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"
26 #define DEBUG_INIT_PLAYER 1
27 #define DEBUG_PLAYER_ACTIONS 0
29 /* EXPERIMENTAL STUFF */
30 #define USE_NEW_AMOEBA_CODE FALSE
32 /* EXPERIMENTAL STUFF */
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
34 #define USE_QUICKSAND_IMPACT_BUGFIX 0
35 #define USE_DELAYED_GFX_REDRAW 0
36 #define USE_NEW_PLAYER_ASSIGNMENTS 1
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y) \
40 GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y) \
42 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
44 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y) \
46 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
48 #define TEST_DrawLevelField(x, y) \
50 #define TEST_DrawLevelFieldCrumbled(x, y) \
51 DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
53 DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y) \
55 DrawTwinkleOnField(x, y)
64 /* for MovePlayer() */
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
70 /* for ScrollPlayer() */
72 #define SCROLL_GO_ON 1
74 /* for Bang()/Explode() */
75 #define EX_PHASE_START 0
76 #define EX_TYPE_NONE 0
77 #define EX_TYPE_NORMAL (1 << 0)
78 #define EX_TYPE_CENTER (1 << 1)
79 #define EX_TYPE_BORDER (1 << 2)
80 #define EX_TYPE_CROSS (1 << 3)
81 #define EX_TYPE_DYNA (1 << 4)
82 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
84 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
85 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
89 /* game panel display and control definitions */
90 #define GAME_PANEL_LEVEL_NUMBER 0
91 #define GAME_PANEL_GEMS 1
92 #define GAME_PANEL_INVENTORY_COUNT 2
93 #define GAME_PANEL_INVENTORY_FIRST_1 3
94 #define GAME_PANEL_INVENTORY_FIRST_2 4
95 #define GAME_PANEL_INVENTORY_FIRST_3 5
96 #define GAME_PANEL_INVENTORY_FIRST_4 6
97 #define GAME_PANEL_INVENTORY_FIRST_5 7
98 #define GAME_PANEL_INVENTORY_FIRST_6 8
99 #define GAME_PANEL_INVENTORY_FIRST_7 9
100 #define GAME_PANEL_INVENTORY_FIRST_8 10
101 #define GAME_PANEL_INVENTORY_LAST_1 11
102 #define GAME_PANEL_INVENTORY_LAST_2 12
103 #define GAME_PANEL_INVENTORY_LAST_3 13
104 #define GAME_PANEL_INVENTORY_LAST_4 14
105 #define GAME_PANEL_INVENTORY_LAST_5 15
106 #define GAME_PANEL_INVENTORY_LAST_6 16
107 #define GAME_PANEL_INVENTORY_LAST_7 17
108 #define GAME_PANEL_INVENTORY_LAST_8 18
109 #define GAME_PANEL_KEY_1 19
110 #define GAME_PANEL_KEY_2 20
111 #define GAME_PANEL_KEY_3 21
112 #define GAME_PANEL_KEY_4 22
113 #define GAME_PANEL_KEY_5 23
114 #define GAME_PANEL_KEY_6 24
115 #define GAME_PANEL_KEY_7 25
116 #define GAME_PANEL_KEY_8 26
117 #define GAME_PANEL_KEY_WHITE 27
118 #define GAME_PANEL_KEY_WHITE_COUNT 28
119 #define GAME_PANEL_SCORE 29
120 #define GAME_PANEL_HIGHSCORE 30
121 #define GAME_PANEL_TIME 31
122 #define GAME_PANEL_TIME_HH 32
123 #define GAME_PANEL_TIME_MM 33
124 #define GAME_PANEL_TIME_SS 34
125 #define GAME_PANEL_FRAME 35
126 #define GAME_PANEL_SHIELD_NORMAL 36
127 #define GAME_PANEL_SHIELD_NORMAL_TIME 37
128 #define GAME_PANEL_SHIELD_DEADLY 38
129 #define GAME_PANEL_SHIELD_DEADLY_TIME 39
130 #define GAME_PANEL_EXIT 40
131 #define GAME_PANEL_EMC_MAGIC_BALL 41
132 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 42
133 #define GAME_PANEL_LIGHT_SWITCH 43
134 #define GAME_PANEL_LIGHT_SWITCH_TIME 44
135 #define GAME_PANEL_TIMEGATE_SWITCH 45
136 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 46
137 #define GAME_PANEL_SWITCHGATE_SWITCH 47
138 #define GAME_PANEL_EMC_LENSES 48
139 #define GAME_PANEL_EMC_LENSES_TIME 49
140 #define GAME_PANEL_EMC_MAGNIFIER 50
141 #define GAME_PANEL_EMC_MAGNIFIER_TIME 51
142 #define GAME_PANEL_BALLOON_SWITCH 52
143 #define GAME_PANEL_DYNABOMB_NUMBER 53
144 #define GAME_PANEL_DYNABOMB_SIZE 54
145 #define GAME_PANEL_DYNABOMB_POWER 55
146 #define GAME_PANEL_PENGUINS 56
147 #define GAME_PANEL_SOKOBAN_OBJECTS 57
148 #define GAME_PANEL_SOKOBAN_FIELDS 58
149 #define GAME_PANEL_ROBOT_WHEEL 59
150 #define GAME_PANEL_CONVEYOR_BELT_1 60
151 #define GAME_PANEL_CONVEYOR_BELT_2 61
152 #define GAME_PANEL_CONVEYOR_BELT_3 62
153 #define GAME_PANEL_CONVEYOR_BELT_4 63
154 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 64
155 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 65
156 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 66
157 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 67
158 #define GAME_PANEL_MAGIC_WALL 68
159 #define GAME_PANEL_MAGIC_WALL_TIME 69
160 #define GAME_PANEL_GRAVITY_STATE 70
161 #define GAME_PANEL_GRAPHIC_1 71
162 #define GAME_PANEL_GRAPHIC_2 72
163 #define GAME_PANEL_GRAPHIC_3 73
164 #define GAME_PANEL_GRAPHIC_4 74
165 #define GAME_PANEL_GRAPHIC_5 75
166 #define GAME_PANEL_GRAPHIC_6 76
167 #define GAME_PANEL_GRAPHIC_7 77
168 #define GAME_PANEL_GRAPHIC_8 78
169 #define GAME_PANEL_ELEMENT_1 79
170 #define GAME_PANEL_ELEMENT_2 80
171 #define GAME_PANEL_ELEMENT_3 81
172 #define GAME_PANEL_ELEMENT_4 82
173 #define GAME_PANEL_ELEMENT_5 83
174 #define GAME_PANEL_ELEMENT_6 84
175 #define GAME_PANEL_ELEMENT_7 85
176 #define GAME_PANEL_ELEMENT_8 86
177 #define GAME_PANEL_ELEMENT_COUNT_1 87
178 #define GAME_PANEL_ELEMENT_COUNT_2 88
179 #define GAME_PANEL_ELEMENT_COUNT_3 89
180 #define GAME_PANEL_ELEMENT_COUNT_4 90
181 #define GAME_PANEL_ELEMENT_COUNT_5 91
182 #define GAME_PANEL_ELEMENT_COUNT_6 92
183 #define GAME_PANEL_ELEMENT_COUNT_7 93
184 #define GAME_PANEL_ELEMENT_COUNT_8 94
185 #define GAME_PANEL_CE_SCORE_1 95
186 #define GAME_PANEL_CE_SCORE_2 96
187 #define GAME_PANEL_CE_SCORE_3 97
188 #define GAME_PANEL_CE_SCORE_4 98
189 #define GAME_PANEL_CE_SCORE_5 99
190 #define GAME_PANEL_CE_SCORE_6 100
191 #define GAME_PANEL_CE_SCORE_7 101
192 #define GAME_PANEL_CE_SCORE_8 102
193 #define GAME_PANEL_CE_SCORE_1_ELEMENT 103
194 #define GAME_PANEL_CE_SCORE_2_ELEMENT 104
195 #define GAME_PANEL_CE_SCORE_3_ELEMENT 105
196 #define GAME_PANEL_CE_SCORE_4_ELEMENT 106
197 #define GAME_PANEL_CE_SCORE_5_ELEMENT 107
198 #define GAME_PANEL_CE_SCORE_6_ELEMENT 108
199 #define GAME_PANEL_CE_SCORE_7_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_8_ELEMENT 110
201 #define GAME_PANEL_PLAYER_NAME 111
202 #define GAME_PANEL_LEVEL_NAME 112
203 #define GAME_PANEL_LEVEL_AUTHOR 113
205 #define NUM_GAME_PANEL_CONTROLS 114
207 struct GamePanelOrderInfo
213 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
215 struct GamePanelControlInfo
219 struct TextPosInfo *pos;
222 int value, last_value;
223 int frame, last_frame;
228 static struct GamePanelControlInfo game_panel_controls[] =
231 GAME_PANEL_LEVEL_NUMBER,
232 &game.panel.level_number,
241 GAME_PANEL_INVENTORY_COUNT,
242 &game.panel.inventory_count,
246 GAME_PANEL_INVENTORY_FIRST_1,
247 &game.panel.inventory_first[0],
251 GAME_PANEL_INVENTORY_FIRST_2,
252 &game.panel.inventory_first[1],
256 GAME_PANEL_INVENTORY_FIRST_3,
257 &game.panel.inventory_first[2],
261 GAME_PANEL_INVENTORY_FIRST_4,
262 &game.panel.inventory_first[3],
266 GAME_PANEL_INVENTORY_FIRST_5,
267 &game.panel.inventory_first[4],
271 GAME_PANEL_INVENTORY_FIRST_6,
272 &game.panel.inventory_first[5],
276 GAME_PANEL_INVENTORY_FIRST_7,
277 &game.panel.inventory_first[6],
281 GAME_PANEL_INVENTORY_FIRST_8,
282 &game.panel.inventory_first[7],
286 GAME_PANEL_INVENTORY_LAST_1,
287 &game.panel.inventory_last[0],
291 GAME_PANEL_INVENTORY_LAST_2,
292 &game.panel.inventory_last[1],
296 GAME_PANEL_INVENTORY_LAST_3,
297 &game.panel.inventory_last[2],
301 GAME_PANEL_INVENTORY_LAST_4,
302 &game.panel.inventory_last[3],
306 GAME_PANEL_INVENTORY_LAST_5,
307 &game.panel.inventory_last[4],
311 GAME_PANEL_INVENTORY_LAST_6,
312 &game.panel.inventory_last[5],
316 GAME_PANEL_INVENTORY_LAST_7,
317 &game.panel.inventory_last[6],
321 GAME_PANEL_INVENTORY_LAST_8,
322 &game.panel.inventory_last[7],
366 GAME_PANEL_KEY_WHITE,
367 &game.panel.key_white,
371 GAME_PANEL_KEY_WHITE_COUNT,
372 &game.panel.key_white_count,
381 GAME_PANEL_HIGHSCORE,
382 &game.panel.highscore,
411 GAME_PANEL_SHIELD_NORMAL,
412 &game.panel.shield_normal,
416 GAME_PANEL_SHIELD_NORMAL_TIME,
417 &game.panel.shield_normal_time,
421 GAME_PANEL_SHIELD_DEADLY,
422 &game.panel.shield_deadly,
426 GAME_PANEL_SHIELD_DEADLY_TIME,
427 &game.panel.shield_deadly_time,
436 GAME_PANEL_EMC_MAGIC_BALL,
437 &game.panel.emc_magic_ball,
441 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
442 &game.panel.emc_magic_ball_switch,
446 GAME_PANEL_LIGHT_SWITCH,
447 &game.panel.light_switch,
451 GAME_PANEL_LIGHT_SWITCH_TIME,
452 &game.panel.light_switch_time,
456 GAME_PANEL_TIMEGATE_SWITCH,
457 &game.panel.timegate_switch,
461 GAME_PANEL_TIMEGATE_SWITCH_TIME,
462 &game.panel.timegate_switch_time,
466 GAME_PANEL_SWITCHGATE_SWITCH,
467 &game.panel.switchgate_switch,
471 GAME_PANEL_EMC_LENSES,
472 &game.panel.emc_lenses,
476 GAME_PANEL_EMC_LENSES_TIME,
477 &game.panel.emc_lenses_time,
481 GAME_PANEL_EMC_MAGNIFIER,
482 &game.panel.emc_magnifier,
486 GAME_PANEL_EMC_MAGNIFIER_TIME,
487 &game.panel.emc_magnifier_time,
491 GAME_PANEL_BALLOON_SWITCH,
492 &game.panel.balloon_switch,
496 GAME_PANEL_DYNABOMB_NUMBER,
497 &game.panel.dynabomb_number,
501 GAME_PANEL_DYNABOMB_SIZE,
502 &game.panel.dynabomb_size,
506 GAME_PANEL_DYNABOMB_POWER,
507 &game.panel.dynabomb_power,
512 &game.panel.penguins,
516 GAME_PANEL_SOKOBAN_OBJECTS,
517 &game.panel.sokoban_objects,
521 GAME_PANEL_SOKOBAN_FIELDS,
522 &game.panel.sokoban_fields,
526 GAME_PANEL_ROBOT_WHEEL,
527 &game.panel.robot_wheel,
531 GAME_PANEL_CONVEYOR_BELT_1,
532 &game.panel.conveyor_belt[0],
536 GAME_PANEL_CONVEYOR_BELT_2,
537 &game.panel.conveyor_belt[1],
541 GAME_PANEL_CONVEYOR_BELT_3,
542 &game.panel.conveyor_belt[2],
546 GAME_PANEL_CONVEYOR_BELT_4,
547 &game.panel.conveyor_belt[3],
551 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
552 &game.panel.conveyor_belt_switch[0],
556 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
557 &game.panel.conveyor_belt_switch[1],
561 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
562 &game.panel.conveyor_belt_switch[2],
566 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
567 &game.panel.conveyor_belt_switch[3],
571 GAME_PANEL_MAGIC_WALL,
572 &game.panel.magic_wall,
576 GAME_PANEL_MAGIC_WALL_TIME,
577 &game.panel.magic_wall_time,
581 GAME_PANEL_GRAVITY_STATE,
582 &game.panel.gravity_state,
586 GAME_PANEL_GRAPHIC_1,
587 &game.panel.graphic[0],
591 GAME_PANEL_GRAPHIC_2,
592 &game.panel.graphic[1],
596 GAME_PANEL_GRAPHIC_3,
597 &game.panel.graphic[2],
601 GAME_PANEL_GRAPHIC_4,
602 &game.panel.graphic[3],
606 GAME_PANEL_GRAPHIC_5,
607 &game.panel.graphic[4],
611 GAME_PANEL_GRAPHIC_6,
612 &game.panel.graphic[5],
616 GAME_PANEL_GRAPHIC_7,
617 &game.panel.graphic[6],
621 GAME_PANEL_GRAPHIC_8,
622 &game.panel.graphic[7],
626 GAME_PANEL_ELEMENT_1,
627 &game.panel.element[0],
631 GAME_PANEL_ELEMENT_2,
632 &game.panel.element[1],
636 GAME_PANEL_ELEMENT_3,
637 &game.panel.element[2],
641 GAME_PANEL_ELEMENT_4,
642 &game.panel.element[3],
646 GAME_PANEL_ELEMENT_5,
647 &game.panel.element[4],
651 GAME_PANEL_ELEMENT_6,
652 &game.panel.element[5],
656 GAME_PANEL_ELEMENT_7,
657 &game.panel.element[6],
661 GAME_PANEL_ELEMENT_8,
662 &game.panel.element[7],
666 GAME_PANEL_ELEMENT_COUNT_1,
667 &game.panel.element_count[0],
671 GAME_PANEL_ELEMENT_COUNT_2,
672 &game.panel.element_count[1],
676 GAME_PANEL_ELEMENT_COUNT_3,
677 &game.panel.element_count[2],
681 GAME_PANEL_ELEMENT_COUNT_4,
682 &game.panel.element_count[3],
686 GAME_PANEL_ELEMENT_COUNT_5,
687 &game.panel.element_count[4],
691 GAME_PANEL_ELEMENT_COUNT_6,
692 &game.panel.element_count[5],
696 GAME_PANEL_ELEMENT_COUNT_7,
697 &game.panel.element_count[6],
701 GAME_PANEL_ELEMENT_COUNT_8,
702 &game.panel.element_count[7],
706 GAME_PANEL_CE_SCORE_1,
707 &game.panel.ce_score[0],
711 GAME_PANEL_CE_SCORE_2,
712 &game.panel.ce_score[1],
716 GAME_PANEL_CE_SCORE_3,
717 &game.panel.ce_score[2],
721 GAME_PANEL_CE_SCORE_4,
722 &game.panel.ce_score[3],
726 GAME_PANEL_CE_SCORE_5,
727 &game.panel.ce_score[4],
731 GAME_PANEL_CE_SCORE_6,
732 &game.panel.ce_score[5],
736 GAME_PANEL_CE_SCORE_7,
737 &game.panel.ce_score[6],
741 GAME_PANEL_CE_SCORE_8,
742 &game.panel.ce_score[7],
746 GAME_PANEL_CE_SCORE_1_ELEMENT,
747 &game.panel.ce_score_element[0],
751 GAME_PANEL_CE_SCORE_2_ELEMENT,
752 &game.panel.ce_score_element[1],
756 GAME_PANEL_CE_SCORE_3_ELEMENT,
757 &game.panel.ce_score_element[2],
761 GAME_PANEL_CE_SCORE_4_ELEMENT,
762 &game.panel.ce_score_element[3],
766 GAME_PANEL_CE_SCORE_5_ELEMENT,
767 &game.panel.ce_score_element[4],
771 GAME_PANEL_CE_SCORE_6_ELEMENT,
772 &game.panel.ce_score_element[5],
776 GAME_PANEL_CE_SCORE_7_ELEMENT,
777 &game.panel.ce_score_element[6],
781 GAME_PANEL_CE_SCORE_8_ELEMENT,
782 &game.panel.ce_score_element[7],
786 GAME_PANEL_PLAYER_NAME,
787 &game.panel.player_name,
791 GAME_PANEL_LEVEL_NAME,
792 &game.panel.level_name,
796 GAME_PANEL_LEVEL_AUTHOR,
797 &game.panel.level_author,
808 /* values for delayed check of falling and moving elements and for collision */
809 #define CHECK_DELAY_MOVING 3
810 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
811 #define CHECK_DELAY_COLLISION 2
812 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
814 /* values for initial player move delay (initial delay counter value) */
815 #define INITIAL_MOVE_DELAY_OFF -1
816 #define INITIAL_MOVE_DELAY_ON 0
818 /* values for player movement speed (which is in fact a delay value) */
819 #define MOVE_DELAY_MIN_SPEED 32
820 #define MOVE_DELAY_NORMAL_SPEED 8
821 #define MOVE_DELAY_HIGH_SPEED 4
822 #define MOVE_DELAY_MAX_SPEED 1
824 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
825 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
827 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
828 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
830 /* values for scroll positions */
831 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
832 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
834 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
835 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
838 /* values for other actions */
839 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
840 #define MOVE_STEPSIZE_MIN (1)
841 #define MOVE_STEPSIZE_MAX (TILEX)
843 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
844 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
846 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
848 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
849 RND(element_info[e].push_delay_random))
850 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
851 RND(element_info[e].drop_delay_random))
852 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
853 RND(element_info[e].move_delay_random))
854 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
855 (element_info[e].move_delay_random))
856 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
857 RND(element_info[e].ce_value_random_initial))
858 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
859 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
860 RND((c)->delay_random * (c)->delay_frames))
861 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
862 RND((c)->delay_random))
865 #define GET_VALID_RUNTIME_ELEMENT(e) \
866 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
868 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
869 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
870 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
871 (be) + (e) - EL_SELF)
873 #define GET_PLAYER_FROM_BITS(p) \
874 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
876 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
877 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
878 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
879 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
880 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
881 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
882 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
883 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
884 RESOLVED_REFERENCE_ELEMENT(be, e) : \
887 #define CAN_GROW_INTO(e) \
888 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
890 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
891 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
894 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
895 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
896 (CAN_MOVE_INTO_ACID(e) && \
897 Feld[x][y] == EL_ACID) || \
900 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
901 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
902 (CAN_MOVE_INTO_ACID(e) && \
903 Feld[x][y] == EL_ACID) || \
906 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
907 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
909 (CAN_MOVE_INTO_ACID(e) && \
910 Feld[x][y] == EL_ACID) || \
911 (DONT_COLLIDE_WITH(e) && \
913 !PLAYER_ENEMY_PROTECTED(x, y))))
915 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
916 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
918 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
919 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
921 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
922 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
924 #define ANDROID_CAN_CLONE_FIELD(x, y) \
925 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
926 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
928 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
929 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
931 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
932 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
934 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
935 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
937 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
938 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
940 #define PIG_CAN_ENTER_FIELD(e, x, y) \
941 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
943 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
944 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
945 Feld[x][y] == EL_EM_EXIT_OPEN || \
946 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
947 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
948 IS_FOOD_PENGUIN(Feld[x][y])))
949 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
950 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
952 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
953 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
955 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
956 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
958 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
959 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
960 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
962 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
964 #define CE_ENTER_FIELD_COND(e, x, y) \
965 (!IS_PLAYER(x, y) && \
966 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
968 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
969 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
971 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
972 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
974 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
975 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
976 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
977 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
979 /* game button identifiers */
980 #define GAME_CTRL_ID_STOP 0
981 #define GAME_CTRL_ID_PAUSE 1
982 #define GAME_CTRL_ID_PLAY 2
983 #define GAME_CTRL_ID_UNDO 3
984 #define GAME_CTRL_ID_REDO 4
985 #define GAME_CTRL_ID_SAVE 5
986 #define GAME_CTRL_ID_PAUSE2 6
987 #define GAME_CTRL_ID_LOAD 7
988 #define SOUND_CTRL_ID_MUSIC 8
989 #define SOUND_CTRL_ID_LOOPS 9
990 #define SOUND_CTRL_ID_SIMPLE 10
992 #define NUM_GAME_BUTTONS 11
995 /* forward declaration for internal use */
997 static void CreateField(int, int, int);
999 static void ResetGfxAnimation(int, int);
1001 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1002 static void AdvanceFrameAndPlayerCounters(int);
1004 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1005 static boolean MovePlayer(struct PlayerInfo *, int, int);
1006 static void ScrollPlayer(struct PlayerInfo *, int);
1007 static void ScrollScreen(struct PlayerInfo *, int);
1009 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1010 static boolean DigFieldByCE(int, int, int);
1011 static boolean SnapField(struct PlayerInfo *, int, int);
1012 static boolean DropElement(struct PlayerInfo *);
1014 static void InitBeltMovement(void);
1015 static void CloseAllOpenTimegates(void);
1016 static void CheckGravityMovement(struct PlayerInfo *);
1017 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1018 static void KillPlayerUnlessEnemyProtected(int, int);
1019 static void KillPlayerUnlessExplosionProtected(int, int);
1021 static void TestIfPlayerTouchesCustomElement(int, int);
1022 static void TestIfElementTouchesCustomElement(int, int);
1023 static void TestIfElementHitsCustomElement(int, int, int);
1025 static void HandleElementChange(int, int, int);
1026 static void ExecuteCustomElementAction(int, int, int, int);
1027 static boolean ChangeElement(int, int, int, int);
1029 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1030 #define CheckTriggeredElementChange(x, y, e, ev) \
1031 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1032 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1033 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1034 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1035 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1036 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1037 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1039 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1040 #define CheckElementChange(x, y, e, te, ev) \
1041 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1042 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1043 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1044 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1045 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1047 static void PlayLevelSound(int, int, int);
1048 static void PlayLevelSoundNearest(int, int, int);
1049 static void PlayLevelSoundAction(int, int, int);
1050 static void PlayLevelSoundElementAction(int, int, int, int);
1051 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1052 static void PlayLevelSoundActionIfLoop(int, int, int);
1053 static void StopLevelSoundActionIfLoop(int, int, int);
1054 static void PlayLevelMusic();
1056 static void HandleGameButtons(struct GadgetInfo *);
1058 int AmoebeNachbarNr(int, int);
1059 void AmoebeUmwandeln(int, int);
1060 void ContinueMoving(int, int);
1061 void Bang(int, int);
1062 void InitMovDir(int, int);
1063 void InitAmoebaNr(int, int);
1064 int NewHiScore(void);
1066 void TestIfGoodThingHitsBadThing(int, int, int);
1067 void TestIfBadThingHitsGoodThing(int, int, int);
1068 void TestIfPlayerTouchesBadThing(int, int);
1069 void TestIfPlayerRunsIntoBadThing(int, int, int);
1070 void TestIfBadThingTouchesPlayer(int, int);
1071 void TestIfBadThingRunsIntoPlayer(int, int, int);
1072 void TestIfFriendTouchesBadThing(int, int);
1073 void TestIfBadThingTouchesFriend(int, int);
1074 void TestIfBadThingTouchesOtherBadThing(int, int);
1075 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1077 void KillPlayer(struct PlayerInfo *);
1078 void BuryPlayer(struct PlayerInfo *);
1079 void RemovePlayer(struct PlayerInfo *);
1081 static int getInvisibleActiveFromInvisibleElement(int);
1082 static int getInvisibleFromInvisibleActiveElement(int);
1084 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1086 /* for detection of endless loops, caused by custom element programming */
1087 /* (using maximal playfield width x 10 is just a rough approximation) */
1088 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1090 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1092 if (recursion_loop_detected) \
1095 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1097 recursion_loop_detected = TRUE; \
1098 recursion_loop_element = (e); \
1101 recursion_loop_depth++; \
1104 #define RECURSION_LOOP_DETECTION_END() \
1106 recursion_loop_depth--; \
1109 static int recursion_loop_depth;
1110 static boolean recursion_loop_detected;
1111 static boolean recursion_loop_element;
1113 static int map_player_action[MAX_PLAYERS];
1116 /* ------------------------------------------------------------------------- */
1117 /* definition of elements that automatically change to other elements after */
1118 /* a specified time, eventually calling a function when changing */
1119 /* ------------------------------------------------------------------------- */
1121 /* forward declaration for changer functions */
1122 static void InitBuggyBase(int, int);
1123 static void WarnBuggyBase(int, int);
1125 static void InitTrap(int, int);
1126 static void ActivateTrap(int, int);
1127 static void ChangeActiveTrap(int, int);
1129 static void InitRobotWheel(int, int);
1130 static void RunRobotWheel(int, int);
1131 static void StopRobotWheel(int, int);
1133 static void InitTimegateWheel(int, int);
1134 static void RunTimegateWheel(int, int);
1136 static void InitMagicBallDelay(int, int);
1137 static void ActivateMagicBall(int, int);
1139 struct ChangingElementInfo
1144 void (*pre_change_function)(int x, int y);
1145 void (*change_function)(int x, int y);
1146 void (*post_change_function)(int x, int y);
1149 static struct ChangingElementInfo change_delay_list[] =
1184 EL_STEEL_EXIT_OPENING,
1192 EL_STEEL_EXIT_CLOSING,
1193 EL_STEEL_EXIT_CLOSED,
1216 EL_EM_STEEL_EXIT_OPENING,
1217 EL_EM_STEEL_EXIT_OPEN,
1224 EL_EM_STEEL_EXIT_CLOSING,
1248 EL_SWITCHGATE_OPENING,
1256 EL_SWITCHGATE_CLOSING,
1257 EL_SWITCHGATE_CLOSED,
1264 EL_TIMEGATE_OPENING,
1272 EL_TIMEGATE_CLOSING,
1281 EL_ACID_SPLASH_LEFT,
1289 EL_ACID_SPLASH_RIGHT,
1298 EL_SP_BUGGY_BASE_ACTIVATING,
1305 EL_SP_BUGGY_BASE_ACTIVATING,
1306 EL_SP_BUGGY_BASE_ACTIVE,
1313 EL_SP_BUGGY_BASE_ACTIVE,
1337 EL_ROBOT_WHEEL_ACTIVE,
1345 EL_TIMEGATE_SWITCH_ACTIVE,
1353 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1354 EL_DC_TIMEGATE_SWITCH,
1361 EL_EMC_MAGIC_BALL_ACTIVE,
1362 EL_EMC_MAGIC_BALL_ACTIVE,
1369 EL_EMC_SPRING_BUMPER_ACTIVE,
1370 EL_EMC_SPRING_BUMPER,
1377 EL_DIAGONAL_SHRINKING,
1385 EL_DIAGONAL_GROWING,
1406 int push_delay_fixed, push_delay_random;
1410 { EL_SPRING, 0, 0 },
1411 { EL_BALLOON, 0, 0 },
1413 { EL_SOKOBAN_OBJECT, 2, 0 },
1414 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1415 { EL_SATELLITE, 2, 0 },
1416 { EL_SP_DISK_YELLOW, 2, 0 },
1418 { EL_UNDEFINED, 0, 0 },
1426 move_stepsize_list[] =
1428 { EL_AMOEBA_DROP, 2 },
1429 { EL_AMOEBA_DROPPING, 2 },
1430 { EL_QUICKSAND_FILLING, 1 },
1431 { EL_QUICKSAND_EMPTYING, 1 },
1432 { EL_QUICKSAND_FAST_FILLING, 2 },
1433 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1434 { EL_MAGIC_WALL_FILLING, 2 },
1435 { EL_MAGIC_WALL_EMPTYING, 2 },
1436 { EL_BD_MAGIC_WALL_FILLING, 2 },
1437 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1438 { EL_DC_MAGIC_WALL_FILLING, 2 },
1439 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1441 { EL_UNDEFINED, 0 },
1449 collect_count_list[] =
1452 { EL_BD_DIAMOND, 1 },
1453 { EL_EMERALD_YELLOW, 1 },
1454 { EL_EMERALD_RED, 1 },
1455 { EL_EMERALD_PURPLE, 1 },
1457 { EL_SP_INFOTRON, 1 },
1461 { EL_UNDEFINED, 0 },
1469 access_direction_list[] =
1471 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1472 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1473 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1474 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1475 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1476 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1477 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1478 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1479 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1480 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1481 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1483 { EL_SP_PORT_LEFT, MV_RIGHT },
1484 { EL_SP_PORT_RIGHT, MV_LEFT },
1485 { EL_SP_PORT_UP, MV_DOWN },
1486 { EL_SP_PORT_DOWN, MV_UP },
1487 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1488 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1489 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1490 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1491 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1492 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1493 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1494 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1495 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1496 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1497 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1498 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1499 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1500 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1501 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1503 { EL_UNDEFINED, MV_NONE }
1506 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1508 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1509 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1510 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1511 IS_JUST_CHANGING(x, y))
1513 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1515 /* static variables for playfield scan mode (scanning forward or backward) */
1516 static int playfield_scan_start_x = 0;
1517 static int playfield_scan_start_y = 0;
1518 static int playfield_scan_delta_x = 1;
1519 static int playfield_scan_delta_y = 1;
1521 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1522 (y) >= 0 && (y) <= lev_fieldy - 1; \
1523 (y) += playfield_scan_delta_y) \
1524 for ((x) = playfield_scan_start_x; \
1525 (x) >= 0 && (x) <= lev_fieldx - 1; \
1526 (x) += playfield_scan_delta_x)
1529 void DEBUG_SetMaximumDynamite()
1533 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1534 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1535 local_player->inventory_element[local_player->inventory_size++] =
1540 static void InitPlayfieldScanModeVars()
1542 if (game.use_reverse_scan_direction)
1544 playfield_scan_start_x = lev_fieldx - 1;
1545 playfield_scan_start_y = lev_fieldy - 1;
1547 playfield_scan_delta_x = -1;
1548 playfield_scan_delta_y = -1;
1552 playfield_scan_start_x = 0;
1553 playfield_scan_start_y = 0;
1555 playfield_scan_delta_x = 1;
1556 playfield_scan_delta_y = 1;
1560 static void InitPlayfieldScanMode(int mode)
1562 game.use_reverse_scan_direction =
1563 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1565 InitPlayfieldScanModeVars();
1568 static int get_move_delay_from_stepsize(int move_stepsize)
1571 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1573 /* make sure that stepsize value is always a power of 2 */
1574 move_stepsize = (1 << log_2(move_stepsize));
1576 return TILEX / move_stepsize;
1579 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1582 int player_nr = player->index_nr;
1583 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1584 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1586 /* do no immediately change move delay -- the player might just be moving */
1587 player->move_delay_value_next = move_delay;
1589 /* information if player can move must be set separately */
1590 player->cannot_move = cannot_move;
1594 player->move_delay = game.initial_move_delay[player_nr];
1595 player->move_delay_value = game.initial_move_delay_value[player_nr];
1597 player->move_delay_value_next = -1;
1599 player->move_delay_reset_counter = 0;
1603 void GetPlayerConfig()
1605 GameFrameDelay = setup.game_frame_delay;
1607 if (!audio.sound_available)
1608 setup.sound_simple = FALSE;
1610 if (!audio.loops_available)
1611 setup.sound_loops = FALSE;
1613 if (!audio.music_available)
1614 setup.sound_music = FALSE;
1616 if (!video.fullscreen_available)
1617 setup.fullscreen = FALSE;
1619 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1621 SetAudioMode(setup.sound);
1625 int GetElementFromGroupElement(int element)
1627 if (IS_GROUP_ELEMENT(element))
1629 struct ElementGroupInfo *group = element_info[element].group;
1630 int last_anim_random_frame = gfx.anim_random_frame;
1633 if (group->choice_mode == ANIM_RANDOM)
1634 gfx.anim_random_frame = RND(group->num_elements_resolved);
1636 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1637 group->choice_mode, 0,
1640 if (group->choice_mode == ANIM_RANDOM)
1641 gfx.anim_random_frame = last_anim_random_frame;
1643 group->choice_pos++;
1645 element = group->element_resolved[element_pos];
1651 static void InitPlayerField(int x, int y, int element, boolean init_game)
1653 if (element == EL_SP_MURPHY)
1657 if (stored_player[0].present)
1659 Feld[x][y] = EL_SP_MURPHY_CLONE;
1665 stored_player[0].initial_element = element;
1666 stored_player[0].use_murphy = TRUE;
1668 if (!level.use_artwork_element[0])
1669 stored_player[0].artwork_element = EL_SP_MURPHY;
1672 Feld[x][y] = EL_PLAYER_1;
1678 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1679 int jx = player->jx, jy = player->jy;
1681 player->present = TRUE;
1683 player->block_last_field = (element == EL_SP_MURPHY ?
1684 level.sp_block_last_field :
1685 level.block_last_field);
1687 /* ---------- initialize player's last field block delay --------------- */
1689 /* always start with reliable default value (no adjustment needed) */
1690 player->block_delay_adjustment = 0;
1692 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1693 if (player->block_last_field && element == EL_SP_MURPHY)
1694 player->block_delay_adjustment = 1;
1696 /* special case 2: in game engines before 3.1.1, blocking was different */
1697 if (game.use_block_last_field_bug)
1698 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1700 if (!options.network || player->connected)
1702 player->active = TRUE;
1704 /* remove potentially duplicate players */
1705 if (StorePlayer[jx][jy] == Feld[x][y])
1706 StorePlayer[jx][jy] = 0;
1708 StorePlayer[x][y] = Feld[x][y];
1710 #if DEBUG_INIT_PLAYER
1713 printf("- player element %d activated", player->element_nr);
1714 printf(" (local player is %d and currently %s)\n",
1715 local_player->element_nr,
1716 local_player->active ? "active" : "not active");
1721 Feld[x][y] = EL_EMPTY;
1723 player->jx = player->last_jx = x;
1724 player->jy = player->last_jy = y;
1729 int player_nr = GET_PLAYER_NR(element);
1730 struct PlayerInfo *player = &stored_player[player_nr];
1732 if (player->active && player->killed)
1733 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1737 static void InitField(int x, int y, boolean init_game)
1739 int element = Feld[x][y];
1748 InitPlayerField(x, y, element, init_game);
1751 case EL_SOKOBAN_FIELD_PLAYER:
1752 element = Feld[x][y] = EL_PLAYER_1;
1753 InitField(x, y, init_game);
1755 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1756 InitField(x, y, init_game);
1759 case EL_SOKOBAN_FIELD_EMPTY:
1760 local_player->sokobanfields_still_needed++;
1764 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1765 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1766 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1767 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1768 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1769 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1770 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1771 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1772 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1773 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1782 case EL_SPACESHIP_RIGHT:
1783 case EL_SPACESHIP_UP:
1784 case EL_SPACESHIP_LEFT:
1785 case EL_SPACESHIP_DOWN:
1786 case EL_BD_BUTTERFLY:
1787 case EL_BD_BUTTERFLY_RIGHT:
1788 case EL_BD_BUTTERFLY_UP:
1789 case EL_BD_BUTTERFLY_LEFT:
1790 case EL_BD_BUTTERFLY_DOWN:
1792 case EL_BD_FIREFLY_RIGHT:
1793 case EL_BD_FIREFLY_UP:
1794 case EL_BD_FIREFLY_LEFT:
1795 case EL_BD_FIREFLY_DOWN:
1796 case EL_PACMAN_RIGHT:
1798 case EL_PACMAN_LEFT:
1799 case EL_PACMAN_DOWN:
1801 case EL_YAMYAM_LEFT:
1802 case EL_YAMYAM_RIGHT:
1804 case EL_YAMYAM_DOWN:
1805 case EL_DARK_YAMYAM:
1808 case EL_SP_SNIKSNAK:
1809 case EL_SP_ELECTRON:
1818 case EL_AMOEBA_FULL:
1823 case EL_AMOEBA_DROP:
1824 if (y == lev_fieldy - 1)
1826 Feld[x][y] = EL_AMOEBA_GROWING;
1827 Store[x][y] = EL_AMOEBA_WET;
1831 case EL_DYNAMITE_ACTIVE:
1832 case EL_SP_DISK_RED_ACTIVE:
1833 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1834 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1835 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1836 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1837 MovDelay[x][y] = 96;
1840 case EL_EM_DYNAMITE_ACTIVE:
1841 MovDelay[x][y] = 32;
1845 local_player->lights_still_needed++;
1849 local_player->friends_still_needed++;
1854 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1857 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1858 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1859 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1860 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1861 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1862 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1863 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1864 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1865 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1866 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1867 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1868 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1871 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1872 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1873 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1875 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1877 game.belt_dir[belt_nr] = belt_dir;
1878 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1880 else /* more than one switch -- set it like the first switch */
1882 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1887 case EL_LIGHT_SWITCH_ACTIVE:
1889 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1892 case EL_INVISIBLE_STEELWALL:
1893 case EL_INVISIBLE_WALL:
1894 case EL_INVISIBLE_SAND:
1895 if (game.light_time_left > 0 ||
1896 game.lenses_time_left > 0)
1897 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1900 case EL_EMC_MAGIC_BALL:
1901 if (game.ball_state)
1902 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1905 case EL_EMC_MAGIC_BALL_SWITCH:
1906 if (game.ball_state)
1907 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1910 case EL_TRIGGER_PLAYER:
1911 case EL_TRIGGER_ELEMENT:
1912 case EL_TRIGGER_CE_VALUE:
1913 case EL_TRIGGER_CE_SCORE:
1915 case EL_ANY_ELEMENT:
1916 case EL_CURRENT_CE_VALUE:
1917 case EL_CURRENT_CE_SCORE:
1934 /* reference elements should not be used on the playfield */
1935 Feld[x][y] = EL_EMPTY;
1939 if (IS_CUSTOM_ELEMENT(element))
1941 if (CAN_MOVE(element))
1944 if (!element_info[element].use_last_ce_value || init_game)
1945 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1947 else if (IS_GROUP_ELEMENT(element))
1949 Feld[x][y] = GetElementFromGroupElement(element);
1951 InitField(x, y, init_game);
1958 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1961 inline static void InitField_WithBug1(int x, int y, boolean init_game)
1963 InitField(x, y, init_game);
1965 /* not needed to call InitMovDir() -- already done by InitField()! */
1966 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1967 CAN_MOVE(Feld[x][y]))
1971 inline static void InitField_WithBug2(int x, int y, boolean init_game)
1973 int old_element = Feld[x][y];
1975 InitField(x, y, init_game);
1977 /* not needed to call InitMovDir() -- already done by InitField()! */
1978 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1979 CAN_MOVE(old_element) &&
1980 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
1983 /* this case is in fact a combination of not less than three bugs:
1984 first, it calls InitMovDir() for elements that can move, although this is
1985 already done by InitField(); then, it checks the element that was at this
1986 field _before_ the call to InitField() (which can change it); lastly, it
1987 was not called for "mole with direction" elements, which were treated as
1988 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
1992 static int get_key_element_from_nr(int key_nr)
1994 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
1995 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
1996 EL_EM_KEY_1 : EL_KEY_1);
1998 return key_base_element + key_nr;
2001 static int get_next_dropped_element(struct PlayerInfo *player)
2003 return (player->inventory_size > 0 ?
2004 player->inventory_element[player->inventory_size - 1] :
2005 player->inventory_infinite_element != EL_UNDEFINED ?
2006 player->inventory_infinite_element :
2007 player->dynabombs_left > 0 ?
2008 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2012 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2014 /* pos >= 0: get element from bottom of the stack;
2015 pos < 0: get element from top of the stack */
2019 int min_inventory_size = -pos;
2020 int inventory_pos = player->inventory_size - min_inventory_size;
2021 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2023 return (player->inventory_size >= min_inventory_size ?
2024 player->inventory_element[inventory_pos] :
2025 player->inventory_infinite_element != EL_UNDEFINED ?
2026 player->inventory_infinite_element :
2027 player->dynabombs_left >= min_dynabombs_left ?
2028 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2033 int min_dynabombs_left = pos + 1;
2034 int min_inventory_size = pos + 1 - player->dynabombs_left;
2035 int inventory_pos = pos - player->dynabombs_left;
2037 return (player->inventory_infinite_element != EL_UNDEFINED ?
2038 player->inventory_infinite_element :
2039 player->dynabombs_left >= min_dynabombs_left ?
2040 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2041 player->inventory_size >= min_inventory_size ?
2042 player->inventory_element[inventory_pos] :
2047 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2049 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2050 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2053 if (gpo1->sort_priority != gpo2->sort_priority)
2054 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2056 compare_result = gpo1->nr - gpo2->nr;
2058 return compare_result;
2061 int getPlayerInventorySize(int player_nr)
2063 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2064 return level.native_em_level->ply[player_nr]->dynamite;
2065 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2066 return level.native_sp_level->game_sp->red_disk_count;
2068 return stored_player[player_nr].inventory_size;
2071 void InitGameControlValues()
2075 for (i = 0; game_panel_controls[i].nr != -1; i++)
2077 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2078 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2079 struct TextPosInfo *pos = gpc->pos;
2081 int type = gpc->type;
2085 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2086 Error(ERR_EXIT, "this should not happen -- please debug");
2089 /* force update of game controls after initialization */
2090 gpc->value = gpc->last_value = -1;
2091 gpc->frame = gpc->last_frame = -1;
2092 gpc->gfx_frame = -1;
2094 /* determine panel value width for later calculation of alignment */
2095 if (type == TYPE_INTEGER || type == TYPE_STRING)
2097 pos->width = pos->size * getFontWidth(pos->font);
2098 pos->height = getFontHeight(pos->font);
2100 else if (type == TYPE_ELEMENT)
2102 pos->width = pos->size;
2103 pos->height = pos->size;
2106 /* fill structure for game panel draw order */
2108 gpo->sort_priority = pos->sort_priority;
2111 /* sort game panel controls according to sort_priority and control number */
2112 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2113 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2116 void UpdatePlayfieldElementCount()
2118 boolean use_element_count = FALSE;
2121 /* first check if it is needed at all to calculate playfield element count */
2122 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2123 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2124 use_element_count = TRUE;
2126 if (!use_element_count)
2129 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2130 element_info[i].element_count = 0;
2132 SCAN_PLAYFIELD(x, y)
2134 element_info[Feld[x][y]].element_count++;
2137 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2138 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2139 if (IS_IN_GROUP(j, i))
2140 element_info[EL_GROUP_START + i].element_count +=
2141 element_info[j].element_count;
2144 void UpdateGameControlValues()
2147 int time = (local_player->LevelSolved ?
2148 local_player->LevelSolved_CountingTime :
2149 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2150 level.native_em_level->lev->time :
2151 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2152 level.native_sp_level->game_sp->time_played :
2153 game.no_time_limit ? TimePlayed : TimeLeft);
2154 int score = (local_player->LevelSolved ?
2155 local_player->LevelSolved_CountingScore :
2156 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2157 level.native_em_level->lev->score :
2158 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2159 level.native_sp_level->game_sp->score :
2160 local_player->score);
2161 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2162 level.native_em_level->lev->required :
2163 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2164 level.native_sp_level->game_sp->infotrons_still_needed :
2165 local_player->gems_still_needed);
2166 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2167 level.native_em_level->lev->required > 0 :
2168 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2169 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2170 local_player->gems_still_needed > 0 ||
2171 local_player->sokobanfields_still_needed > 0 ||
2172 local_player->lights_still_needed > 0);
2174 UpdatePlayfieldElementCount();
2176 /* update game panel control values */
2178 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2179 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2181 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2182 for (i = 0; i < MAX_NUM_KEYS; i++)
2183 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2184 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2185 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2187 if (game.centered_player_nr == -1)
2189 for (i = 0; i < MAX_PLAYERS; i++)
2191 /* only one player in Supaplex game engine */
2192 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2195 for (k = 0; k < MAX_NUM_KEYS; k++)
2197 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2199 if (level.native_em_level->ply[i]->keys & (1 << k))
2200 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2201 get_key_element_from_nr(k);
2203 else if (stored_player[i].key[k])
2204 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2205 get_key_element_from_nr(k);
2208 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2209 getPlayerInventorySize(i);
2211 if (stored_player[i].num_white_keys > 0)
2212 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2215 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2216 stored_player[i].num_white_keys;
2221 int player_nr = game.centered_player_nr;
2223 for (k = 0; k < MAX_NUM_KEYS; k++)
2225 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2227 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2228 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2229 get_key_element_from_nr(k);
2231 else if (stored_player[player_nr].key[k])
2232 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2233 get_key_element_from_nr(k);
2236 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2237 getPlayerInventorySize(player_nr);
2239 if (stored_player[player_nr].num_white_keys > 0)
2240 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2242 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2243 stored_player[player_nr].num_white_keys;
2246 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2248 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2249 get_inventory_element_from_pos(local_player, i);
2250 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2251 get_inventory_element_from_pos(local_player, -i - 1);
2254 game_panel_controls[GAME_PANEL_SCORE].value = score;
2255 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2257 game_panel_controls[GAME_PANEL_TIME].value = time;
2259 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2260 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2261 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2263 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2265 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2266 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2268 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2269 local_player->shield_normal_time_left;
2270 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2271 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2273 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2274 local_player->shield_deadly_time_left;
2276 game_panel_controls[GAME_PANEL_EXIT].value =
2277 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2279 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2280 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2281 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2282 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2283 EL_EMC_MAGIC_BALL_SWITCH);
2285 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2286 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2287 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2288 game.light_time_left;
2290 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2291 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2292 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2293 game.timegate_time_left;
2295 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2296 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2298 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2299 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2300 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2301 game.lenses_time_left;
2303 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2304 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2305 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2306 game.magnify_time_left;
2308 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2309 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2310 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2311 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2312 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2313 EL_BALLOON_SWITCH_NONE);
2315 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2316 local_player->dynabomb_count;
2317 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2318 local_player->dynabomb_size;
2319 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2320 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2322 game_panel_controls[GAME_PANEL_PENGUINS].value =
2323 local_player->friends_still_needed;
2325 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2326 local_player->sokobanfields_still_needed;
2327 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2328 local_player->sokobanfields_still_needed;
2330 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2331 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2333 for (i = 0; i < NUM_BELTS; i++)
2335 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2336 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2337 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2338 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2339 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2342 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2343 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2344 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2345 game.magic_wall_time_left;
2347 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2348 local_player->gravity;
2350 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2351 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2353 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2354 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2355 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2356 game.panel.element[i].id : EL_UNDEFINED);
2358 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2359 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2360 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2361 element_info[game.panel.element_count[i].id].element_count : 0);
2363 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2364 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2365 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2366 element_info[game.panel.ce_score[i].id].collect_score : 0);
2368 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2369 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2370 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2371 element_info[game.panel.ce_score_element[i].id].collect_score :
2374 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2375 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2376 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2378 /* update game panel control frames */
2380 for (i = 0; game_panel_controls[i].nr != -1; i++)
2382 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2384 if (gpc->type == TYPE_ELEMENT)
2386 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2388 int last_anim_random_frame = gfx.anim_random_frame;
2389 int element = gpc->value;
2390 int graphic = el2panelimg(element);
2392 if (gpc->value != gpc->last_value)
2395 gpc->gfx_random = INIT_GFX_RANDOM();
2401 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2402 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2403 gpc->gfx_random = INIT_GFX_RANDOM();
2406 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2407 gfx.anim_random_frame = gpc->gfx_random;
2409 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2410 gpc->gfx_frame = element_info[element].collect_score;
2412 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2415 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2416 gfx.anim_random_frame = last_anim_random_frame;
2422 void DisplayGameControlValues()
2424 boolean redraw_panel = FALSE;
2427 for (i = 0; game_panel_controls[i].nr != -1; i++)
2429 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2431 if (PANEL_DEACTIVATED(gpc->pos))
2434 if (gpc->value == gpc->last_value &&
2435 gpc->frame == gpc->last_frame)
2438 redraw_panel = TRUE;
2444 /* copy default game door content to main double buffer */
2446 /* !!! CHECK AGAIN !!! */
2447 SetPanelBackground();
2448 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2449 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2451 /* redraw game control buttons */
2452 RedrawGameButtons();
2454 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2456 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2458 int nr = game_panel_order[i].nr;
2459 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2460 struct TextPosInfo *pos = gpc->pos;
2461 int type = gpc->type;
2462 int value = gpc->value;
2463 int frame = gpc->frame;
2464 int size = pos->size;
2465 int font = pos->font;
2466 boolean draw_masked = pos->draw_masked;
2467 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2469 if (PANEL_DEACTIVATED(pos))
2472 gpc->last_value = value;
2473 gpc->last_frame = frame;
2475 if (type == TYPE_INTEGER)
2477 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2478 nr == GAME_PANEL_TIME)
2480 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2482 if (use_dynamic_size) /* use dynamic number of digits */
2484 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2485 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2486 int size2 = size1 + 1;
2487 int font1 = pos->font;
2488 int font2 = pos->font_alt;
2490 size = (value < value_change ? size1 : size2);
2491 font = (value < value_change ? font1 : font2);
2495 /* correct text size if "digits" is zero or less */
2497 size = strlen(int2str(value, size));
2499 /* dynamically correct text alignment */
2500 pos->width = size * getFontWidth(font);
2502 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2503 int2str(value, size), font, mask_mode);
2505 else if (type == TYPE_ELEMENT)
2507 int element, graphic;
2511 int dst_x = PANEL_XPOS(pos);
2512 int dst_y = PANEL_YPOS(pos);
2514 if (value != EL_UNDEFINED && value != EL_EMPTY)
2517 graphic = el2panelimg(value);
2519 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2521 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2524 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2527 width = graphic_info[graphic].width * size / TILESIZE;
2528 height = graphic_info[graphic].height * size / TILESIZE;
2531 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2534 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2538 else if (type == TYPE_STRING)
2540 boolean active = (value != 0);
2541 char *state_normal = "off";
2542 char *state_active = "on";
2543 char *state = (active ? state_active : state_normal);
2544 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2545 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2546 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2547 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2549 if (nr == GAME_PANEL_GRAVITY_STATE)
2551 int font1 = pos->font; /* (used for normal state) */
2552 int font2 = pos->font_alt; /* (used for active state) */
2554 font = (active ? font2 : font1);
2563 /* don't truncate output if "chars" is zero or less */
2566 /* dynamically correct text alignment */
2567 pos->width = size * getFontWidth(font);
2570 s_cut = getStringCopyN(s, size);
2572 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2573 s_cut, font, mask_mode);
2579 redraw_mask |= REDRAW_DOOR_1;
2582 SetGameStatus(GAME_MODE_PLAYING);
2585 void UpdateAndDisplayGameControlValues()
2587 if (tape.deactivate_display)
2590 UpdateGameControlValues();
2591 DisplayGameControlValues();
2594 void UpdateGameDoorValues()
2596 UpdateGameControlValues();
2599 void DrawGameDoorValues()
2601 DisplayGameControlValues();
2606 =============================================================================
2608 -----------------------------------------------------------------------------
2609 initialize game engine due to level / tape version number
2610 =============================================================================
2613 static void InitGameEngine()
2615 int i, j, k, l, x, y;
2617 /* set game engine from tape file when re-playing, else from level file */
2618 game.engine_version = (tape.playing ? tape.engine_version :
2619 level.game_version);
2621 /* set single or multi-player game mode (needed for re-playing tapes) */
2622 game.team_mode = setup.team_mode;
2626 int num_players = 0;
2628 for (i = 0; i < MAX_PLAYERS; i++)
2629 if (tape.player_participates[i])
2632 /* multi-player tapes contain input data for more than one player */
2633 game.team_mode = (num_players > 1);
2636 /* ---------------------------------------------------------------------- */
2637 /* set flags for bugs and changes according to active game engine version */
2638 /* ---------------------------------------------------------------------- */
2641 Summary of bugfix/change:
2642 Fixed handling for custom elements that change when pushed by the player.
2644 Fixed/changed in version:
2648 Before 3.1.0, custom elements that "change when pushing" changed directly
2649 after the player started pushing them (until then handled in "DigField()").
2650 Since 3.1.0, these custom elements are not changed until the "pushing"
2651 move of the element is finished (now handled in "ContinueMoving()").
2653 Affected levels/tapes:
2654 The first condition is generally needed for all levels/tapes before version
2655 3.1.0, which might use the old behaviour before it was changed; known tapes
2656 that are affected are some tapes from the level set "Walpurgis Gardens" by
2658 The second condition is an exception from the above case and is needed for
2659 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2660 above (including some development versions of 3.1.0), but before it was
2661 known that this change would break tapes like the above and was fixed in
2662 3.1.1, so that the changed behaviour was active although the engine version
2663 while recording maybe was before 3.1.0. There is at least one tape that is
2664 affected by this exception, which is the tape for the one-level set "Bug
2665 Machine" by Juergen Bonhagen.
2668 game.use_change_when_pushing_bug =
2669 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2671 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2672 tape.game_version < VERSION_IDENT(3,1,1,0)));
2675 Summary of bugfix/change:
2676 Fixed handling for blocking the field the player leaves when moving.
2678 Fixed/changed in version:
2682 Before 3.1.1, when "block last field when moving" was enabled, the field
2683 the player is leaving when moving was blocked for the time of the move,
2684 and was directly unblocked afterwards. This resulted in the last field
2685 being blocked for exactly one less than the number of frames of one player
2686 move. Additionally, even when blocking was disabled, the last field was
2687 blocked for exactly one frame.
2688 Since 3.1.1, due to changes in player movement handling, the last field
2689 is not blocked at all when blocking is disabled. When blocking is enabled,
2690 the last field is blocked for exactly the number of frames of one player
2691 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2692 last field is blocked for exactly one more than the number of frames of
2695 Affected levels/tapes:
2696 (!!! yet to be determined -- probably many !!!)
2699 game.use_block_last_field_bug =
2700 (game.engine_version < VERSION_IDENT(3,1,1,0));
2702 /* ---------------------------------------------------------------------- */
2704 /* set maximal allowed number of custom element changes per game frame */
2705 game.max_num_changes_per_frame = 1;
2707 /* default scan direction: scan playfield from top/left to bottom/right */
2708 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2710 /* dynamically adjust element properties according to game engine version */
2711 InitElementPropertiesEngine(game.engine_version);
2714 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2715 printf(" tape version == %06d [%s] [file: %06d]\n",
2716 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2718 printf(" => game.engine_version == %06d\n", game.engine_version);
2721 /* ---------- initialize player's initial move delay --------------------- */
2723 /* dynamically adjust player properties according to level information */
2724 for (i = 0; i < MAX_PLAYERS; i++)
2725 game.initial_move_delay_value[i] =
2726 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2728 /* dynamically adjust player properties according to game engine version */
2729 for (i = 0; i < MAX_PLAYERS; i++)
2730 game.initial_move_delay[i] =
2731 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2732 game.initial_move_delay_value[i] : 0);
2734 /* ---------- initialize player's initial push delay --------------------- */
2736 /* dynamically adjust player properties according to game engine version */
2737 game.initial_push_delay_value =
2738 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2740 /* ---------- initialize changing elements ------------------------------- */
2742 /* initialize changing elements information */
2743 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2745 struct ElementInfo *ei = &element_info[i];
2747 /* this pointer might have been changed in the level editor */
2748 ei->change = &ei->change_page[0];
2750 if (!IS_CUSTOM_ELEMENT(i))
2752 ei->change->target_element = EL_EMPTY_SPACE;
2753 ei->change->delay_fixed = 0;
2754 ei->change->delay_random = 0;
2755 ei->change->delay_frames = 1;
2758 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2760 ei->has_change_event[j] = FALSE;
2762 ei->event_page_nr[j] = 0;
2763 ei->event_page[j] = &ei->change_page[0];
2767 /* add changing elements from pre-defined list */
2768 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2770 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2771 struct ElementInfo *ei = &element_info[ch_delay->element];
2773 ei->change->target_element = ch_delay->target_element;
2774 ei->change->delay_fixed = ch_delay->change_delay;
2776 ei->change->pre_change_function = ch_delay->pre_change_function;
2777 ei->change->change_function = ch_delay->change_function;
2778 ei->change->post_change_function = ch_delay->post_change_function;
2780 ei->change->can_change = TRUE;
2781 ei->change->can_change_or_has_action = TRUE;
2783 ei->has_change_event[CE_DELAY] = TRUE;
2785 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2786 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2789 /* ---------- initialize internal run-time variables --------------------- */
2791 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2793 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2795 for (j = 0; j < ei->num_change_pages; j++)
2797 ei->change_page[j].can_change_or_has_action =
2798 (ei->change_page[j].can_change |
2799 ei->change_page[j].has_action);
2803 /* add change events from custom element configuration */
2804 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2806 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2808 for (j = 0; j < ei->num_change_pages; j++)
2810 if (!ei->change_page[j].can_change_or_has_action)
2813 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2815 /* only add event page for the first page found with this event */
2816 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
2818 ei->has_change_event[k] = TRUE;
2820 ei->event_page_nr[k] = j;
2821 ei->event_page[k] = &ei->change_page[j];
2827 /* ---------- initialize reference elements in change conditions --------- */
2829 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2831 int element = EL_CUSTOM_START + i;
2832 struct ElementInfo *ei = &element_info[element];
2834 for (j = 0; j < ei->num_change_pages; j++)
2836 int trigger_element = ei->change_page[j].initial_trigger_element;
2838 if (trigger_element >= EL_PREV_CE_8 &&
2839 trigger_element <= EL_NEXT_CE_8)
2840 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
2842 ei->change_page[j].trigger_element = trigger_element;
2846 /* ---------- initialize run-time trigger player and element ------------- */
2848 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2850 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2852 for (j = 0; j < ei->num_change_pages; j++)
2854 ei->change_page[j].actual_trigger_element = EL_EMPTY;
2855 ei->change_page[j].actual_trigger_player = EL_EMPTY;
2856 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
2857 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
2858 ei->change_page[j].actual_trigger_ce_value = 0;
2859 ei->change_page[j].actual_trigger_ce_score = 0;
2863 /* ---------- initialize trigger events ---------------------------------- */
2865 /* initialize trigger events information */
2866 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2867 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2868 trigger_events[i][j] = FALSE;
2870 /* add trigger events from element change event properties */
2871 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2873 struct ElementInfo *ei = &element_info[i];
2875 for (j = 0; j < ei->num_change_pages; j++)
2877 if (!ei->change_page[j].can_change_or_has_action)
2880 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
2882 int trigger_element = ei->change_page[j].trigger_element;
2884 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2886 if (ei->change_page[j].has_event[k])
2888 if (IS_GROUP_ELEMENT(trigger_element))
2890 struct ElementGroupInfo *group =
2891 element_info[trigger_element].group;
2893 for (l = 0; l < group->num_elements_resolved; l++)
2894 trigger_events[group->element_resolved[l]][k] = TRUE;
2896 else if (trigger_element == EL_ANY_ELEMENT)
2897 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
2898 trigger_events[l][k] = TRUE;
2900 trigger_events[trigger_element][k] = TRUE;
2907 /* ---------- initialize push delay -------------------------------------- */
2909 /* initialize push delay values to default */
2910 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2912 if (!IS_CUSTOM_ELEMENT(i))
2914 /* set default push delay values (corrected since version 3.0.7-1) */
2915 if (game.engine_version < VERSION_IDENT(3,0,7,1))
2917 element_info[i].push_delay_fixed = 2;
2918 element_info[i].push_delay_random = 8;
2922 element_info[i].push_delay_fixed = 8;
2923 element_info[i].push_delay_random = 8;
2928 /* set push delay value for certain elements from pre-defined list */
2929 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
2931 int e = push_delay_list[i].element;
2933 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
2934 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
2937 /* set push delay value for Supaplex elements for newer engine versions */
2938 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2940 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2942 if (IS_SP_ELEMENT(i))
2944 /* set SP push delay to just enough to push under a falling zonk */
2945 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
2947 element_info[i].push_delay_fixed = delay;
2948 element_info[i].push_delay_random = 0;
2953 /* ---------- initialize move stepsize ----------------------------------- */
2955 /* initialize move stepsize values to default */
2956 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2957 if (!IS_CUSTOM_ELEMENT(i))
2958 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
2960 /* set move stepsize value for certain elements from pre-defined list */
2961 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
2963 int e = move_stepsize_list[i].element;
2965 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
2968 /* ---------- initialize collect score ----------------------------------- */
2970 /* initialize collect score values for custom elements from initial value */
2971 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2972 if (IS_CUSTOM_ELEMENT(i))
2973 element_info[i].collect_score = element_info[i].collect_score_initial;
2975 /* ---------- initialize collect count ----------------------------------- */
2977 /* initialize collect count values for non-custom elements */
2978 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2979 if (!IS_CUSTOM_ELEMENT(i))
2980 element_info[i].collect_count_initial = 0;
2982 /* add collect count values for all elements from pre-defined list */
2983 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
2984 element_info[collect_count_list[i].element].collect_count_initial =
2985 collect_count_list[i].count;
2987 /* ---------- initialize access direction -------------------------------- */
2989 /* initialize access direction values to default (access from every side) */
2990 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2991 if (!IS_CUSTOM_ELEMENT(i))
2992 element_info[i].access_direction = MV_ALL_DIRECTIONS;
2994 /* set access direction value for certain elements from pre-defined list */
2995 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
2996 element_info[access_direction_list[i].element].access_direction =
2997 access_direction_list[i].direction;
2999 /* ---------- initialize explosion content ------------------------------- */
3000 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3002 if (IS_CUSTOM_ELEMENT(i))
3005 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3007 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3009 element_info[i].content.e[x][y] =
3010 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3011 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3012 i == EL_PLAYER_3 ? EL_EMERALD :
3013 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3014 i == EL_MOLE ? EL_EMERALD_RED :
3015 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3016 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3017 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3018 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3019 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3020 i == EL_WALL_EMERALD ? EL_EMERALD :
3021 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3022 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3023 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3024 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3025 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3026 i == EL_WALL_PEARL ? EL_PEARL :
3027 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3032 /* ---------- initialize recursion detection ------------------------------ */
3033 recursion_loop_depth = 0;
3034 recursion_loop_detected = FALSE;
3035 recursion_loop_element = EL_UNDEFINED;
3037 /* ---------- initialize graphics engine ---------------------------------- */
3038 game.scroll_delay_value =
3039 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3040 setup.scroll_delay ? setup.scroll_delay_value : 0);
3041 game.scroll_delay_value =
3042 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3044 /* ---------- initialize game engine snapshots ---------------------------- */
3045 for (i = 0; i < MAX_PLAYERS; i++)
3046 game.snapshot.last_action[i] = 0;
3047 game.snapshot.changed_action = FALSE;
3048 game.snapshot.collected_item = FALSE;
3049 game.snapshot.mode =
3050 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3051 SNAPSHOT_MODE_EVERY_STEP :
3052 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3053 SNAPSHOT_MODE_EVERY_MOVE :
3054 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3055 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3056 game.snapshot.save_snapshot = FALSE;
3059 int get_num_special_action(int element, int action_first, int action_last)
3061 int num_special_action = 0;
3064 for (i = action_first; i <= action_last; i++)
3066 boolean found = FALSE;
3068 for (j = 0; j < NUM_DIRECTIONS; j++)
3069 if (el_act_dir2img(element, i, j) !=
3070 el_act_dir2img(element, ACTION_DEFAULT, j))
3074 num_special_action++;
3079 return num_special_action;
3084 =============================================================================
3086 -----------------------------------------------------------------------------
3087 initialize and start new game
3088 =============================================================================
3093 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3094 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3095 int fade_mask = REDRAW_FIELD;
3097 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3098 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3099 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3100 int initial_move_dir = MV_DOWN;
3103 // required here to update video display before fading (FIX THIS)
3104 DrawMaskedBorder(REDRAW_DOOR_2);
3106 if (!game.restart_level)
3107 CloseDoor(DOOR_CLOSE_1);
3109 SetGameStatus(GAME_MODE_PLAYING);
3111 if (level_editor_test_game)
3112 FadeSkipNextFadeIn();
3114 FadeSetEnterScreen();
3116 if (CheckIfGlobalBorderHasChanged())
3117 fade_mask = REDRAW_ALL;
3119 FadeSoundsAndMusic();
3121 ExpireSoundLoops(TRUE);
3125 /* needed if different viewport properties defined for playing */
3126 ChangeViewportPropertiesIfNeeded();
3130 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3132 DrawCompleteVideoDisplay();
3135 InitGameControlValues();
3137 /* don't play tapes over network */
3138 network_playing = (options.network && !tape.playing);
3140 for (i = 0; i < MAX_PLAYERS; i++)
3142 struct PlayerInfo *player = &stored_player[i];
3144 player->index_nr = i;
3145 player->index_bit = (1 << i);
3146 player->element_nr = EL_PLAYER_1 + i;
3148 player->present = FALSE;
3149 player->active = FALSE;
3150 player->mapped = FALSE;
3152 player->killed = FALSE;
3153 player->reanimated = FALSE;
3156 player->effective_action = 0;
3157 player->programmed_action = 0;
3160 player->score_final = 0;
3162 player->gems_still_needed = level.gems_needed;
3163 player->sokobanfields_still_needed = 0;
3164 player->lights_still_needed = 0;
3165 player->friends_still_needed = 0;
3167 for (j = 0; j < MAX_NUM_KEYS; j++)
3168 player->key[j] = FALSE;
3170 player->num_white_keys = 0;
3172 player->dynabomb_count = 0;
3173 player->dynabomb_size = 1;
3174 player->dynabombs_left = 0;
3175 player->dynabomb_xl = FALSE;
3177 player->MovDir = initial_move_dir;
3180 player->GfxDir = initial_move_dir;
3181 player->GfxAction = ACTION_DEFAULT;
3183 player->StepFrame = 0;
3185 player->initial_element = player->element_nr;
3186 player->artwork_element =
3187 (level.use_artwork_element[i] ? level.artwork_element[i] :
3188 player->element_nr);
3189 player->use_murphy = FALSE;
3191 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3192 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3194 player->gravity = level.initial_player_gravity[i];
3196 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3198 player->actual_frame_counter = 0;
3200 player->step_counter = 0;
3202 player->last_move_dir = initial_move_dir;
3204 player->is_active = FALSE;
3206 player->is_waiting = FALSE;
3207 player->is_moving = FALSE;
3208 player->is_auto_moving = FALSE;
3209 player->is_digging = FALSE;
3210 player->is_snapping = FALSE;
3211 player->is_collecting = FALSE;
3212 player->is_pushing = FALSE;
3213 player->is_switching = FALSE;
3214 player->is_dropping = FALSE;
3215 player->is_dropping_pressed = FALSE;
3217 player->is_bored = FALSE;
3218 player->is_sleeping = FALSE;
3220 player->was_waiting = TRUE;
3221 player->was_moving = FALSE;
3222 player->was_snapping = FALSE;
3223 player->was_dropping = FALSE;
3225 player->frame_counter_bored = -1;
3226 player->frame_counter_sleeping = -1;
3228 player->anim_delay_counter = 0;
3229 player->post_delay_counter = 0;
3231 player->dir_waiting = initial_move_dir;
3232 player->action_waiting = ACTION_DEFAULT;
3233 player->last_action_waiting = ACTION_DEFAULT;
3234 player->special_action_bored = ACTION_DEFAULT;
3235 player->special_action_sleeping = ACTION_DEFAULT;
3237 player->switch_x = -1;
3238 player->switch_y = -1;
3240 player->drop_x = -1;
3241 player->drop_y = -1;
3243 player->show_envelope = 0;
3245 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3247 player->push_delay = -1; /* initialized when pushing starts */
3248 player->push_delay_value = game.initial_push_delay_value;
3250 player->drop_delay = 0;
3251 player->drop_pressed_delay = 0;
3253 player->last_jx = -1;
3254 player->last_jy = -1;
3258 player->shield_normal_time_left = 0;
3259 player->shield_deadly_time_left = 0;
3261 player->inventory_infinite_element = EL_UNDEFINED;
3262 player->inventory_size = 0;
3264 if (level.use_initial_inventory[i])
3266 for (j = 0; j < level.initial_inventory_size[i]; j++)
3268 int element = level.initial_inventory_content[i][j];
3269 int collect_count = element_info[element].collect_count_initial;
3272 if (!IS_CUSTOM_ELEMENT(element))
3275 if (collect_count == 0)
3276 player->inventory_infinite_element = element;
3278 for (k = 0; k < collect_count; k++)
3279 if (player->inventory_size < MAX_INVENTORY_SIZE)
3280 player->inventory_element[player->inventory_size++] = element;
3284 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3285 SnapField(player, 0, 0);
3287 player->LevelSolved = FALSE;
3288 player->GameOver = FALSE;
3290 player->LevelSolved_GameWon = FALSE;
3291 player->LevelSolved_GameEnd = FALSE;
3292 player->LevelSolved_PanelOff = FALSE;
3293 player->LevelSolved_SaveTape = FALSE;
3294 player->LevelSolved_SaveScore = FALSE;
3295 player->LevelSolved_CountingTime = 0;
3296 player->LevelSolved_CountingScore = 0;
3298 map_player_action[i] = i;
3301 network_player_action_received = FALSE;
3303 #if defined(NETWORK_AVALIABLE)
3304 /* initial null action */
3305 if (network_playing)
3306 SendToServer_MovePlayer(MV_NONE);
3315 TimeLeft = level.time;
3318 ScreenMovDir = MV_NONE;
3322 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3324 AllPlayersGone = FALSE;
3326 game.no_time_limit = (level.time == 0);
3328 game.yamyam_content_nr = 0;
3329 game.robot_wheel_active = FALSE;
3330 game.magic_wall_active = FALSE;
3331 game.magic_wall_time_left = 0;
3332 game.light_time_left = 0;
3333 game.timegate_time_left = 0;
3334 game.switchgate_pos = 0;
3335 game.wind_direction = level.wind_direction_initial;
3337 game.lenses_time_left = 0;
3338 game.magnify_time_left = 0;
3340 game.ball_state = level.ball_state_initial;
3341 game.ball_content_nr = 0;
3343 game.envelope_active = FALSE;
3345 /* set focus to local player for network games, else to all players */
3346 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3347 game.centered_player_nr_next = game.centered_player_nr;
3348 game.set_centered_player = FALSE;
3350 if (network_playing && tape.recording)
3352 /* store client dependent player focus when recording network games */
3353 tape.centered_player_nr_next = game.centered_player_nr_next;
3354 tape.set_centered_player = TRUE;
3357 for (i = 0; i < NUM_BELTS; i++)
3359 game.belt_dir[i] = MV_NONE;
3360 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3363 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3364 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3366 #if DEBUG_INIT_PLAYER
3369 printf("Player status at level initialization:\n");
3373 SCAN_PLAYFIELD(x, y)
3375 Feld[x][y] = level.field[x][y];
3376 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3377 ChangeDelay[x][y] = 0;
3378 ChangePage[x][y] = -1;
3379 CustomValue[x][y] = 0; /* initialized in InitField() */
3380 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3382 WasJustMoving[x][y] = 0;
3383 WasJustFalling[x][y] = 0;
3384 CheckCollision[x][y] = 0;
3385 CheckImpact[x][y] = 0;
3387 Pushed[x][y] = FALSE;
3389 ChangeCount[x][y] = 0;
3390 ChangeEvent[x][y] = -1;
3392 ExplodePhase[x][y] = 0;
3393 ExplodeDelay[x][y] = 0;
3394 ExplodeField[x][y] = EX_TYPE_NONE;
3396 RunnerVisit[x][y] = 0;
3397 PlayerVisit[x][y] = 0;
3400 GfxRandom[x][y] = INIT_GFX_RANDOM();
3401 GfxElement[x][y] = EL_UNDEFINED;
3402 GfxAction[x][y] = ACTION_DEFAULT;
3403 GfxDir[x][y] = MV_NONE;
3404 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3407 SCAN_PLAYFIELD(x, y)
3409 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3411 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3413 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3416 InitField(x, y, TRUE);
3418 ResetGfxAnimation(x, y);
3423 for (i = 0; i < MAX_PLAYERS; i++)
3425 struct PlayerInfo *player = &stored_player[i];
3427 /* set number of special actions for bored and sleeping animation */
3428 player->num_special_action_bored =
3429 get_num_special_action(player->artwork_element,
3430 ACTION_BORING_1, ACTION_BORING_LAST);
3431 player->num_special_action_sleeping =
3432 get_num_special_action(player->artwork_element,
3433 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3436 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3437 emulate_sb ? EMU_SOKOBAN :
3438 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3440 /* initialize type of slippery elements */
3441 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3443 if (!IS_CUSTOM_ELEMENT(i))
3445 /* default: elements slip down either to the left or right randomly */
3446 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3448 /* SP style elements prefer to slip down on the left side */
3449 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3450 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3452 /* BD style elements prefer to slip down on the left side */
3453 if (game.emulation == EMU_BOULDERDASH)
3454 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3458 /* initialize explosion and ignition delay */
3459 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3461 if (!IS_CUSTOM_ELEMENT(i))
3464 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3465 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3466 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3467 int last_phase = (num_phase + 1) * delay;
3468 int half_phase = (num_phase / 2) * delay;
3470 element_info[i].explosion_delay = last_phase - 1;
3471 element_info[i].ignition_delay = half_phase;
3473 if (i == EL_BLACK_ORB)
3474 element_info[i].ignition_delay = 1;
3478 /* correct non-moving belts to start moving left */
3479 for (i = 0; i < NUM_BELTS; i++)
3480 if (game.belt_dir[i] == MV_NONE)
3481 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3483 #if USE_NEW_PLAYER_ASSIGNMENTS
3484 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3485 /* choose default local player */
3486 local_player = &stored_player[0];
3488 for (i = 0; i < MAX_PLAYERS; i++)
3489 stored_player[i].connected = FALSE;
3491 local_player->connected = TRUE;
3492 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3496 for (i = 0; i < MAX_PLAYERS; i++)
3497 stored_player[i].connected = tape.player_participates[i];
3499 else if (game.team_mode && !options.network)
3501 /* try to guess locally connected team mode players (needed for correct
3502 assignment of player figures from level to locally playing players) */
3504 for (i = 0; i < MAX_PLAYERS; i++)
3505 if (setup.input[i].use_joystick ||
3506 setup.input[i].key.left != KSYM_UNDEFINED)
3507 stored_player[i].connected = TRUE;
3510 #if DEBUG_INIT_PLAYER
3513 printf("Player status after level initialization:\n");
3515 for (i = 0; i < MAX_PLAYERS; i++)
3517 struct PlayerInfo *player = &stored_player[i];
3519 printf("- player %d: present == %d, connected == %d, active == %d",
3525 if (local_player == player)
3526 printf(" (local player)");
3533 #if DEBUG_INIT_PLAYER
3535 printf("Reassigning players ...\n");
3538 /* check if any connected player was not found in playfield */
3539 for (i = 0; i < MAX_PLAYERS; i++)
3541 struct PlayerInfo *player = &stored_player[i];
3543 if (player->connected && !player->present)
3545 struct PlayerInfo *field_player = NULL;
3547 #if DEBUG_INIT_PLAYER
3549 printf("- looking for field player for player %d ...\n", i + 1);
3552 /* assign first free player found that is present in the playfield */
3554 /* first try: look for unmapped playfield player that is not connected */
3555 for (j = 0; j < MAX_PLAYERS; j++)
3556 if (field_player == NULL &&
3557 stored_player[j].present &&
3558 !stored_player[j].mapped &&
3559 !stored_player[j].connected)
3560 field_player = &stored_player[j];
3562 /* second try: look for *any* unmapped playfield player */
3563 for (j = 0; j < MAX_PLAYERS; j++)
3564 if (field_player == NULL &&
3565 stored_player[j].present &&
3566 !stored_player[j].mapped)
3567 field_player = &stored_player[j];
3569 if (field_player != NULL)
3571 int jx = field_player->jx, jy = field_player->jy;
3573 #if DEBUG_INIT_PLAYER
3575 printf("- found player %d\n", field_player->index_nr + 1);
3578 player->present = FALSE;
3579 player->active = FALSE;
3581 field_player->present = TRUE;
3582 field_player->active = TRUE;
3585 player->initial_element = field_player->initial_element;
3586 player->artwork_element = field_player->artwork_element;
3588 player->block_last_field = field_player->block_last_field;
3589 player->block_delay_adjustment = field_player->block_delay_adjustment;
3592 StorePlayer[jx][jy] = field_player->element_nr;
3594 field_player->jx = field_player->last_jx = jx;
3595 field_player->jy = field_player->last_jy = jy;
3597 if (local_player == player)
3598 local_player = field_player;
3600 map_player_action[field_player->index_nr] = i;
3602 field_player->mapped = TRUE;
3604 #if DEBUG_INIT_PLAYER
3606 printf("- map_player_action[%d] == %d\n",
3607 field_player->index_nr + 1, i + 1);
3612 if (player->connected && player->present)
3613 player->mapped = TRUE;
3616 #if DEBUG_INIT_PLAYER
3619 printf("Player status after player assignment (first stage):\n");
3621 for (i = 0; i < MAX_PLAYERS; i++)
3623 struct PlayerInfo *player = &stored_player[i];
3625 printf("- player %d: present == %d, connected == %d, active == %d",
3631 if (local_player == player)
3632 printf(" (local player)");
3641 /* check if any connected player was not found in playfield */
3642 for (i = 0; i < MAX_PLAYERS; i++)
3644 struct PlayerInfo *player = &stored_player[i];
3646 if (player->connected && !player->present)
3648 for (j = 0; j < MAX_PLAYERS; j++)
3650 struct PlayerInfo *field_player = &stored_player[j];
3651 int jx = field_player->jx, jy = field_player->jy;
3653 /* assign first free player found that is present in the playfield */
3654 if (field_player->present && !field_player->connected)
3656 player->present = TRUE;
3657 player->active = TRUE;
3659 field_player->present = FALSE;
3660 field_player->active = FALSE;
3662 player->initial_element = field_player->initial_element;
3663 player->artwork_element = field_player->artwork_element;
3665 player->block_last_field = field_player->block_last_field;
3666 player->block_delay_adjustment = field_player->block_delay_adjustment;
3668 StorePlayer[jx][jy] = player->element_nr;
3670 player->jx = player->last_jx = jx;
3671 player->jy = player->last_jy = jy;
3681 printf("::: local_player->present == %d\n", local_player->present);
3686 /* when playing a tape, eliminate all players who do not participate */
3688 #if USE_NEW_PLAYER_ASSIGNMENTS
3690 if (!game.team_mode)
3692 for (i = 0; i < MAX_PLAYERS; i++)
3694 if (stored_player[i].active &&
3695 !tape.player_participates[map_player_action[i]])
3697 struct PlayerInfo *player = &stored_player[i];
3698 int jx = player->jx, jy = player->jy;
3700 #if DEBUG_INIT_PLAYER
3702 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3705 player->active = FALSE;
3706 StorePlayer[jx][jy] = 0;
3707 Feld[jx][jy] = EL_EMPTY;
3714 for (i = 0; i < MAX_PLAYERS; i++)
3716 if (stored_player[i].active &&
3717 !tape.player_participates[i])
3719 struct PlayerInfo *player = &stored_player[i];
3720 int jx = player->jx, jy = player->jy;
3722 player->active = FALSE;
3723 StorePlayer[jx][jy] = 0;
3724 Feld[jx][jy] = EL_EMPTY;
3729 else if (!options.network && !game.team_mode) /* && !tape.playing */
3731 /* when in single player mode, eliminate all but the first active player */
3733 for (i = 0; i < MAX_PLAYERS; i++)
3735 if (stored_player[i].active)
3737 for (j = i + 1; j < MAX_PLAYERS; j++)
3739 if (stored_player[j].active)
3741 struct PlayerInfo *player = &stored_player[j];
3742 int jx = player->jx, jy = player->jy;
3744 player->active = FALSE;
3745 player->present = FALSE;
3747 StorePlayer[jx][jy] = 0;
3748 Feld[jx][jy] = EL_EMPTY;
3755 /* when recording the game, store which players take part in the game */
3758 #if USE_NEW_PLAYER_ASSIGNMENTS
3759 for (i = 0; i < MAX_PLAYERS; i++)
3760 if (stored_player[i].connected)
3761 tape.player_participates[i] = TRUE;
3763 for (i = 0; i < MAX_PLAYERS; i++)
3764 if (stored_player[i].active)
3765 tape.player_participates[i] = TRUE;
3769 #if DEBUG_INIT_PLAYER
3772 printf("Player status after player assignment (final stage):\n");
3774 for (i = 0; i < MAX_PLAYERS; i++)
3776 struct PlayerInfo *player = &stored_player[i];
3778 printf("- player %d: present == %d, connected == %d, active == %d",
3784 if (local_player == player)
3785 printf(" (local player)");
3792 if (BorderElement == EL_EMPTY)
3795 SBX_Right = lev_fieldx - SCR_FIELDX;
3797 SBY_Lower = lev_fieldy - SCR_FIELDY;
3802 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3804 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3807 if (full_lev_fieldx <= SCR_FIELDX)
3808 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3809 if (full_lev_fieldy <= SCR_FIELDY)
3810 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3812 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
3814 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
3817 /* if local player not found, look for custom element that might create
3818 the player (make some assumptions about the right custom element) */
3819 if (!local_player->present)
3821 int start_x = 0, start_y = 0;
3822 int found_rating = 0;
3823 int found_element = EL_UNDEFINED;
3824 int player_nr = local_player->index_nr;
3826 SCAN_PLAYFIELD(x, y)
3828 int element = Feld[x][y];
3833 if (level.use_start_element[player_nr] &&
3834 level.start_element[player_nr] == element &&
3841 found_element = element;
3844 if (!IS_CUSTOM_ELEMENT(element))
3847 if (CAN_CHANGE(element))
3849 for (i = 0; i < element_info[element].num_change_pages; i++)
3851 /* check for player created from custom element as single target */
3852 content = element_info[element].change_page[i].target_element;
3853 is_player = ELEM_IS_PLAYER(content);
3855 if (is_player && (found_rating < 3 ||
3856 (found_rating == 3 && element < found_element)))
3862 found_element = element;
3867 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
3869 /* check for player created from custom element as explosion content */
3870 content = element_info[element].content.e[xx][yy];
3871 is_player = ELEM_IS_PLAYER(content);
3873 if (is_player && (found_rating < 2 ||
3874 (found_rating == 2 && element < found_element)))
3876 start_x = x + xx - 1;
3877 start_y = y + yy - 1;
3880 found_element = element;
3883 if (!CAN_CHANGE(element))
3886 for (i = 0; i < element_info[element].num_change_pages; i++)
3888 /* check for player created from custom element as extended target */
3890 element_info[element].change_page[i].target_content.e[xx][yy];
3892 is_player = ELEM_IS_PLAYER(content);
3894 if (is_player && (found_rating < 1 ||
3895 (found_rating == 1 && element < found_element)))
3897 start_x = x + xx - 1;
3898 start_y = y + yy - 1;
3901 found_element = element;
3907 scroll_x = SCROLL_POSITION_X(start_x);
3908 scroll_y = SCROLL_POSITION_Y(start_y);
3912 scroll_x = SCROLL_POSITION_X(local_player->jx);
3913 scroll_y = SCROLL_POSITION_Y(local_player->jy);
3916 /* !!! FIX THIS (START) !!! */
3917 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3919 InitGameEngine_EM();
3921 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3923 InitGameEngine_SP();
3927 DrawLevel(REDRAW_FIELD);
3930 /* after drawing the level, correct some elements */
3931 if (game.timegate_time_left == 0)
3932 CloseAllOpenTimegates();
3935 /* blit playfield from scroll buffer to normal back buffer for fading in */
3936 BlitScreenToBitmap(backbuffer);
3937 /* !!! FIX THIS (END) !!! */
3939 DrawMaskedBorder(fade_mask);
3944 // full screen redraw is required at this point in the following cases:
3945 // - special editor door undrawn when game was started from level editor
3946 // - drawing area (playfield) was changed and has to be removed completely
3947 redraw_mask = REDRAW_ALL;
3951 if (!game.restart_level)
3953 /* copy default game door content to main double buffer */
3955 /* !!! CHECK AGAIN !!! */
3956 SetPanelBackground();
3957 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
3958 DrawBackground(DX, DY, DXSIZE, DYSIZE);
3961 SetPanelBackground();
3962 SetDrawBackgroundMask(REDRAW_DOOR_1);
3964 UpdateAndDisplayGameControlValues();
3966 if (!game.restart_level)
3972 CreateGameButtons();
3974 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
3975 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
3976 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
3981 /* copy actual game door content to door double buffer for OpenDoor() */
3982 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
3984 OpenDoor(DOOR_OPEN_ALL);
3986 PlaySound(SND_GAME_STARTING);
3988 if (setup.sound_music)
3991 KeyboardAutoRepeatOffUnlessAutoplay();
3993 #if DEBUG_INIT_PLAYER
3996 printf("Player status (final):\n");
3998 for (i = 0; i < MAX_PLAYERS; i++)
4000 struct PlayerInfo *player = &stored_player[i];
4002 printf("- player %d: present == %d, connected == %d, active == %d",
4008 if (local_player == player)
4009 printf(" (local player)");
4022 if (!game.restart_level && !tape.playing)
4024 LevelStats_incPlayed(level_nr);
4026 SaveLevelSetup_SeriesInfo();
4029 game.restart_level = FALSE;
4031 SaveEngineSnapshotToListInitial();
4034 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4035 int actual_player_x, int actual_player_y)
4037 /* this is used for non-R'n'D game engines to update certain engine values */
4039 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4041 actual_player_x = correctLevelPosX_EM(actual_player_x);
4042 actual_player_y = correctLevelPosY_EM(actual_player_y);
4045 /* needed to determine if sounds are played within the visible screen area */
4046 scroll_x = actual_scroll_x;
4047 scroll_y = actual_scroll_y;
4049 /* needed to get player position for "follow finger" playing input method */
4050 local_player->jx = actual_player_x;
4051 local_player->jy = actual_player_y;
4054 void InitMovDir(int x, int y)
4056 int i, element = Feld[x][y];
4057 static int xy[4][2] =
4064 static int direction[3][4] =
4066 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4067 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4068 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4077 Feld[x][y] = EL_BUG;
4078 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4081 case EL_SPACESHIP_RIGHT:
4082 case EL_SPACESHIP_UP:
4083 case EL_SPACESHIP_LEFT:
4084 case EL_SPACESHIP_DOWN:
4085 Feld[x][y] = EL_SPACESHIP;
4086 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4089 case EL_BD_BUTTERFLY_RIGHT:
4090 case EL_BD_BUTTERFLY_UP:
4091 case EL_BD_BUTTERFLY_LEFT:
4092 case EL_BD_BUTTERFLY_DOWN:
4093 Feld[x][y] = EL_BD_BUTTERFLY;
4094 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4097 case EL_BD_FIREFLY_RIGHT:
4098 case EL_BD_FIREFLY_UP:
4099 case EL_BD_FIREFLY_LEFT:
4100 case EL_BD_FIREFLY_DOWN:
4101 Feld[x][y] = EL_BD_FIREFLY;
4102 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4105 case EL_PACMAN_RIGHT:
4107 case EL_PACMAN_LEFT:
4108 case EL_PACMAN_DOWN:
4109 Feld[x][y] = EL_PACMAN;
4110 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4113 case EL_YAMYAM_LEFT:
4114 case EL_YAMYAM_RIGHT:
4116 case EL_YAMYAM_DOWN:
4117 Feld[x][y] = EL_YAMYAM;
4118 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4121 case EL_SP_SNIKSNAK:
4122 MovDir[x][y] = MV_UP;
4125 case EL_SP_ELECTRON:
4126 MovDir[x][y] = MV_LEFT;
4133 Feld[x][y] = EL_MOLE;
4134 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4138 if (IS_CUSTOM_ELEMENT(element))
4140 struct ElementInfo *ei = &element_info[element];
4141 int move_direction_initial = ei->move_direction_initial;
4142 int move_pattern = ei->move_pattern;
4144 if (move_direction_initial == MV_START_PREVIOUS)
4146 if (MovDir[x][y] != MV_NONE)
4149 move_direction_initial = MV_START_AUTOMATIC;
4152 if (move_direction_initial == MV_START_RANDOM)
4153 MovDir[x][y] = 1 << RND(4);
4154 else if (move_direction_initial & MV_ANY_DIRECTION)
4155 MovDir[x][y] = move_direction_initial;
4156 else if (move_pattern == MV_ALL_DIRECTIONS ||
4157 move_pattern == MV_TURNING_LEFT ||
4158 move_pattern == MV_TURNING_RIGHT ||
4159 move_pattern == MV_TURNING_LEFT_RIGHT ||
4160 move_pattern == MV_TURNING_RIGHT_LEFT ||
4161 move_pattern == MV_TURNING_RANDOM)
4162 MovDir[x][y] = 1 << RND(4);
4163 else if (move_pattern == MV_HORIZONTAL)
4164 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4165 else if (move_pattern == MV_VERTICAL)
4166 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4167 else if (move_pattern & MV_ANY_DIRECTION)
4168 MovDir[x][y] = element_info[element].move_pattern;
4169 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4170 move_pattern == MV_ALONG_RIGHT_SIDE)
4172 /* use random direction as default start direction */
4173 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4174 MovDir[x][y] = 1 << RND(4);
4176 for (i = 0; i < NUM_DIRECTIONS; i++)
4178 int x1 = x + xy[i][0];
4179 int y1 = y + xy[i][1];
4181 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4183 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4184 MovDir[x][y] = direction[0][i];
4186 MovDir[x][y] = direction[1][i];
4195 MovDir[x][y] = 1 << RND(4);
4197 if (element != EL_BUG &&
4198 element != EL_SPACESHIP &&
4199 element != EL_BD_BUTTERFLY &&
4200 element != EL_BD_FIREFLY)
4203 for (i = 0; i < NUM_DIRECTIONS; i++)
4205 int x1 = x + xy[i][0];
4206 int y1 = y + xy[i][1];
4208 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4210 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4212 MovDir[x][y] = direction[0][i];
4215 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4216 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4218 MovDir[x][y] = direction[1][i];
4227 GfxDir[x][y] = MovDir[x][y];
4230 void InitAmoebaNr(int x, int y)
4233 int group_nr = AmoebeNachbarNr(x, y);
4237 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4239 if (AmoebaCnt[i] == 0)
4247 AmoebaNr[x][y] = group_nr;
4248 AmoebaCnt[group_nr]++;
4249 AmoebaCnt2[group_nr]++;
4252 static void PlayerWins(struct PlayerInfo *player)
4254 player->LevelSolved = TRUE;
4255 player->GameOver = TRUE;
4257 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4258 level.native_em_level->lev->score : player->score);
4260 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4262 player->LevelSolved_CountingScore = player->score_final;
4267 static int time, time_final;
4268 static int score, score_final;
4269 static int game_over_delay_1 = 0;
4270 static int game_over_delay_2 = 0;
4271 int game_over_delay_value_1 = 50;
4272 int game_over_delay_value_2 = 50;
4274 if (!local_player->LevelSolved_GameWon)
4278 /* do not start end game actions before the player stops moving (to exit) */
4279 if (local_player->MovPos)
4282 local_player->LevelSolved_GameWon = TRUE;
4283 local_player->LevelSolved_SaveTape = tape.recording;
4284 local_player->LevelSolved_SaveScore = !tape.playing;
4288 LevelStats_incSolved(level_nr);
4290 SaveLevelSetup_SeriesInfo();
4293 if (tape.auto_play) /* tape might already be stopped here */
4294 tape.auto_play_level_solved = TRUE;
4298 game_over_delay_1 = game_over_delay_value_1;
4299 game_over_delay_2 = game_over_delay_value_2;
4301 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4302 score = score_final = local_player->score_final;
4307 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4309 else if (game.no_time_limit && TimePlayed < 999)
4312 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4315 local_player->score_final = score_final;
4317 if (level_editor_test_game)
4320 score = score_final;
4322 local_player->LevelSolved_CountingTime = time;
4323 local_player->LevelSolved_CountingScore = score;
4325 game_panel_controls[GAME_PANEL_TIME].value = time;
4326 game_panel_controls[GAME_PANEL_SCORE].value = score;
4328 DisplayGameControlValues();
4331 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4333 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4335 /* close exit door after last player */
4336 if ((AllPlayersGone &&
4337 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4338 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4339 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4340 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4341 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4343 int element = Feld[ExitX][ExitY];
4345 Feld[ExitX][ExitY] =
4346 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4347 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4348 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4349 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4350 EL_EM_STEEL_EXIT_CLOSING);
4352 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4355 /* player disappears */
4356 DrawLevelField(ExitX, ExitY);
4359 for (i = 0; i < MAX_PLAYERS; i++)
4361 struct PlayerInfo *player = &stored_player[i];
4363 if (player->present)
4365 RemovePlayer(player);
4367 /* player disappears */
4368 DrawLevelField(player->jx, player->jy);
4373 PlaySound(SND_GAME_WINNING);
4376 if (game_over_delay_1 > 0)
4378 game_over_delay_1--;
4383 if (time != time_final)
4385 int time_to_go = ABS(time_final - time);
4386 int time_count_dir = (time < time_final ? +1 : -1);
4387 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4389 time += time_count_steps * time_count_dir;
4390 score += time_count_steps * level.score[SC_TIME_BONUS];
4392 local_player->LevelSolved_CountingTime = time;
4393 local_player->LevelSolved_CountingScore = score;
4395 game_panel_controls[GAME_PANEL_TIME].value = time;
4396 game_panel_controls[GAME_PANEL_SCORE].value = score;
4398 DisplayGameControlValues();
4400 if (time == time_final)
4401 StopSound(SND_GAME_LEVELTIME_BONUS);
4402 else if (setup.sound_loops)
4403 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4405 PlaySound(SND_GAME_LEVELTIME_BONUS);
4410 local_player->LevelSolved_PanelOff = TRUE;
4412 if (game_over_delay_2 > 0)
4414 game_over_delay_2--;
4425 boolean raise_level = FALSE;
4427 local_player->LevelSolved_GameEnd = TRUE;
4429 if (!global.use_envelope_request)
4430 CloseDoor(DOOR_CLOSE_1);
4432 if (local_player->LevelSolved_SaveTape)
4434 SaveTapeChecked(tape.level_nr); /* ask to save tape */
4437 CloseDoor(DOOR_CLOSE_ALL);
4439 if (level_editor_test_game)
4441 SetGameStatus(GAME_MODE_MAIN);
4448 if (!local_player->LevelSolved_SaveScore)
4450 SetGameStatus(GAME_MODE_MAIN);
4457 if (level_nr == leveldir_current->handicap_level)
4459 leveldir_current->handicap_level++;
4461 SaveLevelSetup_SeriesInfo();
4464 if (level_nr < leveldir_current->last_level)
4465 raise_level = TRUE; /* advance to next level */
4467 if ((hi_pos = NewHiScore()) >= 0)
4469 SetGameStatus(GAME_MODE_SCORES);
4471 DrawHallOfFame(hi_pos);
4481 SetGameStatus(GAME_MODE_MAIN);
4498 LoadScore(level_nr);
4500 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4501 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4504 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4506 if (local_player->score_final > highscore[k].Score)
4508 /* player has made it to the hall of fame */
4510 if (k < MAX_SCORE_ENTRIES - 1)
4512 int m = MAX_SCORE_ENTRIES - 1;
4515 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4516 if (strEqual(setup.player_name, highscore[l].Name))
4518 if (m == k) /* player's new highscore overwrites his old one */
4522 for (l = m; l > k; l--)
4524 strcpy(highscore[l].Name, highscore[l - 1].Name);
4525 highscore[l].Score = highscore[l - 1].Score;
4532 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4533 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4534 highscore[k].Score = local_player->score_final;
4540 else if (!strncmp(setup.player_name, highscore[k].Name,
4541 MAX_PLAYER_NAME_LEN))
4542 break; /* player already there with a higher score */
4548 SaveScore(level_nr);
4553 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4555 int element = Feld[x][y];
4556 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4557 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4558 int horiz_move = (dx != 0);
4559 int sign = (horiz_move ? dx : dy);
4560 int step = sign * element_info[element].move_stepsize;
4562 /* special values for move stepsize for spring and things on conveyor belt */
4565 if (CAN_FALL(element) &&
4566 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4567 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4568 else if (element == EL_SPRING)
4569 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4575 inline static int getElementMoveStepsize(int x, int y)
4577 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4580 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4582 if (player->GfxAction != action || player->GfxDir != dir)
4584 player->GfxAction = action;
4585 player->GfxDir = dir;
4587 player->StepFrame = 0;
4591 static void ResetGfxFrame(int x, int y)
4593 int element = Feld[x][y];
4594 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4596 if (graphic_info[graphic].anim_global_sync)
4597 GfxFrame[x][y] = FrameCounter;
4598 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4599 GfxFrame[x][y] = CustomValue[x][y];
4600 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4601 GfxFrame[x][y] = element_info[element].collect_score;
4602 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4603 GfxFrame[x][y] = ChangeDelay[x][y];
4606 static void ResetGfxAnimation(int x, int y)
4608 GfxAction[x][y] = ACTION_DEFAULT;
4609 GfxDir[x][y] = MovDir[x][y];
4612 ResetGfxFrame(x, y);
4615 static void ResetRandomAnimationValue(int x, int y)
4617 GfxRandom[x][y] = INIT_GFX_RANDOM();
4620 void InitMovingField(int x, int y, int direction)
4622 int element = Feld[x][y];
4623 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4624 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4627 boolean is_moving_before, is_moving_after;
4629 /* check if element was/is moving or being moved before/after mode change */
4630 is_moving_before = (WasJustMoving[x][y] != 0);
4631 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4633 /* reset animation only for moving elements which change direction of moving
4634 or which just started or stopped moving
4635 (else CEs with property "can move" / "not moving" are reset each frame) */
4636 if (is_moving_before != is_moving_after ||
4637 direction != MovDir[x][y])
4638 ResetGfxAnimation(x, y);
4640 MovDir[x][y] = direction;
4641 GfxDir[x][y] = direction;
4643 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4644 direction == MV_DOWN && CAN_FALL(element) ?
4645 ACTION_FALLING : ACTION_MOVING);
4647 /* this is needed for CEs with property "can move" / "not moving" */
4649 if (is_moving_after)
4651 if (Feld[newx][newy] == EL_EMPTY)
4652 Feld[newx][newy] = EL_BLOCKED;
4654 MovDir[newx][newy] = MovDir[x][y];
4656 CustomValue[newx][newy] = CustomValue[x][y];
4658 GfxFrame[newx][newy] = GfxFrame[x][y];
4659 GfxRandom[newx][newy] = GfxRandom[x][y];
4660 GfxAction[newx][newy] = GfxAction[x][y];
4661 GfxDir[newx][newy] = GfxDir[x][y];
4665 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4667 int direction = MovDir[x][y];
4668 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4669 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4675 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4677 int oldx = x, oldy = y;
4678 int direction = MovDir[x][y];
4680 if (direction == MV_LEFT)
4682 else if (direction == MV_RIGHT)
4684 else if (direction == MV_UP)
4686 else if (direction == MV_DOWN)
4689 *comes_from_x = oldx;
4690 *comes_from_y = oldy;
4693 int MovingOrBlocked2Element(int x, int y)
4695 int element = Feld[x][y];
4697 if (element == EL_BLOCKED)
4701 Blocked2Moving(x, y, &oldx, &oldy);
4702 return Feld[oldx][oldy];
4708 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4710 /* like MovingOrBlocked2Element(), but if element is moving
4711 and (x,y) is the field the moving element is just leaving,
4712 return EL_BLOCKED instead of the element value */
4713 int element = Feld[x][y];
4715 if (IS_MOVING(x, y))
4717 if (element == EL_BLOCKED)
4721 Blocked2Moving(x, y, &oldx, &oldy);
4722 return Feld[oldx][oldy];
4731 static void RemoveField(int x, int y)
4733 Feld[x][y] = EL_EMPTY;
4739 CustomValue[x][y] = 0;
4742 ChangeDelay[x][y] = 0;
4743 ChangePage[x][y] = -1;
4744 Pushed[x][y] = FALSE;
4746 GfxElement[x][y] = EL_UNDEFINED;
4747 GfxAction[x][y] = ACTION_DEFAULT;
4748 GfxDir[x][y] = MV_NONE;
4751 void RemoveMovingField(int x, int y)
4753 int oldx = x, oldy = y, newx = x, newy = y;
4754 int element = Feld[x][y];
4755 int next_element = EL_UNDEFINED;
4757 if (element != EL_BLOCKED && !IS_MOVING(x, y))
4760 if (IS_MOVING(x, y))
4762 Moving2Blocked(x, y, &newx, &newy);
4764 if (Feld[newx][newy] != EL_BLOCKED)
4766 /* element is moving, but target field is not free (blocked), but
4767 already occupied by something different (example: acid pool);
4768 in this case, only remove the moving field, but not the target */
4770 RemoveField(oldx, oldy);
4772 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4774 TEST_DrawLevelField(oldx, oldy);
4779 else if (element == EL_BLOCKED)
4781 Blocked2Moving(x, y, &oldx, &oldy);
4782 if (!IS_MOVING(oldx, oldy))
4786 if (element == EL_BLOCKED &&
4787 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
4788 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
4789 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
4790 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
4791 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
4792 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
4793 next_element = get_next_element(Feld[oldx][oldy]);
4795 RemoveField(oldx, oldy);
4796 RemoveField(newx, newy);
4798 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4800 if (next_element != EL_UNDEFINED)
4801 Feld[oldx][oldy] = next_element;
4803 TEST_DrawLevelField(oldx, oldy);
4804 TEST_DrawLevelField(newx, newy);
4807 void DrawDynamite(int x, int y)
4809 int sx = SCREENX(x), sy = SCREENY(y);
4810 int graphic = el2img(Feld[x][y]);
4813 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
4816 if (IS_WALKABLE_INSIDE(Back[x][y]))
4820 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
4821 else if (Store[x][y])
4822 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
4824 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4826 if (Back[x][y] || Store[x][y])
4827 DrawGraphicThruMask(sx, sy, graphic, frame);
4829 DrawGraphic(sx, sy, graphic, frame);
4832 void CheckDynamite(int x, int y)
4834 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
4838 if (MovDelay[x][y] != 0)
4841 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4847 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4852 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
4854 boolean num_checked_players = 0;
4857 for (i = 0; i < MAX_PLAYERS; i++)
4859 if (stored_player[i].active)
4861 int sx = stored_player[i].jx;
4862 int sy = stored_player[i].jy;
4864 if (num_checked_players == 0)
4871 *sx1 = MIN(*sx1, sx);
4872 *sy1 = MIN(*sy1, sy);
4873 *sx2 = MAX(*sx2, sx);
4874 *sy2 = MAX(*sy2, sy);
4877 num_checked_players++;
4882 static boolean checkIfAllPlayersFitToScreen_RND()
4884 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
4886 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4888 return (sx2 - sx1 < SCR_FIELDX &&
4889 sy2 - sy1 < SCR_FIELDY);
4892 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
4894 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
4896 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4898 *sx = (sx1 + sx2) / 2;
4899 *sy = (sy1 + sy2) / 2;
4902 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
4903 boolean center_screen, boolean quick_relocation)
4905 unsigned int frame_delay_value_old = GetVideoFrameDelay();
4906 boolean ffwd_delay = (tape.playing && tape.fast_forward);
4907 boolean no_delay = (tape.warp_forward);
4908 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
4909 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
4910 int new_scroll_x, new_scroll_y;
4912 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
4914 /* case 1: quick relocation inside visible screen (without scrolling) */
4921 if (!level.shifted_relocation || center_screen)
4923 /* relocation _with_ centering of screen */
4925 new_scroll_x = SCROLL_POSITION_X(x);
4926 new_scroll_y = SCROLL_POSITION_Y(y);
4930 /* relocation _without_ centering of screen */
4932 int center_scroll_x = SCROLL_POSITION_X(old_x);
4933 int center_scroll_y = SCROLL_POSITION_Y(old_y);
4934 int offset_x = x + (scroll_x - center_scroll_x);
4935 int offset_y = y + (scroll_y - center_scroll_y);
4937 /* for new screen position, apply previous offset to center position */
4938 new_scroll_x = SCROLL_POSITION_X(offset_x);
4939 new_scroll_y = SCROLL_POSITION_Y(offset_y);
4942 if (quick_relocation)
4944 /* case 2: quick relocation (redraw without visible scrolling) */
4946 scroll_x = new_scroll_x;
4947 scroll_y = new_scroll_y;
4954 /* case 3: visible relocation (with scrolling to new position) */
4956 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
4958 SetVideoFrameDelay(wait_delay_value);
4960 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
4963 int fx = FX, fy = FY;
4965 dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
4966 dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
4968 if (dx == 0 && dy == 0) /* no scrolling needed at all */
4974 fx += dx * TILEX / 2;
4975 fy += dy * TILEY / 2;
4977 ScrollLevel(dx, dy);
4980 /* scroll in two steps of half tile size to make things smoother */
4981 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
4983 /* scroll second step to align at full tile size */
4984 BlitScreenToBitmap(window);
4990 SetVideoFrameDelay(frame_delay_value_old);
4993 void RelocatePlayer(int jx, int jy, int el_player_raw)
4995 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
4996 int player_nr = GET_PLAYER_NR(el_player);
4997 struct PlayerInfo *player = &stored_player[player_nr];
4998 boolean ffwd_delay = (tape.playing && tape.fast_forward);
4999 boolean no_delay = (tape.warp_forward);
5000 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5001 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5002 int old_jx = player->jx;
5003 int old_jy = player->jy;
5004 int old_element = Feld[old_jx][old_jy];
5005 int element = Feld[jx][jy];
5006 boolean player_relocated = (old_jx != jx || old_jy != jy);
5008 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5009 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5010 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5011 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5012 int leave_side_horiz = move_dir_horiz;
5013 int leave_side_vert = move_dir_vert;
5014 int enter_side = enter_side_horiz | enter_side_vert;
5015 int leave_side = leave_side_horiz | leave_side_vert;
5017 if (player->GameOver) /* do not reanimate dead player */
5020 if (!player_relocated) /* no need to relocate the player */
5023 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5025 RemoveField(jx, jy); /* temporarily remove newly placed player */
5026 DrawLevelField(jx, jy);
5029 if (player->present)
5031 while (player->MovPos)
5033 ScrollPlayer(player, SCROLL_GO_ON);
5034 ScrollScreen(NULL, SCROLL_GO_ON);
5036 AdvanceFrameAndPlayerCounters(player->index_nr);
5040 BackToFront_WithFrameDelay(wait_delay_value);
5043 DrawPlayer(player); /* needed here only to cleanup last field */
5044 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5046 player->is_moving = FALSE;
5049 if (IS_CUSTOM_ELEMENT(old_element))
5050 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5052 player->index_bit, leave_side);
5054 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5056 player->index_bit, leave_side);
5058 Feld[jx][jy] = el_player;
5059 InitPlayerField(jx, jy, el_player, TRUE);
5061 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5062 possible that the relocation target field did not contain a player element,
5063 but a walkable element, to which the new player was relocated -- in this
5064 case, restore that (already initialized!) element on the player field */
5065 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5067 Feld[jx][jy] = element; /* restore previously existing element */
5070 /* only visually relocate centered player */
5071 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5072 FALSE, level.instant_relocation);
5074 TestIfPlayerTouchesBadThing(jx, jy);
5075 TestIfPlayerTouchesCustomElement(jx, jy);
5077 if (IS_CUSTOM_ELEMENT(element))
5078 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5079 player->index_bit, enter_side);
5081 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5082 player->index_bit, enter_side);
5084 if (player->is_switching)
5086 /* ensure that relocation while still switching an element does not cause
5087 a new element to be treated as also switched directly after relocation
5088 (this is important for teleporter switches that teleport the player to
5089 a place where another teleporter switch is in the same direction, which
5090 would then incorrectly be treated as immediately switched before the
5091 direction key that caused the switch was released) */
5093 player->switch_x += jx - old_jx;
5094 player->switch_y += jy - old_jy;
5098 void Explode(int ex, int ey, int phase, int mode)
5104 /* !!! eliminate this variable !!! */
5105 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5107 if (game.explosions_delayed)
5109 ExplodeField[ex][ey] = mode;
5113 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5115 int center_element = Feld[ex][ey];
5116 int artwork_element, explosion_element; /* set these values later */
5118 /* remove things displayed in background while burning dynamite */
5119 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5122 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5124 /* put moving element to center field (and let it explode there) */
5125 center_element = MovingOrBlocked2Element(ex, ey);
5126 RemoveMovingField(ex, ey);
5127 Feld[ex][ey] = center_element;
5130 /* now "center_element" is finally determined -- set related values now */
5131 artwork_element = center_element; /* for custom player artwork */
5132 explosion_element = center_element; /* for custom player artwork */
5134 if (IS_PLAYER(ex, ey))
5136 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5138 artwork_element = stored_player[player_nr].artwork_element;
5140 if (level.use_explosion_element[player_nr])
5142 explosion_element = level.explosion_element[player_nr];
5143 artwork_element = explosion_element;
5147 if (mode == EX_TYPE_NORMAL ||
5148 mode == EX_TYPE_CENTER ||
5149 mode == EX_TYPE_CROSS)
5150 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5152 last_phase = element_info[explosion_element].explosion_delay + 1;
5154 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5156 int xx = x - ex + 1;
5157 int yy = y - ey + 1;
5160 if (!IN_LEV_FIELD(x, y) ||
5161 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5162 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5165 element = Feld[x][y];
5167 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5169 element = MovingOrBlocked2Element(x, y);
5171 if (!IS_EXPLOSION_PROOF(element))
5172 RemoveMovingField(x, y);
5175 /* indestructible elements can only explode in center (but not flames) */
5176 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5177 mode == EX_TYPE_BORDER)) ||
5178 element == EL_FLAMES)
5181 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5182 behaviour, for example when touching a yamyam that explodes to rocks
5183 with active deadly shield, a rock is created under the player !!! */
5184 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5186 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5187 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5188 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5190 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5193 if (IS_ACTIVE_BOMB(element))
5195 /* re-activate things under the bomb like gate or penguin */
5196 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5203 /* save walkable background elements while explosion on same tile */
5204 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5205 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5206 Back[x][y] = element;
5208 /* ignite explodable elements reached by other explosion */
5209 if (element == EL_EXPLOSION)
5210 element = Store2[x][y];
5212 if (AmoebaNr[x][y] &&
5213 (element == EL_AMOEBA_FULL ||
5214 element == EL_BD_AMOEBA ||
5215 element == EL_AMOEBA_GROWING))
5217 AmoebaCnt[AmoebaNr[x][y]]--;
5218 AmoebaCnt2[AmoebaNr[x][y]]--;
5223 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5225 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5227 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5229 if (PLAYERINFO(ex, ey)->use_murphy)
5230 Store[x][y] = EL_EMPTY;
5233 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5234 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5235 else if (ELEM_IS_PLAYER(center_element))
5236 Store[x][y] = EL_EMPTY;
5237 else if (center_element == EL_YAMYAM)
5238 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5239 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5240 Store[x][y] = element_info[center_element].content.e[xx][yy];
5242 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5243 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5244 otherwise) -- FIX THIS !!! */
5245 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5246 Store[x][y] = element_info[element].content.e[1][1];
5248 else if (!CAN_EXPLODE(element))
5249 Store[x][y] = element_info[element].content.e[1][1];
5252 Store[x][y] = EL_EMPTY;
5254 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5255 center_element == EL_AMOEBA_TO_DIAMOND)
5256 Store2[x][y] = element;
5258 Feld[x][y] = EL_EXPLOSION;
5259 GfxElement[x][y] = artwork_element;
5261 ExplodePhase[x][y] = 1;
5262 ExplodeDelay[x][y] = last_phase;
5267 if (center_element == EL_YAMYAM)
5268 game.yamyam_content_nr =
5269 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5281 GfxFrame[x][y] = 0; /* restart explosion animation */
5283 last_phase = ExplodeDelay[x][y];
5285 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5287 /* this can happen if the player leaves an explosion just in time */
5288 if (GfxElement[x][y] == EL_UNDEFINED)
5289 GfxElement[x][y] = EL_EMPTY;
5291 border_element = Store2[x][y];
5292 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5293 border_element = StorePlayer[x][y];
5295 if (phase == element_info[border_element].ignition_delay ||
5296 phase == last_phase)
5298 boolean border_explosion = FALSE;
5300 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5301 !PLAYER_EXPLOSION_PROTECTED(x, y))
5303 KillPlayerUnlessExplosionProtected(x, y);
5304 border_explosion = TRUE;
5306 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5308 Feld[x][y] = Store2[x][y];
5311 border_explosion = TRUE;
5313 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5315 AmoebeUmwandeln(x, y);
5317 border_explosion = TRUE;
5320 /* if an element just explodes due to another explosion (chain-reaction),
5321 do not immediately end the new explosion when it was the last frame of
5322 the explosion (as it would be done in the following "if"-statement!) */
5323 if (border_explosion && phase == last_phase)
5327 if (phase == last_phase)
5331 element = Feld[x][y] = Store[x][y];
5332 Store[x][y] = Store2[x][y] = 0;
5333 GfxElement[x][y] = EL_UNDEFINED;
5335 /* player can escape from explosions and might therefore be still alive */
5336 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5337 element <= EL_PLAYER_IS_EXPLODING_4)
5339 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5340 int explosion_element = EL_PLAYER_1 + player_nr;
5341 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5342 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5344 if (level.use_explosion_element[player_nr])
5345 explosion_element = level.explosion_element[player_nr];
5347 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5348 element_info[explosion_element].content.e[xx][yy]);
5351 /* restore probably existing indestructible background element */
5352 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5353 element = Feld[x][y] = Back[x][y];
5356 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5357 GfxDir[x][y] = MV_NONE;
5358 ChangeDelay[x][y] = 0;
5359 ChangePage[x][y] = -1;
5361 CustomValue[x][y] = 0;
5363 InitField_WithBug2(x, y, FALSE);
5365 TEST_DrawLevelField(x, y);
5367 TestIfElementTouchesCustomElement(x, y);
5369 if (GFX_CRUMBLED(element))
5370 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5372 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5373 StorePlayer[x][y] = 0;
5375 if (ELEM_IS_PLAYER(element))
5376 RelocatePlayer(x, y, element);
5378 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5380 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5381 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5384 TEST_DrawLevelFieldCrumbled(x, y);
5386 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5388 DrawLevelElement(x, y, Back[x][y]);
5389 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5391 else if (IS_WALKABLE_UNDER(Back[x][y]))
5393 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5394 DrawLevelElementThruMask(x, y, Back[x][y]);
5396 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5397 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5401 void DynaExplode(int ex, int ey)
5404 int dynabomb_element = Feld[ex][ey];
5405 int dynabomb_size = 1;
5406 boolean dynabomb_xl = FALSE;
5407 struct PlayerInfo *player;
5408 static int xy[4][2] =
5416 if (IS_ACTIVE_BOMB(dynabomb_element))
5418 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5419 dynabomb_size = player->dynabomb_size;
5420 dynabomb_xl = player->dynabomb_xl;
5421 player->dynabombs_left++;
5424 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5426 for (i = 0; i < NUM_DIRECTIONS; i++)
5428 for (j = 1; j <= dynabomb_size; j++)
5430 int x = ex + j * xy[i][0];
5431 int y = ey + j * xy[i][1];
5434 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5437 element = Feld[x][y];
5439 /* do not restart explosions of fields with active bombs */
5440 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5443 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5445 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5446 !IS_DIGGABLE(element) && !dynabomb_xl)
5452 void Bang(int x, int y)
5454 int element = MovingOrBlocked2Element(x, y);
5455 int explosion_type = EX_TYPE_NORMAL;
5457 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5459 struct PlayerInfo *player = PLAYERINFO(x, y);
5461 element = Feld[x][y] = player->initial_element;
5463 if (level.use_explosion_element[player->index_nr])
5465 int explosion_element = level.explosion_element[player->index_nr];
5467 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5468 explosion_type = EX_TYPE_CROSS;
5469 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5470 explosion_type = EX_TYPE_CENTER;
5478 case EL_BD_BUTTERFLY:
5481 case EL_DARK_YAMYAM:
5485 RaiseScoreElement(element);
5488 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5489 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5490 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5491 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5492 case EL_DYNABOMB_INCREASE_NUMBER:
5493 case EL_DYNABOMB_INCREASE_SIZE:
5494 case EL_DYNABOMB_INCREASE_POWER:
5495 explosion_type = EX_TYPE_DYNA;
5498 case EL_DC_LANDMINE:
5499 explosion_type = EX_TYPE_CENTER;
5504 case EL_LAMP_ACTIVE:
5505 case EL_AMOEBA_TO_DIAMOND:
5506 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5507 explosion_type = EX_TYPE_CENTER;
5511 if (element_info[element].explosion_type == EXPLODES_CROSS)
5512 explosion_type = EX_TYPE_CROSS;
5513 else if (element_info[element].explosion_type == EXPLODES_1X1)
5514 explosion_type = EX_TYPE_CENTER;
5518 if (explosion_type == EX_TYPE_DYNA)
5521 Explode(x, y, EX_PHASE_START, explosion_type);
5523 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5526 void SplashAcid(int x, int y)
5528 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5529 (!IN_LEV_FIELD(x - 1, y - 2) ||
5530 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5531 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5533 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5534 (!IN_LEV_FIELD(x + 1, y - 2) ||
5535 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5536 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5538 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5541 static void InitBeltMovement()
5543 static int belt_base_element[4] =
5545 EL_CONVEYOR_BELT_1_LEFT,
5546 EL_CONVEYOR_BELT_2_LEFT,
5547 EL_CONVEYOR_BELT_3_LEFT,
5548 EL_CONVEYOR_BELT_4_LEFT
5550 static int belt_base_active_element[4] =
5552 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5553 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5554 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5555 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5560 /* set frame order for belt animation graphic according to belt direction */
5561 for (i = 0; i < NUM_BELTS; i++)
5565 for (j = 0; j < NUM_BELT_PARTS; j++)
5567 int element = belt_base_active_element[belt_nr] + j;
5568 int graphic_1 = el2img(element);
5569 int graphic_2 = el2panelimg(element);
5571 if (game.belt_dir[i] == MV_LEFT)
5573 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5574 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5578 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5579 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5584 SCAN_PLAYFIELD(x, y)
5586 int element = Feld[x][y];
5588 for (i = 0; i < NUM_BELTS; i++)
5590 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5592 int e_belt_nr = getBeltNrFromBeltElement(element);
5595 if (e_belt_nr == belt_nr)
5597 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5599 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5606 static void ToggleBeltSwitch(int x, int y)
5608 static int belt_base_element[4] =
5610 EL_CONVEYOR_BELT_1_LEFT,
5611 EL_CONVEYOR_BELT_2_LEFT,
5612 EL_CONVEYOR_BELT_3_LEFT,
5613 EL_CONVEYOR_BELT_4_LEFT
5615 static int belt_base_active_element[4] =
5617 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5618 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5619 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5620 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5622 static int belt_base_switch_element[4] =
5624 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5625 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5626 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5627 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5629 static int belt_move_dir[4] =
5637 int element = Feld[x][y];
5638 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5639 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5640 int belt_dir = belt_move_dir[belt_dir_nr];
5643 if (!IS_BELT_SWITCH(element))
5646 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5647 game.belt_dir[belt_nr] = belt_dir;
5649 if (belt_dir_nr == 3)
5652 /* set frame order for belt animation graphic according to belt direction */
5653 for (i = 0; i < NUM_BELT_PARTS; i++)
5655 int element = belt_base_active_element[belt_nr] + i;
5656 int graphic_1 = el2img(element);
5657 int graphic_2 = el2panelimg(element);
5659 if (belt_dir == MV_LEFT)
5661 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5662 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5666 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5667 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5671 SCAN_PLAYFIELD(xx, yy)
5673 int element = Feld[xx][yy];
5675 if (IS_BELT_SWITCH(element))
5677 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5679 if (e_belt_nr == belt_nr)
5681 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5682 TEST_DrawLevelField(xx, yy);
5685 else if (IS_BELT(element) && belt_dir != MV_NONE)
5687 int e_belt_nr = getBeltNrFromBeltElement(element);
5689 if (e_belt_nr == belt_nr)
5691 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5693 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5694 TEST_DrawLevelField(xx, yy);
5697 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5699 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5701 if (e_belt_nr == belt_nr)
5703 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5705 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5706 TEST_DrawLevelField(xx, yy);
5712 static void ToggleSwitchgateSwitch(int x, int y)
5716 game.switchgate_pos = !game.switchgate_pos;
5718 SCAN_PLAYFIELD(xx, yy)
5720 int element = Feld[xx][yy];
5722 if (element == EL_SWITCHGATE_SWITCH_UP)
5724 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5725 TEST_DrawLevelField(xx, yy);
5727 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5729 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5730 TEST_DrawLevelField(xx, yy);
5732 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5734 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5735 TEST_DrawLevelField(xx, yy);
5737 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5739 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5740 TEST_DrawLevelField(xx, yy);
5742 else if (element == EL_SWITCHGATE_OPEN ||
5743 element == EL_SWITCHGATE_OPENING)
5745 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
5747 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
5749 else if (element == EL_SWITCHGATE_CLOSED ||
5750 element == EL_SWITCHGATE_CLOSING)
5752 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
5754 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
5759 static int getInvisibleActiveFromInvisibleElement(int element)
5761 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
5762 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
5763 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
5767 static int getInvisibleFromInvisibleActiveElement(int element)
5769 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
5770 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
5771 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
5775 static void RedrawAllLightSwitchesAndInvisibleElements()
5779 SCAN_PLAYFIELD(x, y)
5781 int element = Feld[x][y];
5783 if (element == EL_LIGHT_SWITCH &&
5784 game.light_time_left > 0)
5786 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
5787 TEST_DrawLevelField(x, y);
5789 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
5790 game.light_time_left == 0)
5792 Feld[x][y] = EL_LIGHT_SWITCH;
5793 TEST_DrawLevelField(x, y);
5795 else if (element == EL_EMC_DRIPPER &&
5796 game.light_time_left > 0)
5798 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5799 TEST_DrawLevelField(x, y);
5801 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5802 game.light_time_left == 0)
5804 Feld[x][y] = EL_EMC_DRIPPER;
5805 TEST_DrawLevelField(x, y);
5807 else if (element == EL_INVISIBLE_STEELWALL ||
5808 element == EL_INVISIBLE_WALL ||
5809 element == EL_INVISIBLE_SAND)
5811 if (game.light_time_left > 0)
5812 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5814 TEST_DrawLevelField(x, y);
5816 /* uncrumble neighbour fields, if needed */
5817 if (element == EL_INVISIBLE_SAND)
5818 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5820 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5821 element == EL_INVISIBLE_WALL_ACTIVE ||
5822 element == EL_INVISIBLE_SAND_ACTIVE)
5824 if (game.light_time_left == 0)
5825 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5827 TEST_DrawLevelField(x, y);
5829 /* re-crumble neighbour fields, if needed */
5830 if (element == EL_INVISIBLE_SAND)
5831 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5836 static void RedrawAllInvisibleElementsForLenses()
5840 SCAN_PLAYFIELD(x, y)
5842 int element = Feld[x][y];
5844 if (element == EL_EMC_DRIPPER &&
5845 game.lenses_time_left > 0)
5847 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5848 TEST_DrawLevelField(x, y);
5850 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5851 game.lenses_time_left == 0)
5853 Feld[x][y] = EL_EMC_DRIPPER;
5854 TEST_DrawLevelField(x, y);
5856 else if (element == EL_INVISIBLE_STEELWALL ||
5857 element == EL_INVISIBLE_WALL ||
5858 element == EL_INVISIBLE_SAND)
5860 if (game.lenses_time_left > 0)
5861 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5863 TEST_DrawLevelField(x, y);
5865 /* uncrumble neighbour fields, if needed */
5866 if (element == EL_INVISIBLE_SAND)
5867 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5869 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5870 element == EL_INVISIBLE_WALL_ACTIVE ||
5871 element == EL_INVISIBLE_SAND_ACTIVE)
5873 if (game.lenses_time_left == 0)
5874 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5876 TEST_DrawLevelField(x, y);
5878 /* re-crumble neighbour fields, if needed */
5879 if (element == EL_INVISIBLE_SAND)
5880 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5885 static void RedrawAllInvisibleElementsForMagnifier()
5889 SCAN_PLAYFIELD(x, y)
5891 int element = Feld[x][y];
5893 if (element == EL_EMC_FAKE_GRASS &&
5894 game.magnify_time_left > 0)
5896 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
5897 TEST_DrawLevelField(x, y);
5899 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
5900 game.magnify_time_left == 0)
5902 Feld[x][y] = EL_EMC_FAKE_GRASS;
5903 TEST_DrawLevelField(x, y);
5905 else if (IS_GATE_GRAY(element) &&
5906 game.magnify_time_left > 0)
5908 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
5909 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
5910 IS_EM_GATE_GRAY(element) ?
5911 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
5912 IS_EMC_GATE_GRAY(element) ?
5913 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
5914 IS_DC_GATE_GRAY(element) ?
5915 EL_DC_GATE_WHITE_GRAY_ACTIVE :
5917 TEST_DrawLevelField(x, y);
5919 else if (IS_GATE_GRAY_ACTIVE(element) &&
5920 game.magnify_time_left == 0)
5922 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
5923 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
5924 IS_EM_GATE_GRAY_ACTIVE(element) ?
5925 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
5926 IS_EMC_GATE_GRAY_ACTIVE(element) ?
5927 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
5928 IS_DC_GATE_GRAY_ACTIVE(element) ?
5929 EL_DC_GATE_WHITE_GRAY :
5931 TEST_DrawLevelField(x, y);
5936 static void ToggleLightSwitch(int x, int y)
5938 int element = Feld[x][y];
5940 game.light_time_left =
5941 (element == EL_LIGHT_SWITCH ?
5942 level.time_light * FRAMES_PER_SECOND : 0);
5944 RedrawAllLightSwitchesAndInvisibleElements();
5947 static void ActivateTimegateSwitch(int x, int y)
5951 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
5953 SCAN_PLAYFIELD(xx, yy)
5955 int element = Feld[xx][yy];
5957 if (element == EL_TIMEGATE_CLOSED ||
5958 element == EL_TIMEGATE_CLOSING)
5960 Feld[xx][yy] = EL_TIMEGATE_OPENING;
5961 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
5965 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
5967 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
5968 TEST_DrawLevelField(xx, yy);
5974 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
5975 EL_DC_TIMEGATE_SWITCH_ACTIVE);
5978 void Impact(int x, int y)
5980 boolean last_line = (y == lev_fieldy - 1);
5981 boolean object_hit = FALSE;
5982 boolean impact = (last_line || object_hit);
5983 int element = Feld[x][y];
5984 int smashed = EL_STEELWALL;
5986 if (!last_line) /* check if element below was hit */
5988 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
5991 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
5992 MovDir[x][y + 1] != MV_DOWN ||
5993 MovPos[x][y + 1] <= TILEY / 2));
5995 /* do not smash moving elements that left the smashed field in time */
5996 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
5997 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6000 #if USE_QUICKSAND_IMPACT_BUGFIX
6001 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6003 RemoveMovingField(x, y + 1);
6004 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6005 Feld[x][y + 2] = EL_ROCK;
6006 TEST_DrawLevelField(x, y + 2);
6011 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6013 RemoveMovingField(x, y + 1);
6014 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6015 Feld[x][y + 2] = EL_ROCK;
6016 TEST_DrawLevelField(x, y + 2);
6023 smashed = MovingOrBlocked2Element(x, y + 1);
6025 impact = (last_line || object_hit);
6028 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6030 SplashAcid(x, y + 1);
6034 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6035 /* only reset graphic animation if graphic really changes after impact */
6037 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6039 ResetGfxAnimation(x, y);
6040 TEST_DrawLevelField(x, y);
6043 if (impact && CAN_EXPLODE_IMPACT(element))
6048 else if (impact && element == EL_PEARL &&
6049 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6051 ResetGfxAnimation(x, y);
6053 Feld[x][y] = EL_PEARL_BREAKING;
6054 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6057 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6059 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6064 if (impact && element == EL_AMOEBA_DROP)
6066 if (object_hit && IS_PLAYER(x, y + 1))
6067 KillPlayerUnlessEnemyProtected(x, y + 1);
6068 else if (object_hit && smashed == EL_PENGUIN)
6072 Feld[x][y] = EL_AMOEBA_GROWING;
6073 Store[x][y] = EL_AMOEBA_WET;
6075 ResetRandomAnimationValue(x, y);
6080 if (object_hit) /* check which object was hit */
6082 if ((CAN_PASS_MAGIC_WALL(element) &&
6083 (smashed == EL_MAGIC_WALL ||
6084 smashed == EL_BD_MAGIC_WALL)) ||
6085 (CAN_PASS_DC_MAGIC_WALL(element) &&
6086 smashed == EL_DC_MAGIC_WALL))
6089 int activated_magic_wall =
6090 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6091 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6092 EL_DC_MAGIC_WALL_ACTIVE);
6094 /* activate magic wall / mill */
6095 SCAN_PLAYFIELD(xx, yy)
6097 if (Feld[xx][yy] == smashed)
6098 Feld[xx][yy] = activated_magic_wall;
6101 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6102 game.magic_wall_active = TRUE;
6104 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6105 SND_MAGIC_WALL_ACTIVATING :
6106 smashed == EL_BD_MAGIC_WALL ?
6107 SND_BD_MAGIC_WALL_ACTIVATING :
6108 SND_DC_MAGIC_WALL_ACTIVATING));
6111 if (IS_PLAYER(x, y + 1))
6113 if (CAN_SMASH_PLAYER(element))
6115 KillPlayerUnlessEnemyProtected(x, y + 1);
6119 else if (smashed == EL_PENGUIN)
6121 if (CAN_SMASH_PLAYER(element))
6127 else if (element == EL_BD_DIAMOND)
6129 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6135 else if (((element == EL_SP_INFOTRON ||
6136 element == EL_SP_ZONK) &&
6137 (smashed == EL_SP_SNIKSNAK ||
6138 smashed == EL_SP_ELECTRON ||
6139 smashed == EL_SP_DISK_ORANGE)) ||
6140 (element == EL_SP_INFOTRON &&
6141 smashed == EL_SP_DISK_YELLOW))
6146 else if (CAN_SMASH_EVERYTHING(element))
6148 if (IS_CLASSIC_ENEMY(smashed) ||
6149 CAN_EXPLODE_SMASHED(smashed))
6154 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6156 if (smashed == EL_LAMP ||
6157 smashed == EL_LAMP_ACTIVE)
6162 else if (smashed == EL_NUT)
6164 Feld[x][y + 1] = EL_NUT_BREAKING;
6165 PlayLevelSound(x, y, SND_NUT_BREAKING);
6166 RaiseScoreElement(EL_NUT);
6169 else if (smashed == EL_PEARL)
6171 ResetGfxAnimation(x, y);
6173 Feld[x][y + 1] = EL_PEARL_BREAKING;
6174 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6177 else if (smashed == EL_DIAMOND)
6179 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6180 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6183 else if (IS_BELT_SWITCH(smashed))
6185 ToggleBeltSwitch(x, y + 1);
6187 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6188 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6189 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6190 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6192 ToggleSwitchgateSwitch(x, y + 1);
6194 else if (smashed == EL_LIGHT_SWITCH ||
6195 smashed == EL_LIGHT_SWITCH_ACTIVE)
6197 ToggleLightSwitch(x, y + 1);
6201 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6203 CheckElementChangeBySide(x, y + 1, smashed, element,
6204 CE_SWITCHED, CH_SIDE_TOP);
6205 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6211 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6216 /* play sound of magic wall / mill */
6218 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6219 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6220 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6222 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6223 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6224 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6225 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6226 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6227 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6232 /* play sound of object that hits the ground */
6233 if (last_line || object_hit)
6234 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6237 inline static void TurnRoundExt(int x, int y)
6249 { 0, 0 }, { 0, 0 }, { 0, 0 },
6254 int left, right, back;
6258 { MV_DOWN, MV_UP, MV_RIGHT },
6259 { MV_UP, MV_DOWN, MV_LEFT },
6261 { MV_LEFT, MV_RIGHT, MV_DOWN },
6265 { MV_RIGHT, MV_LEFT, MV_UP }
6268 int element = Feld[x][y];
6269 int move_pattern = element_info[element].move_pattern;
6271 int old_move_dir = MovDir[x][y];
6272 int left_dir = turn[old_move_dir].left;
6273 int right_dir = turn[old_move_dir].right;
6274 int back_dir = turn[old_move_dir].back;
6276 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6277 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6278 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6279 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6281 int left_x = x + left_dx, left_y = y + left_dy;
6282 int right_x = x + right_dx, right_y = y + right_dy;
6283 int move_x = x + move_dx, move_y = y + move_dy;
6287 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6289 TestIfBadThingTouchesOtherBadThing(x, y);
6291 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6292 MovDir[x][y] = right_dir;
6293 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6294 MovDir[x][y] = left_dir;
6296 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6298 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6301 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6303 TestIfBadThingTouchesOtherBadThing(x, y);
6305 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6306 MovDir[x][y] = left_dir;
6307 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6308 MovDir[x][y] = right_dir;
6310 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6312 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6315 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6317 TestIfBadThingTouchesOtherBadThing(x, y);
6319 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6320 MovDir[x][y] = left_dir;
6321 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6322 MovDir[x][y] = right_dir;
6324 if (MovDir[x][y] != old_move_dir)
6327 else if (element == EL_YAMYAM)
6329 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6330 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6332 if (can_turn_left && can_turn_right)
6333 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6334 else if (can_turn_left)
6335 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6336 else if (can_turn_right)
6337 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6339 MovDir[x][y] = back_dir;
6341 MovDelay[x][y] = 16 + 16 * RND(3);
6343 else if (element == EL_DARK_YAMYAM)
6345 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6347 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6350 if (can_turn_left && can_turn_right)
6351 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6352 else if (can_turn_left)
6353 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6354 else if (can_turn_right)
6355 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6357 MovDir[x][y] = back_dir;
6359 MovDelay[x][y] = 16 + 16 * RND(3);
6361 else if (element == EL_PACMAN)
6363 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6364 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6366 if (can_turn_left && can_turn_right)
6367 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6368 else if (can_turn_left)
6369 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6370 else if (can_turn_right)
6371 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6373 MovDir[x][y] = back_dir;
6375 MovDelay[x][y] = 6 + RND(40);
6377 else if (element == EL_PIG)
6379 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6380 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6381 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6382 boolean should_turn_left, should_turn_right, should_move_on;
6384 int rnd = RND(rnd_value);
6386 should_turn_left = (can_turn_left &&
6388 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6389 y + back_dy + left_dy)));
6390 should_turn_right = (can_turn_right &&
6392 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6393 y + back_dy + right_dy)));
6394 should_move_on = (can_move_on &&
6397 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6398 y + move_dy + left_dy) ||
6399 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6400 y + move_dy + right_dy)));
6402 if (should_turn_left || should_turn_right || should_move_on)
6404 if (should_turn_left && should_turn_right && should_move_on)
6405 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6406 rnd < 2 * rnd_value / 3 ? right_dir :
6408 else if (should_turn_left && should_turn_right)
6409 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6410 else if (should_turn_left && should_move_on)
6411 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6412 else if (should_turn_right && should_move_on)
6413 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6414 else if (should_turn_left)
6415 MovDir[x][y] = left_dir;
6416 else if (should_turn_right)
6417 MovDir[x][y] = right_dir;
6418 else if (should_move_on)
6419 MovDir[x][y] = old_move_dir;
6421 else if (can_move_on && rnd > rnd_value / 8)
6422 MovDir[x][y] = old_move_dir;
6423 else if (can_turn_left && can_turn_right)
6424 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6425 else if (can_turn_left && rnd > rnd_value / 8)
6426 MovDir[x][y] = left_dir;
6427 else if (can_turn_right && rnd > rnd_value/8)
6428 MovDir[x][y] = right_dir;
6430 MovDir[x][y] = back_dir;
6432 xx = x + move_xy[MovDir[x][y]].dx;
6433 yy = y + move_xy[MovDir[x][y]].dy;
6435 if (!IN_LEV_FIELD(xx, yy) ||
6436 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6437 MovDir[x][y] = old_move_dir;
6441 else if (element == EL_DRAGON)
6443 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6444 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6445 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6447 int rnd = RND(rnd_value);
6449 if (can_move_on && rnd > rnd_value / 8)
6450 MovDir[x][y] = old_move_dir;
6451 else if (can_turn_left && can_turn_right)
6452 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6453 else if (can_turn_left && rnd > rnd_value / 8)
6454 MovDir[x][y] = left_dir;
6455 else if (can_turn_right && rnd > rnd_value / 8)
6456 MovDir[x][y] = right_dir;
6458 MovDir[x][y] = back_dir;
6460 xx = x + move_xy[MovDir[x][y]].dx;
6461 yy = y + move_xy[MovDir[x][y]].dy;
6463 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6464 MovDir[x][y] = old_move_dir;
6468 else if (element == EL_MOLE)
6470 boolean can_move_on =
6471 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6472 IS_AMOEBOID(Feld[move_x][move_y]) ||
6473 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6476 boolean can_turn_left =
6477 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6478 IS_AMOEBOID(Feld[left_x][left_y])));
6480 boolean can_turn_right =
6481 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6482 IS_AMOEBOID(Feld[right_x][right_y])));
6484 if (can_turn_left && can_turn_right)
6485 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6486 else if (can_turn_left)
6487 MovDir[x][y] = left_dir;
6489 MovDir[x][y] = right_dir;
6492 if (MovDir[x][y] != old_move_dir)
6495 else if (element == EL_BALLOON)
6497 MovDir[x][y] = game.wind_direction;
6500 else if (element == EL_SPRING)
6502 if (MovDir[x][y] & MV_HORIZONTAL)
6504 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6505 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6507 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6508 ResetGfxAnimation(move_x, move_y);
6509 TEST_DrawLevelField(move_x, move_y);
6511 MovDir[x][y] = back_dir;
6513 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6514 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6515 MovDir[x][y] = MV_NONE;
6520 else if (element == EL_ROBOT ||
6521 element == EL_SATELLITE ||
6522 element == EL_PENGUIN ||
6523 element == EL_EMC_ANDROID)
6525 int attr_x = -1, attr_y = -1;
6536 for (i = 0; i < MAX_PLAYERS; i++)
6538 struct PlayerInfo *player = &stored_player[i];
6539 int jx = player->jx, jy = player->jy;
6541 if (!player->active)
6545 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6553 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6554 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6555 game.engine_version < VERSION_IDENT(3,1,0,0)))
6561 if (element == EL_PENGUIN)
6564 static int xy[4][2] =
6572 for (i = 0; i < NUM_DIRECTIONS; i++)
6574 int ex = x + xy[i][0];
6575 int ey = y + xy[i][1];
6577 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6578 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6579 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6580 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6589 MovDir[x][y] = MV_NONE;
6591 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6592 else if (attr_x > x)
6593 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6595 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6596 else if (attr_y > y)
6597 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6599 if (element == EL_ROBOT)
6603 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6604 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6605 Moving2Blocked(x, y, &newx, &newy);
6607 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6608 MovDelay[x][y] = 8 + 8 * !RND(3);
6610 MovDelay[x][y] = 16;
6612 else if (element == EL_PENGUIN)
6618 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6620 boolean first_horiz = RND(2);
6621 int new_move_dir = MovDir[x][y];
6624 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6625 Moving2Blocked(x, y, &newx, &newy);
6627 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6631 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6632 Moving2Blocked(x, y, &newx, &newy);
6634 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6637 MovDir[x][y] = old_move_dir;
6641 else if (element == EL_SATELLITE)
6647 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6649 boolean first_horiz = RND(2);
6650 int new_move_dir = MovDir[x][y];
6653 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6654 Moving2Blocked(x, y, &newx, &newy);
6656 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6660 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6661 Moving2Blocked(x, y, &newx, &newy);
6663 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6666 MovDir[x][y] = old_move_dir;
6670 else if (element == EL_EMC_ANDROID)
6672 static int check_pos[16] =
6674 -1, /* 0 => (invalid) */
6675 7, /* 1 => MV_LEFT */
6676 3, /* 2 => MV_RIGHT */
6677 -1, /* 3 => (invalid) */
6679 0, /* 5 => MV_LEFT | MV_UP */
6680 2, /* 6 => MV_RIGHT | MV_UP */
6681 -1, /* 7 => (invalid) */
6682 5, /* 8 => MV_DOWN */
6683 6, /* 9 => MV_LEFT | MV_DOWN */
6684 4, /* 10 => MV_RIGHT | MV_DOWN */
6685 -1, /* 11 => (invalid) */
6686 -1, /* 12 => (invalid) */
6687 -1, /* 13 => (invalid) */
6688 -1, /* 14 => (invalid) */
6689 -1, /* 15 => (invalid) */
6697 { -1, -1, MV_LEFT | MV_UP },
6699 { +1, -1, MV_RIGHT | MV_UP },
6700 { +1, 0, MV_RIGHT },
6701 { +1, +1, MV_RIGHT | MV_DOWN },
6703 { -1, +1, MV_LEFT | MV_DOWN },
6706 int start_pos, check_order;
6707 boolean can_clone = FALSE;
6710 /* check if there is any free field around current position */
6711 for (i = 0; i < 8; i++)
6713 int newx = x + check_xy[i].dx;
6714 int newy = y + check_xy[i].dy;
6716 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6724 if (can_clone) /* randomly find an element to clone */
6728 start_pos = check_pos[RND(8)];
6729 check_order = (RND(2) ? -1 : +1);
6731 for (i = 0; i < 8; i++)
6733 int pos_raw = start_pos + i * check_order;
6734 int pos = (pos_raw + 8) % 8;
6735 int newx = x + check_xy[pos].dx;
6736 int newy = y + check_xy[pos].dy;
6738 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6740 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
6741 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
6743 Store[x][y] = Feld[newx][newy];
6752 if (can_clone) /* randomly find a direction to move */
6756 start_pos = check_pos[RND(8)];
6757 check_order = (RND(2) ? -1 : +1);
6759 for (i = 0; i < 8; i++)
6761 int pos_raw = start_pos + i * check_order;
6762 int pos = (pos_raw + 8) % 8;
6763 int newx = x + check_xy[pos].dx;
6764 int newy = y + check_xy[pos].dy;
6765 int new_move_dir = check_xy[pos].dir;
6767 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6769 MovDir[x][y] = new_move_dir;
6770 MovDelay[x][y] = level.android_clone_time * 8 + 1;
6779 if (can_clone) /* cloning and moving successful */
6782 /* cannot clone -- try to move towards player */
6784 start_pos = check_pos[MovDir[x][y] & 0x0f];
6785 check_order = (RND(2) ? -1 : +1);
6787 for (i = 0; i < 3; i++)
6789 /* first check start_pos, then previous/next or (next/previous) pos */
6790 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
6791 int pos = (pos_raw + 8) % 8;
6792 int newx = x + check_xy[pos].dx;
6793 int newy = y + check_xy[pos].dy;
6794 int new_move_dir = check_xy[pos].dir;
6796 if (IS_PLAYER(newx, newy))
6799 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6801 MovDir[x][y] = new_move_dir;
6802 MovDelay[x][y] = level.android_move_time * 8 + 1;
6809 else if (move_pattern == MV_TURNING_LEFT ||
6810 move_pattern == MV_TURNING_RIGHT ||
6811 move_pattern == MV_TURNING_LEFT_RIGHT ||
6812 move_pattern == MV_TURNING_RIGHT_LEFT ||
6813 move_pattern == MV_TURNING_RANDOM ||
6814 move_pattern == MV_ALL_DIRECTIONS)
6816 boolean can_turn_left =
6817 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
6818 boolean can_turn_right =
6819 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
6821 if (element_info[element].move_stepsize == 0) /* "not moving" */
6824 if (move_pattern == MV_TURNING_LEFT)
6825 MovDir[x][y] = left_dir;
6826 else if (move_pattern == MV_TURNING_RIGHT)
6827 MovDir[x][y] = right_dir;
6828 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
6829 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
6830 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
6831 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
6832 else if (move_pattern == MV_TURNING_RANDOM)
6833 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
6834 can_turn_right && !can_turn_left ? right_dir :
6835 RND(2) ? left_dir : right_dir);
6836 else if (can_turn_left && can_turn_right)
6837 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6838 else if (can_turn_left)
6839 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6840 else if (can_turn_right)
6841 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6843 MovDir[x][y] = back_dir;
6845 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6847 else if (move_pattern == MV_HORIZONTAL ||
6848 move_pattern == MV_VERTICAL)
6850 if (move_pattern & old_move_dir)
6851 MovDir[x][y] = back_dir;
6852 else if (move_pattern == MV_HORIZONTAL)
6853 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
6854 else if (move_pattern == MV_VERTICAL)
6855 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
6857 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6859 else if (move_pattern & MV_ANY_DIRECTION)
6861 MovDir[x][y] = move_pattern;
6862 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6864 else if (move_pattern & MV_WIND_DIRECTION)
6866 MovDir[x][y] = game.wind_direction;
6867 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6869 else if (move_pattern == MV_ALONG_LEFT_SIDE)
6871 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
6872 MovDir[x][y] = left_dir;
6873 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6874 MovDir[x][y] = right_dir;
6876 if (MovDir[x][y] != old_move_dir)
6877 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6879 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
6881 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
6882 MovDir[x][y] = right_dir;
6883 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6884 MovDir[x][y] = left_dir;
6886 if (MovDir[x][y] != old_move_dir)
6887 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6889 else if (move_pattern == MV_TOWARDS_PLAYER ||
6890 move_pattern == MV_AWAY_FROM_PLAYER)
6892 int attr_x = -1, attr_y = -1;
6894 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
6905 for (i = 0; i < MAX_PLAYERS; i++)
6907 struct PlayerInfo *player = &stored_player[i];
6908 int jx = player->jx, jy = player->jy;
6910 if (!player->active)
6914 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6922 MovDir[x][y] = MV_NONE;
6924 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
6925 else if (attr_x > x)
6926 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
6928 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
6929 else if (attr_y > y)
6930 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
6932 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6934 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6936 boolean first_horiz = RND(2);
6937 int new_move_dir = MovDir[x][y];
6939 if (element_info[element].move_stepsize == 0) /* "not moving" */
6941 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
6942 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6948 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6949 Moving2Blocked(x, y, &newx, &newy);
6951 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
6955 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6956 Moving2Blocked(x, y, &newx, &newy);
6958 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
6961 MovDir[x][y] = old_move_dir;
6964 else if (move_pattern == MV_WHEN_PUSHED ||
6965 move_pattern == MV_WHEN_DROPPED)
6967 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6968 MovDir[x][y] = MV_NONE;
6972 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
6974 static int test_xy[7][2] =
6984 static int test_dir[7] =
6994 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
6995 int move_preference = -1000000; /* start with very low preference */
6996 int new_move_dir = MV_NONE;
6997 int start_test = RND(4);
7000 for (i = 0; i < NUM_DIRECTIONS; i++)
7002 int move_dir = test_dir[start_test + i];
7003 int move_dir_preference;
7005 xx = x + test_xy[start_test + i][0];
7006 yy = y + test_xy[start_test + i][1];
7008 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7009 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7011 new_move_dir = move_dir;
7016 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7019 move_dir_preference = -1 * RunnerVisit[xx][yy];
7020 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7021 move_dir_preference = PlayerVisit[xx][yy];
7023 if (move_dir_preference > move_preference)
7025 /* prefer field that has not been visited for the longest time */
7026 move_preference = move_dir_preference;
7027 new_move_dir = move_dir;
7029 else if (move_dir_preference == move_preference &&
7030 move_dir == old_move_dir)
7032 /* prefer last direction when all directions are preferred equally */
7033 move_preference = move_dir_preference;
7034 new_move_dir = move_dir;
7038 MovDir[x][y] = new_move_dir;
7039 if (old_move_dir != new_move_dir)
7040 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7044 static void TurnRound(int x, int y)
7046 int direction = MovDir[x][y];
7050 GfxDir[x][y] = MovDir[x][y];
7052 if (direction != MovDir[x][y])
7056 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7058 ResetGfxFrame(x, y);
7061 static boolean JustBeingPushed(int x, int y)
7065 for (i = 0; i < MAX_PLAYERS; i++)
7067 struct PlayerInfo *player = &stored_player[i];
7069 if (player->active && player->is_pushing && player->MovPos)
7071 int next_jx = player->jx + (player->jx - player->last_jx);
7072 int next_jy = player->jy + (player->jy - player->last_jy);
7074 if (x == next_jx && y == next_jy)
7082 void StartMoving(int x, int y)
7084 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7085 int element = Feld[x][y];
7090 if (MovDelay[x][y] == 0)
7091 GfxAction[x][y] = ACTION_DEFAULT;
7093 if (CAN_FALL(element) && y < lev_fieldy - 1)
7095 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7096 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7097 if (JustBeingPushed(x, y))
7100 if (element == EL_QUICKSAND_FULL)
7102 if (IS_FREE(x, y + 1))
7104 InitMovingField(x, y, MV_DOWN);
7105 started_moving = TRUE;
7107 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7108 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7109 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7110 Store[x][y] = EL_ROCK;
7112 Store[x][y] = EL_ROCK;
7115 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7117 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7119 if (!MovDelay[x][y])
7121 MovDelay[x][y] = TILEY + 1;
7123 ResetGfxAnimation(x, y);
7124 ResetGfxAnimation(x, y + 1);
7129 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7130 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7137 Feld[x][y] = EL_QUICKSAND_EMPTY;
7138 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7139 Store[x][y + 1] = Store[x][y];
7142 PlayLevelSoundAction(x, y, ACTION_FILLING);
7144 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7146 if (!MovDelay[x][y])
7148 MovDelay[x][y] = TILEY + 1;
7150 ResetGfxAnimation(x, y);
7151 ResetGfxAnimation(x, y + 1);
7156 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7157 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7164 Feld[x][y] = EL_QUICKSAND_EMPTY;
7165 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7166 Store[x][y + 1] = Store[x][y];
7169 PlayLevelSoundAction(x, y, ACTION_FILLING);
7172 else if (element == EL_QUICKSAND_FAST_FULL)
7174 if (IS_FREE(x, y + 1))
7176 InitMovingField(x, y, MV_DOWN);
7177 started_moving = TRUE;
7179 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7180 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7181 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7182 Store[x][y] = EL_ROCK;
7184 Store[x][y] = EL_ROCK;
7187 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7189 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7191 if (!MovDelay[x][y])
7193 MovDelay[x][y] = TILEY + 1;
7195 ResetGfxAnimation(x, y);
7196 ResetGfxAnimation(x, y + 1);
7201 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7202 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7209 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7210 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7211 Store[x][y + 1] = Store[x][y];
7214 PlayLevelSoundAction(x, y, ACTION_FILLING);
7216 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7218 if (!MovDelay[x][y])
7220 MovDelay[x][y] = TILEY + 1;
7222 ResetGfxAnimation(x, y);
7223 ResetGfxAnimation(x, y + 1);
7228 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7229 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7236 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7237 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7238 Store[x][y + 1] = Store[x][y];
7241 PlayLevelSoundAction(x, y, ACTION_FILLING);
7244 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7245 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7247 InitMovingField(x, y, MV_DOWN);
7248 started_moving = TRUE;
7250 Feld[x][y] = EL_QUICKSAND_FILLING;
7251 Store[x][y] = element;
7253 PlayLevelSoundAction(x, y, ACTION_FILLING);
7255 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7256 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7258 InitMovingField(x, y, MV_DOWN);
7259 started_moving = TRUE;
7261 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7262 Store[x][y] = element;
7264 PlayLevelSoundAction(x, y, ACTION_FILLING);
7266 else if (element == EL_MAGIC_WALL_FULL)
7268 if (IS_FREE(x, y + 1))
7270 InitMovingField(x, y, MV_DOWN);
7271 started_moving = TRUE;
7273 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7274 Store[x][y] = EL_CHANGED(Store[x][y]);
7276 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7278 if (!MovDelay[x][y])
7279 MovDelay[x][y] = TILEY / 4 + 1;
7288 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7289 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7290 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7294 else if (element == EL_BD_MAGIC_WALL_FULL)
7296 if (IS_FREE(x, y + 1))
7298 InitMovingField(x, y, MV_DOWN);
7299 started_moving = TRUE;
7301 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7302 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7304 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7306 if (!MovDelay[x][y])
7307 MovDelay[x][y] = TILEY / 4 + 1;
7316 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7317 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7318 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7322 else if (element == EL_DC_MAGIC_WALL_FULL)
7324 if (IS_FREE(x, y + 1))
7326 InitMovingField(x, y, MV_DOWN);
7327 started_moving = TRUE;
7329 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7330 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7332 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7334 if (!MovDelay[x][y])
7335 MovDelay[x][y] = TILEY / 4 + 1;
7344 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7345 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7346 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7350 else if ((CAN_PASS_MAGIC_WALL(element) &&
7351 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7352 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7353 (CAN_PASS_DC_MAGIC_WALL(element) &&
7354 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7357 InitMovingField(x, y, MV_DOWN);
7358 started_moving = TRUE;
7361 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7362 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7363 EL_DC_MAGIC_WALL_FILLING);
7364 Store[x][y] = element;
7366 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7368 SplashAcid(x, y + 1);
7370 InitMovingField(x, y, MV_DOWN);
7371 started_moving = TRUE;
7373 Store[x][y] = EL_ACID;
7376 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7377 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7378 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7379 CAN_FALL(element) && WasJustFalling[x][y] &&
7380 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7382 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7383 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7384 (Feld[x][y + 1] == EL_BLOCKED)))
7386 /* this is needed for a special case not covered by calling "Impact()"
7387 from "ContinueMoving()": if an element moves to a tile directly below
7388 another element which was just falling on that tile (which was empty
7389 in the previous frame), the falling element above would just stop
7390 instead of smashing the element below (in previous version, the above
7391 element was just checked for "moving" instead of "falling", resulting
7392 in incorrect smashes caused by horizontal movement of the above
7393 element; also, the case of the player being the element to smash was
7394 simply not covered here... :-/ ) */
7396 CheckCollision[x][y] = 0;
7397 CheckImpact[x][y] = 0;
7401 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7403 if (MovDir[x][y] == MV_NONE)
7405 InitMovingField(x, y, MV_DOWN);
7406 started_moving = TRUE;
7409 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7411 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7412 MovDir[x][y] = MV_DOWN;
7414 InitMovingField(x, y, MV_DOWN);
7415 started_moving = TRUE;
7417 else if (element == EL_AMOEBA_DROP)
7419 Feld[x][y] = EL_AMOEBA_GROWING;
7420 Store[x][y] = EL_AMOEBA_WET;
7422 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7423 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7424 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7425 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7427 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7428 (IS_FREE(x - 1, y + 1) ||
7429 Feld[x - 1][y + 1] == EL_ACID));
7430 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7431 (IS_FREE(x + 1, y + 1) ||
7432 Feld[x + 1][y + 1] == EL_ACID));
7433 boolean can_fall_any = (can_fall_left || can_fall_right);
7434 boolean can_fall_both = (can_fall_left && can_fall_right);
7435 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7437 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7439 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7440 can_fall_right = FALSE;
7441 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7442 can_fall_left = FALSE;
7443 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7444 can_fall_right = FALSE;
7445 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7446 can_fall_left = FALSE;
7448 can_fall_any = (can_fall_left || can_fall_right);
7449 can_fall_both = FALSE;
7454 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7455 can_fall_right = FALSE; /* slip down on left side */
7457 can_fall_left = !(can_fall_right = RND(2));
7459 can_fall_both = FALSE;
7464 /* if not determined otherwise, prefer left side for slipping down */
7465 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7466 started_moving = TRUE;
7469 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7471 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7472 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7473 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7474 int belt_dir = game.belt_dir[belt_nr];
7476 if ((belt_dir == MV_LEFT && left_is_free) ||
7477 (belt_dir == MV_RIGHT && right_is_free))
7479 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7481 InitMovingField(x, y, belt_dir);
7482 started_moving = TRUE;
7484 Pushed[x][y] = TRUE;
7485 Pushed[nextx][y] = TRUE;
7487 GfxAction[x][y] = ACTION_DEFAULT;
7491 MovDir[x][y] = 0; /* if element was moving, stop it */
7496 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7497 if (CAN_MOVE(element) && !started_moving)
7499 int move_pattern = element_info[element].move_pattern;
7502 Moving2Blocked(x, y, &newx, &newy);
7504 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7507 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7508 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7510 WasJustMoving[x][y] = 0;
7511 CheckCollision[x][y] = 0;
7513 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7515 if (Feld[x][y] != element) /* element has changed */
7519 if (!MovDelay[x][y]) /* start new movement phase */
7521 /* all objects that can change their move direction after each step
7522 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7524 if (element != EL_YAMYAM &&
7525 element != EL_DARK_YAMYAM &&
7526 element != EL_PACMAN &&
7527 !(move_pattern & MV_ANY_DIRECTION) &&
7528 move_pattern != MV_TURNING_LEFT &&
7529 move_pattern != MV_TURNING_RIGHT &&
7530 move_pattern != MV_TURNING_LEFT_RIGHT &&
7531 move_pattern != MV_TURNING_RIGHT_LEFT &&
7532 move_pattern != MV_TURNING_RANDOM)
7536 if (MovDelay[x][y] && (element == EL_BUG ||
7537 element == EL_SPACESHIP ||
7538 element == EL_SP_SNIKSNAK ||
7539 element == EL_SP_ELECTRON ||
7540 element == EL_MOLE))
7541 TEST_DrawLevelField(x, y);
7545 if (MovDelay[x][y]) /* wait some time before next movement */
7549 if (element == EL_ROBOT ||
7550 element == EL_YAMYAM ||
7551 element == EL_DARK_YAMYAM)
7553 DrawLevelElementAnimationIfNeeded(x, y, element);
7554 PlayLevelSoundAction(x, y, ACTION_WAITING);
7556 else if (element == EL_SP_ELECTRON)
7557 DrawLevelElementAnimationIfNeeded(x, y, element);
7558 else if (element == EL_DRAGON)
7561 int dir = MovDir[x][y];
7562 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7563 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7564 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7565 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7566 dir == MV_UP ? IMG_FLAMES_1_UP :
7567 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7568 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7570 GfxAction[x][y] = ACTION_ATTACKING;
7572 if (IS_PLAYER(x, y))
7573 DrawPlayerField(x, y);
7575 TEST_DrawLevelField(x, y);
7577 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7579 for (i = 1; i <= 3; i++)
7581 int xx = x + i * dx;
7582 int yy = y + i * dy;
7583 int sx = SCREENX(xx);
7584 int sy = SCREENY(yy);
7585 int flame_graphic = graphic + (i - 1);
7587 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7592 int flamed = MovingOrBlocked2Element(xx, yy);
7594 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7597 RemoveMovingField(xx, yy);
7599 ChangeDelay[xx][yy] = 0;
7601 Feld[xx][yy] = EL_FLAMES;
7603 if (IN_SCR_FIELD(sx, sy))
7605 TEST_DrawLevelFieldCrumbled(xx, yy);
7606 DrawGraphic(sx, sy, flame_graphic, frame);
7611 if (Feld[xx][yy] == EL_FLAMES)
7612 Feld[xx][yy] = EL_EMPTY;
7613 TEST_DrawLevelField(xx, yy);
7618 if (MovDelay[x][y]) /* element still has to wait some time */
7620 PlayLevelSoundAction(x, y, ACTION_WAITING);
7626 /* now make next step */
7628 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7630 if (DONT_COLLIDE_WITH(element) &&
7631 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7632 !PLAYER_ENEMY_PROTECTED(newx, newy))
7634 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7639 else if (CAN_MOVE_INTO_ACID(element) &&
7640 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7641 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7642 (MovDir[x][y] == MV_DOWN ||
7643 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7645 SplashAcid(newx, newy);
7646 Store[x][y] = EL_ACID;
7648 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7650 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7651 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7652 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7653 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7656 TEST_DrawLevelField(x, y);
7658 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7659 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7660 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7662 local_player->friends_still_needed--;
7663 if (!local_player->friends_still_needed &&
7664 !local_player->GameOver && AllPlayersGone)
7665 PlayerWins(local_player);
7669 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7671 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7672 TEST_DrawLevelField(newx, newy);
7674 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7676 else if (!IS_FREE(newx, newy))
7678 GfxAction[x][y] = ACTION_WAITING;
7680 if (IS_PLAYER(x, y))
7681 DrawPlayerField(x, y);
7683 TEST_DrawLevelField(x, y);
7688 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7690 if (IS_FOOD_PIG(Feld[newx][newy]))
7692 if (IS_MOVING(newx, newy))
7693 RemoveMovingField(newx, newy);
7696 Feld[newx][newy] = EL_EMPTY;
7697 TEST_DrawLevelField(newx, newy);
7700 PlayLevelSound(x, y, SND_PIG_DIGGING);
7702 else if (!IS_FREE(newx, newy))
7704 if (IS_PLAYER(x, y))
7705 DrawPlayerField(x, y);
7707 TEST_DrawLevelField(x, y);
7712 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7714 if (Store[x][y] != EL_EMPTY)
7716 boolean can_clone = FALSE;
7719 /* check if element to clone is still there */
7720 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7722 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7730 /* cannot clone or target field not free anymore -- do not clone */
7731 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7732 Store[x][y] = EL_EMPTY;
7735 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7737 if (IS_MV_DIAGONAL(MovDir[x][y]))
7739 int diagonal_move_dir = MovDir[x][y];
7740 int stored = Store[x][y];
7741 int change_delay = 8;
7744 /* android is moving diagonally */
7746 CreateField(x, y, EL_DIAGONAL_SHRINKING);
7748 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
7749 GfxElement[x][y] = EL_EMC_ANDROID;
7750 GfxAction[x][y] = ACTION_SHRINKING;
7751 GfxDir[x][y] = diagonal_move_dir;
7752 ChangeDelay[x][y] = change_delay;
7754 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
7757 DrawLevelGraphicAnimation(x, y, graphic);
7758 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
7760 if (Feld[newx][newy] == EL_ACID)
7762 SplashAcid(newx, newy);
7767 CreateField(newx, newy, EL_DIAGONAL_GROWING);
7769 Store[newx][newy] = EL_EMC_ANDROID;
7770 GfxElement[newx][newy] = EL_EMC_ANDROID;
7771 GfxAction[newx][newy] = ACTION_GROWING;
7772 GfxDir[newx][newy] = diagonal_move_dir;
7773 ChangeDelay[newx][newy] = change_delay;
7775 graphic = el_act_dir2img(GfxElement[newx][newy],
7776 GfxAction[newx][newy], GfxDir[newx][newy]);
7778 DrawLevelGraphicAnimation(newx, newy, graphic);
7779 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
7785 Feld[newx][newy] = EL_EMPTY;
7786 TEST_DrawLevelField(newx, newy);
7788 PlayLevelSoundAction(x, y, ACTION_DIGGING);
7791 else if (!IS_FREE(newx, newy))
7796 else if (IS_CUSTOM_ELEMENT(element) &&
7797 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7799 if (!DigFieldByCE(newx, newy, element))
7802 if (move_pattern & MV_MAZE_RUNNER_STYLE)
7804 RunnerVisit[x][y] = FrameCounter;
7805 PlayerVisit[x][y] /= 8; /* expire player visit path */
7808 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
7810 if (!IS_FREE(newx, newy))
7812 if (IS_PLAYER(x, y))
7813 DrawPlayerField(x, y);
7815 TEST_DrawLevelField(x, y);
7821 boolean wanna_flame = !RND(10);
7822 int dx = newx - x, dy = newy - y;
7823 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
7824 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
7825 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
7826 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
7827 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
7828 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
7831 IS_CLASSIC_ENEMY(element1) ||
7832 IS_CLASSIC_ENEMY(element2)) &&
7833 element1 != EL_DRAGON && element2 != EL_DRAGON &&
7834 element1 != EL_FLAMES && element2 != EL_FLAMES)
7836 ResetGfxAnimation(x, y);
7837 GfxAction[x][y] = ACTION_ATTACKING;
7839 if (IS_PLAYER(x, y))
7840 DrawPlayerField(x, y);
7842 TEST_DrawLevelField(x, y);
7844 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
7846 MovDelay[x][y] = 50;
7848 Feld[newx][newy] = EL_FLAMES;
7849 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
7850 Feld[newx1][newy1] = EL_FLAMES;
7851 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
7852 Feld[newx2][newy2] = EL_FLAMES;
7858 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7859 Feld[newx][newy] == EL_DIAMOND)
7861 if (IS_MOVING(newx, newy))
7862 RemoveMovingField(newx, newy);
7865 Feld[newx][newy] = EL_EMPTY;
7866 TEST_DrawLevelField(newx, newy);
7869 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
7871 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7872 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
7874 if (AmoebaNr[newx][newy])
7876 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7877 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7878 Feld[newx][newy] == EL_BD_AMOEBA)
7879 AmoebaCnt[AmoebaNr[newx][newy]]--;
7882 if (IS_MOVING(newx, newy))
7884 RemoveMovingField(newx, newy);
7888 Feld[newx][newy] = EL_EMPTY;
7889 TEST_DrawLevelField(newx, newy);
7892 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
7894 else if ((element == EL_PACMAN || element == EL_MOLE)
7895 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
7897 if (AmoebaNr[newx][newy])
7899 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7900 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7901 Feld[newx][newy] == EL_BD_AMOEBA)
7902 AmoebaCnt[AmoebaNr[newx][newy]]--;
7905 if (element == EL_MOLE)
7907 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
7908 PlayLevelSound(x, y, SND_MOLE_DIGGING);
7910 ResetGfxAnimation(x, y);
7911 GfxAction[x][y] = ACTION_DIGGING;
7912 TEST_DrawLevelField(x, y);
7914 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
7916 return; /* wait for shrinking amoeba */
7918 else /* element == EL_PACMAN */
7920 Feld[newx][newy] = EL_EMPTY;
7921 TEST_DrawLevelField(newx, newy);
7922 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
7925 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
7926 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
7927 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
7929 /* wait for shrinking amoeba to completely disappear */
7932 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
7934 /* object was running against a wall */
7938 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
7939 DrawLevelElementAnimation(x, y, element);
7941 if (DONT_TOUCH(element))
7942 TestIfBadThingTouchesPlayer(x, y);
7947 InitMovingField(x, y, MovDir[x][y]);
7949 PlayLevelSoundAction(x, y, ACTION_MOVING);
7953 ContinueMoving(x, y);
7956 void ContinueMoving(int x, int y)
7958 int element = Feld[x][y];
7959 struct ElementInfo *ei = &element_info[element];
7960 int direction = MovDir[x][y];
7961 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
7962 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
7963 int newx = x + dx, newy = y + dy;
7964 int stored = Store[x][y];
7965 int stored_new = Store[newx][newy];
7966 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
7967 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
7968 boolean last_line = (newy == lev_fieldy - 1);
7970 MovPos[x][y] += getElementMoveStepsize(x, y);
7972 if (pushed_by_player) /* special case: moving object pushed by player */
7973 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
7975 if (ABS(MovPos[x][y]) < TILEX)
7977 TEST_DrawLevelField(x, y);
7979 return; /* element is still moving */
7982 /* element reached destination field */
7984 Feld[x][y] = EL_EMPTY;
7985 Feld[newx][newy] = element;
7986 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
7988 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
7990 element = Feld[newx][newy] = EL_ACID;
7992 else if (element == EL_MOLE)
7994 Feld[x][y] = EL_SAND;
7996 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
7998 else if (element == EL_QUICKSAND_FILLING)
8000 element = Feld[newx][newy] = get_next_element(element);
8001 Store[newx][newy] = Store[x][y];
8003 else if (element == EL_QUICKSAND_EMPTYING)
8005 Feld[x][y] = get_next_element(element);
8006 element = Feld[newx][newy] = Store[x][y];
8008 else if (element == EL_QUICKSAND_FAST_FILLING)
8010 element = Feld[newx][newy] = get_next_element(element);
8011 Store[newx][newy] = Store[x][y];
8013 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8015 Feld[x][y] = get_next_element(element);
8016 element = Feld[newx][newy] = Store[x][y];
8018 else if (element == EL_MAGIC_WALL_FILLING)
8020 element = Feld[newx][newy] = get_next_element(element);
8021 if (!game.magic_wall_active)
8022 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8023 Store[newx][newy] = Store[x][y];
8025 else if (element == EL_MAGIC_WALL_EMPTYING)
8027 Feld[x][y] = get_next_element(element);
8028 if (!game.magic_wall_active)
8029 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8030 element = Feld[newx][newy] = Store[x][y];
8032 InitField(newx, newy, FALSE);
8034 else if (element == EL_BD_MAGIC_WALL_FILLING)
8036 element = Feld[newx][newy] = get_next_element(element);
8037 if (!game.magic_wall_active)
8038 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8039 Store[newx][newy] = Store[x][y];
8041 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8043 Feld[x][y] = get_next_element(element);
8044 if (!game.magic_wall_active)
8045 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8046 element = Feld[newx][newy] = Store[x][y];
8048 InitField(newx, newy, FALSE);
8050 else if (element == EL_DC_MAGIC_WALL_FILLING)
8052 element = Feld[newx][newy] = get_next_element(element);
8053 if (!game.magic_wall_active)
8054 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8055 Store[newx][newy] = Store[x][y];
8057 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8059 Feld[x][y] = get_next_element(element);
8060 if (!game.magic_wall_active)
8061 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8062 element = Feld[newx][newy] = Store[x][y];
8064 InitField(newx, newy, FALSE);
8066 else if (element == EL_AMOEBA_DROPPING)
8068 Feld[x][y] = get_next_element(element);
8069 element = Feld[newx][newy] = Store[x][y];
8071 else if (element == EL_SOKOBAN_OBJECT)
8074 Feld[x][y] = Back[x][y];
8076 if (Back[newx][newy])
8077 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8079 Back[x][y] = Back[newx][newy] = 0;
8082 Store[x][y] = EL_EMPTY;
8087 MovDelay[newx][newy] = 0;
8089 if (CAN_CHANGE_OR_HAS_ACTION(element))
8091 /* copy element change control values to new field */
8092 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8093 ChangePage[newx][newy] = ChangePage[x][y];
8094 ChangeCount[newx][newy] = ChangeCount[x][y];
8095 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8098 CustomValue[newx][newy] = CustomValue[x][y];
8100 ChangeDelay[x][y] = 0;
8101 ChangePage[x][y] = -1;
8102 ChangeCount[x][y] = 0;
8103 ChangeEvent[x][y] = -1;
8105 CustomValue[x][y] = 0;
8107 /* copy animation control values to new field */
8108 GfxFrame[newx][newy] = GfxFrame[x][y];
8109 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8110 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8111 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8113 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8115 /* some elements can leave other elements behind after moving */
8116 if (ei->move_leave_element != EL_EMPTY &&
8117 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8118 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8120 int move_leave_element = ei->move_leave_element;
8122 /* this makes it possible to leave the removed element again */
8123 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8124 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8126 Feld[x][y] = move_leave_element;
8128 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8129 MovDir[x][y] = direction;
8131 InitField(x, y, FALSE);
8133 if (GFX_CRUMBLED(Feld[x][y]))
8134 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8136 if (ELEM_IS_PLAYER(move_leave_element))
8137 RelocatePlayer(x, y, move_leave_element);
8140 /* do this after checking for left-behind element */
8141 ResetGfxAnimation(x, y); /* reset animation values for old field */
8143 if (!CAN_MOVE(element) ||
8144 (CAN_FALL(element) && direction == MV_DOWN &&
8145 (element == EL_SPRING ||
8146 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8147 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8148 GfxDir[x][y] = MovDir[newx][newy] = 0;
8150 TEST_DrawLevelField(x, y);
8151 TEST_DrawLevelField(newx, newy);
8153 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8155 /* prevent pushed element from moving on in pushed direction */
8156 if (pushed_by_player && CAN_MOVE(element) &&
8157 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8158 !(element_info[element].move_pattern & direction))
8159 TurnRound(newx, newy);
8161 /* prevent elements on conveyor belt from moving on in last direction */
8162 if (pushed_by_conveyor && CAN_FALL(element) &&
8163 direction & MV_HORIZONTAL)
8164 MovDir[newx][newy] = 0;
8166 if (!pushed_by_player)
8168 int nextx = newx + dx, nexty = newy + dy;
8169 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8171 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8173 if (CAN_FALL(element) && direction == MV_DOWN)
8174 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8176 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8177 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8179 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8180 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8183 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8185 TestIfBadThingTouchesPlayer(newx, newy);
8186 TestIfBadThingTouchesFriend(newx, newy);
8188 if (!IS_CUSTOM_ELEMENT(element))
8189 TestIfBadThingTouchesOtherBadThing(newx, newy);
8191 else if (element == EL_PENGUIN)
8192 TestIfFriendTouchesBadThing(newx, newy);
8194 if (DONT_GET_HIT_BY(element))
8196 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8199 /* give the player one last chance (one more frame) to move away */
8200 if (CAN_FALL(element) && direction == MV_DOWN &&
8201 (last_line || (!IS_FREE(x, newy + 1) &&
8202 (!IS_PLAYER(x, newy + 1) ||
8203 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8206 if (pushed_by_player && !game.use_change_when_pushing_bug)
8208 int push_side = MV_DIR_OPPOSITE(direction);
8209 struct PlayerInfo *player = PLAYERINFO(x, y);
8211 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8212 player->index_bit, push_side);
8213 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8214 player->index_bit, push_side);
8217 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8218 MovDelay[newx][newy] = 1;
8220 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8222 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8223 TestIfElementHitsCustomElement(newx, newy, direction);
8224 TestIfPlayerTouchesCustomElement(newx, newy);
8225 TestIfElementTouchesCustomElement(newx, newy);
8227 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8228 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8229 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8230 MV_DIR_OPPOSITE(direction));
8233 int AmoebeNachbarNr(int ax, int ay)
8236 int element = Feld[ax][ay];
8238 static int xy[4][2] =
8246 for (i = 0; i < NUM_DIRECTIONS; i++)
8248 int x = ax + xy[i][0];
8249 int y = ay + xy[i][1];
8251 if (!IN_LEV_FIELD(x, y))
8254 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8255 group_nr = AmoebaNr[x][y];
8261 void AmoebenVereinigen(int ax, int ay)
8263 int i, x, y, xx, yy;
8264 int new_group_nr = AmoebaNr[ax][ay];
8265 static int xy[4][2] =
8273 if (new_group_nr == 0)
8276 for (i = 0; i < NUM_DIRECTIONS; i++)
8281 if (!IN_LEV_FIELD(x, y))
8284 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8285 Feld[x][y] == EL_BD_AMOEBA ||
8286 Feld[x][y] == EL_AMOEBA_DEAD) &&
8287 AmoebaNr[x][y] != new_group_nr)
8289 int old_group_nr = AmoebaNr[x][y];
8291 if (old_group_nr == 0)
8294 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8295 AmoebaCnt[old_group_nr] = 0;
8296 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8297 AmoebaCnt2[old_group_nr] = 0;
8299 SCAN_PLAYFIELD(xx, yy)
8301 if (AmoebaNr[xx][yy] == old_group_nr)
8302 AmoebaNr[xx][yy] = new_group_nr;
8308 void AmoebeUmwandeln(int ax, int ay)
8312 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8314 int group_nr = AmoebaNr[ax][ay];
8319 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8320 printf("AmoebeUmwandeln(): This should never happen!\n");
8325 SCAN_PLAYFIELD(x, y)
8327 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8330 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8334 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8335 SND_AMOEBA_TURNING_TO_GEM :
8336 SND_AMOEBA_TURNING_TO_ROCK));
8341 static int xy[4][2] =
8349 for (i = 0; i < NUM_DIRECTIONS; i++)
8354 if (!IN_LEV_FIELD(x, y))
8357 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8359 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8360 SND_AMOEBA_TURNING_TO_GEM :
8361 SND_AMOEBA_TURNING_TO_ROCK));
8368 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8371 int group_nr = AmoebaNr[ax][ay];
8372 boolean done = FALSE;
8377 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8378 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8383 SCAN_PLAYFIELD(x, y)
8385 if (AmoebaNr[x][y] == group_nr &&
8386 (Feld[x][y] == EL_AMOEBA_DEAD ||
8387 Feld[x][y] == EL_BD_AMOEBA ||
8388 Feld[x][y] == EL_AMOEBA_GROWING))
8391 Feld[x][y] = new_element;
8392 InitField(x, y, FALSE);
8393 TEST_DrawLevelField(x, y);
8399 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8400 SND_BD_AMOEBA_TURNING_TO_ROCK :
8401 SND_BD_AMOEBA_TURNING_TO_GEM));
8404 void AmoebeWaechst(int x, int y)
8406 static unsigned int sound_delay = 0;
8407 static unsigned int sound_delay_value = 0;
8409 if (!MovDelay[x][y]) /* start new growing cycle */
8413 if (DelayReached(&sound_delay, sound_delay_value))
8415 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8416 sound_delay_value = 30;
8420 if (MovDelay[x][y]) /* wait some time before growing bigger */
8423 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8425 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8426 6 - MovDelay[x][y]);
8428 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8431 if (!MovDelay[x][y])
8433 Feld[x][y] = Store[x][y];
8435 TEST_DrawLevelField(x, y);
8440 void AmoebaDisappearing(int x, int y)
8442 static unsigned int sound_delay = 0;
8443 static unsigned int sound_delay_value = 0;
8445 if (!MovDelay[x][y]) /* start new shrinking cycle */
8449 if (DelayReached(&sound_delay, sound_delay_value))
8450 sound_delay_value = 30;
8453 if (MovDelay[x][y]) /* wait some time before shrinking */
8456 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8458 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8459 6 - MovDelay[x][y]);
8461 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8464 if (!MovDelay[x][y])
8466 Feld[x][y] = EL_EMPTY;
8467 TEST_DrawLevelField(x, y);
8469 /* don't let mole enter this field in this cycle;
8470 (give priority to objects falling to this field from above) */
8476 void AmoebeAbleger(int ax, int ay)
8479 int element = Feld[ax][ay];
8480 int graphic = el2img(element);
8481 int newax = ax, neway = ay;
8482 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8483 static int xy[4][2] =
8491 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8493 Feld[ax][ay] = EL_AMOEBA_DEAD;
8494 TEST_DrawLevelField(ax, ay);
8498 if (IS_ANIMATED(graphic))
8499 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8501 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8502 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8504 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8507 if (MovDelay[ax][ay])
8511 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8514 int x = ax + xy[start][0];
8515 int y = ay + xy[start][1];
8517 if (!IN_LEV_FIELD(x, y))
8520 if (IS_FREE(x, y) ||
8521 CAN_GROW_INTO(Feld[x][y]) ||
8522 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8523 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8529 if (newax == ax && neway == ay)
8532 else /* normal or "filled" (BD style) amoeba */
8535 boolean waiting_for_player = FALSE;
8537 for (i = 0; i < NUM_DIRECTIONS; i++)
8539 int j = (start + i) % 4;
8540 int x = ax + xy[j][0];
8541 int y = ay + xy[j][1];
8543 if (!IN_LEV_FIELD(x, y))
8546 if (IS_FREE(x, y) ||
8547 CAN_GROW_INTO(Feld[x][y]) ||
8548 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8549 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8555 else if (IS_PLAYER(x, y))
8556 waiting_for_player = TRUE;
8559 if (newax == ax && neway == ay) /* amoeba cannot grow */
8561 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8563 Feld[ax][ay] = EL_AMOEBA_DEAD;
8564 TEST_DrawLevelField(ax, ay);
8565 AmoebaCnt[AmoebaNr[ax][ay]]--;
8567 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8569 if (element == EL_AMOEBA_FULL)
8570 AmoebeUmwandeln(ax, ay);
8571 else if (element == EL_BD_AMOEBA)
8572 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8577 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8579 /* amoeba gets larger by growing in some direction */
8581 int new_group_nr = AmoebaNr[ax][ay];
8584 if (new_group_nr == 0)
8586 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8587 printf("AmoebeAbleger(): This should never happen!\n");
8592 AmoebaNr[newax][neway] = new_group_nr;
8593 AmoebaCnt[new_group_nr]++;
8594 AmoebaCnt2[new_group_nr]++;
8596 /* if amoeba touches other amoeba(s) after growing, unify them */
8597 AmoebenVereinigen(newax, neway);
8599 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8601 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8607 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8608 (neway == lev_fieldy - 1 && newax != ax))
8610 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8611 Store[newax][neway] = element;
8613 else if (neway == ay || element == EL_EMC_DRIPPER)
8615 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8617 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8621 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8622 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8623 Store[ax][ay] = EL_AMOEBA_DROP;
8624 ContinueMoving(ax, ay);
8628 TEST_DrawLevelField(newax, neway);
8631 void Life(int ax, int ay)
8635 int element = Feld[ax][ay];
8636 int graphic = el2img(element);
8637 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8639 boolean changed = FALSE;
8641 if (IS_ANIMATED(graphic))
8642 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8647 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8648 MovDelay[ax][ay] = life_time;
8650 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8653 if (MovDelay[ax][ay])
8657 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8659 int xx = ax+x1, yy = ay+y1;
8662 if (!IN_LEV_FIELD(xx, yy))
8665 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8667 int x = xx+x2, y = yy+y2;
8669 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8672 if (((Feld[x][y] == element ||
8673 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8675 (IS_FREE(x, y) && Stop[x][y]))
8679 if (xx == ax && yy == ay) /* field in the middle */
8681 if (nachbarn < life_parameter[0] ||
8682 nachbarn > life_parameter[1])
8684 Feld[xx][yy] = EL_EMPTY;
8686 TEST_DrawLevelField(xx, yy);
8687 Stop[xx][yy] = TRUE;
8691 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8692 { /* free border field */
8693 if (nachbarn >= life_parameter[2] &&
8694 nachbarn <= life_parameter[3])
8696 Feld[xx][yy] = element;
8697 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8699 TEST_DrawLevelField(xx, yy);
8700 Stop[xx][yy] = TRUE;
8707 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8708 SND_GAME_OF_LIFE_GROWING);
8711 static void InitRobotWheel(int x, int y)
8713 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8716 static void RunRobotWheel(int x, int y)
8718 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8721 static void StopRobotWheel(int x, int y)
8723 if (ZX == x && ZY == y)
8727 game.robot_wheel_active = FALSE;
8731 static void InitTimegateWheel(int x, int y)
8733 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8736 static void RunTimegateWheel(int x, int y)
8738 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
8741 static void InitMagicBallDelay(int x, int y)
8743 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
8746 static void ActivateMagicBall(int bx, int by)
8750 if (level.ball_random)
8752 int pos_border = RND(8); /* select one of the eight border elements */
8753 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
8754 int xx = pos_content % 3;
8755 int yy = pos_content / 3;
8760 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8761 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8765 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
8767 int xx = x - bx + 1;
8768 int yy = y - by + 1;
8770 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8771 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8775 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
8778 void CheckExit(int x, int y)
8780 if (local_player->gems_still_needed > 0 ||
8781 local_player->sokobanfields_still_needed > 0 ||
8782 local_player->lights_still_needed > 0)
8784 int element = Feld[x][y];
8785 int graphic = el2img(element);
8787 if (IS_ANIMATED(graphic))
8788 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8793 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8796 Feld[x][y] = EL_EXIT_OPENING;
8798 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
8801 void CheckExitEM(int x, int y)
8803 if (local_player->gems_still_needed > 0 ||
8804 local_player->sokobanfields_still_needed > 0 ||
8805 local_player->lights_still_needed > 0)
8807 int element = Feld[x][y];
8808 int graphic = el2img(element);
8810 if (IS_ANIMATED(graphic))
8811 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8816 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8819 Feld[x][y] = EL_EM_EXIT_OPENING;
8821 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
8824 void CheckExitSteel(int x, int y)
8826 if (local_player->gems_still_needed > 0 ||
8827 local_player->sokobanfields_still_needed > 0 ||
8828 local_player->lights_still_needed > 0)
8830 int element = Feld[x][y];
8831 int graphic = el2img(element);
8833 if (IS_ANIMATED(graphic))
8834 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8839 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8842 Feld[x][y] = EL_STEEL_EXIT_OPENING;
8844 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
8847 void CheckExitSteelEM(int x, int y)
8849 if (local_player->gems_still_needed > 0 ||
8850 local_player->sokobanfields_still_needed > 0 ||
8851 local_player->lights_still_needed > 0)
8853 int element = Feld[x][y];
8854 int graphic = el2img(element);
8856 if (IS_ANIMATED(graphic))
8857 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8862 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8865 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
8867 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
8870 void CheckExitSP(int x, int y)
8872 if (local_player->gems_still_needed > 0)
8874 int element = Feld[x][y];
8875 int graphic = el2img(element);
8877 if (IS_ANIMATED(graphic))
8878 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8883 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8886 Feld[x][y] = EL_SP_EXIT_OPENING;
8888 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
8891 static void CloseAllOpenTimegates()
8895 SCAN_PLAYFIELD(x, y)
8897 int element = Feld[x][y];
8899 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
8901 Feld[x][y] = EL_TIMEGATE_CLOSING;
8903 PlayLevelSoundAction(x, y, ACTION_CLOSING);
8908 void DrawTwinkleOnField(int x, int y)
8910 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
8913 if (Feld[x][y] == EL_BD_DIAMOND)
8916 if (MovDelay[x][y] == 0) /* next animation frame */
8917 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
8919 if (MovDelay[x][y] != 0) /* wait some time before next frame */
8923 DrawLevelElementAnimation(x, y, Feld[x][y]);
8925 if (MovDelay[x][y] != 0)
8927 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
8928 10 - MovDelay[x][y]);
8930 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
8935 void MauerWaechst(int x, int y)
8939 if (!MovDelay[x][y]) /* next animation frame */
8940 MovDelay[x][y] = 3 * delay;
8942 if (MovDelay[x][y]) /* wait some time before next frame */
8946 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8948 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
8949 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
8951 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
8954 if (!MovDelay[x][y])
8956 if (MovDir[x][y] == MV_LEFT)
8958 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
8959 TEST_DrawLevelField(x - 1, y);
8961 else if (MovDir[x][y] == MV_RIGHT)
8963 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
8964 TEST_DrawLevelField(x + 1, y);
8966 else if (MovDir[x][y] == MV_UP)
8968 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
8969 TEST_DrawLevelField(x, y - 1);
8973 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
8974 TEST_DrawLevelField(x, y + 1);
8977 Feld[x][y] = Store[x][y];
8979 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8980 TEST_DrawLevelField(x, y);
8985 void MauerAbleger(int ax, int ay)
8987 int element = Feld[ax][ay];
8988 int graphic = el2img(element);
8989 boolean oben_frei = FALSE, unten_frei = FALSE;
8990 boolean links_frei = FALSE, rechts_frei = FALSE;
8991 boolean oben_massiv = FALSE, unten_massiv = FALSE;
8992 boolean links_massiv = FALSE, rechts_massiv = FALSE;
8993 boolean new_wall = FALSE;
8995 if (IS_ANIMATED(graphic))
8996 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8998 if (!MovDelay[ax][ay]) /* start building new wall */
8999 MovDelay[ax][ay] = 6;
9001 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9004 if (MovDelay[ax][ay])
9008 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9010 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9012 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9014 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9017 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9018 element == EL_EXPANDABLE_WALL_ANY)
9022 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9023 Store[ax][ay-1] = element;
9024 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9025 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9026 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9027 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9032 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9033 Store[ax][ay+1] = element;
9034 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9035 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9036 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9037 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9042 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9043 element == EL_EXPANDABLE_WALL_ANY ||
9044 element == EL_EXPANDABLE_WALL ||
9045 element == EL_BD_EXPANDABLE_WALL)
9049 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9050 Store[ax-1][ay] = element;
9051 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9052 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9053 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9054 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9060 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9061 Store[ax+1][ay] = element;
9062 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9063 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9064 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9065 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9070 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9071 TEST_DrawLevelField(ax, ay);
9073 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9075 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9076 unten_massiv = TRUE;
9077 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9078 links_massiv = TRUE;
9079 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9080 rechts_massiv = TRUE;
9082 if (((oben_massiv && unten_massiv) ||
9083 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9084 element == EL_EXPANDABLE_WALL) &&
9085 ((links_massiv && rechts_massiv) ||
9086 element == EL_EXPANDABLE_WALL_VERTICAL))
9087 Feld[ax][ay] = EL_WALL;
9090 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9093 void MauerAblegerStahl(int ax, int ay)
9095 int element = Feld[ax][ay];
9096 int graphic = el2img(element);
9097 boolean oben_frei = FALSE, unten_frei = FALSE;
9098 boolean links_frei = FALSE, rechts_frei = FALSE;
9099 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9100 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9101 boolean new_wall = FALSE;
9103 if (IS_ANIMATED(graphic))
9104 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9106 if (!MovDelay[ax][ay]) /* start building new wall */
9107 MovDelay[ax][ay] = 6;
9109 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9112 if (MovDelay[ax][ay])
9116 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9118 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9120 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9122 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9125 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9126 element == EL_EXPANDABLE_STEELWALL_ANY)
9130 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9131 Store[ax][ay-1] = element;
9132 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9133 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9134 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9135 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9140 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9141 Store[ax][ay+1] = element;
9142 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9143 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9144 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9145 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9150 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9151 element == EL_EXPANDABLE_STEELWALL_ANY)
9155 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9156 Store[ax-1][ay] = element;
9157 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9158 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9159 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9160 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9166 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9167 Store[ax+1][ay] = element;
9168 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9169 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9170 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9171 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9176 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9178 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9179 unten_massiv = TRUE;
9180 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9181 links_massiv = TRUE;
9182 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9183 rechts_massiv = TRUE;
9185 if (((oben_massiv && unten_massiv) ||
9186 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9187 ((links_massiv && rechts_massiv) ||
9188 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9189 Feld[ax][ay] = EL_STEELWALL;
9192 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9195 void CheckForDragon(int x, int y)
9198 boolean dragon_found = FALSE;
9199 static int xy[4][2] =
9207 for (i = 0; i < NUM_DIRECTIONS; i++)
9209 for (j = 0; j < 4; j++)
9211 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9213 if (IN_LEV_FIELD(xx, yy) &&
9214 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9216 if (Feld[xx][yy] == EL_DRAGON)
9217 dragon_found = TRUE;
9226 for (i = 0; i < NUM_DIRECTIONS; i++)
9228 for (j = 0; j < 3; j++)
9230 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9232 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9234 Feld[xx][yy] = EL_EMPTY;
9235 TEST_DrawLevelField(xx, yy);
9244 static void InitBuggyBase(int x, int y)
9246 int element = Feld[x][y];
9247 int activating_delay = FRAMES_PER_SECOND / 4;
9250 (element == EL_SP_BUGGY_BASE ?
9251 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9252 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9254 element == EL_SP_BUGGY_BASE_ACTIVE ?
9255 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9258 static void WarnBuggyBase(int x, int y)
9261 static int xy[4][2] =
9269 for (i = 0; i < NUM_DIRECTIONS; i++)
9271 int xx = x + xy[i][0];
9272 int yy = y + xy[i][1];
9274 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9276 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9283 static void InitTrap(int x, int y)
9285 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9288 static void ActivateTrap(int x, int y)
9290 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9293 static void ChangeActiveTrap(int x, int y)
9295 int graphic = IMG_TRAP_ACTIVE;
9297 /* if new animation frame was drawn, correct crumbled sand border */
9298 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9299 TEST_DrawLevelFieldCrumbled(x, y);
9302 static int getSpecialActionElement(int element, int number, int base_element)
9304 return (element != EL_EMPTY ? element :
9305 number != -1 ? base_element + number - 1 :
9309 static int getModifiedActionNumber(int value_old, int operator, int operand,
9310 int value_min, int value_max)
9312 int value_new = (operator == CA_MODE_SET ? operand :
9313 operator == CA_MODE_ADD ? value_old + operand :
9314 operator == CA_MODE_SUBTRACT ? value_old - operand :
9315 operator == CA_MODE_MULTIPLY ? value_old * operand :
9316 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9317 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9320 return (value_new < value_min ? value_min :
9321 value_new > value_max ? value_max :
9325 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9327 struct ElementInfo *ei = &element_info[element];
9328 struct ElementChangeInfo *change = &ei->change_page[page];
9329 int target_element = change->target_element;
9330 int action_type = change->action_type;
9331 int action_mode = change->action_mode;
9332 int action_arg = change->action_arg;
9333 int action_element = change->action_element;
9336 if (!change->has_action)
9339 /* ---------- determine action paramater values -------------------------- */
9341 int level_time_value =
9342 (level.time > 0 ? TimeLeft :
9345 int action_arg_element_raw =
9346 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9347 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9348 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9349 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9350 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9351 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9352 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9354 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9356 int action_arg_direction =
9357 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9358 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9359 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9360 change->actual_trigger_side :
9361 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9362 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9365 int action_arg_number_min =
9366 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9369 int action_arg_number_max =
9370 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9371 action_type == CA_SET_LEVEL_GEMS ? 999 :
9372 action_type == CA_SET_LEVEL_TIME ? 9999 :
9373 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9374 action_type == CA_SET_CE_VALUE ? 9999 :
9375 action_type == CA_SET_CE_SCORE ? 9999 :
9378 int action_arg_number_reset =
9379 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9380 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9381 action_type == CA_SET_LEVEL_TIME ? level.time :
9382 action_type == CA_SET_LEVEL_SCORE ? 0 :
9383 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9384 action_type == CA_SET_CE_SCORE ? 0 :
9387 int action_arg_number =
9388 (action_arg <= CA_ARG_MAX ? action_arg :
9389 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9390 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9391 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9392 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9393 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9394 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9395 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9396 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9397 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9398 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9399 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9400 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9401 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9402 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9403 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9404 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9405 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9406 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9407 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9408 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9409 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9412 int action_arg_number_old =
9413 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9414 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9415 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9416 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9417 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9420 int action_arg_number_new =
9421 getModifiedActionNumber(action_arg_number_old,
9422 action_mode, action_arg_number,
9423 action_arg_number_min, action_arg_number_max);
9425 int trigger_player_bits =
9426 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9427 change->actual_trigger_player_bits : change->trigger_player);
9429 int action_arg_player_bits =
9430 (action_arg >= CA_ARG_PLAYER_1 &&
9431 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9432 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9433 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9436 /* ---------- execute action -------------------------------------------- */
9438 switch (action_type)
9445 /* ---------- level actions ------------------------------------------- */
9447 case CA_RESTART_LEVEL:
9449 game.restart_level = TRUE;
9454 case CA_SHOW_ENVELOPE:
9456 int element = getSpecialActionElement(action_arg_element,
9457 action_arg_number, EL_ENVELOPE_1);
9459 if (IS_ENVELOPE(element))
9460 local_player->show_envelope = element;
9465 case CA_SET_LEVEL_TIME:
9467 if (level.time > 0) /* only modify limited time value */
9469 TimeLeft = action_arg_number_new;
9471 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9473 DisplayGameControlValues();
9475 if (!TimeLeft && setup.time_limit)
9476 for (i = 0; i < MAX_PLAYERS; i++)
9477 KillPlayer(&stored_player[i]);
9483 case CA_SET_LEVEL_SCORE:
9485 local_player->score = action_arg_number_new;
9487 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9489 DisplayGameControlValues();
9494 case CA_SET_LEVEL_GEMS:
9496 local_player->gems_still_needed = action_arg_number_new;
9498 game.snapshot.collected_item = TRUE;
9500 game_panel_controls[GAME_PANEL_GEMS].value =
9501 local_player->gems_still_needed;
9503 DisplayGameControlValues();
9508 case CA_SET_LEVEL_WIND:
9510 game.wind_direction = action_arg_direction;
9515 case CA_SET_LEVEL_RANDOM_SEED:
9517 /* ensure that setting a new random seed while playing is predictable */
9518 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9523 /* ---------- player actions ------------------------------------------ */
9525 case CA_MOVE_PLAYER:
9527 /* automatically move to the next field in specified direction */
9528 for (i = 0; i < MAX_PLAYERS; i++)
9529 if (trigger_player_bits & (1 << i))
9530 stored_player[i].programmed_action = action_arg_direction;
9535 case CA_EXIT_PLAYER:
9537 for (i = 0; i < MAX_PLAYERS; i++)
9538 if (action_arg_player_bits & (1 << i))
9539 PlayerWins(&stored_player[i]);
9544 case CA_KILL_PLAYER:
9546 for (i = 0; i < MAX_PLAYERS; i++)
9547 if (action_arg_player_bits & (1 << i))
9548 KillPlayer(&stored_player[i]);
9553 case CA_SET_PLAYER_KEYS:
9555 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9556 int element = getSpecialActionElement(action_arg_element,
9557 action_arg_number, EL_KEY_1);
9559 if (IS_KEY(element))
9561 for (i = 0; i < MAX_PLAYERS; i++)
9563 if (trigger_player_bits & (1 << i))
9565 stored_player[i].key[KEY_NR(element)] = key_state;
9567 DrawGameDoorValues();
9575 case CA_SET_PLAYER_SPEED:
9577 for (i = 0; i < MAX_PLAYERS; i++)
9579 if (trigger_player_bits & (1 << i))
9581 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9583 if (action_arg == CA_ARG_SPEED_FASTER &&
9584 stored_player[i].cannot_move)
9586 action_arg_number = STEPSIZE_VERY_SLOW;
9588 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9589 action_arg == CA_ARG_SPEED_FASTER)
9591 action_arg_number = 2;
9592 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9595 else if (action_arg == CA_ARG_NUMBER_RESET)
9597 action_arg_number = level.initial_player_stepsize[i];
9601 getModifiedActionNumber(move_stepsize,
9604 action_arg_number_min,
9605 action_arg_number_max);
9607 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9614 case CA_SET_PLAYER_SHIELD:
9616 for (i = 0; i < MAX_PLAYERS; i++)
9618 if (trigger_player_bits & (1 << i))
9620 if (action_arg == CA_ARG_SHIELD_OFF)
9622 stored_player[i].shield_normal_time_left = 0;
9623 stored_player[i].shield_deadly_time_left = 0;
9625 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9627 stored_player[i].shield_normal_time_left = 999999;
9629 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9631 stored_player[i].shield_normal_time_left = 999999;
9632 stored_player[i].shield_deadly_time_left = 999999;
9640 case CA_SET_PLAYER_GRAVITY:
9642 for (i = 0; i < MAX_PLAYERS; i++)
9644 if (trigger_player_bits & (1 << i))
9646 stored_player[i].gravity =
9647 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9648 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9649 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9650 stored_player[i].gravity);
9657 case CA_SET_PLAYER_ARTWORK:
9659 for (i = 0; i < MAX_PLAYERS; i++)
9661 if (trigger_player_bits & (1 << i))
9663 int artwork_element = action_arg_element;
9665 if (action_arg == CA_ARG_ELEMENT_RESET)
9667 (level.use_artwork_element[i] ? level.artwork_element[i] :
9668 stored_player[i].element_nr);
9670 if (stored_player[i].artwork_element != artwork_element)
9671 stored_player[i].Frame = 0;
9673 stored_player[i].artwork_element = artwork_element;
9675 SetPlayerWaiting(&stored_player[i], FALSE);
9677 /* set number of special actions for bored and sleeping animation */
9678 stored_player[i].num_special_action_bored =
9679 get_num_special_action(artwork_element,
9680 ACTION_BORING_1, ACTION_BORING_LAST);
9681 stored_player[i].num_special_action_sleeping =
9682 get_num_special_action(artwork_element,
9683 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9690 case CA_SET_PLAYER_INVENTORY:
9692 for (i = 0; i < MAX_PLAYERS; i++)
9694 struct PlayerInfo *player = &stored_player[i];
9697 if (trigger_player_bits & (1 << i))
9699 int inventory_element = action_arg_element;
9701 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9702 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9703 action_arg == CA_ARG_ELEMENT_ACTION)
9705 int element = inventory_element;
9706 int collect_count = element_info[element].collect_count_initial;
9708 if (!IS_CUSTOM_ELEMENT(element))
9711 if (collect_count == 0)
9712 player->inventory_infinite_element = element;
9714 for (k = 0; k < collect_count; k++)
9715 if (player->inventory_size < MAX_INVENTORY_SIZE)
9716 player->inventory_element[player->inventory_size++] =
9719 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9720 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9721 action_arg == CA_ARG_INVENTORY_RM_ACTION)
9723 if (player->inventory_infinite_element != EL_UNDEFINED &&
9724 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
9725 action_arg_element_raw))
9726 player->inventory_infinite_element = EL_UNDEFINED;
9728 for (k = 0, j = 0; j < player->inventory_size; j++)
9730 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
9731 action_arg_element_raw))
9732 player->inventory_element[k++] = player->inventory_element[j];
9735 player->inventory_size = k;
9737 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
9739 if (player->inventory_size > 0)
9741 for (j = 0; j < player->inventory_size - 1; j++)
9742 player->inventory_element[j] = player->inventory_element[j + 1];
9744 player->inventory_size--;
9747 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
9749 if (player->inventory_size > 0)
9750 player->inventory_size--;
9752 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
9754 player->inventory_infinite_element = EL_UNDEFINED;
9755 player->inventory_size = 0;
9757 else if (action_arg == CA_ARG_INVENTORY_RESET)
9759 player->inventory_infinite_element = EL_UNDEFINED;
9760 player->inventory_size = 0;
9762 if (level.use_initial_inventory[i])
9764 for (j = 0; j < level.initial_inventory_size[i]; j++)
9766 int element = level.initial_inventory_content[i][j];
9767 int collect_count = element_info[element].collect_count_initial;
9769 if (!IS_CUSTOM_ELEMENT(element))
9772 if (collect_count == 0)
9773 player->inventory_infinite_element = element;
9775 for (k = 0; k < collect_count; k++)
9776 if (player->inventory_size < MAX_INVENTORY_SIZE)
9777 player->inventory_element[player->inventory_size++] =
9788 /* ---------- CE actions ---------------------------------------------- */
9790 case CA_SET_CE_VALUE:
9792 int last_ce_value = CustomValue[x][y];
9794 CustomValue[x][y] = action_arg_number_new;
9796 if (CustomValue[x][y] != last_ce_value)
9798 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
9799 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
9801 if (CustomValue[x][y] == 0)
9803 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
9804 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
9811 case CA_SET_CE_SCORE:
9813 int last_ce_score = ei->collect_score;
9815 ei->collect_score = action_arg_number_new;
9817 if (ei->collect_score != last_ce_score)
9819 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
9820 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
9822 if (ei->collect_score == 0)
9826 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
9827 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
9830 This is a very special case that seems to be a mixture between
9831 CheckElementChange() and CheckTriggeredElementChange(): while
9832 the first one only affects single elements that are triggered
9833 directly, the second one affects multiple elements in the playfield
9834 that are triggered indirectly by another element. This is a third
9835 case: Changing the CE score always affects multiple identical CEs,
9836 so every affected CE must be checked, not only the single CE for
9837 which the CE score was changed in the first place (as every instance
9838 of that CE shares the same CE score, and therefore also can change)!
9840 SCAN_PLAYFIELD(xx, yy)
9842 if (Feld[xx][yy] == element)
9843 CheckElementChange(xx, yy, element, EL_UNDEFINED,
9844 CE_SCORE_GETS_ZERO);
9852 case CA_SET_CE_ARTWORK:
9854 int artwork_element = action_arg_element;
9855 boolean reset_frame = FALSE;
9858 if (action_arg == CA_ARG_ELEMENT_RESET)
9859 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
9862 if (ei->gfx_element != artwork_element)
9865 ei->gfx_element = artwork_element;
9867 SCAN_PLAYFIELD(xx, yy)
9869 if (Feld[xx][yy] == element)
9873 ResetGfxAnimation(xx, yy);
9874 ResetRandomAnimationValue(xx, yy);
9877 TEST_DrawLevelField(xx, yy);
9884 /* ---------- engine actions ------------------------------------------ */
9886 case CA_SET_ENGINE_SCAN_MODE:
9888 InitPlayfieldScanMode(action_arg);
9898 static void CreateFieldExt(int x, int y, int element, boolean is_change)
9900 int old_element = Feld[x][y];
9901 int new_element = GetElementFromGroupElement(element);
9902 int previous_move_direction = MovDir[x][y];
9903 int last_ce_value = CustomValue[x][y];
9904 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
9905 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
9906 boolean add_player_onto_element = (new_element_is_player &&
9907 new_element != EL_SOKOBAN_FIELD_PLAYER &&
9908 IS_WALKABLE(old_element));
9910 if (!add_player_onto_element)
9912 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
9913 RemoveMovingField(x, y);
9917 Feld[x][y] = new_element;
9919 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
9920 MovDir[x][y] = previous_move_direction;
9922 if (element_info[new_element].use_last_ce_value)
9923 CustomValue[x][y] = last_ce_value;
9925 InitField_WithBug1(x, y, FALSE);
9927 new_element = Feld[x][y]; /* element may have changed */
9929 ResetGfxAnimation(x, y);
9930 ResetRandomAnimationValue(x, y);
9932 TEST_DrawLevelField(x, y);
9934 if (GFX_CRUMBLED(new_element))
9935 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
9938 /* check if element under the player changes from accessible to unaccessible
9939 (needed for special case of dropping element which then changes) */
9940 /* (must be checked after creating new element for walkable group elements) */
9941 if (IS_PLAYER(x, y) && !player_explosion_protected &&
9942 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
9949 /* "ChangeCount" not set yet to allow "entered by player" change one time */
9950 if (new_element_is_player)
9951 RelocatePlayer(x, y, new_element);
9954 ChangeCount[x][y]++; /* count number of changes in the same frame */
9956 TestIfBadThingTouchesPlayer(x, y);
9957 TestIfPlayerTouchesCustomElement(x, y);
9958 TestIfElementTouchesCustomElement(x, y);
9961 static void CreateField(int x, int y, int element)
9963 CreateFieldExt(x, y, element, FALSE);
9966 static void CreateElementFromChange(int x, int y, int element)
9968 element = GET_VALID_RUNTIME_ELEMENT(element);
9970 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
9972 int old_element = Feld[x][y];
9974 /* prevent changed element from moving in same engine frame
9975 unless both old and new element can either fall or move */
9976 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
9977 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
9981 CreateFieldExt(x, y, element, TRUE);
9984 static boolean ChangeElement(int x, int y, int element, int page)
9986 struct ElementInfo *ei = &element_info[element];
9987 struct ElementChangeInfo *change = &ei->change_page[page];
9988 int ce_value = CustomValue[x][y];
9989 int ce_score = ei->collect_score;
9991 int old_element = Feld[x][y];
9993 /* always use default change event to prevent running into a loop */
9994 if (ChangeEvent[x][y] == -1)
9995 ChangeEvent[x][y] = CE_DELAY;
9997 if (ChangeEvent[x][y] == CE_DELAY)
9999 /* reset actual trigger element, trigger player and action element */
10000 change->actual_trigger_element = EL_EMPTY;
10001 change->actual_trigger_player = EL_EMPTY;
10002 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10003 change->actual_trigger_side = CH_SIDE_NONE;
10004 change->actual_trigger_ce_value = 0;
10005 change->actual_trigger_ce_score = 0;
10008 /* do not change elements more than a specified maximum number of changes */
10009 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10012 ChangeCount[x][y]++; /* count number of changes in the same frame */
10014 if (change->explode)
10021 if (change->use_target_content)
10023 boolean complete_replace = TRUE;
10024 boolean can_replace[3][3];
10027 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10030 boolean is_walkable;
10031 boolean is_diggable;
10032 boolean is_collectible;
10033 boolean is_removable;
10034 boolean is_destructible;
10035 int ex = x + xx - 1;
10036 int ey = y + yy - 1;
10037 int content_element = change->target_content.e[xx][yy];
10040 can_replace[xx][yy] = TRUE;
10042 if (ex == x && ey == y) /* do not check changing element itself */
10045 if (content_element == EL_EMPTY_SPACE)
10047 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10052 if (!IN_LEV_FIELD(ex, ey))
10054 can_replace[xx][yy] = FALSE;
10055 complete_replace = FALSE;
10062 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10063 e = MovingOrBlocked2Element(ex, ey);
10065 is_empty = (IS_FREE(ex, ey) ||
10066 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10068 is_walkable = (is_empty || IS_WALKABLE(e));
10069 is_diggable = (is_empty || IS_DIGGABLE(e));
10070 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10071 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10072 is_removable = (is_diggable || is_collectible);
10074 can_replace[xx][yy] =
10075 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10076 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10077 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10078 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10079 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10080 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10081 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10083 if (!can_replace[xx][yy])
10084 complete_replace = FALSE;
10087 if (!change->only_if_complete || complete_replace)
10089 boolean something_has_changed = FALSE;
10091 if (change->only_if_complete && change->use_random_replace &&
10092 RND(100) < change->random_percentage)
10095 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10097 int ex = x + xx - 1;
10098 int ey = y + yy - 1;
10099 int content_element;
10101 if (can_replace[xx][yy] && (!change->use_random_replace ||
10102 RND(100) < change->random_percentage))
10104 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10105 RemoveMovingField(ex, ey);
10107 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10109 content_element = change->target_content.e[xx][yy];
10110 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10111 ce_value, ce_score);
10113 CreateElementFromChange(ex, ey, target_element);
10115 something_has_changed = TRUE;
10117 /* for symmetry reasons, freeze newly created border elements */
10118 if (ex != x || ey != y)
10119 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10123 if (something_has_changed)
10125 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10126 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10132 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10133 ce_value, ce_score);
10135 if (element == EL_DIAGONAL_GROWING ||
10136 element == EL_DIAGONAL_SHRINKING)
10138 target_element = Store[x][y];
10140 Store[x][y] = EL_EMPTY;
10143 CreateElementFromChange(x, y, target_element);
10145 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10146 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10149 /* this uses direct change before indirect change */
10150 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10155 static void HandleElementChange(int x, int y, int page)
10157 int element = MovingOrBlocked2Element(x, y);
10158 struct ElementInfo *ei = &element_info[element];
10159 struct ElementChangeInfo *change = &ei->change_page[page];
10160 boolean handle_action_before_change = FALSE;
10163 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10164 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10167 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10168 x, y, element, element_info[element].token_name);
10169 printf("HandleElementChange(): This should never happen!\n");
10174 /* this can happen with classic bombs on walkable, changing elements */
10175 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10180 if (ChangeDelay[x][y] == 0) /* initialize element change */
10182 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10184 if (change->can_change)
10186 /* !!! not clear why graphic animation should be reset at all here !!! */
10187 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10188 /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */
10191 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10193 When using an animation frame delay of 1 (this only happens with
10194 "sp_zonk.moving.left/right" in the classic graphics), the default
10195 (non-moving) animation shows wrong animation frames (while the
10196 moving animation, like "sp_zonk.moving.left/right", is correct,
10197 so this graphical bug never shows up with the classic graphics).
10198 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10199 be drawn instead of the correct frames 0,1,2,3. This is caused by
10200 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10201 an element change: First when the change delay ("ChangeDelay[][]")
10202 counter has reached zero after decrementing, then a second time in
10203 the next frame (after "GfxFrame[][]" was already incremented) when
10204 "ChangeDelay[][]" is reset to the initial delay value again.
10206 This causes frame 0 to be drawn twice, while the last frame won't
10207 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10209 As some animations may already be cleverly designed around this bug
10210 (at least the "Snake Bite" snake tail animation does this), it cannot
10211 simply be fixed here without breaking such existing animations.
10212 Unfortunately, it cannot easily be detected if a graphics set was
10213 designed "before" or "after" the bug was fixed. As a workaround,
10214 a new graphics set option "game.graphics_engine_version" was added
10215 to be able to specify the game's major release version for which the
10216 graphics set was designed, which can then be used to decide if the
10217 bugfix should be used (version 4 and above) or not (version 3 or
10218 below, or if no version was specified at all, as with old sets).
10220 (The wrong/fixed animation frames can be tested with the test level set
10221 "test_gfxframe" and level "000", which contains a specially prepared
10222 custom element at level position (x/y) == (11/9) which uses the zonk
10223 animation mentioned above. Using "game.graphics_engine_version: 4"
10224 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10225 This can also be seen from the debug output for this test element.)
10228 /* when a custom element is about to change (for example by change delay),
10229 do not reset graphic animation when the custom element is moving */
10230 if (game.graphics_engine_version < 4 &&
10233 ResetGfxAnimation(x, y);
10234 ResetRandomAnimationValue(x, y);
10237 if (change->pre_change_function)
10238 change->pre_change_function(x, y);
10242 ChangeDelay[x][y]--;
10244 if (ChangeDelay[x][y] != 0) /* continue element change */
10246 if (change->can_change)
10248 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10250 if (IS_ANIMATED(graphic))
10251 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10253 if (change->change_function)
10254 change->change_function(x, y);
10257 else /* finish element change */
10259 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10261 page = ChangePage[x][y];
10262 ChangePage[x][y] = -1;
10264 change = &ei->change_page[page];
10267 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10269 ChangeDelay[x][y] = 1; /* try change after next move step */
10270 ChangePage[x][y] = page; /* remember page to use for change */
10275 /* special case: set new level random seed before changing element */
10276 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10277 handle_action_before_change = TRUE;
10279 if (change->has_action && handle_action_before_change)
10280 ExecuteCustomElementAction(x, y, element, page);
10282 if (change->can_change)
10284 if (ChangeElement(x, y, element, page))
10286 if (change->post_change_function)
10287 change->post_change_function(x, y);
10291 if (change->has_action && !handle_action_before_change)
10292 ExecuteCustomElementAction(x, y, element, page);
10296 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10297 int trigger_element,
10299 int trigger_player,
10303 boolean change_done_any = FALSE;
10304 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10307 if (!(trigger_events[trigger_element][trigger_event]))
10310 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10312 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10314 int element = EL_CUSTOM_START + i;
10315 boolean change_done = FALSE;
10318 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10319 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10322 for (p = 0; p < element_info[element].num_change_pages; p++)
10324 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10326 if (change->can_change_or_has_action &&
10327 change->has_event[trigger_event] &&
10328 change->trigger_side & trigger_side &&
10329 change->trigger_player & trigger_player &&
10330 change->trigger_page & trigger_page_bits &&
10331 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10333 change->actual_trigger_element = trigger_element;
10334 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10335 change->actual_trigger_player_bits = trigger_player;
10336 change->actual_trigger_side = trigger_side;
10337 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10338 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10340 if ((change->can_change && !change_done) || change->has_action)
10344 SCAN_PLAYFIELD(x, y)
10346 if (Feld[x][y] == element)
10348 if (change->can_change && !change_done)
10350 /* if element already changed in this frame, not only prevent
10351 another element change (checked in ChangeElement()), but
10352 also prevent additional element actions for this element */
10354 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10355 !level.use_action_after_change_bug)
10358 ChangeDelay[x][y] = 1;
10359 ChangeEvent[x][y] = trigger_event;
10361 HandleElementChange(x, y, p);
10363 else if (change->has_action)
10365 /* if element already changed in this frame, not only prevent
10366 another element change (checked in ChangeElement()), but
10367 also prevent additional element actions for this element */
10369 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10370 !level.use_action_after_change_bug)
10373 ExecuteCustomElementAction(x, y, element, p);
10374 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10379 if (change->can_change)
10381 change_done = TRUE;
10382 change_done_any = TRUE;
10389 RECURSION_LOOP_DETECTION_END();
10391 return change_done_any;
10394 static boolean CheckElementChangeExt(int x, int y,
10396 int trigger_element,
10398 int trigger_player,
10401 boolean change_done = FALSE;
10404 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10405 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10408 if (Feld[x][y] == EL_BLOCKED)
10410 Blocked2Moving(x, y, &x, &y);
10411 element = Feld[x][y];
10414 /* check if element has already changed or is about to change after moving */
10415 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10416 Feld[x][y] != element) ||
10418 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10419 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10420 ChangePage[x][y] != -1)))
10423 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10425 for (p = 0; p < element_info[element].num_change_pages; p++)
10427 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10429 /* check trigger element for all events where the element that is checked
10430 for changing interacts with a directly adjacent element -- this is
10431 different to element changes that affect other elements to change on the
10432 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10433 boolean check_trigger_element =
10434 (trigger_event == CE_TOUCHING_X ||
10435 trigger_event == CE_HITTING_X ||
10436 trigger_event == CE_HIT_BY_X ||
10437 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10439 if (change->can_change_or_has_action &&
10440 change->has_event[trigger_event] &&
10441 change->trigger_side & trigger_side &&
10442 change->trigger_player & trigger_player &&
10443 (!check_trigger_element ||
10444 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10446 change->actual_trigger_element = trigger_element;
10447 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10448 change->actual_trigger_player_bits = trigger_player;
10449 change->actual_trigger_side = trigger_side;
10450 change->actual_trigger_ce_value = CustomValue[x][y];
10451 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10453 /* special case: trigger element not at (x,y) position for some events */
10454 if (check_trigger_element)
10466 { 0, 0 }, { 0, 0 }, { 0, 0 },
10470 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10471 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10473 change->actual_trigger_ce_value = CustomValue[xx][yy];
10474 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10477 if (change->can_change && !change_done)
10479 ChangeDelay[x][y] = 1;
10480 ChangeEvent[x][y] = trigger_event;
10482 HandleElementChange(x, y, p);
10484 change_done = TRUE;
10486 else if (change->has_action)
10488 ExecuteCustomElementAction(x, y, element, p);
10489 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10494 RECURSION_LOOP_DETECTION_END();
10496 return change_done;
10499 static void PlayPlayerSound(struct PlayerInfo *player)
10501 int jx = player->jx, jy = player->jy;
10502 int sound_element = player->artwork_element;
10503 int last_action = player->last_action_waiting;
10504 int action = player->action_waiting;
10506 if (player->is_waiting)
10508 if (action != last_action)
10509 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10511 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10515 if (action != last_action)
10516 StopSound(element_info[sound_element].sound[last_action]);
10518 if (last_action == ACTION_SLEEPING)
10519 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10523 static void PlayAllPlayersSound()
10527 for (i = 0; i < MAX_PLAYERS; i++)
10528 if (stored_player[i].active)
10529 PlayPlayerSound(&stored_player[i]);
10532 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10534 boolean last_waiting = player->is_waiting;
10535 int move_dir = player->MovDir;
10537 player->dir_waiting = move_dir;
10538 player->last_action_waiting = player->action_waiting;
10542 if (!last_waiting) /* not waiting -> waiting */
10544 player->is_waiting = TRUE;
10546 player->frame_counter_bored =
10548 game.player_boring_delay_fixed +
10549 GetSimpleRandom(game.player_boring_delay_random);
10550 player->frame_counter_sleeping =
10552 game.player_sleeping_delay_fixed +
10553 GetSimpleRandom(game.player_sleeping_delay_random);
10555 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10558 if (game.player_sleeping_delay_fixed +
10559 game.player_sleeping_delay_random > 0 &&
10560 player->anim_delay_counter == 0 &&
10561 player->post_delay_counter == 0 &&
10562 FrameCounter >= player->frame_counter_sleeping)
10563 player->is_sleeping = TRUE;
10564 else if (game.player_boring_delay_fixed +
10565 game.player_boring_delay_random > 0 &&
10566 FrameCounter >= player->frame_counter_bored)
10567 player->is_bored = TRUE;
10569 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10570 player->is_bored ? ACTION_BORING :
10573 if (player->is_sleeping && player->use_murphy)
10575 /* special case for sleeping Murphy when leaning against non-free tile */
10577 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10578 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10579 !IS_MOVING(player->jx - 1, player->jy)))
10580 move_dir = MV_LEFT;
10581 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10582 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10583 !IS_MOVING(player->jx + 1, player->jy)))
10584 move_dir = MV_RIGHT;
10586 player->is_sleeping = FALSE;
10588 player->dir_waiting = move_dir;
10591 if (player->is_sleeping)
10593 if (player->num_special_action_sleeping > 0)
10595 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10597 int last_special_action = player->special_action_sleeping;
10598 int num_special_action = player->num_special_action_sleeping;
10599 int special_action =
10600 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10601 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10602 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10603 last_special_action + 1 : ACTION_SLEEPING);
10604 int special_graphic =
10605 el_act_dir2img(player->artwork_element, special_action, move_dir);
10607 player->anim_delay_counter =
10608 graphic_info[special_graphic].anim_delay_fixed +
10609 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10610 player->post_delay_counter =
10611 graphic_info[special_graphic].post_delay_fixed +
10612 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10614 player->special_action_sleeping = special_action;
10617 if (player->anim_delay_counter > 0)
10619 player->action_waiting = player->special_action_sleeping;
10620 player->anim_delay_counter--;
10622 else if (player->post_delay_counter > 0)
10624 player->post_delay_counter--;
10628 else if (player->is_bored)
10630 if (player->num_special_action_bored > 0)
10632 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10634 int special_action =
10635 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10636 int special_graphic =
10637 el_act_dir2img(player->artwork_element, special_action, move_dir);
10639 player->anim_delay_counter =
10640 graphic_info[special_graphic].anim_delay_fixed +
10641 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10642 player->post_delay_counter =
10643 graphic_info[special_graphic].post_delay_fixed +
10644 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10646 player->special_action_bored = special_action;
10649 if (player->anim_delay_counter > 0)
10651 player->action_waiting = player->special_action_bored;
10652 player->anim_delay_counter--;
10654 else if (player->post_delay_counter > 0)
10656 player->post_delay_counter--;
10661 else if (last_waiting) /* waiting -> not waiting */
10663 player->is_waiting = FALSE;
10664 player->is_bored = FALSE;
10665 player->is_sleeping = FALSE;
10667 player->frame_counter_bored = -1;
10668 player->frame_counter_sleeping = -1;
10670 player->anim_delay_counter = 0;
10671 player->post_delay_counter = 0;
10673 player->dir_waiting = player->MovDir;
10674 player->action_waiting = ACTION_DEFAULT;
10676 player->special_action_bored = ACTION_DEFAULT;
10677 player->special_action_sleeping = ACTION_DEFAULT;
10681 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10683 if ((!player->is_moving && player->was_moving) ||
10684 (player->MovPos == 0 && player->was_moving) ||
10685 (player->is_snapping && !player->was_snapping) ||
10686 (player->is_dropping && !player->was_dropping))
10688 if (!CheckSaveEngineSnapshotToList())
10691 player->was_moving = FALSE;
10692 player->was_snapping = TRUE;
10693 player->was_dropping = TRUE;
10697 if (player->is_moving)
10698 player->was_moving = TRUE;
10700 if (!player->is_snapping)
10701 player->was_snapping = FALSE;
10703 if (!player->is_dropping)
10704 player->was_dropping = FALSE;
10708 static void CheckSingleStepMode(struct PlayerInfo *player)
10710 if (tape.single_step && tape.recording && !tape.pausing)
10712 /* as it is called "single step mode", just return to pause mode when the
10713 player stopped moving after one tile (or never starts moving at all) */
10714 if (!player->is_moving && !player->is_pushing)
10716 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10717 SnapField(player, 0, 0); /* stop snapping */
10721 CheckSaveEngineSnapshot(player);
10724 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10726 int left = player_action & JOY_LEFT;
10727 int right = player_action & JOY_RIGHT;
10728 int up = player_action & JOY_UP;
10729 int down = player_action & JOY_DOWN;
10730 int button1 = player_action & JOY_BUTTON_1;
10731 int button2 = player_action & JOY_BUTTON_2;
10732 int dx = (left ? -1 : right ? 1 : 0);
10733 int dy = (up ? -1 : down ? 1 : 0);
10735 if (!player->active || tape.pausing)
10741 SnapField(player, dx, dy);
10745 DropElement(player);
10747 MovePlayer(player, dx, dy);
10750 CheckSingleStepMode(player);
10752 SetPlayerWaiting(player, FALSE);
10754 return player_action;
10758 /* no actions for this player (no input at player's configured device) */
10760 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
10761 SnapField(player, 0, 0);
10762 CheckGravityMovementWhenNotMoving(player);
10764 if (player->MovPos == 0)
10765 SetPlayerWaiting(player, TRUE);
10767 if (player->MovPos == 0) /* needed for tape.playing */
10768 player->is_moving = FALSE;
10770 player->is_dropping = FALSE;
10771 player->is_dropping_pressed = FALSE;
10772 player->drop_pressed_delay = 0;
10774 CheckSingleStepMode(player);
10780 static void CheckLevelTime()
10784 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
10785 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10787 if (level.native_em_level->lev->home == 0) /* all players at home */
10789 PlayerWins(local_player);
10791 AllPlayersGone = TRUE;
10793 level.native_em_level->lev->home = -1;
10796 if (level.native_em_level->ply[0]->alive == 0 &&
10797 level.native_em_level->ply[1]->alive == 0 &&
10798 level.native_em_level->ply[2]->alive == 0 &&
10799 level.native_em_level->ply[3]->alive == 0) /* all dead */
10800 AllPlayersGone = TRUE;
10802 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
10804 if (game_sp.LevelSolved &&
10805 !game_sp.GameOver) /* game won */
10807 PlayerWins(local_player);
10809 game_sp.GameOver = TRUE;
10811 AllPlayersGone = TRUE;
10814 if (game_sp.GameOver) /* game lost */
10815 AllPlayersGone = TRUE;
10818 if (TimeFrames >= FRAMES_PER_SECOND)
10823 for (i = 0; i < MAX_PLAYERS; i++)
10825 struct PlayerInfo *player = &stored_player[i];
10827 if (SHIELD_ON(player))
10829 player->shield_normal_time_left--;
10831 if (player->shield_deadly_time_left > 0)
10832 player->shield_deadly_time_left--;
10836 if (!local_player->LevelSolved && !level.use_step_counter)
10844 if (TimeLeft <= 10 && setup.time_limit)
10845 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
10847 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
10848 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
10850 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10852 if (!TimeLeft && setup.time_limit)
10854 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10855 level.native_em_level->lev->killed_out_of_time = TRUE;
10857 for (i = 0; i < MAX_PLAYERS; i++)
10858 KillPlayer(&stored_player[i]);
10861 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
10863 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
10866 level.native_em_level->lev->time =
10867 (game.no_time_limit ? TimePlayed : TimeLeft);
10870 if (tape.recording || tape.playing)
10871 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
10874 if (tape.recording || tape.playing)
10875 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
10877 UpdateAndDisplayGameControlValues();
10880 void AdvanceFrameAndPlayerCounters(int player_nr)
10884 /* advance frame counters (global frame counter and time frame counter) */
10888 /* advance player counters (counters for move delay, move animation etc.) */
10889 for (i = 0; i < MAX_PLAYERS; i++)
10891 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
10892 int move_delay_value = stored_player[i].move_delay_value;
10893 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
10895 if (!advance_player_counters) /* not all players may be affected */
10898 if (move_frames == 0) /* less than one move per game frame */
10900 int stepsize = TILEX / move_delay_value;
10901 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
10902 int count = (stored_player[i].is_moving ?
10903 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
10905 if (count % delay == 0)
10909 stored_player[i].Frame += move_frames;
10911 if (stored_player[i].MovPos != 0)
10912 stored_player[i].StepFrame += move_frames;
10914 if (stored_player[i].move_delay > 0)
10915 stored_player[i].move_delay--;
10917 /* due to bugs in previous versions, counter must count up, not down */
10918 if (stored_player[i].push_delay != -1)
10919 stored_player[i].push_delay++;
10921 if (stored_player[i].drop_delay > 0)
10922 stored_player[i].drop_delay--;
10924 if (stored_player[i].is_dropping_pressed)
10925 stored_player[i].drop_pressed_delay++;
10929 void StartGameActions(boolean init_network_game, boolean record_tape,
10932 unsigned int new_random_seed = InitRND(random_seed);
10935 TapeStartRecording(new_random_seed);
10937 #if defined(NETWORK_AVALIABLE)
10938 if (init_network_game)
10940 SendToServer_StartPlaying();
10949 void GameActionsExt()
10952 static unsigned int game_frame_delay = 0;
10954 unsigned int game_frame_delay_value;
10955 byte *recorded_player_action;
10956 byte summarized_player_action = 0;
10957 byte tape_action[MAX_PLAYERS];
10960 /* detect endless loops, caused by custom element programming */
10961 if (recursion_loop_detected && recursion_loop_depth == 0)
10963 char *message = getStringCat3("Internal Error! Element ",
10964 EL_NAME(recursion_loop_element),
10965 " caused endless loop! Quit the game?");
10967 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
10968 EL_NAME(recursion_loop_element));
10970 RequestQuitGameExt(FALSE, level_editor_test_game, message);
10972 recursion_loop_detected = FALSE; /* if game should be continued */
10979 if (game.restart_level)
10980 StartGameActions(options.network, setup.autorecord, level.random_seed);
10982 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
10983 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10985 if (level.native_em_level->lev->home == 0) /* all players at home */
10987 PlayerWins(local_player);
10989 AllPlayersGone = TRUE;
10991 level.native_em_level->lev->home = -1;
10994 if (level.native_em_level->ply[0]->alive == 0 &&
10995 level.native_em_level->ply[1]->alive == 0 &&
10996 level.native_em_level->ply[2]->alive == 0 &&
10997 level.native_em_level->ply[3]->alive == 0) /* all dead */
10998 AllPlayersGone = TRUE;
11000 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11002 if (game_sp.LevelSolved &&
11003 !game_sp.GameOver) /* game won */
11005 PlayerWins(local_player);
11007 game_sp.GameOver = TRUE;
11009 AllPlayersGone = TRUE;
11012 if (game_sp.GameOver) /* game lost */
11013 AllPlayersGone = TRUE;
11016 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11019 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11022 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11025 game_frame_delay_value =
11026 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11028 if (tape.playing && tape.warp_forward && !tape.pausing)
11029 game_frame_delay_value = 0;
11031 SetVideoFrameDelay(game_frame_delay_value);
11035 /* ---------- main game synchronization point ---------- */
11037 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11039 printf("::: skip == %d\n", skip);
11042 /* ---------- main game synchronization point ---------- */
11044 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11048 if (network_playing && !network_player_action_received)
11050 /* try to get network player actions in time */
11052 #if defined(NETWORK_AVALIABLE)
11053 /* last chance to get network player actions without main loop delay */
11054 HandleNetworking();
11057 /* game was quit by network peer */
11058 if (game_status != GAME_MODE_PLAYING)
11061 if (!network_player_action_received)
11062 return; /* failed to get network player actions in time */
11064 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11070 /* at this point we know that we really continue executing the game */
11072 network_player_action_received = FALSE;
11074 /* when playing tape, read previously recorded player input from tape data */
11075 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11077 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11081 if (tape.set_centered_player)
11083 game.centered_player_nr_next = tape.centered_player_nr_next;
11084 game.set_centered_player = TRUE;
11087 for (i = 0; i < MAX_PLAYERS; i++)
11089 summarized_player_action |= stored_player[i].action;
11091 if (!network_playing && (game.team_mode || tape.playing))
11092 stored_player[i].effective_action = stored_player[i].action;
11095 #if defined(NETWORK_AVALIABLE)
11096 if (network_playing)
11097 SendToServer_MovePlayer(summarized_player_action);
11100 // summarize all actions at local players mapped input device position
11101 // (this allows using different input devices in single player mode)
11102 if (!options.network && !game.team_mode)
11103 stored_player[map_player_action[local_player->index_nr]].effective_action =
11104 summarized_player_action;
11106 if (tape.recording &&
11108 setup.input_on_focus &&
11109 game.centered_player_nr != -1)
11111 for (i = 0; i < MAX_PLAYERS; i++)
11112 stored_player[i].effective_action =
11113 (i == game.centered_player_nr ? summarized_player_action : 0);
11116 if (recorded_player_action != NULL)
11117 for (i = 0; i < MAX_PLAYERS; i++)
11118 stored_player[i].effective_action = recorded_player_action[i];
11120 for (i = 0; i < MAX_PLAYERS; i++)
11122 tape_action[i] = stored_player[i].effective_action;
11124 /* (this may happen in the RND game engine if a player was not present on
11125 the playfield on level start, but appeared later from a custom element */
11126 if (setup.team_mode &&
11129 !tape.player_participates[i])
11130 tape.player_participates[i] = TRUE;
11133 /* only record actions from input devices, but not programmed actions */
11134 if (tape.recording)
11135 TapeRecordAction(tape_action);
11137 #if USE_NEW_PLAYER_ASSIGNMENTS
11138 // !!! also map player actions in single player mode !!!
11139 // if (game.team_mode)
11142 byte mapped_action[MAX_PLAYERS];
11144 #if DEBUG_PLAYER_ACTIONS
11146 for (i = 0; i < MAX_PLAYERS; i++)
11147 printf(" %d, ", stored_player[i].effective_action);
11150 for (i = 0; i < MAX_PLAYERS; i++)
11151 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11153 for (i = 0; i < MAX_PLAYERS; i++)
11154 stored_player[i].effective_action = mapped_action[i];
11156 #if DEBUG_PLAYER_ACTIONS
11158 for (i = 0; i < MAX_PLAYERS; i++)
11159 printf(" %d, ", stored_player[i].effective_action);
11163 #if DEBUG_PLAYER_ACTIONS
11167 for (i = 0; i < MAX_PLAYERS; i++)
11168 printf(" %d, ", stored_player[i].effective_action);
11174 for (i = 0; i < MAX_PLAYERS; i++)
11176 // allow engine snapshot in case of changed movement attempt
11177 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11178 (stored_player[i].effective_action & KEY_MOTION))
11179 game.snapshot.changed_action = TRUE;
11181 // allow engine snapshot in case of snapping/dropping attempt
11182 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11183 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11184 game.snapshot.changed_action = TRUE;
11186 game.snapshot.last_action[i] = stored_player[i].effective_action;
11189 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11191 GameActions_EM_Main();
11193 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11195 GameActions_SP_Main();
11199 GameActions_RND_Main();
11202 BlitScreenToBitmap(backbuffer);
11206 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11208 if (options.debug) /* calculate frames per second */
11210 static unsigned int fps_counter = 0;
11211 static int fps_frames = 0;
11212 unsigned int fps_delay_ms = Counter() - fps_counter;
11216 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
11218 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11221 fps_counter = Counter();
11224 redraw_mask |= REDRAW_FPS;
11228 static void GameActions_CheckSaveEngineSnapshot()
11230 if (!game.snapshot.save_snapshot)
11233 // clear flag for saving snapshot _before_ saving snapshot
11234 game.snapshot.save_snapshot = FALSE;
11236 SaveEngineSnapshotToList();
11243 GameActions_CheckSaveEngineSnapshot();
11246 void GameActions_EM_Main()
11248 byte effective_action[MAX_PLAYERS];
11249 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11252 for (i = 0; i < MAX_PLAYERS; i++)
11253 effective_action[i] = stored_player[i].effective_action;
11255 GameActions_EM(effective_action, warp_mode);
11258 void GameActions_SP_Main()
11260 byte effective_action[MAX_PLAYERS];
11261 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11264 for (i = 0; i < MAX_PLAYERS; i++)
11265 effective_action[i] = stored_player[i].effective_action;
11267 GameActions_SP(effective_action, warp_mode);
11270 void GameActions_RND_Main()
11275 void GameActions_RND()
11277 int magic_wall_x = 0, magic_wall_y = 0;
11278 int i, x, y, element, graphic, last_gfx_frame;
11280 InitPlayfieldScanModeVars();
11282 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11284 SCAN_PLAYFIELD(x, y)
11286 ChangeCount[x][y] = 0;
11287 ChangeEvent[x][y] = -1;
11291 if (game.set_centered_player)
11293 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11295 /* switching to "all players" only possible if all players fit to screen */
11296 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11298 game.centered_player_nr_next = game.centered_player_nr;
11299 game.set_centered_player = FALSE;
11302 /* do not switch focus to non-existing (or non-active) player */
11303 if (game.centered_player_nr_next >= 0 &&
11304 !stored_player[game.centered_player_nr_next].active)
11306 game.centered_player_nr_next = game.centered_player_nr;
11307 game.set_centered_player = FALSE;
11311 if (game.set_centered_player &&
11312 ScreenMovPos == 0) /* screen currently aligned at tile position */
11316 if (game.centered_player_nr_next == -1)
11318 setScreenCenteredToAllPlayers(&sx, &sy);
11322 sx = stored_player[game.centered_player_nr_next].jx;
11323 sy = stored_player[game.centered_player_nr_next].jy;
11326 game.centered_player_nr = game.centered_player_nr_next;
11327 game.set_centered_player = FALSE;
11329 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11330 DrawGameDoorValues();
11333 for (i = 0; i < MAX_PLAYERS; i++)
11335 int actual_player_action = stored_player[i].effective_action;
11338 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11339 - rnd_equinox_tetrachloride 048
11340 - rnd_equinox_tetrachloride_ii 096
11341 - rnd_emanuel_schmieg 002
11342 - doctor_sloan_ww 001, 020
11344 if (stored_player[i].MovPos == 0)
11345 CheckGravityMovement(&stored_player[i]);
11348 /* overwrite programmed action with tape action */
11349 if (stored_player[i].programmed_action)
11350 actual_player_action = stored_player[i].programmed_action;
11352 PlayerActions(&stored_player[i], actual_player_action);
11354 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11357 ScrollScreen(NULL, SCROLL_GO_ON);
11359 /* for backwards compatibility, the following code emulates a fixed bug that
11360 occured when pushing elements (causing elements that just made their last
11361 pushing step to already (if possible) make their first falling step in the
11362 same game frame, which is bad); this code is also needed to use the famous
11363 "spring push bug" which is used in older levels and might be wanted to be
11364 used also in newer levels, but in this case the buggy pushing code is only
11365 affecting the "spring" element and no other elements */
11367 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11369 for (i = 0; i < MAX_PLAYERS; i++)
11371 struct PlayerInfo *player = &stored_player[i];
11372 int x = player->jx;
11373 int y = player->jy;
11375 if (player->active && player->is_pushing && player->is_moving &&
11377 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11378 Feld[x][y] == EL_SPRING))
11380 ContinueMoving(x, y);
11382 /* continue moving after pushing (this is actually a bug) */
11383 if (!IS_MOVING(x, y))
11384 Stop[x][y] = FALSE;
11389 SCAN_PLAYFIELD(x, y)
11391 ChangeCount[x][y] = 0;
11392 ChangeEvent[x][y] = -1;
11394 /* this must be handled before main playfield loop */
11395 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11398 if (MovDelay[x][y] <= 0)
11402 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11405 if (MovDelay[x][y] <= 0)
11408 TEST_DrawLevelField(x, y);
11410 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11415 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11417 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11418 printf("GameActions(): This should never happen!\n");
11420 ChangePage[x][y] = -1;
11424 Stop[x][y] = FALSE;
11425 if (WasJustMoving[x][y] > 0)
11426 WasJustMoving[x][y]--;
11427 if (WasJustFalling[x][y] > 0)
11428 WasJustFalling[x][y]--;
11429 if (CheckCollision[x][y] > 0)
11430 CheckCollision[x][y]--;
11431 if (CheckImpact[x][y] > 0)
11432 CheckImpact[x][y]--;
11436 /* reset finished pushing action (not done in ContinueMoving() to allow
11437 continuous pushing animation for elements with zero push delay) */
11438 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11440 ResetGfxAnimation(x, y);
11441 TEST_DrawLevelField(x, y);
11445 if (IS_BLOCKED(x, y))
11449 Blocked2Moving(x, y, &oldx, &oldy);
11450 if (!IS_MOVING(oldx, oldy))
11452 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11453 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11454 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11455 printf("GameActions(): This should never happen!\n");
11461 SCAN_PLAYFIELD(x, y)
11463 element = Feld[x][y];
11464 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11465 last_gfx_frame = GfxFrame[x][y];
11467 ResetGfxFrame(x, y);
11469 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
11470 DrawLevelGraphicAnimation(x, y, graphic);
11472 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11473 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11474 ResetRandomAnimationValue(x, y);
11476 SetRandomAnimationValue(x, y);
11478 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11480 if (IS_INACTIVE(element))
11482 if (IS_ANIMATED(graphic))
11483 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11488 /* this may take place after moving, so 'element' may have changed */
11489 if (IS_CHANGING(x, y) &&
11490 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11492 int page = element_info[element].event_page_nr[CE_DELAY];
11494 HandleElementChange(x, y, page);
11496 element = Feld[x][y];
11497 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11500 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11504 element = Feld[x][y];
11505 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11507 if (IS_ANIMATED(graphic) &&
11508 !IS_MOVING(x, y) &&
11510 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11512 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11513 TEST_DrawTwinkleOnField(x, y);
11515 else if (element == EL_ACID)
11518 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11520 else if ((element == EL_EXIT_OPEN ||
11521 element == EL_EM_EXIT_OPEN ||
11522 element == EL_SP_EXIT_OPEN ||
11523 element == EL_STEEL_EXIT_OPEN ||
11524 element == EL_EM_STEEL_EXIT_OPEN ||
11525 element == EL_SP_TERMINAL ||
11526 element == EL_SP_TERMINAL_ACTIVE ||
11527 element == EL_EXTRA_TIME ||
11528 element == EL_SHIELD_NORMAL ||
11529 element == EL_SHIELD_DEADLY) &&
11530 IS_ANIMATED(graphic))
11531 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11532 else if (IS_MOVING(x, y))
11533 ContinueMoving(x, y);
11534 else if (IS_ACTIVE_BOMB(element))
11535 CheckDynamite(x, y);
11536 else if (element == EL_AMOEBA_GROWING)
11537 AmoebeWaechst(x, y);
11538 else if (element == EL_AMOEBA_SHRINKING)
11539 AmoebaDisappearing(x, y);
11541 #if !USE_NEW_AMOEBA_CODE
11542 else if (IS_AMOEBALIVE(element))
11543 AmoebeAbleger(x, y);
11546 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11548 else if (element == EL_EXIT_CLOSED)
11550 else if (element == EL_EM_EXIT_CLOSED)
11552 else if (element == EL_STEEL_EXIT_CLOSED)
11553 CheckExitSteel(x, y);
11554 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11555 CheckExitSteelEM(x, y);
11556 else if (element == EL_SP_EXIT_CLOSED)
11558 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11559 element == EL_EXPANDABLE_STEELWALL_GROWING)
11560 MauerWaechst(x, y);
11561 else if (element == EL_EXPANDABLE_WALL ||
11562 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11563 element == EL_EXPANDABLE_WALL_VERTICAL ||
11564 element == EL_EXPANDABLE_WALL_ANY ||
11565 element == EL_BD_EXPANDABLE_WALL)
11566 MauerAbleger(x, y);
11567 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11568 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11569 element == EL_EXPANDABLE_STEELWALL_ANY)
11570 MauerAblegerStahl(x, y);
11571 else if (element == EL_FLAMES)
11572 CheckForDragon(x, y);
11573 else if (element == EL_EXPLOSION)
11574 ; /* drawing of correct explosion animation is handled separately */
11575 else if (element == EL_ELEMENT_SNAPPING ||
11576 element == EL_DIAGONAL_SHRINKING ||
11577 element == EL_DIAGONAL_GROWING)
11579 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11581 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11583 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11584 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11586 if (IS_BELT_ACTIVE(element))
11587 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11589 if (game.magic_wall_active)
11591 int jx = local_player->jx, jy = local_player->jy;
11593 /* play the element sound at the position nearest to the player */
11594 if ((element == EL_MAGIC_WALL_FULL ||
11595 element == EL_MAGIC_WALL_ACTIVE ||
11596 element == EL_MAGIC_WALL_EMPTYING ||
11597 element == EL_BD_MAGIC_WALL_FULL ||
11598 element == EL_BD_MAGIC_WALL_ACTIVE ||
11599 element == EL_BD_MAGIC_WALL_EMPTYING ||
11600 element == EL_DC_MAGIC_WALL_FULL ||
11601 element == EL_DC_MAGIC_WALL_ACTIVE ||
11602 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11603 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11611 #if USE_NEW_AMOEBA_CODE
11612 /* new experimental amoeba growth stuff */
11613 if (!(FrameCounter % 8))
11615 static unsigned int random = 1684108901;
11617 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11619 x = RND(lev_fieldx);
11620 y = RND(lev_fieldy);
11621 element = Feld[x][y];
11623 if (!IS_PLAYER(x,y) &&
11624 (element == EL_EMPTY ||
11625 CAN_GROW_INTO(element) ||
11626 element == EL_QUICKSAND_EMPTY ||
11627 element == EL_QUICKSAND_FAST_EMPTY ||
11628 element == EL_ACID_SPLASH_LEFT ||
11629 element == EL_ACID_SPLASH_RIGHT))
11631 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11632 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11633 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11634 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11635 Feld[x][y] = EL_AMOEBA_DROP;
11638 random = random * 129 + 1;
11643 game.explosions_delayed = FALSE;
11645 SCAN_PLAYFIELD(x, y)
11647 element = Feld[x][y];
11649 if (ExplodeField[x][y])
11650 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11651 else if (element == EL_EXPLOSION)
11652 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11654 ExplodeField[x][y] = EX_TYPE_NONE;
11657 game.explosions_delayed = TRUE;
11659 if (game.magic_wall_active)
11661 if (!(game.magic_wall_time_left % 4))
11663 int element = Feld[magic_wall_x][magic_wall_y];
11665 if (element == EL_BD_MAGIC_WALL_FULL ||
11666 element == EL_BD_MAGIC_WALL_ACTIVE ||
11667 element == EL_BD_MAGIC_WALL_EMPTYING)
11668 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
11669 else if (element == EL_DC_MAGIC_WALL_FULL ||
11670 element == EL_DC_MAGIC_WALL_ACTIVE ||
11671 element == EL_DC_MAGIC_WALL_EMPTYING)
11672 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
11674 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
11677 if (game.magic_wall_time_left > 0)
11679 game.magic_wall_time_left--;
11681 if (!game.magic_wall_time_left)
11683 SCAN_PLAYFIELD(x, y)
11685 element = Feld[x][y];
11687 if (element == EL_MAGIC_WALL_ACTIVE ||
11688 element == EL_MAGIC_WALL_FULL)
11690 Feld[x][y] = EL_MAGIC_WALL_DEAD;
11691 TEST_DrawLevelField(x, y);
11693 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
11694 element == EL_BD_MAGIC_WALL_FULL)
11696 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
11697 TEST_DrawLevelField(x, y);
11699 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
11700 element == EL_DC_MAGIC_WALL_FULL)
11702 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
11703 TEST_DrawLevelField(x, y);
11707 game.magic_wall_active = FALSE;
11712 if (game.light_time_left > 0)
11714 game.light_time_left--;
11716 if (game.light_time_left == 0)
11717 RedrawAllLightSwitchesAndInvisibleElements();
11720 if (game.timegate_time_left > 0)
11722 game.timegate_time_left--;
11724 if (game.timegate_time_left == 0)
11725 CloseAllOpenTimegates();
11728 if (game.lenses_time_left > 0)
11730 game.lenses_time_left--;
11732 if (game.lenses_time_left == 0)
11733 RedrawAllInvisibleElementsForLenses();
11736 if (game.magnify_time_left > 0)
11738 game.magnify_time_left--;
11740 if (game.magnify_time_left == 0)
11741 RedrawAllInvisibleElementsForMagnifier();
11744 for (i = 0; i < MAX_PLAYERS; i++)
11746 struct PlayerInfo *player = &stored_player[i];
11748 if (SHIELD_ON(player))
11750 if (player->shield_deadly_time_left)
11751 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
11752 else if (player->shield_normal_time_left)
11753 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
11757 #if USE_DELAYED_GFX_REDRAW
11758 SCAN_PLAYFIELD(x, y)
11760 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
11762 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
11763 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
11765 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
11766 DrawLevelField(x, y);
11768 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
11769 DrawLevelFieldCrumbled(x, y);
11771 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
11772 DrawLevelFieldCrumbledNeighbours(x, y);
11774 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
11775 DrawTwinkleOnField(x, y);
11778 GfxRedraw[x][y] = GFX_REDRAW_NONE;
11783 PlayAllPlayersSound();
11785 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
11787 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
11789 local_player->show_envelope = 0;
11792 /* use random number generator in every frame to make it less predictable */
11793 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
11797 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
11799 int min_x = x, min_y = y, max_x = x, max_y = y;
11802 for (i = 0; i < MAX_PLAYERS; i++)
11804 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11806 if (!stored_player[i].active || &stored_player[i] == player)
11809 min_x = MIN(min_x, jx);
11810 min_y = MIN(min_y, jy);
11811 max_x = MAX(max_x, jx);
11812 max_y = MAX(max_y, jy);
11815 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
11818 static boolean AllPlayersInVisibleScreen()
11822 for (i = 0; i < MAX_PLAYERS; i++)
11824 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11826 if (!stored_player[i].active)
11829 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
11836 void ScrollLevel(int dx, int dy)
11838 int scroll_offset = 2 * TILEX_VAR;
11841 BlitBitmap(drawto_field, drawto_field,
11842 FX + TILEX_VAR * (dx == -1) - scroll_offset,
11843 FY + TILEY_VAR * (dy == -1) - scroll_offset,
11844 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
11845 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
11846 FX + TILEX_VAR * (dx == 1) - scroll_offset,
11847 FY + TILEY_VAR * (dy == 1) - scroll_offset);
11851 x = (dx == 1 ? BX1 : BX2);
11852 for (y = BY1; y <= BY2; y++)
11853 DrawScreenField(x, y);
11858 y = (dy == 1 ? BY1 : BY2);
11859 for (x = BX1; x <= BX2; x++)
11860 DrawScreenField(x, y);
11863 redraw_mask |= REDRAW_FIELD;
11866 static boolean canFallDown(struct PlayerInfo *player)
11868 int jx = player->jx, jy = player->jy;
11870 return (IN_LEV_FIELD(jx, jy + 1) &&
11871 (IS_FREE(jx, jy + 1) ||
11872 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
11873 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
11874 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
11877 static boolean canPassField(int x, int y, int move_dir)
11879 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11880 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11881 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11882 int nextx = x + dx;
11883 int nexty = y + dy;
11884 int element = Feld[x][y];
11886 return (IS_PASSABLE_FROM(element, opposite_dir) &&
11887 !CAN_MOVE(element) &&
11888 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
11889 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
11890 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
11893 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
11895 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11896 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11897 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11901 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
11902 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
11903 (IS_DIGGABLE(Feld[newx][newy]) ||
11904 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
11905 canPassField(newx, newy, move_dir)));
11908 static void CheckGravityMovement(struct PlayerInfo *player)
11910 if (player->gravity && !player->programmed_action)
11912 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
11913 int move_dir_vertical = player->effective_action & MV_VERTICAL;
11914 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
11915 int jx = player->jx, jy = player->jy;
11916 boolean player_is_moving_to_valid_field =
11917 (!player_is_snapping &&
11918 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
11919 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
11920 boolean player_can_fall_down = canFallDown(player);
11922 if (player_can_fall_down &&
11923 !player_is_moving_to_valid_field)
11924 player->programmed_action = MV_DOWN;
11928 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
11930 return CheckGravityMovement(player);
11932 if (player->gravity && !player->programmed_action)
11934 int jx = player->jx, jy = player->jy;
11935 boolean field_under_player_is_free =
11936 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
11937 boolean player_is_standing_on_valid_field =
11938 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
11939 (IS_WALKABLE(Feld[jx][jy]) &&
11940 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
11942 if (field_under_player_is_free && !player_is_standing_on_valid_field)
11943 player->programmed_action = MV_DOWN;
11948 MovePlayerOneStep()
11949 -----------------------------------------------------------------------------
11950 dx, dy: direction (non-diagonal) to try to move the player to
11951 real_dx, real_dy: direction as read from input device (can be diagonal)
11954 boolean MovePlayerOneStep(struct PlayerInfo *player,
11955 int dx, int dy, int real_dx, int real_dy)
11957 int jx = player->jx, jy = player->jy;
11958 int new_jx = jx + dx, new_jy = jy + dy;
11960 boolean player_can_move = !player->cannot_move;
11962 if (!player->active || (!dx && !dy))
11963 return MP_NO_ACTION;
11965 player->MovDir = (dx < 0 ? MV_LEFT :
11966 dx > 0 ? MV_RIGHT :
11968 dy > 0 ? MV_DOWN : MV_NONE);
11970 if (!IN_LEV_FIELD(new_jx, new_jy))
11971 return MP_NO_ACTION;
11973 if (!player_can_move)
11975 if (player->MovPos == 0)
11977 player->is_moving = FALSE;
11978 player->is_digging = FALSE;
11979 player->is_collecting = FALSE;
11980 player->is_snapping = FALSE;
11981 player->is_pushing = FALSE;
11985 if (!options.network && game.centered_player_nr == -1 &&
11986 !AllPlayersInSight(player, new_jx, new_jy))
11987 return MP_NO_ACTION;
11989 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
11990 if (can_move != MP_MOVING)
11993 /* check if DigField() has caused relocation of the player */
11994 if (player->jx != jx || player->jy != jy)
11995 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
11997 StorePlayer[jx][jy] = 0;
11998 player->last_jx = jx;
11999 player->last_jy = jy;
12000 player->jx = new_jx;
12001 player->jy = new_jy;
12002 StorePlayer[new_jx][new_jy] = player->element_nr;
12004 if (player->move_delay_value_next != -1)
12006 player->move_delay_value = player->move_delay_value_next;
12007 player->move_delay_value_next = -1;
12011 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12013 player->step_counter++;
12015 PlayerVisit[jx][jy] = FrameCounter;
12017 player->is_moving = TRUE;
12020 /* should better be called in MovePlayer(), but this breaks some tapes */
12021 ScrollPlayer(player, SCROLL_INIT);
12027 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12029 int jx = player->jx, jy = player->jy;
12030 int old_jx = jx, old_jy = jy;
12031 int moved = MP_NO_ACTION;
12033 if (!player->active)
12038 if (player->MovPos == 0)
12040 player->is_moving = FALSE;
12041 player->is_digging = FALSE;
12042 player->is_collecting = FALSE;
12043 player->is_snapping = FALSE;
12044 player->is_pushing = FALSE;
12050 if (player->move_delay > 0)
12053 player->move_delay = -1; /* set to "uninitialized" value */
12055 /* store if player is automatically moved to next field */
12056 player->is_auto_moving = (player->programmed_action != MV_NONE);
12058 /* remove the last programmed player action */
12059 player->programmed_action = 0;
12061 if (player->MovPos)
12063 /* should only happen if pre-1.2 tape recordings are played */
12064 /* this is only for backward compatibility */
12066 int original_move_delay_value = player->move_delay_value;
12069 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12073 /* scroll remaining steps with finest movement resolution */
12074 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12076 while (player->MovPos)
12078 ScrollPlayer(player, SCROLL_GO_ON);
12079 ScrollScreen(NULL, SCROLL_GO_ON);
12081 AdvanceFrameAndPlayerCounters(player->index_nr);
12084 BackToFront_WithFrameDelay(0);
12087 player->move_delay_value = original_move_delay_value;
12090 player->is_active = FALSE;
12092 if (player->last_move_dir & MV_HORIZONTAL)
12094 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12095 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12099 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12100 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12103 if (!moved && !player->is_active)
12105 player->is_moving = FALSE;
12106 player->is_digging = FALSE;
12107 player->is_collecting = FALSE;
12108 player->is_snapping = FALSE;
12109 player->is_pushing = FALSE;
12115 if (moved & MP_MOVING && !ScreenMovPos &&
12116 (player->index_nr == game.centered_player_nr ||
12117 game.centered_player_nr == -1))
12119 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12120 int offset = game.scroll_delay_value;
12122 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12124 /* actual player has left the screen -- scroll in that direction */
12125 if (jx != old_jx) /* player has moved horizontally */
12126 scroll_x += (jx - old_jx);
12127 else /* player has moved vertically */
12128 scroll_y += (jy - old_jy);
12132 if (jx != old_jx) /* player has moved horizontally */
12134 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12135 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12136 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12138 /* don't scroll over playfield boundaries */
12139 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12140 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12142 /* don't scroll more than one field at a time */
12143 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12145 /* don't scroll against the player's moving direction */
12146 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12147 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12148 scroll_x = old_scroll_x;
12150 else /* player has moved vertically */
12152 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12153 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12154 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12156 /* don't scroll over playfield boundaries */
12157 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12158 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12160 /* don't scroll more than one field at a time */
12161 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12163 /* don't scroll against the player's moving direction */
12164 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12165 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12166 scroll_y = old_scroll_y;
12170 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12172 if (!options.network && game.centered_player_nr == -1 &&
12173 !AllPlayersInVisibleScreen())
12175 scroll_x = old_scroll_x;
12176 scroll_y = old_scroll_y;
12180 ScrollScreen(player, SCROLL_INIT);
12181 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12186 player->StepFrame = 0;
12188 if (moved & MP_MOVING)
12190 if (old_jx != jx && old_jy == jy)
12191 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12192 else if (old_jx == jx && old_jy != jy)
12193 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12195 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12197 player->last_move_dir = player->MovDir;
12198 player->is_moving = TRUE;
12199 player->is_snapping = FALSE;
12200 player->is_switching = FALSE;
12201 player->is_dropping = FALSE;
12202 player->is_dropping_pressed = FALSE;
12203 player->drop_pressed_delay = 0;
12206 /* should better be called here than above, but this breaks some tapes */
12207 ScrollPlayer(player, SCROLL_INIT);
12212 CheckGravityMovementWhenNotMoving(player);
12214 player->is_moving = FALSE;
12216 /* at this point, the player is allowed to move, but cannot move right now
12217 (e.g. because of something blocking the way) -- ensure that the player
12218 is also allowed to move in the next frame (in old versions before 3.1.1,
12219 the player was forced to wait again for eight frames before next try) */
12221 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12222 player->move_delay = 0; /* allow direct movement in the next frame */
12225 if (player->move_delay == -1) /* not yet initialized by DigField() */
12226 player->move_delay = player->move_delay_value;
12228 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12230 TestIfPlayerTouchesBadThing(jx, jy);
12231 TestIfPlayerTouchesCustomElement(jx, jy);
12234 if (!player->active)
12235 RemovePlayer(player);
12240 void ScrollPlayer(struct PlayerInfo *player, int mode)
12242 int jx = player->jx, jy = player->jy;
12243 int last_jx = player->last_jx, last_jy = player->last_jy;
12244 int move_stepsize = TILEX / player->move_delay_value;
12246 if (!player->active)
12249 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12252 if (mode == SCROLL_INIT)
12254 player->actual_frame_counter = FrameCounter;
12255 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12257 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12258 Feld[last_jx][last_jy] == EL_EMPTY)
12260 int last_field_block_delay = 0; /* start with no blocking at all */
12261 int block_delay_adjustment = player->block_delay_adjustment;
12263 /* if player blocks last field, add delay for exactly one move */
12264 if (player->block_last_field)
12266 last_field_block_delay += player->move_delay_value;
12268 /* when blocking enabled, prevent moving up despite gravity */
12269 if (player->gravity && player->MovDir == MV_UP)
12270 block_delay_adjustment = -1;
12273 /* add block delay adjustment (also possible when not blocking) */
12274 last_field_block_delay += block_delay_adjustment;
12276 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12277 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12280 if (player->MovPos != 0) /* player has not yet reached destination */
12283 else if (!FrameReached(&player->actual_frame_counter, 1))
12286 if (player->MovPos != 0)
12288 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12289 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12291 /* before DrawPlayer() to draw correct player graphic for this case */
12292 if (player->MovPos == 0)
12293 CheckGravityMovement(player);
12296 if (player->MovPos == 0) /* player reached destination field */
12298 if (player->move_delay_reset_counter > 0)
12300 player->move_delay_reset_counter--;
12302 if (player->move_delay_reset_counter == 0)
12304 /* continue with normal speed after quickly moving through gate */
12305 HALVE_PLAYER_SPEED(player);
12307 /* be able to make the next move without delay */
12308 player->move_delay = 0;
12312 player->last_jx = jx;
12313 player->last_jy = jy;
12315 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12316 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12317 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12318 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12319 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12320 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12321 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12322 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12324 DrawPlayer(player); /* needed here only to cleanup last field */
12325 RemovePlayer(player);
12327 if (local_player->friends_still_needed == 0 ||
12328 IS_SP_ELEMENT(Feld[jx][jy]))
12329 PlayerWins(player);
12332 /* this breaks one level: "machine", level 000 */
12334 int move_direction = player->MovDir;
12335 int enter_side = MV_DIR_OPPOSITE(move_direction);
12336 int leave_side = move_direction;
12337 int old_jx = last_jx;
12338 int old_jy = last_jy;
12339 int old_element = Feld[old_jx][old_jy];
12340 int new_element = Feld[jx][jy];
12342 if (IS_CUSTOM_ELEMENT(old_element))
12343 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12345 player->index_bit, leave_side);
12347 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12348 CE_PLAYER_LEAVES_X,
12349 player->index_bit, leave_side);
12351 if (IS_CUSTOM_ELEMENT(new_element))
12352 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12353 player->index_bit, enter_side);
12355 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12356 CE_PLAYER_ENTERS_X,
12357 player->index_bit, enter_side);
12359 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12360 CE_MOVE_OF_X, move_direction);
12363 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12365 TestIfPlayerTouchesBadThing(jx, jy);
12366 TestIfPlayerTouchesCustomElement(jx, jy);
12368 /* needed because pushed element has not yet reached its destination,
12369 so it would trigger a change event at its previous field location */
12370 if (!player->is_pushing)
12371 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12373 if (!player->active)
12374 RemovePlayer(player);
12377 if (!local_player->LevelSolved && level.use_step_counter)
12387 if (TimeLeft <= 10 && setup.time_limit)
12388 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12390 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12392 DisplayGameControlValues();
12394 if (!TimeLeft && setup.time_limit)
12395 for (i = 0; i < MAX_PLAYERS; i++)
12396 KillPlayer(&stored_player[i]);
12398 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12400 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12402 DisplayGameControlValues();
12406 if (tape.single_step && tape.recording && !tape.pausing &&
12407 !player->programmed_action)
12408 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12410 if (!player->programmed_action)
12411 CheckSaveEngineSnapshot(player);
12415 void ScrollScreen(struct PlayerInfo *player, int mode)
12417 static unsigned int screen_frame_counter = 0;
12419 if (mode == SCROLL_INIT)
12421 /* set scrolling step size according to actual player's moving speed */
12422 ScrollStepSize = TILEX / player->move_delay_value;
12424 screen_frame_counter = FrameCounter;
12425 ScreenMovDir = player->MovDir;
12426 ScreenMovPos = player->MovPos;
12427 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12430 else if (!FrameReached(&screen_frame_counter, 1))
12435 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12436 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12437 redraw_mask |= REDRAW_FIELD;
12440 ScreenMovDir = MV_NONE;
12443 void TestIfPlayerTouchesCustomElement(int x, int y)
12445 static int xy[4][2] =
12452 static int trigger_sides[4][2] =
12454 /* center side border side */
12455 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12456 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12457 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12458 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12460 static int touch_dir[4] =
12462 MV_LEFT | MV_RIGHT,
12467 int center_element = Feld[x][y]; /* should always be non-moving! */
12470 for (i = 0; i < NUM_DIRECTIONS; i++)
12472 int xx = x + xy[i][0];
12473 int yy = y + xy[i][1];
12474 int center_side = trigger_sides[i][0];
12475 int border_side = trigger_sides[i][1];
12476 int border_element;
12478 if (!IN_LEV_FIELD(xx, yy))
12481 if (IS_PLAYER(x, y)) /* player found at center element */
12483 struct PlayerInfo *player = PLAYERINFO(x, y);
12485 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12486 border_element = Feld[xx][yy]; /* may be moving! */
12487 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12488 border_element = Feld[xx][yy];
12489 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12490 border_element = MovingOrBlocked2Element(xx, yy);
12492 continue; /* center and border element do not touch */
12494 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12495 player->index_bit, border_side);
12496 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12497 CE_PLAYER_TOUCHES_X,
12498 player->index_bit, border_side);
12501 /* use player element that is initially defined in the level playfield,
12502 not the player element that corresponds to the runtime player number
12503 (example: a level that contains EL_PLAYER_3 as the only player would
12504 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12505 int player_element = PLAYERINFO(x, y)->initial_element;
12507 CheckElementChangeBySide(xx, yy, border_element, player_element,
12508 CE_TOUCHING_X, border_side);
12511 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12513 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12515 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12517 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12518 continue; /* center and border element do not touch */
12521 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12522 player->index_bit, center_side);
12523 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12524 CE_PLAYER_TOUCHES_X,
12525 player->index_bit, center_side);
12528 /* use player element that is initially defined in the level playfield,
12529 not the player element that corresponds to the runtime player number
12530 (example: a level that contains EL_PLAYER_3 as the only player would
12531 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12532 int player_element = PLAYERINFO(xx, yy)->initial_element;
12534 CheckElementChangeBySide(x, y, center_element, player_element,
12535 CE_TOUCHING_X, center_side);
12543 void TestIfElementTouchesCustomElement(int x, int y)
12545 static int xy[4][2] =
12552 static int trigger_sides[4][2] =
12554 /* center side border side */
12555 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12556 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12557 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12558 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12560 static int touch_dir[4] =
12562 MV_LEFT | MV_RIGHT,
12567 boolean change_center_element = FALSE;
12568 int center_element = Feld[x][y]; /* should always be non-moving! */
12569 int border_element_old[NUM_DIRECTIONS];
12572 for (i = 0; i < NUM_DIRECTIONS; i++)
12574 int xx = x + xy[i][0];
12575 int yy = y + xy[i][1];
12576 int border_element;
12578 border_element_old[i] = -1;
12580 if (!IN_LEV_FIELD(xx, yy))
12583 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12584 border_element = Feld[xx][yy]; /* may be moving! */
12585 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12586 border_element = Feld[xx][yy];
12587 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12588 border_element = MovingOrBlocked2Element(xx, yy);
12590 continue; /* center and border element do not touch */
12592 border_element_old[i] = border_element;
12595 for (i = 0; i < NUM_DIRECTIONS; i++)
12597 int xx = x + xy[i][0];
12598 int yy = y + xy[i][1];
12599 int center_side = trigger_sides[i][0];
12600 int border_element = border_element_old[i];
12602 if (border_element == -1)
12605 /* check for change of border element */
12606 CheckElementChangeBySide(xx, yy, border_element, center_element,
12607 CE_TOUCHING_X, center_side);
12609 /* (center element cannot be player, so we dont have to check this here) */
12612 for (i = 0; i < NUM_DIRECTIONS; i++)
12614 int xx = x + xy[i][0];
12615 int yy = y + xy[i][1];
12616 int border_side = trigger_sides[i][1];
12617 int border_element = border_element_old[i];
12619 if (border_element == -1)
12622 /* check for change of center element (but change it only once) */
12623 if (!change_center_element)
12624 change_center_element =
12625 CheckElementChangeBySide(x, y, center_element, border_element,
12626 CE_TOUCHING_X, border_side);
12628 if (IS_PLAYER(xx, yy))
12630 /* use player element that is initially defined in the level playfield,
12631 not the player element that corresponds to the runtime player number
12632 (example: a level that contains EL_PLAYER_3 as the only player would
12633 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12634 int player_element = PLAYERINFO(xx, yy)->initial_element;
12636 CheckElementChangeBySide(x, y, center_element, player_element,
12637 CE_TOUCHING_X, border_side);
12642 void TestIfElementHitsCustomElement(int x, int y, int direction)
12644 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12645 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12646 int hitx = x + dx, hity = y + dy;
12647 int hitting_element = Feld[x][y];
12648 int touched_element;
12650 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12653 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12654 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12656 if (IN_LEV_FIELD(hitx, hity))
12658 int opposite_direction = MV_DIR_OPPOSITE(direction);
12659 int hitting_side = direction;
12660 int touched_side = opposite_direction;
12661 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12662 MovDir[hitx][hity] != direction ||
12663 ABS(MovPos[hitx][hity]) <= TILEY / 2);
12669 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12670 CE_HITTING_X, touched_side);
12672 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12673 CE_HIT_BY_X, hitting_side);
12675 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12676 CE_HIT_BY_SOMETHING, opposite_direction);
12678 if (IS_PLAYER(hitx, hity))
12680 /* use player element that is initially defined in the level playfield,
12681 not the player element that corresponds to the runtime player number
12682 (example: a level that contains EL_PLAYER_3 as the only player would
12683 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12684 int player_element = PLAYERINFO(hitx, hity)->initial_element;
12686 CheckElementChangeBySide(x, y, hitting_element, player_element,
12687 CE_HITTING_X, touched_side);
12692 /* "hitting something" is also true when hitting the playfield border */
12693 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12694 CE_HITTING_SOMETHING, direction);
12697 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
12699 int i, kill_x = -1, kill_y = -1;
12701 int bad_element = -1;
12702 static int test_xy[4][2] =
12709 static int test_dir[4] =
12717 for (i = 0; i < NUM_DIRECTIONS; i++)
12719 int test_x, test_y, test_move_dir, test_element;
12721 test_x = good_x + test_xy[i][0];
12722 test_y = good_y + test_xy[i][1];
12724 if (!IN_LEV_FIELD(test_x, test_y))
12728 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12730 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
12732 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12733 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12735 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
12736 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
12740 bad_element = test_element;
12746 if (kill_x != -1 || kill_y != -1)
12748 if (IS_PLAYER(good_x, good_y))
12750 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
12752 if (player->shield_deadly_time_left > 0 &&
12753 !IS_INDESTRUCTIBLE(bad_element))
12754 Bang(kill_x, kill_y);
12755 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
12756 KillPlayer(player);
12759 Bang(good_x, good_y);
12763 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
12765 int i, kill_x = -1, kill_y = -1;
12766 int bad_element = Feld[bad_x][bad_y];
12767 static int test_xy[4][2] =
12774 static int touch_dir[4] =
12776 MV_LEFT | MV_RIGHT,
12781 static int test_dir[4] =
12789 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
12792 for (i = 0; i < NUM_DIRECTIONS; i++)
12794 int test_x, test_y, test_move_dir, test_element;
12796 test_x = bad_x + test_xy[i][0];
12797 test_y = bad_y + test_xy[i][1];
12799 if (!IN_LEV_FIELD(test_x, test_y))
12803 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12805 test_element = Feld[test_x][test_y];
12807 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12808 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12810 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
12811 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
12813 /* good thing is player or penguin that does not move away */
12814 if (IS_PLAYER(test_x, test_y))
12816 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12818 if (bad_element == EL_ROBOT && player->is_moving)
12819 continue; /* robot does not kill player if he is moving */
12821 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12823 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12824 continue; /* center and border element do not touch */
12832 else if (test_element == EL_PENGUIN)
12842 if (kill_x != -1 || kill_y != -1)
12844 if (IS_PLAYER(kill_x, kill_y))
12846 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12848 if (player->shield_deadly_time_left > 0 &&
12849 !IS_INDESTRUCTIBLE(bad_element))
12850 Bang(bad_x, bad_y);
12851 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12852 KillPlayer(player);
12855 Bang(kill_x, kill_y);
12859 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
12861 int bad_element = Feld[bad_x][bad_y];
12862 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
12863 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
12864 int test_x = bad_x + dx, test_y = bad_y + dy;
12865 int test_move_dir, test_element;
12866 int kill_x = -1, kill_y = -1;
12868 if (!IN_LEV_FIELD(test_x, test_y))
12872 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12874 test_element = Feld[test_x][test_y];
12876 if (test_move_dir != bad_move_dir)
12878 /* good thing can be player or penguin that does not move away */
12879 if (IS_PLAYER(test_x, test_y))
12881 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12883 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
12884 player as being hit when he is moving towards the bad thing, because
12885 the "get hit by" condition would be lost after the player stops) */
12886 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
12887 return; /* player moves away from bad thing */
12892 else if (test_element == EL_PENGUIN)
12899 if (kill_x != -1 || kill_y != -1)
12901 if (IS_PLAYER(kill_x, kill_y))
12903 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12905 if (player->shield_deadly_time_left > 0 &&
12906 !IS_INDESTRUCTIBLE(bad_element))
12907 Bang(bad_x, bad_y);
12908 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12909 KillPlayer(player);
12912 Bang(kill_x, kill_y);
12916 void TestIfPlayerTouchesBadThing(int x, int y)
12918 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12921 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
12923 TestIfGoodThingHitsBadThing(x, y, move_dir);
12926 void TestIfBadThingTouchesPlayer(int x, int y)
12928 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12931 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
12933 TestIfBadThingHitsGoodThing(x, y, move_dir);
12936 void TestIfFriendTouchesBadThing(int x, int y)
12938 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12941 void TestIfBadThingTouchesFriend(int x, int y)
12943 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12946 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
12948 int i, kill_x = bad_x, kill_y = bad_y;
12949 static int xy[4][2] =
12957 for (i = 0; i < NUM_DIRECTIONS; i++)
12961 x = bad_x + xy[i][0];
12962 y = bad_y + xy[i][1];
12963 if (!IN_LEV_FIELD(x, y))
12966 element = Feld[x][y];
12967 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
12968 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
12976 if (kill_x != bad_x || kill_y != bad_y)
12977 Bang(bad_x, bad_y);
12980 void KillPlayer(struct PlayerInfo *player)
12982 int jx = player->jx, jy = player->jy;
12984 if (!player->active)
12988 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
12989 player->killed, player->active, player->reanimated);
12992 /* the following code was introduced to prevent an infinite loop when calling
12994 -> CheckTriggeredElementChangeExt()
12995 -> ExecuteCustomElementAction()
12997 -> (infinitely repeating the above sequence of function calls)
12998 which occurs when killing the player while having a CE with the setting
12999 "kill player X when explosion of <player X>"; the solution using a new
13000 field "player->killed" was chosen for backwards compatibility, although
13001 clever use of the fields "player->active" etc. would probably also work */
13003 if (player->killed)
13007 player->killed = TRUE;
13009 /* remove accessible field at the player's position */
13010 Feld[jx][jy] = EL_EMPTY;
13012 /* deactivate shield (else Bang()/Explode() would not work right) */
13013 player->shield_normal_time_left = 0;
13014 player->shield_deadly_time_left = 0;
13017 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13018 player->killed, player->active, player->reanimated);
13024 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13025 player->killed, player->active, player->reanimated);
13028 if (player->reanimated) /* killed player may have been reanimated */
13029 player->killed = player->reanimated = FALSE;
13031 BuryPlayer(player);
13034 static void KillPlayerUnlessEnemyProtected(int x, int y)
13036 if (!PLAYER_ENEMY_PROTECTED(x, y))
13037 KillPlayer(PLAYERINFO(x, y));
13040 static void KillPlayerUnlessExplosionProtected(int x, int y)
13042 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13043 KillPlayer(PLAYERINFO(x, y));
13046 void BuryPlayer(struct PlayerInfo *player)
13048 int jx = player->jx, jy = player->jy;
13050 if (!player->active)
13053 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13054 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13056 player->GameOver = TRUE;
13057 RemovePlayer(player);
13060 void RemovePlayer(struct PlayerInfo *player)
13062 int jx = player->jx, jy = player->jy;
13063 int i, found = FALSE;
13065 player->present = FALSE;
13066 player->active = FALSE;
13068 if (!ExplodeField[jx][jy])
13069 StorePlayer[jx][jy] = 0;
13071 if (player->is_moving)
13072 TEST_DrawLevelField(player->last_jx, player->last_jy);
13074 for (i = 0; i < MAX_PLAYERS; i++)
13075 if (stored_player[i].active)
13079 AllPlayersGone = TRUE;
13085 static void setFieldForSnapping(int x, int y, int element, int direction)
13087 struct ElementInfo *ei = &element_info[element];
13088 int direction_bit = MV_DIR_TO_BIT(direction);
13089 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13090 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13091 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13093 Feld[x][y] = EL_ELEMENT_SNAPPING;
13094 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13096 ResetGfxAnimation(x, y);
13098 GfxElement[x][y] = element;
13099 GfxAction[x][y] = action;
13100 GfxDir[x][y] = direction;
13101 GfxFrame[x][y] = -1;
13105 =============================================================================
13106 checkDiagonalPushing()
13107 -----------------------------------------------------------------------------
13108 check if diagonal input device direction results in pushing of object
13109 (by checking if the alternative direction is walkable, diggable, ...)
13110 =============================================================================
13113 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13114 int x, int y, int real_dx, int real_dy)
13116 int jx, jy, dx, dy, xx, yy;
13118 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13121 /* diagonal direction: check alternative direction */
13126 xx = jx + (dx == 0 ? real_dx : 0);
13127 yy = jy + (dy == 0 ? real_dy : 0);
13129 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13133 =============================================================================
13135 -----------------------------------------------------------------------------
13136 x, y: field next to player (non-diagonal) to try to dig to
13137 real_dx, real_dy: direction as read from input device (can be diagonal)
13138 =============================================================================
13141 static int DigField(struct PlayerInfo *player,
13142 int oldx, int oldy, int x, int y,
13143 int real_dx, int real_dy, int mode)
13145 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13146 boolean player_was_pushing = player->is_pushing;
13147 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13148 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13149 int jx = oldx, jy = oldy;
13150 int dx = x - jx, dy = y - jy;
13151 int nextx = x + dx, nexty = y + dy;
13152 int move_direction = (dx == -1 ? MV_LEFT :
13153 dx == +1 ? MV_RIGHT :
13155 dy == +1 ? MV_DOWN : MV_NONE);
13156 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13157 int dig_side = MV_DIR_OPPOSITE(move_direction);
13158 int old_element = Feld[jx][jy];
13159 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13162 if (is_player) /* function can also be called by EL_PENGUIN */
13164 if (player->MovPos == 0)
13166 player->is_digging = FALSE;
13167 player->is_collecting = FALSE;
13170 if (player->MovPos == 0) /* last pushing move finished */
13171 player->is_pushing = FALSE;
13173 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13175 player->is_switching = FALSE;
13176 player->push_delay = -1;
13178 return MP_NO_ACTION;
13182 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13183 old_element = Back[jx][jy];
13185 /* in case of element dropped at player position, check background */
13186 else if (Back[jx][jy] != EL_EMPTY &&
13187 game.engine_version >= VERSION_IDENT(2,2,0,0))
13188 old_element = Back[jx][jy];
13190 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13191 return MP_NO_ACTION; /* field has no opening in this direction */
13193 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13194 return MP_NO_ACTION; /* field has no opening in this direction */
13196 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13200 Feld[jx][jy] = player->artwork_element;
13201 InitMovingField(jx, jy, MV_DOWN);
13202 Store[jx][jy] = EL_ACID;
13203 ContinueMoving(jx, jy);
13204 BuryPlayer(player);
13206 return MP_DONT_RUN_INTO;
13209 if (player_can_move && DONT_RUN_INTO(element))
13211 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13213 return MP_DONT_RUN_INTO;
13216 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13217 return MP_NO_ACTION;
13219 collect_count = element_info[element].collect_count_initial;
13221 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13222 return MP_NO_ACTION;
13224 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13225 player_can_move = player_can_move_or_snap;
13227 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13228 game.engine_version >= VERSION_IDENT(2,2,0,0))
13230 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13231 player->index_bit, dig_side);
13232 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13233 player->index_bit, dig_side);
13235 if (element == EL_DC_LANDMINE)
13238 if (Feld[x][y] != element) /* field changed by snapping */
13241 return MP_NO_ACTION;
13244 if (player->gravity && is_player && !player->is_auto_moving &&
13245 canFallDown(player) && move_direction != MV_DOWN &&
13246 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13247 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13249 if (player_can_move &&
13250 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13252 int sound_element = SND_ELEMENT(element);
13253 int sound_action = ACTION_WALKING;
13255 if (IS_RND_GATE(element))
13257 if (!player->key[RND_GATE_NR(element)])
13258 return MP_NO_ACTION;
13260 else if (IS_RND_GATE_GRAY(element))
13262 if (!player->key[RND_GATE_GRAY_NR(element)])
13263 return MP_NO_ACTION;
13265 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13267 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13268 return MP_NO_ACTION;
13270 else if (element == EL_EXIT_OPEN ||
13271 element == EL_EM_EXIT_OPEN ||
13272 element == EL_EM_EXIT_OPENING ||
13273 element == EL_STEEL_EXIT_OPEN ||
13274 element == EL_EM_STEEL_EXIT_OPEN ||
13275 element == EL_EM_STEEL_EXIT_OPENING ||
13276 element == EL_SP_EXIT_OPEN ||
13277 element == EL_SP_EXIT_OPENING)
13279 sound_action = ACTION_PASSING; /* player is passing exit */
13281 else if (element == EL_EMPTY)
13283 sound_action = ACTION_MOVING; /* nothing to walk on */
13286 /* play sound from background or player, whatever is available */
13287 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13288 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13290 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13292 else if (player_can_move &&
13293 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13295 if (!ACCESS_FROM(element, opposite_direction))
13296 return MP_NO_ACTION; /* field not accessible from this direction */
13298 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13299 return MP_NO_ACTION;
13301 if (IS_EM_GATE(element))
13303 if (!player->key[EM_GATE_NR(element)])
13304 return MP_NO_ACTION;
13306 else if (IS_EM_GATE_GRAY(element))
13308 if (!player->key[EM_GATE_GRAY_NR(element)])
13309 return MP_NO_ACTION;
13311 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13313 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13314 return MP_NO_ACTION;
13316 else if (IS_EMC_GATE(element))
13318 if (!player->key[EMC_GATE_NR(element)])
13319 return MP_NO_ACTION;
13321 else if (IS_EMC_GATE_GRAY(element))
13323 if (!player->key[EMC_GATE_GRAY_NR(element)])
13324 return MP_NO_ACTION;
13326 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13328 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13329 return MP_NO_ACTION;
13331 else if (element == EL_DC_GATE_WHITE ||
13332 element == EL_DC_GATE_WHITE_GRAY ||
13333 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13335 if (player->num_white_keys == 0)
13336 return MP_NO_ACTION;
13338 player->num_white_keys--;
13340 else if (IS_SP_PORT(element))
13342 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13343 element == EL_SP_GRAVITY_PORT_RIGHT ||
13344 element == EL_SP_GRAVITY_PORT_UP ||
13345 element == EL_SP_GRAVITY_PORT_DOWN)
13346 player->gravity = !player->gravity;
13347 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13348 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13349 element == EL_SP_GRAVITY_ON_PORT_UP ||
13350 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13351 player->gravity = TRUE;
13352 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13353 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13354 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13355 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13356 player->gravity = FALSE;
13359 /* automatically move to the next field with double speed */
13360 player->programmed_action = move_direction;
13362 if (player->move_delay_reset_counter == 0)
13364 player->move_delay_reset_counter = 2; /* two double speed steps */
13366 DOUBLE_PLAYER_SPEED(player);
13369 PlayLevelSoundAction(x, y, ACTION_PASSING);
13371 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13375 if (mode != DF_SNAP)
13377 GfxElement[x][y] = GFX_ELEMENT(element);
13378 player->is_digging = TRUE;
13381 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13383 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13384 player->index_bit, dig_side);
13386 if (mode == DF_SNAP)
13388 if (level.block_snap_field)
13389 setFieldForSnapping(x, y, element, move_direction);
13391 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13393 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13394 player->index_bit, dig_side);
13397 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13401 if (is_player && mode != DF_SNAP)
13403 GfxElement[x][y] = element;
13404 player->is_collecting = TRUE;
13407 if (element == EL_SPEED_PILL)
13409 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13411 else if (element == EL_EXTRA_TIME && level.time > 0)
13413 TimeLeft += level.extra_time;
13415 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13417 DisplayGameControlValues();
13419 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13421 player->shield_normal_time_left += level.shield_normal_time;
13422 if (element == EL_SHIELD_DEADLY)
13423 player->shield_deadly_time_left += level.shield_deadly_time;
13425 else if (element == EL_DYNAMITE ||
13426 element == EL_EM_DYNAMITE ||
13427 element == EL_SP_DISK_RED)
13429 if (player->inventory_size < MAX_INVENTORY_SIZE)
13430 player->inventory_element[player->inventory_size++] = element;
13432 DrawGameDoorValues();
13434 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13436 player->dynabomb_count++;
13437 player->dynabombs_left++;
13439 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13441 player->dynabomb_size++;
13443 else if (element == EL_DYNABOMB_INCREASE_POWER)
13445 player->dynabomb_xl = TRUE;
13447 else if (IS_KEY(element))
13449 player->key[KEY_NR(element)] = TRUE;
13451 DrawGameDoorValues();
13453 else if (element == EL_DC_KEY_WHITE)
13455 player->num_white_keys++;
13457 /* display white keys? */
13458 /* DrawGameDoorValues(); */
13460 else if (IS_ENVELOPE(element))
13462 player->show_envelope = element;
13464 else if (element == EL_EMC_LENSES)
13466 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13468 RedrawAllInvisibleElementsForLenses();
13470 else if (element == EL_EMC_MAGNIFIER)
13472 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13474 RedrawAllInvisibleElementsForMagnifier();
13476 else if (IS_DROPPABLE(element) ||
13477 IS_THROWABLE(element)) /* can be collected and dropped */
13481 if (collect_count == 0)
13482 player->inventory_infinite_element = element;
13484 for (i = 0; i < collect_count; i++)
13485 if (player->inventory_size < MAX_INVENTORY_SIZE)
13486 player->inventory_element[player->inventory_size++] = element;
13488 DrawGameDoorValues();
13490 else if (collect_count > 0)
13492 local_player->gems_still_needed -= collect_count;
13493 if (local_player->gems_still_needed < 0)
13494 local_player->gems_still_needed = 0;
13496 game.snapshot.collected_item = TRUE;
13498 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13500 DisplayGameControlValues();
13503 RaiseScoreElement(element);
13504 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13507 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13508 player->index_bit, dig_side);
13510 if (mode == DF_SNAP)
13512 if (level.block_snap_field)
13513 setFieldForSnapping(x, y, element, move_direction);
13515 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13517 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13518 player->index_bit, dig_side);
13521 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13523 if (mode == DF_SNAP && element != EL_BD_ROCK)
13524 return MP_NO_ACTION;
13526 if (CAN_FALL(element) && dy)
13527 return MP_NO_ACTION;
13529 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13530 !(element == EL_SPRING && level.use_spring_bug))
13531 return MP_NO_ACTION;
13533 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13534 ((move_direction & MV_VERTICAL &&
13535 ((element_info[element].move_pattern & MV_LEFT &&
13536 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13537 (element_info[element].move_pattern & MV_RIGHT &&
13538 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13539 (move_direction & MV_HORIZONTAL &&
13540 ((element_info[element].move_pattern & MV_UP &&
13541 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13542 (element_info[element].move_pattern & MV_DOWN &&
13543 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13544 return MP_NO_ACTION;
13546 /* do not push elements already moving away faster than player */
13547 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13548 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13549 return MP_NO_ACTION;
13551 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13553 if (player->push_delay_value == -1 || !player_was_pushing)
13554 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13556 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13558 if (player->push_delay_value == -1)
13559 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13561 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13563 if (!player->is_pushing)
13564 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13567 player->is_pushing = TRUE;
13568 player->is_active = TRUE;
13570 if (!(IN_LEV_FIELD(nextx, nexty) &&
13571 (IS_FREE(nextx, nexty) ||
13572 (IS_SB_ELEMENT(element) &&
13573 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13574 (IS_CUSTOM_ELEMENT(element) &&
13575 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13576 return MP_NO_ACTION;
13578 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13579 return MP_NO_ACTION;
13581 if (player->push_delay == -1) /* new pushing; restart delay */
13582 player->push_delay = 0;
13584 if (player->push_delay < player->push_delay_value &&
13585 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13586 element != EL_SPRING && element != EL_BALLOON)
13588 /* make sure that there is no move delay before next try to push */
13589 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13590 player->move_delay = 0;
13592 return MP_NO_ACTION;
13595 if (IS_CUSTOM_ELEMENT(element) &&
13596 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13598 if (!DigFieldByCE(nextx, nexty, element))
13599 return MP_NO_ACTION;
13602 if (IS_SB_ELEMENT(element))
13604 if (element == EL_SOKOBAN_FIELD_FULL)
13606 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13607 local_player->sokobanfields_still_needed++;
13610 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13612 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13613 local_player->sokobanfields_still_needed--;
13616 Feld[x][y] = EL_SOKOBAN_OBJECT;
13618 if (Back[x][y] == Back[nextx][nexty])
13619 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13620 else if (Back[x][y] != 0)
13621 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13624 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13627 if (local_player->sokobanfields_still_needed == 0 &&
13628 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13630 PlayerWins(player);
13632 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13636 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13638 InitMovingField(x, y, move_direction);
13639 GfxAction[x][y] = ACTION_PUSHING;
13641 if (mode == DF_SNAP)
13642 ContinueMoving(x, y);
13644 MovPos[x][y] = (dx != 0 ? dx : dy);
13646 Pushed[x][y] = TRUE;
13647 Pushed[nextx][nexty] = TRUE;
13649 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13650 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13652 player->push_delay_value = -1; /* get new value later */
13654 /* check for element change _after_ element has been pushed */
13655 if (game.use_change_when_pushing_bug)
13657 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
13658 player->index_bit, dig_side);
13659 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
13660 player->index_bit, dig_side);
13663 else if (IS_SWITCHABLE(element))
13665 if (PLAYER_SWITCHING(player, x, y))
13667 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13668 player->index_bit, dig_side);
13673 player->is_switching = TRUE;
13674 player->switch_x = x;
13675 player->switch_y = y;
13677 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13679 if (element == EL_ROBOT_WHEEL)
13681 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
13685 game.robot_wheel_active = TRUE;
13687 TEST_DrawLevelField(x, y);
13689 else if (element == EL_SP_TERMINAL)
13693 SCAN_PLAYFIELD(xx, yy)
13695 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
13699 else if (Feld[xx][yy] == EL_SP_TERMINAL)
13701 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
13703 ResetGfxAnimation(xx, yy);
13704 TEST_DrawLevelField(xx, yy);
13708 else if (IS_BELT_SWITCH(element))
13710 ToggleBeltSwitch(x, y);
13712 else if (element == EL_SWITCHGATE_SWITCH_UP ||
13713 element == EL_SWITCHGATE_SWITCH_DOWN ||
13714 element == EL_DC_SWITCHGATE_SWITCH_UP ||
13715 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
13717 ToggleSwitchgateSwitch(x, y);
13719 else if (element == EL_LIGHT_SWITCH ||
13720 element == EL_LIGHT_SWITCH_ACTIVE)
13722 ToggleLightSwitch(x, y);
13724 else if (element == EL_TIMEGATE_SWITCH ||
13725 element == EL_DC_TIMEGATE_SWITCH)
13727 ActivateTimegateSwitch(x, y);
13729 else if (element == EL_BALLOON_SWITCH_LEFT ||
13730 element == EL_BALLOON_SWITCH_RIGHT ||
13731 element == EL_BALLOON_SWITCH_UP ||
13732 element == EL_BALLOON_SWITCH_DOWN ||
13733 element == EL_BALLOON_SWITCH_NONE ||
13734 element == EL_BALLOON_SWITCH_ANY)
13736 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
13737 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
13738 element == EL_BALLOON_SWITCH_UP ? MV_UP :
13739 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
13740 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
13743 else if (element == EL_LAMP)
13745 Feld[x][y] = EL_LAMP_ACTIVE;
13746 local_player->lights_still_needed--;
13748 ResetGfxAnimation(x, y);
13749 TEST_DrawLevelField(x, y);
13751 else if (element == EL_TIME_ORB_FULL)
13753 Feld[x][y] = EL_TIME_ORB_EMPTY;
13755 if (level.time > 0 || level.use_time_orb_bug)
13757 TimeLeft += level.time_orb_time;
13758 game.no_time_limit = FALSE;
13760 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13762 DisplayGameControlValues();
13765 ResetGfxAnimation(x, y);
13766 TEST_DrawLevelField(x, y);
13768 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
13769 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13773 game.ball_state = !game.ball_state;
13775 SCAN_PLAYFIELD(xx, yy)
13777 int e = Feld[xx][yy];
13779 if (game.ball_state)
13781 if (e == EL_EMC_MAGIC_BALL)
13782 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
13783 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
13784 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
13788 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
13789 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
13790 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13791 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
13796 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13797 player->index_bit, dig_side);
13799 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13800 player->index_bit, dig_side);
13802 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13803 player->index_bit, dig_side);
13809 if (!PLAYER_SWITCHING(player, x, y))
13811 player->is_switching = TRUE;
13812 player->switch_x = x;
13813 player->switch_y = y;
13815 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
13816 player->index_bit, dig_side);
13817 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13818 player->index_bit, dig_side);
13820 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
13821 player->index_bit, dig_side);
13822 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13823 player->index_bit, dig_side);
13826 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
13827 player->index_bit, dig_side);
13828 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13829 player->index_bit, dig_side);
13831 return MP_NO_ACTION;
13834 player->push_delay = -1;
13836 if (is_player) /* function can also be called by EL_PENGUIN */
13838 if (Feld[x][y] != element) /* really digged/collected something */
13840 player->is_collecting = !player->is_digging;
13841 player->is_active = TRUE;
13848 static boolean DigFieldByCE(int x, int y, int digging_element)
13850 int element = Feld[x][y];
13852 if (!IS_FREE(x, y))
13854 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
13855 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
13858 /* no element can dig solid indestructible elements */
13859 if (IS_INDESTRUCTIBLE(element) &&
13860 !IS_DIGGABLE(element) &&
13861 !IS_COLLECTIBLE(element))
13864 if (AmoebaNr[x][y] &&
13865 (element == EL_AMOEBA_FULL ||
13866 element == EL_BD_AMOEBA ||
13867 element == EL_AMOEBA_GROWING))
13869 AmoebaCnt[AmoebaNr[x][y]]--;
13870 AmoebaCnt2[AmoebaNr[x][y]]--;
13873 if (IS_MOVING(x, y))
13874 RemoveMovingField(x, y);
13878 TEST_DrawLevelField(x, y);
13881 /* if digged element was about to explode, prevent the explosion */
13882 ExplodeField[x][y] = EX_TYPE_NONE;
13884 PlayLevelSoundAction(x, y, action);
13887 Store[x][y] = EL_EMPTY;
13889 /* this makes it possible to leave the removed element again */
13890 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
13891 Store[x][y] = element;
13896 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
13898 int jx = player->jx, jy = player->jy;
13899 int x = jx + dx, y = jy + dy;
13900 int snap_direction = (dx == -1 ? MV_LEFT :
13901 dx == +1 ? MV_RIGHT :
13903 dy == +1 ? MV_DOWN : MV_NONE);
13904 boolean can_continue_snapping = (level.continuous_snapping &&
13905 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
13907 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
13910 if (!player->active || !IN_LEV_FIELD(x, y))
13918 if (player->MovPos == 0)
13919 player->is_pushing = FALSE;
13921 player->is_snapping = FALSE;
13923 if (player->MovPos == 0)
13925 player->is_moving = FALSE;
13926 player->is_digging = FALSE;
13927 player->is_collecting = FALSE;
13933 /* prevent snapping with already pressed snap key when not allowed */
13934 if (player->is_snapping && !can_continue_snapping)
13937 player->MovDir = snap_direction;
13939 if (player->MovPos == 0)
13941 player->is_moving = FALSE;
13942 player->is_digging = FALSE;
13943 player->is_collecting = FALSE;
13946 player->is_dropping = FALSE;
13947 player->is_dropping_pressed = FALSE;
13948 player->drop_pressed_delay = 0;
13950 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
13953 player->is_snapping = TRUE;
13954 player->is_active = TRUE;
13956 if (player->MovPos == 0)
13958 player->is_moving = FALSE;
13959 player->is_digging = FALSE;
13960 player->is_collecting = FALSE;
13963 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
13964 TEST_DrawLevelField(player->last_jx, player->last_jy);
13966 TEST_DrawLevelField(x, y);
13971 static boolean DropElement(struct PlayerInfo *player)
13973 int old_element, new_element;
13974 int dropx = player->jx, dropy = player->jy;
13975 int drop_direction = player->MovDir;
13976 int drop_side = drop_direction;
13977 int drop_element = get_next_dropped_element(player);
13979 player->is_dropping_pressed = TRUE;
13981 /* do not drop an element on top of another element; when holding drop key
13982 pressed without moving, dropped element must move away before the next
13983 element can be dropped (this is especially important if the next element
13984 is dynamite, which can be placed on background for historical reasons) */
13985 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
13988 if (IS_THROWABLE(drop_element))
13990 dropx += GET_DX_FROM_DIR(drop_direction);
13991 dropy += GET_DY_FROM_DIR(drop_direction);
13993 if (!IN_LEV_FIELD(dropx, dropy))
13997 old_element = Feld[dropx][dropy]; /* old element at dropping position */
13998 new_element = drop_element; /* default: no change when dropping */
14000 /* check if player is active, not moving and ready to drop */
14001 if (!player->active || player->MovPos || player->drop_delay > 0)
14004 /* check if player has anything that can be dropped */
14005 if (new_element == EL_UNDEFINED)
14008 /* check if drop key was pressed long enough for EM style dynamite */
14009 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14012 /* check if anything can be dropped at the current position */
14013 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14016 /* collected custom elements can only be dropped on empty fields */
14017 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14020 if (old_element != EL_EMPTY)
14021 Back[dropx][dropy] = old_element; /* store old element on this field */
14023 ResetGfxAnimation(dropx, dropy);
14024 ResetRandomAnimationValue(dropx, dropy);
14026 if (player->inventory_size > 0 ||
14027 player->inventory_infinite_element != EL_UNDEFINED)
14029 if (player->inventory_size > 0)
14031 player->inventory_size--;
14033 DrawGameDoorValues();
14035 if (new_element == EL_DYNAMITE)
14036 new_element = EL_DYNAMITE_ACTIVE;
14037 else if (new_element == EL_EM_DYNAMITE)
14038 new_element = EL_EM_DYNAMITE_ACTIVE;
14039 else if (new_element == EL_SP_DISK_RED)
14040 new_element = EL_SP_DISK_RED_ACTIVE;
14043 Feld[dropx][dropy] = new_element;
14045 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14046 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14047 el2img(Feld[dropx][dropy]), 0);
14049 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14051 /* needed if previous element just changed to "empty" in the last frame */
14052 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14054 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14055 player->index_bit, drop_side);
14056 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14058 player->index_bit, drop_side);
14060 TestIfElementTouchesCustomElement(dropx, dropy);
14062 else /* player is dropping a dyna bomb */
14064 player->dynabombs_left--;
14066 Feld[dropx][dropy] = new_element;
14068 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14069 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14070 el2img(Feld[dropx][dropy]), 0);
14072 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14075 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14076 InitField_WithBug1(dropx, dropy, FALSE);
14078 new_element = Feld[dropx][dropy]; /* element might have changed */
14080 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14081 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14083 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14084 MovDir[dropx][dropy] = drop_direction;
14086 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14088 /* do not cause impact style collision by dropping elements that can fall */
14089 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14092 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14093 player->is_dropping = TRUE;
14095 player->drop_pressed_delay = 0;
14096 player->is_dropping_pressed = FALSE;
14098 player->drop_x = dropx;
14099 player->drop_y = dropy;
14104 /* ------------------------------------------------------------------------- */
14105 /* game sound playing functions */
14106 /* ------------------------------------------------------------------------- */
14108 static int *loop_sound_frame = NULL;
14109 static int *loop_sound_volume = NULL;
14111 void InitPlayLevelSound()
14113 int num_sounds = getSoundListSize();
14115 checked_free(loop_sound_frame);
14116 checked_free(loop_sound_volume);
14118 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14119 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14122 static void PlayLevelSound(int x, int y, int nr)
14124 int sx = SCREENX(x), sy = SCREENY(y);
14125 int volume, stereo_position;
14126 int max_distance = 8;
14127 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14129 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14130 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14133 if (!IN_LEV_FIELD(x, y) ||
14134 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14135 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14138 volume = SOUND_MAX_VOLUME;
14140 if (!IN_SCR_FIELD(sx, sy))
14142 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14143 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14145 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14148 stereo_position = (SOUND_MAX_LEFT +
14149 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14150 (SCR_FIELDX + 2 * max_distance));
14152 if (IS_LOOP_SOUND(nr))
14154 /* This assures that quieter loop sounds do not overwrite louder ones,
14155 while restarting sound volume comparison with each new game frame. */
14157 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14160 loop_sound_volume[nr] = volume;
14161 loop_sound_frame[nr] = FrameCounter;
14164 PlaySoundExt(nr, volume, stereo_position, type);
14167 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14169 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14170 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14171 y < LEVELY(BY1) ? LEVELY(BY1) :
14172 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14176 static void PlayLevelSoundAction(int x, int y, int action)
14178 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14181 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14183 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14185 if (sound_effect != SND_UNDEFINED)
14186 PlayLevelSound(x, y, sound_effect);
14189 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14192 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14194 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14195 PlayLevelSound(x, y, sound_effect);
14198 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14200 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14202 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14203 PlayLevelSound(x, y, sound_effect);
14206 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14208 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14210 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14211 StopSound(sound_effect);
14214 static void PlayLevelMusic()
14216 if (levelset.music[level_nr] != MUS_UNDEFINED)
14217 PlayMusic(levelset.music[level_nr]); /* from config file */
14219 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
14222 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14224 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14225 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14226 int x = xx - 1 - offset;
14227 int y = yy - 1 - offset;
14232 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14236 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14240 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14244 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14248 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14252 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14256 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14259 case SAMPLE_android_clone:
14260 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14263 case SAMPLE_android_move:
14264 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14267 case SAMPLE_spring:
14268 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14272 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14276 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14279 case SAMPLE_eater_eat:
14280 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14284 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14287 case SAMPLE_collect:
14288 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14291 case SAMPLE_diamond:
14292 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14295 case SAMPLE_squash:
14296 /* !!! CHECK THIS !!! */
14298 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14300 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14304 case SAMPLE_wonderfall:
14305 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14309 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14313 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14317 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14321 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14325 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14329 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14332 case SAMPLE_wonder:
14333 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14337 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14340 case SAMPLE_exit_open:
14341 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14344 case SAMPLE_exit_leave:
14345 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14348 case SAMPLE_dynamite:
14349 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14353 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14357 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14361 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14365 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14369 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14373 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14377 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14382 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14384 int element = map_element_SP_to_RND(element_sp);
14385 int action = map_action_SP_to_RND(action_sp);
14386 int offset = (setup.sp_show_border_elements ? 0 : 1);
14387 int x = xx - offset;
14388 int y = yy - offset;
14390 PlayLevelSoundElementAction(x, y, element, action);
14393 void RaiseScore(int value)
14395 local_player->score += value;
14397 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14399 DisplayGameControlValues();
14402 void RaiseScoreElement(int element)
14407 case EL_BD_DIAMOND:
14408 case EL_EMERALD_YELLOW:
14409 case EL_EMERALD_RED:
14410 case EL_EMERALD_PURPLE:
14411 case EL_SP_INFOTRON:
14412 RaiseScore(level.score[SC_EMERALD]);
14415 RaiseScore(level.score[SC_DIAMOND]);
14418 RaiseScore(level.score[SC_CRYSTAL]);
14421 RaiseScore(level.score[SC_PEARL]);
14424 case EL_BD_BUTTERFLY:
14425 case EL_SP_ELECTRON:
14426 RaiseScore(level.score[SC_BUG]);
14429 case EL_BD_FIREFLY:
14430 case EL_SP_SNIKSNAK:
14431 RaiseScore(level.score[SC_SPACESHIP]);
14434 case EL_DARK_YAMYAM:
14435 RaiseScore(level.score[SC_YAMYAM]);
14438 RaiseScore(level.score[SC_ROBOT]);
14441 RaiseScore(level.score[SC_PACMAN]);
14444 RaiseScore(level.score[SC_NUT]);
14447 case EL_EM_DYNAMITE:
14448 case EL_SP_DISK_RED:
14449 case EL_DYNABOMB_INCREASE_NUMBER:
14450 case EL_DYNABOMB_INCREASE_SIZE:
14451 case EL_DYNABOMB_INCREASE_POWER:
14452 RaiseScore(level.score[SC_DYNAMITE]);
14454 case EL_SHIELD_NORMAL:
14455 case EL_SHIELD_DEADLY:
14456 RaiseScore(level.score[SC_SHIELD]);
14458 case EL_EXTRA_TIME:
14459 RaiseScore(level.extra_time_score);
14473 case EL_DC_KEY_WHITE:
14474 RaiseScore(level.score[SC_KEY]);
14477 RaiseScore(element_info[element].collect_score);
14482 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14484 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14486 /* closing door required in case of envelope style request dialogs */
14488 CloseDoor(DOOR_CLOSE_1);
14490 #if defined(NETWORK_AVALIABLE)
14491 if (options.network)
14492 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14497 FadeSkipNextFadeIn();
14499 SetGameStatus(GAME_MODE_MAIN);
14504 else /* continue playing the game */
14506 if (tape.playing && tape.deactivate_display)
14507 TapeDeactivateDisplayOff(TRUE);
14509 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14511 if (tape.playing && tape.deactivate_display)
14512 TapeDeactivateDisplayOn();
14516 void RequestQuitGame(boolean ask_if_really_quit)
14518 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14519 boolean skip_request = AllPlayersGone || quick_quit;
14521 RequestQuitGameExt(skip_request, quick_quit,
14522 "Do you really want to quit the game?");
14526 /* ------------------------------------------------------------------------- */
14527 /* random generator functions */
14528 /* ------------------------------------------------------------------------- */
14530 unsigned int InitEngineRandom_RND(int seed)
14532 game.num_random_calls = 0;
14534 return InitEngineRandom(seed);
14537 unsigned int RND(int max)
14541 game.num_random_calls++;
14543 return GetEngineRandom(max);
14550 /* ------------------------------------------------------------------------- */
14551 /* game engine snapshot handling functions */
14552 /* ------------------------------------------------------------------------- */
14554 struct EngineSnapshotInfo
14556 /* runtime values for custom element collect score */
14557 int collect_score[NUM_CUSTOM_ELEMENTS];
14559 /* runtime values for group element choice position */
14560 int choice_pos[NUM_GROUP_ELEMENTS];
14562 /* runtime values for belt position animations */
14563 int belt_graphic[4][NUM_BELT_PARTS];
14564 int belt_anim_mode[4][NUM_BELT_PARTS];
14567 static struct EngineSnapshotInfo engine_snapshot_rnd;
14568 static char *snapshot_level_identifier = NULL;
14569 static int snapshot_level_nr = -1;
14571 static void SaveEngineSnapshotValues_RND()
14573 static int belt_base_active_element[4] =
14575 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
14576 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
14577 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
14578 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
14582 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14584 int element = EL_CUSTOM_START + i;
14586 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
14589 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14591 int element = EL_GROUP_START + i;
14593 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
14596 for (i = 0; i < 4; i++)
14598 for (j = 0; j < NUM_BELT_PARTS; j++)
14600 int element = belt_base_active_element[i] + j;
14601 int graphic = el2img(element);
14602 int anim_mode = graphic_info[graphic].anim_mode;
14604 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
14605 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
14610 static void LoadEngineSnapshotValues_RND()
14612 unsigned int num_random_calls = game.num_random_calls;
14615 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14617 int element = EL_CUSTOM_START + i;
14619 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
14622 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14624 int element = EL_GROUP_START + i;
14626 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
14629 for (i = 0; i < 4; i++)
14631 for (j = 0; j < NUM_BELT_PARTS; j++)
14633 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
14634 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
14636 graphic_info[graphic].anim_mode = anim_mode;
14640 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14642 InitRND(tape.random_seed);
14643 for (i = 0; i < num_random_calls; i++)
14647 if (game.num_random_calls != num_random_calls)
14649 Error(ERR_INFO, "number of random calls out of sync");
14650 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
14651 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
14652 Error(ERR_EXIT, "this should not happen -- please debug");
14656 void FreeEngineSnapshotSingle()
14658 FreeSnapshotSingle();
14660 setString(&snapshot_level_identifier, NULL);
14661 snapshot_level_nr = -1;
14664 void FreeEngineSnapshotList()
14666 FreeSnapshotList();
14669 ListNode *SaveEngineSnapshotBuffers()
14671 ListNode *buffers = NULL;
14673 /* copy some special values to a structure better suited for the snapshot */
14675 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14676 SaveEngineSnapshotValues_RND();
14677 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14678 SaveEngineSnapshotValues_EM();
14679 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14680 SaveEngineSnapshotValues_SP(&buffers);
14682 /* save values stored in special snapshot structure */
14684 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14685 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
14686 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14687 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
14688 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14689 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
14691 /* save further RND engine values */
14693 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
14694 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
14695 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
14697 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
14698 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
14699 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
14700 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
14702 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
14703 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
14704 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
14705 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
14706 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
14708 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
14709 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
14710 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
14712 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
14714 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
14716 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
14717 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
14719 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
14720 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
14721 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
14722 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
14723 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
14724 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
14725 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
14726 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
14727 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
14728 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
14729 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
14730 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
14731 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
14732 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
14733 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
14734 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
14735 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
14736 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
14738 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
14739 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
14741 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
14742 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
14743 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
14745 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
14746 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
14748 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
14749 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
14750 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
14751 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
14752 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
14754 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
14755 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
14758 ListNode *node = engine_snapshot_list_rnd;
14761 while (node != NULL)
14763 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
14768 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
14774 void SaveEngineSnapshotSingle()
14776 ListNode *buffers = SaveEngineSnapshotBuffers();
14778 /* finally save all snapshot buffers to single snapshot */
14779 SaveSnapshotSingle(buffers);
14781 /* save level identification information */
14782 setString(&snapshot_level_identifier, leveldir_current->identifier);
14783 snapshot_level_nr = level_nr;
14786 boolean CheckSaveEngineSnapshotToList()
14788 boolean save_snapshot =
14789 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
14790 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
14791 game.snapshot.changed_action) ||
14792 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
14793 game.snapshot.collected_item));
14795 game.snapshot.changed_action = FALSE;
14796 game.snapshot.collected_item = FALSE;
14797 game.snapshot.save_snapshot = save_snapshot;
14799 return save_snapshot;
14802 void SaveEngineSnapshotToList()
14804 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
14808 ListNode *buffers = SaveEngineSnapshotBuffers();
14810 /* finally save all snapshot buffers to snapshot list */
14811 SaveSnapshotToList(buffers);
14814 void SaveEngineSnapshotToListInitial()
14816 FreeEngineSnapshotList();
14818 SaveEngineSnapshotToList();
14821 void LoadEngineSnapshotValues()
14823 /* restore special values from snapshot structure */
14825 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14826 LoadEngineSnapshotValues_RND();
14827 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14828 LoadEngineSnapshotValues_EM();
14829 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14830 LoadEngineSnapshotValues_SP();
14833 void LoadEngineSnapshotSingle()
14835 LoadSnapshotSingle();
14837 LoadEngineSnapshotValues();
14840 void LoadEngineSnapshot_Undo(int steps)
14842 LoadSnapshotFromList_Older(steps);
14844 LoadEngineSnapshotValues();
14847 void LoadEngineSnapshot_Redo(int steps)
14849 LoadSnapshotFromList_Newer(steps);
14851 LoadEngineSnapshotValues();
14854 boolean CheckEngineSnapshotSingle()
14856 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
14857 snapshot_level_nr == level_nr);
14860 boolean CheckEngineSnapshotList()
14862 return CheckSnapshotList();
14866 /* ---------- new game button stuff ---------------------------------------- */
14874 } gamebutton_info[NUM_GAME_BUTTONS] =
14877 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
14878 GAME_CTRL_ID_STOP, "stop game"
14881 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
14882 GAME_CTRL_ID_PAUSE, "pause game"
14885 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
14886 GAME_CTRL_ID_PLAY, "play game"
14889 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
14890 GAME_CTRL_ID_UNDO, "undo step"
14893 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
14894 GAME_CTRL_ID_REDO, "redo step"
14897 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
14898 GAME_CTRL_ID_SAVE, "save game"
14901 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
14902 GAME_CTRL_ID_PAUSE2, "pause game"
14905 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
14906 GAME_CTRL_ID_LOAD, "load game"
14909 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
14910 SOUND_CTRL_ID_MUSIC, "background music on/off"
14913 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
14914 SOUND_CTRL_ID_LOOPS, "sound loops on/off"
14917 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
14918 SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
14922 void CreateGameButtons()
14926 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14928 struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
14929 struct XY *pos = gamebutton_info[i].pos;
14930 struct GadgetInfo *gi;
14933 unsigned int event_mask;
14934 int base_x = (tape.show_game_buttons ? VX : DX);
14935 int base_y = (tape.show_game_buttons ? VY : DY);
14936 int gd_x = gfx->src_x;
14937 int gd_y = gfx->src_y;
14938 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
14939 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
14940 int gd_xa = gfx->src_x + gfx->active_xoffset;
14941 int gd_ya = gfx->src_y + gfx->active_yoffset;
14942 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
14943 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
14946 if (gfx->bitmap == NULL)
14948 game_gadget[id] = NULL;
14953 if (id == GAME_CTRL_ID_STOP ||
14954 id == GAME_CTRL_ID_PLAY ||
14955 id == GAME_CTRL_ID_SAVE ||
14956 id == GAME_CTRL_ID_LOAD)
14958 button_type = GD_TYPE_NORMAL_BUTTON;
14960 event_mask = GD_EVENT_RELEASED;
14962 else if (id == GAME_CTRL_ID_UNDO ||
14963 id == GAME_CTRL_ID_REDO)
14965 button_type = GD_TYPE_NORMAL_BUTTON;
14967 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
14971 button_type = GD_TYPE_CHECK_BUTTON;
14973 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
14974 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
14975 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
14976 event_mask = GD_EVENT_PRESSED;
14979 gi = CreateGadget(GDI_CUSTOM_ID, id,
14980 GDI_INFO_TEXT, gamebutton_info[i].infotext,
14981 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
14982 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
14983 GDI_WIDTH, gfx->width,
14984 GDI_HEIGHT, gfx->height,
14985 GDI_TYPE, button_type,
14986 GDI_STATE, GD_BUTTON_UNPRESSED,
14987 GDI_CHECKED, checked,
14988 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
14989 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
14990 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
14991 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
14992 GDI_DIRECT_DRAW, FALSE,
14993 GDI_EVENT_MASK, event_mask,
14994 GDI_CALLBACK_ACTION, HandleGameButtons,
14998 Error(ERR_EXIT, "cannot create gadget");
15000 game_gadget[id] = gi;
15004 void FreeGameButtons()
15008 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15009 FreeGadget(game_gadget[i]);
15012 static void UnmapGameButtonsAtSamePosition(int id)
15016 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15018 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15019 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15020 UnmapGadget(game_gadget[i]);
15023 static void UnmapGameButtonsAtSamePosition_All()
15025 if (setup.show_snapshot_buttons)
15027 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15028 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15029 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15033 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15034 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15035 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15039 static void MapGameButtonsAtSamePosition(int id)
15043 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15045 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15046 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15047 MapGadget(game_gadget[i]);
15049 UnmapGameButtonsAtSamePosition_All();
15052 void MapUndoRedoButtons()
15054 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15055 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15057 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15058 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15060 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
15063 void UnmapUndoRedoButtons()
15065 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15066 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15068 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15069 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15071 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
15074 void MapGameButtons()
15078 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15079 if (i != GAME_CTRL_ID_UNDO &&
15080 i != GAME_CTRL_ID_REDO)
15081 MapGadget(game_gadget[i]);
15083 UnmapGameButtonsAtSamePosition_All();
15085 RedrawGameButtons();
15088 void UnmapGameButtons()
15092 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15093 UnmapGadget(game_gadget[i]);
15096 void RedrawGameButtons()
15100 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15101 RedrawGadget(game_gadget[i]);
15103 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15104 redraw_mask &= ~REDRAW_ALL;
15107 void GameUndoRedoExt()
15109 ClearPlayerAction();
15111 tape.pausing = TRUE;
15114 UpdateAndDisplayGameControlValues();
15116 DrawCompleteVideoDisplay();
15117 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15118 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15119 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
15124 void GameUndo(int steps)
15126 if (!CheckEngineSnapshotList())
15129 LoadEngineSnapshot_Undo(steps);
15134 void GameRedo(int steps)
15136 if (!CheckEngineSnapshotList())
15139 LoadEngineSnapshot_Redo(steps);
15144 static void HandleGameButtonsExt(int id, int button)
15146 static boolean game_undo_executed = FALSE;
15147 int steps = BUTTON_STEPSIZE(button);
15148 boolean handle_game_buttons =
15149 (game_status == GAME_MODE_PLAYING ||
15150 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15152 if (!handle_game_buttons)
15157 case GAME_CTRL_ID_STOP:
15158 if (game_status == GAME_MODE_MAIN)
15164 RequestQuitGame(TRUE);
15168 case GAME_CTRL_ID_PAUSE:
15169 case GAME_CTRL_ID_PAUSE2:
15170 if (options.network && game_status == GAME_MODE_PLAYING)
15172 #if defined(NETWORK_AVALIABLE)
15174 SendToServer_ContinuePlaying();
15176 SendToServer_PausePlaying();
15180 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15182 game_undo_executed = FALSE;
15186 case GAME_CTRL_ID_PLAY:
15187 if (game_status == GAME_MODE_MAIN)
15189 StartGameActions(options.network, setup.autorecord, level.random_seed);
15191 else if (tape.pausing)
15193 #if defined(NETWORK_AVALIABLE)
15194 if (options.network)
15195 SendToServer_ContinuePlaying();
15198 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
15202 case GAME_CTRL_ID_UNDO:
15203 // Important: When using "save snapshot when collecting an item" mode,
15204 // load last (current) snapshot for first "undo" after pressing "pause"
15205 // (else the last-but-one snapshot would be loaded, because the snapshot
15206 // pointer already points to the last snapshot when pressing "pause",
15207 // which is fine for "every step/move" mode, but not for "every collect")
15208 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15209 !game_undo_executed)
15212 game_undo_executed = TRUE;
15217 case GAME_CTRL_ID_REDO:
15221 case GAME_CTRL_ID_SAVE:
15225 case GAME_CTRL_ID_LOAD:
15229 case SOUND_CTRL_ID_MUSIC:
15230 if (setup.sound_music)
15232 setup.sound_music = FALSE;
15236 else if (audio.music_available)
15238 setup.sound = setup.sound_music = TRUE;
15240 SetAudioMode(setup.sound);
15246 case SOUND_CTRL_ID_LOOPS:
15247 if (setup.sound_loops)
15248 setup.sound_loops = FALSE;
15249 else if (audio.loops_available)
15251 setup.sound = setup.sound_loops = TRUE;
15253 SetAudioMode(setup.sound);
15257 case SOUND_CTRL_ID_SIMPLE:
15258 if (setup.sound_simple)
15259 setup.sound_simple = FALSE;
15260 else if (audio.sound_available)
15262 setup.sound = setup.sound_simple = TRUE;
15264 SetAudioMode(setup.sound);
15273 static void HandleGameButtons(struct GadgetInfo *gi)
15275 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15278 void HandleSoundButtonKeys(Key key)
15281 if (key == setup.shortcut.sound_simple)
15282 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15283 else if (key == setup.shortcut.sound_loops)
15284 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15285 else if (key == setup.shortcut.sound_music)
15286 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);