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"
24 #define DEBUG_INIT_PLAYER 1
25 #define DEBUG_PLAYER_ACTIONS 0
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
30 /* EXPERIMENTAL STUFF */
31 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
32 #define USE_QUICKSAND_IMPACT_BUGFIX 0
33 #define USE_DELAYED_GFX_REDRAW 0
34 #define USE_NEW_PLAYER_ASSIGNMENTS 1
36 #if USE_DELAYED_GFX_REDRAW
37 #define TEST_DrawLevelField(x, y) \
38 GfxRedraw[x][y] |= GFX_REDRAW_TILE
39 #define TEST_DrawLevelFieldCrumbled(x, y) \
40 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
41 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
42 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
43 #define TEST_DrawTwinkleOnField(x, y) \
44 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
46 #define TEST_DrawLevelField(x, y) \
48 #define TEST_DrawLevelFieldCrumbled(x, y) \
49 DrawLevelFieldCrumbled(x, y)
50 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
51 DrawLevelFieldCrumbledNeighbours(x, y)
52 #define TEST_DrawTwinkleOnField(x, y) \
53 DrawTwinkleOnField(x, y)
62 /* for MovePlayer() */
63 #define MP_NO_ACTION 0
66 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
68 /* for ScrollPlayer() */
70 #define SCROLL_GO_ON 1
72 /* for Bang()/Explode() */
73 #define EX_PHASE_START 0
74 #define EX_TYPE_NONE 0
75 #define EX_TYPE_NORMAL (1 << 0)
76 #define EX_TYPE_CENTER (1 << 1)
77 #define EX_TYPE_BORDER (1 << 2)
78 #define EX_TYPE_CROSS (1 << 3)
79 #define EX_TYPE_DYNA (1 << 4)
80 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
82 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
83 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
84 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
85 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
87 /* game panel display and control definitions */
88 #define GAME_PANEL_LEVEL_NUMBER 0
89 #define GAME_PANEL_GEMS 1
90 #define GAME_PANEL_INVENTORY_COUNT 2
91 #define GAME_PANEL_INVENTORY_FIRST_1 3
92 #define GAME_PANEL_INVENTORY_FIRST_2 4
93 #define GAME_PANEL_INVENTORY_FIRST_3 5
94 #define GAME_PANEL_INVENTORY_FIRST_4 6
95 #define GAME_PANEL_INVENTORY_FIRST_5 7
96 #define GAME_PANEL_INVENTORY_FIRST_6 8
97 #define GAME_PANEL_INVENTORY_FIRST_7 9
98 #define GAME_PANEL_INVENTORY_FIRST_8 10
99 #define GAME_PANEL_INVENTORY_LAST_1 11
100 #define GAME_PANEL_INVENTORY_LAST_2 12
101 #define GAME_PANEL_INVENTORY_LAST_3 13
102 #define GAME_PANEL_INVENTORY_LAST_4 14
103 #define GAME_PANEL_INVENTORY_LAST_5 15
104 #define GAME_PANEL_INVENTORY_LAST_6 16
105 #define GAME_PANEL_INVENTORY_LAST_7 17
106 #define GAME_PANEL_INVENTORY_LAST_8 18
107 #define GAME_PANEL_KEY_1 19
108 #define GAME_PANEL_KEY_2 20
109 #define GAME_PANEL_KEY_3 21
110 #define GAME_PANEL_KEY_4 22
111 #define GAME_PANEL_KEY_5 23
112 #define GAME_PANEL_KEY_6 24
113 #define GAME_PANEL_KEY_7 25
114 #define GAME_PANEL_KEY_8 26
115 #define GAME_PANEL_KEY_WHITE 27
116 #define GAME_PANEL_KEY_WHITE_COUNT 28
117 #define GAME_PANEL_SCORE 29
118 #define GAME_PANEL_HIGHSCORE 30
119 #define GAME_PANEL_TIME 31
120 #define GAME_PANEL_TIME_HH 32
121 #define GAME_PANEL_TIME_MM 33
122 #define GAME_PANEL_TIME_SS 34
123 #define GAME_PANEL_FRAME 35
124 #define GAME_PANEL_SHIELD_NORMAL 36
125 #define GAME_PANEL_SHIELD_NORMAL_TIME 37
126 #define GAME_PANEL_SHIELD_DEADLY 38
127 #define GAME_PANEL_SHIELD_DEADLY_TIME 39
128 #define GAME_PANEL_EXIT 40
129 #define GAME_PANEL_EMC_MAGIC_BALL 41
130 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 42
131 #define GAME_PANEL_LIGHT_SWITCH 43
132 #define GAME_PANEL_LIGHT_SWITCH_TIME 44
133 #define GAME_PANEL_TIMEGATE_SWITCH 45
134 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 46
135 #define GAME_PANEL_SWITCHGATE_SWITCH 47
136 #define GAME_PANEL_EMC_LENSES 48
137 #define GAME_PANEL_EMC_LENSES_TIME 49
138 #define GAME_PANEL_EMC_MAGNIFIER 50
139 #define GAME_PANEL_EMC_MAGNIFIER_TIME 51
140 #define GAME_PANEL_BALLOON_SWITCH 52
141 #define GAME_PANEL_DYNABOMB_NUMBER 53
142 #define GAME_PANEL_DYNABOMB_SIZE 54
143 #define GAME_PANEL_DYNABOMB_POWER 55
144 #define GAME_PANEL_PENGUINS 56
145 #define GAME_PANEL_SOKOBAN_OBJECTS 57
146 #define GAME_PANEL_SOKOBAN_FIELDS 58
147 #define GAME_PANEL_ROBOT_WHEEL 59
148 #define GAME_PANEL_CONVEYOR_BELT_1 60
149 #define GAME_PANEL_CONVEYOR_BELT_2 61
150 #define GAME_PANEL_CONVEYOR_BELT_3 62
151 #define GAME_PANEL_CONVEYOR_BELT_4 63
152 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 64
153 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 65
154 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 66
155 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 67
156 #define GAME_PANEL_MAGIC_WALL 68
157 #define GAME_PANEL_MAGIC_WALL_TIME 69
158 #define GAME_PANEL_GRAVITY_STATE 70
159 #define GAME_PANEL_GRAPHIC_1 71
160 #define GAME_PANEL_GRAPHIC_2 72
161 #define GAME_PANEL_GRAPHIC_3 73
162 #define GAME_PANEL_GRAPHIC_4 74
163 #define GAME_PANEL_GRAPHIC_5 75
164 #define GAME_PANEL_GRAPHIC_6 76
165 #define GAME_PANEL_GRAPHIC_7 77
166 #define GAME_PANEL_GRAPHIC_8 78
167 #define GAME_PANEL_ELEMENT_1 79
168 #define GAME_PANEL_ELEMENT_2 80
169 #define GAME_PANEL_ELEMENT_3 81
170 #define GAME_PANEL_ELEMENT_4 82
171 #define GAME_PANEL_ELEMENT_5 83
172 #define GAME_PANEL_ELEMENT_6 84
173 #define GAME_PANEL_ELEMENT_7 85
174 #define GAME_PANEL_ELEMENT_8 86
175 #define GAME_PANEL_ELEMENT_COUNT_1 87
176 #define GAME_PANEL_ELEMENT_COUNT_2 88
177 #define GAME_PANEL_ELEMENT_COUNT_3 89
178 #define GAME_PANEL_ELEMENT_COUNT_4 90
179 #define GAME_PANEL_ELEMENT_COUNT_5 91
180 #define GAME_PANEL_ELEMENT_COUNT_6 92
181 #define GAME_PANEL_ELEMENT_COUNT_7 93
182 #define GAME_PANEL_ELEMENT_COUNT_8 94
183 #define GAME_PANEL_CE_SCORE_1 95
184 #define GAME_PANEL_CE_SCORE_2 96
185 #define GAME_PANEL_CE_SCORE_3 97
186 #define GAME_PANEL_CE_SCORE_4 98
187 #define GAME_PANEL_CE_SCORE_5 99
188 #define GAME_PANEL_CE_SCORE_6 100
189 #define GAME_PANEL_CE_SCORE_7 101
190 #define GAME_PANEL_CE_SCORE_8 102
191 #define GAME_PANEL_CE_SCORE_1_ELEMENT 103
192 #define GAME_PANEL_CE_SCORE_2_ELEMENT 104
193 #define GAME_PANEL_CE_SCORE_3_ELEMENT 105
194 #define GAME_PANEL_CE_SCORE_4_ELEMENT 106
195 #define GAME_PANEL_CE_SCORE_5_ELEMENT 107
196 #define GAME_PANEL_CE_SCORE_6_ELEMENT 108
197 #define GAME_PANEL_CE_SCORE_7_ELEMENT 109
198 #define GAME_PANEL_CE_SCORE_8_ELEMENT 110
199 #define GAME_PANEL_PLAYER_NAME 111
200 #define GAME_PANEL_LEVEL_NAME 112
201 #define GAME_PANEL_LEVEL_AUTHOR 113
203 #define NUM_GAME_PANEL_CONTROLS 114
205 struct GamePanelOrderInfo
211 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
213 struct GamePanelControlInfo
217 struct TextPosInfo *pos;
220 int value, last_value;
221 int frame, last_frame;
226 static struct GamePanelControlInfo game_panel_controls[] =
229 GAME_PANEL_LEVEL_NUMBER,
230 &game.panel.level_number,
239 GAME_PANEL_INVENTORY_COUNT,
240 &game.panel.inventory_count,
244 GAME_PANEL_INVENTORY_FIRST_1,
245 &game.panel.inventory_first[0],
249 GAME_PANEL_INVENTORY_FIRST_2,
250 &game.panel.inventory_first[1],
254 GAME_PANEL_INVENTORY_FIRST_3,
255 &game.panel.inventory_first[2],
259 GAME_PANEL_INVENTORY_FIRST_4,
260 &game.panel.inventory_first[3],
264 GAME_PANEL_INVENTORY_FIRST_5,
265 &game.panel.inventory_first[4],
269 GAME_PANEL_INVENTORY_FIRST_6,
270 &game.panel.inventory_first[5],
274 GAME_PANEL_INVENTORY_FIRST_7,
275 &game.panel.inventory_first[6],
279 GAME_PANEL_INVENTORY_FIRST_8,
280 &game.panel.inventory_first[7],
284 GAME_PANEL_INVENTORY_LAST_1,
285 &game.panel.inventory_last[0],
289 GAME_PANEL_INVENTORY_LAST_2,
290 &game.panel.inventory_last[1],
294 GAME_PANEL_INVENTORY_LAST_3,
295 &game.panel.inventory_last[2],
299 GAME_PANEL_INVENTORY_LAST_4,
300 &game.panel.inventory_last[3],
304 GAME_PANEL_INVENTORY_LAST_5,
305 &game.panel.inventory_last[4],
309 GAME_PANEL_INVENTORY_LAST_6,
310 &game.panel.inventory_last[5],
314 GAME_PANEL_INVENTORY_LAST_7,
315 &game.panel.inventory_last[6],
319 GAME_PANEL_INVENTORY_LAST_8,
320 &game.panel.inventory_last[7],
364 GAME_PANEL_KEY_WHITE,
365 &game.panel.key_white,
369 GAME_PANEL_KEY_WHITE_COUNT,
370 &game.panel.key_white_count,
379 GAME_PANEL_HIGHSCORE,
380 &game.panel.highscore,
409 GAME_PANEL_SHIELD_NORMAL,
410 &game.panel.shield_normal,
414 GAME_PANEL_SHIELD_NORMAL_TIME,
415 &game.panel.shield_normal_time,
419 GAME_PANEL_SHIELD_DEADLY,
420 &game.panel.shield_deadly,
424 GAME_PANEL_SHIELD_DEADLY_TIME,
425 &game.panel.shield_deadly_time,
434 GAME_PANEL_EMC_MAGIC_BALL,
435 &game.panel.emc_magic_ball,
439 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
440 &game.panel.emc_magic_ball_switch,
444 GAME_PANEL_LIGHT_SWITCH,
445 &game.panel.light_switch,
449 GAME_PANEL_LIGHT_SWITCH_TIME,
450 &game.panel.light_switch_time,
454 GAME_PANEL_TIMEGATE_SWITCH,
455 &game.panel.timegate_switch,
459 GAME_PANEL_TIMEGATE_SWITCH_TIME,
460 &game.panel.timegate_switch_time,
464 GAME_PANEL_SWITCHGATE_SWITCH,
465 &game.panel.switchgate_switch,
469 GAME_PANEL_EMC_LENSES,
470 &game.panel.emc_lenses,
474 GAME_PANEL_EMC_LENSES_TIME,
475 &game.panel.emc_lenses_time,
479 GAME_PANEL_EMC_MAGNIFIER,
480 &game.panel.emc_magnifier,
484 GAME_PANEL_EMC_MAGNIFIER_TIME,
485 &game.panel.emc_magnifier_time,
489 GAME_PANEL_BALLOON_SWITCH,
490 &game.panel.balloon_switch,
494 GAME_PANEL_DYNABOMB_NUMBER,
495 &game.panel.dynabomb_number,
499 GAME_PANEL_DYNABOMB_SIZE,
500 &game.panel.dynabomb_size,
504 GAME_PANEL_DYNABOMB_POWER,
505 &game.panel.dynabomb_power,
510 &game.panel.penguins,
514 GAME_PANEL_SOKOBAN_OBJECTS,
515 &game.panel.sokoban_objects,
519 GAME_PANEL_SOKOBAN_FIELDS,
520 &game.panel.sokoban_fields,
524 GAME_PANEL_ROBOT_WHEEL,
525 &game.panel.robot_wheel,
529 GAME_PANEL_CONVEYOR_BELT_1,
530 &game.panel.conveyor_belt[0],
534 GAME_PANEL_CONVEYOR_BELT_2,
535 &game.panel.conveyor_belt[1],
539 GAME_PANEL_CONVEYOR_BELT_3,
540 &game.panel.conveyor_belt[2],
544 GAME_PANEL_CONVEYOR_BELT_4,
545 &game.panel.conveyor_belt[3],
549 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
550 &game.panel.conveyor_belt_switch[0],
554 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
555 &game.panel.conveyor_belt_switch[1],
559 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
560 &game.panel.conveyor_belt_switch[2],
564 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
565 &game.panel.conveyor_belt_switch[3],
569 GAME_PANEL_MAGIC_WALL,
570 &game.panel.magic_wall,
574 GAME_PANEL_MAGIC_WALL_TIME,
575 &game.panel.magic_wall_time,
579 GAME_PANEL_GRAVITY_STATE,
580 &game.panel.gravity_state,
584 GAME_PANEL_GRAPHIC_1,
585 &game.panel.graphic[0],
589 GAME_PANEL_GRAPHIC_2,
590 &game.panel.graphic[1],
594 GAME_PANEL_GRAPHIC_3,
595 &game.panel.graphic[2],
599 GAME_PANEL_GRAPHIC_4,
600 &game.panel.graphic[3],
604 GAME_PANEL_GRAPHIC_5,
605 &game.panel.graphic[4],
609 GAME_PANEL_GRAPHIC_6,
610 &game.panel.graphic[5],
614 GAME_PANEL_GRAPHIC_7,
615 &game.panel.graphic[6],
619 GAME_PANEL_GRAPHIC_8,
620 &game.panel.graphic[7],
624 GAME_PANEL_ELEMENT_1,
625 &game.panel.element[0],
629 GAME_PANEL_ELEMENT_2,
630 &game.panel.element[1],
634 GAME_PANEL_ELEMENT_3,
635 &game.panel.element[2],
639 GAME_PANEL_ELEMENT_4,
640 &game.panel.element[3],
644 GAME_PANEL_ELEMENT_5,
645 &game.panel.element[4],
649 GAME_PANEL_ELEMENT_6,
650 &game.panel.element[5],
654 GAME_PANEL_ELEMENT_7,
655 &game.panel.element[6],
659 GAME_PANEL_ELEMENT_8,
660 &game.panel.element[7],
664 GAME_PANEL_ELEMENT_COUNT_1,
665 &game.panel.element_count[0],
669 GAME_PANEL_ELEMENT_COUNT_2,
670 &game.panel.element_count[1],
674 GAME_PANEL_ELEMENT_COUNT_3,
675 &game.panel.element_count[2],
679 GAME_PANEL_ELEMENT_COUNT_4,
680 &game.panel.element_count[3],
684 GAME_PANEL_ELEMENT_COUNT_5,
685 &game.panel.element_count[4],
689 GAME_PANEL_ELEMENT_COUNT_6,
690 &game.panel.element_count[5],
694 GAME_PANEL_ELEMENT_COUNT_7,
695 &game.panel.element_count[6],
699 GAME_PANEL_ELEMENT_COUNT_8,
700 &game.panel.element_count[7],
704 GAME_PANEL_CE_SCORE_1,
705 &game.panel.ce_score[0],
709 GAME_PANEL_CE_SCORE_2,
710 &game.panel.ce_score[1],
714 GAME_PANEL_CE_SCORE_3,
715 &game.panel.ce_score[2],
719 GAME_PANEL_CE_SCORE_4,
720 &game.panel.ce_score[3],
724 GAME_PANEL_CE_SCORE_5,
725 &game.panel.ce_score[4],
729 GAME_PANEL_CE_SCORE_6,
730 &game.panel.ce_score[5],
734 GAME_PANEL_CE_SCORE_7,
735 &game.panel.ce_score[6],
739 GAME_PANEL_CE_SCORE_8,
740 &game.panel.ce_score[7],
744 GAME_PANEL_CE_SCORE_1_ELEMENT,
745 &game.panel.ce_score_element[0],
749 GAME_PANEL_CE_SCORE_2_ELEMENT,
750 &game.panel.ce_score_element[1],
754 GAME_PANEL_CE_SCORE_3_ELEMENT,
755 &game.panel.ce_score_element[2],
759 GAME_PANEL_CE_SCORE_4_ELEMENT,
760 &game.panel.ce_score_element[3],
764 GAME_PANEL_CE_SCORE_5_ELEMENT,
765 &game.panel.ce_score_element[4],
769 GAME_PANEL_CE_SCORE_6_ELEMENT,
770 &game.panel.ce_score_element[5],
774 GAME_PANEL_CE_SCORE_7_ELEMENT,
775 &game.panel.ce_score_element[6],
779 GAME_PANEL_CE_SCORE_8_ELEMENT,
780 &game.panel.ce_score_element[7],
784 GAME_PANEL_PLAYER_NAME,
785 &game.panel.player_name,
789 GAME_PANEL_LEVEL_NAME,
790 &game.panel.level_name,
794 GAME_PANEL_LEVEL_AUTHOR,
795 &game.panel.level_author,
806 /* values for delayed check of falling and moving elements and for collision */
807 #define CHECK_DELAY_MOVING 3
808 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
809 #define CHECK_DELAY_COLLISION 2
810 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
812 /* values for initial player move delay (initial delay counter value) */
813 #define INITIAL_MOVE_DELAY_OFF -1
814 #define INITIAL_MOVE_DELAY_ON 0
816 /* values for player movement speed (which is in fact a delay value) */
817 #define MOVE_DELAY_MIN_SPEED 32
818 #define MOVE_DELAY_NORMAL_SPEED 8
819 #define MOVE_DELAY_HIGH_SPEED 4
820 #define MOVE_DELAY_MAX_SPEED 1
822 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
823 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
825 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
826 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
828 /* values for other actions */
829 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
830 #define MOVE_STEPSIZE_MIN (1)
831 #define MOVE_STEPSIZE_MAX (TILEX)
833 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
834 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
836 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
838 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
839 RND(element_info[e].push_delay_random))
840 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
841 RND(element_info[e].drop_delay_random))
842 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
843 RND(element_info[e].move_delay_random))
844 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
845 (element_info[e].move_delay_random))
846 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
847 RND(element_info[e].ce_value_random_initial))
848 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
849 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
850 RND((c)->delay_random * (c)->delay_frames))
851 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
852 RND((c)->delay_random))
855 #define GET_VALID_RUNTIME_ELEMENT(e) \
856 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
858 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
859 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
860 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
861 (be) + (e) - EL_SELF)
863 #define GET_PLAYER_FROM_BITS(p) \
864 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
866 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
867 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
868 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
869 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
870 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
871 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
872 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
873 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
874 RESOLVED_REFERENCE_ELEMENT(be, e) : \
877 #define CAN_GROW_INTO(e) \
878 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
880 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
881 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
884 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
885 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
886 (CAN_MOVE_INTO_ACID(e) && \
887 Feld[x][y] == EL_ACID) || \
890 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
891 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
892 (CAN_MOVE_INTO_ACID(e) && \
893 Feld[x][y] == EL_ACID) || \
896 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
897 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
899 (CAN_MOVE_INTO_ACID(e) && \
900 Feld[x][y] == EL_ACID) || \
901 (DONT_COLLIDE_WITH(e) && \
903 !PLAYER_ENEMY_PROTECTED(x, y))))
905 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
906 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
908 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
909 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
911 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
912 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
914 #define ANDROID_CAN_CLONE_FIELD(x, y) \
915 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
916 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
918 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
919 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
921 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
922 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
924 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
925 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
927 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
928 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
930 #define PIG_CAN_ENTER_FIELD(e, x, y) \
931 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
933 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
934 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
935 Feld[x][y] == EL_EM_EXIT_OPEN || \
936 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
937 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
938 IS_FOOD_PENGUIN(Feld[x][y])))
939 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
940 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
942 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
943 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
945 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
946 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
948 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
949 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
950 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
952 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
954 #define CE_ENTER_FIELD_COND(e, x, y) \
955 (!IS_PLAYER(x, y) && \
956 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
958 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
959 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
961 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
962 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
964 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
965 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
966 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
967 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
969 /* game button identifiers */
970 #define GAME_CTRL_ID_STOP 0
971 #define GAME_CTRL_ID_PAUSE 1
972 #define GAME_CTRL_ID_PLAY 2
973 #define SOUND_CTRL_ID_MUSIC 3
974 #define SOUND_CTRL_ID_LOOPS 4
975 #define SOUND_CTRL_ID_SIMPLE 5
976 #define GAME_CTRL_ID_SAVE 6
977 #define GAME_CTRL_ID_LOAD 7
979 #define NUM_GAME_BUTTONS 8
982 /* forward declaration for internal use */
984 static void CreateField(int, int, int);
986 static void ResetGfxAnimation(int, int);
988 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
989 static void AdvanceFrameAndPlayerCounters(int);
991 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
992 static boolean MovePlayer(struct PlayerInfo *, int, int);
993 static void ScrollPlayer(struct PlayerInfo *, int);
994 static void ScrollScreen(struct PlayerInfo *, int);
996 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
997 static boolean DigFieldByCE(int, int, int);
998 static boolean SnapField(struct PlayerInfo *, int, int);
999 static boolean DropElement(struct PlayerInfo *);
1001 static void InitBeltMovement(void);
1002 static void CloseAllOpenTimegates(void);
1003 static void CheckGravityMovement(struct PlayerInfo *);
1004 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1005 static void KillPlayerUnlessEnemyProtected(int, int);
1006 static void KillPlayerUnlessExplosionProtected(int, int);
1008 static void TestIfPlayerTouchesCustomElement(int, int);
1009 static void TestIfElementTouchesCustomElement(int, int);
1010 static void TestIfElementHitsCustomElement(int, int, int);
1012 static void HandleElementChange(int, int, int);
1013 static void ExecuteCustomElementAction(int, int, int, int);
1014 static boolean ChangeElement(int, int, int, int);
1016 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1017 #define CheckTriggeredElementChange(x, y, e, ev) \
1018 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1019 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1020 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1021 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1022 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1023 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1024 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1026 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1027 #define CheckElementChange(x, y, e, te, ev) \
1028 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1029 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1030 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1031 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1032 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1034 static void PlayLevelSound(int, int, int);
1035 static void PlayLevelSoundNearest(int, int, int);
1036 static void PlayLevelSoundAction(int, int, int);
1037 static void PlayLevelSoundElementAction(int, int, int, int);
1038 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1039 static void PlayLevelSoundActionIfLoop(int, int, int);
1040 static void StopLevelSoundActionIfLoop(int, int, int);
1041 static void PlayLevelMusic();
1043 static void HandleGameButtons(struct GadgetInfo *);
1045 int AmoebeNachbarNr(int, int);
1046 void AmoebeUmwandeln(int, int);
1047 void ContinueMoving(int, int);
1048 void Bang(int, int);
1049 void InitMovDir(int, int);
1050 void InitAmoebaNr(int, int);
1051 int NewHiScore(void);
1053 void TestIfGoodThingHitsBadThing(int, int, int);
1054 void TestIfBadThingHitsGoodThing(int, int, int);
1055 void TestIfPlayerTouchesBadThing(int, int);
1056 void TestIfPlayerRunsIntoBadThing(int, int, int);
1057 void TestIfBadThingTouchesPlayer(int, int);
1058 void TestIfBadThingRunsIntoPlayer(int, int, int);
1059 void TestIfFriendTouchesBadThing(int, int);
1060 void TestIfBadThingTouchesFriend(int, int);
1061 void TestIfBadThingTouchesOtherBadThing(int, int);
1062 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1064 void KillPlayer(struct PlayerInfo *);
1065 void BuryPlayer(struct PlayerInfo *);
1066 void RemovePlayer(struct PlayerInfo *);
1068 static int getInvisibleActiveFromInvisibleElement(int);
1069 static int getInvisibleFromInvisibleActiveElement(int);
1071 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1073 /* for detection of endless loops, caused by custom element programming */
1074 /* (using maximal playfield width x 10 is just a rough approximation) */
1075 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1077 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1079 if (recursion_loop_detected) \
1082 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1084 recursion_loop_detected = TRUE; \
1085 recursion_loop_element = (e); \
1088 recursion_loop_depth++; \
1091 #define RECURSION_LOOP_DETECTION_END() \
1093 recursion_loop_depth--; \
1096 static int recursion_loop_depth;
1097 static boolean recursion_loop_detected;
1098 static boolean recursion_loop_element;
1100 static int map_player_action[MAX_PLAYERS];
1103 /* ------------------------------------------------------------------------- */
1104 /* definition of elements that automatically change to other elements after */
1105 /* a specified time, eventually calling a function when changing */
1106 /* ------------------------------------------------------------------------- */
1108 /* forward declaration for changer functions */
1109 static void InitBuggyBase(int, int);
1110 static void WarnBuggyBase(int, int);
1112 static void InitTrap(int, int);
1113 static void ActivateTrap(int, int);
1114 static void ChangeActiveTrap(int, int);
1116 static void InitRobotWheel(int, int);
1117 static void RunRobotWheel(int, int);
1118 static void StopRobotWheel(int, int);
1120 static void InitTimegateWheel(int, int);
1121 static void RunTimegateWheel(int, int);
1123 static void InitMagicBallDelay(int, int);
1124 static void ActivateMagicBall(int, int);
1126 struct ChangingElementInfo
1131 void (*pre_change_function)(int x, int y);
1132 void (*change_function)(int x, int y);
1133 void (*post_change_function)(int x, int y);
1136 static struct ChangingElementInfo change_delay_list[] =
1171 EL_STEEL_EXIT_OPENING,
1179 EL_STEEL_EXIT_CLOSING,
1180 EL_STEEL_EXIT_CLOSED,
1203 EL_EM_STEEL_EXIT_OPENING,
1204 EL_EM_STEEL_EXIT_OPEN,
1211 EL_EM_STEEL_EXIT_CLOSING,
1235 EL_SWITCHGATE_OPENING,
1243 EL_SWITCHGATE_CLOSING,
1244 EL_SWITCHGATE_CLOSED,
1251 EL_TIMEGATE_OPENING,
1259 EL_TIMEGATE_CLOSING,
1268 EL_ACID_SPLASH_LEFT,
1276 EL_ACID_SPLASH_RIGHT,
1285 EL_SP_BUGGY_BASE_ACTIVATING,
1292 EL_SP_BUGGY_BASE_ACTIVATING,
1293 EL_SP_BUGGY_BASE_ACTIVE,
1300 EL_SP_BUGGY_BASE_ACTIVE,
1324 EL_ROBOT_WHEEL_ACTIVE,
1332 EL_TIMEGATE_SWITCH_ACTIVE,
1340 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1341 EL_DC_TIMEGATE_SWITCH,
1348 EL_EMC_MAGIC_BALL_ACTIVE,
1349 EL_EMC_MAGIC_BALL_ACTIVE,
1356 EL_EMC_SPRING_BUMPER_ACTIVE,
1357 EL_EMC_SPRING_BUMPER,
1364 EL_DIAGONAL_SHRINKING,
1372 EL_DIAGONAL_GROWING,
1393 int push_delay_fixed, push_delay_random;
1397 { EL_SPRING, 0, 0 },
1398 { EL_BALLOON, 0, 0 },
1400 { EL_SOKOBAN_OBJECT, 2, 0 },
1401 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1402 { EL_SATELLITE, 2, 0 },
1403 { EL_SP_DISK_YELLOW, 2, 0 },
1405 { EL_UNDEFINED, 0, 0 },
1413 move_stepsize_list[] =
1415 { EL_AMOEBA_DROP, 2 },
1416 { EL_AMOEBA_DROPPING, 2 },
1417 { EL_QUICKSAND_FILLING, 1 },
1418 { EL_QUICKSAND_EMPTYING, 1 },
1419 { EL_QUICKSAND_FAST_FILLING, 2 },
1420 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1421 { EL_MAGIC_WALL_FILLING, 2 },
1422 { EL_MAGIC_WALL_EMPTYING, 2 },
1423 { EL_BD_MAGIC_WALL_FILLING, 2 },
1424 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1425 { EL_DC_MAGIC_WALL_FILLING, 2 },
1426 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1428 { EL_UNDEFINED, 0 },
1436 collect_count_list[] =
1439 { EL_BD_DIAMOND, 1 },
1440 { EL_EMERALD_YELLOW, 1 },
1441 { EL_EMERALD_RED, 1 },
1442 { EL_EMERALD_PURPLE, 1 },
1444 { EL_SP_INFOTRON, 1 },
1448 { EL_UNDEFINED, 0 },
1456 access_direction_list[] =
1458 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1459 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1460 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1461 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1462 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1463 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1464 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1465 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1466 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1467 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1468 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1470 { EL_SP_PORT_LEFT, MV_RIGHT },
1471 { EL_SP_PORT_RIGHT, MV_LEFT },
1472 { EL_SP_PORT_UP, MV_DOWN },
1473 { EL_SP_PORT_DOWN, MV_UP },
1474 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1475 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1476 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1477 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1478 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1479 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1480 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1481 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1482 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1483 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1484 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1485 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1486 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1487 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1488 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1490 { EL_UNDEFINED, MV_NONE }
1493 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1495 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1496 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1497 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1498 IS_JUST_CHANGING(x, y))
1500 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1502 /* static variables for playfield scan mode (scanning forward or backward) */
1503 static int playfield_scan_start_x = 0;
1504 static int playfield_scan_start_y = 0;
1505 static int playfield_scan_delta_x = 1;
1506 static int playfield_scan_delta_y = 1;
1508 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1509 (y) >= 0 && (y) <= lev_fieldy - 1; \
1510 (y) += playfield_scan_delta_y) \
1511 for ((x) = playfield_scan_start_x; \
1512 (x) >= 0 && (x) <= lev_fieldx - 1; \
1513 (x) += playfield_scan_delta_x)
1516 void DEBUG_SetMaximumDynamite()
1520 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1521 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1522 local_player->inventory_element[local_player->inventory_size++] =
1527 static void InitPlayfieldScanModeVars()
1529 if (game.use_reverse_scan_direction)
1531 playfield_scan_start_x = lev_fieldx - 1;
1532 playfield_scan_start_y = lev_fieldy - 1;
1534 playfield_scan_delta_x = -1;
1535 playfield_scan_delta_y = -1;
1539 playfield_scan_start_x = 0;
1540 playfield_scan_start_y = 0;
1542 playfield_scan_delta_x = 1;
1543 playfield_scan_delta_y = 1;
1547 static void InitPlayfieldScanMode(int mode)
1549 game.use_reverse_scan_direction =
1550 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1552 InitPlayfieldScanModeVars();
1555 static int get_move_delay_from_stepsize(int move_stepsize)
1558 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1560 /* make sure that stepsize value is always a power of 2 */
1561 move_stepsize = (1 << log_2(move_stepsize));
1563 return TILEX / move_stepsize;
1566 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1569 int player_nr = player->index_nr;
1570 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1571 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1573 /* do no immediately change move delay -- the player might just be moving */
1574 player->move_delay_value_next = move_delay;
1576 /* information if player can move must be set separately */
1577 player->cannot_move = cannot_move;
1581 player->move_delay = game.initial_move_delay[player_nr];
1582 player->move_delay_value = game.initial_move_delay_value[player_nr];
1584 player->move_delay_value_next = -1;
1586 player->move_delay_reset_counter = 0;
1590 void GetPlayerConfig()
1592 GameFrameDelay = setup.game_frame_delay;
1594 if (!audio.sound_available)
1595 setup.sound_simple = FALSE;
1597 if (!audio.loops_available)
1598 setup.sound_loops = FALSE;
1600 if (!audio.music_available)
1601 setup.sound_music = FALSE;
1603 if (!video.fullscreen_available)
1604 setup.fullscreen = FALSE;
1606 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1608 SetAudioMode(setup.sound);
1612 int GetElementFromGroupElement(int element)
1614 if (IS_GROUP_ELEMENT(element))
1616 struct ElementGroupInfo *group = element_info[element].group;
1617 int last_anim_random_frame = gfx.anim_random_frame;
1620 if (group->choice_mode == ANIM_RANDOM)
1621 gfx.anim_random_frame = RND(group->num_elements_resolved);
1623 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1624 group->choice_mode, 0,
1627 if (group->choice_mode == ANIM_RANDOM)
1628 gfx.anim_random_frame = last_anim_random_frame;
1630 group->choice_pos++;
1632 element = group->element_resolved[element_pos];
1638 static void InitPlayerField(int x, int y, int element, boolean init_game)
1640 if (element == EL_SP_MURPHY)
1644 if (stored_player[0].present)
1646 Feld[x][y] = EL_SP_MURPHY_CLONE;
1652 stored_player[0].initial_element = element;
1653 stored_player[0].use_murphy = TRUE;
1655 if (!level.use_artwork_element[0])
1656 stored_player[0].artwork_element = EL_SP_MURPHY;
1659 Feld[x][y] = EL_PLAYER_1;
1665 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1666 int jx = player->jx, jy = player->jy;
1668 player->present = TRUE;
1670 player->block_last_field = (element == EL_SP_MURPHY ?
1671 level.sp_block_last_field :
1672 level.block_last_field);
1674 /* ---------- initialize player's last field block delay --------------- */
1676 /* always start with reliable default value (no adjustment needed) */
1677 player->block_delay_adjustment = 0;
1679 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1680 if (player->block_last_field && element == EL_SP_MURPHY)
1681 player->block_delay_adjustment = 1;
1683 /* special case 2: in game engines before 3.1.1, blocking was different */
1684 if (game.use_block_last_field_bug)
1685 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1687 if (!options.network || player->connected)
1689 player->active = TRUE;
1691 /* remove potentially duplicate players */
1692 if (StorePlayer[jx][jy] == Feld[x][y])
1693 StorePlayer[jx][jy] = 0;
1695 StorePlayer[x][y] = Feld[x][y];
1697 #if DEBUG_INIT_PLAYER
1700 printf("- player element %d activated", player->element_nr);
1701 printf(" (local player is %d and currently %s)\n",
1702 local_player->element_nr,
1703 local_player->active ? "active" : "not active");
1708 Feld[x][y] = EL_EMPTY;
1710 player->jx = player->last_jx = x;
1711 player->jy = player->last_jy = y;
1716 int player_nr = GET_PLAYER_NR(element);
1717 struct PlayerInfo *player = &stored_player[player_nr];
1719 if (player->active && player->killed)
1720 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1724 static void InitField(int x, int y, boolean init_game)
1726 int element = Feld[x][y];
1735 InitPlayerField(x, y, element, init_game);
1738 case EL_SOKOBAN_FIELD_PLAYER:
1739 element = Feld[x][y] = EL_PLAYER_1;
1740 InitField(x, y, init_game);
1742 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1743 InitField(x, y, init_game);
1746 case EL_SOKOBAN_FIELD_EMPTY:
1747 local_player->sokobanfields_still_needed++;
1751 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1752 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1753 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1754 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1755 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1756 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1757 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1758 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1759 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1760 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1769 case EL_SPACESHIP_RIGHT:
1770 case EL_SPACESHIP_UP:
1771 case EL_SPACESHIP_LEFT:
1772 case EL_SPACESHIP_DOWN:
1773 case EL_BD_BUTTERFLY:
1774 case EL_BD_BUTTERFLY_RIGHT:
1775 case EL_BD_BUTTERFLY_UP:
1776 case EL_BD_BUTTERFLY_LEFT:
1777 case EL_BD_BUTTERFLY_DOWN:
1779 case EL_BD_FIREFLY_RIGHT:
1780 case EL_BD_FIREFLY_UP:
1781 case EL_BD_FIREFLY_LEFT:
1782 case EL_BD_FIREFLY_DOWN:
1783 case EL_PACMAN_RIGHT:
1785 case EL_PACMAN_LEFT:
1786 case EL_PACMAN_DOWN:
1788 case EL_YAMYAM_LEFT:
1789 case EL_YAMYAM_RIGHT:
1791 case EL_YAMYAM_DOWN:
1792 case EL_DARK_YAMYAM:
1795 case EL_SP_SNIKSNAK:
1796 case EL_SP_ELECTRON:
1805 case EL_AMOEBA_FULL:
1810 case EL_AMOEBA_DROP:
1811 if (y == lev_fieldy - 1)
1813 Feld[x][y] = EL_AMOEBA_GROWING;
1814 Store[x][y] = EL_AMOEBA_WET;
1818 case EL_DYNAMITE_ACTIVE:
1819 case EL_SP_DISK_RED_ACTIVE:
1820 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1821 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1822 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1823 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1824 MovDelay[x][y] = 96;
1827 case EL_EM_DYNAMITE_ACTIVE:
1828 MovDelay[x][y] = 32;
1832 local_player->lights_still_needed++;
1836 local_player->friends_still_needed++;
1841 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1844 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1845 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1846 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1847 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1848 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1849 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1850 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1851 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1852 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1853 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1854 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1855 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1858 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1859 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1860 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1862 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1864 game.belt_dir[belt_nr] = belt_dir;
1865 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1867 else /* more than one switch -- set it like the first switch */
1869 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1874 case EL_LIGHT_SWITCH_ACTIVE:
1876 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1879 case EL_INVISIBLE_STEELWALL:
1880 case EL_INVISIBLE_WALL:
1881 case EL_INVISIBLE_SAND:
1882 if (game.light_time_left > 0 ||
1883 game.lenses_time_left > 0)
1884 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1887 case EL_EMC_MAGIC_BALL:
1888 if (game.ball_state)
1889 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1892 case EL_EMC_MAGIC_BALL_SWITCH:
1893 if (game.ball_state)
1894 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1897 case EL_TRIGGER_PLAYER:
1898 case EL_TRIGGER_ELEMENT:
1899 case EL_TRIGGER_CE_VALUE:
1900 case EL_TRIGGER_CE_SCORE:
1902 case EL_ANY_ELEMENT:
1903 case EL_CURRENT_CE_VALUE:
1904 case EL_CURRENT_CE_SCORE:
1921 /* reference elements should not be used on the playfield */
1922 Feld[x][y] = EL_EMPTY;
1926 if (IS_CUSTOM_ELEMENT(element))
1928 if (CAN_MOVE(element))
1931 if (!element_info[element].use_last_ce_value || init_game)
1932 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1934 else if (IS_GROUP_ELEMENT(element))
1936 Feld[x][y] = GetElementFromGroupElement(element);
1938 InitField(x, y, init_game);
1945 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1948 static inline void InitField_WithBug1(int x, int y, boolean init_game)
1950 InitField(x, y, init_game);
1952 /* not needed to call InitMovDir() -- already done by InitField()! */
1953 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1954 CAN_MOVE(Feld[x][y]))
1958 static inline void InitField_WithBug2(int x, int y, boolean init_game)
1960 int old_element = Feld[x][y];
1962 InitField(x, y, init_game);
1964 /* not needed to call InitMovDir() -- already done by InitField()! */
1965 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1966 CAN_MOVE(old_element) &&
1967 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
1970 /* this case is in fact a combination of not less than three bugs:
1971 first, it calls InitMovDir() for elements that can move, although this is
1972 already done by InitField(); then, it checks the element that was at this
1973 field _before_ the call to InitField() (which can change it); lastly, it
1974 was not called for "mole with direction" elements, which were treated as
1975 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
1979 static int get_key_element_from_nr(int key_nr)
1981 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
1982 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
1983 EL_EM_KEY_1 : EL_KEY_1);
1985 return key_base_element + key_nr;
1988 static int get_next_dropped_element(struct PlayerInfo *player)
1990 return (player->inventory_size > 0 ?
1991 player->inventory_element[player->inventory_size - 1] :
1992 player->inventory_infinite_element != EL_UNDEFINED ?
1993 player->inventory_infinite_element :
1994 player->dynabombs_left > 0 ?
1995 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
1999 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2001 /* pos >= 0: get element from bottom of the stack;
2002 pos < 0: get element from top of the stack */
2006 int min_inventory_size = -pos;
2007 int inventory_pos = player->inventory_size - min_inventory_size;
2008 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2010 return (player->inventory_size >= min_inventory_size ?
2011 player->inventory_element[inventory_pos] :
2012 player->inventory_infinite_element != EL_UNDEFINED ?
2013 player->inventory_infinite_element :
2014 player->dynabombs_left >= min_dynabombs_left ?
2015 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2020 int min_dynabombs_left = pos + 1;
2021 int min_inventory_size = pos + 1 - player->dynabombs_left;
2022 int inventory_pos = pos - player->dynabombs_left;
2024 return (player->inventory_infinite_element != EL_UNDEFINED ?
2025 player->inventory_infinite_element :
2026 player->dynabombs_left >= min_dynabombs_left ?
2027 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2028 player->inventory_size >= min_inventory_size ?
2029 player->inventory_element[inventory_pos] :
2034 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2036 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2037 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2040 if (gpo1->sort_priority != gpo2->sort_priority)
2041 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2043 compare_result = gpo1->nr - gpo2->nr;
2045 return compare_result;
2048 void InitGameControlValues()
2052 for (i = 0; game_panel_controls[i].nr != -1; i++)
2054 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2055 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2056 struct TextPosInfo *pos = gpc->pos;
2058 int type = gpc->type;
2062 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2063 Error(ERR_EXIT, "this should not happen -- please debug");
2066 /* force update of game controls after initialization */
2067 gpc->value = gpc->last_value = -1;
2068 gpc->frame = gpc->last_frame = -1;
2069 gpc->gfx_frame = -1;
2071 /* determine panel value width for later calculation of alignment */
2072 if (type == TYPE_INTEGER || type == TYPE_STRING)
2074 pos->width = pos->size * getFontWidth(pos->font);
2075 pos->height = getFontHeight(pos->font);
2077 else if (type == TYPE_ELEMENT)
2079 pos->width = pos->size;
2080 pos->height = pos->size;
2083 /* fill structure for game panel draw order */
2085 gpo->sort_priority = pos->sort_priority;
2088 /* sort game panel controls according to sort_priority and control number */
2089 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2090 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2093 void UpdatePlayfieldElementCount()
2095 boolean use_element_count = FALSE;
2098 /* first check if it is needed at all to calculate playfield element count */
2099 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2100 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2101 use_element_count = TRUE;
2103 if (!use_element_count)
2106 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2107 element_info[i].element_count = 0;
2109 SCAN_PLAYFIELD(x, y)
2111 element_info[Feld[x][y]].element_count++;
2114 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2115 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2116 if (IS_IN_GROUP(j, i))
2117 element_info[EL_GROUP_START + i].element_count +=
2118 element_info[j].element_count;
2121 void UpdateGameControlValues()
2124 int time = (local_player->LevelSolved ?
2125 local_player->LevelSolved_CountingTime :
2126 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2127 level.native_em_level->lev->time :
2128 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2129 level.native_sp_level->game_sp->time_played :
2130 game.no_time_limit ? TimePlayed : TimeLeft);
2131 int score = (local_player->LevelSolved ?
2132 local_player->LevelSolved_CountingScore :
2133 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2134 level.native_em_level->lev->score :
2135 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2136 level.native_sp_level->game_sp->score :
2137 local_player->score);
2138 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2139 level.native_em_level->lev->required :
2140 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2141 level.native_sp_level->game_sp->infotrons_still_needed :
2142 local_player->gems_still_needed);
2143 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2144 level.native_em_level->lev->required > 0 :
2145 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2146 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2147 local_player->gems_still_needed > 0 ||
2148 local_player->sokobanfields_still_needed > 0 ||
2149 local_player->lights_still_needed > 0);
2151 UpdatePlayfieldElementCount();
2153 /* update game panel control values */
2155 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2156 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2158 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2159 for (i = 0; i < MAX_NUM_KEYS; i++)
2160 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2161 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2162 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2164 if (game.centered_player_nr == -1)
2166 for (i = 0; i < MAX_PLAYERS; i++)
2168 /* only one player in Supaplex game engine */
2169 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2172 for (k = 0; k < MAX_NUM_KEYS; k++)
2174 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2176 if (level.native_em_level->ply[i]->keys & (1 << k))
2177 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2178 get_key_element_from_nr(k);
2180 else if (stored_player[i].key[k])
2181 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2182 get_key_element_from_nr(k);
2185 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2186 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2187 level.native_em_level->ply[i]->dynamite;
2188 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2189 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2190 level.native_sp_level->game_sp->red_disk_count;
2192 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2193 stored_player[i].inventory_size;
2195 if (stored_player[i].num_white_keys > 0)
2196 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2199 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2200 stored_player[i].num_white_keys;
2205 int player_nr = game.centered_player_nr;
2207 for (k = 0; k < MAX_NUM_KEYS; k++)
2209 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2211 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2212 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2213 get_key_element_from_nr(k);
2215 else if (stored_player[player_nr].key[k])
2216 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2217 get_key_element_from_nr(k);
2220 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2221 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2222 level.native_em_level->ply[player_nr]->dynamite;
2223 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2224 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2225 level.native_sp_level->game_sp->red_disk_count;
2227 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2228 stored_player[player_nr].inventory_size;
2230 if (stored_player[player_nr].num_white_keys > 0)
2231 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2233 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2234 stored_player[player_nr].num_white_keys;
2237 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2239 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2240 get_inventory_element_from_pos(local_player, i);
2241 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2242 get_inventory_element_from_pos(local_player, -i - 1);
2245 game_panel_controls[GAME_PANEL_SCORE].value = score;
2246 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2248 game_panel_controls[GAME_PANEL_TIME].value = time;
2250 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2251 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2252 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2254 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2256 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2257 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2259 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2260 local_player->shield_normal_time_left;
2261 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2262 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2264 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2265 local_player->shield_deadly_time_left;
2267 game_panel_controls[GAME_PANEL_EXIT].value =
2268 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2270 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2271 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2272 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2273 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2274 EL_EMC_MAGIC_BALL_SWITCH);
2276 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2277 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2278 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2279 game.light_time_left;
2281 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2282 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2283 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2284 game.timegate_time_left;
2286 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2287 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2289 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2290 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2291 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2292 game.lenses_time_left;
2294 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2295 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2296 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2297 game.magnify_time_left;
2299 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2300 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2301 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2302 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2303 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2304 EL_BALLOON_SWITCH_NONE);
2306 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2307 local_player->dynabomb_count;
2308 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2309 local_player->dynabomb_size;
2310 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2311 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2313 game_panel_controls[GAME_PANEL_PENGUINS].value =
2314 local_player->friends_still_needed;
2316 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2317 local_player->sokobanfields_still_needed;
2318 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2319 local_player->sokobanfields_still_needed;
2321 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2322 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2324 for (i = 0; i < NUM_BELTS; i++)
2326 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2327 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2328 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2329 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2330 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2333 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2334 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2335 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2336 game.magic_wall_time_left;
2338 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2339 local_player->gravity;
2341 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2342 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2344 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2345 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2346 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2347 game.panel.element[i].id : EL_UNDEFINED);
2349 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2350 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2351 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2352 element_info[game.panel.element_count[i].id].element_count : 0);
2354 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2355 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2356 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2357 element_info[game.panel.ce_score[i].id].collect_score : 0);
2359 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2360 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2361 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2362 element_info[game.panel.ce_score_element[i].id].collect_score :
2365 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2366 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2367 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2369 /* update game panel control frames */
2371 for (i = 0; game_panel_controls[i].nr != -1; i++)
2373 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2375 if (gpc->type == TYPE_ELEMENT)
2377 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2379 int last_anim_random_frame = gfx.anim_random_frame;
2380 int element = gpc->value;
2381 int graphic = el2panelimg(element);
2383 if (gpc->value != gpc->last_value)
2386 gpc->gfx_random = INIT_GFX_RANDOM();
2392 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2393 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2394 gpc->gfx_random = INIT_GFX_RANDOM();
2397 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2398 gfx.anim_random_frame = gpc->gfx_random;
2400 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2401 gpc->gfx_frame = element_info[element].collect_score;
2403 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2406 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2407 gfx.anim_random_frame = last_anim_random_frame;
2413 void DisplayGameControlValues()
2415 boolean redraw_panel = FALSE;
2418 for (i = 0; game_panel_controls[i].nr != -1; i++)
2420 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2422 if (PANEL_DEACTIVATED(gpc->pos))
2425 if (gpc->value == gpc->last_value &&
2426 gpc->frame == gpc->last_frame)
2429 redraw_panel = TRUE;
2435 /* copy default game door content to main double buffer */
2437 /* !!! CHECK AGAIN !!! */
2438 SetPanelBackground();
2439 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2440 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2442 /* redraw game control buttons */
2443 RedrawGameButtons();
2445 game_status = GAME_MODE_PSEUDO_PANEL;
2447 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2449 int nr = game_panel_order[i].nr;
2450 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2451 struct TextPosInfo *pos = gpc->pos;
2452 int type = gpc->type;
2453 int value = gpc->value;
2454 int frame = gpc->frame;
2455 int size = pos->size;
2456 int font = pos->font;
2457 boolean draw_masked = pos->draw_masked;
2458 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2460 if (PANEL_DEACTIVATED(pos))
2463 gpc->last_value = value;
2464 gpc->last_frame = frame;
2466 if (type == TYPE_INTEGER)
2468 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2469 nr == GAME_PANEL_TIME)
2471 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2473 if (use_dynamic_size) /* use dynamic number of digits */
2475 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2476 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2477 int size2 = size1 + 1;
2478 int font1 = pos->font;
2479 int font2 = pos->font_alt;
2481 size = (value < value_change ? size1 : size2);
2482 font = (value < value_change ? font1 : font2);
2486 /* correct text size if "digits" is zero or less */
2488 size = strlen(int2str(value, size));
2490 /* dynamically correct text alignment */
2491 pos->width = size * getFontWidth(font);
2493 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2494 int2str(value, size), font, mask_mode);
2496 else if (type == TYPE_ELEMENT)
2498 int element, graphic;
2502 int dst_x = PANEL_XPOS(pos);
2503 int dst_y = PANEL_YPOS(pos);
2505 if (value != EL_UNDEFINED && value != EL_EMPTY)
2508 graphic = el2panelimg(value);
2510 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2512 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2515 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2518 width = graphic_info[graphic].width * size / TILESIZE;
2519 height = graphic_info[graphic].height * size / TILESIZE;
2522 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2525 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2529 else if (type == TYPE_STRING)
2531 boolean active = (value != 0);
2532 char *state_normal = "off";
2533 char *state_active = "on";
2534 char *state = (active ? state_active : state_normal);
2535 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2536 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2537 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2538 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2540 if (nr == GAME_PANEL_GRAVITY_STATE)
2542 int font1 = pos->font; /* (used for normal state) */
2543 int font2 = pos->font_alt; /* (used for active state) */
2545 font = (active ? font2 : font1);
2554 /* don't truncate output if "chars" is zero or less */
2557 /* dynamically correct text alignment */
2558 pos->width = size * getFontWidth(font);
2561 s_cut = getStringCopyN(s, size);
2563 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2564 s_cut, font, mask_mode);
2570 redraw_mask |= REDRAW_DOOR_1;
2573 game_status = GAME_MODE_PLAYING;
2576 void UpdateAndDisplayGameControlValues()
2578 if (tape.warp_forward)
2581 UpdateGameControlValues();
2582 DisplayGameControlValues();
2585 void UpdateGameDoorValues()
2587 UpdateGameControlValues();
2590 void DrawGameDoorValues()
2592 DisplayGameControlValues();
2597 =============================================================================
2599 -----------------------------------------------------------------------------
2600 initialize game engine due to level / tape version number
2601 =============================================================================
2604 static void InitGameEngine()
2606 int i, j, k, l, x, y;
2608 /* set game engine from tape file when re-playing, else from level file */
2609 game.engine_version = (tape.playing ? tape.engine_version :
2610 level.game_version);
2612 /* set single or multi-player game mode (needed for re-playing tapes) */
2613 game.team_mode = setup.team_mode;
2617 int num_players = 0;
2619 for (i = 0; i < MAX_PLAYERS; i++)
2620 if (tape.player_participates[i])
2623 /* multi-player tapes contain input data for more than one player */
2624 game.team_mode = (num_players > 1);
2627 /* ---------------------------------------------------------------------- */
2628 /* set flags for bugs and changes according to active game engine version */
2629 /* ---------------------------------------------------------------------- */
2632 Summary of bugfix/change:
2633 Fixed handling for custom elements that change when pushed by the player.
2635 Fixed/changed in version:
2639 Before 3.1.0, custom elements that "change when pushing" changed directly
2640 after the player started pushing them (until then handled in "DigField()").
2641 Since 3.1.0, these custom elements are not changed until the "pushing"
2642 move of the element is finished (now handled in "ContinueMoving()").
2644 Affected levels/tapes:
2645 The first condition is generally needed for all levels/tapes before version
2646 3.1.0, which might use the old behaviour before it was changed; known tapes
2647 that are affected are some tapes from the level set "Walpurgis Gardens" by
2649 The second condition is an exception from the above case and is needed for
2650 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2651 above (including some development versions of 3.1.0), but before it was
2652 known that this change would break tapes like the above and was fixed in
2653 3.1.1, so that the changed behaviour was active although the engine version
2654 while recording maybe was before 3.1.0. There is at least one tape that is
2655 affected by this exception, which is the tape for the one-level set "Bug
2656 Machine" by Juergen Bonhagen.
2659 game.use_change_when_pushing_bug =
2660 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2662 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2663 tape.game_version < VERSION_IDENT(3,1,1,0)));
2666 Summary of bugfix/change:
2667 Fixed handling for blocking the field the player leaves when moving.
2669 Fixed/changed in version:
2673 Before 3.1.1, when "block last field when moving" was enabled, the field
2674 the player is leaving when moving was blocked for the time of the move,
2675 and was directly unblocked afterwards. This resulted in the last field
2676 being blocked for exactly one less than the number of frames of one player
2677 move. Additionally, even when blocking was disabled, the last field was
2678 blocked for exactly one frame.
2679 Since 3.1.1, due to changes in player movement handling, the last field
2680 is not blocked at all when blocking is disabled. When blocking is enabled,
2681 the last field is blocked for exactly the number of frames of one player
2682 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2683 last field is blocked for exactly one more than the number of frames of
2686 Affected levels/tapes:
2687 (!!! yet to be determined -- probably many !!!)
2690 game.use_block_last_field_bug =
2691 (game.engine_version < VERSION_IDENT(3,1,1,0));
2693 /* ---------------------------------------------------------------------- */
2695 /* set maximal allowed number of custom element changes per game frame */
2696 game.max_num_changes_per_frame = 1;
2698 /* default scan direction: scan playfield from top/left to bottom/right */
2699 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2701 /* dynamically adjust element properties according to game engine version */
2702 InitElementPropertiesEngine(game.engine_version);
2705 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2706 printf(" tape version == %06d [%s] [file: %06d]\n",
2707 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2709 printf(" => game.engine_version == %06d\n", game.engine_version);
2712 /* ---------- initialize player's initial move delay --------------------- */
2714 /* dynamically adjust player properties according to level information */
2715 for (i = 0; i < MAX_PLAYERS; i++)
2716 game.initial_move_delay_value[i] =
2717 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2719 /* dynamically adjust player properties according to game engine version */
2720 for (i = 0; i < MAX_PLAYERS; i++)
2721 game.initial_move_delay[i] =
2722 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2723 game.initial_move_delay_value[i] : 0);
2725 /* ---------- initialize player's initial push delay --------------------- */
2727 /* dynamically adjust player properties according to game engine version */
2728 game.initial_push_delay_value =
2729 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2731 /* ---------- initialize changing elements ------------------------------- */
2733 /* initialize changing elements information */
2734 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2736 struct ElementInfo *ei = &element_info[i];
2738 /* this pointer might have been changed in the level editor */
2739 ei->change = &ei->change_page[0];
2741 if (!IS_CUSTOM_ELEMENT(i))
2743 ei->change->target_element = EL_EMPTY_SPACE;
2744 ei->change->delay_fixed = 0;
2745 ei->change->delay_random = 0;
2746 ei->change->delay_frames = 1;
2749 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2751 ei->has_change_event[j] = FALSE;
2753 ei->event_page_nr[j] = 0;
2754 ei->event_page[j] = &ei->change_page[0];
2758 /* add changing elements from pre-defined list */
2759 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2761 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2762 struct ElementInfo *ei = &element_info[ch_delay->element];
2764 ei->change->target_element = ch_delay->target_element;
2765 ei->change->delay_fixed = ch_delay->change_delay;
2767 ei->change->pre_change_function = ch_delay->pre_change_function;
2768 ei->change->change_function = ch_delay->change_function;
2769 ei->change->post_change_function = ch_delay->post_change_function;
2771 ei->change->can_change = TRUE;
2772 ei->change->can_change_or_has_action = TRUE;
2774 ei->has_change_event[CE_DELAY] = TRUE;
2776 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2777 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2780 /* ---------- initialize internal run-time variables --------------------- */
2782 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2784 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2786 for (j = 0; j < ei->num_change_pages; j++)
2788 ei->change_page[j].can_change_or_has_action =
2789 (ei->change_page[j].can_change |
2790 ei->change_page[j].has_action);
2794 /* add change events from custom element configuration */
2795 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2797 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2799 for (j = 0; j < ei->num_change_pages; j++)
2801 if (!ei->change_page[j].can_change_or_has_action)
2804 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2806 /* only add event page for the first page found with this event */
2807 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
2809 ei->has_change_event[k] = TRUE;
2811 ei->event_page_nr[k] = j;
2812 ei->event_page[k] = &ei->change_page[j];
2818 /* ---------- initialize reference elements in change conditions --------- */
2820 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2822 int element = EL_CUSTOM_START + i;
2823 struct ElementInfo *ei = &element_info[element];
2825 for (j = 0; j < ei->num_change_pages; j++)
2827 int trigger_element = ei->change_page[j].initial_trigger_element;
2829 if (trigger_element >= EL_PREV_CE_8 &&
2830 trigger_element <= EL_NEXT_CE_8)
2831 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
2833 ei->change_page[j].trigger_element = trigger_element;
2837 /* ---------- initialize run-time trigger player and element ------------- */
2839 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2841 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2843 for (j = 0; j < ei->num_change_pages; j++)
2845 ei->change_page[j].actual_trigger_element = EL_EMPTY;
2846 ei->change_page[j].actual_trigger_player = EL_EMPTY;
2847 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
2848 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
2849 ei->change_page[j].actual_trigger_ce_value = 0;
2850 ei->change_page[j].actual_trigger_ce_score = 0;
2854 /* ---------- initialize trigger events ---------------------------------- */
2856 /* initialize trigger events information */
2857 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2858 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2859 trigger_events[i][j] = FALSE;
2861 /* add trigger events from element change event properties */
2862 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2864 struct ElementInfo *ei = &element_info[i];
2866 for (j = 0; j < ei->num_change_pages; j++)
2868 if (!ei->change_page[j].can_change_or_has_action)
2871 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
2873 int trigger_element = ei->change_page[j].trigger_element;
2875 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2877 if (ei->change_page[j].has_event[k])
2879 if (IS_GROUP_ELEMENT(trigger_element))
2881 struct ElementGroupInfo *group =
2882 element_info[trigger_element].group;
2884 for (l = 0; l < group->num_elements_resolved; l++)
2885 trigger_events[group->element_resolved[l]][k] = TRUE;
2887 else if (trigger_element == EL_ANY_ELEMENT)
2888 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
2889 trigger_events[l][k] = TRUE;
2891 trigger_events[trigger_element][k] = TRUE;
2898 /* ---------- initialize push delay -------------------------------------- */
2900 /* initialize push delay values to default */
2901 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2903 if (!IS_CUSTOM_ELEMENT(i))
2905 /* set default push delay values (corrected since version 3.0.7-1) */
2906 if (game.engine_version < VERSION_IDENT(3,0,7,1))
2908 element_info[i].push_delay_fixed = 2;
2909 element_info[i].push_delay_random = 8;
2913 element_info[i].push_delay_fixed = 8;
2914 element_info[i].push_delay_random = 8;
2919 /* set push delay value for certain elements from pre-defined list */
2920 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
2922 int e = push_delay_list[i].element;
2924 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
2925 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
2928 /* set push delay value for Supaplex elements for newer engine versions */
2929 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2931 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2933 if (IS_SP_ELEMENT(i))
2935 /* set SP push delay to just enough to push under a falling zonk */
2936 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
2938 element_info[i].push_delay_fixed = delay;
2939 element_info[i].push_delay_random = 0;
2944 /* ---------- initialize move stepsize ----------------------------------- */
2946 /* initialize move stepsize values to default */
2947 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2948 if (!IS_CUSTOM_ELEMENT(i))
2949 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
2951 /* set move stepsize value for certain elements from pre-defined list */
2952 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
2954 int e = move_stepsize_list[i].element;
2956 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
2959 /* ---------- initialize collect score ----------------------------------- */
2961 /* initialize collect score values for custom elements from initial value */
2962 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2963 if (IS_CUSTOM_ELEMENT(i))
2964 element_info[i].collect_score = element_info[i].collect_score_initial;
2966 /* ---------- initialize collect count ----------------------------------- */
2968 /* initialize collect count values for non-custom elements */
2969 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2970 if (!IS_CUSTOM_ELEMENT(i))
2971 element_info[i].collect_count_initial = 0;
2973 /* add collect count values for all elements from pre-defined list */
2974 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
2975 element_info[collect_count_list[i].element].collect_count_initial =
2976 collect_count_list[i].count;
2978 /* ---------- initialize access direction -------------------------------- */
2980 /* initialize access direction values to default (access from every side) */
2981 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2982 if (!IS_CUSTOM_ELEMENT(i))
2983 element_info[i].access_direction = MV_ALL_DIRECTIONS;
2985 /* set access direction value for certain elements from pre-defined list */
2986 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
2987 element_info[access_direction_list[i].element].access_direction =
2988 access_direction_list[i].direction;
2990 /* ---------- initialize explosion content ------------------------------- */
2991 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2993 if (IS_CUSTOM_ELEMENT(i))
2996 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
2998 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3000 element_info[i].content.e[x][y] =
3001 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3002 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3003 i == EL_PLAYER_3 ? EL_EMERALD :
3004 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3005 i == EL_MOLE ? EL_EMERALD_RED :
3006 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3007 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3008 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3009 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3010 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3011 i == EL_WALL_EMERALD ? EL_EMERALD :
3012 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3013 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3014 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3015 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3016 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3017 i == EL_WALL_PEARL ? EL_PEARL :
3018 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3023 /* ---------- initialize recursion detection ------------------------------ */
3024 recursion_loop_depth = 0;
3025 recursion_loop_detected = FALSE;
3026 recursion_loop_element = EL_UNDEFINED;
3028 /* ---------- initialize graphics engine ---------------------------------- */
3029 game.scroll_delay_value =
3030 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3031 setup.scroll_delay ? setup.scroll_delay_value : 0);
3032 game.scroll_delay_value =
3033 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3036 int get_num_special_action(int element, int action_first, int action_last)
3038 int num_special_action = 0;
3041 for (i = action_first; i <= action_last; i++)
3043 boolean found = FALSE;
3045 for (j = 0; j < NUM_DIRECTIONS; j++)
3046 if (el_act_dir2img(element, i, j) !=
3047 el_act_dir2img(element, ACTION_DEFAULT, j))
3051 num_special_action++;
3056 return num_special_action;
3061 =============================================================================
3063 -----------------------------------------------------------------------------
3064 initialize and start new game
3065 =============================================================================
3070 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3071 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3073 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3074 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3075 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3076 int initial_move_dir = MV_DOWN;
3079 game_status = GAME_MODE_PLAYING;
3083 if (!game.restart_level)
3084 CloseDoor(DOOR_CLOSE_1);
3086 if (level_editor_test_game)
3087 FadeSkipNextFadeIn();
3089 FadeSetEnterScreen();
3091 FadeOut(REDRAW_FIELD);
3093 /* needed if different viewport properties defined for playing */
3094 ChangeViewportPropertiesIfNeeded();
3096 DrawCompleteVideoDisplay();
3099 InitGameControlValues();
3101 /* don't play tapes over network */
3102 network_playing = (options.network && !tape.playing);
3104 for (i = 0; i < MAX_PLAYERS; i++)
3106 struct PlayerInfo *player = &stored_player[i];
3108 player->index_nr = i;
3109 player->index_bit = (1 << i);
3110 player->element_nr = EL_PLAYER_1 + i;
3112 player->present = FALSE;
3113 player->active = FALSE;
3114 player->mapped = FALSE;
3116 player->killed = FALSE;
3117 player->reanimated = FALSE;
3120 player->effective_action = 0;
3121 player->programmed_action = 0;
3124 player->score_final = 0;
3126 player->gems_still_needed = level.gems_needed;
3127 player->sokobanfields_still_needed = 0;
3128 player->lights_still_needed = 0;
3129 player->friends_still_needed = 0;
3131 for (j = 0; j < MAX_NUM_KEYS; j++)
3132 player->key[j] = FALSE;
3134 player->num_white_keys = 0;
3136 player->dynabomb_count = 0;
3137 player->dynabomb_size = 1;
3138 player->dynabombs_left = 0;
3139 player->dynabomb_xl = FALSE;
3141 player->MovDir = initial_move_dir;
3144 player->GfxDir = initial_move_dir;
3145 player->GfxAction = ACTION_DEFAULT;
3147 player->StepFrame = 0;
3149 player->initial_element = player->element_nr;
3150 player->artwork_element =
3151 (level.use_artwork_element[i] ? level.artwork_element[i] :
3152 player->element_nr);
3153 player->use_murphy = FALSE;
3155 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3156 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3158 player->gravity = level.initial_player_gravity[i];
3160 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3162 player->actual_frame_counter = 0;
3164 player->step_counter = 0;
3166 player->last_move_dir = initial_move_dir;
3168 player->is_active = FALSE;
3170 player->is_waiting = FALSE;
3171 player->is_moving = FALSE;
3172 player->is_auto_moving = FALSE;
3173 player->is_digging = FALSE;
3174 player->is_snapping = FALSE;
3175 player->is_collecting = FALSE;
3176 player->is_pushing = FALSE;
3177 player->is_switching = FALSE;
3178 player->is_dropping = FALSE;
3179 player->is_dropping_pressed = FALSE;
3181 player->is_bored = FALSE;
3182 player->is_sleeping = FALSE;
3184 player->frame_counter_bored = -1;
3185 player->frame_counter_sleeping = -1;
3187 player->anim_delay_counter = 0;
3188 player->post_delay_counter = 0;
3190 player->dir_waiting = initial_move_dir;
3191 player->action_waiting = ACTION_DEFAULT;
3192 player->last_action_waiting = ACTION_DEFAULT;
3193 player->special_action_bored = ACTION_DEFAULT;
3194 player->special_action_sleeping = ACTION_DEFAULT;
3196 player->switch_x = -1;
3197 player->switch_y = -1;
3199 player->drop_x = -1;
3200 player->drop_y = -1;
3202 player->show_envelope = 0;
3204 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3206 player->push_delay = -1; /* initialized when pushing starts */
3207 player->push_delay_value = game.initial_push_delay_value;
3209 player->drop_delay = 0;
3210 player->drop_pressed_delay = 0;
3212 player->last_jx = -1;
3213 player->last_jy = -1;
3217 player->shield_normal_time_left = 0;
3218 player->shield_deadly_time_left = 0;
3220 player->inventory_infinite_element = EL_UNDEFINED;
3221 player->inventory_size = 0;
3223 if (level.use_initial_inventory[i])
3225 for (j = 0; j < level.initial_inventory_size[i]; j++)
3227 int element = level.initial_inventory_content[i][j];
3228 int collect_count = element_info[element].collect_count_initial;
3231 if (!IS_CUSTOM_ELEMENT(element))
3234 if (collect_count == 0)
3235 player->inventory_infinite_element = element;
3237 for (k = 0; k < collect_count; k++)
3238 if (player->inventory_size < MAX_INVENTORY_SIZE)
3239 player->inventory_element[player->inventory_size++] = element;
3243 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3244 SnapField(player, 0, 0);
3246 player->LevelSolved = FALSE;
3247 player->GameOver = FALSE;
3249 player->LevelSolved_GameWon = FALSE;
3250 player->LevelSolved_GameEnd = FALSE;
3251 player->LevelSolved_PanelOff = FALSE;
3252 player->LevelSolved_SaveTape = FALSE;
3253 player->LevelSolved_SaveScore = FALSE;
3254 player->LevelSolved_CountingTime = 0;
3255 player->LevelSolved_CountingScore = 0;
3257 map_player_action[i] = i;
3260 network_player_action_received = FALSE;
3262 #if defined(NETWORK_AVALIABLE)
3263 /* initial null action */
3264 if (network_playing)
3265 SendToServer_MovePlayer(MV_NONE);
3274 TimeLeft = level.time;
3277 ScreenMovDir = MV_NONE;
3281 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3283 AllPlayersGone = FALSE;
3285 game.no_time_limit = (level.time == 0);
3287 game.yamyam_content_nr = 0;
3288 game.robot_wheel_active = FALSE;
3289 game.magic_wall_active = FALSE;
3290 game.magic_wall_time_left = 0;
3291 game.light_time_left = 0;
3292 game.timegate_time_left = 0;
3293 game.switchgate_pos = 0;
3294 game.wind_direction = level.wind_direction_initial;
3296 game.lenses_time_left = 0;
3297 game.magnify_time_left = 0;
3299 game.ball_state = level.ball_state_initial;
3300 game.ball_content_nr = 0;
3302 game.envelope_active = FALSE;
3304 /* set focus to local player for network games, else to all players */
3305 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3306 game.centered_player_nr_next = game.centered_player_nr;
3307 game.set_centered_player = FALSE;
3309 if (network_playing && tape.recording)
3311 /* store client dependent player focus when recording network games */
3312 tape.centered_player_nr_next = game.centered_player_nr_next;
3313 tape.set_centered_player = TRUE;
3316 for (i = 0; i < NUM_BELTS; i++)
3318 game.belt_dir[i] = MV_NONE;
3319 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3322 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3323 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3325 #if DEBUG_INIT_PLAYER
3328 printf("Player status at level initialization:\n");
3332 SCAN_PLAYFIELD(x, y)
3334 Feld[x][y] = level.field[x][y];
3335 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3336 ChangeDelay[x][y] = 0;
3337 ChangePage[x][y] = -1;
3338 CustomValue[x][y] = 0; /* initialized in InitField() */
3339 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3341 WasJustMoving[x][y] = 0;
3342 WasJustFalling[x][y] = 0;
3343 CheckCollision[x][y] = 0;
3344 CheckImpact[x][y] = 0;
3346 Pushed[x][y] = FALSE;
3348 ChangeCount[x][y] = 0;
3349 ChangeEvent[x][y] = -1;
3351 ExplodePhase[x][y] = 0;
3352 ExplodeDelay[x][y] = 0;
3353 ExplodeField[x][y] = EX_TYPE_NONE;
3355 RunnerVisit[x][y] = 0;
3356 PlayerVisit[x][y] = 0;
3359 GfxRandom[x][y] = INIT_GFX_RANDOM();
3360 GfxElement[x][y] = EL_UNDEFINED;
3361 GfxAction[x][y] = ACTION_DEFAULT;
3362 GfxDir[x][y] = MV_NONE;
3363 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3366 SCAN_PLAYFIELD(x, y)
3368 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3370 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3372 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3375 InitField(x, y, TRUE);
3377 ResetGfxAnimation(x, y);
3382 for (i = 0; i < MAX_PLAYERS; i++)
3384 struct PlayerInfo *player = &stored_player[i];
3386 /* set number of special actions for bored and sleeping animation */
3387 player->num_special_action_bored =
3388 get_num_special_action(player->artwork_element,
3389 ACTION_BORING_1, ACTION_BORING_LAST);
3390 player->num_special_action_sleeping =
3391 get_num_special_action(player->artwork_element,
3392 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3395 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3396 emulate_sb ? EMU_SOKOBAN :
3397 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3399 /* initialize type of slippery elements */
3400 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3402 if (!IS_CUSTOM_ELEMENT(i))
3404 /* default: elements slip down either to the left or right randomly */
3405 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3407 /* SP style elements prefer to slip down on the left side */
3408 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3409 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3411 /* BD style elements prefer to slip down on the left side */
3412 if (game.emulation == EMU_BOULDERDASH)
3413 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3417 /* initialize explosion and ignition delay */
3418 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3420 if (!IS_CUSTOM_ELEMENT(i))
3423 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3424 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3425 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3426 int last_phase = (num_phase + 1) * delay;
3427 int half_phase = (num_phase / 2) * delay;
3429 element_info[i].explosion_delay = last_phase - 1;
3430 element_info[i].ignition_delay = half_phase;
3432 if (i == EL_BLACK_ORB)
3433 element_info[i].ignition_delay = 1;
3437 /* correct non-moving belts to start moving left */
3438 for (i = 0; i < NUM_BELTS; i++)
3439 if (game.belt_dir[i] == MV_NONE)
3440 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3442 #if USE_NEW_PLAYER_ASSIGNMENTS
3443 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3444 /* choose default local player */
3445 local_player = &stored_player[0];
3447 for (i = 0; i < MAX_PLAYERS; i++)
3448 stored_player[i].connected = FALSE;
3450 local_player->connected = TRUE;
3451 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3455 for (i = 0; i < MAX_PLAYERS; i++)
3456 stored_player[i].connected = tape.player_participates[i];
3458 else if (game.team_mode && !options.network)
3460 /* try to guess locally connected team mode players (needed for correct
3461 assignment of player figures from level to locally playing players) */
3463 for (i = 0; i < MAX_PLAYERS; i++)
3464 if (setup.input[i].use_joystick ||
3465 setup.input[i].key.left != KSYM_UNDEFINED)
3466 stored_player[i].connected = TRUE;
3469 #if DEBUG_INIT_PLAYER
3472 printf("Player status after level initialization:\n");
3474 for (i = 0; i < MAX_PLAYERS; i++)
3476 struct PlayerInfo *player = &stored_player[i];
3478 printf("- player %d: present == %d, connected == %d, active == %d",
3484 if (local_player == player)
3485 printf(" (local player)");
3492 #if DEBUG_INIT_PLAYER
3494 printf("Reassigning players ...\n");
3497 /* check if any connected player was not found in playfield */
3498 for (i = 0; i < MAX_PLAYERS; i++)
3500 struct PlayerInfo *player = &stored_player[i];
3502 if (player->connected && !player->present)
3504 struct PlayerInfo *field_player = NULL;
3506 #if DEBUG_INIT_PLAYER
3508 printf("- looking for field player for player %d ...\n", i + 1);
3511 /* assign first free player found that is present in the playfield */
3513 /* first try: look for unmapped playfield player that is not connected */
3514 for (j = 0; j < MAX_PLAYERS; j++)
3515 if (field_player == NULL &&
3516 stored_player[j].present &&
3517 !stored_player[j].mapped &&
3518 !stored_player[j].connected)
3519 field_player = &stored_player[j];
3521 /* second try: look for *any* unmapped playfield player */
3522 for (j = 0; j < MAX_PLAYERS; j++)
3523 if (field_player == NULL &&
3524 stored_player[j].present &&
3525 !stored_player[j].mapped)
3526 field_player = &stored_player[j];
3528 if (field_player != NULL)
3530 int jx = field_player->jx, jy = field_player->jy;
3532 #if DEBUG_INIT_PLAYER
3534 printf("- found player %d\n", field_player->index_nr + 1);
3537 player->present = FALSE;
3538 player->active = FALSE;
3540 field_player->present = TRUE;
3541 field_player->active = TRUE;
3544 player->initial_element = field_player->initial_element;
3545 player->artwork_element = field_player->artwork_element;
3547 player->block_last_field = field_player->block_last_field;
3548 player->block_delay_adjustment = field_player->block_delay_adjustment;
3551 StorePlayer[jx][jy] = field_player->element_nr;
3553 field_player->jx = field_player->last_jx = jx;
3554 field_player->jy = field_player->last_jy = jy;
3556 if (local_player == player)
3557 local_player = field_player;
3559 map_player_action[field_player->index_nr] = i;
3561 field_player->mapped = TRUE;
3563 #if DEBUG_INIT_PLAYER
3565 printf("- map_player_action[%d] == %d\n",
3566 field_player->index_nr + 1, i + 1);
3571 if (player->connected && player->present)
3572 player->mapped = TRUE;
3575 #if DEBUG_INIT_PLAYER
3578 printf("Player status after player assignment (first stage):\n");
3580 for (i = 0; i < MAX_PLAYERS; i++)
3582 struct PlayerInfo *player = &stored_player[i];
3584 printf("- player %d: present == %d, connected == %d, active == %d",
3590 if (local_player == player)
3591 printf(" (local player)");
3600 /* check if any connected player was not found in playfield */
3601 for (i = 0; i < MAX_PLAYERS; i++)
3603 struct PlayerInfo *player = &stored_player[i];
3605 if (player->connected && !player->present)
3607 for (j = 0; j < MAX_PLAYERS; j++)
3609 struct PlayerInfo *field_player = &stored_player[j];
3610 int jx = field_player->jx, jy = field_player->jy;
3612 /* assign first free player found that is present in the playfield */
3613 if (field_player->present && !field_player->connected)
3615 player->present = TRUE;
3616 player->active = TRUE;
3618 field_player->present = FALSE;
3619 field_player->active = FALSE;
3621 player->initial_element = field_player->initial_element;
3622 player->artwork_element = field_player->artwork_element;
3624 player->block_last_field = field_player->block_last_field;
3625 player->block_delay_adjustment = field_player->block_delay_adjustment;
3627 StorePlayer[jx][jy] = player->element_nr;
3629 player->jx = player->last_jx = jx;
3630 player->jy = player->last_jy = jy;
3640 printf("::: local_player->present == %d\n", local_player->present);
3645 /* when playing a tape, eliminate all players who do not participate */
3647 #if USE_NEW_PLAYER_ASSIGNMENTS
3649 if (!game.team_mode)
3651 for (i = 0; i < MAX_PLAYERS; i++)
3653 if (stored_player[i].active &&
3654 !tape.player_participates[map_player_action[i]])
3656 struct PlayerInfo *player = &stored_player[i];
3657 int jx = player->jx, jy = player->jy;
3659 #if DEBUG_INIT_PLAYER
3661 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3664 player->active = FALSE;
3665 StorePlayer[jx][jy] = 0;
3666 Feld[jx][jy] = EL_EMPTY;
3673 for (i = 0; i < MAX_PLAYERS; i++)
3675 if (stored_player[i].active &&
3676 !tape.player_participates[i])
3678 struct PlayerInfo *player = &stored_player[i];
3679 int jx = player->jx, jy = player->jy;
3681 player->active = FALSE;
3682 StorePlayer[jx][jy] = 0;
3683 Feld[jx][jy] = EL_EMPTY;
3688 else if (!options.network && !game.team_mode) /* && !tape.playing */
3690 /* when in single player mode, eliminate all but the first active player */
3692 for (i = 0; i < MAX_PLAYERS; i++)
3694 if (stored_player[i].active)
3696 for (j = i + 1; j < MAX_PLAYERS; j++)
3698 if (stored_player[j].active)
3700 struct PlayerInfo *player = &stored_player[j];
3701 int jx = player->jx, jy = player->jy;
3703 player->active = FALSE;
3704 player->present = FALSE;
3706 StorePlayer[jx][jy] = 0;
3707 Feld[jx][jy] = EL_EMPTY;
3714 /* when recording the game, store which players take part in the game */
3717 #if USE_NEW_PLAYER_ASSIGNMENTS
3718 for (i = 0; i < MAX_PLAYERS; i++)
3719 if (stored_player[i].connected)
3720 tape.player_participates[i] = TRUE;
3722 for (i = 0; i < MAX_PLAYERS; i++)
3723 if (stored_player[i].active)
3724 tape.player_participates[i] = TRUE;
3728 #if DEBUG_INIT_PLAYER
3731 printf("Player status after player assignment (final stage):\n");
3733 for (i = 0; i < MAX_PLAYERS; i++)
3735 struct PlayerInfo *player = &stored_player[i];
3737 printf("- player %d: present == %d, connected == %d, active == %d",
3743 if (local_player == player)
3744 printf(" (local player)");
3751 if (BorderElement == EL_EMPTY)
3754 SBX_Right = lev_fieldx - SCR_FIELDX;
3756 SBY_Lower = lev_fieldy - SCR_FIELDY;
3761 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3763 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3766 if (full_lev_fieldx <= SCR_FIELDX)
3767 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3768 if (full_lev_fieldy <= SCR_FIELDY)
3769 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3771 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
3773 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
3776 /* if local player not found, look for custom element that might create
3777 the player (make some assumptions about the right custom element) */
3778 if (!local_player->present)
3780 int start_x = 0, start_y = 0;
3781 int found_rating = 0;
3782 int found_element = EL_UNDEFINED;
3783 int player_nr = local_player->index_nr;
3785 SCAN_PLAYFIELD(x, y)
3787 int element = Feld[x][y];
3792 if (level.use_start_element[player_nr] &&
3793 level.start_element[player_nr] == element &&
3800 found_element = element;
3803 if (!IS_CUSTOM_ELEMENT(element))
3806 if (CAN_CHANGE(element))
3808 for (i = 0; i < element_info[element].num_change_pages; i++)
3810 /* check for player created from custom element as single target */
3811 content = element_info[element].change_page[i].target_element;
3812 is_player = ELEM_IS_PLAYER(content);
3814 if (is_player && (found_rating < 3 ||
3815 (found_rating == 3 && element < found_element)))
3821 found_element = element;
3826 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
3828 /* check for player created from custom element as explosion content */
3829 content = element_info[element].content.e[xx][yy];
3830 is_player = ELEM_IS_PLAYER(content);
3832 if (is_player && (found_rating < 2 ||
3833 (found_rating == 2 && element < found_element)))
3835 start_x = x + xx - 1;
3836 start_y = y + yy - 1;
3839 found_element = element;
3842 if (!CAN_CHANGE(element))
3845 for (i = 0; i < element_info[element].num_change_pages; i++)
3847 /* check for player created from custom element as extended target */
3849 element_info[element].change_page[i].target_content.e[xx][yy];
3851 is_player = ELEM_IS_PLAYER(content);
3853 if (is_player && (found_rating < 1 ||
3854 (found_rating == 1 && element < found_element)))
3856 start_x = x + xx - 1;
3857 start_y = y + yy - 1;
3860 found_element = element;
3866 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
3867 start_x > SBX_Right + MIDPOSX ? SBX_Right :
3870 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
3871 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
3876 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
3877 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
3878 local_player->jx - MIDPOSX);
3880 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
3881 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
3882 local_player->jy - MIDPOSY);
3885 /* !!! FIX THIS (START) !!! */
3886 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3888 InitGameEngine_EM();
3890 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3892 InitGameEngine_SP();
3896 DrawLevel(REDRAW_FIELD);
3899 /* after drawing the level, correct some elements */
3900 if (game.timegate_time_left == 0)
3901 CloseAllOpenTimegates();
3904 /* blit playfield from scroll buffer to normal back buffer for fading in */
3905 BlitScreenToBitmap(backbuffer);
3907 redraw_mask |= REDRAW_FROM_BACKBUFFER;
3908 /* !!! FIX THIS (END) !!! */
3910 FadeIn(REDRAW_FIELD);
3913 // full screen redraw is required at this point in the following cases:
3914 // - special editor door undrawn when game was started from level editor
3915 // - drawing area (playfield) was changed and has to be removed completely
3916 redraw_mask = REDRAW_ALL;
3920 if (!game.restart_level)
3922 /* copy default game door content to main double buffer */
3924 /* !!! CHECK AGAIN !!! */
3925 SetPanelBackground();
3926 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
3927 DrawBackground(DX, DY, DXSIZE, DYSIZE);
3930 SetPanelBackground();
3931 SetDrawBackgroundMask(REDRAW_DOOR_1);
3933 UpdateAndDisplayGameControlValues();
3935 if (!game.restart_level)
3939 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
3940 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
3941 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
3945 /* copy actual game door content to door double buffer for OpenDoor() */
3946 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
3948 OpenDoor(DOOR_OPEN_ALL);
3950 PlaySound(SND_GAME_STARTING);
3952 if (setup.sound_music)
3955 KeyboardAutoRepeatOffUnlessAutoplay();
3957 #if DEBUG_INIT_PLAYER
3960 printf("Player status (final):\n");
3962 for (i = 0; i < MAX_PLAYERS; i++)
3964 struct PlayerInfo *player = &stored_player[i];
3966 printf("- player %d: present == %d, connected == %d, active == %d",
3972 if (local_player == player)
3973 printf(" (local player)");
3986 if (!game.restart_level && !tape.playing)
3988 LevelStats_incPlayed(level_nr);
3990 SaveLevelSetup_SeriesInfo();
3993 game.restart_level = FALSE;
3996 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
3998 /* this is used for non-R'n'D game engines to update certain engine values */
4000 /* needed to determine if sounds are played within the visible screen area */
4001 scroll_x = actual_scroll_x;
4002 scroll_y = actual_scroll_y;
4005 void InitMovDir(int x, int y)
4007 int i, element = Feld[x][y];
4008 static int xy[4][2] =
4015 static int direction[3][4] =
4017 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4018 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4019 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4028 Feld[x][y] = EL_BUG;
4029 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4032 case EL_SPACESHIP_RIGHT:
4033 case EL_SPACESHIP_UP:
4034 case EL_SPACESHIP_LEFT:
4035 case EL_SPACESHIP_DOWN:
4036 Feld[x][y] = EL_SPACESHIP;
4037 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4040 case EL_BD_BUTTERFLY_RIGHT:
4041 case EL_BD_BUTTERFLY_UP:
4042 case EL_BD_BUTTERFLY_LEFT:
4043 case EL_BD_BUTTERFLY_DOWN:
4044 Feld[x][y] = EL_BD_BUTTERFLY;
4045 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4048 case EL_BD_FIREFLY_RIGHT:
4049 case EL_BD_FIREFLY_UP:
4050 case EL_BD_FIREFLY_LEFT:
4051 case EL_BD_FIREFLY_DOWN:
4052 Feld[x][y] = EL_BD_FIREFLY;
4053 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4056 case EL_PACMAN_RIGHT:
4058 case EL_PACMAN_LEFT:
4059 case EL_PACMAN_DOWN:
4060 Feld[x][y] = EL_PACMAN;
4061 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4064 case EL_YAMYAM_LEFT:
4065 case EL_YAMYAM_RIGHT:
4067 case EL_YAMYAM_DOWN:
4068 Feld[x][y] = EL_YAMYAM;
4069 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4072 case EL_SP_SNIKSNAK:
4073 MovDir[x][y] = MV_UP;
4076 case EL_SP_ELECTRON:
4077 MovDir[x][y] = MV_LEFT;
4084 Feld[x][y] = EL_MOLE;
4085 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4089 if (IS_CUSTOM_ELEMENT(element))
4091 struct ElementInfo *ei = &element_info[element];
4092 int move_direction_initial = ei->move_direction_initial;
4093 int move_pattern = ei->move_pattern;
4095 if (move_direction_initial == MV_START_PREVIOUS)
4097 if (MovDir[x][y] != MV_NONE)
4100 move_direction_initial = MV_START_AUTOMATIC;
4103 if (move_direction_initial == MV_START_RANDOM)
4104 MovDir[x][y] = 1 << RND(4);
4105 else if (move_direction_initial & MV_ANY_DIRECTION)
4106 MovDir[x][y] = move_direction_initial;
4107 else if (move_pattern == MV_ALL_DIRECTIONS ||
4108 move_pattern == MV_TURNING_LEFT ||
4109 move_pattern == MV_TURNING_RIGHT ||
4110 move_pattern == MV_TURNING_LEFT_RIGHT ||
4111 move_pattern == MV_TURNING_RIGHT_LEFT ||
4112 move_pattern == MV_TURNING_RANDOM)
4113 MovDir[x][y] = 1 << RND(4);
4114 else if (move_pattern == MV_HORIZONTAL)
4115 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4116 else if (move_pattern == MV_VERTICAL)
4117 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4118 else if (move_pattern & MV_ANY_DIRECTION)
4119 MovDir[x][y] = element_info[element].move_pattern;
4120 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4121 move_pattern == MV_ALONG_RIGHT_SIDE)
4123 /* use random direction as default start direction */
4124 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4125 MovDir[x][y] = 1 << RND(4);
4127 for (i = 0; i < NUM_DIRECTIONS; i++)
4129 int x1 = x + xy[i][0];
4130 int y1 = y + xy[i][1];
4132 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4134 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4135 MovDir[x][y] = direction[0][i];
4137 MovDir[x][y] = direction[1][i];
4146 MovDir[x][y] = 1 << RND(4);
4148 if (element != EL_BUG &&
4149 element != EL_SPACESHIP &&
4150 element != EL_BD_BUTTERFLY &&
4151 element != EL_BD_FIREFLY)
4154 for (i = 0; i < NUM_DIRECTIONS; i++)
4156 int x1 = x + xy[i][0];
4157 int y1 = y + xy[i][1];
4159 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4161 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4163 MovDir[x][y] = direction[0][i];
4166 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4167 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4169 MovDir[x][y] = direction[1][i];
4178 GfxDir[x][y] = MovDir[x][y];
4181 void InitAmoebaNr(int x, int y)
4184 int group_nr = AmoebeNachbarNr(x, y);
4188 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4190 if (AmoebaCnt[i] == 0)
4198 AmoebaNr[x][y] = group_nr;
4199 AmoebaCnt[group_nr]++;
4200 AmoebaCnt2[group_nr]++;
4203 static void PlayerWins(struct PlayerInfo *player)
4205 player->LevelSolved = TRUE;
4206 player->GameOver = TRUE;
4208 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4209 level.native_em_level->lev->score : player->score);
4211 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4213 player->LevelSolved_CountingScore = player->score_final;
4218 static int time, time_final;
4219 static int score, score_final;
4220 static int game_over_delay_1 = 0;
4221 static int game_over_delay_2 = 0;
4222 int game_over_delay_value_1 = 50;
4223 int game_over_delay_value_2 = 50;
4225 if (!local_player->LevelSolved_GameWon)
4229 /* do not start end game actions before the player stops moving (to exit) */
4230 if (local_player->MovPos)
4233 local_player->LevelSolved_GameWon = TRUE;
4234 local_player->LevelSolved_SaveTape = tape.recording;
4235 local_player->LevelSolved_SaveScore = !tape.playing;
4239 LevelStats_incSolved(level_nr);
4241 SaveLevelSetup_SeriesInfo();
4244 if (tape.auto_play) /* tape might already be stopped here */
4245 tape.auto_play_level_solved = TRUE;
4249 game_over_delay_1 = game_over_delay_value_1;
4250 game_over_delay_2 = game_over_delay_value_2;
4252 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4253 score = score_final = local_player->score_final;
4258 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4260 else if (game.no_time_limit && TimePlayed < 999)
4263 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4266 local_player->score_final = score_final;
4268 if (level_editor_test_game)
4271 score = score_final;
4273 local_player->LevelSolved_CountingTime = time;
4274 local_player->LevelSolved_CountingScore = score;
4276 game_panel_controls[GAME_PANEL_TIME].value = time;
4277 game_panel_controls[GAME_PANEL_SCORE].value = score;
4279 DisplayGameControlValues();
4282 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4284 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4286 /* close exit door after last player */
4287 if ((AllPlayersGone &&
4288 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4289 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4290 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4291 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4292 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4294 int element = Feld[ExitX][ExitY];
4296 Feld[ExitX][ExitY] =
4297 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4298 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4299 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4300 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4301 EL_EM_STEEL_EXIT_CLOSING);
4303 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4306 /* player disappears */
4307 DrawLevelField(ExitX, ExitY);
4310 for (i = 0; i < MAX_PLAYERS; i++)
4312 struct PlayerInfo *player = &stored_player[i];
4314 if (player->present)
4316 RemovePlayer(player);
4318 /* player disappears */
4319 DrawLevelField(player->jx, player->jy);
4324 PlaySound(SND_GAME_WINNING);
4327 if (game_over_delay_1 > 0)
4329 game_over_delay_1--;
4334 if (time != time_final)
4336 int time_to_go = ABS(time_final - time);
4337 int time_count_dir = (time < time_final ? +1 : -1);
4338 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4340 time += time_count_steps * time_count_dir;
4341 score += time_count_steps * level.score[SC_TIME_BONUS];
4343 local_player->LevelSolved_CountingTime = time;
4344 local_player->LevelSolved_CountingScore = score;
4346 game_panel_controls[GAME_PANEL_TIME].value = time;
4347 game_panel_controls[GAME_PANEL_SCORE].value = score;
4349 DisplayGameControlValues();
4351 if (time == time_final)
4352 StopSound(SND_GAME_LEVELTIME_BONUS);
4353 else if (setup.sound_loops)
4354 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4356 PlaySound(SND_GAME_LEVELTIME_BONUS);
4361 local_player->LevelSolved_PanelOff = TRUE;
4363 if (game_over_delay_2 > 0)
4365 game_over_delay_2--;
4376 boolean raise_level = FALSE;
4378 local_player->LevelSolved_GameEnd = TRUE;
4380 CloseDoor(DOOR_CLOSE_1);
4382 if (local_player->LevelSolved_SaveTape)
4384 SaveTapeChecked(tape.level_nr); /* ask to save tape */
4387 if (level_editor_test_game)
4389 game_status = GAME_MODE_MAIN;
4391 DrawAndFadeInMainMenu(REDRAW_FIELD);
4396 if (!local_player->LevelSolved_SaveScore)
4398 FadeOut(REDRAW_FIELD);
4400 game_status = GAME_MODE_MAIN;
4402 DrawAndFadeInMainMenu(REDRAW_FIELD);
4407 if (level_nr == leveldir_current->handicap_level)
4409 leveldir_current->handicap_level++;
4411 SaveLevelSetup_SeriesInfo();
4414 if (level_nr < leveldir_current->last_level)
4415 raise_level = TRUE; /* advance to next level */
4417 if ((hi_pos = NewHiScore()) >= 0)
4419 game_status = GAME_MODE_SCORES;
4421 DrawHallOfFame(hi_pos);
4431 FadeOut(REDRAW_FIELD);
4433 game_status = GAME_MODE_MAIN;
4441 DrawAndFadeInMainMenu(REDRAW_FIELD);
4450 LoadScore(level_nr);
4452 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4453 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4456 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4458 if (local_player->score_final > highscore[k].Score)
4460 /* player has made it to the hall of fame */
4462 if (k < MAX_SCORE_ENTRIES - 1)
4464 int m = MAX_SCORE_ENTRIES - 1;
4467 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4468 if (strEqual(setup.player_name, highscore[l].Name))
4470 if (m == k) /* player's new highscore overwrites his old one */
4474 for (l = m; l > k; l--)
4476 strcpy(highscore[l].Name, highscore[l - 1].Name);
4477 highscore[l].Score = highscore[l - 1].Score;
4484 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4485 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4486 highscore[k].Score = local_player->score_final;
4492 else if (!strncmp(setup.player_name, highscore[k].Name,
4493 MAX_PLAYER_NAME_LEN))
4494 break; /* player already there with a higher score */
4500 SaveScore(level_nr);
4505 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4507 int element = Feld[x][y];
4508 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4509 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4510 int horiz_move = (dx != 0);
4511 int sign = (horiz_move ? dx : dy);
4512 int step = sign * element_info[element].move_stepsize;
4514 /* special values for move stepsize for spring and things on conveyor belt */
4517 if (CAN_FALL(element) &&
4518 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4519 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4520 else if (element == EL_SPRING)
4521 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4527 inline static int getElementMoveStepsize(int x, int y)
4529 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4532 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4534 if (player->GfxAction != action || player->GfxDir != dir)
4536 player->GfxAction = action;
4537 player->GfxDir = dir;
4539 player->StepFrame = 0;
4543 static void ResetGfxFrame(int x, int y, boolean redraw)
4545 int element = Feld[x][y];
4546 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4547 int last_gfx_frame = GfxFrame[x][y];
4549 if (graphic_info[graphic].anim_global_sync)
4550 GfxFrame[x][y] = FrameCounter;
4551 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4552 GfxFrame[x][y] = CustomValue[x][y];
4553 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4554 GfxFrame[x][y] = element_info[element].collect_score;
4555 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4556 GfxFrame[x][y] = ChangeDelay[x][y];
4558 if (redraw && GfxFrame[x][y] != last_gfx_frame)
4559 DrawLevelGraphicAnimation(x, y, graphic);
4562 static void ResetGfxAnimation(int x, int y)
4564 GfxAction[x][y] = ACTION_DEFAULT;
4565 GfxDir[x][y] = MovDir[x][y];
4568 ResetGfxFrame(x, y, FALSE);
4571 static void ResetRandomAnimationValue(int x, int y)
4573 GfxRandom[x][y] = INIT_GFX_RANDOM();
4576 void InitMovingField(int x, int y, int direction)
4578 int element = Feld[x][y];
4579 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4580 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4583 boolean is_moving_before, is_moving_after;
4585 /* check if element was/is moving or being moved before/after mode change */
4586 is_moving_before = (WasJustMoving[x][y] != 0);
4587 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4589 /* reset animation only for moving elements which change direction of moving
4590 or which just started or stopped moving
4591 (else CEs with property "can move" / "not moving" are reset each frame) */
4592 if (is_moving_before != is_moving_after ||
4593 direction != MovDir[x][y])
4594 ResetGfxAnimation(x, y);
4596 MovDir[x][y] = direction;
4597 GfxDir[x][y] = direction;
4599 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4600 direction == MV_DOWN && CAN_FALL(element) ?
4601 ACTION_FALLING : ACTION_MOVING);
4603 /* this is needed for CEs with property "can move" / "not moving" */
4605 if (is_moving_after)
4607 if (Feld[newx][newy] == EL_EMPTY)
4608 Feld[newx][newy] = EL_BLOCKED;
4610 MovDir[newx][newy] = MovDir[x][y];
4612 CustomValue[newx][newy] = CustomValue[x][y];
4614 GfxFrame[newx][newy] = GfxFrame[x][y];
4615 GfxRandom[newx][newy] = GfxRandom[x][y];
4616 GfxAction[newx][newy] = GfxAction[x][y];
4617 GfxDir[newx][newy] = GfxDir[x][y];
4621 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4623 int direction = MovDir[x][y];
4624 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4625 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4631 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4633 int oldx = x, oldy = y;
4634 int direction = MovDir[x][y];
4636 if (direction == MV_LEFT)
4638 else if (direction == MV_RIGHT)
4640 else if (direction == MV_UP)
4642 else if (direction == MV_DOWN)
4645 *comes_from_x = oldx;
4646 *comes_from_y = oldy;
4649 int MovingOrBlocked2Element(int x, int y)
4651 int element = Feld[x][y];
4653 if (element == EL_BLOCKED)
4657 Blocked2Moving(x, y, &oldx, &oldy);
4658 return Feld[oldx][oldy];
4664 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4666 /* like MovingOrBlocked2Element(), but if element is moving
4667 and (x,y) is the field the moving element is just leaving,
4668 return EL_BLOCKED instead of the element value */
4669 int element = Feld[x][y];
4671 if (IS_MOVING(x, y))
4673 if (element == EL_BLOCKED)
4677 Blocked2Moving(x, y, &oldx, &oldy);
4678 return Feld[oldx][oldy];
4687 static void RemoveField(int x, int y)
4689 Feld[x][y] = EL_EMPTY;
4695 CustomValue[x][y] = 0;
4698 ChangeDelay[x][y] = 0;
4699 ChangePage[x][y] = -1;
4700 Pushed[x][y] = FALSE;
4702 GfxElement[x][y] = EL_UNDEFINED;
4703 GfxAction[x][y] = ACTION_DEFAULT;
4704 GfxDir[x][y] = MV_NONE;
4707 void RemoveMovingField(int x, int y)
4709 int oldx = x, oldy = y, newx = x, newy = y;
4710 int element = Feld[x][y];
4711 int next_element = EL_UNDEFINED;
4713 if (element != EL_BLOCKED && !IS_MOVING(x, y))
4716 if (IS_MOVING(x, y))
4718 Moving2Blocked(x, y, &newx, &newy);
4720 if (Feld[newx][newy] != EL_BLOCKED)
4722 /* element is moving, but target field is not free (blocked), but
4723 already occupied by something different (example: acid pool);
4724 in this case, only remove the moving field, but not the target */
4726 RemoveField(oldx, oldy);
4728 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4730 TEST_DrawLevelField(oldx, oldy);
4735 else if (element == EL_BLOCKED)
4737 Blocked2Moving(x, y, &oldx, &oldy);
4738 if (!IS_MOVING(oldx, oldy))
4742 if (element == EL_BLOCKED &&
4743 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
4744 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
4745 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
4746 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
4747 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
4748 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
4749 next_element = get_next_element(Feld[oldx][oldy]);
4751 RemoveField(oldx, oldy);
4752 RemoveField(newx, newy);
4754 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4756 if (next_element != EL_UNDEFINED)
4757 Feld[oldx][oldy] = next_element;
4759 TEST_DrawLevelField(oldx, oldy);
4760 TEST_DrawLevelField(newx, newy);
4763 void DrawDynamite(int x, int y)
4765 int sx = SCREENX(x), sy = SCREENY(y);
4766 int graphic = el2img(Feld[x][y]);
4769 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
4772 if (IS_WALKABLE_INSIDE(Back[x][y]))
4776 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
4777 else if (Store[x][y])
4778 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
4780 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4782 if (Back[x][y] || Store[x][y])
4783 DrawGraphicThruMask(sx, sy, graphic, frame);
4785 DrawGraphic(sx, sy, graphic, frame);
4788 void CheckDynamite(int x, int y)
4790 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
4794 if (MovDelay[x][y] != 0)
4797 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4803 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4808 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
4810 boolean num_checked_players = 0;
4813 for (i = 0; i < MAX_PLAYERS; i++)
4815 if (stored_player[i].active)
4817 int sx = stored_player[i].jx;
4818 int sy = stored_player[i].jy;
4820 if (num_checked_players == 0)
4827 *sx1 = MIN(*sx1, sx);
4828 *sy1 = MIN(*sy1, sy);
4829 *sx2 = MAX(*sx2, sx);
4830 *sy2 = MAX(*sy2, sy);
4833 num_checked_players++;
4838 static boolean checkIfAllPlayersFitToScreen_RND()
4840 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
4842 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4844 return (sx2 - sx1 < SCR_FIELDX &&
4845 sy2 - sy1 < SCR_FIELDY);
4848 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
4850 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
4852 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4854 *sx = (sx1 + sx2) / 2;
4855 *sy = (sy1 + sy2) / 2;
4858 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
4859 boolean center_screen, boolean quick_relocation)
4861 boolean ffwd_delay = (tape.playing && tape.fast_forward);
4862 boolean no_delay = (tape.warp_forward);
4863 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
4864 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
4866 if (quick_relocation)
4868 if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
4870 if (!level.shifted_relocation || center_screen)
4872 /* quick relocation (without scrolling), with centering of screen */
4874 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4875 x > SBX_Right + MIDPOSX ? SBX_Right :
4878 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4879 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4884 /* quick relocation (without scrolling), but do not center screen */
4886 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4887 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4890 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4891 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4894 int offset_x = x + (scroll_x - center_scroll_x);
4895 int offset_y = y + (scroll_y - center_scroll_y);
4897 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4898 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4899 offset_x - MIDPOSX);
4901 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4902 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4903 offset_y - MIDPOSY);
4908 if (!level.shifted_relocation || center_screen)
4910 /* quick relocation (without scrolling), with centering of screen */
4912 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4913 x > SBX_Right + MIDPOSX ? SBX_Right :
4916 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4917 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4922 /* quick relocation (without scrolling), but do not center screen */
4924 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4925 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4928 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4929 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4932 int offset_x = x + (scroll_x - center_scroll_x);
4933 int offset_y = y + (scroll_y - center_scroll_y);
4935 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4936 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4937 offset_x - MIDPOSX);
4939 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4940 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4941 offset_y - MIDPOSY);
4945 RedrawPlayfield(TRUE, 0,0,0,0);
4949 int scroll_xx, scroll_yy;
4951 if (!level.shifted_relocation || center_screen)
4953 /* visible relocation (with scrolling), with centering of screen */
4955 scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
4956 x > SBX_Right + MIDPOSX ? SBX_Right :
4959 scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4960 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4965 /* visible relocation (with scrolling), but do not center screen */
4967 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4968 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4971 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4972 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4975 int offset_x = x + (scroll_x - center_scroll_x);
4976 int offset_y = y + (scroll_y - center_scroll_y);
4978 scroll_xx = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4979 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4980 offset_x - MIDPOSX);
4982 scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4983 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4984 offset_y - MIDPOSY);
4988 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
4990 while (scroll_x != scroll_xx || scroll_y != scroll_yy)
4993 int fx = FX, fy = FY;
4995 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
4996 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
4998 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5004 fx += dx * TILEX / 2;
5005 fy += dy * TILEY / 2;
5007 ScrollLevel(dx, dy);
5010 /* scroll in two steps of half tile size to make things smoother */
5011 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5012 Delay(wait_delay_value);
5014 /* scroll second step to align at full tile size */
5016 Delay(wait_delay_value);
5021 Delay(wait_delay_value);
5025 void RelocatePlayer(int jx, int jy, int el_player_raw)
5027 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5028 int player_nr = GET_PLAYER_NR(el_player);
5029 struct PlayerInfo *player = &stored_player[player_nr];
5030 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5031 boolean no_delay = (tape.warp_forward);
5032 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5033 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5034 int old_jx = player->jx;
5035 int old_jy = player->jy;
5036 int old_element = Feld[old_jx][old_jy];
5037 int element = Feld[jx][jy];
5038 boolean player_relocated = (old_jx != jx || old_jy != jy);
5040 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5041 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5042 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5043 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5044 int leave_side_horiz = move_dir_horiz;
5045 int leave_side_vert = move_dir_vert;
5046 int enter_side = enter_side_horiz | enter_side_vert;
5047 int leave_side = leave_side_horiz | leave_side_vert;
5049 if (player->GameOver) /* do not reanimate dead player */
5052 if (!player_relocated) /* no need to relocate the player */
5055 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5057 RemoveField(jx, jy); /* temporarily remove newly placed player */
5058 DrawLevelField(jx, jy);
5061 if (player->present)
5063 while (player->MovPos)
5065 ScrollPlayer(player, SCROLL_GO_ON);
5066 ScrollScreen(NULL, SCROLL_GO_ON);
5068 AdvanceFrameAndPlayerCounters(player->index_nr);
5073 Delay(wait_delay_value);
5076 DrawPlayer(player); /* needed here only to cleanup last field */
5077 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5079 player->is_moving = FALSE;
5082 if (IS_CUSTOM_ELEMENT(old_element))
5083 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5085 player->index_bit, leave_side);
5087 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5089 player->index_bit, leave_side);
5091 Feld[jx][jy] = el_player;
5092 InitPlayerField(jx, jy, el_player, TRUE);
5094 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5095 possible that the relocation target field did not contain a player element,
5096 but a walkable element, to which the new player was relocated -- in this
5097 case, restore that (already initialized!) element on the player field */
5098 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5100 Feld[jx][jy] = element; /* restore previously existing element */
5103 /* only visually relocate centered player */
5104 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5105 FALSE, level.instant_relocation);
5107 TestIfPlayerTouchesBadThing(jx, jy);
5108 TestIfPlayerTouchesCustomElement(jx, jy);
5110 if (IS_CUSTOM_ELEMENT(element))
5111 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5112 player->index_bit, enter_side);
5114 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5115 player->index_bit, enter_side);
5117 if (player->is_switching)
5119 /* ensure that relocation while still switching an element does not cause
5120 a new element to be treated as also switched directly after relocation
5121 (this is important for teleporter switches that teleport the player to
5122 a place where another teleporter switch is in the same direction, which
5123 would then incorrectly be treated as immediately switched before the
5124 direction key that caused the switch was released) */
5126 player->switch_x += jx - old_jx;
5127 player->switch_y += jy - old_jy;
5131 void Explode(int ex, int ey, int phase, int mode)
5137 /* !!! eliminate this variable !!! */
5138 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5140 if (game.explosions_delayed)
5142 ExplodeField[ex][ey] = mode;
5146 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5148 int center_element = Feld[ex][ey];
5149 int artwork_element, explosion_element; /* set these values later */
5151 /* remove things displayed in background while burning dynamite */
5152 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5155 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5157 /* put moving element to center field (and let it explode there) */
5158 center_element = MovingOrBlocked2Element(ex, ey);
5159 RemoveMovingField(ex, ey);
5160 Feld[ex][ey] = center_element;
5163 /* now "center_element" is finally determined -- set related values now */
5164 artwork_element = center_element; /* for custom player artwork */
5165 explosion_element = center_element; /* for custom player artwork */
5167 if (IS_PLAYER(ex, ey))
5169 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5171 artwork_element = stored_player[player_nr].artwork_element;
5173 if (level.use_explosion_element[player_nr])
5175 explosion_element = level.explosion_element[player_nr];
5176 artwork_element = explosion_element;
5180 if (mode == EX_TYPE_NORMAL ||
5181 mode == EX_TYPE_CENTER ||
5182 mode == EX_TYPE_CROSS)
5183 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5185 last_phase = element_info[explosion_element].explosion_delay + 1;
5187 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5189 int xx = x - ex + 1;
5190 int yy = y - ey + 1;
5193 if (!IN_LEV_FIELD(x, y) ||
5194 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5195 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5198 element = Feld[x][y];
5200 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5202 element = MovingOrBlocked2Element(x, y);
5204 if (!IS_EXPLOSION_PROOF(element))
5205 RemoveMovingField(x, y);
5208 /* indestructible elements can only explode in center (but not flames) */
5209 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5210 mode == EX_TYPE_BORDER)) ||
5211 element == EL_FLAMES)
5214 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5215 behaviour, for example when touching a yamyam that explodes to rocks
5216 with active deadly shield, a rock is created under the player !!! */
5217 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5219 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5220 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5221 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5223 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5226 if (IS_ACTIVE_BOMB(element))
5228 /* re-activate things under the bomb like gate or penguin */
5229 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5236 /* save walkable background elements while explosion on same tile */
5237 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5238 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5239 Back[x][y] = element;
5241 /* ignite explodable elements reached by other explosion */
5242 if (element == EL_EXPLOSION)
5243 element = Store2[x][y];
5245 if (AmoebaNr[x][y] &&
5246 (element == EL_AMOEBA_FULL ||
5247 element == EL_BD_AMOEBA ||
5248 element == EL_AMOEBA_GROWING))
5250 AmoebaCnt[AmoebaNr[x][y]]--;
5251 AmoebaCnt2[AmoebaNr[x][y]]--;
5256 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5258 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5260 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5262 if (PLAYERINFO(ex, ey)->use_murphy)
5263 Store[x][y] = EL_EMPTY;
5266 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5267 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5268 else if (ELEM_IS_PLAYER(center_element))
5269 Store[x][y] = EL_EMPTY;
5270 else if (center_element == EL_YAMYAM)
5271 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5272 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5273 Store[x][y] = element_info[center_element].content.e[xx][yy];
5275 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5276 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5277 otherwise) -- FIX THIS !!! */
5278 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5279 Store[x][y] = element_info[element].content.e[1][1];
5281 else if (!CAN_EXPLODE(element))
5282 Store[x][y] = element_info[element].content.e[1][1];
5285 Store[x][y] = EL_EMPTY;
5287 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5288 center_element == EL_AMOEBA_TO_DIAMOND)
5289 Store2[x][y] = element;
5291 Feld[x][y] = EL_EXPLOSION;
5292 GfxElement[x][y] = artwork_element;
5294 ExplodePhase[x][y] = 1;
5295 ExplodeDelay[x][y] = last_phase;
5300 if (center_element == EL_YAMYAM)
5301 game.yamyam_content_nr =
5302 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5314 GfxFrame[x][y] = 0; /* restart explosion animation */
5316 last_phase = ExplodeDelay[x][y];
5318 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5320 /* this can happen if the player leaves an explosion just in time */
5321 if (GfxElement[x][y] == EL_UNDEFINED)
5322 GfxElement[x][y] = EL_EMPTY;
5324 border_element = Store2[x][y];
5325 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5326 border_element = StorePlayer[x][y];
5328 if (phase == element_info[border_element].ignition_delay ||
5329 phase == last_phase)
5331 boolean border_explosion = FALSE;
5333 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5334 !PLAYER_EXPLOSION_PROTECTED(x, y))
5336 KillPlayerUnlessExplosionProtected(x, y);
5337 border_explosion = TRUE;
5339 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5341 Feld[x][y] = Store2[x][y];
5344 border_explosion = TRUE;
5346 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5348 AmoebeUmwandeln(x, y);
5350 border_explosion = TRUE;
5353 /* if an element just explodes due to another explosion (chain-reaction),
5354 do not immediately end the new explosion when it was the last frame of
5355 the explosion (as it would be done in the following "if"-statement!) */
5356 if (border_explosion && phase == last_phase)
5360 if (phase == last_phase)
5364 element = Feld[x][y] = Store[x][y];
5365 Store[x][y] = Store2[x][y] = 0;
5366 GfxElement[x][y] = EL_UNDEFINED;
5368 /* player can escape from explosions and might therefore be still alive */
5369 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5370 element <= EL_PLAYER_IS_EXPLODING_4)
5372 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5373 int explosion_element = EL_PLAYER_1 + player_nr;
5374 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5375 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5377 if (level.use_explosion_element[player_nr])
5378 explosion_element = level.explosion_element[player_nr];
5380 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5381 element_info[explosion_element].content.e[xx][yy]);
5384 /* restore probably existing indestructible background element */
5385 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5386 element = Feld[x][y] = Back[x][y];
5389 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5390 GfxDir[x][y] = MV_NONE;
5391 ChangeDelay[x][y] = 0;
5392 ChangePage[x][y] = -1;
5394 CustomValue[x][y] = 0;
5396 InitField_WithBug2(x, y, FALSE);
5398 TEST_DrawLevelField(x, y);
5400 TestIfElementTouchesCustomElement(x, y);
5402 if (GFX_CRUMBLED(element))
5403 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5405 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5406 StorePlayer[x][y] = 0;
5408 if (ELEM_IS_PLAYER(element))
5409 RelocatePlayer(x, y, element);
5411 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5413 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5414 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5417 TEST_DrawLevelFieldCrumbled(x, y);
5419 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5421 DrawLevelElement(x, y, Back[x][y]);
5422 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5424 else if (IS_WALKABLE_UNDER(Back[x][y]))
5426 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5427 DrawLevelElementThruMask(x, y, Back[x][y]);
5429 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5430 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5434 void DynaExplode(int ex, int ey)
5437 int dynabomb_element = Feld[ex][ey];
5438 int dynabomb_size = 1;
5439 boolean dynabomb_xl = FALSE;
5440 struct PlayerInfo *player;
5441 static int xy[4][2] =
5449 if (IS_ACTIVE_BOMB(dynabomb_element))
5451 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5452 dynabomb_size = player->dynabomb_size;
5453 dynabomb_xl = player->dynabomb_xl;
5454 player->dynabombs_left++;
5457 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5459 for (i = 0; i < NUM_DIRECTIONS; i++)
5461 for (j = 1; j <= dynabomb_size; j++)
5463 int x = ex + j * xy[i][0];
5464 int y = ey + j * xy[i][1];
5467 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5470 element = Feld[x][y];
5472 /* do not restart explosions of fields with active bombs */
5473 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5476 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5478 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5479 !IS_DIGGABLE(element) && !dynabomb_xl)
5485 void Bang(int x, int y)
5487 int element = MovingOrBlocked2Element(x, y);
5488 int explosion_type = EX_TYPE_NORMAL;
5490 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5492 struct PlayerInfo *player = PLAYERINFO(x, y);
5494 element = Feld[x][y] = player->initial_element;
5496 if (level.use_explosion_element[player->index_nr])
5498 int explosion_element = level.explosion_element[player->index_nr];
5500 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5501 explosion_type = EX_TYPE_CROSS;
5502 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5503 explosion_type = EX_TYPE_CENTER;
5511 case EL_BD_BUTTERFLY:
5514 case EL_DARK_YAMYAM:
5518 RaiseScoreElement(element);
5521 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5522 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5523 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5524 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5525 case EL_DYNABOMB_INCREASE_NUMBER:
5526 case EL_DYNABOMB_INCREASE_SIZE:
5527 case EL_DYNABOMB_INCREASE_POWER:
5528 explosion_type = EX_TYPE_DYNA;
5531 case EL_DC_LANDMINE:
5532 explosion_type = EX_TYPE_CENTER;
5537 case EL_LAMP_ACTIVE:
5538 case EL_AMOEBA_TO_DIAMOND:
5539 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5540 explosion_type = EX_TYPE_CENTER;
5544 if (element_info[element].explosion_type == EXPLODES_CROSS)
5545 explosion_type = EX_TYPE_CROSS;
5546 else if (element_info[element].explosion_type == EXPLODES_1X1)
5547 explosion_type = EX_TYPE_CENTER;
5551 if (explosion_type == EX_TYPE_DYNA)
5554 Explode(x, y, EX_PHASE_START, explosion_type);
5556 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5559 void SplashAcid(int x, int y)
5561 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5562 (!IN_LEV_FIELD(x - 1, y - 2) ||
5563 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5564 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5566 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5567 (!IN_LEV_FIELD(x + 1, y - 2) ||
5568 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5569 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5571 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5574 static void InitBeltMovement()
5576 static int belt_base_element[4] =
5578 EL_CONVEYOR_BELT_1_LEFT,
5579 EL_CONVEYOR_BELT_2_LEFT,
5580 EL_CONVEYOR_BELT_3_LEFT,
5581 EL_CONVEYOR_BELT_4_LEFT
5583 static int belt_base_active_element[4] =
5585 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5586 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5587 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5588 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5593 /* set frame order for belt animation graphic according to belt direction */
5594 for (i = 0; i < NUM_BELTS; i++)
5598 for (j = 0; j < NUM_BELT_PARTS; j++)
5600 int element = belt_base_active_element[belt_nr] + j;
5601 int graphic_1 = el2img(element);
5602 int graphic_2 = el2panelimg(element);
5604 if (game.belt_dir[i] == MV_LEFT)
5606 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5607 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5611 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5612 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5617 SCAN_PLAYFIELD(x, y)
5619 int element = Feld[x][y];
5621 for (i = 0; i < NUM_BELTS; i++)
5623 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5625 int e_belt_nr = getBeltNrFromBeltElement(element);
5628 if (e_belt_nr == belt_nr)
5630 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5632 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5639 static void ToggleBeltSwitch(int x, int y)
5641 static int belt_base_element[4] =
5643 EL_CONVEYOR_BELT_1_LEFT,
5644 EL_CONVEYOR_BELT_2_LEFT,
5645 EL_CONVEYOR_BELT_3_LEFT,
5646 EL_CONVEYOR_BELT_4_LEFT
5648 static int belt_base_active_element[4] =
5650 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5651 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5652 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5653 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5655 static int belt_base_switch_element[4] =
5657 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5658 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5659 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5660 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5662 static int belt_move_dir[4] =
5670 int element = Feld[x][y];
5671 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5672 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5673 int belt_dir = belt_move_dir[belt_dir_nr];
5676 if (!IS_BELT_SWITCH(element))
5679 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5680 game.belt_dir[belt_nr] = belt_dir;
5682 if (belt_dir_nr == 3)
5685 /* set frame order for belt animation graphic according to belt direction */
5686 for (i = 0; i < NUM_BELT_PARTS; i++)
5688 int element = belt_base_active_element[belt_nr] + i;
5689 int graphic_1 = el2img(element);
5690 int graphic_2 = el2panelimg(element);
5692 if (belt_dir == MV_LEFT)
5694 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5695 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5699 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5700 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5704 SCAN_PLAYFIELD(xx, yy)
5706 int element = Feld[xx][yy];
5708 if (IS_BELT_SWITCH(element))
5710 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5712 if (e_belt_nr == belt_nr)
5714 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5715 TEST_DrawLevelField(xx, yy);
5718 else if (IS_BELT(element) && belt_dir != MV_NONE)
5720 int e_belt_nr = getBeltNrFromBeltElement(element);
5722 if (e_belt_nr == belt_nr)
5724 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5726 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5727 TEST_DrawLevelField(xx, yy);
5730 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5732 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5734 if (e_belt_nr == belt_nr)
5736 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5738 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5739 TEST_DrawLevelField(xx, yy);
5745 static void ToggleSwitchgateSwitch(int x, int y)
5749 game.switchgate_pos = !game.switchgate_pos;
5751 SCAN_PLAYFIELD(xx, yy)
5753 int element = Feld[xx][yy];
5755 if (element == EL_SWITCHGATE_SWITCH_UP)
5757 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5758 TEST_DrawLevelField(xx, yy);
5760 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5762 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5763 TEST_DrawLevelField(xx, yy);
5765 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5767 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5768 TEST_DrawLevelField(xx, yy);
5770 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5772 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5773 TEST_DrawLevelField(xx, yy);
5775 else if (element == EL_SWITCHGATE_OPEN ||
5776 element == EL_SWITCHGATE_OPENING)
5778 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
5780 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
5782 else if (element == EL_SWITCHGATE_CLOSED ||
5783 element == EL_SWITCHGATE_CLOSING)
5785 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
5787 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
5792 static int getInvisibleActiveFromInvisibleElement(int element)
5794 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
5795 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
5796 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
5800 static int getInvisibleFromInvisibleActiveElement(int element)
5802 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
5803 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
5804 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
5808 static void RedrawAllLightSwitchesAndInvisibleElements()
5812 SCAN_PLAYFIELD(x, y)
5814 int element = Feld[x][y];
5816 if (element == EL_LIGHT_SWITCH &&
5817 game.light_time_left > 0)
5819 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
5820 TEST_DrawLevelField(x, y);
5822 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
5823 game.light_time_left == 0)
5825 Feld[x][y] = EL_LIGHT_SWITCH;
5826 TEST_DrawLevelField(x, y);
5828 else if (element == EL_EMC_DRIPPER &&
5829 game.light_time_left > 0)
5831 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5832 TEST_DrawLevelField(x, y);
5834 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5835 game.light_time_left == 0)
5837 Feld[x][y] = EL_EMC_DRIPPER;
5838 TEST_DrawLevelField(x, y);
5840 else if (element == EL_INVISIBLE_STEELWALL ||
5841 element == EL_INVISIBLE_WALL ||
5842 element == EL_INVISIBLE_SAND)
5844 if (game.light_time_left > 0)
5845 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5847 TEST_DrawLevelField(x, y);
5849 /* uncrumble neighbour fields, if needed */
5850 if (element == EL_INVISIBLE_SAND)
5851 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5853 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5854 element == EL_INVISIBLE_WALL_ACTIVE ||
5855 element == EL_INVISIBLE_SAND_ACTIVE)
5857 if (game.light_time_left == 0)
5858 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5860 TEST_DrawLevelField(x, y);
5862 /* re-crumble neighbour fields, if needed */
5863 if (element == EL_INVISIBLE_SAND)
5864 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5869 static void RedrawAllInvisibleElementsForLenses()
5873 SCAN_PLAYFIELD(x, y)
5875 int element = Feld[x][y];
5877 if (element == EL_EMC_DRIPPER &&
5878 game.lenses_time_left > 0)
5880 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5881 TEST_DrawLevelField(x, y);
5883 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5884 game.lenses_time_left == 0)
5886 Feld[x][y] = EL_EMC_DRIPPER;
5887 TEST_DrawLevelField(x, y);
5889 else if (element == EL_INVISIBLE_STEELWALL ||
5890 element == EL_INVISIBLE_WALL ||
5891 element == EL_INVISIBLE_SAND)
5893 if (game.lenses_time_left > 0)
5894 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5896 TEST_DrawLevelField(x, y);
5898 /* uncrumble neighbour fields, if needed */
5899 if (element == EL_INVISIBLE_SAND)
5900 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5902 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5903 element == EL_INVISIBLE_WALL_ACTIVE ||
5904 element == EL_INVISIBLE_SAND_ACTIVE)
5906 if (game.lenses_time_left == 0)
5907 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5909 TEST_DrawLevelField(x, y);
5911 /* re-crumble neighbour fields, if needed */
5912 if (element == EL_INVISIBLE_SAND)
5913 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5918 static void RedrawAllInvisibleElementsForMagnifier()
5922 SCAN_PLAYFIELD(x, y)
5924 int element = Feld[x][y];
5926 if (element == EL_EMC_FAKE_GRASS &&
5927 game.magnify_time_left > 0)
5929 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
5930 TEST_DrawLevelField(x, y);
5932 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
5933 game.magnify_time_left == 0)
5935 Feld[x][y] = EL_EMC_FAKE_GRASS;
5936 TEST_DrawLevelField(x, y);
5938 else if (IS_GATE_GRAY(element) &&
5939 game.magnify_time_left > 0)
5941 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
5942 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
5943 IS_EM_GATE_GRAY(element) ?
5944 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
5945 IS_EMC_GATE_GRAY(element) ?
5946 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
5947 IS_DC_GATE_GRAY(element) ?
5948 EL_DC_GATE_WHITE_GRAY_ACTIVE :
5950 TEST_DrawLevelField(x, y);
5952 else if (IS_GATE_GRAY_ACTIVE(element) &&
5953 game.magnify_time_left == 0)
5955 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
5956 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
5957 IS_EM_GATE_GRAY_ACTIVE(element) ?
5958 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
5959 IS_EMC_GATE_GRAY_ACTIVE(element) ?
5960 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
5961 IS_DC_GATE_GRAY_ACTIVE(element) ?
5962 EL_DC_GATE_WHITE_GRAY :
5964 TEST_DrawLevelField(x, y);
5969 static void ToggleLightSwitch(int x, int y)
5971 int element = Feld[x][y];
5973 game.light_time_left =
5974 (element == EL_LIGHT_SWITCH ?
5975 level.time_light * FRAMES_PER_SECOND : 0);
5977 RedrawAllLightSwitchesAndInvisibleElements();
5980 static void ActivateTimegateSwitch(int x, int y)
5984 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
5986 SCAN_PLAYFIELD(xx, yy)
5988 int element = Feld[xx][yy];
5990 if (element == EL_TIMEGATE_CLOSED ||
5991 element == EL_TIMEGATE_CLOSING)
5993 Feld[xx][yy] = EL_TIMEGATE_OPENING;
5994 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
5998 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6000 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6001 TEST_DrawLevelField(xx, yy);
6007 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6008 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6011 void Impact(int x, int y)
6013 boolean last_line = (y == lev_fieldy - 1);
6014 boolean object_hit = FALSE;
6015 boolean impact = (last_line || object_hit);
6016 int element = Feld[x][y];
6017 int smashed = EL_STEELWALL;
6019 if (!last_line) /* check if element below was hit */
6021 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6024 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6025 MovDir[x][y + 1] != MV_DOWN ||
6026 MovPos[x][y + 1] <= TILEY / 2));
6028 /* do not smash moving elements that left the smashed field in time */
6029 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6030 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6033 #if USE_QUICKSAND_IMPACT_BUGFIX
6034 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6036 RemoveMovingField(x, y + 1);
6037 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6038 Feld[x][y + 2] = EL_ROCK;
6039 TEST_DrawLevelField(x, y + 2);
6044 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6046 RemoveMovingField(x, y + 1);
6047 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6048 Feld[x][y + 2] = EL_ROCK;
6049 TEST_DrawLevelField(x, y + 2);
6056 smashed = MovingOrBlocked2Element(x, y + 1);
6058 impact = (last_line || object_hit);
6061 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6063 SplashAcid(x, y + 1);
6067 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6068 /* only reset graphic animation if graphic really changes after impact */
6070 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6072 ResetGfxAnimation(x, y);
6073 TEST_DrawLevelField(x, y);
6076 if (impact && CAN_EXPLODE_IMPACT(element))
6081 else if (impact && element == EL_PEARL &&
6082 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6084 ResetGfxAnimation(x, y);
6086 Feld[x][y] = EL_PEARL_BREAKING;
6087 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6090 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6092 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6097 if (impact && element == EL_AMOEBA_DROP)
6099 if (object_hit && IS_PLAYER(x, y + 1))
6100 KillPlayerUnlessEnemyProtected(x, y + 1);
6101 else if (object_hit && smashed == EL_PENGUIN)
6105 Feld[x][y] = EL_AMOEBA_GROWING;
6106 Store[x][y] = EL_AMOEBA_WET;
6108 ResetRandomAnimationValue(x, y);
6113 if (object_hit) /* check which object was hit */
6115 if ((CAN_PASS_MAGIC_WALL(element) &&
6116 (smashed == EL_MAGIC_WALL ||
6117 smashed == EL_BD_MAGIC_WALL)) ||
6118 (CAN_PASS_DC_MAGIC_WALL(element) &&
6119 smashed == EL_DC_MAGIC_WALL))
6122 int activated_magic_wall =
6123 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6124 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6125 EL_DC_MAGIC_WALL_ACTIVE);
6127 /* activate magic wall / mill */
6128 SCAN_PLAYFIELD(xx, yy)
6130 if (Feld[xx][yy] == smashed)
6131 Feld[xx][yy] = activated_magic_wall;
6134 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6135 game.magic_wall_active = TRUE;
6137 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6138 SND_MAGIC_WALL_ACTIVATING :
6139 smashed == EL_BD_MAGIC_WALL ?
6140 SND_BD_MAGIC_WALL_ACTIVATING :
6141 SND_DC_MAGIC_WALL_ACTIVATING));
6144 if (IS_PLAYER(x, y + 1))
6146 if (CAN_SMASH_PLAYER(element))
6148 KillPlayerUnlessEnemyProtected(x, y + 1);
6152 else if (smashed == EL_PENGUIN)
6154 if (CAN_SMASH_PLAYER(element))
6160 else if (element == EL_BD_DIAMOND)
6162 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6168 else if (((element == EL_SP_INFOTRON ||
6169 element == EL_SP_ZONK) &&
6170 (smashed == EL_SP_SNIKSNAK ||
6171 smashed == EL_SP_ELECTRON ||
6172 smashed == EL_SP_DISK_ORANGE)) ||
6173 (element == EL_SP_INFOTRON &&
6174 smashed == EL_SP_DISK_YELLOW))
6179 else if (CAN_SMASH_EVERYTHING(element))
6181 if (IS_CLASSIC_ENEMY(smashed) ||
6182 CAN_EXPLODE_SMASHED(smashed))
6187 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6189 if (smashed == EL_LAMP ||
6190 smashed == EL_LAMP_ACTIVE)
6195 else if (smashed == EL_NUT)
6197 Feld[x][y + 1] = EL_NUT_BREAKING;
6198 PlayLevelSound(x, y, SND_NUT_BREAKING);
6199 RaiseScoreElement(EL_NUT);
6202 else if (smashed == EL_PEARL)
6204 ResetGfxAnimation(x, y);
6206 Feld[x][y + 1] = EL_PEARL_BREAKING;
6207 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6210 else if (smashed == EL_DIAMOND)
6212 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6213 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6216 else if (IS_BELT_SWITCH(smashed))
6218 ToggleBeltSwitch(x, y + 1);
6220 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6221 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6222 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6223 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6225 ToggleSwitchgateSwitch(x, y + 1);
6227 else if (smashed == EL_LIGHT_SWITCH ||
6228 smashed == EL_LIGHT_SWITCH_ACTIVE)
6230 ToggleLightSwitch(x, y + 1);
6234 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6236 CheckElementChangeBySide(x, y + 1, smashed, element,
6237 CE_SWITCHED, CH_SIDE_TOP);
6238 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6244 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6249 /* play sound of magic wall / mill */
6251 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6252 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6253 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6255 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6256 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6257 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6258 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6259 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6260 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6265 /* play sound of object that hits the ground */
6266 if (last_line || object_hit)
6267 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6270 inline static void TurnRoundExt(int x, int y)
6282 { 0, 0 }, { 0, 0 }, { 0, 0 },
6287 int left, right, back;
6291 { MV_DOWN, MV_UP, MV_RIGHT },
6292 { MV_UP, MV_DOWN, MV_LEFT },
6294 { MV_LEFT, MV_RIGHT, MV_DOWN },
6298 { MV_RIGHT, MV_LEFT, MV_UP }
6301 int element = Feld[x][y];
6302 int move_pattern = element_info[element].move_pattern;
6304 int old_move_dir = MovDir[x][y];
6305 int left_dir = turn[old_move_dir].left;
6306 int right_dir = turn[old_move_dir].right;
6307 int back_dir = turn[old_move_dir].back;
6309 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6310 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6311 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6312 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6314 int left_x = x + left_dx, left_y = y + left_dy;
6315 int right_x = x + right_dx, right_y = y + right_dy;
6316 int move_x = x + move_dx, move_y = y + move_dy;
6320 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6322 TestIfBadThingTouchesOtherBadThing(x, y);
6324 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6325 MovDir[x][y] = right_dir;
6326 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6327 MovDir[x][y] = left_dir;
6329 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6331 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6334 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6336 TestIfBadThingTouchesOtherBadThing(x, y);
6338 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6339 MovDir[x][y] = left_dir;
6340 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6341 MovDir[x][y] = right_dir;
6343 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6345 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6348 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6350 TestIfBadThingTouchesOtherBadThing(x, y);
6352 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6353 MovDir[x][y] = left_dir;
6354 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6355 MovDir[x][y] = right_dir;
6357 if (MovDir[x][y] != old_move_dir)
6360 else if (element == EL_YAMYAM)
6362 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6363 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6365 if (can_turn_left && can_turn_right)
6366 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6367 else if (can_turn_left)
6368 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6369 else if (can_turn_right)
6370 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6372 MovDir[x][y] = back_dir;
6374 MovDelay[x][y] = 16 + 16 * RND(3);
6376 else if (element == EL_DARK_YAMYAM)
6378 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6380 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
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_PACMAN)
6396 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6397 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6399 if (can_turn_left && can_turn_right)
6400 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6401 else if (can_turn_left)
6402 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6403 else if (can_turn_right)
6404 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6406 MovDir[x][y] = back_dir;
6408 MovDelay[x][y] = 6 + RND(40);
6410 else if (element == EL_PIG)
6412 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6413 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6414 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6415 boolean should_turn_left, should_turn_right, should_move_on;
6417 int rnd = RND(rnd_value);
6419 should_turn_left = (can_turn_left &&
6421 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6422 y + back_dy + left_dy)));
6423 should_turn_right = (can_turn_right &&
6425 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6426 y + back_dy + right_dy)));
6427 should_move_on = (can_move_on &&
6430 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6431 y + move_dy + left_dy) ||
6432 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6433 y + move_dy + right_dy)));
6435 if (should_turn_left || should_turn_right || should_move_on)
6437 if (should_turn_left && should_turn_right && should_move_on)
6438 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6439 rnd < 2 * rnd_value / 3 ? right_dir :
6441 else if (should_turn_left && should_turn_right)
6442 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6443 else if (should_turn_left && should_move_on)
6444 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6445 else if (should_turn_right && should_move_on)
6446 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6447 else if (should_turn_left)
6448 MovDir[x][y] = left_dir;
6449 else if (should_turn_right)
6450 MovDir[x][y] = right_dir;
6451 else if (should_move_on)
6452 MovDir[x][y] = old_move_dir;
6454 else if (can_move_on && rnd > rnd_value / 8)
6455 MovDir[x][y] = old_move_dir;
6456 else if (can_turn_left && can_turn_right)
6457 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6458 else if (can_turn_left && rnd > rnd_value / 8)
6459 MovDir[x][y] = left_dir;
6460 else if (can_turn_right && rnd > rnd_value/8)
6461 MovDir[x][y] = right_dir;
6463 MovDir[x][y] = back_dir;
6465 xx = x + move_xy[MovDir[x][y]].dx;
6466 yy = y + move_xy[MovDir[x][y]].dy;
6468 if (!IN_LEV_FIELD(xx, yy) ||
6469 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6470 MovDir[x][y] = old_move_dir;
6474 else if (element == EL_DRAGON)
6476 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6477 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6478 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6480 int rnd = RND(rnd_value);
6482 if (can_move_on && rnd > rnd_value / 8)
6483 MovDir[x][y] = old_move_dir;
6484 else if (can_turn_left && can_turn_right)
6485 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6486 else if (can_turn_left && rnd > rnd_value / 8)
6487 MovDir[x][y] = left_dir;
6488 else if (can_turn_right && rnd > rnd_value / 8)
6489 MovDir[x][y] = right_dir;
6491 MovDir[x][y] = back_dir;
6493 xx = x + move_xy[MovDir[x][y]].dx;
6494 yy = y + move_xy[MovDir[x][y]].dy;
6496 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6497 MovDir[x][y] = old_move_dir;
6501 else if (element == EL_MOLE)
6503 boolean can_move_on =
6504 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6505 IS_AMOEBOID(Feld[move_x][move_y]) ||
6506 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6509 boolean can_turn_left =
6510 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6511 IS_AMOEBOID(Feld[left_x][left_y])));
6513 boolean can_turn_right =
6514 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6515 IS_AMOEBOID(Feld[right_x][right_y])));
6517 if (can_turn_left && can_turn_right)
6518 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6519 else if (can_turn_left)
6520 MovDir[x][y] = left_dir;
6522 MovDir[x][y] = right_dir;
6525 if (MovDir[x][y] != old_move_dir)
6528 else if (element == EL_BALLOON)
6530 MovDir[x][y] = game.wind_direction;
6533 else if (element == EL_SPRING)
6535 if (MovDir[x][y] & MV_HORIZONTAL)
6537 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6538 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6540 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6541 ResetGfxAnimation(move_x, move_y);
6542 TEST_DrawLevelField(move_x, move_y);
6544 MovDir[x][y] = back_dir;
6546 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6547 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6548 MovDir[x][y] = MV_NONE;
6553 else if (element == EL_ROBOT ||
6554 element == EL_SATELLITE ||
6555 element == EL_PENGUIN ||
6556 element == EL_EMC_ANDROID)
6558 int attr_x = -1, attr_y = -1;
6569 for (i = 0; i < MAX_PLAYERS; i++)
6571 struct PlayerInfo *player = &stored_player[i];
6572 int jx = player->jx, jy = player->jy;
6574 if (!player->active)
6578 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6586 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6587 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6588 game.engine_version < VERSION_IDENT(3,1,0,0)))
6594 if (element == EL_PENGUIN)
6597 static int xy[4][2] =
6605 for (i = 0; i < NUM_DIRECTIONS; i++)
6607 int ex = x + xy[i][0];
6608 int ey = y + xy[i][1];
6610 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6611 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6612 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6613 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6622 MovDir[x][y] = MV_NONE;
6624 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6625 else if (attr_x > x)
6626 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6628 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6629 else if (attr_y > y)
6630 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6632 if (element == EL_ROBOT)
6636 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6637 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6638 Moving2Blocked(x, y, &newx, &newy);
6640 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6641 MovDelay[x][y] = 8 + 8 * !RND(3);
6643 MovDelay[x][y] = 16;
6645 else if (element == EL_PENGUIN)
6651 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6653 boolean first_horiz = RND(2);
6654 int new_move_dir = MovDir[x][y];
6657 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6658 Moving2Blocked(x, y, &newx, &newy);
6660 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6664 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6665 Moving2Blocked(x, y, &newx, &newy);
6667 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6670 MovDir[x][y] = old_move_dir;
6674 else if (element == EL_SATELLITE)
6680 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6682 boolean first_horiz = RND(2);
6683 int new_move_dir = MovDir[x][y];
6686 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6687 Moving2Blocked(x, y, &newx, &newy);
6689 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6693 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6694 Moving2Blocked(x, y, &newx, &newy);
6696 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6699 MovDir[x][y] = old_move_dir;
6703 else if (element == EL_EMC_ANDROID)
6705 static int check_pos[16] =
6707 -1, /* 0 => (invalid) */
6708 7, /* 1 => MV_LEFT */
6709 3, /* 2 => MV_RIGHT */
6710 -1, /* 3 => (invalid) */
6712 0, /* 5 => MV_LEFT | MV_UP */
6713 2, /* 6 => MV_RIGHT | MV_UP */
6714 -1, /* 7 => (invalid) */
6715 5, /* 8 => MV_DOWN */
6716 6, /* 9 => MV_LEFT | MV_DOWN */
6717 4, /* 10 => MV_RIGHT | MV_DOWN */
6718 -1, /* 11 => (invalid) */
6719 -1, /* 12 => (invalid) */
6720 -1, /* 13 => (invalid) */
6721 -1, /* 14 => (invalid) */
6722 -1, /* 15 => (invalid) */
6730 { -1, -1, MV_LEFT | MV_UP },
6732 { +1, -1, MV_RIGHT | MV_UP },
6733 { +1, 0, MV_RIGHT },
6734 { +1, +1, MV_RIGHT | MV_DOWN },
6736 { -1, +1, MV_LEFT | MV_DOWN },
6739 int start_pos, check_order;
6740 boolean can_clone = FALSE;
6743 /* check if there is any free field around current position */
6744 for (i = 0; i < 8; i++)
6746 int newx = x + check_xy[i].dx;
6747 int newy = y + check_xy[i].dy;
6749 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6757 if (can_clone) /* randomly find an element to clone */
6761 start_pos = check_pos[RND(8)];
6762 check_order = (RND(2) ? -1 : +1);
6764 for (i = 0; i < 8; i++)
6766 int pos_raw = start_pos + i * check_order;
6767 int pos = (pos_raw + 8) % 8;
6768 int newx = x + check_xy[pos].dx;
6769 int newy = y + check_xy[pos].dy;
6771 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6773 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
6774 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
6776 Store[x][y] = Feld[newx][newy];
6785 if (can_clone) /* randomly find a direction to move */
6789 start_pos = check_pos[RND(8)];
6790 check_order = (RND(2) ? -1 : +1);
6792 for (i = 0; i < 8; i++)
6794 int pos_raw = start_pos + i * check_order;
6795 int pos = (pos_raw + 8) % 8;
6796 int newx = x + check_xy[pos].dx;
6797 int newy = y + check_xy[pos].dy;
6798 int new_move_dir = check_xy[pos].dir;
6800 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6802 MovDir[x][y] = new_move_dir;
6803 MovDelay[x][y] = level.android_clone_time * 8 + 1;
6812 if (can_clone) /* cloning and moving successful */
6815 /* cannot clone -- try to move towards player */
6817 start_pos = check_pos[MovDir[x][y] & 0x0f];
6818 check_order = (RND(2) ? -1 : +1);
6820 for (i = 0; i < 3; i++)
6822 /* first check start_pos, then previous/next or (next/previous) pos */
6823 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
6824 int pos = (pos_raw + 8) % 8;
6825 int newx = x + check_xy[pos].dx;
6826 int newy = y + check_xy[pos].dy;
6827 int new_move_dir = check_xy[pos].dir;
6829 if (IS_PLAYER(newx, newy))
6832 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6834 MovDir[x][y] = new_move_dir;
6835 MovDelay[x][y] = level.android_move_time * 8 + 1;
6842 else if (move_pattern == MV_TURNING_LEFT ||
6843 move_pattern == MV_TURNING_RIGHT ||
6844 move_pattern == MV_TURNING_LEFT_RIGHT ||
6845 move_pattern == MV_TURNING_RIGHT_LEFT ||
6846 move_pattern == MV_TURNING_RANDOM ||
6847 move_pattern == MV_ALL_DIRECTIONS)
6849 boolean can_turn_left =
6850 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
6851 boolean can_turn_right =
6852 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
6854 if (element_info[element].move_stepsize == 0) /* "not moving" */
6857 if (move_pattern == MV_TURNING_LEFT)
6858 MovDir[x][y] = left_dir;
6859 else if (move_pattern == MV_TURNING_RIGHT)
6860 MovDir[x][y] = right_dir;
6861 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
6862 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
6863 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
6864 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
6865 else if (move_pattern == MV_TURNING_RANDOM)
6866 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
6867 can_turn_right && !can_turn_left ? right_dir :
6868 RND(2) ? left_dir : right_dir);
6869 else if (can_turn_left && can_turn_right)
6870 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6871 else if (can_turn_left)
6872 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6873 else if (can_turn_right)
6874 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6876 MovDir[x][y] = back_dir;
6878 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6880 else if (move_pattern == MV_HORIZONTAL ||
6881 move_pattern == MV_VERTICAL)
6883 if (move_pattern & old_move_dir)
6884 MovDir[x][y] = back_dir;
6885 else if (move_pattern == MV_HORIZONTAL)
6886 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
6887 else if (move_pattern == MV_VERTICAL)
6888 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
6890 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6892 else if (move_pattern & MV_ANY_DIRECTION)
6894 MovDir[x][y] = move_pattern;
6895 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6897 else if (move_pattern & MV_WIND_DIRECTION)
6899 MovDir[x][y] = game.wind_direction;
6900 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6902 else if (move_pattern == MV_ALONG_LEFT_SIDE)
6904 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
6905 MovDir[x][y] = left_dir;
6906 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6907 MovDir[x][y] = right_dir;
6909 if (MovDir[x][y] != old_move_dir)
6910 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6912 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
6914 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
6915 MovDir[x][y] = right_dir;
6916 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6917 MovDir[x][y] = left_dir;
6919 if (MovDir[x][y] != old_move_dir)
6920 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6922 else if (move_pattern == MV_TOWARDS_PLAYER ||
6923 move_pattern == MV_AWAY_FROM_PLAYER)
6925 int attr_x = -1, attr_y = -1;
6927 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
6938 for (i = 0; i < MAX_PLAYERS; i++)
6940 struct PlayerInfo *player = &stored_player[i];
6941 int jx = player->jx, jy = player->jy;
6943 if (!player->active)
6947 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6955 MovDir[x][y] = MV_NONE;
6957 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
6958 else if (attr_x > x)
6959 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
6961 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
6962 else if (attr_y > y)
6963 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
6965 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6967 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6969 boolean first_horiz = RND(2);
6970 int new_move_dir = MovDir[x][y];
6972 if (element_info[element].move_stepsize == 0) /* "not moving" */
6974 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
6975 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6981 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6982 Moving2Blocked(x, y, &newx, &newy);
6984 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
6988 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6989 Moving2Blocked(x, y, &newx, &newy);
6991 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
6994 MovDir[x][y] = old_move_dir;
6997 else if (move_pattern == MV_WHEN_PUSHED ||
6998 move_pattern == MV_WHEN_DROPPED)
7000 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7001 MovDir[x][y] = MV_NONE;
7005 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7007 static int test_xy[7][2] =
7017 static int test_dir[7] =
7027 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7028 int move_preference = -1000000; /* start with very low preference */
7029 int new_move_dir = MV_NONE;
7030 int start_test = RND(4);
7033 for (i = 0; i < NUM_DIRECTIONS; i++)
7035 int move_dir = test_dir[start_test + i];
7036 int move_dir_preference;
7038 xx = x + test_xy[start_test + i][0];
7039 yy = y + test_xy[start_test + i][1];
7041 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7042 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7044 new_move_dir = move_dir;
7049 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7052 move_dir_preference = -1 * RunnerVisit[xx][yy];
7053 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7054 move_dir_preference = PlayerVisit[xx][yy];
7056 if (move_dir_preference > move_preference)
7058 /* prefer field that has not been visited for the longest time */
7059 move_preference = move_dir_preference;
7060 new_move_dir = move_dir;
7062 else if (move_dir_preference == move_preference &&
7063 move_dir == old_move_dir)
7065 /* prefer last direction when all directions are preferred equally */
7066 move_preference = move_dir_preference;
7067 new_move_dir = move_dir;
7071 MovDir[x][y] = new_move_dir;
7072 if (old_move_dir != new_move_dir)
7073 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7077 static void TurnRound(int x, int y)
7079 int direction = MovDir[x][y];
7083 GfxDir[x][y] = MovDir[x][y];
7085 if (direction != MovDir[x][y])
7089 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7091 ResetGfxFrame(x, y, FALSE);
7094 static boolean JustBeingPushed(int x, int y)
7098 for (i = 0; i < MAX_PLAYERS; i++)
7100 struct PlayerInfo *player = &stored_player[i];
7102 if (player->active && player->is_pushing && player->MovPos)
7104 int next_jx = player->jx + (player->jx - player->last_jx);
7105 int next_jy = player->jy + (player->jy - player->last_jy);
7107 if (x == next_jx && y == next_jy)
7115 void StartMoving(int x, int y)
7117 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7118 int element = Feld[x][y];
7123 if (MovDelay[x][y] == 0)
7124 GfxAction[x][y] = ACTION_DEFAULT;
7126 if (CAN_FALL(element) && y < lev_fieldy - 1)
7128 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7129 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7130 if (JustBeingPushed(x, y))
7133 if (element == EL_QUICKSAND_FULL)
7135 if (IS_FREE(x, y + 1))
7137 InitMovingField(x, y, MV_DOWN);
7138 started_moving = TRUE;
7140 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7141 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7142 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7143 Store[x][y] = EL_ROCK;
7145 Store[x][y] = EL_ROCK;
7148 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7150 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7152 if (!MovDelay[x][y])
7154 MovDelay[x][y] = TILEY + 1;
7156 ResetGfxAnimation(x, y);
7157 ResetGfxAnimation(x, y + 1);
7162 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7163 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7170 Feld[x][y] = EL_QUICKSAND_EMPTY;
7171 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7172 Store[x][y + 1] = Store[x][y];
7175 PlayLevelSoundAction(x, y, ACTION_FILLING);
7177 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7179 if (!MovDelay[x][y])
7181 MovDelay[x][y] = TILEY + 1;
7183 ResetGfxAnimation(x, y);
7184 ResetGfxAnimation(x, y + 1);
7189 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7190 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7197 Feld[x][y] = EL_QUICKSAND_EMPTY;
7198 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7199 Store[x][y + 1] = Store[x][y];
7202 PlayLevelSoundAction(x, y, ACTION_FILLING);
7205 else if (element == EL_QUICKSAND_FAST_FULL)
7207 if (IS_FREE(x, y + 1))
7209 InitMovingField(x, y, MV_DOWN);
7210 started_moving = TRUE;
7212 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7213 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7214 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7215 Store[x][y] = EL_ROCK;
7217 Store[x][y] = EL_ROCK;
7220 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7222 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7224 if (!MovDelay[x][y])
7226 MovDelay[x][y] = TILEY + 1;
7228 ResetGfxAnimation(x, y);
7229 ResetGfxAnimation(x, y + 1);
7234 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7235 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7242 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7243 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7244 Store[x][y + 1] = Store[x][y];
7247 PlayLevelSoundAction(x, y, ACTION_FILLING);
7249 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7251 if (!MovDelay[x][y])
7253 MovDelay[x][y] = TILEY + 1;
7255 ResetGfxAnimation(x, y);
7256 ResetGfxAnimation(x, y + 1);
7261 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7262 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7269 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7270 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7271 Store[x][y + 1] = Store[x][y];
7274 PlayLevelSoundAction(x, y, ACTION_FILLING);
7277 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7278 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7280 InitMovingField(x, y, MV_DOWN);
7281 started_moving = TRUE;
7283 Feld[x][y] = EL_QUICKSAND_FILLING;
7284 Store[x][y] = element;
7286 PlayLevelSoundAction(x, y, ACTION_FILLING);
7288 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7289 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7291 InitMovingField(x, y, MV_DOWN);
7292 started_moving = TRUE;
7294 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7295 Store[x][y] = element;
7297 PlayLevelSoundAction(x, y, ACTION_FILLING);
7299 else if (element == EL_MAGIC_WALL_FULL)
7301 if (IS_FREE(x, y + 1))
7303 InitMovingField(x, y, MV_DOWN);
7304 started_moving = TRUE;
7306 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7307 Store[x][y] = EL_CHANGED(Store[x][y]);
7309 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7311 if (!MovDelay[x][y])
7312 MovDelay[x][y] = TILEY / 4 + 1;
7321 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7322 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7323 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7327 else if (element == EL_BD_MAGIC_WALL_FULL)
7329 if (IS_FREE(x, y + 1))
7331 InitMovingField(x, y, MV_DOWN);
7332 started_moving = TRUE;
7334 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7335 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7337 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7339 if (!MovDelay[x][y])
7340 MovDelay[x][y] = TILEY / 4 + 1;
7349 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7350 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7351 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7355 else if (element == EL_DC_MAGIC_WALL_FULL)
7357 if (IS_FREE(x, y + 1))
7359 InitMovingField(x, y, MV_DOWN);
7360 started_moving = TRUE;
7362 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7363 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7365 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7367 if (!MovDelay[x][y])
7368 MovDelay[x][y] = TILEY / 4 + 1;
7377 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7378 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7379 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7383 else if ((CAN_PASS_MAGIC_WALL(element) &&
7384 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7385 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7386 (CAN_PASS_DC_MAGIC_WALL(element) &&
7387 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7390 InitMovingField(x, y, MV_DOWN);
7391 started_moving = TRUE;
7394 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7395 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7396 EL_DC_MAGIC_WALL_FILLING);
7397 Store[x][y] = element;
7399 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7401 SplashAcid(x, y + 1);
7403 InitMovingField(x, y, MV_DOWN);
7404 started_moving = TRUE;
7406 Store[x][y] = EL_ACID;
7409 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7410 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7411 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7412 CAN_FALL(element) && WasJustFalling[x][y] &&
7413 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7415 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7416 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7417 (Feld[x][y + 1] == EL_BLOCKED)))
7419 /* this is needed for a special case not covered by calling "Impact()"
7420 from "ContinueMoving()": if an element moves to a tile directly below
7421 another element which was just falling on that tile (which was empty
7422 in the previous frame), the falling element above would just stop
7423 instead of smashing the element below (in previous version, the above
7424 element was just checked for "moving" instead of "falling", resulting
7425 in incorrect smashes caused by horizontal movement of the above
7426 element; also, the case of the player being the element to smash was
7427 simply not covered here... :-/ ) */
7429 CheckCollision[x][y] = 0;
7430 CheckImpact[x][y] = 0;
7434 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7436 if (MovDir[x][y] == MV_NONE)
7438 InitMovingField(x, y, MV_DOWN);
7439 started_moving = TRUE;
7442 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7444 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7445 MovDir[x][y] = MV_DOWN;
7447 InitMovingField(x, y, MV_DOWN);
7448 started_moving = TRUE;
7450 else if (element == EL_AMOEBA_DROP)
7452 Feld[x][y] = EL_AMOEBA_GROWING;
7453 Store[x][y] = EL_AMOEBA_WET;
7455 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7456 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7457 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7458 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7460 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7461 (IS_FREE(x - 1, y + 1) ||
7462 Feld[x - 1][y + 1] == EL_ACID));
7463 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7464 (IS_FREE(x + 1, y + 1) ||
7465 Feld[x + 1][y + 1] == EL_ACID));
7466 boolean can_fall_any = (can_fall_left || can_fall_right);
7467 boolean can_fall_both = (can_fall_left && can_fall_right);
7468 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7470 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7472 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7473 can_fall_right = FALSE;
7474 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7475 can_fall_left = FALSE;
7476 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7477 can_fall_right = FALSE;
7478 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7479 can_fall_left = FALSE;
7481 can_fall_any = (can_fall_left || can_fall_right);
7482 can_fall_both = FALSE;
7487 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7488 can_fall_right = FALSE; /* slip down on left side */
7490 can_fall_left = !(can_fall_right = RND(2));
7492 can_fall_both = FALSE;
7497 /* if not determined otherwise, prefer left side for slipping down */
7498 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7499 started_moving = TRUE;
7502 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7504 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7505 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7506 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7507 int belt_dir = game.belt_dir[belt_nr];
7509 if ((belt_dir == MV_LEFT && left_is_free) ||
7510 (belt_dir == MV_RIGHT && right_is_free))
7512 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7514 InitMovingField(x, y, belt_dir);
7515 started_moving = TRUE;
7517 Pushed[x][y] = TRUE;
7518 Pushed[nextx][y] = TRUE;
7520 GfxAction[x][y] = ACTION_DEFAULT;
7524 MovDir[x][y] = 0; /* if element was moving, stop it */
7529 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7530 if (CAN_MOVE(element) && !started_moving)
7532 int move_pattern = element_info[element].move_pattern;
7535 Moving2Blocked(x, y, &newx, &newy);
7537 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7540 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7541 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7543 WasJustMoving[x][y] = 0;
7544 CheckCollision[x][y] = 0;
7546 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7548 if (Feld[x][y] != element) /* element has changed */
7552 if (!MovDelay[x][y]) /* start new movement phase */
7554 /* all objects that can change their move direction after each step
7555 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7557 if (element != EL_YAMYAM &&
7558 element != EL_DARK_YAMYAM &&
7559 element != EL_PACMAN &&
7560 !(move_pattern & MV_ANY_DIRECTION) &&
7561 move_pattern != MV_TURNING_LEFT &&
7562 move_pattern != MV_TURNING_RIGHT &&
7563 move_pattern != MV_TURNING_LEFT_RIGHT &&
7564 move_pattern != MV_TURNING_RIGHT_LEFT &&
7565 move_pattern != MV_TURNING_RANDOM)
7569 if (MovDelay[x][y] && (element == EL_BUG ||
7570 element == EL_SPACESHIP ||
7571 element == EL_SP_SNIKSNAK ||
7572 element == EL_SP_ELECTRON ||
7573 element == EL_MOLE))
7574 TEST_DrawLevelField(x, y);
7578 if (MovDelay[x][y]) /* wait some time before next movement */
7582 if (element == EL_ROBOT ||
7583 element == EL_YAMYAM ||
7584 element == EL_DARK_YAMYAM)
7586 DrawLevelElementAnimationIfNeeded(x, y, element);
7587 PlayLevelSoundAction(x, y, ACTION_WAITING);
7589 else if (element == EL_SP_ELECTRON)
7590 DrawLevelElementAnimationIfNeeded(x, y, element);
7591 else if (element == EL_DRAGON)
7594 int dir = MovDir[x][y];
7595 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7596 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7597 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7598 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7599 dir == MV_UP ? IMG_FLAMES_1_UP :
7600 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7601 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7603 GfxAction[x][y] = ACTION_ATTACKING;
7605 if (IS_PLAYER(x, y))
7606 DrawPlayerField(x, y);
7608 TEST_DrawLevelField(x, y);
7610 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7612 for (i = 1; i <= 3; i++)
7614 int xx = x + i * dx;
7615 int yy = y + i * dy;
7616 int sx = SCREENX(xx);
7617 int sy = SCREENY(yy);
7618 int flame_graphic = graphic + (i - 1);
7620 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7625 int flamed = MovingOrBlocked2Element(xx, yy);
7627 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7630 RemoveMovingField(xx, yy);
7632 ChangeDelay[xx][yy] = 0;
7634 Feld[xx][yy] = EL_FLAMES;
7636 if (IN_SCR_FIELD(sx, sy))
7638 TEST_DrawLevelFieldCrumbled(xx, yy);
7639 DrawGraphic(sx, sy, flame_graphic, frame);
7644 if (Feld[xx][yy] == EL_FLAMES)
7645 Feld[xx][yy] = EL_EMPTY;
7646 TEST_DrawLevelField(xx, yy);
7651 if (MovDelay[x][y]) /* element still has to wait some time */
7653 PlayLevelSoundAction(x, y, ACTION_WAITING);
7659 /* now make next step */
7661 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7663 if (DONT_COLLIDE_WITH(element) &&
7664 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7665 !PLAYER_ENEMY_PROTECTED(newx, newy))
7667 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7672 else if (CAN_MOVE_INTO_ACID(element) &&
7673 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7674 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7675 (MovDir[x][y] == MV_DOWN ||
7676 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7678 SplashAcid(newx, newy);
7679 Store[x][y] = EL_ACID;
7681 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7683 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7684 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7685 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7686 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7689 TEST_DrawLevelField(x, y);
7691 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7692 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7693 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7695 local_player->friends_still_needed--;
7696 if (!local_player->friends_still_needed &&
7697 !local_player->GameOver && AllPlayersGone)
7698 PlayerWins(local_player);
7702 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7704 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7705 TEST_DrawLevelField(newx, newy);
7707 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7709 else if (!IS_FREE(newx, newy))
7711 GfxAction[x][y] = ACTION_WAITING;
7713 if (IS_PLAYER(x, y))
7714 DrawPlayerField(x, y);
7716 TEST_DrawLevelField(x, y);
7721 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7723 if (IS_FOOD_PIG(Feld[newx][newy]))
7725 if (IS_MOVING(newx, newy))
7726 RemoveMovingField(newx, newy);
7729 Feld[newx][newy] = EL_EMPTY;
7730 TEST_DrawLevelField(newx, newy);
7733 PlayLevelSound(x, y, SND_PIG_DIGGING);
7735 else if (!IS_FREE(newx, newy))
7737 if (IS_PLAYER(x, y))
7738 DrawPlayerField(x, y);
7740 TEST_DrawLevelField(x, y);
7745 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7747 if (Store[x][y] != EL_EMPTY)
7749 boolean can_clone = FALSE;
7752 /* check if element to clone is still there */
7753 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7755 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7763 /* cannot clone or target field not free anymore -- do not clone */
7764 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7765 Store[x][y] = EL_EMPTY;
7768 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7770 if (IS_MV_DIAGONAL(MovDir[x][y]))
7772 int diagonal_move_dir = MovDir[x][y];
7773 int stored = Store[x][y];
7774 int change_delay = 8;
7777 /* android is moving diagonally */
7779 CreateField(x, y, EL_DIAGONAL_SHRINKING);
7781 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
7782 GfxElement[x][y] = EL_EMC_ANDROID;
7783 GfxAction[x][y] = ACTION_SHRINKING;
7784 GfxDir[x][y] = diagonal_move_dir;
7785 ChangeDelay[x][y] = change_delay;
7787 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
7790 DrawLevelGraphicAnimation(x, y, graphic);
7791 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
7793 if (Feld[newx][newy] == EL_ACID)
7795 SplashAcid(newx, newy);
7800 CreateField(newx, newy, EL_DIAGONAL_GROWING);
7802 Store[newx][newy] = EL_EMC_ANDROID;
7803 GfxElement[newx][newy] = EL_EMC_ANDROID;
7804 GfxAction[newx][newy] = ACTION_GROWING;
7805 GfxDir[newx][newy] = diagonal_move_dir;
7806 ChangeDelay[newx][newy] = change_delay;
7808 graphic = el_act_dir2img(GfxElement[newx][newy],
7809 GfxAction[newx][newy], GfxDir[newx][newy]);
7811 DrawLevelGraphicAnimation(newx, newy, graphic);
7812 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
7818 Feld[newx][newy] = EL_EMPTY;
7819 TEST_DrawLevelField(newx, newy);
7821 PlayLevelSoundAction(x, y, ACTION_DIGGING);
7824 else if (!IS_FREE(newx, newy))
7829 else if (IS_CUSTOM_ELEMENT(element) &&
7830 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7832 if (!DigFieldByCE(newx, newy, element))
7835 if (move_pattern & MV_MAZE_RUNNER_STYLE)
7837 RunnerVisit[x][y] = FrameCounter;
7838 PlayerVisit[x][y] /= 8; /* expire player visit path */
7841 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
7843 if (!IS_FREE(newx, newy))
7845 if (IS_PLAYER(x, y))
7846 DrawPlayerField(x, y);
7848 TEST_DrawLevelField(x, y);
7854 boolean wanna_flame = !RND(10);
7855 int dx = newx - x, dy = newy - y;
7856 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
7857 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
7858 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
7859 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
7860 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
7861 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
7864 IS_CLASSIC_ENEMY(element1) ||
7865 IS_CLASSIC_ENEMY(element2)) &&
7866 element1 != EL_DRAGON && element2 != EL_DRAGON &&
7867 element1 != EL_FLAMES && element2 != EL_FLAMES)
7869 ResetGfxAnimation(x, y);
7870 GfxAction[x][y] = ACTION_ATTACKING;
7872 if (IS_PLAYER(x, y))
7873 DrawPlayerField(x, y);
7875 TEST_DrawLevelField(x, y);
7877 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
7879 MovDelay[x][y] = 50;
7881 Feld[newx][newy] = EL_FLAMES;
7882 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
7883 Feld[newx1][newy1] = EL_FLAMES;
7884 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
7885 Feld[newx2][newy2] = EL_FLAMES;
7891 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7892 Feld[newx][newy] == EL_DIAMOND)
7894 if (IS_MOVING(newx, newy))
7895 RemoveMovingField(newx, newy);
7898 Feld[newx][newy] = EL_EMPTY;
7899 TEST_DrawLevelField(newx, newy);
7902 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
7904 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7905 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
7907 if (AmoebaNr[newx][newy])
7909 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7910 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7911 Feld[newx][newy] == EL_BD_AMOEBA)
7912 AmoebaCnt[AmoebaNr[newx][newy]]--;
7915 if (IS_MOVING(newx, newy))
7917 RemoveMovingField(newx, newy);
7921 Feld[newx][newy] = EL_EMPTY;
7922 TEST_DrawLevelField(newx, newy);
7925 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
7927 else if ((element == EL_PACMAN || element == EL_MOLE)
7928 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
7930 if (AmoebaNr[newx][newy])
7932 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7933 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7934 Feld[newx][newy] == EL_BD_AMOEBA)
7935 AmoebaCnt[AmoebaNr[newx][newy]]--;
7938 if (element == EL_MOLE)
7940 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
7941 PlayLevelSound(x, y, SND_MOLE_DIGGING);
7943 ResetGfxAnimation(x, y);
7944 GfxAction[x][y] = ACTION_DIGGING;
7945 TEST_DrawLevelField(x, y);
7947 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
7949 return; /* wait for shrinking amoeba */
7951 else /* element == EL_PACMAN */
7953 Feld[newx][newy] = EL_EMPTY;
7954 TEST_DrawLevelField(newx, newy);
7955 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
7958 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
7959 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
7960 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
7962 /* wait for shrinking amoeba to completely disappear */
7965 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
7967 /* object was running against a wall */
7971 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
7972 DrawLevelElementAnimation(x, y, element);
7974 if (DONT_TOUCH(element))
7975 TestIfBadThingTouchesPlayer(x, y);
7980 InitMovingField(x, y, MovDir[x][y]);
7982 PlayLevelSoundAction(x, y, ACTION_MOVING);
7986 ContinueMoving(x, y);
7989 void ContinueMoving(int x, int y)
7991 int element = Feld[x][y];
7992 struct ElementInfo *ei = &element_info[element];
7993 int direction = MovDir[x][y];
7994 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
7995 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
7996 int newx = x + dx, newy = y + dy;
7997 int stored = Store[x][y];
7998 int stored_new = Store[newx][newy];
7999 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8000 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8001 boolean last_line = (newy == lev_fieldy - 1);
8003 MovPos[x][y] += getElementMoveStepsize(x, y);
8005 if (pushed_by_player) /* special case: moving object pushed by player */
8006 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8008 if (ABS(MovPos[x][y]) < TILEX)
8010 TEST_DrawLevelField(x, y);
8012 return; /* element is still moving */
8015 /* element reached destination field */
8017 Feld[x][y] = EL_EMPTY;
8018 Feld[newx][newy] = element;
8019 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8021 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8023 element = Feld[newx][newy] = EL_ACID;
8025 else if (element == EL_MOLE)
8027 Feld[x][y] = EL_SAND;
8029 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8031 else if (element == EL_QUICKSAND_FILLING)
8033 element = Feld[newx][newy] = get_next_element(element);
8034 Store[newx][newy] = Store[x][y];
8036 else if (element == EL_QUICKSAND_EMPTYING)
8038 Feld[x][y] = get_next_element(element);
8039 element = Feld[newx][newy] = Store[x][y];
8041 else if (element == EL_QUICKSAND_FAST_FILLING)
8043 element = Feld[newx][newy] = get_next_element(element);
8044 Store[newx][newy] = Store[x][y];
8046 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8048 Feld[x][y] = get_next_element(element);
8049 element = Feld[newx][newy] = Store[x][y];
8051 else if (element == EL_MAGIC_WALL_FILLING)
8053 element = Feld[newx][newy] = get_next_element(element);
8054 if (!game.magic_wall_active)
8055 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8056 Store[newx][newy] = Store[x][y];
8058 else if (element == EL_MAGIC_WALL_EMPTYING)
8060 Feld[x][y] = get_next_element(element);
8061 if (!game.magic_wall_active)
8062 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8063 element = Feld[newx][newy] = Store[x][y];
8065 InitField(newx, newy, FALSE);
8067 else if (element == EL_BD_MAGIC_WALL_FILLING)
8069 element = Feld[newx][newy] = get_next_element(element);
8070 if (!game.magic_wall_active)
8071 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8072 Store[newx][newy] = Store[x][y];
8074 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8076 Feld[x][y] = get_next_element(element);
8077 if (!game.magic_wall_active)
8078 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8079 element = Feld[newx][newy] = Store[x][y];
8081 InitField(newx, newy, FALSE);
8083 else if (element == EL_DC_MAGIC_WALL_FILLING)
8085 element = Feld[newx][newy] = get_next_element(element);
8086 if (!game.magic_wall_active)
8087 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8088 Store[newx][newy] = Store[x][y];
8090 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8092 Feld[x][y] = get_next_element(element);
8093 if (!game.magic_wall_active)
8094 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8095 element = Feld[newx][newy] = Store[x][y];
8097 InitField(newx, newy, FALSE);
8099 else if (element == EL_AMOEBA_DROPPING)
8101 Feld[x][y] = get_next_element(element);
8102 element = Feld[newx][newy] = Store[x][y];
8104 else if (element == EL_SOKOBAN_OBJECT)
8107 Feld[x][y] = Back[x][y];
8109 if (Back[newx][newy])
8110 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8112 Back[x][y] = Back[newx][newy] = 0;
8115 Store[x][y] = EL_EMPTY;
8120 MovDelay[newx][newy] = 0;
8122 if (CAN_CHANGE_OR_HAS_ACTION(element))
8124 /* copy element change control values to new field */
8125 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8126 ChangePage[newx][newy] = ChangePage[x][y];
8127 ChangeCount[newx][newy] = ChangeCount[x][y];
8128 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8131 CustomValue[newx][newy] = CustomValue[x][y];
8133 ChangeDelay[x][y] = 0;
8134 ChangePage[x][y] = -1;
8135 ChangeCount[x][y] = 0;
8136 ChangeEvent[x][y] = -1;
8138 CustomValue[x][y] = 0;
8140 /* copy animation control values to new field */
8141 GfxFrame[newx][newy] = GfxFrame[x][y];
8142 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8143 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8144 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8146 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8148 /* some elements can leave other elements behind after moving */
8149 if (ei->move_leave_element != EL_EMPTY &&
8150 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8151 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8153 int move_leave_element = ei->move_leave_element;
8155 /* this makes it possible to leave the removed element again */
8156 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8157 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8159 Feld[x][y] = move_leave_element;
8161 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8162 MovDir[x][y] = direction;
8164 InitField(x, y, FALSE);
8166 if (GFX_CRUMBLED(Feld[x][y]))
8167 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8169 if (ELEM_IS_PLAYER(move_leave_element))
8170 RelocatePlayer(x, y, move_leave_element);
8173 /* do this after checking for left-behind element */
8174 ResetGfxAnimation(x, y); /* reset animation values for old field */
8176 if (!CAN_MOVE(element) ||
8177 (CAN_FALL(element) && direction == MV_DOWN &&
8178 (element == EL_SPRING ||
8179 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8180 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8181 GfxDir[x][y] = MovDir[newx][newy] = 0;
8183 TEST_DrawLevelField(x, y);
8184 TEST_DrawLevelField(newx, newy);
8186 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8188 /* prevent pushed element from moving on in pushed direction */
8189 if (pushed_by_player && CAN_MOVE(element) &&
8190 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8191 !(element_info[element].move_pattern & direction))
8192 TurnRound(newx, newy);
8194 /* prevent elements on conveyor belt from moving on in last direction */
8195 if (pushed_by_conveyor && CAN_FALL(element) &&
8196 direction & MV_HORIZONTAL)
8197 MovDir[newx][newy] = 0;
8199 if (!pushed_by_player)
8201 int nextx = newx + dx, nexty = newy + dy;
8202 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8204 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8206 if (CAN_FALL(element) && direction == MV_DOWN)
8207 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8209 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8210 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8212 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8213 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8216 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8218 TestIfBadThingTouchesPlayer(newx, newy);
8219 TestIfBadThingTouchesFriend(newx, newy);
8221 if (!IS_CUSTOM_ELEMENT(element))
8222 TestIfBadThingTouchesOtherBadThing(newx, newy);
8224 else if (element == EL_PENGUIN)
8225 TestIfFriendTouchesBadThing(newx, newy);
8227 if (DONT_GET_HIT_BY(element))
8229 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8232 /* give the player one last chance (one more frame) to move away */
8233 if (CAN_FALL(element) && direction == MV_DOWN &&
8234 (last_line || (!IS_FREE(x, newy + 1) &&
8235 (!IS_PLAYER(x, newy + 1) ||
8236 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8239 if (pushed_by_player && !game.use_change_when_pushing_bug)
8241 int push_side = MV_DIR_OPPOSITE(direction);
8242 struct PlayerInfo *player = PLAYERINFO(x, y);
8244 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8245 player->index_bit, push_side);
8246 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8247 player->index_bit, push_side);
8250 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8251 MovDelay[newx][newy] = 1;
8253 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8255 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8256 TestIfElementHitsCustomElement(newx, newy, direction);
8257 TestIfPlayerTouchesCustomElement(newx, newy);
8258 TestIfElementTouchesCustomElement(newx, newy);
8260 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8261 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8262 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8263 MV_DIR_OPPOSITE(direction));
8266 int AmoebeNachbarNr(int ax, int ay)
8269 int element = Feld[ax][ay];
8271 static int xy[4][2] =
8279 for (i = 0; i < NUM_DIRECTIONS; i++)
8281 int x = ax + xy[i][0];
8282 int y = ay + xy[i][1];
8284 if (!IN_LEV_FIELD(x, y))
8287 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8288 group_nr = AmoebaNr[x][y];
8294 void AmoebenVereinigen(int ax, int ay)
8296 int i, x, y, xx, yy;
8297 int new_group_nr = AmoebaNr[ax][ay];
8298 static int xy[4][2] =
8306 if (new_group_nr == 0)
8309 for (i = 0; i < NUM_DIRECTIONS; i++)
8314 if (!IN_LEV_FIELD(x, y))
8317 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8318 Feld[x][y] == EL_BD_AMOEBA ||
8319 Feld[x][y] == EL_AMOEBA_DEAD) &&
8320 AmoebaNr[x][y] != new_group_nr)
8322 int old_group_nr = AmoebaNr[x][y];
8324 if (old_group_nr == 0)
8327 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8328 AmoebaCnt[old_group_nr] = 0;
8329 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8330 AmoebaCnt2[old_group_nr] = 0;
8332 SCAN_PLAYFIELD(xx, yy)
8334 if (AmoebaNr[xx][yy] == old_group_nr)
8335 AmoebaNr[xx][yy] = new_group_nr;
8341 void AmoebeUmwandeln(int ax, int ay)
8345 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8347 int group_nr = AmoebaNr[ax][ay];
8352 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8353 printf("AmoebeUmwandeln(): This should never happen!\n");
8358 SCAN_PLAYFIELD(x, y)
8360 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8363 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8367 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8368 SND_AMOEBA_TURNING_TO_GEM :
8369 SND_AMOEBA_TURNING_TO_ROCK));
8374 static int xy[4][2] =
8382 for (i = 0; i < NUM_DIRECTIONS; i++)
8387 if (!IN_LEV_FIELD(x, y))
8390 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8392 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8393 SND_AMOEBA_TURNING_TO_GEM :
8394 SND_AMOEBA_TURNING_TO_ROCK));
8401 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8404 int group_nr = AmoebaNr[ax][ay];
8405 boolean done = FALSE;
8410 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8411 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8416 SCAN_PLAYFIELD(x, y)
8418 if (AmoebaNr[x][y] == group_nr &&
8419 (Feld[x][y] == EL_AMOEBA_DEAD ||
8420 Feld[x][y] == EL_BD_AMOEBA ||
8421 Feld[x][y] == EL_AMOEBA_GROWING))
8424 Feld[x][y] = new_element;
8425 InitField(x, y, FALSE);
8426 TEST_DrawLevelField(x, y);
8432 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8433 SND_BD_AMOEBA_TURNING_TO_ROCK :
8434 SND_BD_AMOEBA_TURNING_TO_GEM));
8437 void AmoebeWaechst(int x, int y)
8439 static unsigned int sound_delay = 0;
8440 static unsigned int sound_delay_value = 0;
8442 if (!MovDelay[x][y]) /* start new growing cycle */
8446 if (DelayReached(&sound_delay, sound_delay_value))
8448 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8449 sound_delay_value = 30;
8453 if (MovDelay[x][y]) /* wait some time before growing bigger */
8456 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8458 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8459 6 - MovDelay[x][y]);
8461 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8464 if (!MovDelay[x][y])
8466 Feld[x][y] = Store[x][y];
8468 TEST_DrawLevelField(x, y);
8473 void AmoebaDisappearing(int x, int y)
8475 static unsigned int sound_delay = 0;
8476 static unsigned int sound_delay_value = 0;
8478 if (!MovDelay[x][y]) /* start new shrinking cycle */
8482 if (DelayReached(&sound_delay, sound_delay_value))
8483 sound_delay_value = 30;
8486 if (MovDelay[x][y]) /* wait some time before shrinking */
8489 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8491 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8492 6 - MovDelay[x][y]);
8494 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8497 if (!MovDelay[x][y])
8499 Feld[x][y] = EL_EMPTY;
8500 TEST_DrawLevelField(x, y);
8502 /* don't let mole enter this field in this cycle;
8503 (give priority to objects falling to this field from above) */
8509 void AmoebeAbleger(int ax, int ay)
8512 int element = Feld[ax][ay];
8513 int graphic = el2img(element);
8514 int newax = ax, neway = ay;
8515 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8516 static int xy[4][2] =
8524 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8526 Feld[ax][ay] = EL_AMOEBA_DEAD;
8527 TEST_DrawLevelField(ax, ay);
8531 if (IS_ANIMATED(graphic))
8532 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8534 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8535 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8537 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8540 if (MovDelay[ax][ay])
8544 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8547 int x = ax + xy[start][0];
8548 int y = ay + xy[start][1];
8550 if (!IN_LEV_FIELD(x, y))
8553 if (IS_FREE(x, y) ||
8554 CAN_GROW_INTO(Feld[x][y]) ||
8555 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8556 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8562 if (newax == ax && neway == ay)
8565 else /* normal or "filled" (BD style) amoeba */
8568 boolean waiting_for_player = FALSE;
8570 for (i = 0; i < NUM_DIRECTIONS; i++)
8572 int j = (start + i) % 4;
8573 int x = ax + xy[j][0];
8574 int y = ay + xy[j][1];
8576 if (!IN_LEV_FIELD(x, y))
8579 if (IS_FREE(x, y) ||
8580 CAN_GROW_INTO(Feld[x][y]) ||
8581 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8582 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8588 else if (IS_PLAYER(x, y))
8589 waiting_for_player = TRUE;
8592 if (newax == ax && neway == ay) /* amoeba cannot grow */
8594 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8596 Feld[ax][ay] = EL_AMOEBA_DEAD;
8597 TEST_DrawLevelField(ax, ay);
8598 AmoebaCnt[AmoebaNr[ax][ay]]--;
8600 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8602 if (element == EL_AMOEBA_FULL)
8603 AmoebeUmwandeln(ax, ay);
8604 else if (element == EL_BD_AMOEBA)
8605 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8610 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8612 /* amoeba gets larger by growing in some direction */
8614 int new_group_nr = AmoebaNr[ax][ay];
8617 if (new_group_nr == 0)
8619 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8620 printf("AmoebeAbleger(): This should never happen!\n");
8625 AmoebaNr[newax][neway] = new_group_nr;
8626 AmoebaCnt[new_group_nr]++;
8627 AmoebaCnt2[new_group_nr]++;
8629 /* if amoeba touches other amoeba(s) after growing, unify them */
8630 AmoebenVereinigen(newax, neway);
8632 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8634 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8640 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8641 (neway == lev_fieldy - 1 && newax != ax))
8643 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8644 Store[newax][neway] = element;
8646 else if (neway == ay || element == EL_EMC_DRIPPER)
8648 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8650 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8654 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8655 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8656 Store[ax][ay] = EL_AMOEBA_DROP;
8657 ContinueMoving(ax, ay);
8661 TEST_DrawLevelField(newax, neway);
8664 void Life(int ax, int ay)
8668 int element = Feld[ax][ay];
8669 int graphic = el2img(element);
8670 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8672 boolean changed = FALSE;
8674 if (IS_ANIMATED(graphic))
8675 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8680 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8681 MovDelay[ax][ay] = life_time;
8683 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8686 if (MovDelay[ax][ay])
8690 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8692 int xx = ax+x1, yy = ay+y1;
8695 if (!IN_LEV_FIELD(xx, yy))
8698 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8700 int x = xx+x2, y = yy+y2;
8702 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8705 if (((Feld[x][y] == element ||
8706 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8708 (IS_FREE(x, y) && Stop[x][y]))
8712 if (xx == ax && yy == ay) /* field in the middle */
8714 if (nachbarn < life_parameter[0] ||
8715 nachbarn > life_parameter[1])
8717 Feld[xx][yy] = EL_EMPTY;
8719 TEST_DrawLevelField(xx, yy);
8720 Stop[xx][yy] = TRUE;
8724 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8725 { /* free border field */
8726 if (nachbarn >= life_parameter[2] &&
8727 nachbarn <= life_parameter[3])
8729 Feld[xx][yy] = element;
8730 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8732 TEST_DrawLevelField(xx, yy);
8733 Stop[xx][yy] = TRUE;
8740 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8741 SND_GAME_OF_LIFE_GROWING);
8744 static void InitRobotWheel(int x, int y)
8746 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8749 static void RunRobotWheel(int x, int y)
8751 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8754 static void StopRobotWheel(int x, int y)
8756 if (ZX == x && ZY == y)
8760 game.robot_wheel_active = FALSE;
8764 static void InitTimegateWheel(int x, int y)
8766 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8769 static void RunTimegateWheel(int x, int y)
8771 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
8774 static void InitMagicBallDelay(int x, int y)
8776 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
8779 static void ActivateMagicBall(int bx, int by)
8783 if (level.ball_random)
8785 int pos_border = RND(8); /* select one of the eight border elements */
8786 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
8787 int xx = pos_content % 3;
8788 int yy = pos_content / 3;
8793 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8794 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8798 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
8800 int xx = x - bx + 1;
8801 int yy = y - by + 1;
8803 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8804 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8808 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
8811 void CheckExit(int x, int y)
8813 if (local_player->gems_still_needed > 0 ||
8814 local_player->sokobanfields_still_needed > 0 ||
8815 local_player->lights_still_needed > 0)
8817 int element = Feld[x][y];
8818 int graphic = el2img(element);
8820 if (IS_ANIMATED(graphic))
8821 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8826 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8829 Feld[x][y] = EL_EXIT_OPENING;
8831 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
8834 void CheckExitEM(int x, int y)
8836 if (local_player->gems_still_needed > 0 ||
8837 local_player->sokobanfields_still_needed > 0 ||
8838 local_player->lights_still_needed > 0)
8840 int element = Feld[x][y];
8841 int graphic = el2img(element);
8843 if (IS_ANIMATED(graphic))
8844 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8849 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8852 Feld[x][y] = EL_EM_EXIT_OPENING;
8854 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
8857 void CheckExitSteel(int x, int y)
8859 if (local_player->gems_still_needed > 0 ||
8860 local_player->sokobanfields_still_needed > 0 ||
8861 local_player->lights_still_needed > 0)
8863 int element = Feld[x][y];
8864 int graphic = el2img(element);
8866 if (IS_ANIMATED(graphic))
8867 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8872 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8875 Feld[x][y] = EL_STEEL_EXIT_OPENING;
8877 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
8880 void CheckExitSteelEM(int x, int y)
8882 if (local_player->gems_still_needed > 0 ||
8883 local_player->sokobanfields_still_needed > 0 ||
8884 local_player->lights_still_needed > 0)
8886 int element = Feld[x][y];
8887 int graphic = el2img(element);
8889 if (IS_ANIMATED(graphic))
8890 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8895 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8898 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
8900 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
8903 void CheckExitSP(int x, int y)
8905 if (local_player->gems_still_needed > 0)
8907 int element = Feld[x][y];
8908 int graphic = el2img(element);
8910 if (IS_ANIMATED(graphic))
8911 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8916 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8919 Feld[x][y] = EL_SP_EXIT_OPENING;
8921 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
8924 static void CloseAllOpenTimegates()
8928 SCAN_PLAYFIELD(x, y)
8930 int element = Feld[x][y];
8932 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
8934 Feld[x][y] = EL_TIMEGATE_CLOSING;
8936 PlayLevelSoundAction(x, y, ACTION_CLOSING);
8941 void DrawTwinkleOnField(int x, int y)
8943 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
8946 if (Feld[x][y] == EL_BD_DIAMOND)
8949 if (MovDelay[x][y] == 0) /* next animation frame */
8950 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
8952 if (MovDelay[x][y] != 0) /* wait some time before next frame */
8956 DrawLevelElementAnimation(x, y, Feld[x][y]);
8958 if (MovDelay[x][y] != 0)
8960 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
8961 10 - MovDelay[x][y]);
8963 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
8968 void MauerWaechst(int x, int y)
8972 if (!MovDelay[x][y]) /* next animation frame */
8973 MovDelay[x][y] = 3 * delay;
8975 if (MovDelay[x][y]) /* wait some time before next frame */
8979 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8981 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
8982 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
8984 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
8987 if (!MovDelay[x][y])
8989 if (MovDir[x][y] == MV_LEFT)
8991 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
8992 TEST_DrawLevelField(x - 1, y);
8994 else if (MovDir[x][y] == MV_RIGHT)
8996 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
8997 TEST_DrawLevelField(x + 1, y);
8999 else if (MovDir[x][y] == MV_UP)
9001 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9002 TEST_DrawLevelField(x, y - 1);
9006 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9007 TEST_DrawLevelField(x, y + 1);
9010 Feld[x][y] = Store[x][y];
9012 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9013 TEST_DrawLevelField(x, y);
9018 void MauerAbleger(int ax, int ay)
9020 int element = Feld[ax][ay];
9021 int graphic = el2img(element);
9022 boolean oben_frei = FALSE, unten_frei = FALSE;
9023 boolean links_frei = FALSE, rechts_frei = FALSE;
9024 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9025 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9026 boolean new_wall = FALSE;
9028 if (IS_ANIMATED(graphic))
9029 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9031 if (!MovDelay[ax][ay]) /* start building new wall */
9032 MovDelay[ax][ay] = 6;
9034 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9037 if (MovDelay[ax][ay])
9041 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9043 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9045 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9047 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9050 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9051 element == EL_EXPANDABLE_WALL_ANY)
9055 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9056 Store[ax][ay-1] = element;
9057 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9058 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9059 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9060 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9065 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9066 Store[ax][ay+1] = element;
9067 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9068 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9069 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9070 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9075 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9076 element == EL_EXPANDABLE_WALL_ANY ||
9077 element == EL_EXPANDABLE_WALL ||
9078 element == EL_BD_EXPANDABLE_WALL)
9082 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9083 Store[ax-1][ay] = element;
9084 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9085 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9086 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9087 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9093 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9094 Store[ax+1][ay] = element;
9095 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9096 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9097 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9098 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9103 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9104 TEST_DrawLevelField(ax, ay);
9106 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9108 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9109 unten_massiv = TRUE;
9110 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9111 links_massiv = TRUE;
9112 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9113 rechts_massiv = TRUE;
9115 if (((oben_massiv && unten_massiv) ||
9116 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9117 element == EL_EXPANDABLE_WALL) &&
9118 ((links_massiv && rechts_massiv) ||
9119 element == EL_EXPANDABLE_WALL_VERTICAL))
9120 Feld[ax][ay] = EL_WALL;
9123 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9126 void MauerAblegerStahl(int ax, int ay)
9128 int element = Feld[ax][ay];
9129 int graphic = el2img(element);
9130 boolean oben_frei = FALSE, unten_frei = FALSE;
9131 boolean links_frei = FALSE, rechts_frei = FALSE;
9132 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9133 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9134 boolean new_wall = FALSE;
9136 if (IS_ANIMATED(graphic))
9137 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9139 if (!MovDelay[ax][ay]) /* start building new wall */
9140 MovDelay[ax][ay] = 6;
9142 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9145 if (MovDelay[ax][ay])
9149 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9151 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9153 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9155 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9158 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9159 element == EL_EXPANDABLE_STEELWALL_ANY)
9163 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9164 Store[ax][ay-1] = element;
9165 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9166 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9167 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9168 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9173 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9174 Store[ax][ay+1] = element;
9175 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9176 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9177 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9178 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9183 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9184 element == EL_EXPANDABLE_STEELWALL_ANY)
9188 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9189 Store[ax-1][ay] = element;
9190 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9191 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9192 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9193 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9199 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9200 Store[ax+1][ay] = element;
9201 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9202 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9203 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9204 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9209 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9211 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9212 unten_massiv = TRUE;
9213 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9214 links_massiv = TRUE;
9215 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9216 rechts_massiv = TRUE;
9218 if (((oben_massiv && unten_massiv) ||
9219 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9220 ((links_massiv && rechts_massiv) ||
9221 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9222 Feld[ax][ay] = EL_STEELWALL;
9225 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9228 void CheckForDragon(int x, int y)
9231 boolean dragon_found = FALSE;
9232 static int xy[4][2] =
9240 for (i = 0; i < NUM_DIRECTIONS; i++)
9242 for (j = 0; j < 4; j++)
9244 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9246 if (IN_LEV_FIELD(xx, yy) &&
9247 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9249 if (Feld[xx][yy] == EL_DRAGON)
9250 dragon_found = TRUE;
9259 for (i = 0; i < NUM_DIRECTIONS; i++)
9261 for (j = 0; j < 3; j++)
9263 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9265 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9267 Feld[xx][yy] = EL_EMPTY;
9268 TEST_DrawLevelField(xx, yy);
9277 static void InitBuggyBase(int x, int y)
9279 int element = Feld[x][y];
9280 int activating_delay = FRAMES_PER_SECOND / 4;
9283 (element == EL_SP_BUGGY_BASE ?
9284 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9285 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9287 element == EL_SP_BUGGY_BASE_ACTIVE ?
9288 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9291 static void WarnBuggyBase(int x, int y)
9294 static int xy[4][2] =
9302 for (i = 0; i < NUM_DIRECTIONS; i++)
9304 int xx = x + xy[i][0];
9305 int yy = y + xy[i][1];
9307 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9309 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9316 static void InitTrap(int x, int y)
9318 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9321 static void ActivateTrap(int x, int y)
9323 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9326 static void ChangeActiveTrap(int x, int y)
9328 int graphic = IMG_TRAP_ACTIVE;
9330 /* if new animation frame was drawn, correct crumbled sand border */
9331 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9332 TEST_DrawLevelFieldCrumbled(x, y);
9335 static int getSpecialActionElement(int element, int number, int base_element)
9337 return (element != EL_EMPTY ? element :
9338 number != -1 ? base_element + number - 1 :
9342 static int getModifiedActionNumber(int value_old, int operator, int operand,
9343 int value_min, int value_max)
9345 int value_new = (operator == CA_MODE_SET ? operand :
9346 operator == CA_MODE_ADD ? value_old + operand :
9347 operator == CA_MODE_SUBTRACT ? value_old - operand :
9348 operator == CA_MODE_MULTIPLY ? value_old * operand :
9349 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9350 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9353 return (value_new < value_min ? value_min :
9354 value_new > value_max ? value_max :
9358 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9360 struct ElementInfo *ei = &element_info[element];
9361 struct ElementChangeInfo *change = &ei->change_page[page];
9362 int target_element = change->target_element;
9363 int action_type = change->action_type;
9364 int action_mode = change->action_mode;
9365 int action_arg = change->action_arg;
9366 int action_element = change->action_element;
9369 if (!change->has_action)
9372 /* ---------- determine action paramater values -------------------------- */
9374 int level_time_value =
9375 (level.time > 0 ? TimeLeft :
9378 int action_arg_element_raw =
9379 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9380 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9381 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9382 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9383 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9384 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9385 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9387 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9389 int action_arg_direction =
9390 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9391 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9392 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9393 change->actual_trigger_side :
9394 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9395 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9398 int action_arg_number_min =
9399 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9402 int action_arg_number_max =
9403 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9404 action_type == CA_SET_LEVEL_GEMS ? 999 :
9405 action_type == CA_SET_LEVEL_TIME ? 9999 :
9406 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9407 action_type == CA_SET_CE_VALUE ? 9999 :
9408 action_type == CA_SET_CE_SCORE ? 9999 :
9411 int action_arg_number_reset =
9412 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9413 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9414 action_type == CA_SET_LEVEL_TIME ? level.time :
9415 action_type == CA_SET_LEVEL_SCORE ? 0 :
9416 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9417 action_type == CA_SET_CE_SCORE ? 0 :
9420 int action_arg_number =
9421 (action_arg <= CA_ARG_MAX ? action_arg :
9422 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9423 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9424 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9425 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9426 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9427 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9428 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9429 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9430 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9431 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9432 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9433 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9434 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9435 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9436 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9437 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9438 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9439 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9440 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9441 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9442 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9445 int action_arg_number_old =
9446 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9447 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9448 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9449 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9450 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9453 int action_arg_number_new =
9454 getModifiedActionNumber(action_arg_number_old,
9455 action_mode, action_arg_number,
9456 action_arg_number_min, action_arg_number_max);
9458 int trigger_player_bits =
9459 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9460 change->actual_trigger_player_bits : change->trigger_player);
9462 int action_arg_player_bits =
9463 (action_arg >= CA_ARG_PLAYER_1 &&
9464 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9465 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9466 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9469 /* ---------- execute action -------------------------------------------- */
9471 switch (action_type)
9478 /* ---------- level actions ------------------------------------------- */
9480 case CA_RESTART_LEVEL:
9482 game.restart_level = TRUE;
9487 case CA_SHOW_ENVELOPE:
9489 int element = getSpecialActionElement(action_arg_element,
9490 action_arg_number, EL_ENVELOPE_1);
9492 if (IS_ENVELOPE(element))
9493 local_player->show_envelope = element;
9498 case CA_SET_LEVEL_TIME:
9500 if (level.time > 0) /* only modify limited time value */
9502 TimeLeft = action_arg_number_new;
9504 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9506 DisplayGameControlValues();
9508 if (!TimeLeft && setup.time_limit)
9509 for (i = 0; i < MAX_PLAYERS; i++)
9510 KillPlayer(&stored_player[i]);
9516 case CA_SET_LEVEL_SCORE:
9518 local_player->score = action_arg_number_new;
9520 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9522 DisplayGameControlValues();
9527 case CA_SET_LEVEL_GEMS:
9529 local_player->gems_still_needed = action_arg_number_new;
9531 game_panel_controls[GAME_PANEL_GEMS].value =
9532 local_player->gems_still_needed;
9534 DisplayGameControlValues();
9539 case CA_SET_LEVEL_WIND:
9541 game.wind_direction = action_arg_direction;
9546 case CA_SET_LEVEL_RANDOM_SEED:
9548 /* ensure that setting a new random seed while playing is predictable */
9549 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9554 /* ---------- player actions ------------------------------------------ */
9556 case CA_MOVE_PLAYER:
9558 /* automatically move to the next field in specified direction */
9559 for (i = 0; i < MAX_PLAYERS; i++)
9560 if (trigger_player_bits & (1 << i))
9561 stored_player[i].programmed_action = action_arg_direction;
9566 case CA_EXIT_PLAYER:
9568 for (i = 0; i < MAX_PLAYERS; i++)
9569 if (action_arg_player_bits & (1 << i))
9570 PlayerWins(&stored_player[i]);
9575 case CA_KILL_PLAYER:
9577 for (i = 0; i < MAX_PLAYERS; i++)
9578 if (action_arg_player_bits & (1 << i))
9579 KillPlayer(&stored_player[i]);
9584 case CA_SET_PLAYER_KEYS:
9586 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9587 int element = getSpecialActionElement(action_arg_element,
9588 action_arg_number, EL_KEY_1);
9590 if (IS_KEY(element))
9592 for (i = 0; i < MAX_PLAYERS; i++)
9594 if (trigger_player_bits & (1 << i))
9596 stored_player[i].key[KEY_NR(element)] = key_state;
9598 DrawGameDoorValues();
9606 case CA_SET_PLAYER_SPEED:
9608 for (i = 0; i < MAX_PLAYERS; i++)
9610 if (trigger_player_bits & (1 << i))
9612 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9614 if (action_arg == CA_ARG_SPEED_FASTER &&
9615 stored_player[i].cannot_move)
9617 action_arg_number = STEPSIZE_VERY_SLOW;
9619 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9620 action_arg == CA_ARG_SPEED_FASTER)
9622 action_arg_number = 2;
9623 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9626 else if (action_arg == CA_ARG_NUMBER_RESET)
9628 action_arg_number = level.initial_player_stepsize[i];
9632 getModifiedActionNumber(move_stepsize,
9635 action_arg_number_min,
9636 action_arg_number_max);
9638 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9645 case CA_SET_PLAYER_SHIELD:
9647 for (i = 0; i < MAX_PLAYERS; i++)
9649 if (trigger_player_bits & (1 << i))
9651 if (action_arg == CA_ARG_SHIELD_OFF)
9653 stored_player[i].shield_normal_time_left = 0;
9654 stored_player[i].shield_deadly_time_left = 0;
9656 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9658 stored_player[i].shield_normal_time_left = 999999;
9660 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9662 stored_player[i].shield_normal_time_left = 999999;
9663 stored_player[i].shield_deadly_time_left = 999999;
9671 case CA_SET_PLAYER_GRAVITY:
9673 for (i = 0; i < MAX_PLAYERS; i++)
9675 if (trigger_player_bits & (1 << i))
9677 stored_player[i].gravity =
9678 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9679 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9680 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9681 stored_player[i].gravity);
9688 case CA_SET_PLAYER_ARTWORK:
9690 for (i = 0; i < MAX_PLAYERS; i++)
9692 if (trigger_player_bits & (1 << i))
9694 int artwork_element = action_arg_element;
9696 if (action_arg == CA_ARG_ELEMENT_RESET)
9698 (level.use_artwork_element[i] ? level.artwork_element[i] :
9699 stored_player[i].element_nr);
9701 if (stored_player[i].artwork_element != artwork_element)
9702 stored_player[i].Frame = 0;
9704 stored_player[i].artwork_element = artwork_element;
9706 SetPlayerWaiting(&stored_player[i], FALSE);
9708 /* set number of special actions for bored and sleeping animation */
9709 stored_player[i].num_special_action_bored =
9710 get_num_special_action(artwork_element,
9711 ACTION_BORING_1, ACTION_BORING_LAST);
9712 stored_player[i].num_special_action_sleeping =
9713 get_num_special_action(artwork_element,
9714 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9721 case CA_SET_PLAYER_INVENTORY:
9723 for (i = 0; i < MAX_PLAYERS; i++)
9725 struct PlayerInfo *player = &stored_player[i];
9728 if (trigger_player_bits & (1 << i))
9730 int inventory_element = action_arg_element;
9732 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9733 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9734 action_arg == CA_ARG_ELEMENT_ACTION)
9736 int element = inventory_element;
9737 int collect_count = element_info[element].collect_count_initial;
9739 if (!IS_CUSTOM_ELEMENT(element))
9742 if (collect_count == 0)
9743 player->inventory_infinite_element = element;
9745 for (k = 0; k < collect_count; k++)
9746 if (player->inventory_size < MAX_INVENTORY_SIZE)
9747 player->inventory_element[player->inventory_size++] =
9750 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9751 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9752 action_arg == CA_ARG_INVENTORY_RM_ACTION)
9754 if (player->inventory_infinite_element != EL_UNDEFINED &&
9755 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
9756 action_arg_element_raw))
9757 player->inventory_infinite_element = EL_UNDEFINED;
9759 for (k = 0, j = 0; j < player->inventory_size; j++)
9761 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
9762 action_arg_element_raw))
9763 player->inventory_element[k++] = player->inventory_element[j];
9766 player->inventory_size = k;
9768 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
9770 if (player->inventory_size > 0)
9772 for (j = 0; j < player->inventory_size - 1; j++)
9773 player->inventory_element[j] = player->inventory_element[j + 1];
9775 player->inventory_size--;
9778 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
9780 if (player->inventory_size > 0)
9781 player->inventory_size--;
9783 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
9785 player->inventory_infinite_element = EL_UNDEFINED;
9786 player->inventory_size = 0;
9788 else if (action_arg == CA_ARG_INVENTORY_RESET)
9790 player->inventory_infinite_element = EL_UNDEFINED;
9791 player->inventory_size = 0;
9793 if (level.use_initial_inventory[i])
9795 for (j = 0; j < level.initial_inventory_size[i]; j++)
9797 int element = level.initial_inventory_content[i][j];
9798 int collect_count = element_info[element].collect_count_initial;
9800 if (!IS_CUSTOM_ELEMENT(element))
9803 if (collect_count == 0)
9804 player->inventory_infinite_element = element;
9806 for (k = 0; k < collect_count; k++)
9807 if (player->inventory_size < MAX_INVENTORY_SIZE)
9808 player->inventory_element[player->inventory_size++] =
9819 /* ---------- CE actions ---------------------------------------------- */
9821 case CA_SET_CE_VALUE:
9823 int last_ce_value = CustomValue[x][y];
9825 CustomValue[x][y] = action_arg_number_new;
9827 if (CustomValue[x][y] != last_ce_value)
9829 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
9830 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
9832 if (CustomValue[x][y] == 0)
9834 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
9835 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
9842 case CA_SET_CE_SCORE:
9844 int last_ce_score = ei->collect_score;
9846 ei->collect_score = action_arg_number_new;
9848 if (ei->collect_score != last_ce_score)
9850 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
9851 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
9853 if (ei->collect_score == 0)
9857 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
9858 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
9861 This is a very special case that seems to be a mixture between
9862 CheckElementChange() and CheckTriggeredElementChange(): while
9863 the first one only affects single elements that are triggered
9864 directly, the second one affects multiple elements in the playfield
9865 that are triggered indirectly by another element. This is a third
9866 case: Changing the CE score always affects multiple identical CEs,
9867 so every affected CE must be checked, not only the single CE for
9868 which the CE score was changed in the first place (as every instance
9869 of that CE shares the same CE score, and therefore also can change)!
9871 SCAN_PLAYFIELD(xx, yy)
9873 if (Feld[xx][yy] == element)
9874 CheckElementChange(xx, yy, element, EL_UNDEFINED,
9875 CE_SCORE_GETS_ZERO);
9883 case CA_SET_CE_ARTWORK:
9885 int artwork_element = action_arg_element;
9886 boolean reset_frame = FALSE;
9889 if (action_arg == CA_ARG_ELEMENT_RESET)
9890 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
9893 if (ei->gfx_element != artwork_element)
9896 ei->gfx_element = artwork_element;
9898 SCAN_PLAYFIELD(xx, yy)
9900 if (Feld[xx][yy] == element)
9904 ResetGfxAnimation(xx, yy);
9905 ResetRandomAnimationValue(xx, yy);
9908 TEST_DrawLevelField(xx, yy);
9915 /* ---------- engine actions ------------------------------------------ */
9917 case CA_SET_ENGINE_SCAN_MODE:
9919 InitPlayfieldScanMode(action_arg);
9929 static void CreateFieldExt(int x, int y, int element, boolean is_change)
9931 int old_element = Feld[x][y];
9932 int new_element = GetElementFromGroupElement(element);
9933 int previous_move_direction = MovDir[x][y];
9934 int last_ce_value = CustomValue[x][y];
9935 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
9936 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
9937 boolean add_player_onto_element = (new_element_is_player &&
9938 new_element != EL_SOKOBAN_FIELD_PLAYER &&
9939 IS_WALKABLE(old_element));
9941 if (!add_player_onto_element)
9943 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
9944 RemoveMovingField(x, y);
9948 Feld[x][y] = new_element;
9950 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
9951 MovDir[x][y] = previous_move_direction;
9953 if (element_info[new_element].use_last_ce_value)
9954 CustomValue[x][y] = last_ce_value;
9956 InitField_WithBug1(x, y, FALSE);
9958 new_element = Feld[x][y]; /* element may have changed */
9960 ResetGfxAnimation(x, y);
9961 ResetRandomAnimationValue(x, y);
9963 TEST_DrawLevelField(x, y);
9965 if (GFX_CRUMBLED(new_element))
9966 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
9969 /* check if element under the player changes from accessible to unaccessible
9970 (needed for special case of dropping element which then changes) */
9971 /* (must be checked after creating new element for walkable group elements) */
9972 if (IS_PLAYER(x, y) && !player_explosion_protected &&
9973 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
9980 /* "ChangeCount" not set yet to allow "entered by player" change one time */
9981 if (new_element_is_player)
9982 RelocatePlayer(x, y, new_element);
9985 ChangeCount[x][y]++; /* count number of changes in the same frame */
9987 TestIfBadThingTouchesPlayer(x, y);
9988 TestIfPlayerTouchesCustomElement(x, y);
9989 TestIfElementTouchesCustomElement(x, y);
9992 static void CreateField(int x, int y, int element)
9994 CreateFieldExt(x, y, element, FALSE);
9997 static void CreateElementFromChange(int x, int y, int element)
9999 element = GET_VALID_RUNTIME_ELEMENT(element);
10001 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10003 int old_element = Feld[x][y];
10005 /* prevent changed element from moving in same engine frame
10006 unless both old and new element can either fall or move */
10007 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10008 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10012 CreateFieldExt(x, y, element, TRUE);
10015 static boolean ChangeElement(int x, int y, int element, int page)
10017 struct ElementInfo *ei = &element_info[element];
10018 struct ElementChangeInfo *change = &ei->change_page[page];
10019 int ce_value = CustomValue[x][y];
10020 int ce_score = ei->collect_score;
10021 int target_element;
10022 int old_element = Feld[x][y];
10024 /* always use default change event to prevent running into a loop */
10025 if (ChangeEvent[x][y] == -1)
10026 ChangeEvent[x][y] = CE_DELAY;
10028 if (ChangeEvent[x][y] == CE_DELAY)
10030 /* reset actual trigger element, trigger player and action element */
10031 change->actual_trigger_element = EL_EMPTY;
10032 change->actual_trigger_player = EL_EMPTY;
10033 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10034 change->actual_trigger_side = CH_SIDE_NONE;
10035 change->actual_trigger_ce_value = 0;
10036 change->actual_trigger_ce_score = 0;
10039 /* do not change elements more than a specified maximum number of changes */
10040 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10043 ChangeCount[x][y]++; /* count number of changes in the same frame */
10045 if (change->explode)
10052 if (change->use_target_content)
10054 boolean complete_replace = TRUE;
10055 boolean can_replace[3][3];
10058 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10061 boolean is_walkable;
10062 boolean is_diggable;
10063 boolean is_collectible;
10064 boolean is_removable;
10065 boolean is_destructible;
10066 int ex = x + xx - 1;
10067 int ey = y + yy - 1;
10068 int content_element = change->target_content.e[xx][yy];
10071 can_replace[xx][yy] = TRUE;
10073 if (ex == x && ey == y) /* do not check changing element itself */
10076 if (content_element == EL_EMPTY_SPACE)
10078 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10083 if (!IN_LEV_FIELD(ex, ey))
10085 can_replace[xx][yy] = FALSE;
10086 complete_replace = FALSE;
10093 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10094 e = MovingOrBlocked2Element(ex, ey);
10096 is_empty = (IS_FREE(ex, ey) ||
10097 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10099 is_walkable = (is_empty || IS_WALKABLE(e));
10100 is_diggable = (is_empty || IS_DIGGABLE(e));
10101 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10102 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10103 is_removable = (is_diggable || is_collectible);
10105 can_replace[xx][yy] =
10106 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10107 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10108 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10109 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10110 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10111 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10112 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10114 if (!can_replace[xx][yy])
10115 complete_replace = FALSE;
10118 if (!change->only_if_complete || complete_replace)
10120 boolean something_has_changed = FALSE;
10122 if (change->only_if_complete && change->use_random_replace &&
10123 RND(100) < change->random_percentage)
10126 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10128 int ex = x + xx - 1;
10129 int ey = y + yy - 1;
10130 int content_element;
10132 if (can_replace[xx][yy] && (!change->use_random_replace ||
10133 RND(100) < change->random_percentage))
10135 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10136 RemoveMovingField(ex, ey);
10138 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10140 content_element = change->target_content.e[xx][yy];
10141 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10142 ce_value, ce_score);
10144 CreateElementFromChange(ex, ey, target_element);
10146 something_has_changed = TRUE;
10148 /* for symmetry reasons, freeze newly created border elements */
10149 if (ex != x || ey != y)
10150 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10154 if (something_has_changed)
10156 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10157 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10163 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10164 ce_value, ce_score);
10166 if (element == EL_DIAGONAL_GROWING ||
10167 element == EL_DIAGONAL_SHRINKING)
10169 target_element = Store[x][y];
10171 Store[x][y] = EL_EMPTY;
10174 CreateElementFromChange(x, y, target_element);
10176 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10177 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10180 /* this uses direct change before indirect change */
10181 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10186 static void HandleElementChange(int x, int y, int page)
10188 int element = MovingOrBlocked2Element(x, y);
10189 struct ElementInfo *ei = &element_info[element];
10190 struct ElementChangeInfo *change = &ei->change_page[page];
10191 boolean handle_action_before_change = FALSE;
10194 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10195 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10198 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10199 x, y, element, element_info[element].token_name);
10200 printf("HandleElementChange(): This should never happen!\n");
10205 /* this can happen with classic bombs on walkable, changing elements */
10206 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10211 if (ChangeDelay[x][y] == 0) /* initialize element change */
10213 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10215 if (change->can_change)
10217 /* !!! not clear why graphic animation should be reset at all here !!! */
10218 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10219 /* when a custom element is about to change (for example by change delay),
10220 do not reset graphic animation when the custom element is moving */
10221 if (!IS_MOVING(x, y))
10223 ResetGfxAnimation(x, y);
10224 ResetRandomAnimationValue(x, y);
10227 if (change->pre_change_function)
10228 change->pre_change_function(x, y);
10232 ChangeDelay[x][y]--;
10234 if (ChangeDelay[x][y] != 0) /* continue element change */
10236 if (change->can_change)
10238 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10240 if (IS_ANIMATED(graphic))
10241 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10243 if (change->change_function)
10244 change->change_function(x, y);
10247 else /* finish element change */
10249 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10251 page = ChangePage[x][y];
10252 ChangePage[x][y] = -1;
10254 change = &ei->change_page[page];
10257 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10259 ChangeDelay[x][y] = 1; /* try change after next move step */
10260 ChangePage[x][y] = page; /* remember page to use for change */
10265 /* special case: set new level random seed before changing element */
10266 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10267 handle_action_before_change = TRUE;
10269 if (change->has_action && handle_action_before_change)
10270 ExecuteCustomElementAction(x, y, element, page);
10272 if (change->can_change)
10274 if (ChangeElement(x, y, element, page))
10276 if (change->post_change_function)
10277 change->post_change_function(x, y);
10281 if (change->has_action && !handle_action_before_change)
10282 ExecuteCustomElementAction(x, y, element, page);
10286 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10287 int trigger_element,
10289 int trigger_player,
10293 boolean change_done_any = FALSE;
10294 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10297 if (!(trigger_events[trigger_element][trigger_event]))
10300 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10302 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10304 int element = EL_CUSTOM_START + i;
10305 boolean change_done = FALSE;
10308 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10309 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10312 for (p = 0; p < element_info[element].num_change_pages; p++)
10314 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10316 if (change->can_change_or_has_action &&
10317 change->has_event[trigger_event] &&
10318 change->trigger_side & trigger_side &&
10319 change->trigger_player & trigger_player &&
10320 change->trigger_page & trigger_page_bits &&
10321 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10323 change->actual_trigger_element = trigger_element;
10324 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10325 change->actual_trigger_player_bits = trigger_player;
10326 change->actual_trigger_side = trigger_side;
10327 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10328 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10330 if ((change->can_change && !change_done) || change->has_action)
10334 SCAN_PLAYFIELD(x, y)
10336 if (Feld[x][y] == element)
10338 if (change->can_change && !change_done)
10340 /* if element already changed in this frame, not only prevent
10341 another element change (checked in ChangeElement()), but
10342 also prevent additional element actions for this element */
10344 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10345 !level.use_action_after_change_bug)
10348 ChangeDelay[x][y] = 1;
10349 ChangeEvent[x][y] = trigger_event;
10351 HandleElementChange(x, y, p);
10353 else if (change->has_action)
10355 /* if element already changed in this frame, not only prevent
10356 another element change (checked in ChangeElement()), but
10357 also prevent additional element actions for this element */
10359 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10360 !level.use_action_after_change_bug)
10363 ExecuteCustomElementAction(x, y, element, p);
10364 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10369 if (change->can_change)
10371 change_done = TRUE;
10372 change_done_any = TRUE;
10379 RECURSION_LOOP_DETECTION_END();
10381 return change_done_any;
10384 static boolean CheckElementChangeExt(int x, int y,
10386 int trigger_element,
10388 int trigger_player,
10391 boolean change_done = FALSE;
10394 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10395 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10398 if (Feld[x][y] == EL_BLOCKED)
10400 Blocked2Moving(x, y, &x, &y);
10401 element = Feld[x][y];
10404 /* check if element has already changed or is about to change after moving */
10405 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10406 Feld[x][y] != element) ||
10408 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10409 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10410 ChangePage[x][y] != -1)))
10413 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10415 for (p = 0; p < element_info[element].num_change_pages; p++)
10417 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10419 /* check trigger element for all events where the element that is checked
10420 for changing interacts with a directly adjacent element -- this is
10421 different to element changes that affect other elements to change on the
10422 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10423 boolean check_trigger_element =
10424 (trigger_event == CE_TOUCHING_X ||
10425 trigger_event == CE_HITTING_X ||
10426 trigger_event == CE_HIT_BY_X ||
10427 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10429 if (change->can_change_or_has_action &&
10430 change->has_event[trigger_event] &&
10431 change->trigger_side & trigger_side &&
10432 change->trigger_player & trigger_player &&
10433 (!check_trigger_element ||
10434 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10436 change->actual_trigger_element = trigger_element;
10437 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10438 change->actual_trigger_player_bits = trigger_player;
10439 change->actual_trigger_side = trigger_side;
10440 change->actual_trigger_ce_value = CustomValue[x][y];
10441 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10443 /* special case: trigger element not at (x,y) position for some events */
10444 if (check_trigger_element)
10456 { 0, 0 }, { 0, 0 }, { 0, 0 },
10460 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10461 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10463 change->actual_trigger_ce_value = CustomValue[xx][yy];
10464 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10467 if (change->can_change && !change_done)
10469 ChangeDelay[x][y] = 1;
10470 ChangeEvent[x][y] = trigger_event;
10472 HandleElementChange(x, y, p);
10474 change_done = TRUE;
10476 else if (change->has_action)
10478 ExecuteCustomElementAction(x, y, element, p);
10479 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10484 RECURSION_LOOP_DETECTION_END();
10486 return change_done;
10489 static void PlayPlayerSound(struct PlayerInfo *player)
10491 int jx = player->jx, jy = player->jy;
10492 int sound_element = player->artwork_element;
10493 int last_action = player->last_action_waiting;
10494 int action = player->action_waiting;
10496 if (player->is_waiting)
10498 if (action != last_action)
10499 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10501 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10505 if (action != last_action)
10506 StopSound(element_info[sound_element].sound[last_action]);
10508 if (last_action == ACTION_SLEEPING)
10509 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10513 static void PlayAllPlayersSound()
10517 for (i = 0; i < MAX_PLAYERS; i++)
10518 if (stored_player[i].active)
10519 PlayPlayerSound(&stored_player[i]);
10522 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10524 boolean last_waiting = player->is_waiting;
10525 int move_dir = player->MovDir;
10527 player->dir_waiting = move_dir;
10528 player->last_action_waiting = player->action_waiting;
10532 if (!last_waiting) /* not waiting -> waiting */
10534 player->is_waiting = TRUE;
10536 player->frame_counter_bored =
10538 game.player_boring_delay_fixed +
10539 GetSimpleRandom(game.player_boring_delay_random);
10540 player->frame_counter_sleeping =
10542 game.player_sleeping_delay_fixed +
10543 GetSimpleRandom(game.player_sleeping_delay_random);
10545 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10548 if (game.player_sleeping_delay_fixed +
10549 game.player_sleeping_delay_random > 0 &&
10550 player->anim_delay_counter == 0 &&
10551 player->post_delay_counter == 0 &&
10552 FrameCounter >= player->frame_counter_sleeping)
10553 player->is_sleeping = TRUE;
10554 else if (game.player_boring_delay_fixed +
10555 game.player_boring_delay_random > 0 &&
10556 FrameCounter >= player->frame_counter_bored)
10557 player->is_bored = TRUE;
10559 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10560 player->is_bored ? ACTION_BORING :
10563 if (player->is_sleeping && player->use_murphy)
10565 /* special case for sleeping Murphy when leaning against non-free tile */
10567 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10568 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10569 !IS_MOVING(player->jx - 1, player->jy)))
10570 move_dir = MV_LEFT;
10571 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10572 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10573 !IS_MOVING(player->jx + 1, player->jy)))
10574 move_dir = MV_RIGHT;
10576 player->is_sleeping = FALSE;
10578 player->dir_waiting = move_dir;
10581 if (player->is_sleeping)
10583 if (player->num_special_action_sleeping > 0)
10585 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10587 int last_special_action = player->special_action_sleeping;
10588 int num_special_action = player->num_special_action_sleeping;
10589 int special_action =
10590 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10591 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10592 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10593 last_special_action + 1 : ACTION_SLEEPING);
10594 int special_graphic =
10595 el_act_dir2img(player->artwork_element, special_action, move_dir);
10597 player->anim_delay_counter =
10598 graphic_info[special_graphic].anim_delay_fixed +
10599 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10600 player->post_delay_counter =
10601 graphic_info[special_graphic].post_delay_fixed +
10602 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10604 player->special_action_sleeping = special_action;
10607 if (player->anim_delay_counter > 0)
10609 player->action_waiting = player->special_action_sleeping;
10610 player->anim_delay_counter--;
10612 else if (player->post_delay_counter > 0)
10614 player->post_delay_counter--;
10618 else if (player->is_bored)
10620 if (player->num_special_action_bored > 0)
10622 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10624 int special_action =
10625 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10626 int special_graphic =
10627 el_act_dir2img(player->artwork_element, special_action, move_dir);
10629 player->anim_delay_counter =
10630 graphic_info[special_graphic].anim_delay_fixed +
10631 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10632 player->post_delay_counter =
10633 graphic_info[special_graphic].post_delay_fixed +
10634 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10636 player->special_action_bored = special_action;
10639 if (player->anim_delay_counter > 0)
10641 player->action_waiting = player->special_action_bored;
10642 player->anim_delay_counter--;
10644 else if (player->post_delay_counter > 0)
10646 player->post_delay_counter--;
10651 else if (last_waiting) /* waiting -> not waiting */
10653 player->is_waiting = FALSE;
10654 player->is_bored = FALSE;
10655 player->is_sleeping = FALSE;
10657 player->frame_counter_bored = -1;
10658 player->frame_counter_sleeping = -1;
10660 player->anim_delay_counter = 0;
10661 player->post_delay_counter = 0;
10663 player->dir_waiting = player->MovDir;
10664 player->action_waiting = ACTION_DEFAULT;
10666 player->special_action_bored = ACTION_DEFAULT;
10667 player->special_action_sleeping = ACTION_DEFAULT;
10671 static void CheckSingleStepMode(struct PlayerInfo *player)
10673 if (tape.single_step && tape.recording && !tape.pausing)
10675 /* as it is called "single step mode", just return to pause mode when the
10676 player stopped moving after one tile (or never starts moving at all) */
10677 if (!player->is_moving && !player->is_pushing)
10679 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10680 SnapField(player, 0, 0); /* stop snapping */
10685 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10687 int left = player_action & JOY_LEFT;
10688 int right = player_action & JOY_RIGHT;
10689 int up = player_action & JOY_UP;
10690 int down = player_action & JOY_DOWN;
10691 int button1 = player_action & JOY_BUTTON_1;
10692 int button2 = player_action & JOY_BUTTON_2;
10693 int dx = (left ? -1 : right ? 1 : 0);
10694 int dy = (up ? -1 : down ? 1 : 0);
10696 if (!player->active || tape.pausing)
10702 SnapField(player, dx, dy);
10706 DropElement(player);
10708 MovePlayer(player, dx, dy);
10711 CheckSingleStepMode(player);
10713 SetPlayerWaiting(player, FALSE);
10715 return player_action;
10719 /* no actions for this player (no input at player's configured device) */
10721 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
10722 SnapField(player, 0, 0);
10723 CheckGravityMovementWhenNotMoving(player);
10725 if (player->MovPos == 0)
10726 SetPlayerWaiting(player, TRUE);
10728 if (player->MovPos == 0) /* needed for tape.playing */
10729 player->is_moving = FALSE;
10731 player->is_dropping = FALSE;
10732 player->is_dropping_pressed = FALSE;
10733 player->drop_pressed_delay = 0;
10735 CheckSingleStepMode(player);
10741 static void CheckLevelTime()
10745 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
10746 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10748 if (level.native_em_level->lev->home == 0) /* all players at home */
10750 PlayerWins(local_player);
10752 AllPlayersGone = TRUE;
10754 level.native_em_level->lev->home = -1;
10757 if (level.native_em_level->ply[0]->alive == 0 &&
10758 level.native_em_level->ply[1]->alive == 0 &&
10759 level.native_em_level->ply[2]->alive == 0 &&
10760 level.native_em_level->ply[3]->alive == 0) /* all dead */
10761 AllPlayersGone = TRUE;
10763 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
10765 if (game_sp.LevelSolved &&
10766 !game_sp.GameOver) /* game won */
10768 PlayerWins(local_player);
10770 game_sp.GameOver = TRUE;
10772 AllPlayersGone = TRUE;
10775 if (game_sp.GameOver) /* game lost */
10776 AllPlayersGone = TRUE;
10779 if (TimeFrames >= FRAMES_PER_SECOND)
10784 for (i = 0; i < MAX_PLAYERS; i++)
10786 struct PlayerInfo *player = &stored_player[i];
10788 if (SHIELD_ON(player))
10790 player->shield_normal_time_left--;
10792 if (player->shield_deadly_time_left > 0)
10793 player->shield_deadly_time_left--;
10797 if (!local_player->LevelSolved && !level.use_step_counter)
10805 if (TimeLeft <= 10 && setup.time_limit)
10806 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
10808 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
10809 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
10811 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10813 if (!TimeLeft && setup.time_limit)
10815 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10816 level.native_em_level->lev->killed_out_of_time = TRUE;
10818 for (i = 0; i < MAX_PLAYERS; i++)
10819 KillPlayer(&stored_player[i]);
10822 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
10824 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
10827 level.native_em_level->lev->time =
10828 (game.no_time_limit ? TimePlayed : TimeLeft);
10831 if (tape.recording || tape.playing)
10832 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
10835 UpdateAndDisplayGameControlValues();
10838 void AdvanceFrameAndPlayerCounters(int player_nr)
10842 /* advance frame counters (global frame counter and time frame counter) */
10846 /* advance player counters (counters for move delay, move animation etc.) */
10847 for (i = 0; i < MAX_PLAYERS; i++)
10849 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
10850 int move_delay_value = stored_player[i].move_delay_value;
10851 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
10853 if (!advance_player_counters) /* not all players may be affected */
10856 if (move_frames == 0) /* less than one move per game frame */
10858 int stepsize = TILEX / move_delay_value;
10859 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
10860 int count = (stored_player[i].is_moving ?
10861 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
10863 if (count % delay == 0)
10867 stored_player[i].Frame += move_frames;
10869 if (stored_player[i].MovPos != 0)
10870 stored_player[i].StepFrame += move_frames;
10872 if (stored_player[i].move_delay > 0)
10873 stored_player[i].move_delay--;
10875 /* due to bugs in previous versions, counter must count up, not down */
10876 if (stored_player[i].push_delay != -1)
10877 stored_player[i].push_delay++;
10879 if (stored_player[i].drop_delay > 0)
10880 stored_player[i].drop_delay--;
10882 if (stored_player[i].is_dropping_pressed)
10883 stored_player[i].drop_pressed_delay++;
10887 void StartGameActions(boolean init_network_game, boolean record_tape,
10890 unsigned int new_random_seed = InitRND(random_seed);
10893 TapeStartRecording(new_random_seed);
10895 #if defined(NETWORK_AVALIABLE)
10896 if (init_network_game)
10898 SendToServer_StartPlaying();
10909 static unsigned int game_frame_delay = 0;
10910 unsigned int game_frame_delay_value;
10911 byte *recorded_player_action;
10912 byte summarized_player_action = 0;
10913 byte tape_action[MAX_PLAYERS];
10916 /* detect endless loops, caused by custom element programming */
10917 if (recursion_loop_detected && recursion_loop_depth == 0)
10919 char *message = getStringCat3("Internal Error! Element ",
10920 EL_NAME(recursion_loop_element),
10921 " caused endless loop! Quit the game?");
10923 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
10924 EL_NAME(recursion_loop_element));
10926 RequestQuitGameExt(FALSE, level_editor_test_game, message);
10928 recursion_loop_detected = FALSE; /* if game should be continued */
10935 if (game.restart_level)
10936 StartGameActions(options.network, setup.autorecord, level.random_seed);
10938 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
10939 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10941 if (level.native_em_level->lev->home == 0) /* all players at home */
10943 PlayerWins(local_player);
10945 AllPlayersGone = TRUE;
10947 level.native_em_level->lev->home = -1;
10950 if (level.native_em_level->ply[0]->alive == 0 &&
10951 level.native_em_level->ply[1]->alive == 0 &&
10952 level.native_em_level->ply[2]->alive == 0 &&
10953 level.native_em_level->ply[3]->alive == 0) /* all dead */
10954 AllPlayersGone = TRUE;
10956 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
10958 if (game_sp.LevelSolved &&
10959 !game_sp.GameOver) /* game won */
10961 PlayerWins(local_player);
10963 game_sp.GameOver = TRUE;
10965 AllPlayersGone = TRUE;
10968 if (game_sp.GameOver) /* game lost */
10969 AllPlayersGone = TRUE;
10972 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
10975 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
10978 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
10981 game_frame_delay_value =
10982 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
10984 if (tape.playing && tape.warp_forward && !tape.pausing)
10985 game_frame_delay_value = 0;
10987 /* ---------- main game synchronization point ---------- */
10989 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
10991 if (network_playing && !network_player_action_received)
10993 /* try to get network player actions in time */
10995 #if defined(NETWORK_AVALIABLE)
10996 /* last chance to get network player actions without main loop delay */
10997 HandleNetworking();
11000 /* game was quit by network peer */
11001 if (game_status != GAME_MODE_PLAYING)
11004 if (!network_player_action_received)
11005 return; /* failed to get network player actions in time */
11007 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11013 /* at this point we know that we really continue executing the game */
11015 network_player_action_received = FALSE;
11017 /* when playing tape, read previously recorded player input from tape data */
11018 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11020 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11024 if (tape.set_centered_player)
11026 game.centered_player_nr_next = tape.centered_player_nr_next;
11027 game.set_centered_player = TRUE;
11030 for (i = 0; i < MAX_PLAYERS; i++)
11032 summarized_player_action |= stored_player[i].action;
11034 if (!network_playing && (game.team_mode || tape.playing))
11035 stored_player[i].effective_action = stored_player[i].action;
11038 #if defined(NETWORK_AVALIABLE)
11039 if (network_playing)
11040 SendToServer_MovePlayer(summarized_player_action);
11043 if (!options.network && !game.team_mode)
11044 local_player->effective_action = summarized_player_action;
11046 if (tape.recording &&
11048 setup.input_on_focus &&
11049 game.centered_player_nr != -1)
11051 for (i = 0; i < MAX_PLAYERS; i++)
11052 stored_player[i].effective_action =
11053 (i == game.centered_player_nr ? summarized_player_action : 0);
11056 if (recorded_player_action != NULL)
11057 for (i = 0; i < MAX_PLAYERS; i++)
11058 stored_player[i].effective_action = recorded_player_action[i];
11060 for (i = 0; i < MAX_PLAYERS; i++)
11062 tape_action[i] = stored_player[i].effective_action;
11064 /* (this may happen in the RND game engine if a player was not present on
11065 the playfield on level start, but appeared later from a custom element */
11066 if (setup.team_mode &&
11069 !tape.player_participates[i])
11070 tape.player_participates[i] = TRUE;
11073 /* only record actions from input devices, but not programmed actions */
11074 if (tape.recording)
11075 TapeRecordAction(tape_action);
11077 #if USE_NEW_PLAYER_ASSIGNMENTS
11078 // !!! also map player actions in single player mode !!!
11079 // if (game.team_mode)
11081 byte mapped_action[MAX_PLAYERS];
11083 #if DEBUG_PLAYER_ACTIONS
11085 for (i = 0; i < MAX_PLAYERS; i++)
11086 printf(" %d, ", stored_player[i].effective_action);
11089 for (i = 0; i < MAX_PLAYERS; i++)
11090 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11092 for (i = 0; i < MAX_PLAYERS; i++)
11093 stored_player[i].effective_action = mapped_action[i];
11095 #if DEBUG_PLAYER_ACTIONS
11097 for (i = 0; i < MAX_PLAYERS; i++)
11098 printf(" %d, ", stored_player[i].effective_action);
11102 #if DEBUG_PLAYER_ACTIONS
11106 for (i = 0; i < MAX_PLAYERS; i++)
11107 printf(" %d, ", stored_player[i].effective_action);
11113 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11115 GameActions_EM_Main();
11117 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11119 GameActions_SP_Main();
11127 void GameActions_EM_Main()
11129 byte effective_action[MAX_PLAYERS];
11130 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11133 for (i = 0; i < MAX_PLAYERS; i++)
11134 effective_action[i] = stored_player[i].effective_action;
11136 GameActions_EM(effective_action, warp_mode);
11140 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11143 void GameActions_SP_Main()
11145 byte effective_action[MAX_PLAYERS];
11146 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11149 for (i = 0; i < MAX_PLAYERS; i++)
11150 effective_action[i] = stored_player[i].effective_action;
11152 GameActions_SP(effective_action, warp_mode);
11156 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11159 void GameActions_RND()
11161 int magic_wall_x = 0, magic_wall_y = 0;
11162 int i, x, y, element, graphic;
11164 InitPlayfieldScanModeVars();
11166 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11168 SCAN_PLAYFIELD(x, y)
11170 ChangeCount[x][y] = 0;
11171 ChangeEvent[x][y] = -1;
11175 if (game.set_centered_player)
11177 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11179 /* switching to "all players" only possible if all players fit to screen */
11180 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11182 game.centered_player_nr_next = game.centered_player_nr;
11183 game.set_centered_player = FALSE;
11186 /* do not switch focus to non-existing (or non-active) player */
11187 if (game.centered_player_nr_next >= 0 &&
11188 !stored_player[game.centered_player_nr_next].active)
11190 game.centered_player_nr_next = game.centered_player_nr;
11191 game.set_centered_player = FALSE;
11195 if (game.set_centered_player &&
11196 ScreenMovPos == 0) /* screen currently aligned at tile position */
11200 if (game.centered_player_nr_next == -1)
11202 setScreenCenteredToAllPlayers(&sx, &sy);
11206 sx = stored_player[game.centered_player_nr_next].jx;
11207 sy = stored_player[game.centered_player_nr_next].jy;
11210 game.centered_player_nr = game.centered_player_nr_next;
11211 game.set_centered_player = FALSE;
11213 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11214 DrawGameDoorValues();
11217 for (i = 0; i < MAX_PLAYERS; i++)
11219 int actual_player_action = stored_player[i].effective_action;
11222 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11223 - rnd_equinox_tetrachloride 048
11224 - rnd_equinox_tetrachloride_ii 096
11225 - rnd_emanuel_schmieg 002
11226 - doctor_sloan_ww 001, 020
11228 if (stored_player[i].MovPos == 0)
11229 CheckGravityMovement(&stored_player[i]);
11232 /* overwrite programmed action with tape action */
11233 if (stored_player[i].programmed_action)
11234 actual_player_action = stored_player[i].programmed_action;
11236 PlayerActions(&stored_player[i], actual_player_action);
11238 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11241 ScrollScreen(NULL, SCROLL_GO_ON);
11243 /* for backwards compatibility, the following code emulates a fixed bug that
11244 occured when pushing elements (causing elements that just made their last
11245 pushing step to already (if possible) make their first falling step in the
11246 same game frame, which is bad); this code is also needed to use the famous
11247 "spring push bug" which is used in older levels and might be wanted to be
11248 used also in newer levels, but in this case the buggy pushing code is only
11249 affecting the "spring" element and no other elements */
11251 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11253 for (i = 0; i < MAX_PLAYERS; i++)
11255 struct PlayerInfo *player = &stored_player[i];
11256 int x = player->jx;
11257 int y = player->jy;
11259 if (player->active && player->is_pushing && player->is_moving &&
11261 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11262 Feld[x][y] == EL_SPRING))
11264 ContinueMoving(x, y);
11266 /* continue moving after pushing (this is actually a bug) */
11267 if (!IS_MOVING(x, y))
11268 Stop[x][y] = FALSE;
11273 SCAN_PLAYFIELD(x, y)
11275 ChangeCount[x][y] = 0;
11276 ChangeEvent[x][y] = -1;
11278 /* this must be handled before main playfield loop */
11279 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11282 if (MovDelay[x][y] <= 0)
11286 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11289 if (MovDelay[x][y] <= 0)
11292 TEST_DrawLevelField(x, y);
11294 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11299 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11301 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11302 printf("GameActions(): This should never happen!\n");
11304 ChangePage[x][y] = -1;
11308 Stop[x][y] = FALSE;
11309 if (WasJustMoving[x][y] > 0)
11310 WasJustMoving[x][y]--;
11311 if (WasJustFalling[x][y] > 0)
11312 WasJustFalling[x][y]--;
11313 if (CheckCollision[x][y] > 0)
11314 CheckCollision[x][y]--;
11315 if (CheckImpact[x][y] > 0)
11316 CheckImpact[x][y]--;
11320 /* reset finished pushing action (not done in ContinueMoving() to allow
11321 continuous pushing animation for elements with zero push delay) */
11322 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11324 ResetGfxAnimation(x, y);
11325 TEST_DrawLevelField(x, y);
11329 if (IS_BLOCKED(x, y))
11333 Blocked2Moving(x, y, &oldx, &oldy);
11334 if (!IS_MOVING(oldx, oldy))
11336 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11337 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11338 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11339 printf("GameActions(): This should never happen!\n");
11345 SCAN_PLAYFIELD(x, y)
11347 element = Feld[x][y];
11348 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11350 ResetGfxFrame(x, y, TRUE);
11352 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11353 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11354 ResetRandomAnimationValue(x, y);
11356 SetRandomAnimationValue(x, y);
11358 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11360 if (IS_INACTIVE(element))
11362 if (IS_ANIMATED(graphic))
11363 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11368 /* this may take place after moving, so 'element' may have changed */
11369 if (IS_CHANGING(x, y) &&
11370 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11372 int page = element_info[element].event_page_nr[CE_DELAY];
11374 HandleElementChange(x, y, page);
11376 element = Feld[x][y];
11377 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11380 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11384 element = Feld[x][y];
11385 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11387 if (IS_ANIMATED(graphic) &&
11388 !IS_MOVING(x, y) &&
11390 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11392 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11393 TEST_DrawTwinkleOnField(x, y);
11395 else if ((element == EL_ACID ||
11396 element == EL_EXIT_OPEN ||
11397 element == EL_EM_EXIT_OPEN ||
11398 element == EL_SP_EXIT_OPEN ||
11399 element == EL_STEEL_EXIT_OPEN ||
11400 element == EL_EM_STEEL_EXIT_OPEN ||
11401 element == EL_SP_TERMINAL ||
11402 element == EL_SP_TERMINAL_ACTIVE ||
11403 element == EL_EXTRA_TIME ||
11404 element == EL_SHIELD_NORMAL ||
11405 element == EL_SHIELD_DEADLY) &&
11406 IS_ANIMATED(graphic))
11407 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11408 else if (IS_MOVING(x, y))
11409 ContinueMoving(x, y);
11410 else if (IS_ACTIVE_BOMB(element))
11411 CheckDynamite(x, y);
11412 else if (element == EL_AMOEBA_GROWING)
11413 AmoebeWaechst(x, y);
11414 else if (element == EL_AMOEBA_SHRINKING)
11415 AmoebaDisappearing(x, y);
11417 #if !USE_NEW_AMOEBA_CODE
11418 else if (IS_AMOEBALIVE(element))
11419 AmoebeAbleger(x, y);
11422 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11424 else if (element == EL_EXIT_CLOSED)
11426 else if (element == EL_EM_EXIT_CLOSED)
11428 else if (element == EL_STEEL_EXIT_CLOSED)
11429 CheckExitSteel(x, y);
11430 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11431 CheckExitSteelEM(x, y);
11432 else if (element == EL_SP_EXIT_CLOSED)
11434 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11435 element == EL_EXPANDABLE_STEELWALL_GROWING)
11436 MauerWaechst(x, y);
11437 else if (element == EL_EXPANDABLE_WALL ||
11438 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11439 element == EL_EXPANDABLE_WALL_VERTICAL ||
11440 element == EL_EXPANDABLE_WALL_ANY ||
11441 element == EL_BD_EXPANDABLE_WALL)
11442 MauerAbleger(x, y);
11443 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11444 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11445 element == EL_EXPANDABLE_STEELWALL_ANY)
11446 MauerAblegerStahl(x, y);
11447 else if (element == EL_FLAMES)
11448 CheckForDragon(x, y);
11449 else if (element == EL_EXPLOSION)
11450 ; /* drawing of correct explosion animation is handled separately */
11451 else if (element == EL_ELEMENT_SNAPPING ||
11452 element == EL_DIAGONAL_SHRINKING ||
11453 element == EL_DIAGONAL_GROWING)
11455 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11457 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11459 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11460 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11462 if (IS_BELT_ACTIVE(element))
11463 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11465 if (game.magic_wall_active)
11467 int jx = local_player->jx, jy = local_player->jy;
11469 /* play the element sound at the position nearest to the player */
11470 if ((element == EL_MAGIC_WALL_FULL ||
11471 element == EL_MAGIC_WALL_ACTIVE ||
11472 element == EL_MAGIC_WALL_EMPTYING ||
11473 element == EL_BD_MAGIC_WALL_FULL ||
11474 element == EL_BD_MAGIC_WALL_ACTIVE ||
11475 element == EL_BD_MAGIC_WALL_EMPTYING ||
11476 element == EL_DC_MAGIC_WALL_FULL ||
11477 element == EL_DC_MAGIC_WALL_ACTIVE ||
11478 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11479 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11487 #if USE_NEW_AMOEBA_CODE
11488 /* new experimental amoeba growth stuff */
11489 if (!(FrameCounter % 8))
11491 static unsigned int random = 1684108901;
11493 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11495 x = RND(lev_fieldx);
11496 y = RND(lev_fieldy);
11497 element = Feld[x][y];
11499 if (!IS_PLAYER(x,y) &&
11500 (element == EL_EMPTY ||
11501 CAN_GROW_INTO(element) ||
11502 element == EL_QUICKSAND_EMPTY ||
11503 element == EL_QUICKSAND_FAST_EMPTY ||
11504 element == EL_ACID_SPLASH_LEFT ||
11505 element == EL_ACID_SPLASH_RIGHT))
11507 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11508 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11509 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11510 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11511 Feld[x][y] = EL_AMOEBA_DROP;
11514 random = random * 129 + 1;
11519 game.explosions_delayed = FALSE;
11521 SCAN_PLAYFIELD(x, y)
11523 element = Feld[x][y];
11525 if (ExplodeField[x][y])
11526 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11527 else if (element == EL_EXPLOSION)
11528 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11530 ExplodeField[x][y] = EX_TYPE_NONE;
11533 game.explosions_delayed = TRUE;
11535 if (game.magic_wall_active)
11537 if (!(game.magic_wall_time_left % 4))
11539 int element = Feld[magic_wall_x][magic_wall_y];
11541 if (element == EL_BD_MAGIC_WALL_FULL ||
11542 element == EL_BD_MAGIC_WALL_ACTIVE ||
11543 element == EL_BD_MAGIC_WALL_EMPTYING)
11544 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
11545 else if (element == EL_DC_MAGIC_WALL_FULL ||
11546 element == EL_DC_MAGIC_WALL_ACTIVE ||
11547 element == EL_DC_MAGIC_WALL_EMPTYING)
11548 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
11550 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
11553 if (game.magic_wall_time_left > 0)
11555 game.magic_wall_time_left--;
11557 if (!game.magic_wall_time_left)
11559 SCAN_PLAYFIELD(x, y)
11561 element = Feld[x][y];
11563 if (element == EL_MAGIC_WALL_ACTIVE ||
11564 element == EL_MAGIC_WALL_FULL)
11566 Feld[x][y] = EL_MAGIC_WALL_DEAD;
11567 TEST_DrawLevelField(x, y);
11569 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
11570 element == EL_BD_MAGIC_WALL_FULL)
11572 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
11573 TEST_DrawLevelField(x, y);
11575 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
11576 element == EL_DC_MAGIC_WALL_FULL)
11578 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
11579 TEST_DrawLevelField(x, y);
11583 game.magic_wall_active = FALSE;
11588 if (game.light_time_left > 0)
11590 game.light_time_left--;
11592 if (game.light_time_left == 0)
11593 RedrawAllLightSwitchesAndInvisibleElements();
11596 if (game.timegate_time_left > 0)
11598 game.timegate_time_left--;
11600 if (game.timegate_time_left == 0)
11601 CloseAllOpenTimegates();
11604 if (game.lenses_time_left > 0)
11606 game.lenses_time_left--;
11608 if (game.lenses_time_left == 0)
11609 RedrawAllInvisibleElementsForLenses();
11612 if (game.magnify_time_left > 0)
11614 game.magnify_time_left--;
11616 if (game.magnify_time_left == 0)
11617 RedrawAllInvisibleElementsForMagnifier();
11620 for (i = 0; i < MAX_PLAYERS; i++)
11622 struct PlayerInfo *player = &stored_player[i];
11624 if (SHIELD_ON(player))
11626 if (player->shield_deadly_time_left)
11627 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
11628 else if (player->shield_normal_time_left)
11629 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
11633 #if USE_DELAYED_GFX_REDRAW
11634 SCAN_PLAYFIELD(x, y)
11636 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
11638 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
11639 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
11641 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
11642 DrawLevelField(x, y);
11644 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
11645 DrawLevelFieldCrumbled(x, y);
11647 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
11648 DrawLevelFieldCrumbledNeighbours(x, y);
11650 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
11651 DrawTwinkleOnField(x, y);
11654 GfxRedraw[x][y] = GFX_REDRAW_NONE;
11661 PlayAllPlayersSound();
11663 if (options.debug) /* calculate frames per second */
11665 static unsigned int fps_counter = 0;
11666 static int fps_frames = 0;
11667 unsigned int fps_delay_ms = Counter() - fps_counter;
11671 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
11673 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11676 fps_counter = Counter();
11679 redraw_mask |= REDRAW_FPS;
11682 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11684 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
11686 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
11688 local_player->show_envelope = 0;
11691 /* use random number generator in every frame to make it less predictable */
11692 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
11696 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
11698 int min_x = x, min_y = y, max_x = x, max_y = y;
11701 for (i = 0; i < MAX_PLAYERS; i++)
11703 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11705 if (!stored_player[i].active || &stored_player[i] == player)
11708 min_x = MIN(min_x, jx);
11709 min_y = MIN(min_y, jy);
11710 max_x = MAX(max_x, jx);
11711 max_y = MAX(max_y, jy);
11714 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
11717 static boolean AllPlayersInVisibleScreen()
11721 for (i = 0; i < MAX_PLAYERS; i++)
11723 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11725 if (!stored_player[i].active)
11728 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
11735 void ScrollLevel(int dx, int dy)
11737 int softscroll_offset = (setup.soft_scrolling ? 2 * TILEX_VAR : 0);
11740 BlitBitmap(drawto_field, drawto_field,
11741 FX + TILEX_VAR * (dx == -1) - softscroll_offset,
11742 FY + TILEY_VAR * (dy == -1) - softscroll_offset,
11743 SXSIZE - TILEX_VAR * (dx != 0) + 2 * softscroll_offset,
11744 SYSIZE - TILEY_VAR * (dy != 0) + 2 * softscroll_offset,
11745 FX + TILEX_VAR * (dx == 1) - softscroll_offset,
11746 FY + TILEY_VAR * (dy == 1) - softscroll_offset);
11750 x = (dx == 1 ? BX1 : BX2);
11751 for (y = BY1; y <= BY2; y++)
11752 DrawScreenField(x, y);
11757 y = (dy == 1 ? BY1 : BY2);
11758 for (x = BX1; x <= BX2; x++)
11759 DrawScreenField(x, y);
11762 redraw_mask |= REDRAW_FIELD;
11765 static boolean canFallDown(struct PlayerInfo *player)
11767 int jx = player->jx, jy = player->jy;
11769 return (IN_LEV_FIELD(jx, jy + 1) &&
11770 (IS_FREE(jx, jy + 1) ||
11771 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
11772 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
11773 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
11776 static boolean canPassField(int x, int y, int move_dir)
11778 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11779 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11780 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11781 int nextx = x + dx;
11782 int nexty = y + dy;
11783 int element = Feld[x][y];
11785 return (IS_PASSABLE_FROM(element, opposite_dir) &&
11786 !CAN_MOVE(element) &&
11787 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
11788 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
11789 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
11792 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
11794 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11795 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11796 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11800 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
11801 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
11802 (IS_DIGGABLE(Feld[newx][newy]) ||
11803 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
11804 canPassField(newx, newy, move_dir)));
11807 static void CheckGravityMovement(struct PlayerInfo *player)
11809 if (player->gravity && !player->programmed_action)
11811 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
11812 int move_dir_vertical = player->effective_action & MV_VERTICAL;
11813 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
11814 int jx = player->jx, jy = player->jy;
11815 boolean player_is_moving_to_valid_field =
11816 (!player_is_snapping &&
11817 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
11818 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
11819 boolean player_can_fall_down = canFallDown(player);
11821 if (player_can_fall_down &&
11822 !player_is_moving_to_valid_field)
11823 player->programmed_action = MV_DOWN;
11827 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
11829 return CheckGravityMovement(player);
11831 if (player->gravity && !player->programmed_action)
11833 int jx = player->jx, jy = player->jy;
11834 boolean field_under_player_is_free =
11835 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
11836 boolean player_is_standing_on_valid_field =
11837 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
11838 (IS_WALKABLE(Feld[jx][jy]) &&
11839 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
11841 if (field_under_player_is_free && !player_is_standing_on_valid_field)
11842 player->programmed_action = MV_DOWN;
11847 MovePlayerOneStep()
11848 -----------------------------------------------------------------------------
11849 dx, dy: direction (non-diagonal) to try to move the player to
11850 real_dx, real_dy: direction as read from input device (can be diagonal)
11853 boolean MovePlayerOneStep(struct PlayerInfo *player,
11854 int dx, int dy, int real_dx, int real_dy)
11856 int jx = player->jx, jy = player->jy;
11857 int new_jx = jx + dx, new_jy = jy + dy;
11859 boolean player_can_move = !player->cannot_move;
11861 if (!player->active || (!dx && !dy))
11862 return MP_NO_ACTION;
11864 player->MovDir = (dx < 0 ? MV_LEFT :
11865 dx > 0 ? MV_RIGHT :
11867 dy > 0 ? MV_DOWN : MV_NONE);
11869 if (!IN_LEV_FIELD(new_jx, new_jy))
11870 return MP_NO_ACTION;
11872 if (!player_can_move)
11874 if (player->MovPos == 0)
11876 player->is_moving = FALSE;
11877 player->is_digging = FALSE;
11878 player->is_collecting = FALSE;
11879 player->is_snapping = FALSE;
11880 player->is_pushing = FALSE;
11884 if (!options.network && game.centered_player_nr == -1 &&
11885 !AllPlayersInSight(player, new_jx, new_jy))
11886 return MP_NO_ACTION;
11888 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
11889 if (can_move != MP_MOVING)
11892 /* check if DigField() has caused relocation of the player */
11893 if (player->jx != jx || player->jy != jy)
11894 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
11896 StorePlayer[jx][jy] = 0;
11897 player->last_jx = jx;
11898 player->last_jy = jy;
11899 player->jx = new_jx;
11900 player->jy = new_jy;
11901 StorePlayer[new_jx][new_jy] = player->element_nr;
11903 if (player->move_delay_value_next != -1)
11905 player->move_delay_value = player->move_delay_value_next;
11906 player->move_delay_value_next = -1;
11910 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
11912 player->step_counter++;
11914 PlayerVisit[jx][jy] = FrameCounter;
11916 player->is_moving = TRUE;
11919 /* should better be called in MovePlayer(), but this breaks some tapes */
11920 ScrollPlayer(player, SCROLL_INIT);
11926 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
11928 int jx = player->jx, jy = player->jy;
11929 int old_jx = jx, old_jy = jy;
11930 int moved = MP_NO_ACTION;
11932 if (!player->active)
11937 if (player->MovPos == 0)
11939 player->is_moving = FALSE;
11940 player->is_digging = FALSE;
11941 player->is_collecting = FALSE;
11942 player->is_snapping = FALSE;
11943 player->is_pushing = FALSE;
11949 if (player->move_delay > 0)
11952 player->move_delay = -1; /* set to "uninitialized" value */
11954 /* store if player is automatically moved to next field */
11955 player->is_auto_moving = (player->programmed_action != MV_NONE);
11957 /* remove the last programmed player action */
11958 player->programmed_action = 0;
11960 if (player->MovPos)
11962 /* should only happen if pre-1.2 tape recordings are played */
11963 /* this is only for backward compatibility */
11965 int original_move_delay_value = player->move_delay_value;
11968 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
11972 /* scroll remaining steps with finest movement resolution */
11973 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
11975 while (player->MovPos)
11977 ScrollPlayer(player, SCROLL_GO_ON);
11978 ScrollScreen(NULL, SCROLL_GO_ON);
11980 AdvanceFrameAndPlayerCounters(player->index_nr);
11986 player->move_delay_value = original_move_delay_value;
11989 player->is_active = FALSE;
11991 if (player->last_move_dir & MV_HORIZONTAL)
11993 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
11994 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
11998 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
11999 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12002 if (!moved && !player->is_active)
12004 player->is_moving = FALSE;
12005 player->is_digging = FALSE;
12006 player->is_collecting = FALSE;
12007 player->is_snapping = FALSE;
12008 player->is_pushing = FALSE;
12014 if (moved & MP_MOVING && !ScreenMovPos &&
12015 (player->index_nr == game.centered_player_nr ||
12016 game.centered_player_nr == -1))
12018 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12019 int offset = game.scroll_delay_value;
12021 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12023 /* actual player has left the screen -- scroll in that direction */
12024 if (jx != old_jx) /* player has moved horizontally */
12025 scroll_x += (jx - old_jx);
12026 else /* player has moved vertically */
12027 scroll_y += (jy - old_jy);
12031 if (jx != old_jx) /* player has moved horizontally */
12033 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12034 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12035 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12037 /* don't scroll over playfield boundaries */
12038 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12039 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12041 /* don't scroll more than one field at a time */
12042 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12044 /* don't scroll against the player's moving direction */
12045 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12046 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12047 scroll_x = old_scroll_x;
12049 else /* player has moved vertically */
12051 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12052 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12053 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12055 /* don't scroll over playfield boundaries */
12056 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12057 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12059 /* don't scroll more than one field at a time */
12060 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12062 /* don't scroll against the player's moving direction */
12063 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12064 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12065 scroll_y = old_scroll_y;
12069 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12071 if (!options.network && game.centered_player_nr == -1 &&
12072 !AllPlayersInVisibleScreen())
12074 scroll_x = old_scroll_x;
12075 scroll_y = old_scroll_y;
12079 ScrollScreen(player, SCROLL_INIT);
12080 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12085 player->StepFrame = 0;
12087 if (moved & MP_MOVING)
12089 if (old_jx != jx && old_jy == jy)
12090 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12091 else if (old_jx == jx && old_jy != jy)
12092 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12094 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12096 player->last_move_dir = player->MovDir;
12097 player->is_moving = TRUE;
12098 player->is_snapping = FALSE;
12099 player->is_switching = FALSE;
12100 player->is_dropping = FALSE;
12101 player->is_dropping_pressed = FALSE;
12102 player->drop_pressed_delay = 0;
12105 /* should better be called here than above, but this breaks some tapes */
12106 ScrollPlayer(player, SCROLL_INIT);
12111 CheckGravityMovementWhenNotMoving(player);
12113 player->is_moving = FALSE;
12115 /* at this point, the player is allowed to move, but cannot move right now
12116 (e.g. because of something blocking the way) -- ensure that the player
12117 is also allowed to move in the next frame (in old versions before 3.1.1,
12118 the player was forced to wait again for eight frames before next try) */
12120 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12121 player->move_delay = 0; /* allow direct movement in the next frame */
12124 if (player->move_delay == -1) /* not yet initialized by DigField() */
12125 player->move_delay = player->move_delay_value;
12127 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12129 TestIfPlayerTouchesBadThing(jx, jy);
12130 TestIfPlayerTouchesCustomElement(jx, jy);
12133 if (!player->active)
12134 RemovePlayer(player);
12139 void ScrollPlayer(struct PlayerInfo *player, int mode)
12141 int jx = player->jx, jy = player->jy;
12142 int last_jx = player->last_jx, last_jy = player->last_jy;
12143 int move_stepsize = TILEX / player->move_delay_value;
12145 if (!player->active)
12148 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12151 if (mode == SCROLL_INIT)
12153 player->actual_frame_counter = FrameCounter;
12154 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12156 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12157 Feld[last_jx][last_jy] == EL_EMPTY)
12159 int last_field_block_delay = 0; /* start with no blocking at all */
12160 int block_delay_adjustment = player->block_delay_adjustment;
12162 /* if player blocks last field, add delay for exactly one move */
12163 if (player->block_last_field)
12165 last_field_block_delay += player->move_delay_value;
12167 /* when blocking enabled, prevent moving up despite gravity */
12168 if (player->gravity && player->MovDir == MV_UP)
12169 block_delay_adjustment = -1;
12172 /* add block delay adjustment (also possible when not blocking) */
12173 last_field_block_delay += block_delay_adjustment;
12175 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12176 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12179 if (player->MovPos != 0) /* player has not yet reached destination */
12182 else if (!FrameReached(&player->actual_frame_counter, 1))
12185 if (player->MovPos != 0)
12187 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12188 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12190 /* before DrawPlayer() to draw correct player graphic for this case */
12191 if (player->MovPos == 0)
12192 CheckGravityMovement(player);
12195 if (player->MovPos == 0) /* player reached destination field */
12197 if (player->move_delay_reset_counter > 0)
12199 player->move_delay_reset_counter--;
12201 if (player->move_delay_reset_counter == 0)
12203 /* continue with normal speed after quickly moving through gate */
12204 HALVE_PLAYER_SPEED(player);
12206 /* be able to make the next move without delay */
12207 player->move_delay = 0;
12211 player->last_jx = jx;
12212 player->last_jy = jy;
12214 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12215 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12216 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12217 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12218 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12219 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12220 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12221 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12223 DrawPlayer(player); /* needed here only to cleanup last field */
12224 RemovePlayer(player);
12226 if (local_player->friends_still_needed == 0 ||
12227 IS_SP_ELEMENT(Feld[jx][jy]))
12228 PlayerWins(player);
12231 /* this breaks one level: "machine", level 000 */
12233 int move_direction = player->MovDir;
12234 int enter_side = MV_DIR_OPPOSITE(move_direction);
12235 int leave_side = move_direction;
12236 int old_jx = last_jx;
12237 int old_jy = last_jy;
12238 int old_element = Feld[old_jx][old_jy];
12239 int new_element = Feld[jx][jy];
12241 if (IS_CUSTOM_ELEMENT(old_element))
12242 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12244 player->index_bit, leave_side);
12246 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12247 CE_PLAYER_LEAVES_X,
12248 player->index_bit, leave_side);
12250 if (IS_CUSTOM_ELEMENT(new_element))
12251 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12252 player->index_bit, enter_side);
12254 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12255 CE_PLAYER_ENTERS_X,
12256 player->index_bit, enter_side);
12258 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12259 CE_MOVE_OF_X, move_direction);
12262 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12264 TestIfPlayerTouchesBadThing(jx, jy);
12265 TestIfPlayerTouchesCustomElement(jx, jy);
12267 /* needed because pushed element has not yet reached its destination,
12268 so it would trigger a change event at its previous field location */
12269 if (!player->is_pushing)
12270 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12272 if (!player->active)
12273 RemovePlayer(player);
12276 if (!local_player->LevelSolved && level.use_step_counter)
12286 if (TimeLeft <= 10 && setup.time_limit)
12287 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12289 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12291 DisplayGameControlValues();
12293 if (!TimeLeft && setup.time_limit)
12294 for (i = 0; i < MAX_PLAYERS; i++)
12295 KillPlayer(&stored_player[i]);
12297 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12299 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12301 DisplayGameControlValues();
12305 if (tape.single_step && tape.recording && !tape.pausing &&
12306 !player->programmed_action)
12307 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12311 void ScrollScreen(struct PlayerInfo *player, int mode)
12313 static unsigned int screen_frame_counter = 0;
12315 if (mode == SCROLL_INIT)
12317 /* set scrolling step size according to actual player's moving speed */
12318 ScrollStepSize = TILEX / player->move_delay_value;
12320 screen_frame_counter = FrameCounter;
12321 ScreenMovDir = player->MovDir;
12322 ScreenMovPos = player->MovPos;
12323 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12326 else if (!FrameReached(&screen_frame_counter, 1))
12331 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12332 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12333 redraw_mask |= REDRAW_FIELD;
12336 ScreenMovDir = MV_NONE;
12339 void TestIfPlayerTouchesCustomElement(int x, int y)
12341 static int xy[4][2] =
12348 static int trigger_sides[4][2] =
12350 /* center side border side */
12351 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12352 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12353 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12354 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12356 static int touch_dir[4] =
12358 MV_LEFT | MV_RIGHT,
12363 int center_element = Feld[x][y]; /* should always be non-moving! */
12366 for (i = 0; i < NUM_DIRECTIONS; i++)
12368 int xx = x + xy[i][0];
12369 int yy = y + xy[i][1];
12370 int center_side = trigger_sides[i][0];
12371 int border_side = trigger_sides[i][1];
12372 int border_element;
12374 if (!IN_LEV_FIELD(xx, yy))
12377 if (IS_PLAYER(x, y)) /* player found at center element */
12379 struct PlayerInfo *player = PLAYERINFO(x, y);
12381 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12382 border_element = Feld[xx][yy]; /* may be moving! */
12383 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12384 border_element = Feld[xx][yy];
12385 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12386 border_element = MovingOrBlocked2Element(xx, yy);
12388 continue; /* center and border element do not touch */
12390 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12391 player->index_bit, border_side);
12392 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12393 CE_PLAYER_TOUCHES_X,
12394 player->index_bit, border_side);
12397 /* use player element that is initially defined in the level playfield,
12398 not the player element that corresponds to the runtime player number
12399 (example: a level that contains EL_PLAYER_3 as the only player would
12400 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12401 int player_element = PLAYERINFO(x, y)->initial_element;
12403 CheckElementChangeBySide(xx, yy, border_element, player_element,
12404 CE_TOUCHING_X, border_side);
12407 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12409 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12411 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12413 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12414 continue; /* center and border element do not touch */
12417 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12418 player->index_bit, center_side);
12419 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12420 CE_PLAYER_TOUCHES_X,
12421 player->index_bit, center_side);
12424 /* use player element that is initially defined in the level playfield,
12425 not the player element that corresponds to the runtime player number
12426 (example: a level that contains EL_PLAYER_3 as the only player would
12427 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12428 int player_element = PLAYERINFO(xx, yy)->initial_element;
12430 CheckElementChangeBySide(x, y, center_element, player_element,
12431 CE_TOUCHING_X, center_side);
12439 void TestIfElementTouchesCustomElement(int x, int y)
12441 static int xy[4][2] =
12448 static int trigger_sides[4][2] =
12450 /* center side border side */
12451 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12452 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12453 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12454 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12456 static int touch_dir[4] =
12458 MV_LEFT | MV_RIGHT,
12463 boolean change_center_element = FALSE;
12464 int center_element = Feld[x][y]; /* should always be non-moving! */
12465 int border_element_old[NUM_DIRECTIONS];
12468 for (i = 0; i < NUM_DIRECTIONS; i++)
12470 int xx = x + xy[i][0];
12471 int yy = y + xy[i][1];
12472 int border_element;
12474 border_element_old[i] = -1;
12476 if (!IN_LEV_FIELD(xx, yy))
12479 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12480 border_element = Feld[xx][yy]; /* may be moving! */
12481 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12482 border_element = Feld[xx][yy];
12483 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12484 border_element = MovingOrBlocked2Element(xx, yy);
12486 continue; /* center and border element do not touch */
12488 border_element_old[i] = border_element;
12491 for (i = 0; i < NUM_DIRECTIONS; i++)
12493 int xx = x + xy[i][0];
12494 int yy = y + xy[i][1];
12495 int center_side = trigger_sides[i][0];
12496 int border_element = border_element_old[i];
12498 if (border_element == -1)
12501 /* check for change of border element */
12502 CheckElementChangeBySide(xx, yy, border_element, center_element,
12503 CE_TOUCHING_X, center_side);
12505 /* (center element cannot be player, so we dont have to check this here) */
12508 for (i = 0; i < NUM_DIRECTIONS; i++)
12510 int xx = x + xy[i][0];
12511 int yy = y + xy[i][1];
12512 int border_side = trigger_sides[i][1];
12513 int border_element = border_element_old[i];
12515 if (border_element == -1)
12518 /* check for change of center element (but change it only once) */
12519 if (!change_center_element)
12520 change_center_element =
12521 CheckElementChangeBySide(x, y, center_element, border_element,
12522 CE_TOUCHING_X, border_side);
12524 if (IS_PLAYER(xx, yy))
12526 /* use player element that is initially defined in the level playfield,
12527 not the player element that corresponds to the runtime player number
12528 (example: a level that contains EL_PLAYER_3 as the only player would
12529 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12530 int player_element = PLAYERINFO(xx, yy)->initial_element;
12532 CheckElementChangeBySide(x, y, center_element, player_element,
12533 CE_TOUCHING_X, border_side);
12538 void TestIfElementHitsCustomElement(int x, int y, int direction)
12540 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12541 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12542 int hitx = x + dx, hity = y + dy;
12543 int hitting_element = Feld[x][y];
12544 int touched_element;
12546 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12549 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12550 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12552 if (IN_LEV_FIELD(hitx, hity))
12554 int opposite_direction = MV_DIR_OPPOSITE(direction);
12555 int hitting_side = direction;
12556 int touched_side = opposite_direction;
12557 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12558 MovDir[hitx][hity] != direction ||
12559 ABS(MovPos[hitx][hity]) <= TILEY / 2);
12565 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12566 CE_HITTING_X, touched_side);
12568 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12569 CE_HIT_BY_X, hitting_side);
12571 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12572 CE_HIT_BY_SOMETHING, opposite_direction);
12574 if (IS_PLAYER(hitx, hity))
12576 /* use player element that is initially defined in the level playfield,
12577 not the player element that corresponds to the runtime player number
12578 (example: a level that contains EL_PLAYER_3 as the only player would
12579 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12580 int player_element = PLAYERINFO(hitx, hity)->initial_element;
12582 CheckElementChangeBySide(x, y, hitting_element, player_element,
12583 CE_HITTING_X, touched_side);
12588 /* "hitting something" is also true when hitting the playfield border */
12589 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12590 CE_HITTING_SOMETHING, direction);
12593 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
12595 int i, kill_x = -1, kill_y = -1;
12597 int bad_element = -1;
12598 static int test_xy[4][2] =
12605 static int test_dir[4] =
12613 for (i = 0; i < NUM_DIRECTIONS; i++)
12615 int test_x, test_y, test_move_dir, test_element;
12617 test_x = good_x + test_xy[i][0];
12618 test_y = good_y + test_xy[i][1];
12620 if (!IN_LEV_FIELD(test_x, test_y))
12624 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12626 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
12628 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12629 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12631 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
12632 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
12636 bad_element = test_element;
12642 if (kill_x != -1 || kill_y != -1)
12644 if (IS_PLAYER(good_x, good_y))
12646 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
12648 if (player->shield_deadly_time_left > 0 &&
12649 !IS_INDESTRUCTIBLE(bad_element))
12650 Bang(kill_x, kill_y);
12651 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
12652 KillPlayer(player);
12655 Bang(good_x, good_y);
12659 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
12661 int i, kill_x = -1, kill_y = -1;
12662 int bad_element = Feld[bad_x][bad_y];
12663 static int test_xy[4][2] =
12670 static int touch_dir[4] =
12672 MV_LEFT | MV_RIGHT,
12677 static int test_dir[4] =
12685 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
12688 for (i = 0; i < NUM_DIRECTIONS; i++)
12690 int test_x, test_y, test_move_dir, test_element;
12692 test_x = bad_x + test_xy[i][0];
12693 test_y = bad_y + test_xy[i][1];
12695 if (!IN_LEV_FIELD(test_x, test_y))
12699 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12701 test_element = Feld[test_x][test_y];
12703 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12704 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12706 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
12707 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
12709 /* good thing is player or penguin that does not move away */
12710 if (IS_PLAYER(test_x, test_y))
12712 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12714 if (bad_element == EL_ROBOT && player->is_moving)
12715 continue; /* robot does not kill player if he is moving */
12717 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12719 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12720 continue; /* center and border element do not touch */
12728 else if (test_element == EL_PENGUIN)
12738 if (kill_x != -1 || kill_y != -1)
12740 if (IS_PLAYER(kill_x, kill_y))
12742 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12744 if (player->shield_deadly_time_left > 0 &&
12745 !IS_INDESTRUCTIBLE(bad_element))
12746 Bang(bad_x, bad_y);
12747 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12748 KillPlayer(player);
12751 Bang(kill_x, kill_y);
12755 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
12757 int bad_element = Feld[bad_x][bad_y];
12758 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
12759 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
12760 int test_x = bad_x + dx, test_y = bad_y + dy;
12761 int test_move_dir, test_element;
12762 int kill_x = -1, kill_y = -1;
12764 if (!IN_LEV_FIELD(test_x, test_y))
12768 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12770 test_element = Feld[test_x][test_y];
12772 if (test_move_dir != bad_move_dir)
12774 /* good thing can be player or penguin that does not move away */
12775 if (IS_PLAYER(test_x, test_y))
12777 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12779 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
12780 player as being hit when he is moving towards the bad thing, because
12781 the "get hit by" condition would be lost after the player stops) */
12782 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
12783 return; /* player moves away from bad thing */
12788 else if (test_element == EL_PENGUIN)
12795 if (kill_x != -1 || kill_y != -1)
12797 if (IS_PLAYER(kill_x, kill_y))
12799 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12801 if (player->shield_deadly_time_left > 0 &&
12802 !IS_INDESTRUCTIBLE(bad_element))
12803 Bang(bad_x, bad_y);
12804 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12805 KillPlayer(player);
12808 Bang(kill_x, kill_y);
12812 void TestIfPlayerTouchesBadThing(int x, int y)
12814 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12817 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
12819 TestIfGoodThingHitsBadThing(x, y, move_dir);
12822 void TestIfBadThingTouchesPlayer(int x, int y)
12824 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12827 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
12829 TestIfBadThingHitsGoodThing(x, y, move_dir);
12832 void TestIfFriendTouchesBadThing(int x, int y)
12834 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12837 void TestIfBadThingTouchesFriend(int x, int y)
12839 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12842 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
12844 int i, kill_x = bad_x, kill_y = bad_y;
12845 static int xy[4][2] =
12853 for (i = 0; i < NUM_DIRECTIONS; i++)
12857 x = bad_x + xy[i][0];
12858 y = bad_y + xy[i][1];
12859 if (!IN_LEV_FIELD(x, y))
12862 element = Feld[x][y];
12863 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
12864 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
12872 if (kill_x != bad_x || kill_y != bad_y)
12873 Bang(bad_x, bad_y);
12876 void KillPlayer(struct PlayerInfo *player)
12878 int jx = player->jx, jy = player->jy;
12880 if (!player->active)
12884 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
12885 player->killed, player->active, player->reanimated);
12888 /* the following code was introduced to prevent an infinite loop when calling
12890 -> CheckTriggeredElementChangeExt()
12891 -> ExecuteCustomElementAction()
12893 -> (infinitely repeating the above sequence of function calls)
12894 which occurs when killing the player while having a CE with the setting
12895 "kill player X when explosion of <player X>"; the solution using a new
12896 field "player->killed" was chosen for backwards compatibility, although
12897 clever use of the fields "player->active" etc. would probably also work */
12899 if (player->killed)
12903 player->killed = TRUE;
12905 /* remove accessible field at the player's position */
12906 Feld[jx][jy] = EL_EMPTY;
12908 /* deactivate shield (else Bang()/Explode() would not work right) */
12909 player->shield_normal_time_left = 0;
12910 player->shield_deadly_time_left = 0;
12913 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
12914 player->killed, player->active, player->reanimated);
12920 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
12921 player->killed, player->active, player->reanimated);
12924 if (player->reanimated) /* killed player may have been reanimated */
12925 player->killed = player->reanimated = FALSE;
12927 BuryPlayer(player);
12930 static void KillPlayerUnlessEnemyProtected(int x, int y)
12932 if (!PLAYER_ENEMY_PROTECTED(x, y))
12933 KillPlayer(PLAYERINFO(x, y));
12936 static void KillPlayerUnlessExplosionProtected(int x, int y)
12938 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
12939 KillPlayer(PLAYERINFO(x, y));
12942 void BuryPlayer(struct PlayerInfo *player)
12944 int jx = player->jx, jy = player->jy;
12946 if (!player->active)
12949 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
12950 PlayLevelSound(jx, jy, SND_GAME_LOSING);
12952 player->GameOver = TRUE;
12953 RemovePlayer(player);
12956 void RemovePlayer(struct PlayerInfo *player)
12958 int jx = player->jx, jy = player->jy;
12959 int i, found = FALSE;
12961 player->present = FALSE;
12962 player->active = FALSE;
12964 if (!ExplodeField[jx][jy])
12965 StorePlayer[jx][jy] = 0;
12967 if (player->is_moving)
12968 TEST_DrawLevelField(player->last_jx, player->last_jy);
12970 for (i = 0; i < MAX_PLAYERS; i++)
12971 if (stored_player[i].active)
12975 AllPlayersGone = TRUE;
12981 static void setFieldForSnapping(int x, int y, int element, int direction)
12983 struct ElementInfo *ei = &element_info[element];
12984 int direction_bit = MV_DIR_TO_BIT(direction);
12985 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
12986 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
12987 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
12989 Feld[x][y] = EL_ELEMENT_SNAPPING;
12990 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
12992 ResetGfxAnimation(x, y);
12994 GfxElement[x][y] = element;
12995 GfxAction[x][y] = action;
12996 GfxDir[x][y] = direction;
12997 GfxFrame[x][y] = -1;
13001 =============================================================================
13002 checkDiagonalPushing()
13003 -----------------------------------------------------------------------------
13004 check if diagonal input device direction results in pushing of object
13005 (by checking if the alternative direction is walkable, diggable, ...)
13006 =============================================================================
13009 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13010 int x, int y, int real_dx, int real_dy)
13012 int jx, jy, dx, dy, xx, yy;
13014 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13017 /* diagonal direction: check alternative direction */
13022 xx = jx + (dx == 0 ? real_dx : 0);
13023 yy = jy + (dy == 0 ? real_dy : 0);
13025 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13029 =============================================================================
13031 -----------------------------------------------------------------------------
13032 x, y: field next to player (non-diagonal) to try to dig to
13033 real_dx, real_dy: direction as read from input device (can be diagonal)
13034 =============================================================================
13037 static int DigField(struct PlayerInfo *player,
13038 int oldx, int oldy, int x, int y,
13039 int real_dx, int real_dy, int mode)
13041 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13042 boolean player_was_pushing = player->is_pushing;
13043 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13044 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13045 int jx = oldx, jy = oldy;
13046 int dx = x - jx, dy = y - jy;
13047 int nextx = x + dx, nexty = y + dy;
13048 int move_direction = (dx == -1 ? MV_LEFT :
13049 dx == +1 ? MV_RIGHT :
13051 dy == +1 ? MV_DOWN : MV_NONE);
13052 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13053 int dig_side = MV_DIR_OPPOSITE(move_direction);
13054 int old_element = Feld[jx][jy];
13055 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13058 if (is_player) /* function can also be called by EL_PENGUIN */
13060 if (player->MovPos == 0)
13062 player->is_digging = FALSE;
13063 player->is_collecting = FALSE;
13066 if (player->MovPos == 0) /* last pushing move finished */
13067 player->is_pushing = FALSE;
13069 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13071 player->is_switching = FALSE;
13072 player->push_delay = -1;
13074 return MP_NO_ACTION;
13078 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13079 old_element = Back[jx][jy];
13081 /* in case of element dropped at player position, check background */
13082 else if (Back[jx][jy] != EL_EMPTY &&
13083 game.engine_version >= VERSION_IDENT(2,2,0,0))
13084 old_element = Back[jx][jy];
13086 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13087 return MP_NO_ACTION; /* field has no opening in this direction */
13089 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13090 return MP_NO_ACTION; /* field has no opening in this direction */
13092 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13096 Feld[jx][jy] = player->artwork_element;
13097 InitMovingField(jx, jy, MV_DOWN);
13098 Store[jx][jy] = EL_ACID;
13099 ContinueMoving(jx, jy);
13100 BuryPlayer(player);
13102 return MP_DONT_RUN_INTO;
13105 if (player_can_move && DONT_RUN_INTO(element))
13107 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13109 return MP_DONT_RUN_INTO;
13112 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13113 return MP_NO_ACTION;
13115 collect_count = element_info[element].collect_count_initial;
13117 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13118 return MP_NO_ACTION;
13120 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13121 player_can_move = player_can_move_or_snap;
13123 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13124 game.engine_version >= VERSION_IDENT(2,2,0,0))
13126 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13127 player->index_bit, dig_side);
13128 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13129 player->index_bit, dig_side);
13131 if (element == EL_DC_LANDMINE)
13134 if (Feld[x][y] != element) /* field changed by snapping */
13137 return MP_NO_ACTION;
13140 if (player->gravity && is_player && !player->is_auto_moving &&
13141 canFallDown(player) && move_direction != MV_DOWN &&
13142 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13143 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13145 if (player_can_move &&
13146 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13148 int sound_element = SND_ELEMENT(element);
13149 int sound_action = ACTION_WALKING;
13151 if (IS_RND_GATE(element))
13153 if (!player->key[RND_GATE_NR(element)])
13154 return MP_NO_ACTION;
13156 else if (IS_RND_GATE_GRAY(element))
13158 if (!player->key[RND_GATE_GRAY_NR(element)])
13159 return MP_NO_ACTION;
13161 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13163 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13164 return MP_NO_ACTION;
13166 else if (element == EL_EXIT_OPEN ||
13167 element == EL_EM_EXIT_OPEN ||
13168 element == EL_EM_EXIT_OPENING ||
13169 element == EL_STEEL_EXIT_OPEN ||
13170 element == EL_EM_STEEL_EXIT_OPEN ||
13171 element == EL_EM_STEEL_EXIT_OPENING ||
13172 element == EL_SP_EXIT_OPEN ||
13173 element == EL_SP_EXIT_OPENING)
13175 sound_action = ACTION_PASSING; /* player is passing exit */
13177 else if (element == EL_EMPTY)
13179 sound_action = ACTION_MOVING; /* nothing to walk on */
13182 /* play sound from background or player, whatever is available */
13183 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13184 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13186 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13188 else if (player_can_move &&
13189 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13191 if (!ACCESS_FROM(element, opposite_direction))
13192 return MP_NO_ACTION; /* field not accessible from this direction */
13194 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13195 return MP_NO_ACTION;
13197 if (IS_EM_GATE(element))
13199 if (!player->key[EM_GATE_NR(element)])
13200 return MP_NO_ACTION;
13202 else if (IS_EM_GATE_GRAY(element))
13204 if (!player->key[EM_GATE_GRAY_NR(element)])
13205 return MP_NO_ACTION;
13207 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13209 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13210 return MP_NO_ACTION;
13212 else if (IS_EMC_GATE(element))
13214 if (!player->key[EMC_GATE_NR(element)])
13215 return MP_NO_ACTION;
13217 else if (IS_EMC_GATE_GRAY(element))
13219 if (!player->key[EMC_GATE_GRAY_NR(element)])
13220 return MP_NO_ACTION;
13222 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13224 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13225 return MP_NO_ACTION;
13227 else if (element == EL_DC_GATE_WHITE ||
13228 element == EL_DC_GATE_WHITE_GRAY ||
13229 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13231 if (player->num_white_keys == 0)
13232 return MP_NO_ACTION;
13234 player->num_white_keys--;
13236 else if (IS_SP_PORT(element))
13238 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13239 element == EL_SP_GRAVITY_PORT_RIGHT ||
13240 element == EL_SP_GRAVITY_PORT_UP ||
13241 element == EL_SP_GRAVITY_PORT_DOWN)
13242 player->gravity = !player->gravity;
13243 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13244 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13245 element == EL_SP_GRAVITY_ON_PORT_UP ||
13246 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13247 player->gravity = TRUE;
13248 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13249 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13250 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13251 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13252 player->gravity = FALSE;
13255 /* automatically move to the next field with double speed */
13256 player->programmed_action = move_direction;
13258 if (player->move_delay_reset_counter == 0)
13260 player->move_delay_reset_counter = 2; /* two double speed steps */
13262 DOUBLE_PLAYER_SPEED(player);
13265 PlayLevelSoundAction(x, y, ACTION_PASSING);
13267 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13271 if (mode != DF_SNAP)
13273 GfxElement[x][y] = GFX_ELEMENT(element);
13274 player->is_digging = TRUE;
13277 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13279 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13280 player->index_bit, dig_side);
13282 if (mode == DF_SNAP)
13284 if (level.block_snap_field)
13285 setFieldForSnapping(x, y, element, move_direction);
13287 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13289 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13290 player->index_bit, dig_side);
13293 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13297 if (is_player && mode != DF_SNAP)
13299 GfxElement[x][y] = element;
13300 player->is_collecting = TRUE;
13303 if (element == EL_SPEED_PILL)
13305 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13307 else if (element == EL_EXTRA_TIME && level.time > 0)
13309 TimeLeft += level.extra_time;
13311 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13313 DisplayGameControlValues();
13315 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13317 player->shield_normal_time_left += level.shield_normal_time;
13318 if (element == EL_SHIELD_DEADLY)
13319 player->shield_deadly_time_left += level.shield_deadly_time;
13321 else if (element == EL_DYNAMITE ||
13322 element == EL_EM_DYNAMITE ||
13323 element == EL_SP_DISK_RED)
13325 if (player->inventory_size < MAX_INVENTORY_SIZE)
13326 player->inventory_element[player->inventory_size++] = element;
13328 DrawGameDoorValues();
13330 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13332 player->dynabomb_count++;
13333 player->dynabombs_left++;
13335 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13337 player->dynabomb_size++;
13339 else if (element == EL_DYNABOMB_INCREASE_POWER)
13341 player->dynabomb_xl = TRUE;
13343 else if (IS_KEY(element))
13345 player->key[KEY_NR(element)] = TRUE;
13347 DrawGameDoorValues();
13349 else if (element == EL_DC_KEY_WHITE)
13351 player->num_white_keys++;
13353 /* display white keys? */
13354 /* DrawGameDoorValues(); */
13356 else if (IS_ENVELOPE(element))
13358 player->show_envelope = element;
13360 else if (element == EL_EMC_LENSES)
13362 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13364 RedrawAllInvisibleElementsForLenses();
13366 else if (element == EL_EMC_MAGNIFIER)
13368 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13370 RedrawAllInvisibleElementsForMagnifier();
13372 else if (IS_DROPPABLE(element) ||
13373 IS_THROWABLE(element)) /* can be collected and dropped */
13377 if (collect_count == 0)
13378 player->inventory_infinite_element = element;
13380 for (i = 0; i < collect_count; i++)
13381 if (player->inventory_size < MAX_INVENTORY_SIZE)
13382 player->inventory_element[player->inventory_size++] = element;
13384 DrawGameDoorValues();
13386 else if (collect_count > 0)
13388 local_player->gems_still_needed -= collect_count;
13389 if (local_player->gems_still_needed < 0)
13390 local_player->gems_still_needed = 0;
13392 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13394 DisplayGameControlValues();
13397 RaiseScoreElement(element);
13398 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13401 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13402 player->index_bit, dig_side);
13404 if (mode == DF_SNAP)
13406 if (level.block_snap_field)
13407 setFieldForSnapping(x, y, element, move_direction);
13409 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13411 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13412 player->index_bit, dig_side);
13415 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13417 if (mode == DF_SNAP && element != EL_BD_ROCK)
13418 return MP_NO_ACTION;
13420 if (CAN_FALL(element) && dy)
13421 return MP_NO_ACTION;
13423 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13424 !(element == EL_SPRING && level.use_spring_bug))
13425 return MP_NO_ACTION;
13427 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13428 ((move_direction & MV_VERTICAL &&
13429 ((element_info[element].move_pattern & MV_LEFT &&
13430 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13431 (element_info[element].move_pattern & MV_RIGHT &&
13432 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13433 (move_direction & MV_HORIZONTAL &&
13434 ((element_info[element].move_pattern & MV_UP &&
13435 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13436 (element_info[element].move_pattern & MV_DOWN &&
13437 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13438 return MP_NO_ACTION;
13440 /* do not push elements already moving away faster than player */
13441 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13442 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13443 return MP_NO_ACTION;
13445 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13447 if (player->push_delay_value == -1 || !player_was_pushing)
13448 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13450 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13452 if (player->push_delay_value == -1)
13453 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13455 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13457 if (!player->is_pushing)
13458 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13461 player->is_pushing = TRUE;
13462 player->is_active = TRUE;
13464 if (!(IN_LEV_FIELD(nextx, nexty) &&
13465 (IS_FREE(nextx, nexty) ||
13466 (IS_SB_ELEMENT(element) &&
13467 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13468 (IS_CUSTOM_ELEMENT(element) &&
13469 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13470 return MP_NO_ACTION;
13472 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13473 return MP_NO_ACTION;
13475 if (player->push_delay == -1) /* new pushing; restart delay */
13476 player->push_delay = 0;
13478 if (player->push_delay < player->push_delay_value &&
13479 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13480 element != EL_SPRING && element != EL_BALLOON)
13482 /* make sure that there is no move delay before next try to push */
13483 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13484 player->move_delay = 0;
13486 return MP_NO_ACTION;
13489 if (IS_CUSTOM_ELEMENT(element) &&
13490 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13492 if (!DigFieldByCE(nextx, nexty, element))
13493 return MP_NO_ACTION;
13496 if (IS_SB_ELEMENT(element))
13498 if (element == EL_SOKOBAN_FIELD_FULL)
13500 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13501 local_player->sokobanfields_still_needed++;
13504 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13506 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13507 local_player->sokobanfields_still_needed--;
13510 Feld[x][y] = EL_SOKOBAN_OBJECT;
13512 if (Back[x][y] == Back[nextx][nexty])
13513 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13514 else if (Back[x][y] != 0)
13515 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13518 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13521 if (local_player->sokobanfields_still_needed == 0 &&
13522 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13524 PlayerWins(player);
13526 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13530 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13532 InitMovingField(x, y, move_direction);
13533 GfxAction[x][y] = ACTION_PUSHING;
13535 if (mode == DF_SNAP)
13536 ContinueMoving(x, y);
13538 MovPos[x][y] = (dx != 0 ? dx : dy);
13540 Pushed[x][y] = TRUE;
13541 Pushed[nextx][nexty] = TRUE;
13543 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13544 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13546 player->push_delay_value = -1; /* get new value later */
13548 /* check for element change _after_ element has been pushed */
13549 if (game.use_change_when_pushing_bug)
13551 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
13552 player->index_bit, dig_side);
13553 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
13554 player->index_bit, dig_side);
13557 else if (IS_SWITCHABLE(element))
13559 if (PLAYER_SWITCHING(player, x, y))
13561 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13562 player->index_bit, dig_side);
13567 player->is_switching = TRUE;
13568 player->switch_x = x;
13569 player->switch_y = y;
13571 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13573 if (element == EL_ROBOT_WHEEL)
13575 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
13579 game.robot_wheel_active = TRUE;
13581 TEST_DrawLevelField(x, y);
13583 else if (element == EL_SP_TERMINAL)
13587 SCAN_PLAYFIELD(xx, yy)
13589 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
13591 else if (Feld[xx][yy] == EL_SP_TERMINAL)
13592 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
13595 else if (IS_BELT_SWITCH(element))
13597 ToggleBeltSwitch(x, y);
13599 else if (element == EL_SWITCHGATE_SWITCH_UP ||
13600 element == EL_SWITCHGATE_SWITCH_DOWN ||
13601 element == EL_DC_SWITCHGATE_SWITCH_UP ||
13602 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
13604 ToggleSwitchgateSwitch(x, y);
13606 else if (element == EL_LIGHT_SWITCH ||
13607 element == EL_LIGHT_SWITCH_ACTIVE)
13609 ToggleLightSwitch(x, y);
13611 else if (element == EL_TIMEGATE_SWITCH ||
13612 element == EL_DC_TIMEGATE_SWITCH)
13614 ActivateTimegateSwitch(x, y);
13616 else if (element == EL_BALLOON_SWITCH_LEFT ||
13617 element == EL_BALLOON_SWITCH_RIGHT ||
13618 element == EL_BALLOON_SWITCH_UP ||
13619 element == EL_BALLOON_SWITCH_DOWN ||
13620 element == EL_BALLOON_SWITCH_NONE ||
13621 element == EL_BALLOON_SWITCH_ANY)
13623 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
13624 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
13625 element == EL_BALLOON_SWITCH_UP ? MV_UP :
13626 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
13627 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
13630 else if (element == EL_LAMP)
13632 Feld[x][y] = EL_LAMP_ACTIVE;
13633 local_player->lights_still_needed--;
13635 ResetGfxAnimation(x, y);
13636 TEST_DrawLevelField(x, y);
13638 else if (element == EL_TIME_ORB_FULL)
13640 Feld[x][y] = EL_TIME_ORB_EMPTY;
13642 if (level.time > 0 || level.use_time_orb_bug)
13644 TimeLeft += level.time_orb_time;
13645 game.no_time_limit = FALSE;
13647 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13649 DisplayGameControlValues();
13652 ResetGfxAnimation(x, y);
13653 TEST_DrawLevelField(x, y);
13655 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
13656 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13660 game.ball_state = !game.ball_state;
13662 SCAN_PLAYFIELD(xx, yy)
13664 int e = Feld[xx][yy];
13666 if (game.ball_state)
13668 if (e == EL_EMC_MAGIC_BALL)
13669 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
13670 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
13671 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
13675 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
13676 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
13677 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13678 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
13683 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13684 player->index_bit, dig_side);
13686 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13687 player->index_bit, dig_side);
13689 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13690 player->index_bit, dig_side);
13696 if (!PLAYER_SWITCHING(player, x, y))
13698 player->is_switching = TRUE;
13699 player->switch_x = x;
13700 player->switch_y = y;
13702 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
13703 player->index_bit, dig_side);
13704 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13705 player->index_bit, dig_side);
13707 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
13708 player->index_bit, dig_side);
13709 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13710 player->index_bit, dig_side);
13713 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
13714 player->index_bit, dig_side);
13715 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13716 player->index_bit, dig_side);
13718 return MP_NO_ACTION;
13721 player->push_delay = -1;
13723 if (is_player) /* function can also be called by EL_PENGUIN */
13725 if (Feld[x][y] != element) /* really digged/collected something */
13727 player->is_collecting = !player->is_digging;
13728 player->is_active = TRUE;
13735 static boolean DigFieldByCE(int x, int y, int digging_element)
13737 int element = Feld[x][y];
13739 if (!IS_FREE(x, y))
13741 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
13742 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
13745 /* no element can dig solid indestructible elements */
13746 if (IS_INDESTRUCTIBLE(element) &&
13747 !IS_DIGGABLE(element) &&
13748 !IS_COLLECTIBLE(element))
13751 if (AmoebaNr[x][y] &&
13752 (element == EL_AMOEBA_FULL ||
13753 element == EL_BD_AMOEBA ||
13754 element == EL_AMOEBA_GROWING))
13756 AmoebaCnt[AmoebaNr[x][y]]--;
13757 AmoebaCnt2[AmoebaNr[x][y]]--;
13760 if (IS_MOVING(x, y))
13761 RemoveMovingField(x, y);
13765 TEST_DrawLevelField(x, y);
13768 /* if digged element was about to explode, prevent the explosion */
13769 ExplodeField[x][y] = EX_TYPE_NONE;
13771 PlayLevelSoundAction(x, y, action);
13774 Store[x][y] = EL_EMPTY;
13776 /* this makes it possible to leave the removed element again */
13777 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
13778 Store[x][y] = element;
13783 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
13785 int jx = player->jx, jy = player->jy;
13786 int x = jx + dx, y = jy + dy;
13787 int snap_direction = (dx == -1 ? MV_LEFT :
13788 dx == +1 ? MV_RIGHT :
13790 dy == +1 ? MV_DOWN : MV_NONE);
13791 boolean can_continue_snapping = (level.continuous_snapping &&
13792 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
13794 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
13797 if (!player->active || !IN_LEV_FIELD(x, y))
13805 if (player->MovPos == 0)
13806 player->is_pushing = FALSE;
13808 player->is_snapping = FALSE;
13810 if (player->MovPos == 0)
13812 player->is_moving = FALSE;
13813 player->is_digging = FALSE;
13814 player->is_collecting = FALSE;
13820 /* prevent snapping with already pressed snap key when not allowed */
13821 if (player->is_snapping && !can_continue_snapping)
13824 player->MovDir = snap_direction;
13826 if (player->MovPos == 0)
13828 player->is_moving = FALSE;
13829 player->is_digging = FALSE;
13830 player->is_collecting = FALSE;
13833 player->is_dropping = FALSE;
13834 player->is_dropping_pressed = FALSE;
13835 player->drop_pressed_delay = 0;
13837 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
13840 player->is_snapping = TRUE;
13841 player->is_active = TRUE;
13843 if (player->MovPos == 0)
13845 player->is_moving = FALSE;
13846 player->is_digging = FALSE;
13847 player->is_collecting = FALSE;
13850 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
13851 TEST_DrawLevelField(player->last_jx, player->last_jy);
13853 TEST_DrawLevelField(x, y);
13858 static boolean DropElement(struct PlayerInfo *player)
13860 int old_element, new_element;
13861 int dropx = player->jx, dropy = player->jy;
13862 int drop_direction = player->MovDir;
13863 int drop_side = drop_direction;
13864 int drop_element = get_next_dropped_element(player);
13866 player->is_dropping_pressed = TRUE;
13868 /* do not drop an element on top of another element; when holding drop key
13869 pressed without moving, dropped element must move away before the next
13870 element can be dropped (this is especially important if the next element
13871 is dynamite, which can be placed on background for historical reasons) */
13872 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
13875 if (IS_THROWABLE(drop_element))
13877 dropx += GET_DX_FROM_DIR(drop_direction);
13878 dropy += GET_DY_FROM_DIR(drop_direction);
13880 if (!IN_LEV_FIELD(dropx, dropy))
13884 old_element = Feld[dropx][dropy]; /* old element at dropping position */
13885 new_element = drop_element; /* default: no change when dropping */
13887 /* check if player is active, not moving and ready to drop */
13888 if (!player->active || player->MovPos || player->drop_delay > 0)
13891 /* check if player has anything that can be dropped */
13892 if (new_element == EL_UNDEFINED)
13895 /* check if drop key was pressed long enough for EM style dynamite */
13896 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
13899 /* check if anything can be dropped at the current position */
13900 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
13903 /* collected custom elements can only be dropped on empty fields */
13904 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
13907 if (old_element != EL_EMPTY)
13908 Back[dropx][dropy] = old_element; /* store old element on this field */
13910 ResetGfxAnimation(dropx, dropy);
13911 ResetRandomAnimationValue(dropx, dropy);
13913 if (player->inventory_size > 0 ||
13914 player->inventory_infinite_element != EL_UNDEFINED)
13916 if (player->inventory_size > 0)
13918 player->inventory_size--;
13920 DrawGameDoorValues();
13922 if (new_element == EL_DYNAMITE)
13923 new_element = EL_DYNAMITE_ACTIVE;
13924 else if (new_element == EL_EM_DYNAMITE)
13925 new_element = EL_EM_DYNAMITE_ACTIVE;
13926 else if (new_element == EL_SP_DISK_RED)
13927 new_element = EL_SP_DISK_RED_ACTIVE;
13930 Feld[dropx][dropy] = new_element;
13932 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
13933 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
13934 el2img(Feld[dropx][dropy]), 0);
13936 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
13938 /* needed if previous element just changed to "empty" in the last frame */
13939 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
13941 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
13942 player->index_bit, drop_side);
13943 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
13945 player->index_bit, drop_side);
13947 TestIfElementTouchesCustomElement(dropx, dropy);
13949 else /* player is dropping a dyna bomb */
13951 player->dynabombs_left--;
13953 Feld[dropx][dropy] = new_element;
13955 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
13956 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
13957 el2img(Feld[dropx][dropy]), 0);
13959 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
13962 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
13963 InitField_WithBug1(dropx, dropy, FALSE);
13965 new_element = Feld[dropx][dropy]; /* element might have changed */
13967 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
13968 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
13970 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
13971 MovDir[dropx][dropy] = drop_direction;
13973 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
13975 /* do not cause impact style collision by dropping elements that can fall */
13976 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
13979 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
13980 player->is_dropping = TRUE;
13982 player->drop_pressed_delay = 0;
13983 player->is_dropping_pressed = FALSE;
13985 player->drop_x = dropx;
13986 player->drop_y = dropy;
13991 /* ------------------------------------------------------------------------- */
13992 /* game sound playing functions */
13993 /* ------------------------------------------------------------------------- */
13995 static int *loop_sound_frame = NULL;
13996 static int *loop_sound_volume = NULL;
13998 void InitPlayLevelSound()
14000 int num_sounds = getSoundListSize();
14002 checked_free(loop_sound_frame);
14003 checked_free(loop_sound_volume);
14005 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14006 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14009 static void PlayLevelSound(int x, int y, int nr)
14011 int sx = SCREENX(x), sy = SCREENY(y);
14012 int volume, stereo_position;
14013 int max_distance = 8;
14014 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14016 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14017 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14020 if (!IN_LEV_FIELD(x, y) ||
14021 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14022 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14025 volume = SOUND_MAX_VOLUME;
14027 if (!IN_SCR_FIELD(sx, sy))
14029 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14030 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14032 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14035 stereo_position = (SOUND_MAX_LEFT +
14036 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14037 (SCR_FIELDX + 2 * max_distance));
14039 if (IS_LOOP_SOUND(nr))
14041 /* This assures that quieter loop sounds do not overwrite louder ones,
14042 while restarting sound volume comparison with each new game frame. */
14044 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14047 loop_sound_volume[nr] = volume;
14048 loop_sound_frame[nr] = FrameCounter;
14051 PlaySoundExt(nr, volume, stereo_position, type);
14054 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14056 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14057 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14058 y < LEVELY(BY1) ? LEVELY(BY1) :
14059 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14063 static void PlayLevelSoundAction(int x, int y, int action)
14065 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14068 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14070 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14072 if (sound_effect != SND_UNDEFINED)
14073 PlayLevelSound(x, y, sound_effect);
14076 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14079 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14081 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14082 PlayLevelSound(x, y, sound_effect);
14085 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14087 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14089 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14090 PlayLevelSound(x, y, sound_effect);
14093 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14095 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14097 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14098 StopSound(sound_effect);
14101 static void PlayLevelMusic()
14103 if (levelset.music[level_nr] != MUS_UNDEFINED)
14104 PlayMusic(levelset.music[level_nr]); /* from config file */
14106 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
14109 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14111 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14112 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14113 int x = xx - 1 - offset;
14114 int y = yy - 1 - offset;
14119 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14123 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14127 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14131 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14135 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14139 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14143 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14146 case SAMPLE_android_clone:
14147 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14150 case SAMPLE_android_move:
14151 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14154 case SAMPLE_spring:
14155 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14159 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14163 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14166 case SAMPLE_eater_eat:
14167 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14171 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14174 case SAMPLE_collect:
14175 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14178 case SAMPLE_diamond:
14179 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14182 case SAMPLE_squash:
14183 /* !!! CHECK THIS !!! */
14185 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14187 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14191 case SAMPLE_wonderfall:
14192 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14196 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14200 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14204 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14208 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14212 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14216 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14219 case SAMPLE_wonder:
14220 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14224 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14227 case SAMPLE_exit_open:
14228 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14231 case SAMPLE_exit_leave:
14232 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14235 case SAMPLE_dynamite:
14236 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14240 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14244 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14248 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14252 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14256 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14260 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14264 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14269 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14271 int element = map_element_SP_to_RND(element_sp);
14272 int action = map_action_SP_to_RND(action_sp);
14273 int offset = (setup.sp_show_border_elements ? 0 : 1);
14274 int x = xx - offset;
14275 int y = yy - offset;
14277 PlayLevelSoundElementAction(x, y, element, action);
14280 void RaiseScore(int value)
14282 local_player->score += value;
14284 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14286 DisplayGameControlValues();
14289 void RaiseScoreElement(int element)
14294 case EL_BD_DIAMOND:
14295 case EL_EMERALD_YELLOW:
14296 case EL_EMERALD_RED:
14297 case EL_EMERALD_PURPLE:
14298 case EL_SP_INFOTRON:
14299 RaiseScore(level.score[SC_EMERALD]);
14302 RaiseScore(level.score[SC_DIAMOND]);
14305 RaiseScore(level.score[SC_CRYSTAL]);
14308 RaiseScore(level.score[SC_PEARL]);
14311 case EL_BD_BUTTERFLY:
14312 case EL_SP_ELECTRON:
14313 RaiseScore(level.score[SC_BUG]);
14316 case EL_BD_FIREFLY:
14317 case EL_SP_SNIKSNAK:
14318 RaiseScore(level.score[SC_SPACESHIP]);
14321 case EL_DARK_YAMYAM:
14322 RaiseScore(level.score[SC_YAMYAM]);
14325 RaiseScore(level.score[SC_ROBOT]);
14328 RaiseScore(level.score[SC_PACMAN]);
14331 RaiseScore(level.score[SC_NUT]);
14334 case EL_EM_DYNAMITE:
14335 case EL_SP_DISK_RED:
14336 case EL_DYNABOMB_INCREASE_NUMBER:
14337 case EL_DYNABOMB_INCREASE_SIZE:
14338 case EL_DYNABOMB_INCREASE_POWER:
14339 RaiseScore(level.score[SC_DYNAMITE]);
14341 case EL_SHIELD_NORMAL:
14342 case EL_SHIELD_DEADLY:
14343 RaiseScore(level.score[SC_SHIELD]);
14345 case EL_EXTRA_TIME:
14346 RaiseScore(level.extra_time_score);
14360 case EL_DC_KEY_WHITE:
14361 RaiseScore(level.score[SC_KEY]);
14364 RaiseScore(element_info[element].collect_score);
14369 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14371 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14373 /* closing door required in case of envelope style request dialogs */
14375 CloseDoor(DOOR_CLOSE_1);
14377 #if defined(NETWORK_AVALIABLE)
14378 if (options.network)
14379 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14385 FadeSkipNextFadeIn();
14387 game_status = GAME_MODE_MAIN;
14389 DrawAndFadeInMainMenu(REDRAW_FIELD);
14393 game_status = GAME_MODE_MAIN;
14395 DrawAndFadeInMainMenu(REDRAW_FIELD);
14399 else /* continue playing the game */
14401 if (tape.playing && tape.deactivate_display)
14402 TapeDeactivateDisplayOff(TRUE);
14404 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14406 if (tape.playing && tape.deactivate_display)
14407 TapeDeactivateDisplayOn();
14411 void RequestQuitGame(boolean ask_if_really_quit)
14413 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14414 boolean skip_request = AllPlayersGone || quick_quit;
14416 RequestQuitGameExt(skip_request, quick_quit,
14417 "Do you really want to quit the game?");
14421 /* ------------------------------------------------------------------------- */
14422 /* random generator functions */
14423 /* ------------------------------------------------------------------------- */
14425 unsigned int InitEngineRandom_RND(int seed)
14427 game.num_random_calls = 0;
14429 return InitEngineRandom(seed);
14432 unsigned int RND(int max)
14436 game.num_random_calls++;
14438 return GetEngineRandom(max);
14445 /* ------------------------------------------------------------------------- */
14446 /* game engine snapshot handling functions */
14447 /* ------------------------------------------------------------------------- */
14449 struct EngineSnapshotInfo
14451 /* runtime values for custom element collect score */
14452 int collect_score[NUM_CUSTOM_ELEMENTS];
14454 /* runtime values for group element choice position */
14455 int choice_pos[NUM_GROUP_ELEMENTS];
14457 /* runtime values for belt position animations */
14458 int belt_graphic[4][NUM_BELT_PARTS];
14459 int belt_anim_mode[4][NUM_BELT_PARTS];
14462 static struct EngineSnapshotInfo engine_snapshot_rnd;
14463 static char *snapshot_level_identifier = NULL;
14464 static int snapshot_level_nr = -1;
14466 static void SaveEngineSnapshotValues_RND()
14468 static int belt_base_active_element[4] =
14470 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
14471 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
14472 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
14473 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
14477 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14479 int element = EL_CUSTOM_START + i;
14481 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
14484 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14486 int element = EL_GROUP_START + i;
14488 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
14491 for (i = 0; i < 4; i++)
14493 for (j = 0; j < NUM_BELT_PARTS; j++)
14495 int element = belt_base_active_element[i] + j;
14496 int graphic = el2img(element);
14497 int anim_mode = graphic_info[graphic].anim_mode;
14499 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
14500 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
14505 static void LoadEngineSnapshotValues_RND()
14507 unsigned int num_random_calls = game.num_random_calls;
14510 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14512 int element = EL_CUSTOM_START + i;
14514 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
14517 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14519 int element = EL_GROUP_START + i;
14521 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
14524 for (i = 0; i < 4; i++)
14526 for (j = 0; j < NUM_BELT_PARTS; j++)
14528 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
14529 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
14531 graphic_info[graphic].anim_mode = anim_mode;
14535 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14537 InitRND(tape.random_seed);
14538 for (i = 0; i < num_random_calls; i++)
14542 if (game.num_random_calls != num_random_calls)
14544 Error(ERR_INFO, "number of random calls out of sync");
14545 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
14546 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
14547 Error(ERR_EXIT, "this should not happen -- please debug");
14551 void FreeEngineSnapshot()
14553 FreeEngineSnapshotBuffers();
14555 setString(&snapshot_level_identifier, NULL);
14556 snapshot_level_nr = -1;
14559 void SaveEngineSnapshot()
14561 /* do not save snapshots from editor */
14562 if (level_editor_test_game)
14565 /* free previous snapshot buffers, if needed */
14566 FreeEngineSnapshotBuffers();
14568 /* copy some special values to a structure better suited for the snapshot */
14570 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14571 SaveEngineSnapshotValues_RND();
14572 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14573 SaveEngineSnapshotValues_EM();
14574 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14575 SaveEngineSnapshotValues_SP();
14577 /* save values stored in special snapshot structure */
14579 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14580 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
14581 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14582 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
14583 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14584 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
14586 /* save further RND engine values */
14588 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(stored_player));
14589 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(game));
14590 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(tape));
14592 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZX));
14593 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZY));
14594 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitX));
14595 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitY));
14597 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
14598 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
14599 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
14600 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
14601 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TapeTime));
14603 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
14604 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
14605 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
14607 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
14609 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
14611 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
14612 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
14614 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Feld));
14615 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovPos));
14616 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDir));
14617 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDelay));
14618 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
14619 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangePage));
14620 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CustomValue));
14621 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store));
14622 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store2));
14623 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
14624 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Back));
14625 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
14626 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
14627 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
14628 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
14629 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
14630 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Stop));
14631 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Pushed));
14633 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
14634 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
14636 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
14637 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
14638 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
14640 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
14641 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
14643 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
14644 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
14645 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxElement));
14646 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxAction));
14647 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxDir));
14649 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_x));
14650 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_y));
14652 /* save level identification information */
14654 setString(&snapshot_level_identifier, leveldir_current->identifier);
14655 snapshot_level_nr = level_nr;
14658 ListNode *node = engine_snapshot_list_rnd;
14661 while (node != NULL)
14663 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
14668 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
14672 void LoadEngineSnapshot()
14674 /* restore generically stored snapshot buffers */
14676 LoadEngineSnapshotBuffers();
14678 /* restore special values from snapshot structure */
14680 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14681 LoadEngineSnapshotValues_RND();
14682 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14683 LoadEngineSnapshotValues_EM();
14684 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14685 LoadEngineSnapshotValues_SP();
14688 boolean CheckEngineSnapshot()
14690 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
14691 snapshot_level_nr == level_nr);
14695 /* ---------- new game button stuff ---------------------------------------- */
14703 } gamebutton_info[NUM_GAME_BUTTONS] =
14706 IMG_GAME_BUTTON_GFX_STOP, &game.button.stop,
14707 GAME_CTRL_ID_STOP, "stop game"
14710 IMG_GAME_BUTTON_GFX_PAUSE, &game.button.pause,
14711 GAME_CTRL_ID_PAUSE, "pause game"
14714 IMG_GAME_BUTTON_GFX_PLAY, &game.button.play,
14715 GAME_CTRL_ID_PLAY, "play game"
14718 IMG_GAME_BUTTON_GFX_SOUND_MUSIC, &game.button.sound_music,
14719 SOUND_CTRL_ID_MUSIC, "background music on/off"
14722 IMG_GAME_BUTTON_GFX_SOUND_LOOPS, &game.button.sound_loops,
14723 SOUND_CTRL_ID_LOOPS, "sound loops on/off"
14726 IMG_GAME_BUTTON_GFX_SOUND_SIMPLE, &game.button.sound_simple,
14727 SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
14730 IMG_GAME_BUTTON_GFX_SAVE, &game.button.save,
14731 GAME_CTRL_ID_SAVE, "save game"
14734 IMG_GAME_BUTTON_GFX_LOAD, &game.button.load,
14735 GAME_CTRL_ID_LOAD, "load game"
14739 void CreateGameButtons()
14743 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14745 struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
14746 struct Rect *pos = gamebutton_info[i].pos;
14747 struct GadgetInfo *gi;
14750 unsigned int event_mask;
14751 int base_x = (tape.show_game_buttons ? VX : DX);
14752 int base_y = (tape.show_game_buttons ? VY : DY);
14753 int gd_x = gfx->src_x;
14754 int gd_y = gfx->src_y;
14755 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
14756 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
14757 int gd_xa = gfx->src_x + gfx->active_xoffset;
14758 int gd_ya = gfx->src_y + gfx->active_yoffset;
14759 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
14760 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
14763 if (gfx->bitmap == NULL)
14765 game_gadget[id] = NULL;
14770 if (id == GAME_CTRL_ID_STOP ||
14771 id == GAME_CTRL_ID_PAUSE ||
14772 id == GAME_CTRL_ID_PLAY ||
14773 id == GAME_CTRL_ID_SAVE ||
14774 id == GAME_CTRL_ID_LOAD)
14776 button_type = GD_TYPE_NORMAL_BUTTON;
14778 event_mask = GD_EVENT_RELEASED;
14782 button_type = GD_TYPE_CHECK_BUTTON;
14784 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
14785 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
14786 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
14787 event_mask = GD_EVENT_PRESSED;
14790 gi = CreateGadget(GDI_CUSTOM_ID, id,
14791 GDI_INFO_TEXT, gamebutton_info[i].infotext,
14792 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
14793 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
14794 GDI_WIDTH, gfx->width,
14795 GDI_HEIGHT, gfx->height,
14796 GDI_TYPE, button_type,
14797 GDI_STATE, GD_BUTTON_UNPRESSED,
14798 GDI_CHECKED, checked,
14799 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
14800 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
14801 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
14802 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
14803 GDI_DIRECT_DRAW, FALSE,
14804 GDI_EVENT_MASK, event_mask,
14805 GDI_CALLBACK_ACTION, HandleGameButtons,
14809 Error(ERR_EXIT, "cannot create gadget");
14811 game_gadget[id] = gi;
14815 void FreeGameButtons()
14819 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14820 FreeGadget(game_gadget[i]);
14823 void MapGameButtons()
14827 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14828 MapGadget(game_gadget[i]);
14831 void UnmapGameButtons()
14835 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14836 UnmapGadget(game_gadget[i]);
14839 void RedrawGameButtons()
14843 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14844 RedrawGadget(game_gadget[i]);
14846 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
14847 redraw_mask &= ~REDRAW_ALL;
14850 static void HandleGameButtonsExt(int id)
14852 boolean handle_game_buttons =
14853 (game_status == GAME_MODE_PLAYING ||
14854 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
14856 if (!handle_game_buttons)
14861 case GAME_CTRL_ID_STOP:
14862 if (game_status == GAME_MODE_MAIN)
14868 RequestQuitGame(TRUE);
14872 case GAME_CTRL_ID_PAUSE:
14873 if (options.network && game_status == GAME_MODE_PLAYING)
14875 #if defined(NETWORK_AVALIABLE)
14877 SendToServer_ContinuePlaying();
14879 SendToServer_PausePlaying();
14883 TapeTogglePause(TAPE_TOGGLE_MANUAL);
14886 case GAME_CTRL_ID_PLAY:
14887 if (game_status == GAME_MODE_MAIN)
14889 StartGameActions(options.network, setup.autorecord, level.random_seed);
14891 else if (tape.pausing)
14893 #if defined(NETWORK_AVALIABLE)
14894 if (options.network)
14895 SendToServer_ContinuePlaying();
14899 tape.pausing = FALSE;
14900 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF, 0);
14905 case SOUND_CTRL_ID_MUSIC:
14906 if (setup.sound_music)
14908 setup.sound_music = FALSE;
14912 else if (audio.music_available)
14914 setup.sound = setup.sound_music = TRUE;
14916 SetAudioMode(setup.sound);
14922 case SOUND_CTRL_ID_LOOPS:
14923 if (setup.sound_loops)
14924 setup.sound_loops = FALSE;
14925 else if (audio.loops_available)
14927 setup.sound = setup.sound_loops = TRUE;
14929 SetAudioMode(setup.sound);
14933 case SOUND_CTRL_ID_SIMPLE:
14934 if (setup.sound_simple)
14935 setup.sound_simple = FALSE;
14936 else if (audio.sound_available)
14938 setup.sound = setup.sound_simple = TRUE;
14940 SetAudioMode(setup.sound);
14944 case GAME_CTRL_ID_SAVE:
14948 case GAME_CTRL_ID_LOAD:
14957 static void HandleGameButtons(struct GadgetInfo *gi)
14959 HandleGameButtonsExt(gi->custom_id);
14962 void HandleSoundButtonKeys(Key key)
14965 if (key == setup.shortcut.sound_simple)
14966 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
14967 else if (key == setup.shortcut.sound_loops)
14968 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
14969 else if (key == setup.shortcut.sound_music)
14970 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);