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_LOAD 6
978 #define SOUND_CTRL_ID_MUSIC 7
979 #define SOUND_CTRL_ID_LOOPS 8
980 #define SOUND_CTRL_ID_SIMPLE 9
982 #define NUM_GAME_BUTTONS 10
985 /* forward declaration for internal use */
987 static void CreateField(int, int, int);
989 static void ResetGfxAnimation(int, int);
991 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
992 static void AdvanceFrameAndPlayerCounters(int);
994 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
995 static boolean MovePlayer(struct PlayerInfo *, int, int);
996 static void ScrollPlayer(struct PlayerInfo *, int);
997 static void ScrollScreen(struct PlayerInfo *, int);
999 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1000 static boolean DigFieldByCE(int, int, int);
1001 static boolean SnapField(struct PlayerInfo *, int, int);
1002 static boolean DropElement(struct PlayerInfo *);
1004 static void InitBeltMovement(void);
1005 static void CloseAllOpenTimegates(void);
1006 static void CheckGravityMovement(struct PlayerInfo *);
1007 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1008 static void KillPlayerUnlessEnemyProtected(int, int);
1009 static void KillPlayerUnlessExplosionProtected(int, int);
1011 static void TestIfPlayerTouchesCustomElement(int, int);
1012 static void TestIfElementTouchesCustomElement(int, int);
1013 static void TestIfElementHitsCustomElement(int, int, int);
1015 static void HandleElementChange(int, int, int);
1016 static void ExecuteCustomElementAction(int, int, int, int);
1017 static boolean ChangeElement(int, int, int, int);
1019 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1020 #define CheckTriggeredElementChange(x, y, e, ev) \
1021 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1022 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1023 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1024 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1025 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1026 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1027 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1029 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1030 #define CheckElementChange(x, y, e, te, ev) \
1031 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1032 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1033 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1034 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1035 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1037 static void PlayLevelSound(int, int, int);
1038 static void PlayLevelSoundNearest(int, int, int);
1039 static void PlayLevelSoundAction(int, int, int);
1040 static void PlayLevelSoundElementAction(int, int, int, int);
1041 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1042 static void PlayLevelSoundActionIfLoop(int, int, int);
1043 static void StopLevelSoundActionIfLoop(int, int, int);
1044 static void PlayLevelMusic();
1046 static void HandleGameButtons(struct GadgetInfo *);
1048 int AmoebeNachbarNr(int, int);
1049 void AmoebeUmwandeln(int, int);
1050 void ContinueMoving(int, int);
1051 void Bang(int, int);
1052 void InitMovDir(int, int);
1053 void InitAmoebaNr(int, int);
1054 int NewHiScore(void);
1056 void TestIfGoodThingHitsBadThing(int, int, int);
1057 void TestIfBadThingHitsGoodThing(int, int, int);
1058 void TestIfPlayerTouchesBadThing(int, int);
1059 void TestIfPlayerRunsIntoBadThing(int, int, int);
1060 void TestIfBadThingTouchesPlayer(int, int);
1061 void TestIfBadThingRunsIntoPlayer(int, int, int);
1062 void TestIfFriendTouchesBadThing(int, int);
1063 void TestIfBadThingTouchesFriend(int, int);
1064 void TestIfBadThingTouchesOtherBadThing(int, int);
1065 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1067 void KillPlayer(struct PlayerInfo *);
1068 void BuryPlayer(struct PlayerInfo *);
1069 void RemovePlayer(struct PlayerInfo *);
1071 static int getInvisibleActiveFromInvisibleElement(int);
1072 static int getInvisibleFromInvisibleActiveElement(int);
1074 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1076 /* for detection of endless loops, caused by custom element programming */
1077 /* (using maximal playfield width x 10 is just a rough approximation) */
1078 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1080 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1082 if (recursion_loop_detected) \
1085 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1087 recursion_loop_detected = TRUE; \
1088 recursion_loop_element = (e); \
1091 recursion_loop_depth++; \
1094 #define RECURSION_LOOP_DETECTION_END() \
1096 recursion_loop_depth--; \
1099 static int recursion_loop_depth;
1100 static boolean recursion_loop_detected;
1101 static boolean recursion_loop_element;
1103 static int map_player_action[MAX_PLAYERS];
1106 /* ------------------------------------------------------------------------- */
1107 /* definition of elements that automatically change to other elements after */
1108 /* a specified time, eventually calling a function when changing */
1109 /* ------------------------------------------------------------------------- */
1111 /* forward declaration for changer functions */
1112 static void InitBuggyBase(int, int);
1113 static void WarnBuggyBase(int, int);
1115 static void InitTrap(int, int);
1116 static void ActivateTrap(int, int);
1117 static void ChangeActiveTrap(int, int);
1119 static void InitRobotWheel(int, int);
1120 static void RunRobotWheel(int, int);
1121 static void StopRobotWheel(int, int);
1123 static void InitTimegateWheel(int, int);
1124 static void RunTimegateWheel(int, int);
1126 static void InitMagicBallDelay(int, int);
1127 static void ActivateMagicBall(int, int);
1129 struct ChangingElementInfo
1134 void (*pre_change_function)(int x, int y);
1135 void (*change_function)(int x, int y);
1136 void (*post_change_function)(int x, int y);
1139 static struct ChangingElementInfo change_delay_list[] =
1174 EL_STEEL_EXIT_OPENING,
1182 EL_STEEL_EXIT_CLOSING,
1183 EL_STEEL_EXIT_CLOSED,
1206 EL_EM_STEEL_EXIT_OPENING,
1207 EL_EM_STEEL_EXIT_OPEN,
1214 EL_EM_STEEL_EXIT_CLOSING,
1238 EL_SWITCHGATE_OPENING,
1246 EL_SWITCHGATE_CLOSING,
1247 EL_SWITCHGATE_CLOSED,
1254 EL_TIMEGATE_OPENING,
1262 EL_TIMEGATE_CLOSING,
1271 EL_ACID_SPLASH_LEFT,
1279 EL_ACID_SPLASH_RIGHT,
1288 EL_SP_BUGGY_BASE_ACTIVATING,
1295 EL_SP_BUGGY_BASE_ACTIVATING,
1296 EL_SP_BUGGY_BASE_ACTIVE,
1303 EL_SP_BUGGY_BASE_ACTIVE,
1327 EL_ROBOT_WHEEL_ACTIVE,
1335 EL_TIMEGATE_SWITCH_ACTIVE,
1343 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1344 EL_DC_TIMEGATE_SWITCH,
1351 EL_EMC_MAGIC_BALL_ACTIVE,
1352 EL_EMC_MAGIC_BALL_ACTIVE,
1359 EL_EMC_SPRING_BUMPER_ACTIVE,
1360 EL_EMC_SPRING_BUMPER,
1367 EL_DIAGONAL_SHRINKING,
1375 EL_DIAGONAL_GROWING,
1396 int push_delay_fixed, push_delay_random;
1400 { EL_SPRING, 0, 0 },
1401 { EL_BALLOON, 0, 0 },
1403 { EL_SOKOBAN_OBJECT, 2, 0 },
1404 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1405 { EL_SATELLITE, 2, 0 },
1406 { EL_SP_DISK_YELLOW, 2, 0 },
1408 { EL_UNDEFINED, 0, 0 },
1416 move_stepsize_list[] =
1418 { EL_AMOEBA_DROP, 2 },
1419 { EL_AMOEBA_DROPPING, 2 },
1420 { EL_QUICKSAND_FILLING, 1 },
1421 { EL_QUICKSAND_EMPTYING, 1 },
1422 { EL_QUICKSAND_FAST_FILLING, 2 },
1423 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1424 { EL_MAGIC_WALL_FILLING, 2 },
1425 { EL_MAGIC_WALL_EMPTYING, 2 },
1426 { EL_BD_MAGIC_WALL_FILLING, 2 },
1427 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1428 { EL_DC_MAGIC_WALL_FILLING, 2 },
1429 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1431 { EL_UNDEFINED, 0 },
1439 collect_count_list[] =
1442 { EL_BD_DIAMOND, 1 },
1443 { EL_EMERALD_YELLOW, 1 },
1444 { EL_EMERALD_RED, 1 },
1445 { EL_EMERALD_PURPLE, 1 },
1447 { EL_SP_INFOTRON, 1 },
1451 { EL_UNDEFINED, 0 },
1459 access_direction_list[] =
1461 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1462 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1463 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1464 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1465 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1466 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1467 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1468 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1469 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1470 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1471 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1473 { EL_SP_PORT_LEFT, MV_RIGHT },
1474 { EL_SP_PORT_RIGHT, MV_LEFT },
1475 { EL_SP_PORT_UP, MV_DOWN },
1476 { EL_SP_PORT_DOWN, MV_UP },
1477 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1478 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1479 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1480 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1481 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1482 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1483 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1484 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1485 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1486 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1487 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1488 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1489 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1490 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1491 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1493 { EL_UNDEFINED, MV_NONE }
1496 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1498 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1499 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1500 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1501 IS_JUST_CHANGING(x, y))
1503 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1505 /* static variables for playfield scan mode (scanning forward or backward) */
1506 static int playfield_scan_start_x = 0;
1507 static int playfield_scan_start_y = 0;
1508 static int playfield_scan_delta_x = 1;
1509 static int playfield_scan_delta_y = 1;
1511 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1512 (y) >= 0 && (y) <= lev_fieldy - 1; \
1513 (y) += playfield_scan_delta_y) \
1514 for ((x) = playfield_scan_start_x; \
1515 (x) >= 0 && (x) <= lev_fieldx - 1; \
1516 (x) += playfield_scan_delta_x)
1519 void DEBUG_SetMaximumDynamite()
1523 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1524 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1525 local_player->inventory_element[local_player->inventory_size++] =
1530 static void InitPlayfieldScanModeVars()
1532 if (game.use_reverse_scan_direction)
1534 playfield_scan_start_x = lev_fieldx - 1;
1535 playfield_scan_start_y = lev_fieldy - 1;
1537 playfield_scan_delta_x = -1;
1538 playfield_scan_delta_y = -1;
1542 playfield_scan_start_x = 0;
1543 playfield_scan_start_y = 0;
1545 playfield_scan_delta_x = 1;
1546 playfield_scan_delta_y = 1;
1550 static void InitPlayfieldScanMode(int mode)
1552 game.use_reverse_scan_direction =
1553 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1555 InitPlayfieldScanModeVars();
1558 static int get_move_delay_from_stepsize(int move_stepsize)
1561 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1563 /* make sure that stepsize value is always a power of 2 */
1564 move_stepsize = (1 << log_2(move_stepsize));
1566 return TILEX / move_stepsize;
1569 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1572 int player_nr = player->index_nr;
1573 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1574 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1576 /* do no immediately change move delay -- the player might just be moving */
1577 player->move_delay_value_next = move_delay;
1579 /* information if player can move must be set separately */
1580 player->cannot_move = cannot_move;
1584 player->move_delay = game.initial_move_delay[player_nr];
1585 player->move_delay_value = game.initial_move_delay_value[player_nr];
1587 player->move_delay_value_next = -1;
1589 player->move_delay_reset_counter = 0;
1593 void GetPlayerConfig()
1595 GameFrameDelay = setup.game_frame_delay;
1597 if (!audio.sound_available)
1598 setup.sound_simple = FALSE;
1600 if (!audio.loops_available)
1601 setup.sound_loops = FALSE;
1603 if (!audio.music_available)
1604 setup.sound_music = FALSE;
1606 if (!video.fullscreen_available)
1607 setup.fullscreen = FALSE;
1609 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1611 SetAudioMode(setup.sound);
1615 int GetElementFromGroupElement(int element)
1617 if (IS_GROUP_ELEMENT(element))
1619 struct ElementGroupInfo *group = element_info[element].group;
1620 int last_anim_random_frame = gfx.anim_random_frame;
1623 if (group->choice_mode == ANIM_RANDOM)
1624 gfx.anim_random_frame = RND(group->num_elements_resolved);
1626 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1627 group->choice_mode, 0,
1630 if (group->choice_mode == ANIM_RANDOM)
1631 gfx.anim_random_frame = last_anim_random_frame;
1633 group->choice_pos++;
1635 element = group->element_resolved[element_pos];
1641 static void InitPlayerField(int x, int y, int element, boolean init_game)
1643 if (element == EL_SP_MURPHY)
1647 if (stored_player[0].present)
1649 Feld[x][y] = EL_SP_MURPHY_CLONE;
1655 stored_player[0].initial_element = element;
1656 stored_player[0].use_murphy = TRUE;
1658 if (!level.use_artwork_element[0])
1659 stored_player[0].artwork_element = EL_SP_MURPHY;
1662 Feld[x][y] = EL_PLAYER_1;
1668 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1669 int jx = player->jx, jy = player->jy;
1671 player->present = TRUE;
1673 player->block_last_field = (element == EL_SP_MURPHY ?
1674 level.sp_block_last_field :
1675 level.block_last_field);
1677 /* ---------- initialize player's last field block delay --------------- */
1679 /* always start with reliable default value (no adjustment needed) */
1680 player->block_delay_adjustment = 0;
1682 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1683 if (player->block_last_field && element == EL_SP_MURPHY)
1684 player->block_delay_adjustment = 1;
1686 /* special case 2: in game engines before 3.1.1, blocking was different */
1687 if (game.use_block_last_field_bug)
1688 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1690 if (!options.network || player->connected)
1692 player->active = TRUE;
1694 /* remove potentially duplicate players */
1695 if (StorePlayer[jx][jy] == Feld[x][y])
1696 StorePlayer[jx][jy] = 0;
1698 StorePlayer[x][y] = Feld[x][y];
1700 #if DEBUG_INIT_PLAYER
1703 printf("- player element %d activated", player->element_nr);
1704 printf(" (local player is %d and currently %s)\n",
1705 local_player->element_nr,
1706 local_player->active ? "active" : "not active");
1711 Feld[x][y] = EL_EMPTY;
1713 player->jx = player->last_jx = x;
1714 player->jy = player->last_jy = y;
1719 int player_nr = GET_PLAYER_NR(element);
1720 struct PlayerInfo *player = &stored_player[player_nr];
1722 if (player->active && player->killed)
1723 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1727 static void InitField(int x, int y, boolean init_game)
1729 int element = Feld[x][y];
1738 InitPlayerField(x, y, element, init_game);
1741 case EL_SOKOBAN_FIELD_PLAYER:
1742 element = Feld[x][y] = EL_PLAYER_1;
1743 InitField(x, y, init_game);
1745 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1746 InitField(x, y, init_game);
1749 case EL_SOKOBAN_FIELD_EMPTY:
1750 local_player->sokobanfields_still_needed++;
1754 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1755 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1756 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1757 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1758 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1759 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1760 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1761 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1762 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1763 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1772 case EL_SPACESHIP_RIGHT:
1773 case EL_SPACESHIP_UP:
1774 case EL_SPACESHIP_LEFT:
1775 case EL_SPACESHIP_DOWN:
1776 case EL_BD_BUTTERFLY:
1777 case EL_BD_BUTTERFLY_RIGHT:
1778 case EL_BD_BUTTERFLY_UP:
1779 case EL_BD_BUTTERFLY_LEFT:
1780 case EL_BD_BUTTERFLY_DOWN:
1782 case EL_BD_FIREFLY_RIGHT:
1783 case EL_BD_FIREFLY_UP:
1784 case EL_BD_FIREFLY_LEFT:
1785 case EL_BD_FIREFLY_DOWN:
1786 case EL_PACMAN_RIGHT:
1788 case EL_PACMAN_LEFT:
1789 case EL_PACMAN_DOWN:
1791 case EL_YAMYAM_LEFT:
1792 case EL_YAMYAM_RIGHT:
1794 case EL_YAMYAM_DOWN:
1795 case EL_DARK_YAMYAM:
1798 case EL_SP_SNIKSNAK:
1799 case EL_SP_ELECTRON:
1808 case EL_AMOEBA_FULL:
1813 case EL_AMOEBA_DROP:
1814 if (y == lev_fieldy - 1)
1816 Feld[x][y] = EL_AMOEBA_GROWING;
1817 Store[x][y] = EL_AMOEBA_WET;
1821 case EL_DYNAMITE_ACTIVE:
1822 case EL_SP_DISK_RED_ACTIVE:
1823 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1824 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1825 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1826 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1827 MovDelay[x][y] = 96;
1830 case EL_EM_DYNAMITE_ACTIVE:
1831 MovDelay[x][y] = 32;
1835 local_player->lights_still_needed++;
1839 local_player->friends_still_needed++;
1844 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1847 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1848 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1849 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1850 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1851 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1852 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1853 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1854 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1855 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1856 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1857 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1858 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1861 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1862 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1863 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1865 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1867 game.belt_dir[belt_nr] = belt_dir;
1868 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1870 else /* more than one switch -- set it like the first switch */
1872 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1877 case EL_LIGHT_SWITCH_ACTIVE:
1879 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1882 case EL_INVISIBLE_STEELWALL:
1883 case EL_INVISIBLE_WALL:
1884 case EL_INVISIBLE_SAND:
1885 if (game.light_time_left > 0 ||
1886 game.lenses_time_left > 0)
1887 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1890 case EL_EMC_MAGIC_BALL:
1891 if (game.ball_state)
1892 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1895 case EL_EMC_MAGIC_BALL_SWITCH:
1896 if (game.ball_state)
1897 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1900 case EL_TRIGGER_PLAYER:
1901 case EL_TRIGGER_ELEMENT:
1902 case EL_TRIGGER_CE_VALUE:
1903 case EL_TRIGGER_CE_SCORE:
1905 case EL_ANY_ELEMENT:
1906 case EL_CURRENT_CE_VALUE:
1907 case EL_CURRENT_CE_SCORE:
1924 /* reference elements should not be used on the playfield */
1925 Feld[x][y] = EL_EMPTY;
1929 if (IS_CUSTOM_ELEMENT(element))
1931 if (CAN_MOVE(element))
1934 if (!element_info[element].use_last_ce_value || init_game)
1935 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1937 else if (IS_GROUP_ELEMENT(element))
1939 Feld[x][y] = GetElementFromGroupElement(element);
1941 InitField(x, y, init_game);
1948 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1951 static inline void InitField_WithBug1(int x, int y, boolean init_game)
1953 InitField(x, y, init_game);
1955 /* not needed to call InitMovDir() -- already done by InitField()! */
1956 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1957 CAN_MOVE(Feld[x][y]))
1961 static inline void InitField_WithBug2(int x, int y, boolean init_game)
1963 int old_element = Feld[x][y];
1965 InitField(x, y, init_game);
1967 /* not needed to call InitMovDir() -- already done by InitField()! */
1968 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1969 CAN_MOVE(old_element) &&
1970 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
1973 /* this case is in fact a combination of not less than three bugs:
1974 first, it calls InitMovDir() for elements that can move, although this is
1975 already done by InitField(); then, it checks the element that was at this
1976 field _before_ the call to InitField() (which can change it); lastly, it
1977 was not called for "mole with direction" elements, which were treated as
1978 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
1982 static int get_key_element_from_nr(int key_nr)
1984 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
1985 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
1986 EL_EM_KEY_1 : EL_KEY_1);
1988 return key_base_element + key_nr;
1991 static int get_next_dropped_element(struct PlayerInfo *player)
1993 return (player->inventory_size > 0 ?
1994 player->inventory_element[player->inventory_size - 1] :
1995 player->inventory_infinite_element != EL_UNDEFINED ?
1996 player->inventory_infinite_element :
1997 player->dynabombs_left > 0 ?
1998 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2002 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2004 /* pos >= 0: get element from bottom of the stack;
2005 pos < 0: get element from top of the stack */
2009 int min_inventory_size = -pos;
2010 int inventory_pos = player->inventory_size - min_inventory_size;
2011 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2013 return (player->inventory_size >= min_inventory_size ?
2014 player->inventory_element[inventory_pos] :
2015 player->inventory_infinite_element != EL_UNDEFINED ?
2016 player->inventory_infinite_element :
2017 player->dynabombs_left >= min_dynabombs_left ?
2018 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2023 int min_dynabombs_left = pos + 1;
2024 int min_inventory_size = pos + 1 - player->dynabombs_left;
2025 int inventory_pos = pos - player->dynabombs_left;
2027 return (player->inventory_infinite_element != EL_UNDEFINED ?
2028 player->inventory_infinite_element :
2029 player->dynabombs_left >= min_dynabombs_left ?
2030 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2031 player->inventory_size >= min_inventory_size ?
2032 player->inventory_element[inventory_pos] :
2037 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2039 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2040 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2043 if (gpo1->sort_priority != gpo2->sort_priority)
2044 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2046 compare_result = gpo1->nr - gpo2->nr;
2048 return compare_result;
2051 void InitGameControlValues()
2055 for (i = 0; game_panel_controls[i].nr != -1; i++)
2057 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2058 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2059 struct TextPosInfo *pos = gpc->pos;
2061 int type = gpc->type;
2065 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2066 Error(ERR_EXIT, "this should not happen -- please debug");
2069 /* force update of game controls after initialization */
2070 gpc->value = gpc->last_value = -1;
2071 gpc->frame = gpc->last_frame = -1;
2072 gpc->gfx_frame = -1;
2074 /* determine panel value width for later calculation of alignment */
2075 if (type == TYPE_INTEGER || type == TYPE_STRING)
2077 pos->width = pos->size * getFontWidth(pos->font);
2078 pos->height = getFontHeight(pos->font);
2080 else if (type == TYPE_ELEMENT)
2082 pos->width = pos->size;
2083 pos->height = pos->size;
2086 /* fill structure for game panel draw order */
2088 gpo->sort_priority = pos->sort_priority;
2091 /* sort game panel controls according to sort_priority and control number */
2092 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2093 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2096 void UpdatePlayfieldElementCount()
2098 boolean use_element_count = FALSE;
2101 /* first check if it is needed at all to calculate playfield element count */
2102 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2103 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2104 use_element_count = TRUE;
2106 if (!use_element_count)
2109 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2110 element_info[i].element_count = 0;
2112 SCAN_PLAYFIELD(x, y)
2114 element_info[Feld[x][y]].element_count++;
2117 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2118 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2119 if (IS_IN_GROUP(j, i))
2120 element_info[EL_GROUP_START + i].element_count +=
2121 element_info[j].element_count;
2124 void UpdateGameControlValues()
2127 int time = (local_player->LevelSolved ?
2128 local_player->LevelSolved_CountingTime :
2129 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2130 level.native_em_level->lev->time :
2131 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2132 level.native_sp_level->game_sp->time_played :
2133 game.no_time_limit ? TimePlayed : TimeLeft);
2134 int score = (local_player->LevelSolved ?
2135 local_player->LevelSolved_CountingScore :
2136 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2137 level.native_em_level->lev->score :
2138 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2139 level.native_sp_level->game_sp->score :
2140 local_player->score);
2141 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2142 level.native_em_level->lev->required :
2143 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2144 level.native_sp_level->game_sp->infotrons_still_needed :
2145 local_player->gems_still_needed);
2146 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2147 level.native_em_level->lev->required > 0 :
2148 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2149 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2150 local_player->gems_still_needed > 0 ||
2151 local_player->sokobanfields_still_needed > 0 ||
2152 local_player->lights_still_needed > 0);
2154 UpdatePlayfieldElementCount();
2156 /* update game panel control values */
2158 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2159 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2161 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2162 for (i = 0; i < MAX_NUM_KEYS; i++)
2163 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2164 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2165 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2167 if (game.centered_player_nr == -1)
2169 for (i = 0; i < MAX_PLAYERS; i++)
2171 /* only one player in Supaplex game engine */
2172 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2175 for (k = 0; k < MAX_NUM_KEYS; k++)
2177 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2179 if (level.native_em_level->ply[i]->keys & (1 << k))
2180 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2181 get_key_element_from_nr(k);
2183 else if (stored_player[i].key[k])
2184 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2185 get_key_element_from_nr(k);
2188 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2189 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2190 level.native_em_level->ply[i]->dynamite;
2191 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2192 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2193 level.native_sp_level->game_sp->red_disk_count;
2195 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2196 stored_player[i].inventory_size;
2198 if (stored_player[i].num_white_keys > 0)
2199 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2202 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2203 stored_player[i].num_white_keys;
2208 int player_nr = game.centered_player_nr;
2210 for (k = 0; k < MAX_NUM_KEYS; k++)
2212 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2214 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2215 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2216 get_key_element_from_nr(k);
2218 else if (stored_player[player_nr].key[k])
2219 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2220 get_key_element_from_nr(k);
2223 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2224 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2225 level.native_em_level->ply[player_nr]->dynamite;
2226 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2227 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2228 level.native_sp_level->game_sp->red_disk_count;
2230 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2231 stored_player[player_nr].inventory_size;
2233 if (stored_player[player_nr].num_white_keys > 0)
2234 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2236 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2237 stored_player[player_nr].num_white_keys;
2240 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2242 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2243 get_inventory_element_from_pos(local_player, i);
2244 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2245 get_inventory_element_from_pos(local_player, -i - 1);
2248 game_panel_controls[GAME_PANEL_SCORE].value = score;
2249 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2251 game_panel_controls[GAME_PANEL_TIME].value = time;
2253 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2254 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2255 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2257 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2259 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2260 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2262 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2263 local_player->shield_normal_time_left;
2264 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2265 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2267 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2268 local_player->shield_deadly_time_left;
2270 game_panel_controls[GAME_PANEL_EXIT].value =
2271 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2273 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2274 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2275 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2276 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2277 EL_EMC_MAGIC_BALL_SWITCH);
2279 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2280 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2281 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2282 game.light_time_left;
2284 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2285 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2286 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2287 game.timegate_time_left;
2289 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2290 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2292 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2293 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2294 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2295 game.lenses_time_left;
2297 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2298 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2299 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2300 game.magnify_time_left;
2302 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2303 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2304 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2305 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2306 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2307 EL_BALLOON_SWITCH_NONE);
2309 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2310 local_player->dynabomb_count;
2311 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2312 local_player->dynabomb_size;
2313 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2314 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2316 game_panel_controls[GAME_PANEL_PENGUINS].value =
2317 local_player->friends_still_needed;
2319 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2320 local_player->sokobanfields_still_needed;
2321 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2322 local_player->sokobanfields_still_needed;
2324 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2325 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2327 for (i = 0; i < NUM_BELTS; i++)
2329 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2330 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2331 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2332 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2333 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2336 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2337 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2338 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2339 game.magic_wall_time_left;
2341 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2342 local_player->gravity;
2344 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2345 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2347 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2348 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2349 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2350 game.panel.element[i].id : EL_UNDEFINED);
2352 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2353 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2354 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2355 element_info[game.panel.element_count[i].id].element_count : 0);
2357 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2358 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2359 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2360 element_info[game.panel.ce_score[i].id].collect_score : 0);
2362 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2363 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2364 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2365 element_info[game.panel.ce_score_element[i].id].collect_score :
2368 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2369 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2370 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2372 /* update game panel control frames */
2374 for (i = 0; game_panel_controls[i].nr != -1; i++)
2376 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2378 if (gpc->type == TYPE_ELEMENT)
2380 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2382 int last_anim_random_frame = gfx.anim_random_frame;
2383 int element = gpc->value;
2384 int graphic = el2panelimg(element);
2386 if (gpc->value != gpc->last_value)
2389 gpc->gfx_random = INIT_GFX_RANDOM();
2395 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2396 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2397 gpc->gfx_random = INIT_GFX_RANDOM();
2400 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2401 gfx.anim_random_frame = gpc->gfx_random;
2403 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2404 gpc->gfx_frame = element_info[element].collect_score;
2406 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2409 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2410 gfx.anim_random_frame = last_anim_random_frame;
2416 void DisplayGameControlValues()
2418 boolean redraw_panel = FALSE;
2421 for (i = 0; game_panel_controls[i].nr != -1; i++)
2423 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2425 if (PANEL_DEACTIVATED(gpc->pos))
2428 if (gpc->value == gpc->last_value &&
2429 gpc->frame == gpc->last_frame)
2432 redraw_panel = TRUE;
2438 /* copy default game door content to main double buffer */
2440 /* !!! CHECK AGAIN !!! */
2441 SetPanelBackground();
2442 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2443 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2445 /* redraw game control buttons */
2446 RedrawGameButtons();
2448 game_status = GAME_MODE_PSEUDO_PANEL;
2450 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2452 int nr = game_panel_order[i].nr;
2453 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2454 struct TextPosInfo *pos = gpc->pos;
2455 int type = gpc->type;
2456 int value = gpc->value;
2457 int frame = gpc->frame;
2458 int size = pos->size;
2459 int font = pos->font;
2460 boolean draw_masked = pos->draw_masked;
2461 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2463 if (PANEL_DEACTIVATED(pos))
2466 gpc->last_value = value;
2467 gpc->last_frame = frame;
2469 if (type == TYPE_INTEGER)
2471 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2472 nr == GAME_PANEL_TIME)
2474 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2476 if (use_dynamic_size) /* use dynamic number of digits */
2478 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2479 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2480 int size2 = size1 + 1;
2481 int font1 = pos->font;
2482 int font2 = pos->font_alt;
2484 size = (value < value_change ? size1 : size2);
2485 font = (value < value_change ? font1 : font2);
2489 /* correct text size if "digits" is zero or less */
2491 size = strlen(int2str(value, size));
2493 /* dynamically correct text alignment */
2494 pos->width = size * getFontWidth(font);
2496 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2497 int2str(value, size), font, mask_mode);
2499 else if (type == TYPE_ELEMENT)
2501 int element, graphic;
2505 int dst_x = PANEL_XPOS(pos);
2506 int dst_y = PANEL_YPOS(pos);
2508 if (value != EL_UNDEFINED && value != EL_EMPTY)
2511 graphic = el2panelimg(value);
2513 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2515 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2518 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2521 width = graphic_info[graphic].width * size / TILESIZE;
2522 height = graphic_info[graphic].height * size / TILESIZE;
2525 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2528 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2532 else if (type == TYPE_STRING)
2534 boolean active = (value != 0);
2535 char *state_normal = "off";
2536 char *state_active = "on";
2537 char *state = (active ? state_active : state_normal);
2538 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2539 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2540 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2541 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2543 if (nr == GAME_PANEL_GRAVITY_STATE)
2545 int font1 = pos->font; /* (used for normal state) */
2546 int font2 = pos->font_alt; /* (used for active state) */
2548 font = (active ? font2 : font1);
2557 /* don't truncate output if "chars" is zero or less */
2560 /* dynamically correct text alignment */
2561 pos->width = size * getFontWidth(font);
2564 s_cut = getStringCopyN(s, size);
2566 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2567 s_cut, font, mask_mode);
2573 redraw_mask |= REDRAW_DOOR_1;
2576 game_status = GAME_MODE_PLAYING;
2579 void UpdateAndDisplayGameControlValues()
2581 if (tape.deactivate_display)
2584 UpdateGameControlValues();
2585 DisplayGameControlValues();
2588 void UpdateGameDoorValues()
2590 UpdateGameControlValues();
2593 void DrawGameDoorValues()
2595 DisplayGameControlValues();
2600 =============================================================================
2602 -----------------------------------------------------------------------------
2603 initialize game engine due to level / tape version number
2604 =============================================================================
2607 static void InitGameEngine()
2609 int i, j, k, l, x, y;
2611 /* set game engine from tape file when re-playing, else from level file */
2612 game.engine_version = (tape.playing ? tape.engine_version :
2613 level.game_version);
2615 /* set single or multi-player game mode (needed for re-playing tapes) */
2616 game.team_mode = setup.team_mode;
2620 int num_players = 0;
2622 for (i = 0; i < MAX_PLAYERS; i++)
2623 if (tape.player_participates[i])
2626 /* multi-player tapes contain input data for more than one player */
2627 game.team_mode = (num_players > 1);
2630 /* ---------------------------------------------------------------------- */
2631 /* set flags for bugs and changes according to active game engine version */
2632 /* ---------------------------------------------------------------------- */
2635 Summary of bugfix/change:
2636 Fixed handling for custom elements that change when pushed by the player.
2638 Fixed/changed in version:
2642 Before 3.1.0, custom elements that "change when pushing" changed directly
2643 after the player started pushing them (until then handled in "DigField()").
2644 Since 3.1.0, these custom elements are not changed until the "pushing"
2645 move of the element is finished (now handled in "ContinueMoving()").
2647 Affected levels/tapes:
2648 The first condition is generally needed for all levels/tapes before version
2649 3.1.0, which might use the old behaviour before it was changed; known tapes
2650 that are affected are some tapes from the level set "Walpurgis Gardens" by
2652 The second condition is an exception from the above case and is needed for
2653 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2654 above (including some development versions of 3.1.0), but before it was
2655 known that this change would break tapes like the above and was fixed in
2656 3.1.1, so that the changed behaviour was active although the engine version
2657 while recording maybe was before 3.1.0. There is at least one tape that is
2658 affected by this exception, which is the tape for the one-level set "Bug
2659 Machine" by Juergen Bonhagen.
2662 game.use_change_when_pushing_bug =
2663 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2665 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2666 tape.game_version < VERSION_IDENT(3,1,1,0)));
2669 Summary of bugfix/change:
2670 Fixed handling for blocking the field the player leaves when moving.
2672 Fixed/changed in version:
2676 Before 3.1.1, when "block last field when moving" was enabled, the field
2677 the player is leaving when moving was blocked for the time of the move,
2678 and was directly unblocked afterwards. This resulted in the last field
2679 being blocked for exactly one less than the number of frames of one player
2680 move. Additionally, even when blocking was disabled, the last field was
2681 blocked for exactly one frame.
2682 Since 3.1.1, due to changes in player movement handling, the last field
2683 is not blocked at all when blocking is disabled. When blocking is enabled,
2684 the last field is blocked for exactly the number of frames of one player
2685 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2686 last field is blocked for exactly one more than the number of frames of
2689 Affected levels/tapes:
2690 (!!! yet to be determined -- probably many !!!)
2693 game.use_block_last_field_bug =
2694 (game.engine_version < VERSION_IDENT(3,1,1,0));
2696 /* ---------------------------------------------------------------------- */
2698 /* set maximal allowed number of custom element changes per game frame */
2699 game.max_num_changes_per_frame = 1;
2701 /* default scan direction: scan playfield from top/left to bottom/right */
2702 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2704 /* dynamically adjust element properties according to game engine version */
2705 InitElementPropertiesEngine(game.engine_version);
2708 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2709 printf(" tape version == %06d [%s] [file: %06d]\n",
2710 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2712 printf(" => game.engine_version == %06d\n", game.engine_version);
2715 /* ---------- initialize player's initial move delay --------------------- */
2717 /* dynamically adjust player properties according to level information */
2718 for (i = 0; i < MAX_PLAYERS; i++)
2719 game.initial_move_delay_value[i] =
2720 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2722 /* dynamically adjust player properties according to game engine version */
2723 for (i = 0; i < MAX_PLAYERS; i++)
2724 game.initial_move_delay[i] =
2725 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2726 game.initial_move_delay_value[i] : 0);
2728 /* ---------- initialize player's initial push delay --------------------- */
2730 /* dynamically adjust player properties according to game engine version */
2731 game.initial_push_delay_value =
2732 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2734 /* ---------- initialize changing elements ------------------------------- */
2736 /* initialize changing elements information */
2737 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2739 struct ElementInfo *ei = &element_info[i];
2741 /* this pointer might have been changed in the level editor */
2742 ei->change = &ei->change_page[0];
2744 if (!IS_CUSTOM_ELEMENT(i))
2746 ei->change->target_element = EL_EMPTY_SPACE;
2747 ei->change->delay_fixed = 0;
2748 ei->change->delay_random = 0;
2749 ei->change->delay_frames = 1;
2752 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2754 ei->has_change_event[j] = FALSE;
2756 ei->event_page_nr[j] = 0;
2757 ei->event_page[j] = &ei->change_page[0];
2761 /* add changing elements from pre-defined list */
2762 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2764 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2765 struct ElementInfo *ei = &element_info[ch_delay->element];
2767 ei->change->target_element = ch_delay->target_element;
2768 ei->change->delay_fixed = ch_delay->change_delay;
2770 ei->change->pre_change_function = ch_delay->pre_change_function;
2771 ei->change->change_function = ch_delay->change_function;
2772 ei->change->post_change_function = ch_delay->post_change_function;
2774 ei->change->can_change = TRUE;
2775 ei->change->can_change_or_has_action = TRUE;
2777 ei->has_change_event[CE_DELAY] = TRUE;
2779 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2780 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2783 /* ---------- initialize internal run-time variables --------------------- */
2785 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2787 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2789 for (j = 0; j < ei->num_change_pages; j++)
2791 ei->change_page[j].can_change_or_has_action =
2792 (ei->change_page[j].can_change |
2793 ei->change_page[j].has_action);
2797 /* add change events from custom element configuration */
2798 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2800 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2802 for (j = 0; j < ei->num_change_pages; j++)
2804 if (!ei->change_page[j].can_change_or_has_action)
2807 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2809 /* only add event page for the first page found with this event */
2810 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
2812 ei->has_change_event[k] = TRUE;
2814 ei->event_page_nr[k] = j;
2815 ei->event_page[k] = &ei->change_page[j];
2821 /* ---------- initialize reference elements in change conditions --------- */
2823 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2825 int element = EL_CUSTOM_START + i;
2826 struct ElementInfo *ei = &element_info[element];
2828 for (j = 0; j < ei->num_change_pages; j++)
2830 int trigger_element = ei->change_page[j].initial_trigger_element;
2832 if (trigger_element >= EL_PREV_CE_8 &&
2833 trigger_element <= EL_NEXT_CE_8)
2834 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
2836 ei->change_page[j].trigger_element = trigger_element;
2840 /* ---------- initialize run-time trigger player and element ------------- */
2842 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2844 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2846 for (j = 0; j < ei->num_change_pages; j++)
2848 ei->change_page[j].actual_trigger_element = EL_EMPTY;
2849 ei->change_page[j].actual_trigger_player = EL_EMPTY;
2850 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
2851 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
2852 ei->change_page[j].actual_trigger_ce_value = 0;
2853 ei->change_page[j].actual_trigger_ce_score = 0;
2857 /* ---------- initialize trigger events ---------------------------------- */
2859 /* initialize trigger events information */
2860 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2861 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2862 trigger_events[i][j] = FALSE;
2864 /* add trigger events from element change event properties */
2865 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2867 struct ElementInfo *ei = &element_info[i];
2869 for (j = 0; j < ei->num_change_pages; j++)
2871 if (!ei->change_page[j].can_change_or_has_action)
2874 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
2876 int trigger_element = ei->change_page[j].trigger_element;
2878 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2880 if (ei->change_page[j].has_event[k])
2882 if (IS_GROUP_ELEMENT(trigger_element))
2884 struct ElementGroupInfo *group =
2885 element_info[trigger_element].group;
2887 for (l = 0; l < group->num_elements_resolved; l++)
2888 trigger_events[group->element_resolved[l]][k] = TRUE;
2890 else if (trigger_element == EL_ANY_ELEMENT)
2891 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
2892 trigger_events[l][k] = TRUE;
2894 trigger_events[trigger_element][k] = TRUE;
2901 /* ---------- initialize push delay -------------------------------------- */
2903 /* initialize push delay values to default */
2904 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2906 if (!IS_CUSTOM_ELEMENT(i))
2908 /* set default push delay values (corrected since version 3.0.7-1) */
2909 if (game.engine_version < VERSION_IDENT(3,0,7,1))
2911 element_info[i].push_delay_fixed = 2;
2912 element_info[i].push_delay_random = 8;
2916 element_info[i].push_delay_fixed = 8;
2917 element_info[i].push_delay_random = 8;
2922 /* set push delay value for certain elements from pre-defined list */
2923 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
2925 int e = push_delay_list[i].element;
2927 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
2928 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
2931 /* set push delay value for Supaplex elements for newer engine versions */
2932 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2934 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2936 if (IS_SP_ELEMENT(i))
2938 /* set SP push delay to just enough to push under a falling zonk */
2939 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
2941 element_info[i].push_delay_fixed = delay;
2942 element_info[i].push_delay_random = 0;
2947 /* ---------- initialize move stepsize ----------------------------------- */
2949 /* initialize move stepsize values to default */
2950 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2951 if (!IS_CUSTOM_ELEMENT(i))
2952 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
2954 /* set move stepsize value for certain elements from pre-defined list */
2955 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
2957 int e = move_stepsize_list[i].element;
2959 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
2962 /* ---------- initialize collect score ----------------------------------- */
2964 /* initialize collect score values for custom elements from initial value */
2965 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2966 if (IS_CUSTOM_ELEMENT(i))
2967 element_info[i].collect_score = element_info[i].collect_score_initial;
2969 /* ---------- initialize collect count ----------------------------------- */
2971 /* initialize collect count values for non-custom elements */
2972 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2973 if (!IS_CUSTOM_ELEMENT(i))
2974 element_info[i].collect_count_initial = 0;
2976 /* add collect count values for all elements from pre-defined list */
2977 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
2978 element_info[collect_count_list[i].element].collect_count_initial =
2979 collect_count_list[i].count;
2981 /* ---------- initialize access direction -------------------------------- */
2983 /* initialize access direction values to default (access from every side) */
2984 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2985 if (!IS_CUSTOM_ELEMENT(i))
2986 element_info[i].access_direction = MV_ALL_DIRECTIONS;
2988 /* set access direction value for certain elements from pre-defined list */
2989 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
2990 element_info[access_direction_list[i].element].access_direction =
2991 access_direction_list[i].direction;
2993 /* ---------- initialize explosion content ------------------------------- */
2994 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2996 if (IS_CUSTOM_ELEMENT(i))
2999 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3001 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3003 element_info[i].content.e[x][y] =
3004 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3005 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3006 i == EL_PLAYER_3 ? EL_EMERALD :
3007 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3008 i == EL_MOLE ? EL_EMERALD_RED :
3009 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3010 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3011 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3012 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3013 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3014 i == EL_WALL_EMERALD ? EL_EMERALD :
3015 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3016 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3017 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3018 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3019 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3020 i == EL_WALL_PEARL ? EL_PEARL :
3021 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3026 /* ---------- initialize recursion detection ------------------------------ */
3027 recursion_loop_depth = 0;
3028 recursion_loop_detected = FALSE;
3029 recursion_loop_element = EL_UNDEFINED;
3031 /* ---------- initialize graphics engine ---------------------------------- */
3032 game.scroll_delay_value =
3033 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3034 setup.scroll_delay ? setup.scroll_delay_value : 0);
3035 game.scroll_delay_value =
3036 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3038 /* ---------- initialize game engine snapshots ---------------------------- */
3039 for (i = 0; i < MAX_PLAYERS; i++)
3040 game.snapshot.last_action[i] = 0;
3041 game.snapshot.changed_action = FALSE;
3042 game.snapshot.mode =
3043 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3044 SNAPSHOT_MODE_EVERY_STEP :
3045 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3046 SNAPSHOT_MODE_EVERY_MOVE : SNAPSHOT_MODE_OFF);
3049 int get_num_special_action(int element, int action_first, int action_last)
3051 int num_special_action = 0;
3054 for (i = action_first; i <= action_last; i++)
3056 boolean found = FALSE;
3058 for (j = 0; j < NUM_DIRECTIONS; j++)
3059 if (el_act_dir2img(element, i, j) !=
3060 el_act_dir2img(element, ACTION_DEFAULT, j))
3064 num_special_action++;
3069 return num_special_action;
3074 =============================================================================
3076 -----------------------------------------------------------------------------
3077 initialize and start new game
3078 =============================================================================
3083 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3084 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3086 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3087 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3088 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3089 int initial_move_dir = MV_DOWN;
3092 game_status = GAME_MODE_PLAYING;
3096 if (!game.restart_level)
3097 CloseDoor(DOOR_CLOSE_1);
3099 if (level_editor_test_game)
3100 FadeSkipNextFadeIn();
3102 FadeSetEnterScreen();
3104 FadeOut(REDRAW_FIELD);
3106 /* needed if different viewport properties defined for playing */
3107 ChangeViewportPropertiesIfNeeded();
3109 DrawCompleteVideoDisplay();
3112 InitGameControlValues();
3114 /* don't play tapes over network */
3115 network_playing = (options.network && !tape.playing);
3117 for (i = 0; i < MAX_PLAYERS; i++)
3119 struct PlayerInfo *player = &stored_player[i];
3121 player->index_nr = i;
3122 player->index_bit = (1 << i);
3123 player->element_nr = EL_PLAYER_1 + i;
3125 player->present = FALSE;
3126 player->active = FALSE;
3127 player->mapped = FALSE;
3129 player->killed = FALSE;
3130 player->reanimated = FALSE;
3133 player->effective_action = 0;
3134 player->programmed_action = 0;
3137 player->score_final = 0;
3139 player->gems_still_needed = level.gems_needed;
3140 player->sokobanfields_still_needed = 0;
3141 player->lights_still_needed = 0;
3142 player->friends_still_needed = 0;
3144 for (j = 0; j < MAX_NUM_KEYS; j++)
3145 player->key[j] = FALSE;
3147 player->num_white_keys = 0;
3149 player->dynabomb_count = 0;
3150 player->dynabomb_size = 1;
3151 player->dynabombs_left = 0;
3152 player->dynabomb_xl = FALSE;
3154 player->MovDir = initial_move_dir;
3157 player->GfxDir = initial_move_dir;
3158 player->GfxAction = ACTION_DEFAULT;
3160 player->StepFrame = 0;
3162 player->initial_element = player->element_nr;
3163 player->artwork_element =
3164 (level.use_artwork_element[i] ? level.artwork_element[i] :
3165 player->element_nr);
3166 player->use_murphy = FALSE;
3168 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3169 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3171 player->gravity = level.initial_player_gravity[i];
3173 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3175 player->actual_frame_counter = 0;
3177 player->step_counter = 0;
3179 player->last_move_dir = initial_move_dir;
3181 player->is_active = FALSE;
3183 player->is_waiting = FALSE;
3184 player->is_moving = FALSE;
3185 player->is_auto_moving = FALSE;
3186 player->is_digging = FALSE;
3187 player->is_snapping = FALSE;
3188 player->is_collecting = FALSE;
3189 player->is_pushing = FALSE;
3190 player->is_switching = FALSE;
3191 player->is_dropping = FALSE;
3192 player->is_dropping_pressed = FALSE;
3194 player->is_bored = FALSE;
3195 player->is_sleeping = FALSE;
3197 player->frame_counter_bored = -1;
3198 player->frame_counter_sleeping = -1;
3200 player->anim_delay_counter = 0;
3201 player->post_delay_counter = 0;
3203 player->dir_waiting = initial_move_dir;
3204 player->action_waiting = ACTION_DEFAULT;
3205 player->last_action_waiting = ACTION_DEFAULT;
3206 player->special_action_bored = ACTION_DEFAULT;
3207 player->special_action_sleeping = ACTION_DEFAULT;
3209 player->switch_x = -1;
3210 player->switch_y = -1;
3212 player->drop_x = -1;
3213 player->drop_y = -1;
3215 player->show_envelope = 0;
3217 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3219 player->push_delay = -1; /* initialized when pushing starts */
3220 player->push_delay_value = game.initial_push_delay_value;
3222 player->drop_delay = 0;
3223 player->drop_pressed_delay = 0;
3225 player->last_jx = -1;
3226 player->last_jy = -1;
3230 player->shield_normal_time_left = 0;
3231 player->shield_deadly_time_left = 0;
3233 player->inventory_infinite_element = EL_UNDEFINED;
3234 player->inventory_size = 0;
3236 if (level.use_initial_inventory[i])
3238 for (j = 0; j < level.initial_inventory_size[i]; j++)
3240 int element = level.initial_inventory_content[i][j];
3241 int collect_count = element_info[element].collect_count_initial;
3244 if (!IS_CUSTOM_ELEMENT(element))
3247 if (collect_count == 0)
3248 player->inventory_infinite_element = element;
3250 for (k = 0; k < collect_count; k++)
3251 if (player->inventory_size < MAX_INVENTORY_SIZE)
3252 player->inventory_element[player->inventory_size++] = element;
3256 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3257 SnapField(player, 0, 0);
3259 player->LevelSolved = FALSE;
3260 player->GameOver = FALSE;
3262 player->LevelSolved_GameWon = FALSE;
3263 player->LevelSolved_GameEnd = FALSE;
3264 player->LevelSolved_PanelOff = FALSE;
3265 player->LevelSolved_SaveTape = FALSE;
3266 player->LevelSolved_SaveScore = FALSE;
3267 player->LevelSolved_CountingTime = 0;
3268 player->LevelSolved_CountingScore = 0;
3270 map_player_action[i] = i;
3273 network_player_action_received = FALSE;
3275 #if defined(NETWORK_AVALIABLE)
3276 /* initial null action */
3277 if (network_playing)
3278 SendToServer_MovePlayer(MV_NONE);
3287 TimeLeft = level.time;
3290 ScreenMovDir = MV_NONE;
3294 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3296 AllPlayersGone = FALSE;
3298 game.no_time_limit = (level.time == 0);
3300 game.yamyam_content_nr = 0;
3301 game.robot_wheel_active = FALSE;
3302 game.magic_wall_active = FALSE;
3303 game.magic_wall_time_left = 0;
3304 game.light_time_left = 0;
3305 game.timegate_time_left = 0;
3306 game.switchgate_pos = 0;
3307 game.wind_direction = level.wind_direction_initial;
3309 game.lenses_time_left = 0;
3310 game.magnify_time_left = 0;
3312 game.ball_state = level.ball_state_initial;
3313 game.ball_content_nr = 0;
3315 game.envelope_active = FALSE;
3317 /* set focus to local player for network games, else to all players */
3318 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3319 game.centered_player_nr_next = game.centered_player_nr;
3320 game.set_centered_player = FALSE;
3322 if (network_playing && tape.recording)
3324 /* store client dependent player focus when recording network games */
3325 tape.centered_player_nr_next = game.centered_player_nr_next;
3326 tape.set_centered_player = TRUE;
3329 for (i = 0; i < NUM_BELTS; i++)
3331 game.belt_dir[i] = MV_NONE;
3332 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3335 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3336 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3338 #if DEBUG_INIT_PLAYER
3341 printf("Player status at level initialization:\n");
3345 SCAN_PLAYFIELD(x, y)
3347 Feld[x][y] = level.field[x][y];
3348 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3349 ChangeDelay[x][y] = 0;
3350 ChangePage[x][y] = -1;
3351 CustomValue[x][y] = 0; /* initialized in InitField() */
3352 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3354 WasJustMoving[x][y] = 0;
3355 WasJustFalling[x][y] = 0;
3356 CheckCollision[x][y] = 0;
3357 CheckImpact[x][y] = 0;
3359 Pushed[x][y] = FALSE;
3361 ChangeCount[x][y] = 0;
3362 ChangeEvent[x][y] = -1;
3364 ExplodePhase[x][y] = 0;
3365 ExplodeDelay[x][y] = 0;
3366 ExplodeField[x][y] = EX_TYPE_NONE;
3368 RunnerVisit[x][y] = 0;
3369 PlayerVisit[x][y] = 0;
3372 GfxRandom[x][y] = INIT_GFX_RANDOM();
3373 GfxElement[x][y] = EL_UNDEFINED;
3374 GfxAction[x][y] = ACTION_DEFAULT;
3375 GfxDir[x][y] = MV_NONE;
3376 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3379 SCAN_PLAYFIELD(x, y)
3381 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3383 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3385 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3388 InitField(x, y, TRUE);
3390 ResetGfxAnimation(x, y);
3395 for (i = 0; i < MAX_PLAYERS; i++)
3397 struct PlayerInfo *player = &stored_player[i];
3399 /* set number of special actions for bored and sleeping animation */
3400 player->num_special_action_bored =
3401 get_num_special_action(player->artwork_element,
3402 ACTION_BORING_1, ACTION_BORING_LAST);
3403 player->num_special_action_sleeping =
3404 get_num_special_action(player->artwork_element,
3405 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3408 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3409 emulate_sb ? EMU_SOKOBAN :
3410 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3412 /* initialize type of slippery elements */
3413 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3415 if (!IS_CUSTOM_ELEMENT(i))
3417 /* default: elements slip down either to the left or right randomly */
3418 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3420 /* SP style elements prefer to slip down on the left side */
3421 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3422 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3424 /* BD style elements prefer to slip down on the left side */
3425 if (game.emulation == EMU_BOULDERDASH)
3426 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3430 /* initialize explosion and ignition delay */
3431 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3433 if (!IS_CUSTOM_ELEMENT(i))
3436 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3437 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3438 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3439 int last_phase = (num_phase + 1) * delay;
3440 int half_phase = (num_phase / 2) * delay;
3442 element_info[i].explosion_delay = last_phase - 1;
3443 element_info[i].ignition_delay = half_phase;
3445 if (i == EL_BLACK_ORB)
3446 element_info[i].ignition_delay = 1;
3450 /* correct non-moving belts to start moving left */
3451 for (i = 0; i < NUM_BELTS; i++)
3452 if (game.belt_dir[i] == MV_NONE)
3453 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3455 #if USE_NEW_PLAYER_ASSIGNMENTS
3456 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3457 /* choose default local player */
3458 local_player = &stored_player[0];
3460 for (i = 0; i < MAX_PLAYERS; i++)
3461 stored_player[i].connected = FALSE;
3463 local_player->connected = TRUE;
3464 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3468 for (i = 0; i < MAX_PLAYERS; i++)
3469 stored_player[i].connected = tape.player_participates[i];
3471 else if (game.team_mode && !options.network)
3473 /* try to guess locally connected team mode players (needed for correct
3474 assignment of player figures from level to locally playing players) */
3476 for (i = 0; i < MAX_PLAYERS; i++)
3477 if (setup.input[i].use_joystick ||
3478 setup.input[i].key.left != KSYM_UNDEFINED)
3479 stored_player[i].connected = TRUE;
3482 #if DEBUG_INIT_PLAYER
3485 printf("Player status after level initialization:\n");
3487 for (i = 0; i < MAX_PLAYERS; i++)
3489 struct PlayerInfo *player = &stored_player[i];
3491 printf("- player %d: present == %d, connected == %d, active == %d",
3497 if (local_player == player)
3498 printf(" (local player)");
3505 #if DEBUG_INIT_PLAYER
3507 printf("Reassigning players ...\n");
3510 /* check if any connected player was not found in playfield */
3511 for (i = 0; i < MAX_PLAYERS; i++)
3513 struct PlayerInfo *player = &stored_player[i];
3515 if (player->connected && !player->present)
3517 struct PlayerInfo *field_player = NULL;
3519 #if DEBUG_INIT_PLAYER
3521 printf("- looking for field player for player %d ...\n", i + 1);
3524 /* assign first free player found that is present in the playfield */
3526 /* first try: look for unmapped playfield player that is not connected */
3527 for (j = 0; j < MAX_PLAYERS; j++)
3528 if (field_player == NULL &&
3529 stored_player[j].present &&
3530 !stored_player[j].mapped &&
3531 !stored_player[j].connected)
3532 field_player = &stored_player[j];
3534 /* second try: look for *any* unmapped playfield player */
3535 for (j = 0; j < MAX_PLAYERS; j++)
3536 if (field_player == NULL &&
3537 stored_player[j].present &&
3538 !stored_player[j].mapped)
3539 field_player = &stored_player[j];
3541 if (field_player != NULL)
3543 int jx = field_player->jx, jy = field_player->jy;
3545 #if DEBUG_INIT_PLAYER
3547 printf("- found player %d\n", field_player->index_nr + 1);
3550 player->present = FALSE;
3551 player->active = FALSE;
3553 field_player->present = TRUE;
3554 field_player->active = TRUE;
3557 player->initial_element = field_player->initial_element;
3558 player->artwork_element = field_player->artwork_element;
3560 player->block_last_field = field_player->block_last_field;
3561 player->block_delay_adjustment = field_player->block_delay_adjustment;
3564 StorePlayer[jx][jy] = field_player->element_nr;
3566 field_player->jx = field_player->last_jx = jx;
3567 field_player->jy = field_player->last_jy = jy;
3569 if (local_player == player)
3570 local_player = field_player;
3572 map_player_action[field_player->index_nr] = i;
3574 field_player->mapped = TRUE;
3576 #if DEBUG_INIT_PLAYER
3578 printf("- map_player_action[%d] == %d\n",
3579 field_player->index_nr + 1, i + 1);
3584 if (player->connected && player->present)
3585 player->mapped = TRUE;
3588 #if DEBUG_INIT_PLAYER
3591 printf("Player status after player assignment (first stage):\n");
3593 for (i = 0; i < MAX_PLAYERS; i++)
3595 struct PlayerInfo *player = &stored_player[i];
3597 printf("- player %d: present == %d, connected == %d, active == %d",
3603 if (local_player == player)
3604 printf(" (local player)");
3613 /* check if any connected player was not found in playfield */
3614 for (i = 0; i < MAX_PLAYERS; i++)
3616 struct PlayerInfo *player = &stored_player[i];
3618 if (player->connected && !player->present)
3620 for (j = 0; j < MAX_PLAYERS; j++)
3622 struct PlayerInfo *field_player = &stored_player[j];
3623 int jx = field_player->jx, jy = field_player->jy;
3625 /* assign first free player found that is present in the playfield */
3626 if (field_player->present && !field_player->connected)
3628 player->present = TRUE;
3629 player->active = TRUE;
3631 field_player->present = FALSE;
3632 field_player->active = FALSE;
3634 player->initial_element = field_player->initial_element;
3635 player->artwork_element = field_player->artwork_element;
3637 player->block_last_field = field_player->block_last_field;
3638 player->block_delay_adjustment = field_player->block_delay_adjustment;
3640 StorePlayer[jx][jy] = player->element_nr;
3642 player->jx = player->last_jx = jx;
3643 player->jy = player->last_jy = jy;
3653 printf("::: local_player->present == %d\n", local_player->present);
3658 /* when playing a tape, eliminate all players who do not participate */
3660 #if USE_NEW_PLAYER_ASSIGNMENTS
3662 if (!game.team_mode)
3664 for (i = 0; i < MAX_PLAYERS; i++)
3666 if (stored_player[i].active &&
3667 !tape.player_participates[map_player_action[i]])
3669 struct PlayerInfo *player = &stored_player[i];
3670 int jx = player->jx, jy = player->jy;
3672 #if DEBUG_INIT_PLAYER
3674 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3677 player->active = FALSE;
3678 StorePlayer[jx][jy] = 0;
3679 Feld[jx][jy] = EL_EMPTY;
3686 for (i = 0; i < MAX_PLAYERS; i++)
3688 if (stored_player[i].active &&
3689 !tape.player_participates[i])
3691 struct PlayerInfo *player = &stored_player[i];
3692 int jx = player->jx, jy = player->jy;
3694 player->active = FALSE;
3695 StorePlayer[jx][jy] = 0;
3696 Feld[jx][jy] = EL_EMPTY;
3701 else if (!options.network && !game.team_mode) /* && !tape.playing */
3703 /* when in single player mode, eliminate all but the first active player */
3705 for (i = 0; i < MAX_PLAYERS; i++)
3707 if (stored_player[i].active)
3709 for (j = i + 1; j < MAX_PLAYERS; j++)
3711 if (stored_player[j].active)
3713 struct PlayerInfo *player = &stored_player[j];
3714 int jx = player->jx, jy = player->jy;
3716 player->active = FALSE;
3717 player->present = FALSE;
3719 StorePlayer[jx][jy] = 0;
3720 Feld[jx][jy] = EL_EMPTY;
3727 /* when recording the game, store which players take part in the game */
3730 #if USE_NEW_PLAYER_ASSIGNMENTS
3731 for (i = 0; i < MAX_PLAYERS; i++)
3732 if (stored_player[i].connected)
3733 tape.player_participates[i] = TRUE;
3735 for (i = 0; i < MAX_PLAYERS; i++)
3736 if (stored_player[i].active)
3737 tape.player_participates[i] = TRUE;
3741 #if DEBUG_INIT_PLAYER
3744 printf("Player status after player assignment (final stage):\n");
3746 for (i = 0; i < MAX_PLAYERS; i++)
3748 struct PlayerInfo *player = &stored_player[i];
3750 printf("- player %d: present == %d, connected == %d, active == %d",
3756 if (local_player == player)
3757 printf(" (local player)");
3764 if (BorderElement == EL_EMPTY)
3767 SBX_Right = lev_fieldx - SCR_FIELDX;
3769 SBY_Lower = lev_fieldy - SCR_FIELDY;
3774 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3776 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3779 if (full_lev_fieldx <= SCR_FIELDX)
3780 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3781 if (full_lev_fieldy <= SCR_FIELDY)
3782 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3784 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
3786 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
3789 /* if local player not found, look for custom element that might create
3790 the player (make some assumptions about the right custom element) */
3791 if (!local_player->present)
3793 int start_x = 0, start_y = 0;
3794 int found_rating = 0;
3795 int found_element = EL_UNDEFINED;
3796 int player_nr = local_player->index_nr;
3798 SCAN_PLAYFIELD(x, y)
3800 int element = Feld[x][y];
3805 if (level.use_start_element[player_nr] &&
3806 level.start_element[player_nr] == element &&
3813 found_element = element;
3816 if (!IS_CUSTOM_ELEMENT(element))
3819 if (CAN_CHANGE(element))
3821 for (i = 0; i < element_info[element].num_change_pages; i++)
3823 /* check for player created from custom element as single target */
3824 content = element_info[element].change_page[i].target_element;
3825 is_player = ELEM_IS_PLAYER(content);
3827 if (is_player && (found_rating < 3 ||
3828 (found_rating == 3 && element < found_element)))
3834 found_element = element;
3839 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
3841 /* check for player created from custom element as explosion content */
3842 content = element_info[element].content.e[xx][yy];
3843 is_player = ELEM_IS_PLAYER(content);
3845 if (is_player && (found_rating < 2 ||
3846 (found_rating == 2 && element < found_element)))
3848 start_x = x + xx - 1;
3849 start_y = y + yy - 1;
3852 found_element = element;
3855 if (!CAN_CHANGE(element))
3858 for (i = 0; i < element_info[element].num_change_pages; i++)
3860 /* check for player created from custom element as extended target */
3862 element_info[element].change_page[i].target_content.e[xx][yy];
3864 is_player = ELEM_IS_PLAYER(content);
3866 if (is_player && (found_rating < 1 ||
3867 (found_rating == 1 && element < found_element)))
3869 start_x = x + xx - 1;
3870 start_y = y + yy - 1;
3873 found_element = element;
3879 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
3880 start_x > SBX_Right + MIDPOSX ? SBX_Right :
3883 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
3884 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
3889 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
3890 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
3891 local_player->jx - MIDPOSX);
3893 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
3894 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
3895 local_player->jy - MIDPOSY);
3898 /* !!! FIX THIS (START) !!! */
3899 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3901 InitGameEngine_EM();
3903 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3905 InitGameEngine_SP();
3909 DrawLevel(REDRAW_FIELD);
3912 /* after drawing the level, correct some elements */
3913 if (game.timegate_time_left == 0)
3914 CloseAllOpenTimegates();
3917 /* blit playfield from scroll buffer to normal back buffer for fading in */
3918 BlitScreenToBitmap(backbuffer);
3920 redraw_mask |= REDRAW_FROM_BACKBUFFER;
3921 /* !!! FIX THIS (END) !!! */
3923 FadeIn(REDRAW_FIELD);
3926 // full screen redraw is required at this point in the following cases:
3927 // - special editor door undrawn when game was started from level editor
3928 // - drawing area (playfield) was changed and has to be removed completely
3929 redraw_mask = REDRAW_ALL;
3933 if (!game.restart_level)
3935 /* copy default game door content to main double buffer */
3937 /* !!! CHECK AGAIN !!! */
3938 SetPanelBackground();
3939 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
3940 DrawBackground(DX, DY, DXSIZE, DYSIZE);
3943 SetPanelBackground();
3944 SetDrawBackgroundMask(REDRAW_DOOR_1);
3946 UpdateAndDisplayGameControlValues();
3948 if (!game.restart_level)
3952 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
3953 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
3954 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
3958 /* copy actual game door content to door double buffer for OpenDoor() */
3959 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
3961 OpenDoor(DOOR_OPEN_ALL);
3963 PlaySound(SND_GAME_STARTING);
3965 if (setup.sound_music)
3968 KeyboardAutoRepeatOffUnlessAutoplay();
3970 #if DEBUG_INIT_PLAYER
3973 printf("Player status (final):\n");
3975 for (i = 0; i < MAX_PLAYERS; i++)
3977 struct PlayerInfo *player = &stored_player[i];
3979 printf("- player %d: present == %d, connected == %d, active == %d",
3985 if (local_player == player)
3986 printf(" (local player)");
3999 if (!game.restart_level && !tape.playing)
4001 LevelStats_incPlayed(level_nr);
4003 SaveLevelSetup_SeriesInfo();
4006 game.restart_level = FALSE;
4008 SaveEngineSnapshotToListInitial();
4011 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
4013 /* this is used for non-R'n'D game engines to update certain engine values */
4015 /* needed to determine if sounds are played within the visible screen area */
4016 scroll_x = actual_scroll_x;
4017 scroll_y = actual_scroll_y;
4020 void InitMovDir(int x, int y)
4022 int i, element = Feld[x][y];
4023 static int xy[4][2] =
4030 static int direction[3][4] =
4032 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4033 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4034 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4043 Feld[x][y] = EL_BUG;
4044 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4047 case EL_SPACESHIP_RIGHT:
4048 case EL_SPACESHIP_UP:
4049 case EL_SPACESHIP_LEFT:
4050 case EL_SPACESHIP_DOWN:
4051 Feld[x][y] = EL_SPACESHIP;
4052 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4055 case EL_BD_BUTTERFLY_RIGHT:
4056 case EL_BD_BUTTERFLY_UP:
4057 case EL_BD_BUTTERFLY_LEFT:
4058 case EL_BD_BUTTERFLY_DOWN:
4059 Feld[x][y] = EL_BD_BUTTERFLY;
4060 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4063 case EL_BD_FIREFLY_RIGHT:
4064 case EL_BD_FIREFLY_UP:
4065 case EL_BD_FIREFLY_LEFT:
4066 case EL_BD_FIREFLY_DOWN:
4067 Feld[x][y] = EL_BD_FIREFLY;
4068 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4071 case EL_PACMAN_RIGHT:
4073 case EL_PACMAN_LEFT:
4074 case EL_PACMAN_DOWN:
4075 Feld[x][y] = EL_PACMAN;
4076 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4079 case EL_YAMYAM_LEFT:
4080 case EL_YAMYAM_RIGHT:
4082 case EL_YAMYAM_DOWN:
4083 Feld[x][y] = EL_YAMYAM;
4084 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4087 case EL_SP_SNIKSNAK:
4088 MovDir[x][y] = MV_UP;
4091 case EL_SP_ELECTRON:
4092 MovDir[x][y] = MV_LEFT;
4099 Feld[x][y] = EL_MOLE;
4100 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4104 if (IS_CUSTOM_ELEMENT(element))
4106 struct ElementInfo *ei = &element_info[element];
4107 int move_direction_initial = ei->move_direction_initial;
4108 int move_pattern = ei->move_pattern;
4110 if (move_direction_initial == MV_START_PREVIOUS)
4112 if (MovDir[x][y] != MV_NONE)
4115 move_direction_initial = MV_START_AUTOMATIC;
4118 if (move_direction_initial == MV_START_RANDOM)
4119 MovDir[x][y] = 1 << RND(4);
4120 else if (move_direction_initial & MV_ANY_DIRECTION)
4121 MovDir[x][y] = move_direction_initial;
4122 else if (move_pattern == MV_ALL_DIRECTIONS ||
4123 move_pattern == MV_TURNING_LEFT ||
4124 move_pattern == MV_TURNING_RIGHT ||
4125 move_pattern == MV_TURNING_LEFT_RIGHT ||
4126 move_pattern == MV_TURNING_RIGHT_LEFT ||
4127 move_pattern == MV_TURNING_RANDOM)
4128 MovDir[x][y] = 1 << RND(4);
4129 else if (move_pattern == MV_HORIZONTAL)
4130 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4131 else if (move_pattern == MV_VERTICAL)
4132 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4133 else if (move_pattern & MV_ANY_DIRECTION)
4134 MovDir[x][y] = element_info[element].move_pattern;
4135 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4136 move_pattern == MV_ALONG_RIGHT_SIDE)
4138 /* use random direction as default start direction */
4139 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4140 MovDir[x][y] = 1 << RND(4);
4142 for (i = 0; i < NUM_DIRECTIONS; i++)
4144 int x1 = x + xy[i][0];
4145 int y1 = y + xy[i][1];
4147 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4149 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4150 MovDir[x][y] = direction[0][i];
4152 MovDir[x][y] = direction[1][i];
4161 MovDir[x][y] = 1 << RND(4);
4163 if (element != EL_BUG &&
4164 element != EL_SPACESHIP &&
4165 element != EL_BD_BUTTERFLY &&
4166 element != EL_BD_FIREFLY)
4169 for (i = 0; i < NUM_DIRECTIONS; i++)
4171 int x1 = x + xy[i][0];
4172 int y1 = y + xy[i][1];
4174 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4176 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4178 MovDir[x][y] = direction[0][i];
4181 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4182 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4184 MovDir[x][y] = direction[1][i];
4193 GfxDir[x][y] = MovDir[x][y];
4196 void InitAmoebaNr(int x, int y)
4199 int group_nr = AmoebeNachbarNr(x, y);
4203 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4205 if (AmoebaCnt[i] == 0)
4213 AmoebaNr[x][y] = group_nr;
4214 AmoebaCnt[group_nr]++;
4215 AmoebaCnt2[group_nr]++;
4218 static void PlayerWins(struct PlayerInfo *player)
4220 player->LevelSolved = TRUE;
4221 player->GameOver = TRUE;
4223 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4224 level.native_em_level->lev->score : player->score);
4226 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4228 player->LevelSolved_CountingScore = player->score_final;
4233 static int time, time_final;
4234 static int score, score_final;
4235 static int game_over_delay_1 = 0;
4236 static int game_over_delay_2 = 0;
4237 int game_over_delay_value_1 = 50;
4238 int game_over_delay_value_2 = 50;
4240 if (!local_player->LevelSolved_GameWon)
4244 /* do not start end game actions before the player stops moving (to exit) */
4245 if (local_player->MovPos)
4248 local_player->LevelSolved_GameWon = TRUE;
4249 local_player->LevelSolved_SaveTape = tape.recording;
4250 local_player->LevelSolved_SaveScore = !tape.playing;
4254 LevelStats_incSolved(level_nr);
4256 SaveLevelSetup_SeriesInfo();
4259 if (tape.auto_play) /* tape might already be stopped here */
4260 tape.auto_play_level_solved = TRUE;
4264 game_over_delay_1 = game_over_delay_value_1;
4265 game_over_delay_2 = game_over_delay_value_2;
4267 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4268 score = score_final = local_player->score_final;
4273 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4275 else if (game.no_time_limit && TimePlayed < 999)
4278 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4281 local_player->score_final = score_final;
4283 if (level_editor_test_game)
4286 score = score_final;
4288 local_player->LevelSolved_CountingTime = time;
4289 local_player->LevelSolved_CountingScore = score;
4291 game_panel_controls[GAME_PANEL_TIME].value = time;
4292 game_panel_controls[GAME_PANEL_SCORE].value = score;
4294 DisplayGameControlValues();
4297 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4299 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4301 /* close exit door after last player */
4302 if ((AllPlayersGone &&
4303 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4304 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4305 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4306 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4307 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4309 int element = Feld[ExitX][ExitY];
4311 Feld[ExitX][ExitY] =
4312 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4313 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4314 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4315 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4316 EL_EM_STEEL_EXIT_CLOSING);
4318 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4321 /* player disappears */
4322 DrawLevelField(ExitX, ExitY);
4325 for (i = 0; i < MAX_PLAYERS; i++)
4327 struct PlayerInfo *player = &stored_player[i];
4329 if (player->present)
4331 RemovePlayer(player);
4333 /* player disappears */
4334 DrawLevelField(player->jx, player->jy);
4339 PlaySound(SND_GAME_WINNING);
4342 if (game_over_delay_1 > 0)
4344 game_over_delay_1--;
4349 if (time != time_final)
4351 int time_to_go = ABS(time_final - time);
4352 int time_count_dir = (time < time_final ? +1 : -1);
4353 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4355 time += time_count_steps * time_count_dir;
4356 score += time_count_steps * level.score[SC_TIME_BONUS];
4358 local_player->LevelSolved_CountingTime = time;
4359 local_player->LevelSolved_CountingScore = score;
4361 game_panel_controls[GAME_PANEL_TIME].value = time;
4362 game_panel_controls[GAME_PANEL_SCORE].value = score;
4364 DisplayGameControlValues();
4366 if (time == time_final)
4367 StopSound(SND_GAME_LEVELTIME_BONUS);
4368 else if (setup.sound_loops)
4369 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4371 PlaySound(SND_GAME_LEVELTIME_BONUS);
4376 local_player->LevelSolved_PanelOff = TRUE;
4378 if (game_over_delay_2 > 0)
4380 game_over_delay_2--;
4391 boolean raise_level = FALSE;
4393 local_player->LevelSolved_GameEnd = TRUE;
4395 CloseDoor(DOOR_CLOSE_1);
4397 if (local_player->LevelSolved_SaveTape)
4399 SaveTapeChecked(tape.level_nr); /* ask to save tape */
4402 if (level_editor_test_game)
4404 game_status = GAME_MODE_MAIN;
4406 DrawAndFadeInMainMenu(REDRAW_FIELD);
4411 if (!local_player->LevelSolved_SaveScore)
4413 FadeOut(REDRAW_FIELD);
4415 game_status = GAME_MODE_MAIN;
4417 DrawAndFadeInMainMenu(REDRAW_FIELD);
4422 if (level_nr == leveldir_current->handicap_level)
4424 leveldir_current->handicap_level++;
4426 SaveLevelSetup_SeriesInfo();
4429 if (level_nr < leveldir_current->last_level)
4430 raise_level = TRUE; /* advance to next level */
4432 if ((hi_pos = NewHiScore()) >= 0)
4434 game_status = GAME_MODE_SCORES;
4436 /* needed if different viewport properties defined for scores */
4437 ChangeViewportPropertiesIfNeeded();
4439 DrawHallOfFame(hi_pos);
4449 FadeOut(REDRAW_FIELD);
4451 game_status = GAME_MODE_MAIN;
4459 DrawAndFadeInMainMenu(REDRAW_FIELD);
4468 LoadScore(level_nr);
4470 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4471 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4474 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4476 if (local_player->score_final > highscore[k].Score)
4478 /* player has made it to the hall of fame */
4480 if (k < MAX_SCORE_ENTRIES - 1)
4482 int m = MAX_SCORE_ENTRIES - 1;
4485 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4486 if (strEqual(setup.player_name, highscore[l].Name))
4488 if (m == k) /* player's new highscore overwrites his old one */
4492 for (l = m; l > k; l--)
4494 strcpy(highscore[l].Name, highscore[l - 1].Name);
4495 highscore[l].Score = highscore[l - 1].Score;
4502 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4503 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4504 highscore[k].Score = local_player->score_final;
4510 else if (!strncmp(setup.player_name, highscore[k].Name,
4511 MAX_PLAYER_NAME_LEN))
4512 break; /* player already there with a higher score */
4518 SaveScore(level_nr);
4523 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4525 int element = Feld[x][y];
4526 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4527 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4528 int horiz_move = (dx != 0);
4529 int sign = (horiz_move ? dx : dy);
4530 int step = sign * element_info[element].move_stepsize;
4532 /* special values for move stepsize for spring and things on conveyor belt */
4535 if (CAN_FALL(element) &&
4536 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4537 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4538 else if (element == EL_SPRING)
4539 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4545 inline static int getElementMoveStepsize(int x, int y)
4547 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4550 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4552 if (player->GfxAction != action || player->GfxDir != dir)
4554 player->GfxAction = action;
4555 player->GfxDir = dir;
4557 player->StepFrame = 0;
4561 static void ResetGfxFrame(int x, int y, boolean redraw)
4563 int element = Feld[x][y];
4564 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4565 int last_gfx_frame = GfxFrame[x][y];
4567 if (graphic_info[graphic].anim_global_sync)
4568 GfxFrame[x][y] = FrameCounter;
4569 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4570 GfxFrame[x][y] = CustomValue[x][y];
4571 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4572 GfxFrame[x][y] = element_info[element].collect_score;
4573 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4574 GfxFrame[x][y] = ChangeDelay[x][y];
4576 if (redraw && GfxFrame[x][y] != last_gfx_frame)
4577 DrawLevelGraphicAnimation(x, y, graphic);
4580 static void ResetGfxAnimation(int x, int y)
4582 GfxAction[x][y] = ACTION_DEFAULT;
4583 GfxDir[x][y] = MovDir[x][y];
4586 ResetGfxFrame(x, y, FALSE);
4589 static void ResetRandomAnimationValue(int x, int y)
4591 GfxRandom[x][y] = INIT_GFX_RANDOM();
4594 void InitMovingField(int x, int y, int direction)
4596 int element = Feld[x][y];
4597 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4598 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4601 boolean is_moving_before, is_moving_after;
4603 /* check if element was/is moving or being moved before/after mode change */
4604 is_moving_before = (WasJustMoving[x][y] != 0);
4605 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4607 /* reset animation only for moving elements which change direction of moving
4608 or which just started or stopped moving
4609 (else CEs with property "can move" / "not moving" are reset each frame) */
4610 if (is_moving_before != is_moving_after ||
4611 direction != MovDir[x][y])
4612 ResetGfxAnimation(x, y);
4614 MovDir[x][y] = direction;
4615 GfxDir[x][y] = direction;
4617 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4618 direction == MV_DOWN && CAN_FALL(element) ?
4619 ACTION_FALLING : ACTION_MOVING);
4621 /* this is needed for CEs with property "can move" / "not moving" */
4623 if (is_moving_after)
4625 if (Feld[newx][newy] == EL_EMPTY)
4626 Feld[newx][newy] = EL_BLOCKED;
4628 MovDir[newx][newy] = MovDir[x][y];
4630 CustomValue[newx][newy] = CustomValue[x][y];
4632 GfxFrame[newx][newy] = GfxFrame[x][y];
4633 GfxRandom[newx][newy] = GfxRandom[x][y];
4634 GfxAction[newx][newy] = GfxAction[x][y];
4635 GfxDir[newx][newy] = GfxDir[x][y];
4639 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4641 int direction = MovDir[x][y];
4642 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4643 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4649 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4651 int oldx = x, oldy = y;
4652 int direction = MovDir[x][y];
4654 if (direction == MV_LEFT)
4656 else if (direction == MV_RIGHT)
4658 else if (direction == MV_UP)
4660 else if (direction == MV_DOWN)
4663 *comes_from_x = oldx;
4664 *comes_from_y = oldy;
4667 int MovingOrBlocked2Element(int x, int y)
4669 int element = Feld[x][y];
4671 if (element == EL_BLOCKED)
4675 Blocked2Moving(x, y, &oldx, &oldy);
4676 return Feld[oldx][oldy];
4682 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4684 /* like MovingOrBlocked2Element(), but if element is moving
4685 and (x,y) is the field the moving element is just leaving,
4686 return EL_BLOCKED instead of the element value */
4687 int element = Feld[x][y];
4689 if (IS_MOVING(x, y))
4691 if (element == EL_BLOCKED)
4695 Blocked2Moving(x, y, &oldx, &oldy);
4696 return Feld[oldx][oldy];
4705 static void RemoveField(int x, int y)
4707 Feld[x][y] = EL_EMPTY;
4713 CustomValue[x][y] = 0;
4716 ChangeDelay[x][y] = 0;
4717 ChangePage[x][y] = -1;
4718 Pushed[x][y] = FALSE;
4720 GfxElement[x][y] = EL_UNDEFINED;
4721 GfxAction[x][y] = ACTION_DEFAULT;
4722 GfxDir[x][y] = MV_NONE;
4725 void RemoveMovingField(int x, int y)
4727 int oldx = x, oldy = y, newx = x, newy = y;
4728 int element = Feld[x][y];
4729 int next_element = EL_UNDEFINED;
4731 if (element != EL_BLOCKED && !IS_MOVING(x, y))
4734 if (IS_MOVING(x, y))
4736 Moving2Blocked(x, y, &newx, &newy);
4738 if (Feld[newx][newy] != EL_BLOCKED)
4740 /* element is moving, but target field is not free (blocked), but
4741 already occupied by something different (example: acid pool);
4742 in this case, only remove the moving field, but not the target */
4744 RemoveField(oldx, oldy);
4746 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4748 TEST_DrawLevelField(oldx, oldy);
4753 else if (element == EL_BLOCKED)
4755 Blocked2Moving(x, y, &oldx, &oldy);
4756 if (!IS_MOVING(oldx, oldy))
4760 if (element == EL_BLOCKED &&
4761 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
4762 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
4763 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
4764 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
4765 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
4766 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
4767 next_element = get_next_element(Feld[oldx][oldy]);
4769 RemoveField(oldx, oldy);
4770 RemoveField(newx, newy);
4772 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4774 if (next_element != EL_UNDEFINED)
4775 Feld[oldx][oldy] = next_element;
4777 TEST_DrawLevelField(oldx, oldy);
4778 TEST_DrawLevelField(newx, newy);
4781 void DrawDynamite(int x, int y)
4783 int sx = SCREENX(x), sy = SCREENY(y);
4784 int graphic = el2img(Feld[x][y]);
4787 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
4790 if (IS_WALKABLE_INSIDE(Back[x][y]))
4794 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
4795 else if (Store[x][y])
4796 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
4798 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4800 if (Back[x][y] || Store[x][y])
4801 DrawGraphicThruMask(sx, sy, graphic, frame);
4803 DrawGraphic(sx, sy, graphic, frame);
4806 void CheckDynamite(int x, int y)
4808 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
4812 if (MovDelay[x][y] != 0)
4815 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4821 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4826 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
4828 boolean num_checked_players = 0;
4831 for (i = 0; i < MAX_PLAYERS; i++)
4833 if (stored_player[i].active)
4835 int sx = stored_player[i].jx;
4836 int sy = stored_player[i].jy;
4838 if (num_checked_players == 0)
4845 *sx1 = MIN(*sx1, sx);
4846 *sy1 = MIN(*sy1, sy);
4847 *sx2 = MAX(*sx2, sx);
4848 *sy2 = MAX(*sy2, sy);
4851 num_checked_players++;
4856 static boolean checkIfAllPlayersFitToScreen_RND()
4858 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
4860 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4862 return (sx2 - sx1 < SCR_FIELDX &&
4863 sy2 - sy1 < SCR_FIELDY);
4866 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
4868 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
4870 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4872 *sx = (sx1 + sx2) / 2;
4873 *sy = (sy1 + sy2) / 2;
4876 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
4877 boolean center_screen, boolean quick_relocation)
4879 boolean ffwd_delay = (tape.playing && tape.fast_forward);
4880 boolean no_delay = (tape.warp_forward);
4881 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
4882 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
4884 if (quick_relocation)
4886 if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
4888 if (!level.shifted_relocation || center_screen)
4890 /* quick relocation (without scrolling), with centering of screen */
4892 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4893 x > SBX_Right + MIDPOSX ? SBX_Right :
4896 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4897 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4902 /* quick relocation (without scrolling), but do not center screen */
4904 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4905 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4908 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4909 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4912 int offset_x = x + (scroll_x - center_scroll_x);
4913 int offset_y = y + (scroll_y - center_scroll_y);
4915 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4916 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4917 offset_x - MIDPOSX);
4919 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4920 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4921 offset_y - MIDPOSY);
4926 if (!level.shifted_relocation || center_screen)
4928 /* quick relocation (without scrolling), with centering of screen */
4930 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4931 x > SBX_Right + MIDPOSX ? SBX_Right :
4934 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4935 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4940 /* quick relocation (without scrolling), but do not center screen */
4942 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4943 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4946 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4947 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4950 int offset_x = x + (scroll_x - center_scroll_x);
4951 int offset_y = y + (scroll_y - center_scroll_y);
4953 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4954 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4955 offset_x - MIDPOSX);
4957 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4958 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4959 offset_y - MIDPOSY);
4963 RedrawPlayfield(TRUE, 0,0,0,0);
4967 int scroll_xx, scroll_yy;
4969 if (!level.shifted_relocation || center_screen)
4971 /* visible relocation (with scrolling), with centering of screen */
4973 scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
4974 x > SBX_Right + MIDPOSX ? SBX_Right :
4977 scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4978 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4983 /* visible relocation (with scrolling), but do not center screen */
4985 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4986 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4989 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4990 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4993 int offset_x = x + (scroll_x - center_scroll_x);
4994 int offset_y = y + (scroll_y - center_scroll_y);
4996 scroll_xx = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4997 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4998 offset_x - MIDPOSX);
5000 scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5001 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5002 offset_y - MIDPOSY);
5006 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
5008 while (scroll_x != scroll_xx || scroll_y != scroll_yy)
5011 int fx = FX, fy = FY;
5013 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
5014 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
5016 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5022 fx += dx * TILEX / 2;
5023 fy += dy * TILEY / 2;
5025 ScrollLevel(dx, dy);
5028 /* scroll in two steps of half tile size to make things smoother */
5029 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5030 Delay(wait_delay_value);
5032 /* scroll second step to align at full tile size */
5034 Delay(wait_delay_value);
5039 Delay(wait_delay_value);
5043 void RelocatePlayer(int jx, int jy, int el_player_raw)
5045 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5046 int player_nr = GET_PLAYER_NR(el_player);
5047 struct PlayerInfo *player = &stored_player[player_nr];
5048 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5049 boolean no_delay = (tape.warp_forward);
5050 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5051 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5052 int old_jx = player->jx;
5053 int old_jy = player->jy;
5054 int old_element = Feld[old_jx][old_jy];
5055 int element = Feld[jx][jy];
5056 boolean player_relocated = (old_jx != jx || old_jy != jy);
5058 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5059 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5060 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5061 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5062 int leave_side_horiz = move_dir_horiz;
5063 int leave_side_vert = move_dir_vert;
5064 int enter_side = enter_side_horiz | enter_side_vert;
5065 int leave_side = leave_side_horiz | leave_side_vert;
5067 if (player->GameOver) /* do not reanimate dead player */
5070 if (!player_relocated) /* no need to relocate the player */
5073 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5075 RemoveField(jx, jy); /* temporarily remove newly placed player */
5076 DrawLevelField(jx, jy);
5079 if (player->present)
5081 while (player->MovPos)
5083 ScrollPlayer(player, SCROLL_GO_ON);
5084 ScrollScreen(NULL, SCROLL_GO_ON);
5086 AdvanceFrameAndPlayerCounters(player->index_nr);
5091 Delay(wait_delay_value);
5094 DrawPlayer(player); /* needed here only to cleanup last field */
5095 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5097 player->is_moving = FALSE;
5100 if (IS_CUSTOM_ELEMENT(old_element))
5101 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5103 player->index_bit, leave_side);
5105 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5107 player->index_bit, leave_side);
5109 Feld[jx][jy] = el_player;
5110 InitPlayerField(jx, jy, el_player, TRUE);
5112 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5113 possible that the relocation target field did not contain a player element,
5114 but a walkable element, to which the new player was relocated -- in this
5115 case, restore that (already initialized!) element on the player field */
5116 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5118 Feld[jx][jy] = element; /* restore previously existing element */
5121 /* only visually relocate centered player */
5122 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5123 FALSE, level.instant_relocation);
5125 TestIfPlayerTouchesBadThing(jx, jy);
5126 TestIfPlayerTouchesCustomElement(jx, jy);
5128 if (IS_CUSTOM_ELEMENT(element))
5129 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5130 player->index_bit, enter_side);
5132 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5133 player->index_bit, enter_side);
5135 if (player->is_switching)
5137 /* ensure that relocation while still switching an element does not cause
5138 a new element to be treated as also switched directly after relocation
5139 (this is important for teleporter switches that teleport the player to
5140 a place where another teleporter switch is in the same direction, which
5141 would then incorrectly be treated as immediately switched before the
5142 direction key that caused the switch was released) */
5144 player->switch_x += jx - old_jx;
5145 player->switch_y += jy - old_jy;
5149 void Explode(int ex, int ey, int phase, int mode)
5155 /* !!! eliminate this variable !!! */
5156 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5158 if (game.explosions_delayed)
5160 ExplodeField[ex][ey] = mode;
5164 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5166 int center_element = Feld[ex][ey];
5167 int artwork_element, explosion_element; /* set these values later */
5169 /* remove things displayed in background while burning dynamite */
5170 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5173 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5175 /* put moving element to center field (and let it explode there) */
5176 center_element = MovingOrBlocked2Element(ex, ey);
5177 RemoveMovingField(ex, ey);
5178 Feld[ex][ey] = center_element;
5181 /* now "center_element" is finally determined -- set related values now */
5182 artwork_element = center_element; /* for custom player artwork */
5183 explosion_element = center_element; /* for custom player artwork */
5185 if (IS_PLAYER(ex, ey))
5187 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5189 artwork_element = stored_player[player_nr].artwork_element;
5191 if (level.use_explosion_element[player_nr])
5193 explosion_element = level.explosion_element[player_nr];
5194 artwork_element = explosion_element;
5198 if (mode == EX_TYPE_NORMAL ||
5199 mode == EX_TYPE_CENTER ||
5200 mode == EX_TYPE_CROSS)
5201 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5203 last_phase = element_info[explosion_element].explosion_delay + 1;
5205 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5207 int xx = x - ex + 1;
5208 int yy = y - ey + 1;
5211 if (!IN_LEV_FIELD(x, y) ||
5212 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5213 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5216 element = Feld[x][y];
5218 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5220 element = MovingOrBlocked2Element(x, y);
5222 if (!IS_EXPLOSION_PROOF(element))
5223 RemoveMovingField(x, y);
5226 /* indestructible elements can only explode in center (but not flames) */
5227 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5228 mode == EX_TYPE_BORDER)) ||
5229 element == EL_FLAMES)
5232 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5233 behaviour, for example when touching a yamyam that explodes to rocks
5234 with active deadly shield, a rock is created under the player !!! */
5235 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5237 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5238 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5239 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5241 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5244 if (IS_ACTIVE_BOMB(element))
5246 /* re-activate things under the bomb like gate or penguin */
5247 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5254 /* save walkable background elements while explosion on same tile */
5255 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5256 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5257 Back[x][y] = element;
5259 /* ignite explodable elements reached by other explosion */
5260 if (element == EL_EXPLOSION)
5261 element = Store2[x][y];
5263 if (AmoebaNr[x][y] &&
5264 (element == EL_AMOEBA_FULL ||
5265 element == EL_BD_AMOEBA ||
5266 element == EL_AMOEBA_GROWING))
5268 AmoebaCnt[AmoebaNr[x][y]]--;
5269 AmoebaCnt2[AmoebaNr[x][y]]--;
5274 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5276 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5278 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5280 if (PLAYERINFO(ex, ey)->use_murphy)
5281 Store[x][y] = EL_EMPTY;
5284 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5285 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5286 else if (ELEM_IS_PLAYER(center_element))
5287 Store[x][y] = EL_EMPTY;
5288 else if (center_element == EL_YAMYAM)
5289 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5290 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5291 Store[x][y] = element_info[center_element].content.e[xx][yy];
5293 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5294 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5295 otherwise) -- FIX THIS !!! */
5296 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5297 Store[x][y] = element_info[element].content.e[1][1];
5299 else if (!CAN_EXPLODE(element))
5300 Store[x][y] = element_info[element].content.e[1][1];
5303 Store[x][y] = EL_EMPTY;
5305 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5306 center_element == EL_AMOEBA_TO_DIAMOND)
5307 Store2[x][y] = element;
5309 Feld[x][y] = EL_EXPLOSION;
5310 GfxElement[x][y] = artwork_element;
5312 ExplodePhase[x][y] = 1;
5313 ExplodeDelay[x][y] = last_phase;
5318 if (center_element == EL_YAMYAM)
5319 game.yamyam_content_nr =
5320 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5332 GfxFrame[x][y] = 0; /* restart explosion animation */
5334 last_phase = ExplodeDelay[x][y];
5336 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5338 /* this can happen if the player leaves an explosion just in time */
5339 if (GfxElement[x][y] == EL_UNDEFINED)
5340 GfxElement[x][y] = EL_EMPTY;
5342 border_element = Store2[x][y];
5343 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5344 border_element = StorePlayer[x][y];
5346 if (phase == element_info[border_element].ignition_delay ||
5347 phase == last_phase)
5349 boolean border_explosion = FALSE;
5351 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5352 !PLAYER_EXPLOSION_PROTECTED(x, y))
5354 KillPlayerUnlessExplosionProtected(x, y);
5355 border_explosion = TRUE;
5357 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5359 Feld[x][y] = Store2[x][y];
5362 border_explosion = TRUE;
5364 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5366 AmoebeUmwandeln(x, y);
5368 border_explosion = TRUE;
5371 /* if an element just explodes due to another explosion (chain-reaction),
5372 do not immediately end the new explosion when it was the last frame of
5373 the explosion (as it would be done in the following "if"-statement!) */
5374 if (border_explosion && phase == last_phase)
5378 if (phase == last_phase)
5382 element = Feld[x][y] = Store[x][y];
5383 Store[x][y] = Store2[x][y] = 0;
5384 GfxElement[x][y] = EL_UNDEFINED;
5386 /* player can escape from explosions and might therefore be still alive */
5387 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5388 element <= EL_PLAYER_IS_EXPLODING_4)
5390 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5391 int explosion_element = EL_PLAYER_1 + player_nr;
5392 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5393 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5395 if (level.use_explosion_element[player_nr])
5396 explosion_element = level.explosion_element[player_nr];
5398 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5399 element_info[explosion_element].content.e[xx][yy]);
5402 /* restore probably existing indestructible background element */
5403 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5404 element = Feld[x][y] = Back[x][y];
5407 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5408 GfxDir[x][y] = MV_NONE;
5409 ChangeDelay[x][y] = 0;
5410 ChangePage[x][y] = -1;
5412 CustomValue[x][y] = 0;
5414 InitField_WithBug2(x, y, FALSE);
5416 TEST_DrawLevelField(x, y);
5418 TestIfElementTouchesCustomElement(x, y);
5420 if (GFX_CRUMBLED(element))
5421 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5423 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5424 StorePlayer[x][y] = 0;
5426 if (ELEM_IS_PLAYER(element))
5427 RelocatePlayer(x, y, element);
5429 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5431 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5432 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5435 TEST_DrawLevelFieldCrumbled(x, y);
5437 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5439 DrawLevelElement(x, y, Back[x][y]);
5440 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5442 else if (IS_WALKABLE_UNDER(Back[x][y]))
5444 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5445 DrawLevelElementThruMask(x, y, Back[x][y]);
5447 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5448 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5452 void DynaExplode(int ex, int ey)
5455 int dynabomb_element = Feld[ex][ey];
5456 int dynabomb_size = 1;
5457 boolean dynabomb_xl = FALSE;
5458 struct PlayerInfo *player;
5459 static int xy[4][2] =
5467 if (IS_ACTIVE_BOMB(dynabomb_element))
5469 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5470 dynabomb_size = player->dynabomb_size;
5471 dynabomb_xl = player->dynabomb_xl;
5472 player->dynabombs_left++;
5475 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5477 for (i = 0; i < NUM_DIRECTIONS; i++)
5479 for (j = 1; j <= dynabomb_size; j++)
5481 int x = ex + j * xy[i][0];
5482 int y = ey + j * xy[i][1];
5485 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5488 element = Feld[x][y];
5490 /* do not restart explosions of fields with active bombs */
5491 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5494 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5496 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5497 !IS_DIGGABLE(element) && !dynabomb_xl)
5503 void Bang(int x, int y)
5505 int element = MovingOrBlocked2Element(x, y);
5506 int explosion_type = EX_TYPE_NORMAL;
5508 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5510 struct PlayerInfo *player = PLAYERINFO(x, y);
5512 element = Feld[x][y] = player->initial_element;
5514 if (level.use_explosion_element[player->index_nr])
5516 int explosion_element = level.explosion_element[player->index_nr];
5518 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5519 explosion_type = EX_TYPE_CROSS;
5520 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5521 explosion_type = EX_TYPE_CENTER;
5529 case EL_BD_BUTTERFLY:
5532 case EL_DARK_YAMYAM:
5536 RaiseScoreElement(element);
5539 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5540 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5541 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5542 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5543 case EL_DYNABOMB_INCREASE_NUMBER:
5544 case EL_DYNABOMB_INCREASE_SIZE:
5545 case EL_DYNABOMB_INCREASE_POWER:
5546 explosion_type = EX_TYPE_DYNA;
5549 case EL_DC_LANDMINE:
5550 explosion_type = EX_TYPE_CENTER;
5555 case EL_LAMP_ACTIVE:
5556 case EL_AMOEBA_TO_DIAMOND:
5557 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5558 explosion_type = EX_TYPE_CENTER;
5562 if (element_info[element].explosion_type == EXPLODES_CROSS)
5563 explosion_type = EX_TYPE_CROSS;
5564 else if (element_info[element].explosion_type == EXPLODES_1X1)
5565 explosion_type = EX_TYPE_CENTER;
5569 if (explosion_type == EX_TYPE_DYNA)
5572 Explode(x, y, EX_PHASE_START, explosion_type);
5574 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5577 void SplashAcid(int x, int y)
5579 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5580 (!IN_LEV_FIELD(x - 1, y - 2) ||
5581 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5582 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5584 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5585 (!IN_LEV_FIELD(x + 1, y - 2) ||
5586 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5587 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5589 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5592 static void InitBeltMovement()
5594 static int belt_base_element[4] =
5596 EL_CONVEYOR_BELT_1_LEFT,
5597 EL_CONVEYOR_BELT_2_LEFT,
5598 EL_CONVEYOR_BELT_3_LEFT,
5599 EL_CONVEYOR_BELT_4_LEFT
5601 static int belt_base_active_element[4] =
5603 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5604 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5605 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5606 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5611 /* set frame order for belt animation graphic according to belt direction */
5612 for (i = 0; i < NUM_BELTS; i++)
5616 for (j = 0; j < NUM_BELT_PARTS; j++)
5618 int element = belt_base_active_element[belt_nr] + j;
5619 int graphic_1 = el2img(element);
5620 int graphic_2 = el2panelimg(element);
5622 if (game.belt_dir[i] == MV_LEFT)
5624 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5625 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5629 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5630 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5635 SCAN_PLAYFIELD(x, y)
5637 int element = Feld[x][y];
5639 for (i = 0; i < NUM_BELTS; i++)
5641 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5643 int e_belt_nr = getBeltNrFromBeltElement(element);
5646 if (e_belt_nr == belt_nr)
5648 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5650 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5657 static void ToggleBeltSwitch(int x, int y)
5659 static int belt_base_element[4] =
5661 EL_CONVEYOR_BELT_1_LEFT,
5662 EL_CONVEYOR_BELT_2_LEFT,
5663 EL_CONVEYOR_BELT_3_LEFT,
5664 EL_CONVEYOR_BELT_4_LEFT
5666 static int belt_base_active_element[4] =
5668 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5669 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5670 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5671 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5673 static int belt_base_switch_element[4] =
5675 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5676 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5677 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5678 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5680 static int belt_move_dir[4] =
5688 int element = Feld[x][y];
5689 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5690 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5691 int belt_dir = belt_move_dir[belt_dir_nr];
5694 if (!IS_BELT_SWITCH(element))
5697 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5698 game.belt_dir[belt_nr] = belt_dir;
5700 if (belt_dir_nr == 3)
5703 /* set frame order for belt animation graphic according to belt direction */
5704 for (i = 0; i < NUM_BELT_PARTS; i++)
5706 int element = belt_base_active_element[belt_nr] + i;
5707 int graphic_1 = el2img(element);
5708 int graphic_2 = el2panelimg(element);
5710 if (belt_dir == MV_LEFT)
5712 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5713 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5717 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5718 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5722 SCAN_PLAYFIELD(xx, yy)
5724 int element = Feld[xx][yy];
5726 if (IS_BELT_SWITCH(element))
5728 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5730 if (e_belt_nr == belt_nr)
5732 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5733 TEST_DrawLevelField(xx, yy);
5736 else if (IS_BELT(element) && belt_dir != MV_NONE)
5738 int e_belt_nr = getBeltNrFromBeltElement(element);
5740 if (e_belt_nr == belt_nr)
5742 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5744 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5745 TEST_DrawLevelField(xx, yy);
5748 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5750 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5752 if (e_belt_nr == belt_nr)
5754 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5756 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5757 TEST_DrawLevelField(xx, yy);
5763 static void ToggleSwitchgateSwitch(int x, int y)
5767 game.switchgate_pos = !game.switchgate_pos;
5769 SCAN_PLAYFIELD(xx, yy)
5771 int element = Feld[xx][yy];
5773 if (element == EL_SWITCHGATE_SWITCH_UP)
5775 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5776 TEST_DrawLevelField(xx, yy);
5778 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5780 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5781 TEST_DrawLevelField(xx, yy);
5783 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5785 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5786 TEST_DrawLevelField(xx, yy);
5788 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5790 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5791 TEST_DrawLevelField(xx, yy);
5793 else if (element == EL_SWITCHGATE_OPEN ||
5794 element == EL_SWITCHGATE_OPENING)
5796 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
5798 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
5800 else if (element == EL_SWITCHGATE_CLOSED ||
5801 element == EL_SWITCHGATE_CLOSING)
5803 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
5805 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
5810 static int getInvisibleActiveFromInvisibleElement(int element)
5812 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
5813 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
5814 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
5818 static int getInvisibleFromInvisibleActiveElement(int element)
5820 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
5821 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
5822 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
5826 static void RedrawAllLightSwitchesAndInvisibleElements()
5830 SCAN_PLAYFIELD(x, y)
5832 int element = Feld[x][y];
5834 if (element == EL_LIGHT_SWITCH &&
5835 game.light_time_left > 0)
5837 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
5838 TEST_DrawLevelField(x, y);
5840 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
5841 game.light_time_left == 0)
5843 Feld[x][y] = EL_LIGHT_SWITCH;
5844 TEST_DrawLevelField(x, y);
5846 else if (element == EL_EMC_DRIPPER &&
5847 game.light_time_left > 0)
5849 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5850 TEST_DrawLevelField(x, y);
5852 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5853 game.light_time_left == 0)
5855 Feld[x][y] = EL_EMC_DRIPPER;
5856 TEST_DrawLevelField(x, y);
5858 else if (element == EL_INVISIBLE_STEELWALL ||
5859 element == EL_INVISIBLE_WALL ||
5860 element == EL_INVISIBLE_SAND)
5862 if (game.light_time_left > 0)
5863 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5865 TEST_DrawLevelField(x, y);
5867 /* uncrumble neighbour fields, if needed */
5868 if (element == EL_INVISIBLE_SAND)
5869 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5871 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5872 element == EL_INVISIBLE_WALL_ACTIVE ||
5873 element == EL_INVISIBLE_SAND_ACTIVE)
5875 if (game.light_time_left == 0)
5876 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5878 TEST_DrawLevelField(x, y);
5880 /* re-crumble neighbour fields, if needed */
5881 if (element == EL_INVISIBLE_SAND)
5882 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5887 static void RedrawAllInvisibleElementsForLenses()
5891 SCAN_PLAYFIELD(x, y)
5893 int element = Feld[x][y];
5895 if (element == EL_EMC_DRIPPER &&
5896 game.lenses_time_left > 0)
5898 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5899 TEST_DrawLevelField(x, y);
5901 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5902 game.lenses_time_left == 0)
5904 Feld[x][y] = EL_EMC_DRIPPER;
5905 TEST_DrawLevelField(x, y);
5907 else if (element == EL_INVISIBLE_STEELWALL ||
5908 element == EL_INVISIBLE_WALL ||
5909 element == EL_INVISIBLE_SAND)
5911 if (game.lenses_time_left > 0)
5912 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5914 TEST_DrawLevelField(x, y);
5916 /* uncrumble neighbour fields, if needed */
5917 if (element == EL_INVISIBLE_SAND)
5918 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5920 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5921 element == EL_INVISIBLE_WALL_ACTIVE ||
5922 element == EL_INVISIBLE_SAND_ACTIVE)
5924 if (game.lenses_time_left == 0)
5925 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5927 TEST_DrawLevelField(x, y);
5929 /* re-crumble neighbour fields, if needed */
5930 if (element == EL_INVISIBLE_SAND)
5931 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5936 static void RedrawAllInvisibleElementsForMagnifier()
5940 SCAN_PLAYFIELD(x, y)
5942 int element = Feld[x][y];
5944 if (element == EL_EMC_FAKE_GRASS &&
5945 game.magnify_time_left > 0)
5947 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
5948 TEST_DrawLevelField(x, y);
5950 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
5951 game.magnify_time_left == 0)
5953 Feld[x][y] = EL_EMC_FAKE_GRASS;
5954 TEST_DrawLevelField(x, y);
5956 else if (IS_GATE_GRAY(element) &&
5957 game.magnify_time_left > 0)
5959 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
5960 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
5961 IS_EM_GATE_GRAY(element) ?
5962 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
5963 IS_EMC_GATE_GRAY(element) ?
5964 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
5965 IS_DC_GATE_GRAY(element) ?
5966 EL_DC_GATE_WHITE_GRAY_ACTIVE :
5968 TEST_DrawLevelField(x, y);
5970 else if (IS_GATE_GRAY_ACTIVE(element) &&
5971 game.magnify_time_left == 0)
5973 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
5974 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
5975 IS_EM_GATE_GRAY_ACTIVE(element) ?
5976 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
5977 IS_EMC_GATE_GRAY_ACTIVE(element) ?
5978 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
5979 IS_DC_GATE_GRAY_ACTIVE(element) ?
5980 EL_DC_GATE_WHITE_GRAY :
5982 TEST_DrawLevelField(x, y);
5987 static void ToggleLightSwitch(int x, int y)
5989 int element = Feld[x][y];
5991 game.light_time_left =
5992 (element == EL_LIGHT_SWITCH ?
5993 level.time_light * FRAMES_PER_SECOND : 0);
5995 RedrawAllLightSwitchesAndInvisibleElements();
5998 static void ActivateTimegateSwitch(int x, int y)
6002 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6004 SCAN_PLAYFIELD(xx, yy)
6006 int element = Feld[xx][yy];
6008 if (element == EL_TIMEGATE_CLOSED ||
6009 element == EL_TIMEGATE_CLOSING)
6011 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6012 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6016 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6018 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6019 TEST_DrawLevelField(xx, yy);
6025 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6026 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6029 void Impact(int x, int y)
6031 boolean last_line = (y == lev_fieldy - 1);
6032 boolean object_hit = FALSE;
6033 boolean impact = (last_line || object_hit);
6034 int element = Feld[x][y];
6035 int smashed = EL_STEELWALL;
6037 if (!last_line) /* check if element below was hit */
6039 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6042 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6043 MovDir[x][y + 1] != MV_DOWN ||
6044 MovPos[x][y + 1] <= TILEY / 2));
6046 /* do not smash moving elements that left the smashed field in time */
6047 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6048 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6051 #if USE_QUICKSAND_IMPACT_BUGFIX
6052 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6054 RemoveMovingField(x, y + 1);
6055 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6056 Feld[x][y + 2] = EL_ROCK;
6057 TEST_DrawLevelField(x, y + 2);
6062 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6064 RemoveMovingField(x, y + 1);
6065 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6066 Feld[x][y + 2] = EL_ROCK;
6067 TEST_DrawLevelField(x, y + 2);
6074 smashed = MovingOrBlocked2Element(x, y + 1);
6076 impact = (last_line || object_hit);
6079 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6081 SplashAcid(x, y + 1);
6085 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6086 /* only reset graphic animation if graphic really changes after impact */
6088 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6090 ResetGfxAnimation(x, y);
6091 TEST_DrawLevelField(x, y);
6094 if (impact && CAN_EXPLODE_IMPACT(element))
6099 else if (impact && element == EL_PEARL &&
6100 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6102 ResetGfxAnimation(x, y);
6104 Feld[x][y] = EL_PEARL_BREAKING;
6105 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6108 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6110 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6115 if (impact && element == EL_AMOEBA_DROP)
6117 if (object_hit && IS_PLAYER(x, y + 1))
6118 KillPlayerUnlessEnemyProtected(x, y + 1);
6119 else if (object_hit && smashed == EL_PENGUIN)
6123 Feld[x][y] = EL_AMOEBA_GROWING;
6124 Store[x][y] = EL_AMOEBA_WET;
6126 ResetRandomAnimationValue(x, y);
6131 if (object_hit) /* check which object was hit */
6133 if ((CAN_PASS_MAGIC_WALL(element) &&
6134 (smashed == EL_MAGIC_WALL ||
6135 smashed == EL_BD_MAGIC_WALL)) ||
6136 (CAN_PASS_DC_MAGIC_WALL(element) &&
6137 smashed == EL_DC_MAGIC_WALL))
6140 int activated_magic_wall =
6141 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6142 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6143 EL_DC_MAGIC_WALL_ACTIVE);
6145 /* activate magic wall / mill */
6146 SCAN_PLAYFIELD(xx, yy)
6148 if (Feld[xx][yy] == smashed)
6149 Feld[xx][yy] = activated_magic_wall;
6152 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6153 game.magic_wall_active = TRUE;
6155 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6156 SND_MAGIC_WALL_ACTIVATING :
6157 smashed == EL_BD_MAGIC_WALL ?
6158 SND_BD_MAGIC_WALL_ACTIVATING :
6159 SND_DC_MAGIC_WALL_ACTIVATING));
6162 if (IS_PLAYER(x, y + 1))
6164 if (CAN_SMASH_PLAYER(element))
6166 KillPlayerUnlessEnemyProtected(x, y + 1);
6170 else if (smashed == EL_PENGUIN)
6172 if (CAN_SMASH_PLAYER(element))
6178 else if (element == EL_BD_DIAMOND)
6180 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6186 else if (((element == EL_SP_INFOTRON ||
6187 element == EL_SP_ZONK) &&
6188 (smashed == EL_SP_SNIKSNAK ||
6189 smashed == EL_SP_ELECTRON ||
6190 smashed == EL_SP_DISK_ORANGE)) ||
6191 (element == EL_SP_INFOTRON &&
6192 smashed == EL_SP_DISK_YELLOW))
6197 else if (CAN_SMASH_EVERYTHING(element))
6199 if (IS_CLASSIC_ENEMY(smashed) ||
6200 CAN_EXPLODE_SMASHED(smashed))
6205 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6207 if (smashed == EL_LAMP ||
6208 smashed == EL_LAMP_ACTIVE)
6213 else if (smashed == EL_NUT)
6215 Feld[x][y + 1] = EL_NUT_BREAKING;
6216 PlayLevelSound(x, y, SND_NUT_BREAKING);
6217 RaiseScoreElement(EL_NUT);
6220 else if (smashed == EL_PEARL)
6222 ResetGfxAnimation(x, y);
6224 Feld[x][y + 1] = EL_PEARL_BREAKING;
6225 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6228 else if (smashed == EL_DIAMOND)
6230 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6231 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6234 else if (IS_BELT_SWITCH(smashed))
6236 ToggleBeltSwitch(x, y + 1);
6238 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6239 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6240 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6241 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6243 ToggleSwitchgateSwitch(x, y + 1);
6245 else if (smashed == EL_LIGHT_SWITCH ||
6246 smashed == EL_LIGHT_SWITCH_ACTIVE)
6248 ToggleLightSwitch(x, y + 1);
6252 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6254 CheckElementChangeBySide(x, y + 1, smashed, element,
6255 CE_SWITCHED, CH_SIDE_TOP);
6256 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6262 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6267 /* play sound of magic wall / mill */
6269 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6270 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6271 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6273 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6274 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6275 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6276 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6277 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6278 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6283 /* play sound of object that hits the ground */
6284 if (last_line || object_hit)
6285 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6288 inline static void TurnRoundExt(int x, int y)
6300 { 0, 0 }, { 0, 0 }, { 0, 0 },
6305 int left, right, back;
6309 { MV_DOWN, MV_UP, MV_RIGHT },
6310 { MV_UP, MV_DOWN, MV_LEFT },
6312 { MV_LEFT, MV_RIGHT, MV_DOWN },
6316 { MV_RIGHT, MV_LEFT, MV_UP }
6319 int element = Feld[x][y];
6320 int move_pattern = element_info[element].move_pattern;
6322 int old_move_dir = MovDir[x][y];
6323 int left_dir = turn[old_move_dir].left;
6324 int right_dir = turn[old_move_dir].right;
6325 int back_dir = turn[old_move_dir].back;
6327 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6328 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6329 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6330 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6332 int left_x = x + left_dx, left_y = y + left_dy;
6333 int right_x = x + right_dx, right_y = y + right_dy;
6334 int move_x = x + move_dx, move_y = y + move_dy;
6338 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6340 TestIfBadThingTouchesOtherBadThing(x, y);
6342 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6343 MovDir[x][y] = right_dir;
6344 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6345 MovDir[x][y] = left_dir;
6347 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6349 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6352 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6354 TestIfBadThingTouchesOtherBadThing(x, y);
6356 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6357 MovDir[x][y] = left_dir;
6358 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6359 MovDir[x][y] = right_dir;
6361 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6363 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6366 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6368 TestIfBadThingTouchesOtherBadThing(x, y);
6370 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6371 MovDir[x][y] = left_dir;
6372 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6373 MovDir[x][y] = right_dir;
6375 if (MovDir[x][y] != old_move_dir)
6378 else if (element == EL_YAMYAM)
6380 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6381 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6383 if (can_turn_left && can_turn_right)
6384 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6385 else if (can_turn_left)
6386 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6387 else if (can_turn_right)
6388 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6390 MovDir[x][y] = back_dir;
6392 MovDelay[x][y] = 16 + 16 * RND(3);
6394 else if (element == EL_DARK_YAMYAM)
6396 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6398 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6401 if (can_turn_left && can_turn_right)
6402 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6403 else if (can_turn_left)
6404 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6405 else if (can_turn_right)
6406 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6408 MovDir[x][y] = back_dir;
6410 MovDelay[x][y] = 16 + 16 * RND(3);
6412 else if (element == EL_PACMAN)
6414 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6415 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6417 if (can_turn_left && can_turn_right)
6418 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6419 else if (can_turn_left)
6420 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6421 else if (can_turn_right)
6422 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6424 MovDir[x][y] = back_dir;
6426 MovDelay[x][y] = 6 + RND(40);
6428 else if (element == EL_PIG)
6430 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6431 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6432 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6433 boolean should_turn_left, should_turn_right, should_move_on;
6435 int rnd = RND(rnd_value);
6437 should_turn_left = (can_turn_left &&
6439 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6440 y + back_dy + left_dy)));
6441 should_turn_right = (can_turn_right &&
6443 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6444 y + back_dy + right_dy)));
6445 should_move_on = (can_move_on &&
6448 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6449 y + move_dy + left_dy) ||
6450 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6451 y + move_dy + right_dy)));
6453 if (should_turn_left || should_turn_right || should_move_on)
6455 if (should_turn_left && should_turn_right && should_move_on)
6456 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6457 rnd < 2 * rnd_value / 3 ? right_dir :
6459 else if (should_turn_left && should_turn_right)
6460 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6461 else if (should_turn_left && should_move_on)
6462 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6463 else if (should_turn_right && should_move_on)
6464 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6465 else if (should_turn_left)
6466 MovDir[x][y] = left_dir;
6467 else if (should_turn_right)
6468 MovDir[x][y] = right_dir;
6469 else if (should_move_on)
6470 MovDir[x][y] = old_move_dir;
6472 else if (can_move_on && rnd > rnd_value / 8)
6473 MovDir[x][y] = old_move_dir;
6474 else if (can_turn_left && can_turn_right)
6475 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6476 else if (can_turn_left && rnd > rnd_value / 8)
6477 MovDir[x][y] = left_dir;
6478 else if (can_turn_right && rnd > rnd_value/8)
6479 MovDir[x][y] = right_dir;
6481 MovDir[x][y] = back_dir;
6483 xx = x + move_xy[MovDir[x][y]].dx;
6484 yy = y + move_xy[MovDir[x][y]].dy;
6486 if (!IN_LEV_FIELD(xx, yy) ||
6487 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6488 MovDir[x][y] = old_move_dir;
6492 else if (element == EL_DRAGON)
6494 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6495 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6496 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6498 int rnd = RND(rnd_value);
6500 if (can_move_on && rnd > rnd_value / 8)
6501 MovDir[x][y] = old_move_dir;
6502 else if (can_turn_left && can_turn_right)
6503 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6504 else if (can_turn_left && rnd > rnd_value / 8)
6505 MovDir[x][y] = left_dir;
6506 else if (can_turn_right && rnd > rnd_value / 8)
6507 MovDir[x][y] = right_dir;
6509 MovDir[x][y] = back_dir;
6511 xx = x + move_xy[MovDir[x][y]].dx;
6512 yy = y + move_xy[MovDir[x][y]].dy;
6514 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6515 MovDir[x][y] = old_move_dir;
6519 else if (element == EL_MOLE)
6521 boolean can_move_on =
6522 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6523 IS_AMOEBOID(Feld[move_x][move_y]) ||
6524 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6527 boolean can_turn_left =
6528 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6529 IS_AMOEBOID(Feld[left_x][left_y])));
6531 boolean can_turn_right =
6532 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6533 IS_AMOEBOID(Feld[right_x][right_y])));
6535 if (can_turn_left && can_turn_right)
6536 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6537 else if (can_turn_left)
6538 MovDir[x][y] = left_dir;
6540 MovDir[x][y] = right_dir;
6543 if (MovDir[x][y] != old_move_dir)
6546 else if (element == EL_BALLOON)
6548 MovDir[x][y] = game.wind_direction;
6551 else if (element == EL_SPRING)
6553 if (MovDir[x][y] & MV_HORIZONTAL)
6555 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6556 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6558 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6559 ResetGfxAnimation(move_x, move_y);
6560 TEST_DrawLevelField(move_x, move_y);
6562 MovDir[x][y] = back_dir;
6564 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6565 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6566 MovDir[x][y] = MV_NONE;
6571 else if (element == EL_ROBOT ||
6572 element == EL_SATELLITE ||
6573 element == EL_PENGUIN ||
6574 element == EL_EMC_ANDROID)
6576 int attr_x = -1, attr_y = -1;
6587 for (i = 0; i < MAX_PLAYERS; i++)
6589 struct PlayerInfo *player = &stored_player[i];
6590 int jx = player->jx, jy = player->jy;
6592 if (!player->active)
6596 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6604 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6605 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6606 game.engine_version < VERSION_IDENT(3,1,0,0)))
6612 if (element == EL_PENGUIN)
6615 static int xy[4][2] =
6623 for (i = 0; i < NUM_DIRECTIONS; i++)
6625 int ex = x + xy[i][0];
6626 int ey = y + xy[i][1];
6628 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6629 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6630 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6631 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6640 MovDir[x][y] = MV_NONE;
6642 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6643 else if (attr_x > x)
6644 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6646 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6647 else if (attr_y > y)
6648 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6650 if (element == EL_ROBOT)
6654 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6655 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6656 Moving2Blocked(x, y, &newx, &newy);
6658 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6659 MovDelay[x][y] = 8 + 8 * !RND(3);
6661 MovDelay[x][y] = 16;
6663 else if (element == EL_PENGUIN)
6669 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6671 boolean first_horiz = RND(2);
6672 int new_move_dir = MovDir[x][y];
6675 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6676 Moving2Blocked(x, y, &newx, &newy);
6678 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6682 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6683 Moving2Blocked(x, y, &newx, &newy);
6685 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6688 MovDir[x][y] = old_move_dir;
6692 else if (element == EL_SATELLITE)
6698 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6700 boolean first_horiz = RND(2);
6701 int new_move_dir = MovDir[x][y];
6704 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6705 Moving2Blocked(x, y, &newx, &newy);
6707 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6711 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6712 Moving2Blocked(x, y, &newx, &newy);
6714 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6717 MovDir[x][y] = old_move_dir;
6721 else if (element == EL_EMC_ANDROID)
6723 static int check_pos[16] =
6725 -1, /* 0 => (invalid) */
6726 7, /* 1 => MV_LEFT */
6727 3, /* 2 => MV_RIGHT */
6728 -1, /* 3 => (invalid) */
6730 0, /* 5 => MV_LEFT | MV_UP */
6731 2, /* 6 => MV_RIGHT | MV_UP */
6732 -1, /* 7 => (invalid) */
6733 5, /* 8 => MV_DOWN */
6734 6, /* 9 => MV_LEFT | MV_DOWN */
6735 4, /* 10 => MV_RIGHT | MV_DOWN */
6736 -1, /* 11 => (invalid) */
6737 -1, /* 12 => (invalid) */
6738 -1, /* 13 => (invalid) */
6739 -1, /* 14 => (invalid) */
6740 -1, /* 15 => (invalid) */
6748 { -1, -1, MV_LEFT | MV_UP },
6750 { +1, -1, MV_RIGHT | MV_UP },
6751 { +1, 0, MV_RIGHT },
6752 { +1, +1, MV_RIGHT | MV_DOWN },
6754 { -1, +1, MV_LEFT | MV_DOWN },
6757 int start_pos, check_order;
6758 boolean can_clone = FALSE;
6761 /* check if there is any free field around current position */
6762 for (i = 0; i < 8; i++)
6764 int newx = x + check_xy[i].dx;
6765 int newy = y + check_xy[i].dy;
6767 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6775 if (can_clone) /* randomly find an element to clone */
6779 start_pos = check_pos[RND(8)];
6780 check_order = (RND(2) ? -1 : +1);
6782 for (i = 0; i < 8; i++)
6784 int pos_raw = start_pos + i * check_order;
6785 int pos = (pos_raw + 8) % 8;
6786 int newx = x + check_xy[pos].dx;
6787 int newy = y + check_xy[pos].dy;
6789 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6791 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
6792 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
6794 Store[x][y] = Feld[newx][newy];
6803 if (can_clone) /* randomly find a direction to move */
6807 start_pos = check_pos[RND(8)];
6808 check_order = (RND(2) ? -1 : +1);
6810 for (i = 0; i < 8; i++)
6812 int pos_raw = start_pos + i * check_order;
6813 int pos = (pos_raw + 8) % 8;
6814 int newx = x + check_xy[pos].dx;
6815 int newy = y + check_xy[pos].dy;
6816 int new_move_dir = check_xy[pos].dir;
6818 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6820 MovDir[x][y] = new_move_dir;
6821 MovDelay[x][y] = level.android_clone_time * 8 + 1;
6830 if (can_clone) /* cloning and moving successful */
6833 /* cannot clone -- try to move towards player */
6835 start_pos = check_pos[MovDir[x][y] & 0x0f];
6836 check_order = (RND(2) ? -1 : +1);
6838 for (i = 0; i < 3; i++)
6840 /* first check start_pos, then previous/next or (next/previous) pos */
6841 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
6842 int pos = (pos_raw + 8) % 8;
6843 int newx = x + check_xy[pos].dx;
6844 int newy = y + check_xy[pos].dy;
6845 int new_move_dir = check_xy[pos].dir;
6847 if (IS_PLAYER(newx, newy))
6850 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6852 MovDir[x][y] = new_move_dir;
6853 MovDelay[x][y] = level.android_move_time * 8 + 1;
6860 else if (move_pattern == MV_TURNING_LEFT ||
6861 move_pattern == MV_TURNING_RIGHT ||
6862 move_pattern == MV_TURNING_LEFT_RIGHT ||
6863 move_pattern == MV_TURNING_RIGHT_LEFT ||
6864 move_pattern == MV_TURNING_RANDOM ||
6865 move_pattern == MV_ALL_DIRECTIONS)
6867 boolean can_turn_left =
6868 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
6869 boolean can_turn_right =
6870 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
6872 if (element_info[element].move_stepsize == 0) /* "not moving" */
6875 if (move_pattern == MV_TURNING_LEFT)
6876 MovDir[x][y] = left_dir;
6877 else if (move_pattern == MV_TURNING_RIGHT)
6878 MovDir[x][y] = right_dir;
6879 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
6880 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
6881 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
6882 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
6883 else if (move_pattern == MV_TURNING_RANDOM)
6884 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
6885 can_turn_right && !can_turn_left ? right_dir :
6886 RND(2) ? left_dir : right_dir);
6887 else if (can_turn_left && can_turn_right)
6888 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6889 else if (can_turn_left)
6890 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6891 else if (can_turn_right)
6892 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6894 MovDir[x][y] = back_dir;
6896 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6898 else if (move_pattern == MV_HORIZONTAL ||
6899 move_pattern == MV_VERTICAL)
6901 if (move_pattern & old_move_dir)
6902 MovDir[x][y] = back_dir;
6903 else if (move_pattern == MV_HORIZONTAL)
6904 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
6905 else if (move_pattern == MV_VERTICAL)
6906 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
6908 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6910 else if (move_pattern & MV_ANY_DIRECTION)
6912 MovDir[x][y] = move_pattern;
6913 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6915 else if (move_pattern & MV_WIND_DIRECTION)
6917 MovDir[x][y] = game.wind_direction;
6918 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6920 else if (move_pattern == MV_ALONG_LEFT_SIDE)
6922 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
6923 MovDir[x][y] = left_dir;
6924 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6925 MovDir[x][y] = right_dir;
6927 if (MovDir[x][y] != old_move_dir)
6928 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6930 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
6932 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
6933 MovDir[x][y] = right_dir;
6934 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6935 MovDir[x][y] = left_dir;
6937 if (MovDir[x][y] != old_move_dir)
6938 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6940 else if (move_pattern == MV_TOWARDS_PLAYER ||
6941 move_pattern == MV_AWAY_FROM_PLAYER)
6943 int attr_x = -1, attr_y = -1;
6945 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
6956 for (i = 0; i < MAX_PLAYERS; i++)
6958 struct PlayerInfo *player = &stored_player[i];
6959 int jx = player->jx, jy = player->jy;
6961 if (!player->active)
6965 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6973 MovDir[x][y] = MV_NONE;
6975 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
6976 else if (attr_x > x)
6977 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
6979 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
6980 else if (attr_y > y)
6981 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
6983 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6985 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6987 boolean first_horiz = RND(2);
6988 int new_move_dir = MovDir[x][y];
6990 if (element_info[element].move_stepsize == 0) /* "not moving" */
6992 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
6993 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6999 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7000 Moving2Blocked(x, y, &newx, &newy);
7002 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7006 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7007 Moving2Blocked(x, y, &newx, &newy);
7009 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7012 MovDir[x][y] = old_move_dir;
7015 else if (move_pattern == MV_WHEN_PUSHED ||
7016 move_pattern == MV_WHEN_DROPPED)
7018 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7019 MovDir[x][y] = MV_NONE;
7023 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7025 static int test_xy[7][2] =
7035 static int test_dir[7] =
7045 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7046 int move_preference = -1000000; /* start with very low preference */
7047 int new_move_dir = MV_NONE;
7048 int start_test = RND(4);
7051 for (i = 0; i < NUM_DIRECTIONS; i++)
7053 int move_dir = test_dir[start_test + i];
7054 int move_dir_preference;
7056 xx = x + test_xy[start_test + i][0];
7057 yy = y + test_xy[start_test + i][1];
7059 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7060 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7062 new_move_dir = move_dir;
7067 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7070 move_dir_preference = -1 * RunnerVisit[xx][yy];
7071 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7072 move_dir_preference = PlayerVisit[xx][yy];
7074 if (move_dir_preference > move_preference)
7076 /* prefer field that has not been visited for the longest time */
7077 move_preference = move_dir_preference;
7078 new_move_dir = move_dir;
7080 else if (move_dir_preference == move_preference &&
7081 move_dir == old_move_dir)
7083 /* prefer last direction when all directions are preferred equally */
7084 move_preference = move_dir_preference;
7085 new_move_dir = move_dir;
7089 MovDir[x][y] = new_move_dir;
7090 if (old_move_dir != new_move_dir)
7091 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7095 static void TurnRound(int x, int y)
7097 int direction = MovDir[x][y];
7101 GfxDir[x][y] = MovDir[x][y];
7103 if (direction != MovDir[x][y])
7107 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7109 ResetGfxFrame(x, y, FALSE);
7112 static boolean JustBeingPushed(int x, int y)
7116 for (i = 0; i < MAX_PLAYERS; i++)
7118 struct PlayerInfo *player = &stored_player[i];
7120 if (player->active && player->is_pushing && player->MovPos)
7122 int next_jx = player->jx + (player->jx - player->last_jx);
7123 int next_jy = player->jy + (player->jy - player->last_jy);
7125 if (x == next_jx && y == next_jy)
7133 void StartMoving(int x, int y)
7135 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7136 int element = Feld[x][y];
7141 if (MovDelay[x][y] == 0)
7142 GfxAction[x][y] = ACTION_DEFAULT;
7144 if (CAN_FALL(element) && y < lev_fieldy - 1)
7146 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7147 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7148 if (JustBeingPushed(x, y))
7151 if (element == EL_QUICKSAND_FULL)
7153 if (IS_FREE(x, y + 1))
7155 InitMovingField(x, y, MV_DOWN);
7156 started_moving = TRUE;
7158 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7159 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7160 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7161 Store[x][y] = EL_ROCK;
7163 Store[x][y] = EL_ROCK;
7166 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7168 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7170 if (!MovDelay[x][y])
7172 MovDelay[x][y] = TILEY + 1;
7174 ResetGfxAnimation(x, y);
7175 ResetGfxAnimation(x, y + 1);
7180 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7181 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7188 Feld[x][y] = EL_QUICKSAND_EMPTY;
7189 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7190 Store[x][y + 1] = Store[x][y];
7193 PlayLevelSoundAction(x, y, ACTION_FILLING);
7195 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7197 if (!MovDelay[x][y])
7199 MovDelay[x][y] = TILEY + 1;
7201 ResetGfxAnimation(x, y);
7202 ResetGfxAnimation(x, y + 1);
7207 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7208 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7215 Feld[x][y] = EL_QUICKSAND_EMPTY;
7216 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7217 Store[x][y + 1] = Store[x][y];
7220 PlayLevelSoundAction(x, y, ACTION_FILLING);
7223 else if (element == EL_QUICKSAND_FAST_FULL)
7225 if (IS_FREE(x, y + 1))
7227 InitMovingField(x, y, MV_DOWN);
7228 started_moving = TRUE;
7230 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7231 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7232 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7233 Store[x][y] = EL_ROCK;
7235 Store[x][y] = EL_ROCK;
7238 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7240 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7242 if (!MovDelay[x][y])
7244 MovDelay[x][y] = TILEY + 1;
7246 ResetGfxAnimation(x, y);
7247 ResetGfxAnimation(x, y + 1);
7252 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7253 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7260 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7261 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7262 Store[x][y + 1] = Store[x][y];
7265 PlayLevelSoundAction(x, y, ACTION_FILLING);
7267 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7269 if (!MovDelay[x][y])
7271 MovDelay[x][y] = TILEY + 1;
7273 ResetGfxAnimation(x, y);
7274 ResetGfxAnimation(x, y + 1);
7279 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7280 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7287 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7288 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7289 Store[x][y + 1] = Store[x][y];
7292 PlayLevelSoundAction(x, y, ACTION_FILLING);
7295 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7296 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7298 InitMovingField(x, y, MV_DOWN);
7299 started_moving = TRUE;
7301 Feld[x][y] = EL_QUICKSAND_FILLING;
7302 Store[x][y] = element;
7304 PlayLevelSoundAction(x, y, ACTION_FILLING);
7306 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7307 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7309 InitMovingField(x, y, MV_DOWN);
7310 started_moving = TRUE;
7312 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7313 Store[x][y] = element;
7315 PlayLevelSoundAction(x, y, ACTION_FILLING);
7317 else if (element == EL_MAGIC_WALL_FULL)
7319 if (IS_FREE(x, y + 1))
7321 InitMovingField(x, y, MV_DOWN);
7322 started_moving = TRUE;
7324 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7325 Store[x][y] = EL_CHANGED(Store[x][y]);
7327 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7329 if (!MovDelay[x][y])
7330 MovDelay[x][y] = TILEY / 4 + 1;
7339 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7340 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7341 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7345 else if (element == EL_BD_MAGIC_WALL_FULL)
7347 if (IS_FREE(x, y + 1))
7349 InitMovingField(x, y, MV_DOWN);
7350 started_moving = TRUE;
7352 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7353 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7355 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7357 if (!MovDelay[x][y])
7358 MovDelay[x][y] = TILEY / 4 + 1;
7367 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7368 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7369 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7373 else if (element == EL_DC_MAGIC_WALL_FULL)
7375 if (IS_FREE(x, y + 1))
7377 InitMovingField(x, y, MV_DOWN);
7378 started_moving = TRUE;
7380 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7381 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7383 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7385 if (!MovDelay[x][y])
7386 MovDelay[x][y] = TILEY / 4 + 1;
7395 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7396 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7397 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7401 else if ((CAN_PASS_MAGIC_WALL(element) &&
7402 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7403 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7404 (CAN_PASS_DC_MAGIC_WALL(element) &&
7405 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7408 InitMovingField(x, y, MV_DOWN);
7409 started_moving = TRUE;
7412 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7413 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7414 EL_DC_MAGIC_WALL_FILLING);
7415 Store[x][y] = element;
7417 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7419 SplashAcid(x, y + 1);
7421 InitMovingField(x, y, MV_DOWN);
7422 started_moving = TRUE;
7424 Store[x][y] = EL_ACID;
7427 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7428 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7429 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7430 CAN_FALL(element) && WasJustFalling[x][y] &&
7431 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7433 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7434 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7435 (Feld[x][y + 1] == EL_BLOCKED)))
7437 /* this is needed for a special case not covered by calling "Impact()"
7438 from "ContinueMoving()": if an element moves to a tile directly below
7439 another element which was just falling on that tile (which was empty
7440 in the previous frame), the falling element above would just stop
7441 instead of smashing the element below (in previous version, the above
7442 element was just checked for "moving" instead of "falling", resulting
7443 in incorrect smashes caused by horizontal movement of the above
7444 element; also, the case of the player being the element to smash was
7445 simply not covered here... :-/ ) */
7447 CheckCollision[x][y] = 0;
7448 CheckImpact[x][y] = 0;
7452 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7454 if (MovDir[x][y] == MV_NONE)
7456 InitMovingField(x, y, MV_DOWN);
7457 started_moving = TRUE;
7460 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7462 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7463 MovDir[x][y] = MV_DOWN;
7465 InitMovingField(x, y, MV_DOWN);
7466 started_moving = TRUE;
7468 else if (element == EL_AMOEBA_DROP)
7470 Feld[x][y] = EL_AMOEBA_GROWING;
7471 Store[x][y] = EL_AMOEBA_WET;
7473 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7474 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7475 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7476 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7478 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7479 (IS_FREE(x - 1, y + 1) ||
7480 Feld[x - 1][y + 1] == EL_ACID));
7481 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7482 (IS_FREE(x + 1, y + 1) ||
7483 Feld[x + 1][y + 1] == EL_ACID));
7484 boolean can_fall_any = (can_fall_left || can_fall_right);
7485 boolean can_fall_both = (can_fall_left && can_fall_right);
7486 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7488 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7490 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7491 can_fall_right = FALSE;
7492 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7493 can_fall_left = FALSE;
7494 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7495 can_fall_right = FALSE;
7496 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7497 can_fall_left = FALSE;
7499 can_fall_any = (can_fall_left || can_fall_right);
7500 can_fall_both = FALSE;
7505 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7506 can_fall_right = FALSE; /* slip down on left side */
7508 can_fall_left = !(can_fall_right = RND(2));
7510 can_fall_both = FALSE;
7515 /* if not determined otherwise, prefer left side for slipping down */
7516 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7517 started_moving = TRUE;
7520 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7522 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7523 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7524 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7525 int belt_dir = game.belt_dir[belt_nr];
7527 if ((belt_dir == MV_LEFT && left_is_free) ||
7528 (belt_dir == MV_RIGHT && right_is_free))
7530 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7532 InitMovingField(x, y, belt_dir);
7533 started_moving = TRUE;
7535 Pushed[x][y] = TRUE;
7536 Pushed[nextx][y] = TRUE;
7538 GfxAction[x][y] = ACTION_DEFAULT;
7542 MovDir[x][y] = 0; /* if element was moving, stop it */
7547 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7548 if (CAN_MOVE(element) && !started_moving)
7550 int move_pattern = element_info[element].move_pattern;
7553 Moving2Blocked(x, y, &newx, &newy);
7555 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7558 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7559 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7561 WasJustMoving[x][y] = 0;
7562 CheckCollision[x][y] = 0;
7564 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7566 if (Feld[x][y] != element) /* element has changed */
7570 if (!MovDelay[x][y]) /* start new movement phase */
7572 /* all objects that can change their move direction after each step
7573 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7575 if (element != EL_YAMYAM &&
7576 element != EL_DARK_YAMYAM &&
7577 element != EL_PACMAN &&
7578 !(move_pattern & MV_ANY_DIRECTION) &&
7579 move_pattern != MV_TURNING_LEFT &&
7580 move_pattern != MV_TURNING_RIGHT &&
7581 move_pattern != MV_TURNING_LEFT_RIGHT &&
7582 move_pattern != MV_TURNING_RIGHT_LEFT &&
7583 move_pattern != MV_TURNING_RANDOM)
7587 if (MovDelay[x][y] && (element == EL_BUG ||
7588 element == EL_SPACESHIP ||
7589 element == EL_SP_SNIKSNAK ||
7590 element == EL_SP_ELECTRON ||
7591 element == EL_MOLE))
7592 TEST_DrawLevelField(x, y);
7596 if (MovDelay[x][y]) /* wait some time before next movement */
7600 if (element == EL_ROBOT ||
7601 element == EL_YAMYAM ||
7602 element == EL_DARK_YAMYAM)
7604 DrawLevelElementAnimationIfNeeded(x, y, element);
7605 PlayLevelSoundAction(x, y, ACTION_WAITING);
7607 else if (element == EL_SP_ELECTRON)
7608 DrawLevelElementAnimationIfNeeded(x, y, element);
7609 else if (element == EL_DRAGON)
7612 int dir = MovDir[x][y];
7613 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7614 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7615 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7616 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7617 dir == MV_UP ? IMG_FLAMES_1_UP :
7618 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7619 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7621 GfxAction[x][y] = ACTION_ATTACKING;
7623 if (IS_PLAYER(x, y))
7624 DrawPlayerField(x, y);
7626 TEST_DrawLevelField(x, y);
7628 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7630 for (i = 1; i <= 3; i++)
7632 int xx = x + i * dx;
7633 int yy = y + i * dy;
7634 int sx = SCREENX(xx);
7635 int sy = SCREENY(yy);
7636 int flame_graphic = graphic + (i - 1);
7638 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7643 int flamed = MovingOrBlocked2Element(xx, yy);
7645 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7648 RemoveMovingField(xx, yy);
7650 ChangeDelay[xx][yy] = 0;
7652 Feld[xx][yy] = EL_FLAMES;
7654 if (IN_SCR_FIELD(sx, sy))
7656 TEST_DrawLevelFieldCrumbled(xx, yy);
7657 DrawGraphic(sx, sy, flame_graphic, frame);
7662 if (Feld[xx][yy] == EL_FLAMES)
7663 Feld[xx][yy] = EL_EMPTY;
7664 TEST_DrawLevelField(xx, yy);
7669 if (MovDelay[x][y]) /* element still has to wait some time */
7671 PlayLevelSoundAction(x, y, ACTION_WAITING);
7677 /* now make next step */
7679 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7681 if (DONT_COLLIDE_WITH(element) &&
7682 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7683 !PLAYER_ENEMY_PROTECTED(newx, newy))
7685 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7690 else if (CAN_MOVE_INTO_ACID(element) &&
7691 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7692 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7693 (MovDir[x][y] == MV_DOWN ||
7694 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7696 SplashAcid(newx, newy);
7697 Store[x][y] = EL_ACID;
7699 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7701 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7702 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7703 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7704 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7707 TEST_DrawLevelField(x, y);
7709 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7710 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7711 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7713 local_player->friends_still_needed--;
7714 if (!local_player->friends_still_needed &&
7715 !local_player->GameOver && AllPlayersGone)
7716 PlayerWins(local_player);
7720 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7722 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7723 TEST_DrawLevelField(newx, newy);
7725 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7727 else if (!IS_FREE(newx, newy))
7729 GfxAction[x][y] = ACTION_WAITING;
7731 if (IS_PLAYER(x, y))
7732 DrawPlayerField(x, y);
7734 TEST_DrawLevelField(x, y);
7739 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7741 if (IS_FOOD_PIG(Feld[newx][newy]))
7743 if (IS_MOVING(newx, newy))
7744 RemoveMovingField(newx, newy);
7747 Feld[newx][newy] = EL_EMPTY;
7748 TEST_DrawLevelField(newx, newy);
7751 PlayLevelSound(x, y, SND_PIG_DIGGING);
7753 else if (!IS_FREE(newx, newy))
7755 if (IS_PLAYER(x, y))
7756 DrawPlayerField(x, y);
7758 TEST_DrawLevelField(x, y);
7763 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7765 if (Store[x][y] != EL_EMPTY)
7767 boolean can_clone = FALSE;
7770 /* check if element to clone is still there */
7771 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7773 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7781 /* cannot clone or target field not free anymore -- do not clone */
7782 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7783 Store[x][y] = EL_EMPTY;
7786 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7788 if (IS_MV_DIAGONAL(MovDir[x][y]))
7790 int diagonal_move_dir = MovDir[x][y];
7791 int stored = Store[x][y];
7792 int change_delay = 8;
7795 /* android is moving diagonally */
7797 CreateField(x, y, EL_DIAGONAL_SHRINKING);
7799 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
7800 GfxElement[x][y] = EL_EMC_ANDROID;
7801 GfxAction[x][y] = ACTION_SHRINKING;
7802 GfxDir[x][y] = diagonal_move_dir;
7803 ChangeDelay[x][y] = change_delay;
7805 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
7808 DrawLevelGraphicAnimation(x, y, graphic);
7809 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
7811 if (Feld[newx][newy] == EL_ACID)
7813 SplashAcid(newx, newy);
7818 CreateField(newx, newy, EL_DIAGONAL_GROWING);
7820 Store[newx][newy] = EL_EMC_ANDROID;
7821 GfxElement[newx][newy] = EL_EMC_ANDROID;
7822 GfxAction[newx][newy] = ACTION_GROWING;
7823 GfxDir[newx][newy] = diagonal_move_dir;
7824 ChangeDelay[newx][newy] = change_delay;
7826 graphic = el_act_dir2img(GfxElement[newx][newy],
7827 GfxAction[newx][newy], GfxDir[newx][newy]);
7829 DrawLevelGraphicAnimation(newx, newy, graphic);
7830 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
7836 Feld[newx][newy] = EL_EMPTY;
7837 TEST_DrawLevelField(newx, newy);
7839 PlayLevelSoundAction(x, y, ACTION_DIGGING);
7842 else if (!IS_FREE(newx, newy))
7847 else if (IS_CUSTOM_ELEMENT(element) &&
7848 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7850 if (!DigFieldByCE(newx, newy, element))
7853 if (move_pattern & MV_MAZE_RUNNER_STYLE)
7855 RunnerVisit[x][y] = FrameCounter;
7856 PlayerVisit[x][y] /= 8; /* expire player visit path */
7859 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
7861 if (!IS_FREE(newx, newy))
7863 if (IS_PLAYER(x, y))
7864 DrawPlayerField(x, y);
7866 TEST_DrawLevelField(x, y);
7872 boolean wanna_flame = !RND(10);
7873 int dx = newx - x, dy = newy - y;
7874 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
7875 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
7876 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
7877 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
7878 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
7879 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
7882 IS_CLASSIC_ENEMY(element1) ||
7883 IS_CLASSIC_ENEMY(element2)) &&
7884 element1 != EL_DRAGON && element2 != EL_DRAGON &&
7885 element1 != EL_FLAMES && element2 != EL_FLAMES)
7887 ResetGfxAnimation(x, y);
7888 GfxAction[x][y] = ACTION_ATTACKING;
7890 if (IS_PLAYER(x, y))
7891 DrawPlayerField(x, y);
7893 TEST_DrawLevelField(x, y);
7895 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
7897 MovDelay[x][y] = 50;
7899 Feld[newx][newy] = EL_FLAMES;
7900 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
7901 Feld[newx1][newy1] = EL_FLAMES;
7902 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
7903 Feld[newx2][newy2] = EL_FLAMES;
7909 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7910 Feld[newx][newy] == EL_DIAMOND)
7912 if (IS_MOVING(newx, newy))
7913 RemoveMovingField(newx, newy);
7916 Feld[newx][newy] = EL_EMPTY;
7917 TEST_DrawLevelField(newx, newy);
7920 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
7922 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7923 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
7925 if (AmoebaNr[newx][newy])
7927 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7928 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7929 Feld[newx][newy] == EL_BD_AMOEBA)
7930 AmoebaCnt[AmoebaNr[newx][newy]]--;
7933 if (IS_MOVING(newx, newy))
7935 RemoveMovingField(newx, newy);
7939 Feld[newx][newy] = EL_EMPTY;
7940 TEST_DrawLevelField(newx, newy);
7943 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
7945 else if ((element == EL_PACMAN || element == EL_MOLE)
7946 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
7948 if (AmoebaNr[newx][newy])
7950 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7951 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7952 Feld[newx][newy] == EL_BD_AMOEBA)
7953 AmoebaCnt[AmoebaNr[newx][newy]]--;
7956 if (element == EL_MOLE)
7958 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
7959 PlayLevelSound(x, y, SND_MOLE_DIGGING);
7961 ResetGfxAnimation(x, y);
7962 GfxAction[x][y] = ACTION_DIGGING;
7963 TEST_DrawLevelField(x, y);
7965 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
7967 return; /* wait for shrinking amoeba */
7969 else /* element == EL_PACMAN */
7971 Feld[newx][newy] = EL_EMPTY;
7972 TEST_DrawLevelField(newx, newy);
7973 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
7976 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
7977 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
7978 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
7980 /* wait for shrinking amoeba to completely disappear */
7983 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
7985 /* object was running against a wall */
7989 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
7990 DrawLevelElementAnimation(x, y, element);
7992 if (DONT_TOUCH(element))
7993 TestIfBadThingTouchesPlayer(x, y);
7998 InitMovingField(x, y, MovDir[x][y]);
8000 PlayLevelSoundAction(x, y, ACTION_MOVING);
8004 ContinueMoving(x, y);
8007 void ContinueMoving(int x, int y)
8009 int element = Feld[x][y];
8010 struct ElementInfo *ei = &element_info[element];
8011 int direction = MovDir[x][y];
8012 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8013 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8014 int newx = x + dx, newy = y + dy;
8015 int stored = Store[x][y];
8016 int stored_new = Store[newx][newy];
8017 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8018 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8019 boolean last_line = (newy == lev_fieldy - 1);
8021 MovPos[x][y] += getElementMoveStepsize(x, y);
8023 if (pushed_by_player) /* special case: moving object pushed by player */
8024 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8026 if (ABS(MovPos[x][y]) < TILEX)
8028 TEST_DrawLevelField(x, y);
8030 return; /* element is still moving */
8033 /* element reached destination field */
8035 Feld[x][y] = EL_EMPTY;
8036 Feld[newx][newy] = element;
8037 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8039 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8041 element = Feld[newx][newy] = EL_ACID;
8043 else if (element == EL_MOLE)
8045 Feld[x][y] = EL_SAND;
8047 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8049 else if (element == EL_QUICKSAND_FILLING)
8051 element = Feld[newx][newy] = get_next_element(element);
8052 Store[newx][newy] = Store[x][y];
8054 else if (element == EL_QUICKSAND_EMPTYING)
8056 Feld[x][y] = get_next_element(element);
8057 element = Feld[newx][newy] = Store[x][y];
8059 else if (element == EL_QUICKSAND_FAST_FILLING)
8061 element = Feld[newx][newy] = get_next_element(element);
8062 Store[newx][newy] = Store[x][y];
8064 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8066 Feld[x][y] = get_next_element(element);
8067 element = Feld[newx][newy] = Store[x][y];
8069 else if (element == EL_MAGIC_WALL_FILLING)
8071 element = Feld[newx][newy] = get_next_element(element);
8072 if (!game.magic_wall_active)
8073 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8074 Store[newx][newy] = Store[x][y];
8076 else if (element == EL_MAGIC_WALL_EMPTYING)
8078 Feld[x][y] = get_next_element(element);
8079 if (!game.magic_wall_active)
8080 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8081 element = Feld[newx][newy] = Store[x][y];
8083 InitField(newx, newy, FALSE);
8085 else if (element == EL_BD_MAGIC_WALL_FILLING)
8087 element = Feld[newx][newy] = get_next_element(element);
8088 if (!game.magic_wall_active)
8089 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8090 Store[newx][newy] = Store[x][y];
8092 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8094 Feld[x][y] = get_next_element(element);
8095 if (!game.magic_wall_active)
8096 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8097 element = Feld[newx][newy] = Store[x][y];
8099 InitField(newx, newy, FALSE);
8101 else if (element == EL_DC_MAGIC_WALL_FILLING)
8103 element = Feld[newx][newy] = get_next_element(element);
8104 if (!game.magic_wall_active)
8105 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8106 Store[newx][newy] = Store[x][y];
8108 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8110 Feld[x][y] = get_next_element(element);
8111 if (!game.magic_wall_active)
8112 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8113 element = Feld[newx][newy] = Store[x][y];
8115 InitField(newx, newy, FALSE);
8117 else if (element == EL_AMOEBA_DROPPING)
8119 Feld[x][y] = get_next_element(element);
8120 element = Feld[newx][newy] = Store[x][y];
8122 else if (element == EL_SOKOBAN_OBJECT)
8125 Feld[x][y] = Back[x][y];
8127 if (Back[newx][newy])
8128 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8130 Back[x][y] = Back[newx][newy] = 0;
8133 Store[x][y] = EL_EMPTY;
8138 MovDelay[newx][newy] = 0;
8140 if (CAN_CHANGE_OR_HAS_ACTION(element))
8142 /* copy element change control values to new field */
8143 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8144 ChangePage[newx][newy] = ChangePage[x][y];
8145 ChangeCount[newx][newy] = ChangeCount[x][y];
8146 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8149 CustomValue[newx][newy] = CustomValue[x][y];
8151 ChangeDelay[x][y] = 0;
8152 ChangePage[x][y] = -1;
8153 ChangeCount[x][y] = 0;
8154 ChangeEvent[x][y] = -1;
8156 CustomValue[x][y] = 0;
8158 /* copy animation control values to new field */
8159 GfxFrame[newx][newy] = GfxFrame[x][y];
8160 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8161 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8162 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8164 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8166 /* some elements can leave other elements behind after moving */
8167 if (ei->move_leave_element != EL_EMPTY &&
8168 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8169 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8171 int move_leave_element = ei->move_leave_element;
8173 /* this makes it possible to leave the removed element again */
8174 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8175 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8177 Feld[x][y] = move_leave_element;
8179 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8180 MovDir[x][y] = direction;
8182 InitField(x, y, FALSE);
8184 if (GFX_CRUMBLED(Feld[x][y]))
8185 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8187 if (ELEM_IS_PLAYER(move_leave_element))
8188 RelocatePlayer(x, y, move_leave_element);
8191 /* do this after checking for left-behind element */
8192 ResetGfxAnimation(x, y); /* reset animation values for old field */
8194 if (!CAN_MOVE(element) ||
8195 (CAN_FALL(element) && direction == MV_DOWN &&
8196 (element == EL_SPRING ||
8197 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8198 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8199 GfxDir[x][y] = MovDir[newx][newy] = 0;
8201 TEST_DrawLevelField(x, y);
8202 TEST_DrawLevelField(newx, newy);
8204 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8206 /* prevent pushed element from moving on in pushed direction */
8207 if (pushed_by_player && CAN_MOVE(element) &&
8208 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8209 !(element_info[element].move_pattern & direction))
8210 TurnRound(newx, newy);
8212 /* prevent elements on conveyor belt from moving on in last direction */
8213 if (pushed_by_conveyor && CAN_FALL(element) &&
8214 direction & MV_HORIZONTAL)
8215 MovDir[newx][newy] = 0;
8217 if (!pushed_by_player)
8219 int nextx = newx + dx, nexty = newy + dy;
8220 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8222 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8224 if (CAN_FALL(element) && direction == MV_DOWN)
8225 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8227 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8228 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8230 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8231 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8234 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8236 TestIfBadThingTouchesPlayer(newx, newy);
8237 TestIfBadThingTouchesFriend(newx, newy);
8239 if (!IS_CUSTOM_ELEMENT(element))
8240 TestIfBadThingTouchesOtherBadThing(newx, newy);
8242 else if (element == EL_PENGUIN)
8243 TestIfFriendTouchesBadThing(newx, newy);
8245 if (DONT_GET_HIT_BY(element))
8247 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8250 /* give the player one last chance (one more frame) to move away */
8251 if (CAN_FALL(element) && direction == MV_DOWN &&
8252 (last_line || (!IS_FREE(x, newy + 1) &&
8253 (!IS_PLAYER(x, newy + 1) ||
8254 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8257 if (pushed_by_player && !game.use_change_when_pushing_bug)
8259 int push_side = MV_DIR_OPPOSITE(direction);
8260 struct PlayerInfo *player = PLAYERINFO(x, y);
8262 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8263 player->index_bit, push_side);
8264 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8265 player->index_bit, push_side);
8268 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8269 MovDelay[newx][newy] = 1;
8271 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8273 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8274 TestIfElementHitsCustomElement(newx, newy, direction);
8275 TestIfPlayerTouchesCustomElement(newx, newy);
8276 TestIfElementTouchesCustomElement(newx, newy);
8278 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8279 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8280 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8281 MV_DIR_OPPOSITE(direction));
8284 int AmoebeNachbarNr(int ax, int ay)
8287 int element = Feld[ax][ay];
8289 static int xy[4][2] =
8297 for (i = 0; i < NUM_DIRECTIONS; i++)
8299 int x = ax + xy[i][0];
8300 int y = ay + xy[i][1];
8302 if (!IN_LEV_FIELD(x, y))
8305 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8306 group_nr = AmoebaNr[x][y];
8312 void AmoebenVereinigen(int ax, int ay)
8314 int i, x, y, xx, yy;
8315 int new_group_nr = AmoebaNr[ax][ay];
8316 static int xy[4][2] =
8324 if (new_group_nr == 0)
8327 for (i = 0; i < NUM_DIRECTIONS; i++)
8332 if (!IN_LEV_FIELD(x, y))
8335 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8336 Feld[x][y] == EL_BD_AMOEBA ||
8337 Feld[x][y] == EL_AMOEBA_DEAD) &&
8338 AmoebaNr[x][y] != new_group_nr)
8340 int old_group_nr = AmoebaNr[x][y];
8342 if (old_group_nr == 0)
8345 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8346 AmoebaCnt[old_group_nr] = 0;
8347 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8348 AmoebaCnt2[old_group_nr] = 0;
8350 SCAN_PLAYFIELD(xx, yy)
8352 if (AmoebaNr[xx][yy] == old_group_nr)
8353 AmoebaNr[xx][yy] = new_group_nr;
8359 void AmoebeUmwandeln(int ax, int ay)
8363 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8365 int group_nr = AmoebaNr[ax][ay];
8370 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8371 printf("AmoebeUmwandeln(): This should never happen!\n");
8376 SCAN_PLAYFIELD(x, y)
8378 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8381 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8385 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8386 SND_AMOEBA_TURNING_TO_GEM :
8387 SND_AMOEBA_TURNING_TO_ROCK));
8392 static int xy[4][2] =
8400 for (i = 0; i < NUM_DIRECTIONS; i++)
8405 if (!IN_LEV_FIELD(x, y))
8408 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8410 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8411 SND_AMOEBA_TURNING_TO_GEM :
8412 SND_AMOEBA_TURNING_TO_ROCK));
8419 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8422 int group_nr = AmoebaNr[ax][ay];
8423 boolean done = FALSE;
8428 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8429 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8434 SCAN_PLAYFIELD(x, y)
8436 if (AmoebaNr[x][y] == group_nr &&
8437 (Feld[x][y] == EL_AMOEBA_DEAD ||
8438 Feld[x][y] == EL_BD_AMOEBA ||
8439 Feld[x][y] == EL_AMOEBA_GROWING))
8442 Feld[x][y] = new_element;
8443 InitField(x, y, FALSE);
8444 TEST_DrawLevelField(x, y);
8450 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8451 SND_BD_AMOEBA_TURNING_TO_ROCK :
8452 SND_BD_AMOEBA_TURNING_TO_GEM));
8455 void AmoebeWaechst(int x, int y)
8457 static unsigned int sound_delay = 0;
8458 static unsigned int sound_delay_value = 0;
8460 if (!MovDelay[x][y]) /* start new growing cycle */
8464 if (DelayReached(&sound_delay, sound_delay_value))
8466 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8467 sound_delay_value = 30;
8471 if (MovDelay[x][y]) /* wait some time before growing bigger */
8474 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8476 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8477 6 - MovDelay[x][y]);
8479 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8482 if (!MovDelay[x][y])
8484 Feld[x][y] = Store[x][y];
8486 TEST_DrawLevelField(x, y);
8491 void AmoebaDisappearing(int x, int y)
8493 static unsigned int sound_delay = 0;
8494 static unsigned int sound_delay_value = 0;
8496 if (!MovDelay[x][y]) /* start new shrinking cycle */
8500 if (DelayReached(&sound_delay, sound_delay_value))
8501 sound_delay_value = 30;
8504 if (MovDelay[x][y]) /* wait some time before shrinking */
8507 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8509 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8510 6 - MovDelay[x][y]);
8512 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8515 if (!MovDelay[x][y])
8517 Feld[x][y] = EL_EMPTY;
8518 TEST_DrawLevelField(x, y);
8520 /* don't let mole enter this field in this cycle;
8521 (give priority to objects falling to this field from above) */
8527 void AmoebeAbleger(int ax, int ay)
8530 int element = Feld[ax][ay];
8531 int graphic = el2img(element);
8532 int newax = ax, neway = ay;
8533 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8534 static int xy[4][2] =
8542 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8544 Feld[ax][ay] = EL_AMOEBA_DEAD;
8545 TEST_DrawLevelField(ax, ay);
8549 if (IS_ANIMATED(graphic))
8550 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8552 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8553 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8555 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8558 if (MovDelay[ax][ay])
8562 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8565 int x = ax + xy[start][0];
8566 int y = ay + xy[start][1];
8568 if (!IN_LEV_FIELD(x, y))
8571 if (IS_FREE(x, y) ||
8572 CAN_GROW_INTO(Feld[x][y]) ||
8573 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8574 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8580 if (newax == ax && neway == ay)
8583 else /* normal or "filled" (BD style) amoeba */
8586 boolean waiting_for_player = FALSE;
8588 for (i = 0; i < NUM_DIRECTIONS; i++)
8590 int j = (start + i) % 4;
8591 int x = ax + xy[j][0];
8592 int y = ay + xy[j][1];
8594 if (!IN_LEV_FIELD(x, y))
8597 if (IS_FREE(x, y) ||
8598 CAN_GROW_INTO(Feld[x][y]) ||
8599 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8600 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8606 else if (IS_PLAYER(x, y))
8607 waiting_for_player = TRUE;
8610 if (newax == ax && neway == ay) /* amoeba cannot grow */
8612 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8614 Feld[ax][ay] = EL_AMOEBA_DEAD;
8615 TEST_DrawLevelField(ax, ay);
8616 AmoebaCnt[AmoebaNr[ax][ay]]--;
8618 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8620 if (element == EL_AMOEBA_FULL)
8621 AmoebeUmwandeln(ax, ay);
8622 else if (element == EL_BD_AMOEBA)
8623 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8628 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8630 /* amoeba gets larger by growing in some direction */
8632 int new_group_nr = AmoebaNr[ax][ay];
8635 if (new_group_nr == 0)
8637 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8638 printf("AmoebeAbleger(): This should never happen!\n");
8643 AmoebaNr[newax][neway] = new_group_nr;
8644 AmoebaCnt[new_group_nr]++;
8645 AmoebaCnt2[new_group_nr]++;
8647 /* if amoeba touches other amoeba(s) after growing, unify them */
8648 AmoebenVereinigen(newax, neway);
8650 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8652 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8658 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8659 (neway == lev_fieldy - 1 && newax != ax))
8661 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8662 Store[newax][neway] = element;
8664 else if (neway == ay || element == EL_EMC_DRIPPER)
8666 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8668 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8672 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8673 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8674 Store[ax][ay] = EL_AMOEBA_DROP;
8675 ContinueMoving(ax, ay);
8679 TEST_DrawLevelField(newax, neway);
8682 void Life(int ax, int ay)
8686 int element = Feld[ax][ay];
8687 int graphic = el2img(element);
8688 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8690 boolean changed = FALSE;
8692 if (IS_ANIMATED(graphic))
8693 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8698 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8699 MovDelay[ax][ay] = life_time;
8701 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8704 if (MovDelay[ax][ay])
8708 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8710 int xx = ax+x1, yy = ay+y1;
8713 if (!IN_LEV_FIELD(xx, yy))
8716 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8718 int x = xx+x2, y = yy+y2;
8720 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8723 if (((Feld[x][y] == element ||
8724 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8726 (IS_FREE(x, y) && Stop[x][y]))
8730 if (xx == ax && yy == ay) /* field in the middle */
8732 if (nachbarn < life_parameter[0] ||
8733 nachbarn > life_parameter[1])
8735 Feld[xx][yy] = EL_EMPTY;
8737 TEST_DrawLevelField(xx, yy);
8738 Stop[xx][yy] = TRUE;
8742 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8743 { /* free border field */
8744 if (nachbarn >= life_parameter[2] &&
8745 nachbarn <= life_parameter[3])
8747 Feld[xx][yy] = element;
8748 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8750 TEST_DrawLevelField(xx, yy);
8751 Stop[xx][yy] = TRUE;
8758 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8759 SND_GAME_OF_LIFE_GROWING);
8762 static void InitRobotWheel(int x, int y)
8764 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8767 static void RunRobotWheel(int x, int y)
8769 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8772 static void StopRobotWheel(int x, int y)
8774 if (ZX == x && ZY == y)
8778 game.robot_wheel_active = FALSE;
8782 static void InitTimegateWheel(int x, int y)
8784 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8787 static void RunTimegateWheel(int x, int y)
8789 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
8792 static void InitMagicBallDelay(int x, int y)
8794 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
8797 static void ActivateMagicBall(int bx, int by)
8801 if (level.ball_random)
8803 int pos_border = RND(8); /* select one of the eight border elements */
8804 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
8805 int xx = pos_content % 3;
8806 int yy = pos_content / 3;
8811 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8812 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8816 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
8818 int xx = x - bx + 1;
8819 int yy = y - by + 1;
8821 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8822 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8826 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
8829 void CheckExit(int x, int y)
8831 if (local_player->gems_still_needed > 0 ||
8832 local_player->sokobanfields_still_needed > 0 ||
8833 local_player->lights_still_needed > 0)
8835 int element = Feld[x][y];
8836 int graphic = el2img(element);
8838 if (IS_ANIMATED(graphic))
8839 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8844 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8847 Feld[x][y] = EL_EXIT_OPENING;
8849 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
8852 void CheckExitEM(int x, int y)
8854 if (local_player->gems_still_needed > 0 ||
8855 local_player->sokobanfields_still_needed > 0 ||
8856 local_player->lights_still_needed > 0)
8858 int element = Feld[x][y];
8859 int graphic = el2img(element);
8861 if (IS_ANIMATED(graphic))
8862 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8867 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8870 Feld[x][y] = EL_EM_EXIT_OPENING;
8872 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
8875 void CheckExitSteel(int x, int y)
8877 if (local_player->gems_still_needed > 0 ||
8878 local_player->sokobanfields_still_needed > 0 ||
8879 local_player->lights_still_needed > 0)
8881 int element = Feld[x][y];
8882 int graphic = el2img(element);
8884 if (IS_ANIMATED(graphic))
8885 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8890 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8893 Feld[x][y] = EL_STEEL_EXIT_OPENING;
8895 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
8898 void CheckExitSteelEM(int x, int y)
8900 if (local_player->gems_still_needed > 0 ||
8901 local_player->sokobanfields_still_needed > 0 ||
8902 local_player->lights_still_needed > 0)
8904 int element = Feld[x][y];
8905 int graphic = el2img(element);
8907 if (IS_ANIMATED(graphic))
8908 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8913 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8916 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
8918 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
8921 void CheckExitSP(int x, int y)
8923 if (local_player->gems_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_SP_EXIT_OPENING;
8939 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
8942 static void CloseAllOpenTimegates()
8946 SCAN_PLAYFIELD(x, y)
8948 int element = Feld[x][y];
8950 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
8952 Feld[x][y] = EL_TIMEGATE_CLOSING;
8954 PlayLevelSoundAction(x, y, ACTION_CLOSING);
8959 void DrawTwinkleOnField(int x, int y)
8961 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
8964 if (Feld[x][y] == EL_BD_DIAMOND)
8967 if (MovDelay[x][y] == 0) /* next animation frame */
8968 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
8970 if (MovDelay[x][y] != 0) /* wait some time before next frame */
8974 DrawLevelElementAnimation(x, y, Feld[x][y]);
8976 if (MovDelay[x][y] != 0)
8978 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
8979 10 - MovDelay[x][y]);
8981 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
8986 void MauerWaechst(int x, int y)
8990 if (!MovDelay[x][y]) /* next animation frame */
8991 MovDelay[x][y] = 3 * delay;
8993 if (MovDelay[x][y]) /* wait some time before next frame */
8997 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8999 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9000 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9002 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9005 if (!MovDelay[x][y])
9007 if (MovDir[x][y] == MV_LEFT)
9009 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9010 TEST_DrawLevelField(x - 1, y);
9012 else if (MovDir[x][y] == MV_RIGHT)
9014 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9015 TEST_DrawLevelField(x + 1, y);
9017 else if (MovDir[x][y] == MV_UP)
9019 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9020 TEST_DrawLevelField(x, y - 1);
9024 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9025 TEST_DrawLevelField(x, y + 1);
9028 Feld[x][y] = Store[x][y];
9030 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9031 TEST_DrawLevelField(x, y);
9036 void MauerAbleger(int ax, int ay)
9038 int element = Feld[ax][ay];
9039 int graphic = el2img(element);
9040 boolean oben_frei = FALSE, unten_frei = FALSE;
9041 boolean links_frei = FALSE, rechts_frei = FALSE;
9042 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9043 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9044 boolean new_wall = FALSE;
9046 if (IS_ANIMATED(graphic))
9047 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9049 if (!MovDelay[ax][ay]) /* start building new wall */
9050 MovDelay[ax][ay] = 6;
9052 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9055 if (MovDelay[ax][ay])
9059 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9061 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9063 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9065 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9068 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9069 element == EL_EXPANDABLE_WALL_ANY)
9073 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9074 Store[ax][ay-1] = element;
9075 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9076 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9077 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9078 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9083 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9084 Store[ax][ay+1] = element;
9085 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9086 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9087 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9088 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9093 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9094 element == EL_EXPANDABLE_WALL_ANY ||
9095 element == EL_EXPANDABLE_WALL ||
9096 element == EL_BD_EXPANDABLE_WALL)
9100 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9101 Store[ax-1][ay] = element;
9102 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9103 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9104 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9105 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9111 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9112 Store[ax+1][ay] = element;
9113 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9114 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9115 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9116 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9121 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9122 TEST_DrawLevelField(ax, ay);
9124 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9126 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9127 unten_massiv = TRUE;
9128 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9129 links_massiv = TRUE;
9130 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9131 rechts_massiv = TRUE;
9133 if (((oben_massiv && unten_massiv) ||
9134 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9135 element == EL_EXPANDABLE_WALL) &&
9136 ((links_massiv && rechts_massiv) ||
9137 element == EL_EXPANDABLE_WALL_VERTICAL))
9138 Feld[ax][ay] = EL_WALL;
9141 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9144 void MauerAblegerStahl(int ax, int ay)
9146 int element = Feld[ax][ay];
9147 int graphic = el2img(element);
9148 boolean oben_frei = FALSE, unten_frei = FALSE;
9149 boolean links_frei = FALSE, rechts_frei = FALSE;
9150 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9151 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9152 boolean new_wall = FALSE;
9154 if (IS_ANIMATED(graphic))
9155 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9157 if (!MovDelay[ax][ay]) /* start building new wall */
9158 MovDelay[ax][ay] = 6;
9160 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9163 if (MovDelay[ax][ay])
9167 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9169 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9171 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9173 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9176 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9177 element == EL_EXPANDABLE_STEELWALL_ANY)
9181 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9182 Store[ax][ay-1] = element;
9183 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9184 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9185 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9186 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9191 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9192 Store[ax][ay+1] = element;
9193 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9194 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9195 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9196 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9201 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9202 element == EL_EXPANDABLE_STEELWALL_ANY)
9206 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9207 Store[ax-1][ay] = element;
9208 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9209 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9210 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9211 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9217 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9218 Store[ax+1][ay] = element;
9219 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9220 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9221 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9222 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9227 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9229 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9230 unten_massiv = TRUE;
9231 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9232 links_massiv = TRUE;
9233 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9234 rechts_massiv = TRUE;
9236 if (((oben_massiv && unten_massiv) ||
9237 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9238 ((links_massiv && rechts_massiv) ||
9239 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9240 Feld[ax][ay] = EL_STEELWALL;
9243 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9246 void CheckForDragon(int x, int y)
9249 boolean dragon_found = FALSE;
9250 static int xy[4][2] =
9258 for (i = 0; i < NUM_DIRECTIONS; i++)
9260 for (j = 0; j < 4; j++)
9262 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9264 if (IN_LEV_FIELD(xx, yy) &&
9265 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9267 if (Feld[xx][yy] == EL_DRAGON)
9268 dragon_found = TRUE;
9277 for (i = 0; i < NUM_DIRECTIONS; i++)
9279 for (j = 0; j < 3; j++)
9281 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9283 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9285 Feld[xx][yy] = EL_EMPTY;
9286 TEST_DrawLevelField(xx, yy);
9295 static void InitBuggyBase(int x, int y)
9297 int element = Feld[x][y];
9298 int activating_delay = FRAMES_PER_SECOND / 4;
9301 (element == EL_SP_BUGGY_BASE ?
9302 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9303 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9305 element == EL_SP_BUGGY_BASE_ACTIVE ?
9306 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9309 static void WarnBuggyBase(int x, int y)
9312 static int xy[4][2] =
9320 for (i = 0; i < NUM_DIRECTIONS; i++)
9322 int xx = x + xy[i][0];
9323 int yy = y + xy[i][1];
9325 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9327 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9334 static void InitTrap(int x, int y)
9336 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9339 static void ActivateTrap(int x, int y)
9341 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9344 static void ChangeActiveTrap(int x, int y)
9346 int graphic = IMG_TRAP_ACTIVE;
9348 /* if new animation frame was drawn, correct crumbled sand border */
9349 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9350 TEST_DrawLevelFieldCrumbled(x, y);
9353 static int getSpecialActionElement(int element, int number, int base_element)
9355 return (element != EL_EMPTY ? element :
9356 number != -1 ? base_element + number - 1 :
9360 static int getModifiedActionNumber(int value_old, int operator, int operand,
9361 int value_min, int value_max)
9363 int value_new = (operator == CA_MODE_SET ? operand :
9364 operator == CA_MODE_ADD ? value_old + operand :
9365 operator == CA_MODE_SUBTRACT ? value_old - operand :
9366 operator == CA_MODE_MULTIPLY ? value_old * operand :
9367 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9368 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9371 return (value_new < value_min ? value_min :
9372 value_new > value_max ? value_max :
9376 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9378 struct ElementInfo *ei = &element_info[element];
9379 struct ElementChangeInfo *change = &ei->change_page[page];
9380 int target_element = change->target_element;
9381 int action_type = change->action_type;
9382 int action_mode = change->action_mode;
9383 int action_arg = change->action_arg;
9384 int action_element = change->action_element;
9387 if (!change->has_action)
9390 /* ---------- determine action paramater values -------------------------- */
9392 int level_time_value =
9393 (level.time > 0 ? TimeLeft :
9396 int action_arg_element_raw =
9397 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9398 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9399 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9400 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9401 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9402 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9403 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9405 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9407 int action_arg_direction =
9408 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9409 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9410 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9411 change->actual_trigger_side :
9412 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9413 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9416 int action_arg_number_min =
9417 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9420 int action_arg_number_max =
9421 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9422 action_type == CA_SET_LEVEL_GEMS ? 999 :
9423 action_type == CA_SET_LEVEL_TIME ? 9999 :
9424 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9425 action_type == CA_SET_CE_VALUE ? 9999 :
9426 action_type == CA_SET_CE_SCORE ? 9999 :
9429 int action_arg_number_reset =
9430 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9431 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9432 action_type == CA_SET_LEVEL_TIME ? level.time :
9433 action_type == CA_SET_LEVEL_SCORE ? 0 :
9434 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9435 action_type == CA_SET_CE_SCORE ? 0 :
9438 int action_arg_number =
9439 (action_arg <= CA_ARG_MAX ? action_arg :
9440 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9441 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9442 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9443 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9444 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9445 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9446 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9447 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9448 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9449 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9450 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9451 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9452 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9453 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9454 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9455 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9456 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9457 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9458 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9459 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9460 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9463 int action_arg_number_old =
9464 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9465 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9466 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9467 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9468 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9471 int action_arg_number_new =
9472 getModifiedActionNumber(action_arg_number_old,
9473 action_mode, action_arg_number,
9474 action_arg_number_min, action_arg_number_max);
9476 int trigger_player_bits =
9477 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9478 change->actual_trigger_player_bits : change->trigger_player);
9480 int action_arg_player_bits =
9481 (action_arg >= CA_ARG_PLAYER_1 &&
9482 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9483 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9484 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9487 /* ---------- execute action -------------------------------------------- */
9489 switch (action_type)
9496 /* ---------- level actions ------------------------------------------- */
9498 case CA_RESTART_LEVEL:
9500 game.restart_level = TRUE;
9505 case CA_SHOW_ENVELOPE:
9507 int element = getSpecialActionElement(action_arg_element,
9508 action_arg_number, EL_ENVELOPE_1);
9510 if (IS_ENVELOPE(element))
9511 local_player->show_envelope = element;
9516 case CA_SET_LEVEL_TIME:
9518 if (level.time > 0) /* only modify limited time value */
9520 TimeLeft = action_arg_number_new;
9522 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9524 DisplayGameControlValues();
9526 if (!TimeLeft && setup.time_limit)
9527 for (i = 0; i < MAX_PLAYERS; i++)
9528 KillPlayer(&stored_player[i]);
9534 case CA_SET_LEVEL_SCORE:
9536 local_player->score = action_arg_number_new;
9538 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9540 DisplayGameControlValues();
9545 case CA_SET_LEVEL_GEMS:
9547 local_player->gems_still_needed = action_arg_number_new;
9549 game_panel_controls[GAME_PANEL_GEMS].value =
9550 local_player->gems_still_needed;
9552 DisplayGameControlValues();
9557 case CA_SET_LEVEL_WIND:
9559 game.wind_direction = action_arg_direction;
9564 case CA_SET_LEVEL_RANDOM_SEED:
9566 /* ensure that setting a new random seed while playing is predictable */
9567 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9572 /* ---------- player actions ------------------------------------------ */
9574 case CA_MOVE_PLAYER:
9576 /* automatically move to the next field in specified direction */
9577 for (i = 0; i < MAX_PLAYERS; i++)
9578 if (trigger_player_bits & (1 << i))
9579 stored_player[i].programmed_action = action_arg_direction;
9584 case CA_EXIT_PLAYER:
9586 for (i = 0; i < MAX_PLAYERS; i++)
9587 if (action_arg_player_bits & (1 << i))
9588 PlayerWins(&stored_player[i]);
9593 case CA_KILL_PLAYER:
9595 for (i = 0; i < MAX_PLAYERS; i++)
9596 if (action_arg_player_bits & (1 << i))
9597 KillPlayer(&stored_player[i]);
9602 case CA_SET_PLAYER_KEYS:
9604 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9605 int element = getSpecialActionElement(action_arg_element,
9606 action_arg_number, EL_KEY_1);
9608 if (IS_KEY(element))
9610 for (i = 0; i < MAX_PLAYERS; i++)
9612 if (trigger_player_bits & (1 << i))
9614 stored_player[i].key[KEY_NR(element)] = key_state;
9616 DrawGameDoorValues();
9624 case CA_SET_PLAYER_SPEED:
9626 for (i = 0; i < MAX_PLAYERS; i++)
9628 if (trigger_player_bits & (1 << i))
9630 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9632 if (action_arg == CA_ARG_SPEED_FASTER &&
9633 stored_player[i].cannot_move)
9635 action_arg_number = STEPSIZE_VERY_SLOW;
9637 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9638 action_arg == CA_ARG_SPEED_FASTER)
9640 action_arg_number = 2;
9641 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9644 else if (action_arg == CA_ARG_NUMBER_RESET)
9646 action_arg_number = level.initial_player_stepsize[i];
9650 getModifiedActionNumber(move_stepsize,
9653 action_arg_number_min,
9654 action_arg_number_max);
9656 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9663 case CA_SET_PLAYER_SHIELD:
9665 for (i = 0; i < MAX_PLAYERS; i++)
9667 if (trigger_player_bits & (1 << i))
9669 if (action_arg == CA_ARG_SHIELD_OFF)
9671 stored_player[i].shield_normal_time_left = 0;
9672 stored_player[i].shield_deadly_time_left = 0;
9674 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9676 stored_player[i].shield_normal_time_left = 999999;
9678 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9680 stored_player[i].shield_normal_time_left = 999999;
9681 stored_player[i].shield_deadly_time_left = 999999;
9689 case CA_SET_PLAYER_GRAVITY:
9691 for (i = 0; i < MAX_PLAYERS; i++)
9693 if (trigger_player_bits & (1 << i))
9695 stored_player[i].gravity =
9696 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9697 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9698 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9699 stored_player[i].gravity);
9706 case CA_SET_PLAYER_ARTWORK:
9708 for (i = 0; i < MAX_PLAYERS; i++)
9710 if (trigger_player_bits & (1 << i))
9712 int artwork_element = action_arg_element;
9714 if (action_arg == CA_ARG_ELEMENT_RESET)
9716 (level.use_artwork_element[i] ? level.artwork_element[i] :
9717 stored_player[i].element_nr);
9719 if (stored_player[i].artwork_element != artwork_element)
9720 stored_player[i].Frame = 0;
9722 stored_player[i].artwork_element = artwork_element;
9724 SetPlayerWaiting(&stored_player[i], FALSE);
9726 /* set number of special actions for bored and sleeping animation */
9727 stored_player[i].num_special_action_bored =
9728 get_num_special_action(artwork_element,
9729 ACTION_BORING_1, ACTION_BORING_LAST);
9730 stored_player[i].num_special_action_sleeping =
9731 get_num_special_action(artwork_element,
9732 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9739 case CA_SET_PLAYER_INVENTORY:
9741 for (i = 0; i < MAX_PLAYERS; i++)
9743 struct PlayerInfo *player = &stored_player[i];
9746 if (trigger_player_bits & (1 << i))
9748 int inventory_element = action_arg_element;
9750 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9751 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9752 action_arg == CA_ARG_ELEMENT_ACTION)
9754 int element = inventory_element;
9755 int collect_count = element_info[element].collect_count_initial;
9757 if (!IS_CUSTOM_ELEMENT(element))
9760 if (collect_count == 0)
9761 player->inventory_infinite_element = element;
9763 for (k = 0; k < collect_count; k++)
9764 if (player->inventory_size < MAX_INVENTORY_SIZE)
9765 player->inventory_element[player->inventory_size++] =
9768 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9769 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9770 action_arg == CA_ARG_INVENTORY_RM_ACTION)
9772 if (player->inventory_infinite_element != EL_UNDEFINED &&
9773 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
9774 action_arg_element_raw))
9775 player->inventory_infinite_element = EL_UNDEFINED;
9777 for (k = 0, j = 0; j < player->inventory_size; j++)
9779 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
9780 action_arg_element_raw))
9781 player->inventory_element[k++] = player->inventory_element[j];
9784 player->inventory_size = k;
9786 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
9788 if (player->inventory_size > 0)
9790 for (j = 0; j < player->inventory_size - 1; j++)
9791 player->inventory_element[j] = player->inventory_element[j + 1];
9793 player->inventory_size--;
9796 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
9798 if (player->inventory_size > 0)
9799 player->inventory_size--;
9801 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
9803 player->inventory_infinite_element = EL_UNDEFINED;
9804 player->inventory_size = 0;
9806 else if (action_arg == CA_ARG_INVENTORY_RESET)
9808 player->inventory_infinite_element = EL_UNDEFINED;
9809 player->inventory_size = 0;
9811 if (level.use_initial_inventory[i])
9813 for (j = 0; j < level.initial_inventory_size[i]; j++)
9815 int element = level.initial_inventory_content[i][j];
9816 int collect_count = element_info[element].collect_count_initial;
9818 if (!IS_CUSTOM_ELEMENT(element))
9821 if (collect_count == 0)
9822 player->inventory_infinite_element = element;
9824 for (k = 0; k < collect_count; k++)
9825 if (player->inventory_size < MAX_INVENTORY_SIZE)
9826 player->inventory_element[player->inventory_size++] =
9837 /* ---------- CE actions ---------------------------------------------- */
9839 case CA_SET_CE_VALUE:
9841 int last_ce_value = CustomValue[x][y];
9843 CustomValue[x][y] = action_arg_number_new;
9845 if (CustomValue[x][y] != last_ce_value)
9847 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
9848 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
9850 if (CustomValue[x][y] == 0)
9852 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
9853 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
9860 case CA_SET_CE_SCORE:
9862 int last_ce_score = ei->collect_score;
9864 ei->collect_score = action_arg_number_new;
9866 if (ei->collect_score != last_ce_score)
9868 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
9869 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
9871 if (ei->collect_score == 0)
9875 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
9876 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
9879 This is a very special case that seems to be a mixture between
9880 CheckElementChange() and CheckTriggeredElementChange(): while
9881 the first one only affects single elements that are triggered
9882 directly, the second one affects multiple elements in the playfield
9883 that are triggered indirectly by another element. This is a third
9884 case: Changing the CE score always affects multiple identical CEs,
9885 so every affected CE must be checked, not only the single CE for
9886 which the CE score was changed in the first place (as every instance
9887 of that CE shares the same CE score, and therefore also can change)!
9889 SCAN_PLAYFIELD(xx, yy)
9891 if (Feld[xx][yy] == element)
9892 CheckElementChange(xx, yy, element, EL_UNDEFINED,
9893 CE_SCORE_GETS_ZERO);
9901 case CA_SET_CE_ARTWORK:
9903 int artwork_element = action_arg_element;
9904 boolean reset_frame = FALSE;
9907 if (action_arg == CA_ARG_ELEMENT_RESET)
9908 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
9911 if (ei->gfx_element != artwork_element)
9914 ei->gfx_element = artwork_element;
9916 SCAN_PLAYFIELD(xx, yy)
9918 if (Feld[xx][yy] == element)
9922 ResetGfxAnimation(xx, yy);
9923 ResetRandomAnimationValue(xx, yy);
9926 TEST_DrawLevelField(xx, yy);
9933 /* ---------- engine actions ------------------------------------------ */
9935 case CA_SET_ENGINE_SCAN_MODE:
9937 InitPlayfieldScanMode(action_arg);
9947 static void CreateFieldExt(int x, int y, int element, boolean is_change)
9949 int old_element = Feld[x][y];
9950 int new_element = GetElementFromGroupElement(element);
9951 int previous_move_direction = MovDir[x][y];
9952 int last_ce_value = CustomValue[x][y];
9953 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
9954 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
9955 boolean add_player_onto_element = (new_element_is_player &&
9956 new_element != EL_SOKOBAN_FIELD_PLAYER &&
9957 IS_WALKABLE(old_element));
9959 if (!add_player_onto_element)
9961 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
9962 RemoveMovingField(x, y);
9966 Feld[x][y] = new_element;
9968 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
9969 MovDir[x][y] = previous_move_direction;
9971 if (element_info[new_element].use_last_ce_value)
9972 CustomValue[x][y] = last_ce_value;
9974 InitField_WithBug1(x, y, FALSE);
9976 new_element = Feld[x][y]; /* element may have changed */
9978 ResetGfxAnimation(x, y);
9979 ResetRandomAnimationValue(x, y);
9981 TEST_DrawLevelField(x, y);
9983 if (GFX_CRUMBLED(new_element))
9984 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
9987 /* check if element under the player changes from accessible to unaccessible
9988 (needed for special case of dropping element which then changes) */
9989 /* (must be checked after creating new element for walkable group elements) */
9990 if (IS_PLAYER(x, y) && !player_explosion_protected &&
9991 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
9998 /* "ChangeCount" not set yet to allow "entered by player" change one time */
9999 if (new_element_is_player)
10000 RelocatePlayer(x, y, new_element);
10003 ChangeCount[x][y]++; /* count number of changes in the same frame */
10005 TestIfBadThingTouchesPlayer(x, y);
10006 TestIfPlayerTouchesCustomElement(x, y);
10007 TestIfElementTouchesCustomElement(x, y);
10010 static void CreateField(int x, int y, int element)
10012 CreateFieldExt(x, y, element, FALSE);
10015 static void CreateElementFromChange(int x, int y, int element)
10017 element = GET_VALID_RUNTIME_ELEMENT(element);
10019 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10021 int old_element = Feld[x][y];
10023 /* prevent changed element from moving in same engine frame
10024 unless both old and new element can either fall or move */
10025 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10026 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10030 CreateFieldExt(x, y, element, TRUE);
10033 static boolean ChangeElement(int x, int y, int element, int page)
10035 struct ElementInfo *ei = &element_info[element];
10036 struct ElementChangeInfo *change = &ei->change_page[page];
10037 int ce_value = CustomValue[x][y];
10038 int ce_score = ei->collect_score;
10039 int target_element;
10040 int old_element = Feld[x][y];
10042 /* always use default change event to prevent running into a loop */
10043 if (ChangeEvent[x][y] == -1)
10044 ChangeEvent[x][y] = CE_DELAY;
10046 if (ChangeEvent[x][y] == CE_DELAY)
10048 /* reset actual trigger element, trigger player and action element */
10049 change->actual_trigger_element = EL_EMPTY;
10050 change->actual_trigger_player = EL_EMPTY;
10051 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10052 change->actual_trigger_side = CH_SIDE_NONE;
10053 change->actual_trigger_ce_value = 0;
10054 change->actual_trigger_ce_score = 0;
10057 /* do not change elements more than a specified maximum number of changes */
10058 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10061 ChangeCount[x][y]++; /* count number of changes in the same frame */
10063 if (change->explode)
10070 if (change->use_target_content)
10072 boolean complete_replace = TRUE;
10073 boolean can_replace[3][3];
10076 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10079 boolean is_walkable;
10080 boolean is_diggable;
10081 boolean is_collectible;
10082 boolean is_removable;
10083 boolean is_destructible;
10084 int ex = x + xx - 1;
10085 int ey = y + yy - 1;
10086 int content_element = change->target_content.e[xx][yy];
10089 can_replace[xx][yy] = TRUE;
10091 if (ex == x && ey == y) /* do not check changing element itself */
10094 if (content_element == EL_EMPTY_SPACE)
10096 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10101 if (!IN_LEV_FIELD(ex, ey))
10103 can_replace[xx][yy] = FALSE;
10104 complete_replace = FALSE;
10111 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10112 e = MovingOrBlocked2Element(ex, ey);
10114 is_empty = (IS_FREE(ex, ey) ||
10115 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10117 is_walkable = (is_empty || IS_WALKABLE(e));
10118 is_diggable = (is_empty || IS_DIGGABLE(e));
10119 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10120 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10121 is_removable = (is_diggable || is_collectible);
10123 can_replace[xx][yy] =
10124 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10125 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10126 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10127 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10128 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10129 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10130 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10132 if (!can_replace[xx][yy])
10133 complete_replace = FALSE;
10136 if (!change->only_if_complete || complete_replace)
10138 boolean something_has_changed = FALSE;
10140 if (change->only_if_complete && change->use_random_replace &&
10141 RND(100) < change->random_percentage)
10144 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10146 int ex = x + xx - 1;
10147 int ey = y + yy - 1;
10148 int content_element;
10150 if (can_replace[xx][yy] && (!change->use_random_replace ||
10151 RND(100) < change->random_percentage))
10153 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10154 RemoveMovingField(ex, ey);
10156 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10158 content_element = change->target_content.e[xx][yy];
10159 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10160 ce_value, ce_score);
10162 CreateElementFromChange(ex, ey, target_element);
10164 something_has_changed = TRUE;
10166 /* for symmetry reasons, freeze newly created border elements */
10167 if (ex != x || ey != y)
10168 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10172 if (something_has_changed)
10174 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10175 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10181 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10182 ce_value, ce_score);
10184 if (element == EL_DIAGONAL_GROWING ||
10185 element == EL_DIAGONAL_SHRINKING)
10187 target_element = Store[x][y];
10189 Store[x][y] = EL_EMPTY;
10192 CreateElementFromChange(x, y, target_element);
10194 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10195 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10198 /* this uses direct change before indirect change */
10199 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10204 static void HandleElementChange(int x, int y, int page)
10206 int element = MovingOrBlocked2Element(x, y);
10207 struct ElementInfo *ei = &element_info[element];
10208 struct ElementChangeInfo *change = &ei->change_page[page];
10209 boolean handle_action_before_change = FALSE;
10212 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10213 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10216 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10217 x, y, element, element_info[element].token_name);
10218 printf("HandleElementChange(): This should never happen!\n");
10223 /* this can happen with classic bombs on walkable, changing elements */
10224 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10229 if (ChangeDelay[x][y] == 0) /* initialize element change */
10231 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10233 if (change->can_change)
10235 /* !!! not clear why graphic animation should be reset at all here !!! */
10236 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10237 /* when a custom element is about to change (for example by change delay),
10238 do not reset graphic animation when the custom element is moving */
10239 if (!IS_MOVING(x, y))
10241 ResetGfxAnimation(x, y);
10242 ResetRandomAnimationValue(x, y);
10245 if (change->pre_change_function)
10246 change->pre_change_function(x, y);
10250 ChangeDelay[x][y]--;
10252 if (ChangeDelay[x][y] != 0) /* continue element change */
10254 if (change->can_change)
10256 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10258 if (IS_ANIMATED(graphic))
10259 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10261 if (change->change_function)
10262 change->change_function(x, y);
10265 else /* finish element change */
10267 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10269 page = ChangePage[x][y];
10270 ChangePage[x][y] = -1;
10272 change = &ei->change_page[page];
10275 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10277 ChangeDelay[x][y] = 1; /* try change after next move step */
10278 ChangePage[x][y] = page; /* remember page to use for change */
10283 /* special case: set new level random seed before changing element */
10284 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10285 handle_action_before_change = TRUE;
10287 if (change->has_action && handle_action_before_change)
10288 ExecuteCustomElementAction(x, y, element, page);
10290 if (change->can_change)
10292 if (ChangeElement(x, y, element, page))
10294 if (change->post_change_function)
10295 change->post_change_function(x, y);
10299 if (change->has_action && !handle_action_before_change)
10300 ExecuteCustomElementAction(x, y, element, page);
10304 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10305 int trigger_element,
10307 int trigger_player,
10311 boolean change_done_any = FALSE;
10312 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10315 if (!(trigger_events[trigger_element][trigger_event]))
10318 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10320 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10322 int element = EL_CUSTOM_START + i;
10323 boolean change_done = FALSE;
10326 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10327 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10330 for (p = 0; p < element_info[element].num_change_pages; p++)
10332 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10334 if (change->can_change_or_has_action &&
10335 change->has_event[trigger_event] &&
10336 change->trigger_side & trigger_side &&
10337 change->trigger_player & trigger_player &&
10338 change->trigger_page & trigger_page_bits &&
10339 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10341 change->actual_trigger_element = trigger_element;
10342 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10343 change->actual_trigger_player_bits = trigger_player;
10344 change->actual_trigger_side = trigger_side;
10345 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10346 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10348 if ((change->can_change && !change_done) || change->has_action)
10352 SCAN_PLAYFIELD(x, y)
10354 if (Feld[x][y] == element)
10356 if (change->can_change && !change_done)
10358 /* if element already changed in this frame, not only prevent
10359 another element change (checked in ChangeElement()), but
10360 also prevent additional element actions for this element */
10362 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10363 !level.use_action_after_change_bug)
10366 ChangeDelay[x][y] = 1;
10367 ChangeEvent[x][y] = trigger_event;
10369 HandleElementChange(x, y, p);
10371 else if (change->has_action)
10373 /* if element already changed in this frame, not only prevent
10374 another element change (checked in ChangeElement()), but
10375 also prevent additional element actions for this element */
10377 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10378 !level.use_action_after_change_bug)
10381 ExecuteCustomElementAction(x, y, element, p);
10382 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10387 if (change->can_change)
10389 change_done = TRUE;
10390 change_done_any = TRUE;
10397 RECURSION_LOOP_DETECTION_END();
10399 return change_done_any;
10402 static boolean CheckElementChangeExt(int x, int y,
10404 int trigger_element,
10406 int trigger_player,
10409 boolean change_done = FALSE;
10412 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10413 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10416 if (Feld[x][y] == EL_BLOCKED)
10418 Blocked2Moving(x, y, &x, &y);
10419 element = Feld[x][y];
10422 /* check if element has already changed or is about to change after moving */
10423 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10424 Feld[x][y] != element) ||
10426 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10427 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10428 ChangePage[x][y] != -1)))
10431 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10433 for (p = 0; p < element_info[element].num_change_pages; p++)
10435 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10437 /* check trigger element for all events where the element that is checked
10438 for changing interacts with a directly adjacent element -- this is
10439 different to element changes that affect other elements to change on the
10440 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10441 boolean check_trigger_element =
10442 (trigger_event == CE_TOUCHING_X ||
10443 trigger_event == CE_HITTING_X ||
10444 trigger_event == CE_HIT_BY_X ||
10445 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10447 if (change->can_change_or_has_action &&
10448 change->has_event[trigger_event] &&
10449 change->trigger_side & trigger_side &&
10450 change->trigger_player & trigger_player &&
10451 (!check_trigger_element ||
10452 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10454 change->actual_trigger_element = trigger_element;
10455 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10456 change->actual_trigger_player_bits = trigger_player;
10457 change->actual_trigger_side = trigger_side;
10458 change->actual_trigger_ce_value = CustomValue[x][y];
10459 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10461 /* special case: trigger element not at (x,y) position for some events */
10462 if (check_trigger_element)
10474 { 0, 0 }, { 0, 0 }, { 0, 0 },
10478 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10479 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10481 change->actual_trigger_ce_value = CustomValue[xx][yy];
10482 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10485 if (change->can_change && !change_done)
10487 ChangeDelay[x][y] = 1;
10488 ChangeEvent[x][y] = trigger_event;
10490 HandleElementChange(x, y, p);
10492 change_done = TRUE;
10494 else if (change->has_action)
10496 ExecuteCustomElementAction(x, y, element, p);
10497 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10502 RECURSION_LOOP_DETECTION_END();
10504 return change_done;
10507 static void PlayPlayerSound(struct PlayerInfo *player)
10509 int jx = player->jx, jy = player->jy;
10510 int sound_element = player->artwork_element;
10511 int last_action = player->last_action_waiting;
10512 int action = player->action_waiting;
10514 if (player->is_waiting)
10516 if (action != last_action)
10517 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10519 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10523 if (action != last_action)
10524 StopSound(element_info[sound_element].sound[last_action]);
10526 if (last_action == ACTION_SLEEPING)
10527 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10531 static void PlayAllPlayersSound()
10535 for (i = 0; i < MAX_PLAYERS; i++)
10536 if (stored_player[i].active)
10537 PlayPlayerSound(&stored_player[i]);
10540 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10542 boolean last_waiting = player->is_waiting;
10543 int move_dir = player->MovDir;
10545 player->dir_waiting = move_dir;
10546 player->last_action_waiting = player->action_waiting;
10550 if (!last_waiting) /* not waiting -> waiting */
10552 player->is_waiting = TRUE;
10554 player->frame_counter_bored =
10556 game.player_boring_delay_fixed +
10557 GetSimpleRandom(game.player_boring_delay_random);
10558 player->frame_counter_sleeping =
10560 game.player_sleeping_delay_fixed +
10561 GetSimpleRandom(game.player_sleeping_delay_random);
10563 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10566 if (game.player_sleeping_delay_fixed +
10567 game.player_sleeping_delay_random > 0 &&
10568 player->anim_delay_counter == 0 &&
10569 player->post_delay_counter == 0 &&
10570 FrameCounter >= player->frame_counter_sleeping)
10571 player->is_sleeping = TRUE;
10572 else if (game.player_boring_delay_fixed +
10573 game.player_boring_delay_random > 0 &&
10574 FrameCounter >= player->frame_counter_bored)
10575 player->is_bored = TRUE;
10577 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10578 player->is_bored ? ACTION_BORING :
10581 if (player->is_sleeping && player->use_murphy)
10583 /* special case for sleeping Murphy when leaning against non-free tile */
10585 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10586 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10587 !IS_MOVING(player->jx - 1, player->jy)))
10588 move_dir = MV_LEFT;
10589 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10590 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10591 !IS_MOVING(player->jx + 1, player->jy)))
10592 move_dir = MV_RIGHT;
10594 player->is_sleeping = FALSE;
10596 player->dir_waiting = move_dir;
10599 if (player->is_sleeping)
10601 if (player->num_special_action_sleeping > 0)
10603 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10605 int last_special_action = player->special_action_sleeping;
10606 int num_special_action = player->num_special_action_sleeping;
10607 int special_action =
10608 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10609 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10610 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10611 last_special_action + 1 : ACTION_SLEEPING);
10612 int special_graphic =
10613 el_act_dir2img(player->artwork_element, special_action, move_dir);
10615 player->anim_delay_counter =
10616 graphic_info[special_graphic].anim_delay_fixed +
10617 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10618 player->post_delay_counter =
10619 graphic_info[special_graphic].post_delay_fixed +
10620 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10622 player->special_action_sleeping = special_action;
10625 if (player->anim_delay_counter > 0)
10627 player->action_waiting = player->special_action_sleeping;
10628 player->anim_delay_counter--;
10630 else if (player->post_delay_counter > 0)
10632 player->post_delay_counter--;
10636 else if (player->is_bored)
10638 if (player->num_special_action_bored > 0)
10640 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10642 int special_action =
10643 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10644 int special_graphic =
10645 el_act_dir2img(player->artwork_element, special_action, move_dir);
10647 player->anim_delay_counter =
10648 graphic_info[special_graphic].anim_delay_fixed +
10649 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10650 player->post_delay_counter =
10651 graphic_info[special_graphic].post_delay_fixed +
10652 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10654 player->special_action_bored = special_action;
10657 if (player->anim_delay_counter > 0)
10659 player->action_waiting = player->special_action_bored;
10660 player->anim_delay_counter--;
10662 else if (player->post_delay_counter > 0)
10664 player->post_delay_counter--;
10669 else if (last_waiting) /* waiting -> not waiting */
10671 player->is_waiting = FALSE;
10672 player->is_bored = FALSE;
10673 player->is_sleeping = FALSE;
10675 player->frame_counter_bored = -1;
10676 player->frame_counter_sleeping = -1;
10678 player->anim_delay_counter = 0;
10679 player->post_delay_counter = 0;
10681 player->dir_waiting = player->MovDir;
10682 player->action_waiting = ACTION_DEFAULT;
10684 player->special_action_bored = ACTION_DEFAULT;
10685 player->special_action_sleeping = ACTION_DEFAULT;
10689 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10691 static boolean player_was_moving = FALSE;
10692 static boolean player_was_snapping = FALSE;
10693 static boolean player_was_dropping = FALSE;
10695 if ((!player->is_moving && player_was_moving) ||
10696 (player->MovPos == 0 && player_was_moving) ||
10697 (player->is_snapping && !player_was_snapping) ||
10698 (player->is_dropping && !player_was_dropping))
10700 if (!SaveEngineSnapshotToList())
10703 player_was_moving = FALSE;
10704 player_was_snapping = TRUE;
10705 player_was_dropping = TRUE;
10709 if (player->is_moving)
10710 player_was_moving = TRUE;
10712 if (!player->is_snapping)
10713 player_was_snapping = FALSE;
10715 if (!player->is_dropping)
10716 player_was_dropping = FALSE;
10720 static void CheckSingleStepMode(struct PlayerInfo *player)
10722 if (tape.single_step && tape.recording && !tape.pausing)
10724 /* as it is called "single step mode", just return to pause mode when the
10725 player stopped moving after one tile (or never starts moving at all) */
10726 if (!player->is_moving && !player->is_pushing)
10728 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10729 SnapField(player, 0, 0); /* stop snapping */
10733 CheckSaveEngineSnapshot(player);
10736 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10738 int left = player_action & JOY_LEFT;
10739 int right = player_action & JOY_RIGHT;
10740 int up = player_action & JOY_UP;
10741 int down = player_action & JOY_DOWN;
10742 int button1 = player_action & JOY_BUTTON_1;
10743 int button2 = player_action & JOY_BUTTON_2;
10744 int dx = (left ? -1 : right ? 1 : 0);
10745 int dy = (up ? -1 : down ? 1 : 0);
10747 if (!player->active || tape.pausing)
10753 SnapField(player, dx, dy);
10757 DropElement(player);
10759 MovePlayer(player, dx, dy);
10762 CheckSingleStepMode(player);
10764 SetPlayerWaiting(player, FALSE);
10766 return player_action;
10770 /* no actions for this player (no input at player's configured device) */
10772 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
10773 SnapField(player, 0, 0);
10774 CheckGravityMovementWhenNotMoving(player);
10776 if (player->MovPos == 0)
10777 SetPlayerWaiting(player, TRUE);
10779 if (player->MovPos == 0) /* needed for tape.playing */
10780 player->is_moving = FALSE;
10782 player->is_dropping = FALSE;
10783 player->is_dropping_pressed = FALSE;
10784 player->drop_pressed_delay = 0;
10786 CheckSingleStepMode(player);
10792 static void CheckLevelTime()
10796 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
10797 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10799 if (level.native_em_level->lev->home == 0) /* all players at home */
10801 PlayerWins(local_player);
10803 AllPlayersGone = TRUE;
10805 level.native_em_level->lev->home = -1;
10808 if (level.native_em_level->ply[0]->alive == 0 &&
10809 level.native_em_level->ply[1]->alive == 0 &&
10810 level.native_em_level->ply[2]->alive == 0 &&
10811 level.native_em_level->ply[3]->alive == 0) /* all dead */
10812 AllPlayersGone = TRUE;
10814 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
10816 if (game_sp.LevelSolved &&
10817 !game_sp.GameOver) /* game won */
10819 PlayerWins(local_player);
10821 game_sp.GameOver = TRUE;
10823 AllPlayersGone = TRUE;
10826 if (game_sp.GameOver) /* game lost */
10827 AllPlayersGone = TRUE;
10830 if (TimeFrames >= FRAMES_PER_SECOND)
10835 for (i = 0; i < MAX_PLAYERS; i++)
10837 struct PlayerInfo *player = &stored_player[i];
10839 if (SHIELD_ON(player))
10841 player->shield_normal_time_left--;
10843 if (player->shield_deadly_time_left > 0)
10844 player->shield_deadly_time_left--;
10848 if (!local_player->LevelSolved && !level.use_step_counter)
10856 if (TimeLeft <= 10 && setup.time_limit)
10857 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
10859 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
10860 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
10862 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10864 if (!TimeLeft && setup.time_limit)
10866 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10867 level.native_em_level->lev->killed_out_of_time = TRUE;
10869 for (i = 0; i < MAX_PLAYERS; i++)
10870 KillPlayer(&stored_player[i]);
10873 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
10875 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
10878 level.native_em_level->lev->time =
10879 (game.no_time_limit ? TimePlayed : TimeLeft);
10882 if (tape.recording || tape.playing)
10883 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
10886 if (tape.recording || tape.playing)
10887 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
10889 UpdateAndDisplayGameControlValues();
10892 void AdvanceFrameAndPlayerCounters(int player_nr)
10896 /* advance frame counters (global frame counter and time frame counter) */
10900 /* advance player counters (counters for move delay, move animation etc.) */
10901 for (i = 0; i < MAX_PLAYERS; i++)
10903 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
10904 int move_delay_value = stored_player[i].move_delay_value;
10905 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
10907 if (!advance_player_counters) /* not all players may be affected */
10910 if (move_frames == 0) /* less than one move per game frame */
10912 int stepsize = TILEX / move_delay_value;
10913 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
10914 int count = (stored_player[i].is_moving ?
10915 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
10917 if (count % delay == 0)
10921 stored_player[i].Frame += move_frames;
10923 if (stored_player[i].MovPos != 0)
10924 stored_player[i].StepFrame += move_frames;
10926 if (stored_player[i].move_delay > 0)
10927 stored_player[i].move_delay--;
10929 /* due to bugs in previous versions, counter must count up, not down */
10930 if (stored_player[i].push_delay != -1)
10931 stored_player[i].push_delay++;
10933 if (stored_player[i].drop_delay > 0)
10934 stored_player[i].drop_delay--;
10936 if (stored_player[i].is_dropping_pressed)
10937 stored_player[i].drop_pressed_delay++;
10941 void StartGameActions(boolean init_network_game, boolean record_tape,
10944 unsigned int new_random_seed = InitRND(random_seed);
10947 TapeStartRecording(new_random_seed);
10949 #if defined(NETWORK_AVALIABLE)
10950 if (init_network_game)
10952 SendToServer_StartPlaying();
10963 static unsigned int game_frame_delay = 0;
10964 unsigned int game_frame_delay_value;
10965 byte *recorded_player_action;
10966 byte summarized_player_action = 0;
10967 byte tape_action[MAX_PLAYERS];
10970 for (i = 0; i < MAX_PLAYERS; i++)
10972 struct PlayerInfo *player = &stored_player[i];
10974 // allow engine snapshot if movement attempt was stopped
10975 if ((game.snapshot.last_action[i] & KEY_MOTION) != 0 &&
10976 (player->action & KEY_MOTION) == 0)
10977 game.snapshot.changed_action = TRUE;
10979 // allow engine snapshot in case of snapping/dropping attempt
10980 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
10981 (player->action & KEY_BUTTON) != 0)
10982 game.snapshot.changed_action = TRUE;
10984 game.snapshot.last_action[i] = player->action;
10987 /* detect endless loops, caused by custom element programming */
10988 if (recursion_loop_detected && recursion_loop_depth == 0)
10990 char *message = getStringCat3("Internal Error! Element ",
10991 EL_NAME(recursion_loop_element),
10992 " caused endless loop! Quit the game?");
10994 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
10995 EL_NAME(recursion_loop_element));
10997 RequestQuitGameExt(FALSE, level_editor_test_game, message);
10999 recursion_loop_detected = FALSE; /* if game should be continued */
11006 if (game.restart_level)
11007 StartGameActions(options.network, setup.autorecord, level.random_seed);
11009 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
11010 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11012 if (level.native_em_level->lev->home == 0) /* all players at home */
11014 PlayerWins(local_player);
11016 AllPlayersGone = TRUE;
11018 level.native_em_level->lev->home = -1;
11021 if (level.native_em_level->ply[0]->alive == 0 &&
11022 level.native_em_level->ply[1]->alive == 0 &&
11023 level.native_em_level->ply[2]->alive == 0 &&
11024 level.native_em_level->ply[3]->alive == 0) /* all dead */
11025 AllPlayersGone = TRUE;
11027 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11029 if (game_sp.LevelSolved &&
11030 !game_sp.GameOver) /* game won */
11032 PlayerWins(local_player);
11034 game_sp.GameOver = TRUE;
11036 AllPlayersGone = TRUE;
11039 if (game_sp.GameOver) /* game lost */
11040 AllPlayersGone = TRUE;
11043 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11046 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11049 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11052 game_frame_delay_value =
11053 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11055 if (tape.playing && tape.warp_forward && !tape.pausing)
11056 game_frame_delay_value = 0;
11058 /* ---------- main game synchronization point ---------- */
11060 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11062 if (network_playing && !network_player_action_received)
11064 /* try to get network player actions in time */
11066 #if defined(NETWORK_AVALIABLE)
11067 /* last chance to get network player actions without main loop delay */
11068 HandleNetworking();
11071 /* game was quit by network peer */
11072 if (game_status != GAME_MODE_PLAYING)
11075 if (!network_player_action_received)
11076 return; /* failed to get network player actions in time */
11078 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11084 /* at this point we know that we really continue executing the game */
11086 network_player_action_received = FALSE;
11088 /* when playing tape, read previously recorded player input from tape data */
11089 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11091 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11095 if (tape.set_centered_player)
11097 game.centered_player_nr_next = tape.centered_player_nr_next;
11098 game.set_centered_player = TRUE;
11101 for (i = 0; i < MAX_PLAYERS; i++)
11103 summarized_player_action |= stored_player[i].action;
11105 if (!network_playing && (game.team_mode || tape.playing))
11106 stored_player[i].effective_action = stored_player[i].action;
11109 #if defined(NETWORK_AVALIABLE)
11110 if (network_playing)
11111 SendToServer_MovePlayer(summarized_player_action);
11114 if (!options.network && !game.team_mode)
11115 local_player->effective_action = summarized_player_action;
11117 if (tape.recording &&
11119 setup.input_on_focus &&
11120 game.centered_player_nr != -1)
11122 for (i = 0; i < MAX_PLAYERS; i++)
11123 stored_player[i].effective_action =
11124 (i == game.centered_player_nr ? summarized_player_action : 0);
11127 if (recorded_player_action != NULL)
11128 for (i = 0; i < MAX_PLAYERS; i++)
11129 stored_player[i].effective_action = recorded_player_action[i];
11131 for (i = 0; i < MAX_PLAYERS; i++)
11133 tape_action[i] = stored_player[i].effective_action;
11135 /* (this may happen in the RND game engine if a player was not present on
11136 the playfield on level start, but appeared later from a custom element */
11137 if (setup.team_mode &&
11140 !tape.player_participates[i])
11141 tape.player_participates[i] = TRUE;
11144 /* only record actions from input devices, but not programmed actions */
11145 if (tape.recording)
11146 TapeRecordAction(tape_action);
11148 #if USE_NEW_PLAYER_ASSIGNMENTS
11149 // !!! also map player actions in single player mode !!!
11150 // if (game.team_mode)
11152 byte mapped_action[MAX_PLAYERS];
11154 #if DEBUG_PLAYER_ACTIONS
11156 for (i = 0; i < MAX_PLAYERS; i++)
11157 printf(" %d, ", stored_player[i].effective_action);
11160 for (i = 0; i < MAX_PLAYERS; i++)
11161 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11163 for (i = 0; i < MAX_PLAYERS; i++)
11164 stored_player[i].effective_action = mapped_action[i];
11166 #if DEBUG_PLAYER_ACTIONS
11168 for (i = 0; i < MAX_PLAYERS; i++)
11169 printf(" %d, ", stored_player[i].effective_action);
11173 #if DEBUG_PLAYER_ACTIONS
11177 for (i = 0; i < MAX_PLAYERS; i++)
11178 printf(" %d, ", stored_player[i].effective_action);
11184 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11186 GameActions_EM_Main();
11188 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11190 GameActions_SP_Main();
11198 void GameActions_EM_Main()
11200 byte effective_action[MAX_PLAYERS];
11201 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11204 for (i = 0; i < MAX_PLAYERS; i++)
11205 effective_action[i] = stored_player[i].effective_action;
11207 GameActions_EM(effective_action, warp_mode);
11211 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11214 void GameActions_SP_Main()
11216 byte effective_action[MAX_PLAYERS];
11217 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11220 for (i = 0; i < MAX_PLAYERS; i++)
11221 effective_action[i] = stored_player[i].effective_action;
11223 GameActions_SP(effective_action, warp_mode);
11227 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11230 void GameActions_RND()
11232 int magic_wall_x = 0, magic_wall_y = 0;
11233 int i, x, y, element, graphic;
11235 InitPlayfieldScanModeVars();
11237 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11239 SCAN_PLAYFIELD(x, y)
11241 ChangeCount[x][y] = 0;
11242 ChangeEvent[x][y] = -1;
11246 if (game.set_centered_player)
11248 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11250 /* switching to "all players" only possible if all players fit to screen */
11251 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11253 game.centered_player_nr_next = game.centered_player_nr;
11254 game.set_centered_player = FALSE;
11257 /* do not switch focus to non-existing (or non-active) player */
11258 if (game.centered_player_nr_next >= 0 &&
11259 !stored_player[game.centered_player_nr_next].active)
11261 game.centered_player_nr_next = game.centered_player_nr;
11262 game.set_centered_player = FALSE;
11266 if (game.set_centered_player &&
11267 ScreenMovPos == 0) /* screen currently aligned at tile position */
11271 if (game.centered_player_nr_next == -1)
11273 setScreenCenteredToAllPlayers(&sx, &sy);
11277 sx = stored_player[game.centered_player_nr_next].jx;
11278 sy = stored_player[game.centered_player_nr_next].jy;
11281 game.centered_player_nr = game.centered_player_nr_next;
11282 game.set_centered_player = FALSE;
11284 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11285 DrawGameDoorValues();
11288 for (i = 0; i < MAX_PLAYERS; i++)
11290 int actual_player_action = stored_player[i].effective_action;
11293 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11294 - rnd_equinox_tetrachloride 048
11295 - rnd_equinox_tetrachloride_ii 096
11296 - rnd_emanuel_schmieg 002
11297 - doctor_sloan_ww 001, 020
11299 if (stored_player[i].MovPos == 0)
11300 CheckGravityMovement(&stored_player[i]);
11303 /* overwrite programmed action with tape action */
11304 if (stored_player[i].programmed_action)
11305 actual_player_action = stored_player[i].programmed_action;
11307 PlayerActions(&stored_player[i], actual_player_action);
11309 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11312 ScrollScreen(NULL, SCROLL_GO_ON);
11314 /* for backwards compatibility, the following code emulates a fixed bug that
11315 occured when pushing elements (causing elements that just made their last
11316 pushing step to already (if possible) make their first falling step in the
11317 same game frame, which is bad); this code is also needed to use the famous
11318 "spring push bug" which is used in older levels and might be wanted to be
11319 used also in newer levels, but in this case the buggy pushing code is only
11320 affecting the "spring" element and no other elements */
11322 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11324 for (i = 0; i < MAX_PLAYERS; i++)
11326 struct PlayerInfo *player = &stored_player[i];
11327 int x = player->jx;
11328 int y = player->jy;
11330 if (player->active && player->is_pushing && player->is_moving &&
11332 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11333 Feld[x][y] == EL_SPRING))
11335 ContinueMoving(x, y);
11337 /* continue moving after pushing (this is actually a bug) */
11338 if (!IS_MOVING(x, y))
11339 Stop[x][y] = FALSE;
11344 SCAN_PLAYFIELD(x, y)
11346 ChangeCount[x][y] = 0;
11347 ChangeEvent[x][y] = -1;
11349 /* this must be handled before main playfield loop */
11350 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11353 if (MovDelay[x][y] <= 0)
11357 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11360 if (MovDelay[x][y] <= 0)
11363 TEST_DrawLevelField(x, y);
11365 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11370 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11372 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11373 printf("GameActions(): This should never happen!\n");
11375 ChangePage[x][y] = -1;
11379 Stop[x][y] = FALSE;
11380 if (WasJustMoving[x][y] > 0)
11381 WasJustMoving[x][y]--;
11382 if (WasJustFalling[x][y] > 0)
11383 WasJustFalling[x][y]--;
11384 if (CheckCollision[x][y] > 0)
11385 CheckCollision[x][y]--;
11386 if (CheckImpact[x][y] > 0)
11387 CheckImpact[x][y]--;
11391 /* reset finished pushing action (not done in ContinueMoving() to allow
11392 continuous pushing animation for elements with zero push delay) */
11393 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11395 ResetGfxAnimation(x, y);
11396 TEST_DrawLevelField(x, y);
11400 if (IS_BLOCKED(x, y))
11404 Blocked2Moving(x, y, &oldx, &oldy);
11405 if (!IS_MOVING(oldx, oldy))
11407 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11408 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11409 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11410 printf("GameActions(): This should never happen!\n");
11416 SCAN_PLAYFIELD(x, y)
11418 element = Feld[x][y];
11419 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11421 ResetGfxFrame(x, y, TRUE);
11423 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11424 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11425 ResetRandomAnimationValue(x, y);
11427 SetRandomAnimationValue(x, y);
11429 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11431 if (IS_INACTIVE(element))
11433 if (IS_ANIMATED(graphic))
11434 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11439 /* this may take place after moving, so 'element' may have changed */
11440 if (IS_CHANGING(x, y) &&
11441 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11443 int page = element_info[element].event_page_nr[CE_DELAY];
11445 HandleElementChange(x, y, page);
11447 element = Feld[x][y];
11448 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11451 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11455 element = Feld[x][y];
11456 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11458 if (IS_ANIMATED(graphic) &&
11459 !IS_MOVING(x, y) &&
11461 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11463 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11464 TEST_DrawTwinkleOnField(x, y);
11466 else if ((element == EL_ACID ||
11467 element == EL_EXIT_OPEN ||
11468 element == EL_EM_EXIT_OPEN ||
11469 element == EL_SP_EXIT_OPEN ||
11470 element == EL_STEEL_EXIT_OPEN ||
11471 element == EL_EM_STEEL_EXIT_OPEN ||
11472 element == EL_SP_TERMINAL ||
11473 element == EL_SP_TERMINAL_ACTIVE ||
11474 element == EL_EXTRA_TIME ||
11475 element == EL_SHIELD_NORMAL ||
11476 element == EL_SHIELD_DEADLY) &&
11477 IS_ANIMATED(graphic))
11478 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11479 else if (IS_MOVING(x, y))
11480 ContinueMoving(x, y);
11481 else if (IS_ACTIVE_BOMB(element))
11482 CheckDynamite(x, y);
11483 else if (element == EL_AMOEBA_GROWING)
11484 AmoebeWaechst(x, y);
11485 else if (element == EL_AMOEBA_SHRINKING)
11486 AmoebaDisappearing(x, y);
11488 #if !USE_NEW_AMOEBA_CODE
11489 else if (IS_AMOEBALIVE(element))
11490 AmoebeAbleger(x, y);
11493 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11495 else if (element == EL_EXIT_CLOSED)
11497 else if (element == EL_EM_EXIT_CLOSED)
11499 else if (element == EL_STEEL_EXIT_CLOSED)
11500 CheckExitSteel(x, y);
11501 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11502 CheckExitSteelEM(x, y);
11503 else if (element == EL_SP_EXIT_CLOSED)
11505 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11506 element == EL_EXPANDABLE_STEELWALL_GROWING)
11507 MauerWaechst(x, y);
11508 else if (element == EL_EXPANDABLE_WALL ||
11509 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11510 element == EL_EXPANDABLE_WALL_VERTICAL ||
11511 element == EL_EXPANDABLE_WALL_ANY ||
11512 element == EL_BD_EXPANDABLE_WALL)
11513 MauerAbleger(x, y);
11514 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11515 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11516 element == EL_EXPANDABLE_STEELWALL_ANY)
11517 MauerAblegerStahl(x, y);
11518 else if (element == EL_FLAMES)
11519 CheckForDragon(x, y);
11520 else if (element == EL_EXPLOSION)
11521 ; /* drawing of correct explosion animation is handled separately */
11522 else if (element == EL_ELEMENT_SNAPPING ||
11523 element == EL_DIAGONAL_SHRINKING ||
11524 element == EL_DIAGONAL_GROWING)
11526 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11528 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11530 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11531 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11533 if (IS_BELT_ACTIVE(element))
11534 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11536 if (game.magic_wall_active)
11538 int jx = local_player->jx, jy = local_player->jy;
11540 /* play the element sound at the position nearest to the player */
11541 if ((element == EL_MAGIC_WALL_FULL ||
11542 element == EL_MAGIC_WALL_ACTIVE ||
11543 element == EL_MAGIC_WALL_EMPTYING ||
11544 element == EL_BD_MAGIC_WALL_FULL ||
11545 element == EL_BD_MAGIC_WALL_ACTIVE ||
11546 element == EL_BD_MAGIC_WALL_EMPTYING ||
11547 element == EL_DC_MAGIC_WALL_FULL ||
11548 element == EL_DC_MAGIC_WALL_ACTIVE ||
11549 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11550 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11558 #if USE_NEW_AMOEBA_CODE
11559 /* new experimental amoeba growth stuff */
11560 if (!(FrameCounter % 8))
11562 static unsigned int random = 1684108901;
11564 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11566 x = RND(lev_fieldx);
11567 y = RND(lev_fieldy);
11568 element = Feld[x][y];
11570 if (!IS_PLAYER(x,y) &&
11571 (element == EL_EMPTY ||
11572 CAN_GROW_INTO(element) ||
11573 element == EL_QUICKSAND_EMPTY ||
11574 element == EL_QUICKSAND_FAST_EMPTY ||
11575 element == EL_ACID_SPLASH_LEFT ||
11576 element == EL_ACID_SPLASH_RIGHT))
11578 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11579 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11580 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11581 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11582 Feld[x][y] = EL_AMOEBA_DROP;
11585 random = random * 129 + 1;
11590 game.explosions_delayed = FALSE;
11592 SCAN_PLAYFIELD(x, y)
11594 element = Feld[x][y];
11596 if (ExplodeField[x][y])
11597 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11598 else if (element == EL_EXPLOSION)
11599 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11601 ExplodeField[x][y] = EX_TYPE_NONE;
11604 game.explosions_delayed = TRUE;
11606 if (game.magic_wall_active)
11608 if (!(game.magic_wall_time_left % 4))
11610 int element = Feld[magic_wall_x][magic_wall_y];
11612 if (element == EL_BD_MAGIC_WALL_FULL ||
11613 element == EL_BD_MAGIC_WALL_ACTIVE ||
11614 element == EL_BD_MAGIC_WALL_EMPTYING)
11615 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
11616 else if (element == EL_DC_MAGIC_WALL_FULL ||
11617 element == EL_DC_MAGIC_WALL_ACTIVE ||
11618 element == EL_DC_MAGIC_WALL_EMPTYING)
11619 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
11621 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
11624 if (game.magic_wall_time_left > 0)
11626 game.magic_wall_time_left--;
11628 if (!game.magic_wall_time_left)
11630 SCAN_PLAYFIELD(x, y)
11632 element = Feld[x][y];
11634 if (element == EL_MAGIC_WALL_ACTIVE ||
11635 element == EL_MAGIC_WALL_FULL)
11637 Feld[x][y] = EL_MAGIC_WALL_DEAD;
11638 TEST_DrawLevelField(x, y);
11640 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
11641 element == EL_BD_MAGIC_WALL_FULL)
11643 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
11644 TEST_DrawLevelField(x, y);
11646 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
11647 element == EL_DC_MAGIC_WALL_FULL)
11649 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
11650 TEST_DrawLevelField(x, y);
11654 game.magic_wall_active = FALSE;
11659 if (game.light_time_left > 0)
11661 game.light_time_left--;
11663 if (game.light_time_left == 0)
11664 RedrawAllLightSwitchesAndInvisibleElements();
11667 if (game.timegate_time_left > 0)
11669 game.timegate_time_left--;
11671 if (game.timegate_time_left == 0)
11672 CloseAllOpenTimegates();
11675 if (game.lenses_time_left > 0)
11677 game.lenses_time_left--;
11679 if (game.lenses_time_left == 0)
11680 RedrawAllInvisibleElementsForLenses();
11683 if (game.magnify_time_left > 0)
11685 game.magnify_time_left--;
11687 if (game.magnify_time_left == 0)
11688 RedrawAllInvisibleElementsForMagnifier();
11691 for (i = 0; i < MAX_PLAYERS; i++)
11693 struct PlayerInfo *player = &stored_player[i];
11695 if (SHIELD_ON(player))
11697 if (player->shield_deadly_time_left)
11698 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
11699 else if (player->shield_normal_time_left)
11700 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
11704 #if USE_DELAYED_GFX_REDRAW
11705 SCAN_PLAYFIELD(x, y)
11707 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
11709 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
11710 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
11712 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
11713 DrawLevelField(x, y);
11715 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
11716 DrawLevelFieldCrumbled(x, y);
11718 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
11719 DrawLevelFieldCrumbledNeighbours(x, y);
11721 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
11722 DrawTwinkleOnField(x, y);
11725 GfxRedraw[x][y] = GFX_REDRAW_NONE;
11732 PlayAllPlayersSound();
11734 if (options.debug) /* calculate frames per second */
11736 static unsigned int fps_counter = 0;
11737 static int fps_frames = 0;
11738 unsigned int fps_delay_ms = Counter() - fps_counter;
11742 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
11744 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11747 fps_counter = Counter();
11750 redraw_mask |= REDRAW_FPS;
11753 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11755 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
11757 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
11759 local_player->show_envelope = 0;
11762 /* use random number generator in every frame to make it less predictable */
11763 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
11767 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
11769 int min_x = x, min_y = y, max_x = x, max_y = y;
11772 for (i = 0; i < MAX_PLAYERS; i++)
11774 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11776 if (!stored_player[i].active || &stored_player[i] == player)
11779 min_x = MIN(min_x, jx);
11780 min_y = MIN(min_y, jy);
11781 max_x = MAX(max_x, jx);
11782 max_y = MAX(max_y, jy);
11785 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
11788 static boolean AllPlayersInVisibleScreen()
11792 for (i = 0; i < MAX_PLAYERS; i++)
11794 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11796 if (!stored_player[i].active)
11799 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
11806 void ScrollLevel(int dx, int dy)
11808 int scroll_offset = 2 * TILEX_VAR;
11811 BlitBitmap(drawto_field, drawto_field,
11812 FX + TILEX_VAR * (dx == -1) - scroll_offset,
11813 FY + TILEY_VAR * (dy == -1) - scroll_offset,
11814 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
11815 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
11816 FX + TILEX_VAR * (dx == 1) - scroll_offset,
11817 FY + TILEY_VAR * (dy == 1) - scroll_offset);
11821 x = (dx == 1 ? BX1 : BX2);
11822 for (y = BY1; y <= BY2; y++)
11823 DrawScreenField(x, y);
11828 y = (dy == 1 ? BY1 : BY2);
11829 for (x = BX1; x <= BX2; x++)
11830 DrawScreenField(x, y);
11833 redraw_mask |= REDRAW_FIELD;
11836 static boolean canFallDown(struct PlayerInfo *player)
11838 int jx = player->jx, jy = player->jy;
11840 return (IN_LEV_FIELD(jx, jy + 1) &&
11841 (IS_FREE(jx, jy + 1) ||
11842 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
11843 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
11844 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
11847 static boolean canPassField(int x, int y, int move_dir)
11849 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11850 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11851 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11852 int nextx = x + dx;
11853 int nexty = y + dy;
11854 int element = Feld[x][y];
11856 return (IS_PASSABLE_FROM(element, opposite_dir) &&
11857 !CAN_MOVE(element) &&
11858 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
11859 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
11860 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
11863 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
11865 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11866 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11867 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11871 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
11872 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
11873 (IS_DIGGABLE(Feld[newx][newy]) ||
11874 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
11875 canPassField(newx, newy, move_dir)));
11878 static void CheckGravityMovement(struct PlayerInfo *player)
11880 if (player->gravity && !player->programmed_action)
11882 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
11883 int move_dir_vertical = player->effective_action & MV_VERTICAL;
11884 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
11885 int jx = player->jx, jy = player->jy;
11886 boolean player_is_moving_to_valid_field =
11887 (!player_is_snapping &&
11888 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
11889 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
11890 boolean player_can_fall_down = canFallDown(player);
11892 if (player_can_fall_down &&
11893 !player_is_moving_to_valid_field)
11894 player->programmed_action = MV_DOWN;
11898 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
11900 return CheckGravityMovement(player);
11902 if (player->gravity && !player->programmed_action)
11904 int jx = player->jx, jy = player->jy;
11905 boolean field_under_player_is_free =
11906 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
11907 boolean player_is_standing_on_valid_field =
11908 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
11909 (IS_WALKABLE(Feld[jx][jy]) &&
11910 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
11912 if (field_under_player_is_free && !player_is_standing_on_valid_field)
11913 player->programmed_action = MV_DOWN;
11918 MovePlayerOneStep()
11919 -----------------------------------------------------------------------------
11920 dx, dy: direction (non-diagonal) to try to move the player to
11921 real_dx, real_dy: direction as read from input device (can be diagonal)
11924 boolean MovePlayerOneStep(struct PlayerInfo *player,
11925 int dx, int dy, int real_dx, int real_dy)
11927 int jx = player->jx, jy = player->jy;
11928 int new_jx = jx + dx, new_jy = jy + dy;
11930 boolean player_can_move = !player->cannot_move;
11932 if (!player->active || (!dx && !dy))
11933 return MP_NO_ACTION;
11935 player->MovDir = (dx < 0 ? MV_LEFT :
11936 dx > 0 ? MV_RIGHT :
11938 dy > 0 ? MV_DOWN : MV_NONE);
11940 if (!IN_LEV_FIELD(new_jx, new_jy))
11941 return MP_NO_ACTION;
11943 if (!player_can_move)
11945 if (player->MovPos == 0)
11947 player->is_moving = FALSE;
11948 player->is_digging = FALSE;
11949 player->is_collecting = FALSE;
11950 player->is_snapping = FALSE;
11951 player->is_pushing = FALSE;
11955 if (!options.network && game.centered_player_nr == -1 &&
11956 !AllPlayersInSight(player, new_jx, new_jy))
11957 return MP_NO_ACTION;
11959 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
11960 if (can_move != MP_MOVING)
11963 /* check if DigField() has caused relocation of the player */
11964 if (player->jx != jx || player->jy != jy)
11965 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
11967 StorePlayer[jx][jy] = 0;
11968 player->last_jx = jx;
11969 player->last_jy = jy;
11970 player->jx = new_jx;
11971 player->jy = new_jy;
11972 StorePlayer[new_jx][new_jy] = player->element_nr;
11974 if (player->move_delay_value_next != -1)
11976 player->move_delay_value = player->move_delay_value_next;
11977 player->move_delay_value_next = -1;
11981 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
11983 player->step_counter++;
11985 PlayerVisit[jx][jy] = FrameCounter;
11987 player->is_moving = TRUE;
11990 /* should better be called in MovePlayer(), but this breaks some tapes */
11991 ScrollPlayer(player, SCROLL_INIT);
11997 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
11999 int jx = player->jx, jy = player->jy;
12000 int old_jx = jx, old_jy = jy;
12001 int moved = MP_NO_ACTION;
12003 if (!player->active)
12008 if (player->MovPos == 0)
12010 player->is_moving = FALSE;
12011 player->is_digging = FALSE;
12012 player->is_collecting = FALSE;
12013 player->is_snapping = FALSE;
12014 player->is_pushing = FALSE;
12020 if (player->move_delay > 0)
12023 player->move_delay = -1; /* set to "uninitialized" value */
12025 /* store if player is automatically moved to next field */
12026 player->is_auto_moving = (player->programmed_action != MV_NONE);
12028 /* remove the last programmed player action */
12029 player->programmed_action = 0;
12031 if (player->MovPos)
12033 /* should only happen if pre-1.2 tape recordings are played */
12034 /* this is only for backward compatibility */
12036 int original_move_delay_value = player->move_delay_value;
12039 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12043 /* scroll remaining steps with finest movement resolution */
12044 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12046 while (player->MovPos)
12048 ScrollPlayer(player, SCROLL_GO_ON);
12049 ScrollScreen(NULL, SCROLL_GO_ON);
12051 AdvanceFrameAndPlayerCounters(player->index_nr);
12057 player->move_delay_value = original_move_delay_value;
12060 player->is_active = FALSE;
12062 if (player->last_move_dir & MV_HORIZONTAL)
12064 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12065 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12069 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12070 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12073 if (!moved && !player->is_active)
12075 player->is_moving = FALSE;
12076 player->is_digging = FALSE;
12077 player->is_collecting = FALSE;
12078 player->is_snapping = FALSE;
12079 player->is_pushing = FALSE;
12085 if (moved & MP_MOVING && !ScreenMovPos &&
12086 (player->index_nr == game.centered_player_nr ||
12087 game.centered_player_nr == -1))
12089 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12090 int offset = game.scroll_delay_value;
12092 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12094 /* actual player has left the screen -- scroll in that direction */
12095 if (jx != old_jx) /* player has moved horizontally */
12096 scroll_x += (jx - old_jx);
12097 else /* player has moved vertically */
12098 scroll_y += (jy - old_jy);
12102 if (jx != old_jx) /* player has moved horizontally */
12104 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12105 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12106 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12108 /* don't scroll over playfield boundaries */
12109 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12110 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12112 /* don't scroll more than one field at a time */
12113 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12115 /* don't scroll against the player's moving direction */
12116 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12117 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12118 scroll_x = old_scroll_x;
12120 else /* player has moved vertically */
12122 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12123 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12124 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12126 /* don't scroll over playfield boundaries */
12127 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12128 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12130 /* don't scroll more than one field at a time */
12131 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12133 /* don't scroll against the player's moving direction */
12134 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12135 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12136 scroll_y = old_scroll_y;
12140 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12142 if (!options.network && game.centered_player_nr == -1 &&
12143 !AllPlayersInVisibleScreen())
12145 scroll_x = old_scroll_x;
12146 scroll_y = old_scroll_y;
12150 ScrollScreen(player, SCROLL_INIT);
12151 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12156 player->StepFrame = 0;
12158 if (moved & MP_MOVING)
12160 if (old_jx != jx && old_jy == jy)
12161 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12162 else if (old_jx == jx && old_jy != jy)
12163 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12165 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12167 player->last_move_dir = player->MovDir;
12168 player->is_moving = TRUE;
12169 player->is_snapping = FALSE;
12170 player->is_switching = FALSE;
12171 player->is_dropping = FALSE;
12172 player->is_dropping_pressed = FALSE;
12173 player->drop_pressed_delay = 0;
12176 /* should better be called here than above, but this breaks some tapes */
12177 ScrollPlayer(player, SCROLL_INIT);
12182 CheckGravityMovementWhenNotMoving(player);
12184 player->is_moving = FALSE;
12186 /* at this point, the player is allowed to move, but cannot move right now
12187 (e.g. because of something blocking the way) -- ensure that the player
12188 is also allowed to move in the next frame (in old versions before 3.1.1,
12189 the player was forced to wait again for eight frames before next try) */
12191 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12192 player->move_delay = 0; /* allow direct movement in the next frame */
12195 if (player->move_delay == -1) /* not yet initialized by DigField() */
12196 player->move_delay = player->move_delay_value;
12198 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12200 TestIfPlayerTouchesBadThing(jx, jy);
12201 TestIfPlayerTouchesCustomElement(jx, jy);
12204 if (!player->active)
12205 RemovePlayer(player);
12210 void ScrollPlayer(struct PlayerInfo *player, int mode)
12212 int jx = player->jx, jy = player->jy;
12213 int last_jx = player->last_jx, last_jy = player->last_jy;
12214 int move_stepsize = TILEX / player->move_delay_value;
12216 if (!player->active)
12219 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12222 if (mode == SCROLL_INIT)
12224 player->actual_frame_counter = FrameCounter;
12225 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12227 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12228 Feld[last_jx][last_jy] == EL_EMPTY)
12230 int last_field_block_delay = 0; /* start with no blocking at all */
12231 int block_delay_adjustment = player->block_delay_adjustment;
12233 /* if player blocks last field, add delay for exactly one move */
12234 if (player->block_last_field)
12236 last_field_block_delay += player->move_delay_value;
12238 /* when blocking enabled, prevent moving up despite gravity */
12239 if (player->gravity && player->MovDir == MV_UP)
12240 block_delay_adjustment = -1;
12243 /* add block delay adjustment (also possible when not blocking) */
12244 last_field_block_delay += block_delay_adjustment;
12246 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12247 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12250 if (player->MovPos != 0) /* player has not yet reached destination */
12253 else if (!FrameReached(&player->actual_frame_counter, 1))
12256 if (player->MovPos != 0)
12258 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12259 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12261 /* before DrawPlayer() to draw correct player graphic for this case */
12262 if (player->MovPos == 0)
12263 CheckGravityMovement(player);
12266 if (player->MovPos == 0) /* player reached destination field */
12268 if (player->move_delay_reset_counter > 0)
12270 player->move_delay_reset_counter--;
12272 if (player->move_delay_reset_counter == 0)
12274 /* continue with normal speed after quickly moving through gate */
12275 HALVE_PLAYER_SPEED(player);
12277 /* be able to make the next move without delay */
12278 player->move_delay = 0;
12282 player->last_jx = jx;
12283 player->last_jy = jy;
12285 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12286 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12287 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12288 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12289 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12290 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12291 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12292 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12294 DrawPlayer(player); /* needed here only to cleanup last field */
12295 RemovePlayer(player);
12297 if (local_player->friends_still_needed == 0 ||
12298 IS_SP_ELEMENT(Feld[jx][jy]))
12299 PlayerWins(player);
12302 /* this breaks one level: "machine", level 000 */
12304 int move_direction = player->MovDir;
12305 int enter_side = MV_DIR_OPPOSITE(move_direction);
12306 int leave_side = move_direction;
12307 int old_jx = last_jx;
12308 int old_jy = last_jy;
12309 int old_element = Feld[old_jx][old_jy];
12310 int new_element = Feld[jx][jy];
12312 if (IS_CUSTOM_ELEMENT(old_element))
12313 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12315 player->index_bit, leave_side);
12317 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12318 CE_PLAYER_LEAVES_X,
12319 player->index_bit, leave_side);
12321 if (IS_CUSTOM_ELEMENT(new_element))
12322 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12323 player->index_bit, enter_side);
12325 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12326 CE_PLAYER_ENTERS_X,
12327 player->index_bit, enter_side);
12329 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12330 CE_MOVE_OF_X, move_direction);
12333 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12335 TestIfPlayerTouchesBadThing(jx, jy);
12336 TestIfPlayerTouchesCustomElement(jx, jy);
12338 /* needed because pushed element has not yet reached its destination,
12339 so it would trigger a change event at its previous field location */
12340 if (!player->is_pushing)
12341 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12343 if (!player->active)
12344 RemovePlayer(player);
12347 if (!local_player->LevelSolved && level.use_step_counter)
12357 if (TimeLeft <= 10 && setup.time_limit)
12358 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12360 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12362 DisplayGameControlValues();
12364 if (!TimeLeft && setup.time_limit)
12365 for (i = 0; i < MAX_PLAYERS; i++)
12366 KillPlayer(&stored_player[i]);
12368 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12370 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12372 DisplayGameControlValues();
12376 if (tape.single_step && tape.recording && !tape.pausing &&
12377 !player->programmed_action)
12378 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12380 if (!player->programmed_action)
12381 CheckSaveEngineSnapshot(player);
12385 void ScrollScreen(struct PlayerInfo *player, int mode)
12387 static unsigned int screen_frame_counter = 0;
12389 if (mode == SCROLL_INIT)
12391 /* set scrolling step size according to actual player's moving speed */
12392 ScrollStepSize = TILEX / player->move_delay_value;
12394 screen_frame_counter = FrameCounter;
12395 ScreenMovDir = player->MovDir;
12396 ScreenMovPos = player->MovPos;
12397 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12400 else if (!FrameReached(&screen_frame_counter, 1))
12405 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12406 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12407 redraw_mask |= REDRAW_FIELD;
12410 ScreenMovDir = MV_NONE;
12413 void TestIfPlayerTouchesCustomElement(int x, int y)
12415 static int xy[4][2] =
12422 static int trigger_sides[4][2] =
12424 /* center side border side */
12425 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12426 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12427 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12428 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12430 static int touch_dir[4] =
12432 MV_LEFT | MV_RIGHT,
12437 int center_element = Feld[x][y]; /* should always be non-moving! */
12440 for (i = 0; i < NUM_DIRECTIONS; i++)
12442 int xx = x + xy[i][0];
12443 int yy = y + xy[i][1];
12444 int center_side = trigger_sides[i][0];
12445 int border_side = trigger_sides[i][1];
12446 int border_element;
12448 if (!IN_LEV_FIELD(xx, yy))
12451 if (IS_PLAYER(x, y)) /* player found at center element */
12453 struct PlayerInfo *player = PLAYERINFO(x, y);
12455 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12456 border_element = Feld[xx][yy]; /* may be moving! */
12457 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12458 border_element = Feld[xx][yy];
12459 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12460 border_element = MovingOrBlocked2Element(xx, yy);
12462 continue; /* center and border element do not touch */
12464 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12465 player->index_bit, border_side);
12466 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12467 CE_PLAYER_TOUCHES_X,
12468 player->index_bit, border_side);
12471 /* use player element that is initially defined in the level playfield,
12472 not the player element that corresponds to the runtime player number
12473 (example: a level that contains EL_PLAYER_3 as the only player would
12474 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12475 int player_element = PLAYERINFO(x, y)->initial_element;
12477 CheckElementChangeBySide(xx, yy, border_element, player_element,
12478 CE_TOUCHING_X, border_side);
12481 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12483 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12485 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12487 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12488 continue; /* center and border element do not touch */
12491 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12492 player->index_bit, center_side);
12493 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12494 CE_PLAYER_TOUCHES_X,
12495 player->index_bit, center_side);
12498 /* use player element that is initially defined in the level playfield,
12499 not the player element that corresponds to the runtime player number
12500 (example: a level that contains EL_PLAYER_3 as the only player would
12501 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12502 int player_element = PLAYERINFO(xx, yy)->initial_element;
12504 CheckElementChangeBySide(x, y, center_element, player_element,
12505 CE_TOUCHING_X, center_side);
12513 void TestIfElementTouchesCustomElement(int x, int y)
12515 static int xy[4][2] =
12522 static int trigger_sides[4][2] =
12524 /* center side border side */
12525 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12526 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12527 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12528 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12530 static int touch_dir[4] =
12532 MV_LEFT | MV_RIGHT,
12537 boolean change_center_element = FALSE;
12538 int center_element = Feld[x][y]; /* should always be non-moving! */
12539 int border_element_old[NUM_DIRECTIONS];
12542 for (i = 0; i < NUM_DIRECTIONS; i++)
12544 int xx = x + xy[i][0];
12545 int yy = y + xy[i][1];
12546 int border_element;
12548 border_element_old[i] = -1;
12550 if (!IN_LEV_FIELD(xx, yy))
12553 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12554 border_element = Feld[xx][yy]; /* may be moving! */
12555 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12556 border_element = Feld[xx][yy];
12557 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12558 border_element = MovingOrBlocked2Element(xx, yy);
12560 continue; /* center and border element do not touch */
12562 border_element_old[i] = border_element;
12565 for (i = 0; i < NUM_DIRECTIONS; i++)
12567 int xx = x + xy[i][0];
12568 int yy = y + xy[i][1];
12569 int center_side = trigger_sides[i][0];
12570 int border_element = border_element_old[i];
12572 if (border_element == -1)
12575 /* check for change of border element */
12576 CheckElementChangeBySide(xx, yy, border_element, center_element,
12577 CE_TOUCHING_X, center_side);
12579 /* (center element cannot be player, so we dont have to check this here) */
12582 for (i = 0; i < NUM_DIRECTIONS; i++)
12584 int xx = x + xy[i][0];
12585 int yy = y + xy[i][1];
12586 int border_side = trigger_sides[i][1];
12587 int border_element = border_element_old[i];
12589 if (border_element == -1)
12592 /* check for change of center element (but change it only once) */
12593 if (!change_center_element)
12594 change_center_element =
12595 CheckElementChangeBySide(x, y, center_element, border_element,
12596 CE_TOUCHING_X, border_side);
12598 if (IS_PLAYER(xx, yy))
12600 /* use player element that is initially defined in the level playfield,
12601 not the player element that corresponds to the runtime player number
12602 (example: a level that contains EL_PLAYER_3 as the only player would
12603 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12604 int player_element = PLAYERINFO(xx, yy)->initial_element;
12606 CheckElementChangeBySide(x, y, center_element, player_element,
12607 CE_TOUCHING_X, border_side);
12612 void TestIfElementHitsCustomElement(int x, int y, int direction)
12614 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12615 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12616 int hitx = x + dx, hity = y + dy;
12617 int hitting_element = Feld[x][y];
12618 int touched_element;
12620 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12623 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12624 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12626 if (IN_LEV_FIELD(hitx, hity))
12628 int opposite_direction = MV_DIR_OPPOSITE(direction);
12629 int hitting_side = direction;
12630 int touched_side = opposite_direction;
12631 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12632 MovDir[hitx][hity] != direction ||
12633 ABS(MovPos[hitx][hity]) <= TILEY / 2);
12639 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12640 CE_HITTING_X, touched_side);
12642 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12643 CE_HIT_BY_X, hitting_side);
12645 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12646 CE_HIT_BY_SOMETHING, opposite_direction);
12648 if (IS_PLAYER(hitx, hity))
12650 /* use player element that is initially defined in the level playfield,
12651 not the player element that corresponds to the runtime player number
12652 (example: a level that contains EL_PLAYER_3 as the only player would
12653 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12654 int player_element = PLAYERINFO(hitx, hity)->initial_element;
12656 CheckElementChangeBySide(x, y, hitting_element, player_element,
12657 CE_HITTING_X, touched_side);
12662 /* "hitting something" is also true when hitting the playfield border */
12663 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12664 CE_HITTING_SOMETHING, direction);
12667 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
12669 int i, kill_x = -1, kill_y = -1;
12671 int bad_element = -1;
12672 static int test_xy[4][2] =
12679 static int test_dir[4] =
12687 for (i = 0; i < NUM_DIRECTIONS; i++)
12689 int test_x, test_y, test_move_dir, test_element;
12691 test_x = good_x + test_xy[i][0];
12692 test_y = good_y + test_xy[i][1];
12694 if (!IN_LEV_FIELD(test_x, test_y))
12698 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12700 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
12702 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12703 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12705 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
12706 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
12710 bad_element = test_element;
12716 if (kill_x != -1 || kill_y != -1)
12718 if (IS_PLAYER(good_x, good_y))
12720 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
12722 if (player->shield_deadly_time_left > 0 &&
12723 !IS_INDESTRUCTIBLE(bad_element))
12724 Bang(kill_x, kill_y);
12725 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
12726 KillPlayer(player);
12729 Bang(good_x, good_y);
12733 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
12735 int i, kill_x = -1, kill_y = -1;
12736 int bad_element = Feld[bad_x][bad_y];
12737 static int test_xy[4][2] =
12744 static int touch_dir[4] =
12746 MV_LEFT | MV_RIGHT,
12751 static int test_dir[4] =
12759 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
12762 for (i = 0; i < NUM_DIRECTIONS; i++)
12764 int test_x, test_y, test_move_dir, test_element;
12766 test_x = bad_x + test_xy[i][0];
12767 test_y = bad_y + test_xy[i][1];
12769 if (!IN_LEV_FIELD(test_x, test_y))
12773 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12775 test_element = Feld[test_x][test_y];
12777 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12778 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12780 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
12781 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
12783 /* good thing is player or penguin that does not move away */
12784 if (IS_PLAYER(test_x, test_y))
12786 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12788 if (bad_element == EL_ROBOT && player->is_moving)
12789 continue; /* robot does not kill player if he is moving */
12791 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12793 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12794 continue; /* center and border element do not touch */
12802 else if (test_element == EL_PENGUIN)
12812 if (kill_x != -1 || kill_y != -1)
12814 if (IS_PLAYER(kill_x, kill_y))
12816 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12818 if (player->shield_deadly_time_left > 0 &&
12819 !IS_INDESTRUCTIBLE(bad_element))
12820 Bang(bad_x, bad_y);
12821 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12822 KillPlayer(player);
12825 Bang(kill_x, kill_y);
12829 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
12831 int bad_element = Feld[bad_x][bad_y];
12832 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
12833 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
12834 int test_x = bad_x + dx, test_y = bad_y + dy;
12835 int test_move_dir, test_element;
12836 int kill_x = -1, kill_y = -1;
12838 if (!IN_LEV_FIELD(test_x, test_y))
12842 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12844 test_element = Feld[test_x][test_y];
12846 if (test_move_dir != bad_move_dir)
12848 /* good thing can be player or penguin that does not move away */
12849 if (IS_PLAYER(test_x, test_y))
12851 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12853 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
12854 player as being hit when he is moving towards the bad thing, because
12855 the "get hit by" condition would be lost after the player stops) */
12856 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
12857 return; /* player moves away from bad thing */
12862 else if (test_element == EL_PENGUIN)
12869 if (kill_x != -1 || kill_y != -1)
12871 if (IS_PLAYER(kill_x, kill_y))
12873 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12875 if (player->shield_deadly_time_left > 0 &&
12876 !IS_INDESTRUCTIBLE(bad_element))
12877 Bang(bad_x, bad_y);
12878 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12879 KillPlayer(player);
12882 Bang(kill_x, kill_y);
12886 void TestIfPlayerTouchesBadThing(int x, int y)
12888 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12891 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
12893 TestIfGoodThingHitsBadThing(x, y, move_dir);
12896 void TestIfBadThingTouchesPlayer(int x, int y)
12898 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12901 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
12903 TestIfBadThingHitsGoodThing(x, y, move_dir);
12906 void TestIfFriendTouchesBadThing(int x, int y)
12908 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12911 void TestIfBadThingTouchesFriend(int x, int y)
12913 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12916 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
12918 int i, kill_x = bad_x, kill_y = bad_y;
12919 static int xy[4][2] =
12927 for (i = 0; i < NUM_DIRECTIONS; i++)
12931 x = bad_x + xy[i][0];
12932 y = bad_y + xy[i][1];
12933 if (!IN_LEV_FIELD(x, y))
12936 element = Feld[x][y];
12937 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
12938 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
12946 if (kill_x != bad_x || kill_y != bad_y)
12947 Bang(bad_x, bad_y);
12950 void KillPlayer(struct PlayerInfo *player)
12952 int jx = player->jx, jy = player->jy;
12954 if (!player->active)
12958 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
12959 player->killed, player->active, player->reanimated);
12962 /* the following code was introduced to prevent an infinite loop when calling
12964 -> CheckTriggeredElementChangeExt()
12965 -> ExecuteCustomElementAction()
12967 -> (infinitely repeating the above sequence of function calls)
12968 which occurs when killing the player while having a CE with the setting
12969 "kill player X when explosion of <player X>"; the solution using a new
12970 field "player->killed" was chosen for backwards compatibility, although
12971 clever use of the fields "player->active" etc. would probably also work */
12973 if (player->killed)
12977 player->killed = TRUE;
12979 /* remove accessible field at the player's position */
12980 Feld[jx][jy] = EL_EMPTY;
12982 /* deactivate shield (else Bang()/Explode() would not work right) */
12983 player->shield_normal_time_left = 0;
12984 player->shield_deadly_time_left = 0;
12987 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
12988 player->killed, player->active, player->reanimated);
12994 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
12995 player->killed, player->active, player->reanimated);
12998 if (player->reanimated) /* killed player may have been reanimated */
12999 player->killed = player->reanimated = FALSE;
13001 BuryPlayer(player);
13004 static void KillPlayerUnlessEnemyProtected(int x, int y)
13006 if (!PLAYER_ENEMY_PROTECTED(x, y))
13007 KillPlayer(PLAYERINFO(x, y));
13010 static void KillPlayerUnlessExplosionProtected(int x, int y)
13012 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13013 KillPlayer(PLAYERINFO(x, y));
13016 void BuryPlayer(struct PlayerInfo *player)
13018 int jx = player->jx, jy = player->jy;
13020 if (!player->active)
13023 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13024 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13026 player->GameOver = TRUE;
13027 RemovePlayer(player);
13030 void RemovePlayer(struct PlayerInfo *player)
13032 int jx = player->jx, jy = player->jy;
13033 int i, found = FALSE;
13035 player->present = FALSE;
13036 player->active = FALSE;
13038 if (!ExplodeField[jx][jy])
13039 StorePlayer[jx][jy] = 0;
13041 if (player->is_moving)
13042 TEST_DrawLevelField(player->last_jx, player->last_jy);
13044 for (i = 0; i < MAX_PLAYERS; i++)
13045 if (stored_player[i].active)
13049 AllPlayersGone = TRUE;
13055 static void setFieldForSnapping(int x, int y, int element, int direction)
13057 struct ElementInfo *ei = &element_info[element];
13058 int direction_bit = MV_DIR_TO_BIT(direction);
13059 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13060 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13061 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13063 Feld[x][y] = EL_ELEMENT_SNAPPING;
13064 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13066 ResetGfxAnimation(x, y);
13068 GfxElement[x][y] = element;
13069 GfxAction[x][y] = action;
13070 GfxDir[x][y] = direction;
13071 GfxFrame[x][y] = -1;
13075 =============================================================================
13076 checkDiagonalPushing()
13077 -----------------------------------------------------------------------------
13078 check if diagonal input device direction results in pushing of object
13079 (by checking if the alternative direction is walkable, diggable, ...)
13080 =============================================================================
13083 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13084 int x, int y, int real_dx, int real_dy)
13086 int jx, jy, dx, dy, xx, yy;
13088 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13091 /* diagonal direction: check alternative direction */
13096 xx = jx + (dx == 0 ? real_dx : 0);
13097 yy = jy + (dy == 0 ? real_dy : 0);
13099 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13103 =============================================================================
13105 -----------------------------------------------------------------------------
13106 x, y: field next to player (non-diagonal) to try to dig to
13107 real_dx, real_dy: direction as read from input device (can be diagonal)
13108 =============================================================================
13111 static int DigField(struct PlayerInfo *player,
13112 int oldx, int oldy, int x, int y,
13113 int real_dx, int real_dy, int mode)
13115 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13116 boolean player_was_pushing = player->is_pushing;
13117 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13118 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13119 int jx = oldx, jy = oldy;
13120 int dx = x - jx, dy = y - jy;
13121 int nextx = x + dx, nexty = y + dy;
13122 int move_direction = (dx == -1 ? MV_LEFT :
13123 dx == +1 ? MV_RIGHT :
13125 dy == +1 ? MV_DOWN : MV_NONE);
13126 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13127 int dig_side = MV_DIR_OPPOSITE(move_direction);
13128 int old_element = Feld[jx][jy];
13129 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13132 if (is_player) /* function can also be called by EL_PENGUIN */
13134 if (player->MovPos == 0)
13136 player->is_digging = FALSE;
13137 player->is_collecting = FALSE;
13140 if (player->MovPos == 0) /* last pushing move finished */
13141 player->is_pushing = FALSE;
13143 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13145 player->is_switching = FALSE;
13146 player->push_delay = -1;
13148 return MP_NO_ACTION;
13152 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13153 old_element = Back[jx][jy];
13155 /* in case of element dropped at player position, check background */
13156 else if (Back[jx][jy] != EL_EMPTY &&
13157 game.engine_version >= VERSION_IDENT(2,2,0,0))
13158 old_element = Back[jx][jy];
13160 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13161 return MP_NO_ACTION; /* field has no opening in this direction */
13163 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13164 return MP_NO_ACTION; /* field has no opening in this direction */
13166 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13170 Feld[jx][jy] = player->artwork_element;
13171 InitMovingField(jx, jy, MV_DOWN);
13172 Store[jx][jy] = EL_ACID;
13173 ContinueMoving(jx, jy);
13174 BuryPlayer(player);
13176 return MP_DONT_RUN_INTO;
13179 if (player_can_move && DONT_RUN_INTO(element))
13181 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13183 return MP_DONT_RUN_INTO;
13186 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13187 return MP_NO_ACTION;
13189 collect_count = element_info[element].collect_count_initial;
13191 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13192 return MP_NO_ACTION;
13194 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13195 player_can_move = player_can_move_or_snap;
13197 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13198 game.engine_version >= VERSION_IDENT(2,2,0,0))
13200 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13201 player->index_bit, dig_side);
13202 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13203 player->index_bit, dig_side);
13205 if (element == EL_DC_LANDMINE)
13208 if (Feld[x][y] != element) /* field changed by snapping */
13211 return MP_NO_ACTION;
13214 if (player->gravity && is_player && !player->is_auto_moving &&
13215 canFallDown(player) && move_direction != MV_DOWN &&
13216 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13217 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13219 if (player_can_move &&
13220 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13222 int sound_element = SND_ELEMENT(element);
13223 int sound_action = ACTION_WALKING;
13225 if (IS_RND_GATE(element))
13227 if (!player->key[RND_GATE_NR(element)])
13228 return MP_NO_ACTION;
13230 else if (IS_RND_GATE_GRAY(element))
13232 if (!player->key[RND_GATE_GRAY_NR(element)])
13233 return MP_NO_ACTION;
13235 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13237 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13238 return MP_NO_ACTION;
13240 else if (element == EL_EXIT_OPEN ||
13241 element == EL_EM_EXIT_OPEN ||
13242 element == EL_EM_EXIT_OPENING ||
13243 element == EL_STEEL_EXIT_OPEN ||
13244 element == EL_EM_STEEL_EXIT_OPEN ||
13245 element == EL_EM_STEEL_EXIT_OPENING ||
13246 element == EL_SP_EXIT_OPEN ||
13247 element == EL_SP_EXIT_OPENING)
13249 sound_action = ACTION_PASSING; /* player is passing exit */
13251 else if (element == EL_EMPTY)
13253 sound_action = ACTION_MOVING; /* nothing to walk on */
13256 /* play sound from background or player, whatever is available */
13257 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13258 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13260 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13262 else if (player_can_move &&
13263 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13265 if (!ACCESS_FROM(element, opposite_direction))
13266 return MP_NO_ACTION; /* field not accessible from this direction */
13268 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13269 return MP_NO_ACTION;
13271 if (IS_EM_GATE(element))
13273 if (!player->key[EM_GATE_NR(element)])
13274 return MP_NO_ACTION;
13276 else if (IS_EM_GATE_GRAY(element))
13278 if (!player->key[EM_GATE_GRAY_NR(element)])
13279 return MP_NO_ACTION;
13281 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13283 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13284 return MP_NO_ACTION;
13286 else if (IS_EMC_GATE(element))
13288 if (!player->key[EMC_GATE_NR(element)])
13289 return MP_NO_ACTION;
13291 else if (IS_EMC_GATE_GRAY(element))
13293 if (!player->key[EMC_GATE_GRAY_NR(element)])
13294 return MP_NO_ACTION;
13296 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13298 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13299 return MP_NO_ACTION;
13301 else if (element == EL_DC_GATE_WHITE ||
13302 element == EL_DC_GATE_WHITE_GRAY ||
13303 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13305 if (player->num_white_keys == 0)
13306 return MP_NO_ACTION;
13308 player->num_white_keys--;
13310 else if (IS_SP_PORT(element))
13312 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13313 element == EL_SP_GRAVITY_PORT_RIGHT ||
13314 element == EL_SP_GRAVITY_PORT_UP ||
13315 element == EL_SP_GRAVITY_PORT_DOWN)
13316 player->gravity = !player->gravity;
13317 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13318 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13319 element == EL_SP_GRAVITY_ON_PORT_UP ||
13320 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13321 player->gravity = TRUE;
13322 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13323 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13324 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13325 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13326 player->gravity = FALSE;
13329 /* automatically move to the next field with double speed */
13330 player->programmed_action = move_direction;
13332 if (player->move_delay_reset_counter == 0)
13334 player->move_delay_reset_counter = 2; /* two double speed steps */
13336 DOUBLE_PLAYER_SPEED(player);
13339 PlayLevelSoundAction(x, y, ACTION_PASSING);
13341 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13345 if (mode != DF_SNAP)
13347 GfxElement[x][y] = GFX_ELEMENT(element);
13348 player->is_digging = TRUE;
13351 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13353 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13354 player->index_bit, dig_side);
13356 if (mode == DF_SNAP)
13358 if (level.block_snap_field)
13359 setFieldForSnapping(x, y, element, move_direction);
13361 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13363 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13364 player->index_bit, dig_side);
13367 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13371 if (is_player && mode != DF_SNAP)
13373 GfxElement[x][y] = element;
13374 player->is_collecting = TRUE;
13377 if (element == EL_SPEED_PILL)
13379 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13381 else if (element == EL_EXTRA_TIME && level.time > 0)
13383 TimeLeft += level.extra_time;
13385 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13387 DisplayGameControlValues();
13389 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13391 player->shield_normal_time_left += level.shield_normal_time;
13392 if (element == EL_SHIELD_DEADLY)
13393 player->shield_deadly_time_left += level.shield_deadly_time;
13395 else if (element == EL_DYNAMITE ||
13396 element == EL_EM_DYNAMITE ||
13397 element == EL_SP_DISK_RED)
13399 if (player->inventory_size < MAX_INVENTORY_SIZE)
13400 player->inventory_element[player->inventory_size++] = element;
13402 DrawGameDoorValues();
13404 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13406 player->dynabomb_count++;
13407 player->dynabombs_left++;
13409 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13411 player->dynabomb_size++;
13413 else if (element == EL_DYNABOMB_INCREASE_POWER)
13415 player->dynabomb_xl = TRUE;
13417 else if (IS_KEY(element))
13419 player->key[KEY_NR(element)] = TRUE;
13421 DrawGameDoorValues();
13423 else if (element == EL_DC_KEY_WHITE)
13425 player->num_white_keys++;
13427 /* display white keys? */
13428 /* DrawGameDoorValues(); */
13430 else if (IS_ENVELOPE(element))
13432 player->show_envelope = element;
13434 else if (element == EL_EMC_LENSES)
13436 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13438 RedrawAllInvisibleElementsForLenses();
13440 else if (element == EL_EMC_MAGNIFIER)
13442 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13444 RedrawAllInvisibleElementsForMagnifier();
13446 else if (IS_DROPPABLE(element) ||
13447 IS_THROWABLE(element)) /* can be collected and dropped */
13451 if (collect_count == 0)
13452 player->inventory_infinite_element = element;
13454 for (i = 0; i < collect_count; i++)
13455 if (player->inventory_size < MAX_INVENTORY_SIZE)
13456 player->inventory_element[player->inventory_size++] = element;
13458 DrawGameDoorValues();
13460 else if (collect_count > 0)
13462 local_player->gems_still_needed -= collect_count;
13463 if (local_player->gems_still_needed < 0)
13464 local_player->gems_still_needed = 0;
13466 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13468 DisplayGameControlValues();
13471 RaiseScoreElement(element);
13472 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13475 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13476 player->index_bit, dig_side);
13478 if (mode == DF_SNAP)
13480 if (level.block_snap_field)
13481 setFieldForSnapping(x, y, element, move_direction);
13483 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13485 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13486 player->index_bit, dig_side);
13489 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13491 if (mode == DF_SNAP && element != EL_BD_ROCK)
13492 return MP_NO_ACTION;
13494 if (CAN_FALL(element) && dy)
13495 return MP_NO_ACTION;
13497 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13498 !(element == EL_SPRING && level.use_spring_bug))
13499 return MP_NO_ACTION;
13501 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13502 ((move_direction & MV_VERTICAL &&
13503 ((element_info[element].move_pattern & MV_LEFT &&
13504 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13505 (element_info[element].move_pattern & MV_RIGHT &&
13506 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13507 (move_direction & MV_HORIZONTAL &&
13508 ((element_info[element].move_pattern & MV_UP &&
13509 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13510 (element_info[element].move_pattern & MV_DOWN &&
13511 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13512 return MP_NO_ACTION;
13514 /* do not push elements already moving away faster than player */
13515 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13516 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13517 return MP_NO_ACTION;
13519 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13521 if (player->push_delay_value == -1 || !player_was_pushing)
13522 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13524 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13526 if (player->push_delay_value == -1)
13527 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13529 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13531 if (!player->is_pushing)
13532 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13535 player->is_pushing = TRUE;
13536 player->is_active = TRUE;
13538 if (!(IN_LEV_FIELD(nextx, nexty) &&
13539 (IS_FREE(nextx, nexty) ||
13540 (IS_SB_ELEMENT(element) &&
13541 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13542 (IS_CUSTOM_ELEMENT(element) &&
13543 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13544 return MP_NO_ACTION;
13546 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13547 return MP_NO_ACTION;
13549 if (player->push_delay == -1) /* new pushing; restart delay */
13550 player->push_delay = 0;
13552 if (player->push_delay < player->push_delay_value &&
13553 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13554 element != EL_SPRING && element != EL_BALLOON)
13556 /* make sure that there is no move delay before next try to push */
13557 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13558 player->move_delay = 0;
13560 return MP_NO_ACTION;
13563 if (IS_CUSTOM_ELEMENT(element) &&
13564 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13566 if (!DigFieldByCE(nextx, nexty, element))
13567 return MP_NO_ACTION;
13570 if (IS_SB_ELEMENT(element))
13572 if (element == EL_SOKOBAN_FIELD_FULL)
13574 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13575 local_player->sokobanfields_still_needed++;
13578 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13580 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13581 local_player->sokobanfields_still_needed--;
13584 Feld[x][y] = EL_SOKOBAN_OBJECT;
13586 if (Back[x][y] == Back[nextx][nexty])
13587 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13588 else if (Back[x][y] != 0)
13589 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13592 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13595 if (local_player->sokobanfields_still_needed == 0 &&
13596 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13598 PlayerWins(player);
13600 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13604 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13606 InitMovingField(x, y, move_direction);
13607 GfxAction[x][y] = ACTION_PUSHING;
13609 if (mode == DF_SNAP)
13610 ContinueMoving(x, y);
13612 MovPos[x][y] = (dx != 0 ? dx : dy);
13614 Pushed[x][y] = TRUE;
13615 Pushed[nextx][nexty] = TRUE;
13617 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13618 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13620 player->push_delay_value = -1; /* get new value later */
13622 /* check for element change _after_ element has been pushed */
13623 if (game.use_change_when_pushing_bug)
13625 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
13626 player->index_bit, dig_side);
13627 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
13628 player->index_bit, dig_side);
13631 else if (IS_SWITCHABLE(element))
13633 if (PLAYER_SWITCHING(player, x, y))
13635 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13636 player->index_bit, dig_side);
13641 player->is_switching = TRUE;
13642 player->switch_x = x;
13643 player->switch_y = y;
13645 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13647 if (element == EL_ROBOT_WHEEL)
13649 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
13653 game.robot_wheel_active = TRUE;
13655 TEST_DrawLevelField(x, y);
13657 else if (element == EL_SP_TERMINAL)
13661 SCAN_PLAYFIELD(xx, yy)
13663 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
13665 else if (Feld[xx][yy] == EL_SP_TERMINAL)
13666 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
13669 else if (IS_BELT_SWITCH(element))
13671 ToggleBeltSwitch(x, y);
13673 else if (element == EL_SWITCHGATE_SWITCH_UP ||
13674 element == EL_SWITCHGATE_SWITCH_DOWN ||
13675 element == EL_DC_SWITCHGATE_SWITCH_UP ||
13676 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
13678 ToggleSwitchgateSwitch(x, y);
13680 else if (element == EL_LIGHT_SWITCH ||
13681 element == EL_LIGHT_SWITCH_ACTIVE)
13683 ToggleLightSwitch(x, y);
13685 else if (element == EL_TIMEGATE_SWITCH ||
13686 element == EL_DC_TIMEGATE_SWITCH)
13688 ActivateTimegateSwitch(x, y);
13690 else if (element == EL_BALLOON_SWITCH_LEFT ||
13691 element == EL_BALLOON_SWITCH_RIGHT ||
13692 element == EL_BALLOON_SWITCH_UP ||
13693 element == EL_BALLOON_SWITCH_DOWN ||
13694 element == EL_BALLOON_SWITCH_NONE ||
13695 element == EL_BALLOON_SWITCH_ANY)
13697 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
13698 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
13699 element == EL_BALLOON_SWITCH_UP ? MV_UP :
13700 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
13701 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
13704 else if (element == EL_LAMP)
13706 Feld[x][y] = EL_LAMP_ACTIVE;
13707 local_player->lights_still_needed--;
13709 ResetGfxAnimation(x, y);
13710 TEST_DrawLevelField(x, y);
13712 else if (element == EL_TIME_ORB_FULL)
13714 Feld[x][y] = EL_TIME_ORB_EMPTY;
13716 if (level.time > 0 || level.use_time_orb_bug)
13718 TimeLeft += level.time_orb_time;
13719 game.no_time_limit = FALSE;
13721 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13723 DisplayGameControlValues();
13726 ResetGfxAnimation(x, y);
13727 TEST_DrawLevelField(x, y);
13729 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
13730 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13734 game.ball_state = !game.ball_state;
13736 SCAN_PLAYFIELD(xx, yy)
13738 int e = Feld[xx][yy];
13740 if (game.ball_state)
13742 if (e == EL_EMC_MAGIC_BALL)
13743 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
13744 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
13745 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
13749 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
13750 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
13751 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13752 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
13757 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13758 player->index_bit, dig_side);
13760 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13761 player->index_bit, dig_side);
13763 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13764 player->index_bit, dig_side);
13770 if (!PLAYER_SWITCHING(player, x, y))
13772 player->is_switching = TRUE;
13773 player->switch_x = x;
13774 player->switch_y = y;
13776 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
13777 player->index_bit, dig_side);
13778 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13779 player->index_bit, dig_side);
13781 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
13782 player->index_bit, dig_side);
13783 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13784 player->index_bit, dig_side);
13787 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
13788 player->index_bit, dig_side);
13789 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13790 player->index_bit, dig_side);
13792 return MP_NO_ACTION;
13795 player->push_delay = -1;
13797 if (is_player) /* function can also be called by EL_PENGUIN */
13799 if (Feld[x][y] != element) /* really digged/collected something */
13801 player->is_collecting = !player->is_digging;
13802 player->is_active = TRUE;
13809 static boolean DigFieldByCE(int x, int y, int digging_element)
13811 int element = Feld[x][y];
13813 if (!IS_FREE(x, y))
13815 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
13816 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
13819 /* no element can dig solid indestructible elements */
13820 if (IS_INDESTRUCTIBLE(element) &&
13821 !IS_DIGGABLE(element) &&
13822 !IS_COLLECTIBLE(element))
13825 if (AmoebaNr[x][y] &&
13826 (element == EL_AMOEBA_FULL ||
13827 element == EL_BD_AMOEBA ||
13828 element == EL_AMOEBA_GROWING))
13830 AmoebaCnt[AmoebaNr[x][y]]--;
13831 AmoebaCnt2[AmoebaNr[x][y]]--;
13834 if (IS_MOVING(x, y))
13835 RemoveMovingField(x, y);
13839 TEST_DrawLevelField(x, y);
13842 /* if digged element was about to explode, prevent the explosion */
13843 ExplodeField[x][y] = EX_TYPE_NONE;
13845 PlayLevelSoundAction(x, y, action);
13848 Store[x][y] = EL_EMPTY;
13850 /* this makes it possible to leave the removed element again */
13851 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
13852 Store[x][y] = element;
13857 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
13859 int jx = player->jx, jy = player->jy;
13860 int x = jx + dx, y = jy + dy;
13861 int snap_direction = (dx == -1 ? MV_LEFT :
13862 dx == +1 ? MV_RIGHT :
13864 dy == +1 ? MV_DOWN : MV_NONE);
13865 boolean can_continue_snapping = (level.continuous_snapping &&
13866 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
13868 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
13871 if (!player->active || !IN_LEV_FIELD(x, y))
13879 if (player->MovPos == 0)
13880 player->is_pushing = FALSE;
13882 player->is_snapping = FALSE;
13884 if (player->MovPos == 0)
13886 player->is_moving = FALSE;
13887 player->is_digging = FALSE;
13888 player->is_collecting = FALSE;
13894 /* prevent snapping with already pressed snap key when not allowed */
13895 if (player->is_snapping && !can_continue_snapping)
13898 player->MovDir = snap_direction;
13900 if (player->MovPos == 0)
13902 player->is_moving = FALSE;
13903 player->is_digging = FALSE;
13904 player->is_collecting = FALSE;
13907 player->is_dropping = FALSE;
13908 player->is_dropping_pressed = FALSE;
13909 player->drop_pressed_delay = 0;
13911 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
13914 player->is_snapping = TRUE;
13915 player->is_active = TRUE;
13917 if (player->MovPos == 0)
13919 player->is_moving = FALSE;
13920 player->is_digging = FALSE;
13921 player->is_collecting = FALSE;
13924 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
13925 TEST_DrawLevelField(player->last_jx, player->last_jy);
13927 TEST_DrawLevelField(x, y);
13932 static boolean DropElement(struct PlayerInfo *player)
13934 int old_element, new_element;
13935 int dropx = player->jx, dropy = player->jy;
13936 int drop_direction = player->MovDir;
13937 int drop_side = drop_direction;
13938 int drop_element = get_next_dropped_element(player);
13940 player->is_dropping_pressed = TRUE;
13942 /* do not drop an element on top of another element; when holding drop key
13943 pressed without moving, dropped element must move away before the next
13944 element can be dropped (this is especially important if the next element
13945 is dynamite, which can be placed on background for historical reasons) */
13946 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
13949 if (IS_THROWABLE(drop_element))
13951 dropx += GET_DX_FROM_DIR(drop_direction);
13952 dropy += GET_DY_FROM_DIR(drop_direction);
13954 if (!IN_LEV_FIELD(dropx, dropy))
13958 old_element = Feld[dropx][dropy]; /* old element at dropping position */
13959 new_element = drop_element; /* default: no change when dropping */
13961 /* check if player is active, not moving and ready to drop */
13962 if (!player->active || player->MovPos || player->drop_delay > 0)
13965 /* check if player has anything that can be dropped */
13966 if (new_element == EL_UNDEFINED)
13969 /* check if drop key was pressed long enough for EM style dynamite */
13970 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
13973 /* check if anything can be dropped at the current position */
13974 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
13977 /* collected custom elements can only be dropped on empty fields */
13978 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
13981 if (old_element != EL_EMPTY)
13982 Back[dropx][dropy] = old_element; /* store old element on this field */
13984 ResetGfxAnimation(dropx, dropy);
13985 ResetRandomAnimationValue(dropx, dropy);
13987 if (player->inventory_size > 0 ||
13988 player->inventory_infinite_element != EL_UNDEFINED)
13990 if (player->inventory_size > 0)
13992 player->inventory_size--;
13994 DrawGameDoorValues();
13996 if (new_element == EL_DYNAMITE)
13997 new_element = EL_DYNAMITE_ACTIVE;
13998 else if (new_element == EL_EM_DYNAMITE)
13999 new_element = EL_EM_DYNAMITE_ACTIVE;
14000 else if (new_element == EL_SP_DISK_RED)
14001 new_element = EL_SP_DISK_RED_ACTIVE;
14004 Feld[dropx][dropy] = new_element;
14006 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14007 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14008 el2img(Feld[dropx][dropy]), 0);
14010 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14012 /* needed if previous element just changed to "empty" in the last frame */
14013 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14015 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14016 player->index_bit, drop_side);
14017 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14019 player->index_bit, drop_side);
14021 TestIfElementTouchesCustomElement(dropx, dropy);
14023 else /* player is dropping a dyna bomb */
14025 player->dynabombs_left--;
14027 Feld[dropx][dropy] = new_element;
14029 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14030 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14031 el2img(Feld[dropx][dropy]), 0);
14033 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14036 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14037 InitField_WithBug1(dropx, dropy, FALSE);
14039 new_element = Feld[dropx][dropy]; /* element might have changed */
14041 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14042 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14044 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14045 MovDir[dropx][dropy] = drop_direction;
14047 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14049 /* do not cause impact style collision by dropping elements that can fall */
14050 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14053 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14054 player->is_dropping = TRUE;
14056 player->drop_pressed_delay = 0;
14057 player->is_dropping_pressed = FALSE;
14059 player->drop_x = dropx;
14060 player->drop_y = dropy;
14065 /* ------------------------------------------------------------------------- */
14066 /* game sound playing functions */
14067 /* ------------------------------------------------------------------------- */
14069 static int *loop_sound_frame = NULL;
14070 static int *loop_sound_volume = NULL;
14072 void InitPlayLevelSound()
14074 int num_sounds = getSoundListSize();
14076 checked_free(loop_sound_frame);
14077 checked_free(loop_sound_volume);
14079 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14080 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14083 static void PlayLevelSound(int x, int y, int nr)
14085 int sx = SCREENX(x), sy = SCREENY(y);
14086 int volume, stereo_position;
14087 int max_distance = 8;
14088 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14090 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14091 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14094 if (!IN_LEV_FIELD(x, y) ||
14095 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14096 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14099 volume = SOUND_MAX_VOLUME;
14101 if (!IN_SCR_FIELD(sx, sy))
14103 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14104 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14106 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14109 stereo_position = (SOUND_MAX_LEFT +
14110 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14111 (SCR_FIELDX + 2 * max_distance));
14113 if (IS_LOOP_SOUND(nr))
14115 /* This assures that quieter loop sounds do not overwrite louder ones,
14116 while restarting sound volume comparison with each new game frame. */
14118 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14121 loop_sound_volume[nr] = volume;
14122 loop_sound_frame[nr] = FrameCounter;
14125 PlaySoundExt(nr, volume, stereo_position, type);
14128 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14130 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14131 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14132 y < LEVELY(BY1) ? LEVELY(BY1) :
14133 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14137 static void PlayLevelSoundAction(int x, int y, int action)
14139 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14142 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14144 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14146 if (sound_effect != SND_UNDEFINED)
14147 PlayLevelSound(x, y, sound_effect);
14150 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14153 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14155 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14156 PlayLevelSound(x, y, sound_effect);
14159 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14161 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14163 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14164 PlayLevelSound(x, y, sound_effect);
14167 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14169 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14171 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14172 StopSound(sound_effect);
14175 static void PlayLevelMusic()
14177 if (levelset.music[level_nr] != MUS_UNDEFINED)
14178 PlayMusic(levelset.music[level_nr]); /* from config file */
14180 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
14183 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14185 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14186 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14187 int x = xx - 1 - offset;
14188 int y = yy - 1 - offset;
14193 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14197 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14201 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14205 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14209 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14213 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14217 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14220 case SAMPLE_android_clone:
14221 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14224 case SAMPLE_android_move:
14225 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14228 case SAMPLE_spring:
14229 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14233 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14237 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14240 case SAMPLE_eater_eat:
14241 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14245 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14248 case SAMPLE_collect:
14249 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14252 case SAMPLE_diamond:
14253 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14256 case SAMPLE_squash:
14257 /* !!! CHECK THIS !!! */
14259 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14261 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14265 case SAMPLE_wonderfall:
14266 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14270 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14274 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14278 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14282 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14286 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14290 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14293 case SAMPLE_wonder:
14294 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14298 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14301 case SAMPLE_exit_open:
14302 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14305 case SAMPLE_exit_leave:
14306 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14309 case SAMPLE_dynamite:
14310 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14314 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14318 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14322 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14326 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14330 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14334 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14338 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14343 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14345 int element = map_element_SP_to_RND(element_sp);
14346 int action = map_action_SP_to_RND(action_sp);
14347 int offset = (setup.sp_show_border_elements ? 0 : 1);
14348 int x = xx - offset;
14349 int y = yy - offset;
14351 PlayLevelSoundElementAction(x, y, element, action);
14354 void RaiseScore(int value)
14356 local_player->score += value;
14358 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14360 DisplayGameControlValues();
14363 void RaiseScoreElement(int element)
14368 case EL_BD_DIAMOND:
14369 case EL_EMERALD_YELLOW:
14370 case EL_EMERALD_RED:
14371 case EL_EMERALD_PURPLE:
14372 case EL_SP_INFOTRON:
14373 RaiseScore(level.score[SC_EMERALD]);
14376 RaiseScore(level.score[SC_DIAMOND]);
14379 RaiseScore(level.score[SC_CRYSTAL]);
14382 RaiseScore(level.score[SC_PEARL]);
14385 case EL_BD_BUTTERFLY:
14386 case EL_SP_ELECTRON:
14387 RaiseScore(level.score[SC_BUG]);
14390 case EL_BD_FIREFLY:
14391 case EL_SP_SNIKSNAK:
14392 RaiseScore(level.score[SC_SPACESHIP]);
14395 case EL_DARK_YAMYAM:
14396 RaiseScore(level.score[SC_YAMYAM]);
14399 RaiseScore(level.score[SC_ROBOT]);
14402 RaiseScore(level.score[SC_PACMAN]);
14405 RaiseScore(level.score[SC_NUT]);
14408 case EL_EM_DYNAMITE:
14409 case EL_SP_DISK_RED:
14410 case EL_DYNABOMB_INCREASE_NUMBER:
14411 case EL_DYNABOMB_INCREASE_SIZE:
14412 case EL_DYNABOMB_INCREASE_POWER:
14413 RaiseScore(level.score[SC_DYNAMITE]);
14415 case EL_SHIELD_NORMAL:
14416 case EL_SHIELD_DEADLY:
14417 RaiseScore(level.score[SC_SHIELD]);
14419 case EL_EXTRA_TIME:
14420 RaiseScore(level.extra_time_score);
14434 case EL_DC_KEY_WHITE:
14435 RaiseScore(level.score[SC_KEY]);
14438 RaiseScore(element_info[element].collect_score);
14443 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14445 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14447 /* closing door required in case of envelope style request dialogs */
14449 CloseDoor(DOOR_CLOSE_1);
14451 #if defined(NETWORK_AVALIABLE)
14452 if (options.network)
14453 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14459 FadeSkipNextFadeIn();
14461 game_status = GAME_MODE_MAIN;
14463 DrawAndFadeInMainMenu(REDRAW_FIELD);
14467 game_status = GAME_MODE_MAIN;
14469 DrawAndFadeInMainMenu(REDRAW_FIELD);
14473 else /* continue playing the game */
14475 if (tape.playing && tape.deactivate_display)
14476 TapeDeactivateDisplayOff(TRUE);
14478 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14480 if (tape.playing && tape.deactivate_display)
14481 TapeDeactivateDisplayOn();
14485 void RequestQuitGame(boolean ask_if_really_quit)
14487 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14488 boolean skip_request = AllPlayersGone || quick_quit;
14490 RequestQuitGameExt(skip_request, quick_quit,
14491 "Do you really want to quit the game?");
14495 /* ------------------------------------------------------------------------- */
14496 /* random generator functions */
14497 /* ------------------------------------------------------------------------- */
14499 unsigned int InitEngineRandom_RND(int seed)
14501 game.num_random_calls = 0;
14503 return InitEngineRandom(seed);
14506 unsigned int RND(int max)
14510 game.num_random_calls++;
14512 return GetEngineRandom(max);
14519 /* ------------------------------------------------------------------------- */
14520 /* game engine snapshot handling functions */
14521 /* ------------------------------------------------------------------------- */
14523 struct EngineSnapshotInfo
14525 /* runtime values for custom element collect score */
14526 int collect_score[NUM_CUSTOM_ELEMENTS];
14528 /* runtime values for group element choice position */
14529 int choice_pos[NUM_GROUP_ELEMENTS];
14531 /* runtime values for belt position animations */
14532 int belt_graphic[4][NUM_BELT_PARTS];
14533 int belt_anim_mode[4][NUM_BELT_PARTS];
14536 static struct EngineSnapshotInfo engine_snapshot_rnd;
14537 static char *snapshot_level_identifier = NULL;
14538 static int snapshot_level_nr = -1;
14540 static void SaveEngineSnapshotValues_RND()
14542 static int belt_base_active_element[4] =
14544 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
14545 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
14546 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
14547 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
14551 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14553 int element = EL_CUSTOM_START + i;
14555 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
14558 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14560 int element = EL_GROUP_START + i;
14562 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
14565 for (i = 0; i < 4; i++)
14567 for (j = 0; j < NUM_BELT_PARTS; j++)
14569 int element = belt_base_active_element[i] + j;
14570 int graphic = el2img(element);
14571 int anim_mode = graphic_info[graphic].anim_mode;
14573 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
14574 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
14579 static void LoadEngineSnapshotValues_RND()
14581 unsigned int num_random_calls = game.num_random_calls;
14584 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14586 int element = EL_CUSTOM_START + i;
14588 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
14591 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14593 int element = EL_GROUP_START + i;
14595 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
14598 for (i = 0; i < 4; i++)
14600 for (j = 0; j < NUM_BELT_PARTS; j++)
14602 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
14603 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
14605 graphic_info[graphic].anim_mode = anim_mode;
14609 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14611 InitRND(tape.random_seed);
14612 for (i = 0; i < num_random_calls; i++)
14616 if (game.num_random_calls != num_random_calls)
14618 Error(ERR_INFO, "number of random calls out of sync");
14619 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
14620 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
14621 Error(ERR_EXIT, "this should not happen -- please debug");
14625 void FreeEngineSnapshotSingle()
14627 FreeSnapshotSingle();
14629 setString(&snapshot_level_identifier, NULL);
14630 snapshot_level_nr = -1;
14633 void FreeEngineSnapshotList()
14635 FreeSnapshotList();
14638 ListNode *SaveEngineSnapshotBuffers()
14640 ListNode *buffers = NULL;
14642 /* copy some special values to a structure better suited for the snapshot */
14644 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14645 SaveEngineSnapshotValues_RND();
14646 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14647 SaveEngineSnapshotValues_EM();
14648 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14649 SaveEngineSnapshotValues_SP(&buffers);
14651 /* save values stored in special snapshot structure */
14653 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14654 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
14655 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14656 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
14657 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14658 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
14660 /* save further RND engine values */
14662 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
14663 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
14664 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
14666 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
14667 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
14668 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
14669 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
14671 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
14672 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
14673 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
14674 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
14675 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
14677 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
14678 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
14679 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
14681 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
14683 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
14685 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
14686 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
14688 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
14689 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
14690 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
14691 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
14692 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
14693 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
14694 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
14695 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
14696 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
14697 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
14698 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
14699 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
14700 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
14701 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
14702 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
14703 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
14704 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
14705 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
14707 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
14708 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
14710 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
14711 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
14712 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
14714 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
14715 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
14717 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
14718 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
14719 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
14720 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
14721 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
14723 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
14724 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
14727 ListNode *node = engine_snapshot_list_rnd;
14730 while (node != NULL)
14732 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
14737 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
14743 void SaveEngineSnapshotSingle()
14745 ListNode *buffers = SaveEngineSnapshotBuffers();
14747 /* finally save all snapshot buffers to single snapshot */
14748 SaveSnapshotSingle(buffers);
14750 /* save level identification information */
14751 setString(&snapshot_level_identifier, leveldir_current->identifier);
14752 snapshot_level_nr = level_nr;
14755 static boolean SaveEngineSnapshotToListExt(boolean initial_snapshot)
14757 boolean save_snapshot =
14758 (initial_snapshot ||
14759 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
14760 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
14761 game.snapshot.changed_action));
14763 game.snapshot.changed_action = FALSE;
14765 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
14766 tape.quick_resume ||
14770 ListNode *buffers = SaveEngineSnapshotBuffers();
14772 /* finally save all snapshot buffers to snapshot list */
14773 SaveSnapshotToList(buffers);
14778 boolean SaveEngineSnapshotToList()
14780 return SaveEngineSnapshotToListExt(FALSE);
14783 void SaveEngineSnapshotToListInitial()
14785 FreeEngineSnapshotList();
14787 SaveEngineSnapshotToListExt(TRUE);
14790 void LoadEngineSnapshotValues()
14792 /* restore special values from snapshot structure */
14794 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14795 LoadEngineSnapshotValues_RND();
14796 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14797 LoadEngineSnapshotValues_EM();
14798 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14799 LoadEngineSnapshotValues_SP();
14802 void LoadEngineSnapshotSingle()
14804 LoadSnapshotSingle();
14806 LoadEngineSnapshotValues();
14809 void LoadEngineSnapshot_Undo(int steps)
14811 LoadSnapshotFromList_Older(steps);
14813 LoadEngineSnapshotValues();
14816 void LoadEngineSnapshot_Redo(int steps)
14818 LoadSnapshotFromList_Newer(steps);
14820 LoadEngineSnapshotValues();
14823 boolean CheckEngineSnapshotSingle()
14825 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
14826 snapshot_level_nr == level_nr);
14829 boolean CheckEngineSnapshotList()
14831 return CheckSnapshotList();
14835 /* ---------- new game button stuff ---------------------------------------- */
14843 } gamebutton_info[NUM_GAME_BUTTONS] =
14846 IMG_GAME_BUTTON_GFX_STOP, &game.button.stop,
14847 GAME_CTRL_ID_STOP, "stop game"
14850 IMG_GAME_BUTTON_GFX_PAUSE, &game.button.pause,
14851 GAME_CTRL_ID_PAUSE, "pause game"
14854 IMG_GAME_BUTTON_GFX_PLAY, &game.button.play,
14855 GAME_CTRL_ID_PLAY, "play game"
14858 IMG_GAME_BUTTON_GFX_UNDO, &game.button.undo,
14859 GAME_CTRL_ID_UNDO, "undo step"
14862 IMG_GAME_BUTTON_GFX_REDO, &game.button.redo,
14863 GAME_CTRL_ID_REDO, "redo step"
14866 IMG_GAME_BUTTON_GFX_SAVE, &game.button.save,
14867 GAME_CTRL_ID_SAVE, "save game"
14870 IMG_GAME_BUTTON_GFX_LOAD, &game.button.load,
14871 GAME_CTRL_ID_LOAD, "load game"
14874 IMG_GAME_BUTTON_GFX_SOUND_MUSIC, &game.button.sound_music,
14875 SOUND_CTRL_ID_MUSIC, "background music on/off"
14878 IMG_GAME_BUTTON_GFX_SOUND_LOOPS, &game.button.sound_loops,
14879 SOUND_CTRL_ID_LOOPS, "sound loops on/off"
14882 IMG_GAME_BUTTON_GFX_SOUND_SIMPLE, &game.button.sound_simple,
14883 SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
14887 void CreateGameButtons()
14891 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14893 struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
14894 struct XY *pos = gamebutton_info[i].pos;
14895 struct GadgetInfo *gi;
14898 unsigned int event_mask;
14899 int base_x = (tape.show_game_buttons ? VX : DX);
14900 int base_y = (tape.show_game_buttons ? VY : DY);
14901 int gd_x = gfx->src_x;
14902 int gd_y = gfx->src_y;
14903 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
14904 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
14905 int gd_xa = gfx->src_x + gfx->active_xoffset;
14906 int gd_ya = gfx->src_y + gfx->active_yoffset;
14907 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
14908 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
14911 if (gfx->bitmap == NULL)
14913 game_gadget[id] = NULL;
14918 if (id == GAME_CTRL_ID_STOP ||
14919 id == GAME_CTRL_ID_PAUSE ||
14920 id == GAME_CTRL_ID_PLAY ||
14921 id == GAME_CTRL_ID_SAVE ||
14922 id == GAME_CTRL_ID_LOAD)
14924 button_type = GD_TYPE_NORMAL_BUTTON;
14926 event_mask = GD_EVENT_RELEASED;
14928 else if (id == GAME_CTRL_ID_UNDO ||
14929 id == GAME_CTRL_ID_REDO)
14931 button_type = GD_TYPE_NORMAL_BUTTON;
14933 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
14937 button_type = GD_TYPE_CHECK_BUTTON;
14939 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
14940 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
14941 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
14942 event_mask = GD_EVENT_PRESSED;
14945 gi = CreateGadget(GDI_CUSTOM_ID, id,
14946 GDI_INFO_TEXT, gamebutton_info[i].infotext,
14947 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
14948 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
14949 GDI_WIDTH, gfx->width,
14950 GDI_HEIGHT, gfx->height,
14951 GDI_TYPE, button_type,
14952 GDI_STATE, GD_BUTTON_UNPRESSED,
14953 GDI_CHECKED, checked,
14954 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
14955 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
14956 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
14957 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
14958 GDI_DIRECT_DRAW, FALSE,
14959 GDI_EVENT_MASK, event_mask,
14960 GDI_CALLBACK_ACTION, HandleGameButtons,
14964 Error(ERR_EXIT, "cannot create gadget");
14966 game_gadget[id] = gi;
14970 void FreeGameButtons()
14974 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14975 FreeGadget(game_gadget[i]);
14978 static void MapGameButtonsAtSamePosition(int id)
14982 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14984 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
14985 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
14986 MapGadget(game_gadget[i]);
14989 static void UnmapGameButtonsAtSamePosition(int id)
14993 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14995 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
14996 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
14997 UnmapGadget(game_gadget[i]);
15000 void MapUndoRedoButtons()
15002 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15003 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15004 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15006 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15007 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15008 MapGadget(game_gadget[GAME_CTRL_ID_PLAY]);
15011 void UnmapUndoRedoButtons()
15013 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15014 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15015 UnmapGadget(game_gadget[GAME_CTRL_ID_PLAY]);
15017 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15018 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15019 MapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15022 void MapGameButtons()
15026 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15027 if (i != GAME_CTRL_ID_UNDO &&
15028 i != GAME_CTRL_ID_REDO &&
15029 i != GAME_CTRL_ID_PLAY)
15030 MapGadget(game_gadget[i]);
15033 void UnmapGameButtons()
15037 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15038 UnmapGadget(game_gadget[i]);
15041 void RedrawGameButtons()
15045 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15046 RedrawGadget(game_gadget[i]);
15048 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15049 redraw_mask &= ~REDRAW_ALL;
15052 void GameUndoRedoExt()
15054 ClearPlayerAction();
15056 tape.pausing = TRUE;
15059 UpdateAndDisplayGameControlValues();
15061 DrawCompleteVideoDisplay();
15062 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15063 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15064 DrawVideoDisplay((tape.single_step ? VIDEO_STATE_1STEP_ON :
15065 VIDEO_STATE_1STEP_OFF), 0);
15070 void GameUndo(int steps)
15072 if (!CheckEngineSnapshotList())
15075 LoadEngineSnapshot_Undo(steps);
15080 void GameRedo(int steps)
15082 if (!CheckEngineSnapshotList())
15085 LoadEngineSnapshot_Redo(steps);
15090 static void HandleGameButtonsExt(int id, int button)
15092 int steps = BUTTON_STEPSIZE(button);
15093 boolean handle_game_buttons =
15094 (game_status == GAME_MODE_PLAYING ||
15095 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15097 if (!handle_game_buttons)
15102 case GAME_CTRL_ID_STOP:
15103 if (game_status == GAME_MODE_MAIN)
15109 RequestQuitGame(TRUE);
15113 case GAME_CTRL_ID_PAUSE:
15114 if (options.network && game_status == GAME_MODE_PLAYING)
15116 #if defined(NETWORK_AVALIABLE)
15118 SendToServer_ContinuePlaying();
15120 SendToServer_PausePlaying();
15124 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15127 case GAME_CTRL_ID_PLAY:
15128 if (game_status == GAME_MODE_MAIN)
15130 StartGameActions(options.network, setup.autorecord, level.random_seed);
15132 else if (tape.pausing)
15134 #if defined(NETWORK_AVALIABLE)
15135 if (options.network)
15136 SendToServer_ContinuePlaying();
15139 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15143 case GAME_CTRL_ID_UNDO:
15147 case GAME_CTRL_ID_REDO:
15151 case GAME_CTRL_ID_SAVE:
15155 case GAME_CTRL_ID_LOAD:
15159 case SOUND_CTRL_ID_MUSIC:
15160 if (setup.sound_music)
15162 setup.sound_music = FALSE;
15166 else if (audio.music_available)
15168 setup.sound = setup.sound_music = TRUE;
15170 SetAudioMode(setup.sound);
15176 case SOUND_CTRL_ID_LOOPS:
15177 if (setup.sound_loops)
15178 setup.sound_loops = FALSE;
15179 else if (audio.loops_available)
15181 setup.sound = setup.sound_loops = TRUE;
15183 SetAudioMode(setup.sound);
15187 case SOUND_CTRL_ID_SIMPLE:
15188 if (setup.sound_simple)
15189 setup.sound_simple = FALSE;
15190 else if (audio.sound_available)
15192 setup.sound = setup.sound_simple = TRUE;
15194 SetAudioMode(setup.sound);
15203 static void HandleGameButtons(struct GadgetInfo *gi)
15205 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15208 void HandleSoundButtonKeys(Key key)
15211 if (key == setup.shortcut.sound_simple)
15212 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15213 else if (key == setup.shortcut.sound_loops)
15214 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15215 else if (key == setup.shortcut.sound_music)
15216 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);