1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
25 #define DEBUG_INIT_PLAYER 1
26 #define DEBUG_PLAYER_ACTIONS 0
28 /* EXPERIMENTAL STUFF */
29 #define USE_NEW_AMOEBA_CODE FALSE
31 /* EXPERIMENTAL STUFF */
32 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
33 #define USE_QUICKSAND_IMPACT_BUGFIX 0
34 #define USE_DELAYED_GFX_REDRAW 0
35 #define USE_NEW_PLAYER_ASSIGNMENTS 1
37 #if USE_DELAYED_GFX_REDRAW
38 #define TEST_DrawLevelField(x, y) \
39 GfxRedraw[x][y] |= GFX_REDRAW_TILE
40 #define TEST_DrawLevelFieldCrumbled(x, y) \
41 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
42 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
43 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
44 #define TEST_DrawTwinkleOnField(x, y) \
45 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
47 #define TEST_DrawLevelField(x, y) \
49 #define TEST_DrawLevelFieldCrumbled(x, y) \
50 DrawLevelFieldCrumbled(x, y)
51 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
52 DrawLevelFieldCrumbledNeighbours(x, y)
53 #define TEST_DrawTwinkleOnField(x, y) \
54 DrawTwinkleOnField(x, y)
63 /* for MovePlayer() */
64 #define MP_NO_ACTION 0
67 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
69 /* for ScrollPlayer() */
71 #define SCROLL_GO_ON 1
73 /* for Bang()/Explode() */
74 #define EX_PHASE_START 0
75 #define EX_TYPE_NONE 0
76 #define EX_TYPE_NORMAL (1 << 0)
77 #define EX_TYPE_CENTER (1 << 1)
78 #define EX_TYPE_BORDER (1 << 2)
79 #define EX_TYPE_CROSS (1 << 3)
80 #define EX_TYPE_DYNA (1 << 4)
81 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
83 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
84 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
85 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
86 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
88 /* game panel display and control definitions */
89 #define GAME_PANEL_LEVEL_NUMBER 0
90 #define GAME_PANEL_GEMS 1
91 #define GAME_PANEL_INVENTORY_COUNT 2
92 #define GAME_PANEL_INVENTORY_FIRST_1 3
93 #define GAME_PANEL_INVENTORY_FIRST_2 4
94 #define GAME_PANEL_INVENTORY_FIRST_3 5
95 #define GAME_PANEL_INVENTORY_FIRST_4 6
96 #define GAME_PANEL_INVENTORY_FIRST_5 7
97 #define GAME_PANEL_INVENTORY_FIRST_6 8
98 #define GAME_PANEL_INVENTORY_FIRST_7 9
99 #define GAME_PANEL_INVENTORY_FIRST_8 10
100 #define GAME_PANEL_INVENTORY_LAST_1 11
101 #define GAME_PANEL_INVENTORY_LAST_2 12
102 #define GAME_PANEL_INVENTORY_LAST_3 13
103 #define GAME_PANEL_INVENTORY_LAST_4 14
104 #define GAME_PANEL_INVENTORY_LAST_5 15
105 #define GAME_PANEL_INVENTORY_LAST_6 16
106 #define GAME_PANEL_INVENTORY_LAST_7 17
107 #define GAME_PANEL_INVENTORY_LAST_8 18
108 #define GAME_PANEL_KEY_1 19
109 #define GAME_PANEL_KEY_2 20
110 #define GAME_PANEL_KEY_3 21
111 #define GAME_PANEL_KEY_4 22
112 #define GAME_PANEL_KEY_5 23
113 #define GAME_PANEL_KEY_6 24
114 #define GAME_PANEL_KEY_7 25
115 #define GAME_PANEL_KEY_8 26
116 #define GAME_PANEL_KEY_WHITE 27
117 #define GAME_PANEL_KEY_WHITE_COUNT 28
118 #define GAME_PANEL_SCORE 29
119 #define GAME_PANEL_HIGHSCORE 30
120 #define GAME_PANEL_TIME 31
121 #define GAME_PANEL_TIME_HH 32
122 #define GAME_PANEL_TIME_MM 33
123 #define GAME_PANEL_TIME_SS 34
124 #define GAME_PANEL_FRAME 35
125 #define GAME_PANEL_SHIELD_NORMAL 36
126 #define GAME_PANEL_SHIELD_NORMAL_TIME 37
127 #define GAME_PANEL_SHIELD_DEADLY 38
128 #define GAME_PANEL_SHIELD_DEADLY_TIME 39
129 #define GAME_PANEL_EXIT 40
130 #define GAME_PANEL_EMC_MAGIC_BALL 41
131 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 42
132 #define GAME_PANEL_LIGHT_SWITCH 43
133 #define GAME_PANEL_LIGHT_SWITCH_TIME 44
134 #define GAME_PANEL_TIMEGATE_SWITCH 45
135 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 46
136 #define GAME_PANEL_SWITCHGATE_SWITCH 47
137 #define GAME_PANEL_EMC_LENSES 48
138 #define GAME_PANEL_EMC_LENSES_TIME 49
139 #define GAME_PANEL_EMC_MAGNIFIER 50
140 #define GAME_PANEL_EMC_MAGNIFIER_TIME 51
141 #define GAME_PANEL_BALLOON_SWITCH 52
142 #define GAME_PANEL_DYNABOMB_NUMBER 53
143 #define GAME_PANEL_DYNABOMB_SIZE 54
144 #define GAME_PANEL_DYNABOMB_POWER 55
145 #define GAME_PANEL_PENGUINS 56
146 #define GAME_PANEL_SOKOBAN_OBJECTS 57
147 #define GAME_PANEL_SOKOBAN_FIELDS 58
148 #define GAME_PANEL_ROBOT_WHEEL 59
149 #define GAME_PANEL_CONVEYOR_BELT_1 60
150 #define GAME_PANEL_CONVEYOR_BELT_2 61
151 #define GAME_PANEL_CONVEYOR_BELT_3 62
152 #define GAME_PANEL_CONVEYOR_BELT_4 63
153 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 64
154 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 65
155 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 66
156 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 67
157 #define GAME_PANEL_MAGIC_WALL 68
158 #define GAME_PANEL_MAGIC_WALL_TIME 69
159 #define GAME_PANEL_GRAVITY_STATE 70
160 #define GAME_PANEL_GRAPHIC_1 71
161 #define GAME_PANEL_GRAPHIC_2 72
162 #define GAME_PANEL_GRAPHIC_3 73
163 #define GAME_PANEL_GRAPHIC_4 74
164 #define GAME_PANEL_GRAPHIC_5 75
165 #define GAME_PANEL_GRAPHIC_6 76
166 #define GAME_PANEL_GRAPHIC_7 77
167 #define GAME_PANEL_GRAPHIC_8 78
168 #define GAME_PANEL_ELEMENT_1 79
169 #define GAME_PANEL_ELEMENT_2 80
170 #define GAME_PANEL_ELEMENT_3 81
171 #define GAME_PANEL_ELEMENT_4 82
172 #define GAME_PANEL_ELEMENT_5 83
173 #define GAME_PANEL_ELEMENT_6 84
174 #define GAME_PANEL_ELEMENT_7 85
175 #define GAME_PANEL_ELEMENT_8 86
176 #define GAME_PANEL_ELEMENT_COUNT_1 87
177 #define GAME_PANEL_ELEMENT_COUNT_2 88
178 #define GAME_PANEL_ELEMENT_COUNT_3 89
179 #define GAME_PANEL_ELEMENT_COUNT_4 90
180 #define GAME_PANEL_ELEMENT_COUNT_5 91
181 #define GAME_PANEL_ELEMENT_COUNT_6 92
182 #define GAME_PANEL_ELEMENT_COUNT_7 93
183 #define GAME_PANEL_ELEMENT_COUNT_8 94
184 #define GAME_PANEL_CE_SCORE_1 95
185 #define GAME_PANEL_CE_SCORE_2 96
186 #define GAME_PANEL_CE_SCORE_3 97
187 #define GAME_PANEL_CE_SCORE_4 98
188 #define GAME_PANEL_CE_SCORE_5 99
189 #define GAME_PANEL_CE_SCORE_6 100
190 #define GAME_PANEL_CE_SCORE_7 101
191 #define GAME_PANEL_CE_SCORE_8 102
192 #define GAME_PANEL_CE_SCORE_1_ELEMENT 103
193 #define GAME_PANEL_CE_SCORE_2_ELEMENT 104
194 #define GAME_PANEL_CE_SCORE_3_ELEMENT 105
195 #define GAME_PANEL_CE_SCORE_4_ELEMENT 106
196 #define GAME_PANEL_CE_SCORE_5_ELEMENT 107
197 #define GAME_PANEL_CE_SCORE_6_ELEMENT 108
198 #define GAME_PANEL_CE_SCORE_7_ELEMENT 109
199 #define GAME_PANEL_CE_SCORE_8_ELEMENT 110
200 #define GAME_PANEL_PLAYER_NAME 111
201 #define GAME_PANEL_LEVEL_NAME 112
202 #define GAME_PANEL_LEVEL_AUTHOR 113
204 #define NUM_GAME_PANEL_CONTROLS 114
206 struct GamePanelOrderInfo
212 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
214 struct GamePanelControlInfo
218 struct TextPosInfo *pos;
221 int value, last_value;
222 int frame, last_frame;
227 static struct GamePanelControlInfo game_panel_controls[] =
230 GAME_PANEL_LEVEL_NUMBER,
231 &game.panel.level_number,
240 GAME_PANEL_INVENTORY_COUNT,
241 &game.panel.inventory_count,
245 GAME_PANEL_INVENTORY_FIRST_1,
246 &game.panel.inventory_first[0],
250 GAME_PANEL_INVENTORY_FIRST_2,
251 &game.panel.inventory_first[1],
255 GAME_PANEL_INVENTORY_FIRST_3,
256 &game.panel.inventory_first[2],
260 GAME_PANEL_INVENTORY_FIRST_4,
261 &game.panel.inventory_first[3],
265 GAME_PANEL_INVENTORY_FIRST_5,
266 &game.panel.inventory_first[4],
270 GAME_PANEL_INVENTORY_FIRST_6,
271 &game.panel.inventory_first[5],
275 GAME_PANEL_INVENTORY_FIRST_7,
276 &game.panel.inventory_first[6],
280 GAME_PANEL_INVENTORY_FIRST_8,
281 &game.panel.inventory_first[7],
285 GAME_PANEL_INVENTORY_LAST_1,
286 &game.panel.inventory_last[0],
290 GAME_PANEL_INVENTORY_LAST_2,
291 &game.panel.inventory_last[1],
295 GAME_PANEL_INVENTORY_LAST_3,
296 &game.panel.inventory_last[2],
300 GAME_PANEL_INVENTORY_LAST_4,
301 &game.panel.inventory_last[3],
305 GAME_PANEL_INVENTORY_LAST_5,
306 &game.panel.inventory_last[4],
310 GAME_PANEL_INVENTORY_LAST_6,
311 &game.panel.inventory_last[5],
315 GAME_PANEL_INVENTORY_LAST_7,
316 &game.panel.inventory_last[6],
320 GAME_PANEL_INVENTORY_LAST_8,
321 &game.panel.inventory_last[7],
365 GAME_PANEL_KEY_WHITE,
366 &game.panel.key_white,
370 GAME_PANEL_KEY_WHITE_COUNT,
371 &game.panel.key_white_count,
380 GAME_PANEL_HIGHSCORE,
381 &game.panel.highscore,
410 GAME_PANEL_SHIELD_NORMAL,
411 &game.panel.shield_normal,
415 GAME_PANEL_SHIELD_NORMAL_TIME,
416 &game.panel.shield_normal_time,
420 GAME_PANEL_SHIELD_DEADLY,
421 &game.panel.shield_deadly,
425 GAME_PANEL_SHIELD_DEADLY_TIME,
426 &game.panel.shield_deadly_time,
435 GAME_PANEL_EMC_MAGIC_BALL,
436 &game.panel.emc_magic_ball,
440 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
441 &game.panel.emc_magic_ball_switch,
445 GAME_PANEL_LIGHT_SWITCH,
446 &game.panel.light_switch,
450 GAME_PANEL_LIGHT_SWITCH_TIME,
451 &game.panel.light_switch_time,
455 GAME_PANEL_TIMEGATE_SWITCH,
456 &game.panel.timegate_switch,
460 GAME_PANEL_TIMEGATE_SWITCH_TIME,
461 &game.panel.timegate_switch_time,
465 GAME_PANEL_SWITCHGATE_SWITCH,
466 &game.panel.switchgate_switch,
470 GAME_PANEL_EMC_LENSES,
471 &game.panel.emc_lenses,
475 GAME_PANEL_EMC_LENSES_TIME,
476 &game.panel.emc_lenses_time,
480 GAME_PANEL_EMC_MAGNIFIER,
481 &game.panel.emc_magnifier,
485 GAME_PANEL_EMC_MAGNIFIER_TIME,
486 &game.panel.emc_magnifier_time,
490 GAME_PANEL_BALLOON_SWITCH,
491 &game.panel.balloon_switch,
495 GAME_PANEL_DYNABOMB_NUMBER,
496 &game.panel.dynabomb_number,
500 GAME_PANEL_DYNABOMB_SIZE,
501 &game.panel.dynabomb_size,
505 GAME_PANEL_DYNABOMB_POWER,
506 &game.panel.dynabomb_power,
511 &game.panel.penguins,
515 GAME_PANEL_SOKOBAN_OBJECTS,
516 &game.panel.sokoban_objects,
520 GAME_PANEL_SOKOBAN_FIELDS,
521 &game.panel.sokoban_fields,
525 GAME_PANEL_ROBOT_WHEEL,
526 &game.panel.robot_wheel,
530 GAME_PANEL_CONVEYOR_BELT_1,
531 &game.panel.conveyor_belt[0],
535 GAME_PANEL_CONVEYOR_BELT_2,
536 &game.panel.conveyor_belt[1],
540 GAME_PANEL_CONVEYOR_BELT_3,
541 &game.panel.conveyor_belt[2],
545 GAME_PANEL_CONVEYOR_BELT_4,
546 &game.panel.conveyor_belt[3],
550 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
551 &game.panel.conveyor_belt_switch[0],
555 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
556 &game.panel.conveyor_belt_switch[1],
560 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
561 &game.panel.conveyor_belt_switch[2],
565 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
566 &game.panel.conveyor_belt_switch[3],
570 GAME_PANEL_MAGIC_WALL,
571 &game.panel.magic_wall,
575 GAME_PANEL_MAGIC_WALL_TIME,
576 &game.panel.magic_wall_time,
580 GAME_PANEL_GRAVITY_STATE,
581 &game.panel.gravity_state,
585 GAME_PANEL_GRAPHIC_1,
586 &game.panel.graphic[0],
590 GAME_PANEL_GRAPHIC_2,
591 &game.panel.graphic[1],
595 GAME_PANEL_GRAPHIC_3,
596 &game.panel.graphic[2],
600 GAME_PANEL_GRAPHIC_4,
601 &game.panel.graphic[3],
605 GAME_PANEL_GRAPHIC_5,
606 &game.panel.graphic[4],
610 GAME_PANEL_GRAPHIC_6,
611 &game.panel.graphic[5],
615 GAME_PANEL_GRAPHIC_7,
616 &game.panel.graphic[6],
620 GAME_PANEL_GRAPHIC_8,
621 &game.panel.graphic[7],
625 GAME_PANEL_ELEMENT_1,
626 &game.panel.element[0],
630 GAME_PANEL_ELEMENT_2,
631 &game.panel.element[1],
635 GAME_PANEL_ELEMENT_3,
636 &game.panel.element[2],
640 GAME_PANEL_ELEMENT_4,
641 &game.panel.element[3],
645 GAME_PANEL_ELEMENT_5,
646 &game.panel.element[4],
650 GAME_PANEL_ELEMENT_6,
651 &game.panel.element[5],
655 GAME_PANEL_ELEMENT_7,
656 &game.panel.element[6],
660 GAME_PANEL_ELEMENT_8,
661 &game.panel.element[7],
665 GAME_PANEL_ELEMENT_COUNT_1,
666 &game.panel.element_count[0],
670 GAME_PANEL_ELEMENT_COUNT_2,
671 &game.panel.element_count[1],
675 GAME_PANEL_ELEMENT_COUNT_3,
676 &game.panel.element_count[2],
680 GAME_PANEL_ELEMENT_COUNT_4,
681 &game.panel.element_count[3],
685 GAME_PANEL_ELEMENT_COUNT_5,
686 &game.panel.element_count[4],
690 GAME_PANEL_ELEMENT_COUNT_6,
691 &game.panel.element_count[5],
695 GAME_PANEL_ELEMENT_COUNT_7,
696 &game.panel.element_count[6],
700 GAME_PANEL_ELEMENT_COUNT_8,
701 &game.panel.element_count[7],
705 GAME_PANEL_CE_SCORE_1,
706 &game.panel.ce_score[0],
710 GAME_PANEL_CE_SCORE_2,
711 &game.panel.ce_score[1],
715 GAME_PANEL_CE_SCORE_3,
716 &game.panel.ce_score[2],
720 GAME_PANEL_CE_SCORE_4,
721 &game.panel.ce_score[3],
725 GAME_PANEL_CE_SCORE_5,
726 &game.panel.ce_score[4],
730 GAME_PANEL_CE_SCORE_6,
731 &game.panel.ce_score[5],
735 GAME_PANEL_CE_SCORE_7,
736 &game.panel.ce_score[6],
740 GAME_PANEL_CE_SCORE_8,
741 &game.panel.ce_score[7],
745 GAME_PANEL_CE_SCORE_1_ELEMENT,
746 &game.panel.ce_score_element[0],
750 GAME_PANEL_CE_SCORE_2_ELEMENT,
751 &game.panel.ce_score_element[1],
755 GAME_PANEL_CE_SCORE_3_ELEMENT,
756 &game.panel.ce_score_element[2],
760 GAME_PANEL_CE_SCORE_4_ELEMENT,
761 &game.panel.ce_score_element[3],
765 GAME_PANEL_CE_SCORE_5_ELEMENT,
766 &game.panel.ce_score_element[4],
770 GAME_PANEL_CE_SCORE_6_ELEMENT,
771 &game.panel.ce_score_element[5],
775 GAME_PANEL_CE_SCORE_7_ELEMENT,
776 &game.panel.ce_score_element[6],
780 GAME_PANEL_CE_SCORE_8_ELEMENT,
781 &game.panel.ce_score_element[7],
785 GAME_PANEL_PLAYER_NAME,
786 &game.panel.player_name,
790 GAME_PANEL_LEVEL_NAME,
791 &game.panel.level_name,
795 GAME_PANEL_LEVEL_AUTHOR,
796 &game.panel.level_author,
807 /* values for delayed check of falling and moving elements and for collision */
808 #define CHECK_DELAY_MOVING 3
809 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
810 #define CHECK_DELAY_COLLISION 2
811 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
813 /* values for initial player move delay (initial delay counter value) */
814 #define INITIAL_MOVE_DELAY_OFF -1
815 #define INITIAL_MOVE_DELAY_ON 0
817 /* values for player movement speed (which is in fact a delay value) */
818 #define MOVE_DELAY_MIN_SPEED 32
819 #define MOVE_DELAY_NORMAL_SPEED 8
820 #define MOVE_DELAY_HIGH_SPEED 4
821 #define MOVE_DELAY_MAX_SPEED 1
823 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
824 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
826 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
827 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
829 /* values for other actions */
830 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
831 #define MOVE_STEPSIZE_MIN (1)
832 #define MOVE_STEPSIZE_MAX (TILEX)
834 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
835 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
837 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
839 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
840 RND(element_info[e].push_delay_random))
841 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
842 RND(element_info[e].drop_delay_random))
843 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
844 RND(element_info[e].move_delay_random))
845 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
846 (element_info[e].move_delay_random))
847 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
848 RND(element_info[e].ce_value_random_initial))
849 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
850 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
851 RND((c)->delay_random * (c)->delay_frames))
852 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
853 RND((c)->delay_random))
856 #define GET_VALID_RUNTIME_ELEMENT(e) \
857 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
859 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
860 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
861 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
862 (be) + (e) - EL_SELF)
864 #define GET_PLAYER_FROM_BITS(p) \
865 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
867 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
868 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
869 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
870 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
871 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
872 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
873 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
874 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
875 RESOLVED_REFERENCE_ELEMENT(be, e) : \
878 #define CAN_GROW_INTO(e) \
879 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
881 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
882 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
885 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
886 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
887 (CAN_MOVE_INTO_ACID(e) && \
888 Feld[x][y] == EL_ACID) || \
891 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
892 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
893 (CAN_MOVE_INTO_ACID(e) && \
894 Feld[x][y] == EL_ACID) || \
897 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
898 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
900 (CAN_MOVE_INTO_ACID(e) && \
901 Feld[x][y] == EL_ACID) || \
902 (DONT_COLLIDE_WITH(e) && \
904 !PLAYER_ENEMY_PROTECTED(x, y))))
906 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
907 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
909 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
910 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
912 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
913 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
915 #define ANDROID_CAN_CLONE_FIELD(x, y) \
916 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
917 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
919 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
920 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
922 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
923 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
925 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
926 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
928 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
929 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
931 #define PIG_CAN_ENTER_FIELD(e, x, y) \
932 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
934 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
935 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
936 Feld[x][y] == EL_EM_EXIT_OPEN || \
937 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
938 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
939 IS_FOOD_PENGUIN(Feld[x][y])))
940 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
941 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
943 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
944 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
946 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
947 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
949 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
950 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
951 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
953 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
955 #define CE_ENTER_FIELD_COND(e, x, y) \
956 (!IS_PLAYER(x, y) && \
957 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
959 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
960 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
962 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
963 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
965 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
966 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
967 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
968 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
970 /* game button identifiers */
971 #define GAME_CTRL_ID_STOP 0
972 #define GAME_CTRL_ID_PAUSE 1
973 #define GAME_CTRL_ID_PLAY 2
974 #define GAME_CTRL_ID_UNDO 3
975 #define GAME_CTRL_ID_REDO 4
976 #define GAME_CTRL_ID_SAVE 5
977 #define GAME_CTRL_ID_PAUSE2 6
978 #define GAME_CTRL_ID_LOAD 7
979 #define SOUND_CTRL_ID_MUSIC 8
980 #define SOUND_CTRL_ID_LOOPS 9
981 #define SOUND_CTRL_ID_SIMPLE 10
983 #define NUM_GAME_BUTTONS 11
986 /* forward declaration for internal use */
988 static void CreateField(int, int, int);
990 static void ResetGfxAnimation(int, int);
992 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
993 static void AdvanceFrameAndPlayerCounters(int);
995 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
996 static boolean MovePlayer(struct PlayerInfo *, int, int);
997 static void ScrollPlayer(struct PlayerInfo *, int);
998 static void ScrollScreen(struct PlayerInfo *, int);
1000 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1001 static boolean DigFieldByCE(int, int, int);
1002 static boolean SnapField(struct PlayerInfo *, int, int);
1003 static boolean DropElement(struct PlayerInfo *);
1005 static void InitBeltMovement(void);
1006 static void CloseAllOpenTimegates(void);
1007 static void CheckGravityMovement(struct PlayerInfo *);
1008 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1009 static void KillPlayerUnlessEnemyProtected(int, int);
1010 static void KillPlayerUnlessExplosionProtected(int, int);
1012 static void TestIfPlayerTouchesCustomElement(int, int);
1013 static void TestIfElementTouchesCustomElement(int, int);
1014 static void TestIfElementHitsCustomElement(int, int, int);
1016 static void HandleElementChange(int, int, int);
1017 static void ExecuteCustomElementAction(int, int, int, int);
1018 static boolean ChangeElement(int, int, int, int);
1020 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1021 #define CheckTriggeredElementChange(x, y, e, ev) \
1022 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1023 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1024 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1025 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1026 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1027 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1028 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1030 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1031 #define CheckElementChange(x, y, e, te, ev) \
1032 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1033 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1034 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1035 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1036 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1038 static void PlayLevelSound(int, int, int);
1039 static void PlayLevelSoundNearest(int, int, int);
1040 static void PlayLevelSoundAction(int, int, int);
1041 static void PlayLevelSoundElementAction(int, int, int, int);
1042 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1043 static void PlayLevelSoundActionIfLoop(int, int, int);
1044 static void StopLevelSoundActionIfLoop(int, int, int);
1045 static void PlayLevelMusic();
1047 static void HandleGameButtons(struct GadgetInfo *);
1049 int AmoebeNachbarNr(int, int);
1050 void AmoebeUmwandeln(int, int);
1051 void ContinueMoving(int, int);
1052 void Bang(int, int);
1053 void InitMovDir(int, int);
1054 void InitAmoebaNr(int, int);
1055 int NewHiScore(void);
1057 void TestIfGoodThingHitsBadThing(int, int, int);
1058 void TestIfBadThingHitsGoodThing(int, int, int);
1059 void TestIfPlayerTouchesBadThing(int, int);
1060 void TestIfPlayerRunsIntoBadThing(int, int, int);
1061 void TestIfBadThingTouchesPlayer(int, int);
1062 void TestIfBadThingRunsIntoPlayer(int, int, int);
1063 void TestIfFriendTouchesBadThing(int, int);
1064 void TestIfBadThingTouchesFriend(int, int);
1065 void TestIfBadThingTouchesOtherBadThing(int, int);
1066 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1068 void KillPlayer(struct PlayerInfo *);
1069 void BuryPlayer(struct PlayerInfo *);
1070 void RemovePlayer(struct PlayerInfo *);
1072 static int getInvisibleActiveFromInvisibleElement(int);
1073 static int getInvisibleFromInvisibleActiveElement(int);
1075 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1077 /* for detection of endless loops, caused by custom element programming */
1078 /* (using maximal playfield width x 10 is just a rough approximation) */
1079 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1081 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1083 if (recursion_loop_detected) \
1086 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1088 recursion_loop_detected = TRUE; \
1089 recursion_loop_element = (e); \
1092 recursion_loop_depth++; \
1095 #define RECURSION_LOOP_DETECTION_END() \
1097 recursion_loop_depth--; \
1100 static int recursion_loop_depth;
1101 static boolean recursion_loop_detected;
1102 static boolean recursion_loop_element;
1104 static int map_player_action[MAX_PLAYERS];
1107 /* ------------------------------------------------------------------------- */
1108 /* definition of elements that automatically change to other elements after */
1109 /* a specified time, eventually calling a function when changing */
1110 /* ------------------------------------------------------------------------- */
1112 /* forward declaration for changer functions */
1113 static void InitBuggyBase(int, int);
1114 static void WarnBuggyBase(int, int);
1116 static void InitTrap(int, int);
1117 static void ActivateTrap(int, int);
1118 static void ChangeActiveTrap(int, int);
1120 static void InitRobotWheel(int, int);
1121 static void RunRobotWheel(int, int);
1122 static void StopRobotWheel(int, int);
1124 static void InitTimegateWheel(int, int);
1125 static void RunTimegateWheel(int, int);
1127 static void InitMagicBallDelay(int, int);
1128 static void ActivateMagicBall(int, int);
1130 struct ChangingElementInfo
1135 void (*pre_change_function)(int x, int y);
1136 void (*change_function)(int x, int y);
1137 void (*post_change_function)(int x, int y);
1140 static struct ChangingElementInfo change_delay_list[] =
1175 EL_STEEL_EXIT_OPENING,
1183 EL_STEEL_EXIT_CLOSING,
1184 EL_STEEL_EXIT_CLOSED,
1207 EL_EM_STEEL_EXIT_OPENING,
1208 EL_EM_STEEL_EXIT_OPEN,
1215 EL_EM_STEEL_EXIT_CLOSING,
1239 EL_SWITCHGATE_OPENING,
1247 EL_SWITCHGATE_CLOSING,
1248 EL_SWITCHGATE_CLOSED,
1255 EL_TIMEGATE_OPENING,
1263 EL_TIMEGATE_CLOSING,
1272 EL_ACID_SPLASH_LEFT,
1280 EL_ACID_SPLASH_RIGHT,
1289 EL_SP_BUGGY_BASE_ACTIVATING,
1296 EL_SP_BUGGY_BASE_ACTIVATING,
1297 EL_SP_BUGGY_BASE_ACTIVE,
1304 EL_SP_BUGGY_BASE_ACTIVE,
1328 EL_ROBOT_WHEEL_ACTIVE,
1336 EL_TIMEGATE_SWITCH_ACTIVE,
1344 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1345 EL_DC_TIMEGATE_SWITCH,
1352 EL_EMC_MAGIC_BALL_ACTIVE,
1353 EL_EMC_MAGIC_BALL_ACTIVE,
1360 EL_EMC_SPRING_BUMPER_ACTIVE,
1361 EL_EMC_SPRING_BUMPER,
1368 EL_DIAGONAL_SHRINKING,
1376 EL_DIAGONAL_GROWING,
1397 int push_delay_fixed, push_delay_random;
1401 { EL_SPRING, 0, 0 },
1402 { EL_BALLOON, 0, 0 },
1404 { EL_SOKOBAN_OBJECT, 2, 0 },
1405 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1406 { EL_SATELLITE, 2, 0 },
1407 { EL_SP_DISK_YELLOW, 2, 0 },
1409 { EL_UNDEFINED, 0, 0 },
1417 move_stepsize_list[] =
1419 { EL_AMOEBA_DROP, 2 },
1420 { EL_AMOEBA_DROPPING, 2 },
1421 { EL_QUICKSAND_FILLING, 1 },
1422 { EL_QUICKSAND_EMPTYING, 1 },
1423 { EL_QUICKSAND_FAST_FILLING, 2 },
1424 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1425 { EL_MAGIC_WALL_FILLING, 2 },
1426 { EL_MAGIC_WALL_EMPTYING, 2 },
1427 { EL_BD_MAGIC_WALL_FILLING, 2 },
1428 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1429 { EL_DC_MAGIC_WALL_FILLING, 2 },
1430 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1432 { EL_UNDEFINED, 0 },
1440 collect_count_list[] =
1443 { EL_BD_DIAMOND, 1 },
1444 { EL_EMERALD_YELLOW, 1 },
1445 { EL_EMERALD_RED, 1 },
1446 { EL_EMERALD_PURPLE, 1 },
1448 { EL_SP_INFOTRON, 1 },
1452 { EL_UNDEFINED, 0 },
1460 access_direction_list[] =
1462 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1463 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1464 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1465 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1466 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1467 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1468 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1469 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1470 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1471 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1472 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1474 { EL_SP_PORT_LEFT, MV_RIGHT },
1475 { EL_SP_PORT_RIGHT, MV_LEFT },
1476 { EL_SP_PORT_UP, MV_DOWN },
1477 { EL_SP_PORT_DOWN, MV_UP },
1478 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1479 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1480 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1481 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1482 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1483 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1484 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1485 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1486 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1487 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1488 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1489 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1490 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1491 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1492 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1494 { EL_UNDEFINED, MV_NONE }
1497 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1499 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1500 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1501 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1502 IS_JUST_CHANGING(x, y))
1504 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1506 /* static variables for playfield scan mode (scanning forward or backward) */
1507 static int playfield_scan_start_x = 0;
1508 static int playfield_scan_start_y = 0;
1509 static int playfield_scan_delta_x = 1;
1510 static int playfield_scan_delta_y = 1;
1512 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1513 (y) >= 0 && (y) <= lev_fieldy - 1; \
1514 (y) += playfield_scan_delta_y) \
1515 for ((x) = playfield_scan_start_x; \
1516 (x) >= 0 && (x) <= lev_fieldx - 1; \
1517 (x) += playfield_scan_delta_x)
1520 void DEBUG_SetMaximumDynamite()
1524 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1525 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1526 local_player->inventory_element[local_player->inventory_size++] =
1531 static void InitPlayfieldScanModeVars()
1533 if (game.use_reverse_scan_direction)
1535 playfield_scan_start_x = lev_fieldx - 1;
1536 playfield_scan_start_y = lev_fieldy - 1;
1538 playfield_scan_delta_x = -1;
1539 playfield_scan_delta_y = -1;
1543 playfield_scan_start_x = 0;
1544 playfield_scan_start_y = 0;
1546 playfield_scan_delta_x = 1;
1547 playfield_scan_delta_y = 1;
1551 static void InitPlayfieldScanMode(int mode)
1553 game.use_reverse_scan_direction =
1554 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1556 InitPlayfieldScanModeVars();
1559 static int get_move_delay_from_stepsize(int move_stepsize)
1562 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1564 /* make sure that stepsize value is always a power of 2 */
1565 move_stepsize = (1 << log_2(move_stepsize));
1567 return TILEX / move_stepsize;
1570 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1573 int player_nr = player->index_nr;
1574 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1575 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1577 /* do no immediately change move delay -- the player might just be moving */
1578 player->move_delay_value_next = move_delay;
1580 /* information if player can move must be set separately */
1581 player->cannot_move = cannot_move;
1585 player->move_delay = game.initial_move_delay[player_nr];
1586 player->move_delay_value = game.initial_move_delay_value[player_nr];
1588 player->move_delay_value_next = -1;
1590 player->move_delay_reset_counter = 0;
1594 void GetPlayerConfig()
1596 GameFrameDelay = setup.game_frame_delay;
1598 if (!audio.sound_available)
1599 setup.sound_simple = FALSE;
1601 if (!audio.loops_available)
1602 setup.sound_loops = FALSE;
1604 if (!audio.music_available)
1605 setup.sound_music = FALSE;
1607 if (!video.fullscreen_available)
1608 setup.fullscreen = FALSE;
1610 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1612 SetAudioMode(setup.sound);
1616 int GetElementFromGroupElement(int element)
1618 if (IS_GROUP_ELEMENT(element))
1620 struct ElementGroupInfo *group = element_info[element].group;
1621 int last_anim_random_frame = gfx.anim_random_frame;
1624 if (group->choice_mode == ANIM_RANDOM)
1625 gfx.anim_random_frame = RND(group->num_elements_resolved);
1627 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1628 group->choice_mode, 0,
1631 if (group->choice_mode == ANIM_RANDOM)
1632 gfx.anim_random_frame = last_anim_random_frame;
1634 group->choice_pos++;
1636 element = group->element_resolved[element_pos];
1642 static void InitPlayerField(int x, int y, int element, boolean init_game)
1644 if (element == EL_SP_MURPHY)
1648 if (stored_player[0].present)
1650 Feld[x][y] = EL_SP_MURPHY_CLONE;
1656 stored_player[0].initial_element = element;
1657 stored_player[0].use_murphy = TRUE;
1659 if (!level.use_artwork_element[0])
1660 stored_player[0].artwork_element = EL_SP_MURPHY;
1663 Feld[x][y] = EL_PLAYER_1;
1669 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1670 int jx = player->jx, jy = player->jy;
1672 player->present = TRUE;
1674 player->block_last_field = (element == EL_SP_MURPHY ?
1675 level.sp_block_last_field :
1676 level.block_last_field);
1678 /* ---------- initialize player's last field block delay --------------- */
1680 /* always start with reliable default value (no adjustment needed) */
1681 player->block_delay_adjustment = 0;
1683 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1684 if (player->block_last_field && element == EL_SP_MURPHY)
1685 player->block_delay_adjustment = 1;
1687 /* special case 2: in game engines before 3.1.1, blocking was different */
1688 if (game.use_block_last_field_bug)
1689 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1691 if (!options.network || player->connected)
1693 player->active = TRUE;
1695 /* remove potentially duplicate players */
1696 if (StorePlayer[jx][jy] == Feld[x][y])
1697 StorePlayer[jx][jy] = 0;
1699 StorePlayer[x][y] = Feld[x][y];
1701 #if DEBUG_INIT_PLAYER
1704 printf("- player element %d activated", player->element_nr);
1705 printf(" (local player is %d and currently %s)\n",
1706 local_player->element_nr,
1707 local_player->active ? "active" : "not active");
1712 Feld[x][y] = EL_EMPTY;
1714 player->jx = player->last_jx = x;
1715 player->jy = player->last_jy = y;
1720 int player_nr = GET_PLAYER_NR(element);
1721 struct PlayerInfo *player = &stored_player[player_nr];
1723 if (player->active && player->killed)
1724 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1728 static void InitField(int x, int y, boolean init_game)
1730 int element = Feld[x][y];
1739 InitPlayerField(x, y, element, init_game);
1742 case EL_SOKOBAN_FIELD_PLAYER:
1743 element = Feld[x][y] = EL_PLAYER_1;
1744 InitField(x, y, init_game);
1746 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1747 InitField(x, y, init_game);
1750 case EL_SOKOBAN_FIELD_EMPTY:
1751 local_player->sokobanfields_still_needed++;
1755 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1756 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1757 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1758 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1759 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1760 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1761 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1762 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1763 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1764 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1773 case EL_SPACESHIP_RIGHT:
1774 case EL_SPACESHIP_UP:
1775 case EL_SPACESHIP_LEFT:
1776 case EL_SPACESHIP_DOWN:
1777 case EL_BD_BUTTERFLY:
1778 case EL_BD_BUTTERFLY_RIGHT:
1779 case EL_BD_BUTTERFLY_UP:
1780 case EL_BD_BUTTERFLY_LEFT:
1781 case EL_BD_BUTTERFLY_DOWN:
1783 case EL_BD_FIREFLY_RIGHT:
1784 case EL_BD_FIREFLY_UP:
1785 case EL_BD_FIREFLY_LEFT:
1786 case EL_BD_FIREFLY_DOWN:
1787 case EL_PACMAN_RIGHT:
1789 case EL_PACMAN_LEFT:
1790 case EL_PACMAN_DOWN:
1792 case EL_YAMYAM_LEFT:
1793 case EL_YAMYAM_RIGHT:
1795 case EL_YAMYAM_DOWN:
1796 case EL_DARK_YAMYAM:
1799 case EL_SP_SNIKSNAK:
1800 case EL_SP_ELECTRON:
1809 case EL_AMOEBA_FULL:
1814 case EL_AMOEBA_DROP:
1815 if (y == lev_fieldy - 1)
1817 Feld[x][y] = EL_AMOEBA_GROWING;
1818 Store[x][y] = EL_AMOEBA_WET;
1822 case EL_DYNAMITE_ACTIVE:
1823 case EL_SP_DISK_RED_ACTIVE:
1824 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1825 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1826 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1827 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1828 MovDelay[x][y] = 96;
1831 case EL_EM_DYNAMITE_ACTIVE:
1832 MovDelay[x][y] = 32;
1836 local_player->lights_still_needed++;
1840 local_player->friends_still_needed++;
1845 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1848 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1849 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1850 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1851 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1852 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1853 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1854 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1855 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1856 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1857 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1858 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1859 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1862 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1863 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1864 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1866 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1868 game.belt_dir[belt_nr] = belt_dir;
1869 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1871 else /* more than one switch -- set it like the first switch */
1873 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1878 case EL_LIGHT_SWITCH_ACTIVE:
1880 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1883 case EL_INVISIBLE_STEELWALL:
1884 case EL_INVISIBLE_WALL:
1885 case EL_INVISIBLE_SAND:
1886 if (game.light_time_left > 0 ||
1887 game.lenses_time_left > 0)
1888 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1891 case EL_EMC_MAGIC_BALL:
1892 if (game.ball_state)
1893 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1896 case EL_EMC_MAGIC_BALL_SWITCH:
1897 if (game.ball_state)
1898 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1901 case EL_TRIGGER_PLAYER:
1902 case EL_TRIGGER_ELEMENT:
1903 case EL_TRIGGER_CE_VALUE:
1904 case EL_TRIGGER_CE_SCORE:
1906 case EL_ANY_ELEMENT:
1907 case EL_CURRENT_CE_VALUE:
1908 case EL_CURRENT_CE_SCORE:
1925 /* reference elements should not be used on the playfield */
1926 Feld[x][y] = EL_EMPTY;
1930 if (IS_CUSTOM_ELEMENT(element))
1932 if (CAN_MOVE(element))
1935 if (!element_info[element].use_last_ce_value || init_game)
1936 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1938 else if (IS_GROUP_ELEMENT(element))
1940 Feld[x][y] = GetElementFromGroupElement(element);
1942 InitField(x, y, init_game);
1949 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1952 static inline void InitField_WithBug1(int x, int y, boolean init_game)
1954 InitField(x, y, init_game);
1956 /* not needed to call InitMovDir() -- already done by InitField()! */
1957 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1958 CAN_MOVE(Feld[x][y]))
1962 static inline void InitField_WithBug2(int x, int y, boolean init_game)
1964 int old_element = Feld[x][y];
1966 InitField(x, y, init_game);
1968 /* not needed to call InitMovDir() -- already done by InitField()! */
1969 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1970 CAN_MOVE(old_element) &&
1971 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
1974 /* this case is in fact a combination of not less than three bugs:
1975 first, it calls InitMovDir() for elements that can move, although this is
1976 already done by InitField(); then, it checks the element that was at this
1977 field _before_ the call to InitField() (which can change it); lastly, it
1978 was not called for "mole with direction" elements, which were treated as
1979 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
1983 static int get_key_element_from_nr(int key_nr)
1985 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
1986 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
1987 EL_EM_KEY_1 : EL_KEY_1);
1989 return key_base_element + key_nr;
1992 static int get_next_dropped_element(struct PlayerInfo *player)
1994 return (player->inventory_size > 0 ?
1995 player->inventory_element[player->inventory_size - 1] :
1996 player->inventory_infinite_element != EL_UNDEFINED ?
1997 player->inventory_infinite_element :
1998 player->dynabombs_left > 0 ?
1999 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2003 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2005 /* pos >= 0: get element from bottom of the stack;
2006 pos < 0: get element from top of the stack */
2010 int min_inventory_size = -pos;
2011 int inventory_pos = player->inventory_size - min_inventory_size;
2012 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2014 return (player->inventory_size >= min_inventory_size ?
2015 player->inventory_element[inventory_pos] :
2016 player->inventory_infinite_element != EL_UNDEFINED ?
2017 player->inventory_infinite_element :
2018 player->dynabombs_left >= min_dynabombs_left ?
2019 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2024 int min_dynabombs_left = pos + 1;
2025 int min_inventory_size = pos + 1 - player->dynabombs_left;
2026 int inventory_pos = pos - player->dynabombs_left;
2028 return (player->inventory_infinite_element != EL_UNDEFINED ?
2029 player->inventory_infinite_element :
2030 player->dynabombs_left >= min_dynabombs_left ?
2031 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2032 player->inventory_size >= min_inventory_size ?
2033 player->inventory_element[inventory_pos] :
2038 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2040 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2041 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2044 if (gpo1->sort_priority != gpo2->sort_priority)
2045 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2047 compare_result = gpo1->nr - gpo2->nr;
2049 return compare_result;
2052 void InitGameControlValues()
2056 for (i = 0; game_panel_controls[i].nr != -1; i++)
2058 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2059 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2060 struct TextPosInfo *pos = gpc->pos;
2062 int type = gpc->type;
2066 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2067 Error(ERR_EXIT, "this should not happen -- please debug");
2070 /* force update of game controls after initialization */
2071 gpc->value = gpc->last_value = -1;
2072 gpc->frame = gpc->last_frame = -1;
2073 gpc->gfx_frame = -1;
2075 /* determine panel value width for later calculation of alignment */
2076 if (type == TYPE_INTEGER || type == TYPE_STRING)
2078 pos->width = pos->size * getFontWidth(pos->font);
2079 pos->height = getFontHeight(pos->font);
2081 else if (type == TYPE_ELEMENT)
2083 pos->width = pos->size;
2084 pos->height = pos->size;
2087 /* fill structure for game panel draw order */
2089 gpo->sort_priority = pos->sort_priority;
2092 /* sort game panel controls according to sort_priority and control number */
2093 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2094 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2097 void UpdatePlayfieldElementCount()
2099 boolean use_element_count = FALSE;
2102 /* first check if it is needed at all to calculate playfield element count */
2103 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2104 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2105 use_element_count = TRUE;
2107 if (!use_element_count)
2110 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2111 element_info[i].element_count = 0;
2113 SCAN_PLAYFIELD(x, y)
2115 element_info[Feld[x][y]].element_count++;
2118 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2119 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2120 if (IS_IN_GROUP(j, i))
2121 element_info[EL_GROUP_START + i].element_count +=
2122 element_info[j].element_count;
2125 void UpdateGameControlValues()
2128 int time = (local_player->LevelSolved ?
2129 local_player->LevelSolved_CountingTime :
2130 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2131 level.native_em_level->lev->time :
2132 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2133 level.native_sp_level->game_sp->time_played :
2134 game.no_time_limit ? TimePlayed : TimeLeft);
2135 int score = (local_player->LevelSolved ?
2136 local_player->LevelSolved_CountingScore :
2137 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2138 level.native_em_level->lev->score :
2139 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2140 level.native_sp_level->game_sp->score :
2141 local_player->score);
2142 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2143 level.native_em_level->lev->required :
2144 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2145 level.native_sp_level->game_sp->infotrons_still_needed :
2146 local_player->gems_still_needed);
2147 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2148 level.native_em_level->lev->required > 0 :
2149 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2150 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2151 local_player->gems_still_needed > 0 ||
2152 local_player->sokobanfields_still_needed > 0 ||
2153 local_player->lights_still_needed > 0);
2155 UpdatePlayfieldElementCount();
2157 /* update game panel control values */
2159 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2160 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2162 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2163 for (i = 0; i < MAX_NUM_KEYS; i++)
2164 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2165 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2166 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2168 if (game.centered_player_nr == -1)
2170 for (i = 0; i < MAX_PLAYERS; i++)
2172 /* only one player in Supaplex game engine */
2173 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2176 for (k = 0; k < MAX_NUM_KEYS; k++)
2178 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2180 if (level.native_em_level->ply[i]->keys & (1 << k))
2181 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2182 get_key_element_from_nr(k);
2184 else if (stored_player[i].key[k])
2185 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2186 get_key_element_from_nr(k);
2189 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2190 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2191 level.native_em_level->ply[i]->dynamite;
2192 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2193 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2194 level.native_sp_level->game_sp->red_disk_count;
2196 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2197 stored_player[i].inventory_size;
2199 if (stored_player[i].num_white_keys > 0)
2200 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2203 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2204 stored_player[i].num_white_keys;
2209 int player_nr = game.centered_player_nr;
2211 for (k = 0; k < MAX_NUM_KEYS; k++)
2213 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2215 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2216 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2217 get_key_element_from_nr(k);
2219 else if (stored_player[player_nr].key[k])
2220 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2221 get_key_element_from_nr(k);
2224 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2225 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2226 level.native_em_level->ply[player_nr]->dynamite;
2227 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2228 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2229 level.native_sp_level->game_sp->red_disk_count;
2231 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2232 stored_player[player_nr].inventory_size;
2234 if (stored_player[player_nr].num_white_keys > 0)
2235 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2237 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2238 stored_player[player_nr].num_white_keys;
2241 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2243 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2244 get_inventory_element_from_pos(local_player, i);
2245 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2246 get_inventory_element_from_pos(local_player, -i - 1);
2249 game_panel_controls[GAME_PANEL_SCORE].value = score;
2250 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2252 game_panel_controls[GAME_PANEL_TIME].value = time;
2254 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2255 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2256 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2258 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2260 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2261 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2263 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2264 local_player->shield_normal_time_left;
2265 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2266 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2268 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2269 local_player->shield_deadly_time_left;
2271 game_panel_controls[GAME_PANEL_EXIT].value =
2272 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2274 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2275 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2276 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2277 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2278 EL_EMC_MAGIC_BALL_SWITCH);
2280 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2281 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2282 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2283 game.light_time_left;
2285 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2286 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2287 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2288 game.timegate_time_left;
2290 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2291 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2293 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2294 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2295 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2296 game.lenses_time_left;
2298 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2299 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2300 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2301 game.magnify_time_left;
2303 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2304 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2305 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2306 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2307 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2308 EL_BALLOON_SWITCH_NONE);
2310 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2311 local_player->dynabomb_count;
2312 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2313 local_player->dynabomb_size;
2314 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2315 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2317 game_panel_controls[GAME_PANEL_PENGUINS].value =
2318 local_player->friends_still_needed;
2320 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2321 local_player->sokobanfields_still_needed;
2322 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2323 local_player->sokobanfields_still_needed;
2325 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2326 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2328 for (i = 0; i < NUM_BELTS; i++)
2330 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2331 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2332 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2333 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2334 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2337 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2338 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2339 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2340 game.magic_wall_time_left;
2342 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2343 local_player->gravity;
2345 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2346 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2348 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2349 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2350 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2351 game.panel.element[i].id : EL_UNDEFINED);
2353 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2354 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2355 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2356 element_info[game.panel.element_count[i].id].element_count : 0);
2358 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2359 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2360 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2361 element_info[game.panel.ce_score[i].id].collect_score : 0);
2363 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2364 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2365 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2366 element_info[game.panel.ce_score_element[i].id].collect_score :
2369 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2370 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2371 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2373 /* update game panel control frames */
2375 for (i = 0; game_panel_controls[i].nr != -1; i++)
2377 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2379 if (gpc->type == TYPE_ELEMENT)
2381 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2383 int last_anim_random_frame = gfx.anim_random_frame;
2384 int element = gpc->value;
2385 int graphic = el2panelimg(element);
2387 if (gpc->value != gpc->last_value)
2390 gpc->gfx_random = INIT_GFX_RANDOM();
2396 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2397 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2398 gpc->gfx_random = INIT_GFX_RANDOM();
2401 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2402 gfx.anim_random_frame = gpc->gfx_random;
2404 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2405 gpc->gfx_frame = element_info[element].collect_score;
2407 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2410 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2411 gfx.anim_random_frame = last_anim_random_frame;
2417 void DisplayGameControlValues()
2419 boolean redraw_panel = FALSE;
2422 for (i = 0; game_panel_controls[i].nr != -1; i++)
2424 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2426 if (PANEL_DEACTIVATED(gpc->pos))
2429 if (gpc->value == gpc->last_value &&
2430 gpc->frame == gpc->last_frame)
2433 redraw_panel = TRUE;
2439 /* copy default game door content to main double buffer */
2441 /* !!! CHECK AGAIN !!! */
2442 SetPanelBackground();
2443 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2444 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2446 /* redraw game control buttons */
2447 RedrawGameButtons();
2449 game_status = GAME_MODE_PSEUDO_PANEL;
2451 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2453 int nr = game_panel_order[i].nr;
2454 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2455 struct TextPosInfo *pos = gpc->pos;
2456 int type = gpc->type;
2457 int value = gpc->value;
2458 int frame = gpc->frame;
2459 int size = pos->size;
2460 int font = pos->font;
2461 boolean draw_masked = pos->draw_masked;
2462 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2464 if (PANEL_DEACTIVATED(pos))
2467 gpc->last_value = value;
2468 gpc->last_frame = frame;
2470 if (type == TYPE_INTEGER)
2472 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2473 nr == GAME_PANEL_TIME)
2475 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2477 if (use_dynamic_size) /* use dynamic number of digits */
2479 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2480 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2481 int size2 = size1 + 1;
2482 int font1 = pos->font;
2483 int font2 = pos->font_alt;
2485 size = (value < value_change ? size1 : size2);
2486 font = (value < value_change ? font1 : font2);
2490 /* correct text size if "digits" is zero or less */
2492 size = strlen(int2str(value, size));
2494 /* dynamically correct text alignment */
2495 pos->width = size * getFontWidth(font);
2497 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2498 int2str(value, size), font, mask_mode);
2500 else if (type == TYPE_ELEMENT)
2502 int element, graphic;
2506 int dst_x = PANEL_XPOS(pos);
2507 int dst_y = PANEL_YPOS(pos);
2509 if (value != EL_UNDEFINED && value != EL_EMPTY)
2512 graphic = el2panelimg(value);
2514 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2516 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2519 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2522 width = graphic_info[graphic].width * size / TILESIZE;
2523 height = graphic_info[graphic].height * size / TILESIZE;
2526 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2529 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2533 else if (type == TYPE_STRING)
2535 boolean active = (value != 0);
2536 char *state_normal = "off";
2537 char *state_active = "on";
2538 char *state = (active ? state_active : state_normal);
2539 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2540 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2541 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2542 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2544 if (nr == GAME_PANEL_GRAVITY_STATE)
2546 int font1 = pos->font; /* (used for normal state) */
2547 int font2 = pos->font_alt; /* (used for active state) */
2549 font = (active ? font2 : font1);
2558 /* don't truncate output if "chars" is zero or less */
2561 /* dynamically correct text alignment */
2562 pos->width = size * getFontWidth(font);
2565 s_cut = getStringCopyN(s, size);
2567 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2568 s_cut, font, mask_mode);
2574 redraw_mask |= REDRAW_DOOR_1;
2577 game_status = GAME_MODE_PLAYING;
2580 void UpdateAndDisplayGameControlValues()
2582 if (tape.deactivate_display)
2585 UpdateGameControlValues();
2586 DisplayGameControlValues();
2589 void UpdateGameDoorValues()
2591 UpdateGameControlValues();
2594 void DrawGameDoorValues()
2596 DisplayGameControlValues();
2601 =============================================================================
2603 -----------------------------------------------------------------------------
2604 initialize game engine due to level / tape version number
2605 =============================================================================
2608 static void InitGameEngine()
2610 int i, j, k, l, x, y;
2612 /* set game engine from tape file when re-playing, else from level file */
2613 game.engine_version = (tape.playing ? tape.engine_version :
2614 level.game_version);
2616 /* set single or multi-player game mode (needed for re-playing tapes) */
2617 game.team_mode = setup.team_mode;
2621 int num_players = 0;
2623 for (i = 0; i < MAX_PLAYERS; i++)
2624 if (tape.player_participates[i])
2627 /* multi-player tapes contain input data for more than one player */
2628 game.team_mode = (num_players > 1);
2631 /* ---------------------------------------------------------------------- */
2632 /* set flags for bugs and changes according to active game engine version */
2633 /* ---------------------------------------------------------------------- */
2636 Summary of bugfix/change:
2637 Fixed handling for custom elements that change when pushed by the player.
2639 Fixed/changed in version:
2643 Before 3.1.0, custom elements that "change when pushing" changed directly
2644 after the player started pushing them (until then handled in "DigField()").
2645 Since 3.1.0, these custom elements are not changed until the "pushing"
2646 move of the element is finished (now handled in "ContinueMoving()").
2648 Affected levels/tapes:
2649 The first condition is generally needed for all levels/tapes before version
2650 3.1.0, which might use the old behaviour before it was changed; known tapes
2651 that are affected are some tapes from the level set "Walpurgis Gardens" by
2653 The second condition is an exception from the above case and is needed for
2654 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2655 above (including some development versions of 3.1.0), but before it was
2656 known that this change would break tapes like the above and was fixed in
2657 3.1.1, so that the changed behaviour was active although the engine version
2658 while recording maybe was before 3.1.0. There is at least one tape that is
2659 affected by this exception, which is the tape for the one-level set "Bug
2660 Machine" by Juergen Bonhagen.
2663 game.use_change_when_pushing_bug =
2664 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2666 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2667 tape.game_version < VERSION_IDENT(3,1,1,0)));
2670 Summary of bugfix/change:
2671 Fixed handling for blocking the field the player leaves when moving.
2673 Fixed/changed in version:
2677 Before 3.1.1, when "block last field when moving" was enabled, the field
2678 the player is leaving when moving was blocked for the time of the move,
2679 and was directly unblocked afterwards. This resulted in the last field
2680 being blocked for exactly one less than the number of frames of one player
2681 move. Additionally, even when blocking was disabled, the last field was
2682 blocked for exactly one frame.
2683 Since 3.1.1, due to changes in player movement handling, the last field
2684 is not blocked at all when blocking is disabled. When blocking is enabled,
2685 the last field is blocked for exactly the number of frames of one player
2686 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2687 last field is blocked for exactly one more than the number of frames of
2690 Affected levels/tapes:
2691 (!!! yet to be determined -- probably many !!!)
2694 game.use_block_last_field_bug =
2695 (game.engine_version < VERSION_IDENT(3,1,1,0));
2697 /* ---------------------------------------------------------------------- */
2699 /* set maximal allowed number of custom element changes per game frame */
2700 game.max_num_changes_per_frame = 1;
2702 /* default scan direction: scan playfield from top/left to bottom/right */
2703 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2705 /* dynamically adjust element properties according to game engine version */
2706 InitElementPropertiesEngine(game.engine_version);
2709 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2710 printf(" tape version == %06d [%s] [file: %06d]\n",
2711 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2713 printf(" => game.engine_version == %06d\n", game.engine_version);
2716 /* ---------- initialize player's initial move delay --------------------- */
2718 /* dynamically adjust player properties according to level information */
2719 for (i = 0; i < MAX_PLAYERS; i++)
2720 game.initial_move_delay_value[i] =
2721 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2723 /* dynamically adjust player properties according to game engine version */
2724 for (i = 0; i < MAX_PLAYERS; i++)
2725 game.initial_move_delay[i] =
2726 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2727 game.initial_move_delay_value[i] : 0);
2729 /* ---------- initialize player's initial push delay --------------------- */
2731 /* dynamically adjust player properties according to game engine version */
2732 game.initial_push_delay_value =
2733 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2735 /* ---------- initialize changing elements ------------------------------- */
2737 /* initialize changing elements information */
2738 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2740 struct ElementInfo *ei = &element_info[i];
2742 /* this pointer might have been changed in the level editor */
2743 ei->change = &ei->change_page[0];
2745 if (!IS_CUSTOM_ELEMENT(i))
2747 ei->change->target_element = EL_EMPTY_SPACE;
2748 ei->change->delay_fixed = 0;
2749 ei->change->delay_random = 0;
2750 ei->change->delay_frames = 1;
2753 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2755 ei->has_change_event[j] = FALSE;
2757 ei->event_page_nr[j] = 0;
2758 ei->event_page[j] = &ei->change_page[0];
2762 /* add changing elements from pre-defined list */
2763 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2765 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2766 struct ElementInfo *ei = &element_info[ch_delay->element];
2768 ei->change->target_element = ch_delay->target_element;
2769 ei->change->delay_fixed = ch_delay->change_delay;
2771 ei->change->pre_change_function = ch_delay->pre_change_function;
2772 ei->change->change_function = ch_delay->change_function;
2773 ei->change->post_change_function = ch_delay->post_change_function;
2775 ei->change->can_change = TRUE;
2776 ei->change->can_change_or_has_action = TRUE;
2778 ei->has_change_event[CE_DELAY] = TRUE;
2780 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2781 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2784 /* ---------- initialize internal run-time variables --------------------- */
2786 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2788 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2790 for (j = 0; j < ei->num_change_pages; j++)
2792 ei->change_page[j].can_change_or_has_action =
2793 (ei->change_page[j].can_change |
2794 ei->change_page[j].has_action);
2798 /* add change events from custom element configuration */
2799 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2801 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2803 for (j = 0; j < ei->num_change_pages; j++)
2805 if (!ei->change_page[j].can_change_or_has_action)
2808 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2810 /* only add event page for the first page found with this event */
2811 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
2813 ei->has_change_event[k] = TRUE;
2815 ei->event_page_nr[k] = j;
2816 ei->event_page[k] = &ei->change_page[j];
2822 /* ---------- initialize reference elements in change conditions --------- */
2824 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2826 int element = EL_CUSTOM_START + i;
2827 struct ElementInfo *ei = &element_info[element];
2829 for (j = 0; j < ei->num_change_pages; j++)
2831 int trigger_element = ei->change_page[j].initial_trigger_element;
2833 if (trigger_element >= EL_PREV_CE_8 &&
2834 trigger_element <= EL_NEXT_CE_8)
2835 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
2837 ei->change_page[j].trigger_element = trigger_element;
2841 /* ---------- initialize run-time trigger player and element ------------- */
2843 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2845 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2847 for (j = 0; j < ei->num_change_pages; j++)
2849 ei->change_page[j].actual_trigger_element = EL_EMPTY;
2850 ei->change_page[j].actual_trigger_player = EL_EMPTY;
2851 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
2852 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
2853 ei->change_page[j].actual_trigger_ce_value = 0;
2854 ei->change_page[j].actual_trigger_ce_score = 0;
2858 /* ---------- initialize trigger events ---------------------------------- */
2860 /* initialize trigger events information */
2861 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2862 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2863 trigger_events[i][j] = FALSE;
2865 /* add trigger events from element change event properties */
2866 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2868 struct ElementInfo *ei = &element_info[i];
2870 for (j = 0; j < ei->num_change_pages; j++)
2872 if (!ei->change_page[j].can_change_or_has_action)
2875 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
2877 int trigger_element = ei->change_page[j].trigger_element;
2879 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2881 if (ei->change_page[j].has_event[k])
2883 if (IS_GROUP_ELEMENT(trigger_element))
2885 struct ElementGroupInfo *group =
2886 element_info[trigger_element].group;
2888 for (l = 0; l < group->num_elements_resolved; l++)
2889 trigger_events[group->element_resolved[l]][k] = TRUE;
2891 else if (trigger_element == EL_ANY_ELEMENT)
2892 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
2893 trigger_events[l][k] = TRUE;
2895 trigger_events[trigger_element][k] = TRUE;
2902 /* ---------- initialize push delay -------------------------------------- */
2904 /* initialize push delay values to default */
2905 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2907 if (!IS_CUSTOM_ELEMENT(i))
2909 /* set default push delay values (corrected since version 3.0.7-1) */
2910 if (game.engine_version < VERSION_IDENT(3,0,7,1))
2912 element_info[i].push_delay_fixed = 2;
2913 element_info[i].push_delay_random = 8;
2917 element_info[i].push_delay_fixed = 8;
2918 element_info[i].push_delay_random = 8;
2923 /* set push delay value for certain elements from pre-defined list */
2924 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
2926 int e = push_delay_list[i].element;
2928 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
2929 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
2932 /* set push delay value for Supaplex elements for newer engine versions */
2933 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2935 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2937 if (IS_SP_ELEMENT(i))
2939 /* set SP push delay to just enough to push under a falling zonk */
2940 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
2942 element_info[i].push_delay_fixed = delay;
2943 element_info[i].push_delay_random = 0;
2948 /* ---------- initialize move stepsize ----------------------------------- */
2950 /* initialize move stepsize values to default */
2951 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2952 if (!IS_CUSTOM_ELEMENT(i))
2953 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
2955 /* set move stepsize value for certain elements from pre-defined list */
2956 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
2958 int e = move_stepsize_list[i].element;
2960 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
2963 /* ---------- initialize collect score ----------------------------------- */
2965 /* initialize collect score values for custom elements from initial value */
2966 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2967 if (IS_CUSTOM_ELEMENT(i))
2968 element_info[i].collect_score = element_info[i].collect_score_initial;
2970 /* ---------- initialize collect count ----------------------------------- */
2972 /* initialize collect count values for non-custom elements */
2973 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2974 if (!IS_CUSTOM_ELEMENT(i))
2975 element_info[i].collect_count_initial = 0;
2977 /* add collect count values for all elements from pre-defined list */
2978 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
2979 element_info[collect_count_list[i].element].collect_count_initial =
2980 collect_count_list[i].count;
2982 /* ---------- initialize access direction -------------------------------- */
2984 /* initialize access direction values to default (access from every side) */
2985 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2986 if (!IS_CUSTOM_ELEMENT(i))
2987 element_info[i].access_direction = MV_ALL_DIRECTIONS;
2989 /* set access direction value for certain elements from pre-defined list */
2990 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
2991 element_info[access_direction_list[i].element].access_direction =
2992 access_direction_list[i].direction;
2994 /* ---------- initialize explosion content ------------------------------- */
2995 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2997 if (IS_CUSTOM_ELEMENT(i))
3000 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3002 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3004 element_info[i].content.e[x][y] =
3005 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3006 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3007 i == EL_PLAYER_3 ? EL_EMERALD :
3008 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3009 i == EL_MOLE ? EL_EMERALD_RED :
3010 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3011 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3012 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3013 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3014 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3015 i == EL_WALL_EMERALD ? EL_EMERALD :
3016 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3017 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3018 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3019 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3020 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3021 i == EL_WALL_PEARL ? EL_PEARL :
3022 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3027 /* ---------- initialize recursion detection ------------------------------ */
3028 recursion_loop_depth = 0;
3029 recursion_loop_detected = FALSE;
3030 recursion_loop_element = EL_UNDEFINED;
3032 /* ---------- initialize graphics engine ---------------------------------- */
3033 game.scroll_delay_value =
3034 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3035 setup.scroll_delay ? setup.scroll_delay_value : 0);
3036 game.scroll_delay_value =
3037 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3039 /* ---------- initialize game engine snapshots ---------------------------- */
3040 for (i = 0; i < MAX_PLAYERS; i++)
3041 game.snapshot.last_action[i] = 0;
3042 game.snapshot.changed_action = FALSE;
3043 game.snapshot.mode =
3044 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3045 SNAPSHOT_MODE_EVERY_STEP :
3046 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3047 SNAPSHOT_MODE_EVERY_MOVE : SNAPSHOT_MODE_OFF);
3050 int get_num_special_action(int element, int action_first, int action_last)
3052 int num_special_action = 0;
3055 for (i = action_first; i <= action_last; i++)
3057 boolean found = FALSE;
3059 for (j = 0; j < NUM_DIRECTIONS; j++)
3060 if (el_act_dir2img(element, i, j) !=
3061 el_act_dir2img(element, ACTION_DEFAULT, j))
3065 num_special_action++;
3070 return num_special_action;
3075 =============================================================================
3077 -----------------------------------------------------------------------------
3078 initialize and start new game
3079 =============================================================================
3084 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3085 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3086 int fade_mask = REDRAW_FIELD;
3088 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3089 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3090 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3091 int initial_move_dir = MV_DOWN;
3094 game_status = GAME_MODE_PLAYING;
3098 if (!game.restart_level)
3099 CloseDoor(DOOR_CLOSE_1);
3102 /* needed if different viewport properties defined for playing */
3103 ChangeViewportPropertiesIfNeeded();
3106 if (level_editor_test_game)
3107 FadeSkipNextFadeIn();
3109 FadeSetEnterScreen();
3111 if (CheckIfRedrawGlobalBorderIsNeeded())
3112 fade_mask = REDRAW_ALL;
3115 printf("::: %d\n", (fade_mask == REDRAW_ALL ? 1 : 0));
3121 /* needed if different viewport properties defined for playing */
3122 ChangeViewportPropertiesIfNeeded();
3129 DrawCompleteVideoDisplay();
3132 InitGameControlValues();
3134 /* don't play tapes over network */
3135 network_playing = (options.network && !tape.playing);
3137 for (i = 0; i < MAX_PLAYERS; i++)
3139 struct PlayerInfo *player = &stored_player[i];
3141 player->index_nr = i;
3142 player->index_bit = (1 << i);
3143 player->element_nr = EL_PLAYER_1 + i;
3145 player->present = FALSE;
3146 player->active = FALSE;
3147 player->mapped = FALSE;
3149 player->killed = FALSE;
3150 player->reanimated = FALSE;
3153 player->effective_action = 0;
3154 player->programmed_action = 0;
3157 player->score_final = 0;
3159 player->gems_still_needed = level.gems_needed;
3160 player->sokobanfields_still_needed = 0;
3161 player->lights_still_needed = 0;
3162 player->friends_still_needed = 0;
3164 for (j = 0; j < MAX_NUM_KEYS; j++)
3165 player->key[j] = FALSE;
3167 player->num_white_keys = 0;
3169 player->dynabomb_count = 0;
3170 player->dynabomb_size = 1;
3171 player->dynabombs_left = 0;
3172 player->dynabomb_xl = FALSE;
3174 player->MovDir = initial_move_dir;
3177 player->GfxDir = initial_move_dir;
3178 player->GfxAction = ACTION_DEFAULT;
3180 player->StepFrame = 0;
3182 player->initial_element = player->element_nr;
3183 player->artwork_element =
3184 (level.use_artwork_element[i] ? level.artwork_element[i] :
3185 player->element_nr);
3186 player->use_murphy = FALSE;
3188 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3189 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3191 player->gravity = level.initial_player_gravity[i];
3193 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3195 player->actual_frame_counter = 0;
3197 player->step_counter = 0;
3199 player->last_move_dir = initial_move_dir;
3201 player->is_active = FALSE;
3203 player->is_waiting = FALSE;
3204 player->is_moving = FALSE;
3205 player->is_auto_moving = FALSE;
3206 player->is_digging = FALSE;
3207 player->is_snapping = FALSE;
3208 player->is_collecting = FALSE;
3209 player->is_pushing = FALSE;
3210 player->is_switching = FALSE;
3211 player->is_dropping = FALSE;
3212 player->is_dropping_pressed = FALSE;
3214 player->is_bored = FALSE;
3215 player->is_sleeping = FALSE;
3217 player->frame_counter_bored = -1;
3218 player->frame_counter_sleeping = -1;
3220 player->anim_delay_counter = 0;
3221 player->post_delay_counter = 0;
3223 player->dir_waiting = initial_move_dir;
3224 player->action_waiting = ACTION_DEFAULT;
3225 player->last_action_waiting = ACTION_DEFAULT;
3226 player->special_action_bored = ACTION_DEFAULT;
3227 player->special_action_sleeping = ACTION_DEFAULT;
3229 player->switch_x = -1;
3230 player->switch_y = -1;
3232 player->drop_x = -1;
3233 player->drop_y = -1;
3235 player->show_envelope = 0;
3237 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3239 player->push_delay = -1; /* initialized when pushing starts */
3240 player->push_delay_value = game.initial_push_delay_value;
3242 player->drop_delay = 0;
3243 player->drop_pressed_delay = 0;
3245 player->last_jx = -1;
3246 player->last_jy = -1;
3250 player->shield_normal_time_left = 0;
3251 player->shield_deadly_time_left = 0;
3253 player->inventory_infinite_element = EL_UNDEFINED;
3254 player->inventory_size = 0;
3256 if (level.use_initial_inventory[i])
3258 for (j = 0; j < level.initial_inventory_size[i]; j++)
3260 int element = level.initial_inventory_content[i][j];
3261 int collect_count = element_info[element].collect_count_initial;
3264 if (!IS_CUSTOM_ELEMENT(element))
3267 if (collect_count == 0)
3268 player->inventory_infinite_element = element;
3270 for (k = 0; k < collect_count; k++)
3271 if (player->inventory_size < MAX_INVENTORY_SIZE)
3272 player->inventory_element[player->inventory_size++] = element;
3276 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3277 SnapField(player, 0, 0);
3279 player->LevelSolved = FALSE;
3280 player->GameOver = FALSE;
3282 player->LevelSolved_GameWon = FALSE;
3283 player->LevelSolved_GameEnd = FALSE;
3284 player->LevelSolved_PanelOff = FALSE;
3285 player->LevelSolved_SaveTape = FALSE;
3286 player->LevelSolved_SaveScore = FALSE;
3287 player->LevelSolved_CountingTime = 0;
3288 player->LevelSolved_CountingScore = 0;
3290 map_player_action[i] = i;
3293 network_player_action_received = FALSE;
3295 #if defined(NETWORK_AVALIABLE)
3296 /* initial null action */
3297 if (network_playing)
3298 SendToServer_MovePlayer(MV_NONE);
3307 TimeLeft = level.time;
3310 ScreenMovDir = MV_NONE;
3314 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3316 AllPlayersGone = FALSE;
3318 game.no_time_limit = (level.time == 0);
3320 game.yamyam_content_nr = 0;
3321 game.robot_wheel_active = FALSE;
3322 game.magic_wall_active = FALSE;
3323 game.magic_wall_time_left = 0;
3324 game.light_time_left = 0;
3325 game.timegate_time_left = 0;
3326 game.switchgate_pos = 0;
3327 game.wind_direction = level.wind_direction_initial;
3329 game.lenses_time_left = 0;
3330 game.magnify_time_left = 0;
3332 game.ball_state = level.ball_state_initial;
3333 game.ball_content_nr = 0;
3335 game.envelope_active = FALSE;
3337 /* set focus to local player for network games, else to all players */
3338 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3339 game.centered_player_nr_next = game.centered_player_nr;
3340 game.set_centered_player = FALSE;
3342 if (network_playing && tape.recording)
3344 /* store client dependent player focus when recording network games */
3345 tape.centered_player_nr_next = game.centered_player_nr_next;
3346 tape.set_centered_player = TRUE;
3349 for (i = 0; i < NUM_BELTS; i++)
3351 game.belt_dir[i] = MV_NONE;
3352 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3355 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3356 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3358 #if DEBUG_INIT_PLAYER
3361 printf("Player status at level initialization:\n");
3365 SCAN_PLAYFIELD(x, y)
3367 Feld[x][y] = level.field[x][y];
3368 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3369 ChangeDelay[x][y] = 0;
3370 ChangePage[x][y] = -1;
3371 CustomValue[x][y] = 0; /* initialized in InitField() */
3372 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3374 WasJustMoving[x][y] = 0;
3375 WasJustFalling[x][y] = 0;
3376 CheckCollision[x][y] = 0;
3377 CheckImpact[x][y] = 0;
3379 Pushed[x][y] = FALSE;
3381 ChangeCount[x][y] = 0;
3382 ChangeEvent[x][y] = -1;
3384 ExplodePhase[x][y] = 0;
3385 ExplodeDelay[x][y] = 0;
3386 ExplodeField[x][y] = EX_TYPE_NONE;
3388 RunnerVisit[x][y] = 0;
3389 PlayerVisit[x][y] = 0;
3392 GfxRandom[x][y] = INIT_GFX_RANDOM();
3393 GfxElement[x][y] = EL_UNDEFINED;
3394 GfxAction[x][y] = ACTION_DEFAULT;
3395 GfxDir[x][y] = MV_NONE;
3396 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3399 SCAN_PLAYFIELD(x, y)
3401 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3403 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3405 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3408 InitField(x, y, TRUE);
3410 ResetGfxAnimation(x, y);
3415 for (i = 0; i < MAX_PLAYERS; i++)
3417 struct PlayerInfo *player = &stored_player[i];
3419 /* set number of special actions for bored and sleeping animation */
3420 player->num_special_action_bored =
3421 get_num_special_action(player->artwork_element,
3422 ACTION_BORING_1, ACTION_BORING_LAST);
3423 player->num_special_action_sleeping =
3424 get_num_special_action(player->artwork_element,
3425 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3428 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3429 emulate_sb ? EMU_SOKOBAN :
3430 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3432 /* initialize type of slippery elements */
3433 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3435 if (!IS_CUSTOM_ELEMENT(i))
3437 /* default: elements slip down either to the left or right randomly */
3438 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3440 /* SP style elements prefer to slip down on the left side */
3441 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3442 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3444 /* BD style elements prefer to slip down on the left side */
3445 if (game.emulation == EMU_BOULDERDASH)
3446 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3450 /* initialize explosion and ignition delay */
3451 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3453 if (!IS_CUSTOM_ELEMENT(i))
3456 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3457 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3458 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3459 int last_phase = (num_phase + 1) * delay;
3460 int half_phase = (num_phase / 2) * delay;
3462 element_info[i].explosion_delay = last_phase - 1;
3463 element_info[i].ignition_delay = half_phase;
3465 if (i == EL_BLACK_ORB)
3466 element_info[i].ignition_delay = 1;
3470 /* correct non-moving belts to start moving left */
3471 for (i = 0; i < NUM_BELTS; i++)
3472 if (game.belt_dir[i] == MV_NONE)
3473 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3475 #if USE_NEW_PLAYER_ASSIGNMENTS
3476 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3477 /* choose default local player */
3478 local_player = &stored_player[0];
3480 for (i = 0; i < MAX_PLAYERS; i++)
3481 stored_player[i].connected = FALSE;
3483 local_player->connected = TRUE;
3484 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3488 for (i = 0; i < MAX_PLAYERS; i++)
3489 stored_player[i].connected = tape.player_participates[i];
3491 else if (game.team_mode && !options.network)
3493 /* try to guess locally connected team mode players (needed for correct
3494 assignment of player figures from level to locally playing players) */
3496 for (i = 0; i < MAX_PLAYERS; i++)
3497 if (setup.input[i].use_joystick ||
3498 setup.input[i].key.left != KSYM_UNDEFINED)
3499 stored_player[i].connected = TRUE;
3502 #if DEBUG_INIT_PLAYER
3505 printf("Player status after level initialization:\n");
3507 for (i = 0; i < MAX_PLAYERS; i++)
3509 struct PlayerInfo *player = &stored_player[i];
3511 printf("- player %d: present == %d, connected == %d, active == %d",
3517 if (local_player == player)
3518 printf(" (local player)");
3525 #if DEBUG_INIT_PLAYER
3527 printf("Reassigning players ...\n");
3530 /* check if any connected player was not found in playfield */
3531 for (i = 0; i < MAX_PLAYERS; i++)
3533 struct PlayerInfo *player = &stored_player[i];
3535 if (player->connected && !player->present)
3537 struct PlayerInfo *field_player = NULL;
3539 #if DEBUG_INIT_PLAYER
3541 printf("- looking for field player for player %d ...\n", i + 1);
3544 /* assign first free player found that is present in the playfield */
3546 /* first try: look for unmapped playfield player that is not connected */
3547 for (j = 0; j < MAX_PLAYERS; j++)
3548 if (field_player == NULL &&
3549 stored_player[j].present &&
3550 !stored_player[j].mapped &&
3551 !stored_player[j].connected)
3552 field_player = &stored_player[j];
3554 /* second try: look for *any* unmapped playfield player */
3555 for (j = 0; j < MAX_PLAYERS; j++)
3556 if (field_player == NULL &&
3557 stored_player[j].present &&
3558 !stored_player[j].mapped)
3559 field_player = &stored_player[j];
3561 if (field_player != NULL)
3563 int jx = field_player->jx, jy = field_player->jy;
3565 #if DEBUG_INIT_PLAYER
3567 printf("- found player %d\n", field_player->index_nr + 1);
3570 player->present = FALSE;
3571 player->active = FALSE;
3573 field_player->present = TRUE;
3574 field_player->active = TRUE;
3577 player->initial_element = field_player->initial_element;
3578 player->artwork_element = field_player->artwork_element;
3580 player->block_last_field = field_player->block_last_field;
3581 player->block_delay_adjustment = field_player->block_delay_adjustment;
3584 StorePlayer[jx][jy] = field_player->element_nr;
3586 field_player->jx = field_player->last_jx = jx;
3587 field_player->jy = field_player->last_jy = jy;
3589 if (local_player == player)
3590 local_player = field_player;
3592 map_player_action[field_player->index_nr] = i;
3594 field_player->mapped = TRUE;
3596 #if DEBUG_INIT_PLAYER
3598 printf("- map_player_action[%d] == %d\n",
3599 field_player->index_nr + 1, i + 1);
3604 if (player->connected && player->present)
3605 player->mapped = TRUE;
3608 #if DEBUG_INIT_PLAYER
3611 printf("Player status after player assignment (first stage):\n");
3613 for (i = 0; i < MAX_PLAYERS; i++)
3615 struct PlayerInfo *player = &stored_player[i];
3617 printf("- player %d: present == %d, connected == %d, active == %d",
3623 if (local_player == player)
3624 printf(" (local player)");
3633 /* check if any connected player was not found in playfield */
3634 for (i = 0; i < MAX_PLAYERS; i++)
3636 struct PlayerInfo *player = &stored_player[i];
3638 if (player->connected && !player->present)
3640 for (j = 0; j < MAX_PLAYERS; j++)
3642 struct PlayerInfo *field_player = &stored_player[j];
3643 int jx = field_player->jx, jy = field_player->jy;
3645 /* assign first free player found that is present in the playfield */
3646 if (field_player->present && !field_player->connected)
3648 player->present = TRUE;
3649 player->active = TRUE;
3651 field_player->present = FALSE;
3652 field_player->active = FALSE;
3654 player->initial_element = field_player->initial_element;
3655 player->artwork_element = field_player->artwork_element;
3657 player->block_last_field = field_player->block_last_field;
3658 player->block_delay_adjustment = field_player->block_delay_adjustment;
3660 StorePlayer[jx][jy] = player->element_nr;
3662 player->jx = player->last_jx = jx;
3663 player->jy = player->last_jy = jy;
3673 printf("::: local_player->present == %d\n", local_player->present);
3678 /* when playing a tape, eliminate all players who do not participate */
3680 #if USE_NEW_PLAYER_ASSIGNMENTS
3682 if (!game.team_mode)
3684 for (i = 0; i < MAX_PLAYERS; i++)
3686 if (stored_player[i].active &&
3687 !tape.player_participates[map_player_action[i]])
3689 struct PlayerInfo *player = &stored_player[i];
3690 int jx = player->jx, jy = player->jy;
3692 #if DEBUG_INIT_PLAYER
3694 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3697 player->active = FALSE;
3698 StorePlayer[jx][jy] = 0;
3699 Feld[jx][jy] = EL_EMPTY;
3706 for (i = 0; i < MAX_PLAYERS; i++)
3708 if (stored_player[i].active &&
3709 !tape.player_participates[i])
3711 struct PlayerInfo *player = &stored_player[i];
3712 int jx = player->jx, jy = player->jy;
3714 player->active = FALSE;
3715 StorePlayer[jx][jy] = 0;
3716 Feld[jx][jy] = EL_EMPTY;
3721 else if (!options.network && !game.team_mode) /* && !tape.playing */
3723 /* when in single player mode, eliminate all but the first active player */
3725 for (i = 0; i < MAX_PLAYERS; i++)
3727 if (stored_player[i].active)
3729 for (j = i + 1; j < MAX_PLAYERS; j++)
3731 if (stored_player[j].active)
3733 struct PlayerInfo *player = &stored_player[j];
3734 int jx = player->jx, jy = player->jy;
3736 player->active = FALSE;
3737 player->present = FALSE;
3739 StorePlayer[jx][jy] = 0;
3740 Feld[jx][jy] = EL_EMPTY;
3747 /* when recording the game, store which players take part in the game */
3750 #if USE_NEW_PLAYER_ASSIGNMENTS
3751 for (i = 0; i < MAX_PLAYERS; i++)
3752 if (stored_player[i].connected)
3753 tape.player_participates[i] = TRUE;
3755 for (i = 0; i < MAX_PLAYERS; i++)
3756 if (stored_player[i].active)
3757 tape.player_participates[i] = TRUE;
3761 #if DEBUG_INIT_PLAYER
3764 printf("Player status after player assignment (final stage):\n");
3766 for (i = 0; i < MAX_PLAYERS; i++)
3768 struct PlayerInfo *player = &stored_player[i];
3770 printf("- player %d: present == %d, connected == %d, active == %d",
3776 if (local_player == player)
3777 printf(" (local player)");
3784 if (BorderElement == EL_EMPTY)
3787 SBX_Right = lev_fieldx - SCR_FIELDX;
3789 SBY_Lower = lev_fieldy - SCR_FIELDY;
3794 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3796 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3799 if (full_lev_fieldx <= SCR_FIELDX)
3800 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3801 if (full_lev_fieldy <= SCR_FIELDY)
3802 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3804 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
3806 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
3809 /* if local player not found, look for custom element that might create
3810 the player (make some assumptions about the right custom element) */
3811 if (!local_player->present)
3813 int start_x = 0, start_y = 0;
3814 int found_rating = 0;
3815 int found_element = EL_UNDEFINED;
3816 int player_nr = local_player->index_nr;
3818 SCAN_PLAYFIELD(x, y)
3820 int element = Feld[x][y];
3825 if (level.use_start_element[player_nr] &&
3826 level.start_element[player_nr] == element &&
3833 found_element = element;
3836 if (!IS_CUSTOM_ELEMENT(element))
3839 if (CAN_CHANGE(element))
3841 for (i = 0; i < element_info[element].num_change_pages; i++)
3843 /* check for player created from custom element as single target */
3844 content = element_info[element].change_page[i].target_element;
3845 is_player = ELEM_IS_PLAYER(content);
3847 if (is_player && (found_rating < 3 ||
3848 (found_rating == 3 && element < found_element)))
3854 found_element = element;
3859 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
3861 /* check for player created from custom element as explosion content */
3862 content = element_info[element].content.e[xx][yy];
3863 is_player = ELEM_IS_PLAYER(content);
3865 if (is_player && (found_rating < 2 ||
3866 (found_rating == 2 && element < found_element)))
3868 start_x = x + xx - 1;
3869 start_y = y + yy - 1;
3872 found_element = element;
3875 if (!CAN_CHANGE(element))
3878 for (i = 0; i < element_info[element].num_change_pages; i++)
3880 /* check for player created from custom element as extended target */
3882 element_info[element].change_page[i].target_content.e[xx][yy];
3884 is_player = ELEM_IS_PLAYER(content);
3886 if (is_player && (found_rating < 1 ||
3887 (found_rating == 1 && element < found_element)))
3889 start_x = x + xx - 1;
3890 start_y = y + yy - 1;
3893 found_element = element;
3899 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
3900 start_x > SBX_Right + MIDPOSX ? SBX_Right :
3903 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
3904 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
3909 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
3910 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
3911 local_player->jx - MIDPOSX);
3913 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
3914 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
3915 local_player->jy - MIDPOSY);
3918 /* !!! FIX THIS (START) !!! */
3919 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3921 InitGameEngine_EM();
3923 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3925 InitGameEngine_SP();
3929 DrawLevel(REDRAW_FIELD);
3932 /* after drawing the level, correct some elements */
3933 if (game.timegate_time_left == 0)
3934 CloseAllOpenTimegates();
3937 /* blit playfield from scroll buffer to normal back buffer for fading in */
3938 BlitScreenToBitmap(backbuffer);
3939 /* !!! FIX THIS (END) !!! */
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)
3970 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
3971 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
3972 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
3976 /* copy actual game door content to door double buffer for OpenDoor() */
3977 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
3979 OpenDoor(DOOR_OPEN_ALL);
3981 PlaySound(SND_GAME_STARTING);
3983 if (setup.sound_music)
3986 KeyboardAutoRepeatOffUnlessAutoplay();
3988 #if DEBUG_INIT_PLAYER
3991 printf("Player status (final):\n");
3993 for (i = 0; i < MAX_PLAYERS; i++)
3995 struct PlayerInfo *player = &stored_player[i];
3997 printf("- player %d: present == %d, connected == %d, active == %d",
4003 if (local_player == player)
4004 printf(" (local player)");
4017 if (!game.restart_level && !tape.playing)
4019 LevelStats_incPlayed(level_nr);
4021 SaveLevelSetup_SeriesInfo();
4024 game.restart_level = FALSE;
4026 SaveEngineSnapshotToListInitial();
4029 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
4031 /* this is used for non-R'n'D game engines to update certain engine values */
4033 /* needed to determine if sounds are played within the visible screen area */
4034 scroll_x = actual_scroll_x;
4035 scroll_y = actual_scroll_y;
4038 void InitMovDir(int x, int y)
4040 int i, element = Feld[x][y];
4041 static int xy[4][2] =
4048 static int direction[3][4] =
4050 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4051 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4052 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4061 Feld[x][y] = EL_BUG;
4062 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4065 case EL_SPACESHIP_RIGHT:
4066 case EL_SPACESHIP_UP:
4067 case EL_SPACESHIP_LEFT:
4068 case EL_SPACESHIP_DOWN:
4069 Feld[x][y] = EL_SPACESHIP;
4070 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4073 case EL_BD_BUTTERFLY_RIGHT:
4074 case EL_BD_BUTTERFLY_UP:
4075 case EL_BD_BUTTERFLY_LEFT:
4076 case EL_BD_BUTTERFLY_DOWN:
4077 Feld[x][y] = EL_BD_BUTTERFLY;
4078 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4081 case EL_BD_FIREFLY_RIGHT:
4082 case EL_BD_FIREFLY_UP:
4083 case EL_BD_FIREFLY_LEFT:
4084 case EL_BD_FIREFLY_DOWN:
4085 Feld[x][y] = EL_BD_FIREFLY;
4086 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4089 case EL_PACMAN_RIGHT:
4091 case EL_PACMAN_LEFT:
4092 case EL_PACMAN_DOWN:
4093 Feld[x][y] = EL_PACMAN;
4094 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4097 case EL_YAMYAM_LEFT:
4098 case EL_YAMYAM_RIGHT:
4100 case EL_YAMYAM_DOWN:
4101 Feld[x][y] = EL_YAMYAM;
4102 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4105 case EL_SP_SNIKSNAK:
4106 MovDir[x][y] = MV_UP;
4109 case EL_SP_ELECTRON:
4110 MovDir[x][y] = MV_LEFT;
4117 Feld[x][y] = EL_MOLE;
4118 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4122 if (IS_CUSTOM_ELEMENT(element))
4124 struct ElementInfo *ei = &element_info[element];
4125 int move_direction_initial = ei->move_direction_initial;
4126 int move_pattern = ei->move_pattern;
4128 if (move_direction_initial == MV_START_PREVIOUS)
4130 if (MovDir[x][y] != MV_NONE)
4133 move_direction_initial = MV_START_AUTOMATIC;
4136 if (move_direction_initial == MV_START_RANDOM)
4137 MovDir[x][y] = 1 << RND(4);
4138 else if (move_direction_initial & MV_ANY_DIRECTION)
4139 MovDir[x][y] = move_direction_initial;
4140 else if (move_pattern == MV_ALL_DIRECTIONS ||
4141 move_pattern == MV_TURNING_LEFT ||
4142 move_pattern == MV_TURNING_RIGHT ||
4143 move_pattern == MV_TURNING_LEFT_RIGHT ||
4144 move_pattern == MV_TURNING_RIGHT_LEFT ||
4145 move_pattern == MV_TURNING_RANDOM)
4146 MovDir[x][y] = 1 << RND(4);
4147 else if (move_pattern == MV_HORIZONTAL)
4148 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4149 else if (move_pattern == MV_VERTICAL)
4150 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4151 else if (move_pattern & MV_ANY_DIRECTION)
4152 MovDir[x][y] = element_info[element].move_pattern;
4153 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4154 move_pattern == MV_ALONG_RIGHT_SIDE)
4156 /* use random direction as default start direction */
4157 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4158 MovDir[x][y] = 1 << RND(4);
4160 for (i = 0; i < NUM_DIRECTIONS; i++)
4162 int x1 = x + xy[i][0];
4163 int y1 = y + xy[i][1];
4165 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4167 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4168 MovDir[x][y] = direction[0][i];
4170 MovDir[x][y] = direction[1][i];
4179 MovDir[x][y] = 1 << RND(4);
4181 if (element != EL_BUG &&
4182 element != EL_SPACESHIP &&
4183 element != EL_BD_BUTTERFLY &&
4184 element != EL_BD_FIREFLY)
4187 for (i = 0; i < NUM_DIRECTIONS; i++)
4189 int x1 = x + xy[i][0];
4190 int y1 = y + xy[i][1];
4192 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4194 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4196 MovDir[x][y] = direction[0][i];
4199 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4200 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4202 MovDir[x][y] = direction[1][i];
4211 GfxDir[x][y] = MovDir[x][y];
4214 void InitAmoebaNr(int x, int y)
4217 int group_nr = AmoebeNachbarNr(x, y);
4221 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4223 if (AmoebaCnt[i] == 0)
4231 AmoebaNr[x][y] = group_nr;
4232 AmoebaCnt[group_nr]++;
4233 AmoebaCnt2[group_nr]++;
4236 static void PlayerWins(struct PlayerInfo *player)
4238 player->LevelSolved = TRUE;
4239 player->GameOver = TRUE;
4241 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4242 level.native_em_level->lev->score : player->score);
4244 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4246 player->LevelSolved_CountingScore = player->score_final;
4251 static int time, time_final;
4252 static int score, score_final;
4253 static int game_over_delay_1 = 0;
4254 static int game_over_delay_2 = 0;
4255 int game_over_delay_value_1 = 50;
4256 int game_over_delay_value_2 = 50;
4258 if (!local_player->LevelSolved_GameWon)
4262 /* do not start end game actions before the player stops moving (to exit) */
4263 if (local_player->MovPos)
4266 local_player->LevelSolved_GameWon = TRUE;
4267 local_player->LevelSolved_SaveTape = tape.recording;
4268 local_player->LevelSolved_SaveScore = !tape.playing;
4272 LevelStats_incSolved(level_nr);
4274 SaveLevelSetup_SeriesInfo();
4277 if (tape.auto_play) /* tape might already be stopped here */
4278 tape.auto_play_level_solved = TRUE;
4282 game_over_delay_1 = game_over_delay_value_1;
4283 game_over_delay_2 = game_over_delay_value_2;
4285 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4286 score = score_final = local_player->score_final;
4291 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4293 else if (game.no_time_limit && TimePlayed < 999)
4296 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4299 local_player->score_final = score_final;
4301 if (level_editor_test_game)
4304 score = score_final;
4306 local_player->LevelSolved_CountingTime = time;
4307 local_player->LevelSolved_CountingScore = score;
4309 game_panel_controls[GAME_PANEL_TIME].value = time;
4310 game_panel_controls[GAME_PANEL_SCORE].value = score;
4312 DisplayGameControlValues();
4315 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4317 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4319 /* close exit door after last player */
4320 if ((AllPlayersGone &&
4321 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4322 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4323 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4324 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4325 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4327 int element = Feld[ExitX][ExitY];
4329 Feld[ExitX][ExitY] =
4330 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4331 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4332 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4333 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4334 EL_EM_STEEL_EXIT_CLOSING);
4336 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4339 /* player disappears */
4340 DrawLevelField(ExitX, ExitY);
4343 for (i = 0; i < MAX_PLAYERS; i++)
4345 struct PlayerInfo *player = &stored_player[i];
4347 if (player->present)
4349 RemovePlayer(player);
4351 /* player disappears */
4352 DrawLevelField(player->jx, player->jy);
4357 PlaySound(SND_GAME_WINNING);
4360 if (game_over_delay_1 > 0)
4362 game_over_delay_1--;
4367 if (time != time_final)
4369 int time_to_go = ABS(time_final - time);
4370 int time_count_dir = (time < time_final ? +1 : -1);
4371 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4373 time += time_count_steps * time_count_dir;
4374 score += time_count_steps * level.score[SC_TIME_BONUS];
4376 local_player->LevelSolved_CountingTime = time;
4377 local_player->LevelSolved_CountingScore = score;
4379 game_panel_controls[GAME_PANEL_TIME].value = time;
4380 game_panel_controls[GAME_PANEL_SCORE].value = score;
4382 DisplayGameControlValues();
4384 if (time == time_final)
4385 StopSound(SND_GAME_LEVELTIME_BONUS);
4386 else if (setup.sound_loops)
4387 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4389 PlaySound(SND_GAME_LEVELTIME_BONUS);
4394 local_player->LevelSolved_PanelOff = TRUE;
4396 if (game_over_delay_2 > 0)
4398 game_over_delay_2--;
4409 boolean raise_level = FALSE;
4411 local_player->LevelSolved_GameEnd = TRUE;
4413 if (!global.use_envelope_request)
4414 CloseDoor(DOOR_CLOSE_1);
4416 if (local_player->LevelSolved_SaveTape)
4418 SaveTapeChecked(tape.level_nr); /* ask to save tape */
4421 CloseDoor(DOOR_CLOSE_ALL);
4423 if (level_editor_test_game)
4425 game_status = GAME_MODE_MAIN;
4427 DrawAndFadeInMainMenu(REDRAW_FIELD);
4432 if (!local_player->LevelSolved_SaveScore)
4434 FadeOut(REDRAW_FIELD);
4436 game_status = GAME_MODE_MAIN;
4438 DrawAndFadeInMainMenu(REDRAW_FIELD);
4443 if (level_nr == leveldir_current->handicap_level)
4445 leveldir_current->handicap_level++;
4447 SaveLevelSetup_SeriesInfo();
4450 if (level_nr < leveldir_current->last_level)
4451 raise_level = TRUE; /* advance to next level */
4453 if ((hi_pos = NewHiScore()) >= 0)
4455 game_status = GAME_MODE_SCORES;
4457 /* needed if different viewport properties defined for scores */
4458 ChangeViewportPropertiesIfNeeded();
4460 DrawHallOfFame(hi_pos);
4470 FadeOut(REDRAW_FIELD);
4472 game_status = GAME_MODE_MAIN;
4480 DrawAndFadeInMainMenu(REDRAW_FIELD);
4489 LoadScore(level_nr);
4491 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4492 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4495 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4497 if (local_player->score_final > highscore[k].Score)
4499 /* player has made it to the hall of fame */
4501 if (k < MAX_SCORE_ENTRIES - 1)
4503 int m = MAX_SCORE_ENTRIES - 1;
4506 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4507 if (strEqual(setup.player_name, highscore[l].Name))
4509 if (m == k) /* player's new highscore overwrites his old one */
4513 for (l = m; l > k; l--)
4515 strcpy(highscore[l].Name, highscore[l - 1].Name);
4516 highscore[l].Score = highscore[l - 1].Score;
4523 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4524 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4525 highscore[k].Score = local_player->score_final;
4531 else if (!strncmp(setup.player_name, highscore[k].Name,
4532 MAX_PLAYER_NAME_LEN))
4533 break; /* player already there with a higher score */
4539 SaveScore(level_nr);
4544 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4546 int element = Feld[x][y];
4547 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4548 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4549 int horiz_move = (dx != 0);
4550 int sign = (horiz_move ? dx : dy);
4551 int step = sign * element_info[element].move_stepsize;
4553 /* special values for move stepsize for spring and things on conveyor belt */
4556 if (CAN_FALL(element) &&
4557 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4558 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4559 else if (element == EL_SPRING)
4560 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4566 inline static int getElementMoveStepsize(int x, int y)
4568 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4571 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4573 if (player->GfxAction != action || player->GfxDir != dir)
4575 player->GfxAction = action;
4576 player->GfxDir = dir;
4578 player->StepFrame = 0;
4582 static void ResetGfxFrame(int x, int y, boolean redraw)
4584 int element = Feld[x][y];
4585 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4586 int last_gfx_frame = GfxFrame[x][y];
4588 if (graphic_info[graphic].anim_global_sync)
4589 GfxFrame[x][y] = FrameCounter;
4590 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4591 GfxFrame[x][y] = CustomValue[x][y];
4592 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4593 GfxFrame[x][y] = element_info[element].collect_score;
4594 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4595 GfxFrame[x][y] = ChangeDelay[x][y];
4597 if (redraw && GfxFrame[x][y] != last_gfx_frame)
4598 DrawLevelGraphicAnimation(x, y, graphic);
4601 static void ResetGfxAnimation(int x, int y)
4603 GfxAction[x][y] = ACTION_DEFAULT;
4604 GfxDir[x][y] = MovDir[x][y];
4607 ResetGfxFrame(x, y, FALSE);
4610 static void ResetRandomAnimationValue(int x, int y)
4612 GfxRandom[x][y] = INIT_GFX_RANDOM();
4615 void InitMovingField(int x, int y, int direction)
4617 int element = Feld[x][y];
4618 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4619 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4622 boolean is_moving_before, is_moving_after;
4624 /* check if element was/is moving or being moved before/after mode change */
4625 is_moving_before = (WasJustMoving[x][y] != 0);
4626 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4628 /* reset animation only for moving elements which change direction of moving
4629 or which just started or stopped moving
4630 (else CEs with property "can move" / "not moving" are reset each frame) */
4631 if (is_moving_before != is_moving_after ||
4632 direction != MovDir[x][y])
4633 ResetGfxAnimation(x, y);
4635 MovDir[x][y] = direction;
4636 GfxDir[x][y] = direction;
4638 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4639 direction == MV_DOWN && CAN_FALL(element) ?
4640 ACTION_FALLING : ACTION_MOVING);
4642 /* this is needed for CEs with property "can move" / "not moving" */
4644 if (is_moving_after)
4646 if (Feld[newx][newy] == EL_EMPTY)
4647 Feld[newx][newy] = EL_BLOCKED;
4649 MovDir[newx][newy] = MovDir[x][y];
4651 CustomValue[newx][newy] = CustomValue[x][y];
4653 GfxFrame[newx][newy] = GfxFrame[x][y];
4654 GfxRandom[newx][newy] = GfxRandom[x][y];
4655 GfxAction[newx][newy] = GfxAction[x][y];
4656 GfxDir[newx][newy] = GfxDir[x][y];
4660 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4662 int direction = MovDir[x][y];
4663 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4664 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4670 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4672 int oldx = x, oldy = y;
4673 int direction = MovDir[x][y];
4675 if (direction == MV_LEFT)
4677 else if (direction == MV_RIGHT)
4679 else if (direction == MV_UP)
4681 else if (direction == MV_DOWN)
4684 *comes_from_x = oldx;
4685 *comes_from_y = oldy;
4688 int MovingOrBlocked2Element(int x, int y)
4690 int element = Feld[x][y];
4692 if (element == EL_BLOCKED)
4696 Blocked2Moving(x, y, &oldx, &oldy);
4697 return Feld[oldx][oldy];
4703 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4705 /* like MovingOrBlocked2Element(), but if element is moving
4706 and (x,y) is the field the moving element is just leaving,
4707 return EL_BLOCKED instead of the element value */
4708 int element = Feld[x][y];
4710 if (IS_MOVING(x, y))
4712 if (element == EL_BLOCKED)
4716 Blocked2Moving(x, y, &oldx, &oldy);
4717 return Feld[oldx][oldy];
4726 static void RemoveField(int x, int y)
4728 Feld[x][y] = EL_EMPTY;
4734 CustomValue[x][y] = 0;
4737 ChangeDelay[x][y] = 0;
4738 ChangePage[x][y] = -1;
4739 Pushed[x][y] = FALSE;
4741 GfxElement[x][y] = EL_UNDEFINED;
4742 GfxAction[x][y] = ACTION_DEFAULT;
4743 GfxDir[x][y] = MV_NONE;
4746 void RemoveMovingField(int x, int y)
4748 int oldx = x, oldy = y, newx = x, newy = y;
4749 int element = Feld[x][y];
4750 int next_element = EL_UNDEFINED;
4752 if (element != EL_BLOCKED && !IS_MOVING(x, y))
4755 if (IS_MOVING(x, y))
4757 Moving2Blocked(x, y, &newx, &newy);
4759 if (Feld[newx][newy] != EL_BLOCKED)
4761 /* element is moving, but target field is not free (blocked), but
4762 already occupied by something different (example: acid pool);
4763 in this case, only remove the moving field, but not the target */
4765 RemoveField(oldx, oldy);
4767 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4769 TEST_DrawLevelField(oldx, oldy);
4774 else if (element == EL_BLOCKED)
4776 Blocked2Moving(x, y, &oldx, &oldy);
4777 if (!IS_MOVING(oldx, oldy))
4781 if (element == EL_BLOCKED &&
4782 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
4783 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
4784 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
4785 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
4786 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
4787 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
4788 next_element = get_next_element(Feld[oldx][oldy]);
4790 RemoveField(oldx, oldy);
4791 RemoveField(newx, newy);
4793 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4795 if (next_element != EL_UNDEFINED)
4796 Feld[oldx][oldy] = next_element;
4798 TEST_DrawLevelField(oldx, oldy);
4799 TEST_DrawLevelField(newx, newy);
4802 void DrawDynamite(int x, int y)
4804 int sx = SCREENX(x), sy = SCREENY(y);
4805 int graphic = el2img(Feld[x][y]);
4808 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
4811 if (IS_WALKABLE_INSIDE(Back[x][y]))
4815 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
4816 else if (Store[x][y])
4817 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
4819 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4821 if (Back[x][y] || Store[x][y])
4822 DrawGraphicThruMask(sx, sy, graphic, frame);
4824 DrawGraphic(sx, sy, graphic, frame);
4827 void CheckDynamite(int x, int y)
4829 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
4833 if (MovDelay[x][y] != 0)
4836 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4842 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4847 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
4849 boolean num_checked_players = 0;
4852 for (i = 0; i < MAX_PLAYERS; i++)
4854 if (stored_player[i].active)
4856 int sx = stored_player[i].jx;
4857 int sy = stored_player[i].jy;
4859 if (num_checked_players == 0)
4866 *sx1 = MIN(*sx1, sx);
4867 *sy1 = MIN(*sy1, sy);
4868 *sx2 = MAX(*sx2, sx);
4869 *sy2 = MAX(*sy2, sy);
4872 num_checked_players++;
4877 static boolean checkIfAllPlayersFitToScreen_RND()
4879 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
4881 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4883 return (sx2 - sx1 < SCR_FIELDX &&
4884 sy2 - sy1 < SCR_FIELDY);
4887 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
4889 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
4891 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4893 *sx = (sx1 + sx2) / 2;
4894 *sy = (sy1 + sy2) / 2;
4897 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
4898 boolean center_screen, boolean quick_relocation)
4900 boolean ffwd_delay = (tape.playing && tape.fast_forward);
4901 boolean no_delay = (tape.warp_forward);
4902 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
4903 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
4905 if (quick_relocation)
4907 if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
4909 if (!level.shifted_relocation || center_screen)
4911 /* quick relocation (without scrolling), with centering of screen */
4913 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4914 x > SBX_Right + MIDPOSX ? SBX_Right :
4917 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4918 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4923 /* quick relocation (without scrolling), but do not center screen */
4925 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4926 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4929 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4930 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4933 int offset_x = x + (scroll_x - center_scroll_x);
4934 int offset_y = y + (scroll_y - center_scroll_y);
4936 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4937 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4938 offset_x - MIDPOSX);
4940 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4941 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4942 offset_y - MIDPOSY);
4947 if (!level.shifted_relocation || center_screen)
4949 /* quick relocation (without scrolling), with centering of screen */
4951 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4952 x > SBX_Right + MIDPOSX ? SBX_Right :
4955 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4956 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4961 /* quick relocation (without scrolling), but do not center screen */
4963 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4964 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4967 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4968 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4971 int offset_x = x + (scroll_x - center_scroll_x);
4972 int offset_y = y + (scroll_y - center_scroll_y);
4974 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4975 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4976 offset_x - MIDPOSX);
4978 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4979 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4980 offset_y - MIDPOSY);
4984 RedrawPlayfield(TRUE, 0,0,0,0);
4988 int scroll_xx, scroll_yy;
4990 if (!level.shifted_relocation || center_screen)
4992 /* visible relocation (with scrolling), with centering of screen */
4994 scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
4995 x > SBX_Right + MIDPOSX ? SBX_Right :
4998 scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4999 y > SBY_Lower + MIDPOSY ? SBY_Lower :
5004 /* visible relocation (with scrolling), but do not center screen */
5006 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
5007 old_x > SBX_Right + MIDPOSX ? SBX_Right :
5010 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5011 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5014 int offset_x = x + (scroll_x - center_scroll_x);
5015 int offset_y = y + (scroll_y - center_scroll_y);
5017 scroll_xx = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
5018 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
5019 offset_x - MIDPOSX);
5021 scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5022 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5023 offset_y - MIDPOSY);
5027 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
5029 while (scroll_x != scroll_xx || scroll_y != scroll_yy)
5032 int fx = FX, fy = FY;
5034 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
5035 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
5037 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5043 fx += dx * TILEX / 2;
5044 fy += dy * TILEY / 2;
5046 ScrollLevel(dx, dy);
5049 /* scroll in two steps of half tile size to make things smoother */
5050 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5051 Delay(wait_delay_value);
5053 /* scroll second step to align at full tile size */
5055 Delay(wait_delay_value);
5060 Delay(wait_delay_value);
5064 void RelocatePlayer(int jx, int jy, int el_player_raw)
5066 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5067 int player_nr = GET_PLAYER_NR(el_player);
5068 struct PlayerInfo *player = &stored_player[player_nr];
5069 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5070 boolean no_delay = (tape.warp_forward);
5071 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5072 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5073 int old_jx = player->jx;
5074 int old_jy = player->jy;
5075 int old_element = Feld[old_jx][old_jy];
5076 int element = Feld[jx][jy];
5077 boolean player_relocated = (old_jx != jx || old_jy != jy);
5079 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5080 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5081 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5082 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5083 int leave_side_horiz = move_dir_horiz;
5084 int leave_side_vert = move_dir_vert;
5085 int enter_side = enter_side_horiz | enter_side_vert;
5086 int leave_side = leave_side_horiz | leave_side_vert;
5088 if (player->GameOver) /* do not reanimate dead player */
5091 if (!player_relocated) /* no need to relocate the player */
5094 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5096 RemoveField(jx, jy); /* temporarily remove newly placed player */
5097 DrawLevelField(jx, jy);
5100 if (player->present)
5102 while (player->MovPos)
5104 ScrollPlayer(player, SCROLL_GO_ON);
5105 ScrollScreen(NULL, SCROLL_GO_ON);
5107 AdvanceFrameAndPlayerCounters(player->index_nr);
5112 Delay(wait_delay_value);
5115 DrawPlayer(player); /* needed here only to cleanup last field */
5116 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5118 player->is_moving = FALSE;
5121 if (IS_CUSTOM_ELEMENT(old_element))
5122 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5124 player->index_bit, leave_side);
5126 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5128 player->index_bit, leave_side);
5130 Feld[jx][jy] = el_player;
5131 InitPlayerField(jx, jy, el_player, TRUE);
5133 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5134 possible that the relocation target field did not contain a player element,
5135 but a walkable element, to which the new player was relocated -- in this
5136 case, restore that (already initialized!) element on the player field */
5137 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5139 Feld[jx][jy] = element; /* restore previously existing element */
5142 /* only visually relocate centered player */
5143 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5144 FALSE, level.instant_relocation);
5146 TestIfPlayerTouchesBadThing(jx, jy);
5147 TestIfPlayerTouchesCustomElement(jx, jy);
5149 if (IS_CUSTOM_ELEMENT(element))
5150 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5151 player->index_bit, enter_side);
5153 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5154 player->index_bit, enter_side);
5156 if (player->is_switching)
5158 /* ensure that relocation while still switching an element does not cause
5159 a new element to be treated as also switched directly after relocation
5160 (this is important for teleporter switches that teleport the player to
5161 a place where another teleporter switch is in the same direction, which
5162 would then incorrectly be treated as immediately switched before the
5163 direction key that caused the switch was released) */
5165 player->switch_x += jx - old_jx;
5166 player->switch_y += jy - old_jy;
5170 void Explode(int ex, int ey, int phase, int mode)
5176 /* !!! eliminate this variable !!! */
5177 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5179 if (game.explosions_delayed)
5181 ExplodeField[ex][ey] = mode;
5185 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5187 int center_element = Feld[ex][ey];
5188 int artwork_element, explosion_element; /* set these values later */
5190 /* remove things displayed in background while burning dynamite */
5191 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5194 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5196 /* put moving element to center field (and let it explode there) */
5197 center_element = MovingOrBlocked2Element(ex, ey);
5198 RemoveMovingField(ex, ey);
5199 Feld[ex][ey] = center_element;
5202 /* now "center_element" is finally determined -- set related values now */
5203 artwork_element = center_element; /* for custom player artwork */
5204 explosion_element = center_element; /* for custom player artwork */
5206 if (IS_PLAYER(ex, ey))
5208 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5210 artwork_element = stored_player[player_nr].artwork_element;
5212 if (level.use_explosion_element[player_nr])
5214 explosion_element = level.explosion_element[player_nr];
5215 artwork_element = explosion_element;
5219 if (mode == EX_TYPE_NORMAL ||
5220 mode == EX_TYPE_CENTER ||
5221 mode == EX_TYPE_CROSS)
5222 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5224 last_phase = element_info[explosion_element].explosion_delay + 1;
5226 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5228 int xx = x - ex + 1;
5229 int yy = y - ey + 1;
5232 if (!IN_LEV_FIELD(x, y) ||
5233 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5234 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5237 element = Feld[x][y];
5239 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5241 element = MovingOrBlocked2Element(x, y);
5243 if (!IS_EXPLOSION_PROOF(element))
5244 RemoveMovingField(x, y);
5247 /* indestructible elements can only explode in center (but not flames) */
5248 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5249 mode == EX_TYPE_BORDER)) ||
5250 element == EL_FLAMES)
5253 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5254 behaviour, for example when touching a yamyam that explodes to rocks
5255 with active deadly shield, a rock is created under the player !!! */
5256 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5258 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5259 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5260 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5262 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5265 if (IS_ACTIVE_BOMB(element))
5267 /* re-activate things under the bomb like gate or penguin */
5268 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5275 /* save walkable background elements while explosion on same tile */
5276 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5277 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5278 Back[x][y] = element;
5280 /* ignite explodable elements reached by other explosion */
5281 if (element == EL_EXPLOSION)
5282 element = Store2[x][y];
5284 if (AmoebaNr[x][y] &&
5285 (element == EL_AMOEBA_FULL ||
5286 element == EL_BD_AMOEBA ||
5287 element == EL_AMOEBA_GROWING))
5289 AmoebaCnt[AmoebaNr[x][y]]--;
5290 AmoebaCnt2[AmoebaNr[x][y]]--;
5295 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5297 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5299 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5301 if (PLAYERINFO(ex, ey)->use_murphy)
5302 Store[x][y] = EL_EMPTY;
5305 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5306 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5307 else if (ELEM_IS_PLAYER(center_element))
5308 Store[x][y] = EL_EMPTY;
5309 else if (center_element == EL_YAMYAM)
5310 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5311 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5312 Store[x][y] = element_info[center_element].content.e[xx][yy];
5314 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5315 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5316 otherwise) -- FIX THIS !!! */
5317 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5318 Store[x][y] = element_info[element].content.e[1][1];
5320 else if (!CAN_EXPLODE(element))
5321 Store[x][y] = element_info[element].content.e[1][1];
5324 Store[x][y] = EL_EMPTY;
5326 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5327 center_element == EL_AMOEBA_TO_DIAMOND)
5328 Store2[x][y] = element;
5330 Feld[x][y] = EL_EXPLOSION;
5331 GfxElement[x][y] = artwork_element;
5333 ExplodePhase[x][y] = 1;
5334 ExplodeDelay[x][y] = last_phase;
5339 if (center_element == EL_YAMYAM)
5340 game.yamyam_content_nr =
5341 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5353 GfxFrame[x][y] = 0; /* restart explosion animation */
5355 last_phase = ExplodeDelay[x][y];
5357 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5359 /* this can happen if the player leaves an explosion just in time */
5360 if (GfxElement[x][y] == EL_UNDEFINED)
5361 GfxElement[x][y] = EL_EMPTY;
5363 border_element = Store2[x][y];
5364 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5365 border_element = StorePlayer[x][y];
5367 if (phase == element_info[border_element].ignition_delay ||
5368 phase == last_phase)
5370 boolean border_explosion = FALSE;
5372 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5373 !PLAYER_EXPLOSION_PROTECTED(x, y))
5375 KillPlayerUnlessExplosionProtected(x, y);
5376 border_explosion = TRUE;
5378 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5380 Feld[x][y] = Store2[x][y];
5383 border_explosion = TRUE;
5385 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5387 AmoebeUmwandeln(x, y);
5389 border_explosion = TRUE;
5392 /* if an element just explodes due to another explosion (chain-reaction),
5393 do not immediately end the new explosion when it was the last frame of
5394 the explosion (as it would be done in the following "if"-statement!) */
5395 if (border_explosion && phase == last_phase)
5399 if (phase == last_phase)
5403 element = Feld[x][y] = Store[x][y];
5404 Store[x][y] = Store2[x][y] = 0;
5405 GfxElement[x][y] = EL_UNDEFINED;
5407 /* player can escape from explosions and might therefore be still alive */
5408 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5409 element <= EL_PLAYER_IS_EXPLODING_4)
5411 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5412 int explosion_element = EL_PLAYER_1 + player_nr;
5413 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5414 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5416 if (level.use_explosion_element[player_nr])
5417 explosion_element = level.explosion_element[player_nr];
5419 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5420 element_info[explosion_element].content.e[xx][yy]);
5423 /* restore probably existing indestructible background element */
5424 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5425 element = Feld[x][y] = Back[x][y];
5428 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5429 GfxDir[x][y] = MV_NONE;
5430 ChangeDelay[x][y] = 0;
5431 ChangePage[x][y] = -1;
5433 CustomValue[x][y] = 0;
5435 InitField_WithBug2(x, y, FALSE);
5437 TEST_DrawLevelField(x, y);
5439 TestIfElementTouchesCustomElement(x, y);
5441 if (GFX_CRUMBLED(element))
5442 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5444 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5445 StorePlayer[x][y] = 0;
5447 if (ELEM_IS_PLAYER(element))
5448 RelocatePlayer(x, y, element);
5450 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5452 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5453 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5456 TEST_DrawLevelFieldCrumbled(x, y);
5458 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5460 DrawLevelElement(x, y, Back[x][y]);
5461 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5463 else if (IS_WALKABLE_UNDER(Back[x][y]))
5465 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5466 DrawLevelElementThruMask(x, y, Back[x][y]);
5468 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5469 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5473 void DynaExplode(int ex, int ey)
5476 int dynabomb_element = Feld[ex][ey];
5477 int dynabomb_size = 1;
5478 boolean dynabomb_xl = FALSE;
5479 struct PlayerInfo *player;
5480 static int xy[4][2] =
5488 if (IS_ACTIVE_BOMB(dynabomb_element))
5490 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5491 dynabomb_size = player->dynabomb_size;
5492 dynabomb_xl = player->dynabomb_xl;
5493 player->dynabombs_left++;
5496 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5498 for (i = 0; i < NUM_DIRECTIONS; i++)
5500 for (j = 1; j <= dynabomb_size; j++)
5502 int x = ex + j * xy[i][0];
5503 int y = ey + j * xy[i][1];
5506 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5509 element = Feld[x][y];
5511 /* do not restart explosions of fields with active bombs */
5512 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5515 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5517 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5518 !IS_DIGGABLE(element) && !dynabomb_xl)
5524 void Bang(int x, int y)
5526 int element = MovingOrBlocked2Element(x, y);
5527 int explosion_type = EX_TYPE_NORMAL;
5529 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5531 struct PlayerInfo *player = PLAYERINFO(x, y);
5533 element = Feld[x][y] = player->initial_element;
5535 if (level.use_explosion_element[player->index_nr])
5537 int explosion_element = level.explosion_element[player->index_nr];
5539 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5540 explosion_type = EX_TYPE_CROSS;
5541 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5542 explosion_type = EX_TYPE_CENTER;
5550 case EL_BD_BUTTERFLY:
5553 case EL_DARK_YAMYAM:
5557 RaiseScoreElement(element);
5560 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5561 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5562 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5563 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5564 case EL_DYNABOMB_INCREASE_NUMBER:
5565 case EL_DYNABOMB_INCREASE_SIZE:
5566 case EL_DYNABOMB_INCREASE_POWER:
5567 explosion_type = EX_TYPE_DYNA;
5570 case EL_DC_LANDMINE:
5571 explosion_type = EX_TYPE_CENTER;
5576 case EL_LAMP_ACTIVE:
5577 case EL_AMOEBA_TO_DIAMOND:
5578 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5579 explosion_type = EX_TYPE_CENTER;
5583 if (element_info[element].explosion_type == EXPLODES_CROSS)
5584 explosion_type = EX_TYPE_CROSS;
5585 else if (element_info[element].explosion_type == EXPLODES_1X1)
5586 explosion_type = EX_TYPE_CENTER;
5590 if (explosion_type == EX_TYPE_DYNA)
5593 Explode(x, y, EX_PHASE_START, explosion_type);
5595 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5598 void SplashAcid(int x, int y)
5600 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5601 (!IN_LEV_FIELD(x - 1, y - 2) ||
5602 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5603 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5605 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5606 (!IN_LEV_FIELD(x + 1, y - 2) ||
5607 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5608 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5610 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5613 static void InitBeltMovement()
5615 static int belt_base_element[4] =
5617 EL_CONVEYOR_BELT_1_LEFT,
5618 EL_CONVEYOR_BELT_2_LEFT,
5619 EL_CONVEYOR_BELT_3_LEFT,
5620 EL_CONVEYOR_BELT_4_LEFT
5622 static int belt_base_active_element[4] =
5624 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5625 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5626 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5627 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5632 /* set frame order for belt animation graphic according to belt direction */
5633 for (i = 0; i < NUM_BELTS; i++)
5637 for (j = 0; j < NUM_BELT_PARTS; j++)
5639 int element = belt_base_active_element[belt_nr] + j;
5640 int graphic_1 = el2img(element);
5641 int graphic_2 = el2panelimg(element);
5643 if (game.belt_dir[i] == MV_LEFT)
5645 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5646 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5650 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5651 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5656 SCAN_PLAYFIELD(x, y)
5658 int element = Feld[x][y];
5660 for (i = 0; i < NUM_BELTS; i++)
5662 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5664 int e_belt_nr = getBeltNrFromBeltElement(element);
5667 if (e_belt_nr == belt_nr)
5669 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5671 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5678 static void ToggleBeltSwitch(int x, int y)
5680 static int belt_base_element[4] =
5682 EL_CONVEYOR_BELT_1_LEFT,
5683 EL_CONVEYOR_BELT_2_LEFT,
5684 EL_CONVEYOR_BELT_3_LEFT,
5685 EL_CONVEYOR_BELT_4_LEFT
5687 static int belt_base_active_element[4] =
5689 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5690 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5691 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5692 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5694 static int belt_base_switch_element[4] =
5696 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5697 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5698 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5699 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5701 static int belt_move_dir[4] =
5709 int element = Feld[x][y];
5710 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5711 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5712 int belt_dir = belt_move_dir[belt_dir_nr];
5715 if (!IS_BELT_SWITCH(element))
5718 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5719 game.belt_dir[belt_nr] = belt_dir;
5721 if (belt_dir_nr == 3)
5724 /* set frame order for belt animation graphic according to belt direction */
5725 for (i = 0; i < NUM_BELT_PARTS; i++)
5727 int element = belt_base_active_element[belt_nr] + i;
5728 int graphic_1 = el2img(element);
5729 int graphic_2 = el2panelimg(element);
5731 if (belt_dir == MV_LEFT)
5733 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5734 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5738 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5739 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5743 SCAN_PLAYFIELD(xx, yy)
5745 int element = Feld[xx][yy];
5747 if (IS_BELT_SWITCH(element))
5749 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5751 if (e_belt_nr == belt_nr)
5753 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5754 TEST_DrawLevelField(xx, yy);
5757 else if (IS_BELT(element) && belt_dir != MV_NONE)
5759 int e_belt_nr = getBeltNrFromBeltElement(element);
5761 if (e_belt_nr == belt_nr)
5763 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5765 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5766 TEST_DrawLevelField(xx, yy);
5769 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5771 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5773 if (e_belt_nr == belt_nr)
5775 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5777 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5778 TEST_DrawLevelField(xx, yy);
5784 static void ToggleSwitchgateSwitch(int x, int y)
5788 game.switchgate_pos = !game.switchgate_pos;
5790 SCAN_PLAYFIELD(xx, yy)
5792 int element = Feld[xx][yy];
5794 if (element == EL_SWITCHGATE_SWITCH_UP)
5796 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5797 TEST_DrawLevelField(xx, yy);
5799 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5801 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5802 TEST_DrawLevelField(xx, yy);
5804 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5806 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5807 TEST_DrawLevelField(xx, yy);
5809 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5811 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5812 TEST_DrawLevelField(xx, yy);
5814 else if (element == EL_SWITCHGATE_OPEN ||
5815 element == EL_SWITCHGATE_OPENING)
5817 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
5819 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
5821 else if (element == EL_SWITCHGATE_CLOSED ||
5822 element == EL_SWITCHGATE_CLOSING)
5824 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
5826 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
5831 static int getInvisibleActiveFromInvisibleElement(int element)
5833 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
5834 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
5835 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
5839 static int getInvisibleFromInvisibleActiveElement(int element)
5841 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
5842 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
5843 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
5847 static void RedrawAllLightSwitchesAndInvisibleElements()
5851 SCAN_PLAYFIELD(x, y)
5853 int element = Feld[x][y];
5855 if (element == EL_LIGHT_SWITCH &&
5856 game.light_time_left > 0)
5858 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
5859 TEST_DrawLevelField(x, y);
5861 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
5862 game.light_time_left == 0)
5864 Feld[x][y] = EL_LIGHT_SWITCH;
5865 TEST_DrawLevelField(x, y);
5867 else if (element == EL_EMC_DRIPPER &&
5868 game.light_time_left > 0)
5870 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5871 TEST_DrawLevelField(x, y);
5873 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5874 game.light_time_left == 0)
5876 Feld[x][y] = EL_EMC_DRIPPER;
5877 TEST_DrawLevelField(x, y);
5879 else if (element == EL_INVISIBLE_STEELWALL ||
5880 element == EL_INVISIBLE_WALL ||
5881 element == EL_INVISIBLE_SAND)
5883 if (game.light_time_left > 0)
5884 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5886 TEST_DrawLevelField(x, y);
5888 /* uncrumble neighbour fields, if needed */
5889 if (element == EL_INVISIBLE_SAND)
5890 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5892 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5893 element == EL_INVISIBLE_WALL_ACTIVE ||
5894 element == EL_INVISIBLE_SAND_ACTIVE)
5896 if (game.light_time_left == 0)
5897 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5899 TEST_DrawLevelField(x, y);
5901 /* re-crumble neighbour fields, if needed */
5902 if (element == EL_INVISIBLE_SAND)
5903 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5908 static void RedrawAllInvisibleElementsForLenses()
5912 SCAN_PLAYFIELD(x, y)
5914 int element = Feld[x][y];
5916 if (element == EL_EMC_DRIPPER &&
5917 game.lenses_time_left > 0)
5919 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5920 TEST_DrawLevelField(x, y);
5922 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5923 game.lenses_time_left == 0)
5925 Feld[x][y] = EL_EMC_DRIPPER;
5926 TEST_DrawLevelField(x, y);
5928 else if (element == EL_INVISIBLE_STEELWALL ||
5929 element == EL_INVISIBLE_WALL ||
5930 element == EL_INVISIBLE_SAND)
5932 if (game.lenses_time_left > 0)
5933 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5935 TEST_DrawLevelField(x, y);
5937 /* uncrumble neighbour fields, if needed */
5938 if (element == EL_INVISIBLE_SAND)
5939 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5941 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5942 element == EL_INVISIBLE_WALL_ACTIVE ||
5943 element == EL_INVISIBLE_SAND_ACTIVE)
5945 if (game.lenses_time_left == 0)
5946 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5948 TEST_DrawLevelField(x, y);
5950 /* re-crumble neighbour fields, if needed */
5951 if (element == EL_INVISIBLE_SAND)
5952 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5957 static void RedrawAllInvisibleElementsForMagnifier()
5961 SCAN_PLAYFIELD(x, y)
5963 int element = Feld[x][y];
5965 if (element == EL_EMC_FAKE_GRASS &&
5966 game.magnify_time_left > 0)
5968 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
5969 TEST_DrawLevelField(x, y);
5971 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
5972 game.magnify_time_left == 0)
5974 Feld[x][y] = EL_EMC_FAKE_GRASS;
5975 TEST_DrawLevelField(x, y);
5977 else if (IS_GATE_GRAY(element) &&
5978 game.magnify_time_left > 0)
5980 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
5981 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
5982 IS_EM_GATE_GRAY(element) ?
5983 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
5984 IS_EMC_GATE_GRAY(element) ?
5985 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
5986 IS_DC_GATE_GRAY(element) ?
5987 EL_DC_GATE_WHITE_GRAY_ACTIVE :
5989 TEST_DrawLevelField(x, y);
5991 else if (IS_GATE_GRAY_ACTIVE(element) &&
5992 game.magnify_time_left == 0)
5994 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
5995 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
5996 IS_EM_GATE_GRAY_ACTIVE(element) ?
5997 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
5998 IS_EMC_GATE_GRAY_ACTIVE(element) ?
5999 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6000 IS_DC_GATE_GRAY_ACTIVE(element) ?
6001 EL_DC_GATE_WHITE_GRAY :
6003 TEST_DrawLevelField(x, y);
6008 static void ToggleLightSwitch(int x, int y)
6010 int element = Feld[x][y];
6012 game.light_time_left =
6013 (element == EL_LIGHT_SWITCH ?
6014 level.time_light * FRAMES_PER_SECOND : 0);
6016 RedrawAllLightSwitchesAndInvisibleElements();
6019 static void ActivateTimegateSwitch(int x, int y)
6023 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6025 SCAN_PLAYFIELD(xx, yy)
6027 int element = Feld[xx][yy];
6029 if (element == EL_TIMEGATE_CLOSED ||
6030 element == EL_TIMEGATE_CLOSING)
6032 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6033 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6037 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6039 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6040 TEST_DrawLevelField(xx, yy);
6046 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6047 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6050 void Impact(int x, int y)
6052 boolean last_line = (y == lev_fieldy - 1);
6053 boolean object_hit = FALSE;
6054 boolean impact = (last_line || object_hit);
6055 int element = Feld[x][y];
6056 int smashed = EL_STEELWALL;
6058 if (!last_line) /* check if element below was hit */
6060 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6063 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6064 MovDir[x][y + 1] != MV_DOWN ||
6065 MovPos[x][y + 1] <= TILEY / 2));
6067 /* do not smash moving elements that left the smashed field in time */
6068 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6069 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6072 #if USE_QUICKSAND_IMPACT_BUGFIX
6073 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6075 RemoveMovingField(x, y + 1);
6076 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6077 Feld[x][y + 2] = EL_ROCK;
6078 TEST_DrawLevelField(x, y + 2);
6083 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6085 RemoveMovingField(x, y + 1);
6086 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6087 Feld[x][y + 2] = EL_ROCK;
6088 TEST_DrawLevelField(x, y + 2);
6095 smashed = MovingOrBlocked2Element(x, y + 1);
6097 impact = (last_line || object_hit);
6100 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6102 SplashAcid(x, y + 1);
6106 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6107 /* only reset graphic animation if graphic really changes after impact */
6109 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6111 ResetGfxAnimation(x, y);
6112 TEST_DrawLevelField(x, y);
6115 if (impact && CAN_EXPLODE_IMPACT(element))
6120 else if (impact && element == EL_PEARL &&
6121 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6123 ResetGfxAnimation(x, y);
6125 Feld[x][y] = EL_PEARL_BREAKING;
6126 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6129 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6131 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6136 if (impact && element == EL_AMOEBA_DROP)
6138 if (object_hit && IS_PLAYER(x, y + 1))
6139 KillPlayerUnlessEnemyProtected(x, y + 1);
6140 else if (object_hit && smashed == EL_PENGUIN)
6144 Feld[x][y] = EL_AMOEBA_GROWING;
6145 Store[x][y] = EL_AMOEBA_WET;
6147 ResetRandomAnimationValue(x, y);
6152 if (object_hit) /* check which object was hit */
6154 if ((CAN_PASS_MAGIC_WALL(element) &&
6155 (smashed == EL_MAGIC_WALL ||
6156 smashed == EL_BD_MAGIC_WALL)) ||
6157 (CAN_PASS_DC_MAGIC_WALL(element) &&
6158 smashed == EL_DC_MAGIC_WALL))
6161 int activated_magic_wall =
6162 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6163 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6164 EL_DC_MAGIC_WALL_ACTIVE);
6166 /* activate magic wall / mill */
6167 SCAN_PLAYFIELD(xx, yy)
6169 if (Feld[xx][yy] == smashed)
6170 Feld[xx][yy] = activated_magic_wall;
6173 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6174 game.magic_wall_active = TRUE;
6176 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6177 SND_MAGIC_WALL_ACTIVATING :
6178 smashed == EL_BD_MAGIC_WALL ?
6179 SND_BD_MAGIC_WALL_ACTIVATING :
6180 SND_DC_MAGIC_WALL_ACTIVATING));
6183 if (IS_PLAYER(x, y + 1))
6185 if (CAN_SMASH_PLAYER(element))
6187 KillPlayerUnlessEnemyProtected(x, y + 1);
6191 else if (smashed == EL_PENGUIN)
6193 if (CAN_SMASH_PLAYER(element))
6199 else if (element == EL_BD_DIAMOND)
6201 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6207 else if (((element == EL_SP_INFOTRON ||
6208 element == EL_SP_ZONK) &&
6209 (smashed == EL_SP_SNIKSNAK ||
6210 smashed == EL_SP_ELECTRON ||
6211 smashed == EL_SP_DISK_ORANGE)) ||
6212 (element == EL_SP_INFOTRON &&
6213 smashed == EL_SP_DISK_YELLOW))
6218 else if (CAN_SMASH_EVERYTHING(element))
6220 if (IS_CLASSIC_ENEMY(smashed) ||
6221 CAN_EXPLODE_SMASHED(smashed))
6226 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6228 if (smashed == EL_LAMP ||
6229 smashed == EL_LAMP_ACTIVE)
6234 else if (smashed == EL_NUT)
6236 Feld[x][y + 1] = EL_NUT_BREAKING;
6237 PlayLevelSound(x, y, SND_NUT_BREAKING);
6238 RaiseScoreElement(EL_NUT);
6241 else if (smashed == EL_PEARL)
6243 ResetGfxAnimation(x, y);
6245 Feld[x][y + 1] = EL_PEARL_BREAKING;
6246 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6249 else if (smashed == EL_DIAMOND)
6251 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6252 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6255 else if (IS_BELT_SWITCH(smashed))
6257 ToggleBeltSwitch(x, y + 1);
6259 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6260 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6261 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6262 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6264 ToggleSwitchgateSwitch(x, y + 1);
6266 else if (smashed == EL_LIGHT_SWITCH ||
6267 smashed == EL_LIGHT_SWITCH_ACTIVE)
6269 ToggleLightSwitch(x, y + 1);
6273 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6275 CheckElementChangeBySide(x, y + 1, smashed, element,
6276 CE_SWITCHED, CH_SIDE_TOP);
6277 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6283 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6288 /* play sound of magic wall / mill */
6290 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6291 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6292 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6294 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6295 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6296 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6297 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6298 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6299 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6304 /* play sound of object that hits the ground */
6305 if (last_line || object_hit)
6306 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6309 inline static void TurnRoundExt(int x, int y)
6321 { 0, 0 }, { 0, 0 }, { 0, 0 },
6326 int left, right, back;
6330 { MV_DOWN, MV_UP, MV_RIGHT },
6331 { MV_UP, MV_DOWN, MV_LEFT },
6333 { MV_LEFT, MV_RIGHT, MV_DOWN },
6337 { MV_RIGHT, MV_LEFT, MV_UP }
6340 int element = Feld[x][y];
6341 int move_pattern = element_info[element].move_pattern;
6343 int old_move_dir = MovDir[x][y];
6344 int left_dir = turn[old_move_dir].left;
6345 int right_dir = turn[old_move_dir].right;
6346 int back_dir = turn[old_move_dir].back;
6348 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6349 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6350 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6351 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6353 int left_x = x + left_dx, left_y = y + left_dy;
6354 int right_x = x + right_dx, right_y = y + right_dy;
6355 int move_x = x + move_dx, move_y = y + move_dy;
6359 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6361 TestIfBadThingTouchesOtherBadThing(x, y);
6363 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6364 MovDir[x][y] = right_dir;
6365 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6366 MovDir[x][y] = left_dir;
6368 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6370 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6373 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6375 TestIfBadThingTouchesOtherBadThing(x, y);
6377 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6378 MovDir[x][y] = left_dir;
6379 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6380 MovDir[x][y] = right_dir;
6382 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6384 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6387 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6389 TestIfBadThingTouchesOtherBadThing(x, y);
6391 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6392 MovDir[x][y] = left_dir;
6393 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6394 MovDir[x][y] = right_dir;
6396 if (MovDir[x][y] != old_move_dir)
6399 else if (element == EL_YAMYAM)
6401 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6402 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6404 if (can_turn_left && can_turn_right)
6405 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6406 else if (can_turn_left)
6407 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6408 else if (can_turn_right)
6409 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6411 MovDir[x][y] = back_dir;
6413 MovDelay[x][y] = 16 + 16 * RND(3);
6415 else if (element == EL_DARK_YAMYAM)
6417 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6419 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6422 if (can_turn_left && can_turn_right)
6423 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6424 else if (can_turn_left)
6425 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6426 else if (can_turn_right)
6427 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6429 MovDir[x][y] = back_dir;
6431 MovDelay[x][y] = 16 + 16 * RND(3);
6433 else if (element == EL_PACMAN)
6435 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6436 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6438 if (can_turn_left && can_turn_right)
6439 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6440 else if (can_turn_left)
6441 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6442 else if (can_turn_right)
6443 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6445 MovDir[x][y] = back_dir;
6447 MovDelay[x][y] = 6 + RND(40);
6449 else if (element == EL_PIG)
6451 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6452 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6453 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6454 boolean should_turn_left, should_turn_right, should_move_on;
6456 int rnd = RND(rnd_value);
6458 should_turn_left = (can_turn_left &&
6460 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6461 y + back_dy + left_dy)));
6462 should_turn_right = (can_turn_right &&
6464 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6465 y + back_dy + right_dy)));
6466 should_move_on = (can_move_on &&
6469 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6470 y + move_dy + left_dy) ||
6471 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6472 y + move_dy + right_dy)));
6474 if (should_turn_left || should_turn_right || should_move_on)
6476 if (should_turn_left && should_turn_right && should_move_on)
6477 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6478 rnd < 2 * rnd_value / 3 ? right_dir :
6480 else if (should_turn_left && should_turn_right)
6481 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6482 else if (should_turn_left && should_move_on)
6483 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6484 else if (should_turn_right && should_move_on)
6485 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6486 else if (should_turn_left)
6487 MovDir[x][y] = left_dir;
6488 else if (should_turn_right)
6489 MovDir[x][y] = right_dir;
6490 else if (should_move_on)
6491 MovDir[x][y] = old_move_dir;
6493 else if (can_move_on && rnd > rnd_value / 8)
6494 MovDir[x][y] = old_move_dir;
6495 else if (can_turn_left && can_turn_right)
6496 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6497 else if (can_turn_left && rnd > rnd_value / 8)
6498 MovDir[x][y] = left_dir;
6499 else if (can_turn_right && rnd > rnd_value/8)
6500 MovDir[x][y] = right_dir;
6502 MovDir[x][y] = back_dir;
6504 xx = x + move_xy[MovDir[x][y]].dx;
6505 yy = y + move_xy[MovDir[x][y]].dy;
6507 if (!IN_LEV_FIELD(xx, yy) ||
6508 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6509 MovDir[x][y] = old_move_dir;
6513 else if (element == EL_DRAGON)
6515 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6516 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6517 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6519 int rnd = RND(rnd_value);
6521 if (can_move_on && rnd > rnd_value / 8)
6522 MovDir[x][y] = old_move_dir;
6523 else if (can_turn_left && can_turn_right)
6524 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6525 else if (can_turn_left && rnd > rnd_value / 8)
6526 MovDir[x][y] = left_dir;
6527 else if (can_turn_right && rnd > rnd_value / 8)
6528 MovDir[x][y] = right_dir;
6530 MovDir[x][y] = back_dir;
6532 xx = x + move_xy[MovDir[x][y]].dx;
6533 yy = y + move_xy[MovDir[x][y]].dy;
6535 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6536 MovDir[x][y] = old_move_dir;
6540 else if (element == EL_MOLE)
6542 boolean can_move_on =
6543 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6544 IS_AMOEBOID(Feld[move_x][move_y]) ||
6545 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6548 boolean can_turn_left =
6549 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6550 IS_AMOEBOID(Feld[left_x][left_y])));
6552 boolean can_turn_right =
6553 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6554 IS_AMOEBOID(Feld[right_x][right_y])));
6556 if (can_turn_left && can_turn_right)
6557 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6558 else if (can_turn_left)
6559 MovDir[x][y] = left_dir;
6561 MovDir[x][y] = right_dir;
6564 if (MovDir[x][y] != old_move_dir)
6567 else if (element == EL_BALLOON)
6569 MovDir[x][y] = game.wind_direction;
6572 else if (element == EL_SPRING)
6574 if (MovDir[x][y] & MV_HORIZONTAL)
6576 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6577 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6579 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6580 ResetGfxAnimation(move_x, move_y);
6581 TEST_DrawLevelField(move_x, move_y);
6583 MovDir[x][y] = back_dir;
6585 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6586 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6587 MovDir[x][y] = MV_NONE;
6592 else if (element == EL_ROBOT ||
6593 element == EL_SATELLITE ||
6594 element == EL_PENGUIN ||
6595 element == EL_EMC_ANDROID)
6597 int attr_x = -1, attr_y = -1;
6608 for (i = 0; i < MAX_PLAYERS; i++)
6610 struct PlayerInfo *player = &stored_player[i];
6611 int jx = player->jx, jy = player->jy;
6613 if (!player->active)
6617 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6625 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6626 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6627 game.engine_version < VERSION_IDENT(3,1,0,0)))
6633 if (element == EL_PENGUIN)
6636 static int xy[4][2] =
6644 for (i = 0; i < NUM_DIRECTIONS; i++)
6646 int ex = x + xy[i][0];
6647 int ey = y + xy[i][1];
6649 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6650 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6651 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6652 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6661 MovDir[x][y] = MV_NONE;
6663 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6664 else if (attr_x > x)
6665 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6667 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6668 else if (attr_y > y)
6669 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6671 if (element == EL_ROBOT)
6675 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6676 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6677 Moving2Blocked(x, y, &newx, &newy);
6679 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6680 MovDelay[x][y] = 8 + 8 * !RND(3);
6682 MovDelay[x][y] = 16;
6684 else if (element == EL_PENGUIN)
6690 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6692 boolean first_horiz = RND(2);
6693 int new_move_dir = MovDir[x][y];
6696 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6697 Moving2Blocked(x, y, &newx, &newy);
6699 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6703 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6704 Moving2Blocked(x, y, &newx, &newy);
6706 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6709 MovDir[x][y] = old_move_dir;
6713 else if (element == EL_SATELLITE)
6719 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6721 boolean first_horiz = RND(2);
6722 int new_move_dir = MovDir[x][y];
6725 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6726 Moving2Blocked(x, y, &newx, &newy);
6728 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6732 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6733 Moving2Blocked(x, y, &newx, &newy);
6735 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6738 MovDir[x][y] = old_move_dir;
6742 else if (element == EL_EMC_ANDROID)
6744 static int check_pos[16] =
6746 -1, /* 0 => (invalid) */
6747 7, /* 1 => MV_LEFT */
6748 3, /* 2 => MV_RIGHT */
6749 -1, /* 3 => (invalid) */
6751 0, /* 5 => MV_LEFT | MV_UP */
6752 2, /* 6 => MV_RIGHT | MV_UP */
6753 -1, /* 7 => (invalid) */
6754 5, /* 8 => MV_DOWN */
6755 6, /* 9 => MV_LEFT | MV_DOWN */
6756 4, /* 10 => MV_RIGHT | MV_DOWN */
6757 -1, /* 11 => (invalid) */
6758 -1, /* 12 => (invalid) */
6759 -1, /* 13 => (invalid) */
6760 -1, /* 14 => (invalid) */
6761 -1, /* 15 => (invalid) */
6769 { -1, -1, MV_LEFT | MV_UP },
6771 { +1, -1, MV_RIGHT | MV_UP },
6772 { +1, 0, MV_RIGHT },
6773 { +1, +1, MV_RIGHT | MV_DOWN },
6775 { -1, +1, MV_LEFT | MV_DOWN },
6778 int start_pos, check_order;
6779 boolean can_clone = FALSE;
6782 /* check if there is any free field around current position */
6783 for (i = 0; i < 8; i++)
6785 int newx = x + check_xy[i].dx;
6786 int newy = y + check_xy[i].dy;
6788 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6796 if (can_clone) /* randomly find an element to clone */
6800 start_pos = check_pos[RND(8)];
6801 check_order = (RND(2) ? -1 : +1);
6803 for (i = 0; i < 8; i++)
6805 int pos_raw = start_pos + i * check_order;
6806 int pos = (pos_raw + 8) % 8;
6807 int newx = x + check_xy[pos].dx;
6808 int newy = y + check_xy[pos].dy;
6810 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6812 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
6813 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
6815 Store[x][y] = Feld[newx][newy];
6824 if (can_clone) /* randomly find a direction to move */
6828 start_pos = check_pos[RND(8)];
6829 check_order = (RND(2) ? -1 : +1);
6831 for (i = 0; i < 8; i++)
6833 int pos_raw = start_pos + i * check_order;
6834 int pos = (pos_raw + 8) % 8;
6835 int newx = x + check_xy[pos].dx;
6836 int newy = y + check_xy[pos].dy;
6837 int new_move_dir = check_xy[pos].dir;
6839 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6841 MovDir[x][y] = new_move_dir;
6842 MovDelay[x][y] = level.android_clone_time * 8 + 1;
6851 if (can_clone) /* cloning and moving successful */
6854 /* cannot clone -- try to move towards player */
6856 start_pos = check_pos[MovDir[x][y] & 0x0f];
6857 check_order = (RND(2) ? -1 : +1);
6859 for (i = 0; i < 3; i++)
6861 /* first check start_pos, then previous/next or (next/previous) pos */
6862 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
6863 int pos = (pos_raw + 8) % 8;
6864 int newx = x + check_xy[pos].dx;
6865 int newy = y + check_xy[pos].dy;
6866 int new_move_dir = check_xy[pos].dir;
6868 if (IS_PLAYER(newx, newy))
6871 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6873 MovDir[x][y] = new_move_dir;
6874 MovDelay[x][y] = level.android_move_time * 8 + 1;
6881 else if (move_pattern == MV_TURNING_LEFT ||
6882 move_pattern == MV_TURNING_RIGHT ||
6883 move_pattern == MV_TURNING_LEFT_RIGHT ||
6884 move_pattern == MV_TURNING_RIGHT_LEFT ||
6885 move_pattern == MV_TURNING_RANDOM ||
6886 move_pattern == MV_ALL_DIRECTIONS)
6888 boolean can_turn_left =
6889 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
6890 boolean can_turn_right =
6891 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
6893 if (element_info[element].move_stepsize == 0) /* "not moving" */
6896 if (move_pattern == MV_TURNING_LEFT)
6897 MovDir[x][y] = left_dir;
6898 else if (move_pattern == MV_TURNING_RIGHT)
6899 MovDir[x][y] = right_dir;
6900 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
6901 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
6902 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
6903 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
6904 else if (move_pattern == MV_TURNING_RANDOM)
6905 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
6906 can_turn_right && !can_turn_left ? right_dir :
6907 RND(2) ? left_dir : right_dir);
6908 else if (can_turn_left && can_turn_right)
6909 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6910 else if (can_turn_left)
6911 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6912 else if (can_turn_right)
6913 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6915 MovDir[x][y] = back_dir;
6917 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6919 else if (move_pattern == MV_HORIZONTAL ||
6920 move_pattern == MV_VERTICAL)
6922 if (move_pattern & old_move_dir)
6923 MovDir[x][y] = back_dir;
6924 else if (move_pattern == MV_HORIZONTAL)
6925 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
6926 else if (move_pattern == MV_VERTICAL)
6927 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
6929 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6931 else if (move_pattern & MV_ANY_DIRECTION)
6933 MovDir[x][y] = move_pattern;
6934 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6936 else if (move_pattern & MV_WIND_DIRECTION)
6938 MovDir[x][y] = game.wind_direction;
6939 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6941 else if (move_pattern == MV_ALONG_LEFT_SIDE)
6943 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
6944 MovDir[x][y] = left_dir;
6945 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6946 MovDir[x][y] = right_dir;
6948 if (MovDir[x][y] != old_move_dir)
6949 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6951 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
6953 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
6954 MovDir[x][y] = right_dir;
6955 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6956 MovDir[x][y] = left_dir;
6958 if (MovDir[x][y] != old_move_dir)
6959 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6961 else if (move_pattern == MV_TOWARDS_PLAYER ||
6962 move_pattern == MV_AWAY_FROM_PLAYER)
6964 int attr_x = -1, attr_y = -1;
6966 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
6977 for (i = 0; i < MAX_PLAYERS; i++)
6979 struct PlayerInfo *player = &stored_player[i];
6980 int jx = player->jx, jy = player->jy;
6982 if (!player->active)
6986 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6994 MovDir[x][y] = MV_NONE;
6996 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
6997 else if (attr_x > x)
6998 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7000 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7001 else if (attr_y > y)
7002 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7004 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7006 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7008 boolean first_horiz = RND(2);
7009 int new_move_dir = MovDir[x][y];
7011 if (element_info[element].move_stepsize == 0) /* "not moving" */
7013 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7014 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7020 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7021 Moving2Blocked(x, y, &newx, &newy);
7023 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7027 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7028 Moving2Blocked(x, y, &newx, &newy);
7030 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7033 MovDir[x][y] = old_move_dir;
7036 else if (move_pattern == MV_WHEN_PUSHED ||
7037 move_pattern == MV_WHEN_DROPPED)
7039 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7040 MovDir[x][y] = MV_NONE;
7044 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7046 static int test_xy[7][2] =
7056 static int test_dir[7] =
7066 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7067 int move_preference = -1000000; /* start with very low preference */
7068 int new_move_dir = MV_NONE;
7069 int start_test = RND(4);
7072 for (i = 0; i < NUM_DIRECTIONS; i++)
7074 int move_dir = test_dir[start_test + i];
7075 int move_dir_preference;
7077 xx = x + test_xy[start_test + i][0];
7078 yy = y + test_xy[start_test + i][1];
7080 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7081 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7083 new_move_dir = move_dir;
7088 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7091 move_dir_preference = -1 * RunnerVisit[xx][yy];
7092 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7093 move_dir_preference = PlayerVisit[xx][yy];
7095 if (move_dir_preference > move_preference)
7097 /* prefer field that has not been visited for the longest time */
7098 move_preference = move_dir_preference;
7099 new_move_dir = move_dir;
7101 else if (move_dir_preference == move_preference &&
7102 move_dir == old_move_dir)
7104 /* prefer last direction when all directions are preferred equally */
7105 move_preference = move_dir_preference;
7106 new_move_dir = move_dir;
7110 MovDir[x][y] = new_move_dir;
7111 if (old_move_dir != new_move_dir)
7112 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7116 static void TurnRound(int x, int y)
7118 int direction = MovDir[x][y];
7122 GfxDir[x][y] = MovDir[x][y];
7124 if (direction != MovDir[x][y])
7128 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7130 ResetGfxFrame(x, y, FALSE);
7133 static boolean JustBeingPushed(int x, int y)
7137 for (i = 0; i < MAX_PLAYERS; i++)
7139 struct PlayerInfo *player = &stored_player[i];
7141 if (player->active && player->is_pushing && player->MovPos)
7143 int next_jx = player->jx + (player->jx - player->last_jx);
7144 int next_jy = player->jy + (player->jy - player->last_jy);
7146 if (x == next_jx && y == next_jy)
7154 void StartMoving(int x, int y)
7156 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7157 int element = Feld[x][y];
7162 if (MovDelay[x][y] == 0)
7163 GfxAction[x][y] = ACTION_DEFAULT;
7165 if (CAN_FALL(element) && y < lev_fieldy - 1)
7167 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7168 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7169 if (JustBeingPushed(x, y))
7172 if (element == EL_QUICKSAND_FULL)
7174 if (IS_FREE(x, y + 1))
7176 InitMovingField(x, y, MV_DOWN);
7177 started_moving = TRUE;
7179 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7180 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7181 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7182 Store[x][y] = EL_ROCK;
7184 Store[x][y] = EL_ROCK;
7187 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7189 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7191 if (!MovDelay[x][y])
7193 MovDelay[x][y] = TILEY + 1;
7195 ResetGfxAnimation(x, y);
7196 ResetGfxAnimation(x, y + 1);
7201 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7202 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7209 Feld[x][y] = EL_QUICKSAND_EMPTY;
7210 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7211 Store[x][y + 1] = Store[x][y];
7214 PlayLevelSoundAction(x, y, ACTION_FILLING);
7216 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7218 if (!MovDelay[x][y])
7220 MovDelay[x][y] = TILEY + 1;
7222 ResetGfxAnimation(x, y);
7223 ResetGfxAnimation(x, y + 1);
7228 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7229 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7236 Feld[x][y] = EL_QUICKSAND_EMPTY;
7237 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7238 Store[x][y + 1] = Store[x][y];
7241 PlayLevelSoundAction(x, y, ACTION_FILLING);
7244 else if (element == EL_QUICKSAND_FAST_FULL)
7246 if (IS_FREE(x, y + 1))
7248 InitMovingField(x, y, MV_DOWN);
7249 started_moving = TRUE;
7251 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7252 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7253 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7254 Store[x][y] = EL_ROCK;
7256 Store[x][y] = EL_ROCK;
7259 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7261 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7263 if (!MovDelay[x][y])
7265 MovDelay[x][y] = TILEY + 1;
7267 ResetGfxAnimation(x, y);
7268 ResetGfxAnimation(x, y + 1);
7273 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7274 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7281 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7282 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7283 Store[x][y + 1] = Store[x][y];
7286 PlayLevelSoundAction(x, y, ACTION_FILLING);
7288 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7290 if (!MovDelay[x][y])
7292 MovDelay[x][y] = TILEY + 1;
7294 ResetGfxAnimation(x, y);
7295 ResetGfxAnimation(x, y + 1);
7300 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7301 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7308 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7309 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7310 Store[x][y + 1] = Store[x][y];
7313 PlayLevelSoundAction(x, y, ACTION_FILLING);
7316 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7317 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7319 InitMovingField(x, y, MV_DOWN);
7320 started_moving = TRUE;
7322 Feld[x][y] = EL_QUICKSAND_FILLING;
7323 Store[x][y] = element;
7325 PlayLevelSoundAction(x, y, ACTION_FILLING);
7327 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7328 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7330 InitMovingField(x, y, MV_DOWN);
7331 started_moving = TRUE;
7333 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7334 Store[x][y] = element;
7336 PlayLevelSoundAction(x, y, ACTION_FILLING);
7338 else if (element == EL_MAGIC_WALL_FULL)
7340 if (IS_FREE(x, y + 1))
7342 InitMovingField(x, y, MV_DOWN);
7343 started_moving = TRUE;
7345 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7346 Store[x][y] = EL_CHANGED(Store[x][y]);
7348 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7350 if (!MovDelay[x][y])
7351 MovDelay[x][y] = TILEY / 4 + 1;
7360 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7361 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7362 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7366 else if (element == EL_BD_MAGIC_WALL_FULL)
7368 if (IS_FREE(x, y + 1))
7370 InitMovingField(x, y, MV_DOWN);
7371 started_moving = TRUE;
7373 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7374 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7376 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7378 if (!MovDelay[x][y])
7379 MovDelay[x][y] = TILEY / 4 + 1;
7388 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7389 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7390 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7394 else if (element == EL_DC_MAGIC_WALL_FULL)
7396 if (IS_FREE(x, y + 1))
7398 InitMovingField(x, y, MV_DOWN);
7399 started_moving = TRUE;
7401 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7402 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7404 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7406 if (!MovDelay[x][y])
7407 MovDelay[x][y] = TILEY / 4 + 1;
7416 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7417 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7418 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7422 else if ((CAN_PASS_MAGIC_WALL(element) &&
7423 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7424 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7425 (CAN_PASS_DC_MAGIC_WALL(element) &&
7426 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7429 InitMovingField(x, y, MV_DOWN);
7430 started_moving = TRUE;
7433 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7434 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7435 EL_DC_MAGIC_WALL_FILLING);
7436 Store[x][y] = element;
7438 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7440 SplashAcid(x, y + 1);
7442 InitMovingField(x, y, MV_DOWN);
7443 started_moving = TRUE;
7445 Store[x][y] = EL_ACID;
7448 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7449 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7450 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7451 CAN_FALL(element) && WasJustFalling[x][y] &&
7452 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7454 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7455 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7456 (Feld[x][y + 1] == EL_BLOCKED)))
7458 /* this is needed for a special case not covered by calling "Impact()"
7459 from "ContinueMoving()": if an element moves to a tile directly below
7460 another element which was just falling on that tile (which was empty
7461 in the previous frame), the falling element above would just stop
7462 instead of smashing the element below (in previous version, the above
7463 element was just checked for "moving" instead of "falling", resulting
7464 in incorrect smashes caused by horizontal movement of the above
7465 element; also, the case of the player being the element to smash was
7466 simply not covered here... :-/ ) */
7468 CheckCollision[x][y] = 0;
7469 CheckImpact[x][y] = 0;
7473 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7475 if (MovDir[x][y] == MV_NONE)
7477 InitMovingField(x, y, MV_DOWN);
7478 started_moving = TRUE;
7481 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7483 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7484 MovDir[x][y] = MV_DOWN;
7486 InitMovingField(x, y, MV_DOWN);
7487 started_moving = TRUE;
7489 else if (element == EL_AMOEBA_DROP)
7491 Feld[x][y] = EL_AMOEBA_GROWING;
7492 Store[x][y] = EL_AMOEBA_WET;
7494 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7495 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7496 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7497 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7499 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7500 (IS_FREE(x - 1, y + 1) ||
7501 Feld[x - 1][y + 1] == EL_ACID));
7502 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7503 (IS_FREE(x + 1, y + 1) ||
7504 Feld[x + 1][y + 1] == EL_ACID));
7505 boolean can_fall_any = (can_fall_left || can_fall_right);
7506 boolean can_fall_both = (can_fall_left && can_fall_right);
7507 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7509 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7511 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7512 can_fall_right = FALSE;
7513 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7514 can_fall_left = FALSE;
7515 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7516 can_fall_right = FALSE;
7517 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7518 can_fall_left = FALSE;
7520 can_fall_any = (can_fall_left || can_fall_right);
7521 can_fall_both = FALSE;
7526 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7527 can_fall_right = FALSE; /* slip down on left side */
7529 can_fall_left = !(can_fall_right = RND(2));
7531 can_fall_both = FALSE;
7536 /* if not determined otherwise, prefer left side for slipping down */
7537 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7538 started_moving = TRUE;
7541 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7543 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7544 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7545 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7546 int belt_dir = game.belt_dir[belt_nr];
7548 if ((belt_dir == MV_LEFT && left_is_free) ||
7549 (belt_dir == MV_RIGHT && right_is_free))
7551 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7553 InitMovingField(x, y, belt_dir);
7554 started_moving = TRUE;
7556 Pushed[x][y] = TRUE;
7557 Pushed[nextx][y] = TRUE;
7559 GfxAction[x][y] = ACTION_DEFAULT;
7563 MovDir[x][y] = 0; /* if element was moving, stop it */
7568 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7569 if (CAN_MOVE(element) && !started_moving)
7571 int move_pattern = element_info[element].move_pattern;
7574 Moving2Blocked(x, y, &newx, &newy);
7576 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7579 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7580 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7582 WasJustMoving[x][y] = 0;
7583 CheckCollision[x][y] = 0;
7585 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7587 if (Feld[x][y] != element) /* element has changed */
7591 if (!MovDelay[x][y]) /* start new movement phase */
7593 /* all objects that can change their move direction after each step
7594 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7596 if (element != EL_YAMYAM &&
7597 element != EL_DARK_YAMYAM &&
7598 element != EL_PACMAN &&
7599 !(move_pattern & MV_ANY_DIRECTION) &&
7600 move_pattern != MV_TURNING_LEFT &&
7601 move_pattern != MV_TURNING_RIGHT &&
7602 move_pattern != MV_TURNING_LEFT_RIGHT &&
7603 move_pattern != MV_TURNING_RIGHT_LEFT &&
7604 move_pattern != MV_TURNING_RANDOM)
7608 if (MovDelay[x][y] && (element == EL_BUG ||
7609 element == EL_SPACESHIP ||
7610 element == EL_SP_SNIKSNAK ||
7611 element == EL_SP_ELECTRON ||
7612 element == EL_MOLE))
7613 TEST_DrawLevelField(x, y);
7617 if (MovDelay[x][y]) /* wait some time before next movement */
7621 if (element == EL_ROBOT ||
7622 element == EL_YAMYAM ||
7623 element == EL_DARK_YAMYAM)
7625 DrawLevelElementAnimationIfNeeded(x, y, element);
7626 PlayLevelSoundAction(x, y, ACTION_WAITING);
7628 else if (element == EL_SP_ELECTRON)
7629 DrawLevelElementAnimationIfNeeded(x, y, element);
7630 else if (element == EL_DRAGON)
7633 int dir = MovDir[x][y];
7634 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7635 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7636 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7637 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7638 dir == MV_UP ? IMG_FLAMES_1_UP :
7639 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7640 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7642 GfxAction[x][y] = ACTION_ATTACKING;
7644 if (IS_PLAYER(x, y))
7645 DrawPlayerField(x, y);
7647 TEST_DrawLevelField(x, y);
7649 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7651 for (i = 1; i <= 3; i++)
7653 int xx = x + i * dx;
7654 int yy = y + i * dy;
7655 int sx = SCREENX(xx);
7656 int sy = SCREENY(yy);
7657 int flame_graphic = graphic + (i - 1);
7659 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7664 int flamed = MovingOrBlocked2Element(xx, yy);
7666 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7669 RemoveMovingField(xx, yy);
7671 ChangeDelay[xx][yy] = 0;
7673 Feld[xx][yy] = EL_FLAMES;
7675 if (IN_SCR_FIELD(sx, sy))
7677 TEST_DrawLevelFieldCrumbled(xx, yy);
7678 DrawGraphic(sx, sy, flame_graphic, frame);
7683 if (Feld[xx][yy] == EL_FLAMES)
7684 Feld[xx][yy] = EL_EMPTY;
7685 TEST_DrawLevelField(xx, yy);
7690 if (MovDelay[x][y]) /* element still has to wait some time */
7692 PlayLevelSoundAction(x, y, ACTION_WAITING);
7698 /* now make next step */
7700 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7702 if (DONT_COLLIDE_WITH(element) &&
7703 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7704 !PLAYER_ENEMY_PROTECTED(newx, newy))
7706 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7711 else if (CAN_MOVE_INTO_ACID(element) &&
7712 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7713 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7714 (MovDir[x][y] == MV_DOWN ||
7715 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7717 SplashAcid(newx, newy);
7718 Store[x][y] = EL_ACID;
7720 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7722 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7723 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7724 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7725 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7728 TEST_DrawLevelField(x, y);
7730 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7731 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7732 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7734 local_player->friends_still_needed--;
7735 if (!local_player->friends_still_needed &&
7736 !local_player->GameOver && AllPlayersGone)
7737 PlayerWins(local_player);
7741 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7743 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7744 TEST_DrawLevelField(newx, newy);
7746 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7748 else if (!IS_FREE(newx, newy))
7750 GfxAction[x][y] = ACTION_WAITING;
7752 if (IS_PLAYER(x, y))
7753 DrawPlayerField(x, y);
7755 TEST_DrawLevelField(x, y);
7760 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7762 if (IS_FOOD_PIG(Feld[newx][newy]))
7764 if (IS_MOVING(newx, newy))
7765 RemoveMovingField(newx, newy);
7768 Feld[newx][newy] = EL_EMPTY;
7769 TEST_DrawLevelField(newx, newy);
7772 PlayLevelSound(x, y, SND_PIG_DIGGING);
7774 else if (!IS_FREE(newx, newy))
7776 if (IS_PLAYER(x, y))
7777 DrawPlayerField(x, y);
7779 TEST_DrawLevelField(x, y);
7784 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7786 if (Store[x][y] != EL_EMPTY)
7788 boolean can_clone = FALSE;
7791 /* check if element to clone is still there */
7792 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7794 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7802 /* cannot clone or target field not free anymore -- do not clone */
7803 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7804 Store[x][y] = EL_EMPTY;
7807 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7809 if (IS_MV_DIAGONAL(MovDir[x][y]))
7811 int diagonal_move_dir = MovDir[x][y];
7812 int stored = Store[x][y];
7813 int change_delay = 8;
7816 /* android is moving diagonally */
7818 CreateField(x, y, EL_DIAGONAL_SHRINKING);
7820 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
7821 GfxElement[x][y] = EL_EMC_ANDROID;
7822 GfxAction[x][y] = ACTION_SHRINKING;
7823 GfxDir[x][y] = diagonal_move_dir;
7824 ChangeDelay[x][y] = change_delay;
7826 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
7829 DrawLevelGraphicAnimation(x, y, graphic);
7830 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
7832 if (Feld[newx][newy] == EL_ACID)
7834 SplashAcid(newx, newy);
7839 CreateField(newx, newy, EL_DIAGONAL_GROWING);
7841 Store[newx][newy] = EL_EMC_ANDROID;
7842 GfxElement[newx][newy] = EL_EMC_ANDROID;
7843 GfxAction[newx][newy] = ACTION_GROWING;
7844 GfxDir[newx][newy] = diagonal_move_dir;
7845 ChangeDelay[newx][newy] = change_delay;
7847 graphic = el_act_dir2img(GfxElement[newx][newy],
7848 GfxAction[newx][newy], GfxDir[newx][newy]);
7850 DrawLevelGraphicAnimation(newx, newy, graphic);
7851 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
7857 Feld[newx][newy] = EL_EMPTY;
7858 TEST_DrawLevelField(newx, newy);
7860 PlayLevelSoundAction(x, y, ACTION_DIGGING);
7863 else if (!IS_FREE(newx, newy))
7868 else if (IS_CUSTOM_ELEMENT(element) &&
7869 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7871 if (!DigFieldByCE(newx, newy, element))
7874 if (move_pattern & MV_MAZE_RUNNER_STYLE)
7876 RunnerVisit[x][y] = FrameCounter;
7877 PlayerVisit[x][y] /= 8; /* expire player visit path */
7880 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
7882 if (!IS_FREE(newx, newy))
7884 if (IS_PLAYER(x, y))
7885 DrawPlayerField(x, y);
7887 TEST_DrawLevelField(x, y);
7893 boolean wanna_flame = !RND(10);
7894 int dx = newx - x, dy = newy - y;
7895 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
7896 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
7897 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
7898 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
7899 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
7900 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
7903 IS_CLASSIC_ENEMY(element1) ||
7904 IS_CLASSIC_ENEMY(element2)) &&
7905 element1 != EL_DRAGON && element2 != EL_DRAGON &&
7906 element1 != EL_FLAMES && element2 != EL_FLAMES)
7908 ResetGfxAnimation(x, y);
7909 GfxAction[x][y] = ACTION_ATTACKING;
7911 if (IS_PLAYER(x, y))
7912 DrawPlayerField(x, y);
7914 TEST_DrawLevelField(x, y);
7916 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
7918 MovDelay[x][y] = 50;
7920 Feld[newx][newy] = EL_FLAMES;
7921 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
7922 Feld[newx1][newy1] = EL_FLAMES;
7923 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
7924 Feld[newx2][newy2] = EL_FLAMES;
7930 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7931 Feld[newx][newy] == EL_DIAMOND)
7933 if (IS_MOVING(newx, newy))
7934 RemoveMovingField(newx, newy);
7937 Feld[newx][newy] = EL_EMPTY;
7938 TEST_DrawLevelField(newx, newy);
7941 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
7943 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7944 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
7946 if (AmoebaNr[newx][newy])
7948 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7949 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7950 Feld[newx][newy] == EL_BD_AMOEBA)
7951 AmoebaCnt[AmoebaNr[newx][newy]]--;
7954 if (IS_MOVING(newx, newy))
7956 RemoveMovingField(newx, newy);
7960 Feld[newx][newy] = EL_EMPTY;
7961 TEST_DrawLevelField(newx, newy);
7964 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
7966 else if ((element == EL_PACMAN || element == EL_MOLE)
7967 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
7969 if (AmoebaNr[newx][newy])
7971 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7972 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7973 Feld[newx][newy] == EL_BD_AMOEBA)
7974 AmoebaCnt[AmoebaNr[newx][newy]]--;
7977 if (element == EL_MOLE)
7979 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
7980 PlayLevelSound(x, y, SND_MOLE_DIGGING);
7982 ResetGfxAnimation(x, y);
7983 GfxAction[x][y] = ACTION_DIGGING;
7984 TEST_DrawLevelField(x, y);
7986 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
7988 return; /* wait for shrinking amoeba */
7990 else /* element == EL_PACMAN */
7992 Feld[newx][newy] = EL_EMPTY;
7993 TEST_DrawLevelField(newx, newy);
7994 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
7997 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
7998 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
7999 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8001 /* wait for shrinking amoeba to completely disappear */
8004 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8006 /* object was running against a wall */
8010 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
8011 DrawLevelElementAnimation(x, y, element);
8013 if (DONT_TOUCH(element))
8014 TestIfBadThingTouchesPlayer(x, y);
8019 InitMovingField(x, y, MovDir[x][y]);
8021 PlayLevelSoundAction(x, y, ACTION_MOVING);
8025 ContinueMoving(x, y);
8028 void ContinueMoving(int x, int y)
8030 int element = Feld[x][y];
8031 struct ElementInfo *ei = &element_info[element];
8032 int direction = MovDir[x][y];
8033 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8034 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8035 int newx = x + dx, newy = y + dy;
8036 int stored = Store[x][y];
8037 int stored_new = Store[newx][newy];
8038 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8039 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8040 boolean last_line = (newy == lev_fieldy - 1);
8042 MovPos[x][y] += getElementMoveStepsize(x, y);
8044 if (pushed_by_player) /* special case: moving object pushed by player */
8045 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8047 if (ABS(MovPos[x][y]) < TILEX)
8049 TEST_DrawLevelField(x, y);
8051 return; /* element is still moving */
8054 /* element reached destination field */
8056 Feld[x][y] = EL_EMPTY;
8057 Feld[newx][newy] = element;
8058 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8060 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8062 element = Feld[newx][newy] = EL_ACID;
8064 else if (element == EL_MOLE)
8066 Feld[x][y] = EL_SAND;
8068 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8070 else if (element == EL_QUICKSAND_FILLING)
8072 element = Feld[newx][newy] = get_next_element(element);
8073 Store[newx][newy] = Store[x][y];
8075 else if (element == EL_QUICKSAND_EMPTYING)
8077 Feld[x][y] = get_next_element(element);
8078 element = Feld[newx][newy] = Store[x][y];
8080 else if (element == EL_QUICKSAND_FAST_FILLING)
8082 element = Feld[newx][newy] = get_next_element(element);
8083 Store[newx][newy] = Store[x][y];
8085 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8087 Feld[x][y] = get_next_element(element);
8088 element = Feld[newx][newy] = Store[x][y];
8090 else if (element == EL_MAGIC_WALL_FILLING)
8092 element = Feld[newx][newy] = get_next_element(element);
8093 if (!game.magic_wall_active)
8094 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8095 Store[newx][newy] = Store[x][y];
8097 else if (element == EL_MAGIC_WALL_EMPTYING)
8099 Feld[x][y] = get_next_element(element);
8100 if (!game.magic_wall_active)
8101 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8102 element = Feld[newx][newy] = Store[x][y];
8104 InitField(newx, newy, FALSE);
8106 else if (element == EL_BD_MAGIC_WALL_FILLING)
8108 element = Feld[newx][newy] = get_next_element(element);
8109 if (!game.magic_wall_active)
8110 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8111 Store[newx][newy] = Store[x][y];
8113 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8115 Feld[x][y] = get_next_element(element);
8116 if (!game.magic_wall_active)
8117 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8118 element = Feld[newx][newy] = Store[x][y];
8120 InitField(newx, newy, FALSE);
8122 else if (element == EL_DC_MAGIC_WALL_FILLING)
8124 element = Feld[newx][newy] = get_next_element(element);
8125 if (!game.magic_wall_active)
8126 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8127 Store[newx][newy] = Store[x][y];
8129 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8131 Feld[x][y] = get_next_element(element);
8132 if (!game.magic_wall_active)
8133 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8134 element = Feld[newx][newy] = Store[x][y];
8136 InitField(newx, newy, FALSE);
8138 else if (element == EL_AMOEBA_DROPPING)
8140 Feld[x][y] = get_next_element(element);
8141 element = Feld[newx][newy] = Store[x][y];
8143 else if (element == EL_SOKOBAN_OBJECT)
8146 Feld[x][y] = Back[x][y];
8148 if (Back[newx][newy])
8149 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8151 Back[x][y] = Back[newx][newy] = 0;
8154 Store[x][y] = EL_EMPTY;
8159 MovDelay[newx][newy] = 0;
8161 if (CAN_CHANGE_OR_HAS_ACTION(element))
8163 /* copy element change control values to new field */
8164 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8165 ChangePage[newx][newy] = ChangePage[x][y];
8166 ChangeCount[newx][newy] = ChangeCount[x][y];
8167 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8170 CustomValue[newx][newy] = CustomValue[x][y];
8172 ChangeDelay[x][y] = 0;
8173 ChangePage[x][y] = -1;
8174 ChangeCount[x][y] = 0;
8175 ChangeEvent[x][y] = -1;
8177 CustomValue[x][y] = 0;
8179 /* copy animation control values to new field */
8180 GfxFrame[newx][newy] = GfxFrame[x][y];
8181 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8182 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8183 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8185 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8187 /* some elements can leave other elements behind after moving */
8188 if (ei->move_leave_element != EL_EMPTY &&
8189 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8190 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8192 int move_leave_element = ei->move_leave_element;
8194 /* this makes it possible to leave the removed element again */
8195 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8196 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8198 Feld[x][y] = move_leave_element;
8200 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8201 MovDir[x][y] = direction;
8203 InitField(x, y, FALSE);
8205 if (GFX_CRUMBLED(Feld[x][y]))
8206 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8208 if (ELEM_IS_PLAYER(move_leave_element))
8209 RelocatePlayer(x, y, move_leave_element);
8212 /* do this after checking for left-behind element */
8213 ResetGfxAnimation(x, y); /* reset animation values for old field */
8215 if (!CAN_MOVE(element) ||
8216 (CAN_FALL(element) && direction == MV_DOWN &&
8217 (element == EL_SPRING ||
8218 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8219 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8220 GfxDir[x][y] = MovDir[newx][newy] = 0;
8222 TEST_DrawLevelField(x, y);
8223 TEST_DrawLevelField(newx, newy);
8225 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8227 /* prevent pushed element from moving on in pushed direction */
8228 if (pushed_by_player && CAN_MOVE(element) &&
8229 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8230 !(element_info[element].move_pattern & direction))
8231 TurnRound(newx, newy);
8233 /* prevent elements on conveyor belt from moving on in last direction */
8234 if (pushed_by_conveyor && CAN_FALL(element) &&
8235 direction & MV_HORIZONTAL)
8236 MovDir[newx][newy] = 0;
8238 if (!pushed_by_player)
8240 int nextx = newx + dx, nexty = newy + dy;
8241 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8243 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8245 if (CAN_FALL(element) && direction == MV_DOWN)
8246 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8248 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8249 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8251 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8252 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8255 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8257 TestIfBadThingTouchesPlayer(newx, newy);
8258 TestIfBadThingTouchesFriend(newx, newy);
8260 if (!IS_CUSTOM_ELEMENT(element))
8261 TestIfBadThingTouchesOtherBadThing(newx, newy);
8263 else if (element == EL_PENGUIN)
8264 TestIfFriendTouchesBadThing(newx, newy);
8266 if (DONT_GET_HIT_BY(element))
8268 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8271 /* give the player one last chance (one more frame) to move away */
8272 if (CAN_FALL(element) && direction == MV_DOWN &&
8273 (last_line || (!IS_FREE(x, newy + 1) &&
8274 (!IS_PLAYER(x, newy + 1) ||
8275 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8278 if (pushed_by_player && !game.use_change_when_pushing_bug)
8280 int push_side = MV_DIR_OPPOSITE(direction);
8281 struct PlayerInfo *player = PLAYERINFO(x, y);
8283 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8284 player->index_bit, push_side);
8285 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8286 player->index_bit, push_side);
8289 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8290 MovDelay[newx][newy] = 1;
8292 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8294 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8295 TestIfElementHitsCustomElement(newx, newy, direction);
8296 TestIfPlayerTouchesCustomElement(newx, newy);
8297 TestIfElementTouchesCustomElement(newx, newy);
8299 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8300 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8301 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8302 MV_DIR_OPPOSITE(direction));
8305 int AmoebeNachbarNr(int ax, int ay)
8308 int element = Feld[ax][ay];
8310 static int xy[4][2] =
8318 for (i = 0; i < NUM_DIRECTIONS; i++)
8320 int x = ax + xy[i][0];
8321 int y = ay + xy[i][1];
8323 if (!IN_LEV_FIELD(x, y))
8326 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8327 group_nr = AmoebaNr[x][y];
8333 void AmoebenVereinigen(int ax, int ay)
8335 int i, x, y, xx, yy;
8336 int new_group_nr = AmoebaNr[ax][ay];
8337 static int xy[4][2] =
8345 if (new_group_nr == 0)
8348 for (i = 0; i < NUM_DIRECTIONS; i++)
8353 if (!IN_LEV_FIELD(x, y))
8356 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8357 Feld[x][y] == EL_BD_AMOEBA ||
8358 Feld[x][y] == EL_AMOEBA_DEAD) &&
8359 AmoebaNr[x][y] != new_group_nr)
8361 int old_group_nr = AmoebaNr[x][y];
8363 if (old_group_nr == 0)
8366 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8367 AmoebaCnt[old_group_nr] = 0;
8368 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8369 AmoebaCnt2[old_group_nr] = 0;
8371 SCAN_PLAYFIELD(xx, yy)
8373 if (AmoebaNr[xx][yy] == old_group_nr)
8374 AmoebaNr[xx][yy] = new_group_nr;
8380 void AmoebeUmwandeln(int ax, int ay)
8384 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8386 int group_nr = AmoebaNr[ax][ay];
8391 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8392 printf("AmoebeUmwandeln(): This should never happen!\n");
8397 SCAN_PLAYFIELD(x, y)
8399 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8402 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8406 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8407 SND_AMOEBA_TURNING_TO_GEM :
8408 SND_AMOEBA_TURNING_TO_ROCK));
8413 static int xy[4][2] =
8421 for (i = 0; i < NUM_DIRECTIONS; i++)
8426 if (!IN_LEV_FIELD(x, y))
8429 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8431 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8432 SND_AMOEBA_TURNING_TO_GEM :
8433 SND_AMOEBA_TURNING_TO_ROCK));
8440 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8443 int group_nr = AmoebaNr[ax][ay];
8444 boolean done = FALSE;
8449 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8450 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8455 SCAN_PLAYFIELD(x, y)
8457 if (AmoebaNr[x][y] == group_nr &&
8458 (Feld[x][y] == EL_AMOEBA_DEAD ||
8459 Feld[x][y] == EL_BD_AMOEBA ||
8460 Feld[x][y] == EL_AMOEBA_GROWING))
8463 Feld[x][y] = new_element;
8464 InitField(x, y, FALSE);
8465 TEST_DrawLevelField(x, y);
8471 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8472 SND_BD_AMOEBA_TURNING_TO_ROCK :
8473 SND_BD_AMOEBA_TURNING_TO_GEM));
8476 void AmoebeWaechst(int x, int y)
8478 static unsigned int sound_delay = 0;
8479 static unsigned int sound_delay_value = 0;
8481 if (!MovDelay[x][y]) /* start new growing cycle */
8485 if (DelayReached(&sound_delay, sound_delay_value))
8487 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8488 sound_delay_value = 30;
8492 if (MovDelay[x][y]) /* wait some time before growing bigger */
8495 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8497 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8498 6 - MovDelay[x][y]);
8500 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8503 if (!MovDelay[x][y])
8505 Feld[x][y] = Store[x][y];
8507 TEST_DrawLevelField(x, y);
8512 void AmoebaDisappearing(int x, int y)
8514 static unsigned int sound_delay = 0;
8515 static unsigned int sound_delay_value = 0;
8517 if (!MovDelay[x][y]) /* start new shrinking cycle */
8521 if (DelayReached(&sound_delay, sound_delay_value))
8522 sound_delay_value = 30;
8525 if (MovDelay[x][y]) /* wait some time before shrinking */
8528 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8530 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8531 6 - MovDelay[x][y]);
8533 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8536 if (!MovDelay[x][y])
8538 Feld[x][y] = EL_EMPTY;
8539 TEST_DrawLevelField(x, y);
8541 /* don't let mole enter this field in this cycle;
8542 (give priority to objects falling to this field from above) */
8548 void AmoebeAbleger(int ax, int ay)
8551 int element = Feld[ax][ay];
8552 int graphic = el2img(element);
8553 int newax = ax, neway = ay;
8554 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8555 static int xy[4][2] =
8563 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8565 Feld[ax][ay] = EL_AMOEBA_DEAD;
8566 TEST_DrawLevelField(ax, ay);
8570 if (IS_ANIMATED(graphic))
8571 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8573 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8574 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8576 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8579 if (MovDelay[ax][ay])
8583 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8586 int x = ax + xy[start][0];
8587 int y = ay + xy[start][1];
8589 if (!IN_LEV_FIELD(x, y))
8592 if (IS_FREE(x, y) ||
8593 CAN_GROW_INTO(Feld[x][y]) ||
8594 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8595 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8601 if (newax == ax && neway == ay)
8604 else /* normal or "filled" (BD style) amoeba */
8607 boolean waiting_for_player = FALSE;
8609 for (i = 0; i < NUM_DIRECTIONS; i++)
8611 int j = (start + i) % 4;
8612 int x = ax + xy[j][0];
8613 int y = ay + xy[j][1];
8615 if (!IN_LEV_FIELD(x, y))
8618 if (IS_FREE(x, y) ||
8619 CAN_GROW_INTO(Feld[x][y]) ||
8620 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8621 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8627 else if (IS_PLAYER(x, y))
8628 waiting_for_player = TRUE;
8631 if (newax == ax && neway == ay) /* amoeba cannot grow */
8633 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8635 Feld[ax][ay] = EL_AMOEBA_DEAD;
8636 TEST_DrawLevelField(ax, ay);
8637 AmoebaCnt[AmoebaNr[ax][ay]]--;
8639 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8641 if (element == EL_AMOEBA_FULL)
8642 AmoebeUmwandeln(ax, ay);
8643 else if (element == EL_BD_AMOEBA)
8644 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8649 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8651 /* amoeba gets larger by growing in some direction */
8653 int new_group_nr = AmoebaNr[ax][ay];
8656 if (new_group_nr == 0)
8658 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8659 printf("AmoebeAbleger(): This should never happen!\n");
8664 AmoebaNr[newax][neway] = new_group_nr;
8665 AmoebaCnt[new_group_nr]++;
8666 AmoebaCnt2[new_group_nr]++;
8668 /* if amoeba touches other amoeba(s) after growing, unify them */
8669 AmoebenVereinigen(newax, neway);
8671 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8673 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8679 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8680 (neway == lev_fieldy - 1 && newax != ax))
8682 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8683 Store[newax][neway] = element;
8685 else if (neway == ay || element == EL_EMC_DRIPPER)
8687 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8689 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8693 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8694 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8695 Store[ax][ay] = EL_AMOEBA_DROP;
8696 ContinueMoving(ax, ay);
8700 TEST_DrawLevelField(newax, neway);
8703 void Life(int ax, int ay)
8707 int element = Feld[ax][ay];
8708 int graphic = el2img(element);
8709 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8711 boolean changed = FALSE;
8713 if (IS_ANIMATED(graphic))
8714 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8719 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8720 MovDelay[ax][ay] = life_time;
8722 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8725 if (MovDelay[ax][ay])
8729 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8731 int xx = ax+x1, yy = ay+y1;
8734 if (!IN_LEV_FIELD(xx, yy))
8737 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8739 int x = xx+x2, y = yy+y2;
8741 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8744 if (((Feld[x][y] == element ||
8745 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8747 (IS_FREE(x, y) && Stop[x][y]))
8751 if (xx == ax && yy == ay) /* field in the middle */
8753 if (nachbarn < life_parameter[0] ||
8754 nachbarn > life_parameter[1])
8756 Feld[xx][yy] = EL_EMPTY;
8758 TEST_DrawLevelField(xx, yy);
8759 Stop[xx][yy] = TRUE;
8763 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8764 { /* free border field */
8765 if (nachbarn >= life_parameter[2] &&
8766 nachbarn <= life_parameter[3])
8768 Feld[xx][yy] = element;
8769 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8771 TEST_DrawLevelField(xx, yy);
8772 Stop[xx][yy] = TRUE;
8779 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8780 SND_GAME_OF_LIFE_GROWING);
8783 static void InitRobotWheel(int x, int y)
8785 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8788 static void RunRobotWheel(int x, int y)
8790 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8793 static void StopRobotWheel(int x, int y)
8795 if (ZX == x && ZY == y)
8799 game.robot_wheel_active = FALSE;
8803 static void InitTimegateWheel(int x, int y)
8805 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8808 static void RunTimegateWheel(int x, int y)
8810 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
8813 static void InitMagicBallDelay(int x, int y)
8815 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
8818 static void ActivateMagicBall(int bx, int by)
8822 if (level.ball_random)
8824 int pos_border = RND(8); /* select one of the eight border elements */
8825 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
8826 int xx = pos_content % 3;
8827 int yy = pos_content / 3;
8832 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8833 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8837 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
8839 int xx = x - bx + 1;
8840 int yy = y - by + 1;
8842 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8843 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8847 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
8850 void CheckExit(int x, int y)
8852 if (local_player->gems_still_needed > 0 ||
8853 local_player->sokobanfields_still_needed > 0 ||
8854 local_player->lights_still_needed > 0)
8856 int element = Feld[x][y];
8857 int graphic = el2img(element);
8859 if (IS_ANIMATED(graphic))
8860 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8865 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8868 Feld[x][y] = EL_EXIT_OPENING;
8870 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
8873 void CheckExitEM(int x, int y)
8875 if (local_player->gems_still_needed > 0 ||
8876 local_player->sokobanfields_still_needed > 0 ||
8877 local_player->lights_still_needed > 0)
8879 int element = Feld[x][y];
8880 int graphic = el2img(element);
8882 if (IS_ANIMATED(graphic))
8883 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8888 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8891 Feld[x][y] = EL_EM_EXIT_OPENING;
8893 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
8896 void CheckExitSteel(int x, int y)
8898 if (local_player->gems_still_needed > 0 ||
8899 local_player->sokobanfields_still_needed > 0 ||
8900 local_player->lights_still_needed > 0)
8902 int element = Feld[x][y];
8903 int graphic = el2img(element);
8905 if (IS_ANIMATED(graphic))
8906 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8911 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8914 Feld[x][y] = EL_STEEL_EXIT_OPENING;
8916 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
8919 void CheckExitSteelEM(int x, int y)
8921 if (local_player->gems_still_needed > 0 ||
8922 local_player->sokobanfields_still_needed > 0 ||
8923 local_player->lights_still_needed > 0)
8925 int element = Feld[x][y];
8926 int graphic = el2img(element);
8928 if (IS_ANIMATED(graphic))
8929 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8934 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8937 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
8939 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
8942 void CheckExitSP(int x, int y)
8944 if (local_player->gems_still_needed > 0)
8946 int element = Feld[x][y];
8947 int graphic = el2img(element);
8949 if (IS_ANIMATED(graphic))
8950 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8955 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8958 Feld[x][y] = EL_SP_EXIT_OPENING;
8960 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
8963 static void CloseAllOpenTimegates()
8967 SCAN_PLAYFIELD(x, y)
8969 int element = Feld[x][y];
8971 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
8973 Feld[x][y] = EL_TIMEGATE_CLOSING;
8975 PlayLevelSoundAction(x, y, ACTION_CLOSING);
8980 void DrawTwinkleOnField(int x, int y)
8982 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
8985 if (Feld[x][y] == EL_BD_DIAMOND)
8988 if (MovDelay[x][y] == 0) /* next animation frame */
8989 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
8991 if (MovDelay[x][y] != 0) /* wait some time before next frame */
8995 DrawLevelElementAnimation(x, y, Feld[x][y]);
8997 if (MovDelay[x][y] != 0)
8999 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9000 10 - MovDelay[x][y]);
9002 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9007 void MauerWaechst(int x, int y)
9011 if (!MovDelay[x][y]) /* next animation frame */
9012 MovDelay[x][y] = 3 * delay;
9014 if (MovDelay[x][y]) /* wait some time before next frame */
9018 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9020 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9021 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9023 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9026 if (!MovDelay[x][y])
9028 if (MovDir[x][y] == MV_LEFT)
9030 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9031 TEST_DrawLevelField(x - 1, y);
9033 else if (MovDir[x][y] == MV_RIGHT)
9035 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9036 TEST_DrawLevelField(x + 1, y);
9038 else if (MovDir[x][y] == MV_UP)
9040 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9041 TEST_DrawLevelField(x, y - 1);
9045 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9046 TEST_DrawLevelField(x, y + 1);
9049 Feld[x][y] = Store[x][y];
9051 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9052 TEST_DrawLevelField(x, y);
9057 void MauerAbleger(int ax, int ay)
9059 int element = Feld[ax][ay];
9060 int graphic = el2img(element);
9061 boolean oben_frei = FALSE, unten_frei = FALSE;
9062 boolean links_frei = FALSE, rechts_frei = FALSE;
9063 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9064 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9065 boolean new_wall = FALSE;
9067 if (IS_ANIMATED(graphic))
9068 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9070 if (!MovDelay[ax][ay]) /* start building new wall */
9071 MovDelay[ax][ay] = 6;
9073 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9076 if (MovDelay[ax][ay])
9080 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9082 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9084 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9086 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9089 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9090 element == EL_EXPANDABLE_WALL_ANY)
9094 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9095 Store[ax][ay-1] = element;
9096 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9097 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9098 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9099 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9104 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9105 Store[ax][ay+1] = element;
9106 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9107 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9108 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9109 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9114 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9115 element == EL_EXPANDABLE_WALL_ANY ||
9116 element == EL_EXPANDABLE_WALL ||
9117 element == EL_BD_EXPANDABLE_WALL)
9121 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9122 Store[ax-1][ay] = element;
9123 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9124 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9125 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9126 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9132 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9133 Store[ax+1][ay] = element;
9134 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9135 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9136 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9137 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9142 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9143 TEST_DrawLevelField(ax, ay);
9145 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9147 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9148 unten_massiv = TRUE;
9149 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9150 links_massiv = TRUE;
9151 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9152 rechts_massiv = TRUE;
9154 if (((oben_massiv && unten_massiv) ||
9155 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9156 element == EL_EXPANDABLE_WALL) &&
9157 ((links_massiv && rechts_massiv) ||
9158 element == EL_EXPANDABLE_WALL_VERTICAL))
9159 Feld[ax][ay] = EL_WALL;
9162 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9165 void MauerAblegerStahl(int ax, int ay)
9167 int element = Feld[ax][ay];
9168 int graphic = el2img(element);
9169 boolean oben_frei = FALSE, unten_frei = FALSE;
9170 boolean links_frei = FALSE, rechts_frei = FALSE;
9171 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9172 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9173 boolean new_wall = FALSE;
9175 if (IS_ANIMATED(graphic))
9176 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9178 if (!MovDelay[ax][ay]) /* start building new wall */
9179 MovDelay[ax][ay] = 6;
9181 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9184 if (MovDelay[ax][ay])
9188 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9190 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9192 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9194 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9197 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9198 element == EL_EXPANDABLE_STEELWALL_ANY)
9202 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9203 Store[ax][ay-1] = element;
9204 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9205 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9206 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9207 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9212 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9213 Store[ax][ay+1] = element;
9214 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9215 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9216 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9217 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9222 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9223 element == EL_EXPANDABLE_STEELWALL_ANY)
9227 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9228 Store[ax-1][ay] = element;
9229 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9230 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9231 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9232 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9238 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9239 Store[ax+1][ay] = element;
9240 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9241 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9242 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9243 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9248 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9250 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9251 unten_massiv = TRUE;
9252 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9253 links_massiv = TRUE;
9254 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9255 rechts_massiv = TRUE;
9257 if (((oben_massiv && unten_massiv) ||
9258 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9259 ((links_massiv && rechts_massiv) ||
9260 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9261 Feld[ax][ay] = EL_STEELWALL;
9264 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9267 void CheckForDragon(int x, int y)
9270 boolean dragon_found = FALSE;
9271 static int xy[4][2] =
9279 for (i = 0; i < NUM_DIRECTIONS; i++)
9281 for (j = 0; j < 4; j++)
9283 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9285 if (IN_LEV_FIELD(xx, yy) &&
9286 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9288 if (Feld[xx][yy] == EL_DRAGON)
9289 dragon_found = TRUE;
9298 for (i = 0; i < NUM_DIRECTIONS; i++)
9300 for (j = 0; j < 3; j++)
9302 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9304 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9306 Feld[xx][yy] = EL_EMPTY;
9307 TEST_DrawLevelField(xx, yy);
9316 static void InitBuggyBase(int x, int y)
9318 int element = Feld[x][y];
9319 int activating_delay = FRAMES_PER_SECOND / 4;
9322 (element == EL_SP_BUGGY_BASE ?
9323 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9324 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9326 element == EL_SP_BUGGY_BASE_ACTIVE ?
9327 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9330 static void WarnBuggyBase(int x, int y)
9333 static int xy[4][2] =
9341 for (i = 0; i < NUM_DIRECTIONS; i++)
9343 int xx = x + xy[i][0];
9344 int yy = y + xy[i][1];
9346 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9348 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9355 static void InitTrap(int x, int y)
9357 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9360 static void ActivateTrap(int x, int y)
9362 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9365 static void ChangeActiveTrap(int x, int y)
9367 int graphic = IMG_TRAP_ACTIVE;
9369 /* if new animation frame was drawn, correct crumbled sand border */
9370 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9371 TEST_DrawLevelFieldCrumbled(x, y);
9374 static int getSpecialActionElement(int element, int number, int base_element)
9376 return (element != EL_EMPTY ? element :
9377 number != -1 ? base_element + number - 1 :
9381 static int getModifiedActionNumber(int value_old, int operator, int operand,
9382 int value_min, int value_max)
9384 int value_new = (operator == CA_MODE_SET ? operand :
9385 operator == CA_MODE_ADD ? value_old + operand :
9386 operator == CA_MODE_SUBTRACT ? value_old - operand :
9387 operator == CA_MODE_MULTIPLY ? value_old * operand :
9388 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9389 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9392 return (value_new < value_min ? value_min :
9393 value_new > value_max ? value_max :
9397 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9399 struct ElementInfo *ei = &element_info[element];
9400 struct ElementChangeInfo *change = &ei->change_page[page];
9401 int target_element = change->target_element;
9402 int action_type = change->action_type;
9403 int action_mode = change->action_mode;
9404 int action_arg = change->action_arg;
9405 int action_element = change->action_element;
9408 if (!change->has_action)
9411 /* ---------- determine action paramater values -------------------------- */
9413 int level_time_value =
9414 (level.time > 0 ? TimeLeft :
9417 int action_arg_element_raw =
9418 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9419 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9420 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9421 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9422 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9423 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9424 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9426 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9428 int action_arg_direction =
9429 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9430 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9431 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9432 change->actual_trigger_side :
9433 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9434 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9437 int action_arg_number_min =
9438 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9441 int action_arg_number_max =
9442 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9443 action_type == CA_SET_LEVEL_GEMS ? 999 :
9444 action_type == CA_SET_LEVEL_TIME ? 9999 :
9445 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9446 action_type == CA_SET_CE_VALUE ? 9999 :
9447 action_type == CA_SET_CE_SCORE ? 9999 :
9450 int action_arg_number_reset =
9451 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9452 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9453 action_type == CA_SET_LEVEL_TIME ? level.time :
9454 action_type == CA_SET_LEVEL_SCORE ? 0 :
9455 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9456 action_type == CA_SET_CE_SCORE ? 0 :
9459 int action_arg_number =
9460 (action_arg <= CA_ARG_MAX ? action_arg :
9461 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9462 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9463 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9464 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9465 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9466 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9467 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9468 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9469 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9470 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9471 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9472 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9473 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9474 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9475 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9476 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9477 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9478 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9479 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9480 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9481 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9484 int action_arg_number_old =
9485 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9486 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9487 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9488 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9489 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9492 int action_arg_number_new =
9493 getModifiedActionNumber(action_arg_number_old,
9494 action_mode, action_arg_number,
9495 action_arg_number_min, action_arg_number_max);
9497 int trigger_player_bits =
9498 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9499 change->actual_trigger_player_bits : change->trigger_player);
9501 int action_arg_player_bits =
9502 (action_arg >= CA_ARG_PLAYER_1 &&
9503 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9504 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9505 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9508 /* ---------- execute action -------------------------------------------- */
9510 switch (action_type)
9517 /* ---------- level actions ------------------------------------------- */
9519 case CA_RESTART_LEVEL:
9521 game.restart_level = TRUE;
9526 case CA_SHOW_ENVELOPE:
9528 int element = getSpecialActionElement(action_arg_element,
9529 action_arg_number, EL_ENVELOPE_1);
9531 if (IS_ENVELOPE(element))
9532 local_player->show_envelope = element;
9537 case CA_SET_LEVEL_TIME:
9539 if (level.time > 0) /* only modify limited time value */
9541 TimeLeft = action_arg_number_new;
9543 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9545 DisplayGameControlValues();
9547 if (!TimeLeft && setup.time_limit)
9548 for (i = 0; i < MAX_PLAYERS; i++)
9549 KillPlayer(&stored_player[i]);
9555 case CA_SET_LEVEL_SCORE:
9557 local_player->score = action_arg_number_new;
9559 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9561 DisplayGameControlValues();
9566 case CA_SET_LEVEL_GEMS:
9568 local_player->gems_still_needed = action_arg_number_new;
9570 game_panel_controls[GAME_PANEL_GEMS].value =
9571 local_player->gems_still_needed;
9573 DisplayGameControlValues();
9578 case CA_SET_LEVEL_WIND:
9580 game.wind_direction = action_arg_direction;
9585 case CA_SET_LEVEL_RANDOM_SEED:
9587 /* ensure that setting a new random seed while playing is predictable */
9588 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9593 /* ---------- player actions ------------------------------------------ */
9595 case CA_MOVE_PLAYER:
9597 /* automatically move to the next field in specified direction */
9598 for (i = 0; i < MAX_PLAYERS; i++)
9599 if (trigger_player_bits & (1 << i))
9600 stored_player[i].programmed_action = action_arg_direction;
9605 case CA_EXIT_PLAYER:
9607 for (i = 0; i < MAX_PLAYERS; i++)
9608 if (action_arg_player_bits & (1 << i))
9609 PlayerWins(&stored_player[i]);
9614 case CA_KILL_PLAYER:
9616 for (i = 0; i < MAX_PLAYERS; i++)
9617 if (action_arg_player_bits & (1 << i))
9618 KillPlayer(&stored_player[i]);
9623 case CA_SET_PLAYER_KEYS:
9625 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9626 int element = getSpecialActionElement(action_arg_element,
9627 action_arg_number, EL_KEY_1);
9629 if (IS_KEY(element))
9631 for (i = 0; i < MAX_PLAYERS; i++)
9633 if (trigger_player_bits & (1 << i))
9635 stored_player[i].key[KEY_NR(element)] = key_state;
9637 DrawGameDoorValues();
9645 case CA_SET_PLAYER_SPEED:
9647 for (i = 0; i < MAX_PLAYERS; i++)
9649 if (trigger_player_bits & (1 << i))
9651 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9653 if (action_arg == CA_ARG_SPEED_FASTER &&
9654 stored_player[i].cannot_move)
9656 action_arg_number = STEPSIZE_VERY_SLOW;
9658 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9659 action_arg == CA_ARG_SPEED_FASTER)
9661 action_arg_number = 2;
9662 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9665 else if (action_arg == CA_ARG_NUMBER_RESET)
9667 action_arg_number = level.initial_player_stepsize[i];
9671 getModifiedActionNumber(move_stepsize,
9674 action_arg_number_min,
9675 action_arg_number_max);
9677 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9684 case CA_SET_PLAYER_SHIELD:
9686 for (i = 0; i < MAX_PLAYERS; i++)
9688 if (trigger_player_bits & (1 << i))
9690 if (action_arg == CA_ARG_SHIELD_OFF)
9692 stored_player[i].shield_normal_time_left = 0;
9693 stored_player[i].shield_deadly_time_left = 0;
9695 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9697 stored_player[i].shield_normal_time_left = 999999;
9699 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9701 stored_player[i].shield_normal_time_left = 999999;
9702 stored_player[i].shield_deadly_time_left = 999999;
9710 case CA_SET_PLAYER_GRAVITY:
9712 for (i = 0; i < MAX_PLAYERS; i++)
9714 if (trigger_player_bits & (1 << i))
9716 stored_player[i].gravity =
9717 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9718 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9719 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9720 stored_player[i].gravity);
9727 case CA_SET_PLAYER_ARTWORK:
9729 for (i = 0; i < MAX_PLAYERS; i++)
9731 if (trigger_player_bits & (1 << i))
9733 int artwork_element = action_arg_element;
9735 if (action_arg == CA_ARG_ELEMENT_RESET)
9737 (level.use_artwork_element[i] ? level.artwork_element[i] :
9738 stored_player[i].element_nr);
9740 if (stored_player[i].artwork_element != artwork_element)
9741 stored_player[i].Frame = 0;
9743 stored_player[i].artwork_element = artwork_element;
9745 SetPlayerWaiting(&stored_player[i], FALSE);
9747 /* set number of special actions for bored and sleeping animation */
9748 stored_player[i].num_special_action_bored =
9749 get_num_special_action(artwork_element,
9750 ACTION_BORING_1, ACTION_BORING_LAST);
9751 stored_player[i].num_special_action_sleeping =
9752 get_num_special_action(artwork_element,
9753 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9760 case CA_SET_PLAYER_INVENTORY:
9762 for (i = 0; i < MAX_PLAYERS; i++)
9764 struct PlayerInfo *player = &stored_player[i];
9767 if (trigger_player_bits & (1 << i))
9769 int inventory_element = action_arg_element;
9771 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9772 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9773 action_arg == CA_ARG_ELEMENT_ACTION)
9775 int element = inventory_element;
9776 int collect_count = element_info[element].collect_count_initial;
9778 if (!IS_CUSTOM_ELEMENT(element))
9781 if (collect_count == 0)
9782 player->inventory_infinite_element = element;
9784 for (k = 0; k < collect_count; k++)
9785 if (player->inventory_size < MAX_INVENTORY_SIZE)
9786 player->inventory_element[player->inventory_size++] =
9789 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9790 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9791 action_arg == CA_ARG_INVENTORY_RM_ACTION)
9793 if (player->inventory_infinite_element != EL_UNDEFINED &&
9794 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
9795 action_arg_element_raw))
9796 player->inventory_infinite_element = EL_UNDEFINED;
9798 for (k = 0, j = 0; j < player->inventory_size; j++)
9800 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
9801 action_arg_element_raw))
9802 player->inventory_element[k++] = player->inventory_element[j];
9805 player->inventory_size = k;
9807 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
9809 if (player->inventory_size > 0)
9811 for (j = 0; j < player->inventory_size - 1; j++)
9812 player->inventory_element[j] = player->inventory_element[j + 1];
9814 player->inventory_size--;
9817 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
9819 if (player->inventory_size > 0)
9820 player->inventory_size--;
9822 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
9824 player->inventory_infinite_element = EL_UNDEFINED;
9825 player->inventory_size = 0;
9827 else if (action_arg == CA_ARG_INVENTORY_RESET)
9829 player->inventory_infinite_element = EL_UNDEFINED;
9830 player->inventory_size = 0;
9832 if (level.use_initial_inventory[i])
9834 for (j = 0; j < level.initial_inventory_size[i]; j++)
9836 int element = level.initial_inventory_content[i][j];
9837 int collect_count = element_info[element].collect_count_initial;
9839 if (!IS_CUSTOM_ELEMENT(element))
9842 if (collect_count == 0)
9843 player->inventory_infinite_element = element;
9845 for (k = 0; k < collect_count; k++)
9846 if (player->inventory_size < MAX_INVENTORY_SIZE)
9847 player->inventory_element[player->inventory_size++] =
9858 /* ---------- CE actions ---------------------------------------------- */
9860 case CA_SET_CE_VALUE:
9862 int last_ce_value = CustomValue[x][y];
9864 CustomValue[x][y] = action_arg_number_new;
9866 if (CustomValue[x][y] != last_ce_value)
9868 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
9869 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
9871 if (CustomValue[x][y] == 0)
9873 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
9874 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
9881 case CA_SET_CE_SCORE:
9883 int last_ce_score = ei->collect_score;
9885 ei->collect_score = action_arg_number_new;
9887 if (ei->collect_score != last_ce_score)
9889 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
9890 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
9892 if (ei->collect_score == 0)
9896 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
9897 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
9900 This is a very special case that seems to be a mixture between
9901 CheckElementChange() and CheckTriggeredElementChange(): while
9902 the first one only affects single elements that are triggered
9903 directly, the second one affects multiple elements in the playfield
9904 that are triggered indirectly by another element. This is a third
9905 case: Changing the CE score always affects multiple identical CEs,
9906 so every affected CE must be checked, not only the single CE for
9907 which the CE score was changed in the first place (as every instance
9908 of that CE shares the same CE score, and therefore also can change)!
9910 SCAN_PLAYFIELD(xx, yy)
9912 if (Feld[xx][yy] == element)
9913 CheckElementChange(xx, yy, element, EL_UNDEFINED,
9914 CE_SCORE_GETS_ZERO);
9922 case CA_SET_CE_ARTWORK:
9924 int artwork_element = action_arg_element;
9925 boolean reset_frame = FALSE;
9928 if (action_arg == CA_ARG_ELEMENT_RESET)
9929 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
9932 if (ei->gfx_element != artwork_element)
9935 ei->gfx_element = artwork_element;
9937 SCAN_PLAYFIELD(xx, yy)
9939 if (Feld[xx][yy] == element)
9943 ResetGfxAnimation(xx, yy);
9944 ResetRandomAnimationValue(xx, yy);
9947 TEST_DrawLevelField(xx, yy);
9954 /* ---------- engine actions ------------------------------------------ */
9956 case CA_SET_ENGINE_SCAN_MODE:
9958 InitPlayfieldScanMode(action_arg);
9968 static void CreateFieldExt(int x, int y, int element, boolean is_change)
9970 int old_element = Feld[x][y];
9971 int new_element = GetElementFromGroupElement(element);
9972 int previous_move_direction = MovDir[x][y];
9973 int last_ce_value = CustomValue[x][y];
9974 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
9975 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
9976 boolean add_player_onto_element = (new_element_is_player &&
9977 new_element != EL_SOKOBAN_FIELD_PLAYER &&
9978 IS_WALKABLE(old_element));
9980 if (!add_player_onto_element)
9982 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
9983 RemoveMovingField(x, y);
9987 Feld[x][y] = new_element;
9989 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
9990 MovDir[x][y] = previous_move_direction;
9992 if (element_info[new_element].use_last_ce_value)
9993 CustomValue[x][y] = last_ce_value;
9995 InitField_WithBug1(x, y, FALSE);
9997 new_element = Feld[x][y]; /* element may have changed */
9999 ResetGfxAnimation(x, y);
10000 ResetRandomAnimationValue(x, y);
10002 TEST_DrawLevelField(x, y);
10004 if (GFX_CRUMBLED(new_element))
10005 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10008 /* check if element under the player changes from accessible to unaccessible
10009 (needed for special case of dropping element which then changes) */
10010 /* (must be checked after creating new element for walkable group elements) */
10011 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10012 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10019 /* "ChangeCount" not set yet to allow "entered by player" change one time */
10020 if (new_element_is_player)
10021 RelocatePlayer(x, y, new_element);
10024 ChangeCount[x][y]++; /* count number of changes in the same frame */
10026 TestIfBadThingTouchesPlayer(x, y);
10027 TestIfPlayerTouchesCustomElement(x, y);
10028 TestIfElementTouchesCustomElement(x, y);
10031 static void CreateField(int x, int y, int element)
10033 CreateFieldExt(x, y, element, FALSE);
10036 static void CreateElementFromChange(int x, int y, int element)
10038 element = GET_VALID_RUNTIME_ELEMENT(element);
10040 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10042 int old_element = Feld[x][y];
10044 /* prevent changed element from moving in same engine frame
10045 unless both old and new element can either fall or move */
10046 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10047 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10051 CreateFieldExt(x, y, element, TRUE);
10054 static boolean ChangeElement(int x, int y, int element, int page)
10056 struct ElementInfo *ei = &element_info[element];
10057 struct ElementChangeInfo *change = &ei->change_page[page];
10058 int ce_value = CustomValue[x][y];
10059 int ce_score = ei->collect_score;
10060 int target_element;
10061 int old_element = Feld[x][y];
10063 /* always use default change event to prevent running into a loop */
10064 if (ChangeEvent[x][y] == -1)
10065 ChangeEvent[x][y] = CE_DELAY;
10067 if (ChangeEvent[x][y] == CE_DELAY)
10069 /* reset actual trigger element, trigger player and action element */
10070 change->actual_trigger_element = EL_EMPTY;
10071 change->actual_trigger_player = EL_EMPTY;
10072 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10073 change->actual_trigger_side = CH_SIDE_NONE;
10074 change->actual_trigger_ce_value = 0;
10075 change->actual_trigger_ce_score = 0;
10078 /* do not change elements more than a specified maximum number of changes */
10079 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10082 ChangeCount[x][y]++; /* count number of changes in the same frame */
10084 if (change->explode)
10091 if (change->use_target_content)
10093 boolean complete_replace = TRUE;
10094 boolean can_replace[3][3];
10097 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10100 boolean is_walkable;
10101 boolean is_diggable;
10102 boolean is_collectible;
10103 boolean is_removable;
10104 boolean is_destructible;
10105 int ex = x + xx - 1;
10106 int ey = y + yy - 1;
10107 int content_element = change->target_content.e[xx][yy];
10110 can_replace[xx][yy] = TRUE;
10112 if (ex == x && ey == y) /* do not check changing element itself */
10115 if (content_element == EL_EMPTY_SPACE)
10117 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10122 if (!IN_LEV_FIELD(ex, ey))
10124 can_replace[xx][yy] = FALSE;
10125 complete_replace = FALSE;
10132 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10133 e = MovingOrBlocked2Element(ex, ey);
10135 is_empty = (IS_FREE(ex, ey) ||
10136 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10138 is_walkable = (is_empty || IS_WALKABLE(e));
10139 is_diggable = (is_empty || IS_DIGGABLE(e));
10140 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10141 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10142 is_removable = (is_diggable || is_collectible);
10144 can_replace[xx][yy] =
10145 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10146 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10147 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10148 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10149 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10150 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10151 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10153 if (!can_replace[xx][yy])
10154 complete_replace = FALSE;
10157 if (!change->only_if_complete || complete_replace)
10159 boolean something_has_changed = FALSE;
10161 if (change->only_if_complete && change->use_random_replace &&
10162 RND(100) < change->random_percentage)
10165 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10167 int ex = x + xx - 1;
10168 int ey = y + yy - 1;
10169 int content_element;
10171 if (can_replace[xx][yy] && (!change->use_random_replace ||
10172 RND(100) < change->random_percentage))
10174 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10175 RemoveMovingField(ex, ey);
10177 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10179 content_element = change->target_content.e[xx][yy];
10180 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10181 ce_value, ce_score);
10183 CreateElementFromChange(ex, ey, target_element);
10185 something_has_changed = TRUE;
10187 /* for symmetry reasons, freeze newly created border elements */
10188 if (ex != x || ey != y)
10189 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10193 if (something_has_changed)
10195 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10196 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10202 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10203 ce_value, ce_score);
10205 if (element == EL_DIAGONAL_GROWING ||
10206 element == EL_DIAGONAL_SHRINKING)
10208 target_element = Store[x][y];
10210 Store[x][y] = EL_EMPTY;
10213 CreateElementFromChange(x, y, target_element);
10215 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10216 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10219 /* this uses direct change before indirect change */
10220 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10225 static void HandleElementChange(int x, int y, int page)
10227 int element = MovingOrBlocked2Element(x, y);
10228 struct ElementInfo *ei = &element_info[element];
10229 struct ElementChangeInfo *change = &ei->change_page[page];
10230 boolean handle_action_before_change = FALSE;
10233 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10234 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10237 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10238 x, y, element, element_info[element].token_name);
10239 printf("HandleElementChange(): This should never happen!\n");
10244 /* this can happen with classic bombs on walkable, changing elements */
10245 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10250 if (ChangeDelay[x][y] == 0) /* initialize element change */
10252 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10254 if (change->can_change)
10256 /* !!! not clear why graphic animation should be reset at all here !!! */
10257 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10258 /* when a custom element is about to change (for example by change delay),
10259 do not reset graphic animation when the custom element is moving */
10260 if (!IS_MOVING(x, y))
10262 ResetGfxAnimation(x, y);
10263 ResetRandomAnimationValue(x, y);
10266 if (change->pre_change_function)
10267 change->pre_change_function(x, y);
10271 ChangeDelay[x][y]--;
10273 if (ChangeDelay[x][y] != 0) /* continue element change */
10275 if (change->can_change)
10277 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10279 if (IS_ANIMATED(graphic))
10280 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10282 if (change->change_function)
10283 change->change_function(x, y);
10286 else /* finish element change */
10288 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10290 page = ChangePage[x][y];
10291 ChangePage[x][y] = -1;
10293 change = &ei->change_page[page];
10296 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10298 ChangeDelay[x][y] = 1; /* try change after next move step */
10299 ChangePage[x][y] = page; /* remember page to use for change */
10304 /* special case: set new level random seed before changing element */
10305 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10306 handle_action_before_change = TRUE;
10308 if (change->has_action && handle_action_before_change)
10309 ExecuteCustomElementAction(x, y, element, page);
10311 if (change->can_change)
10313 if (ChangeElement(x, y, element, page))
10315 if (change->post_change_function)
10316 change->post_change_function(x, y);
10320 if (change->has_action && !handle_action_before_change)
10321 ExecuteCustomElementAction(x, y, element, page);
10325 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10326 int trigger_element,
10328 int trigger_player,
10332 boolean change_done_any = FALSE;
10333 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10336 if (!(trigger_events[trigger_element][trigger_event]))
10339 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10341 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10343 int element = EL_CUSTOM_START + i;
10344 boolean change_done = FALSE;
10347 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10348 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10351 for (p = 0; p < element_info[element].num_change_pages; p++)
10353 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10355 if (change->can_change_or_has_action &&
10356 change->has_event[trigger_event] &&
10357 change->trigger_side & trigger_side &&
10358 change->trigger_player & trigger_player &&
10359 change->trigger_page & trigger_page_bits &&
10360 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10362 change->actual_trigger_element = trigger_element;
10363 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10364 change->actual_trigger_player_bits = trigger_player;
10365 change->actual_trigger_side = trigger_side;
10366 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10367 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10369 if ((change->can_change && !change_done) || change->has_action)
10373 SCAN_PLAYFIELD(x, y)
10375 if (Feld[x][y] == element)
10377 if (change->can_change && !change_done)
10379 /* if element already changed in this frame, not only prevent
10380 another element change (checked in ChangeElement()), but
10381 also prevent additional element actions for this element */
10383 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10384 !level.use_action_after_change_bug)
10387 ChangeDelay[x][y] = 1;
10388 ChangeEvent[x][y] = trigger_event;
10390 HandleElementChange(x, y, p);
10392 else if (change->has_action)
10394 /* if element already changed in this frame, not only prevent
10395 another element change (checked in ChangeElement()), but
10396 also prevent additional element actions for this element */
10398 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10399 !level.use_action_after_change_bug)
10402 ExecuteCustomElementAction(x, y, element, p);
10403 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10408 if (change->can_change)
10410 change_done = TRUE;
10411 change_done_any = TRUE;
10418 RECURSION_LOOP_DETECTION_END();
10420 return change_done_any;
10423 static boolean CheckElementChangeExt(int x, int y,
10425 int trigger_element,
10427 int trigger_player,
10430 boolean change_done = FALSE;
10433 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10434 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10437 if (Feld[x][y] == EL_BLOCKED)
10439 Blocked2Moving(x, y, &x, &y);
10440 element = Feld[x][y];
10443 /* check if element has already changed or is about to change after moving */
10444 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10445 Feld[x][y] != element) ||
10447 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10448 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10449 ChangePage[x][y] != -1)))
10452 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10454 for (p = 0; p < element_info[element].num_change_pages; p++)
10456 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10458 /* check trigger element for all events where the element that is checked
10459 for changing interacts with a directly adjacent element -- this is
10460 different to element changes that affect other elements to change on the
10461 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10462 boolean check_trigger_element =
10463 (trigger_event == CE_TOUCHING_X ||
10464 trigger_event == CE_HITTING_X ||
10465 trigger_event == CE_HIT_BY_X ||
10466 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10468 if (change->can_change_or_has_action &&
10469 change->has_event[trigger_event] &&
10470 change->trigger_side & trigger_side &&
10471 change->trigger_player & trigger_player &&
10472 (!check_trigger_element ||
10473 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10475 change->actual_trigger_element = trigger_element;
10476 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10477 change->actual_trigger_player_bits = trigger_player;
10478 change->actual_trigger_side = trigger_side;
10479 change->actual_trigger_ce_value = CustomValue[x][y];
10480 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10482 /* special case: trigger element not at (x,y) position for some events */
10483 if (check_trigger_element)
10495 { 0, 0 }, { 0, 0 }, { 0, 0 },
10499 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10500 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10502 change->actual_trigger_ce_value = CustomValue[xx][yy];
10503 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10506 if (change->can_change && !change_done)
10508 ChangeDelay[x][y] = 1;
10509 ChangeEvent[x][y] = trigger_event;
10511 HandleElementChange(x, y, p);
10513 change_done = TRUE;
10515 else if (change->has_action)
10517 ExecuteCustomElementAction(x, y, element, p);
10518 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10523 RECURSION_LOOP_DETECTION_END();
10525 return change_done;
10528 static void PlayPlayerSound(struct PlayerInfo *player)
10530 int jx = player->jx, jy = player->jy;
10531 int sound_element = player->artwork_element;
10532 int last_action = player->last_action_waiting;
10533 int action = player->action_waiting;
10535 if (player->is_waiting)
10537 if (action != last_action)
10538 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10540 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10544 if (action != last_action)
10545 StopSound(element_info[sound_element].sound[last_action]);
10547 if (last_action == ACTION_SLEEPING)
10548 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10552 static void PlayAllPlayersSound()
10556 for (i = 0; i < MAX_PLAYERS; i++)
10557 if (stored_player[i].active)
10558 PlayPlayerSound(&stored_player[i]);
10561 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10563 boolean last_waiting = player->is_waiting;
10564 int move_dir = player->MovDir;
10566 player->dir_waiting = move_dir;
10567 player->last_action_waiting = player->action_waiting;
10571 if (!last_waiting) /* not waiting -> waiting */
10573 player->is_waiting = TRUE;
10575 player->frame_counter_bored =
10577 game.player_boring_delay_fixed +
10578 GetSimpleRandom(game.player_boring_delay_random);
10579 player->frame_counter_sleeping =
10581 game.player_sleeping_delay_fixed +
10582 GetSimpleRandom(game.player_sleeping_delay_random);
10584 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10587 if (game.player_sleeping_delay_fixed +
10588 game.player_sleeping_delay_random > 0 &&
10589 player->anim_delay_counter == 0 &&
10590 player->post_delay_counter == 0 &&
10591 FrameCounter >= player->frame_counter_sleeping)
10592 player->is_sleeping = TRUE;
10593 else if (game.player_boring_delay_fixed +
10594 game.player_boring_delay_random > 0 &&
10595 FrameCounter >= player->frame_counter_bored)
10596 player->is_bored = TRUE;
10598 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10599 player->is_bored ? ACTION_BORING :
10602 if (player->is_sleeping && player->use_murphy)
10604 /* special case for sleeping Murphy when leaning against non-free tile */
10606 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10607 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10608 !IS_MOVING(player->jx - 1, player->jy)))
10609 move_dir = MV_LEFT;
10610 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10611 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10612 !IS_MOVING(player->jx + 1, player->jy)))
10613 move_dir = MV_RIGHT;
10615 player->is_sleeping = FALSE;
10617 player->dir_waiting = move_dir;
10620 if (player->is_sleeping)
10622 if (player->num_special_action_sleeping > 0)
10624 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10626 int last_special_action = player->special_action_sleeping;
10627 int num_special_action = player->num_special_action_sleeping;
10628 int special_action =
10629 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10630 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10631 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10632 last_special_action + 1 : ACTION_SLEEPING);
10633 int special_graphic =
10634 el_act_dir2img(player->artwork_element, special_action, move_dir);
10636 player->anim_delay_counter =
10637 graphic_info[special_graphic].anim_delay_fixed +
10638 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10639 player->post_delay_counter =
10640 graphic_info[special_graphic].post_delay_fixed +
10641 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10643 player->special_action_sleeping = special_action;
10646 if (player->anim_delay_counter > 0)
10648 player->action_waiting = player->special_action_sleeping;
10649 player->anim_delay_counter--;
10651 else if (player->post_delay_counter > 0)
10653 player->post_delay_counter--;
10657 else if (player->is_bored)
10659 if (player->num_special_action_bored > 0)
10661 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10663 int special_action =
10664 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10665 int special_graphic =
10666 el_act_dir2img(player->artwork_element, special_action, move_dir);
10668 player->anim_delay_counter =
10669 graphic_info[special_graphic].anim_delay_fixed +
10670 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10671 player->post_delay_counter =
10672 graphic_info[special_graphic].post_delay_fixed +
10673 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10675 player->special_action_bored = special_action;
10678 if (player->anim_delay_counter > 0)
10680 player->action_waiting = player->special_action_bored;
10681 player->anim_delay_counter--;
10683 else if (player->post_delay_counter > 0)
10685 player->post_delay_counter--;
10690 else if (last_waiting) /* waiting -> not waiting */
10692 player->is_waiting = FALSE;
10693 player->is_bored = FALSE;
10694 player->is_sleeping = FALSE;
10696 player->frame_counter_bored = -1;
10697 player->frame_counter_sleeping = -1;
10699 player->anim_delay_counter = 0;
10700 player->post_delay_counter = 0;
10702 player->dir_waiting = player->MovDir;
10703 player->action_waiting = ACTION_DEFAULT;
10705 player->special_action_bored = ACTION_DEFAULT;
10706 player->special_action_sleeping = ACTION_DEFAULT;
10710 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10712 static boolean player_was_moving = FALSE;
10713 static boolean player_was_snapping = FALSE;
10714 static boolean player_was_dropping = FALSE;
10716 if ((!player->is_moving && player_was_moving) ||
10717 (player->MovPos == 0 && player_was_moving) ||
10718 (player->is_snapping && !player_was_snapping) ||
10719 (player->is_dropping && !player_was_dropping))
10721 if (!SaveEngineSnapshotToList())
10724 player_was_moving = FALSE;
10725 player_was_snapping = TRUE;
10726 player_was_dropping = TRUE;
10730 if (player->is_moving)
10731 player_was_moving = TRUE;
10733 if (!player->is_snapping)
10734 player_was_snapping = FALSE;
10736 if (!player->is_dropping)
10737 player_was_dropping = FALSE;
10741 static void CheckSingleStepMode(struct PlayerInfo *player)
10743 if (tape.single_step && tape.recording && !tape.pausing)
10745 /* as it is called "single step mode", just return to pause mode when the
10746 player stopped moving after one tile (or never starts moving at all) */
10747 if (!player->is_moving && !player->is_pushing)
10749 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10750 SnapField(player, 0, 0); /* stop snapping */
10754 CheckSaveEngineSnapshot(player);
10757 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10759 int left = player_action & JOY_LEFT;
10760 int right = player_action & JOY_RIGHT;
10761 int up = player_action & JOY_UP;
10762 int down = player_action & JOY_DOWN;
10763 int button1 = player_action & JOY_BUTTON_1;
10764 int button2 = player_action & JOY_BUTTON_2;
10765 int dx = (left ? -1 : right ? 1 : 0);
10766 int dy = (up ? -1 : down ? 1 : 0);
10768 if (!player->active || tape.pausing)
10774 SnapField(player, dx, dy);
10778 DropElement(player);
10780 MovePlayer(player, dx, dy);
10783 CheckSingleStepMode(player);
10785 SetPlayerWaiting(player, FALSE);
10787 return player_action;
10791 /* no actions for this player (no input at player's configured device) */
10793 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
10794 SnapField(player, 0, 0);
10795 CheckGravityMovementWhenNotMoving(player);
10797 if (player->MovPos == 0)
10798 SetPlayerWaiting(player, TRUE);
10800 if (player->MovPos == 0) /* needed for tape.playing */
10801 player->is_moving = FALSE;
10803 player->is_dropping = FALSE;
10804 player->is_dropping_pressed = FALSE;
10805 player->drop_pressed_delay = 0;
10807 CheckSingleStepMode(player);
10813 static void CheckLevelTime()
10817 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
10818 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10820 if (level.native_em_level->lev->home == 0) /* all players at home */
10822 PlayerWins(local_player);
10824 AllPlayersGone = TRUE;
10826 level.native_em_level->lev->home = -1;
10829 if (level.native_em_level->ply[0]->alive == 0 &&
10830 level.native_em_level->ply[1]->alive == 0 &&
10831 level.native_em_level->ply[2]->alive == 0 &&
10832 level.native_em_level->ply[3]->alive == 0) /* all dead */
10833 AllPlayersGone = TRUE;
10835 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
10837 if (game_sp.LevelSolved &&
10838 !game_sp.GameOver) /* game won */
10840 PlayerWins(local_player);
10842 game_sp.GameOver = TRUE;
10844 AllPlayersGone = TRUE;
10847 if (game_sp.GameOver) /* game lost */
10848 AllPlayersGone = TRUE;
10851 if (TimeFrames >= FRAMES_PER_SECOND)
10856 for (i = 0; i < MAX_PLAYERS; i++)
10858 struct PlayerInfo *player = &stored_player[i];
10860 if (SHIELD_ON(player))
10862 player->shield_normal_time_left--;
10864 if (player->shield_deadly_time_left > 0)
10865 player->shield_deadly_time_left--;
10869 if (!local_player->LevelSolved && !level.use_step_counter)
10877 if (TimeLeft <= 10 && setup.time_limit)
10878 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
10880 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
10881 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
10883 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10885 if (!TimeLeft && setup.time_limit)
10887 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10888 level.native_em_level->lev->killed_out_of_time = TRUE;
10890 for (i = 0; i < MAX_PLAYERS; i++)
10891 KillPlayer(&stored_player[i]);
10894 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
10896 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
10899 level.native_em_level->lev->time =
10900 (game.no_time_limit ? TimePlayed : TimeLeft);
10903 if (tape.recording || tape.playing)
10904 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
10907 if (tape.recording || tape.playing)
10908 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
10910 UpdateAndDisplayGameControlValues();
10913 void AdvanceFrameAndPlayerCounters(int player_nr)
10917 /* advance frame counters (global frame counter and time frame counter) */
10921 /* advance player counters (counters for move delay, move animation etc.) */
10922 for (i = 0; i < MAX_PLAYERS; i++)
10924 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
10925 int move_delay_value = stored_player[i].move_delay_value;
10926 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
10928 if (!advance_player_counters) /* not all players may be affected */
10931 if (move_frames == 0) /* less than one move per game frame */
10933 int stepsize = TILEX / move_delay_value;
10934 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
10935 int count = (stored_player[i].is_moving ?
10936 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
10938 if (count % delay == 0)
10942 stored_player[i].Frame += move_frames;
10944 if (stored_player[i].MovPos != 0)
10945 stored_player[i].StepFrame += move_frames;
10947 if (stored_player[i].move_delay > 0)
10948 stored_player[i].move_delay--;
10950 /* due to bugs in previous versions, counter must count up, not down */
10951 if (stored_player[i].push_delay != -1)
10952 stored_player[i].push_delay++;
10954 if (stored_player[i].drop_delay > 0)
10955 stored_player[i].drop_delay--;
10957 if (stored_player[i].is_dropping_pressed)
10958 stored_player[i].drop_pressed_delay++;
10962 void StartGameActions(boolean init_network_game, boolean record_tape,
10965 unsigned int new_random_seed = InitRND(random_seed);
10968 TapeStartRecording(new_random_seed);
10970 #if defined(NETWORK_AVALIABLE)
10971 if (init_network_game)
10973 SendToServer_StartPlaying();
10984 static unsigned int game_frame_delay = 0;
10985 unsigned int game_frame_delay_value;
10986 byte *recorded_player_action;
10987 byte summarized_player_action = 0;
10988 byte tape_action[MAX_PLAYERS];
10991 for (i = 0; i < MAX_PLAYERS; i++)
10993 struct PlayerInfo *player = &stored_player[i];
10995 // allow engine snapshot if movement attempt was stopped
10996 if ((game.snapshot.last_action[i] & KEY_MOTION) != 0 &&
10997 (player->action & KEY_MOTION) == 0)
10998 game.snapshot.changed_action = TRUE;
11000 // allow engine snapshot in case of snapping/dropping attempt
11001 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11002 (player->action & KEY_BUTTON) != 0)
11003 game.snapshot.changed_action = TRUE;
11005 game.snapshot.last_action[i] = player->action;
11008 /* detect endless loops, caused by custom element programming */
11009 if (recursion_loop_detected && recursion_loop_depth == 0)
11011 char *message = getStringCat3("Internal Error! Element ",
11012 EL_NAME(recursion_loop_element),
11013 " caused endless loop! Quit the game?");
11015 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11016 EL_NAME(recursion_loop_element));
11018 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11020 recursion_loop_detected = FALSE; /* if game should be continued */
11027 if (game.restart_level)
11028 StartGameActions(options.network, setup.autorecord, level.random_seed);
11030 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
11031 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11033 if (level.native_em_level->lev->home == 0) /* all players at home */
11035 PlayerWins(local_player);
11037 AllPlayersGone = TRUE;
11039 level.native_em_level->lev->home = -1;
11042 if (level.native_em_level->ply[0]->alive == 0 &&
11043 level.native_em_level->ply[1]->alive == 0 &&
11044 level.native_em_level->ply[2]->alive == 0 &&
11045 level.native_em_level->ply[3]->alive == 0) /* all dead */
11046 AllPlayersGone = TRUE;
11048 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11050 if (game_sp.LevelSolved &&
11051 !game_sp.GameOver) /* game won */
11053 PlayerWins(local_player);
11055 game_sp.GameOver = TRUE;
11057 AllPlayersGone = TRUE;
11060 if (game_sp.GameOver) /* game lost */
11061 AllPlayersGone = TRUE;
11064 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11067 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11070 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11073 game_frame_delay_value =
11074 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11076 if (tape.playing && tape.warp_forward && !tape.pausing)
11077 game_frame_delay_value = 0;
11080 /* ---------- main game synchronization point ---------- */
11082 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11084 printf("::: skip == %d\n", skip);
11087 /* ---------- main game synchronization point ---------- */
11089 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11092 if (network_playing && !network_player_action_received)
11094 /* try to get network player actions in time */
11096 #if defined(NETWORK_AVALIABLE)
11097 /* last chance to get network player actions without main loop delay */
11098 HandleNetworking();
11101 /* game was quit by network peer */
11102 if (game_status != GAME_MODE_PLAYING)
11105 if (!network_player_action_received)
11106 return; /* failed to get network player actions in time */
11108 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11114 /* at this point we know that we really continue executing the game */
11116 network_player_action_received = FALSE;
11118 /* when playing tape, read previously recorded player input from tape data */
11119 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11121 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11125 if (tape.set_centered_player)
11127 game.centered_player_nr_next = tape.centered_player_nr_next;
11128 game.set_centered_player = TRUE;
11131 for (i = 0; i < MAX_PLAYERS; i++)
11133 summarized_player_action |= stored_player[i].action;
11135 if (!network_playing && (game.team_mode || tape.playing))
11136 stored_player[i].effective_action = stored_player[i].action;
11139 #if defined(NETWORK_AVALIABLE)
11140 if (network_playing)
11141 SendToServer_MovePlayer(summarized_player_action);
11144 if (!options.network && !game.team_mode)
11145 local_player->effective_action = summarized_player_action;
11147 if (tape.recording &&
11149 setup.input_on_focus &&
11150 game.centered_player_nr != -1)
11152 for (i = 0; i < MAX_PLAYERS; i++)
11153 stored_player[i].effective_action =
11154 (i == game.centered_player_nr ? summarized_player_action : 0);
11157 if (recorded_player_action != NULL)
11158 for (i = 0; i < MAX_PLAYERS; i++)
11159 stored_player[i].effective_action = recorded_player_action[i];
11161 for (i = 0; i < MAX_PLAYERS; i++)
11163 tape_action[i] = stored_player[i].effective_action;
11165 /* (this may happen in the RND game engine if a player was not present on
11166 the playfield on level start, but appeared later from a custom element */
11167 if (setup.team_mode &&
11170 !tape.player_participates[i])
11171 tape.player_participates[i] = TRUE;
11174 /* only record actions from input devices, but not programmed actions */
11175 if (tape.recording)
11176 TapeRecordAction(tape_action);
11178 #if USE_NEW_PLAYER_ASSIGNMENTS
11179 // !!! also map player actions in single player mode !!!
11180 // if (game.team_mode)
11182 byte mapped_action[MAX_PLAYERS];
11184 #if DEBUG_PLAYER_ACTIONS
11186 for (i = 0; i < MAX_PLAYERS; i++)
11187 printf(" %d, ", stored_player[i].effective_action);
11190 for (i = 0; i < MAX_PLAYERS; i++)
11191 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11193 for (i = 0; i < MAX_PLAYERS; i++)
11194 stored_player[i].effective_action = mapped_action[i];
11196 #if DEBUG_PLAYER_ACTIONS
11198 for (i = 0; i < MAX_PLAYERS; i++)
11199 printf(" %d, ", stored_player[i].effective_action);
11203 #if DEBUG_PLAYER_ACTIONS
11207 for (i = 0; i < MAX_PLAYERS; i++)
11208 printf(" %d, ", stored_player[i].effective_action);
11214 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11216 GameActions_EM_Main();
11218 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11220 GameActions_SP_Main();
11224 GameActions_RND_Main();
11227 BlitScreenToBitmap(backbuffer);
11231 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11233 if (options.debug) /* calculate frames per second */
11235 static unsigned int fps_counter = 0;
11236 static int fps_frames = 0;
11237 unsigned int fps_delay_ms = Counter() - fps_counter;
11241 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
11243 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11246 fps_counter = Counter();
11249 redraw_mask |= REDRAW_FPS;
11253 void GameActions_EM_Main()
11255 byte effective_action[MAX_PLAYERS];
11256 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11259 for (i = 0; i < MAX_PLAYERS; i++)
11260 effective_action[i] = stored_player[i].effective_action;
11262 GameActions_EM(effective_action, warp_mode);
11265 void GameActions_SP_Main()
11267 byte effective_action[MAX_PLAYERS];
11268 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11271 for (i = 0; i < MAX_PLAYERS; i++)
11272 effective_action[i] = stored_player[i].effective_action;
11274 GameActions_SP(effective_action, warp_mode);
11277 void GameActions_RND_Main()
11282 void GameActions_RND()
11284 int magic_wall_x = 0, magic_wall_y = 0;
11285 int i, x, y, element, graphic;
11287 InitPlayfieldScanModeVars();
11289 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11291 SCAN_PLAYFIELD(x, y)
11293 ChangeCount[x][y] = 0;
11294 ChangeEvent[x][y] = -1;
11298 if (game.set_centered_player)
11300 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11302 /* switching to "all players" only possible if all players fit to screen */
11303 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11305 game.centered_player_nr_next = game.centered_player_nr;
11306 game.set_centered_player = FALSE;
11309 /* do not switch focus to non-existing (or non-active) player */
11310 if (game.centered_player_nr_next >= 0 &&
11311 !stored_player[game.centered_player_nr_next].active)
11313 game.centered_player_nr_next = game.centered_player_nr;
11314 game.set_centered_player = FALSE;
11318 if (game.set_centered_player &&
11319 ScreenMovPos == 0) /* screen currently aligned at tile position */
11323 if (game.centered_player_nr_next == -1)
11325 setScreenCenteredToAllPlayers(&sx, &sy);
11329 sx = stored_player[game.centered_player_nr_next].jx;
11330 sy = stored_player[game.centered_player_nr_next].jy;
11333 game.centered_player_nr = game.centered_player_nr_next;
11334 game.set_centered_player = FALSE;
11336 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11337 DrawGameDoorValues();
11340 for (i = 0; i < MAX_PLAYERS; i++)
11342 int actual_player_action = stored_player[i].effective_action;
11345 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11346 - rnd_equinox_tetrachloride 048
11347 - rnd_equinox_tetrachloride_ii 096
11348 - rnd_emanuel_schmieg 002
11349 - doctor_sloan_ww 001, 020
11351 if (stored_player[i].MovPos == 0)
11352 CheckGravityMovement(&stored_player[i]);
11355 /* overwrite programmed action with tape action */
11356 if (stored_player[i].programmed_action)
11357 actual_player_action = stored_player[i].programmed_action;
11359 PlayerActions(&stored_player[i], actual_player_action);
11361 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11364 ScrollScreen(NULL, SCROLL_GO_ON);
11366 /* for backwards compatibility, the following code emulates a fixed bug that
11367 occured when pushing elements (causing elements that just made their last
11368 pushing step to already (if possible) make their first falling step in the
11369 same game frame, which is bad); this code is also needed to use the famous
11370 "spring push bug" which is used in older levels and might be wanted to be
11371 used also in newer levels, but in this case the buggy pushing code is only
11372 affecting the "spring" element and no other elements */
11374 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11376 for (i = 0; i < MAX_PLAYERS; i++)
11378 struct PlayerInfo *player = &stored_player[i];
11379 int x = player->jx;
11380 int y = player->jy;
11382 if (player->active && player->is_pushing && player->is_moving &&
11384 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11385 Feld[x][y] == EL_SPRING))
11387 ContinueMoving(x, y);
11389 /* continue moving after pushing (this is actually a bug) */
11390 if (!IS_MOVING(x, y))
11391 Stop[x][y] = FALSE;
11396 SCAN_PLAYFIELD(x, y)
11398 ChangeCount[x][y] = 0;
11399 ChangeEvent[x][y] = -1;
11401 /* this must be handled before main playfield loop */
11402 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11405 if (MovDelay[x][y] <= 0)
11409 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11412 if (MovDelay[x][y] <= 0)
11415 TEST_DrawLevelField(x, y);
11417 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11422 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11424 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11425 printf("GameActions(): This should never happen!\n");
11427 ChangePage[x][y] = -1;
11431 Stop[x][y] = FALSE;
11432 if (WasJustMoving[x][y] > 0)
11433 WasJustMoving[x][y]--;
11434 if (WasJustFalling[x][y] > 0)
11435 WasJustFalling[x][y]--;
11436 if (CheckCollision[x][y] > 0)
11437 CheckCollision[x][y]--;
11438 if (CheckImpact[x][y] > 0)
11439 CheckImpact[x][y]--;
11443 /* reset finished pushing action (not done in ContinueMoving() to allow
11444 continuous pushing animation for elements with zero push delay) */
11445 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11447 ResetGfxAnimation(x, y);
11448 TEST_DrawLevelField(x, y);
11452 if (IS_BLOCKED(x, y))
11456 Blocked2Moving(x, y, &oldx, &oldy);
11457 if (!IS_MOVING(oldx, oldy))
11459 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11460 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11461 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11462 printf("GameActions(): This should never happen!\n");
11468 SCAN_PLAYFIELD(x, y)
11470 element = Feld[x][y];
11471 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11473 ResetGfxFrame(x, y, TRUE);
11475 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11476 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11477 ResetRandomAnimationValue(x, y);
11479 SetRandomAnimationValue(x, y);
11481 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11483 if (IS_INACTIVE(element))
11485 if (IS_ANIMATED(graphic))
11486 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11491 /* this may take place after moving, so 'element' may have changed */
11492 if (IS_CHANGING(x, y) &&
11493 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11495 int page = element_info[element].event_page_nr[CE_DELAY];
11497 HandleElementChange(x, y, page);
11499 element = Feld[x][y];
11500 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11503 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11507 element = Feld[x][y];
11508 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11510 if (IS_ANIMATED(graphic) &&
11511 !IS_MOVING(x, y) &&
11513 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11515 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11516 TEST_DrawTwinkleOnField(x, y);
11518 else if ((element == EL_ACID ||
11519 element == EL_EXIT_OPEN ||
11520 element == EL_EM_EXIT_OPEN ||
11521 element == EL_SP_EXIT_OPEN ||
11522 element == EL_STEEL_EXIT_OPEN ||
11523 element == EL_EM_STEEL_EXIT_OPEN ||
11524 element == EL_SP_TERMINAL ||
11525 element == EL_SP_TERMINAL_ACTIVE ||
11526 element == EL_EXTRA_TIME ||
11527 element == EL_SHIELD_NORMAL ||
11528 element == EL_SHIELD_DEADLY) &&
11529 IS_ANIMATED(graphic))
11530 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11531 else if (IS_MOVING(x, y))
11532 ContinueMoving(x, y);
11533 else if (IS_ACTIVE_BOMB(element))
11534 CheckDynamite(x, y);
11535 else if (element == EL_AMOEBA_GROWING)
11536 AmoebeWaechst(x, y);
11537 else if (element == EL_AMOEBA_SHRINKING)
11538 AmoebaDisappearing(x, y);
11540 #if !USE_NEW_AMOEBA_CODE
11541 else if (IS_AMOEBALIVE(element))
11542 AmoebeAbleger(x, y);
11545 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11547 else if (element == EL_EXIT_CLOSED)
11549 else if (element == EL_EM_EXIT_CLOSED)
11551 else if (element == EL_STEEL_EXIT_CLOSED)
11552 CheckExitSteel(x, y);
11553 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11554 CheckExitSteelEM(x, y);
11555 else if (element == EL_SP_EXIT_CLOSED)
11557 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11558 element == EL_EXPANDABLE_STEELWALL_GROWING)
11559 MauerWaechst(x, y);
11560 else if (element == EL_EXPANDABLE_WALL ||
11561 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11562 element == EL_EXPANDABLE_WALL_VERTICAL ||
11563 element == EL_EXPANDABLE_WALL_ANY ||
11564 element == EL_BD_EXPANDABLE_WALL)
11565 MauerAbleger(x, y);
11566 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11567 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11568 element == EL_EXPANDABLE_STEELWALL_ANY)
11569 MauerAblegerStahl(x, y);
11570 else if (element == EL_FLAMES)
11571 CheckForDragon(x, y);
11572 else if (element == EL_EXPLOSION)
11573 ; /* drawing of correct explosion animation is handled separately */
11574 else if (element == EL_ELEMENT_SNAPPING ||
11575 element == EL_DIAGONAL_SHRINKING ||
11576 element == EL_DIAGONAL_GROWING)
11578 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11580 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11582 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11583 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11585 if (IS_BELT_ACTIVE(element))
11586 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11588 if (game.magic_wall_active)
11590 int jx = local_player->jx, jy = local_player->jy;
11592 /* play the element sound at the position nearest to the player */
11593 if ((element == EL_MAGIC_WALL_FULL ||
11594 element == EL_MAGIC_WALL_ACTIVE ||
11595 element == EL_MAGIC_WALL_EMPTYING ||
11596 element == EL_BD_MAGIC_WALL_FULL ||
11597 element == EL_BD_MAGIC_WALL_ACTIVE ||
11598 element == EL_BD_MAGIC_WALL_EMPTYING ||
11599 element == EL_DC_MAGIC_WALL_FULL ||
11600 element == EL_DC_MAGIC_WALL_ACTIVE ||
11601 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11602 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11610 #if USE_NEW_AMOEBA_CODE
11611 /* new experimental amoeba growth stuff */
11612 if (!(FrameCounter % 8))
11614 static unsigned int random = 1684108901;
11616 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11618 x = RND(lev_fieldx);
11619 y = RND(lev_fieldy);
11620 element = Feld[x][y];
11622 if (!IS_PLAYER(x,y) &&
11623 (element == EL_EMPTY ||
11624 CAN_GROW_INTO(element) ||
11625 element == EL_QUICKSAND_EMPTY ||
11626 element == EL_QUICKSAND_FAST_EMPTY ||
11627 element == EL_ACID_SPLASH_LEFT ||
11628 element == EL_ACID_SPLASH_RIGHT))
11630 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11631 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11632 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11633 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11634 Feld[x][y] = EL_AMOEBA_DROP;
11637 random = random * 129 + 1;
11642 game.explosions_delayed = FALSE;
11644 SCAN_PLAYFIELD(x, y)
11646 element = Feld[x][y];
11648 if (ExplodeField[x][y])
11649 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11650 else if (element == EL_EXPLOSION)
11651 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11653 ExplodeField[x][y] = EX_TYPE_NONE;
11656 game.explosions_delayed = TRUE;
11658 if (game.magic_wall_active)
11660 if (!(game.magic_wall_time_left % 4))
11662 int element = Feld[magic_wall_x][magic_wall_y];
11664 if (element == EL_BD_MAGIC_WALL_FULL ||
11665 element == EL_BD_MAGIC_WALL_ACTIVE ||
11666 element == EL_BD_MAGIC_WALL_EMPTYING)
11667 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
11668 else if (element == EL_DC_MAGIC_WALL_FULL ||
11669 element == EL_DC_MAGIC_WALL_ACTIVE ||
11670 element == EL_DC_MAGIC_WALL_EMPTYING)
11671 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
11673 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
11676 if (game.magic_wall_time_left > 0)
11678 game.magic_wall_time_left--;
11680 if (!game.magic_wall_time_left)
11682 SCAN_PLAYFIELD(x, y)
11684 element = Feld[x][y];
11686 if (element == EL_MAGIC_WALL_ACTIVE ||
11687 element == EL_MAGIC_WALL_FULL)
11689 Feld[x][y] = EL_MAGIC_WALL_DEAD;
11690 TEST_DrawLevelField(x, y);
11692 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
11693 element == EL_BD_MAGIC_WALL_FULL)
11695 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
11696 TEST_DrawLevelField(x, y);
11698 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
11699 element == EL_DC_MAGIC_WALL_FULL)
11701 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
11702 TEST_DrawLevelField(x, y);
11706 game.magic_wall_active = FALSE;
11711 if (game.light_time_left > 0)
11713 game.light_time_left--;
11715 if (game.light_time_left == 0)
11716 RedrawAllLightSwitchesAndInvisibleElements();
11719 if (game.timegate_time_left > 0)
11721 game.timegate_time_left--;
11723 if (game.timegate_time_left == 0)
11724 CloseAllOpenTimegates();
11727 if (game.lenses_time_left > 0)
11729 game.lenses_time_left--;
11731 if (game.lenses_time_left == 0)
11732 RedrawAllInvisibleElementsForLenses();
11735 if (game.magnify_time_left > 0)
11737 game.magnify_time_left--;
11739 if (game.magnify_time_left == 0)
11740 RedrawAllInvisibleElementsForMagnifier();
11743 for (i = 0; i < MAX_PLAYERS; i++)
11745 struct PlayerInfo *player = &stored_player[i];
11747 if (SHIELD_ON(player))
11749 if (player->shield_deadly_time_left)
11750 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
11751 else if (player->shield_normal_time_left)
11752 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
11756 #if USE_DELAYED_GFX_REDRAW
11757 SCAN_PLAYFIELD(x, y)
11759 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
11761 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
11762 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
11764 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
11765 DrawLevelField(x, y);
11767 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
11768 DrawLevelFieldCrumbled(x, y);
11770 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
11771 DrawLevelFieldCrumbledNeighbours(x, y);
11773 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
11774 DrawTwinkleOnField(x, y);
11777 GfxRedraw[x][y] = GFX_REDRAW_NONE;
11782 PlayAllPlayersSound();
11784 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
11786 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
11788 local_player->show_envelope = 0;
11791 /* use random number generator in every frame to make it less predictable */
11792 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
11796 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
11798 int min_x = x, min_y = y, max_x = x, max_y = y;
11801 for (i = 0; i < MAX_PLAYERS; i++)
11803 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11805 if (!stored_player[i].active || &stored_player[i] == player)
11808 min_x = MIN(min_x, jx);
11809 min_y = MIN(min_y, jy);
11810 max_x = MAX(max_x, jx);
11811 max_y = MAX(max_y, jy);
11814 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
11817 static boolean AllPlayersInVisibleScreen()
11821 for (i = 0; i < MAX_PLAYERS; i++)
11823 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11825 if (!stored_player[i].active)
11828 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
11835 void ScrollLevel(int dx, int dy)
11837 int scroll_offset = 2 * TILEX_VAR;
11840 BlitBitmap(drawto_field, drawto_field,
11841 FX + TILEX_VAR * (dx == -1) - scroll_offset,
11842 FY + TILEY_VAR * (dy == -1) - scroll_offset,
11843 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
11844 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
11845 FX + TILEX_VAR * (dx == 1) - scroll_offset,
11846 FY + TILEY_VAR * (dy == 1) - scroll_offset);
11850 x = (dx == 1 ? BX1 : BX2);
11851 for (y = BY1; y <= BY2; y++)
11852 DrawScreenField(x, y);
11857 y = (dy == 1 ? BY1 : BY2);
11858 for (x = BX1; x <= BX2; x++)
11859 DrawScreenField(x, y);
11862 redraw_mask |= REDRAW_FIELD;
11865 static boolean canFallDown(struct PlayerInfo *player)
11867 int jx = player->jx, jy = player->jy;
11869 return (IN_LEV_FIELD(jx, jy + 1) &&
11870 (IS_FREE(jx, jy + 1) ||
11871 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
11872 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
11873 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
11876 static boolean canPassField(int x, int y, int move_dir)
11878 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11879 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11880 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11881 int nextx = x + dx;
11882 int nexty = y + dy;
11883 int element = Feld[x][y];
11885 return (IS_PASSABLE_FROM(element, opposite_dir) &&
11886 !CAN_MOVE(element) &&
11887 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
11888 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
11889 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
11892 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
11894 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11895 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11896 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11900 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
11901 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
11902 (IS_DIGGABLE(Feld[newx][newy]) ||
11903 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
11904 canPassField(newx, newy, move_dir)));
11907 static void CheckGravityMovement(struct PlayerInfo *player)
11909 if (player->gravity && !player->programmed_action)
11911 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
11912 int move_dir_vertical = player->effective_action & MV_VERTICAL;
11913 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
11914 int jx = player->jx, jy = player->jy;
11915 boolean player_is_moving_to_valid_field =
11916 (!player_is_snapping &&
11917 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
11918 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
11919 boolean player_can_fall_down = canFallDown(player);
11921 if (player_can_fall_down &&
11922 !player_is_moving_to_valid_field)
11923 player->programmed_action = MV_DOWN;
11927 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
11929 return CheckGravityMovement(player);
11931 if (player->gravity && !player->programmed_action)
11933 int jx = player->jx, jy = player->jy;
11934 boolean field_under_player_is_free =
11935 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
11936 boolean player_is_standing_on_valid_field =
11937 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
11938 (IS_WALKABLE(Feld[jx][jy]) &&
11939 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
11941 if (field_under_player_is_free && !player_is_standing_on_valid_field)
11942 player->programmed_action = MV_DOWN;
11947 MovePlayerOneStep()
11948 -----------------------------------------------------------------------------
11949 dx, dy: direction (non-diagonal) to try to move the player to
11950 real_dx, real_dy: direction as read from input device (can be diagonal)
11953 boolean MovePlayerOneStep(struct PlayerInfo *player,
11954 int dx, int dy, int real_dx, int real_dy)
11956 int jx = player->jx, jy = player->jy;
11957 int new_jx = jx + dx, new_jy = jy + dy;
11959 boolean player_can_move = !player->cannot_move;
11961 if (!player->active || (!dx && !dy))
11962 return MP_NO_ACTION;
11964 player->MovDir = (dx < 0 ? MV_LEFT :
11965 dx > 0 ? MV_RIGHT :
11967 dy > 0 ? MV_DOWN : MV_NONE);
11969 if (!IN_LEV_FIELD(new_jx, new_jy))
11970 return MP_NO_ACTION;
11972 if (!player_can_move)
11974 if (player->MovPos == 0)
11976 player->is_moving = FALSE;
11977 player->is_digging = FALSE;
11978 player->is_collecting = FALSE;
11979 player->is_snapping = FALSE;
11980 player->is_pushing = FALSE;
11984 if (!options.network && game.centered_player_nr == -1 &&
11985 !AllPlayersInSight(player, new_jx, new_jy))
11986 return MP_NO_ACTION;
11988 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
11989 if (can_move != MP_MOVING)
11992 /* check if DigField() has caused relocation of the player */
11993 if (player->jx != jx || player->jy != jy)
11994 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
11996 StorePlayer[jx][jy] = 0;
11997 player->last_jx = jx;
11998 player->last_jy = jy;
11999 player->jx = new_jx;
12000 player->jy = new_jy;
12001 StorePlayer[new_jx][new_jy] = player->element_nr;
12003 if (player->move_delay_value_next != -1)
12005 player->move_delay_value = player->move_delay_value_next;
12006 player->move_delay_value_next = -1;
12010 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12012 player->step_counter++;
12014 PlayerVisit[jx][jy] = FrameCounter;
12016 player->is_moving = TRUE;
12019 /* should better be called in MovePlayer(), but this breaks some tapes */
12020 ScrollPlayer(player, SCROLL_INIT);
12026 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12028 int jx = player->jx, jy = player->jy;
12029 int old_jx = jx, old_jy = jy;
12030 int moved = MP_NO_ACTION;
12032 if (!player->active)
12037 if (player->MovPos == 0)
12039 player->is_moving = FALSE;
12040 player->is_digging = FALSE;
12041 player->is_collecting = FALSE;
12042 player->is_snapping = FALSE;
12043 player->is_pushing = FALSE;
12049 if (player->move_delay > 0)
12052 player->move_delay = -1; /* set to "uninitialized" value */
12054 /* store if player is automatically moved to next field */
12055 player->is_auto_moving = (player->programmed_action != MV_NONE);
12057 /* remove the last programmed player action */
12058 player->programmed_action = 0;
12060 if (player->MovPos)
12062 /* should only happen if pre-1.2 tape recordings are played */
12063 /* this is only for backward compatibility */
12065 int original_move_delay_value = player->move_delay_value;
12068 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12072 /* scroll remaining steps with finest movement resolution */
12073 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12075 while (player->MovPos)
12077 ScrollPlayer(player, SCROLL_GO_ON);
12078 ScrollScreen(NULL, SCROLL_GO_ON);
12080 AdvanceFrameAndPlayerCounters(player->index_nr);
12086 player->move_delay_value = original_move_delay_value;
12089 player->is_active = FALSE;
12091 if (player->last_move_dir & MV_HORIZONTAL)
12093 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12094 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12098 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12099 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12102 if (!moved && !player->is_active)
12104 player->is_moving = FALSE;
12105 player->is_digging = FALSE;
12106 player->is_collecting = FALSE;
12107 player->is_snapping = FALSE;
12108 player->is_pushing = FALSE;
12114 if (moved & MP_MOVING && !ScreenMovPos &&
12115 (player->index_nr == game.centered_player_nr ||
12116 game.centered_player_nr == -1))
12118 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12119 int offset = game.scroll_delay_value;
12121 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12123 /* actual player has left the screen -- scroll in that direction */
12124 if (jx != old_jx) /* player has moved horizontally */
12125 scroll_x += (jx - old_jx);
12126 else /* player has moved vertically */
12127 scroll_y += (jy - old_jy);
12131 if (jx != old_jx) /* player has moved horizontally */
12133 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12134 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12135 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12137 /* don't scroll over playfield boundaries */
12138 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12139 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12141 /* don't scroll more than one field at a time */
12142 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12144 /* don't scroll against the player's moving direction */
12145 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12146 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12147 scroll_x = old_scroll_x;
12149 else /* player has moved vertically */
12151 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12152 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12153 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12155 /* don't scroll over playfield boundaries */
12156 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12157 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12159 /* don't scroll more than one field at a time */
12160 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12162 /* don't scroll against the player's moving direction */
12163 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12164 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12165 scroll_y = old_scroll_y;
12169 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12171 if (!options.network && game.centered_player_nr == -1 &&
12172 !AllPlayersInVisibleScreen())
12174 scroll_x = old_scroll_x;
12175 scroll_y = old_scroll_y;
12179 ScrollScreen(player, SCROLL_INIT);
12180 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12185 player->StepFrame = 0;
12187 if (moved & MP_MOVING)
12189 if (old_jx != jx && old_jy == jy)
12190 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12191 else if (old_jx == jx && old_jy != jy)
12192 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12194 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12196 player->last_move_dir = player->MovDir;
12197 player->is_moving = TRUE;
12198 player->is_snapping = FALSE;
12199 player->is_switching = FALSE;
12200 player->is_dropping = FALSE;
12201 player->is_dropping_pressed = FALSE;
12202 player->drop_pressed_delay = 0;
12205 /* should better be called here than above, but this breaks some tapes */
12206 ScrollPlayer(player, SCROLL_INIT);
12211 CheckGravityMovementWhenNotMoving(player);
12213 player->is_moving = FALSE;
12215 /* at this point, the player is allowed to move, but cannot move right now
12216 (e.g. because of something blocking the way) -- ensure that the player
12217 is also allowed to move in the next frame (in old versions before 3.1.1,
12218 the player was forced to wait again for eight frames before next try) */
12220 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12221 player->move_delay = 0; /* allow direct movement in the next frame */
12224 if (player->move_delay == -1) /* not yet initialized by DigField() */
12225 player->move_delay = player->move_delay_value;
12227 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12229 TestIfPlayerTouchesBadThing(jx, jy);
12230 TestIfPlayerTouchesCustomElement(jx, jy);
12233 if (!player->active)
12234 RemovePlayer(player);
12239 void ScrollPlayer(struct PlayerInfo *player, int mode)
12241 int jx = player->jx, jy = player->jy;
12242 int last_jx = player->last_jx, last_jy = player->last_jy;
12243 int move_stepsize = TILEX / player->move_delay_value;
12245 if (!player->active)
12248 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12251 if (mode == SCROLL_INIT)
12253 player->actual_frame_counter = FrameCounter;
12254 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12256 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12257 Feld[last_jx][last_jy] == EL_EMPTY)
12259 int last_field_block_delay = 0; /* start with no blocking at all */
12260 int block_delay_adjustment = player->block_delay_adjustment;
12262 /* if player blocks last field, add delay for exactly one move */
12263 if (player->block_last_field)
12265 last_field_block_delay += player->move_delay_value;
12267 /* when blocking enabled, prevent moving up despite gravity */
12268 if (player->gravity && player->MovDir == MV_UP)
12269 block_delay_adjustment = -1;
12272 /* add block delay adjustment (also possible when not blocking) */
12273 last_field_block_delay += block_delay_adjustment;
12275 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12276 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12279 if (player->MovPos != 0) /* player has not yet reached destination */
12282 else if (!FrameReached(&player->actual_frame_counter, 1))
12285 if (player->MovPos != 0)
12287 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12288 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12290 /* before DrawPlayer() to draw correct player graphic for this case */
12291 if (player->MovPos == 0)
12292 CheckGravityMovement(player);
12295 if (player->MovPos == 0) /* player reached destination field */
12297 if (player->move_delay_reset_counter > 0)
12299 player->move_delay_reset_counter--;
12301 if (player->move_delay_reset_counter == 0)
12303 /* continue with normal speed after quickly moving through gate */
12304 HALVE_PLAYER_SPEED(player);
12306 /* be able to make the next move without delay */
12307 player->move_delay = 0;
12311 player->last_jx = jx;
12312 player->last_jy = jy;
12314 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12315 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12316 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12317 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12318 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12319 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12320 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12321 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12323 DrawPlayer(player); /* needed here only to cleanup last field */
12324 RemovePlayer(player);
12326 if (local_player->friends_still_needed == 0 ||
12327 IS_SP_ELEMENT(Feld[jx][jy]))
12328 PlayerWins(player);
12331 /* this breaks one level: "machine", level 000 */
12333 int move_direction = player->MovDir;
12334 int enter_side = MV_DIR_OPPOSITE(move_direction);
12335 int leave_side = move_direction;
12336 int old_jx = last_jx;
12337 int old_jy = last_jy;
12338 int old_element = Feld[old_jx][old_jy];
12339 int new_element = Feld[jx][jy];
12341 if (IS_CUSTOM_ELEMENT(old_element))
12342 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12344 player->index_bit, leave_side);
12346 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12347 CE_PLAYER_LEAVES_X,
12348 player->index_bit, leave_side);
12350 if (IS_CUSTOM_ELEMENT(new_element))
12351 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12352 player->index_bit, enter_side);
12354 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12355 CE_PLAYER_ENTERS_X,
12356 player->index_bit, enter_side);
12358 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12359 CE_MOVE_OF_X, move_direction);
12362 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12364 TestIfPlayerTouchesBadThing(jx, jy);
12365 TestIfPlayerTouchesCustomElement(jx, jy);
12367 /* needed because pushed element has not yet reached its destination,
12368 so it would trigger a change event at its previous field location */
12369 if (!player->is_pushing)
12370 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12372 if (!player->active)
12373 RemovePlayer(player);
12376 if (!local_player->LevelSolved && level.use_step_counter)
12386 if (TimeLeft <= 10 && setup.time_limit)
12387 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12389 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12391 DisplayGameControlValues();
12393 if (!TimeLeft && setup.time_limit)
12394 for (i = 0; i < MAX_PLAYERS; i++)
12395 KillPlayer(&stored_player[i]);
12397 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12399 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12401 DisplayGameControlValues();
12405 if (tape.single_step && tape.recording && !tape.pausing &&
12406 !player->programmed_action)
12407 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12409 if (!player->programmed_action)
12410 CheckSaveEngineSnapshot(player);
12414 void ScrollScreen(struct PlayerInfo *player, int mode)
12416 static unsigned int screen_frame_counter = 0;
12418 if (mode == SCROLL_INIT)
12420 /* set scrolling step size according to actual player's moving speed */
12421 ScrollStepSize = TILEX / player->move_delay_value;
12423 screen_frame_counter = FrameCounter;
12424 ScreenMovDir = player->MovDir;
12425 ScreenMovPos = player->MovPos;
12426 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12429 else if (!FrameReached(&screen_frame_counter, 1))
12434 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12435 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12436 redraw_mask |= REDRAW_FIELD;
12439 ScreenMovDir = MV_NONE;
12442 void TestIfPlayerTouchesCustomElement(int x, int y)
12444 static int xy[4][2] =
12451 static int trigger_sides[4][2] =
12453 /* center side border side */
12454 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12455 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12456 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12457 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12459 static int touch_dir[4] =
12461 MV_LEFT | MV_RIGHT,
12466 int center_element = Feld[x][y]; /* should always be non-moving! */
12469 for (i = 0; i < NUM_DIRECTIONS; i++)
12471 int xx = x + xy[i][0];
12472 int yy = y + xy[i][1];
12473 int center_side = trigger_sides[i][0];
12474 int border_side = trigger_sides[i][1];
12475 int border_element;
12477 if (!IN_LEV_FIELD(xx, yy))
12480 if (IS_PLAYER(x, y)) /* player found at center element */
12482 struct PlayerInfo *player = PLAYERINFO(x, y);
12484 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12485 border_element = Feld[xx][yy]; /* may be moving! */
12486 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12487 border_element = Feld[xx][yy];
12488 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12489 border_element = MovingOrBlocked2Element(xx, yy);
12491 continue; /* center and border element do not touch */
12493 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12494 player->index_bit, border_side);
12495 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12496 CE_PLAYER_TOUCHES_X,
12497 player->index_bit, border_side);
12500 /* use player element that is initially defined in the level playfield,
12501 not the player element that corresponds to the runtime player number
12502 (example: a level that contains EL_PLAYER_3 as the only player would
12503 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12504 int player_element = PLAYERINFO(x, y)->initial_element;
12506 CheckElementChangeBySide(xx, yy, border_element, player_element,
12507 CE_TOUCHING_X, border_side);
12510 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12512 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12514 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12516 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12517 continue; /* center and border element do not touch */
12520 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12521 player->index_bit, center_side);
12522 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12523 CE_PLAYER_TOUCHES_X,
12524 player->index_bit, center_side);
12527 /* use player element that is initially defined in the level playfield,
12528 not the player element that corresponds to the runtime player number
12529 (example: a level that contains EL_PLAYER_3 as the only player would
12530 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12531 int player_element = PLAYERINFO(xx, yy)->initial_element;
12533 CheckElementChangeBySide(x, y, center_element, player_element,
12534 CE_TOUCHING_X, center_side);
12542 void TestIfElementTouchesCustomElement(int x, int y)
12544 static int xy[4][2] =
12551 static int trigger_sides[4][2] =
12553 /* center side border side */
12554 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12555 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12556 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12557 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12559 static int touch_dir[4] =
12561 MV_LEFT | MV_RIGHT,
12566 boolean change_center_element = FALSE;
12567 int center_element = Feld[x][y]; /* should always be non-moving! */
12568 int border_element_old[NUM_DIRECTIONS];
12571 for (i = 0; i < NUM_DIRECTIONS; i++)
12573 int xx = x + xy[i][0];
12574 int yy = y + xy[i][1];
12575 int border_element;
12577 border_element_old[i] = -1;
12579 if (!IN_LEV_FIELD(xx, yy))
12582 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12583 border_element = Feld[xx][yy]; /* may be moving! */
12584 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12585 border_element = Feld[xx][yy];
12586 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12587 border_element = MovingOrBlocked2Element(xx, yy);
12589 continue; /* center and border element do not touch */
12591 border_element_old[i] = border_element;
12594 for (i = 0; i < NUM_DIRECTIONS; i++)
12596 int xx = x + xy[i][0];
12597 int yy = y + xy[i][1];
12598 int center_side = trigger_sides[i][0];
12599 int border_element = border_element_old[i];
12601 if (border_element == -1)
12604 /* check for change of border element */
12605 CheckElementChangeBySide(xx, yy, border_element, center_element,
12606 CE_TOUCHING_X, center_side);
12608 /* (center element cannot be player, so we dont have to check this here) */
12611 for (i = 0; i < NUM_DIRECTIONS; i++)
12613 int xx = x + xy[i][0];
12614 int yy = y + xy[i][1];
12615 int border_side = trigger_sides[i][1];
12616 int border_element = border_element_old[i];
12618 if (border_element == -1)
12621 /* check for change of center element (but change it only once) */
12622 if (!change_center_element)
12623 change_center_element =
12624 CheckElementChangeBySide(x, y, center_element, border_element,
12625 CE_TOUCHING_X, border_side);
12627 if (IS_PLAYER(xx, yy))
12629 /* use player element that is initially defined in the level playfield,
12630 not the player element that corresponds to the runtime player number
12631 (example: a level that contains EL_PLAYER_3 as the only player would
12632 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12633 int player_element = PLAYERINFO(xx, yy)->initial_element;
12635 CheckElementChangeBySide(x, y, center_element, player_element,
12636 CE_TOUCHING_X, border_side);
12641 void TestIfElementHitsCustomElement(int x, int y, int direction)
12643 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12644 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12645 int hitx = x + dx, hity = y + dy;
12646 int hitting_element = Feld[x][y];
12647 int touched_element;
12649 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12652 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12653 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12655 if (IN_LEV_FIELD(hitx, hity))
12657 int opposite_direction = MV_DIR_OPPOSITE(direction);
12658 int hitting_side = direction;
12659 int touched_side = opposite_direction;
12660 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12661 MovDir[hitx][hity] != direction ||
12662 ABS(MovPos[hitx][hity]) <= TILEY / 2);
12668 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12669 CE_HITTING_X, touched_side);
12671 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12672 CE_HIT_BY_X, hitting_side);
12674 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12675 CE_HIT_BY_SOMETHING, opposite_direction);
12677 if (IS_PLAYER(hitx, hity))
12679 /* use player element that is initially defined in the level playfield,
12680 not the player element that corresponds to the runtime player number
12681 (example: a level that contains EL_PLAYER_3 as the only player would
12682 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12683 int player_element = PLAYERINFO(hitx, hity)->initial_element;
12685 CheckElementChangeBySide(x, y, hitting_element, player_element,
12686 CE_HITTING_X, touched_side);
12691 /* "hitting something" is also true when hitting the playfield border */
12692 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12693 CE_HITTING_SOMETHING, direction);
12696 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
12698 int i, kill_x = -1, kill_y = -1;
12700 int bad_element = -1;
12701 static int test_xy[4][2] =
12708 static int test_dir[4] =
12716 for (i = 0; i < NUM_DIRECTIONS; i++)
12718 int test_x, test_y, test_move_dir, test_element;
12720 test_x = good_x + test_xy[i][0];
12721 test_y = good_y + test_xy[i][1];
12723 if (!IN_LEV_FIELD(test_x, test_y))
12727 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12729 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
12731 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12732 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12734 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
12735 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
12739 bad_element = test_element;
12745 if (kill_x != -1 || kill_y != -1)
12747 if (IS_PLAYER(good_x, good_y))
12749 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
12751 if (player->shield_deadly_time_left > 0 &&
12752 !IS_INDESTRUCTIBLE(bad_element))
12753 Bang(kill_x, kill_y);
12754 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
12755 KillPlayer(player);
12758 Bang(good_x, good_y);
12762 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
12764 int i, kill_x = -1, kill_y = -1;
12765 int bad_element = Feld[bad_x][bad_y];
12766 static int test_xy[4][2] =
12773 static int touch_dir[4] =
12775 MV_LEFT | MV_RIGHT,
12780 static int test_dir[4] =
12788 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
12791 for (i = 0; i < NUM_DIRECTIONS; i++)
12793 int test_x, test_y, test_move_dir, test_element;
12795 test_x = bad_x + test_xy[i][0];
12796 test_y = bad_y + test_xy[i][1];
12798 if (!IN_LEV_FIELD(test_x, test_y))
12802 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12804 test_element = Feld[test_x][test_y];
12806 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12807 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12809 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
12810 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
12812 /* good thing is player or penguin that does not move away */
12813 if (IS_PLAYER(test_x, test_y))
12815 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12817 if (bad_element == EL_ROBOT && player->is_moving)
12818 continue; /* robot does not kill player if he is moving */
12820 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12822 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12823 continue; /* center and border element do not touch */
12831 else if (test_element == EL_PENGUIN)
12841 if (kill_x != -1 || kill_y != -1)
12843 if (IS_PLAYER(kill_x, kill_y))
12845 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12847 if (player->shield_deadly_time_left > 0 &&
12848 !IS_INDESTRUCTIBLE(bad_element))
12849 Bang(bad_x, bad_y);
12850 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12851 KillPlayer(player);
12854 Bang(kill_x, kill_y);
12858 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
12860 int bad_element = Feld[bad_x][bad_y];
12861 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
12862 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
12863 int test_x = bad_x + dx, test_y = bad_y + dy;
12864 int test_move_dir, test_element;
12865 int kill_x = -1, kill_y = -1;
12867 if (!IN_LEV_FIELD(test_x, test_y))
12871 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12873 test_element = Feld[test_x][test_y];
12875 if (test_move_dir != bad_move_dir)
12877 /* good thing can be player or penguin that does not move away */
12878 if (IS_PLAYER(test_x, test_y))
12880 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12882 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
12883 player as being hit when he is moving towards the bad thing, because
12884 the "get hit by" condition would be lost after the player stops) */
12885 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
12886 return; /* player moves away from bad thing */
12891 else if (test_element == EL_PENGUIN)
12898 if (kill_x != -1 || kill_y != -1)
12900 if (IS_PLAYER(kill_x, kill_y))
12902 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12904 if (player->shield_deadly_time_left > 0 &&
12905 !IS_INDESTRUCTIBLE(bad_element))
12906 Bang(bad_x, bad_y);
12907 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12908 KillPlayer(player);
12911 Bang(kill_x, kill_y);
12915 void TestIfPlayerTouchesBadThing(int x, int y)
12917 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12920 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
12922 TestIfGoodThingHitsBadThing(x, y, move_dir);
12925 void TestIfBadThingTouchesPlayer(int x, int y)
12927 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12930 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
12932 TestIfBadThingHitsGoodThing(x, y, move_dir);
12935 void TestIfFriendTouchesBadThing(int x, int y)
12937 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12940 void TestIfBadThingTouchesFriend(int x, int y)
12942 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12945 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
12947 int i, kill_x = bad_x, kill_y = bad_y;
12948 static int xy[4][2] =
12956 for (i = 0; i < NUM_DIRECTIONS; i++)
12960 x = bad_x + xy[i][0];
12961 y = bad_y + xy[i][1];
12962 if (!IN_LEV_FIELD(x, y))
12965 element = Feld[x][y];
12966 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
12967 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
12975 if (kill_x != bad_x || kill_y != bad_y)
12976 Bang(bad_x, bad_y);
12979 void KillPlayer(struct PlayerInfo *player)
12981 int jx = player->jx, jy = player->jy;
12983 if (!player->active)
12987 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
12988 player->killed, player->active, player->reanimated);
12991 /* the following code was introduced to prevent an infinite loop when calling
12993 -> CheckTriggeredElementChangeExt()
12994 -> ExecuteCustomElementAction()
12996 -> (infinitely repeating the above sequence of function calls)
12997 which occurs when killing the player while having a CE with the setting
12998 "kill player X when explosion of <player X>"; the solution using a new
12999 field "player->killed" was chosen for backwards compatibility, although
13000 clever use of the fields "player->active" etc. would probably also work */
13002 if (player->killed)
13006 player->killed = TRUE;
13008 /* remove accessible field at the player's position */
13009 Feld[jx][jy] = EL_EMPTY;
13011 /* deactivate shield (else Bang()/Explode() would not work right) */
13012 player->shield_normal_time_left = 0;
13013 player->shield_deadly_time_left = 0;
13016 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13017 player->killed, player->active, player->reanimated);
13023 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13024 player->killed, player->active, player->reanimated);
13027 if (player->reanimated) /* killed player may have been reanimated */
13028 player->killed = player->reanimated = FALSE;
13030 BuryPlayer(player);
13033 static void KillPlayerUnlessEnemyProtected(int x, int y)
13035 if (!PLAYER_ENEMY_PROTECTED(x, y))
13036 KillPlayer(PLAYERINFO(x, y));
13039 static void KillPlayerUnlessExplosionProtected(int x, int y)
13041 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13042 KillPlayer(PLAYERINFO(x, y));
13045 void BuryPlayer(struct PlayerInfo *player)
13047 int jx = player->jx, jy = player->jy;
13049 if (!player->active)
13052 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13053 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13055 player->GameOver = TRUE;
13056 RemovePlayer(player);
13059 void RemovePlayer(struct PlayerInfo *player)
13061 int jx = player->jx, jy = player->jy;
13062 int i, found = FALSE;
13064 player->present = FALSE;
13065 player->active = FALSE;
13067 if (!ExplodeField[jx][jy])
13068 StorePlayer[jx][jy] = 0;
13070 if (player->is_moving)
13071 TEST_DrawLevelField(player->last_jx, player->last_jy);
13073 for (i = 0; i < MAX_PLAYERS; i++)
13074 if (stored_player[i].active)
13078 AllPlayersGone = TRUE;
13084 static void setFieldForSnapping(int x, int y, int element, int direction)
13086 struct ElementInfo *ei = &element_info[element];
13087 int direction_bit = MV_DIR_TO_BIT(direction);
13088 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13089 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13090 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13092 Feld[x][y] = EL_ELEMENT_SNAPPING;
13093 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13095 ResetGfxAnimation(x, y);
13097 GfxElement[x][y] = element;
13098 GfxAction[x][y] = action;
13099 GfxDir[x][y] = direction;
13100 GfxFrame[x][y] = -1;
13104 =============================================================================
13105 checkDiagonalPushing()
13106 -----------------------------------------------------------------------------
13107 check if diagonal input device direction results in pushing of object
13108 (by checking if the alternative direction is walkable, diggable, ...)
13109 =============================================================================
13112 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13113 int x, int y, int real_dx, int real_dy)
13115 int jx, jy, dx, dy, xx, yy;
13117 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13120 /* diagonal direction: check alternative direction */
13125 xx = jx + (dx == 0 ? real_dx : 0);
13126 yy = jy + (dy == 0 ? real_dy : 0);
13128 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13132 =============================================================================
13134 -----------------------------------------------------------------------------
13135 x, y: field next to player (non-diagonal) to try to dig to
13136 real_dx, real_dy: direction as read from input device (can be diagonal)
13137 =============================================================================
13140 static int DigField(struct PlayerInfo *player,
13141 int oldx, int oldy, int x, int y,
13142 int real_dx, int real_dy, int mode)
13144 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13145 boolean player_was_pushing = player->is_pushing;
13146 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13147 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13148 int jx = oldx, jy = oldy;
13149 int dx = x - jx, dy = y - jy;
13150 int nextx = x + dx, nexty = y + dy;
13151 int move_direction = (dx == -1 ? MV_LEFT :
13152 dx == +1 ? MV_RIGHT :
13154 dy == +1 ? MV_DOWN : MV_NONE);
13155 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13156 int dig_side = MV_DIR_OPPOSITE(move_direction);
13157 int old_element = Feld[jx][jy];
13158 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13161 if (is_player) /* function can also be called by EL_PENGUIN */
13163 if (player->MovPos == 0)
13165 player->is_digging = FALSE;
13166 player->is_collecting = FALSE;
13169 if (player->MovPos == 0) /* last pushing move finished */
13170 player->is_pushing = FALSE;
13172 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13174 player->is_switching = FALSE;
13175 player->push_delay = -1;
13177 return MP_NO_ACTION;
13181 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13182 old_element = Back[jx][jy];
13184 /* in case of element dropped at player position, check background */
13185 else if (Back[jx][jy] != EL_EMPTY &&
13186 game.engine_version >= VERSION_IDENT(2,2,0,0))
13187 old_element = Back[jx][jy];
13189 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13190 return MP_NO_ACTION; /* field has no opening in this direction */
13192 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13193 return MP_NO_ACTION; /* field has no opening in this direction */
13195 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13199 Feld[jx][jy] = player->artwork_element;
13200 InitMovingField(jx, jy, MV_DOWN);
13201 Store[jx][jy] = EL_ACID;
13202 ContinueMoving(jx, jy);
13203 BuryPlayer(player);
13205 return MP_DONT_RUN_INTO;
13208 if (player_can_move && DONT_RUN_INTO(element))
13210 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13212 return MP_DONT_RUN_INTO;
13215 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13216 return MP_NO_ACTION;
13218 collect_count = element_info[element].collect_count_initial;
13220 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13221 return MP_NO_ACTION;
13223 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13224 player_can_move = player_can_move_or_snap;
13226 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13227 game.engine_version >= VERSION_IDENT(2,2,0,0))
13229 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13230 player->index_bit, dig_side);
13231 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13232 player->index_bit, dig_side);
13234 if (element == EL_DC_LANDMINE)
13237 if (Feld[x][y] != element) /* field changed by snapping */
13240 return MP_NO_ACTION;
13243 if (player->gravity && is_player && !player->is_auto_moving &&
13244 canFallDown(player) && move_direction != MV_DOWN &&
13245 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13246 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13248 if (player_can_move &&
13249 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13251 int sound_element = SND_ELEMENT(element);
13252 int sound_action = ACTION_WALKING;
13254 if (IS_RND_GATE(element))
13256 if (!player->key[RND_GATE_NR(element)])
13257 return MP_NO_ACTION;
13259 else if (IS_RND_GATE_GRAY(element))
13261 if (!player->key[RND_GATE_GRAY_NR(element)])
13262 return MP_NO_ACTION;
13264 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13266 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13267 return MP_NO_ACTION;
13269 else if (element == EL_EXIT_OPEN ||
13270 element == EL_EM_EXIT_OPEN ||
13271 element == EL_EM_EXIT_OPENING ||
13272 element == EL_STEEL_EXIT_OPEN ||
13273 element == EL_EM_STEEL_EXIT_OPEN ||
13274 element == EL_EM_STEEL_EXIT_OPENING ||
13275 element == EL_SP_EXIT_OPEN ||
13276 element == EL_SP_EXIT_OPENING)
13278 sound_action = ACTION_PASSING; /* player is passing exit */
13280 else if (element == EL_EMPTY)
13282 sound_action = ACTION_MOVING; /* nothing to walk on */
13285 /* play sound from background or player, whatever is available */
13286 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13287 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13289 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13291 else if (player_can_move &&
13292 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13294 if (!ACCESS_FROM(element, opposite_direction))
13295 return MP_NO_ACTION; /* field not accessible from this direction */
13297 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13298 return MP_NO_ACTION;
13300 if (IS_EM_GATE(element))
13302 if (!player->key[EM_GATE_NR(element)])
13303 return MP_NO_ACTION;
13305 else if (IS_EM_GATE_GRAY(element))
13307 if (!player->key[EM_GATE_GRAY_NR(element)])
13308 return MP_NO_ACTION;
13310 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13312 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13313 return MP_NO_ACTION;
13315 else if (IS_EMC_GATE(element))
13317 if (!player->key[EMC_GATE_NR(element)])
13318 return MP_NO_ACTION;
13320 else if (IS_EMC_GATE_GRAY(element))
13322 if (!player->key[EMC_GATE_GRAY_NR(element)])
13323 return MP_NO_ACTION;
13325 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13327 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13328 return MP_NO_ACTION;
13330 else if (element == EL_DC_GATE_WHITE ||
13331 element == EL_DC_GATE_WHITE_GRAY ||
13332 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13334 if (player->num_white_keys == 0)
13335 return MP_NO_ACTION;
13337 player->num_white_keys--;
13339 else if (IS_SP_PORT(element))
13341 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13342 element == EL_SP_GRAVITY_PORT_RIGHT ||
13343 element == EL_SP_GRAVITY_PORT_UP ||
13344 element == EL_SP_GRAVITY_PORT_DOWN)
13345 player->gravity = !player->gravity;
13346 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13347 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13348 element == EL_SP_GRAVITY_ON_PORT_UP ||
13349 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13350 player->gravity = TRUE;
13351 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13352 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13353 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13354 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13355 player->gravity = FALSE;
13358 /* automatically move to the next field with double speed */
13359 player->programmed_action = move_direction;
13361 if (player->move_delay_reset_counter == 0)
13363 player->move_delay_reset_counter = 2; /* two double speed steps */
13365 DOUBLE_PLAYER_SPEED(player);
13368 PlayLevelSoundAction(x, y, ACTION_PASSING);
13370 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13374 if (mode != DF_SNAP)
13376 GfxElement[x][y] = GFX_ELEMENT(element);
13377 player->is_digging = TRUE;
13380 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13382 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13383 player->index_bit, dig_side);
13385 if (mode == DF_SNAP)
13387 if (level.block_snap_field)
13388 setFieldForSnapping(x, y, element, move_direction);
13390 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13392 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13393 player->index_bit, dig_side);
13396 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13400 if (is_player && mode != DF_SNAP)
13402 GfxElement[x][y] = element;
13403 player->is_collecting = TRUE;
13406 if (element == EL_SPEED_PILL)
13408 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13410 else if (element == EL_EXTRA_TIME && level.time > 0)
13412 TimeLeft += level.extra_time;
13414 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13416 DisplayGameControlValues();
13418 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13420 player->shield_normal_time_left += level.shield_normal_time;
13421 if (element == EL_SHIELD_DEADLY)
13422 player->shield_deadly_time_left += level.shield_deadly_time;
13424 else if (element == EL_DYNAMITE ||
13425 element == EL_EM_DYNAMITE ||
13426 element == EL_SP_DISK_RED)
13428 if (player->inventory_size < MAX_INVENTORY_SIZE)
13429 player->inventory_element[player->inventory_size++] = element;
13431 DrawGameDoorValues();
13433 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13435 player->dynabomb_count++;
13436 player->dynabombs_left++;
13438 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13440 player->dynabomb_size++;
13442 else if (element == EL_DYNABOMB_INCREASE_POWER)
13444 player->dynabomb_xl = TRUE;
13446 else if (IS_KEY(element))
13448 player->key[KEY_NR(element)] = TRUE;
13450 DrawGameDoorValues();
13452 else if (element == EL_DC_KEY_WHITE)
13454 player->num_white_keys++;
13456 /* display white keys? */
13457 /* DrawGameDoorValues(); */
13459 else if (IS_ENVELOPE(element))
13461 player->show_envelope = element;
13463 else if (element == EL_EMC_LENSES)
13465 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13467 RedrawAllInvisibleElementsForLenses();
13469 else if (element == EL_EMC_MAGNIFIER)
13471 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13473 RedrawAllInvisibleElementsForMagnifier();
13475 else if (IS_DROPPABLE(element) ||
13476 IS_THROWABLE(element)) /* can be collected and dropped */
13480 if (collect_count == 0)
13481 player->inventory_infinite_element = element;
13483 for (i = 0; i < collect_count; i++)
13484 if (player->inventory_size < MAX_INVENTORY_SIZE)
13485 player->inventory_element[player->inventory_size++] = element;
13487 DrawGameDoorValues();
13489 else if (collect_count > 0)
13491 local_player->gems_still_needed -= collect_count;
13492 if (local_player->gems_still_needed < 0)
13493 local_player->gems_still_needed = 0;
13495 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13497 DisplayGameControlValues();
13500 RaiseScoreElement(element);
13501 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13504 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13505 player->index_bit, dig_side);
13507 if (mode == DF_SNAP)
13509 if (level.block_snap_field)
13510 setFieldForSnapping(x, y, element, move_direction);
13512 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13514 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13515 player->index_bit, dig_side);
13518 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13520 if (mode == DF_SNAP && element != EL_BD_ROCK)
13521 return MP_NO_ACTION;
13523 if (CAN_FALL(element) && dy)
13524 return MP_NO_ACTION;
13526 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13527 !(element == EL_SPRING && level.use_spring_bug))
13528 return MP_NO_ACTION;
13530 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13531 ((move_direction & MV_VERTICAL &&
13532 ((element_info[element].move_pattern & MV_LEFT &&
13533 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13534 (element_info[element].move_pattern & MV_RIGHT &&
13535 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13536 (move_direction & MV_HORIZONTAL &&
13537 ((element_info[element].move_pattern & MV_UP &&
13538 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13539 (element_info[element].move_pattern & MV_DOWN &&
13540 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13541 return MP_NO_ACTION;
13543 /* do not push elements already moving away faster than player */
13544 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13545 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13546 return MP_NO_ACTION;
13548 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13550 if (player->push_delay_value == -1 || !player_was_pushing)
13551 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13553 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13555 if (player->push_delay_value == -1)
13556 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13558 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13560 if (!player->is_pushing)
13561 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13564 player->is_pushing = TRUE;
13565 player->is_active = TRUE;
13567 if (!(IN_LEV_FIELD(nextx, nexty) &&
13568 (IS_FREE(nextx, nexty) ||
13569 (IS_SB_ELEMENT(element) &&
13570 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13571 (IS_CUSTOM_ELEMENT(element) &&
13572 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13573 return MP_NO_ACTION;
13575 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13576 return MP_NO_ACTION;
13578 if (player->push_delay == -1) /* new pushing; restart delay */
13579 player->push_delay = 0;
13581 if (player->push_delay < player->push_delay_value &&
13582 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13583 element != EL_SPRING && element != EL_BALLOON)
13585 /* make sure that there is no move delay before next try to push */
13586 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13587 player->move_delay = 0;
13589 return MP_NO_ACTION;
13592 if (IS_CUSTOM_ELEMENT(element) &&
13593 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13595 if (!DigFieldByCE(nextx, nexty, element))
13596 return MP_NO_ACTION;
13599 if (IS_SB_ELEMENT(element))
13601 if (element == EL_SOKOBAN_FIELD_FULL)
13603 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13604 local_player->sokobanfields_still_needed++;
13607 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13609 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13610 local_player->sokobanfields_still_needed--;
13613 Feld[x][y] = EL_SOKOBAN_OBJECT;
13615 if (Back[x][y] == Back[nextx][nexty])
13616 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13617 else if (Back[x][y] != 0)
13618 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13621 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13624 if (local_player->sokobanfields_still_needed == 0 &&
13625 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13627 PlayerWins(player);
13629 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13633 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13635 InitMovingField(x, y, move_direction);
13636 GfxAction[x][y] = ACTION_PUSHING;
13638 if (mode == DF_SNAP)
13639 ContinueMoving(x, y);
13641 MovPos[x][y] = (dx != 0 ? dx : dy);
13643 Pushed[x][y] = TRUE;
13644 Pushed[nextx][nexty] = TRUE;
13646 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13647 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13649 player->push_delay_value = -1; /* get new value later */
13651 /* check for element change _after_ element has been pushed */
13652 if (game.use_change_when_pushing_bug)
13654 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
13655 player->index_bit, dig_side);
13656 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
13657 player->index_bit, dig_side);
13660 else if (IS_SWITCHABLE(element))
13662 if (PLAYER_SWITCHING(player, x, y))
13664 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13665 player->index_bit, dig_side);
13670 player->is_switching = TRUE;
13671 player->switch_x = x;
13672 player->switch_y = y;
13674 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13676 if (element == EL_ROBOT_WHEEL)
13678 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
13682 game.robot_wheel_active = TRUE;
13684 TEST_DrawLevelField(x, y);
13686 else if (element == EL_SP_TERMINAL)
13690 SCAN_PLAYFIELD(xx, yy)
13692 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
13694 else if (Feld[xx][yy] == EL_SP_TERMINAL)
13695 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
13698 else if (IS_BELT_SWITCH(element))
13700 ToggleBeltSwitch(x, y);
13702 else if (element == EL_SWITCHGATE_SWITCH_UP ||
13703 element == EL_SWITCHGATE_SWITCH_DOWN ||
13704 element == EL_DC_SWITCHGATE_SWITCH_UP ||
13705 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
13707 ToggleSwitchgateSwitch(x, y);
13709 else if (element == EL_LIGHT_SWITCH ||
13710 element == EL_LIGHT_SWITCH_ACTIVE)
13712 ToggleLightSwitch(x, y);
13714 else if (element == EL_TIMEGATE_SWITCH ||
13715 element == EL_DC_TIMEGATE_SWITCH)
13717 ActivateTimegateSwitch(x, y);
13719 else if (element == EL_BALLOON_SWITCH_LEFT ||
13720 element == EL_BALLOON_SWITCH_RIGHT ||
13721 element == EL_BALLOON_SWITCH_UP ||
13722 element == EL_BALLOON_SWITCH_DOWN ||
13723 element == EL_BALLOON_SWITCH_NONE ||
13724 element == EL_BALLOON_SWITCH_ANY)
13726 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
13727 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
13728 element == EL_BALLOON_SWITCH_UP ? MV_UP :
13729 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
13730 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
13733 else if (element == EL_LAMP)
13735 Feld[x][y] = EL_LAMP_ACTIVE;
13736 local_player->lights_still_needed--;
13738 ResetGfxAnimation(x, y);
13739 TEST_DrawLevelField(x, y);
13741 else if (element == EL_TIME_ORB_FULL)
13743 Feld[x][y] = EL_TIME_ORB_EMPTY;
13745 if (level.time > 0 || level.use_time_orb_bug)
13747 TimeLeft += level.time_orb_time;
13748 game.no_time_limit = FALSE;
13750 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13752 DisplayGameControlValues();
13755 ResetGfxAnimation(x, y);
13756 TEST_DrawLevelField(x, y);
13758 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
13759 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13763 game.ball_state = !game.ball_state;
13765 SCAN_PLAYFIELD(xx, yy)
13767 int e = Feld[xx][yy];
13769 if (game.ball_state)
13771 if (e == EL_EMC_MAGIC_BALL)
13772 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
13773 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
13774 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
13778 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
13779 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
13780 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13781 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
13786 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13787 player->index_bit, dig_side);
13789 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13790 player->index_bit, dig_side);
13792 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13793 player->index_bit, dig_side);
13799 if (!PLAYER_SWITCHING(player, x, y))
13801 player->is_switching = TRUE;
13802 player->switch_x = x;
13803 player->switch_y = y;
13805 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
13806 player->index_bit, dig_side);
13807 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13808 player->index_bit, dig_side);
13810 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
13811 player->index_bit, dig_side);
13812 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13813 player->index_bit, dig_side);
13816 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
13817 player->index_bit, dig_side);
13818 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13819 player->index_bit, dig_side);
13821 return MP_NO_ACTION;
13824 player->push_delay = -1;
13826 if (is_player) /* function can also be called by EL_PENGUIN */
13828 if (Feld[x][y] != element) /* really digged/collected something */
13830 player->is_collecting = !player->is_digging;
13831 player->is_active = TRUE;
13838 static boolean DigFieldByCE(int x, int y, int digging_element)
13840 int element = Feld[x][y];
13842 if (!IS_FREE(x, y))
13844 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
13845 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
13848 /* no element can dig solid indestructible elements */
13849 if (IS_INDESTRUCTIBLE(element) &&
13850 !IS_DIGGABLE(element) &&
13851 !IS_COLLECTIBLE(element))
13854 if (AmoebaNr[x][y] &&
13855 (element == EL_AMOEBA_FULL ||
13856 element == EL_BD_AMOEBA ||
13857 element == EL_AMOEBA_GROWING))
13859 AmoebaCnt[AmoebaNr[x][y]]--;
13860 AmoebaCnt2[AmoebaNr[x][y]]--;
13863 if (IS_MOVING(x, y))
13864 RemoveMovingField(x, y);
13868 TEST_DrawLevelField(x, y);
13871 /* if digged element was about to explode, prevent the explosion */
13872 ExplodeField[x][y] = EX_TYPE_NONE;
13874 PlayLevelSoundAction(x, y, action);
13877 Store[x][y] = EL_EMPTY;
13879 /* this makes it possible to leave the removed element again */
13880 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
13881 Store[x][y] = element;
13886 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
13888 int jx = player->jx, jy = player->jy;
13889 int x = jx + dx, y = jy + dy;
13890 int snap_direction = (dx == -1 ? MV_LEFT :
13891 dx == +1 ? MV_RIGHT :
13893 dy == +1 ? MV_DOWN : MV_NONE);
13894 boolean can_continue_snapping = (level.continuous_snapping &&
13895 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
13897 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
13900 if (!player->active || !IN_LEV_FIELD(x, y))
13908 if (player->MovPos == 0)
13909 player->is_pushing = FALSE;
13911 player->is_snapping = FALSE;
13913 if (player->MovPos == 0)
13915 player->is_moving = FALSE;
13916 player->is_digging = FALSE;
13917 player->is_collecting = FALSE;
13923 /* prevent snapping with already pressed snap key when not allowed */
13924 if (player->is_snapping && !can_continue_snapping)
13927 player->MovDir = snap_direction;
13929 if (player->MovPos == 0)
13931 player->is_moving = FALSE;
13932 player->is_digging = FALSE;
13933 player->is_collecting = FALSE;
13936 player->is_dropping = FALSE;
13937 player->is_dropping_pressed = FALSE;
13938 player->drop_pressed_delay = 0;
13940 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
13943 player->is_snapping = TRUE;
13944 player->is_active = TRUE;
13946 if (player->MovPos == 0)
13948 player->is_moving = FALSE;
13949 player->is_digging = FALSE;
13950 player->is_collecting = FALSE;
13953 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
13954 TEST_DrawLevelField(player->last_jx, player->last_jy);
13956 TEST_DrawLevelField(x, y);
13961 static boolean DropElement(struct PlayerInfo *player)
13963 int old_element, new_element;
13964 int dropx = player->jx, dropy = player->jy;
13965 int drop_direction = player->MovDir;
13966 int drop_side = drop_direction;
13967 int drop_element = get_next_dropped_element(player);
13969 player->is_dropping_pressed = TRUE;
13971 /* do not drop an element on top of another element; when holding drop key
13972 pressed without moving, dropped element must move away before the next
13973 element can be dropped (this is especially important if the next element
13974 is dynamite, which can be placed on background for historical reasons) */
13975 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
13978 if (IS_THROWABLE(drop_element))
13980 dropx += GET_DX_FROM_DIR(drop_direction);
13981 dropy += GET_DY_FROM_DIR(drop_direction);
13983 if (!IN_LEV_FIELD(dropx, dropy))
13987 old_element = Feld[dropx][dropy]; /* old element at dropping position */
13988 new_element = drop_element; /* default: no change when dropping */
13990 /* check if player is active, not moving and ready to drop */
13991 if (!player->active || player->MovPos || player->drop_delay > 0)
13994 /* check if player has anything that can be dropped */
13995 if (new_element == EL_UNDEFINED)
13998 /* check if drop key was pressed long enough for EM style dynamite */
13999 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14002 /* check if anything can be dropped at the current position */
14003 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14006 /* collected custom elements can only be dropped on empty fields */
14007 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14010 if (old_element != EL_EMPTY)
14011 Back[dropx][dropy] = old_element; /* store old element on this field */
14013 ResetGfxAnimation(dropx, dropy);
14014 ResetRandomAnimationValue(dropx, dropy);
14016 if (player->inventory_size > 0 ||
14017 player->inventory_infinite_element != EL_UNDEFINED)
14019 if (player->inventory_size > 0)
14021 player->inventory_size--;
14023 DrawGameDoorValues();
14025 if (new_element == EL_DYNAMITE)
14026 new_element = EL_DYNAMITE_ACTIVE;
14027 else if (new_element == EL_EM_DYNAMITE)
14028 new_element = EL_EM_DYNAMITE_ACTIVE;
14029 else if (new_element == EL_SP_DISK_RED)
14030 new_element = EL_SP_DISK_RED_ACTIVE;
14033 Feld[dropx][dropy] = new_element;
14035 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14036 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14037 el2img(Feld[dropx][dropy]), 0);
14039 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14041 /* needed if previous element just changed to "empty" in the last frame */
14042 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14044 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14045 player->index_bit, drop_side);
14046 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14048 player->index_bit, drop_side);
14050 TestIfElementTouchesCustomElement(dropx, dropy);
14052 else /* player is dropping a dyna bomb */
14054 player->dynabombs_left--;
14056 Feld[dropx][dropy] = new_element;
14058 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14059 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14060 el2img(Feld[dropx][dropy]), 0);
14062 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14065 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14066 InitField_WithBug1(dropx, dropy, FALSE);
14068 new_element = Feld[dropx][dropy]; /* element might have changed */
14070 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14071 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14073 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14074 MovDir[dropx][dropy] = drop_direction;
14076 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14078 /* do not cause impact style collision by dropping elements that can fall */
14079 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14082 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14083 player->is_dropping = TRUE;
14085 player->drop_pressed_delay = 0;
14086 player->is_dropping_pressed = FALSE;
14088 player->drop_x = dropx;
14089 player->drop_y = dropy;
14094 /* ------------------------------------------------------------------------- */
14095 /* game sound playing functions */
14096 /* ------------------------------------------------------------------------- */
14098 static int *loop_sound_frame = NULL;
14099 static int *loop_sound_volume = NULL;
14101 void InitPlayLevelSound()
14103 int num_sounds = getSoundListSize();
14105 checked_free(loop_sound_frame);
14106 checked_free(loop_sound_volume);
14108 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14109 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14112 static void PlayLevelSound(int x, int y, int nr)
14114 int sx = SCREENX(x), sy = SCREENY(y);
14115 int volume, stereo_position;
14116 int max_distance = 8;
14117 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14119 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14120 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14123 if (!IN_LEV_FIELD(x, y) ||
14124 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14125 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14128 volume = SOUND_MAX_VOLUME;
14130 if (!IN_SCR_FIELD(sx, sy))
14132 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14133 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14135 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14138 stereo_position = (SOUND_MAX_LEFT +
14139 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14140 (SCR_FIELDX + 2 * max_distance));
14142 if (IS_LOOP_SOUND(nr))
14144 /* This assures that quieter loop sounds do not overwrite louder ones,
14145 while restarting sound volume comparison with each new game frame. */
14147 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14150 loop_sound_volume[nr] = volume;
14151 loop_sound_frame[nr] = FrameCounter;
14154 PlaySoundExt(nr, volume, stereo_position, type);
14157 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14159 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14160 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14161 y < LEVELY(BY1) ? LEVELY(BY1) :
14162 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14166 static void PlayLevelSoundAction(int x, int y, int action)
14168 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14171 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14173 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14175 if (sound_effect != SND_UNDEFINED)
14176 PlayLevelSound(x, y, sound_effect);
14179 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14182 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14184 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14185 PlayLevelSound(x, y, sound_effect);
14188 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14190 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14192 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14193 PlayLevelSound(x, y, sound_effect);
14196 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14198 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14200 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14201 StopSound(sound_effect);
14204 static void PlayLevelMusic()
14206 if (levelset.music[level_nr] != MUS_UNDEFINED)
14207 PlayMusic(levelset.music[level_nr]); /* from config file */
14209 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
14212 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14214 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14215 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14216 int x = xx - 1 - offset;
14217 int y = yy - 1 - offset;
14222 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14226 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14230 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14234 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14238 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14242 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14246 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14249 case SAMPLE_android_clone:
14250 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14253 case SAMPLE_android_move:
14254 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14257 case SAMPLE_spring:
14258 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14262 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14266 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14269 case SAMPLE_eater_eat:
14270 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14274 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14277 case SAMPLE_collect:
14278 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14281 case SAMPLE_diamond:
14282 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14285 case SAMPLE_squash:
14286 /* !!! CHECK THIS !!! */
14288 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14290 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14294 case SAMPLE_wonderfall:
14295 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14299 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14303 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14307 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14311 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14315 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14319 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14322 case SAMPLE_wonder:
14323 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14327 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14330 case SAMPLE_exit_open:
14331 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14334 case SAMPLE_exit_leave:
14335 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14338 case SAMPLE_dynamite:
14339 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14343 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14347 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14351 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14355 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14359 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14363 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14367 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14372 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14374 int element = map_element_SP_to_RND(element_sp);
14375 int action = map_action_SP_to_RND(action_sp);
14376 int offset = (setup.sp_show_border_elements ? 0 : 1);
14377 int x = xx - offset;
14378 int y = yy - offset;
14380 PlayLevelSoundElementAction(x, y, element, action);
14383 void RaiseScore(int value)
14385 local_player->score += value;
14387 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14389 DisplayGameControlValues();
14392 void RaiseScoreElement(int element)
14397 case EL_BD_DIAMOND:
14398 case EL_EMERALD_YELLOW:
14399 case EL_EMERALD_RED:
14400 case EL_EMERALD_PURPLE:
14401 case EL_SP_INFOTRON:
14402 RaiseScore(level.score[SC_EMERALD]);
14405 RaiseScore(level.score[SC_DIAMOND]);
14408 RaiseScore(level.score[SC_CRYSTAL]);
14411 RaiseScore(level.score[SC_PEARL]);
14414 case EL_BD_BUTTERFLY:
14415 case EL_SP_ELECTRON:
14416 RaiseScore(level.score[SC_BUG]);
14419 case EL_BD_FIREFLY:
14420 case EL_SP_SNIKSNAK:
14421 RaiseScore(level.score[SC_SPACESHIP]);
14424 case EL_DARK_YAMYAM:
14425 RaiseScore(level.score[SC_YAMYAM]);
14428 RaiseScore(level.score[SC_ROBOT]);
14431 RaiseScore(level.score[SC_PACMAN]);
14434 RaiseScore(level.score[SC_NUT]);
14437 case EL_EM_DYNAMITE:
14438 case EL_SP_DISK_RED:
14439 case EL_DYNABOMB_INCREASE_NUMBER:
14440 case EL_DYNABOMB_INCREASE_SIZE:
14441 case EL_DYNABOMB_INCREASE_POWER:
14442 RaiseScore(level.score[SC_DYNAMITE]);
14444 case EL_SHIELD_NORMAL:
14445 case EL_SHIELD_DEADLY:
14446 RaiseScore(level.score[SC_SHIELD]);
14448 case EL_EXTRA_TIME:
14449 RaiseScore(level.extra_time_score);
14463 case EL_DC_KEY_WHITE:
14464 RaiseScore(level.score[SC_KEY]);
14467 RaiseScore(element_info[element].collect_score);
14472 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14474 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14476 /* closing door required in case of envelope style request dialogs */
14478 CloseDoor(DOOR_CLOSE_1);
14480 #if defined(NETWORK_AVALIABLE)
14481 if (options.network)
14482 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14488 FadeSkipNextFadeIn();
14490 game_status = GAME_MODE_MAIN;
14492 DrawAndFadeInMainMenu(REDRAW_FIELD);
14496 game_status = GAME_MODE_MAIN;
14498 DrawAndFadeInMainMenu(REDRAW_FIELD);
14502 else /* continue playing the game */
14504 if (tape.playing && tape.deactivate_display)
14505 TapeDeactivateDisplayOff(TRUE);
14507 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14509 if (tape.playing && tape.deactivate_display)
14510 TapeDeactivateDisplayOn();
14514 void RequestQuitGame(boolean ask_if_really_quit)
14516 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14517 boolean skip_request = AllPlayersGone || quick_quit;
14519 RequestQuitGameExt(skip_request, quick_quit,
14520 "Do you really want to quit the game?");
14524 /* ------------------------------------------------------------------------- */
14525 /* random generator functions */
14526 /* ------------------------------------------------------------------------- */
14528 unsigned int InitEngineRandom_RND(int seed)
14530 game.num_random_calls = 0;
14532 return InitEngineRandom(seed);
14535 unsigned int RND(int max)
14539 game.num_random_calls++;
14541 return GetEngineRandom(max);
14548 /* ------------------------------------------------------------------------- */
14549 /* game engine snapshot handling functions */
14550 /* ------------------------------------------------------------------------- */
14552 struct EngineSnapshotInfo
14554 /* runtime values for custom element collect score */
14555 int collect_score[NUM_CUSTOM_ELEMENTS];
14557 /* runtime values for group element choice position */
14558 int choice_pos[NUM_GROUP_ELEMENTS];
14560 /* runtime values for belt position animations */
14561 int belt_graphic[4][NUM_BELT_PARTS];
14562 int belt_anim_mode[4][NUM_BELT_PARTS];
14565 static struct EngineSnapshotInfo engine_snapshot_rnd;
14566 static char *snapshot_level_identifier = NULL;
14567 static int snapshot_level_nr = -1;
14569 static void SaveEngineSnapshotValues_RND()
14571 static int belt_base_active_element[4] =
14573 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
14574 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
14575 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
14576 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
14580 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14582 int element = EL_CUSTOM_START + i;
14584 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
14587 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14589 int element = EL_GROUP_START + i;
14591 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
14594 for (i = 0; i < 4; i++)
14596 for (j = 0; j < NUM_BELT_PARTS; j++)
14598 int element = belt_base_active_element[i] + j;
14599 int graphic = el2img(element);
14600 int anim_mode = graphic_info[graphic].anim_mode;
14602 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
14603 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
14608 static void LoadEngineSnapshotValues_RND()
14610 unsigned int num_random_calls = game.num_random_calls;
14613 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14615 int element = EL_CUSTOM_START + i;
14617 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
14620 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14622 int element = EL_GROUP_START + i;
14624 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
14627 for (i = 0; i < 4; i++)
14629 for (j = 0; j < NUM_BELT_PARTS; j++)
14631 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
14632 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
14634 graphic_info[graphic].anim_mode = anim_mode;
14638 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14640 InitRND(tape.random_seed);
14641 for (i = 0; i < num_random_calls; i++)
14645 if (game.num_random_calls != num_random_calls)
14647 Error(ERR_INFO, "number of random calls out of sync");
14648 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
14649 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
14650 Error(ERR_EXIT, "this should not happen -- please debug");
14654 void FreeEngineSnapshotSingle()
14656 FreeSnapshotSingle();
14658 setString(&snapshot_level_identifier, NULL);
14659 snapshot_level_nr = -1;
14662 void FreeEngineSnapshotList()
14664 FreeSnapshotList();
14667 ListNode *SaveEngineSnapshotBuffers()
14669 ListNode *buffers = NULL;
14671 /* copy some special values to a structure better suited for the snapshot */
14673 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14674 SaveEngineSnapshotValues_RND();
14675 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14676 SaveEngineSnapshotValues_EM();
14677 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14678 SaveEngineSnapshotValues_SP(&buffers);
14680 /* save values stored in special snapshot structure */
14682 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14683 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
14684 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14685 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
14686 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14687 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
14689 /* save further RND engine values */
14691 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
14692 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
14693 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
14695 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
14696 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
14697 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
14698 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
14700 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
14701 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
14702 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
14703 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
14704 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
14706 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
14707 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
14708 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
14710 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
14712 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
14714 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
14715 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
14717 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
14718 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
14719 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
14720 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
14721 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
14722 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
14723 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
14724 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
14725 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
14726 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
14727 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
14728 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
14729 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
14730 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
14731 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
14732 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
14733 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
14734 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
14736 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
14737 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
14739 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
14740 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
14741 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
14743 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
14744 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
14746 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
14747 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
14748 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
14749 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
14750 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
14752 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
14753 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
14756 ListNode *node = engine_snapshot_list_rnd;
14759 while (node != NULL)
14761 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
14766 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
14772 void SaveEngineSnapshotSingle()
14774 ListNode *buffers = SaveEngineSnapshotBuffers();
14776 /* finally save all snapshot buffers to single snapshot */
14777 SaveSnapshotSingle(buffers);
14779 /* save level identification information */
14780 setString(&snapshot_level_identifier, leveldir_current->identifier);
14781 snapshot_level_nr = level_nr;
14784 static boolean SaveEngineSnapshotToListExt(boolean initial_snapshot)
14786 boolean save_snapshot =
14787 (initial_snapshot ||
14788 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
14789 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
14790 game.snapshot.changed_action));
14792 game.snapshot.changed_action = FALSE;
14794 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
14795 tape.quick_resume ||
14799 ListNode *buffers = SaveEngineSnapshotBuffers();
14801 /* finally save all snapshot buffers to snapshot list */
14802 SaveSnapshotToList(buffers);
14807 boolean SaveEngineSnapshotToList()
14809 return SaveEngineSnapshotToListExt(FALSE);
14812 void SaveEngineSnapshotToListInitial()
14814 FreeEngineSnapshotList();
14816 SaveEngineSnapshotToListExt(TRUE);
14819 void LoadEngineSnapshotValues()
14821 /* restore special values from snapshot structure */
14823 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14824 LoadEngineSnapshotValues_RND();
14825 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14826 LoadEngineSnapshotValues_EM();
14827 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14828 LoadEngineSnapshotValues_SP();
14831 void LoadEngineSnapshotSingle()
14833 LoadSnapshotSingle();
14835 LoadEngineSnapshotValues();
14838 void LoadEngineSnapshot_Undo(int steps)
14840 LoadSnapshotFromList_Older(steps);
14842 LoadEngineSnapshotValues();
14845 void LoadEngineSnapshot_Redo(int steps)
14847 LoadSnapshotFromList_Newer(steps);
14849 LoadEngineSnapshotValues();
14852 boolean CheckEngineSnapshotSingle()
14854 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
14855 snapshot_level_nr == level_nr);
14858 boolean CheckEngineSnapshotList()
14860 return CheckSnapshotList();
14864 /* ---------- new game button stuff ---------------------------------------- */
14872 } gamebutton_info[NUM_GAME_BUTTONS] =
14875 IMG_GAME_BUTTON_GFX_STOP, &game.button.stop,
14876 GAME_CTRL_ID_STOP, "stop game"
14879 IMG_GAME_BUTTON_GFX_PAUSE, &game.button.pause,
14880 GAME_CTRL_ID_PAUSE, "pause game"
14883 IMG_GAME_BUTTON_GFX_PLAY, &game.button.play,
14884 GAME_CTRL_ID_PLAY, "play game"
14887 IMG_GAME_BUTTON_GFX_UNDO, &game.button.undo,
14888 GAME_CTRL_ID_UNDO, "undo step"
14891 IMG_GAME_BUTTON_GFX_REDO, &game.button.redo,
14892 GAME_CTRL_ID_REDO, "redo step"
14895 IMG_GAME_BUTTON_GFX_SAVE, &game.button.save,
14896 GAME_CTRL_ID_SAVE, "save game"
14899 IMG_GAME_BUTTON_GFX_PAUSE2, &game.button.pause2,
14900 GAME_CTRL_ID_PAUSE2, "pause game"
14903 IMG_GAME_BUTTON_GFX_LOAD, &game.button.load,
14904 GAME_CTRL_ID_LOAD, "load game"
14907 IMG_GAME_BUTTON_GFX_SOUND_MUSIC, &game.button.sound_music,
14908 SOUND_CTRL_ID_MUSIC, "background music on/off"
14911 IMG_GAME_BUTTON_GFX_SOUND_LOOPS, &game.button.sound_loops,
14912 SOUND_CTRL_ID_LOOPS, "sound loops on/off"
14915 IMG_GAME_BUTTON_GFX_SOUND_SIMPLE, &game.button.sound_simple,
14916 SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
14920 void CreateGameButtons()
14924 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14926 struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
14927 struct XY *pos = gamebutton_info[i].pos;
14928 struct GadgetInfo *gi;
14931 unsigned int event_mask;
14932 int base_x = (tape.show_game_buttons ? VX : DX);
14933 int base_y = (tape.show_game_buttons ? VY : DY);
14934 int gd_x = gfx->src_x;
14935 int gd_y = gfx->src_y;
14936 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
14937 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
14938 int gd_xa = gfx->src_x + gfx->active_xoffset;
14939 int gd_ya = gfx->src_y + gfx->active_yoffset;
14940 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
14941 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
14944 if (gfx->bitmap == NULL)
14946 game_gadget[id] = NULL;
14951 if (id == GAME_CTRL_ID_STOP ||
14952 id == GAME_CTRL_ID_PLAY ||
14953 id == GAME_CTRL_ID_SAVE ||
14954 id == GAME_CTRL_ID_LOAD)
14956 button_type = GD_TYPE_NORMAL_BUTTON;
14958 event_mask = GD_EVENT_RELEASED;
14960 else if (id == GAME_CTRL_ID_UNDO ||
14961 id == GAME_CTRL_ID_REDO)
14963 button_type = GD_TYPE_NORMAL_BUTTON;
14965 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
14969 button_type = GD_TYPE_CHECK_BUTTON;
14971 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
14972 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
14973 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
14974 event_mask = GD_EVENT_PRESSED;
14977 gi = CreateGadget(GDI_CUSTOM_ID, id,
14978 GDI_INFO_TEXT, gamebutton_info[i].infotext,
14979 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
14980 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
14981 GDI_WIDTH, gfx->width,
14982 GDI_HEIGHT, gfx->height,
14983 GDI_TYPE, button_type,
14984 GDI_STATE, GD_BUTTON_UNPRESSED,
14985 GDI_CHECKED, checked,
14986 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
14987 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
14988 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
14989 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
14990 GDI_DIRECT_DRAW, FALSE,
14991 GDI_EVENT_MASK, event_mask,
14992 GDI_CALLBACK_ACTION, HandleGameButtons,
14996 Error(ERR_EXIT, "cannot create gadget");
14998 game_gadget[id] = gi;
15002 void FreeGameButtons()
15006 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15007 FreeGadget(game_gadget[i]);
15010 static void MapGameButtonsAtSamePosition(int id)
15014 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15016 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15017 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15018 MapGadget(game_gadget[i]);
15021 static void UnmapGameButtonsAtSamePosition(int id)
15025 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15027 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15028 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15029 UnmapGadget(game_gadget[i]);
15032 void MapUndoRedoButtons()
15034 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15035 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15037 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15038 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15041 void UnmapUndoRedoButtons()
15043 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15044 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15046 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15047 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15050 void MapGameButtons()
15054 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15055 if (i != GAME_CTRL_ID_UNDO &&
15056 i != GAME_CTRL_ID_REDO)
15057 MapGadget(game_gadget[i]);
15059 if (setup.show_snapshot_buttons)
15061 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15062 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15063 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15067 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15068 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15069 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15072 RedrawGameButtons();
15075 void UnmapGameButtons()
15079 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15080 UnmapGadget(game_gadget[i]);
15083 void RedrawGameButtons()
15087 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15088 RedrawGadget(game_gadget[i]);
15090 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15091 redraw_mask &= ~REDRAW_ALL;
15094 void GameUndoRedoExt()
15096 ClearPlayerAction();
15098 tape.pausing = TRUE;
15101 UpdateAndDisplayGameControlValues();
15103 DrawCompleteVideoDisplay();
15104 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15105 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15106 DrawVideoDisplay((tape.single_step ? VIDEO_STATE_1STEP_ON :
15107 VIDEO_STATE_1STEP_OFF), 0);
15112 void GameUndo(int steps)
15114 if (!CheckEngineSnapshotList())
15117 LoadEngineSnapshot_Undo(steps);
15122 void GameRedo(int steps)
15124 if (!CheckEngineSnapshotList())
15127 LoadEngineSnapshot_Redo(steps);
15132 static void HandleGameButtonsExt(int id, int button)
15134 int steps = BUTTON_STEPSIZE(button);
15135 boolean handle_game_buttons =
15136 (game_status == GAME_MODE_PLAYING ||
15137 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15139 if (!handle_game_buttons)
15144 case GAME_CTRL_ID_STOP:
15145 if (game_status == GAME_MODE_MAIN)
15151 RequestQuitGame(TRUE);
15155 case GAME_CTRL_ID_PAUSE:
15156 case GAME_CTRL_ID_PAUSE2:
15157 if (options.network && game_status == GAME_MODE_PLAYING)
15159 #if defined(NETWORK_AVALIABLE)
15161 SendToServer_ContinuePlaying();
15163 SendToServer_PausePlaying();
15167 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15170 case GAME_CTRL_ID_PLAY:
15171 if (game_status == GAME_MODE_MAIN)
15173 StartGameActions(options.network, setup.autorecord, level.random_seed);
15175 else if (tape.pausing)
15177 #if defined(NETWORK_AVALIABLE)
15178 if (options.network)
15179 SendToServer_ContinuePlaying();
15182 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15186 case GAME_CTRL_ID_UNDO:
15190 case GAME_CTRL_ID_REDO:
15194 case GAME_CTRL_ID_SAVE:
15198 case GAME_CTRL_ID_LOAD:
15202 case SOUND_CTRL_ID_MUSIC:
15203 if (setup.sound_music)
15205 setup.sound_music = FALSE;
15209 else if (audio.music_available)
15211 setup.sound = setup.sound_music = TRUE;
15213 SetAudioMode(setup.sound);
15219 case SOUND_CTRL_ID_LOOPS:
15220 if (setup.sound_loops)
15221 setup.sound_loops = FALSE;
15222 else if (audio.loops_available)
15224 setup.sound = setup.sound_loops = TRUE;
15226 SetAudioMode(setup.sound);
15230 case SOUND_CTRL_ID_SIMPLE:
15231 if (setup.sound_simple)
15232 setup.sound_simple = FALSE;
15233 else if (audio.sound_available)
15235 setup.sound = setup.sound_simple = TRUE;
15237 SetAudioMode(setup.sound);
15246 static void HandleGameButtons(struct GadgetInfo *gi)
15248 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15251 void HandleSoundButtonKeys(Key key)
15254 if (key == setup.shortcut.sound_simple)
15255 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15256 else if (key == setup.shortcut.sound_loops)
15257 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15258 else if (key == setup.shortcut.sound_music)
15259 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);