1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
25 #define DEBUG_INIT_PLAYER 1
26 #define DEBUG_PLAYER_ACTIONS 0
28 /* EXPERIMENTAL STUFF */
29 #define USE_NEW_AMOEBA_CODE FALSE
31 /* EXPERIMENTAL STUFF */
32 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
33 #define USE_QUICKSAND_IMPACT_BUGFIX 0
34 #define USE_DELAYED_GFX_REDRAW 0
35 #define USE_NEW_PLAYER_ASSIGNMENTS 1
37 #if USE_DELAYED_GFX_REDRAW
38 #define TEST_DrawLevelField(x, y) \
39 GfxRedraw[x][y] |= GFX_REDRAW_TILE
40 #define TEST_DrawLevelFieldCrumbled(x, y) \
41 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
42 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
43 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
44 #define TEST_DrawTwinkleOnField(x, y) \
45 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
47 #define TEST_DrawLevelField(x, y) \
49 #define TEST_DrawLevelFieldCrumbled(x, y) \
50 DrawLevelFieldCrumbled(x, y)
51 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
52 DrawLevelFieldCrumbledNeighbours(x, y)
53 #define TEST_DrawTwinkleOnField(x, y) \
54 DrawTwinkleOnField(x, y)
63 /* for MovePlayer() */
64 #define MP_NO_ACTION 0
67 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
69 /* for ScrollPlayer() */
71 #define SCROLL_GO_ON 1
73 /* for Bang()/Explode() */
74 #define EX_PHASE_START 0
75 #define EX_TYPE_NONE 0
76 #define EX_TYPE_NORMAL (1 << 0)
77 #define EX_TYPE_CENTER (1 << 1)
78 #define EX_TYPE_BORDER (1 << 2)
79 #define EX_TYPE_CROSS (1 << 3)
80 #define EX_TYPE_DYNA (1 << 4)
81 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
83 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
84 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
85 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
86 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
88 /* game panel display and control definitions */
89 #define GAME_PANEL_LEVEL_NUMBER 0
90 #define GAME_PANEL_GEMS 1
91 #define GAME_PANEL_INVENTORY_COUNT 2
92 #define GAME_PANEL_INVENTORY_FIRST_1 3
93 #define GAME_PANEL_INVENTORY_FIRST_2 4
94 #define GAME_PANEL_INVENTORY_FIRST_3 5
95 #define GAME_PANEL_INVENTORY_FIRST_4 6
96 #define GAME_PANEL_INVENTORY_FIRST_5 7
97 #define GAME_PANEL_INVENTORY_FIRST_6 8
98 #define GAME_PANEL_INVENTORY_FIRST_7 9
99 #define GAME_PANEL_INVENTORY_FIRST_8 10
100 #define GAME_PANEL_INVENTORY_LAST_1 11
101 #define GAME_PANEL_INVENTORY_LAST_2 12
102 #define GAME_PANEL_INVENTORY_LAST_3 13
103 #define GAME_PANEL_INVENTORY_LAST_4 14
104 #define GAME_PANEL_INVENTORY_LAST_5 15
105 #define GAME_PANEL_INVENTORY_LAST_6 16
106 #define GAME_PANEL_INVENTORY_LAST_7 17
107 #define GAME_PANEL_INVENTORY_LAST_8 18
108 #define GAME_PANEL_KEY_1 19
109 #define GAME_PANEL_KEY_2 20
110 #define GAME_PANEL_KEY_3 21
111 #define GAME_PANEL_KEY_4 22
112 #define GAME_PANEL_KEY_5 23
113 #define GAME_PANEL_KEY_6 24
114 #define GAME_PANEL_KEY_7 25
115 #define GAME_PANEL_KEY_8 26
116 #define GAME_PANEL_KEY_WHITE 27
117 #define GAME_PANEL_KEY_WHITE_COUNT 28
118 #define GAME_PANEL_SCORE 29
119 #define GAME_PANEL_HIGHSCORE 30
120 #define GAME_PANEL_TIME 31
121 #define GAME_PANEL_TIME_HH 32
122 #define GAME_PANEL_TIME_MM 33
123 #define GAME_PANEL_TIME_SS 34
124 #define GAME_PANEL_FRAME 35
125 #define GAME_PANEL_SHIELD_NORMAL 36
126 #define GAME_PANEL_SHIELD_NORMAL_TIME 37
127 #define GAME_PANEL_SHIELD_DEADLY 38
128 #define GAME_PANEL_SHIELD_DEADLY_TIME 39
129 #define GAME_PANEL_EXIT 40
130 #define GAME_PANEL_EMC_MAGIC_BALL 41
131 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 42
132 #define GAME_PANEL_LIGHT_SWITCH 43
133 #define GAME_PANEL_LIGHT_SWITCH_TIME 44
134 #define GAME_PANEL_TIMEGATE_SWITCH 45
135 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 46
136 #define GAME_PANEL_SWITCHGATE_SWITCH 47
137 #define GAME_PANEL_EMC_LENSES 48
138 #define GAME_PANEL_EMC_LENSES_TIME 49
139 #define GAME_PANEL_EMC_MAGNIFIER 50
140 #define GAME_PANEL_EMC_MAGNIFIER_TIME 51
141 #define GAME_PANEL_BALLOON_SWITCH 52
142 #define GAME_PANEL_DYNABOMB_NUMBER 53
143 #define GAME_PANEL_DYNABOMB_SIZE 54
144 #define GAME_PANEL_DYNABOMB_POWER 55
145 #define GAME_PANEL_PENGUINS 56
146 #define GAME_PANEL_SOKOBAN_OBJECTS 57
147 #define GAME_PANEL_SOKOBAN_FIELDS 58
148 #define GAME_PANEL_ROBOT_WHEEL 59
149 #define GAME_PANEL_CONVEYOR_BELT_1 60
150 #define GAME_PANEL_CONVEYOR_BELT_2 61
151 #define GAME_PANEL_CONVEYOR_BELT_3 62
152 #define GAME_PANEL_CONVEYOR_BELT_4 63
153 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 64
154 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 65
155 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 66
156 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 67
157 #define GAME_PANEL_MAGIC_WALL 68
158 #define GAME_PANEL_MAGIC_WALL_TIME 69
159 #define GAME_PANEL_GRAVITY_STATE 70
160 #define GAME_PANEL_GRAPHIC_1 71
161 #define GAME_PANEL_GRAPHIC_2 72
162 #define GAME_PANEL_GRAPHIC_3 73
163 #define GAME_PANEL_GRAPHIC_4 74
164 #define GAME_PANEL_GRAPHIC_5 75
165 #define GAME_PANEL_GRAPHIC_6 76
166 #define GAME_PANEL_GRAPHIC_7 77
167 #define GAME_PANEL_GRAPHIC_8 78
168 #define GAME_PANEL_ELEMENT_1 79
169 #define GAME_PANEL_ELEMENT_2 80
170 #define GAME_PANEL_ELEMENT_3 81
171 #define GAME_PANEL_ELEMENT_4 82
172 #define GAME_PANEL_ELEMENT_5 83
173 #define GAME_PANEL_ELEMENT_6 84
174 #define GAME_PANEL_ELEMENT_7 85
175 #define GAME_PANEL_ELEMENT_8 86
176 #define GAME_PANEL_ELEMENT_COUNT_1 87
177 #define GAME_PANEL_ELEMENT_COUNT_2 88
178 #define GAME_PANEL_ELEMENT_COUNT_3 89
179 #define GAME_PANEL_ELEMENT_COUNT_4 90
180 #define GAME_PANEL_ELEMENT_COUNT_5 91
181 #define GAME_PANEL_ELEMENT_COUNT_6 92
182 #define GAME_PANEL_ELEMENT_COUNT_7 93
183 #define GAME_PANEL_ELEMENT_COUNT_8 94
184 #define GAME_PANEL_CE_SCORE_1 95
185 #define GAME_PANEL_CE_SCORE_2 96
186 #define GAME_PANEL_CE_SCORE_3 97
187 #define GAME_PANEL_CE_SCORE_4 98
188 #define GAME_PANEL_CE_SCORE_5 99
189 #define GAME_PANEL_CE_SCORE_6 100
190 #define GAME_PANEL_CE_SCORE_7 101
191 #define GAME_PANEL_CE_SCORE_8 102
192 #define GAME_PANEL_CE_SCORE_1_ELEMENT 103
193 #define GAME_PANEL_CE_SCORE_2_ELEMENT 104
194 #define GAME_PANEL_CE_SCORE_3_ELEMENT 105
195 #define GAME_PANEL_CE_SCORE_4_ELEMENT 106
196 #define GAME_PANEL_CE_SCORE_5_ELEMENT 107
197 #define GAME_PANEL_CE_SCORE_6_ELEMENT 108
198 #define GAME_PANEL_CE_SCORE_7_ELEMENT 109
199 #define GAME_PANEL_CE_SCORE_8_ELEMENT 110
200 #define GAME_PANEL_PLAYER_NAME 111
201 #define GAME_PANEL_LEVEL_NAME 112
202 #define GAME_PANEL_LEVEL_AUTHOR 113
204 #define NUM_GAME_PANEL_CONTROLS 114
206 struct GamePanelOrderInfo
212 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
214 struct GamePanelControlInfo
218 struct TextPosInfo *pos;
221 int value, last_value;
222 int frame, last_frame;
227 static struct GamePanelControlInfo game_panel_controls[] =
230 GAME_PANEL_LEVEL_NUMBER,
231 &game.panel.level_number,
240 GAME_PANEL_INVENTORY_COUNT,
241 &game.panel.inventory_count,
245 GAME_PANEL_INVENTORY_FIRST_1,
246 &game.panel.inventory_first[0],
250 GAME_PANEL_INVENTORY_FIRST_2,
251 &game.panel.inventory_first[1],
255 GAME_PANEL_INVENTORY_FIRST_3,
256 &game.panel.inventory_first[2],
260 GAME_PANEL_INVENTORY_FIRST_4,
261 &game.panel.inventory_first[3],
265 GAME_PANEL_INVENTORY_FIRST_5,
266 &game.panel.inventory_first[4],
270 GAME_PANEL_INVENTORY_FIRST_6,
271 &game.panel.inventory_first[5],
275 GAME_PANEL_INVENTORY_FIRST_7,
276 &game.panel.inventory_first[6],
280 GAME_PANEL_INVENTORY_FIRST_8,
281 &game.panel.inventory_first[7],
285 GAME_PANEL_INVENTORY_LAST_1,
286 &game.panel.inventory_last[0],
290 GAME_PANEL_INVENTORY_LAST_2,
291 &game.panel.inventory_last[1],
295 GAME_PANEL_INVENTORY_LAST_3,
296 &game.panel.inventory_last[2],
300 GAME_PANEL_INVENTORY_LAST_4,
301 &game.panel.inventory_last[3],
305 GAME_PANEL_INVENTORY_LAST_5,
306 &game.panel.inventory_last[4],
310 GAME_PANEL_INVENTORY_LAST_6,
311 &game.panel.inventory_last[5],
315 GAME_PANEL_INVENTORY_LAST_7,
316 &game.panel.inventory_last[6],
320 GAME_PANEL_INVENTORY_LAST_8,
321 &game.panel.inventory_last[7],
365 GAME_PANEL_KEY_WHITE,
366 &game.panel.key_white,
370 GAME_PANEL_KEY_WHITE_COUNT,
371 &game.panel.key_white_count,
380 GAME_PANEL_HIGHSCORE,
381 &game.panel.highscore,
410 GAME_PANEL_SHIELD_NORMAL,
411 &game.panel.shield_normal,
415 GAME_PANEL_SHIELD_NORMAL_TIME,
416 &game.panel.shield_normal_time,
420 GAME_PANEL_SHIELD_DEADLY,
421 &game.panel.shield_deadly,
425 GAME_PANEL_SHIELD_DEADLY_TIME,
426 &game.panel.shield_deadly_time,
435 GAME_PANEL_EMC_MAGIC_BALL,
436 &game.panel.emc_magic_ball,
440 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
441 &game.panel.emc_magic_ball_switch,
445 GAME_PANEL_LIGHT_SWITCH,
446 &game.panel.light_switch,
450 GAME_PANEL_LIGHT_SWITCH_TIME,
451 &game.panel.light_switch_time,
455 GAME_PANEL_TIMEGATE_SWITCH,
456 &game.panel.timegate_switch,
460 GAME_PANEL_TIMEGATE_SWITCH_TIME,
461 &game.panel.timegate_switch_time,
465 GAME_PANEL_SWITCHGATE_SWITCH,
466 &game.panel.switchgate_switch,
470 GAME_PANEL_EMC_LENSES,
471 &game.panel.emc_lenses,
475 GAME_PANEL_EMC_LENSES_TIME,
476 &game.panel.emc_lenses_time,
480 GAME_PANEL_EMC_MAGNIFIER,
481 &game.panel.emc_magnifier,
485 GAME_PANEL_EMC_MAGNIFIER_TIME,
486 &game.panel.emc_magnifier_time,
490 GAME_PANEL_BALLOON_SWITCH,
491 &game.panel.balloon_switch,
495 GAME_PANEL_DYNABOMB_NUMBER,
496 &game.panel.dynabomb_number,
500 GAME_PANEL_DYNABOMB_SIZE,
501 &game.panel.dynabomb_size,
505 GAME_PANEL_DYNABOMB_POWER,
506 &game.panel.dynabomb_power,
511 &game.panel.penguins,
515 GAME_PANEL_SOKOBAN_OBJECTS,
516 &game.panel.sokoban_objects,
520 GAME_PANEL_SOKOBAN_FIELDS,
521 &game.panel.sokoban_fields,
525 GAME_PANEL_ROBOT_WHEEL,
526 &game.panel.robot_wheel,
530 GAME_PANEL_CONVEYOR_BELT_1,
531 &game.panel.conveyor_belt[0],
535 GAME_PANEL_CONVEYOR_BELT_2,
536 &game.panel.conveyor_belt[1],
540 GAME_PANEL_CONVEYOR_BELT_3,
541 &game.panel.conveyor_belt[2],
545 GAME_PANEL_CONVEYOR_BELT_4,
546 &game.panel.conveyor_belt[3],
550 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
551 &game.panel.conveyor_belt_switch[0],
555 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
556 &game.panel.conveyor_belt_switch[1],
560 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
561 &game.panel.conveyor_belt_switch[2],
565 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
566 &game.panel.conveyor_belt_switch[3],
570 GAME_PANEL_MAGIC_WALL,
571 &game.panel.magic_wall,
575 GAME_PANEL_MAGIC_WALL_TIME,
576 &game.panel.magic_wall_time,
580 GAME_PANEL_GRAVITY_STATE,
581 &game.panel.gravity_state,
585 GAME_PANEL_GRAPHIC_1,
586 &game.panel.graphic[0],
590 GAME_PANEL_GRAPHIC_2,
591 &game.panel.graphic[1],
595 GAME_PANEL_GRAPHIC_3,
596 &game.panel.graphic[2],
600 GAME_PANEL_GRAPHIC_4,
601 &game.panel.graphic[3],
605 GAME_PANEL_GRAPHIC_5,
606 &game.panel.graphic[4],
610 GAME_PANEL_GRAPHIC_6,
611 &game.panel.graphic[5],
615 GAME_PANEL_GRAPHIC_7,
616 &game.panel.graphic[6],
620 GAME_PANEL_GRAPHIC_8,
621 &game.panel.graphic[7],
625 GAME_PANEL_ELEMENT_1,
626 &game.panel.element[0],
630 GAME_PANEL_ELEMENT_2,
631 &game.panel.element[1],
635 GAME_PANEL_ELEMENT_3,
636 &game.panel.element[2],
640 GAME_PANEL_ELEMENT_4,
641 &game.panel.element[3],
645 GAME_PANEL_ELEMENT_5,
646 &game.panel.element[4],
650 GAME_PANEL_ELEMENT_6,
651 &game.panel.element[5],
655 GAME_PANEL_ELEMENT_7,
656 &game.panel.element[6],
660 GAME_PANEL_ELEMENT_8,
661 &game.panel.element[7],
665 GAME_PANEL_ELEMENT_COUNT_1,
666 &game.panel.element_count[0],
670 GAME_PANEL_ELEMENT_COUNT_2,
671 &game.panel.element_count[1],
675 GAME_PANEL_ELEMENT_COUNT_3,
676 &game.panel.element_count[2],
680 GAME_PANEL_ELEMENT_COUNT_4,
681 &game.panel.element_count[3],
685 GAME_PANEL_ELEMENT_COUNT_5,
686 &game.panel.element_count[4],
690 GAME_PANEL_ELEMENT_COUNT_6,
691 &game.panel.element_count[5],
695 GAME_PANEL_ELEMENT_COUNT_7,
696 &game.panel.element_count[6],
700 GAME_PANEL_ELEMENT_COUNT_8,
701 &game.panel.element_count[7],
705 GAME_PANEL_CE_SCORE_1,
706 &game.panel.ce_score[0],
710 GAME_PANEL_CE_SCORE_2,
711 &game.panel.ce_score[1],
715 GAME_PANEL_CE_SCORE_3,
716 &game.panel.ce_score[2],
720 GAME_PANEL_CE_SCORE_4,
721 &game.panel.ce_score[3],
725 GAME_PANEL_CE_SCORE_5,
726 &game.panel.ce_score[4],
730 GAME_PANEL_CE_SCORE_6,
731 &game.panel.ce_score[5],
735 GAME_PANEL_CE_SCORE_7,
736 &game.panel.ce_score[6],
740 GAME_PANEL_CE_SCORE_8,
741 &game.panel.ce_score[7],
745 GAME_PANEL_CE_SCORE_1_ELEMENT,
746 &game.panel.ce_score_element[0],
750 GAME_PANEL_CE_SCORE_2_ELEMENT,
751 &game.panel.ce_score_element[1],
755 GAME_PANEL_CE_SCORE_3_ELEMENT,
756 &game.panel.ce_score_element[2],
760 GAME_PANEL_CE_SCORE_4_ELEMENT,
761 &game.panel.ce_score_element[3],
765 GAME_PANEL_CE_SCORE_5_ELEMENT,
766 &game.panel.ce_score_element[4],
770 GAME_PANEL_CE_SCORE_6_ELEMENT,
771 &game.panel.ce_score_element[5],
775 GAME_PANEL_CE_SCORE_7_ELEMENT,
776 &game.panel.ce_score_element[6],
780 GAME_PANEL_CE_SCORE_8_ELEMENT,
781 &game.panel.ce_score_element[7],
785 GAME_PANEL_PLAYER_NAME,
786 &game.panel.player_name,
790 GAME_PANEL_LEVEL_NAME,
791 &game.panel.level_name,
795 GAME_PANEL_LEVEL_AUTHOR,
796 &game.panel.level_author,
807 /* values for delayed check of falling and moving elements and for collision */
808 #define CHECK_DELAY_MOVING 3
809 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
810 #define CHECK_DELAY_COLLISION 2
811 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
813 /* values for initial player move delay (initial delay counter value) */
814 #define INITIAL_MOVE_DELAY_OFF -1
815 #define INITIAL_MOVE_DELAY_ON 0
817 /* values for player movement speed (which is in fact a delay value) */
818 #define MOVE_DELAY_MIN_SPEED 32
819 #define MOVE_DELAY_NORMAL_SPEED 8
820 #define MOVE_DELAY_HIGH_SPEED 4
821 #define MOVE_DELAY_MAX_SPEED 1
823 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
824 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
826 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
827 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
829 /* values for other actions */
830 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
831 #define MOVE_STEPSIZE_MIN (1)
832 #define MOVE_STEPSIZE_MAX (TILEX)
834 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
835 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
837 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
839 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
840 RND(element_info[e].push_delay_random))
841 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
842 RND(element_info[e].drop_delay_random))
843 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
844 RND(element_info[e].move_delay_random))
845 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
846 (element_info[e].move_delay_random))
847 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
848 RND(element_info[e].ce_value_random_initial))
849 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
850 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
851 RND((c)->delay_random * (c)->delay_frames))
852 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
853 RND((c)->delay_random))
856 #define GET_VALID_RUNTIME_ELEMENT(e) \
857 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
859 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
860 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
861 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
862 (be) + (e) - EL_SELF)
864 #define GET_PLAYER_FROM_BITS(p) \
865 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
867 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
868 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
869 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
870 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
871 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
872 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
873 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
874 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
875 RESOLVED_REFERENCE_ELEMENT(be, e) : \
878 #define CAN_GROW_INTO(e) \
879 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
881 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
882 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
885 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
886 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
887 (CAN_MOVE_INTO_ACID(e) && \
888 Feld[x][y] == EL_ACID) || \
891 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
892 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
893 (CAN_MOVE_INTO_ACID(e) && \
894 Feld[x][y] == EL_ACID) || \
897 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
898 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
900 (CAN_MOVE_INTO_ACID(e) && \
901 Feld[x][y] == EL_ACID) || \
902 (DONT_COLLIDE_WITH(e) && \
904 !PLAYER_ENEMY_PROTECTED(x, y))))
906 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
907 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
909 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
910 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
912 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
913 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
915 #define ANDROID_CAN_CLONE_FIELD(x, y) \
916 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
917 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
919 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
920 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
922 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
923 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
925 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
926 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
928 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
929 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
931 #define PIG_CAN_ENTER_FIELD(e, x, y) \
932 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
934 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
935 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
936 Feld[x][y] == EL_EM_EXIT_OPEN || \
937 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
938 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
939 IS_FOOD_PENGUIN(Feld[x][y])))
940 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
941 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
943 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
944 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
946 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
947 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
949 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
950 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
951 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
953 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
955 #define CE_ENTER_FIELD_COND(e, x, y) \
956 (!IS_PLAYER(x, y) && \
957 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
959 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
960 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
962 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
963 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
965 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
966 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
967 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
968 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
970 /* game button identifiers */
971 #define GAME_CTRL_ID_STOP 0
972 #define GAME_CTRL_ID_PAUSE 1
973 #define GAME_CTRL_ID_PLAY 2
974 #define GAME_CTRL_ID_UNDO 3
975 #define GAME_CTRL_ID_REDO 4
976 #define GAME_CTRL_ID_SAVE 5
977 #define GAME_CTRL_ID_PAUSE2 6
978 #define GAME_CTRL_ID_LOAD 7
979 #define SOUND_CTRL_ID_MUSIC 8
980 #define SOUND_CTRL_ID_LOOPS 9
981 #define SOUND_CTRL_ID_SIMPLE 10
983 #define NUM_GAME_BUTTONS 11
986 /* forward declaration for internal use */
988 static void CreateField(int, int, int);
990 static void ResetGfxAnimation(int, int);
992 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
993 static void AdvanceFrameAndPlayerCounters(int);
995 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
996 static boolean MovePlayer(struct PlayerInfo *, int, int);
997 static void ScrollPlayer(struct PlayerInfo *, int);
998 static void ScrollScreen(struct PlayerInfo *, int);
1000 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1001 static boolean DigFieldByCE(int, int, int);
1002 static boolean SnapField(struct PlayerInfo *, int, int);
1003 static boolean DropElement(struct PlayerInfo *);
1005 static void InitBeltMovement(void);
1006 static void CloseAllOpenTimegates(void);
1007 static void CheckGravityMovement(struct PlayerInfo *);
1008 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1009 static void KillPlayerUnlessEnemyProtected(int, int);
1010 static void KillPlayerUnlessExplosionProtected(int, int);
1012 static void TestIfPlayerTouchesCustomElement(int, int);
1013 static void TestIfElementTouchesCustomElement(int, int);
1014 static void TestIfElementHitsCustomElement(int, int, int);
1016 static void HandleElementChange(int, int, int);
1017 static void ExecuteCustomElementAction(int, int, int, int);
1018 static boolean ChangeElement(int, int, int, int);
1020 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1021 #define CheckTriggeredElementChange(x, y, e, ev) \
1022 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1023 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1024 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1025 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1026 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1027 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1028 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1030 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1031 #define CheckElementChange(x, y, e, te, ev) \
1032 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1033 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1034 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1035 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1036 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1038 static void PlayLevelSound(int, int, int);
1039 static void PlayLevelSoundNearest(int, int, int);
1040 static void PlayLevelSoundAction(int, int, int);
1041 static void PlayLevelSoundElementAction(int, int, int, int);
1042 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1043 static void PlayLevelSoundActionIfLoop(int, int, int);
1044 static void StopLevelSoundActionIfLoop(int, int, int);
1045 static void PlayLevelMusic();
1047 static void HandleGameButtons(struct GadgetInfo *);
1049 int AmoebeNachbarNr(int, int);
1050 void AmoebeUmwandeln(int, int);
1051 void ContinueMoving(int, int);
1052 void Bang(int, int);
1053 void InitMovDir(int, int);
1054 void InitAmoebaNr(int, int);
1055 int NewHiScore(void);
1057 void TestIfGoodThingHitsBadThing(int, int, int);
1058 void TestIfBadThingHitsGoodThing(int, int, int);
1059 void TestIfPlayerTouchesBadThing(int, int);
1060 void TestIfPlayerRunsIntoBadThing(int, int, int);
1061 void TestIfBadThingTouchesPlayer(int, int);
1062 void TestIfBadThingRunsIntoPlayer(int, int, int);
1063 void TestIfFriendTouchesBadThing(int, int);
1064 void TestIfBadThingTouchesFriend(int, int);
1065 void TestIfBadThingTouchesOtherBadThing(int, int);
1066 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1068 void KillPlayer(struct PlayerInfo *);
1069 void BuryPlayer(struct PlayerInfo *);
1070 void RemovePlayer(struct PlayerInfo *);
1072 static int getInvisibleActiveFromInvisibleElement(int);
1073 static int getInvisibleFromInvisibleActiveElement(int);
1075 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1077 /* for detection of endless loops, caused by custom element programming */
1078 /* (using maximal playfield width x 10 is just a rough approximation) */
1079 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1081 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1083 if (recursion_loop_detected) \
1086 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1088 recursion_loop_detected = TRUE; \
1089 recursion_loop_element = (e); \
1092 recursion_loop_depth++; \
1095 #define RECURSION_LOOP_DETECTION_END() \
1097 recursion_loop_depth--; \
1100 static int recursion_loop_depth;
1101 static boolean recursion_loop_detected;
1102 static boolean recursion_loop_element;
1104 static int map_player_action[MAX_PLAYERS];
1107 /* ------------------------------------------------------------------------- */
1108 /* definition of elements that automatically change to other elements after */
1109 /* a specified time, eventually calling a function when changing */
1110 /* ------------------------------------------------------------------------- */
1112 /* forward declaration for changer functions */
1113 static void InitBuggyBase(int, int);
1114 static void WarnBuggyBase(int, int);
1116 static void InitTrap(int, int);
1117 static void ActivateTrap(int, int);
1118 static void ChangeActiveTrap(int, int);
1120 static void InitRobotWheel(int, int);
1121 static void RunRobotWheel(int, int);
1122 static void StopRobotWheel(int, int);
1124 static void InitTimegateWheel(int, int);
1125 static void RunTimegateWheel(int, int);
1127 static void InitMagicBallDelay(int, int);
1128 static void ActivateMagicBall(int, int);
1130 struct ChangingElementInfo
1135 void (*pre_change_function)(int x, int y);
1136 void (*change_function)(int x, int y);
1137 void (*post_change_function)(int x, int y);
1140 static struct ChangingElementInfo change_delay_list[] =
1175 EL_STEEL_EXIT_OPENING,
1183 EL_STEEL_EXIT_CLOSING,
1184 EL_STEEL_EXIT_CLOSED,
1207 EL_EM_STEEL_EXIT_OPENING,
1208 EL_EM_STEEL_EXIT_OPEN,
1215 EL_EM_STEEL_EXIT_CLOSING,
1239 EL_SWITCHGATE_OPENING,
1247 EL_SWITCHGATE_CLOSING,
1248 EL_SWITCHGATE_CLOSED,
1255 EL_TIMEGATE_OPENING,
1263 EL_TIMEGATE_CLOSING,
1272 EL_ACID_SPLASH_LEFT,
1280 EL_ACID_SPLASH_RIGHT,
1289 EL_SP_BUGGY_BASE_ACTIVATING,
1296 EL_SP_BUGGY_BASE_ACTIVATING,
1297 EL_SP_BUGGY_BASE_ACTIVE,
1304 EL_SP_BUGGY_BASE_ACTIVE,
1328 EL_ROBOT_WHEEL_ACTIVE,
1336 EL_TIMEGATE_SWITCH_ACTIVE,
1344 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1345 EL_DC_TIMEGATE_SWITCH,
1352 EL_EMC_MAGIC_BALL_ACTIVE,
1353 EL_EMC_MAGIC_BALL_ACTIVE,
1360 EL_EMC_SPRING_BUMPER_ACTIVE,
1361 EL_EMC_SPRING_BUMPER,
1368 EL_DIAGONAL_SHRINKING,
1376 EL_DIAGONAL_GROWING,
1397 int push_delay_fixed, push_delay_random;
1401 { EL_SPRING, 0, 0 },
1402 { EL_BALLOON, 0, 0 },
1404 { EL_SOKOBAN_OBJECT, 2, 0 },
1405 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1406 { EL_SATELLITE, 2, 0 },
1407 { EL_SP_DISK_YELLOW, 2, 0 },
1409 { EL_UNDEFINED, 0, 0 },
1417 move_stepsize_list[] =
1419 { EL_AMOEBA_DROP, 2 },
1420 { EL_AMOEBA_DROPPING, 2 },
1421 { EL_QUICKSAND_FILLING, 1 },
1422 { EL_QUICKSAND_EMPTYING, 1 },
1423 { EL_QUICKSAND_FAST_FILLING, 2 },
1424 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1425 { EL_MAGIC_WALL_FILLING, 2 },
1426 { EL_MAGIC_WALL_EMPTYING, 2 },
1427 { EL_BD_MAGIC_WALL_FILLING, 2 },
1428 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1429 { EL_DC_MAGIC_WALL_FILLING, 2 },
1430 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1432 { EL_UNDEFINED, 0 },
1440 collect_count_list[] =
1443 { EL_BD_DIAMOND, 1 },
1444 { EL_EMERALD_YELLOW, 1 },
1445 { EL_EMERALD_RED, 1 },
1446 { EL_EMERALD_PURPLE, 1 },
1448 { EL_SP_INFOTRON, 1 },
1452 { EL_UNDEFINED, 0 },
1460 access_direction_list[] =
1462 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1463 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1464 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1465 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1466 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1467 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1468 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1469 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1470 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1471 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1472 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1474 { EL_SP_PORT_LEFT, MV_RIGHT },
1475 { EL_SP_PORT_RIGHT, MV_LEFT },
1476 { EL_SP_PORT_UP, MV_DOWN },
1477 { EL_SP_PORT_DOWN, MV_UP },
1478 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1479 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1480 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1481 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1482 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1483 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1484 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1485 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1486 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1487 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1488 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1489 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1490 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1491 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1492 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1494 { EL_UNDEFINED, MV_NONE }
1497 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1499 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1500 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1501 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1502 IS_JUST_CHANGING(x, y))
1504 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1506 /* static variables for playfield scan mode (scanning forward or backward) */
1507 static int playfield_scan_start_x = 0;
1508 static int playfield_scan_start_y = 0;
1509 static int playfield_scan_delta_x = 1;
1510 static int playfield_scan_delta_y = 1;
1512 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1513 (y) >= 0 && (y) <= lev_fieldy - 1; \
1514 (y) += playfield_scan_delta_y) \
1515 for ((x) = playfield_scan_start_x; \
1516 (x) >= 0 && (x) <= lev_fieldx - 1; \
1517 (x) += playfield_scan_delta_x)
1520 void DEBUG_SetMaximumDynamite()
1524 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1525 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1526 local_player->inventory_element[local_player->inventory_size++] =
1531 static void InitPlayfieldScanModeVars()
1533 if (game.use_reverse_scan_direction)
1535 playfield_scan_start_x = lev_fieldx - 1;
1536 playfield_scan_start_y = lev_fieldy - 1;
1538 playfield_scan_delta_x = -1;
1539 playfield_scan_delta_y = -1;
1543 playfield_scan_start_x = 0;
1544 playfield_scan_start_y = 0;
1546 playfield_scan_delta_x = 1;
1547 playfield_scan_delta_y = 1;
1551 static void InitPlayfieldScanMode(int mode)
1553 game.use_reverse_scan_direction =
1554 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1556 InitPlayfieldScanModeVars();
1559 static int get_move_delay_from_stepsize(int move_stepsize)
1562 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1564 /* make sure that stepsize value is always a power of 2 */
1565 move_stepsize = (1 << log_2(move_stepsize));
1567 return TILEX / move_stepsize;
1570 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1573 int player_nr = player->index_nr;
1574 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1575 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1577 /* do no immediately change move delay -- the player might just be moving */
1578 player->move_delay_value_next = move_delay;
1580 /* information if player can move must be set separately */
1581 player->cannot_move = cannot_move;
1585 player->move_delay = game.initial_move_delay[player_nr];
1586 player->move_delay_value = game.initial_move_delay_value[player_nr];
1588 player->move_delay_value_next = -1;
1590 player->move_delay_reset_counter = 0;
1594 void GetPlayerConfig()
1596 GameFrameDelay = setup.game_frame_delay;
1598 if (!audio.sound_available)
1599 setup.sound_simple = FALSE;
1601 if (!audio.loops_available)
1602 setup.sound_loops = FALSE;
1604 if (!audio.music_available)
1605 setup.sound_music = FALSE;
1607 if (!video.fullscreen_available)
1608 setup.fullscreen = FALSE;
1610 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1612 SetAudioMode(setup.sound);
1616 int GetElementFromGroupElement(int element)
1618 if (IS_GROUP_ELEMENT(element))
1620 struct ElementGroupInfo *group = element_info[element].group;
1621 int last_anim_random_frame = gfx.anim_random_frame;
1624 if (group->choice_mode == ANIM_RANDOM)
1625 gfx.anim_random_frame = RND(group->num_elements_resolved);
1627 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1628 group->choice_mode, 0,
1631 if (group->choice_mode == ANIM_RANDOM)
1632 gfx.anim_random_frame = last_anim_random_frame;
1634 group->choice_pos++;
1636 element = group->element_resolved[element_pos];
1642 static void InitPlayerField(int x, int y, int element, boolean init_game)
1644 if (element == EL_SP_MURPHY)
1648 if (stored_player[0].present)
1650 Feld[x][y] = EL_SP_MURPHY_CLONE;
1656 stored_player[0].initial_element = element;
1657 stored_player[0].use_murphy = TRUE;
1659 if (!level.use_artwork_element[0])
1660 stored_player[0].artwork_element = EL_SP_MURPHY;
1663 Feld[x][y] = EL_PLAYER_1;
1669 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1670 int jx = player->jx, jy = player->jy;
1672 player->present = TRUE;
1674 player->block_last_field = (element == EL_SP_MURPHY ?
1675 level.sp_block_last_field :
1676 level.block_last_field);
1678 /* ---------- initialize player's last field block delay --------------- */
1680 /* always start with reliable default value (no adjustment needed) */
1681 player->block_delay_adjustment = 0;
1683 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1684 if (player->block_last_field && element == EL_SP_MURPHY)
1685 player->block_delay_adjustment = 1;
1687 /* special case 2: in game engines before 3.1.1, blocking was different */
1688 if (game.use_block_last_field_bug)
1689 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1691 if (!options.network || player->connected)
1693 player->active = TRUE;
1695 /* remove potentially duplicate players */
1696 if (StorePlayer[jx][jy] == Feld[x][y])
1697 StorePlayer[jx][jy] = 0;
1699 StorePlayer[x][y] = Feld[x][y];
1701 #if DEBUG_INIT_PLAYER
1704 printf("- player element %d activated", player->element_nr);
1705 printf(" (local player is %d and currently %s)\n",
1706 local_player->element_nr,
1707 local_player->active ? "active" : "not active");
1712 Feld[x][y] = EL_EMPTY;
1714 player->jx = player->last_jx = x;
1715 player->jy = player->last_jy = y;
1720 int player_nr = GET_PLAYER_NR(element);
1721 struct PlayerInfo *player = &stored_player[player_nr];
1723 if (player->active && player->killed)
1724 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1728 static void InitField(int x, int y, boolean init_game)
1730 int element = Feld[x][y];
1739 InitPlayerField(x, y, element, init_game);
1742 case EL_SOKOBAN_FIELD_PLAYER:
1743 element = Feld[x][y] = EL_PLAYER_1;
1744 InitField(x, y, init_game);
1746 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1747 InitField(x, y, init_game);
1750 case EL_SOKOBAN_FIELD_EMPTY:
1751 local_player->sokobanfields_still_needed++;
1755 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1756 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1757 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1758 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1759 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1760 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1761 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1762 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1763 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1764 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1773 case EL_SPACESHIP_RIGHT:
1774 case EL_SPACESHIP_UP:
1775 case EL_SPACESHIP_LEFT:
1776 case EL_SPACESHIP_DOWN:
1777 case EL_BD_BUTTERFLY:
1778 case EL_BD_BUTTERFLY_RIGHT:
1779 case EL_BD_BUTTERFLY_UP:
1780 case EL_BD_BUTTERFLY_LEFT:
1781 case EL_BD_BUTTERFLY_DOWN:
1783 case EL_BD_FIREFLY_RIGHT:
1784 case EL_BD_FIREFLY_UP:
1785 case EL_BD_FIREFLY_LEFT:
1786 case EL_BD_FIREFLY_DOWN:
1787 case EL_PACMAN_RIGHT:
1789 case EL_PACMAN_LEFT:
1790 case EL_PACMAN_DOWN:
1792 case EL_YAMYAM_LEFT:
1793 case EL_YAMYAM_RIGHT:
1795 case EL_YAMYAM_DOWN:
1796 case EL_DARK_YAMYAM:
1799 case EL_SP_SNIKSNAK:
1800 case EL_SP_ELECTRON:
1809 case EL_AMOEBA_FULL:
1814 case EL_AMOEBA_DROP:
1815 if (y == lev_fieldy - 1)
1817 Feld[x][y] = EL_AMOEBA_GROWING;
1818 Store[x][y] = EL_AMOEBA_WET;
1822 case EL_DYNAMITE_ACTIVE:
1823 case EL_SP_DISK_RED_ACTIVE:
1824 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1825 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1826 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1827 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1828 MovDelay[x][y] = 96;
1831 case EL_EM_DYNAMITE_ACTIVE:
1832 MovDelay[x][y] = 32;
1836 local_player->lights_still_needed++;
1840 local_player->friends_still_needed++;
1845 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1848 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1849 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1850 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1851 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1852 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1853 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1854 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1855 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1856 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1857 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1858 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1859 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1862 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1863 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1864 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1866 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1868 game.belt_dir[belt_nr] = belt_dir;
1869 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1871 else /* more than one switch -- set it like the first switch */
1873 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1878 case EL_LIGHT_SWITCH_ACTIVE:
1880 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1883 case EL_INVISIBLE_STEELWALL:
1884 case EL_INVISIBLE_WALL:
1885 case EL_INVISIBLE_SAND:
1886 if (game.light_time_left > 0 ||
1887 game.lenses_time_left > 0)
1888 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1891 case EL_EMC_MAGIC_BALL:
1892 if (game.ball_state)
1893 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1896 case EL_EMC_MAGIC_BALL_SWITCH:
1897 if (game.ball_state)
1898 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1901 case EL_TRIGGER_PLAYER:
1902 case EL_TRIGGER_ELEMENT:
1903 case EL_TRIGGER_CE_VALUE:
1904 case EL_TRIGGER_CE_SCORE:
1906 case EL_ANY_ELEMENT:
1907 case EL_CURRENT_CE_VALUE:
1908 case EL_CURRENT_CE_SCORE:
1925 /* reference elements should not be used on the playfield */
1926 Feld[x][y] = EL_EMPTY;
1930 if (IS_CUSTOM_ELEMENT(element))
1932 if (CAN_MOVE(element))
1935 if (!element_info[element].use_last_ce_value || init_game)
1936 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1938 else if (IS_GROUP_ELEMENT(element))
1940 Feld[x][y] = GetElementFromGroupElement(element);
1942 InitField(x, y, init_game);
1949 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1952 inline static void InitField_WithBug1(int x, int y, boolean init_game)
1954 InitField(x, y, init_game);
1956 /* not needed to call InitMovDir() -- already done by InitField()! */
1957 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1958 CAN_MOVE(Feld[x][y]))
1962 inline static void InitField_WithBug2(int x, int y, boolean init_game)
1964 int old_element = Feld[x][y];
1966 InitField(x, y, init_game);
1968 /* not needed to call InitMovDir() -- already done by InitField()! */
1969 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1970 CAN_MOVE(old_element) &&
1971 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
1974 /* this case is in fact a combination of not less than three bugs:
1975 first, it calls InitMovDir() for elements that can move, although this is
1976 already done by InitField(); then, it checks the element that was at this
1977 field _before_ the call to InitField() (which can change it); lastly, it
1978 was not called for "mole with direction" elements, which were treated as
1979 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
1983 static int get_key_element_from_nr(int key_nr)
1985 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
1986 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
1987 EL_EM_KEY_1 : EL_KEY_1);
1989 return key_base_element + key_nr;
1992 static int get_next_dropped_element(struct PlayerInfo *player)
1994 return (player->inventory_size > 0 ?
1995 player->inventory_element[player->inventory_size - 1] :
1996 player->inventory_infinite_element != EL_UNDEFINED ?
1997 player->inventory_infinite_element :
1998 player->dynabombs_left > 0 ?
1999 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2003 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2005 /* pos >= 0: get element from bottom of the stack;
2006 pos < 0: get element from top of the stack */
2010 int min_inventory_size = -pos;
2011 int inventory_pos = player->inventory_size - min_inventory_size;
2012 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2014 return (player->inventory_size >= min_inventory_size ?
2015 player->inventory_element[inventory_pos] :
2016 player->inventory_infinite_element != EL_UNDEFINED ?
2017 player->inventory_infinite_element :
2018 player->dynabombs_left >= min_dynabombs_left ?
2019 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2024 int min_dynabombs_left = pos + 1;
2025 int min_inventory_size = pos + 1 - player->dynabombs_left;
2026 int inventory_pos = pos - player->dynabombs_left;
2028 return (player->inventory_infinite_element != EL_UNDEFINED ?
2029 player->inventory_infinite_element :
2030 player->dynabombs_left >= min_dynabombs_left ?
2031 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2032 player->inventory_size >= min_inventory_size ?
2033 player->inventory_element[inventory_pos] :
2038 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2040 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2041 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2044 if (gpo1->sort_priority != gpo2->sort_priority)
2045 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2047 compare_result = gpo1->nr - gpo2->nr;
2049 return compare_result;
2052 void InitGameControlValues()
2056 for (i = 0; game_panel_controls[i].nr != -1; i++)
2058 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2059 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2060 struct TextPosInfo *pos = gpc->pos;
2062 int type = gpc->type;
2066 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2067 Error(ERR_EXIT, "this should not happen -- please debug");
2070 /* force update of game controls after initialization */
2071 gpc->value = gpc->last_value = -1;
2072 gpc->frame = gpc->last_frame = -1;
2073 gpc->gfx_frame = -1;
2075 /* determine panel value width for later calculation of alignment */
2076 if (type == TYPE_INTEGER || type == TYPE_STRING)
2078 pos->width = pos->size * getFontWidth(pos->font);
2079 pos->height = getFontHeight(pos->font);
2081 else if (type == TYPE_ELEMENT)
2083 pos->width = pos->size;
2084 pos->height = pos->size;
2087 /* fill structure for game panel draw order */
2089 gpo->sort_priority = pos->sort_priority;
2092 /* sort game panel controls according to sort_priority and control number */
2093 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2094 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2097 void UpdatePlayfieldElementCount()
2099 boolean use_element_count = FALSE;
2102 /* first check if it is needed at all to calculate playfield element count */
2103 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2104 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2105 use_element_count = TRUE;
2107 if (!use_element_count)
2110 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2111 element_info[i].element_count = 0;
2113 SCAN_PLAYFIELD(x, y)
2115 element_info[Feld[x][y]].element_count++;
2118 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2119 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2120 if (IS_IN_GROUP(j, i))
2121 element_info[EL_GROUP_START + i].element_count +=
2122 element_info[j].element_count;
2125 void UpdateGameControlValues()
2128 int time = (local_player->LevelSolved ?
2129 local_player->LevelSolved_CountingTime :
2130 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2131 level.native_em_level->lev->time :
2132 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2133 level.native_sp_level->game_sp->time_played :
2134 game.no_time_limit ? TimePlayed : TimeLeft);
2135 int score = (local_player->LevelSolved ?
2136 local_player->LevelSolved_CountingScore :
2137 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2138 level.native_em_level->lev->score :
2139 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2140 level.native_sp_level->game_sp->score :
2141 local_player->score);
2142 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2143 level.native_em_level->lev->required :
2144 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2145 level.native_sp_level->game_sp->infotrons_still_needed :
2146 local_player->gems_still_needed);
2147 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2148 level.native_em_level->lev->required > 0 :
2149 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2150 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2151 local_player->gems_still_needed > 0 ||
2152 local_player->sokobanfields_still_needed > 0 ||
2153 local_player->lights_still_needed > 0);
2155 UpdatePlayfieldElementCount();
2157 /* update game panel control values */
2159 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2160 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2162 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2163 for (i = 0; i < MAX_NUM_KEYS; i++)
2164 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2165 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2166 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2168 if (game.centered_player_nr == -1)
2170 for (i = 0; i < MAX_PLAYERS; i++)
2172 /* only one player in Supaplex game engine */
2173 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2176 for (k = 0; k < MAX_NUM_KEYS; k++)
2178 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2180 if (level.native_em_level->ply[i]->keys & (1 << k))
2181 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2182 get_key_element_from_nr(k);
2184 else if (stored_player[i].key[k])
2185 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2186 get_key_element_from_nr(k);
2189 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2190 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2191 level.native_em_level->ply[i]->dynamite;
2192 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2193 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2194 level.native_sp_level->game_sp->red_disk_count;
2196 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2197 stored_player[i].inventory_size;
2199 if (stored_player[i].num_white_keys > 0)
2200 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2203 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2204 stored_player[i].num_white_keys;
2209 int player_nr = game.centered_player_nr;
2211 for (k = 0; k < MAX_NUM_KEYS; k++)
2213 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2215 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2216 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2217 get_key_element_from_nr(k);
2219 else if (stored_player[player_nr].key[k])
2220 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2221 get_key_element_from_nr(k);
2224 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2225 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2226 level.native_em_level->ply[player_nr]->dynamite;
2227 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2228 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2229 level.native_sp_level->game_sp->red_disk_count;
2231 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2232 stored_player[player_nr].inventory_size;
2234 if (stored_player[player_nr].num_white_keys > 0)
2235 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2237 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2238 stored_player[player_nr].num_white_keys;
2241 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2243 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2244 get_inventory_element_from_pos(local_player, i);
2245 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2246 get_inventory_element_from_pos(local_player, -i - 1);
2249 game_panel_controls[GAME_PANEL_SCORE].value = score;
2250 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2252 game_panel_controls[GAME_PANEL_TIME].value = time;
2254 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2255 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2256 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2258 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2260 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2261 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2263 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2264 local_player->shield_normal_time_left;
2265 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2266 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2268 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2269 local_player->shield_deadly_time_left;
2271 game_panel_controls[GAME_PANEL_EXIT].value =
2272 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2274 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2275 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2276 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2277 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2278 EL_EMC_MAGIC_BALL_SWITCH);
2280 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2281 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2282 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2283 game.light_time_left;
2285 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2286 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2287 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2288 game.timegate_time_left;
2290 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2291 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2293 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2294 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2295 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2296 game.lenses_time_left;
2298 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2299 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2300 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2301 game.magnify_time_left;
2303 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2304 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2305 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2306 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2307 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2308 EL_BALLOON_SWITCH_NONE);
2310 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2311 local_player->dynabomb_count;
2312 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2313 local_player->dynabomb_size;
2314 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2315 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2317 game_panel_controls[GAME_PANEL_PENGUINS].value =
2318 local_player->friends_still_needed;
2320 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2321 local_player->sokobanfields_still_needed;
2322 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2323 local_player->sokobanfields_still_needed;
2325 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2326 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2328 for (i = 0; i < NUM_BELTS; i++)
2330 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2331 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2332 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2333 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2334 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2337 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2338 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2339 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2340 game.magic_wall_time_left;
2342 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2343 local_player->gravity;
2345 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2346 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2348 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2349 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2350 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2351 game.panel.element[i].id : EL_UNDEFINED);
2353 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2354 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2355 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2356 element_info[game.panel.element_count[i].id].element_count : 0);
2358 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2359 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2360 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2361 element_info[game.panel.ce_score[i].id].collect_score : 0);
2363 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2364 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2365 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2366 element_info[game.panel.ce_score_element[i].id].collect_score :
2369 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2370 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2371 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2373 /* update game panel control frames */
2375 for (i = 0; game_panel_controls[i].nr != -1; i++)
2377 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2379 if (gpc->type == TYPE_ELEMENT)
2381 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2383 int last_anim_random_frame = gfx.anim_random_frame;
2384 int element = gpc->value;
2385 int graphic = el2panelimg(element);
2387 if (gpc->value != gpc->last_value)
2390 gpc->gfx_random = INIT_GFX_RANDOM();
2396 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2397 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2398 gpc->gfx_random = INIT_GFX_RANDOM();
2401 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2402 gfx.anim_random_frame = gpc->gfx_random;
2404 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2405 gpc->gfx_frame = element_info[element].collect_score;
2407 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2410 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2411 gfx.anim_random_frame = last_anim_random_frame;
2417 void DisplayGameControlValues()
2419 boolean redraw_panel = FALSE;
2422 for (i = 0; game_panel_controls[i].nr != -1; i++)
2424 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2426 if (PANEL_DEACTIVATED(gpc->pos))
2429 if (gpc->value == gpc->last_value &&
2430 gpc->frame == gpc->last_frame)
2433 redraw_panel = TRUE;
2439 /* copy default game door content to main double buffer */
2441 /* !!! CHECK AGAIN !!! */
2442 SetPanelBackground();
2443 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2444 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2446 /* redraw game control buttons */
2447 RedrawGameButtons();
2449 game_status = GAME_MODE_PSEUDO_PANEL;
2451 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2453 int nr = game_panel_order[i].nr;
2454 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2455 struct TextPosInfo *pos = gpc->pos;
2456 int type = gpc->type;
2457 int value = gpc->value;
2458 int frame = gpc->frame;
2459 int size = pos->size;
2460 int font = pos->font;
2461 boolean draw_masked = pos->draw_masked;
2462 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2464 if (PANEL_DEACTIVATED(pos))
2467 gpc->last_value = value;
2468 gpc->last_frame = frame;
2470 if (type == TYPE_INTEGER)
2472 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2473 nr == GAME_PANEL_TIME)
2475 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2477 if (use_dynamic_size) /* use dynamic number of digits */
2479 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2480 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2481 int size2 = size1 + 1;
2482 int font1 = pos->font;
2483 int font2 = pos->font_alt;
2485 size = (value < value_change ? size1 : size2);
2486 font = (value < value_change ? font1 : font2);
2490 /* correct text size if "digits" is zero or less */
2492 size = strlen(int2str(value, size));
2494 /* dynamically correct text alignment */
2495 pos->width = size * getFontWidth(font);
2497 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2498 int2str(value, size), font, mask_mode);
2500 else if (type == TYPE_ELEMENT)
2502 int element, graphic;
2506 int dst_x = PANEL_XPOS(pos);
2507 int dst_y = PANEL_YPOS(pos);
2509 if (value != EL_UNDEFINED && value != EL_EMPTY)
2512 graphic = el2panelimg(value);
2514 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2516 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2519 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2522 width = graphic_info[graphic].width * size / TILESIZE;
2523 height = graphic_info[graphic].height * size / TILESIZE;
2526 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2529 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2533 else if (type == TYPE_STRING)
2535 boolean active = (value != 0);
2536 char *state_normal = "off";
2537 char *state_active = "on";
2538 char *state = (active ? state_active : state_normal);
2539 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2540 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2541 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2542 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2544 if (nr == GAME_PANEL_GRAVITY_STATE)
2546 int font1 = pos->font; /* (used for normal state) */
2547 int font2 = pos->font_alt; /* (used for active state) */
2549 font = (active ? font2 : font1);
2558 /* don't truncate output if "chars" is zero or less */
2561 /* dynamically correct text alignment */
2562 pos->width = size * getFontWidth(font);
2565 s_cut = getStringCopyN(s, size);
2567 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2568 s_cut, font, mask_mode);
2574 redraw_mask |= REDRAW_DOOR_1;
2577 game_status = GAME_MODE_PLAYING;
2580 void UpdateAndDisplayGameControlValues()
2582 if (tape.deactivate_display)
2585 UpdateGameControlValues();
2586 DisplayGameControlValues();
2589 void UpdateGameDoorValues()
2591 UpdateGameControlValues();
2594 void DrawGameDoorValues()
2596 DisplayGameControlValues();
2601 =============================================================================
2603 -----------------------------------------------------------------------------
2604 initialize game engine due to level / tape version number
2605 =============================================================================
2608 static void InitGameEngine()
2610 int i, j, k, l, x, y;
2612 /* set game engine from tape file when re-playing, else from level file */
2613 game.engine_version = (tape.playing ? tape.engine_version :
2614 level.game_version);
2616 /* set single or multi-player game mode (needed for re-playing tapes) */
2617 game.team_mode = setup.team_mode;
2621 int num_players = 0;
2623 for (i = 0; i < MAX_PLAYERS; i++)
2624 if (tape.player_participates[i])
2627 /* multi-player tapes contain input data for more than one player */
2628 game.team_mode = (num_players > 1);
2631 /* ---------------------------------------------------------------------- */
2632 /* set flags for bugs and changes according to active game engine version */
2633 /* ---------------------------------------------------------------------- */
2636 Summary of bugfix/change:
2637 Fixed handling for custom elements that change when pushed by the player.
2639 Fixed/changed in version:
2643 Before 3.1.0, custom elements that "change when pushing" changed directly
2644 after the player started pushing them (until then handled in "DigField()").
2645 Since 3.1.0, these custom elements are not changed until the "pushing"
2646 move of the element is finished (now handled in "ContinueMoving()").
2648 Affected levels/tapes:
2649 The first condition is generally needed for all levels/tapes before version
2650 3.1.0, which might use the old behaviour before it was changed; known tapes
2651 that are affected are some tapes from the level set "Walpurgis Gardens" by
2653 The second condition is an exception from the above case and is needed for
2654 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2655 above (including some development versions of 3.1.0), but before it was
2656 known that this change would break tapes like the above and was fixed in
2657 3.1.1, so that the changed behaviour was active although the engine version
2658 while recording maybe was before 3.1.0. There is at least one tape that is
2659 affected by this exception, which is the tape for the one-level set "Bug
2660 Machine" by Juergen Bonhagen.
2663 game.use_change_when_pushing_bug =
2664 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2666 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2667 tape.game_version < VERSION_IDENT(3,1,1,0)));
2670 Summary of bugfix/change:
2671 Fixed handling for blocking the field the player leaves when moving.
2673 Fixed/changed in version:
2677 Before 3.1.1, when "block last field when moving" was enabled, the field
2678 the player is leaving when moving was blocked for the time of the move,
2679 and was directly unblocked afterwards. This resulted in the last field
2680 being blocked for exactly one less than the number of frames of one player
2681 move. Additionally, even when blocking was disabled, the last field was
2682 blocked for exactly one frame.
2683 Since 3.1.1, due to changes in player movement handling, the last field
2684 is not blocked at all when blocking is disabled. When blocking is enabled,
2685 the last field is blocked for exactly the number of frames of one player
2686 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2687 last field is blocked for exactly one more than the number of frames of
2690 Affected levels/tapes:
2691 (!!! yet to be determined -- probably many !!!)
2694 game.use_block_last_field_bug =
2695 (game.engine_version < VERSION_IDENT(3,1,1,0));
2697 /* ---------------------------------------------------------------------- */
2699 /* set maximal allowed number of custom element changes per game frame */
2700 game.max_num_changes_per_frame = 1;
2702 /* default scan direction: scan playfield from top/left to bottom/right */
2703 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2705 /* dynamically adjust element properties according to game engine version */
2706 InitElementPropertiesEngine(game.engine_version);
2709 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2710 printf(" tape version == %06d [%s] [file: %06d]\n",
2711 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2713 printf(" => game.engine_version == %06d\n", game.engine_version);
2716 /* ---------- initialize player's initial move delay --------------------- */
2718 /* dynamically adjust player properties according to level information */
2719 for (i = 0; i < MAX_PLAYERS; i++)
2720 game.initial_move_delay_value[i] =
2721 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2723 /* dynamically adjust player properties according to game engine version */
2724 for (i = 0; i < MAX_PLAYERS; i++)
2725 game.initial_move_delay[i] =
2726 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2727 game.initial_move_delay_value[i] : 0);
2729 /* ---------- initialize player's initial push delay --------------------- */
2731 /* dynamically adjust player properties according to game engine version */
2732 game.initial_push_delay_value =
2733 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2735 /* ---------- initialize changing elements ------------------------------- */
2737 /* initialize changing elements information */
2738 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2740 struct ElementInfo *ei = &element_info[i];
2742 /* this pointer might have been changed in the level editor */
2743 ei->change = &ei->change_page[0];
2745 if (!IS_CUSTOM_ELEMENT(i))
2747 ei->change->target_element = EL_EMPTY_SPACE;
2748 ei->change->delay_fixed = 0;
2749 ei->change->delay_random = 0;
2750 ei->change->delay_frames = 1;
2753 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2755 ei->has_change_event[j] = FALSE;
2757 ei->event_page_nr[j] = 0;
2758 ei->event_page[j] = &ei->change_page[0];
2762 /* add changing elements from pre-defined list */
2763 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2765 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2766 struct ElementInfo *ei = &element_info[ch_delay->element];
2768 ei->change->target_element = ch_delay->target_element;
2769 ei->change->delay_fixed = ch_delay->change_delay;
2771 ei->change->pre_change_function = ch_delay->pre_change_function;
2772 ei->change->change_function = ch_delay->change_function;
2773 ei->change->post_change_function = ch_delay->post_change_function;
2775 ei->change->can_change = TRUE;
2776 ei->change->can_change_or_has_action = TRUE;
2778 ei->has_change_event[CE_DELAY] = TRUE;
2780 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2781 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2784 /* ---------- initialize internal run-time variables --------------------- */
2786 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2788 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2790 for (j = 0; j < ei->num_change_pages; j++)
2792 ei->change_page[j].can_change_or_has_action =
2793 (ei->change_page[j].can_change |
2794 ei->change_page[j].has_action);
2798 /* add change events from custom element configuration */
2799 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2801 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2803 for (j = 0; j < ei->num_change_pages; j++)
2805 if (!ei->change_page[j].can_change_or_has_action)
2808 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2810 /* only add event page for the first page found with this event */
2811 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
2813 ei->has_change_event[k] = TRUE;
2815 ei->event_page_nr[k] = j;
2816 ei->event_page[k] = &ei->change_page[j];
2822 /* ---------- initialize reference elements in change conditions --------- */
2824 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2826 int element = EL_CUSTOM_START + i;
2827 struct ElementInfo *ei = &element_info[element];
2829 for (j = 0; j < ei->num_change_pages; j++)
2831 int trigger_element = ei->change_page[j].initial_trigger_element;
2833 if (trigger_element >= EL_PREV_CE_8 &&
2834 trigger_element <= EL_NEXT_CE_8)
2835 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
2837 ei->change_page[j].trigger_element = trigger_element;
2841 /* ---------- initialize run-time trigger player and element ------------- */
2843 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2845 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2847 for (j = 0; j < ei->num_change_pages; j++)
2849 ei->change_page[j].actual_trigger_element = EL_EMPTY;
2850 ei->change_page[j].actual_trigger_player = EL_EMPTY;
2851 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
2852 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
2853 ei->change_page[j].actual_trigger_ce_value = 0;
2854 ei->change_page[j].actual_trigger_ce_score = 0;
2858 /* ---------- initialize trigger events ---------------------------------- */
2860 /* initialize trigger events information */
2861 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2862 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2863 trigger_events[i][j] = FALSE;
2865 /* add trigger events from element change event properties */
2866 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2868 struct ElementInfo *ei = &element_info[i];
2870 for (j = 0; j < ei->num_change_pages; j++)
2872 if (!ei->change_page[j].can_change_or_has_action)
2875 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
2877 int trigger_element = ei->change_page[j].trigger_element;
2879 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2881 if (ei->change_page[j].has_event[k])
2883 if (IS_GROUP_ELEMENT(trigger_element))
2885 struct ElementGroupInfo *group =
2886 element_info[trigger_element].group;
2888 for (l = 0; l < group->num_elements_resolved; l++)
2889 trigger_events[group->element_resolved[l]][k] = TRUE;
2891 else if (trigger_element == EL_ANY_ELEMENT)
2892 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
2893 trigger_events[l][k] = TRUE;
2895 trigger_events[trigger_element][k] = TRUE;
2902 /* ---------- initialize push delay -------------------------------------- */
2904 /* initialize push delay values to default */
2905 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2907 if (!IS_CUSTOM_ELEMENT(i))
2909 /* set default push delay values (corrected since version 3.0.7-1) */
2910 if (game.engine_version < VERSION_IDENT(3,0,7,1))
2912 element_info[i].push_delay_fixed = 2;
2913 element_info[i].push_delay_random = 8;
2917 element_info[i].push_delay_fixed = 8;
2918 element_info[i].push_delay_random = 8;
2923 /* set push delay value for certain elements from pre-defined list */
2924 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
2926 int e = push_delay_list[i].element;
2928 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
2929 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
2932 /* set push delay value for Supaplex elements for newer engine versions */
2933 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2935 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2937 if (IS_SP_ELEMENT(i))
2939 /* set SP push delay to just enough to push under a falling zonk */
2940 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
2942 element_info[i].push_delay_fixed = delay;
2943 element_info[i].push_delay_random = 0;
2948 /* ---------- initialize move stepsize ----------------------------------- */
2950 /* initialize move stepsize values to default */
2951 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2952 if (!IS_CUSTOM_ELEMENT(i))
2953 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
2955 /* set move stepsize value for certain elements from pre-defined list */
2956 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
2958 int e = move_stepsize_list[i].element;
2960 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
2963 /* ---------- initialize collect score ----------------------------------- */
2965 /* initialize collect score values for custom elements from initial value */
2966 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2967 if (IS_CUSTOM_ELEMENT(i))
2968 element_info[i].collect_score = element_info[i].collect_score_initial;
2970 /* ---------- initialize collect count ----------------------------------- */
2972 /* initialize collect count values for non-custom elements */
2973 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2974 if (!IS_CUSTOM_ELEMENT(i))
2975 element_info[i].collect_count_initial = 0;
2977 /* add collect count values for all elements from pre-defined list */
2978 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
2979 element_info[collect_count_list[i].element].collect_count_initial =
2980 collect_count_list[i].count;
2982 /* ---------- initialize access direction -------------------------------- */
2984 /* initialize access direction values to default (access from every side) */
2985 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2986 if (!IS_CUSTOM_ELEMENT(i))
2987 element_info[i].access_direction = MV_ALL_DIRECTIONS;
2989 /* set access direction value for certain elements from pre-defined list */
2990 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
2991 element_info[access_direction_list[i].element].access_direction =
2992 access_direction_list[i].direction;
2994 /* ---------- initialize explosion content ------------------------------- */
2995 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2997 if (IS_CUSTOM_ELEMENT(i))
3000 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3002 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3004 element_info[i].content.e[x][y] =
3005 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3006 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3007 i == EL_PLAYER_3 ? EL_EMERALD :
3008 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3009 i == EL_MOLE ? EL_EMERALD_RED :
3010 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3011 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3012 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3013 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3014 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3015 i == EL_WALL_EMERALD ? EL_EMERALD :
3016 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3017 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3018 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3019 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3020 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3021 i == EL_WALL_PEARL ? EL_PEARL :
3022 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3027 /* ---------- initialize recursion detection ------------------------------ */
3028 recursion_loop_depth = 0;
3029 recursion_loop_detected = FALSE;
3030 recursion_loop_element = EL_UNDEFINED;
3032 /* ---------- initialize graphics engine ---------------------------------- */
3033 game.scroll_delay_value =
3034 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3035 setup.scroll_delay ? setup.scroll_delay_value : 0);
3036 game.scroll_delay_value =
3037 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3039 /* ---------- initialize game engine snapshots ---------------------------- */
3040 for (i = 0; i < MAX_PLAYERS; i++)
3041 game.snapshot.last_action[i] = 0;
3042 game.snapshot.changed_action = FALSE;
3043 game.snapshot.mode =
3044 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3045 SNAPSHOT_MODE_EVERY_STEP :
3046 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3047 SNAPSHOT_MODE_EVERY_MOVE : SNAPSHOT_MODE_OFF);
3050 int get_num_special_action(int element, int action_first, int action_last)
3052 int num_special_action = 0;
3055 for (i = action_first; i <= action_last; i++)
3057 boolean found = FALSE;
3059 for (j = 0; j < NUM_DIRECTIONS; j++)
3060 if (el_act_dir2img(element, i, j) !=
3061 el_act_dir2img(element, ACTION_DEFAULT, j))
3065 num_special_action++;
3070 return num_special_action;
3075 =============================================================================
3077 -----------------------------------------------------------------------------
3078 initialize and start new game
3079 =============================================================================
3084 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3085 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3086 int fade_mask = REDRAW_FIELD;
3088 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3089 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3090 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3091 int initial_move_dir = MV_DOWN;
3094 // required here to update video display before fading (FIX THIS)
3095 DrawMaskedBorder(REDRAW_DOOR_2);
3097 game_status = GAME_MODE_PLAYING;
3099 if (!game.restart_level)
3100 CloseDoor(DOOR_CLOSE_1);
3102 /* needed if different viewport properties defined for playing */
3103 ChangeViewportPropertiesIfNeeded();
3105 if (level_editor_test_game)
3106 FadeSkipNextFadeIn();
3108 FadeSetEnterScreen();
3110 if (CheckIfGlobalBorderHasChanged())
3111 fade_mask = REDRAW_ALL;
3115 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3119 DrawCompleteVideoDisplay();
3122 InitGameControlValues();
3124 /* don't play tapes over network */
3125 network_playing = (options.network && !tape.playing);
3127 for (i = 0; i < MAX_PLAYERS; i++)
3129 struct PlayerInfo *player = &stored_player[i];
3131 player->index_nr = i;
3132 player->index_bit = (1 << i);
3133 player->element_nr = EL_PLAYER_1 + i;
3135 player->present = FALSE;
3136 player->active = FALSE;
3137 player->mapped = FALSE;
3139 player->killed = FALSE;
3140 player->reanimated = FALSE;
3143 player->effective_action = 0;
3144 player->programmed_action = 0;
3147 player->score_final = 0;
3149 player->gems_still_needed = level.gems_needed;
3150 player->sokobanfields_still_needed = 0;
3151 player->lights_still_needed = 0;
3152 player->friends_still_needed = 0;
3154 for (j = 0; j < MAX_NUM_KEYS; j++)
3155 player->key[j] = FALSE;
3157 player->num_white_keys = 0;
3159 player->dynabomb_count = 0;
3160 player->dynabomb_size = 1;
3161 player->dynabombs_left = 0;
3162 player->dynabomb_xl = FALSE;
3164 player->MovDir = initial_move_dir;
3167 player->GfxDir = initial_move_dir;
3168 player->GfxAction = ACTION_DEFAULT;
3170 player->StepFrame = 0;
3172 player->initial_element = player->element_nr;
3173 player->artwork_element =
3174 (level.use_artwork_element[i] ? level.artwork_element[i] :
3175 player->element_nr);
3176 player->use_murphy = FALSE;
3178 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3179 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3181 player->gravity = level.initial_player_gravity[i];
3183 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3185 player->actual_frame_counter = 0;
3187 player->step_counter = 0;
3189 player->last_move_dir = initial_move_dir;
3191 player->is_active = FALSE;
3193 player->is_waiting = FALSE;
3194 player->is_moving = FALSE;
3195 player->is_auto_moving = FALSE;
3196 player->is_digging = FALSE;
3197 player->is_snapping = FALSE;
3198 player->is_collecting = FALSE;
3199 player->is_pushing = FALSE;
3200 player->is_switching = FALSE;
3201 player->is_dropping = FALSE;
3202 player->is_dropping_pressed = FALSE;
3204 player->is_bored = FALSE;
3205 player->is_sleeping = FALSE;
3207 player->frame_counter_bored = -1;
3208 player->frame_counter_sleeping = -1;
3210 player->anim_delay_counter = 0;
3211 player->post_delay_counter = 0;
3213 player->dir_waiting = initial_move_dir;
3214 player->action_waiting = ACTION_DEFAULT;
3215 player->last_action_waiting = ACTION_DEFAULT;
3216 player->special_action_bored = ACTION_DEFAULT;
3217 player->special_action_sleeping = ACTION_DEFAULT;
3219 player->switch_x = -1;
3220 player->switch_y = -1;
3222 player->drop_x = -1;
3223 player->drop_y = -1;
3225 player->show_envelope = 0;
3227 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3229 player->push_delay = -1; /* initialized when pushing starts */
3230 player->push_delay_value = game.initial_push_delay_value;
3232 player->drop_delay = 0;
3233 player->drop_pressed_delay = 0;
3235 player->last_jx = -1;
3236 player->last_jy = -1;
3240 player->shield_normal_time_left = 0;
3241 player->shield_deadly_time_left = 0;
3243 player->inventory_infinite_element = EL_UNDEFINED;
3244 player->inventory_size = 0;
3246 if (level.use_initial_inventory[i])
3248 for (j = 0; j < level.initial_inventory_size[i]; j++)
3250 int element = level.initial_inventory_content[i][j];
3251 int collect_count = element_info[element].collect_count_initial;
3254 if (!IS_CUSTOM_ELEMENT(element))
3257 if (collect_count == 0)
3258 player->inventory_infinite_element = element;
3260 for (k = 0; k < collect_count; k++)
3261 if (player->inventory_size < MAX_INVENTORY_SIZE)
3262 player->inventory_element[player->inventory_size++] = element;
3266 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3267 SnapField(player, 0, 0);
3269 player->LevelSolved = FALSE;
3270 player->GameOver = FALSE;
3272 player->LevelSolved_GameWon = FALSE;
3273 player->LevelSolved_GameEnd = FALSE;
3274 player->LevelSolved_PanelOff = FALSE;
3275 player->LevelSolved_SaveTape = FALSE;
3276 player->LevelSolved_SaveScore = FALSE;
3277 player->LevelSolved_CountingTime = 0;
3278 player->LevelSolved_CountingScore = 0;
3280 map_player_action[i] = i;
3283 network_player_action_received = FALSE;
3285 #if defined(NETWORK_AVALIABLE)
3286 /* initial null action */
3287 if (network_playing)
3288 SendToServer_MovePlayer(MV_NONE);
3297 TimeLeft = level.time;
3300 ScreenMovDir = MV_NONE;
3304 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3306 AllPlayersGone = FALSE;
3308 game.no_time_limit = (level.time == 0);
3310 game.yamyam_content_nr = 0;
3311 game.robot_wheel_active = FALSE;
3312 game.magic_wall_active = FALSE;
3313 game.magic_wall_time_left = 0;
3314 game.light_time_left = 0;
3315 game.timegate_time_left = 0;
3316 game.switchgate_pos = 0;
3317 game.wind_direction = level.wind_direction_initial;
3319 game.lenses_time_left = 0;
3320 game.magnify_time_left = 0;
3322 game.ball_state = level.ball_state_initial;
3323 game.ball_content_nr = 0;
3325 game.envelope_active = FALSE;
3327 /* set focus to local player for network games, else to all players */
3328 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3329 game.centered_player_nr_next = game.centered_player_nr;
3330 game.set_centered_player = FALSE;
3332 if (network_playing && tape.recording)
3334 /* store client dependent player focus when recording network games */
3335 tape.centered_player_nr_next = game.centered_player_nr_next;
3336 tape.set_centered_player = TRUE;
3339 for (i = 0; i < NUM_BELTS; i++)
3341 game.belt_dir[i] = MV_NONE;
3342 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3345 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3346 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3348 #if DEBUG_INIT_PLAYER
3351 printf("Player status at level initialization:\n");
3355 SCAN_PLAYFIELD(x, y)
3357 Feld[x][y] = level.field[x][y];
3358 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3359 ChangeDelay[x][y] = 0;
3360 ChangePage[x][y] = -1;
3361 CustomValue[x][y] = 0; /* initialized in InitField() */
3362 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3364 WasJustMoving[x][y] = 0;
3365 WasJustFalling[x][y] = 0;
3366 CheckCollision[x][y] = 0;
3367 CheckImpact[x][y] = 0;
3369 Pushed[x][y] = FALSE;
3371 ChangeCount[x][y] = 0;
3372 ChangeEvent[x][y] = -1;
3374 ExplodePhase[x][y] = 0;
3375 ExplodeDelay[x][y] = 0;
3376 ExplodeField[x][y] = EX_TYPE_NONE;
3378 RunnerVisit[x][y] = 0;
3379 PlayerVisit[x][y] = 0;
3382 GfxRandom[x][y] = INIT_GFX_RANDOM();
3383 GfxElement[x][y] = EL_UNDEFINED;
3384 GfxAction[x][y] = ACTION_DEFAULT;
3385 GfxDir[x][y] = MV_NONE;
3386 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3389 SCAN_PLAYFIELD(x, y)
3391 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3393 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3395 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3398 InitField(x, y, TRUE);
3400 ResetGfxAnimation(x, y);
3405 for (i = 0; i < MAX_PLAYERS; i++)
3407 struct PlayerInfo *player = &stored_player[i];
3409 /* set number of special actions for bored and sleeping animation */
3410 player->num_special_action_bored =
3411 get_num_special_action(player->artwork_element,
3412 ACTION_BORING_1, ACTION_BORING_LAST);
3413 player->num_special_action_sleeping =
3414 get_num_special_action(player->artwork_element,
3415 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3418 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3419 emulate_sb ? EMU_SOKOBAN :
3420 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3422 /* initialize type of slippery elements */
3423 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3425 if (!IS_CUSTOM_ELEMENT(i))
3427 /* default: elements slip down either to the left or right randomly */
3428 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3430 /* SP style elements prefer to slip down on the left side */
3431 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3432 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3434 /* BD style elements prefer to slip down on the left side */
3435 if (game.emulation == EMU_BOULDERDASH)
3436 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3440 /* initialize explosion and ignition delay */
3441 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3443 if (!IS_CUSTOM_ELEMENT(i))
3446 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3447 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3448 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3449 int last_phase = (num_phase + 1) * delay;
3450 int half_phase = (num_phase / 2) * delay;
3452 element_info[i].explosion_delay = last_phase - 1;
3453 element_info[i].ignition_delay = half_phase;
3455 if (i == EL_BLACK_ORB)
3456 element_info[i].ignition_delay = 1;
3460 /* correct non-moving belts to start moving left */
3461 for (i = 0; i < NUM_BELTS; i++)
3462 if (game.belt_dir[i] == MV_NONE)
3463 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3465 #if USE_NEW_PLAYER_ASSIGNMENTS
3466 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3467 /* choose default local player */
3468 local_player = &stored_player[0];
3470 for (i = 0; i < MAX_PLAYERS; i++)
3471 stored_player[i].connected = FALSE;
3473 local_player->connected = TRUE;
3474 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3478 for (i = 0; i < MAX_PLAYERS; i++)
3479 stored_player[i].connected = tape.player_participates[i];
3481 else if (game.team_mode && !options.network)
3483 /* try to guess locally connected team mode players (needed for correct
3484 assignment of player figures from level to locally playing players) */
3486 for (i = 0; i < MAX_PLAYERS; i++)
3487 if (setup.input[i].use_joystick ||
3488 setup.input[i].key.left != KSYM_UNDEFINED)
3489 stored_player[i].connected = TRUE;
3492 #if DEBUG_INIT_PLAYER
3495 printf("Player status after level initialization:\n");
3497 for (i = 0; i < MAX_PLAYERS; i++)
3499 struct PlayerInfo *player = &stored_player[i];
3501 printf("- player %d: present == %d, connected == %d, active == %d",
3507 if (local_player == player)
3508 printf(" (local player)");
3515 #if DEBUG_INIT_PLAYER
3517 printf("Reassigning players ...\n");
3520 /* check if any connected player was not found in playfield */
3521 for (i = 0; i < MAX_PLAYERS; i++)
3523 struct PlayerInfo *player = &stored_player[i];
3525 if (player->connected && !player->present)
3527 struct PlayerInfo *field_player = NULL;
3529 #if DEBUG_INIT_PLAYER
3531 printf("- looking for field player for player %d ...\n", i + 1);
3534 /* assign first free player found that is present in the playfield */
3536 /* first try: look for unmapped playfield player that is not connected */
3537 for (j = 0; j < MAX_PLAYERS; j++)
3538 if (field_player == NULL &&
3539 stored_player[j].present &&
3540 !stored_player[j].mapped &&
3541 !stored_player[j].connected)
3542 field_player = &stored_player[j];
3544 /* second try: look for *any* unmapped playfield player */
3545 for (j = 0; j < MAX_PLAYERS; j++)
3546 if (field_player == NULL &&
3547 stored_player[j].present &&
3548 !stored_player[j].mapped)
3549 field_player = &stored_player[j];
3551 if (field_player != NULL)
3553 int jx = field_player->jx, jy = field_player->jy;
3555 #if DEBUG_INIT_PLAYER
3557 printf("- found player %d\n", field_player->index_nr + 1);
3560 player->present = FALSE;
3561 player->active = FALSE;
3563 field_player->present = TRUE;
3564 field_player->active = TRUE;
3567 player->initial_element = field_player->initial_element;
3568 player->artwork_element = field_player->artwork_element;
3570 player->block_last_field = field_player->block_last_field;
3571 player->block_delay_adjustment = field_player->block_delay_adjustment;
3574 StorePlayer[jx][jy] = field_player->element_nr;
3576 field_player->jx = field_player->last_jx = jx;
3577 field_player->jy = field_player->last_jy = jy;
3579 if (local_player == player)
3580 local_player = field_player;
3582 map_player_action[field_player->index_nr] = i;
3584 field_player->mapped = TRUE;
3586 #if DEBUG_INIT_PLAYER
3588 printf("- map_player_action[%d] == %d\n",
3589 field_player->index_nr + 1, i + 1);
3594 if (player->connected && player->present)
3595 player->mapped = TRUE;
3598 #if DEBUG_INIT_PLAYER
3601 printf("Player status after player assignment (first stage):\n");
3603 for (i = 0; i < MAX_PLAYERS; i++)
3605 struct PlayerInfo *player = &stored_player[i];
3607 printf("- player %d: present == %d, connected == %d, active == %d",
3613 if (local_player == player)
3614 printf(" (local player)");
3623 /* check if any connected player was not found in playfield */
3624 for (i = 0; i < MAX_PLAYERS; i++)
3626 struct PlayerInfo *player = &stored_player[i];
3628 if (player->connected && !player->present)
3630 for (j = 0; j < MAX_PLAYERS; j++)
3632 struct PlayerInfo *field_player = &stored_player[j];
3633 int jx = field_player->jx, jy = field_player->jy;
3635 /* assign first free player found that is present in the playfield */
3636 if (field_player->present && !field_player->connected)
3638 player->present = TRUE;
3639 player->active = TRUE;
3641 field_player->present = FALSE;
3642 field_player->active = FALSE;
3644 player->initial_element = field_player->initial_element;
3645 player->artwork_element = field_player->artwork_element;
3647 player->block_last_field = field_player->block_last_field;
3648 player->block_delay_adjustment = field_player->block_delay_adjustment;
3650 StorePlayer[jx][jy] = player->element_nr;
3652 player->jx = player->last_jx = jx;
3653 player->jy = player->last_jy = jy;
3663 printf("::: local_player->present == %d\n", local_player->present);
3668 /* when playing a tape, eliminate all players who do not participate */
3670 #if USE_NEW_PLAYER_ASSIGNMENTS
3672 if (!game.team_mode)
3674 for (i = 0; i < MAX_PLAYERS; i++)
3676 if (stored_player[i].active &&
3677 !tape.player_participates[map_player_action[i]])
3679 struct PlayerInfo *player = &stored_player[i];
3680 int jx = player->jx, jy = player->jy;
3682 #if DEBUG_INIT_PLAYER
3684 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3687 player->active = FALSE;
3688 StorePlayer[jx][jy] = 0;
3689 Feld[jx][jy] = EL_EMPTY;
3696 for (i = 0; i < MAX_PLAYERS; i++)
3698 if (stored_player[i].active &&
3699 !tape.player_participates[i])
3701 struct PlayerInfo *player = &stored_player[i];
3702 int jx = player->jx, jy = player->jy;
3704 player->active = FALSE;
3705 StorePlayer[jx][jy] = 0;
3706 Feld[jx][jy] = EL_EMPTY;
3711 else if (!options.network && !game.team_mode) /* && !tape.playing */
3713 /* when in single player mode, eliminate all but the first active player */
3715 for (i = 0; i < MAX_PLAYERS; i++)
3717 if (stored_player[i].active)
3719 for (j = i + 1; j < MAX_PLAYERS; j++)
3721 if (stored_player[j].active)
3723 struct PlayerInfo *player = &stored_player[j];
3724 int jx = player->jx, jy = player->jy;
3726 player->active = FALSE;
3727 player->present = FALSE;
3729 StorePlayer[jx][jy] = 0;
3730 Feld[jx][jy] = EL_EMPTY;
3737 /* when recording the game, store which players take part in the game */
3740 #if USE_NEW_PLAYER_ASSIGNMENTS
3741 for (i = 0; i < MAX_PLAYERS; i++)
3742 if (stored_player[i].connected)
3743 tape.player_participates[i] = TRUE;
3745 for (i = 0; i < MAX_PLAYERS; i++)
3746 if (stored_player[i].active)
3747 tape.player_participates[i] = TRUE;
3751 #if DEBUG_INIT_PLAYER
3754 printf("Player status after player assignment (final stage):\n");
3756 for (i = 0; i < MAX_PLAYERS; i++)
3758 struct PlayerInfo *player = &stored_player[i];
3760 printf("- player %d: present == %d, connected == %d, active == %d",
3766 if (local_player == player)
3767 printf(" (local player)");
3774 if (BorderElement == EL_EMPTY)
3777 SBX_Right = lev_fieldx - SCR_FIELDX;
3779 SBY_Lower = lev_fieldy - SCR_FIELDY;
3784 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3786 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3789 if (full_lev_fieldx <= SCR_FIELDX)
3790 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3791 if (full_lev_fieldy <= SCR_FIELDY)
3792 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3794 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
3796 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
3799 /* if local player not found, look for custom element that might create
3800 the player (make some assumptions about the right custom element) */
3801 if (!local_player->present)
3803 int start_x = 0, start_y = 0;
3804 int found_rating = 0;
3805 int found_element = EL_UNDEFINED;
3806 int player_nr = local_player->index_nr;
3808 SCAN_PLAYFIELD(x, y)
3810 int element = Feld[x][y];
3815 if (level.use_start_element[player_nr] &&
3816 level.start_element[player_nr] == element &&
3823 found_element = element;
3826 if (!IS_CUSTOM_ELEMENT(element))
3829 if (CAN_CHANGE(element))
3831 for (i = 0; i < element_info[element].num_change_pages; i++)
3833 /* check for player created from custom element as single target */
3834 content = element_info[element].change_page[i].target_element;
3835 is_player = ELEM_IS_PLAYER(content);
3837 if (is_player && (found_rating < 3 ||
3838 (found_rating == 3 && element < found_element)))
3844 found_element = element;
3849 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
3851 /* check for player created from custom element as explosion content */
3852 content = element_info[element].content.e[xx][yy];
3853 is_player = ELEM_IS_PLAYER(content);
3855 if (is_player && (found_rating < 2 ||
3856 (found_rating == 2 && element < found_element)))
3858 start_x = x + xx - 1;
3859 start_y = y + yy - 1;
3862 found_element = element;
3865 if (!CAN_CHANGE(element))
3868 for (i = 0; i < element_info[element].num_change_pages; i++)
3870 /* check for player created from custom element as extended target */
3872 element_info[element].change_page[i].target_content.e[xx][yy];
3874 is_player = ELEM_IS_PLAYER(content);
3876 if (is_player && (found_rating < 1 ||
3877 (found_rating == 1 && element < found_element)))
3879 start_x = x + xx - 1;
3880 start_y = y + yy - 1;
3883 found_element = element;
3889 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
3890 start_x > SBX_Right + MIDPOSX ? SBX_Right :
3893 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
3894 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
3899 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
3900 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
3901 local_player->jx - MIDPOSX);
3903 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
3904 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
3905 local_player->jy - MIDPOSY);
3908 /* !!! FIX THIS (START) !!! */
3909 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3911 InitGameEngine_EM();
3913 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3915 InitGameEngine_SP();
3919 DrawLevel(REDRAW_FIELD);
3922 /* after drawing the level, correct some elements */
3923 if (game.timegate_time_left == 0)
3924 CloseAllOpenTimegates();
3927 /* blit playfield from scroll buffer to normal back buffer for fading in */
3928 BlitScreenToBitmap(backbuffer);
3929 /* !!! FIX THIS (END) !!! */
3931 DrawMaskedBorder(fade_mask);
3936 // full screen redraw is required at this point in the following cases:
3937 // - special editor door undrawn when game was started from level editor
3938 // - drawing area (playfield) was changed and has to be removed completely
3939 redraw_mask = REDRAW_ALL;
3943 if (!game.restart_level)
3945 /* copy default game door content to main double buffer */
3947 /* !!! CHECK AGAIN !!! */
3948 SetPanelBackground();
3949 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
3950 DrawBackground(DX, DY, DXSIZE, DYSIZE);
3953 SetPanelBackground();
3954 SetDrawBackgroundMask(REDRAW_DOOR_1);
3956 UpdateAndDisplayGameControlValues();
3958 if (!game.restart_level)
3964 CreateGameButtons();
3966 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
3967 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
3968 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
3973 /* copy actual game door content to door double buffer for OpenDoor() */
3974 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
3976 OpenDoor(DOOR_OPEN_ALL);
3978 PlaySound(SND_GAME_STARTING);
3980 if (setup.sound_music)
3983 KeyboardAutoRepeatOffUnlessAutoplay();
3985 #if DEBUG_INIT_PLAYER
3988 printf("Player status (final):\n");
3990 for (i = 0; i < MAX_PLAYERS; i++)
3992 struct PlayerInfo *player = &stored_player[i];
3994 printf("- player %d: present == %d, connected == %d, active == %d",
4000 if (local_player == player)
4001 printf(" (local player)");
4014 if (!game.restart_level && !tape.playing)
4016 LevelStats_incPlayed(level_nr);
4018 SaveLevelSetup_SeriesInfo();
4021 game.restart_level = FALSE;
4023 SaveEngineSnapshotToListInitial();
4026 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
4028 /* this is used for non-R'n'D game engines to update certain engine values */
4030 /* needed to determine if sounds are played within the visible screen area */
4031 scroll_x = actual_scroll_x;
4032 scroll_y = actual_scroll_y;
4035 void InitMovDir(int x, int y)
4037 int i, element = Feld[x][y];
4038 static int xy[4][2] =
4045 static int direction[3][4] =
4047 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4048 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4049 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4058 Feld[x][y] = EL_BUG;
4059 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4062 case EL_SPACESHIP_RIGHT:
4063 case EL_SPACESHIP_UP:
4064 case EL_SPACESHIP_LEFT:
4065 case EL_SPACESHIP_DOWN:
4066 Feld[x][y] = EL_SPACESHIP;
4067 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4070 case EL_BD_BUTTERFLY_RIGHT:
4071 case EL_BD_BUTTERFLY_UP:
4072 case EL_BD_BUTTERFLY_LEFT:
4073 case EL_BD_BUTTERFLY_DOWN:
4074 Feld[x][y] = EL_BD_BUTTERFLY;
4075 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4078 case EL_BD_FIREFLY_RIGHT:
4079 case EL_BD_FIREFLY_UP:
4080 case EL_BD_FIREFLY_LEFT:
4081 case EL_BD_FIREFLY_DOWN:
4082 Feld[x][y] = EL_BD_FIREFLY;
4083 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4086 case EL_PACMAN_RIGHT:
4088 case EL_PACMAN_LEFT:
4089 case EL_PACMAN_DOWN:
4090 Feld[x][y] = EL_PACMAN;
4091 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4094 case EL_YAMYAM_LEFT:
4095 case EL_YAMYAM_RIGHT:
4097 case EL_YAMYAM_DOWN:
4098 Feld[x][y] = EL_YAMYAM;
4099 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4102 case EL_SP_SNIKSNAK:
4103 MovDir[x][y] = MV_UP;
4106 case EL_SP_ELECTRON:
4107 MovDir[x][y] = MV_LEFT;
4114 Feld[x][y] = EL_MOLE;
4115 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4119 if (IS_CUSTOM_ELEMENT(element))
4121 struct ElementInfo *ei = &element_info[element];
4122 int move_direction_initial = ei->move_direction_initial;
4123 int move_pattern = ei->move_pattern;
4125 if (move_direction_initial == MV_START_PREVIOUS)
4127 if (MovDir[x][y] != MV_NONE)
4130 move_direction_initial = MV_START_AUTOMATIC;
4133 if (move_direction_initial == MV_START_RANDOM)
4134 MovDir[x][y] = 1 << RND(4);
4135 else if (move_direction_initial & MV_ANY_DIRECTION)
4136 MovDir[x][y] = move_direction_initial;
4137 else if (move_pattern == MV_ALL_DIRECTIONS ||
4138 move_pattern == MV_TURNING_LEFT ||
4139 move_pattern == MV_TURNING_RIGHT ||
4140 move_pattern == MV_TURNING_LEFT_RIGHT ||
4141 move_pattern == MV_TURNING_RIGHT_LEFT ||
4142 move_pattern == MV_TURNING_RANDOM)
4143 MovDir[x][y] = 1 << RND(4);
4144 else if (move_pattern == MV_HORIZONTAL)
4145 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4146 else if (move_pattern == MV_VERTICAL)
4147 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4148 else if (move_pattern & MV_ANY_DIRECTION)
4149 MovDir[x][y] = element_info[element].move_pattern;
4150 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4151 move_pattern == MV_ALONG_RIGHT_SIDE)
4153 /* use random direction as default start direction */
4154 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4155 MovDir[x][y] = 1 << RND(4);
4157 for (i = 0; i < NUM_DIRECTIONS; i++)
4159 int x1 = x + xy[i][0];
4160 int y1 = y + xy[i][1];
4162 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4164 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4165 MovDir[x][y] = direction[0][i];
4167 MovDir[x][y] = direction[1][i];
4176 MovDir[x][y] = 1 << RND(4);
4178 if (element != EL_BUG &&
4179 element != EL_SPACESHIP &&
4180 element != EL_BD_BUTTERFLY &&
4181 element != EL_BD_FIREFLY)
4184 for (i = 0; i < NUM_DIRECTIONS; i++)
4186 int x1 = x + xy[i][0];
4187 int y1 = y + xy[i][1];
4189 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4191 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4193 MovDir[x][y] = direction[0][i];
4196 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4197 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4199 MovDir[x][y] = direction[1][i];
4208 GfxDir[x][y] = MovDir[x][y];
4211 void InitAmoebaNr(int x, int y)
4214 int group_nr = AmoebeNachbarNr(x, y);
4218 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4220 if (AmoebaCnt[i] == 0)
4228 AmoebaNr[x][y] = group_nr;
4229 AmoebaCnt[group_nr]++;
4230 AmoebaCnt2[group_nr]++;
4233 static void PlayerWins(struct PlayerInfo *player)
4235 player->LevelSolved = TRUE;
4236 player->GameOver = TRUE;
4238 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4239 level.native_em_level->lev->score : player->score);
4241 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4243 player->LevelSolved_CountingScore = player->score_final;
4248 static int time, time_final;
4249 static int score, score_final;
4250 static int game_over_delay_1 = 0;
4251 static int game_over_delay_2 = 0;
4252 int game_over_delay_value_1 = 50;
4253 int game_over_delay_value_2 = 50;
4255 if (!local_player->LevelSolved_GameWon)
4259 /* do not start end game actions before the player stops moving (to exit) */
4260 if (local_player->MovPos)
4263 local_player->LevelSolved_GameWon = TRUE;
4264 local_player->LevelSolved_SaveTape = tape.recording;
4265 local_player->LevelSolved_SaveScore = !tape.playing;
4269 LevelStats_incSolved(level_nr);
4271 SaveLevelSetup_SeriesInfo();
4274 if (tape.auto_play) /* tape might already be stopped here */
4275 tape.auto_play_level_solved = TRUE;
4279 game_over_delay_1 = game_over_delay_value_1;
4280 game_over_delay_2 = game_over_delay_value_2;
4282 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4283 score = score_final = local_player->score_final;
4288 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4290 else if (game.no_time_limit && TimePlayed < 999)
4293 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4296 local_player->score_final = score_final;
4298 if (level_editor_test_game)
4301 score = score_final;
4303 local_player->LevelSolved_CountingTime = time;
4304 local_player->LevelSolved_CountingScore = score;
4306 game_panel_controls[GAME_PANEL_TIME].value = time;
4307 game_panel_controls[GAME_PANEL_SCORE].value = score;
4309 DisplayGameControlValues();
4312 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4314 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4316 /* close exit door after last player */
4317 if ((AllPlayersGone &&
4318 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4319 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4320 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4321 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4322 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4324 int element = Feld[ExitX][ExitY];
4326 Feld[ExitX][ExitY] =
4327 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4328 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4329 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4330 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4331 EL_EM_STEEL_EXIT_CLOSING);
4333 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4336 /* player disappears */
4337 DrawLevelField(ExitX, ExitY);
4340 for (i = 0; i < MAX_PLAYERS; i++)
4342 struct PlayerInfo *player = &stored_player[i];
4344 if (player->present)
4346 RemovePlayer(player);
4348 /* player disappears */
4349 DrawLevelField(player->jx, player->jy);
4354 PlaySound(SND_GAME_WINNING);
4357 if (game_over_delay_1 > 0)
4359 game_over_delay_1--;
4364 if (time != time_final)
4366 int time_to_go = ABS(time_final - time);
4367 int time_count_dir = (time < time_final ? +1 : -1);
4368 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4370 time += time_count_steps * time_count_dir;
4371 score += time_count_steps * level.score[SC_TIME_BONUS];
4373 local_player->LevelSolved_CountingTime = time;
4374 local_player->LevelSolved_CountingScore = score;
4376 game_panel_controls[GAME_PANEL_TIME].value = time;
4377 game_panel_controls[GAME_PANEL_SCORE].value = score;
4379 DisplayGameControlValues();
4381 if (time == time_final)
4382 StopSound(SND_GAME_LEVELTIME_BONUS);
4383 else if (setup.sound_loops)
4384 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4386 PlaySound(SND_GAME_LEVELTIME_BONUS);
4391 local_player->LevelSolved_PanelOff = TRUE;
4393 if (game_over_delay_2 > 0)
4395 game_over_delay_2--;
4406 boolean raise_level = FALSE;
4408 local_player->LevelSolved_GameEnd = TRUE;
4410 if (!global.use_envelope_request)
4411 CloseDoor(DOOR_CLOSE_1);
4413 if (local_player->LevelSolved_SaveTape)
4415 SaveTapeChecked(tape.level_nr); /* ask to save tape */
4418 CloseDoor(DOOR_CLOSE_ALL);
4420 if (level_editor_test_game)
4422 game_status = GAME_MODE_MAIN;
4429 if (!local_player->LevelSolved_SaveScore)
4431 game_status = GAME_MODE_MAIN;
4438 if (level_nr == leveldir_current->handicap_level)
4440 leveldir_current->handicap_level++;
4442 SaveLevelSetup_SeriesInfo();
4445 if (level_nr < leveldir_current->last_level)
4446 raise_level = TRUE; /* advance to next level */
4448 if ((hi_pos = NewHiScore()) >= 0)
4450 game_status = GAME_MODE_SCORES;
4452 DrawHallOfFame(hi_pos);
4462 game_status = GAME_MODE_MAIN;
4479 LoadScore(level_nr);
4481 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4482 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4485 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4487 if (local_player->score_final > highscore[k].Score)
4489 /* player has made it to the hall of fame */
4491 if (k < MAX_SCORE_ENTRIES - 1)
4493 int m = MAX_SCORE_ENTRIES - 1;
4496 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4497 if (strEqual(setup.player_name, highscore[l].Name))
4499 if (m == k) /* player's new highscore overwrites his old one */
4503 for (l = m; l > k; l--)
4505 strcpy(highscore[l].Name, highscore[l - 1].Name);
4506 highscore[l].Score = highscore[l - 1].Score;
4513 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4514 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4515 highscore[k].Score = local_player->score_final;
4521 else if (!strncmp(setup.player_name, highscore[k].Name,
4522 MAX_PLAYER_NAME_LEN))
4523 break; /* player already there with a higher score */
4529 SaveScore(level_nr);
4534 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4536 int element = Feld[x][y];
4537 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4538 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4539 int horiz_move = (dx != 0);
4540 int sign = (horiz_move ? dx : dy);
4541 int step = sign * element_info[element].move_stepsize;
4543 /* special values for move stepsize for spring and things on conveyor belt */
4546 if (CAN_FALL(element) &&
4547 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4548 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4549 else if (element == EL_SPRING)
4550 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4556 inline static int getElementMoveStepsize(int x, int y)
4558 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4561 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4563 if (player->GfxAction != action || player->GfxDir != dir)
4565 player->GfxAction = action;
4566 player->GfxDir = dir;
4568 player->StepFrame = 0;
4572 static void ResetGfxFrame(int x, int y, boolean redraw)
4574 int element = Feld[x][y];
4575 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4576 int last_gfx_frame = GfxFrame[x][y];
4578 if (graphic_info[graphic].anim_global_sync)
4579 GfxFrame[x][y] = FrameCounter;
4580 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4581 GfxFrame[x][y] = CustomValue[x][y];
4582 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4583 GfxFrame[x][y] = element_info[element].collect_score;
4584 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4585 GfxFrame[x][y] = ChangeDelay[x][y];
4587 if (redraw && GfxFrame[x][y] != last_gfx_frame)
4588 DrawLevelGraphicAnimation(x, y, graphic);
4591 static void ResetGfxAnimation(int x, int y)
4593 GfxAction[x][y] = ACTION_DEFAULT;
4594 GfxDir[x][y] = MovDir[x][y];
4597 ResetGfxFrame(x, y, FALSE);
4600 static void ResetRandomAnimationValue(int x, int y)
4602 GfxRandom[x][y] = INIT_GFX_RANDOM();
4605 void InitMovingField(int x, int y, int direction)
4607 int element = Feld[x][y];
4608 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4609 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4612 boolean is_moving_before, is_moving_after;
4614 /* check if element was/is moving or being moved before/after mode change */
4615 is_moving_before = (WasJustMoving[x][y] != 0);
4616 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4618 /* reset animation only for moving elements which change direction of moving
4619 or which just started or stopped moving
4620 (else CEs with property "can move" / "not moving" are reset each frame) */
4621 if (is_moving_before != is_moving_after ||
4622 direction != MovDir[x][y])
4623 ResetGfxAnimation(x, y);
4625 MovDir[x][y] = direction;
4626 GfxDir[x][y] = direction;
4628 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4629 direction == MV_DOWN && CAN_FALL(element) ?
4630 ACTION_FALLING : ACTION_MOVING);
4632 /* this is needed for CEs with property "can move" / "not moving" */
4634 if (is_moving_after)
4636 if (Feld[newx][newy] == EL_EMPTY)
4637 Feld[newx][newy] = EL_BLOCKED;
4639 MovDir[newx][newy] = MovDir[x][y];
4641 CustomValue[newx][newy] = CustomValue[x][y];
4643 GfxFrame[newx][newy] = GfxFrame[x][y];
4644 GfxRandom[newx][newy] = GfxRandom[x][y];
4645 GfxAction[newx][newy] = GfxAction[x][y];
4646 GfxDir[newx][newy] = GfxDir[x][y];
4650 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4652 int direction = MovDir[x][y];
4653 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4654 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4660 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4662 int oldx = x, oldy = y;
4663 int direction = MovDir[x][y];
4665 if (direction == MV_LEFT)
4667 else if (direction == MV_RIGHT)
4669 else if (direction == MV_UP)
4671 else if (direction == MV_DOWN)
4674 *comes_from_x = oldx;
4675 *comes_from_y = oldy;
4678 int MovingOrBlocked2Element(int x, int y)
4680 int element = Feld[x][y];
4682 if (element == EL_BLOCKED)
4686 Blocked2Moving(x, y, &oldx, &oldy);
4687 return Feld[oldx][oldy];
4693 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4695 /* like MovingOrBlocked2Element(), but if element is moving
4696 and (x,y) is the field the moving element is just leaving,
4697 return EL_BLOCKED instead of the element value */
4698 int element = Feld[x][y];
4700 if (IS_MOVING(x, y))
4702 if (element == EL_BLOCKED)
4706 Blocked2Moving(x, y, &oldx, &oldy);
4707 return Feld[oldx][oldy];
4716 static void RemoveField(int x, int y)
4718 Feld[x][y] = EL_EMPTY;
4724 CustomValue[x][y] = 0;
4727 ChangeDelay[x][y] = 0;
4728 ChangePage[x][y] = -1;
4729 Pushed[x][y] = FALSE;
4731 GfxElement[x][y] = EL_UNDEFINED;
4732 GfxAction[x][y] = ACTION_DEFAULT;
4733 GfxDir[x][y] = MV_NONE;
4736 void RemoveMovingField(int x, int y)
4738 int oldx = x, oldy = y, newx = x, newy = y;
4739 int element = Feld[x][y];
4740 int next_element = EL_UNDEFINED;
4742 if (element != EL_BLOCKED && !IS_MOVING(x, y))
4745 if (IS_MOVING(x, y))
4747 Moving2Blocked(x, y, &newx, &newy);
4749 if (Feld[newx][newy] != EL_BLOCKED)
4751 /* element is moving, but target field is not free (blocked), but
4752 already occupied by something different (example: acid pool);
4753 in this case, only remove the moving field, but not the target */
4755 RemoveField(oldx, oldy);
4757 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4759 TEST_DrawLevelField(oldx, oldy);
4764 else if (element == EL_BLOCKED)
4766 Blocked2Moving(x, y, &oldx, &oldy);
4767 if (!IS_MOVING(oldx, oldy))
4771 if (element == EL_BLOCKED &&
4772 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
4773 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
4774 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
4775 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
4776 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
4777 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
4778 next_element = get_next_element(Feld[oldx][oldy]);
4780 RemoveField(oldx, oldy);
4781 RemoveField(newx, newy);
4783 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4785 if (next_element != EL_UNDEFINED)
4786 Feld[oldx][oldy] = next_element;
4788 TEST_DrawLevelField(oldx, oldy);
4789 TEST_DrawLevelField(newx, newy);
4792 void DrawDynamite(int x, int y)
4794 int sx = SCREENX(x), sy = SCREENY(y);
4795 int graphic = el2img(Feld[x][y]);
4798 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
4801 if (IS_WALKABLE_INSIDE(Back[x][y]))
4805 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
4806 else if (Store[x][y])
4807 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
4809 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4811 if (Back[x][y] || Store[x][y])
4812 DrawGraphicThruMask(sx, sy, graphic, frame);
4814 DrawGraphic(sx, sy, graphic, frame);
4817 void CheckDynamite(int x, int y)
4819 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
4823 if (MovDelay[x][y] != 0)
4826 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4832 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4837 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
4839 boolean num_checked_players = 0;
4842 for (i = 0; i < MAX_PLAYERS; i++)
4844 if (stored_player[i].active)
4846 int sx = stored_player[i].jx;
4847 int sy = stored_player[i].jy;
4849 if (num_checked_players == 0)
4856 *sx1 = MIN(*sx1, sx);
4857 *sy1 = MIN(*sy1, sy);
4858 *sx2 = MAX(*sx2, sx);
4859 *sy2 = MAX(*sy2, sy);
4862 num_checked_players++;
4867 static boolean checkIfAllPlayersFitToScreen_RND()
4869 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
4871 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4873 return (sx2 - sx1 < SCR_FIELDX &&
4874 sy2 - sy1 < SCR_FIELDY);
4877 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
4879 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
4881 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4883 *sx = (sx1 + sx2) / 2;
4884 *sy = (sy1 + sy2) / 2;
4887 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
4888 boolean center_screen, boolean quick_relocation)
4890 boolean ffwd_delay = (tape.playing && tape.fast_forward);
4891 boolean no_delay = (tape.warp_forward);
4892 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
4893 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
4894 int new_scroll_x, new_scroll_y;
4896 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
4898 /* case 1: quick relocation inside visible screen (without scrolling) */
4905 if (!level.shifted_relocation || center_screen)
4907 /* relocation _with_ centering of screen */
4909 new_scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4910 x > SBX_Right + MIDPOSX ? SBX_Right :
4913 new_scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4914 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4919 /* relocation _without_ centering of screen */
4921 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4922 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4925 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4926 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4929 int offset_x = x + (scroll_x - center_scroll_x);
4930 int offset_y = y + (scroll_y - center_scroll_y);
4932 new_scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4933 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4934 offset_x - MIDPOSX);
4936 new_scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4937 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4938 offset_y - MIDPOSY);
4941 if (quick_relocation)
4943 /* case 2: quick relocation (redraw without visible scrolling) */
4945 scroll_x = new_scroll_x;
4946 scroll_y = new_scroll_y;
4953 /* case 3: visible relocation (with scrolling to new position) */
4955 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
4957 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
4960 int fx = FX, fy = FY;
4962 dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
4963 dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
4965 if (dx == 0 && dy == 0) /* no scrolling needed at all */
4971 fx += dx * TILEX / 2;
4972 fy += dy * TILEY / 2;
4974 ScrollLevel(dx, dy);
4977 /* scroll in two steps of half tile size to make things smoother */
4978 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
4979 Delay(wait_delay_value);
4981 /* scroll second step to align at full tile size */
4983 Delay(wait_delay_value);
4988 Delay(wait_delay_value);
4991 void RelocatePlayer(int jx, int jy, int el_player_raw)
4993 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
4994 int player_nr = GET_PLAYER_NR(el_player);
4995 struct PlayerInfo *player = &stored_player[player_nr];
4996 boolean ffwd_delay = (tape.playing && tape.fast_forward);
4997 boolean no_delay = (tape.warp_forward);
4998 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
4999 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5000 int old_jx = player->jx;
5001 int old_jy = player->jy;
5002 int old_element = Feld[old_jx][old_jy];
5003 int element = Feld[jx][jy];
5004 boolean player_relocated = (old_jx != jx || old_jy != jy);
5006 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5007 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5008 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5009 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5010 int leave_side_horiz = move_dir_horiz;
5011 int leave_side_vert = move_dir_vert;
5012 int enter_side = enter_side_horiz | enter_side_vert;
5013 int leave_side = leave_side_horiz | leave_side_vert;
5015 if (player->GameOver) /* do not reanimate dead player */
5018 if (!player_relocated) /* no need to relocate the player */
5021 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5023 RemoveField(jx, jy); /* temporarily remove newly placed player */
5024 DrawLevelField(jx, jy);
5027 if (player->present)
5029 while (player->MovPos)
5031 ScrollPlayer(player, SCROLL_GO_ON);
5032 ScrollScreen(NULL, SCROLL_GO_ON);
5034 AdvanceFrameAndPlayerCounters(player->index_nr);
5039 Delay(wait_delay_value);
5042 DrawPlayer(player); /* needed here only to cleanup last field */
5043 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5045 player->is_moving = FALSE;
5048 if (IS_CUSTOM_ELEMENT(old_element))
5049 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5051 player->index_bit, leave_side);
5053 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5055 player->index_bit, leave_side);
5057 Feld[jx][jy] = el_player;
5058 InitPlayerField(jx, jy, el_player, TRUE);
5060 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5061 possible that the relocation target field did not contain a player element,
5062 but a walkable element, to which the new player was relocated -- in this
5063 case, restore that (already initialized!) element on the player field */
5064 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5066 Feld[jx][jy] = element; /* restore previously existing element */
5069 /* only visually relocate centered player */
5070 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5071 FALSE, level.instant_relocation);
5073 TestIfPlayerTouchesBadThing(jx, jy);
5074 TestIfPlayerTouchesCustomElement(jx, jy);
5076 if (IS_CUSTOM_ELEMENT(element))
5077 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5078 player->index_bit, enter_side);
5080 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5081 player->index_bit, enter_side);
5083 if (player->is_switching)
5085 /* ensure that relocation while still switching an element does not cause
5086 a new element to be treated as also switched directly after relocation
5087 (this is important for teleporter switches that teleport the player to
5088 a place where another teleporter switch is in the same direction, which
5089 would then incorrectly be treated as immediately switched before the
5090 direction key that caused the switch was released) */
5092 player->switch_x += jx - old_jx;
5093 player->switch_y += jy - old_jy;
5097 void Explode(int ex, int ey, int phase, int mode)
5103 /* !!! eliminate this variable !!! */
5104 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5106 if (game.explosions_delayed)
5108 ExplodeField[ex][ey] = mode;
5112 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5114 int center_element = Feld[ex][ey];
5115 int artwork_element, explosion_element; /* set these values later */
5117 /* remove things displayed in background while burning dynamite */
5118 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5121 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5123 /* put moving element to center field (and let it explode there) */
5124 center_element = MovingOrBlocked2Element(ex, ey);
5125 RemoveMovingField(ex, ey);
5126 Feld[ex][ey] = center_element;
5129 /* now "center_element" is finally determined -- set related values now */
5130 artwork_element = center_element; /* for custom player artwork */
5131 explosion_element = center_element; /* for custom player artwork */
5133 if (IS_PLAYER(ex, ey))
5135 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5137 artwork_element = stored_player[player_nr].artwork_element;
5139 if (level.use_explosion_element[player_nr])
5141 explosion_element = level.explosion_element[player_nr];
5142 artwork_element = explosion_element;
5146 if (mode == EX_TYPE_NORMAL ||
5147 mode == EX_TYPE_CENTER ||
5148 mode == EX_TYPE_CROSS)
5149 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5151 last_phase = element_info[explosion_element].explosion_delay + 1;
5153 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5155 int xx = x - ex + 1;
5156 int yy = y - ey + 1;
5159 if (!IN_LEV_FIELD(x, y) ||
5160 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5161 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5164 element = Feld[x][y];
5166 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5168 element = MovingOrBlocked2Element(x, y);
5170 if (!IS_EXPLOSION_PROOF(element))
5171 RemoveMovingField(x, y);
5174 /* indestructible elements can only explode in center (but not flames) */
5175 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5176 mode == EX_TYPE_BORDER)) ||
5177 element == EL_FLAMES)
5180 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5181 behaviour, for example when touching a yamyam that explodes to rocks
5182 with active deadly shield, a rock is created under the player !!! */
5183 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5185 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5186 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5187 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5189 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5192 if (IS_ACTIVE_BOMB(element))
5194 /* re-activate things under the bomb like gate or penguin */
5195 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5202 /* save walkable background elements while explosion on same tile */
5203 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5204 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5205 Back[x][y] = element;
5207 /* ignite explodable elements reached by other explosion */
5208 if (element == EL_EXPLOSION)
5209 element = Store2[x][y];
5211 if (AmoebaNr[x][y] &&
5212 (element == EL_AMOEBA_FULL ||
5213 element == EL_BD_AMOEBA ||
5214 element == EL_AMOEBA_GROWING))
5216 AmoebaCnt[AmoebaNr[x][y]]--;
5217 AmoebaCnt2[AmoebaNr[x][y]]--;
5222 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5224 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5226 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5228 if (PLAYERINFO(ex, ey)->use_murphy)
5229 Store[x][y] = EL_EMPTY;
5232 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5233 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5234 else if (ELEM_IS_PLAYER(center_element))
5235 Store[x][y] = EL_EMPTY;
5236 else if (center_element == EL_YAMYAM)
5237 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5238 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5239 Store[x][y] = element_info[center_element].content.e[xx][yy];
5241 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5242 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5243 otherwise) -- FIX THIS !!! */
5244 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5245 Store[x][y] = element_info[element].content.e[1][1];
5247 else if (!CAN_EXPLODE(element))
5248 Store[x][y] = element_info[element].content.e[1][1];
5251 Store[x][y] = EL_EMPTY;
5253 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5254 center_element == EL_AMOEBA_TO_DIAMOND)
5255 Store2[x][y] = element;
5257 Feld[x][y] = EL_EXPLOSION;
5258 GfxElement[x][y] = artwork_element;
5260 ExplodePhase[x][y] = 1;
5261 ExplodeDelay[x][y] = last_phase;
5266 if (center_element == EL_YAMYAM)
5267 game.yamyam_content_nr =
5268 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5280 GfxFrame[x][y] = 0; /* restart explosion animation */
5282 last_phase = ExplodeDelay[x][y];
5284 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5286 /* this can happen if the player leaves an explosion just in time */
5287 if (GfxElement[x][y] == EL_UNDEFINED)
5288 GfxElement[x][y] = EL_EMPTY;
5290 border_element = Store2[x][y];
5291 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5292 border_element = StorePlayer[x][y];
5294 if (phase == element_info[border_element].ignition_delay ||
5295 phase == last_phase)
5297 boolean border_explosion = FALSE;
5299 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5300 !PLAYER_EXPLOSION_PROTECTED(x, y))
5302 KillPlayerUnlessExplosionProtected(x, y);
5303 border_explosion = TRUE;
5305 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5307 Feld[x][y] = Store2[x][y];
5310 border_explosion = TRUE;
5312 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5314 AmoebeUmwandeln(x, y);
5316 border_explosion = TRUE;
5319 /* if an element just explodes due to another explosion (chain-reaction),
5320 do not immediately end the new explosion when it was the last frame of
5321 the explosion (as it would be done in the following "if"-statement!) */
5322 if (border_explosion && phase == last_phase)
5326 if (phase == last_phase)
5330 element = Feld[x][y] = Store[x][y];
5331 Store[x][y] = Store2[x][y] = 0;
5332 GfxElement[x][y] = EL_UNDEFINED;
5334 /* player can escape from explosions and might therefore be still alive */
5335 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5336 element <= EL_PLAYER_IS_EXPLODING_4)
5338 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5339 int explosion_element = EL_PLAYER_1 + player_nr;
5340 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5341 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5343 if (level.use_explosion_element[player_nr])
5344 explosion_element = level.explosion_element[player_nr];
5346 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5347 element_info[explosion_element].content.e[xx][yy]);
5350 /* restore probably existing indestructible background element */
5351 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5352 element = Feld[x][y] = Back[x][y];
5355 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5356 GfxDir[x][y] = MV_NONE;
5357 ChangeDelay[x][y] = 0;
5358 ChangePage[x][y] = -1;
5360 CustomValue[x][y] = 0;
5362 InitField_WithBug2(x, y, FALSE);
5364 TEST_DrawLevelField(x, y);
5366 TestIfElementTouchesCustomElement(x, y);
5368 if (GFX_CRUMBLED(element))
5369 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5371 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5372 StorePlayer[x][y] = 0;
5374 if (ELEM_IS_PLAYER(element))
5375 RelocatePlayer(x, y, element);
5377 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5379 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5380 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5383 TEST_DrawLevelFieldCrumbled(x, y);
5385 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5387 DrawLevelElement(x, y, Back[x][y]);
5388 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5390 else if (IS_WALKABLE_UNDER(Back[x][y]))
5392 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5393 DrawLevelElementThruMask(x, y, Back[x][y]);
5395 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5396 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5400 void DynaExplode(int ex, int ey)
5403 int dynabomb_element = Feld[ex][ey];
5404 int dynabomb_size = 1;
5405 boolean dynabomb_xl = FALSE;
5406 struct PlayerInfo *player;
5407 static int xy[4][2] =
5415 if (IS_ACTIVE_BOMB(dynabomb_element))
5417 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5418 dynabomb_size = player->dynabomb_size;
5419 dynabomb_xl = player->dynabomb_xl;
5420 player->dynabombs_left++;
5423 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5425 for (i = 0; i < NUM_DIRECTIONS; i++)
5427 for (j = 1; j <= dynabomb_size; j++)
5429 int x = ex + j * xy[i][0];
5430 int y = ey + j * xy[i][1];
5433 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5436 element = Feld[x][y];
5438 /* do not restart explosions of fields with active bombs */
5439 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5442 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5444 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5445 !IS_DIGGABLE(element) && !dynabomb_xl)
5451 void Bang(int x, int y)
5453 int element = MovingOrBlocked2Element(x, y);
5454 int explosion_type = EX_TYPE_NORMAL;
5456 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5458 struct PlayerInfo *player = PLAYERINFO(x, y);
5460 element = Feld[x][y] = player->initial_element;
5462 if (level.use_explosion_element[player->index_nr])
5464 int explosion_element = level.explosion_element[player->index_nr];
5466 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5467 explosion_type = EX_TYPE_CROSS;
5468 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5469 explosion_type = EX_TYPE_CENTER;
5477 case EL_BD_BUTTERFLY:
5480 case EL_DARK_YAMYAM:
5484 RaiseScoreElement(element);
5487 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5488 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5489 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5490 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5491 case EL_DYNABOMB_INCREASE_NUMBER:
5492 case EL_DYNABOMB_INCREASE_SIZE:
5493 case EL_DYNABOMB_INCREASE_POWER:
5494 explosion_type = EX_TYPE_DYNA;
5497 case EL_DC_LANDMINE:
5498 explosion_type = EX_TYPE_CENTER;
5503 case EL_LAMP_ACTIVE:
5504 case EL_AMOEBA_TO_DIAMOND:
5505 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5506 explosion_type = EX_TYPE_CENTER;
5510 if (element_info[element].explosion_type == EXPLODES_CROSS)
5511 explosion_type = EX_TYPE_CROSS;
5512 else if (element_info[element].explosion_type == EXPLODES_1X1)
5513 explosion_type = EX_TYPE_CENTER;
5517 if (explosion_type == EX_TYPE_DYNA)
5520 Explode(x, y, EX_PHASE_START, explosion_type);
5522 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5525 void SplashAcid(int x, int y)
5527 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5528 (!IN_LEV_FIELD(x - 1, y - 2) ||
5529 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5530 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5532 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5533 (!IN_LEV_FIELD(x + 1, y - 2) ||
5534 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5535 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5537 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5540 static void InitBeltMovement()
5542 static int belt_base_element[4] =
5544 EL_CONVEYOR_BELT_1_LEFT,
5545 EL_CONVEYOR_BELT_2_LEFT,
5546 EL_CONVEYOR_BELT_3_LEFT,
5547 EL_CONVEYOR_BELT_4_LEFT
5549 static int belt_base_active_element[4] =
5551 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5552 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5553 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5554 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5559 /* set frame order for belt animation graphic according to belt direction */
5560 for (i = 0; i < NUM_BELTS; i++)
5564 for (j = 0; j < NUM_BELT_PARTS; j++)
5566 int element = belt_base_active_element[belt_nr] + j;
5567 int graphic_1 = el2img(element);
5568 int graphic_2 = el2panelimg(element);
5570 if (game.belt_dir[i] == MV_LEFT)
5572 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5573 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5577 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5578 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5583 SCAN_PLAYFIELD(x, y)
5585 int element = Feld[x][y];
5587 for (i = 0; i < NUM_BELTS; i++)
5589 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5591 int e_belt_nr = getBeltNrFromBeltElement(element);
5594 if (e_belt_nr == belt_nr)
5596 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5598 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5605 static void ToggleBeltSwitch(int x, int y)
5607 static int belt_base_element[4] =
5609 EL_CONVEYOR_BELT_1_LEFT,
5610 EL_CONVEYOR_BELT_2_LEFT,
5611 EL_CONVEYOR_BELT_3_LEFT,
5612 EL_CONVEYOR_BELT_4_LEFT
5614 static int belt_base_active_element[4] =
5616 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5617 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5618 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5619 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5621 static int belt_base_switch_element[4] =
5623 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5624 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5625 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5626 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5628 static int belt_move_dir[4] =
5636 int element = Feld[x][y];
5637 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5638 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5639 int belt_dir = belt_move_dir[belt_dir_nr];
5642 if (!IS_BELT_SWITCH(element))
5645 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5646 game.belt_dir[belt_nr] = belt_dir;
5648 if (belt_dir_nr == 3)
5651 /* set frame order for belt animation graphic according to belt direction */
5652 for (i = 0; i < NUM_BELT_PARTS; i++)
5654 int element = belt_base_active_element[belt_nr] + i;
5655 int graphic_1 = el2img(element);
5656 int graphic_2 = el2panelimg(element);
5658 if (belt_dir == MV_LEFT)
5660 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5661 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5665 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5666 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5670 SCAN_PLAYFIELD(xx, yy)
5672 int element = Feld[xx][yy];
5674 if (IS_BELT_SWITCH(element))
5676 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5678 if (e_belt_nr == belt_nr)
5680 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5681 TEST_DrawLevelField(xx, yy);
5684 else if (IS_BELT(element) && belt_dir != MV_NONE)
5686 int e_belt_nr = getBeltNrFromBeltElement(element);
5688 if (e_belt_nr == belt_nr)
5690 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5692 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5693 TEST_DrawLevelField(xx, yy);
5696 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5698 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5700 if (e_belt_nr == belt_nr)
5702 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5704 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5705 TEST_DrawLevelField(xx, yy);
5711 static void ToggleSwitchgateSwitch(int x, int y)
5715 game.switchgate_pos = !game.switchgate_pos;
5717 SCAN_PLAYFIELD(xx, yy)
5719 int element = Feld[xx][yy];
5721 if (element == EL_SWITCHGATE_SWITCH_UP)
5723 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5724 TEST_DrawLevelField(xx, yy);
5726 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5728 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5729 TEST_DrawLevelField(xx, yy);
5731 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5733 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5734 TEST_DrawLevelField(xx, yy);
5736 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5738 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5739 TEST_DrawLevelField(xx, yy);
5741 else if (element == EL_SWITCHGATE_OPEN ||
5742 element == EL_SWITCHGATE_OPENING)
5744 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
5746 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
5748 else if (element == EL_SWITCHGATE_CLOSED ||
5749 element == EL_SWITCHGATE_CLOSING)
5751 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
5753 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
5758 static int getInvisibleActiveFromInvisibleElement(int element)
5760 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
5761 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
5762 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
5766 static int getInvisibleFromInvisibleActiveElement(int element)
5768 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
5769 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
5770 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
5774 static void RedrawAllLightSwitchesAndInvisibleElements()
5778 SCAN_PLAYFIELD(x, y)
5780 int element = Feld[x][y];
5782 if (element == EL_LIGHT_SWITCH &&
5783 game.light_time_left > 0)
5785 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
5786 TEST_DrawLevelField(x, y);
5788 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
5789 game.light_time_left == 0)
5791 Feld[x][y] = EL_LIGHT_SWITCH;
5792 TEST_DrawLevelField(x, y);
5794 else if (element == EL_EMC_DRIPPER &&
5795 game.light_time_left > 0)
5797 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5798 TEST_DrawLevelField(x, y);
5800 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5801 game.light_time_left == 0)
5803 Feld[x][y] = EL_EMC_DRIPPER;
5804 TEST_DrawLevelField(x, y);
5806 else if (element == EL_INVISIBLE_STEELWALL ||
5807 element == EL_INVISIBLE_WALL ||
5808 element == EL_INVISIBLE_SAND)
5810 if (game.light_time_left > 0)
5811 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5813 TEST_DrawLevelField(x, y);
5815 /* uncrumble neighbour fields, if needed */
5816 if (element == EL_INVISIBLE_SAND)
5817 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5819 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5820 element == EL_INVISIBLE_WALL_ACTIVE ||
5821 element == EL_INVISIBLE_SAND_ACTIVE)
5823 if (game.light_time_left == 0)
5824 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5826 TEST_DrawLevelField(x, y);
5828 /* re-crumble neighbour fields, if needed */
5829 if (element == EL_INVISIBLE_SAND)
5830 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5835 static void RedrawAllInvisibleElementsForLenses()
5839 SCAN_PLAYFIELD(x, y)
5841 int element = Feld[x][y];
5843 if (element == EL_EMC_DRIPPER &&
5844 game.lenses_time_left > 0)
5846 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5847 TEST_DrawLevelField(x, y);
5849 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5850 game.lenses_time_left == 0)
5852 Feld[x][y] = EL_EMC_DRIPPER;
5853 TEST_DrawLevelField(x, y);
5855 else if (element == EL_INVISIBLE_STEELWALL ||
5856 element == EL_INVISIBLE_WALL ||
5857 element == EL_INVISIBLE_SAND)
5859 if (game.lenses_time_left > 0)
5860 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5862 TEST_DrawLevelField(x, y);
5864 /* uncrumble neighbour fields, if needed */
5865 if (element == EL_INVISIBLE_SAND)
5866 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5868 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5869 element == EL_INVISIBLE_WALL_ACTIVE ||
5870 element == EL_INVISIBLE_SAND_ACTIVE)
5872 if (game.lenses_time_left == 0)
5873 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5875 TEST_DrawLevelField(x, y);
5877 /* re-crumble neighbour fields, if needed */
5878 if (element == EL_INVISIBLE_SAND)
5879 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5884 static void RedrawAllInvisibleElementsForMagnifier()
5888 SCAN_PLAYFIELD(x, y)
5890 int element = Feld[x][y];
5892 if (element == EL_EMC_FAKE_GRASS &&
5893 game.magnify_time_left > 0)
5895 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
5896 TEST_DrawLevelField(x, y);
5898 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
5899 game.magnify_time_left == 0)
5901 Feld[x][y] = EL_EMC_FAKE_GRASS;
5902 TEST_DrawLevelField(x, y);
5904 else if (IS_GATE_GRAY(element) &&
5905 game.magnify_time_left > 0)
5907 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
5908 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
5909 IS_EM_GATE_GRAY(element) ?
5910 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
5911 IS_EMC_GATE_GRAY(element) ?
5912 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
5913 IS_DC_GATE_GRAY(element) ?
5914 EL_DC_GATE_WHITE_GRAY_ACTIVE :
5916 TEST_DrawLevelField(x, y);
5918 else if (IS_GATE_GRAY_ACTIVE(element) &&
5919 game.magnify_time_left == 0)
5921 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
5922 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
5923 IS_EM_GATE_GRAY_ACTIVE(element) ?
5924 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
5925 IS_EMC_GATE_GRAY_ACTIVE(element) ?
5926 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
5927 IS_DC_GATE_GRAY_ACTIVE(element) ?
5928 EL_DC_GATE_WHITE_GRAY :
5930 TEST_DrawLevelField(x, y);
5935 static void ToggleLightSwitch(int x, int y)
5937 int element = Feld[x][y];
5939 game.light_time_left =
5940 (element == EL_LIGHT_SWITCH ?
5941 level.time_light * FRAMES_PER_SECOND : 0);
5943 RedrawAllLightSwitchesAndInvisibleElements();
5946 static void ActivateTimegateSwitch(int x, int y)
5950 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
5952 SCAN_PLAYFIELD(xx, yy)
5954 int element = Feld[xx][yy];
5956 if (element == EL_TIMEGATE_CLOSED ||
5957 element == EL_TIMEGATE_CLOSING)
5959 Feld[xx][yy] = EL_TIMEGATE_OPENING;
5960 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
5964 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
5966 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
5967 TEST_DrawLevelField(xx, yy);
5973 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
5974 EL_DC_TIMEGATE_SWITCH_ACTIVE);
5977 void Impact(int x, int y)
5979 boolean last_line = (y == lev_fieldy - 1);
5980 boolean object_hit = FALSE;
5981 boolean impact = (last_line || object_hit);
5982 int element = Feld[x][y];
5983 int smashed = EL_STEELWALL;
5985 if (!last_line) /* check if element below was hit */
5987 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
5990 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
5991 MovDir[x][y + 1] != MV_DOWN ||
5992 MovPos[x][y + 1] <= TILEY / 2));
5994 /* do not smash moving elements that left the smashed field in time */
5995 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
5996 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
5999 #if USE_QUICKSAND_IMPACT_BUGFIX
6000 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6002 RemoveMovingField(x, y + 1);
6003 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6004 Feld[x][y + 2] = EL_ROCK;
6005 TEST_DrawLevelField(x, y + 2);
6010 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6012 RemoveMovingField(x, y + 1);
6013 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6014 Feld[x][y + 2] = EL_ROCK;
6015 TEST_DrawLevelField(x, y + 2);
6022 smashed = MovingOrBlocked2Element(x, y + 1);
6024 impact = (last_line || object_hit);
6027 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6029 SplashAcid(x, y + 1);
6033 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6034 /* only reset graphic animation if graphic really changes after impact */
6036 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6038 ResetGfxAnimation(x, y);
6039 TEST_DrawLevelField(x, y);
6042 if (impact && CAN_EXPLODE_IMPACT(element))
6047 else if (impact && element == EL_PEARL &&
6048 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6050 ResetGfxAnimation(x, y);
6052 Feld[x][y] = EL_PEARL_BREAKING;
6053 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6056 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6058 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6063 if (impact && element == EL_AMOEBA_DROP)
6065 if (object_hit && IS_PLAYER(x, y + 1))
6066 KillPlayerUnlessEnemyProtected(x, y + 1);
6067 else if (object_hit && smashed == EL_PENGUIN)
6071 Feld[x][y] = EL_AMOEBA_GROWING;
6072 Store[x][y] = EL_AMOEBA_WET;
6074 ResetRandomAnimationValue(x, y);
6079 if (object_hit) /* check which object was hit */
6081 if ((CAN_PASS_MAGIC_WALL(element) &&
6082 (smashed == EL_MAGIC_WALL ||
6083 smashed == EL_BD_MAGIC_WALL)) ||
6084 (CAN_PASS_DC_MAGIC_WALL(element) &&
6085 smashed == EL_DC_MAGIC_WALL))
6088 int activated_magic_wall =
6089 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6090 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6091 EL_DC_MAGIC_WALL_ACTIVE);
6093 /* activate magic wall / mill */
6094 SCAN_PLAYFIELD(xx, yy)
6096 if (Feld[xx][yy] == smashed)
6097 Feld[xx][yy] = activated_magic_wall;
6100 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6101 game.magic_wall_active = TRUE;
6103 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6104 SND_MAGIC_WALL_ACTIVATING :
6105 smashed == EL_BD_MAGIC_WALL ?
6106 SND_BD_MAGIC_WALL_ACTIVATING :
6107 SND_DC_MAGIC_WALL_ACTIVATING));
6110 if (IS_PLAYER(x, y + 1))
6112 if (CAN_SMASH_PLAYER(element))
6114 KillPlayerUnlessEnemyProtected(x, y + 1);
6118 else if (smashed == EL_PENGUIN)
6120 if (CAN_SMASH_PLAYER(element))
6126 else if (element == EL_BD_DIAMOND)
6128 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6134 else if (((element == EL_SP_INFOTRON ||
6135 element == EL_SP_ZONK) &&
6136 (smashed == EL_SP_SNIKSNAK ||
6137 smashed == EL_SP_ELECTRON ||
6138 smashed == EL_SP_DISK_ORANGE)) ||
6139 (element == EL_SP_INFOTRON &&
6140 smashed == EL_SP_DISK_YELLOW))
6145 else if (CAN_SMASH_EVERYTHING(element))
6147 if (IS_CLASSIC_ENEMY(smashed) ||
6148 CAN_EXPLODE_SMASHED(smashed))
6153 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6155 if (smashed == EL_LAMP ||
6156 smashed == EL_LAMP_ACTIVE)
6161 else if (smashed == EL_NUT)
6163 Feld[x][y + 1] = EL_NUT_BREAKING;
6164 PlayLevelSound(x, y, SND_NUT_BREAKING);
6165 RaiseScoreElement(EL_NUT);
6168 else if (smashed == EL_PEARL)
6170 ResetGfxAnimation(x, y);
6172 Feld[x][y + 1] = EL_PEARL_BREAKING;
6173 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6176 else if (smashed == EL_DIAMOND)
6178 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6179 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6182 else if (IS_BELT_SWITCH(smashed))
6184 ToggleBeltSwitch(x, y + 1);
6186 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6187 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6188 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6189 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6191 ToggleSwitchgateSwitch(x, y + 1);
6193 else if (smashed == EL_LIGHT_SWITCH ||
6194 smashed == EL_LIGHT_SWITCH_ACTIVE)
6196 ToggleLightSwitch(x, y + 1);
6200 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6202 CheckElementChangeBySide(x, y + 1, smashed, element,
6203 CE_SWITCHED, CH_SIDE_TOP);
6204 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6210 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6215 /* play sound of magic wall / mill */
6217 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6218 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6219 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6221 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6222 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6223 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6224 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6225 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6226 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6231 /* play sound of object that hits the ground */
6232 if (last_line || object_hit)
6233 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6236 inline static void TurnRoundExt(int x, int y)
6248 { 0, 0 }, { 0, 0 }, { 0, 0 },
6253 int left, right, back;
6257 { MV_DOWN, MV_UP, MV_RIGHT },
6258 { MV_UP, MV_DOWN, MV_LEFT },
6260 { MV_LEFT, MV_RIGHT, MV_DOWN },
6264 { MV_RIGHT, MV_LEFT, MV_UP }
6267 int element = Feld[x][y];
6268 int move_pattern = element_info[element].move_pattern;
6270 int old_move_dir = MovDir[x][y];
6271 int left_dir = turn[old_move_dir].left;
6272 int right_dir = turn[old_move_dir].right;
6273 int back_dir = turn[old_move_dir].back;
6275 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6276 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6277 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6278 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6280 int left_x = x + left_dx, left_y = y + left_dy;
6281 int right_x = x + right_dx, right_y = y + right_dy;
6282 int move_x = x + move_dx, move_y = y + move_dy;
6286 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6288 TestIfBadThingTouchesOtherBadThing(x, y);
6290 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6291 MovDir[x][y] = right_dir;
6292 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6293 MovDir[x][y] = left_dir;
6295 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6297 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6300 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6302 TestIfBadThingTouchesOtherBadThing(x, y);
6304 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6305 MovDir[x][y] = left_dir;
6306 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6307 MovDir[x][y] = right_dir;
6309 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6311 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6314 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6316 TestIfBadThingTouchesOtherBadThing(x, y);
6318 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6319 MovDir[x][y] = left_dir;
6320 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6321 MovDir[x][y] = right_dir;
6323 if (MovDir[x][y] != old_move_dir)
6326 else if (element == EL_YAMYAM)
6328 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6329 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6331 if (can_turn_left && can_turn_right)
6332 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6333 else if (can_turn_left)
6334 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6335 else if (can_turn_right)
6336 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6338 MovDir[x][y] = back_dir;
6340 MovDelay[x][y] = 16 + 16 * RND(3);
6342 else if (element == EL_DARK_YAMYAM)
6344 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6346 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6349 if (can_turn_left && can_turn_right)
6350 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6351 else if (can_turn_left)
6352 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6353 else if (can_turn_right)
6354 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6356 MovDir[x][y] = back_dir;
6358 MovDelay[x][y] = 16 + 16 * RND(3);
6360 else if (element == EL_PACMAN)
6362 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6363 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6365 if (can_turn_left && can_turn_right)
6366 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6367 else if (can_turn_left)
6368 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6369 else if (can_turn_right)
6370 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6372 MovDir[x][y] = back_dir;
6374 MovDelay[x][y] = 6 + RND(40);
6376 else if (element == EL_PIG)
6378 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6379 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6380 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6381 boolean should_turn_left, should_turn_right, should_move_on;
6383 int rnd = RND(rnd_value);
6385 should_turn_left = (can_turn_left &&
6387 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6388 y + back_dy + left_dy)));
6389 should_turn_right = (can_turn_right &&
6391 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6392 y + back_dy + right_dy)));
6393 should_move_on = (can_move_on &&
6396 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6397 y + move_dy + left_dy) ||
6398 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6399 y + move_dy + right_dy)));
6401 if (should_turn_left || should_turn_right || should_move_on)
6403 if (should_turn_left && should_turn_right && should_move_on)
6404 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6405 rnd < 2 * rnd_value / 3 ? right_dir :
6407 else if (should_turn_left && should_turn_right)
6408 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6409 else if (should_turn_left && should_move_on)
6410 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6411 else if (should_turn_right && should_move_on)
6412 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6413 else if (should_turn_left)
6414 MovDir[x][y] = left_dir;
6415 else if (should_turn_right)
6416 MovDir[x][y] = right_dir;
6417 else if (should_move_on)
6418 MovDir[x][y] = old_move_dir;
6420 else if (can_move_on && rnd > rnd_value / 8)
6421 MovDir[x][y] = old_move_dir;
6422 else if (can_turn_left && can_turn_right)
6423 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6424 else if (can_turn_left && rnd > rnd_value / 8)
6425 MovDir[x][y] = left_dir;
6426 else if (can_turn_right && rnd > rnd_value/8)
6427 MovDir[x][y] = right_dir;
6429 MovDir[x][y] = back_dir;
6431 xx = x + move_xy[MovDir[x][y]].dx;
6432 yy = y + move_xy[MovDir[x][y]].dy;
6434 if (!IN_LEV_FIELD(xx, yy) ||
6435 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6436 MovDir[x][y] = old_move_dir;
6440 else if (element == EL_DRAGON)
6442 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6443 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6444 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6446 int rnd = RND(rnd_value);
6448 if (can_move_on && rnd > rnd_value / 8)
6449 MovDir[x][y] = old_move_dir;
6450 else if (can_turn_left && can_turn_right)
6451 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6452 else if (can_turn_left && rnd > rnd_value / 8)
6453 MovDir[x][y] = left_dir;
6454 else if (can_turn_right && rnd > rnd_value / 8)
6455 MovDir[x][y] = right_dir;
6457 MovDir[x][y] = back_dir;
6459 xx = x + move_xy[MovDir[x][y]].dx;
6460 yy = y + move_xy[MovDir[x][y]].dy;
6462 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6463 MovDir[x][y] = old_move_dir;
6467 else if (element == EL_MOLE)
6469 boolean can_move_on =
6470 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6471 IS_AMOEBOID(Feld[move_x][move_y]) ||
6472 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6475 boolean can_turn_left =
6476 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6477 IS_AMOEBOID(Feld[left_x][left_y])));
6479 boolean can_turn_right =
6480 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6481 IS_AMOEBOID(Feld[right_x][right_y])));
6483 if (can_turn_left && can_turn_right)
6484 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6485 else if (can_turn_left)
6486 MovDir[x][y] = left_dir;
6488 MovDir[x][y] = right_dir;
6491 if (MovDir[x][y] != old_move_dir)
6494 else if (element == EL_BALLOON)
6496 MovDir[x][y] = game.wind_direction;
6499 else if (element == EL_SPRING)
6501 if (MovDir[x][y] & MV_HORIZONTAL)
6503 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6504 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6506 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6507 ResetGfxAnimation(move_x, move_y);
6508 TEST_DrawLevelField(move_x, move_y);
6510 MovDir[x][y] = back_dir;
6512 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6513 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6514 MovDir[x][y] = MV_NONE;
6519 else if (element == EL_ROBOT ||
6520 element == EL_SATELLITE ||
6521 element == EL_PENGUIN ||
6522 element == EL_EMC_ANDROID)
6524 int attr_x = -1, attr_y = -1;
6535 for (i = 0; i < MAX_PLAYERS; i++)
6537 struct PlayerInfo *player = &stored_player[i];
6538 int jx = player->jx, jy = player->jy;
6540 if (!player->active)
6544 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6552 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6553 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6554 game.engine_version < VERSION_IDENT(3,1,0,0)))
6560 if (element == EL_PENGUIN)
6563 static int xy[4][2] =
6571 for (i = 0; i < NUM_DIRECTIONS; i++)
6573 int ex = x + xy[i][0];
6574 int ey = y + xy[i][1];
6576 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6577 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6578 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6579 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6588 MovDir[x][y] = MV_NONE;
6590 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6591 else if (attr_x > x)
6592 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6594 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6595 else if (attr_y > y)
6596 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6598 if (element == EL_ROBOT)
6602 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6603 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6604 Moving2Blocked(x, y, &newx, &newy);
6606 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6607 MovDelay[x][y] = 8 + 8 * !RND(3);
6609 MovDelay[x][y] = 16;
6611 else if (element == EL_PENGUIN)
6617 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6619 boolean first_horiz = RND(2);
6620 int new_move_dir = MovDir[x][y];
6623 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6624 Moving2Blocked(x, y, &newx, &newy);
6626 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6630 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6631 Moving2Blocked(x, y, &newx, &newy);
6633 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6636 MovDir[x][y] = old_move_dir;
6640 else if (element == EL_SATELLITE)
6646 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6648 boolean first_horiz = RND(2);
6649 int new_move_dir = MovDir[x][y];
6652 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6653 Moving2Blocked(x, y, &newx, &newy);
6655 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6659 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6660 Moving2Blocked(x, y, &newx, &newy);
6662 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6665 MovDir[x][y] = old_move_dir;
6669 else if (element == EL_EMC_ANDROID)
6671 static int check_pos[16] =
6673 -1, /* 0 => (invalid) */
6674 7, /* 1 => MV_LEFT */
6675 3, /* 2 => MV_RIGHT */
6676 -1, /* 3 => (invalid) */
6678 0, /* 5 => MV_LEFT | MV_UP */
6679 2, /* 6 => MV_RIGHT | MV_UP */
6680 -1, /* 7 => (invalid) */
6681 5, /* 8 => MV_DOWN */
6682 6, /* 9 => MV_LEFT | MV_DOWN */
6683 4, /* 10 => MV_RIGHT | MV_DOWN */
6684 -1, /* 11 => (invalid) */
6685 -1, /* 12 => (invalid) */
6686 -1, /* 13 => (invalid) */
6687 -1, /* 14 => (invalid) */
6688 -1, /* 15 => (invalid) */
6696 { -1, -1, MV_LEFT | MV_UP },
6698 { +1, -1, MV_RIGHT | MV_UP },
6699 { +1, 0, MV_RIGHT },
6700 { +1, +1, MV_RIGHT | MV_DOWN },
6702 { -1, +1, MV_LEFT | MV_DOWN },
6705 int start_pos, check_order;
6706 boolean can_clone = FALSE;
6709 /* check if there is any free field around current position */
6710 for (i = 0; i < 8; i++)
6712 int newx = x + check_xy[i].dx;
6713 int newy = y + check_xy[i].dy;
6715 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6723 if (can_clone) /* randomly find an element to clone */
6727 start_pos = check_pos[RND(8)];
6728 check_order = (RND(2) ? -1 : +1);
6730 for (i = 0; i < 8; i++)
6732 int pos_raw = start_pos + i * check_order;
6733 int pos = (pos_raw + 8) % 8;
6734 int newx = x + check_xy[pos].dx;
6735 int newy = y + check_xy[pos].dy;
6737 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6739 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
6740 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
6742 Store[x][y] = Feld[newx][newy];
6751 if (can_clone) /* randomly find a direction to move */
6755 start_pos = check_pos[RND(8)];
6756 check_order = (RND(2) ? -1 : +1);
6758 for (i = 0; i < 8; i++)
6760 int pos_raw = start_pos + i * check_order;
6761 int pos = (pos_raw + 8) % 8;
6762 int newx = x + check_xy[pos].dx;
6763 int newy = y + check_xy[pos].dy;
6764 int new_move_dir = check_xy[pos].dir;
6766 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6768 MovDir[x][y] = new_move_dir;
6769 MovDelay[x][y] = level.android_clone_time * 8 + 1;
6778 if (can_clone) /* cloning and moving successful */
6781 /* cannot clone -- try to move towards player */
6783 start_pos = check_pos[MovDir[x][y] & 0x0f];
6784 check_order = (RND(2) ? -1 : +1);
6786 for (i = 0; i < 3; i++)
6788 /* first check start_pos, then previous/next or (next/previous) pos */
6789 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
6790 int pos = (pos_raw + 8) % 8;
6791 int newx = x + check_xy[pos].dx;
6792 int newy = y + check_xy[pos].dy;
6793 int new_move_dir = check_xy[pos].dir;
6795 if (IS_PLAYER(newx, newy))
6798 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6800 MovDir[x][y] = new_move_dir;
6801 MovDelay[x][y] = level.android_move_time * 8 + 1;
6808 else if (move_pattern == MV_TURNING_LEFT ||
6809 move_pattern == MV_TURNING_RIGHT ||
6810 move_pattern == MV_TURNING_LEFT_RIGHT ||
6811 move_pattern == MV_TURNING_RIGHT_LEFT ||
6812 move_pattern == MV_TURNING_RANDOM ||
6813 move_pattern == MV_ALL_DIRECTIONS)
6815 boolean can_turn_left =
6816 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
6817 boolean can_turn_right =
6818 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
6820 if (element_info[element].move_stepsize == 0) /* "not moving" */
6823 if (move_pattern == MV_TURNING_LEFT)
6824 MovDir[x][y] = left_dir;
6825 else if (move_pattern == MV_TURNING_RIGHT)
6826 MovDir[x][y] = right_dir;
6827 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
6828 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
6829 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
6830 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
6831 else if (move_pattern == MV_TURNING_RANDOM)
6832 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
6833 can_turn_right && !can_turn_left ? right_dir :
6834 RND(2) ? left_dir : right_dir);
6835 else if (can_turn_left && can_turn_right)
6836 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6837 else if (can_turn_left)
6838 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6839 else if (can_turn_right)
6840 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6842 MovDir[x][y] = back_dir;
6844 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6846 else if (move_pattern == MV_HORIZONTAL ||
6847 move_pattern == MV_VERTICAL)
6849 if (move_pattern & old_move_dir)
6850 MovDir[x][y] = back_dir;
6851 else if (move_pattern == MV_HORIZONTAL)
6852 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
6853 else if (move_pattern == MV_VERTICAL)
6854 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
6856 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6858 else if (move_pattern & MV_ANY_DIRECTION)
6860 MovDir[x][y] = move_pattern;
6861 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6863 else if (move_pattern & MV_WIND_DIRECTION)
6865 MovDir[x][y] = game.wind_direction;
6866 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6868 else if (move_pattern == MV_ALONG_LEFT_SIDE)
6870 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
6871 MovDir[x][y] = left_dir;
6872 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6873 MovDir[x][y] = right_dir;
6875 if (MovDir[x][y] != old_move_dir)
6876 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6878 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
6880 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
6881 MovDir[x][y] = right_dir;
6882 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6883 MovDir[x][y] = left_dir;
6885 if (MovDir[x][y] != old_move_dir)
6886 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6888 else if (move_pattern == MV_TOWARDS_PLAYER ||
6889 move_pattern == MV_AWAY_FROM_PLAYER)
6891 int attr_x = -1, attr_y = -1;
6893 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
6904 for (i = 0; i < MAX_PLAYERS; i++)
6906 struct PlayerInfo *player = &stored_player[i];
6907 int jx = player->jx, jy = player->jy;
6909 if (!player->active)
6913 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6921 MovDir[x][y] = MV_NONE;
6923 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
6924 else if (attr_x > x)
6925 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
6927 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
6928 else if (attr_y > y)
6929 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
6931 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6933 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6935 boolean first_horiz = RND(2);
6936 int new_move_dir = MovDir[x][y];
6938 if (element_info[element].move_stepsize == 0) /* "not moving" */
6940 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
6941 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6947 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6948 Moving2Blocked(x, y, &newx, &newy);
6950 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
6954 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6955 Moving2Blocked(x, y, &newx, &newy);
6957 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
6960 MovDir[x][y] = old_move_dir;
6963 else if (move_pattern == MV_WHEN_PUSHED ||
6964 move_pattern == MV_WHEN_DROPPED)
6966 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6967 MovDir[x][y] = MV_NONE;
6971 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
6973 static int test_xy[7][2] =
6983 static int test_dir[7] =
6993 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
6994 int move_preference = -1000000; /* start with very low preference */
6995 int new_move_dir = MV_NONE;
6996 int start_test = RND(4);
6999 for (i = 0; i < NUM_DIRECTIONS; i++)
7001 int move_dir = test_dir[start_test + i];
7002 int move_dir_preference;
7004 xx = x + test_xy[start_test + i][0];
7005 yy = y + test_xy[start_test + i][1];
7007 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7008 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7010 new_move_dir = move_dir;
7015 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7018 move_dir_preference = -1 * RunnerVisit[xx][yy];
7019 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7020 move_dir_preference = PlayerVisit[xx][yy];
7022 if (move_dir_preference > move_preference)
7024 /* prefer field that has not been visited for the longest time */
7025 move_preference = move_dir_preference;
7026 new_move_dir = move_dir;
7028 else if (move_dir_preference == move_preference &&
7029 move_dir == old_move_dir)
7031 /* prefer last direction when all directions are preferred equally */
7032 move_preference = move_dir_preference;
7033 new_move_dir = move_dir;
7037 MovDir[x][y] = new_move_dir;
7038 if (old_move_dir != new_move_dir)
7039 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7043 static void TurnRound(int x, int y)
7045 int direction = MovDir[x][y];
7049 GfxDir[x][y] = MovDir[x][y];
7051 if (direction != MovDir[x][y])
7055 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7057 ResetGfxFrame(x, y, FALSE);
7060 static boolean JustBeingPushed(int x, int y)
7064 for (i = 0; i < MAX_PLAYERS; i++)
7066 struct PlayerInfo *player = &stored_player[i];
7068 if (player->active && player->is_pushing && player->MovPos)
7070 int next_jx = player->jx + (player->jx - player->last_jx);
7071 int next_jy = player->jy + (player->jy - player->last_jy);
7073 if (x == next_jx && y == next_jy)
7081 void StartMoving(int x, int y)
7083 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7084 int element = Feld[x][y];
7089 if (MovDelay[x][y] == 0)
7090 GfxAction[x][y] = ACTION_DEFAULT;
7092 if (CAN_FALL(element) && y < lev_fieldy - 1)
7094 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7095 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7096 if (JustBeingPushed(x, y))
7099 if (element == EL_QUICKSAND_FULL)
7101 if (IS_FREE(x, y + 1))
7103 InitMovingField(x, y, MV_DOWN);
7104 started_moving = TRUE;
7106 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7107 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7108 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7109 Store[x][y] = EL_ROCK;
7111 Store[x][y] = EL_ROCK;
7114 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7116 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7118 if (!MovDelay[x][y])
7120 MovDelay[x][y] = TILEY + 1;
7122 ResetGfxAnimation(x, y);
7123 ResetGfxAnimation(x, y + 1);
7128 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7129 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7136 Feld[x][y] = EL_QUICKSAND_EMPTY;
7137 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7138 Store[x][y + 1] = Store[x][y];
7141 PlayLevelSoundAction(x, y, ACTION_FILLING);
7143 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7145 if (!MovDelay[x][y])
7147 MovDelay[x][y] = TILEY + 1;
7149 ResetGfxAnimation(x, y);
7150 ResetGfxAnimation(x, y + 1);
7155 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7156 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7163 Feld[x][y] = EL_QUICKSAND_EMPTY;
7164 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7165 Store[x][y + 1] = Store[x][y];
7168 PlayLevelSoundAction(x, y, ACTION_FILLING);
7171 else if (element == EL_QUICKSAND_FAST_FULL)
7173 if (IS_FREE(x, y + 1))
7175 InitMovingField(x, y, MV_DOWN);
7176 started_moving = TRUE;
7178 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7179 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7180 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7181 Store[x][y] = EL_ROCK;
7183 Store[x][y] = EL_ROCK;
7186 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7188 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7190 if (!MovDelay[x][y])
7192 MovDelay[x][y] = TILEY + 1;
7194 ResetGfxAnimation(x, y);
7195 ResetGfxAnimation(x, y + 1);
7200 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7201 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7208 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7209 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7210 Store[x][y + 1] = Store[x][y];
7213 PlayLevelSoundAction(x, y, ACTION_FILLING);
7215 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7217 if (!MovDelay[x][y])
7219 MovDelay[x][y] = TILEY + 1;
7221 ResetGfxAnimation(x, y);
7222 ResetGfxAnimation(x, y + 1);
7227 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7228 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7235 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7236 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7237 Store[x][y + 1] = Store[x][y];
7240 PlayLevelSoundAction(x, y, ACTION_FILLING);
7243 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7244 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7246 InitMovingField(x, y, MV_DOWN);
7247 started_moving = TRUE;
7249 Feld[x][y] = EL_QUICKSAND_FILLING;
7250 Store[x][y] = element;
7252 PlayLevelSoundAction(x, y, ACTION_FILLING);
7254 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7255 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7257 InitMovingField(x, y, MV_DOWN);
7258 started_moving = TRUE;
7260 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7261 Store[x][y] = element;
7263 PlayLevelSoundAction(x, y, ACTION_FILLING);
7265 else if (element == EL_MAGIC_WALL_FULL)
7267 if (IS_FREE(x, y + 1))
7269 InitMovingField(x, y, MV_DOWN);
7270 started_moving = TRUE;
7272 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7273 Store[x][y] = EL_CHANGED(Store[x][y]);
7275 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7277 if (!MovDelay[x][y])
7278 MovDelay[x][y] = TILEY / 4 + 1;
7287 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7288 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7289 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7293 else if (element == EL_BD_MAGIC_WALL_FULL)
7295 if (IS_FREE(x, y + 1))
7297 InitMovingField(x, y, MV_DOWN);
7298 started_moving = TRUE;
7300 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7301 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7303 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7305 if (!MovDelay[x][y])
7306 MovDelay[x][y] = TILEY / 4 + 1;
7315 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7316 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7317 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7321 else if (element == EL_DC_MAGIC_WALL_FULL)
7323 if (IS_FREE(x, y + 1))
7325 InitMovingField(x, y, MV_DOWN);
7326 started_moving = TRUE;
7328 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7329 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7331 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7333 if (!MovDelay[x][y])
7334 MovDelay[x][y] = TILEY / 4 + 1;
7343 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7344 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7345 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7349 else if ((CAN_PASS_MAGIC_WALL(element) &&
7350 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7351 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7352 (CAN_PASS_DC_MAGIC_WALL(element) &&
7353 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7356 InitMovingField(x, y, MV_DOWN);
7357 started_moving = TRUE;
7360 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7361 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7362 EL_DC_MAGIC_WALL_FILLING);
7363 Store[x][y] = element;
7365 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7367 SplashAcid(x, y + 1);
7369 InitMovingField(x, y, MV_DOWN);
7370 started_moving = TRUE;
7372 Store[x][y] = EL_ACID;
7375 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7376 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7377 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7378 CAN_FALL(element) && WasJustFalling[x][y] &&
7379 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7381 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7382 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7383 (Feld[x][y + 1] == EL_BLOCKED)))
7385 /* this is needed for a special case not covered by calling "Impact()"
7386 from "ContinueMoving()": if an element moves to a tile directly below
7387 another element which was just falling on that tile (which was empty
7388 in the previous frame), the falling element above would just stop
7389 instead of smashing the element below (in previous version, the above
7390 element was just checked for "moving" instead of "falling", resulting
7391 in incorrect smashes caused by horizontal movement of the above
7392 element; also, the case of the player being the element to smash was
7393 simply not covered here... :-/ ) */
7395 CheckCollision[x][y] = 0;
7396 CheckImpact[x][y] = 0;
7400 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7402 if (MovDir[x][y] == MV_NONE)
7404 InitMovingField(x, y, MV_DOWN);
7405 started_moving = TRUE;
7408 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7410 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7411 MovDir[x][y] = MV_DOWN;
7413 InitMovingField(x, y, MV_DOWN);
7414 started_moving = TRUE;
7416 else if (element == EL_AMOEBA_DROP)
7418 Feld[x][y] = EL_AMOEBA_GROWING;
7419 Store[x][y] = EL_AMOEBA_WET;
7421 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7422 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7423 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7424 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7426 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7427 (IS_FREE(x - 1, y + 1) ||
7428 Feld[x - 1][y + 1] == EL_ACID));
7429 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7430 (IS_FREE(x + 1, y + 1) ||
7431 Feld[x + 1][y + 1] == EL_ACID));
7432 boolean can_fall_any = (can_fall_left || can_fall_right);
7433 boolean can_fall_both = (can_fall_left && can_fall_right);
7434 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7436 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7438 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7439 can_fall_right = FALSE;
7440 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7441 can_fall_left = FALSE;
7442 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7443 can_fall_right = FALSE;
7444 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7445 can_fall_left = FALSE;
7447 can_fall_any = (can_fall_left || can_fall_right);
7448 can_fall_both = FALSE;
7453 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7454 can_fall_right = FALSE; /* slip down on left side */
7456 can_fall_left = !(can_fall_right = RND(2));
7458 can_fall_both = FALSE;
7463 /* if not determined otherwise, prefer left side for slipping down */
7464 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7465 started_moving = TRUE;
7468 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7470 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7471 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7472 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7473 int belt_dir = game.belt_dir[belt_nr];
7475 if ((belt_dir == MV_LEFT && left_is_free) ||
7476 (belt_dir == MV_RIGHT && right_is_free))
7478 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7480 InitMovingField(x, y, belt_dir);
7481 started_moving = TRUE;
7483 Pushed[x][y] = TRUE;
7484 Pushed[nextx][y] = TRUE;
7486 GfxAction[x][y] = ACTION_DEFAULT;
7490 MovDir[x][y] = 0; /* if element was moving, stop it */
7495 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7496 if (CAN_MOVE(element) && !started_moving)
7498 int move_pattern = element_info[element].move_pattern;
7501 Moving2Blocked(x, y, &newx, &newy);
7503 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7506 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7507 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7509 WasJustMoving[x][y] = 0;
7510 CheckCollision[x][y] = 0;
7512 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7514 if (Feld[x][y] != element) /* element has changed */
7518 if (!MovDelay[x][y]) /* start new movement phase */
7520 /* all objects that can change their move direction after each step
7521 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7523 if (element != EL_YAMYAM &&
7524 element != EL_DARK_YAMYAM &&
7525 element != EL_PACMAN &&
7526 !(move_pattern & MV_ANY_DIRECTION) &&
7527 move_pattern != MV_TURNING_LEFT &&
7528 move_pattern != MV_TURNING_RIGHT &&
7529 move_pattern != MV_TURNING_LEFT_RIGHT &&
7530 move_pattern != MV_TURNING_RIGHT_LEFT &&
7531 move_pattern != MV_TURNING_RANDOM)
7535 if (MovDelay[x][y] && (element == EL_BUG ||
7536 element == EL_SPACESHIP ||
7537 element == EL_SP_SNIKSNAK ||
7538 element == EL_SP_ELECTRON ||
7539 element == EL_MOLE))
7540 TEST_DrawLevelField(x, y);
7544 if (MovDelay[x][y]) /* wait some time before next movement */
7548 if (element == EL_ROBOT ||
7549 element == EL_YAMYAM ||
7550 element == EL_DARK_YAMYAM)
7552 DrawLevelElementAnimationIfNeeded(x, y, element);
7553 PlayLevelSoundAction(x, y, ACTION_WAITING);
7555 else if (element == EL_SP_ELECTRON)
7556 DrawLevelElementAnimationIfNeeded(x, y, element);
7557 else if (element == EL_DRAGON)
7560 int dir = MovDir[x][y];
7561 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7562 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7563 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7564 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7565 dir == MV_UP ? IMG_FLAMES_1_UP :
7566 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7567 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7569 GfxAction[x][y] = ACTION_ATTACKING;
7571 if (IS_PLAYER(x, y))
7572 DrawPlayerField(x, y);
7574 TEST_DrawLevelField(x, y);
7576 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7578 for (i = 1; i <= 3; i++)
7580 int xx = x + i * dx;
7581 int yy = y + i * dy;
7582 int sx = SCREENX(xx);
7583 int sy = SCREENY(yy);
7584 int flame_graphic = graphic + (i - 1);
7586 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7591 int flamed = MovingOrBlocked2Element(xx, yy);
7593 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7596 RemoveMovingField(xx, yy);
7598 ChangeDelay[xx][yy] = 0;
7600 Feld[xx][yy] = EL_FLAMES;
7602 if (IN_SCR_FIELD(sx, sy))
7604 TEST_DrawLevelFieldCrumbled(xx, yy);
7605 DrawGraphic(sx, sy, flame_graphic, frame);
7610 if (Feld[xx][yy] == EL_FLAMES)
7611 Feld[xx][yy] = EL_EMPTY;
7612 TEST_DrawLevelField(xx, yy);
7617 if (MovDelay[x][y]) /* element still has to wait some time */
7619 PlayLevelSoundAction(x, y, ACTION_WAITING);
7625 /* now make next step */
7627 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7629 if (DONT_COLLIDE_WITH(element) &&
7630 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7631 !PLAYER_ENEMY_PROTECTED(newx, newy))
7633 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7638 else if (CAN_MOVE_INTO_ACID(element) &&
7639 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7640 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7641 (MovDir[x][y] == MV_DOWN ||
7642 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7644 SplashAcid(newx, newy);
7645 Store[x][y] = EL_ACID;
7647 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7649 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7650 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7651 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7652 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7655 TEST_DrawLevelField(x, y);
7657 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7658 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7659 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7661 local_player->friends_still_needed--;
7662 if (!local_player->friends_still_needed &&
7663 !local_player->GameOver && AllPlayersGone)
7664 PlayerWins(local_player);
7668 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7670 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7671 TEST_DrawLevelField(newx, newy);
7673 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7675 else if (!IS_FREE(newx, newy))
7677 GfxAction[x][y] = ACTION_WAITING;
7679 if (IS_PLAYER(x, y))
7680 DrawPlayerField(x, y);
7682 TEST_DrawLevelField(x, y);
7687 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7689 if (IS_FOOD_PIG(Feld[newx][newy]))
7691 if (IS_MOVING(newx, newy))
7692 RemoveMovingField(newx, newy);
7695 Feld[newx][newy] = EL_EMPTY;
7696 TEST_DrawLevelField(newx, newy);
7699 PlayLevelSound(x, y, SND_PIG_DIGGING);
7701 else if (!IS_FREE(newx, newy))
7703 if (IS_PLAYER(x, y))
7704 DrawPlayerField(x, y);
7706 TEST_DrawLevelField(x, y);
7711 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7713 if (Store[x][y] != EL_EMPTY)
7715 boolean can_clone = FALSE;
7718 /* check if element to clone is still there */
7719 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7721 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7729 /* cannot clone or target field not free anymore -- do not clone */
7730 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7731 Store[x][y] = EL_EMPTY;
7734 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7736 if (IS_MV_DIAGONAL(MovDir[x][y]))
7738 int diagonal_move_dir = MovDir[x][y];
7739 int stored = Store[x][y];
7740 int change_delay = 8;
7743 /* android is moving diagonally */
7745 CreateField(x, y, EL_DIAGONAL_SHRINKING);
7747 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
7748 GfxElement[x][y] = EL_EMC_ANDROID;
7749 GfxAction[x][y] = ACTION_SHRINKING;
7750 GfxDir[x][y] = diagonal_move_dir;
7751 ChangeDelay[x][y] = change_delay;
7753 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
7756 DrawLevelGraphicAnimation(x, y, graphic);
7757 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
7759 if (Feld[newx][newy] == EL_ACID)
7761 SplashAcid(newx, newy);
7766 CreateField(newx, newy, EL_DIAGONAL_GROWING);
7768 Store[newx][newy] = EL_EMC_ANDROID;
7769 GfxElement[newx][newy] = EL_EMC_ANDROID;
7770 GfxAction[newx][newy] = ACTION_GROWING;
7771 GfxDir[newx][newy] = diagonal_move_dir;
7772 ChangeDelay[newx][newy] = change_delay;
7774 graphic = el_act_dir2img(GfxElement[newx][newy],
7775 GfxAction[newx][newy], GfxDir[newx][newy]);
7777 DrawLevelGraphicAnimation(newx, newy, graphic);
7778 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
7784 Feld[newx][newy] = EL_EMPTY;
7785 TEST_DrawLevelField(newx, newy);
7787 PlayLevelSoundAction(x, y, ACTION_DIGGING);
7790 else if (!IS_FREE(newx, newy))
7795 else if (IS_CUSTOM_ELEMENT(element) &&
7796 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7798 if (!DigFieldByCE(newx, newy, element))
7801 if (move_pattern & MV_MAZE_RUNNER_STYLE)
7803 RunnerVisit[x][y] = FrameCounter;
7804 PlayerVisit[x][y] /= 8; /* expire player visit path */
7807 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
7809 if (!IS_FREE(newx, newy))
7811 if (IS_PLAYER(x, y))
7812 DrawPlayerField(x, y);
7814 TEST_DrawLevelField(x, y);
7820 boolean wanna_flame = !RND(10);
7821 int dx = newx - x, dy = newy - y;
7822 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
7823 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
7824 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
7825 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
7826 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
7827 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
7830 IS_CLASSIC_ENEMY(element1) ||
7831 IS_CLASSIC_ENEMY(element2)) &&
7832 element1 != EL_DRAGON && element2 != EL_DRAGON &&
7833 element1 != EL_FLAMES && element2 != EL_FLAMES)
7835 ResetGfxAnimation(x, y);
7836 GfxAction[x][y] = ACTION_ATTACKING;
7838 if (IS_PLAYER(x, y))
7839 DrawPlayerField(x, y);
7841 TEST_DrawLevelField(x, y);
7843 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
7845 MovDelay[x][y] = 50;
7847 Feld[newx][newy] = EL_FLAMES;
7848 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
7849 Feld[newx1][newy1] = EL_FLAMES;
7850 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
7851 Feld[newx2][newy2] = EL_FLAMES;
7857 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7858 Feld[newx][newy] == EL_DIAMOND)
7860 if (IS_MOVING(newx, newy))
7861 RemoveMovingField(newx, newy);
7864 Feld[newx][newy] = EL_EMPTY;
7865 TEST_DrawLevelField(newx, newy);
7868 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
7870 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7871 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
7873 if (AmoebaNr[newx][newy])
7875 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7876 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7877 Feld[newx][newy] == EL_BD_AMOEBA)
7878 AmoebaCnt[AmoebaNr[newx][newy]]--;
7881 if (IS_MOVING(newx, newy))
7883 RemoveMovingField(newx, newy);
7887 Feld[newx][newy] = EL_EMPTY;
7888 TEST_DrawLevelField(newx, newy);
7891 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
7893 else if ((element == EL_PACMAN || element == EL_MOLE)
7894 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
7896 if (AmoebaNr[newx][newy])
7898 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7899 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7900 Feld[newx][newy] == EL_BD_AMOEBA)
7901 AmoebaCnt[AmoebaNr[newx][newy]]--;
7904 if (element == EL_MOLE)
7906 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
7907 PlayLevelSound(x, y, SND_MOLE_DIGGING);
7909 ResetGfxAnimation(x, y);
7910 GfxAction[x][y] = ACTION_DIGGING;
7911 TEST_DrawLevelField(x, y);
7913 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
7915 return; /* wait for shrinking amoeba */
7917 else /* element == EL_PACMAN */
7919 Feld[newx][newy] = EL_EMPTY;
7920 TEST_DrawLevelField(newx, newy);
7921 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
7924 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
7925 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
7926 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
7928 /* wait for shrinking amoeba to completely disappear */
7931 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
7933 /* object was running against a wall */
7937 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
7938 DrawLevelElementAnimation(x, y, element);
7940 if (DONT_TOUCH(element))
7941 TestIfBadThingTouchesPlayer(x, y);
7946 InitMovingField(x, y, MovDir[x][y]);
7948 PlayLevelSoundAction(x, y, ACTION_MOVING);
7952 ContinueMoving(x, y);
7955 void ContinueMoving(int x, int y)
7957 int element = Feld[x][y];
7958 struct ElementInfo *ei = &element_info[element];
7959 int direction = MovDir[x][y];
7960 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
7961 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
7962 int newx = x + dx, newy = y + dy;
7963 int stored = Store[x][y];
7964 int stored_new = Store[newx][newy];
7965 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
7966 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
7967 boolean last_line = (newy == lev_fieldy - 1);
7969 MovPos[x][y] += getElementMoveStepsize(x, y);
7971 if (pushed_by_player) /* special case: moving object pushed by player */
7972 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
7974 if (ABS(MovPos[x][y]) < TILEX)
7976 TEST_DrawLevelField(x, y);
7978 return; /* element is still moving */
7981 /* element reached destination field */
7983 Feld[x][y] = EL_EMPTY;
7984 Feld[newx][newy] = element;
7985 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
7987 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
7989 element = Feld[newx][newy] = EL_ACID;
7991 else if (element == EL_MOLE)
7993 Feld[x][y] = EL_SAND;
7995 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
7997 else if (element == EL_QUICKSAND_FILLING)
7999 element = Feld[newx][newy] = get_next_element(element);
8000 Store[newx][newy] = Store[x][y];
8002 else if (element == EL_QUICKSAND_EMPTYING)
8004 Feld[x][y] = get_next_element(element);
8005 element = Feld[newx][newy] = Store[x][y];
8007 else if (element == EL_QUICKSAND_FAST_FILLING)
8009 element = Feld[newx][newy] = get_next_element(element);
8010 Store[newx][newy] = Store[x][y];
8012 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8014 Feld[x][y] = get_next_element(element);
8015 element = Feld[newx][newy] = Store[x][y];
8017 else if (element == EL_MAGIC_WALL_FILLING)
8019 element = Feld[newx][newy] = get_next_element(element);
8020 if (!game.magic_wall_active)
8021 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8022 Store[newx][newy] = Store[x][y];
8024 else if (element == EL_MAGIC_WALL_EMPTYING)
8026 Feld[x][y] = get_next_element(element);
8027 if (!game.magic_wall_active)
8028 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8029 element = Feld[newx][newy] = Store[x][y];
8031 InitField(newx, newy, FALSE);
8033 else if (element == EL_BD_MAGIC_WALL_FILLING)
8035 element = Feld[newx][newy] = get_next_element(element);
8036 if (!game.magic_wall_active)
8037 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8038 Store[newx][newy] = Store[x][y];
8040 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8042 Feld[x][y] = get_next_element(element);
8043 if (!game.magic_wall_active)
8044 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8045 element = Feld[newx][newy] = Store[x][y];
8047 InitField(newx, newy, FALSE);
8049 else if (element == EL_DC_MAGIC_WALL_FILLING)
8051 element = Feld[newx][newy] = get_next_element(element);
8052 if (!game.magic_wall_active)
8053 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8054 Store[newx][newy] = Store[x][y];
8056 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8058 Feld[x][y] = get_next_element(element);
8059 if (!game.magic_wall_active)
8060 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8061 element = Feld[newx][newy] = Store[x][y];
8063 InitField(newx, newy, FALSE);
8065 else if (element == EL_AMOEBA_DROPPING)
8067 Feld[x][y] = get_next_element(element);
8068 element = Feld[newx][newy] = Store[x][y];
8070 else if (element == EL_SOKOBAN_OBJECT)
8073 Feld[x][y] = Back[x][y];
8075 if (Back[newx][newy])
8076 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8078 Back[x][y] = Back[newx][newy] = 0;
8081 Store[x][y] = EL_EMPTY;
8086 MovDelay[newx][newy] = 0;
8088 if (CAN_CHANGE_OR_HAS_ACTION(element))
8090 /* copy element change control values to new field */
8091 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8092 ChangePage[newx][newy] = ChangePage[x][y];
8093 ChangeCount[newx][newy] = ChangeCount[x][y];
8094 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8097 CustomValue[newx][newy] = CustomValue[x][y];
8099 ChangeDelay[x][y] = 0;
8100 ChangePage[x][y] = -1;
8101 ChangeCount[x][y] = 0;
8102 ChangeEvent[x][y] = -1;
8104 CustomValue[x][y] = 0;
8106 /* copy animation control values to new field */
8107 GfxFrame[newx][newy] = GfxFrame[x][y];
8108 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8109 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8110 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8112 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8114 /* some elements can leave other elements behind after moving */
8115 if (ei->move_leave_element != EL_EMPTY &&
8116 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8117 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8119 int move_leave_element = ei->move_leave_element;
8121 /* this makes it possible to leave the removed element again */
8122 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8123 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8125 Feld[x][y] = move_leave_element;
8127 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8128 MovDir[x][y] = direction;
8130 InitField(x, y, FALSE);
8132 if (GFX_CRUMBLED(Feld[x][y]))
8133 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8135 if (ELEM_IS_PLAYER(move_leave_element))
8136 RelocatePlayer(x, y, move_leave_element);
8139 /* do this after checking for left-behind element */
8140 ResetGfxAnimation(x, y); /* reset animation values for old field */
8142 if (!CAN_MOVE(element) ||
8143 (CAN_FALL(element) && direction == MV_DOWN &&
8144 (element == EL_SPRING ||
8145 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8146 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8147 GfxDir[x][y] = MovDir[newx][newy] = 0;
8149 TEST_DrawLevelField(x, y);
8150 TEST_DrawLevelField(newx, newy);
8152 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8154 /* prevent pushed element from moving on in pushed direction */
8155 if (pushed_by_player && CAN_MOVE(element) &&
8156 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8157 !(element_info[element].move_pattern & direction))
8158 TurnRound(newx, newy);
8160 /* prevent elements on conveyor belt from moving on in last direction */
8161 if (pushed_by_conveyor && CAN_FALL(element) &&
8162 direction & MV_HORIZONTAL)
8163 MovDir[newx][newy] = 0;
8165 if (!pushed_by_player)
8167 int nextx = newx + dx, nexty = newy + dy;
8168 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8170 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8172 if (CAN_FALL(element) && direction == MV_DOWN)
8173 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8175 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8176 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8178 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8179 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8182 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8184 TestIfBadThingTouchesPlayer(newx, newy);
8185 TestIfBadThingTouchesFriend(newx, newy);
8187 if (!IS_CUSTOM_ELEMENT(element))
8188 TestIfBadThingTouchesOtherBadThing(newx, newy);
8190 else if (element == EL_PENGUIN)
8191 TestIfFriendTouchesBadThing(newx, newy);
8193 if (DONT_GET_HIT_BY(element))
8195 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8198 /* give the player one last chance (one more frame) to move away */
8199 if (CAN_FALL(element) && direction == MV_DOWN &&
8200 (last_line || (!IS_FREE(x, newy + 1) &&
8201 (!IS_PLAYER(x, newy + 1) ||
8202 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8205 if (pushed_by_player && !game.use_change_when_pushing_bug)
8207 int push_side = MV_DIR_OPPOSITE(direction);
8208 struct PlayerInfo *player = PLAYERINFO(x, y);
8210 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8211 player->index_bit, push_side);
8212 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8213 player->index_bit, push_side);
8216 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8217 MovDelay[newx][newy] = 1;
8219 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8221 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8222 TestIfElementHitsCustomElement(newx, newy, direction);
8223 TestIfPlayerTouchesCustomElement(newx, newy);
8224 TestIfElementTouchesCustomElement(newx, newy);
8226 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8227 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8228 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8229 MV_DIR_OPPOSITE(direction));
8232 int AmoebeNachbarNr(int ax, int ay)
8235 int element = Feld[ax][ay];
8237 static int xy[4][2] =
8245 for (i = 0; i < NUM_DIRECTIONS; i++)
8247 int x = ax + xy[i][0];
8248 int y = ay + xy[i][1];
8250 if (!IN_LEV_FIELD(x, y))
8253 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8254 group_nr = AmoebaNr[x][y];
8260 void AmoebenVereinigen(int ax, int ay)
8262 int i, x, y, xx, yy;
8263 int new_group_nr = AmoebaNr[ax][ay];
8264 static int xy[4][2] =
8272 if (new_group_nr == 0)
8275 for (i = 0; i < NUM_DIRECTIONS; i++)
8280 if (!IN_LEV_FIELD(x, y))
8283 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8284 Feld[x][y] == EL_BD_AMOEBA ||
8285 Feld[x][y] == EL_AMOEBA_DEAD) &&
8286 AmoebaNr[x][y] != new_group_nr)
8288 int old_group_nr = AmoebaNr[x][y];
8290 if (old_group_nr == 0)
8293 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8294 AmoebaCnt[old_group_nr] = 0;
8295 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8296 AmoebaCnt2[old_group_nr] = 0;
8298 SCAN_PLAYFIELD(xx, yy)
8300 if (AmoebaNr[xx][yy] == old_group_nr)
8301 AmoebaNr[xx][yy] = new_group_nr;
8307 void AmoebeUmwandeln(int ax, int ay)
8311 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8313 int group_nr = AmoebaNr[ax][ay];
8318 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8319 printf("AmoebeUmwandeln(): This should never happen!\n");
8324 SCAN_PLAYFIELD(x, y)
8326 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8329 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8333 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8334 SND_AMOEBA_TURNING_TO_GEM :
8335 SND_AMOEBA_TURNING_TO_ROCK));
8340 static int xy[4][2] =
8348 for (i = 0; i < NUM_DIRECTIONS; i++)
8353 if (!IN_LEV_FIELD(x, y))
8356 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8358 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8359 SND_AMOEBA_TURNING_TO_GEM :
8360 SND_AMOEBA_TURNING_TO_ROCK));
8367 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8370 int group_nr = AmoebaNr[ax][ay];
8371 boolean done = FALSE;
8376 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8377 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8382 SCAN_PLAYFIELD(x, y)
8384 if (AmoebaNr[x][y] == group_nr &&
8385 (Feld[x][y] == EL_AMOEBA_DEAD ||
8386 Feld[x][y] == EL_BD_AMOEBA ||
8387 Feld[x][y] == EL_AMOEBA_GROWING))
8390 Feld[x][y] = new_element;
8391 InitField(x, y, FALSE);
8392 TEST_DrawLevelField(x, y);
8398 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8399 SND_BD_AMOEBA_TURNING_TO_ROCK :
8400 SND_BD_AMOEBA_TURNING_TO_GEM));
8403 void AmoebeWaechst(int x, int y)
8405 static unsigned int sound_delay = 0;
8406 static unsigned int sound_delay_value = 0;
8408 if (!MovDelay[x][y]) /* start new growing cycle */
8412 if (DelayReached(&sound_delay, sound_delay_value))
8414 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8415 sound_delay_value = 30;
8419 if (MovDelay[x][y]) /* wait some time before growing bigger */
8422 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8424 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8425 6 - MovDelay[x][y]);
8427 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8430 if (!MovDelay[x][y])
8432 Feld[x][y] = Store[x][y];
8434 TEST_DrawLevelField(x, y);
8439 void AmoebaDisappearing(int x, int y)
8441 static unsigned int sound_delay = 0;
8442 static unsigned int sound_delay_value = 0;
8444 if (!MovDelay[x][y]) /* start new shrinking cycle */
8448 if (DelayReached(&sound_delay, sound_delay_value))
8449 sound_delay_value = 30;
8452 if (MovDelay[x][y]) /* wait some time before shrinking */
8455 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8457 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8458 6 - MovDelay[x][y]);
8460 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8463 if (!MovDelay[x][y])
8465 Feld[x][y] = EL_EMPTY;
8466 TEST_DrawLevelField(x, y);
8468 /* don't let mole enter this field in this cycle;
8469 (give priority to objects falling to this field from above) */
8475 void AmoebeAbleger(int ax, int ay)
8478 int element = Feld[ax][ay];
8479 int graphic = el2img(element);
8480 int newax = ax, neway = ay;
8481 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8482 static int xy[4][2] =
8490 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8492 Feld[ax][ay] = EL_AMOEBA_DEAD;
8493 TEST_DrawLevelField(ax, ay);
8497 if (IS_ANIMATED(graphic))
8498 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8500 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8501 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8503 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8506 if (MovDelay[ax][ay])
8510 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8513 int x = ax + xy[start][0];
8514 int y = ay + xy[start][1];
8516 if (!IN_LEV_FIELD(x, y))
8519 if (IS_FREE(x, y) ||
8520 CAN_GROW_INTO(Feld[x][y]) ||
8521 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8522 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8528 if (newax == ax && neway == ay)
8531 else /* normal or "filled" (BD style) amoeba */
8534 boolean waiting_for_player = FALSE;
8536 for (i = 0; i < NUM_DIRECTIONS; i++)
8538 int j = (start + i) % 4;
8539 int x = ax + xy[j][0];
8540 int y = ay + xy[j][1];
8542 if (!IN_LEV_FIELD(x, y))
8545 if (IS_FREE(x, y) ||
8546 CAN_GROW_INTO(Feld[x][y]) ||
8547 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8548 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8554 else if (IS_PLAYER(x, y))
8555 waiting_for_player = TRUE;
8558 if (newax == ax && neway == ay) /* amoeba cannot grow */
8560 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8562 Feld[ax][ay] = EL_AMOEBA_DEAD;
8563 TEST_DrawLevelField(ax, ay);
8564 AmoebaCnt[AmoebaNr[ax][ay]]--;
8566 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8568 if (element == EL_AMOEBA_FULL)
8569 AmoebeUmwandeln(ax, ay);
8570 else if (element == EL_BD_AMOEBA)
8571 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8576 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8578 /* amoeba gets larger by growing in some direction */
8580 int new_group_nr = AmoebaNr[ax][ay];
8583 if (new_group_nr == 0)
8585 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8586 printf("AmoebeAbleger(): This should never happen!\n");
8591 AmoebaNr[newax][neway] = new_group_nr;
8592 AmoebaCnt[new_group_nr]++;
8593 AmoebaCnt2[new_group_nr]++;
8595 /* if amoeba touches other amoeba(s) after growing, unify them */
8596 AmoebenVereinigen(newax, neway);
8598 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8600 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8606 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8607 (neway == lev_fieldy - 1 && newax != ax))
8609 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8610 Store[newax][neway] = element;
8612 else if (neway == ay || element == EL_EMC_DRIPPER)
8614 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8616 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8620 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8621 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8622 Store[ax][ay] = EL_AMOEBA_DROP;
8623 ContinueMoving(ax, ay);
8627 TEST_DrawLevelField(newax, neway);
8630 void Life(int ax, int ay)
8634 int element = Feld[ax][ay];
8635 int graphic = el2img(element);
8636 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8638 boolean changed = FALSE;
8640 if (IS_ANIMATED(graphic))
8641 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8646 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8647 MovDelay[ax][ay] = life_time;
8649 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8652 if (MovDelay[ax][ay])
8656 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8658 int xx = ax+x1, yy = ay+y1;
8661 if (!IN_LEV_FIELD(xx, yy))
8664 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8666 int x = xx+x2, y = yy+y2;
8668 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8671 if (((Feld[x][y] == element ||
8672 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8674 (IS_FREE(x, y) && Stop[x][y]))
8678 if (xx == ax && yy == ay) /* field in the middle */
8680 if (nachbarn < life_parameter[0] ||
8681 nachbarn > life_parameter[1])
8683 Feld[xx][yy] = EL_EMPTY;
8685 TEST_DrawLevelField(xx, yy);
8686 Stop[xx][yy] = TRUE;
8690 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8691 { /* free border field */
8692 if (nachbarn >= life_parameter[2] &&
8693 nachbarn <= life_parameter[3])
8695 Feld[xx][yy] = element;
8696 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8698 TEST_DrawLevelField(xx, yy);
8699 Stop[xx][yy] = TRUE;
8706 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8707 SND_GAME_OF_LIFE_GROWING);
8710 static void InitRobotWheel(int x, int y)
8712 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8715 static void RunRobotWheel(int x, int y)
8717 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8720 static void StopRobotWheel(int x, int y)
8722 if (ZX == x && ZY == y)
8726 game.robot_wheel_active = FALSE;
8730 static void InitTimegateWheel(int x, int y)
8732 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8735 static void RunTimegateWheel(int x, int y)
8737 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
8740 static void InitMagicBallDelay(int x, int y)
8742 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
8745 static void ActivateMagicBall(int bx, int by)
8749 if (level.ball_random)
8751 int pos_border = RND(8); /* select one of the eight border elements */
8752 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
8753 int xx = pos_content % 3;
8754 int yy = pos_content / 3;
8759 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8760 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8764 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
8766 int xx = x - bx + 1;
8767 int yy = y - by + 1;
8769 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8770 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8774 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
8777 void CheckExit(int x, int y)
8779 if (local_player->gems_still_needed > 0 ||
8780 local_player->sokobanfields_still_needed > 0 ||
8781 local_player->lights_still_needed > 0)
8783 int element = Feld[x][y];
8784 int graphic = el2img(element);
8786 if (IS_ANIMATED(graphic))
8787 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8792 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8795 Feld[x][y] = EL_EXIT_OPENING;
8797 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
8800 void CheckExitEM(int x, int y)
8802 if (local_player->gems_still_needed > 0 ||
8803 local_player->sokobanfields_still_needed > 0 ||
8804 local_player->lights_still_needed > 0)
8806 int element = Feld[x][y];
8807 int graphic = el2img(element);
8809 if (IS_ANIMATED(graphic))
8810 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8815 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8818 Feld[x][y] = EL_EM_EXIT_OPENING;
8820 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
8823 void CheckExitSteel(int x, int y)
8825 if (local_player->gems_still_needed > 0 ||
8826 local_player->sokobanfields_still_needed > 0 ||
8827 local_player->lights_still_needed > 0)
8829 int element = Feld[x][y];
8830 int graphic = el2img(element);
8832 if (IS_ANIMATED(graphic))
8833 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8838 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8841 Feld[x][y] = EL_STEEL_EXIT_OPENING;
8843 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
8846 void CheckExitSteelEM(int x, int y)
8848 if (local_player->gems_still_needed > 0 ||
8849 local_player->sokobanfields_still_needed > 0 ||
8850 local_player->lights_still_needed > 0)
8852 int element = Feld[x][y];
8853 int graphic = el2img(element);
8855 if (IS_ANIMATED(graphic))
8856 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8861 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8864 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
8866 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
8869 void CheckExitSP(int x, int y)
8871 if (local_player->gems_still_needed > 0)
8873 int element = Feld[x][y];
8874 int graphic = el2img(element);
8876 if (IS_ANIMATED(graphic))
8877 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8882 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8885 Feld[x][y] = EL_SP_EXIT_OPENING;
8887 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
8890 static void CloseAllOpenTimegates()
8894 SCAN_PLAYFIELD(x, y)
8896 int element = Feld[x][y];
8898 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
8900 Feld[x][y] = EL_TIMEGATE_CLOSING;
8902 PlayLevelSoundAction(x, y, ACTION_CLOSING);
8907 void DrawTwinkleOnField(int x, int y)
8909 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
8912 if (Feld[x][y] == EL_BD_DIAMOND)
8915 if (MovDelay[x][y] == 0) /* next animation frame */
8916 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
8918 if (MovDelay[x][y] != 0) /* wait some time before next frame */
8922 DrawLevelElementAnimation(x, y, Feld[x][y]);
8924 if (MovDelay[x][y] != 0)
8926 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
8927 10 - MovDelay[x][y]);
8929 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
8934 void MauerWaechst(int x, int y)
8938 if (!MovDelay[x][y]) /* next animation frame */
8939 MovDelay[x][y] = 3 * delay;
8941 if (MovDelay[x][y]) /* wait some time before next frame */
8945 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8947 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
8948 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
8950 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
8953 if (!MovDelay[x][y])
8955 if (MovDir[x][y] == MV_LEFT)
8957 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
8958 TEST_DrawLevelField(x - 1, y);
8960 else if (MovDir[x][y] == MV_RIGHT)
8962 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
8963 TEST_DrawLevelField(x + 1, y);
8965 else if (MovDir[x][y] == MV_UP)
8967 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
8968 TEST_DrawLevelField(x, y - 1);
8972 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
8973 TEST_DrawLevelField(x, y + 1);
8976 Feld[x][y] = Store[x][y];
8978 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8979 TEST_DrawLevelField(x, y);
8984 void MauerAbleger(int ax, int ay)
8986 int element = Feld[ax][ay];
8987 int graphic = el2img(element);
8988 boolean oben_frei = FALSE, unten_frei = FALSE;
8989 boolean links_frei = FALSE, rechts_frei = FALSE;
8990 boolean oben_massiv = FALSE, unten_massiv = FALSE;
8991 boolean links_massiv = FALSE, rechts_massiv = FALSE;
8992 boolean new_wall = FALSE;
8994 if (IS_ANIMATED(graphic))
8995 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8997 if (!MovDelay[ax][ay]) /* start building new wall */
8998 MovDelay[ax][ay] = 6;
9000 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9003 if (MovDelay[ax][ay])
9007 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9009 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9011 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9013 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9016 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9017 element == EL_EXPANDABLE_WALL_ANY)
9021 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9022 Store[ax][ay-1] = element;
9023 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9024 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9025 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9026 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9031 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9032 Store[ax][ay+1] = element;
9033 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9034 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9035 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9036 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9041 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9042 element == EL_EXPANDABLE_WALL_ANY ||
9043 element == EL_EXPANDABLE_WALL ||
9044 element == EL_BD_EXPANDABLE_WALL)
9048 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9049 Store[ax-1][ay] = element;
9050 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9051 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9052 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9053 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9059 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9060 Store[ax+1][ay] = element;
9061 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9062 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9063 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9064 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9069 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9070 TEST_DrawLevelField(ax, ay);
9072 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9074 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9075 unten_massiv = TRUE;
9076 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9077 links_massiv = TRUE;
9078 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9079 rechts_massiv = TRUE;
9081 if (((oben_massiv && unten_massiv) ||
9082 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9083 element == EL_EXPANDABLE_WALL) &&
9084 ((links_massiv && rechts_massiv) ||
9085 element == EL_EXPANDABLE_WALL_VERTICAL))
9086 Feld[ax][ay] = EL_WALL;
9089 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9092 void MauerAblegerStahl(int ax, int ay)
9094 int element = Feld[ax][ay];
9095 int graphic = el2img(element);
9096 boolean oben_frei = FALSE, unten_frei = FALSE;
9097 boolean links_frei = FALSE, rechts_frei = FALSE;
9098 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9099 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9100 boolean new_wall = FALSE;
9102 if (IS_ANIMATED(graphic))
9103 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9105 if (!MovDelay[ax][ay]) /* start building new wall */
9106 MovDelay[ax][ay] = 6;
9108 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9111 if (MovDelay[ax][ay])
9115 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9117 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9119 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9121 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9124 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9125 element == EL_EXPANDABLE_STEELWALL_ANY)
9129 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9130 Store[ax][ay-1] = element;
9131 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9132 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9133 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9134 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9139 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9140 Store[ax][ay+1] = element;
9141 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9142 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9143 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9144 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9149 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9150 element == EL_EXPANDABLE_STEELWALL_ANY)
9154 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9155 Store[ax-1][ay] = element;
9156 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9157 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9158 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9159 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9165 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9166 Store[ax+1][ay] = element;
9167 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9168 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9169 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9170 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9175 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9177 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9178 unten_massiv = TRUE;
9179 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9180 links_massiv = TRUE;
9181 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9182 rechts_massiv = TRUE;
9184 if (((oben_massiv && unten_massiv) ||
9185 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9186 ((links_massiv && rechts_massiv) ||
9187 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9188 Feld[ax][ay] = EL_STEELWALL;
9191 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9194 void CheckForDragon(int x, int y)
9197 boolean dragon_found = FALSE;
9198 static int xy[4][2] =
9206 for (i = 0; i < NUM_DIRECTIONS; i++)
9208 for (j = 0; j < 4; j++)
9210 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9212 if (IN_LEV_FIELD(xx, yy) &&
9213 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9215 if (Feld[xx][yy] == EL_DRAGON)
9216 dragon_found = TRUE;
9225 for (i = 0; i < NUM_DIRECTIONS; i++)
9227 for (j = 0; j < 3; j++)
9229 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9231 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9233 Feld[xx][yy] = EL_EMPTY;
9234 TEST_DrawLevelField(xx, yy);
9243 static void InitBuggyBase(int x, int y)
9245 int element = Feld[x][y];
9246 int activating_delay = FRAMES_PER_SECOND / 4;
9249 (element == EL_SP_BUGGY_BASE ?
9250 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9251 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9253 element == EL_SP_BUGGY_BASE_ACTIVE ?
9254 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9257 static void WarnBuggyBase(int x, int y)
9260 static int xy[4][2] =
9268 for (i = 0; i < NUM_DIRECTIONS; i++)
9270 int xx = x + xy[i][0];
9271 int yy = y + xy[i][1];
9273 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9275 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9282 static void InitTrap(int x, int y)
9284 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9287 static void ActivateTrap(int x, int y)
9289 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9292 static void ChangeActiveTrap(int x, int y)
9294 int graphic = IMG_TRAP_ACTIVE;
9296 /* if new animation frame was drawn, correct crumbled sand border */
9297 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9298 TEST_DrawLevelFieldCrumbled(x, y);
9301 static int getSpecialActionElement(int element, int number, int base_element)
9303 return (element != EL_EMPTY ? element :
9304 number != -1 ? base_element + number - 1 :
9308 static int getModifiedActionNumber(int value_old, int operator, int operand,
9309 int value_min, int value_max)
9311 int value_new = (operator == CA_MODE_SET ? operand :
9312 operator == CA_MODE_ADD ? value_old + operand :
9313 operator == CA_MODE_SUBTRACT ? value_old - operand :
9314 operator == CA_MODE_MULTIPLY ? value_old * operand :
9315 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9316 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9319 return (value_new < value_min ? value_min :
9320 value_new > value_max ? value_max :
9324 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9326 struct ElementInfo *ei = &element_info[element];
9327 struct ElementChangeInfo *change = &ei->change_page[page];
9328 int target_element = change->target_element;
9329 int action_type = change->action_type;
9330 int action_mode = change->action_mode;
9331 int action_arg = change->action_arg;
9332 int action_element = change->action_element;
9335 if (!change->has_action)
9338 /* ---------- determine action paramater values -------------------------- */
9340 int level_time_value =
9341 (level.time > 0 ? TimeLeft :
9344 int action_arg_element_raw =
9345 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9346 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9347 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9348 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9349 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9350 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9351 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9353 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9355 int action_arg_direction =
9356 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9357 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9358 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9359 change->actual_trigger_side :
9360 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9361 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9364 int action_arg_number_min =
9365 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9368 int action_arg_number_max =
9369 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9370 action_type == CA_SET_LEVEL_GEMS ? 999 :
9371 action_type == CA_SET_LEVEL_TIME ? 9999 :
9372 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9373 action_type == CA_SET_CE_VALUE ? 9999 :
9374 action_type == CA_SET_CE_SCORE ? 9999 :
9377 int action_arg_number_reset =
9378 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9379 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9380 action_type == CA_SET_LEVEL_TIME ? level.time :
9381 action_type == CA_SET_LEVEL_SCORE ? 0 :
9382 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9383 action_type == CA_SET_CE_SCORE ? 0 :
9386 int action_arg_number =
9387 (action_arg <= CA_ARG_MAX ? action_arg :
9388 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9389 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9390 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9391 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9392 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9393 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9394 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9395 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9396 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9397 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9398 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9399 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9400 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9401 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9402 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9403 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9404 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9405 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9406 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9407 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9408 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9411 int action_arg_number_old =
9412 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9413 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9414 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9415 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9416 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9419 int action_arg_number_new =
9420 getModifiedActionNumber(action_arg_number_old,
9421 action_mode, action_arg_number,
9422 action_arg_number_min, action_arg_number_max);
9424 int trigger_player_bits =
9425 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9426 change->actual_trigger_player_bits : change->trigger_player);
9428 int action_arg_player_bits =
9429 (action_arg >= CA_ARG_PLAYER_1 &&
9430 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9431 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9432 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9435 /* ---------- execute action -------------------------------------------- */
9437 switch (action_type)
9444 /* ---------- level actions ------------------------------------------- */
9446 case CA_RESTART_LEVEL:
9448 game.restart_level = TRUE;
9453 case CA_SHOW_ENVELOPE:
9455 int element = getSpecialActionElement(action_arg_element,
9456 action_arg_number, EL_ENVELOPE_1);
9458 if (IS_ENVELOPE(element))
9459 local_player->show_envelope = element;
9464 case CA_SET_LEVEL_TIME:
9466 if (level.time > 0) /* only modify limited time value */
9468 TimeLeft = action_arg_number_new;
9470 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9472 DisplayGameControlValues();
9474 if (!TimeLeft && setup.time_limit)
9475 for (i = 0; i < MAX_PLAYERS; i++)
9476 KillPlayer(&stored_player[i]);
9482 case CA_SET_LEVEL_SCORE:
9484 local_player->score = action_arg_number_new;
9486 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9488 DisplayGameControlValues();
9493 case CA_SET_LEVEL_GEMS:
9495 local_player->gems_still_needed = action_arg_number_new;
9497 game_panel_controls[GAME_PANEL_GEMS].value =
9498 local_player->gems_still_needed;
9500 DisplayGameControlValues();
9505 case CA_SET_LEVEL_WIND:
9507 game.wind_direction = action_arg_direction;
9512 case CA_SET_LEVEL_RANDOM_SEED:
9514 /* ensure that setting a new random seed while playing is predictable */
9515 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9520 /* ---------- player actions ------------------------------------------ */
9522 case CA_MOVE_PLAYER:
9524 /* automatically move to the next field in specified direction */
9525 for (i = 0; i < MAX_PLAYERS; i++)
9526 if (trigger_player_bits & (1 << i))
9527 stored_player[i].programmed_action = action_arg_direction;
9532 case CA_EXIT_PLAYER:
9534 for (i = 0; i < MAX_PLAYERS; i++)
9535 if (action_arg_player_bits & (1 << i))
9536 PlayerWins(&stored_player[i]);
9541 case CA_KILL_PLAYER:
9543 for (i = 0; i < MAX_PLAYERS; i++)
9544 if (action_arg_player_bits & (1 << i))
9545 KillPlayer(&stored_player[i]);
9550 case CA_SET_PLAYER_KEYS:
9552 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9553 int element = getSpecialActionElement(action_arg_element,
9554 action_arg_number, EL_KEY_1);
9556 if (IS_KEY(element))
9558 for (i = 0; i < MAX_PLAYERS; i++)
9560 if (trigger_player_bits & (1 << i))
9562 stored_player[i].key[KEY_NR(element)] = key_state;
9564 DrawGameDoorValues();
9572 case CA_SET_PLAYER_SPEED:
9574 for (i = 0; i < MAX_PLAYERS; i++)
9576 if (trigger_player_bits & (1 << i))
9578 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9580 if (action_arg == CA_ARG_SPEED_FASTER &&
9581 stored_player[i].cannot_move)
9583 action_arg_number = STEPSIZE_VERY_SLOW;
9585 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9586 action_arg == CA_ARG_SPEED_FASTER)
9588 action_arg_number = 2;
9589 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9592 else if (action_arg == CA_ARG_NUMBER_RESET)
9594 action_arg_number = level.initial_player_stepsize[i];
9598 getModifiedActionNumber(move_stepsize,
9601 action_arg_number_min,
9602 action_arg_number_max);
9604 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9611 case CA_SET_PLAYER_SHIELD:
9613 for (i = 0; i < MAX_PLAYERS; i++)
9615 if (trigger_player_bits & (1 << i))
9617 if (action_arg == CA_ARG_SHIELD_OFF)
9619 stored_player[i].shield_normal_time_left = 0;
9620 stored_player[i].shield_deadly_time_left = 0;
9622 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9624 stored_player[i].shield_normal_time_left = 999999;
9626 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9628 stored_player[i].shield_normal_time_left = 999999;
9629 stored_player[i].shield_deadly_time_left = 999999;
9637 case CA_SET_PLAYER_GRAVITY:
9639 for (i = 0; i < MAX_PLAYERS; i++)
9641 if (trigger_player_bits & (1 << i))
9643 stored_player[i].gravity =
9644 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9645 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9646 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9647 stored_player[i].gravity);
9654 case CA_SET_PLAYER_ARTWORK:
9656 for (i = 0; i < MAX_PLAYERS; i++)
9658 if (trigger_player_bits & (1 << i))
9660 int artwork_element = action_arg_element;
9662 if (action_arg == CA_ARG_ELEMENT_RESET)
9664 (level.use_artwork_element[i] ? level.artwork_element[i] :
9665 stored_player[i].element_nr);
9667 if (stored_player[i].artwork_element != artwork_element)
9668 stored_player[i].Frame = 0;
9670 stored_player[i].artwork_element = artwork_element;
9672 SetPlayerWaiting(&stored_player[i], FALSE);
9674 /* set number of special actions for bored and sleeping animation */
9675 stored_player[i].num_special_action_bored =
9676 get_num_special_action(artwork_element,
9677 ACTION_BORING_1, ACTION_BORING_LAST);
9678 stored_player[i].num_special_action_sleeping =
9679 get_num_special_action(artwork_element,
9680 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9687 case CA_SET_PLAYER_INVENTORY:
9689 for (i = 0; i < MAX_PLAYERS; i++)
9691 struct PlayerInfo *player = &stored_player[i];
9694 if (trigger_player_bits & (1 << i))
9696 int inventory_element = action_arg_element;
9698 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9699 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9700 action_arg == CA_ARG_ELEMENT_ACTION)
9702 int element = inventory_element;
9703 int collect_count = element_info[element].collect_count_initial;
9705 if (!IS_CUSTOM_ELEMENT(element))
9708 if (collect_count == 0)
9709 player->inventory_infinite_element = element;
9711 for (k = 0; k < collect_count; k++)
9712 if (player->inventory_size < MAX_INVENTORY_SIZE)
9713 player->inventory_element[player->inventory_size++] =
9716 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9717 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9718 action_arg == CA_ARG_INVENTORY_RM_ACTION)
9720 if (player->inventory_infinite_element != EL_UNDEFINED &&
9721 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
9722 action_arg_element_raw))
9723 player->inventory_infinite_element = EL_UNDEFINED;
9725 for (k = 0, j = 0; j < player->inventory_size; j++)
9727 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
9728 action_arg_element_raw))
9729 player->inventory_element[k++] = player->inventory_element[j];
9732 player->inventory_size = k;
9734 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
9736 if (player->inventory_size > 0)
9738 for (j = 0; j < player->inventory_size - 1; j++)
9739 player->inventory_element[j] = player->inventory_element[j + 1];
9741 player->inventory_size--;
9744 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
9746 if (player->inventory_size > 0)
9747 player->inventory_size--;
9749 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
9751 player->inventory_infinite_element = EL_UNDEFINED;
9752 player->inventory_size = 0;
9754 else if (action_arg == CA_ARG_INVENTORY_RESET)
9756 player->inventory_infinite_element = EL_UNDEFINED;
9757 player->inventory_size = 0;
9759 if (level.use_initial_inventory[i])
9761 for (j = 0; j < level.initial_inventory_size[i]; j++)
9763 int element = level.initial_inventory_content[i][j];
9764 int collect_count = element_info[element].collect_count_initial;
9766 if (!IS_CUSTOM_ELEMENT(element))
9769 if (collect_count == 0)
9770 player->inventory_infinite_element = element;
9772 for (k = 0; k < collect_count; k++)
9773 if (player->inventory_size < MAX_INVENTORY_SIZE)
9774 player->inventory_element[player->inventory_size++] =
9785 /* ---------- CE actions ---------------------------------------------- */
9787 case CA_SET_CE_VALUE:
9789 int last_ce_value = CustomValue[x][y];
9791 CustomValue[x][y] = action_arg_number_new;
9793 if (CustomValue[x][y] != last_ce_value)
9795 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
9796 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
9798 if (CustomValue[x][y] == 0)
9800 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
9801 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
9808 case CA_SET_CE_SCORE:
9810 int last_ce_score = ei->collect_score;
9812 ei->collect_score = action_arg_number_new;
9814 if (ei->collect_score != last_ce_score)
9816 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
9817 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
9819 if (ei->collect_score == 0)
9823 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
9824 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
9827 This is a very special case that seems to be a mixture between
9828 CheckElementChange() and CheckTriggeredElementChange(): while
9829 the first one only affects single elements that are triggered
9830 directly, the second one affects multiple elements in the playfield
9831 that are triggered indirectly by another element. This is a third
9832 case: Changing the CE score always affects multiple identical CEs,
9833 so every affected CE must be checked, not only the single CE for
9834 which the CE score was changed in the first place (as every instance
9835 of that CE shares the same CE score, and therefore also can change)!
9837 SCAN_PLAYFIELD(xx, yy)
9839 if (Feld[xx][yy] == element)
9840 CheckElementChange(xx, yy, element, EL_UNDEFINED,
9841 CE_SCORE_GETS_ZERO);
9849 case CA_SET_CE_ARTWORK:
9851 int artwork_element = action_arg_element;
9852 boolean reset_frame = FALSE;
9855 if (action_arg == CA_ARG_ELEMENT_RESET)
9856 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
9859 if (ei->gfx_element != artwork_element)
9862 ei->gfx_element = artwork_element;
9864 SCAN_PLAYFIELD(xx, yy)
9866 if (Feld[xx][yy] == element)
9870 ResetGfxAnimation(xx, yy);
9871 ResetRandomAnimationValue(xx, yy);
9874 TEST_DrawLevelField(xx, yy);
9881 /* ---------- engine actions ------------------------------------------ */
9883 case CA_SET_ENGINE_SCAN_MODE:
9885 InitPlayfieldScanMode(action_arg);
9895 static void CreateFieldExt(int x, int y, int element, boolean is_change)
9897 int old_element = Feld[x][y];
9898 int new_element = GetElementFromGroupElement(element);
9899 int previous_move_direction = MovDir[x][y];
9900 int last_ce_value = CustomValue[x][y];
9901 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
9902 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
9903 boolean add_player_onto_element = (new_element_is_player &&
9904 new_element != EL_SOKOBAN_FIELD_PLAYER &&
9905 IS_WALKABLE(old_element));
9907 if (!add_player_onto_element)
9909 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
9910 RemoveMovingField(x, y);
9914 Feld[x][y] = new_element;
9916 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
9917 MovDir[x][y] = previous_move_direction;
9919 if (element_info[new_element].use_last_ce_value)
9920 CustomValue[x][y] = last_ce_value;
9922 InitField_WithBug1(x, y, FALSE);
9924 new_element = Feld[x][y]; /* element may have changed */
9926 ResetGfxAnimation(x, y);
9927 ResetRandomAnimationValue(x, y);
9929 TEST_DrawLevelField(x, y);
9931 if (GFX_CRUMBLED(new_element))
9932 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
9935 /* check if element under the player changes from accessible to unaccessible
9936 (needed for special case of dropping element which then changes) */
9937 /* (must be checked after creating new element for walkable group elements) */
9938 if (IS_PLAYER(x, y) && !player_explosion_protected &&
9939 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
9946 /* "ChangeCount" not set yet to allow "entered by player" change one time */
9947 if (new_element_is_player)
9948 RelocatePlayer(x, y, new_element);
9951 ChangeCount[x][y]++; /* count number of changes in the same frame */
9953 TestIfBadThingTouchesPlayer(x, y);
9954 TestIfPlayerTouchesCustomElement(x, y);
9955 TestIfElementTouchesCustomElement(x, y);
9958 static void CreateField(int x, int y, int element)
9960 CreateFieldExt(x, y, element, FALSE);
9963 static void CreateElementFromChange(int x, int y, int element)
9965 element = GET_VALID_RUNTIME_ELEMENT(element);
9967 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
9969 int old_element = Feld[x][y];
9971 /* prevent changed element from moving in same engine frame
9972 unless both old and new element can either fall or move */
9973 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
9974 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
9978 CreateFieldExt(x, y, element, TRUE);
9981 static boolean ChangeElement(int x, int y, int element, int page)
9983 struct ElementInfo *ei = &element_info[element];
9984 struct ElementChangeInfo *change = &ei->change_page[page];
9985 int ce_value = CustomValue[x][y];
9986 int ce_score = ei->collect_score;
9988 int old_element = Feld[x][y];
9990 /* always use default change event to prevent running into a loop */
9991 if (ChangeEvent[x][y] == -1)
9992 ChangeEvent[x][y] = CE_DELAY;
9994 if (ChangeEvent[x][y] == CE_DELAY)
9996 /* reset actual trigger element, trigger player and action element */
9997 change->actual_trigger_element = EL_EMPTY;
9998 change->actual_trigger_player = EL_EMPTY;
9999 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10000 change->actual_trigger_side = CH_SIDE_NONE;
10001 change->actual_trigger_ce_value = 0;
10002 change->actual_trigger_ce_score = 0;
10005 /* do not change elements more than a specified maximum number of changes */
10006 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10009 ChangeCount[x][y]++; /* count number of changes in the same frame */
10011 if (change->explode)
10018 if (change->use_target_content)
10020 boolean complete_replace = TRUE;
10021 boolean can_replace[3][3];
10024 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10027 boolean is_walkable;
10028 boolean is_diggable;
10029 boolean is_collectible;
10030 boolean is_removable;
10031 boolean is_destructible;
10032 int ex = x + xx - 1;
10033 int ey = y + yy - 1;
10034 int content_element = change->target_content.e[xx][yy];
10037 can_replace[xx][yy] = TRUE;
10039 if (ex == x && ey == y) /* do not check changing element itself */
10042 if (content_element == EL_EMPTY_SPACE)
10044 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10049 if (!IN_LEV_FIELD(ex, ey))
10051 can_replace[xx][yy] = FALSE;
10052 complete_replace = FALSE;
10059 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10060 e = MovingOrBlocked2Element(ex, ey);
10062 is_empty = (IS_FREE(ex, ey) ||
10063 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10065 is_walkable = (is_empty || IS_WALKABLE(e));
10066 is_diggable = (is_empty || IS_DIGGABLE(e));
10067 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10068 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10069 is_removable = (is_diggable || is_collectible);
10071 can_replace[xx][yy] =
10072 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10073 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10074 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10075 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10076 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10077 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10078 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10080 if (!can_replace[xx][yy])
10081 complete_replace = FALSE;
10084 if (!change->only_if_complete || complete_replace)
10086 boolean something_has_changed = FALSE;
10088 if (change->only_if_complete && change->use_random_replace &&
10089 RND(100) < change->random_percentage)
10092 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10094 int ex = x + xx - 1;
10095 int ey = y + yy - 1;
10096 int content_element;
10098 if (can_replace[xx][yy] && (!change->use_random_replace ||
10099 RND(100) < change->random_percentage))
10101 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10102 RemoveMovingField(ex, ey);
10104 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10106 content_element = change->target_content.e[xx][yy];
10107 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10108 ce_value, ce_score);
10110 CreateElementFromChange(ex, ey, target_element);
10112 something_has_changed = TRUE;
10114 /* for symmetry reasons, freeze newly created border elements */
10115 if (ex != x || ey != y)
10116 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10120 if (something_has_changed)
10122 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10123 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10129 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10130 ce_value, ce_score);
10132 if (element == EL_DIAGONAL_GROWING ||
10133 element == EL_DIAGONAL_SHRINKING)
10135 target_element = Store[x][y];
10137 Store[x][y] = EL_EMPTY;
10140 CreateElementFromChange(x, y, target_element);
10142 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10143 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10146 /* this uses direct change before indirect change */
10147 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10152 static void HandleElementChange(int x, int y, int page)
10154 int element = MovingOrBlocked2Element(x, y);
10155 struct ElementInfo *ei = &element_info[element];
10156 struct ElementChangeInfo *change = &ei->change_page[page];
10157 boolean handle_action_before_change = FALSE;
10160 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10161 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10164 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10165 x, y, element, element_info[element].token_name);
10166 printf("HandleElementChange(): This should never happen!\n");
10171 /* this can happen with classic bombs on walkable, changing elements */
10172 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10177 if (ChangeDelay[x][y] == 0) /* initialize element change */
10179 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10181 if (change->can_change)
10183 /* !!! not clear why graphic animation should be reset at all here !!! */
10184 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10185 /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */
10188 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10190 When using an animation frame delay of 1 (this only happens with
10191 "sp_zonk.moving.left/right" in the classic graphics), the default
10192 (non-moving) animation shows wrong animation frames (while the
10193 moving animation, like "sp_zonk.moving.left/right", is correct,
10194 so this graphical bug never shows up with the classic graphics).
10195 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10196 be drawn instead of the correct frames 0,1,2,3. This is caused by
10197 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10198 an element change: First when the change delay ("ChangeDelay[][]")
10199 counter has reached zero after decrementing, then a second time in
10200 the next frame (after "GfxFrame[][]" was already incremented) when
10201 "ChangeDelay[][]" is reset to the initial delay value again.
10203 This causes frame 0 to be drawn twice, while the last frame won't
10204 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10206 As some animations may already be cleverly designed around this bug
10207 (at least the "Snake Bite" snake tail animation does this), it cannot
10208 simply be fixed here without breaking such existing animations.
10209 Unfortunately, it cannot easily be detected if a graphics set was
10210 designed "before" or "after" the bug was fixed. As a workaround,
10211 a new graphics set option "game.graphics_engine_version" was added
10212 to be able to specify the game's major release version for which the
10213 graphics set was designed, which can then be used to decide if the
10214 bugfix should be used (version 4 and above) or not (version 3 or
10215 below, or if no version was specified at all, as with old sets).
10217 (The wrong/fixed animation frames can be tested with the test level set
10218 "test_gfxframe" and level "000", which contains a specially prepared
10219 custom element at level position (x/y) == (11/9) which uses the zonk
10220 animation mentioned above. Using "game.graphics_engine_version: 4"
10221 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10222 This can also be seen from the debug output for this test element.)
10225 /* when a custom element is about to change (for example by change delay),
10226 do not reset graphic animation when the custom element is moving */
10227 if (game.graphics_engine_version < 4 &&
10230 ResetGfxAnimation(x, y);
10231 ResetRandomAnimationValue(x, y);
10234 if (change->pre_change_function)
10235 change->pre_change_function(x, y);
10239 ChangeDelay[x][y]--;
10241 if (ChangeDelay[x][y] != 0) /* continue element change */
10243 if (change->can_change)
10245 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10247 if (IS_ANIMATED(graphic))
10248 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10250 if (change->change_function)
10251 change->change_function(x, y);
10254 else /* finish element change */
10256 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10258 page = ChangePage[x][y];
10259 ChangePage[x][y] = -1;
10261 change = &ei->change_page[page];
10264 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10266 ChangeDelay[x][y] = 1; /* try change after next move step */
10267 ChangePage[x][y] = page; /* remember page to use for change */
10272 /* special case: set new level random seed before changing element */
10273 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10274 handle_action_before_change = TRUE;
10276 if (change->has_action && handle_action_before_change)
10277 ExecuteCustomElementAction(x, y, element, page);
10279 if (change->can_change)
10281 if (ChangeElement(x, y, element, page))
10283 if (change->post_change_function)
10284 change->post_change_function(x, y);
10288 if (change->has_action && !handle_action_before_change)
10289 ExecuteCustomElementAction(x, y, element, page);
10293 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10294 int trigger_element,
10296 int trigger_player,
10300 boolean change_done_any = FALSE;
10301 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10304 if (!(trigger_events[trigger_element][trigger_event]))
10307 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10309 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10311 int element = EL_CUSTOM_START + i;
10312 boolean change_done = FALSE;
10315 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10316 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10319 for (p = 0; p < element_info[element].num_change_pages; p++)
10321 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10323 if (change->can_change_or_has_action &&
10324 change->has_event[trigger_event] &&
10325 change->trigger_side & trigger_side &&
10326 change->trigger_player & trigger_player &&
10327 change->trigger_page & trigger_page_bits &&
10328 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10330 change->actual_trigger_element = trigger_element;
10331 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10332 change->actual_trigger_player_bits = trigger_player;
10333 change->actual_trigger_side = trigger_side;
10334 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10335 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10337 if ((change->can_change && !change_done) || change->has_action)
10341 SCAN_PLAYFIELD(x, y)
10343 if (Feld[x][y] == element)
10345 if (change->can_change && !change_done)
10347 /* if element already changed in this frame, not only prevent
10348 another element change (checked in ChangeElement()), but
10349 also prevent additional element actions for this element */
10351 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10352 !level.use_action_after_change_bug)
10355 ChangeDelay[x][y] = 1;
10356 ChangeEvent[x][y] = trigger_event;
10358 HandleElementChange(x, y, p);
10360 else if (change->has_action)
10362 /* if element already changed in this frame, not only prevent
10363 another element change (checked in ChangeElement()), but
10364 also prevent additional element actions for this element */
10366 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10367 !level.use_action_after_change_bug)
10370 ExecuteCustomElementAction(x, y, element, p);
10371 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10376 if (change->can_change)
10378 change_done = TRUE;
10379 change_done_any = TRUE;
10386 RECURSION_LOOP_DETECTION_END();
10388 return change_done_any;
10391 static boolean CheckElementChangeExt(int x, int y,
10393 int trigger_element,
10395 int trigger_player,
10398 boolean change_done = FALSE;
10401 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10402 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10405 if (Feld[x][y] == EL_BLOCKED)
10407 Blocked2Moving(x, y, &x, &y);
10408 element = Feld[x][y];
10411 /* check if element has already changed or is about to change after moving */
10412 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10413 Feld[x][y] != element) ||
10415 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10416 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10417 ChangePage[x][y] != -1)))
10420 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10422 for (p = 0; p < element_info[element].num_change_pages; p++)
10424 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10426 /* check trigger element for all events where the element that is checked
10427 for changing interacts with a directly adjacent element -- this is
10428 different to element changes that affect other elements to change on the
10429 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10430 boolean check_trigger_element =
10431 (trigger_event == CE_TOUCHING_X ||
10432 trigger_event == CE_HITTING_X ||
10433 trigger_event == CE_HIT_BY_X ||
10434 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10436 if (change->can_change_or_has_action &&
10437 change->has_event[trigger_event] &&
10438 change->trigger_side & trigger_side &&
10439 change->trigger_player & trigger_player &&
10440 (!check_trigger_element ||
10441 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10443 change->actual_trigger_element = trigger_element;
10444 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10445 change->actual_trigger_player_bits = trigger_player;
10446 change->actual_trigger_side = trigger_side;
10447 change->actual_trigger_ce_value = CustomValue[x][y];
10448 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10450 /* special case: trigger element not at (x,y) position for some events */
10451 if (check_trigger_element)
10463 { 0, 0 }, { 0, 0 }, { 0, 0 },
10467 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10468 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10470 change->actual_trigger_ce_value = CustomValue[xx][yy];
10471 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10474 if (change->can_change && !change_done)
10476 ChangeDelay[x][y] = 1;
10477 ChangeEvent[x][y] = trigger_event;
10479 HandleElementChange(x, y, p);
10481 change_done = TRUE;
10483 else if (change->has_action)
10485 ExecuteCustomElementAction(x, y, element, p);
10486 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10491 RECURSION_LOOP_DETECTION_END();
10493 return change_done;
10496 static void PlayPlayerSound(struct PlayerInfo *player)
10498 int jx = player->jx, jy = player->jy;
10499 int sound_element = player->artwork_element;
10500 int last_action = player->last_action_waiting;
10501 int action = player->action_waiting;
10503 if (player->is_waiting)
10505 if (action != last_action)
10506 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10508 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10512 if (action != last_action)
10513 StopSound(element_info[sound_element].sound[last_action]);
10515 if (last_action == ACTION_SLEEPING)
10516 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10520 static void PlayAllPlayersSound()
10524 for (i = 0; i < MAX_PLAYERS; i++)
10525 if (stored_player[i].active)
10526 PlayPlayerSound(&stored_player[i]);
10529 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10531 boolean last_waiting = player->is_waiting;
10532 int move_dir = player->MovDir;
10534 player->dir_waiting = move_dir;
10535 player->last_action_waiting = player->action_waiting;
10539 if (!last_waiting) /* not waiting -> waiting */
10541 player->is_waiting = TRUE;
10543 player->frame_counter_bored =
10545 game.player_boring_delay_fixed +
10546 GetSimpleRandom(game.player_boring_delay_random);
10547 player->frame_counter_sleeping =
10549 game.player_sleeping_delay_fixed +
10550 GetSimpleRandom(game.player_sleeping_delay_random);
10552 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10555 if (game.player_sleeping_delay_fixed +
10556 game.player_sleeping_delay_random > 0 &&
10557 player->anim_delay_counter == 0 &&
10558 player->post_delay_counter == 0 &&
10559 FrameCounter >= player->frame_counter_sleeping)
10560 player->is_sleeping = TRUE;
10561 else if (game.player_boring_delay_fixed +
10562 game.player_boring_delay_random > 0 &&
10563 FrameCounter >= player->frame_counter_bored)
10564 player->is_bored = TRUE;
10566 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10567 player->is_bored ? ACTION_BORING :
10570 if (player->is_sleeping && player->use_murphy)
10572 /* special case for sleeping Murphy when leaning against non-free tile */
10574 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10575 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10576 !IS_MOVING(player->jx - 1, player->jy)))
10577 move_dir = MV_LEFT;
10578 else 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_RIGHT;
10583 player->is_sleeping = FALSE;
10585 player->dir_waiting = move_dir;
10588 if (player->is_sleeping)
10590 if (player->num_special_action_sleeping > 0)
10592 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10594 int last_special_action = player->special_action_sleeping;
10595 int num_special_action = player->num_special_action_sleeping;
10596 int special_action =
10597 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10598 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10599 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10600 last_special_action + 1 : ACTION_SLEEPING);
10601 int special_graphic =
10602 el_act_dir2img(player->artwork_element, special_action, move_dir);
10604 player->anim_delay_counter =
10605 graphic_info[special_graphic].anim_delay_fixed +
10606 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10607 player->post_delay_counter =
10608 graphic_info[special_graphic].post_delay_fixed +
10609 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10611 player->special_action_sleeping = special_action;
10614 if (player->anim_delay_counter > 0)
10616 player->action_waiting = player->special_action_sleeping;
10617 player->anim_delay_counter--;
10619 else if (player->post_delay_counter > 0)
10621 player->post_delay_counter--;
10625 else if (player->is_bored)
10627 if (player->num_special_action_bored > 0)
10629 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10631 int special_action =
10632 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10633 int special_graphic =
10634 el_act_dir2img(player->artwork_element, special_action, move_dir);
10636 player->anim_delay_counter =
10637 graphic_info[special_graphic].anim_delay_fixed +
10638 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10639 player->post_delay_counter =
10640 graphic_info[special_graphic].post_delay_fixed +
10641 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10643 player->special_action_bored = special_action;
10646 if (player->anim_delay_counter > 0)
10648 player->action_waiting = player->special_action_bored;
10649 player->anim_delay_counter--;
10651 else if (player->post_delay_counter > 0)
10653 player->post_delay_counter--;
10658 else if (last_waiting) /* waiting -> not waiting */
10660 player->is_waiting = FALSE;
10661 player->is_bored = FALSE;
10662 player->is_sleeping = FALSE;
10664 player->frame_counter_bored = -1;
10665 player->frame_counter_sleeping = -1;
10667 player->anim_delay_counter = 0;
10668 player->post_delay_counter = 0;
10670 player->dir_waiting = player->MovDir;
10671 player->action_waiting = ACTION_DEFAULT;
10673 player->special_action_bored = ACTION_DEFAULT;
10674 player->special_action_sleeping = ACTION_DEFAULT;
10678 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10680 static boolean player_was_moving = FALSE;
10681 static boolean player_was_snapping = FALSE;
10682 static boolean player_was_dropping = FALSE;
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 (!SaveEngineSnapshotToList())
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();
10952 static unsigned int game_frame_delay = 0;
10953 unsigned int game_frame_delay_value;
10954 byte *recorded_player_action;
10955 byte summarized_player_action = 0;
10956 byte tape_action[MAX_PLAYERS];
10959 /* detect endless loops, caused by custom element programming */
10960 if (recursion_loop_detected && recursion_loop_depth == 0)
10962 char *message = getStringCat3("Internal Error! Element ",
10963 EL_NAME(recursion_loop_element),
10964 " caused endless loop! Quit the game?");
10966 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
10967 EL_NAME(recursion_loop_element));
10969 RequestQuitGameExt(FALSE, level_editor_test_game, message);
10971 recursion_loop_detected = FALSE; /* if game should be continued */
10978 if (game.restart_level)
10979 StartGameActions(options.network, setup.autorecord, level.random_seed);
10981 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
10982 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10984 if (level.native_em_level->lev->home == 0) /* all players at home */
10986 PlayerWins(local_player);
10988 AllPlayersGone = TRUE;
10990 level.native_em_level->lev->home = -1;
10993 if (level.native_em_level->ply[0]->alive == 0 &&
10994 level.native_em_level->ply[1]->alive == 0 &&
10995 level.native_em_level->ply[2]->alive == 0 &&
10996 level.native_em_level->ply[3]->alive == 0) /* all dead */
10997 AllPlayersGone = TRUE;
10999 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11001 if (game_sp.LevelSolved &&
11002 !game_sp.GameOver) /* game won */
11004 PlayerWins(local_player);
11006 game_sp.GameOver = TRUE;
11008 AllPlayersGone = TRUE;
11011 if (game_sp.GameOver) /* game lost */
11012 AllPlayersGone = TRUE;
11015 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11018 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11021 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11024 game_frame_delay_value =
11025 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11027 if (tape.playing && tape.warp_forward && !tape.pausing)
11028 game_frame_delay_value = 0;
11031 /* ---------- main game synchronization point ---------- */
11033 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11035 printf("::: skip == %d\n", skip);
11038 /* ---------- main game synchronization point ---------- */
11040 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11043 if (network_playing && !network_player_action_received)
11045 /* try to get network player actions in time */
11047 #if defined(NETWORK_AVALIABLE)
11048 /* last chance to get network player actions without main loop delay */
11049 HandleNetworking();
11052 /* game was quit by network peer */
11053 if (game_status != GAME_MODE_PLAYING)
11056 if (!network_player_action_received)
11057 return; /* failed to get network player actions in time */
11059 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11065 /* at this point we know that we really continue executing the game */
11067 network_player_action_received = FALSE;
11069 /* when playing tape, read previously recorded player input from tape data */
11070 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11072 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11076 if (tape.set_centered_player)
11078 game.centered_player_nr_next = tape.centered_player_nr_next;
11079 game.set_centered_player = TRUE;
11082 for (i = 0; i < MAX_PLAYERS; i++)
11084 summarized_player_action |= stored_player[i].action;
11086 if (!network_playing && (game.team_mode || tape.playing))
11087 stored_player[i].effective_action = stored_player[i].action;
11090 #if defined(NETWORK_AVALIABLE)
11091 if (network_playing)
11092 SendToServer_MovePlayer(summarized_player_action);
11095 if (!options.network && !game.team_mode)
11096 local_player->effective_action = summarized_player_action;
11098 if (tape.recording &&
11100 setup.input_on_focus &&
11101 game.centered_player_nr != -1)
11103 for (i = 0; i < MAX_PLAYERS; i++)
11104 stored_player[i].effective_action =
11105 (i == game.centered_player_nr ? summarized_player_action : 0);
11108 if (recorded_player_action != NULL)
11109 for (i = 0; i < MAX_PLAYERS; i++)
11110 stored_player[i].effective_action = recorded_player_action[i];
11112 for (i = 0; i < MAX_PLAYERS; i++)
11114 tape_action[i] = stored_player[i].effective_action;
11116 /* (this may happen in the RND game engine if a player was not present on
11117 the playfield on level start, but appeared later from a custom element */
11118 if (setup.team_mode &&
11121 !tape.player_participates[i])
11122 tape.player_participates[i] = TRUE;
11125 /* only record actions from input devices, but not programmed actions */
11126 if (tape.recording)
11127 TapeRecordAction(tape_action);
11129 #if USE_NEW_PLAYER_ASSIGNMENTS
11130 // !!! also map player actions in single player mode !!!
11131 // if (game.team_mode)
11133 byte mapped_action[MAX_PLAYERS];
11135 #if DEBUG_PLAYER_ACTIONS
11137 for (i = 0; i < MAX_PLAYERS; i++)
11138 printf(" %d, ", stored_player[i].effective_action);
11141 for (i = 0; i < MAX_PLAYERS; i++)
11142 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11144 for (i = 0; i < MAX_PLAYERS; i++)
11145 stored_player[i].effective_action = mapped_action[i];
11147 #if DEBUG_PLAYER_ACTIONS
11149 for (i = 0; i < MAX_PLAYERS; i++)
11150 printf(" %d, ", stored_player[i].effective_action);
11154 #if DEBUG_PLAYER_ACTIONS
11158 for (i = 0; i < MAX_PLAYERS; i++)
11159 printf(" %d, ", stored_player[i].effective_action);
11165 for (i = 0; i < MAX_PLAYERS; i++)
11167 // allow engine snapshot in case of changed movement attempt
11168 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11169 (stored_player[i].effective_action & KEY_MOTION))
11170 game.snapshot.changed_action = TRUE;
11172 // allow engine snapshot in case of snapping/dropping attempt
11173 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11174 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11175 game.snapshot.changed_action = TRUE;
11177 game.snapshot.last_action[i] = stored_player[i].effective_action;
11180 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11182 GameActions_EM_Main();
11184 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11186 GameActions_SP_Main();
11190 GameActions_RND_Main();
11193 BlitScreenToBitmap(backbuffer);
11197 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11199 if (options.debug) /* calculate frames per second */
11201 static unsigned int fps_counter = 0;
11202 static int fps_frames = 0;
11203 unsigned int fps_delay_ms = Counter() - fps_counter;
11207 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
11209 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11212 fps_counter = Counter();
11215 redraw_mask |= REDRAW_FPS;
11219 void GameActions_EM_Main()
11221 byte effective_action[MAX_PLAYERS];
11222 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11225 for (i = 0; i < MAX_PLAYERS; i++)
11226 effective_action[i] = stored_player[i].effective_action;
11228 GameActions_EM(effective_action, warp_mode);
11231 void GameActions_SP_Main()
11233 byte effective_action[MAX_PLAYERS];
11234 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11237 for (i = 0; i < MAX_PLAYERS; i++)
11238 effective_action[i] = stored_player[i].effective_action;
11240 GameActions_SP(effective_action, warp_mode);
11243 void GameActions_RND_Main()
11248 void GameActions_RND()
11250 int magic_wall_x = 0, magic_wall_y = 0;
11251 int i, x, y, element, graphic;
11253 InitPlayfieldScanModeVars();
11255 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11257 SCAN_PLAYFIELD(x, y)
11259 ChangeCount[x][y] = 0;
11260 ChangeEvent[x][y] = -1;
11264 if (game.set_centered_player)
11266 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11268 /* switching to "all players" only possible if all players fit to screen */
11269 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11271 game.centered_player_nr_next = game.centered_player_nr;
11272 game.set_centered_player = FALSE;
11275 /* do not switch focus to non-existing (or non-active) player */
11276 if (game.centered_player_nr_next >= 0 &&
11277 !stored_player[game.centered_player_nr_next].active)
11279 game.centered_player_nr_next = game.centered_player_nr;
11280 game.set_centered_player = FALSE;
11284 if (game.set_centered_player &&
11285 ScreenMovPos == 0) /* screen currently aligned at tile position */
11289 if (game.centered_player_nr_next == -1)
11291 setScreenCenteredToAllPlayers(&sx, &sy);
11295 sx = stored_player[game.centered_player_nr_next].jx;
11296 sy = stored_player[game.centered_player_nr_next].jy;
11299 game.centered_player_nr = game.centered_player_nr_next;
11300 game.set_centered_player = FALSE;
11302 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11303 DrawGameDoorValues();
11306 for (i = 0; i < MAX_PLAYERS; i++)
11308 int actual_player_action = stored_player[i].effective_action;
11311 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11312 - rnd_equinox_tetrachloride 048
11313 - rnd_equinox_tetrachloride_ii 096
11314 - rnd_emanuel_schmieg 002
11315 - doctor_sloan_ww 001, 020
11317 if (stored_player[i].MovPos == 0)
11318 CheckGravityMovement(&stored_player[i]);
11321 /* overwrite programmed action with tape action */
11322 if (stored_player[i].programmed_action)
11323 actual_player_action = stored_player[i].programmed_action;
11325 PlayerActions(&stored_player[i], actual_player_action);
11327 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11330 ScrollScreen(NULL, SCROLL_GO_ON);
11332 /* for backwards compatibility, the following code emulates a fixed bug that
11333 occured when pushing elements (causing elements that just made their last
11334 pushing step to already (if possible) make their first falling step in the
11335 same game frame, which is bad); this code is also needed to use the famous
11336 "spring push bug" which is used in older levels and might be wanted to be
11337 used also in newer levels, but in this case the buggy pushing code is only
11338 affecting the "spring" element and no other elements */
11340 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11342 for (i = 0; i < MAX_PLAYERS; i++)
11344 struct PlayerInfo *player = &stored_player[i];
11345 int x = player->jx;
11346 int y = player->jy;
11348 if (player->active && player->is_pushing && player->is_moving &&
11350 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11351 Feld[x][y] == EL_SPRING))
11353 ContinueMoving(x, y);
11355 /* continue moving after pushing (this is actually a bug) */
11356 if (!IS_MOVING(x, y))
11357 Stop[x][y] = FALSE;
11362 SCAN_PLAYFIELD(x, y)
11364 ChangeCount[x][y] = 0;
11365 ChangeEvent[x][y] = -1;
11367 /* this must be handled before main playfield loop */
11368 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11371 if (MovDelay[x][y] <= 0)
11375 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11378 if (MovDelay[x][y] <= 0)
11381 TEST_DrawLevelField(x, y);
11383 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11388 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11390 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11391 printf("GameActions(): This should never happen!\n");
11393 ChangePage[x][y] = -1;
11397 Stop[x][y] = FALSE;
11398 if (WasJustMoving[x][y] > 0)
11399 WasJustMoving[x][y]--;
11400 if (WasJustFalling[x][y] > 0)
11401 WasJustFalling[x][y]--;
11402 if (CheckCollision[x][y] > 0)
11403 CheckCollision[x][y]--;
11404 if (CheckImpact[x][y] > 0)
11405 CheckImpact[x][y]--;
11409 /* reset finished pushing action (not done in ContinueMoving() to allow
11410 continuous pushing animation for elements with zero push delay) */
11411 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11413 ResetGfxAnimation(x, y);
11414 TEST_DrawLevelField(x, y);
11418 if (IS_BLOCKED(x, y))
11422 Blocked2Moving(x, y, &oldx, &oldy);
11423 if (!IS_MOVING(oldx, oldy))
11425 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11426 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11427 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11428 printf("GameActions(): This should never happen!\n");
11434 SCAN_PLAYFIELD(x, y)
11436 element = Feld[x][y];
11437 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11439 ResetGfxFrame(x, y, TRUE);
11441 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11442 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11443 ResetRandomAnimationValue(x, y);
11445 SetRandomAnimationValue(x, y);
11447 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11449 if (IS_INACTIVE(element))
11451 if (IS_ANIMATED(graphic))
11452 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11457 /* this may take place after moving, so 'element' may have changed */
11458 if (IS_CHANGING(x, y) &&
11459 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11461 int page = element_info[element].event_page_nr[CE_DELAY];
11463 HandleElementChange(x, y, page);
11465 element = Feld[x][y];
11466 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11469 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11473 element = Feld[x][y];
11474 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11476 if (IS_ANIMATED(graphic) &&
11477 !IS_MOVING(x, y) &&
11479 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11481 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11482 TEST_DrawTwinkleOnField(x, y);
11484 else if ((element == EL_ACID ||
11485 element == EL_EXIT_OPEN ||
11486 element == EL_EM_EXIT_OPEN ||
11487 element == EL_SP_EXIT_OPEN ||
11488 element == EL_STEEL_EXIT_OPEN ||
11489 element == EL_EM_STEEL_EXIT_OPEN ||
11490 element == EL_SP_TERMINAL ||
11491 element == EL_SP_TERMINAL_ACTIVE ||
11492 element == EL_EXTRA_TIME ||
11493 element == EL_SHIELD_NORMAL ||
11494 element == EL_SHIELD_DEADLY) &&
11495 IS_ANIMATED(graphic))
11496 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11497 else if (IS_MOVING(x, y))
11498 ContinueMoving(x, y);
11499 else if (IS_ACTIVE_BOMB(element))
11500 CheckDynamite(x, y);
11501 else if (element == EL_AMOEBA_GROWING)
11502 AmoebeWaechst(x, y);
11503 else if (element == EL_AMOEBA_SHRINKING)
11504 AmoebaDisappearing(x, y);
11506 #if !USE_NEW_AMOEBA_CODE
11507 else if (IS_AMOEBALIVE(element))
11508 AmoebeAbleger(x, y);
11511 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11513 else if (element == EL_EXIT_CLOSED)
11515 else if (element == EL_EM_EXIT_CLOSED)
11517 else if (element == EL_STEEL_EXIT_CLOSED)
11518 CheckExitSteel(x, y);
11519 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11520 CheckExitSteelEM(x, y);
11521 else if (element == EL_SP_EXIT_CLOSED)
11523 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11524 element == EL_EXPANDABLE_STEELWALL_GROWING)
11525 MauerWaechst(x, y);
11526 else if (element == EL_EXPANDABLE_WALL ||
11527 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11528 element == EL_EXPANDABLE_WALL_VERTICAL ||
11529 element == EL_EXPANDABLE_WALL_ANY ||
11530 element == EL_BD_EXPANDABLE_WALL)
11531 MauerAbleger(x, y);
11532 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11533 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11534 element == EL_EXPANDABLE_STEELWALL_ANY)
11535 MauerAblegerStahl(x, y);
11536 else if (element == EL_FLAMES)
11537 CheckForDragon(x, y);
11538 else if (element == EL_EXPLOSION)
11539 ; /* drawing of correct explosion animation is handled separately */
11540 else if (element == EL_ELEMENT_SNAPPING ||
11541 element == EL_DIAGONAL_SHRINKING ||
11542 element == EL_DIAGONAL_GROWING)
11544 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11546 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11548 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11549 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11551 if (IS_BELT_ACTIVE(element))
11552 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11554 if (game.magic_wall_active)
11556 int jx = local_player->jx, jy = local_player->jy;
11558 /* play the element sound at the position nearest to the player */
11559 if ((element == EL_MAGIC_WALL_FULL ||
11560 element == EL_MAGIC_WALL_ACTIVE ||
11561 element == EL_MAGIC_WALL_EMPTYING ||
11562 element == EL_BD_MAGIC_WALL_FULL ||
11563 element == EL_BD_MAGIC_WALL_ACTIVE ||
11564 element == EL_BD_MAGIC_WALL_EMPTYING ||
11565 element == EL_DC_MAGIC_WALL_FULL ||
11566 element == EL_DC_MAGIC_WALL_ACTIVE ||
11567 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11568 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11576 #if USE_NEW_AMOEBA_CODE
11577 /* new experimental amoeba growth stuff */
11578 if (!(FrameCounter % 8))
11580 static unsigned int random = 1684108901;
11582 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11584 x = RND(lev_fieldx);
11585 y = RND(lev_fieldy);
11586 element = Feld[x][y];
11588 if (!IS_PLAYER(x,y) &&
11589 (element == EL_EMPTY ||
11590 CAN_GROW_INTO(element) ||
11591 element == EL_QUICKSAND_EMPTY ||
11592 element == EL_QUICKSAND_FAST_EMPTY ||
11593 element == EL_ACID_SPLASH_LEFT ||
11594 element == EL_ACID_SPLASH_RIGHT))
11596 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11597 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11598 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11599 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11600 Feld[x][y] = EL_AMOEBA_DROP;
11603 random = random * 129 + 1;
11608 game.explosions_delayed = FALSE;
11610 SCAN_PLAYFIELD(x, y)
11612 element = Feld[x][y];
11614 if (ExplodeField[x][y])
11615 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11616 else if (element == EL_EXPLOSION)
11617 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11619 ExplodeField[x][y] = EX_TYPE_NONE;
11622 game.explosions_delayed = TRUE;
11624 if (game.magic_wall_active)
11626 if (!(game.magic_wall_time_left % 4))
11628 int element = Feld[magic_wall_x][magic_wall_y];
11630 if (element == EL_BD_MAGIC_WALL_FULL ||
11631 element == EL_BD_MAGIC_WALL_ACTIVE ||
11632 element == EL_BD_MAGIC_WALL_EMPTYING)
11633 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
11634 else if (element == EL_DC_MAGIC_WALL_FULL ||
11635 element == EL_DC_MAGIC_WALL_ACTIVE ||
11636 element == EL_DC_MAGIC_WALL_EMPTYING)
11637 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
11639 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
11642 if (game.magic_wall_time_left > 0)
11644 game.magic_wall_time_left--;
11646 if (!game.magic_wall_time_left)
11648 SCAN_PLAYFIELD(x, y)
11650 element = Feld[x][y];
11652 if (element == EL_MAGIC_WALL_ACTIVE ||
11653 element == EL_MAGIC_WALL_FULL)
11655 Feld[x][y] = EL_MAGIC_WALL_DEAD;
11656 TEST_DrawLevelField(x, y);
11658 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
11659 element == EL_BD_MAGIC_WALL_FULL)
11661 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
11662 TEST_DrawLevelField(x, y);
11664 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
11665 element == EL_DC_MAGIC_WALL_FULL)
11667 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
11668 TEST_DrawLevelField(x, y);
11672 game.magic_wall_active = FALSE;
11677 if (game.light_time_left > 0)
11679 game.light_time_left--;
11681 if (game.light_time_left == 0)
11682 RedrawAllLightSwitchesAndInvisibleElements();
11685 if (game.timegate_time_left > 0)
11687 game.timegate_time_left--;
11689 if (game.timegate_time_left == 0)
11690 CloseAllOpenTimegates();
11693 if (game.lenses_time_left > 0)
11695 game.lenses_time_left--;
11697 if (game.lenses_time_left == 0)
11698 RedrawAllInvisibleElementsForLenses();
11701 if (game.magnify_time_left > 0)
11703 game.magnify_time_left--;
11705 if (game.magnify_time_left == 0)
11706 RedrawAllInvisibleElementsForMagnifier();
11709 for (i = 0; i < MAX_PLAYERS; i++)
11711 struct PlayerInfo *player = &stored_player[i];
11713 if (SHIELD_ON(player))
11715 if (player->shield_deadly_time_left)
11716 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
11717 else if (player->shield_normal_time_left)
11718 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
11722 #if USE_DELAYED_GFX_REDRAW
11723 SCAN_PLAYFIELD(x, y)
11725 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
11727 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
11728 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
11730 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
11731 DrawLevelField(x, y);
11733 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
11734 DrawLevelFieldCrumbled(x, y);
11736 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
11737 DrawLevelFieldCrumbledNeighbours(x, y);
11739 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
11740 DrawTwinkleOnField(x, y);
11743 GfxRedraw[x][y] = GFX_REDRAW_NONE;
11748 PlayAllPlayersSound();
11750 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
11752 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
11754 local_player->show_envelope = 0;
11757 /* use random number generator in every frame to make it less predictable */
11758 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
11762 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
11764 int min_x = x, min_y = y, max_x = x, max_y = y;
11767 for (i = 0; i < MAX_PLAYERS; i++)
11769 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11771 if (!stored_player[i].active || &stored_player[i] == player)
11774 min_x = MIN(min_x, jx);
11775 min_y = MIN(min_y, jy);
11776 max_x = MAX(max_x, jx);
11777 max_y = MAX(max_y, jy);
11780 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
11783 static boolean AllPlayersInVisibleScreen()
11787 for (i = 0; i < MAX_PLAYERS; i++)
11789 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11791 if (!stored_player[i].active)
11794 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
11801 void ScrollLevel(int dx, int dy)
11803 int scroll_offset = 2 * TILEX_VAR;
11806 BlitBitmap(drawto_field, drawto_field,
11807 FX + TILEX_VAR * (dx == -1) - scroll_offset,
11808 FY + TILEY_VAR * (dy == -1) - scroll_offset,
11809 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
11810 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
11811 FX + TILEX_VAR * (dx == 1) - scroll_offset,
11812 FY + TILEY_VAR * (dy == 1) - scroll_offset);
11816 x = (dx == 1 ? BX1 : BX2);
11817 for (y = BY1; y <= BY2; y++)
11818 DrawScreenField(x, y);
11823 y = (dy == 1 ? BY1 : BY2);
11824 for (x = BX1; x <= BX2; x++)
11825 DrawScreenField(x, y);
11828 redraw_mask |= REDRAW_FIELD;
11831 static boolean canFallDown(struct PlayerInfo *player)
11833 int jx = player->jx, jy = player->jy;
11835 return (IN_LEV_FIELD(jx, jy + 1) &&
11836 (IS_FREE(jx, jy + 1) ||
11837 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
11838 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
11839 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
11842 static boolean canPassField(int x, int y, int move_dir)
11844 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11845 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11846 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11847 int nextx = x + dx;
11848 int nexty = y + dy;
11849 int element = Feld[x][y];
11851 return (IS_PASSABLE_FROM(element, opposite_dir) &&
11852 !CAN_MOVE(element) &&
11853 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
11854 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
11855 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
11858 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
11860 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11861 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11862 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11866 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
11867 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
11868 (IS_DIGGABLE(Feld[newx][newy]) ||
11869 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
11870 canPassField(newx, newy, move_dir)));
11873 static void CheckGravityMovement(struct PlayerInfo *player)
11875 if (player->gravity && !player->programmed_action)
11877 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
11878 int move_dir_vertical = player->effective_action & MV_VERTICAL;
11879 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
11880 int jx = player->jx, jy = player->jy;
11881 boolean player_is_moving_to_valid_field =
11882 (!player_is_snapping &&
11883 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
11884 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
11885 boolean player_can_fall_down = canFallDown(player);
11887 if (player_can_fall_down &&
11888 !player_is_moving_to_valid_field)
11889 player->programmed_action = MV_DOWN;
11893 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
11895 return CheckGravityMovement(player);
11897 if (player->gravity && !player->programmed_action)
11899 int jx = player->jx, jy = player->jy;
11900 boolean field_under_player_is_free =
11901 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
11902 boolean player_is_standing_on_valid_field =
11903 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
11904 (IS_WALKABLE(Feld[jx][jy]) &&
11905 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
11907 if (field_under_player_is_free && !player_is_standing_on_valid_field)
11908 player->programmed_action = MV_DOWN;
11913 MovePlayerOneStep()
11914 -----------------------------------------------------------------------------
11915 dx, dy: direction (non-diagonal) to try to move the player to
11916 real_dx, real_dy: direction as read from input device (can be diagonal)
11919 boolean MovePlayerOneStep(struct PlayerInfo *player,
11920 int dx, int dy, int real_dx, int real_dy)
11922 int jx = player->jx, jy = player->jy;
11923 int new_jx = jx + dx, new_jy = jy + dy;
11925 boolean player_can_move = !player->cannot_move;
11927 if (!player->active || (!dx && !dy))
11928 return MP_NO_ACTION;
11930 player->MovDir = (dx < 0 ? MV_LEFT :
11931 dx > 0 ? MV_RIGHT :
11933 dy > 0 ? MV_DOWN : MV_NONE);
11935 if (!IN_LEV_FIELD(new_jx, new_jy))
11936 return MP_NO_ACTION;
11938 if (!player_can_move)
11940 if (player->MovPos == 0)
11942 player->is_moving = FALSE;
11943 player->is_digging = FALSE;
11944 player->is_collecting = FALSE;
11945 player->is_snapping = FALSE;
11946 player->is_pushing = FALSE;
11950 if (!options.network && game.centered_player_nr == -1 &&
11951 !AllPlayersInSight(player, new_jx, new_jy))
11952 return MP_NO_ACTION;
11954 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
11955 if (can_move != MP_MOVING)
11958 /* check if DigField() has caused relocation of the player */
11959 if (player->jx != jx || player->jy != jy)
11960 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
11962 StorePlayer[jx][jy] = 0;
11963 player->last_jx = jx;
11964 player->last_jy = jy;
11965 player->jx = new_jx;
11966 player->jy = new_jy;
11967 StorePlayer[new_jx][new_jy] = player->element_nr;
11969 if (player->move_delay_value_next != -1)
11971 player->move_delay_value = player->move_delay_value_next;
11972 player->move_delay_value_next = -1;
11976 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
11978 player->step_counter++;
11980 PlayerVisit[jx][jy] = FrameCounter;
11982 player->is_moving = TRUE;
11985 /* should better be called in MovePlayer(), but this breaks some tapes */
11986 ScrollPlayer(player, SCROLL_INIT);
11992 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
11994 int jx = player->jx, jy = player->jy;
11995 int old_jx = jx, old_jy = jy;
11996 int moved = MP_NO_ACTION;
11998 if (!player->active)
12003 if (player->MovPos == 0)
12005 player->is_moving = FALSE;
12006 player->is_digging = FALSE;
12007 player->is_collecting = FALSE;
12008 player->is_snapping = FALSE;
12009 player->is_pushing = FALSE;
12015 if (player->move_delay > 0)
12018 player->move_delay = -1; /* set to "uninitialized" value */
12020 /* store if player is automatically moved to next field */
12021 player->is_auto_moving = (player->programmed_action != MV_NONE);
12023 /* remove the last programmed player action */
12024 player->programmed_action = 0;
12026 if (player->MovPos)
12028 /* should only happen if pre-1.2 tape recordings are played */
12029 /* this is only for backward compatibility */
12031 int original_move_delay_value = player->move_delay_value;
12034 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12038 /* scroll remaining steps with finest movement resolution */
12039 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12041 while (player->MovPos)
12043 ScrollPlayer(player, SCROLL_GO_ON);
12044 ScrollScreen(NULL, SCROLL_GO_ON);
12046 AdvanceFrameAndPlayerCounters(player->index_nr);
12052 player->move_delay_value = original_move_delay_value;
12055 player->is_active = FALSE;
12057 if (player->last_move_dir & MV_HORIZONTAL)
12059 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12060 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12064 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12065 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12068 if (!moved && !player->is_active)
12070 player->is_moving = FALSE;
12071 player->is_digging = FALSE;
12072 player->is_collecting = FALSE;
12073 player->is_snapping = FALSE;
12074 player->is_pushing = FALSE;
12080 if (moved & MP_MOVING && !ScreenMovPos &&
12081 (player->index_nr == game.centered_player_nr ||
12082 game.centered_player_nr == -1))
12084 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12085 int offset = game.scroll_delay_value;
12087 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12089 /* actual player has left the screen -- scroll in that direction */
12090 if (jx != old_jx) /* player has moved horizontally */
12091 scroll_x += (jx - old_jx);
12092 else /* player has moved vertically */
12093 scroll_y += (jy - old_jy);
12097 if (jx != old_jx) /* player has moved horizontally */
12099 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12100 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12101 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12103 /* don't scroll over playfield boundaries */
12104 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12105 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12107 /* don't scroll more than one field at a time */
12108 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12110 /* don't scroll against the player's moving direction */
12111 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12112 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12113 scroll_x = old_scroll_x;
12115 else /* player has moved vertically */
12117 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12118 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12119 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12121 /* don't scroll over playfield boundaries */
12122 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12123 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12125 /* don't scroll more than one field at a time */
12126 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12128 /* don't scroll against the player's moving direction */
12129 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12130 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12131 scroll_y = old_scroll_y;
12135 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12137 if (!options.network && game.centered_player_nr == -1 &&
12138 !AllPlayersInVisibleScreen())
12140 scroll_x = old_scroll_x;
12141 scroll_y = old_scroll_y;
12145 ScrollScreen(player, SCROLL_INIT);
12146 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12151 player->StepFrame = 0;
12153 if (moved & MP_MOVING)
12155 if (old_jx != jx && old_jy == jy)
12156 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12157 else if (old_jx == jx && old_jy != jy)
12158 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12160 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12162 player->last_move_dir = player->MovDir;
12163 player->is_moving = TRUE;
12164 player->is_snapping = FALSE;
12165 player->is_switching = FALSE;
12166 player->is_dropping = FALSE;
12167 player->is_dropping_pressed = FALSE;
12168 player->drop_pressed_delay = 0;
12171 /* should better be called here than above, but this breaks some tapes */
12172 ScrollPlayer(player, SCROLL_INIT);
12177 CheckGravityMovementWhenNotMoving(player);
12179 player->is_moving = FALSE;
12181 /* at this point, the player is allowed to move, but cannot move right now
12182 (e.g. because of something blocking the way) -- ensure that the player
12183 is also allowed to move in the next frame (in old versions before 3.1.1,
12184 the player was forced to wait again for eight frames before next try) */
12186 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12187 player->move_delay = 0; /* allow direct movement in the next frame */
12190 if (player->move_delay == -1) /* not yet initialized by DigField() */
12191 player->move_delay = player->move_delay_value;
12193 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12195 TestIfPlayerTouchesBadThing(jx, jy);
12196 TestIfPlayerTouchesCustomElement(jx, jy);
12199 if (!player->active)
12200 RemovePlayer(player);
12205 void ScrollPlayer(struct PlayerInfo *player, int mode)
12207 int jx = player->jx, jy = player->jy;
12208 int last_jx = player->last_jx, last_jy = player->last_jy;
12209 int move_stepsize = TILEX / player->move_delay_value;
12211 if (!player->active)
12214 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12217 if (mode == SCROLL_INIT)
12219 player->actual_frame_counter = FrameCounter;
12220 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12222 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12223 Feld[last_jx][last_jy] == EL_EMPTY)
12225 int last_field_block_delay = 0; /* start with no blocking at all */
12226 int block_delay_adjustment = player->block_delay_adjustment;
12228 /* if player blocks last field, add delay for exactly one move */
12229 if (player->block_last_field)
12231 last_field_block_delay += player->move_delay_value;
12233 /* when blocking enabled, prevent moving up despite gravity */
12234 if (player->gravity && player->MovDir == MV_UP)
12235 block_delay_adjustment = -1;
12238 /* add block delay adjustment (also possible when not blocking) */
12239 last_field_block_delay += block_delay_adjustment;
12241 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12242 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12245 if (player->MovPos != 0) /* player has not yet reached destination */
12248 else if (!FrameReached(&player->actual_frame_counter, 1))
12251 if (player->MovPos != 0)
12253 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12254 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12256 /* before DrawPlayer() to draw correct player graphic for this case */
12257 if (player->MovPos == 0)
12258 CheckGravityMovement(player);
12261 if (player->MovPos == 0) /* player reached destination field */
12263 if (player->move_delay_reset_counter > 0)
12265 player->move_delay_reset_counter--;
12267 if (player->move_delay_reset_counter == 0)
12269 /* continue with normal speed after quickly moving through gate */
12270 HALVE_PLAYER_SPEED(player);
12272 /* be able to make the next move without delay */
12273 player->move_delay = 0;
12277 player->last_jx = jx;
12278 player->last_jy = jy;
12280 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12281 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12282 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12283 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12284 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12285 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12286 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12287 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12289 DrawPlayer(player); /* needed here only to cleanup last field */
12290 RemovePlayer(player);
12292 if (local_player->friends_still_needed == 0 ||
12293 IS_SP_ELEMENT(Feld[jx][jy]))
12294 PlayerWins(player);
12297 /* this breaks one level: "machine", level 000 */
12299 int move_direction = player->MovDir;
12300 int enter_side = MV_DIR_OPPOSITE(move_direction);
12301 int leave_side = move_direction;
12302 int old_jx = last_jx;
12303 int old_jy = last_jy;
12304 int old_element = Feld[old_jx][old_jy];
12305 int new_element = Feld[jx][jy];
12307 if (IS_CUSTOM_ELEMENT(old_element))
12308 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12310 player->index_bit, leave_side);
12312 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12313 CE_PLAYER_LEAVES_X,
12314 player->index_bit, leave_side);
12316 if (IS_CUSTOM_ELEMENT(new_element))
12317 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12318 player->index_bit, enter_side);
12320 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12321 CE_PLAYER_ENTERS_X,
12322 player->index_bit, enter_side);
12324 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12325 CE_MOVE_OF_X, move_direction);
12328 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12330 TestIfPlayerTouchesBadThing(jx, jy);
12331 TestIfPlayerTouchesCustomElement(jx, jy);
12333 /* needed because pushed element has not yet reached its destination,
12334 so it would trigger a change event at its previous field location */
12335 if (!player->is_pushing)
12336 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12338 if (!player->active)
12339 RemovePlayer(player);
12342 if (!local_player->LevelSolved && level.use_step_counter)
12352 if (TimeLeft <= 10 && setup.time_limit)
12353 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12355 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12357 DisplayGameControlValues();
12359 if (!TimeLeft && setup.time_limit)
12360 for (i = 0; i < MAX_PLAYERS; i++)
12361 KillPlayer(&stored_player[i]);
12363 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12365 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12367 DisplayGameControlValues();
12371 if (tape.single_step && tape.recording && !tape.pausing &&
12372 !player->programmed_action)
12373 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12375 if (!player->programmed_action)
12376 CheckSaveEngineSnapshot(player);
12380 void ScrollScreen(struct PlayerInfo *player, int mode)
12382 static unsigned int screen_frame_counter = 0;
12384 if (mode == SCROLL_INIT)
12386 /* set scrolling step size according to actual player's moving speed */
12387 ScrollStepSize = TILEX / player->move_delay_value;
12389 screen_frame_counter = FrameCounter;
12390 ScreenMovDir = player->MovDir;
12391 ScreenMovPos = player->MovPos;
12392 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12395 else if (!FrameReached(&screen_frame_counter, 1))
12400 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12401 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12402 redraw_mask |= REDRAW_FIELD;
12405 ScreenMovDir = MV_NONE;
12408 void TestIfPlayerTouchesCustomElement(int x, int y)
12410 static int xy[4][2] =
12417 static int trigger_sides[4][2] =
12419 /* center side border side */
12420 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12421 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12422 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12423 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12425 static int touch_dir[4] =
12427 MV_LEFT | MV_RIGHT,
12432 int center_element = Feld[x][y]; /* should always be non-moving! */
12435 for (i = 0; i < NUM_DIRECTIONS; i++)
12437 int xx = x + xy[i][0];
12438 int yy = y + xy[i][1];
12439 int center_side = trigger_sides[i][0];
12440 int border_side = trigger_sides[i][1];
12441 int border_element;
12443 if (!IN_LEV_FIELD(xx, yy))
12446 if (IS_PLAYER(x, y)) /* player found at center element */
12448 struct PlayerInfo *player = PLAYERINFO(x, y);
12450 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12451 border_element = Feld[xx][yy]; /* may be moving! */
12452 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12453 border_element = Feld[xx][yy];
12454 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12455 border_element = MovingOrBlocked2Element(xx, yy);
12457 continue; /* center and border element do not touch */
12459 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12460 player->index_bit, border_side);
12461 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12462 CE_PLAYER_TOUCHES_X,
12463 player->index_bit, border_side);
12466 /* use player element that is initially defined in the level playfield,
12467 not the player element that corresponds to the runtime player number
12468 (example: a level that contains EL_PLAYER_3 as the only player would
12469 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12470 int player_element = PLAYERINFO(x, y)->initial_element;
12472 CheckElementChangeBySide(xx, yy, border_element, player_element,
12473 CE_TOUCHING_X, border_side);
12476 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12478 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12480 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12482 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12483 continue; /* center and border element do not touch */
12486 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12487 player->index_bit, center_side);
12488 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12489 CE_PLAYER_TOUCHES_X,
12490 player->index_bit, center_side);
12493 /* use player element that is initially defined in the level playfield,
12494 not the player element that corresponds to the runtime player number
12495 (example: a level that contains EL_PLAYER_3 as the only player would
12496 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12497 int player_element = PLAYERINFO(xx, yy)->initial_element;
12499 CheckElementChangeBySide(x, y, center_element, player_element,
12500 CE_TOUCHING_X, center_side);
12508 void TestIfElementTouchesCustomElement(int x, int y)
12510 static int xy[4][2] =
12517 static int trigger_sides[4][2] =
12519 /* center side border side */
12520 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12521 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12522 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12523 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12525 static int touch_dir[4] =
12527 MV_LEFT | MV_RIGHT,
12532 boolean change_center_element = FALSE;
12533 int center_element = Feld[x][y]; /* should always be non-moving! */
12534 int border_element_old[NUM_DIRECTIONS];
12537 for (i = 0; i < NUM_DIRECTIONS; i++)
12539 int xx = x + xy[i][0];
12540 int yy = y + xy[i][1];
12541 int border_element;
12543 border_element_old[i] = -1;
12545 if (!IN_LEV_FIELD(xx, yy))
12548 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12549 border_element = Feld[xx][yy]; /* may be moving! */
12550 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12551 border_element = Feld[xx][yy];
12552 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12553 border_element = MovingOrBlocked2Element(xx, yy);
12555 continue; /* center and border element do not touch */
12557 border_element_old[i] = border_element;
12560 for (i = 0; i < NUM_DIRECTIONS; i++)
12562 int xx = x + xy[i][0];
12563 int yy = y + xy[i][1];
12564 int center_side = trigger_sides[i][0];
12565 int border_element = border_element_old[i];
12567 if (border_element == -1)
12570 /* check for change of border element */
12571 CheckElementChangeBySide(xx, yy, border_element, center_element,
12572 CE_TOUCHING_X, center_side);
12574 /* (center element cannot be player, so we dont have to check this here) */
12577 for (i = 0; i < NUM_DIRECTIONS; i++)
12579 int xx = x + xy[i][0];
12580 int yy = y + xy[i][1];
12581 int border_side = trigger_sides[i][1];
12582 int border_element = border_element_old[i];
12584 if (border_element == -1)
12587 /* check for change of center element (but change it only once) */
12588 if (!change_center_element)
12589 change_center_element =
12590 CheckElementChangeBySide(x, y, center_element, border_element,
12591 CE_TOUCHING_X, border_side);
12593 if (IS_PLAYER(xx, yy))
12595 /* use player element that is initially defined in the level playfield,
12596 not the player element that corresponds to the runtime player number
12597 (example: a level that contains EL_PLAYER_3 as the only player would
12598 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12599 int player_element = PLAYERINFO(xx, yy)->initial_element;
12601 CheckElementChangeBySide(x, y, center_element, player_element,
12602 CE_TOUCHING_X, border_side);
12607 void TestIfElementHitsCustomElement(int x, int y, int direction)
12609 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12610 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12611 int hitx = x + dx, hity = y + dy;
12612 int hitting_element = Feld[x][y];
12613 int touched_element;
12615 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12618 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12619 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12621 if (IN_LEV_FIELD(hitx, hity))
12623 int opposite_direction = MV_DIR_OPPOSITE(direction);
12624 int hitting_side = direction;
12625 int touched_side = opposite_direction;
12626 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12627 MovDir[hitx][hity] != direction ||
12628 ABS(MovPos[hitx][hity]) <= TILEY / 2);
12634 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12635 CE_HITTING_X, touched_side);
12637 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12638 CE_HIT_BY_X, hitting_side);
12640 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12641 CE_HIT_BY_SOMETHING, opposite_direction);
12643 if (IS_PLAYER(hitx, hity))
12645 /* use player element that is initially defined in the level playfield,
12646 not the player element that corresponds to the runtime player number
12647 (example: a level that contains EL_PLAYER_3 as the only player would
12648 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12649 int player_element = PLAYERINFO(hitx, hity)->initial_element;
12651 CheckElementChangeBySide(x, y, hitting_element, player_element,
12652 CE_HITTING_X, touched_side);
12657 /* "hitting something" is also true when hitting the playfield border */
12658 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12659 CE_HITTING_SOMETHING, direction);
12662 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
12664 int i, kill_x = -1, kill_y = -1;
12666 int bad_element = -1;
12667 static int test_xy[4][2] =
12674 static int test_dir[4] =
12682 for (i = 0; i < NUM_DIRECTIONS; i++)
12684 int test_x, test_y, test_move_dir, test_element;
12686 test_x = good_x + test_xy[i][0];
12687 test_y = good_y + test_xy[i][1];
12689 if (!IN_LEV_FIELD(test_x, test_y))
12693 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12695 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
12697 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12698 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12700 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
12701 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
12705 bad_element = test_element;
12711 if (kill_x != -1 || kill_y != -1)
12713 if (IS_PLAYER(good_x, good_y))
12715 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
12717 if (player->shield_deadly_time_left > 0 &&
12718 !IS_INDESTRUCTIBLE(bad_element))
12719 Bang(kill_x, kill_y);
12720 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
12721 KillPlayer(player);
12724 Bang(good_x, good_y);
12728 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
12730 int i, kill_x = -1, kill_y = -1;
12731 int bad_element = Feld[bad_x][bad_y];
12732 static int test_xy[4][2] =
12739 static int touch_dir[4] =
12741 MV_LEFT | MV_RIGHT,
12746 static int test_dir[4] =
12754 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
12757 for (i = 0; i < NUM_DIRECTIONS; i++)
12759 int test_x, test_y, test_move_dir, test_element;
12761 test_x = bad_x + test_xy[i][0];
12762 test_y = bad_y + test_xy[i][1];
12764 if (!IN_LEV_FIELD(test_x, test_y))
12768 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12770 test_element = Feld[test_x][test_y];
12772 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12773 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12775 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
12776 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
12778 /* good thing is player or penguin that does not move away */
12779 if (IS_PLAYER(test_x, test_y))
12781 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12783 if (bad_element == EL_ROBOT && player->is_moving)
12784 continue; /* robot does not kill player if he is moving */
12786 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12788 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12789 continue; /* center and border element do not touch */
12797 else if (test_element == EL_PENGUIN)
12807 if (kill_x != -1 || kill_y != -1)
12809 if (IS_PLAYER(kill_x, kill_y))
12811 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12813 if (player->shield_deadly_time_left > 0 &&
12814 !IS_INDESTRUCTIBLE(bad_element))
12815 Bang(bad_x, bad_y);
12816 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12817 KillPlayer(player);
12820 Bang(kill_x, kill_y);
12824 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
12826 int bad_element = Feld[bad_x][bad_y];
12827 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
12828 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
12829 int test_x = bad_x + dx, test_y = bad_y + dy;
12830 int test_move_dir, test_element;
12831 int kill_x = -1, kill_y = -1;
12833 if (!IN_LEV_FIELD(test_x, test_y))
12837 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12839 test_element = Feld[test_x][test_y];
12841 if (test_move_dir != bad_move_dir)
12843 /* good thing can be player or penguin that does not move away */
12844 if (IS_PLAYER(test_x, test_y))
12846 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12848 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
12849 player as being hit when he is moving towards the bad thing, because
12850 the "get hit by" condition would be lost after the player stops) */
12851 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
12852 return; /* player moves away from bad thing */
12857 else if (test_element == EL_PENGUIN)
12864 if (kill_x != -1 || kill_y != -1)
12866 if (IS_PLAYER(kill_x, kill_y))
12868 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12870 if (player->shield_deadly_time_left > 0 &&
12871 !IS_INDESTRUCTIBLE(bad_element))
12872 Bang(bad_x, bad_y);
12873 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12874 KillPlayer(player);
12877 Bang(kill_x, kill_y);
12881 void TestIfPlayerTouchesBadThing(int x, int y)
12883 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12886 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
12888 TestIfGoodThingHitsBadThing(x, y, move_dir);
12891 void TestIfBadThingTouchesPlayer(int x, int y)
12893 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12896 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
12898 TestIfBadThingHitsGoodThing(x, y, move_dir);
12901 void TestIfFriendTouchesBadThing(int x, int y)
12903 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12906 void TestIfBadThingTouchesFriend(int x, int y)
12908 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12911 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
12913 int i, kill_x = bad_x, kill_y = bad_y;
12914 static int xy[4][2] =
12922 for (i = 0; i < NUM_DIRECTIONS; i++)
12926 x = bad_x + xy[i][0];
12927 y = bad_y + xy[i][1];
12928 if (!IN_LEV_FIELD(x, y))
12931 element = Feld[x][y];
12932 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
12933 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
12941 if (kill_x != bad_x || kill_y != bad_y)
12942 Bang(bad_x, bad_y);
12945 void KillPlayer(struct PlayerInfo *player)
12947 int jx = player->jx, jy = player->jy;
12949 if (!player->active)
12953 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
12954 player->killed, player->active, player->reanimated);
12957 /* the following code was introduced to prevent an infinite loop when calling
12959 -> CheckTriggeredElementChangeExt()
12960 -> ExecuteCustomElementAction()
12962 -> (infinitely repeating the above sequence of function calls)
12963 which occurs when killing the player while having a CE with the setting
12964 "kill player X when explosion of <player X>"; the solution using a new
12965 field "player->killed" was chosen for backwards compatibility, although
12966 clever use of the fields "player->active" etc. would probably also work */
12968 if (player->killed)
12972 player->killed = TRUE;
12974 /* remove accessible field at the player's position */
12975 Feld[jx][jy] = EL_EMPTY;
12977 /* deactivate shield (else Bang()/Explode() would not work right) */
12978 player->shield_normal_time_left = 0;
12979 player->shield_deadly_time_left = 0;
12982 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
12983 player->killed, player->active, player->reanimated);
12989 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
12990 player->killed, player->active, player->reanimated);
12993 if (player->reanimated) /* killed player may have been reanimated */
12994 player->killed = player->reanimated = FALSE;
12996 BuryPlayer(player);
12999 static void KillPlayerUnlessEnemyProtected(int x, int y)
13001 if (!PLAYER_ENEMY_PROTECTED(x, y))
13002 KillPlayer(PLAYERINFO(x, y));
13005 static void KillPlayerUnlessExplosionProtected(int x, int y)
13007 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13008 KillPlayer(PLAYERINFO(x, y));
13011 void BuryPlayer(struct PlayerInfo *player)
13013 int jx = player->jx, jy = player->jy;
13015 if (!player->active)
13018 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13019 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13021 player->GameOver = TRUE;
13022 RemovePlayer(player);
13025 void RemovePlayer(struct PlayerInfo *player)
13027 int jx = player->jx, jy = player->jy;
13028 int i, found = FALSE;
13030 player->present = FALSE;
13031 player->active = FALSE;
13033 if (!ExplodeField[jx][jy])
13034 StorePlayer[jx][jy] = 0;
13036 if (player->is_moving)
13037 TEST_DrawLevelField(player->last_jx, player->last_jy);
13039 for (i = 0; i < MAX_PLAYERS; i++)
13040 if (stored_player[i].active)
13044 AllPlayersGone = TRUE;
13050 static void setFieldForSnapping(int x, int y, int element, int direction)
13052 struct ElementInfo *ei = &element_info[element];
13053 int direction_bit = MV_DIR_TO_BIT(direction);
13054 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13055 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13056 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13058 Feld[x][y] = EL_ELEMENT_SNAPPING;
13059 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13061 ResetGfxAnimation(x, y);
13063 GfxElement[x][y] = element;
13064 GfxAction[x][y] = action;
13065 GfxDir[x][y] = direction;
13066 GfxFrame[x][y] = -1;
13070 =============================================================================
13071 checkDiagonalPushing()
13072 -----------------------------------------------------------------------------
13073 check if diagonal input device direction results in pushing of object
13074 (by checking if the alternative direction is walkable, diggable, ...)
13075 =============================================================================
13078 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13079 int x, int y, int real_dx, int real_dy)
13081 int jx, jy, dx, dy, xx, yy;
13083 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13086 /* diagonal direction: check alternative direction */
13091 xx = jx + (dx == 0 ? real_dx : 0);
13092 yy = jy + (dy == 0 ? real_dy : 0);
13094 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13098 =============================================================================
13100 -----------------------------------------------------------------------------
13101 x, y: field next to player (non-diagonal) to try to dig to
13102 real_dx, real_dy: direction as read from input device (can be diagonal)
13103 =============================================================================
13106 static int DigField(struct PlayerInfo *player,
13107 int oldx, int oldy, int x, int y,
13108 int real_dx, int real_dy, int mode)
13110 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13111 boolean player_was_pushing = player->is_pushing;
13112 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13113 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13114 int jx = oldx, jy = oldy;
13115 int dx = x - jx, dy = y - jy;
13116 int nextx = x + dx, nexty = y + dy;
13117 int move_direction = (dx == -1 ? MV_LEFT :
13118 dx == +1 ? MV_RIGHT :
13120 dy == +1 ? MV_DOWN : MV_NONE);
13121 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13122 int dig_side = MV_DIR_OPPOSITE(move_direction);
13123 int old_element = Feld[jx][jy];
13124 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13127 if (is_player) /* function can also be called by EL_PENGUIN */
13129 if (player->MovPos == 0)
13131 player->is_digging = FALSE;
13132 player->is_collecting = FALSE;
13135 if (player->MovPos == 0) /* last pushing move finished */
13136 player->is_pushing = FALSE;
13138 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13140 player->is_switching = FALSE;
13141 player->push_delay = -1;
13143 return MP_NO_ACTION;
13147 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13148 old_element = Back[jx][jy];
13150 /* in case of element dropped at player position, check background */
13151 else if (Back[jx][jy] != EL_EMPTY &&
13152 game.engine_version >= VERSION_IDENT(2,2,0,0))
13153 old_element = Back[jx][jy];
13155 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13156 return MP_NO_ACTION; /* field has no opening in this direction */
13158 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13159 return MP_NO_ACTION; /* field has no opening in this direction */
13161 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13165 Feld[jx][jy] = player->artwork_element;
13166 InitMovingField(jx, jy, MV_DOWN);
13167 Store[jx][jy] = EL_ACID;
13168 ContinueMoving(jx, jy);
13169 BuryPlayer(player);
13171 return MP_DONT_RUN_INTO;
13174 if (player_can_move && DONT_RUN_INTO(element))
13176 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13178 return MP_DONT_RUN_INTO;
13181 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13182 return MP_NO_ACTION;
13184 collect_count = element_info[element].collect_count_initial;
13186 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13187 return MP_NO_ACTION;
13189 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13190 player_can_move = player_can_move_or_snap;
13192 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13193 game.engine_version >= VERSION_IDENT(2,2,0,0))
13195 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13196 player->index_bit, dig_side);
13197 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13198 player->index_bit, dig_side);
13200 if (element == EL_DC_LANDMINE)
13203 if (Feld[x][y] != element) /* field changed by snapping */
13206 return MP_NO_ACTION;
13209 if (player->gravity && is_player && !player->is_auto_moving &&
13210 canFallDown(player) && move_direction != MV_DOWN &&
13211 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13212 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13214 if (player_can_move &&
13215 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13217 int sound_element = SND_ELEMENT(element);
13218 int sound_action = ACTION_WALKING;
13220 if (IS_RND_GATE(element))
13222 if (!player->key[RND_GATE_NR(element)])
13223 return MP_NO_ACTION;
13225 else if (IS_RND_GATE_GRAY(element))
13227 if (!player->key[RND_GATE_GRAY_NR(element)])
13228 return MP_NO_ACTION;
13230 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13232 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13233 return MP_NO_ACTION;
13235 else if (element == EL_EXIT_OPEN ||
13236 element == EL_EM_EXIT_OPEN ||
13237 element == EL_EM_EXIT_OPENING ||
13238 element == EL_STEEL_EXIT_OPEN ||
13239 element == EL_EM_STEEL_EXIT_OPEN ||
13240 element == EL_EM_STEEL_EXIT_OPENING ||
13241 element == EL_SP_EXIT_OPEN ||
13242 element == EL_SP_EXIT_OPENING)
13244 sound_action = ACTION_PASSING; /* player is passing exit */
13246 else if (element == EL_EMPTY)
13248 sound_action = ACTION_MOVING; /* nothing to walk on */
13251 /* play sound from background or player, whatever is available */
13252 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13253 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13255 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13257 else if (player_can_move &&
13258 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13260 if (!ACCESS_FROM(element, opposite_direction))
13261 return MP_NO_ACTION; /* field not accessible from this direction */
13263 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13264 return MP_NO_ACTION;
13266 if (IS_EM_GATE(element))
13268 if (!player->key[EM_GATE_NR(element)])
13269 return MP_NO_ACTION;
13271 else if (IS_EM_GATE_GRAY(element))
13273 if (!player->key[EM_GATE_GRAY_NR(element)])
13274 return MP_NO_ACTION;
13276 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13278 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13279 return MP_NO_ACTION;
13281 else if (IS_EMC_GATE(element))
13283 if (!player->key[EMC_GATE_NR(element)])
13284 return MP_NO_ACTION;
13286 else if (IS_EMC_GATE_GRAY(element))
13288 if (!player->key[EMC_GATE_GRAY_NR(element)])
13289 return MP_NO_ACTION;
13291 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13293 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13294 return MP_NO_ACTION;
13296 else if (element == EL_DC_GATE_WHITE ||
13297 element == EL_DC_GATE_WHITE_GRAY ||
13298 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13300 if (player->num_white_keys == 0)
13301 return MP_NO_ACTION;
13303 player->num_white_keys--;
13305 else if (IS_SP_PORT(element))
13307 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13308 element == EL_SP_GRAVITY_PORT_RIGHT ||
13309 element == EL_SP_GRAVITY_PORT_UP ||
13310 element == EL_SP_GRAVITY_PORT_DOWN)
13311 player->gravity = !player->gravity;
13312 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13313 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13314 element == EL_SP_GRAVITY_ON_PORT_UP ||
13315 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13316 player->gravity = TRUE;
13317 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13318 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13319 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13320 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13321 player->gravity = FALSE;
13324 /* automatically move to the next field with double speed */
13325 player->programmed_action = move_direction;
13327 if (player->move_delay_reset_counter == 0)
13329 player->move_delay_reset_counter = 2; /* two double speed steps */
13331 DOUBLE_PLAYER_SPEED(player);
13334 PlayLevelSoundAction(x, y, ACTION_PASSING);
13336 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13340 if (mode != DF_SNAP)
13342 GfxElement[x][y] = GFX_ELEMENT(element);
13343 player->is_digging = TRUE;
13346 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13348 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13349 player->index_bit, dig_side);
13351 if (mode == DF_SNAP)
13353 if (level.block_snap_field)
13354 setFieldForSnapping(x, y, element, move_direction);
13356 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13358 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13359 player->index_bit, dig_side);
13362 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13366 if (is_player && mode != DF_SNAP)
13368 GfxElement[x][y] = element;
13369 player->is_collecting = TRUE;
13372 if (element == EL_SPEED_PILL)
13374 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13376 else if (element == EL_EXTRA_TIME && level.time > 0)
13378 TimeLeft += level.extra_time;
13380 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13382 DisplayGameControlValues();
13384 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13386 player->shield_normal_time_left += level.shield_normal_time;
13387 if (element == EL_SHIELD_DEADLY)
13388 player->shield_deadly_time_left += level.shield_deadly_time;
13390 else if (element == EL_DYNAMITE ||
13391 element == EL_EM_DYNAMITE ||
13392 element == EL_SP_DISK_RED)
13394 if (player->inventory_size < MAX_INVENTORY_SIZE)
13395 player->inventory_element[player->inventory_size++] = element;
13397 DrawGameDoorValues();
13399 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13401 player->dynabomb_count++;
13402 player->dynabombs_left++;
13404 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13406 player->dynabomb_size++;
13408 else if (element == EL_DYNABOMB_INCREASE_POWER)
13410 player->dynabomb_xl = TRUE;
13412 else if (IS_KEY(element))
13414 player->key[KEY_NR(element)] = TRUE;
13416 DrawGameDoorValues();
13418 else if (element == EL_DC_KEY_WHITE)
13420 player->num_white_keys++;
13422 /* display white keys? */
13423 /* DrawGameDoorValues(); */
13425 else if (IS_ENVELOPE(element))
13427 player->show_envelope = element;
13429 else if (element == EL_EMC_LENSES)
13431 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13433 RedrawAllInvisibleElementsForLenses();
13435 else if (element == EL_EMC_MAGNIFIER)
13437 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13439 RedrawAllInvisibleElementsForMagnifier();
13441 else if (IS_DROPPABLE(element) ||
13442 IS_THROWABLE(element)) /* can be collected and dropped */
13446 if (collect_count == 0)
13447 player->inventory_infinite_element = element;
13449 for (i = 0; i < collect_count; i++)
13450 if (player->inventory_size < MAX_INVENTORY_SIZE)
13451 player->inventory_element[player->inventory_size++] = element;
13453 DrawGameDoorValues();
13455 else if (collect_count > 0)
13457 local_player->gems_still_needed -= collect_count;
13458 if (local_player->gems_still_needed < 0)
13459 local_player->gems_still_needed = 0;
13461 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13463 DisplayGameControlValues();
13466 RaiseScoreElement(element);
13467 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13470 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13471 player->index_bit, dig_side);
13473 if (mode == DF_SNAP)
13475 if (level.block_snap_field)
13476 setFieldForSnapping(x, y, element, move_direction);
13478 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13480 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13481 player->index_bit, dig_side);
13484 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13486 if (mode == DF_SNAP && element != EL_BD_ROCK)
13487 return MP_NO_ACTION;
13489 if (CAN_FALL(element) && dy)
13490 return MP_NO_ACTION;
13492 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13493 !(element == EL_SPRING && level.use_spring_bug))
13494 return MP_NO_ACTION;
13496 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13497 ((move_direction & MV_VERTICAL &&
13498 ((element_info[element].move_pattern & MV_LEFT &&
13499 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13500 (element_info[element].move_pattern & MV_RIGHT &&
13501 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13502 (move_direction & MV_HORIZONTAL &&
13503 ((element_info[element].move_pattern & MV_UP &&
13504 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13505 (element_info[element].move_pattern & MV_DOWN &&
13506 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13507 return MP_NO_ACTION;
13509 /* do not push elements already moving away faster than player */
13510 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13511 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13512 return MP_NO_ACTION;
13514 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13516 if (player->push_delay_value == -1 || !player_was_pushing)
13517 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13519 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13521 if (player->push_delay_value == -1)
13522 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13524 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13526 if (!player->is_pushing)
13527 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13530 player->is_pushing = TRUE;
13531 player->is_active = TRUE;
13533 if (!(IN_LEV_FIELD(nextx, nexty) &&
13534 (IS_FREE(nextx, nexty) ||
13535 (IS_SB_ELEMENT(element) &&
13536 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13537 (IS_CUSTOM_ELEMENT(element) &&
13538 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13539 return MP_NO_ACTION;
13541 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13542 return MP_NO_ACTION;
13544 if (player->push_delay == -1) /* new pushing; restart delay */
13545 player->push_delay = 0;
13547 if (player->push_delay < player->push_delay_value &&
13548 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13549 element != EL_SPRING && element != EL_BALLOON)
13551 /* make sure that there is no move delay before next try to push */
13552 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13553 player->move_delay = 0;
13555 return MP_NO_ACTION;
13558 if (IS_CUSTOM_ELEMENT(element) &&
13559 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13561 if (!DigFieldByCE(nextx, nexty, element))
13562 return MP_NO_ACTION;
13565 if (IS_SB_ELEMENT(element))
13567 if (element == EL_SOKOBAN_FIELD_FULL)
13569 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13570 local_player->sokobanfields_still_needed++;
13573 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13575 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13576 local_player->sokobanfields_still_needed--;
13579 Feld[x][y] = EL_SOKOBAN_OBJECT;
13581 if (Back[x][y] == Back[nextx][nexty])
13582 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13583 else if (Back[x][y] != 0)
13584 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13587 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13590 if (local_player->sokobanfields_still_needed == 0 &&
13591 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13593 PlayerWins(player);
13595 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13599 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13601 InitMovingField(x, y, move_direction);
13602 GfxAction[x][y] = ACTION_PUSHING;
13604 if (mode == DF_SNAP)
13605 ContinueMoving(x, y);
13607 MovPos[x][y] = (dx != 0 ? dx : dy);
13609 Pushed[x][y] = TRUE;
13610 Pushed[nextx][nexty] = TRUE;
13612 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13613 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13615 player->push_delay_value = -1; /* get new value later */
13617 /* check for element change _after_ element has been pushed */
13618 if (game.use_change_when_pushing_bug)
13620 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
13621 player->index_bit, dig_side);
13622 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
13623 player->index_bit, dig_side);
13626 else if (IS_SWITCHABLE(element))
13628 if (PLAYER_SWITCHING(player, x, y))
13630 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13631 player->index_bit, dig_side);
13636 player->is_switching = TRUE;
13637 player->switch_x = x;
13638 player->switch_y = y;
13640 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13642 if (element == EL_ROBOT_WHEEL)
13644 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
13648 game.robot_wheel_active = TRUE;
13650 TEST_DrawLevelField(x, y);
13652 else if (element == EL_SP_TERMINAL)
13656 SCAN_PLAYFIELD(xx, yy)
13658 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
13662 else if (Feld[xx][yy] == EL_SP_TERMINAL)
13664 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
13666 ResetGfxAnimation(xx, yy);
13667 TEST_DrawLevelField(xx, yy);
13671 else if (IS_BELT_SWITCH(element))
13673 ToggleBeltSwitch(x, y);
13675 else if (element == EL_SWITCHGATE_SWITCH_UP ||
13676 element == EL_SWITCHGATE_SWITCH_DOWN ||
13677 element == EL_DC_SWITCHGATE_SWITCH_UP ||
13678 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
13680 ToggleSwitchgateSwitch(x, y);
13682 else if (element == EL_LIGHT_SWITCH ||
13683 element == EL_LIGHT_SWITCH_ACTIVE)
13685 ToggleLightSwitch(x, y);
13687 else if (element == EL_TIMEGATE_SWITCH ||
13688 element == EL_DC_TIMEGATE_SWITCH)
13690 ActivateTimegateSwitch(x, y);
13692 else if (element == EL_BALLOON_SWITCH_LEFT ||
13693 element == EL_BALLOON_SWITCH_RIGHT ||
13694 element == EL_BALLOON_SWITCH_UP ||
13695 element == EL_BALLOON_SWITCH_DOWN ||
13696 element == EL_BALLOON_SWITCH_NONE ||
13697 element == EL_BALLOON_SWITCH_ANY)
13699 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
13700 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
13701 element == EL_BALLOON_SWITCH_UP ? MV_UP :
13702 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
13703 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
13706 else if (element == EL_LAMP)
13708 Feld[x][y] = EL_LAMP_ACTIVE;
13709 local_player->lights_still_needed--;
13711 ResetGfxAnimation(x, y);
13712 TEST_DrawLevelField(x, y);
13714 else if (element == EL_TIME_ORB_FULL)
13716 Feld[x][y] = EL_TIME_ORB_EMPTY;
13718 if (level.time > 0 || level.use_time_orb_bug)
13720 TimeLeft += level.time_orb_time;
13721 game.no_time_limit = FALSE;
13723 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13725 DisplayGameControlValues();
13728 ResetGfxAnimation(x, y);
13729 TEST_DrawLevelField(x, y);
13731 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
13732 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13736 game.ball_state = !game.ball_state;
13738 SCAN_PLAYFIELD(xx, yy)
13740 int e = Feld[xx][yy];
13742 if (game.ball_state)
13744 if (e == EL_EMC_MAGIC_BALL)
13745 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
13746 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
13747 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
13751 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
13752 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
13753 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13754 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
13759 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13760 player->index_bit, dig_side);
13762 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13763 player->index_bit, dig_side);
13765 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13766 player->index_bit, dig_side);
13772 if (!PLAYER_SWITCHING(player, x, y))
13774 player->is_switching = TRUE;
13775 player->switch_x = x;
13776 player->switch_y = y;
13778 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
13779 player->index_bit, dig_side);
13780 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13781 player->index_bit, dig_side);
13783 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
13784 player->index_bit, dig_side);
13785 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13786 player->index_bit, dig_side);
13789 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
13790 player->index_bit, dig_side);
13791 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13792 player->index_bit, dig_side);
13794 return MP_NO_ACTION;
13797 player->push_delay = -1;
13799 if (is_player) /* function can also be called by EL_PENGUIN */
13801 if (Feld[x][y] != element) /* really digged/collected something */
13803 player->is_collecting = !player->is_digging;
13804 player->is_active = TRUE;
13811 static boolean DigFieldByCE(int x, int y, int digging_element)
13813 int element = Feld[x][y];
13815 if (!IS_FREE(x, y))
13817 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
13818 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
13821 /* no element can dig solid indestructible elements */
13822 if (IS_INDESTRUCTIBLE(element) &&
13823 !IS_DIGGABLE(element) &&
13824 !IS_COLLECTIBLE(element))
13827 if (AmoebaNr[x][y] &&
13828 (element == EL_AMOEBA_FULL ||
13829 element == EL_BD_AMOEBA ||
13830 element == EL_AMOEBA_GROWING))
13832 AmoebaCnt[AmoebaNr[x][y]]--;
13833 AmoebaCnt2[AmoebaNr[x][y]]--;
13836 if (IS_MOVING(x, y))
13837 RemoveMovingField(x, y);
13841 TEST_DrawLevelField(x, y);
13844 /* if digged element was about to explode, prevent the explosion */
13845 ExplodeField[x][y] = EX_TYPE_NONE;
13847 PlayLevelSoundAction(x, y, action);
13850 Store[x][y] = EL_EMPTY;
13852 /* this makes it possible to leave the removed element again */
13853 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
13854 Store[x][y] = element;
13859 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
13861 int jx = player->jx, jy = player->jy;
13862 int x = jx + dx, y = jy + dy;
13863 int snap_direction = (dx == -1 ? MV_LEFT :
13864 dx == +1 ? MV_RIGHT :
13866 dy == +1 ? MV_DOWN : MV_NONE);
13867 boolean can_continue_snapping = (level.continuous_snapping &&
13868 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
13870 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
13873 if (!player->active || !IN_LEV_FIELD(x, y))
13881 if (player->MovPos == 0)
13882 player->is_pushing = FALSE;
13884 player->is_snapping = FALSE;
13886 if (player->MovPos == 0)
13888 player->is_moving = FALSE;
13889 player->is_digging = FALSE;
13890 player->is_collecting = FALSE;
13896 /* prevent snapping with already pressed snap key when not allowed */
13897 if (player->is_snapping && !can_continue_snapping)
13900 player->MovDir = snap_direction;
13902 if (player->MovPos == 0)
13904 player->is_moving = FALSE;
13905 player->is_digging = FALSE;
13906 player->is_collecting = FALSE;
13909 player->is_dropping = FALSE;
13910 player->is_dropping_pressed = FALSE;
13911 player->drop_pressed_delay = 0;
13913 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
13916 player->is_snapping = TRUE;
13917 player->is_active = TRUE;
13919 if (player->MovPos == 0)
13921 player->is_moving = FALSE;
13922 player->is_digging = FALSE;
13923 player->is_collecting = FALSE;
13926 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
13927 TEST_DrawLevelField(player->last_jx, player->last_jy);
13929 TEST_DrawLevelField(x, y);
13934 static boolean DropElement(struct PlayerInfo *player)
13936 int old_element, new_element;
13937 int dropx = player->jx, dropy = player->jy;
13938 int drop_direction = player->MovDir;
13939 int drop_side = drop_direction;
13940 int drop_element = get_next_dropped_element(player);
13942 player->is_dropping_pressed = TRUE;
13944 /* do not drop an element on top of another element; when holding drop key
13945 pressed without moving, dropped element must move away before the next
13946 element can be dropped (this is especially important if the next element
13947 is dynamite, which can be placed on background for historical reasons) */
13948 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
13951 if (IS_THROWABLE(drop_element))
13953 dropx += GET_DX_FROM_DIR(drop_direction);
13954 dropy += GET_DY_FROM_DIR(drop_direction);
13956 if (!IN_LEV_FIELD(dropx, dropy))
13960 old_element = Feld[dropx][dropy]; /* old element at dropping position */
13961 new_element = drop_element; /* default: no change when dropping */
13963 /* check if player is active, not moving and ready to drop */
13964 if (!player->active || player->MovPos || player->drop_delay > 0)
13967 /* check if player has anything that can be dropped */
13968 if (new_element == EL_UNDEFINED)
13971 /* check if drop key was pressed long enough for EM style dynamite */
13972 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
13975 /* check if anything can be dropped at the current position */
13976 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
13979 /* collected custom elements can only be dropped on empty fields */
13980 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
13983 if (old_element != EL_EMPTY)
13984 Back[dropx][dropy] = old_element; /* store old element on this field */
13986 ResetGfxAnimation(dropx, dropy);
13987 ResetRandomAnimationValue(dropx, dropy);
13989 if (player->inventory_size > 0 ||
13990 player->inventory_infinite_element != EL_UNDEFINED)
13992 if (player->inventory_size > 0)
13994 player->inventory_size--;
13996 DrawGameDoorValues();
13998 if (new_element == EL_DYNAMITE)
13999 new_element = EL_DYNAMITE_ACTIVE;
14000 else if (new_element == EL_EM_DYNAMITE)
14001 new_element = EL_EM_DYNAMITE_ACTIVE;
14002 else if (new_element == EL_SP_DISK_RED)
14003 new_element = EL_SP_DISK_RED_ACTIVE;
14006 Feld[dropx][dropy] = new_element;
14008 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14009 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14010 el2img(Feld[dropx][dropy]), 0);
14012 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14014 /* needed if previous element just changed to "empty" in the last frame */
14015 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14017 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14018 player->index_bit, drop_side);
14019 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14021 player->index_bit, drop_side);
14023 TestIfElementTouchesCustomElement(dropx, dropy);
14025 else /* player is dropping a dyna bomb */
14027 player->dynabombs_left--;
14029 Feld[dropx][dropy] = new_element;
14031 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14032 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14033 el2img(Feld[dropx][dropy]), 0);
14035 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14038 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14039 InitField_WithBug1(dropx, dropy, FALSE);
14041 new_element = Feld[dropx][dropy]; /* element might have changed */
14043 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14044 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14046 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14047 MovDir[dropx][dropy] = drop_direction;
14049 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14051 /* do not cause impact style collision by dropping elements that can fall */
14052 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14055 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14056 player->is_dropping = TRUE;
14058 player->drop_pressed_delay = 0;
14059 player->is_dropping_pressed = FALSE;
14061 player->drop_x = dropx;
14062 player->drop_y = dropy;
14067 /* ------------------------------------------------------------------------- */
14068 /* game sound playing functions */
14069 /* ------------------------------------------------------------------------- */
14071 static int *loop_sound_frame = NULL;
14072 static int *loop_sound_volume = NULL;
14074 void InitPlayLevelSound()
14076 int num_sounds = getSoundListSize();
14078 checked_free(loop_sound_frame);
14079 checked_free(loop_sound_volume);
14081 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14082 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14085 static void PlayLevelSound(int x, int y, int nr)
14087 int sx = SCREENX(x), sy = SCREENY(y);
14088 int volume, stereo_position;
14089 int max_distance = 8;
14090 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14092 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14093 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14096 if (!IN_LEV_FIELD(x, y) ||
14097 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14098 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14101 volume = SOUND_MAX_VOLUME;
14103 if (!IN_SCR_FIELD(sx, sy))
14105 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14106 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14108 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14111 stereo_position = (SOUND_MAX_LEFT +
14112 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14113 (SCR_FIELDX + 2 * max_distance));
14115 if (IS_LOOP_SOUND(nr))
14117 /* This assures that quieter loop sounds do not overwrite louder ones,
14118 while restarting sound volume comparison with each new game frame. */
14120 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14123 loop_sound_volume[nr] = volume;
14124 loop_sound_frame[nr] = FrameCounter;
14127 PlaySoundExt(nr, volume, stereo_position, type);
14130 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14132 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14133 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14134 y < LEVELY(BY1) ? LEVELY(BY1) :
14135 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14139 static void PlayLevelSoundAction(int x, int y, int action)
14141 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14144 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14146 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14148 if (sound_effect != SND_UNDEFINED)
14149 PlayLevelSound(x, y, sound_effect);
14152 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14155 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14157 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14158 PlayLevelSound(x, y, sound_effect);
14161 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14163 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14165 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14166 PlayLevelSound(x, y, sound_effect);
14169 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14171 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14173 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14174 StopSound(sound_effect);
14177 static void PlayLevelMusic()
14179 if (levelset.music[level_nr] != MUS_UNDEFINED)
14180 PlayMusic(levelset.music[level_nr]); /* from config file */
14182 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
14185 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14187 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14188 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14189 int x = xx - 1 - offset;
14190 int y = yy - 1 - offset;
14195 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14199 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14203 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14207 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14211 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14215 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14219 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14222 case SAMPLE_android_clone:
14223 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14226 case SAMPLE_android_move:
14227 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14230 case SAMPLE_spring:
14231 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14235 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14239 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14242 case SAMPLE_eater_eat:
14243 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14247 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14250 case SAMPLE_collect:
14251 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14254 case SAMPLE_diamond:
14255 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14258 case SAMPLE_squash:
14259 /* !!! CHECK THIS !!! */
14261 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14263 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14267 case SAMPLE_wonderfall:
14268 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14272 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14276 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14280 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14284 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14288 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14292 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14295 case SAMPLE_wonder:
14296 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14300 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14303 case SAMPLE_exit_open:
14304 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14307 case SAMPLE_exit_leave:
14308 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14311 case SAMPLE_dynamite:
14312 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14316 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14320 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14324 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14328 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14332 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14336 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14340 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14345 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14347 int element = map_element_SP_to_RND(element_sp);
14348 int action = map_action_SP_to_RND(action_sp);
14349 int offset = (setup.sp_show_border_elements ? 0 : 1);
14350 int x = xx - offset;
14351 int y = yy - offset;
14353 PlayLevelSoundElementAction(x, y, element, action);
14356 void RaiseScore(int value)
14358 local_player->score += value;
14360 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14362 DisplayGameControlValues();
14365 void RaiseScoreElement(int element)
14370 case EL_BD_DIAMOND:
14371 case EL_EMERALD_YELLOW:
14372 case EL_EMERALD_RED:
14373 case EL_EMERALD_PURPLE:
14374 case EL_SP_INFOTRON:
14375 RaiseScore(level.score[SC_EMERALD]);
14378 RaiseScore(level.score[SC_DIAMOND]);
14381 RaiseScore(level.score[SC_CRYSTAL]);
14384 RaiseScore(level.score[SC_PEARL]);
14387 case EL_BD_BUTTERFLY:
14388 case EL_SP_ELECTRON:
14389 RaiseScore(level.score[SC_BUG]);
14392 case EL_BD_FIREFLY:
14393 case EL_SP_SNIKSNAK:
14394 RaiseScore(level.score[SC_SPACESHIP]);
14397 case EL_DARK_YAMYAM:
14398 RaiseScore(level.score[SC_YAMYAM]);
14401 RaiseScore(level.score[SC_ROBOT]);
14404 RaiseScore(level.score[SC_PACMAN]);
14407 RaiseScore(level.score[SC_NUT]);
14410 case EL_EM_DYNAMITE:
14411 case EL_SP_DISK_RED:
14412 case EL_DYNABOMB_INCREASE_NUMBER:
14413 case EL_DYNABOMB_INCREASE_SIZE:
14414 case EL_DYNABOMB_INCREASE_POWER:
14415 RaiseScore(level.score[SC_DYNAMITE]);
14417 case EL_SHIELD_NORMAL:
14418 case EL_SHIELD_DEADLY:
14419 RaiseScore(level.score[SC_SHIELD]);
14421 case EL_EXTRA_TIME:
14422 RaiseScore(level.extra_time_score);
14436 case EL_DC_KEY_WHITE:
14437 RaiseScore(level.score[SC_KEY]);
14440 RaiseScore(element_info[element].collect_score);
14445 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14447 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14449 /* closing door required in case of envelope style request dialogs */
14451 CloseDoor(DOOR_CLOSE_1);
14453 #if defined(NETWORK_AVALIABLE)
14454 if (options.network)
14455 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14460 FadeSkipNextFadeIn();
14462 game_status = GAME_MODE_MAIN;
14467 else /* continue playing the game */
14469 if (tape.playing && tape.deactivate_display)
14470 TapeDeactivateDisplayOff(TRUE);
14472 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14474 if (tape.playing && tape.deactivate_display)
14475 TapeDeactivateDisplayOn();
14479 void RequestQuitGame(boolean ask_if_really_quit)
14481 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14482 boolean skip_request = AllPlayersGone || quick_quit;
14484 RequestQuitGameExt(skip_request, quick_quit,
14485 "Do you really want to quit the game?");
14489 /* ------------------------------------------------------------------------- */
14490 /* random generator functions */
14491 /* ------------------------------------------------------------------------- */
14493 unsigned int InitEngineRandom_RND(int seed)
14495 game.num_random_calls = 0;
14497 return InitEngineRandom(seed);
14500 unsigned int RND(int max)
14504 game.num_random_calls++;
14506 return GetEngineRandom(max);
14513 /* ------------------------------------------------------------------------- */
14514 /* game engine snapshot handling functions */
14515 /* ------------------------------------------------------------------------- */
14517 struct EngineSnapshotInfo
14519 /* runtime values for custom element collect score */
14520 int collect_score[NUM_CUSTOM_ELEMENTS];
14522 /* runtime values for group element choice position */
14523 int choice_pos[NUM_GROUP_ELEMENTS];
14525 /* runtime values for belt position animations */
14526 int belt_graphic[4][NUM_BELT_PARTS];
14527 int belt_anim_mode[4][NUM_BELT_PARTS];
14530 static struct EngineSnapshotInfo engine_snapshot_rnd;
14531 static char *snapshot_level_identifier = NULL;
14532 static int snapshot_level_nr = -1;
14534 static void SaveEngineSnapshotValues_RND()
14536 static int belt_base_active_element[4] =
14538 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
14539 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
14540 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
14541 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
14545 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14547 int element = EL_CUSTOM_START + i;
14549 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
14552 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14554 int element = EL_GROUP_START + i;
14556 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
14559 for (i = 0; i < 4; i++)
14561 for (j = 0; j < NUM_BELT_PARTS; j++)
14563 int element = belt_base_active_element[i] + j;
14564 int graphic = el2img(element);
14565 int anim_mode = graphic_info[graphic].anim_mode;
14567 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
14568 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
14573 static void LoadEngineSnapshotValues_RND()
14575 unsigned int num_random_calls = game.num_random_calls;
14578 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14580 int element = EL_CUSTOM_START + i;
14582 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
14585 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14587 int element = EL_GROUP_START + i;
14589 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
14592 for (i = 0; i < 4; i++)
14594 for (j = 0; j < NUM_BELT_PARTS; j++)
14596 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
14597 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
14599 graphic_info[graphic].anim_mode = anim_mode;
14603 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14605 InitRND(tape.random_seed);
14606 for (i = 0; i < num_random_calls; i++)
14610 if (game.num_random_calls != num_random_calls)
14612 Error(ERR_INFO, "number of random calls out of sync");
14613 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
14614 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
14615 Error(ERR_EXIT, "this should not happen -- please debug");
14619 void FreeEngineSnapshotSingle()
14621 FreeSnapshotSingle();
14623 setString(&snapshot_level_identifier, NULL);
14624 snapshot_level_nr = -1;
14627 void FreeEngineSnapshotList()
14629 FreeSnapshotList();
14632 ListNode *SaveEngineSnapshotBuffers()
14634 ListNode *buffers = NULL;
14636 /* copy some special values to a structure better suited for the snapshot */
14638 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14639 SaveEngineSnapshotValues_RND();
14640 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14641 SaveEngineSnapshotValues_EM();
14642 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14643 SaveEngineSnapshotValues_SP(&buffers);
14645 /* save values stored in special snapshot structure */
14647 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14648 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
14649 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14650 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
14651 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14652 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
14654 /* save further RND engine values */
14656 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
14657 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
14658 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
14660 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
14661 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
14662 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
14663 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
14665 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
14666 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
14667 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
14668 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
14669 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
14671 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
14672 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
14673 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
14675 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
14677 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
14679 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
14680 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
14682 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
14683 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
14684 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
14685 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
14686 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
14687 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
14688 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
14689 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
14690 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
14691 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
14692 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
14693 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
14694 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
14695 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
14696 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
14697 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
14698 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
14699 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
14701 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
14702 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
14704 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
14705 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
14706 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
14708 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
14709 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
14711 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
14712 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
14713 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
14714 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
14715 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
14717 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
14718 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
14721 ListNode *node = engine_snapshot_list_rnd;
14724 while (node != NULL)
14726 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
14731 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
14737 void SaveEngineSnapshotSingle()
14739 ListNode *buffers = SaveEngineSnapshotBuffers();
14741 /* finally save all snapshot buffers to single snapshot */
14742 SaveSnapshotSingle(buffers);
14744 /* save level identification information */
14745 setString(&snapshot_level_identifier, leveldir_current->identifier);
14746 snapshot_level_nr = level_nr;
14749 static boolean SaveEngineSnapshotToListExt(boolean initial_snapshot)
14751 boolean save_snapshot =
14752 (initial_snapshot ||
14753 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
14754 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
14755 game.snapshot.changed_action));
14757 game.snapshot.changed_action = FALSE;
14759 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
14760 tape.quick_resume ||
14764 ListNode *buffers = SaveEngineSnapshotBuffers();
14766 /* finally save all snapshot buffers to snapshot list */
14767 SaveSnapshotToList(buffers);
14772 boolean SaveEngineSnapshotToList()
14774 return SaveEngineSnapshotToListExt(FALSE);
14777 void SaveEngineSnapshotToListInitial()
14779 FreeEngineSnapshotList();
14781 SaveEngineSnapshotToListExt(TRUE);
14784 void LoadEngineSnapshotValues()
14786 /* restore special values from snapshot structure */
14788 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14789 LoadEngineSnapshotValues_RND();
14790 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14791 LoadEngineSnapshotValues_EM();
14792 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14793 LoadEngineSnapshotValues_SP();
14796 void LoadEngineSnapshotSingle()
14798 LoadSnapshotSingle();
14800 LoadEngineSnapshotValues();
14803 void LoadEngineSnapshot_Undo(int steps)
14805 LoadSnapshotFromList_Older(steps);
14807 LoadEngineSnapshotValues();
14810 void LoadEngineSnapshot_Redo(int steps)
14812 LoadSnapshotFromList_Newer(steps);
14814 LoadEngineSnapshotValues();
14817 boolean CheckEngineSnapshotSingle()
14819 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
14820 snapshot_level_nr == level_nr);
14823 boolean CheckEngineSnapshotList()
14825 return CheckSnapshotList();
14829 /* ---------- new game button stuff ---------------------------------------- */
14837 } gamebutton_info[NUM_GAME_BUTTONS] =
14840 IMG_GAME_BUTTON_GFX_STOP, &game.button.stop,
14841 GAME_CTRL_ID_STOP, "stop game"
14844 IMG_GAME_BUTTON_GFX_PAUSE, &game.button.pause,
14845 GAME_CTRL_ID_PAUSE, "pause game"
14848 IMG_GAME_BUTTON_GFX_PLAY, &game.button.play,
14849 GAME_CTRL_ID_PLAY, "play game"
14852 IMG_GAME_BUTTON_GFX_UNDO, &game.button.undo,
14853 GAME_CTRL_ID_UNDO, "undo step"
14856 IMG_GAME_BUTTON_GFX_REDO, &game.button.redo,
14857 GAME_CTRL_ID_REDO, "redo step"
14860 IMG_GAME_BUTTON_GFX_SAVE, &game.button.save,
14861 GAME_CTRL_ID_SAVE, "save game"
14864 IMG_GAME_BUTTON_GFX_PAUSE2, &game.button.pause2,
14865 GAME_CTRL_ID_PAUSE2, "pause game"
14868 IMG_GAME_BUTTON_GFX_LOAD, &game.button.load,
14869 GAME_CTRL_ID_LOAD, "load game"
14872 IMG_GAME_BUTTON_GFX_SOUND_MUSIC, &game.button.sound_music,
14873 SOUND_CTRL_ID_MUSIC, "background music on/off"
14876 IMG_GAME_BUTTON_GFX_SOUND_LOOPS, &game.button.sound_loops,
14877 SOUND_CTRL_ID_LOOPS, "sound loops on/off"
14880 IMG_GAME_BUTTON_GFX_SOUND_SIMPLE, &game.button.sound_simple,
14881 SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
14885 void CreateGameButtons()
14889 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14891 struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
14892 struct XY *pos = gamebutton_info[i].pos;
14893 struct GadgetInfo *gi;
14896 unsigned int event_mask;
14897 int base_x = (tape.show_game_buttons ? VX : DX);
14898 int base_y = (tape.show_game_buttons ? VY : DY);
14899 int gd_x = gfx->src_x;
14900 int gd_y = gfx->src_y;
14901 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
14902 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
14903 int gd_xa = gfx->src_x + gfx->active_xoffset;
14904 int gd_ya = gfx->src_y + gfx->active_yoffset;
14905 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
14906 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
14909 if (gfx->bitmap == NULL)
14911 game_gadget[id] = NULL;
14916 if (id == GAME_CTRL_ID_STOP ||
14917 id == GAME_CTRL_ID_PLAY ||
14918 id == GAME_CTRL_ID_SAVE ||
14919 id == GAME_CTRL_ID_LOAD)
14921 button_type = GD_TYPE_NORMAL_BUTTON;
14923 event_mask = GD_EVENT_RELEASED;
14925 else if (id == GAME_CTRL_ID_UNDO ||
14926 id == GAME_CTRL_ID_REDO)
14928 button_type = GD_TYPE_NORMAL_BUTTON;
14930 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
14934 button_type = GD_TYPE_CHECK_BUTTON;
14936 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
14937 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
14938 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
14939 event_mask = GD_EVENT_PRESSED;
14942 gi = CreateGadget(GDI_CUSTOM_ID, id,
14943 GDI_INFO_TEXT, gamebutton_info[i].infotext,
14944 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
14945 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
14946 GDI_WIDTH, gfx->width,
14947 GDI_HEIGHT, gfx->height,
14948 GDI_TYPE, button_type,
14949 GDI_STATE, GD_BUTTON_UNPRESSED,
14950 GDI_CHECKED, checked,
14951 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
14952 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
14953 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
14954 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
14955 GDI_DIRECT_DRAW, FALSE,
14956 GDI_EVENT_MASK, event_mask,
14957 GDI_CALLBACK_ACTION, HandleGameButtons,
14961 Error(ERR_EXIT, "cannot create gadget");
14963 game_gadget[id] = gi;
14967 void FreeGameButtons()
14971 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14972 FreeGadget(game_gadget[i]);
14975 static void MapGameButtonsAtSamePosition(int id)
14979 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14981 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
14982 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
14983 MapGadget(game_gadget[i]);
14986 static void UnmapGameButtonsAtSamePosition(int id)
14990 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14992 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
14993 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
14994 UnmapGadget(game_gadget[i]);
14997 void MapUndoRedoButtons()
14999 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15000 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15002 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15003 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15006 void UnmapUndoRedoButtons()
15008 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15009 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15011 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15012 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15015 void MapGameButtons()
15019 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15020 if (i != GAME_CTRL_ID_UNDO &&
15021 i != GAME_CTRL_ID_REDO)
15022 MapGadget(game_gadget[i]);
15024 if (setup.show_snapshot_buttons)
15026 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15027 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15028 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15032 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15033 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15034 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15037 RedrawGameButtons();
15040 void UnmapGameButtons()
15044 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15045 UnmapGadget(game_gadget[i]);
15048 void RedrawGameButtons()
15052 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15053 RedrawGadget(game_gadget[i]);
15055 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15056 redraw_mask &= ~REDRAW_ALL;
15059 void GameUndoRedoExt()
15061 ClearPlayerAction();
15063 tape.pausing = TRUE;
15066 UpdateAndDisplayGameControlValues();
15068 DrawCompleteVideoDisplay();
15069 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15070 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15071 DrawVideoDisplay((tape.single_step ? VIDEO_STATE_1STEP_ON :
15072 VIDEO_STATE_1STEP_OFF), 0);
15077 void GameUndo(int steps)
15079 if (!CheckEngineSnapshotList())
15082 LoadEngineSnapshot_Undo(steps);
15087 void GameRedo(int steps)
15089 if (!CheckEngineSnapshotList())
15092 LoadEngineSnapshot_Redo(steps);
15097 static void HandleGameButtonsExt(int id, int button)
15099 int steps = BUTTON_STEPSIZE(button);
15100 boolean handle_game_buttons =
15101 (game_status == GAME_MODE_PLAYING ||
15102 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15104 if (!handle_game_buttons)
15109 case GAME_CTRL_ID_STOP:
15110 if (game_status == GAME_MODE_MAIN)
15116 RequestQuitGame(TRUE);
15120 case GAME_CTRL_ID_PAUSE:
15121 case GAME_CTRL_ID_PAUSE2:
15122 if (options.network && game_status == GAME_MODE_PLAYING)
15124 #if defined(NETWORK_AVALIABLE)
15126 SendToServer_ContinuePlaying();
15128 SendToServer_PausePlaying();
15132 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15135 case GAME_CTRL_ID_PLAY:
15136 if (game_status == GAME_MODE_MAIN)
15138 StartGameActions(options.network, setup.autorecord, level.random_seed);
15140 else if (tape.pausing)
15142 #if defined(NETWORK_AVALIABLE)
15143 if (options.network)
15144 SendToServer_ContinuePlaying();
15147 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15151 case GAME_CTRL_ID_UNDO:
15155 case GAME_CTRL_ID_REDO:
15159 case GAME_CTRL_ID_SAVE:
15163 case GAME_CTRL_ID_LOAD:
15167 case SOUND_CTRL_ID_MUSIC:
15168 if (setup.sound_music)
15170 setup.sound_music = FALSE;
15174 else if (audio.music_available)
15176 setup.sound = setup.sound_music = TRUE;
15178 SetAudioMode(setup.sound);
15184 case SOUND_CTRL_ID_LOOPS:
15185 if (setup.sound_loops)
15186 setup.sound_loops = FALSE;
15187 else if (audio.loops_available)
15189 setup.sound = setup.sound_loops = TRUE;
15191 SetAudioMode(setup.sound);
15195 case SOUND_CTRL_ID_SIMPLE:
15196 if (setup.sound_simple)
15197 setup.sound_simple = FALSE;
15198 else if (audio.sound_available)
15200 setup.sound = setup.sound_simple = TRUE;
15202 SetAudioMode(setup.sound);
15211 static void HandleGameButtons(struct GadgetInfo *gi)
15213 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15216 void HandleSoundButtonKeys(Key key)
15219 if (key == setup.shortcut.sound_simple)
15220 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15221 else if (key == setup.shortcut.sound_loops)
15222 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15223 else if (key == setup.shortcut.sound_music)
15224 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);