1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
25 #define DEBUG_INIT_PLAYER 1
26 #define DEBUG_PLAYER_ACTIONS 0
28 /* EXPERIMENTAL STUFF */
29 #define USE_NEW_AMOEBA_CODE FALSE
31 /* EXPERIMENTAL STUFF */
32 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
33 #define USE_QUICKSAND_IMPACT_BUGFIX 0
34 #define USE_DELAYED_GFX_REDRAW 0
35 #define USE_NEW_PLAYER_ASSIGNMENTS 1
37 #if USE_DELAYED_GFX_REDRAW
38 #define TEST_DrawLevelField(x, y) \
39 GfxRedraw[x][y] |= GFX_REDRAW_TILE
40 #define TEST_DrawLevelFieldCrumbled(x, y) \
41 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
42 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
43 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
44 #define TEST_DrawTwinkleOnField(x, y) \
45 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
47 #define TEST_DrawLevelField(x, y) \
49 #define TEST_DrawLevelFieldCrumbled(x, y) \
50 DrawLevelFieldCrumbled(x, y)
51 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
52 DrawLevelFieldCrumbledNeighbours(x, y)
53 #define TEST_DrawTwinkleOnField(x, y) \
54 DrawTwinkleOnField(x, y)
63 /* for MovePlayer() */
64 #define MP_NO_ACTION 0
67 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
69 /* for ScrollPlayer() */
71 #define SCROLL_GO_ON 1
73 /* for Bang()/Explode() */
74 #define EX_PHASE_START 0
75 #define EX_TYPE_NONE 0
76 #define EX_TYPE_NORMAL (1 << 0)
77 #define EX_TYPE_CENTER (1 << 1)
78 #define EX_TYPE_BORDER (1 << 2)
79 #define EX_TYPE_CROSS (1 << 3)
80 #define EX_TYPE_DYNA (1 << 4)
81 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
83 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
84 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
85 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
86 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
88 /* game panel display and control definitions */
89 #define GAME_PANEL_LEVEL_NUMBER 0
90 #define GAME_PANEL_GEMS 1
91 #define GAME_PANEL_INVENTORY_COUNT 2
92 #define GAME_PANEL_INVENTORY_FIRST_1 3
93 #define GAME_PANEL_INVENTORY_FIRST_2 4
94 #define GAME_PANEL_INVENTORY_FIRST_3 5
95 #define GAME_PANEL_INVENTORY_FIRST_4 6
96 #define GAME_PANEL_INVENTORY_FIRST_5 7
97 #define GAME_PANEL_INVENTORY_FIRST_6 8
98 #define GAME_PANEL_INVENTORY_FIRST_7 9
99 #define GAME_PANEL_INVENTORY_FIRST_8 10
100 #define GAME_PANEL_INVENTORY_LAST_1 11
101 #define GAME_PANEL_INVENTORY_LAST_2 12
102 #define GAME_PANEL_INVENTORY_LAST_3 13
103 #define GAME_PANEL_INVENTORY_LAST_4 14
104 #define GAME_PANEL_INVENTORY_LAST_5 15
105 #define GAME_PANEL_INVENTORY_LAST_6 16
106 #define GAME_PANEL_INVENTORY_LAST_7 17
107 #define GAME_PANEL_INVENTORY_LAST_8 18
108 #define GAME_PANEL_KEY_1 19
109 #define GAME_PANEL_KEY_2 20
110 #define GAME_PANEL_KEY_3 21
111 #define GAME_PANEL_KEY_4 22
112 #define GAME_PANEL_KEY_5 23
113 #define GAME_PANEL_KEY_6 24
114 #define GAME_PANEL_KEY_7 25
115 #define GAME_PANEL_KEY_8 26
116 #define GAME_PANEL_KEY_WHITE 27
117 #define GAME_PANEL_KEY_WHITE_COUNT 28
118 #define GAME_PANEL_SCORE 29
119 #define GAME_PANEL_HIGHSCORE 30
120 #define GAME_PANEL_TIME 31
121 #define GAME_PANEL_TIME_HH 32
122 #define GAME_PANEL_TIME_MM 33
123 #define GAME_PANEL_TIME_SS 34
124 #define GAME_PANEL_FRAME 35
125 #define GAME_PANEL_SHIELD_NORMAL 36
126 #define GAME_PANEL_SHIELD_NORMAL_TIME 37
127 #define GAME_PANEL_SHIELD_DEADLY 38
128 #define GAME_PANEL_SHIELD_DEADLY_TIME 39
129 #define GAME_PANEL_EXIT 40
130 #define GAME_PANEL_EMC_MAGIC_BALL 41
131 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 42
132 #define GAME_PANEL_LIGHT_SWITCH 43
133 #define GAME_PANEL_LIGHT_SWITCH_TIME 44
134 #define GAME_PANEL_TIMEGATE_SWITCH 45
135 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 46
136 #define GAME_PANEL_SWITCHGATE_SWITCH 47
137 #define GAME_PANEL_EMC_LENSES 48
138 #define GAME_PANEL_EMC_LENSES_TIME 49
139 #define GAME_PANEL_EMC_MAGNIFIER 50
140 #define GAME_PANEL_EMC_MAGNIFIER_TIME 51
141 #define GAME_PANEL_BALLOON_SWITCH 52
142 #define GAME_PANEL_DYNABOMB_NUMBER 53
143 #define GAME_PANEL_DYNABOMB_SIZE 54
144 #define GAME_PANEL_DYNABOMB_POWER 55
145 #define GAME_PANEL_PENGUINS 56
146 #define GAME_PANEL_SOKOBAN_OBJECTS 57
147 #define GAME_PANEL_SOKOBAN_FIELDS 58
148 #define GAME_PANEL_ROBOT_WHEEL 59
149 #define GAME_PANEL_CONVEYOR_BELT_1 60
150 #define GAME_PANEL_CONVEYOR_BELT_2 61
151 #define GAME_PANEL_CONVEYOR_BELT_3 62
152 #define GAME_PANEL_CONVEYOR_BELT_4 63
153 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 64
154 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 65
155 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 66
156 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 67
157 #define GAME_PANEL_MAGIC_WALL 68
158 #define GAME_PANEL_MAGIC_WALL_TIME 69
159 #define GAME_PANEL_GRAVITY_STATE 70
160 #define GAME_PANEL_GRAPHIC_1 71
161 #define GAME_PANEL_GRAPHIC_2 72
162 #define GAME_PANEL_GRAPHIC_3 73
163 #define GAME_PANEL_GRAPHIC_4 74
164 #define GAME_PANEL_GRAPHIC_5 75
165 #define GAME_PANEL_GRAPHIC_6 76
166 #define GAME_PANEL_GRAPHIC_7 77
167 #define GAME_PANEL_GRAPHIC_8 78
168 #define GAME_PANEL_ELEMENT_1 79
169 #define GAME_PANEL_ELEMENT_2 80
170 #define GAME_PANEL_ELEMENT_3 81
171 #define GAME_PANEL_ELEMENT_4 82
172 #define GAME_PANEL_ELEMENT_5 83
173 #define GAME_PANEL_ELEMENT_6 84
174 #define GAME_PANEL_ELEMENT_7 85
175 #define GAME_PANEL_ELEMENT_8 86
176 #define GAME_PANEL_ELEMENT_COUNT_1 87
177 #define GAME_PANEL_ELEMENT_COUNT_2 88
178 #define GAME_PANEL_ELEMENT_COUNT_3 89
179 #define GAME_PANEL_ELEMENT_COUNT_4 90
180 #define GAME_PANEL_ELEMENT_COUNT_5 91
181 #define GAME_PANEL_ELEMENT_COUNT_6 92
182 #define GAME_PANEL_ELEMENT_COUNT_7 93
183 #define GAME_PANEL_ELEMENT_COUNT_8 94
184 #define GAME_PANEL_CE_SCORE_1 95
185 #define GAME_PANEL_CE_SCORE_2 96
186 #define GAME_PANEL_CE_SCORE_3 97
187 #define GAME_PANEL_CE_SCORE_4 98
188 #define GAME_PANEL_CE_SCORE_5 99
189 #define GAME_PANEL_CE_SCORE_6 100
190 #define GAME_PANEL_CE_SCORE_7 101
191 #define GAME_PANEL_CE_SCORE_8 102
192 #define GAME_PANEL_CE_SCORE_1_ELEMENT 103
193 #define GAME_PANEL_CE_SCORE_2_ELEMENT 104
194 #define GAME_PANEL_CE_SCORE_3_ELEMENT 105
195 #define GAME_PANEL_CE_SCORE_4_ELEMENT 106
196 #define GAME_PANEL_CE_SCORE_5_ELEMENT 107
197 #define GAME_PANEL_CE_SCORE_6_ELEMENT 108
198 #define GAME_PANEL_CE_SCORE_7_ELEMENT 109
199 #define GAME_PANEL_CE_SCORE_8_ELEMENT 110
200 #define GAME_PANEL_PLAYER_NAME 111
201 #define GAME_PANEL_LEVEL_NAME 112
202 #define GAME_PANEL_LEVEL_AUTHOR 113
204 #define NUM_GAME_PANEL_CONTROLS 114
206 struct GamePanelOrderInfo
212 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
214 struct GamePanelControlInfo
218 struct TextPosInfo *pos;
221 int value, last_value;
222 int frame, last_frame;
227 static struct GamePanelControlInfo game_panel_controls[] =
230 GAME_PANEL_LEVEL_NUMBER,
231 &game.panel.level_number,
240 GAME_PANEL_INVENTORY_COUNT,
241 &game.panel.inventory_count,
245 GAME_PANEL_INVENTORY_FIRST_1,
246 &game.panel.inventory_first[0],
250 GAME_PANEL_INVENTORY_FIRST_2,
251 &game.panel.inventory_first[1],
255 GAME_PANEL_INVENTORY_FIRST_3,
256 &game.panel.inventory_first[2],
260 GAME_PANEL_INVENTORY_FIRST_4,
261 &game.panel.inventory_first[3],
265 GAME_PANEL_INVENTORY_FIRST_5,
266 &game.panel.inventory_first[4],
270 GAME_PANEL_INVENTORY_FIRST_6,
271 &game.panel.inventory_first[5],
275 GAME_PANEL_INVENTORY_FIRST_7,
276 &game.panel.inventory_first[6],
280 GAME_PANEL_INVENTORY_FIRST_8,
281 &game.panel.inventory_first[7],
285 GAME_PANEL_INVENTORY_LAST_1,
286 &game.panel.inventory_last[0],
290 GAME_PANEL_INVENTORY_LAST_2,
291 &game.panel.inventory_last[1],
295 GAME_PANEL_INVENTORY_LAST_3,
296 &game.panel.inventory_last[2],
300 GAME_PANEL_INVENTORY_LAST_4,
301 &game.panel.inventory_last[3],
305 GAME_PANEL_INVENTORY_LAST_5,
306 &game.panel.inventory_last[4],
310 GAME_PANEL_INVENTORY_LAST_6,
311 &game.panel.inventory_last[5],
315 GAME_PANEL_INVENTORY_LAST_7,
316 &game.panel.inventory_last[6],
320 GAME_PANEL_INVENTORY_LAST_8,
321 &game.panel.inventory_last[7],
365 GAME_PANEL_KEY_WHITE,
366 &game.panel.key_white,
370 GAME_PANEL_KEY_WHITE_COUNT,
371 &game.panel.key_white_count,
380 GAME_PANEL_HIGHSCORE,
381 &game.panel.highscore,
410 GAME_PANEL_SHIELD_NORMAL,
411 &game.panel.shield_normal,
415 GAME_PANEL_SHIELD_NORMAL_TIME,
416 &game.panel.shield_normal_time,
420 GAME_PANEL_SHIELD_DEADLY,
421 &game.panel.shield_deadly,
425 GAME_PANEL_SHIELD_DEADLY_TIME,
426 &game.panel.shield_deadly_time,
435 GAME_PANEL_EMC_MAGIC_BALL,
436 &game.panel.emc_magic_ball,
440 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
441 &game.panel.emc_magic_ball_switch,
445 GAME_PANEL_LIGHT_SWITCH,
446 &game.panel.light_switch,
450 GAME_PANEL_LIGHT_SWITCH_TIME,
451 &game.panel.light_switch_time,
455 GAME_PANEL_TIMEGATE_SWITCH,
456 &game.panel.timegate_switch,
460 GAME_PANEL_TIMEGATE_SWITCH_TIME,
461 &game.panel.timegate_switch_time,
465 GAME_PANEL_SWITCHGATE_SWITCH,
466 &game.panel.switchgate_switch,
470 GAME_PANEL_EMC_LENSES,
471 &game.panel.emc_lenses,
475 GAME_PANEL_EMC_LENSES_TIME,
476 &game.panel.emc_lenses_time,
480 GAME_PANEL_EMC_MAGNIFIER,
481 &game.panel.emc_magnifier,
485 GAME_PANEL_EMC_MAGNIFIER_TIME,
486 &game.panel.emc_magnifier_time,
490 GAME_PANEL_BALLOON_SWITCH,
491 &game.panel.balloon_switch,
495 GAME_PANEL_DYNABOMB_NUMBER,
496 &game.panel.dynabomb_number,
500 GAME_PANEL_DYNABOMB_SIZE,
501 &game.panel.dynabomb_size,
505 GAME_PANEL_DYNABOMB_POWER,
506 &game.panel.dynabomb_power,
511 &game.panel.penguins,
515 GAME_PANEL_SOKOBAN_OBJECTS,
516 &game.panel.sokoban_objects,
520 GAME_PANEL_SOKOBAN_FIELDS,
521 &game.panel.sokoban_fields,
525 GAME_PANEL_ROBOT_WHEEL,
526 &game.panel.robot_wheel,
530 GAME_PANEL_CONVEYOR_BELT_1,
531 &game.panel.conveyor_belt[0],
535 GAME_PANEL_CONVEYOR_BELT_2,
536 &game.panel.conveyor_belt[1],
540 GAME_PANEL_CONVEYOR_BELT_3,
541 &game.panel.conveyor_belt[2],
545 GAME_PANEL_CONVEYOR_BELT_4,
546 &game.panel.conveyor_belt[3],
550 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
551 &game.panel.conveyor_belt_switch[0],
555 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
556 &game.panel.conveyor_belt_switch[1],
560 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
561 &game.panel.conveyor_belt_switch[2],
565 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
566 &game.panel.conveyor_belt_switch[3],
570 GAME_PANEL_MAGIC_WALL,
571 &game.panel.magic_wall,
575 GAME_PANEL_MAGIC_WALL_TIME,
576 &game.panel.magic_wall_time,
580 GAME_PANEL_GRAVITY_STATE,
581 &game.panel.gravity_state,
585 GAME_PANEL_GRAPHIC_1,
586 &game.panel.graphic[0],
590 GAME_PANEL_GRAPHIC_2,
591 &game.panel.graphic[1],
595 GAME_PANEL_GRAPHIC_3,
596 &game.panel.graphic[2],
600 GAME_PANEL_GRAPHIC_4,
601 &game.panel.graphic[3],
605 GAME_PANEL_GRAPHIC_5,
606 &game.panel.graphic[4],
610 GAME_PANEL_GRAPHIC_6,
611 &game.panel.graphic[5],
615 GAME_PANEL_GRAPHIC_7,
616 &game.panel.graphic[6],
620 GAME_PANEL_GRAPHIC_8,
621 &game.panel.graphic[7],
625 GAME_PANEL_ELEMENT_1,
626 &game.panel.element[0],
630 GAME_PANEL_ELEMENT_2,
631 &game.panel.element[1],
635 GAME_PANEL_ELEMENT_3,
636 &game.panel.element[2],
640 GAME_PANEL_ELEMENT_4,
641 &game.panel.element[3],
645 GAME_PANEL_ELEMENT_5,
646 &game.panel.element[4],
650 GAME_PANEL_ELEMENT_6,
651 &game.panel.element[5],
655 GAME_PANEL_ELEMENT_7,
656 &game.panel.element[6],
660 GAME_PANEL_ELEMENT_8,
661 &game.panel.element[7],
665 GAME_PANEL_ELEMENT_COUNT_1,
666 &game.panel.element_count[0],
670 GAME_PANEL_ELEMENT_COUNT_2,
671 &game.panel.element_count[1],
675 GAME_PANEL_ELEMENT_COUNT_3,
676 &game.panel.element_count[2],
680 GAME_PANEL_ELEMENT_COUNT_4,
681 &game.panel.element_count[3],
685 GAME_PANEL_ELEMENT_COUNT_5,
686 &game.panel.element_count[4],
690 GAME_PANEL_ELEMENT_COUNT_6,
691 &game.panel.element_count[5],
695 GAME_PANEL_ELEMENT_COUNT_7,
696 &game.panel.element_count[6],
700 GAME_PANEL_ELEMENT_COUNT_8,
701 &game.panel.element_count[7],
705 GAME_PANEL_CE_SCORE_1,
706 &game.panel.ce_score[0],
710 GAME_PANEL_CE_SCORE_2,
711 &game.panel.ce_score[1],
715 GAME_PANEL_CE_SCORE_3,
716 &game.panel.ce_score[2],
720 GAME_PANEL_CE_SCORE_4,
721 &game.panel.ce_score[3],
725 GAME_PANEL_CE_SCORE_5,
726 &game.panel.ce_score[4],
730 GAME_PANEL_CE_SCORE_6,
731 &game.panel.ce_score[5],
735 GAME_PANEL_CE_SCORE_7,
736 &game.panel.ce_score[6],
740 GAME_PANEL_CE_SCORE_8,
741 &game.panel.ce_score[7],
745 GAME_PANEL_CE_SCORE_1_ELEMENT,
746 &game.panel.ce_score_element[0],
750 GAME_PANEL_CE_SCORE_2_ELEMENT,
751 &game.panel.ce_score_element[1],
755 GAME_PANEL_CE_SCORE_3_ELEMENT,
756 &game.panel.ce_score_element[2],
760 GAME_PANEL_CE_SCORE_4_ELEMENT,
761 &game.panel.ce_score_element[3],
765 GAME_PANEL_CE_SCORE_5_ELEMENT,
766 &game.panel.ce_score_element[4],
770 GAME_PANEL_CE_SCORE_6_ELEMENT,
771 &game.panel.ce_score_element[5],
775 GAME_PANEL_CE_SCORE_7_ELEMENT,
776 &game.panel.ce_score_element[6],
780 GAME_PANEL_CE_SCORE_8_ELEMENT,
781 &game.panel.ce_score_element[7],
785 GAME_PANEL_PLAYER_NAME,
786 &game.panel.player_name,
790 GAME_PANEL_LEVEL_NAME,
791 &game.panel.level_name,
795 GAME_PANEL_LEVEL_AUTHOR,
796 &game.panel.level_author,
807 /* values for delayed check of falling and moving elements and for collision */
808 #define CHECK_DELAY_MOVING 3
809 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
810 #define CHECK_DELAY_COLLISION 2
811 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
813 /* values for initial player move delay (initial delay counter value) */
814 #define INITIAL_MOVE_DELAY_OFF -1
815 #define INITIAL_MOVE_DELAY_ON 0
817 /* values for player movement speed (which is in fact a delay value) */
818 #define MOVE_DELAY_MIN_SPEED 32
819 #define MOVE_DELAY_NORMAL_SPEED 8
820 #define MOVE_DELAY_HIGH_SPEED 4
821 #define MOVE_DELAY_MAX_SPEED 1
823 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
824 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
826 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
827 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
829 /* values for other actions */
830 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
831 #define MOVE_STEPSIZE_MIN (1)
832 #define MOVE_STEPSIZE_MAX (TILEX)
834 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
835 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
837 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
839 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
840 RND(element_info[e].push_delay_random))
841 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
842 RND(element_info[e].drop_delay_random))
843 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
844 RND(element_info[e].move_delay_random))
845 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
846 (element_info[e].move_delay_random))
847 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
848 RND(element_info[e].ce_value_random_initial))
849 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
850 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
851 RND((c)->delay_random * (c)->delay_frames))
852 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
853 RND((c)->delay_random))
856 #define GET_VALID_RUNTIME_ELEMENT(e) \
857 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
859 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
860 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
861 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
862 (be) + (e) - EL_SELF)
864 #define GET_PLAYER_FROM_BITS(p) \
865 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
867 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
868 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
869 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
870 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
871 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
872 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
873 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
874 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
875 RESOLVED_REFERENCE_ELEMENT(be, e) : \
878 #define CAN_GROW_INTO(e) \
879 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
881 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
882 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
885 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
886 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
887 (CAN_MOVE_INTO_ACID(e) && \
888 Feld[x][y] == EL_ACID) || \
891 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
892 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
893 (CAN_MOVE_INTO_ACID(e) && \
894 Feld[x][y] == EL_ACID) || \
897 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
898 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
900 (CAN_MOVE_INTO_ACID(e) && \
901 Feld[x][y] == EL_ACID) || \
902 (DONT_COLLIDE_WITH(e) && \
904 !PLAYER_ENEMY_PROTECTED(x, y))))
906 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
907 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
909 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
910 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
912 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
913 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
915 #define ANDROID_CAN_CLONE_FIELD(x, y) \
916 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
917 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
919 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
920 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
922 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
923 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
925 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
926 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
928 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
929 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
931 #define PIG_CAN_ENTER_FIELD(e, x, y) \
932 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
934 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
935 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
936 Feld[x][y] == EL_EM_EXIT_OPEN || \
937 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
938 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
939 IS_FOOD_PENGUIN(Feld[x][y])))
940 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
941 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
943 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
944 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
946 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
947 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
949 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
950 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
951 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
953 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
955 #define CE_ENTER_FIELD_COND(e, x, y) \
956 (!IS_PLAYER(x, y) && \
957 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
959 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
960 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
962 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
963 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
965 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
966 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
967 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
968 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
970 /* game button identifiers */
971 #define GAME_CTRL_ID_STOP 0
972 #define GAME_CTRL_ID_PAUSE 1
973 #define GAME_CTRL_ID_PLAY 2
974 #define GAME_CTRL_ID_UNDO 3
975 #define GAME_CTRL_ID_REDO 4
976 #define GAME_CTRL_ID_SAVE 5
977 #define GAME_CTRL_ID_PAUSE2 6
978 #define GAME_CTRL_ID_LOAD 7
979 #define SOUND_CTRL_ID_MUSIC 8
980 #define SOUND_CTRL_ID_LOOPS 9
981 #define SOUND_CTRL_ID_SIMPLE 10
983 #define NUM_GAME_BUTTONS 11
986 /* forward declaration for internal use */
988 static void CreateField(int, int, int);
990 static void ResetGfxAnimation(int, int);
992 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
993 static void AdvanceFrameAndPlayerCounters(int);
995 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
996 static boolean MovePlayer(struct PlayerInfo *, int, int);
997 static void ScrollPlayer(struct PlayerInfo *, int);
998 static void ScrollScreen(struct PlayerInfo *, int);
1000 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1001 static boolean DigFieldByCE(int, int, int);
1002 static boolean SnapField(struct PlayerInfo *, int, int);
1003 static boolean DropElement(struct PlayerInfo *);
1005 static void InitBeltMovement(void);
1006 static void CloseAllOpenTimegates(void);
1007 static void CheckGravityMovement(struct PlayerInfo *);
1008 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1009 static void KillPlayerUnlessEnemyProtected(int, int);
1010 static void KillPlayerUnlessExplosionProtected(int, int);
1012 static void TestIfPlayerTouchesCustomElement(int, int);
1013 static void TestIfElementTouchesCustomElement(int, int);
1014 static void TestIfElementHitsCustomElement(int, int, int);
1016 static void HandleElementChange(int, int, int);
1017 static void ExecuteCustomElementAction(int, int, int, int);
1018 static boolean ChangeElement(int, int, int, int);
1020 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1021 #define CheckTriggeredElementChange(x, y, e, ev) \
1022 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1023 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1024 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1025 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1026 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1027 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1028 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1030 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1031 #define CheckElementChange(x, y, e, te, ev) \
1032 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1033 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1034 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1035 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1036 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1038 static void PlayLevelSound(int, int, int);
1039 static void PlayLevelSoundNearest(int, int, int);
1040 static void PlayLevelSoundAction(int, int, int);
1041 static void PlayLevelSoundElementAction(int, int, int, int);
1042 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1043 static void PlayLevelSoundActionIfLoop(int, int, int);
1044 static void StopLevelSoundActionIfLoop(int, int, int);
1045 static void PlayLevelMusic();
1047 static void HandleGameButtons(struct GadgetInfo *);
1049 int AmoebeNachbarNr(int, int);
1050 void AmoebeUmwandeln(int, int);
1051 void ContinueMoving(int, int);
1052 void Bang(int, int);
1053 void InitMovDir(int, int);
1054 void InitAmoebaNr(int, int);
1055 int NewHiScore(void);
1057 void TestIfGoodThingHitsBadThing(int, int, int);
1058 void TestIfBadThingHitsGoodThing(int, int, int);
1059 void TestIfPlayerTouchesBadThing(int, int);
1060 void TestIfPlayerRunsIntoBadThing(int, int, int);
1061 void TestIfBadThingTouchesPlayer(int, int);
1062 void TestIfBadThingRunsIntoPlayer(int, int, int);
1063 void TestIfFriendTouchesBadThing(int, int);
1064 void TestIfBadThingTouchesFriend(int, int);
1065 void TestIfBadThingTouchesOtherBadThing(int, int);
1066 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1068 void KillPlayer(struct PlayerInfo *);
1069 void BuryPlayer(struct PlayerInfo *);
1070 void RemovePlayer(struct PlayerInfo *);
1072 static int getInvisibleActiveFromInvisibleElement(int);
1073 static int getInvisibleFromInvisibleActiveElement(int);
1075 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1077 /* for detection of endless loops, caused by custom element programming */
1078 /* (using maximal playfield width x 10 is just a rough approximation) */
1079 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1081 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1083 if (recursion_loop_detected) \
1086 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1088 recursion_loop_detected = TRUE; \
1089 recursion_loop_element = (e); \
1092 recursion_loop_depth++; \
1095 #define RECURSION_LOOP_DETECTION_END() \
1097 recursion_loop_depth--; \
1100 static int recursion_loop_depth;
1101 static boolean recursion_loop_detected;
1102 static boolean recursion_loop_element;
1104 static int map_player_action[MAX_PLAYERS];
1107 /* ------------------------------------------------------------------------- */
1108 /* definition of elements that automatically change to other elements after */
1109 /* a specified time, eventually calling a function when changing */
1110 /* ------------------------------------------------------------------------- */
1112 /* forward declaration for changer functions */
1113 static void InitBuggyBase(int, int);
1114 static void WarnBuggyBase(int, int);
1116 static void InitTrap(int, int);
1117 static void ActivateTrap(int, int);
1118 static void ChangeActiveTrap(int, int);
1120 static void InitRobotWheel(int, int);
1121 static void RunRobotWheel(int, int);
1122 static void StopRobotWheel(int, int);
1124 static void InitTimegateWheel(int, int);
1125 static void RunTimegateWheel(int, int);
1127 static void InitMagicBallDelay(int, int);
1128 static void ActivateMagicBall(int, int);
1130 struct ChangingElementInfo
1135 void (*pre_change_function)(int x, int y);
1136 void (*change_function)(int x, int y);
1137 void (*post_change_function)(int x, int y);
1140 static struct ChangingElementInfo change_delay_list[] =
1175 EL_STEEL_EXIT_OPENING,
1183 EL_STEEL_EXIT_CLOSING,
1184 EL_STEEL_EXIT_CLOSED,
1207 EL_EM_STEEL_EXIT_OPENING,
1208 EL_EM_STEEL_EXIT_OPEN,
1215 EL_EM_STEEL_EXIT_CLOSING,
1239 EL_SWITCHGATE_OPENING,
1247 EL_SWITCHGATE_CLOSING,
1248 EL_SWITCHGATE_CLOSED,
1255 EL_TIMEGATE_OPENING,
1263 EL_TIMEGATE_CLOSING,
1272 EL_ACID_SPLASH_LEFT,
1280 EL_ACID_SPLASH_RIGHT,
1289 EL_SP_BUGGY_BASE_ACTIVATING,
1296 EL_SP_BUGGY_BASE_ACTIVATING,
1297 EL_SP_BUGGY_BASE_ACTIVE,
1304 EL_SP_BUGGY_BASE_ACTIVE,
1328 EL_ROBOT_WHEEL_ACTIVE,
1336 EL_TIMEGATE_SWITCH_ACTIVE,
1344 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1345 EL_DC_TIMEGATE_SWITCH,
1352 EL_EMC_MAGIC_BALL_ACTIVE,
1353 EL_EMC_MAGIC_BALL_ACTIVE,
1360 EL_EMC_SPRING_BUMPER_ACTIVE,
1361 EL_EMC_SPRING_BUMPER,
1368 EL_DIAGONAL_SHRINKING,
1376 EL_DIAGONAL_GROWING,
1397 int push_delay_fixed, push_delay_random;
1401 { EL_SPRING, 0, 0 },
1402 { EL_BALLOON, 0, 0 },
1404 { EL_SOKOBAN_OBJECT, 2, 0 },
1405 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1406 { EL_SATELLITE, 2, 0 },
1407 { EL_SP_DISK_YELLOW, 2, 0 },
1409 { EL_UNDEFINED, 0, 0 },
1417 move_stepsize_list[] =
1419 { EL_AMOEBA_DROP, 2 },
1420 { EL_AMOEBA_DROPPING, 2 },
1421 { EL_QUICKSAND_FILLING, 1 },
1422 { EL_QUICKSAND_EMPTYING, 1 },
1423 { EL_QUICKSAND_FAST_FILLING, 2 },
1424 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1425 { EL_MAGIC_WALL_FILLING, 2 },
1426 { EL_MAGIC_WALL_EMPTYING, 2 },
1427 { EL_BD_MAGIC_WALL_FILLING, 2 },
1428 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1429 { EL_DC_MAGIC_WALL_FILLING, 2 },
1430 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1432 { EL_UNDEFINED, 0 },
1440 collect_count_list[] =
1443 { EL_BD_DIAMOND, 1 },
1444 { EL_EMERALD_YELLOW, 1 },
1445 { EL_EMERALD_RED, 1 },
1446 { EL_EMERALD_PURPLE, 1 },
1448 { EL_SP_INFOTRON, 1 },
1452 { EL_UNDEFINED, 0 },
1460 access_direction_list[] =
1462 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1463 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1464 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1465 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1466 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1467 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1468 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1469 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1470 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1471 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1472 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1474 { EL_SP_PORT_LEFT, MV_RIGHT },
1475 { EL_SP_PORT_RIGHT, MV_LEFT },
1476 { EL_SP_PORT_UP, MV_DOWN },
1477 { EL_SP_PORT_DOWN, MV_UP },
1478 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1479 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1480 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1481 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1482 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1483 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1484 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1485 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1486 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1487 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1488 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1489 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1490 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1491 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1492 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1494 { EL_UNDEFINED, MV_NONE }
1497 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1499 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1500 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1501 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1502 IS_JUST_CHANGING(x, y))
1504 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1506 /* static variables for playfield scan mode (scanning forward or backward) */
1507 static int playfield_scan_start_x = 0;
1508 static int playfield_scan_start_y = 0;
1509 static int playfield_scan_delta_x = 1;
1510 static int playfield_scan_delta_y = 1;
1512 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1513 (y) >= 0 && (y) <= lev_fieldy - 1; \
1514 (y) += playfield_scan_delta_y) \
1515 for ((x) = playfield_scan_start_x; \
1516 (x) >= 0 && (x) <= lev_fieldx - 1; \
1517 (x) += playfield_scan_delta_x)
1520 void DEBUG_SetMaximumDynamite()
1524 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1525 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1526 local_player->inventory_element[local_player->inventory_size++] =
1531 static void InitPlayfieldScanModeVars()
1533 if (game.use_reverse_scan_direction)
1535 playfield_scan_start_x = lev_fieldx - 1;
1536 playfield_scan_start_y = lev_fieldy - 1;
1538 playfield_scan_delta_x = -1;
1539 playfield_scan_delta_y = -1;
1543 playfield_scan_start_x = 0;
1544 playfield_scan_start_y = 0;
1546 playfield_scan_delta_x = 1;
1547 playfield_scan_delta_y = 1;
1551 static void InitPlayfieldScanMode(int mode)
1553 game.use_reverse_scan_direction =
1554 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1556 InitPlayfieldScanModeVars();
1559 static int get_move_delay_from_stepsize(int move_stepsize)
1562 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1564 /* make sure that stepsize value is always a power of 2 */
1565 move_stepsize = (1 << log_2(move_stepsize));
1567 return TILEX / move_stepsize;
1570 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1573 int player_nr = player->index_nr;
1574 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1575 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1577 /* do no immediately change move delay -- the player might just be moving */
1578 player->move_delay_value_next = move_delay;
1580 /* information if player can move must be set separately */
1581 player->cannot_move = cannot_move;
1585 player->move_delay = game.initial_move_delay[player_nr];
1586 player->move_delay_value = game.initial_move_delay_value[player_nr];
1588 player->move_delay_value_next = -1;
1590 player->move_delay_reset_counter = 0;
1594 void GetPlayerConfig()
1596 GameFrameDelay = setup.game_frame_delay;
1598 if (!audio.sound_available)
1599 setup.sound_simple = FALSE;
1601 if (!audio.loops_available)
1602 setup.sound_loops = FALSE;
1604 if (!audio.music_available)
1605 setup.sound_music = FALSE;
1607 if (!video.fullscreen_available)
1608 setup.fullscreen = FALSE;
1610 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1612 SetAudioMode(setup.sound);
1616 int GetElementFromGroupElement(int element)
1618 if (IS_GROUP_ELEMENT(element))
1620 struct ElementGroupInfo *group = element_info[element].group;
1621 int last_anim_random_frame = gfx.anim_random_frame;
1624 if (group->choice_mode == ANIM_RANDOM)
1625 gfx.anim_random_frame = RND(group->num_elements_resolved);
1627 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1628 group->choice_mode, 0,
1631 if (group->choice_mode == ANIM_RANDOM)
1632 gfx.anim_random_frame = last_anim_random_frame;
1634 group->choice_pos++;
1636 element = group->element_resolved[element_pos];
1642 static void InitPlayerField(int x, int y, int element, boolean init_game)
1644 if (element == EL_SP_MURPHY)
1648 if (stored_player[0].present)
1650 Feld[x][y] = EL_SP_MURPHY_CLONE;
1656 stored_player[0].initial_element = element;
1657 stored_player[0].use_murphy = TRUE;
1659 if (!level.use_artwork_element[0])
1660 stored_player[0].artwork_element = EL_SP_MURPHY;
1663 Feld[x][y] = EL_PLAYER_1;
1669 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1670 int jx = player->jx, jy = player->jy;
1672 player->present = TRUE;
1674 player->block_last_field = (element == EL_SP_MURPHY ?
1675 level.sp_block_last_field :
1676 level.block_last_field);
1678 /* ---------- initialize player's last field block delay --------------- */
1680 /* always start with reliable default value (no adjustment needed) */
1681 player->block_delay_adjustment = 0;
1683 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1684 if (player->block_last_field && element == EL_SP_MURPHY)
1685 player->block_delay_adjustment = 1;
1687 /* special case 2: in game engines before 3.1.1, blocking was different */
1688 if (game.use_block_last_field_bug)
1689 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1691 if (!options.network || player->connected)
1693 player->active = TRUE;
1695 /* remove potentially duplicate players */
1696 if (StorePlayer[jx][jy] == Feld[x][y])
1697 StorePlayer[jx][jy] = 0;
1699 StorePlayer[x][y] = Feld[x][y];
1701 #if DEBUG_INIT_PLAYER
1704 printf("- player element %d activated", player->element_nr);
1705 printf(" (local player is %d and currently %s)\n",
1706 local_player->element_nr,
1707 local_player->active ? "active" : "not active");
1712 Feld[x][y] = EL_EMPTY;
1714 player->jx = player->last_jx = x;
1715 player->jy = player->last_jy = y;
1720 int player_nr = GET_PLAYER_NR(element);
1721 struct PlayerInfo *player = &stored_player[player_nr];
1723 if (player->active && player->killed)
1724 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1728 static void InitField(int x, int y, boolean init_game)
1730 int element = Feld[x][y];
1739 InitPlayerField(x, y, element, init_game);
1742 case EL_SOKOBAN_FIELD_PLAYER:
1743 element = Feld[x][y] = EL_PLAYER_1;
1744 InitField(x, y, init_game);
1746 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1747 InitField(x, y, init_game);
1750 case EL_SOKOBAN_FIELD_EMPTY:
1751 local_player->sokobanfields_still_needed++;
1755 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1756 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1757 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1758 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1759 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1760 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1761 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1762 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1763 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1764 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1773 case EL_SPACESHIP_RIGHT:
1774 case EL_SPACESHIP_UP:
1775 case EL_SPACESHIP_LEFT:
1776 case EL_SPACESHIP_DOWN:
1777 case EL_BD_BUTTERFLY:
1778 case EL_BD_BUTTERFLY_RIGHT:
1779 case EL_BD_BUTTERFLY_UP:
1780 case EL_BD_BUTTERFLY_LEFT:
1781 case EL_BD_BUTTERFLY_DOWN:
1783 case EL_BD_FIREFLY_RIGHT:
1784 case EL_BD_FIREFLY_UP:
1785 case EL_BD_FIREFLY_LEFT:
1786 case EL_BD_FIREFLY_DOWN:
1787 case EL_PACMAN_RIGHT:
1789 case EL_PACMAN_LEFT:
1790 case EL_PACMAN_DOWN:
1792 case EL_YAMYAM_LEFT:
1793 case EL_YAMYAM_RIGHT:
1795 case EL_YAMYAM_DOWN:
1796 case EL_DARK_YAMYAM:
1799 case EL_SP_SNIKSNAK:
1800 case EL_SP_ELECTRON:
1809 case EL_AMOEBA_FULL:
1814 case EL_AMOEBA_DROP:
1815 if (y == lev_fieldy - 1)
1817 Feld[x][y] = EL_AMOEBA_GROWING;
1818 Store[x][y] = EL_AMOEBA_WET;
1822 case EL_DYNAMITE_ACTIVE:
1823 case EL_SP_DISK_RED_ACTIVE:
1824 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1825 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1826 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1827 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1828 MovDelay[x][y] = 96;
1831 case EL_EM_DYNAMITE_ACTIVE:
1832 MovDelay[x][y] = 32;
1836 local_player->lights_still_needed++;
1840 local_player->friends_still_needed++;
1845 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1848 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1849 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1850 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1851 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1852 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1853 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1854 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1855 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1856 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1857 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1858 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1859 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1862 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1863 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1864 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1866 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1868 game.belt_dir[belt_nr] = belt_dir;
1869 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1871 else /* more than one switch -- set it like the first switch */
1873 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1878 case EL_LIGHT_SWITCH_ACTIVE:
1880 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1883 case EL_INVISIBLE_STEELWALL:
1884 case EL_INVISIBLE_WALL:
1885 case EL_INVISIBLE_SAND:
1886 if (game.light_time_left > 0 ||
1887 game.lenses_time_left > 0)
1888 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1891 case EL_EMC_MAGIC_BALL:
1892 if (game.ball_state)
1893 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1896 case EL_EMC_MAGIC_BALL_SWITCH:
1897 if (game.ball_state)
1898 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1901 case EL_TRIGGER_PLAYER:
1902 case EL_TRIGGER_ELEMENT:
1903 case EL_TRIGGER_CE_VALUE:
1904 case EL_TRIGGER_CE_SCORE:
1906 case EL_ANY_ELEMENT:
1907 case EL_CURRENT_CE_VALUE:
1908 case EL_CURRENT_CE_SCORE:
1925 /* reference elements should not be used on the playfield */
1926 Feld[x][y] = EL_EMPTY;
1930 if (IS_CUSTOM_ELEMENT(element))
1932 if (CAN_MOVE(element))
1935 if (!element_info[element].use_last_ce_value || init_game)
1936 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1938 else if (IS_GROUP_ELEMENT(element))
1940 Feld[x][y] = GetElementFromGroupElement(element);
1942 InitField(x, y, init_game);
1949 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1952 inline static void InitField_WithBug1(int x, int y, boolean init_game)
1954 InitField(x, y, init_game);
1956 /* not needed to call InitMovDir() -- already done by InitField()! */
1957 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1958 CAN_MOVE(Feld[x][y]))
1962 inline static void InitField_WithBug2(int x, int y, boolean init_game)
1964 int old_element = Feld[x][y];
1966 InitField(x, y, init_game);
1968 /* not needed to call InitMovDir() -- already done by InitField()! */
1969 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1970 CAN_MOVE(old_element) &&
1971 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
1974 /* this case is in fact a combination of not less than three bugs:
1975 first, it calls InitMovDir() for elements that can move, although this is
1976 already done by InitField(); then, it checks the element that was at this
1977 field _before_ the call to InitField() (which can change it); lastly, it
1978 was not called for "mole with direction" elements, which were treated as
1979 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
1983 static int get_key_element_from_nr(int key_nr)
1985 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
1986 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
1987 EL_EM_KEY_1 : EL_KEY_1);
1989 return key_base_element + key_nr;
1992 static int get_next_dropped_element(struct PlayerInfo *player)
1994 return (player->inventory_size > 0 ?
1995 player->inventory_element[player->inventory_size - 1] :
1996 player->inventory_infinite_element != EL_UNDEFINED ?
1997 player->inventory_infinite_element :
1998 player->dynabombs_left > 0 ?
1999 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2003 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2005 /* pos >= 0: get element from bottom of the stack;
2006 pos < 0: get element from top of the stack */
2010 int min_inventory_size = -pos;
2011 int inventory_pos = player->inventory_size - min_inventory_size;
2012 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2014 return (player->inventory_size >= min_inventory_size ?
2015 player->inventory_element[inventory_pos] :
2016 player->inventory_infinite_element != EL_UNDEFINED ?
2017 player->inventory_infinite_element :
2018 player->dynabombs_left >= min_dynabombs_left ?
2019 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2024 int min_dynabombs_left = pos + 1;
2025 int min_inventory_size = pos + 1 - player->dynabombs_left;
2026 int inventory_pos = pos - player->dynabombs_left;
2028 return (player->inventory_infinite_element != EL_UNDEFINED ?
2029 player->inventory_infinite_element :
2030 player->dynabombs_left >= min_dynabombs_left ?
2031 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2032 player->inventory_size >= min_inventory_size ?
2033 player->inventory_element[inventory_pos] :
2038 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2040 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2041 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2044 if (gpo1->sort_priority != gpo2->sort_priority)
2045 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2047 compare_result = gpo1->nr - gpo2->nr;
2049 return compare_result;
2052 void InitGameControlValues()
2056 for (i = 0; game_panel_controls[i].nr != -1; i++)
2058 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2059 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2060 struct TextPosInfo *pos = gpc->pos;
2062 int type = gpc->type;
2066 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2067 Error(ERR_EXIT, "this should not happen -- please debug");
2070 /* force update of game controls after initialization */
2071 gpc->value = gpc->last_value = -1;
2072 gpc->frame = gpc->last_frame = -1;
2073 gpc->gfx_frame = -1;
2075 /* determine panel value width for later calculation of alignment */
2076 if (type == TYPE_INTEGER || type == TYPE_STRING)
2078 pos->width = pos->size * getFontWidth(pos->font);
2079 pos->height = getFontHeight(pos->font);
2081 else if (type == TYPE_ELEMENT)
2083 pos->width = pos->size;
2084 pos->height = pos->size;
2087 /* fill structure for game panel draw order */
2089 gpo->sort_priority = pos->sort_priority;
2092 /* sort game panel controls according to sort_priority and control number */
2093 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2094 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2097 void UpdatePlayfieldElementCount()
2099 boolean use_element_count = FALSE;
2102 /* first check if it is needed at all to calculate playfield element count */
2103 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2104 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2105 use_element_count = TRUE;
2107 if (!use_element_count)
2110 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2111 element_info[i].element_count = 0;
2113 SCAN_PLAYFIELD(x, y)
2115 element_info[Feld[x][y]].element_count++;
2118 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2119 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2120 if (IS_IN_GROUP(j, i))
2121 element_info[EL_GROUP_START + i].element_count +=
2122 element_info[j].element_count;
2125 void UpdateGameControlValues()
2128 int time = (local_player->LevelSolved ?
2129 local_player->LevelSolved_CountingTime :
2130 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2131 level.native_em_level->lev->time :
2132 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2133 level.native_sp_level->game_sp->time_played :
2134 game.no_time_limit ? TimePlayed : TimeLeft);
2135 int score = (local_player->LevelSolved ?
2136 local_player->LevelSolved_CountingScore :
2137 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2138 level.native_em_level->lev->score :
2139 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2140 level.native_sp_level->game_sp->score :
2141 local_player->score);
2142 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2143 level.native_em_level->lev->required :
2144 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2145 level.native_sp_level->game_sp->infotrons_still_needed :
2146 local_player->gems_still_needed);
2147 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2148 level.native_em_level->lev->required > 0 :
2149 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2150 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2151 local_player->gems_still_needed > 0 ||
2152 local_player->sokobanfields_still_needed > 0 ||
2153 local_player->lights_still_needed > 0);
2155 UpdatePlayfieldElementCount();
2157 /* update game panel control values */
2159 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2160 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2162 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2163 for (i = 0; i < MAX_NUM_KEYS; i++)
2164 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2165 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2166 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2168 if (game.centered_player_nr == -1)
2170 for (i = 0; i < MAX_PLAYERS; i++)
2172 /* only one player in Supaplex game engine */
2173 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2176 for (k = 0; k < MAX_NUM_KEYS; k++)
2178 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2180 if (level.native_em_level->ply[i]->keys & (1 << k))
2181 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2182 get_key_element_from_nr(k);
2184 else if (stored_player[i].key[k])
2185 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2186 get_key_element_from_nr(k);
2189 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2190 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2191 level.native_em_level->ply[i]->dynamite;
2192 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2193 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2194 level.native_sp_level->game_sp->red_disk_count;
2196 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2197 stored_player[i].inventory_size;
2199 if (stored_player[i].num_white_keys > 0)
2200 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2203 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2204 stored_player[i].num_white_keys;
2209 int player_nr = game.centered_player_nr;
2211 for (k = 0; k < MAX_NUM_KEYS; k++)
2213 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2215 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2216 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2217 get_key_element_from_nr(k);
2219 else if (stored_player[player_nr].key[k])
2220 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2221 get_key_element_from_nr(k);
2224 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2225 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2226 level.native_em_level->ply[player_nr]->dynamite;
2227 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2228 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2229 level.native_sp_level->game_sp->red_disk_count;
2231 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2232 stored_player[player_nr].inventory_size;
2234 if (stored_player[player_nr].num_white_keys > 0)
2235 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2237 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2238 stored_player[player_nr].num_white_keys;
2241 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2243 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2244 get_inventory_element_from_pos(local_player, i);
2245 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2246 get_inventory_element_from_pos(local_player, -i - 1);
2249 game_panel_controls[GAME_PANEL_SCORE].value = score;
2250 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2252 game_panel_controls[GAME_PANEL_TIME].value = time;
2254 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2255 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2256 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2258 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2260 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2261 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2263 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2264 local_player->shield_normal_time_left;
2265 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2266 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2268 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2269 local_player->shield_deadly_time_left;
2271 game_panel_controls[GAME_PANEL_EXIT].value =
2272 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2274 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2275 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2276 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2277 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2278 EL_EMC_MAGIC_BALL_SWITCH);
2280 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2281 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2282 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2283 game.light_time_left;
2285 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2286 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2287 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2288 game.timegate_time_left;
2290 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2291 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2293 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2294 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2295 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2296 game.lenses_time_left;
2298 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2299 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2300 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2301 game.magnify_time_left;
2303 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2304 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2305 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2306 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2307 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2308 EL_BALLOON_SWITCH_NONE);
2310 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2311 local_player->dynabomb_count;
2312 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2313 local_player->dynabomb_size;
2314 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2315 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2317 game_panel_controls[GAME_PANEL_PENGUINS].value =
2318 local_player->friends_still_needed;
2320 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2321 local_player->sokobanfields_still_needed;
2322 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2323 local_player->sokobanfields_still_needed;
2325 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2326 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2328 for (i = 0; i < NUM_BELTS; i++)
2330 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2331 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2332 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2333 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2334 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2337 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2338 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2339 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2340 game.magic_wall_time_left;
2342 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2343 local_player->gravity;
2345 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2346 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2348 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2349 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2350 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2351 game.panel.element[i].id : EL_UNDEFINED);
2353 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2354 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2355 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2356 element_info[game.panel.element_count[i].id].element_count : 0);
2358 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2359 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2360 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2361 element_info[game.panel.ce_score[i].id].collect_score : 0);
2363 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2364 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2365 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2366 element_info[game.panel.ce_score_element[i].id].collect_score :
2369 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2370 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2371 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2373 /* update game panel control frames */
2375 for (i = 0; game_panel_controls[i].nr != -1; i++)
2377 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2379 if (gpc->type == TYPE_ELEMENT)
2381 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2383 int last_anim_random_frame = gfx.anim_random_frame;
2384 int element = gpc->value;
2385 int graphic = el2panelimg(element);
2387 if (gpc->value != gpc->last_value)
2390 gpc->gfx_random = INIT_GFX_RANDOM();
2396 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2397 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2398 gpc->gfx_random = INIT_GFX_RANDOM();
2401 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2402 gfx.anim_random_frame = gpc->gfx_random;
2404 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2405 gpc->gfx_frame = element_info[element].collect_score;
2407 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2410 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2411 gfx.anim_random_frame = last_anim_random_frame;
2417 void DisplayGameControlValues()
2419 boolean redraw_panel = FALSE;
2422 for (i = 0; game_panel_controls[i].nr != -1; i++)
2424 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2426 if (PANEL_DEACTIVATED(gpc->pos))
2429 if (gpc->value == gpc->last_value &&
2430 gpc->frame == gpc->last_frame)
2433 redraw_panel = TRUE;
2439 /* copy default game door content to main double buffer */
2441 /* !!! CHECK AGAIN !!! */
2442 SetPanelBackground();
2443 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2444 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2446 /* redraw game control buttons */
2447 RedrawGameButtons();
2449 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2451 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2453 int nr = game_panel_order[i].nr;
2454 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2455 struct TextPosInfo *pos = gpc->pos;
2456 int type = gpc->type;
2457 int value = gpc->value;
2458 int frame = gpc->frame;
2459 int size = pos->size;
2460 int font = pos->font;
2461 boolean draw_masked = pos->draw_masked;
2462 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2464 if (PANEL_DEACTIVATED(pos))
2467 gpc->last_value = value;
2468 gpc->last_frame = frame;
2470 if (type == TYPE_INTEGER)
2472 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2473 nr == GAME_PANEL_TIME)
2475 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2477 if (use_dynamic_size) /* use dynamic number of digits */
2479 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2480 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2481 int size2 = size1 + 1;
2482 int font1 = pos->font;
2483 int font2 = pos->font_alt;
2485 size = (value < value_change ? size1 : size2);
2486 font = (value < value_change ? font1 : font2);
2490 /* correct text size if "digits" is zero or less */
2492 size = strlen(int2str(value, size));
2494 /* dynamically correct text alignment */
2495 pos->width = size * getFontWidth(font);
2497 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2498 int2str(value, size), font, mask_mode);
2500 else if (type == TYPE_ELEMENT)
2502 int element, graphic;
2506 int dst_x = PANEL_XPOS(pos);
2507 int dst_y = PANEL_YPOS(pos);
2509 if (value != EL_UNDEFINED && value != EL_EMPTY)
2512 graphic = el2panelimg(value);
2514 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2516 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2519 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2522 width = graphic_info[graphic].width * size / TILESIZE;
2523 height = graphic_info[graphic].height * size / TILESIZE;
2526 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2529 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2533 else if (type == TYPE_STRING)
2535 boolean active = (value != 0);
2536 char *state_normal = "off";
2537 char *state_active = "on";
2538 char *state = (active ? state_active : state_normal);
2539 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2540 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2541 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2542 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2544 if (nr == GAME_PANEL_GRAVITY_STATE)
2546 int font1 = pos->font; /* (used for normal state) */
2547 int font2 = pos->font_alt; /* (used for active state) */
2549 font = (active ? font2 : font1);
2558 /* don't truncate output if "chars" is zero or less */
2561 /* dynamically correct text alignment */
2562 pos->width = size * getFontWidth(font);
2565 s_cut = getStringCopyN(s, size);
2567 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2568 s_cut, font, mask_mode);
2574 redraw_mask |= REDRAW_DOOR_1;
2577 SetGameStatus(GAME_MODE_PLAYING);
2580 void UpdateAndDisplayGameControlValues()
2582 if (tape.deactivate_display)
2585 UpdateGameControlValues();
2586 DisplayGameControlValues();
2589 void UpdateGameDoorValues()
2591 UpdateGameControlValues();
2594 void DrawGameDoorValues()
2596 DisplayGameControlValues();
2601 =============================================================================
2603 -----------------------------------------------------------------------------
2604 initialize game engine due to level / tape version number
2605 =============================================================================
2608 static void InitGameEngine()
2610 int i, j, k, l, x, y;
2612 /* set game engine from tape file when re-playing, else from level file */
2613 game.engine_version = (tape.playing ? tape.engine_version :
2614 level.game_version);
2616 /* set single or multi-player game mode (needed for re-playing tapes) */
2617 game.team_mode = setup.team_mode;
2621 int num_players = 0;
2623 for (i = 0; i < MAX_PLAYERS; i++)
2624 if (tape.player_participates[i])
2627 /* multi-player tapes contain input data for more than one player */
2628 game.team_mode = (num_players > 1);
2631 /* ---------------------------------------------------------------------- */
2632 /* set flags for bugs and changes according to active game engine version */
2633 /* ---------------------------------------------------------------------- */
2636 Summary of bugfix/change:
2637 Fixed handling for custom elements that change when pushed by the player.
2639 Fixed/changed in version:
2643 Before 3.1.0, custom elements that "change when pushing" changed directly
2644 after the player started pushing them (until then handled in "DigField()").
2645 Since 3.1.0, these custom elements are not changed until the "pushing"
2646 move of the element is finished (now handled in "ContinueMoving()").
2648 Affected levels/tapes:
2649 The first condition is generally needed for all levels/tapes before version
2650 3.1.0, which might use the old behaviour before it was changed; known tapes
2651 that are affected are some tapes from the level set "Walpurgis Gardens" by
2653 The second condition is an exception from the above case and is needed for
2654 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2655 above (including some development versions of 3.1.0), but before it was
2656 known that this change would break tapes like the above and was fixed in
2657 3.1.1, so that the changed behaviour was active although the engine version
2658 while recording maybe was before 3.1.0. There is at least one tape that is
2659 affected by this exception, which is the tape for the one-level set "Bug
2660 Machine" by Juergen Bonhagen.
2663 game.use_change_when_pushing_bug =
2664 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2666 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2667 tape.game_version < VERSION_IDENT(3,1,1,0)));
2670 Summary of bugfix/change:
2671 Fixed handling for blocking the field the player leaves when moving.
2673 Fixed/changed in version:
2677 Before 3.1.1, when "block last field when moving" was enabled, the field
2678 the player is leaving when moving was blocked for the time of the move,
2679 and was directly unblocked afterwards. This resulted in the last field
2680 being blocked for exactly one less than the number of frames of one player
2681 move. Additionally, even when blocking was disabled, the last field was
2682 blocked for exactly one frame.
2683 Since 3.1.1, due to changes in player movement handling, the last field
2684 is not blocked at all when blocking is disabled. When blocking is enabled,
2685 the last field is blocked for exactly the number of frames of one player
2686 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2687 last field is blocked for exactly one more than the number of frames of
2690 Affected levels/tapes:
2691 (!!! yet to be determined -- probably many !!!)
2694 game.use_block_last_field_bug =
2695 (game.engine_version < VERSION_IDENT(3,1,1,0));
2697 /* ---------------------------------------------------------------------- */
2699 /* set maximal allowed number of custom element changes per game frame */
2700 game.max_num_changes_per_frame = 1;
2702 /* default scan direction: scan playfield from top/left to bottom/right */
2703 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2705 /* dynamically adjust element properties according to game engine version */
2706 InitElementPropertiesEngine(game.engine_version);
2709 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2710 printf(" tape version == %06d [%s] [file: %06d]\n",
2711 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2713 printf(" => game.engine_version == %06d\n", game.engine_version);
2716 /* ---------- initialize player's initial move delay --------------------- */
2718 /* dynamically adjust player properties according to level information */
2719 for (i = 0; i < MAX_PLAYERS; i++)
2720 game.initial_move_delay_value[i] =
2721 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2723 /* dynamically adjust player properties according to game engine version */
2724 for (i = 0; i < MAX_PLAYERS; i++)
2725 game.initial_move_delay[i] =
2726 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2727 game.initial_move_delay_value[i] : 0);
2729 /* ---------- initialize player's initial push delay --------------------- */
2731 /* dynamically adjust player properties according to game engine version */
2732 game.initial_push_delay_value =
2733 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2735 /* ---------- initialize changing elements ------------------------------- */
2737 /* initialize changing elements information */
2738 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2740 struct ElementInfo *ei = &element_info[i];
2742 /* this pointer might have been changed in the level editor */
2743 ei->change = &ei->change_page[0];
2745 if (!IS_CUSTOM_ELEMENT(i))
2747 ei->change->target_element = EL_EMPTY_SPACE;
2748 ei->change->delay_fixed = 0;
2749 ei->change->delay_random = 0;
2750 ei->change->delay_frames = 1;
2753 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2755 ei->has_change_event[j] = FALSE;
2757 ei->event_page_nr[j] = 0;
2758 ei->event_page[j] = &ei->change_page[0];
2762 /* add changing elements from pre-defined list */
2763 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2765 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2766 struct ElementInfo *ei = &element_info[ch_delay->element];
2768 ei->change->target_element = ch_delay->target_element;
2769 ei->change->delay_fixed = ch_delay->change_delay;
2771 ei->change->pre_change_function = ch_delay->pre_change_function;
2772 ei->change->change_function = ch_delay->change_function;
2773 ei->change->post_change_function = ch_delay->post_change_function;
2775 ei->change->can_change = TRUE;
2776 ei->change->can_change_or_has_action = TRUE;
2778 ei->has_change_event[CE_DELAY] = TRUE;
2780 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2781 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2784 /* ---------- initialize internal run-time variables --------------------- */
2786 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2788 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2790 for (j = 0; j < ei->num_change_pages; j++)
2792 ei->change_page[j].can_change_or_has_action =
2793 (ei->change_page[j].can_change |
2794 ei->change_page[j].has_action);
2798 /* add change events from custom element configuration */
2799 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2801 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2803 for (j = 0; j < ei->num_change_pages; j++)
2805 if (!ei->change_page[j].can_change_or_has_action)
2808 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2810 /* only add event page for the first page found with this event */
2811 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
2813 ei->has_change_event[k] = TRUE;
2815 ei->event_page_nr[k] = j;
2816 ei->event_page[k] = &ei->change_page[j];
2822 /* ---------- initialize reference elements in change conditions --------- */
2824 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2826 int element = EL_CUSTOM_START + i;
2827 struct ElementInfo *ei = &element_info[element];
2829 for (j = 0; j < ei->num_change_pages; j++)
2831 int trigger_element = ei->change_page[j].initial_trigger_element;
2833 if (trigger_element >= EL_PREV_CE_8 &&
2834 trigger_element <= EL_NEXT_CE_8)
2835 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
2837 ei->change_page[j].trigger_element = trigger_element;
2841 /* ---------- initialize run-time trigger player and element ------------- */
2843 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2845 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2847 for (j = 0; j < ei->num_change_pages; j++)
2849 ei->change_page[j].actual_trigger_element = EL_EMPTY;
2850 ei->change_page[j].actual_trigger_player = EL_EMPTY;
2851 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
2852 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
2853 ei->change_page[j].actual_trigger_ce_value = 0;
2854 ei->change_page[j].actual_trigger_ce_score = 0;
2858 /* ---------- initialize trigger events ---------------------------------- */
2860 /* initialize trigger events information */
2861 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2862 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2863 trigger_events[i][j] = FALSE;
2865 /* add trigger events from element change event properties */
2866 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2868 struct ElementInfo *ei = &element_info[i];
2870 for (j = 0; j < ei->num_change_pages; j++)
2872 if (!ei->change_page[j].can_change_or_has_action)
2875 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
2877 int trigger_element = ei->change_page[j].trigger_element;
2879 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2881 if (ei->change_page[j].has_event[k])
2883 if (IS_GROUP_ELEMENT(trigger_element))
2885 struct ElementGroupInfo *group =
2886 element_info[trigger_element].group;
2888 for (l = 0; l < group->num_elements_resolved; l++)
2889 trigger_events[group->element_resolved[l]][k] = TRUE;
2891 else if (trigger_element == EL_ANY_ELEMENT)
2892 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
2893 trigger_events[l][k] = TRUE;
2895 trigger_events[trigger_element][k] = TRUE;
2902 /* ---------- initialize push delay -------------------------------------- */
2904 /* initialize push delay values to default */
2905 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2907 if (!IS_CUSTOM_ELEMENT(i))
2909 /* set default push delay values (corrected since version 3.0.7-1) */
2910 if (game.engine_version < VERSION_IDENT(3,0,7,1))
2912 element_info[i].push_delay_fixed = 2;
2913 element_info[i].push_delay_random = 8;
2917 element_info[i].push_delay_fixed = 8;
2918 element_info[i].push_delay_random = 8;
2923 /* set push delay value for certain elements from pre-defined list */
2924 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
2926 int e = push_delay_list[i].element;
2928 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
2929 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
2932 /* set push delay value for Supaplex elements for newer engine versions */
2933 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2935 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2937 if (IS_SP_ELEMENT(i))
2939 /* set SP push delay to just enough to push under a falling zonk */
2940 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
2942 element_info[i].push_delay_fixed = delay;
2943 element_info[i].push_delay_random = 0;
2948 /* ---------- initialize move stepsize ----------------------------------- */
2950 /* initialize move stepsize values to default */
2951 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2952 if (!IS_CUSTOM_ELEMENT(i))
2953 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
2955 /* set move stepsize value for certain elements from pre-defined list */
2956 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
2958 int e = move_stepsize_list[i].element;
2960 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
2963 /* ---------- initialize collect score ----------------------------------- */
2965 /* initialize collect score values for custom elements from initial value */
2966 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2967 if (IS_CUSTOM_ELEMENT(i))
2968 element_info[i].collect_score = element_info[i].collect_score_initial;
2970 /* ---------- initialize collect count ----------------------------------- */
2972 /* initialize collect count values for non-custom elements */
2973 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2974 if (!IS_CUSTOM_ELEMENT(i))
2975 element_info[i].collect_count_initial = 0;
2977 /* add collect count values for all elements from pre-defined list */
2978 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
2979 element_info[collect_count_list[i].element].collect_count_initial =
2980 collect_count_list[i].count;
2982 /* ---------- initialize access direction -------------------------------- */
2984 /* initialize access direction values to default (access from every side) */
2985 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2986 if (!IS_CUSTOM_ELEMENT(i))
2987 element_info[i].access_direction = MV_ALL_DIRECTIONS;
2989 /* set access direction value for certain elements from pre-defined list */
2990 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
2991 element_info[access_direction_list[i].element].access_direction =
2992 access_direction_list[i].direction;
2994 /* ---------- initialize explosion content ------------------------------- */
2995 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2997 if (IS_CUSTOM_ELEMENT(i))
3000 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3002 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3004 element_info[i].content.e[x][y] =
3005 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3006 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3007 i == EL_PLAYER_3 ? EL_EMERALD :
3008 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3009 i == EL_MOLE ? EL_EMERALD_RED :
3010 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3011 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3012 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3013 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3014 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3015 i == EL_WALL_EMERALD ? EL_EMERALD :
3016 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3017 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3018 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3019 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3020 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3021 i == EL_WALL_PEARL ? EL_PEARL :
3022 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3027 /* ---------- initialize recursion detection ------------------------------ */
3028 recursion_loop_depth = 0;
3029 recursion_loop_detected = FALSE;
3030 recursion_loop_element = EL_UNDEFINED;
3032 /* ---------- initialize graphics engine ---------------------------------- */
3033 game.scroll_delay_value =
3034 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3035 setup.scroll_delay ? setup.scroll_delay_value : 0);
3036 game.scroll_delay_value =
3037 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3039 /* ---------- initialize game engine snapshots ---------------------------- */
3040 for (i = 0; i < MAX_PLAYERS; i++)
3041 game.snapshot.last_action[i] = 0;
3042 game.snapshot.changed_action = FALSE;
3043 game.snapshot.collected_item = FALSE;
3044 game.snapshot.mode =
3045 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3046 SNAPSHOT_MODE_EVERY_STEP :
3047 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3048 SNAPSHOT_MODE_EVERY_MOVE :
3049 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3050 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3053 int get_num_special_action(int element, int action_first, int action_last)
3055 int num_special_action = 0;
3058 for (i = action_first; i <= action_last; i++)
3060 boolean found = FALSE;
3062 for (j = 0; j < NUM_DIRECTIONS; j++)
3063 if (el_act_dir2img(element, i, j) !=
3064 el_act_dir2img(element, ACTION_DEFAULT, j))
3068 num_special_action++;
3073 return num_special_action;
3078 =============================================================================
3080 -----------------------------------------------------------------------------
3081 initialize and start new game
3082 =============================================================================
3087 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3088 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3089 int fade_mask = REDRAW_FIELD;
3091 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3092 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3093 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3094 int initial_move_dir = MV_DOWN;
3097 // required here to update video display before fading (FIX THIS)
3098 DrawMaskedBorder(REDRAW_DOOR_2);
3100 if (!game.restart_level)
3101 CloseDoor(DOOR_CLOSE_1);
3103 SetGameStatus(GAME_MODE_PLAYING);
3105 /* needed if different viewport properties defined for playing */
3106 ChangeViewportPropertiesIfNeeded();
3108 if (level_editor_test_game)
3109 FadeSkipNextFadeIn();
3111 FadeSetEnterScreen();
3113 if (CheckIfGlobalBorderHasChanged())
3114 fade_mask = REDRAW_ALL;
3116 FadeSoundsAndMusic();
3118 ExpireSoundLoops(TRUE);
3124 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3126 DrawCompleteVideoDisplay();
3129 InitGameControlValues();
3131 /* don't play tapes over network */
3132 network_playing = (options.network && !tape.playing);
3134 for (i = 0; i < MAX_PLAYERS; i++)
3136 struct PlayerInfo *player = &stored_player[i];
3138 player->index_nr = i;
3139 player->index_bit = (1 << i);
3140 player->element_nr = EL_PLAYER_1 + i;
3142 player->present = FALSE;
3143 player->active = FALSE;
3144 player->mapped = FALSE;
3146 player->killed = FALSE;
3147 player->reanimated = FALSE;
3150 player->effective_action = 0;
3151 player->programmed_action = 0;
3154 player->score_final = 0;
3156 player->gems_still_needed = level.gems_needed;
3157 player->sokobanfields_still_needed = 0;
3158 player->lights_still_needed = 0;
3159 player->friends_still_needed = 0;
3161 for (j = 0; j < MAX_NUM_KEYS; j++)
3162 player->key[j] = FALSE;
3164 player->num_white_keys = 0;
3166 player->dynabomb_count = 0;
3167 player->dynabomb_size = 1;
3168 player->dynabombs_left = 0;
3169 player->dynabomb_xl = FALSE;
3171 player->MovDir = initial_move_dir;
3174 player->GfxDir = initial_move_dir;
3175 player->GfxAction = ACTION_DEFAULT;
3177 player->StepFrame = 0;
3179 player->initial_element = player->element_nr;
3180 player->artwork_element =
3181 (level.use_artwork_element[i] ? level.artwork_element[i] :
3182 player->element_nr);
3183 player->use_murphy = FALSE;
3185 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3186 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3188 player->gravity = level.initial_player_gravity[i];
3190 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3192 player->actual_frame_counter = 0;
3194 player->step_counter = 0;
3196 player->last_move_dir = initial_move_dir;
3198 player->is_active = FALSE;
3200 player->is_waiting = FALSE;
3201 player->is_moving = FALSE;
3202 player->is_auto_moving = FALSE;
3203 player->is_digging = FALSE;
3204 player->is_snapping = FALSE;
3205 player->is_collecting = FALSE;
3206 player->is_pushing = FALSE;
3207 player->is_switching = FALSE;
3208 player->is_dropping = FALSE;
3209 player->is_dropping_pressed = FALSE;
3211 player->is_bored = FALSE;
3212 player->is_sleeping = FALSE;
3214 player->frame_counter_bored = -1;
3215 player->frame_counter_sleeping = -1;
3217 player->anim_delay_counter = 0;
3218 player->post_delay_counter = 0;
3220 player->dir_waiting = initial_move_dir;
3221 player->action_waiting = ACTION_DEFAULT;
3222 player->last_action_waiting = ACTION_DEFAULT;
3223 player->special_action_bored = ACTION_DEFAULT;
3224 player->special_action_sleeping = ACTION_DEFAULT;
3226 player->switch_x = -1;
3227 player->switch_y = -1;
3229 player->drop_x = -1;
3230 player->drop_y = -1;
3232 player->show_envelope = 0;
3234 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3236 player->push_delay = -1; /* initialized when pushing starts */
3237 player->push_delay_value = game.initial_push_delay_value;
3239 player->drop_delay = 0;
3240 player->drop_pressed_delay = 0;
3242 player->last_jx = -1;
3243 player->last_jy = -1;
3247 player->shield_normal_time_left = 0;
3248 player->shield_deadly_time_left = 0;
3250 player->inventory_infinite_element = EL_UNDEFINED;
3251 player->inventory_size = 0;
3253 if (level.use_initial_inventory[i])
3255 for (j = 0; j < level.initial_inventory_size[i]; j++)
3257 int element = level.initial_inventory_content[i][j];
3258 int collect_count = element_info[element].collect_count_initial;
3261 if (!IS_CUSTOM_ELEMENT(element))
3264 if (collect_count == 0)
3265 player->inventory_infinite_element = element;
3267 for (k = 0; k < collect_count; k++)
3268 if (player->inventory_size < MAX_INVENTORY_SIZE)
3269 player->inventory_element[player->inventory_size++] = element;
3273 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3274 SnapField(player, 0, 0);
3276 player->LevelSolved = FALSE;
3277 player->GameOver = FALSE;
3279 player->LevelSolved_GameWon = FALSE;
3280 player->LevelSolved_GameEnd = FALSE;
3281 player->LevelSolved_PanelOff = FALSE;
3282 player->LevelSolved_SaveTape = FALSE;
3283 player->LevelSolved_SaveScore = FALSE;
3284 player->LevelSolved_CountingTime = 0;
3285 player->LevelSolved_CountingScore = 0;
3287 map_player_action[i] = i;
3290 network_player_action_received = FALSE;
3292 #if defined(NETWORK_AVALIABLE)
3293 /* initial null action */
3294 if (network_playing)
3295 SendToServer_MovePlayer(MV_NONE);
3304 TimeLeft = level.time;
3307 ScreenMovDir = MV_NONE;
3311 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3313 AllPlayersGone = FALSE;
3315 game.no_time_limit = (level.time == 0);
3317 game.yamyam_content_nr = 0;
3318 game.robot_wheel_active = FALSE;
3319 game.magic_wall_active = FALSE;
3320 game.magic_wall_time_left = 0;
3321 game.light_time_left = 0;
3322 game.timegate_time_left = 0;
3323 game.switchgate_pos = 0;
3324 game.wind_direction = level.wind_direction_initial;
3326 game.lenses_time_left = 0;
3327 game.magnify_time_left = 0;
3329 game.ball_state = level.ball_state_initial;
3330 game.ball_content_nr = 0;
3332 game.envelope_active = FALSE;
3334 /* set focus to local player for network games, else to all players */
3335 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3336 game.centered_player_nr_next = game.centered_player_nr;
3337 game.set_centered_player = FALSE;
3339 if (network_playing && tape.recording)
3341 /* store client dependent player focus when recording network games */
3342 tape.centered_player_nr_next = game.centered_player_nr_next;
3343 tape.set_centered_player = TRUE;
3346 for (i = 0; i < NUM_BELTS; i++)
3348 game.belt_dir[i] = MV_NONE;
3349 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3352 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3353 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3355 #if DEBUG_INIT_PLAYER
3358 printf("Player status at level initialization:\n");
3362 SCAN_PLAYFIELD(x, y)
3364 Feld[x][y] = level.field[x][y];
3365 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3366 ChangeDelay[x][y] = 0;
3367 ChangePage[x][y] = -1;
3368 CustomValue[x][y] = 0; /* initialized in InitField() */
3369 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3371 WasJustMoving[x][y] = 0;
3372 WasJustFalling[x][y] = 0;
3373 CheckCollision[x][y] = 0;
3374 CheckImpact[x][y] = 0;
3376 Pushed[x][y] = FALSE;
3378 ChangeCount[x][y] = 0;
3379 ChangeEvent[x][y] = -1;
3381 ExplodePhase[x][y] = 0;
3382 ExplodeDelay[x][y] = 0;
3383 ExplodeField[x][y] = EX_TYPE_NONE;
3385 RunnerVisit[x][y] = 0;
3386 PlayerVisit[x][y] = 0;
3389 GfxRandom[x][y] = INIT_GFX_RANDOM();
3390 GfxElement[x][y] = EL_UNDEFINED;
3391 GfxAction[x][y] = ACTION_DEFAULT;
3392 GfxDir[x][y] = MV_NONE;
3393 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3396 SCAN_PLAYFIELD(x, y)
3398 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3400 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3402 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3405 InitField(x, y, TRUE);
3407 ResetGfxAnimation(x, y);
3412 for (i = 0; i < MAX_PLAYERS; i++)
3414 struct PlayerInfo *player = &stored_player[i];
3416 /* set number of special actions for bored and sleeping animation */
3417 player->num_special_action_bored =
3418 get_num_special_action(player->artwork_element,
3419 ACTION_BORING_1, ACTION_BORING_LAST);
3420 player->num_special_action_sleeping =
3421 get_num_special_action(player->artwork_element,
3422 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3425 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3426 emulate_sb ? EMU_SOKOBAN :
3427 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3429 /* initialize type of slippery elements */
3430 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3432 if (!IS_CUSTOM_ELEMENT(i))
3434 /* default: elements slip down either to the left or right randomly */
3435 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3437 /* SP style elements prefer to slip down on the left side */
3438 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3439 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3441 /* BD style elements prefer to slip down on the left side */
3442 if (game.emulation == EMU_BOULDERDASH)
3443 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3447 /* initialize explosion and ignition delay */
3448 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3450 if (!IS_CUSTOM_ELEMENT(i))
3453 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3454 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3455 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3456 int last_phase = (num_phase + 1) * delay;
3457 int half_phase = (num_phase / 2) * delay;
3459 element_info[i].explosion_delay = last_phase - 1;
3460 element_info[i].ignition_delay = half_phase;
3462 if (i == EL_BLACK_ORB)
3463 element_info[i].ignition_delay = 1;
3467 /* correct non-moving belts to start moving left */
3468 for (i = 0; i < NUM_BELTS; i++)
3469 if (game.belt_dir[i] == MV_NONE)
3470 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3472 #if USE_NEW_PLAYER_ASSIGNMENTS
3473 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3474 /* choose default local player */
3475 local_player = &stored_player[0];
3477 for (i = 0; i < MAX_PLAYERS; i++)
3478 stored_player[i].connected = FALSE;
3480 local_player->connected = TRUE;
3481 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3485 for (i = 0; i < MAX_PLAYERS; i++)
3486 stored_player[i].connected = tape.player_participates[i];
3488 else if (game.team_mode && !options.network)
3490 /* try to guess locally connected team mode players (needed for correct
3491 assignment of player figures from level to locally playing players) */
3493 for (i = 0; i < MAX_PLAYERS; i++)
3494 if (setup.input[i].use_joystick ||
3495 setup.input[i].key.left != KSYM_UNDEFINED)
3496 stored_player[i].connected = TRUE;
3499 #if DEBUG_INIT_PLAYER
3502 printf("Player status after level initialization:\n");
3504 for (i = 0; i < MAX_PLAYERS; i++)
3506 struct PlayerInfo *player = &stored_player[i];
3508 printf("- player %d: present == %d, connected == %d, active == %d",
3514 if (local_player == player)
3515 printf(" (local player)");
3522 #if DEBUG_INIT_PLAYER
3524 printf("Reassigning players ...\n");
3527 /* check if any connected player was not found in playfield */
3528 for (i = 0; i < MAX_PLAYERS; i++)
3530 struct PlayerInfo *player = &stored_player[i];
3532 if (player->connected && !player->present)
3534 struct PlayerInfo *field_player = NULL;
3536 #if DEBUG_INIT_PLAYER
3538 printf("- looking for field player for player %d ...\n", i + 1);
3541 /* assign first free player found that is present in the playfield */
3543 /* first try: look for unmapped playfield player that is not connected */
3544 for (j = 0; j < MAX_PLAYERS; j++)
3545 if (field_player == NULL &&
3546 stored_player[j].present &&
3547 !stored_player[j].mapped &&
3548 !stored_player[j].connected)
3549 field_player = &stored_player[j];
3551 /* second try: look for *any* unmapped playfield player */
3552 for (j = 0; j < MAX_PLAYERS; j++)
3553 if (field_player == NULL &&
3554 stored_player[j].present &&
3555 !stored_player[j].mapped)
3556 field_player = &stored_player[j];
3558 if (field_player != NULL)
3560 int jx = field_player->jx, jy = field_player->jy;
3562 #if DEBUG_INIT_PLAYER
3564 printf("- found player %d\n", field_player->index_nr + 1);
3567 player->present = FALSE;
3568 player->active = FALSE;
3570 field_player->present = TRUE;
3571 field_player->active = TRUE;
3574 player->initial_element = field_player->initial_element;
3575 player->artwork_element = field_player->artwork_element;
3577 player->block_last_field = field_player->block_last_field;
3578 player->block_delay_adjustment = field_player->block_delay_adjustment;
3581 StorePlayer[jx][jy] = field_player->element_nr;
3583 field_player->jx = field_player->last_jx = jx;
3584 field_player->jy = field_player->last_jy = jy;
3586 if (local_player == player)
3587 local_player = field_player;
3589 map_player_action[field_player->index_nr] = i;
3591 field_player->mapped = TRUE;
3593 #if DEBUG_INIT_PLAYER
3595 printf("- map_player_action[%d] == %d\n",
3596 field_player->index_nr + 1, i + 1);
3601 if (player->connected && player->present)
3602 player->mapped = TRUE;
3605 #if DEBUG_INIT_PLAYER
3608 printf("Player status after player assignment (first stage):\n");
3610 for (i = 0; i < MAX_PLAYERS; i++)
3612 struct PlayerInfo *player = &stored_player[i];
3614 printf("- player %d: present == %d, connected == %d, active == %d",
3620 if (local_player == player)
3621 printf(" (local player)");
3630 /* check if any connected player was not found in playfield */
3631 for (i = 0; i < MAX_PLAYERS; i++)
3633 struct PlayerInfo *player = &stored_player[i];
3635 if (player->connected && !player->present)
3637 for (j = 0; j < MAX_PLAYERS; j++)
3639 struct PlayerInfo *field_player = &stored_player[j];
3640 int jx = field_player->jx, jy = field_player->jy;
3642 /* assign first free player found that is present in the playfield */
3643 if (field_player->present && !field_player->connected)
3645 player->present = TRUE;
3646 player->active = TRUE;
3648 field_player->present = FALSE;
3649 field_player->active = FALSE;
3651 player->initial_element = field_player->initial_element;
3652 player->artwork_element = field_player->artwork_element;
3654 player->block_last_field = field_player->block_last_field;
3655 player->block_delay_adjustment = field_player->block_delay_adjustment;
3657 StorePlayer[jx][jy] = player->element_nr;
3659 player->jx = player->last_jx = jx;
3660 player->jy = player->last_jy = jy;
3670 printf("::: local_player->present == %d\n", local_player->present);
3675 /* when playing a tape, eliminate all players who do not participate */
3677 #if USE_NEW_PLAYER_ASSIGNMENTS
3679 if (!game.team_mode)
3681 for (i = 0; i < MAX_PLAYERS; i++)
3683 if (stored_player[i].active &&
3684 !tape.player_participates[map_player_action[i]])
3686 struct PlayerInfo *player = &stored_player[i];
3687 int jx = player->jx, jy = player->jy;
3689 #if DEBUG_INIT_PLAYER
3691 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3694 player->active = FALSE;
3695 StorePlayer[jx][jy] = 0;
3696 Feld[jx][jy] = EL_EMPTY;
3703 for (i = 0; i < MAX_PLAYERS; i++)
3705 if (stored_player[i].active &&
3706 !tape.player_participates[i])
3708 struct PlayerInfo *player = &stored_player[i];
3709 int jx = player->jx, jy = player->jy;
3711 player->active = FALSE;
3712 StorePlayer[jx][jy] = 0;
3713 Feld[jx][jy] = EL_EMPTY;
3718 else if (!options.network && !game.team_mode) /* && !tape.playing */
3720 /* when in single player mode, eliminate all but the first active player */
3722 for (i = 0; i < MAX_PLAYERS; i++)
3724 if (stored_player[i].active)
3726 for (j = i + 1; j < MAX_PLAYERS; j++)
3728 if (stored_player[j].active)
3730 struct PlayerInfo *player = &stored_player[j];
3731 int jx = player->jx, jy = player->jy;
3733 player->active = FALSE;
3734 player->present = FALSE;
3736 StorePlayer[jx][jy] = 0;
3737 Feld[jx][jy] = EL_EMPTY;
3744 /* when recording the game, store which players take part in the game */
3747 #if USE_NEW_PLAYER_ASSIGNMENTS
3748 for (i = 0; i < MAX_PLAYERS; i++)
3749 if (stored_player[i].connected)
3750 tape.player_participates[i] = TRUE;
3752 for (i = 0; i < MAX_PLAYERS; i++)
3753 if (stored_player[i].active)
3754 tape.player_participates[i] = TRUE;
3758 #if DEBUG_INIT_PLAYER
3761 printf("Player status after player assignment (final stage):\n");
3763 for (i = 0; i < MAX_PLAYERS; i++)
3765 struct PlayerInfo *player = &stored_player[i];
3767 printf("- player %d: present == %d, connected == %d, active == %d",
3773 if (local_player == player)
3774 printf(" (local player)");
3781 if (BorderElement == EL_EMPTY)
3784 SBX_Right = lev_fieldx - SCR_FIELDX;
3786 SBY_Lower = lev_fieldy - SCR_FIELDY;
3791 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3793 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3796 if (full_lev_fieldx <= SCR_FIELDX)
3797 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3798 if (full_lev_fieldy <= SCR_FIELDY)
3799 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3801 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
3803 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
3806 /* if local player not found, look for custom element that might create
3807 the player (make some assumptions about the right custom element) */
3808 if (!local_player->present)
3810 int start_x = 0, start_y = 0;
3811 int found_rating = 0;
3812 int found_element = EL_UNDEFINED;
3813 int player_nr = local_player->index_nr;
3815 SCAN_PLAYFIELD(x, y)
3817 int element = Feld[x][y];
3822 if (level.use_start_element[player_nr] &&
3823 level.start_element[player_nr] == element &&
3830 found_element = element;
3833 if (!IS_CUSTOM_ELEMENT(element))
3836 if (CAN_CHANGE(element))
3838 for (i = 0; i < element_info[element].num_change_pages; i++)
3840 /* check for player created from custom element as single target */
3841 content = element_info[element].change_page[i].target_element;
3842 is_player = ELEM_IS_PLAYER(content);
3844 if (is_player && (found_rating < 3 ||
3845 (found_rating == 3 && element < found_element)))
3851 found_element = element;
3856 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
3858 /* check for player created from custom element as explosion content */
3859 content = element_info[element].content.e[xx][yy];
3860 is_player = ELEM_IS_PLAYER(content);
3862 if (is_player && (found_rating < 2 ||
3863 (found_rating == 2 && element < found_element)))
3865 start_x = x + xx - 1;
3866 start_y = y + yy - 1;
3869 found_element = element;
3872 if (!CAN_CHANGE(element))
3875 for (i = 0; i < element_info[element].num_change_pages; i++)
3877 /* check for player created from custom element as extended target */
3879 element_info[element].change_page[i].target_content.e[xx][yy];
3881 is_player = ELEM_IS_PLAYER(content);
3883 if (is_player && (found_rating < 1 ||
3884 (found_rating == 1 && element < found_element)))
3886 start_x = x + xx - 1;
3887 start_y = y + yy - 1;
3890 found_element = element;
3896 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
3897 start_x > SBX_Right + MIDPOSX ? SBX_Right :
3900 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
3901 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
3906 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
3907 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
3908 local_player->jx - MIDPOSX);
3910 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
3911 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
3912 local_player->jy - MIDPOSY);
3915 /* !!! FIX THIS (START) !!! */
3916 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3918 InitGameEngine_EM();
3920 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3922 InitGameEngine_SP();
3926 DrawLevel(REDRAW_FIELD);
3929 /* after drawing the level, correct some elements */
3930 if (game.timegate_time_left == 0)
3931 CloseAllOpenTimegates();
3934 /* blit playfield from scroll buffer to normal back buffer for fading in */
3935 BlitScreenToBitmap(backbuffer);
3936 /* !!! FIX THIS (END) !!! */
3938 DrawMaskedBorder(fade_mask);
3943 // full screen redraw is required at this point in the following cases:
3944 // - special editor door undrawn when game was started from level editor
3945 // - drawing area (playfield) was changed and has to be removed completely
3946 redraw_mask = REDRAW_ALL;
3950 if (!game.restart_level)
3952 /* copy default game door content to main double buffer */
3954 /* !!! CHECK AGAIN !!! */
3955 SetPanelBackground();
3956 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
3957 DrawBackground(DX, DY, DXSIZE, DYSIZE);
3960 SetPanelBackground();
3961 SetDrawBackgroundMask(REDRAW_DOOR_1);
3963 UpdateAndDisplayGameControlValues();
3965 if (!game.restart_level)
3971 CreateGameButtons();
3973 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
3974 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
3975 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
3980 /* copy actual game door content to door double buffer for OpenDoor() */
3981 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
3983 OpenDoor(DOOR_OPEN_ALL);
3985 PlaySound(SND_GAME_STARTING);
3987 if (setup.sound_music)
3990 KeyboardAutoRepeatOffUnlessAutoplay();
3992 #if DEBUG_INIT_PLAYER
3995 printf("Player status (final):\n");
3997 for (i = 0; i < MAX_PLAYERS; i++)
3999 struct PlayerInfo *player = &stored_player[i];
4001 printf("- player %d: present == %d, connected == %d, active == %d",
4007 if (local_player == player)
4008 printf(" (local player)");
4021 if (!game.restart_level && !tape.playing)
4023 LevelStats_incPlayed(level_nr);
4025 SaveLevelSetup_SeriesInfo();
4028 game.restart_level = FALSE;
4030 SaveEngineSnapshotToListInitial();
4033 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
4035 /* this is used for non-R'n'D game engines to update certain engine values */
4037 /* needed to determine if sounds are played within the visible screen area */
4038 scroll_x = actual_scroll_x;
4039 scroll_y = actual_scroll_y;
4042 void InitMovDir(int x, int y)
4044 int i, element = Feld[x][y];
4045 static int xy[4][2] =
4052 static int direction[3][4] =
4054 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4055 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4056 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4065 Feld[x][y] = EL_BUG;
4066 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4069 case EL_SPACESHIP_RIGHT:
4070 case EL_SPACESHIP_UP:
4071 case EL_SPACESHIP_LEFT:
4072 case EL_SPACESHIP_DOWN:
4073 Feld[x][y] = EL_SPACESHIP;
4074 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4077 case EL_BD_BUTTERFLY_RIGHT:
4078 case EL_BD_BUTTERFLY_UP:
4079 case EL_BD_BUTTERFLY_LEFT:
4080 case EL_BD_BUTTERFLY_DOWN:
4081 Feld[x][y] = EL_BD_BUTTERFLY;
4082 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4085 case EL_BD_FIREFLY_RIGHT:
4086 case EL_BD_FIREFLY_UP:
4087 case EL_BD_FIREFLY_LEFT:
4088 case EL_BD_FIREFLY_DOWN:
4089 Feld[x][y] = EL_BD_FIREFLY;
4090 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4093 case EL_PACMAN_RIGHT:
4095 case EL_PACMAN_LEFT:
4096 case EL_PACMAN_DOWN:
4097 Feld[x][y] = EL_PACMAN;
4098 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4101 case EL_YAMYAM_LEFT:
4102 case EL_YAMYAM_RIGHT:
4104 case EL_YAMYAM_DOWN:
4105 Feld[x][y] = EL_YAMYAM;
4106 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4109 case EL_SP_SNIKSNAK:
4110 MovDir[x][y] = MV_UP;
4113 case EL_SP_ELECTRON:
4114 MovDir[x][y] = MV_LEFT;
4121 Feld[x][y] = EL_MOLE;
4122 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4126 if (IS_CUSTOM_ELEMENT(element))
4128 struct ElementInfo *ei = &element_info[element];
4129 int move_direction_initial = ei->move_direction_initial;
4130 int move_pattern = ei->move_pattern;
4132 if (move_direction_initial == MV_START_PREVIOUS)
4134 if (MovDir[x][y] != MV_NONE)
4137 move_direction_initial = MV_START_AUTOMATIC;
4140 if (move_direction_initial == MV_START_RANDOM)
4141 MovDir[x][y] = 1 << RND(4);
4142 else if (move_direction_initial & MV_ANY_DIRECTION)
4143 MovDir[x][y] = move_direction_initial;
4144 else if (move_pattern == MV_ALL_DIRECTIONS ||
4145 move_pattern == MV_TURNING_LEFT ||
4146 move_pattern == MV_TURNING_RIGHT ||
4147 move_pattern == MV_TURNING_LEFT_RIGHT ||
4148 move_pattern == MV_TURNING_RIGHT_LEFT ||
4149 move_pattern == MV_TURNING_RANDOM)
4150 MovDir[x][y] = 1 << RND(4);
4151 else if (move_pattern == MV_HORIZONTAL)
4152 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4153 else if (move_pattern == MV_VERTICAL)
4154 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4155 else if (move_pattern & MV_ANY_DIRECTION)
4156 MovDir[x][y] = element_info[element].move_pattern;
4157 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4158 move_pattern == MV_ALONG_RIGHT_SIDE)
4160 /* use random direction as default start direction */
4161 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4162 MovDir[x][y] = 1 << RND(4);
4164 for (i = 0; i < NUM_DIRECTIONS; i++)
4166 int x1 = x + xy[i][0];
4167 int y1 = y + xy[i][1];
4169 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4171 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4172 MovDir[x][y] = direction[0][i];
4174 MovDir[x][y] = direction[1][i];
4183 MovDir[x][y] = 1 << RND(4);
4185 if (element != EL_BUG &&
4186 element != EL_SPACESHIP &&
4187 element != EL_BD_BUTTERFLY &&
4188 element != EL_BD_FIREFLY)
4191 for (i = 0; i < NUM_DIRECTIONS; i++)
4193 int x1 = x + xy[i][0];
4194 int y1 = y + xy[i][1];
4196 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4198 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4200 MovDir[x][y] = direction[0][i];
4203 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4204 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4206 MovDir[x][y] = direction[1][i];
4215 GfxDir[x][y] = MovDir[x][y];
4218 void InitAmoebaNr(int x, int y)
4221 int group_nr = AmoebeNachbarNr(x, y);
4225 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4227 if (AmoebaCnt[i] == 0)
4235 AmoebaNr[x][y] = group_nr;
4236 AmoebaCnt[group_nr]++;
4237 AmoebaCnt2[group_nr]++;
4240 static void PlayerWins(struct PlayerInfo *player)
4242 player->LevelSolved = TRUE;
4243 player->GameOver = TRUE;
4245 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4246 level.native_em_level->lev->score : player->score);
4248 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4250 player->LevelSolved_CountingScore = player->score_final;
4255 static int time, time_final;
4256 static int score, score_final;
4257 static int game_over_delay_1 = 0;
4258 static int game_over_delay_2 = 0;
4259 int game_over_delay_value_1 = 50;
4260 int game_over_delay_value_2 = 50;
4262 if (!local_player->LevelSolved_GameWon)
4266 /* do not start end game actions before the player stops moving (to exit) */
4267 if (local_player->MovPos)
4270 local_player->LevelSolved_GameWon = TRUE;
4271 local_player->LevelSolved_SaveTape = tape.recording;
4272 local_player->LevelSolved_SaveScore = !tape.playing;
4276 LevelStats_incSolved(level_nr);
4278 SaveLevelSetup_SeriesInfo();
4281 if (tape.auto_play) /* tape might already be stopped here */
4282 tape.auto_play_level_solved = TRUE;
4286 game_over_delay_1 = game_over_delay_value_1;
4287 game_over_delay_2 = game_over_delay_value_2;
4289 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4290 score = score_final = local_player->score_final;
4295 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4297 else if (game.no_time_limit && TimePlayed < 999)
4300 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4303 local_player->score_final = score_final;
4305 if (level_editor_test_game)
4308 score = score_final;
4310 local_player->LevelSolved_CountingTime = time;
4311 local_player->LevelSolved_CountingScore = score;
4313 game_panel_controls[GAME_PANEL_TIME].value = time;
4314 game_panel_controls[GAME_PANEL_SCORE].value = score;
4316 DisplayGameControlValues();
4319 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4321 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4323 /* close exit door after last player */
4324 if ((AllPlayersGone &&
4325 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4326 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4327 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4328 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4329 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4331 int element = Feld[ExitX][ExitY];
4333 Feld[ExitX][ExitY] =
4334 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4335 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4336 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4337 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4338 EL_EM_STEEL_EXIT_CLOSING);
4340 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4343 /* player disappears */
4344 DrawLevelField(ExitX, ExitY);
4347 for (i = 0; i < MAX_PLAYERS; i++)
4349 struct PlayerInfo *player = &stored_player[i];
4351 if (player->present)
4353 RemovePlayer(player);
4355 /* player disappears */
4356 DrawLevelField(player->jx, player->jy);
4361 PlaySound(SND_GAME_WINNING);
4364 if (game_over_delay_1 > 0)
4366 game_over_delay_1--;
4371 if (time != time_final)
4373 int time_to_go = ABS(time_final - time);
4374 int time_count_dir = (time < time_final ? +1 : -1);
4375 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4377 time += time_count_steps * time_count_dir;
4378 score += time_count_steps * level.score[SC_TIME_BONUS];
4380 local_player->LevelSolved_CountingTime = time;
4381 local_player->LevelSolved_CountingScore = score;
4383 game_panel_controls[GAME_PANEL_TIME].value = time;
4384 game_panel_controls[GAME_PANEL_SCORE].value = score;
4386 DisplayGameControlValues();
4388 if (time == time_final)
4389 StopSound(SND_GAME_LEVELTIME_BONUS);
4390 else if (setup.sound_loops)
4391 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4393 PlaySound(SND_GAME_LEVELTIME_BONUS);
4398 local_player->LevelSolved_PanelOff = TRUE;
4400 if (game_over_delay_2 > 0)
4402 game_over_delay_2--;
4413 boolean raise_level = FALSE;
4415 local_player->LevelSolved_GameEnd = TRUE;
4417 if (!global.use_envelope_request)
4418 CloseDoor(DOOR_CLOSE_1);
4420 if (local_player->LevelSolved_SaveTape)
4422 SaveTapeChecked(tape.level_nr); /* ask to save tape */
4425 CloseDoor(DOOR_CLOSE_ALL);
4427 if (level_editor_test_game)
4429 SetGameStatus(GAME_MODE_MAIN);
4436 if (!local_player->LevelSolved_SaveScore)
4438 SetGameStatus(GAME_MODE_MAIN);
4445 if (level_nr == leveldir_current->handicap_level)
4447 leveldir_current->handicap_level++;
4449 SaveLevelSetup_SeriesInfo();
4452 if (level_nr < leveldir_current->last_level)
4453 raise_level = TRUE; /* advance to next level */
4455 if ((hi_pos = NewHiScore()) >= 0)
4457 SetGameStatus(GAME_MODE_SCORES);
4459 DrawHallOfFame(hi_pos);
4469 SetGameStatus(GAME_MODE_MAIN);
4486 LoadScore(level_nr);
4488 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4489 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4492 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4494 if (local_player->score_final > highscore[k].Score)
4496 /* player has made it to the hall of fame */
4498 if (k < MAX_SCORE_ENTRIES - 1)
4500 int m = MAX_SCORE_ENTRIES - 1;
4503 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4504 if (strEqual(setup.player_name, highscore[l].Name))
4506 if (m == k) /* player's new highscore overwrites his old one */
4510 for (l = m; l > k; l--)
4512 strcpy(highscore[l].Name, highscore[l - 1].Name);
4513 highscore[l].Score = highscore[l - 1].Score;
4520 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4521 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4522 highscore[k].Score = local_player->score_final;
4528 else if (!strncmp(setup.player_name, highscore[k].Name,
4529 MAX_PLAYER_NAME_LEN))
4530 break; /* player already there with a higher score */
4536 SaveScore(level_nr);
4541 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4543 int element = Feld[x][y];
4544 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4545 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4546 int horiz_move = (dx != 0);
4547 int sign = (horiz_move ? dx : dy);
4548 int step = sign * element_info[element].move_stepsize;
4550 /* special values for move stepsize for spring and things on conveyor belt */
4553 if (CAN_FALL(element) &&
4554 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4555 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4556 else if (element == EL_SPRING)
4557 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4563 inline static int getElementMoveStepsize(int x, int y)
4565 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4568 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4570 if (player->GfxAction != action || player->GfxDir != dir)
4572 player->GfxAction = action;
4573 player->GfxDir = dir;
4575 player->StepFrame = 0;
4579 static void ResetGfxFrame(int x, int y, boolean redraw)
4581 int element = Feld[x][y];
4582 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4583 int last_gfx_frame = GfxFrame[x][y];
4585 if (graphic_info[graphic].anim_global_sync)
4586 GfxFrame[x][y] = FrameCounter;
4587 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4588 GfxFrame[x][y] = CustomValue[x][y];
4589 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4590 GfxFrame[x][y] = element_info[element].collect_score;
4591 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4592 GfxFrame[x][y] = ChangeDelay[x][y];
4594 if (redraw && GfxFrame[x][y] != last_gfx_frame)
4595 DrawLevelGraphicAnimation(x, y, graphic);
4598 static void ResetGfxAnimation(int x, int y)
4600 GfxAction[x][y] = ACTION_DEFAULT;
4601 GfxDir[x][y] = MovDir[x][y];
4604 ResetGfxFrame(x, y, FALSE);
4607 static void ResetRandomAnimationValue(int x, int y)
4609 GfxRandom[x][y] = INIT_GFX_RANDOM();
4612 void InitMovingField(int x, int y, int direction)
4614 int element = Feld[x][y];
4615 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4616 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4619 boolean is_moving_before, is_moving_after;
4621 /* check if element was/is moving or being moved before/after mode change */
4622 is_moving_before = (WasJustMoving[x][y] != 0);
4623 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4625 /* reset animation only for moving elements which change direction of moving
4626 or which just started or stopped moving
4627 (else CEs with property "can move" / "not moving" are reset each frame) */
4628 if (is_moving_before != is_moving_after ||
4629 direction != MovDir[x][y])
4630 ResetGfxAnimation(x, y);
4632 MovDir[x][y] = direction;
4633 GfxDir[x][y] = direction;
4635 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4636 direction == MV_DOWN && CAN_FALL(element) ?
4637 ACTION_FALLING : ACTION_MOVING);
4639 /* this is needed for CEs with property "can move" / "not moving" */
4641 if (is_moving_after)
4643 if (Feld[newx][newy] == EL_EMPTY)
4644 Feld[newx][newy] = EL_BLOCKED;
4646 MovDir[newx][newy] = MovDir[x][y];
4648 CustomValue[newx][newy] = CustomValue[x][y];
4650 GfxFrame[newx][newy] = GfxFrame[x][y];
4651 GfxRandom[newx][newy] = GfxRandom[x][y];
4652 GfxAction[newx][newy] = GfxAction[x][y];
4653 GfxDir[newx][newy] = GfxDir[x][y];
4657 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4659 int direction = MovDir[x][y];
4660 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4661 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4667 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4669 int oldx = x, oldy = y;
4670 int direction = MovDir[x][y];
4672 if (direction == MV_LEFT)
4674 else if (direction == MV_RIGHT)
4676 else if (direction == MV_UP)
4678 else if (direction == MV_DOWN)
4681 *comes_from_x = oldx;
4682 *comes_from_y = oldy;
4685 int MovingOrBlocked2Element(int x, int y)
4687 int element = Feld[x][y];
4689 if (element == EL_BLOCKED)
4693 Blocked2Moving(x, y, &oldx, &oldy);
4694 return Feld[oldx][oldy];
4700 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4702 /* like MovingOrBlocked2Element(), but if element is moving
4703 and (x,y) is the field the moving element is just leaving,
4704 return EL_BLOCKED instead of the element value */
4705 int element = Feld[x][y];
4707 if (IS_MOVING(x, y))
4709 if (element == EL_BLOCKED)
4713 Blocked2Moving(x, y, &oldx, &oldy);
4714 return Feld[oldx][oldy];
4723 static void RemoveField(int x, int y)
4725 Feld[x][y] = EL_EMPTY;
4731 CustomValue[x][y] = 0;
4734 ChangeDelay[x][y] = 0;
4735 ChangePage[x][y] = -1;
4736 Pushed[x][y] = FALSE;
4738 GfxElement[x][y] = EL_UNDEFINED;
4739 GfxAction[x][y] = ACTION_DEFAULT;
4740 GfxDir[x][y] = MV_NONE;
4743 void RemoveMovingField(int x, int y)
4745 int oldx = x, oldy = y, newx = x, newy = y;
4746 int element = Feld[x][y];
4747 int next_element = EL_UNDEFINED;
4749 if (element != EL_BLOCKED && !IS_MOVING(x, y))
4752 if (IS_MOVING(x, y))
4754 Moving2Blocked(x, y, &newx, &newy);
4756 if (Feld[newx][newy] != EL_BLOCKED)
4758 /* element is moving, but target field is not free (blocked), but
4759 already occupied by something different (example: acid pool);
4760 in this case, only remove the moving field, but not the target */
4762 RemoveField(oldx, oldy);
4764 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4766 TEST_DrawLevelField(oldx, oldy);
4771 else if (element == EL_BLOCKED)
4773 Blocked2Moving(x, y, &oldx, &oldy);
4774 if (!IS_MOVING(oldx, oldy))
4778 if (element == EL_BLOCKED &&
4779 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
4780 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
4781 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
4782 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
4783 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
4784 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
4785 next_element = get_next_element(Feld[oldx][oldy]);
4787 RemoveField(oldx, oldy);
4788 RemoveField(newx, newy);
4790 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4792 if (next_element != EL_UNDEFINED)
4793 Feld[oldx][oldy] = next_element;
4795 TEST_DrawLevelField(oldx, oldy);
4796 TEST_DrawLevelField(newx, newy);
4799 void DrawDynamite(int x, int y)
4801 int sx = SCREENX(x), sy = SCREENY(y);
4802 int graphic = el2img(Feld[x][y]);
4805 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
4808 if (IS_WALKABLE_INSIDE(Back[x][y]))
4812 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
4813 else if (Store[x][y])
4814 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
4816 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4818 if (Back[x][y] || Store[x][y])
4819 DrawGraphicThruMask(sx, sy, graphic, frame);
4821 DrawGraphic(sx, sy, graphic, frame);
4824 void CheckDynamite(int x, int y)
4826 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
4830 if (MovDelay[x][y] != 0)
4833 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4839 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4844 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
4846 boolean num_checked_players = 0;
4849 for (i = 0; i < MAX_PLAYERS; i++)
4851 if (stored_player[i].active)
4853 int sx = stored_player[i].jx;
4854 int sy = stored_player[i].jy;
4856 if (num_checked_players == 0)
4863 *sx1 = MIN(*sx1, sx);
4864 *sy1 = MIN(*sy1, sy);
4865 *sx2 = MAX(*sx2, sx);
4866 *sy2 = MAX(*sy2, sy);
4869 num_checked_players++;
4874 static boolean checkIfAllPlayersFitToScreen_RND()
4876 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
4878 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4880 return (sx2 - sx1 < SCR_FIELDX &&
4881 sy2 - sy1 < SCR_FIELDY);
4884 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
4886 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
4888 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4890 *sx = (sx1 + sx2) / 2;
4891 *sy = (sy1 + sy2) / 2;
4894 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
4895 boolean center_screen, boolean quick_relocation)
4897 boolean ffwd_delay = (tape.playing && tape.fast_forward);
4898 boolean no_delay = (tape.warp_forward);
4899 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
4900 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
4901 int new_scroll_x, new_scroll_y;
4903 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
4905 /* case 1: quick relocation inside visible screen (without scrolling) */
4912 if (!level.shifted_relocation || center_screen)
4914 /* relocation _with_ centering of screen */
4916 new_scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4917 x > SBX_Right + MIDPOSX ? SBX_Right :
4920 new_scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4921 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4926 /* relocation _without_ centering of screen */
4928 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4929 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4932 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4933 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4936 int offset_x = x + (scroll_x - center_scroll_x);
4937 int offset_y = y + (scroll_y - center_scroll_y);
4939 new_scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4940 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4941 offset_x - MIDPOSX);
4943 new_scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4944 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4945 offset_y - MIDPOSY);
4948 if (quick_relocation)
4950 /* case 2: quick relocation (redraw without visible scrolling) */
4952 scroll_x = new_scroll_x;
4953 scroll_y = new_scroll_y;
4960 /* case 3: visible relocation (with scrolling to new position) */
4962 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
4964 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
4967 int fx = FX, fy = FY;
4969 dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
4970 dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
4972 if (dx == 0 && dy == 0) /* no scrolling needed at all */
4978 fx += dx * TILEX / 2;
4979 fy += dy * TILEY / 2;
4981 ScrollLevel(dx, dy);
4984 /* scroll in two steps of half tile size to make things smoother */
4985 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
4986 Delay(wait_delay_value);
4988 /* scroll second step to align at full tile size */
4990 Delay(wait_delay_value);
4995 Delay(wait_delay_value);
4998 void RelocatePlayer(int jx, int jy, int el_player_raw)
5000 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5001 int player_nr = GET_PLAYER_NR(el_player);
5002 struct PlayerInfo *player = &stored_player[player_nr];
5003 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5004 boolean no_delay = (tape.warp_forward);
5005 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5006 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5007 int old_jx = player->jx;
5008 int old_jy = player->jy;
5009 int old_element = Feld[old_jx][old_jy];
5010 int element = Feld[jx][jy];
5011 boolean player_relocated = (old_jx != jx || old_jy != jy);
5013 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5014 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5015 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5016 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5017 int leave_side_horiz = move_dir_horiz;
5018 int leave_side_vert = move_dir_vert;
5019 int enter_side = enter_side_horiz | enter_side_vert;
5020 int leave_side = leave_side_horiz | leave_side_vert;
5022 if (player->GameOver) /* do not reanimate dead player */
5025 if (!player_relocated) /* no need to relocate the player */
5028 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5030 RemoveField(jx, jy); /* temporarily remove newly placed player */
5031 DrawLevelField(jx, jy);
5034 if (player->present)
5036 while (player->MovPos)
5038 ScrollPlayer(player, SCROLL_GO_ON);
5039 ScrollScreen(NULL, SCROLL_GO_ON);
5041 AdvanceFrameAndPlayerCounters(player->index_nr);
5046 Delay(wait_delay_value);
5049 DrawPlayer(player); /* needed here only to cleanup last field */
5050 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5052 player->is_moving = FALSE;
5055 if (IS_CUSTOM_ELEMENT(old_element))
5056 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5058 player->index_bit, leave_side);
5060 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5062 player->index_bit, leave_side);
5064 Feld[jx][jy] = el_player;
5065 InitPlayerField(jx, jy, el_player, TRUE);
5067 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5068 possible that the relocation target field did not contain a player element,
5069 but a walkable element, to which the new player was relocated -- in this
5070 case, restore that (already initialized!) element on the player field */
5071 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5073 Feld[jx][jy] = element; /* restore previously existing element */
5076 /* only visually relocate centered player */
5077 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5078 FALSE, level.instant_relocation);
5080 TestIfPlayerTouchesBadThing(jx, jy);
5081 TestIfPlayerTouchesCustomElement(jx, jy);
5083 if (IS_CUSTOM_ELEMENT(element))
5084 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5085 player->index_bit, enter_side);
5087 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5088 player->index_bit, enter_side);
5090 if (player->is_switching)
5092 /* ensure that relocation while still switching an element does not cause
5093 a new element to be treated as also switched directly after relocation
5094 (this is important for teleporter switches that teleport the player to
5095 a place where another teleporter switch is in the same direction, which
5096 would then incorrectly be treated as immediately switched before the
5097 direction key that caused the switch was released) */
5099 player->switch_x += jx - old_jx;
5100 player->switch_y += jy - old_jy;
5104 void Explode(int ex, int ey, int phase, int mode)
5110 /* !!! eliminate this variable !!! */
5111 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5113 if (game.explosions_delayed)
5115 ExplodeField[ex][ey] = mode;
5119 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5121 int center_element = Feld[ex][ey];
5122 int artwork_element, explosion_element; /* set these values later */
5124 /* remove things displayed in background while burning dynamite */
5125 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5128 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5130 /* put moving element to center field (and let it explode there) */
5131 center_element = MovingOrBlocked2Element(ex, ey);
5132 RemoveMovingField(ex, ey);
5133 Feld[ex][ey] = center_element;
5136 /* now "center_element" is finally determined -- set related values now */
5137 artwork_element = center_element; /* for custom player artwork */
5138 explosion_element = center_element; /* for custom player artwork */
5140 if (IS_PLAYER(ex, ey))
5142 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5144 artwork_element = stored_player[player_nr].artwork_element;
5146 if (level.use_explosion_element[player_nr])
5148 explosion_element = level.explosion_element[player_nr];
5149 artwork_element = explosion_element;
5153 if (mode == EX_TYPE_NORMAL ||
5154 mode == EX_TYPE_CENTER ||
5155 mode == EX_TYPE_CROSS)
5156 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5158 last_phase = element_info[explosion_element].explosion_delay + 1;
5160 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5162 int xx = x - ex + 1;
5163 int yy = y - ey + 1;
5166 if (!IN_LEV_FIELD(x, y) ||
5167 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5168 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5171 element = Feld[x][y];
5173 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5175 element = MovingOrBlocked2Element(x, y);
5177 if (!IS_EXPLOSION_PROOF(element))
5178 RemoveMovingField(x, y);
5181 /* indestructible elements can only explode in center (but not flames) */
5182 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5183 mode == EX_TYPE_BORDER)) ||
5184 element == EL_FLAMES)
5187 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5188 behaviour, for example when touching a yamyam that explodes to rocks
5189 with active deadly shield, a rock is created under the player !!! */
5190 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5192 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5193 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5194 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5196 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5199 if (IS_ACTIVE_BOMB(element))
5201 /* re-activate things under the bomb like gate or penguin */
5202 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5209 /* save walkable background elements while explosion on same tile */
5210 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5211 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5212 Back[x][y] = element;
5214 /* ignite explodable elements reached by other explosion */
5215 if (element == EL_EXPLOSION)
5216 element = Store2[x][y];
5218 if (AmoebaNr[x][y] &&
5219 (element == EL_AMOEBA_FULL ||
5220 element == EL_BD_AMOEBA ||
5221 element == EL_AMOEBA_GROWING))
5223 AmoebaCnt[AmoebaNr[x][y]]--;
5224 AmoebaCnt2[AmoebaNr[x][y]]--;
5229 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5231 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5233 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5235 if (PLAYERINFO(ex, ey)->use_murphy)
5236 Store[x][y] = EL_EMPTY;
5239 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5240 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5241 else if (ELEM_IS_PLAYER(center_element))
5242 Store[x][y] = EL_EMPTY;
5243 else if (center_element == EL_YAMYAM)
5244 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5245 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5246 Store[x][y] = element_info[center_element].content.e[xx][yy];
5248 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5249 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5250 otherwise) -- FIX THIS !!! */
5251 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5252 Store[x][y] = element_info[element].content.e[1][1];
5254 else if (!CAN_EXPLODE(element))
5255 Store[x][y] = element_info[element].content.e[1][1];
5258 Store[x][y] = EL_EMPTY;
5260 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5261 center_element == EL_AMOEBA_TO_DIAMOND)
5262 Store2[x][y] = element;
5264 Feld[x][y] = EL_EXPLOSION;
5265 GfxElement[x][y] = artwork_element;
5267 ExplodePhase[x][y] = 1;
5268 ExplodeDelay[x][y] = last_phase;
5273 if (center_element == EL_YAMYAM)
5274 game.yamyam_content_nr =
5275 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5287 GfxFrame[x][y] = 0; /* restart explosion animation */
5289 last_phase = ExplodeDelay[x][y];
5291 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5293 /* this can happen if the player leaves an explosion just in time */
5294 if (GfxElement[x][y] == EL_UNDEFINED)
5295 GfxElement[x][y] = EL_EMPTY;
5297 border_element = Store2[x][y];
5298 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5299 border_element = StorePlayer[x][y];
5301 if (phase == element_info[border_element].ignition_delay ||
5302 phase == last_phase)
5304 boolean border_explosion = FALSE;
5306 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5307 !PLAYER_EXPLOSION_PROTECTED(x, y))
5309 KillPlayerUnlessExplosionProtected(x, y);
5310 border_explosion = TRUE;
5312 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5314 Feld[x][y] = Store2[x][y];
5317 border_explosion = TRUE;
5319 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5321 AmoebeUmwandeln(x, y);
5323 border_explosion = TRUE;
5326 /* if an element just explodes due to another explosion (chain-reaction),
5327 do not immediately end the new explosion when it was the last frame of
5328 the explosion (as it would be done in the following "if"-statement!) */
5329 if (border_explosion && phase == last_phase)
5333 if (phase == last_phase)
5337 element = Feld[x][y] = Store[x][y];
5338 Store[x][y] = Store2[x][y] = 0;
5339 GfxElement[x][y] = EL_UNDEFINED;
5341 /* player can escape from explosions and might therefore be still alive */
5342 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5343 element <= EL_PLAYER_IS_EXPLODING_4)
5345 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5346 int explosion_element = EL_PLAYER_1 + player_nr;
5347 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5348 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5350 if (level.use_explosion_element[player_nr])
5351 explosion_element = level.explosion_element[player_nr];
5353 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5354 element_info[explosion_element].content.e[xx][yy]);
5357 /* restore probably existing indestructible background element */
5358 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5359 element = Feld[x][y] = Back[x][y];
5362 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5363 GfxDir[x][y] = MV_NONE;
5364 ChangeDelay[x][y] = 0;
5365 ChangePage[x][y] = -1;
5367 CustomValue[x][y] = 0;
5369 InitField_WithBug2(x, y, FALSE);
5371 TEST_DrawLevelField(x, y);
5373 TestIfElementTouchesCustomElement(x, y);
5375 if (GFX_CRUMBLED(element))
5376 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5378 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5379 StorePlayer[x][y] = 0;
5381 if (ELEM_IS_PLAYER(element))
5382 RelocatePlayer(x, y, element);
5384 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5386 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5387 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5390 TEST_DrawLevelFieldCrumbled(x, y);
5392 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5394 DrawLevelElement(x, y, Back[x][y]);
5395 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5397 else if (IS_WALKABLE_UNDER(Back[x][y]))
5399 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5400 DrawLevelElementThruMask(x, y, Back[x][y]);
5402 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5403 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5407 void DynaExplode(int ex, int ey)
5410 int dynabomb_element = Feld[ex][ey];
5411 int dynabomb_size = 1;
5412 boolean dynabomb_xl = FALSE;
5413 struct PlayerInfo *player;
5414 static int xy[4][2] =
5422 if (IS_ACTIVE_BOMB(dynabomb_element))
5424 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5425 dynabomb_size = player->dynabomb_size;
5426 dynabomb_xl = player->dynabomb_xl;
5427 player->dynabombs_left++;
5430 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5432 for (i = 0; i < NUM_DIRECTIONS; i++)
5434 for (j = 1; j <= dynabomb_size; j++)
5436 int x = ex + j * xy[i][0];
5437 int y = ey + j * xy[i][1];
5440 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5443 element = Feld[x][y];
5445 /* do not restart explosions of fields with active bombs */
5446 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5449 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5451 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5452 !IS_DIGGABLE(element) && !dynabomb_xl)
5458 void Bang(int x, int y)
5460 int element = MovingOrBlocked2Element(x, y);
5461 int explosion_type = EX_TYPE_NORMAL;
5463 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5465 struct PlayerInfo *player = PLAYERINFO(x, y);
5467 element = Feld[x][y] = player->initial_element;
5469 if (level.use_explosion_element[player->index_nr])
5471 int explosion_element = level.explosion_element[player->index_nr];
5473 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5474 explosion_type = EX_TYPE_CROSS;
5475 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5476 explosion_type = EX_TYPE_CENTER;
5484 case EL_BD_BUTTERFLY:
5487 case EL_DARK_YAMYAM:
5491 RaiseScoreElement(element);
5494 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5495 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5496 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5497 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5498 case EL_DYNABOMB_INCREASE_NUMBER:
5499 case EL_DYNABOMB_INCREASE_SIZE:
5500 case EL_DYNABOMB_INCREASE_POWER:
5501 explosion_type = EX_TYPE_DYNA;
5504 case EL_DC_LANDMINE:
5505 explosion_type = EX_TYPE_CENTER;
5510 case EL_LAMP_ACTIVE:
5511 case EL_AMOEBA_TO_DIAMOND:
5512 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5513 explosion_type = EX_TYPE_CENTER;
5517 if (element_info[element].explosion_type == EXPLODES_CROSS)
5518 explosion_type = EX_TYPE_CROSS;
5519 else if (element_info[element].explosion_type == EXPLODES_1X1)
5520 explosion_type = EX_TYPE_CENTER;
5524 if (explosion_type == EX_TYPE_DYNA)
5527 Explode(x, y, EX_PHASE_START, explosion_type);
5529 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5532 void SplashAcid(int x, int y)
5534 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5535 (!IN_LEV_FIELD(x - 1, y - 2) ||
5536 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5537 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5539 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5540 (!IN_LEV_FIELD(x + 1, y - 2) ||
5541 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5542 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5544 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5547 static void InitBeltMovement()
5549 static int belt_base_element[4] =
5551 EL_CONVEYOR_BELT_1_LEFT,
5552 EL_CONVEYOR_BELT_2_LEFT,
5553 EL_CONVEYOR_BELT_3_LEFT,
5554 EL_CONVEYOR_BELT_4_LEFT
5556 static int belt_base_active_element[4] =
5558 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5559 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5560 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5561 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5566 /* set frame order for belt animation graphic according to belt direction */
5567 for (i = 0; i < NUM_BELTS; i++)
5571 for (j = 0; j < NUM_BELT_PARTS; j++)
5573 int element = belt_base_active_element[belt_nr] + j;
5574 int graphic_1 = el2img(element);
5575 int graphic_2 = el2panelimg(element);
5577 if (game.belt_dir[i] == MV_LEFT)
5579 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5580 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5584 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5585 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5590 SCAN_PLAYFIELD(x, y)
5592 int element = Feld[x][y];
5594 for (i = 0; i < NUM_BELTS; i++)
5596 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5598 int e_belt_nr = getBeltNrFromBeltElement(element);
5601 if (e_belt_nr == belt_nr)
5603 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5605 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5612 static void ToggleBeltSwitch(int x, int y)
5614 static int belt_base_element[4] =
5616 EL_CONVEYOR_BELT_1_LEFT,
5617 EL_CONVEYOR_BELT_2_LEFT,
5618 EL_CONVEYOR_BELT_3_LEFT,
5619 EL_CONVEYOR_BELT_4_LEFT
5621 static int belt_base_active_element[4] =
5623 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5624 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5625 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5626 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5628 static int belt_base_switch_element[4] =
5630 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5631 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5632 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5633 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5635 static int belt_move_dir[4] =
5643 int element = Feld[x][y];
5644 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5645 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5646 int belt_dir = belt_move_dir[belt_dir_nr];
5649 if (!IS_BELT_SWITCH(element))
5652 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5653 game.belt_dir[belt_nr] = belt_dir;
5655 if (belt_dir_nr == 3)
5658 /* set frame order for belt animation graphic according to belt direction */
5659 for (i = 0; i < NUM_BELT_PARTS; i++)
5661 int element = belt_base_active_element[belt_nr] + i;
5662 int graphic_1 = el2img(element);
5663 int graphic_2 = el2panelimg(element);
5665 if (belt_dir == MV_LEFT)
5667 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5668 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5672 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5673 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5677 SCAN_PLAYFIELD(xx, yy)
5679 int element = Feld[xx][yy];
5681 if (IS_BELT_SWITCH(element))
5683 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5685 if (e_belt_nr == belt_nr)
5687 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5688 TEST_DrawLevelField(xx, yy);
5691 else if (IS_BELT(element) && belt_dir != MV_NONE)
5693 int e_belt_nr = getBeltNrFromBeltElement(element);
5695 if (e_belt_nr == belt_nr)
5697 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5699 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5700 TEST_DrawLevelField(xx, yy);
5703 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5705 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5707 if (e_belt_nr == belt_nr)
5709 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5711 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5712 TEST_DrawLevelField(xx, yy);
5718 static void ToggleSwitchgateSwitch(int x, int y)
5722 game.switchgate_pos = !game.switchgate_pos;
5724 SCAN_PLAYFIELD(xx, yy)
5726 int element = Feld[xx][yy];
5728 if (element == EL_SWITCHGATE_SWITCH_UP)
5730 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5731 TEST_DrawLevelField(xx, yy);
5733 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5735 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5736 TEST_DrawLevelField(xx, yy);
5738 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5740 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5741 TEST_DrawLevelField(xx, yy);
5743 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5745 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5746 TEST_DrawLevelField(xx, yy);
5748 else if (element == EL_SWITCHGATE_OPEN ||
5749 element == EL_SWITCHGATE_OPENING)
5751 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
5753 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
5755 else if (element == EL_SWITCHGATE_CLOSED ||
5756 element == EL_SWITCHGATE_CLOSING)
5758 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
5760 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
5765 static int getInvisibleActiveFromInvisibleElement(int element)
5767 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
5768 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
5769 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
5773 static int getInvisibleFromInvisibleActiveElement(int element)
5775 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
5776 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
5777 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
5781 static void RedrawAllLightSwitchesAndInvisibleElements()
5785 SCAN_PLAYFIELD(x, y)
5787 int element = Feld[x][y];
5789 if (element == EL_LIGHT_SWITCH &&
5790 game.light_time_left > 0)
5792 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
5793 TEST_DrawLevelField(x, y);
5795 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
5796 game.light_time_left == 0)
5798 Feld[x][y] = EL_LIGHT_SWITCH;
5799 TEST_DrawLevelField(x, y);
5801 else if (element == EL_EMC_DRIPPER &&
5802 game.light_time_left > 0)
5804 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5805 TEST_DrawLevelField(x, y);
5807 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5808 game.light_time_left == 0)
5810 Feld[x][y] = EL_EMC_DRIPPER;
5811 TEST_DrawLevelField(x, y);
5813 else if (element == EL_INVISIBLE_STEELWALL ||
5814 element == EL_INVISIBLE_WALL ||
5815 element == EL_INVISIBLE_SAND)
5817 if (game.light_time_left > 0)
5818 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5820 TEST_DrawLevelField(x, y);
5822 /* uncrumble neighbour fields, if needed */
5823 if (element == EL_INVISIBLE_SAND)
5824 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5826 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5827 element == EL_INVISIBLE_WALL_ACTIVE ||
5828 element == EL_INVISIBLE_SAND_ACTIVE)
5830 if (game.light_time_left == 0)
5831 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5833 TEST_DrawLevelField(x, y);
5835 /* re-crumble neighbour fields, if needed */
5836 if (element == EL_INVISIBLE_SAND)
5837 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5842 static void RedrawAllInvisibleElementsForLenses()
5846 SCAN_PLAYFIELD(x, y)
5848 int element = Feld[x][y];
5850 if (element == EL_EMC_DRIPPER &&
5851 game.lenses_time_left > 0)
5853 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5854 TEST_DrawLevelField(x, y);
5856 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5857 game.lenses_time_left == 0)
5859 Feld[x][y] = EL_EMC_DRIPPER;
5860 TEST_DrawLevelField(x, y);
5862 else if (element == EL_INVISIBLE_STEELWALL ||
5863 element == EL_INVISIBLE_WALL ||
5864 element == EL_INVISIBLE_SAND)
5866 if (game.lenses_time_left > 0)
5867 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5869 TEST_DrawLevelField(x, y);
5871 /* uncrumble neighbour fields, if needed */
5872 if (element == EL_INVISIBLE_SAND)
5873 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5875 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5876 element == EL_INVISIBLE_WALL_ACTIVE ||
5877 element == EL_INVISIBLE_SAND_ACTIVE)
5879 if (game.lenses_time_left == 0)
5880 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5882 TEST_DrawLevelField(x, y);
5884 /* re-crumble neighbour fields, if needed */
5885 if (element == EL_INVISIBLE_SAND)
5886 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5891 static void RedrawAllInvisibleElementsForMagnifier()
5895 SCAN_PLAYFIELD(x, y)
5897 int element = Feld[x][y];
5899 if (element == EL_EMC_FAKE_GRASS &&
5900 game.magnify_time_left > 0)
5902 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
5903 TEST_DrawLevelField(x, y);
5905 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
5906 game.magnify_time_left == 0)
5908 Feld[x][y] = EL_EMC_FAKE_GRASS;
5909 TEST_DrawLevelField(x, y);
5911 else if (IS_GATE_GRAY(element) &&
5912 game.magnify_time_left > 0)
5914 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
5915 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
5916 IS_EM_GATE_GRAY(element) ?
5917 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
5918 IS_EMC_GATE_GRAY(element) ?
5919 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
5920 IS_DC_GATE_GRAY(element) ?
5921 EL_DC_GATE_WHITE_GRAY_ACTIVE :
5923 TEST_DrawLevelField(x, y);
5925 else if (IS_GATE_GRAY_ACTIVE(element) &&
5926 game.magnify_time_left == 0)
5928 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
5929 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
5930 IS_EM_GATE_GRAY_ACTIVE(element) ?
5931 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
5932 IS_EMC_GATE_GRAY_ACTIVE(element) ?
5933 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
5934 IS_DC_GATE_GRAY_ACTIVE(element) ?
5935 EL_DC_GATE_WHITE_GRAY :
5937 TEST_DrawLevelField(x, y);
5942 static void ToggleLightSwitch(int x, int y)
5944 int element = Feld[x][y];
5946 game.light_time_left =
5947 (element == EL_LIGHT_SWITCH ?
5948 level.time_light * FRAMES_PER_SECOND : 0);
5950 RedrawAllLightSwitchesAndInvisibleElements();
5953 static void ActivateTimegateSwitch(int x, int y)
5957 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
5959 SCAN_PLAYFIELD(xx, yy)
5961 int element = Feld[xx][yy];
5963 if (element == EL_TIMEGATE_CLOSED ||
5964 element == EL_TIMEGATE_CLOSING)
5966 Feld[xx][yy] = EL_TIMEGATE_OPENING;
5967 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
5971 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
5973 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
5974 TEST_DrawLevelField(xx, yy);
5980 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
5981 EL_DC_TIMEGATE_SWITCH_ACTIVE);
5984 void Impact(int x, int y)
5986 boolean last_line = (y == lev_fieldy - 1);
5987 boolean object_hit = FALSE;
5988 boolean impact = (last_line || object_hit);
5989 int element = Feld[x][y];
5990 int smashed = EL_STEELWALL;
5992 if (!last_line) /* check if element below was hit */
5994 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
5997 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
5998 MovDir[x][y + 1] != MV_DOWN ||
5999 MovPos[x][y + 1] <= TILEY / 2));
6001 /* do not smash moving elements that left the smashed field in time */
6002 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6003 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6006 #if USE_QUICKSAND_IMPACT_BUGFIX
6007 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6009 RemoveMovingField(x, y + 1);
6010 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6011 Feld[x][y + 2] = EL_ROCK;
6012 TEST_DrawLevelField(x, y + 2);
6017 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6019 RemoveMovingField(x, y + 1);
6020 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6021 Feld[x][y + 2] = EL_ROCK;
6022 TEST_DrawLevelField(x, y + 2);
6029 smashed = MovingOrBlocked2Element(x, y + 1);
6031 impact = (last_line || object_hit);
6034 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6036 SplashAcid(x, y + 1);
6040 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6041 /* only reset graphic animation if graphic really changes after impact */
6043 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6045 ResetGfxAnimation(x, y);
6046 TEST_DrawLevelField(x, y);
6049 if (impact && CAN_EXPLODE_IMPACT(element))
6054 else if (impact && element == EL_PEARL &&
6055 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6057 ResetGfxAnimation(x, y);
6059 Feld[x][y] = EL_PEARL_BREAKING;
6060 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6063 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6065 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6070 if (impact && element == EL_AMOEBA_DROP)
6072 if (object_hit && IS_PLAYER(x, y + 1))
6073 KillPlayerUnlessEnemyProtected(x, y + 1);
6074 else if (object_hit && smashed == EL_PENGUIN)
6078 Feld[x][y] = EL_AMOEBA_GROWING;
6079 Store[x][y] = EL_AMOEBA_WET;
6081 ResetRandomAnimationValue(x, y);
6086 if (object_hit) /* check which object was hit */
6088 if ((CAN_PASS_MAGIC_WALL(element) &&
6089 (smashed == EL_MAGIC_WALL ||
6090 smashed == EL_BD_MAGIC_WALL)) ||
6091 (CAN_PASS_DC_MAGIC_WALL(element) &&
6092 smashed == EL_DC_MAGIC_WALL))
6095 int activated_magic_wall =
6096 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6097 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6098 EL_DC_MAGIC_WALL_ACTIVE);
6100 /* activate magic wall / mill */
6101 SCAN_PLAYFIELD(xx, yy)
6103 if (Feld[xx][yy] == smashed)
6104 Feld[xx][yy] = activated_magic_wall;
6107 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6108 game.magic_wall_active = TRUE;
6110 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6111 SND_MAGIC_WALL_ACTIVATING :
6112 smashed == EL_BD_MAGIC_WALL ?
6113 SND_BD_MAGIC_WALL_ACTIVATING :
6114 SND_DC_MAGIC_WALL_ACTIVATING));
6117 if (IS_PLAYER(x, y + 1))
6119 if (CAN_SMASH_PLAYER(element))
6121 KillPlayerUnlessEnemyProtected(x, y + 1);
6125 else if (smashed == EL_PENGUIN)
6127 if (CAN_SMASH_PLAYER(element))
6133 else if (element == EL_BD_DIAMOND)
6135 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6141 else if (((element == EL_SP_INFOTRON ||
6142 element == EL_SP_ZONK) &&
6143 (smashed == EL_SP_SNIKSNAK ||
6144 smashed == EL_SP_ELECTRON ||
6145 smashed == EL_SP_DISK_ORANGE)) ||
6146 (element == EL_SP_INFOTRON &&
6147 smashed == EL_SP_DISK_YELLOW))
6152 else if (CAN_SMASH_EVERYTHING(element))
6154 if (IS_CLASSIC_ENEMY(smashed) ||
6155 CAN_EXPLODE_SMASHED(smashed))
6160 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6162 if (smashed == EL_LAMP ||
6163 smashed == EL_LAMP_ACTIVE)
6168 else if (smashed == EL_NUT)
6170 Feld[x][y + 1] = EL_NUT_BREAKING;
6171 PlayLevelSound(x, y, SND_NUT_BREAKING);
6172 RaiseScoreElement(EL_NUT);
6175 else if (smashed == EL_PEARL)
6177 ResetGfxAnimation(x, y);
6179 Feld[x][y + 1] = EL_PEARL_BREAKING;
6180 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6183 else if (smashed == EL_DIAMOND)
6185 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6186 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6189 else if (IS_BELT_SWITCH(smashed))
6191 ToggleBeltSwitch(x, y + 1);
6193 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6194 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6195 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6196 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6198 ToggleSwitchgateSwitch(x, y + 1);
6200 else if (smashed == EL_LIGHT_SWITCH ||
6201 smashed == EL_LIGHT_SWITCH_ACTIVE)
6203 ToggleLightSwitch(x, y + 1);
6207 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6209 CheckElementChangeBySide(x, y + 1, smashed, element,
6210 CE_SWITCHED, CH_SIDE_TOP);
6211 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6217 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6222 /* play sound of magic wall / mill */
6224 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6225 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6226 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6228 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6229 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6230 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6231 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6232 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6233 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6238 /* play sound of object that hits the ground */
6239 if (last_line || object_hit)
6240 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6243 inline static void TurnRoundExt(int x, int y)
6255 { 0, 0 }, { 0, 0 }, { 0, 0 },
6260 int left, right, back;
6264 { MV_DOWN, MV_UP, MV_RIGHT },
6265 { MV_UP, MV_DOWN, MV_LEFT },
6267 { MV_LEFT, MV_RIGHT, MV_DOWN },
6271 { MV_RIGHT, MV_LEFT, MV_UP }
6274 int element = Feld[x][y];
6275 int move_pattern = element_info[element].move_pattern;
6277 int old_move_dir = MovDir[x][y];
6278 int left_dir = turn[old_move_dir].left;
6279 int right_dir = turn[old_move_dir].right;
6280 int back_dir = turn[old_move_dir].back;
6282 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6283 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6284 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6285 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6287 int left_x = x + left_dx, left_y = y + left_dy;
6288 int right_x = x + right_dx, right_y = y + right_dy;
6289 int move_x = x + move_dx, move_y = y + move_dy;
6293 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6295 TestIfBadThingTouchesOtherBadThing(x, y);
6297 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6298 MovDir[x][y] = right_dir;
6299 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6300 MovDir[x][y] = left_dir;
6302 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6304 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6307 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6309 TestIfBadThingTouchesOtherBadThing(x, y);
6311 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6312 MovDir[x][y] = left_dir;
6313 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6314 MovDir[x][y] = right_dir;
6316 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6318 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6321 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6323 TestIfBadThingTouchesOtherBadThing(x, y);
6325 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6326 MovDir[x][y] = left_dir;
6327 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6328 MovDir[x][y] = right_dir;
6330 if (MovDir[x][y] != old_move_dir)
6333 else if (element == EL_YAMYAM)
6335 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6336 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6338 if (can_turn_left && can_turn_right)
6339 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6340 else if (can_turn_left)
6341 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6342 else if (can_turn_right)
6343 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6345 MovDir[x][y] = back_dir;
6347 MovDelay[x][y] = 16 + 16 * RND(3);
6349 else if (element == EL_DARK_YAMYAM)
6351 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6353 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6356 if (can_turn_left && can_turn_right)
6357 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6358 else if (can_turn_left)
6359 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6360 else if (can_turn_right)
6361 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6363 MovDir[x][y] = back_dir;
6365 MovDelay[x][y] = 16 + 16 * RND(3);
6367 else if (element == EL_PACMAN)
6369 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6370 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6372 if (can_turn_left && can_turn_right)
6373 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6374 else if (can_turn_left)
6375 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6376 else if (can_turn_right)
6377 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6379 MovDir[x][y] = back_dir;
6381 MovDelay[x][y] = 6 + RND(40);
6383 else if (element == EL_PIG)
6385 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6386 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6387 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6388 boolean should_turn_left, should_turn_right, should_move_on;
6390 int rnd = RND(rnd_value);
6392 should_turn_left = (can_turn_left &&
6394 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6395 y + back_dy + left_dy)));
6396 should_turn_right = (can_turn_right &&
6398 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6399 y + back_dy + right_dy)));
6400 should_move_on = (can_move_on &&
6403 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6404 y + move_dy + left_dy) ||
6405 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6406 y + move_dy + right_dy)));
6408 if (should_turn_left || should_turn_right || should_move_on)
6410 if (should_turn_left && should_turn_right && should_move_on)
6411 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6412 rnd < 2 * rnd_value / 3 ? right_dir :
6414 else if (should_turn_left && should_turn_right)
6415 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6416 else if (should_turn_left && should_move_on)
6417 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6418 else if (should_turn_right && should_move_on)
6419 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6420 else if (should_turn_left)
6421 MovDir[x][y] = left_dir;
6422 else if (should_turn_right)
6423 MovDir[x][y] = right_dir;
6424 else if (should_move_on)
6425 MovDir[x][y] = old_move_dir;
6427 else if (can_move_on && rnd > rnd_value / 8)
6428 MovDir[x][y] = old_move_dir;
6429 else if (can_turn_left && can_turn_right)
6430 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6431 else if (can_turn_left && rnd > rnd_value / 8)
6432 MovDir[x][y] = left_dir;
6433 else if (can_turn_right && rnd > rnd_value/8)
6434 MovDir[x][y] = right_dir;
6436 MovDir[x][y] = back_dir;
6438 xx = x + move_xy[MovDir[x][y]].dx;
6439 yy = y + move_xy[MovDir[x][y]].dy;
6441 if (!IN_LEV_FIELD(xx, yy) ||
6442 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6443 MovDir[x][y] = old_move_dir;
6447 else if (element == EL_DRAGON)
6449 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6450 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6451 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6453 int rnd = RND(rnd_value);
6455 if (can_move_on && rnd > rnd_value / 8)
6456 MovDir[x][y] = old_move_dir;
6457 else if (can_turn_left && can_turn_right)
6458 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6459 else if (can_turn_left && rnd > rnd_value / 8)
6460 MovDir[x][y] = left_dir;
6461 else if (can_turn_right && rnd > rnd_value / 8)
6462 MovDir[x][y] = right_dir;
6464 MovDir[x][y] = back_dir;
6466 xx = x + move_xy[MovDir[x][y]].dx;
6467 yy = y + move_xy[MovDir[x][y]].dy;
6469 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6470 MovDir[x][y] = old_move_dir;
6474 else if (element == EL_MOLE)
6476 boolean can_move_on =
6477 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6478 IS_AMOEBOID(Feld[move_x][move_y]) ||
6479 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6482 boolean can_turn_left =
6483 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6484 IS_AMOEBOID(Feld[left_x][left_y])));
6486 boolean can_turn_right =
6487 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6488 IS_AMOEBOID(Feld[right_x][right_y])));
6490 if (can_turn_left && can_turn_right)
6491 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6492 else if (can_turn_left)
6493 MovDir[x][y] = left_dir;
6495 MovDir[x][y] = right_dir;
6498 if (MovDir[x][y] != old_move_dir)
6501 else if (element == EL_BALLOON)
6503 MovDir[x][y] = game.wind_direction;
6506 else if (element == EL_SPRING)
6508 if (MovDir[x][y] & MV_HORIZONTAL)
6510 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6511 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6513 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6514 ResetGfxAnimation(move_x, move_y);
6515 TEST_DrawLevelField(move_x, move_y);
6517 MovDir[x][y] = back_dir;
6519 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6520 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6521 MovDir[x][y] = MV_NONE;
6526 else if (element == EL_ROBOT ||
6527 element == EL_SATELLITE ||
6528 element == EL_PENGUIN ||
6529 element == EL_EMC_ANDROID)
6531 int attr_x = -1, attr_y = -1;
6542 for (i = 0; i < MAX_PLAYERS; i++)
6544 struct PlayerInfo *player = &stored_player[i];
6545 int jx = player->jx, jy = player->jy;
6547 if (!player->active)
6551 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6559 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6560 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6561 game.engine_version < VERSION_IDENT(3,1,0,0)))
6567 if (element == EL_PENGUIN)
6570 static int xy[4][2] =
6578 for (i = 0; i < NUM_DIRECTIONS; i++)
6580 int ex = x + xy[i][0];
6581 int ey = y + xy[i][1];
6583 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6584 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6585 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6586 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6595 MovDir[x][y] = MV_NONE;
6597 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6598 else if (attr_x > x)
6599 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6601 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6602 else if (attr_y > y)
6603 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6605 if (element == EL_ROBOT)
6609 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6610 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6611 Moving2Blocked(x, y, &newx, &newy);
6613 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6614 MovDelay[x][y] = 8 + 8 * !RND(3);
6616 MovDelay[x][y] = 16;
6618 else if (element == EL_PENGUIN)
6624 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6626 boolean first_horiz = RND(2);
6627 int new_move_dir = MovDir[x][y];
6630 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6631 Moving2Blocked(x, y, &newx, &newy);
6633 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6637 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6638 Moving2Blocked(x, y, &newx, &newy);
6640 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6643 MovDir[x][y] = old_move_dir;
6647 else if (element == EL_SATELLITE)
6653 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6655 boolean first_horiz = RND(2);
6656 int new_move_dir = MovDir[x][y];
6659 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6660 Moving2Blocked(x, y, &newx, &newy);
6662 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6666 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6667 Moving2Blocked(x, y, &newx, &newy);
6669 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6672 MovDir[x][y] = old_move_dir;
6676 else if (element == EL_EMC_ANDROID)
6678 static int check_pos[16] =
6680 -1, /* 0 => (invalid) */
6681 7, /* 1 => MV_LEFT */
6682 3, /* 2 => MV_RIGHT */
6683 -1, /* 3 => (invalid) */
6685 0, /* 5 => MV_LEFT | MV_UP */
6686 2, /* 6 => MV_RIGHT | MV_UP */
6687 -1, /* 7 => (invalid) */
6688 5, /* 8 => MV_DOWN */
6689 6, /* 9 => MV_LEFT | MV_DOWN */
6690 4, /* 10 => MV_RIGHT | MV_DOWN */
6691 -1, /* 11 => (invalid) */
6692 -1, /* 12 => (invalid) */
6693 -1, /* 13 => (invalid) */
6694 -1, /* 14 => (invalid) */
6695 -1, /* 15 => (invalid) */
6703 { -1, -1, MV_LEFT | MV_UP },
6705 { +1, -1, MV_RIGHT | MV_UP },
6706 { +1, 0, MV_RIGHT },
6707 { +1, +1, MV_RIGHT | MV_DOWN },
6709 { -1, +1, MV_LEFT | MV_DOWN },
6712 int start_pos, check_order;
6713 boolean can_clone = FALSE;
6716 /* check if there is any free field around current position */
6717 for (i = 0; i < 8; i++)
6719 int newx = x + check_xy[i].dx;
6720 int newy = y + check_xy[i].dy;
6722 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6730 if (can_clone) /* randomly find an element to clone */
6734 start_pos = check_pos[RND(8)];
6735 check_order = (RND(2) ? -1 : +1);
6737 for (i = 0; i < 8; i++)
6739 int pos_raw = start_pos + i * check_order;
6740 int pos = (pos_raw + 8) % 8;
6741 int newx = x + check_xy[pos].dx;
6742 int newy = y + check_xy[pos].dy;
6744 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6746 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
6747 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
6749 Store[x][y] = Feld[newx][newy];
6758 if (can_clone) /* randomly find a direction to move */
6762 start_pos = check_pos[RND(8)];
6763 check_order = (RND(2) ? -1 : +1);
6765 for (i = 0; i < 8; i++)
6767 int pos_raw = start_pos + i * check_order;
6768 int pos = (pos_raw + 8) % 8;
6769 int newx = x + check_xy[pos].dx;
6770 int newy = y + check_xy[pos].dy;
6771 int new_move_dir = check_xy[pos].dir;
6773 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6775 MovDir[x][y] = new_move_dir;
6776 MovDelay[x][y] = level.android_clone_time * 8 + 1;
6785 if (can_clone) /* cloning and moving successful */
6788 /* cannot clone -- try to move towards player */
6790 start_pos = check_pos[MovDir[x][y] & 0x0f];
6791 check_order = (RND(2) ? -1 : +1);
6793 for (i = 0; i < 3; i++)
6795 /* first check start_pos, then previous/next or (next/previous) pos */
6796 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
6797 int pos = (pos_raw + 8) % 8;
6798 int newx = x + check_xy[pos].dx;
6799 int newy = y + check_xy[pos].dy;
6800 int new_move_dir = check_xy[pos].dir;
6802 if (IS_PLAYER(newx, newy))
6805 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6807 MovDir[x][y] = new_move_dir;
6808 MovDelay[x][y] = level.android_move_time * 8 + 1;
6815 else if (move_pattern == MV_TURNING_LEFT ||
6816 move_pattern == MV_TURNING_RIGHT ||
6817 move_pattern == MV_TURNING_LEFT_RIGHT ||
6818 move_pattern == MV_TURNING_RIGHT_LEFT ||
6819 move_pattern == MV_TURNING_RANDOM ||
6820 move_pattern == MV_ALL_DIRECTIONS)
6822 boolean can_turn_left =
6823 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
6824 boolean can_turn_right =
6825 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
6827 if (element_info[element].move_stepsize == 0) /* "not moving" */
6830 if (move_pattern == MV_TURNING_LEFT)
6831 MovDir[x][y] = left_dir;
6832 else if (move_pattern == MV_TURNING_RIGHT)
6833 MovDir[x][y] = right_dir;
6834 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
6835 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
6836 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
6837 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
6838 else if (move_pattern == MV_TURNING_RANDOM)
6839 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
6840 can_turn_right && !can_turn_left ? right_dir :
6841 RND(2) ? left_dir : right_dir);
6842 else if (can_turn_left && can_turn_right)
6843 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6844 else if (can_turn_left)
6845 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6846 else if (can_turn_right)
6847 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6849 MovDir[x][y] = back_dir;
6851 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6853 else if (move_pattern == MV_HORIZONTAL ||
6854 move_pattern == MV_VERTICAL)
6856 if (move_pattern & old_move_dir)
6857 MovDir[x][y] = back_dir;
6858 else if (move_pattern == MV_HORIZONTAL)
6859 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
6860 else if (move_pattern == MV_VERTICAL)
6861 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
6863 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6865 else if (move_pattern & MV_ANY_DIRECTION)
6867 MovDir[x][y] = move_pattern;
6868 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6870 else if (move_pattern & MV_WIND_DIRECTION)
6872 MovDir[x][y] = game.wind_direction;
6873 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6875 else if (move_pattern == MV_ALONG_LEFT_SIDE)
6877 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
6878 MovDir[x][y] = left_dir;
6879 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6880 MovDir[x][y] = right_dir;
6882 if (MovDir[x][y] != old_move_dir)
6883 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6885 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
6887 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
6888 MovDir[x][y] = right_dir;
6889 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6890 MovDir[x][y] = left_dir;
6892 if (MovDir[x][y] != old_move_dir)
6893 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6895 else if (move_pattern == MV_TOWARDS_PLAYER ||
6896 move_pattern == MV_AWAY_FROM_PLAYER)
6898 int attr_x = -1, attr_y = -1;
6900 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
6911 for (i = 0; i < MAX_PLAYERS; i++)
6913 struct PlayerInfo *player = &stored_player[i];
6914 int jx = player->jx, jy = player->jy;
6916 if (!player->active)
6920 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6928 MovDir[x][y] = MV_NONE;
6930 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
6931 else if (attr_x > x)
6932 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
6934 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
6935 else if (attr_y > y)
6936 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
6938 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6940 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6942 boolean first_horiz = RND(2);
6943 int new_move_dir = MovDir[x][y];
6945 if (element_info[element].move_stepsize == 0) /* "not moving" */
6947 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
6948 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6954 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6955 Moving2Blocked(x, y, &newx, &newy);
6957 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
6961 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6962 Moving2Blocked(x, y, &newx, &newy);
6964 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
6967 MovDir[x][y] = old_move_dir;
6970 else if (move_pattern == MV_WHEN_PUSHED ||
6971 move_pattern == MV_WHEN_DROPPED)
6973 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6974 MovDir[x][y] = MV_NONE;
6978 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
6980 static int test_xy[7][2] =
6990 static int test_dir[7] =
7000 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7001 int move_preference = -1000000; /* start with very low preference */
7002 int new_move_dir = MV_NONE;
7003 int start_test = RND(4);
7006 for (i = 0; i < NUM_DIRECTIONS; i++)
7008 int move_dir = test_dir[start_test + i];
7009 int move_dir_preference;
7011 xx = x + test_xy[start_test + i][0];
7012 yy = y + test_xy[start_test + i][1];
7014 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7015 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7017 new_move_dir = move_dir;
7022 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7025 move_dir_preference = -1 * RunnerVisit[xx][yy];
7026 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7027 move_dir_preference = PlayerVisit[xx][yy];
7029 if (move_dir_preference > move_preference)
7031 /* prefer field that has not been visited for the longest time */
7032 move_preference = move_dir_preference;
7033 new_move_dir = move_dir;
7035 else if (move_dir_preference == move_preference &&
7036 move_dir == old_move_dir)
7038 /* prefer last direction when all directions are preferred equally */
7039 move_preference = move_dir_preference;
7040 new_move_dir = move_dir;
7044 MovDir[x][y] = new_move_dir;
7045 if (old_move_dir != new_move_dir)
7046 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7050 static void TurnRound(int x, int y)
7052 int direction = MovDir[x][y];
7056 GfxDir[x][y] = MovDir[x][y];
7058 if (direction != MovDir[x][y])
7062 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7064 ResetGfxFrame(x, y, FALSE);
7067 static boolean JustBeingPushed(int x, int y)
7071 for (i = 0; i < MAX_PLAYERS; i++)
7073 struct PlayerInfo *player = &stored_player[i];
7075 if (player->active && player->is_pushing && player->MovPos)
7077 int next_jx = player->jx + (player->jx - player->last_jx);
7078 int next_jy = player->jy + (player->jy - player->last_jy);
7080 if (x == next_jx && y == next_jy)
7088 void StartMoving(int x, int y)
7090 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7091 int element = Feld[x][y];
7096 if (MovDelay[x][y] == 0)
7097 GfxAction[x][y] = ACTION_DEFAULT;
7099 if (CAN_FALL(element) && y < lev_fieldy - 1)
7101 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7102 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7103 if (JustBeingPushed(x, y))
7106 if (element == EL_QUICKSAND_FULL)
7108 if (IS_FREE(x, y + 1))
7110 InitMovingField(x, y, MV_DOWN);
7111 started_moving = TRUE;
7113 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7114 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7115 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7116 Store[x][y] = EL_ROCK;
7118 Store[x][y] = EL_ROCK;
7121 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7123 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7125 if (!MovDelay[x][y])
7127 MovDelay[x][y] = TILEY + 1;
7129 ResetGfxAnimation(x, y);
7130 ResetGfxAnimation(x, y + 1);
7135 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7136 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7143 Feld[x][y] = EL_QUICKSAND_EMPTY;
7144 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7145 Store[x][y + 1] = Store[x][y];
7148 PlayLevelSoundAction(x, y, ACTION_FILLING);
7150 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7152 if (!MovDelay[x][y])
7154 MovDelay[x][y] = TILEY + 1;
7156 ResetGfxAnimation(x, y);
7157 ResetGfxAnimation(x, y + 1);
7162 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7163 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7170 Feld[x][y] = EL_QUICKSAND_EMPTY;
7171 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7172 Store[x][y + 1] = Store[x][y];
7175 PlayLevelSoundAction(x, y, ACTION_FILLING);
7178 else if (element == EL_QUICKSAND_FAST_FULL)
7180 if (IS_FREE(x, y + 1))
7182 InitMovingField(x, y, MV_DOWN);
7183 started_moving = TRUE;
7185 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7186 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7187 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7188 Store[x][y] = EL_ROCK;
7190 Store[x][y] = EL_ROCK;
7193 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7195 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7197 if (!MovDelay[x][y])
7199 MovDelay[x][y] = TILEY + 1;
7201 ResetGfxAnimation(x, y);
7202 ResetGfxAnimation(x, y + 1);
7207 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7208 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7215 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7216 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7217 Store[x][y + 1] = Store[x][y];
7220 PlayLevelSoundAction(x, y, ACTION_FILLING);
7222 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7224 if (!MovDelay[x][y])
7226 MovDelay[x][y] = TILEY + 1;
7228 ResetGfxAnimation(x, y);
7229 ResetGfxAnimation(x, y + 1);
7234 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7235 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7242 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7243 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7244 Store[x][y + 1] = Store[x][y];
7247 PlayLevelSoundAction(x, y, ACTION_FILLING);
7250 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7251 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7253 InitMovingField(x, y, MV_DOWN);
7254 started_moving = TRUE;
7256 Feld[x][y] = EL_QUICKSAND_FILLING;
7257 Store[x][y] = element;
7259 PlayLevelSoundAction(x, y, ACTION_FILLING);
7261 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7262 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7264 InitMovingField(x, y, MV_DOWN);
7265 started_moving = TRUE;
7267 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7268 Store[x][y] = element;
7270 PlayLevelSoundAction(x, y, ACTION_FILLING);
7272 else if (element == EL_MAGIC_WALL_FULL)
7274 if (IS_FREE(x, y + 1))
7276 InitMovingField(x, y, MV_DOWN);
7277 started_moving = TRUE;
7279 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7280 Store[x][y] = EL_CHANGED(Store[x][y]);
7282 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7284 if (!MovDelay[x][y])
7285 MovDelay[x][y] = TILEY / 4 + 1;
7294 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7295 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7296 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7300 else if (element == EL_BD_MAGIC_WALL_FULL)
7302 if (IS_FREE(x, y + 1))
7304 InitMovingField(x, y, MV_DOWN);
7305 started_moving = TRUE;
7307 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7308 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7310 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7312 if (!MovDelay[x][y])
7313 MovDelay[x][y] = TILEY / 4 + 1;
7322 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7323 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7324 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7328 else if (element == EL_DC_MAGIC_WALL_FULL)
7330 if (IS_FREE(x, y + 1))
7332 InitMovingField(x, y, MV_DOWN);
7333 started_moving = TRUE;
7335 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7336 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7338 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7340 if (!MovDelay[x][y])
7341 MovDelay[x][y] = TILEY / 4 + 1;
7350 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7351 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7352 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7356 else if ((CAN_PASS_MAGIC_WALL(element) &&
7357 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7358 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7359 (CAN_PASS_DC_MAGIC_WALL(element) &&
7360 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7363 InitMovingField(x, y, MV_DOWN);
7364 started_moving = TRUE;
7367 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7368 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7369 EL_DC_MAGIC_WALL_FILLING);
7370 Store[x][y] = element;
7372 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7374 SplashAcid(x, y + 1);
7376 InitMovingField(x, y, MV_DOWN);
7377 started_moving = TRUE;
7379 Store[x][y] = EL_ACID;
7382 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7383 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7384 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7385 CAN_FALL(element) && WasJustFalling[x][y] &&
7386 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7388 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7389 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7390 (Feld[x][y + 1] == EL_BLOCKED)))
7392 /* this is needed for a special case not covered by calling "Impact()"
7393 from "ContinueMoving()": if an element moves to a tile directly below
7394 another element which was just falling on that tile (which was empty
7395 in the previous frame), the falling element above would just stop
7396 instead of smashing the element below (in previous version, the above
7397 element was just checked for "moving" instead of "falling", resulting
7398 in incorrect smashes caused by horizontal movement of the above
7399 element; also, the case of the player being the element to smash was
7400 simply not covered here... :-/ ) */
7402 CheckCollision[x][y] = 0;
7403 CheckImpact[x][y] = 0;
7407 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7409 if (MovDir[x][y] == MV_NONE)
7411 InitMovingField(x, y, MV_DOWN);
7412 started_moving = TRUE;
7415 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7417 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7418 MovDir[x][y] = MV_DOWN;
7420 InitMovingField(x, y, MV_DOWN);
7421 started_moving = TRUE;
7423 else if (element == EL_AMOEBA_DROP)
7425 Feld[x][y] = EL_AMOEBA_GROWING;
7426 Store[x][y] = EL_AMOEBA_WET;
7428 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7429 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7430 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7431 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7433 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7434 (IS_FREE(x - 1, y + 1) ||
7435 Feld[x - 1][y + 1] == EL_ACID));
7436 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7437 (IS_FREE(x + 1, y + 1) ||
7438 Feld[x + 1][y + 1] == EL_ACID));
7439 boolean can_fall_any = (can_fall_left || can_fall_right);
7440 boolean can_fall_both = (can_fall_left && can_fall_right);
7441 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7443 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7445 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7446 can_fall_right = FALSE;
7447 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7448 can_fall_left = FALSE;
7449 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7450 can_fall_right = FALSE;
7451 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7452 can_fall_left = FALSE;
7454 can_fall_any = (can_fall_left || can_fall_right);
7455 can_fall_both = FALSE;
7460 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7461 can_fall_right = FALSE; /* slip down on left side */
7463 can_fall_left = !(can_fall_right = RND(2));
7465 can_fall_both = FALSE;
7470 /* if not determined otherwise, prefer left side for slipping down */
7471 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7472 started_moving = TRUE;
7475 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7477 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7478 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7479 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7480 int belt_dir = game.belt_dir[belt_nr];
7482 if ((belt_dir == MV_LEFT && left_is_free) ||
7483 (belt_dir == MV_RIGHT && right_is_free))
7485 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7487 InitMovingField(x, y, belt_dir);
7488 started_moving = TRUE;
7490 Pushed[x][y] = TRUE;
7491 Pushed[nextx][y] = TRUE;
7493 GfxAction[x][y] = ACTION_DEFAULT;
7497 MovDir[x][y] = 0; /* if element was moving, stop it */
7502 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7503 if (CAN_MOVE(element) && !started_moving)
7505 int move_pattern = element_info[element].move_pattern;
7508 Moving2Blocked(x, y, &newx, &newy);
7510 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7513 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7514 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7516 WasJustMoving[x][y] = 0;
7517 CheckCollision[x][y] = 0;
7519 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7521 if (Feld[x][y] != element) /* element has changed */
7525 if (!MovDelay[x][y]) /* start new movement phase */
7527 /* all objects that can change their move direction after each step
7528 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7530 if (element != EL_YAMYAM &&
7531 element != EL_DARK_YAMYAM &&
7532 element != EL_PACMAN &&
7533 !(move_pattern & MV_ANY_DIRECTION) &&
7534 move_pattern != MV_TURNING_LEFT &&
7535 move_pattern != MV_TURNING_RIGHT &&
7536 move_pattern != MV_TURNING_LEFT_RIGHT &&
7537 move_pattern != MV_TURNING_RIGHT_LEFT &&
7538 move_pattern != MV_TURNING_RANDOM)
7542 if (MovDelay[x][y] && (element == EL_BUG ||
7543 element == EL_SPACESHIP ||
7544 element == EL_SP_SNIKSNAK ||
7545 element == EL_SP_ELECTRON ||
7546 element == EL_MOLE))
7547 TEST_DrawLevelField(x, y);
7551 if (MovDelay[x][y]) /* wait some time before next movement */
7555 if (element == EL_ROBOT ||
7556 element == EL_YAMYAM ||
7557 element == EL_DARK_YAMYAM)
7559 DrawLevelElementAnimationIfNeeded(x, y, element);
7560 PlayLevelSoundAction(x, y, ACTION_WAITING);
7562 else if (element == EL_SP_ELECTRON)
7563 DrawLevelElementAnimationIfNeeded(x, y, element);
7564 else if (element == EL_DRAGON)
7567 int dir = MovDir[x][y];
7568 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7569 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7570 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7571 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7572 dir == MV_UP ? IMG_FLAMES_1_UP :
7573 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7574 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7576 GfxAction[x][y] = ACTION_ATTACKING;
7578 if (IS_PLAYER(x, y))
7579 DrawPlayerField(x, y);
7581 TEST_DrawLevelField(x, y);
7583 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7585 for (i = 1; i <= 3; i++)
7587 int xx = x + i * dx;
7588 int yy = y + i * dy;
7589 int sx = SCREENX(xx);
7590 int sy = SCREENY(yy);
7591 int flame_graphic = graphic + (i - 1);
7593 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7598 int flamed = MovingOrBlocked2Element(xx, yy);
7600 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7603 RemoveMovingField(xx, yy);
7605 ChangeDelay[xx][yy] = 0;
7607 Feld[xx][yy] = EL_FLAMES;
7609 if (IN_SCR_FIELD(sx, sy))
7611 TEST_DrawLevelFieldCrumbled(xx, yy);
7612 DrawGraphic(sx, sy, flame_graphic, frame);
7617 if (Feld[xx][yy] == EL_FLAMES)
7618 Feld[xx][yy] = EL_EMPTY;
7619 TEST_DrawLevelField(xx, yy);
7624 if (MovDelay[x][y]) /* element still has to wait some time */
7626 PlayLevelSoundAction(x, y, ACTION_WAITING);
7632 /* now make next step */
7634 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7636 if (DONT_COLLIDE_WITH(element) &&
7637 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7638 !PLAYER_ENEMY_PROTECTED(newx, newy))
7640 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7645 else if (CAN_MOVE_INTO_ACID(element) &&
7646 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7647 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7648 (MovDir[x][y] == MV_DOWN ||
7649 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7651 SplashAcid(newx, newy);
7652 Store[x][y] = EL_ACID;
7654 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7656 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7657 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7658 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7659 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7662 TEST_DrawLevelField(x, y);
7664 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7665 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7666 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7668 local_player->friends_still_needed--;
7669 if (!local_player->friends_still_needed &&
7670 !local_player->GameOver && AllPlayersGone)
7671 PlayerWins(local_player);
7675 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7677 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7678 TEST_DrawLevelField(newx, newy);
7680 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7682 else if (!IS_FREE(newx, newy))
7684 GfxAction[x][y] = ACTION_WAITING;
7686 if (IS_PLAYER(x, y))
7687 DrawPlayerField(x, y);
7689 TEST_DrawLevelField(x, y);
7694 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7696 if (IS_FOOD_PIG(Feld[newx][newy]))
7698 if (IS_MOVING(newx, newy))
7699 RemoveMovingField(newx, newy);
7702 Feld[newx][newy] = EL_EMPTY;
7703 TEST_DrawLevelField(newx, newy);
7706 PlayLevelSound(x, y, SND_PIG_DIGGING);
7708 else if (!IS_FREE(newx, newy))
7710 if (IS_PLAYER(x, y))
7711 DrawPlayerField(x, y);
7713 TEST_DrawLevelField(x, y);
7718 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7720 if (Store[x][y] != EL_EMPTY)
7722 boolean can_clone = FALSE;
7725 /* check if element to clone is still there */
7726 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7728 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7736 /* cannot clone or target field not free anymore -- do not clone */
7737 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7738 Store[x][y] = EL_EMPTY;
7741 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7743 if (IS_MV_DIAGONAL(MovDir[x][y]))
7745 int diagonal_move_dir = MovDir[x][y];
7746 int stored = Store[x][y];
7747 int change_delay = 8;
7750 /* android is moving diagonally */
7752 CreateField(x, y, EL_DIAGONAL_SHRINKING);
7754 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
7755 GfxElement[x][y] = EL_EMC_ANDROID;
7756 GfxAction[x][y] = ACTION_SHRINKING;
7757 GfxDir[x][y] = diagonal_move_dir;
7758 ChangeDelay[x][y] = change_delay;
7760 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
7763 DrawLevelGraphicAnimation(x, y, graphic);
7764 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
7766 if (Feld[newx][newy] == EL_ACID)
7768 SplashAcid(newx, newy);
7773 CreateField(newx, newy, EL_DIAGONAL_GROWING);
7775 Store[newx][newy] = EL_EMC_ANDROID;
7776 GfxElement[newx][newy] = EL_EMC_ANDROID;
7777 GfxAction[newx][newy] = ACTION_GROWING;
7778 GfxDir[newx][newy] = diagonal_move_dir;
7779 ChangeDelay[newx][newy] = change_delay;
7781 graphic = el_act_dir2img(GfxElement[newx][newy],
7782 GfxAction[newx][newy], GfxDir[newx][newy]);
7784 DrawLevelGraphicAnimation(newx, newy, graphic);
7785 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
7791 Feld[newx][newy] = EL_EMPTY;
7792 TEST_DrawLevelField(newx, newy);
7794 PlayLevelSoundAction(x, y, ACTION_DIGGING);
7797 else if (!IS_FREE(newx, newy))
7802 else if (IS_CUSTOM_ELEMENT(element) &&
7803 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7805 if (!DigFieldByCE(newx, newy, element))
7808 if (move_pattern & MV_MAZE_RUNNER_STYLE)
7810 RunnerVisit[x][y] = FrameCounter;
7811 PlayerVisit[x][y] /= 8; /* expire player visit path */
7814 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
7816 if (!IS_FREE(newx, newy))
7818 if (IS_PLAYER(x, y))
7819 DrawPlayerField(x, y);
7821 TEST_DrawLevelField(x, y);
7827 boolean wanna_flame = !RND(10);
7828 int dx = newx - x, dy = newy - y;
7829 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
7830 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
7831 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
7832 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
7833 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
7834 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
7837 IS_CLASSIC_ENEMY(element1) ||
7838 IS_CLASSIC_ENEMY(element2)) &&
7839 element1 != EL_DRAGON && element2 != EL_DRAGON &&
7840 element1 != EL_FLAMES && element2 != EL_FLAMES)
7842 ResetGfxAnimation(x, y);
7843 GfxAction[x][y] = ACTION_ATTACKING;
7845 if (IS_PLAYER(x, y))
7846 DrawPlayerField(x, y);
7848 TEST_DrawLevelField(x, y);
7850 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
7852 MovDelay[x][y] = 50;
7854 Feld[newx][newy] = EL_FLAMES;
7855 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
7856 Feld[newx1][newy1] = EL_FLAMES;
7857 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
7858 Feld[newx2][newy2] = EL_FLAMES;
7864 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7865 Feld[newx][newy] == EL_DIAMOND)
7867 if (IS_MOVING(newx, newy))
7868 RemoveMovingField(newx, newy);
7871 Feld[newx][newy] = EL_EMPTY;
7872 TEST_DrawLevelField(newx, newy);
7875 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
7877 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7878 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
7880 if (AmoebaNr[newx][newy])
7882 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7883 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7884 Feld[newx][newy] == EL_BD_AMOEBA)
7885 AmoebaCnt[AmoebaNr[newx][newy]]--;
7888 if (IS_MOVING(newx, newy))
7890 RemoveMovingField(newx, newy);
7894 Feld[newx][newy] = EL_EMPTY;
7895 TEST_DrawLevelField(newx, newy);
7898 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
7900 else if ((element == EL_PACMAN || element == EL_MOLE)
7901 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
7903 if (AmoebaNr[newx][newy])
7905 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7906 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7907 Feld[newx][newy] == EL_BD_AMOEBA)
7908 AmoebaCnt[AmoebaNr[newx][newy]]--;
7911 if (element == EL_MOLE)
7913 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
7914 PlayLevelSound(x, y, SND_MOLE_DIGGING);
7916 ResetGfxAnimation(x, y);
7917 GfxAction[x][y] = ACTION_DIGGING;
7918 TEST_DrawLevelField(x, y);
7920 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
7922 return; /* wait for shrinking amoeba */
7924 else /* element == EL_PACMAN */
7926 Feld[newx][newy] = EL_EMPTY;
7927 TEST_DrawLevelField(newx, newy);
7928 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
7931 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
7932 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
7933 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
7935 /* wait for shrinking amoeba to completely disappear */
7938 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
7940 /* object was running against a wall */
7944 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
7945 DrawLevelElementAnimation(x, y, element);
7947 if (DONT_TOUCH(element))
7948 TestIfBadThingTouchesPlayer(x, y);
7953 InitMovingField(x, y, MovDir[x][y]);
7955 PlayLevelSoundAction(x, y, ACTION_MOVING);
7959 ContinueMoving(x, y);
7962 void ContinueMoving(int x, int y)
7964 int element = Feld[x][y];
7965 struct ElementInfo *ei = &element_info[element];
7966 int direction = MovDir[x][y];
7967 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
7968 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
7969 int newx = x + dx, newy = y + dy;
7970 int stored = Store[x][y];
7971 int stored_new = Store[newx][newy];
7972 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
7973 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
7974 boolean last_line = (newy == lev_fieldy - 1);
7976 MovPos[x][y] += getElementMoveStepsize(x, y);
7978 if (pushed_by_player) /* special case: moving object pushed by player */
7979 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
7981 if (ABS(MovPos[x][y]) < TILEX)
7983 TEST_DrawLevelField(x, y);
7985 return; /* element is still moving */
7988 /* element reached destination field */
7990 Feld[x][y] = EL_EMPTY;
7991 Feld[newx][newy] = element;
7992 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
7994 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
7996 element = Feld[newx][newy] = EL_ACID;
7998 else if (element == EL_MOLE)
8000 Feld[x][y] = EL_SAND;
8002 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8004 else if (element == EL_QUICKSAND_FILLING)
8006 element = Feld[newx][newy] = get_next_element(element);
8007 Store[newx][newy] = Store[x][y];
8009 else if (element == EL_QUICKSAND_EMPTYING)
8011 Feld[x][y] = get_next_element(element);
8012 element = Feld[newx][newy] = Store[x][y];
8014 else if (element == EL_QUICKSAND_FAST_FILLING)
8016 element = Feld[newx][newy] = get_next_element(element);
8017 Store[newx][newy] = Store[x][y];
8019 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8021 Feld[x][y] = get_next_element(element);
8022 element = Feld[newx][newy] = Store[x][y];
8024 else if (element == EL_MAGIC_WALL_FILLING)
8026 element = Feld[newx][newy] = get_next_element(element);
8027 if (!game.magic_wall_active)
8028 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8029 Store[newx][newy] = Store[x][y];
8031 else if (element == EL_MAGIC_WALL_EMPTYING)
8033 Feld[x][y] = get_next_element(element);
8034 if (!game.magic_wall_active)
8035 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8036 element = Feld[newx][newy] = Store[x][y];
8038 InitField(newx, newy, FALSE);
8040 else if (element == EL_BD_MAGIC_WALL_FILLING)
8042 element = Feld[newx][newy] = get_next_element(element);
8043 if (!game.magic_wall_active)
8044 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8045 Store[newx][newy] = Store[x][y];
8047 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8049 Feld[x][y] = get_next_element(element);
8050 if (!game.magic_wall_active)
8051 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8052 element = Feld[newx][newy] = Store[x][y];
8054 InitField(newx, newy, FALSE);
8056 else if (element == EL_DC_MAGIC_WALL_FILLING)
8058 element = Feld[newx][newy] = get_next_element(element);
8059 if (!game.magic_wall_active)
8060 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8061 Store[newx][newy] = Store[x][y];
8063 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8065 Feld[x][y] = get_next_element(element);
8066 if (!game.magic_wall_active)
8067 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8068 element = Feld[newx][newy] = Store[x][y];
8070 InitField(newx, newy, FALSE);
8072 else if (element == EL_AMOEBA_DROPPING)
8074 Feld[x][y] = get_next_element(element);
8075 element = Feld[newx][newy] = Store[x][y];
8077 else if (element == EL_SOKOBAN_OBJECT)
8080 Feld[x][y] = Back[x][y];
8082 if (Back[newx][newy])
8083 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8085 Back[x][y] = Back[newx][newy] = 0;
8088 Store[x][y] = EL_EMPTY;
8093 MovDelay[newx][newy] = 0;
8095 if (CAN_CHANGE_OR_HAS_ACTION(element))
8097 /* copy element change control values to new field */
8098 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8099 ChangePage[newx][newy] = ChangePage[x][y];
8100 ChangeCount[newx][newy] = ChangeCount[x][y];
8101 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8104 CustomValue[newx][newy] = CustomValue[x][y];
8106 ChangeDelay[x][y] = 0;
8107 ChangePage[x][y] = -1;
8108 ChangeCount[x][y] = 0;
8109 ChangeEvent[x][y] = -1;
8111 CustomValue[x][y] = 0;
8113 /* copy animation control values to new field */
8114 GfxFrame[newx][newy] = GfxFrame[x][y];
8115 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8116 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8117 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8119 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8121 /* some elements can leave other elements behind after moving */
8122 if (ei->move_leave_element != EL_EMPTY &&
8123 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8124 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8126 int move_leave_element = ei->move_leave_element;
8128 /* this makes it possible to leave the removed element again */
8129 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8130 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8132 Feld[x][y] = move_leave_element;
8134 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8135 MovDir[x][y] = direction;
8137 InitField(x, y, FALSE);
8139 if (GFX_CRUMBLED(Feld[x][y]))
8140 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8142 if (ELEM_IS_PLAYER(move_leave_element))
8143 RelocatePlayer(x, y, move_leave_element);
8146 /* do this after checking for left-behind element */
8147 ResetGfxAnimation(x, y); /* reset animation values for old field */
8149 if (!CAN_MOVE(element) ||
8150 (CAN_FALL(element) && direction == MV_DOWN &&
8151 (element == EL_SPRING ||
8152 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8153 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8154 GfxDir[x][y] = MovDir[newx][newy] = 0;
8156 TEST_DrawLevelField(x, y);
8157 TEST_DrawLevelField(newx, newy);
8159 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8161 /* prevent pushed element from moving on in pushed direction */
8162 if (pushed_by_player && CAN_MOVE(element) &&
8163 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8164 !(element_info[element].move_pattern & direction))
8165 TurnRound(newx, newy);
8167 /* prevent elements on conveyor belt from moving on in last direction */
8168 if (pushed_by_conveyor && CAN_FALL(element) &&
8169 direction & MV_HORIZONTAL)
8170 MovDir[newx][newy] = 0;
8172 if (!pushed_by_player)
8174 int nextx = newx + dx, nexty = newy + dy;
8175 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8177 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8179 if (CAN_FALL(element) && direction == MV_DOWN)
8180 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8182 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8183 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8185 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8186 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8189 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8191 TestIfBadThingTouchesPlayer(newx, newy);
8192 TestIfBadThingTouchesFriend(newx, newy);
8194 if (!IS_CUSTOM_ELEMENT(element))
8195 TestIfBadThingTouchesOtherBadThing(newx, newy);
8197 else if (element == EL_PENGUIN)
8198 TestIfFriendTouchesBadThing(newx, newy);
8200 if (DONT_GET_HIT_BY(element))
8202 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8205 /* give the player one last chance (one more frame) to move away */
8206 if (CAN_FALL(element) && direction == MV_DOWN &&
8207 (last_line || (!IS_FREE(x, newy + 1) &&
8208 (!IS_PLAYER(x, newy + 1) ||
8209 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8212 if (pushed_by_player && !game.use_change_when_pushing_bug)
8214 int push_side = MV_DIR_OPPOSITE(direction);
8215 struct PlayerInfo *player = PLAYERINFO(x, y);
8217 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8218 player->index_bit, push_side);
8219 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8220 player->index_bit, push_side);
8223 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8224 MovDelay[newx][newy] = 1;
8226 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8228 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8229 TestIfElementHitsCustomElement(newx, newy, direction);
8230 TestIfPlayerTouchesCustomElement(newx, newy);
8231 TestIfElementTouchesCustomElement(newx, newy);
8233 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8234 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8235 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8236 MV_DIR_OPPOSITE(direction));
8239 int AmoebeNachbarNr(int ax, int ay)
8242 int element = Feld[ax][ay];
8244 static int xy[4][2] =
8252 for (i = 0; i < NUM_DIRECTIONS; i++)
8254 int x = ax + xy[i][0];
8255 int y = ay + xy[i][1];
8257 if (!IN_LEV_FIELD(x, y))
8260 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8261 group_nr = AmoebaNr[x][y];
8267 void AmoebenVereinigen(int ax, int ay)
8269 int i, x, y, xx, yy;
8270 int new_group_nr = AmoebaNr[ax][ay];
8271 static int xy[4][2] =
8279 if (new_group_nr == 0)
8282 for (i = 0; i < NUM_DIRECTIONS; i++)
8287 if (!IN_LEV_FIELD(x, y))
8290 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8291 Feld[x][y] == EL_BD_AMOEBA ||
8292 Feld[x][y] == EL_AMOEBA_DEAD) &&
8293 AmoebaNr[x][y] != new_group_nr)
8295 int old_group_nr = AmoebaNr[x][y];
8297 if (old_group_nr == 0)
8300 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8301 AmoebaCnt[old_group_nr] = 0;
8302 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8303 AmoebaCnt2[old_group_nr] = 0;
8305 SCAN_PLAYFIELD(xx, yy)
8307 if (AmoebaNr[xx][yy] == old_group_nr)
8308 AmoebaNr[xx][yy] = new_group_nr;
8314 void AmoebeUmwandeln(int ax, int ay)
8318 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8320 int group_nr = AmoebaNr[ax][ay];
8325 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8326 printf("AmoebeUmwandeln(): This should never happen!\n");
8331 SCAN_PLAYFIELD(x, y)
8333 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8336 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8340 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8341 SND_AMOEBA_TURNING_TO_GEM :
8342 SND_AMOEBA_TURNING_TO_ROCK));
8347 static int xy[4][2] =
8355 for (i = 0; i < NUM_DIRECTIONS; i++)
8360 if (!IN_LEV_FIELD(x, y))
8363 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8365 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8366 SND_AMOEBA_TURNING_TO_GEM :
8367 SND_AMOEBA_TURNING_TO_ROCK));
8374 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8377 int group_nr = AmoebaNr[ax][ay];
8378 boolean done = FALSE;
8383 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8384 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8389 SCAN_PLAYFIELD(x, y)
8391 if (AmoebaNr[x][y] == group_nr &&
8392 (Feld[x][y] == EL_AMOEBA_DEAD ||
8393 Feld[x][y] == EL_BD_AMOEBA ||
8394 Feld[x][y] == EL_AMOEBA_GROWING))
8397 Feld[x][y] = new_element;
8398 InitField(x, y, FALSE);
8399 TEST_DrawLevelField(x, y);
8405 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8406 SND_BD_AMOEBA_TURNING_TO_ROCK :
8407 SND_BD_AMOEBA_TURNING_TO_GEM));
8410 void AmoebeWaechst(int x, int y)
8412 static unsigned int sound_delay = 0;
8413 static unsigned int sound_delay_value = 0;
8415 if (!MovDelay[x][y]) /* start new growing cycle */
8419 if (DelayReached(&sound_delay, sound_delay_value))
8421 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8422 sound_delay_value = 30;
8426 if (MovDelay[x][y]) /* wait some time before growing bigger */
8429 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8431 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8432 6 - MovDelay[x][y]);
8434 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8437 if (!MovDelay[x][y])
8439 Feld[x][y] = Store[x][y];
8441 TEST_DrawLevelField(x, y);
8446 void AmoebaDisappearing(int x, int y)
8448 static unsigned int sound_delay = 0;
8449 static unsigned int sound_delay_value = 0;
8451 if (!MovDelay[x][y]) /* start new shrinking cycle */
8455 if (DelayReached(&sound_delay, sound_delay_value))
8456 sound_delay_value = 30;
8459 if (MovDelay[x][y]) /* wait some time before shrinking */
8462 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8464 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8465 6 - MovDelay[x][y]);
8467 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8470 if (!MovDelay[x][y])
8472 Feld[x][y] = EL_EMPTY;
8473 TEST_DrawLevelField(x, y);
8475 /* don't let mole enter this field in this cycle;
8476 (give priority to objects falling to this field from above) */
8482 void AmoebeAbleger(int ax, int ay)
8485 int element = Feld[ax][ay];
8486 int graphic = el2img(element);
8487 int newax = ax, neway = ay;
8488 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8489 static int xy[4][2] =
8497 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8499 Feld[ax][ay] = EL_AMOEBA_DEAD;
8500 TEST_DrawLevelField(ax, ay);
8504 if (IS_ANIMATED(graphic))
8505 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8507 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8508 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8510 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8513 if (MovDelay[ax][ay])
8517 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8520 int x = ax + xy[start][0];
8521 int y = ay + xy[start][1];
8523 if (!IN_LEV_FIELD(x, y))
8526 if (IS_FREE(x, y) ||
8527 CAN_GROW_INTO(Feld[x][y]) ||
8528 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8529 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8535 if (newax == ax && neway == ay)
8538 else /* normal or "filled" (BD style) amoeba */
8541 boolean waiting_for_player = FALSE;
8543 for (i = 0; i < NUM_DIRECTIONS; i++)
8545 int j = (start + i) % 4;
8546 int x = ax + xy[j][0];
8547 int y = ay + xy[j][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 else if (IS_PLAYER(x, y))
8562 waiting_for_player = TRUE;
8565 if (newax == ax && neway == ay) /* amoeba cannot grow */
8567 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8569 Feld[ax][ay] = EL_AMOEBA_DEAD;
8570 TEST_DrawLevelField(ax, ay);
8571 AmoebaCnt[AmoebaNr[ax][ay]]--;
8573 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8575 if (element == EL_AMOEBA_FULL)
8576 AmoebeUmwandeln(ax, ay);
8577 else if (element == EL_BD_AMOEBA)
8578 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8583 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8585 /* amoeba gets larger by growing in some direction */
8587 int new_group_nr = AmoebaNr[ax][ay];
8590 if (new_group_nr == 0)
8592 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8593 printf("AmoebeAbleger(): This should never happen!\n");
8598 AmoebaNr[newax][neway] = new_group_nr;
8599 AmoebaCnt[new_group_nr]++;
8600 AmoebaCnt2[new_group_nr]++;
8602 /* if amoeba touches other amoeba(s) after growing, unify them */
8603 AmoebenVereinigen(newax, neway);
8605 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8607 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8613 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8614 (neway == lev_fieldy - 1 && newax != ax))
8616 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8617 Store[newax][neway] = element;
8619 else if (neway == ay || element == EL_EMC_DRIPPER)
8621 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8623 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8627 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8628 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8629 Store[ax][ay] = EL_AMOEBA_DROP;
8630 ContinueMoving(ax, ay);
8634 TEST_DrawLevelField(newax, neway);
8637 void Life(int ax, int ay)
8641 int element = Feld[ax][ay];
8642 int graphic = el2img(element);
8643 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8645 boolean changed = FALSE;
8647 if (IS_ANIMATED(graphic))
8648 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8653 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8654 MovDelay[ax][ay] = life_time;
8656 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8659 if (MovDelay[ax][ay])
8663 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8665 int xx = ax+x1, yy = ay+y1;
8668 if (!IN_LEV_FIELD(xx, yy))
8671 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8673 int x = xx+x2, y = yy+y2;
8675 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8678 if (((Feld[x][y] == element ||
8679 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8681 (IS_FREE(x, y) && Stop[x][y]))
8685 if (xx == ax && yy == ay) /* field in the middle */
8687 if (nachbarn < life_parameter[0] ||
8688 nachbarn > life_parameter[1])
8690 Feld[xx][yy] = EL_EMPTY;
8692 TEST_DrawLevelField(xx, yy);
8693 Stop[xx][yy] = TRUE;
8697 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8698 { /* free border field */
8699 if (nachbarn >= life_parameter[2] &&
8700 nachbarn <= life_parameter[3])
8702 Feld[xx][yy] = element;
8703 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8705 TEST_DrawLevelField(xx, yy);
8706 Stop[xx][yy] = TRUE;
8713 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8714 SND_GAME_OF_LIFE_GROWING);
8717 static void InitRobotWheel(int x, int y)
8719 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8722 static void RunRobotWheel(int x, int y)
8724 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8727 static void StopRobotWheel(int x, int y)
8729 if (ZX == x && ZY == y)
8733 game.robot_wheel_active = FALSE;
8737 static void InitTimegateWheel(int x, int y)
8739 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8742 static void RunTimegateWheel(int x, int y)
8744 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
8747 static void InitMagicBallDelay(int x, int y)
8749 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
8752 static void ActivateMagicBall(int bx, int by)
8756 if (level.ball_random)
8758 int pos_border = RND(8); /* select one of the eight border elements */
8759 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
8760 int xx = pos_content % 3;
8761 int yy = pos_content / 3;
8766 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8767 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8771 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
8773 int xx = x - bx + 1;
8774 int yy = y - by + 1;
8776 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8777 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8781 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
8784 void CheckExit(int x, int y)
8786 if (local_player->gems_still_needed > 0 ||
8787 local_player->sokobanfields_still_needed > 0 ||
8788 local_player->lights_still_needed > 0)
8790 int element = Feld[x][y];
8791 int graphic = el2img(element);
8793 if (IS_ANIMATED(graphic))
8794 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8799 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8802 Feld[x][y] = EL_EXIT_OPENING;
8804 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
8807 void CheckExitEM(int x, int y)
8809 if (local_player->gems_still_needed > 0 ||
8810 local_player->sokobanfields_still_needed > 0 ||
8811 local_player->lights_still_needed > 0)
8813 int element = Feld[x][y];
8814 int graphic = el2img(element);
8816 if (IS_ANIMATED(graphic))
8817 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8822 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8825 Feld[x][y] = EL_EM_EXIT_OPENING;
8827 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
8830 void CheckExitSteel(int x, int y)
8832 if (local_player->gems_still_needed > 0 ||
8833 local_player->sokobanfields_still_needed > 0 ||
8834 local_player->lights_still_needed > 0)
8836 int element = Feld[x][y];
8837 int graphic = el2img(element);
8839 if (IS_ANIMATED(graphic))
8840 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8845 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8848 Feld[x][y] = EL_STEEL_EXIT_OPENING;
8850 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
8853 void CheckExitSteelEM(int x, int y)
8855 if (local_player->gems_still_needed > 0 ||
8856 local_player->sokobanfields_still_needed > 0 ||
8857 local_player->lights_still_needed > 0)
8859 int element = Feld[x][y];
8860 int graphic = el2img(element);
8862 if (IS_ANIMATED(graphic))
8863 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8868 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8871 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
8873 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
8876 void CheckExitSP(int x, int y)
8878 if (local_player->gems_still_needed > 0)
8880 int element = Feld[x][y];
8881 int graphic = el2img(element);
8883 if (IS_ANIMATED(graphic))
8884 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8889 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8892 Feld[x][y] = EL_SP_EXIT_OPENING;
8894 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
8897 static void CloseAllOpenTimegates()
8901 SCAN_PLAYFIELD(x, y)
8903 int element = Feld[x][y];
8905 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
8907 Feld[x][y] = EL_TIMEGATE_CLOSING;
8909 PlayLevelSoundAction(x, y, ACTION_CLOSING);
8914 void DrawTwinkleOnField(int x, int y)
8916 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
8919 if (Feld[x][y] == EL_BD_DIAMOND)
8922 if (MovDelay[x][y] == 0) /* next animation frame */
8923 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
8925 if (MovDelay[x][y] != 0) /* wait some time before next frame */
8929 DrawLevelElementAnimation(x, y, Feld[x][y]);
8931 if (MovDelay[x][y] != 0)
8933 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
8934 10 - MovDelay[x][y]);
8936 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
8941 void MauerWaechst(int x, int y)
8945 if (!MovDelay[x][y]) /* next animation frame */
8946 MovDelay[x][y] = 3 * delay;
8948 if (MovDelay[x][y]) /* wait some time before next frame */
8952 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8954 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
8955 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
8957 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
8960 if (!MovDelay[x][y])
8962 if (MovDir[x][y] == MV_LEFT)
8964 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
8965 TEST_DrawLevelField(x - 1, y);
8967 else if (MovDir[x][y] == MV_RIGHT)
8969 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
8970 TEST_DrawLevelField(x + 1, y);
8972 else if (MovDir[x][y] == MV_UP)
8974 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
8975 TEST_DrawLevelField(x, y - 1);
8979 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
8980 TEST_DrawLevelField(x, y + 1);
8983 Feld[x][y] = Store[x][y];
8985 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8986 TEST_DrawLevelField(x, y);
8991 void MauerAbleger(int ax, int ay)
8993 int element = Feld[ax][ay];
8994 int graphic = el2img(element);
8995 boolean oben_frei = FALSE, unten_frei = FALSE;
8996 boolean links_frei = FALSE, rechts_frei = FALSE;
8997 boolean oben_massiv = FALSE, unten_massiv = FALSE;
8998 boolean links_massiv = FALSE, rechts_massiv = FALSE;
8999 boolean new_wall = FALSE;
9001 if (IS_ANIMATED(graphic))
9002 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9004 if (!MovDelay[ax][ay]) /* start building new wall */
9005 MovDelay[ax][ay] = 6;
9007 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9010 if (MovDelay[ax][ay])
9014 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9016 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9018 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9020 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9023 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9024 element == EL_EXPANDABLE_WALL_ANY)
9028 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9029 Store[ax][ay-1] = element;
9030 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9031 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9032 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9033 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9038 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9039 Store[ax][ay+1] = element;
9040 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9041 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9042 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9043 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9048 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9049 element == EL_EXPANDABLE_WALL_ANY ||
9050 element == EL_EXPANDABLE_WALL ||
9051 element == EL_BD_EXPANDABLE_WALL)
9055 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9056 Store[ax-1][ay] = element;
9057 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9058 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9059 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9060 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9066 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9067 Store[ax+1][ay] = element;
9068 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9069 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9070 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9071 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9076 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9077 TEST_DrawLevelField(ax, ay);
9079 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9081 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9082 unten_massiv = TRUE;
9083 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9084 links_massiv = TRUE;
9085 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9086 rechts_massiv = TRUE;
9088 if (((oben_massiv && unten_massiv) ||
9089 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9090 element == EL_EXPANDABLE_WALL) &&
9091 ((links_massiv && rechts_massiv) ||
9092 element == EL_EXPANDABLE_WALL_VERTICAL))
9093 Feld[ax][ay] = EL_WALL;
9096 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9099 void MauerAblegerStahl(int ax, int ay)
9101 int element = Feld[ax][ay];
9102 int graphic = el2img(element);
9103 boolean oben_frei = FALSE, unten_frei = FALSE;
9104 boolean links_frei = FALSE, rechts_frei = FALSE;
9105 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9106 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9107 boolean new_wall = FALSE;
9109 if (IS_ANIMATED(graphic))
9110 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9112 if (!MovDelay[ax][ay]) /* start building new wall */
9113 MovDelay[ax][ay] = 6;
9115 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9118 if (MovDelay[ax][ay])
9122 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9124 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9126 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9128 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9131 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9132 element == EL_EXPANDABLE_STEELWALL_ANY)
9136 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9137 Store[ax][ay-1] = element;
9138 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9139 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9140 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9141 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9146 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9147 Store[ax][ay+1] = element;
9148 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9149 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9150 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9151 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9156 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9157 element == EL_EXPANDABLE_STEELWALL_ANY)
9161 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9162 Store[ax-1][ay] = element;
9163 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9164 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9165 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9166 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9172 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9173 Store[ax+1][ay] = element;
9174 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9175 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9176 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9177 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9182 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9184 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9185 unten_massiv = TRUE;
9186 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9187 links_massiv = TRUE;
9188 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9189 rechts_massiv = TRUE;
9191 if (((oben_massiv && unten_massiv) ||
9192 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9193 ((links_massiv && rechts_massiv) ||
9194 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9195 Feld[ax][ay] = EL_STEELWALL;
9198 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9201 void CheckForDragon(int x, int y)
9204 boolean dragon_found = FALSE;
9205 static int xy[4][2] =
9213 for (i = 0; i < NUM_DIRECTIONS; i++)
9215 for (j = 0; j < 4; j++)
9217 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9219 if (IN_LEV_FIELD(xx, yy) &&
9220 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9222 if (Feld[xx][yy] == EL_DRAGON)
9223 dragon_found = TRUE;
9232 for (i = 0; i < NUM_DIRECTIONS; i++)
9234 for (j = 0; j < 3; j++)
9236 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9238 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9240 Feld[xx][yy] = EL_EMPTY;
9241 TEST_DrawLevelField(xx, yy);
9250 static void InitBuggyBase(int x, int y)
9252 int element = Feld[x][y];
9253 int activating_delay = FRAMES_PER_SECOND / 4;
9256 (element == EL_SP_BUGGY_BASE ?
9257 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9258 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9260 element == EL_SP_BUGGY_BASE_ACTIVE ?
9261 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9264 static void WarnBuggyBase(int x, int y)
9267 static int xy[4][2] =
9275 for (i = 0; i < NUM_DIRECTIONS; i++)
9277 int xx = x + xy[i][0];
9278 int yy = y + xy[i][1];
9280 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9282 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9289 static void InitTrap(int x, int y)
9291 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9294 static void ActivateTrap(int x, int y)
9296 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9299 static void ChangeActiveTrap(int x, int y)
9301 int graphic = IMG_TRAP_ACTIVE;
9303 /* if new animation frame was drawn, correct crumbled sand border */
9304 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9305 TEST_DrawLevelFieldCrumbled(x, y);
9308 static int getSpecialActionElement(int element, int number, int base_element)
9310 return (element != EL_EMPTY ? element :
9311 number != -1 ? base_element + number - 1 :
9315 static int getModifiedActionNumber(int value_old, int operator, int operand,
9316 int value_min, int value_max)
9318 int value_new = (operator == CA_MODE_SET ? operand :
9319 operator == CA_MODE_ADD ? value_old + operand :
9320 operator == CA_MODE_SUBTRACT ? value_old - operand :
9321 operator == CA_MODE_MULTIPLY ? value_old * operand :
9322 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9323 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9326 return (value_new < value_min ? value_min :
9327 value_new > value_max ? value_max :
9331 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9333 struct ElementInfo *ei = &element_info[element];
9334 struct ElementChangeInfo *change = &ei->change_page[page];
9335 int target_element = change->target_element;
9336 int action_type = change->action_type;
9337 int action_mode = change->action_mode;
9338 int action_arg = change->action_arg;
9339 int action_element = change->action_element;
9342 if (!change->has_action)
9345 /* ---------- determine action paramater values -------------------------- */
9347 int level_time_value =
9348 (level.time > 0 ? TimeLeft :
9351 int action_arg_element_raw =
9352 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9353 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9354 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9355 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9356 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9357 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9358 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9360 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9362 int action_arg_direction =
9363 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9364 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9365 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9366 change->actual_trigger_side :
9367 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9368 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9371 int action_arg_number_min =
9372 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9375 int action_arg_number_max =
9376 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9377 action_type == CA_SET_LEVEL_GEMS ? 999 :
9378 action_type == CA_SET_LEVEL_TIME ? 9999 :
9379 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9380 action_type == CA_SET_CE_VALUE ? 9999 :
9381 action_type == CA_SET_CE_SCORE ? 9999 :
9384 int action_arg_number_reset =
9385 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9386 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9387 action_type == CA_SET_LEVEL_TIME ? level.time :
9388 action_type == CA_SET_LEVEL_SCORE ? 0 :
9389 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9390 action_type == CA_SET_CE_SCORE ? 0 :
9393 int action_arg_number =
9394 (action_arg <= CA_ARG_MAX ? action_arg :
9395 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9396 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9397 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9398 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9399 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9400 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9401 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9402 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9403 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9404 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9405 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9406 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9407 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9408 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9409 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9410 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9411 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9412 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9413 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9414 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9415 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9418 int action_arg_number_old =
9419 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9420 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9421 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9422 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9423 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9426 int action_arg_number_new =
9427 getModifiedActionNumber(action_arg_number_old,
9428 action_mode, action_arg_number,
9429 action_arg_number_min, action_arg_number_max);
9431 int trigger_player_bits =
9432 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9433 change->actual_trigger_player_bits : change->trigger_player);
9435 int action_arg_player_bits =
9436 (action_arg >= CA_ARG_PLAYER_1 &&
9437 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9438 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9439 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9442 /* ---------- execute action -------------------------------------------- */
9444 switch (action_type)
9451 /* ---------- level actions ------------------------------------------- */
9453 case CA_RESTART_LEVEL:
9455 game.restart_level = TRUE;
9460 case CA_SHOW_ENVELOPE:
9462 int element = getSpecialActionElement(action_arg_element,
9463 action_arg_number, EL_ENVELOPE_1);
9465 if (IS_ENVELOPE(element))
9466 local_player->show_envelope = element;
9471 case CA_SET_LEVEL_TIME:
9473 if (level.time > 0) /* only modify limited time value */
9475 TimeLeft = action_arg_number_new;
9477 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9479 DisplayGameControlValues();
9481 if (!TimeLeft && setup.time_limit)
9482 for (i = 0; i < MAX_PLAYERS; i++)
9483 KillPlayer(&stored_player[i]);
9489 case CA_SET_LEVEL_SCORE:
9491 local_player->score = action_arg_number_new;
9493 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9495 DisplayGameControlValues();
9500 case CA_SET_LEVEL_GEMS:
9502 local_player->gems_still_needed = action_arg_number_new;
9504 game.snapshot.collected_item = TRUE;
9506 game_panel_controls[GAME_PANEL_GEMS].value =
9507 local_player->gems_still_needed;
9509 DisplayGameControlValues();
9514 case CA_SET_LEVEL_WIND:
9516 game.wind_direction = action_arg_direction;
9521 case CA_SET_LEVEL_RANDOM_SEED:
9523 /* ensure that setting a new random seed while playing is predictable */
9524 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9529 /* ---------- player actions ------------------------------------------ */
9531 case CA_MOVE_PLAYER:
9533 /* automatically move to the next field in specified direction */
9534 for (i = 0; i < MAX_PLAYERS; i++)
9535 if (trigger_player_bits & (1 << i))
9536 stored_player[i].programmed_action = action_arg_direction;
9541 case CA_EXIT_PLAYER:
9543 for (i = 0; i < MAX_PLAYERS; i++)
9544 if (action_arg_player_bits & (1 << i))
9545 PlayerWins(&stored_player[i]);
9550 case CA_KILL_PLAYER:
9552 for (i = 0; i < MAX_PLAYERS; i++)
9553 if (action_arg_player_bits & (1 << i))
9554 KillPlayer(&stored_player[i]);
9559 case CA_SET_PLAYER_KEYS:
9561 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9562 int element = getSpecialActionElement(action_arg_element,
9563 action_arg_number, EL_KEY_1);
9565 if (IS_KEY(element))
9567 for (i = 0; i < MAX_PLAYERS; i++)
9569 if (trigger_player_bits & (1 << i))
9571 stored_player[i].key[KEY_NR(element)] = key_state;
9573 DrawGameDoorValues();
9581 case CA_SET_PLAYER_SPEED:
9583 for (i = 0; i < MAX_PLAYERS; i++)
9585 if (trigger_player_bits & (1 << i))
9587 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9589 if (action_arg == CA_ARG_SPEED_FASTER &&
9590 stored_player[i].cannot_move)
9592 action_arg_number = STEPSIZE_VERY_SLOW;
9594 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9595 action_arg == CA_ARG_SPEED_FASTER)
9597 action_arg_number = 2;
9598 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9601 else if (action_arg == CA_ARG_NUMBER_RESET)
9603 action_arg_number = level.initial_player_stepsize[i];
9607 getModifiedActionNumber(move_stepsize,
9610 action_arg_number_min,
9611 action_arg_number_max);
9613 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9620 case CA_SET_PLAYER_SHIELD:
9622 for (i = 0; i < MAX_PLAYERS; i++)
9624 if (trigger_player_bits & (1 << i))
9626 if (action_arg == CA_ARG_SHIELD_OFF)
9628 stored_player[i].shield_normal_time_left = 0;
9629 stored_player[i].shield_deadly_time_left = 0;
9631 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9633 stored_player[i].shield_normal_time_left = 999999;
9635 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9637 stored_player[i].shield_normal_time_left = 999999;
9638 stored_player[i].shield_deadly_time_left = 999999;
9646 case CA_SET_PLAYER_GRAVITY:
9648 for (i = 0; i < MAX_PLAYERS; i++)
9650 if (trigger_player_bits & (1 << i))
9652 stored_player[i].gravity =
9653 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9654 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9655 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9656 stored_player[i].gravity);
9663 case CA_SET_PLAYER_ARTWORK:
9665 for (i = 0; i < MAX_PLAYERS; i++)
9667 if (trigger_player_bits & (1 << i))
9669 int artwork_element = action_arg_element;
9671 if (action_arg == CA_ARG_ELEMENT_RESET)
9673 (level.use_artwork_element[i] ? level.artwork_element[i] :
9674 stored_player[i].element_nr);
9676 if (stored_player[i].artwork_element != artwork_element)
9677 stored_player[i].Frame = 0;
9679 stored_player[i].artwork_element = artwork_element;
9681 SetPlayerWaiting(&stored_player[i], FALSE);
9683 /* set number of special actions for bored and sleeping animation */
9684 stored_player[i].num_special_action_bored =
9685 get_num_special_action(artwork_element,
9686 ACTION_BORING_1, ACTION_BORING_LAST);
9687 stored_player[i].num_special_action_sleeping =
9688 get_num_special_action(artwork_element,
9689 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9696 case CA_SET_PLAYER_INVENTORY:
9698 for (i = 0; i < MAX_PLAYERS; i++)
9700 struct PlayerInfo *player = &stored_player[i];
9703 if (trigger_player_bits & (1 << i))
9705 int inventory_element = action_arg_element;
9707 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9708 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9709 action_arg == CA_ARG_ELEMENT_ACTION)
9711 int element = inventory_element;
9712 int collect_count = element_info[element].collect_count_initial;
9714 if (!IS_CUSTOM_ELEMENT(element))
9717 if (collect_count == 0)
9718 player->inventory_infinite_element = element;
9720 for (k = 0; k < collect_count; k++)
9721 if (player->inventory_size < MAX_INVENTORY_SIZE)
9722 player->inventory_element[player->inventory_size++] =
9725 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9726 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9727 action_arg == CA_ARG_INVENTORY_RM_ACTION)
9729 if (player->inventory_infinite_element != EL_UNDEFINED &&
9730 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
9731 action_arg_element_raw))
9732 player->inventory_infinite_element = EL_UNDEFINED;
9734 for (k = 0, j = 0; j < player->inventory_size; j++)
9736 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
9737 action_arg_element_raw))
9738 player->inventory_element[k++] = player->inventory_element[j];
9741 player->inventory_size = k;
9743 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
9745 if (player->inventory_size > 0)
9747 for (j = 0; j < player->inventory_size - 1; j++)
9748 player->inventory_element[j] = player->inventory_element[j + 1];
9750 player->inventory_size--;
9753 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
9755 if (player->inventory_size > 0)
9756 player->inventory_size--;
9758 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
9760 player->inventory_infinite_element = EL_UNDEFINED;
9761 player->inventory_size = 0;
9763 else if (action_arg == CA_ARG_INVENTORY_RESET)
9765 player->inventory_infinite_element = EL_UNDEFINED;
9766 player->inventory_size = 0;
9768 if (level.use_initial_inventory[i])
9770 for (j = 0; j < level.initial_inventory_size[i]; j++)
9772 int element = level.initial_inventory_content[i][j];
9773 int collect_count = element_info[element].collect_count_initial;
9775 if (!IS_CUSTOM_ELEMENT(element))
9778 if (collect_count == 0)
9779 player->inventory_infinite_element = element;
9781 for (k = 0; k < collect_count; k++)
9782 if (player->inventory_size < MAX_INVENTORY_SIZE)
9783 player->inventory_element[player->inventory_size++] =
9794 /* ---------- CE actions ---------------------------------------------- */
9796 case CA_SET_CE_VALUE:
9798 int last_ce_value = CustomValue[x][y];
9800 CustomValue[x][y] = action_arg_number_new;
9802 if (CustomValue[x][y] != last_ce_value)
9804 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
9805 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
9807 if (CustomValue[x][y] == 0)
9809 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
9810 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
9817 case CA_SET_CE_SCORE:
9819 int last_ce_score = ei->collect_score;
9821 ei->collect_score = action_arg_number_new;
9823 if (ei->collect_score != last_ce_score)
9825 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
9826 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
9828 if (ei->collect_score == 0)
9832 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
9833 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
9836 This is a very special case that seems to be a mixture between
9837 CheckElementChange() and CheckTriggeredElementChange(): while
9838 the first one only affects single elements that are triggered
9839 directly, the second one affects multiple elements in the playfield
9840 that are triggered indirectly by another element. This is a third
9841 case: Changing the CE score always affects multiple identical CEs,
9842 so every affected CE must be checked, not only the single CE for
9843 which the CE score was changed in the first place (as every instance
9844 of that CE shares the same CE score, and therefore also can change)!
9846 SCAN_PLAYFIELD(xx, yy)
9848 if (Feld[xx][yy] == element)
9849 CheckElementChange(xx, yy, element, EL_UNDEFINED,
9850 CE_SCORE_GETS_ZERO);
9858 case CA_SET_CE_ARTWORK:
9860 int artwork_element = action_arg_element;
9861 boolean reset_frame = FALSE;
9864 if (action_arg == CA_ARG_ELEMENT_RESET)
9865 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
9868 if (ei->gfx_element != artwork_element)
9871 ei->gfx_element = artwork_element;
9873 SCAN_PLAYFIELD(xx, yy)
9875 if (Feld[xx][yy] == element)
9879 ResetGfxAnimation(xx, yy);
9880 ResetRandomAnimationValue(xx, yy);
9883 TEST_DrawLevelField(xx, yy);
9890 /* ---------- engine actions ------------------------------------------ */
9892 case CA_SET_ENGINE_SCAN_MODE:
9894 InitPlayfieldScanMode(action_arg);
9904 static void CreateFieldExt(int x, int y, int element, boolean is_change)
9906 int old_element = Feld[x][y];
9907 int new_element = GetElementFromGroupElement(element);
9908 int previous_move_direction = MovDir[x][y];
9909 int last_ce_value = CustomValue[x][y];
9910 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
9911 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
9912 boolean add_player_onto_element = (new_element_is_player &&
9913 new_element != EL_SOKOBAN_FIELD_PLAYER &&
9914 IS_WALKABLE(old_element));
9916 if (!add_player_onto_element)
9918 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
9919 RemoveMovingField(x, y);
9923 Feld[x][y] = new_element;
9925 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
9926 MovDir[x][y] = previous_move_direction;
9928 if (element_info[new_element].use_last_ce_value)
9929 CustomValue[x][y] = last_ce_value;
9931 InitField_WithBug1(x, y, FALSE);
9933 new_element = Feld[x][y]; /* element may have changed */
9935 ResetGfxAnimation(x, y);
9936 ResetRandomAnimationValue(x, y);
9938 TEST_DrawLevelField(x, y);
9940 if (GFX_CRUMBLED(new_element))
9941 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
9944 /* check if element under the player changes from accessible to unaccessible
9945 (needed for special case of dropping element which then changes) */
9946 /* (must be checked after creating new element for walkable group elements) */
9947 if (IS_PLAYER(x, y) && !player_explosion_protected &&
9948 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
9955 /* "ChangeCount" not set yet to allow "entered by player" change one time */
9956 if (new_element_is_player)
9957 RelocatePlayer(x, y, new_element);
9960 ChangeCount[x][y]++; /* count number of changes in the same frame */
9962 TestIfBadThingTouchesPlayer(x, y);
9963 TestIfPlayerTouchesCustomElement(x, y);
9964 TestIfElementTouchesCustomElement(x, y);
9967 static void CreateField(int x, int y, int element)
9969 CreateFieldExt(x, y, element, FALSE);
9972 static void CreateElementFromChange(int x, int y, int element)
9974 element = GET_VALID_RUNTIME_ELEMENT(element);
9976 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
9978 int old_element = Feld[x][y];
9980 /* prevent changed element from moving in same engine frame
9981 unless both old and new element can either fall or move */
9982 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
9983 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
9987 CreateFieldExt(x, y, element, TRUE);
9990 static boolean ChangeElement(int x, int y, int element, int page)
9992 struct ElementInfo *ei = &element_info[element];
9993 struct ElementChangeInfo *change = &ei->change_page[page];
9994 int ce_value = CustomValue[x][y];
9995 int ce_score = ei->collect_score;
9997 int old_element = Feld[x][y];
9999 /* always use default change event to prevent running into a loop */
10000 if (ChangeEvent[x][y] == -1)
10001 ChangeEvent[x][y] = CE_DELAY;
10003 if (ChangeEvent[x][y] == CE_DELAY)
10005 /* reset actual trigger element, trigger player and action element */
10006 change->actual_trigger_element = EL_EMPTY;
10007 change->actual_trigger_player = EL_EMPTY;
10008 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10009 change->actual_trigger_side = CH_SIDE_NONE;
10010 change->actual_trigger_ce_value = 0;
10011 change->actual_trigger_ce_score = 0;
10014 /* do not change elements more than a specified maximum number of changes */
10015 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10018 ChangeCount[x][y]++; /* count number of changes in the same frame */
10020 if (change->explode)
10027 if (change->use_target_content)
10029 boolean complete_replace = TRUE;
10030 boolean can_replace[3][3];
10033 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10036 boolean is_walkable;
10037 boolean is_diggable;
10038 boolean is_collectible;
10039 boolean is_removable;
10040 boolean is_destructible;
10041 int ex = x + xx - 1;
10042 int ey = y + yy - 1;
10043 int content_element = change->target_content.e[xx][yy];
10046 can_replace[xx][yy] = TRUE;
10048 if (ex == x && ey == y) /* do not check changing element itself */
10051 if (content_element == EL_EMPTY_SPACE)
10053 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10058 if (!IN_LEV_FIELD(ex, ey))
10060 can_replace[xx][yy] = FALSE;
10061 complete_replace = FALSE;
10068 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10069 e = MovingOrBlocked2Element(ex, ey);
10071 is_empty = (IS_FREE(ex, ey) ||
10072 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10074 is_walkable = (is_empty || IS_WALKABLE(e));
10075 is_diggable = (is_empty || IS_DIGGABLE(e));
10076 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10077 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10078 is_removable = (is_diggable || is_collectible);
10080 can_replace[xx][yy] =
10081 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10082 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10083 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10084 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10085 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10086 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10087 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10089 if (!can_replace[xx][yy])
10090 complete_replace = FALSE;
10093 if (!change->only_if_complete || complete_replace)
10095 boolean something_has_changed = FALSE;
10097 if (change->only_if_complete && change->use_random_replace &&
10098 RND(100) < change->random_percentage)
10101 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10103 int ex = x + xx - 1;
10104 int ey = y + yy - 1;
10105 int content_element;
10107 if (can_replace[xx][yy] && (!change->use_random_replace ||
10108 RND(100) < change->random_percentage))
10110 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10111 RemoveMovingField(ex, ey);
10113 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10115 content_element = change->target_content.e[xx][yy];
10116 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10117 ce_value, ce_score);
10119 CreateElementFromChange(ex, ey, target_element);
10121 something_has_changed = TRUE;
10123 /* for symmetry reasons, freeze newly created border elements */
10124 if (ex != x || ey != y)
10125 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10129 if (something_has_changed)
10131 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10132 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10138 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10139 ce_value, ce_score);
10141 if (element == EL_DIAGONAL_GROWING ||
10142 element == EL_DIAGONAL_SHRINKING)
10144 target_element = Store[x][y];
10146 Store[x][y] = EL_EMPTY;
10149 CreateElementFromChange(x, y, target_element);
10151 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10152 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10155 /* this uses direct change before indirect change */
10156 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10161 static void HandleElementChange(int x, int y, int page)
10163 int element = MovingOrBlocked2Element(x, y);
10164 struct ElementInfo *ei = &element_info[element];
10165 struct ElementChangeInfo *change = &ei->change_page[page];
10166 boolean handle_action_before_change = FALSE;
10169 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10170 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10173 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10174 x, y, element, element_info[element].token_name);
10175 printf("HandleElementChange(): This should never happen!\n");
10180 /* this can happen with classic bombs on walkable, changing elements */
10181 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10186 if (ChangeDelay[x][y] == 0) /* initialize element change */
10188 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10190 if (change->can_change)
10192 /* !!! not clear why graphic animation should be reset at all here !!! */
10193 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10194 /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */
10197 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10199 When using an animation frame delay of 1 (this only happens with
10200 "sp_zonk.moving.left/right" in the classic graphics), the default
10201 (non-moving) animation shows wrong animation frames (while the
10202 moving animation, like "sp_zonk.moving.left/right", is correct,
10203 so this graphical bug never shows up with the classic graphics).
10204 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10205 be drawn instead of the correct frames 0,1,2,3. This is caused by
10206 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10207 an element change: First when the change delay ("ChangeDelay[][]")
10208 counter has reached zero after decrementing, then a second time in
10209 the next frame (after "GfxFrame[][]" was already incremented) when
10210 "ChangeDelay[][]" is reset to the initial delay value again.
10212 This causes frame 0 to be drawn twice, while the last frame won't
10213 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10215 As some animations may already be cleverly designed around this bug
10216 (at least the "Snake Bite" snake tail animation does this), it cannot
10217 simply be fixed here without breaking such existing animations.
10218 Unfortunately, it cannot easily be detected if a graphics set was
10219 designed "before" or "after" the bug was fixed. As a workaround,
10220 a new graphics set option "game.graphics_engine_version" was added
10221 to be able to specify the game's major release version for which the
10222 graphics set was designed, which can then be used to decide if the
10223 bugfix should be used (version 4 and above) or not (version 3 or
10224 below, or if no version was specified at all, as with old sets).
10226 (The wrong/fixed animation frames can be tested with the test level set
10227 "test_gfxframe" and level "000", which contains a specially prepared
10228 custom element at level position (x/y) == (11/9) which uses the zonk
10229 animation mentioned above. Using "game.graphics_engine_version: 4"
10230 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10231 This can also be seen from the debug output for this test element.)
10234 /* when a custom element is about to change (for example by change delay),
10235 do not reset graphic animation when the custom element is moving */
10236 if (game.graphics_engine_version < 4 &&
10239 ResetGfxAnimation(x, y);
10240 ResetRandomAnimationValue(x, y);
10243 if (change->pre_change_function)
10244 change->pre_change_function(x, y);
10248 ChangeDelay[x][y]--;
10250 if (ChangeDelay[x][y] != 0) /* continue element change */
10252 if (change->can_change)
10254 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10256 if (IS_ANIMATED(graphic))
10257 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10259 if (change->change_function)
10260 change->change_function(x, y);
10263 else /* finish element change */
10265 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10267 page = ChangePage[x][y];
10268 ChangePage[x][y] = -1;
10270 change = &ei->change_page[page];
10273 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10275 ChangeDelay[x][y] = 1; /* try change after next move step */
10276 ChangePage[x][y] = page; /* remember page to use for change */
10281 /* special case: set new level random seed before changing element */
10282 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10283 handle_action_before_change = TRUE;
10285 if (change->has_action && handle_action_before_change)
10286 ExecuteCustomElementAction(x, y, element, page);
10288 if (change->can_change)
10290 if (ChangeElement(x, y, element, page))
10292 if (change->post_change_function)
10293 change->post_change_function(x, y);
10297 if (change->has_action && !handle_action_before_change)
10298 ExecuteCustomElementAction(x, y, element, page);
10302 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10303 int trigger_element,
10305 int trigger_player,
10309 boolean change_done_any = FALSE;
10310 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10313 if (!(trigger_events[trigger_element][trigger_event]))
10316 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10318 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10320 int element = EL_CUSTOM_START + i;
10321 boolean change_done = FALSE;
10324 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10325 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10328 for (p = 0; p < element_info[element].num_change_pages; p++)
10330 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10332 if (change->can_change_or_has_action &&
10333 change->has_event[trigger_event] &&
10334 change->trigger_side & trigger_side &&
10335 change->trigger_player & trigger_player &&
10336 change->trigger_page & trigger_page_bits &&
10337 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10339 change->actual_trigger_element = trigger_element;
10340 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10341 change->actual_trigger_player_bits = trigger_player;
10342 change->actual_trigger_side = trigger_side;
10343 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10344 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10346 if ((change->can_change && !change_done) || change->has_action)
10350 SCAN_PLAYFIELD(x, y)
10352 if (Feld[x][y] == element)
10354 if (change->can_change && !change_done)
10356 /* if element already changed in this frame, not only prevent
10357 another element change (checked in ChangeElement()), but
10358 also prevent additional element actions for this element */
10360 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10361 !level.use_action_after_change_bug)
10364 ChangeDelay[x][y] = 1;
10365 ChangeEvent[x][y] = trigger_event;
10367 HandleElementChange(x, y, p);
10369 else if (change->has_action)
10371 /* if element already changed in this frame, not only prevent
10372 another element change (checked in ChangeElement()), but
10373 also prevent additional element actions for this element */
10375 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10376 !level.use_action_after_change_bug)
10379 ExecuteCustomElementAction(x, y, element, p);
10380 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10385 if (change->can_change)
10387 change_done = TRUE;
10388 change_done_any = TRUE;
10395 RECURSION_LOOP_DETECTION_END();
10397 return change_done_any;
10400 static boolean CheckElementChangeExt(int x, int y,
10402 int trigger_element,
10404 int trigger_player,
10407 boolean change_done = FALSE;
10410 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10411 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10414 if (Feld[x][y] == EL_BLOCKED)
10416 Blocked2Moving(x, y, &x, &y);
10417 element = Feld[x][y];
10420 /* check if element has already changed or is about to change after moving */
10421 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10422 Feld[x][y] != element) ||
10424 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10425 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10426 ChangePage[x][y] != -1)))
10429 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10431 for (p = 0; p < element_info[element].num_change_pages; p++)
10433 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10435 /* check trigger element for all events where the element that is checked
10436 for changing interacts with a directly adjacent element -- this is
10437 different to element changes that affect other elements to change on the
10438 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10439 boolean check_trigger_element =
10440 (trigger_event == CE_TOUCHING_X ||
10441 trigger_event == CE_HITTING_X ||
10442 trigger_event == CE_HIT_BY_X ||
10443 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10445 if (change->can_change_or_has_action &&
10446 change->has_event[trigger_event] &&
10447 change->trigger_side & trigger_side &&
10448 change->trigger_player & trigger_player &&
10449 (!check_trigger_element ||
10450 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10452 change->actual_trigger_element = trigger_element;
10453 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10454 change->actual_trigger_player_bits = trigger_player;
10455 change->actual_trigger_side = trigger_side;
10456 change->actual_trigger_ce_value = CustomValue[x][y];
10457 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10459 /* special case: trigger element not at (x,y) position for some events */
10460 if (check_trigger_element)
10472 { 0, 0 }, { 0, 0 }, { 0, 0 },
10476 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10477 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10479 change->actual_trigger_ce_value = CustomValue[xx][yy];
10480 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10483 if (change->can_change && !change_done)
10485 ChangeDelay[x][y] = 1;
10486 ChangeEvent[x][y] = trigger_event;
10488 HandleElementChange(x, y, p);
10490 change_done = TRUE;
10492 else if (change->has_action)
10494 ExecuteCustomElementAction(x, y, element, p);
10495 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10500 RECURSION_LOOP_DETECTION_END();
10502 return change_done;
10505 static void PlayPlayerSound(struct PlayerInfo *player)
10507 int jx = player->jx, jy = player->jy;
10508 int sound_element = player->artwork_element;
10509 int last_action = player->last_action_waiting;
10510 int action = player->action_waiting;
10512 if (player->is_waiting)
10514 if (action != last_action)
10515 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10517 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10521 if (action != last_action)
10522 StopSound(element_info[sound_element].sound[last_action]);
10524 if (last_action == ACTION_SLEEPING)
10525 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10529 static void PlayAllPlayersSound()
10533 for (i = 0; i < MAX_PLAYERS; i++)
10534 if (stored_player[i].active)
10535 PlayPlayerSound(&stored_player[i]);
10538 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10540 boolean last_waiting = player->is_waiting;
10541 int move_dir = player->MovDir;
10543 player->dir_waiting = move_dir;
10544 player->last_action_waiting = player->action_waiting;
10548 if (!last_waiting) /* not waiting -> waiting */
10550 player->is_waiting = TRUE;
10552 player->frame_counter_bored =
10554 game.player_boring_delay_fixed +
10555 GetSimpleRandom(game.player_boring_delay_random);
10556 player->frame_counter_sleeping =
10558 game.player_sleeping_delay_fixed +
10559 GetSimpleRandom(game.player_sleeping_delay_random);
10561 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10564 if (game.player_sleeping_delay_fixed +
10565 game.player_sleeping_delay_random > 0 &&
10566 player->anim_delay_counter == 0 &&
10567 player->post_delay_counter == 0 &&
10568 FrameCounter >= player->frame_counter_sleeping)
10569 player->is_sleeping = TRUE;
10570 else if (game.player_boring_delay_fixed +
10571 game.player_boring_delay_random > 0 &&
10572 FrameCounter >= player->frame_counter_bored)
10573 player->is_bored = TRUE;
10575 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10576 player->is_bored ? ACTION_BORING :
10579 if (player->is_sleeping && player->use_murphy)
10581 /* special case for sleeping Murphy when leaning against non-free tile */
10583 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10584 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10585 !IS_MOVING(player->jx - 1, player->jy)))
10586 move_dir = MV_LEFT;
10587 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10588 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10589 !IS_MOVING(player->jx + 1, player->jy)))
10590 move_dir = MV_RIGHT;
10592 player->is_sleeping = FALSE;
10594 player->dir_waiting = move_dir;
10597 if (player->is_sleeping)
10599 if (player->num_special_action_sleeping > 0)
10601 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10603 int last_special_action = player->special_action_sleeping;
10604 int num_special_action = player->num_special_action_sleeping;
10605 int special_action =
10606 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10607 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10608 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10609 last_special_action + 1 : ACTION_SLEEPING);
10610 int special_graphic =
10611 el_act_dir2img(player->artwork_element, special_action, move_dir);
10613 player->anim_delay_counter =
10614 graphic_info[special_graphic].anim_delay_fixed +
10615 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10616 player->post_delay_counter =
10617 graphic_info[special_graphic].post_delay_fixed +
10618 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10620 player->special_action_sleeping = special_action;
10623 if (player->anim_delay_counter > 0)
10625 player->action_waiting = player->special_action_sleeping;
10626 player->anim_delay_counter--;
10628 else if (player->post_delay_counter > 0)
10630 player->post_delay_counter--;
10634 else if (player->is_bored)
10636 if (player->num_special_action_bored > 0)
10638 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10640 int special_action =
10641 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10642 int special_graphic =
10643 el_act_dir2img(player->artwork_element, special_action, move_dir);
10645 player->anim_delay_counter =
10646 graphic_info[special_graphic].anim_delay_fixed +
10647 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10648 player->post_delay_counter =
10649 graphic_info[special_graphic].post_delay_fixed +
10650 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10652 player->special_action_bored = special_action;
10655 if (player->anim_delay_counter > 0)
10657 player->action_waiting = player->special_action_bored;
10658 player->anim_delay_counter--;
10660 else if (player->post_delay_counter > 0)
10662 player->post_delay_counter--;
10667 else if (last_waiting) /* waiting -> not waiting */
10669 player->is_waiting = FALSE;
10670 player->is_bored = FALSE;
10671 player->is_sleeping = FALSE;
10673 player->frame_counter_bored = -1;
10674 player->frame_counter_sleeping = -1;
10676 player->anim_delay_counter = 0;
10677 player->post_delay_counter = 0;
10679 player->dir_waiting = player->MovDir;
10680 player->action_waiting = ACTION_DEFAULT;
10682 player->special_action_bored = ACTION_DEFAULT;
10683 player->special_action_sleeping = ACTION_DEFAULT;
10687 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10689 static boolean player_was_moving = FALSE;
10690 static boolean player_was_snapping = FALSE;
10691 static boolean player_was_dropping = FALSE;
10693 if ((!player->is_moving && player_was_moving) ||
10694 (player->MovPos == 0 && player_was_moving) ||
10695 (player->is_snapping && !player_was_snapping) ||
10696 (player->is_dropping && !player_was_dropping))
10698 if (!SaveEngineSnapshotToList())
10701 player_was_moving = FALSE;
10702 player_was_snapping = TRUE;
10703 player_was_dropping = TRUE;
10707 if (player->is_moving)
10708 player_was_moving = TRUE;
10710 if (!player->is_snapping)
10711 player_was_snapping = FALSE;
10713 if (!player->is_dropping)
10714 player_was_dropping = FALSE;
10718 static void CheckSingleStepMode(struct PlayerInfo *player)
10720 if (tape.single_step && tape.recording && !tape.pausing)
10722 /* as it is called "single step mode", just return to pause mode when the
10723 player stopped moving after one tile (or never starts moving at all) */
10724 if (!player->is_moving && !player->is_pushing)
10726 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10727 SnapField(player, 0, 0); /* stop snapping */
10731 CheckSaveEngineSnapshot(player);
10734 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10736 int left = player_action & JOY_LEFT;
10737 int right = player_action & JOY_RIGHT;
10738 int up = player_action & JOY_UP;
10739 int down = player_action & JOY_DOWN;
10740 int button1 = player_action & JOY_BUTTON_1;
10741 int button2 = player_action & JOY_BUTTON_2;
10742 int dx = (left ? -1 : right ? 1 : 0);
10743 int dy = (up ? -1 : down ? 1 : 0);
10745 if (!player->active || tape.pausing)
10751 SnapField(player, dx, dy);
10755 DropElement(player);
10757 MovePlayer(player, dx, dy);
10760 CheckSingleStepMode(player);
10762 SetPlayerWaiting(player, FALSE);
10764 return player_action;
10768 /* no actions for this player (no input at player's configured device) */
10770 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
10771 SnapField(player, 0, 0);
10772 CheckGravityMovementWhenNotMoving(player);
10774 if (player->MovPos == 0)
10775 SetPlayerWaiting(player, TRUE);
10777 if (player->MovPos == 0) /* needed for tape.playing */
10778 player->is_moving = FALSE;
10780 player->is_dropping = FALSE;
10781 player->is_dropping_pressed = FALSE;
10782 player->drop_pressed_delay = 0;
10784 CheckSingleStepMode(player);
10790 static void CheckLevelTime()
10794 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
10795 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10797 if (level.native_em_level->lev->home == 0) /* all players at home */
10799 PlayerWins(local_player);
10801 AllPlayersGone = TRUE;
10803 level.native_em_level->lev->home = -1;
10806 if (level.native_em_level->ply[0]->alive == 0 &&
10807 level.native_em_level->ply[1]->alive == 0 &&
10808 level.native_em_level->ply[2]->alive == 0 &&
10809 level.native_em_level->ply[3]->alive == 0) /* all dead */
10810 AllPlayersGone = TRUE;
10812 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
10814 if (game_sp.LevelSolved &&
10815 !game_sp.GameOver) /* game won */
10817 PlayerWins(local_player);
10819 game_sp.GameOver = TRUE;
10821 AllPlayersGone = TRUE;
10824 if (game_sp.GameOver) /* game lost */
10825 AllPlayersGone = TRUE;
10828 if (TimeFrames >= FRAMES_PER_SECOND)
10833 for (i = 0; i < MAX_PLAYERS; i++)
10835 struct PlayerInfo *player = &stored_player[i];
10837 if (SHIELD_ON(player))
10839 player->shield_normal_time_left--;
10841 if (player->shield_deadly_time_left > 0)
10842 player->shield_deadly_time_left--;
10846 if (!local_player->LevelSolved && !level.use_step_counter)
10854 if (TimeLeft <= 10 && setup.time_limit)
10855 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
10857 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
10858 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
10860 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10862 if (!TimeLeft && setup.time_limit)
10864 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10865 level.native_em_level->lev->killed_out_of_time = TRUE;
10867 for (i = 0; i < MAX_PLAYERS; i++)
10868 KillPlayer(&stored_player[i]);
10871 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
10873 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
10876 level.native_em_level->lev->time =
10877 (game.no_time_limit ? TimePlayed : TimeLeft);
10880 if (tape.recording || tape.playing)
10881 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
10884 if (tape.recording || tape.playing)
10885 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
10887 UpdateAndDisplayGameControlValues();
10890 void AdvanceFrameAndPlayerCounters(int player_nr)
10894 /* advance frame counters (global frame counter and time frame counter) */
10898 /* advance player counters (counters for move delay, move animation etc.) */
10899 for (i = 0; i < MAX_PLAYERS; i++)
10901 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
10902 int move_delay_value = stored_player[i].move_delay_value;
10903 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
10905 if (!advance_player_counters) /* not all players may be affected */
10908 if (move_frames == 0) /* less than one move per game frame */
10910 int stepsize = TILEX / move_delay_value;
10911 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
10912 int count = (stored_player[i].is_moving ?
10913 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
10915 if (count % delay == 0)
10919 stored_player[i].Frame += move_frames;
10921 if (stored_player[i].MovPos != 0)
10922 stored_player[i].StepFrame += move_frames;
10924 if (stored_player[i].move_delay > 0)
10925 stored_player[i].move_delay--;
10927 /* due to bugs in previous versions, counter must count up, not down */
10928 if (stored_player[i].push_delay != -1)
10929 stored_player[i].push_delay++;
10931 if (stored_player[i].drop_delay > 0)
10932 stored_player[i].drop_delay--;
10934 if (stored_player[i].is_dropping_pressed)
10935 stored_player[i].drop_pressed_delay++;
10939 void StartGameActions(boolean init_network_game, boolean record_tape,
10942 unsigned int new_random_seed = InitRND(random_seed);
10945 TapeStartRecording(new_random_seed);
10947 #if defined(NETWORK_AVALIABLE)
10948 if (init_network_game)
10950 SendToServer_StartPlaying();
10961 static unsigned int game_frame_delay = 0;
10962 unsigned int game_frame_delay_value;
10963 byte *recorded_player_action;
10964 byte summarized_player_action = 0;
10965 byte tape_action[MAX_PLAYERS];
10968 /* detect endless loops, caused by custom element programming */
10969 if (recursion_loop_detected && recursion_loop_depth == 0)
10971 char *message = getStringCat3("Internal Error! Element ",
10972 EL_NAME(recursion_loop_element),
10973 " caused endless loop! Quit the game?");
10975 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
10976 EL_NAME(recursion_loop_element));
10978 RequestQuitGameExt(FALSE, level_editor_test_game, message);
10980 recursion_loop_detected = FALSE; /* if game should be continued */
10987 if (game.restart_level)
10988 StartGameActions(options.network, setup.autorecord, level.random_seed);
10990 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
10991 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10993 if (level.native_em_level->lev->home == 0) /* all players at home */
10995 PlayerWins(local_player);
10997 AllPlayersGone = TRUE;
10999 level.native_em_level->lev->home = -1;
11002 if (level.native_em_level->ply[0]->alive == 0 &&
11003 level.native_em_level->ply[1]->alive == 0 &&
11004 level.native_em_level->ply[2]->alive == 0 &&
11005 level.native_em_level->ply[3]->alive == 0) /* all dead */
11006 AllPlayersGone = TRUE;
11008 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11010 if (game_sp.LevelSolved &&
11011 !game_sp.GameOver) /* game won */
11013 PlayerWins(local_player);
11015 game_sp.GameOver = TRUE;
11017 AllPlayersGone = TRUE;
11020 if (game_sp.GameOver) /* game lost */
11021 AllPlayersGone = TRUE;
11024 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11027 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11030 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11033 game_frame_delay_value =
11034 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11036 if (tape.playing && tape.warp_forward && !tape.pausing)
11037 game_frame_delay_value = 0;
11040 /* ---------- main game synchronization point ---------- */
11042 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11044 printf("::: skip == %d\n", skip);
11047 /* ---------- main game synchronization point ---------- */
11049 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11052 if (network_playing && !network_player_action_received)
11054 /* try to get network player actions in time */
11056 #if defined(NETWORK_AVALIABLE)
11057 /* last chance to get network player actions without main loop delay */
11058 HandleNetworking();
11061 /* game was quit by network peer */
11062 if (game_status != GAME_MODE_PLAYING)
11065 if (!network_player_action_received)
11066 return; /* failed to get network player actions in time */
11068 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11074 /* at this point we know that we really continue executing the game */
11076 network_player_action_received = FALSE;
11078 /* when playing tape, read previously recorded player input from tape data */
11079 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11081 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11085 if (tape.set_centered_player)
11087 game.centered_player_nr_next = tape.centered_player_nr_next;
11088 game.set_centered_player = TRUE;
11091 for (i = 0; i < MAX_PLAYERS; i++)
11093 summarized_player_action |= stored_player[i].action;
11095 if (!network_playing && (game.team_mode || tape.playing))
11096 stored_player[i].effective_action = stored_player[i].action;
11099 #if defined(NETWORK_AVALIABLE)
11100 if (network_playing)
11101 SendToServer_MovePlayer(summarized_player_action);
11104 // summarize all actions at local players mapped input device position
11105 // (this allows using different input devices in single player mode)
11106 if (!options.network && !game.team_mode)
11107 stored_player[map_player_action[local_player->index_nr]].effective_action =
11108 summarized_player_action;
11110 if (tape.recording &&
11112 setup.input_on_focus &&
11113 game.centered_player_nr != -1)
11115 for (i = 0; i < MAX_PLAYERS; i++)
11116 stored_player[i].effective_action =
11117 (i == game.centered_player_nr ? summarized_player_action : 0);
11120 if (recorded_player_action != NULL)
11121 for (i = 0; i < MAX_PLAYERS; i++)
11122 stored_player[i].effective_action = recorded_player_action[i];
11124 for (i = 0; i < MAX_PLAYERS; i++)
11126 tape_action[i] = stored_player[i].effective_action;
11128 /* (this may happen in the RND game engine if a player was not present on
11129 the playfield on level start, but appeared later from a custom element */
11130 if (setup.team_mode &&
11133 !tape.player_participates[i])
11134 tape.player_participates[i] = TRUE;
11137 /* only record actions from input devices, but not programmed actions */
11138 if (tape.recording)
11139 TapeRecordAction(tape_action);
11141 #if USE_NEW_PLAYER_ASSIGNMENTS
11142 // !!! also map player actions in single player mode !!!
11143 // if (game.team_mode)
11146 byte mapped_action[MAX_PLAYERS];
11148 #if DEBUG_PLAYER_ACTIONS
11150 for (i = 0; i < MAX_PLAYERS; i++)
11151 printf(" %d, ", stored_player[i].effective_action);
11154 for (i = 0; i < MAX_PLAYERS; i++)
11155 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11157 for (i = 0; i < MAX_PLAYERS; i++)
11158 stored_player[i].effective_action = mapped_action[i];
11160 #if DEBUG_PLAYER_ACTIONS
11162 for (i = 0; i < MAX_PLAYERS; i++)
11163 printf(" %d, ", stored_player[i].effective_action);
11167 #if DEBUG_PLAYER_ACTIONS
11171 for (i = 0; i < MAX_PLAYERS; i++)
11172 printf(" %d, ", stored_player[i].effective_action);
11178 for (i = 0; i < MAX_PLAYERS; i++)
11180 // allow engine snapshot in case of changed movement attempt
11181 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11182 (stored_player[i].effective_action & KEY_MOTION))
11183 game.snapshot.changed_action = TRUE;
11185 // allow engine snapshot in case of snapping/dropping attempt
11186 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11187 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11188 game.snapshot.changed_action = TRUE;
11190 game.snapshot.last_action[i] = stored_player[i].effective_action;
11193 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11195 GameActions_EM_Main();
11197 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11199 GameActions_SP_Main();
11203 GameActions_RND_Main();
11206 BlitScreenToBitmap(backbuffer);
11210 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11212 if (options.debug) /* calculate frames per second */
11214 static unsigned int fps_counter = 0;
11215 static int fps_frames = 0;
11216 unsigned int fps_delay_ms = Counter() - fps_counter;
11220 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
11222 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11225 fps_counter = Counter();
11228 redraw_mask |= REDRAW_FPS;
11232 void GameActions_EM_Main()
11234 byte effective_action[MAX_PLAYERS];
11235 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11238 for (i = 0; i < MAX_PLAYERS; i++)
11239 effective_action[i] = stored_player[i].effective_action;
11241 GameActions_EM(effective_action, warp_mode);
11244 void GameActions_SP_Main()
11246 byte effective_action[MAX_PLAYERS];
11247 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11250 for (i = 0; i < MAX_PLAYERS; i++)
11251 effective_action[i] = stored_player[i].effective_action;
11253 GameActions_SP(effective_action, warp_mode);
11256 void GameActions_RND_Main()
11261 void GameActions_RND()
11263 int magic_wall_x = 0, magic_wall_y = 0;
11264 int i, x, y, element, graphic;
11266 InitPlayfieldScanModeVars();
11268 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11270 SCAN_PLAYFIELD(x, y)
11272 ChangeCount[x][y] = 0;
11273 ChangeEvent[x][y] = -1;
11277 if (game.set_centered_player)
11279 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11281 /* switching to "all players" only possible if all players fit to screen */
11282 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11284 game.centered_player_nr_next = game.centered_player_nr;
11285 game.set_centered_player = FALSE;
11288 /* do not switch focus to non-existing (or non-active) player */
11289 if (game.centered_player_nr_next >= 0 &&
11290 !stored_player[game.centered_player_nr_next].active)
11292 game.centered_player_nr_next = game.centered_player_nr;
11293 game.set_centered_player = FALSE;
11297 if (game.set_centered_player &&
11298 ScreenMovPos == 0) /* screen currently aligned at tile position */
11302 if (game.centered_player_nr_next == -1)
11304 setScreenCenteredToAllPlayers(&sx, &sy);
11308 sx = stored_player[game.centered_player_nr_next].jx;
11309 sy = stored_player[game.centered_player_nr_next].jy;
11312 game.centered_player_nr = game.centered_player_nr_next;
11313 game.set_centered_player = FALSE;
11315 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11316 DrawGameDoorValues();
11319 for (i = 0; i < MAX_PLAYERS; i++)
11321 int actual_player_action = stored_player[i].effective_action;
11324 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11325 - rnd_equinox_tetrachloride 048
11326 - rnd_equinox_tetrachloride_ii 096
11327 - rnd_emanuel_schmieg 002
11328 - doctor_sloan_ww 001, 020
11330 if (stored_player[i].MovPos == 0)
11331 CheckGravityMovement(&stored_player[i]);
11334 /* overwrite programmed action with tape action */
11335 if (stored_player[i].programmed_action)
11336 actual_player_action = stored_player[i].programmed_action;
11338 PlayerActions(&stored_player[i], actual_player_action);
11340 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11343 ScrollScreen(NULL, SCROLL_GO_ON);
11345 /* for backwards compatibility, the following code emulates a fixed bug that
11346 occured when pushing elements (causing elements that just made their last
11347 pushing step to already (if possible) make their first falling step in the
11348 same game frame, which is bad); this code is also needed to use the famous
11349 "spring push bug" which is used in older levels and might be wanted to be
11350 used also in newer levels, but in this case the buggy pushing code is only
11351 affecting the "spring" element and no other elements */
11353 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11355 for (i = 0; i < MAX_PLAYERS; i++)
11357 struct PlayerInfo *player = &stored_player[i];
11358 int x = player->jx;
11359 int y = player->jy;
11361 if (player->active && player->is_pushing && player->is_moving &&
11363 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11364 Feld[x][y] == EL_SPRING))
11366 ContinueMoving(x, y);
11368 /* continue moving after pushing (this is actually a bug) */
11369 if (!IS_MOVING(x, y))
11370 Stop[x][y] = FALSE;
11375 SCAN_PLAYFIELD(x, y)
11377 ChangeCount[x][y] = 0;
11378 ChangeEvent[x][y] = -1;
11380 /* this must be handled before main playfield loop */
11381 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11384 if (MovDelay[x][y] <= 0)
11388 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11391 if (MovDelay[x][y] <= 0)
11394 TEST_DrawLevelField(x, y);
11396 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11401 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11403 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11404 printf("GameActions(): This should never happen!\n");
11406 ChangePage[x][y] = -1;
11410 Stop[x][y] = FALSE;
11411 if (WasJustMoving[x][y] > 0)
11412 WasJustMoving[x][y]--;
11413 if (WasJustFalling[x][y] > 0)
11414 WasJustFalling[x][y]--;
11415 if (CheckCollision[x][y] > 0)
11416 CheckCollision[x][y]--;
11417 if (CheckImpact[x][y] > 0)
11418 CheckImpact[x][y]--;
11422 /* reset finished pushing action (not done in ContinueMoving() to allow
11423 continuous pushing animation for elements with zero push delay) */
11424 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11426 ResetGfxAnimation(x, y);
11427 TEST_DrawLevelField(x, y);
11431 if (IS_BLOCKED(x, y))
11435 Blocked2Moving(x, y, &oldx, &oldy);
11436 if (!IS_MOVING(oldx, oldy))
11438 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11439 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11440 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11441 printf("GameActions(): This should never happen!\n");
11447 SCAN_PLAYFIELD(x, y)
11449 element = Feld[x][y];
11450 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11452 ResetGfxFrame(x, y, TRUE);
11454 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11455 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11456 ResetRandomAnimationValue(x, y);
11458 SetRandomAnimationValue(x, y);
11460 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11462 if (IS_INACTIVE(element))
11464 if (IS_ANIMATED(graphic))
11465 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11470 /* this may take place after moving, so 'element' may have changed */
11471 if (IS_CHANGING(x, y) &&
11472 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11474 int page = element_info[element].event_page_nr[CE_DELAY];
11476 HandleElementChange(x, y, page);
11478 element = Feld[x][y];
11479 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11482 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11486 element = Feld[x][y];
11487 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11489 if (IS_ANIMATED(graphic) &&
11490 !IS_MOVING(x, y) &&
11492 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11494 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11495 TEST_DrawTwinkleOnField(x, y);
11497 else if ((element == EL_ACID ||
11498 element == EL_EXIT_OPEN ||
11499 element == EL_EM_EXIT_OPEN ||
11500 element == EL_SP_EXIT_OPEN ||
11501 element == EL_STEEL_EXIT_OPEN ||
11502 element == EL_EM_STEEL_EXIT_OPEN ||
11503 element == EL_SP_TERMINAL ||
11504 element == EL_SP_TERMINAL_ACTIVE ||
11505 element == EL_EXTRA_TIME ||
11506 element == EL_SHIELD_NORMAL ||
11507 element == EL_SHIELD_DEADLY) &&
11508 IS_ANIMATED(graphic))
11509 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11510 else if (IS_MOVING(x, y))
11511 ContinueMoving(x, y);
11512 else if (IS_ACTIVE_BOMB(element))
11513 CheckDynamite(x, y);
11514 else if (element == EL_AMOEBA_GROWING)
11515 AmoebeWaechst(x, y);
11516 else if (element == EL_AMOEBA_SHRINKING)
11517 AmoebaDisappearing(x, y);
11519 #if !USE_NEW_AMOEBA_CODE
11520 else if (IS_AMOEBALIVE(element))
11521 AmoebeAbleger(x, y);
11524 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11526 else if (element == EL_EXIT_CLOSED)
11528 else if (element == EL_EM_EXIT_CLOSED)
11530 else if (element == EL_STEEL_EXIT_CLOSED)
11531 CheckExitSteel(x, y);
11532 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11533 CheckExitSteelEM(x, y);
11534 else if (element == EL_SP_EXIT_CLOSED)
11536 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11537 element == EL_EXPANDABLE_STEELWALL_GROWING)
11538 MauerWaechst(x, y);
11539 else if (element == EL_EXPANDABLE_WALL ||
11540 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11541 element == EL_EXPANDABLE_WALL_VERTICAL ||
11542 element == EL_EXPANDABLE_WALL_ANY ||
11543 element == EL_BD_EXPANDABLE_WALL)
11544 MauerAbleger(x, y);
11545 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11546 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11547 element == EL_EXPANDABLE_STEELWALL_ANY)
11548 MauerAblegerStahl(x, y);
11549 else if (element == EL_FLAMES)
11550 CheckForDragon(x, y);
11551 else if (element == EL_EXPLOSION)
11552 ; /* drawing of correct explosion animation is handled separately */
11553 else if (element == EL_ELEMENT_SNAPPING ||
11554 element == EL_DIAGONAL_SHRINKING ||
11555 element == EL_DIAGONAL_GROWING)
11557 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11559 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11561 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11562 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11564 if (IS_BELT_ACTIVE(element))
11565 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11567 if (game.magic_wall_active)
11569 int jx = local_player->jx, jy = local_player->jy;
11571 /* play the element sound at the position nearest to the player */
11572 if ((element == EL_MAGIC_WALL_FULL ||
11573 element == EL_MAGIC_WALL_ACTIVE ||
11574 element == EL_MAGIC_WALL_EMPTYING ||
11575 element == EL_BD_MAGIC_WALL_FULL ||
11576 element == EL_BD_MAGIC_WALL_ACTIVE ||
11577 element == EL_BD_MAGIC_WALL_EMPTYING ||
11578 element == EL_DC_MAGIC_WALL_FULL ||
11579 element == EL_DC_MAGIC_WALL_ACTIVE ||
11580 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11581 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11589 #if USE_NEW_AMOEBA_CODE
11590 /* new experimental amoeba growth stuff */
11591 if (!(FrameCounter % 8))
11593 static unsigned int random = 1684108901;
11595 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11597 x = RND(lev_fieldx);
11598 y = RND(lev_fieldy);
11599 element = Feld[x][y];
11601 if (!IS_PLAYER(x,y) &&
11602 (element == EL_EMPTY ||
11603 CAN_GROW_INTO(element) ||
11604 element == EL_QUICKSAND_EMPTY ||
11605 element == EL_QUICKSAND_FAST_EMPTY ||
11606 element == EL_ACID_SPLASH_LEFT ||
11607 element == EL_ACID_SPLASH_RIGHT))
11609 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11610 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11611 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11612 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11613 Feld[x][y] = EL_AMOEBA_DROP;
11616 random = random * 129 + 1;
11621 game.explosions_delayed = FALSE;
11623 SCAN_PLAYFIELD(x, y)
11625 element = Feld[x][y];
11627 if (ExplodeField[x][y])
11628 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11629 else if (element == EL_EXPLOSION)
11630 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11632 ExplodeField[x][y] = EX_TYPE_NONE;
11635 game.explosions_delayed = TRUE;
11637 if (game.magic_wall_active)
11639 if (!(game.magic_wall_time_left % 4))
11641 int element = Feld[magic_wall_x][magic_wall_y];
11643 if (element == EL_BD_MAGIC_WALL_FULL ||
11644 element == EL_BD_MAGIC_WALL_ACTIVE ||
11645 element == EL_BD_MAGIC_WALL_EMPTYING)
11646 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
11647 else if (element == EL_DC_MAGIC_WALL_FULL ||
11648 element == EL_DC_MAGIC_WALL_ACTIVE ||
11649 element == EL_DC_MAGIC_WALL_EMPTYING)
11650 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
11652 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
11655 if (game.magic_wall_time_left > 0)
11657 game.magic_wall_time_left--;
11659 if (!game.magic_wall_time_left)
11661 SCAN_PLAYFIELD(x, y)
11663 element = Feld[x][y];
11665 if (element == EL_MAGIC_WALL_ACTIVE ||
11666 element == EL_MAGIC_WALL_FULL)
11668 Feld[x][y] = EL_MAGIC_WALL_DEAD;
11669 TEST_DrawLevelField(x, y);
11671 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
11672 element == EL_BD_MAGIC_WALL_FULL)
11674 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
11675 TEST_DrawLevelField(x, y);
11677 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
11678 element == EL_DC_MAGIC_WALL_FULL)
11680 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
11681 TEST_DrawLevelField(x, y);
11685 game.magic_wall_active = FALSE;
11690 if (game.light_time_left > 0)
11692 game.light_time_left--;
11694 if (game.light_time_left == 0)
11695 RedrawAllLightSwitchesAndInvisibleElements();
11698 if (game.timegate_time_left > 0)
11700 game.timegate_time_left--;
11702 if (game.timegate_time_left == 0)
11703 CloseAllOpenTimegates();
11706 if (game.lenses_time_left > 0)
11708 game.lenses_time_left--;
11710 if (game.lenses_time_left == 0)
11711 RedrawAllInvisibleElementsForLenses();
11714 if (game.magnify_time_left > 0)
11716 game.magnify_time_left--;
11718 if (game.magnify_time_left == 0)
11719 RedrawAllInvisibleElementsForMagnifier();
11722 for (i = 0; i < MAX_PLAYERS; i++)
11724 struct PlayerInfo *player = &stored_player[i];
11726 if (SHIELD_ON(player))
11728 if (player->shield_deadly_time_left)
11729 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
11730 else if (player->shield_normal_time_left)
11731 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
11735 #if USE_DELAYED_GFX_REDRAW
11736 SCAN_PLAYFIELD(x, y)
11738 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
11740 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
11741 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
11743 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
11744 DrawLevelField(x, y);
11746 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
11747 DrawLevelFieldCrumbled(x, y);
11749 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
11750 DrawLevelFieldCrumbledNeighbours(x, y);
11752 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
11753 DrawTwinkleOnField(x, y);
11756 GfxRedraw[x][y] = GFX_REDRAW_NONE;
11761 PlayAllPlayersSound();
11763 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
11765 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
11767 local_player->show_envelope = 0;
11770 /* use random number generator in every frame to make it less predictable */
11771 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
11775 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
11777 int min_x = x, min_y = y, max_x = x, max_y = y;
11780 for (i = 0; i < MAX_PLAYERS; i++)
11782 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11784 if (!stored_player[i].active || &stored_player[i] == player)
11787 min_x = MIN(min_x, jx);
11788 min_y = MIN(min_y, jy);
11789 max_x = MAX(max_x, jx);
11790 max_y = MAX(max_y, jy);
11793 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
11796 static boolean AllPlayersInVisibleScreen()
11800 for (i = 0; i < MAX_PLAYERS; i++)
11802 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11804 if (!stored_player[i].active)
11807 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
11814 void ScrollLevel(int dx, int dy)
11816 int scroll_offset = 2 * TILEX_VAR;
11819 BlitBitmap(drawto_field, drawto_field,
11820 FX + TILEX_VAR * (dx == -1) - scroll_offset,
11821 FY + TILEY_VAR * (dy == -1) - scroll_offset,
11822 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
11823 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
11824 FX + TILEX_VAR * (dx == 1) - scroll_offset,
11825 FY + TILEY_VAR * (dy == 1) - scroll_offset);
11829 x = (dx == 1 ? BX1 : BX2);
11830 for (y = BY1; y <= BY2; y++)
11831 DrawScreenField(x, y);
11836 y = (dy == 1 ? BY1 : BY2);
11837 for (x = BX1; x <= BX2; x++)
11838 DrawScreenField(x, y);
11841 redraw_mask |= REDRAW_FIELD;
11844 static boolean canFallDown(struct PlayerInfo *player)
11846 int jx = player->jx, jy = player->jy;
11848 return (IN_LEV_FIELD(jx, jy + 1) &&
11849 (IS_FREE(jx, jy + 1) ||
11850 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
11851 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
11852 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
11855 static boolean canPassField(int x, int y, int move_dir)
11857 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11858 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11859 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11860 int nextx = x + dx;
11861 int nexty = y + dy;
11862 int element = Feld[x][y];
11864 return (IS_PASSABLE_FROM(element, opposite_dir) &&
11865 !CAN_MOVE(element) &&
11866 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
11867 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
11868 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
11871 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
11873 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11874 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11875 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11879 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
11880 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
11881 (IS_DIGGABLE(Feld[newx][newy]) ||
11882 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
11883 canPassField(newx, newy, move_dir)));
11886 static void CheckGravityMovement(struct PlayerInfo *player)
11888 if (player->gravity && !player->programmed_action)
11890 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
11891 int move_dir_vertical = player->effective_action & MV_VERTICAL;
11892 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
11893 int jx = player->jx, jy = player->jy;
11894 boolean player_is_moving_to_valid_field =
11895 (!player_is_snapping &&
11896 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
11897 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
11898 boolean player_can_fall_down = canFallDown(player);
11900 if (player_can_fall_down &&
11901 !player_is_moving_to_valid_field)
11902 player->programmed_action = MV_DOWN;
11906 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
11908 return CheckGravityMovement(player);
11910 if (player->gravity && !player->programmed_action)
11912 int jx = player->jx, jy = player->jy;
11913 boolean field_under_player_is_free =
11914 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
11915 boolean player_is_standing_on_valid_field =
11916 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
11917 (IS_WALKABLE(Feld[jx][jy]) &&
11918 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
11920 if (field_under_player_is_free && !player_is_standing_on_valid_field)
11921 player->programmed_action = MV_DOWN;
11926 MovePlayerOneStep()
11927 -----------------------------------------------------------------------------
11928 dx, dy: direction (non-diagonal) to try to move the player to
11929 real_dx, real_dy: direction as read from input device (can be diagonal)
11932 boolean MovePlayerOneStep(struct PlayerInfo *player,
11933 int dx, int dy, int real_dx, int real_dy)
11935 int jx = player->jx, jy = player->jy;
11936 int new_jx = jx + dx, new_jy = jy + dy;
11938 boolean player_can_move = !player->cannot_move;
11940 if (!player->active || (!dx && !dy))
11941 return MP_NO_ACTION;
11943 player->MovDir = (dx < 0 ? MV_LEFT :
11944 dx > 0 ? MV_RIGHT :
11946 dy > 0 ? MV_DOWN : MV_NONE);
11948 if (!IN_LEV_FIELD(new_jx, new_jy))
11949 return MP_NO_ACTION;
11951 if (!player_can_move)
11953 if (player->MovPos == 0)
11955 player->is_moving = FALSE;
11956 player->is_digging = FALSE;
11957 player->is_collecting = FALSE;
11958 player->is_snapping = FALSE;
11959 player->is_pushing = FALSE;
11963 if (!options.network && game.centered_player_nr == -1 &&
11964 !AllPlayersInSight(player, new_jx, new_jy))
11965 return MP_NO_ACTION;
11967 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
11968 if (can_move != MP_MOVING)
11971 /* check if DigField() has caused relocation of the player */
11972 if (player->jx != jx || player->jy != jy)
11973 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
11975 StorePlayer[jx][jy] = 0;
11976 player->last_jx = jx;
11977 player->last_jy = jy;
11978 player->jx = new_jx;
11979 player->jy = new_jy;
11980 StorePlayer[new_jx][new_jy] = player->element_nr;
11982 if (player->move_delay_value_next != -1)
11984 player->move_delay_value = player->move_delay_value_next;
11985 player->move_delay_value_next = -1;
11989 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
11991 player->step_counter++;
11993 PlayerVisit[jx][jy] = FrameCounter;
11995 player->is_moving = TRUE;
11998 /* should better be called in MovePlayer(), but this breaks some tapes */
11999 ScrollPlayer(player, SCROLL_INIT);
12005 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12007 int jx = player->jx, jy = player->jy;
12008 int old_jx = jx, old_jy = jy;
12009 int moved = MP_NO_ACTION;
12011 if (!player->active)
12016 if (player->MovPos == 0)
12018 player->is_moving = FALSE;
12019 player->is_digging = FALSE;
12020 player->is_collecting = FALSE;
12021 player->is_snapping = FALSE;
12022 player->is_pushing = FALSE;
12028 if (player->move_delay > 0)
12031 player->move_delay = -1; /* set to "uninitialized" value */
12033 /* store if player is automatically moved to next field */
12034 player->is_auto_moving = (player->programmed_action != MV_NONE);
12036 /* remove the last programmed player action */
12037 player->programmed_action = 0;
12039 if (player->MovPos)
12041 /* should only happen if pre-1.2 tape recordings are played */
12042 /* this is only for backward compatibility */
12044 int original_move_delay_value = player->move_delay_value;
12047 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12051 /* scroll remaining steps with finest movement resolution */
12052 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12054 while (player->MovPos)
12056 ScrollPlayer(player, SCROLL_GO_ON);
12057 ScrollScreen(NULL, SCROLL_GO_ON);
12059 AdvanceFrameAndPlayerCounters(player->index_nr);
12065 player->move_delay_value = original_move_delay_value;
12068 player->is_active = FALSE;
12070 if (player->last_move_dir & MV_HORIZONTAL)
12072 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12073 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12077 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12078 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12081 if (!moved && !player->is_active)
12083 player->is_moving = FALSE;
12084 player->is_digging = FALSE;
12085 player->is_collecting = FALSE;
12086 player->is_snapping = FALSE;
12087 player->is_pushing = FALSE;
12093 if (moved & MP_MOVING && !ScreenMovPos &&
12094 (player->index_nr == game.centered_player_nr ||
12095 game.centered_player_nr == -1))
12097 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12098 int offset = game.scroll_delay_value;
12100 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12102 /* actual player has left the screen -- scroll in that direction */
12103 if (jx != old_jx) /* player has moved horizontally */
12104 scroll_x += (jx - old_jx);
12105 else /* player has moved vertically */
12106 scroll_y += (jy - old_jy);
12110 if (jx != old_jx) /* player has moved horizontally */
12112 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12113 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12114 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12116 /* don't scroll over playfield boundaries */
12117 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12118 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12120 /* don't scroll more than one field at a time */
12121 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12123 /* don't scroll against the player's moving direction */
12124 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12125 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12126 scroll_x = old_scroll_x;
12128 else /* player has moved vertically */
12130 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12131 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12132 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12134 /* don't scroll over playfield boundaries */
12135 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12136 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12138 /* don't scroll more than one field at a time */
12139 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12141 /* don't scroll against the player's moving direction */
12142 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12143 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12144 scroll_y = old_scroll_y;
12148 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12150 if (!options.network && game.centered_player_nr == -1 &&
12151 !AllPlayersInVisibleScreen())
12153 scroll_x = old_scroll_x;
12154 scroll_y = old_scroll_y;
12158 ScrollScreen(player, SCROLL_INIT);
12159 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12164 player->StepFrame = 0;
12166 if (moved & MP_MOVING)
12168 if (old_jx != jx && old_jy == jy)
12169 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12170 else if (old_jx == jx && old_jy != jy)
12171 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12173 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12175 player->last_move_dir = player->MovDir;
12176 player->is_moving = TRUE;
12177 player->is_snapping = FALSE;
12178 player->is_switching = FALSE;
12179 player->is_dropping = FALSE;
12180 player->is_dropping_pressed = FALSE;
12181 player->drop_pressed_delay = 0;
12184 /* should better be called here than above, but this breaks some tapes */
12185 ScrollPlayer(player, SCROLL_INIT);
12190 CheckGravityMovementWhenNotMoving(player);
12192 player->is_moving = FALSE;
12194 /* at this point, the player is allowed to move, but cannot move right now
12195 (e.g. because of something blocking the way) -- ensure that the player
12196 is also allowed to move in the next frame (in old versions before 3.1.1,
12197 the player was forced to wait again for eight frames before next try) */
12199 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12200 player->move_delay = 0; /* allow direct movement in the next frame */
12203 if (player->move_delay == -1) /* not yet initialized by DigField() */
12204 player->move_delay = player->move_delay_value;
12206 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12208 TestIfPlayerTouchesBadThing(jx, jy);
12209 TestIfPlayerTouchesCustomElement(jx, jy);
12212 if (!player->active)
12213 RemovePlayer(player);
12218 void ScrollPlayer(struct PlayerInfo *player, int mode)
12220 int jx = player->jx, jy = player->jy;
12221 int last_jx = player->last_jx, last_jy = player->last_jy;
12222 int move_stepsize = TILEX / player->move_delay_value;
12224 if (!player->active)
12227 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12230 if (mode == SCROLL_INIT)
12232 player->actual_frame_counter = FrameCounter;
12233 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12235 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12236 Feld[last_jx][last_jy] == EL_EMPTY)
12238 int last_field_block_delay = 0; /* start with no blocking at all */
12239 int block_delay_adjustment = player->block_delay_adjustment;
12241 /* if player blocks last field, add delay for exactly one move */
12242 if (player->block_last_field)
12244 last_field_block_delay += player->move_delay_value;
12246 /* when blocking enabled, prevent moving up despite gravity */
12247 if (player->gravity && player->MovDir == MV_UP)
12248 block_delay_adjustment = -1;
12251 /* add block delay adjustment (also possible when not blocking) */
12252 last_field_block_delay += block_delay_adjustment;
12254 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12255 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12258 if (player->MovPos != 0) /* player has not yet reached destination */
12261 else if (!FrameReached(&player->actual_frame_counter, 1))
12264 if (player->MovPos != 0)
12266 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12267 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12269 /* before DrawPlayer() to draw correct player graphic for this case */
12270 if (player->MovPos == 0)
12271 CheckGravityMovement(player);
12274 if (player->MovPos == 0) /* player reached destination field */
12276 if (player->move_delay_reset_counter > 0)
12278 player->move_delay_reset_counter--;
12280 if (player->move_delay_reset_counter == 0)
12282 /* continue with normal speed after quickly moving through gate */
12283 HALVE_PLAYER_SPEED(player);
12285 /* be able to make the next move without delay */
12286 player->move_delay = 0;
12290 player->last_jx = jx;
12291 player->last_jy = jy;
12293 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12294 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12295 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12296 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12297 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12298 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12299 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12300 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12302 DrawPlayer(player); /* needed here only to cleanup last field */
12303 RemovePlayer(player);
12305 if (local_player->friends_still_needed == 0 ||
12306 IS_SP_ELEMENT(Feld[jx][jy]))
12307 PlayerWins(player);
12310 /* this breaks one level: "machine", level 000 */
12312 int move_direction = player->MovDir;
12313 int enter_side = MV_DIR_OPPOSITE(move_direction);
12314 int leave_side = move_direction;
12315 int old_jx = last_jx;
12316 int old_jy = last_jy;
12317 int old_element = Feld[old_jx][old_jy];
12318 int new_element = Feld[jx][jy];
12320 if (IS_CUSTOM_ELEMENT(old_element))
12321 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12323 player->index_bit, leave_side);
12325 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12326 CE_PLAYER_LEAVES_X,
12327 player->index_bit, leave_side);
12329 if (IS_CUSTOM_ELEMENT(new_element))
12330 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12331 player->index_bit, enter_side);
12333 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12334 CE_PLAYER_ENTERS_X,
12335 player->index_bit, enter_side);
12337 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12338 CE_MOVE_OF_X, move_direction);
12341 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12343 TestIfPlayerTouchesBadThing(jx, jy);
12344 TestIfPlayerTouchesCustomElement(jx, jy);
12346 /* needed because pushed element has not yet reached its destination,
12347 so it would trigger a change event at its previous field location */
12348 if (!player->is_pushing)
12349 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12351 if (!player->active)
12352 RemovePlayer(player);
12355 if (!local_player->LevelSolved && level.use_step_counter)
12365 if (TimeLeft <= 10 && setup.time_limit)
12366 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12368 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12370 DisplayGameControlValues();
12372 if (!TimeLeft && setup.time_limit)
12373 for (i = 0; i < MAX_PLAYERS; i++)
12374 KillPlayer(&stored_player[i]);
12376 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12378 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12380 DisplayGameControlValues();
12384 if (tape.single_step && tape.recording && !tape.pausing &&
12385 !player->programmed_action)
12386 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12388 if (!player->programmed_action)
12389 CheckSaveEngineSnapshot(player);
12393 void ScrollScreen(struct PlayerInfo *player, int mode)
12395 static unsigned int screen_frame_counter = 0;
12397 if (mode == SCROLL_INIT)
12399 /* set scrolling step size according to actual player's moving speed */
12400 ScrollStepSize = TILEX / player->move_delay_value;
12402 screen_frame_counter = FrameCounter;
12403 ScreenMovDir = player->MovDir;
12404 ScreenMovPos = player->MovPos;
12405 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12408 else if (!FrameReached(&screen_frame_counter, 1))
12413 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12414 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12415 redraw_mask |= REDRAW_FIELD;
12418 ScreenMovDir = MV_NONE;
12421 void TestIfPlayerTouchesCustomElement(int x, int y)
12423 static int xy[4][2] =
12430 static int trigger_sides[4][2] =
12432 /* center side border side */
12433 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12434 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12435 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12436 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12438 static int touch_dir[4] =
12440 MV_LEFT | MV_RIGHT,
12445 int center_element = Feld[x][y]; /* should always be non-moving! */
12448 for (i = 0; i < NUM_DIRECTIONS; i++)
12450 int xx = x + xy[i][0];
12451 int yy = y + xy[i][1];
12452 int center_side = trigger_sides[i][0];
12453 int border_side = trigger_sides[i][1];
12454 int border_element;
12456 if (!IN_LEV_FIELD(xx, yy))
12459 if (IS_PLAYER(x, y)) /* player found at center element */
12461 struct PlayerInfo *player = PLAYERINFO(x, y);
12463 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12464 border_element = Feld[xx][yy]; /* may be moving! */
12465 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12466 border_element = Feld[xx][yy];
12467 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12468 border_element = MovingOrBlocked2Element(xx, yy);
12470 continue; /* center and border element do not touch */
12472 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12473 player->index_bit, border_side);
12474 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12475 CE_PLAYER_TOUCHES_X,
12476 player->index_bit, border_side);
12479 /* use player element that is initially defined in the level playfield,
12480 not the player element that corresponds to the runtime player number
12481 (example: a level that contains EL_PLAYER_3 as the only player would
12482 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12483 int player_element = PLAYERINFO(x, y)->initial_element;
12485 CheckElementChangeBySide(xx, yy, border_element, player_element,
12486 CE_TOUCHING_X, border_side);
12489 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12491 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12493 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12495 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12496 continue; /* center and border element do not touch */
12499 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12500 player->index_bit, center_side);
12501 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12502 CE_PLAYER_TOUCHES_X,
12503 player->index_bit, center_side);
12506 /* use player element that is initially defined in the level playfield,
12507 not the player element that corresponds to the runtime player number
12508 (example: a level that contains EL_PLAYER_3 as the only player would
12509 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12510 int player_element = PLAYERINFO(xx, yy)->initial_element;
12512 CheckElementChangeBySide(x, y, center_element, player_element,
12513 CE_TOUCHING_X, center_side);
12521 void TestIfElementTouchesCustomElement(int x, int y)
12523 static int xy[4][2] =
12530 static int trigger_sides[4][2] =
12532 /* center side border side */
12533 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12534 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12535 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12536 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12538 static int touch_dir[4] =
12540 MV_LEFT | MV_RIGHT,
12545 boolean change_center_element = FALSE;
12546 int center_element = Feld[x][y]; /* should always be non-moving! */
12547 int border_element_old[NUM_DIRECTIONS];
12550 for (i = 0; i < NUM_DIRECTIONS; i++)
12552 int xx = x + xy[i][0];
12553 int yy = y + xy[i][1];
12554 int border_element;
12556 border_element_old[i] = -1;
12558 if (!IN_LEV_FIELD(xx, yy))
12561 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12562 border_element = Feld[xx][yy]; /* may be moving! */
12563 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12564 border_element = Feld[xx][yy];
12565 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12566 border_element = MovingOrBlocked2Element(xx, yy);
12568 continue; /* center and border element do not touch */
12570 border_element_old[i] = border_element;
12573 for (i = 0; i < NUM_DIRECTIONS; i++)
12575 int xx = x + xy[i][0];
12576 int yy = y + xy[i][1];
12577 int center_side = trigger_sides[i][0];
12578 int border_element = border_element_old[i];
12580 if (border_element == -1)
12583 /* check for change of border element */
12584 CheckElementChangeBySide(xx, yy, border_element, center_element,
12585 CE_TOUCHING_X, center_side);
12587 /* (center element cannot be player, so we dont have to check this here) */
12590 for (i = 0; i < NUM_DIRECTIONS; i++)
12592 int xx = x + xy[i][0];
12593 int yy = y + xy[i][1];
12594 int border_side = trigger_sides[i][1];
12595 int border_element = border_element_old[i];
12597 if (border_element == -1)
12600 /* check for change of center element (but change it only once) */
12601 if (!change_center_element)
12602 change_center_element =
12603 CheckElementChangeBySide(x, y, center_element, border_element,
12604 CE_TOUCHING_X, border_side);
12606 if (IS_PLAYER(xx, yy))
12608 /* use player element that is initially defined in the level playfield,
12609 not the player element that corresponds to the runtime player number
12610 (example: a level that contains EL_PLAYER_3 as the only player would
12611 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12612 int player_element = PLAYERINFO(xx, yy)->initial_element;
12614 CheckElementChangeBySide(x, y, center_element, player_element,
12615 CE_TOUCHING_X, border_side);
12620 void TestIfElementHitsCustomElement(int x, int y, int direction)
12622 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12623 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12624 int hitx = x + dx, hity = y + dy;
12625 int hitting_element = Feld[x][y];
12626 int touched_element;
12628 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12631 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12632 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12634 if (IN_LEV_FIELD(hitx, hity))
12636 int opposite_direction = MV_DIR_OPPOSITE(direction);
12637 int hitting_side = direction;
12638 int touched_side = opposite_direction;
12639 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12640 MovDir[hitx][hity] != direction ||
12641 ABS(MovPos[hitx][hity]) <= TILEY / 2);
12647 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12648 CE_HITTING_X, touched_side);
12650 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12651 CE_HIT_BY_X, hitting_side);
12653 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12654 CE_HIT_BY_SOMETHING, opposite_direction);
12656 if (IS_PLAYER(hitx, hity))
12658 /* use player element that is initially defined in the level playfield,
12659 not the player element that corresponds to the runtime player number
12660 (example: a level that contains EL_PLAYER_3 as the only player would
12661 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12662 int player_element = PLAYERINFO(hitx, hity)->initial_element;
12664 CheckElementChangeBySide(x, y, hitting_element, player_element,
12665 CE_HITTING_X, touched_side);
12670 /* "hitting something" is also true when hitting the playfield border */
12671 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12672 CE_HITTING_SOMETHING, direction);
12675 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
12677 int i, kill_x = -1, kill_y = -1;
12679 int bad_element = -1;
12680 static int test_xy[4][2] =
12687 static int test_dir[4] =
12695 for (i = 0; i < NUM_DIRECTIONS; i++)
12697 int test_x, test_y, test_move_dir, test_element;
12699 test_x = good_x + test_xy[i][0];
12700 test_y = good_y + test_xy[i][1];
12702 if (!IN_LEV_FIELD(test_x, test_y))
12706 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12708 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
12710 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12711 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12713 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
12714 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
12718 bad_element = test_element;
12724 if (kill_x != -1 || kill_y != -1)
12726 if (IS_PLAYER(good_x, good_y))
12728 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
12730 if (player->shield_deadly_time_left > 0 &&
12731 !IS_INDESTRUCTIBLE(bad_element))
12732 Bang(kill_x, kill_y);
12733 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
12734 KillPlayer(player);
12737 Bang(good_x, good_y);
12741 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
12743 int i, kill_x = -1, kill_y = -1;
12744 int bad_element = Feld[bad_x][bad_y];
12745 static int test_xy[4][2] =
12752 static int touch_dir[4] =
12754 MV_LEFT | MV_RIGHT,
12759 static int test_dir[4] =
12767 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
12770 for (i = 0; i < NUM_DIRECTIONS; i++)
12772 int test_x, test_y, test_move_dir, test_element;
12774 test_x = bad_x + test_xy[i][0];
12775 test_y = bad_y + test_xy[i][1];
12777 if (!IN_LEV_FIELD(test_x, test_y))
12781 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12783 test_element = Feld[test_x][test_y];
12785 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12786 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12788 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
12789 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
12791 /* good thing is player or penguin that does not move away */
12792 if (IS_PLAYER(test_x, test_y))
12794 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12796 if (bad_element == EL_ROBOT && player->is_moving)
12797 continue; /* robot does not kill player if he is moving */
12799 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12801 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12802 continue; /* center and border element do not touch */
12810 else if (test_element == EL_PENGUIN)
12820 if (kill_x != -1 || kill_y != -1)
12822 if (IS_PLAYER(kill_x, kill_y))
12824 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12826 if (player->shield_deadly_time_left > 0 &&
12827 !IS_INDESTRUCTIBLE(bad_element))
12828 Bang(bad_x, bad_y);
12829 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12830 KillPlayer(player);
12833 Bang(kill_x, kill_y);
12837 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
12839 int bad_element = Feld[bad_x][bad_y];
12840 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
12841 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
12842 int test_x = bad_x + dx, test_y = bad_y + dy;
12843 int test_move_dir, test_element;
12844 int kill_x = -1, kill_y = -1;
12846 if (!IN_LEV_FIELD(test_x, test_y))
12850 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12852 test_element = Feld[test_x][test_y];
12854 if (test_move_dir != bad_move_dir)
12856 /* good thing can be player or penguin that does not move away */
12857 if (IS_PLAYER(test_x, test_y))
12859 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12861 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
12862 player as being hit when he is moving towards the bad thing, because
12863 the "get hit by" condition would be lost after the player stops) */
12864 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
12865 return; /* player moves away from bad thing */
12870 else if (test_element == EL_PENGUIN)
12877 if (kill_x != -1 || kill_y != -1)
12879 if (IS_PLAYER(kill_x, kill_y))
12881 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12883 if (player->shield_deadly_time_left > 0 &&
12884 !IS_INDESTRUCTIBLE(bad_element))
12885 Bang(bad_x, bad_y);
12886 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12887 KillPlayer(player);
12890 Bang(kill_x, kill_y);
12894 void TestIfPlayerTouchesBadThing(int x, int y)
12896 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12899 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
12901 TestIfGoodThingHitsBadThing(x, y, move_dir);
12904 void TestIfBadThingTouchesPlayer(int x, int y)
12906 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12909 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
12911 TestIfBadThingHitsGoodThing(x, y, move_dir);
12914 void TestIfFriendTouchesBadThing(int x, int y)
12916 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12919 void TestIfBadThingTouchesFriend(int x, int y)
12921 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12924 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
12926 int i, kill_x = bad_x, kill_y = bad_y;
12927 static int xy[4][2] =
12935 for (i = 0; i < NUM_DIRECTIONS; i++)
12939 x = bad_x + xy[i][0];
12940 y = bad_y + xy[i][1];
12941 if (!IN_LEV_FIELD(x, y))
12944 element = Feld[x][y];
12945 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
12946 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
12954 if (kill_x != bad_x || kill_y != bad_y)
12955 Bang(bad_x, bad_y);
12958 void KillPlayer(struct PlayerInfo *player)
12960 int jx = player->jx, jy = player->jy;
12962 if (!player->active)
12966 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
12967 player->killed, player->active, player->reanimated);
12970 /* the following code was introduced to prevent an infinite loop when calling
12972 -> CheckTriggeredElementChangeExt()
12973 -> ExecuteCustomElementAction()
12975 -> (infinitely repeating the above sequence of function calls)
12976 which occurs when killing the player while having a CE with the setting
12977 "kill player X when explosion of <player X>"; the solution using a new
12978 field "player->killed" was chosen for backwards compatibility, although
12979 clever use of the fields "player->active" etc. would probably also work */
12981 if (player->killed)
12985 player->killed = TRUE;
12987 /* remove accessible field at the player's position */
12988 Feld[jx][jy] = EL_EMPTY;
12990 /* deactivate shield (else Bang()/Explode() would not work right) */
12991 player->shield_normal_time_left = 0;
12992 player->shield_deadly_time_left = 0;
12995 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
12996 player->killed, player->active, player->reanimated);
13002 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13003 player->killed, player->active, player->reanimated);
13006 if (player->reanimated) /* killed player may have been reanimated */
13007 player->killed = player->reanimated = FALSE;
13009 BuryPlayer(player);
13012 static void KillPlayerUnlessEnemyProtected(int x, int y)
13014 if (!PLAYER_ENEMY_PROTECTED(x, y))
13015 KillPlayer(PLAYERINFO(x, y));
13018 static void KillPlayerUnlessExplosionProtected(int x, int y)
13020 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13021 KillPlayer(PLAYERINFO(x, y));
13024 void BuryPlayer(struct PlayerInfo *player)
13026 int jx = player->jx, jy = player->jy;
13028 if (!player->active)
13031 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13032 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13034 player->GameOver = TRUE;
13035 RemovePlayer(player);
13038 void RemovePlayer(struct PlayerInfo *player)
13040 int jx = player->jx, jy = player->jy;
13041 int i, found = FALSE;
13043 player->present = FALSE;
13044 player->active = FALSE;
13046 if (!ExplodeField[jx][jy])
13047 StorePlayer[jx][jy] = 0;
13049 if (player->is_moving)
13050 TEST_DrawLevelField(player->last_jx, player->last_jy);
13052 for (i = 0; i < MAX_PLAYERS; i++)
13053 if (stored_player[i].active)
13057 AllPlayersGone = TRUE;
13063 static void setFieldForSnapping(int x, int y, int element, int direction)
13065 struct ElementInfo *ei = &element_info[element];
13066 int direction_bit = MV_DIR_TO_BIT(direction);
13067 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13068 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13069 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13071 Feld[x][y] = EL_ELEMENT_SNAPPING;
13072 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13074 ResetGfxAnimation(x, y);
13076 GfxElement[x][y] = element;
13077 GfxAction[x][y] = action;
13078 GfxDir[x][y] = direction;
13079 GfxFrame[x][y] = -1;
13083 =============================================================================
13084 checkDiagonalPushing()
13085 -----------------------------------------------------------------------------
13086 check if diagonal input device direction results in pushing of object
13087 (by checking if the alternative direction is walkable, diggable, ...)
13088 =============================================================================
13091 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13092 int x, int y, int real_dx, int real_dy)
13094 int jx, jy, dx, dy, xx, yy;
13096 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13099 /* diagonal direction: check alternative direction */
13104 xx = jx + (dx == 0 ? real_dx : 0);
13105 yy = jy + (dy == 0 ? real_dy : 0);
13107 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13111 =============================================================================
13113 -----------------------------------------------------------------------------
13114 x, y: field next to player (non-diagonal) to try to dig to
13115 real_dx, real_dy: direction as read from input device (can be diagonal)
13116 =============================================================================
13119 static int DigField(struct PlayerInfo *player,
13120 int oldx, int oldy, int x, int y,
13121 int real_dx, int real_dy, int mode)
13123 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13124 boolean player_was_pushing = player->is_pushing;
13125 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13126 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13127 int jx = oldx, jy = oldy;
13128 int dx = x - jx, dy = y - jy;
13129 int nextx = x + dx, nexty = y + dy;
13130 int move_direction = (dx == -1 ? MV_LEFT :
13131 dx == +1 ? MV_RIGHT :
13133 dy == +1 ? MV_DOWN : MV_NONE);
13134 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13135 int dig_side = MV_DIR_OPPOSITE(move_direction);
13136 int old_element = Feld[jx][jy];
13137 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13140 if (is_player) /* function can also be called by EL_PENGUIN */
13142 if (player->MovPos == 0)
13144 player->is_digging = FALSE;
13145 player->is_collecting = FALSE;
13148 if (player->MovPos == 0) /* last pushing move finished */
13149 player->is_pushing = FALSE;
13151 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13153 player->is_switching = FALSE;
13154 player->push_delay = -1;
13156 return MP_NO_ACTION;
13160 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13161 old_element = Back[jx][jy];
13163 /* in case of element dropped at player position, check background */
13164 else if (Back[jx][jy] != EL_EMPTY &&
13165 game.engine_version >= VERSION_IDENT(2,2,0,0))
13166 old_element = Back[jx][jy];
13168 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13169 return MP_NO_ACTION; /* field has no opening in this direction */
13171 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13172 return MP_NO_ACTION; /* field has no opening in this direction */
13174 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13178 Feld[jx][jy] = player->artwork_element;
13179 InitMovingField(jx, jy, MV_DOWN);
13180 Store[jx][jy] = EL_ACID;
13181 ContinueMoving(jx, jy);
13182 BuryPlayer(player);
13184 return MP_DONT_RUN_INTO;
13187 if (player_can_move && DONT_RUN_INTO(element))
13189 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13191 return MP_DONT_RUN_INTO;
13194 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13195 return MP_NO_ACTION;
13197 collect_count = element_info[element].collect_count_initial;
13199 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13200 return MP_NO_ACTION;
13202 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13203 player_can_move = player_can_move_or_snap;
13205 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13206 game.engine_version >= VERSION_IDENT(2,2,0,0))
13208 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13209 player->index_bit, dig_side);
13210 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13211 player->index_bit, dig_side);
13213 if (element == EL_DC_LANDMINE)
13216 if (Feld[x][y] != element) /* field changed by snapping */
13219 return MP_NO_ACTION;
13222 if (player->gravity && is_player && !player->is_auto_moving &&
13223 canFallDown(player) && move_direction != MV_DOWN &&
13224 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13225 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13227 if (player_can_move &&
13228 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13230 int sound_element = SND_ELEMENT(element);
13231 int sound_action = ACTION_WALKING;
13233 if (IS_RND_GATE(element))
13235 if (!player->key[RND_GATE_NR(element)])
13236 return MP_NO_ACTION;
13238 else if (IS_RND_GATE_GRAY(element))
13240 if (!player->key[RND_GATE_GRAY_NR(element)])
13241 return MP_NO_ACTION;
13243 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13245 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13246 return MP_NO_ACTION;
13248 else if (element == EL_EXIT_OPEN ||
13249 element == EL_EM_EXIT_OPEN ||
13250 element == EL_EM_EXIT_OPENING ||
13251 element == EL_STEEL_EXIT_OPEN ||
13252 element == EL_EM_STEEL_EXIT_OPEN ||
13253 element == EL_EM_STEEL_EXIT_OPENING ||
13254 element == EL_SP_EXIT_OPEN ||
13255 element == EL_SP_EXIT_OPENING)
13257 sound_action = ACTION_PASSING; /* player is passing exit */
13259 else if (element == EL_EMPTY)
13261 sound_action = ACTION_MOVING; /* nothing to walk on */
13264 /* play sound from background or player, whatever is available */
13265 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13266 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13268 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13270 else if (player_can_move &&
13271 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13273 if (!ACCESS_FROM(element, opposite_direction))
13274 return MP_NO_ACTION; /* field not accessible from this direction */
13276 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13277 return MP_NO_ACTION;
13279 if (IS_EM_GATE(element))
13281 if (!player->key[EM_GATE_NR(element)])
13282 return MP_NO_ACTION;
13284 else if (IS_EM_GATE_GRAY(element))
13286 if (!player->key[EM_GATE_GRAY_NR(element)])
13287 return MP_NO_ACTION;
13289 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13291 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13292 return MP_NO_ACTION;
13294 else if (IS_EMC_GATE(element))
13296 if (!player->key[EMC_GATE_NR(element)])
13297 return MP_NO_ACTION;
13299 else if (IS_EMC_GATE_GRAY(element))
13301 if (!player->key[EMC_GATE_GRAY_NR(element)])
13302 return MP_NO_ACTION;
13304 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13306 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13307 return MP_NO_ACTION;
13309 else if (element == EL_DC_GATE_WHITE ||
13310 element == EL_DC_GATE_WHITE_GRAY ||
13311 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13313 if (player->num_white_keys == 0)
13314 return MP_NO_ACTION;
13316 player->num_white_keys--;
13318 else if (IS_SP_PORT(element))
13320 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13321 element == EL_SP_GRAVITY_PORT_RIGHT ||
13322 element == EL_SP_GRAVITY_PORT_UP ||
13323 element == EL_SP_GRAVITY_PORT_DOWN)
13324 player->gravity = !player->gravity;
13325 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13326 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13327 element == EL_SP_GRAVITY_ON_PORT_UP ||
13328 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13329 player->gravity = TRUE;
13330 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13331 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13332 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13333 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13334 player->gravity = FALSE;
13337 /* automatically move to the next field with double speed */
13338 player->programmed_action = move_direction;
13340 if (player->move_delay_reset_counter == 0)
13342 player->move_delay_reset_counter = 2; /* two double speed steps */
13344 DOUBLE_PLAYER_SPEED(player);
13347 PlayLevelSoundAction(x, y, ACTION_PASSING);
13349 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13353 if (mode != DF_SNAP)
13355 GfxElement[x][y] = GFX_ELEMENT(element);
13356 player->is_digging = TRUE;
13359 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13361 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13362 player->index_bit, dig_side);
13364 if (mode == DF_SNAP)
13366 if (level.block_snap_field)
13367 setFieldForSnapping(x, y, element, move_direction);
13369 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13371 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13372 player->index_bit, dig_side);
13375 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13379 if (is_player && mode != DF_SNAP)
13381 GfxElement[x][y] = element;
13382 player->is_collecting = TRUE;
13385 if (element == EL_SPEED_PILL)
13387 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13389 else if (element == EL_EXTRA_TIME && level.time > 0)
13391 TimeLeft += level.extra_time;
13393 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13395 DisplayGameControlValues();
13397 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13399 player->shield_normal_time_left += level.shield_normal_time;
13400 if (element == EL_SHIELD_DEADLY)
13401 player->shield_deadly_time_left += level.shield_deadly_time;
13403 else if (element == EL_DYNAMITE ||
13404 element == EL_EM_DYNAMITE ||
13405 element == EL_SP_DISK_RED)
13407 if (player->inventory_size < MAX_INVENTORY_SIZE)
13408 player->inventory_element[player->inventory_size++] = element;
13410 DrawGameDoorValues();
13412 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13414 player->dynabomb_count++;
13415 player->dynabombs_left++;
13417 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13419 player->dynabomb_size++;
13421 else if (element == EL_DYNABOMB_INCREASE_POWER)
13423 player->dynabomb_xl = TRUE;
13425 else if (IS_KEY(element))
13427 player->key[KEY_NR(element)] = TRUE;
13429 DrawGameDoorValues();
13431 else if (element == EL_DC_KEY_WHITE)
13433 player->num_white_keys++;
13435 /* display white keys? */
13436 /* DrawGameDoorValues(); */
13438 else if (IS_ENVELOPE(element))
13440 player->show_envelope = element;
13442 else if (element == EL_EMC_LENSES)
13444 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13446 RedrawAllInvisibleElementsForLenses();
13448 else if (element == EL_EMC_MAGNIFIER)
13450 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13452 RedrawAllInvisibleElementsForMagnifier();
13454 else if (IS_DROPPABLE(element) ||
13455 IS_THROWABLE(element)) /* can be collected and dropped */
13459 if (collect_count == 0)
13460 player->inventory_infinite_element = element;
13462 for (i = 0; i < collect_count; i++)
13463 if (player->inventory_size < MAX_INVENTORY_SIZE)
13464 player->inventory_element[player->inventory_size++] = element;
13466 DrawGameDoorValues();
13468 else if (collect_count > 0)
13470 local_player->gems_still_needed -= collect_count;
13471 if (local_player->gems_still_needed < 0)
13472 local_player->gems_still_needed = 0;
13474 game.snapshot.collected_item = TRUE;
13476 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13478 DisplayGameControlValues();
13481 RaiseScoreElement(element);
13482 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13485 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13486 player->index_bit, dig_side);
13488 if (mode == DF_SNAP)
13490 if (level.block_snap_field)
13491 setFieldForSnapping(x, y, element, move_direction);
13493 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13495 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13496 player->index_bit, dig_side);
13499 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13501 if (mode == DF_SNAP && element != EL_BD_ROCK)
13502 return MP_NO_ACTION;
13504 if (CAN_FALL(element) && dy)
13505 return MP_NO_ACTION;
13507 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13508 !(element == EL_SPRING && level.use_spring_bug))
13509 return MP_NO_ACTION;
13511 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13512 ((move_direction & MV_VERTICAL &&
13513 ((element_info[element].move_pattern & MV_LEFT &&
13514 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13515 (element_info[element].move_pattern & MV_RIGHT &&
13516 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13517 (move_direction & MV_HORIZONTAL &&
13518 ((element_info[element].move_pattern & MV_UP &&
13519 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13520 (element_info[element].move_pattern & MV_DOWN &&
13521 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13522 return MP_NO_ACTION;
13524 /* do not push elements already moving away faster than player */
13525 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13526 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13527 return MP_NO_ACTION;
13529 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13531 if (player->push_delay_value == -1 || !player_was_pushing)
13532 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13534 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13536 if (player->push_delay_value == -1)
13537 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13539 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13541 if (!player->is_pushing)
13542 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13545 player->is_pushing = TRUE;
13546 player->is_active = TRUE;
13548 if (!(IN_LEV_FIELD(nextx, nexty) &&
13549 (IS_FREE(nextx, nexty) ||
13550 (IS_SB_ELEMENT(element) &&
13551 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13552 (IS_CUSTOM_ELEMENT(element) &&
13553 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13554 return MP_NO_ACTION;
13556 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13557 return MP_NO_ACTION;
13559 if (player->push_delay == -1) /* new pushing; restart delay */
13560 player->push_delay = 0;
13562 if (player->push_delay < player->push_delay_value &&
13563 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13564 element != EL_SPRING && element != EL_BALLOON)
13566 /* make sure that there is no move delay before next try to push */
13567 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13568 player->move_delay = 0;
13570 return MP_NO_ACTION;
13573 if (IS_CUSTOM_ELEMENT(element) &&
13574 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13576 if (!DigFieldByCE(nextx, nexty, element))
13577 return MP_NO_ACTION;
13580 if (IS_SB_ELEMENT(element))
13582 if (element == EL_SOKOBAN_FIELD_FULL)
13584 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13585 local_player->sokobanfields_still_needed++;
13588 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13590 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13591 local_player->sokobanfields_still_needed--;
13594 Feld[x][y] = EL_SOKOBAN_OBJECT;
13596 if (Back[x][y] == Back[nextx][nexty])
13597 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13598 else if (Back[x][y] != 0)
13599 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13602 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13605 if (local_player->sokobanfields_still_needed == 0 &&
13606 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13608 PlayerWins(player);
13610 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13614 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13616 InitMovingField(x, y, move_direction);
13617 GfxAction[x][y] = ACTION_PUSHING;
13619 if (mode == DF_SNAP)
13620 ContinueMoving(x, y);
13622 MovPos[x][y] = (dx != 0 ? dx : dy);
13624 Pushed[x][y] = TRUE;
13625 Pushed[nextx][nexty] = TRUE;
13627 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13628 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13630 player->push_delay_value = -1; /* get new value later */
13632 /* check for element change _after_ element has been pushed */
13633 if (game.use_change_when_pushing_bug)
13635 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
13636 player->index_bit, dig_side);
13637 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
13638 player->index_bit, dig_side);
13641 else if (IS_SWITCHABLE(element))
13643 if (PLAYER_SWITCHING(player, x, y))
13645 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13646 player->index_bit, dig_side);
13651 player->is_switching = TRUE;
13652 player->switch_x = x;
13653 player->switch_y = y;
13655 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13657 if (element == EL_ROBOT_WHEEL)
13659 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
13663 game.robot_wheel_active = TRUE;
13665 TEST_DrawLevelField(x, y);
13667 else if (element == EL_SP_TERMINAL)
13671 SCAN_PLAYFIELD(xx, yy)
13673 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
13677 else if (Feld[xx][yy] == EL_SP_TERMINAL)
13679 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
13681 ResetGfxAnimation(xx, yy);
13682 TEST_DrawLevelField(xx, yy);
13686 else if (IS_BELT_SWITCH(element))
13688 ToggleBeltSwitch(x, y);
13690 else if (element == EL_SWITCHGATE_SWITCH_UP ||
13691 element == EL_SWITCHGATE_SWITCH_DOWN ||
13692 element == EL_DC_SWITCHGATE_SWITCH_UP ||
13693 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
13695 ToggleSwitchgateSwitch(x, y);
13697 else if (element == EL_LIGHT_SWITCH ||
13698 element == EL_LIGHT_SWITCH_ACTIVE)
13700 ToggleLightSwitch(x, y);
13702 else if (element == EL_TIMEGATE_SWITCH ||
13703 element == EL_DC_TIMEGATE_SWITCH)
13705 ActivateTimegateSwitch(x, y);
13707 else if (element == EL_BALLOON_SWITCH_LEFT ||
13708 element == EL_BALLOON_SWITCH_RIGHT ||
13709 element == EL_BALLOON_SWITCH_UP ||
13710 element == EL_BALLOON_SWITCH_DOWN ||
13711 element == EL_BALLOON_SWITCH_NONE ||
13712 element == EL_BALLOON_SWITCH_ANY)
13714 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
13715 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
13716 element == EL_BALLOON_SWITCH_UP ? MV_UP :
13717 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
13718 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
13721 else if (element == EL_LAMP)
13723 Feld[x][y] = EL_LAMP_ACTIVE;
13724 local_player->lights_still_needed--;
13726 ResetGfxAnimation(x, y);
13727 TEST_DrawLevelField(x, y);
13729 else if (element == EL_TIME_ORB_FULL)
13731 Feld[x][y] = EL_TIME_ORB_EMPTY;
13733 if (level.time > 0 || level.use_time_orb_bug)
13735 TimeLeft += level.time_orb_time;
13736 game.no_time_limit = FALSE;
13738 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13740 DisplayGameControlValues();
13743 ResetGfxAnimation(x, y);
13744 TEST_DrawLevelField(x, y);
13746 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
13747 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13751 game.ball_state = !game.ball_state;
13753 SCAN_PLAYFIELD(xx, yy)
13755 int e = Feld[xx][yy];
13757 if (game.ball_state)
13759 if (e == EL_EMC_MAGIC_BALL)
13760 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
13761 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
13762 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
13766 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
13767 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
13768 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13769 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
13774 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13775 player->index_bit, dig_side);
13777 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13778 player->index_bit, dig_side);
13780 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13781 player->index_bit, dig_side);
13787 if (!PLAYER_SWITCHING(player, x, y))
13789 player->is_switching = TRUE;
13790 player->switch_x = x;
13791 player->switch_y = y;
13793 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
13794 player->index_bit, dig_side);
13795 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13796 player->index_bit, dig_side);
13798 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
13799 player->index_bit, dig_side);
13800 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13801 player->index_bit, dig_side);
13804 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
13805 player->index_bit, dig_side);
13806 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13807 player->index_bit, dig_side);
13809 return MP_NO_ACTION;
13812 player->push_delay = -1;
13814 if (is_player) /* function can also be called by EL_PENGUIN */
13816 if (Feld[x][y] != element) /* really digged/collected something */
13818 player->is_collecting = !player->is_digging;
13819 player->is_active = TRUE;
13826 static boolean DigFieldByCE(int x, int y, int digging_element)
13828 int element = Feld[x][y];
13830 if (!IS_FREE(x, y))
13832 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
13833 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
13836 /* no element can dig solid indestructible elements */
13837 if (IS_INDESTRUCTIBLE(element) &&
13838 !IS_DIGGABLE(element) &&
13839 !IS_COLLECTIBLE(element))
13842 if (AmoebaNr[x][y] &&
13843 (element == EL_AMOEBA_FULL ||
13844 element == EL_BD_AMOEBA ||
13845 element == EL_AMOEBA_GROWING))
13847 AmoebaCnt[AmoebaNr[x][y]]--;
13848 AmoebaCnt2[AmoebaNr[x][y]]--;
13851 if (IS_MOVING(x, y))
13852 RemoveMovingField(x, y);
13856 TEST_DrawLevelField(x, y);
13859 /* if digged element was about to explode, prevent the explosion */
13860 ExplodeField[x][y] = EX_TYPE_NONE;
13862 PlayLevelSoundAction(x, y, action);
13865 Store[x][y] = EL_EMPTY;
13867 /* this makes it possible to leave the removed element again */
13868 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
13869 Store[x][y] = element;
13874 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
13876 int jx = player->jx, jy = player->jy;
13877 int x = jx + dx, y = jy + dy;
13878 int snap_direction = (dx == -1 ? MV_LEFT :
13879 dx == +1 ? MV_RIGHT :
13881 dy == +1 ? MV_DOWN : MV_NONE);
13882 boolean can_continue_snapping = (level.continuous_snapping &&
13883 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
13885 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
13888 if (!player->active || !IN_LEV_FIELD(x, y))
13896 if (player->MovPos == 0)
13897 player->is_pushing = FALSE;
13899 player->is_snapping = FALSE;
13901 if (player->MovPos == 0)
13903 player->is_moving = FALSE;
13904 player->is_digging = FALSE;
13905 player->is_collecting = FALSE;
13911 /* prevent snapping with already pressed snap key when not allowed */
13912 if (player->is_snapping && !can_continue_snapping)
13915 player->MovDir = snap_direction;
13917 if (player->MovPos == 0)
13919 player->is_moving = FALSE;
13920 player->is_digging = FALSE;
13921 player->is_collecting = FALSE;
13924 player->is_dropping = FALSE;
13925 player->is_dropping_pressed = FALSE;
13926 player->drop_pressed_delay = 0;
13928 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
13931 player->is_snapping = TRUE;
13932 player->is_active = TRUE;
13934 if (player->MovPos == 0)
13936 player->is_moving = FALSE;
13937 player->is_digging = FALSE;
13938 player->is_collecting = FALSE;
13941 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
13942 TEST_DrawLevelField(player->last_jx, player->last_jy);
13944 TEST_DrawLevelField(x, y);
13949 static boolean DropElement(struct PlayerInfo *player)
13951 int old_element, new_element;
13952 int dropx = player->jx, dropy = player->jy;
13953 int drop_direction = player->MovDir;
13954 int drop_side = drop_direction;
13955 int drop_element = get_next_dropped_element(player);
13957 player->is_dropping_pressed = TRUE;
13959 /* do not drop an element on top of another element; when holding drop key
13960 pressed without moving, dropped element must move away before the next
13961 element can be dropped (this is especially important if the next element
13962 is dynamite, which can be placed on background for historical reasons) */
13963 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
13966 if (IS_THROWABLE(drop_element))
13968 dropx += GET_DX_FROM_DIR(drop_direction);
13969 dropy += GET_DY_FROM_DIR(drop_direction);
13971 if (!IN_LEV_FIELD(dropx, dropy))
13975 old_element = Feld[dropx][dropy]; /* old element at dropping position */
13976 new_element = drop_element; /* default: no change when dropping */
13978 /* check if player is active, not moving and ready to drop */
13979 if (!player->active || player->MovPos || player->drop_delay > 0)
13982 /* check if player has anything that can be dropped */
13983 if (new_element == EL_UNDEFINED)
13986 /* check if drop key was pressed long enough for EM style dynamite */
13987 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
13990 /* check if anything can be dropped at the current position */
13991 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
13994 /* collected custom elements can only be dropped on empty fields */
13995 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
13998 if (old_element != EL_EMPTY)
13999 Back[dropx][dropy] = old_element; /* store old element on this field */
14001 ResetGfxAnimation(dropx, dropy);
14002 ResetRandomAnimationValue(dropx, dropy);
14004 if (player->inventory_size > 0 ||
14005 player->inventory_infinite_element != EL_UNDEFINED)
14007 if (player->inventory_size > 0)
14009 player->inventory_size--;
14011 DrawGameDoorValues();
14013 if (new_element == EL_DYNAMITE)
14014 new_element = EL_DYNAMITE_ACTIVE;
14015 else if (new_element == EL_EM_DYNAMITE)
14016 new_element = EL_EM_DYNAMITE_ACTIVE;
14017 else if (new_element == EL_SP_DISK_RED)
14018 new_element = EL_SP_DISK_RED_ACTIVE;
14021 Feld[dropx][dropy] = new_element;
14023 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14024 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14025 el2img(Feld[dropx][dropy]), 0);
14027 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14029 /* needed if previous element just changed to "empty" in the last frame */
14030 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14032 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14033 player->index_bit, drop_side);
14034 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14036 player->index_bit, drop_side);
14038 TestIfElementTouchesCustomElement(dropx, dropy);
14040 else /* player is dropping a dyna bomb */
14042 player->dynabombs_left--;
14044 Feld[dropx][dropy] = new_element;
14046 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14047 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14048 el2img(Feld[dropx][dropy]), 0);
14050 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14053 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14054 InitField_WithBug1(dropx, dropy, FALSE);
14056 new_element = Feld[dropx][dropy]; /* element might have changed */
14058 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14059 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14061 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14062 MovDir[dropx][dropy] = drop_direction;
14064 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14066 /* do not cause impact style collision by dropping elements that can fall */
14067 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14070 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14071 player->is_dropping = TRUE;
14073 player->drop_pressed_delay = 0;
14074 player->is_dropping_pressed = FALSE;
14076 player->drop_x = dropx;
14077 player->drop_y = dropy;
14082 /* ------------------------------------------------------------------------- */
14083 /* game sound playing functions */
14084 /* ------------------------------------------------------------------------- */
14086 static int *loop_sound_frame = NULL;
14087 static int *loop_sound_volume = NULL;
14089 void InitPlayLevelSound()
14091 int num_sounds = getSoundListSize();
14093 checked_free(loop_sound_frame);
14094 checked_free(loop_sound_volume);
14096 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14097 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14100 static void PlayLevelSound(int x, int y, int nr)
14102 int sx = SCREENX(x), sy = SCREENY(y);
14103 int volume, stereo_position;
14104 int max_distance = 8;
14105 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14107 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14108 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14111 if (!IN_LEV_FIELD(x, y) ||
14112 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14113 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14116 volume = SOUND_MAX_VOLUME;
14118 if (!IN_SCR_FIELD(sx, sy))
14120 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14121 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14123 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14126 stereo_position = (SOUND_MAX_LEFT +
14127 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14128 (SCR_FIELDX + 2 * max_distance));
14130 if (IS_LOOP_SOUND(nr))
14132 /* This assures that quieter loop sounds do not overwrite louder ones,
14133 while restarting sound volume comparison with each new game frame. */
14135 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14138 loop_sound_volume[nr] = volume;
14139 loop_sound_frame[nr] = FrameCounter;
14142 PlaySoundExt(nr, volume, stereo_position, type);
14145 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14147 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14148 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14149 y < LEVELY(BY1) ? LEVELY(BY1) :
14150 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14154 static void PlayLevelSoundAction(int x, int y, int action)
14156 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14159 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14161 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14163 if (sound_effect != SND_UNDEFINED)
14164 PlayLevelSound(x, y, sound_effect);
14167 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14170 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14172 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14173 PlayLevelSound(x, y, sound_effect);
14176 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14178 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14180 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14181 PlayLevelSound(x, y, sound_effect);
14184 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14186 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14188 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14189 StopSound(sound_effect);
14192 static void PlayLevelMusic()
14194 if (levelset.music[level_nr] != MUS_UNDEFINED)
14195 PlayMusic(levelset.music[level_nr]); /* from config file */
14197 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
14200 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14202 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14203 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14204 int x = xx - 1 - offset;
14205 int y = yy - 1 - offset;
14210 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14214 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14218 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14222 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14226 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14230 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14234 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14237 case SAMPLE_android_clone:
14238 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14241 case SAMPLE_android_move:
14242 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14245 case SAMPLE_spring:
14246 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14250 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14254 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14257 case SAMPLE_eater_eat:
14258 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14262 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14265 case SAMPLE_collect:
14266 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14269 case SAMPLE_diamond:
14270 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14273 case SAMPLE_squash:
14274 /* !!! CHECK THIS !!! */
14276 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14278 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14282 case SAMPLE_wonderfall:
14283 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14287 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14291 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14295 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14299 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14303 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14307 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14310 case SAMPLE_wonder:
14311 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14315 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14318 case SAMPLE_exit_open:
14319 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14322 case SAMPLE_exit_leave:
14323 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14326 case SAMPLE_dynamite:
14327 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14331 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14335 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14339 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14343 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14347 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14351 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14355 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14360 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14362 int element = map_element_SP_to_RND(element_sp);
14363 int action = map_action_SP_to_RND(action_sp);
14364 int offset = (setup.sp_show_border_elements ? 0 : 1);
14365 int x = xx - offset;
14366 int y = yy - offset;
14368 PlayLevelSoundElementAction(x, y, element, action);
14371 void RaiseScore(int value)
14373 local_player->score += value;
14375 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14377 DisplayGameControlValues();
14380 void RaiseScoreElement(int element)
14385 case EL_BD_DIAMOND:
14386 case EL_EMERALD_YELLOW:
14387 case EL_EMERALD_RED:
14388 case EL_EMERALD_PURPLE:
14389 case EL_SP_INFOTRON:
14390 RaiseScore(level.score[SC_EMERALD]);
14393 RaiseScore(level.score[SC_DIAMOND]);
14396 RaiseScore(level.score[SC_CRYSTAL]);
14399 RaiseScore(level.score[SC_PEARL]);
14402 case EL_BD_BUTTERFLY:
14403 case EL_SP_ELECTRON:
14404 RaiseScore(level.score[SC_BUG]);
14407 case EL_BD_FIREFLY:
14408 case EL_SP_SNIKSNAK:
14409 RaiseScore(level.score[SC_SPACESHIP]);
14412 case EL_DARK_YAMYAM:
14413 RaiseScore(level.score[SC_YAMYAM]);
14416 RaiseScore(level.score[SC_ROBOT]);
14419 RaiseScore(level.score[SC_PACMAN]);
14422 RaiseScore(level.score[SC_NUT]);
14425 case EL_EM_DYNAMITE:
14426 case EL_SP_DISK_RED:
14427 case EL_DYNABOMB_INCREASE_NUMBER:
14428 case EL_DYNABOMB_INCREASE_SIZE:
14429 case EL_DYNABOMB_INCREASE_POWER:
14430 RaiseScore(level.score[SC_DYNAMITE]);
14432 case EL_SHIELD_NORMAL:
14433 case EL_SHIELD_DEADLY:
14434 RaiseScore(level.score[SC_SHIELD]);
14436 case EL_EXTRA_TIME:
14437 RaiseScore(level.extra_time_score);
14451 case EL_DC_KEY_WHITE:
14452 RaiseScore(level.score[SC_KEY]);
14455 RaiseScore(element_info[element].collect_score);
14460 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14462 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14464 /* closing door required in case of envelope style request dialogs */
14466 CloseDoor(DOOR_CLOSE_1);
14468 #if defined(NETWORK_AVALIABLE)
14469 if (options.network)
14470 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14475 FadeSkipNextFadeIn();
14477 SetGameStatus(GAME_MODE_MAIN);
14482 else /* continue playing the game */
14484 if (tape.playing && tape.deactivate_display)
14485 TapeDeactivateDisplayOff(TRUE);
14487 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14489 if (tape.playing && tape.deactivate_display)
14490 TapeDeactivateDisplayOn();
14494 void RequestQuitGame(boolean ask_if_really_quit)
14496 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14497 boolean skip_request = AllPlayersGone || quick_quit;
14499 RequestQuitGameExt(skip_request, quick_quit,
14500 "Do you really want to quit the game?");
14504 /* ------------------------------------------------------------------------- */
14505 /* random generator functions */
14506 /* ------------------------------------------------------------------------- */
14508 unsigned int InitEngineRandom_RND(int seed)
14510 game.num_random_calls = 0;
14512 return InitEngineRandom(seed);
14515 unsigned int RND(int max)
14519 game.num_random_calls++;
14521 return GetEngineRandom(max);
14528 /* ------------------------------------------------------------------------- */
14529 /* game engine snapshot handling functions */
14530 /* ------------------------------------------------------------------------- */
14532 struct EngineSnapshotInfo
14534 /* runtime values for custom element collect score */
14535 int collect_score[NUM_CUSTOM_ELEMENTS];
14537 /* runtime values for group element choice position */
14538 int choice_pos[NUM_GROUP_ELEMENTS];
14540 /* runtime values for belt position animations */
14541 int belt_graphic[4][NUM_BELT_PARTS];
14542 int belt_anim_mode[4][NUM_BELT_PARTS];
14545 static struct EngineSnapshotInfo engine_snapshot_rnd;
14546 static char *snapshot_level_identifier = NULL;
14547 static int snapshot_level_nr = -1;
14549 static void SaveEngineSnapshotValues_RND()
14551 static int belt_base_active_element[4] =
14553 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
14554 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
14555 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
14556 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
14560 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14562 int element = EL_CUSTOM_START + i;
14564 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
14567 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14569 int element = EL_GROUP_START + i;
14571 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
14574 for (i = 0; i < 4; i++)
14576 for (j = 0; j < NUM_BELT_PARTS; j++)
14578 int element = belt_base_active_element[i] + j;
14579 int graphic = el2img(element);
14580 int anim_mode = graphic_info[graphic].anim_mode;
14582 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
14583 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
14588 static void LoadEngineSnapshotValues_RND()
14590 unsigned int num_random_calls = game.num_random_calls;
14593 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14595 int element = EL_CUSTOM_START + i;
14597 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
14600 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14602 int element = EL_GROUP_START + i;
14604 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
14607 for (i = 0; i < 4; i++)
14609 for (j = 0; j < NUM_BELT_PARTS; j++)
14611 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
14612 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
14614 graphic_info[graphic].anim_mode = anim_mode;
14618 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14620 InitRND(tape.random_seed);
14621 for (i = 0; i < num_random_calls; i++)
14625 if (game.num_random_calls != num_random_calls)
14627 Error(ERR_INFO, "number of random calls out of sync");
14628 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
14629 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
14630 Error(ERR_EXIT, "this should not happen -- please debug");
14634 void FreeEngineSnapshotSingle()
14636 FreeSnapshotSingle();
14638 setString(&snapshot_level_identifier, NULL);
14639 snapshot_level_nr = -1;
14642 void FreeEngineSnapshotList()
14644 FreeSnapshotList();
14647 ListNode *SaveEngineSnapshotBuffers()
14649 ListNode *buffers = NULL;
14651 /* copy some special values to a structure better suited for the snapshot */
14653 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14654 SaveEngineSnapshotValues_RND();
14655 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14656 SaveEngineSnapshotValues_EM();
14657 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14658 SaveEngineSnapshotValues_SP(&buffers);
14660 /* save values stored in special snapshot structure */
14662 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14663 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
14664 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14665 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
14666 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14667 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
14669 /* save further RND engine values */
14671 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
14672 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
14673 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
14675 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
14676 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
14677 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
14678 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
14680 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
14681 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
14682 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
14683 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
14684 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
14686 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
14687 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
14688 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
14690 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
14692 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
14694 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
14695 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
14697 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
14698 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
14699 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
14700 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
14701 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
14702 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
14703 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
14704 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
14705 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
14706 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
14707 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
14708 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
14709 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
14710 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
14711 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
14712 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
14713 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
14714 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
14716 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
14717 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
14719 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
14720 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
14721 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
14723 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
14724 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
14726 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
14727 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
14728 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
14729 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
14730 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
14732 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
14733 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
14736 ListNode *node = engine_snapshot_list_rnd;
14739 while (node != NULL)
14741 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
14746 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
14752 void SaveEngineSnapshotSingle()
14754 ListNode *buffers = SaveEngineSnapshotBuffers();
14756 /* finally save all snapshot buffers to single snapshot */
14757 SaveSnapshotSingle(buffers);
14759 /* save level identification information */
14760 setString(&snapshot_level_identifier, leveldir_current->identifier);
14761 snapshot_level_nr = level_nr;
14764 static boolean SaveEngineSnapshotToListExt(boolean initial_snapshot)
14766 boolean save_snapshot =
14767 (initial_snapshot ||
14768 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
14769 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
14770 game.snapshot.changed_action) ||
14771 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
14772 game.snapshot.collected_item));
14774 game.snapshot.changed_action = FALSE;
14775 game.snapshot.collected_item = FALSE;
14777 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
14778 tape.quick_resume ||
14782 ListNode *buffers = SaveEngineSnapshotBuffers();
14784 /* finally save all snapshot buffers to snapshot list */
14785 SaveSnapshotToList(buffers);
14790 boolean SaveEngineSnapshotToList()
14792 return SaveEngineSnapshotToListExt(FALSE);
14795 void SaveEngineSnapshotToListInitial()
14797 FreeEngineSnapshotList();
14799 SaveEngineSnapshotToListExt(TRUE);
14802 void LoadEngineSnapshotValues()
14804 /* restore special values from snapshot structure */
14806 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14807 LoadEngineSnapshotValues_RND();
14808 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14809 LoadEngineSnapshotValues_EM();
14810 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14811 LoadEngineSnapshotValues_SP();
14814 void LoadEngineSnapshotSingle()
14816 LoadSnapshotSingle();
14818 LoadEngineSnapshotValues();
14821 void LoadEngineSnapshot_Undo(int steps)
14823 LoadSnapshotFromList_Older(steps);
14825 LoadEngineSnapshotValues();
14828 void LoadEngineSnapshot_Redo(int steps)
14830 LoadSnapshotFromList_Newer(steps);
14832 LoadEngineSnapshotValues();
14835 boolean CheckEngineSnapshotSingle()
14837 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
14838 snapshot_level_nr == level_nr);
14841 boolean CheckEngineSnapshotList()
14843 return CheckSnapshotList();
14847 /* ---------- new game button stuff ---------------------------------------- */
14855 } gamebutton_info[NUM_GAME_BUTTONS] =
14858 IMG_GAME_BUTTON_GFX_STOP, &game.button.stop,
14859 GAME_CTRL_ID_STOP, "stop game"
14862 IMG_GAME_BUTTON_GFX_PAUSE, &game.button.pause,
14863 GAME_CTRL_ID_PAUSE, "pause game"
14866 IMG_GAME_BUTTON_GFX_PLAY, &game.button.play,
14867 GAME_CTRL_ID_PLAY, "play game"
14870 IMG_GAME_BUTTON_GFX_UNDO, &game.button.undo,
14871 GAME_CTRL_ID_UNDO, "undo step"
14874 IMG_GAME_BUTTON_GFX_REDO, &game.button.redo,
14875 GAME_CTRL_ID_REDO, "redo step"
14878 IMG_GAME_BUTTON_GFX_SAVE, &game.button.save,
14879 GAME_CTRL_ID_SAVE, "save game"
14882 IMG_GAME_BUTTON_GFX_PAUSE2, &game.button.pause2,
14883 GAME_CTRL_ID_PAUSE2, "pause game"
14886 IMG_GAME_BUTTON_GFX_LOAD, &game.button.load,
14887 GAME_CTRL_ID_LOAD, "load game"
14890 IMG_GAME_BUTTON_GFX_SOUND_MUSIC, &game.button.sound_music,
14891 SOUND_CTRL_ID_MUSIC, "background music on/off"
14894 IMG_GAME_BUTTON_GFX_SOUND_LOOPS, &game.button.sound_loops,
14895 SOUND_CTRL_ID_LOOPS, "sound loops on/off"
14898 IMG_GAME_BUTTON_GFX_SOUND_SIMPLE, &game.button.sound_simple,
14899 SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
14903 void CreateGameButtons()
14907 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14909 struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
14910 struct XY *pos = gamebutton_info[i].pos;
14911 struct GadgetInfo *gi;
14914 unsigned int event_mask;
14915 int base_x = (tape.show_game_buttons ? VX : DX);
14916 int base_y = (tape.show_game_buttons ? VY : DY);
14917 int gd_x = gfx->src_x;
14918 int gd_y = gfx->src_y;
14919 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
14920 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
14921 int gd_xa = gfx->src_x + gfx->active_xoffset;
14922 int gd_ya = gfx->src_y + gfx->active_yoffset;
14923 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
14924 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
14927 if (gfx->bitmap == NULL)
14929 game_gadget[id] = NULL;
14934 if (id == GAME_CTRL_ID_STOP ||
14935 id == GAME_CTRL_ID_PLAY ||
14936 id == GAME_CTRL_ID_SAVE ||
14937 id == GAME_CTRL_ID_LOAD)
14939 button_type = GD_TYPE_NORMAL_BUTTON;
14941 event_mask = GD_EVENT_RELEASED;
14943 else if (id == GAME_CTRL_ID_UNDO ||
14944 id == GAME_CTRL_ID_REDO)
14946 button_type = GD_TYPE_NORMAL_BUTTON;
14948 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
14952 button_type = GD_TYPE_CHECK_BUTTON;
14954 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
14955 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
14956 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
14957 event_mask = GD_EVENT_PRESSED;
14960 gi = CreateGadget(GDI_CUSTOM_ID, id,
14961 GDI_INFO_TEXT, gamebutton_info[i].infotext,
14962 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
14963 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
14964 GDI_WIDTH, gfx->width,
14965 GDI_HEIGHT, gfx->height,
14966 GDI_TYPE, button_type,
14967 GDI_STATE, GD_BUTTON_UNPRESSED,
14968 GDI_CHECKED, checked,
14969 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
14970 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
14971 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
14972 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
14973 GDI_DIRECT_DRAW, FALSE,
14974 GDI_EVENT_MASK, event_mask,
14975 GDI_CALLBACK_ACTION, HandleGameButtons,
14979 Error(ERR_EXIT, "cannot create gadget");
14981 game_gadget[id] = gi;
14985 void FreeGameButtons()
14989 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14990 FreeGadget(game_gadget[i]);
14993 static void MapGameButtonsAtSamePosition(int id)
14997 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14999 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15000 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15001 MapGadget(game_gadget[i]);
15004 static void UnmapGameButtonsAtSamePosition(int id)
15008 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15010 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15011 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15012 UnmapGadget(game_gadget[i]);
15015 void MapUndoRedoButtons()
15017 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15018 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15020 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15021 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15024 void UnmapUndoRedoButtons()
15026 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15027 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15029 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15030 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15033 void MapGameButtons()
15037 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15038 if (i != GAME_CTRL_ID_UNDO &&
15039 i != GAME_CTRL_ID_REDO)
15040 MapGadget(game_gadget[i]);
15042 if (setup.show_snapshot_buttons)
15044 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15045 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15046 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15050 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15051 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15052 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15055 RedrawGameButtons();
15058 void UnmapGameButtons()
15062 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15063 UnmapGadget(game_gadget[i]);
15066 void RedrawGameButtons()
15070 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15071 RedrawGadget(game_gadget[i]);
15073 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15074 redraw_mask &= ~REDRAW_ALL;
15077 void GameUndoRedoExt()
15079 ClearPlayerAction();
15081 tape.pausing = TRUE;
15084 UpdateAndDisplayGameControlValues();
15086 DrawCompleteVideoDisplay();
15087 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15088 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15089 DrawVideoDisplay((tape.single_step ? VIDEO_STATE_1STEP_ON :
15090 VIDEO_STATE_1STEP_OFF), 0);
15095 void GameUndo(int steps)
15097 if (!CheckEngineSnapshotList())
15100 LoadEngineSnapshot_Undo(steps);
15105 void GameRedo(int steps)
15107 if (!CheckEngineSnapshotList())
15110 LoadEngineSnapshot_Redo(steps);
15115 static void HandleGameButtonsExt(int id, int button)
15117 static boolean game_undo_executed = FALSE;
15118 int steps = BUTTON_STEPSIZE(button);
15119 boolean handle_game_buttons =
15120 (game_status == GAME_MODE_PLAYING ||
15121 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15123 if (!handle_game_buttons)
15128 case GAME_CTRL_ID_STOP:
15129 if (game_status == GAME_MODE_MAIN)
15135 RequestQuitGame(TRUE);
15139 case GAME_CTRL_ID_PAUSE:
15140 case GAME_CTRL_ID_PAUSE2:
15141 if (options.network && game_status == GAME_MODE_PLAYING)
15143 #if defined(NETWORK_AVALIABLE)
15145 SendToServer_ContinuePlaying();
15147 SendToServer_PausePlaying();
15151 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15153 game_undo_executed = FALSE;
15157 case GAME_CTRL_ID_PLAY:
15158 if (game_status == GAME_MODE_MAIN)
15160 StartGameActions(options.network, setup.autorecord, level.random_seed);
15162 else if (tape.pausing)
15164 #if defined(NETWORK_AVALIABLE)
15165 if (options.network)
15166 SendToServer_ContinuePlaying();
15169 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15173 case GAME_CTRL_ID_UNDO:
15174 // Important: When using "save snapshot when collecting an item" mode,
15175 // load last (current) snapshot for first "undo" after pressing "pause"
15176 // (else the last-but-one snapshot would be loaded, because the snapshot
15177 // pointer already points to the last snapshot when pressing "pause",
15178 // which is fine for "every step/move" mode, but not for "every collect")
15179 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15180 !game_undo_executed)
15183 game_undo_executed = TRUE;
15188 case GAME_CTRL_ID_REDO:
15192 case GAME_CTRL_ID_SAVE:
15196 case GAME_CTRL_ID_LOAD:
15200 case SOUND_CTRL_ID_MUSIC:
15201 if (setup.sound_music)
15203 setup.sound_music = FALSE;
15207 else if (audio.music_available)
15209 setup.sound = setup.sound_music = TRUE;
15211 SetAudioMode(setup.sound);
15217 case SOUND_CTRL_ID_LOOPS:
15218 if (setup.sound_loops)
15219 setup.sound_loops = FALSE;
15220 else if (audio.loops_available)
15222 setup.sound = setup.sound_loops = TRUE;
15224 SetAudioMode(setup.sound);
15228 case SOUND_CTRL_ID_SIMPLE:
15229 if (setup.sound_simple)
15230 setup.sound_simple = FALSE;
15231 else if (audio.sound_available)
15233 setup.sound = setup.sound_simple = TRUE;
15235 SetAudioMode(setup.sound);
15244 static void HandleGameButtons(struct GadgetInfo *gi)
15246 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15249 void HandleSoundButtonKeys(Key key)
15252 if (key == setup.shortcut.sound_simple)
15253 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15254 else if (key == setup.shortcut.sound_loops)
15255 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15256 else if (key == setup.shortcut.sound_music)
15257 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);