1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
26 #define DEBUG_INIT_PLAYER 1
27 #define DEBUG_PLAYER_ACTIONS 0
29 /* EXPERIMENTAL STUFF */
30 #define USE_NEW_AMOEBA_CODE FALSE
32 /* EXPERIMENTAL STUFF */
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
34 #define USE_QUICKSAND_IMPACT_BUGFIX 0
35 #define USE_DELAYED_GFX_REDRAW 0
36 #define USE_NEW_PLAYER_ASSIGNMENTS 1
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y) \
40 GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y) \
42 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
44 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y) \
46 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
48 #define TEST_DrawLevelField(x, y) \
50 #define TEST_DrawLevelFieldCrumbled(x, y) \
51 DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
53 DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y) \
55 DrawTwinkleOnField(x, y)
64 /* for MovePlayer() */
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
70 /* for ScrollPlayer() */
72 #define SCROLL_GO_ON 1
74 /* for Bang()/Explode() */
75 #define EX_PHASE_START 0
76 #define EX_TYPE_NONE 0
77 #define EX_TYPE_NORMAL (1 << 0)
78 #define EX_TYPE_CENTER (1 << 1)
79 #define EX_TYPE_BORDER (1 << 2)
80 #define EX_TYPE_CROSS (1 << 3)
81 #define EX_TYPE_DYNA (1 << 4)
82 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
84 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
85 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
89 /* game panel display and control definitions */
90 #define GAME_PANEL_LEVEL_NUMBER 0
91 #define GAME_PANEL_GEMS 1
92 #define GAME_PANEL_INVENTORY_COUNT 2
93 #define GAME_PANEL_INVENTORY_FIRST_1 3
94 #define GAME_PANEL_INVENTORY_FIRST_2 4
95 #define GAME_PANEL_INVENTORY_FIRST_3 5
96 #define GAME_PANEL_INVENTORY_FIRST_4 6
97 #define GAME_PANEL_INVENTORY_FIRST_5 7
98 #define GAME_PANEL_INVENTORY_FIRST_6 8
99 #define GAME_PANEL_INVENTORY_FIRST_7 9
100 #define GAME_PANEL_INVENTORY_FIRST_8 10
101 #define GAME_PANEL_INVENTORY_LAST_1 11
102 #define GAME_PANEL_INVENTORY_LAST_2 12
103 #define GAME_PANEL_INVENTORY_LAST_3 13
104 #define GAME_PANEL_INVENTORY_LAST_4 14
105 #define GAME_PANEL_INVENTORY_LAST_5 15
106 #define GAME_PANEL_INVENTORY_LAST_6 16
107 #define GAME_PANEL_INVENTORY_LAST_7 17
108 #define GAME_PANEL_INVENTORY_LAST_8 18
109 #define GAME_PANEL_KEY_1 19
110 #define GAME_PANEL_KEY_2 20
111 #define GAME_PANEL_KEY_3 21
112 #define GAME_PANEL_KEY_4 22
113 #define GAME_PANEL_KEY_5 23
114 #define GAME_PANEL_KEY_6 24
115 #define GAME_PANEL_KEY_7 25
116 #define GAME_PANEL_KEY_8 26
117 #define GAME_PANEL_KEY_WHITE 27
118 #define GAME_PANEL_KEY_WHITE_COUNT 28
119 #define GAME_PANEL_SCORE 29
120 #define GAME_PANEL_HIGHSCORE 30
121 #define GAME_PANEL_TIME 31
122 #define GAME_PANEL_TIME_HH 32
123 #define GAME_PANEL_TIME_MM 33
124 #define GAME_PANEL_TIME_SS 34
125 #define GAME_PANEL_FRAME 35
126 #define GAME_PANEL_SHIELD_NORMAL 36
127 #define GAME_PANEL_SHIELD_NORMAL_TIME 37
128 #define GAME_PANEL_SHIELD_DEADLY 38
129 #define GAME_PANEL_SHIELD_DEADLY_TIME 39
130 #define GAME_PANEL_EXIT 40
131 #define GAME_PANEL_EMC_MAGIC_BALL 41
132 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 42
133 #define GAME_PANEL_LIGHT_SWITCH 43
134 #define GAME_PANEL_LIGHT_SWITCH_TIME 44
135 #define GAME_PANEL_TIMEGATE_SWITCH 45
136 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 46
137 #define GAME_PANEL_SWITCHGATE_SWITCH 47
138 #define GAME_PANEL_EMC_LENSES 48
139 #define GAME_PANEL_EMC_LENSES_TIME 49
140 #define GAME_PANEL_EMC_MAGNIFIER 50
141 #define GAME_PANEL_EMC_MAGNIFIER_TIME 51
142 #define GAME_PANEL_BALLOON_SWITCH 52
143 #define GAME_PANEL_DYNABOMB_NUMBER 53
144 #define GAME_PANEL_DYNABOMB_SIZE 54
145 #define GAME_PANEL_DYNABOMB_POWER 55
146 #define GAME_PANEL_PENGUINS 56
147 #define GAME_PANEL_SOKOBAN_OBJECTS 57
148 #define GAME_PANEL_SOKOBAN_FIELDS 58
149 #define GAME_PANEL_ROBOT_WHEEL 59
150 #define GAME_PANEL_CONVEYOR_BELT_1 60
151 #define GAME_PANEL_CONVEYOR_BELT_2 61
152 #define GAME_PANEL_CONVEYOR_BELT_3 62
153 #define GAME_PANEL_CONVEYOR_BELT_4 63
154 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 64
155 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 65
156 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 66
157 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 67
158 #define GAME_PANEL_MAGIC_WALL 68
159 #define GAME_PANEL_MAGIC_WALL_TIME 69
160 #define GAME_PANEL_GRAVITY_STATE 70
161 #define GAME_PANEL_GRAPHIC_1 71
162 #define GAME_PANEL_GRAPHIC_2 72
163 #define GAME_PANEL_GRAPHIC_3 73
164 #define GAME_PANEL_GRAPHIC_4 74
165 #define GAME_PANEL_GRAPHIC_5 75
166 #define GAME_PANEL_GRAPHIC_6 76
167 #define GAME_PANEL_GRAPHIC_7 77
168 #define GAME_PANEL_GRAPHIC_8 78
169 #define GAME_PANEL_ELEMENT_1 79
170 #define GAME_PANEL_ELEMENT_2 80
171 #define GAME_PANEL_ELEMENT_3 81
172 #define GAME_PANEL_ELEMENT_4 82
173 #define GAME_PANEL_ELEMENT_5 83
174 #define GAME_PANEL_ELEMENT_6 84
175 #define GAME_PANEL_ELEMENT_7 85
176 #define GAME_PANEL_ELEMENT_8 86
177 #define GAME_PANEL_ELEMENT_COUNT_1 87
178 #define GAME_PANEL_ELEMENT_COUNT_2 88
179 #define GAME_PANEL_ELEMENT_COUNT_3 89
180 #define GAME_PANEL_ELEMENT_COUNT_4 90
181 #define GAME_PANEL_ELEMENT_COUNT_5 91
182 #define GAME_PANEL_ELEMENT_COUNT_6 92
183 #define GAME_PANEL_ELEMENT_COUNT_7 93
184 #define GAME_PANEL_ELEMENT_COUNT_8 94
185 #define GAME_PANEL_CE_SCORE_1 95
186 #define GAME_PANEL_CE_SCORE_2 96
187 #define GAME_PANEL_CE_SCORE_3 97
188 #define GAME_PANEL_CE_SCORE_4 98
189 #define GAME_PANEL_CE_SCORE_5 99
190 #define GAME_PANEL_CE_SCORE_6 100
191 #define GAME_PANEL_CE_SCORE_7 101
192 #define GAME_PANEL_CE_SCORE_8 102
193 #define GAME_PANEL_CE_SCORE_1_ELEMENT 103
194 #define GAME_PANEL_CE_SCORE_2_ELEMENT 104
195 #define GAME_PANEL_CE_SCORE_3_ELEMENT 105
196 #define GAME_PANEL_CE_SCORE_4_ELEMENT 106
197 #define GAME_PANEL_CE_SCORE_5_ELEMENT 107
198 #define GAME_PANEL_CE_SCORE_6_ELEMENT 108
199 #define GAME_PANEL_CE_SCORE_7_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_8_ELEMENT 110
201 #define GAME_PANEL_PLAYER_NAME 111
202 #define GAME_PANEL_LEVEL_NAME 112
203 #define GAME_PANEL_LEVEL_AUTHOR 113
205 #define NUM_GAME_PANEL_CONTROLS 114
207 struct GamePanelOrderInfo
213 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
215 struct GamePanelControlInfo
219 struct TextPosInfo *pos;
222 int value, last_value;
223 int frame, last_frame;
228 static struct GamePanelControlInfo game_panel_controls[] =
231 GAME_PANEL_LEVEL_NUMBER,
232 &game.panel.level_number,
241 GAME_PANEL_INVENTORY_COUNT,
242 &game.panel.inventory_count,
246 GAME_PANEL_INVENTORY_FIRST_1,
247 &game.panel.inventory_first[0],
251 GAME_PANEL_INVENTORY_FIRST_2,
252 &game.panel.inventory_first[1],
256 GAME_PANEL_INVENTORY_FIRST_3,
257 &game.panel.inventory_first[2],
261 GAME_PANEL_INVENTORY_FIRST_4,
262 &game.panel.inventory_first[3],
266 GAME_PANEL_INVENTORY_FIRST_5,
267 &game.panel.inventory_first[4],
271 GAME_PANEL_INVENTORY_FIRST_6,
272 &game.panel.inventory_first[5],
276 GAME_PANEL_INVENTORY_FIRST_7,
277 &game.panel.inventory_first[6],
281 GAME_PANEL_INVENTORY_FIRST_8,
282 &game.panel.inventory_first[7],
286 GAME_PANEL_INVENTORY_LAST_1,
287 &game.panel.inventory_last[0],
291 GAME_PANEL_INVENTORY_LAST_2,
292 &game.panel.inventory_last[1],
296 GAME_PANEL_INVENTORY_LAST_3,
297 &game.panel.inventory_last[2],
301 GAME_PANEL_INVENTORY_LAST_4,
302 &game.panel.inventory_last[3],
306 GAME_PANEL_INVENTORY_LAST_5,
307 &game.panel.inventory_last[4],
311 GAME_PANEL_INVENTORY_LAST_6,
312 &game.panel.inventory_last[5],
316 GAME_PANEL_INVENTORY_LAST_7,
317 &game.panel.inventory_last[6],
321 GAME_PANEL_INVENTORY_LAST_8,
322 &game.panel.inventory_last[7],
366 GAME_PANEL_KEY_WHITE,
367 &game.panel.key_white,
371 GAME_PANEL_KEY_WHITE_COUNT,
372 &game.panel.key_white_count,
381 GAME_PANEL_HIGHSCORE,
382 &game.panel.highscore,
411 GAME_PANEL_SHIELD_NORMAL,
412 &game.panel.shield_normal,
416 GAME_PANEL_SHIELD_NORMAL_TIME,
417 &game.panel.shield_normal_time,
421 GAME_PANEL_SHIELD_DEADLY,
422 &game.panel.shield_deadly,
426 GAME_PANEL_SHIELD_DEADLY_TIME,
427 &game.panel.shield_deadly_time,
436 GAME_PANEL_EMC_MAGIC_BALL,
437 &game.panel.emc_magic_ball,
441 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
442 &game.panel.emc_magic_ball_switch,
446 GAME_PANEL_LIGHT_SWITCH,
447 &game.panel.light_switch,
451 GAME_PANEL_LIGHT_SWITCH_TIME,
452 &game.panel.light_switch_time,
456 GAME_PANEL_TIMEGATE_SWITCH,
457 &game.panel.timegate_switch,
461 GAME_PANEL_TIMEGATE_SWITCH_TIME,
462 &game.panel.timegate_switch_time,
466 GAME_PANEL_SWITCHGATE_SWITCH,
467 &game.panel.switchgate_switch,
471 GAME_PANEL_EMC_LENSES,
472 &game.panel.emc_lenses,
476 GAME_PANEL_EMC_LENSES_TIME,
477 &game.panel.emc_lenses_time,
481 GAME_PANEL_EMC_MAGNIFIER,
482 &game.panel.emc_magnifier,
486 GAME_PANEL_EMC_MAGNIFIER_TIME,
487 &game.panel.emc_magnifier_time,
491 GAME_PANEL_BALLOON_SWITCH,
492 &game.panel.balloon_switch,
496 GAME_PANEL_DYNABOMB_NUMBER,
497 &game.panel.dynabomb_number,
501 GAME_PANEL_DYNABOMB_SIZE,
502 &game.panel.dynabomb_size,
506 GAME_PANEL_DYNABOMB_POWER,
507 &game.panel.dynabomb_power,
512 &game.panel.penguins,
516 GAME_PANEL_SOKOBAN_OBJECTS,
517 &game.panel.sokoban_objects,
521 GAME_PANEL_SOKOBAN_FIELDS,
522 &game.panel.sokoban_fields,
526 GAME_PANEL_ROBOT_WHEEL,
527 &game.panel.robot_wheel,
531 GAME_PANEL_CONVEYOR_BELT_1,
532 &game.panel.conveyor_belt[0],
536 GAME_PANEL_CONVEYOR_BELT_2,
537 &game.panel.conveyor_belt[1],
541 GAME_PANEL_CONVEYOR_BELT_3,
542 &game.panel.conveyor_belt[2],
546 GAME_PANEL_CONVEYOR_BELT_4,
547 &game.panel.conveyor_belt[3],
551 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
552 &game.panel.conveyor_belt_switch[0],
556 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
557 &game.panel.conveyor_belt_switch[1],
561 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
562 &game.panel.conveyor_belt_switch[2],
566 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
567 &game.panel.conveyor_belt_switch[3],
571 GAME_PANEL_MAGIC_WALL,
572 &game.panel.magic_wall,
576 GAME_PANEL_MAGIC_WALL_TIME,
577 &game.panel.magic_wall_time,
581 GAME_PANEL_GRAVITY_STATE,
582 &game.panel.gravity_state,
586 GAME_PANEL_GRAPHIC_1,
587 &game.panel.graphic[0],
591 GAME_PANEL_GRAPHIC_2,
592 &game.panel.graphic[1],
596 GAME_PANEL_GRAPHIC_3,
597 &game.panel.graphic[2],
601 GAME_PANEL_GRAPHIC_4,
602 &game.panel.graphic[3],
606 GAME_PANEL_GRAPHIC_5,
607 &game.panel.graphic[4],
611 GAME_PANEL_GRAPHIC_6,
612 &game.panel.graphic[5],
616 GAME_PANEL_GRAPHIC_7,
617 &game.panel.graphic[6],
621 GAME_PANEL_GRAPHIC_8,
622 &game.panel.graphic[7],
626 GAME_PANEL_ELEMENT_1,
627 &game.panel.element[0],
631 GAME_PANEL_ELEMENT_2,
632 &game.panel.element[1],
636 GAME_PANEL_ELEMENT_3,
637 &game.panel.element[2],
641 GAME_PANEL_ELEMENT_4,
642 &game.panel.element[3],
646 GAME_PANEL_ELEMENT_5,
647 &game.panel.element[4],
651 GAME_PANEL_ELEMENT_6,
652 &game.panel.element[5],
656 GAME_PANEL_ELEMENT_7,
657 &game.panel.element[6],
661 GAME_PANEL_ELEMENT_8,
662 &game.panel.element[7],
666 GAME_PANEL_ELEMENT_COUNT_1,
667 &game.panel.element_count[0],
671 GAME_PANEL_ELEMENT_COUNT_2,
672 &game.panel.element_count[1],
676 GAME_PANEL_ELEMENT_COUNT_3,
677 &game.panel.element_count[2],
681 GAME_PANEL_ELEMENT_COUNT_4,
682 &game.panel.element_count[3],
686 GAME_PANEL_ELEMENT_COUNT_5,
687 &game.panel.element_count[4],
691 GAME_PANEL_ELEMENT_COUNT_6,
692 &game.panel.element_count[5],
696 GAME_PANEL_ELEMENT_COUNT_7,
697 &game.panel.element_count[6],
701 GAME_PANEL_ELEMENT_COUNT_8,
702 &game.panel.element_count[7],
706 GAME_PANEL_CE_SCORE_1,
707 &game.panel.ce_score[0],
711 GAME_PANEL_CE_SCORE_2,
712 &game.panel.ce_score[1],
716 GAME_PANEL_CE_SCORE_3,
717 &game.panel.ce_score[2],
721 GAME_PANEL_CE_SCORE_4,
722 &game.panel.ce_score[3],
726 GAME_PANEL_CE_SCORE_5,
727 &game.panel.ce_score[4],
731 GAME_PANEL_CE_SCORE_6,
732 &game.panel.ce_score[5],
736 GAME_PANEL_CE_SCORE_7,
737 &game.panel.ce_score[6],
741 GAME_PANEL_CE_SCORE_8,
742 &game.panel.ce_score[7],
746 GAME_PANEL_CE_SCORE_1_ELEMENT,
747 &game.panel.ce_score_element[0],
751 GAME_PANEL_CE_SCORE_2_ELEMENT,
752 &game.panel.ce_score_element[1],
756 GAME_PANEL_CE_SCORE_3_ELEMENT,
757 &game.panel.ce_score_element[2],
761 GAME_PANEL_CE_SCORE_4_ELEMENT,
762 &game.panel.ce_score_element[3],
766 GAME_PANEL_CE_SCORE_5_ELEMENT,
767 &game.panel.ce_score_element[4],
771 GAME_PANEL_CE_SCORE_6_ELEMENT,
772 &game.panel.ce_score_element[5],
776 GAME_PANEL_CE_SCORE_7_ELEMENT,
777 &game.panel.ce_score_element[6],
781 GAME_PANEL_CE_SCORE_8_ELEMENT,
782 &game.panel.ce_score_element[7],
786 GAME_PANEL_PLAYER_NAME,
787 &game.panel.player_name,
791 GAME_PANEL_LEVEL_NAME,
792 &game.panel.level_name,
796 GAME_PANEL_LEVEL_AUTHOR,
797 &game.panel.level_author,
808 /* values for delayed check of falling and moving elements and for collision */
809 #define CHECK_DELAY_MOVING 3
810 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
811 #define CHECK_DELAY_COLLISION 2
812 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
814 /* values for initial player move delay (initial delay counter value) */
815 #define INITIAL_MOVE_DELAY_OFF -1
816 #define INITIAL_MOVE_DELAY_ON 0
818 /* values for player movement speed (which is in fact a delay value) */
819 #define MOVE_DELAY_MIN_SPEED 32
820 #define MOVE_DELAY_NORMAL_SPEED 8
821 #define MOVE_DELAY_HIGH_SPEED 4
822 #define MOVE_DELAY_MAX_SPEED 1
824 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
825 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
827 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
828 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
830 /* values for scroll positions */
831 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
832 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
834 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
835 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
838 /* values for other actions */
839 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
840 #define MOVE_STEPSIZE_MIN (1)
841 #define MOVE_STEPSIZE_MAX (TILEX)
843 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
844 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
846 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
848 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
849 RND(element_info[e].push_delay_random))
850 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
851 RND(element_info[e].drop_delay_random))
852 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
853 RND(element_info[e].move_delay_random))
854 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
855 (element_info[e].move_delay_random))
856 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
857 RND(element_info[e].ce_value_random_initial))
858 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
859 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
860 RND((c)->delay_random * (c)->delay_frames))
861 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
862 RND((c)->delay_random))
865 #define GET_VALID_RUNTIME_ELEMENT(e) \
866 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
868 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
869 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
870 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
871 (be) + (e) - EL_SELF)
873 #define GET_PLAYER_FROM_BITS(p) \
874 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
876 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
877 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
878 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
879 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
880 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
881 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
882 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
883 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
884 RESOLVED_REFERENCE_ELEMENT(be, e) : \
887 #define CAN_GROW_INTO(e) \
888 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
890 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
891 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
894 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
895 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
896 (CAN_MOVE_INTO_ACID(e) && \
897 Feld[x][y] == EL_ACID) || \
900 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
901 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
902 (CAN_MOVE_INTO_ACID(e) && \
903 Feld[x][y] == EL_ACID) || \
906 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
907 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
909 (CAN_MOVE_INTO_ACID(e) && \
910 Feld[x][y] == EL_ACID) || \
911 (DONT_COLLIDE_WITH(e) && \
913 !PLAYER_ENEMY_PROTECTED(x, y))))
915 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
916 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
918 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
919 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
921 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
922 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
924 #define ANDROID_CAN_CLONE_FIELD(x, y) \
925 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
926 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
928 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
929 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
931 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
932 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
934 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
935 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
937 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
938 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
940 #define PIG_CAN_ENTER_FIELD(e, x, y) \
941 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
943 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
944 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
945 Feld[x][y] == EL_EM_EXIT_OPEN || \
946 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
947 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
948 IS_FOOD_PENGUIN(Feld[x][y])))
949 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
950 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
952 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
953 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
955 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
956 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
958 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
959 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
960 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
962 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
964 #define CE_ENTER_FIELD_COND(e, x, y) \
965 (!IS_PLAYER(x, y) && \
966 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
968 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
969 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
971 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
972 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
974 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
975 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
976 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
977 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
979 /* game button identifiers */
980 #define GAME_CTRL_ID_STOP 0
981 #define GAME_CTRL_ID_PAUSE 1
982 #define GAME_CTRL_ID_PLAY 2
983 #define GAME_CTRL_ID_UNDO 3
984 #define GAME_CTRL_ID_REDO 4
985 #define GAME_CTRL_ID_SAVE 5
986 #define GAME_CTRL_ID_PAUSE2 6
987 #define GAME_CTRL_ID_LOAD 7
988 #define SOUND_CTRL_ID_MUSIC 8
989 #define SOUND_CTRL_ID_LOOPS 9
990 #define SOUND_CTRL_ID_SIMPLE 10
992 #define NUM_GAME_BUTTONS 11
995 /* forward declaration for internal use */
997 static void CreateField(int, int, int);
999 static void ResetGfxAnimation(int, int);
1001 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1002 static void AdvanceFrameAndPlayerCounters(int);
1004 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1005 static boolean MovePlayer(struct PlayerInfo *, int, int);
1006 static void ScrollPlayer(struct PlayerInfo *, int);
1007 static void ScrollScreen(struct PlayerInfo *, int);
1009 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1010 static boolean DigFieldByCE(int, int, int);
1011 static boolean SnapField(struct PlayerInfo *, int, int);
1012 static boolean DropElement(struct PlayerInfo *);
1014 static void InitBeltMovement(void);
1015 static void CloseAllOpenTimegates(void);
1016 static void CheckGravityMovement(struct PlayerInfo *);
1017 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1018 static void KillPlayerUnlessEnemyProtected(int, int);
1019 static void KillPlayerUnlessExplosionProtected(int, int);
1021 static void TestIfPlayerTouchesCustomElement(int, int);
1022 static void TestIfElementTouchesCustomElement(int, int);
1023 static void TestIfElementHitsCustomElement(int, int, int);
1025 static void HandleElementChange(int, int, int);
1026 static void ExecuteCustomElementAction(int, int, int, int);
1027 static boolean ChangeElement(int, int, int, int);
1029 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1030 #define CheckTriggeredElementChange(x, y, e, ev) \
1031 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1032 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1033 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1034 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1035 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1036 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1037 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1039 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1040 #define CheckElementChange(x, y, e, te, ev) \
1041 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1042 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1043 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1044 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1045 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1047 static void PlayLevelSound(int, int, int);
1048 static void PlayLevelSoundNearest(int, int, int);
1049 static void PlayLevelSoundAction(int, int, int);
1050 static void PlayLevelSoundElementAction(int, int, int, int);
1051 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1052 static void PlayLevelSoundActionIfLoop(int, int, int);
1053 static void StopLevelSoundActionIfLoop(int, int, int);
1054 static void PlayLevelMusic();
1056 static void HandleGameButtons(struct GadgetInfo *);
1058 int AmoebeNachbarNr(int, int);
1059 void AmoebeUmwandeln(int, int);
1060 void ContinueMoving(int, int);
1061 void Bang(int, int);
1062 void InitMovDir(int, int);
1063 void InitAmoebaNr(int, int);
1064 int NewHiScore(void);
1066 void TestIfGoodThingHitsBadThing(int, int, int);
1067 void TestIfBadThingHitsGoodThing(int, int, int);
1068 void TestIfPlayerTouchesBadThing(int, int);
1069 void TestIfPlayerRunsIntoBadThing(int, int, int);
1070 void TestIfBadThingTouchesPlayer(int, int);
1071 void TestIfBadThingRunsIntoPlayer(int, int, int);
1072 void TestIfFriendTouchesBadThing(int, int);
1073 void TestIfBadThingTouchesFriend(int, int);
1074 void TestIfBadThingTouchesOtherBadThing(int, int);
1075 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1077 void KillPlayer(struct PlayerInfo *);
1078 void BuryPlayer(struct PlayerInfo *);
1079 void RemovePlayer(struct PlayerInfo *);
1081 static int getInvisibleActiveFromInvisibleElement(int);
1082 static int getInvisibleFromInvisibleActiveElement(int);
1084 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1086 /* for detection of endless loops, caused by custom element programming */
1087 /* (using maximal playfield width x 10 is just a rough approximation) */
1088 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1090 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1092 if (recursion_loop_detected) \
1095 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1097 recursion_loop_detected = TRUE; \
1098 recursion_loop_element = (e); \
1101 recursion_loop_depth++; \
1104 #define RECURSION_LOOP_DETECTION_END() \
1106 recursion_loop_depth--; \
1109 static int recursion_loop_depth;
1110 static boolean recursion_loop_detected;
1111 static boolean recursion_loop_element;
1113 static int map_player_action[MAX_PLAYERS];
1116 /* ------------------------------------------------------------------------- */
1117 /* definition of elements that automatically change to other elements after */
1118 /* a specified time, eventually calling a function when changing */
1119 /* ------------------------------------------------------------------------- */
1121 /* forward declaration for changer functions */
1122 static void InitBuggyBase(int, int);
1123 static void WarnBuggyBase(int, int);
1125 static void InitTrap(int, int);
1126 static void ActivateTrap(int, int);
1127 static void ChangeActiveTrap(int, int);
1129 static void InitRobotWheel(int, int);
1130 static void RunRobotWheel(int, int);
1131 static void StopRobotWheel(int, int);
1133 static void InitTimegateWheel(int, int);
1134 static void RunTimegateWheel(int, int);
1136 static void InitMagicBallDelay(int, int);
1137 static void ActivateMagicBall(int, int);
1139 struct ChangingElementInfo
1144 void (*pre_change_function)(int x, int y);
1145 void (*change_function)(int x, int y);
1146 void (*post_change_function)(int x, int y);
1149 static struct ChangingElementInfo change_delay_list[] =
1184 EL_STEEL_EXIT_OPENING,
1192 EL_STEEL_EXIT_CLOSING,
1193 EL_STEEL_EXIT_CLOSED,
1216 EL_EM_STEEL_EXIT_OPENING,
1217 EL_EM_STEEL_EXIT_OPEN,
1224 EL_EM_STEEL_EXIT_CLOSING,
1248 EL_SWITCHGATE_OPENING,
1256 EL_SWITCHGATE_CLOSING,
1257 EL_SWITCHGATE_CLOSED,
1264 EL_TIMEGATE_OPENING,
1272 EL_TIMEGATE_CLOSING,
1281 EL_ACID_SPLASH_LEFT,
1289 EL_ACID_SPLASH_RIGHT,
1298 EL_SP_BUGGY_BASE_ACTIVATING,
1305 EL_SP_BUGGY_BASE_ACTIVATING,
1306 EL_SP_BUGGY_BASE_ACTIVE,
1313 EL_SP_BUGGY_BASE_ACTIVE,
1337 EL_ROBOT_WHEEL_ACTIVE,
1345 EL_TIMEGATE_SWITCH_ACTIVE,
1353 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1354 EL_DC_TIMEGATE_SWITCH,
1361 EL_EMC_MAGIC_BALL_ACTIVE,
1362 EL_EMC_MAGIC_BALL_ACTIVE,
1369 EL_EMC_SPRING_BUMPER_ACTIVE,
1370 EL_EMC_SPRING_BUMPER,
1377 EL_DIAGONAL_SHRINKING,
1385 EL_DIAGONAL_GROWING,
1406 int push_delay_fixed, push_delay_random;
1410 { EL_SPRING, 0, 0 },
1411 { EL_BALLOON, 0, 0 },
1413 { EL_SOKOBAN_OBJECT, 2, 0 },
1414 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1415 { EL_SATELLITE, 2, 0 },
1416 { EL_SP_DISK_YELLOW, 2, 0 },
1418 { EL_UNDEFINED, 0, 0 },
1426 move_stepsize_list[] =
1428 { EL_AMOEBA_DROP, 2 },
1429 { EL_AMOEBA_DROPPING, 2 },
1430 { EL_QUICKSAND_FILLING, 1 },
1431 { EL_QUICKSAND_EMPTYING, 1 },
1432 { EL_QUICKSAND_FAST_FILLING, 2 },
1433 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1434 { EL_MAGIC_WALL_FILLING, 2 },
1435 { EL_MAGIC_WALL_EMPTYING, 2 },
1436 { EL_BD_MAGIC_WALL_FILLING, 2 },
1437 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1438 { EL_DC_MAGIC_WALL_FILLING, 2 },
1439 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1441 { EL_UNDEFINED, 0 },
1449 collect_count_list[] =
1452 { EL_BD_DIAMOND, 1 },
1453 { EL_EMERALD_YELLOW, 1 },
1454 { EL_EMERALD_RED, 1 },
1455 { EL_EMERALD_PURPLE, 1 },
1457 { EL_SP_INFOTRON, 1 },
1461 { EL_UNDEFINED, 0 },
1469 access_direction_list[] =
1471 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1472 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1473 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1474 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1475 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1476 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1477 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1478 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1479 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1480 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1481 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1483 { EL_SP_PORT_LEFT, MV_RIGHT },
1484 { EL_SP_PORT_RIGHT, MV_LEFT },
1485 { EL_SP_PORT_UP, MV_DOWN },
1486 { EL_SP_PORT_DOWN, MV_UP },
1487 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1488 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1489 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1490 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1491 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1492 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1493 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1494 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1495 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1496 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1497 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1498 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1499 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1500 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1501 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1503 { EL_UNDEFINED, MV_NONE }
1506 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1508 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1509 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1510 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1511 IS_JUST_CHANGING(x, y))
1513 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1515 /* static variables for playfield scan mode (scanning forward or backward) */
1516 static int playfield_scan_start_x = 0;
1517 static int playfield_scan_start_y = 0;
1518 static int playfield_scan_delta_x = 1;
1519 static int playfield_scan_delta_y = 1;
1521 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1522 (y) >= 0 && (y) <= lev_fieldy - 1; \
1523 (y) += playfield_scan_delta_y) \
1524 for ((x) = playfield_scan_start_x; \
1525 (x) >= 0 && (x) <= lev_fieldx - 1; \
1526 (x) += playfield_scan_delta_x)
1529 void DEBUG_SetMaximumDynamite()
1533 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1534 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1535 local_player->inventory_element[local_player->inventory_size++] =
1540 static void InitPlayfieldScanModeVars()
1542 if (game.use_reverse_scan_direction)
1544 playfield_scan_start_x = lev_fieldx - 1;
1545 playfield_scan_start_y = lev_fieldy - 1;
1547 playfield_scan_delta_x = -1;
1548 playfield_scan_delta_y = -1;
1552 playfield_scan_start_x = 0;
1553 playfield_scan_start_y = 0;
1555 playfield_scan_delta_x = 1;
1556 playfield_scan_delta_y = 1;
1560 static void InitPlayfieldScanMode(int mode)
1562 game.use_reverse_scan_direction =
1563 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1565 InitPlayfieldScanModeVars();
1568 static int get_move_delay_from_stepsize(int move_stepsize)
1571 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1573 /* make sure that stepsize value is always a power of 2 */
1574 move_stepsize = (1 << log_2(move_stepsize));
1576 return TILEX / move_stepsize;
1579 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1582 int player_nr = player->index_nr;
1583 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1584 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1586 /* do no immediately change move delay -- the player might just be moving */
1587 player->move_delay_value_next = move_delay;
1589 /* information if player can move must be set separately */
1590 player->cannot_move = cannot_move;
1594 player->move_delay = game.initial_move_delay[player_nr];
1595 player->move_delay_value = game.initial_move_delay_value[player_nr];
1597 player->move_delay_value_next = -1;
1599 player->move_delay_reset_counter = 0;
1603 void GetPlayerConfig()
1605 GameFrameDelay = setup.game_frame_delay;
1607 if (!audio.sound_available)
1608 setup.sound_simple = FALSE;
1610 if (!audio.loops_available)
1611 setup.sound_loops = FALSE;
1613 if (!audio.music_available)
1614 setup.sound_music = FALSE;
1616 if (!video.fullscreen_available)
1617 setup.fullscreen = FALSE;
1619 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1621 SetAudioMode(setup.sound);
1625 int GetElementFromGroupElement(int element)
1627 if (IS_GROUP_ELEMENT(element))
1629 struct ElementGroupInfo *group = element_info[element].group;
1630 int last_anim_random_frame = gfx.anim_random_frame;
1633 if (group->choice_mode == ANIM_RANDOM)
1634 gfx.anim_random_frame = RND(group->num_elements_resolved);
1636 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1637 group->choice_mode, 0,
1640 if (group->choice_mode == ANIM_RANDOM)
1641 gfx.anim_random_frame = last_anim_random_frame;
1643 group->choice_pos++;
1645 element = group->element_resolved[element_pos];
1651 static void InitPlayerField(int x, int y, int element, boolean init_game)
1653 if (element == EL_SP_MURPHY)
1657 if (stored_player[0].present)
1659 Feld[x][y] = EL_SP_MURPHY_CLONE;
1665 stored_player[0].initial_element = element;
1666 stored_player[0].use_murphy = TRUE;
1668 if (!level.use_artwork_element[0])
1669 stored_player[0].artwork_element = EL_SP_MURPHY;
1672 Feld[x][y] = EL_PLAYER_1;
1678 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1679 int jx = player->jx, jy = player->jy;
1681 player->present = TRUE;
1683 player->block_last_field = (element == EL_SP_MURPHY ?
1684 level.sp_block_last_field :
1685 level.block_last_field);
1687 /* ---------- initialize player's last field block delay --------------- */
1689 /* always start with reliable default value (no adjustment needed) */
1690 player->block_delay_adjustment = 0;
1692 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1693 if (player->block_last_field && element == EL_SP_MURPHY)
1694 player->block_delay_adjustment = 1;
1696 /* special case 2: in game engines before 3.1.1, blocking was different */
1697 if (game.use_block_last_field_bug)
1698 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1700 if (!options.network || player->connected)
1702 player->active = TRUE;
1704 /* remove potentially duplicate players */
1705 if (StorePlayer[jx][jy] == Feld[x][y])
1706 StorePlayer[jx][jy] = 0;
1708 StorePlayer[x][y] = Feld[x][y];
1710 #if DEBUG_INIT_PLAYER
1713 printf("- player element %d activated", player->element_nr);
1714 printf(" (local player is %d and currently %s)\n",
1715 local_player->element_nr,
1716 local_player->active ? "active" : "not active");
1721 Feld[x][y] = EL_EMPTY;
1723 player->jx = player->last_jx = x;
1724 player->jy = player->last_jy = y;
1729 int player_nr = GET_PLAYER_NR(element);
1730 struct PlayerInfo *player = &stored_player[player_nr];
1732 if (player->active && player->killed)
1733 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1737 static void InitField(int x, int y, boolean init_game)
1739 int element = Feld[x][y];
1748 InitPlayerField(x, y, element, init_game);
1751 case EL_SOKOBAN_FIELD_PLAYER:
1752 element = Feld[x][y] = EL_PLAYER_1;
1753 InitField(x, y, init_game);
1755 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1756 InitField(x, y, init_game);
1759 case EL_SOKOBAN_FIELD_EMPTY:
1760 local_player->sokobanfields_still_needed++;
1764 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1765 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1766 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1767 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1768 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1769 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1770 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1771 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1772 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1773 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1782 case EL_SPACESHIP_RIGHT:
1783 case EL_SPACESHIP_UP:
1784 case EL_SPACESHIP_LEFT:
1785 case EL_SPACESHIP_DOWN:
1786 case EL_BD_BUTTERFLY:
1787 case EL_BD_BUTTERFLY_RIGHT:
1788 case EL_BD_BUTTERFLY_UP:
1789 case EL_BD_BUTTERFLY_LEFT:
1790 case EL_BD_BUTTERFLY_DOWN:
1792 case EL_BD_FIREFLY_RIGHT:
1793 case EL_BD_FIREFLY_UP:
1794 case EL_BD_FIREFLY_LEFT:
1795 case EL_BD_FIREFLY_DOWN:
1796 case EL_PACMAN_RIGHT:
1798 case EL_PACMAN_LEFT:
1799 case EL_PACMAN_DOWN:
1801 case EL_YAMYAM_LEFT:
1802 case EL_YAMYAM_RIGHT:
1804 case EL_YAMYAM_DOWN:
1805 case EL_DARK_YAMYAM:
1808 case EL_SP_SNIKSNAK:
1809 case EL_SP_ELECTRON:
1818 case EL_AMOEBA_FULL:
1823 case EL_AMOEBA_DROP:
1824 if (y == lev_fieldy - 1)
1826 Feld[x][y] = EL_AMOEBA_GROWING;
1827 Store[x][y] = EL_AMOEBA_WET;
1831 case EL_DYNAMITE_ACTIVE:
1832 case EL_SP_DISK_RED_ACTIVE:
1833 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1834 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1835 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1836 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1837 MovDelay[x][y] = 96;
1840 case EL_EM_DYNAMITE_ACTIVE:
1841 MovDelay[x][y] = 32;
1845 local_player->lights_still_needed++;
1849 local_player->friends_still_needed++;
1854 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1857 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1858 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1859 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1860 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1861 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1862 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1863 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1864 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1865 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1866 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1867 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1868 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1871 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1872 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1873 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1875 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1877 game.belt_dir[belt_nr] = belt_dir;
1878 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1880 else /* more than one switch -- set it like the first switch */
1882 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1887 case EL_LIGHT_SWITCH_ACTIVE:
1889 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1892 case EL_INVISIBLE_STEELWALL:
1893 case EL_INVISIBLE_WALL:
1894 case EL_INVISIBLE_SAND:
1895 if (game.light_time_left > 0 ||
1896 game.lenses_time_left > 0)
1897 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1900 case EL_EMC_MAGIC_BALL:
1901 if (game.ball_state)
1902 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1905 case EL_EMC_MAGIC_BALL_SWITCH:
1906 if (game.ball_state)
1907 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1910 case EL_TRIGGER_PLAYER:
1911 case EL_TRIGGER_ELEMENT:
1912 case EL_TRIGGER_CE_VALUE:
1913 case EL_TRIGGER_CE_SCORE:
1915 case EL_ANY_ELEMENT:
1916 case EL_CURRENT_CE_VALUE:
1917 case EL_CURRENT_CE_SCORE:
1934 /* reference elements should not be used on the playfield */
1935 Feld[x][y] = EL_EMPTY;
1939 if (IS_CUSTOM_ELEMENT(element))
1941 if (CAN_MOVE(element))
1944 if (!element_info[element].use_last_ce_value || init_game)
1945 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1947 else if (IS_GROUP_ELEMENT(element))
1949 Feld[x][y] = GetElementFromGroupElement(element);
1951 InitField(x, y, init_game);
1958 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1961 inline static void InitField_WithBug1(int x, int y, boolean init_game)
1963 InitField(x, y, init_game);
1965 /* not needed to call InitMovDir() -- already done by InitField()! */
1966 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1967 CAN_MOVE(Feld[x][y]))
1971 inline static void InitField_WithBug2(int x, int y, boolean init_game)
1973 int old_element = Feld[x][y];
1975 InitField(x, y, init_game);
1977 /* not needed to call InitMovDir() -- already done by InitField()! */
1978 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1979 CAN_MOVE(old_element) &&
1980 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
1983 /* this case is in fact a combination of not less than three bugs:
1984 first, it calls InitMovDir() for elements that can move, although this is
1985 already done by InitField(); then, it checks the element that was at this
1986 field _before_ the call to InitField() (which can change it); lastly, it
1987 was not called for "mole with direction" elements, which were treated as
1988 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
1992 static int get_key_element_from_nr(int key_nr)
1994 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
1995 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
1996 EL_EM_KEY_1 : EL_KEY_1);
1998 return key_base_element + key_nr;
2001 static int get_next_dropped_element(struct PlayerInfo *player)
2003 return (player->inventory_size > 0 ?
2004 player->inventory_element[player->inventory_size - 1] :
2005 player->inventory_infinite_element != EL_UNDEFINED ?
2006 player->inventory_infinite_element :
2007 player->dynabombs_left > 0 ?
2008 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2012 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2014 /* pos >= 0: get element from bottom of the stack;
2015 pos < 0: get element from top of the stack */
2019 int min_inventory_size = -pos;
2020 int inventory_pos = player->inventory_size - min_inventory_size;
2021 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2023 return (player->inventory_size >= min_inventory_size ?
2024 player->inventory_element[inventory_pos] :
2025 player->inventory_infinite_element != EL_UNDEFINED ?
2026 player->inventory_infinite_element :
2027 player->dynabombs_left >= min_dynabombs_left ?
2028 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2033 int min_dynabombs_left = pos + 1;
2034 int min_inventory_size = pos + 1 - player->dynabombs_left;
2035 int inventory_pos = pos - player->dynabombs_left;
2037 return (player->inventory_infinite_element != EL_UNDEFINED ?
2038 player->inventory_infinite_element :
2039 player->dynabombs_left >= min_dynabombs_left ?
2040 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2041 player->inventory_size >= min_inventory_size ?
2042 player->inventory_element[inventory_pos] :
2047 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2049 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2050 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2053 if (gpo1->sort_priority != gpo2->sort_priority)
2054 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2056 compare_result = gpo1->nr - gpo2->nr;
2058 return compare_result;
2061 int getPlayerInventorySize(int player_nr)
2063 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2064 return level.native_em_level->ply[player_nr]->dynamite;
2065 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2066 return level.native_sp_level->game_sp->red_disk_count;
2068 return stored_player[player_nr].inventory_size;
2071 void InitGameControlValues()
2075 for (i = 0; game_panel_controls[i].nr != -1; i++)
2077 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2078 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2079 struct TextPosInfo *pos = gpc->pos;
2081 int type = gpc->type;
2085 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2086 Error(ERR_EXIT, "this should not happen -- please debug");
2089 /* force update of game controls after initialization */
2090 gpc->value = gpc->last_value = -1;
2091 gpc->frame = gpc->last_frame = -1;
2092 gpc->gfx_frame = -1;
2094 /* determine panel value width for later calculation of alignment */
2095 if (type == TYPE_INTEGER || type == TYPE_STRING)
2097 pos->width = pos->size * getFontWidth(pos->font);
2098 pos->height = getFontHeight(pos->font);
2100 else if (type == TYPE_ELEMENT)
2102 pos->width = pos->size;
2103 pos->height = pos->size;
2106 /* fill structure for game panel draw order */
2108 gpo->sort_priority = pos->sort_priority;
2111 /* sort game panel controls according to sort_priority and control number */
2112 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2113 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2116 void UpdatePlayfieldElementCount()
2118 boolean use_element_count = FALSE;
2121 /* first check if it is needed at all to calculate playfield element count */
2122 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2123 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2124 use_element_count = TRUE;
2126 if (!use_element_count)
2129 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2130 element_info[i].element_count = 0;
2132 SCAN_PLAYFIELD(x, y)
2134 element_info[Feld[x][y]].element_count++;
2137 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2138 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2139 if (IS_IN_GROUP(j, i))
2140 element_info[EL_GROUP_START + i].element_count +=
2141 element_info[j].element_count;
2144 void UpdateGameControlValues()
2147 int time = (local_player->LevelSolved ?
2148 local_player->LevelSolved_CountingTime :
2149 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2150 level.native_em_level->lev->time :
2151 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2152 level.native_sp_level->game_sp->time_played :
2153 game.no_time_limit ? TimePlayed : TimeLeft);
2154 int score = (local_player->LevelSolved ?
2155 local_player->LevelSolved_CountingScore :
2156 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2157 level.native_em_level->lev->score :
2158 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2159 level.native_sp_level->game_sp->score :
2160 local_player->score);
2161 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2162 level.native_em_level->lev->required :
2163 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2164 level.native_sp_level->game_sp->infotrons_still_needed :
2165 local_player->gems_still_needed);
2166 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2167 level.native_em_level->lev->required > 0 :
2168 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2169 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2170 local_player->gems_still_needed > 0 ||
2171 local_player->sokobanfields_still_needed > 0 ||
2172 local_player->lights_still_needed > 0);
2174 UpdatePlayfieldElementCount();
2176 /* update game panel control values */
2178 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2179 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2181 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2182 for (i = 0; i < MAX_NUM_KEYS; i++)
2183 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2184 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2185 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2187 if (game.centered_player_nr == -1)
2189 for (i = 0; i < MAX_PLAYERS; i++)
2191 /* only one player in Supaplex game engine */
2192 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2195 for (k = 0; k < MAX_NUM_KEYS; k++)
2197 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2199 if (level.native_em_level->ply[i]->keys & (1 << k))
2200 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2201 get_key_element_from_nr(k);
2203 else if (stored_player[i].key[k])
2204 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2205 get_key_element_from_nr(k);
2208 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2209 getPlayerInventorySize(i);
2211 if (stored_player[i].num_white_keys > 0)
2212 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2215 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2216 stored_player[i].num_white_keys;
2221 int player_nr = game.centered_player_nr;
2223 for (k = 0; k < MAX_NUM_KEYS; k++)
2225 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2227 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2228 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2229 get_key_element_from_nr(k);
2231 else if (stored_player[player_nr].key[k])
2232 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2233 get_key_element_from_nr(k);
2236 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2237 getPlayerInventorySize(player_nr);
2239 if (stored_player[player_nr].num_white_keys > 0)
2240 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2242 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2243 stored_player[player_nr].num_white_keys;
2246 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2248 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2249 get_inventory_element_from_pos(local_player, i);
2250 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2251 get_inventory_element_from_pos(local_player, -i - 1);
2254 game_panel_controls[GAME_PANEL_SCORE].value = score;
2255 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2257 game_panel_controls[GAME_PANEL_TIME].value = time;
2259 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2260 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2261 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2263 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2265 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2266 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2268 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2269 local_player->shield_normal_time_left;
2270 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2271 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2273 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2274 local_player->shield_deadly_time_left;
2276 game_panel_controls[GAME_PANEL_EXIT].value =
2277 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2279 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2280 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2281 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2282 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2283 EL_EMC_MAGIC_BALL_SWITCH);
2285 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2286 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2287 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2288 game.light_time_left;
2290 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2291 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2292 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2293 game.timegate_time_left;
2295 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2296 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2298 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2299 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2300 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2301 game.lenses_time_left;
2303 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2304 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2305 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2306 game.magnify_time_left;
2308 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2309 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2310 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2311 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2312 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2313 EL_BALLOON_SWITCH_NONE);
2315 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2316 local_player->dynabomb_count;
2317 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2318 local_player->dynabomb_size;
2319 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2320 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2322 game_panel_controls[GAME_PANEL_PENGUINS].value =
2323 local_player->friends_still_needed;
2325 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2326 local_player->sokobanfields_still_needed;
2327 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2328 local_player->sokobanfields_still_needed;
2330 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2331 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2333 for (i = 0; i < NUM_BELTS; i++)
2335 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2336 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2337 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2338 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2339 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2342 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2343 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2344 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2345 game.magic_wall_time_left;
2347 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2348 local_player->gravity;
2350 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2351 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2353 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2354 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2355 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2356 game.panel.element[i].id : EL_UNDEFINED);
2358 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2359 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2360 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2361 element_info[game.panel.element_count[i].id].element_count : 0);
2363 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2364 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2365 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2366 element_info[game.panel.ce_score[i].id].collect_score : 0);
2368 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2369 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2370 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2371 element_info[game.panel.ce_score_element[i].id].collect_score :
2374 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2375 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2376 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2378 /* update game panel control frames */
2380 for (i = 0; game_panel_controls[i].nr != -1; i++)
2382 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2384 if (gpc->type == TYPE_ELEMENT)
2386 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2388 int last_anim_random_frame = gfx.anim_random_frame;
2389 int element = gpc->value;
2390 int graphic = el2panelimg(element);
2392 if (gpc->value != gpc->last_value)
2395 gpc->gfx_random = INIT_GFX_RANDOM();
2401 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2402 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2403 gpc->gfx_random = INIT_GFX_RANDOM();
2406 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2407 gfx.anim_random_frame = gpc->gfx_random;
2409 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2410 gpc->gfx_frame = element_info[element].collect_score;
2412 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2415 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2416 gfx.anim_random_frame = last_anim_random_frame;
2422 void DisplayGameControlValues()
2424 boolean redraw_panel = FALSE;
2427 for (i = 0; game_panel_controls[i].nr != -1; i++)
2429 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2431 if (PANEL_DEACTIVATED(gpc->pos))
2434 if (gpc->value == gpc->last_value &&
2435 gpc->frame == gpc->last_frame)
2438 redraw_panel = TRUE;
2444 /* copy default game door content to main double buffer */
2446 /* !!! CHECK AGAIN !!! */
2447 SetPanelBackground();
2448 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2449 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2451 /* redraw game control buttons */
2452 RedrawGameButtons();
2454 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2456 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2458 int nr = game_panel_order[i].nr;
2459 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2460 struct TextPosInfo *pos = gpc->pos;
2461 int type = gpc->type;
2462 int value = gpc->value;
2463 int frame = gpc->frame;
2464 int size = pos->size;
2465 int font = pos->font;
2466 boolean draw_masked = pos->draw_masked;
2467 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2469 if (PANEL_DEACTIVATED(pos))
2472 gpc->last_value = value;
2473 gpc->last_frame = frame;
2475 if (type == TYPE_INTEGER)
2477 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2478 nr == GAME_PANEL_TIME)
2480 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2482 if (use_dynamic_size) /* use dynamic number of digits */
2484 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2485 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2486 int size2 = size1 + 1;
2487 int font1 = pos->font;
2488 int font2 = pos->font_alt;
2490 size = (value < value_change ? size1 : size2);
2491 font = (value < value_change ? font1 : font2);
2495 /* correct text size if "digits" is zero or less */
2497 size = strlen(int2str(value, size));
2499 /* dynamically correct text alignment */
2500 pos->width = size * getFontWidth(font);
2502 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2503 int2str(value, size), font, mask_mode);
2505 else if (type == TYPE_ELEMENT)
2507 int element, graphic;
2511 int dst_x = PANEL_XPOS(pos);
2512 int dst_y = PANEL_YPOS(pos);
2514 if (value != EL_UNDEFINED && value != EL_EMPTY)
2517 graphic = el2panelimg(value);
2519 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2521 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2524 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2527 width = graphic_info[graphic].width * size / TILESIZE;
2528 height = graphic_info[graphic].height * size / TILESIZE;
2531 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2534 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2538 else if (type == TYPE_STRING)
2540 boolean active = (value != 0);
2541 char *state_normal = "off";
2542 char *state_active = "on";
2543 char *state = (active ? state_active : state_normal);
2544 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2545 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2546 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2547 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2549 if (nr == GAME_PANEL_GRAVITY_STATE)
2551 int font1 = pos->font; /* (used for normal state) */
2552 int font2 = pos->font_alt; /* (used for active state) */
2554 font = (active ? font2 : font1);
2563 /* don't truncate output if "chars" is zero or less */
2566 /* dynamically correct text alignment */
2567 pos->width = size * getFontWidth(font);
2570 s_cut = getStringCopyN(s, size);
2572 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2573 s_cut, font, mask_mode);
2579 redraw_mask |= REDRAW_DOOR_1;
2582 SetGameStatus(GAME_MODE_PLAYING);
2585 void UpdateAndDisplayGameControlValues()
2587 if (tape.deactivate_display)
2590 UpdateGameControlValues();
2591 DisplayGameControlValues();
2594 void UpdateGameDoorValues()
2596 UpdateGameControlValues();
2599 void DrawGameDoorValues()
2601 DisplayGameControlValues();
2606 =============================================================================
2608 -----------------------------------------------------------------------------
2609 initialize game engine due to level / tape version number
2610 =============================================================================
2613 static void InitGameEngine()
2615 int i, j, k, l, x, y;
2617 /* set game engine from tape file when re-playing, else from level file */
2618 game.engine_version = (tape.playing ? tape.engine_version :
2619 level.game_version);
2621 /* set single or multi-player game mode (needed for re-playing tapes) */
2622 game.team_mode = setup.team_mode;
2626 int num_players = 0;
2628 for (i = 0; i < MAX_PLAYERS; i++)
2629 if (tape.player_participates[i])
2632 /* multi-player tapes contain input data for more than one player */
2633 game.team_mode = (num_players > 1);
2636 /* ---------------------------------------------------------------------- */
2637 /* set flags for bugs and changes according to active game engine version */
2638 /* ---------------------------------------------------------------------- */
2641 Summary of bugfix/change:
2642 Fixed handling for custom elements that change when pushed by the player.
2644 Fixed/changed in version:
2648 Before 3.1.0, custom elements that "change when pushing" changed directly
2649 after the player started pushing them (until then handled in "DigField()").
2650 Since 3.1.0, these custom elements are not changed until the "pushing"
2651 move of the element is finished (now handled in "ContinueMoving()").
2653 Affected levels/tapes:
2654 The first condition is generally needed for all levels/tapes before version
2655 3.1.0, which might use the old behaviour before it was changed; known tapes
2656 that are affected are some tapes from the level set "Walpurgis Gardens" by
2658 The second condition is an exception from the above case and is needed for
2659 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2660 above (including some development versions of 3.1.0), but before it was
2661 known that this change would break tapes like the above and was fixed in
2662 3.1.1, so that the changed behaviour was active although the engine version
2663 while recording maybe was before 3.1.0. There is at least one tape that is
2664 affected by this exception, which is the tape for the one-level set "Bug
2665 Machine" by Juergen Bonhagen.
2668 game.use_change_when_pushing_bug =
2669 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2671 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2672 tape.game_version < VERSION_IDENT(3,1,1,0)));
2675 Summary of bugfix/change:
2676 Fixed handling for blocking the field the player leaves when moving.
2678 Fixed/changed in version:
2682 Before 3.1.1, when "block last field when moving" was enabled, the field
2683 the player is leaving when moving was blocked for the time of the move,
2684 and was directly unblocked afterwards. This resulted in the last field
2685 being blocked for exactly one less than the number of frames of one player
2686 move. Additionally, even when blocking was disabled, the last field was
2687 blocked for exactly one frame.
2688 Since 3.1.1, due to changes in player movement handling, the last field
2689 is not blocked at all when blocking is disabled. When blocking is enabled,
2690 the last field is blocked for exactly the number of frames of one player
2691 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2692 last field is blocked for exactly one more than the number of frames of
2695 Affected levels/tapes:
2696 (!!! yet to be determined -- probably many !!!)
2699 game.use_block_last_field_bug =
2700 (game.engine_version < VERSION_IDENT(3,1,1,0));
2702 /* ---------------------------------------------------------------------- */
2704 /* set maximal allowed number of custom element changes per game frame */
2705 game.max_num_changes_per_frame = 1;
2707 /* default scan direction: scan playfield from top/left to bottom/right */
2708 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2710 /* dynamically adjust element properties according to game engine version */
2711 InitElementPropertiesEngine(game.engine_version);
2714 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2715 printf(" tape version == %06d [%s] [file: %06d]\n",
2716 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2718 printf(" => game.engine_version == %06d\n", game.engine_version);
2721 /* ---------- initialize player's initial move delay --------------------- */
2723 /* dynamically adjust player properties according to level information */
2724 for (i = 0; i < MAX_PLAYERS; i++)
2725 game.initial_move_delay_value[i] =
2726 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2728 /* dynamically adjust player properties according to game engine version */
2729 for (i = 0; i < MAX_PLAYERS; i++)
2730 game.initial_move_delay[i] =
2731 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2732 game.initial_move_delay_value[i] : 0);
2734 /* ---------- initialize player's initial push delay --------------------- */
2736 /* dynamically adjust player properties according to game engine version */
2737 game.initial_push_delay_value =
2738 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2740 /* ---------- initialize changing elements ------------------------------- */
2742 /* initialize changing elements information */
2743 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2745 struct ElementInfo *ei = &element_info[i];
2747 /* this pointer might have been changed in the level editor */
2748 ei->change = &ei->change_page[0];
2750 if (!IS_CUSTOM_ELEMENT(i))
2752 ei->change->target_element = EL_EMPTY_SPACE;
2753 ei->change->delay_fixed = 0;
2754 ei->change->delay_random = 0;
2755 ei->change->delay_frames = 1;
2758 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2760 ei->has_change_event[j] = FALSE;
2762 ei->event_page_nr[j] = 0;
2763 ei->event_page[j] = &ei->change_page[0];
2767 /* add changing elements from pre-defined list */
2768 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2770 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2771 struct ElementInfo *ei = &element_info[ch_delay->element];
2773 ei->change->target_element = ch_delay->target_element;
2774 ei->change->delay_fixed = ch_delay->change_delay;
2776 ei->change->pre_change_function = ch_delay->pre_change_function;
2777 ei->change->change_function = ch_delay->change_function;
2778 ei->change->post_change_function = ch_delay->post_change_function;
2780 ei->change->can_change = TRUE;
2781 ei->change->can_change_or_has_action = TRUE;
2783 ei->has_change_event[CE_DELAY] = TRUE;
2785 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2786 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2789 /* ---------- initialize internal run-time variables --------------------- */
2791 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2793 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2795 for (j = 0; j < ei->num_change_pages; j++)
2797 ei->change_page[j].can_change_or_has_action =
2798 (ei->change_page[j].can_change |
2799 ei->change_page[j].has_action);
2803 /* add change events from custom element configuration */
2804 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2806 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2808 for (j = 0; j < ei->num_change_pages; j++)
2810 if (!ei->change_page[j].can_change_or_has_action)
2813 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2815 /* only add event page for the first page found with this event */
2816 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
2818 ei->has_change_event[k] = TRUE;
2820 ei->event_page_nr[k] = j;
2821 ei->event_page[k] = &ei->change_page[j];
2827 /* ---------- initialize reference elements in change conditions --------- */
2829 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2831 int element = EL_CUSTOM_START + i;
2832 struct ElementInfo *ei = &element_info[element];
2834 for (j = 0; j < ei->num_change_pages; j++)
2836 int trigger_element = ei->change_page[j].initial_trigger_element;
2838 if (trigger_element >= EL_PREV_CE_8 &&
2839 trigger_element <= EL_NEXT_CE_8)
2840 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
2842 ei->change_page[j].trigger_element = trigger_element;
2846 /* ---------- initialize run-time trigger player and element ------------- */
2848 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2850 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2852 for (j = 0; j < ei->num_change_pages; j++)
2854 ei->change_page[j].actual_trigger_element = EL_EMPTY;
2855 ei->change_page[j].actual_trigger_player = EL_EMPTY;
2856 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
2857 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
2858 ei->change_page[j].actual_trigger_ce_value = 0;
2859 ei->change_page[j].actual_trigger_ce_score = 0;
2863 /* ---------- initialize trigger events ---------------------------------- */
2865 /* initialize trigger events information */
2866 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2867 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2868 trigger_events[i][j] = FALSE;
2870 /* add trigger events from element change event properties */
2871 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2873 struct ElementInfo *ei = &element_info[i];
2875 for (j = 0; j < ei->num_change_pages; j++)
2877 if (!ei->change_page[j].can_change_or_has_action)
2880 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
2882 int trigger_element = ei->change_page[j].trigger_element;
2884 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2886 if (ei->change_page[j].has_event[k])
2888 if (IS_GROUP_ELEMENT(trigger_element))
2890 struct ElementGroupInfo *group =
2891 element_info[trigger_element].group;
2893 for (l = 0; l < group->num_elements_resolved; l++)
2894 trigger_events[group->element_resolved[l]][k] = TRUE;
2896 else if (trigger_element == EL_ANY_ELEMENT)
2897 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
2898 trigger_events[l][k] = TRUE;
2900 trigger_events[trigger_element][k] = TRUE;
2907 /* ---------- initialize push delay -------------------------------------- */
2909 /* initialize push delay values to default */
2910 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2912 if (!IS_CUSTOM_ELEMENT(i))
2914 /* set default push delay values (corrected since version 3.0.7-1) */
2915 if (game.engine_version < VERSION_IDENT(3,0,7,1))
2917 element_info[i].push_delay_fixed = 2;
2918 element_info[i].push_delay_random = 8;
2922 element_info[i].push_delay_fixed = 8;
2923 element_info[i].push_delay_random = 8;
2928 /* set push delay value for certain elements from pre-defined list */
2929 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
2931 int e = push_delay_list[i].element;
2933 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
2934 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
2937 /* set push delay value for Supaplex elements for newer engine versions */
2938 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2940 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2942 if (IS_SP_ELEMENT(i))
2944 /* set SP push delay to just enough to push under a falling zonk */
2945 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
2947 element_info[i].push_delay_fixed = delay;
2948 element_info[i].push_delay_random = 0;
2953 /* ---------- initialize move stepsize ----------------------------------- */
2955 /* initialize move stepsize values to default */
2956 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2957 if (!IS_CUSTOM_ELEMENT(i))
2958 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
2960 /* set move stepsize value for certain elements from pre-defined list */
2961 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
2963 int e = move_stepsize_list[i].element;
2965 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
2968 /* ---------- initialize collect score ----------------------------------- */
2970 /* initialize collect score values for custom elements from initial value */
2971 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2972 if (IS_CUSTOM_ELEMENT(i))
2973 element_info[i].collect_score = element_info[i].collect_score_initial;
2975 /* ---------- initialize collect count ----------------------------------- */
2977 /* initialize collect count values for non-custom elements */
2978 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2979 if (!IS_CUSTOM_ELEMENT(i))
2980 element_info[i].collect_count_initial = 0;
2982 /* add collect count values for all elements from pre-defined list */
2983 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
2984 element_info[collect_count_list[i].element].collect_count_initial =
2985 collect_count_list[i].count;
2987 /* ---------- initialize access direction -------------------------------- */
2989 /* initialize access direction values to default (access from every side) */
2990 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2991 if (!IS_CUSTOM_ELEMENT(i))
2992 element_info[i].access_direction = MV_ALL_DIRECTIONS;
2994 /* set access direction value for certain elements from pre-defined list */
2995 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
2996 element_info[access_direction_list[i].element].access_direction =
2997 access_direction_list[i].direction;
2999 /* ---------- initialize explosion content ------------------------------- */
3000 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3002 if (IS_CUSTOM_ELEMENT(i))
3005 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3007 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3009 element_info[i].content.e[x][y] =
3010 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3011 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3012 i == EL_PLAYER_3 ? EL_EMERALD :
3013 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3014 i == EL_MOLE ? EL_EMERALD_RED :
3015 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3016 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3017 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3018 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3019 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3020 i == EL_WALL_EMERALD ? EL_EMERALD :
3021 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3022 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3023 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3024 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3025 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3026 i == EL_WALL_PEARL ? EL_PEARL :
3027 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3032 /* ---------- initialize recursion detection ------------------------------ */
3033 recursion_loop_depth = 0;
3034 recursion_loop_detected = FALSE;
3035 recursion_loop_element = EL_UNDEFINED;
3037 /* ---------- initialize graphics engine ---------------------------------- */
3038 game.scroll_delay_value =
3039 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3040 setup.scroll_delay ? setup.scroll_delay_value : 0);
3041 game.scroll_delay_value =
3042 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3044 /* ---------- initialize game engine snapshots ---------------------------- */
3045 for (i = 0; i < MAX_PLAYERS; i++)
3046 game.snapshot.last_action[i] = 0;
3047 game.snapshot.changed_action = FALSE;
3048 game.snapshot.collected_item = FALSE;
3049 game.snapshot.mode =
3050 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3051 SNAPSHOT_MODE_EVERY_STEP :
3052 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3053 SNAPSHOT_MODE_EVERY_MOVE :
3054 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3055 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3056 game.snapshot.save_snapshot = FALSE;
3059 int get_num_special_action(int element, int action_first, int action_last)
3061 int num_special_action = 0;
3064 for (i = action_first; i <= action_last; i++)
3066 boolean found = FALSE;
3068 for (j = 0; j < NUM_DIRECTIONS; j++)
3069 if (el_act_dir2img(element, i, j) !=
3070 el_act_dir2img(element, ACTION_DEFAULT, j))
3074 num_special_action++;
3079 return num_special_action;
3084 =============================================================================
3086 -----------------------------------------------------------------------------
3087 initialize and start new game
3088 =============================================================================
3093 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3094 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3095 int fade_mask = REDRAW_FIELD;
3097 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3098 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3099 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3100 int initial_move_dir = MV_DOWN;
3103 // required here to update video display before fading (FIX THIS)
3104 DrawMaskedBorder(REDRAW_DOOR_2);
3106 if (!game.restart_level)
3107 CloseDoor(DOOR_CLOSE_1);
3109 SetGameStatus(GAME_MODE_PLAYING);
3111 if (level_editor_test_game)
3112 FadeSkipNextFadeIn();
3114 FadeSetEnterScreen();
3116 if (CheckIfGlobalBorderHasChanged())
3117 fade_mask = REDRAW_ALL;
3119 FadeSoundsAndMusic();
3121 ExpireSoundLoops(TRUE);
3125 /* needed if different viewport properties defined for playing */
3126 ChangeViewportPropertiesIfNeeded();
3130 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3132 DrawCompleteVideoDisplay();
3135 InitGameControlValues();
3137 /* don't play tapes over network */
3138 network_playing = (options.network && !tape.playing);
3140 for (i = 0; i < MAX_PLAYERS; i++)
3142 struct PlayerInfo *player = &stored_player[i];
3144 player->index_nr = i;
3145 player->index_bit = (1 << i);
3146 player->element_nr = EL_PLAYER_1 + i;
3148 player->present = FALSE;
3149 player->active = FALSE;
3150 player->mapped = FALSE;
3152 player->killed = FALSE;
3153 player->reanimated = FALSE;
3156 player->effective_action = 0;
3157 player->programmed_action = 0;
3160 player->score_final = 0;
3162 player->gems_still_needed = level.gems_needed;
3163 player->sokobanfields_still_needed = 0;
3164 player->lights_still_needed = 0;
3165 player->friends_still_needed = 0;
3167 for (j = 0; j < MAX_NUM_KEYS; j++)
3168 player->key[j] = FALSE;
3170 player->num_white_keys = 0;
3172 player->dynabomb_count = 0;
3173 player->dynabomb_size = 1;
3174 player->dynabombs_left = 0;
3175 player->dynabomb_xl = FALSE;
3177 player->MovDir = initial_move_dir;
3180 player->GfxDir = initial_move_dir;
3181 player->GfxAction = ACTION_DEFAULT;
3183 player->StepFrame = 0;
3185 player->initial_element = player->element_nr;
3186 player->artwork_element =
3187 (level.use_artwork_element[i] ? level.artwork_element[i] :
3188 player->element_nr);
3189 player->use_murphy = FALSE;
3191 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3192 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3194 player->gravity = level.initial_player_gravity[i];
3196 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3198 player->actual_frame_counter = 0;
3200 player->step_counter = 0;
3202 player->last_move_dir = initial_move_dir;
3204 player->is_active = FALSE;
3206 player->is_waiting = FALSE;
3207 player->is_moving = FALSE;
3208 player->is_auto_moving = FALSE;
3209 player->is_digging = FALSE;
3210 player->is_snapping = FALSE;
3211 player->is_collecting = FALSE;
3212 player->is_pushing = FALSE;
3213 player->is_switching = FALSE;
3214 player->is_dropping = FALSE;
3215 player->is_dropping_pressed = FALSE;
3217 player->is_bored = FALSE;
3218 player->is_sleeping = FALSE;
3220 player->was_waiting = TRUE;
3221 player->was_moving = FALSE;
3222 player->was_snapping = FALSE;
3223 player->was_dropping = FALSE;
3225 player->frame_counter_bored = -1;
3226 player->frame_counter_sleeping = -1;
3228 player->anim_delay_counter = 0;
3229 player->post_delay_counter = 0;
3231 player->dir_waiting = initial_move_dir;
3232 player->action_waiting = ACTION_DEFAULT;
3233 player->last_action_waiting = ACTION_DEFAULT;
3234 player->special_action_bored = ACTION_DEFAULT;
3235 player->special_action_sleeping = ACTION_DEFAULT;
3237 player->switch_x = -1;
3238 player->switch_y = -1;
3240 player->drop_x = -1;
3241 player->drop_y = -1;
3243 player->show_envelope = 0;
3245 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3247 player->push_delay = -1; /* initialized when pushing starts */
3248 player->push_delay_value = game.initial_push_delay_value;
3250 player->drop_delay = 0;
3251 player->drop_pressed_delay = 0;
3253 player->last_jx = -1;
3254 player->last_jy = -1;
3258 player->shield_normal_time_left = 0;
3259 player->shield_deadly_time_left = 0;
3261 player->inventory_infinite_element = EL_UNDEFINED;
3262 player->inventory_size = 0;
3264 if (level.use_initial_inventory[i])
3266 for (j = 0; j < level.initial_inventory_size[i]; j++)
3268 int element = level.initial_inventory_content[i][j];
3269 int collect_count = element_info[element].collect_count_initial;
3272 if (!IS_CUSTOM_ELEMENT(element))
3275 if (collect_count == 0)
3276 player->inventory_infinite_element = element;
3278 for (k = 0; k < collect_count; k++)
3279 if (player->inventory_size < MAX_INVENTORY_SIZE)
3280 player->inventory_element[player->inventory_size++] = element;
3284 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3285 SnapField(player, 0, 0);
3287 player->LevelSolved = FALSE;
3288 player->GameOver = FALSE;
3290 player->LevelSolved_GameWon = FALSE;
3291 player->LevelSolved_GameEnd = FALSE;
3292 player->LevelSolved_PanelOff = FALSE;
3293 player->LevelSolved_SaveTape = FALSE;
3294 player->LevelSolved_SaveScore = FALSE;
3295 player->LevelSolved_CountingTime = 0;
3296 player->LevelSolved_CountingScore = 0;
3298 map_player_action[i] = i;
3301 network_player_action_received = FALSE;
3303 #if defined(NETWORK_AVALIABLE)
3304 /* initial null action */
3305 if (network_playing)
3306 SendToServer_MovePlayer(MV_NONE);
3315 TimeLeft = level.time;
3318 ScreenMovDir = MV_NONE;
3322 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3324 AllPlayersGone = FALSE;
3326 game.no_time_limit = (level.time == 0);
3328 game.yamyam_content_nr = 0;
3329 game.robot_wheel_active = FALSE;
3330 game.magic_wall_active = FALSE;
3331 game.magic_wall_time_left = 0;
3332 game.light_time_left = 0;
3333 game.timegate_time_left = 0;
3334 game.switchgate_pos = 0;
3335 game.wind_direction = level.wind_direction_initial;
3337 game.lenses_time_left = 0;
3338 game.magnify_time_left = 0;
3340 game.ball_state = level.ball_state_initial;
3341 game.ball_content_nr = 0;
3343 game.envelope_active = FALSE;
3345 /* set focus to local player for network games, else to all players */
3346 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3347 game.centered_player_nr_next = game.centered_player_nr;
3348 game.set_centered_player = FALSE;
3350 if (network_playing && tape.recording)
3352 /* store client dependent player focus when recording network games */
3353 tape.centered_player_nr_next = game.centered_player_nr_next;
3354 tape.set_centered_player = TRUE;
3357 for (i = 0; i < NUM_BELTS; i++)
3359 game.belt_dir[i] = MV_NONE;
3360 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3363 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3364 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3366 #if DEBUG_INIT_PLAYER
3369 printf("Player status at level initialization:\n");
3373 SCAN_PLAYFIELD(x, y)
3375 Feld[x][y] = level.field[x][y];
3376 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3377 ChangeDelay[x][y] = 0;
3378 ChangePage[x][y] = -1;
3379 CustomValue[x][y] = 0; /* initialized in InitField() */
3380 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3382 WasJustMoving[x][y] = 0;
3383 WasJustFalling[x][y] = 0;
3384 CheckCollision[x][y] = 0;
3385 CheckImpact[x][y] = 0;
3387 Pushed[x][y] = FALSE;
3389 ChangeCount[x][y] = 0;
3390 ChangeEvent[x][y] = -1;
3392 ExplodePhase[x][y] = 0;
3393 ExplodeDelay[x][y] = 0;
3394 ExplodeField[x][y] = EX_TYPE_NONE;
3396 RunnerVisit[x][y] = 0;
3397 PlayerVisit[x][y] = 0;
3400 GfxRandom[x][y] = INIT_GFX_RANDOM();
3401 GfxElement[x][y] = EL_UNDEFINED;
3402 GfxAction[x][y] = ACTION_DEFAULT;
3403 GfxDir[x][y] = MV_NONE;
3404 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3407 SCAN_PLAYFIELD(x, y)
3409 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3411 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3413 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3416 InitField(x, y, TRUE);
3418 ResetGfxAnimation(x, y);
3423 for (i = 0; i < MAX_PLAYERS; i++)
3425 struct PlayerInfo *player = &stored_player[i];
3427 /* set number of special actions for bored and sleeping animation */
3428 player->num_special_action_bored =
3429 get_num_special_action(player->artwork_element,
3430 ACTION_BORING_1, ACTION_BORING_LAST);
3431 player->num_special_action_sleeping =
3432 get_num_special_action(player->artwork_element,
3433 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3436 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3437 emulate_sb ? EMU_SOKOBAN :
3438 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3440 /* initialize type of slippery elements */
3441 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3443 if (!IS_CUSTOM_ELEMENT(i))
3445 /* default: elements slip down either to the left or right randomly */
3446 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3448 /* SP style elements prefer to slip down on the left side */
3449 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3450 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3452 /* BD style elements prefer to slip down on the left side */
3453 if (game.emulation == EMU_BOULDERDASH)
3454 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3458 /* initialize explosion and ignition delay */
3459 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3461 if (!IS_CUSTOM_ELEMENT(i))
3464 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3465 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3466 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3467 int last_phase = (num_phase + 1) * delay;
3468 int half_phase = (num_phase / 2) * delay;
3470 element_info[i].explosion_delay = last_phase - 1;
3471 element_info[i].ignition_delay = half_phase;
3473 if (i == EL_BLACK_ORB)
3474 element_info[i].ignition_delay = 1;
3478 /* correct non-moving belts to start moving left */
3479 for (i = 0; i < NUM_BELTS; i++)
3480 if (game.belt_dir[i] == MV_NONE)
3481 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3483 #if USE_NEW_PLAYER_ASSIGNMENTS
3484 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3485 /* choose default local player */
3486 local_player = &stored_player[0];
3488 for (i = 0; i < MAX_PLAYERS; i++)
3489 stored_player[i].connected = FALSE;
3491 local_player->connected = TRUE;
3492 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3496 for (i = 0; i < MAX_PLAYERS; i++)
3497 stored_player[i].connected = tape.player_participates[i];
3499 else if (game.team_mode && !options.network)
3501 /* try to guess locally connected team mode players (needed for correct
3502 assignment of player figures from level to locally playing players) */
3504 for (i = 0; i < MAX_PLAYERS; i++)
3505 if (setup.input[i].use_joystick ||
3506 setup.input[i].key.left != KSYM_UNDEFINED)
3507 stored_player[i].connected = TRUE;
3510 #if DEBUG_INIT_PLAYER
3513 printf("Player status after level initialization:\n");
3515 for (i = 0; i < MAX_PLAYERS; i++)
3517 struct PlayerInfo *player = &stored_player[i];
3519 printf("- player %d: present == %d, connected == %d, active == %d",
3525 if (local_player == player)
3526 printf(" (local player)");
3533 #if DEBUG_INIT_PLAYER
3535 printf("Reassigning players ...\n");
3538 /* check if any connected player was not found in playfield */
3539 for (i = 0; i < MAX_PLAYERS; i++)
3541 struct PlayerInfo *player = &stored_player[i];
3543 if (player->connected && !player->present)
3545 struct PlayerInfo *field_player = NULL;
3547 #if DEBUG_INIT_PLAYER
3549 printf("- looking for field player for player %d ...\n", i + 1);
3552 /* assign first free player found that is present in the playfield */
3554 /* first try: look for unmapped playfield player that is not connected */
3555 for (j = 0; j < MAX_PLAYERS; j++)
3556 if (field_player == NULL &&
3557 stored_player[j].present &&
3558 !stored_player[j].mapped &&
3559 !stored_player[j].connected)
3560 field_player = &stored_player[j];
3562 /* second try: look for *any* unmapped playfield player */
3563 for (j = 0; j < MAX_PLAYERS; j++)
3564 if (field_player == NULL &&
3565 stored_player[j].present &&
3566 !stored_player[j].mapped)
3567 field_player = &stored_player[j];
3569 if (field_player != NULL)
3571 int jx = field_player->jx, jy = field_player->jy;
3573 #if DEBUG_INIT_PLAYER
3575 printf("- found player %d\n", field_player->index_nr + 1);
3578 player->present = FALSE;
3579 player->active = FALSE;
3581 field_player->present = TRUE;
3582 field_player->active = TRUE;
3585 player->initial_element = field_player->initial_element;
3586 player->artwork_element = field_player->artwork_element;
3588 player->block_last_field = field_player->block_last_field;
3589 player->block_delay_adjustment = field_player->block_delay_adjustment;
3592 StorePlayer[jx][jy] = field_player->element_nr;
3594 field_player->jx = field_player->last_jx = jx;
3595 field_player->jy = field_player->last_jy = jy;
3597 if (local_player == player)
3598 local_player = field_player;
3600 map_player_action[field_player->index_nr] = i;
3602 field_player->mapped = TRUE;
3604 #if DEBUG_INIT_PLAYER
3606 printf("- map_player_action[%d] == %d\n",
3607 field_player->index_nr + 1, i + 1);
3612 if (player->connected && player->present)
3613 player->mapped = TRUE;
3616 #if DEBUG_INIT_PLAYER
3619 printf("Player status after player assignment (first stage):\n");
3621 for (i = 0; i < MAX_PLAYERS; i++)
3623 struct PlayerInfo *player = &stored_player[i];
3625 printf("- player %d: present == %d, connected == %d, active == %d",
3631 if (local_player == player)
3632 printf(" (local player)");
3641 /* check if any connected player was not found in playfield */
3642 for (i = 0; i < MAX_PLAYERS; i++)
3644 struct PlayerInfo *player = &stored_player[i];
3646 if (player->connected && !player->present)
3648 for (j = 0; j < MAX_PLAYERS; j++)
3650 struct PlayerInfo *field_player = &stored_player[j];
3651 int jx = field_player->jx, jy = field_player->jy;
3653 /* assign first free player found that is present in the playfield */
3654 if (field_player->present && !field_player->connected)
3656 player->present = TRUE;
3657 player->active = TRUE;
3659 field_player->present = FALSE;
3660 field_player->active = FALSE;
3662 player->initial_element = field_player->initial_element;
3663 player->artwork_element = field_player->artwork_element;
3665 player->block_last_field = field_player->block_last_field;
3666 player->block_delay_adjustment = field_player->block_delay_adjustment;
3668 StorePlayer[jx][jy] = player->element_nr;
3670 player->jx = player->last_jx = jx;
3671 player->jy = player->last_jy = jy;
3681 printf("::: local_player->present == %d\n", local_player->present);
3686 /* when playing a tape, eliminate all players who do not participate */
3688 #if USE_NEW_PLAYER_ASSIGNMENTS
3690 if (!game.team_mode)
3692 for (i = 0; i < MAX_PLAYERS; i++)
3694 if (stored_player[i].active &&
3695 !tape.player_participates[map_player_action[i]])
3697 struct PlayerInfo *player = &stored_player[i];
3698 int jx = player->jx, jy = player->jy;
3700 #if DEBUG_INIT_PLAYER
3702 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3705 player->active = FALSE;
3706 StorePlayer[jx][jy] = 0;
3707 Feld[jx][jy] = EL_EMPTY;
3714 for (i = 0; i < MAX_PLAYERS; i++)
3716 if (stored_player[i].active &&
3717 !tape.player_participates[i])
3719 struct PlayerInfo *player = &stored_player[i];
3720 int jx = player->jx, jy = player->jy;
3722 player->active = FALSE;
3723 StorePlayer[jx][jy] = 0;
3724 Feld[jx][jy] = EL_EMPTY;
3729 else if (!options.network && !game.team_mode) /* && !tape.playing */
3731 /* when in single player mode, eliminate all but the first active player */
3733 for (i = 0; i < MAX_PLAYERS; i++)
3735 if (stored_player[i].active)
3737 for (j = i + 1; j < MAX_PLAYERS; j++)
3739 if (stored_player[j].active)
3741 struct PlayerInfo *player = &stored_player[j];
3742 int jx = player->jx, jy = player->jy;
3744 player->active = FALSE;
3745 player->present = FALSE;
3747 StorePlayer[jx][jy] = 0;
3748 Feld[jx][jy] = EL_EMPTY;
3755 /* when recording the game, store which players take part in the game */
3758 #if USE_NEW_PLAYER_ASSIGNMENTS
3759 for (i = 0; i < MAX_PLAYERS; i++)
3760 if (stored_player[i].connected)
3761 tape.player_participates[i] = TRUE;
3763 for (i = 0; i < MAX_PLAYERS; i++)
3764 if (stored_player[i].active)
3765 tape.player_participates[i] = TRUE;
3769 #if DEBUG_INIT_PLAYER
3772 printf("Player status after player assignment (final stage):\n");
3774 for (i = 0; i < MAX_PLAYERS; i++)
3776 struct PlayerInfo *player = &stored_player[i];
3778 printf("- player %d: present == %d, connected == %d, active == %d",
3784 if (local_player == player)
3785 printf(" (local player)");
3792 if (BorderElement == EL_EMPTY)
3795 SBX_Right = lev_fieldx - SCR_FIELDX;
3797 SBY_Lower = lev_fieldy - SCR_FIELDY;
3802 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3804 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3807 if (full_lev_fieldx <= SCR_FIELDX)
3808 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3809 if (full_lev_fieldy <= SCR_FIELDY)
3810 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3812 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
3814 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
3817 /* if local player not found, look for custom element that might create
3818 the player (make some assumptions about the right custom element) */
3819 if (!local_player->present)
3821 int start_x = 0, start_y = 0;
3822 int found_rating = 0;
3823 int found_element = EL_UNDEFINED;
3824 int player_nr = local_player->index_nr;
3826 SCAN_PLAYFIELD(x, y)
3828 int element = Feld[x][y];
3833 if (level.use_start_element[player_nr] &&
3834 level.start_element[player_nr] == element &&
3841 found_element = element;
3844 if (!IS_CUSTOM_ELEMENT(element))
3847 if (CAN_CHANGE(element))
3849 for (i = 0; i < element_info[element].num_change_pages; i++)
3851 /* check for player created from custom element as single target */
3852 content = element_info[element].change_page[i].target_element;
3853 is_player = ELEM_IS_PLAYER(content);
3855 if (is_player && (found_rating < 3 ||
3856 (found_rating == 3 && element < found_element)))
3862 found_element = element;
3867 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
3869 /* check for player created from custom element as explosion content */
3870 content = element_info[element].content.e[xx][yy];
3871 is_player = ELEM_IS_PLAYER(content);
3873 if (is_player && (found_rating < 2 ||
3874 (found_rating == 2 && element < found_element)))
3876 start_x = x + xx - 1;
3877 start_y = y + yy - 1;
3880 found_element = element;
3883 if (!CAN_CHANGE(element))
3886 for (i = 0; i < element_info[element].num_change_pages; i++)
3888 /* check for player created from custom element as extended target */
3890 element_info[element].change_page[i].target_content.e[xx][yy];
3892 is_player = ELEM_IS_PLAYER(content);
3894 if (is_player && (found_rating < 1 ||
3895 (found_rating == 1 && element < found_element)))
3897 start_x = x + xx - 1;
3898 start_y = y + yy - 1;
3901 found_element = element;
3907 scroll_x = SCROLL_POSITION_X(start_x);
3908 scroll_y = SCROLL_POSITION_Y(start_y);
3912 scroll_x = SCROLL_POSITION_X(local_player->jx);
3913 scroll_y = SCROLL_POSITION_Y(local_player->jy);
3916 /* !!! FIX THIS (START) !!! */
3917 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3919 InitGameEngine_EM();
3921 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3923 InitGameEngine_SP();
3927 DrawLevel(REDRAW_FIELD);
3930 /* after drawing the level, correct some elements */
3931 if (game.timegate_time_left == 0)
3932 CloseAllOpenTimegates();
3935 /* blit playfield from scroll buffer to normal back buffer for fading in */
3936 BlitScreenToBitmap(backbuffer);
3937 /* !!! FIX THIS (END) !!! */
3939 DrawMaskedBorder(fade_mask);
3944 // full screen redraw is required at this point in the following cases:
3945 // - special editor door undrawn when game was started from level editor
3946 // - drawing area (playfield) was changed and has to be removed completely
3947 redraw_mask = REDRAW_ALL;
3951 if (!game.restart_level)
3953 /* copy default game door content to main double buffer */
3955 /* !!! CHECK AGAIN !!! */
3956 SetPanelBackground();
3957 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
3958 DrawBackground(DX, DY, DXSIZE, DYSIZE);
3961 SetPanelBackground();
3962 SetDrawBackgroundMask(REDRAW_DOOR_1);
3964 UpdateAndDisplayGameControlValues();
3966 if (!game.restart_level)
3972 CreateGameButtons();
3974 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
3975 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
3976 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
3981 /* copy actual game door content to door double buffer for OpenDoor() */
3982 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
3984 OpenDoor(DOOR_OPEN_ALL);
3986 PlaySound(SND_GAME_STARTING);
3988 if (setup.sound_music)
3991 KeyboardAutoRepeatOffUnlessAutoplay();
3993 #if DEBUG_INIT_PLAYER
3996 printf("Player status (final):\n");
3998 for (i = 0; i < MAX_PLAYERS; i++)
4000 struct PlayerInfo *player = &stored_player[i];
4002 printf("- player %d: present == %d, connected == %d, active == %d",
4008 if (local_player == player)
4009 printf(" (local player)");
4022 if (!game.restart_level && !tape.playing)
4024 LevelStats_incPlayed(level_nr);
4026 SaveLevelSetup_SeriesInfo();
4029 game.restart_level = FALSE;
4031 SaveEngineSnapshotToListInitial();
4034 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4035 int actual_player_x, int actual_player_y)
4037 /* this is used for non-R'n'D game engines to update certain engine values */
4039 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4041 actual_player_x = correctLevelPosX_EM(actual_player_x);
4042 actual_player_y = correctLevelPosY_EM(actual_player_y);
4045 /* needed to determine if sounds are played within the visible screen area */
4046 scroll_x = actual_scroll_x;
4047 scroll_y = actual_scroll_y;
4049 /* needed to get player position for "follow finger" playing input method */
4050 local_player->jx = actual_player_x;
4051 local_player->jy = actual_player_y;
4054 void InitMovDir(int x, int y)
4056 int i, element = Feld[x][y];
4057 static int xy[4][2] =
4064 static int direction[3][4] =
4066 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4067 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4068 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4077 Feld[x][y] = EL_BUG;
4078 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4081 case EL_SPACESHIP_RIGHT:
4082 case EL_SPACESHIP_UP:
4083 case EL_SPACESHIP_LEFT:
4084 case EL_SPACESHIP_DOWN:
4085 Feld[x][y] = EL_SPACESHIP;
4086 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4089 case EL_BD_BUTTERFLY_RIGHT:
4090 case EL_BD_BUTTERFLY_UP:
4091 case EL_BD_BUTTERFLY_LEFT:
4092 case EL_BD_BUTTERFLY_DOWN:
4093 Feld[x][y] = EL_BD_BUTTERFLY;
4094 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4097 case EL_BD_FIREFLY_RIGHT:
4098 case EL_BD_FIREFLY_UP:
4099 case EL_BD_FIREFLY_LEFT:
4100 case EL_BD_FIREFLY_DOWN:
4101 Feld[x][y] = EL_BD_FIREFLY;
4102 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4105 case EL_PACMAN_RIGHT:
4107 case EL_PACMAN_LEFT:
4108 case EL_PACMAN_DOWN:
4109 Feld[x][y] = EL_PACMAN;
4110 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4113 case EL_YAMYAM_LEFT:
4114 case EL_YAMYAM_RIGHT:
4116 case EL_YAMYAM_DOWN:
4117 Feld[x][y] = EL_YAMYAM;
4118 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4121 case EL_SP_SNIKSNAK:
4122 MovDir[x][y] = MV_UP;
4125 case EL_SP_ELECTRON:
4126 MovDir[x][y] = MV_LEFT;
4133 Feld[x][y] = EL_MOLE;
4134 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4138 if (IS_CUSTOM_ELEMENT(element))
4140 struct ElementInfo *ei = &element_info[element];
4141 int move_direction_initial = ei->move_direction_initial;
4142 int move_pattern = ei->move_pattern;
4144 if (move_direction_initial == MV_START_PREVIOUS)
4146 if (MovDir[x][y] != MV_NONE)
4149 move_direction_initial = MV_START_AUTOMATIC;
4152 if (move_direction_initial == MV_START_RANDOM)
4153 MovDir[x][y] = 1 << RND(4);
4154 else if (move_direction_initial & MV_ANY_DIRECTION)
4155 MovDir[x][y] = move_direction_initial;
4156 else if (move_pattern == MV_ALL_DIRECTIONS ||
4157 move_pattern == MV_TURNING_LEFT ||
4158 move_pattern == MV_TURNING_RIGHT ||
4159 move_pattern == MV_TURNING_LEFT_RIGHT ||
4160 move_pattern == MV_TURNING_RIGHT_LEFT ||
4161 move_pattern == MV_TURNING_RANDOM)
4162 MovDir[x][y] = 1 << RND(4);
4163 else if (move_pattern == MV_HORIZONTAL)
4164 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4165 else if (move_pattern == MV_VERTICAL)
4166 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4167 else if (move_pattern & MV_ANY_DIRECTION)
4168 MovDir[x][y] = element_info[element].move_pattern;
4169 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4170 move_pattern == MV_ALONG_RIGHT_SIDE)
4172 /* use random direction as default start direction */
4173 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4174 MovDir[x][y] = 1 << RND(4);
4176 for (i = 0; i < NUM_DIRECTIONS; i++)
4178 int x1 = x + xy[i][0];
4179 int y1 = y + xy[i][1];
4181 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4183 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4184 MovDir[x][y] = direction[0][i];
4186 MovDir[x][y] = direction[1][i];
4195 MovDir[x][y] = 1 << RND(4);
4197 if (element != EL_BUG &&
4198 element != EL_SPACESHIP &&
4199 element != EL_BD_BUTTERFLY &&
4200 element != EL_BD_FIREFLY)
4203 for (i = 0; i < NUM_DIRECTIONS; i++)
4205 int x1 = x + xy[i][0];
4206 int y1 = y + xy[i][1];
4208 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4210 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4212 MovDir[x][y] = direction[0][i];
4215 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4216 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4218 MovDir[x][y] = direction[1][i];
4227 GfxDir[x][y] = MovDir[x][y];
4230 void InitAmoebaNr(int x, int y)
4233 int group_nr = AmoebeNachbarNr(x, y);
4237 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4239 if (AmoebaCnt[i] == 0)
4247 AmoebaNr[x][y] = group_nr;
4248 AmoebaCnt[group_nr]++;
4249 AmoebaCnt2[group_nr]++;
4252 static void PlayerWins(struct PlayerInfo *player)
4254 player->LevelSolved = TRUE;
4255 player->GameOver = TRUE;
4257 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4258 level.native_em_level->lev->score : player->score);
4260 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4262 player->LevelSolved_CountingScore = player->score_final;
4267 static int time, time_final;
4268 static int score, score_final;
4269 static int game_over_delay_1 = 0;
4270 static int game_over_delay_2 = 0;
4271 int game_over_delay_value_1 = 50;
4272 int game_over_delay_value_2 = 50;
4274 if (!local_player->LevelSolved_GameWon)
4278 /* do not start end game actions before the player stops moving (to exit) */
4279 if (local_player->MovPos)
4282 local_player->LevelSolved_GameWon = TRUE;
4283 local_player->LevelSolved_SaveTape = tape.recording;
4284 local_player->LevelSolved_SaveScore = !tape.playing;
4288 LevelStats_incSolved(level_nr);
4290 SaveLevelSetup_SeriesInfo();
4293 if (tape.auto_play) /* tape might already be stopped here */
4294 tape.auto_play_level_solved = TRUE;
4298 game_over_delay_1 = game_over_delay_value_1;
4299 game_over_delay_2 = game_over_delay_value_2;
4301 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4302 score = score_final = local_player->score_final;
4307 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4309 else if (game.no_time_limit && TimePlayed < 999)
4312 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4315 local_player->score_final = score_final;
4317 if (level_editor_test_game)
4320 score = score_final;
4322 local_player->LevelSolved_CountingTime = time;
4323 local_player->LevelSolved_CountingScore = score;
4325 game_panel_controls[GAME_PANEL_TIME].value = time;
4326 game_panel_controls[GAME_PANEL_SCORE].value = score;
4328 DisplayGameControlValues();
4331 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4333 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4335 /* close exit door after last player */
4336 if ((AllPlayersGone &&
4337 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4338 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4339 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4340 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4341 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4343 int element = Feld[ExitX][ExitY];
4345 Feld[ExitX][ExitY] =
4346 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4347 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4348 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4349 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4350 EL_EM_STEEL_EXIT_CLOSING);
4352 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4355 /* player disappears */
4356 DrawLevelField(ExitX, ExitY);
4359 for (i = 0; i < MAX_PLAYERS; i++)
4361 struct PlayerInfo *player = &stored_player[i];
4363 if (player->present)
4365 RemovePlayer(player);
4367 /* player disappears */
4368 DrawLevelField(player->jx, player->jy);
4373 PlaySound(SND_GAME_WINNING);
4376 if (game_over_delay_1 > 0)
4378 game_over_delay_1--;
4383 if (time != time_final)
4385 int time_to_go = ABS(time_final - time);
4386 int time_count_dir = (time < time_final ? +1 : -1);
4387 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4389 time += time_count_steps * time_count_dir;
4390 score += time_count_steps * level.score[SC_TIME_BONUS];
4392 local_player->LevelSolved_CountingTime = time;
4393 local_player->LevelSolved_CountingScore = score;
4395 game_panel_controls[GAME_PANEL_TIME].value = time;
4396 game_panel_controls[GAME_PANEL_SCORE].value = score;
4398 DisplayGameControlValues();
4400 if (time == time_final)
4401 StopSound(SND_GAME_LEVELTIME_BONUS);
4402 else if (setup.sound_loops)
4403 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4405 PlaySound(SND_GAME_LEVELTIME_BONUS);
4410 local_player->LevelSolved_PanelOff = TRUE;
4412 if (game_over_delay_2 > 0)
4414 game_over_delay_2--;
4425 boolean raise_level = FALSE;
4427 local_player->LevelSolved_GameEnd = TRUE;
4429 if (!global.use_envelope_request)
4430 CloseDoor(DOOR_CLOSE_1);
4432 if (local_player->LevelSolved_SaveTape)
4434 SaveTapeChecked(tape.level_nr); /* ask to save tape */
4437 CloseDoor(DOOR_CLOSE_ALL);
4439 if (level_editor_test_game)
4441 SetGameStatus(GAME_MODE_MAIN);
4448 if (!local_player->LevelSolved_SaveScore)
4450 SetGameStatus(GAME_MODE_MAIN);
4457 if (level_nr == leveldir_current->handicap_level)
4459 leveldir_current->handicap_level++;
4461 SaveLevelSetup_SeriesInfo();
4464 if (setup.increment_levels &&
4465 level_nr < leveldir_current->last_level)
4466 raise_level = TRUE; /* advance to next level */
4468 if ((hi_pos = NewHiScore()) >= 0)
4470 SetGameStatus(GAME_MODE_SCORES);
4472 DrawHallOfFame(hi_pos);
4482 SetGameStatus(GAME_MODE_MAIN);
4498 boolean one_score_entry_per_name = !program.many_scores_per_name;
4500 LoadScore(level_nr);
4502 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4503 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4506 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4508 if (local_player->score_final > highscore[k].Score)
4510 /* player has made it to the hall of fame */
4512 if (k < MAX_SCORE_ENTRIES - 1)
4514 int m = MAX_SCORE_ENTRIES - 1;
4516 if (one_score_entry_per_name)
4518 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4519 if (strEqual(setup.player_name, highscore[l].Name))
4522 if (m == k) /* player's new highscore overwrites his old one */
4526 for (l = m; l > k; l--)
4528 strcpy(highscore[l].Name, highscore[l - 1].Name);
4529 highscore[l].Score = highscore[l - 1].Score;
4535 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4536 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4537 highscore[k].Score = local_player->score_final;
4542 else if (one_score_entry_per_name &&
4543 !strncmp(setup.player_name, highscore[k].Name,
4544 MAX_PLAYER_NAME_LEN))
4545 break; /* player already there with a higher score */
4549 SaveScore(level_nr);
4554 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4556 int element = Feld[x][y];
4557 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4558 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4559 int horiz_move = (dx != 0);
4560 int sign = (horiz_move ? dx : dy);
4561 int step = sign * element_info[element].move_stepsize;
4563 /* special values for move stepsize for spring and things on conveyor belt */
4566 if (CAN_FALL(element) &&
4567 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4568 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4569 else if (element == EL_SPRING)
4570 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4576 inline static int getElementMoveStepsize(int x, int y)
4578 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4581 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4583 if (player->GfxAction != action || player->GfxDir != dir)
4585 player->GfxAction = action;
4586 player->GfxDir = dir;
4588 player->StepFrame = 0;
4592 static void ResetGfxFrame(int x, int y)
4594 int element = Feld[x][y];
4595 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4597 if (graphic_info[graphic].anim_global_sync)
4598 GfxFrame[x][y] = FrameCounter;
4599 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4600 GfxFrame[x][y] = CustomValue[x][y];
4601 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4602 GfxFrame[x][y] = element_info[element].collect_score;
4603 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4604 GfxFrame[x][y] = ChangeDelay[x][y];
4607 static void ResetGfxAnimation(int x, int y)
4609 GfxAction[x][y] = ACTION_DEFAULT;
4610 GfxDir[x][y] = MovDir[x][y];
4613 ResetGfxFrame(x, y);
4616 static void ResetRandomAnimationValue(int x, int y)
4618 GfxRandom[x][y] = INIT_GFX_RANDOM();
4621 void InitMovingField(int x, int y, int direction)
4623 int element = Feld[x][y];
4624 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4625 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4628 boolean is_moving_before, is_moving_after;
4630 /* check if element was/is moving or being moved before/after mode change */
4631 is_moving_before = (WasJustMoving[x][y] != 0);
4632 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4634 /* reset animation only for moving elements which change direction of moving
4635 or which just started or stopped moving
4636 (else CEs with property "can move" / "not moving" are reset each frame) */
4637 if (is_moving_before != is_moving_after ||
4638 direction != MovDir[x][y])
4639 ResetGfxAnimation(x, y);
4641 MovDir[x][y] = direction;
4642 GfxDir[x][y] = direction;
4644 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4645 direction == MV_DOWN && CAN_FALL(element) ?
4646 ACTION_FALLING : ACTION_MOVING);
4648 /* this is needed for CEs with property "can move" / "not moving" */
4650 if (is_moving_after)
4652 if (Feld[newx][newy] == EL_EMPTY)
4653 Feld[newx][newy] = EL_BLOCKED;
4655 MovDir[newx][newy] = MovDir[x][y];
4657 CustomValue[newx][newy] = CustomValue[x][y];
4659 GfxFrame[newx][newy] = GfxFrame[x][y];
4660 GfxRandom[newx][newy] = GfxRandom[x][y];
4661 GfxAction[newx][newy] = GfxAction[x][y];
4662 GfxDir[newx][newy] = GfxDir[x][y];
4666 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4668 int direction = MovDir[x][y];
4669 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4670 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4676 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4678 int oldx = x, oldy = y;
4679 int direction = MovDir[x][y];
4681 if (direction == MV_LEFT)
4683 else if (direction == MV_RIGHT)
4685 else if (direction == MV_UP)
4687 else if (direction == MV_DOWN)
4690 *comes_from_x = oldx;
4691 *comes_from_y = oldy;
4694 int MovingOrBlocked2Element(int x, int y)
4696 int element = Feld[x][y];
4698 if (element == EL_BLOCKED)
4702 Blocked2Moving(x, y, &oldx, &oldy);
4703 return Feld[oldx][oldy];
4709 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4711 /* like MovingOrBlocked2Element(), but if element is moving
4712 and (x,y) is the field the moving element is just leaving,
4713 return EL_BLOCKED instead of the element value */
4714 int element = Feld[x][y];
4716 if (IS_MOVING(x, y))
4718 if (element == EL_BLOCKED)
4722 Blocked2Moving(x, y, &oldx, &oldy);
4723 return Feld[oldx][oldy];
4732 static void RemoveField(int x, int y)
4734 Feld[x][y] = EL_EMPTY;
4740 CustomValue[x][y] = 0;
4743 ChangeDelay[x][y] = 0;
4744 ChangePage[x][y] = -1;
4745 Pushed[x][y] = FALSE;
4747 GfxElement[x][y] = EL_UNDEFINED;
4748 GfxAction[x][y] = ACTION_DEFAULT;
4749 GfxDir[x][y] = MV_NONE;
4752 void RemoveMovingField(int x, int y)
4754 int oldx = x, oldy = y, newx = x, newy = y;
4755 int element = Feld[x][y];
4756 int next_element = EL_UNDEFINED;
4758 if (element != EL_BLOCKED && !IS_MOVING(x, y))
4761 if (IS_MOVING(x, y))
4763 Moving2Blocked(x, y, &newx, &newy);
4765 if (Feld[newx][newy] != EL_BLOCKED)
4767 /* element is moving, but target field is not free (blocked), but
4768 already occupied by something different (example: acid pool);
4769 in this case, only remove the moving field, but not the target */
4771 RemoveField(oldx, oldy);
4773 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4775 TEST_DrawLevelField(oldx, oldy);
4780 else if (element == EL_BLOCKED)
4782 Blocked2Moving(x, y, &oldx, &oldy);
4783 if (!IS_MOVING(oldx, oldy))
4787 if (element == EL_BLOCKED &&
4788 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
4789 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
4790 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
4791 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
4792 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
4793 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
4794 next_element = get_next_element(Feld[oldx][oldy]);
4796 RemoveField(oldx, oldy);
4797 RemoveField(newx, newy);
4799 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4801 if (next_element != EL_UNDEFINED)
4802 Feld[oldx][oldy] = next_element;
4804 TEST_DrawLevelField(oldx, oldy);
4805 TEST_DrawLevelField(newx, newy);
4808 void DrawDynamite(int x, int y)
4810 int sx = SCREENX(x), sy = SCREENY(y);
4811 int graphic = el2img(Feld[x][y]);
4814 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
4817 if (IS_WALKABLE_INSIDE(Back[x][y]))
4821 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
4822 else if (Store[x][y])
4823 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
4825 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4827 if (Back[x][y] || Store[x][y])
4828 DrawGraphicThruMask(sx, sy, graphic, frame);
4830 DrawGraphic(sx, sy, graphic, frame);
4833 void CheckDynamite(int x, int y)
4835 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
4839 if (MovDelay[x][y] != 0)
4842 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4848 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4853 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
4855 boolean num_checked_players = 0;
4858 for (i = 0; i < MAX_PLAYERS; i++)
4860 if (stored_player[i].active)
4862 int sx = stored_player[i].jx;
4863 int sy = stored_player[i].jy;
4865 if (num_checked_players == 0)
4872 *sx1 = MIN(*sx1, sx);
4873 *sy1 = MIN(*sy1, sy);
4874 *sx2 = MAX(*sx2, sx);
4875 *sy2 = MAX(*sy2, sy);
4878 num_checked_players++;
4883 static boolean checkIfAllPlayersFitToScreen_RND()
4885 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
4887 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4889 return (sx2 - sx1 < SCR_FIELDX &&
4890 sy2 - sy1 < SCR_FIELDY);
4893 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
4895 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
4897 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4899 *sx = (sx1 + sx2) / 2;
4900 *sy = (sy1 + sy2) / 2;
4903 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
4904 boolean center_screen, boolean quick_relocation)
4906 unsigned int frame_delay_value_old = GetVideoFrameDelay();
4907 boolean ffwd_delay = (tape.playing && tape.fast_forward);
4908 boolean no_delay = (tape.warp_forward);
4909 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
4910 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
4911 int new_scroll_x, new_scroll_y;
4913 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
4915 /* case 1: quick relocation inside visible screen (without scrolling) */
4922 if (!level.shifted_relocation || center_screen)
4924 /* relocation _with_ centering of screen */
4926 new_scroll_x = SCROLL_POSITION_X(x);
4927 new_scroll_y = SCROLL_POSITION_Y(y);
4931 /* relocation _without_ centering of screen */
4933 int center_scroll_x = SCROLL_POSITION_X(old_x);
4934 int center_scroll_y = SCROLL_POSITION_Y(old_y);
4935 int offset_x = x + (scroll_x - center_scroll_x);
4936 int offset_y = y + (scroll_y - center_scroll_y);
4938 /* for new screen position, apply previous offset to center position */
4939 new_scroll_x = SCROLL_POSITION_X(offset_x);
4940 new_scroll_y = SCROLL_POSITION_Y(offset_y);
4943 if (quick_relocation)
4945 /* case 2: quick relocation (redraw without visible scrolling) */
4947 scroll_x = new_scroll_x;
4948 scroll_y = new_scroll_y;
4955 /* case 3: visible relocation (with scrolling to new position) */
4957 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
4959 SetVideoFrameDelay(wait_delay_value);
4961 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
4964 int fx = FX, fy = FY;
4966 dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
4967 dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
4969 if (dx == 0 && dy == 0) /* no scrolling needed at all */
4975 fx += dx * TILEX / 2;
4976 fy += dy * TILEY / 2;
4978 ScrollLevel(dx, dy);
4981 /* scroll in two steps of half tile size to make things smoother */
4982 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
4984 /* scroll second step to align at full tile size */
4985 BlitScreenToBitmap(window);
4991 SetVideoFrameDelay(frame_delay_value_old);
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);
5041 BackToFront_WithFrameDelay(wait_delay_value);
5044 DrawPlayer(player); /* needed here only to cleanup last field */
5045 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5047 player->is_moving = FALSE;
5050 if (IS_CUSTOM_ELEMENT(old_element))
5051 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5053 player->index_bit, leave_side);
5055 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5057 player->index_bit, leave_side);
5059 Feld[jx][jy] = el_player;
5060 InitPlayerField(jx, jy, el_player, TRUE);
5062 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5063 possible that the relocation target field did not contain a player element,
5064 but a walkable element, to which the new player was relocated -- in this
5065 case, restore that (already initialized!) element on the player field */
5066 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5068 Feld[jx][jy] = element; /* restore previously existing element */
5071 /* only visually relocate centered player */
5072 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5073 FALSE, level.instant_relocation);
5075 TestIfPlayerTouchesBadThing(jx, jy);
5076 TestIfPlayerTouchesCustomElement(jx, jy);
5078 if (IS_CUSTOM_ELEMENT(element))
5079 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5080 player->index_bit, enter_side);
5082 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5083 player->index_bit, enter_side);
5085 if (player->is_switching)
5087 /* ensure that relocation while still switching an element does not cause
5088 a new element to be treated as also switched directly after relocation
5089 (this is important for teleporter switches that teleport the player to
5090 a place where another teleporter switch is in the same direction, which
5091 would then incorrectly be treated as immediately switched before the
5092 direction key that caused the switch was released) */
5094 player->switch_x += jx - old_jx;
5095 player->switch_y += jy - old_jy;
5099 void Explode(int ex, int ey, int phase, int mode)
5105 /* !!! eliminate this variable !!! */
5106 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5108 if (game.explosions_delayed)
5110 ExplodeField[ex][ey] = mode;
5114 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5116 int center_element = Feld[ex][ey];
5117 int artwork_element, explosion_element; /* set these values later */
5119 /* remove things displayed in background while burning dynamite */
5120 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5123 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5125 /* put moving element to center field (and let it explode there) */
5126 center_element = MovingOrBlocked2Element(ex, ey);
5127 RemoveMovingField(ex, ey);
5128 Feld[ex][ey] = center_element;
5131 /* now "center_element" is finally determined -- set related values now */
5132 artwork_element = center_element; /* for custom player artwork */
5133 explosion_element = center_element; /* for custom player artwork */
5135 if (IS_PLAYER(ex, ey))
5137 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5139 artwork_element = stored_player[player_nr].artwork_element;
5141 if (level.use_explosion_element[player_nr])
5143 explosion_element = level.explosion_element[player_nr];
5144 artwork_element = explosion_element;
5148 if (mode == EX_TYPE_NORMAL ||
5149 mode == EX_TYPE_CENTER ||
5150 mode == EX_TYPE_CROSS)
5151 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5153 last_phase = element_info[explosion_element].explosion_delay + 1;
5155 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5157 int xx = x - ex + 1;
5158 int yy = y - ey + 1;
5161 if (!IN_LEV_FIELD(x, y) ||
5162 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5163 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5166 element = Feld[x][y];
5168 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5170 element = MovingOrBlocked2Element(x, y);
5172 if (!IS_EXPLOSION_PROOF(element))
5173 RemoveMovingField(x, y);
5176 /* indestructible elements can only explode in center (but not flames) */
5177 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5178 mode == EX_TYPE_BORDER)) ||
5179 element == EL_FLAMES)
5182 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5183 behaviour, for example when touching a yamyam that explodes to rocks
5184 with active deadly shield, a rock is created under the player !!! */
5185 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5187 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5188 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5189 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5191 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5194 if (IS_ACTIVE_BOMB(element))
5196 /* re-activate things under the bomb like gate or penguin */
5197 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5204 /* save walkable background elements while explosion on same tile */
5205 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5206 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5207 Back[x][y] = element;
5209 /* ignite explodable elements reached by other explosion */
5210 if (element == EL_EXPLOSION)
5211 element = Store2[x][y];
5213 if (AmoebaNr[x][y] &&
5214 (element == EL_AMOEBA_FULL ||
5215 element == EL_BD_AMOEBA ||
5216 element == EL_AMOEBA_GROWING))
5218 AmoebaCnt[AmoebaNr[x][y]]--;
5219 AmoebaCnt2[AmoebaNr[x][y]]--;
5224 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5226 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5228 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5230 if (PLAYERINFO(ex, ey)->use_murphy)
5231 Store[x][y] = EL_EMPTY;
5234 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5235 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5236 else if (ELEM_IS_PLAYER(center_element))
5237 Store[x][y] = EL_EMPTY;
5238 else if (center_element == EL_YAMYAM)
5239 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5240 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5241 Store[x][y] = element_info[center_element].content.e[xx][yy];
5243 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5244 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5245 otherwise) -- FIX THIS !!! */
5246 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5247 Store[x][y] = element_info[element].content.e[1][1];
5249 else if (!CAN_EXPLODE(element))
5250 Store[x][y] = element_info[element].content.e[1][1];
5253 Store[x][y] = EL_EMPTY;
5255 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5256 center_element == EL_AMOEBA_TO_DIAMOND)
5257 Store2[x][y] = element;
5259 Feld[x][y] = EL_EXPLOSION;
5260 GfxElement[x][y] = artwork_element;
5262 ExplodePhase[x][y] = 1;
5263 ExplodeDelay[x][y] = last_phase;
5268 if (center_element == EL_YAMYAM)
5269 game.yamyam_content_nr =
5270 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5282 GfxFrame[x][y] = 0; /* restart explosion animation */
5284 last_phase = ExplodeDelay[x][y];
5286 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5288 /* this can happen if the player leaves an explosion just in time */
5289 if (GfxElement[x][y] == EL_UNDEFINED)
5290 GfxElement[x][y] = EL_EMPTY;
5292 border_element = Store2[x][y];
5293 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5294 border_element = StorePlayer[x][y];
5296 if (phase == element_info[border_element].ignition_delay ||
5297 phase == last_phase)
5299 boolean border_explosion = FALSE;
5301 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5302 !PLAYER_EXPLOSION_PROTECTED(x, y))
5304 KillPlayerUnlessExplosionProtected(x, y);
5305 border_explosion = TRUE;
5307 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5309 Feld[x][y] = Store2[x][y];
5312 border_explosion = TRUE;
5314 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5316 AmoebeUmwandeln(x, y);
5318 border_explosion = TRUE;
5321 /* if an element just explodes due to another explosion (chain-reaction),
5322 do not immediately end the new explosion when it was the last frame of
5323 the explosion (as it would be done in the following "if"-statement!) */
5324 if (border_explosion && phase == last_phase)
5328 if (phase == last_phase)
5332 element = Feld[x][y] = Store[x][y];
5333 Store[x][y] = Store2[x][y] = 0;
5334 GfxElement[x][y] = EL_UNDEFINED;
5336 /* player can escape from explosions and might therefore be still alive */
5337 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5338 element <= EL_PLAYER_IS_EXPLODING_4)
5340 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5341 int explosion_element = EL_PLAYER_1 + player_nr;
5342 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5343 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5345 if (level.use_explosion_element[player_nr])
5346 explosion_element = level.explosion_element[player_nr];
5348 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5349 element_info[explosion_element].content.e[xx][yy]);
5352 /* restore probably existing indestructible background element */
5353 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5354 element = Feld[x][y] = Back[x][y];
5357 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5358 GfxDir[x][y] = MV_NONE;
5359 ChangeDelay[x][y] = 0;
5360 ChangePage[x][y] = -1;
5362 CustomValue[x][y] = 0;
5364 InitField_WithBug2(x, y, FALSE);
5366 TEST_DrawLevelField(x, y);
5368 TestIfElementTouchesCustomElement(x, y);
5370 if (GFX_CRUMBLED(element))
5371 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5373 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5374 StorePlayer[x][y] = 0;
5376 if (ELEM_IS_PLAYER(element))
5377 RelocatePlayer(x, y, element);
5379 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5381 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5382 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5385 TEST_DrawLevelFieldCrumbled(x, y);
5387 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5389 DrawLevelElement(x, y, Back[x][y]);
5390 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5392 else if (IS_WALKABLE_UNDER(Back[x][y]))
5394 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5395 DrawLevelElementThruMask(x, y, Back[x][y]);
5397 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5398 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5402 void DynaExplode(int ex, int ey)
5405 int dynabomb_element = Feld[ex][ey];
5406 int dynabomb_size = 1;
5407 boolean dynabomb_xl = FALSE;
5408 struct PlayerInfo *player;
5409 static int xy[4][2] =
5417 if (IS_ACTIVE_BOMB(dynabomb_element))
5419 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5420 dynabomb_size = player->dynabomb_size;
5421 dynabomb_xl = player->dynabomb_xl;
5422 player->dynabombs_left++;
5425 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5427 for (i = 0; i < NUM_DIRECTIONS; i++)
5429 for (j = 1; j <= dynabomb_size; j++)
5431 int x = ex + j * xy[i][0];
5432 int y = ey + j * xy[i][1];
5435 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5438 element = Feld[x][y];
5440 /* do not restart explosions of fields with active bombs */
5441 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5444 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5446 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5447 !IS_DIGGABLE(element) && !dynabomb_xl)
5453 void Bang(int x, int y)
5455 int element = MovingOrBlocked2Element(x, y);
5456 int explosion_type = EX_TYPE_NORMAL;
5458 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5460 struct PlayerInfo *player = PLAYERINFO(x, y);
5462 element = Feld[x][y] = player->initial_element;
5464 if (level.use_explosion_element[player->index_nr])
5466 int explosion_element = level.explosion_element[player->index_nr];
5468 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5469 explosion_type = EX_TYPE_CROSS;
5470 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5471 explosion_type = EX_TYPE_CENTER;
5479 case EL_BD_BUTTERFLY:
5482 case EL_DARK_YAMYAM:
5486 RaiseScoreElement(element);
5489 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5490 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5491 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5492 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5493 case EL_DYNABOMB_INCREASE_NUMBER:
5494 case EL_DYNABOMB_INCREASE_SIZE:
5495 case EL_DYNABOMB_INCREASE_POWER:
5496 explosion_type = EX_TYPE_DYNA;
5499 case EL_DC_LANDMINE:
5500 explosion_type = EX_TYPE_CENTER;
5505 case EL_LAMP_ACTIVE:
5506 case EL_AMOEBA_TO_DIAMOND:
5507 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5508 explosion_type = EX_TYPE_CENTER;
5512 if (element_info[element].explosion_type == EXPLODES_CROSS)
5513 explosion_type = EX_TYPE_CROSS;
5514 else if (element_info[element].explosion_type == EXPLODES_1X1)
5515 explosion_type = EX_TYPE_CENTER;
5519 if (explosion_type == EX_TYPE_DYNA)
5522 Explode(x, y, EX_PHASE_START, explosion_type);
5524 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5527 void SplashAcid(int x, int y)
5529 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5530 (!IN_LEV_FIELD(x - 1, y - 2) ||
5531 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5532 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5534 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5535 (!IN_LEV_FIELD(x + 1, y - 2) ||
5536 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5537 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5539 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5542 static void InitBeltMovement()
5544 static int belt_base_element[4] =
5546 EL_CONVEYOR_BELT_1_LEFT,
5547 EL_CONVEYOR_BELT_2_LEFT,
5548 EL_CONVEYOR_BELT_3_LEFT,
5549 EL_CONVEYOR_BELT_4_LEFT
5551 static int belt_base_active_element[4] =
5553 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5554 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5555 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5556 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5561 /* set frame order for belt animation graphic according to belt direction */
5562 for (i = 0; i < NUM_BELTS; i++)
5566 for (j = 0; j < NUM_BELT_PARTS; j++)
5568 int element = belt_base_active_element[belt_nr] + j;
5569 int graphic_1 = el2img(element);
5570 int graphic_2 = el2panelimg(element);
5572 if (game.belt_dir[i] == MV_LEFT)
5574 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5575 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5579 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5580 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5585 SCAN_PLAYFIELD(x, y)
5587 int element = Feld[x][y];
5589 for (i = 0; i < NUM_BELTS; i++)
5591 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5593 int e_belt_nr = getBeltNrFromBeltElement(element);
5596 if (e_belt_nr == belt_nr)
5598 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5600 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5607 static void ToggleBeltSwitch(int x, int y)
5609 static int belt_base_element[4] =
5611 EL_CONVEYOR_BELT_1_LEFT,
5612 EL_CONVEYOR_BELT_2_LEFT,
5613 EL_CONVEYOR_BELT_3_LEFT,
5614 EL_CONVEYOR_BELT_4_LEFT
5616 static int belt_base_active_element[4] =
5618 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5619 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5620 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5621 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5623 static int belt_base_switch_element[4] =
5625 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5626 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5627 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5628 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5630 static int belt_move_dir[4] =
5638 int element = Feld[x][y];
5639 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5640 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5641 int belt_dir = belt_move_dir[belt_dir_nr];
5644 if (!IS_BELT_SWITCH(element))
5647 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5648 game.belt_dir[belt_nr] = belt_dir;
5650 if (belt_dir_nr == 3)
5653 /* set frame order for belt animation graphic according to belt direction */
5654 for (i = 0; i < NUM_BELT_PARTS; i++)
5656 int element = belt_base_active_element[belt_nr] + i;
5657 int graphic_1 = el2img(element);
5658 int graphic_2 = el2panelimg(element);
5660 if (belt_dir == MV_LEFT)
5662 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5663 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5667 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5668 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5672 SCAN_PLAYFIELD(xx, yy)
5674 int element = Feld[xx][yy];
5676 if (IS_BELT_SWITCH(element))
5678 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5680 if (e_belt_nr == belt_nr)
5682 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5683 TEST_DrawLevelField(xx, yy);
5686 else if (IS_BELT(element) && belt_dir != MV_NONE)
5688 int e_belt_nr = getBeltNrFromBeltElement(element);
5690 if (e_belt_nr == belt_nr)
5692 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5694 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5695 TEST_DrawLevelField(xx, yy);
5698 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5700 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5702 if (e_belt_nr == belt_nr)
5704 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5706 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5707 TEST_DrawLevelField(xx, yy);
5713 static void ToggleSwitchgateSwitch(int x, int y)
5717 game.switchgate_pos = !game.switchgate_pos;
5719 SCAN_PLAYFIELD(xx, yy)
5721 int element = Feld[xx][yy];
5723 if (element == EL_SWITCHGATE_SWITCH_UP)
5725 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5726 TEST_DrawLevelField(xx, yy);
5728 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5730 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5731 TEST_DrawLevelField(xx, yy);
5733 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5735 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5736 TEST_DrawLevelField(xx, yy);
5738 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5740 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5741 TEST_DrawLevelField(xx, yy);
5743 else if (element == EL_SWITCHGATE_OPEN ||
5744 element == EL_SWITCHGATE_OPENING)
5746 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
5748 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
5750 else if (element == EL_SWITCHGATE_CLOSED ||
5751 element == EL_SWITCHGATE_CLOSING)
5753 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
5755 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
5760 static int getInvisibleActiveFromInvisibleElement(int element)
5762 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
5763 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
5764 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
5768 static int getInvisibleFromInvisibleActiveElement(int element)
5770 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
5771 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
5772 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
5776 static void RedrawAllLightSwitchesAndInvisibleElements()
5780 SCAN_PLAYFIELD(x, y)
5782 int element = Feld[x][y];
5784 if (element == EL_LIGHT_SWITCH &&
5785 game.light_time_left > 0)
5787 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
5788 TEST_DrawLevelField(x, y);
5790 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
5791 game.light_time_left == 0)
5793 Feld[x][y] = EL_LIGHT_SWITCH;
5794 TEST_DrawLevelField(x, y);
5796 else if (element == EL_EMC_DRIPPER &&
5797 game.light_time_left > 0)
5799 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5800 TEST_DrawLevelField(x, y);
5802 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5803 game.light_time_left == 0)
5805 Feld[x][y] = EL_EMC_DRIPPER;
5806 TEST_DrawLevelField(x, y);
5808 else if (element == EL_INVISIBLE_STEELWALL ||
5809 element == EL_INVISIBLE_WALL ||
5810 element == EL_INVISIBLE_SAND)
5812 if (game.light_time_left > 0)
5813 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5815 TEST_DrawLevelField(x, y);
5817 /* uncrumble neighbour fields, if needed */
5818 if (element == EL_INVISIBLE_SAND)
5819 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5821 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5822 element == EL_INVISIBLE_WALL_ACTIVE ||
5823 element == EL_INVISIBLE_SAND_ACTIVE)
5825 if (game.light_time_left == 0)
5826 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5828 TEST_DrawLevelField(x, y);
5830 /* re-crumble neighbour fields, if needed */
5831 if (element == EL_INVISIBLE_SAND)
5832 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5837 static void RedrawAllInvisibleElementsForLenses()
5841 SCAN_PLAYFIELD(x, y)
5843 int element = Feld[x][y];
5845 if (element == EL_EMC_DRIPPER &&
5846 game.lenses_time_left > 0)
5848 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5849 TEST_DrawLevelField(x, y);
5851 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5852 game.lenses_time_left == 0)
5854 Feld[x][y] = EL_EMC_DRIPPER;
5855 TEST_DrawLevelField(x, y);
5857 else if (element == EL_INVISIBLE_STEELWALL ||
5858 element == EL_INVISIBLE_WALL ||
5859 element == EL_INVISIBLE_SAND)
5861 if (game.lenses_time_left > 0)
5862 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5864 TEST_DrawLevelField(x, y);
5866 /* uncrumble neighbour fields, if needed */
5867 if (element == EL_INVISIBLE_SAND)
5868 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5870 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5871 element == EL_INVISIBLE_WALL_ACTIVE ||
5872 element == EL_INVISIBLE_SAND_ACTIVE)
5874 if (game.lenses_time_left == 0)
5875 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5877 TEST_DrawLevelField(x, y);
5879 /* re-crumble neighbour fields, if needed */
5880 if (element == EL_INVISIBLE_SAND)
5881 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5886 static void RedrawAllInvisibleElementsForMagnifier()
5890 SCAN_PLAYFIELD(x, y)
5892 int element = Feld[x][y];
5894 if (element == EL_EMC_FAKE_GRASS &&
5895 game.magnify_time_left > 0)
5897 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
5898 TEST_DrawLevelField(x, y);
5900 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
5901 game.magnify_time_left == 0)
5903 Feld[x][y] = EL_EMC_FAKE_GRASS;
5904 TEST_DrawLevelField(x, y);
5906 else if (IS_GATE_GRAY(element) &&
5907 game.magnify_time_left > 0)
5909 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
5910 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
5911 IS_EM_GATE_GRAY(element) ?
5912 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
5913 IS_EMC_GATE_GRAY(element) ?
5914 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
5915 IS_DC_GATE_GRAY(element) ?
5916 EL_DC_GATE_WHITE_GRAY_ACTIVE :
5918 TEST_DrawLevelField(x, y);
5920 else if (IS_GATE_GRAY_ACTIVE(element) &&
5921 game.magnify_time_left == 0)
5923 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
5924 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
5925 IS_EM_GATE_GRAY_ACTIVE(element) ?
5926 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
5927 IS_EMC_GATE_GRAY_ACTIVE(element) ?
5928 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
5929 IS_DC_GATE_GRAY_ACTIVE(element) ?
5930 EL_DC_GATE_WHITE_GRAY :
5932 TEST_DrawLevelField(x, y);
5937 static void ToggleLightSwitch(int x, int y)
5939 int element = Feld[x][y];
5941 game.light_time_left =
5942 (element == EL_LIGHT_SWITCH ?
5943 level.time_light * FRAMES_PER_SECOND : 0);
5945 RedrawAllLightSwitchesAndInvisibleElements();
5948 static void ActivateTimegateSwitch(int x, int y)
5952 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
5954 SCAN_PLAYFIELD(xx, yy)
5956 int element = Feld[xx][yy];
5958 if (element == EL_TIMEGATE_CLOSED ||
5959 element == EL_TIMEGATE_CLOSING)
5961 Feld[xx][yy] = EL_TIMEGATE_OPENING;
5962 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
5966 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
5968 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
5969 TEST_DrawLevelField(xx, yy);
5975 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
5976 EL_DC_TIMEGATE_SWITCH_ACTIVE);
5979 void Impact(int x, int y)
5981 boolean last_line = (y == lev_fieldy - 1);
5982 boolean object_hit = FALSE;
5983 boolean impact = (last_line || object_hit);
5984 int element = Feld[x][y];
5985 int smashed = EL_STEELWALL;
5987 if (!last_line) /* check if element below was hit */
5989 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
5992 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
5993 MovDir[x][y + 1] != MV_DOWN ||
5994 MovPos[x][y + 1] <= TILEY / 2));
5996 /* do not smash moving elements that left the smashed field in time */
5997 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
5998 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6001 #if USE_QUICKSAND_IMPACT_BUGFIX
6002 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6004 RemoveMovingField(x, y + 1);
6005 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6006 Feld[x][y + 2] = EL_ROCK;
6007 TEST_DrawLevelField(x, y + 2);
6012 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6014 RemoveMovingField(x, y + 1);
6015 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6016 Feld[x][y + 2] = EL_ROCK;
6017 TEST_DrawLevelField(x, y + 2);
6024 smashed = MovingOrBlocked2Element(x, y + 1);
6026 impact = (last_line || object_hit);
6029 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6031 SplashAcid(x, y + 1);
6035 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6036 /* only reset graphic animation if graphic really changes after impact */
6038 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6040 ResetGfxAnimation(x, y);
6041 TEST_DrawLevelField(x, y);
6044 if (impact && CAN_EXPLODE_IMPACT(element))
6049 else if (impact && element == EL_PEARL &&
6050 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6052 ResetGfxAnimation(x, y);
6054 Feld[x][y] = EL_PEARL_BREAKING;
6055 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6058 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6060 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6065 if (impact && element == EL_AMOEBA_DROP)
6067 if (object_hit && IS_PLAYER(x, y + 1))
6068 KillPlayerUnlessEnemyProtected(x, y + 1);
6069 else if (object_hit && smashed == EL_PENGUIN)
6073 Feld[x][y] = EL_AMOEBA_GROWING;
6074 Store[x][y] = EL_AMOEBA_WET;
6076 ResetRandomAnimationValue(x, y);
6081 if (object_hit) /* check which object was hit */
6083 if ((CAN_PASS_MAGIC_WALL(element) &&
6084 (smashed == EL_MAGIC_WALL ||
6085 smashed == EL_BD_MAGIC_WALL)) ||
6086 (CAN_PASS_DC_MAGIC_WALL(element) &&
6087 smashed == EL_DC_MAGIC_WALL))
6090 int activated_magic_wall =
6091 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6092 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6093 EL_DC_MAGIC_WALL_ACTIVE);
6095 /* activate magic wall / mill */
6096 SCAN_PLAYFIELD(xx, yy)
6098 if (Feld[xx][yy] == smashed)
6099 Feld[xx][yy] = activated_magic_wall;
6102 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6103 game.magic_wall_active = TRUE;
6105 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6106 SND_MAGIC_WALL_ACTIVATING :
6107 smashed == EL_BD_MAGIC_WALL ?
6108 SND_BD_MAGIC_WALL_ACTIVATING :
6109 SND_DC_MAGIC_WALL_ACTIVATING));
6112 if (IS_PLAYER(x, y + 1))
6114 if (CAN_SMASH_PLAYER(element))
6116 KillPlayerUnlessEnemyProtected(x, y + 1);
6120 else if (smashed == EL_PENGUIN)
6122 if (CAN_SMASH_PLAYER(element))
6128 else if (element == EL_BD_DIAMOND)
6130 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6136 else if (((element == EL_SP_INFOTRON ||
6137 element == EL_SP_ZONK) &&
6138 (smashed == EL_SP_SNIKSNAK ||
6139 smashed == EL_SP_ELECTRON ||
6140 smashed == EL_SP_DISK_ORANGE)) ||
6141 (element == EL_SP_INFOTRON &&
6142 smashed == EL_SP_DISK_YELLOW))
6147 else if (CAN_SMASH_EVERYTHING(element))
6149 if (IS_CLASSIC_ENEMY(smashed) ||
6150 CAN_EXPLODE_SMASHED(smashed))
6155 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6157 if (smashed == EL_LAMP ||
6158 smashed == EL_LAMP_ACTIVE)
6163 else if (smashed == EL_NUT)
6165 Feld[x][y + 1] = EL_NUT_BREAKING;
6166 PlayLevelSound(x, y, SND_NUT_BREAKING);
6167 RaiseScoreElement(EL_NUT);
6170 else if (smashed == EL_PEARL)
6172 ResetGfxAnimation(x, y);
6174 Feld[x][y + 1] = EL_PEARL_BREAKING;
6175 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6178 else if (smashed == EL_DIAMOND)
6180 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6181 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6184 else if (IS_BELT_SWITCH(smashed))
6186 ToggleBeltSwitch(x, y + 1);
6188 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6189 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6190 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6191 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6193 ToggleSwitchgateSwitch(x, y + 1);
6195 else if (smashed == EL_LIGHT_SWITCH ||
6196 smashed == EL_LIGHT_SWITCH_ACTIVE)
6198 ToggleLightSwitch(x, y + 1);
6202 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6204 CheckElementChangeBySide(x, y + 1, smashed, element,
6205 CE_SWITCHED, CH_SIDE_TOP);
6206 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6212 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6217 /* play sound of magic wall / mill */
6219 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6220 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6221 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6223 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6224 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6225 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6226 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6227 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6228 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6233 /* play sound of object that hits the ground */
6234 if (last_line || object_hit)
6235 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6238 inline static void TurnRoundExt(int x, int y)
6250 { 0, 0 }, { 0, 0 }, { 0, 0 },
6255 int left, right, back;
6259 { MV_DOWN, MV_UP, MV_RIGHT },
6260 { MV_UP, MV_DOWN, MV_LEFT },
6262 { MV_LEFT, MV_RIGHT, MV_DOWN },
6266 { MV_RIGHT, MV_LEFT, MV_UP }
6269 int element = Feld[x][y];
6270 int move_pattern = element_info[element].move_pattern;
6272 int old_move_dir = MovDir[x][y];
6273 int left_dir = turn[old_move_dir].left;
6274 int right_dir = turn[old_move_dir].right;
6275 int back_dir = turn[old_move_dir].back;
6277 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6278 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6279 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6280 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6282 int left_x = x + left_dx, left_y = y + left_dy;
6283 int right_x = x + right_dx, right_y = y + right_dy;
6284 int move_x = x + move_dx, move_y = y + move_dy;
6288 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6290 TestIfBadThingTouchesOtherBadThing(x, y);
6292 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6293 MovDir[x][y] = right_dir;
6294 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6295 MovDir[x][y] = left_dir;
6297 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6299 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6302 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6304 TestIfBadThingTouchesOtherBadThing(x, y);
6306 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6307 MovDir[x][y] = left_dir;
6308 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6309 MovDir[x][y] = right_dir;
6311 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6313 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6316 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6318 TestIfBadThingTouchesOtherBadThing(x, y);
6320 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6321 MovDir[x][y] = left_dir;
6322 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6323 MovDir[x][y] = right_dir;
6325 if (MovDir[x][y] != old_move_dir)
6328 else if (element == EL_YAMYAM)
6330 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6331 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6333 if (can_turn_left && can_turn_right)
6334 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6335 else if (can_turn_left)
6336 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6337 else if (can_turn_right)
6338 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6340 MovDir[x][y] = back_dir;
6342 MovDelay[x][y] = 16 + 16 * RND(3);
6344 else if (element == EL_DARK_YAMYAM)
6346 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6348 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6351 if (can_turn_left && can_turn_right)
6352 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6353 else if (can_turn_left)
6354 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6355 else if (can_turn_right)
6356 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6358 MovDir[x][y] = back_dir;
6360 MovDelay[x][y] = 16 + 16 * RND(3);
6362 else if (element == EL_PACMAN)
6364 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6365 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6367 if (can_turn_left && can_turn_right)
6368 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6369 else if (can_turn_left)
6370 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6371 else if (can_turn_right)
6372 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6374 MovDir[x][y] = back_dir;
6376 MovDelay[x][y] = 6 + RND(40);
6378 else if (element == EL_PIG)
6380 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6381 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6382 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6383 boolean should_turn_left, should_turn_right, should_move_on;
6385 int rnd = RND(rnd_value);
6387 should_turn_left = (can_turn_left &&
6389 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6390 y + back_dy + left_dy)));
6391 should_turn_right = (can_turn_right &&
6393 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6394 y + back_dy + right_dy)));
6395 should_move_on = (can_move_on &&
6398 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6399 y + move_dy + left_dy) ||
6400 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6401 y + move_dy + right_dy)));
6403 if (should_turn_left || should_turn_right || should_move_on)
6405 if (should_turn_left && should_turn_right && should_move_on)
6406 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6407 rnd < 2 * rnd_value / 3 ? right_dir :
6409 else if (should_turn_left && should_turn_right)
6410 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6411 else if (should_turn_left && should_move_on)
6412 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6413 else if (should_turn_right && should_move_on)
6414 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6415 else if (should_turn_left)
6416 MovDir[x][y] = left_dir;
6417 else if (should_turn_right)
6418 MovDir[x][y] = right_dir;
6419 else if (should_move_on)
6420 MovDir[x][y] = old_move_dir;
6422 else if (can_move_on && rnd > rnd_value / 8)
6423 MovDir[x][y] = old_move_dir;
6424 else if (can_turn_left && can_turn_right)
6425 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6426 else if (can_turn_left && rnd > rnd_value / 8)
6427 MovDir[x][y] = left_dir;
6428 else if (can_turn_right && rnd > rnd_value/8)
6429 MovDir[x][y] = right_dir;
6431 MovDir[x][y] = back_dir;
6433 xx = x + move_xy[MovDir[x][y]].dx;
6434 yy = y + move_xy[MovDir[x][y]].dy;
6436 if (!IN_LEV_FIELD(xx, yy) ||
6437 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6438 MovDir[x][y] = old_move_dir;
6442 else if (element == EL_DRAGON)
6444 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6445 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6446 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6448 int rnd = RND(rnd_value);
6450 if (can_move_on && rnd > rnd_value / 8)
6451 MovDir[x][y] = old_move_dir;
6452 else if (can_turn_left && can_turn_right)
6453 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6454 else if (can_turn_left && rnd > rnd_value / 8)
6455 MovDir[x][y] = left_dir;
6456 else if (can_turn_right && rnd > rnd_value / 8)
6457 MovDir[x][y] = right_dir;
6459 MovDir[x][y] = back_dir;
6461 xx = x + move_xy[MovDir[x][y]].dx;
6462 yy = y + move_xy[MovDir[x][y]].dy;
6464 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6465 MovDir[x][y] = old_move_dir;
6469 else if (element == EL_MOLE)
6471 boolean can_move_on =
6472 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6473 IS_AMOEBOID(Feld[move_x][move_y]) ||
6474 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6477 boolean can_turn_left =
6478 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6479 IS_AMOEBOID(Feld[left_x][left_y])));
6481 boolean can_turn_right =
6482 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6483 IS_AMOEBOID(Feld[right_x][right_y])));
6485 if (can_turn_left && can_turn_right)
6486 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6487 else if (can_turn_left)
6488 MovDir[x][y] = left_dir;
6490 MovDir[x][y] = right_dir;
6493 if (MovDir[x][y] != old_move_dir)
6496 else if (element == EL_BALLOON)
6498 MovDir[x][y] = game.wind_direction;
6501 else if (element == EL_SPRING)
6503 if (MovDir[x][y] & MV_HORIZONTAL)
6505 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6506 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6508 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6509 ResetGfxAnimation(move_x, move_y);
6510 TEST_DrawLevelField(move_x, move_y);
6512 MovDir[x][y] = back_dir;
6514 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6515 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6516 MovDir[x][y] = MV_NONE;
6521 else if (element == EL_ROBOT ||
6522 element == EL_SATELLITE ||
6523 element == EL_PENGUIN ||
6524 element == EL_EMC_ANDROID)
6526 int attr_x = -1, attr_y = -1;
6537 for (i = 0; i < MAX_PLAYERS; i++)
6539 struct PlayerInfo *player = &stored_player[i];
6540 int jx = player->jx, jy = player->jy;
6542 if (!player->active)
6546 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6554 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6555 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6556 game.engine_version < VERSION_IDENT(3,1,0,0)))
6562 if (element == EL_PENGUIN)
6565 static int xy[4][2] =
6573 for (i = 0; i < NUM_DIRECTIONS; i++)
6575 int ex = x + xy[i][0];
6576 int ey = y + xy[i][1];
6578 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6579 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6580 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6581 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6590 MovDir[x][y] = MV_NONE;
6592 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6593 else if (attr_x > x)
6594 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6596 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6597 else if (attr_y > y)
6598 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6600 if (element == EL_ROBOT)
6604 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6605 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6606 Moving2Blocked(x, y, &newx, &newy);
6608 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6609 MovDelay[x][y] = 8 + 8 * !RND(3);
6611 MovDelay[x][y] = 16;
6613 else if (element == EL_PENGUIN)
6619 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6621 boolean first_horiz = RND(2);
6622 int new_move_dir = MovDir[x][y];
6625 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6626 Moving2Blocked(x, y, &newx, &newy);
6628 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6632 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6633 Moving2Blocked(x, y, &newx, &newy);
6635 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6638 MovDir[x][y] = old_move_dir;
6642 else if (element == EL_SATELLITE)
6648 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6650 boolean first_horiz = RND(2);
6651 int new_move_dir = MovDir[x][y];
6654 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6655 Moving2Blocked(x, y, &newx, &newy);
6657 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6661 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6662 Moving2Blocked(x, y, &newx, &newy);
6664 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6667 MovDir[x][y] = old_move_dir;
6671 else if (element == EL_EMC_ANDROID)
6673 static int check_pos[16] =
6675 -1, /* 0 => (invalid) */
6676 7, /* 1 => MV_LEFT */
6677 3, /* 2 => MV_RIGHT */
6678 -1, /* 3 => (invalid) */
6680 0, /* 5 => MV_LEFT | MV_UP */
6681 2, /* 6 => MV_RIGHT | MV_UP */
6682 -1, /* 7 => (invalid) */
6683 5, /* 8 => MV_DOWN */
6684 6, /* 9 => MV_LEFT | MV_DOWN */
6685 4, /* 10 => MV_RIGHT | MV_DOWN */
6686 -1, /* 11 => (invalid) */
6687 -1, /* 12 => (invalid) */
6688 -1, /* 13 => (invalid) */
6689 -1, /* 14 => (invalid) */
6690 -1, /* 15 => (invalid) */
6698 { -1, -1, MV_LEFT | MV_UP },
6700 { +1, -1, MV_RIGHT | MV_UP },
6701 { +1, 0, MV_RIGHT },
6702 { +1, +1, MV_RIGHT | MV_DOWN },
6704 { -1, +1, MV_LEFT | MV_DOWN },
6707 int start_pos, check_order;
6708 boolean can_clone = FALSE;
6711 /* check if there is any free field around current position */
6712 for (i = 0; i < 8; i++)
6714 int newx = x + check_xy[i].dx;
6715 int newy = y + check_xy[i].dy;
6717 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6725 if (can_clone) /* randomly find an element to clone */
6729 start_pos = check_pos[RND(8)];
6730 check_order = (RND(2) ? -1 : +1);
6732 for (i = 0; i < 8; i++)
6734 int pos_raw = start_pos + i * check_order;
6735 int pos = (pos_raw + 8) % 8;
6736 int newx = x + check_xy[pos].dx;
6737 int newy = y + check_xy[pos].dy;
6739 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6741 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
6742 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
6744 Store[x][y] = Feld[newx][newy];
6753 if (can_clone) /* randomly find a direction to move */
6757 start_pos = check_pos[RND(8)];
6758 check_order = (RND(2) ? -1 : +1);
6760 for (i = 0; i < 8; i++)
6762 int pos_raw = start_pos + i * check_order;
6763 int pos = (pos_raw + 8) % 8;
6764 int newx = x + check_xy[pos].dx;
6765 int newy = y + check_xy[pos].dy;
6766 int new_move_dir = check_xy[pos].dir;
6768 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6770 MovDir[x][y] = new_move_dir;
6771 MovDelay[x][y] = level.android_clone_time * 8 + 1;
6780 if (can_clone) /* cloning and moving successful */
6783 /* cannot clone -- try to move towards player */
6785 start_pos = check_pos[MovDir[x][y] & 0x0f];
6786 check_order = (RND(2) ? -1 : +1);
6788 for (i = 0; i < 3; i++)
6790 /* first check start_pos, then previous/next or (next/previous) pos */
6791 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
6792 int pos = (pos_raw + 8) % 8;
6793 int newx = x + check_xy[pos].dx;
6794 int newy = y + check_xy[pos].dy;
6795 int new_move_dir = check_xy[pos].dir;
6797 if (IS_PLAYER(newx, newy))
6800 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6802 MovDir[x][y] = new_move_dir;
6803 MovDelay[x][y] = level.android_move_time * 8 + 1;
6810 else if (move_pattern == MV_TURNING_LEFT ||
6811 move_pattern == MV_TURNING_RIGHT ||
6812 move_pattern == MV_TURNING_LEFT_RIGHT ||
6813 move_pattern == MV_TURNING_RIGHT_LEFT ||
6814 move_pattern == MV_TURNING_RANDOM ||
6815 move_pattern == MV_ALL_DIRECTIONS)
6817 boolean can_turn_left =
6818 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
6819 boolean can_turn_right =
6820 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
6822 if (element_info[element].move_stepsize == 0) /* "not moving" */
6825 if (move_pattern == MV_TURNING_LEFT)
6826 MovDir[x][y] = left_dir;
6827 else if (move_pattern == MV_TURNING_RIGHT)
6828 MovDir[x][y] = right_dir;
6829 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
6830 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
6831 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
6832 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
6833 else if (move_pattern == MV_TURNING_RANDOM)
6834 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
6835 can_turn_right && !can_turn_left ? right_dir :
6836 RND(2) ? left_dir : right_dir);
6837 else if (can_turn_left && can_turn_right)
6838 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6839 else if (can_turn_left)
6840 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6841 else if (can_turn_right)
6842 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6844 MovDir[x][y] = back_dir;
6846 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6848 else if (move_pattern == MV_HORIZONTAL ||
6849 move_pattern == MV_VERTICAL)
6851 if (move_pattern & old_move_dir)
6852 MovDir[x][y] = back_dir;
6853 else if (move_pattern == MV_HORIZONTAL)
6854 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
6855 else if (move_pattern == MV_VERTICAL)
6856 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
6858 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6860 else if (move_pattern & MV_ANY_DIRECTION)
6862 MovDir[x][y] = move_pattern;
6863 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6865 else if (move_pattern & MV_WIND_DIRECTION)
6867 MovDir[x][y] = game.wind_direction;
6868 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6870 else if (move_pattern == MV_ALONG_LEFT_SIDE)
6872 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
6873 MovDir[x][y] = left_dir;
6874 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6875 MovDir[x][y] = right_dir;
6877 if (MovDir[x][y] != old_move_dir)
6878 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6880 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
6882 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
6883 MovDir[x][y] = right_dir;
6884 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6885 MovDir[x][y] = left_dir;
6887 if (MovDir[x][y] != old_move_dir)
6888 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6890 else if (move_pattern == MV_TOWARDS_PLAYER ||
6891 move_pattern == MV_AWAY_FROM_PLAYER)
6893 int attr_x = -1, attr_y = -1;
6895 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
6906 for (i = 0; i < MAX_PLAYERS; i++)
6908 struct PlayerInfo *player = &stored_player[i];
6909 int jx = player->jx, jy = player->jy;
6911 if (!player->active)
6915 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6923 MovDir[x][y] = MV_NONE;
6925 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
6926 else if (attr_x > x)
6927 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
6929 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
6930 else if (attr_y > y)
6931 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
6933 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6935 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6937 boolean first_horiz = RND(2);
6938 int new_move_dir = MovDir[x][y];
6940 if (element_info[element].move_stepsize == 0) /* "not moving" */
6942 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
6943 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6949 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6950 Moving2Blocked(x, y, &newx, &newy);
6952 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
6956 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6957 Moving2Blocked(x, y, &newx, &newy);
6959 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
6962 MovDir[x][y] = old_move_dir;
6965 else if (move_pattern == MV_WHEN_PUSHED ||
6966 move_pattern == MV_WHEN_DROPPED)
6968 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6969 MovDir[x][y] = MV_NONE;
6973 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
6975 static int test_xy[7][2] =
6985 static int test_dir[7] =
6995 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
6996 int move_preference = -1000000; /* start with very low preference */
6997 int new_move_dir = MV_NONE;
6998 int start_test = RND(4);
7001 for (i = 0; i < NUM_DIRECTIONS; i++)
7003 int move_dir = test_dir[start_test + i];
7004 int move_dir_preference;
7006 xx = x + test_xy[start_test + i][0];
7007 yy = y + test_xy[start_test + i][1];
7009 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7010 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7012 new_move_dir = move_dir;
7017 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7020 move_dir_preference = -1 * RunnerVisit[xx][yy];
7021 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7022 move_dir_preference = PlayerVisit[xx][yy];
7024 if (move_dir_preference > move_preference)
7026 /* prefer field that has not been visited for the longest time */
7027 move_preference = move_dir_preference;
7028 new_move_dir = move_dir;
7030 else if (move_dir_preference == move_preference &&
7031 move_dir == old_move_dir)
7033 /* prefer last direction when all directions are preferred equally */
7034 move_preference = move_dir_preference;
7035 new_move_dir = move_dir;
7039 MovDir[x][y] = new_move_dir;
7040 if (old_move_dir != new_move_dir)
7041 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7045 static void TurnRound(int x, int y)
7047 int direction = MovDir[x][y];
7051 GfxDir[x][y] = MovDir[x][y];
7053 if (direction != MovDir[x][y])
7057 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7059 ResetGfxFrame(x, y);
7062 static boolean JustBeingPushed(int x, int y)
7066 for (i = 0; i < MAX_PLAYERS; i++)
7068 struct PlayerInfo *player = &stored_player[i];
7070 if (player->active && player->is_pushing && player->MovPos)
7072 int next_jx = player->jx + (player->jx - player->last_jx);
7073 int next_jy = player->jy + (player->jy - player->last_jy);
7075 if (x == next_jx && y == next_jy)
7083 void StartMoving(int x, int y)
7085 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7086 int element = Feld[x][y];
7091 if (MovDelay[x][y] == 0)
7092 GfxAction[x][y] = ACTION_DEFAULT;
7094 if (CAN_FALL(element) && y < lev_fieldy - 1)
7096 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7097 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7098 if (JustBeingPushed(x, y))
7101 if (element == EL_QUICKSAND_FULL)
7103 if (IS_FREE(x, y + 1))
7105 InitMovingField(x, y, MV_DOWN);
7106 started_moving = TRUE;
7108 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7109 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7110 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7111 Store[x][y] = EL_ROCK;
7113 Store[x][y] = EL_ROCK;
7116 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7118 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7120 if (!MovDelay[x][y])
7122 MovDelay[x][y] = TILEY + 1;
7124 ResetGfxAnimation(x, y);
7125 ResetGfxAnimation(x, y + 1);
7130 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7131 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7138 Feld[x][y] = EL_QUICKSAND_EMPTY;
7139 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7140 Store[x][y + 1] = Store[x][y];
7143 PlayLevelSoundAction(x, y, ACTION_FILLING);
7145 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7147 if (!MovDelay[x][y])
7149 MovDelay[x][y] = TILEY + 1;
7151 ResetGfxAnimation(x, y);
7152 ResetGfxAnimation(x, y + 1);
7157 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7158 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7165 Feld[x][y] = EL_QUICKSAND_EMPTY;
7166 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7167 Store[x][y + 1] = Store[x][y];
7170 PlayLevelSoundAction(x, y, ACTION_FILLING);
7173 else if (element == EL_QUICKSAND_FAST_FULL)
7175 if (IS_FREE(x, y + 1))
7177 InitMovingField(x, y, MV_DOWN);
7178 started_moving = TRUE;
7180 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7181 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7182 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7183 Store[x][y] = EL_ROCK;
7185 Store[x][y] = EL_ROCK;
7188 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7190 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7192 if (!MovDelay[x][y])
7194 MovDelay[x][y] = TILEY + 1;
7196 ResetGfxAnimation(x, y);
7197 ResetGfxAnimation(x, y + 1);
7202 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7203 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7210 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7211 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7212 Store[x][y + 1] = Store[x][y];
7215 PlayLevelSoundAction(x, y, ACTION_FILLING);
7217 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7219 if (!MovDelay[x][y])
7221 MovDelay[x][y] = TILEY + 1;
7223 ResetGfxAnimation(x, y);
7224 ResetGfxAnimation(x, y + 1);
7229 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7230 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7237 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7238 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7239 Store[x][y + 1] = Store[x][y];
7242 PlayLevelSoundAction(x, y, ACTION_FILLING);
7245 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7246 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7248 InitMovingField(x, y, MV_DOWN);
7249 started_moving = TRUE;
7251 Feld[x][y] = EL_QUICKSAND_FILLING;
7252 Store[x][y] = element;
7254 PlayLevelSoundAction(x, y, ACTION_FILLING);
7256 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7257 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7259 InitMovingField(x, y, MV_DOWN);
7260 started_moving = TRUE;
7262 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7263 Store[x][y] = element;
7265 PlayLevelSoundAction(x, y, ACTION_FILLING);
7267 else if (element == EL_MAGIC_WALL_FULL)
7269 if (IS_FREE(x, y + 1))
7271 InitMovingField(x, y, MV_DOWN);
7272 started_moving = TRUE;
7274 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7275 Store[x][y] = EL_CHANGED(Store[x][y]);
7277 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7279 if (!MovDelay[x][y])
7280 MovDelay[x][y] = TILEY / 4 + 1;
7289 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7290 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7291 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7295 else if (element == EL_BD_MAGIC_WALL_FULL)
7297 if (IS_FREE(x, y + 1))
7299 InitMovingField(x, y, MV_DOWN);
7300 started_moving = TRUE;
7302 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7303 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7305 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7307 if (!MovDelay[x][y])
7308 MovDelay[x][y] = TILEY / 4 + 1;
7317 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7318 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7319 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7323 else if (element == EL_DC_MAGIC_WALL_FULL)
7325 if (IS_FREE(x, y + 1))
7327 InitMovingField(x, y, MV_DOWN);
7328 started_moving = TRUE;
7330 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7331 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7333 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7335 if (!MovDelay[x][y])
7336 MovDelay[x][y] = TILEY / 4 + 1;
7345 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7346 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7347 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7351 else if ((CAN_PASS_MAGIC_WALL(element) &&
7352 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7353 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7354 (CAN_PASS_DC_MAGIC_WALL(element) &&
7355 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7358 InitMovingField(x, y, MV_DOWN);
7359 started_moving = TRUE;
7362 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7363 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7364 EL_DC_MAGIC_WALL_FILLING);
7365 Store[x][y] = element;
7367 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7369 SplashAcid(x, y + 1);
7371 InitMovingField(x, y, MV_DOWN);
7372 started_moving = TRUE;
7374 Store[x][y] = EL_ACID;
7377 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7378 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7379 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7380 CAN_FALL(element) && WasJustFalling[x][y] &&
7381 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7383 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7384 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7385 (Feld[x][y + 1] == EL_BLOCKED)))
7387 /* this is needed for a special case not covered by calling "Impact()"
7388 from "ContinueMoving()": if an element moves to a tile directly below
7389 another element which was just falling on that tile (which was empty
7390 in the previous frame), the falling element above would just stop
7391 instead of smashing the element below (in previous version, the above
7392 element was just checked for "moving" instead of "falling", resulting
7393 in incorrect smashes caused by horizontal movement of the above
7394 element; also, the case of the player being the element to smash was
7395 simply not covered here... :-/ ) */
7397 CheckCollision[x][y] = 0;
7398 CheckImpact[x][y] = 0;
7402 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7404 if (MovDir[x][y] == MV_NONE)
7406 InitMovingField(x, y, MV_DOWN);
7407 started_moving = TRUE;
7410 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7412 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7413 MovDir[x][y] = MV_DOWN;
7415 InitMovingField(x, y, MV_DOWN);
7416 started_moving = TRUE;
7418 else if (element == EL_AMOEBA_DROP)
7420 Feld[x][y] = EL_AMOEBA_GROWING;
7421 Store[x][y] = EL_AMOEBA_WET;
7423 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7424 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7425 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7426 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7428 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7429 (IS_FREE(x - 1, y + 1) ||
7430 Feld[x - 1][y + 1] == EL_ACID));
7431 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7432 (IS_FREE(x + 1, y + 1) ||
7433 Feld[x + 1][y + 1] == EL_ACID));
7434 boolean can_fall_any = (can_fall_left || can_fall_right);
7435 boolean can_fall_both = (can_fall_left && can_fall_right);
7436 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7438 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7440 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7441 can_fall_right = FALSE;
7442 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7443 can_fall_left = FALSE;
7444 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7445 can_fall_right = FALSE;
7446 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7447 can_fall_left = FALSE;
7449 can_fall_any = (can_fall_left || can_fall_right);
7450 can_fall_both = FALSE;
7455 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7456 can_fall_right = FALSE; /* slip down on left side */
7458 can_fall_left = !(can_fall_right = RND(2));
7460 can_fall_both = FALSE;
7465 /* if not determined otherwise, prefer left side for slipping down */
7466 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7467 started_moving = TRUE;
7470 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7472 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7473 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7474 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7475 int belt_dir = game.belt_dir[belt_nr];
7477 if ((belt_dir == MV_LEFT && left_is_free) ||
7478 (belt_dir == MV_RIGHT && right_is_free))
7480 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7482 InitMovingField(x, y, belt_dir);
7483 started_moving = TRUE;
7485 Pushed[x][y] = TRUE;
7486 Pushed[nextx][y] = TRUE;
7488 GfxAction[x][y] = ACTION_DEFAULT;
7492 MovDir[x][y] = 0; /* if element was moving, stop it */
7497 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7498 if (CAN_MOVE(element) && !started_moving)
7500 int move_pattern = element_info[element].move_pattern;
7503 Moving2Blocked(x, y, &newx, &newy);
7505 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7508 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7509 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7511 WasJustMoving[x][y] = 0;
7512 CheckCollision[x][y] = 0;
7514 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7516 if (Feld[x][y] != element) /* element has changed */
7520 if (!MovDelay[x][y]) /* start new movement phase */
7522 /* all objects that can change their move direction after each step
7523 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7525 if (element != EL_YAMYAM &&
7526 element != EL_DARK_YAMYAM &&
7527 element != EL_PACMAN &&
7528 !(move_pattern & MV_ANY_DIRECTION) &&
7529 move_pattern != MV_TURNING_LEFT &&
7530 move_pattern != MV_TURNING_RIGHT &&
7531 move_pattern != MV_TURNING_LEFT_RIGHT &&
7532 move_pattern != MV_TURNING_RIGHT_LEFT &&
7533 move_pattern != MV_TURNING_RANDOM)
7537 if (MovDelay[x][y] && (element == EL_BUG ||
7538 element == EL_SPACESHIP ||
7539 element == EL_SP_SNIKSNAK ||
7540 element == EL_SP_ELECTRON ||
7541 element == EL_MOLE))
7542 TEST_DrawLevelField(x, y);
7546 if (MovDelay[x][y]) /* wait some time before next movement */
7550 if (element == EL_ROBOT ||
7551 element == EL_YAMYAM ||
7552 element == EL_DARK_YAMYAM)
7554 DrawLevelElementAnimationIfNeeded(x, y, element);
7555 PlayLevelSoundAction(x, y, ACTION_WAITING);
7557 else if (element == EL_SP_ELECTRON)
7558 DrawLevelElementAnimationIfNeeded(x, y, element);
7559 else if (element == EL_DRAGON)
7562 int dir = MovDir[x][y];
7563 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7564 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7565 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7566 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7567 dir == MV_UP ? IMG_FLAMES_1_UP :
7568 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7569 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7571 GfxAction[x][y] = ACTION_ATTACKING;
7573 if (IS_PLAYER(x, y))
7574 DrawPlayerField(x, y);
7576 TEST_DrawLevelField(x, y);
7578 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7580 for (i = 1; i <= 3; i++)
7582 int xx = x + i * dx;
7583 int yy = y + i * dy;
7584 int sx = SCREENX(xx);
7585 int sy = SCREENY(yy);
7586 int flame_graphic = graphic + (i - 1);
7588 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7593 int flamed = MovingOrBlocked2Element(xx, yy);
7595 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7598 RemoveMovingField(xx, yy);
7600 ChangeDelay[xx][yy] = 0;
7602 Feld[xx][yy] = EL_FLAMES;
7604 if (IN_SCR_FIELD(sx, sy))
7606 TEST_DrawLevelFieldCrumbled(xx, yy);
7607 DrawGraphic(sx, sy, flame_graphic, frame);
7612 if (Feld[xx][yy] == EL_FLAMES)
7613 Feld[xx][yy] = EL_EMPTY;
7614 TEST_DrawLevelField(xx, yy);
7619 if (MovDelay[x][y]) /* element still has to wait some time */
7621 PlayLevelSoundAction(x, y, ACTION_WAITING);
7627 /* now make next step */
7629 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7631 if (DONT_COLLIDE_WITH(element) &&
7632 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7633 !PLAYER_ENEMY_PROTECTED(newx, newy))
7635 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7640 else if (CAN_MOVE_INTO_ACID(element) &&
7641 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7642 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7643 (MovDir[x][y] == MV_DOWN ||
7644 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7646 SplashAcid(newx, newy);
7647 Store[x][y] = EL_ACID;
7649 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7651 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7652 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7653 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7654 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7657 TEST_DrawLevelField(x, y);
7659 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7660 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7661 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7663 local_player->friends_still_needed--;
7664 if (!local_player->friends_still_needed &&
7665 !local_player->GameOver && AllPlayersGone)
7666 PlayerWins(local_player);
7670 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7672 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7673 TEST_DrawLevelField(newx, newy);
7675 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7677 else if (!IS_FREE(newx, newy))
7679 GfxAction[x][y] = ACTION_WAITING;
7681 if (IS_PLAYER(x, y))
7682 DrawPlayerField(x, y);
7684 TEST_DrawLevelField(x, y);
7689 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7691 if (IS_FOOD_PIG(Feld[newx][newy]))
7693 if (IS_MOVING(newx, newy))
7694 RemoveMovingField(newx, newy);
7697 Feld[newx][newy] = EL_EMPTY;
7698 TEST_DrawLevelField(newx, newy);
7701 PlayLevelSound(x, y, SND_PIG_DIGGING);
7703 else if (!IS_FREE(newx, newy))
7705 if (IS_PLAYER(x, y))
7706 DrawPlayerField(x, y);
7708 TEST_DrawLevelField(x, y);
7713 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7715 if (Store[x][y] != EL_EMPTY)
7717 boolean can_clone = FALSE;
7720 /* check if element to clone is still there */
7721 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7723 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7731 /* cannot clone or target field not free anymore -- do not clone */
7732 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7733 Store[x][y] = EL_EMPTY;
7736 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7738 if (IS_MV_DIAGONAL(MovDir[x][y]))
7740 int diagonal_move_dir = MovDir[x][y];
7741 int stored = Store[x][y];
7742 int change_delay = 8;
7745 /* android is moving diagonally */
7747 CreateField(x, y, EL_DIAGONAL_SHRINKING);
7749 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
7750 GfxElement[x][y] = EL_EMC_ANDROID;
7751 GfxAction[x][y] = ACTION_SHRINKING;
7752 GfxDir[x][y] = diagonal_move_dir;
7753 ChangeDelay[x][y] = change_delay;
7755 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
7758 DrawLevelGraphicAnimation(x, y, graphic);
7759 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
7761 if (Feld[newx][newy] == EL_ACID)
7763 SplashAcid(newx, newy);
7768 CreateField(newx, newy, EL_DIAGONAL_GROWING);
7770 Store[newx][newy] = EL_EMC_ANDROID;
7771 GfxElement[newx][newy] = EL_EMC_ANDROID;
7772 GfxAction[newx][newy] = ACTION_GROWING;
7773 GfxDir[newx][newy] = diagonal_move_dir;
7774 ChangeDelay[newx][newy] = change_delay;
7776 graphic = el_act_dir2img(GfxElement[newx][newy],
7777 GfxAction[newx][newy], GfxDir[newx][newy]);
7779 DrawLevelGraphicAnimation(newx, newy, graphic);
7780 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
7786 Feld[newx][newy] = EL_EMPTY;
7787 TEST_DrawLevelField(newx, newy);
7789 PlayLevelSoundAction(x, y, ACTION_DIGGING);
7792 else if (!IS_FREE(newx, newy))
7797 else if (IS_CUSTOM_ELEMENT(element) &&
7798 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7800 if (!DigFieldByCE(newx, newy, element))
7803 if (move_pattern & MV_MAZE_RUNNER_STYLE)
7805 RunnerVisit[x][y] = FrameCounter;
7806 PlayerVisit[x][y] /= 8; /* expire player visit path */
7809 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
7811 if (!IS_FREE(newx, newy))
7813 if (IS_PLAYER(x, y))
7814 DrawPlayerField(x, y);
7816 TEST_DrawLevelField(x, y);
7822 boolean wanna_flame = !RND(10);
7823 int dx = newx - x, dy = newy - y;
7824 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
7825 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
7826 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
7827 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
7828 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
7829 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
7832 IS_CLASSIC_ENEMY(element1) ||
7833 IS_CLASSIC_ENEMY(element2)) &&
7834 element1 != EL_DRAGON && element2 != EL_DRAGON &&
7835 element1 != EL_FLAMES && element2 != EL_FLAMES)
7837 ResetGfxAnimation(x, y);
7838 GfxAction[x][y] = ACTION_ATTACKING;
7840 if (IS_PLAYER(x, y))
7841 DrawPlayerField(x, y);
7843 TEST_DrawLevelField(x, y);
7845 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
7847 MovDelay[x][y] = 50;
7849 Feld[newx][newy] = EL_FLAMES;
7850 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
7851 Feld[newx1][newy1] = EL_FLAMES;
7852 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
7853 Feld[newx2][newy2] = EL_FLAMES;
7859 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7860 Feld[newx][newy] == EL_DIAMOND)
7862 if (IS_MOVING(newx, newy))
7863 RemoveMovingField(newx, newy);
7866 Feld[newx][newy] = EL_EMPTY;
7867 TEST_DrawLevelField(newx, newy);
7870 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
7872 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7873 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
7875 if (AmoebaNr[newx][newy])
7877 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7878 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7879 Feld[newx][newy] == EL_BD_AMOEBA)
7880 AmoebaCnt[AmoebaNr[newx][newy]]--;
7883 if (IS_MOVING(newx, newy))
7885 RemoveMovingField(newx, newy);
7889 Feld[newx][newy] = EL_EMPTY;
7890 TEST_DrawLevelField(newx, newy);
7893 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
7895 else if ((element == EL_PACMAN || element == EL_MOLE)
7896 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
7898 if (AmoebaNr[newx][newy])
7900 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7901 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7902 Feld[newx][newy] == EL_BD_AMOEBA)
7903 AmoebaCnt[AmoebaNr[newx][newy]]--;
7906 if (element == EL_MOLE)
7908 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
7909 PlayLevelSound(x, y, SND_MOLE_DIGGING);
7911 ResetGfxAnimation(x, y);
7912 GfxAction[x][y] = ACTION_DIGGING;
7913 TEST_DrawLevelField(x, y);
7915 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
7917 return; /* wait for shrinking amoeba */
7919 else /* element == EL_PACMAN */
7921 Feld[newx][newy] = EL_EMPTY;
7922 TEST_DrawLevelField(newx, newy);
7923 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
7926 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
7927 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
7928 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
7930 /* wait for shrinking amoeba to completely disappear */
7933 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
7935 /* object was running against a wall */
7939 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
7940 DrawLevelElementAnimation(x, y, element);
7942 if (DONT_TOUCH(element))
7943 TestIfBadThingTouchesPlayer(x, y);
7948 InitMovingField(x, y, MovDir[x][y]);
7950 PlayLevelSoundAction(x, y, ACTION_MOVING);
7954 ContinueMoving(x, y);
7957 void ContinueMoving(int x, int y)
7959 int element = Feld[x][y];
7960 struct ElementInfo *ei = &element_info[element];
7961 int direction = MovDir[x][y];
7962 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
7963 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
7964 int newx = x + dx, newy = y + dy;
7965 int stored = Store[x][y];
7966 int stored_new = Store[newx][newy];
7967 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
7968 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
7969 boolean last_line = (newy == lev_fieldy - 1);
7971 MovPos[x][y] += getElementMoveStepsize(x, y);
7973 if (pushed_by_player) /* special case: moving object pushed by player */
7974 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
7976 if (ABS(MovPos[x][y]) < TILEX)
7978 TEST_DrawLevelField(x, y);
7980 return; /* element is still moving */
7983 /* element reached destination field */
7985 Feld[x][y] = EL_EMPTY;
7986 Feld[newx][newy] = element;
7987 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
7989 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
7991 element = Feld[newx][newy] = EL_ACID;
7993 else if (element == EL_MOLE)
7995 Feld[x][y] = EL_SAND;
7997 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
7999 else if (element == EL_QUICKSAND_FILLING)
8001 element = Feld[newx][newy] = get_next_element(element);
8002 Store[newx][newy] = Store[x][y];
8004 else if (element == EL_QUICKSAND_EMPTYING)
8006 Feld[x][y] = get_next_element(element);
8007 element = Feld[newx][newy] = Store[x][y];
8009 else if (element == EL_QUICKSAND_FAST_FILLING)
8011 element = Feld[newx][newy] = get_next_element(element);
8012 Store[newx][newy] = Store[x][y];
8014 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8016 Feld[x][y] = get_next_element(element);
8017 element = Feld[newx][newy] = Store[x][y];
8019 else if (element == EL_MAGIC_WALL_FILLING)
8021 element = Feld[newx][newy] = get_next_element(element);
8022 if (!game.magic_wall_active)
8023 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8024 Store[newx][newy] = Store[x][y];
8026 else if (element == EL_MAGIC_WALL_EMPTYING)
8028 Feld[x][y] = get_next_element(element);
8029 if (!game.magic_wall_active)
8030 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8031 element = Feld[newx][newy] = Store[x][y];
8033 InitField(newx, newy, FALSE);
8035 else if (element == EL_BD_MAGIC_WALL_FILLING)
8037 element = Feld[newx][newy] = get_next_element(element);
8038 if (!game.magic_wall_active)
8039 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8040 Store[newx][newy] = Store[x][y];
8042 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8044 Feld[x][y] = get_next_element(element);
8045 if (!game.magic_wall_active)
8046 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8047 element = Feld[newx][newy] = Store[x][y];
8049 InitField(newx, newy, FALSE);
8051 else if (element == EL_DC_MAGIC_WALL_FILLING)
8053 element = Feld[newx][newy] = get_next_element(element);
8054 if (!game.magic_wall_active)
8055 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8056 Store[newx][newy] = Store[x][y];
8058 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8060 Feld[x][y] = get_next_element(element);
8061 if (!game.magic_wall_active)
8062 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8063 element = Feld[newx][newy] = Store[x][y];
8065 InitField(newx, newy, FALSE);
8067 else if (element == EL_AMOEBA_DROPPING)
8069 Feld[x][y] = get_next_element(element);
8070 element = Feld[newx][newy] = Store[x][y];
8072 else if (element == EL_SOKOBAN_OBJECT)
8075 Feld[x][y] = Back[x][y];
8077 if (Back[newx][newy])
8078 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8080 Back[x][y] = Back[newx][newy] = 0;
8083 Store[x][y] = EL_EMPTY;
8088 MovDelay[newx][newy] = 0;
8090 if (CAN_CHANGE_OR_HAS_ACTION(element))
8092 /* copy element change control values to new field */
8093 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8094 ChangePage[newx][newy] = ChangePage[x][y];
8095 ChangeCount[newx][newy] = ChangeCount[x][y];
8096 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8099 CustomValue[newx][newy] = CustomValue[x][y];
8101 ChangeDelay[x][y] = 0;
8102 ChangePage[x][y] = -1;
8103 ChangeCount[x][y] = 0;
8104 ChangeEvent[x][y] = -1;
8106 CustomValue[x][y] = 0;
8108 /* copy animation control values to new field */
8109 GfxFrame[newx][newy] = GfxFrame[x][y];
8110 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8111 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8112 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8114 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8116 /* some elements can leave other elements behind after moving */
8117 if (ei->move_leave_element != EL_EMPTY &&
8118 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8119 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8121 int move_leave_element = ei->move_leave_element;
8123 /* this makes it possible to leave the removed element again */
8124 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8125 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8127 Feld[x][y] = move_leave_element;
8129 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8130 MovDir[x][y] = direction;
8132 InitField(x, y, FALSE);
8134 if (GFX_CRUMBLED(Feld[x][y]))
8135 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8137 if (ELEM_IS_PLAYER(move_leave_element))
8138 RelocatePlayer(x, y, move_leave_element);
8141 /* do this after checking for left-behind element */
8142 ResetGfxAnimation(x, y); /* reset animation values for old field */
8144 if (!CAN_MOVE(element) ||
8145 (CAN_FALL(element) && direction == MV_DOWN &&
8146 (element == EL_SPRING ||
8147 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8148 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8149 GfxDir[x][y] = MovDir[newx][newy] = 0;
8151 TEST_DrawLevelField(x, y);
8152 TEST_DrawLevelField(newx, newy);
8154 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8156 /* prevent pushed element from moving on in pushed direction */
8157 if (pushed_by_player && CAN_MOVE(element) &&
8158 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8159 !(element_info[element].move_pattern & direction))
8160 TurnRound(newx, newy);
8162 /* prevent elements on conveyor belt from moving on in last direction */
8163 if (pushed_by_conveyor && CAN_FALL(element) &&
8164 direction & MV_HORIZONTAL)
8165 MovDir[newx][newy] = 0;
8167 if (!pushed_by_player)
8169 int nextx = newx + dx, nexty = newy + dy;
8170 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8172 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8174 if (CAN_FALL(element) && direction == MV_DOWN)
8175 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8177 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8178 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8180 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8181 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8184 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8186 TestIfBadThingTouchesPlayer(newx, newy);
8187 TestIfBadThingTouchesFriend(newx, newy);
8189 if (!IS_CUSTOM_ELEMENT(element))
8190 TestIfBadThingTouchesOtherBadThing(newx, newy);
8192 else if (element == EL_PENGUIN)
8193 TestIfFriendTouchesBadThing(newx, newy);
8195 if (DONT_GET_HIT_BY(element))
8197 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8200 /* give the player one last chance (one more frame) to move away */
8201 if (CAN_FALL(element) && direction == MV_DOWN &&
8202 (last_line || (!IS_FREE(x, newy + 1) &&
8203 (!IS_PLAYER(x, newy + 1) ||
8204 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8207 if (pushed_by_player && !game.use_change_when_pushing_bug)
8209 int push_side = MV_DIR_OPPOSITE(direction);
8210 struct PlayerInfo *player = PLAYERINFO(x, y);
8212 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8213 player->index_bit, push_side);
8214 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8215 player->index_bit, push_side);
8218 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8219 MovDelay[newx][newy] = 1;
8221 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8223 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8224 TestIfElementHitsCustomElement(newx, newy, direction);
8225 TestIfPlayerTouchesCustomElement(newx, newy);
8226 TestIfElementTouchesCustomElement(newx, newy);
8228 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8229 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8230 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8231 MV_DIR_OPPOSITE(direction));
8234 int AmoebeNachbarNr(int ax, int ay)
8237 int element = Feld[ax][ay];
8239 static int xy[4][2] =
8247 for (i = 0; i < NUM_DIRECTIONS; i++)
8249 int x = ax + xy[i][0];
8250 int y = ay + xy[i][1];
8252 if (!IN_LEV_FIELD(x, y))
8255 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8256 group_nr = AmoebaNr[x][y];
8262 void AmoebenVereinigen(int ax, int ay)
8264 int i, x, y, xx, yy;
8265 int new_group_nr = AmoebaNr[ax][ay];
8266 static int xy[4][2] =
8274 if (new_group_nr == 0)
8277 for (i = 0; i < NUM_DIRECTIONS; i++)
8282 if (!IN_LEV_FIELD(x, y))
8285 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8286 Feld[x][y] == EL_BD_AMOEBA ||
8287 Feld[x][y] == EL_AMOEBA_DEAD) &&
8288 AmoebaNr[x][y] != new_group_nr)
8290 int old_group_nr = AmoebaNr[x][y];
8292 if (old_group_nr == 0)
8295 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8296 AmoebaCnt[old_group_nr] = 0;
8297 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8298 AmoebaCnt2[old_group_nr] = 0;
8300 SCAN_PLAYFIELD(xx, yy)
8302 if (AmoebaNr[xx][yy] == old_group_nr)
8303 AmoebaNr[xx][yy] = new_group_nr;
8309 void AmoebeUmwandeln(int ax, int ay)
8313 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8315 int group_nr = AmoebaNr[ax][ay];
8320 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8321 printf("AmoebeUmwandeln(): This should never happen!\n");
8326 SCAN_PLAYFIELD(x, y)
8328 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8331 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8335 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8336 SND_AMOEBA_TURNING_TO_GEM :
8337 SND_AMOEBA_TURNING_TO_ROCK));
8342 static int xy[4][2] =
8350 for (i = 0; i < NUM_DIRECTIONS; i++)
8355 if (!IN_LEV_FIELD(x, y))
8358 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8360 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8361 SND_AMOEBA_TURNING_TO_GEM :
8362 SND_AMOEBA_TURNING_TO_ROCK));
8369 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8372 int group_nr = AmoebaNr[ax][ay];
8373 boolean done = FALSE;
8378 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8379 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8384 SCAN_PLAYFIELD(x, y)
8386 if (AmoebaNr[x][y] == group_nr &&
8387 (Feld[x][y] == EL_AMOEBA_DEAD ||
8388 Feld[x][y] == EL_BD_AMOEBA ||
8389 Feld[x][y] == EL_AMOEBA_GROWING))
8392 Feld[x][y] = new_element;
8393 InitField(x, y, FALSE);
8394 TEST_DrawLevelField(x, y);
8400 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8401 SND_BD_AMOEBA_TURNING_TO_ROCK :
8402 SND_BD_AMOEBA_TURNING_TO_GEM));
8405 void AmoebeWaechst(int x, int y)
8407 static unsigned int sound_delay = 0;
8408 static unsigned int sound_delay_value = 0;
8410 if (!MovDelay[x][y]) /* start new growing cycle */
8414 if (DelayReached(&sound_delay, sound_delay_value))
8416 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8417 sound_delay_value = 30;
8421 if (MovDelay[x][y]) /* wait some time before growing bigger */
8424 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8426 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8427 6 - MovDelay[x][y]);
8429 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8432 if (!MovDelay[x][y])
8434 Feld[x][y] = Store[x][y];
8436 TEST_DrawLevelField(x, y);
8441 void AmoebaDisappearing(int x, int y)
8443 static unsigned int sound_delay = 0;
8444 static unsigned int sound_delay_value = 0;
8446 if (!MovDelay[x][y]) /* start new shrinking cycle */
8450 if (DelayReached(&sound_delay, sound_delay_value))
8451 sound_delay_value = 30;
8454 if (MovDelay[x][y]) /* wait some time before shrinking */
8457 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8459 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8460 6 - MovDelay[x][y]);
8462 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8465 if (!MovDelay[x][y])
8467 Feld[x][y] = EL_EMPTY;
8468 TEST_DrawLevelField(x, y);
8470 /* don't let mole enter this field in this cycle;
8471 (give priority to objects falling to this field from above) */
8477 void AmoebeAbleger(int ax, int ay)
8480 int element = Feld[ax][ay];
8481 int graphic = el2img(element);
8482 int newax = ax, neway = ay;
8483 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8484 static int xy[4][2] =
8492 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8494 Feld[ax][ay] = EL_AMOEBA_DEAD;
8495 TEST_DrawLevelField(ax, ay);
8499 if (IS_ANIMATED(graphic))
8500 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8502 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8503 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8505 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8508 if (MovDelay[ax][ay])
8512 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8515 int x = ax + xy[start][0];
8516 int y = ay + xy[start][1];
8518 if (!IN_LEV_FIELD(x, y))
8521 if (IS_FREE(x, y) ||
8522 CAN_GROW_INTO(Feld[x][y]) ||
8523 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8524 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8530 if (newax == ax && neway == ay)
8533 else /* normal or "filled" (BD style) amoeba */
8536 boolean waiting_for_player = FALSE;
8538 for (i = 0; i < NUM_DIRECTIONS; i++)
8540 int j = (start + i) % 4;
8541 int x = ax + xy[j][0];
8542 int y = ay + xy[j][1];
8544 if (!IN_LEV_FIELD(x, y))
8547 if (IS_FREE(x, y) ||
8548 CAN_GROW_INTO(Feld[x][y]) ||
8549 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8550 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8556 else if (IS_PLAYER(x, y))
8557 waiting_for_player = TRUE;
8560 if (newax == ax && neway == ay) /* amoeba cannot grow */
8562 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8564 Feld[ax][ay] = EL_AMOEBA_DEAD;
8565 TEST_DrawLevelField(ax, ay);
8566 AmoebaCnt[AmoebaNr[ax][ay]]--;
8568 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8570 if (element == EL_AMOEBA_FULL)
8571 AmoebeUmwandeln(ax, ay);
8572 else if (element == EL_BD_AMOEBA)
8573 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8578 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8580 /* amoeba gets larger by growing in some direction */
8582 int new_group_nr = AmoebaNr[ax][ay];
8585 if (new_group_nr == 0)
8587 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8588 printf("AmoebeAbleger(): This should never happen!\n");
8593 AmoebaNr[newax][neway] = new_group_nr;
8594 AmoebaCnt[new_group_nr]++;
8595 AmoebaCnt2[new_group_nr]++;
8597 /* if amoeba touches other amoeba(s) after growing, unify them */
8598 AmoebenVereinigen(newax, neway);
8600 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8602 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8608 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8609 (neway == lev_fieldy - 1 && newax != ax))
8611 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8612 Store[newax][neway] = element;
8614 else if (neway == ay || element == EL_EMC_DRIPPER)
8616 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8618 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8622 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8623 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8624 Store[ax][ay] = EL_AMOEBA_DROP;
8625 ContinueMoving(ax, ay);
8629 TEST_DrawLevelField(newax, neway);
8632 void Life(int ax, int ay)
8636 int element = Feld[ax][ay];
8637 int graphic = el2img(element);
8638 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8640 boolean changed = FALSE;
8642 if (IS_ANIMATED(graphic))
8643 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8648 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8649 MovDelay[ax][ay] = life_time;
8651 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8654 if (MovDelay[ax][ay])
8658 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8660 int xx = ax+x1, yy = ay+y1;
8663 if (!IN_LEV_FIELD(xx, yy))
8666 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8668 int x = xx+x2, y = yy+y2;
8670 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8673 if (((Feld[x][y] == element ||
8674 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8676 (IS_FREE(x, y) && Stop[x][y]))
8680 if (xx == ax && yy == ay) /* field in the middle */
8682 if (nachbarn < life_parameter[0] ||
8683 nachbarn > life_parameter[1])
8685 Feld[xx][yy] = EL_EMPTY;
8687 TEST_DrawLevelField(xx, yy);
8688 Stop[xx][yy] = TRUE;
8692 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8693 { /* free border field */
8694 if (nachbarn >= life_parameter[2] &&
8695 nachbarn <= life_parameter[3])
8697 Feld[xx][yy] = element;
8698 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8700 TEST_DrawLevelField(xx, yy);
8701 Stop[xx][yy] = TRUE;
8708 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8709 SND_GAME_OF_LIFE_GROWING);
8712 static void InitRobotWheel(int x, int y)
8714 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8717 static void RunRobotWheel(int x, int y)
8719 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8722 static void StopRobotWheel(int x, int y)
8724 if (ZX == x && ZY == y)
8728 game.robot_wheel_active = FALSE;
8732 static void InitTimegateWheel(int x, int y)
8734 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8737 static void RunTimegateWheel(int x, int y)
8739 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
8742 static void InitMagicBallDelay(int x, int y)
8744 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
8747 static void ActivateMagicBall(int bx, int by)
8751 if (level.ball_random)
8753 int pos_border = RND(8); /* select one of the eight border elements */
8754 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
8755 int xx = pos_content % 3;
8756 int yy = pos_content / 3;
8761 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8762 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8766 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
8768 int xx = x - bx + 1;
8769 int yy = y - by + 1;
8771 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8772 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8776 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
8779 void CheckExit(int x, int y)
8781 if (local_player->gems_still_needed > 0 ||
8782 local_player->sokobanfields_still_needed > 0 ||
8783 local_player->lights_still_needed > 0)
8785 int element = Feld[x][y];
8786 int graphic = el2img(element);
8788 if (IS_ANIMATED(graphic))
8789 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8794 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8797 Feld[x][y] = EL_EXIT_OPENING;
8799 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
8802 void CheckExitEM(int x, int y)
8804 if (local_player->gems_still_needed > 0 ||
8805 local_player->sokobanfields_still_needed > 0 ||
8806 local_player->lights_still_needed > 0)
8808 int element = Feld[x][y];
8809 int graphic = el2img(element);
8811 if (IS_ANIMATED(graphic))
8812 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8817 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8820 Feld[x][y] = EL_EM_EXIT_OPENING;
8822 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
8825 void CheckExitSteel(int x, int y)
8827 if (local_player->gems_still_needed > 0 ||
8828 local_player->sokobanfields_still_needed > 0 ||
8829 local_player->lights_still_needed > 0)
8831 int element = Feld[x][y];
8832 int graphic = el2img(element);
8834 if (IS_ANIMATED(graphic))
8835 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8840 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8843 Feld[x][y] = EL_STEEL_EXIT_OPENING;
8845 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
8848 void CheckExitSteelEM(int x, int y)
8850 if (local_player->gems_still_needed > 0 ||
8851 local_player->sokobanfields_still_needed > 0 ||
8852 local_player->lights_still_needed > 0)
8854 int element = Feld[x][y];
8855 int graphic = el2img(element);
8857 if (IS_ANIMATED(graphic))
8858 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8863 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8866 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
8868 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
8871 void CheckExitSP(int x, int y)
8873 if (local_player->gems_still_needed > 0)
8875 int element = Feld[x][y];
8876 int graphic = el2img(element);
8878 if (IS_ANIMATED(graphic))
8879 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8884 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8887 Feld[x][y] = EL_SP_EXIT_OPENING;
8889 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
8892 static void CloseAllOpenTimegates()
8896 SCAN_PLAYFIELD(x, y)
8898 int element = Feld[x][y];
8900 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
8902 Feld[x][y] = EL_TIMEGATE_CLOSING;
8904 PlayLevelSoundAction(x, y, ACTION_CLOSING);
8909 void DrawTwinkleOnField(int x, int y)
8911 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
8914 if (Feld[x][y] == EL_BD_DIAMOND)
8917 if (MovDelay[x][y] == 0) /* next animation frame */
8918 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
8920 if (MovDelay[x][y] != 0) /* wait some time before next frame */
8924 DrawLevelElementAnimation(x, y, Feld[x][y]);
8926 if (MovDelay[x][y] != 0)
8928 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
8929 10 - MovDelay[x][y]);
8931 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
8936 void MauerWaechst(int x, int y)
8940 if (!MovDelay[x][y]) /* next animation frame */
8941 MovDelay[x][y] = 3 * delay;
8943 if (MovDelay[x][y]) /* wait some time before next frame */
8947 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8949 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
8950 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
8952 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
8955 if (!MovDelay[x][y])
8957 if (MovDir[x][y] == MV_LEFT)
8959 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
8960 TEST_DrawLevelField(x - 1, y);
8962 else if (MovDir[x][y] == MV_RIGHT)
8964 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
8965 TEST_DrawLevelField(x + 1, y);
8967 else if (MovDir[x][y] == MV_UP)
8969 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
8970 TEST_DrawLevelField(x, y - 1);
8974 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
8975 TEST_DrawLevelField(x, y + 1);
8978 Feld[x][y] = Store[x][y];
8980 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8981 TEST_DrawLevelField(x, y);
8986 void MauerAbleger(int ax, int ay)
8988 int element = Feld[ax][ay];
8989 int graphic = el2img(element);
8990 boolean oben_frei = FALSE, unten_frei = FALSE;
8991 boolean links_frei = FALSE, rechts_frei = FALSE;
8992 boolean oben_massiv = FALSE, unten_massiv = FALSE;
8993 boolean links_massiv = FALSE, rechts_massiv = FALSE;
8994 boolean new_wall = FALSE;
8996 if (IS_ANIMATED(graphic))
8997 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8999 if (!MovDelay[ax][ay]) /* start building new wall */
9000 MovDelay[ax][ay] = 6;
9002 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9005 if (MovDelay[ax][ay])
9009 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9011 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9013 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9015 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9018 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9019 element == EL_EXPANDABLE_WALL_ANY)
9023 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9024 Store[ax][ay-1] = element;
9025 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9026 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9027 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9028 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9033 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9034 Store[ax][ay+1] = element;
9035 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9036 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9037 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9038 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9043 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9044 element == EL_EXPANDABLE_WALL_ANY ||
9045 element == EL_EXPANDABLE_WALL ||
9046 element == EL_BD_EXPANDABLE_WALL)
9050 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9051 Store[ax-1][ay] = element;
9052 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9053 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9054 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9055 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9061 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9062 Store[ax+1][ay] = element;
9063 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9064 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9065 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9066 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9071 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9072 TEST_DrawLevelField(ax, ay);
9074 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9076 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9077 unten_massiv = TRUE;
9078 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9079 links_massiv = TRUE;
9080 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9081 rechts_massiv = TRUE;
9083 if (((oben_massiv && unten_massiv) ||
9084 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9085 element == EL_EXPANDABLE_WALL) &&
9086 ((links_massiv && rechts_massiv) ||
9087 element == EL_EXPANDABLE_WALL_VERTICAL))
9088 Feld[ax][ay] = EL_WALL;
9091 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9094 void MauerAblegerStahl(int ax, int ay)
9096 int element = Feld[ax][ay];
9097 int graphic = el2img(element);
9098 boolean oben_frei = FALSE, unten_frei = FALSE;
9099 boolean links_frei = FALSE, rechts_frei = FALSE;
9100 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9101 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9102 boolean new_wall = FALSE;
9104 if (IS_ANIMATED(graphic))
9105 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9107 if (!MovDelay[ax][ay]) /* start building new wall */
9108 MovDelay[ax][ay] = 6;
9110 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9113 if (MovDelay[ax][ay])
9117 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9119 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9121 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9123 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9126 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9127 element == EL_EXPANDABLE_STEELWALL_ANY)
9131 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9132 Store[ax][ay-1] = element;
9133 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9134 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9135 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9136 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9141 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9142 Store[ax][ay+1] = element;
9143 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9144 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9145 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9146 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9151 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9152 element == EL_EXPANDABLE_STEELWALL_ANY)
9156 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9157 Store[ax-1][ay] = element;
9158 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9159 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9160 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9161 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9167 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9168 Store[ax+1][ay] = element;
9169 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9170 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9171 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9172 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9177 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9179 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9180 unten_massiv = TRUE;
9181 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9182 links_massiv = TRUE;
9183 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9184 rechts_massiv = TRUE;
9186 if (((oben_massiv && unten_massiv) ||
9187 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9188 ((links_massiv && rechts_massiv) ||
9189 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9190 Feld[ax][ay] = EL_STEELWALL;
9193 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9196 void CheckForDragon(int x, int y)
9199 boolean dragon_found = FALSE;
9200 static int xy[4][2] =
9208 for (i = 0; i < NUM_DIRECTIONS; i++)
9210 for (j = 0; j < 4; j++)
9212 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9214 if (IN_LEV_FIELD(xx, yy) &&
9215 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9217 if (Feld[xx][yy] == EL_DRAGON)
9218 dragon_found = TRUE;
9227 for (i = 0; i < NUM_DIRECTIONS; i++)
9229 for (j = 0; j < 3; j++)
9231 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9233 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9235 Feld[xx][yy] = EL_EMPTY;
9236 TEST_DrawLevelField(xx, yy);
9245 static void InitBuggyBase(int x, int y)
9247 int element = Feld[x][y];
9248 int activating_delay = FRAMES_PER_SECOND / 4;
9251 (element == EL_SP_BUGGY_BASE ?
9252 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9253 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9255 element == EL_SP_BUGGY_BASE_ACTIVE ?
9256 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9259 static void WarnBuggyBase(int x, int y)
9262 static int xy[4][2] =
9270 for (i = 0; i < NUM_DIRECTIONS; i++)
9272 int xx = x + xy[i][0];
9273 int yy = y + xy[i][1];
9275 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9277 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9284 static void InitTrap(int x, int y)
9286 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9289 static void ActivateTrap(int x, int y)
9291 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9294 static void ChangeActiveTrap(int x, int y)
9296 int graphic = IMG_TRAP_ACTIVE;
9298 /* if new animation frame was drawn, correct crumbled sand border */
9299 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9300 TEST_DrawLevelFieldCrumbled(x, y);
9303 static int getSpecialActionElement(int element, int number, int base_element)
9305 return (element != EL_EMPTY ? element :
9306 number != -1 ? base_element + number - 1 :
9310 static int getModifiedActionNumber(int value_old, int operator, int operand,
9311 int value_min, int value_max)
9313 int value_new = (operator == CA_MODE_SET ? operand :
9314 operator == CA_MODE_ADD ? value_old + operand :
9315 operator == CA_MODE_SUBTRACT ? value_old - operand :
9316 operator == CA_MODE_MULTIPLY ? value_old * operand :
9317 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9318 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9321 return (value_new < value_min ? value_min :
9322 value_new > value_max ? value_max :
9326 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9328 struct ElementInfo *ei = &element_info[element];
9329 struct ElementChangeInfo *change = &ei->change_page[page];
9330 int target_element = change->target_element;
9331 int action_type = change->action_type;
9332 int action_mode = change->action_mode;
9333 int action_arg = change->action_arg;
9334 int action_element = change->action_element;
9337 if (!change->has_action)
9340 /* ---------- determine action paramater values -------------------------- */
9342 int level_time_value =
9343 (level.time > 0 ? TimeLeft :
9346 int action_arg_element_raw =
9347 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9348 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9349 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9350 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9351 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9352 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9353 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9355 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9357 int action_arg_direction =
9358 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9359 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9360 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9361 change->actual_trigger_side :
9362 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9363 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9366 int action_arg_number_min =
9367 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9370 int action_arg_number_max =
9371 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9372 action_type == CA_SET_LEVEL_GEMS ? 999 :
9373 action_type == CA_SET_LEVEL_TIME ? 9999 :
9374 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9375 action_type == CA_SET_CE_VALUE ? 9999 :
9376 action_type == CA_SET_CE_SCORE ? 9999 :
9379 int action_arg_number_reset =
9380 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9381 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9382 action_type == CA_SET_LEVEL_TIME ? level.time :
9383 action_type == CA_SET_LEVEL_SCORE ? 0 :
9384 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9385 action_type == CA_SET_CE_SCORE ? 0 :
9388 int action_arg_number =
9389 (action_arg <= CA_ARG_MAX ? action_arg :
9390 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9391 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9392 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9393 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9394 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9395 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9396 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9397 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9398 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9399 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9400 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9401 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9402 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9403 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9404 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9405 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9406 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9407 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9408 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9409 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9410 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9413 int action_arg_number_old =
9414 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9415 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9416 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9417 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9418 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9421 int action_arg_number_new =
9422 getModifiedActionNumber(action_arg_number_old,
9423 action_mode, action_arg_number,
9424 action_arg_number_min, action_arg_number_max);
9426 int trigger_player_bits =
9427 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9428 change->actual_trigger_player_bits : change->trigger_player);
9430 int action_arg_player_bits =
9431 (action_arg >= CA_ARG_PLAYER_1 &&
9432 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9433 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9434 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9437 /* ---------- execute action -------------------------------------------- */
9439 switch (action_type)
9446 /* ---------- level actions ------------------------------------------- */
9448 case CA_RESTART_LEVEL:
9450 game.restart_level = TRUE;
9455 case CA_SHOW_ENVELOPE:
9457 int element = getSpecialActionElement(action_arg_element,
9458 action_arg_number, EL_ENVELOPE_1);
9460 if (IS_ENVELOPE(element))
9461 local_player->show_envelope = element;
9466 case CA_SET_LEVEL_TIME:
9468 if (level.time > 0) /* only modify limited time value */
9470 TimeLeft = action_arg_number_new;
9472 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9474 DisplayGameControlValues();
9476 if (!TimeLeft && setup.time_limit)
9477 for (i = 0; i < MAX_PLAYERS; i++)
9478 KillPlayer(&stored_player[i]);
9484 case CA_SET_LEVEL_SCORE:
9486 local_player->score = action_arg_number_new;
9488 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9490 DisplayGameControlValues();
9495 case CA_SET_LEVEL_GEMS:
9497 local_player->gems_still_needed = action_arg_number_new;
9499 game.snapshot.collected_item = TRUE;
9501 game_panel_controls[GAME_PANEL_GEMS].value =
9502 local_player->gems_still_needed;
9504 DisplayGameControlValues();
9509 case CA_SET_LEVEL_WIND:
9511 game.wind_direction = action_arg_direction;
9516 case CA_SET_LEVEL_RANDOM_SEED:
9518 /* ensure that setting a new random seed while playing is predictable */
9519 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9524 /* ---------- player actions ------------------------------------------ */
9526 case CA_MOVE_PLAYER:
9528 /* automatically move to the next field in specified direction */
9529 for (i = 0; i < MAX_PLAYERS; i++)
9530 if (trigger_player_bits & (1 << i))
9531 stored_player[i].programmed_action = action_arg_direction;
9536 case CA_EXIT_PLAYER:
9538 for (i = 0; i < MAX_PLAYERS; i++)
9539 if (action_arg_player_bits & (1 << i))
9540 PlayerWins(&stored_player[i]);
9545 case CA_KILL_PLAYER:
9547 for (i = 0; i < MAX_PLAYERS; i++)
9548 if (action_arg_player_bits & (1 << i))
9549 KillPlayer(&stored_player[i]);
9554 case CA_SET_PLAYER_KEYS:
9556 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9557 int element = getSpecialActionElement(action_arg_element,
9558 action_arg_number, EL_KEY_1);
9560 if (IS_KEY(element))
9562 for (i = 0; i < MAX_PLAYERS; i++)
9564 if (trigger_player_bits & (1 << i))
9566 stored_player[i].key[KEY_NR(element)] = key_state;
9568 DrawGameDoorValues();
9576 case CA_SET_PLAYER_SPEED:
9578 for (i = 0; i < MAX_PLAYERS; i++)
9580 if (trigger_player_bits & (1 << i))
9582 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9584 if (action_arg == CA_ARG_SPEED_FASTER &&
9585 stored_player[i].cannot_move)
9587 action_arg_number = STEPSIZE_VERY_SLOW;
9589 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9590 action_arg == CA_ARG_SPEED_FASTER)
9592 action_arg_number = 2;
9593 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9596 else if (action_arg == CA_ARG_NUMBER_RESET)
9598 action_arg_number = level.initial_player_stepsize[i];
9602 getModifiedActionNumber(move_stepsize,
9605 action_arg_number_min,
9606 action_arg_number_max);
9608 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9615 case CA_SET_PLAYER_SHIELD:
9617 for (i = 0; i < MAX_PLAYERS; i++)
9619 if (trigger_player_bits & (1 << i))
9621 if (action_arg == CA_ARG_SHIELD_OFF)
9623 stored_player[i].shield_normal_time_left = 0;
9624 stored_player[i].shield_deadly_time_left = 0;
9626 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9628 stored_player[i].shield_normal_time_left = 999999;
9630 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9632 stored_player[i].shield_normal_time_left = 999999;
9633 stored_player[i].shield_deadly_time_left = 999999;
9641 case CA_SET_PLAYER_GRAVITY:
9643 for (i = 0; i < MAX_PLAYERS; i++)
9645 if (trigger_player_bits & (1 << i))
9647 stored_player[i].gravity =
9648 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9649 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9650 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9651 stored_player[i].gravity);
9658 case CA_SET_PLAYER_ARTWORK:
9660 for (i = 0; i < MAX_PLAYERS; i++)
9662 if (trigger_player_bits & (1 << i))
9664 int artwork_element = action_arg_element;
9666 if (action_arg == CA_ARG_ELEMENT_RESET)
9668 (level.use_artwork_element[i] ? level.artwork_element[i] :
9669 stored_player[i].element_nr);
9671 if (stored_player[i].artwork_element != artwork_element)
9672 stored_player[i].Frame = 0;
9674 stored_player[i].artwork_element = artwork_element;
9676 SetPlayerWaiting(&stored_player[i], FALSE);
9678 /* set number of special actions for bored and sleeping animation */
9679 stored_player[i].num_special_action_bored =
9680 get_num_special_action(artwork_element,
9681 ACTION_BORING_1, ACTION_BORING_LAST);
9682 stored_player[i].num_special_action_sleeping =
9683 get_num_special_action(artwork_element,
9684 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9691 case CA_SET_PLAYER_INVENTORY:
9693 for (i = 0; i < MAX_PLAYERS; i++)
9695 struct PlayerInfo *player = &stored_player[i];
9698 if (trigger_player_bits & (1 << i))
9700 int inventory_element = action_arg_element;
9702 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9703 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9704 action_arg == CA_ARG_ELEMENT_ACTION)
9706 int element = inventory_element;
9707 int collect_count = element_info[element].collect_count_initial;
9709 if (!IS_CUSTOM_ELEMENT(element))
9712 if (collect_count == 0)
9713 player->inventory_infinite_element = element;
9715 for (k = 0; k < collect_count; k++)
9716 if (player->inventory_size < MAX_INVENTORY_SIZE)
9717 player->inventory_element[player->inventory_size++] =
9720 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9721 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9722 action_arg == CA_ARG_INVENTORY_RM_ACTION)
9724 if (player->inventory_infinite_element != EL_UNDEFINED &&
9725 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
9726 action_arg_element_raw))
9727 player->inventory_infinite_element = EL_UNDEFINED;
9729 for (k = 0, j = 0; j < player->inventory_size; j++)
9731 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
9732 action_arg_element_raw))
9733 player->inventory_element[k++] = player->inventory_element[j];
9736 player->inventory_size = k;
9738 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
9740 if (player->inventory_size > 0)
9742 for (j = 0; j < player->inventory_size - 1; j++)
9743 player->inventory_element[j] = player->inventory_element[j + 1];
9745 player->inventory_size--;
9748 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
9750 if (player->inventory_size > 0)
9751 player->inventory_size--;
9753 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
9755 player->inventory_infinite_element = EL_UNDEFINED;
9756 player->inventory_size = 0;
9758 else if (action_arg == CA_ARG_INVENTORY_RESET)
9760 player->inventory_infinite_element = EL_UNDEFINED;
9761 player->inventory_size = 0;
9763 if (level.use_initial_inventory[i])
9765 for (j = 0; j < level.initial_inventory_size[i]; j++)
9767 int element = level.initial_inventory_content[i][j];
9768 int collect_count = element_info[element].collect_count_initial;
9770 if (!IS_CUSTOM_ELEMENT(element))
9773 if (collect_count == 0)
9774 player->inventory_infinite_element = element;
9776 for (k = 0; k < collect_count; k++)
9777 if (player->inventory_size < MAX_INVENTORY_SIZE)
9778 player->inventory_element[player->inventory_size++] =
9789 /* ---------- CE actions ---------------------------------------------- */
9791 case CA_SET_CE_VALUE:
9793 int last_ce_value = CustomValue[x][y];
9795 CustomValue[x][y] = action_arg_number_new;
9797 if (CustomValue[x][y] != last_ce_value)
9799 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
9800 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
9802 if (CustomValue[x][y] == 0)
9804 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
9805 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
9812 case CA_SET_CE_SCORE:
9814 int last_ce_score = ei->collect_score;
9816 ei->collect_score = action_arg_number_new;
9818 if (ei->collect_score != last_ce_score)
9820 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
9821 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
9823 if (ei->collect_score == 0)
9827 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
9828 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
9831 This is a very special case that seems to be a mixture between
9832 CheckElementChange() and CheckTriggeredElementChange(): while
9833 the first one only affects single elements that are triggered
9834 directly, the second one affects multiple elements in the playfield
9835 that are triggered indirectly by another element. This is a third
9836 case: Changing the CE score always affects multiple identical CEs,
9837 so every affected CE must be checked, not only the single CE for
9838 which the CE score was changed in the first place (as every instance
9839 of that CE shares the same CE score, and therefore also can change)!
9841 SCAN_PLAYFIELD(xx, yy)
9843 if (Feld[xx][yy] == element)
9844 CheckElementChange(xx, yy, element, EL_UNDEFINED,
9845 CE_SCORE_GETS_ZERO);
9853 case CA_SET_CE_ARTWORK:
9855 int artwork_element = action_arg_element;
9856 boolean reset_frame = FALSE;
9859 if (action_arg == CA_ARG_ELEMENT_RESET)
9860 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
9863 if (ei->gfx_element != artwork_element)
9866 ei->gfx_element = artwork_element;
9868 SCAN_PLAYFIELD(xx, yy)
9870 if (Feld[xx][yy] == element)
9874 ResetGfxAnimation(xx, yy);
9875 ResetRandomAnimationValue(xx, yy);
9878 TEST_DrawLevelField(xx, yy);
9885 /* ---------- engine actions ------------------------------------------ */
9887 case CA_SET_ENGINE_SCAN_MODE:
9889 InitPlayfieldScanMode(action_arg);
9899 static void CreateFieldExt(int x, int y, int element, boolean is_change)
9901 int old_element = Feld[x][y];
9902 int new_element = GetElementFromGroupElement(element);
9903 int previous_move_direction = MovDir[x][y];
9904 int last_ce_value = CustomValue[x][y];
9905 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
9906 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
9907 boolean add_player_onto_element = (new_element_is_player &&
9908 new_element != EL_SOKOBAN_FIELD_PLAYER &&
9909 IS_WALKABLE(old_element));
9911 if (!add_player_onto_element)
9913 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
9914 RemoveMovingField(x, y);
9918 Feld[x][y] = new_element;
9920 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
9921 MovDir[x][y] = previous_move_direction;
9923 if (element_info[new_element].use_last_ce_value)
9924 CustomValue[x][y] = last_ce_value;
9926 InitField_WithBug1(x, y, FALSE);
9928 new_element = Feld[x][y]; /* element may have changed */
9930 ResetGfxAnimation(x, y);
9931 ResetRandomAnimationValue(x, y);
9933 TEST_DrawLevelField(x, y);
9935 if (GFX_CRUMBLED(new_element))
9936 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
9939 /* check if element under the player changes from accessible to unaccessible
9940 (needed for special case of dropping element which then changes) */
9941 /* (must be checked after creating new element for walkable group elements) */
9942 if (IS_PLAYER(x, y) && !player_explosion_protected &&
9943 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
9950 /* "ChangeCount" not set yet to allow "entered by player" change one time */
9951 if (new_element_is_player)
9952 RelocatePlayer(x, y, new_element);
9955 ChangeCount[x][y]++; /* count number of changes in the same frame */
9957 TestIfBadThingTouchesPlayer(x, y);
9958 TestIfPlayerTouchesCustomElement(x, y);
9959 TestIfElementTouchesCustomElement(x, y);
9962 static void CreateField(int x, int y, int element)
9964 CreateFieldExt(x, y, element, FALSE);
9967 static void CreateElementFromChange(int x, int y, int element)
9969 element = GET_VALID_RUNTIME_ELEMENT(element);
9971 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
9973 int old_element = Feld[x][y];
9975 /* prevent changed element from moving in same engine frame
9976 unless both old and new element can either fall or move */
9977 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
9978 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
9982 CreateFieldExt(x, y, element, TRUE);
9985 static boolean ChangeElement(int x, int y, int element, int page)
9987 struct ElementInfo *ei = &element_info[element];
9988 struct ElementChangeInfo *change = &ei->change_page[page];
9989 int ce_value = CustomValue[x][y];
9990 int ce_score = ei->collect_score;
9992 int old_element = Feld[x][y];
9994 /* always use default change event to prevent running into a loop */
9995 if (ChangeEvent[x][y] == -1)
9996 ChangeEvent[x][y] = CE_DELAY;
9998 if (ChangeEvent[x][y] == CE_DELAY)
10000 /* reset actual trigger element, trigger player and action element */
10001 change->actual_trigger_element = EL_EMPTY;
10002 change->actual_trigger_player = EL_EMPTY;
10003 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10004 change->actual_trigger_side = CH_SIDE_NONE;
10005 change->actual_trigger_ce_value = 0;
10006 change->actual_trigger_ce_score = 0;
10009 /* do not change elements more than a specified maximum number of changes */
10010 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10013 ChangeCount[x][y]++; /* count number of changes in the same frame */
10015 if (change->explode)
10022 if (change->use_target_content)
10024 boolean complete_replace = TRUE;
10025 boolean can_replace[3][3];
10028 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10031 boolean is_walkable;
10032 boolean is_diggable;
10033 boolean is_collectible;
10034 boolean is_removable;
10035 boolean is_destructible;
10036 int ex = x + xx - 1;
10037 int ey = y + yy - 1;
10038 int content_element = change->target_content.e[xx][yy];
10041 can_replace[xx][yy] = TRUE;
10043 if (ex == x && ey == y) /* do not check changing element itself */
10046 if (content_element == EL_EMPTY_SPACE)
10048 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10053 if (!IN_LEV_FIELD(ex, ey))
10055 can_replace[xx][yy] = FALSE;
10056 complete_replace = FALSE;
10063 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10064 e = MovingOrBlocked2Element(ex, ey);
10066 is_empty = (IS_FREE(ex, ey) ||
10067 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10069 is_walkable = (is_empty || IS_WALKABLE(e));
10070 is_diggable = (is_empty || IS_DIGGABLE(e));
10071 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10072 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10073 is_removable = (is_diggable || is_collectible);
10075 can_replace[xx][yy] =
10076 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10077 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10078 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10079 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10080 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10081 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10082 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10084 if (!can_replace[xx][yy])
10085 complete_replace = FALSE;
10088 if (!change->only_if_complete || complete_replace)
10090 boolean something_has_changed = FALSE;
10092 if (change->only_if_complete && change->use_random_replace &&
10093 RND(100) < change->random_percentage)
10096 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10098 int ex = x + xx - 1;
10099 int ey = y + yy - 1;
10100 int content_element;
10102 if (can_replace[xx][yy] && (!change->use_random_replace ||
10103 RND(100) < change->random_percentage))
10105 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10106 RemoveMovingField(ex, ey);
10108 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10110 content_element = change->target_content.e[xx][yy];
10111 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10112 ce_value, ce_score);
10114 CreateElementFromChange(ex, ey, target_element);
10116 something_has_changed = TRUE;
10118 /* for symmetry reasons, freeze newly created border elements */
10119 if (ex != x || ey != y)
10120 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10124 if (something_has_changed)
10126 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10127 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10133 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10134 ce_value, ce_score);
10136 if (element == EL_DIAGONAL_GROWING ||
10137 element == EL_DIAGONAL_SHRINKING)
10139 target_element = Store[x][y];
10141 Store[x][y] = EL_EMPTY;
10144 CreateElementFromChange(x, y, target_element);
10146 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10147 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10150 /* this uses direct change before indirect change */
10151 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10156 static void HandleElementChange(int x, int y, int page)
10158 int element = MovingOrBlocked2Element(x, y);
10159 struct ElementInfo *ei = &element_info[element];
10160 struct ElementChangeInfo *change = &ei->change_page[page];
10161 boolean handle_action_before_change = FALSE;
10164 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10165 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10168 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10169 x, y, element, element_info[element].token_name);
10170 printf("HandleElementChange(): This should never happen!\n");
10175 /* this can happen with classic bombs on walkable, changing elements */
10176 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10181 if (ChangeDelay[x][y] == 0) /* initialize element change */
10183 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10185 if (change->can_change)
10187 /* !!! not clear why graphic animation should be reset at all here !!! */
10188 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10189 /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */
10192 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10194 When using an animation frame delay of 1 (this only happens with
10195 "sp_zonk.moving.left/right" in the classic graphics), the default
10196 (non-moving) animation shows wrong animation frames (while the
10197 moving animation, like "sp_zonk.moving.left/right", is correct,
10198 so this graphical bug never shows up with the classic graphics).
10199 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10200 be drawn instead of the correct frames 0,1,2,3. This is caused by
10201 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10202 an element change: First when the change delay ("ChangeDelay[][]")
10203 counter has reached zero after decrementing, then a second time in
10204 the next frame (after "GfxFrame[][]" was already incremented) when
10205 "ChangeDelay[][]" is reset to the initial delay value again.
10207 This causes frame 0 to be drawn twice, while the last frame won't
10208 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10210 As some animations may already be cleverly designed around this bug
10211 (at least the "Snake Bite" snake tail animation does this), it cannot
10212 simply be fixed here without breaking such existing animations.
10213 Unfortunately, it cannot easily be detected if a graphics set was
10214 designed "before" or "after" the bug was fixed. As a workaround,
10215 a new graphics set option "game.graphics_engine_version" was added
10216 to be able to specify the game's major release version for which the
10217 graphics set was designed, which can then be used to decide if the
10218 bugfix should be used (version 4 and above) or not (version 3 or
10219 below, or if no version was specified at all, as with old sets).
10221 (The wrong/fixed animation frames can be tested with the test level set
10222 "test_gfxframe" and level "000", which contains a specially prepared
10223 custom element at level position (x/y) == (11/9) which uses the zonk
10224 animation mentioned above. Using "game.graphics_engine_version: 4"
10225 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10226 This can also be seen from the debug output for this test element.)
10229 /* when a custom element is about to change (for example by change delay),
10230 do not reset graphic animation when the custom element is moving */
10231 if (game.graphics_engine_version < 4 &&
10234 ResetGfxAnimation(x, y);
10235 ResetRandomAnimationValue(x, y);
10238 if (change->pre_change_function)
10239 change->pre_change_function(x, y);
10243 ChangeDelay[x][y]--;
10245 if (ChangeDelay[x][y] != 0) /* continue element change */
10247 if (change->can_change)
10249 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10251 if (IS_ANIMATED(graphic))
10252 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10254 if (change->change_function)
10255 change->change_function(x, y);
10258 else /* finish element change */
10260 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10262 page = ChangePage[x][y];
10263 ChangePage[x][y] = -1;
10265 change = &ei->change_page[page];
10268 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10270 ChangeDelay[x][y] = 1; /* try change after next move step */
10271 ChangePage[x][y] = page; /* remember page to use for change */
10276 /* special case: set new level random seed before changing element */
10277 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10278 handle_action_before_change = TRUE;
10280 if (change->has_action && handle_action_before_change)
10281 ExecuteCustomElementAction(x, y, element, page);
10283 if (change->can_change)
10285 if (ChangeElement(x, y, element, page))
10287 if (change->post_change_function)
10288 change->post_change_function(x, y);
10292 if (change->has_action && !handle_action_before_change)
10293 ExecuteCustomElementAction(x, y, element, page);
10297 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10298 int trigger_element,
10300 int trigger_player,
10304 boolean change_done_any = FALSE;
10305 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10308 if (!(trigger_events[trigger_element][trigger_event]))
10311 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10313 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10315 int element = EL_CUSTOM_START + i;
10316 boolean change_done = FALSE;
10319 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10320 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10323 for (p = 0; p < element_info[element].num_change_pages; p++)
10325 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10327 if (change->can_change_or_has_action &&
10328 change->has_event[trigger_event] &&
10329 change->trigger_side & trigger_side &&
10330 change->trigger_player & trigger_player &&
10331 change->trigger_page & trigger_page_bits &&
10332 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10334 change->actual_trigger_element = trigger_element;
10335 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10336 change->actual_trigger_player_bits = trigger_player;
10337 change->actual_trigger_side = trigger_side;
10338 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10339 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10341 if ((change->can_change && !change_done) || change->has_action)
10345 SCAN_PLAYFIELD(x, y)
10347 if (Feld[x][y] == element)
10349 if (change->can_change && !change_done)
10351 /* if element already changed in this frame, not only prevent
10352 another element change (checked in ChangeElement()), but
10353 also prevent additional element actions for this element */
10355 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10356 !level.use_action_after_change_bug)
10359 ChangeDelay[x][y] = 1;
10360 ChangeEvent[x][y] = trigger_event;
10362 HandleElementChange(x, y, p);
10364 else if (change->has_action)
10366 /* if element already changed in this frame, not only prevent
10367 another element change (checked in ChangeElement()), but
10368 also prevent additional element actions for this element */
10370 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10371 !level.use_action_after_change_bug)
10374 ExecuteCustomElementAction(x, y, element, p);
10375 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10380 if (change->can_change)
10382 change_done = TRUE;
10383 change_done_any = TRUE;
10390 RECURSION_LOOP_DETECTION_END();
10392 return change_done_any;
10395 static boolean CheckElementChangeExt(int x, int y,
10397 int trigger_element,
10399 int trigger_player,
10402 boolean change_done = FALSE;
10405 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10406 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10409 if (Feld[x][y] == EL_BLOCKED)
10411 Blocked2Moving(x, y, &x, &y);
10412 element = Feld[x][y];
10415 /* check if element has already changed or is about to change after moving */
10416 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10417 Feld[x][y] != element) ||
10419 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10420 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10421 ChangePage[x][y] != -1)))
10424 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10426 for (p = 0; p < element_info[element].num_change_pages; p++)
10428 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10430 /* check trigger element for all events where the element that is checked
10431 for changing interacts with a directly adjacent element -- this is
10432 different to element changes that affect other elements to change on the
10433 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10434 boolean check_trigger_element =
10435 (trigger_event == CE_TOUCHING_X ||
10436 trigger_event == CE_HITTING_X ||
10437 trigger_event == CE_HIT_BY_X ||
10438 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10440 if (change->can_change_or_has_action &&
10441 change->has_event[trigger_event] &&
10442 change->trigger_side & trigger_side &&
10443 change->trigger_player & trigger_player &&
10444 (!check_trigger_element ||
10445 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10447 change->actual_trigger_element = trigger_element;
10448 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10449 change->actual_trigger_player_bits = trigger_player;
10450 change->actual_trigger_side = trigger_side;
10451 change->actual_trigger_ce_value = CustomValue[x][y];
10452 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10454 /* special case: trigger element not at (x,y) position for some events */
10455 if (check_trigger_element)
10467 { 0, 0 }, { 0, 0 }, { 0, 0 },
10471 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10472 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10474 change->actual_trigger_ce_value = CustomValue[xx][yy];
10475 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10478 if (change->can_change && !change_done)
10480 ChangeDelay[x][y] = 1;
10481 ChangeEvent[x][y] = trigger_event;
10483 HandleElementChange(x, y, p);
10485 change_done = TRUE;
10487 else if (change->has_action)
10489 ExecuteCustomElementAction(x, y, element, p);
10490 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10495 RECURSION_LOOP_DETECTION_END();
10497 return change_done;
10500 static void PlayPlayerSound(struct PlayerInfo *player)
10502 int jx = player->jx, jy = player->jy;
10503 int sound_element = player->artwork_element;
10504 int last_action = player->last_action_waiting;
10505 int action = player->action_waiting;
10507 if (player->is_waiting)
10509 if (action != last_action)
10510 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10512 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10516 if (action != last_action)
10517 StopSound(element_info[sound_element].sound[last_action]);
10519 if (last_action == ACTION_SLEEPING)
10520 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10524 static void PlayAllPlayersSound()
10528 for (i = 0; i < MAX_PLAYERS; i++)
10529 if (stored_player[i].active)
10530 PlayPlayerSound(&stored_player[i]);
10533 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10535 boolean last_waiting = player->is_waiting;
10536 int move_dir = player->MovDir;
10538 player->dir_waiting = move_dir;
10539 player->last_action_waiting = player->action_waiting;
10543 if (!last_waiting) /* not waiting -> waiting */
10545 player->is_waiting = TRUE;
10547 player->frame_counter_bored =
10549 game.player_boring_delay_fixed +
10550 GetSimpleRandom(game.player_boring_delay_random);
10551 player->frame_counter_sleeping =
10553 game.player_sleeping_delay_fixed +
10554 GetSimpleRandom(game.player_sleeping_delay_random);
10556 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10559 if (game.player_sleeping_delay_fixed +
10560 game.player_sleeping_delay_random > 0 &&
10561 player->anim_delay_counter == 0 &&
10562 player->post_delay_counter == 0 &&
10563 FrameCounter >= player->frame_counter_sleeping)
10564 player->is_sleeping = TRUE;
10565 else if (game.player_boring_delay_fixed +
10566 game.player_boring_delay_random > 0 &&
10567 FrameCounter >= player->frame_counter_bored)
10568 player->is_bored = TRUE;
10570 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10571 player->is_bored ? ACTION_BORING :
10574 if (player->is_sleeping && player->use_murphy)
10576 /* special case for sleeping Murphy when leaning against non-free tile */
10578 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10579 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10580 !IS_MOVING(player->jx - 1, player->jy)))
10581 move_dir = MV_LEFT;
10582 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10583 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10584 !IS_MOVING(player->jx + 1, player->jy)))
10585 move_dir = MV_RIGHT;
10587 player->is_sleeping = FALSE;
10589 player->dir_waiting = move_dir;
10592 if (player->is_sleeping)
10594 if (player->num_special_action_sleeping > 0)
10596 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10598 int last_special_action = player->special_action_sleeping;
10599 int num_special_action = player->num_special_action_sleeping;
10600 int special_action =
10601 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10602 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10603 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10604 last_special_action + 1 : ACTION_SLEEPING);
10605 int special_graphic =
10606 el_act_dir2img(player->artwork_element, special_action, move_dir);
10608 player->anim_delay_counter =
10609 graphic_info[special_graphic].anim_delay_fixed +
10610 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10611 player->post_delay_counter =
10612 graphic_info[special_graphic].post_delay_fixed +
10613 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10615 player->special_action_sleeping = special_action;
10618 if (player->anim_delay_counter > 0)
10620 player->action_waiting = player->special_action_sleeping;
10621 player->anim_delay_counter--;
10623 else if (player->post_delay_counter > 0)
10625 player->post_delay_counter--;
10629 else if (player->is_bored)
10631 if (player->num_special_action_bored > 0)
10633 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10635 int special_action =
10636 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10637 int special_graphic =
10638 el_act_dir2img(player->artwork_element, special_action, move_dir);
10640 player->anim_delay_counter =
10641 graphic_info[special_graphic].anim_delay_fixed +
10642 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10643 player->post_delay_counter =
10644 graphic_info[special_graphic].post_delay_fixed +
10645 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10647 player->special_action_bored = special_action;
10650 if (player->anim_delay_counter > 0)
10652 player->action_waiting = player->special_action_bored;
10653 player->anim_delay_counter--;
10655 else if (player->post_delay_counter > 0)
10657 player->post_delay_counter--;
10662 else if (last_waiting) /* waiting -> not waiting */
10664 player->is_waiting = FALSE;
10665 player->is_bored = FALSE;
10666 player->is_sleeping = FALSE;
10668 player->frame_counter_bored = -1;
10669 player->frame_counter_sleeping = -1;
10671 player->anim_delay_counter = 0;
10672 player->post_delay_counter = 0;
10674 player->dir_waiting = player->MovDir;
10675 player->action_waiting = ACTION_DEFAULT;
10677 player->special_action_bored = ACTION_DEFAULT;
10678 player->special_action_sleeping = ACTION_DEFAULT;
10682 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10684 if ((!player->is_moving && player->was_moving) ||
10685 (player->MovPos == 0 && player->was_moving) ||
10686 (player->is_snapping && !player->was_snapping) ||
10687 (player->is_dropping && !player->was_dropping))
10689 if (!CheckSaveEngineSnapshotToList())
10692 player->was_moving = FALSE;
10693 player->was_snapping = TRUE;
10694 player->was_dropping = TRUE;
10698 if (player->is_moving)
10699 player->was_moving = TRUE;
10701 if (!player->is_snapping)
10702 player->was_snapping = FALSE;
10704 if (!player->is_dropping)
10705 player->was_dropping = FALSE;
10709 static void CheckSingleStepMode(struct PlayerInfo *player)
10711 if (tape.single_step && tape.recording && !tape.pausing)
10713 /* as it is called "single step mode", just return to pause mode when the
10714 player stopped moving after one tile (or never starts moving at all) */
10715 if (!player->is_moving && !player->is_pushing)
10717 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10718 SnapField(player, 0, 0); /* stop snapping */
10722 CheckSaveEngineSnapshot(player);
10725 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10727 int left = player_action & JOY_LEFT;
10728 int right = player_action & JOY_RIGHT;
10729 int up = player_action & JOY_UP;
10730 int down = player_action & JOY_DOWN;
10731 int button1 = player_action & JOY_BUTTON_1;
10732 int button2 = player_action & JOY_BUTTON_2;
10733 int dx = (left ? -1 : right ? 1 : 0);
10734 int dy = (up ? -1 : down ? 1 : 0);
10736 if (!player->active || tape.pausing)
10742 SnapField(player, dx, dy);
10746 DropElement(player);
10748 MovePlayer(player, dx, dy);
10751 CheckSingleStepMode(player);
10753 SetPlayerWaiting(player, FALSE);
10755 return player_action;
10759 /* no actions for this player (no input at player's configured device) */
10761 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
10762 SnapField(player, 0, 0);
10763 CheckGravityMovementWhenNotMoving(player);
10765 if (player->MovPos == 0)
10766 SetPlayerWaiting(player, TRUE);
10768 if (player->MovPos == 0) /* needed for tape.playing */
10769 player->is_moving = FALSE;
10771 player->is_dropping = FALSE;
10772 player->is_dropping_pressed = FALSE;
10773 player->drop_pressed_delay = 0;
10775 CheckSingleStepMode(player);
10781 static void CheckLevelTime()
10785 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
10786 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10788 if (level.native_em_level->lev->home == 0) /* all players at home */
10790 PlayerWins(local_player);
10792 AllPlayersGone = TRUE;
10794 level.native_em_level->lev->home = -1;
10797 if (level.native_em_level->ply[0]->alive == 0 &&
10798 level.native_em_level->ply[1]->alive == 0 &&
10799 level.native_em_level->ply[2]->alive == 0 &&
10800 level.native_em_level->ply[3]->alive == 0) /* all dead */
10801 AllPlayersGone = TRUE;
10803 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
10805 if (game_sp.LevelSolved &&
10806 !game_sp.GameOver) /* game won */
10808 PlayerWins(local_player);
10810 game_sp.GameOver = TRUE;
10812 AllPlayersGone = TRUE;
10815 if (game_sp.GameOver) /* game lost */
10816 AllPlayersGone = TRUE;
10819 if (TimeFrames >= FRAMES_PER_SECOND)
10824 for (i = 0; i < MAX_PLAYERS; i++)
10826 struct PlayerInfo *player = &stored_player[i];
10828 if (SHIELD_ON(player))
10830 player->shield_normal_time_left--;
10832 if (player->shield_deadly_time_left > 0)
10833 player->shield_deadly_time_left--;
10837 if (!local_player->LevelSolved && !level.use_step_counter)
10845 if (TimeLeft <= 10 && setup.time_limit)
10846 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
10848 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
10849 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
10851 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10853 if (!TimeLeft && setup.time_limit)
10855 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10856 level.native_em_level->lev->killed_out_of_time = TRUE;
10858 for (i = 0; i < MAX_PLAYERS; i++)
10859 KillPlayer(&stored_player[i]);
10862 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
10864 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
10867 level.native_em_level->lev->time =
10868 (game.no_time_limit ? TimePlayed : TimeLeft);
10871 if (tape.recording || tape.playing)
10872 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
10875 if (tape.recording || tape.playing)
10876 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
10878 UpdateAndDisplayGameControlValues();
10881 void AdvanceFrameAndPlayerCounters(int player_nr)
10885 /* advance frame counters (global frame counter and time frame counter) */
10889 /* advance player counters (counters for move delay, move animation etc.) */
10890 for (i = 0; i < MAX_PLAYERS; i++)
10892 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
10893 int move_delay_value = stored_player[i].move_delay_value;
10894 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
10896 if (!advance_player_counters) /* not all players may be affected */
10899 if (move_frames == 0) /* less than one move per game frame */
10901 int stepsize = TILEX / move_delay_value;
10902 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
10903 int count = (stored_player[i].is_moving ?
10904 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
10906 if (count % delay == 0)
10910 stored_player[i].Frame += move_frames;
10912 if (stored_player[i].MovPos != 0)
10913 stored_player[i].StepFrame += move_frames;
10915 if (stored_player[i].move_delay > 0)
10916 stored_player[i].move_delay--;
10918 /* due to bugs in previous versions, counter must count up, not down */
10919 if (stored_player[i].push_delay != -1)
10920 stored_player[i].push_delay++;
10922 if (stored_player[i].drop_delay > 0)
10923 stored_player[i].drop_delay--;
10925 if (stored_player[i].is_dropping_pressed)
10926 stored_player[i].drop_pressed_delay++;
10930 void StartGameActions(boolean init_network_game, boolean record_tape,
10933 unsigned int new_random_seed = InitRND(random_seed);
10936 TapeStartRecording(new_random_seed);
10938 #if defined(NETWORK_AVALIABLE)
10939 if (init_network_game)
10941 SendToServer_StartPlaying();
10950 void GameActionsExt()
10953 static unsigned int game_frame_delay = 0;
10955 unsigned int game_frame_delay_value;
10956 byte *recorded_player_action;
10957 byte summarized_player_action = 0;
10958 byte tape_action[MAX_PLAYERS];
10961 /* detect endless loops, caused by custom element programming */
10962 if (recursion_loop_detected && recursion_loop_depth == 0)
10964 char *message = getStringCat3("Internal Error! Element ",
10965 EL_NAME(recursion_loop_element),
10966 " caused endless loop! Quit the game?");
10968 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
10969 EL_NAME(recursion_loop_element));
10971 RequestQuitGameExt(FALSE, level_editor_test_game, message);
10973 recursion_loop_detected = FALSE; /* if game should be continued */
10980 if (game.restart_level)
10981 StartGameActions(options.network, setup.autorecord, level.random_seed);
10983 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
10984 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10986 if (level.native_em_level->lev->home == 0) /* all players at home */
10988 PlayerWins(local_player);
10990 AllPlayersGone = TRUE;
10992 level.native_em_level->lev->home = -1;
10995 if (level.native_em_level->ply[0]->alive == 0 &&
10996 level.native_em_level->ply[1]->alive == 0 &&
10997 level.native_em_level->ply[2]->alive == 0 &&
10998 level.native_em_level->ply[3]->alive == 0) /* all dead */
10999 AllPlayersGone = TRUE;
11001 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11003 if (game_sp.LevelSolved &&
11004 !game_sp.GameOver) /* game won */
11006 PlayerWins(local_player);
11008 game_sp.GameOver = TRUE;
11010 AllPlayersGone = TRUE;
11013 if (game_sp.GameOver) /* game lost */
11014 AllPlayersGone = TRUE;
11017 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11020 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11023 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11026 game_frame_delay_value =
11027 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11029 if (tape.playing && tape.warp_forward && !tape.pausing)
11030 game_frame_delay_value = 0;
11032 SetVideoFrameDelay(game_frame_delay_value);
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);
11049 if (network_playing && !network_player_action_received)
11051 /* try to get network player actions in time */
11053 #if defined(NETWORK_AVALIABLE)
11054 /* last chance to get network player actions without main loop delay */
11055 HandleNetworking();
11058 /* game was quit by network peer */
11059 if (game_status != GAME_MODE_PLAYING)
11062 if (!network_player_action_received)
11063 return; /* failed to get network player actions in time */
11065 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11071 /* at this point we know that we really continue executing the game */
11073 network_player_action_received = FALSE;
11075 /* when playing tape, read previously recorded player input from tape data */
11076 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11078 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11082 if (tape.set_centered_player)
11084 game.centered_player_nr_next = tape.centered_player_nr_next;
11085 game.set_centered_player = TRUE;
11088 for (i = 0; i < MAX_PLAYERS; i++)
11090 summarized_player_action |= stored_player[i].action;
11092 if (!network_playing && (game.team_mode || tape.playing))
11093 stored_player[i].effective_action = stored_player[i].action;
11096 #if defined(NETWORK_AVALIABLE)
11097 if (network_playing)
11098 SendToServer_MovePlayer(summarized_player_action);
11101 // summarize all actions at local players mapped input device position
11102 // (this allows using different input devices in single player mode)
11103 if (!options.network && !game.team_mode)
11104 stored_player[map_player_action[local_player->index_nr]].effective_action =
11105 summarized_player_action;
11107 if (tape.recording &&
11109 setup.input_on_focus &&
11110 game.centered_player_nr != -1)
11112 for (i = 0; i < MAX_PLAYERS; i++)
11113 stored_player[i].effective_action =
11114 (i == game.centered_player_nr ? summarized_player_action : 0);
11117 if (recorded_player_action != NULL)
11118 for (i = 0; i < MAX_PLAYERS; i++)
11119 stored_player[i].effective_action = recorded_player_action[i];
11121 for (i = 0; i < MAX_PLAYERS; i++)
11123 tape_action[i] = stored_player[i].effective_action;
11125 /* (this may happen in the RND game engine if a player was not present on
11126 the playfield on level start, but appeared later from a custom element */
11127 if (setup.team_mode &&
11130 !tape.player_participates[i])
11131 tape.player_participates[i] = TRUE;
11134 /* only record actions from input devices, but not programmed actions */
11135 if (tape.recording)
11136 TapeRecordAction(tape_action);
11138 #if USE_NEW_PLAYER_ASSIGNMENTS
11139 // !!! also map player actions in single player mode !!!
11140 // if (game.team_mode)
11143 byte mapped_action[MAX_PLAYERS];
11145 #if DEBUG_PLAYER_ACTIONS
11147 for (i = 0; i < MAX_PLAYERS; i++)
11148 printf(" %d, ", stored_player[i].effective_action);
11151 for (i = 0; i < MAX_PLAYERS; i++)
11152 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11154 for (i = 0; i < MAX_PLAYERS; i++)
11155 stored_player[i].effective_action = mapped_action[i];
11157 #if DEBUG_PLAYER_ACTIONS
11159 for (i = 0; i < MAX_PLAYERS; i++)
11160 printf(" %d, ", stored_player[i].effective_action);
11164 #if DEBUG_PLAYER_ACTIONS
11168 for (i = 0; i < MAX_PLAYERS; i++)
11169 printf(" %d, ", stored_player[i].effective_action);
11175 for (i = 0; i < MAX_PLAYERS; i++)
11177 // allow engine snapshot in case of changed movement attempt
11178 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11179 (stored_player[i].effective_action & KEY_MOTION))
11180 game.snapshot.changed_action = TRUE;
11182 // allow engine snapshot in case of snapping/dropping attempt
11183 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11184 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11185 game.snapshot.changed_action = TRUE;
11187 game.snapshot.last_action[i] = stored_player[i].effective_action;
11190 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11192 GameActions_EM_Main();
11194 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11196 GameActions_SP_Main();
11200 GameActions_RND_Main();
11203 BlitScreenToBitmap(backbuffer);
11207 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11209 if (options.debug) /* calculate frames per second */
11211 static unsigned int fps_counter = 0;
11212 static int fps_frames = 0;
11213 unsigned int fps_delay_ms = Counter() - fps_counter;
11217 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
11219 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11222 fps_counter = Counter();
11225 redraw_mask |= REDRAW_FPS;
11229 static void GameActions_CheckSaveEngineSnapshot()
11231 if (!game.snapshot.save_snapshot)
11234 // clear flag for saving snapshot _before_ saving snapshot
11235 game.snapshot.save_snapshot = FALSE;
11237 SaveEngineSnapshotToList();
11244 GameActions_CheckSaveEngineSnapshot();
11247 void GameActions_EM_Main()
11249 byte effective_action[MAX_PLAYERS];
11250 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11253 for (i = 0; i < MAX_PLAYERS; i++)
11254 effective_action[i] = stored_player[i].effective_action;
11256 GameActions_EM(effective_action, warp_mode);
11259 void GameActions_SP_Main()
11261 byte effective_action[MAX_PLAYERS];
11262 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11265 for (i = 0; i < MAX_PLAYERS; i++)
11266 effective_action[i] = stored_player[i].effective_action;
11268 GameActions_SP(effective_action, warp_mode);
11271 void GameActions_RND_Main()
11276 void GameActions_RND()
11278 int magic_wall_x = 0, magic_wall_y = 0;
11279 int i, x, y, element, graphic, last_gfx_frame;
11281 InitPlayfieldScanModeVars();
11283 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11285 SCAN_PLAYFIELD(x, y)
11287 ChangeCount[x][y] = 0;
11288 ChangeEvent[x][y] = -1;
11292 if (game.set_centered_player)
11294 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11296 /* switching to "all players" only possible if all players fit to screen */
11297 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11299 game.centered_player_nr_next = game.centered_player_nr;
11300 game.set_centered_player = FALSE;
11303 /* do not switch focus to non-existing (or non-active) player */
11304 if (game.centered_player_nr_next >= 0 &&
11305 !stored_player[game.centered_player_nr_next].active)
11307 game.centered_player_nr_next = game.centered_player_nr;
11308 game.set_centered_player = FALSE;
11312 if (game.set_centered_player &&
11313 ScreenMovPos == 0) /* screen currently aligned at tile position */
11317 if (game.centered_player_nr_next == -1)
11319 setScreenCenteredToAllPlayers(&sx, &sy);
11323 sx = stored_player[game.centered_player_nr_next].jx;
11324 sy = stored_player[game.centered_player_nr_next].jy;
11327 game.centered_player_nr = game.centered_player_nr_next;
11328 game.set_centered_player = FALSE;
11330 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11331 DrawGameDoorValues();
11334 for (i = 0; i < MAX_PLAYERS; i++)
11336 int actual_player_action = stored_player[i].effective_action;
11339 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11340 - rnd_equinox_tetrachloride 048
11341 - rnd_equinox_tetrachloride_ii 096
11342 - rnd_emanuel_schmieg 002
11343 - doctor_sloan_ww 001, 020
11345 if (stored_player[i].MovPos == 0)
11346 CheckGravityMovement(&stored_player[i]);
11349 /* overwrite programmed action with tape action */
11350 if (stored_player[i].programmed_action)
11351 actual_player_action = stored_player[i].programmed_action;
11353 PlayerActions(&stored_player[i], actual_player_action);
11355 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11358 ScrollScreen(NULL, SCROLL_GO_ON);
11360 /* for backwards compatibility, the following code emulates a fixed bug that
11361 occured when pushing elements (causing elements that just made their last
11362 pushing step to already (if possible) make their first falling step in the
11363 same game frame, which is bad); this code is also needed to use the famous
11364 "spring push bug" which is used in older levels and might be wanted to be
11365 used also in newer levels, but in this case the buggy pushing code is only
11366 affecting the "spring" element and no other elements */
11368 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11370 for (i = 0; i < MAX_PLAYERS; i++)
11372 struct PlayerInfo *player = &stored_player[i];
11373 int x = player->jx;
11374 int y = player->jy;
11376 if (player->active && player->is_pushing && player->is_moving &&
11378 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11379 Feld[x][y] == EL_SPRING))
11381 ContinueMoving(x, y);
11383 /* continue moving after pushing (this is actually a bug) */
11384 if (!IS_MOVING(x, y))
11385 Stop[x][y] = FALSE;
11390 SCAN_PLAYFIELD(x, y)
11392 ChangeCount[x][y] = 0;
11393 ChangeEvent[x][y] = -1;
11395 /* this must be handled before main playfield loop */
11396 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11399 if (MovDelay[x][y] <= 0)
11403 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11406 if (MovDelay[x][y] <= 0)
11409 TEST_DrawLevelField(x, y);
11411 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11416 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11418 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11419 printf("GameActions(): This should never happen!\n");
11421 ChangePage[x][y] = -1;
11425 Stop[x][y] = FALSE;
11426 if (WasJustMoving[x][y] > 0)
11427 WasJustMoving[x][y]--;
11428 if (WasJustFalling[x][y] > 0)
11429 WasJustFalling[x][y]--;
11430 if (CheckCollision[x][y] > 0)
11431 CheckCollision[x][y]--;
11432 if (CheckImpact[x][y] > 0)
11433 CheckImpact[x][y]--;
11437 /* reset finished pushing action (not done in ContinueMoving() to allow
11438 continuous pushing animation for elements with zero push delay) */
11439 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11441 ResetGfxAnimation(x, y);
11442 TEST_DrawLevelField(x, y);
11446 if (IS_BLOCKED(x, y))
11450 Blocked2Moving(x, y, &oldx, &oldy);
11451 if (!IS_MOVING(oldx, oldy))
11453 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11454 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11455 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11456 printf("GameActions(): This should never happen!\n");
11462 SCAN_PLAYFIELD(x, y)
11464 element = Feld[x][y];
11465 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11466 last_gfx_frame = GfxFrame[x][y];
11468 ResetGfxFrame(x, y);
11470 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
11471 DrawLevelGraphicAnimation(x, y, graphic);
11473 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11474 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11475 ResetRandomAnimationValue(x, y);
11477 SetRandomAnimationValue(x, y);
11479 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11481 if (IS_INACTIVE(element))
11483 if (IS_ANIMATED(graphic))
11484 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11489 /* this may take place after moving, so 'element' may have changed */
11490 if (IS_CHANGING(x, y) &&
11491 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11493 int page = element_info[element].event_page_nr[CE_DELAY];
11495 HandleElementChange(x, y, page);
11497 element = Feld[x][y];
11498 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11501 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11505 element = Feld[x][y];
11506 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11508 if (IS_ANIMATED(graphic) &&
11509 !IS_MOVING(x, y) &&
11511 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11513 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11514 TEST_DrawTwinkleOnField(x, y);
11516 else if (element == EL_ACID)
11519 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11521 else if ((element == EL_EXIT_OPEN ||
11522 element == EL_EM_EXIT_OPEN ||
11523 element == EL_SP_EXIT_OPEN ||
11524 element == EL_STEEL_EXIT_OPEN ||
11525 element == EL_EM_STEEL_EXIT_OPEN ||
11526 element == EL_SP_TERMINAL ||
11527 element == EL_SP_TERMINAL_ACTIVE ||
11528 element == EL_EXTRA_TIME ||
11529 element == EL_SHIELD_NORMAL ||
11530 element == EL_SHIELD_DEADLY) &&
11531 IS_ANIMATED(graphic))
11532 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11533 else if (IS_MOVING(x, y))
11534 ContinueMoving(x, y);
11535 else if (IS_ACTIVE_BOMB(element))
11536 CheckDynamite(x, y);
11537 else if (element == EL_AMOEBA_GROWING)
11538 AmoebeWaechst(x, y);
11539 else if (element == EL_AMOEBA_SHRINKING)
11540 AmoebaDisappearing(x, y);
11542 #if !USE_NEW_AMOEBA_CODE
11543 else if (IS_AMOEBALIVE(element))
11544 AmoebeAbleger(x, y);
11547 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11549 else if (element == EL_EXIT_CLOSED)
11551 else if (element == EL_EM_EXIT_CLOSED)
11553 else if (element == EL_STEEL_EXIT_CLOSED)
11554 CheckExitSteel(x, y);
11555 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11556 CheckExitSteelEM(x, y);
11557 else if (element == EL_SP_EXIT_CLOSED)
11559 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11560 element == EL_EXPANDABLE_STEELWALL_GROWING)
11561 MauerWaechst(x, y);
11562 else if (element == EL_EXPANDABLE_WALL ||
11563 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11564 element == EL_EXPANDABLE_WALL_VERTICAL ||
11565 element == EL_EXPANDABLE_WALL_ANY ||
11566 element == EL_BD_EXPANDABLE_WALL)
11567 MauerAbleger(x, y);
11568 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11569 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11570 element == EL_EXPANDABLE_STEELWALL_ANY)
11571 MauerAblegerStahl(x, y);
11572 else if (element == EL_FLAMES)
11573 CheckForDragon(x, y);
11574 else if (element == EL_EXPLOSION)
11575 ; /* drawing of correct explosion animation is handled separately */
11576 else if (element == EL_ELEMENT_SNAPPING ||
11577 element == EL_DIAGONAL_SHRINKING ||
11578 element == EL_DIAGONAL_GROWING)
11580 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11582 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11584 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11585 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11587 if (IS_BELT_ACTIVE(element))
11588 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11590 if (game.magic_wall_active)
11592 int jx = local_player->jx, jy = local_player->jy;
11594 /* play the element sound at the position nearest to the player */
11595 if ((element == EL_MAGIC_WALL_FULL ||
11596 element == EL_MAGIC_WALL_ACTIVE ||
11597 element == EL_MAGIC_WALL_EMPTYING ||
11598 element == EL_BD_MAGIC_WALL_FULL ||
11599 element == EL_BD_MAGIC_WALL_ACTIVE ||
11600 element == EL_BD_MAGIC_WALL_EMPTYING ||
11601 element == EL_DC_MAGIC_WALL_FULL ||
11602 element == EL_DC_MAGIC_WALL_ACTIVE ||
11603 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11604 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11612 #if USE_NEW_AMOEBA_CODE
11613 /* new experimental amoeba growth stuff */
11614 if (!(FrameCounter % 8))
11616 static unsigned int random = 1684108901;
11618 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11620 x = RND(lev_fieldx);
11621 y = RND(lev_fieldy);
11622 element = Feld[x][y];
11624 if (!IS_PLAYER(x,y) &&
11625 (element == EL_EMPTY ||
11626 CAN_GROW_INTO(element) ||
11627 element == EL_QUICKSAND_EMPTY ||
11628 element == EL_QUICKSAND_FAST_EMPTY ||
11629 element == EL_ACID_SPLASH_LEFT ||
11630 element == EL_ACID_SPLASH_RIGHT))
11632 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11633 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11634 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11635 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11636 Feld[x][y] = EL_AMOEBA_DROP;
11639 random = random * 129 + 1;
11644 game.explosions_delayed = FALSE;
11646 SCAN_PLAYFIELD(x, y)
11648 element = Feld[x][y];
11650 if (ExplodeField[x][y])
11651 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11652 else if (element == EL_EXPLOSION)
11653 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11655 ExplodeField[x][y] = EX_TYPE_NONE;
11658 game.explosions_delayed = TRUE;
11660 if (game.magic_wall_active)
11662 if (!(game.magic_wall_time_left % 4))
11664 int element = Feld[magic_wall_x][magic_wall_y];
11666 if (element == EL_BD_MAGIC_WALL_FULL ||
11667 element == EL_BD_MAGIC_WALL_ACTIVE ||
11668 element == EL_BD_MAGIC_WALL_EMPTYING)
11669 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
11670 else if (element == EL_DC_MAGIC_WALL_FULL ||
11671 element == EL_DC_MAGIC_WALL_ACTIVE ||
11672 element == EL_DC_MAGIC_WALL_EMPTYING)
11673 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
11675 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
11678 if (game.magic_wall_time_left > 0)
11680 game.magic_wall_time_left--;
11682 if (!game.magic_wall_time_left)
11684 SCAN_PLAYFIELD(x, y)
11686 element = Feld[x][y];
11688 if (element == EL_MAGIC_WALL_ACTIVE ||
11689 element == EL_MAGIC_WALL_FULL)
11691 Feld[x][y] = EL_MAGIC_WALL_DEAD;
11692 TEST_DrawLevelField(x, y);
11694 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
11695 element == EL_BD_MAGIC_WALL_FULL)
11697 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
11698 TEST_DrawLevelField(x, y);
11700 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
11701 element == EL_DC_MAGIC_WALL_FULL)
11703 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
11704 TEST_DrawLevelField(x, y);
11708 game.magic_wall_active = FALSE;
11713 if (game.light_time_left > 0)
11715 game.light_time_left--;
11717 if (game.light_time_left == 0)
11718 RedrawAllLightSwitchesAndInvisibleElements();
11721 if (game.timegate_time_left > 0)
11723 game.timegate_time_left--;
11725 if (game.timegate_time_left == 0)
11726 CloseAllOpenTimegates();
11729 if (game.lenses_time_left > 0)
11731 game.lenses_time_left--;
11733 if (game.lenses_time_left == 0)
11734 RedrawAllInvisibleElementsForLenses();
11737 if (game.magnify_time_left > 0)
11739 game.magnify_time_left--;
11741 if (game.magnify_time_left == 0)
11742 RedrawAllInvisibleElementsForMagnifier();
11745 for (i = 0; i < MAX_PLAYERS; i++)
11747 struct PlayerInfo *player = &stored_player[i];
11749 if (SHIELD_ON(player))
11751 if (player->shield_deadly_time_left)
11752 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
11753 else if (player->shield_normal_time_left)
11754 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
11758 #if USE_DELAYED_GFX_REDRAW
11759 SCAN_PLAYFIELD(x, y)
11761 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
11763 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
11764 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
11766 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
11767 DrawLevelField(x, y);
11769 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
11770 DrawLevelFieldCrumbled(x, y);
11772 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
11773 DrawLevelFieldCrumbledNeighbours(x, y);
11775 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
11776 DrawTwinkleOnField(x, y);
11779 GfxRedraw[x][y] = GFX_REDRAW_NONE;
11784 PlayAllPlayersSound();
11786 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
11788 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
11790 local_player->show_envelope = 0;
11793 /* use random number generator in every frame to make it less predictable */
11794 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
11798 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
11800 int min_x = x, min_y = y, max_x = x, max_y = y;
11803 for (i = 0; i < MAX_PLAYERS; i++)
11805 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11807 if (!stored_player[i].active || &stored_player[i] == player)
11810 min_x = MIN(min_x, jx);
11811 min_y = MIN(min_y, jy);
11812 max_x = MAX(max_x, jx);
11813 max_y = MAX(max_y, jy);
11816 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
11819 static boolean AllPlayersInVisibleScreen()
11823 for (i = 0; i < MAX_PLAYERS; i++)
11825 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11827 if (!stored_player[i].active)
11830 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
11837 void ScrollLevel(int dx, int dy)
11839 int scroll_offset = 2 * TILEX_VAR;
11842 BlitBitmap(drawto_field, drawto_field,
11843 FX + TILEX_VAR * (dx == -1) - scroll_offset,
11844 FY + TILEY_VAR * (dy == -1) - scroll_offset,
11845 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
11846 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
11847 FX + TILEX_VAR * (dx == 1) - scroll_offset,
11848 FY + TILEY_VAR * (dy == 1) - scroll_offset);
11852 x = (dx == 1 ? BX1 : BX2);
11853 for (y = BY1; y <= BY2; y++)
11854 DrawScreenField(x, y);
11859 y = (dy == 1 ? BY1 : BY2);
11860 for (x = BX1; x <= BX2; x++)
11861 DrawScreenField(x, y);
11864 redraw_mask |= REDRAW_FIELD;
11867 static boolean canFallDown(struct PlayerInfo *player)
11869 int jx = player->jx, jy = player->jy;
11871 return (IN_LEV_FIELD(jx, jy + 1) &&
11872 (IS_FREE(jx, jy + 1) ||
11873 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
11874 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
11875 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
11878 static boolean canPassField(int x, int y, int move_dir)
11880 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11881 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11882 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11883 int nextx = x + dx;
11884 int nexty = y + dy;
11885 int element = Feld[x][y];
11887 return (IS_PASSABLE_FROM(element, opposite_dir) &&
11888 !CAN_MOVE(element) &&
11889 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
11890 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
11891 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
11894 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
11896 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11897 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11898 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11902 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
11903 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
11904 (IS_DIGGABLE(Feld[newx][newy]) ||
11905 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
11906 canPassField(newx, newy, move_dir)));
11909 static void CheckGravityMovement(struct PlayerInfo *player)
11911 if (player->gravity && !player->programmed_action)
11913 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
11914 int move_dir_vertical = player->effective_action & MV_VERTICAL;
11915 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
11916 int jx = player->jx, jy = player->jy;
11917 boolean player_is_moving_to_valid_field =
11918 (!player_is_snapping &&
11919 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
11920 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
11921 boolean player_can_fall_down = canFallDown(player);
11923 if (player_can_fall_down &&
11924 !player_is_moving_to_valid_field)
11925 player->programmed_action = MV_DOWN;
11929 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
11931 return CheckGravityMovement(player);
11933 if (player->gravity && !player->programmed_action)
11935 int jx = player->jx, jy = player->jy;
11936 boolean field_under_player_is_free =
11937 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
11938 boolean player_is_standing_on_valid_field =
11939 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
11940 (IS_WALKABLE(Feld[jx][jy]) &&
11941 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
11943 if (field_under_player_is_free && !player_is_standing_on_valid_field)
11944 player->programmed_action = MV_DOWN;
11949 MovePlayerOneStep()
11950 -----------------------------------------------------------------------------
11951 dx, dy: direction (non-diagonal) to try to move the player to
11952 real_dx, real_dy: direction as read from input device (can be diagonal)
11955 boolean MovePlayerOneStep(struct PlayerInfo *player,
11956 int dx, int dy, int real_dx, int real_dy)
11958 int jx = player->jx, jy = player->jy;
11959 int new_jx = jx + dx, new_jy = jy + dy;
11961 boolean player_can_move = !player->cannot_move;
11963 if (!player->active || (!dx && !dy))
11964 return MP_NO_ACTION;
11966 player->MovDir = (dx < 0 ? MV_LEFT :
11967 dx > 0 ? MV_RIGHT :
11969 dy > 0 ? MV_DOWN : MV_NONE);
11971 if (!IN_LEV_FIELD(new_jx, new_jy))
11972 return MP_NO_ACTION;
11974 if (!player_can_move)
11976 if (player->MovPos == 0)
11978 player->is_moving = FALSE;
11979 player->is_digging = FALSE;
11980 player->is_collecting = FALSE;
11981 player->is_snapping = FALSE;
11982 player->is_pushing = FALSE;
11986 if (!options.network && game.centered_player_nr == -1 &&
11987 !AllPlayersInSight(player, new_jx, new_jy))
11988 return MP_NO_ACTION;
11990 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
11991 if (can_move != MP_MOVING)
11994 /* check if DigField() has caused relocation of the player */
11995 if (player->jx != jx || player->jy != jy)
11996 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
11998 StorePlayer[jx][jy] = 0;
11999 player->last_jx = jx;
12000 player->last_jy = jy;
12001 player->jx = new_jx;
12002 player->jy = new_jy;
12003 StorePlayer[new_jx][new_jy] = player->element_nr;
12005 if (player->move_delay_value_next != -1)
12007 player->move_delay_value = player->move_delay_value_next;
12008 player->move_delay_value_next = -1;
12012 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12014 player->step_counter++;
12016 PlayerVisit[jx][jy] = FrameCounter;
12018 player->is_moving = TRUE;
12021 /* should better be called in MovePlayer(), but this breaks some tapes */
12022 ScrollPlayer(player, SCROLL_INIT);
12028 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12030 int jx = player->jx, jy = player->jy;
12031 int old_jx = jx, old_jy = jy;
12032 int moved = MP_NO_ACTION;
12034 if (!player->active)
12039 if (player->MovPos == 0)
12041 player->is_moving = FALSE;
12042 player->is_digging = FALSE;
12043 player->is_collecting = FALSE;
12044 player->is_snapping = FALSE;
12045 player->is_pushing = FALSE;
12051 if (player->move_delay > 0)
12054 player->move_delay = -1; /* set to "uninitialized" value */
12056 /* store if player is automatically moved to next field */
12057 player->is_auto_moving = (player->programmed_action != MV_NONE);
12059 /* remove the last programmed player action */
12060 player->programmed_action = 0;
12062 if (player->MovPos)
12064 /* should only happen if pre-1.2 tape recordings are played */
12065 /* this is only for backward compatibility */
12067 int original_move_delay_value = player->move_delay_value;
12070 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12074 /* scroll remaining steps with finest movement resolution */
12075 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12077 while (player->MovPos)
12079 ScrollPlayer(player, SCROLL_GO_ON);
12080 ScrollScreen(NULL, SCROLL_GO_ON);
12082 AdvanceFrameAndPlayerCounters(player->index_nr);
12085 BackToFront_WithFrameDelay(0);
12088 player->move_delay_value = original_move_delay_value;
12091 player->is_active = FALSE;
12093 if (player->last_move_dir & MV_HORIZONTAL)
12095 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12096 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12100 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12101 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12104 if (!moved && !player->is_active)
12106 player->is_moving = FALSE;
12107 player->is_digging = FALSE;
12108 player->is_collecting = FALSE;
12109 player->is_snapping = FALSE;
12110 player->is_pushing = FALSE;
12116 if (moved & MP_MOVING && !ScreenMovPos &&
12117 (player->index_nr == game.centered_player_nr ||
12118 game.centered_player_nr == -1))
12120 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12121 int offset = game.scroll_delay_value;
12123 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12125 /* actual player has left the screen -- scroll in that direction */
12126 if (jx != old_jx) /* player has moved horizontally */
12127 scroll_x += (jx - old_jx);
12128 else /* player has moved vertically */
12129 scroll_y += (jy - old_jy);
12133 if (jx != old_jx) /* player has moved horizontally */
12135 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12136 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12137 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12139 /* don't scroll over playfield boundaries */
12140 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12141 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12143 /* don't scroll more than one field at a time */
12144 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12146 /* don't scroll against the player's moving direction */
12147 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12148 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12149 scroll_x = old_scroll_x;
12151 else /* player has moved vertically */
12153 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12154 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12155 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12157 /* don't scroll over playfield boundaries */
12158 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12159 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12161 /* don't scroll more than one field at a time */
12162 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12164 /* don't scroll against the player's moving direction */
12165 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12166 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12167 scroll_y = old_scroll_y;
12171 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12173 if (!options.network && game.centered_player_nr == -1 &&
12174 !AllPlayersInVisibleScreen())
12176 scroll_x = old_scroll_x;
12177 scroll_y = old_scroll_y;
12181 ScrollScreen(player, SCROLL_INIT);
12182 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12187 player->StepFrame = 0;
12189 if (moved & MP_MOVING)
12191 if (old_jx != jx && old_jy == jy)
12192 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12193 else if (old_jx == jx && old_jy != jy)
12194 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12196 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12198 player->last_move_dir = player->MovDir;
12199 player->is_moving = TRUE;
12200 player->is_snapping = FALSE;
12201 player->is_switching = FALSE;
12202 player->is_dropping = FALSE;
12203 player->is_dropping_pressed = FALSE;
12204 player->drop_pressed_delay = 0;
12207 /* should better be called here than above, but this breaks some tapes */
12208 ScrollPlayer(player, SCROLL_INIT);
12213 CheckGravityMovementWhenNotMoving(player);
12215 player->is_moving = FALSE;
12217 /* at this point, the player is allowed to move, but cannot move right now
12218 (e.g. because of something blocking the way) -- ensure that the player
12219 is also allowed to move in the next frame (in old versions before 3.1.1,
12220 the player was forced to wait again for eight frames before next try) */
12222 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12223 player->move_delay = 0; /* allow direct movement in the next frame */
12226 if (player->move_delay == -1) /* not yet initialized by DigField() */
12227 player->move_delay = player->move_delay_value;
12229 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12231 TestIfPlayerTouchesBadThing(jx, jy);
12232 TestIfPlayerTouchesCustomElement(jx, jy);
12235 if (!player->active)
12236 RemovePlayer(player);
12241 void ScrollPlayer(struct PlayerInfo *player, int mode)
12243 int jx = player->jx, jy = player->jy;
12244 int last_jx = player->last_jx, last_jy = player->last_jy;
12245 int move_stepsize = TILEX / player->move_delay_value;
12247 if (!player->active)
12250 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12253 if (mode == SCROLL_INIT)
12255 player->actual_frame_counter = FrameCounter;
12256 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12258 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12259 Feld[last_jx][last_jy] == EL_EMPTY)
12261 int last_field_block_delay = 0; /* start with no blocking at all */
12262 int block_delay_adjustment = player->block_delay_adjustment;
12264 /* if player blocks last field, add delay for exactly one move */
12265 if (player->block_last_field)
12267 last_field_block_delay += player->move_delay_value;
12269 /* when blocking enabled, prevent moving up despite gravity */
12270 if (player->gravity && player->MovDir == MV_UP)
12271 block_delay_adjustment = -1;
12274 /* add block delay adjustment (also possible when not blocking) */
12275 last_field_block_delay += block_delay_adjustment;
12277 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12278 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12281 if (player->MovPos != 0) /* player has not yet reached destination */
12284 else if (!FrameReached(&player->actual_frame_counter, 1))
12287 if (player->MovPos != 0)
12289 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12290 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12292 /* before DrawPlayer() to draw correct player graphic for this case */
12293 if (player->MovPos == 0)
12294 CheckGravityMovement(player);
12297 if (player->MovPos == 0) /* player reached destination field */
12299 if (player->move_delay_reset_counter > 0)
12301 player->move_delay_reset_counter--;
12303 if (player->move_delay_reset_counter == 0)
12305 /* continue with normal speed after quickly moving through gate */
12306 HALVE_PLAYER_SPEED(player);
12308 /* be able to make the next move without delay */
12309 player->move_delay = 0;
12313 player->last_jx = jx;
12314 player->last_jy = jy;
12316 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12317 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12318 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12319 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12320 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12321 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12322 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12323 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12325 DrawPlayer(player); /* needed here only to cleanup last field */
12326 RemovePlayer(player);
12328 if (local_player->friends_still_needed == 0 ||
12329 IS_SP_ELEMENT(Feld[jx][jy]))
12330 PlayerWins(player);
12333 /* this breaks one level: "machine", level 000 */
12335 int move_direction = player->MovDir;
12336 int enter_side = MV_DIR_OPPOSITE(move_direction);
12337 int leave_side = move_direction;
12338 int old_jx = last_jx;
12339 int old_jy = last_jy;
12340 int old_element = Feld[old_jx][old_jy];
12341 int new_element = Feld[jx][jy];
12343 if (IS_CUSTOM_ELEMENT(old_element))
12344 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12346 player->index_bit, leave_side);
12348 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12349 CE_PLAYER_LEAVES_X,
12350 player->index_bit, leave_side);
12352 if (IS_CUSTOM_ELEMENT(new_element))
12353 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12354 player->index_bit, enter_side);
12356 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12357 CE_PLAYER_ENTERS_X,
12358 player->index_bit, enter_side);
12360 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12361 CE_MOVE_OF_X, move_direction);
12364 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12366 TestIfPlayerTouchesBadThing(jx, jy);
12367 TestIfPlayerTouchesCustomElement(jx, jy);
12369 /* needed because pushed element has not yet reached its destination,
12370 so it would trigger a change event at its previous field location */
12371 if (!player->is_pushing)
12372 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12374 if (!player->active)
12375 RemovePlayer(player);
12378 if (!local_player->LevelSolved && level.use_step_counter)
12388 if (TimeLeft <= 10 && setup.time_limit)
12389 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12391 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12393 DisplayGameControlValues();
12395 if (!TimeLeft && setup.time_limit)
12396 for (i = 0; i < MAX_PLAYERS; i++)
12397 KillPlayer(&stored_player[i]);
12399 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12401 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12403 DisplayGameControlValues();
12407 if (tape.single_step && tape.recording && !tape.pausing &&
12408 !player->programmed_action)
12409 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12411 if (!player->programmed_action)
12412 CheckSaveEngineSnapshot(player);
12416 void ScrollScreen(struct PlayerInfo *player, int mode)
12418 static unsigned int screen_frame_counter = 0;
12420 if (mode == SCROLL_INIT)
12422 /* set scrolling step size according to actual player's moving speed */
12423 ScrollStepSize = TILEX / player->move_delay_value;
12425 screen_frame_counter = FrameCounter;
12426 ScreenMovDir = player->MovDir;
12427 ScreenMovPos = player->MovPos;
12428 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12431 else if (!FrameReached(&screen_frame_counter, 1))
12436 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12437 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12438 redraw_mask |= REDRAW_FIELD;
12441 ScreenMovDir = MV_NONE;
12444 void TestIfPlayerTouchesCustomElement(int x, int y)
12446 static int xy[4][2] =
12453 static int trigger_sides[4][2] =
12455 /* center side border side */
12456 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12457 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12458 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12459 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12461 static int touch_dir[4] =
12463 MV_LEFT | MV_RIGHT,
12468 int center_element = Feld[x][y]; /* should always be non-moving! */
12471 for (i = 0; i < NUM_DIRECTIONS; i++)
12473 int xx = x + xy[i][0];
12474 int yy = y + xy[i][1];
12475 int center_side = trigger_sides[i][0];
12476 int border_side = trigger_sides[i][1];
12477 int border_element;
12479 if (!IN_LEV_FIELD(xx, yy))
12482 if (IS_PLAYER(x, y)) /* player found at center element */
12484 struct PlayerInfo *player = PLAYERINFO(x, y);
12486 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12487 border_element = Feld[xx][yy]; /* may be moving! */
12488 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12489 border_element = Feld[xx][yy];
12490 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12491 border_element = MovingOrBlocked2Element(xx, yy);
12493 continue; /* center and border element do not touch */
12495 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12496 player->index_bit, border_side);
12497 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12498 CE_PLAYER_TOUCHES_X,
12499 player->index_bit, border_side);
12502 /* use player element that is initially defined in the level playfield,
12503 not the player element that corresponds to the runtime player number
12504 (example: a level that contains EL_PLAYER_3 as the only player would
12505 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12506 int player_element = PLAYERINFO(x, y)->initial_element;
12508 CheckElementChangeBySide(xx, yy, border_element, player_element,
12509 CE_TOUCHING_X, border_side);
12512 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12514 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12516 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12518 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12519 continue; /* center and border element do not touch */
12522 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12523 player->index_bit, center_side);
12524 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12525 CE_PLAYER_TOUCHES_X,
12526 player->index_bit, center_side);
12529 /* use player element that is initially defined in the level playfield,
12530 not the player element that corresponds to the runtime player number
12531 (example: a level that contains EL_PLAYER_3 as the only player would
12532 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12533 int player_element = PLAYERINFO(xx, yy)->initial_element;
12535 CheckElementChangeBySide(x, y, center_element, player_element,
12536 CE_TOUCHING_X, center_side);
12544 void TestIfElementTouchesCustomElement(int x, int y)
12546 static int xy[4][2] =
12553 static int trigger_sides[4][2] =
12555 /* center side border side */
12556 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12557 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12558 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12559 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12561 static int touch_dir[4] =
12563 MV_LEFT | MV_RIGHT,
12568 boolean change_center_element = FALSE;
12569 int center_element = Feld[x][y]; /* should always be non-moving! */
12570 int border_element_old[NUM_DIRECTIONS];
12573 for (i = 0; i < NUM_DIRECTIONS; i++)
12575 int xx = x + xy[i][0];
12576 int yy = y + xy[i][1];
12577 int border_element;
12579 border_element_old[i] = -1;
12581 if (!IN_LEV_FIELD(xx, yy))
12584 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12585 border_element = Feld[xx][yy]; /* may be moving! */
12586 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12587 border_element = Feld[xx][yy];
12588 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12589 border_element = MovingOrBlocked2Element(xx, yy);
12591 continue; /* center and border element do not touch */
12593 border_element_old[i] = border_element;
12596 for (i = 0; i < NUM_DIRECTIONS; i++)
12598 int xx = x + xy[i][0];
12599 int yy = y + xy[i][1];
12600 int center_side = trigger_sides[i][0];
12601 int border_element = border_element_old[i];
12603 if (border_element == -1)
12606 /* check for change of border element */
12607 CheckElementChangeBySide(xx, yy, border_element, center_element,
12608 CE_TOUCHING_X, center_side);
12610 /* (center element cannot be player, so we dont have to check this here) */
12613 for (i = 0; i < NUM_DIRECTIONS; i++)
12615 int xx = x + xy[i][0];
12616 int yy = y + xy[i][1];
12617 int border_side = trigger_sides[i][1];
12618 int border_element = border_element_old[i];
12620 if (border_element == -1)
12623 /* check for change of center element (but change it only once) */
12624 if (!change_center_element)
12625 change_center_element =
12626 CheckElementChangeBySide(x, y, center_element, border_element,
12627 CE_TOUCHING_X, border_side);
12629 if (IS_PLAYER(xx, yy))
12631 /* use player element that is initially defined in the level playfield,
12632 not the player element that corresponds to the runtime player number
12633 (example: a level that contains EL_PLAYER_3 as the only player would
12634 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12635 int player_element = PLAYERINFO(xx, yy)->initial_element;
12637 CheckElementChangeBySide(x, y, center_element, player_element,
12638 CE_TOUCHING_X, border_side);
12643 void TestIfElementHitsCustomElement(int x, int y, int direction)
12645 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12646 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12647 int hitx = x + dx, hity = y + dy;
12648 int hitting_element = Feld[x][y];
12649 int touched_element;
12651 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12654 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12655 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12657 if (IN_LEV_FIELD(hitx, hity))
12659 int opposite_direction = MV_DIR_OPPOSITE(direction);
12660 int hitting_side = direction;
12661 int touched_side = opposite_direction;
12662 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12663 MovDir[hitx][hity] != direction ||
12664 ABS(MovPos[hitx][hity]) <= TILEY / 2);
12670 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12671 CE_HITTING_X, touched_side);
12673 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12674 CE_HIT_BY_X, hitting_side);
12676 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12677 CE_HIT_BY_SOMETHING, opposite_direction);
12679 if (IS_PLAYER(hitx, hity))
12681 /* use player element that is initially defined in the level playfield,
12682 not the player element that corresponds to the runtime player number
12683 (example: a level that contains EL_PLAYER_3 as the only player would
12684 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12685 int player_element = PLAYERINFO(hitx, hity)->initial_element;
12687 CheckElementChangeBySide(x, y, hitting_element, player_element,
12688 CE_HITTING_X, touched_side);
12693 /* "hitting something" is also true when hitting the playfield border */
12694 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12695 CE_HITTING_SOMETHING, direction);
12698 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
12700 int i, kill_x = -1, kill_y = -1;
12702 int bad_element = -1;
12703 static int test_xy[4][2] =
12710 static int test_dir[4] =
12718 for (i = 0; i < NUM_DIRECTIONS; i++)
12720 int test_x, test_y, test_move_dir, test_element;
12722 test_x = good_x + test_xy[i][0];
12723 test_y = good_y + test_xy[i][1];
12725 if (!IN_LEV_FIELD(test_x, test_y))
12729 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12731 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
12733 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12734 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12736 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
12737 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
12741 bad_element = test_element;
12747 if (kill_x != -1 || kill_y != -1)
12749 if (IS_PLAYER(good_x, good_y))
12751 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
12753 if (player->shield_deadly_time_left > 0 &&
12754 !IS_INDESTRUCTIBLE(bad_element))
12755 Bang(kill_x, kill_y);
12756 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
12757 KillPlayer(player);
12760 Bang(good_x, good_y);
12764 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
12766 int i, kill_x = -1, kill_y = -1;
12767 int bad_element = Feld[bad_x][bad_y];
12768 static int test_xy[4][2] =
12775 static int touch_dir[4] =
12777 MV_LEFT | MV_RIGHT,
12782 static int test_dir[4] =
12790 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
12793 for (i = 0; i < NUM_DIRECTIONS; i++)
12795 int test_x, test_y, test_move_dir, test_element;
12797 test_x = bad_x + test_xy[i][0];
12798 test_y = bad_y + test_xy[i][1];
12800 if (!IN_LEV_FIELD(test_x, test_y))
12804 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12806 test_element = Feld[test_x][test_y];
12808 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12809 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12811 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
12812 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
12814 /* good thing is player or penguin that does not move away */
12815 if (IS_PLAYER(test_x, test_y))
12817 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12819 if (bad_element == EL_ROBOT && player->is_moving)
12820 continue; /* robot does not kill player if he is moving */
12822 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12824 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12825 continue; /* center and border element do not touch */
12833 else if (test_element == EL_PENGUIN)
12843 if (kill_x != -1 || kill_y != -1)
12845 if (IS_PLAYER(kill_x, kill_y))
12847 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12849 if (player->shield_deadly_time_left > 0 &&
12850 !IS_INDESTRUCTIBLE(bad_element))
12851 Bang(bad_x, bad_y);
12852 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12853 KillPlayer(player);
12856 Bang(kill_x, kill_y);
12860 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
12862 int bad_element = Feld[bad_x][bad_y];
12863 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
12864 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
12865 int test_x = bad_x + dx, test_y = bad_y + dy;
12866 int test_move_dir, test_element;
12867 int kill_x = -1, kill_y = -1;
12869 if (!IN_LEV_FIELD(test_x, test_y))
12873 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12875 test_element = Feld[test_x][test_y];
12877 if (test_move_dir != bad_move_dir)
12879 /* good thing can be player or penguin that does not move away */
12880 if (IS_PLAYER(test_x, test_y))
12882 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12884 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
12885 player as being hit when he is moving towards the bad thing, because
12886 the "get hit by" condition would be lost after the player stops) */
12887 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
12888 return; /* player moves away from bad thing */
12893 else if (test_element == EL_PENGUIN)
12900 if (kill_x != -1 || kill_y != -1)
12902 if (IS_PLAYER(kill_x, kill_y))
12904 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12906 if (player->shield_deadly_time_left > 0 &&
12907 !IS_INDESTRUCTIBLE(bad_element))
12908 Bang(bad_x, bad_y);
12909 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12910 KillPlayer(player);
12913 Bang(kill_x, kill_y);
12917 void TestIfPlayerTouchesBadThing(int x, int y)
12919 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12922 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
12924 TestIfGoodThingHitsBadThing(x, y, move_dir);
12927 void TestIfBadThingTouchesPlayer(int x, int y)
12929 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12932 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
12934 TestIfBadThingHitsGoodThing(x, y, move_dir);
12937 void TestIfFriendTouchesBadThing(int x, int y)
12939 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12942 void TestIfBadThingTouchesFriend(int x, int y)
12944 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12947 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
12949 int i, kill_x = bad_x, kill_y = bad_y;
12950 static int xy[4][2] =
12958 for (i = 0; i < NUM_DIRECTIONS; i++)
12962 x = bad_x + xy[i][0];
12963 y = bad_y + xy[i][1];
12964 if (!IN_LEV_FIELD(x, y))
12967 element = Feld[x][y];
12968 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
12969 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
12977 if (kill_x != bad_x || kill_y != bad_y)
12978 Bang(bad_x, bad_y);
12981 void KillPlayer(struct PlayerInfo *player)
12983 int jx = player->jx, jy = player->jy;
12985 if (!player->active)
12989 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
12990 player->killed, player->active, player->reanimated);
12993 /* the following code was introduced to prevent an infinite loop when calling
12995 -> CheckTriggeredElementChangeExt()
12996 -> ExecuteCustomElementAction()
12998 -> (infinitely repeating the above sequence of function calls)
12999 which occurs when killing the player while having a CE with the setting
13000 "kill player X when explosion of <player X>"; the solution using a new
13001 field "player->killed" was chosen for backwards compatibility, although
13002 clever use of the fields "player->active" etc. would probably also work */
13004 if (player->killed)
13008 player->killed = TRUE;
13010 /* remove accessible field at the player's position */
13011 Feld[jx][jy] = EL_EMPTY;
13013 /* deactivate shield (else Bang()/Explode() would not work right) */
13014 player->shield_normal_time_left = 0;
13015 player->shield_deadly_time_left = 0;
13018 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13019 player->killed, player->active, player->reanimated);
13025 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13026 player->killed, player->active, player->reanimated);
13029 if (player->reanimated) /* killed player may have been reanimated */
13030 player->killed = player->reanimated = FALSE;
13032 BuryPlayer(player);
13035 static void KillPlayerUnlessEnemyProtected(int x, int y)
13037 if (!PLAYER_ENEMY_PROTECTED(x, y))
13038 KillPlayer(PLAYERINFO(x, y));
13041 static void KillPlayerUnlessExplosionProtected(int x, int y)
13043 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13044 KillPlayer(PLAYERINFO(x, y));
13047 void BuryPlayer(struct PlayerInfo *player)
13049 int jx = player->jx, jy = player->jy;
13051 if (!player->active)
13054 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13055 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13057 player->GameOver = TRUE;
13058 RemovePlayer(player);
13061 void RemovePlayer(struct PlayerInfo *player)
13063 int jx = player->jx, jy = player->jy;
13064 int i, found = FALSE;
13066 player->present = FALSE;
13067 player->active = FALSE;
13069 if (!ExplodeField[jx][jy])
13070 StorePlayer[jx][jy] = 0;
13072 if (player->is_moving)
13073 TEST_DrawLevelField(player->last_jx, player->last_jy);
13075 for (i = 0; i < MAX_PLAYERS; i++)
13076 if (stored_player[i].active)
13080 AllPlayersGone = TRUE;
13086 static void setFieldForSnapping(int x, int y, int element, int direction)
13088 struct ElementInfo *ei = &element_info[element];
13089 int direction_bit = MV_DIR_TO_BIT(direction);
13090 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13091 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13092 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13094 Feld[x][y] = EL_ELEMENT_SNAPPING;
13095 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13097 ResetGfxAnimation(x, y);
13099 GfxElement[x][y] = element;
13100 GfxAction[x][y] = action;
13101 GfxDir[x][y] = direction;
13102 GfxFrame[x][y] = -1;
13106 =============================================================================
13107 checkDiagonalPushing()
13108 -----------------------------------------------------------------------------
13109 check if diagonal input device direction results in pushing of object
13110 (by checking if the alternative direction is walkable, diggable, ...)
13111 =============================================================================
13114 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13115 int x, int y, int real_dx, int real_dy)
13117 int jx, jy, dx, dy, xx, yy;
13119 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13122 /* diagonal direction: check alternative direction */
13127 xx = jx + (dx == 0 ? real_dx : 0);
13128 yy = jy + (dy == 0 ? real_dy : 0);
13130 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13134 =============================================================================
13136 -----------------------------------------------------------------------------
13137 x, y: field next to player (non-diagonal) to try to dig to
13138 real_dx, real_dy: direction as read from input device (can be diagonal)
13139 =============================================================================
13142 static int DigField(struct PlayerInfo *player,
13143 int oldx, int oldy, int x, int y,
13144 int real_dx, int real_dy, int mode)
13146 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13147 boolean player_was_pushing = player->is_pushing;
13148 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13149 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13150 int jx = oldx, jy = oldy;
13151 int dx = x - jx, dy = y - jy;
13152 int nextx = x + dx, nexty = y + dy;
13153 int move_direction = (dx == -1 ? MV_LEFT :
13154 dx == +1 ? MV_RIGHT :
13156 dy == +1 ? MV_DOWN : MV_NONE);
13157 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13158 int dig_side = MV_DIR_OPPOSITE(move_direction);
13159 int old_element = Feld[jx][jy];
13160 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13163 if (is_player) /* function can also be called by EL_PENGUIN */
13165 if (player->MovPos == 0)
13167 player->is_digging = FALSE;
13168 player->is_collecting = FALSE;
13171 if (player->MovPos == 0) /* last pushing move finished */
13172 player->is_pushing = FALSE;
13174 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13176 player->is_switching = FALSE;
13177 player->push_delay = -1;
13179 return MP_NO_ACTION;
13183 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13184 old_element = Back[jx][jy];
13186 /* in case of element dropped at player position, check background */
13187 else if (Back[jx][jy] != EL_EMPTY &&
13188 game.engine_version >= VERSION_IDENT(2,2,0,0))
13189 old_element = Back[jx][jy];
13191 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13192 return MP_NO_ACTION; /* field has no opening in this direction */
13194 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13195 return MP_NO_ACTION; /* field has no opening in this direction */
13197 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13201 Feld[jx][jy] = player->artwork_element;
13202 InitMovingField(jx, jy, MV_DOWN);
13203 Store[jx][jy] = EL_ACID;
13204 ContinueMoving(jx, jy);
13205 BuryPlayer(player);
13207 return MP_DONT_RUN_INTO;
13210 if (player_can_move && DONT_RUN_INTO(element))
13212 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13214 return MP_DONT_RUN_INTO;
13217 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13218 return MP_NO_ACTION;
13220 collect_count = element_info[element].collect_count_initial;
13222 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13223 return MP_NO_ACTION;
13225 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13226 player_can_move = player_can_move_or_snap;
13228 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13229 game.engine_version >= VERSION_IDENT(2,2,0,0))
13231 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13232 player->index_bit, dig_side);
13233 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13234 player->index_bit, dig_side);
13236 if (element == EL_DC_LANDMINE)
13239 if (Feld[x][y] != element) /* field changed by snapping */
13242 return MP_NO_ACTION;
13245 if (player->gravity && is_player && !player->is_auto_moving &&
13246 canFallDown(player) && move_direction != MV_DOWN &&
13247 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13248 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13250 if (player_can_move &&
13251 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13253 int sound_element = SND_ELEMENT(element);
13254 int sound_action = ACTION_WALKING;
13256 if (IS_RND_GATE(element))
13258 if (!player->key[RND_GATE_NR(element)])
13259 return MP_NO_ACTION;
13261 else if (IS_RND_GATE_GRAY(element))
13263 if (!player->key[RND_GATE_GRAY_NR(element)])
13264 return MP_NO_ACTION;
13266 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13268 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13269 return MP_NO_ACTION;
13271 else if (element == EL_EXIT_OPEN ||
13272 element == EL_EM_EXIT_OPEN ||
13273 element == EL_EM_EXIT_OPENING ||
13274 element == EL_STEEL_EXIT_OPEN ||
13275 element == EL_EM_STEEL_EXIT_OPEN ||
13276 element == EL_EM_STEEL_EXIT_OPENING ||
13277 element == EL_SP_EXIT_OPEN ||
13278 element == EL_SP_EXIT_OPENING)
13280 sound_action = ACTION_PASSING; /* player is passing exit */
13282 else if (element == EL_EMPTY)
13284 sound_action = ACTION_MOVING; /* nothing to walk on */
13287 /* play sound from background or player, whatever is available */
13288 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13289 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13291 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13293 else if (player_can_move &&
13294 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13296 if (!ACCESS_FROM(element, opposite_direction))
13297 return MP_NO_ACTION; /* field not accessible from this direction */
13299 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13300 return MP_NO_ACTION;
13302 if (IS_EM_GATE(element))
13304 if (!player->key[EM_GATE_NR(element)])
13305 return MP_NO_ACTION;
13307 else if (IS_EM_GATE_GRAY(element))
13309 if (!player->key[EM_GATE_GRAY_NR(element)])
13310 return MP_NO_ACTION;
13312 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13314 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13315 return MP_NO_ACTION;
13317 else if (IS_EMC_GATE(element))
13319 if (!player->key[EMC_GATE_NR(element)])
13320 return MP_NO_ACTION;
13322 else if (IS_EMC_GATE_GRAY(element))
13324 if (!player->key[EMC_GATE_GRAY_NR(element)])
13325 return MP_NO_ACTION;
13327 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13329 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13330 return MP_NO_ACTION;
13332 else if (element == EL_DC_GATE_WHITE ||
13333 element == EL_DC_GATE_WHITE_GRAY ||
13334 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13336 if (player->num_white_keys == 0)
13337 return MP_NO_ACTION;
13339 player->num_white_keys--;
13341 else if (IS_SP_PORT(element))
13343 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13344 element == EL_SP_GRAVITY_PORT_RIGHT ||
13345 element == EL_SP_GRAVITY_PORT_UP ||
13346 element == EL_SP_GRAVITY_PORT_DOWN)
13347 player->gravity = !player->gravity;
13348 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13349 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13350 element == EL_SP_GRAVITY_ON_PORT_UP ||
13351 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13352 player->gravity = TRUE;
13353 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13354 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13355 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13356 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13357 player->gravity = FALSE;
13360 /* automatically move to the next field with double speed */
13361 player->programmed_action = move_direction;
13363 if (player->move_delay_reset_counter == 0)
13365 player->move_delay_reset_counter = 2; /* two double speed steps */
13367 DOUBLE_PLAYER_SPEED(player);
13370 PlayLevelSoundAction(x, y, ACTION_PASSING);
13372 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13376 if (mode != DF_SNAP)
13378 GfxElement[x][y] = GFX_ELEMENT(element);
13379 player->is_digging = TRUE;
13382 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13384 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13385 player->index_bit, dig_side);
13387 if (mode == DF_SNAP)
13389 if (level.block_snap_field)
13390 setFieldForSnapping(x, y, element, move_direction);
13392 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13394 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13395 player->index_bit, dig_side);
13398 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13402 if (is_player && mode != DF_SNAP)
13404 GfxElement[x][y] = element;
13405 player->is_collecting = TRUE;
13408 if (element == EL_SPEED_PILL)
13410 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13412 else if (element == EL_EXTRA_TIME && level.time > 0)
13414 TimeLeft += level.extra_time;
13416 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13418 DisplayGameControlValues();
13420 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13422 player->shield_normal_time_left += level.shield_normal_time;
13423 if (element == EL_SHIELD_DEADLY)
13424 player->shield_deadly_time_left += level.shield_deadly_time;
13426 else if (element == EL_DYNAMITE ||
13427 element == EL_EM_DYNAMITE ||
13428 element == EL_SP_DISK_RED)
13430 if (player->inventory_size < MAX_INVENTORY_SIZE)
13431 player->inventory_element[player->inventory_size++] = element;
13433 DrawGameDoorValues();
13435 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13437 player->dynabomb_count++;
13438 player->dynabombs_left++;
13440 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13442 player->dynabomb_size++;
13444 else if (element == EL_DYNABOMB_INCREASE_POWER)
13446 player->dynabomb_xl = TRUE;
13448 else if (IS_KEY(element))
13450 player->key[KEY_NR(element)] = TRUE;
13452 DrawGameDoorValues();
13454 else if (element == EL_DC_KEY_WHITE)
13456 player->num_white_keys++;
13458 /* display white keys? */
13459 /* DrawGameDoorValues(); */
13461 else if (IS_ENVELOPE(element))
13463 player->show_envelope = element;
13465 else if (element == EL_EMC_LENSES)
13467 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13469 RedrawAllInvisibleElementsForLenses();
13471 else if (element == EL_EMC_MAGNIFIER)
13473 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13475 RedrawAllInvisibleElementsForMagnifier();
13477 else if (IS_DROPPABLE(element) ||
13478 IS_THROWABLE(element)) /* can be collected and dropped */
13482 if (collect_count == 0)
13483 player->inventory_infinite_element = element;
13485 for (i = 0; i < collect_count; i++)
13486 if (player->inventory_size < MAX_INVENTORY_SIZE)
13487 player->inventory_element[player->inventory_size++] = element;
13489 DrawGameDoorValues();
13491 else if (collect_count > 0)
13493 local_player->gems_still_needed -= collect_count;
13494 if (local_player->gems_still_needed < 0)
13495 local_player->gems_still_needed = 0;
13497 game.snapshot.collected_item = TRUE;
13499 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13501 DisplayGameControlValues();
13504 RaiseScoreElement(element);
13505 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13508 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13509 player->index_bit, dig_side);
13511 if (mode == DF_SNAP)
13513 if (level.block_snap_field)
13514 setFieldForSnapping(x, y, element, move_direction);
13516 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13518 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13519 player->index_bit, dig_side);
13522 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13524 if (mode == DF_SNAP && element != EL_BD_ROCK)
13525 return MP_NO_ACTION;
13527 if (CAN_FALL(element) && dy)
13528 return MP_NO_ACTION;
13530 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13531 !(element == EL_SPRING && level.use_spring_bug))
13532 return MP_NO_ACTION;
13534 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13535 ((move_direction & MV_VERTICAL &&
13536 ((element_info[element].move_pattern & MV_LEFT &&
13537 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13538 (element_info[element].move_pattern & MV_RIGHT &&
13539 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13540 (move_direction & MV_HORIZONTAL &&
13541 ((element_info[element].move_pattern & MV_UP &&
13542 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13543 (element_info[element].move_pattern & MV_DOWN &&
13544 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13545 return MP_NO_ACTION;
13547 /* do not push elements already moving away faster than player */
13548 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13549 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13550 return MP_NO_ACTION;
13552 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13554 if (player->push_delay_value == -1 || !player_was_pushing)
13555 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13557 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13559 if (player->push_delay_value == -1)
13560 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13562 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13564 if (!player->is_pushing)
13565 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13568 player->is_pushing = TRUE;
13569 player->is_active = TRUE;
13571 if (!(IN_LEV_FIELD(nextx, nexty) &&
13572 (IS_FREE(nextx, nexty) ||
13573 (IS_SB_ELEMENT(element) &&
13574 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13575 (IS_CUSTOM_ELEMENT(element) &&
13576 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13577 return MP_NO_ACTION;
13579 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13580 return MP_NO_ACTION;
13582 if (player->push_delay == -1) /* new pushing; restart delay */
13583 player->push_delay = 0;
13585 if (player->push_delay < player->push_delay_value &&
13586 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13587 element != EL_SPRING && element != EL_BALLOON)
13589 /* make sure that there is no move delay before next try to push */
13590 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13591 player->move_delay = 0;
13593 return MP_NO_ACTION;
13596 if (IS_CUSTOM_ELEMENT(element) &&
13597 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13599 if (!DigFieldByCE(nextx, nexty, element))
13600 return MP_NO_ACTION;
13603 if (IS_SB_ELEMENT(element))
13605 if (element == EL_SOKOBAN_FIELD_FULL)
13607 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13608 local_player->sokobanfields_still_needed++;
13611 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13613 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13614 local_player->sokobanfields_still_needed--;
13617 Feld[x][y] = EL_SOKOBAN_OBJECT;
13619 if (Back[x][y] == Back[nextx][nexty])
13620 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13621 else if (Back[x][y] != 0)
13622 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13625 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13628 if (local_player->sokobanfields_still_needed == 0 &&
13629 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13631 PlayerWins(player);
13633 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13637 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13639 InitMovingField(x, y, move_direction);
13640 GfxAction[x][y] = ACTION_PUSHING;
13642 if (mode == DF_SNAP)
13643 ContinueMoving(x, y);
13645 MovPos[x][y] = (dx != 0 ? dx : dy);
13647 Pushed[x][y] = TRUE;
13648 Pushed[nextx][nexty] = TRUE;
13650 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13651 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13653 player->push_delay_value = -1; /* get new value later */
13655 /* check for element change _after_ element has been pushed */
13656 if (game.use_change_when_pushing_bug)
13658 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
13659 player->index_bit, dig_side);
13660 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
13661 player->index_bit, dig_side);
13664 else if (IS_SWITCHABLE(element))
13666 if (PLAYER_SWITCHING(player, x, y))
13668 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13669 player->index_bit, dig_side);
13674 player->is_switching = TRUE;
13675 player->switch_x = x;
13676 player->switch_y = y;
13678 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13680 if (element == EL_ROBOT_WHEEL)
13682 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
13686 game.robot_wheel_active = TRUE;
13688 TEST_DrawLevelField(x, y);
13690 else if (element == EL_SP_TERMINAL)
13694 SCAN_PLAYFIELD(xx, yy)
13696 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
13700 else if (Feld[xx][yy] == EL_SP_TERMINAL)
13702 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
13704 ResetGfxAnimation(xx, yy);
13705 TEST_DrawLevelField(xx, yy);
13709 else if (IS_BELT_SWITCH(element))
13711 ToggleBeltSwitch(x, y);
13713 else if (element == EL_SWITCHGATE_SWITCH_UP ||
13714 element == EL_SWITCHGATE_SWITCH_DOWN ||
13715 element == EL_DC_SWITCHGATE_SWITCH_UP ||
13716 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
13718 ToggleSwitchgateSwitch(x, y);
13720 else if (element == EL_LIGHT_SWITCH ||
13721 element == EL_LIGHT_SWITCH_ACTIVE)
13723 ToggleLightSwitch(x, y);
13725 else if (element == EL_TIMEGATE_SWITCH ||
13726 element == EL_DC_TIMEGATE_SWITCH)
13728 ActivateTimegateSwitch(x, y);
13730 else if (element == EL_BALLOON_SWITCH_LEFT ||
13731 element == EL_BALLOON_SWITCH_RIGHT ||
13732 element == EL_BALLOON_SWITCH_UP ||
13733 element == EL_BALLOON_SWITCH_DOWN ||
13734 element == EL_BALLOON_SWITCH_NONE ||
13735 element == EL_BALLOON_SWITCH_ANY)
13737 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
13738 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
13739 element == EL_BALLOON_SWITCH_UP ? MV_UP :
13740 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
13741 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
13744 else if (element == EL_LAMP)
13746 Feld[x][y] = EL_LAMP_ACTIVE;
13747 local_player->lights_still_needed--;
13749 ResetGfxAnimation(x, y);
13750 TEST_DrawLevelField(x, y);
13752 else if (element == EL_TIME_ORB_FULL)
13754 Feld[x][y] = EL_TIME_ORB_EMPTY;
13756 if (level.time > 0 || level.use_time_orb_bug)
13758 TimeLeft += level.time_orb_time;
13759 game.no_time_limit = FALSE;
13761 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13763 DisplayGameControlValues();
13766 ResetGfxAnimation(x, y);
13767 TEST_DrawLevelField(x, y);
13769 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
13770 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13774 game.ball_state = !game.ball_state;
13776 SCAN_PLAYFIELD(xx, yy)
13778 int e = Feld[xx][yy];
13780 if (game.ball_state)
13782 if (e == EL_EMC_MAGIC_BALL)
13783 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
13784 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
13785 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
13789 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
13790 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
13791 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13792 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
13797 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13798 player->index_bit, dig_side);
13800 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13801 player->index_bit, dig_side);
13803 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13804 player->index_bit, dig_side);
13810 if (!PLAYER_SWITCHING(player, x, y))
13812 player->is_switching = TRUE;
13813 player->switch_x = x;
13814 player->switch_y = y;
13816 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
13817 player->index_bit, dig_side);
13818 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13819 player->index_bit, dig_side);
13821 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
13822 player->index_bit, dig_side);
13823 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13824 player->index_bit, dig_side);
13827 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
13828 player->index_bit, dig_side);
13829 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13830 player->index_bit, dig_side);
13832 return MP_NO_ACTION;
13835 player->push_delay = -1;
13837 if (is_player) /* function can also be called by EL_PENGUIN */
13839 if (Feld[x][y] != element) /* really digged/collected something */
13841 player->is_collecting = !player->is_digging;
13842 player->is_active = TRUE;
13849 static boolean DigFieldByCE(int x, int y, int digging_element)
13851 int element = Feld[x][y];
13853 if (!IS_FREE(x, y))
13855 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
13856 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
13859 /* no element can dig solid indestructible elements */
13860 if (IS_INDESTRUCTIBLE(element) &&
13861 !IS_DIGGABLE(element) &&
13862 !IS_COLLECTIBLE(element))
13865 if (AmoebaNr[x][y] &&
13866 (element == EL_AMOEBA_FULL ||
13867 element == EL_BD_AMOEBA ||
13868 element == EL_AMOEBA_GROWING))
13870 AmoebaCnt[AmoebaNr[x][y]]--;
13871 AmoebaCnt2[AmoebaNr[x][y]]--;
13874 if (IS_MOVING(x, y))
13875 RemoveMovingField(x, y);
13879 TEST_DrawLevelField(x, y);
13882 /* if digged element was about to explode, prevent the explosion */
13883 ExplodeField[x][y] = EX_TYPE_NONE;
13885 PlayLevelSoundAction(x, y, action);
13888 Store[x][y] = EL_EMPTY;
13890 /* this makes it possible to leave the removed element again */
13891 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
13892 Store[x][y] = element;
13897 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
13899 int jx = player->jx, jy = player->jy;
13900 int x = jx + dx, y = jy + dy;
13901 int snap_direction = (dx == -1 ? MV_LEFT :
13902 dx == +1 ? MV_RIGHT :
13904 dy == +1 ? MV_DOWN : MV_NONE);
13905 boolean can_continue_snapping = (level.continuous_snapping &&
13906 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
13908 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
13911 if (!player->active || !IN_LEV_FIELD(x, y))
13919 if (player->MovPos == 0)
13920 player->is_pushing = FALSE;
13922 player->is_snapping = FALSE;
13924 if (player->MovPos == 0)
13926 player->is_moving = FALSE;
13927 player->is_digging = FALSE;
13928 player->is_collecting = FALSE;
13934 /* prevent snapping with already pressed snap key when not allowed */
13935 if (player->is_snapping && !can_continue_snapping)
13938 player->MovDir = snap_direction;
13940 if (player->MovPos == 0)
13942 player->is_moving = FALSE;
13943 player->is_digging = FALSE;
13944 player->is_collecting = FALSE;
13947 player->is_dropping = FALSE;
13948 player->is_dropping_pressed = FALSE;
13949 player->drop_pressed_delay = 0;
13951 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
13954 player->is_snapping = TRUE;
13955 player->is_active = TRUE;
13957 if (player->MovPos == 0)
13959 player->is_moving = FALSE;
13960 player->is_digging = FALSE;
13961 player->is_collecting = FALSE;
13964 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
13965 TEST_DrawLevelField(player->last_jx, player->last_jy);
13967 TEST_DrawLevelField(x, y);
13972 static boolean DropElement(struct PlayerInfo *player)
13974 int old_element, new_element;
13975 int dropx = player->jx, dropy = player->jy;
13976 int drop_direction = player->MovDir;
13977 int drop_side = drop_direction;
13978 int drop_element = get_next_dropped_element(player);
13980 player->is_dropping_pressed = TRUE;
13982 /* do not drop an element on top of another element; when holding drop key
13983 pressed without moving, dropped element must move away before the next
13984 element can be dropped (this is especially important if the next element
13985 is dynamite, which can be placed on background for historical reasons) */
13986 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
13989 if (IS_THROWABLE(drop_element))
13991 dropx += GET_DX_FROM_DIR(drop_direction);
13992 dropy += GET_DY_FROM_DIR(drop_direction);
13994 if (!IN_LEV_FIELD(dropx, dropy))
13998 old_element = Feld[dropx][dropy]; /* old element at dropping position */
13999 new_element = drop_element; /* default: no change when dropping */
14001 /* check if player is active, not moving and ready to drop */
14002 if (!player->active || player->MovPos || player->drop_delay > 0)
14005 /* check if player has anything that can be dropped */
14006 if (new_element == EL_UNDEFINED)
14009 /* check if drop key was pressed long enough for EM style dynamite */
14010 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14013 /* check if anything can be dropped at the current position */
14014 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14017 /* collected custom elements can only be dropped on empty fields */
14018 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14021 if (old_element != EL_EMPTY)
14022 Back[dropx][dropy] = old_element; /* store old element on this field */
14024 ResetGfxAnimation(dropx, dropy);
14025 ResetRandomAnimationValue(dropx, dropy);
14027 if (player->inventory_size > 0 ||
14028 player->inventory_infinite_element != EL_UNDEFINED)
14030 if (player->inventory_size > 0)
14032 player->inventory_size--;
14034 DrawGameDoorValues();
14036 if (new_element == EL_DYNAMITE)
14037 new_element = EL_DYNAMITE_ACTIVE;
14038 else if (new_element == EL_EM_DYNAMITE)
14039 new_element = EL_EM_DYNAMITE_ACTIVE;
14040 else if (new_element == EL_SP_DISK_RED)
14041 new_element = EL_SP_DISK_RED_ACTIVE;
14044 Feld[dropx][dropy] = new_element;
14046 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14047 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14048 el2img(Feld[dropx][dropy]), 0);
14050 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14052 /* needed if previous element just changed to "empty" in the last frame */
14053 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14055 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14056 player->index_bit, drop_side);
14057 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14059 player->index_bit, drop_side);
14061 TestIfElementTouchesCustomElement(dropx, dropy);
14063 else /* player is dropping a dyna bomb */
14065 player->dynabombs_left--;
14067 Feld[dropx][dropy] = new_element;
14069 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14070 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14071 el2img(Feld[dropx][dropy]), 0);
14073 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14076 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14077 InitField_WithBug1(dropx, dropy, FALSE);
14079 new_element = Feld[dropx][dropy]; /* element might have changed */
14081 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14082 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14084 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14085 MovDir[dropx][dropy] = drop_direction;
14087 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14089 /* do not cause impact style collision by dropping elements that can fall */
14090 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14093 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14094 player->is_dropping = TRUE;
14096 player->drop_pressed_delay = 0;
14097 player->is_dropping_pressed = FALSE;
14099 player->drop_x = dropx;
14100 player->drop_y = dropy;
14105 /* ------------------------------------------------------------------------- */
14106 /* game sound playing functions */
14107 /* ------------------------------------------------------------------------- */
14109 static int *loop_sound_frame = NULL;
14110 static int *loop_sound_volume = NULL;
14112 void InitPlayLevelSound()
14114 int num_sounds = getSoundListSize();
14116 checked_free(loop_sound_frame);
14117 checked_free(loop_sound_volume);
14119 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14120 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14123 static void PlayLevelSound(int x, int y, int nr)
14125 int sx = SCREENX(x), sy = SCREENY(y);
14126 int volume, stereo_position;
14127 int max_distance = 8;
14128 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14130 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14131 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14134 if (!IN_LEV_FIELD(x, y) ||
14135 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14136 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14139 volume = SOUND_MAX_VOLUME;
14141 if (!IN_SCR_FIELD(sx, sy))
14143 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14144 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14146 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14149 stereo_position = (SOUND_MAX_LEFT +
14150 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14151 (SCR_FIELDX + 2 * max_distance));
14153 if (IS_LOOP_SOUND(nr))
14155 /* This assures that quieter loop sounds do not overwrite louder ones,
14156 while restarting sound volume comparison with each new game frame. */
14158 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14161 loop_sound_volume[nr] = volume;
14162 loop_sound_frame[nr] = FrameCounter;
14165 PlaySoundExt(nr, volume, stereo_position, type);
14168 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14170 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14171 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14172 y < LEVELY(BY1) ? LEVELY(BY1) :
14173 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14177 static void PlayLevelSoundAction(int x, int y, int action)
14179 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14182 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14184 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14186 if (sound_effect != SND_UNDEFINED)
14187 PlayLevelSound(x, y, sound_effect);
14190 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14193 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14195 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14196 PlayLevelSound(x, y, sound_effect);
14199 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14201 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14203 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14204 PlayLevelSound(x, y, sound_effect);
14207 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14209 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14211 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14212 StopSound(sound_effect);
14215 static void PlayLevelMusic()
14217 if (levelset.music[level_nr] != MUS_UNDEFINED)
14218 PlayMusic(levelset.music[level_nr]); /* from config file */
14220 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
14223 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14225 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14226 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14227 int x = xx - 1 - offset;
14228 int y = yy - 1 - offset;
14233 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14237 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14241 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14245 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14249 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14253 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14257 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14260 case SAMPLE_android_clone:
14261 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14264 case SAMPLE_android_move:
14265 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14268 case SAMPLE_spring:
14269 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14273 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14277 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14280 case SAMPLE_eater_eat:
14281 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14285 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14288 case SAMPLE_collect:
14289 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14292 case SAMPLE_diamond:
14293 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14296 case SAMPLE_squash:
14297 /* !!! CHECK THIS !!! */
14299 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14301 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14305 case SAMPLE_wonderfall:
14306 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14310 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14314 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14318 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14322 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14326 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14330 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14333 case SAMPLE_wonder:
14334 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14338 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14341 case SAMPLE_exit_open:
14342 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14345 case SAMPLE_exit_leave:
14346 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14349 case SAMPLE_dynamite:
14350 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14354 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14358 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14362 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14366 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14370 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14374 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14378 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14383 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14385 int element = map_element_SP_to_RND(element_sp);
14386 int action = map_action_SP_to_RND(action_sp);
14387 int offset = (setup.sp_show_border_elements ? 0 : 1);
14388 int x = xx - offset;
14389 int y = yy - offset;
14391 PlayLevelSoundElementAction(x, y, element, action);
14394 void RaiseScore(int value)
14396 local_player->score += value;
14398 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14400 DisplayGameControlValues();
14403 void RaiseScoreElement(int element)
14408 case EL_BD_DIAMOND:
14409 case EL_EMERALD_YELLOW:
14410 case EL_EMERALD_RED:
14411 case EL_EMERALD_PURPLE:
14412 case EL_SP_INFOTRON:
14413 RaiseScore(level.score[SC_EMERALD]);
14416 RaiseScore(level.score[SC_DIAMOND]);
14419 RaiseScore(level.score[SC_CRYSTAL]);
14422 RaiseScore(level.score[SC_PEARL]);
14425 case EL_BD_BUTTERFLY:
14426 case EL_SP_ELECTRON:
14427 RaiseScore(level.score[SC_BUG]);
14430 case EL_BD_FIREFLY:
14431 case EL_SP_SNIKSNAK:
14432 RaiseScore(level.score[SC_SPACESHIP]);
14435 case EL_DARK_YAMYAM:
14436 RaiseScore(level.score[SC_YAMYAM]);
14439 RaiseScore(level.score[SC_ROBOT]);
14442 RaiseScore(level.score[SC_PACMAN]);
14445 RaiseScore(level.score[SC_NUT]);
14448 case EL_EM_DYNAMITE:
14449 case EL_SP_DISK_RED:
14450 case EL_DYNABOMB_INCREASE_NUMBER:
14451 case EL_DYNABOMB_INCREASE_SIZE:
14452 case EL_DYNABOMB_INCREASE_POWER:
14453 RaiseScore(level.score[SC_DYNAMITE]);
14455 case EL_SHIELD_NORMAL:
14456 case EL_SHIELD_DEADLY:
14457 RaiseScore(level.score[SC_SHIELD]);
14459 case EL_EXTRA_TIME:
14460 RaiseScore(level.extra_time_score);
14474 case EL_DC_KEY_WHITE:
14475 RaiseScore(level.score[SC_KEY]);
14478 RaiseScore(element_info[element].collect_score);
14483 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14485 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14487 /* closing door required in case of envelope style request dialogs */
14489 CloseDoor(DOOR_CLOSE_1);
14491 #if defined(NETWORK_AVALIABLE)
14492 if (options.network)
14493 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14498 FadeSkipNextFadeIn();
14500 SetGameStatus(GAME_MODE_MAIN);
14505 else /* continue playing the game */
14507 if (tape.playing && tape.deactivate_display)
14508 TapeDeactivateDisplayOff(TRUE);
14510 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14512 if (tape.playing && tape.deactivate_display)
14513 TapeDeactivateDisplayOn();
14517 void RequestQuitGame(boolean ask_if_really_quit)
14519 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14520 boolean skip_request = AllPlayersGone || quick_quit;
14522 RequestQuitGameExt(skip_request, quick_quit,
14523 "Do you really want to quit the game?");
14527 /* ------------------------------------------------------------------------- */
14528 /* random generator functions */
14529 /* ------------------------------------------------------------------------- */
14531 unsigned int InitEngineRandom_RND(int seed)
14533 game.num_random_calls = 0;
14535 return InitEngineRandom(seed);
14538 unsigned int RND(int max)
14542 game.num_random_calls++;
14544 return GetEngineRandom(max);
14551 /* ------------------------------------------------------------------------- */
14552 /* game engine snapshot handling functions */
14553 /* ------------------------------------------------------------------------- */
14555 struct EngineSnapshotInfo
14557 /* runtime values for custom element collect score */
14558 int collect_score[NUM_CUSTOM_ELEMENTS];
14560 /* runtime values for group element choice position */
14561 int choice_pos[NUM_GROUP_ELEMENTS];
14563 /* runtime values for belt position animations */
14564 int belt_graphic[4][NUM_BELT_PARTS];
14565 int belt_anim_mode[4][NUM_BELT_PARTS];
14568 static struct EngineSnapshotInfo engine_snapshot_rnd;
14569 static char *snapshot_level_identifier = NULL;
14570 static int snapshot_level_nr = -1;
14572 static void SaveEngineSnapshotValues_RND()
14574 static int belt_base_active_element[4] =
14576 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
14577 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
14578 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
14579 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
14583 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14585 int element = EL_CUSTOM_START + i;
14587 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
14590 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14592 int element = EL_GROUP_START + i;
14594 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
14597 for (i = 0; i < 4; i++)
14599 for (j = 0; j < NUM_BELT_PARTS; j++)
14601 int element = belt_base_active_element[i] + j;
14602 int graphic = el2img(element);
14603 int anim_mode = graphic_info[graphic].anim_mode;
14605 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
14606 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
14611 static void LoadEngineSnapshotValues_RND()
14613 unsigned int num_random_calls = game.num_random_calls;
14616 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14618 int element = EL_CUSTOM_START + i;
14620 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
14623 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14625 int element = EL_GROUP_START + i;
14627 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
14630 for (i = 0; i < 4; i++)
14632 for (j = 0; j < NUM_BELT_PARTS; j++)
14634 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
14635 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
14637 graphic_info[graphic].anim_mode = anim_mode;
14641 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14643 InitRND(tape.random_seed);
14644 for (i = 0; i < num_random_calls; i++)
14648 if (game.num_random_calls != num_random_calls)
14650 Error(ERR_INFO, "number of random calls out of sync");
14651 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
14652 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
14653 Error(ERR_EXIT, "this should not happen -- please debug");
14657 void FreeEngineSnapshotSingle()
14659 FreeSnapshotSingle();
14661 setString(&snapshot_level_identifier, NULL);
14662 snapshot_level_nr = -1;
14665 void FreeEngineSnapshotList()
14667 FreeSnapshotList();
14670 ListNode *SaveEngineSnapshotBuffers()
14672 ListNode *buffers = NULL;
14674 /* copy some special values to a structure better suited for the snapshot */
14676 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14677 SaveEngineSnapshotValues_RND();
14678 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14679 SaveEngineSnapshotValues_EM();
14680 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14681 SaveEngineSnapshotValues_SP(&buffers);
14683 /* save values stored in special snapshot structure */
14685 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14686 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
14687 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14688 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
14689 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14690 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
14692 /* save further RND engine values */
14694 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
14695 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
14696 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
14698 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
14699 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
14700 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
14701 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
14703 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
14704 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
14705 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
14706 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
14707 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
14709 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
14710 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
14711 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
14713 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
14715 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
14717 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
14718 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
14720 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
14721 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
14722 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
14723 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
14724 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
14725 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
14726 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
14727 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
14728 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
14729 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
14730 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
14731 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
14732 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
14733 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
14734 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
14735 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
14736 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
14737 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
14739 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
14740 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
14742 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
14743 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
14744 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
14746 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
14747 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
14749 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
14750 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
14751 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
14752 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
14753 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
14755 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
14756 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
14759 ListNode *node = engine_snapshot_list_rnd;
14762 while (node != NULL)
14764 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
14769 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
14775 void SaveEngineSnapshotSingle()
14777 ListNode *buffers = SaveEngineSnapshotBuffers();
14779 /* finally save all snapshot buffers to single snapshot */
14780 SaveSnapshotSingle(buffers);
14782 /* save level identification information */
14783 setString(&snapshot_level_identifier, leveldir_current->identifier);
14784 snapshot_level_nr = level_nr;
14787 boolean CheckSaveEngineSnapshotToList()
14789 boolean save_snapshot =
14790 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
14791 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
14792 game.snapshot.changed_action) ||
14793 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
14794 game.snapshot.collected_item));
14796 game.snapshot.changed_action = FALSE;
14797 game.snapshot.collected_item = FALSE;
14798 game.snapshot.save_snapshot = save_snapshot;
14800 return save_snapshot;
14803 void SaveEngineSnapshotToList()
14805 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
14809 ListNode *buffers = SaveEngineSnapshotBuffers();
14811 /* finally save all snapshot buffers to snapshot list */
14812 SaveSnapshotToList(buffers);
14815 void SaveEngineSnapshotToListInitial()
14817 FreeEngineSnapshotList();
14819 SaveEngineSnapshotToList();
14822 void LoadEngineSnapshotValues()
14824 /* restore special values from snapshot structure */
14826 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14827 LoadEngineSnapshotValues_RND();
14828 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14829 LoadEngineSnapshotValues_EM();
14830 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14831 LoadEngineSnapshotValues_SP();
14834 void LoadEngineSnapshotSingle()
14836 LoadSnapshotSingle();
14838 LoadEngineSnapshotValues();
14841 void LoadEngineSnapshot_Undo(int steps)
14843 LoadSnapshotFromList_Older(steps);
14845 LoadEngineSnapshotValues();
14848 void LoadEngineSnapshot_Redo(int steps)
14850 LoadSnapshotFromList_Newer(steps);
14852 LoadEngineSnapshotValues();
14855 boolean CheckEngineSnapshotSingle()
14857 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
14858 snapshot_level_nr == level_nr);
14861 boolean CheckEngineSnapshotList()
14863 return CheckSnapshotList();
14867 /* ---------- new game button stuff ---------------------------------------- */
14875 } gamebutton_info[NUM_GAME_BUTTONS] =
14878 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
14879 GAME_CTRL_ID_STOP, "stop game"
14882 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
14883 GAME_CTRL_ID_PAUSE, "pause game"
14886 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
14887 GAME_CTRL_ID_PLAY, "play game"
14890 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
14891 GAME_CTRL_ID_UNDO, "undo step"
14894 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
14895 GAME_CTRL_ID_REDO, "redo step"
14898 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
14899 GAME_CTRL_ID_SAVE, "save game"
14902 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
14903 GAME_CTRL_ID_PAUSE2, "pause game"
14906 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
14907 GAME_CTRL_ID_LOAD, "load game"
14910 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
14911 SOUND_CTRL_ID_MUSIC, "background music on/off"
14914 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
14915 SOUND_CTRL_ID_LOOPS, "sound loops on/off"
14918 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
14919 SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
14923 void CreateGameButtons()
14927 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14929 struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
14930 struct XY *pos = gamebutton_info[i].pos;
14931 struct GadgetInfo *gi;
14934 unsigned int event_mask;
14935 int base_x = (tape.show_game_buttons ? VX : DX);
14936 int base_y = (tape.show_game_buttons ? VY : DY);
14937 int gd_x = gfx->src_x;
14938 int gd_y = gfx->src_y;
14939 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
14940 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
14941 int gd_xa = gfx->src_x + gfx->active_xoffset;
14942 int gd_ya = gfx->src_y + gfx->active_yoffset;
14943 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
14944 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
14947 if (gfx->bitmap == NULL)
14949 game_gadget[id] = NULL;
14954 if (id == GAME_CTRL_ID_STOP ||
14955 id == GAME_CTRL_ID_PLAY ||
14956 id == GAME_CTRL_ID_SAVE ||
14957 id == GAME_CTRL_ID_LOAD)
14959 button_type = GD_TYPE_NORMAL_BUTTON;
14961 event_mask = GD_EVENT_RELEASED;
14963 else if (id == GAME_CTRL_ID_UNDO ||
14964 id == GAME_CTRL_ID_REDO)
14966 button_type = GD_TYPE_NORMAL_BUTTON;
14968 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
14972 button_type = GD_TYPE_CHECK_BUTTON;
14974 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
14975 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
14976 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
14977 event_mask = GD_EVENT_PRESSED;
14980 gi = CreateGadget(GDI_CUSTOM_ID, id,
14981 GDI_INFO_TEXT, gamebutton_info[i].infotext,
14982 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
14983 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
14984 GDI_WIDTH, gfx->width,
14985 GDI_HEIGHT, gfx->height,
14986 GDI_TYPE, button_type,
14987 GDI_STATE, GD_BUTTON_UNPRESSED,
14988 GDI_CHECKED, checked,
14989 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
14990 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
14991 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
14992 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
14993 GDI_DIRECT_DRAW, FALSE,
14994 GDI_EVENT_MASK, event_mask,
14995 GDI_CALLBACK_ACTION, HandleGameButtons,
14999 Error(ERR_EXIT, "cannot create gadget");
15001 game_gadget[id] = gi;
15005 void FreeGameButtons()
15009 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15010 FreeGadget(game_gadget[i]);
15013 static void UnmapGameButtonsAtSamePosition(int id)
15017 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15019 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15020 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15021 UnmapGadget(game_gadget[i]);
15024 static void UnmapGameButtonsAtSamePosition_All()
15026 if (setup.show_snapshot_buttons)
15028 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15029 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15030 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15034 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15035 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15036 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15040 static void MapGameButtonsAtSamePosition(int id)
15044 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15046 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15047 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15048 MapGadget(game_gadget[i]);
15050 UnmapGameButtonsAtSamePosition_All();
15053 void MapUndoRedoButtons()
15055 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15056 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15058 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15059 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15061 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
15064 void UnmapUndoRedoButtons()
15066 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15067 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15069 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15070 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15072 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
15075 void MapGameButtons()
15079 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15080 if (i != GAME_CTRL_ID_UNDO &&
15081 i != GAME_CTRL_ID_REDO)
15082 MapGadget(game_gadget[i]);
15084 UnmapGameButtonsAtSamePosition_All();
15086 RedrawGameButtons();
15089 void UnmapGameButtons()
15093 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15094 UnmapGadget(game_gadget[i]);
15097 void RedrawGameButtons()
15101 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15102 RedrawGadget(game_gadget[i]);
15104 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15105 redraw_mask &= ~REDRAW_ALL;
15108 void GameUndoRedoExt()
15110 ClearPlayerAction();
15112 tape.pausing = TRUE;
15115 UpdateAndDisplayGameControlValues();
15117 DrawCompleteVideoDisplay();
15118 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15119 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15120 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
15125 void GameUndo(int steps)
15127 if (!CheckEngineSnapshotList())
15130 LoadEngineSnapshot_Undo(steps);
15135 void GameRedo(int steps)
15137 if (!CheckEngineSnapshotList())
15140 LoadEngineSnapshot_Redo(steps);
15145 static void HandleGameButtonsExt(int id, int button)
15147 static boolean game_undo_executed = FALSE;
15148 int steps = BUTTON_STEPSIZE(button);
15149 boolean handle_game_buttons =
15150 (game_status == GAME_MODE_PLAYING ||
15151 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15153 if (!handle_game_buttons)
15158 case GAME_CTRL_ID_STOP:
15159 if (game_status == GAME_MODE_MAIN)
15165 RequestQuitGame(TRUE);
15169 case GAME_CTRL_ID_PAUSE:
15170 case GAME_CTRL_ID_PAUSE2:
15171 if (options.network && game_status == GAME_MODE_PLAYING)
15173 #if defined(NETWORK_AVALIABLE)
15175 SendToServer_ContinuePlaying();
15177 SendToServer_PausePlaying();
15181 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15183 game_undo_executed = FALSE;
15187 case GAME_CTRL_ID_PLAY:
15188 if (game_status == GAME_MODE_MAIN)
15190 StartGameActions(options.network, setup.autorecord, level.random_seed);
15192 else if (tape.pausing)
15194 #if defined(NETWORK_AVALIABLE)
15195 if (options.network)
15196 SendToServer_ContinuePlaying();
15199 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
15203 case GAME_CTRL_ID_UNDO:
15204 // Important: When using "save snapshot when collecting an item" mode,
15205 // load last (current) snapshot for first "undo" after pressing "pause"
15206 // (else the last-but-one snapshot would be loaded, because the snapshot
15207 // pointer already points to the last snapshot when pressing "pause",
15208 // which is fine for "every step/move" mode, but not for "every collect")
15209 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15210 !game_undo_executed)
15213 game_undo_executed = TRUE;
15218 case GAME_CTRL_ID_REDO:
15222 case GAME_CTRL_ID_SAVE:
15226 case GAME_CTRL_ID_LOAD:
15230 case SOUND_CTRL_ID_MUSIC:
15231 if (setup.sound_music)
15233 setup.sound_music = FALSE;
15237 else if (audio.music_available)
15239 setup.sound = setup.sound_music = TRUE;
15241 SetAudioMode(setup.sound);
15247 case SOUND_CTRL_ID_LOOPS:
15248 if (setup.sound_loops)
15249 setup.sound_loops = FALSE;
15250 else if (audio.loops_available)
15252 setup.sound = setup.sound_loops = TRUE;
15254 SetAudioMode(setup.sound);
15258 case SOUND_CTRL_ID_SIMPLE:
15259 if (setup.sound_simple)
15260 setup.sound_simple = FALSE;
15261 else if (audio.sound_available)
15263 setup.sound = setup.sound_simple = TRUE;
15265 SetAudioMode(setup.sound);
15274 static void HandleGameButtons(struct GadgetInfo *gi)
15276 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15279 void HandleSoundButtonKeys(Key key)
15282 if (key == setup.shortcut.sound_simple)
15283 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15284 else if (key == setup.shortcut.sound_loops)
15285 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15286 else if (key == setup.shortcut.sound_music)
15287 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);