1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
25 #define DEBUG_INIT_PLAYER 1
26 #define DEBUG_PLAYER_ACTIONS 0
28 /* EXPERIMENTAL STUFF */
29 #define USE_NEW_AMOEBA_CODE FALSE
31 /* EXPERIMENTAL STUFF */
32 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
33 #define USE_QUICKSAND_IMPACT_BUGFIX 0
34 #define USE_DELAYED_GFX_REDRAW 0
35 #define USE_NEW_PLAYER_ASSIGNMENTS 1
37 #if USE_DELAYED_GFX_REDRAW
38 #define TEST_DrawLevelField(x, y) \
39 GfxRedraw[x][y] |= GFX_REDRAW_TILE
40 #define TEST_DrawLevelFieldCrumbled(x, y) \
41 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
42 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
43 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
44 #define TEST_DrawTwinkleOnField(x, y) \
45 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
47 #define TEST_DrawLevelField(x, y) \
49 #define TEST_DrawLevelFieldCrumbled(x, y) \
50 DrawLevelFieldCrumbled(x, y)
51 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
52 DrawLevelFieldCrumbledNeighbours(x, y)
53 #define TEST_DrawTwinkleOnField(x, y) \
54 DrawTwinkleOnField(x, y)
63 /* for MovePlayer() */
64 #define MP_NO_ACTION 0
67 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
69 /* for ScrollPlayer() */
71 #define SCROLL_GO_ON 1
73 /* for Bang()/Explode() */
74 #define EX_PHASE_START 0
75 #define EX_TYPE_NONE 0
76 #define EX_TYPE_NORMAL (1 << 0)
77 #define EX_TYPE_CENTER (1 << 1)
78 #define EX_TYPE_BORDER (1 << 2)
79 #define EX_TYPE_CROSS (1 << 3)
80 #define EX_TYPE_DYNA (1 << 4)
81 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
83 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
84 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
85 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
86 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
88 /* game panel display and control definitions */
89 #define GAME_PANEL_LEVEL_NUMBER 0
90 #define GAME_PANEL_GEMS 1
91 #define GAME_PANEL_INVENTORY_COUNT 2
92 #define GAME_PANEL_INVENTORY_FIRST_1 3
93 #define GAME_PANEL_INVENTORY_FIRST_2 4
94 #define GAME_PANEL_INVENTORY_FIRST_3 5
95 #define GAME_PANEL_INVENTORY_FIRST_4 6
96 #define GAME_PANEL_INVENTORY_FIRST_5 7
97 #define GAME_PANEL_INVENTORY_FIRST_6 8
98 #define GAME_PANEL_INVENTORY_FIRST_7 9
99 #define GAME_PANEL_INVENTORY_FIRST_8 10
100 #define GAME_PANEL_INVENTORY_LAST_1 11
101 #define GAME_PANEL_INVENTORY_LAST_2 12
102 #define GAME_PANEL_INVENTORY_LAST_3 13
103 #define GAME_PANEL_INVENTORY_LAST_4 14
104 #define GAME_PANEL_INVENTORY_LAST_5 15
105 #define GAME_PANEL_INVENTORY_LAST_6 16
106 #define GAME_PANEL_INVENTORY_LAST_7 17
107 #define GAME_PANEL_INVENTORY_LAST_8 18
108 #define GAME_PANEL_KEY_1 19
109 #define GAME_PANEL_KEY_2 20
110 #define GAME_PANEL_KEY_3 21
111 #define GAME_PANEL_KEY_4 22
112 #define GAME_PANEL_KEY_5 23
113 #define GAME_PANEL_KEY_6 24
114 #define GAME_PANEL_KEY_7 25
115 #define GAME_PANEL_KEY_8 26
116 #define GAME_PANEL_KEY_WHITE 27
117 #define GAME_PANEL_KEY_WHITE_COUNT 28
118 #define GAME_PANEL_SCORE 29
119 #define GAME_PANEL_HIGHSCORE 30
120 #define GAME_PANEL_TIME 31
121 #define GAME_PANEL_TIME_HH 32
122 #define GAME_PANEL_TIME_MM 33
123 #define GAME_PANEL_TIME_SS 34
124 #define GAME_PANEL_FRAME 35
125 #define GAME_PANEL_SHIELD_NORMAL 36
126 #define GAME_PANEL_SHIELD_NORMAL_TIME 37
127 #define GAME_PANEL_SHIELD_DEADLY 38
128 #define GAME_PANEL_SHIELD_DEADLY_TIME 39
129 #define GAME_PANEL_EXIT 40
130 #define GAME_PANEL_EMC_MAGIC_BALL 41
131 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 42
132 #define GAME_PANEL_LIGHT_SWITCH 43
133 #define GAME_PANEL_LIGHT_SWITCH_TIME 44
134 #define GAME_PANEL_TIMEGATE_SWITCH 45
135 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 46
136 #define GAME_PANEL_SWITCHGATE_SWITCH 47
137 #define GAME_PANEL_EMC_LENSES 48
138 #define GAME_PANEL_EMC_LENSES_TIME 49
139 #define GAME_PANEL_EMC_MAGNIFIER 50
140 #define GAME_PANEL_EMC_MAGNIFIER_TIME 51
141 #define GAME_PANEL_BALLOON_SWITCH 52
142 #define GAME_PANEL_DYNABOMB_NUMBER 53
143 #define GAME_PANEL_DYNABOMB_SIZE 54
144 #define GAME_PANEL_DYNABOMB_POWER 55
145 #define GAME_PANEL_PENGUINS 56
146 #define GAME_PANEL_SOKOBAN_OBJECTS 57
147 #define GAME_PANEL_SOKOBAN_FIELDS 58
148 #define GAME_PANEL_ROBOT_WHEEL 59
149 #define GAME_PANEL_CONVEYOR_BELT_1 60
150 #define GAME_PANEL_CONVEYOR_BELT_2 61
151 #define GAME_PANEL_CONVEYOR_BELT_3 62
152 #define GAME_PANEL_CONVEYOR_BELT_4 63
153 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 64
154 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 65
155 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 66
156 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 67
157 #define GAME_PANEL_MAGIC_WALL 68
158 #define GAME_PANEL_MAGIC_WALL_TIME 69
159 #define GAME_PANEL_GRAVITY_STATE 70
160 #define GAME_PANEL_GRAPHIC_1 71
161 #define GAME_PANEL_GRAPHIC_2 72
162 #define GAME_PANEL_GRAPHIC_3 73
163 #define GAME_PANEL_GRAPHIC_4 74
164 #define GAME_PANEL_GRAPHIC_5 75
165 #define GAME_PANEL_GRAPHIC_6 76
166 #define GAME_PANEL_GRAPHIC_7 77
167 #define GAME_PANEL_GRAPHIC_8 78
168 #define GAME_PANEL_ELEMENT_1 79
169 #define GAME_PANEL_ELEMENT_2 80
170 #define GAME_PANEL_ELEMENT_3 81
171 #define GAME_PANEL_ELEMENT_4 82
172 #define GAME_PANEL_ELEMENT_5 83
173 #define GAME_PANEL_ELEMENT_6 84
174 #define GAME_PANEL_ELEMENT_7 85
175 #define GAME_PANEL_ELEMENT_8 86
176 #define GAME_PANEL_ELEMENT_COUNT_1 87
177 #define GAME_PANEL_ELEMENT_COUNT_2 88
178 #define GAME_PANEL_ELEMENT_COUNT_3 89
179 #define GAME_PANEL_ELEMENT_COUNT_4 90
180 #define GAME_PANEL_ELEMENT_COUNT_5 91
181 #define GAME_PANEL_ELEMENT_COUNT_6 92
182 #define GAME_PANEL_ELEMENT_COUNT_7 93
183 #define GAME_PANEL_ELEMENT_COUNT_8 94
184 #define GAME_PANEL_CE_SCORE_1 95
185 #define GAME_PANEL_CE_SCORE_2 96
186 #define GAME_PANEL_CE_SCORE_3 97
187 #define GAME_PANEL_CE_SCORE_4 98
188 #define GAME_PANEL_CE_SCORE_5 99
189 #define GAME_PANEL_CE_SCORE_6 100
190 #define GAME_PANEL_CE_SCORE_7 101
191 #define GAME_PANEL_CE_SCORE_8 102
192 #define GAME_PANEL_CE_SCORE_1_ELEMENT 103
193 #define GAME_PANEL_CE_SCORE_2_ELEMENT 104
194 #define GAME_PANEL_CE_SCORE_3_ELEMENT 105
195 #define GAME_PANEL_CE_SCORE_4_ELEMENT 106
196 #define GAME_PANEL_CE_SCORE_5_ELEMENT 107
197 #define GAME_PANEL_CE_SCORE_6_ELEMENT 108
198 #define GAME_PANEL_CE_SCORE_7_ELEMENT 109
199 #define GAME_PANEL_CE_SCORE_8_ELEMENT 110
200 #define GAME_PANEL_PLAYER_NAME 111
201 #define GAME_PANEL_LEVEL_NAME 112
202 #define GAME_PANEL_LEVEL_AUTHOR 113
204 #define NUM_GAME_PANEL_CONTROLS 114
206 struct GamePanelOrderInfo
212 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
214 struct GamePanelControlInfo
218 struct TextPosInfo *pos;
221 int value, last_value;
222 int frame, last_frame;
227 static struct GamePanelControlInfo game_panel_controls[] =
230 GAME_PANEL_LEVEL_NUMBER,
231 &game.panel.level_number,
240 GAME_PANEL_INVENTORY_COUNT,
241 &game.panel.inventory_count,
245 GAME_PANEL_INVENTORY_FIRST_1,
246 &game.panel.inventory_first[0],
250 GAME_PANEL_INVENTORY_FIRST_2,
251 &game.panel.inventory_first[1],
255 GAME_PANEL_INVENTORY_FIRST_3,
256 &game.panel.inventory_first[2],
260 GAME_PANEL_INVENTORY_FIRST_4,
261 &game.panel.inventory_first[3],
265 GAME_PANEL_INVENTORY_FIRST_5,
266 &game.panel.inventory_first[4],
270 GAME_PANEL_INVENTORY_FIRST_6,
271 &game.panel.inventory_first[5],
275 GAME_PANEL_INVENTORY_FIRST_7,
276 &game.panel.inventory_first[6],
280 GAME_PANEL_INVENTORY_FIRST_8,
281 &game.panel.inventory_first[7],
285 GAME_PANEL_INVENTORY_LAST_1,
286 &game.panel.inventory_last[0],
290 GAME_PANEL_INVENTORY_LAST_2,
291 &game.panel.inventory_last[1],
295 GAME_PANEL_INVENTORY_LAST_3,
296 &game.panel.inventory_last[2],
300 GAME_PANEL_INVENTORY_LAST_4,
301 &game.panel.inventory_last[3],
305 GAME_PANEL_INVENTORY_LAST_5,
306 &game.panel.inventory_last[4],
310 GAME_PANEL_INVENTORY_LAST_6,
311 &game.panel.inventory_last[5],
315 GAME_PANEL_INVENTORY_LAST_7,
316 &game.panel.inventory_last[6],
320 GAME_PANEL_INVENTORY_LAST_8,
321 &game.panel.inventory_last[7],
365 GAME_PANEL_KEY_WHITE,
366 &game.panel.key_white,
370 GAME_PANEL_KEY_WHITE_COUNT,
371 &game.panel.key_white_count,
380 GAME_PANEL_HIGHSCORE,
381 &game.panel.highscore,
410 GAME_PANEL_SHIELD_NORMAL,
411 &game.panel.shield_normal,
415 GAME_PANEL_SHIELD_NORMAL_TIME,
416 &game.panel.shield_normal_time,
420 GAME_PANEL_SHIELD_DEADLY,
421 &game.panel.shield_deadly,
425 GAME_PANEL_SHIELD_DEADLY_TIME,
426 &game.panel.shield_deadly_time,
435 GAME_PANEL_EMC_MAGIC_BALL,
436 &game.panel.emc_magic_ball,
440 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
441 &game.panel.emc_magic_ball_switch,
445 GAME_PANEL_LIGHT_SWITCH,
446 &game.panel.light_switch,
450 GAME_PANEL_LIGHT_SWITCH_TIME,
451 &game.panel.light_switch_time,
455 GAME_PANEL_TIMEGATE_SWITCH,
456 &game.panel.timegate_switch,
460 GAME_PANEL_TIMEGATE_SWITCH_TIME,
461 &game.panel.timegate_switch_time,
465 GAME_PANEL_SWITCHGATE_SWITCH,
466 &game.panel.switchgate_switch,
470 GAME_PANEL_EMC_LENSES,
471 &game.panel.emc_lenses,
475 GAME_PANEL_EMC_LENSES_TIME,
476 &game.panel.emc_lenses_time,
480 GAME_PANEL_EMC_MAGNIFIER,
481 &game.panel.emc_magnifier,
485 GAME_PANEL_EMC_MAGNIFIER_TIME,
486 &game.panel.emc_magnifier_time,
490 GAME_PANEL_BALLOON_SWITCH,
491 &game.panel.balloon_switch,
495 GAME_PANEL_DYNABOMB_NUMBER,
496 &game.panel.dynabomb_number,
500 GAME_PANEL_DYNABOMB_SIZE,
501 &game.panel.dynabomb_size,
505 GAME_PANEL_DYNABOMB_POWER,
506 &game.panel.dynabomb_power,
511 &game.panel.penguins,
515 GAME_PANEL_SOKOBAN_OBJECTS,
516 &game.panel.sokoban_objects,
520 GAME_PANEL_SOKOBAN_FIELDS,
521 &game.panel.sokoban_fields,
525 GAME_PANEL_ROBOT_WHEEL,
526 &game.panel.robot_wheel,
530 GAME_PANEL_CONVEYOR_BELT_1,
531 &game.panel.conveyor_belt[0],
535 GAME_PANEL_CONVEYOR_BELT_2,
536 &game.panel.conveyor_belt[1],
540 GAME_PANEL_CONVEYOR_BELT_3,
541 &game.panel.conveyor_belt[2],
545 GAME_PANEL_CONVEYOR_BELT_4,
546 &game.panel.conveyor_belt[3],
550 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
551 &game.panel.conveyor_belt_switch[0],
555 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
556 &game.panel.conveyor_belt_switch[1],
560 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
561 &game.panel.conveyor_belt_switch[2],
565 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
566 &game.panel.conveyor_belt_switch[3],
570 GAME_PANEL_MAGIC_WALL,
571 &game.panel.magic_wall,
575 GAME_PANEL_MAGIC_WALL_TIME,
576 &game.panel.magic_wall_time,
580 GAME_PANEL_GRAVITY_STATE,
581 &game.panel.gravity_state,
585 GAME_PANEL_GRAPHIC_1,
586 &game.panel.graphic[0],
590 GAME_PANEL_GRAPHIC_2,
591 &game.panel.graphic[1],
595 GAME_PANEL_GRAPHIC_3,
596 &game.panel.graphic[2],
600 GAME_PANEL_GRAPHIC_4,
601 &game.panel.graphic[3],
605 GAME_PANEL_GRAPHIC_5,
606 &game.panel.graphic[4],
610 GAME_PANEL_GRAPHIC_6,
611 &game.panel.graphic[5],
615 GAME_PANEL_GRAPHIC_7,
616 &game.panel.graphic[6],
620 GAME_PANEL_GRAPHIC_8,
621 &game.panel.graphic[7],
625 GAME_PANEL_ELEMENT_1,
626 &game.panel.element[0],
630 GAME_PANEL_ELEMENT_2,
631 &game.panel.element[1],
635 GAME_PANEL_ELEMENT_3,
636 &game.panel.element[2],
640 GAME_PANEL_ELEMENT_4,
641 &game.panel.element[3],
645 GAME_PANEL_ELEMENT_5,
646 &game.panel.element[4],
650 GAME_PANEL_ELEMENT_6,
651 &game.panel.element[5],
655 GAME_PANEL_ELEMENT_7,
656 &game.panel.element[6],
660 GAME_PANEL_ELEMENT_8,
661 &game.panel.element[7],
665 GAME_PANEL_ELEMENT_COUNT_1,
666 &game.panel.element_count[0],
670 GAME_PANEL_ELEMENT_COUNT_2,
671 &game.panel.element_count[1],
675 GAME_PANEL_ELEMENT_COUNT_3,
676 &game.panel.element_count[2],
680 GAME_PANEL_ELEMENT_COUNT_4,
681 &game.panel.element_count[3],
685 GAME_PANEL_ELEMENT_COUNT_5,
686 &game.panel.element_count[4],
690 GAME_PANEL_ELEMENT_COUNT_6,
691 &game.panel.element_count[5],
695 GAME_PANEL_ELEMENT_COUNT_7,
696 &game.panel.element_count[6],
700 GAME_PANEL_ELEMENT_COUNT_8,
701 &game.panel.element_count[7],
705 GAME_PANEL_CE_SCORE_1,
706 &game.panel.ce_score[0],
710 GAME_PANEL_CE_SCORE_2,
711 &game.panel.ce_score[1],
715 GAME_PANEL_CE_SCORE_3,
716 &game.panel.ce_score[2],
720 GAME_PANEL_CE_SCORE_4,
721 &game.panel.ce_score[3],
725 GAME_PANEL_CE_SCORE_5,
726 &game.panel.ce_score[4],
730 GAME_PANEL_CE_SCORE_6,
731 &game.panel.ce_score[5],
735 GAME_PANEL_CE_SCORE_7,
736 &game.panel.ce_score[6],
740 GAME_PANEL_CE_SCORE_8,
741 &game.panel.ce_score[7],
745 GAME_PANEL_CE_SCORE_1_ELEMENT,
746 &game.panel.ce_score_element[0],
750 GAME_PANEL_CE_SCORE_2_ELEMENT,
751 &game.panel.ce_score_element[1],
755 GAME_PANEL_CE_SCORE_3_ELEMENT,
756 &game.panel.ce_score_element[2],
760 GAME_PANEL_CE_SCORE_4_ELEMENT,
761 &game.panel.ce_score_element[3],
765 GAME_PANEL_CE_SCORE_5_ELEMENT,
766 &game.panel.ce_score_element[4],
770 GAME_PANEL_CE_SCORE_6_ELEMENT,
771 &game.panel.ce_score_element[5],
775 GAME_PANEL_CE_SCORE_7_ELEMENT,
776 &game.panel.ce_score_element[6],
780 GAME_PANEL_CE_SCORE_8_ELEMENT,
781 &game.panel.ce_score_element[7],
785 GAME_PANEL_PLAYER_NAME,
786 &game.panel.player_name,
790 GAME_PANEL_LEVEL_NAME,
791 &game.panel.level_name,
795 GAME_PANEL_LEVEL_AUTHOR,
796 &game.panel.level_author,
807 /* values for delayed check of falling and moving elements and for collision */
808 #define CHECK_DELAY_MOVING 3
809 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
810 #define CHECK_DELAY_COLLISION 2
811 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
813 /* values for initial player move delay (initial delay counter value) */
814 #define INITIAL_MOVE_DELAY_OFF -1
815 #define INITIAL_MOVE_DELAY_ON 0
817 /* values for player movement speed (which is in fact a delay value) */
818 #define MOVE_DELAY_MIN_SPEED 32
819 #define MOVE_DELAY_NORMAL_SPEED 8
820 #define MOVE_DELAY_HIGH_SPEED 4
821 #define MOVE_DELAY_MAX_SPEED 1
823 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
824 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
826 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
827 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
829 /* values for other actions */
830 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
831 #define MOVE_STEPSIZE_MIN (1)
832 #define MOVE_STEPSIZE_MAX (TILEX)
834 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
835 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
837 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
839 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
840 RND(element_info[e].push_delay_random))
841 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
842 RND(element_info[e].drop_delay_random))
843 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
844 RND(element_info[e].move_delay_random))
845 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
846 (element_info[e].move_delay_random))
847 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
848 RND(element_info[e].ce_value_random_initial))
849 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
850 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
851 RND((c)->delay_random * (c)->delay_frames))
852 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
853 RND((c)->delay_random))
856 #define GET_VALID_RUNTIME_ELEMENT(e) \
857 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
859 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
860 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
861 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
862 (be) + (e) - EL_SELF)
864 #define GET_PLAYER_FROM_BITS(p) \
865 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
867 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
868 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
869 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
870 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
871 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
872 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
873 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
874 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
875 RESOLVED_REFERENCE_ELEMENT(be, e) : \
878 #define CAN_GROW_INTO(e) \
879 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
881 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
882 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
885 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
886 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
887 (CAN_MOVE_INTO_ACID(e) && \
888 Feld[x][y] == EL_ACID) || \
891 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
892 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
893 (CAN_MOVE_INTO_ACID(e) && \
894 Feld[x][y] == EL_ACID) || \
897 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
898 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
900 (CAN_MOVE_INTO_ACID(e) && \
901 Feld[x][y] == EL_ACID) || \
902 (DONT_COLLIDE_WITH(e) && \
904 !PLAYER_ENEMY_PROTECTED(x, y))))
906 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
907 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
909 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
910 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
912 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
913 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
915 #define ANDROID_CAN_CLONE_FIELD(x, y) \
916 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
917 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
919 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
920 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
922 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
923 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
925 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
926 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
928 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
929 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
931 #define PIG_CAN_ENTER_FIELD(e, x, y) \
932 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
934 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
935 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
936 Feld[x][y] == EL_EM_EXIT_OPEN || \
937 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
938 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
939 IS_FOOD_PENGUIN(Feld[x][y])))
940 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
941 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
943 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
944 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
946 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
947 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
949 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
950 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
951 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
953 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
955 #define CE_ENTER_FIELD_COND(e, x, y) \
956 (!IS_PLAYER(x, y) && \
957 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
959 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
960 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
962 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
963 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
965 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
966 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
967 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
968 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
970 /* game button identifiers */
971 #define GAME_CTRL_ID_STOP 0
972 #define GAME_CTRL_ID_PAUSE 1
973 #define GAME_CTRL_ID_PLAY 2
974 #define GAME_CTRL_ID_UNDO 3
975 #define GAME_CTRL_ID_REDO 4
976 #define GAME_CTRL_ID_SAVE 5
977 #define GAME_CTRL_ID_PAUSE2 6
978 #define GAME_CTRL_ID_LOAD 7
979 #define SOUND_CTRL_ID_MUSIC 8
980 #define SOUND_CTRL_ID_LOOPS 9
981 #define SOUND_CTRL_ID_SIMPLE 10
983 #define NUM_GAME_BUTTONS 11
986 /* forward declaration for internal use */
988 static void CreateField(int, int, int);
990 static void ResetGfxAnimation(int, int);
992 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
993 static void AdvanceFrameAndPlayerCounters(int);
995 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
996 static boolean MovePlayer(struct PlayerInfo *, int, int);
997 static void ScrollPlayer(struct PlayerInfo *, int);
998 static void ScrollScreen(struct PlayerInfo *, int);
1000 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1001 static boolean DigFieldByCE(int, int, int);
1002 static boolean SnapField(struct PlayerInfo *, int, int);
1003 static boolean DropElement(struct PlayerInfo *);
1005 static void InitBeltMovement(void);
1006 static void CloseAllOpenTimegates(void);
1007 static void CheckGravityMovement(struct PlayerInfo *);
1008 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1009 static void KillPlayerUnlessEnemyProtected(int, int);
1010 static void KillPlayerUnlessExplosionProtected(int, int);
1012 static void TestIfPlayerTouchesCustomElement(int, int);
1013 static void TestIfElementTouchesCustomElement(int, int);
1014 static void TestIfElementHitsCustomElement(int, int, int);
1016 static void HandleElementChange(int, int, int);
1017 static void ExecuteCustomElementAction(int, int, int, int);
1018 static boolean ChangeElement(int, int, int, int);
1020 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1021 #define CheckTriggeredElementChange(x, y, e, ev) \
1022 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1023 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1024 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1025 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1026 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1027 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1028 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1030 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1031 #define CheckElementChange(x, y, e, te, ev) \
1032 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1033 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1034 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1035 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1036 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1038 static void PlayLevelSound(int, int, int);
1039 static void PlayLevelSoundNearest(int, int, int);
1040 static void PlayLevelSoundAction(int, int, int);
1041 static void PlayLevelSoundElementAction(int, int, int, int);
1042 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1043 static void PlayLevelSoundActionIfLoop(int, int, int);
1044 static void StopLevelSoundActionIfLoop(int, int, int);
1045 static void PlayLevelMusic();
1047 static void HandleGameButtons(struct GadgetInfo *);
1049 int AmoebeNachbarNr(int, int);
1050 void AmoebeUmwandeln(int, int);
1051 void ContinueMoving(int, int);
1052 void Bang(int, int);
1053 void InitMovDir(int, int);
1054 void InitAmoebaNr(int, int);
1055 int NewHiScore(void);
1057 void TestIfGoodThingHitsBadThing(int, int, int);
1058 void TestIfBadThingHitsGoodThing(int, int, int);
1059 void TestIfPlayerTouchesBadThing(int, int);
1060 void TestIfPlayerRunsIntoBadThing(int, int, int);
1061 void TestIfBadThingTouchesPlayer(int, int);
1062 void TestIfBadThingRunsIntoPlayer(int, int, int);
1063 void TestIfFriendTouchesBadThing(int, int);
1064 void TestIfBadThingTouchesFriend(int, int);
1065 void TestIfBadThingTouchesOtherBadThing(int, int);
1066 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1068 void KillPlayer(struct PlayerInfo *);
1069 void BuryPlayer(struct PlayerInfo *);
1070 void RemovePlayer(struct PlayerInfo *);
1072 static int getInvisibleActiveFromInvisibleElement(int);
1073 static int getInvisibleFromInvisibleActiveElement(int);
1075 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1077 /* for detection of endless loops, caused by custom element programming */
1078 /* (using maximal playfield width x 10 is just a rough approximation) */
1079 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1081 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1083 if (recursion_loop_detected) \
1086 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1088 recursion_loop_detected = TRUE; \
1089 recursion_loop_element = (e); \
1092 recursion_loop_depth++; \
1095 #define RECURSION_LOOP_DETECTION_END() \
1097 recursion_loop_depth--; \
1100 static int recursion_loop_depth;
1101 static boolean recursion_loop_detected;
1102 static boolean recursion_loop_element;
1104 static int map_player_action[MAX_PLAYERS];
1107 /* ------------------------------------------------------------------------- */
1108 /* definition of elements that automatically change to other elements after */
1109 /* a specified time, eventually calling a function when changing */
1110 /* ------------------------------------------------------------------------- */
1112 /* forward declaration for changer functions */
1113 static void InitBuggyBase(int, int);
1114 static void WarnBuggyBase(int, int);
1116 static void InitTrap(int, int);
1117 static void ActivateTrap(int, int);
1118 static void ChangeActiveTrap(int, int);
1120 static void InitRobotWheel(int, int);
1121 static void RunRobotWheel(int, int);
1122 static void StopRobotWheel(int, int);
1124 static void InitTimegateWheel(int, int);
1125 static void RunTimegateWheel(int, int);
1127 static void InitMagicBallDelay(int, int);
1128 static void ActivateMagicBall(int, int);
1130 struct ChangingElementInfo
1135 void (*pre_change_function)(int x, int y);
1136 void (*change_function)(int x, int y);
1137 void (*post_change_function)(int x, int y);
1140 static struct ChangingElementInfo change_delay_list[] =
1175 EL_STEEL_EXIT_OPENING,
1183 EL_STEEL_EXIT_CLOSING,
1184 EL_STEEL_EXIT_CLOSED,
1207 EL_EM_STEEL_EXIT_OPENING,
1208 EL_EM_STEEL_EXIT_OPEN,
1215 EL_EM_STEEL_EXIT_CLOSING,
1239 EL_SWITCHGATE_OPENING,
1247 EL_SWITCHGATE_CLOSING,
1248 EL_SWITCHGATE_CLOSED,
1255 EL_TIMEGATE_OPENING,
1263 EL_TIMEGATE_CLOSING,
1272 EL_ACID_SPLASH_LEFT,
1280 EL_ACID_SPLASH_RIGHT,
1289 EL_SP_BUGGY_BASE_ACTIVATING,
1296 EL_SP_BUGGY_BASE_ACTIVATING,
1297 EL_SP_BUGGY_BASE_ACTIVE,
1304 EL_SP_BUGGY_BASE_ACTIVE,
1328 EL_ROBOT_WHEEL_ACTIVE,
1336 EL_TIMEGATE_SWITCH_ACTIVE,
1344 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1345 EL_DC_TIMEGATE_SWITCH,
1352 EL_EMC_MAGIC_BALL_ACTIVE,
1353 EL_EMC_MAGIC_BALL_ACTIVE,
1360 EL_EMC_SPRING_BUMPER_ACTIVE,
1361 EL_EMC_SPRING_BUMPER,
1368 EL_DIAGONAL_SHRINKING,
1376 EL_DIAGONAL_GROWING,
1397 int push_delay_fixed, push_delay_random;
1401 { EL_SPRING, 0, 0 },
1402 { EL_BALLOON, 0, 0 },
1404 { EL_SOKOBAN_OBJECT, 2, 0 },
1405 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1406 { EL_SATELLITE, 2, 0 },
1407 { EL_SP_DISK_YELLOW, 2, 0 },
1409 { EL_UNDEFINED, 0, 0 },
1417 move_stepsize_list[] =
1419 { EL_AMOEBA_DROP, 2 },
1420 { EL_AMOEBA_DROPPING, 2 },
1421 { EL_QUICKSAND_FILLING, 1 },
1422 { EL_QUICKSAND_EMPTYING, 1 },
1423 { EL_QUICKSAND_FAST_FILLING, 2 },
1424 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1425 { EL_MAGIC_WALL_FILLING, 2 },
1426 { EL_MAGIC_WALL_EMPTYING, 2 },
1427 { EL_BD_MAGIC_WALL_FILLING, 2 },
1428 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1429 { EL_DC_MAGIC_WALL_FILLING, 2 },
1430 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1432 { EL_UNDEFINED, 0 },
1440 collect_count_list[] =
1443 { EL_BD_DIAMOND, 1 },
1444 { EL_EMERALD_YELLOW, 1 },
1445 { EL_EMERALD_RED, 1 },
1446 { EL_EMERALD_PURPLE, 1 },
1448 { EL_SP_INFOTRON, 1 },
1452 { EL_UNDEFINED, 0 },
1460 access_direction_list[] =
1462 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1463 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1464 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1465 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1466 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1467 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1468 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1469 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1470 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1471 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1472 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1474 { EL_SP_PORT_LEFT, MV_RIGHT },
1475 { EL_SP_PORT_RIGHT, MV_LEFT },
1476 { EL_SP_PORT_UP, MV_DOWN },
1477 { EL_SP_PORT_DOWN, MV_UP },
1478 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1479 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1480 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1481 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1482 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1483 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1484 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1485 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1486 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1487 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1488 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1489 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1490 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1491 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1492 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1494 { EL_UNDEFINED, MV_NONE }
1497 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1499 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1500 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1501 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1502 IS_JUST_CHANGING(x, y))
1504 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1506 /* static variables for playfield scan mode (scanning forward or backward) */
1507 static int playfield_scan_start_x = 0;
1508 static int playfield_scan_start_y = 0;
1509 static int playfield_scan_delta_x = 1;
1510 static int playfield_scan_delta_y = 1;
1512 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1513 (y) >= 0 && (y) <= lev_fieldy - 1; \
1514 (y) += playfield_scan_delta_y) \
1515 for ((x) = playfield_scan_start_x; \
1516 (x) >= 0 && (x) <= lev_fieldx - 1; \
1517 (x) += playfield_scan_delta_x)
1520 void DEBUG_SetMaximumDynamite()
1524 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1525 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1526 local_player->inventory_element[local_player->inventory_size++] =
1531 static void InitPlayfieldScanModeVars()
1533 if (game.use_reverse_scan_direction)
1535 playfield_scan_start_x = lev_fieldx - 1;
1536 playfield_scan_start_y = lev_fieldy - 1;
1538 playfield_scan_delta_x = -1;
1539 playfield_scan_delta_y = -1;
1543 playfield_scan_start_x = 0;
1544 playfield_scan_start_y = 0;
1546 playfield_scan_delta_x = 1;
1547 playfield_scan_delta_y = 1;
1551 static void InitPlayfieldScanMode(int mode)
1553 game.use_reverse_scan_direction =
1554 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1556 InitPlayfieldScanModeVars();
1559 static int get_move_delay_from_stepsize(int move_stepsize)
1562 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1564 /* make sure that stepsize value is always a power of 2 */
1565 move_stepsize = (1 << log_2(move_stepsize));
1567 return TILEX / move_stepsize;
1570 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1573 int player_nr = player->index_nr;
1574 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1575 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1577 /* do no immediately change move delay -- the player might just be moving */
1578 player->move_delay_value_next = move_delay;
1580 /* information if player can move must be set separately */
1581 player->cannot_move = cannot_move;
1585 player->move_delay = game.initial_move_delay[player_nr];
1586 player->move_delay_value = game.initial_move_delay_value[player_nr];
1588 player->move_delay_value_next = -1;
1590 player->move_delay_reset_counter = 0;
1594 void GetPlayerConfig()
1596 GameFrameDelay = setup.game_frame_delay;
1598 if (!audio.sound_available)
1599 setup.sound_simple = FALSE;
1601 if (!audio.loops_available)
1602 setup.sound_loops = FALSE;
1604 if (!audio.music_available)
1605 setup.sound_music = FALSE;
1607 if (!video.fullscreen_available)
1608 setup.fullscreen = FALSE;
1610 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1612 SetAudioMode(setup.sound);
1616 int GetElementFromGroupElement(int element)
1618 if (IS_GROUP_ELEMENT(element))
1620 struct ElementGroupInfo *group = element_info[element].group;
1621 int last_anim_random_frame = gfx.anim_random_frame;
1624 if (group->choice_mode == ANIM_RANDOM)
1625 gfx.anim_random_frame = RND(group->num_elements_resolved);
1627 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1628 group->choice_mode, 0,
1631 if (group->choice_mode == ANIM_RANDOM)
1632 gfx.anim_random_frame = last_anim_random_frame;
1634 group->choice_pos++;
1636 element = group->element_resolved[element_pos];
1642 static void InitPlayerField(int x, int y, int element, boolean init_game)
1644 if (element == EL_SP_MURPHY)
1648 if (stored_player[0].present)
1650 Feld[x][y] = EL_SP_MURPHY_CLONE;
1656 stored_player[0].initial_element = element;
1657 stored_player[0].use_murphy = TRUE;
1659 if (!level.use_artwork_element[0])
1660 stored_player[0].artwork_element = EL_SP_MURPHY;
1663 Feld[x][y] = EL_PLAYER_1;
1669 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1670 int jx = player->jx, jy = player->jy;
1672 player->present = TRUE;
1674 player->block_last_field = (element == EL_SP_MURPHY ?
1675 level.sp_block_last_field :
1676 level.block_last_field);
1678 /* ---------- initialize player's last field block delay --------------- */
1680 /* always start with reliable default value (no adjustment needed) */
1681 player->block_delay_adjustment = 0;
1683 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1684 if (player->block_last_field && element == EL_SP_MURPHY)
1685 player->block_delay_adjustment = 1;
1687 /* special case 2: in game engines before 3.1.1, blocking was different */
1688 if (game.use_block_last_field_bug)
1689 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1691 if (!options.network || player->connected)
1693 player->active = TRUE;
1695 /* remove potentially duplicate players */
1696 if (StorePlayer[jx][jy] == Feld[x][y])
1697 StorePlayer[jx][jy] = 0;
1699 StorePlayer[x][y] = Feld[x][y];
1701 #if DEBUG_INIT_PLAYER
1704 printf("- player element %d activated", player->element_nr);
1705 printf(" (local player is %d and currently %s)\n",
1706 local_player->element_nr,
1707 local_player->active ? "active" : "not active");
1712 Feld[x][y] = EL_EMPTY;
1714 player->jx = player->last_jx = x;
1715 player->jy = player->last_jy = y;
1720 int player_nr = GET_PLAYER_NR(element);
1721 struct PlayerInfo *player = &stored_player[player_nr];
1723 if (player->active && player->killed)
1724 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1728 static void InitField(int x, int y, boolean init_game)
1730 int element = Feld[x][y];
1739 InitPlayerField(x, y, element, init_game);
1742 case EL_SOKOBAN_FIELD_PLAYER:
1743 element = Feld[x][y] = EL_PLAYER_1;
1744 InitField(x, y, init_game);
1746 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1747 InitField(x, y, init_game);
1750 case EL_SOKOBAN_FIELD_EMPTY:
1751 local_player->sokobanfields_still_needed++;
1755 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1756 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1757 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1758 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1759 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1760 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1761 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1762 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1763 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1764 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1773 case EL_SPACESHIP_RIGHT:
1774 case EL_SPACESHIP_UP:
1775 case EL_SPACESHIP_LEFT:
1776 case EL_SPACESHIP_DOWN:
1777 case EL_BD_BUTTERFLY:
1778 case EL_BD_BUTTERFLY_RIGHT:
1779 case EL_BD_BUTTERFLY_UP:
1780 case EL_BD_BUTTERFLY_LEFT:
1781 case EL_BD_BUTTERFLY_DOWN:
1783 case EL_BD_FIREFLY_RIGHT:
1784 case EL_BD_FIREFLY_UP:
1785 case EL_BD_FIREFLY_LEFT:
1786 case EL_BD_FIREFLY_DOWN:
1787 case EL_PACMAN_RIGHT:
1789 case EL_PACMAN_LEFT:
1790 case EL_PACMAN_DOWN:
1792 case EL_YAMYAM_LEFT:
1793 case EL_YAMYAM_RIGHT:
1795 case EL_YAMYAM_DOWN:
1796 case EL_DARK_YAMYAM:
1799 case EL_SP_SNIKSNAK:
1800 case EL_SP_ELECTRON:
1809 case EL_AMOEBA_FULL:
1814 case EL_AMOEBA_DROP:
1815 if (y == lev_fieldy - 1)
1817 Feld[x][y] = EL_AMOEBA_GROWING;
1818 Store[x][y] = EL_AMOEBA_WET;
1822 case EL_DYNAMITE_ACTIVE:
1823 case EL_SP_DISK_RED_ACTIVE:
1824 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1825 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1826 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1827 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1828 MovDelay[x][y] = 96;
1831 case EL_EM_DYNAMITE_ACTIVE:
1832 MovDelay[x][y] = 32;
1836 local_player->lights_still_needed++;
1840 local_player->friends_still_needed++;
1845 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1848 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1849 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1850 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1851 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1852 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1853 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1854 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1855 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1856 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1857 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1858 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1859 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1862 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1863 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1864 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1866 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1868 game.belt_dir[belt_nr] = belt_dir;
1869 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1871 else /* more than one switch -- set it like the first switch */
1873 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1878 case EL_LIGHT_SWITCH_ACTIVE:
1880 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1883 case EL_INVISIBLE_STEELWALL:
1884 case EL_INVISIBLE_WALL:
1885 case EL_INVISIBLE_SAND:
1886 if (game.light_time_left > 0 ||
1887 game.lenses_time_left > 0)
1888 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1891 case EL_EMC_MAGIC_BALL:
1892 if (game.ball_state)
1893 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1896 case EL_EMC_MAGIC_BALL_SWITCH:
1897 if (game.ball_state)
1898 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1901 case EL_TRIGGER_PLAYER:
1902 case EL_TRIGGER_ELEMENT:
1903 case EL_TRIGGER_CE_VALUE:
1904 case EL_TRIGGER_CE_SCORE:
1906 case EL_ANY_ELEMENT:
1907 case EL_CURRENT_CE_VALUE:
1908 case EL_CURRENT_CE_SCORE:
1925 /* reference elements should not be used on the playfield */
1926 Feld[x][y] = EL_EMPTY;
1930 if (IS_CUSTOM_ELEMENT(element))
1932 if (CAN_MOVE(element))
1935 if (!element_info[element].use_last_ce_value || init_game)
1936 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1938 else if (IS_GROUP_ELEMENT(element))
1940 Feld[x][y] = GetElementFromGroupElement(element);
1942 InitField(x, y, init_game);
1949 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1952 inline static void InitField_WithBug1(int x, int y, boolean init_game)
1954 InitField(x, y, init_game);
1956 /* not needed to call InitMovDir() -- already done by InitField()! */
1957 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1958 CAN_MOVE(Feld[x][y]))
1962 inline static void InitField_WithBug2(int x, int y, boolean init_game)
1964 int old_element = Feld[x][y];
1966 InitField(x, y, init_game);
1968 /* not needed to call InitMovDir() -- already done by InitField()! */
1969 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1970 CAN_MOVE(old_element) &&
1971 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
1974 /* this case is in fact a combination of not less than three bugs:
1975 first, it calls InitMovDir() for elements that can move, although this is
1976 already done by InitField(); then, it checks the element that was at this
1977 field _before_ the call to InitField() (which can change it); lastly, it
1978 was not called for "mole with direction" elements, which were treated as
1979 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
1983 static int get_key_element_from_nr(int key_nr)
1985 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
1986 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
1987 EL_EM_KEY_1 : EL_KEY_1);
1989 return key_base_element + key_nr;
1992 static int get_next_dropped_element(struct PlayerInfo *player)
1994 return (player->inventory_size > 0 ?
1995 player->inventory_element[player->inventory_size - 1] :
1996 player->inventory_infinite_element != EL_UNDEFINED ?
1997 player->inventory_infinite_element :
1998 player->dynabombs_left > 0 ?
1999 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2003 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2005 /* pos >= 0: get element from bottom of the stack;
2006 pos < 0: get element from top of the stack */
2010 int min_inventory_size = -pos;
2011 int inventory_pos = player->inventory_size - min_inventory_size;
2012 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2014 return (player->inventory_size >= min_inventory_size ?
2015 player->inventory_element[inventory_pos] :
2016 player->inventory_infinite_element != EL_UNDEFINED ?
2017 player->inventory_infinite_element :
2018 player->dynabombs_left >= min_dynabombs_left ?
2019 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2024 int min_dynabombs_left = pos + 1;
2025 int min_inventory_size = pos + 1 - player->dynabombs_left;
2026 int inventory_pos = pos - player->dynabombs_left;
2028 return (player->inventory_infinite_element != EL_UNDEFINED ?
2029 player->inventory_infinite_element :
2030 player->dynabombs_left >= min_dynabombs_left ?
2031 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2032 player->inventory_size >= min_inventory_size ?
2033 player->inventory_element[inventory_pos] :
2038 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2040 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2041 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2044 if (gpo1->sort_priority != gpo2->sort_priority)
2045 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2047 compare_result = gpo1->nr - gpo2->nr;
2049 return compare_result;
2052 void InitGameControlValues()
2056 for (i = 0; game_panel_controls[i].nr != -1; i++)
2058 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2059 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2060 struct TextPosInfo *pos = gpc->pos;
2062 int type = gpc->type;
2066 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2067 Error(ERR_EXIT, "this should not happen -- please debug");
2070 /* force update of game controls after initialization */
2071 gpc->value = gpc->last_value = -1;
2072 gpc->frame = gpc->last_frame = -1;
2073 gpc->gfx_frame = -1;
2075 /* determine panel value width for later calculation of alignment */
2076 if (type == TYPE_INTEGER || type == TYPE_STRING)
2078 pos->width = pos->size * getFontWidth(pos->font);
2079 pos->height = getFontHeight(pos->font);
2081 else if (type == TYPE_ELEMENT)
2083 pos->width = pos->size;
2084 pos->height = pos->size;
2087 /* fill structure for game panel draw order */
2089 gpo->sort_priority = pos->sort_priority;
2092 /* sort game panel controls according to sort_priority and control number */
2093 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2094 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2097 void UpdatePlayfieldElementCount()
2099 boolean use_element_count = FALSE;
2102 /* first check if it is needed at all to calculate playfield element count */
2103 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2104 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2105 use_element_count = TRUE;
2107 if (!use_element_count)
2110 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2111 element_info[i].element_count = 0;
2113 SCAN_PLAYFIELD(x, y)
2115 element_info[Feld[x][y]].element_count++;
2118 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2119 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2120 if (IS_IN_GROUP(j, i))
2121 element_info[EL_GROUP_START + i].element_count +=
2122 element_info[j].element_count;
2125 void UpdateGameControlValues()
2128 int time = (local_player->LevelSolved ?
2129 local_player->LevelSolved_CountingTime :
2130 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2131 level.native_em_level->lev->time :
2132 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2133 level.native_sp_level->game_sp->time_played :
2134 game.no_time_limit ? TimePlayed : TimeLeft);
2135 int score = (local_player->LevelSolved ?
2136 local_player->LevelSolved_CountingScore :
2137 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2138 level.native_em_level->lev->score :
2139 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2140 level.native_sp_level->game_sp->score :
2141 local_player->score);
2142 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2143 level.native_em_level->lev->required :
2144 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2145 level.native_sp_level->game_sp->infotrons_still_needed :
2146 local_player->gems_still_needed);
2147 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2148 level.native_em_level->lev->required > 0 :
2149 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2150 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2151 local_player->gems_still_needed > 0 ||
2152 local_player->sokobanfields_still_needed > 0 ||
2153 local_player->lights_still_needed > 0);
2155 UpdatePlayfieldElementCount();
2157 /* update game panel control values */
2159 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2160 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2162 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2163 for (i = 0; i < MAX_NUM_KEYS; i++)
2164 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2165 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2166 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2168 if (game.centered_player_nr == -1)
2170 for (i = 0; i < MAX_PLAYERS; i++)
2172 /* only one player in Supaplex game engine */
2173 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2176 for (k = 0; k < MAX_NUM_KEYS; k++)
2178 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2180 if (level.native_em_level->ply[i]->keys & (1 << k))
2181 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2182 get_key_element_from_nr(k);
2184 else if (stored_player[i].key[k])
2185 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2186 get_key_element_from_nr(k);
2189 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2190 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2191 level.native_em_level->ply[i]->dynamite;
2192 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2193 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2194 level.native_sp_level->game_sp->red_disk_count;
2196 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2197 stored_player[i].inventory_size;
2199 if (stored_player[i].num_white_keys > 0)
2200 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2203 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2204 stored_player[i].num_white_keys;
2209 int player_nr = game.centered_player_nr;
2211 for (k = 0; k < MAX_NUM_KEYS; k++)
2213 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2215 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2216 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2217 get_key_element_from_nr(k);
2219 else if (stored_player[player_nr].key[k])
2220 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2221 get_key_element_from_nr(k);
2224 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2225 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2226 level.native_em_level->ply[player_nr]->dynamite;
2227 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2228 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2229 level.native_sp_level->game_sp->red_disk_count;
2231 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2232 stored_player[player_nr].inventory_size;
2234 if (stored_player[player_nr].num_white_keys > 0)
2235 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2237 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2238 stored_player[player_nr].num_white_keys;
2241 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2243 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2244 get_inventory_element_from_pos(local_player, i);
2245 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2246 get_inventory_element_from_pos(local_player, -i - 1);
2249 game_panel_controls[GAME_PANEL_SCORE].value = score;
2250 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2252 game_panel_controls[GAME_PANEL_TIME].value = time;
2254 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2255 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2256 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2258 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2260 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2261 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2263 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2264 local_player->shield_normal_time_left;
2265 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2266 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2268 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2269 local_player->shield_deadly_time_left;
2271 game_panel_controls[GAME_PANEL_EXIT].value =
2272 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2274 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2275 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2276 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2277 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2278 EL_EMC_MAGIC_BALL_SWITCH);
2280 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2281 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2282 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2283 game.light_time_left;
2285 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2286 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2287 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2288 game.timegate_time_left;
2290 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2291 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2293 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2294 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2295 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2296 game.lenses_time_left;
2298 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2299 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2300 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2301 game.magnify_time_left;
2303 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2304 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2305 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2306 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2307 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2308 EL_BALLOON_SWITCH_NONE);
2310 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2311 local_player->dynabomb_count;
2312 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2313 local_player->dynabomb_size;
2314 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2315 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2317 game_panel_controls[GAME_PANEL_PENGUINS].value =
2318 local_player->friends_still_needed;
2320 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2321 local_player->sokobanfields_still_needed;
2322 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2323 local_player->sokobanfields_still_needed;
2325 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2326 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2328 for (i = 0; i < NUM_BELTS; i++)
2330 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2331 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2332 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2333 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2334 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2337 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2338 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2339 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2340 game.magic_wall_time_left;
2342 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2343 local_player->gravity;
2345 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2346 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2348 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2349 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2350 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2351 game.panel.element[i].id : EL_UNDEFINED);
2353 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2354 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2355 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2356 element_info[game.panel.element_count[i].id].element_count : 0);
2358 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2359 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2360 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2361 element_info[game.panel.ce_score[i].id].collect_score : 0);
2363 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2364 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2365 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2366 element_info[game.panel.ce_score_element[i].id].collect_score :
2369 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2370 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2371 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2373 /* update game panel control frames */
2375 for (i = 0; game_panel_controls[i].nr != -1; i++)
2377 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2379 if (gpc->type == TYPE_ELEMENT)
2381 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2383 int last_anim_random_frame = gfx.anim_random_frame;
2384 int element = gpc->value;
2385 int graphic = el2panelimg(element);
2387 if (gpc->value != gpc->last_value)
2390 gpc->gfx_random = INIT_GFX_RANDOM();
2396 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2397 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2398 gpc->gfx_random = INIT_GFX_RANDOM();
2401 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2402 gfx.anim_random_frame = gpc->gfx_random;
2404 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2405 gpc->gfx_frame = element_info[element].collect_score;
2407 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2410 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2411 gfx.anim_random_frame = last_anim_random_frame;
2417 void DisplayGameControlValues()
2419 boolean redraw_panel = FALSE;
2422 for (i = 0; game_panel_controls[i].nr != -1; i++)
2424 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2426 if (PANEL_DEACTIVATED(gpc->pos))
2429 if (gpc->value == gpc->last_value &&
2430 gpc->frame == gpc->last_frame)
2433 redraw_panel = TRUE;
2439 /* copy default game door content to main double buffer */
2441 /* !!! CHECK AGAIN !!! */
2442 SetPanelBackground();
2443 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2444 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2446 /* redraw game control buttons */
2447 RedrawGameButtons();
2449 game_status = GAME_MODE_PSEUDO_PANEL;
2451 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2453 int nr = game_panel_order[i].nr;
2454 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2455 struct TextPosInfo *pos = gpc->pos;
2456 int type = gpc->type;
2457 int value = gpc->value;
2458 int frame = gpc->frame;
2459 int size = pos->size;
2460 int font = pos->font;
2461 boolean draw_masked = pos->draw_masked;
2462 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2464 if (PANEL_DEACTIVATED(pos))
2467 gpc->last_value = value;
2468 gpc->last_frame = frame;
2470 if (type == TYPE_INTEGER)
2472 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2473 nr == GAME_PANEL_TIME)
2475 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2477 if (use_dynamic_size) /* use dynamic number of digits */
2479 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2480 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2481 int size2 = size1 + 1;
2482 int font1 = pos->font;
2483 int font2 = pos->font_alt;
2485 size = (value < value_change ? size1 : size2);
2486 font = (value < value_change ? font1 : font2);
2490 /* correct text size if "digits" is zero or less */
2492 size = strlen(int2str(value, size));
2494 /* dynamically correct text alignment */
2495 pos->width = size * getFontWidth(font);
2497 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2498 int2str(value, size), font, mask_mode);
2500 else if (type == TYPE_ELEMENT)
2502 int element, graphic;
2506 int dst_x = PANEL_XPOS(pos);
2507 int dst_y = PANEL_YPOS(pos);
2509 if (value != EL_UNDEFINED && value != EL_EMPTY)
2512 graphic = el2panelimg(value);
2514 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2516 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2519 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2522 width = graphic_info[graphic].width * size / TILESIZE;
2523 height = graphic_info[graphic].height * size / TILESIZE;
2526 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2529 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2533 else if (type == TYPE_STRING)
2535 boolean active = (value != 0);
2536 char *state_normal = "off";
2537 char *state_active = "on";
2538 char *state = (active ? state_active : state_normal);
2539 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2540 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2541 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2542 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2544 if (nr == GAME_PANEL_GRAVITY_STATE)
2546 int font1 = pos->font; /* (used for normal state) */
2547 int font2 = pos->font_alt; /* (used for active state) */
2549 font = (active ? font2 : font1);
2558 /* don't truncate output if "chars" is zero or less */
2561 /* dynamically correct text alignment */
2562 pos->width = size * getFontWidth(font);
2565 s_cut = getStringCopyN(s, size);
2567 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2568 s_cut, font, mask_mode);
2574 redraw_mask |= REDRAW_DOOR_1;
2577 game_status = GAME_MODE_PLAYING;
2580 void UpdateAndDisplayGameControlValues()
2582 if (tape.deactivate_display)
2585 UpdateGameControlValues();
2586 DisplayGameControlValues();
2589 void UpdateGameDoorValues()
2591 UpdateGameControlValues();
2594 void DrawGameDoorValues()
2596 DisplayGameControlValues();
2601 =============================================================================
2603 -----------------------------------------------------------------------------
2604 initialize game engine due to level / tape version number
2605 =============================================================================
2608 static void InitGameEngine()
2610 int i, j, k, l, x, y;
2612 /* set game engine from tape file when re-playing, else from level file */
2613 game.engine_version = (tape.playing ? tape.engine_version :
2614 level.game_version);
2616 /* set single or multi-player game mode (needed for re-playing tapes) */
2617 game.team_mode = setup.team_mode;
2621 int num_players = 0;
2623 for (i = 0; i < MAX_PLAYERS; i++)
2624 if (tape.player_participates[i])
2627 /* multi-player tapes contain input data for more than one player */
2628 game.team_mode = (num_players > 1);
2631 /* ---------------------------------------------------------------------- */
2632 /* set flags for bugs and changes according to active game engine version */
2633 /* ---------------------------------------------------------------------- */
2636 Summary of bugfix/change:
2637 Fixed handling for custom elements that change when pushed by the player.
2639 Fixed/changed in version:
2643 Before 3.1.0, custom elements that "change when pushing" changed directly
2644 after the player started pushing them (until then handled in "DigField()").
2645 Since 3.1.0, these custom elements are not changed until the "pushing"
2646 move of the element is finished (now handled in "ContinueMoving()").
2648 Affected levels/tapes:
2649 The first condition is generally needed for all levels/tapes before version
2650 3.1.0, which might use the old behaviour before it was changed; known tapes
2651 that are affected are some tapes from the level set "Walpurgis Gardens" by
2653 The second condition is an exception from the above case and is needed for
2654 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2655 above (including some development versions of 3.1.0), but before it was
2656 known that this change would break tapes like the above and was fixed in
2657 3.1.1, so that the changed behaviour was active although the engine version
2658 while recording maybe was before 3.1.0. There is at least one tape that is
2659 affected by this exception, which is the tape for the one-level set "Bug
2660 Machine" by Juergen Bonhagen.
2663 game.use_change_when_pushing_bug =
2664 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2666 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2667 tape.game_version < VERSION_IDENT(3,1,1,0)));
2670 Summary of bugfix/change:
2671 Fixed handling for blocking the field the player leaves when moving.
2673 Fixed/changed in version:
2677 Before 3.1.1, when "block last field when moving" was enabled, the field
2678 the player is leaving when moving was blocked for the time of the move,
2679 and was directly unblocked afterwards. This resulted in the last field
2680 being blocked for exactly one less than the number of frames of one player
2681 move. Additionally, even when blocking was disabled, the last field was
2682 blocked for exactly one frame.
2683 Since 3.1.1, due to changes in player movement handling, the last field
2684 is not blocked at all when blocking is disabled. When blocking is enabled,
2685 the last field is blocked for exactly the number of frames of one player
2686 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2687 last field is blocked for exactly one more than the number of frames of
2690 Affected levels/tapes:
2691 (!!! yet to be determined -- probably many !!!)
2694 game.use_block_last_field_bug =
2695 (game.engine_version < VERSION_IDENT(3,1,1,0));
2697 /* ---------------------------------------------------------------------- */
2699 /* set maximal allowed number of custom element changes per game frame */
2700 game.max_num_changes_per_frame = 1;
2702 /* default scan direction: scan playfield from top/left to bottom/right */
2703 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2705 /* dynamically adjust element properties according to game engine version */
2706 InitElementPropertiesEngine(game.engine_version);
2709 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2710 printf(" tape version == %06d [%s] [file: %06d]\n",
2711 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2713 printf(" => game.engine_version == %06d\n", game.engine_version);
2716 /* ---------- initialize player's initial move delay --------------------- */
2718 /* dynamically adjust player properties according to level information */
2719 for (i = 0; i < MAX_PLAYERS; i++)
2720 game.initial_move_delay_value[i] =
2721 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2723 /* dynamically adjust player properties according to game engine version */
2724 for (i = 0; i < MAX_PLAYERS; i++)
2725 game.initial_move_delay[i] =
2726 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2727 game.initial_move_delay_value[i] : 0);
2729 /* ---------- initialize player's initial push delay --------------------- */
2731 /* dynamically adjust player properties according to game engine version */
2732 game.initial_push_delay_value =
2733 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2735 /* ---------- initialize changing elements ------------------------------- */
2737 /* initialize changing elements information */
2738 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2740 struct ElementInfo *ei = &element_info[i];
2742 /* this pointer might have been changed in the level editor */
2743 ei->change = &ei->change_page[0];
2745 if (!IS_CUSTOM_ELEMENT(i))
2747 ei->change->target_element = EL_EMPTY_SPACE;
2748 ei->change->delay_fixed = 0;
2749 ei->change->delay_random = 0;
2750 ei->change->delay_frames = 1;
2753 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2755 ei->has_change_event[j] = FALSE;
2757 ei->event_page_nr[j] = 0;
2758 ei->event_page[j] = &ei->change_page[0];
2762 /* add changing elements from pre-defined list */
2763 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2765 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2766 struct ElementInfo *ei = &element_info[ch_delay->element];
2768 ei->change->target_element = ch_delay->target_element;
2769 ei->change->delay_fixed = ch_delay->change_delay;
2771 ei->change->pre_change_function = ch_delay->pre_change_function;
2772 ei->change->change_function = ch_delay->change_function;
2773 ei->change->post_change_function = ch_delay->post_change_function;
2775 ei->change->can_change = TRUE;
2776 ei->change->can_change_or_has_action = TRUE;
2778 ei->has_change_event[CE_DELAY] = TRUE;
2780 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2781 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2784 /* ---------- initialize internal run-time variables --------------------- */
2786 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2788 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2790 for (j = 0; j < ei->num_change_pages; j++)
2792 ei->change_page[j].can_change_or_has_action =
2793 (ei->change_page[j].can_change |
2794 ei->change_page[j].has_action);
2798 /* add change events from custom element configuration */
2799 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2801 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2803 for (j = 0; j < ei->num_change_pages; j++)
2805 if (!ei->change_page[j].can_change_or_has_action)
2808 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2810 /* only add event page for the first page found with this event */
2811 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
2813 ei->has_change_event[k] = TRUE;
2815 ei->event_page_nr[k] = j;
2816 ei->event_page[k] = &ei->change_page[j];
2822 /* ---------- initialize reference elements in change conditions --------- */
2824 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2826 int element = EL_CUSTOM_START + i;
2827 struct ElementInfo *ei = &element_info[element];
2829 for (j = 0; j < ei->num_change_pages; j++)
2831 int trigger_element = ei->change_page[j].initial_trigger_element;
2833 if (trigger_element >= EL_PREV_CE_8 &&
2834 trigger_element <= EL_NEXT_CE_8)
2835 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
2837 ei->change_page[j].trigger_element = trigger_element;
2841 /* ---------- initialize run-time trigger player and element ------------- */
2843 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2845 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2847 for (j = 0; j < ei->num_change_pages; j++)
2849 ei->change_page[j].actual_trigger_element = EL_EMPTY;
2850 ei->change_page[j].actual_trigger_player = EL_EMPTY;
2851 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
2852 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
2853 ei->change_page[j].actual_trigger_ce_value = 0;
2854 ei->change_page[j].actual_trigger_ce_score = 0;
2858 /* ---------- initialize trigger events ---------------------------------- */
2860 /* initialize trigger events information */
2861 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2862 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2863 trigger_events[i][j] = FALSE;
2865 /* add trigger events from element change event properties */
2866 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2868 struct ElementInfo *ei = &element_info[i];
2870 for (j = 0; j < ei->num_change_pages; j++)
2872 if (!ei->change_page[j].can_change_or_has_action)
2875 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
2877 int trigger_element = ei->change_page[j].trigger_element;
2879 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2881 if (ei->change_page[j].has_event[k])
2883 if (IS_GROUP_ELEMENT(trigger_element))
2885 struct ElementGroupInfo *group =
2886 element_info[trigger_element].group;
2888 for (l = 0; l < group->num_elements_resolved; l++)
2889 trigger_events[group->element_resolved[l]][k] = TRUE;
2891 else if (trigger_element == EL_ANY_ELEMENT)
2892 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
2893 trigger_events[l][k] = TRUE;
2895 trigger_events[trigger_element][k] = TRUE;
2902 /* ---------- initialize push delay -------------------------------------- */
2904 /* initialize push delay values to default */
2905 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2907 if (!IS_CUSTOM_ELEMENT(i))
2909 /* set default push delay values (corrected since version 3.0.7-1) */
2910 if (game.engine_version < VERSION_IDENT(3,0,7,1))
2912 element_info[i].push_delay_fixed = 2;
2913 element_info[i].push_delay_random = 8;
2917 element_info[i].push_delay_fixed = 8;
2918 element_info[i].push_delay_random = 8;
2923 /* set push delay value for certain elements from pre-defined list */
2924 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
2926 int e = push_delay_list[i].element;
2928 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
2929 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
2932 /* set push delay value for Supaplex elements for newer engine versions */
2933 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2935 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2937 if (IS_SP_ELEMENT(i))
2939 /* set SP push delay to just enough to push under a falling zonk */
2940 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
2942 element_info[i].push_delay_fixed = delay;
2943 element_info[i].push_delay_random = 0;
2948 /* ---------- initialize move stepsize ----------------------------------- */
2950 /* initialize move stepsize values to default */
2951 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2952 if (!IS_CUSTOM_ELEMENT(i))
2953 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
2955 /* set move stepsize value for certain elements from pre-defined list */
2956 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
2958 int e = move_stepsize_list[i].element;
2960 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
2963 /* ---------- initialize collect score ----------------------------------- */
2965 /* initialize collect score values for custom elements from initial value */
2966 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2967 if (IS_CUSTOM_ELEMENT(i))
2968 element_info[i].collect_score = element_info[i].collect_score_initial;
2970 /* ---------- initialize collect count ----------------------------------- */
2972 /* initialize collect count values for non-custom elements */
2973 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2974 if (!IS_CUSTOM_ELEMENT(i))
2975 element_info[i].collect_count_initial = 0;
2977 /* add collect count values for all elements from pre-defined list */
2978 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
2979 element_info[collect_count_list[i].element].collect_count_initial =
2980 collect_count_list[i].count;
2982 /* ---------- initialize access direction -------------------------------- */
2984 /* initialize access direction values to default (access from every side) */
2985 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2986 if (!IS_CUSTOM_ELEMENT(i))
2987 element_info[i].access_direction = MV_ALL_DIRECTIONS;
2989 /* set access direction value for certain elements from pre-defined list */
2990 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
2991 element_info[access_direction_list[i].element].access_direction =
2992 access_direction_list[i].direction;
2994 /* ---------- initialize explosion content ------------------------------- */
2995 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2997 if (IS_CUSTOM_ELEMENT(i))
3000 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3002 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3004 element_info[i].content.e[x][y] =
3005 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3006 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3007 i == EL_PLAYER_3 ? EL_EMERALD :
3008 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3009 i == EL_MOLE ? EL_EMERALD_RED :
3010 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3011 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3012 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3013 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3014 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3015 i == EL_WALL_EMERALD ? EL_EMERALD :
3016 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3017 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3018 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3019 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3020 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3021 i == EL_WALL_PEARL ? EL_PEARL :
3022 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3027 /* ---------- initialize recursion detection ------------------------------ */
3028 recursion_loop_depth = 0;
3029 recursion_loop_detected = FALSE;
3030 recursion_loop_element = EL_UNDEFINED;
3032 /* ---------- initialize graphics engine ---------------------------------- */
3033 game.scroll_delay_value =
3034 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3035 setup.scroll_delay ? setup.scroll_delay_value : 0);
3036 game.scroll_delay_value =
3037 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3039 /* ---------- initialize game engine snapshots ---------------------------- */
3040 for (i = 0; i < MAX_PLAYERS; i++)
3041 game.snapshot.last_action[i] = 0;
3042 game.snapshot.changed_action = FALSE;
3043 game.snapshot.collected_item = FALSE;
3044 game.snapshot.mode =
3045 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3046 SNAPSHOT_MODE_EVERY_STEP :
3047 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3048 SNAPSHOT_MODE_EVERY_MOVE :
3049 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3050 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3053 int get_num_special_action(int element, int action_first, int action_last)
3055 int num_special_action = 0;
3058 for (i = action_first; i <= action_last; i++)
3060 boolean found = FALSE;
3062 for (j = 0; j < NUM_DIRECTIONS; j++)
3063 if (el_act_dir2img(element, i, j) !=
3064 el_act_dir2img(element, ACTION_DEFAULT, j))
3068 num_special_action++;
3073 return num_special_action;
3078 =============================================================================
3080 -----------------------------------------------------------------------------
3081 initialize and start new game
3082 =============================================================================
3087 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3088 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3089 int fade_mask = REDRAW_FIELD;
3091 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3092 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3093 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3094 int initial_move_dir = MV_DOWN;
3097 // required here to update video display before fading (FIX THIS)
3098 DrawMaskedBorder(REDRAW_DOOR_2);
3100 game_status = GAME_MODE_PLAYING;
3102 if (!game.restart_level)
3103 CloseDoor(DOOR_CLOSE_1);
3105 /* needed if different viewport properties defined for playing */
3106 ChangeViewportPropertiesIfNeeded();
3108 if (level_editor_test_game)
3109 FadeSkipNextFadeIn();
3111 FadeSetEnterScreen();
3113 if (CheckIfGlobalBorderHasChanged())
3114 fade_mask = REDRAW_ALL;
3118 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3122 DrawCompleteVideoDisplay();
3125 InitGameControlValues();
3127 /* don't play tapes over network */
3128 network_playing = (options.network && !tape.playing);
3130 for (i = 0; i < MAX_PLAYERS; i++)
3132 struct PlayerInfo *player = &stored_player[i];
3134 player->index_nr = i;
3135 player->index_bit = (1 << i);
3136 player->element_nr = EL_PLAYER_1 + i;
3138 player->present = FALSE;
3139 player->active = FALSE;
3140 player->mapped = FALSE;
3142 player->killed = FALSE;
3143 player->reanimated = FALSE;
3146 player->effective_action = 0;
3147 player->programmed_action = 0;
3150 player->score_final = 0;
3152 player->gems_still_needed = level.gems_needed;
3153 player->sokobanfields_still_needed = 0;
3154 player->lights_still_needed = 0;
3155 player->friends_still_needed = 0;
3157 for (j = 0; j < MAX_NUM_KEYS; j++)
3158 player->key[j] = FALSE;
3160 player->num_white_keys = 0;
3162 player->dynabomb_count = 0;
3163 player->dynabomb_size = 1;
3164 player->dynabombs_left = 0;
3165 player->dynabomb_xl = FALSE;
3167 player->MovDir = initial_move_dir;
3170 player->GfxDir = initial_move_dir;
3171 player->GfxAction = ACTION_DEFAULT;
3173 player->StepFrame = 0;
3175 player->initial_element = player->element_nr;
3176 player->artwork_element =
3177 (level.use_artwork_element[i] ? level.artwork_element[i] :
3178 player->element_nr);
3179 player->use_murphy = FALSE;
3181 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3182 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3184 player->gravity = level.initial_player_gravity[i];
3186 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3188 player->actual_frame_counter = 0;
3190 player->step_counter = 0;
3192 player->last_move_dir = initial_move_dir;
3194 player->is_active = FALSE;
3196 player->is_waiting = FALSE;
3197 player->is_moving = FALSE;
3198 player->is_auto_moving = FALSE;
3199 player->is_digging = FALSE;
3200 player->is_snapping = FALSE;
3201 player->is_collecting = FALSE;
3202 player->is_pushing = FALSE;
3203 player->is_switching = FALSE;
3204 player->is_dropping = FALSE;
3205 player->is_dropping_pressed = FALSE;
3207 player->is_bored = FALSE;
3208 player->is_sleeping = FALSE;
3210 player->frame_counter_bored = -1;
3211 player->frame_counter_sleeping = -1;
3213 player->anim_delay_counter = 0;
3214 player->post_delay_counter = 0;
3216 player->dir_waiting = initial_move_dir;
3217 player->action_waiting = ACTION_DEFAULT;
3218 player->last_action_waiting = ACTION_DEFAULT;
3219 player->special_action_bored = ACTION_DEFAULT;
3220 player->special_action_sleeping = ACTION_DEFAULT;
3222 player->switch_x = -1;
3223 player->switch_y = -1;
3225 player->drop_x = -1;
3226 player->drop_y = -1;
3228 player->show_envelope = 0;
3230 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3232 player->push_delay = -1; /* initialized when pushing starts */
3233 player->push_delay_value = game.initial_push_delay_value;
3235 player->drop_delay = 0;
3236 player->drop_pressed_delay = 0;
3238 player->last_jx = -1;
3239 player->last_jy = -1;
3243 player->shield_normal_time_left = 0;
3244 player->shield_deadly_time_left = 0;
3246 player->inventory_infinite_element = EL_UNDEFINED;
3247 player->inventory_size = 0;
3249 if (level.use_initial_inventory[i])
3251 for (j = 0; j < level.initial_inventory_size[i]; j++)
3253 int element = level.initial_inventory_content[i][j];
3254 int collect_count = element_info[element].collect_count_initial;
3257 if (!IS_CUSTOM_ELEMENT(element))
3260 if (collect_count == 0)
3261 player->inventory_infinite_element = element;
3263 for (k = 0; k < collect_count; k++)
3264 if (player->inventory_size < MAX_INVENTORY_SIZE)
3265 player->inventory_element[player->inventory_size++] = element;
3269 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3270 SnapField(player, 0, 0);
3272 player->LevelSolved = FALSE;
3273 player->GameOver = FALSE;
3275 player->LevelSolved_GameWon = FALSE;
3276 player->LevelSolved_GameEnd = FALSE;
3277 player->LevelSolved_PanelOff = FALSE;
3278 player->LevelSolved_SaveTape = FALSE;
3279 player->LevelSolved_SaveScore = FALSE;
3280 player->LevelSolved_CountingTime = 0;
3281 player->LevelSolved_CountingScore = 0;
3283 map_player_action[i] = i;
3286 network_player_action_received = FALSE;
3288 #if defined(NETWORK_AVALIABLE)
3289 /* initial null action */
3290 if (network_playing)
3291 SendToServer_MovePlayer(MV_NONE);
3300 TimeLeft = level.time;
3303 ScreenMovDir = MV_NONE;
3307 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3309 AllPlayersGone = FALSE;
3311 game.no_time_limit = (level.time == 0);
3313 game.yamyam_content_nr = 0;
3314 game.robot_wheel_active = FALSE;
3315 game.magic_wall_active = FALSE;
3316 game.magic_wall_time_left = 0;
3317 game.light_time_left = 0;
3318 game.timegate_time_left = 0;
3319 game.switchgate_pos = 0;
3320 game.wind_direction = level.wind_direction_initial;
3322 game.lenses_time_left = 0;
3323 game.magnify_time_left = 0;
3325 game.ball_state = level.ball_state_initial;
3326 game.ball_content_nr = 0;
3328 game.envelope_active = FALSE;
3330 /* set focus to local player for network games, else to all players */
3331 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3332 game.centered_player_nr_next = game.centered_player_nr;
3333 game.set_centered_player = FALSE;
3335 if (network_playing && tape.recording)
3337 /* store client dependent player focus when recording network games */
3338 tape.centered_player_nr_next = game.centered_player_nr_next;
3339 tape.set_centered_player = TRUE;
3342 for (i = 0; i < NUM_BELTS; i++)
3344 game.belt_dir[i] = MV_NONE;
3345 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3348 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3349 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3351 #if DEBUG_INIT_PLAYER
3354 printf("Player status at level initialization:\n");
3358 SCAN_PLAYFIELD(x, y)
3360 Feld[x][y] = level.field[x][y];
3361 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3362 ChangeDelay[x][y] = 0;
3363 ChangePage[x][y] = -1;
3364 CustomValue[x][y] = 0; /* initialized in InitField() */
3365 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3367 WasJustMoving[x][y] = 0;
3368 WasJustFalling[x][y] = 0;
3369 CheckCollision[x][y] = 0;
3370 CheckImpact[x][y] = 0;
3372 Pushed[x][y] = FALSE;
3374 ChangeCount[x][y] = 0;
3375 ChangeEvent[x][y] = -1;
3377 ExplodePhase[x][y] = 0;
3378 ExplodeDelay[x][y] = 0;
3379 ExplodeField[x][y] = EX_TYPE_NONE;
3381 RunnerVisit[x][y] = 0;
3382 PlayerVisit[x][y] = 0;
3385 GfxRandom[x][y] = INIT_GFX_RANDOM();
3386 GfxElement[x][y] = EL_UNDEFINED;
3387 GfxAction[x][y] = ACTION_DEFAULT;
3388 GfxDir[x][y] = MV_NONE;
3389 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3392 SCAN_PLAYFIELD(x, y)
3394 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3396 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3398 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3401 InitField(x, y, TRUE);
3403 ResetGfxAnimation(x, y);
3408 for (i = 0; i < MAX_PLAYERS; i++)
3410 struct PlayerInfo *player = &stored_player[i];
3412 /* set number of special actions for bored and sleeping animation */
3413 player->num_special_action_bored =
3414 get_num_special_action(player->artwork_element,
3415 ACTION_BORING_1, ACTION_BORING_LAST);
3416 player->num_special_action_sleeping =
3417 get_num_special_action(player->artwork_element,
3418 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3421 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3422 emulate_sb ? EMU_SOKOBAN :
3423 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3425 /* initialize type of slippery elements */
3426 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3428 if (!IS_CUSTOM_ELEMENT(i))
3430 /* default: elements slip down either to the left or right randomly */
3431 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3433 /* SP style elements prefer to slip down on the left side */
3434 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3435 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3437 /* BD style elements prefer to slip down on the left side */
3438 if (game.emulation == EMU_BOULDERDASH)
3439 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3443 /* initialize explosion and ignition delay */
3444 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3446 if (!IS_CUSTOM_ELEMENT(i))
3449 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3450 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3451 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3452 int last_phase = (num_phase + 1) * delay;
3453 int half_phase = (num_phase / 2) * delay;
3455 element_info[i].explosion_delay = last_phase - 1;
3456 element_info[i].ignition_delay = half_phase;
3458 if (i == EL_BLACK_ORB)
3459 element_info[i].ignition_delay = 1;
3463 /* correct non-moving belts to start moving left */
3464 for (i = 0; i < NUM_BELTS; i++)
3465 if (game.belt_dir[i] == MV_NONE)
3466 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3468 #if USE_NEW_PLAYER_ASSIGNMENTS
3469 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3470 /* choose default local player */
3471 local_player = &stored_player[0];
3473 for (i = 0; i < MAX_PLAYERS; i++)
3474 stored_player[i].connected = FALSE;
3476 local_player->connected = TRUE;
3477 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3481 for (i = 0; i < MAX_PLAYERS; i++)
3482 stored_player[i].connected = tape.player_participates[i];
3484 else if (game.team_mode && !options.network)
3486 /* try to guess locally connected team mode players (needed for correct
3487 assignment of player figures from level to locally playing players) */
3489 for (i = 0; i < MAX_PLAYERS; i++)
3490 if (setup.input[i].use_joystick ||
3491 setup.input[i].key.left != KSYM_UNDEFINED)
3492 stored_player[i].connected = TRUE;
3495 #if DEBUG_INIT_PLAYER
3498 printf("Player status after level initialization:\n");
3500 for (i = 0; i < MAX_PLAYERS; i++)
3502 struct PlayerInfo *player = &stored_player[i];
3504 printf("- player %d: present == %d, connected == %d, active == %d",
3510 if (local_player == player)
3511 printf(" (local player)");
3518 #if DEBUG_INIT_PLAYER
3520 printf("Reassigning players ...\n");
3523 /* check if any connected player was not found in playfield */
3524 for (i = 0; i < MAX_PLAYERS; i++)
3526 struct PlayerInfo *player = &stored_player[i];
3528 if (player->connected && !player->present)
3530 struct PlayerInfo *field_player = NULL;
3532 #if DEBUG_INIT_PLAYER
3534 printf("- looking for field player for player %d ...\n", i + 1);
3537 /* assign first free player found that is present in the playfield */
3539 /* first try: look for unmapped playfield player that is not connected */
3540 for (j = 0; j < MAX_PLAYERS; j++)
3541 if (field_player == NULL &&
3542 stored_player[j].present &&
3543 !stored_player[j].mapped &&
3544 !stored_player[j].connected)
3545 field_player = &stored_player[j];
3547 /* second try: look for *any* unmapped playfield player */
3548 for (j = 0; j < MAX_PLAYERS; j++)
3549 if (field_player == NULL &&
3550 stored_player[j].present &&
3551 !stored_player[j].mapped)
3552 field_player = &stored_player[j];
3554 if (field_player != NULL)
3556 int jx = field_player->jx, jy = field_player->jy;
3558 #if DEBUG_INIT_PLAYER
3560 printf("- found player %d\n", field_player->index_nr + 1);
3563 player->present = FALSE;
3564 player->active = FALSE;
3566 field_player->present = TRUE;
3567 field_player->active = TRUE;
3570 player->initial_element = field_player->initial_element;
3571 player->artwork_element = field_player->artwork_element;
3573 player->block_last_field = field_player->block_last_field;
3574 player->block_delay_adjustment = field_player->block_delay_adjustment;
3577 StorePlayer[jx][jy] = field_player->element_nr;
3579 field_player->jx = field_player->last_jx = jx;
3580 field_player->jy = field_player->last_jy = jy;
3582 if (local_player == player)
3583 local_player = field_player;
3585 map_player_action[field_player->index_nr] = i;
3587 field_player->mapped = TRUE;
3589 #if DEBUG_INIT_PLAYER
3591 printf("- map_player_action[%d] == %d\n",
3592 field_player->index_nr + 1, i + 1);
3597 if (player->connected && player->present)
3598 player->mapped = TRUE;
3601 #if DEBUG_INIT_PLAYER
3604 printf("Player status after player assignment (first stage):\n");
3606 for (i = 0; i < MAX_PLAYERS; i++)
3608 struct PlayerInfo *player = &stored_player[i];
3610 printf("- player %d: present == %d, connected == %d, active == %d",
3616 if (local_player == player)
3617 printf(" (local player)");
3626 /* check if any connected player was not found in playfield */
3627 for (i = 0; i < MAX_PLAYERS; i++)
3629 struct PlayerInfo *player = &stored_player[i];
3631 if (player->connected && !player->present)
3633 for (j = 0; j < MAX_PLAYERS; j++)
3635 struct PlayerInfo *field_player = &stored_player[j];
3636 int jx = field_player->jx, jy = field_player->jy;
3638 /* assign first free player found that is present in the playfield */
3639 if (field_player->present && !field_player->connected)
3641 player->present = TRUE;
3642 player->active = TRUE;
3644 field_player->present = FALSE;
3645 field_player->active = FALSE;
3647 player->initial_element = field_player->initial_element;
3648 player->artwork_element = field_player->artwork_element;
3650 player->block_last_field = field_player->block_last_field;
3651 player->block_delay_adjustment = field_player->block_delay_adjustment;
3653 StorePlayer[jx][jy] = player->element_nr;
3655 player->jx = player->last_jx = jx;
3656 player->jy = player->last_jy = jy;
3666 printf("::: local_player->present == %d\n", local_player->present);
3671 /* when playing a tape, eliminate all players who do not participate */
3673 #if USE_NEW_PLAYER_ASSIGNMENTS
3675 if (!game.team_mode)
3677 for (i = 0; i < MAX_PLAYERS; i++)
3679 if (stored_player[i].active &&
3680 !tape.player_participates[map_player_action[i]])
3682 struct PlayerInfo *player = &stored_player[i];
3683 int jx = player->jx, jy = player->jy;
3685 #if DEBUG_INIT_PLAYER
3687 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3690 player->active = FALSE;
3691 StorePlayer[jx][jy] = 0;
3692 Feld[jx][jy] = EL_EMPTY;
3699 for (i = 0; i < MAX_PLAYERS; i++)
3701 if (stored_player[i].active &&
3702 !tape.player_participates[i])
3704 struct PlayerInfo *player = &stored_player[i];
3705 int jx = player->jx, jy = player->jy;
3707 player->active = FALSE;
3708 StorePlayer[jx][jy] = 0;
3709 Feld[jx][jy] = EL_EMPTY;
3714 else if (!options.network && !game.team_mode) /* && !tape.playing */
3716 /* when in single player mode, eliminate all but the first active player */
3718 for (i = 0; i < MAX_PLAYERS; i++)
3720 if (stored_player[i].active)
3722 for (j = i + 1; j < MAX_PLAYERS; j++)
3724 if (stored_player[j].active)
3726 struct PlayerInfo *player = &stored_player[j];
3727 int jx = player->jx, jy = player->jy;
3729 player->active = FALSE;
3730 player->present = FALSE;
3732 StorePlayer[jx][jy] = 0;
3733 Feld[jx][jy] = EL_EMPTY;
3740 /* when recording the game, store which players take part in the game */
3743 #if USE_NEW_PLAYER_ASSIGNMENTS
3744 for (i = 0; i < MAX_PLAYERS; i++)
3745 if (stored_player[i].connected)
3746 tape.player_participates[i] = TRUE;
3748 for (i = 0; i < MAX_PLAYERS; i++)
3749 if (stored_player[i].active)
3750 tape.player_participates[i] = TRUE;
3754 #if DEBUG_INIT_PLAYER
3757 printf("Player status after player assignment (final stage):\n");
3759 for (i = 0; i < MAX_PLAYERS; i++)
3761 struct PlayerInfo *player = &stored_player[i];
3763 printf("- player %d: present == %d, connected == %d, active == %d",
3769 if (local_player == player)
3770 printf(" (local player)");
3777 if (BorderElement == EL_EMPTY)
3780 SBX_Right = lev_fieldx - SCR_FIELDX;
3782 SBY_Lower = lev_fieldy - SCR_FIELDY;
3787 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3789 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3792 if (full_lev_fieldx <= SCR_FIELDX)
3793 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3794 if (full_lev_fieldy <= SCR_FIELDY)
3795 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3797 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
3799 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
3802 /* if local player not found, look for custom element that might create
3803 the player (make some assumptions about the right custom element) */
3804 if (!local_player->present)
3806 int start_x = 0, start_y = 0;
3807 int found_rating = 0;
3808 int found_element = EL_UNDEFINED;
3809 int player_nr = local_player->index_nr;
3811 SCAN_PLAYFIELD(x, y)
3813 int element = Feld[x][y];
3818 if (level.use_start_element[player_nr] &&
3819 level.start_element[player_nr] == element &&
3826 found_element = element;
3829 if (!IS_CUSTOM_ELEMENT(element))
3832 if (CAN_CHANGE(element))
3834 for (i = 0; i < element_info[element].num_change_pages; i++)
3836 /* check for player created from custom element as single target */
3837 content = element_info[element].change_page[i].target_element;
3838 is_player = ELEM_IS_PLAYER(content);
3840 if (is_player && (found_rating < 3 ||
3841 (found_rating == 3 && element < found_element)))
3847 found_element = element;
3852 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
3854 /* check for player created from custom element as explosion content */
3855 content = element_info[element].content.e[xx][yy];
3856 is_player = ELEM_IS_PLAYER(content);
3858 if (is_player && (found_rating < 2 ||
3859 (found_rating == 2 && element < found_element)))
3861 start_x = x + xx - 1;
3862 start_y = y + yy - 1;
3865 found_element = element;
3868 if (!CAN_CHANGE(element))
3871 for (i = 0; i < element_info[element].num_change_pages; i++)
3873 /* check for player created from custom element as extended target */
3875 element_info[element].change_page[i].target_content.e[xx][yy];
3877 is_player = ELEM_IS_PLAYER(content);
3879 if (is_player && (found_rating < 1 ||
3880 (found_rating == 1 && element < found_element)))
3882 start_x = x + xx - 1;
3883 start_y = y + yy - 1;
3886 found_element = element;
3892 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
3893 start_x > SBX_Right + MIDPOSX ? SBX_Right :
3896 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
3897 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
3902 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
3903 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
3904 local_player->jx - MIDPOSX);
3906 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
3907 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
3908 local_player->jy - MIDPOSY);
3911 /* !!! FIX THIS (START) !!! */
3912 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3914 InitGameEngine_EM();
3916 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3918 InitGameEngine_SP();
3922 DrawLevel(REDRAW_FIELD);
3925 /* after drawing the level, correct some elements */
3926 if (game.timegate_time_left == 0)
3927 CloseAllOpenTimegates();
3930 /* blit playfield from scroll buffer to normal back buffer for fading in */
3931 BlitScreenToBitmap(backbuffer);
3932 /* !!! FIX THIS (END) !!! */
3934 DrawMaskedBorder(fade_mask);
3939 // full screen redraw is required at this point in the following cases:
3940 // - special editor door undrawn when game was started from level editor
3941 // - drawing area (playfield) was changed and has to be removed completely
3942 redraw_mask = REDRAW_ALL;
3946 if (!game.restart_level)
3948 /* copy default game door content to main double buffer */
3950 /* !!! CHECK AGAIN !!! */
3951 SetPanelBackground();
3952 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
3953 DrawBackground(DX, DY, DXSIZE, DYSIZE);
3956 SetPanelBackground();
3957 SetDrawBackgroundMask(REDRAW_DOOR_1);
3959 UpdateAndDisplayGameControlValues();
3961 if (!game.restart_level)
3967 CreateGameButtons();
3969 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
3970 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
3971 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
3976 /* copy actual game door content to door double buffer for OpenDoor() */
3977 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
3979 OpenDoor(DOOR_OPEN_ALL);
3981 PlaySound(SND_GAME_STARTING);
3983 if (setup.sound_music)
3986 KeyboardAutoRepeatOffUnlessAutoplay();
3988 #if DEBUG_INIT_PLAYER
3991 printf("Player status (final):\n");
3993 for (i = 0; i < MAX_PLAYERS; i++)
3995 struct PlayerInfo *player = &stored_player[i];
3997 printf("- player %d: present == %d, connected == %d, active == %d",
4003 if (local_player == player)
4004 printf(" (local player)");
4017 if (!game.restart_level && !tape.playing)
4019 LevelStats_incPlayed(level_nr);
4021 SaveLevelSetup_SeriesInfo();
4024 game.restart_level = FALSE;
4026 SaveEngineSnapshotToListInitial();
4029 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
4031 /* this is used for non-R'n'D game engines to update certain engine values */
4033 /* needed to determine if sounds are played within the visible screen area */
4034 scroll_x = actual_scroll_x;
4035 scroll_y = actual_scroll_y;
4038 void InitMovDir(int x, int y)
4040 int i, element = Feld[x][y];
4041 static int xy[4][2] =
4048 static int direction[3][4] =
4050 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4051 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4052 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4061 Feld[x][y] = EL_BUG;
4062 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4065 case EL_SPACESHIP_RIGHT:
4066 case EL_SPACESHIP_UP:
4067 case EL_SPACESHIP_LEFT:
4068 case EL_SPACESHIP_DOWN:
4069 Feld[x][y] = EL_SPACESHIP;
4070 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4073 case EL_BD_BUTTERFLY_RIGHT:
4074 case EL_BD_BUTTERFLY_UP:
4075 case EL_BD_BUTTERFLY_LEFT:
4076 case EL_BD_BUTTERFLY_DOWN:
4077 Feld[x][y] = EL_BD_BUTTERFLY;
4078 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4081 case EL_BD_FIREFLY_RIGHT:
4082 case EL_BD_FIREFLY_UP:
4083 case EL_BD_FIREFLY_LEFT:
4084 case EL_BD_FIREFLY_DOWN:
4085 Feld[x][y] = EL_BD_FIREFLY;
4086 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4089 case EL_PACMAN_RIGHT:
4091 case EL_PACMAN_LEFT:
4092 case EL_PACMAN_DOWN:
4093 Feld[x][y] = EL_PACMAN;
4094 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4097 case EL_YAMYAM_LEFT:
4098 case EL_YAMYAM_RIGHT:
4100 case EL_YAMYAM_DOWN:
4101 Feld[x][y] = EL_YAMYAM;
4102 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4105 case EL_SP_SNIKSNAK:
4106 MovDir[x][y] = MV_UP;
4109 case EL_SP_ELECTRON:
4110 MovDir[x][y] = MV_LEFT;
4117 Feld[x][y] = EL_MOLE;
4118 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4122 if (IS_CUSTOM_ELEMENT(element))
4124 struct ElementInfo *ei = &element_info[element];
4125 int move_direction_initial = ei->move_direction_initial;
4126 int move_pattern = ei->move_pattern;
4128 if (move_direction_initial == MV_START_PREVIOUS)
4130 if (MovDir[x][y] != MV_NONE)
4133 move_direction_initial = MV_START_AUTOMATIC;
4136 if (move_direction_initial == MV_START_RANDOM)
4137 MovDir[x][y] = 1 << RND(4);
4138 else if (move_direction_initial & MV_ANY_DIRECTION)
4139 MovDir[x][y] = move_direction_initial;
4140 else if (move_pattern == MV_ALL_DIRECTIONS ||
4141 move_pattern == MV_TURNING_LEFT ||
4142 move_pattern == MV_TURNING_RIGHT ||
4143 move_pattern == MV_TURNING_LEFT_RIGHT ||
4144 move_pattern == MV_TURNING_RIGHT_LEFT ||
4145 move_pattern == MV_TURNING_RANDOM)
4146 MovDir[x][y] = 1 << RND(4);
4147 else if (move_pattern == MV_HORIZONTAL)
4148 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4149 else if (move_pattern == MV_VERTICAL)
4150 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4151 else if (move_pattern & MV_ANY_DIRECTION)
4152 MovDir[x][y] = element_info[element].move_pattern;
4153 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4154 move_pattern == MV_ALONG_RIGHT_SIDE)
4156 /* use random direction as default start direction */
4157 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4158 MovDir[x][y] = 1 << RND(4);
4160 for (i = 0; i < NUM_DIRECTIONS; i++)
4162 int x1 = x + xy[i][0];
4163 int y1 = y + xy[i][1];
4165 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4167 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4168 MovDir[x][y] = direction[0][i];
4170 MovDir[x][y] = direction[1][i];
4179 MovDir[x][y] = 1 << RND(4);
4181 if (element != EL_BUG &&
4182 element != EL_SPACESHIP &&
4183 element != EL_BD_BUTTERFLY &&
4184 element != EL_BD_FIREFLY)
4187 for (i = 0; i < NUM_DIRECTIONS; i++)
4189 int x1 = x + xy[i][0];
4190 int y1 = y + xy[i][1];
4192 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4194 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4196 MovDir[x][y] = direction[0][i];
4199 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4200 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4202 MovDir[x][y] = direction[1][i];
4211 GfxDir[x][y] = MovDir[x][y];
4214 void InitAmoebaNr(int x, int y)
4217 int group_nr = AmoebeNachbarNr(x, y);
4221 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4223 if (AmoebaCnt[i] == 0)
4231 AmoebaNr[x][y] = group_nr;
4232 AmoebaCnt[group_nr]++;
4233 AmoebaCnt2[group_nr]++;
4236 static void PlayerWins(struct PlayerInfo *player)
4238 player->LevelSolved = TRUE;
4239 player->GameOver = TRUE;
4241 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4242 level.native_em_level->lev->score : player->score);
4244 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4246 player->LevelSolved_CountingScore = player->score_final;
4251 static int time, time_final;
4252 static int score, score_final;
4253 static int game_over_delay_1 = 0;
4254 static int game_over_delay_2 = 0;
4255 int game_over_delay_value_1 = 50;
4256 int game_over_delay_value_2 = 50;
4258 if (!local_player->LevelSolved_GameWon)
4262 /* do not start end game actions before the player stops moving (to exit) */
4263 if (local_player->MovPos)
4266 local_player->LevelSolved_GameWon = TRUE;
4267 local_player->LevelSolved_SaveTape = tape.recording;
4268 local_player->LevelSolved_SaveScore = !tape.playing;
4272 LevelStats_incSolved(level_nr);
4274 SaveLevelSetup_SeriesInfo();
4277 if (tape.auto_play) /* tape might already be stopped here */
4278 tape.auto_play_level_solved = TRUE;
4282 game_over_delay_1 = game_over_delay_value_1;
4283 game_over_delay_2 = game_over_delay_value_2;
4285 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4286 score = score_final = local_player->score_final;
4291 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4293 else if (game.no_time_limit && TimePlayed < 999)
4296 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4299 local_player->score_final = score_final;
4301 if (level_editor_test_game)
4304 score = score_final;
4306 local_player->LevelSolved_CountingTime = time;
4307 local_player->LevelSolved_CountingScore = score;
4309 game_panel_controls[GAME_PANEL_TIME].value = time;
4310 game_panel_controls[GAME_PANEL_SCORE].value = score;
4312 DisplayGameControlValues();
4315 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4317 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4319 /* close exit door after last player */
4320 if ((AllPlayersGone &&
4321 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4322 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4323 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4324 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4325 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4327 int element = Feld[ExitX][ExitY];
4329 Feld[ExitX][ExitY] =
4330 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4331 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4332 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4333 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4334 EL_EM_STEEL_EXIT_CLOSING);
4336 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4339 /* player disappears */
4340 DrawLevelField(ExitX, ExitY);
4343 for (i = 0; i < MAX_PLAYERS; i++)
4345 struct PlayerInfo *player = &stored_player[i];
4347 if (player->present)
4349 RemovePlayer(player);
4351 /* player disappears */
4352 DrawLevelField(player->jx, player->jy);
4357 PlaySound(SND_GAME_WINNING);
4360 if (game_over_delay_1 > 0)
4362 game_over_delay_1--;
4367 if (time != time_final)
4369 int time_to_go = ABS(time_final - time);
4370 int time_count_dir = (time < time_final ? +1 : -1);
4371 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4373 time += time_count_steps * time_count_dir;
4374 score += time_count_steps * level.score[SC_TIME_BONUS];
4376 local_player->LevelSolved_CountingTime = time;
4377 local_player->LevelSolved_CountingScore = score;
4379 game_panel_controls[GAME_PANEL_TIME].value = time;
4380 game_panel_controls[GAME_PANEL_SCORE].value = score;
4382 DisplayGameControlValues();
4384 if (time == time_final)
4385 StopSound(SND_GAME_LEVELTIME_BONUS);
4386 else if (setup.sound_loops)
4387 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4389 PlaySound(SND_GAME_LEVELTIME_BONUS);
4394 local_player->LevelSolved_PanelOff = TRUE;
4396 if (game_over_delay_2 > 0)
4398 game_over_delay_2--;
4409 boolean raise_level = FALSE;
4411 local_player->LevelSolved_GameEnd = TRUE;
4413 if (!global.use_envelope_request)
4414 CloseDoor(DOOR_CLOSE_1);
4416 if (local_player->LevelSolved_SaveTape)
4418 SaveTapeChecked(tape.level_nr); /* ask to save tape */
4421 CloseDoor(DOOR_CLOSE_ALL);
4423 if (level_editor_test_game)
4425 game_status = GAME_MODE_MAIN;
4432 if (!local_player->LevelSolved_SaveScore)
4434 game_status = GAME_MODE_MAIN;
4441 if (level_nr == leveldir_current->handicap_level)
4443 leveldir_current->handicap_level++;
4445 SaveLevelSetup_SeriesInfo();
4448 if (level_nr < leveldir_current->last_level)
4449 raise_level = TRUE; /* advance to next level */
4451 if ((hi_pos = NewHiScore()) >= 0)
4453 game_status = GAME_MODE_SCORES;
4455 DrawHallOfFame(hi_pos);
4465 game_status = GAME_MODE_MAIN;
4482 LoadScore(level_nr);
4484 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4485 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4488 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4490 if (local_player->score_final > highscore[k].Score)
4492 /* player has made it to the hall of fame */
4494 if (k < MAX_SCORE_ENTRIES - 1)
4496 int m = MAX_SCORE_ENTRIES - 1;
4499 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4500 if (strEqual(setup.player_name, highscore[l].Name))
4502 if (m == k) /* player's new highscore overwrites his old one */
4506 for (l = m; l > k; l--)
4508 strcpy(highscore[l].Name, highscore[l - 1].Name);
4509 highscore[l].Score = highscore[l - 1].Score;
4516 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4517 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4518 highscore[k].Score = local_player->score_final;
4524 else if (!strncmp(setup.player_name, highscore[k].Name,
4525 MAX_PLAYER_NAME_LEN))
4526 break; /* player already there with a higher score */
4532 SaveScore(level_nr);
4537 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4539 int element = Feld[x][y];
4540 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4541 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4542 int horiz_move = (dx != 0);
4543 int sign = (horiz_move ? dx : dy);
4544 int step = sign * element_info[element].move_stepsize;
4546 /* special values for move stepsize for spring and things on conveyor belt */
4549 if (CAN_FALL(element) &&
4550 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4551 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4552 else if (element == EL_SPRING)
4553 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4559 inline static int getElementMoveStepsize(int x, int y)
4561 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4564 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4566 if (player->GfxAction != action || player->GfxDir != dir)
4568 player->GfxAction = action;
4569 player->GfxDir = dir;
4571 player->StepFrame = 0;
4575 static void ResetGfxFrame(int x, int y, boolean redraw)
4577 int element = Feld[x][y];
4578 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4579 int last_gfx_frame = GfxFrame[x][y];
4581 if (graphic_info[graphic].anim_global_sync)
4582 GfxFrame[x][y] = FrameCounter;
4583 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4584 GfxFrame[x][y] = CustomValue[x][y];
4585 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4586 GfxFrame[x][y] = element_info[element].collect_score;
4587 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4588 GfxFrame[x][y] = ChangeDelay[x][y];
4590 if (redraw && GfxFrame[x][y] != last_gfx_frame)
4591 DrawLevelGraphicAnimation(x, y, graphic);
4594 static void ResetGfxAnimation(int x, int y)
4596 GfxAction[x][y] = ACTION_DEFAULT;
4597 GfxDir[x][y] = MovDir[x][y];
4600 ResetGfxFrame(x, y, FALSE);
4603 static void ResetRandomAnimationValue(int x, int y)
4605 GfxRandom[x][y] = INIT_GFX_RANDOM();
4608 void InitMovingField(int x, int y, int direction)
4610 int element = Feld[x][y];
4611 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4612 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4615 boolean is_moving_before, is_moving_after;
4617 /* check if element was/is moving or being moved before/after mode change */
4618 is_moving_before = (WasJustMoving[x][y] != 0);
4619 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4621 /* reset animation only for moving elements which change direction of moving
4622 or which just started or stopped moving
4623 (else CEs with property "can move" / "not moving" are reset each frame) */
4624 if (is_moving_before != is_moving_after ||
4625 direction != MovDir[x][y])
4626 ResetGfxAnimation(x, y);
4628 MovDir[x][y] = direction;
4629 GfxDir[x][y] = direction;
4631 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4632 direction == MV_DOWN && CAN_FALL(element) ?
4633 ACTION_FALLING : ACTION_MOVING);
4635 /* this is needed for CEs with property "can move" / "not moving" */
4637 if (is_moving_after)
4639 if (Feld[newx][newy] == EL_EMPTY)
4640 Feld[newx][newy] = EL_BLOCKED;
4642 MovDir[newx][newy] = MovDir[x][y];
4644 CustomValue[newx][newy] = CustomValue[x][y];
4646 GfxFrame[newx][newy] = GfxFrame[x][y];
4647 GfxRandom[newx][newy] = GfxRandom[x][y];
4648 GfxAction[newx][newy] = GfxAction[x][y];
4649 GfxDir[newx][newy] = GfxDir[x][y];
4653 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4655 int direction = MovDir[x][y];
4656 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4657 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4663 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4665 int oldx = x, oldy = y;
4666 int direction = MovDir[x][y];
4668 if (direction == MV_LEFT)
4670 else if (direction == MV_RIGHT)
4672 else if (direction == MV_UP)
4674 else if (direction == MV_DOWN)
4677 *comes_from_x = oldx;
4678 *comes_from_y = oldy;
4681 int MovingOrBlocked2Element(int x, int y)
4683 int element = Feld[x][y];
4685 if (element == EL_BLOCKED)
4689 Blocked2Moving(x, y, &oldx, &oldy);
4690 return Feld[oldx][oldy];
4696 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4698 /* like MovingOrBlocked2Element(), but if element is moving
4699 and (x,y) is the field the moving element is just leaving,
4700 return EL_BLOCKED instead of the element value */
4701 int element = Feld[x][y];
4703 if (IS_MOVING(x, y))
4705 if (element == EL_BLOCKED)
4709 Blocked2Moving(x, y, &oldx, &oldy);
4710 return Feld[oldx][oldy];
4719 static void RemoveField(int x, int y)
4721 Feld[x][y] = EL_EMPTY;
4727 CustomValue[x][y] = 0;
4730 ChangeDelay[x][y] = 0;
4731 ChangePage[x][y] = -1;
4732 Pushed[x][y] = FALSE;
4734 GfxElement[x][y] = EL_UNDEFINED;
4735 GfxAction[x][y] = ACTION_DEFAULT;
4736 GfxDir[x][y] = MV_NONE;
4739 void RemoveMovingField(int x, int y)
4741 int oldx = x, oldy = y, newx = x, newy = y;
4742 int element = Feld[x][y];
4743 int next_element = EL_UNDEFINED;
4745 if (element != EL_BLOCKED && !IS_MOVING(x, y))
4748 if (IS_MOVING(x, y))
4750 Moving2Blocked(x, y, &newx, &newy);
4752 if (Feld[newx][newy] != EL_BLOCKED)
4754 /* element is moving, but target field is not free (blocked), but
4755 already occupied by something different (example: acid pool);
4756 in this case, only remove the moving field, but not the target */
4758 RemoveField(oldx, oldy);
4760 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4762 TEST_DrawLevelField(oldx, oldy);
4767 else if (element == EL_BLOCKED)
4769 Blocked2Moving(x, y, &oldx, &oldy);
4770 if (!IS_MOVING(oldx, oldy))
4774 if (element == EL_BLOCKED &&
4775 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
4776 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
4777 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
4778 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
4779 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
4780 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
4781 next_element = get_next_element(Feld[oldx][oldy]);
4783 RemoveField(oldx, oldy);
4784 RemoveField(newx, newy);
4786 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4788 if (next_element != EL_UNDEFINED)
4789 Feld[oldx][oldy] = next_element;
4791 TEST_DrawLevelField(oldx, oldy);
4792 TEST_DrawLevelField(newx, newy);
4795 void DrawDynamite(int x, int y)
4797 int sx = SCREENX(x), sy = SCREENY(y);
4798 int graphic = el2img(Feld[x][y]);
4801 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
4804 if (IS_WALKABLE_INSIDE(Back[x][y]))
4808 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
4809 else if (Store[x][y])
4810 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
4812 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4814 if (Back[x][y] || Store[x][y])
4815 DrawGraphicThruMask(sx, sy, graphic, frame);
4817 DrawGraphic(sx, sy, graphic, frame);
4820 void CheckDynamite(int x, int y)
4822 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
4826 if (MovDelay[x][y] != 0)
4829 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4835 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4840 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
4842 boolean num_checked_players = 0;
4845 for (i = 0; i < MAX_PLAYERS; i++)
4847 if (stored_player[i].active)
4849 int sx = stored_player[i].jx;
4850 int sy = stored_player[i].jy;
4852 if (num_checked_players == 0)
4859 *sx1 = MIN(*sx1, sx);
4860 *sy1 = MIN(*sy1, sy);
4861 *sx2 = MAX(*sx2, sx);
4862 *sy2 = MAX(*sy2, sy);
4865 num_checked_players++;
4870 static boolean checkIfAllPlayersFitToScreen_RND()
4872 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
4874 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4876 return (sx2 - sx1 < SCR_FIELDX &&
4877 sy2 - sy1 < SCR_FIELDY);
4880 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
4882 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
4884 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4886 *sx = (sx1 + sx2) / 2;
4887 *sy = (sy1 + sy2) / 2;
4890 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
4891 boolean center_screen, boolean quick_relocation)
4893 boolean ffwd_delay = (tape.playing && tape.fast_forward);
4894 boolean no_delay = (tape.warp_forward);
4895 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
4896 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
4897 int new_scroll_x, new_scroll_y;
4899 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
4901 /* case 1: quick relocation inside visible screen (without scrolling) */
4908 if (!level.shifted_relocation || center_screen)
4910 /* relocation _with_ centering of screen */
4912 new_scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4913 x > SBX_Right + MIDPOSX ? SBX_Right :
4916 new_scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4917 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4922 /* relocation _without_ centering of 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 new_scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4936 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4937 offset_x - MIDPOSX);
4939 new_scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4940 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4941 offset_y - MIDPOSY);
4944 if (quick_relocation)
4946 /* case 2: quick relocation (redraw without visible scrolling) */
4948 scroll_x = new_scroll_x;
4949 scroll_y = new_scroll_y;
4956 /* case 3: visible relocation (with scrolling to new position) */
4958 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
4960 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
4963 int fx = FX, fy = FY;
4965 dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
4966 dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
4968 if (dx == 0 && dy == 0) /* no scrolling needed at all */
4974 fx += dx * TILEX / 2;
4975 fy += dy * TILEY / 2;
4977 ScrollLevel(dx, dy);
4980 /* scroll in two steps of half tile size to make things smoother */
4981 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
4982 Delay(wait_delay_value);
4984 /* scroll second step to align at full tile size */
4986 Delay(wait_delay_value);
4991 Delay(wait_delay_value);
4994 void RelocatePlayer(int jx, int jy, int el_player_raw)
4996 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
4997 int player_nr = GET_PLAYER_NR(el_player);
4998 struct PlayerInfo *player = &stored_player[player_nr];
4999 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5000 boolean no_delay = (tape.warp_forward);
5001 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5002 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5003 int old_jx = player->jx;
5004 int old_jy = player->jy;
5005 int old_element = Feld[old_jx][old_jy];
5006 int element = Feld[jx][jy];
5007 boolean player_relocated = (old_jx != jx || old_jy != jy);
5009 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5010 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5011 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5012 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5013 int leave_side_horiz = move_dir_horiz;
5014 int leave_side_vert = move_dir_vert;
5015 int enter_side = enter_side_horiz | enter_side_vert;
5016 int leave_side = leave_side_horiz | leave_side_vert;
5018 if (player->GameOver) /* do not reanimate dead player */
5021 if (!player_relocated) /* no need to relocate the player */
5024 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5026 RemoveField(jx, jy); /* temporarily remove newly placed player */
5027 DrawLevelField(jx, jy);
5030 if (player->present)
5032 while (player->MovPos)
5034 ScrollPlayer(player, SCROLL_GO_ON);
5035 ScrollScreen(NULL, SCROLL_GO_ON);
5037 AdvanceFrameAndPlayerCounters(player->index_nr);
5042 Delay(wait_delay_value);
5045 DrawPlayer(player); /* needed here only to cleanup last field */
5046 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5048 player->is_moving = FALSE;
5051 if (IS_CUSTOM_ELEMENT(old_element))
5052 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5054 player->index_bit, leave_side);
5056 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5058 player->index_bit, leave_side);
5060 Feld[jx][jy] = el_player;
5061 InitPlayerField(jx, jy, el_player, TRUE);
5063 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5064 possible that the relocation target field did not contain a player element,
5065 but a walkable element, to which the new player was relocated -- in this
5066 case, restore that (already initialized!) element on the player field */
5067 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5069 Feld[jx][jy] = element; /* restore previously existing element */
5072 /* only visually relocate centered player */
5073 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5074 FALSE, level.instant_relocation);
5076 TestIfPlayerTouchesBadThing(jx, jy);
5077 TestIfPlayerTouchesCustomElement(jx, jy);
5079 if (IS_CUSTOM_ELEMENT(element))
5080 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5081 player->index_bit, enter_side);
5083 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5084 player->index_bit, enter_side);
5086 if (player->is_switching)
5088 /* ensure that relocation while still switching an element does not cause
5089 a new element to be treated as also switched directly after relocation
5090 (this is important for teleporter switches that teleport the player to
5091 a place where another teleporter switch is in the same direction, which
5092 would then incorrectly be treated as immediately switched before the
5093 direction key that caused the switch was released) */
5095 player->switch_x += jx - old_jx;
5096 player->switch_y += jy - old_jy;
5100 void Explode(int ex, int ey, int phase, int mode)
5106 /* !!! eliminate this variable !!! */
5107 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5109 if (game.explosions_delayed)
5111 ExplodeField[ex][ey] = mode;
5115 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5117 int center_element = Feld[ex][ey];
5118 int artwork_element, explosion_element; /* set these values later */
5120 /* remove things displayed in background while burning dynamite */
5121 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5124 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5126 /* put moving element to center field (and let it explode there) */
5127 center_element = MovingOrBlocked2Element(ex, ey);
5128 RemoveMovingField(ex, ey);
5129 Feld[ex][ey] = center_element;
5132 /* now "center_element" is finally determined -- set related values now */
5133 artwork_element = center_element; /* for custom player artwork */
5134 explosion_element = center_element; /* for custom player artwork */
5136 if (IS_PLAYER(ex, ey))
5138 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5140 artwork_element = stored_player[player_nr].artwork_element;
5142 if (level.use_explosion_element[player_nr])
5144 explosion_element = level.explosion_element[player_nr];
5145 artwork_element = explosion_element;
5149 if (mode == EX_TYPE_NORMAL ||
5150 mode == EX_TYPE_CENTER ||
5151 mode == EX_TYPE_CROSS)
5152 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5154 last_phase = element_info[explosion_element].explosion_delay + 1;
5156 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5158 int xx = x - ex + 1;
5159 int yy = y - ey + 1;
5162 if (!IN_LEV_FIELD(x, y) ||
5163 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5164 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5167 element = Feld[x][y];
5169 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5171 element = MovingOrBlocked2Element(x, y);
5173 if (!IS_EXPLOSION_PROOF(element))
5174 RemoveMovingField(x, y);
5177 /* indestructible elements can only explode in center (but not flames) */
5178 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5179 mode == EX_TYPE_BORDER)) ||
5180 element == EL_FLAMES)
5183 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5184 behaviour, for example when touching a yamyam that explodes to rocks
5185 with active deadly shield, a rock is created under the player !!! */
5186 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5188 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5189 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5190 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5192 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5195 if (IS_ACTIVE_BOMB(element))
5197 /* re-activate things under the bomb like gate or penguin */
5198 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5205 /* save walkable background elements while explosion on same tile */
5206 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5207 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5208 Back[x][y] = element;
5210 /* ignite explodable elements reached by other explosion */
5211 if (element == EL_EXPLOSION)
5212 element = Store2[x][y];
5214 if (AmoebaNr[x][y] &&
5215 (element == EL_AMOEBA_FULL ||
5216 element == EL_BD_AMOEBA ||
5217 element == EL_AMOEBA_GROWING))
5219 AmoebaCnt[AmoebaNr[x][y]]--;
5220 AmoebaCnt2[AmoebaNr[x][y]]--;
5225 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5227 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5229 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5231 if (PLAYERINFO(ex, ey)->use_murphy)
5232 Store[x][y] = EL_EMPTY;
5235 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5236 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5237 else if (ELEM_IS_PLAYER(center_element))
5238 Store[x][y] = EL_EMPTY;
5239 else if (center_element == EL_YAMYAM)
5240 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5241 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5242 Store[x][y] = element_info[center_element].content.e[xx][yy];
5244 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5245 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5246 otherwise) -- FIX THIS !!! */
5247 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5248 Store[x][y] = element_info[element].content.e[1][1];
5250 else if (!CAN_EXPLODE(element))
5251 Store[x][y] = element_info[element].content.e[1][1];
5254 Store[x][y] = EL_EMPTY;
5256 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5257 center_element == EL_AMOEBA_TO_DIAMOND)
5258 Store2[x][y] = element;
5260 Feld[x][y] = EL_EXPLOSION;
5261 GfxElement[x][y] = artwork_element;
5263 ExplodePhase[x][y] = 1;
5264 ExplodeDelay[x][y] = last_phase;
5269 if (center_element == EL_YAMYAM)
5270 game.yamyam_content_nr =
5271 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5283 GfxFrame[x][y] = 0; /* restart explosion animation */
5285 last_phase = ExplodeDelay[x][y];
5287 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5289 /* this can happen if the player leaves an explosion just in time */
5290 if (GfxElement[x][y] == EL_UNDEFINED)
5291 GfxElement[x][y] = EL_EMPTY;
5293 border_element = Store2[x][y];
5294 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5295 border_element = StorePlayer[x][y];
5297 if (phase == element_info[border_element].ignition_delay ||
5298 phase == last_phase)
5300 boolean border_explosion = FALSE;
5302 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5303 !PLAYER_EXPLOSION_PROTECTED(x, y))
5305 KillPlayerUnlessExplosionProtected(x, y);
5306 border_explosion = TRUE;
5308 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5310 Feld[x][y] = Store2[x][y];
5313 border_explosion = TRUE;
5315 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5317 AmoebeUmwandeln(x, y);
5319 border_explosion = TRUE;
5322 /* if an element just explodes due to another explosion (chain-reaction),
5323 do not immediately end the new explosion when it was the last frame of
5324 the explosion (as it would be done in the following "if"-statement!) */
5325 if (border_explosion && phase == last_phase)
5329 if (phase == last_phase)
5333 element = Feld[x][y] = Store[x][y];
5334 Store[x][y] = Store2[x][y] = 0;
5335 GfxElement[x][y] = EL_UNDEFINED;
5337 /* player can escape from explosions and might therefore be still alive */
5338 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5339 element <= EL_PLAYER_IS_EXPLODING_4)
5341 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5342 int explosion_element = EL_PLAYER_1 + player_nr;
5343 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5344 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5346 if (level.use_explosion_element[player_nr])
5347 explosion_element = level.explosion_element[player_nr];
5349 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5350 element_info[explosion_element].content.e[xx][yy]);
5353 /* restore probably existing indestructible background element */
5354 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5355 element = Feld[x][y] = Back[x][y];
5358 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5359 GfxDir[x][y] = MV_NONE;
5360 ChangeDelay[x][y] = 0;
5361 ChangePage[x][y] = -1;
5363 CustomValue[x][y] = 0;
5365 InitField_WithBug2(x, y, FALSE);
5367 TEST_DrawLevelField(x, y);
5369 TestIfElementTouchesCustomElement(x, y);
5371 if (GFX_CRUMBLED(element))
5372 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5374 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5375 StorePlayer[x][y] = 0;
5377 if (ELEM_IS_PLAYER(element))
5378 RelocatePlayer(x, y, element);
5380 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5382 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5383 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5386 TEST_DrawLevelFieldCrumbled(x, y);
5388 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5390 DrawLevelElement(x, y, Back[x][y]);
5391 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5393 else if (IS_WALKABLE_UNDER(Back[x][y]))
5395 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5396 DrawLevelElementThruMask(x, y, Back[x][y]);
5398 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5399 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5403 void DynaExplode(int ex, int ey)
5406 int dynabomb_element = Feld[ex][ey];
5407 int dynabomb_size = 1;
5408 boolean dynabomb_xl = FALSE;
5409 struct PlayerInfo *player;
5410 static int xy[4][2] =
5418 if (IS_ACTIVE_BOMB(dynabomb_element))
5420 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5421 dynabomb_size = player->dynabomb_size;
5422 dynabomb_xl = player->dynabomb_xl;
5423 player->dynabombs_left++;
5426 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5428 for (i = 0; i < NUM_DIRECTIONS; i++)
5430 for (j = 1; j <= dynabomb_size; j++)
5432 int x = ex + j * xy[i][0];
5433 int y = ey + j * xy[i][1];
5436 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5439 element = Feld[x][y];
5441 /* do not restart explosions of fields with active bombs */
5442 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5445 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5447 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5448 !IS_DIGGABLE(element) && !dynabomb_xl)
5454 void Bang(int x, int y)
5456 int element = MovingOrBlocked2Element(x, y);
5457 int explosion_type = EX_TYPE_NORMAL;
5459 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5461 struct PlayerInfo *player = PLAYERINFO(x, y);
5463 element = Feld[x][y] = player->initial_element;
5465 if (level.use_explosion_element[player->index_nr])
5467 int explosion_element = level.explosion_element[player->index_nr];
5469 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5470 explosion_type = EX_TYPE_CROSS;
5471 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5472 explosion_type = EX_TYPE_CENTER;
5480 case EL_BD_BUTTERFLY:
5483 case EL_DARK_YAMYAM:
5487 RaiseScoreElement(element);
5490 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5491 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5492 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5493 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5494 case EL_DYNABOMB_INCREASE_NUMBER:
5495 case EL_DYNABOMB_INCREASE_SIZE:
5496 case EL_DYNABOMB_INCREASE_POWER:
5497 explosion_type = EX_TYPE_DYNA;
5500 case EL_DC_LANDMINE:
5501 explosion_type = EX_TYPE_CENTER;
5506 case EL_LAMP_ACTIVE:
5507 case EL_AMOEBA_TO_DIAMOND:
5508 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5509 explosion_type = EX_TYPE_CENTER;
5513 if (element_info[element].explosion_type == EXPLODES_CROSS)
5514 explosion_type = EX_TYPE_CROSS;
5515 else if (element_info[element].explosion_type == EXPLODES_1X1)
5516 explosion_type = EX_TYPE_CENTER;
5520 if (explosion_type == EX_TYPE_DYNA)
5523 Explode(x, y, EX_PHASE_START, explosion_type);
5525 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5528 void SplashAcid(int x, int y)
5530 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5531 (!IN_LEV_FIELD(x - 1, y - 2) ||
5532 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5533 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5535 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5536 (!IN_LEV_FIELD(x + 1, y - 2) ||
5537 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5538 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5540 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5543 static void InitBeltMovement()
5545 static int belt_base_element[4] =
5547 EL_CONVEYOR_BELT_1_LEFT,
5548 EL_CONVEYOR_BELT_2_LEFT,
5549 EL_CONVEYOR_BELT_3_LEFT,
5550 EL_CONVEYOR_BELT_4_LEFT
5552 static int belt_base_active_element[4] =
5554 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5555 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5556 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5557 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5562 /* set frame order for belt animation graphic according to belt direction */
5563 for (i = 0; i < NUM_BELTS; i++)
5567 for (j = 0; j < NUM_BELT_PARTS; j++)
5569 int element = belt_base_active_element[belt_nr] + j;
5570 int graphic_1 = el2img(element);
5571 int graphic_2 = el2panelimg(element);
5573 if (game.belt_dir[i] == MV_LEFT)
5575 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5576 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5580 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5581 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5586 SCAN_PLAYFIELD(x, y)
5588 int element = Feld[x][y];
5590 for (i = 0; i < NUM_BELTS; i++)
5592 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5594 int e_belt_nr = getBeltNrFromBeltElement(element);
5597 if (e_belt_nr == belt_nr)
5599 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5601 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5608 static void ToggleBeltSwitch(int x, int y)
5610 static int belt_base_element[4] =
5612 EL_CONVEYOR_BELT_1_LEFT,
5613 EL_CONVEYOR_BELT_2_LEFT,
5614 EL_CONVEYOR_BELT_3_LEFT,
5615 EL_CONVEYOR_BELT_4_LEFT
5617 static int belt_base_active_element[4] =
5619 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5620 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5621 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5622 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5624 static int belt_base_switch_element[4] =
5626 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5627 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5628 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5629 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5631 static int belt_move_dir[4] =
5639 int element = Feld[x][y];
5640 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5641 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5642 int belt_dir = belt_move_dir[belt_dir_nr];
5645 if (!IS_BELT_SWITCH(element))
5648 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5649 game.belt_dir[belt_nr] = belt_dir;
5651 if (belt_dir_nr == 3)
5654 /* set frame order for belt animation graphic according to belt direction */
5655 for (i = 0; i < NUM_BELT_PARTS; i++)
5657 int element = belt_base_active_element[belt_nr] + i;
5658 int graphic_1 = el2img(element);
5659 int graphic_2 = el2panelimg(element);
5661 if (belt_dir == MV_LEFT)
5663 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5664 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5668 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5669 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5673 SCAN_PLAYFIELD(xx, yy)
5675 int element = Feld[xx][yy];
5677 if (IS_BELT_SWITCH(element))
5679 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5681 if (e_belt_nr == belt_nr)
5683 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5684 TEST_DrawLevelField(xx, yy);
5687 else if (IS_BELT(element) && belt_dir != MV_NONE)
5689 int e_belt_nr = getBeltNrFromBeltElement(element);
5691 if (e_belt_nr == belt_nr)
5693 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5695 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5696 TEST_DrawLevelField(xx, yy);
5699 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5701 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5703 if (e_belt_nr == belt_nr)
5705 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5707 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5708 TEST_DrawLevelField(xx, yy);
5714 static void ToggleSwitchgateSwitch(int x, int y)
5718 game.switchgate_pos = !game.switchgate_pos;
5720 SCAN_PLAYFIELD(xx, yy)
5722 int element = Feld[xx][yy];
5724 if (element == EL_SWITCHGATE_SWITCH_UP)
5726 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5727 TEST_DrawLevelField(xx, yy);
5729 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5731 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5732 TEST_DrawLevelField(xx, yy);
5734 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5736 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5737 TEST_DrawLevelField(xx, yy);
5739 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5741 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5742 TEST_DrawLevelField(xx, yy);
5744 else if (element == EL_SWITCHGATE_OPEN ||
5745 element == EL_SWITCHGATE_OPENING)
5747 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
5749 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
5751 else if (element == EL_SWITCHGATE_CLOSED ||
5752 element == EL_SWITCHGATE_CLOSING)
5754 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
5756 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
5761 static int getInvisibleActiveFromInvisibleElement(int element)
5763 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
5764 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
5765 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
5769 static int getInvisibleFromInvisibleActiveElement(int element)
5771 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
5772 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
5773 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
5777 static void RedrawAllLightSwitchesAndInvisibleElements()
5781 SCAN_PLAYFIELD(x, y)
5783 int element = Feld[x][y];
5785 if (element == EL_LIGHT_SWITCH &&
5786 game.light_time_left > 0)
5788 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
5789 TEST_DrawLevelField(x, y);
5791 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
5792 game.light_time_left == 0)
5794 Feld[x][y] = EL_LIGHT_SWITCH;
5795 TEST_DrawLevelField(x, y);
5797 else if (element == EL_EMC_DRIPPER &&
5798 game.light_time_left > 0)
5800 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5801 TEST_DrawLevelField(x, y);
5803 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5804 game.light_time_left == 0)
5806 Feld[x][y] = EL_EMC_DRIPPER;
5807 TEST_DrawLevelField(x, y);
5809 else if (element == EL_INVISIBLE_STEELWALL ||
5810 element == EL_INVISIBLE_WALL ||
5811 element == EL_INVISIBLE_SAND)
5813 if (game.light_time_left > 0)
5814 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5816 TEST_DrawLevelField(x, y);
5818 /* uncrumble neighbour fields, if needed */
5819 if (element == EL_INVISIBLE_SAND)
5820 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5822 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5823 element == EL_INVISIBLE_WALL_ACTIVE ||
5824 element == EL_INVISIBLE_SAND_ACTIVE)
5826 if (game.light_time_left == 0)
5827 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5829 TEST_DrawLevelField(x, y);
5831 /* re-crumble neighbour fields, if needed */
5832 if (element == EL_INVISIBLE_SAND)
5833 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5838 static void RedrawAllInvisibleElementsForLenses()
5842 SCAN_PLAYFIELD(x, y)
5844 int element = Feld[x][y];
5846 if (element == EL_EMC_DRIPPER &&
5847 game.lenses_time_left > 0)
5849 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5850 TEST_DrawLevelField(x, y);
5852 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5853 game.lenses_time_left == 0)
5855 Feld[x][y] = EL_EMC_DRIPPER;
5856 TEST_DrawLevelField(x, y);
5858 else if (element == EL_INVISIBLE_STEELWALL ||
5859 element == EL_INVISIBLE_WALL ||
5860 element == EL_INVISIBLE_SAND)
5862 if (game.lenses_time_left > 0)
5863 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5865 TEST_DrawLevelField(x, y);
5867 /* uncrumble neighbour fields, if needed */
5868 if (element == EL_INVISIBLE_SAND)
5869 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5871 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5872 element == EL_INVISIBLE_WALL_ACTIVE ||
5873 element == EL_INVISIBLE_SAND_ACTIVE)
5875 if (game.lenses_time_left == 0)
5876 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5878 TEST_DrawLevelField(x, y);
5880 /* re-crumble neighbour fields, if needed */
5881 if (element == EL_INVISIBLE_SAND)
5882 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5887 static void RedrawAllInvisibleElementsForMagnifier()
5891 SCAN_PLAYFIELD(x, y)
5893 int element = Feld[x][y];
5895 if (element == EL_EMC_FAKE_GRASS &&
5896 game.magnify_time_left > 0)
5898 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
5899 TEST_DrawLevelField(x, y);
5901 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
5902 game.magnify_time_left == 0)
5904 Feld[x][y] = EL_EMC_FAKE_GRASS;
5905 TEST_DrawLevelField(x, y);
5907 else if (IS_GATE_GRAY(element) &&
5908 game.magnify_time_left > 0)
5910 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
5911 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
5912 IS_EM_GATE_GRAY(element) ?
5913 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
5914 IS_EMC_GATE_GRAY(element) ?
5915 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
5916 IS_DC_GATE_GRAY(element) ?
5917 EL_DC_GATE_WHITE_GRAY_ACTIVE :
5919 TEST_DrawLevelField(x, y);
5921 else if (IS_GATE_GRAY_ACTIVE(element) &&
5922 game.magnify_time_left == 0)
5924 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
5925 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
5926 IS_EM_GATE_GRAY_ACTIVE(element) ?
5927 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
5928 IS_EMC_GATE_GRAY_ACTIVE(element) ?
5929 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
5930 IS_DC_GATE_GRAY_ACTIVE(element) ?
5931 EL_DC_GATE_WHITE_GRAY :
5933 TEST_DrawLevelField(x, y);
5938 static void ToggleLightSwitch(int x, int y)
5940 int element = Feld[x][y];
5942 game.light_time_left =
5943 (element == EL_LIGHT_SWITCH ?
5944 level.time_light * FRAMES_PER_SECOND : 0);
5946 RedrawAllLightSwitchesAndInvisibleElements();
5949 static void ActivateTimegateSwitch(int x, int y)
5953 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
5955 SCAN_PLAYFIELD(xx, yy)
5957 int element = Feld[xx][yy];
5959 if (element == EL_TIMEGATE_CLOSED ||
5960 element == EL_TIMEGATE_CLOSING)
5962 Feld[xx][yy] = EL_TIMEGATE_OPENING;
5963 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
5967 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
5969 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
5970 TEST_DrawLevelField(xx, yy);
5976 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
5977 EL_DC_TIMEGATE_SWITCH_ACTIVE);
5980 void Impact(int x, int y)
5982 boolean last_line = (y == lev_fieldy - 1);
5983 boolean object_hit = FALSE;
5984 boolean impact = (last_line || object_hit);
5985 int element = Feld[x][y];
5986 int smashed = EL_STEELWALL;
5988 if (!last_line) /* check if element below was hit */
5990 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
5993 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
5994 MovDir[x][y + 1] != MV_DOWN ||
5995 MovPos[x][y + 1] <= TILEY / 2));
5997 /* do not smash moving elements that left the smashed field in time */
5998 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
5999 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6002 #if USE_QUICKSAND_IMPACT_BUGFIX
6003 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6005 RemoveMovingField(x, y + 1);
6006 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6007 Feld[x][y + 2] = EL_ROCK;
6008 TEST_DrawLevelField(x, y + 2);
6013 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6015 RemoveMovingField(x, y + 1);
6016 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6017 Feld[x][y + 2] = EL_ROCK;
6018 TEST_DrawLevelField(x, y + 2);
6025 smashed = MovingOrBlocked2Element(x, y + 1);
6027 impact = (last_line || object_hit);
6030 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6032 SplashAcid(x, y + 1);
6036 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6037 /* only reset graphic animation if graphic really changes after impact */
6039 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6041 ResetGfxAnimation(x, y);
6042 TEST_DrawLevelField(x, y);
6045 if (impact && CAN_EXPLODE_IMPACT(element))
6050 else if (impact && element == EL_PEARL &&
6051 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6053 ResetGfxAnimation(x, y);
6055 Feld[x][y] = EL_PEARL_BREAKING;
6056 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6059 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6061 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6066 if (impact && element == EL_AMOEBA_DROP)
6068 if (object_hit && IS_PLAYER(x, y + 1))
6069 KillPlayerUnlessEnemyProtected(x, y + 1);
6070 else if (object_hit && smashed == EL_PENGUIN)
6074 Feld[x][y] = EL_AMOEBA_GROWING;
6075 Store[x][y] = EL_AMOEBA_WET;
6077 ResetRandomAnimationValue(x, y);
6082 if (object_hit) /* check which object was hit */
6084 if ((CAN_PASS_MAGIC_WALL(element) &&
6085 (smashed == EL_MAGIC_WALL ||
6086 smashed == EL_BD_MAGIC_WALL)) ||
6087 (CAN_PASS_DC_MAGIC_WALL(element) &&
6088 smashed == EL_DC_MAGIC_WALL))
6091 int activated_magic_wall =
6092 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6093 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6094 EL_DC_MAGIC_WALL_ACTIVE);
6096 /* activate magic wall / mill */
6097 SCAN_PLAYFIELD(xx, yy)
6099 if (Feld[xx][yy] == smashed)
6100 Feld[xx][yy] = activated_magic_wall;
6103 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6104 game.magic_wall_active = TRUE;
6106 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6107 SND_MAGIC_WALL_ACTIVATING :
6108 smashed == EL_BD_MAGIC_WALL ?
6109 SND_BD_MAGIC_WALL_ACTIVATING :
6110 SND_DC_MAGIC_WALL_ACTIVATING));
6113 if (IS_PLAYER(x, y + 1))
6115 if (CAN_SMASH_PLAYER(element))
6117 KillPlayerUnlessEnemyProtected(x, y + 1);
6121 else if (smashed == EL_PENGUIN)
6123 if (CAN_SMASH_PLAYER(element))
6129 else if (element == EL_BD_DIAMOND)
6131 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6137 else if (((element == EL_SP_INFOTRON ||
6138 element == EL_SP_ZONK) &&
6139 (smashed == EL_SP_SNIKSNAK ||
6140 smashed == EL_SP_ELECTRON ||
6141 smashed == EL_SP_DISK_ORANGE)) ||
6142 (element == EL_SP_INFOTRON &&
6143 smashed == EL_SP_DISK_YELLOW))
6148 else if (CAN_SMASH_EVERYTHING(element))
6150 if (IS_CLASSIC_ENEMY(smashed) ||
6151 CAN_EXPLODE_SMASHED(smashed))
6156 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6158 if (smashed == EL_LAMP ||
6159 smashed == EL_LAMP_ACTIVE)
6164 else if (smashed == EL_NUT)
6166 Feld[x][y + 1] = EL_NUT_BREAKING;
6167 PlayLevelSound(x, y, SND_NUT_BREAKING);
6168 RaiseScoreElement(EL_NUT);
6171 else if (smashed == EL_PEARL)
6173 ResetGfxAnimation(x, y);
6175 Feld[x][y + 1] = EL_PEARL_BREAKING;
6176 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6179 else if (smashed == EL_DIAMOND)
6181 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6182 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6185 else if (IS_BELT_SWITCH(smashed))
6187 ToggleBeltSwitch(x, y + 1);
6189 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6190 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6191 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6192 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6194 ToggleSwitchgateSwitch(x, y + 1);
6196 else if (smashed == EL_LIGHT_SWITCH ||
6197 smashed == EL_LIGHT_SWITCH_ACTIVE)
6199 ToggleLightSwitch(x, y + 1);
6203 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6205 CheckElementChangeBySide(x, y + 1, smashed, element,
6206 CE_SWITCHED, CH_SIDE_TOP);
6207 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6213 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6218 /* play sound of magic wall / mill */
6220 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6221 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6222 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6224 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6225 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6226 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6227 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6228 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6229 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6234 /* play sound of object that hits the ground */
6235 if (last_line || object_hit)
6236 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6239 inline static void TurnRoundExt(int x, int y)
6251 { 0, 0 }, { 0, 0 }, { 0, 0 },
6256 int left, right, back;
6260 { MV_DOWN, MV_UP, MV_RIGHT },
6261 { MV_UP, MV_DOWN, MV_LEFT },
6263 { MV_LEFT, MV_RIGHT, MV_DOWN },
6267 { MV_RIGHT, MV_LEFT, MV_UP }
6270 int element = Feld[x][y];
6271 int move_pattern = element_info[element].move_pattern;
6273 int old_move_dir = MovDir[x][y];
6274 int left_dir = turn[old_move_dir].left;
6275 int right_dir = turn[old_move_dir].right;
6276 int back_dir = turn[old_move_dir].back;
6278 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6279 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6280 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6281 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6283 int left_x = x + left_dx, left_y = y + left_dy;
6284 int right_x = x + right_dx, right_y = y + right_dy;
6285 int move_x = x + move_dx, move_y = y + move_dy;
6289 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6291 TestIfBadThingTouchesOtherBadThing(x, y);
6293 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6294 MovDir[x][y] = right_dir;
6295 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6296 MovDir[x][y] = left_dir;
6298 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6300 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6303 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6305 TestIfBadThingTouchesOtherBadThing(x, y);
6307 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6308 MovDir[x][y] = left_dir;
6309 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6310 MovDir[x][y] = right_dir;
6312 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6314 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6317 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6319 TestIfBadThingTouchesOtherBadThing(x, y);
6321 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6322 MovDir[x][y] = left_dir;
6323 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6324 MovDir[x][y] = right_dir;
6326 if (MovDir[x][y] != old_move_dir)
6329 else if (element == EL_YAMYAM)
6331 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6332 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6334 if (can_turn_left && can_turn_right)
6335 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6336 else if (can_turn_left)
6337 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6338 else if (can_turn_right)
6339 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6341 MovDir[x][y] = back_dir;
6343 MovDelay[x][y] = 16 + 16 * RND(3);
6345 else if (element == EL_DARK_YAMYAM)
6347 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6349 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6352 if (can_turn_left && can_turn_right)
6353 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6354 else if (can_turn_left)
6355 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6356 else if (can_turn_right)
6357 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6359 MovDir[x][y] = back_dir;
6361 MovDelay[x][y] = 16 + 16 * RND(3);
6363 else if (element == EL_PACMAN)
6365 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6366 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6368 if (can_turn_left && can_turn_right)
6369 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6370 else if (can_turn_left)
6371 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6372 else if (can_turn_right)
6373 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6375 MovDir[x][y] = back_dir;
6377 MovDelay[x][y] = 6 + RND(40);
6379 else if (element == EL_PIG)
6381 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6382 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6383 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6384 boolean should_turn_left, should_turn_right, should_move_on;
6386 int rnd = RND(rnd_value);
6388 should_turn_left = (can_turn_left &&
6390 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6391 y + back_dy + left_dy)));
6392 should_turn_right = (can_turn_right &&
6394 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6395 y + back_dy + right_dy)));
6396 should_move_on = (can_move_on &&
6399 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6400 y + move_dy + left_dy) ||
6401 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6402 y + move_dy + right_dy)));
6404 if (should_turn_left || should_turn_right || should_move_on)
6406 if (should_turn_left && should_turn_right && should_move_on)
6407 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6408 rnd < 2 * rnd_value / 3 ? right_dir :
6410 else if (should_turn_left && should_turn_right)
6411 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6412 else if (should_turn_left && should_move_on)
6413 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6414 else if (should_turn_right && should_move_on)
6415 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6416 else if (should_turn_left)
6417 MovDir[x][y] = left_dir;
6418 else if (should_turn_right)
6419 MovDir[x][y] = right_dir;
6420 else if (should_move_on)
6421 MovDir[x][y] = old_move_dir;
6423 else if (can_move_on && rnd > rnd_value / 8)
6424 MovDir[x][y] = old_move_dir;
6425 else if (can_turn_left && can_turn_right)
6426 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6427 else if (can_turn_left && rnd > rnd_value / 8)
6428 MovDir[x][y] = left_dir;
6429 else if (can_turn_right && rnd > rnd_value/8)
6430 MovDir[x][y] = right_dir;
6432 MovDir[x][y] = back_dir;
6434 xx = x + move_xy[MovDir[x][y]].dx;
6435 yy = y + move_xy[MovDir[x][y]].dy;
6437 if (!IN_LEV_FIELD(xx, yy) ||
6438 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6439 MovDir[x][y] = old_move_dir;
6443 else if (element == EL_DRAGON)
6445 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6446 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6447 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6449 int rnd = RND(rnd_value);
6451 if (can_move_on && rnd > rnd_value / 8)
6452 MovDir[x][y] = old_move_dir;
6453 else if (can_turn_left && can_turn_right)
6454 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6455 else if (can_turn_left && rnd > rnd_value / 8)
6456 MovDir[x][y] = left_dir;
6457 else if (can_turn_right && rnd > rnd_value / 8)
6458 MovDir[x][y] = right_dir;
6460 MovDir[x][y] = back_dir;
6462 xx = x + move_xy[MovDir[x][y]].dx;
6463 yy = y + move_xy[MovDir[x][y]].dy;
6465 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6466 MovDir[x][y] = old_move_dir;
6470 else if (element == EL_MOLE)
6472 boolean can_move_on =
6473 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6474 IS_AMOEBOID(Feld[move_x][move_y]) ||
6475 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6478 boolean can_turn_left =
6479 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6480 IS_AMOEBOID(Feld[left_x][left_y])));
6482 boolean can_turn_right =
6483 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6484 IS_AMOEBOID(Feld[right_x][right_y])));
6486 if (can_turn_left && can_turn_right)
6487 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6488 else if (can_turn_left)
6489 MovDir[x][y] = left_dir;
6491 MovDir[x][y] = right_dir;
6494 if (MovDir[x][y] != old_move_dir)
6497 else if (element == EL_BALLOON)
6499 MovDir[x][y] = game.wind_direction;
6502 else if (element == EL_SPRING)
6504 if (MovDir[x][y] & MV_HORIZONTAL)
6506 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6507 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6509 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6510 ResetGfxAnimation(move_x, move_y);
6511 TEST_DrawLevelField(move_x, move_y);
6513 MovDir[x][y] = back_dir;
6515 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6516 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6517 MovDir[x][y] = MV_NONE;
6522 else if (element == EL_ROBOT ||
6523 element == EL_SATELLITE ||
6524 element == EL_PENGUIN ||
6525 element == EL_EMC_ANDROID)
6527 int attr_x = -1, attr_y = -1;
6538 for (i = 0; i < MAX_PLAYERS; i++)
6540 struct PlayerInfo *player = &stored_player[i];
6541 int jx = player->jx, jy = player->jy;
6543 if (!player->active)
6547 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6555 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6556 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6557 game.engine_version < VERSION_IDENT(3,1,0,0)))
6563 if (element == EL_PENGUIN)
6566 static int xy[4][2] =
6574 for (i = 0; i < NUM_DIRECTIONS; i++)
6576 int ex = x + xy[i][0];
6577 int ey = y + xy[i][1];
6579 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6580 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6581 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6582 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6591 MovDir[x][y] = MV_NONE;
6593 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6594 else if (attr_x > x)
6595 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6597 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6598 else if (attr_y > y)
6599 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6601 if (element == EL_ROBOT)
6605 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6606 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6607 Moving2Blocked(x, y, &newx, &newy);
6609 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6610 MovDelay[x][y] = 8 + 8 * !RND(3);
6612 MovDelay[x][y] = 16;
6614 else if (element == EL_PENGUIN)
6620 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6622 boolean first_horiz = RND(2);
6623 int new_move_dir = MovDir[x][y];
6626 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6627 Moving2Blocked(x, y, &newx, &newy);
6629 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6633 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6634 Moving2Blocked(x, y, &newx, &newy);
6636 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6639 MovDir[x][y] = old_move_dir;
6643 else if (element == EL_SATELLITE)
6649 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6651 boolean first_horiz = RND(2);
6652 int new_move_dir = MovDir[x][y];
6655 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6656 Moving2Blocked(x, y, &newx, &newy);
6658 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6662 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6663 Moving2Blocked(x, y, &newx, &newy);
6665 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6668 MovDir[x][y] = old_move_dir;
6672 else if (element == EL_EMC_ANDROID)
6674 static int check_pos[16] =
6676 -1, /* 0 => (invalid) */
6677 7, /* 1 => MV_LEFT */
6678 3, /* 2 => MV_RIGHT */
6679 -1, /* 3 => (invalid) */
6681 0, /* 5 => MV_LEFT | MV_UP */
6682 2, /* 6 => MV_RIGHT | MV_UP */
6683 -1, /* 7 => (invalid) */
6684 5, /* 8 => MV_DOWN */
6685 6, /* 9 => MV_LEFT | MV_DOWN */
6686 4, /* 10 => MV_RIGHT | MV_DOWN */
6687 -1, /* 11 => (invalid) */
6688 -1, /* 12 => (invalid) */
6689 -1, /* 13 => (invalid) */
6690 -1, /* 14 => (invalid) */
6691 -1, /* 15 => (invalid) */
6699 { -1, -1, MV_LEFT | MV_UP },
6701 { +1, -1, MV_RIGHT | MV_UP },
6702 { +1, 0, MV_RIGHT },
6703 { +1, +1, MV_RIGHT | MV_DOWN },
6705 { -1, +1, MV_LEFT | MV_DOWN },
6708 int start_pos, check_order;
6709 boolean can_clone = FALSE;
6712 /* check if there is any free field around current position */
6713 for (i = 0; i < 8; i++)
6715 int newx = x + check_xy[i].dx;
6716 int newy = y + check_xy[i].dy;
6718 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6726 if (can_clone) /* randomly find an element to clone */
6730 start_pos = check_pos[RND(8)];
6731 check_order = (RND(2) ? -1 : +1);
6733 for (i = 0; i < 8; i++)
6735 int pos_raw = start_pos + i * check_order;
6736 int pos = (pos_raw + 8) % 8;
6737 int newx = x + check_xy[pos].dx;
6738 int newy = y + check_xy[pos].dy;
6740 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6742 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
6743 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
6745 Store[x][y] = Feld[newx][newy];
6754 if (can_clone) /* randomly find a direction to move */
6758 start_pos = check_pos[RND(8)];
6759 check_order = (RND(2) ? -1 : +1);
6761 for (i = 0; i < 8; i++)
6763 int pos_raw = start_pos + i * check_order;
6764 int pos = (pos_raw + 8) % 8;
6765 int newx = x + check_xy[pos].dx;
6766 int newy = y + check_xy[pos].dy;
6767 int new_move_dir = check_xy[pos].dir;
6769 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6771 MovDir[x][y] = new_move_dir;
6772 MovDelay[x][y] = level.android_clone_time * 8 + 1;
6781 if (can_clone) /* cloning and moving successful */
6784 /* cannot clone -- try to move towards player */
6786 start_pos = check_pos[MovDir[x][y] & 0x0f];
6787 check_order = (RND(2) ? -1 : +1);
6789 for (i = 0; i < 3; i++)
6791 /* first check start_pos, then previous/next or (next/previous) pos */
6792 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
6793 int pos = (pos_raw + 8) % 8;
6794 int newx = x + check_xy[pos].dx;
6795 int newy = y + check_xy[pos].dy;
6796 int new_move_dir = check_xy[pos].dir;
6798 if (IS_PLAYER(newx, newy))
6801 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6803 MovDir[x][y] = new_move_dir;
6804 MovDelay[x][y] = level.android_move_time * 8 + 1;
6811 else if (move_pattern == MV_TURNING_LEFT ||
6812 move_pattern == MV_TURNING_RIGHT ||
6813 move_pattern == MV_TURNING_LEFT_RIGHT ||
6814 move_pattern == MV_TURNING_RIGHT_LEFT ||
6815 move_pattern == MV_TURNING_RANDOM ||
6816 move_pattern == MV_ALL_DIRECTIONS)
6818 boolean can_turn_left =
6819 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
6820 boolean can_turn_right =
6821 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
6823 if (element_info[element].move_stepsize == 0) /* "not moving" */
6826 if (move_pattern == MV_TURNING_LEFT)
6827 MovDir[x][y] = left_dir;
6828 else if (move_pattern == MV_TURNING_RIGHT)
6829 MovDir[x][y] = right_dir;
6830 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
6831 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
6832 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
6833 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
6834 else if (move_pattern == MV_TURNING_RANDOM)
6835 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
6836 can_turn_right && !can_turn_left ? right_dir :
6837 RND(2) ? left_dir : right_dir);
6838 else if (can_turn_left && can_turn_right)
6839 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6840 else if (can_turn_left)
6841 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6842 else if (can_turn_right)
6843 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6845 MovDir[x][y] = back_dir;
6847 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6849 else if (move_pattern == MV_HORIZONTAL ||
6850 move_pattern == MV_VERTICAL)
6852 if (move_pattern & old_move_dir)
6853 MovDir[x][y] = back_dir;
6854 else if (move_pattern == MV_HORIZONTAL)
6855 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
6856 else if (move_pattern == MV_VERTICAL)
6857 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
6859 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6861 else if (move_pattern & MV_ANY_DIRECTION)
6863 MovDir[x][y] = move_pattern;
6864 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6866 else if (move_pattern & MV_WIND_DIRECTION)
6868 MovDir[x][y] = game.wind_direction;
6869 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6871 else if (move_pattern == MV_ALONG_LEFT_SIDE)
6873 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
6874 MovDir[x][y] = left_dir;
6875 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6876 MovDir[x][y] = right_dir;
6878 if (MovDir[x][y] != old_move_dir)
6879 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6881 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
6883 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
6884 MovDir[x][y] = right_dir;
6885 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6886 MovDir[x][y] = left_dir;
6888 if (MovDir[x][y] != old_move_dir)
6889 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6891 else if (move_pattern == MV_TOWARDS_PLAYER ||
6892 move_pattern == MV_AWAY_FROM_PLAYER)
6894 int attr_x = -1, attr_y = -1;
6896 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
6907 for (i = 0; i < MAX_PLAYERS; i++)
6909 struct PlayerInfo *player = &stored_player[i];
6910 int jx = player->jx, jy = player->jy;
6912 if (!player->active)
6916 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6924 MovDir[x][y] = MV_NONE;
6926 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
6927 else if (attr_x > x)
6928 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
6930 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
6931 else if (attr_y > y)
6932 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
6934 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6936 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6938 boolean first_horiz = RND(2);
6939 int new_move_dir = MovDir[x][y];
6941 if (element_info[element].move_stepsize == 0) /* "not moving" */
6943 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
6944 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6950 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6951 Moving2Blocked(x, y, &newx, &newy);
6953 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
6957 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6958 Moving2Blocked(x, y, &newx, &newy);
6960 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
6963 MovDir[x][y] = old_move_dir;
6966 else if (move_pattern == MV_WHEN_PUSHED ||
6967 move_pattern == MV_WHEN_DROPPED)
6969 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6970 MovDir[x][y] = MV_NONE;
6974 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
6976 static int test_xy[7][2] =
6986 static int test_dir[7] =
6996 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
6997 int move_preference = -1000000; /* start with very low preference */
6998 int new_move_dir = MV_NONE;
6999 int start_test = RND(4);
7002 for (i = 0; i < NUM_DIRECTIONS; i++)
7004 int move_dir = test_dir[start_test + i];
7005 int move_dir_preference;
7007 xx = x + test_xy[start_test + i][0];
7008 yy = y + test_xy[start_test + i][1];
7010 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7011 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7013 new_move_dir = move_dir;
7018 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7021 move_dir_preference = -1 * RunnerVisit[xx][yy];
7022 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7023 move_dir_preference = PlayerVisit[xx][yy];
7025 if (move_dir_preference > move_preference)
7027 /* prefer field that has not been visited for the longest time */
7028 move_preference = move_dir_preference;
7029 new_move_dir = move_dir;
7031 else if (move_dir_preference == move_preference &&
7032 move_dir == old_move_dir)
7034 /* prefer last direction when all directions are preferred equally */
7035 move_preference = move_dir_preference;
7036 new_move_dir = move_dir;
7040 MovDir[x][y] = new_move_dir;
7041 if (old_move_dir != new_move_dir)
7042 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7046 static void TurnRound(int x, int y)
7048 int direction = MovDir[x][y];
7052 GfxDir[x][y] = MovDir[x][y];
7054 if (direction != MovDir[x][y])
7058 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7060 ResetGfxFrame(x, y, FALSE);
7063 static boolean JustBeingPushed(int x, int y)
7067 for (i = 0; i < MAX_PLAYERS; i++)
7069 struct PlayerInfo *player = &stored_player[i];
7071 if (player->active && player->is_pushing && player->MovPos)
7073 int next_jx = player->jx + (player->jx - player->last_jx);
7074 int next_jy = player->jy + (player->jy - player->last_jy);
7076 if (x == next_jx && y == next_jy)
7084 void StartMoving(int x, int y)
7086 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7087 int element = Feld[x][y];
7092 if (MovDelay[x][y] == 0)
7093 GfxAction[x][y] = ACTION_DEFAULT;
7095 if (CAN_FALL(element) && y < lev_fieldy - 1)
7097 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7098 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7099 if (JustBeingPushed(x, y))
7102 if (element == EL_QUICKSAND_FULL)
7104 if (IS_FREE(x, y + 1))
7106 InitMovingField(x, y, MV_DOWN);
7107 started_moving = TRUE;
7109 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7110 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7111 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7112 Store[x][y] = EL_ROCK;
7114 Store[x][y] = EL_ROCK;
7117 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7119 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7121 if (!MovDelay[x][y])
7123 MovDelay[x][y] = TILEY + 1;
7125 ResetGfxAnimation(x, y);
7126 ResetGfxAnimation(x, y + 1);
7131 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7132 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7139 Feld[x][y] = EL_QUICKSAND_EMPTY;
7140 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7141 Store[x][y + 1] = Store[x][y];
7144 PlayLevelSoundAction(x, y, ACTION_FILLING);
7146 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7148 if (!MovDelay[x][y])
7150 MovDelay[x][y] = TILEY + 1;
7152 ResetGfxAnimation(x, y);
7153 ResetGfxAnimation(x, y + 1);
7158 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7159 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7166 Feld[x][y] = EL_QUICKSAND_EMPTY;
7167 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7168 Store[x][y + 1] = Store[x][y];
7171 PlayLevelSoundAction(x, y, ACTION_FILLING);
7174 else if (element == EL_QUICKSAND_FAST_FULL)
7176 if (IS_FREE(x, y + 1))
7178 InitMovingField(x, y, MV_DOWN);
7179 started_moving = TRUE;
7181 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7182 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7183 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7184 Store[x][y] = EL_ROCK;
7186 Store[x][y] = EL_ROCK;
7189 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7191 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7193 if (!MovDelay[x][y])
7195 MovDelay[x][y] = TILEY + 1;
7197 ResetGfxAnimation(x, y);
7198 ResetGfxAnimation(x, y + 1);
7203 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7204 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7211 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7212 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7213 Store[x][y + 1] = Store[x][y];
7216 PlayLevelSoundAction(x, y, ACTION_FILLING);
7218 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7220 if (!MovDelay[x][y])
7222 MovDelay[x][y] = TILEY + 1;
7224 ResetGfxAnimation(x, y);
7225 ResetGfxAnimation(x, y + 1);
7230 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7231 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7238 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7239 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7240 Store[x][y + 1] = Store[x][y];
7243 PlayLevelSoundAction(x, y, ACTION_FILLING);
7246 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7247 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7249 InitMovingField(x, y, MV_DOWN);
7250 started_moving = TRUE;
7252 Feld[x][y] = EL_QUICKSAND_FILLING;
7253 Store[x][y] = element;
7255 PlayLevelSoundAction(x, y, ACTION_FILLING);
7257 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7258 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7260 InitMovingField(x, y, MV_DOWN);
7261 started_moving = TRUE;
7263 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7264 Store[x][y] = element;
7266 PlayLevelSoundAction(x, y, ACTION_FILLING);
7268 else if (element == EL_MAGIC_WALL_FULL)
7270 if (IS_FREE(x, y + 1))
7272 InitMovingField(x, y, MV_DOWN);
7273 started_moving = TRUE;
7275 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7276 Store[x][y] = EL_CHANGED(Store[x][y]);
7278 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7280 if (!MovDelay[x][y])
7281 MovDelay[x][y] = TILEY / 4 + 1;
7290 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7291 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7292 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7296 else if (element == EL_BD_MAGIC_WALL_FULL)
7298 if (IS_FREE(x, y + 1))
7300 InitMovingField(x, y, MV_DOWN);
7301 started_moving = TRUE;
7303 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7304 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7306 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7308 if (!MovDelay[x][y])
7309 MovDelay[x][y] = TILEY / 4 + 1;
7318 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7319 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7320 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7324 else if (element == EL_DC_MAGIC_WALL_FULL)
7326 if (IS_FREE(x, y + 1))
7328 InitMovingField(x, y, MV_DOWN);
7329 started_moving = TRUE;
7331 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7332 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7334 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7336 if (!MovDelay[x][y])
7337 MovDelay[x][y] = TILEY / 4 + 1;
7346 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7347 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7348 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7352 else if ((CAN_PASS_MAGIC_WALL(element) &&
7353 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7354 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7355 (CAN_PASS_DC_MAGIC_WALL(element) &&
7356 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7359 InitMovingField(x, y, MV_DOWN);
7360 started_moving = TRUE;
7363 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7364 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7365 EL_DC_MAGIC_WALL_FILLING);
7366 Store[x][y] = element;
7368 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7370 SplashAcid(x, y + 1);
7372 InitMovingField(x, y, MV_DOWN);
7373 started_moving = TRUE;
7375 Store[x][y] = EL_ACID;
7378 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7379 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7380 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7381 CAN_FALL(element) && WasJustFalling[x][y] &&
7382 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7384 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7385 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7386 (Feld[x][y + 1] == EL_BLOCKED)))
7388 /* this is needed for a special case not covered by calling "Impact()"
7389 from "ContinueMoving()": if an element moves to a tile directly below
7390 another element which was just falling on that tile (which was empty
7391 in the previous frame), the falling element above would just stop
7392 instead of smashing the element below (in previous version, the above
7393 element was just checked for "moving" instead of "falling", resulting
7394 in incorrect smashes caused by horizontal movement of the above
7395 element; also, the case of the player being the element to smash was
7396 simply not covered here... :-/ ) */
7398 CheckCollision[x][y] = 0;
7399 CheckImpact[x][y] = 0;
7403 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7405 if (MovDir[x][y] == MV_NONE)
7407 InitMovingField(x, y, MV_DOWN);
7408 started_moving = TRUE;
7411 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7413 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7414 MovDir[x][y] = MV_DOWN;
7416 InitMovingField(x, y, MV_DOWN);
7417 started_moving = TRUE;
7419 else if (element == EL_AMOEBA_DROP)
7421 Feld[x][y] = EL_AMOEBA_GROWING;
7422 Store[x][y] = EL_AMOEBA_WET;
7424 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7425 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7426 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7427 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7429 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7430 (IS_FREE(x - 1, y + 1) ||
7431 Feld[x - 1][y + 1] == EL_ACID));
7432 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7433 (IS_FREE(x + 1, y + 1) ||
7434 Feld[x + 1][y + 1] == EL_ACID));
7435 boolean can_fall_any = (can_fall_left || can_fall_right);
7436 boolean can_fall_both = (can_fall_left && can_fall_right);
7437 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7439 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7441 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7442 can_fall_right = FALSE;
7443 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7444 can_fall_left = FALSE;
7445 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7446 can_fall_right = FALSE;
7447 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7448 can_fall_left = FALSE;
7450 can_fall_any = (can_fall_left || can_fall_right);
7451 can_fall_both = FALSE;
7456 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7457 can_fall_right = FALSE; /* slip down on left side */
7459 can_fall_left = !(can_fall_right = RND(2));
7461 can_fall_both = FALSE;
7466 /* if not determined otherwise, prefer left side for slipping down */
7467 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7468 started_moving = TRUE;
7471 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7473 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7474 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7475 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7476 int belt_dir = game.belt_dir[belt_nr];
7478 if ((belt_dir == MV_LEFT && left_is_free) ||
7479 (belt_dir == MV_RIGHT && right_is_free))
7481 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7483 InitMovingField(x, y, belt_dir);
7484 started_moving = TRUE;
7486 Pushed[x][y] = TRUE;
7487 Pushed[nextx][y] = TRUE;
7489 GfxAction[x][y] = ACTION_DEFAULT;
7493 MovDir[x][y] = 0; /* if element was moving, stop it */
7498 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7499 if (CAN_MOVE(element) && !started_moving)
7501 int move_pattern = element_info[element].move_pattern;
7504 Moving2Blocked(x, y, &newx, &newy);
7506 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7509 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7510 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7512 WasJustMoving[x][y] = 0;
7513 CheckCollision[x][y] = 0;
7515 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7517 if (Feld[x][y] != element) /* element has changed */
7521 if (!MovDelay[x][y]) /* start new movement phase */
7523 /* all objects that can change their move direction after each step
7524 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7526 if (element != EL_YAMYAM &&
7527 element != EL_DARK_YAMYAM &&
7528 element != EL_PACMAN &&
7529 !(move_pattern & MV_ANY_DIRECTION) &&
7530 move_pattern != MV_TURNING_LEFT &&
7531 move_pattern != MV_TURNING_RIGHT &&
7532 move_pattern != MV_TURNING_LEFT_RIGHT &&
7533 move_pattern != MV_TURNING_RIGHT_LEFT &&
7534 move_pattern != MV_TURNING_RANDOM)
7538 if (MovDelay[x][y] && (element == EL_BUG ||
7539 element == EL_SPACESHIP ||
7540 element == EL_SP_SNIKSNAK ||
7541 element == EL_SP_ELECTRON ||
7542 element == EL_MOLE))
7543 TEST_DrawLevelField(x, y);
7547 if (MovDelay[x][y]) /* wait some time before next movement */
7551 if (element == EL_ROBOT ||
7552 element == EL_YAMYAM ||
7553 element == EL_DARK_YAMYAM)
7555 DrawLevelElementAnimationIfNeeded(x, y, element);
7556 PlayLevelSoundAction(x, y, ACTION_WAITING);
7558 else if (element == EL_SP_ELECTRON)
7559 DrawLevelElementAnimationIfNeeded(x, y, element);
7560 else if (element == EL_DRAGON)
7563 int dir = MovDir[x][y];
7564 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7565 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7566 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7567 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7568 dir == MV_UP ? IMG_FLAMES_1_UP :
7569 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7570 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7572 GfxAction[x][y] = ACTION_ATTACKING;
7574 if (IS_PLAYER(x, y))
7575 DrawPlayerField(x, y);
7577 TEST_DrawLevelField(x, y);
7579 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7581 for (i = 1; i <= 3; i++)
7583 int xx = x + i * dx;
7584 int yy = y + i * dy;
7585 int sx = SCREENX(xx);
7586 int sy = SCREENY(yy);
7587 int flame_graphic = graphic + (i - 1);
7589 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7594 int flamed = MovingOrBlocked2Element(xx, yy);
7596 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7599 RemoveMovingField(xx, yy);
7601 ChangeDelay[xx][yy] = 0;
7603 Feld[xx][yy] = EL_FLAMES;
7605 if (IN_SCR_FIELD(sx, sy))
7607 TEST_DrawLevelFieldCrumbled(xx, yy);
7608 DrawGraphic(sx, sy, flame_graphic, frame);
7613 if (Feld[xx][yy] == EL_FLAMES)
7614 Feld[xx][yy] = EL_EMPTY;
7615 TEST_DrawLevelField(xx, yy);
7620 if (MovDelay[x][y]) /* element still has to wait some time */
7622 PlayLevelSoundAction(x, y, ACTION_WAITING);
7628 /* now make next step */
7630 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7632 if (DONT_COLLIDE_WITH(element) &&
7633 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7634 !PLAYER_ENEMY_PROTECTED(newx, newy))
7636 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7641 else if (CAN_MOVE_INTO_ACID(element) &&
7642 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7643 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7644 (MovDir[x][y] == MV_DOWN ||
7645 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7647 SplashAcid(newx, newy);
7648 Store[x][y] = EL_ACID;
7650 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7652 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7653 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7654 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7655 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7658 TEST_DrawLevelField(x, y);
7660 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7661 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7662 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7664 local_player->friends_still_needed--;
7665 if (!local_player->friends_still_needed &&
7666 !local_player->GameOver && AllPlayersGone)
7667 PlayerWins(local_player);
7671 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7673 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7674 TEST_DrawLevelField(newx, newy);
7676 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7678 else if (!IS_FREE(newx, newy))
7680 GfxAction[x][y] = ACTION_WAITING;
7682 if (IS_PLAYER(x, y))
7683 DrawPlayerField(x, y);
7685 TEST_DrawLevelField(x, y);
7690 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7692 if (IS_FOOD_PIG(Feld[newx][newy]))
7694 if (IS_MOVING(newx, newy))
7695 RemoveMovingField(newx, newy);
7698 Feld[newx][newy] = EL_EMPTY;
7699 TEST_DrawLevelField(newx, newy);
7702 PlayLevelSound(x, y, SND_PIG_DIGGING);
7704 else if (!IS_FREE(newx, newy))
7706 if (IS_PLAYER(x, y))
7707 DrawPlayerField(x, y);
7709 TEST_DrawLevelField(x, y);
7714 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7716 if (Store[x][y] != EL_EMPTY)
7718 boolean can_clone = FALSE;
7721 /* check if element to clone is still there */
7722 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7724 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7732 /* cannot clone or target field not free anymore -- do not clone */
7733 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7734 Store[x][y] = EL_EMPTY;
7737 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7739 if (IS_MV_DIAGONAL(MovDir[x][y]))
7741 int diagonal_move_dir = MovDir[x][y];
7742 int stored = Store[x][y];
7743 int change_delay = 8;
7746 /* android is moving diagonally */
7748 CreateField(x, y, EL_DIAGONAL_SHRINKING);
7750 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
7751 GfxElement[x][y] = EL_EMC_ANDROID;
7752 GfxAction[x][y] = ACTION_SHRINKING;
7753 GfxDir[x][y] = diagonal_move_dir;
7754 ChangeDelay[x][y] = change_delay;
7756 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
7759 DrawLevelGraphicAnimation(x, y, graphic);
7760 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
7762 if (Feld[newx][newy] == EL_ACID)
7764 SplashAcid(newx, newy);
7769 CreateField(newx, newy, EL_DIAGONAL_GROWING);
7771 Store[newx][newy] = EL_EMC_ANDROID;
7772 GfxElement[newx][newy] = EL_EMC_ANDROID;
7773 GfxAction[newx][newy] = ACTION_GROWING;
7774 GfxDir[newx][newy] = diagonal_move_dir;
7775 ChangeDelay[newx][newy] = change_delay;
7777 graphic = el_act_dir2img(GfxElement[newx][newy],
7778 GfxAction[newx][newy], GfxDir[newx][newy]);
7780 DrawLevelGraphicAnimation(newx, newy, graphic);
7781 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
7787 Feld[newx][newy] = EL_EMPTY;
7788 TEST_DrawLevelField(newx, newy);
7790 PlayLevelSoundAction(x, y, ACTION_DIGGING);
7793 else if (!IS_FREE(newx, newy))
7798 else if (IS_CUSTOM_ELEMENT(element) &&
7799 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7801 if (!DigFieldByCE(newx, newy, element))
7804 if (move_pattern & MV_MAZE_RUNNER_STYLE)
7806 RunnerVisit[x][y] = FrameCounter;
7807 PlayerVisit[x][y] /= 8; /* expire player visit path */
7810 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
7812 if (!IS_FREE(newx, newy))
7814 if (IS_PLAYER(x, y))
7815 DrawPlayerField(x, y);
7817 TEST_DrawLevelField(x, y);
7823 boolean wanna_flame = !RND(10);
7824 int dx = newx - x, dy = newy - y;
7825 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
7826 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
7827 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
7828 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
7829 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
7830 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
7833 IS_CLASSIC_ENEMY(element1) ||
7834 IS_CLASSIC_ENEMY(element2)) &&
7835 element1 != EL_DRAGON && element2 != EL_DRAGON &&
7836 element1 != EL_FLAMES && element2 != EL_FLAMES)
7838 ResetGfxAnimation(x, y);
7839 GfxAction[x][y] = ACTION_ATTACKING;
7841 if (IS_PLAYER(x, y))
7842 DrawPlayerField(x, y);
7844 TEST_DrawLevelField(x, y);
7846 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
7848 MovDelay[x][y] = 50;
7850 Feld[newx][newy] = EL_FLAMES;
7851 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
7852 Feld[newx1][newy1] = EL_FLAMES;
7853 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
7854 Feld[newx2][newy2] = EL_FLAMES;
7860 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7861 Feld[newx][newy] == EL_DIAMOND)
7863 if (IS_MOVING(newx, newy))
7864 RemoveMovingField(newx, newy);
7867 Feld[newx][newy] = EL_EMPTY;
7868 TEST_DrawLevelField(newx, newy);
7871 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
7873 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7874 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
7876 if (AmoebaNr[newx][newy])
7878 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7879 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7880 Feld[newx][newy] == EL_BD_AMOEBA)
7881 AmoebaCnt[AmoebaNr[newx][newy]]--;
7884 if (IS_MOVING(newx, newy))
7886 RemoveMovingField(newx, newy);
7890 Feld[newx][newy] = EL_EMPTY;
7891 TEST_DrawLevelField(newx, newy);
7894 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
7896 else if ((element == EL_PACMAN || element == EL_MOLE)
7897 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
7899 if (AmoebaNr[newx][newy])
7901 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7902 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7903 Feld[newx][newy] == EL_BD_AMOEBA)
7904 AmoebaCnt[AmoebaNr[newx][newy]]--;
7907 if (element == EL_MOLE)
7909 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
7910 PlayLevelSound(x, y, SND_MOLE_DIGGING);
7912 ResetGfxAnimation(x, y);
7913 GfxAction[x][y] = ACTION_DIGGING;
7914 TEST_DrawLevelField(x, y);
7916 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
7918 return; /* wait for shrinking amoeba */
7920 else /* element == EL_PACMAN */
7922 Feld[newx][newy] = EL_EMPTY;
7923 TEST_DrawLevelField(newx, newy);
7924 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
7927 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
7928 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
7929 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
7931 /* wait for shrinking amoeba to completely disappear */
7934 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
7936 /* object was running against a wall */
7940 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
7941 DrawLevelElementAnimation(x, y, element);
7943 if (DONT_TOUCH(element))
7944 TestIfBadThingTouchesPlayer(x, y);
7949 InitMovingField(x, y, MovDir[x][y]);
7951 PlayLevelSoundAction(x, y, ACTION_MOVING);
7955 ContinueMoving(x, y);
7958 void ContinueMoving(int x, int y)
7960 int element = Feld[x][y];
7961 struct ElementInfo *ei = &element_info[element];
7962 int direction = MovDir[x][y];
7963 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
7964 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
7965 int newx = x + dx, newy = y + dy;
7966 int stored = Store[x][y];
7967 int stored_new = Store[newx][newy];
7968 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
7969 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
7970 boolean last_line = (newy == lev_fieldy - 1);
7972 MovPos[x][y] += getElementMoveStepsize(x, y);
7974 if (pushed_by_player) /* special case: moving object pushed by player */
7975 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
7977 if (ABS(MovPos[x][y]) < TILEX)
7979 TEST_DrawLevelField(x, y);
7981 return; /* element is still moving */
7984 /* element reached destination field */
7986 Feld[x][y] = EL_EMPTY;
7987 Feld[newx][newy] = element;
7988 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
7990 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
7992 element = Feld[newx][newy] = EL_ACID;
7994 else if (element == EL_MOLE)
7996 Feld[x][y] = EL_SAND;
7998 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8000 else if (element == EL_QUICKSAND_FILLING)
8002 element = Feld[newx][newy] = get_next_element(element);
8003 Store[newx][newy] = Store[x][y];
8005 else if (element == EL_QUICKSAND_EMPTYING)
8007 Feld[x][y] = get_next_element(element);
8008 element = Feld[newx][newy] = Store[x][y];
8010 else if (element == EL_QUICKSAND_FAST_FILLING)
8012 element = Feld[newx][newy] = get_next_element(element);
8013 Store[newx][newy] = Store[x][y];
8015 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8017 Feld[x][y] = get_next_element(element);
8018 element = Feld[newx][newy] = Store[x][y];
8020 else if (element == EL_MAGIC_WALL_FILLING)
8022 element = Feld[newx][newy] = get_next_element(element);
8023 if (!game.magic_wall_active)
8024 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8025 Store[newx][newy] = Store[x][y];
8027 else if (element == EL_MAGIC_WALL_EMPTYING)
8029 Feld[x][y] = get_next_element(element);
8030 if (!game.magic_wall_active)
8031 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8032 element = Feld[newx][newy] = Store[x][y];
8034 InitField(newx, newy, FALSE);
8036 else if (element == EL_BD_MAGIC_WALL_FILLING)
8038 element = Feld[newx][newy] = get_next_element(element);
8039 if (!game.magic_wall_active)
8040 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8041 Store[newx][newy] = Store[x][y];
8043 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8045 Feld[x][y] = get_next_element(element);
8046 if (!game.magic_wall_active)
8047 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8048 element = Feld[newx][newy] = Store[x][y];
8050 InitField(newx, newy, FALSE);
8052 else if (element == EL_DC_MAGIC_WALL_FILLING)
8054 element = Feld[newx][newy] = get_next_element(element);
8055 if (!game.magic_wall_active)
8056 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8057 Store[newx][newy] = Store[x][y];
8059 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8061 Feld[x][y] = get_next_element(element);
8062 if (!game.magic_wall_active)
8063 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8064 element = Feld[newx][newy] = Store[x][y];
8066 InitField(newx, newy, FALSE);
8068 else if (element == EL_AMOEBA_DROPPING)
8070 Feld[x][y] = get_next_element(element);
8071 element = Feld[newx][newy] = Store[x][y];
8073 else if (element == EL_SOKOBAN_OBJECT)
8076 Feld[x][y] = Back[x][y];
8078 if (Back[newx][newy])
8079 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8081 Back[x][y] = Back[newx][newy] = 0;
8084 Store[x][y] = EL_EMPTY;
8089 MovDelay[newx][newy] = 0;
8091 if (CAN_CHANGE_OR_HAS_ACTION(element))
8093 /* copy element change control values to new field */
8094 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8095 ChangePage[newx][newy] = ChangePage[x][y];
8096 ChangeCount[newx][newy] = ChangeCount[x][y];
8097 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8100 CustomValue[newx][newy] = CustomValue[x][y];
8102 ChangeDelay[x][y] = 0;
8103 ChangePage[x][y] = -1;
8104 ChangeCount[x][y] = 0;
8105 ChangeEvent[x][y] = -1;
8107 CustomValue[x][y] = 0;
8109 /* copy animation control values to new field */
8110 GfxFrame[newx][newy] = GfxFrame[x][y];
8111 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8112 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8113 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8115 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8117 /* some elements can leave other elements behind after moving */
8118 if (ei->move_leave_element != EL_EMPTY &&
8119 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8120 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8122 int move_leave_element = ei->move_leave_element;
8124 /* this makes it possible to leave the removed element again */
8125 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8126 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8128 Feld[x][y] = move_leave_element;
8130 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8131 MovDir[x][y] = direction;
8133 InitField(x, y, FALSE);
8135 if (GFX_CRUMBLED(Feld[x][y]))
8136 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8138 if (ELEM_IS_PLAYER(move_leave_element))
8139 RelocatePlayer(x, y, move_leave_element);
8142 /* do this after checking for left-behind element */
8143 ResetGfxAnimation(x, y); /* reset animation values for old field */
8145 if (!CAN_MOVE(element) ||
8146 (CAN_FALL(element) && direction == MV_DOWN &&
8147 (element == EL_SPRING ||
8148 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8149 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8150 GfxDir[x][y] = MovDir[newx][newy] = 0;
8152 TEST_DrawLevelField(x, y);
8153 TEST_DrawLevelField(newx, newy);
8155 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8157 /* prevent pushed element from moving on in pushed direction */
8158 if (pushed_by_player && CAN_MOVE(element) &&
8159 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8160 !(element_info[element].move_pattern & direction))
8161 TurnRound(newx, newy);
8163 /* prevent elements on conveyor belt from moving on in last direction */
8164 if (pushed_by_conveyor && CAN_FALL(element) &&
8165 direction & MV_HORIZONTAL)
8166 MovDir[newx][newy] = 0;
8168 if (!pushed_by_player)
8170 int nextx = newx + dx, nexty = newy + dy;
8171 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8173 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8175 if (CAN_FALL(element) && direction == MV_DOWN)
8176 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8178 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8179 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8181 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8182 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8185 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8187 TestIfBadThingTouchesPlayer(newx, newy);
8188 TestIfBadThingTouchesFriend(newx, newy);
8190 if (!IS_CUSTOM_ELEMENT(element))
8191 TestIfBadThingTouchesOtherBadThing(newx, newy);
8193 else if (element == EL_PENGUIN)
8194 TestIfFriendTouchesBadThing(newx, newy);
8196 if (DONT_GET_HIT_BY(element))
8198 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8201 /* give the player one last chance (one more frame) to move away */
8202 if (CAN_FALL(element) && direction == MV_DOWN &&
8203 (last_line || (!IS_FREE(x, newy + 1) &&
8204 (!IS_PLAYER(x, newy + 1) ||
8205 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8208 if (pushed_by_player && !game.use_change_when_pushing_bug)
8210 int push_side = MV_DIR_OPPOSITE(direction);
8211 struct PlayerInfo *player = PLAYERINFO(x, y);
8213 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8214 player->index_bit, push_side);
8215 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8216 player->index_bit, push_side);
8219 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8220 MovDelay[newx][newy] = 1;
8222 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8224 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8225 TestIfElementHitsCustomElement(newx, newy, direction);
8226 TestIfPlayerTouchesCustomElement(newx, newy);
8227 TestIfElementTouchesCustomElement(newx, newy);
8229 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8230 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8231 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8232 MV_DIR_OPPOSITE(direction));
8235 int AmoebeNachbarNr(int ax, int ay)
8238 int element = Feld[ax][ay];
8240 static int xy[4][2] =
8248 for (i = 0; i < NUM_DIRECTIONS; i++)
8250 int x = ax + xy[i][0];
8251 int y = ay + xy[i][1];
8253 if (!IN_LEV_FIELD(x, y))
8256 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8257 group_nr = AmoebaNr[x][y];
8263 void AmoebenVereinigen(int ax, int ay)
8265 int i, x, y, xx, yy;
8266 int new_group_nr = AmoebaNr[ax][ay];
8267 static int xy[4][2] =
8275 if (new_group_nr == 0)
8278 for (i = 0; i < NUM_DIRECTIONS; i++)
8283 if (!IN_LEV_FIELD(x, y))
8286 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8287 Feld[x][y] == EL_BD_AMOEBA ||
8288 Feld[x][y] == EL_AMOEBA_DEAD) &&
8289 AmoebaNr[x][y] != new_group_nr)
8291 int old_group_nr = AmoebaNr[x][y];
8293 if (old_group_nr == 0)
8296 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8297 AmoebaCnt[old_group_nr] = 0;
8298 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8299 AmoebaCnt2[old_group_nr] = 0;
8301 SCAN_PLAYFIELD(xx, yy)
8303 if (AmoebaNr[xx][yy] == old_group_nr)
8304 AmoebaNr[xx][yy] = new_group_nr;
8310 void AmoebeUmwandeln(int ax, int ay)
8314 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8316 int group_nr = AmoebaNr[ax][ay];
8321 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8322 printf("AmoebeUmwandeln(): This should never happen!\n");
8327 SCAN_PLAYFIELD(x, y)
8329 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8332 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8336 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8337 SND_AMOEBA_TURNING_TO_GEM :
8338 SND_AMOEBA_TURNING_TO_ROCK));
8343 static int xy[4][2] =
8351 for (i = 0; i < NUM_DIRECTIONS; i++)
8356 if (!IN_LEV_FIELD(x, y))
8359 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8361 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8362 SND_AMOEBA_TURNING_TO_GEM :
8363 SND_AMOEBA_TURNING_TO_ROCK));
8370 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8373 int group_nr = AmoebaNr[ax][ay];
8374 boolean done = FALSE;
8379 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8380 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8385 SCAN_PLAYFIELD(x, y)
8387 if (AmoebaNr[x][y] == group_nr &&
8388 (Feld[x][y] == EL_AMOEBA_DEAD ||
8389 Feld[x][y] == EL_BD_AMOEBA ||
8390 Feld[x][y] == EL_AMOEBA_GROWING))
8393 Feld[x][y] = new_element;
8394 InitField(x, y, FALSE);
8395 TEST_DrawLevelField(x, y);
8401 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8402 SND_BD_AMOEBA_TURNING_TO_ROCK :
8403 SND_BD_AMOEBA_TURNING_TO_GEM));
8406 void AmoebeWaechst(int x, int y)
8408 static unsigned int sound_delay = 0;
8409 static unsigned int sound_delay_value = 0;
8411 if (!MovDelay[x][y]) /* start new growing cycle */
8415 if (DelayReached(&sound_delay, sound_delay_value))
8417 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8418 sound_delay_value = 30;
8422 if (MovDelay[x][y]) /* wait some time before growing bigger */
8425 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8427 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8428 6 - MovDelay[x][y]);
8430 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8433 if (!MovDelay[x][y])
8435 Feld[x][y] = Store[x][y];
8437 TEST_DrawLevelField(x, y);
8442 void AmoebaDisappearing(int x, int y)
8444 static unsigned int sound_delay = 0;
8445 static unsigned int sound_delay_value = 0;
8447 if (!MovDelay[x][y]) /* start new shrinking cycle */
8451 if (DelayReached(&sound_delay, sound_delay_value))
8452 sound_delay_value = 30;
8455 if (MovDelay[x][y]) /* wait some time before shrinking */
8458 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8460 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8461 6 - MovDelay[x][y]);
8463 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8466 if (!MovDelay[x][y])
8468 Feld[x][y] = EL_EMPTY;
8469 TEST_DrawLevelField(x, y);
8471 /* don't let mole enter this field in this cycle;
8472 (give priority to objects falling to this field from above) */
8478 void AmoebeAbleger(int ax, int ay)
8481 int element = Feld[ax][ay];
8482 int graphic = el2img(element);
8483 int newax = ax, neway = ay;
8484 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8485 static int xy[4][2] =
8493 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8495 Feld[ax][ay] = EL_AMOEBA_DEAD;
8496 TEST_DrawLevelField(ax, ay);
8500 if (IS_ANIMATED(graphic))
8501 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8503 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8504 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8506 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8509 if (MovDelay[ax][ay])
8513 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8516 int x = ax + xy[start][0];
8517 int y = ay + xy[start][1];
8519 if (!IN_LEV_FIELD(x, y))
8522 if (IS_FREE(x, y) ||
8523 CAN_GROW_INTO(Feld[x][y]) ||
8524 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8525 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8531 if (newax == ax && neway == ay)
8534 else /* normal or "filled" (BD style) amoeba */
8537 boolean waiting_for_player = FALSE;
8539 for (i = 0; i < NUM_DIRECTIONS; i++)
8541 int j = (start + i) % 4;
8542 int x = ax + xy[j][0];
8543 int y = ay + xy[j][1];
8545 if (!IN_LEV_FIELD(x, y))
8548 if (IS_FREE(x, y) ||
8549 CAN_GROW_INTO(Feld[x][y]) ||
8550 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8551 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8557 else if (IS_PLAYER(x, y))
8558 waiting_for_player = TRUE;
8561 if (newax == ax && neway == ay) /* amoeba cannot grow */
8563 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8565 Feld[ax][ay] = EL_AMOEBA_DEAD;
8566 TEST_DrawLevelField(ax, ay);
8567 AmoebaCnt[AmoebaNr[ax][ay]]--;
8569 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8571 if (element == EL_AMOEBA_FULL)
8572 AmoebeUmwandeln(ax, ay);
8573 else if (element == EL_BD_AMOEBA)
8574 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8579 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8581 /* amoeba gets larger by growing in some direction */
8583 int new_group_nr = AmoebaNr[ax][ay];
8586 if (new_group_nr == 0)
8588 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8589 printf("AmoebeAbleger(): This should never happen!\n");
8594 AmoebaNr[newax][neway] = new_group_nr;
8595 AmoebaCnt[new_group_nr]++;
8596 AmoebaCnt2[new_group_nr]++;
8598 /* if amoeba touches other amoeba(s) after growing, unify them */
8599 AmoebenVereinigen(newax, neway);
8601 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8603 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8609 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8610 (neway == lev_fieldy - 1 && newax != ax))
8612 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8613 Store[newax][neway] = element;
8615 else if (neway == ay || element == EL_EMC_DRIPPER)
8617 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8619 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8623 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8624 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8625 Store[ax][ay] = EL_AMOEBA_DROP;
8626 ContinueMoving(ax, ay);
8630 TEST_DrawLevelField(newax, neway);
8633 void Life(int ax, int ay)
8637 int element = Feld[ax][ay];
8638 int graphic = el2img(element);
8639 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8641 boolean changed = FALSE;
8643 if (IS_ANIMATED(graphic))
8644 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8649 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8650 MovDelay[ax][ay] = life_time;
8652 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8655 if (MovDelay[ax][ay])
8659 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8661 int xx = ax+x1, yy = ay+y1;
8664 if (!IN_LEV_FIELD(xx, yy))
8667 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8669 int x = xx+x2, y = yy+y2;
8671 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8674 if (((Feld[x][y] == element ||
8675 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8677 (IS_FREE(x, y) && Stop[x][y]))
8681 if (xx == ax && yy == ay) /* field in the middle */
8683 if (nachbarn < life_parameter[0] ||
8684 nachbarn > life_parameter[1])
8686 Feld[xx][yy] = EL_EMPTY;
8688 TEST_DrawLevelField(xx, yy);
8689 Stop[xx][yy] = TRUE;
8693 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8694 { /* free border field */
8695 if (nachbarn >= life_parameter[2] &&
8696 nachbarn <= life_parameter[3])
8698 Feld[xx][yy] = element;
8699 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8701 TEST_DrawLevelField(xx, yy);
8702 Stop[xx][yy] = TRUE;
8709 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8710 SND_GAME_OF_LIFE_GROWING);
8713 static void InitRobotWheel(int x, int y)
8715 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8718 static void RunRobotWheel(int x, int y)
8720 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8723 static void StopRobotWheel(int x, int y)
8725 if (ZX == x && ZY == y)
8729 game.robot_wheel_active = FALSE;
8733 static void InitTimegateWheel(int x, int y)
8735 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8738 static void RunTimegateWheel(int x, int y)
8740 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
8743 static void InitMagicBallDelay(int x, int y)
8745 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
8748 static void ActivateMagicBall(int bx, int by)
8752 if (level.ball_random)
8754 int pos_border = RND(8); /* select one of the eight border elements */
8755 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
8756 int xx = pos_content % 3;
8757 int yy = pos_content / 3;
8762 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8763 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8767 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
8769 int xx = x - bx + 1;
8770 int yy = y - by + 1;
8772 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8773 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8777 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
8780 void CheckExit(int x, int y)
8782 if (local_player->gems_still_needed > 0 ||
8783 local_player->sokobanfields_still_needed > 0 ||
8784 local_player->lights_still_needed > 0)
8786 int element = Feld[x][y];
8787 int graphic = el2img(element);
8789 if (IS_ANIMATED(graphic))
8790 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8795 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8798 Feld[x][y] = EL_EXIT_OPENING;
8800 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
8803 void CheckExitEM(int x, int y)
8805 if (local_player->gems_still_needed > 0 ||
8806 local_player->sokobanfields_still_needed > 0 ||
8807 local_player->lights_still_needed > 0)
8809 int element = Feld[x][y];
8810 int graphic = el2img(element);
8812 if (IS_ANIMATED(graphic))
8813 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8818 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8821 Feld[x][y] = EL_EM_EXIT_OPENING;
8823 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
8826 void CheckExitSteel(int x, int y)
8828 if (local_player->gems_still_needed > 0 ||
8829 local_player->sokobanfields_still_needed > 0 ||
8830 local_player->lights_still_needed > 0)
8832 int element = Feld[x][y];
8833 int graphic = el2img(element);
8835 if (IS_ANIMATED(graphic))
8836 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8841 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8844 Feld[x][y] = EL_STEEL_EXIT_OPENING;
8846 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
8849 void CheckExitSteelEM(int x, int y)
8851 if (local_player->gems_still_needed > 0 ||
8852 local_player->sokobanfields_still_needed > 0 ||
8853 local_player->lights_still_needed > 0)
8855 int element = Feld[x][y];
8856 int graphic = el2img(element);
8858 if (IS_ANIMATED(graphic))
8859 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8864 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8867 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
8869 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
8872 void CheckExitSP(int x, int y)
8874 if (local_player->gems_still_needed > 0)
8876 int element = Feld[x][y];
8877 int graphic = el2img(element);
8879 if (IS_ANIMATED(graphic))
8880 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8885 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8888 Feld[x][y] = EL_SP_EXIT_OPENING;
8890 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
8893 static void CloseAllOpenTimegates()
8897 SCAN_PLAYFIELD(x, y)
8899 int element = Feld[x][y];
8901 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
8903 Feld[x][y] = EL_TIMEGATE_CLOSING;
8905 PlayLevelSoundAction(x, y, ACTION_CLOSING);
8910 void DrawTwinkleOnField(int x, int y)
8912 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
8915 if (Feld[x][y] == EL_BD_DIAMOND)
8918 if (MovDelay[x][y] == 0) /* next animation frame */
8919 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
8921 if (MovDelay[x][y] != 0) /* wait some time before next frame */
8925 DrawLevelElementAnimation(x, y, Feld[x][y]);
8927 if (MovDelay[x][y] != 0)
8929 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
8930 10 - MovDelay[x][y]);
8932 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
8937 void MauerWaechst(int x, int y)
8941 if (!MovDelay[x][y]) /* next animation frame */
8942 MovDelay[x][y] = 3 * delay;
8944 if (MovDelay[x][y]) /* wait some time before next frame */
8948 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8950 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
8951 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
8953 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
8956 if (!MovDelay[x][y])
8958 if (MovDir[x][y] == MV_LEFT)
8960 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
8961 TEST_DrawLevelField(x - 1, y);
8963 else if (MovDir[x][y] == MV_RIGHT)
8965 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
8966 TEST_DrawLevelField(x + 1, y);
8968 else if (MovDir[x][y] == MV_UP)
8970 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
8971 TEST_DrawLevelField(x, y - 1);
8975 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
8976 TEST_DrawLevelField(x, y + 1);
8979 Feld[x][y] = Store[x][y];
8981 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8982 TEST_DrawLevelField(x, y);
8987 void MauerAbleger(int ax, int ay)
8989 int element = Feld[ax][ay];
8990 int graphic = el2img(element);
8991 boolean oben_frei = FALSE, unten_frei = FALSE;
8992 boolean links_frei = FALSE, rechts_frei = FALSE;
8993 boolean oben_massiv = FALSE, unten_massiv = FALSE;
8994 boolean links_massiv = FALSE, rechts_massiv = FALSE;
8995 boolean new_wall = FALSE;
8997 if (IS_ANIMATED(graphic))
8998 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9000 if (!MovDelay[ax][ay]) /* start building new wall */
9001 MovDelay[ax][ay] = 6;
9003 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9006 if (MovDelay[ax][ay])
9010 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9012 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9014 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9016 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9019 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9020 element == EL_EXPANDABLE_WALL_ANY)
9024 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9025 Store[ax][ay-1] = element;
9026 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9027 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9028 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9029 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9034 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9035 Store[ax][ay+1] = element;
9036 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9037 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9038 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9039 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9044 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9045 element == EL_EXPANDABLE_WALL_ANY ||
9046 element == EL_EXPANDABLE_WALL ||
9047 element == EL_BD_EXPANDABLE_WALL)
9051 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9052 Store[ax-1][ay] = element;
9053 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9054 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9055 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9056 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9062 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9063 Store[ax+1][ay] = element;
9064 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9065 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9066 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9067 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9072 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9073 TEST_DrawLevelField(ax, ay);
9075 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9077 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9078 unten_massiv = TRUE;
9079 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9080 links_massiv = TRUE;
9081 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9082 rechts_massiv = TRUE;
9084 if (((oben_massiv && unten_massiv) ||
9085 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9086 element == EL_EXPANDABLE_WALL) &&
9087 ((links_massiv && rechts_massiv) ||
9088 element == EL_EXPANDABLE_WALL_VERTICAL))
9089 Feld[ax][ay] = EL_WALL;
9092 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9095 void MauerAblegerStahl(int ax, int ay)
9097 int element = Feld[ax][ay];
9098 int graphic = el2img(element);
9099 boolean oben_frei = FALSE, unten_frei = FALSE;
9100 boolean links_frei = FALSE, rechts_frei = FALSE;
9101 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9102 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9103 boolean new_wall = FALSE;
9105 if (IS_ANIMATED(graphic))
9106 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9108 if (!MovDelay[ax][ay]) /* start building new wall */
9109 MovDelay[ax][ay] = 6;
9111 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9114 if (MovDelay[ax][ay])
9118 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9120 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9122 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9124 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9127 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9128 element == EL_EXPANDABLE_STEELWALL_ANY)
9132 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9133 Store[ax][ay-1] = element;
9134 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9135 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9136 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9137 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9142 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9143 Store[ax][ay+1] = element;
9144 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9145 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9146 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9147 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9152 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9153 element == EL_EXPANDABLE_STEELWALL_ANY)
9157 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9158 Store[ax-1][ay] = element;
9159 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9160 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9161 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9162 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9168 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9169 Store[ax+1][ay] = element;
9170 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9171 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9172 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9173 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9178 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9180 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9181 unten_massiv = TRUE;
9182 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9183 links_massiv = TRUE;
9184 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9185 rechts_massiv = TRUE;
9187 if (((oben_massiv && unten_massiv) ||
9188 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9189 ((links_massiv && rechts_massiv) ||
9190 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9191 Feld[ax][ay] = EL_STEELWALL;
9194 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9197 void CheckForDragon(int x, int y)
9200 boolean dragon_found = FALSE;
9201 static int xy[4][2] =
9209 for (i = 0; i < NUM_DIRECTIONS; i++)
9211 for (j = 0; j < 4; j++)
9213 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9215 if (IN_LEV_FIELD(xx, yy) &&
9216 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9218 if (Feld[xx][yy] == EL_DRAGON)
9219 dragon_found = TRUE;
9228 for (i = 0; i < NUM_DIRECTIONS; i++)
9230 for (j = 0; j < 3; j++)
9232 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9234 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9236 Feld[xx][yy] = EL_EMPTY;
9237 TEST_DrawLevelField(xx, yy);
9246 static void InitBuggyBase(int x, int y)
9248 int element = Feld[x][y];
9249 int activating_delay = FRAMES_PER_SECOND / 4;
9252 (element == EL_SP_BUGGY_BASE ?
9253 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9254 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9256 element == EL_SP_BUGGY_BASE_ACTIVE ?
9257 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9260 static void WarnBuggyBase(int x, int y)
9263 static int xy[4][2] =
9271 for (i = 0; i < NUM_DIRECTIONS; i++)
9273 int xx = x + xy[i][0];
9274 int yy = y + xy[i][1];
9276 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9278 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9285 static void InitTrap(int x, int y)
9287 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9290 static void ActivateTrap(int x, int y)
9292 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9295 static void ChangeActiveTrap(int x, int y)
9297 int graphic = IMG_TRAP_ACTIVE;
9299 /* if new animation frame was drawn, correct crumbled sand border */
9300 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9301 TEST_DrawLevelFieldCrumbled(x, y);
9304 static int getSpecialActionElement(int element, int number, int base_element)
9306 return (element != EL_EMPTY ? element :
9307 number != -1 ? base_element + number - 1 :
9311 static int getModifiedActionNumber(int value_old, int operator, int operand,
9312 int value_min, int value_max)
9314 int value_new = (operator == CA_MODE_SET ? operand :
9315 operator == CA_MODE_ADD ? value_old + operand :
9316 operator == CA_MODE_SUBTRACT ? value_old - operand :
9317 operator == CA_MODE_MULTIPLY ? value_old * operand :
9318 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9319 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9322 return (value_new < value_min ? value_min :
9323 value_new > value_max ? value_max :
9327 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9329 struct ElementInfo *ei = &element_info[element];
9330 struct ElementChangeInfo *change = &ei->change_page[page];
9331 int target_element = change->target_element;
9332 int action_type = change->action_type;
9333 int action_mode = change->action_mode;
9334 int action_arg = change->action_arg;
9335 int action_element = change->action_element;
9338 if (!change->has_action)
9341 /* ---------- determine action paramater values -------------------------- */
9343 int level_time_value =
9344 (level.time > 0 ? TimeLeft :
9347 int action_arg_element_raw =
9348 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9349 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9350 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9351 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9352 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9353 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9354 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9356 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9358 int action_arg_direction =
9359 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9360 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9361 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9362 change->actual_trigger_side :
9363 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9364 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9367 int action_arg_number_min =
9368 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9371 int action_arg_number_max =
9372 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9373 action_type == CA_SET_LEVEL_GEMS ? 999 :
9374 action_type == CA_SET_LEVEL_TIME ? 9999 :
9375 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9376 action_type == CA_SET_CE_VALUE ? 9999 :
9377 action_type == CA_SET_CE_SCORE ? 9999 :
9380 int action_arg_number_reset =
9381 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9382 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9383 action_type == CA_SET_LEVEL_TIME ? level.time :
9384 action_type == CA_SET_LEVEL_SCORE ? 0 :
9385 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9386 action_type == CA_SET_CE_SCORE ? 0 :
9389 int action_arg_number =
9390 (action_arg <= CA_ARG_MAX ? action_arg :
9391 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9392 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9393 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9394 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9395 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9396 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9397 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9398 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9399 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9400 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9401 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9402 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9403 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9404 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9405 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9406 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9407 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9408 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9409 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9410 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9411 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9414 int action_arg_number_old =
9415 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9416 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9417 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9418 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9419 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9422 int action_arg_number_new =
9423 getModifiedActionNumber(action_arg_number_old,
9424 action_mode, action_arg_number,
9425 action_arg_number_min, action_arg_number_max);
9427 int trigger_player_bits =
9428 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9429 change->actual_trigger_player_bits : change->trigger_player);
9431 int action_arg_player_bits =
9432 (action_arg >= CA_ARG_PLAYER_1 &&
9433 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9434 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9435 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9438 /* ---------- execute action -------------------------------------------- */
9440 switch (action_type)
9447 /* ---------- level actions ------------------------------------------- */
9449 case CA_RESTART_LEVEL:
9451 game.restart_level = TRUE;
9456 case CA_SHOW_ENVELOPE:
9458 int element = getSpecialActionElement(action_arg_element,
9459 action_arg_number, EL_ENVELOPE_1);
9461 if (IS_ENVELOPE(element))
9462 local_player->show_envelope = element;
9467 case CA_SET_LEVEL_TIME:
9469 if (level.time > 0) /* only modify limited time value */
9471 TimeLeft = action_arg_number_new;
9473 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9475 DisplayGameControlValues();
9477 if (!TimeLeft && setup.time_limit)
9478 for (i = 0; i < MAX_PLAYERS; i++)
9479 KillPlayer(&stored_player[i]);
9485 case CA_SET_LEVEL_SCORE:
9487 local_player->score = action_arg_number_new;
9489 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9491 DisplayGameControlValues();
9496 case CA_SET_LEVEL_GEMS:
9498 local_player->gems_still_needed = action_arg_number_new;
9500 game.snapshot.collected_item = TRUE;
9502 game_panel_controls[GAME_PANEL_GEMS].value =
9503 local_player->gems_still_needed;
9505 DisplayGameControlValues();
9510 case CA_SET_LEVEL_WIND:
9512 game.wind_direction = action_arg_direction;
9517 case CA_SET_LEVEL_RANDOM_SEED:
9519 /* ensure that setting a new random seed while playing is predictable */
9520 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9525 /* ---------- player actions ------------------------------------------ */
9527 case CA_MOVE_PLAYER:
9529 /* automatically move to the next field in specified direction */
9530 for (i = 0; i < MAX_PLAYERS; i++)
9531 if (trigger_player_bits & (1 << i))
9532 stored_player[i].programmed_action = action_arg_direction;
9537 case CA_EXIT_PLAYER:
9539 for (i = 0; i < MAX_PLAYERS; i++)
9540 if (action_arg_player_bits & (1 << i))
9541 PlayerWins(&stored_player[i]);
9546 case CA_KILL_PLAYER:
9548 for (i = 0; i < MAX_PLAYERS; i++)
9549 if (action_arg_player_bits & (1 << i))
9550 KillPlayer(&stored_player[i]);
9555 case CA_SET_PLAYER_KEYS:
9557 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9558 int element = getSpecialActionElement(action_arg_element,
9559 action_arg_number, EL_KEY_1);
9561 if (IS_KEY(element))
9563 for (i = 0; i < MAX_PLAYERS; i++)
9565 if (trigger_player_bits & (1 << i))
9567 stored_player[i].key[KEY_NR(element)] = key_state;
9569 DrawGameDoorValues();
9577 case CA_SET_PLAYER_SPEED:
9579 for (i = 0; i < MAX_PLAYERS; i++)
9581 if (trigger_player_bits & (1 << i))
9583 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9585 if (action_arg == CA_ARG_SPEED_FASTER &&
9586 stored_player[i].cannot_move)
9588 action_arg_number = STEPSIZE_VERY_SLOW;
9590 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9591 action_arg == CA_ARG_SPEED_FASTER)
9593 action_arg_number = 2;
9594 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9597 else if (action_arg == CA_ARG_NUMBER_RESET)
9599 action_arg_number = level.initial_player_stepsize[i];
9603 getModifiedActionNumber(move_stepsize,
9606 action_arg_number_min,
9607 action_arg_number_max);
9609 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9616 case CA_SET_PLAYER_SHIELD:
9618 for (i = 0; i < MAX_PLAYERS; i++)
9620 if (trigger_player_bits & (1 << i))
9622 if (action_arg == CA_ARG_SHIELD_OFF)
9624 stored_player[i].shield_normal_time_left = 0;
9625 stored_player[i].shield_deadly_time_left = 0;
9627 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9629 stored_player[i].shield_normal_time_left = 999999;
9631 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9633 stored_player[i].shield_normal_time_left = 999999;
9634 stored_player[i].shield_deadly_time_left = 999999;
9642 case CA_SET_PLAYER_GRAVITY:
9644 for (i = 0; i < MAX_PLAYERS; i++)
9646 if (trigger_player_bits & (1 << i))
9648 stored_player[i].gravity =
9649 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9650 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9651 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9652 stored_player[i].gravity);
9659 case CA_SET_PLAYER_ARTWORK:
9661 for (i = 0; i < MAX_PLAYERS; i++)
9663 if (trigger_player_bits & (1 << i))
9665 int artwork_element = action_arg_element;
9667 if (action_arg == CA_ARG_ELEMENT_RESET)
9669 (level.use_artwork_element[i] ? level.artwork_element[i] :
9670 stored_player[i].element_nr);
9672 if (stored_player[i].artwork_element != artwork_element)
9673 stored_player[i].Frame = 0;
9675 stored_player[i].artwork_element = artwork_element;
9677 SetPlayerWaiting(&stored_player[i], FALSE);
9679 /* set number of special actions for bored and sleeping animation */
9680 stored_player[i].num_special_action_bored =
9681 get_num_special_action(artwork_element,
9682 ACTION_BORING_1, ACTION_BORING_LAST);
9683 stored_player[i].num_special_action_sleeping =
9684 get_num_special_action(artwork_element,
9685 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9692 case CA_SET_PLAYER_INVENTORY:
9694 for (i = 0; i < MAX_PLAYERS; i++)
9696 struct PlayerInfo *player = &stored_player[i];
9699 if (trigger_player_bits & (1 << i))
9701 int inventory_element = action_arg_element;
9703 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9704 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9705 action_arg == CA_ARG_ELEMENT_ACTION)
9707 int element = inventory_element;
9708 int collect_count = element_info[element].collect_count_initial;
9710 if (!IS_CUSTOM_ELEMENT(element))
9713 if (collect_count == 0)
9714 player->inventory_infinite_element = element;
9716 for (k = 0; k < collect_count; k++)
9717 if (player->inventory_size < MAX_INVENTORY_SIZE)
9718 player->inventory_element[player->inventory_size++] =
9721 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9722 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9723 action_arg == CA_ARG_INVENTORY_RM_ACTION)
9725 if (player->inventory_infinite_element != EL_UNDEFINED &&
9726 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
9727 action_arg_element_raw))
9728 player->inventory_infinite_element = EL_UNDEFINED;
9730 for (k = 0, j = 0; j < player->inventory_size; j++)
9732 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
9733 action_arg_element_raw))
9734 player->inventory_element[k++] = player->inventory_element[j];
9737 player->inventory_size = k;
9739 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
9741 if (player->inventory_size > 0)
9743 for (j = 0; j < player->inventory_size - 1; j++)
9744 player->inventory_element[j] = player->inventory_element[j + 1];
9746 player->inventory_size--;
9749 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
9751 if (player->inventory_size > 0)
9752 player->inventory_size--;
9754 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
9756 player->inventory_infinite_element = EL_UNDEFINED;
9757 player->inventory_size = 0;
9759 else if (action_arg == CA_ARG_INVENTORY_RESET)
9761 player->inventory_infinite_element = EL_UNDEFINED;
9762 player->inventory_size = 0;
9764 if (level.use_initial_inventory[i])
9766 for (j = 0; j < level.initial_inventory_size[i]; j++)
9768 int element = level.initial_inventory_content[i][j];
9769 int collect_count = element_info[element].collect_count_initial;
9771 if (!IS_CUSTOM_ELEMENT(element))
9774 if (collect_count == 0)
9775 player->inventory_infinite_element = element;
9777 for (k = 0; k < collect_count; k++)
9778 if (player->inventory_size < MAX_INVENTORY_SIZE)
9779 player->inventory_element[player->inventory_size++] =
9790 /* ---------- CE actions ---------------------------------------------- */
9792 case CA_SET_CE_VALUE:
9794 int last_ce_value = CustomValue[x][y];
9796 CustomValue[x][y] = action_arg_number_new;
9798 if (CustomValue[x][y] != last_ce_value)
9800 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
9801 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
9803 if (CustomValue[x][y] == 0)
9805 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
9806 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
9813 case CA_SET_CE_SCORE:
9815 int last_ce_score = ei->collect_score;
9817 ei->collect_score = action_arg_number_new;
9819 if (ei->collect_score != last_ce_score)
9821 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
9822 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
9824 if (ei->collect_score == 0)
9828 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
9829 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
9832 This is a very special case that seems to be a mixture between
9833 CheckElementChange() and CheckTriggeredElementChange(): while
9834 the first one only affects single elements that are triggered
9835 directly, the second one affects multiple elements in the playfield
9836 that are triggered indirectly by another element. This is a third
9837 case: Changing the CE score always affects multiple identical CEs,
9838 so every affected CE must be checked, not only the single CE for
9839 which the CE score was changed in the first place (as every instance
9840 of that CE shares the same CE score, and therefore also can change)!
9842 SCAN_PLAYFIELD(xx, yy)
9844 if (Feld[xx][yy] == element)
9845 CheckElementChange(xx, yy, element, EL_UNDEFINED,
9846 CE_SCORE_GETS_ZERO);
9854 case CA_SET_CE_ARTWORK:
9856 int artwork_element = action_arg_element;
9857 boolean reset_frame = FALSE;
9860 if (action_arg == CA_ARG_ELEMENT_RESET)
9861 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
9864 if (ei->gfx_element != artwork_element)
9867 ei->gfx_element = artwork_element;
9869 SCAN_PLAYFIELD(xx, yy)
9871 if (Feld[xx][yy] == element)
9875 ResetGfxAnimation(xx, yy);
9876 ResetRandomAnimationValue(xx, yy);
9879 TEST_DrawLevelField(xx, yy);
9886 /* ---------- engine actions ------------------------------------------ */
9888 case CA_SET_ENGINE_SCAN_MODE:
9890 InitPlayfieldScanMode(action_arg);
9900 static void CreateFieldExt(int x, int y, int element, boolean is_change)
9902 int old_element = Feld[x][y];
9903 int new_element = GetElementFromGroupElement(element);
9904 int previous_move_direction = MovDir[x][y];
9905 int last_ce_value = CustomValue[x][y];
9906 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
9907 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
9908 boolean add_player_onto_element = (new_element_is_player &&
9909 new_element != EL_SOKOBAN_FIELD_PLAYER &&
9910 IS_WALKABLE(old_element));
9912 if (!add_player_onto_element)
9914 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
9915 RemoveMovingField(x, y);
9919 Feld[x][y] = new_element;
9921 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
9922 MovDir[x][y] = previous_move_direction;
9924 if (element_info[new_element].use_last_ce_value)
9925 CustomValue[x][y] = last_ce_value;
9927 InitField_WithBug1(x, y, FALSE);
9929 new_element = Feld[x][y]; /* element may have changed */
9931 ResetGfxAnimation(x, y);
9932 ResetRandomAnimationValue(x, y);
9934 TEST_DrawLevelField(x, y);
9936 if (GFX_CRUMBLED(new_element))
9937 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
9940 /* check if element under the player changes from accessible to unaccessible
9941 (needed for special case of dropping element which then changes) */
9942 /* (must be checked after creating new element for walkable group elements) */
9943 if (IS_PLAYER(x, y) && !player_explosion_protected &&
9944 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
9951 /* "ChangeCount" not set yet to allow "entered by player" change one time */
9952 if (new_element_is_player)
9953 RelocatePlayer(x, y, new_element);
9956 ChangeCount[x][y]++; /* count number of changes in the same frame */
9958 TestIfBadThingTouchesPlayer(x, y);
9959 TestIfPlayerTouchesCustomElement(x, y);
9960 TestIfElementTouchesCustomElement(x, y);
9963 static void CreateField(int x, int y, int element)
9965 CreateFieldExt(x, y, element, FALSE);
9968 static void CreateElementFromChange(int x, int y, int element)
9970 element = GET_VALID_RUNTIME_ELEMENT(element);
9972 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
9974 int old_element = Feld[x][y];
9976 /* prevent changed element from moving in same engine frame
9977 unless both old and new element can either fall or move */
9978 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
9979 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
9983 CreateFieldExt(x, y, element, TRUE);
9986 static boolean ChangeElement(int x, int y, int element, int page)
9988 struct ElementInfo *ei = &element_info[element];
9989 struct ElementChangeInfo *change = &ei->change_page[page];
9990 int ce_value = CustomValue[x][y];
9991 int ce_score = ei->collect_score;
9993 int old_element = Feld[x][y];
9995 /* always use default change event to prevent running into a loop */
9996 if (ChangeEvent[x][y] == -1)
9997 ChangeEvent[x][y] = CE_DELAY;
9999 if (ChangeEvent[x][y] == CE_DELAY)
10001 /* reset actual trigger element, trigger player and action element */
10002 change->actual_trigger_element = EL_EMPTY;
10003 change->actual_trigger_player = EL_EMPTY;
10004 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10005 change->actual_trigger_side = CH_SIDE_NONE;
10006 change->actual_trigger_ce_value = 0;
10007 change->actual_trigger_ce_score = 0;
10010 /* do not change elements more than a specified maximum number of changes */
10011 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10014 ChangeCount[x][y]++; /* count number of changes in the same frame */
10016 if (change->explode)
10023 if (change->use_target_content)
10025 boolean complete_replace = TRUE;
10026 boolean can_replace[3][3];
10029 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10032 boolean is_walkable;
10033 boolean is_diggable;
10034 boolean is_collectible;
10035 boolean is_removable;
10036 boolean is_destructible;
10037 int ex = x + xx - 1;
10038 int ey = y + yy - 1;
10039 int content_element = change->target_content.e[xx][yy];
10042 can_replace[xx][yy] = TRUE;
10044 if (ex == x && ey == y) /* do not check changing element itself */
10047 if (content_element == EL_EMPTY_SPACE)
10049 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10054 if (!IN_LEV_FIELD(ex, ey))
10056 can_replace[xx][yy] = FALSE;
10057 complete_replace = FALSE;
10064 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10065 e = MovingOrBlocked2Element(ex, ey);
10067 is_empty = (IS_FREE(ex, ey) ||
10068 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10070 is_walkable = (is_empty || IS_WALKABLE(e));
10071 is_diggable = (is_empty || IS_DIGGABLE(e));
10072 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10073 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10074 is_removable = (is_diggable || is_collectible);
10076 can_replace[xx][yy] =
10077 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10078 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10079 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10080 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10081 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10082 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10083 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10085 if (!can_replace[xx][yy])
10086 complete_replace = FALSE;
10089 if (!change->only_if_complete || complete_replace)
10091 boolean something_has_changed = FALSE;
10093 if (change->only_if_complete && change->use_random_replace &&
10094 RND(100) < change->random_percentage)
10097 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10099 int ex = x + xx - 1;
10100 int ey = y + yy - 1;
10101 int content_element;
10103 if (can_replace[xx][yy] && (!change->use_random_replace ||
10104 RND(100) < change->random_percentage))
10106 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10107 RemoveMovingField(ex, ey);
10109 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10111 content_element = change->target_content.e[xx][yy];
10112 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10113 ce_value, ce_score);
10115 CreateElementFromChange(ex, ey, target_element);
10117 something_has_changed = TRUE;
10119 /* for symmetry reasons, freeze newly created border elements */
10120 if (ex != x || ey != y)
10121 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10125 if (something_has_changed)
10127 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10128 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10134 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10135 ce_value, ce_score);
10137 if (element == EL_DIAGONAL_GROWING ||
10138 element == EL_DIAGONAL_SHRINKING)
10140 target_element = Store[x][y];
10142 Store[x][y] = EL_EMPTY;
10145 CreateElementFromChange(x, y, target_element);
10147 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10148 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10151 /* this uses direct change before indirect change */
10152 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10157 static void HandleElementChange(int x, int y, int page)
10159 int element = MovingOrBlocked2Element(x, y);
10160 struct ElementInfo *ei = &element_info[element];
10161 struct ElementChangeInfo *change = &ei->change_page[page];
10162 boolean handle_action_before_change = FALSE;
10165 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10166 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10169 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10170 x, y, element, element_info[element].token_name);
10171 printf("HandleElementChange(): This should never happen!\n");
10176 /* this can happen with classic bombs on walkable, changing elements */
10177 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10182 if (ChangeDelay[x][y] == 0) /* initialize element change */
10184 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10186 if (change->can_change)
10188 /* !!! not clear why graphic animation should be reset at all here !!! */
10189 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10190 /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */
10193 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10195 When using an animation frame delay of 1 (this only happens with
10196 "sp_zonk.moving.left/right" in the classic graphics), the default
10197 (non-moving) animation shows wrong animation frames (while the
10198 moving animation, like "sp_zonk.moving.left/right", is correct,
10199 so this graphical bug never shows up with the classic graphics).
10200 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10201 be drawn instead of the correct frames 0,1,2,3. This is caused by
10202 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10203 an element change: First when the change delay ("ChangeDelay[][]")
10204 counter has reached zero after decrementing, then a second time in
10205 the next frame (after "GfxFrame[][]" was already incremented) when
10206 "ChangeDelay[][]" is reset to the initial delay value again.
10208 This causes frame 0 to be drawn twice, while the last frame won't
10209 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10211 As some animations may already be cleverly designed around this bug
10212 (at least the "Snake Bite" snake tail animation does this), it cannot
10213 simply be fixed here without breaking such existing animations.
10214 Unfortunately, it cannot easily be detected if a graphics set was
10215 designed "before" or "after" the bug was fixed. As a workaround,
10216 a new graphics set option "game.graphics_engine_version" was added
10217 to be able to specify the game's major release version for which the
10218 graphics set was designed, which can then be used to decide if the
10219 bugfix should be used (version 4 and above) or not (version 3 or
10220 below, or if no version was specified at all, as with old sets).
10222 (The wrong/fixed animation frames can be tested with the test level set
10223 "test_gfxframe" and level "000", which contains a specially prepared
10224 custom element at level position (x/y) == (11/9) which uses the zonk
10225 animation mentioned above. Using "game.graphics_engine_version: 4"
10226 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10227 This can also be seen from the debug output for this test element.)
10230 /* when a custom element is about to change (for example by change delay),
10231 do not reset graphic animation when the custom element is moving */
10232 if (game.graphics_engine_version < 4 &&
10235 ResetGfxAnimation(x, y);
10236 ResetRandomAnimationValue(x, y);
10239 if (change->pre_change_function)
10240 change->pre_change_function(x, y);
10244 ChangeDelay[x][y]--;
10246 if (ChangeDelay[x][y] != 0) /* continue element change */
10248 if (change->can_change)
10250 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10252 if (IS_ANIMATED(graphic))
10253 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10255 if (change->change_function)
10256 change->change_function(x, y);
10259 else /* finish element change */
10261 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10263 page = ChangePage[x][y];
10264 ChangePage[x][y] = -1;
10266 change = &ei->change_page[page];
10269 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10271 ChangeDelay[x][y] = 1; /* try change after next move step */
10272 ChangePage[x][y] = page; /* remember page to use for change */
10277 /* special case: set new level random seed before changing element */
10278 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10279 handle_action_before_change = TRUE;
10281 if (change->has_action && handle_action_before_change)
10282 ExecuteCustomElementAction(x, y, element, page);
10284 if (change->can_change)
10286 if (ChangeElement(x, y, element, page))
10288 if (change->post_change_function)
10289 change->post_change_function(x, y);
10293 if (change->has_action && !handle_action_before_change)
10294 ExecuteCustomElementAction(x, y, element, page);
10298 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10299 int trigger_element,
10301 int trigger_player,
10305 boolean change_done_any = FALSE;
10306 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10309 if (!(trigger_events[trigger_element][trigger_event]))
10312 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10314 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10316 int element = EL_CUSTOM_START + i;
10317 boolean change_done = FALSE;
10320 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10321 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10324 for (p = 0; p < element_info[element].num_change_pages; p++)
10326 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10328 if (change->can_change_or_has_action &&
10329 change->has_event[trigger_event] &&
10330 change->trigger_side & trigger_side &&
10331 change->trigger_player & trigger_player &&
10332 change->trigger_page & trigger_page_bits &&
10333 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10335 change->actual_trigger_element = trigger_element;
10336 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10337 change->actual_trigger_player_bits = trigger_player;
10338 change->actual_trigger_side = trigger_side;
10339 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10340 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10342 if ((change->can_change && !change_done) || change->has_action)
10346 SCAN_PLAYFIELD(x, y)
10348 if (Feld[x][y] == element)
10350 if (change->can_change && !change_done)
10352 /* if element already changed in this frame, not only prevent
10353 another element change (checked in ChangeElement()), but
10354 also prevent additional element actions for this element */
10356 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10357 !level.use_action_after_change_bug)
10360 ChangeDelay[x][y] = 1;
10361 ChangeEvent[x][y] = trigger_event;
10363 HandleElementChange(x, y, p);
10365 else if (change->has_action)
10367 /* if element already changed in this frame, not only prevent
10368 another element change (checked in ChangeElement()), but
10369 also prevent additional element actions for this element */
10371 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10372 !level.use_action_after_change_bug)
10375 ExecuteCustomElementAction(x, y, element, p);
10376 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10381 if (change->can_change)
10383 change_done = TRUE;
10384 change_done_any = TRUE;
10391 RECURSION_LOOP_DETECTION_END();
10393 return change_done_any;
10396 static boolean CheckElementChangeExt(int x, int y,
10398 int trigger_element,
10400 int trigger_player,
10403 boolean change_done = FALSE;
10406 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10407 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10410 if (Feld[x][y] == EL_BLOCKED)
10412 Blocked2Moving(x, y, &x, &y);
10413 element = Feld[x][y];
10416 /* check if element has already changed or is about to change after moving */
10417 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10418 Feld[x][y] != element) ||
10420 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10421 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10422 ChangePage[x][y] != -1)))
10425 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10427 for (p = 0; p < element_info[element].num_change_pages; p++)
10429 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10431 /* check trigger element for all events where the element that is checked
10432 for changing interacts with a directly adjacent element -- this is
10433 different to element changes that affect other elements to change on the
10434 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10435 boolean check_trigger_element =
10436 (trigger_event == CE_TOUCHING_X ||
10437 trigger_event == CE_HITTING_X ||
10438 trigger_event == CE_HIT_BY_X ||
10439 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10441 if (change->can_change_or_has_action &&
10442 change->has_event[trigger_event] &&
10443 change->trigger_side & trigger_side &&
10444 change->trigger_player & trigger_player &&
10445 (!check_trigger_element ||
10446 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10448 change->actual_trigger_element = trigger_element;
10449 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10450 change->actual_trigger_player_bits = trigger_player;
10451 change->actual_trigger_side = trigger_side;
10452 change->actual_trigger_ce_value = CustomValue[x][y];
10453 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10455 /* special case: trigger element not at (x,y) position for some events */
10456 if (check_trigger_element)
10468 { 0, 0 }, { 0, 0 }, { 0, 0 },
10472 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10473 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10475 change->actual_trigger_ce_value = CustomValue[xx][yy];
10476 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10479 if (change->can_change && !change_done)
10481 ChangeDelay[x][y] = 1;
10482 ChangeEvent[x][y] = trigger_event;
10484 HandleElementChange(x, y, p);
10486 change_done = TRUE;
10488 else if (change->has_action)
10490 ExecuteCustomElementAction(x, y, element, p);
10491 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10496 RECURSION_LOOP_DETECTION_END();
10498 return change_done;
10501 static void PlayPlayerSound(struct PlayerInfo *player)
10503 int jx = player->jx, jy = player->jy;
10504 int sound_element = player->artwork_element;
10505 int last_action = player->last_action_waiting;
10506 int action = player->action_waiting;
10508 if (player->is_waiting)
10510 if (action != last_action)
10511 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10513 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10517 if (action != last_action)
10518 StopSound(element_info[sound_element].sound[last_action]);
10520 if (last_action == ACTION_SLEEPING)
10521 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10525 static void PlayAllPlayersSound()
10529 for (i = 0; i < MAX_PLAYERS; i++)
10530 if (stored_player[i].active)
10531 PlayPlayerSound(&stored_player[i]);
10534 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10536 boolean last_waiting = player->is_waiting;
10537 int move_dir = player->MovDir;
10539 player->dir_waiting = move_dir;
10540 player->last_action_waiting = player->action_waiting;
10544 if (!last_waiting) /* not waiting -> waiting */
10546 player->is_waiting = TRUE;
10548 player->frame_counter_bored =
10550 game.player_boring_delay_fixed +
10551 GetSimpleRandom(game.player_boring_delay_random);
10552 player->frame_counter_sleeping =
10554 game.player_sleeping_delay_fixed +
10555 GetSimpleRandom(game.player_sleeping_delay_random);
10557 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10560 if (game.player_sleeping_delay_fixed +
10561 game.player_sleeping_delay_random > 0 &&
10562 player->anim_delay_counter == 0 &&
10563 player->post_delay_counter == 0 &&
10564 FrameCounter >= player->frame_counter_sleeping)
10565 player->is_sleeping = TRUE;
10566 else if (game.player_boring_delay_fixed +
10567 game.player_boring_delay_random > 0 &&
10568 FrameCounter >= player->frame_counter_bored)
10569 player->is_bored = TRUE;
10571 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10572 player->is_bored ? ACTION_BORING :
10575 if (player->is_sleeping && player->use_murphy)
10577 /* special case for sleeping Murphy when leaning against non-free tile */
10579 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10580 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10581 !IS_MOVING(player->jx - 1, player->jy)))
10582 move_dir = MV_LEFT;
10583 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10584 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10585 !IS_MOVING(player->jx + 1, player->jy)))
10586 move_dir = MV_RIGHT;
10588 player->is_sleeping = FALSE;
10590 player->dir_waiting = move_dir;
10593 if (player->is_sleeping)
10595 if (player->num_special_action_sleeping > 0)
10597 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10599 int last_special_action = player->special_action_sleeping;
10600 int num_special_action = player->num_special_action_sleeping;
10601 int special_action =
10602 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10603 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10604 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10605 last_special_action + 1 : ACTION_SLEEPING);
10606 int special_graphic =
10607 el_act_dir2img(player->artwork_element, special_action, move_dir);
10609 player->anim_delay_counter =
10610 graphic_info[special_graphic].anim_delay_fixed +
10611 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10612 player->post_delay_counter =
10613 graphic_info[special_graphic].post_delay_fixed +
10614 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10616 player->special_action_sleeping = special_action;
10619 if (player->anim_delay_counter > 0)
10621 player->action_waiting = player->special_action_sleeping;
10622 player->anim_delay_counter--;
10624 else if (player->post_delay_counter > 0)
10626 player->post_delay_counter--;
10630 else if (player->is_bored)
10632 if (player->num_special_action_bored > 0)
10634 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10636 int special_action =
10637 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10638 int special_graphic =
10639 el_act_dir2img(player->artwork_element, special_action, move_dir);
10641 player->anim_delay_counter =
10642 graphic_info[special_graphic].anim_delay_fixed +
10643 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10644 player->post_delay_counter =
10645 graphic_info[special_graphic].post_delay_fixed +
10646 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10648 player->special_action_bored = special_action;
10651 if (player->anim_delay_counter > 0)
10653 player->action_waiting = player->special_action_bored;
10654 player->anim_delay_counter--;
10656 else if (player->post_delay_counter > 0)
10658 player->post_delay_counter--;
10663 else if (last_waiting) /* waiting -> not waiting */
10665 player->is_waiting = FALSE;
10666 player->is_bored = FALSE;
10667 player->is_sleeping = FALSE;
10669 player->frame_counter_bored = -1;
10670 player->frame_counter_sleeping = -1;
10672 player->anim_delay_counter = 0;
10673 player->post_delay_counter = 0;
10675 player->dir_waiting = player->MovDir;
10676 player->action_waiting = ACTION_DEFAULT;
10678 player->special_action_bored = ACTION_DEFAULT;
10679 player->special_action_sleeping = ACTION_DEFAULT;
10683 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10685 static boolean player_was_moving = FALSE;
10686 static boolean player_was_snapping = FALSE;
10687 static boolean player_was_dropping = FALSE;
10689 if ((!player->is_moving && player_was_moving) ||
10690 (player->MovPos == 0 && player_was_moving) ||
10691 (player->is_snapping && !player_was_snapping) ||
10692 (player->is_dropping && !player_was_dropping))
10694 if (!SaveEngineSnapshotToList())
10697 player_was_moving = FALSE;
10698 player_was_snapping = TRUE;
10699 player_was_dropping = TRUE;
10703 if (player->is_moving)
10704 player_was_moving = TRUE;
10706 if (!player->is_snapping)
10707 player_was_snapping = FALSE;
10709 if (!player->is_dropping)
10710 player_was_dropping = FALSE;
10714 static void CheckSingleStepMode(struct PlayerInfo *player)
10716 if (tape.single_step && tape.recording && !tape.pausing)
10718 /* as it is called "single step mode", just return to pause mode when the
10719 player stopped moving after one tile (or never starts moving at all) */
10720 if (!player->is_moving && !player->is_pushing)
10722 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10723 SnapField(player, 0, 0); /* stop snapping */
10727 CheckSaveEngineSnapshot(player);
10730 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10732 int left = player_action & JOY_LEFT;
10733 int right = player_action & JOY_RIGHT;
10734 int up = player_action & JOY_UP;
10735 int down = player_action & JOY_DOWN;
10736 int button1 = player_action & JOY_BUTTON_1;
10737 int button2 = player_action & JOY_BUTTON_2;
10738 int dx = (left ? -1 : right ? 1 : 0);
10739 int dy = (up ? -1 : down ? 1 : 0);
10741 if (!player->active || tape.pausing)
10747 SnapField(player, dx, dy);
10751 DropElement(player);
10753 MovePlayer(player, dx, dy);
10756 CheckSingleStepMode(player);
10758 SetPlayerWaiting(player, FALSE);
10760 return player_action;
10764 /* no actions for this player (no input at player's configured device) */
10766 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
10767 SnapField(player, 0, 0);
10768 CheckGravityMovementWhenNotMoving(player);
10770 if (player->MovPos == 0)
10771 SetPlayerWaiting(player, TRUE);
10773 if (player->MovPos == 0) /* needed for tape.playing */
10774 player->is_moving = FALSE;
10776 player->is_dropping = FALSE;
10777 player->is_dropping_pressed = FALSE;
10778 player->drop_pressed_delay = 0;
10780 CheckSingleStepMode(player);
10786 static void CheckLevelTime()
10790 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
10791 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10793 if (level.native_em_level->lev->home == 0) /* all players at home */
10795 PlayerWins(local_player);
10797 AllPlayersGone = TRUE;
10799 level.native_em_level->lev->home = -1;
10802 if (level.native_em_level->ply[0]->alive == 0 &&
10803 level.native_em_level->ply[1]->alive == 0 &&
10804 level.native_em_level->ply[2]->alive == 0 &&
10805 level.native_em_level->ply[3]->alive == 0) /* all dead */
10806 AllPlayersGone = TRUE;
10808 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
10810 if (game_sp.LevelSolved &&
10811 !game_sp.GameOver) /* game won */
10813 PlayerWins(local_player);
10815 game_sp.GameOver = TRUE;
10817 AllPlayersGone = TRUE;
10820 if (game_sp.GameOver) /* game lost */
10821 AllPlayersGone = TRUE;
10824 if (TimeFrames >= FRAMES_PER_SECOND)
10829 for (i = 0; i < MAX_PLAYERS; i++)
10831 struct PlayerInfo *player = &stored_player[i];
10833 if (SHIELD_ON(player))
10835 player->shield_normal_time_left--;
10837 if (player->shield_deadly_time_left > 0)
10838 player->shield_deadly_time_left--;
10842 if (!local_player->LevelSolved && !level.use_step_counter)
10850 if (TimeLeft <= 10 && setup.time_limit)
10851 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
10853 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
10854 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
10856 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10858 if (!TimeLeft && setup.time_limit)
10860 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10861 level.native_em_level->lev->killed_out_of_time = TRUE;
10863 for (i = 0; i < MAX_PLAYERS; i++)
10864 KillPlayer(&stored_player[i]);
10867 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
10869 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
10872 level.native_em_level->lev->time =
10873 (game.no_time_limit ? TimePlayed : TimeLeft);
10876 if (tape.recording || tape.playing)
10877 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
10880 if (tape.recording || tape.playing)
10881 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
10883 UpdateAndDisplayGameControlValues();
10886 void AdvanceFrameAndPlayerCounters(int player_nr)
10890 /* advance frame counters (global frame counter and time frame counter) */
10894 /* advance player counters (counters for move delay, move animation etc.) */
10895 for (i = 0; i < MAX_PLAYERS; i++)
10897 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
10898 int move_delay_value = stored_player[i].move_delay_value;
10899 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
10901 if (!advance_player_counters) /* not all players may be affected */
10904 if (move_frames == 0) /* less than one move per game frame */
10906 int stepsize = TILEX / move_delay_value;
10907 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
10908 int count = (stored_player[i].is_moving ?
10909 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
10911 if (count % delay == 0)
10915 stored_player[i].Frame += move_frames;
10917 if (stored_player[i].MovPos != 0)
10918 stored_player[i].StepFrame += move_frames;
10920 if (stored_player[i].move_delay > 0)
10921 stored_player[i].move_delay--;
10923 /* due to bugs in previous versions, counter must count up, not down */
10924 if (stored_player[i].push_delay != -1)
10925 stored_player[i].push_delay++;
10927 if (stored_player[i].drop_delay > 0)
10928 stored_player[i].drop_delay--;
10930 if (stored_player[i].is_dropping_pressed)
10931 stored_player[i].drop_pressed_delay++;
10935 void StartGameActions(boolean init_network_game, boolean record_tape,
10938 unsigned int new_random_seed = InitRND(random_seed);
10941 TapeStartRecording(new_random_seed);
10943 #if defined(NETWORK_AVALIABLE)
10944 if (init_network_game)
10946 SendToServer_StartPlaying();
10957 static unsigned int game_frame_delay = 0;
10958 unsigned int game_frame_delay_value;
10959 byte *recorded_player_action;
10960 byte summarized_player_action = 0;
10961 byte tape_action[MAX_PLAYERS];
10964 /* detect endless loops, caused by custom element programming */
10965 if (recursion_loop_detected && recursion_loop_depth == 0)
10967 char *message = getStringCat3("Internal Error! Element ",
10968 EL_NAME(recursion_loop_element),
10969 " caused endless loop! Quit the game?");
10971 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
10972 EL_NAME(recursion_loop_element));
10974 RequestQuitGameExt(FALSE, level_editor_test_game, message);
10976 recursion_loop_detected = FALSE; /* if game should be continued */
10983 if (game.restart_level)
10984 StartGameActions(options.network, setup.autorecord, level.random_seed);
10986 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
10987 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10989 if (level.native_em_level->lev->home == 0) /* all players at home */
10991 PlayerWins(local_player);
10993 AllPlayersGone = TRUE;
10995 level.native_em_level->lev->home = -1;
10998 if (level.native_em_level->ply[0]->alive == 0 &&
10999 level.native_em_level->ply[1]->alive == 0 &&
11000 level.native_em_level->ply[2]->alive == 0 &&
11001 level.native_em_level->ply[3]->alive == 0) /* all dead */
11002 AllPlayersGone = TRUE;
11004 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11006 if (game_sp.LevelSolved &&
11007 !game_sp.GameOver) /* game won */
11009 PlayerWins(local_player);
11011 game_sp.GameOver = TRUE;
11013 AllPlayersGone = TRUE;
11016 if (game_sp.GameOver) /* game lost */
11017 AllPlayersGone = TRUE;
11020 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11023 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11026 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11029 game_frame_delay_value =
11030 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11032 if (tape.playing && tape.warp_forward && !tape.pausing)
11033 game_frame_delay_value = 0;
11036 /* ---------- main game synchronization point ---------- */
11038 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11040 printf("::: skip == %d\n", skip);
11043 /* ---------- main game synchronization point ---------- */
11045 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11048 if (network_playing && !network_player_action_received)
11050 /* try to get network player actions in time */
11052 #if defined(NETWORK_AVALIABLE)
11053 /* last chance to get network player actions without main loop delay */
11054 HandleNetworking();
11057 /* game was quit by network peer */
11058 if (game_status != GAME_MODE_PLAYING)
11061 if (!network_player_action_received)
11062 return; /* failed to get network player actions in time */
11064 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11070 /* at this point we know that we really continue executing the game */
11072 network_player_action_received = FALSE;
11074 /* when playing tape, read previously recorded player input from tape data */
11075 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11077 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11081 if (tape.set_centered_player)
11083 game.centered_player_nr_next = tape.centered_player_nr_next;
11084 game.set_centered_player = TRUE;
11087 for (i = 0; i < MAX_PLAYERS; i++)
11089 summarized_player_action |= stored_player[i].action;
11091 if (!network_playing && (game.team_mode || tape.playing))
11092 stored_player[i].effective_action = stored_player[i].action;
11095 #if defined(NETWORK_AVALIABLE)
11096 if (network_playing)
11097 SendToServer_MovePlayer(summarized_player_action);
11100 if (!options.network && !game.team_mode)
11101 local_player->effective_action = summarized_player_action;
11103 if (tape.recording &&
11105 setup.input_on_focus &&
11106 game.centered_player_nr != -1)
11108 for (i = 0; i < MAX_PLAYERS; i++)
11109 stored_player[i].effective_action =
11110 (i == game.centered_player_nr ? summarized_player_action : 0);
11113 if (recorded_player_action != NULL)
11114 for (i = 0; i < MAX_PLAYERS; i++)
11115 stored_player[i].effective_action = recorded_player_action[i];
11117 for (i = 0; i < MAX_PLAYERS; i++)
11119 tape_action[i] = stored_player[i].effective_action;
11121 /* (this may happen in the RND game engine if a player was not present on
11122 the playfield on level start, but appeared later from a custom element */
11123 if (setup.team_mode &&
11126 !tape.player_participates[i])
11127 tape.player_participates[i] = TRUE;
11130 /* only record actions from input devices, but not programmed actions */
11131 if (tape.recording)
11132 TapeRecordAction(tape_action);
11134 #if USE_NEW_PLAYER_ASSIGNMENTS
11135 // !!! also map player actions in single player mode !!!
11136 // if (game.team_mode)
11138 byte mapped_action[MAX_PLAYERS];
11140 #if DEBUG_PLAYER_ACTIONS
11142 for (i = 0; i < MAX_PLAYERS; i++)
11143 printf(" %d, ", stored_player[i].effective_action);
11146 for (i = 0; i < MAX_PLAYERS; i++)
11147 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11149 for (i = 0; i < MAX_PLAYERS; i++)
11150 stored_player[i].effective_action = mapped_action[i];
11152 #if DEBUG_PLAYER_ACTIONS
11154 for (i = 0; i < MAX_PLAYERS; i++)
11155 printf(" %d, ", stored_player[i].effective_action);
11159 #if DEBUG_PLAYER_ACTIONS
11163 for (i = 0; i < MAX_PLAYERS; i++)
11164 printf(" %d, ", stored_player[i].effective_action);
11170 for (i = 0; i < MAX_PLAYERS; i++)
11172 // allow engine snapshot in case of changed movement attempt
11173 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11174 (stored_player[i].effective_action & KEY_MOTION))
11175 game.snapshot.changed_action = TRUE;
11177 // allow engine snapshot in case of snapping/dropping attempt
11178 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11179 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11180 game.snapshot.changed_action = TRUE;
11182 game.snapshot.last_action[i] = stored_player[i].effective_action;
11185 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11187 GameActions_EM_Main();
11189 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11191 GameActions_SP_Main();
11195 GameActions_RND_Main();
11198 BlitScreenToBitmap(backbuffer);
11202 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11204 if (options.debug) /* calculate frames per second */
11206 static unsigned int fps_counter = 0;
11207 static int fps_frames = 0;
11208 unsigned int fps_delay_ms = Counter() - fps_counter;
11212 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
11214 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11217 fps_counter = Counter();
11220 redraw_mask |= REDRAW_FPS;
11224 void GameActions_EM_Main()
11226 byte effective_action[MAX_PLAYERS];
11227 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11230 for (i = 0; i < MAX_PLAYERS; i++)
11231 effective_action[i] = stored_player[i].effective_action;
11233 GameActions_EM(effective_action, warp_mode);
11236 void GameActions_SP_Main()
11238 byte effective_action[MAX_PLAYERS];
11239 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11242 for (i = 0; i < MAX_PLAYERS; i++)
11243 effective_action[i] = stored_player[i].effective_action;
11245 GameActions_SP(effective_action, warp_mode);
11248 void GameActions_RND_Main()
11253 void GameActions_RND()
11255 int magic_wall_x = 0, magic_wall_y = 0;
11256 int i, x, y, element, graphic;
11258 InitPlayfieldScanModeVars();
11260 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11262 SCAN_PLAYFIELD(x, y)
11264 ChangeCount[x][y] = 0;
11265 ChangeEvent[x][y] = -1;
11269 if (game.set_centered_player)
11271 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11273 /* switching to "all players" only possible if all players fit to screen */
11274 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11276 game.centered_player_nr_next = game.centered_player_nr;
11277 game.set_centered_player = FALSE;
11280 /* do not switch focus to non-existing (or non-active) player */
11281 if (game.centered_player_nr_next >= 0 &&
11282 !stored_player[game.centered_player_nr_next].active)
11284 game.centered_player_nr_next = game.centered_player_nr;
11285 game.set_centered_player = FALSE;
11289 if (game.set_centered_player &&
11290 ScreenMovPos == 0) /* screen currently aligned at tile position */
11294 if (game.centered_player_nr_next == -1)
11296 setScreenCenteredToAllPlayers(&sx, &sy);
11300 sx = stored_player[game.centered_player_nr_next].jx;
11301 sy = stored_player[game.centered_player_nr_next].jy;
11304 game.centered_player_nr = game.centered_player_nr_next;
11305 game.set_centered_player = FALSE;
11307 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11308 DrawGameDoorValues();
11311 for (i = 0; i < MAX_PLAYERS; i++)
11313 int actual_player_action = stored_player[i].effective_action;
11316 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11317 - rnd_equinox_tetrachloride 048
11318 - rnd_equinox_tetrachloride_ii 096
11319 - rnd_emanuel_schmieg 002
11320 - doctor_sloan_ww 001, 020
11322 if (stored_player[i].MovPos == 0)
11323 CheckGravityMovement(&stored_player[i]);
11326 /* overwrite programmed action with tape action */
11327 if (stored_player[i].programmed_action)
11328 actual_player_action = stored_player[i].programmed_action;
11330 PlayerActions(&stored_player[i], actual_player_action);
11332 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11335 ScrollScreen(NULL, SCROLL_GO_ON);
11337 /* for backwards compatibility, the following code emulates a fixed bug that
11338 occured when pushing elements (causing elements that just made their last
11339 pushing step to already (if possible) make their first falling step in the
11340 same game frame, which is bad); this code is also needed to use the famous
11341 "spring push bug" which is used in older levels and might be wanted to be
11342 used also in newer levels, but in this case the buggy pushing code is only
11343 affecting the "spring" element and no other elements */
11345 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11347 for (i = 0; i < MAX_PLAYERS; i++)
11349 struct PlayerInfo *player = &stored_player[i];
11350 int x = player->jx;
11351 int y = player->jy;
11353 if (player->active && player->is_pushing && player->is_moving &&
11355 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11356 Feld[x][y] == EL_SPRING))
11358 ContinueMoving(x, y);
11360 /* continue moving after pushing (this is actually a bug) */
11361 if (!IS_MOVING(x, y))
11362 Stop[x][y] = FALSE;
11367 SCAN_PLAYFIELD(x, y)
11369 ChangeCount[x][y] = 0;
11370 ChangeEvent[x][y] = -1;
11372 /* this must be handled before main playfield loop */
11373 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11376 if (MovDelay[x][y] <= 0)
11380 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11383 if (MovDelay[x][y] <= 0)
11386 TEST_DrawLevelField(x, y);
11388 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11393 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11395 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11396 printf("GameActions(): This should never happen!\n");
11398 ChangePage[x][y] = -1;
11402 Stop[x][y] = FALSE;
11403 if (WasJustMoving[x][y] > 0)
11404 WasJustMoving[x][y]--;
11405 if (WasJustFalling[x][y] > 0)
11406 WasJustFalling[x][y]--;
11407 if (CheckCollision[x][y] > 0)
11408 CheckCollision[x][y]--;
11409 if (CheckImpact[x][y] > 0)
11410 CheckImpact[x][y]--;
11414 /* reset finished pushing action (not done in ContinueMoving() to allow
11415 continuous pushing animation for elements with zero push delay) */
11416 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11418 ResetGfxAnimation(x, y);
11419 TEST_DrawLevelField(x, y);
11423 if (IS_BLOCKED(x, y))
11427 Blocked2Moving(x, y, &oldx, &oldy);
11428 if (!IS_MOVING(oldx, oldy))
11430 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11431 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11432 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11433 printf("GameActions(): This should never happen!\n");
11439 SCAN_PLAYFIELD(x, y)
11441 element = Feld[x][y];
11442 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11444 ResetGfxFrame(x, y, TRUE);
11446 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11447 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11448 ResetRandomAnimationValue(x, y);
11450 SetRandomAnimationValue(x, y);
11452 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11454 if (IS_INACTIVE(element))
11456 if (IS_ANIMATED(graphic))
11457 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11462 /* this may take place after moving, so 'element' may have changed */
11463 if (IS_CHANGING(x, y) &&
11464 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11466 int page = element_info[element].event_page_nr[CE_DELAY];
11468 HandleElementChange(x, y, page);
11470 element = Feld[x][y];
11471 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11474 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11478 element = Feld[x][y];
11479 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11481 if (IS_ANIMATED(graphic) &&
11482 !IS_MOVING(x, y) &&
11484 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11486 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11487 TEST_DrawTwinkleOnField(x, y);
11489 else if ((element == EL_ACID ||
11490 element == EL_EXIT_OPEN ||
11491 element == EL_EM_EXIT_OPEN ||
11492 element == EL_SP_EXIT_OPEN ||
11493 element == EL_STEEL_EXIT_OPEN ||
11494 element == EL_EM_STEEL_EXIT_OPEN ||
11495 element == EL_SP_TERMINAL ||
11496 element == EL_SP_TERMINAL_ACTIVE ||
11497 element == EL_EXTRA_TIME ||
11498 element == EL_SHIELD_NORMAL ||
11499 element == EL_SHIELD_DEADLY) &&
11500 IS_ANIMATED(graphic))
11501 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11502 else if (IS_MOVING(x, y))
11503 ContinueMoving(x, y);
11504 else if (IS_ACTIVE_BOMB(element))
11505 CheckDynamite(x, y);
11506 else if (element == EL_AMOEBA_GROWING)
11507 AmoebeWaechst(x, y);
11508 else if (element == EL_AMOEBA_SHRINKING)
11509 AmoebaDisappearing(x, y);
11511 #if !USE_NEW_AMOEBA_CODE
11512 else if (IS_AMOEBALIVE(element))
11513 AmoebeAbleger(x, y);
11516 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11518 else if (element == EL_EXIT_CLOSED)
11520 else if (element == EL_EM_EXIT_CLOSED)
11522 else if (element == EL_STEEL_EXIT_CLOSED)
11523 CheckExitSteel(x, y);
11524 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11525 CheckExitSteelEM(x, y);
11526 else if (element == EL_SP_EXIT_CLOSED)
11528 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11529 element == EL_EXPANDABLE_STEELWALL_GROWING)
11530 MauerWaechst(x, y);
11531 else if (element == EL_EXPANDABLE_WALL ||
11532 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11533 element == EL_EXPANDABLE_WALL_VERTICAL ||
11534 element == EL_EXPANDABLE_WALL_ANY ||
11535 element == EL_BD_EXPANDABLE_WALL)
11536 MauerAbleger(x, y);
11537 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11538 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11539 element == EL_EXPANDABLE_STEELWALL_ANY)
11540 MauerAblegerStahl(x, y);
11541 else if (element == EL_FLAMES)
11542 CheckForDragon(x, y);
11543 else if (element == EL_EXPLOSION)
11544 ; /* drawing of correct explosion animation is handled separately */
11545 else if (element == EL_ELEMENT_SNAPPING ||
11546 element == EL_DIAGONAL_SHRINKING ||
11547 element == EL_DIAGONAL_GROWING)
11549 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11551 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11553 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11554 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11556 if (IS_BELT_ACTIVE(element))
11557 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11559 if (game.magic_wall_active)
11561 int jx = local_player->jx, jy = local_player->jy;
11563 /* play the element sound at the position nearest to the player */
11564 if ((element == EL_MAGIC_WALL_FULL ||
11565 element == EL_MAGIC_WALL_ACTIVE ||
11566 element == EL_MAGIC_WALL_EMPTYING ||
11567 element == EL_BD_MAGIC_WALL_FULL ||
11568 element == EL_BD_MAGIC_WALL_ACTIVE ||
11569 element == EL_BD_MAGIC_WALL_EMPTYING ||
11570 element == EL_DC_MAGIC_WALL_FULL ||
11571 element == EL_DC_MAGIC_WALL_ACTIVE ||
11572 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11573 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11581 #if USE_NEW_AMOEBA_CODE
11582 /* new experimental amoeba growth stuff */
11583 if (!(FrameCounter % 8))
11585 static unsigned int random = 1684108901;
11587 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11589 x = RND(lev_fieldx);
11590 y = RND(lev_fieldy);
11591 element = Feld[x][y];
11593 if (!IS_PLAYER(x,y) &&
11594 (element == EL_EMPTY ||
11595 CAN_GROW_INTO(element) ||
11596 element == EL_QUICKSAND_EMPTY ||
11597 element == EL_QUICKSAND_FAST_EMPTY ||
11598 element == EL_ACID_SPLASH_LEFT ||
11599 element == EL_ACID_SPLASH_RIGHT))
11601 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11602 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11603 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11604 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11605 Feld[x][y] = EL_AMOEBA_DROP;
11608 random = random * 129 + 1;
11613 game.explosions_delayed = FALSE;
11615 SCAN_PLAYFIELD(x, y)
11617 element = Feld[x][y];
11619 if (ExplodeField[x][y])
11620 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11621 else if (element == EL_EXPLOSION)
11622 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11624 ExplodeField[x][y] = EX_TYPE_NONE;
11627 game.explosions_delayed = TRUE;
11629 if (game.magic_wall_active)
11631 if (!(game.magic_wall_time_left % 4))
11633 int element = Feld[magic_wall_x][magic_wall_y];
11635 if (element == EL_BD_MAGIC_WALL_FULL ||
11636 element == EL_BD_MAGIC_WALL_ACTIVE ||
11637 element == EL_BD_MAGIC_WALL_EMPTYING)
11638 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
11639 else if (element == EL_DC_MAGIC_WALL_FULL ||
11640 element == EL_DC_MAGIC_WALL_ACTIVE ||
11641 element == EL_DC_MAGIC_WALL_EMPTYING)
11642 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
11644 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
11647 if (game.magic_wall_time_left > 0)
11649 game.magic_wall_time_left--;
11651 if (!game.magic_wall_time_left)
11653 SCAN_PLAYFIELD(x, y)
11655 element = Feld[x][y];
11657 if (element == EL_MAGIC_WALL_ACTIVE ||
11658 element == EL_MAGIC_WALL_FULL)
11660 Feld[x][y] = EL_MAGIC_WALL_DEAD;
11661 TEST_DrawLevelField(x, y);
11663 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
11664 element == EL_BD_MAGIC_WALL_FULL)
11666 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
11667 TEST_DrawLevelField(x, y);
11669 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
11670 element == EL_DC_MAGIC_WALL_FULL)
11672 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
11673 TEST_DrawLevelField(x, y);
11677 game.magic_wall_active = FALSE;
11682 if (game.light_time_left > 0)
11684 game.light_time_left--;
11686 if (game.light_time_left == 0)
11687 RedrawAllLightSwitchesAndInvisibleElements();
11690 if (game.timegate_time_left > 0)
11692 game.timegate_time_left--;
11694 if (game.timegate_time_left == 0)
11695 CloseAllOpenTimegates();
11698 if (game.lenses_time_left > 0)
11700 game.lenses_time_left--;
11702 if (game.lenses_time_left == 0)
11703 RedrawAllInvisibleElementsForLenses();
11706 if (game.magnify_time_left > 0)
11708 game.magnify_time_left--;
11710 if (game.magnify_time_left == 0)
11711 RedrawAllInvisibleElementsForMagnifier();
11714 for (i = 0; i < MAX_PLAYERS; i++)
11716 struct PlayerInfo *player = &stored_player[i];
11718 if (SHIELD_ON(player))
11720 if (player->shield_deadly_time_left)
11721 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
11722 else if (player->shield_normal_time_left)
11723 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
11727 #if USE_DELAYED_GFX_REDRAW
11728 SCAN_PLAYFIELD(x, y)
11730 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
11732 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
11733 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
11735 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
11736 DrawLevelField(x, y);
11738 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
11739 DrawLevelFieldCrumbled(x, y);
11741 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
11742 DrawLevelFieldCrumbledNeighbours(x, y);
11744 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
11745 DrawTwinkleOnField(x, y);
11748 GfxRedraw[x][y] = GFX_REDRAW_NONE;
11753 PlayAllPlayersSound();
11755 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
11757 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
11759 local_player->show_envelope = 0;
11762 /* use random number generator in every frame to make it less predictable */
11763 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
11767 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
11769 int min_x = x, min_y = y, max_x = x, max_y = y;
11772 for (i = 0; i < MAX_PLAYERS; i++)
11774 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11776 if (!stored_player[i].active || &stored_player[i] == player)
11779 min_x = MIN(min_x, jx);
11780 min_y = MIN(min_y, jy);
11781 max_x = MAX(max_x, jx);
11782 max_y = MAX(max_y, jy);
11785 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
11788 static boolean AllPlayersInVisibleScreen()
11792 for (i = 0; i < MAX_PLAYERS; i++)
11794 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11796 if (!stored_player[i].active)
11799 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
11806 void ScrollLevel(int dx, int dy)
11808 int scroll_offset = 2 * TILEX_VAR;
11811 BlitBitmap(drawto_field, drawto_field,
11812 FX + TILEX_VAR * (dx == -1) - scroll_offset,
11813 FY + TILEY_VAR * (dy == -1) - scroll_offset,
11814 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
11815 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
11816 FX + TILEX_VAR * (dx == 1) - scroll_offset,
11817 FY + TILEY_VAR * (dy == 1) - scroll_offset);
11821 x = (dx == 1 ? BX1 : BX2);
11822 for (y = BY1; y <= BY2; y++)
11823 DrawScreenField(x, y);
11828 y = (dy == 1 ? BY1 : BY2);
11829 for (x = BX1; x <= BX2; x++)
11830 DrawScreenField(x, y);
11833 redraw_mask |= REDRAW_FIELD;
11836 static boolean canFallDown(struct PlayerInfo *player)
11838 int jx = player->jx, jy = player->jy;
11840 return (IN_LEV_FIELD(jx, jy + 1) &&
11841 (IS_FREE(jx, jy + 1) ||
11842 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
11843 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
11844 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
11847 static boolean canPassField(int x, int y, int move_dir)
11849 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11850 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11851 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11852 int nextx = x + dx;
11853 int nexty = y + dy;
11854 int element = Feld[x][y];
11856 return (IS_PASSABLE_FROM(element, opposite_dir) &&
11857 !CAN_MOVE(element) &&
11858 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
11859 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
11860 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
11863 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
11865 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11866 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11867 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11871 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
11872 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
11873 (IS_DIGGABLE(Feld[newx][newy]) ||
11874 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
11875 canPassField(newx, newy, move_dir)));
11878 static void CheckGravityMovement(struct PlayerInfo *player)
11880 if (player->gravity && !player->programmed_action)
11882 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
11883 int move_dir_vertical = player->effective_action & MV_VERTICAL;
11884 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
11885 int jx = player->jx, jy = player->jy;
11886 boolean player_is_moving_to_valid_field =
11887 (!player_is_snapping &&
11888 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
11889 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
11890 boolean player_can_fall_down = canFallDown(player);
11892 if (player_can_fall_down &&
11893 !player_is_moving_to_valid_field)
11894 player->programmed_action = MV_DOWN;
11898 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
11900 return CheckGravityMovement(player);
11902 if (player->gravity && !player->programmed_action)
11904 int jx = player->jx, jy = player->jy;
11905 boolean field_under_player_is_free =
11906 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
11907 boolean player_is_standing_on_valid_field =
11908 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
11909 (IS_WALKABLE(Feld[jx][jy]) &&
11910 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
11912 if (field_under_player_is_free && !player_is_standing_on_valid_field)
11913 player->programmed_action = MV_DOWN;
11918 MovePlayerOneStep()
11919 -----------------------------------------------------------------------------
11920 dx, dy: direction (non-diagonal) to try to move the player to
11921 real_dx, real_dy: direction as read from input device (can be diagonal)
11924 boolean MovePlayerOneStep(struct PlayerInfo *player,
11925 int dx, int dy, int real_dx, int real_dy)
11927 int jx = player->jx, jy = player->jy;
11928 int new_jx = jx + dx, new_jy = jy + dy;
11930 boolean player_can_move = !player->cannot_move;
11932 if (!player->active || (!dx && !dy))
11933 return MP_NO_ACTION;
11935 player->MovDir = (dx < 0 ? MV_LEFT :
11936 dx > 0 ? MV_RIGHT :
11938 dy > 0 ? MV_DOWN : MV_NONE);
11940 if (!IN_LEV_FIELD(new_jx, new_jy))
11941 return MP_NO_ACTION;
11943 if (!player_can_move)
11945 if (player->MovPos == 0)
11947 player->is_moving = FALSE;
11948 player->is_digging = FALSE;
11949 player->is_collecting = FALSE;
11950 player->is_snapping = FALSE;
11951 player->is_pushing = FALSE;
11955 if (!options.network && game.centered_player_nr == -1 &&
11956 !AllPlayersInSight(player, new_jx, new_jy))
11957 return MP_NO_ACTION;
11959 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
11960 if (can_move != MP_MOVING)
11963 /* check if DigField() has caused relocation of the player */
11964 if (player->jx != jx || player->jy != jy)
11965 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
11967 StorePlayer[jx][jy] = 0;
11968 player->last_jx = jx;
11969 player->last_jy = jy;
11970 player->jx = new_jx;
11971 player->jy = new_jy;
11972 StorePlayer[new_jx][new_jy] = player->element_nr;
11974 if (player->move_delay_value_next != -1)
11976 player->move_delay_value = player->move_delay_value_next;
11977 player->move_delay_value_next = -1;
11981 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
11983 player->step_counter++;
11985 PlayerVisit[jx][jy] = FrameCounter;
11987 player->is_moving = TRUE;
11990 /* should better be called in MovePlayer(), but this breaks some tapes */
11991 ScrollPlayer(player, SCROLL_INIT);
11997 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
11999 int jx = player->jx, jy = player->jy;
12000 int old_jx = jx, old_jy = jy;
12001 int moved = MP_NO_ACTION;
12003 if (!player->active)
12008 if (player->MovPos == 0)
12010 player->is_moving = FALSE;
12011 player->is_digging = FALSE;
12012 player->is_collecting = FALSE;
12013 player->is_snapping = FALSE;
12014 player->is_pushing = FALSE;
12020 if (player->move_delay > 0)
12023 player->move_delay = -1; /* set to "uninitialized" value */
12025 /* store if player is automatically moved to next field */
12026 player->is_auto_moving = (player->programmed_action != MV_NONE);
12028 /* remove the last programmed player action */
12029 player->programmed_action = 0;
12031 if (player->MovPos)
12033 /* should only happen if pre-1.2 tape recordings are played */
12034 /* this is only for backward compatibility */
12036 int original_move_delay_value = player->move_delay_value;
12039 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12043 /* scroll remaining steps with finest movement resolution */
12044 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12046 while (player->MovPos)
12048 ScrollPlayer(player, SCROLL_GO_ON);
12049 ScrollScreen(NULL, SCROLL_GO_ON);
12051 AdvanceFrameAndPlayerCounters(player->index_nr);
12057 player->move_delay_value = original_move_delay_value;
12060 player->is_active = FALSE;
12062 if (player->last_move_dir & MV_HORIZONTAL)
12064 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12065 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12069 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12070 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12073 if (!moved && !player->is_active)
12075 player->is_moving = FALSE;
12076 player->is_digging = FALSE;
12077 player->is_collecting = FALSE;
12078 player->is_snapping = FALSE;
12079 player->is_pushing = FALSE;
12085 if (moved & MP_MOVING && !ScreenMovPos &&
12086 (player->index_nr == game.centered_player_nr ||
12087 game.centered_player_nr == -1))
12089 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12090 int offset = game.scroll_delay_value;
12092 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12094 /* actual player has left the screen -- scroll in that direction */
12095 if (jx != old_jx) /* player has moved horizontally */
12096 scroll_x += (jx - old_jx);
12097 else /* player has moved vertically */
12098 scroll_y += (jy - old_jy);
12102 if (jx != old_jx) /* player has moved horizontally */
12104 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12105 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12106 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12108 /* don't scroll over playfield boundaries */
12109 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12110 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12112 /* don't scroll more than one field at a time */
12113 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12115 /* don't scroll against the player's moving direction */
12116 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12117 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12118 scroll_x = old_scroll_x;
12120 else /* player has moved vertically */
12122 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12123 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12124 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12126 /* don't scroll over playfield boundaries */
12127 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12128 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12130 /* don't scroll more than one field at a time */
12131 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12133 /* don't scroll against the player's moving direction */
12134 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12135 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12136 scroll_y = old_scroll_y;
12140 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12142 if (!options.network && game.centered_player_nr == -1 &&
12143 !AllPlayersInVisibleScreen())
12145 scroll_x = old_scroll_x;
12146 scroll_y = old_scroll_y;
12150 ScrollScreen(player, SCROLL_INIT);
12151 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12156 player->StepFrame = 0;
12158 if (moved & MP_MOVING)
12160 if (old_jx != jx && old_jy == jy)
12161 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12162 else if (old_jx == jx && old_jy != jy)
12163 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12165 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12167 player->last_move_dir = player->MovDir;
12168 player->is_moving = TRUE;
12169 player->is_snapping = FALSE;
12170 player->is_switching = FALSE;
12171 player->is_dropping = FALSE;
12172 player->is_dropping_pressed = FALSE;
12173 player->drop_pressed_delay = 0;
12176 /* should better be called here than above, but this breaks some tapes */
12177 ScrollPlayer(player, SCROLL_INIT);
12182 CheckGravityMovementWhenNotMoving(player);
12184 player->is_moving = FALSE;
12186 /* at this point, the player is allowed to move, but cannot move right now
12187 (e.g. because of something blocking the way) -- ensure that the player
12188 is also allowed to move in the next frame (in old versions before 3.1.1,
12189 the player was forced to wait again for eight frames before next try) */
12191 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12192 player->move_delay = 0; /* allow direct movement in the next frame */
12195 if (player->move_delay == -1) /* not yet initialized by DigField() */
12196 player->move_delay = player->move_delay_value;
12198 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12200 TestIfPlayerTouchesBadThing(jx, jy);
12201 TestIfPlayerTouchesCustomElement(jx, jy);
12204 if (!player->active)
12205 RemovePlayer(player);
12210 void ScrollPlayer(struct PlayerInfo *player, int mode)
12212 int jx = player->jx, jy = player->jy;
12213 int last_jx = player->last_jx, last_jy = player->last_jy;
12214 int move_stepsize = TILEX / player->move_delay_value;
12216 if (!player->active)
12219 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12222 if (mode == SCROLL_INIT)
12224 player->actual_frame_counter = FrameCounter;
12225 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12227 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12228 Feld[last_jx][last_jy] == EL_EMPTY)
12230 int last_field_block_delay = 0; /* start with no blocking at all */
12231 int block_delay_adjustment = player->block_delay_adjustment;
12233 /* if player blocks last field, add delay for exactly one move */
12234 if (player->block_last_field)
12236 last_field_block_delay += player->move_delay_value;
12238 /* when blocking enabled, prevent moving up despite gravity */
12239 if (player->gravity && player->MovDir == MV_UP)
12240 block_delay_adjustment = -1;
12243 /* add block delay adjustment (also possible when not blocking) */
12244 last_field_block_delay += block_delay_adjustment;
12246 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12247 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12250 if (player->MovPos != 0) /* player has not yet reached destination */
12253 else if (!FrameReached(&player->actual_frame_counter, 1))
12256 if (player->MovPos != 0)
12258 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12259 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12261 /* before DrawPlayer() to draw correct player graphic for this case */
12262 if (player->MovPos == 0)
12263 CheckGravityMovement(player);
12266 if (player->MovPos == 0) /* player reached destination field */
12268 if (player->move_delay_reset_counter > 0)
12270 player->move_delay_reset_counter--;
12272 if (player->move_delay_reset_counter == 0)
12274 /* continue with normal speed after quickly moving through gate */
12275 HALVE_PLAYER_SPEED(player);
12277 /* be able to make the next move without delay */
12278 player->move_delay = 0;
12282 player->last_jx = jx;
12283 player->last_jy = jy;
12285 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12286 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12287 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12288 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12289 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12290 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12291 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12292 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12294 DrawPlayer(player); /* needed here only to cleanup last field */
12295 RemovePlayer(player);
12297 if (local_player->friends_still_needed == 0 ||
12298 IS_SP_ELEMENT(Feld[jx][jy]))
12299 PlayerWins(player);
12302 /* this breaks one level: "machine", level 000 */
12304 int move_direction = player->MovDir;
12305 int enter_side = MV_DIR_OPPOSITE(move_direction);
12306 int leave_side = move_direction;
12307 int old_jx = last_jx;
12308 int old_jy = last_jy;
12309 int old_element = Feld[old_jx][old_jy];
12310 int new_element = Feld[jx][jy];
12312 if (IS_CUSTOM_ELEMENT(old_element))
12313 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12315 player->index_bit, leave_side);
12317 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12318 CE_PLAYER_LEAVES_X,
12319 player->index_bit, leave_side);
12321 if (IS_CUSTOM_ELEMENT(new_element))
12322 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12323 player->index_bit, enter_side);
12325 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12326 CE_PLAYER_ENTERS_X,
12327 player->index_bit, enter_side);
12329 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12330 CE_MOVE_OF_X, move_direction);
12333 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12335 TestIfPlayerTouchesBadThing(jx, jy);
12336 TestIfPlayerTouchesCustomElement(jx, jy);
12338 /* needed because pushed element has not yet reached its destination,
12339 so it would trigger a change event at its previous field location */
12340 if (!player->is_pushing)
12341 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12343 if (!player->active)
12344 RemovePlayer(player);
12347 if (!local_player->LevelSolved && level.use_step_counter)
12357 if (TimeLeft <= 10 && setup.time_limit)
12358 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12360 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12362 DisplayGameControlValues();
12364 if (!TimeLeft && setup.time_limit)
12365 for (i = 0; i < MAX_PLAYERS; i++)
12366 KillPlayer(&stored_player[i]);
12368 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12370 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12372 DisplayGameControlValues();
12376 if (tape.single_step && tape.recording && !tape.pausing &&
12377 !player->programmed_action)
12378 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12380 if (!player->programmed_action)
12381 CheckSaveEngineSnapshot(player);
12385 void ScrollScreen(struct PlayerInfo *player, int mode)
12387 static unsigned int screen_frame_counter = 0;
12389 if (mode == SCROLL_INIT)
12391 /* set scrolling step size according to actual player's moving speed */
12392 ScrollStepSize = TILEX / player->move_delay_value;
12394 screen_frame_counter = FrameCounter;
12395 ScreenMovDir = player->MovDir;
12396 ScreenMovPos = player->MovPos;
12397 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12400 else if (!FrameReached(&screen_frame_counter, 1))
12405 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12406 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12407 redraw_mask |= REDRAW_FIELD;
12410 ScreenMovDir = MV_NONE;
12413 void TestIfPlayerTouchesCustomElement(int x, int y)
12415 static int xy[4][2] =
12422 static int trigger_sides[4][2] =
12424 /* center side border side */
12425 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12426 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12427 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12428 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12430 static int touch_dir[4] =
12432 MV_LEFT | MV_RIGHT,
12437 int center_element = Feld[x][y]; /* should always be non-moving! */
12440 for (i = 0; i < NUM_DIRECTIONS; i++)
12442 int xx = x + xy[i][0];
12443 int yy = y + xy[i][1];
12444 int center_side = trigger_sides[i][0];
12445 int border_side = trigger_sides[i][1];
12446 int border_element;
12448 if (!IN_LEV_FIELD(xx, yy))
12451 if (IS_PLAYER(x, y)) /* player found at center element */
12453 struct PlayerInfo *player = PLAYERINFO(x, y);
12455 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12456 border_element = Feld[xx][yy]; /* may be moving! */
12457 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12458 border_element = Feld[xx][yy];
12459 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12460 border_element = MovingOrBlocked2Element(xx, yy);
12462 continue; /* center and border element do not touch */
12464 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12465 player->index_bit, border_side);
12466 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12467 CE_PLAYER_TOUCHES_X,
12468 player->index_bit, border_side);
12471 /* use player element that is initially defined in the level playfield,
12472 not the player element that corresponds to the runtime player number
12473 (example: a level that contains EL_PLAYER_3 as the only player would
12474 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12475 int player_element = PLAYERINFO(x, y)->initial_element;
12477 CheckElementChangeBySide(xx, yy, border_element, player_element,
12478 CE_TOUCHING_X, border_side);
12481 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12483 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12485 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12487 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12488 continue; /* center and border element do not touch */
12491 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12492 player->index_bit, center_side);
12493 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12494 CE_PLAYER_TOUCHES_X,
12495 player->index_bit, center_side);
12498 /* use player element that is initially defined in the level playfield,
12499 not the player element that corresponds to the runtime player number
12500 (example: a level that contains EL_PLAYER_3 as the only player would
12501 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12502 int player_element = PLAYERINFO(xx, yy)->initial_element;
12504 CheckElementChangeBySide(x, y, center_element, player_element,
12505 CE_TOUCHING_X, center_side);
12513 void TestIfElementTouchesCustomElement(int x, int y)
12515 static int xy[4][2] =
12522 static int trigger_sides[4][2] =
12524 /* center side border side */
12525 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12526 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12527 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12528 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12530 static int touch_dir[4] =
12532 MV_LEFT | MV_RIGHT,
12537 boolean change_center_element = FALSE;
12538 int center_element = Feld[x][y]; /* should always be non-moving! */
12539 int border_element_old[NUM_DIRECTIONS];
12542 for (i = 0; i < NUM_DIRECTIONS; i++)
12544 int xx = x + xy[i][0];
12545 int yy = y + xy[i][1];
12546 int border_element;
12548 border_element_old[i] = -1;
12550 if (!IN_LEV_FIELD(xx, yy))
12553 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12554 border_element = Feld[xx][yy]; /* may be moving! */
12555 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12556 border_element = Feld[xx][yy];
12557 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12558 border_element = MovingOrBlocked2Element(xx, yy);
12560 continue; /* center and border element do not touch */
12562 border_element_old[i] = border_element;
12565 for (i = 0; i < NUM_DIRECTIONS; i++)
12567 int xx = x + xy[i][0];
12568 int yy = y + xy[i][1];
12569 int center_side = trigger_sides[i][0];
12570 int border_element = border_element_old[i];
12572 if (border_element == -1)
12575 /* check for change of border element */
12576 CheckElementChangeBySide(xx, yy, border_element, center_element,
12577 CE_TOUCHING_X, center_side);
12579 /* (center element cannot be player, so we dont have to check this here) */
12582 for (i = 0; i < NUM_DIRECTIONS; i++)
12584 int xx = x + xy[i][0];
12585 int yy = y + xy[i][1];
12586 int border_side = trigger_sides[i][1];
12587 int border_element = border_element_old[i];
12589 if (border_element == -1)
12592 /* check for change of center element (but change it only once) */
12593 if (!change_center_element)
12594 change_center_element =
12595 CheckElementChangeBySide(x, y, center_element, border_element,
12596 CE_TOUCHING_X, border_side);
12598 if (IS_PLAYER(xx, yy))
12600 /* use player element that is initially defined in the level playfield,
12601 not the player element that corresponds to the runtime player number
12602 (example: a level that contains EL_PLAYER_3 as the only player would
12603 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12604 int player_element = PLAYERINFO(xx, yy)->initial_element;
12606 CheckElementChangeBySide(x, y, center_element, player_element,
12607 CE_TOUCHING_X, border_side);
12612 void TestIfElementHitsCustomElement(int x, int y, int direction)
12614 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12615 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12616 int hitx = x + dx, hity = y + dy;
12617 int hitting_element = Feld[x][y];
12618 int touched_element;
12620 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12623 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12624 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12626 if (IN_LEV_FIELD(hitx, hity))
12628 int opposite_direction = MV_DIR_OPPOSITE(direction);
12629 int hitting_side = direction;
12630 int touched_side = opposite_direction;
12631 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12632 MovDir[hitx][hity] != direction ||
12633 ABS(MovPos[hitx][hity]) <= TILEY / 2);
12639 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12640 CE_HITTING_X, touched_side);
12642 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12643 CE_HIT_BY_X, hitting_side);
12645 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12646 CE_HIT_BY_SOMETHING, opposite_direction);
12648 if (IS_PLAYER(hitx, hity))
12650 /* use player element that is initially defined in the level playfield,
12651 not the player element that corresponds to the runtime player number
12652 (example: a level that contains EL_PLAYER_3 as the only player would
12653 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12654 int player_element = PLAYERINFO(hitx, hity)->initial_element;
12656 CheckElementChangeBySide(x, y, hitting_element, player_element,
12657 CE_HITTING_X, touched_side);
12662 /* "hitting something" is also true when hitting the playfield border */
12663 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12664 CE_HITTING_SOMETHING, direction);
12667 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
12669 int i, kill_x = -1, kill_y = -1;
12671 int bad_element = -1;
12672 static int test_xy[4][2] =
12679 static int test_dir[4] =
12687 for (i = 0; i < NUM_DIRECTIONS; i++)
12689 int test_x, test_y, test_move_dir, test_element;
12691 test_x = good_x + test_xy[i][0];
12692 test_y = good_y + test_xy[i][1];
12694 if (!IN_LEV_FIELD(test_x, test_y))
12698 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12700 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
12702 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12703 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12705 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
12706 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
12710 bad_element = test_element;
12716 if (kill_x != -1 || kill_y != -1)
12718 if (IS_PLAYER(good_x, good_y))
12720 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
12722 if (player->shield_deadly_time_left > 0 &&
12723 !IS_INDESTRUCTIBLE(bad_element))
12724 Bang(kill_x, kill_y);
12725 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
12726 KillPlayer(player);
12729 Bang(good_x, good_y);
12733 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
12735 int i, kill_x = -1, kill_y = -1;
12736 int bad_element = Feld[bad_x][bad_y];
12737 static int test_xy[4][2] =
12744 static int touch_dir[4] =
12746 MV_LEFT | MV_RIGHT,
12751 static int test_dir[4] =
12759 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
12762 for (i = 0; i < NUM_DIRECTIONS; i++)
12764 int test_x, test_y, test_move_dir, test_element;
12766 test_x = bad_x + test_xy[i][0];
12767 test_y = bad_y + test_xy[i][1];
12769 if (!IN_LEV_FIELD(test_x, test_y))
12773 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12775 test_element = Feld[test_x][test_y];
12777 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12778 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12780 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
12781 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
12783 /* good thing is player or penguin that does not move away */
12784 if (IS_PLAYER(test_x, test_y))
12786 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12788 if (bad_element == EL_ROBOT && player->is_moving)
12789 continue; /* robot does not kill player if he is moving */
12791 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12793 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12794 continue; /* center and border element do not touch */
12802 else if (test_element == EL_PENGUIN)
12812 if (kill_x != -1 || kill_y != -1)
12814 if (IS_PLAYER(kill_x, kill_y))
12816 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12818 if (player->shield_deadly_time_left > 0 &&
12819 !IS_INDESTRUCTIBLE(bad_element))
12820 Bang(bad_x, bad_y);
12821 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12822 KillPlayer(player);
12825 Bang(kill_x, kill_y);
12829 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
12831 int bad_element = Feld[bad_x][bad_y];
12832 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
12833 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
12834 int test_x = bad_x + dx, test_y = bad_y + dy;
12835 int test_move_dir, test_element;
12836 int kill_x = -1, kill_y = -1;
12838 if (!IN_LEV_FIELD(test_x, test_y))
12842 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12844 test_element = Feld[test_x][test_y];
12846 if (test_move_dir != bad_move_dir)
12848 /* good thing can be player or penguin that does not move away */
12849 if (IS_PLAYER(test_x, test_y))
12851 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12853 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
12854 player as being hit when he is moving towards the bad thing, because
12855 the "get hit by" condition would be lost after the player stops) */
12856 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
12857 return; /* player moves away from bad thing */
12862 else if (test_element == EL_PENGUIN)
12869 if (kill_x != -1 || kill_y != -1)
12871 if (IS_PLAYER(kill_x, kill_y))
12873 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12875 if (player->shield_deadly_time_left > 0 &&
12876 !IS_INDESTRUCTIBLE(bad_element))
12877 Bang(bad_x, bad_y);
12878 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12879 KillPlayer(player);
12882 Bang(kill_x, kill_y);
12886 void TestIfPlayerTouchesBadThing(int x, int y)
12888 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12891 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
12893 TestIfGoodThingHitsBadThing(x, y, move_dir);
12896 void TestIfBadThingTouchesPlayer(int x, int y)
12898 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12901 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
12903 TestIfBadThingHitsGoodThing(x, y, move_dir);
12906 void TestIfFriendTouchesBadThing(int x, int y)
12908 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12911 void TestIfBadThingTouchesFriend(int x, int y)
12913 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12916 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
12918 int i, kill_x = bad_x, kill_y = bad_y;
12919 static int xy[4][2] =
12927 for (i = 0; i < NUM_DIRECTIONS; i++)
12931 x = bad_x + xy[i][0];
12932 y = bad_y + xy[i][1];
12933 if (!IN_LEV_FIELD(x, y))
12936 element = Feld[x][y];
12937 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
12938 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
12946 if (kill_x != bad_x || kill_y != bad_y)
12947 Bang(bad_x, bad_y);
12950 void KillPlayer(struct PlayerInfo *player)
12952 int jx = player->jx, jy = player->jy;
12954 if (!player->active)
12958 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
12959 player->killed, player->active, player->reanimated);
12962 /* the following code was introduced to prevent an infinite loop when calling
12964 -> CheckTriggeredElementChangeExt()
12965 -> ExecuteCustomElementAction()
12967 -> (infinitely repeating the above sequence of function calls)
12968 which occurs when killing the player while having a CE with the setting
12969 "kill player X when explosion of <player X>"; the solution using a new
12970 field "player->killed" was chosen for backwards compatibility, although
12971 clever use of the fields "player->active" etc. would probably also work */
12973 if (player->killed)
12977 player->killed = TRUE;
12979 /* remove accessible field at the player's position */
12980 Feld[jx][jy] = EL_EMPTY;
12982 /* deactivate shield (else Bang()/Explode() would not work right) */
12983 player->shield_normal_time_left = 0;
12984 player->shield_deadly_time_left = 0;
12987 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
12988 player->killed, player->active, player->reanimated);
12994 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
12995 player->killed, player->active, player->reanimated);
12998 if (player->reanimated) /* killed player may have been reanimated */
12999 player->killed = player->reanimated = FALSE;
13001 BuryPlayer(player);
13004 static void KillPlayerUnlessEnemyProtected(int x, int y)
13006 if (!PLAYER_ENEMY_PROTECTED(x, y))
13007 KillPlayer(PLAYERINFO(x, y));
13010 static void KillPlayerUnlessExplosionProtected(int x, int y)
13012 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13013 KillPlayer(PLAYERINFO(x, y));
13016 void BuryPlayer(struct PlayerInfo *player)
13018 int jx = player->jx, jy = player->jy;
13020 if (!player->active)
13023 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13024 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13026 player->GameOver = TRUE;
13027 RemovePlayer(player);
13030 void RemovePlayer(struct PlayerInfo *player)
13032 int jx = player->jx, jy = player->jy;
13033 int i, found = FALSE;
13035 player->present = FALSE;
13036 player->active = FALSE;
13038 if (!ExplodeField[jx][jy])
13039 StorePlayer[jx][jy] = 0;
13041 if (player->is_moving)
13042 TEST_DrawLevelField(player->last_jx, player->last_jy);
13044 for (i = 0; i < MAX_PLAYERS; i++)
13045 if (stored_player[i].active)
13049 AllPlayersGone = TRUE;
13055 static void setFieldForSnapping(int x, int y, int element, int direction)
13057 struct ElementInfo *ei = &element_info[element];
13058 int direction_bit = MV_DIR_TO_BIT(direction);
13059 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13060 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13061 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13063 Feld[x][y] = EL_ELEMENT_SNAPPING;
13064 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13066 ResetGfxAnimation(x, y);
13068 GfxElement[x][y] = element;
13069 GfxAction[x][y] = action;
13070 GfxDir[x][y] = direction;
13071 GfxFrame[x][y] = -1;
13075 =============================================================================
13076 checkDiagonalPushing()
13077 -----------------------------------------------------------------------------
13078 check if diagonal input device direction results in pushing of object
13079 (by checking if the alternative direction is walkable, diggable, ...)
13080 =============================================================================
13083 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13084 int x, int y, int real_dx, int real_dy)
13086 int jx, jy, dx, dy, xx, yy;
13088 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13091 /* diagonal direction: check alternative direction */
13096 xx = jx + (dx == 0 ? real_dx : 0);
13097 yy = jy + (dy == 0 ? real_dy : 0);
13099 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13103 =============================================================================
13105 -----------------------------------------------------------------------------
13106 x, y: field next to player (non-diagonal) to try to dig to
13107 real_dx, real_dy: direction as read from input device (can be diagonal)
13108 =============================================================================
13111 static int DigField(struct PlayerInfo *player,
13112 int oldx, int oldy, int x, int y,
13113 int real_dx, int real_dy, int mode)
13115 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13116 boolean player_was_pushing = player->is_pushing;
13117 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13118 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13119 int jx = oldx, jy = oldy;
13120 int dx = x - jx, dy = y - jy;
13121 int nextx = x + dx, nexty = y + dy;
13122 int move_direction = (dx == -1 ? MV_LEFT :
13123 dx == +1 ? MV_RIGHT :
13125 dy == +1 ? MV_DOWN : MV_NONE);
13126 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13127 int dig_side = MV_DIR_OPPOSITE(move_direction);
13128 int old_element = Feld[jx][jy];
13129 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13132 if (is_player) /* function can also be called by EL_PENGUIN */
13134 if (player->MovPos == 0)
13136 player->is_digging = FALSE;
13137 player->is_collecting = FALSE;
13140 if (player->MovPos == 0) /* last pushing move finished */
13141 player->is_pushing = FALSE;
13143 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13145 player->is_switching = FALSE;
13146 player->push_delay = -1;
13148 return MP_NO_ACTION;
13152 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13153 old_element = Back[jx][jy];
13155 /* in case of element dropped at player position, check background */
13156 else if (Back[jx][jy] != EL_EMPTY &&
13157 game.engine_version >= VERSION_IDENT(2,2,0,0))
13158 old_element = Back[jx][jy];
13160 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13161 return MP_NO_ACTION; /* field has no opening in this direction */
13163 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13164 return MP_NO_ACTION; /* field has no opening in this direction */
13166 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13170 Feld[jx][jy] = player->artwork_element;
13171 InitMovingField(jx, jy, MV_DOWN);
13172 Store[jx][jy] = EL_ACID;
13173 ContinueMoving(jx, jy);
13174 BuryPlayer(player);
13176 return MP_DONT_RUN_INTO;
13179 if (player_can_move && DONT_RUN_INTO(element))
13181 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13183 return MP_DONT_RUN_INTO;
13186 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13187 return MP_NO_ACTION;
13189 collect_count = element_info[element].collect_count_initial;
13191 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13192 return MP_NO_ACTION;
13194 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13195 player_can_move = player_can_move_or_snap;
13197 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13198 game.engine_version >= VERSION_IDENT(2,2,0,0))
13200 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13201 player->index_bit, dig_side);
13202 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13203 player->index_bit, dig_side);
13205 if (element == EL_DC_LANDMINE)
13208 if (Feld[x][y] != element) /* field changed by snapping */
13211 return MP_NO_ACTION;
13214 if (player->gravity && is_player && !player->is_auto_moving &&
13215 canFallDown(player) && move_direction != MV_DOWN &&
13216 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13217 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13219 if (player_can_move &&
13220 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13222 int sound_element = SND_ELEMENT(element);
13223 int sound_action = ACTION_WALKING;
13225 if (IS_RND_GATE(element))
13227 if (!player->key[RND_GATE_NR(element)])
13228 return MP_NO_ACTION;
13230 else if (IS_RND_GATE_GRAY(element))
13232 if (!player->key[RND_GATE_GRAY_NR(element)])
13233 return MP_NO_ACTION;
13235 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13237 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13238 return MP_NO_ACTION;
13240 else if (element == EL_EXIT_OPEN ||
13241 element == EL_EM_EXIT_OPEN ||
13242 element == EL_EM_EXIT_OPENING ||
13243 element == EL_STEEL_EXIT_OPEN ||
13244 element == EL_EM_STEEL_EXIT_OPEN ||
13245 element == EL_EM_STEEL_EXIT_OPENING ||
13246 element == EL_SP_EXIT_OPEN ||
13247 element == EL_SP_EXIT_OPENING)
13249 sound_action = ACTION_PASSING; /* player is passing exit */
13251 else if (element == EL_EMPTY)
13253 sound_action = ACTION_MOVING; /* nothing to walk on */
13256 /* play sound from background or player, whatever is available */
13257 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13258 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13260 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13262 else if (player_can_move &&
13263 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13265 if (!ACCESS_FROM(element, opposite_direction))
13266 return MP_NO_ACTION; /* field not accessible from this direction */
13268 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13269 return MP_NO_ACTION;
13271 if (IS_EM_GATE(element))
13273 if (!player->key[EM_GATE_NR(element)])
13274 return MP_NO_ACTION;
13276 else if (IS_EM_GATE_GRAY(element))
13278 if (!player->key[EM_GATE_GRAY_NR(element)])
13279 return MP_NO_ACTION;
13281 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13283 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13284 return MP_NO_ACTION;
13286 else if (IS_EMC_GATE(element))
13288 if (!player->key[EMC_GATE_NR(element)])
13289 return MP_NO_ACTION;
13291 else if (IS_EMC_GATE_GRAY(element))
13293 if (!player->key[EMC_GATE_GRAY_NR(element)])
13294 return MP_NO_ACTION;
13296 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13298 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13299 return MP_NO_ACTION;
13301 else if (element == EL_DC_GATE_WHITE ||
13302 element == EL_DC_GATE_WHITE_GRAY ||
13303 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13305 if (player->num_white_keys == 0)
13306 return MP_NO_ACTION;
13308 player->num_white_keys--;
13310 else if (IS_SP_PORT(element))
13312 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13313 element == EL_SP_GRAVITY_PORT_RIGHT ||
13314 element == EL_SP_GRAVITY_PORT_UP ||
13315 element == EL_SP_GRAVITY_PORT_DOWN)
13316 player->gravity = !player->gravity;
13317 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13318 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13319 element == EL_SP_GRAVITY_ON_PORT_UP ||
13320 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13321 player->gravity = TRUE;
13322 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13323 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13324 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13325 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13326 player->gravity = FALSE;
13329 /* automatically move to the next field with double speed */
13330 player->programmed_action = move_direction;
13332 if (player->move_delay_reset_counter == 0)
13334 player->move_delay_reset_counter = 2; /* two double speed steps */
13336 DOUBLE_PLAYER_SPEED(player);
13339 PlayLevelSoundAction(x, y, ACTION_PASSING);
13341 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13345 if (mode != DF_SNAP)
13347 GfxElement[x][y] = GFX_ELEMENT(element);
13348 player->is_digging = TRUE;
13351 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13353 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13354 player->index_bit, dig_side);
13356 if (mode == DF_SNAP)
13358 if (level.block_snap_field)
13359 setFieldForSnapping(x, y, element, move_direction);
13361 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13363 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13364 player->index_bit, dig_side);
13367 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13371 if (is_player && mode != DF_SNAP)
13373 GfxElement[x][y] = element;
13374 player->is_collecting = TRUE;
13377 if (element == EL_SPEED_PILL)
13379 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13381 else if (element == EL_EXTRA_TIME && level.time > 0)
13383 TimeLeft += level.extra_time;
13385 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13387 DisplayGameControlValues();
13389 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13391 player->shield_normal_time_left += level.shield_normal_time;
13392 if (element == EL_SHIELD_DEADLY)
13393 player->shield_deadly_time_left += level.shield_deadly_time;
13395 else if (element == EL_DYNAMITE ||
13396 element == EL_EM_DYNAMITE ||
13397 element == EL_SP_DISK_RED)
13399 if (player->inventory_size < MAX_INVENTORY_SIZE)
13400 player->inventory_element[player->inventory_size++] = element;
13402 DrawGameDoorValues();
13404 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13406 player->dynabomb_count++;
13407 player->dynabombs_left++;
13409 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13411 player->dynabomb_size++;
13413 else if (element == EL_DYNABOMB_INCREASE_POWER)
13415 player->dynabomb_xl = TRUE;
13417 else if (IS_KEY(element))
13419 player->key[KEY_NR(element)] = TRUE;
13421 DrawGameDoorValues();
13423 else if (element == EL_DC_KEY_WHITE)
13425 player->num_white_keys++;
13427 /* display white keys? */
13428 /* DrawGameDoorValues(); */
13430 else if (IS_ENVELOPE(element))
13432 player->show_envelope = element;
13434 else if (element == EL_EMC_LENSES)
13436 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13438 RedrawAllInvisibleElementsForLenses();
13440 else if (element == EL_EMC_MAGNIFIER)
13442 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13444 RedrawAllInvisibleElementsForMagnifier();
13446 else if (IS_DROPPABLE(element) ||
13447 IS_THROWABLE(element)) /* can be collected and dropped */
13451 if (collect_count == 0)
13452 player->inventory_infinite_element = element;
13454 for (i = 0; i < collect_count; i++)
13455 if (player->inventory_size < MAX_INVENTORY_SIZE)
13456 player->inventory_element[player->inventory_size++] = element;
13458 DrawGameDoorValues();
13460 else if (collect_count > 0)
13462 local_player->gems_still_needed -= collect_count;
13463 if (local_player->gems_still_needed < 0)
13464 local_player->gems_still_needed = 0;
13466 game.snapshot.collected_item = TRUE;
13468 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13470 DisplayGameControlValues();
13473 RaiseScoreElement(element);
13474 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13477 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13478 player->index_bit, dig_side);
13480 if (mode == DF_SNAP)
13482 if (level.block_snap_field)
13483 setFieldForSnapping(x, y, element, move_direction);
13485 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13487 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13488 player->index_bit, dig_side);
13491 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13493 if (mode == DF_SNAP && element != EL_BD_ROCK)
13494 return MP_NO_ACTION;
13496 if (CAN_FALL(element) && dy)
13497 return MP_NO_ACTION;
13499 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13500 !(element == EL_SPRING && level.use_spring_bug))
13501 return MP_NO_ACTION;
13503 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13504 ((move_direction & MV_VERTICAL &&
13505 ((element_info[element].move_pattern & MV_LEFT &&
13506 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13507 (element_info[element].move_pattern & MV_RIGHT &&
13508 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13509 (move_direction & MV_HORIZONTAL &&
13510 ((element_info[element].move_pattern & MV_UP &&
13511 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13512 (element_info[element].move_pattern & MV_DOWN &&
13513 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13514 return MP_NO_ACTION;
13516 /* do not push elements already moving away faster than player */
13517 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13518 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13519 return MP_NO_ACTION;
13521 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13523 if (player->push_delay_value == -1 || !player_was_pushing)
13524 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13526 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13528 if (player->push_delay_value == -1)
13529 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13531 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13533 if (!player->is_pushing)
13534 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13537 player->is_pushing = TRUE;
13538 player->is_active = TRUE;
13540 if (!(IN_LEV_FIELD(nextx, nexty) &&
13541 (IS_FREE(nextx, nexty) ||
13542 (IS_SB_ELEMENT(element) &&
13543 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13544 (IS_CUSTOM_ELEMENT(element) &&
13545 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13546 return MP_NO_ACTION;
13548 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13549 return MP_NO_ACTION;
13551 if (player->push_delay == -1) /* new pushing; restart delay */
13552 player->push_delay = 0;
13554 if (player->push_delay < player->push_delay_value &&
13555 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13556 element != EL_SPRING && element != EL_BALLOON)
13558 /* make sure that there is no move delay before next try to push */
13559 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13560 player->move_delay = 0;
13562 return MP_NO_ACTION;
13565 if (IS_CUSTOM_ELEMENT(element) &&
13566 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13568 if (!DigFieldByCE(nextx, nexty, element))
13569 return MP_NO_ACTION;
13572 if (IS_SB_ELEMENT(element))
13574 if (element == EL_SOKOBAN_FIELD_FULL)
13576 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13577 local_player->sokobanfields_still_needed++;
13580 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13582 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13583 local_player->sokobanfields_still_needed--;
13586 Feld[x][y] = EL_SOKOBAN_OBJECT;
13588 if (Back[x][y] == Back[nextx][nexty])
13589 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13590 else if (Back[x][y] != 0)
13591 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13594 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13597 if (local_player->sokobanfields_still_needed == 0 &&
13598 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13600 PlayerWins(player);
13602 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13606 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13608 InitMovingField(x, y, move_direction);
13609 GfxAction[x][y] = ACTION_PUSHING;
13611 if (mode == DF_SNAP)
13612 ContinueMoving(x, y);
13614 MovPos[x][y] = (dx != 0 ? dx : dy);
13616 Pushed[x][y] = TRUE;
13617 Pushed[nextx][nexty] = TRUE;
13619 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13620 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13622 player->push_delay_value = -1; /* get new value later */
13624 /* check for element change _after_ element has been pushed */
13625 if (game.use_change_when_pushing_bug)
13627 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
13628 player->index_bit, dig_side);
13629 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
13630 player->index_bit, dig_side);
13633 else if (IS_SWITCHABLE(element))
13635 if (PLAYER_SWITCHING(player, x, y))
13637 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13638 player->index_bit, dig_side);
13643 player->is_switching = TRUE;
13644 player->switch_x = x;
13645 player->switch_y = y;
13647 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13649 if (element == EL_ROBOT_WHEEL)
13651 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
13655 game.robot_wheel_active = TRUE;
13657 TEST_DrawLevelField(x, y);
13659 else if (element == EL_SP_TERMINAL)
13663 SCAN_PLAYFIELD(xx, yy)
13665 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
13669 else if (Feld[xx][yy] == EL_SP_TERMINAL)
13671 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
13673 ResetGfxAnimation(xx, yy);
13674 TEST_DrawLevelField(xx, yy);
13678 else if (IS_BELT_SWITCH(element))
13680 ToggleBeltSwitch(x, y);
13682 else if (element == EL_SWITCHGATE_SWITCH_UP ||
13683 element == EL_SWITCHGATE_SWITCH_DOWN ||
13684 element == EL_DC_SWITCHGATE_SWITCH_UP ||
13685 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
13687 ToggleSwitchgateSwitch(x, y);
13689 else if (element == EL_LIGHT_SWITCH ||
13690 element == EL_LIGHT_SWITCH_ACTIVE)
13692 ToggleLightSwitch(x, y);
13694 else if (element == EL_TIMEGATE_SWITCH ||
13695 element == EL_DC_TIMEGATE_SWITCH)
13697 ActivateTimegateSwitch(x, y);
13699 else if (element == EL_BALLOON_SWITCH_LEFT ||
13700 element == EL_BALLOON_SWITCH_RIGHT ||
13701 element == EL_BALLOON_SWITCH_UP ||
13702 element == EL_BALLOON_SWITCH_DOWN ||
13703 element == EL_BALLOON_SWITCH_NONE ||
13704 element == EL_BALLOON_SWITCH_ANY)
13706 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
13707 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
13708 element == EL_BALLOON_SWITCH_UP ? MV_UP :
13709 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
13710 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
13713 else if (element == EL_LAMP)
13715 Feld[x][y] = EL_LAMP_ACTIVE;
13716 local_player->lights_still_needed--;
13718 ResetGfxAnimation(x, y);
13719 TEST_DrawLevelField(x, y);
13721 else if (element == EL_TIME_ORB_FULL)
13723 Feld[x][y] = EL_TIME_ORB_EMPTY;
13725 if (level.time > 0 || level.use_time_orb_bug)
13727 TimeLeft += level.time_orb_time;
13728 game.no_time_limit = FALSE;
13730 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13732 DisplayGameControlValues();
13735 ResetGfxAnimation(x, y);
13736 TEST_DrawLevelField(x, y);
13738 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
13739 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13743 game.ball_state = !game.ball_state;
13745 SCAN_PLAYFIELD(xx, yy)
13747 int e = Feld[xx][yy];
13749 if (game.ball_state)
13751 if (e == EL_EMC_MAGIC_BALL)
13752 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
13753 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
13754 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
13758 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
13759 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
13760 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13761 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
13766 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13767 player->index_bit, dig_side);
13769 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13770 player->index_bit, dig_side);
13772 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13773 player->index_bit, dig_side);
13779 if (!PLAYER_SWITCHING(player, x, y))
13781 player->is_switching = TRUE;
13782 player->switch_x = x;
13783 player->switch_y = y;
13785 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
13786 player->index_bit, dig_side);
13787 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13788 player->index_bit, dig_side);
13790 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
13791 player->index_bit, dig_side);
13792 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13793 player->index_bit, dig_side);
13796 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
13797 player->index_bit, dig_side);
13798 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13799 player->index_bit, dig_side);
13801 return MP_NO_ACTION;
13804 player->push_delay = -1;
13806 if (is_player) /* function can also be called by EL_PENGUIN */
13808 if (Feld[x][y] != element) /* really digged/collected something */
13810 player->is_collecting = !player->is_digging;
13811 player->is_active = TRUE;
13818 static boolean DigFieldByCE(int x, int y, int digging_element)
13820 int element = Feld[x][y];
13822 if (!IS_FREE(x, y))
13824 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
13825 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
13828 /* no element can dig solid indestructible elements */
13829 if (IS_INDESTRUCTIBLE(element) &&
13830 !IS_DIGGABLE(element) &&
13831 !IS_COLLECTIBLE(element))
13834 if (AmoebaNr[x][y] &&
13835 (element == EL_AMOEBA_FULL ||
13836 element == EL_BD_AMOEBA ||
13837 element == EL_AMOEBA_GROWING))
13839 AmoebaCnt[AmoebaNr[x][y]]--;
13840 AmoebaCnt2[AmoebaNr[x][y]]--;
13843 if (IS_MOVING(x, y))
13844 RemoveMovingField(x, y);
13848 TEST_DrawLevelField(x, y);
13851 /* if digged element was about to explode, prevent the explosion */
13852 ExplodeField[x][y] = EX_TYPE_NONE;
13854 PlayLevelSoundAction(x, y, action);
13857 Store[x][y] = EL_EMPTY;
13859 /* this makes it possible to leave the removed element again */
13860 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
13861 Store[x][y] = element;
13866 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
13868 int jx = player->jx, jy = player->jy;
13869 int x = jx + dx, y = jy + dy;
13870 int snap_direction = (dx == -1 ? MV_LEFT :
13871 dx == +1 ? MV_RIGHT :
13873 dy == +1 ? MV_DOWN : MV_NONE);
13874 boolean can_continue_snapping = (level.continuous_snapping &&
13875 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
13877 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
13880 if (!player->active || !IN_LEV_FIELD(x, y))
13888 if (player->MovPos == 0)
13889 player->is_pushing = FALSE;
13891 player->is_snapping = FALSE;
13893 if (player->MovPos == 0)
13895 player->is_moving = FALSE;
13896 player->is_digging = FALSE;
13897 player->is_collecting = FALSE;
13903 /* prevent snapping with already pressed snap key when not allowed */
13904 if (player->is_snapping && !can_continue_snapping)
13907 player->MovDir = snap_direction;
13909 if (player->MovPos == 0)
13911 player->is_moving = FALSE;
13912 player->is_digging = FALSE;
13913 player->is_collecting = FALSE;
13916 player->is_dropping = FALSE;
13917 player->is_dropping_pressed = FALSE;
13918 player->drop_pressed_delay = 0;
13920 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
13923 player->is_snapping = TRUE;
13924 player->is_active = TRUE;
13926 if (player->MovPos == 0)
13928 player->is_moving = FALSE;
13929 player->is_digging = FALSE;
13930 player->is_collecting = FALSE;
13933 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
13934 TEST_DrawLevelField(player->last_jx, player->last_jy);
13936 TEST_DrawLevelField(x, y);
13941 static boolean DropElement(struct PlayerInfo *player)
13943 int old_element, new_element;
13944 int dropx = player->jx, dropy = player->jy;
13945 int drop_direction = player->MovDir;
13946 int drop_side = drop_direction;
13947 int drop_element = get_next_dropped_element(player);
13949 player->is_dropping_pressed = TRUE;
13951 /* do not drop an element on top of another element; when holding drop key
13952 pressed without moving, dropped element must move away before the next
13953 element can be dropped (this is especially important if the next element
13954 is dynamite, which can be placed on background for historical reasons) */
13955 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
13958 if (IS_THROWABLE(drop_element))
13960 dropx += GET_DX_FROM_DIR(drop_direction);
13961 dropy += GET_DY_FROM_DIR(drop_direction);
13963 if (!IN_LEV_FIELD(dropx, dropy))
13967 old_element = Feld[dropx][dropy]; /* old element at dropping position */
13968 new_element = drop_element; /* default: no change when dropping */
13970 /* check if player is active, not moving and ready to drop */
13971 if (!player->active || player->MovPos || player->drop_delay > 0)
13974 /* check if player has anything that can be dropped */
13975 if (new_element == EL_UNDEFINED)
13978 /* check if drop key was pressed long enough for EM style dynamite */
13979 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
13982 /* check if anything can be dropped at the current position */
13983 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
13986 /* collected custom elements can only be dropped on empty fields */
13987 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
13990 if (old_element != EL_EMPTY)
13991 Back[dropx][dropy] = old_element; /* store old element on this field */
13993 ResetGfxAnimation(dropx, dropy);
13994 ResetRandomAnimationValue(dropx, dropy);
13996 if (player->inventory_size > 0 ||
13997 player->inventory_infinite_element != EL_UNDEFINED)
13999 if (player->inventory_size > 0)
14001 player->inventory_size--;
14003 DrawGameDoorValues();
14005 if (new_element == EL_DYNAMITE)
14006 new_element = EL_DYNAMITE_ACTIVE;
14007 else if (new_element == EL_EM_DYNAMITE)
14008 new_element = EL_EM_DYNAMITE_ACTIVE;
14009 else if (new_element == EL_SP_DISK_RED)
14010 new_element = EL_SP_DISK_RED_ACTIVE;
14013 Feld[dropx][dropy] = new_element;
14015 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14016 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14017 el2img(Feld[dropx][dropy]), 0);
14019 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14021 /* needed if previous element just changed to "empty" in the last frame */
14022 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14024 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14025 player->index_bit, drop_side);
14026 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14028 player->index_bit, drop_side);
14030 TestIfElementTouchesCustomElement(dropx, dropy);
14032 else /* player is dropping a dyna bomb */
14034 player->dynabombs_left--;
14036 Feld[dropx][dropy] = new_element;
14038 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14039 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14040 el2img(Feld[dropx][dropy]), 0);
14042 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14045 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14046 InitField_WithBug1(dropx, dropy, FALSE);
14048 new_element = Feld[dropx][dropy]; /* element might have changed */
14050 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14051 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14053 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14054 MovDir[dropx][dropy] = drop_direction;
14056 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14058 /* do not cause impact style collision by dropping elements that can fall */
14059 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14062 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14063 player->is_dropping = TRUE;
14065 player->drop_pressed_delay = 0;
14066 player->is_dropping_pressed = FALSE;
14068 player->drop_x = dropx;
14069 player->drop_y = dropy;
14074 /* ------------------------------------------------------------------------- */
14075 /* game sound playing functions */
14076 /* ------------------------------------------------------------------------- */
14078 static int *loop_sound_frame = NULL;
14079 static int *loop_sound_volume = NULL;
14081 void InitPlayLevelSound()
14083 int num_sounds = getSoundListSize();
14085 checked_free(loop_sound_frame);
14086 checked_free(loop_sound_volume);
14088 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14089 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14092 static void PlayLevelSound(int x, int y, int nr)
14094 int sx = SCREENX(x), sy = SCREENY(y);
14095 int volume, stereo_position;
14096 int max_distance = 8;
14097 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14099 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14100 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14103 if (!IN_LEV_FIELD(x, y) ||
14104 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14105 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14108 volume = SOUND_MAX_VOLUME;
14110 if (!IN_SCR_FIELD(sx, sy))
14112 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14113 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14115 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14118 stereo_position = (SOUND_MAX_LEFT +
14119 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14120 (SCR_FIELDX + 2 * max_distance));
14122 if (IS_LOOP_SOUND(nr))
14124 /* This assures that quieter loop sounds do not overwrite louder ones,
14125 while restarting sound volume comparison with each new game frame. */
14127 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14130 loop_sound_volume[nr] = volume;
14131 loop_sound_frame[nr] = FrameCounter;
14134 PlaySoundExt(nr, volume, stereo_position, type);
14137 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14139 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14140 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14141 y < LEVELY(BY1) ? LEVELY(BY1) :
14142 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14146 static void PlayLevelSoundAction(int x, int y, int action)
14148 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14151 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14153 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14155 if (sound_effect != SND_UNDEFINED)
14156 PlayLevelSound(x, y, sound_effect);
14159 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14162 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14164 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14165 PlayLevelSound(x, y, sound_effect);
14168 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14170 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14172 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14173 PlayLevelSound(x, y, sound_effect);
14176 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14178 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14180 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14181 StopSound(sound_effect);
14184 static void PlayLevelMusic()
14186 if (levelset.music[level_nr] != MUS_UNDEFINED)
14187 PlayMusic(levelset.music[level_nr]); /* from config file */
14189 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
14192 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14194 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14195 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14196 int x = xx - 1 - offset;
14197 int y = yy - 1 - offset;
14202 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14206 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14210 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14214 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14218 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14222 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14226 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14229 case SAMPLE_android_clone:
14230 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14233 case SAMPLE_android_move:
14234 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14237 case SAMPLE_spring:
14238 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14242 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14246 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14249 case SAMPLE_eater_eat:
14250 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14254 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14257 case SAMPLE_collect:
14258 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14261 case SAMPLE_diamond:
14262 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14265 case SAMPLE_squash:
14266 /* !!! CHECK THIS !!! */
14268 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14270 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14274 case SAMPLE_wonderfall:
14275 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14279 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14283 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14287 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14291 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14295 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14299 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14302 case SAMPLE_wonder:
14303 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14307 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14310 case SAMPLE_exit_open:
14311 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14314 case SAMPLE_exit_leave:
14315 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14318 case SAMPLE_dynamite:
14319 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14323 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14327 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14331 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14335 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14339 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14343 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14347 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14352 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14354 int element = map_element_SP_to_RND(element_sp);
14355 int action = map_action_SP_to_RND(action_sp);
14356 int offset = (setup.sp_show_border_elements ? 0 : 1);
14357 int x = xx - offset;
14358 int y = yy - offset;
14360 PlayLevelSoundElementAction(x, y, element, action);
14363 void RaiseScore(int value)
14365 local_player->score += value;
14367 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14369 DisplayGameControlValues();
14372 void RaiseScoreElement(int element)
14377 case EL_BD_DIAMOND:
14378 case EL_EMERALD_YELLOW:
14379 case EL_EMERALD_RED:
14380 case EL_EMERALD_PURPLE:
14381 case EL_SP_INFOTRON:
14382 RaiseScore(level.score[SC_EMERALD]);
14385 RaiseScore(level.score[SC_DIAMOND]);
14388 RaiseScore(level.score[SC_CRYSTAL]);
14391 RaiseScore(level.score[SC_PEARL]);
14394 case EL_BD_BUTTERFLY:
14395 case EL_SP_ELECTRON:
14396 RaiseScore(level.score[SC_BUG]);
14399 case EL_BD_FIREFLY:
14400 case EL_SP_SNIKSNAK:
14401 RaiseScore(level.score[SC_SPACESHIP]);
14404 case EL_DARK_YAMYAM:
14405 RaiseScore(level.score[SC_YAMYAM]);
14408 RaiseScore(level.score[SC_ROBOT]);
14411 RaiseScore(level.score[SC_PACMAN]);
14414 RaiseScore(level.score[SC_NUT]);
14417 case EL_EM_DYNAMITE:
14418 case EL_SP_DISK_RED:
14419 case EL_DYNABOMB_INCREASE_NUMBER:
14420 case EL_DYNABOMB_INCREASE_SIZE:
14421 case EL_DYNABOMB_INCREASE_POWER:
14422 RaiseScore(level.score[SC_DYNAMITE]);
14424 case EL_SHIELD_NORMAL:
14425 case EL_SHIELD_DEADLY:
14426 RaiseScore(level.score[SC_SHIELD]);
14428 case EL_EXTRA_TIME:
14429 RaiseScore(level.extra_time_score);
14443 case EL_DC_KEY_WHITE:
14444 RaiseScore(level.score[SC_KEY]);
14447 RaiseScore(element_info[element].collect_score);
14452 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14454 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14456 /* closing door required in case of envelope style request dialogs */
14458 CloseDoor(DOOR_CLOSE_1);
14460 #if defined(NETWORK_AVALIABLE)
14461 if (options.network)
14462 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14467 FadeSkipNextFadeIn();
14469 game_status = GAME_MODE_MAIN;
14474 else /* continue playing the game */
14476 if (tape.playing && tape.deactivate_display)
14477 TapeDeactivateDisplayOff(TRUE);
14479 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14481 if (tape.playing && tape.deactivate_display)
14482 TapeDeactivateDisplayOn();
14486 void RequestQuitGame(boolean ask_if_really_quit)
14488 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14489 boolean skip_request = AllPlayersGone || quick_quit;
14491 RequestQuitGameExt(skip_request, quick_quit,
14492 "Do you really want to quit the game?");
14496 /* ------------------------------------------------------------------------- */
14497 /* random generator functions */
14498 /* ------------------------------------------------------------------------- */
14500 unsigned int InitEngineRandom_RND(int seed)
14502 game.num_random_calls = 0;
14504 return InitEngineRandom(seed);
14507 unsigned int RND(int max)
14511 game.num_random_calls++;
14513 return GetEngineRandom(max);
14520 /* ------------------------------------------------------------------------- */
14521 /* game engine snapshot handling functions */
14522 /* ------------------------------------------------------------------------- */
14524 struct EngineSnapshotInfo
14526 /* runtime values for custom element collect score */
14527 int collect_score[NUM_CUSTOM_ELEMENTS];
14529 /* runtime values for group element choice position */
14530 int choice_pos[NUM_GROUP_ELEMENTS];
14532 /* runtime values for belt position animations */
14533 int belt_graphic[4][NUM_BELT_PARTS];
14534 int belt_anim_mode[4][NUM_BELT_PARTS];
14537 static struct EngineSnapshotInfo engine_snapshot_rnd;
14538 static char *snapshot_level_identifier = NULL;
14539 static int snapshot_level_nr = -1;
14541 static void SaveEngineSnapshotValues_RND()
14543 static int belt_base_active_element[4] =
14545 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
14546 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
14547 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
14548 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
14552 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14554 int element = EL_CUSTOM_START + i;
14556 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
14559 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14561 int element = EL_GROUP_START + i;
14563 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
14566 for (i = 0; i < 4; i++)
14568 for (j = 0; j < NUM_BELT_PARTS; j++)
14570 int element = belt_base_active_element[i] + j;
14571 int graphic = el2img(element);
14572 int anim_mode = graphic_info[graphic].anim_mode;
14574 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
14575 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
14580 static void LoadEngineSnapshotValues_RND()
14582 unsigned int num_random_calls = game.num_random_calls;
14585 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14587 int element = EL_CUSTOM_START + i;
14589 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
14592 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14594 int element = EL_GROUP_START + i;
14596 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
14599 for (i = 0; i < 4; i++)
14601 for (j = 0; j < NUM_BELT_PARTS; j++)
14603 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
14604 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
14606 graphic_info[graphic].anim_mode = anim_mode;
14610 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14612 InitRND(tape.random_seed);
14613 for (i = 0; i < num_random_calls; i++)
14617 if (game.num_random_calls != num_random_calls)
14619 Error(ERR_INFO, "number of random calls out of sync");
14620 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
14621 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
14622 Error(ERR_EXIT, "this should not happen -- please debug");
14626 void FreeEngineSnapshotSingle()
14628 FreeSnapshotSingle();
14630 setString(&snapshot_level_identifier, NULL);
14631 snapshot_level_nr = -1;
14634 void FreeEngineSnapshotList()
14636 FreeSnapshotList();
14639 ListNode *SaveEngineSnapshotBuffers()
14641 ListNode *buffers = NULL;
14643 /* copy some special values to a structure better suited for the snapshot */
14645 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14646 SaveEngineSnapshotValues_RND();
14647 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14648 SaveEngineSnapshotValues_EM();
14649 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14650 SaveEngineSnapshotValues_SP(&buffers);
14652 /* save values stored in special snapshot structure */
14654 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14655 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
14656 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14657 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
14658 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14659 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
14661 /* save further RND engine values */
14663 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
14664 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
14665 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
14667 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
14668 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
14669 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
14670 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
14672 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
14673 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
14674 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
14675 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
14676 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
14678 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
14679 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
14680 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
14682 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
14684 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
14686 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
14687 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
14689 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
14690 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
14691 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
14692 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
14693 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
14694 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
14695 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
14696 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
14697 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
14698 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
14699 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
14700 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
14701 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
14702 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
14703 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
14704 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
14705 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
14706 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
14708 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
14709 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
14711 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
14712 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
14713 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
14715 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
14716 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
14718 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
14719 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
14720 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
14721 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
14722 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
14724 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
14725 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
14728 ListNode *node = engine_snapshot_list_rnd;
14731 while (node != NULL)
14733 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
14738 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
14744 void SaveEngineSnapshotSingle()
14746 ListNode *buffers = SaveEngineSnapshotBuffers();
14748 /* finally save all snapshot buffers to single snapshot */
14749 SaveSnapshotSingle(buffers);
14751 /* save level identification information */
14752 setString(&snapshot_level_identifier, leveldir_current->identifier);
14753 snapshot_level_nr = level_nr;
14756 static boolean SaveEngineSnapshotToListExt(boolean initial_snapshot)
14758 boolean save_snapshot =
14759 (initial_snapshot ||
14760 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
14761 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
14762 game.snapshot.changed_action) ||
14763 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
14764 game.snapshot.collected_item));
14766 game.snapshot.changed_action = FALSE;
14767 game.snapshot.collected_item = FALSE;
14769 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
14770 tape.quick_resume ||
14774 ListNode *buffers = SaveEngineSnapshotBuffers();
14776 /* finally save all snapshot buffers to snapshot list */
14777 SaveSnapshotToList(buffers);
14782 boolean SaveEngineSnapshotToList()
14784 return SaveEngineSnapshotToListExt(FALSE);
14787 void SaveEngineSnapshotToListInitial()
14789 FreeEngineSnapshotList();
14791 SaveEngineSnapshotToListExt(TRUE);
14794 void LoadEngineSnapshotValues()
14796 /* restore special values from snapshot structure */
14798 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14799 LoadEngineSnapshotValues_RND();
14800 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14801 LoadEngineSnapshotValues_EM();
14802 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14803 LoadEngineSnapshotValues_SP();
14806 void LoadEngineSnapshotSingle()
14808 LoadSnapshotSingle();
14810 LoadEngineSnapshotValues();
14813 void LoadEngineSnapshot_Undo(int steps)
14815 LoadSnapshotFromList_Older(steps);
14817 LoadEngineSnapshotValues();
14820 void LoadEngineSnapshot_Redo(int steps)
14822 LoadSnapshotFromList_Newer(steps);
14824 LoadEngineSnapshotValues();
14827 boolean CheckEngineSnapshotSingle()
14829 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
14830 snapshot_level_nr == level_nr);
14833 boolean CheckEngineSnapshotList()
14835 return CheckSnapshotList();
14839 /* ---------- new game button stuff ---------------------------------------- */
14847 } gamebutton_info[NUM_GAME_BUTTONS] =
14850 IMG_GAME_BUTTON_GFX_STOP, &game.button.stop,
14851 GAME_CTRL_ID_STOP, "stop game"
14854 IMG_GAME_BUTTON_GFX_PAUSE, &game.button.pause,
14855 GAME_CTRL_ID_PAUSE, "pause game"
14858 IMG_GAME_BUTTON_GFX_PLAY, &game.button.play,
14859 GAME_CTRL_ID_PLAY, "play game"
14862 IMG_GAME_BUTTON_GFX_UNDO, &game.button.undo,
14863 GAME_CTRL_ID_UNDO, "undo step"
14866 IMG_GAME_BUTTON_GFX_REDO, &game.button.redo,
14867 GAME_CTRL_ID_REDO, "redo step"
14870 IMG_GAME_BUTTON_GFX_SAVE, &game.button.save,
14871 GAME_CTRL_ID_SAVE, "save game"
14874 IMG_GAME_BUTTON_GFX_PAUSE2, &game.button.pause2,
14875 GAME_CTRL_ID_PAUSE2, "pause game"
14878 IMG_GAME_BUTTON_GFX_LOAD, &game.button.load,
14879 GAME_CTRL_ID_LOAD, "load game"
14882 IMG_GAME_BUTTON_GFX_SOUND_MUSIC, &game.button.sound_music,
14883 SOUND_CTRL_ID_MUSIC, "background music on/off"
14886 IMG_GAME_BUTTON_GFX_SOUND_LOOPS, &game.button.sound_loops,
14887 SOUND_CTRL_ID_LOOPS, "sound loops on/off"
14890 IMG_GAME_BUTTON_GFX_SOUND_SIMPLE, &game.button.sound_simple,
14891 SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
14895 void CreateGameButtons()
14899 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14901 struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
14902 struct XY *pos = gamebutton_info[i].pos;
14903 struct GadgetInfo *gi;
14906 unsigned int event_mask;
14907 int base_x = (tape.show_game_buttons ? VX : DX);
14908 int base_y = (tape.show_game_buttons ? VY : DY);
14909 int gd_x = gfx->src_x;
14910 int gd_y = gfx->src_y;
14911 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
14912 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
14913 int gd_xa = gfx->src_x + gfx->active_xoffset;
14914 int gd_ya = gfx->src_y + gfx->active_yoffset;
14915 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
14916 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
14919 if (gfx->bitmap == NULL)
14921 game_gadget[id] = NULL;
14926 if (id == GAME_CTRL_ID_STOP ||
14927 id == GAME_CTRL_ID_PLAY ||
14928 id == GAME_CTRL_ID_SAVE ||
14929 id == GAME_CTRL_ID_LOAD)
14931 button_type = GD_TYPE_NORMAL_BUTTON;
14933 event_mask = GD_EVENT_RELEASED;
14935 else if (id == GAME_CTRL_ID_UNDO ||
14936 id == GAME_CTRL_ID_REDO)
14938 button_type = GD_TYPE_NORMAL_BUTTON;
14940 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
14944 button_type = GD_TYPE_CHECK_BUTTON;
14946 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
14947 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
14948 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
14949 event_mask = GD_EVENT_PRESSED;
14952 gi = CreateGadget(GDI_CUSTOM_ID, id,
14953 GDI_INFO_TEXT, gamebutton_info[i].infotext,
14954 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
14955 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
14956 GDI_WIDTH, gfx->width,
14957 GDI_HEIGHT, gfx->height,
14958 GDI_TYPE, button_type,
14959 GDI_STATE, GD_BUTTON_UNPRESSED,
14960 GDI_CHECKED, checked,
14961 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
14962 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
14963 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
14964 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
14965 GDI_DIRECT_DRAW, FALSE,
14966 GDI_EVENT_MASK, event_mask,
14967 GDI_CALLBACK_ACTION, HandleGameButtons,
14971 Error(ERR_EXIT, "cannot create gadget");
14973 game_gadget[id] = gi;
14977 void FreeGameButtons()
14981 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14982 FreeGadget(game_gadget[i]);
14985 static void MapGameButtonsAtSamePosition(int id)
14989 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14991 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
14992 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
14993 MapGadget(game_gadget[i]);
14996 static void UnmapGameButtonsAtSamePosition(int id)
15000 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15002 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15003 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15004 UnmapGadget(game_gadget[i]);
15007 void MapUndoRedoButtons()
15009 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15010 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15012 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15013 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15016 void UnmapUndoRedoButtons()
15018 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15019 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15021 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15022 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15025 void MapGameButtons()
15029 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15030 if (i != GAME_CTRL_ID_UNDO &&
15031 i != GAME_CTRL_ID_REDO)
15032 MapGadget(game_gadget[i]);
15034 if (setup.show_snapshot_buttons)
15036 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15037 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15038 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15042 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15043 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15044 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15047 RedrawGameButtons();
15050 void UnmapGameButtons()
15054 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15055 UnmapGadget(game_gadget[i]);
15058 void RedrawGameButtons()
15062 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15063 RedrawGadget(game_gadget[i]);
15065 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15066 redraw_mask &= ~REDRAW_ALL;
15069 void GameUndoRedoExt()
15071 ClearPlayerAction();
15073 tape.pausing = TRUE;
15076 UpdateAndDisplayGameControlValues();
15078 DrawCompleteVideoDisplay();
15079 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15080 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15081 DrawVideoDisplay((tape.single_step ? VIDEO_STATE_1STEP_ON :
15082 VIDEO_STATE_1STEP_OFF), 0);
15087 void GameUndo(int steps)
15089 if (!CheckEngineSnapshotList())
15092 LoadEngineSnapshot_Undo(steps);
15097 void GameRedo(int steps)
15099 if (!CheckEngineSnapshotList())
15102 LoadEngineSnapshot_Redo(steps);
15107 static void HandleGameButtonsExt(int id, int button)
15109 static boolean game_undo_executed = FALSE;
15110 int steps = BUTTON_STEPSIZE(button);
15111 boolean handle_game_buttons =
15112 (game_status == GAME_MODE_PLAYING ||
15113 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15115 if (!handle_game_buttons)
15120 case GAME_CTRL_ID_STOP:
15121 if (game_status == GAME_MODE_MAIN)
15127 RequestQuitGame(TRUE);
15131 case GAME_CTRL_ID_PAUSE:
15132 case GAME_CTRL_ID_PAUSE2:
15133 if (options.network && game_status == GAME_MODE_PLAYING)
15135 #if defined(NETWORK_AVALIABLE)
15137 SendToServer_ContinuePlaying();
15139 SendToServer_PausePlaying();
15143 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15145 game_undo_executed = FALSE;
15149 case GAME_CTRL_ID_PLAY:
15150 if (game_status == GAME_MODE_MAIN)
15152 StartGameActions(options.network, setup.autorecord, level.random_seed);
15154 else if (tape.pausing)
15156 #if defined(NETWORK_AVALIABLE)
15157 if (options.network)
15158 SendToServer_ContinuePlaying();
15161 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15165 case GAME_CTRL_ID_UNDO:
15166 // Important: When using "save snapshot when collecting an item" mode,
15167 // load last (current) snapshot for first "undo" after pressing "pause"
15168 // (else the last-but-one snapshot would be loaded, because the snapshot
15169 // pointer already points to the last snapshot when pressing "pause",
15170 // which is fine for "every step/move" mode, but not for "every collect")
15171 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15172 !game_undo_executed)
15175 game_undo_executed = TRUE;
15180 case GAME_CTRL_ID_REDO:
15184 case GAME_CTRL_ID_SAVE:
15188 case GAME_CTRL_ID_LOAD:
15192 case SOUND_CTRL_ID_MUSIC:
15193 if (setup.sound_music)
15195 setup.sound_music = FALSE;
15199 else if (audio.music_available)
15201 setup.sound = setup.sound_music = TRUE;
15203 SetAudioMode(setup.sound);
15209 case SOUND_CTRL_ID_LOOPS:
15210 if (setup.sound_loops)
15211 setup.sound_loops = FALSE;
15212 else if (audio.loops_available)
15214 setup.sound = setup.sound_loops = TRUE;
15216 SetAudioMode(setup.sound);
15220 case SOUND_CTRL_ID_SIMPLE:
15221 if (setup.sound_simple)
15222 setup.sound_simple = FALSE;
15223 else if (audio.sound_available)
15225 setup.sound = setup.sound_simple = TRUE;
15227 SetAudioMode(setup.sound);
15236 static void HandleGameButtons(struct GadgetInfo *gi)
15238 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15241 void HandleSoundButtonKeys(Key key)
15244 if (key == setup.shortcut.sound_simple)
15245 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15246 else if (key == setup.shortcut.sound_loops)
15247 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15248 else if (key == setup.shortcut.sound_music)
15249 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);