_action = summarized_player_action;
11045 if (tape.recording &&
11047 setup.input_on_focus &&
11048 game.centered_player_nr != -1)
11050 for (i = 0; i < MAX_PLAYERS; i++)
11051 stored_player[i].effective_action =
11052 (i == game.centered_player_nr ? summarized_player_action : 0);
11055 if (recorded_player_action != NULL)
11056 for (i = 0; i < MAX_PLAYERS; i++)
11057 stored_player[i].effective_action = recorded_player_action[i];
11059 for (i = 0; i < MAX_PLAYERS; i++)
11061 tape_action[i] = stored_player[i].effective_action;
11063 /* (this may happen in the RND game engine if a player was not present on
11064 the playfield on level start, but appeared later from a custom element */
11065 if (setup.team_mode &&
11068 !tape.player_participates[i])
11069 tape.player_participates[i] = TRUE;
11072 /* only record actions from input devices, but not programmed actions */
11073 if (tape.recording)
11074 TapeRecordAction(tape_action);
11076 #if USE_NEW_PLAYER_ASSIGNMENTS
11077 // !!! also map player actions in single player mode !!!
11078 // if (game.team_mode)
11080 byte mapped_action[MAX_PLAYERS];
11082 #if DEBUG_PLAYER_ACTIONS
11084 for (i = 0; i < MAX_PLAYERS; i++)
11085 printf(" %d, ", stored_player[i].effective_action);
11088 for (i = 0; i < MAX_PLAYERS; i++)
11089 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11091 for (i = 0; i < MAX_PLAYERS; i++)
11092 stored_player[i].effective_action = mapped_action[i];
11094 #if DEBUG_PLAYER_ACTIONS
11096 for (i = 0; i < MAX_PLAYERS; i++)
11097 printf(" %d, ", stored_player[i].effective_action);
11101 #if DEBUG_PLAYER_ACTIONS
11105 for (i = 0; i < MAX_PLAYERS; i++)
11106 printf(" %d, ", stored_player[i].effective_action);
11112 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11114 GameActions_EM_Main();
11116 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11118 GameActions_SP_Main();
11126 void GameActions_EM_Main()
11128 byte effective_action[MAX_PLAYERS];
11129 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11132 for (i = 0; i < MAX_PLAYERS; i++)
11133 effective_action[i] = stored_player[i].effective_action;
11135 GameActions_EM(effective_action, warp_mode);
11139 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11142 void GameActions_SP_Main()
11144 byte effective_action[MAX_PLAYERS];
11145 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11148 for (i = 0; i < MAX_PLAYERS; i++)
11149 effective_action[i] = stored_player[i].effective_action;
11151 GameActions_SP(effective_action, warp_mode);
11155 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11158 void GameActions_RND()
11160 int magic_wall_x = 0, magic_wall_y = 0;
11161 int i, x, y, element, graphic;
11163 InitPlayfieldScanModeVars();
11165 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11167 SCAN_PLAYFIELD(x, y)
11169 ChangeCount[x][y] = 0;
11170 ChangeEvent[x][y] = -1;
11174 if (game.set_centered_player)
11176 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11178 /* switching to "all players" only possible if all players fit to screen */
11179 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11181 game.centered_player_nr_next = game.centered_player_nr;
11182 game.set_centered_player = FALSE;
11185 /* do not switch focus to non-existing (or non-active) player */
11186 if (game.centered_player_nr_next >= 0 &&
11187 !stored_player[game.centered_player_nr_next].active)
11189 game.centered_player_nr_next = game.centered_player_nr;
11190 game.set_centered_player = FALSE;
11194 if (game.set_centered_player &&
11195 ScreenMovPos == 0) /* screen currently aligned at tile position */
11199 if (game.centered_player_nr_next == -1)
11201 setScreenCenteredToAllPlayers(&sx, &sy);
11205 sx = stored_player[game.centered_player_nr_next].jx;
11206 sy = stored_player[game.centered_player_nr_next].jy;
11209 game.centered_player_nr = game.centered_player_nr_next;
11210 game.set_centered_player = FALSE;
11212 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11213 DrawGameDoorValues();
11216 for (i = 0; i < MAX_PLAYERS; i++)
11218 int actual_player_action = stored_player[i].effective_action;
11221 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11222 - rnd_equinox_tetrachloride 048
11223 - rnd_equinox_tetrachloride_ii 096
11224 - rnd_emanuel_schmieg 002
11225 - doctor_sloan_ww 001, 020
11227 if (stored_player[i].MovPos == 0)
11228 CheckGravityMovement(&stored_player[i]);
11231 /* overwrite programmed action with tape action */
11232 if (stored_player[i].programmed_action)
11233 actual_player_action = stored_player[i].programmed_action;
11235 PlayerActions(&stored_player[i], actual_player_action);
11237 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11240 ScrollScreen(NULL, SCROLL_GO_ON);
11242 /* for backwards compatibility, the following code emulates a fixed bug that
11243 occured when pushing elements (causing elements that just made their last
11244 pushing step to already (if possible) make their first falling step in the
11245 same game frame, which is bad); this code is also needed to use the famous
11246 "spring push bug" which is used in older levels and might be wanted to be
11247 used also in newer levels, but in this case the buggy pushing code is only
11248 affecting the "spring" element and no other elements */
11250 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11252 for (i = 0; i < MAX_PLAYERS; i++)
11254 struct PlayerInfo *player = &stored_player[i];
11255 int x = player->jx;
11256 int y = player->jy;
11258 if (player->active && player->is_pushing && player->is_moving &&
11260 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11261 Feld[x][y] == EL_SPRING))
11263 ContinueMoving(x, y);
11265 /* continue moving after pushing (this is actually a bug) */
11266 if (!IS_MOVING(x, y))
11267 Stop[x][y] = FALSE;
11272 SCAN_PLAYFIELD(x, y)
11274 ChangeCount[x][y] = 0;
11275 ChangeEvent[x][y] = -1;
11277 /* this must be handled before main playfield loop */
11278 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11281 if (MovDelay[x][y] <= 0)
11285 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11288 if (MovDelay[x][y] <= 0)
11291 TEST_DrawLevelField(x, y);
11293 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11298 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11300 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11301 printf("GameActions(): This should never happen!\n");
11303 ChangePage[x][y] = -1;
11307 Stop[x][y] = FALSE;
11308 if (WasJustMoving[x][y] > 0)
11309 WasJustMoving[x][y]--;
11310 if (WasJustFalling[x][y] > 0)
11311 WasJustFalling[x][y]--;
11312 if (CheckCollision[x][y] > 0)
11313 CheckCollision[x][y]--;
11314 if (CheckImpact[x][y] > 0)
11315 CheckImpact[x][y]--;
11319 /* reset finished pushing action (not done in ContinueMoving() to allow
11320 continuous pushing animation for elements with zero push delay) */
11321 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11323 ResetGfxAnimation(x, y);
11324 TEST_DrawLevelField(x, y);
11328 if (IS_BLOCKED(x, y))
11332 Blocked2Moving(x, y, &oldx, &oldy);
11333 if (!IS_MOVING(oldx, oldy))
11335 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11336 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11337 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11338 printf("GameActions(): This should never happen!\n");
11344 SCAN_PLAYFIELD(x, y)
11346 element = Feld[x][y];
11347 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11349 ResetGfxFrame(x, y, TRUE);
11351 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11352 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11353 ResetRandomAnimationValue(x, y);
11355 SetRandomAnimationValue(x, y);
11357 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11359 if (IS_INACTIVE(element))
11361 if (IS_ANIMATED(graphic))
11362 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11367 /* this may take place after moving, so 'element' may have changed */
11368 if (IS_CHANGING(x, y) &&
11369 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11371 int page = element_info[element].event_page_nr[CE_DELAY];
11373 HandleElementChange(x, y, page);
11375 element = Feld[x][y];
11376 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11379 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11383 element = Feld[x][y];
11384 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11386 if (IS_ANIMATED(graphic) &&
11387 !IS_MOVING(x, y) &&
11389 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11391 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11392 TEST_DrawTwinkleOnField(x, y);
11394 else if ((element == EL_ACID ||
11395 element == EL_EXIT_OPEN ||
11396 element == EL_EM_EXIT_OPEN ||
11397 element == EL_SP_EXIT_OPEN ||
11398 element == EL_STEEL_EXIT_OPEN ||
11399 element == EL_EM_STEEL_EXIT_OPEN ||
11400 element == EL_SP_TERMINAL ||
11401 element == EL_SP_TERMINAL_ACTIVE ||
11402 element == EL_EXTRA_TIME ||
11403 element == EL_SHIELD_NORMAL ||
11404 element == EL_SHIELD_DEADLY) &&
11405 IS_ANIMATED(graphic))
11406 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11407 else if (IS_MOVING(x, y))
11408 ContinueMoving(x, y);
11409 else if (IS_ACTIVE_BOMB(element))
11410 CheckDynamite(x, y);
11411 else if (element == EL_AMOEBA_GROWING)
11412 AmoebeWaechst(x, y);
11413 else if (element == EL_AMOEBA_SHRINKING)
11414 AmoebaDisappearing(x, y);
11416 #if !USE_NEW_AMOEBA_CODE
11417 else if (IS_AMOEBALIVE(element))
11418 AmoebeAbleger(x, y);
11421 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11423 else if (element == EL_EXIT_CLOSED)
11425 else if (element == EL_EM_EXIT_CLOSED)
11427 else if (element == EL_STEEL_EXIT_CLOSED)
11428 CheckExitSteel(x, y);
11429 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11430 CheckExitSteelEM(x, y);
11431 else if (element == EL_SP_EXIT_CLOSED)
11433 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11434 element == EL_EXPANDABLE_STEELWALL_GROWING)
11435 MauerWaechst(x, y);
11436 else if (element == EL_EXPANDABLE_WALL ||
11437 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11438 element == EL_EXPANDABLE_WALL_VERTICAL ||
11439 element == EL_EXPANDABLE_WALL_ANY ||
11440 element == EL_BD_EXPANDABLE_WALL)
11441 MauerAbleger(x, y);
11442 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11443 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11444 element == EL_EXPANDABLE_STEELWALL_ANY)
11445 MauerAblegerStahl(x, y);
11446 else if (element == EL_FLAMES)
11447 CheckForDragon(x, y);
11448 else if (element == EL_EXPLOSION)
11449 ; /* drawing of correct explosion animation is handled separately */
11450 else if (element == EL_ELEMENT_SNAPPING ||
11451 element == EL_DIAGONAL_SHRINKING ||
11452 element == EL_DIAGONAL_GROWING)
11454 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11456 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11458 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11459 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11461 if (IS_BELT_ACTIVE(element))
11462 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11464 if (game.magic_wall_active)
11466 int jx = local_player->jx, jy = local_player->jy;
11468 /* play the element sound at the position nearest to the player */
11469 if ((element == EL_MAGIC_WALL_FULL ||
11470 element == EL_MAGIC_WALL_ACTIVE ||
11471 element == EL_MAGIC_WALL_EMPTYING ||
11472 element == EL_BD_MAGIC_WALL_FULL ||
11473 element == EL_BD_MAGIC_WALL_ACTIVE ||
11474 element == EL_BD_MAGIC_WALL_EMPTYING ||
11475 element == EL_DC_MAGIC_WALL_FULL ||
11476 element == EL_DC_MAGIC_WALL_ACTIVE ||
11477 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11478 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11486 #if USE_NEW_AMOEBA_CODE
11487 /* new experimental amoeba growth stuff */
11488 if (!(FrameCounter % 8))
11490 static unsigned int random = 1684108901;
11492 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11494 x = RND(lev_fieldx);
11495 y = RND(lev_fieldy);
11496 element = Feld[x][y];
11498 if (!IS_PLAYER(x,y) &&
11499 (element == EL_EMPTY ||
11500 CAN_GROW_INTO(element) ||
11501 element == EL_QUICKSAND_EMPTY ||
11502 element == EL_QUICKSAND_FAST_EMPTY ||
11503 element == EL_ACID_SPLASH_LEFT ||
11504 element == EL_ACID_SPLASH_RIGHT))
11506 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11507 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11508 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11509 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11510 Feld[x][y] = EL_AMOEBA_DROP;
11513 random = random * 129 + 1;
11518 game.explosions_delayed = FALSE;
11520 SCAN_PLAYFIELD(x, y)
11522 element = Feld[x][y];
11524 if (ExplodeField[x][y])
11525 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11526 else if (element == EL_EXPLOSION)
11527 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11529 ExplodeField[x][y] = EX_TYPE_NONE;
11532 game.explosions_delayed = TRUE;
11534 if (game.magic_wall_active)
11536 if (!(game.magic_wall_time_left % 4))
11538 int element = Feld[magic_wall_x][magic_wall_y];
11540 if (element == EL_BD_MAGIC_WALL_FULL ||
11541 element == EL_BD_MAGIC_WALL_ACTIVE ||
11542 element == EL_BD_MAGIC_WALL_EMPTYING)
11543 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
11544 else if (element == EL_DC_MAGIC_WALL_FULL ||
11545 element == EL_DC_MAGIC_WALL_ACTIVE ||
11546 element == EL_DC_MAGIC_WALL_EMPTYING)
11547 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
11549 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
11552 if (game.magic_wall_time_left > 0)
11554 game.magic_wall_time_left--;
11556 if (!game.magic_wall_time_left)
11558 SCAN_PLAYFIELD(x, y)
11560 element = Feld[x][y];
11562 if (element == EL_MAGIC_WALL_ACTIVE ||
11563 element == EL_MAGIC_WALL_FULL)
11565 Feld[x][y] = EL_MAGIC_WALL_DEAD;
11566 TEST_DrawLevelField(x, y);
11568 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
11569 element == EL_BD_MAGIC_WALL_FULL)
11571 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
11572 TEST_DrawLevelField(x, y);
11574 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
11575 element == EL_DC_MAGIC_WALL_FULL)
11577 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
11578 TEST_DrawLevelField(x, y);
11582 game.magic_wall_active = FALSE;
11587 if (game.light_time_left > 0)
11589 game.light_time_left--;
11591 if (game.light_time_left == 0)
11592 RedrawAllLightSwitchesAndInvisibleElements();
11595 if (game.timegate_time_left > 0)
11597 game.timegate_time_left--;
11599 if (game.timegate_time_left == 0)
11600 CloseAllOpenTimegates();
11603 if (game.lenses_time_left > 0)
11605 game.lenses_time_left--;
11607 if (game.lenses_time_left == 0)
11608 RedrawAllInvisibleElementsForLenses();
11611 if (game.magnify_time_left > 0)
11613 game.magnify_time_left--;
11615 if (game.magnify_time_left == 0)
11616 RedrawAllInvisibleElementsForMagnifier();
11619 for (i = 0; i < MAX_PLAYERS; i++)
11621 struct PlayerInfo *player = &stored_player[i];
11623 if (SHIELD_ON(player))
11625 if (player->shield_deadly_time_left)
11626 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
11627 else if (player->shield_normal_time_left)
11628 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
11632 #if USE_DELAYED_GFX_REDRAW
11633 SCAN_PLAYFIELD(x, y)
11635 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
11637 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
11638 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
11640 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
11641 DrawLevelField(x, y);
11643 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
11644 DrawLevelFieldCrumbled(x, y);
11646 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
11647 DrawLevelFieldCrumbledNeighbours(x, y);
11649 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
11650 DrawTwinkleOnField(x, y);
11653 GfxRedraw[x][y] = GFX_REDRAW_NONE;
11660 PlayAllPlayersSound();
11662 if (options.debug) /* calculate frames per second */
11664 static unsigned int fps_counter = 0;
11665 static int fps_frames = 0;
11666 unsigned int fps_delay_ms = Counter() - fps_counter;
11670 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
11672 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11675 fps_counter = Counter();
11678 redraw_mask |= REDRAW_FPS;
11681 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11683 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
11685 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
11687 local_player->show_envelope = 0;
11690 /* use random number generator in every frame to make it less predictable */
11691 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
11695 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
11697 int min_x = x, min_y = y, max_x = x, max_y = y;
11700 for (i = 0; i < MAX_PLAYERS; i++)
11702 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11704 if (!stored_player[i].active || &stored_player[i] == player)
11707 min_x = MIN(min_x, jx);
11708 min_y = MIN(min_y, jy);
11709 max_x = MAX(max_x, jx);
11710 max_y = MAX(max_y, jy);
11713 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
11716 static boolean AllPlayersInVisibleScreen()
11720 for (i = 0; i < MAX_PLAYERS; i++)
11722 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11724 if (!stored_player[i].active)
11727 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
11734 void ScrollLevel(int dx, int dy)
11736 int softscroll_offset = (setup.soft_scrolling ? 2 * TILEX_VAR : 0);
11739 BlitBitmap(drawto_field, drawto_field,
11740 FX + TILEX_VAR * (dx == -1) - softscroll_offset,
11741 FY + TILEY_VAR * (dy == -1) - softscroll_offset,
11742 SXSIZE - TILEX_VAR * (dx != 0) + 2 * softscroll_offset,
11743 SYSIZE - TILEY_VAR * (dy != 0) + 2 * softscroll_offset,
11744 FX + TILEX_VAR * (dx == 1) - softscroll_offset,
11745 FY + TILEY_VAR * (dy == 1) - softscroll_offset);
11749 x = (dx == 1 ? BX1 : BX2);
11750 for (y = BY1; y <= BY2; y++)
11751 DrawScreenField(x, y);
11756 y = (dy == 1 ? BY1 : BY2);
11757 for (x = BX1; x <= BX2; x++)
11758 DrawScreenField(x, y);
11761 redraw_mask |= REDRAW_FIELD;
11764 static boolean canFallDown(struct PlayerInfo *player)
11766 int jx = player->jx, jy = player->jy;
11768 return (IN_LEV_FIELD(jx, jy + 1) &&
11769 (IS_FREE(jx, jy + 1) ||
11770 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
11771 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
11772 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
11775 static boolean canPassField(int x, int y, int move_dir)
11777 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11778 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11779 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11780 int nextx = x + dx;
11781 int nexty = y + dy;
11782 int element = Feld[x][y];
11784 return (IS_PASSABLE_FROM(element, opposite_dir) &&
11785 !CAN_MOVE(element) &&
11786 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
11787 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
11788 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
11791 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
11793 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11794 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11795 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11799 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
11800 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
11801 (IS_DIGGABLE(Feld[newx][newy]) ||
11802 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
11803 canPassField(newx, newy, move_dir)));
11806 static void CheckGravityMovement(struct PlayerInfo *player)
11808 if (player->gravity && !player->programmed_action)
11810 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
11811 int move_dir_vertical = player->effective_action & MV_VERTICAL;
11812 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
11813 int jx = player->jx, jy = player->jy;
11814 boolean player_is_moving_to_valid_field =
11815 (!player_is_snapping &&
11816 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
11817 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
11818 boolean player_can_fall_down = canFallDown(player);
11820 if (player_can_fall_down &&
11821 !player_is_moving_to_valid_field)
11822 player->programmed_action = MV_DOWN;
11826 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
11828 return CheckGravityMovement(player);
11830 if (player->gravity && !player->programmed_action)
11832 int jx = player->jx, jy = player->jy;
11833 boolean field_under_player_is_free =
11834 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
11835 boolean player_is_standing_on_valid_field =
11836 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
11837 (IS_WALKABLE(Feld[jx][jy]) &&
11838 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
11840 if (field_under_player_is_free && !player_is_standing_on_valid_field)
11841 player->programmed_action = MV_DOWN;
11846 MovePlayerOneStep()
11847 -----------------------------------------------------------------------------
11848 dx, dy: direction (non-diagonal) to try to move the player to
11849 real_dx, real_dy: direction as read from input device (can be diagonal)
11852 boolean MovePlayerOneStep(struct PlayerInfo *player,
11853 int dx, int dy, int real_dx, int real_dy)
11855 int jx = player->jx, jy = player->jy;
11856 int new_jx = jx + dx, new_jy = jy + dy;
11858 boolean player_can_move = !player->cannot_move;
11860 if (!player->active || (!dx && !dy))
11861 return MP_NO_ACTION;
11863 player->MovDir = (dx < 0 ? MV_LEFT :
11864 dx > 0 ? MV_RIGHT :
11866 dy > 0 ? MV_DOWN : MV_NONE);
11868 if (!IN_LEV_FIELD(new_jx, new_jy))
11869 return MP_NO_ACTION;
11871 if (!player_can_move)
11873 if (player->MovPos == 0)
11875 player->is_moving = FALSE;
11876 player->is_digging = FALSE;
11877 player->is_collecting = FALSE;
11878 player->is_snapping = FALSE;
11879 player->is_pushing = FALSE;
11883 if (!options.network && game.centered_player_nr == -1 &&
11884 !AllPlayersInSight(player, new_jx, new_jy))
11885 return MP_NO_ACTION;
11887 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
11888 if (can_move != MP_MOVING)
11891 /* check if DigField() has caused relocation of the player */
11892 if (player->jx != jx || player->jy != jy)
11893 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
11895 StorePlayer[jx][jy] = 0;
11896 player->last_jx = jx;
11897 player->last_jy = jy;
11898 player->jx = new_jx;
11899 player->jy = new_jy;
11900 StorePlayer[new_jx][new_jy] = player->element_nr;
11902 if (player->move_delay_value_next != -1)
11904 player->move_delay_value = player->move_delay_value_next;
11905 player->move_delay_value_next = -1;
11909 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
11911 player->step_counter++;
11913 PlayerVisit[jx][jy] = FrameCounter;
11915 player->is_moving = TRUE;
11918 /* should better be called in MovePlayer(), but this breaks some tapes */
11919 ScrollPlayer(player, SCROLL_INIT);
11925 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
11927 int jx = player->jx, jy = player->jy;
11928 int old_jx = jx, old_jy = jy;
11929 int moved = MP_NO_ACTION;
11931 if (!player->active)
11936 if (player->MovPos == 0)
11938 player->is_moving = FALSE;
11939 player->is_digging = FALSE;
11940 player->is_collecting = FALSE;
11941 player->is_snapping = FALSE;
11942 player->is_pushing = FALSE;
11948 if (player->move_delay > 0)
11951 player->move_delay = -1; /* set to "uninitialized" value */
11953 /* store if player is automatically moved to next field */
11954 player->is_auto_moving = (player->programmed_action != MV_NONE);
11956 /* remove the last programmed player action */
11957 player->programmed_action = 0;
11959 if (player->MovPos)
11961 /* should only happen if pre-1.2 tape recordings are played */
11962 /* this is only for backward compatibility */
11964 int original_move_delay_value = player->move_delay_value;
11967 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
11971 /* scroll remaining steps with finest movement resolution */
11972 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
11974 while (player->MovPos)
11976 ScrollPlayer(player, SCROLL_GO_ON);
11977 ScrollScreen(NULL, SCROLL_GO_ON);
11979 AdvanceFrameAndPlayerCounters(player->index_nr);
11985 player->move_delay_value = original_move_delay_value;
11988 player->is_active = FALSE;
11990 if (player->last_move_dir & MV_HORIZONTAL)
11992 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
11993 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
11997 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
11998 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12001 if (!moved && !player->is_active)
12003 player->is_moving = FALSE;
12004 player->is_digging = FALSE;
12005 player->is_collecting = FALSE;
12006 player->is_snapping = FALSE;
12007 player->is_pushing = FALSE;
12013 if (moved & MP_MOVING && !ScreenMovPos &&
12014 (player->index_nr == game.centered_player_nr ||
12015 game.centered_player_nr == -1))
12017 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12018 int offset = game.scroll_delay_value;
12020 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12022 /* actual player has left the screen -- scroll in that direction */
12023 if (jx != old_jx) /* player has moved horizontally */
12024 scroll_x += (jx - old_jx);
12025 else /* player has moved vertically */
12026 scroll_y += (jy - old_jy);
12030 if (jx != old_jx) /* player has moved horizontally */
12032 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12033 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12034 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12036 /* don't scroll over playfield boundaries */
12037 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12038 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12040 /* don't scroll more than one field at a time */
12041 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12043 /* don't scroll against the player's moving direction */
12044 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12045 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12046 scroll_x = old_scroll_x;
12048 else /* player has moved vertically */
12050 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12051 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12052 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12054 /* don't scroll over playfield boundaries */
12055 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12056 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12058 /* don't scroll more than one field at a time */
12059 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12061 /* don't scroll against the player's moving direction */
12062 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12063 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12064 scroll_y = old_scroll_y;
12068 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12070 if (!options.network && game.centered_player_nr == -1 &&
12071 !AllPlayersInVisibleScreen())
12073 scroll_x = old_scroll_x;
12074 scroll_y = old_scroll_y;
12078 ScrollScreen(player, SCROLL_INIT);
12079 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12084 player->StepFrame = 0;
12086 if (moved & MP_MOVING)
12088 if (old_jx != jx && old_jy == jy)
12089 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12090 else if (old_jx == jx && old_jy != jy)
12091 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12093 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12095 player->last_move_dir = player->MovDir;
12096 player->is_moving = TRUE;
12097 player->is_snapping = FALSE;
12098 player->is_switching = FALSE;
12099 player->is_dropping = FALSE;
12100 player->is_dropping_pressed = FALSE;
12101 player->drop_pressed_delay = 0;
12104 /* should better be called here than above, but this breaks some tapes */
12105 ScrollPlayer(player, SCROLL_INIT);
12110 CheckGravityMovementWhenNotMoving(player);
12112 player->is_moving = FALSE;
12114 /* at this point, the player is allowed to move, but cannot move right now
12115 (e.g. because of something blocking the way) -- ensure that the player
12116 is also allowed to move in the next frame (in old versions before 3.1.1,
12117 the player was forced to wait again for eight frames before next try) */
12119 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12120 player->move_delay = 0; /* allow direct movement in the next frame */
12123 if (player->move_delay == -1) /* not yet initialized by DigField() */
12124 player->move_delay = player->move_delay_value;
12126 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12128 TestIfPlayerTouchesBadThing(jx, jy);
12129 TestIfPlayerTouchesCustomElement(jx, jy);
12132 if (!player->active)
12133 RemovePlayer(player);
12138 void ScrollPlayer(struct PlayerInfo *player, int mode)
12140 int jx = player->jx, jy = player->jy;
12141 int last_jx = player->last_jx, last_jy = player->last_jy;
12142 int move_stepsize = TILEX / player->move_delay_value;
12144 if (!player->active)
12147 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12150 if (mode == SCROLL_INIT)
12152 player->actual_frame_counter = FrameCounter;
12153 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12155 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12156 Feld[last_jx][last_jy] == EL_EMPTY)
12158 int last_field_block_delay = 0; /* start with no blocking at all */
12159 int block_delay_adjustment = player->block_delay_adjustment;
12161 /* if player blocks last field, add delay for exactly one move */
12162 if (player->block_last_field)
12164 last_field_block_delay += player->move_delay_value;
12166 /* when blocking enabled, prevent moving up despite gravity */
12167 if (player->gravity && player->MovDir == MV_UP)
12168 block_delay_adjustment = -1;
12171 /* add block delay adjustment (also possible when not blocking) */
12172 last_field_block_delay += block_delay_adjustment;
12174 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12175 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12178 if (player->MovPos != 0) /* player has not yet reached destination */
12181 else if (!FrameReached(&player->actual_frame_counter, 1))
12184 if (player->MovPos != 0)
12186 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12187 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12189 /* before DrawPlayer() to draw correct player graphic for this case */
12190 if (player->MovPos == 0)
12191 CheckGravityMovement(player);
12194 if (player->MovPos == 0) /* player reached destination field */
12196 if (player->move_delay_reset_counter > 0)
12198 player->move_delay_reset_counter--;
12200 if (player->move_delay_reset_counter == 0)
12202 /* continue with normal speed after quickly moving through gate */
12203 HALVE_PLAYER_SPEED(player);
12205 /* be able to make the next move without delay */
12206 player->move_delay = 0;
12210 player->last_jx = jx;
12211 player->last_jy = jy;
12213 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12214 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12215 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12216 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12217 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12218 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12219 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12220 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12222 DrawPlayer(player); /* needed here only to cleanup last field */
12223 RemovePlayer(player);
12225 if (local_player->friends_still_needed == 0 ||
12226 IS_SP_ELEMENT(Feld[jx][jy]))
12227 PlayerWins(player);
12230 /* this breaks one level: "machine", level 000 */
12232 int move_direction = player->MovDir;
12233 int enter_side = MV_DIR_OPPOSITE(move_direction);
12234 int leave_side = move_direction;
12235 int old_jx = last_jx;
12236 int old_jy = last_jy;
12237 int old_element = Feld[old_jx][old_jy];
12238 int new_element = Feld[jx][jy];
12240 if (IS_CUSTOM_ELEMENT(old_element))
12241 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12243 player->index_bit, leave_side);
12245 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12246 CE_PLAYER_LEAVES_X,
12247 player->index_bit, leave_side);
12249 if (IS_CUSTOM_ELEMENT(new_element))
12250 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12251 player->index_bit, enter_side);
12253 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12254 CE_PLAYER_ENTERS_X,
12255 player->index_bit, enter_side);
12257 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12258 CE_MOVE_OF_X, move_direction);
12261 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12263 TestIfPlayerTouchesBadThing(jx, jy);
12264 TestIfPlayerTouchesCustomElement(jx, jy);
12266 /* needed because pushed element has not yet reached its destination,
12267 so it would trigger a change event at its previous field location */
12268 if (!player->is_pushing)
12269 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12271 if (!player->active)
12272 RemovePlayer(player);
12275 if (!local_player->LevelSolved && level.use_step_counter)
12285 if (TimeLeft <= 10 && setup.time_limit)
12286 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12288 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12290 DisplayGameControlValues();
12292 if (!TimeLeft && setup.time_limit)
12293 for (i = 0; i < MAX_PLAYERS; i++)
12294 KillPlayer(&stored_player[i]);
12296 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12298 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12300 DisplayGameControlValues();
12304 if (tape.single_step && tape.recording && !tape.pausing &&
12305 !player->programmed_action)
12306 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12310 void ScrollScreen(struct PlayerInfo *player, int mode)
12312 static unsigned int screen_frame_counter = 0;
12314 if (mode == SCROLL_INIT)
12316 /* set scrolling step size according to actual player's moving speed */
12317 ScrollStepSize = TILEX / player->move_delay_value;
12319 screen_frame_counter = FrameCounter;
12320 ScreenMovDir = player->MovDir;
12321 ScreenMovPos = player->MovPos;
12322 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12325 else if (!FrameReached(&screen_frame_counter, 1))
12330 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12331 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12332 redraw_mask |= REDRAW_FIELD;
12335 ScreenMovDir = MV_NONE;
12338 void TestIfPlayerTouchesCustomElement(int x, int y)
12340 static int xy[4][2] =
12347 static int trigger_sides[4][2] =
12349 /* center side border side */
12350 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12351 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12352 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12353 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12355 static int touch_dir[4] =
12357 MV_LEFT | MV_RIGHT,
12362 int center_element = Feld[x][y]; /* should always be non-moving! */
12365 for (i = 0; i < NUM_DIRECTIONS; i++)
12367 int xx = x + xy[i][0];
12368 int yy = y + xy[i][1];
12369 int center_side = trigger_sides[i][0];
12370 int border_side = trigger_sides[i][1];
12371 int border_element;
12373 if (!IN_LEV_FIELD(xx, yy))
12376 if (IS_PLAYER(x, y)) /* player found at center element */
12378 struct PlayerInfo *player = PLAYERINFO(x, y);
12380 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12381 border_element = Feld[xx][yy]; /* may be moving! */
12382 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12383 border_element = Feld[xx][yy];
12384 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12385 border_element = MovingOrBlocked2Element(xx, yy);
12387 continue; /* center and border element do not touch */
12389 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12390 player->index_bit, border_side);
12391 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12392 CE_PLAYER_TOUCHES_X,
12393 player->index_bit, border_side);
12396 /* use player element that is initially defined in the level playfield,
12397 not the player element that corresponds to the runtime player number
12398 (example: a level that contains EL_PLAYER_3 as the only player would
12399 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12400 int player_element = PLAYERINFO(x, y)->initial_element;
12402 CheckElementChangeBySide(xx, yy, border_element, player_element,
12403 CE_TOUCHING_X, border_side);
12406 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12408 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12410 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12412 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12413 continue; /* center and border element do not touch */
12416 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12417 player->index_bit, center_side);
12418 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12419 CE_PLAYER_TOUCHES_X,
12420 player->index_bit, center_side);
12423 /* use player element that is initially defined in the level playfield,
12424 not the player element that corresponds to the runtime player number
12425 (example: a level that contains EL_PLAYER_3 as the only player would
12426 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12427 int player_element = PLAYERINFO(xx, yy)->initial_element;
12429 CheckElementChangeBySide(x, y, center_element, player_element,
12430 CE_TOUCHING_X, center_side);
12438 void TestIfElementTouchesCustomElement(int x, int y)
12440 static int xy[4][2] =
12447 static int trigger_sides[4][2] =
12449 /* center side border side */
12450 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12451 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12452 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12453 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12455 static int touch_dir[4] =
12457 MV_LEFT | MV_RIGHT,
12462 boolean change_center_element = FALSE;
12463 int center_element = Feld[x][y]; /* should always be non-moving! */
12464 int border_element_old[NUM_DIRECTIONS];
12467 for (i = 0; i < NUM_DIRECTIONS; i++)
12469 int xx = x + xy[i][0];
12470 int yy = y + xy[i][1];
12471 int border_element;
12473 border_element_old[i] = -1;
12475 if (!IN_LEV_FIELD(xx, yy))
12478 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12479 border_element = Feld[xx][yy]; /* may be moving! */
12480 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12481 border_element = Feld[xx][yy];
12482 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12483 border_element = MovingOrBlocked2Element(xx, yy);
12485 continue; /* center and border element do not touch */
12487 border_element_old[i] = border_element;
12490 for (i = 0; i < NUM_DIRECTIONS; i++)
12492 int xx = x + xy[i][0];
12493 int yy = y + xy[i][1];
12494 int center_side = trigger_sides[i][0];
12495 int border_element = border_element_old[i];
12497 if (border_element == -1)
12500 /* check for change of border element */
12501 CheckElementChangeBySide(xx, yy, border_element, center_element,
12502 CE_TOUCHING_X, center_side);
12504 /* (center element cannot be player, so we dont have to check this here) */
12507 for (i = 0; i < NUM_DIRECTIONS; i++)
12509 int xx = x + xy[i][0];
12510 int yy = y + xy[i][1];
12511 int border_side = trigger_sides[i][1];
12512 int border_element = border_element_old[i];
12514 if (border_element == -1)
12517 /* check for change of center element (but change it only once) */
12518 if (!change_center_element)
12519 change_center_element =
12520 CheckElementChangeBySide(x, y, center_element, border_element,
12521 CE_TOUCHING_X, border_side);
12523 if (IS_PLAYER(xx, yy))
12525 /* use player element that is initially defined in the level playfield,
12526 not the player element that corresponds to the runtime player number
12527 (example: a level that contains EL_PLAYER_3 as the only player would
12528 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12529 int player_element = PLAYERINFO(xx, yy)->initial_element;
12531 CheckElementChangeBySide(x, y, center_element, player_element,
12532 CE_TOUCHING_X, border_side);
12537 void TestIfElementHitsCustomElement(int x, int y, int direction)
12539 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12540 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12541 int hitx = x + dx, hity = y + dy;
12542 int hitting_element = Feld[x][y];
12543 int touched_element;
12545 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12548 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12549 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12551 if (IN_LEV_FIELD(hitx, hity))
12553 int opposite_direction = MV_DIR_OPPOSITE(direction);
12554 int hitting_side = direction;
12555 int touched_side = opposite_direction;
12556 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12557 MovDir[hitx][hity] != direction ||
12558 ABS(MovPos[hitx][hity]) <= TILEY / 2);
12564 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12565 CE_HITTING_X, touched_side);
12567 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12568 CE_HIT_BY_X, hitting_side);
12570 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12571 CE_HIT_BY_SOMETHING, opposite_direction);
12573 if (IS_PLAYER(hitx, hity))
12575 /* use player element that is initially defined in the level playfield,
12576 not the player element that corresponds to the runtime player number
12577 (example: a level that contains EL_PLAYER_3 as the only player would
12578 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12579 int player_element = PLAYERINFO(hitx, hity)->initial_element;
12581 CheckElementChangeBySide(x, y, hitting_element, player_element,
12582 CE_HITTING_X, touched_side);
12587 /* "hitting something" is also true when hitting the playfield border */
12588 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12589 CE_HITTING_SOMETHING, direction);
12592 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
12594 int i, kill_x = -1, kill_y = -1;
12596 int bad_element = -1;
12597 static int test_xy[4][2] =
12604 static int test_dir[4] =
12612 for (i = 0; i < NUM_DIRECTIONS; i++)
12614 int test_x, test_y, test_move_dir, test_element;
12616 test_x = good_x + test_xy[i][0];
12617 test_y = good_y + test_xy[i][1];
12619 if (!IN_LEV_FIELD(test_x, test_y))
12623 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12625 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
12627 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12628 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12630 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
12631 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
12635 bad_element = test_element;
12641 if (kill_x != -1 || kill_y != -1)
12643 if (IS_PLAYER(good_x, good_y))
12645 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
12647 if (player->shield_deadly_time_left > 0 &&
12648 !IS_INDESTRUCTIBLE(bad_element))
12649 Bang(kill_x, kill_y);
12650 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
12651 KillPlayer(player);
12654 Bang(good_x, good_y);
12658 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
12660 int i, kill_x = -1, kill_y = -1;
12661 int bad_element = Feld[bad_x][bad_y];
12662 static int test_xy[4][2] =
12669 static int touch_dir[4] =
12671 MV_LEFT | MV_RIGHT,
12676 static int test_dir[4] =
12684 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
12687 for (i = 0; i < NUM_DIRECTIONS; i++)
12689 int test_x, test_y, test_move_dir, test_element;
12691 test_x = bad_x + test_xy[i][0];
12692 test_y = bad_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 = Feld[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(bad_element) && bad_move_dir == test_dir[i]) ||
12706 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
12708 /* good thing is player or penguin that does not move away */
12709 if (IS_PLAYER(test_x, test_y))
12711 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12713 if (bad_element == EL_ROBOT && player->is_moving)
12714 continue; /* robot does not kill player if he is moving */
12716 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12718 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12719 continue; /* center and border element do not touch */
12727 else if (test_element == EL_PENGUIN)
12737 if (kill_x != -1 || kill_y != -1)
12739 if (IS_PLAYER(kill_x, kill_y))
12741 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12743 if (player->shield_deadly_time_left > 0 &&
12744 !IS_INDESTRUCTIBLE(bad_element))
12745 Bang(bad_x, bad_y);
12746 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12747 KillPlayer(player);
12750 Bang(kill_x, kill_y);
12754 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
12756 int bad_element = Feld[bad_x][bad_y];
12757 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
12758 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
12759 int test_x = bad_x + dx, test_y = bad_y + dy;
12760 int test_move_dir, test_element;
12761 int kill_x = -1, kill_y = -1;
12763 if (!IN_LEV_FIELD(test_x, test_y))
12767 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12769 test_element = Feld[test_x][test_y];
12771 if (test_move_dir != bad_move_dir)
12773 /* good thing can be player or penguin that does not move away */
12774 if (IS_PLAYER(test_x, test_y))
12776 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12778 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
12779 player as being hit when he is moving towards the bad thing, because
12780 the "get hit by" condition would be lost after the player stops) */
12781 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
12782 return; /* player moves away from bad thing */
12787 else if (test_element == EL_PENGUIN)
12794 if (kill_x != -1 || kill_y != -1)
12796 if (IS_PLAYER(kill_x, kill_y))
12798 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12800 if (player->shield_deadly_time_left > 0 &&
12801 !IS_INDESTRUCTIBLE(bad_element))
12802 Bang(bad_x, bad_y);
12803 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12804 KillPlayer(player);
12807 Bang(kill_x, kill_y);
12811 void TestIfPlayerTouchesBadThing(int x, int y)
12813 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12816 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
12818 TestIfGoodThingHitsBadThing(x, y, move_dir);
12821 void TestIfBadThingTouchesPlayer(int x, int y)
12823 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12826 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
12828 TestIfBadThingHitsGoodThing(x, y, move_dir);
12831 void TestIfFriendTouchesBadThing(int x, int y)
12833 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12836 void TestIfBadThingTouchesFriend(int x, int y)
12838 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12841 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
12843 int i, kill_x = bad_x, kill_y = bad_y;
12844 static int xy[4][2] =
12852 for (i = 0; i < NUM_DIRECTIONS; i++)
12856 x = bad_x + xy[i][0];
12857 y = bad_y + xy[i][1];
12858 if (!IN_LEV_FIELD(x, y))
12861 element = Feld[x][y];
12862 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
12863 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
12871 if (kill_x != bad_x || kill_y != bad_y)
12872 Bang(bad_x, bad_y);
12875 void KillPlayer(struct PlayerInfo *player)
12877 int jx = player->jx, jy = player->jy;
12879 if (!player->active)
12883 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
12884 player->killed, player->active, player->reanimated);
12887 /* the following code was introduced to prevent an infinite loop when calling
12889 -> CheckTriggeredElementChangeExt()
12890 -> ExecuteCustomElementAction()
12892 -> (infinitely repeating the above sequence of function calls)
12893 which occurs when killing the player while having a CE with the setting
12894 "kill player X when explosion of <player X>"; the solution using a new
12895 field "player->killed" was chosen for backwards compatibility, although
12896 clever use of the fields "player->active" etc. would probably also work */
12898 if (player->killed)
12902 player->killed = TRUE;
12904 /* remove accessible field at the player's position */
12905 Feld[jx][jy] = EL_EMPTY;
12907 /* deactivate shield (else Bang()/Explode() would not work right) */
12908 player->shield_normal_time_left = 0;
12909 player->shield_deadly_time_left = 0;
12912 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
12913 player->killed, player->active, player->reanimated);
12919 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
12920 player->killed, player->active, player->reanimated);
12923 if (player->reanimated) /* killed player may have been reanimated */
12924 player->killed = player->reanimated = FALSE;
12926 BuryPlayer(player);
12929 static void KillPlayerUnlessEnemyProtected(int x, int y)
12931 if (!PLAYER_ENEMY_PROTECTED(x, y))
12932 KillPlayer(PLAYERINFO(x, y));
12935 static void KillPlayerUnlessExplosionProtected(int x, int y)
12937 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
12938 KillPlayer(PLAYERINFO(x, y));
12941 void BuryPlayer(struct PlayerInfo *player)
12943 int jx = player->jx, jy = player->jy;
12945 if (!player->active)
12948 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
12949 PlayLevelSound(jx, jy, SND_GAME_LOSING);
12951 player->GameOver = TRUE;
12952 RemovePlayer(player);
12955 void RemovePlayer(struct PlayerInfo *player)
12957 int jx = player->jx, jy = player->jy;
12958 int i, found = FALSE;
12960 player->present = FALSE;
12961 player->active = FALSE;
12963 if (!ExplodeField[jx][jy])
12964 StorePlayer[jx][jy] = 0;
12966 if (player->is_moving)
12967 TEST_DrawLevelField(player->last_jx, player->last_jy);
12969 for (i = 0; i < MAX_PLAYERS; i++)
12970 if (stored_player[i].active)
12974 AllPlayersGone = TRUE;
12980 static void setFieldForSnapping(int x, int y, int element, int direction)
12982 struct ElementInfo *ei = &element_info[element];
12983 int direction_bit = MV_DIR_TO_BIT(direction);
12984 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
12985 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
12986 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
12988 Feld[x][y] = EL_ELEMENT_SNAPPING;
12989 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
12991 ResetGfxAnimation(x, y);
12993 GfxElement[x][y] = element;
12994 GfxAction[x][y] = action;
12995 GfxDir[x][y] = direction;
12996 GfxFrame[x][y] = -1;
13000 =============================================================================
13001 checkDiagonalPushing()
13002 -----------------------------------------------------------------------------
13003 check if diagonal input device direction results in pushing of object
13004 (by checking if the alternative direction is walkable, diggable, ...)
13005 =============================================================================
13008 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13009 int x, int y, int real_dx, int real_dy)
13011 int jx, jy, dx, dy, xx, yy;
13013 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13016 /* diagonal direction: check alternative direction */
13021 xx = jx + (dx == 0 ? real_dx : 0);
13022 yy = jy + (dy == 0 ? real_dy : 0);
13024 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13028 =============================================================================
13030 -----------------------------------------------------------------------------
13031 x, y: field next to player (non-diagonal) to try to dig to
13032 real_dx, real_dy: direction as read from input device (can be diagonal)
13033 =============================================================================
13036 static int DigField(struct PlayerInfo *player,
13037 int oldx, int oldy, int x, int y,
13038 int real_dx, int real_dy, int mode)
13040 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13041 boolean player_was_pushing = player->is_pushing;
13042 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13043 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13044 int jx = oldx, jy = oldy;
13045 int dx = x - jx, dy = y - jy;
13046 int nextx = x + dx, nexty = y + dy;
13047 int move_direction = (dx == -1 ? MV_LEFT :
13048 dx == +1 ? MV_RIGHT :
13050 dy == +1 ? MV_DOWN : MV_NONE);
13051 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13052 int dig_side = MV_DIR_OPPOSITE(move_direction);
13053 int old_element = Feld[jx][jy];
13054 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13057 if (is_player) /* function can also be called by EL_PENGUIN */
13059 if (player->MovPos == 0)
13061 player->is_digging = FALSE;
13062 player->is_collecting = FALSE;
13065 if (player->MovPos == 0) /* last pushing move finished */
13066 player->is_pushing = FALSE;
13068 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13070 player->is_switching = FALSE;
13071 player->push_delay = -1;
13073 return MP_NO_ACTION;
13077 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13078 old_element = Back[jx][jy];
13080 /* in case of element dropped at player position, check background */
13081 else if (Back[jx][jy] != EL_EMPTY &&
13082 game.engine_version >= VERSION_IDENT(2,2,0,0))
13083 old_element = Back[jx][jy];
13085 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13086 return MP_NO_ACTION; /* field has no opening in this direction */
13088 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13089 return MP_NO_ACTION; /* field has no opening in this direction */
13091 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13095 Feld[jx][jy] = player->artwork_element;
13096 InitMovingField(jx, jy, MV_DOWN);
13097 Store[jx][jy] = EL_ACID;
13098 ContinueMoving(jx, jy);
13099 BuryPlayer(player);
13101 return MP_DONT_RUN_INTO;
13104 if (player_can_move && DONT_RUN_INTO(element))
13106 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13108 return MP_DONT_RUN_INTO;
13111 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13112 return MP_NO_ACTION;
13114 collect_count = element_info[element].collect_count_initial;
13116 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13117 return MP_NO_ACTION;
13119 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13120 player_can_move = player_can_move_or_snap;
13122 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13123 game.engine_version >= VERSION_IDENT(2,2,0,0))
13125 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13126 player->index_bit, dig_side);
13127 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13128 player->index_bit, dig_side);
13130 if (element == EL_DC_LANDMINE)
13133 if (Feld[x][y] != element) /* field changed by snapping */
13136 return MP_NO_ACTION;
13139 if (player->gravity && is_player && !player->is_auto_moving &&
13140 canFallDown(player) && move_direction != MV_DOWN &&
13141 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13142 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13144 if (player_can_move &&
13145 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13147 int sound_element = SND_ELEMENT(element);
13148 int sound_action = ACTION_WALKING;
13150 if (IS_RND_GATE(element))
13152 if (!player->key[RND_GATE_NR(element)])
13153 return MP_NO_ACTION;
13155 else if (IS_RND_GATE_GRAY(element))
13157 if (!player->key[RND_GATE_GRAY_NR(element)])
13158 return MP_NO_ACTION;
13160 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13162 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13163 return MP_NO_ACTION;
13165 else if (element == EL_EXIT_OPEN ||
13166 element == EL_EM_EXIT_OPEN ||
13167 element == EL_EM_EXIT_OPENING ||
13168 element == EL_STEEL_EXIT_OPEN ||
13169 element == EL_EM_STEEL_EXIT_OPEN ||
13170 element == EL_EM_STEEL_EXIT_OPENING ||
13171 element == EL_SP_EXIT_OPEN ||
13172 element == EL_SP_EXIT_OPENING)
13174 sound_action = ACTION_PASSING; /* player is passing exit */
13176 else if (element == EL_EMPTY)
13178 sound_action = ACTION_MOVING; /* nothing to walk on */
13181 /* play sound from background or player, whatever is available */
13182 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13183 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13185 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13187 else if (player_can_move &&
13188 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13190 if (!ACCESS_FROM(element, opposite_direction))
13191 return MP_NO_ACTION; /* field not accessible from this direction */
13193 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13194 return MP_NO_ACTION;
13196 if (IS_EM_GATE(element))
13198 if (!player->key[EM_GATE_NR(element)])
13199 return MP_NO_ACTION;
13201 else if (IS_EM_GATE_GRAY(element))
13203 if (!player->key[EM_GATE_GRAY_NR(element)])
13204 return MP_NO_ACTION;
13206 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13208 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13209 return MP_NO_ACTION;
13211 else if (IS_EMC_GATE(element))
13213 if (!player->key[EMC_GATE_NR(element)])
13214 return MP_NO_ACTION;
13216 else if (IS_EMC_GATE_GRAY(element))
13218 if (!player->key[EMC_GATE_GRAY_NR(element)])
13219 return MP_NO_ACTION;
13221 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13223 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13224 return MP_NO_ACTION;
13226 else if (element == EL_DC_GATE_WHITE ||
13227 element == EL_DC_GATE_WHITE_GRAY ||
13228 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13230 if (player->num_white_keys == 0)
13231 return MP_NO_ACTION;
13233 player->num_white_keys--;
13235 else if (IS_SP_PORT(element))
13237 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13238 element == EL_SP_GRAVITY_PORT_RIGHT ||
13239 element == EL_SP_GRAVITY_PORT_UP ||
13240 element == EL_SP_GRAVITY_PORT_DOWN)
13241 player->gravity = !player->gravity;
13242 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13243 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13244 element == EL_SP_GRAVITY_ON_PORT_UP ||
13245 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13246 player->gravity = TRUE;
13247 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13248 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13249 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13250 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13251 player->gravity = FALSE;
13254 /* automatically move to the next field with double speed */
13255 player->programmed_action = move_direction;
13257 if (player->move_delay_reset_counter == 0)
13259 player->move_delay_reset_counter = 2; /* two double speed steps */
13261 DOUBLE_PLAYER_SPEED(player);
13264 PlayLevelSoundAction(x, y, ACTION_PASSING);
13266 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13270 if (mode != DF_SNAP)
13272 GfxElement[x][y] = GFX_ELEMENT(element);
13273 player->is_digging = TRUE;
13276 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13278 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13279 player->index_bit, dig_side);
13281 if (mode == DF_SNAP)
13283 if (level.block_snap_field)
13284 setFieldForSnapping(x, y, element, move_direction);
13286 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13288 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13289 player->index_bit, dig_side);
13292 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13296 if (is_player && mode != DF_SNAP)
13298 GfxElement[x][y] = element;
13299 player->is_collecting = TRUE;
13302 if (element == EL_SPEED_PILL)
13304 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13306 else if (element == EL_EXTRA_TIME && level.time > 0)
13308 TimeLeft += level.extra_time;
13310 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13312 DisplayGameControlValues();
13314 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13316 player->shield_normal_time_left += level.shield_normal_time;
13317 if (element == EL_SHIELD_DEADLY)
13318 player->shield_deadly_time_left += level.shield_deadly_time;
13320 else if (element == EL_DYNAMITE ||
13321 element == EL_EM_DYNAMITE ||
13322 element == EL_SP_DISK_RED)
13324 if (player->inventory_size < MAX_INVENTORY_SIZE)
13325 player->inventory_element[player->inventory_size++] = element;
13327 DrawGameDoorValues();
13329 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13331 player->dynabomb_count++;
13332 player->dynabombs_left++;
13334 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13336 player->dynabomb_size++;
13338 else if (element == EL_DYNABOMB_INCREASE_POWER)
13340 player->dynabomb_xl = TRUE;
13342 else if (IS_KEY(element))
13344 player->key[KEY_NR(element)] = TRUE;
13346 DrawGameDoorValues();
13348 else if (element == EL_DC_KEY_WHITE)
13350 player->num_white_keys++;
13352 /* display white keys? */
13353 /* DrawGameDoorValues(); */
13355 else if (IS_ENVELOPE(element))
13357 player->show_envelope = element;
13359 else if (element == EL_EMC_LENSES)
13361 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13363 RedrawAllInvisibleElementsForLenses();
13365 else if (element == EL_EMC_MAGNIFIER)
13367 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13369 RedrawAllInvisibleElementsForMagnifier();
13371 else if (IS_DROPPABLE(element) ||
13372 IS_THROWABLE(element)) /* can be collected and dropped */
13376 if (collect_count == 0)
13377 player->inventory_infinite_element = element;
13379 for (i = 0; i < collect_count; i++)
13380 if (player->inventory_size < MAX_INVENTORY_SIZE)
13381 player->inventory_element[player->inventory_size++] = element;
13383 DrawGameDoorValues();
13385 else if (collect_count > 0)
13387 local_player->gems_still_needed -= collect_count;
13388 if (local_player->gems_still_needed < 0)
13389 local_player->gems_still_needed = 0;
13391 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13393 DisplayGameControlValues();
13396 RaiseScoreElement(element);
13397 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13400 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13401 player->index_bit, dig_side);
13403 if (mode == DF_SNAP)
13405 if (level.block_snap_field)
13406 setFieldForSnapping(x, y, element, move_direction);
13408 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13410 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13411 player->index_bit, dig_side);
13414 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13416 if (mode == DF_SNAP && element != EL_BD_ROCK)
13417 return MP_NO_ACTION;
13419 if (CAN_FALL(element) && dy)
13420 return MP_NO_ACTION;
13422 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13423 !(element == EL_SPRING && level.use_spring_bug))
13424 return MP_NO_ACTION;
13426 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13427 ((move_direction & MV_VERTICAL &&
13428 ((element_info[element].move_pattern & MV_LEFT &&
13429 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13430 (element_info[element].move_pattern & MV_RIGHT &&
13431 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13432 (move_direction & MV_HORIZONTAL &&
13433 ((element_info[element].move_pattern & MV_UP &&
13434 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13435 (element_info[element].move_pattern & MV_DOWN &&
13436 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13437 return MP_NO_ACTION;
13439 /* do not push elements already moving away faster than player */
13440 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13441 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13442 return MP_NO_ACTION;
13444 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13446 if (player->push_delay_value == -1 || !player_was_pushing)
13447 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13449 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13451 if (player->push_delay_value == -1)
13452 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13454 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13456 if (!player->is_pushing)
13457 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13460 player->is_pushing = TRUE;
13461 player->is_active = TRUE;
13463 if (!(IN_LEV_FIELD(nextx, nexty) &&
13464 (IS_FREE(nextx, nexty) ||
13465 (IS_SB_ELEMENT(element) &&
13466 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13467 (IS_CUSTOM_ELEMENT(element) &&
13468 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13469 return MP_NO_ACTION;
13471 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13472 return MP_NO_ACTION;
13474 if (player->push_delay == -1) /* new pushing; restart delay */
13475 player->push_delay = 0;
13477 if (player->push_delay < player->push_delay_value &&
13478 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13479 element != EL_SPRING && element != EL_BALLOON)
13481 /* make sure that there is no move delay before next try to push */
13482 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13483 player->move_delay = 0;
13485 return MP_NO_ACTION;
13488 if (IS_CUSTOM_ELEMENT(element) &&
13489 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13491 if (!DigFieldByCE(nextx, nexty, element))
13492 return MP_NO_ACTION;
13495 if (IS_SB_ELEMENT(element))
13497 if (element == EL_SOKOBAN_FIELD_FULL)
13499 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13500 local_player->sokobanfields_still_needed++;
13503 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13505 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13506 local_player->sokobanfields_still_needed--;
13509 Feld[x][y] = EL_SOKOBAN_OBJECT;
13511 if (Back[x][y] == Back[nextx][nexty])
13512 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13513 else if (Back[x][y] != 0)
13514 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13517 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13520 if (local_player->sokobanfields_still_needed == 0 &&
13521 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13523 PlayerWins(player);
13525 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13529 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13531 InitMovingField(x, y, move_direction);
13532 GfxAction[x][y] = ACTION_PUSHING;
13534 if (mode == DF_SNAP)
13535 ContinueMoving(x, y);
13537 MovPos[x][y] = (dx != 0 ? dx : dy);
13539 Pushed[x][y] = TRUE;
13540 Pushed[nextx][nexty] = TRUE;
13542 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13543 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13545 player->push_delay_value = -1; /* get new value later */
13547 /* check for element change _after_ element has been pushed */
13548 if (game.use_change_when_pushing_bug)
13550 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
13551 player->index_bit, dig_side);
13552 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
13553 player->index_bit, dig_side);
13556 else if (IS_SWITCHABLE(element))
13558 if (PLAYER_SWITCHING(player, x, y))
13560 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13561 player->index_bit, dig_side);
13566 player->is_switching = TRUE;
13567 player->switch_x = x;
13568 player->switch_y = y;
13570 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13572 if (element == EL_ROBOT_WHEEL)
13574 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
13578 game.robot_wheel_active = TRUE;
13580 TEST_DrawLevelField(x, y);
13582 else if (element == EL_SP_TERMINAL)
13586 SCAN_PLAYFIELD(xx, yy)
13588 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
13590 else if (Feld[xx][yy] == EL_SP_TERMINAL)
13591 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
13594 else if (IS_BELT_SWITCH(element))
13596 ToggleBeltSwitch(x, y);
13598 else if (element == EL_SWITCHGATE_SWITCH_UP ||
13599 element == EL_SWITCHGATE_SWITCH_DOWN ||
13600 element == EL_DC_SWITCHGATE_SWITCH_UP ||
13601 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
13603 ToggleSwitchgateSwitch(x, y);
13605 else if (element == EL_LIGHT_SWITCH ||
13606 element == EL_LIGHT_SWITCH_ACTIVE)
13608 ToggleLightSwitch(x, y);
13610 else if (element == EL_TIMEGATE_SWITCH ||
13611 element == EL_DC_TIMEGATE_SWITCH)
13613 ActivateTimegateSwitch(x, y);
13615 else if (element == EL_BALLOON_SWITCH_LEFT ||
13616 element == EL_BALLOON_SWITCH_RIGHT ||
13617 element == EL_BALLOON_SWITCH_UP ||
13618 element == EL_BALLOON_SWITCH_DOWN ||
13619 element == EL_BALLOON_SWITCH_NONE ||
13620 element == EL_BALLOON_SWITCH_ANY)
13622 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
13623 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
13624 element == EL_BALLOON_SWITCH_UP ? MV_UP :
13625 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
13626 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
13629 else if (element == EL_LAMP)
13631 Feld[x][y] = EL_LAMP_ACTIVE;
13632 local_player->lights_still_needed--;
13634 ResetGfxAnimation(x, y);
13635 TEST_DrawLevelField(x, y);
13637 else if (element == EL_TIME_ORB_FULL)
13639 Feld[x][y] = EL_TIME_ORB_EMPTY;
13641 if (level.time > 0 || level.use_time_orb_bug)
13643 TimeLeft += level.time_orb_time;
13644 game.no_time_limit = FALSE;
13646 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13648 DisplayGameControlValues();
13651 ResetGfxAnimation(x, y);
13652 TEST_DrawLevelField(x, y);
13654 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
13655 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13659 game.ball_state = !game.ball_state;
13661 SCAN_PLAYFIELD(xx, yy)
13663 int e = Feld[xx][yy];
13665 if (game.ball_state)
13667 if (e == EL_EMC_MAGIC_BALL)
13668 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
13669 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
13670 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
13674 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
13675 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
13676 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13677 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
13682 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13683 player->index_bit, dig_side);
13685 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13686 player->index_bit, dig_side);
13688 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13689 player->index_bit, dig_side);
13695 if (!PLAYER_SWITCHING(player, x, y))
13697 player->is_switching = TRUE;
13698 player->switch_x = x;
13699 player->switch_y = y;
13701 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
13702 player->index_bit, dig_side);
13703 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13704 player->index_bit, dig_side);
13706 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
13707 player->index_bit, dig_side);
13708 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13709 player->index_bit, dig_side);
13712 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
13713 player->index_bit, dig_side);
13714 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13715 player->index_bit, dig_side);
13717 return MP_NO_ACTION;
13720 player->push_delay = -1;
13722 if (is_player) /* function can also be called by EL_PENGUIN */
13724 if (Feld[x][y] != element) /* really digged/collected something */
13726 player->is_collecting = !player->is_digging;
13727 player->is_active = TRUE;
13734 static boolean DigFieldByCE(int x, int y, int digging_element)
13736 int element = Feld[x][y];
13738 if (!IS_FREE(x, y))
13740 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
13741 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
13744 /* no element can dig solid indestructible elements */
13745 if (IS_INDESTRUCTIBLE(element) &&
13746 !IS_DIGGABLE(element) &&
13747 !IS_COLLECTIBLE(element))
13750 if (AmoebaNr[x][y] &&
13751 (element == EL_AMOEBA_FULL ||
13752 element == EL_BD_AMOEBA ||
13753 element == EL_AMOEBA_GROWING))
13755 AmoebaCnt[AmoebaNr[x][y]]--;
13756 AmoebaCnt2[AmoebaNr[x][y]]--;
13759 if (IS_MOVING(x, y))
13760 RemoveMovingField(x, y);
13764 TEST_DrawLevelField(x, y);
13767 /* if digged element was about to explode, prevent the explosion */
13768 ExplodeField[x][y] = EX_TYPE_NONE;
13770 PlayLevelSoundAction(x, y, action);
13773 Store[x][y] = EL_EMPTY;
13775 /* this makes it possible to leave the removed element again */
13776 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
13777 Store[x][y] = element;
13782 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
13784 int jx = player->jx, jy = player->jy;
13785 int x = jx + dx, y = jy + dy;
13786 int snap_direction = (dx == -1 ? MV_LEFT :
13787 dx == +1 ? MV_RIGHT :
13789 dy == +1 ? MV_DOWN : MV_NONE);
13790 boolean can_continue_snapping = (level.continuous_snapping &&
13791 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
13793 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
13796 if (!player->active || !IN_LEV_FIELD(x, y))
13804 if (player->MovPos == 0)
13805 player->is_pushing = FALSE;
13807 player->is_snapping = FALSE;
13809 if (player->MovPos == 0)
13811 player->is_moving = FALSE;
13812 player->is_digging = FALSE;
13813 player->is_collecting = FALSE;
13819 /* prevent snapping with already pressed snap key when not allowed */
13820 if (player->is_snapping && !can_continue_snapping)
13823 player->MovDir = snap_direction;
13825 if (player->MovPos == 0)
13827 player->is_moving = FALSE;
13828 player->is_digging = FALSE;
13829 player->is_collecting = FALSE;
13832 player->is_dropping = FALSE;
13833 player->is_dropping_pressed = FALSE;
13834 player->drop_pressed_delay = 0;
13836 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
13839 player->is_snapping = TRUE;
13840 player->is_active = TRUE;
13842 if (player->MovPos == 0)
13844 player->is_moving = FALSE;
13845 player->is_digging = FALSE;
13846 player->is_collecting = FALSE;
13849 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
13850 TEST_DrawLevelField(player->last_jx, player->last_jy);
13852 TEST_DrawLevelField(x, y);
13857 static boolean DropElement(struct PlayerInfo *player)
13859 int old_element, new_element;
13860 int dropx = player->jx, dropy = player->jy;
13861 int drop_direction = player->MovDir;
13862 int drop_side = drop_direction;
13863 int drop_element = get_next_dropped_element(player);
13865 player->is_dropping_pressed = TRUE;
13867 /* do not drop an element on top of another element; when holding drop key
13868 pressed without moving, dropped element must move away before the next
13869 element can be dropped (this is especially important if the next element
13870 is dynamite, which can be placed on background for historical reasons) */
13871 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
13874 if (IS_THROWABLE(drop_element))
13876 dropx += GET_DX_FROM_DIR(drop_direction);
13877 dropy += GET_DY_FROM_DIR(drop_direction);
13879 if (!IN_LEV_FIELD(dropx, dropy))
13883 old_element = Feld[dropx][dropy]; /* old element at dropping position */
13884 new_element = drop_element; /* default: no change when dropping */
13886 /* check if player is active, not moving and ready to drop */
13887 if (!player->active || player->MovPos || player->drop_delay > 0)
13890 /* check if player has anything that can be dropped */
13891 if (new_element == EL_UNDEFINED)
13894 /* check if drop key was pressed long enough for EM style dynamite */
13895 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
13898 /* check if anything can be dropped at the current position */
13899 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
13902 /* collected custom elements can only be dropped on empty fields */
13903 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
13906 if (old_element != EL_EMPTY)
13907 Back[dropx][dropy] = old_element; /* store old element on this field */
13909 ResetGfxAnimation(dropx, dropy);
13910 ResetRandomAnimationValue(dropx, dropy);
13912 if (player->inventory_size > 0 ||
13913 player->inventory_infinite_element != EL_UNDEFINED)
13915 if (player->inventory_size > 0)
13917 player->inventory_size--;
13919 DrawGameDoorValues();
13921 if (new_element == EL_DYNAMITE)
13922 new_element = EL_DYNAMITE_ACTIVE;
13923 else if (new_element == EL_EM_DYNAMITE)
13924 new_element = EL_EM_DYNAMITE_ACTIVE;
13925 else if (new_element == EL_SP_DISK_RED)
13926 new_element = EL_SP_DISK_RED_ACTIVE;
13929 Feld[dropx][dropy] = new_element;
13931 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
13932 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
13933 el2img(Feld[dropx][dropy]), 0);
13935 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
13937 /* needed if previous element just changed to "empty" in the last frame */
13938 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
13940 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
13941 player->index_bit, drop_side);
13942 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
13944 player->index_bit, drop_side);
13946 TestIfElementTouchesCustomElement(dropx, dropy);
13948 else /* player is dropping a dyna bomb */
13950 player->dynabombs_left--;
13952 Feld[dropx][dropy] = new_element;
13954 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
13955 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
13956 el2img(Feld[dropx][dropy]), 0);
13958 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
13961 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
13962 InitField_WithBug1(dropx, dropy, FALSE);
13964 new_element = Feld[dropx][dropy]; /* element might have changed */
13966 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
13967 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
13969 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
13970 MovDir[dropx][dropy] = drop_direction;
13972 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
13974 /* do not cause impact style collision by dropping elements that can fall */
13975 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
13978 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
13979 player->is_dropping = TRUE;
13981 player->drop_pressed_delay = 0;
13982 player->is_dropping_pressed = FALSE;
13984 player->drop_x = dropx;
13985 player->drop_y = dropy;
13990 /* ------------------------------------------------------------------------- */
13991 /* game sound playing functions */
13992 /* ------------------------------------------------------------------------- */
13994 static int *loop_sound_frame = NULL;
13995 static int *loop_sound_volume = NULL;
13997 void InitPlayLevelSound()
13999 int num_sounds = getSoundListSize();
14001 checked_free(loop_sound_frame);
14002 checked_free(loop_sound_volume);
14004 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14005 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14008 static void PlayLevelSound(int x, int y, int nr)
14010 int sx = SCREENX(x), sy = SCREENY(y);
14011 int volume, stereo_position;
14012 int max_distance = 8;
14013 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14015 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14016 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14019 if (!IN_LEV_FIELD(x, y) ||
14020 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14021 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14024 volume = SOUND_MAX_VOLUME;
14026 if (!IN_SCR_FIELD(sx, sy))
14028 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14029 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14031 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14034 stereo_position = (SOUND_MAX_LEFT +
14035 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14036 (SCR_FIELDX + 2 * max_distance));
14038 if (IS_LOOP_SOUND(nr))
14040 /* This assures that quieter loop sounds do not overwrite louder ones,
14041 while restarting sound volume comparison with each new game frame. */
14043 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14046 loop_sound_volume[nr] = volume;
14047 loop_sound_frame[nr] = FrameCounter;
14050 PlaySoundExt(nr, volume, stereo_position, type);
14053 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14055 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14056 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14057 y < LEVELY(BY1) ? LEVELY(BY1) :
14058 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14062 static void PlayLevelSoundAction(int x, int y, int action)
14064 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14067 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14069 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14071 if (sound_effect != SND_UNDEFINED)
14072 PlayLevelSound(x, y, sound_effect);
14075 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14078 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14080 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14081 PlayLevelSound(x, y, sound_effect);
14084 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14086 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14088 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14089 PlayLevelSound(x, y, sound_effect);
14092 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14094 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14096 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14097 StopSound(sound_effect);
14100 static void PlayLevelMusic()
14102 if (levelset.music[level_nr] != MUS_UNDEFINED)
14103 PlayMusic(levelset.music[level_nr]); /* from config file */
14105 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
14108 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14110 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14111 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14112 int x = xx - 1 - offset;
14113 int y = yy - 1 - offset;
14118 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14122 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14126 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14130 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14134 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14138 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14142 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14145 case SAMPLE_android_clone:
14146 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14149 case SAMPLE_android_move:
14150 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14153 case SAMPLE_spring:
14154 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14158 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14162 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14165 case SAMPLE_eater_eat:
14166 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14170 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14173 case SAMPLE_collect:
14174 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14177 case SAMPLE_diamond:
14178 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14181 case SAMPLE_squash:
14182 /* !!! CHECK THIS !!! */
14184 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14186 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14190 case SAMPLE_wonderfall:
14191 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14195 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14199 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14203 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14207 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14211 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14215 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14218 case SAMPLE_wonder:
14219 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14223 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14226 case SAMPLE_exit_open:
14227 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14230 case SAMPLE_exit_leave:
14231 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14234 case SAMPLE_dynamite:
14235 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14239 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14243 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14247 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14251 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14255 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14259 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14263 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14268 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14270 int element = map_element_SP_to_RND(element_sp);
14271 int action = map_action_SP_to_RND(action_sp);
14272 int offset = (setup.sp_show_border_elements ? 0 : 1);
14273 int x = xx - offset;
14274 int y = yy - offset;
14276 PlayLevelSoundElementAction(x, y, element, action);
14279 void RaiseScore(int value)
14281 local_player->score += value;
14283 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14285 DisplayGameControlValues();
14288 void RaiseScoreElement(int element)
14293 case EL_BD_DIAMOND:
14294 case EL_EMERALD_YELLOW:
14295 case EL_EMERALD_RED:
14296 case EL_EMERALD_PURPLE:
14297 case EL_SP_INFOTRON:
14298 RaiseScore(level.score[SC_EMERALD]);
14301 RaiseScore(level.score[SC_DIAMOND]);
14304 RaiseScore(level.score[SC_CRYSTAL]);
14307 RaiseScore(level.score[SC_PEARL]);
14310 case EL_BD_BUTTERFLY:
14311 case EL_SP_ELECTRON:
14312 RaiseScore(level.score[SC_BUG]);
14315 case EL_BD_FIREFLY:
14316 case EL_SP_SNIKSNAK:
14317 RaiseScore(level.score[SC_SPACESHIP]);
14320 case EL_DARK_YAMYAM:
14321 RaiseScore(level.score[SC_YAMYAM]);
14324 RaiseScore(level.score[SC_ROBOT]);
14327 RaiseScore(level.score[SC_PACMAN]);
14330 RaiseScore(level.score[SC_NUT]);
14333 case EL_EM_DYNAMITE:
14334 case EL_SP_DISK_RED:
14335 case EL_DYNABOMB_INCREASE_NUMBER:
14336 case EL_DYNABOMB_INCREASE_SIZE:
14337 case EL_DYNABOMB_INCREASE_POWER:
14338 RaiseScore(level.score[SC_DYNAMITE]);
14340 case EL_SHIELD_NORMAL:
14341 case EL_SHIELD_DEADLY:
14342 RaiseScore(level.score[SC_SHIELD]);
14344 case EL_EXTRA_TIME:
14345 RaiseScore(level.extra_time_score);
14359 case EL_DC_KEY_WHITE:
14360 RaiseScore(level.score[SC_KEY]);
14363 RaiseScore(element_info[element].collect_score);
14368 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14370 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14372 /* closing door required in case of envelope style request dialogs */
14374 CloseDoor(DOOR_CLOSE_1);
14376 #if defined(NETWORK_AVALIABLE)
14377 if (options.network)
14378 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14384 FadeSkipNextFadeIn();
14386 game_status = GAME_MODE_MAIN;
14388 DrawAndFadeInMainMenu(REDRAW_FIELD);
14392 game_status = GAME_MODE_MAIN;
14394 DrawAndFadeInMainMenu(REDRAW_FIELD);
14398 else /* continue playing the game */
14400 if (tape.playing && tape.deactivate_display)
14401 TapeDeactivateDisplayOff(TRUE);
14403 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14405 if (tape.playing && tape.deactivate_display)
14406 TapeDeactivateDisplayOn();
14410 void RequestQuitGame(boolean ask_if_really_quit)
14412 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14413 boolean skip_request = AllPlayersGone || quick_quit;
14415 RequestQuitGameExt(skip_request, quick_quit,
14416 "Do you really want to quit the game?");
14420 /* ------------------------------------------------------------------------- */
14421 /* random generator functions */
14422 /* ------------------------------------------------------------------------- */
14424 unsigned int InitEngineRandom_RND(int seed)
14426 game.num_random_calls = 0;
14428 return InitEngineRandom(seed);
14431 unsigned int RND(int max)
14435 game.num_random_calls++;
14437 return GetEngineRandom(max);
14444 /* ------------------------------------------------------------------------- */
14445 /* game engine snapshot handling functions */
14446 /* ------------------------------------------------------------------------- */
14448 struct EngineSnapshotInfo
14450 /* runtime values for custom element collect score */
14451 int collect_score[NUM_CUSTOM_ELEMENTS];
14453 /* runtime values for group element choice position */
14454 int choice_pos[NUM_GROUP_ELEMENTS];
14456 /* runtime values for belt position animations */
14457 int belt_graphic[4][NUM_BELT_PARTS];
14458 int belt_anim_mode[4][NUM_BELT_PARTS];
14461 static struct EngineSnapshotInfo engine_snapshot_rnd;
14462 static char *snapshot_level_identifier = NULL;
14463 static int snapshot_level_nr = -1;
14465 static void SaveEngineSnapshotValues_RND()
14467 static int belt_base_active_element[4] =
14469 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
14470 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
14471 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
14472 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
14476 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14478 int element = EL_CUSTOM_START + i;
14480 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
14483 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14485 int element = EL_GROUP_START + i;
14487 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
14490 for (i = 0; i < 4; i++)
14492 for (j = 0; j < NUM_BELT_PARTS; j++)
14494 int element = belt_base_active_element[i] + j;
14495 int graphic = el2img(element);
14496 int anim_mode = graphic_info[graphic].anim_mode;
14498 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
14499 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
14504 static void LoadEngineSnapshotValues_RND()
14506 unsigned int num_random_calls = game.num_random_calls;
14509 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14511 int element = EL_CUSTOM_START + i;
14513 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
14516 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14518 int element = EL_GROUP_START + i;
14520 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
14523 for (i = 0; i < 4; i++)
14525 for (j = 0; j < NUM_BELT_PARTS; j++)
14527 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
14528 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
14530 graphic_info[graphic].anim_mode = anim_mode;
14534 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14536 InitRND(tape.random_seed);
14537 for (i = 0; i < num_random_calls; i++)
14541 if (game.num_random_calls != num_random_calls)
14543 Error(ERR_INFO, "number of random calls out of sync");
14544 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
14545 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
14546 Error(ERR_EXIT, "this should not happen -- please debug");
14550 void FreeEngineSnapshot()
14552 FreeEngineSnapshotBuffers();
14554 setString(&snapshot_level_identifier, NULL);
14555 snapshot_level_nr = -1;
14558 void SaveEngineSnapshot()
14560 /* do not save snapshots from editor */
14561 if (level_editor_test_game)
14564 /* free previous snapshot buffers, if needed */
14565 FreeEngineSnapshotBuffers();
14567 /* copy some special values to a structure better suited for the snapshot */
14569 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14570 SaveEngineSnapshotValues_RND();
14571 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14572 SaveEngineSnapshotValues_EM();
14573 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14574 SaveEngineSnapshotValues_SP();
14576 /* save values stored in special snapshot structure */
14578 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14579 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
14580 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14581 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
14582 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14583 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
14585 /* save further RND engine values */
14587 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(stored_player));
14588 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(game));
14589 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(tape));
14591 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZX));
14592 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZY));
14593 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitX));
14594 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitY));
14596 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
14597 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
14598 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
14599 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
14600 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TapeTime));
14602 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
14603 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
14604 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
14606 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
14608 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
14610 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
14611 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
14613 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Feld));
14614 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovPos));
14615 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDir));
14616 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDelay));
14617 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
14618 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangePage));
14619 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CustomValue));
14620 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store));
14621 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store2));
14622 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
14623 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Back));
14624 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
14625 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
14626 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
14627 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
14628 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
14629 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Stop));
14630 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Pushed));
14632 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
14633 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
14635 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
14636 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
14637 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
14639 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
14640 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
14642 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
14643 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
14644 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxElement));
14645 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxAction));
14646 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxDir));
14648 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_x));
14649 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_y));
14651 /* save level identification information */
14653 setString(&snapshot_level_identifier, leveldir_current->identifier);
14654 snapshot_level_nr = level_nr;
14657 ListNode *node = engine_snapshot_list_rnd;
14660 while (node != NULL)
14662 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
14667 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
14671 void LoadEngineSnapshot()
14673 /* restore generically stored snapshot buffers */
14675 LoadEngineSnapshotBuffers();
14677 /* restore special values from snapshot structure */
14679 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14680 LoadEngineSnapshotValues_RND();
14681 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14682 LoadEngineSnapshotValues_EM();
14683 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14684 LoadEngineSnapshotValues_SP();
14687 boolean CheckEngineSnapshot()
14689 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
14690 snapshot_level_nr == level_nr);
14694 /* ---------- new game button stuff ---------------------------------------- */
14702 } gamebutton_info[NUM_GAME_BUTTONS] =
14705 IMG_GAME_BUTTON_GFX_STOP, &game.button.stop,
14706 GAME_CTRL_ID_STOP, "stop game"
14709 IMG_GAME_BUTTON_GFX_PAUSE, &game.button.pause,
14710 GAME_CTRL_ID_PAUSE, "pause game"
14713 IMG_GAME_BUTTON_GFX_PLAY, &game.button.play,
14714 GAME_CTRL_ID_PLAY, "play game"
14717 IMG_GAME_BUTTON_GFX_SOUND_MUSIC, &game.button.sound_music,
14718 SOUND_CTRL_ID_MUSIC, "background music on/off"
14721 IMG_GAME_BUTTON_GFX_SOUND_LOOPS, &game.button.sound_loops,
14722 SOUND_CTRL_ID_LOOPS, "sound loops on/off"
14725 IMG_GAME_BUTTON_GFX_SOUND_SIMPLE, &game.button.sound_simple,
14726 SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
14729 IMG_GAME_BUTTON_GFX_SAVE, &game.button.save,
14730 GAME_CTRL_ID_SAVE, "save game"
14733 IMG_GAME_BUTTON_GFX_LOAD, &game.button.load,
14734 GAME_CTRL_ID_LOAD, "load game"
14738 void CreateGameButtons()
14742 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14744 struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
14745 struct Rect *pos = gamebutton_info[i].pos;
14746 struct GadgetInfo *gi;
14749 unsigned int event_mask;
14750 int base_x = (tape.show_game_buttons ? VX : DX);
14751 int base_y = (tape.show_game_buttons ? VY : DY);
14752 int gd_x = gfx->src_x;
14753 int gd_y = gfx->src_y;
14754 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
14755 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
14756 int gd_xa = gfx->src_x + gfx->active_xoffset;
14757 int gd_ya = gfx->src_y + gfx->active_yoffset;
14758 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
14759 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
14762 if (gfx->bitmap == NULL)
14764 game_gadget[id] = NULL;
14769 if (id == GAME_CTRL_ID_STOP ||
14770 id == GAME_CTRL_ID_PAUSE ||
14771 id == GAME_CTRL_ID_PLAY ||
14772 id == GAME_CTRL_ID_SAVE ||
14773 id == GAME_CTRL_ID_LOAD)
14775 button_type = GD_TYPE_NORMAL_BUTTON;
14777 event_mask = GD_EVENT_RELEASED;
14781 button_type = GD_TYPE_CHECK_BUTTON;
14783 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
14784 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
14785 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
14786 event_mask = GD_EVENT_PRESSED;
14789 gi = CreateGadget(GDI_CUSTOM_ID, id,
14790 GDI_INFO_TEXT, gamebutton_info[i].infotext,
14791 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
14792 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
14793 GDI_WIDTH, gfx->width,
14794 GDI_HEIGHT, gfx->height,
14795 GDI_TYPE, button_type,
14796 GDI_STATE, GD_BUTTON_UNPRESSED,
14797 GDI_CHECKED, checked,
14798 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
14799 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
14800 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
14801 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
14802 GDI_DIRECT_DRAW, FALSE,
14803 GDI_EVENT_MASK, event_mask,
14804 GDI_CALLBACK_ACTION, HandleGameButtons,
14808 Error(ERR_EXIT, "cannot create gadget");
14810 game_gadget[id] = gi;
14814 void FreeGameButtons()
14818 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14819 FreeGadget(game_gadget[i]);
14822 void MapGameButtons()
14826 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14827 MapGadget(game_gadget[i]);
14830 void UnmapGameButtons()
14834 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14835 UnmapGadget(game_gadget[i]);
14838 void RedrawGameButtons()
14842 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14843 RedrawGadget(game_gadget[i]);
14845 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
14846 redraw_mask &= ~REDRAW_ALL;
14849 static void HandleGameButtonsExt(int id)
14851 boolean handle_game_buttons =
14852 (game_status == GAME_MODE_PLAYING ||
14853 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
14855 if (!handle_game_buttons)
14860 case GAME_CTRL_ID_STOP:
14861 if (game_status == GAME_MODE_MAIN)
14867 RequestQuitGame(TRUE);
14871 case GAME_CTRL_ID_PAUSE:
14872 if (options.network && game_status == GAME_MODE_PLAYING)
14874 #if defined(NETWORK_AVALIABLE)
14876 SendToServer_ContinuePlaying();
14878 SendToServer_PausePlaying();
14882 TapeTogglePause(TAPE_TOGGLE_MANUAL);
14885 case GAME_CTRL_ID_PLAY:
14886 if (game_status == GAME_MODE_MAIN)
14888 StartGameActions(options.network, setup.autorecord, level.random_seed);
14890 else if (tape.pausing)
14892 #if defined(NETWORK_AVALIABLE)
14893 if (options.network)
14894 SendToServer_ContinuePlaying();
14898 tape.pausing = FALSE;
14899 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF, 0);
14904 case SOUND_CTRL_ID_MUSIC:
14905 if (setup.sound_music)
14907 setup.sound_music = FALSE;
14911 else if (audio.music_available)
14913 setup.sound = setup.sound_music = TRUE;
14915 SetAudioMode(setup.sound);
14921 case SOUND_CTRL_ID_LOOPS:
14922 if (setup.sound_loops)
14923 setup.sound_loops = FALSE;
14924 else if (audio.loops_available)
14926 setup.sound = setup.sound_loops = TRUE;
14928 SetAudioMode(setup.sound);
14932 case SOUND_CTRL_ID_SIMPLE:
14933 if (setup.sound_simple)
14934 setup.sound_simple = FALSE;
14935 else if (audio.sound_available)
14937 setup.sound = setup.sound_simple = TRUE;
14939 SetAudioMode(setup.sound);
14943 case GAME_CTRL_ID_SAVE:
14947 case GAME_CTRL_ID_LOAD:
14956 static void HandleGameButtons(struct GadgetInfo *gi)
14958 HandleGameButtonsExt(gi->custom_id);
14961 void HandleSoundButtonKeys(Key key)
14964 if (key == setup.shortcut.sound_simple)
14965 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
14966 else if (key == setup.shortcut.sound_loops)
14967 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
14968 else if (key == setup.shortcut.sound_music)
14969 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);