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 other actions */
831 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
832 #define MOVE_STEPSIZE_MIN (1)
833 #define MOVE_STEPSIZE_MAX (TILEX)
835 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
836 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
838 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
840 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
841 RND(element_info[e].push_delay_random))
842 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
843 RND(element_info[e].drop_delay_random))
844 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
845 RND(element_info[e].move_delay_random))
846 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
847 (element_info[e].move_delay_random))
848 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
849 RND(element_info[e].ce_value_random_initial))
850 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
851 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
852 RND((c)->delay_random * (c)->delay_frames))
853 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
854 RND((c)->delay_random))
857 #define GET_VALID_RUNTIME_ELEMENT(e) \
858 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
860 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
861 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
862 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
863 (be) + (e) - EL_SELF)
865 #define GET_PLAYER_FROM_BITS(p) \
866 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
868 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
869 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
870 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
871 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
872 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
873 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
874 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
875 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
876 RESOLVED_REFERENCE_ELEMENT(be, e) : \
879 #define CAN_GROW_INTO(e) \
880 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
882 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
883 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
886 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
887 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
888 (CAN_MOVE_INTO_ACID(e) && \
889 Feld[x][y] == EL_ACID) || \
892 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
893 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
894 (CAN_MOVE_INTO_ACID(e) && \
895 Feld[x][y] == EL_ACID) || \
898 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
899 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
901 (CAN_MOVE_INTO_ACID(e) && \
902 Feld[x][y] == EL_ACID) || \
903 (DONT_COLLIDE_WITH(e) && \
905 !PLAYER_ENEMY_PROTECTED(x, y))))
907 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
908 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
910 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
911 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
913 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
914 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
916 #define ANDROID_CAN_CLONE_FIELD(x, y) \
917 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
918 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
920 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
921 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
923 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
924 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
926 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
927 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
929 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
930 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
932 #define PIG_CAN_ENTER_FIELD(e, x, y) \
933 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
935 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
936 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
937 Feld[x][y] == EL_EM_EXIT_OPEN || \
938 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
939 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
940 IS_FOOD_PENGUIN(Feld[x][y])))
941 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
942 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
944 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
945 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
947 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
948 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
950 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
951 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
952 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
954 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
956 #define CE_ENTER_FIELD_COND(e, x, y) \
957 (!IS_PLAYER(x, y) && \
958 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
960 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
961 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
963 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
964 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
966 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
967 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
968 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
969 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
971 /* game button identifiers */
972 #define GAME_CTRL_ID_STOP 0
973 #define GAME_CTRL_ID_PAUSE 1
974 #define GAME_CTRL_ID_PLAY 2
975 #define GAME_CTRL_ID_UNDO 3
976 #define GAME_CTRL_ID_REDO 4
977 #define GAME_CTRL_ID_SAVE 5
978 #define GAME_CTRL_ID_PAUSE2 6
979 #define GAME_CTRL_ID_LOAD 7
980 #define SOUND_CTRL_ID_MUSIC 8
981 #define SOUND_CTRL_ID_LOOPS 9
982 #define SOUND_CTRL_ID_SIMPLE 10
984 #define NUM_GAME_BUTTONS 11
987 /* forward declaration for internal use */
989 static void CreateField(int, int, int);
991 static void ResetGfxAnimation(int, int);
993 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
994 static void AdvanceFrameAndPlayerCounters(int);
996 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
997 static boolean MovePlayer(struct PlayerInfo *, int, int);
998 static void ScrollPlayer(struct PlayerInfo *, int);
999 static void ScrollScreen(struct PlayerInfo *, int);
1001 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1002 static boolean DigFieldByCE(int, int, int);
1003 static boolean SnapField(struct PlayerInfo *, int, int);
1004 static boolean DropElement(struct PlayerInfo *);
1006 static void InitBeltMovement(void);
1007 static void CloseAllOpenTimegates(void);
1008 static void CheckGravityMovement(struct PlayerInfo *);
1009 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1010 static void KillPlayerUnlessEnemyProtected(int, int);
1011 static void KillPlayerUnlessExplosionProtected(int, int);
1013 static void TestIfPlayerTouchesCustomElement(int, int);
1014 static void TestIfElementTouchesCustomElement(int, int);
1015 static void TestIfElementHitsCustomElement(int, int, int);
1017 static void HandleElementChange(int, int, int);
1018 static void ExecuteCustomElementAction(int, int, int, int);
1019 static boolean ChangeElement(int, int, int, int);
1021 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1022 #define CheckTriggeredElementChange(x, y, e, ev) \
1023 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1024 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1025 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1026 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1027 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1028 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1029 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1031 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1032 #define CheckElementChange(x, y, e, te, ev) \
1033 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1034 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1035 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1036 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1037 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1039 static void PlayLevelSound(int, int, int);
1040 static void PlayLevelSoundNearest(int, int, int);
1041 static void PlayLevelSoundAction(int, int, int);
1042 static void PlayLevelSoundElementAction(int, int, int, int);
1043 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1044 static void PlayLevelSoundActionIfLoop(int, int, int);
1045 static void StopLevelSoundActionIfLoop(int, int, int);
1046 static void PlayLevelMusic();
1048 static void HandleGameButtons(struct GadgetInfo *);
1050 int AmoebeNachbarNr(int, int);
1051 void AmoebeUmwandeln(int, int);
1052 void ContinueMoving(int, int);
1053 void Bang(int, int);
1054 void InitMovDir(int, int);
1055 void InitAmoebaNr(int, int);
1056 int NewHiScore(void);
1058 void TestIfGoodThingHitsBadThing(int, int, int);
1059 void TestIfBadThingHitsGoodThing(int, int, int);
1060 void TestIfPlayerTouchesBadThing(int, int);
1061 void TestIfPlayerRunsIntoBadThing(int, int, int);
1062 void TestIfBadThingTouchesPlayer(int, int);
1063 void TestIfBadThingRunsIntoPlayer(int, int, int);
1064 void TestIfFriendTouchesBadThing(int, int);
1065 void TestIfBadThingTouchesFriend(int, int);
1066 void TestIfBadThingTouchesOtherBadThing(int, int);
1067 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1069 void KillPlayer(struct PlayerInfo *);
1070 void BuryPlayer(struct PlayerInfo *);
1071 void RemovePlayer(struct PlayerInfo *);
1073 static int getInvisibleActiveFromInvisibleElement(int);
1074 static int getInvisibleFromInvisibleActiveElement(int);
1076 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1078 /* for detection of endless loops, caused by custom element programming */
1079 /* (using maximal playfield width x 10 is just a rough approximation) */
1080 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1082 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1084 if (recursion_loop_detected) \
1087 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1089 recursion_loop_detected = TRUE; \
1090 recursion_loop_element = (e); \
1093 recursion_loop_depth++; \
1096 #define RECURSION_LOOP_DETECTION_END() \
1098 recursion_loop_depth--; \
1101 static int recursion_loop_depth;
1102 static boolean recursion_loop_detected;
1103 static boolean recursion_loop_element;
1105 static int map_player_action[MAX_PLAYERS];
1108 /* ------------------------------------------------------------------------- */
1109 /* definition of elements that automatically change to other elements after */
1110 /* a specified time, eventually calling a function when changing */
1111 /* ------------------------------------------------------------------------- */
1113 /* forward declaration for changer functions */
1114 static void InitBuggyBase(int, int);
1115 static void WarnBuggyBase(int, int);
1117 static void InitTrap(int, int);
1118 static void ActivateTrap(int, int);
1119 static void ChangeActiveTrap(int, int);
1121 static void InitRobotWheel(int, int);
1122 static void RunRobotWheel(int, int);
1123 static void StopRobotWheel(int, int);
1125 static void InitTimegateWheel(int, int);
1126 static void RunTimegateWheel(int, int);
1128 static void InitMagicBallDelay(int, int);
1129 static void ActivateMagicBall(int, int);
1131 struct ChangingElementInfo
1136 void (*pre_change_function)(int x, int y);
1137 void (*change_function)(int x, int y);
1138 void (*post_change_function)(int x, int y);
1141 static struct ChangingElementInfo change_delay_list[] =
1176 EL_STEEL_EXIT_OPENING,
1184 EL_STEEL_EXIT_CLOSING,
1185 EL_STEEL_EXIT_CLOSED,
1208 EL_EM_STEEL_EXIT_OPENING,
1209 EL_EM_STEEL_EXIT_OPEN,
1216 EL_EM_STEEL_EXIT_CLOSING,
1240 EL_SWITCHGATE_OPENING,
1248 EL_SWITCHGATE_CLOSING,
1249 EL_SWITCHGATE_CLOSED,
1256 EL_TIMEGATE_OPENING,
1264 EL_TIMEGATE_CLOSING,
1273 EL_ACID_SPLASH_LEFT,
1281 EL_ACID_SPLASH_RIGHT,
1290 EL_SP_BUGGY_BASE_ACTIVATING,
1297 EL_SP_BUGGY_BASE_ACTIVATING,
1298 EL_SP_BUGGY_BASE_ACTIVE,
1305 EL_SP_BUGGY_BASE_ACTIVE,
1329 EL_ROBOT_WHEEL_ACTIVE,
1337 EL_TIMEGATE_SWITCH_ACTIVE,
1345 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1346 EL_DC_TIMEGATE_SWITCH,
1353 EL_EMC_MAGIC_BALL_ACTIVE,
1354 EL_EMC_MAGIC_BALL_ACTIVE,
1361 EL_EMC_SPRING_BUMPER_ACTIVE,
1362 EL_EMC_SPRING_BUMPER,
1369 EL_DIAGONAL_SHRINKING,
1377 EL_DIAGONAL_GROWING,
1398 int push_delay_fixed, push_delay_random;
1402 { EL_SPRING, 0, 0 },
1403 { EL_BALLOON, 0, 0 },
1405 { EL_SOKOBAN_OBJECT, 2, 0 },
1406 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1407 { EL_SATELLITE, 2, 0 },
1408 { EL_SP_DISK_YELLOW, 2, 0 },
1410 { EL_UNDEFINED, 0, 0 },
1418 move_stepsize_list[] =
1420 { EL_AMOEBA_DROP, 2 },
1421 { EL_AMOEBA_DROPPING, 2 },
1422 { EL_QUICKSAND_FILLING, 1 },
1423 { EL_QUICKSAND_EMPTYING, 1 },
1424 { EL_QUICKSAND_FAST_FILLING, 2 },
1425 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1426 { EL_MAGIC_WALL_FILLING, 2 },
1427 { EL_MAGIC_WALL_EMPTYING, 2 },
1428 { EL_BD_MAGIC_WALL_FILLING, 2 },
1429 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1430 { EL_DC_MAGIC_WALL_FILLING, 2 },
1431 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1433 { EL_UNDEFINED, 0 },
1441 collect_count_list[] =
1444 { EL_BD_DIAMOND, 1 },
1445 { EL_EMERALD_YELLOW, 1 },
1446 { EL_EMERALD_RED, 1 },
1447 { EL_EMERALD_PURPLE, 1 },
1449 { EL_SP_INFOTRON, 1 },
1453 { EL_UNDEFINED, 0 },
1461 access_direction_list[] =
1463 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1464 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1465 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1466 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1467 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1468 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1469 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1470 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1471 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1472 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1473 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1475 { EL_SP_PORT_LEFT, MV_RIGHT },
1476 { EL_SP_PORT_RIGHT, MV_LEFT },
1477 { EL_SP_PORT_UP, MV_DOWN },
1478 { EL_SP_PORT_DOWN, MV_UP },
1479 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1480 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1481 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1482 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1483 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1484 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1485 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1486 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1487 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1488 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1489 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1490 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1491 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1492 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1493 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1495 { EL_UNDEFINED, MV_NONE }
1498 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1500 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1501 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1502 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1503 IS_JUST_CHANGING(x, y))
1505 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1507 /* static variables for playfield scan mode (scanning forward or backward) */
1508 static int playfield_scan_start_x = 0;
1509 static int playfield_scan_start_y = 0;
1510 static int playfield_scan_delta_x = 1;
1511 static int playfield_scan_delta_y = 1;
1513 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1514 (y) >= 0 && (y) <= lev_fieldy - 1; \
1515 (y) += playfield_scan_delta_y) \
1516 for ((x) = playfield_scan_start_x; \
1517 (x) >= 0 && (x) <= lev_fieldx - 1; \
1518 (x) += playfield_scan_delta_x)
1521 void DEBUG_SetMaximumDynamite()
1525 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1526 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1527 local_player->inventory_element[local_player->inventory_size++] =
1532 static void InitPlayfieldScanModeVars()
1534 if (game.use_reverse_scan_direction)
1536 playfield_scan_start_x = lev_fieldx - 1;
1537 playfield_scan_start_y = lev_fieldy - 1;
1539 playfield_scan_delta_x = -1;
1540 playfield_scan_delta_y = -1;
1544 playfield_scan_start_x = 0;
1545 playfield_scan_start_y = 0;
1547 playfield_scan_delta_x = 1;
1548 playfield_scan_delta_y = 1;
1552 static void InitPlayfieldScanMode(int mode)
1554 game.use_reverse_scan_direction =
1555 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1557 InitPlayfieldScanModeVars();
1560 static int get_move_delay_from_stepsize(int move_stepsize)
1563 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1565 /* make sure that stepsize value is always a power of 2 */
1566 move_stepsize = (1 << log_2(move_stepsize));
1568 return TILEX / move_stepsize;
1571 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1574 int player_nr = player->index_nr;
1575 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1576 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1578 /* do no immediately change move delay -- the player might just be moving */
1579 player->move_delay_value_next = move_delay;
1581 /* information if player can move must be set separately */
1582 player->cannot_move = cannot_move;
1586 player->move_delay = game.initial_move_delay[player_nr];
1587 player->move_delay_value = game.initial_move_delay_value[player_nr];
1589 player->move_delay_value_next = -1;
1591 player->move_delay_reset_counter = 0;
1595 void GetPlayerConfig()
1597 GameFrameDelay = setup.game_frame_delay;
1599 if (!audio.sound_available)
1600 setup.sound_simple = FALSE;
1602 if (!audio.loops_available)
1603 setup.sound_loops = FALSE;
1605 if (!audio.music_available)
1606 setup.sound_music = FALSE;
1608 if (!video.fullscreen_available)
1609 setup.fullscreen = FALSE;
1611 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1613 SetAudioMode(setup.sound);
1617 int GetElementFromGroupElement(int element)
1619 if (IS_GROUP_ELEMENT(element))
1621 struct ElementGroupInfo *group = element_info[element].group;
1622 int last_anim_random_frame = gfx.anim_random_frame;
1625 if (group->choice_mode == ANIM_RANDOM)
1626 gfx.anim_random_frame = RND(group->num_elements_resolved);
1628 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1629 group->choice_mode, 0,
1632 if (group->choice_mode == ANIM_RANDOM)
1633 gfx.anim_random_frame = last_anim_random_frame;
1635 group->choice_pos++;
1637 element = group->element_resolved[element_pos];
1643 static void InitPlayerField(int x, int y, int element, boolean init_game)
1645 if (element == EL_SP_MURPHY)
1649 if (stored_player[0].present)
1651 Feld[x][y] = EL_SP_MURPHY_CLONE;
1657 stored_player[0].initial_element = element;
1658 stored_player[0].use_murphy = TRUE;
1660 if (!level.use_artwork_element[0])
1661 stored_player[0].artwork_element = EL_SP_MURPHY;
1664 Feld[x][y] = EL_PLAYER_1;
1670 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1671 int jx = player->jx, jy = player->jy;
1673 player->present = TRUE;
1675 player->block_last_field = (element == EL_SP_MURPHY ?
1676 level.sp_block_last_field :
1677 level.block_last_field);
1679 /* ---------- initialize player's last field block delay --------------- */
1681 /* always start with reliable default value (no adjustment needed) */
1682 player->block_delay_adjustment = 0;
1684 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1685 if (player->block_last_field && element == EL_SP_MURPHY)
1686 player->block_delay_adjustment = 1;
1688 /* special case 2: in game engines before 3.1.1, blocking was different */
1689 if (game.use_block_last_field_bug)
1690 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1692 if (!options.network || player->connected)
1694 player->active = TRUE;
1696 /* remove potentially duplicate players */
1697 if (StorePlayer[jx][jy] == Feld[x][y])
1698 StorePlayer[jx][jy] = 0;
1700 StorePlayer[x][y] = Feld[x][y];
1702 #if DEBUG_INIT_PLAYER
1705 printf("- player element %d activated", player->element_nr);
1706 printf(" (local player is %d and currently %s)\n",
1707 local_player->element_nr,
1708 local_player->active ? "active" : "not active");
1713 Feld[x][y] = EL_EMPTY;
1715 player->jx = player->last_jx = x;
1716 player->jy = player->last_jy = y;
1721 int player_nr = GET_PLAYER_NR(element);
1722 struct PlayerInfo *player = &stored_player[player_nr];
1724 if (player->active && player->killed)
1725 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1729 static void InitField(int x, int y, boolean init_game)
1731 int element = Feld[x][y];
1740 InitPlayerField(x, y, element, init_game);
1743 case EL_SOKOBAN_FIELD_PLAYER:
1744 element = Feld[x][y] = EL_PLAYER_1;
1745 InitField(x, y, init_game);
1747 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1748 InitField(x, y, init_game);
1751 case EL_SOKOBAN_FIELD_EMPTY:
1752 local_player->sokobanfields_still_needed++;
1756 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1757 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1758 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1759 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1760 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1761 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1762 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1763 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1764 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1765 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1774 case EL_SPACESHIP_RIGHT:
1775 case EL_SPACESHIP_UP:
1776 case EL_SPACESHIP_LEFT:
1777 case EL_SPACESHIP_DOWN:
1778 case EL_BD_BUTTERFLY:
1779 case EL_BD_BUTTERFLY_RIGHT:
1780 case EL_BD_BUTTERFLY_UP:
1781 case EL_BD_BUTTERFLY_LEFT:
1782 case EL_BD_BUTTERFLY_DOWN:
1784 case EL_BD_FIREFLY_RIGHT:
1785 case EL_BD_FIREFLY_UP:
1786 case EL_BD_FIREFLY_LEFT:
1787 case EL_BD_FIREFLY_DOWN:
1788 case EL_PACMAN_RIGHT:
1790 case EL_PACMAN_LEFT:
1791 case EL_PACMAN_DOWN:
1793 case EL_YAMYAM_LEFT:
1794 case EL_YAMYAM_RIGHT:
1796 case EL_YAMYAM_DOWN:
1797 case EL_DARK_YAMYAM:
1800 case EL_SP_SNIKSNAK:
1801 case EL_SP_ELECTRON:
1810 case EL_AMOEBA_FULL:
1815 case EL_AMOEBA_DROP:
1816 if (y == lev_fieldy - 1)
1818 Feld[x][y] = EL_AMOEBA_GROWING;
1819 Store[x][y] = EL_AMOEBA_WET;
1823 case EL_DYNAMITE_ACTIVE:
1824 case EL_SP_DISK_RED_ACTIVE:
1825 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1826 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1827 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1828 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1829 MovDelay[x][y] = 96;
1832 case EL_EM_DYNAMITE_ACTIVE:
1833 MovDelay[x][y] = 32;
1837 local_player->lights_still_needed++;
1841 local_player->friends_still_needed++;
1846 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1849 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1850 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1851 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1852 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1853 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1854 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1855 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1856 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1857 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1858 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1859 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1860 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1863 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1864 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1865 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1867 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1869 game.belt_dir[belt_nr] = belt_dir;
1870 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1872 else /* more than one switch -- set it like the first switch */
1874 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1879 case EL_LIGHT_SWITCH_ACTIVE:
1881 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1884 case EL_INVISIBLE_STEELWALL:
1885 case EL_INVISIBLE_WALL:
1886 case EL_INVISIBLE_SAND:
1887 if (game.light_time_left > 0 ||
1888 game.lenses_time_left > 0)
1889 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1892 case EL_EMC_MAGIC_BALL:
1893 if (game.ball_state)
1894 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1897 case EL_EMC_MAGIC_BALL_SWITCH:
1898 if (game.ball_state)
1899 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1902 case EL_TRIGGER_PLAYER:
1903 case EL_TRIGGER_ELEMENT:
1904 case EL_TRIGGER_CE_VALUE:
1905 case EL_TRIGGER_CE_SCORE:
1907 case EL_ANY_ELEMENT:
1908 case EL_CURRENT_CE_VALUE:
1909 case EL_CURRENT_CE_SCORE:
1926 /* reference elements should not be used on the playfield */
1927 Feld[x][y] = EL_EMPTY;
1931 if (IS_CUSTOM_ELEMENT(element))
1933 if (CAN_MOVE(element))
1936 if (!element_info[element].use_last_ce_value || init_game)
1937 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1939 else if (IS_GROUP_ELEMENT(element))
1941 Feld[x][y] = GetElementFromGroupElement(element);
1943 InitField(x, y, init_game);
1950 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1953 inline static void InitField_WithBug1(int x, int y, boolean init_game)
1955 InitField(x, y, init_game);
1957 /* not needed to call InitMovDir() -- already done by InitField()! */
1958 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1959 CAN_MOVE(Feld[x][y]))
1963 inline static void InitField_WithBug2(int x, int y, boolean init_game)
1965 int old_element = Feld[x][y];
1967 InitField(x, y, init_game);
1969 /* not needed to call InitMovDir() -- already done by InitField()! */
1970 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1971 CAN_MOVE(old_element) &&
1972 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
1975 /* this case is in fact a combination of not less than three bugs:
1976 first, it calls InitMovDir() for elements that can move, although this is
1977 already done by InitField(); then, it checks the element that was at this
1978 field _before_ the call to InitField() (which can change it); lastly, it
1979 was not called for "mole with direction" elements, which were treated as
1980 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
1984 static int get_key_element_from_nr(int key_nr)
1986 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
1987 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
1988 EL_EM_KEY_1 : EL_KEY_1);
1990 return key_base_element + key_nr;
1993 static int get_next_dropped_element(struct PlayerInfo *player)
1995 return (player->inventory_size > 0 ?
1996 player->inventory_element[player->inventory_size - 1] :
1997 player->inventory_infinite_element != EL_UNDEFINED ?
1998 player->inventory_infinite_element :
1999 player->dynabombs_left > 0 ?
2000 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2004 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2006 /* pos >= 0: get element from bottom of the stack;
2007 pos < 0: get element from top of the stack */
2011 int min_inventory_size = -pos;
2012 int inventory_pos = player->inventory_size - min_inventory_size;
2013 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2015 return (player->inventory_size >= min_inventory_size ?
2016 player->inventory_element[inventory_pos] :
2017 player->inventory_infinite_element != EL_UNDEFINED ?
2018 player->inventory_infinite_element :
2019 player->dynabombs_left >= min_dynabombs_left ?
2020 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2025 int min_dynabombs_left = pos + 1;
2026 int min_inventory_size = pos + 1 - player->dynabombs_left;
2027 int inventory_pos = pos - player->dynabombs_left;
2029 return (player->inventory_infinite_element != EL_UNDEFINED ?
2030 player->inventory_infinite_element :
2031 player->dynabombs_left >= min_dynabombs_left ?
2032 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2033 player->inventory_size >= min_inventory_size ?
2034 player->inventory_element[inventory_pos] :
2039 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2041 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2042 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2045 if (gpo1->sort_priority != gpo2->sort_priority)
2046 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2048 compare_result = gpo1->nr - gpo2->nr;
2050 return compare_result;
2053 void InitGameControlValues()
2057 for (i = 0; game_panel_controls[i].nr != -1; i++)
2059 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2060 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2061 struct TextPosInfo *pos = gpc->pos;
2063 int type = gpc->type;
2067 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2068 Error(ERR_EXIT, "this should not happen -- please debug");
2071 /* force update of game controls after initialization */
2072 gpc->value = gpc->last_value = -1;
2073 gpc->frame = gpc->last_frame = -1;
2074 gpc->gfx_frame = -1;
2076 /* determine panel value width for later calculation of alignment */
2077 if (type == TYPE_INTEGER || type == TYPE_STRING)
2079 pos->width = pos->size * getFontWidth(pos->font);
2080 pos->height = getFontHeight(pos->font);
2082 else if (type == TYPE_ELEMENT)
2084 pos->width = pos->size;
2085 pos->height = pos->size;
2088 /* fill structure for game panel draw order */
2090 gpo->sort_priority = pos->sort_priority;
2093 /* sort game panel controls according to sort_priority and control number */
2094 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2095 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2098 void UpdatePlayfieldElementCount()
2100 boolean use_element_count = FALSE;
2103 /* first check if it is needed at all to calculate playfield element count */
2104 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2105 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2106 use_element_count = TRUE;
2108 if (!use_element_count)
2111 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2112 element_info[i].element_count = 0;
2114 SCAN_PLAYFIELD(x, y)
2116 element_info[Feld[x][y]].element_count++;
2119 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2120 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2121 if (IS_IN_GROUP(j, i))
2122 element_info[EL_GROUP_START + i].element_count +=
2123 element_info[j].element_count;
2126 void UpdateGameControlValues()
2129 int time = (local_player->LevelSolved ?
2130 local_player->LevelSolved_CountingTime :
2131 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2132 level.native_em_level->lev->time :
2133 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2134 level.native_sp_level->game_sp->time_played :
2135 game.no_time_limit ? TimePlayed : TimeLeft);
2136 int score = (local_player->LevelSolved ?
2137 local_player->LevelSolved_CountingScore :
2138 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2139 level.native_em_level->lev->score :
2140 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2141 level.native_sp_level->game_sp->score :
2142 local_player->score);
2143 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2144 level.native_em_level->lev->required :
2145 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2146 level.native_sp_level->game_sp->infotrons_still_needed :
2147 local_player->gems_still_needed);
2148 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2149 level.native_em_level->lev->required > 0 :
2150 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2151 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2152 local_player->gems_still_needed > 0 ||
2153 local_player->sokobanfields_still_needed > 0 ||
2154 local_player->lights_still_needed > 0);
2156 UpdatePlayfieldElementCount();
2158 /* update game panel control values */
2160 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2161 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2163 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2164 for (i = 0; i < MAX_NUM_KEYS; i++)
2165 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2166 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2167 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2169 if (game.centered_player_nr == -1)
2171 for (i = 0; i < MAX_PLAYERS; i++)
2173 /* only one player in Supaplex game engine */
2174 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2177 for (k = 0; k < MAX_NUM_KEYS; k++)
2179 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2181 if (level.native_em_level->ply[i]->keys & (1 << k))
2182 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2183 get_key_element_from_nr(k);
2185 else if (stored_player[i].key[k])
2186 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2187 get_key_element_from_nr(k);
2190 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2191 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2192 level.native_em_level->ply[i]->dynamite;
2193 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2194 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2195 level.native_sp_level->game_sp->red_disk_count;
2197 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2198 stored_player[i].inventory_size;
2200 if (stored_player[i].num_white_keys > 0)
2201 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2204 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2205 stored_player[i].num_white_keys;
2210 int player_nr = game.centered_player_nr;
2212 for (k = 0; k < MAX_NUM_KEYS; k++)
2214 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2216 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2217 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2218 get_key_element_from_nr(k);
2220 else if (stored_player[player_nr].key[k])
2221 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2222 get_key_element_from_nr(k);
2225 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2226 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2227 level.native_em_level->ply[player_nr]->dynamite;
2228 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2229 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2230 level.native_sp_level->game_sp->red_disk_count;
2232 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2233 stored_player[player_nr].inventory_size;
2235 if (stored_player[player_nr].num_white_keys > 0)
2236 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2238 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2239 stored_player[player_nr].num_white_keys;
2242 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2244 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2245 get_inventory_element_from_pos(local_player, i);
2246 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2247 get_inventory_element_from_pos(local_player, -i - 1);
2250 game_panel_controls[GAME_PANEL_SCORE].value = score;
2251 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2253 game_panel_controls[GAME_PANEL_TIME].value = time;
2255 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2256 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2257 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2259 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2261 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2262 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2264 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2265 local_player->shield_normal_time_left;
2266 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2267 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2269 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2270 local_player->shield_deadly_time_left;
2272 game_panel_controls[GAME_PANEL_EXIT].value =
2273 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2275 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2276 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2277 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2278 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2279 EL_EMC_MAGIC_BALL_SWITCH);
2281 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2282 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2283 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2284 game.light_time_left;
2286 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2287 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2288 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2289 game.timegate_time_left;
2291 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2292 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2294 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2295 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2296 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2297 game.lenses_time_left;
2299 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2300 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2301 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2302 game.magnify_time_left;
2304 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2305 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2306 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2307 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2308 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2309 EL_BALLOON_SWITCH_NONE);
2311 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2312 local_player->dynabomb_count;
2313 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2314 local_player->dynabomb_size;
2315 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2316 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2318 game_panel_controls[GAME_PANEL_PENGUINS].value =
2319 local_player->friends_still_needed;
2321 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2322 local_player->sokobanfields_still_needed;
2323 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2324 local_player->sokobanfields_still_needed;
2326 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2327 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2329 for (i = 0; i < NUM_BELTS; i++)
2331 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2332 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2333 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2334 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2335 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2338 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2339 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2340 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2341 game.magic_wall_time_left;
2343 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2344 local_player->gravity;
2346 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2347 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2349 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2350 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2351 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2352 game.panel.element[i].id : EL_UNDEFINED);
2354 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2355 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2356 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2357 element_info[game.panel.element_count[i].id].element_count : 0);
2359 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2360 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2361 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2362 element_info[game.panel.ce_score[i].id].collect_score : 0);
2364 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2365 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2366 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2367 element_info[game.panel.ce_score_element[i].id].collect_score :
2370 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2371 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2372 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2374 /* update game panel control frames */
2376 for (i = 0; game_panel_controls[i].nr != -1; i++)
2378 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2380 if (gpc->type == TYPE_ELEMENT)
2382 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2384 int last_anim_random_frame = gfx.anim_random_frame;
2385 int element = gpc->value;
2386 int graphic = el2panelimg(element);
2388 if (gpc->value != gpc->last_value)
2391 gpc->gfx_random = INIT_GFX_RANDOM();
2397 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2398 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2399 gpc->gfx_random = INIT_GFX_RANDOM();
2402 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2403 gfx.anim_random_frame = gpc->gfx_random;
2405 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2406 gpc->gfx_frame = element_info[element].collect_score;
2408 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2411 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2412 gfx.anim_random_frame = last_anim_random_frame;
2418 void DisplayGameControlValues()
2420 boolean redraw_panel = FALSE;
2423 for (i = 0; game_panel_controls[i].nr != -1; i++)
2425 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2427 if (PANEL_DEACTIVATED(gpc->pos))
2430 if (gpc->value == gpc->last_value &&
2431 gpc->frame == gpc->last_frame)
2434 redraw_panel = TRUE;
2440 /* copy default game door content to main double buffer */
2442 /* !!! CHECK AGAIN !!! */
2443 SetPanelBackground();
2444 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2445 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2447 /* redraw game control buttons */
2448 RedrawGameButtons();
2450 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2452 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2454 int nr = game_panel_order[i].nr;
2455 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2456 struct TextPosInfo *pos = gpc->pos;
2457 int type = gpc->type;
2458 int value = gpc->value;
2459 int frame = gpc->frame;
2460 int size = pos->size;
2461 int font = pos->font;
2462 boolean draw_masked = pos->draw_masked;
2463 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2465 if (PANEL_DEACTIVATED(pos))
2468 gpc->last_value = value;
2469 gpc->last_frame = frame;
2471 if (type == TYPE_INTEGER)
2473 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2474 nr == GAME_PANEL_TIME)
2476 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2478 if (use_dynamic_size) /* use dynamic number of digits */
2480 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2481 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2482 int size2 = size1 + 1;
2483 int font1 = pos->font;
2484 int font2 = pos->font_alt;
2486 size = (value < value_change ? size1 : size2);
2487 font = (value < value_change ? font1 : font2);
2491 /* correct text size if "digits" is zero or less */
2493 size = strlen(int2str(value, size));
2495 /* dynamically correct text alignment */
2496 pos->width = size * getFontWidth(font);
2498 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2499 int2str(value, size), font, mask_mode);
2501 else if (type == TYPE_ELEMENT)
2503 int element, graphic;
2507 int dst_x = PANEL_XPOS(pos);
2508 int dst_y = PANEL_YPOS(pos);
2510 if (value != EL_UNDEFINED && value != EL_EMPTY)
2513 graphic = el2panelimg(value);
2515 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2517 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2520 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2523 width = graphic_info[graphic].width * size / TILESIZE;
2524 height = graphic_info[graphic].height * size / TILESIZE;
2527 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2530 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2534 else if (type == TYPE_STRING)
2536 boolean active = (value != 0);
2537 char *state_normal = "off";
2538 char *state_active = "on";
2539 char *state = (active ? state_active : state_normal);
2540 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2541 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2542 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2543 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2545 if (nr == GAME_PANEL_GRAVITY_STATE)
2547 int font1 = pos->font; /* (used for normal state) */
2548 int font2 = pos->font_alt; /* (used for active state) */
2550 font = (active ? font2 : font1);
2559 /* don't truncate output if "chars" is zero or less */
2562 /* dynamically correct text alignment */
2563 pos->width = size * getFontWidth(font);
2566 s_cut = getStringCopyN(s, size);
2568 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2569 s_cut, font, mask_mode);
2575 redraw_mask |= REDRAW_DOOR_1;
2578 SetGameStatus(GAME_MODE_PLAYING);
2581 void UpdateAndDisplayGameControlValues()
2583 if (tape.deactivate_display)
2586 UpdateGameControlValues();
2587 DisplayGameControlValues();
2590 void UpdateGameDoorValues()
2592 UpdateGameControlValues();
2595 void DrawGameDoorValues()
2597 DisplayGameControlValues();
2602 =============================================================================
2604 -----------------------------------------------------------------------------
2605 initialize game engine due to level / tape version number
2606 =============================================================================
2609 static void InitGameEngine()
2611 int i, j, k, l, x, y;
2613 /* set game engine from tape file when re-playing, else from level file */
2614 game.engine_version = (tape.playing ? tape.engine_version :
2615 level.game_version);
2617 /* set single or multi-player game mode (needed for re-playing tapes) */
2618 game.team_mode = setup.team_mode;
2622 int num_players = 0;
2624 for (i = 0; i < MAX_PLAYERS; i++)
2625 if (tape.player_participates[i])
2628 /* multi-player tapes contain input data for more than one player */
2629 game.team_mode = (num_players > 1);
2632 /* ---------------------------------------------------------------------- */
2633 /* set flags for bugs and changes according to active game engine version */
2634 /* ---------------------------------------------------------------------- */
2637 Summary of bugfix/change:
2638 Fixed handling for custom elements that change when pushed by the player.
2640 Fixed/changed in version:
2644 Before 3.1.0, custom elements that "change when pushing" changed directly
2645 after the player started pushing them (until then handled in "DigField()").
2646 Since 3.1.0, these custom elements are not changed until the "pushing"
2647 move of the element is finished (now handled in "ContinueMoving()").
2649 Affected levels/tapes:
2650 The first condition is generally needed for all levels/tapes before version
2651 3.1.0, which might use the old behaviour before it was changed; known tapes
2652 that are affected are some tapes from the level set "Walpurgis Gardens" by
2654 The second condition is an exception from the above case and is needed for
2655 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2656 above (including some development versions of 3.1.0), but before it was
2657 known that this change would break tapes like the above and was fixed in
2658 3.1.1, so that the changed behaviour was active although the engine version
2659 while recording maybe was before 3.1.0. There is at least one tape that is
2660 affected by this exception, which is the tape for the one-level set "Bug
2661 Machine" by Juergen Bonhagen.
2664 game.use_change_when_pushing_bug =
2665 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2667 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2668 tape.game_version < VERSION_IDENT(3,1,1,0)));
2671 Summary of bugfix/change:
2672 Fixed handling for blocking the field the player leaves when moving.
2674 Fixed/changed in version:
2678 Before 3.1.1, when "block last field when moving" was enabled, the field
2679 the player is leaving when moving was blocked for the time of the move,
2680 and was directly unblocked afterwards. This resulted in the last field
2681 being blocked for exactly one less than the number of frames of one player
2682 move. Additionally, even when blocking was disabled, the last field was
2683 blocked for exactly one frame.
2684 Since 3.1.1, due to changes in player movement handling, the last field
2685 is not blocked at all when blocking is disabled. When blocking is enabled,
2686 the last field is blocked for exactly the number of frames of one player
2687 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2688 last field is blocked for exactly one more than the number of frames of
2691 Affected levels/tapes:
2692 (!!! yet to be determined -- probably many !!!)
2695 game.use_block_last_field_bug =
2696 (game.engine_version < VERSION_IDENT(3,1,1,0));
2698 /* ---------------------------------------------------------------------- */
2700 /* set maximal allowed number of custom element changes per game frame */
2701 game.max_num_changes_per_frame = 1;
2703 /* default scan direction: scan playfield from top/left to bottom/right */
2704 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2706 /* dynamically adjust element properties according to game engine version */
2707 InitElementPropertiesEngine(game.engine_version);
2710 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2711 printf(" tape version == %06d [%s] [file: %06d]\n",
2712 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2714 printf(" => game.engine_version == %06d\n", game.engine_version);
2717 /* ---------- initialize player's initial move delay --------------------- */
2719 /* dynamically adjust player properties according to level information */
2720 for (i = 0; i < MAX_PLAYERS; i++)
2721 game.initial_move_delay_value[i] =
2722 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2724 /* dynamically adjust player properties according to game engine version */
2725 for (i = 0; i < MAX_PLAYERS; i++)
2726 game.initial_move_delay[i] =
2727 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2728 game.initial_move_delay_value[i] : 0);
2730 /* ---------- initialize player's initial push delay --------------------- */
2732 /* dynamically adjust player properties according to game engine version */
2733 game.initial_push_delay_value =
2734 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2736 /* ---------- initialize changing elements ------------------------------- */
2738 /* initialize changing elements information */
2739 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2741 struct ElementInfo *ei = &element_info[i];
2743 /* this pointer might have been changed in the level editor */
2744 ei->change = &ei->change_page[0];
2746 if (!IS_CUSTOM_ELEMENT(i))
2748 ei->change->target_element = EL_EMPTY_SPACE;
2749 ei->change->delay_fixed = 0;
2750 ei->change->delay_random = 0;
2751 ei->change->delay_frames = 1;
2754 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2756 ei->has_change_event[j] = FALSE;
2758 ei->event_page_nr[j] = 0;
2759 ei->event_page[j] = &ei->change_page[0];
2763 /* add changing elements from pre-defined list */
2764 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2766 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2767 struct ElementInfo *ei = &element_info[ch_delay->element];
2769 ei->change->target_element = ch_delay->target_element;
2770 ei->change->delay_fixed = ch_delay->change_delay;
2772 ei->change->pre_change_function = ch_delay->pre_change_function;
2773 ei->change->change_function = ch_delay->change_function;
2774 ei->change->post_change_function = ch_delay->post_change_function;
2776 ei->change->can_change = TRUE;
2777 ei->change->can_change_or_has_action = TRUE;
2779 ei->has_change_event[CE_DELAY] = TRUE;
2781 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2782 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2785 /* ---------- initialize internal run-time variables --------------------- */
2787 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2789 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2791 for (j = 0; j < ei->num_change_pages; j++)
2793 ei->change_page[j].can_change_or_has_action =
2794 (ei->change_page[j].can_change |
2795 ei->change_page[j].has_action);
2799 /* add change events from custom element configuration */
2800 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2802 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2804 for (j = 0; j < ei->num_change_pages; j++)
2806 if (!ei->change_page[j].can_change_or_has_action)
2809 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2811 /* only add event page for the first page found with this event */
2812 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
2814 ei->has_change_event[k] = TRUE;
2816 ei->event_page_nr[k] = j;
2817 ei->event_page[k] = &ei->change_page[j];
2823 /* ---------- initialize reference elements in change conditions --------- */
2825 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2827 int element = EL_CUSTOM_START + i;
2828 struct ElementInfo *ei = &element_info[element];
2830 for (j = 0; j < ei->num_change_pages; j++)
2832 int trigger_element = ei->change_page[j].initial_trigger_element;
2834 if (trigger_element >= EL_PREV_CE_8 &&
2835 trigger_element <= EL_NEXT_CE_8)
2836 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
2838 ei->change_page[j].trigger_element = trigger_element;
2842 /* ---------- initialize run-time trigger player and element ------------- */
2844 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2846 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2848 for (j = 0; j < ei->num_change_pages; j++)
2850 ei->change_page[j].actual_trigger_element = EL_EMPTY;
2851 ei->change_page[j].actual_trigger_player = EL_EMPTY;
2852 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
2853 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
2854 ei->change_page[j].actual_trigger_ce_value = 0;
2855 ei->change_page[j].actual_trigger_ce_score = 0;
2859 /* ---------- initialize trigger events ---------------------------------- */
2861 /* initialize trigger events information */
2862 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2863 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2864 trigger_events[i][j] = FALSE;
2866 /* add trigger events from element change event properties */
2867 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2869 struct ElementInfo *ei = &element_info[i];
2871 for (j = 0; j < ei->num_change_pages; j++)
2873 if (!ei->change_page[j].can_change_or_has_action)
2876 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
2878 int trigger_element = ei->change_page[j].trigger_element;
2880 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2882 if (ei->change_page[j].has_event[k])
2884 if (IS_GROUP_ELEMENT(trigger_element))
2886 struct ElementGroupInfo *group =
2887 element_info[trigger_element].group;
2889 for (l = 0; l < group->num_elements_resolved; l++)
2890 trigger_events[group->element_resolved[l]][k] = TRUE;
2892 else if (trigger_element == EL_ANY_ELEMENT)
2893 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
2894 trigger_events[l][k] = TRUE;
2896 trigger_events[trigger_element][k] = TRUE;
2903 /* ---------- initialize push delay -------------------------------------- */
2905 /* initialize push delay values to default */
2906 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2908 if (!IS_CUSTOM_ELEMENT(i))
2910 /* set default push delay values (corrected since version 3.0.7-1) */
2911 if (game.engine_version < VERSION_IDENT(3,0,7,1))
2913 element_info[i].push_delay_fixed = 2;
2914 element_info[i].push_delay_random = 8;
2918 element_info[i].push_delay_fixed = 8;
2919 element_info[i].push_delay_random = 8;
2924 /* set push delay value for certain elements from pre-defined list */
2925 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
2927 int e = push_delay_list[i].element;
2929 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
2930 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
2933 /* set push delay value for Supaplex elements for newer engine versions */
2934 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2936 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2938 if (IS_SP_ELEMENT(i))
2940 /* set SP push delay to just enough to push under a falling zonk */
2941 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
2943 element_info[i].push_delay_fixed = delay;
2944 element_info[i].push_delay_random = 0;
2949 /* ---------- initialize move stepsize ----------------------------------- */
2951 /* initialize move stepsize values to default */
2952 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2953 if (!IS_CUSTOM_ELEMENT(i))
2954 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
2956 /* set move stepsize value for certain elements from pre-defined list */
2957 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
2959 int e = move_stepsize_list[i].element;
2961 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
2964 /* ---------- initialize collect score ----------------------------------- */
2966 /* initialize collect score values for custom elements from initial value */
2967 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2968 if (IS_CUSTOM_ELEMENT(i))
2969 element_info[i].collect_score = element_info[i].collect_score_initial;
2971 /* ---------- initialize collect count ----------------------------------- */
2973 /* initialize collect count values for non-custom elements */
2974 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2975 if (!IS_CUSTOM_ELEMENT(i))
2976 element_info[i].collect_count_initial = 0;
2978 /* add collect count values for all elements from pre-defined list */
2979 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
2980 element_info[collect_count_list[i].element].collect_count_initial =
2981 collect_count_list[i].count;
2983 /* ---------- initialize access direction -------------------------------- */
2985 /* initialize access direction values to default (access from every side) */
2986 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2987 if (!IS_CUSTOM_ELEMENT(i))
2988 element_info[i].access_direction = MV_ALL_DIRECTIONS;
2990 /* set access direction value for certain elements from pre-defined list */
2991 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
2992 element_info[access_direction_list[i].element].access_direction =
2993 access_direction_list[i].direction;
2995 /* ---------- initialize explosion content ------------------------------- */
2996 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2998 if (IS_CUSTOM_ELEMENT(i))
3001 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3003 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3005 element_info[i].content.e[x][y] =
3006 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3007 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3008 i == EL_PLAYER_3 ? EL_EMERALD :
3009 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3010 i == EL_MOLE ? EL_EMERALD_RED :
3011 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3012 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3013 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3014 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3015 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3016 i == EL_WALL_EMERALD ? EL_EMERALD :
3017 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3018 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3019 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3020 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3021 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3022 i == EL_WALL_PEARL ? EL_PEARL :
3023 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3028 /* ---------- initialize recursion detection ------------------------------ */
3029 recursion_loop_depth = 0;
3030 recursion_loop_detected = FALSE;
3031 recursion_loop_element = EL_UNDEFINED;
3033 /* ---------- initialize graphics engine ---------------------------------- */
3034 game.scroll_delay_value =
3035 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3036 setup.scroll_delay ? setup.scroll_delay_value : 0);
3037 game.scroll_delay_value =
3038 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3040 /* ---------- initialize game engine snapshots ---------------------------- */
3041 for (i = 0; i < MAX_PLAYERS; i++)
3042 game.snapshot.last_action[i] = 0;
3043 game.snapshot.changed_action = FALSE;
3044 game.snapshot.collected_item = FALSE;
3045 game.snapshot.mode =
3046 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3047 SNAPSHOT_MODE_EVERY_STEP :
3048 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3049 SNAPSHOT_MODE_EVERY_MOVE :
3050 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3051 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3054 int get_num_special_action(int element, int action_first, int action_last)
3056 int num_special_action = 0;
3059 for (i = action_first; i <= action_last; i++)
3061 boolean found = FALSE;
3063 for (j = 0; j < NUM_DIRECTIONS; j++)
3064 if (el_act_dir2img(element, i, j) !=
3065 el_act_dir2img(element, ACTION_DEFAULT, j))
3069 num_special_action++;
3074 return num_special_action;
3079 =============================================================================
3081 -----------------------------------------------------------------------------
3082 initialize and start new game
3083 =============================================================================
3088 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3089 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3090 int fade_mask = REDRAW_FIELD;
3092 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3093 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3094 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3095 int initial_move_dir = MV_DOWN;
3098 // required here to update video display before fading (FIX THIS)
3099 DrawMaskedBorder(REDRAW_DOOR_2);
3101 if (!game.restart_level)
3102 CloseDoor(DOOR_CLOSE_1);
3104 SetGameStatus(GAME_MODE_PLAYING);
3106 if (level_editor_test_game)
3107 FadeSkipNextFadeIn();
3109 FadeSetEnterScreen();
3111 if (CheckIfGlobalBorderHasChanged())
3112 fade_mask = REDRAW_ALL;
3114 FadeSoundsAndMusic();
3116 ExpireSoundLoops(TRUE);
3120 /* needed if different viewport properties defined for playing */
3121 ChangeViewportPropertiesIfNeeded();
3125 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3127 DrawCompleteVideoDisplay();
3130 InitGameControlValues();
3132 /* don't play tapes over network */
3133 network_playing = (options.network && !tape.playing);
3135 for (i = 0; i < MAX_PLAYERS; i++)
3137 struct PlayerInfo *player = &stored_player[i];
3139 player->index_nr = i;
3140 player->index_bit = (1 << i);
3141 player->element_nr = EL_PLAYER_1 + i;
3143 player->present = FALSE;
3144 player->active = FALSE;
3145 player->mapped = FALSE;
3147 player->killed = FALSE;
3148 player->reanimated = FALSE;
3151 player->effective_action = 0;
3152 player->programmed_action = 0;
3155 player->score_final = 0;
3157 player->gems_still_needed = level.gems_needed;
3158 player->sokobanfields_still_needed = 0;
3159 player->lights_still_needed = 0;
3160 player->friends_still_needed = 0;
3162 for (j = 0; j < MAX_NUM_KEYS; j++)
3163 player->key[j] = FALSE;
3165 player->num_white_keys = 0;
3167 player->dynabomb_count = 0;
3168 player->dynabomb_size = 1;
3169 player->dynabombs_left = 0;
3170 player->dynabomb_xl = FALSE;
3172 player->MovDir = initial_move_dir;
3175 player->GfxDir = initial_move_dir;
3176 player->GfxAction = ACTION_DEFAULT;
3178 player->StepFrame = 0;
3180 player->initial_element = player->element_nr;
3181 player->artwork_element =
3182 (level.use_artwork_element[i] ? level.artwork_element[i] :
3183 player->element_nr);
3184 player->use_murphy = FALSE;
3186 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3187 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3189 player->gravity = level.initial_player_gravity[i];
3191 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3193 player->actual_frame_counter = 0;
3195 player->step_counter = 0;
3197 player->last_move_dir = initial_move_dir;
3199 player->is_active = FALSE;
3201 player->is_waiting = FALSE;
3202 player->is_moving = FALSE;
3203 player->is_auto_moving = FALSE;
3204 player->is_digging = FALSE;
3205 player->is_snapping = FALSE;
3206 player->is_collecting = FALSE;
3207 player->is_pushing = FALSE;
3208 player->is_switching = FALSE;
3209 player->is_dropping = FALSE;
3210 player->is_dropping_pressed = FALSE;
3212 player->is_bored = FALSE;
3213 player->is_sleeping = FALSE;
3215 player->frame_counter_bored = -1;
3216 player->frame_counter_sleeping = -1;
3218 player->anim_delay_counter = 0;
3219 player->post_delay_counter = 0;
3221 player->dir_waiting = initial_move_dir;
3222 player->action_waiting = ACTION_DEFAULT;
3223 player->last_action_waiting = ACTION_DEFAULT;
3224 player->special_action_bored = ACTION_DEFAULT;
3225 player->special_action_sleeping = ACTION_DEFAULT;
3227 player->switch_x = -1;
3228 player->switch_y = -1;
3230 player->drop_x = -1;
3231 player->drop_y = -1;
3233 player->show_envelope = 0;
3235 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3237 player->push_delay = -1; /* initialized when pushing starts */
3238 player->push_delay_value = game.initial_push_delay_value;
3240 player->drop_delay = 0;
3241 player->drop_pressed_delay = 0;
3243 player->last_jx = -1;
3244 player->last_jy = -1;
3248 player->shield_normal_time_left = 0;
3249 player->shield_deadly_time_left = 0;
3251 player->inventory_infinite_element = EL_UNDEFINED;
3252 player->inventory_size = 0;
3254 if (level.use_initial_inventory[i])
3256 for (j = 0; j < level.initial_inventory_size[i]; j++)
3258 int element = level.initial_inventory_content[i][j];
3259 int collect_count = element_info[element].collect_count_initial;
3262 if (!IS_CUSTOM_ELEMENT(element))
3265 if (collect_count == 0)
3266 player->inventory_infinite_element = element;
3268 for (k = 0; k < collect_count; k++)
3269 if (player->inventory_size < MAX_INVENTORY_SIZE)
3270 player->inventory_element[player->inventory_size++] = element;
3274 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3275 SnapField(player, 0, 0);
3277 player->LevelSolved = FALSE;
3278 player->GameOver = FALSE;
3280 player->LevelSolved_GameWon = FALSE;
3281 player->LevelSolved_GameEnd = FALSE;
3282 player->LevelSolved_PanelOff = FALSE;
3283 player->LevelSolved_SaveTape = FALSE;
3284 player->LevelSolved_SaveScore = FALSE;
3285 player->LevelSolved_CountingTime = 0;
3286 player->LevelSolved_CountingScore = 0;
3288 map_player_action[i] = i;
3291 network_player_action_received = FALSE;
3293 #if defined(NETWORK_AVALIABLE)
3294 /* initial null action */
3295 if (network_playing)
3296 SendToServer_MovePlayer(MV_NONE);
3305 TimeLeft = level.time;
3308 ScreenMovDir = MV_NONE;
3312 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3314 AllPlayersGone = FALSE;
3316 game.no_time_limit = (level.time == 0);
3318 game.yamyam_content_nr = 0;
3319 game.robot_wheel_active = FALSE;
3320 game.magic_wall_active = FALSE;
3321 game.magic_wall_time_left = 0;
3322 game.light_time_left = 0;
3323 game.timegate_time_left = 0;
3324 game.switchgate_pos = 0;
3325 game.wind_direction = level.wind_direction_initial;
3327 game.lenses_time_left = 0;
3328 game.magnify_time_left = 0;
3330 game.ball_state = level.ball_state_initial;
3331 game.ball_content_nr = 0;
3333 game.envelope_active = FALSE;
3335 /* set focus to local player for network games, else to all players */
3336 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3337 game.centered_player_nr_next = game.centered_player_nr;
3338 game.set_centered_player = FALSE;
3340 if (network_playing && tape.recording)
3342 /* store client dependent player focus when recording network games */
3343 tape.centered_player_nr_next = game.centered_player_nr_next;
3344 tape.set_centered_player = TRUE;
3347 for (i = 0; i < NUM_BELTS; i++)
3349 game.belt_dir[i] = MV_NONE;
3350 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3353 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3354 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3356 #if DEBUG_INIT_PLAYER
3359 printf("Player status at level initialization:\n");
3363 SCAN_PLAYFIELD(x, y)
3365 Feld[x][y] = level.field[x][y];
3366 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3367 ChangeDelay[x][y] = 0;
3368 ChangePage[x][y] = -1;
3369 CustomValue[x][y] = 0; /* initialized in InitField() */
3370 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3372 WasJustMoving[x][y] = 0;
3373 WasJustFalling[x][y] = 0;
3374 CheckCollision[x][y] = 0;
3375 CheckImpact[x][y] = 0;
3377 Pushed[x][y] = FALSE;
3379 ChangeCount[x][y] = 0;
3380 ChangeEvent[x][y] = -1;
3382 ExplodePhase[x][y] = 0;
3383 ExplodeDelay[x][y] = 0;
3384 ExplodeField[x][y] = EX_TYPE_NONE;
3386 RunnerVisit[x][y] = 0;
3387 PlayerVisit[x][y] = 0;
3390 GfxRandom[x][y] = INIT_GFX_RANDOM();
3391 GfxElement[x][y] = EL_UNDEFINED;
3392 GfxAction[x][y] = ACTION_DEFAULT;
3393 GfxDir[x][y] = MV_NONE;
3394 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3397 SCAN_PLAYFIELD(x, y)
3399 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3401 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3403 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3406 InitField(x, y, TRUE);
3408 ResetGfxAnimation(x, y);
3413 for (i = 0; i < MAX_PLAYERS; i++)
3415 struct PlayerInfo *player = &stored_player[i];
3417 /* set number of special actions for bored and sleeping animation */
3418 player->num_special_action_bored =
3419 get_num_special_action(player->artwork_element,
3420 ACTION_BORING_1, ACTION_BORING_LAST);
3421 player->num_special_action_sleeping =
3422 get_num_special_action(player->artwork_element,
3423 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3426 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3427 emulate_sb ? EMU_SOKOBAN :
3428 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3430 /* initialize type of slippery elements */
3431 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3433 if (!IS_CUSTOM_ELEMENT(i))
3435 /* default: elements slip down either to the left or right randomly */
3436 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3438 /* SP style elements prefer to slip down on the left side */
3439 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3440 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3442 /* BD style elements prefer to slip down on the left side */
3443 if (game.emulation == EMU_BOULDERDASH)
3444 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3448 /* initialize explosion and ignition delay */
3449 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3451 if (!IS_CUSTOM_ELEMENT(i))
3454 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3455 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3456 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3457 int last_phase = (num_phase + 1) * delay;
3458 int half_phase = (num_phase / 2) * delay;
3460 element_info[i].explosion_delay = last_phase - 1;
3461 element_info[i].ignition_delay = half_phase;
3463 if (i == EL_BLACK_ORB)
3464 element_info[i].ignition_delay = 1;
3468 /* correct non-moving belts to start moving left */
3469 for (i = 0; i < NUM_BELTS; i++)
3470 if (game.belt_dir[i] == MV_NONE)
3471 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3473 #if USE_NEW_PLAYER_ASSIGNMENTS
3474 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3475 /* choose default local player */
3476 local_player = &stored_player[0];
3478 for (i = 0; i < MAX_PLAYERS; i++)
3479 stored_player[i].connected = FALSE;
3481 local_player->connected = TRUE;
3482 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3486 for (i = 0; i < MAX_PLAYERS; i++)
3487 stored_player[i].connected = tape.player_participates[i];
3489 else if (game.team_mode && !options.network)
3491 /* try to guess locally connected team mode players (needed for correct
3492 assignment of player figures from level to locally playing players) */
3494 for (i = 0; i < MAX_PLAYERS; i++)
3495 if (setup.input[i].use_joystick ||
3496 setup.input[i].key.left != KSYM_UNDEFINED)
3497 stored_player[i].connected = TRUE;
3500 #if DEBUG_INIT_PLAYER
3503 printf("Player status after level initialization:\n");
3505 for (i = 0; i < MAX_PLAYERS; i++)
3507 struct PlayerInfo *player = &stored_player[i];
3509 printf("- player %d: present == %d, connected == %d, active == %d",
3515 if (local_player == player)
3516 printf(" (local player)");
3523 #if DEBUG_INIT_PLAYER
3525 printf("Reassigning players ...\n");
3528 /* check if any connected player was not found in playfield */
3529 for (i = 0; i < MAX_PLAYERS; i++)
3531 struct PlayerInfo *player = &stored_player[i];
3533 if (player->connected && !player->present)
3535 struct PlayerInfo *field_player = NULL;
3537 #if DEBUG_INIT_PLAYER
3539 printf("- looking for field player for player %d ...\n", i + 1);
3542 /* assign first free player found that is present in the playfield */
3544 /* first try: look for unmapped playfield player that is not connected */
3545 for (j = 0; j < MAX_PLAYERS; j++)
3546 if (field_player == NULL &&
3547 stored_player[j].present &&
3548 !stored_player[j].mapped &&
3549 !stored_player[j].connected)
3550 field_player = &stored_player[j];
3552 /* second try: look for *any* unmapped playfield player */
3553 for (j = 0; j < MAX_PLAYERS; j++)
3554 if (field_player == NULL &&
3555 stored_player[j].present &&
3556 !stored_player[j].mapped)
3557 field_player = &stored_player[j];
3559 if (field_player != NULL)
3561 int jx = field_player->jx, jy = field_player->jy;
3563 #if DEBUG_INIT_PLAYER
3565 printf("- found player %d\n", field_player->index_nr + 1);
3568 player->present = FALSE;
3569 player->active = FALSE;
3571 field_player->present = TRUE;
3572 field_player->active = TRUE;
3575 player->initial_element = field_player->initial_element;
3576 player->artwork_element = field_player->artwork_element;
3578 player->block_last_field = field_player->block_last_field;
3579 player->block_delay_adjustment = field_player->block_delay_adjustment;
3582 StorePlayer[jx][jy] = field_player->element_nr;
3584 field_player->jx = field_player->last_jx = jx;
3585 field_player->jy = field_player->last_jy = jy;
3587 if (local_player == player)
3588 local_player = field_player;
3590 map_player_action[field_player->index_nr] = i;
3592 field_player->mapped = TRUE;
3594 #if DEBUG_INIT_PLAYER
3596 printf("- map_player_action[%d] == %d\n",
3597 field_player->index_nr + 1, i + 1);
3602 if (player->connected && player->present)
3603 player->mapped = TRUE;
3606 #if DEBUG_INIT_PLAYER
3609 printf("Player status after player assignment (first stage):\n");
3611 for (i = 0; i < MAX_PLAYERS; i++)
3613 struct PlayerInfo *player = &stored_player[i];
3615 printf("- player %d: present == %d, connected == %d, active == %d",
3621 if (local_player == player)
3622 printf(" (local player)");
3631 /* check if any connected player was not found in playfield */
3632 for (i = 0; i < MAX_PLAYERS; i++)
3634 struct PlayerInfo *player = &stored_player[i];
3636 if (player->connected && !player->present)
3638 for (j = 0; j < MAX_PLAYERS; j++)
3640 struct PlayerInfo *field_player = &stored_player[j];
3641 int jx = field_player->jx, jy = field_player->jy;
3643 /* assign first free player found that is present in the playfield */
3644 if (field_player->present && !field_player->connected)
3646 player->present = TRUE;
3647 player->active = TRUE;
3649 field_player->present = FALSE;
3650 field_player->active = FALSE;
3652 player->initial_element = field_player->initial_element;
3653 player->artwork_element = field_player->artwork_element;
3655 player->block_last_field = field_player->block_last_field;
3656 player->block_delay_adjustment = field_player->block_delay_adjustment;
3658 StorePlayer[jx][jy] = player->element_nr;
3660 player->jx = player->last_jx = jx;
3661 player->jy = player->last_jy = jy;
3671 printf("::: local_player->present == %d\n", local_player->present);
3676 /* when playing a tape, eliminate all players who do not participate */
3678 #if USE_NEW_PLAYER_ASSIGNMENTS
3680 if (!game.team_mode)
3682 for (i = 0; i < MAX_PLAYERS; i++)
3684 if (stored_player[i].active &&
3685 !tape.player_participates[map_player_action[i]])
3687 struct PlayerInfo *player = &stored_player[i];
3688 int jx = player->jx, jy = player->jy;
3690 #if DEBUG_INIT_PLAYER
3692 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3695 player->active = FALSE;
3696 StorePlayer[jx][jy] = 0;
3697 Feld[jx][jy] = EL_EMPTY;
3704 for (i = 0; i < MAX_PLAYERS; i++)
3706 if (stored_player[i].active &&
3707 !tape.player_participates[i])
3709 struct PlayerInfo *player = &stored_player[i];
3710 int jx = player->jx, jy = player->jy;
3712 player->active = FALSE;
3713 StorePlayer[jx][jy] = 0;
3714 Feld[jx][jy] = EL_EMPTY;
3719 else if (!options.network && !game.team_mode) /* && !tape.playing */
3721 /* when in single player mode, eliminate all but the first active player */
3723 for (i = 0; i < MAX_PLAYERS; i++)
3725 if (stored_player[i].active)
3727 for (j = i + 1; j < MAX_PLAYERS; j++)
3729 if (stored_player[j].active)
3731 struct PlayerInfo *player = &stored_player[j];
3732 int jx = player->jx, jy = player->jy;
3734 player->active = FALSE;
3735 player->present = FALSE;
3737 StorePlayer[jx][jy] = 0;
3738 Feld[jx][jy] = EL_EMPTY;
3745 /* when recording the game, store which players take part in the game */
3748 #if USE_NEW_PLAYER_ASSIGNMENTS
3749 for (i = 0; i < MAX_PLAYERS; i++)
3750 if (stored_player[i].connected)
3751 tape.player_participates[i] = TRUE;
3753 for (i = 0; i < MAX_PLAYERS; i++)
3754 if (stored_player[i].active)
3755 tape.player_participates[i] = TRUE;
3759 #if DEBUG_INIT_PLAYER
3762 printf("Player status after player assignment (final stage):\n");
3764 for (i = 0; i < MAX_PLAYERS; i++)
3766 struct PlayerInfo *player = &stored_player[i];
3768 printf("- player %d: present == %d, connected == %d, active == %d",
3774 if (local_player == player)
3775 printf(" (local player)");
3782 if (BorderElement == EL_EMPTY)
3785 SBX_Right = lev_fieldx - SCR_FIELDX;
3787 SBY_Lower = lev_fieldy - SCR_FIELDY;
3792 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3794 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3797 if (full_lev_fieldx <= SCR_FIELDX)
3798 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3799 if (full_lev_fieldy <= SCR_FIELDY)
3800 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3802 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
3804 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
3807 /* if local player not found, look for custom element that might create
3808 the player (make some assumptions about the right custom element) */
3809 if (!local_player->present)
3811 int start_x = 0, start_y = 0;
3812 int found_rating = 0;
3813 int found_element = EL_UNDEFINED;
3814 int player_nr = local_player->index_nr;
3816 SCAN_PLAYFIELD(x, y)
3818 int element = Feld[x][y];
3823 if (level.use_start_element[player_nr] &&
3824 level.start_element[player_nr] == element &&
3831 found_element = element;
3834 if (!IS_CUSTOM_ELEMENT(element))
3837 if (CAN_CHANGE(element))
3839 for (i = 0; i < element_info[element].num_change_pages; i++)
3841 /* check for player created from custom element as single target */
3842 content = element_info[element].change_page[i].target_element;
3843 is_player = ELEM_IS_PLAYER(content);
3845 if (is_player && (found_rating < 3 ||
3846 (found_rating == 3 && element < found_element)))
3852 found_element = element;
3857 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
3859 /* check for player created from custom element as explosion content */
3860 content = element_info[element].content.e[xx][yy];
3861 is_player = ELEM_IS_PLAYER(content);
3863 if (is_player && (found_rating < 2 ||
3864 (found_rating == 2 && element < found_element)))
3866 start_x = x + xx - 1;
3867 start_y = y + yy - 1;
3870 found_element = element;
3873 if (!CAN_CHANGE(element))
3876 for (i = 0; i < element_info[element].num_change_pages; i++)
3878 /* check for player created from custom element as extended target */
3880 element_info[element].change_page[i].target_content.e[xx][yy];
3882 is_player = ELEM_IS_PLAYER(content);
3884 if (is_player && (found_rating < 1 ||
3885 (found_rating == 1 && element < found_element)))
3887 start_x = x + xx - 1;
3888 start_y = y + yy - 1;
3891 found_element = element;
3897 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
3898 start_x > SBX_Right + MIDPOSX ? SBX_Right :
3901 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
3902 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
3907 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
3908 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
3909 local_player->jx - MIDPOSX);
3911 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
3912 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
3913 local_player->jy - MIDPOSY);
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)
4036 /* this is used for non-R'n'D game engines to update certain engine values */
4038 /* needed to determine if sounds are played within the visible screen area */
4039 scroll_x = actual_scroll_x;
4040 scroll_y = actual_scroll_y;
4043 void InitMovDir(int x, int y)
4045 int i, element = Feld[x][y];
4046 static int xy[4][2] =
4053 static int direction[3][4] =
4055 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4056 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4057 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4066 Feld[x][y] = EL_BUG;
4067 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4070 case EL_SPACESHIP_RIGHT:
4071 case EL_SPACESHIP_UP:
4072 case EL_SPACESHIP_LEFT:
4073 case EL_SPACESHIP_DOWN:
4074 Feld[x][y] = EL_SPACESHIP;
4075 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4078 case EL_BD_BUTTERFLY_RIGHT:
4079 case EL_BD_BUTTERFLY_UP:
4080 case EL_BD_BUTTERFLY_LEFT:
4081 case EL_BD_BUTTERFLY_DOWN:
4082 Feld[x][y] = EL_BD_BUTTERFLY;
4083 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4086 case EL_BD_FIREFLY_RIGHT:
4087 case EL_BD_FIREFLY_UP:
4088 case EL_BD_FIREFLY_LEFT:
4089 case EL_BD_FIREFLY_DOWN:
4090 Feld[x][y] = EL_BD_FIREFLY;
4091 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4094 case EL_PACMAN_RIGHT:
4096 case EL_PACMAN_LEFT:
4097 case EL_PACMAN_DOWN:
4098 Feld[x][y] = EL_PACMAN;
4099 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4102 case EL_YAMYAM_LEFT:
4103 case EL_YAMYAM_RIGHT:
4105 case EL_YAMYAM_DOWN:
4106 Feld[x][y] = EL_YAMYAM;
4107 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4110 case EL_SP_SNIKSNAK:
4111 MovDir[x][y] = MV_UP;
4114 case EL_SP_ELECTRON:
4115 MovDir[x][y] = MV_LEFT;
4122 Feld[x][y] = EL_MOLE;
4123 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4127 if (IS_CUSTOM_ELEMENT(element))
4129 struct ElementInfo *ei = &element_info[element];
4130 int move_direction_initial = ei->move_direction_initial;
4131 int move_pattern = ei->move_pattern;
4133 if (move_direction_initial == MV_START_PREVIOUS)
4135 if (MovDir[x][y] != MV_NONE)
4138 move_direction_initial = MV_START_AUTOMATIC;
4141 if (move_direction_initial == MV_START_RANDOM)
4142 MovDir[x][y] = 1 << RND(4);
4143 else if (move_direction_initial & MV_ANY_DIRECTION)
4144 MovDir[x][y] = move_direction_initial;
4145 else if (move_pattern == MV_ALL_DIRECTIONS ||
4146 move_pattern == MV_TURNING_LEFT ||
4147 move_pattern == MV_TURNING_RIGHT ||
4148 move_pattern == MV_TURNING_LEFT_RIGHT ||
4149 move_pattern == MV_TURNING_RIGHT_LEFT ||
4150 move_pattern == MV_TURNING_RANDOM)
4151 MovDir[x][y] = 1 << RND(4);
4152 else if (move_pattern == MV_HORIZONTAL)
4153 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4154 else if (move_pattern == MV_VERTICAL)
4155 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4156 else if (move_pattern & MV_ANY_DIRECTION)
4157 MovDir[x][y] = element_info[element].move_pattern;
4158 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4159 move_pattern == MV_ALONG_RIGHT_SIDE)
4161 /* use random direction as default start direction */
4162 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4163 MovDir[x][y] = 1 << RND(4);
4165 for (i = 0; i < NUM_DIRECTIONS; i++)
4167 int x1 = x + xy[i][0];
4168 int y1 = y + xy[i][1];
4170 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4172 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4173 MovDir[x][y] = direction[0][i];
4175 MovDir[x][y] = direction[1][i];
4184 MovDir[x][y] = 1 << RND(4);
4186 if (element != EL_BUG &&
4187 element != EL_SPACESHIP &&
4188 element != EL_BD_BUTTERFLY &&
4189 element != EL_BD_FIREFLY)
4192 for (i = 0; i < NUM_DIRECTIONS; i++)
4194 int x1 = x + xy[i][0];
4195 int y1 = y + xy[i][1];
4197 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4199 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4201 MovDir[x][y] = direction[0][i];
4204 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4205 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4207 MovDir[x][y] = direction[1][i];
4216 GfxDir[x][y] = MovDir[x][y];
4219 void InitAmoebaNr(int x, int y)
4222 int group_nr = AmoebeNachbarNr(x, y);
4226 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4228 if (AmoebaCnt[i] == 0)
4236 AmoebaNr[x][y] = group_nr;
4237 AmoebaCnt[group_nr]++;
4238 AmoebaCnt2[group_nr]++;
4241 static void PlayerWins(struct PlayerInfo *player)
4243 player->LevelSolved = TRUE;
4244 player->GameOver = TRUE;
4246 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4247 level.native_em_level->lev->score : player->score);
4249 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4251 player->LevelSolved_CountingScore = player->score_final;
4256 static int time, time_final;
4257 static int score, score_final;
4258 static int game_over_delay_1 = 0;
4259 static int game_over_delay_2 = 0;
4260 int game_over_delay_value_1 = 50;
4261 int game_over_delay_value_2 = 50;
4263 if (!local_player->LevelSolved_GameWon)
4267 /* do not start end game actions before the player stops moving (to exit) */
4268 if (local_player->MovPos)
4271 local_player->LevelSolved_GameWon = TRUE;
4272 local_player->LevelSolved_SaveTape = tape.recording;
4273 local_player->LevelSolved_SaveScore = !tape.playing;
4277 LevelStats_incSolved(level_nr);
4279 SaveLevelSetup_SeriesInfo();
4282 if (tape.auto_play) /* tape might already be stopped here */
4283 tape.auto_play_level_solved = TRUE;
4287 game_over_delay_1 = game_over_delay_value_1;
4288 game_over_delay_2 = game_over_delay_value_2;
4290 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4291 score = score_final = local_player->score_final;
4296 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4298 else if (game.no_time_limit && TimePlayed < 999)
4301 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4304 local_player->score_final = score_final;
4306 if (level_editor_test_game)
4309 score = score_final;
4311 local_player->LevelSolved_CountingTime = time;
4312 local_player->LevelSolved_CountingScore = score;
4314 game_panel_controls[GAME_PANEL_TIME].value = time;
4315 game_panel_controls[GAME_PANEL_SCORE].value = score;
4317 DisplayGameControlValues();
4320 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4322 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4324 /* close exit door after last player */
4325 if ((AllPlayersGone &&
4326 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4327 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4328 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4329 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4330 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4332 int element = Feld[ExitX][ExitY];
4334 Feld[ExitX][ExitY] =
4335 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4336 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4337 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4338 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4339 EL_EM_STEEL_EXIT_CLOSING);
4341 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4344 /* player disappears */
4345 DrawLevelField(ExitX, ExitY);
4348 for (i = 0; i < MAX_PLAYERS; i++)
4350 struct PlayerInfo *player = &stored_player[i];
4352 if (player->present)
4354 RemovePlayer(player);
4356 /* player disappears */
4357 DrawLevelField(player->jx, player->jy);
4362 PlaySound(SND_GAME_WINNING);
4365 if (game_over_delay_1 > 0)
4367 game_over_delay_1--;
4372 if (time != time_final)
4374 int time_to_go = ABS(time_final - time);
4375 int time_count_dir = (time < time_final ? +1 : -1);
4376 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4378 time += time_count_steps * time_count_dir;
4379 score += time_count_steps * level.score[SC_TIME_BONUS];
4381 local_player->LevelSolved_CountingTime = time;
4382 local_player->LevelSolved_CountingScore = score;
4384 game_panel_controls[GAME_PANEL_TIME].value = time;
4385 game_panel_controls[GAME_PANEL_SCORE].value = score;
4387 DisplayGameControlValues();
4389 if (time == time_final)
4390 StopSound(SND_GAME_LEVELTIME_BONUS);
4391 else if (setup.sound_loops)
4392 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4394 PlaySound(SND_GAME_LEVELTIME_BONUS);
4399 local_player->LevelSolved_PanelOff = TRUE;
4401 if (game_over_delay_2 > 0)
4403 game_over_delay_2--;
4414 boolean raise_level = FALSE;
4416 local_player->LevelSolved_GameEnd = TRUE;
4418 if (!global.use_envelope_request)
4419 CloseDoor(DOOR_CLOSE_1);
4421 if (local_player->LevelSolved_SaveTape)
4423 SaveTapeChecked(tape.level_nr); /* ask to save tape */
4426 CloseDoor(DOOR_CLOSE_ALL);
4428 if (level_editor_test_game)
4430 SetGameStatus(GAME_MODE_MAIN);
4437 if (!local_player->LevelSolved_SaveScore)
4439 SetGameStatus(GAME_MODE_MAIN);
4446 if (level_nr == leveldir_current->handicap_level)
4448 leveldir_current->handicap_level++;
4450 SaveLevelSetup_SeriesInfo();
4453 if (level_nr < leveldir_current->last_level)
4454 raise_level = TRUE; /* advance to next level */
4456 if ((hi_pos = NewHiScore()) >= 0)
4458 SetGameStatus(GAME_MODE_SCORES);
4460 DrawHallOfFame(hi_pos);
4470 SetGameStatus(GAME_MODE_MAIN);
4487 LoadScore(level_nr);
4489 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4490 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4493 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4495 if (local_player->score_final > highscore[k].Score)
4497 /* player has made it to the hall of fame */
4499 if (k < MAX_SCORE_ENTRIES - 1)
4501 int m = MAX_SCORE_ENTRIES - 1;
4504 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4505 if (strEqual(setup.player_name, highscore[l].Name))
4507 if (m == k) /* player's new highscore overwrites his old one */
4511 for (l = m; l > k; l--)
4513 strcpy(highscore[l].Name, highscore[l - 1].Name);
4514 highscore[l].Score = highscore[l - 1].Score;
4521 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4522 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4523 highscore[k].Score = local_player->score_final;
4529 else if (!strncmp(setup.player_name, highscore[k].Name,
4530 MAX_PLAYER_NAME_LEN))
4531 break; /* player already there with a higher score */
4537 SaveScore(level_nr);
4542 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4544 int element = Feld[x][y];
4545 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4546 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4547 int horiz_move = (dx != 0);
4548 int sign = (horiz_move ? dx : dy);
4549 int step = sign * element_info[element].move_stepsize;
4551 /* special values for move stepsize for spring and things on conveyor belt */
4554 if (CAN_FALL(element) &&
4555 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4556 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4557 else if (element == EL_SPRING)
4558 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4564 inline static int getElementMoveStepsize(int x, int y)
4566 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4569 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4571 if (player->GfxAction != action || player->GfxDir != dir)
4573 player->GfxAction = action;
4574 player->GfxDir = dir;
4576 player->StepFrame = 0;
4580 static void ResetGfxFrame(int x, int y, boolean redraw)
4582 int element = Feld[x][y];
4583 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4584 int last_gfx_frame = GfxFrame[x][y];
4586 if (graphic_info[graphic].anim_global_sync)
4587 GfxFrame[x][y] = FrameCounter;
4588 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4589 GfxFrame[x][y] = CustomValue[x][y];
4590 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4591 GfxFrame[x][y] = element_info[element].collect_score;
4592 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4593 GfxFrame[x][y] = ChangeDelay[x][y];
4595 if (redraw && GfxFrame[x][y] != last_gfx_frame)
4596 DrawLevelGraphicAnimation(x, y, graphic);
4599 static void ResetGfxAnimation(int x, int y)
4601 GfxAction[x][y] = ACTION_DEFAULT;
4602 GfxDir[x][y] = MovDir[x][y];
4605 ResetGfxFrame(x, y, FALSE);
4608 static void ResetRandomAnimationValue(int x, int y)
4610 GfxRandom[x][y] = INIT_GFX_RANDOM();
4613 void InitMovingField(int x, int y, int direction)
4615 int element = Feld[x][y];
4616 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4617 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4620 boolean is_moving_before, is_moving_after;
4622 /* check if element was/is moving or being moved before/after mode change */
4623 is_moving_before = (WasJustMoving[x][y] != 0);
4624 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4626 /* reset animation only for moving elements which change direction of moving
4627 or which just started or stopped moving
4628 (else CEs with property "can move" / "not moving" are reset each frame) */
4629 if (is_moving_before != is_moving_after ||
4630 direction != MovDir[x][y])
4631 ResetGfxAnimation(x, y);
4633 MovDir[x][y] = direction;
4634 GfxDir[x][y] = direction;
4636 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4637 direction == MV_DOWN && CAN_FALL(element) ?
4638 ACTION_FALLING : ACTION_MOVING);
4640 /* this is needed for CEs with property "can move" / "not moving" */
4642 if (is_moving_after)
4644 if (Feld[newx][newy] == EL_EMPTY)
4645 Feld[newx][newy] = EL_BLOCKED;
4647 MovDir[newx][newy] = MovDir[x][y];
4649 CustomValue[newx][newy] = CustomValue[x][y];
4651 GfxFrame[newx][newy] = GfxFrame[x][y];
4652 GfxRandom[newx][newy] = GfxRandom[x][y];
4653 GfxAction[newx][newy] = GfxAction[x][y];
4654 GfxDir[newx][newy] = GfxDir[x][y];
4658 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4660 int direction = MovDir[x][y];
4661 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4662 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4668 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4670 int oldx = x, oldy = y;
4671 int direction = MovDir[x][y];
4673 if (direction == MV_LEFT)
4675 else if (direction == MV_RIGHT)
4677 else if (direction == MV_UP)
4679 else if (direction == MV_DOWN)
4682 *comes_from_x = oldx;
4683 *comes_from_y = oldy;
4686 int MovingOrBlocked2Element(int x, int y)
4688 int element = Feld[x][y];
4690 if (element == EL_BLOCKED)
4694 Blocked2Moving(x, y, &oldx, &oldy);
4695 return Feld[oldx][oldy];
4701 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4703 /* like MovingOrBlocked2Element(), but if element is moving
4704 and (x,y) is the field the moving element is just leaving,
4705 return EL_BLOCKED instead of the element value */
4706 int element = Feld[x][y];
4708 if (IS_MOVING(x, y))
4710 if (element == EL_BLOCKED)
4714 Blocked2Moving(x, y, &oldx, &oldy);
4715 return Feld[oldx][oldy];
4724 static void RemoveField(int x, int y)
4726 Feld[x][y] = EL_EMPTY;
4732 CustomValue[x][y] = 0;
4735 ChangeDelay[x][y] = 0;
4736 ChangePage[x][y] = -1;
4737 Pushed[x][y] = FALSE;
4739 GfxElement[x][y] = EL_UNDEFINED;
4740 GfxAction[x][y] = ACTION_DEFAULT;
4741 GfxDir[x][y] = MV_NONE;
4744 void RemoveMovingField(int x, int y)
4746 int oldx = x, oldy = y, newx = x, newy = y;
4747 int element = Feld[x][y];
4748 int next_element = EL_UNDEFINED;
4750 if (element != EL_BLOCKED && !IS_MOVING(x, y))
4753 if (IS_MOVING(x, y))
4755 Moving2Blocked(x, y, &newx, &newy);
4757 if (Feld[newx][newy] != EL_BLOCKED)
4759 /* element is moving, but target field is not free (blocked), but
4760 already occupied by something different (example: acid pool);
4761 in this case, only remove the moving field, but not the target */
4763 RemoveField(oldx, oldy);
4765 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4767 TEST_DrawLevelField(oldx, oldy);
4772 else if (element == EL_BLOCKED)
4774 Blocked2Moving(x, y, &oldx, &oldy);
4775 if (!IS_MOVING(oldx, oldy))
4779 if (element == EL_BLOCKED &&
4780 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
4781 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
4782 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
4783 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
4784 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
4785 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
4786 next_element = get_next_element(Feld[oldx][oldy]);
4788 RemoveField(oldx, oldy);
4789 RemoveField(newx, newy);
4791 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4793 if (next_element != EL_UNDEFINED)
4794 Feld[oldx][oldy] = next_element;
4796 TEST_DrawLevelField(oldx, oldy);
4797 TEST_DrawLevelField(newx, newy);
4800 void DrawDynamite(int x, int y)
4802 int sx = SCREENX(x), sy = SCREENY(y);
4803 int graphic = el2img(Feld[x][y]);
4806 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
4809 if (IS_WALKABLE_INSIDE(Back[x][y]))
4813 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
4814 else if (Store[x][y])
4815 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
4817 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4819 if (Back[x][y] || Store[x][y])
4820 DrawGraphicThruMask(sx, sy, graphic, frame);
4822 DrawGraphic(sx, sy, graphic, frame);
4825 void CheckDynamite(int x, int y)
4827 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
4831 if (MovDelay[x][y] != 0)
4834 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4840 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4845 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
4847 boolean num_checked_players = 0;
4850 for (i = 0; i < MAX_PLAYERS; i++)
4852 if (stored_player[i].active)
4854 int sx = stored_player[i].jx;
4855 int sy = stored_player[i].jy;
4857 if (num_checked_players == 0)
4864 *sx1 = MIN(*sx1, sx);
4865 *sy1 = MIN(*sy1, sy);
4866 *sx2 = MAX(*sx2, sx);
4867 *sy2 = MAX(*sy2, sy);
4870 num_checked_players++;
4875 static boolean checkIfAllPlayersFitToScreen_RND()
4877 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
4879 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4881 return (sx2 - sx1 < SCR_FIELDX &&
4882 sy2 - sy1 < SCR_FIELDY);
4885 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
4887 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
4889 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4891 *sx = (sx1 + sx2) / 2;
4892 *sy = (sy1 + sy2) / 2;
4895 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
4896 boolean center_screen, boolean quick_relocation)
4898 unsigned int frame_delay_value_old = GetVideoFrameDelay();
4899 boolean ffwd_delay = (tape.playing && tape.fast_forward);
4900 boolean no_delay = (tape.warp_forward);
4901 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
4902 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
4903 int new_scroll_x, new_scroll_y;
4905 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
4907 /* case 1: quick relocation inside visible screen (without scrolling) */
4914 if (!level.shifted_relocation || center_screen)
4916 /* relocation _with_ centering of screen */
4918 new_scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4919 x > SBX_Right + MIDPOSX ? SBX_Right :
4922 new_scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4923 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4928 /* relocation _without_ centering of screen */
4930 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4931 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4934 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4935 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4938 int offset_x = x + (scroll_x - center_scroll_x);
4939 int offset_y = y + (scroll_y - center_scroll_y);
4941 new_scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4942 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4943 offset_x - MIDPOSX);
4945 new_scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4946 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4947 offset_y - MIDPOSY);
4950 if (quick_relocation)
4952 /* case 2: quick relocation (redraw without visible scrolling) */
4954 scroll_x = new_scroll_x;
4955 scroll_y = new_scroll_y;
4962 /* case 3: visible relocation (with scrolling to new position) */
4964 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
4966 SetVideoFrameDelay(wait_delay_value);
4968 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
4971 int fx = FX, fy = FY;
4973 dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
4974 dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
4976 if (dx == 0 && dy == 0) /* no scrolling needed at all */
4982 fx += dx * TILEX / 2;
4983 fy += dy * TILEY / 2;
4985 ScrollLevel(dx, dy);
4988 /* scroll in two steps of half tile size to make things smoother */
4989 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
4991 /* scroll second step to align at full tile size */
4992 BlitScreenToBitmap(window);
4998 SetVideoFrameDelay(frame_delay_value_old);
5001 void RelocatePlayer(int jx, int jy, int el_player_raw)
5003 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5004 int player_nr = GET_PLAYER_NR(el_player);
5005 struct PlayerInfo *player = &stored_player[player_nr];
5006 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5007 boolean no_delay = (tape.warp_forward);
5008 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5009 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5010 int old_jx = player->jx;
5011 int old_jy = player->jy;
5012 int old_element = Feld[old_jx][old_jy];
5013 int element = Feld[jx][jy];
5014 boolean player_relocated = (old_jx != jx || old_jy != jy);
5016 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5017 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5018 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5019 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5020 int leave_side_horiz = move_dir_horiz;
5021 int leave_side_vert = move_dir_vert;
5022 int enter_side = enter_side_horiz | enter_side_vert;
5023 int leave_side = leave_side_horiz | leave_side_vert;
5025 if (player->GameOver) /* do not reanimate dead player */
5028 if (!player_relocated) /* no need to relocate the player */
5031 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5033 RemoveField(jx, jy); /* temporarily remove newly placed player */
5034 DrawLevelField(jx, jy);
5037 if (player->present)
5039 while (player->MovPos)
5041 ScrollPlayer(player, SCROLL_GO_ON);
5042 ScrollScreen(NULL, SCROLL_GO_ON);
5044 AdvanceFrameAndPlayerCounters(player->index_nr);
5048 BackToFront_WithFrameDelay(wait_delay_value);
5051 DrawPlayer(player); /* needed here only to cleanup last field */
5052 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5054 player->is_moving = FALSE;
5057 if (IS_CUSTOM_ELEMENT(old_element))
5058 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5060 player->index_bit, leave_side);
5062 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5064 player->index_bit, leave_side);
5066 Feld[jx][jy] = el_player;
5067 InitPlayerField(jx, jy, el_player, TRUE);
5069 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5070 possible that the relocation target field did not contain a player element,
5071 but a walkable element, to which the new player was relocated -- in this
5072 case, restore that (already initialized!) element on the player field */
5073 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5075 Feld[jx][jy] = element; /* restore previously existing element */
5078 /* only visually relocate centered player */
5079 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5080 FALSE, level.instant_relocation);
5082 TestIfPlayerTouchesBadThing(jx, jy);
5083 TestIfPlayerTouchesCustomElement(jx, jy);
5085 if (IS_CUSTOM_ELEMENT(element))
5086 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5087 player->index_bit, enter_side);
5089 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5090 player->index_bit, enter_side);
5092 if (player->is_switching)
5094 /* ensure that relocation while still switching an element does not cause
5095 a new element to be treated as also switched directly after relocation
5096 (this is important for teleporter switches that teleport the player to
5097 a place where another teleporter switch is in the same direction, which
5098 would then incorrectly be treated as immediately switched before the
5099 direction key that caused the switch was released) */
5101 player->switch_x += jx - old_jx;
5102 player->switch_y += jy - old_jy;
5106 void Explode(int ex, int ey, int phase, int mode)
5112 /* !!! eliminate this variable !!! */
5113 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5115 if (game.explosions_delayed)
5117 ExplodeField[ex][ey] = mode;
5121 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5123 int center_element = Feld[ex][ey];
5124 int artwork_element, explosion_element; /* set these values later */
5126 /* remove things displayed in background while burning dynamite */
5127 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5130 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5132 /* put moving element to center field (and let it explode there) */
5133 center_element = MovingOrBlocked2Element(ex, ey);
5134 RemoveMovingField(ex, ey);
5135 Feld[ex][ey] = center_element;
5138 /* now "center_element" is finally determined -- set related values now */
5139 artwork_element = center_element; /* for custom player artwork */
5140 explosion_element = center_element; /* for custom player artwork */
5142 if (IS_PLAYER(ex, ey))
5144 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5146 artwork_element = stored_player[player_nr].artwork_element;
5148 if (level.use_explosion_element[player_nr])
5150 explosion_element = level.explosion_element[player_nr];
5151 artwork_element = explosion_element;
5155 if (mode == EX_TYPE_NORMAL ||
5156 mode == EX_TYPE_CENTER ||
5157 mode == EX_TYPE_CROSS)
5158 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5160 last_phase = element_info[explosion_element].explosion_delay + 1;
5162 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5164 int xx = x - ex + 1;
5165 int yy = y - ey + 1;
5168 if (!IN_LEV_FIELD(x, y) ||
5169 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5170 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5173 element = Feld[x][y];
5175 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5177 element = MovingOrBlocked2Element(x, y);
5179 if (!IS_EXPLOSION_PROOF(element))
5180 RemoveMovingField(x, y);
5183 /* indestructible elements can only explode in center (but not flames) */
5184 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5185 mode == EX_TYPE_BORDER)) ||
5186 element == EL_FLAMES)
5189 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5190 behaviour, for example when touching a yamyam that explodes to rocks
5191 with active deadly shield, a rock is created under the player !!! */
5192 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5194 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5195 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5196 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5198 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5201 if (IS_ACTIVE_BOMB(element))
5203 /* re-activate things under the bomb like gate or penguin */
5204 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5211 /* save walkable background elements while explosion on same tile */
5212 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5213 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5214 Back[x][y] = element;
5216 /* ignite explodable elements reached by other explosion */
5217 if (element == EL_EXPLOSION)
5218 element = Store2[x][y];
5220 if (AmoebaNr[x][y] &&
5221 (element == EL_AMOEBA_FULL ||
5222 element == EL_BD_AMOEBA ||
5223 element == EL_AMOEBA_GROWING))
5225 AmoebaCnt[AmoebaNr[x][y]]--;
5226 AmoebaCnt2[AmoebaNr[x][y]]--;
5231 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5233 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5235 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5237 if (PLAYERINFO(ex, ey)->use_murphy)
5238 Store[x][y] = EL_EMPTY;
5241 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5242 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5243 else if (ELEM_IS_PLAYER(center_element))
5244 Store[x][y] = EL_EMPTY;
5245 else if (center_element == EL_YAMYAM)
5246 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5247 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5248 Store[x][y] = element_info[center_element].content.e[xx][yy];
5250 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5251 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5252 otherwise) -- FIX THIS !!! */
5253 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5254 Store[x][y] = element_info[element].content.e[1][1];
5256 else if (!CAN_EXPLODE(element))
5257 Store[x][y] = element_info[element].content.e[1][1];
5260 Store[x][y] = EL_EMPTY;
5262 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5263 center_element == EL_AMOEBA_TO_DIAMOND)
5264 Store2[x][y] = element;
5266 Feld[x][y] = EL_EXPLOSION;
5267 GfxElement[x][y] = artwork_element;
5269 ExplodePhase[x][y] = 1;
5270 ExplodeDelay[x][y] = last_phase;
5275 if (center_element == EL_YAMYAM)
5276 game.yamyam_content_nr =
5277 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5289 GfxFrame[x][y] = 0; /* restart explosion animation */
5291 last_phase = ExplodeDelay[x][y];
5293 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5295 /* this can happen if the player leaves an explosion just in time */
5296 if (GfxElement[x][y] == EL_UNDEFINED)
5297 GfxElement[x][y] = EL_EMPTY;
5299 border_element = Store2[x][y];
5300 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5301 border_element = StorePlayer[x][y];
5303 if (phase == element_info[border_element].ignition_delay ||
5304 phase == last_phase)
5306 boolean border_explosion = FALSE;
5308 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5309 !PLAYER_EXPLOSION_PROTECTED(x, y))
5311 KillPlayerUnlessExplosionProtected(x, y);
5312 border_explosion = TRUE;
5314 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5316 Feld[x][y] = Store2[x][y];
5319 border_explosion = TRUE;
5321 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5323 AmoebeUmwandeln(x, y);
5325 border_explosion = TRUE;
5328 /* if an element just explodes due to another explosion (chain-reaction),
5329 do not immediately end the new explosion when it was the last frame of
5330 the explosion (as it would be done in the following "if"-statement!) */
5331 if (border_explosion && phase == last_phase)
5335 if (phase == last_phase)
5339 element = Feld[x][y] = Store[x][y];
5340 Store[x][y] = Store2[x][y] = 0;
5341 GfxElement[x][y] = EL_UNDEFINED;
5343 /* player can escape from explosions and might therefore be still alive */
5344 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5345 element <= EL_PLAYER_IS_EXPLODING_4)
5347 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5348 int explosion_element = EL_PLAYER_1 + player_nr;
5349 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5350 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5352 if (level.use_explosion_element[player_nr])
5353 explosion_element = level.explosion_element[player_nr];
5355 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5356 element_info[explosion_element].content.e[xx][yy]);
5359 /* restore probably existing indestructible background element */
5360 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5361 element = Feld[x][y] = Back[x][y];
5364 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5365 GfxDir[x][y] = MV_NONE;
5366 ChangeDelay[x][y] = 0;
5367 ChangePage[x][y] = -1;
5369 CustomValue[x][y] = 0;
5371 InitField_WithBug2(x, y, FALSE);
5373 TEST_DrawLevelField(x, y);
5375 TestIfElementTouchesCustomElement(x, y);
5377 if (GFX_CRUMBLED(element))
5378 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5380 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5381 StorePlayer[x][y] = 0;
5383 if (ELEM_IS_PLAYER(element))
5384 RelocatePlayer(x, y, element);
5386 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5388 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5389 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5392 TEST_DrawLevelFieldCrumbled(x, y);
5394 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5396 DrawLevelElement(x, y, Back[x][y]);
5397 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5399 else if (IS_WALKABLE_UNDER(Back[x][y]))
5401 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5402 DrawLevelElementThruMask(x, y, Back[x][y]);
5404 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5405 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5409 void DynaExplode(int ex, int ey)
5412 int dynabomb_element = Feld[ex][ey];
5413 int dynabomb_size = 1;
5414 boolean dynabomb_xl = FALSE;
5415 struct PlayerInfo *player;
5416 static int xy[4][2] =
5424 if (IS_ACTIVE_BOMB(dynabomb_element))
5426 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5427 dynabomb_size = player->dynabomb_size;
5428 dynabomb_xl = player->dynabomb_xl;
5429 player->dynabombs_left++;
5432 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5434 for (i = 0; i < NUM_DIRECTIONS; i++)
5436 for (j = 1; j <= dynabomb_size; j++)
5438 int x = ex + j * xy[i][0];
5439 int y = ey + j * xy[i][1];
5442 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5445 element = Feld[x][y];
5447 /* do not restart explosions of fields with active bombs */
5448 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5451 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5453 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5454 !IS_DIGGABLE(element) && !dynabomb_xl)
5460 void Bang(int x, int y)
5462 int element = MovingOrBlocked2Element(x, y);
5463 int explosion_type = EX_TYPE_NORMAL;
5465 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5467 struct PlayerInfo *player = PLAYERINFO(x, y);
5469 element = Feld[x][y] = player->initial_element;
5471 if (level.use_explosion_element[player->index_nr])
5473 int explosion_element = level.explosion_element[player->index_nr];
5475 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5476 explosion_type = EX_TYPE_CROSS;
5477 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5478 explosion_type = EX_TYPE_CENTER;
5486 case EL_BD_BUTTERFLY:
5489 case EL_DARK_YAMYAM:
5493 RaiseScoreElement(element);
5496 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5497 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5498 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5499 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5500 case EL_DYNABOMB_INCREASE_NUMBER:
5501 case EL_DYNABOMB_INCREASE_SIZE:
5502 case EL_DYNABOMB_INCREASE_POWER:
5503 explosion_type = EX_TYPE_DYNA;
5506 case EL_DC_LANDMINE:
5507 explosion_type = EX_TYPE_CENTER;
5512 case EL_LAMP_ACTIVE:
5513 case EL_AMOEBA_TO_DIAMOND:
5514 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5515 explosion_type = EX_TYPE_CENTER;
5519 if (element_info[element].explosion_type == EXPLODES_CROSS)
5520 explosion_type = EX_TYPE_CROSS;
5521 else if (element_info[element].explosion_type == EXPLODES_1X1)
5522 explosion_type = EX_TYPE_CENTER;
5526 if (explosion_type == EX_TYPE_DYNA)
5529 Explode(x, y, EX_PHASE_START, explosion_type);
5531 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5534 void SplashAcid(int x, int y)
5536 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5537 (!IN_LEV_FIELD(x - 1, y - 2) ||
5538 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5539 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5541 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5542 (!IN_LEV_FIELD(x + 1, y - 2) ||
5543 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5544 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5546 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5549 static void InitBeltMovement()
5551 static int belt_base_element[4] =
5553 EL_CONVEYOR_BELT_1_LEFT,
5554 EL_CONVEYOR_BELT_2_LEFT,
5555 EL_CONVEYOR_BELT_3_LEFT,
5556 EL_CONVEYOR_BELT_4_LEFT
5558 static int belt_base_active_element[4] =
5560 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5561 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5562 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5563 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5568 /* set frame order for belt animation graphic according to belt direction */
5569 for (i = 0; i < NUM_BELTS; i++)
5573 for (j = 0; j < NUM_BELT_PARTS; j++)
5575 int element = belt_base_active_element[belt_nr] + j;
5576 int graphic_1 = el2img(element);
5577 int graphic_2 = el2panelimg(element);
5579 if (game.belt_dir[i] == MV_LEFT)
5581 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5582 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5586 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5587 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5592 SCAN_PLAYFIELD(x, y)
5594 int element = Feld[x][y];
5596 for (i = 0; i < NUM_BELTS; i++)
5598 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5600 int e_belt_nr = getBeltNrFromBeltElement(element);
5603 if (e_belt_nr == belt_nr)
5605 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5607 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5614 static void ToggleBeltSwitch(int x, int y)
5616 static int belt_base_element[4] =
5618 EL_CONVEYOR_BELT_1_LEFT,
5619 EL_CONVEYOR_BELT_2_LEFT,
5620 EL_CONVEYOR_BELT_3_LEFT,
5621 EL_CONVEYOR_BELT_4_LEFT
5623 static int belt_base_active_element[4] =
5625 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5626 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5627 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5628 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5630 static int belt_base_switch_element[4] =
5632 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5633 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5634 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5635 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5637 static int belt_move_dir[4] =
5645 int element = Feld[x][y];
5646 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5647 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5648 int belt_dir = belt_move_dir[belt_dir_nr];
5651 if (!IS_BELT_SWITCH(element))
5654 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5655 game.belt_dir[belt_nr] = belt_dir;
5657 if (belt_dir_nr == 3)
5660 /* set frame order for belt animation graphic according to belt direction */
5661 for (i = 0; i < NUM_BELT_PARTS; i++)
5663 int element = belt_base_active_element[belt_nr] + i;
5664 int graphic_1 = el2img(element);
5665 int graphic_2 = el2panelimg(element);
5667 if (belt_dir == MV_LEFT)
5669 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5670 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5674 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5675 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5679 SCAN_PLAYFIELD(xx, yy)
5681 int element = Feld[xx][yy];
5683 if (IS_BELT_SWITCH(element))
5685 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5687 if (e_belt_nr == belt_nr)
5689 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5690 TEST_DrawLevelField(xx, yy);
5693 else if (IS_BELT(element) && belt_dir != MV_NONE)
5695 int e_belt_nr = getBeltNrFromBeltElement(element);
5697 if (e_belt_nr == belt_nr)
5699 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5701 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5702 TEST_DrawLevelField(xx, yy);
5705 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5707 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5709 if (e_belt_nr == belt_nr)
5711 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5713 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5714 TEST_DrawLevelField(xx, yy);
5720 static void ToggleSwitchgateSwitch(int x, int y)
5724 game.switchgate_pos = !game.switchgate_pos;
5726 SCAN_PLAYFIELD(xx, yy)
5728 int element = Feld[xx][yy];
5730 if (element == EL_SWITCHGATE_SWITCH_UP)
5732 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5733 TEST_DrawLevelField(xx, yy);
5735 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5737 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5738 TEST_DrawLevelField(xx, yy);
5740 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5742 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5743 TEST_DrawLevelField(xx, yy);
5745 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5747 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5748 TEST_DrawLevelField(xx, yy);
5750 else if (element == EL_SWITCHGATE_OPEN ||
5751 element == EL_SWITCHGATE_OPENING)
5753 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
5755 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
5757 else if (element == EL_SWITCHGATE_CLOSED ||
5758 element == EL_SWITCHGATE_CLOSING)
5760 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
5762 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
5767 static int getInvisibleActiveFromInvisibleElement(int element)
5769 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
5770 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
5771 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
5775 static int getInvisibleFromInvisibleActiveElement(int element)
5777 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
5778 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
5779 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
5783 static void RedrawAllLightSwitchesAndInvisibleElements()
5787 SCAN_PLAYFIELD(x, y)
5789 int element = Feld[x][y];
5791 if (element == EL_LIGHT_SWITCH &&
5792 game.light_time_left > 0)
5794 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
5795 TEST_DrawLevelField(x, y);
5797 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
5798 game.light_time_left == 0)
5800 Feld[x][y] = EL_LIGHT_SWITCH;
5801 TEST_DrawLevelField(x, y);
5803 else if (element == EL_EMC_DRIPPER &&
5804 game.light_time_left > 0)
5806 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5807 TEST_DrawLevelField(x, y);
5809 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5810 game.light_time_left == 0)
5812 Feld[x][y] = EL_EMC_DRIPPER;
5813 TEST_DrawLevelField(x, y);
5815 else if (element == EL_INVISIBLE_STEELWALL ||
5816 element == EL_INVISIBLE_WALL ||
5817 element == EL_INVISIBLE_SAND)
5819 if (game.light_time_left > 0)
5820 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5822 TEST_DrawLevelField(x, y);
5824 /* uncrumble neighbour fields, if needed */
5825 if (element == EL_INVISIBLE_SAND)
5826 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5828 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5829 element == EL_INVISIBLE_WALL_ACTIVE ||
5830 element == EL_INVISIBLE_SAND_ACTIVE)
5832 if (game.light_time_left == 0)
5833 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5835 TEST_DrawLevelField(x, y);
5837 /* re-crumble neighbour fields, if needed */
5838 if (element == EL_INVISIBLE_SAND)
5839 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5844 static void RedrawAllInvisibleElementsForLenses()
5848 SCAN_PLAYFIELD(x, y)
5850 int element = Feld[x][y];
5852 if (element == EL_EMC_DRIPPER &&
5853 game.lenses_time_left > 0)
5855 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5856 TEST_DrawLevelField(x, y);
5858 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5859 game.lenses_time_left == 0)
5861 Feld[x][y] = EL_EMC_DRIPPER;
5862 TEST_DrawLevelField(x, y);
5864 else if (element == EL_INVISIBLE_STEELWALL ||
5865 element == EL_INVISIBLE_WALL ||
5866 element == EL_INVISIBLE_SAND)
5868 if (game.lenses_time_left > 0)
5869 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5871 TEST_DrawLevelField(x, y);
5873 /* uncrumble neighbour fields, if needed */
5874 if (element == EL_INVISIBLE_SAND)
5875 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5877 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5878 element == EL_INVISIBLE_WALL_ACTIVE ||
5879 element == EL_INVISIBLE_SAND_ACTIVE)
5881 if (game.lenses_time_left == 0)
5882 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5884 TEST_DrawLevelField(x, y);
5886 /* re-crumble neighbour fields, if needed */
5887 if (element == EL_INVISIBLE_SAND)
5888 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5893 static void RedrawAllInvisibleElementsForMagnifier()
5897 SCAN_PLAYFIELD(x, y)
5899 int element = Feld[x][y];
5901 if (element == EL_EMC_FAKE_GRASS &&
5902 game.magnify_time_left > 0)
5904 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
5905 TEST_DrawLevelField(x, y);
5907 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
5908 game.magnify_time_left == 0)
5910 Feld[x][y] = EL_EMC_FAKE_GRASS;
5911 TEST_DrawLevelField(x, y);
5913 else if (IS_GATE_GRAY(element) &&
5914 game.magnify_time_left > 0)
5916 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
5917 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
5918 IS_EM_GATE_GRAY(element) ?
5919 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
5920 IS_EMC_GATE_GRAY(element) ?
5921 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
5922 IS_DC_GATE_GRAY(element) ?
5923 EL_DC_GATE_WHITE_GRAY_ACTIVE :
5925 TEST_DrawLevelField(x, y);
5927 else if (IS_GATE_GRAY_ACTIVE(element) &&
5928 game.magnify_time_left == 0)
5930 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
5931 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
5932 IS_EM_GATE_GRAY_ACTIVE(element) ?
5933 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
5934 IS_EMC_GATE_GRAY_ACTIVE(element) ?
5935 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
5936 IS_DC_GATE_GRAY_ACTIVE(element) ?
5937 EL_DC_GATE_WHITE_GRAY :
5939 TEST_DrawLevelField(x, y);
5944 static void ToggleLightSwitch(int x, int y)
5946 int element = Feld[x][y];
5948 game.light_time_left =
5949 (element == EL_LIGHT_SWITCH ?
5950 level.time_light * FRAMES_PER_SECOND : 0);
5952 RedrawAllLightSwitchesAndInvisibleElements();
5955 static void ActivateTimegateSwitch(int x, int y)
5959 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
5961 SCAN_PLAYFIELD(xx, yy)
5963 int element = Feld[xx][yy];
5965 if (element == EL_TIMEGATE_CLOSED ||
5966 element == EL_TIMEGATE_CLOSING)
5968 Feld[xx][yy] = EL_TIMEGATE_OPENING;
5969 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
5973 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
5975 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
5976 TEST_DrawLevelField(xx, yy);
5982 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
5983 EL_DC_TIMEGATE_SWITCH_ACTIVE);
5986 void Impact(int x, int y)
5988 boolean last_line = (y == lev_fieldy - 1);
5989 boolean object_hit = FALSE;
5990 boolean impact = (last_line || object_hit);
5991 int element = Feld[x][y];
5992 int smashed = EL_STEELWALL;
5994 if (!last_line) /* check if element below was hit */
5996 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
5999 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6000 MovDir[x][y + 1] != MV_DOWN ||
6001 MovPos[x][y + 1] <= TILEY / 2));
6003 /* do not smash moving elements that left the smashed field in time */
6004 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6005 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6008 #if USE_QUICKSAND_IMPACT_BUGFIX
6009 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6011 RemoveMovingField(x, y + 1);
6012 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6013 Feld[x][y + 2] = EL_ROCK;
6014 TEST_DrawLevelField(x, y + 2);
6019 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6021 RemoveMovingField(x, y + 1);
6022 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6023 Feld[x][y + 2] = EL_ROCK;
6024 TEST_DrawLevelField(x, y + 2);
6031 smashed = MovingOrBlocked2Element(x, y + 1);
6033 impact = (last_line || object_hit);
6036 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6038 SplashAcid(x, y + 1);
6042 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6043 /* only reset graphic animation if graphic really changes after impact */
6045 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6047 ResetGfxAnimation(x, y);
6048 TEST_DrawLevelField(x, y);
6051 if (impact && CAN_EXPLODE_IMPACT(element))
6056 else if (impact && element == EL_PEARL &&
6057 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6059 ResetGfxAnimation(x, y);
6061 Feld[x][y] = EL_PEARL_BREAKING;
6062 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6065 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6067 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6072 if (impact && element == EL_AMOEBA_DROP)
6074 if (object_hit && IS_PLAYER(x, y + 1))
6075 KillPlayerUnlessEnemyProtected(x, y + 1);
6076 else if (object_hit && smashed == EL_PENGUIN)
6080 Feld[x][y] = EL_AMOEBA_GROWING;
6081 Store[x][y] = EL_AMOEBA_WET;
6083 ResetRandomAnimationValue(x, y);
6088 if (object_hit) /* check which object was hit */
6090 if ((CAN_PASS_MAGIC_WALL(element) &&
6091 (smashed == EL_MAGIC_WALL ||
6092 smashed == EL_BD_MAGIC_WALL)) ||
6093 (CAN_PASS_DC_MAGIC_WALL(element) &&
6094 smashed == EL_DC_MAGIC_WALL))
6097 int activated_magic_wall =
6098 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6099 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6100 EL_DC_MAGIC_WALL_ACTIVE);
6102 /* activate magic wall / mill */
6103 SCAN_PLAYFIELD(xx, yy)
6105 if (Feld[xx][yy] == smashed)
6106 Feld[xx][yy] = activated_magic_wall;
6109 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6110 game.magic_wall_active = TRUE;
6112 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6113 SND_MAGIC_WALL_ACTIVATING :
6114 smashed == EL_BD_MAGIC_WALL ?
6115 SND_BD_MAGIC_WALL_ACTIVATING :
6116 SND_DC_MAGIC_WALL_ACTIVATING));
6119 if (IS_PLAYER(x, y + 1))
6121 if (CAN_SMASH_PLAYER(element))
6123 KillPlayerUnlessEnemyProtected(x, y + 1);
6127 else if (smashed == EL_PENGUIN)
6129 if (CAN_SMASH_PLAYER(element))
6135 else if (element == EL_BD_DIAMOND)
6137 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6143 else if (((element == EL_SP_INFOTRON ||
6144 element == EL_SP_ZONK) &&
6145 (smashed == EL_SP_SNIKSNAK ||
6146 smashed == EL_SP_ELECTRON ||
6147 smashed == EL_SP_DISK_ORANGE)) ||
6148 (element == EL_SP_INFOTRON &&
6149 smashed == EL_SP_DISK_YELLOW))
6154 else if (CAN_SMASH_EVERYTHING(element))
6156 if (IS_CLASSIC_ENEMY(smashed) ||
6157 CAN_EXPLODE_SMASHED(smashed))
6162 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6164 if (smashed == EL_LAMP ||
6165 smashed == EL_LAMP_ACTIVE)
6170 else if (smashed == EL_NUT)
6172 Feld[x][y + 1] = EL_NUT_BREAKING;
6173 PlayLevelSound(x, y, SND_NUT_BREAKING);
6174 RaiseScoreElement(EL_NUT);
6177 else if (smashed == EL_PEARL)
6179 ResetGfxAnimation(x, y);
6181 Feld[x][y + 1] = EL_PEARL_BREAKING;
6182 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6185 else if (smashed == EL_DIAMOND)
6187 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6188 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6191 else if (IS_BELT_SWITCH(smashed))
6193 ToggleBeltSwitch(x, y + 1);
6195 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6196 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6197 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6198 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6200 ToggleSwitchgateSwitch(x, y + 1);
6202 else if (smashed == EL_LIGHT_SWITCH ||
6203 smashed == EL_LIGHT_SWITCH_ACTIVE)
6205 ToggleLightSwitch(x, y + 1);
6209 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6211 CheckElementChangeBySide(x, y + 1, smashed, element,
6212 CE_SWITCHED, CH_SIDE_TOP);
6213 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6219 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6224 /* play sound of magic wall / mill */
6226 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6227 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6228 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6230 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6231 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6232 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6233 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6234 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6235 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6240 /* play sound of object that hits the ground */
6241 if (last_line || object_hit)
6242 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6245 inline static void TurnRoundExt(int x, int y)
6257 { 0, 0 }, { 0, 0 }, { 0, 0 },
6262 int left, right, back;
6266 { MV_DOWN, MV_UP, MV_RIGHT },
6267 { MV_UP, MV_DOWN, MV_LEFT },
6269 { MV_LEFT, MV_RIGHT, MV_DOWN },
6273 { MV_RIGHT, MV_LEFT, MV_UP }
6276 int element = Feld[x][y];
6277 int move_pattern = element_info[element].move_pattern;
6279 int old_move_dir = MovDir[x][y];
6280 int left_dir = turn[old_move_dir].left;
6281 int right_dir = turn[old_move_dir].right;
6282 int back_dir = turn[old_move_dir].back;
6284 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6285 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6286 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6287 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6289 int left_x = x + left_dx, left_y = y + left_dy;
6290 int right_x = x + right_dx, right_y = y + right_dy;
6291 int move_x = x + move_dx, move_y = y + move_dy;
6295 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6297 TestIfBadThingTouchesOtherBadThing(x, y);
6299 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6300 MovDir[x][y] = right_dir;
6301 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6302 MovDir[x][y] = left_dir;
6304 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6306 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6309 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6311 TestIfBadThingTouchesOtherBadThing(x, y);
6313 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6314 MovDir[x][y] = left_dir;
6315 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6316 MovDir[x][y] = right_dir;
6318 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6320 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6323 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6325 TestIfBadThingTouchesOtherBadThing(x, y);
6327 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6328 MovDir[x][y] = left_dir;
6329 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6330 MovDir[x][y] = right_dir;
6332 if (MovDir[x][y] != old_move_dir)
6335 else if (element == EL_YAMYAM)
6337 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6338 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6340 if (can_turn_left && can_turn_right)
6341 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6342 else if (can_turn_left)
6343 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6344 else if (can_turn_right)
6345 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6347 MovDir[x][y] = back_dir;
6349 MovDelay[x][y] = 16 + 16 * RND(3);
6351 else if (element == EL_DARK_YAMYAM)
6353 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6355 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6358 if (can_turn_left && can_turn_right)
6359 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6360 else if (can_turn_left)
6361 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6362 else if (can_turn_right)
6363 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6365 MovDir[x][y] = back_dir;
6367 MovDelay[x][y] = 16 + 16 * RND(3);
6369 else if (element == EL_PACMAN)
6371 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6372 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6374 if (can_turn_left && can_turn_right)
6375 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6376 else if (can_turn_left)
6377 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6378 else if (can_turn_right)
6379 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6381 MovDir[x][y] = back_dir;
6383 MovDelay[x][y] = 6 + RND(40);
6385 else if (element == EL_PIG)
6387 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6388 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6389 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6390 boolean should_turn_left, should_turn_right, should_move_on;
6392 int rnd = RND(rnd_value);
6394 should_turn_left = (can_turn_left &&
6396 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6397 y + back_dy + left_dy)));
6398 should_turn_right = (can_turn_right &&
6400 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6401 y + back_dy + right_dy)));
6402 should_move_on = (can_move_on &&
6405 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6406 y + move_dy + left_dy) ||
6407 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6408 y + move_dy + right_dy)));
6410 if (should_turn_left || should_turn_right || should_move_on)
6412 if (should_turn_left && should_turn_right && should_move_on)
6413 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6414 rnd < 2 * rnd_value / 3 ? right_dir :
6416 else if (should_turn_left && should_turn_right)
6417 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6418 else if (should_turn_left && should_move_on)
6419 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6420 else if (should_turn_right && should_move_on)
6421 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6422 else if (should_turn_left)
6423 MovDir[x][y] = left_dir;
6424 else if (should_turn_right)
6425 MovDir[x][y] = right_dir;
6426 else if (should_move_on)
6427 MovDir[x][y] = old_move_dir;
6429 else if (can_move_on && rnd > rnd_value / 8)
6430 MovDir[x][y] = old_move_dir;
6431 else if (can_turn_left && can_turn_right)
6432 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6433 else if (can_turn_left && rnd > rnd_value / 8)
6434 MovDir[x][y] = left_dir;
6435 else if (can_turn_right && rnd > rnd_value/8)
6436 MovDir[x][y] = right_dir;
6438 MovDir[x][y] = back_dir;
6440 xx = x + move_xy[MovDir[x][y]].dx;
6441 yy = y + move_xy[MovDir[x][y]].dy;
6443 if (!IN_LEV_FIELD(xx, yy) ||
6444 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6445 MovDir[x][y] = old_move_dir;
6449 else if (element == EL_DRAGON)
6451 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6452 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6453 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6455 int rnd = RND(rnd_value);
6457 if (can_move_on && rnd > rnd_value / 8)
6458 MovDir[x][y] = old_move_dir;
6459 else if (can_turn_left && can_turn_right)
6460 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6461 else if (can_turn_left && rnd > rnd_value / 8)
6462 MovDir[x][y] = left_dir;
6463 else if (can_turn_right && rnd > rnd_value / 8)
6464 MovDir[x][y] = right_dir;
6466 MovDir[x][y] = back_dir;
6468 xx = x + move_xy[MovDir[x][y]].dx;
6469 yy = y + move_xy[MovDir[x][y]].dy;
6471 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6472 MovDir[x][y] = old_move_dir;
6476 else if (element == EL_MOLE)
6478 boolean can_move_on =
6479 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6480 IS_AMOEBOID(Feld[move_x][move_y]) ||
6481 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6484 boolean can_turn_left =
6485 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6486 IS_AMOEBOID(Feld[left_x][left_y])));
6488 boolean can_turn_right =
6489 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6490 IS_AMOEBOID(Feld[right_x][right_y])));
6492 if (can_turn_left && can_turn_right)
6493 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6494 else if (can_turn_left)
6495 MovDir[x][y] = left_dir;
6497 MovDir[x][y] = right_dir;
6500 if (MovDir[x][y] != old_move_dir)
6503 else if (element == EL_BALLOON)
6505 MovDir[x][y] = game.wind_direction;
6508 else if (element == EL_SPRING)
6510 if (MovDir[x][y] & MV_HORIZONTAL)
6512 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6513 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6515 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6516 ResetGfxAnimation(move_x, move_y);
6517 TEST_DrawLevelField(move_x, move_y);
6519 MovDir[x][y] = back_dir;
6521 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6522 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6523 MovDir[x][y] = MV_NONE;
6528 else if (element == EL_ROBOT ||
6529 element == EL_SATELLITE ||
6530 element == EL_PENGUIN ||
6531 element == EL_EMC_ANDROID)
6533 int attr_x = -1, attr_y = -1;
6544 for (i = 0; i < MAX_PLAYERS; i++)
6546 struct PlayerInfo *player = &stored_player[i];
6547 int jx = player->jx, jy = player->jy;
6549 if (!player->active)
6553 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6561 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6562 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6563 game.engine_version < VERSION_IDENT(3,1,0,0)))
6569 if (element == EL_PENGUIN)
6572 static int xy[4][2] =
6580 for (i = 0; i < NUM_DIRECTIONS; i++)
6582 int ex = x + xy[i][0];
6583 int ey = y + xy[i][1];
6585 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6586 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6587 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6588 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6597 MovDir[x][y] = MV_NONE;
6599 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6600 else if (attr_x > x)
6601 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6603 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6604 else if (attr_y > y)
6605 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6607 if (element == EL_ROBOT)
6611 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6612 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6613 Moving2Blocked(x, y, &newx, &newy);
6615 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6616 MovDelay[x][y] = 8 + 8 * !RND(3);
6618 MovDelay[x][y] = 16;
6620 else if (element == EL_PENGUIN)
6626 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6628 boolean first_horiz = RND(2);
6629 int new_move_dir = MovDir[x][y];
6632 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6633 Moving2Blocked(x, y, &newx, &newy);
6635 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6639 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6640 Moving2Blocked(x, y, &newx, &newy);
6642 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6645 MovDir[x][y] = old_move_dir;
6649 else if (element == EL_SATELLITE)
6655 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6657 boolean first_horiz = RND(2);
6658 int new_move_dir = MovDir[x][y];
6661 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6662 Moving2Blocked(x, y, &newx, &newy);
6664 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6668 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6669 Moving2Blocked(x, y, &newx, &newy);
6671 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6674 MovDir[x][y] = old_move_dir;
6678 else if (element == EL_EMC_ANDROID)
6680 static int check_pos[16] =
6682 -1, /* 0 => (invalid) */
6683 7, /* 1 => MV_LEFT */
6684 3, /* 2 => MV_RIGHT */
6685 -1, /* 3 => (invalid) */
6687 0, /* 5 => MV_LEFT | MV_UP */
6688 2, /* 6 => MV_RIGHT | MV_UP */
6689 -1, /* 7 => (invalid) */
6690 5, /* 8 => MV_DOWN */
6691 6, /* 9 => MV_LEFT | MV_DOWN */
6692 4, /* 10 => MV_RIGHT | MV_DOWN */
6693 -1, /* 11 => (invalid) */
6694 -1, /* 12 => (invalid) */
6695 -1, /* 13 => (invalid) */
6696 -1, /* 14 => (invalid) */
6697 -1, /* 15 => (invalid) */
6705 { -1, -1, MV_LEFT | MV_UP },
6707 { +1, -1, MV_RIGHT | MV_UP },
6708 { +1, 0, MV_RIGHT },
6709 { +1, +1, MV_RIGHT | MV_DOWN },
6711 { -1, +1, MV_LEFT | MV_DOWN },
6714 int start_pos, check_order;
6715 boolean can_clone = FALSE;
6718 /* check if there is any free field around current position */
6719 for (i = 0; i < 8; i++)
6721 int newx = x + check_xy[i].dx;
6722 int newy = y + check_xy[i].dy;
6724 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6732 if (can_clone) /* randomly find an element to clone */
6736 start_pos = check_pos[RND(8)];
6737 check_order = (RND(2) ? -1 : +1);
6739 for (i = 0; i < 8; i++)
6741 int pos_raw = start_pos + i * check_order;
6742 int pos = (pos_raw + 8) % 8;
6743 int newx = x + check_xy[pos].dx;
6744 int newy = y + check_xy[pos].dy;
6746 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6748 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
6749 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
6751 Store[x][y] = Feld[newx][newy];
6760 if (can_clone) /* randomly find a direction to move */
6764 start_pos = check_pos[RND(8)];
6765 check_order = (RND(2) ? -1 : +1);
6767 for (i = 0; i < 8; i++)
6769 int pos_raw = start_pos + i * check_order;
6770 int pos = (pos_raw + 8) % 8;
6771 int newx = x + check_xy[pos].dx;
6772 int newy = y + check_xy[pos].dy;
6773 int new_move_dir = check_xy[pos].dir;
6775 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6777 MovDir[x][y] = new_move_dir;
6778 MovDelay[x][y] = level.android_clone_time * 8 + 1;
6787 if (can_clone) /* cloning and moving successful */
6790 /* cannot clone -- try to move towards player */
6792 start_pos = check_pos[MovDir[x][y] & 0x0f];
6793 check_order = (RND(2) ? -1 : +1);
6795 for (i = 0; i < 3; i++)
6797 /* first check start_pos, then previous/next or (next/previous) pos */
6798 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
6799 int pos = (pos_raw + 8) % 8;
6800 int newx = x + check_xy[pos].dx;
6801 int newy = y + check_xy[pos].dy;
6802 int new_move_dir = check_xy[pos].dir;
6804 if (IS_PLAYER(newx, newy))
6807 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6809 MovDir[x][y] = new_move_dir;
6810 MovDelay[x][y] = level.android_move_time * 8 + 1;
6817 else if (move_pattern == MV_TURNING_LEFT ||
6818 move_pattern == MV_TURNING_RIGHT ||
6819 move_pattern == MV_TURNING_LEFT_RIGHT ||
6820 move_pattern == MV_TURNING_RIGHT_LEFT ||
6821 move_pattern == MV_TURNING_RANDOM ||
6822 move_pattern == MV_ALL_DIRECTIONS)
6824 boolean can_turn_left =
6825 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
6826 boolean can_turn_right =
6827 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
6829 if (element_info[element].move_stepsize == 0) /* "not moving" */
6832 if (move_pattern == MV_TURNING_LEFT)
6833 MovDir[x][y] = left_dir;
6834 else if (move_pattern == MV_TURNING_RIGHT)
6835 MovDir[x][y] = right_dir;
6836 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
6837 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
6838 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
6839 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
6840 else if (move_pattern == MV_TURNING_RANDOM)
6841 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
6842 can_turn_right && !can_turn_left ? right_dir :
6843 RND(2) ? left_dir : right_dir);
6844 else if (can_turn_left && can_turn_right)
6845 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6846 else if (can_turn_left)
6847 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6848 else if (can_turn_right)
6849 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6851 MovDir[x][y] = back_dir;
6853 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6855 else if (move_pattern == MV_HORIZONTAL ||
6856 move_pattern == MV_VERTICAL)
6858 if (move_pattern & old_move_dir)
6859 MovDir[x][y] = back_dir;
6860 else if (move_pattern == MV_HORIZONTAL)
6861 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
6862 else if (move_pattern == MV_VERTICAL)
6863 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
6865 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6867 else if (move_pattern & MV_ANY_DIRECTION)
6869 MovDir[x][y] = move_pattern;
6870 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6872 else if (move_pattern & MV_WIND_DIRECTION)
6874 MovDir[x][y] = game.wind_direction;
6875 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6877 else if (move_pattern == MV_ALONG_LEFT_SIDE)
6879 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
6880 MovDir[x][y] = left_dir;
6881 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6882 MovDir[x][y] = right_dir;
6884 if (MovDir[x][y] != old_move_dir)
6885 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6887 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
6889 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
6890 MovDir[x][y] = right_dir;
6891 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6892 MovDir[x][y] = left_dir;
6894 if (MovDir[x][y] != old_move_dir)
6895 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6897 else if (move_pattern == MV_TOWARDS_PLAYER ||
6898 move_pattern == MV_AWAY_FROM_PLAYER)
6900 int attr_x = -1, attr_y = -1;
6902 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
6913 for (i = 0; i < MAX_PLAYERS; i++)
6915 struct PlayerInfo *player = &stored_player[i];
6916 int jx = player->jx, jy = player->jy;
6918 if (!player->active)
6922 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6930 MovDir[x][y] = MV_NONE;
6932 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
6933 else if (attr_x > x)
6934 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
6936 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
6937 else if (attr_y > y)
6938 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
6940 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6942 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6944 boolean first_horiz = RND(2);
6945 int new_move_dir = MovDir[x][y];
6947 if (element_info[element].move_stepsize == 0) /* "not moving" */
6949 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
6950 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6956 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6957 Moving2Blocked(x, y, &newx, &newy);
6959 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
6963 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6964 Moving2Blocked(x, y, &newx, &newy);
6966 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
6969 MovDir[x][y] = old_move_dir;
6972 else if (move_pattern == MV_WHEN_PUSHED ||
6973 move_pattern == MV_WHEN_DROPPED)
6975 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6976 MovDir[x][y] = MV_NONE;
6980 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
6982 static int test_xy[7][2] =
6992 static int test_dir[7] =
7002 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7003 int move_preference = -1000000; /* start with very low preference */
7004 int new_move_dir = MV_NONE;
7005 int start_test = RND(4);
7008 for (i = 0; i < NUM_DIRECTIONS; i++)
7010 int move_dir = test_dir[start_test + i];
7011 int move_dir_preference;
7013 xx = x + test_xy[start_test + i][0];
7014 yy = y + test_xy[start_test + i][1];
7016 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7017 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7019 new_move_dir = move_dir;
7024 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7027 move_dir_preference = -1 * RunnerVisit[xx][yy];
7028 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7029 move_dir_preference = PlayerVisit[xx][yy];
7031 if (move_dir_preference > move_preference)
7033 /* prefer field that has not been visited for the longest time */
7034 move_preference = move_dir_preference;
7035 new_move_dir = move_dir;
7037 else if (move_dir_preference == move_preference &&
7038 move_dir == old_move_dir)
7040 /* prefer last direction when all directions are preferred equally */
7041 move_preference = move_dir_preference;
7042 new_move_dir = move_dir;
7046 MovDir[x][y] = new_move_dir;
7047 if (old_move_dir != new_move_dir)
7048 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7052 static void TurnRound(int x, int y)
7054 int direction = MovDir[x][y];
7058 GfxDir[x][y] = MovDir[x][y];
7060 if (direction != MovDir[x][y])
7064 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7066 ResetGfxFrame(x, y, FALSE);
7069 static boolean JustBeingPushed(int x, int y)
7073 for (i = 0; i < MAX_PLAYERS; i++)
7075 struct PlayerInfo *player = &stored_player[i];
7077 if (player->active && player->is_pushing && player->MovPos)
7079 int next_jx = player->jx + (player->jx - player->last_jx);
7080 int next_jy = player->jy + (player->jy - player->last_jy);
7082 if (x == next_jx && y == next_jy)
7090 void StartMoving(int x, int y)
7092 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7093 int element = Feld[x][y];
7098 if (MovDelay[x][y] == 0)
7099 GfxAction[x][y] = ACTION_DEFAULT;
7101 if (CAN_FALL(element) && y < lev_fieldy - 1)
7103 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7104 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7105 if (JustBeingPushed(x, y))
7108 if (element == EL_QUICKSAND_FULL)
7110 if (IS_FREE(x, y + 1))
7112 InitMovingField(x, y, MV_DOWN);
7113 started_moving = TRUE;
7115 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7116 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7117 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7118 Store[x][y] = EL_ROCK;
7120 Store[x][y] = EL_ROCK;
7123 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7125 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7127 if (!MovDelay[x][y])
7129 MovDelay[x][y] = TILEY + 1;
7131 ResetGfxAnimation(x, y);
7132 ResetGfxAnimation(x, y + 1);
7137 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7138 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7145 Feld[x][y] = EL_QUICKSAND_EMPTY;
7146 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7147 Store[x][y + 1] = Store[x][y];
7150 PlayLevelSoundAction(x, y, ACTION_FILLING);
7152 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7154 if (!MovDelay[x][y])
7156 MovDelay[x][y] = TILEY + 1;
7158 ResetGfxAnimation(x, y);
7159 ResetGfxAnimation(x, y + 1);
7164 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7165 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7172 Feld[x][y] = EL_QUICKSAND_EMPTY;
7173 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7174 Store[x][y + 1] = Store[x][y];
7177 PlayLevelSoundAction(x, y, ACTION_FILLING);
7180 else if (element == EL_QUICKSAND_FAST_FULL)
7182 if (IS_FREE(x, y + 1))
7184 InitMovingField(x, y, MV_DOWN);
7185 started_moving = TRUE;
7187 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7188 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7189 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7190 Store[x][y] = EL_ROCK;
7192 Store[x][y] = EL_ROCK;
7195 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7197 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7199 if (!MovDelay[x][y])
7201 MovDelay[x][y] = TILEY + 1;
7203 ResetGfxAnimation(x, y);
7204 ResetGfxAnimation(x, y + 1);
7209 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7210 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7217 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7218 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7219 Store[x][y + 1] = Store[x][y];
7222 PlayLevelSoundAction(x, y, ACTION_FILLING);
7224 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7226 if (!MovDelay[x][y])
7228 MovDelay[x][y] = TILEY + 1;
7230 ResetGfxAnimation(x, y);
7231 ResetGfxAnimation(x, y + 1);
7236 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7237 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7244 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7245 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7246 Store[x][y + 1] = Store[x][y];
7249 PlayLevelSoundAction(x, y, ACTION_FILLING);
7252 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7253 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7255 InitMovingField(x, y, MV_DOWN);
7256 started_moving = TRUE;
7258 Feld[x][y] = EL_QUICKSAND_FILLING;
7259 Store[x][y] = element;
7261 PlayLevelSoundAction(x, y, ACTION_FILLING);
7263 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7264 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7266 InitMovingField(x, y, MV_DOWN);
7267 started_moving = TRUE;
7269 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7270 Store[x][y] = element;
7272 PlayLevelSoundAction(x, y, ACTION_FILLING);
7274 else if (element == EL_MAGIC_WALL_FULL)
7276 if (IS_FREE(x, y + 1))
7278 InitMovingField(x, y, MV_DOWN);
7279 started_moving = TRUE;
7281 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7282 Store[x][y] = EL_CHANGED(Store[x][y]);
7284 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7286 if (!MovDelay[x][y])
7287 MovDelay[x][y] = TILEY / 4 + 1;
7296 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7297 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7298 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7302 else if (element == EL_BD_MAGIC_WALL_FULL)
7304 if (IS_FREE(x, y + 1))
7306 InitMovingField(x, y, MV_DOWN);
7307 started_moving = TRUE;
7309 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7310 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7312 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7314 if (!MovDelay[x][y])
7315 MovDelay[x][y] = TILEY / 4 + 1;
7324 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7325 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7326 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7330 else if (element == EL_DC_MAGIC_WALL_FULL)
7332 if (IS_FREE(x, y + 1))
7334 InitMovingField(x, y, MV_DOWN);
7335 started_moving = TRUE;
7337 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7338 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7340 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7342 if (!MovDelay[x][y])
7343 MovDelay[x][y] = TILEY / 4 + 1;
7352 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7353 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7354 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7358 else if ((CAN_PASS_MAGIC_WALL(element) &&
7359 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7360 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7361 (CAN_PASS_DC_MAGIC_WALL(element) &&
7362 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7365 InitMovingField(x, y, MV_DOWN);
7366 started_moving = TRUE;
7369 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7370 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7371 EL_DC_MAGIC_WALL_FILLING);
7372 Store[x][y] = element;
7374 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7376 SplashAcid(x, y + 1);
7378 InitMovingField(x, y, MV_DOWN);
7379 started_moving = TRUE;
7381 Store[x][y] = EL_ACID;
7384 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7385 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7386 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7387 CAN_FALL(element) && WasJustFalling[x][y] &&
7388 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7390 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7391 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7392 (Feld[x][y + 1] == EL_BLOCKED)))
7394 /* this is needed for a special case not covered by calling "Impact()"
7395 from "ContinueMoving()": if an element moves to a tile directly below
7396 another element which was just falling on that tile (which was empty
7397 in the previous frame), the falling element above would just stop
7398 instead of smashing the element below (in previous version, the above
7399 element was just checked for "moving" instead of "falling", resulting
7400 in incorrect smashes caused by horizontal movement of the above
7401 element; also, the case of the player being the element to smash was
7402 simply not covered here... :-/ ) */
7404 CheckCollision[x][y] = 0;
7405 CheckImpact[x][y] = 0;
7409 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7411 if (MovDir[x][y] == MV_NONE)
7413 InitMovingField(x, y, MV_DOWN);
7414 started_moving = TRUE;
7417 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7419 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7420 MovDir[x][y] = MV_DOWN;
7422 InitMovingField(x, y, MV_DOWN);
7423 started_moving = TRUE;
7425 else if (element == EL_AMOEBA_DROP)
7427 Feld[x][y] = EL_AMOEBA_GROWING;
7428 Store[x][y] = EL_AMOEBA_WET;
7430 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7431 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7432 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7433 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7435 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7436 (IS_FREE(x - 1, y + 1) ||
7437 Feld[x - 1][y + 1] == EL_ACID));
7438 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7439 (IS_FREE(x + 1, y + 1) ||
7440 Feld[x + 1][y + 1] == EL_ACID));
7441 boolean can_fall_any = (can_fall_left || can_fall_right);
7442 boolean can_fall_both = (can_fall_left && can_fall_right);
7443 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7445 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7447 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7448 can_fall_right = FALSE;
7449 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7450 can_fall_left = FALSE;
7451 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7452 can_fall_right = FALSE;
7453 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7454 can_fall_left = FALSE;
7456 can_fall_any = (can_fall_left || can_fall_right);
7457 can_fall_both = FALSE;
7462 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7463 can_fall_right = FALSE; /* slip down on left side */
7465 can_fall_left = !(can_fall_right = RND(2));
7467 can_fall_both = FALSE;
7472 /* if not determined otherwise, prefer left side for slipping down */
7473 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7474 started_moving = TRUE;
7477 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7479 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7480 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7481 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7482 int belt_dir = game.belt_dir[belt_nr];
7484 if ((belt_dir == MV_LEFT && left_is_free) ||
7485 (belt_dir == MV_RIGHT && right_is_free))
7487 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7489 InitMovingField(x, y, belt_dir);
7490 started_moving = TRUE;
7492 Pushed[x][y] = TRUE;
7493 Pushed[nextx][y] = TRUE;
7495 GfxAction[x][y] = ACTION_DEFAULT;
7499 MovDir[x][y] = 0; /* if element was moving, stop it */
7504 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7505 if (CAN_MOVE(element) && !started_moving)
7507 int move_pattern = element_info[element].move_pattern;
7510 Moving2Blocked(x, y, &newx, &newy);
7512 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7515 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7516 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7518 WasJustMoving[x][y] = 0;
7519 CheckCollision[x][y] = 0;
7521 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7523 if (Feld[x][y] != element) /* element has changed */
7527 if (!MovDelay[x][y]) /* start new movement phase */
7529 /* all objects that can change their move direction after each step
7530 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7532 if (element != EL_YAMYAM &&
7533 element != EL_DARK_YAMYAM &&
7534 element != EL_PACMAN &&
7535 !(move_pattern & MV_ANY_DIRECTION) &&
7536 move_pattern != MV_TURNING_LEFT &&
7537 move_pattern != MV_TURNING_RIGHT &&
7538 move_pattern != MV_TURNING_LEFT_RIGHT &&
7539 move_pattern != MV_TURNING_RIGHT_LEFT &&
7540 move_pattern != MV_TURNING_RANDOM)
7544 if (MovDelay[x][y] && (element == EL_BUG ||
7545 element == EL_SPACESHIP ||
7546 element == EL_SP_SNIKSNAK ||
7547 element == EL_SP_ELECTRON ||
7548 element == EL_MOLE))
7549 TEST_DrawLevelField(x, y);
7553 if (MovDelay[x][y]) /* wait some time before next movement */
7557 if (element == EL_ROBOT ||
7558 element == EL_YAMYAM ||
7559 element == EL_DARK_YAMYAM)
7561 DrawLevelElementAnimationIfNeeded(x, y, element);
7562 PlayLevelSoundAction(x, y, ACTION_WAITING);
7564 else if (element == EL_SP_ELECTRON)
7565 DrawLevelElementAnimationIfNeeded(x, y, element);
7566 else if (element == EL_DRAGON)
7569 int dir = MovDir[x][y];
7570 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7571 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7572 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7573 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7574 dir == MV_UP ? IMG_FLAMES_1_UP :
7575 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7576 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7578 GfxAction[x][y] = ACTION_ATTACKING;
7580 if (IS_PLAYER(x, y))
7581 DrawPlayerField(x, y);
7583 TEST_DrawLevelField(x, y);
7585 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7587 for (i = 1; i <= 3; i++)
7589 int xx = x + i * dx;
7590 int yy = y + i * dy;
7591 int sx = SCREENX(xx);
7592 int sy = SCREENY(yy);
7593 int flame_graphic = graphic + (i - 1);
7595 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7600 int flamed = MovingOrBlocked2Element(xx, yy);
7602 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7605 RemoveMovingField(xx, yy);
7607 ChangeDelay[xx][yy] = 0;
7609 Feld[xx][yy] = EL_FLAMES;
7611 if (IN_SCR_FIELD(sx, sy))
7613 TEST_DrawLevelFieldCrumbled(xx, yy);
7614 DrawGraphic(sx, sy, flame_graphic, frame);
7619 if (Feld[xx][yy] == EL_FLAMES)
7620 Feld[xx][yy] = EL_EMPTY;
7621 TEST_DrawLevelField(xx, yy);
7626 if (MovDelay[x][y]) /* element still has to wait some time */
7628 PlayLevelSoundAction(x, y, ACTION_WAITING);
7634 /* now make next step */
7636 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7638 if (DONT_COLLIDE_WITH(element) &&
7639 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7640 !PLAYER_ENEMY_PROTECTED(newx, newy))
7642 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7647 else if (CAN_MOVE_INTO_ACID(element) &&
7648 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7649 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7650 (MovDir[x][y] == MV_DOWN ||
7651 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7653 SplashAcid(newx, newy);
7654 Store[x][y] = EL_ACID;
7656 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7658 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7659 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7660 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7661 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7664 TEST_DrawLevelField(x, y);
7666 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7667 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7668 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7670 local_player->friends_still_needed--;
7671 if (!local_player->friends_still_needed &&
7672 !local_player->GameOver && AllPlayersGone)
7673 PlayerWins(local_player);
7677 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7679 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7680 TEST_DrawLevelField(newx, newy);
7682 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7684 else if (!IS_FREE(newx, newy))
7686 GfxAction[x][y] = ACTION_WAITING;
7688 if (IS_PLAYER(x, y))
7689 DrawPlayerField(x, y);
7691 TEST_DrawLevelField(x, y);
7696 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7698 if (IS_FOOD_PIG(Feld[newx][newy]))
7700 if (IS_MOVING(newx, newy))
7701 RemoveMovingField(newx, newy);
7704 Feld[newx][newy] = EL_EMPTY;
7705 TEST_DrawLevelField(newx, newy);
7708 PlayLevelSound(x, y, SND_PIG_DIGGING);
7710 else if (!IS_FREE(newx, newy))
7712 if (IS_PLAYER(x, y))
7713 DrawPlayerField(x, y);
7715 TEST_DrawLevelField(x, y);
7720 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7722 if (Store[x][y] != EL_EMPTY)
7724 boolean can_clone = FALSE;
7727 /* check if element to clone is still there */
7728 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7730 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7738 /* cannot clone or target field not free anymore -- do not clone */
7739 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7740 Store[x][y] = EL_EMPTY;
7743 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7745 if (IS_MV_DIAGONAL(MovDir[x][y]))
7747 int diagonal_move_dir = MovDir[x][y];
7748 int stored = Store[x][y];
7749 int change_delay = 8;
7752 /* android is moving diagonally */
7754 CreateField(x, y, EL_DIAGONAL_SHRINKING);
7756 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
7757 GfxElement[x][y] = EL_EMC_ANDROID;
7758 GfxAction[x][y] = ACTION_SHRINKING;
7759 GfxDir[x][y] = diagonal_move_dir;
7760 ChangeDelay[x][y] = change_delay;
7762 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
7765 DrawLevelGraphicAnimation(x, y, graphic);
7766 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
7768 if (Feld[newx][newy] == EL_ACID)
7770 SplashAcid(newx, newy);
7775 CreateField(newx, newy, EL_DIAGONAL_GROWING);
7777 Store[newx][newy] = EL_EMC_ANDROID;
7778 GfxElement[newx][newy] = EL_EMC_ANDROID;
7779 GfxAction[newx][newy] = ACTION_GROWING;
7780 GfxDir[newx][newy] = diagonal_move_dir;
7781 ChangeDelay[newx][newy] = change_delay;
7783 graphic = el_act_dir2img(GfxElement[newx][newy],
7784 GfxAction[newx][newy], GfxDir[newx][newy]);
7786 DrawLevelGraphicAnimation(newx, newy, graphic);
7787 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
7793 Feld[newx][newy] = EL_EMPTY;
7794 TEST_DrawLevelField(newx, newy);
7796 PlayLevelSoundAction(x, y, ACTION_DIGGING);
7799 else if (!IS_FREE(newx, newy))
7804 else if (IS_CUSTOM_ELEMENT(element) &&
7805 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7807 if (!DigFieldByCE(newx, newy, element))
7810 if (move_pattern & MV_MAZE_RUNNER_STYLE)
7812 RunnerVisit[x][y] = FrameCounter;
7813 PlayerVisit[x][y] /= 8; /* expire player visit path */
7816 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
7818 if (!IS_FREE(newx, newy))
7820 if (IS_PLAYER(x, y))
7821 DrawPlayerField(x, y);
7823 TEST_DrawLevelField(x, y);
7829 boolean wanna_flame = !RND(10);
7830 int dx = newx - x, dy = newy - y;
7831 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
7832 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
7833 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
7834 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
7835 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
7836 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
7839 IS_CLASSIC_ENEMY(element1) ||
7840 IS_CLASSIC_ENEMY(element2)) &&
7841 element1 != EL_DRAGON && element2 != EL_DRAGON &&
7842 element1 != EL_FLAMES && element2 != EL_FLAMES)
7844 ResetGfxAnimation(x, y);
7845 GfxAction[x][y] = ACTION_ATTACKING;
7847 if (IS_PLAYER(x, y))
7848 DrawPlayerField(x, y);
7850 TEST_DrawLevelField(x, y);
7852 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
7854 MovDelay[x][y] = 50;
7856 Feld[newx][newy] = EL_FLAMES;
7857 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
7858 Feld[newx1][newy1] = EL_FLAMES;
7859 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
7860 Feld[newx2][newy2] = EL_FLAMES;
7866 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7867 Feld[newx][newy] == EL_DIAMOND)
7869 if (IS_MOVING(newx, newy))
7870 RemoveMovingField(newx, newy);
7873 Feld[newx][newy] = EL_EMPTY;
7874 TEST_DrawLevelField(newx, newy);
7877 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
7879 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7880 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
7882 if (AmoebaNr[newx][newy])
7884 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7885 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7886 Feld[newx][newy] == EL_BD_AMOEBA)
7887 AmoebaCnt[AmoebaNr[newx][newy]]--;
7890 if (IS_MOVING(newx, newy))
7892 RemoveMovingField(newx, newy);
7896 Feld[newx][newy] = EL_EMPTY;
7897 TEST_DrawLevelField(newx, newy);
7900 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
7902 else if ((element == EL_PACMAN || element == EL_MOLE)
7903 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
7905 if (AmoebaNr[newx][newy])
7907 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7908 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7909 Feld[newx][newy] == EL_BD_AMOEBA)
7910 AmoebaCnt[AmoebaNr[newx][newy]]--;
7913 if (element == EL_MOLE)
7915 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
7916 PlayLevelSound(x, y, SND_MOLE_DIGGING);
7918 ResetGfxAnimation(x, y);
7919 GfxAction[x][y] = ACTION_DIGGING;
7920 TEST_DrawLevelField(x, y);
7922 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
7924 return; /* wait for shrinking amoeba */
7926 else /* element == EL_PACMAN */
7928 Feld[newx][newy] = EL_EMPTY;
7929 TEST_DrawLevelField(newx, newy);
7930 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
7933 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
7934 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
7935 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
7937 /* wait for shrinking amoeba to completely disappear */
7940 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
7942 /* object was running against a wall */
7946 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
7947 DrawLevelElementAnimation(x, y, element);
7949 if (DONT_TOUCH(element))
7950 TestIfBadThingTouchesPlayer(x, y);
7955 InitMovingField(x, y, MovDir[x][y]);
7957 PlayLevelSoundAction(x, y, ACTION_MOVING);
7961 ContinueMoving(x, y);
7964 void ContinueMoving(int x, int y)
7966 int element = Feld[x][y];
7967 struct ElementInfo *ei = &element_info[element];
7968 int direction = MovDir[x][y];
7969 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
7970 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
7971 int newx = x + dx, newy = y + dy;
7972 int stored = Store[x][y];
7973 int stored_new = Store[newx][newy];
7974 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
7975 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
7976 boolean last_line = (newy == lev_fieldy - 1);
7978 MovPos[x][y] += getElementMoveStepsize(x, y);
7980 if (pushed_by_player) /* special case: moving object pushed by player */
7981 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
7983 if (ABS(MovPos[x][y]) < TILEX)
7985 TEST_DrawLevelField(x, y);
7987 return; /* element is still moving */
7990 /* element reached destination field */
7992 Feld[x][y] = EL_EMPTY;
7993 Feld[newx][newy] = element;
7994 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
7996 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
7998 element = Feld[newx][newy] = EL_ACID;
8000 else if (element == EL_MOLE)
8002 Feld[x][y] = EL_SAND;
8004 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8006 else if (element == EL_QUICKSAND_FILLING)
8008 element = Feld[newx][newy] = get_next_element(element);
8009 Store[newx][newy] = Store[x][y];
8011 else if (element == EL_QUICKSAND_EMPTYING)
8013 Feld[x][y] = get_next_element(element);
8014 element = Feld[newx][newy] = Store[x][y];
8016 else if (element == EL_QUICKSAND_FAST_FILLING)
8018 element = Feld[newx][newy] = get_next_element(element);
8019 Store[newx][newy] = Store[x][y];
8021 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8023 Feld[x][y] = get_next_element(element);
8024 element = Feld[newx][newy] = Store[x][y];
8026 else if (element == EL_MAGIC_WALL_FILLING)
8028 element = Feld[newx][newy] = get_next_element(element);
8029 if (!game.magic_wall_active)
8030 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8031 Store[newx][newy] = Store[x][y];
8033 else if (element == EL_MAGIC_WALL_EMPTYING)
8035 Feld[x][y] = get_next_element(element);
8036 if (!game.magic_wall_active)
8037 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8038 element = Feld[newx][newy] = Store[x][y];
8040 InitField(newx, newy, FALSE);
8042 else if (element == EL_BD_MAGIC_WALL_FILLING)
8044 element = Feld[newx][newy] = get_next_element(element);
8045 if (!game.magic_wall_active)
8046 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8047 Store[newx][newy] = Store[x][y];
8049 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8051 Feld[x][y] = get_next_element(element);
8052 if (!game.magic_wall_active)
8053 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8054 element = Feld[newx][newy] = Store[x][y];
8056 InitField(newx, newy, FALSE);
8058 else if (element == EL_DC_MAGIC_WALL_FILLING)
8060 element = Feld[newx][newy] = get_next_element(element);
8061 if (!game.magic_wall_active)
8062 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8063 Store[newx][newy] = Store[x][y];
8065 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8067 Feld[x][y] = get_next_element(element);
8068 if (!game.magic_wall_active)
8069 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8070 element = Feld[newx][newy] = Store[x][y];
8072 InitField(newx, newy, FALSE);
8074 else if (element == EL_AMOEBA_DROPPING)
8076 Feld[x][y] = get_next_element(element);
8077 element = Feld[newx][newy] = Store[x][y];
8079 else if (element == EL_SOKOBAN_OBJECT)
8082 Feld[x][y] = Back[x][y];
8084 if (Back[newx][newy])
8085 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8087 Back[x][y] = Back[newx][newy] = 0;
8090 Store[x][y] = EL_EMPTY;
8095 MovDelay[newx][newy] = 0;
8097 if (CAN_CHANGE_OR_HAS_ACTION(element))
8099 /* copy element change control values to new field */
8100 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8101 ChangePage[newx][newy] = ChangePage[x][y];
8102 ChangeCount[newx][newy] = ChangeCount[x][y];
8103 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8106 CustomValue[newx][newy] = CustomValue[x][y];
8108 ChangeDelay[x][y] = 0;
8109 ChangePage[x][y] = -1;
8110 ChangeCount[x][y] = 0;
8111 ChangeEvent[x][y] = -1;
8113 CustomValue[x][y] = 0;
8115 /* copy animation control values to new field */
8116 GfxFrame[newx][newy] = GfxFrame[x][y];
8117 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8118 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8119 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8121 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8123 /* some elements can leave other elements behind after moving */
8124 if (ei->move_leave_element != EL_EMPTY &&
8125 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8126 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8128 int move_leave_element = ei->move_leave_element;
8130 /* this makes it possible to leave the removed element again */
8131 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8132 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8134 Feld[x][y] = move_leave_element;
8136 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8137 MovDir[x][y] = direction;
8139 InitField(x, y, FALSE);
8141 if (GFX_CRUMBLED(Feld[x][y]))
8142 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8144 if (ELEM_IS_PLAYER(move_leave_element))
8145 RelocatePlayer(x, y, move_leave_element);
8148 /* do this after checking for left-behind element */
8149 ResetGfxAnimation(x, y); /* reset animation values for old field */
8151 if (!CAN_MOVE(element) ||
8152 (CAN_FALL(element) && direction == MV_DOWN &&
8153 (element == EL_SPRING ||
8154 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8155 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8156 GfxDir[x][y] = MovDir[newx][newy] = 0;
8158 TEST_DrawLevelField(x, y);
8159 TEST_DrawLevelField(newx, newy);
8161 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8163 /* prevent pushed element from moving on in pushed direction */
8164 if (pushed_by_player && CAN_MOVE(element) &&
8165 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8166 !(element_info[element].move_pattern & direction))
8167 TurnRound(newx, newy);
8169 /* prevent elements on conveyor belt from moving on in last direction */
8170 if (pushed_by_conveyor && CAN_FALL(element) &&
8171 direction & MV_HORIZONTAL)
8172 MovDir[newx][newy] = 0;
8174 if (!pushed_by_player)
8176 int nextx = newx + dx, nexty = newy + dy;
8177 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8179 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8181 if (CAN_FALL(element) && direction == MV_DOWN)
8182 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8184 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8185 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8187 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8188 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8191 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8193 TestIfBadThingTouchesPlayer(newx, newy);
8194 TestIfBadThingTouchesFriend(newx, newy);
8196 if (!IS_CUSTOM_ELEMENT(element))
8197 TestIfBadThingTouchesOtherBadThing(newx, newy);
8199 else if (element == EL_PENGUIN)
8200 TestIfFriendTouchesBadThing(newx, newy);
8202 if (DONT_GET_HIT_BY(element))
8204 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8207 /* give the player one last chance (one more frame) to move away */
8208 if (CAN_FALL(element) && direction == MV_DOWN &&
8209 (last_line || (!IS_FREE(x, newy + 1) &&
8210 (!IS_PLAYER(x, newy + 1) ||
8211 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8214 if (pushed_by_player && !game.use_change_when_pushing_bug)
8216 int push_side = MV_DIR_OPPOSITE(direction);
8217 struct PlayerInfo *player = PLAYERINFO(x, y);
8219 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8220 player->index_bit, push_side);
8221 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8222 player->index_bit, push_side);
8225 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8226 MovDelay[newx][newy] = 1;
8228 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8230 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8231 TestIfElementHitsCustomElement(newx, newy, direction);
8232 TestIfPlayerTouchesCustomElement(newx, newy);
8233 TestIfElementTouchesCustomElement(newx, newy);
8235 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8236 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8237 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8238 MV_DIR_OPPOSITE(direction));
8241 int AmoebeNachbarNr(int ax, int ay)
8244 int element = Feld[ax][ay];
8246 static int xy[4][2] =
8254 for (i = 0; i < NUM_DIRECTIONS; i++)
8256 int x = ax + xy[i][0];
8257 int y = ay + xy[i][1];
8259 if (!IN_LEV_FIELD(x, y))
8262 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8263 group_nr = AmoebaNr[x][y];
8269 void AmoebenVereinigen(int ax, int ay)
8271 int i, x, y, xx, yy;
8272 int new_group_nr = AmoebaNr[ax][ay];
8273 static int xy[4][2] =
8281 if (new_group_nr == 0)
8284 for (i = 0; i < NUM_DIRECTIONS; i++)
8289 if (!IN_LEV_FIELD(x, y))
8292 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8293 Feld[x][y] == EL_BD_AMOEBA ||
8294 Feld[x][y] == EL_AMOEBA_DEAD) &&
8295 AmoebaNr[x][y] != new_group_nr)
8297 int old_group_nr = AmoebaNr[x][y];
8299 if (old_group_nr == 0)
8302 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8303 AmoebaCnt[old_group_nr] = 0;
8304 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8305 AmoebaCnt2[old_group_nr] = 0;
8307 SCAN_PLAYFIELD(xx, yy)
8309 if (AmoebaNr[xx][yy] == old_group_nr)
8310 AmoebaNr[xx][yy] = new_group_nr;
8316 void AmoebeUmwandeln(int ax, int ay)
8320 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8322 int group_nr = AmoebaNr[ax][ay];
8327 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8328 printf("AmoebeUmwandeln(): This should never happen!\n");
8333 SCAN_PLAYFIELD(x, y)
8335 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8338 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8342 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8343 SND_AMOEBA_TURNING_TO_GEM :
8344 SND_AMOEBA_TURNING_TO_ROCK));
8349 static int xy[4][2] =
8357 for (i = 0; i < NUM_DIRECTIONS; i++)
8362 if (!IN_LEV_FIELD(x, y))
8365 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8367 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8368 SND_AMOEBA_TURNING_TO_GEM :
8369 SND_AMOEBA_TURNING_TO_ROCK));
8376 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8379 int group_nr = AmoebaNr[ax][ay];
8380 boolean done = FALSE;
8385 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8386 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8391 SCAN_PLAYFIELD(x, y)
8393 if (AmoebaNr[x][y] == group_nr &&
8394 (Feld[x][y] == EL_AMOEBA_DEAD ||
8395 Feld[x][y] == EL_BD_AMOEBA ||
8396 Feld[x][y] == EL_AMOEBA_GROWING))
8399 Feld[x][y] = new_element;
8400 InitField(x, y, FALSE);
8401 TEST_DrawLevelField(x, y);
8407 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8408 SND_BD_AMOEBA_TURNING_TO_ROCK :
8409 SND_BD_AMOEBA_TURNING_TO_GEM));
8412 void AmoebeWaechst(int x, int y)
8414 static unsigned int sound_delay = 0;
8415 static unsigned int sound_delay_value = 0;
8417 if (!MovDelay[x][y]) /* start new growing cycle */
8421 if (DelayReached(&sound_delay, sound_delay_value))
8423 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8424 sound_delay_value = 30;
8428 if (MovDelay[x][y]) /* wait some time before growing bigger */
8431 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8433 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8434 6 - MovDelay[x][y]);
8436 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8439 if (!MovDelay[x][y])
8441 Feld[x][y] = Store[x][y];
8443 TEST_DrawLevelField(x, y);
8448 void AmoebaDisappearing(int x, int y)
8450 static unsigned int sound_delay = 0;
8451 static unsigned int sound_delay_value = 0;
8453 if (!MovDelay[x][y]) /* start new shrinking cycle */
8457 if (DelayReached(&sound_delay, sound_delay_value))
8458 sound_delay_value = 30;
8461 if (MovDelay[x][y]) /* wait some time before shrinking */
8464 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8466 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8467 6 - MovDelay[x][y]);
8469 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8472 if (!MovDelay[x][y])
8474 Feld[x][y] = EL_EMPTY;
8475 TEST_DrawLevelField(x, y);
8477 /* don't let mole enter this field in this cycle;
8478 (give priority to objects falling to this field from above) */
8484 void AmoebeAbleger(int ax, int ay)
8487 int element = Feld[ax][ay];
8488 int graphic = el2img(element);
8489 int newax = ax, neway = ay;
8490 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8491 static int xy[4][2] =
8499 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8501 Feld[ax][ay] = EL_AMOEBA_DEAD;
8502 TEST_DrawLevelField(ax, ay);
8506 if (IS_ANIMATED(graphic))
8507 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8509 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8510 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8512 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8515 if (MovDelay[ax][ay])
8519 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8522 int x = ax + xy[start][0];
8523 int y = ay + xy[start][1];
8525 if (!IN_LEV_FIELD(x, y))
8528 if (IS_FREE(x, y) ||
8529 CAN_GROW_INTO(Feld[x][y]) ||
8530 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8531 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8537 if (newax == ax && neway == ay)
8540 else /* normal or "filled" (BD style) amoeba */
8543 boolean waiting_for_player = FALSE;
8545 for (i = 0; i < NUM_DIRECTIONS; i++)
8547 int j = (start + i) % 4;
8548 int x = ax + xy[j][0];
8549 int y = ay + xy[j][1];
8551 if (!IN_LEV_FIELD(x, y))
8554 if (IS_FREE(x, y) ||
8555 CAN_GROW_INTO(Feld[x][y]) ||
8556 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8557 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8563 else if (IS_PLAYER(x, y))
8564 waiting_for_player = TRUE;
8567 if (newax == ax && neway == ay) /* amoeba cannot grow */
8569 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8571 Feld[ax][ay] = EL_AMOEBA_DEAD;
8572 TEST_DrawLevelField(ax, ay);
8573 AmoebaCnt[AmoebaNr[ax][ay]]--;
8575 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8577 if (element == EL_AMOEBA_FULL)
8578 AmoebeUmwandeln(ax, ay);
8579 else if (element == EL_BD_AMOEBA)
8580 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8585 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8587 /* amoeba gets larger by growing in some direction */
8589 int new_group_nr = AmoebaNr[ax][ay];
8592 if (new_group_nr == 0)
8594 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8595 printf("AmoebeAbleger(): This should never happen!\n");
8600 AmoebaNr[newax][neway] = new_group_nr;
8601 AmoebaCnt[new_group_nr]++;
8602 AmoebaCnt2[new_group_nr]++;
8604 /* if amoeba touches other amoeba(s) after growing, unify them */
8605 AmoebenVereinigen(newax, neway);
8607 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8609 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8615 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8616 (neway == lev_fieldy - 1 && newax != ax))
8618 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8619 Store[newax][neway] = element;
8621 else if (neway == ay || element == EL_EMC_DRIPPER)
8623 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8625 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8629 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8630 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8631 Store[ax][ay] = EL_AMOEBA_DROP;
8632 ContinueMoving(ax, ay);
8636 TEST_DrawLevelField(newax, neway);
8639 void Life(int ax, int ay)
8643 int element = Feld[ax][ay];
8644 int graphic = el2img(element);
8645 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8647 boolean changed = FALSE;
8649 if (IS_ANIMATED(graphic))
8650 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8655 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8656 MovDelay[ax][ay] = life_time;
8658 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8661 if (MovDelay[ax][ay])
8665 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8667 int xx = ax+x1, yy = ay+y1;
8670 if (!IN_LEV_FIELD(xx, yy))
8673 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8675 int x = xx+x2, y = yy+y2;
8677 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8680 if (((Feld[x][y] == element ||
8681 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8683 (IS_FREE(x, y) && Stop[x][y]))
8687 if (xx == ax && yy == ay) /* field in the middle */
8689 if (nachbarn < life_parameter[0] ||
8690 nachbarn > life_parameter[1])
8692 Feld[xx][yy] = EL_EMPTY;
8694 TEST_DrawLevelField(xx, yy);
8695 Stop[xx][yy] = TRUE;
8699 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8700 { /* free border field */
8701 if (nachbarn >= life_parameter[2] &&
8702 nachbarn <= life_parameter[3])
8704 Feld[xx][yy] = element;
8705 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8707 TEST_DrawLevelField(xx, yy);
8708 Stop[xx][yy] = TRUE;
8715 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8716 SND_GAME_OF_LIFE_GROWING);
8719 static void InitRobotWheel(int x, int y)
8721 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8724 static void RunRobotWheel(int x, int y)
8726 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8729 static void StopRobotWheel(int x, int y)
8731 if (ZX == x && ZY == y)
8735 game.robot_wheel_active = FALSE;
8739 static void InitTimegateWheel(int x, int y)
8741 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8744 static void RunTimegateWheel(int x, int y)
8746 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
8749 static void InitMagicBallDelay(int x, int y)
8751 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
8754 static void ActivateMagicBall(int bx, int by)
8758 if (level.ball_random)
8760 int pos_border = RND(8); /* select one of the eight border elements */
8761 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
8762 int xx = pos_content % 3;
8763 int yy = pos_content / 3;
8768 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8769 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8773 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
8775 int xx = x - bx + 1;
8776 int yy = y - by + 1;
8778 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8779 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8783 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
8786 void CheckExit(int x, int y)
8788 if (local_player->gems_still_needed > 0 ||
8789 local_player->sokobanfields_still_needed > 0 ||
8790 local_player->lights_still_needed > 0)
8792 int element = Feld[x][y];
8793 int graphic = el2img(element);
8795 if (IS_ANIMATED(graphic))
8796 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8801 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8804 Feld[x][y] = EL_EXIT_OPENING;
8806 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
8809 void CheckExitEM(int x, int y)
8811 if (local_player->gems_still_needed > 0 ||
8812 local_player->sokobanfields_still_needed > 0 ||
8813 local_player->lights_still_needed > 0)
8815 int element = Feld[x][y];
8816 int graphic = el2img(element);
8818 if (IS_ANIMATED(graphic))
8819 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8824 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8827 Feld[x][y] = EL_EM_EXIT_OPENING;
8829 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
8832 void CheckExitSteel(int x, int y)
8834 if (local_player->gems_still_needed > 0 ||
8835 local_player->sokobanfields_still_needed > 0 ||
8836 local_player->lights_still_needed > 0)
8838 int element = Feld[x][y];
8839 int graphic = el2img(element);
8841 if (IS_ANIMATED(graphic))
8842 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8847 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8850 Feld[x][y] = EL_STEEL_EXIT_OPENING;
8852 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
8855 void CheckExitSteelEM(int x, int y)
8857 if (local_player->gems_still_needed > 0 ||
8858 local_player->sokobanfields_still_needed > 0 ||
8859 local_player->lights_still_needed > 0)
8861 int element = Feld[x][y];
8862 int graphic = el2img(element);
8864 if (IS_ANIMATED(graphic))
8865 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8870 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8873 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
8875 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
8878 void CheckExitSP(int x, int y)
8880 if (local_player->gems_still_needed > 0)
8882 int element = Feld[x][y];
8883 int graphic = el2img(element);
8885 if (IS_ANIMATED(graphic))
8886 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8891 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8894 Feld[x][y] = EL_SP_EXIT_OPENING;
8896 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
8899 static void CloseAllOpenTimegates()
8903 SCAN_PLAYFIELD(x, y)
8905 int element = Feld[x][y];
8907 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
8909 Feld[x][y] = EL_TIMEGATE_CLOSING;
8911 PlayLevelSoundAction(x, y, ACTION_CLOSING);
8916 void DrawTwinkleOnField(int x, int y)
8918 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
8921 if (Feld[x][y] == EL_BD_DIAMOND)
8924 if (MovDelay[x][y] == 0) /* next animation frame */
8925 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
8927 if (MovDelay[x][y] != 0) /* wait some time before next frame */
8931 DrawLevelElementAnimation(x, y, Feld[x][y]);
8933 if (MovDelay[x][y] != 0)
8935 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
8936 10 - MovDelay[x][y]);
8938 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
8943 void MauerWaechst(int x, int y)
8947 if (!MovDelay[x][y]) /* next animation frame */
8948 MovDelay[x][y] = 3 * delay;
8950 if (MovDelay[x][y]) /* wait some time before next frame */
8954 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8956 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
8957 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
8959 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
8962 if (!MovDelay[x][y])
8964 if (MovDir[x][y] == MV_LEFT)
8966 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
8967 TEST_DrawLevelField(x - 1, y);
8969 else if (MovDir[x][y] == MV_RIGHT)
8971 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
8972 TEST_DrawLevelField(x + 1, y);
8974 else if (MovDir[x][y] == MV_UP)
8976 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
8977 TEST_DrawLevelField(x, y - 1);
8981 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
8982 TEST_DrawLevelField(x, y + 1);
8985 Feld[x][y] = Store[x][y];
8987 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8988 TEST_DrawLevelField(x, y);
8993 void MauerAbleger(int ax, int ay)
8995 int element = Feld[ax][ay];
8996 int graphic = el2img(element);
8997 boolean oben_frei = FALSE, unten_frei = FALSE;
8998 boolean links_frei = FALSE, rechts_frei = FALSE;
8999 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9000 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9001 boolean new_wall = FALSE;
9003 if (IS_ANIMATED(graphic))
9004 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9006 if (!MovDelay[ax][ay]) /* start building new wall */
9007 MovDelay[ax][ay] = 6;
9009 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9012 if (MovDelay[ax][ay])
9016 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9018 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9020 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9022 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9025 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9026 element == EL_EXPANDABLE_WALL_ANY)
9030 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9031 Store[ax][ay-1] = element;
9032 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9033 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9034 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9035 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9040 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9041 Store[ax][ay+1] = element;
9042 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9043 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9044 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9045 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9050 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9051 element == EL_EXPANDABLE_WALL_ANY ||
9052 element == EL_EXPANDABLE_WALL ||
9053 element == EL_BD_EXPANDABLE_WALL)
9057 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9058 Store[ax-1][ay] = element;
9059 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9060 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9061 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9062 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9068 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9069 Store[ax+1][ay] = element;
9070 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9071 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9072 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9073 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9078 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9079 TEST_DrawLevelField(ax, ay);
9081 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9083 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9084 unten_massiv = TRUE;
9085 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9086 links_massiv = TRUE;
9087 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9088 rechts_massiv = TRUE;
9090 if (((oben_massiv && unten_massiv) ||
9091 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9092 element == EL_EXPANDABLE_WALL) &&
9093 ((links_massiv && rechts_massiv) ||
9094 element == EL_EXPANDABLE_WALL_VERTICAL))
9095 Feld[ax][ay] = EL_WALL;
9098 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9101 void MauerAblegerStahl(int ax, int ay)
9103 int element = Feld[ax][ay];
9104 int graphic = el2img(element);
9105 boolean oben_frei = FALSE, unten_frei = FALSE;
9106 boolean links_frei = FALSE, rechts_frei = FALSE;
9107 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9108 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9109 boolean new_wall = FALSE;
9111 if (IS_ANIMATED(graphic))
9112 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9114 if (!MovDelay[ax][ay]) /* start building new wall */
9115 MovDelay[ax][ay] = 6;
9117 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9120 if (MovDelay[ax][ay])
9124 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9126 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9128 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9130 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9133 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9134 element == EL_EXPANDABLE_STEELWALL_ANY)
9138 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9139 Store[ax][ay-1] = element;
9140 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9141 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9142 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9143 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9148 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9149 Store[ax][ay+1] = element;
9150 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9151 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9152 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9153 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9158 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9159 element == EL_EXPANDABLE_STEELWALL_ANY)
9163 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9164 Store[ax-1][ay] = element;
9165 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9166 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9167 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9168 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9174 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9175 Store[ax+1][ay] = element;
9176 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9177 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9178 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9179 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9184 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9186 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9187 unten_massiv = TRUE;
9188 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9189 links_massiv = TRUE;
9190 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9191 rechts_massiv = TRUE;
9193 if (((oben_massiv && unten_massiv) ||
9194 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9195 ((links_massiv && rechts_massiv) ||
9196 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9197 Feld[ax][ay] = EL_STEELWALL;
9200 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9203 void CheckForDragon(int x, int y)
9206 boolean dragon_found = FALSE;
9207 static int xy[4][2] =
9215 for (i = 0; i < NUM_DIRECTIONS; i++)
9217 for (j = 0; j < 4; j++)
9219 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9221 if (IN_LEV_FIELD(xx, yy) &&
9222 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9224 if (Feld[xx][yy] == EL_DRAGON)
9225 dragon_found = TRUE;
9234 for (i = 0; i < NUM_DIRECTIONS; i++)
9236 for (j = 0; j < 3; j++)
9238 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9240 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9242 Feld[xx][yy] = EL_EMPTY;
9243 TEST_DrawLevelField(xx, yy);
9252 static void InitBuggyBase(int x, int y)
9254 int element = Feld[x][y];
9255 int activating_delay = FRAMES_PER_SECOND / 4;
9258 (element == EL_SP_BUGGY_BASE ?
9259 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9260 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9262 element == EL_SP_BUGGY_BASE_ACTIVE ?
9263 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9266 static void WarnBuggyBase(int x, int y)
9269 static int xy[4][2] =
9277 for (i = 0; i < NUM_DIRECTIONS; i++)
9279 int xx = x + xy[i][0];
9280 int yy = y + xy[i][1];
9282 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9284 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9291 static void InitTrap(int x, int y)
9293 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9296 static void ActivateTrap(int x, int y)
9298 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9301 static void ChangeActiveTrap(int x, int y)
9303 int graphic = IMG_TRAP_ACTIVE;
9305 /* if new animation frame was drawn, correct crumbled sand border */
9306 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9307 TEST_DrawLevelFieldCrumbled(x, y);
9310 static int getSpecialActionElement(int element, int number, int base_element)
9312 return (element != EL_EMPTY ? element :
9313 number != -1 ? base_element + number - 1 :
9317 static int getModifiedActionNumber(int value_old, int operator, int operand,
9318 int value_min, int value_max)
9320 int value_new = (operator == CA_MODE_SET ? operand :
9321 operator == CA_MODE_ADD ? value_old + operand :
9322 operator == CA_MODE_SUBTRACT ? value_old - operand :
9323 operator == CA_MODE_MULTIPLY ? value_old * operand :
9324 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9325 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9328 return (value_new < value_min ? value_min :
9329 value_new > value_max ? value_max :
9333 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9335 struct ElementInfo *ei = &element_info[element];
9336 struct ElementChangeInfo *change = &ei->change_page[page];
9337 int target_element = change->target_element;
9338 int action_type = change->action_type;
9339 int action_mode = change->action_mode;
9340 int action_arg = change->action_arg;
9341 int action_element = change->action_element;
9344 if (!change->has_action)
9347 /* ---------- determine action paramater values -------------------------- */
9349 int level_time_value =
9350 (level.time > 0 ? TimeLeft :
9353 int action_arg_element_raw =
9354 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9355 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9356 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9357 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9358 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9359 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9360 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9362 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9364 int action_arg_direction =
9365 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9366 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9367 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9368 change->actual_trigger_side :
9369 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9370 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9373 int action_arg_number_min =
9374 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9377 int action_arg_number_max =
9378 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9379 action_type == CA_SET_LEVEL_GEMS ? 999 :
9380 action_type == CA_SET_LEVEL_TIME ? 9999 :
9381 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9382 action_type == CA_SET_CE_VALUE ? 9999 :
9383 action_type == CA_SET_CE_SCORE ? 9999 :
9386 int action_arg_number_reset =
9387 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9388 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9389 action_type == CA_SET_LEVEL_TIME ? level.time :
9390 action_type == CA_SET_LEVEL_SCORE ? 0 :
9391 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9392 action_type == CA_SET_CE_SCORE ? 0 :
9395 int action_arg_number =
9396 (action_arg <= CA_ARG_MAX ? action_arg :
9397 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9398 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9399 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9400 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9401 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9402 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9403 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9404 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9405 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9406 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9407 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9408 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9409 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9410 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9411 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9412 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9413 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9414 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9415 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9416 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9417 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9420 int action_arg_number_old =
9421 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9422 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9423 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9424 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9425 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9428 int action_arg_number_new =
9429 getModifiedActionNumber(action_arg_number_old,
9430 action_mode, action_arg_number,
9431 action_arg_number_min, action_arg_number_max);
9433 int trigger_player_bits =
9434 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9435 change->actual_trigger_player_bits : change->trigger_player);
9437 int action_arg_player_bits =
9438 (action_arg >= CA_ARG_PLAYER_1 &&
9439 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9440 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9441 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9444 /* ---------- execute action -------------------------------------------- */
9446 switch (action_type)
9453 /* ---------- level actions ------------------------------------------- */
9455 case CA_RESTART_LEVEL:
9457 game.restart_level = TRUE;
9462 case CA_SHOW_ENVELOPE:
9464 int element = getSpecialActionElement(action_arg_element,
9465 action_arg_number, EL_ENVELOPE_1);
9467 if (IS_ENVELOPE(element))
9468 local_player->show_envelope = element;
9473 case CA_SET_LEVEL_TIME:
9475 if (level.time > 0) /* only modify limited time value */
9477 TimeLeft = action_arg_number_new;
9479 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9481 DisplayGameControlValues();
9483 if (!TimeLeft && setup.time_limit)
9484 for (i = 0; i < MAX_PLAYERS; i++)
9485 KillPlayer(&stored_player[i]);
9491 case CA_SET_LEVEL_SCORE:
9493 local_player->score = action_arg_number_new;
9495 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9497 DisplayGameControlValues();
9502 case CA_SET_LEVEL_GEMS:
9504 local_player->gems_still_needed = action_arg_number_new;
9506 game.snapshot.collected_item = TRUE;
9508 game_panel_controls[GAME_PANEL_GEMS].value =
9509 local_player->gems_still_needed;
9511 DisplayGameControlValues();
9516 case CA_SET_LEVEL_WIND:
9518 game.wind_direction = action_arg_direction;
9523 case CA_SET_LEVEL_RANDOM_SEED:
9525 /* ensure that setting a new random seed while playing is predictable */
9526 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9531 /* ---------- player actions ------------------------------------------ */
9533 case CA_MOVE_PLAYER:
9535 /* automatically move to the next field in specified direction */
9536 for (i = 0; i < MAX_PLAYERS; i++)
9537 if (trigger_player_bits & (1 << i))
9538 stored_player[i].programmed_action = action_arg_direction;
9543 case CA_EXIT_PLAYER:
9545 for (i = 0; i < MAX_PLAYERS; i++)
9546 if (action_arg_player_bits & (1 << i))
9547 PlayerWins(&stored_player[i]);
9552 case CA_KILL_PLAYER:
9554 for (i = 0; i < MAX_PLAYERS; i++)
9555 if (action_arg_player_bits & (1 << i))
9556 KillPlayer(&stored_player[i]);
9561 case CA_SET_PLAYER_KEYS:
9563 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9564 int element = getSpecialActionElement(action_arg_element,
9565 action_arg_number, EL_KEY_1);
9567 if (IS_KEY(element))
9569 for (i = 0; i < MAX_PLAYERS; i++)
9571 if (trigger_player_bits & (1 << i))
9573 stored_player[i].key[KEY_NR(element)] = key_state;
9575 DrawGameDoorValues();
9583 case CA_SET_PLAYER_SPEED:
9585 for (i = 0; i < MAX_PLAYERS; i++)
9587 if (trigger_player_bits & (1 << i))
9589 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9591 if (action_arg == CA_ARG_SPEED_FASTER &&
9592 stored_player[i].cannot_move)
9594 action_arg_number = STEPSIZE_VERY_SLOW;
9596 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9597 action_arg == CA_ARG_SPEED_FASTER)
9599 action_arg_number = 2;
9600 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9603 else if (action_arg == CA_ARG_NUMBER_RESET)
9605 action_arg_number = level.initial_player_stepsize[i];
9609 getModifiedActionNumber(move_stepsize,
9612 action_arg_number_min,
9613 action_arg_number_max);
9615 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9622 case CA_SET_PLAYER_SHIELD:
9624 for (i = 0; i < MAX_PLAYERS; i++)
9626 if (trigger_player_bits & (1 << i))
9628 if (action_arg == CA_ARG_SHIELD_OFF)
9630 stored_player[i].shield_normal_time_left = 0;
9631 stored_player[i].shield_deadly_time_left = 0;
9633 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9635 stored_player[i].shield_normal_time_left = 999999;
9637 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9639 stored_player[i].shield_normal_time_left = 999999;
9640 stored_player[i].shield_deadly_time_left = 999999;
9648 case CA_SET_PLAYER_GRAVITY:
9650 for (i = 0; i < MAX_PLAYERS; i++)
9652 if (trigger_player_bits & (1 << i))
9654 stored_player[i].gravity =
9655 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9656 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9657 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9658 stored_player[i].gravity);
9665 case CA_SET_PLAYER_ARTWORK:
9667 for (i = 0; i < MAX_PLAYERS; i++)
9669 if (trigger_player_bits & (1 << i))
9671 int artwork_element = action_arg_element;
9673 if (action_arg == CA_ARG_ELEMENT_RESET)
9675 (level.use_artwork_element[i] ? level.artwork_element[i] :
9676 stored_player[i].element_nr);
9678 if (stored_player[i].artwork_element != artwork_element)
9679 stored_player[i].Frame = 0;
9681 stored_player[i].artwork_element = artwork_element;
9683 SetPlayerWaiting(&stored_player[i], FALSE);
9685 /* set number of special actions for bored and sleeping animation */
9686 stored_player[i].num_special_action_bored =
9687 get_num_special_action(artwork_element,
9688 ACTION_BORING_1, ACTION_BORING_LAST);
9689 stored_player[i].num_special_action_sleeping =
9690 get_num_special_action(artwork_element,
9691 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9698 case CA_SET_PLAYER_INVENTORY:
9700 for (i = 0; i < MAX_PLAYERS; i++)
9702 struct PlayerInfo *player = &stored_player[i];
9705 if (trigger_player_bits & (1 << i))
9707 int inventory_element = action_arg_element;
9709 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9710 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9711 action_arg == CA_ARG_ELEMENT_ACTION)
9713 int element = inventory_element;
9714 int collect_count = element_info[element].collect_count_initial;
9716 if (!IS_CUSTOM_ELEMENT(element))
9719 if (collect_count == 0)
9720 player->inventory_infinite_element = element;
9722 for (k = 0; k < collect_count; k++)
9723 if (player->inventory_size < MAX_INVENTORY_SIZE)
9724 player->inventory_element[player->inventory_size++] =
9727 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9728 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9729 action_arg == CA_ARG_INVENTORY_RM_ACTION)
9731 if (player->inventory_infinite_element != EL_UNDEFINED &&
9732 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
9733 action_arg_element_raw))
9734 player->inventory_infinite_element = EL_UNDEFINED;
9736 for (k = 0, j = 0; j < player->inventory_size; j++)
9738 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
9739 action_arg_element_raw))
9740 player->inventory_element[k++] = player->inventory_element[j];
9743 player->inventory_size = k;
9745 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
9747 if (player->inventory_size > 0)
9749 for (j = 0; j < player->inventory_size - 1; j++)
9750 player->inventory_element[j] = player->inventory_element[j + 1];
9752 player->inventory_size--;
9755 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
9757 if (player->inventory_size > 0)
9758 player->inventory_size--;
9760 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
9762 player->inventory_infinite_element = EL_UNDEFINED;
9763 player->inventory_size = 0;
9765 else if (action_arg == CA_ARG_INVENTORY_RESET)
9767 player->inventory_infinite_element = EL_UNDEFINED;
9768 player->inventory_size = 0;
9770 if (level.use_initial_inventory[i])
9772 for (j = 0; j < level.initial_inventory_size[i]; j++)
9774 int element = level.initial_inventory_content[i][j];
9775 int collect_count = element_info[element].collect_count_initial;
9777 if (!IS_CUSTOM_ELEMENT(element))
9780 if (collect_count == 0)
9781 player->inventory_infinite_element = element;
9783 for (k = 0; k < collect_count; k++)
9784 if (player->inventory_size < MAX_INVENTORY_SIZE)
9785 player->inventory_element[player->inventory_size++] =
9796 /* ---------- CE actions ---------------------------------------------- */
9798 case CA_SET_CE_VALUE:
9800 int last_ce_value = CustomValue[x][y];
9802 CustomValue[x][y] = action_arg_number_new;
9804 if (CustomValue[x][y] != last_ce_value)
9806 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
9807 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
9809 if (CustomValue[x][y] == 0)
9811 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
9812 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
9819 case CA_SET_CE_SCORE:
9821 int last_ce_score = ei->collect_score;
9823 ei->collect_score = action_arg_number_new;
9825 if (ei->collect_score != last_ce_score)
9827 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
9828 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
9830 if (ei->collect_score == 0)
9834 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
9835 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
9838 This is a very special case that seems to be a mixture between
9839 CheckElementChange() and CheckTriggeredElementChange(): while
9840 the first one only affects single elements that are triggered
9841 directly, the second one affects multiple elements in the playfield
9842 that are triggered indirectly by another element. This is a third
9843 case: Changing the CE score always affects multiple identical CEs,
9844 so every affected CE must be checked, not only the single CE for
9845 which the CE score was changed in the first place (as every instance
9846 of that CE shares the same CE score, and therefore also can change)!
9848 SCAN_PLAYFIELD(xx, yy)
9850 if (Feld[xx][yy] == element)
9851 CheckElementChange(xx, yy, element, EL_UNDEFINED,
9852 CE_SCORE_GETS_ZERO);
9860 case CA_SET_CE_ARTWORK:
9862 int artwork_element = action_arg_element;
9863 boolean reset_frame = FALSE;
9866 if (action_arg == CA_ARG_ELEMENT_RESET)
9867 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
9870 if (ei->gfx_element != artwork_element)
9873 ei->gfx_element = artwork_element;
9875 SCAN_PLAYFIELD(xx, yy)
9877 if (Feld[xx][yy] == element)
9881 ResetGfxAnimation(xx, yy);
9882 ResetRandomAnimationValue(xx, yy);
9885 TEST_DrawLevelField(xx, yy);
9892 /* ---------- engine actions ------------------------------------------ */
9894 case CA_SET_ENGINE_SCAN_MODE:
9896 InitPlayfieldScanMode(action_arg);
9906 static void CreateFieldExt(int x, int y, int element, boolean is_change)
9908 int old_element = Feld[x][y];
9909 int new_element = GetElementFromGroupElement(element);
9910 int previous_move_direction = MovDir[x][y];
9911 int last_ce_value = CustomValue[x][y];
9912 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
9913 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
9914 boolean add_player_onto_element = (new_element_is_player &&
9915 new_element != EL_SOKOBAN_FIELD_PLAYER &&
9916 IS_WALKABLE(old_element));
9918 if (!add_player_onto_element)
9920 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
9921 RemoveMovingField(x, y);
9925 Feld[x][y] = new_element;
9927 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
9928 MovDir[x][y] = previous_move_direction;
9930 if (element_info[new_element].use_last_ce_value)
9931 CustomValue[x][y] = last_ce_value;
9933 InitField_WithBug1(x, y, FALSE);
9935 new_element = Feld[x][y]; /* element may have changed */
9937 ResetGfxAnimation(x, y);
9938 ResetRandomAnimationValue(x, y);
9940 TEST_DrawLevelField(x, y);
9942 if (GFX_CRUMBLED(new_element))
9943 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
9946 /* check if element under the player changes from accessible to unaccessible
9947 (needed for special case of dropping element which then changes) */
9948 /* (must be checked after creating new element for walkable group elements) */
9949 if (IS_PLAYER(x, y) && !player_explosion_protected &&
9950 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
9957 /* "ChangeCount" not set yet to allow "entered by player" change one time */
9958 if (new_element_is_player)
9959 RelocatePlayer(x, y, new_element);
9962 ChangeCount[x][y]++; /* count number of changes in the same frame */
9964 TestIfBadThingTouchesPlayer(x, y);
9965 TestIfPlayerTouchesCustomElement(x, y);
9966 TestIfElementTouchesCustomElement(x, y);
9969 static void CreateField(int x, int y, int element)
9971 CreateFieldExt(x, y, element, FALSE);
9974 static void CreateElementFromChange(int x, int y, int element)
9976 element = GET_VALID_RUNTIME_ELEMENT(element);
9978 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
9980 int old_element = Feld[x][y];
9982 /* prevent changed element from moving in same engine frame
9983 unless both old and new element can either fall or move */
9984 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
9985 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
9989 CreateFieldExt(x, y, element, TRUE);
9992 static boolean ChangeElement(int x, int y, int element, int page)
9994 struct ElementInfo *ei = &element_info[element];
9995 struct ElementChangeInfo *change = &ei->change_page[page];
9996 int ce_value = CustomValue[x][y];
9997 int ce_score = ei->collect_score;
9999 int old_element = Feld[x][y];
10001 /* always use default change event to prevent running into a loop */
10002 if (ChangeEvent[x][y] == -1)
10003 ChangeEvent[x][y] = CE_DELAY;
10005 if (ChangeEvent[x][y] == CE_DELAY)
10007 /* reset actual trigger element, trigger player and action element */
10008 change->actual_trigger_element = EL_EMPTY;
10009 change->actual_trigger_player = EL_EMPTY;
10010 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10011 change->actual_trigger_side = CH_SIDE_NONE;
10012 change->actual_trigger_ce_value = 0;
10013 change->actual_trigger_ce_score = 0;
10016 /* do not change elements more than a specified maximum number of changes */
10017 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10020 ChangeCount[x][y]++; /* count number of changes in the same frame */
10022 if (change->explode)
10029 if (change->use_target_content)
10031 boolean complete_replace = TRUE;
10032 boolean can_replace[3][3];
10035 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10038 boolean is_walkable;
10039 boolean is_diggable;
10040 boolean is_collectible;
10041 boolean is_removable;
10042 boolean is_destructible;
10043 int ex = x + xx - 1;
10044 int ey = y + yy - 1;
10045 int content_element = change->target_content.e[xx][yy];
10048 can_replace[xx][yy] = TRUE;
10050 if (ex == x && ey == y) /* do not check changing element itself */
10053 if (content_element == EL_EMPTY_SPACE)
10055 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10060 if (!IN_LEV_FIELD(ex, ey))
10062 can_replace[xx][yy] = FALSE;
10063 complete_replace = FALSE;
10070 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10071 e = MovingOrBlocked2Element(ex, ey);
10073 is_empty = (IS_FREE(ex, ey) ||
10074 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10076 is_walkable = (is_empty || IS_WALKABLE(e));
10077 is_diggable = (is_empty || IS_DIGGABLE(e));
10078 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10079 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10080 is_removable = (is_diggable || is_collectible);
10082 can_replace[xx][yy] =
10083 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10084 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10085 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10086 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10087 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10088 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10089 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10091 if (!can_replace[xx][yy])
10092 complete_replace = FALSE;
10095 if (!change->only_if_complete || complete_replace)
10097 boolean something_has_changed = FALSE;
10099 if (change->only_if_complete && change->use_random_replace &&
10100 RND(100) < change->random_percentage)
10103 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10105 int ex = x + xx - 1;
10106 int ey = y + yy - 1;
10107 int content_element;
10109 if (can_replace[xx][yy] && (!change->use_random_replace ||
10110 RND(100) < change->random_percentage))
10112 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10113 RemoveMovingField(ex, ey);
10115 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10117 content_element = change->target_content.e[xx][yy];
10118 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10119 ce_value, ce_score);
10121 CreateElementFromChange(ex, ey, target_element);
10123 something_has_changed = TRUE;
10125 /* for symmetry reasons, freeze newly created border elements */
10126 if (ex != x || ey != y)
10127 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10131 if (something_has_changed)
10133 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10134 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10140 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10141 ce_value, ce_score);
10143 if (element == EL_DIAGONAL_GROWING ||
10144 element == EL_DIAGONAL_SHRINKING)
10146 target_element = Store[x][y];
10148 Store[x][y] = EL_EMPTY;
10151 CreateElementFromChange(x, y, target_element);
10153 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10154 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10157 /* this uses direct change before indirect change */
10158 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10163 static void HandleElementChange(int x, int y, int page)
10165 int element = MovingOrBlocked2Element(x, y);
10166 struct ElementInfo *ei = &element_info[element];
10167 struct ElementChangeInfo *change = &ei->change_page[page];
10168 boolean handle_action_before_change = FALSE;
10171 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10172 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10175 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10176 x, y, element, element_info[element].token_name);
10177 printf("HandleElementChange(): This should never happen!\n");
10182 /* this can happen with classic bombs on walkable, changing elements */
10183 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10188 if (ChangeDelay[x][y] == 0) /* initialize element change */
10190 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10192 if (change->can_change)
10194 /* !!! not clear why graphic animation should be reset at all here !!! */
10195 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10196 /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */
10199 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10201 When using an animation frame delay of 1 (this only happens with
10202 "sp_zonk.moving.left/right" in the classic graphics), the default
10203 (non-moving) animation shows wrong animation frames (while the
10204 moving animation, like "sp_zonk.moving.left/right", is correct,
10205 so this graphical bug never shows up with the classic graphics).
10206 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10207 be drawn instead of the correct frames 0,1,2,3. This is caused by
10208 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10209 an element change: First when the change delay ("ChangeDelay[][]")
10210 counter has reached zero after decrementing, then a second time in
10211 the next frame (after "GfxFrame[][]" was already incremented) when
10212 "ChangeDelay[][]" is reset to the initial delay value again.
10214 This causes frame 0 to be drawn twice, while the last frame won't
10215 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10217 As some animations may already be cleverly designed around this bug
10218 (at least the "Snake Bite" snake tail animation does this), it cannot
10219 simply be fixed here without breaking such existing animations.
10220 Unfortunately, it cannot easily be detected if a graphics set was
10221 designed "before" or "after" the bug was fixed. As a workaround,
10222 a new graphics set option "game.graphics_engine_version" was added
10223 to be able to specify the game's major release version for which the
10224 graphics set was designed, which can then be used to decide if the
10225 bugfix should be used (version 4 and above) or not (version 3 or
10226 below, or if no version was specified at all, as with old sets).
10228 (The wrong/fixed animation frames can be tested with the test level set
10229 "test_gfxframe" and level "000", which contains a specially prepared
10230 custom element at level position (x/y) == (11/9) which uses the zonk
10231 animation mentioned above. Using "game.graphics_engine_version: 4"
10232 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10233 This can also be seen from the debug output for this test element.)
10236 /* when a custom element is about to change (for example by change delay),
10237 do not reset graphic animation when the custom element is moving */
10238 if (game.graphics_engine_version < 4 &&
10241 ResetGfxAnimation(x, y);
10242 ResetRandomAnimationValue(x, y);
10245 if (change->pre_change_function)
10246 change->pre_change_function(x, y);
10250 ChangeDelay[x][y]--;
10252 if (ChangeDelay[x][y] != 0) /* continue element change */
10254 if (change->can_change)
10256 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10258 if (IS_ANIMATED(graphic))
10259 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10261 if (change->change_function)
10262 change->change_function(x, y);
10265 else /* finish element change */
10267 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10269 page = ChangePage[x][y];
10270 ChangePage[x][y] = -1;
10272 change = &ei->change_page[page];
10275 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10277 ChangeDelay[x][y] = 1; /* try change after next move step */
10278 ChangePage[x][y] = page; /* remember page to use for change */
10283 /* special case: set new level random seed before changing element */
10284 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10285 handle_action_before_change = TRUE;
10287 if (change->has_action && handle_action_before_change)
10288 ExecuteCustomElementAction(x, y, element, page);
10290 if (change->can_change)
10292 if (ChangeElement(x, y, element, page))
10294 if (change->post_change_function)
10295 change->post_change_function(x, y);
10299 if (change->has_action && !handle_action_before_change)
10300 ExecuteCustomElementAction(x, y, element, page);
10304 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10305 int trigger_element,
10307 int trigger_player,
10311 boolean change_done_any = FALSE;
10312 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10315 if (!(trigger_events[trigger_element][trigger_event]))
10318 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10320 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10322 int element = EL_CUSTOM_START + i;
10323 boolean change_done = FALSE;
10326 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10327 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10330 for (p = 0; p < element_info[element].num_change_pages; p++)
10332 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10334 if (change->can_change_or_has_action &&
10335 change->has_event[trigger_event] &&
10336 change->trigger_side & trigger_side &&
10337 change->trigger_player & trigger_player &&
10338 change->trigger_page & trigger_page_bits &&
10339 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10341 change->actual_trigger_element = trigger_element;
10342 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10343 change->actual_trigger_player_bits = trigger_player;
10344 change->actual_trigger_side = trigger_side;
10345 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10346 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10348 if ((change->can_change && !change_done) || change->has_action)
10352 SCAN_PLAYFIELD(x, y)
10354 if (Feld[x][y] == element)
10356 if (change->can_change && !change_done)
10358 /* if element already changed in this frame, not only prevent
10359 another element change (checked in ChangeElement()), but
10360 also prevent additional element actions for this element */
10362 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10363 !level.use_action_after_change_bug)
10366 ChangeDelay[x][y] = 1;
10367 ChangeEvent[x][y] = trigger_event;
10369 HandleElementChange(x, y, p);
10371 else if (change->has_action)
10373 /* if element already changed in this frame, not only prevent
10374 another element change (checked in ChangeElement()), but
10375 also prevent additional element actions for this element */
10377 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10378 !level.use_action_after_change_bug)
10381 ExecuteCustomElementAction(x, y, element, p);
10382 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10387 if (change->can_change)
10389 change_done = TRUE;
10390 change_done_any = TRUE;
10397 RECURSION_LOOP_DETECTION_END();
10399 return change_done_any;
10402 static boolean CheckElementChangeExt(int x, int y,
10404 int trigger_element,
10406 int trigger_player,
10409 boolean change_done = FALSE;
10412 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10413 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10416 if (Feld[x][y] == EL_BLOCKED)
10418 Blocked2Moving(x, y, &x, &y);
10419 element = Feld[x][y];
10422 /* check if element has already changed or is about to change after moving */
10423 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10424 Feld[x][y] != element) ||
10426 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10427 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10428 ChangePage[x][y] != -1)))
10431 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10433 for (p = 0; p < element_info[element].num_change_pages; p++)
10435 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10437 /* check trigger element for all events where the element that is checked
10438 for changing interacts with a directly adjacent element -- this is
10439 different to element changes that affect other elements to change on the
10440 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10441 boolean check_trigger_element =
10442 (trigger_event == CE_TOUCHING_X ||
10443 trigger_event == CE_HITTING_X ||
10444 trigger_event == CE_HIT_BY_X ||
10445 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10447 if (change->can_change_or_has_action &&
10448 change->has_event[trigger_event] &&
10449 change->trigger_side & trigger_side &&
10450 change->trigger_player & trigger_player &&
10451 (!check_trigger_element ||
10452 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10454 change->actual_trigger_element = trigger_element;
10455 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10456 change->actual_trigger_player_bits = trigger_player;
10457 change->actual_trigger_side = trigger_side;
10458 change->actual_trigger_ce_value = CustomValue[x][y];
10459 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10461 /* special case: trigger element not at (x,y) position for some events */
10462 if (check_trigger_element)
10474 { 0, 0 }, { 0, 0 }, { 0, 0 },
10478 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10479 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10481 change->actual_trigger_ce_value = CustomValue[xx][yy];
10482 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10485 if (change->can_change && !change_done)
10487 ChangeDelay[x][y] = 1;
10488 ChangeEvent[x][y] = trigger_event;
10490 HandleElementChange(x, y, p);
10492 change_done = TRUE;
10494 else if (change->has_action)
10496 ExecuteCustomElementAction(x, y, element, p);
10497 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10502 RECURSION_LOOP_DETECTION_END();
10504 return change_done;
10507 static void PlayPlayerSound(struct PlayerInfo *player)
10509 int jx = player->jx, jy = player->jy;
10510 int sound_element = player->artwork_element;
10511 int last_action = player->last_action_waiting;
10512 int action = player->action_waiting;
10514 if (player->is_waiting)
10516 if (action != last_action)
10517 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10519 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10523 if (action != last_action)
10524 StopSound(element_info[sound_element].sound[last_action]);
10526 if (last_action == ACTION_SLEEPING)
10527 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10531 static void PlayAllPlayersSound()
10535 for (i = 0; i < MAX_PLAYERS; i++)
10536 if (stored_player[i].active)
10537 PlayPlayerSound(&stored_player[i]);
10540 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10542 boolean last_waiting = player->is_waiting;
10543 int move_dir = player->MovDir;
10545 player->dir_waiting = move_dir;
10546 player->last_action_waiting = player->action_waiting;
10550 if (!last_waiting) /* not waiting -> waiting */
10552 player->is_waiting = TRUE;
10554 player->frame_counter_bored =
10556 game.player_boring_delay_fixed +
10557 GetSimpleRandom(game.player_boring_delay_random);
10558 player->frame_counter_sleeping =
10560 game.player_sleeping_delay_fixed +
10561 GetSimpleRandom(game.player_sleeping_delay_random);
10563 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10566 if (game.player_sleeping_delay_fixed +
10567 game.player_sleeping_delay_random > 0 &&
10568 player->anim_delay_counter == 0 &&
10569 player->post_delay_counter == 0 &&
10570 FrameCounter >= player->frame_counter_sleeping)
10571 player->is_sleeping = TRUE;
10572 else if (game.player_boring_delay_fixed +
10573 game.player_boring_delay_random > 0 &&
10574 FrameCounter >= player->frame_counter_bored)
10575 player->is_bored = TRUE;
10577 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10578 player->is_bored ? ACTION_BORING :
10581 if (player->is_sleeping && player->use_murphy)
10583 /* special case for sleeping Murphy when leaning against non-free tile */
10585 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10586 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10587 !IS_MOVING(player->jx - 1, player->jy)))
10588 move_dir = MV_LEFT;
10589 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10590 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10591 !IS_MOVING(player->jx + 1, player->jy)))
10592 move_dir = MV_RIGHT;
10594 player->is_sleeping = FALSE;
10596 player->dir_waiting = move_dir;
10599 if (player->is_sleeping)
10601 if (player->num_special_action_sleeping > 0)
10603 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10605 int last_special_action = player->special_action_sleeping;
10606 int num_special_action = player->num_special_action_sleeping;
10607 int special_action =
10608 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10609 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10610 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10611 last_special_action + 1 : ACTION_SLEEPING);
10612 int special_graphic =
10613 el_act_dir2img(player->artwork_element, special_action, move_dir);
10615 player->anim_delay_counter =
10616 graphic_info[special_graphic].anim_delay_fixed +
10617 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10618 player->post_delay_counter =
10619 graphic_info[special_graphic].post_delay_fixed +
10620 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10622 player->special_action_sleeping = special_action;
10625 if (player->anim_delay_counter > 0)
10627 player->action_waiting = player->special_action_sleeping;
10628 player->anim_delay_counter--;
10630 else if (player->post_delay_counter > 0)
10632 player->post_delay_counter--;
10636 else if (player->is_bored)
10638 if (player->num_special_action_bored > 0)
10640 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10642 int special_action =
10643 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10644 int special_graphic =
10645 el_act_dir2img(player->artwork_element, special_action, move_dir);
10647 player->anim_delay_counter =
10648 graphic_info[special_graphic].anim_delay_fixed +
10649 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10650 player->post_delay_counter =
10651 graphic_info[special_graphic].post_delay_fixed +
10652 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10654 player->special_action_bored = special_action;
10657 if (player->anim_delay_counter > 0)
10659 player->action_waiting = player->special_action_bored;
10660 player->anim_delay_counter--;
10662 else if (player->post_delay_counter > 0)
10664 player->post_delay_counter--;
10669 else if (last_waiting) /* waiting -> not waiting */
10671 player->is_waiting = FALSE;
10672 player->is_bored = FALSE;
10673 player->is_sleeping = FALSE;
10675 player->frame_counter_bored = -1;
10676 player->frame_counter_sleeping = -1;
10678 player->anim_delay_counter = 0;
10679 player->post_delay_counter = 0;
10681 player->dir_waiting = player->MovDir;
10682 player->action_waiting = ACTION_DEFAULT;
10684 player->special_action_bored = ACTION_DEFAULT;
10685 player->special_action_sleeping = ACTION_DEFAULT;
10689 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10691 static boolean player_was_moving = FALSE;
10692 static boolean player_was_snapping = FALSE;
10693 static boolean player_was_dropping = FALSE;
10695 if ((!player->is_moving && player_was_moving) ||
10696 (player->MovPos == 0 && player_was_moving) ||
10697 (player->is_snapping && !player_was_snapping) ||
10698 (player->is_dropping && !player_was_dropping))
10700 if (!SaveEngineSnapshotToList())
10703 player_was_moving = FALSE;
10704 player_was_snapping = TRUE;
10705 player_was_dropping = TRUE;
10709 if (player->is_moving)
10710 player_was_moving = TRUE;
10712 if (!player->is_snapping)
10713 player_was_snapping = FALSE;
10715 if (!player->is_dropping)
10716 player_was_dropping = FALSE;
10720 static void CheckSingleStepMode(struct PlayerInfo *player)
10722 if (tape.single_step && tape.recording && !tape.pausing)
10724 /* as it is called "single step mode", just return to pause mode when the
10725 player stopped moving after one tile (or never starts moving at all) */
10726 if (!player->is_moving && !player->is_pushing)
10728 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10729 SnapField(player, 0, 0); /* stop snapping */
10733 CheckSaveEngineSnapshot(player);
10736 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10738 int left = player_action & JOY_LEFT;
10739 int right = player_action & JOY_RIGHT;
10740 int up = player_action & JOY_UP;
10741 int down = player_action & JOY_DOWN;
10742 int button1 = player_action & JOY_BUTTON_1;
10743 int button2 = player_action & JOY_BUTTON_2;
10744 int dx = (left ? -1 : right ? 1 : 0);
10745 int dy = (up ? -1 : down ? 1 : 0);
10747 if (!player->active || tape.pausing)
10753 SnapField(player, dx, dy);
10757 DropElement(player);
10759 MovePlayer(player, dx, dy);
10762 CheckSingleStepMode(player);
10764 SetPlayerWaiting(player, FALSE);
10766 return player_action;
10770 /* no actions for this player (no input at player's configured device) */
10772 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
10773 SnapField(player, 0, 0);
10774 CheckGravityMovementWhenNotMoving(player);
10776 if (player->MovPos == 0)
10777 SetPlayerWaiting(player, TRUE);
10779 if (player->MovPos == 0) /* needed for tape.playing */
10780 player->is_moving = FALSE;
10782 player->is_dropping = FALSE;
10783 player->is_dropping_pressed = FALSE;
10784 player->drop_pressed_delay = 0;
10786 CheckSingleStepMode(player);
10792 static void CheckLevelTime()
10796 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
10797 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10799 if (level.native_em_level->lev->home == 0) /* all players at home */
10801 PlayerWins(local_player);
10803 AllPlayersGone = TRUE;
10805 level.native_em_level->lev->home = -1;
10808 if (level.native_em_level->ply[0]->alive == 0 &&
10809 level.native_em_level->ply[1]->alive == 0 &&
10810 level.native_em_level->ply[2]->alive == 0 &&
10811 level.native_em_level->ply[3]->alive == 0) /* all dead */
10812 AllPlayersGone = TRUE;
10814 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
10816 if (game_sp.LevelSolved &&
10817 !game_sp.GameOver) /* game won */
10819 PlayerWins(local_player);
10821 game_sp.GameOver = TRUE;
10823 AllPlayersGone = TRUE;
10826 if (game_sp.GameOver) /* game lost */
10827 AllPlayersGone = TRUE;
10830 if (TimeFrames >= FRAMES_PER_SECOND)
10835 for (i = 0; i < MAX_PLAYERS; i++)
10837 struct PlayerInfo *player = &stored_player[i];
10839 if (SHIELD_ON(player))
10841 player->shield_normal_time_left--;
10843 if (player->shield_deadly_time_left > 0)
10844 player->shield_deadly_time_left--;
10848 if (!local_player->LevelSolved && !level.use_step_counter)
10856 if (TimeLeft <= 10 && setup.time_limit)
10857 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
10859 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
10860 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
10862 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10864 if (!TimeLeft && setup.time_limit)
10866 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10867 level.native_em_level->lev->killed_out_of_time = TRUE;
10869 for (i = 0; i < MAX_PLAYERS; i++)
10870 KillPlayer(&stored_player[i]);
10873 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
10875 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
10878 level.native_em_level->lev->time =
10879 (game.no_time_limit ? TimePlayed : TimeLeft);
10882 if (tape.recording || tape.playing)
10883 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
10886 if (tape.recording || tape.playing)
10887 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
10889 UpdateAndDisplayGameControlValues();
10892 void AdvanceFrameAndPlayerCounters(int player_nr)
10896 /* advance frame counters (global frame counter and time frame counter) */
10900 /* advance player counters (counters for move delay, move animation etc.) */
10901 for (i = 0; i < MAX_PLAYERS; i++)
10903 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
10904 int move_delay_value = stored_player[i].move_delay_value;
10905 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
10907 if (!advance_player_counters) /* not all players may be affected */
10910 if (move_frames == 0) /* less than one move per game frame */
10912 int stepsize = TILEX / move_delay_value;
10913 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
10914 int count = (stored_player[i].is_moving ?
10915 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
10917 if (count % delay == 0)
10921 stored_player[i].Frame += move_frames;
10923 if (stored_player[i].MovPos != 0)
10924 stored_player[i].StepFrame += move_frames;
10926 if (stored_player[i].move_delay > 0)
10927 stored_player[i].move_delay--;
10929 /* due to bugs in previous versions, counter must count up, not down */
10930 if (stored_player[i].push_delay != -1)
10931 stored_player[i].push_delay++;
10933 if (stored_player[i].drop_delay > 0)
10934 stored_player[i].drop_delay--;
10936 if (stored_player[i].is_dropping_pressed)
10937 stored_player[i].drop_pressed_delay++;
10941 void StartGameActions(boolean init_network_game, boolean record_tape,
10944 unsigned int new_random_seed = InitRND(random_seed);
10947 TapeStartRecording(new_random_seed);
10949 #if defined(NETWORK_AVALIABLE)
10950 if (init_network_game)
10952 SendToServer_StartPlaying();
10964 static unsigned int game_frame_delay = 0;
10966 unsigned int game_frame_delay_value;
10967 byte *recorded_player_action;
10968 byte summarized_player_action = 0;
10969 byte tape_action[MAX_PLAYERS];
10972 /* detect endless loops, caused by custom element programming */
10973 if (recursion_loop_detected && recursion_loop_depth == 0)
10975 char *message = getStringCat3("Internal Error! Element ",
10976 EL_NAME(recursion_loop_element),
10977 " caused endless loop! Quit the game?");
10979 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
10980 EL_NAME(recursion_loop_element));
10982 RequestQuitGameExt(FALSE, level_editor_test_game, message);
10984 recursion_loop_detected = FALSE; /* if game should be continued */
10991 if (game.restart_level)
10992 StartGameActions(options.network, setup.autorecord, level.random_seed);
10994 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
10995 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10997 if (level.native_em_level->lev->home == 0) /* all players at home */
10999 PlayerWins(local_player);
11001 AllPlayersGone = TRUE;
11003 level.native_em_level->lev->home = -1;
11006 if (level.native_em_level->ply[0]->alive == 0 &&
11007 level.native_em_level->ply[1]->alive == 0 &&
11008 level.native_em_level->ply[2]->alive == 0 &&
11009 level.native_em_level->ply[3]->alive == 0) /* all dead */
11010 AllPlayersGone = TRUE;
11012 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11014 if (game_sp.LevelSolved &&
11015 !game_sp.GameOver) /* game won */
11017 PlayerWins(local_player);
11019 game_sp.GameOver = TRUE;
11021 AllPlayersGone = TRUE;
11024 if (game_sp.GameOver) /* game lost */
11025 AllPlayersGone = TRUE;
11028 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11031 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11034 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11037 game_frame_delay_value =
11038 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11040 if (tape.playing && tape.warp_forward && !tape.pausing)
11041 game_frame_delay_value = 0;
11043 SetVideoFrameDelay(game_frame_delay_value);
11047 /* ---------- main game synchronization point ---------- */
11049 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11051 printf("::: skip == %d\n", skip);
11054 /* ---------- main game synchronization point ---------- */
11056 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11060 if (network_playing && !network_player_action_received)
11062 /* try to get network player actions in time */
11064 #if defined(NETWORK_AVALIABLE)
11065 /* last chance to get network player actions without main loop delay */
11066 HandleNetworking();
11069 /* game was quit by network peer */
11070 if (game_status != GAME_MODE_PLAYING)
11073 if (!network_player_action_received)
11074 return; /* failed to get network player actions in time */
11076 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11082 /* at this point we know that we really continue executing the game */
11084 network_player_action_received = FALSE;
11086 /* when playing tape, read previously recorded player input from tape data */
11087 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11089 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11093 if (tape.set_centered_player)
11095 game.centered_player_nr_next = tape.centered_player_nr_next;
11096 game.set_centered_player = TRUE;
11099 for (i = 0; i < MAX_PLAYERS; i++)
11101 summarized_player_action |= stored_player[i].action;
11103 if (!network_playing && (game.team_mode || tape.playing))
11104 stored_player[i].effective_action = stored_player[i].action;
11107 #if defined(NETWORK_AVALIABLE)
11108 if (network_playing)
11109 SendToServer_MovePlayer(summarized_player_action);
11112 // summarize all actions at local players mapped input device position
11113 // (this allows using different input devices in single player mode)
11114 if (!options.network && !game.team_mode)
11115 stored_player[map_player_action[local_player->index_nr]].effective_action =
11116 summarized_player_action;
11118 if (tape.recording &&
11120 setup.input_on_focus &&
11121 game.centered_player_nr != -1)
11123 for (i = 0; i < MAX_PLAYERS; i++)
11124 stored_player[i].effective_action =
11125 (i == game.centered_player_nr ? summarized_player_action : 0);
11128 if (recorded_player_action != NULL)
11129 for (i = 0; i < MAX_PLAYERS; i++)
11130 stored_player[i].effective_action = recorded_player_action[i];
11132 for (i = 0; i < MAX_PLAYERS; i++)
11134 tape_action[i] = stored_player[i].effective_action;
11136 /* (this may happen in the RND game engine if a player was not present on
11137 the playfield on level start, but appeared later from a custom element */
11138 if (setup.team_mode &&
11141 !tape.player_participates[i])
11142 tape.player_participates[i] = TRUE;
11145 /* only record actions from input devices, but not programmed actions */
11146 if (tape.recording)
11147 TapeRecordAction(tape_action);
11149 #if USE_NEW_PLAYER_ASSIGNMENTS
11150 // !!! also map player actions in single player mode !!!
11151 // if (game.team_mode)
11154 byte mapped_action[MAX_PLAYERS];
11156 #if DEBUG_PLAYER_ACTIONS
11158 for (i = 0; i < MAX_PLAYERS; i++)
11159 printf(" %d, ", stored_player[i].effective_action);
11162 for (i = 0; i < MAX_PLAYERS; i++)
11163 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11165 for (i = 0; i < MAX_PLAYERS; i++)
11166 stored_player[i].effective_action = mapped_action[i];
11168 #if DEBUG_PLAYER_ACTIONS
11170 for (i = 0; i < MAX_PLAYERS; i++)
11171 printf(" %d, ", stored_player[i].effective_action);
11175 #if DEBUG_PLAYER_ACTIONS
11179 for (i = 0; i < MAX_PLAYERS; i++)
11180 printf(" %d, ", stored_player[i].effective_action);
11186 for (i = 0; i < MAX_PLAYERS; i++)
11188 // allow engine snapshot in case of changed movement attempt
11189 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11190 (stored_player[i].effective_action & KEY_MOTION))
11191 game.snapshot.changed_action = TRUE;
11193 // allow engine snapshot in case of snapping/dropping attempt
11194 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11195 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11196 game.snapshot.changed_action = TRUE;
11198 game.snapshot.last_action[i] = stored_player[i].effective_action;
11201 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11203 GameActions_EM_Main();
11205 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11207 GameActions_SP_Main();
11211 GameActions_RND_Main();
11214 BlitScreenToBitmap(backbuffer);
11218 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11220 if (options.debug) /* calculate frames per second */
11222 static unsigned int fps_counter = 0;
11223 static int fps_frames = 0;
11224 unsigned int fps_delay_ms = Counter() - fps_counter;
11228 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
11230 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11233 fps_counter = Counter();
11236 redraw_mask |= REDRAW_FPS;
11240 void GameActions_EM_Main()
11242 byte effective_action[MAX_PLAYERS];
11243 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11246 for (i = 0; i < MAX_PLAYERS; i++)
11247 effective_action[i] = stored_player[i].effective_action;
11249 GameActions_EM(effective_action, warp_mode);
11252 void GameActions_SP_Main()
11254 byte effective_action[MAX_PLAYERS];
11255 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11258 for (i = 0; i < MAX_PLAYERS; i++)
11259 effective_action[i] = stored_player[i].effective_action;
11261 GameActions_SP(effective_action, warp_mode);
11264 void GameActions_RND_Main()
11269 void GameActions_RND()
11271 int magic_wall_x = 0, magic_wall_y = 0;
11272 int i, x, y, element, graphic;
11274 InitPlayfieldScanModeVars();
11276 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11278 SCAN_PLAYFIELD(x, y)
11280 ChangeCount[x][y] = 0;
11281 ChangeEvent[x][y] = -1;
11285 if (game.set_centered_player)
11287 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11289 /* switching to "all players" only possible if all players fit to screen */
11290 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11292 game.centered_player_nr_next = game.centered_player_nr;
11293 game.set_centered_player = FALSE;
11296 /* do not switch focus to non-existing (or non-active) player */
11297 if (game.centered_player_nr_next >= 0 &&
11298 !stored_player[game.centered_player_nr_next].active)
11300 game.centered_player_nr_next = game.centered_player_nr;
11301 game.set_centered_player = FALSE;
11305 if (game.set_centered_player &&
11306 ScreenMovPos == 0) /* screen currently aligned at tile position */
11310 if (game.centered_player_nr_next == -1)
11312 setScreenCenteredToAllPlayers(&sx, &sy);
11316 sx = stored_player[game.centered_player_nr_next].jx;
11317 sy = stored_player[game.centered_player_nr_next].jy;
11320 game.centered_player_nr = game.centered_player_nr_next;
11321 game.set_centered_player = FALSE;
11323 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11324 DrawGameDoorValues();
11327 for (i = 0; i < MAX_PLAYERS; i++)
11329 int actual_player_action = stored_player[i].effective_action;
11332 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11333 - rnd_equinox_tetrachloride 048
11334 - rnd_equinox_tetrachloride_ii 096
11335 - rnd_emanuel_schmieg 002
11336 - doctor_sloan_ww 001, 020
11338 if (stored_player[i].MovPos == 0)
11339 CheckGravityMovement(&stored_player[i]);
11342 /* overwrite programmed action with tape action */
11343 if (stored_player[i].programmed_action)
11344 actual_player_action = stored_player[i].programmed_action;
11346 PlayerActions(&stored_player[i], actual_player_action);
11348 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11351 ScrollScreen(NULL, SCROLL_GO_ON);
11353 /* for backwards compatibility, the following code emulates a fixed bug that
11354 occured when pushing elements (causing elements that just made their last
11355 pushing step to already (if possible) make their first falling step in the
11356 same game frame, which is bad); this code is also needed to use the famous
11357 "spring push bug" which is used in older levels and might be wanted to be
11358 used also in newer levels, but in this case the buggy pushing code is only
11359 affecting the "spring" element and no other elements */
11361 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11363 for (i = 0; i < MAX_PLAYERS; i++)
11365 struct PlayerInfo *player = &stored_player[i];
11366 int x = player->jx;
11367 int y = player->jy;
11369 if (player->active && player->is_pushing && player->is_moving &&
11371 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11372 Feld[x][y] == EL_SPRING))
11374 ContinueMoving(x, y);
11376 /* continue moving after pushing (this is actually a bug) */
11377 if (!IS_MOVING(x, y))
11378 Stop[x][y] = FALSE;
11383 SCAN_PLAYFIELD(x, y)
11385 ChangeCount[x][y] = 0;
11386 ChangeEvent[x][y] = -1;
11388 /* this must be handled before main playfield loop */
11389 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11392 if (MovDelay[x][y] <= 0)
11396 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11399 if (MovDelay[x][y] <= 0)
11402 TEST_DrawLevelField(x, y);
11404 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11409 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11411 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11412 printf("GameActions(): This should never happen!\n");
11414 ChangePage[x][y] = -1;
11418 Stop[x][y] = FALSE;
11419 if (WasJustMoving[x][y] > 0)
11420 WasJustMoving[x][y]--;
11421 if (WasJustFalling[x][y] > 0)
11422 WasJustFalling[x][y]--;
11423 if (CheckCollision[x][y] > 0)
11424 CheckCollision[x][y]--;
11425 if (CheckImpact[x][y] > 0)
11426 CheckImpact[x][y]--;
11430 /* reset finished pushing action (not done in ContinueMoving() to allow
11431 continuous pushing animation for elements with zero push delay) */
11432 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11434 ResetGfxAnimation(x, y);
11435 TEST_DrawLevelField(x, y);
11439 if (IS_BLOCKED(x, y))
11443 Blocked2Moving(x, y, &oldx, &oldy);
11444 if (!IS_MOVING(oldx, oldy))
11446 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11447 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11448 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11449 printf("GameActions(): This should never happen!\n");
11455 SCAN_PLAYFIELD(x, y)
11457 element = Feld[x][y];
11458 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11460 ResetGfxFrame(x, y, TRUE);
11462 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11463 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11464 ResetRandomAnimationValue(x, y);
11466 SetRandomAnimationValue(x, y);
11468 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11470 if (IS_INACTIVE(element))
11472 if (IS_ANIMATED(graphic))
11473 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11478 /* this may take place after moving, so 'element' may have changed */
11479 if (IS_CHANGING(x, y) &&
11480 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11482 int page = element_info[element].event_page_nr[CE_DELAY];
11484 HandleElementChange(x, y, page);
11486 element = Feld[x][y];
11487 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11490 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11494 element = Feld[x][y];
11495 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11497 if (IS_ANIMATED(graphic) &&
11498 !IS_MOVING(x, y) &&
11500 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11502 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11503 TEST_DrawTwinkleOnField(x, y);
11505 else if ((element == EL_ACID ||
11506 element == EL_EXIT_OPEN ||
11507 element == EL_EM_EXIT_OPEN ||
11508 element == EL_SP_EXIT_OPEN ||
11509 element == EL_STEEL_EXIT_OPEN ||
11510 element == EL_EM_STEEL_EXIT_OPEN ||
11511 element == EL_SP_TERMINAL ||
11512 element == EL_SP_TERMINAL_ACTIVE ||
11513 element == EL_EXTRA_TIME ||
11514 element == EL_SHIELD_NORMAL ||
11515 element == EL_SHIELD_DEADLY) &&
11516 IS_ANIMATED(graphic))
11517 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11518 else if (IS_MOVING(x, y))
11519 ContinueMoving(x, y);
11520 else if (IS_ACTIVE_BOMB(element))
11521 CheckDynamite(x, y);
11522 else if (element == EL_AMOEBA_GROWING)
11523 AmoebeWaechst(x, y);
11524 else if (element == EL_AMOEBA_SHRINKING)
11525 AmoebaDisappearing(x, y);
11527 #if !USE_NEW_AMOEBA_CODE
11528 else if (IS_AMOEBALIVE(element))
11529 AmoebeAbleger(x, y);
11532 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11534 else if (element == EL_EXIT_CLOSED)
11536 else if (element == EL_EM_EXIT_CLOSED)
11538 else if (element == EL_STEEL_EXIT_CLOSED)
11539 CheckExitSteel(x, y);
11540 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11541 CheckExitSteelEM(x, y);
11542 else if (element == EL_SP_EXIT_CLOSED)
11544 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11545 element == EL_EXPANDABLE_STEELWALL_GROWING)
11546 MauerWaechst(x, y);
11547 else if (element == EL_EXPANDABLE_WALL ||
11548 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11549 element == EL_EXPANDABLE_WALL_VERTICAL ||
11550 element == EL_EXPANDABLE_WALL_ANY ||
11551 element == EL_BD_EXPANDABLE_WALL)
11552 MauerAbleger(x, y);
11553 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11554 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11555 element == EL_EXPANDABLE_STEELWALL_ANY)
11556 MauerAblegerStahl(x, y);
11557 else if (element == EL_FLAMES)
11558 CheckForDragon(x, y);
11559 else if (element == EL_EXPLOSION)
11560 ; /* drawing of correct explosion animation is handled separately */
11561 else if (element == EL_ELEMENT_SNAPPING ||
11562 element == EL_DIAGONAL_SHRINKING ||
11563 element == EL_DIAGONAL_GROWING)
11565 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11567 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11569 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11570 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11572 if (IS_BELT_ACTIVE(element))
11573 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11575 if (game.magic_wall_active)
11577 int jx = local_player->jx, jy = local_player->jy;
11579 /* play the element sound at the position nearest to the player */
11580 if ((element == EL_MAGIC_WALL_FULL ||
11581 element == EL_MAGIC_WALL_ACTIVE ||
11582 element == EL_MAGIC_WALL_EMPTYING ||
11583 element == EL_BD_MAGIC_WALL_FULL ||
11584 element == EL_BD_MAGIC_WALL_ACTIVE ||
11585 element == EL_BD_MAGIC_WALL_EMPTYING ||
11586 element == EL_DC_MAGIC_WALL_FULL ||
11587 element == EL_DC_MAGIC_WALL_ACTIVE ||
11588 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11589 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11597 #if USE_NEW_AMOEBA_CODE
11598 /* new experimental amoeba growth stuff */
11599 if (!(FrameCounter % 8))
11601 static unsigned int random = 1684108901;
11603 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11605 x = RND(lev_fieldx);
11606 y = RND(lev_fieldy);
11607 element = Feld[x][y];
11609 if (!IS_PLAYER(x,y) &&
11610 (element == EL_EMPTY ||
11611 CAN_GROW_INTO(element) ||
11612 element == EL_QUICKSAND_EMPTY ||
11613 element == EL_QUICKSAND_FAST_EMPTY ||
11614 element == EL_ACID_SPLASH_LEFT ||
11615 element == EL_ACID_SPLASH_RIGHT))
11617 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11618 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11619 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11620 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11621 Feld[x][y] = EL_AMOEBA_DROP;
11624 random = random * 129 + 1;
11629 game.explosions_delayed = FALSE;
11631 SCAN_PLAYFIELD(x, y)
11633 element = Feld[x][y];
11635 if (ExplodeField[x][y])
11636 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11637 else if (element == EL_EXPLOSION)
11638 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11640 ExplodeField[x][y] = EX_TYPE_NONE;
11643 game.explosions_delayed = TRUE;
11645 if (game.magic_wall_active)
11647 if (!(game.magic_wall_time_left % 4))
11649 int element = Feld[magic_wall_x][magic_wall_y];
11651 if (element == EL_BD_MAGIC_WALL_FULL ||
11652 element == EL_BD_MAGIC_WALL_ACTIVE ||
11653 element == EL_BD_MAGIC_WALL_EMPTYING)
11654 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
11655 else if (element == EL_DC_MAGIC_WALL_FULL ||
11656 element == EL_DC_MAGIC_WALL_ACTIVE ||
11657 element == EL_DC_MAGIC_WALL_EMPTYING)
11658 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
11660 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
11663 if (game.magic_wall_time_left > 0)
11665 game.magic_wall_time_left--;
11667 if (!game.magic_wall_time_left)
11669 SCAN_PLAYFIELD(x, y)
11671 element = Feld[x][y];
11673 if (element == EL_MAGIC_WALL_ACTIVE ||
11674 element == EL_MAGIC_WALL_FULL)
11676 Feld[x][y] = EL_MAGIC_WALL_DEAD;
11677 TEST_DrawLevelField(x, y);
11679 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
11680 element == EL_BD_MAGIC_WALL_FULL)
11682 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
11683 TEST_DrawLevelField(x, y);
11685 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
11686 element == EL_DC_MAGIC_WALL_FULL)
11688 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
11689 TEST_DrawLevelField(x, y);
11693 game.magic_wall_active = FALSE;
11698 if (game.light_time_left > 0)
11700 game.light_time_left--;
11702 if (game.light_time_left == 0)
11703 RedrawAllLightSwitchesAndInvisibleElements();
11706 if (game.timegate_time_left > 0)
11708 game.timegate_time_left--;
11710 if (game.timegate_time_left == 0)
11711 CloseAllOpenTimegates();
11714 if (game.lenses_time_left > 0)
11716 game.lenses_time_left--;
11718 if (game.lenses_time_left == 0)
11719 RedrawAllInvisibleElementsForLenses();
11722 if (game.magnify_time_left > 0)
11724 game.magnify_time_left--;
11726 if (game.magnify_time_left == 0)
11727 RedrawAllInvisibleElementsForMagnifier();
11730 for (i = 0; i < MAX_PLAYERS; i++)
11732 struct PlayerInfo *player = &stored_player[i];
11734 if (SHIELD_ON(player))
11736 if (player->shield_deadly_time_left)
11737 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
11738 else if (player->shield_normal_time_left)
11739 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
11743 #if USE_DELAYED_GFX_REDRAW
11744 SCAN_PLAYFIELD(x, y)
11746 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
11748 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
11749 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
11751 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
11752 DrawLevelField(x, y);
11754 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
11755 DrawLevelFieldCrumbled(x, y);
11757 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
11758 DrawLevelFieldCrumbledNeighbours(x, y);
11760 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
11761 DrawTwinkleOnField(x, y);
11764 GfxRedraw[x][y] = GFX_REDRAW_NONE;
11769 PlayAllPlayersSound();
11771 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
11773 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
11775 local_player->show_envelope = 0;
11778 /* use random number generator in every frame to make it less predictable */
11779 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
11783 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
11785 int min_x = x, min_y = y, max_x = x, max_y = y;
11788 for (i = 0; i < MAX_PLAYERS; i++)
11790 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11792 if (!stored_player[i].active || &stored_player[i] == player)
11795 min_x = MIN(min_x, jx);
11796 min_y = MIN(min_y, jy);
11797 max_x = MAX(max_x, jx);
11798 max_y = MAX(max_y, jy);
11801 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
11804 static boolean AllPlayersInVisibleScreen()
11808 for (i = 0; i < MAX_PLAYERS; i++)
11810 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11812 if (!stored_player[i].active)
11815 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
11822 void ScrollLevel(int dx, int dy)
11824 int scroll_offset = 2 * TILEX_VAR;
11827 BlitBitmap(drawto_field, drawto_field,
11828 FX + TILEX_VAR * (dx == -1) - scroll_offset,
11829 FY + TILEY_VAR * (dy == -1) - scroll_offset,
11830 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
11831 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
11832 FX + TILEX_VAR * (dx == 1) - scroll_offset,
11833 FY + TILEY_VAR * (dy == 1) - scroll_offset);
11837 x = (dx == 1 ? BX1 : BX2);
11838 for (y = BY1; y <= BY2; y++)
11839 DrawScreenField(x, y);
11844 y = (dy == 1 ? BY1 : BY2);
11845 for (x = BX1; x <= BX2; x++)
11846 DrawScreenField(x, y);
11849 redraw_mask |= REDRAW_FIELD;
11852 static boolean canFallDown(struct PlayerInfo *player)
11854 int jx = player->jx, jy = player->jy;
11856 return (IN_LEV_FIELD(jx, jy + 1) &&
11857 (IS_FREE(jx, jy + 1) ||
11858 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
11859 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
11860 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
11863 static boolean canPassField(int x, int y, int move_dir)
11865 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11866 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11867 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11868 int nextx = x + dx;
11869 int nexty = y + dy;
11870 int element = Feld[x][y];
11872 return (IS_PASSABLE_FROM(element, opposite_dir) &&
11873 !CAN_MOVE(element) &&
11874 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
11875 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
11876 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
11879 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
11881 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11882 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11883 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11887 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
11888 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
11889 (IS_DIGGABLE(Feld[newx][newy]) ||
11890 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
11891 canPassField(newx, newy, move_dir)));
11894 static void CheckGravityMovement(struct PlayerInfo *player)
11896 if (player->gravity && !player->programmed_action)
11898 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
11899 int move_dir_vertical = player->effective_action & MV_VERTICAL;
11900 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
11901 int jx = player->jx, jy = player->jy;
11902 boolean player_is_moving_to_valid_field =
11903 (!player_is_snapping &&
11904 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
11905 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
11906 boolean player_can_fall_down = canFallDown(player);
11908 if (player_can_fall_down &&
11909 !player_is_moving_to_valid_field)
11910 player->programmed_action = MV_DOWN;
11914 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
11916 return CheckGravityMovement(player);
11918 if (player->gravity && !player->programmed_action)
11920 int jx = player->jx, jy = player->jy;
11921 boolean field_under_player_is_free =
11922 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
11923 boolean player_is_standing_on_valid_field =
11924 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
11925 (IS_WALKABLE(Feld[jx][jy]) &&
11926 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
11928 if (field_under_player_is_free && !player_is_standing_on_valid_field)
11929 player->programmed_action = MV_DOWN;
11934 MovePlayerOneStep()
11935 -----------------------------------------------------------------------------
11936 dx, dy: direction (non-diagonal) to try to move the player to
11937 real_dx, real_dy: direction as read from input device (can be diagonal)
11940 boolean MovePlayerOneStep(struct PlayerInfo *player,
11941 int dx, int dy, int real_dx, int real_dy)
11943 int jx = player->jx, jy = player->jy;
11944 int new_jx = jx + dx, new_jy = jy + dy;
11946 boolean player_can_move = !player->cannot_move;
11948 if (!player->active || (!dx && !dy))
11949 return MP_NO_ACTION;
11951 player->MovDir = (dx < 0 ? MV_LEFT :
11952 dx > 0 ? MV_RIGHT :
11954 dy > 0 ? MV_DOWN : MV_NONE);
11956 if (!IN_LEV_FIELD(new_jx, new_jy))
11957 return MP_NO_ACTION;
11959 if (!player_can_move)
11961 if (player->MovPos == 0)
11963 player->is_moving = FALSE;
11964 player->is_digging = FALSE;
11965 player->is_collecting = FALSE;
11966 player->is_snapping = FALSE;
11967 player->is_pushing = FALSE;
11971 if (!options.network && game.centered_player_nr == -1 &&
11972 !AllPlayersInSight(player, new_jx, new_jy))
11973 return MP_NO_ACTION;
11975 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
11976 if (can_move != MP_MOVING)
11979 /* check if DigField() has caused relocation of the player */
11980 if (player->jx != jx || player->jy != jy)
11981 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
11983 StorePlayer[jx][jy] = 0;
11984 player->last_jx = jx;
11985 player->last_jy = jy;
11986 player->jx = new_jx;
11987 player->jy = new_jy;
11988 StorePlayer[new_jx][new_jy] = player->element_nr;
11990 if (player->move_delay_value_next != -1)
11992 player->move_delay_value = player->move_delay_value_next;
11993 player->move_delay_value_next = -1;
11997 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
11999 player->step_counter++;
12001 PlayerVisit[jx][jy] = FrameCounter;
12003 player->is_moving = TRUE;
12006 /* should better be called in MovePlayer(), but this breaks some tapes */
12007 ScrollPlayer(player, SCROLL_INIT);
12013 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12015 int jx = player->jx, jy = player->jy;
12016 int old_jx = jx, old_jy = jy;
12017 int moved = MP_NO_ACTION;
12019 if (!player->active)
12024 if (player->MovPos == 0)
12026 player->is_moving = FALSE;
12027 player->is_digging = FALSE;
12028 player->is_collecting = FALSE;
12029 player->is_snapping = FALSE;
12030 player->is_pushing = FALSE;
12036 if (player->move_delay > 0)
12039 player->move_delay = -1; /* set to "uninitialized" value */
12041 /* store if player is automatically moved to next field */
12042 player->is_auto_moving = (player->programmed_action != MV_NONE);
12044 /* remove the last programmed player action */
12045 player->programmed_action = 0;
12047 if (player->MovPos)
12049 /* should only happen if pre-1.2 tape recordings are played */
12050 /* this is only for backward compatibility */
12052 int original_move_delay_value = player->move_delay_value;
12055 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12059 /* scroll remaining steps with finest movement resolution */
12060 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12062 while (player->MovPos)
12064 ScrollPlayer(player, SCROLL_GO_ON);
12065 ScrollScreen(NULL, SCROLL_GO_ON);
12067 AdvanceFrameAndPlayerCounters(player->index_nr);
12070 BackToFront_WithFrameDelay(0);
12073 player->move_delay_value = original_move_delay_value;
12076 player->is_active = FALSE;
12078 if (player->last_move_dir & MV_HORIZONTAL)
12080 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12081 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12085 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12086 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12089 if (!moved && !player->is_active)
12091 player->is_moving = FALSE;
12092 player->is_digging = FALSE;
12093 player->is_collecting = FALSE;
12094 player->is_snapping = FALSE;
12095 player->is_pushing = FALSE;
12101 if (moved & MP_MOVING && !ScreenMovPos &&
12102 (player->index_nr == game.centered_player_nr ||
12103 game.centered_player_nr == -1))
12105 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12106 int offset = game.scroll_delay_value;
12108 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12110 /* actual player has left the screen -- scroll in that direction */
12111 if (jx != old_jx) /* player has moved horizontally */
12112 scroll_x += (jx - old_jx);
12113 else /* player has moved vertically */
12114 scroll_y += (jy - old_jy);
12118 if (jx != old_jx) /* player has moved horizontally */
12120 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12121 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12122 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12124 /* don't scroll over playfield boundaries */
12125 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12126 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12128 /* don't scroll more than one field at a time */
12129 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12131 /* don't scroll against the player's moving direction */
12132 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12133 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12134 scroll_x = old_scroll_x;
12136 else /* player has moved vertically */
12138 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12139 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12140 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12142 /* don't scroll over playfield boundaries */
12143 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12144 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12146 /* don't scroll more than one field at a time */
12147 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12149 /* don't scroll against the player's moving direction */
12150 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12151 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12152 scroll_y = old_scroll_y;
12156 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12158 if (!options.network && game.centered_player_nr == -1 &&
12159 !AllPlayersInVisibleScreen())
12161 scroll_x = old_scroll_x;
12162 scroll_y = old_scroll_y;
12166 ScrollScreen(player, SCROLL_INIT);
12167 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12172 player->StepFrame = 0;
12174 if (moved & MP_MOVING)
12176 if (old_jx != jx && old_jy == jy)
12177 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12178 else if (old_jx == jx && old_jy != jy)
12179 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12181 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12183 player->last_move_dir = player->MovDir;
12184 player->is_moving = TRUE;
12185 player->is_snapping = FALSE;
12186 player->is_switching = FALSE;
12187 player->is_dropping = FALSE;
12188 player->is_dropping_pressed = FALSE;
12189 player->drop_pressed_delay = 0;
12192 /* should better be called here than above, but this breaks some tapes */
12193 ScrollPlayer(player, SCROLL_INIT);
12198 CheckGravityMovementWhenNotMoving(player);
12200 player->is_moving = FALSE;
12202 /* at this point, the player is allowed to move, but cannot move right now
12203 (e.g. because of something blocking the way) -- ensure that the player
12204 is also allowed to move in the next frame (in old versions before 3.1.1,
12205 the player was forced to wait again for eight frames before next try) */
12207 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12208 player->move_delay = 0; /* allow direct movement in the next frame */
12211 if (player->move_delay == -1) /* not yet initialized by DigField() */
12212 player->move_delay = player->move_delay_value;
12214 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12216 TestIfPlayerTouchesBadThing(jx, jy);
12217 TestIfPlayerTouchesCustomElement(jx, jy);
12220 if (!player->active)
12221 RemovePlayer(player);
12226 void ScrollPlayer(struct PlayerInfo *player, int mode)
12228 int jx = player->jx, jy = player->jy;
12229 int last_jx = player->last_jx, last_jy = player->last_jy;
12230 int move_stepsize = TILEX / player->move_delay_value;
12232 if (!player->active)
12235 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12238 if (mode == SCROLL_INIT)
12240 player->actual_frame_counter = FrameCounter;
12241 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12243 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12244 Feld[last_jx][last_jy] == EL_EMPTY)
12246 int last_field_block_delay = 0; /* start with no blocking at all */
12247 int block_delay_adjustment = player->block_delay_adjustment;
12249 /* if player blocks last field, add delay for exactly one move */
12250 if (player->block_last_field)
12252 last_field_block_delay += player->move_delay_value;
12254 /* when blocking enabled, prevent moving up despite gravity */
12255 if (player->gravity && player->MovDir == MV_UP)
12256 block_delay_adjustment = -1;
12259 /* add block delay adjustment (also possible when not blocking) */
12260 last_field_block_delay += block_delay_adjustment;
12262 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12263 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12266 if (player->MovPos != 0) /* player has not yet reached destination */
12269 else if (!FrameReached(&player->actual_frame_counter, 1))
12272 if (player->MovPos != 0)
12274 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12275 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12277 /* before DrawPlayer() to draw correct player graphic for this case */
12278 if (player->MovPos == 0)
12279 CheckGravityMovement(player);
12282 if (player->MovPos == 0) /* player reached destination field */
12284 if (player->move_delay_reset_counter > 0)
12286 player->move_delay_reset_counter--;
12288 if (player->move_delay_reset_counter == 0)
12290 /* continue with normal speed after quickly moving through gate */
12291 HALVE_PLAYER_SPEED(player);
12293 /* be able to make the next move without delay */
12294 player->move_delay = 0;
12298 player->last_jx = jx;
12299 player->last_jy = jy;
12301 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12302 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12303 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12304 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12305 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12306 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12307 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12308 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12310 DrawPlayer(player); /* needed here only to cleanup last field */
12311 RemovePlayer(player);
12313 if (local_player->friends_still_needed == 0 ||
12314 IS_SP_ELEMENT(Feld[jx][jy]))
12315 PlayerWins(player);
12318 /* this breaks one level: "machine", level 000 */
12320 int move_direction = player->MovDir;
12321 int enter_side = MV_DIR_OPPOSITE(move_direction);
12322 int leave_side = move_direction;
12323 int old_jx = last_jx;
12324 int old_jy = last_jy;
12325 int old_element = Feld[old_jx][old_jy];
12326 int new_element = Feld[jx][jy];
12328 if (IS_CUSTOM_ELEMENT(old_element))
12329 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12331 player->index_bit, leave_side);
12333 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12334 CE_PLAYER_LEAVES_X,
12335 player->index_bit, leave_side);
12337 if (IS_CUSTOM_ELEMENT(new_element))
12338 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12339 player->index_bit, enter_side);
12341 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12342 CE_PLAYER_ENTERS_X,
12343 player->index_bit, enter_side);
12345 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12346 CE_MOVE_OF_X, move_direction);
12349 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12351 TestIfPlayerTouchesBadThing(jx, jy);
12352 TestIfPlayerTouchesCustomElement(jx, jy);
12354 /* needed because pushed element has not yet reached its destination,
12355 so it would trigger a change event at its previous field location */
12356 if (!player->is_pushing)
12357 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12359 if (!player->active)
12360 RemovePlayer(player);
12363 if (!local_player->LevelSolved && level.use_step_counter)
12373 if (TimeLeft <= 10 && setup.time_limit)
12374 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12376 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12378 DisplayGameControlValues();
12380 if (!TimeLeft && setup.time_limit)
12381 for (i = 0; i < MAX_PLAYERS; i++)
12382 KillPlayer(&stored_player[i]);
12384 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12386 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12388 DisplayGameControlValues();
12392 if (tape.single_step && tape.recording && !tape.pausing &&
12393 !player->programmed_action)
12394 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12396 if (!player->programmed_action)
12397 CheckSaveEngineSnapshot(player);
12401 void ScrollScreen(struct PlayerInfo *player, int mode)
12403 static unsigned int screen_frame_counter = 0;
12405 if (mode == SCROLL_INIT)
12407 /* set scrolling step size according to actual player's moving speed */
12408 ScrollStepSize = TILEX / player->move_delay_value;
12410 screen_frame_counter = FrameCounter;
12411 ScreenMovDir = player->MovDir;
12412 ScreenMovPos = player->MovPos;
12413 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12416 else if (!FrameReached(&screen_frame_counter, 1))
12421 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12422 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12423 redraw_mask |= REDRAW_FIELD;
12426 ScreenMovDir = MV_NONE;
12429 void TestIfPlayerTouchesCustomElement(int x, int y)
12431 static int xy[4][2] =
12438 static int trigger_sides[4][2] =
12440 /* center side border side */
12441 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12442 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12443 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12444 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12446 static int touch_dir[4] =
12448 MV_LEFT | MV_RIGHT,
12453 int center_element = Feld[x][y]; /* should always be non-moving! */
12456 for (i = 0; i < NUM_DIRECTIONS; i++)
12458 int xx = x + xy[i][0];
12459 int yy = y + xy[i][1];
12460 int center_side = trigger_sides[i][0];
12461 int border_side = trigger_sides[i][1];
12462 int border_element;
12464 if (!IN_LEV_FIELD(xx, yy))
12467 if (IS_PLAYER(x, y)) /* player found at center element */
12469 struct PlayerInfo *player = PLAYERINFO(x, y);
12471 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12472 border_element = Feld[xx][yy]; /* may be moving! */
12473 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12474 border_element = Feld[xx][yy];
12475 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12476 border_element = MovingOrBlocked2Element(xx, yy);
12478 continue; /* center and border element do not touch */
12480 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12481 player->index_bit, border_side);
12482 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12483 CE_PLAYER_TOUCHES_X,
12484 player->index_bit, border_side);
12487 /* use player element that is initially defined in the level playfield,
12488 not the player element that corresponds to the runtime player number
12489 (example: a level that contains EL_PLAYER_3 as the only player would
12490 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12491 int player_element = PLAYERINFO(x, y)->initial_element;
12493 CheckElementChangeBySide(xx, yy, border_element, player_element,
12494 CE_TOUCHING_X, border_side);
12497 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12499 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12501 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12503 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12504 continue; /* center and border element do not touch */
12507 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12508 player->index_bit, center_side);
12509 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12510 CE_PLAYER_TOUCHES_X,
12511 player->index_bit, center_side);
12514 /* use player element that is initially defined in the level playfield,
12515 not the player element that corresponds to the runtime player number
12516 (example: a level that contains EL_PLAYER_3 as the only player would
12517 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12518 int player_element = PLAYERINFO(xx, yy)->initial_element;
12520 CheckElementChangeBySide(x, y, center_element, player_element,
12521 CE_TOUCHING_X, center_side);
12529 void TestIfElementTouchesCustomElement(int x, int y)
12531 static int xy[4][2] =
12538 static int trigger_sides[4][2] =
12540 /* center side border side */
12541 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12542 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12543 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12544 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12546 static int touch_dir[4] =
12548 MV_LEFT | MV_RIGHT,
12553 boolean change_center_element = FALSE;
12554 int center_element = Feld[x][y]; /* should always be non-moving! */
12555 int border_element_old[NUM_DIRECTIONS];
12558 for (i = 0; i < NUM_DIRECTIONS; i++)
12560 int xx = x + xy[i][0];
12561 int yy = y + xy[i][1];
12562 int border_element;
12564 border_element_old[i] = -1;
12566 if (!IN_LEV_FIELD(xx, yy))
12569 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12570 border_element = Feld[xx][yy]; /* may be moving! */
12571 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12572 border_element = Feld[xx][yy];
12573 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12574 border_element = MovingOrBlocked2Element(xx, yy);
12576 continue; /* center and border element do not touch */
12578 border_element_old[i] = border_element;
12581 for (i = 0; i < NUM_DIRECTIONS; i++)
12583 int xx = x + xy[i][0];
12584 int yy = y + xy[i][1];
12585 int center_side = trigger_sides[i][0];
12586 int border_element = border_element_old[i];
12588 if (border_element == -1)
12591 /* check for change of border element */
12592 CheckElementChangeBySide(xx, yy, border_element, center_element,
12593 CE_TOUCHING_X, center_side);
12595 /* (center element cannot be player, so we dont have to check this here) */
12598 for (i = 0; i < NUM_DIRECTIONS; i++)
12600 int xx = x + xy[i][0];
12601 int yy = y + xy[i][1];
12602 int border_side = trigger_sides[i][1];
12603 int border_element = border_element_old[i];
12605 if (border_element == -1)
12608 /* check for change of center element (but change it only once) */
12609 if (!change_center_element)
12610 change_center_element =
12611 CheckElementChangeBySide(x, y, center_element, border_element,
12612 CE_TOUCHING_X, border_side);
12614 if (IS_PLAYER(xx, yy))
12616 /* use player element that is initially defined in the level playfield,
12617 not the player element that corresponds to the runtime player number
12618 (example: a level that contains EL_PLAYER_3 as the only player would
12619 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12620 int player_element = PLAYERINFO(xx, yy)->initial_element;
12622 CheckElementChangeBySide(x, y, center_element, player_element,
12623 CE_TOUCHING_X, border_side);
12628 void TestIfElementHitsCustomElement(int x, int y, int direction)
12630 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12631 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12632 int hitx = x + dx, hity = y + dy;
12633 int hitting_element = Feld[x][y];
12634 int touched_element;
12636 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12639 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12640 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12642 if (IN_LEV_FIELD(hitx, hity))
12644 int opposite_direction = MV_DIR_OPPOSITE(direction);
12645 int hitting_side = direction;
12646 int touched_side = opposite_direction;
12647 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12648 MovDir[hitx][hity] != direction ||
12649 ABS(MovPos[hitx][hity]) <= TILEY / 2);
12655 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12656 CE_HITTING_X, touched_side);
12658 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12659 CE_HIT_BY_X, hitting_side);
12661 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12662 CE_HIT_BY_SOMETHING, opposite_direction);
12664 if (IS_PLAYER(hitx, hity))
12666 /* use player element that is initially defined in the level playfield,
12667 not the player element that corresponds to the runtime player number
12668 (example: a level that contains EL_PLAYER_3 as the only player would
12669 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12670 int player_element = PLAYERINFO(hitx, hity)->initial_element;
12672 CheckElementChangeBySide(x, y, hitting_element, player_element,
12673 CE_HITTING_X, touched_side);
12678 /* "hitting something" is also true when hitting the playfield border */
12679 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12680 CE_HITTING_SOMETHING, direction);
12683 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
12685 int i, kill_x = -1, kill_y = -1;
12687 int bad_element = -1;
12688 static int test_xy[4][2] =
12695 static int test_dir[4] =
12703 for (i = 0; i < NUM_DIRECTIONS; i++)
12705 int test_x, test_y, test_move_dir, test_element;
12707 test_x = good_x + test_xy[i][0];
12708 test_y = good_y + test_xy[i][1];
12710 if (!IN_LEV_FIELD(test_x, test_y))
12714 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12716 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
12718 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12719 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12721 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
12722 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
12726 bad_element = test_element;
12732 if (kill_x != -1 || kill_y != -1)
12734 if (IS_PLAYER(good_x, good_y))
12736 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
12738 if (player->shield_deadly_time_left > 0 &&
12739 !IS_INDESTRUCTIBLE(bad_element))
12740 Bang(kill_x, kill_y);
12741 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
12742 KillPlayer(player);
12745 Bang(good_x, good_y);
12749 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
12751 int i, kill_x = -1, kill_y = -1;
12752 int bad_element = Feld[bad_x][bad_y];
12753 static int test_xy[4][2] =
12760 static int touch_dir[4] =
12762 MV_LEFT | MV_RIGHT,
12767 static int test_dir[4] =
12775 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
12778 for (i = 0; i < NUM_DIRECTIONS; i++)
12780 int test_x, test_y, test_move_dir, test_element;
12782 test_x = bad_x + test_xy[i][0];
12783 test_y = bad_y + test_xy[i][1];
12785 if (!IN_LEV_FIELD(test_x, test_y))
12789 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12791 test_element = Feld[test_x][test_y];
12793 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12794 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12796 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
12797 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
12799 /* good thing is player or penguin that does not move away */
12800 if (IS_PLAYER(test_x, test_y))
12802 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12804 if (bad_element == EL_ROBOT && player->is_moving)
12805 continue; /* robot does not kill player if he is moving */
12807 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12809 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12810 continue; /* center and border element do not touch */
12818 else if (test_element == EL_PENGUIN)
12828 if (kill_x != -1 || kill_y != -1)
12830 if (IS_PLAYER(kill_x, kill_y))
12832 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12834 if (player->shield_deadly_time_left > 0 &&
12835 !IS_INDESTRUCTIBLE(bad_element))
12836 Bang(bad_x, bad_y);
12837 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12838 KillPlayer(player);
12841 Bang(kill_x, kill_y);
12845 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
12847 int bad_element = Feld[bad_x][bad_y];
12848 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
12849 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
12850 int test_x = bad_x + dx, test_y = bad_y + dy;
12851 int test_move_dir, test_element;
12852 int kill_x = -1, kill_y = -1;
12854 if (!IN_LEV_FIELD(test_x, test_y))
12858 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12860 test_element = Feld[test_x][test_y];
12862 if (test_move_dir != bad_move_dir)
12864 /* good thing can be player or penguin that does not move away */
12865 if (IS_PLAYER(test_x, test_y))
12867 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12869 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
12870 player as being hit when he is moving towards the bad thing, because
12871 the "get hit by" condition would be lost after the player stops) */
12872 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
12873 return; /* player moves away from bad thing */
12878 else if (test_element == EL_PENGUIN)
12885 if (kill_x != -1 || kill_y != -1)
12887 if (IS_PLAYER(kill_x, kill_y))
12889 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12891 if (player->shield_deadly_time_left > 0 &&
12892 !IS_INDESTRUCTIBLE(bad_element))
12893 Bang(bad_x, bad_y);
12894 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12895 KillPlayer(player);
12898 Bang(kill_x, kill_y);
12902 void TestIfPlayerTouchesBadThing(int x, int y)
12904 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12907 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
12909 TestIfGoodThingHitsBadThing(x, y, move_dir);
12912 void TestIfBadThingTouchesPlayer(int x, int y)
12914 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12917 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
12919 TestIfBadThingHitsGoodThing(x, y, move_dir);
12922 void TestIfFriendTouchesBadThing(int x, int y)
12924 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12927 void TestIfBadThingTouchesFriend(int x, int y)
12929 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12932 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
12934 int i, kill_x = bad_x, kill_y = bad_y;
12935 static int xy[4][2] =
12943 for (i = 0; i < NUM_DIRECTIONS; i++)
12947 x = bad_x + xy[i][0];
12948 y = bad_y + xy[i][1];
12949 if (!IN_LEV_FIELD(x, y))
12952 element = Feld[x][y];
12953 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
12954 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
12962 if (kill_x != bad_x || kill_y != bad_y)
12963 Bang(bad_x, bad_y);
12966 void KillPlayer(struct PlayerInfo *player)
12968 int jx = player->jx, jy = player->jy;
12970 if (!player->active)
12974 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
12975 player->killed, player->active, player->reanimated);
12978 /* the following code was introduced to prevent an infinite loop when calling
12980 -> CheckTriggeredElementChangeExt()
12981 -> ExecuteCustomElementAction()
12983 -> (infinitely repeating the above sequence of function calls)
12984 which occurs when killing the player while having a CE with the setting
12985 "kill player X when explosion of <player X>"; the solution using a new
12986 field "player->killed" was chosen for backwards compatibility, although
12987 clever use of the fields "player->active" etc. would probably also work */
12989 if (player->killed)
12993 player->killed = TRUE;
12995 /* remove accessible field at the player's position */
12996 Feld[jx][jy] = EL_EMPTY;
12998 /* deactivate shield (else Bang()/Explode() would not work right) */
12999 player->shield_normal_time_left = 0;
13000 player->shield_deadly_time_left = 0;
13003 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13004 player->killed, player->active, player->reanimated);
13010 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13011 player->killed, player->active, player->reanimated);
13014 if (player->reanimated) /* killed player may have been reanimated */
13015 player->killed = player->reanimated = FALSE;
13017 BuryPlayer(player);
13020 static void KillPlayerUnlessEnemyProtected(int x, int y)
13022 if (!PLAYER_ENEMY_PROTECTED(x, y))
13023 KillPlayer(PLAYERINFO(x, y));
13026 static void KillPlayerUnlessExplosionProtected(int x, int y)
13028 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13029 KillPlayer(PLAYERINFO(x, y));
13032 void BuryPlayer(struct PlayerInfo *player)
13034 int jx = player->jx, jy = player->jy;
13036 if (!player->active)
13039 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13040 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13042 player->GameOver = TRUE;
13043 RemovePlayer(player);
13046 void RemovePlayer(struct PlayerInfo *player)
13048 int jx = player->jx, jy = player->jy;
13049 int i, found = FALSE;
13051 player->present = FALSE;
13052 player->active = FALSE;
13054 if (!ExplodeField[jx][jy])
13055 StorePlayer[jx][jy] = 0;
13057 if (player->is_moving)
13058 TEST_DrawLevelField(player->last_jx, player->last_jy);
13060 for (i = 0; i < MAX_PLAYERS; i++)
13061 if (stored_player[i].active)
13065 AllPlayersGone = TRUE;
13071 static void setFieldForSnapping(int x, int y, int element, int direction)
13073 struct ElementInfo *ei = &element_info[element];
13074 int direction_bit = MV_DIR_TO_BIT(direction);
13075 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13076 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13077 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13079 Feld[x][y] = EL_ELEMENT_SNAPPING;
13080 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13082 ResetGfxAnimation(x, y);
13084 GfxElement[x][y] = element;
13085 GfxAction[x][y] = action;
13086 GfxDir[x][y] = direction;
13087 GfxFrame[x][y] = -1;
13091 =============================================================================
13092 checkDiagonalPushing()
13093 -----------------------------------------------------------------------------
13094 check if diagonal input device direction results in pushing of object
13095 (by checking if the alternative direction is walkable, diggable, ...)
13096 =============================================================================
13099 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13100 int x, int y, int real_dx, int real_dy)
13102 int jx, jy, dx, dy, xx, yy;
13104 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13107 /* diagonal direction: check alternative direction */
13112 xx = jx + (dx == 0 ? real_dx : 0);
13113 yy = jy + (dy == 0 ? real_dy : 0);
13115 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13119 =============================================================================
13121 -----------------------------------------------------------------------------
13122 x, y: field next to player (non-diagonal) to try to dig to
13123 real_dx, real_dy: direction as read from input device (can be diagonal)
13124 =============================================================================
13127 static int DigField(struct PlayerInfo *player,
13128 int oldx, int oldy, int x, int y,
13129 int real_dx, int real_dy, int mode)
13131 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13132 boolean player_was_pushing = player->is_pushing;
13133 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13134 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13135 int jx = oldx, jy = oldy;
13136 int dx = x - jx, dy = y - jy;
13137 int nextx = x + dx, nexty = y + dy;
13138 int move_direction = (dx == -1 ? MV_LEFT :
13139 dx == +1 ? MV_RIGHT :
13141 dy == +1 ? MV_DOWN : MV_NONE);
13142 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13143 int dig_side = MV_DIR_OPPOSITE(move_direction);
13144 int old_element = Feld[jx][jy];
13145 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13148 if (is_player) /* function can also be called by EL_PENGUIN */
13150 if (player->MovPos == 0)
13152 player->is_digging = FALSE;
13153 player->is_collecting = FALSE;
13156 if (player->MovPos == 0) /* last pushing move finished */
13157 player->is_pushing = FALSE;
13159 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13161 player->is_switching = FALSE;
13162 player->push_delay = -1;
13164 return MP_NO_ACTION;
13168 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13169 old_element = Back[jx][jy];
13171 /* in case of element dropped at player position, check background */
13172 else if (Back[jx][jy] != EL_EMPTY &&
13173 game.engine_version >= VERSION_IDENT(2,2,0,0))
13174 old_element = Back[jx][jy];
13176 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13177 return MP_NO_ACTION; /* field has no opening in this direction */
13179 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13180 return MP_NO_ACTION; /* field has no opening in this direction */
13182 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13186 Feld[jx][jy] = player->artwork_element;
13187 InitMovingField(jx, jy, MV_DOWN);
13188 Store[jx][jy] = EL_ACID;
13189 ContinueMoving(jx, jy);
13190 BuryPlayer(player);
13192 return MP_DONT_RUN_INTO;
13195 if (player_can_move && DONT_RUN_INTO(element))
13197 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13199 return MP_DONT_RUN_INTO;
13202 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13203 return MP_NO_ACTION;
13205 collect_count = element_info[element].collect_count_initial;
13207 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13208 return MP_NO_ACTION;
13210 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13211 player_can_move = player_can_move_or_snap;
13213 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13214 game.engine_version >= VERSION_IDENT(2,2,0,0))
13216 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13217 player->index_bit, dig_side);
13218 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13219 player->index_bit, dig_side);
13221 if (element == EL_DC_LANDMINE)
13224 if (Feld[x][y] != element) /* field changed by snapping */
13227 return MP_NO_ACTION;
13230 if (player->gravity && is_player && !player->is_auto_moving &&
13231 canFallDown(player) && move_direction != MV_DOWN &&
13232 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13233 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13235 if (player_can_move &&
13236 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13238 int sound_element = SND_ELEMENT(element);
13239 int sound_action = ACTION_WALKING;
13241 if (IS_RND_GATE(element))
13243 if (!player->key[RND_GATE_NR(element)])
13244 return MP_NO_ACTION;
13246 else if (IS_RND_GATE_GRAY(element))
13248 if (!player->key[RND_GATE_GRAY_NR(element)])
13249 return MP_NO_ACTION;
13251 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13253 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13254 return MP_NO_ACTION;
13256 else if (element == EL_EXIT_OPEN ||
13257 element == EL_EM_EXIT_OPEN ||
13258 element == EL_EM_EXIT_OPENING ||
13259 element == EL_STEEL_EXIT_OPEN ||
13260 element == EL_EM_STEEL_EXIT_OPEN ||
13261 element == EL_EM_STEEL_EXIT_OPENING ||
13262 element == EL_SP_EXIT_OPEN ||
13263 element == EL_SP_EXIT_OPENING)
13265 sound_action = ACTION_PASSING; /* player is passing exit */
13267 else if (element == EL_EMPTY)
13269 sound_action = ACTION_MOVING; /* nothing to walk on */
13272 /* play sound from background or player, whatever is available */
13273 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13274 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13276 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13278 else if (player_can_move &&
13279 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13281 if (!ACCESS_FROM(element, opposite_direction))
13282 return MP_NO_ACTION; /* field not accessible from this direction */
13284 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13285 return MP_NO_ACTION;
13287 if (IS_EM_GATE(element))
13289 if (!player->key[EM_GATE_NR(element)])
13290 return MP_NO_ACTION;
13292 else if (IS_EM_GATE_GRAY(element))
13294 if (!player->key[EM_GATE_GRAY_NR(element)])
13295 return MP_NO_ACTION;
13297 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13299 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13300 return MP_NO_ACTION;
13302 else if (IS_EMC_GATE(element))
13304 if (!player->key[EMC_GATE_NR(element)])
13305 return MP_NO_ACTION;
13307 else if (IS_EMC_GATE_GRAY(element))
13309 if (!player->key[EMC_GATE_GRAY_NR(element)])
13310 return MP_NO_ACTION;
13312 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13314 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13315 return MP_NO_ACTION;
13317 else if (element == EL_DC_GATE_WHITE ||
13318 element == EL_DC_GATE_WHITE_GRAY ||
13319 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13321 if (player->num_white_keys == 0)
13322 return MP_NO_ACTION;
13324 player->num_white_keys--;
13326 else if (IS_SP_PORT(element))
13328 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13329 element == EL_SP_GRAVITY_PORT_RIGHT ||
13330 element == EL_SP_GRAVITY_PORT_UP ||
13331 element == EL_SP_GRAVITY_PORT_DOWN)
13332 player->gravity = !player->gravity;
13333 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13334 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13335 element == EL_SP_GRAVITY_ON_PORT_UP ||
13336 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13337 player->gravity = TRUE;
13338 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13339 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13340 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13341 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13342 player->gravity = FALSE;
13345 /* automatically move to the next field with double speed */
13346 player->programmed_action = move_direction;
13348 if (player->move_delay_reset_counter == 0)
13350 player->move_delay_reset_counter = 2; /* two double speed steps */
13352 DOUBLE_PLAYER_SPEED(player);
13355 PlayLevelSoundAction(x, y, ACTION_PASSING);
13357 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13361 if (mode != DF_SNAP)
13363 GfxElement[x][y] = GFX_ELEMENT(element);
13364 player->is_digging = TRUE;
13367 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13369 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13370 player->index_bit, dig_side);
13372 if (mode == DF_SNAP)
13374 if (level.block_snap_field)
13375 setFieldForSnapping(x, y, element, move_direction);
13377 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13379 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13380 player->index_bit, dig_side);
13383 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13387 if (is_player && mode != DF_SNAP)
13389 GfxElement[x][y] = element;
13390 player->is_collecting = TRUE;
13393 if (element == EL_SPEED_PILL)
13395 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13397 else if (element == EL_EXTRA_TIME && level.time > 0)
13399 TimeLeft += level.extra_time;
13401 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13403 DisplayGameControlValues();
13405 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13407 player->shield_normal_time_left += level.shield_normal_time;
13408 if (element == EL_SHIELD_DEADLY)
13409 player->shield_deadly_time_left += level.shield_deadly_time;
13411 else if (element == EL_DYNAMITE ||
13412 element == EL_EM_DYNAMITE ||
13413 element == EL_SP_DISK_RED)
13415 if (player->inventory_size < MAX_INVENTORY_SIZE)
13416 player->inventory_element[player->inventory_size++] = element;
13418 DrawGameDoorValues();
13420 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13422 player->dynabomb_count++;
13423 player->dynabombs_left++;
13425 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13427 player->dynabomb_size++;
13429 else if (element == EL_DYNABOMB_INCREASE_POWER)
13431 player->dynabomb_xl = TRUE;
13433 else if (IS_KEY(element))
13435 player->key[KEY_NR(element)] = TRUE;
13437 DrawGameDoorValues();
13439 else if (element == EL_DC_KEY_WHITE)
13441 player->num_white_keys++;
13443 /* display white keys? */
13444 /* DrawGameDoorValues(); */
13446 else if (IS_ENVELOPE(element))
13448 player->show_envelope = element;
13450 else if (element == EL_EMC_LENSES)
13452 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13454 RedrawAllInvisibleElementsForLenses();
13456 else if (element == EL_EMC_MAGNIFIER)
13458 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13460 RedrawAllInvisibleElementsForMagnifier();
13462 else if (IS_DROPPABLE(element) ||
13463 IS_THROWABLE(element)) /* can be collected and dropped */
13467 if (collect_count == 0)
13468 player->inventory_infinite_element = element;
13470 for (i = 0; i < collect_count; i++)
13471 if (player->inventory_size < MAX_INVENTORY_SIZE)
13472 player->inventory_element[player->inventory_size++] = element;
13474 DrawGameDoorValues();
13476 else if (collect_count > 0)
13478 local_player->gems_still_needed -= collect_count;
13479 if (local_player->gems_still_needed < 0)
13480 local_player->gems_still_needed = 0;
13482 game.snapshot.collected_item = TRUE;
13484 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13486 DisplayGameControlValues();
13489 RaiseScoreElement(element);
13490 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13493 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13494 player->index_bit, dig_side);
13496 if (mode == DF_SNAP)
13498 if (level.block_snap_field)
13499 setFieldForSnapping(x, y, element, move_direction);
13501 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13503 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13504 player->index_bit, dig_side);
13507 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13509 if (mode == DF_SNAP && element != EL_BD_ROCK)
13510 return MP_NO_ACTION;
13512 if (CAN_FALL(element) && dy)
13513 return MP_NO_ACTION;
13515 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13516 !(element == EL_SPRING && level.use_spring_bug))
13517 return MP_NO_ACTION;
13519 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13520 ((move_direction & MV_VERTICAL &&
13521 ((element_info[element].move_pattern & MV_LEFT &&
13522 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13523 (element_info[element].move_pattern & MV_RIGHT &&
13524 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13525 (move_direction & MV_HORIZONTAL &&
13526 ((element_info[element].move_pattern & MV_UP &&
13527 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13528 (element_info[element].move_pattern & MV_DOWN &&
13529 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13530 return MP_NO_ACTION;
13532 /* do not push elements already moving away faster than player */
13533 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13534 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13535 return MP_NO_ACTION;
13537 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13539 if (player->push_delay_value == -1 || !player_was_pushing)
13540 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13542 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13544 if (player->push_delay_value == -1)
13545 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13547 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13549 if (!player->is_pushing)
13550 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13553 player->is_pushing = TRUE;
13554 player->is_active = TRUE;
13556 if (!(IN_LEV_FIELD(nextx, nexty) &&
13557 (IS_FREE(nextx, nexty) ||
13558 (IS_SB_ELEMENT(element) &&
13559 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13560 (IS_CUSTOM_ELEMENT(element) &&
13561 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13562 return MP_NO_ACTION;
13564 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13565 return MP_NO_ACTION;
13567 if (player->push_delay == -1) /* new pushing; restart delay */
13568 player->push_delay = 0;
13570 if (player->push_delay < player->push_delay_value &&
13571 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13572 element != EL_SPRING && element != EL_BALLOON)
13574 /* make sure that there is no move delay before next try to push */
13575 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13576 player->move_delay = 0;
13578 return MP_NO_ACTION;
13581 if (IS_CUSTOM_ELEMENT(element) &&
13582 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13584 if (!DigFieldByCE(nextx, nexty, element))
13585 return MP_NO_ACTION;
13588 if (IS_SB_ELEMENT(element))
13590 if (element == EL_SOKOBAN_FIELD_FULL)
13592 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13593 local_player->sokobanfields_still_needed++;
13596 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13598 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13599 local_player->sokobanfields_still_needed--;
13602 Feld[x][y] = EL_SOKOBAN_OBJECT;
13604 if (Back[x][y] == Back[nextx][nexty])
13605 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13606 else if (Back[x][y] != 0)
13607 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13610 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13613 if (local_player->sokobanfields_still_needed == 0 &&
13614 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13616 PlayerWins(player);
13618 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13622 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13624 InitMovingField(x, y, move_direction);
13625 GfxAction[x][y] = ACTION_PUSHING;
13627 if (mode == DF_SNAP)
13628 ContinueMoving(x, y);
13630 MovPos[x][y] = (dx != 0 ? dx : dy);
13632 Pushed[x][y] = TRUE;
13633 Pushed[nextx][nexty] = TRUE;
13635 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13636 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13638 player->push_delay_value = -1; /* get new value later */
13640 /* check for element change _after_ element has been pushed */
13641 if (game.use_change_when_pushing_bug)
13643 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
13644 player->index_bit, dig_side);
13645 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
13646 player->index_bit, dig_side);
13649 else if (IS_SWITCHABLE(element))
13651 if (PLAYER_SWITCHING(player, x, y))
13653 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13654 player->index_bit, dig_side);
13659 player->is_switching = TRUE;
13660 player->switch_x = x;
13661 player->switch_y = y;
13663 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13665 if (element == EL_ROBOT_WHEEL)
13667 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
13671 game.robot_wheel_active = TRUE;
13673 TEST_DrawLevelField(x, y);
13675 else if (element == EL_SP_TERMINAL)
13679 SCAN_PLAYFIELD(xx, yy)
13681 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
13685 else if (Feld[xx][yy] == EL_SP_TERMINAL)
13687 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
13689 ResetGfxAnimation(xx, yy);
13690 TEST_DrawLevelField(xx, yy);
13694 else if (IS_BELT_SWITCH(element))
13696 ToggleBeltSwitch(x, y);
13698 else if (element == EL_SWITCHGATE_SWITCH_UP ||
13699 element == EL_SWITCHGATE_SWITCH_DOWN ||
13700 element == EL_DC_SWITCHGATE_SWITCH_UP ||
13701 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
13703 ToggleSwitchgateSwitch(x, y);
13705 else if (element == EL_LIGHT_SWITCH ||
13706 element == EL_LIGHT_SWITCH_ACTIVE)
13708 ToggleLightSwitch(x, y);
13710 else if (element == EL_TIMEGATE_SWITCH ||
13711 element == EL_DC_TIMEGATE_SWITCH)
13713 ActivateTimegateSwitch(x, y);
13715 else if (element == EL_BALLOON_SWITCH_LEFT ||
13716 element == EL_BALLOON_SWITCH_RIGHT ||
13717 element == EL_BALLOON_SWITCH_UP ||
13718 element == EL_BALLOON_SWITCH_DOWN ||
13719 element == EL_BALLOON_SWITCH_NONE ||
13720 element == EL_BALLOON_SWITCH_ANY)
13722 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
13723 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
13724 element == EL_BALLOON_SWITCH_UP ? MV_UP :
13725 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
13726 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
13729 else if (element == EL_LAMP)
13731 Feld[x][y] = EL_LAMP_ACTIVE;
13732 local_player->lights_still_needed--;
13734 ResetGfxAnimation(x, y);
13735 TEST_DrawLevelField(x, y);
13737 else if (element == EL_TIME_ORB_FULL)
13739 Feld[x][y] = EL_TIME_ORB_EMPTY;
13741 if (level.time > 0 || level.use_time_orb_bug)
13743 TimeLeft += level.time_orb_time;
13744 game.no_time_limit = FALSE;
13746 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13748 DisplayGameControlValues();
13751 ResetGfxAnimation(x, y);
13752 TEST_DrawLevelField(x, y);
13754 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
13755 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13759 game.ball_state = !game.ball_state;
13761 SCAN_PLAYFIELD(xx, yy)
13763 int e = Feld[xx][yy];
13765 if (game.ball_state)
13767 if (e == EL_EMC_MAGIC_BALL)
13768 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
13769 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
13770 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
13774 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
13775 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
13776 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13777 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
13782 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13783 player->index_bit, dig_side);
13785 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13786 player->index_bit, dig_side);
13788 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13789 player->index_bit, dig_side);
13795 if (!PLAYER_SWITCHING(player, x, y))
13797 player->is_switching = TRUE;
13798 player->switch_x = x;
13799 player->switch_y = y;
13801 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
13802 player->index_bit, dig_side);
13803 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13804 player->index_bit, dig_side);
13806 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
13807 player->index_bit, dig_side);
13808 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13809 player->index_bit, dig_side);
13812 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
13813 player->index_bit, dig_side);
13814 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13815 player->index_bit, dig_side);
13817 return MP_NO_ACTION;
13820 player->push_delay = -1;
13822 if (is_player) /* function can also be called by EL_PENGUIN */
13824 if (Feld[x][y] != element) /* really digged/collected something */
13826 player->is_collecting = !player->is_digging;
13827 player->is_active = TRUE;
13834 static boolean DigFieldByCE(int x, int y, int digging_element)
13836 int element = Feld[x][y];
13838 if (!IS_FREE(x, y))
13840 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
13841 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
13844 /* no element can dig solid indestructible elements */
13845 if (IS_INDESTRUCTIBLE(element) &&
13846 !IS_DIGGABLE(element) &&
13847 !IS_COLLECTIBLE(element))
13850 if (AmoebaNr[x][y] &&
13851 (element == EL_AMOEBA_FULL ||
13852 element == EL_BD_AMOEBA ||
13853 element == EL_AMOEBA_GROWING))
13855 AmoebaCnt[AmoebaNr[x][y]]--;
13856 AmoebaCnt2[AmoebaNr[x][y]]--;
13859 if (IS_MOVING(x, y))
13860 RemoveMovingField(x, y);
13864 TEST_DrawLevelField(x, y);
13867 /* if digged element was about to explode, prevent the explosion */
13868 ExplodeField[x][y] = EX_TYPE_NONE;
13870 PlayLevelSoundAction(x, y, action);
13873 Store[x][y] = EL_EMPTY;
13875 /* this makes it possible to leave the removed element again */
13876 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
13877 Store[x][y] = element;
13882 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
13884 int jx = player->jx, jy = player->jy;
13885 int x = jx + dx, y = jy + dy;
13886 int snap_direction = (dx == -1 ? MV_LEFT :
13887 dx == +1 ? MV_RIGHT :
13889 dy == +1 ? MV_DOWN : MV_NONE);
13890 boolean can_continue_snapping = (level.continuous_snapping &&
13891 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
13893 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
13896 if (!player->active || !IN_LEV_FIELD(x, y))
13904 if (player->MovPos == 0)
13905 player->is_pushing = FALSE;
13907 player->is_snapping = FALSE;
13909 if (player->MovPos == 0)
13911 player->is_moving = FALSE;
13912 player->is_digging = FALSE;
13913 player->is_collecting = FALSE;
13919 /* prevent snapping with already pressed snap key when not allowed */
13920 if (player->is_snapping && !can_continue_snapping)
13923 player->MovDir = snap_direction;
13925 if (player->MovPos == 0)
13927 player->is_moving = FALSE;
13928 player->is_digging = FALSE;
13929 player->is_collecting = FALSE;
13932 player->is_dropping = FALSE;
13933 player->is_dropping_pressed = FALSE;
13934 player->drop_pressed_delay = 0;
13936 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
13939 player->is_snapping = TRUE;
13940 player->is_active = TRUE;
13942 if (player->MovPos == 0)
13944 player->is_moving = FALSE;
13945 player->is_digging = FALSE;
13946 player->is_collecting = FALSE;
13949 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
13950 TEST_DrawLevelField(player->last_jx, player->last_jy);
13952 TEST_DrawLevelField(x, y);
13957 static boolean DropElement(struct PlayerInfo *player)
13959 int old_element, new_element;
13960 int dropx = player->jx, dropy = player->jy;
13961 int drop_direction = player->MovDir;
13962 int drop_side = drop_direction;
13963 int drop_element = get_next_dropped_element(player);
13965 player->is_dropping_pressed = TRUE;
13967 /* do not drop an element on top of another element; when holding drop key
13968 pressed without moving, dropped element must move away before the next
13969 element can be dropped (this is especially important if the next element
13970 is dynamite, which can be placed on background for historical reasons) */
13971 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
13974 if (IS_THROWABLE(drop_element))
13976 dropx += GET_DX_FROM_DIR(drop_direction);
13977 dropy += GET_DY_FROM_DIR(drop_direction);
13979 if (!IN_LEV_FIELD(dropx, dropy))
13983 old_element = Feld[dropx][dropy]; /* old element at dropping position */
13984 new_element = drop_element; /* default: no change when dropping */
13986 /* check if player is active, not moving and ready to drop */
13987 if (!player->active || player->MovPos || player->drop_delay > 0)
13990 /* check if player has anything that can be dropped */
13991 if (new_element == EL_UNDEFINED)
13994 /* check if drop key was pressed long enough for EM style dynamite */
13995 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
13998 /* check if anything can be dropped at the current position */
13999 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14002 /* collected custom elements can only be dropped on empty fields */
14003 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14006 if (old_element != EL_EMPTY)
14007 Back[dropx][dropy] = old_element; /* store old element on this field */
14009 ResetGfxAnimation(dropx, dropy);
14010 ResetRandomAnimationValue(dropx, dropy);
14012 if (player->inventory_size > 0 ||
14013 player->inventory_infinite_element != EL_UNDEFINED)
14015 if (player->inventory_size > 0)
14017 player->inventory_size--;
14019 DrawGameDoorValues();
14021 if (new_element == EL_DYNAMITE)
14022 new_element = EL_DYNAMITE_ACTIVE;
14023 else if (new_element == EL_EM_DYNAMITE)
14024 new_element = EL_EM_DYNAMITE_ACTIVE;
14025 else if (new_element == EL_SP_DISK_RED)
14026 new_element = EL_SP_DISK_RED_ACTIVE;
14029 Feld[dropx][dropy] = new_element;
14031 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14032 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14033 el2img(Feld[dropx][dropy]), 0);
14035 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14037 /* needed if previous element just changed to "empty" in the last frame */
14038 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14040 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14041 player->index_bit, drop_side);
14042 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14044 player->index_bit, drop_side);
14046 TestIfElementTouchesCustomElement(dropx, dropy);
14048 else /* player is dropping a dyna bomb */
14050 player->dynabombs_left--;
14052 Feld[dropx][dropy] = new_element;
14054 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14055 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14056 el2img(Feld[dropx][dropy]), 0);
14058 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14061 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14062 InitField_WithBug1(dropx, dropy, FALSE);
14064 new_element = Feld[dropx][dropy]; /* element might have changed */
14066 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14067 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14069 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14070 MovDir[dropx][dropy] = drop_direction;
14072 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14074 /* do not cause impact style collision by dropping elements that can fall */
14075 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14078 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14079 player->is_dropping = TRUE;
14081 player->drop_pressed_delay = 0;
14082 player->is_dropping_pressed = FALSE;
14084 player->drop_x = dropx;
14085 player->drop_y = dropy;
14090 /* ------------------------------------------------------------------------- */
14091 /* game sound playing functions */
14092 /* ------------------------------------------------------------------------- */
14094 static int *loop_sound_frame = NULL;
14095 static int *loop_sound_volume = NULL;
14097 void InitPlayLevelSound()
14099 int num_sounds = getSoundListSize();
14101 checked_free(loop_sound_frame);
14102 checked_free(loop_sound_volume);
14104 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14105 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14108 static void PlayLevelSound(int x, int y, int nr)
14110 int sx = SCREENX(x), sy = SCREENY(y);
14111 int volume, stereo_position;
14112 int max_distance = 8;
14113 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14115 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14116 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14119 if (!IN_LEV_FIELD(x, y) ||
14120 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14121 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14124 volume = SOUND_MAX_VOLUME;
14126 if (!IN_SCR_FIELD(sx, sy))
14128 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14129 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14131 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14134 stereo_position = (SOUND_MAX_LEFT +
14135 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14136 (SCR_FIELDX + 2 * max_distance));
14138 if (IS_LOOP_SOUND(nr))
14140 /* This assures that quieter loop sounds do not overwrite louder ones,
14141 while restarting sound volume comparison with each new game frame. */
14143 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14146 loop_sound_volume[nr] = volume;
14147 loop_sound_frame[nr] = FrameCounter;
14150 PlaySoundExt(nr, volume, stereo_position, type);
14153 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14155 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14156 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14157 y < LEVELY(BY1) ? LEVELY(BY1) :
14158 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14162 static void PlayLevelSoundAction(int x, int y, int action)
14164 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14167 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14169 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14171 if (sound_effect != SND_UNDEFINED)
14172 PlayLevelSound(x, y, sound_effect);
14175 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14178 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14180 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14181 PlayLevelSound(x, y, sound_effect);
14184 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14186 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14188 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14189 PlayLevelSound(x, y, sound_effect);
14192 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14194 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14196 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14197 StopSound(sound_effect);
14200 static void PlayLevelMusic()
14202 if (levelset.music[level_nr] != MUS_UNDEFINED)
14203 PlayMusic(levelset.music[level_nr]); /* from config file */
14205 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
14208 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14210 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14211 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14212 int x = xx - 1 - offset;
14213 int y = yy - 1 - offset;
14218 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14222 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14226 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14230 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14234 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14238 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14242 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14245 case SAMPLE_android_clone:
14246 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14249 case SAMPLE_android_move:
14250 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14253 case SAMPLE_spring:
14254 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14258 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14262 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14265 case SAMPLE_eater_eat:
14266 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14270 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14273 case SAMPLE_collect:
14274 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14277 case SAMPLE_diamond:
14278 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14281 case SAMPLE_squash:
14282 /* !!! CHECK THIS !!! */
14284 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14286 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14290 case SAMPLE_wonderfall:
14291 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14295 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14299 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14303 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14307 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14311 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14315 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14318 case SAMPLE_wonder:
14319 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14323 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14326 case SAMPLE_exit_open:
14327 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14330 case SAMPLE_exit_leave:
14331 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14334 case SAMPLE_dynamite:
14335 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14339 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14343 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14347 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14351 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14355 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14359 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14363 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14368 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14370 int element = map_element_SP_to_RND(element_sp);
14371 int action = map_action_SP_to_RND(action_sp);
14372 int offset = (setup.sp_show_border_elements ? 0 : 1);
14373 int x = xx - offset;
14374 int y = yy - offset;
14376 PlayLevelSoundElementAction(x, y, element, action);
14379 void RaiseScore(int value)
14381 local_player->score += value;
14383 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14385 DisplayGameControlValues();
14388 void RaiseScoreElement(int element)
14393 case EL_BD_DIAMOND:
14394 case EL_EMERALD_YELLOW:
14395 case EL_EMERALD_RED:
14396 case EL_EMERALD_PURPLE:
14397 case EL_SP_INFOTRON:
14398 RaiseScore(level.score[SC_EMERALD]);
14401 RaiseScore(level.score[SC_DIAMOND]);
14404 RaiseScore(level.score[SC_CRYSTAL]);
14407 RaiseScore(level.score[SC_PEARL]);
14410 case EL_BD_BUTTERFLY:
14411 case EL_SP_ELECTRON:
14412 RaiseScore(level.score[SC_BUG]);
14415 case EL_BD_FIREFLY:
14416 case EL_SP_SNIKSNAK:
14417 RaiseScore(level.score[SC_SPACESHIP]);
14420 case EL_DARK_YAMYAM:
14421 RaiseScore(level.score[SC_YAMYAM]);
14424 RaiseScore(level.score[SC_ROBOT]);
14427 RaiseScore(level.score[SC_PACMAN]);
14430 RaiseScore(level.score[SC_NUT]);
14433 case EL_EM_DYNAMITE:
14434 case EL_SP_DISK_RED:
14435 case EL_DYNABOMB_INCREASE_NUMBER:
14436 case EL_DYNABOMB_INCREASE_SIZE:
14437 case EL_DYNABOMB_INCREASE_POWER:
14438 RaiseScore(level.score[SC_DYNAMITE]);
14440 case EL_SHIELD_NORMAL:
14441 case EL_SHIELD_DEADLY:
14442 RaiseScore(level.score[SC_SHIELD]);
14444 case EL_EXTRA_TIME:
14445 RaiseScore(level.extra_time_score);
14459 case EL_DC_KEY_WHITE:
14460 RaiseScore(level.score[SC_KEY]);
14463 RaiseScore(element_info[element].collect_score);
14468 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14470 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14472 /* closing door required in case of envelope style request dialogs */
14474 CloseDoor(DOOR_CLOSE_1);
14476 #if defined(NETWORK_AVALIABLE)
14477 if (options.network)
14478 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14483 FadeSkipNextFadeIn();
14485 SetGameStatus(GAME_MODE_MAIN);
14490 else /* continue playing the game */
14492 if (tape.playing && tape.deactivate_display)
14493 TapeDeactivateDisplayOff(TRUE);
14495 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14497 if (tape.playing && tape.deactivate_display)
14498 TapeDeactivateDisplayOn();
14502 void RequestQuitGame(boolean ask_if_really_quit)
14504 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14505 boolean skip_request = AllPlayersGone || quick_quit;
14507 RequestQuitGameExt(skip_request, quick_quit,
14508 "Do you really want to quit the game?");
14512 /* ------------------------------------------------------------------------- */
14513 /* random generator functions */
14514 /* ------------------------------------------------------------------------- */
14516 unsigned int InitEngineRandom_RND(int seed)
14518 game.num_random_calls = 0;
14520 return InitEngineRandom(seed);
14523 unsigned int RND(int max)
14527 game.num_random_calls++;
14529 return GetEngineRandom(max);
14536 /* ------------------------------------------------------------------------- */
14537 /* game engine snapshot handling functions */
14538 /* ------------------------------------------------------------------------- */
14540 struct EngineSnapshotInfo
14542 /* runtime values for custom element collect score */
14543 int collect_score[NUM_CUSTOM_ELEMENTS];
14545 /* runtime values for group element choice position */
14546 int choice_pos[NUM_GROUP_ELEMENTS];
14548 /* runtime values for belt position animations */
14549 int belt_graphic[4][NUM_BELT_PARTS];
14550 int belt_anim_mode[4][NUM_BELT_PARTS];
14553 static struct EngineSnapshotInfo engine_snapshot_rnd;
14554 static char *snapshot_level_identifier = NULL;
14555 static int snapshot_level_nr = -1;
14557 static void SaveEngineSnapshotValues_RND()
14559 static int belt_base_active_element[4] =
14561 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
14562 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
14563 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
14564 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
14568 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14570 int element = EL_CUSTOM_START + i;
14572 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
14575 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14577 int element = EL_GROUP_START + i;
14579 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
14582 for (i = 0; i < 4; i++)
14584 for (j = 0; j < NUM_BELT_PARTS; j++)
14586 int element = belt_base_active_element[i] + j;
14587 int graphic = el2img(element);
14588 int anim_mode = graphic_info[graphic].anim_mode;
14590 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
14591 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
14596 static void LoadEngineSnapshotValues_RND()
14598 unsigned int num_random_calls = game.num_random_calls;
14601 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14603 int element = EL_CUSTOM_START + i;
14605 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
14608 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14610 int element = EL_GROUP_START + i;
14612 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
14615 for (i = 0; i < 4; i++)
14617 for (j = 0; j < NUM_BELT_PARTS; j++)
14619 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
14620 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
14622 graphic_info[graphic].anim_mode = anim_mode;
14626 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14628 InitRND(tape.random_seed);
14629 for (i = 0; i < num_random_calls; i++)
14633 if (game.num_random_calls != num_random_calls)
14635 Error(ERR_INFO, "number of random calls out of sync");
14636 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
14637 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
14638 Error(ERR_EXIT, "this should not happen -- please debug");
14642 void FreeEngineSnapshotSingle()
14644 FreeSnapshotSingle();
14646 setString(&snapshot_level_identifier, NULL);
14647 snapshot_level_nr = -1;
14650 void FreeEngineSnapshotList()
14652 FreeSnapshotList();
14655 ListNode *SaveEngineSnapshotBuffers()
14657 ListNode *buffers = NULL;
14659 /* copy some special values to a structure better suited for the snapshot */
14661 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14662 SaveEngineSnapshotValues_RND();
14663 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14664 SaveEngineSnapshotValues_EM();
14665 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14666 SaveEngineSnapshotValues_SP(&buffers);
14668 /* save values stored in special snapshot structure */
14670 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14671 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
14672 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14673 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
14674 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14675 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
14677 /* save further RND engine values */
14679 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
14680 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
14681 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
14683 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
14684 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
14685 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
14686 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
14688 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
14689 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
14690 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
14691 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
14692 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
14694 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
14695 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
14696 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
14698 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
14700 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
14702 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
14703 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
14705 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
14706 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
14707 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
14708 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
14709 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
14710 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
14711 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
14712 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
14713 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
14714 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
14715 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
14716 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
14717 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
14718 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
14719 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
14720 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
14721 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
14722 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
14724 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
14725 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
14727 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
14728 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
14729 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
14731 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
14732 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
14734 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
14735 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
14736 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
14737 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
14738 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
14740 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
14741 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
14744 ListNode *node = engine_snapshot_list_rnd;
14747 while (node != NULL)
14749 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
14754 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
14760 void SaveEngineSnapshotSingle()
14762 ListNode *buffers = SaveEngineSnapshotBuffers();
14764 /* finally save all snapshot buffers to single snapshot */
14765 SaveSnapshotSingle(buffers);
14767 /* save level identification information */
14768 setString(&snapshot_level_identifier, leveldir_current->identifier);
14769 snapshot_level_nr = level_nr;
14772 static boolean SaveEngineSnapshotToListExt(boolean initial_snapshot)
14774 boolean save_snapshot =
14775 (initial_snapshot ||
14776 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
14777 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
14778 game.snapshot.changed_action) ||
14779 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
14780 game.snapshot.collected_item));
14782 game.snapshot.changed_action = FALSE;
14783 game.snapshot.collected_item = FALSE;
14785 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
14786 tape.quick_resume ||
14790 ListNode *buffers = SaveEngineSnapshotBuffers();
14792 /* finally save all snapshot buffers to snapshot list */
14793 SaveSnapshotToList(buffers);
14798 boolean SaveEngineSnapshotToList()
14800 return SaveEngineSnapshotToListExt(FALSE);
14803 void SaveEngineSnapshotToListInitial()
14805 FreeEngineSnapshotList();
14807 SaveEngineSnapshotToListExt(TRUE);
14810 void LoadEngineSnapshotValues()
14812 /* restore special values from snapshot structure */
14814 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14815 LoadEngineSnapshotValues_RND();
14816 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14817 LoadEngineSnapshotValues_EM();
14818 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14819 LoadEngineSnapshotValues_SP();
14822 void LoadEngineSnapshotSingle()
14824 LoadSnapshotSingle();
14826 LoadEngineSnapshotValues();
14829 void LoadEngineSnapshot_Undo(int steps)
14831 LoadSnapshotFromList_Older(steps);
14833 LoadEngineSnapshotValues();
14836 void LoadEngineSnapshot_Redo(int steps)
14838 LoadSnapshotFromList_Newer(steps);
14840 LoadEngineSnapshotValues();
14843 boolean CheckEngineSnapshotSingle()
14845 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
14846 snapshot_level_nr == level_nr);
14849 boolean CheckEngineSnapshotList()
14851 return CheckSnapshotList();
14855 /* ---------- new game button stuff ---------------------------------------- */
14863 } gamebutton_info[NUM_GAME_BUTTONS] =
14866 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
14867 GAME_CTRL_ID_STOP, "stop game"
14870 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
14871 GAME_CTRL_ID_PAUSE, "pause game"
14874 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
14875 GAME_CTRL_ID_PLAY, "play game"
14878 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
14879 GAME_CTRL_ID_UNDO, "undo step"
14882 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
14883 GAME_CTRL_ID_REDO, "redo step"
14886 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
14887 GAME_CTRL_ID_SAVE, "save game"
14890 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
14891 GAME_CTRL_ID_PAUSE2, "pause game"
14894 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
14895 GAME_CTRL_ID_LOAD, "load game"
14898 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
14899 SOUND_CTRL_ID_MUSIC, "background music on/off"
14902 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
14903 SOUND_CTRL_ID_LOOPS, "sound loops on/off"
14906 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
14907 SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
14911 void CreateGameButtons()
14915 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14917 struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
14918 struct XY *pos = gamebutton_info[i].pos;
14919 struct GadgetInfo *gi;
14922 unsigned int event_mask;
14923 int base_x = (tape.show_game_buttons ? VX : DX);
14924 int base_y = (tape.show_game_buttons ? VY : DY);
14925 int gd_x = gfx->src_x;
14926 int gd_y = gfx->src_y;
14927 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
14928 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
14929 int gd_xa = gfx->src_x + gfx->active_xoffset;
14930 int gd_ya = gfx->src_y + gfx->active_yoffset;
14931 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
14932 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
14935 if (gfx->bitmap == NULL)
14937 game_gadget[id] = NULL;
14942 if (id == GAME_CTRL_ID_STOP ||
14943 id == GAME_CTRL_ID_PLAY ||
14944 id == GAME_CTRL_ID_SAVE ||
14945 id == GAME_CTRL_ID_LOAD)
14947 button_type = GD_TYPE_NORMAL_BUTTON;
14949 event_mask = GD_EVENT_RELEASED;
14951 else if (id == GAME_CTRL_ID_UNDO ||
14952 id == GAME_CTRL_ID_REDO)
14954 button_type = GD_TYPE_NORMAL_BUTTON;
14956 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
14960 button_type = GD_TYPE_CHECK_BUTTON;
14962 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
14963 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
14964 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
14965 event_mask = GD_EVENT_PRESSED;
14968 gi = CreateGadget(GDI_CUSTOM_ID, id,
14969 GDI_INFO_TEXT, gamebutton_info[i].infotext,
14970 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
14971 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
14972 GDI_WIDTH, gfx->width,
14973 GDI_HEIGHT, gfx->height,
14974 GDI_TYPE, button_type,
14975 GDI_STATE, GD_BUTTON_UNPRESSED,
14976 GDI_CHECKED, checked,
14977 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
14978 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
14979 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
14980 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
14981 GDI_DIRECT_DRAW, FALSE,
14982 GDI_EVENT_MASK, event_mask,
14983 GDI_CALLBACK_ACTION, HandleGameButtons,
14987 Error(ERR_EXIT, "cannot create gadget");
14989 game_gadget[id] = gi;
14993 void FreeGameButtons()
14997 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14998 FreeGadget(game_gadget[i]);
15001 static void UnmapGameButtonsAtSamePosition(int id)
15005 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15007 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15008 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15009 UnmapGadget(game_gadget[i]);
15012 static void UnmapGameButtonsAtSamePosition_All()
15014 if (setup.show_snapshot_buttons)
15016 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15017 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15018 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15022 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15023 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15024 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15028 static void MapGameButtonsAtSamePosition(int id)
15032 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15034 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15035 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15036 MapGadget(game_gadget[i]);
15038 UnmapGameButtonsAtSamePosition_All();
15041 void MapUndoRedoButtons()
15043 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15044 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15046 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15047 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15049 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
15052 void UnmapUndoRedoButtons()
15054 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15055 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15057 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15058 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15060 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
15063 void MapGameButtons()
15067 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15068 if (i != GAME_CTRL_ID_UNDO &&
15069 i != GAME_CTRL_ID_REDO)
15070 MapGadget(game_gadget[i]);
15072 UnmapGameButtonsAtSamePosition_All();
15074 RedrawGameButtons();
15077 void UnmapGameButtons()
15081 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15082 UnmapGadget(game_gadget[i]);
15085 void RedrawGameButtons()
15089 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15090 RedrawGadget(game_gadget[i]);
15092 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15093 redraw_mask &= ~REDRAW_ALL;
15096 void GameUndoRedoExt()
15098 ClearPlayerAction();
15100 tape.pausing = TRUE;
15103 UpdateAndDisplayGameControlValues();
15105 DrawCompleteVideoDisplay();
15106 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15107 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15108 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
15113 void GameUndo(int steps)
15115 if (!CheckEngineSnapshotList())
15118 LoadEngineSnapshot_Undo(steps);
15123 void GameRedo(int steps)
15125 if (!CheckEngineSnapshotList())
15128 LoadEngineSnapshot_Redo(steps);
15133 static void HandleGameButtonsExt(int id, int button)
15135 static boolean game_undo_executed = FALSE;
15136 int steps = BUTTON_STEPSIZE(button);
15137 boolean handle_game_buttons =
15138 (game_status == GAME_MODE_PLAYING ||
15139 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15141 if (!handle_game_buttons)
15146 case GAME_CTRL_ID_STOP:
15147 if (game_status == GAME_MODE_MAIN)
15153 RequestQuitGame(TRUE);
15157 case GAME_CTRL_ID_PAUSE:
15158 case GAME_CTRL_ID_PAUSE2:
15159 if (options.network && game_status == GAME_MODE_PLAYING)
15161 #if defined(NETWORK_AVALIABLE)
15163 SendToServer_ContinuePlaying();
15165 SendToServer_PausePlaying();
15169 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15171 game_undo_executed = FALSE;
15175 case GAME_CTRL_ID_PLAY:
15176 if (game_status == GAME_MODE_MAIN)
15178 StartGameActions(options.network, setup.autorecord, level.random_seed);
15180 else if (tape.pausing)
15182 #if defined(NETWORK_AVALIABLE)
15183 if (options.network)
15184 SendToServer_ContinuePlaying();
15187 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
15191 case GAME_CTRL_ID_UNDO:
15192 // Important: When using "save snapshot when collecting an item" mode,
15193 // load last (current) snapshot for first "undo" after pressing "pause"
15194 // (else the last-but-one snapshot would be loaded, because the snapshot
15195 // pointer already points to the last snapshot when pressing "pause",
15196 // which is fine for "every step/move" mode, but not for "every collect")
15197 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15198 !game_undo_executed)
15201 game_undo_executed = TRUE;
15206 case GAME_CTRL_ID_REDO:
15210 case GAME_CTRL_ID_SAVE:
15214 case GAME_CTRL_ID_LOAD:
15218 case SOUND_CTRL_ID_MUSIC:
15219 if (setup.sound_music)
15221 setup.sound_music = FALSE;
15225 else if (audio.music_available)
15227 setup.sound = setup.sound_music = TRUE;
15229 SetAudioMode(setup.sound);
15235 case SOUND_CTRL_ID_LOOPS:
15236 if (setup.sound_loops)
15237 setup.sound_loops = FALSE;
15238 else if (audio.loops_available)
15240 setup.sound = setup.sound_loops = TRUE;
15242 SetAudioMode(setup.sound);
15246 case SOUND_CTRL_ID_SIMPLE:
15247 if (setup.sound_simple)
15248 setup.sound_simple = FALSE;
15249 else if (audio.sound_available)
15251 setup.sound = setup.sound_simple = TRUE;
15253 SetAudioMode(setup.sound);
15262 static void HandleGameButtons(struct GadgetInfo *gi)
15264 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15267 void HandleSoundButtonKeys(Key key)
15270 if (key == setup.shortcut.sound_simple)
15271 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15272 else if (key == setup.shortcut.sound_loops)
15273 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15274 else if (key == setup.shortcut.sound_music)
15275 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);