1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
26 #define DEBUG_INIT_PLAYER 1
27 #define DEBUG_PLAYER_ACTIONS 0
29 /* EXPERIMENTAL STUFF */
30 #define USE_NEW_AMOEBA_CODE FALSE
32 /* EXPERIMENTAL STUFF */
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
34 #define USE_QUICKSAND_IMPACT_BUGFIX 0
35 #define USE_DELAYED_GFX_REDRAW 0
36 #define USE_NEW_PLAYER_ASSIGNMENTS 1
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y) \
40 GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y) \
42 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
44 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y) \
46 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
48 #define TEST_DrawLevelField(x, y) \
50 #define TEST_DrawLevelFieldCrumbled(x, y) \
51 DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
53 DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y) \
55 DrawTwinkleOnField(x, y)
64 /* for MovePlayer() */
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
70 /* for ScrollPlayer() */
72 #define SCROLL_GO_ON 1
74 /* for Bang()/Explode() */
75 #define EX_PHASE_START 0
76 #define EX_TYPE_NONE 0
77 #define EX_TYPE_NORMAL (1 << 0)
78 #define EX_TYPE_CENTER (1 << 1)
79 #define EX_TYPE_BORDER (1 << 2)
80 #define EX_TYPE_CROSS (1 << 3)
81 #define EX_TYPE_DYNA (1 << 4)
82 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
84 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
85 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
89 /* game panel display and control definitions */
90 #define GAME_PANEL_LEVEL_NUMBER 0
91 #define GAME_PANEL_GEMS 1
92 #define GAME_PANEL_INVENTORY_COUNT 2
93 #define GAME_PANEL_INVENTORY_FIRST_1 3
94 #define GAME_PANEL_INVENTORY_FIRST_2 4
95 #define GAME_PANEL_INVENTORY_FIRST_3 5
96 #define GAME_PANEL_INVENTORY_FIRST_4 6
97 #define GAME_PANEL_INVENTORY_FIRST_5 7
98 #define GAME_PANEL_INVENTORY_FIRST_6 8
99 #define GAME_PANEL_INVENTORY_FIRST_7 9
100 #define GAME_PANEL_INVENTORY_FIRST_8 10
101 #define GAME_PANEL_INVENTORY_LAST_1 11
102 #define GAME_PANEL_INVENTORY_LAST_2 12
103 #define GAME_PANEL_INVENTORY_LAST_3 13
104 #define GAME_PANEL_INVENTORY_LAST_4 14
105 #define GAME_PANEL_INVENTORY_LAST_5 15
106 #define GAME_PANEL_INVENTORY_LAST_6 16
107 #define GAME_PANEL_INVENTORY_LAST_7 17
108 #define GAME_PANEL_INVENTORY_LAST_8 18
109 #define GAME_PANEL_KEY_1 19
110 #define GAME_PANEL_KEY_2 20
111 #define GAME_PANEL_KEY_3 21
112 #define GAME_PANEL_KEY_4 22
113 #define GAME_PANEL_KEY_5 23
114 #define GAME_PANEL_KEY_6 24
115 #define GAME_PANEL_KEY_7 25
116 #define GAME_PANEL_KEY_8 26
117 #define GAME_PANEL_KEY_WHITE 27
118 #define GAME_PANEL_KEY_WHITE_COUNT 28
119 #define GAME_PANEL_SCORE 29
120 #define GAME_PANEL_HIGHSCORE 30
121 #define GAME_PANEL_TIME 31
122 #define GAME_PANEL_TIME_HH 32
123 #define GAME_PANEL_TIME_MM 33
124 #define GAME_PANEL_TIME_SS 34
125 #define GAME_PANEL_FRAME 35
126 #define GAME_PANEL_SHIELD_NORMAL 36
127 #define GAME_PANEL_SHIELD_NORMAL_TIME 37
128 #define GAME_PANEL_SHIELD_DEADLY 38
129 #define GAME_PANEL_SHIELD_DEADLY_TIME 39
130 #define GAME_PANEL_EXIT 40
131 #define GAME_PANEL_EMC_MAGIC_BALL 41
132 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 42
133 #define GAME_PANEL_LIGHT_SWITCH 43
134 #define GAME_PANEL_LIGHT_SWITCH_TIME 44
135 #define GAME_PANEL_TIMEGATE_SWITCH 45
136 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 46
137 #define GAME_PANEL_SWITCHGATE_SWITCH 47
138 #define GAME_PANEL_EMC_LENSES 48
139 #define GAME_PANEL_EMC_LENSES_TIME 49
140 #define GAME_PANEL_EMC_MAGNIFIER 50
141 #define GAME_PANEL_EMC_MAGNIFIER_TIME 51
142 #define GAME_PANEL_BALLOON_SWITCH 52
143 #define GAME_PANEL_DYNABOMB_NUMBER 53
144 #define GAME_PANEL_DYNABOMB_SIZE 54
145 #define GAME_PANEL_DYNABOMB_POWER 55
146 #define GAME_PANEL_PENGUINS 56
147 #define GAME_PANEL_SOKOBAN_OBJECTS 57
148 #define GAME_PANEL_SOKOBAN_FIELDS 58
149 #define GAME_PANEL_ROBOT_WHEEL 59
150 #define GAME_PANEL_CONVEYOR_BELT_1 60
151 #define GAME_PANEL_CONVEYOR_BELT_2 61
152 #define GAME_PANEL_CONVEYOR_BELT_3 62
153 #define GAME_PANEL_CONVEYOR_BELT_4 63
154 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 64
155 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 65
156 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 66
157 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 67
158 #define GAME_PANEL_MAGIC_WALL 68
159 #define GAME_PANEL_MAGIC_WALL_TIME 69
160 #define GAME_PANEL_GRAVITY_STATE 70
161 #define GAME_PANEL_GRAPHIC_1 71
162 #define GAME_PANEL_GRAPHIC_2 72
163 #define GAME_PANEL_GRAPHIC_3 73
164 #define GAME_PANEL_GRAPHIC_4 74
165 #define GAME_PANEL_GRAPHIC_5 75
166 #define GAME_PANEL_GRAPHIC_6 76
167 #define GAME_PANEL_GRAPHIC_7 77
168 #define GAME_PANEL_GRAPHIC_8 78
169 #define GAME_PANEL_ELEMENT_1 79
170 #define GAME_PANEL_ELEMENT_2 80
171 #define GAME_PANEL_ELEMENT_3 81
172 #define GAME_PANEL_ELEMENT_4 82
173 #define GAME_PANEL_ELEMENT_5 83
174 #define GAME_PANEL_ELEMENT_6 84
175 #define GAME_PANEL_ELEMENT_7 85
176 #define GAME_PANEL_ELEMENT_8 86
177 #define GAME_PANEL_ELEMENT_COUNT_1 87
178 #define GAME_PANEL_ELEMENT_COUNT_2 88
179 #define GAME_PANEL_ELEMENT_COUNT_3 89
180 #define GAME_PANEL_ELEMENT_COUNT_4 90
181 #define GAME_PANEL_ELEMENT_COUNT_5 91
182 #define GAME_PANEL_ELEMENT_COUNT_6 92
183 #define GAME_PANEL_ELEMENT_COUNT_7 93
184 #define GAME_PANEL_ELEMENT_COUNT_8 94
185 #define GAME_PANEL_CE_SCORE_1 95
186 #define GAME_PANEL_CE_SCORE_2 96
187 #define GAME_PANEL_CE_SCORE_3 97
188 #define GAME_PANEL_CE_SCORE_4 98
189 #define GAME_PANEL_CE_SCORE_5 99
190 #define GAME_PANEL_CE_SCORE_6 100
191 #define GAME_PANEL_CE_SCORE_7 101
192 #define GAME_PANEL_CE_SCORE_8 102
193 #define GAME_PANEL_CE_SCORE_1_ELEMENT 103
194 #define GAME_PANEL_CE_SCORE_2_ELEMENT 104
195 #define GAME_PANEL_CE_SCORE_3_ELEMENT 105
196 #define GAME_PANEL_CE_SCORE_4_ELEMENT 106
197 #define GAME_PANEL_CE_SCORE_5_ELEMENT 107
198 #define GAME_PANEL_CE_SCORE_6_ELEMENT 108
199 #define GAME_PANEL_CE_SCORE_7_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_8_ELEMENT 110
201 #define GAME_PANEL_PLAYER_NAME 111
202 #define GAME_PANEL_LEVEL_NAME 112
203 #define GAME_PANEL_LEVEL_AUTHOR 113
205 #define NUM_GAME_PANEL_CONTROLS 114
207 struct GamePanelOrderInfo
213 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
215 struct GamePanelControlInfo
219 struct TextPosInfo *pos;
222 int value, last_value;
223 int frame, last_frame;
228 static struct GamePanelControlInfo game_panel_controls[] =
231 GAME_PANEL_LEVEL_NUMBER,
232 &game.panel.level_number,
241 GAME_PANEL_INVENTORY_COUNT,
242 &game.panel.inventory_count,
246 GAME_PANEL_INVENTORY_FIRST_1,
247 &game.panel.inventory_first[0],
251 GAME_PANEL_INVENTORY_FIRST_2,
252 &game.panel.inventory_first[1],
256 GAME_PANEL_INVENTORY_FIRST_3,
257 &game.panel.inventory_first[2],
261 GAME_PANEL_INVENTORY_FIRST_4,
262 &game.panel.inventory_first[3],
266 GAME_PANEL_INVENTORY_FIRST_5,
267 &game.panel.inventory_first[4],
271 GAME_PANEL_INVENTORY_FIRST_6,
272 &game.panel.inventory_first[5],
276 GAME_PANEL_INVENTORY_FIRST_7,
277 &game.panel.inventory_first[6],
281 GAME_PANEL_INVENTORY_FIRST_8,
282 &game.panel.inventory_first[7],
286 GAME_PANEL_INVENTORY_LAST_1,
287 &game.panel.inventory_last[0],
291 GAME_PANEL_INVENTORY_LAST_2,
292 &game.panel.inventory_last[1],
296 GAME_PANEL_INVENTORY_LAST_3,
297 &game.panel.inventory_last[2],
301 GAME_PANEL_INVENTORY_LAST_4,
302 &game.panel.inventory_last[3],
306 GAME_PANEL_INVENTORY_LAST_5,
307 &game.panel.inventory_last[4],
311 GAME_PANEL_INVENTORY_LAST_6,
312 &game.panel.inventory_last[5],
316 GAME_PANEL_INVENTORY_LAST_7,
317 &game.panel.inventory_last[6],
321 GAME_PANEL_INVENTORY_LAST_8,
322 &game.panel.inventory_last[7],
366 GAME_PANEL_KEY_WHITE,
367 &game.panel.key_white,
371 GAME_PANEL_KEY_WHITE_COUNT,
372 &game.panel.key_white_count,
381 GAME_PANEL_HIGHSCORE,
382 &game.panel.highscore,
411 GAME_PANEL_SHIELD_NORMAL,
412 &game.panel.shield_normal,
416 GAME_PANEL_SHIELD_NORMAL_TIME,
417 &game.panel.shield_normal_time,
421 GAME_PANEL_SHIELD_DEADLY,
422 &game.panel.shield_deadly,
426 GAME_PANEL_SHIELD_DEADLY_TIME,
427 &game.panel.shield_deadly_time,
436 GAME_PANEL_EMC_MAGIC_BALL,
437 &game.panel.emc_magic_ball,
441 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
442 &game.panel.emc_magic_ball_switch,
446 GAME_PANEL_LIGHT_SWITCH,
447 &game.panel.light_switch,
451 GAME_PANEL_LIGHT_SWITCH_TIME,
452 &game.panel.light_switch_time,
456 GAME_PANEL_TIMEGATE_SWITCH,
457 &game.panel.timegate_switch,
461 GAME_PANEL_TIMEGATE_SWITCH_TIME,
462 &game.panel.timegate_switch_time,
466 GAME_PANEL_SWITCHGATE_SWITCH,
467 &game.panel.switchgate_switch,
471 GAME_PANEL_EMC_LENSES,
472 &game.panel.emc_lenses,
476 GAME_PANEL_EMC_LENSES_TIME,
477 &game.panel.emc_lenses_time,
481 GAME_PANEL_EMC_MAGNIFIER,
482 &game.panel.emc_magnifier,
486 GAME_PANEL_EMC_MAGNIFIER_TIME,
487 &game.panel.emc_magnifier_time,
491 GAME_PANEL_BALLOON_SWITCH,
492 &game.panel.balloon_switch,
496 GAME_PANEL_DYNABOMB_NUMBER,
497 &game.panel.dynabomb_number,
501 GAME_PANEL_DYNABOMB_SIZE,
502 &game.panel.dynabomb_size,
506 GAME_PANEL_DYNABOMB_POWER,
507 &game.panel.dynabomb_power,
512 &game.panel.penguins,
516 GAME_PANEL_SOKOBAN_OBJECTS,
517 &game.panel.sokoban_objects,
521 GAME_PANEL_SOKOBAN_FIELDS,
522 &game.panel.sokoban_fields,
526 GAME_PANEL_ROBOT_WHEEL,
527 &game.panel.robot_wheel,
531 GAME_PANEL_CONVEYOR_BELT_1,
532 &game.panel.conveyor_belt[0],
536 GAME_PANEL_CONVEYOR_BELT_2,
537 &game.panel.conveyor_belt[1],
541 GAME_PANEL_CONVEYOR_BELT_3,
542 &game.panel.conveyor_belt[2],
546 GAME_PANEL_CONVEYOR_BELT_4,
547 &game.panel.conveyor_belt[3],
551 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
552 &game.panel.conveyor_belt_switch[0],
556 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
557 &game.panel.conveyor_belt_switch[1],
561 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
562 &game.panel.conveyor_belt_switch[2],
566 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
567 &game.panel.conveyor_belt_switch[3],
571 GAME_PANEL_MAGIC_WALL,
572 &game.panel.magic_wall,
576 GAME_PANEL_MAGIC_WALL_TIME,
577 &game.panel.magic_wall_time,
581 GAME_PANEL_GRAVITY_STATE,
582 &game.panel.gravity_state,
586 GAME_PANEL_GRAPHIC_1,
587 &game.panel.graphic[0],
591 GAME_PANEL_GRAPHIC_2,
592 &game.panel.graphic[1],
596 GAME_PANEL_GRAPHIC_3,
597 &game.panel.graphic[2],
601 GAME_PANEL_GRAPHIC_4,
602 &game.panel.graphic[3],
606 GAME_PANEL_GRAPHIC_5,
607 &game.panel.graphic[4],
611 GAME_PANEL_GRAPHIC_6,
612 &game.panel.graphic[5],
616 GAME_PANEL_GRAPHIC_7,
617 &game.panel.graphic[6],
621 GAME_PANEL_GRAPHIC_8,
622 &game.panel.graphic[7],
626 GAME_PANEL_ELEMENT_1,
627 &game.panel.element[0],
631 GAME_PANEL_ELEMENT_2,
632 &game.panel.element[1],
636 GAME_PANEL_ELEMENT_3,
637 &game.panel.element[2],
641 GAME_PANEL_ELEMENT_4,
642 &game.panel.element[3],
646 GAME_PANEL_ELEMENT_5,
647 &game.panel.element[4],
651 GAME_PANEL_ELEMENT_6,
652 &game.panel.element[5],
656 GAME_PANEL_ELEMENT_7,
657 &game.panel.element[6],
661 GAME_PANEL_ELEMENT_8,
662 &game.panel.element[7],
666 GAME_PANEL_ELEMENT_COUNT_1,
667 &game.panel.element_count[0],
671 GAME_PANEL_ELEMENT_COUNT_2,
672 &game.panel.element_count[1],
676 GAME_PANEL_ELEMENT_COUNT_3,
677 &game.panel.element_count[2],
681 GAME_PANEL_ELEMENT_COUNT_4,
682 &game.panel.element_count[3],
686 GAME_PANEL_ELEMENT_COUNT_5,
687 &game.panel.element_count[4],
691 GAME_PANEL_ELEMENT_COUNT_6,
692 &game.panel.element_count[5],
696 GAME_PANEL_ELEMENT_COUNT_7,
697 &game.panel.element_count[6],
701 GAME_PANEL_ELEMENT_COUNT_8,
702 &game.panel.element_count[7],
706 GAME_PANEL_CE_SCORE_1,
707 &game.panel.ce_score[0],
711 GAME_PANEL_CE_SCORE_2,
712 &game.panel.ce_score[1],
716 GAME_PANEL_CE_SCORE_3,
717 &game.panel.ce_score[2],
721 GAME_PANEL_CE_SCORE_4,
722 &game.panel.ce_score[3],
726 GAME_PANEL_CE_SCORE_5,
727 &game.panel.ce_score[4],
731 GAME_PANEL_CE_SCORE_6,
732 &game.panel.ce_score[5],
736 GAME_PANEL_CE_SCORE_7,
737 &game.panel.ce_score[6],
741 GAME_PANEL_CE_SCORE_8,
742 &game.panel.ce_score[7],
746 GAME_PANEL_CE_SCORE_1_ELEMENT,
747 &game.panel.ce_score_element[0],
751 GAME_PANEL_CE_SCORE_2_ELEMENT,
752 &game.panel.ce_score_element[1],
756 GAME_PANEL_CE_SCORE_3_ELEMENT,
757 &game.panel.ce_score_element[2],
761 GAME_PANEL_CE_SCORE_4_ELEMENT,
762 &game.panel.ce_score_element[3],
766 GAME_PANEL_CE_SCORE_5_ELEMENT,
767 &game.panel.ce_score_element[4],
771 GAME_PANEL_CE_SCORE_6_ELEMENT,
772 &game.panel.ce_score_element[5],
776 GAME_PANEL_CE_SCORE_7_ELEMENT,
777 &game.panel.ce_score_element[6],
781 GAME_PANEL_CE_SCORE_8_ELEMENT,
782 &game.panel.ce_score_element[7],
786 GAME_PANEL_PLAYER_NAME,
787 &game.panel.player_name,
791 GAME_PANEL_LEVEL_NAME,
792 &game.panel.level_name,
796 GAME_PANEL_LEVEL_AUTHOR,
797 &game.panel.level_author,
808 /* values for delayed check of falling and moving elements and for collision */
809 #define CHECK_DELAY_MOVING 3
810 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
811 #define CHECK_DELAY_COLLISION 2
812 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
814 /* values for initial player move delay (initial delay counter value) */
815 #define INITIAL_MOVE_DELAY_OFF -1
816 #define INITIAL_MOVE_DELAY_ON 0
818 /* values for player movement speed (which is in fact a delay value) */
819 #define MOVE_DELAY_MIN_SPEED 32
820 #define MOVE_DELAY_NORMAL_SPEED 8
821 #define MOVE_DELAY_HIGH_SPEED 4
822 #define MOVE_DELAY_MAX_SPEED 1
824 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
825 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
827 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
828 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
830 /* values for scroll positions */
831 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
832 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
834 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
835 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
838 /* values for other actions */
839 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
840 #define MOVE_STEPSIZE_MIN (1)
841 #define MOVE_STEPSIZE_MAX (TILEX)
843 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
844 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
846 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
848 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
849 RND(element_info[e].push_delay_random))
850 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
851 RND(element_info[e].drop_delay_random))
852 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
853 RND(element_info[e].move_delay_random))
854 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
855 (element_info[e].move_delay_random))
856 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
857 RND(element_info[e].ce_value_random_initial))
858 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
859 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
860 RND((c)->delay_random * (c)->delay_frames))
861 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
862 RND((c)->delay_random))
865 #define GET_VALID_RUNTIME_ELEMENT(e) \
866 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
868 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
869 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
870 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
871 (be) + (e) - EL_SELF)
873 #define GET_PLAYER_FROM_BITS(p) \
874 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
876 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
877 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
878 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
879 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
880 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
881 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
882 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
883 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
884 RESOLVED_REFERENCE_ELEMENT(be, e) : \
887 #define CAN_GROW_INTO(e) \
888 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
890 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
891 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
894 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
895 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
896 (CAN_MOVE_INTO_ACID(e) && \
897 Feld[x][y] == EL_ACID) || \
900 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
901 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
902 (CAN_MOVE_INTO_ACID(e) && \
903 Feld[x][y] == EL_ACID) || \
906 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
907 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
909 (CAN_MOVE_INTO_ACID(e) && \
910 Feld[x][y] == EL_ACID) || \
911 (DONT_COLLIDE_WITH(e) && \
913 !PLAYER_ENEMY_PROTECTED(x, y))))
915 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
916 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
918 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
919 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
921 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
922 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
924 #define ANDROID_CAN_CLONE_FIELD(x, y) \
925 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
926 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
928 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
929 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
931 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
932 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
934 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
935 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
937 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
938 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
940 #define PIG_CAN_ENTER_FIELD(e, x, y) \
941 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
943 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
944 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
945 Feld[x][y] == EL_EM_EXIT_OPEN || \
946 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
947 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
948 IS_FOOD_PENGUIN(Feld[x][y])))
949 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
950 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
952 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
953 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
955 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
956 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
958 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
959 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
960 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
962 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
964 #define CE_ENTER_FIELD_COND(e, x, y) \
965 (!IS_PLAYER(x, y) && \
966 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
968 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
969 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
971 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
972 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
974 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
975 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
976 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
977 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
979 /* game button identifiers */
980 #define GAME_CTRL_ID_STOP 0
981 #define GAME_CTRL_ID_PAUSE 1
982 #define GAME_CTRL_ID_PLAY 2
983 #define GAME_CTRL_ID_UNDO 3
984 #define GAME_CTRL_ID_REDO 4
985 #define GAME_CTRL_ID_SAVE 5
986 #define GAME_CTRL_ID_PAUSE2 6
987 #define GAME_CTRL_ID_LOAD 7
988 #define SOUND_CTRL_ID_MUSIC 8
989 #define SOUND_CTRL_ID_LOOPS 9
990 #define SOUND_CTRL_ID_SIMPLE 10
992 #define NUM_GAME_BUTTONS 11
995 /* forward declaration for internal use */
997 static void CreateField(int, int, int);
999 static void ResetGfxAnimation(int, int);
1001 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1002 static void AdvanceFrameAndPlayerCounters(int);
1004 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1005 static boolean MovePlayer(struct PlayerInfo *, int, int);
1006 static void ScrollPlayer(struct PlayerInfo *, int);
1007 static void ScrollScreen(struct PlayerInfo *, int);
1009 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1010 static boolean DigFieldByCE(int, int, int);
1011 static boolean SnapField(struct PlayerInfo *, int, int);
1012 static boolean DropElement(struct PlayerInfo *);
1014 static void InitBeltMovement(void);
1015 static void CloseAllOpenTimegates(void);
1016 static void CheckGravityMovement(struct PlayerInfo *);
1017 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1018 static void KillPlayerUnlessEnemyProtected(int, int);
1019 static void KillPlayerUnlessExplosionProtected(int, int);
1021 static void TestIfPlayerTouchesCustomElement(int, int);
1022 static void TestIfElementTouchesCustomElement(int, int);
1023 static void TestIfElementHitsCustomElement(int, int, int);
1025 static void HandleElementChange(int, int, int);
1026 static void ExecuteCustomElementAction(int, int, int, int);
1027 static boolean ChangeElement(int, int, int, int);
1029 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1030 #define CheckTriggeredElementChange(x, y, e, ev) \
1031 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1032 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1033 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1034 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1035 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1036 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1037 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1039 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1040 #define CheckElementChange(x, y, e, te, ev) \
1041 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1042 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1043 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1044 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1045 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1047 static void PlayLevelSound(int, int, int);
1048 static void PlayLevelSoundNearest(int, int, int);
1049 static void PlayLevelSoundAction(int, int, int);
1050 static void PlayLevelSoundElementAction(int, int, int, int);
1051 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1052 static void PlayLevelSoundActionIfLoop(int, int, int);
1053 static void StopLevelSoundActionIfLoop(int, int, int);
1054 static void PlayLevelMusic();
1055 static void FadeLevelSoundsAndMusic();
1057 static void HandleGameButtons(struct GadgetInfo *);
1059 int AmoebeNachbarNr(int, int);
1060 void AmoebeUmwandeln(int, int);
1061 void ContinueMoving(int, int);
1062 void Bang(int, int);
1063 void InitMovDir(int, int);
1064 void InitAmoebaNr(int, int);
1065 int NewHiScore(void);
1067 void TestIfGoodThingHitsBadThing(int, int, int);
1068 void TestIfBadThingHitsGoodThing(int, int, int);
1069 void TestIfPlayerTouchesBadThing(int, int);
1070 void TestIfPlayerRunsIntoBadThing(int, int, int);
1071 void TestIfBadThingTouchesPlayer(int, int);
1072 void TestIfBadThingRunsIntoPlayer(int, int, int);
1073 void TestIfFriendTouchesBadThing(int, int);
1074 void TestIfBadThingTouchesFriend(int, int);
1075 void TestIfBadThingTouchesOtherBadThing(int, int);
1076 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1078 void KillPlayer(struct PlayerInfo *);
1079 void BuryPlayer(struct PlayerInfo *);
1080 void RemovePlayer(struct PlayerInfo *);
1082 static int getInvisibleActiveFromInvisibleElement(int);
1083 static int getInvisibleFromInvisibleActiveElement(int);
1085 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1087 /* for detection of endless loops, caused by custom element programming */
1088 /* (using maximal playfield width x 10 is just a rough approximation) */
1089 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1091 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1093 if (recursion_loop_detected) \
1096 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1098 recursion_loop_detected = TRUE; \
1099 recursion_loop_element = (e); \
1102 recursion_loop_depth++; \
1105 #define RECURSION_LOOP_DETECTION_END() \
1107 recursion_loop_depth--; \
1110 static int recursion_loop_depth;
1111 static boolean recursion_loop_detected;
1112 static boolean recursion_loop_element;
1114 static int map_player_action[MAX_PLAYERS];
1117 /* ------------------------------------------------------------------------- */
1118 /* definition of elements that automatically change to other elements after */
1119 /* a specified time, eventually calling a function when changing */
1120 /* ------------------------------------------------------------------------- */
1122 /* forward declaration for changer functions */
1123 static void InitBuggyBase(int, int);
1124 static void WarnBuggyBase(int, int);
1126 static void InitTrap(int, int);
1127 static void ActivateTrap(int, int);
1128 static void ChangeActiveTrap(int, int);
1130 static void InitRobotWheel(int, int);
1131 static void RunRobotWheel(int, int);
1132 static void StopRobotWheel(int, int);
1134 static void InitTimegateWheel(int, int);
1135 static void RunTimegateWheel(int, int);
1137 static void InitMagicBallDelay(int, int);
1138 static void ActivateMagicBall(int, int);
1140 struct ChangingElementInfo
1145 void (*pre_change_function)(int x, int y);
1146 void (*change_function)(int x, int y);
1147 void (*post_change_function)(int x, int y);
1150 static struct ChangingElementInfo change_delay_list[] =
1185 EL_STEEL_EXIT_OPENING,
1193 EL_STEEL_EXIT_CLOSING,
1194 EL_STEEL_EXIT_CLOSED,
1217 EL_EM_STEEL_EXIT_OPENING,
1218 EL_EM_STEEL_EXIT_OPEN,
1225 EL_EM_STEEL_EXIT_CLOSING,
1249 EL_SWITCHGATE_OPENING,
1257 EL_SWITCHGATE_CLOSING,
1258 EL_SWITCHGATE_CLOSED,
1265 EL_TIMEGATE_OPENING,
1273 EL_TIMEGATE_CLOSING,
1282 EL_ACID_SPLASH_LEFT,
1290 EL_ACID_SPLASH_RIGHT,
1299 EL_SP_BUGGY_BASE_ACTIVATING,
1306 EL_SP_BUGGY_BASE_ACTIVATING,
1307 EL_SP_BUGGY_BASE_ACTIVE,
1314 EL_SP_BUGGY_BASE_ACTIVE,
1338 EL_ROBOT_WHEEL_ACTIVE,
1346 EL_TIMEGATE_SWITCH_ACTIVE,
1354 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1355 EL_DC_TIMEGATE_SWITCH,
1362 EL_EMC_MAGIC_BALL_ACTIVE,
1363 EL_EMC_MAGIC_BALL_ACTIVE,
1370 EL_EMC_SPRING_BUMPER_ACTIVE,
1371 EL_EMC_SPRING_BUMPER,
1378 EL_DIAGONAL_SHRINKING,
1386 EL_DIAGONAL_GROWING,
1407 int push_delay_fixed, push_delay_random;
1411 { EL_SPRING, 0, 0 },
1412 { EL_BALLOON, 0, 0 },
1414 { EL_SOKOBAN_OBJECT, 2, 0 },
1415 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1416 { EL_SATELLITE, 2, 0 },
1417 { EL_SP_DISK_YELLOW, 2, 0 },
1419 { EL_UNDEFINED, 0, 0 },
1427 move_stepsize_list[] =
1429 { EL_AMOEBA_DROP, 2 },
1430 { EL_AMOEBA_DROPPING, 2 },
1431 { EL_QUICKSAND_FILLING, 1 },
1432 { EL_QUICKSAND_EMPTYING, 1 },
1433 { EL_QUICKSAND_FAST_FILLING, 2 },
1434 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1435 { EL_MAGIC_WALL_FILLING, 2 },
1436 { EL_MAGIC_WALL_EMPTYING, 2 },
1437 { EL_BD_MAGIC_WALL_FILLING, 2 },
1438 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1439 { EL_DC_MAGIC_WALL_FILLING, 2 },
1440 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1442 { EL_UNDEFINED, 0 },
1450 collect_count_list[] =
1453 { EL_BD_DIAMOND, 1 },
1454 { EL_EMERALD_YELLOW, 1 },
1455 { EL_EMERALD_RED, 1 },
1456 { EL_EMERALD_PURPLE, 1 },
1458 { EL_SP_INFOTRON, 1 },
1462 { EL_UNDEFINED, 0 },
1470 access_direction_list[] =
1472 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1473 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1474 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1475 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1476 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1477 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1478 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1479 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1480 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1481 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1482 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1484 { EL_SP_PORT_LEFT, MV_RIGHT },
1485 { EL_SP_PORT_RIGHT, MV_LEFT },
1486 { EL_SP_PORT_UP, MV_DOWN },
1487 { EL_SP_PORT_DOWN, MV_UP },
1488 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1489 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1490 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1491 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1492 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1493 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1494 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1495 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1496 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1497 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1498 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1499 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1500 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1501 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1502 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1504 { EL_UNDEFINED, MV_NONE }
1507 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1509 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1510 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1511 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1512 IS_JUST_CHANGING(x, y))
1514 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1516 /* static variables for playfield scan mode (scanning forward or backward) */
1517 static int playfield_scan_start_x = 0;
1518 static int playfield_scan_start_y = 0;
1519 static int playfield_scan_delta_x = 1;
1520 static int playfield_scan_delta_y = 1;
1522 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1523 (y) >= 0 && (y) <= lev_fieldy - 1; \
1524 (y) += playfield_scan_delta_y) \
1525 for ((x) = playfield_scan_start_x; \
1526 (x) >= 0 && (x) <= lev_fieldx - 1; \
1527 (x) += playfield_scan_delta_x)
1530 void DEBUG_SetMaximumDynamite()
1534 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1535 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1536 local_player->inventory_element[local_player->inventory_size++] =
1541 static void InitPlayfieldScanModeVars()
1543 if (game.use_reverse_scan_direction)
1545 playfield_scan_start_x = lev_fieldx - 1;
1546 playfield_scan_start_y = lev_fieldy - 1;
1548 playfield_scan_delta_x = -1;
1549 playfield_scan_delta_y = -1;
1553 playfield_scan_start_x = 0;
1554 playfield_scan_start_y = 0;
1556 playfield_scan_delta_x = 1;
1557 playfield_scan_delta_y = 1;
1561 static void InitPlayfieldScanMode(int mode)
1563 game.use_reverse_scan_direction =
1564 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1566 InitPlayfieldScanModeVars();
1569 static int get_move_delay_from_stepsize(int move_stepsize)
1572 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1574 /* make sure that stepsize value is always a power of 2 */
1575 move_stepsize = (1 << log_2(move_stepsize));
1577 return TILEX / move_stepsize;
1580 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1583 int player_nr = player->index_nr;
1584 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1585 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1587 /* do no immediately change move delay -- the player might just be moving */
1588 player->move_delay_value_next = move_delay;
1590 /* information if player can move must be set separately */
1591 player->cannot_move = cannot_move;
1595 player->move_delay = game.initial_move_delay[player_nr];
1596 player->move_delay_value = game.initial_move_delay_value[player_nr];
1598 player->move_delay_value_next = -1;
1600 player->move_delay_reset_counter = 0;
1604 void GetPlayerConfig()
1606 GameFrameDelay = setup.game_frame_delay;
1608 if (!audio.sound_available)
1609 setup.sound_simple = FALSE;
1611 if (!audio.loops_available)
1612 setup.sound_loops = FALSE;
1614 if (!audio.music_available)
1615 setup.sound_music = FALSE;
1617 if (!video.fullscreen_available)
1618 setup.fullscreen = FALSE;
1620 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1622 SetAudioMode(setup.sound);
1625 int GetElementFromGroupElement(int element)
1627 if (IS_GROUP_ELEMENT(element))
1629 struct ElementGroupInfo *group = element_info[element].group;
1630 int last_anim_random_frame = gfx.anim_random_frame;
1633 if (group->choice_mode == ANIM_RANDOM)
1634 gfx.anim_random_frame = RND(group->num_elements_resolved);
1636 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1637 group->choice_mode, 0,
1640 if (group->choice_mode == ANIM_RANDOM)
1641 gfx.anim_random_frame = last_anim_random_frame;
1643 group->choice_pos++;
1645 element = group->element_resolved[element_pos];
1651 static void InitPlayerField(int x, int y, int element, boolean init_game)
1653 if (element == EL_SP_MURPHY)
1657 if (stored_player[0].present)
1659 Feld[x][y] = EL_SP_MURPHY_CLONE;
1665 stored_player[0].initial_element = element;
1666 stored_player[0].use_murphy = TRUE;
1668 if (!level.use_artwork_element[0])
1669 stored_player[0].artwork_element = EL_SP_MURPHY;
1672 Feld[x][y] = EL_PLAYER_1;
1678 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1679 int jx = player->jx, jy = player->jy;
1681 player->present = TRUE;
1683 player->block_last_field = (element == EL_SP_MURPHY ?
1684 level.sp_block_last_field :
1685 level.block_last_field);
1687 /* ---------- initialize player's last field block delay --------------- */
1689 /* always start with reliable default value (no adjustment needed) */
1690 player->block_delay_adjustment = 0;
1692 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1693 if (player->block_last_field && element == EL_SP_MURPHY)
1694 player->block_delay_adjustment = 1;
1696 /* special case 2: in game engines before 3.1.1, blocking was different */
1697 if (game.use_block_last_field_bug)
1698 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1700 if (!options.network || player->connected)
1702 player->active = TRUE;
1704 /* remove potentially duplicate players */
1705 if (StorePlayer[jx][jy] == Feld[x][y])
1706 StorePlayer[jx][jy] = 0;
1708 StorePlayer[x][y] = Feld[x][y];
1710 #if DEBUG_INIT_PLAYER
1713 printf("- player element %d activated", player->element_nr);
1714 printf(" (local player is %d and currently %s)\n",
1715 local_player->element_nr,
1716 local_player->active ? "active" : "not active");
1721 Feld[x][y] = EL_EMPTY;
1723 player->jx = player->last_jx = x;
1724 player->jy = player->last_jy = y;
1729 int player_nr = GET_PLAYER_NR(element);
1730 struct PlayerInfo *player = &stored_player[player_nr];
1732 if (player->active && player->killed)
1733 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1737 static void InitField(int x, int y, boolean init_game)
1739 int element = Feld[x][y];
1748 InitPlayerField(x, y, element, init_game);
1751 case EL_SOKOBAN_FIELD_PLAYER:
1752 element = Feld[x][y] = EL_PLAYER_1;
1753 InitField(x, y, init_game);
1755 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1756 InitField(x, y, init_game);
1759 case EL_SOKOBAN_FIELD_EMPTY:
1760 local_player->sokobanfields_still_needed++;
1764 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1765 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1766 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1767 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1768 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1769 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1770 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1771 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1772 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1773 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1782 case EL_SPACESHIP_RIGHT:
1783 case EL_SPACESHIP_UP:
1784 case EL_SPACESHIP_LEFT:
1785 case EL_SPACESHIP_DOWN:
1786 case EL_BD_BUTTERFLY:
1787 case EL_BD_BUTTERFLY_RIGHT:
1788 case EL_BD_BUTTERFLY_UP:
1789 case EL_BD_BUTTERFLY_LEFT:
1790 case EL_BD_BUTTERFLY_DOWN:
1792 case EL_BD_FIREFLY_RIGHT:
1793 case EL_BD_FIREFLY_UP:
1794 case EL_BD_FIREFLY_LEFT:
1795 case EL_BD_FIREFLY_DOWN:
1796 case EL_PACMAN_RIGHT:
1798 case EL_PACMAN_LEFT:
1799 case EL_PACMAN_DOWN:
1801 case EL_YAMYAM_LEFT:
1802 case EL_YAMYAM_RIGHT:
1804 case EL_YAMYAM_DOWN:
1805 case EL_DARK_YAMYAM:
1808 case EL_SP_SNIKSNAK:
1809 case EL_SP_ELECTRON:
1818 case EL_AMOEBA_FULL:
1823 case EL_AMOEBA_DROP:
1824 if (y == lev_fieldy - 1)
1826 Feld[x][y] = EL_AMOEBA_GROWING;
1827 Store[x][y] = EL_AMOEBA_WET;
1831 case EL_DYNAMITE_ACTIVE:
1832 case EL_SP_DISK_RED_ACTIVE:
1833 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1834 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1835 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1836 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1837 MovDelay[x][y] = 96;
1840 case EL_EM_DYNAMITE_ACTIVE:
1841 MovDelay[x][y] = 32;
1845 local_player->lights_still_needed++;
1849 local_player->friends_still_needed++;
1854 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1857 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1858 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1859 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1860 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1861 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1862 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1863 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1864 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1865 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1866 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1867 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1868 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1871 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1872 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1873 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1875 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1877 game.belt_dir[belt_nr] = belt_dir;
1878 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1880 else /* more than one switch -- set it like the first switch */
1882 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1887 case EL_LIGHT_SWITCH_ACTIVE:
1889 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1892 case EL_INVISIBLE_STEELWALL:
1893 case EL_INVISIBLE_WALL:
1894 case EL_INVISIBLE_SAND:
1895 if (game.light_time_left > 0 ||
1896 game.lenses_time_left > 0)
1897 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1900 case EL_EMC_MAGIC_BALL:
1901 if (game.ball_state)
1902 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1905 case EL_EMC_MAGIC_BALL_SWITCH:
1906 if (game.ball_state)
1907 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1910 case EL_TRIGGER_PLAYER:
1911 case EL_TRIGGER_ELEMENT:
1912 case EL_TRIGGER_CE_VALUE:
1913 case EL_TRIGGER_CE_SCORE:
1915 case EL_ANY_ELEMENT:
1916 case EL_CURRENT_CE_VALUE:
1917 case EL_CURRENT_CE_SCORE:
1934 /* reference elements should not be used on the playfield */
1935 Feld[x][y] = EL_EMPTY;
1939 if (IS_CUSTOM_ELEMENT(element))
1941 if (CAN_MOVE(element))
1944 if (!element_info[element].use_last_ce_value || init_game)
1945 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1947 else if (IS_GROUP_ELEMENT(element))
1949 Feld[x][y] = GetElementFromGroupElement(element);
1951 InitField(x, y, init_game);
1958 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1961 inline static void InitField_WithBug1(int x, int y, boolean init_game)
1963 InitField(x, y, init_game);
1965 /* not needed to call InitMovDir() -- already done by InitField()! */
1966 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1967 CAN_MOVE(Feld[x][y]))
1971 inline static void InitField_WithBug2(int x, int y, boolean init_game)
1973 int old_element = Feld[x][y];
1975 InitField(x, y, init_game);
1977 /* not needed to call InitMovDir() -- already done by InitField()! */
1978 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1979 CAN_MOVE(old_element) &&
1980 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
1983 /* this case is in fact a combination of not less than three bugs:
1984 first, it calls InitMovDir() for elements that can move, although this is
1985 already done by InitField(); then, it checks the element that was at this
1986 field _before_ the call to InitField() (which can change it); lastly, it
1987 was not called for "mole with direction" elements, which were treated as
1988 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
1992 static int get_key_element_from_nr(int key_nr)
1994 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
1995 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
1996 EL_EM_KEY_1 : EL_KEY_1);
1998 return key_base_element + key_nr;
2001 static int get_next_dropped_element(struct PlayerInfo *player)
2003 return (player->inventory_size > 0 ?
2004 player->inventory_element[player->inventory_size - 1] :
2005 player->inventory_infinite_element != EL_UNDEFINED ?
2006 player->inventory_infinite_element :
2007 player->dynabombs_left > 0 ?
2008 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2012 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2014 /* pos >= 0: get element from bottom of the stack;
2015 pos < 0: get element from top of the stack */
2019 int min_inventory_size = -pos;
2020 int inventory_pos = player->inventory_size - min_inventory_size;
2021 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2023 return (player->inventory_size >= min_inventory_size ?
2024 player->inventory_element[inventory_pos] :
2025 player->inventory_infinite_element != EL_UNDEFINED ?
2026 player->inventory_infinite_element :
2027 player->dynabombs_left >= min_dynabombs_left ?
2028 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2033 int min_dynabombs_left = pos + 1;
2034 int min_inventory_size = pos + 1 - player->dynabombs_left;
2035 int inventory_pos = pos - player->dynabombs_left;
2037 return (player->inventory_infinite_element != EL_UNDEFINED ?
2038 player->inventory_infinite_element :
2039 player->dynabombs_left >= min_dynabombs_left ?
2040 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2041 player->inventory_size >= min_inventory_size ?
2042 player->inventory_element[inventory_pos] :
2047 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2049 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2050 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2053 if (gpo1->sort_priority != gpo2->sort_priority)
2054 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2056 compare_result = gpo1->nr - gpo2->nr;
2058 return compare_result;
2061 int getPlayerInventorySize(int player_nr)
2063 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2064 return level.native_em_level->ply[player_nr]->dynamite;
2065 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2066 return level.native_sp_level->game_sp->red_disk_count;
2068 return stored_player[player_nr].inventory_size;
2071 void InitGameControlValues()
2075 for (i = 0; game_panel_controls[i].nr != -1; i++)
2077 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2078 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2079 struct TextPosInfo *pos = gpc->pos;
2081 int type = gpc->type;
2085 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2086 Error(ERR_EXIT, "this should not happen -- please debug");
2089 /* force update of game controls after initialization */
2090 gpc->value = gpc->last_value = -1;
2091 gpc->frame = gpc->last_frame = -1;
2092 gpc->gfx_frame = -1;
2094 /* determine panel value width for later calculation of alignment */
2095 if (type == TYPE_INTEGER || type == TYPE_STRING)
2097 pos->width = pos->size * getFontWidth(pos->font);
2098 pos->height = getFontHeight(pos->font);
2100 else if (type == TYPE_ELEMENT)
2102 pos->width = pos->size;
2103 pos->height = pos->size;
2106 /* fill structure for game panel draw order */
2108 gpo->sort_priority = pos->sort_priority;
2111 /* sort game panel controls according to sort_priority and control number */
2112 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2113 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2116 void UpdatePlayfieldElementCount()
2118 boolean use_element_count = FALSE;
2121 /* first check if it is needed at all to calculate playfield element count */
2122 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2123 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2124 use_element_count = TRUE;
2126 if (!use_element_count)
2129 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2130 element_info[i].element_count = 0;
2132 SCAN_PLAYFIELD(x, y)
2134 element_info[Feld[x][y]].element_count++;
2137 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2138 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2139 if (IS_IN_GROUP(j, i))
2140 element_info[EL_GROUP_START + i].element_count +=
2141 element_info[j].element_count;
2144 void UpdateGameControlValues()
2147 int time = (local_player->LevelSolved ?
2148 local_player->LevelSolved_CountingTime :
2149 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2150 level.native_em_level->lev->time :
2151 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2152 level.native_sp_level->game_sp->time_played :
2153 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2154 game_mm.energy_left :
2155 game.no_time_limit ? TimePlayed : TimeLeft);
2156 int score = (local_player->LevelSolved ?
2157 local_player->LevelSolved_CountingScore :
2158 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2159 level.native_em_level->lev->score :
2160 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2161 level.native_sp_level->game_sp->score :
2162 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2164 local_player->score);
2165 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2166 level.native_em_level->lev->required :
2167 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2168 level.native_sp_level->game_sp->infotrons_still_needed :
2169 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2170 game_mm.kettles_still_needed :
2171 local_player->gems_still_needed);
2172 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2173 level.native_em_level->lev->required > 0 :
2174 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2175 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2176 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2177 game_mm.kettles_still_needed > 0 ||
2178 game_mm.lights_still_needed > 0 :
2179 local_player->gems_still_needed > 0 ||
2180 local_player->sokobanfields_still_needed > 0 ||
2181 local_player->lights_still_needed > 0);
2183 UpdatePlayfieldElementCount();
2185 /* update game panel control values */
2187 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2188 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2190 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2191 for (i = 0; i < MAX_NUM_KEYS; i++)
2192 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2193 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2194 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2196 if (game.centered_player_nr == -1)
2198 for (i = 0; i < MAX_PLAYERS; i++)
2200 /* only one player in Supaplex game engine */
2201 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2204 for (k = 0; k < MAX_NUM_KEYS; k++)
2206 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2208 if (level.native_em_level->ply[i]->keys & (1 << k))
2209 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2210 get_key_element_from_nr(k);
2212 else if (stored_player[i].key[k])
2213 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2214 get_key_element_from_nr(k);
2217 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2218 getPlayerInventorySize(i);
2220 if (stored_player[i].num_white_keys > 0)
2221 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2224 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2225 stored_player[i].num_white_keys;
2230 int player_nr = game.centered_player_nr;
2232 for (k = 0; k < MAX_NUM_KEYS; k++)
2234 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2236 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2237 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2238 get_key_element_from_nr(k);
2240 else if (stored_player[player_nr].key[k])
2241 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2242 get_key_element_from_nr(k);
2245 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2246 getPlayerInventorySize(player_nr);
2248 if (stored_player[player_nr].num_white_keys > 0)
2249 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2251 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2252 stored_player[player_nr].num_white_keys;
2255 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2257 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2258 get_inventory_element_from_pos(local_player, i);
2259 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2260 get_inventory_element_from_pos(local_player, -i - 1);
2263 game_panel_controls[GAME_PANEL_SCORE].value = score;
2264 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2266 game_panel_controls[GAME_PANEL_TIME].value = time;
2268 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2269 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2270 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2272 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2274 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2275 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2277 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2278 local_player->shield_normal_time_left;
2279 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2280 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2282 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2283 local_player->shield_deadly_time_left;
2285 game_panel_controls[GAME_PANEL_EXIT].value =
2286 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2288 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2289 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2290 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2291 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2292 EL_EMC_MAGIC_BALL_SWITCH);
2294 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2295 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2296 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2297 game.light_time_left;
2299 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2300 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2301 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2302 game.timegate_time_left;
2304 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2305 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2307 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2308 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2309 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2310 game.lenses_time_left;
2312 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2313 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2314 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2315 game.magnify_time_left;
2317 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2318 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2319 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2320 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2321 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2322 EL_BALLOON_SWITCH_NONE);
2324 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2325 local_player->dynabomb_count;
2326 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2327 local_player->dynabomb_size;
2328 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2329 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2331 game_panel_controls[GAME_PANEL_PENGUINS].value =
2332 local_player->friends_still_needed;
2334 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2335 local_player->sokobanfields_still_needed;
2336 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2337 local_player->sokobanfields_still_needed;
2339 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2340 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2342 for (i = 0; i < NUM_BELTS; i++)
2344 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2345 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2346 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2347 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2348 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2351 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2352 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2353 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2354 game.magic_wall_time_left;
2356 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2357 local_player->gravity;
2359 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2360 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2362 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2363 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2364 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2365 game.panel.element[i].id : EL_UNDEFINED);
2367 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2368 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2369 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2370 element_info[game.panel.element_count[i].id].element_count : 0);
2372 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2373 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2374 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2375 element_info[game.panel.ce_score[i].id].collect_score : 0);
2377 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2378 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2379 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2380 element_info[game.panel.ce_score_element[i].id].collect_score :
2383 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2384 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2385 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2387 /* update game panel control frames */
2389 for (i = 0; game_panel_controls[i].nr != -1; i++)
2391 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2393 if (gpc->type == TYPE_ELEMENT)
2395 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2397 int last_anim_random_frame = gfx.anim_random_frame;
2398 int element = gpc->value;
2399 int graphic = el2panelimg(element);
2401 if (gpc->value != gpc->last_value)
2404 gpc->gfx_random = INIT_GFX_RANDOM();
2410 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2411 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2412 gpc->gfx_random = INIT_GFX_RANDOM();
2415 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2416 gfx.anim_random_frame = gpc->gfx_random;
2418 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2419 gpc->gfx_frame = element_info[element].collect_score;
2421 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2424 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2425 gfx.anim_random_frame = last_anim_random_frame;
2431 void DisplayGameControlValues()
2433 boolean redraw_panel = FALSE;
2436 for (i = 0; game_panel_controls[i].nr != -1; i++)
2438 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2440 if (PANEL_DEACTIVATED(gpc->pos))
2443 if (gpc->value == gpc->last_value &&
2444 gpc->frame == gpc->last_frame)
2447 redraw_panel = TRUE;
2453 /* copy default game door content to main double buffer */
2455 /* !!! CHECK AGAIN !!! */
2456 SetPanelBackground();
2457 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2458 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2460 /* redraw game control buttons */
2461 RedrawGameButtons();
2463 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2465 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2467 int nr = game_panel_order[i].nr;
2468 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2469 struct TextPosInfo *pos = gpc->pos;
2470 int type = gpc->type;
2471 int value = gpc->value;
2472 int frame = gpc->frame;
2473 int size = pos->size;
2474 int font = pos->font;
2475 boolean draw_masked = pos->draw_masked;
2476 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2478 if (PANEL_DEACTIVATED(pos))
2481 gpc->last_value = value;
2482 gpc->last_frame = frame;
2484 if (type == TYPE_INTEGER)
2486 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2487 nr == GAME_PANEL_TIME)
2489 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2491 if (use_dynamic_size) /* use dynamic number of digits */
2493 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2494 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2495 int size2 = size1 + 1;
2496 int font1 = pos->font;
2497 int font2 = pos->font_alt;
2499 size = (value < value_change ? size1 : size2);
2500 font = (value < value_change ? font1 : font2);
2504 /* correct text size if "digits" is zero or less */
2506 size = strlen(int2str(value, size));
2508 /* dynamically correct text alignment */
2509 pos->width = size * getFontWidth(font);
2511 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2512 int2str(value, size), font, mask_mode);
2514 else if (type == TYPE_ELEMENT)
2516 int element, graphic;
2520 int dst_x = PANEL_XPOS(pos);
2521 int dst_y = PANEL_YPOS(pos);
2523 if (value != EL_UNDEFINED && value != EL_EMPTY)
2526 graphic = el2panelimg(value);
2528 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2530 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2533 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2536 width = graphic_info[graphic].width * size / TILESIZE;
2537 height = graphic_info[graphic].height * size / TILESIZE;
2540 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2543 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2547 else if (type == TYPE_STRING)
2549 boolean active = (value != 0);
2550 char *state_normal = "off";
2551 char *state_active = "on";
2552 char *state = (active ? state_active : state_normal);
2553 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2554 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2555 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2556 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2558 if (nr == GAME_PANEL_GRAVITY_STATE)
2560 int font1 = pos->font; /* (used for normal state) */
2561 int font2 = pos->font_alt; /* (used for active state) */
2563 font = (active ? font2 : font1);
2572 /* don't truncate output if "chars" is zero or less */
2575 /* dynamically correct text alignment */
2576 pos->width = size * getFontWidth(font);
2579 s_cut = getStringCopyN(s, size);
2581 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2582 s_cut, font, mask_mode);
2588 redraw_mask |= REDRAW_DOOR_1;
2591 SetGameStatus(GAME_MODE_PLAYING);
2594 void UpdateAndDisplayGameControlValues()
2596 if (tape.deactivate_display)
2599 UpdateGameControlValues();
2600 DisplayGameControlValues();
2603 void UpdateGameDoorValues()
2605 UpdateGameControlValues();
2608 void DrawGameDoorValues()
2610 DisplayGameControlValues();
2615 =============================================================================
2617 -----------------------------------------------------------------------------
2618 initialize game engine due to level / tape version number
2619 =============================================================================
2622 static void InitGameEngine()
2624 int i, j, k, l, x, y;
2626 /* set game engine from tape file when re-playing, else from level file */
2627 game.engine_version = (tape.playing ? tape.engine_version :
2628 level.game_version);
2630 /* set single or multi-player game mode (needed for re-playing tapes) */
2631 game.team_mode = setup.team_mode;
2635 int num_players = 0;
2637 for (i = 0; i < MAX_PLAYERS; i++)
2638 if (tape.player_participates[i])
2641 /* multi-player tapes contain input data for more than one player */
2642 game.team_mode = (num_players > 1);
2645 /* ---------------------------------------------------------------------- */
2646 /* set flags for bugs and changes according to active game engine version */
2647 /* ---------------------------------------------------------------------- */
2650 Summary of bugfix/change:
2651 Fixed handling for custom elements that change when pushed by the player.
2653 Fixed/changed in version:
2657 Before 3.1.0, custom elements that "change when pushing" changed directly
2658 after the player started pushing them (until then handled in "DigField()").
2659 Since 3.1.0, these custom elements are not changed until the "pushing"
2660 move of the element is finished (now handled in "ContinueMoving()").
2662 Affected levels/tapes:
2663 The first condition is generally needed for all levels/tapes before version
2664 3.1.0, which might use the old behaviour before it was changed; known tapes
2665 that are affected are some tapes from the level set "Walpurgis Gardens" by
2667 The second condition is an exception from the above case and is needed for
2668 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2669 above (including some development versions of 3.1.0), but before it was
2670 known that this change would break tapes like the above and was fixed in
2671 3.1.1, so that the changed behaviour was active although the engine version
2672 while recording maybe was before 3.1.0. There is at least one tape that is
2673 affected by this exception, which is the tape for the one-level set "Bug
2674 Machine" by Juergen Bonhagen.
2677 game.use_change_when_pushing_bug =
2678 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2680 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2681 tape.game_version < VERSION_IDENT(3,1,1,0)));
2684 Summary of bugfix/change:
2685 Fixed handling for blocking the field the player leaves when moving.
2687 Fixed/changed in version:
2691 Before 3.1.1, when "block last field when moving" was enabled, the field
2692 the player is leaving when moving was blocked for the time of the move,
2693 and was directly unblocked afterwards. This resulted in the last field
2694 being blocked for exactly one less than the number of frames of one player
2695 move. Additionally, even when blocking was disabled, the last field was
2696 blocked for exactly one frame.
2697 Since 3.1.1, due to changes in player movement handling, the last field
2698 is not blocked at all when blocking is disabled. When blocking is enabled,
2699 the last field is blocked for exactly the number of frames of one player
2700 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2701 last field is blocked for exactly one more than the number of frames of
2704 Affected levels/tapes:
2705 (!!! yet to be determined -- probably many !!!)
2708 game.use_block_last_field_bug =
2709 (game.engine_version < VERSION_IDENT(3,1,1,0));
2711 game_em.use_single_button =
2712 (game.engine_version > VERSION_IDENT(4,0,0,2));
2714 game_em.use_snap_key_bug =
2715 (game.engine_version < VERSION_IDENT(4,0,1,0));
2717 /* ---------------------------------------------------------------------- */
2719 /* set maximal allowed number of custom element changes per game frame */
2720 game.max_num_changes_per_frame = 1;
2722 /* default scan direction: scan playfield from top/left to bottom/right */
2723 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2725 /* dynamically adjust element properties according to game engine version */
2726 InitElementPropertiesEngine(game.engine_version);
2729 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2730 printf(" tape version == %06d [%s] [file: %06d]\n",
2731 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2733 printf(" => game.engine_version == %06d\n", game.engine_version);
2736 /* ---------- initialize player's initial move delay --------------------- */
2738 /* dynamically adjust player properties according to level information */
2739 for (i = 0; i < MAX_PLAYERS; i++)
2740 game.initial_move_delay_value[i] =
2741 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2743 /* dynamically adjust player properties according to game engine version */
2744 for (i = 0; i < MAX_PLAYERS; i++)
2745 game.initial_move_delay[i] =
2746 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2747 game.initial_move_delay_value[i] : 0);
2749 /* ---------- initialize player's initial push delay --------------------- */
2751 /* dynamically adjust player properties according to game engine version */
2752 game.initial_push_delay_value =
2753 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2755 /* ---------- initialize changing elements ------------------------------- */
2757 /* initialize changing elements information */
2758 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2760 struct ElementInfo *ei = &element_info[i];
2762 /* this pointer might have been changed in the level editor */
2763 ei->change = &ei->change_page[0];
2765 if (!IS_CUSTOM_ELEMENT(i))
2767 ei->change->target_element = EL_EMPTY_SPACE;
2768 ei->change->delay_fixed = 0;
2769 ei->change->delay_random = 0;
2770 ei->change->delay_frames = 1;
2773 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2775 ei->has_change_event[j] = FALSE;
2777 ei->event_page_nr[j] = 0;
2778 ei->event_page[j] = &ei->change_page[0];
2782 /* add changing elements from pre-defined list */
2783 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2785 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2786 struct ElementInfo *ei = &element_info[ch_delay->element];
2788 ei->change->target_element = ch_delay->target_element;
2789 ei->change->delay_fixed = ch_delay->change_delay;
2791 ei->change->pre_change_function = ch_delay->pre_change_function;
2792 ei->change->change_function = ch_delay->change_function;
2793 ei->change->post_change_function = ch_delay->post_change_function;
2795 ei->change->can_change = TRUE;
2796 ei->change->can_change_or_has_action = TRUE;
2798 ei->has_change_event[CE_DELAY] = TRUE;
2800 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2801 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2804 /* ---------- initialize internal run-time variables --------------------- */
2806 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2808 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2810 for (j = 0; j < ei->num_change_pages; j++)
2812 ei->change_page[j].can_change_or_has_action =
2813 (ei->change_page[j].can_change |
2814 ei->change_page[j].has_action);
2818 /* add change events from custom element configuration */
2819 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2821 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2823 for (j = 0; j < ei->num_change_pages; j++)
2825 if (!ei->change_page[j].can_change_or_has_action)
2828 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2830 /* only add event page for the first page found with this event */
2831 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
2833 ei->has_change_event[k] = TRUE;
2835 ei->event_page_nr[k] = j;
2836 ei->event_page[k] = &ei->change_page[j];
2842 /* ---------- initialize reference elements in change conditions --------- */
2844 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2846 int element = EL_CUSTOM_START + i;
2847 struct ElementInfo *ei = &element_info[element];
2849 for (j = 0; j < ei->num_change_pages; j++)
2851 int trigger_element = ei->change_page[j].initial_trigger_element;
2853 if (trigger_element >= EL_PREV_CE_8 &&
2854 trigger_element <= EL_NEXT_CE_8)
2855 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
2857 ei->change_page[j].trigger_element = trigger_element;
2861 /* ---------- initialize run-time trigger player and element ------------- */
2863 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2865 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2867 for (j = 0; j < ei->num_change_pages; j++)
2869 ei->change_page[j].actual_trigger_element = EL_EMPTY;
2870 ei->change_page[j].actual_trigger_player = EL_EMPTY;
2871 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
2872 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
2873 ei->change_page[j].actual_trigger_ce_value = 0;
2874 ei->change_page[j].actual_trigger_ce_score = 0;
2878 /* ---------- initialize trigger events ---------------------------------- */
2880 /* initialize trigger events information */
2881 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2882 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2883 trigger_events[i][j] = FALSE;
2885 /* add trigger events from element change event properties */
2886 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2888 struct ElementInfo *ei = &element_info[i];
2890 for (j = 0; j < ei->num_change_pages; j++)
2892 if (!ei->change_page[j].can_change_or_has_action)
2895 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
2897 int trigger_element = ei->change_page[j].trigger_element;
2899 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2901 if (ei->change_page[j].has_event[k])
2903 if (IS_GROUP_ELEMENT(trigger_element))
2905 struct ElementGroupInfo *group =
2906 element_info[trigger_element].group;
2908 for (l = 0; l < group->num_elements_resolved; l++)
2909 trigger_events[group->element_resolved[l]][k] = TRUE;
2911 else if (trigger_element == EL_ANY_ELEMENT)
2912 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
2913 trigger_events[l][k] = TRUE;
2915 trigger_events[trigger_element][k] = TRUE;
2922 /* ---------- initialize push delay -------------------------------------- */
2924 /* initialize push delay values to default */
2925 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2927 if (!IS_CUSTOM_ELEMENT(i))
2929 /* set default push delay values (corrected since version 3.0.7-1) */
2930 if (game.engine_version < VERSION_IDENT(3,0,7,1))
2932 element_info[i].push_delay_fixed = 2;
2933 element_info[i].push_delay_random = 8;
2937 element_info[i].push_delay_fixed = 8;
2938 element_info[i].push_delay_random = 8;
2943 /* set push delay value for certain elements from pre-defined list */
2944 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
2946 int e = push_delay_list[i].element;
2948 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
2949 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
2952 /* set push delay value for Supaplex elements for newer engine versions */
2953 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2955 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2957 if (IS_SP_ELEMENT(i))
2959 /* set SP push delay to just enough to push under a falling zonk */
2960 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
2962 element_info[i].push_delay_fixed = delay;
2963 element_info[i].push_delay_random = 0;
2968 /* ---------- initialize move stepsize ----------------------------------- */
2970 /* initialize move stepsize values to default */
2971 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2972 if (!IS_CUSTOM_ELEMENT(i))
2973 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
2975 /* set move stepsize value for certain elements from pre-defined list */
2976 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
2978 int e = move_stepsize_list[i].element;
2980 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
2983 /* ---------- initialize collect score ----------------------------------- */
2985 /* initialize collect score values for custom elements from initial value */
2986 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2987 if (IS_CUSTOM_ELEMENT(i))
2988 element_info[i].collect_score = element_info[i].collect_score_initial;
2990 /* ---------- initialize collect count ----------------------------------- */
2992 /* initialize collect count values for non-custom elements */
2993 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2994 if (!IS_CUSTOM_ELEMENT(i))
2995 element_info[i].collect_count_initial = 0;
2997 /* add collect count values for all elements from pre-defined list */
2998 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
2999 element_info[collect_count_list[i].element].collect_count_initial =
3000 collect_count_list[i].count;
3002 /* ---------- initialize access direction -------------------------------- */
3004 /* initialize access direction values to default (access from every side) */
3005 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3006 if (!IS_CUSTOM_ELEMENT(i))
3007 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3009 /* set access direction value for certain elements from pre-defined list */
3010 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3011 element_info[access_direction_list[i].element].access_direction =
3012 access_direction_list[i].direction;
3014 /* ---------- initialize explosion content ------------------------------- */
3015 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3017 if (IS_CUSTOM_ELEMENT(i))
3020 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3022 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3024 element_info[i].content.e[x][y] =
3025 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3026 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3027 i == EL_PLAYER_3 ? EL_EMERALD :
3028 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3029 i == EL_MOLE ? EL_EMERALD_RED :
3030 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3031 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3032 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3033 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3034 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3035 i == EL_WALL_EMERALD ? EL_EMERALD :
3036 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3037 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3038 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3039 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3040 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3041 i == EL_WALL_PEARL ? EL_PEARL :
3042 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3047 /* ---------- initialize recursion detection ------------------------------ */
3048 recursion_loop_depth = 0;
3049 recursion_loop_detected = FALSE;
3050 recursion_loop_element = EL_UNDEFINED;
3052 /* ---------- initialize graphics engine ---------------------------------- */
3053 game.scroll_delay_value =
3054 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3055 setup.scroll_delay ? setup.scroll_delay_value : 0);
3056 game.scroll_delay_value =
3057 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3059 /* ---------- initialize game engine snapshots ---------------------------- */
3060 for (i = 0; i < MAX_PLAYERS; i++)
3061 game.snapshot.last_action[i] = 0;
3062 game.snapshot.changed_action = FALSE;
3063 game.snapshot.collected_item = FALSE;
3064 game.snapshot.mode =
3065 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3066 SNAPSHOT_MODE_EVERY_STEP :
3067 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3068 SNAPSHOT_MODE_EVERY_MOVE :
3069 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3070 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3071 game.snapshot.save_snapshot = FALSE;
3073 /* ---------- initialize level time for Supaplex engine ------------------- */
3074 /* Supaplex levels with time limit currently unsupported -- should be added */
3075 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3079 int get_num_special_action(int element, int action_first, int action_last)
3081 int num_special_action = 0;
3084 for (i = action_first; i <= action_last; i++)
3086 boolean found = FALSE;
3088 for (j = 0; j < NUM_DIRECTIONS; j++)
3089 if (el_act_dir2img(element, i, j) !=
3090 el_act_dir2img(element, ACTION_DEFAULT, j))
3094 num_special_action++;
3099 return num_special_action;
3104 =============================================================================
3106 -----------------------------------------------------------------------------
3107 initialize and start new game
3108 =============================================================================
3113 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3114 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3115 int fade_mask = REDRAW_FIELD;
3117 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3118 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3119 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3120 int initial_move_dir = MV_DOWN;
3123 // required here to update video display before fading (FIX THIS)
3124 DrawMaskedBorder(REDRAW_DOOR_2);
3126 if (!game.restart_level)
3127 CloseDoor(DOOR_CLOSE_1);
3129 SetGameStatus(GAME_MODE_PLAYING);
3131 if (level_editor_test_game)
3132 FadeSkipNextFadeIn();
3134 FadeSetEnterScreen();
3136 if (CheckIfGlobalBorderHasChanged())
3137 fade_mask = REDRAW_ALL;
3139 FadeLevelSoundsAndMusic();
3141 ExpireSoundLoops(TRUE);
3145 /* needed if different viewport properties defined for playing */
3146 ChangeViewportPropertiesIfNeeded();
3150 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3152 DrawCompleteVideoDisplay();
3155 InitGameControlValues();
3157 /* don't play tapes over network */
3158 network_playing = (options.network && !tape.playing);
3160 for (i = 0; i < MAX_PLAYERS; i++)
3162 struct PlayerInfo *player = &stored_player[i];
3164 player->index_nr = i;
3165 player->index_bit = (1 << i);
3166 player->element_nr = EL_PLAYER_1 + i;
3168 player->present = FALSE;
3169 player->active = FALSE;
3170 player->mapped = FALSE;
3172 player->killed = FALSE;
3173 player->reanimated = FALSE;
3176 player->effective_action = 0;
3177 player->programmed_action = 0;
3180 player->score_final = 0;
3182 player->gems_still_needed = level.gems_needed;
3183 player->sokobanfields_still_needed = 0;
3184 player->lights_still_needed = 0;
3185 player->friends_still_needed = 0;
3187 for (j = 0; j < MAX_NUM_KEYS; j++)
3188 player->key[j] = FALSE;
3190 player->num_white_keys = 0;
3192 player->dynabomb_count = 0;
3193 player->dynabomb_size = 1;
3194 player->dynabombs_left = 0;
3195 player->dynabomb_xl = FALSE;
3197 player->MovDir = initial_move_dir;
3200 player->GfxDir = initial_move_dir;
3201 player->GfxAction = ACTION_DEFAULT;
3203 player->StepFrame = 0;
3205 player->initial_element = player->element_nr;
3206 player->artwork_element =
3207 (level.use_artwork_element[i] ? level.artwork_element[i] :
3208 player->element_nr);
3209 player->use_murphy = FALSE;
3211 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3212 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3214 player->gravity = level.initial_player_gravity[i];
3216 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3218 player->actual_frame_counter = 0;
3220 player->step_counter = 0;
3222 player->last_move_dir = initial_move_dir;
3224 player->is_active = FALSE;
3226 player->is_waiting = FALSE;
3227 player->is_moving = FALSE;
3228 player->is_auto_moving = FALSE;
3229 player->is_digging = FALSE;
3230 player->is_snapping = FALSE;
3231 player->is_collecting = FALSE;
3232 player->is_pushing = FALSE;
3233 player->is_switching = FALSE;
3234 player->is_dropping = FALSE;
3235 player->is_dropping_pressed = FALSE;
3237 player->is_bored = FALSE;
3238 player->is_sleeping = FALSE;
3240 player->was_waiting = TRUE;
3241 player->was_moving = FALSE;
3242 player->was_snapping = FALSE;
3243 player->was_dropping = FALSE;
3245 player->force_dropping = FALSE;
3247 player->frame_counter_bored = -1;
3248 player->frame_counter_sleeping = -1;
3250 player->anim_delay_counter = 0;
3251 player->post_delay_counter = 0;
3253 player->dir_waiting = initial_move_dir;
3254 player->action_waiting = ACTION_DEFAULT;
3255 player->last_action_waiting = ACTION_DEFAULT;
3256 player->special_action_bored = ACTION_DEFAULT;
3257 player->special_action_sleeping = ACTION_DEFAULT;
3259 player->switch_x = -1;
3260 player->switch_y = -1;
3262 player->drop_x = -1;
3263 player->drop_y = -1;
3265 player->show_envelope = 0;
3267 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3269 player->push_delay = -1; /* initialized when pushing starts */
3270 player->push_delay_value = game.initial_push_delay_value;
3272 player->drop_delay = 0;
3273 player->drop_pressed_delay = 0;
3275 player->last_jx = -1;
3276 player->last_jy = -1;
3280 player->shield_normal_time_left = 0;
3281 player->shield_deadly_time_left = 0;
3283 player->inventory_infinite_element = EL_UNDEFINED;
3284 player->inventory_size = 0;
3286 if (level.use_initial_inventory[i])
3288 for (j = 0; j < level.initial_inventory_size[i]; j++)
3290 int element = level.initial_inventory_content[i][j];
3291 int collect_count = element_info[element].collect_count_initial;
3294 if (!IS_CUSTOM_ELEMENT(element))
3297 if (collect_count == 0)
3298 player->inventory_infinite_element = element;
3300 for (k = 0; k < collect_count; k++)
3301 if (player->inventory_size < MAX_INVENTORY_SIZE)
3302 player->inventory_element[player->inventory_size++] = element;
3306 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3307 SnapField(player, 0, 0);
3309 player->LevelSolved = FALSE;
3310 player->GameOver = FALSE;
3312 player->LevelSolved_GameWon = FALSE;
3313 player->LevelSolved_GameEnd = FALSE;
3314 player->LevelSolved_PanelOff = FALSE;
3315 player->LevelSolved_SaveTape = FALSE;
3316 player->LevelSolved_SaveScore = FALSE;
3317 player->LevelSolved_CountingTime = 0;
3318 player->LevelSolved_CountingScore = 0;
3320 map_player_action[i] = i;
3323 network_player_action_received = FALSE;
3325 #if defined(NETWORK_AVALIABLE)
3326 /* initial null action */
3327 if (network_playing)
3328 SendToServer_MovePlayer(MV_NONE);
3337 TimeLeft = level.time;
3340 ScreenMovDir = MV_NONE;
3344 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3346 AllPlayersGone = FALSE;
3348 game.no_time_limit = (level.time == 0);
3350 game.yamyam_content_nr = 0;
3351 game.robot_wheel_active = FALSE;
3352 game.magic_wall_active = FALSE;
3353 game.magic_wall_time_left = 0;
3354 game.light_time_left = 0;
3355 game.timegate_time_left = 0;
3356 game.switchgate_pos = 0;
3357 game.wind_direction = level.wind_direction_initial;
3359 game.lenses_time_left = 0;
3360 game.magnify_time_left = 0;
3362 game.ball_state = level.ball_state_initial;
3363 game.ball_content_nr = 0;
3365 game.envelope_active = FALSE;
3367 /* set focus to local player for network games, else to all players */
3368 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3369 game.centered_player_nr_next = game.centered_player_nr;
3370 game.set_centered_player = FALSE;
3372 if (network_playing && tape.recording)
3374 /* store client dependent player focus when recording network games */
3375 tape.centered_player_nr_next = game.centered_player_nr_next;
3376 tape.set_centered_player = TRUE;
3379 for (i = 0; i < NUM_BELTS; i++)
3381 game.belt_dir[i] = MV_NONE;
3382 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3385 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3386 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3388 #if DEBUG_INIT_PLAYER
3391 printf("Player status at level initialization:\n");
3395 SCAN_PLAYFIELD(x, y)
3397 Feld[x][y] = level.field[x][y];
3398 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3399 ChangeDelay[x][y] = 0;
3400 ChangePage[x][y] = -1;
3401 CustomValue[x][y] = 0; /* initialized in InitField() */
3402 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3404 WasJustMoving[x][y] = 0;
3405 WasJustFalling[x][y] = 0;
3406 CheckCollision[x][y] = 0;
3407 CheckImpact[x][y] = 0;
3409 Pushed[x][y] = FALSE;
3411 ChangeCount[x][y] = 0;
3412 ChangeEvent[x][y] = -1;
3414 ExplodePhase[x][y] = 0;
3415 ExplodeDelay[x][y] = 0;
3416 ExplodeField[x][y] = EX_TYPE_NONE;
3418 RunnerVisit[x][y] = 0;
3419 PlayerVisit[x][y] = 0;
3422 GfxRandom[x][y] = INIT_GFX_RANDOM();
3423 GfxElement[x][y] = EL_UNDEFINED;
3424 GfxAction[x][y] = ACTION_DEFAULT;
3425 GfxDir[x][y] = MV_NONE;
3426 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3429 SCAN_PLAYFIELD(x, y)
3431 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3433 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3435 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3438 InitField(x, y, TRUE);
3440 ResetGfxAnimation(x, y);
3445 for (i = 0; i < MAX_PLAYERS; i++)
3447 struct PlayerInfo *player = &stored_player[i];
3449 /* set number of special actions for bored and sleeping animation */
3450 player->num_special_action_bored =
3451 get_num_special_action(player->artwork_element,
3452 ACTION_BORING_1, ACTION_BORING_LAST);
3453 player->num_special_action_sleeping =
3454 get_num_special_action(player->artwork_element,
3455 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3458 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3459 emulate_sb ? EMU_SOKOBAN :
3460 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3462 /* initialize type of slippery elements */
3463 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3465 if (!IS_CUSTOM_ELEMENT(i))
3467 /* default: elements slip down either to the left or right randomly */
3468 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3470 /* SP style elements prefer to slip down on the left side */
3471 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3472 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3474 /* BD style elements prefer to slip down on the left side */
3475 if (game.emulation == EMU_BOULDERDASH)
3476 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3480 /* initialize explosion and ignition delay */
3481 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3483 if (!IS_CUSTOM_ELEMENT(i))
3486 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3487 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3488 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3489 int last_phase = (num_phase + 1) * delay;
3490 int half_phase = (num_phase / 2) * delay;
3492 element_info[i].explosion_delay = last_phase - 1;
3493 element_info[i].ignition_delay = half_phase;
3495 if (i == EL_BLACK_ORB)
3496 element_info[i].ignition_delay = 1;
3500 /* correct non-moving belts to start moving left */
3501 for (i = 0; i < NUM_BELTS; i++)
3502 if (game.belt_dir[i] == MV_NONE)
3503 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3505 #if USE_NEW_PLAYER_ASSIGNMENTS
3506 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3507 /* choose default local player */
3508 local_player = &stored_player[0];
3510 for (i = 0; i < MAX_PLAYERS; i++)
3511 stored_player[i].connected = FALSE;
3513 local_player->connected = TRUE;
3514 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3518 for (i = 0; i < MAX_PLAYERS; i++)
3519 stored_player[i].connected = tape.player_participates[i];
3521 else if (game.team_mode && !options.network)
3523 /* try to guess locally connected team mode players (needed for correct
3524 assignment of player figures from level to locally playing players) */
3526 for (i = 0; i < MAX_PLAYERS; i++)
3527 if (setup.input[i].use_joystick ||
3528 setup.input[i].key.left != KSYM_UNDEFINED)
3529 stored_player[i].connected = TRUE;
3532 #if DEBUG_INIT_PLAYER
3535 printf("Player status after level initialization:\n");
3537 for (i = 0; i < MAX_PLAYERS; i++)
3539 struct PlayerInfo *player = &stored_player[i];
3541 printf("- player %d: present == %d, connected == %d, active == %d",
3547 if (local_player == player)
3548 printf(" (local player)");
3555 #if DEBUG_INIT_PLAYER
3557 printf("Reassigning players ...\n");
3560 /* check if any connected player was not found in playfield */
3561 for (i = 0; i < MAX_PLAYERS; i++)
3563 struct PlayerInfo *player = &stored_player[i];
3565 if (player->connected && !player->present)
3567 struct PlayerInfo *field_player = NULL;
3569 #if DEBUG_INIT_PLAYER
3571 printf("- looking for field player for player %d ...\n", i + 1);
3574 /* assign first free player found that is present in the playfield */
3576 /* first try: look for unmapped playfield player that is not connected */
3577 for (j = 0; j < MAX_PLAYERS; j++)
3578 if (field_player == NULL &&
3579 stored_player[j].present &&
3580 !stored_player[j].mapped &&
3581 !stored_player[j].connected)
3582 field_player = &stored_player[j];
3584 /* second try: look for *any* unmapped playfield player */
3585 for (j = 0; j < MAX_PLAYERS; j++)
3586 if (field_player == NULL &&
3587 stored_player[j].present &&
3588 !stored_player[j].mapped)
3589 field_player = &stored_player[j];
3591 if (field_player != NULL)
3593 int jx = field_player->jx, jy = field_player->jy;
3595 #if DEBUG_INIT_PLAYER
3597 printf("- found player %d\n", field_player->index_nr + 1);
3600 player->present = FALSE;
3601 player->active = FALSE;
3603 field_player->present = TRUE;
3604 field_player->active = TRUE;
3607 player->initial_element = field_player->initial_element;
3608 player->artwork_element = field_player->artwork_element;
3610 player->block_last_field = field_player->block_last_field;
3611 player->block_delay_adjustment = field_player->block_delay_adjustment;
3614 StorePlayer[jx][jy] = field_player->element_nr;
3616 field_player->jx = field_player->last_jx = jx;
3617 field_player->jy = field_player->last_jy = jy;
3619 if (local_player == player)
3620 local_player = field_player;
3622 map_player_action[field_player->index_nr] = i;
3624 field_player->mapped = TRUE;
3626 #if DEBUG_INIT_PLAYER
3628 printf("- map_player_action[%d] == %d\n",
3629 field_player->index_nr + 1, i + 1);
3634 if (player->connected && player->present)
3635 player->mapped = TRUE;
3638 #if DEBUG_INIT_PLAYER
3641 printf("Player status after player assignment (first stage):\n");
3643 for (i = 0; i < MAX_PLAYERS; i++)
3645 struct PlayerInfo *player = &stored_player[i];
3647 printf("- player %d: present == %d, connected == %d, active == %d",
3653 if (local_player == player)
3654 printf(" (local player)");
3663 /* check if any connected player was not found in playfield */
3664 for (i = 0; i < MAX_PLAYERS; i++)
3666 struct PlayerInfo *player = &stored_player[i];
3668 if (player->connected && !player->present)
3670 for (j = 0; j < MAX_PLAYERS; j++)
3672 struct PlayerInfo *field_player = &stored_player[j];
3673 int jx = field_player->jx, jy = field_player->jy;
3675 /* assign first free player found that is present in the playfield */
3676 if (field_player->present && !field_player->connected)
3678 player->present = TRUE;
3679 player->active = TRUE;
3681 field_player->present = FALSE;
3682 field_player->active = FALSE;
3684 player->initial_element = field_player->initial_element;
3685 player->artwork_element = field_player->artwork_element;
3687 player->block_last_field = field_player->block_last_field;
3688 player->block_delay_adjustment = field_player->block_delay_adjustment;
3690 StorePlayer[jx][jy] = player->element_nr;
3692 player->jx = player->last_jx = jx;
3693 player->jy = player->last_jy = jy;
3703 printf("::: local_player->present == %d\n", local_player->present);
3708 /* when playing a tape, eliminate all players who do not participate */
3710 #if USE_NEW_PLAYER_ASSIGNMENTS
3712 if (!game.team_mode)
3714 for (i = 0; i < MAX_PLAYERS; i++)
3716 if (stored_player[i].active &&
3717 !tape.player_participates[map_player_action[i]])
3719 struct PlayerInfo *player = &stored_player[i];
3720 int jx = player->jx, jy = player->jy;
3722 #if DEBUG_INIT_PLAYER
3724 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3727 player->active = FALSE;
3728 StorePlayer[jx][jy] = 0;
3729 Feld[jx][jy] = EL_EMPTY;
3736 for (i = 0; i < MAX_PLAYERS; i++)
3738 if (stored_player[i].active &&
3739 !tape.player_participates[i])
3741 struct PlayerInfo *player = &stored_player[i];
3742 int jx = player->jx, jy = player->jy;
3744 player->active = FALSE;
3745 StorePlayer[jx][jy] = 0;
3746 Feld[jx][jy] = EL_EMPTY;
3751 else if (!options.network && !game.team_mode) /* && !tape.playing */
3753 /* when in single player mode, eliminate all but the first active player */
3755 for (i = 0; i < MAX_PLAYERS; i++)
3757 if (stored_player[i].active)
3759 for (j = i + 1; j < MAX_PLAYERS; j++)
3761 if (stored_player[j].active)
3763 struct PlayerInfo *player = &stored_player[j];
3764 int jx = player->jx, jy = player->jy;
3766 player->active = FALSE;
3767 player->present = FALSE;
3769 StorePlayer[jx][jy] = 0;
3770 Feld[jx][jy] = EL_EMPTY;
3777 /* when recording the game, store which players take part in the game */
3780 #if USE_NEW_PLAYER_ASSIGNMENTS
3781 for (i = 0; i < MAX_PLAYERS; i++)
3782 if (stored_player[i].connected)
3783 tape.player_participates[i] = TRUE;
3785 for (i = 0; i < MAX_PLAYERS; i++)
3786 if (stored_player[i].active)
3787 tape.player_participates[i] = TRUE;
3791 #if DEBUG_INIT_PLAYER
3794 printf("Player status after player assignment (final stage):\n");
3796 for (i = 0; i < MAX_PLAYERS; i++)
3798 struct PlayerInfo *player = &stored_player[i];
3800 printf("- player %d: present == %d, connected == %d, active == %d",
3806 if (local_player == player)
3807 printf(" (local player)");
3814 if (BorderElement == EL_EMPTY)
3817 SBX_Right = lev_fieldx - SCR_FIELDX;
3819 SBY_Lower = lev_fieldy - SCR_FIELDY;
3824 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3826 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3829 if (full_lev_fieldx <= SCR_FIELDX)
3830 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3831 if (full_lev_fieldy <= SCR_FIELDY)
3832 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3834 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
3836 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
3839 /* if local player not found, look for custom element that might create
3840 the player (make some assumptions about the right custom element) */
3841 if (!local_player->present)
3843 int start_x = 0, start_y = 0;
3844 int found_rating = 0;
3845 int found_element = EL_UNDEFINED;
3846 int player_nr = local_player->index_nr;
3848 SCAN_PLAYFIELD(x, y)
3850 int element = Feld[x][y];
3855 if (level.use_start_element[player_nr] &&
3856 level.start_element[player_nr] == element &&
3863 found_element = element;
3866 if (!IS_CUSTOM_ELEMENT(element))
3869 if (CAN_CHANGE(element))
3871 for (i = 0; i < element_info[element].num_change_pages; i++)
3873 /* check for player created from custom element as single target */
3874 content = element_info[element].change_page[i].target_element;
3875 is_player = ELEM_IS_PLAYER(content);
3877 if (is_player && (found_rating < 3 ||
3878 (found_rating == 3 && element < found_element)))
3884 found_element = element;
3889 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
3891 /* check for player created from custom element as explosion content */
3892 content = element_info[element].content.e[xx][yy];
3893 is_player = ELEM_IS_PLAYER(content);
3895 if (is_player && (found_rating < 2 ||
3896 (found_rating == 2 && element < found_element)))
3898 start_x = x + xx - 1;
3899 start_y = y + yy - 1;
3902 found_element = element;
3905 if (!CAN_CHANGE(element))
3908 for (i = 0; i < element_info[element].num_change_pages; i++)
3910 /* check for player created from custom element as extended target */
3912 element_info[element].change_page[i].target_content.e[xx][yy];
3914 is_player = ELEM_IS_PLAYER(content);
3916 if (is_player && (found_rating < 1 ||
3917 (found_rating == 1 && element < found_element)))
3919 start_x = x + xx - 1;
3920 start_y = y + yy - 1;
3923 found_element = element;
3929 scroll_x = SCROLL_POSITION_X(start_x);
3930 scroll_y = SCROLL_POSITION_Y(start_y);
3934 scroll_x = SCROLL_POSITION_X(local_player->jx);
3935 scroll_y = SCROLL_POSITION_Y(local_player->jy);
3938 /* !!! FIX THIS (START) !!! */
3939 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3941 InitGameEngine_EM();
3943 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3945 InitGameEngine_SP();
3947 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
3949 InitGameEngine_MM();
3953 DrawLevel(REDRAW_FIELD);
3956 /* after drawing the level, correct some elements */
3957 if (game.timegate_time_left == 0)
3958 CloseAllOpenTimegates();
3961 /* blit playfield from scroll buffer to normal back buffer for fading in */
3962 BlitScreenToBitmap(backbuffer);
3963 /* !!! FIX THIS (END) !!! */
3965 DrawMaskedBorder(fade_mask);
3970 // full screen redraw is required at this point in the following cases:
3971 // - special editor door undrawn when game was started from level editor
3972 // - drawing area (playfield) was changed and has to be removed completely
3973 redraw_mask = REDRAW_ALL;
3977 if (!game.restart_level)
3979 /* copy default game door content to main double buffer */
3981 /* !!! CHECK AGAIN !!! */
3982 SetPanelBackground();
3983 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
3984 DrawBackground(DX, DY, DXSIZE, DYSIZE);
3987 SetPanelBackground();
3988 SetDrawBackgroundMask(REDRAW_DOOR_1);
3990 UpdateAndDisplayGameControlValues();
3992 if (!game.restart_level)
3998 CreateGameButtons();
4000 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
4001 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
4002 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
4007 /* copy actual game door content to door double buffer for OpenDoor() */
4008 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4010 OpenDoor(DOOR_OPEN_ALL);
4012 PlaySound(SND_GAME_STARTING);
4014 if (setup.sound_music)
4017 KeyboardAutoRepeatOffUnlessAutoplay();
4019 #if DEBUG_INIT_PLAYER
4022 printf("Player status (final):\n");
4024 for (i = 0; i < MAX_PLAYERS; i++)
4026 struct PlayerInfo *player = &stored_player[i];
4028 printf("- player %d: present == %d, connected == %d, active == %d",
4034 if (local_player == player)
4035 printf(" (local player)");
4048 if (!game.restart_level && !tape.playing)
4050 LevelStats_incPlayed(level_nr);
4052 SaveLevelSetup_SeriesInfo();
4055 game.restart_level = FALSE;
4057 SaveEngineSnapshotToListInitial();
4060 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4061 int actual_player_x, int actual_player_y)
4063 /* this is used for non-R'n'D game engines to update certain engine values */
4065 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4067 actual_player_x = correctLevelPosX_EM(actual_player_x);
4068 actual_player_y = correctLevelPosY_EM(actual_player_y);
4071 /* needed to determine if sounds are played within the visible screen area */
4072 scroll_x = actual_scroll_x;
4073 scroll_y = actual_scroll_y;
4075 /* needed to get player position for "follow finger" playing input method */
4076 local_player->jx = actual_player_x;
4077 local_player->jy = actual_player_y;
4080 void InitMovDir(int x, int y)
4082 int i, element = Feld[x][y];
4083 static int xy[4][2] =
4090 static int direction[3][4] =
4092 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4093 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4094 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4103 Feld[x][y] = EL_BUG;
4104 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4107 case EL_SPACESHIP_RIGHT:
4108 case EL_SPACESHIP_UP:
4109 case EL_SPACESHIP_LEFT:
4110 case EL_SPACESHIP_DOWN:
4111 Feld[x][y] = EL_SPACESHIP;
4112 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4115 case EL_BD_BUTTERFLY_RIGHT:
4116 case EL_BD_BUTTERFLY_UP:
4117 case EL_BD_BUTTERFLY_LEFT:
4118 case EL_BD_BUTTERFLY_DOWN:
4119 Feld[x][y] = EL_BD_BUTTERFLY;
4120 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4123 case EL_BD_FIREFLY_RIGHT:
4124 case EL_BD_FIREFLY_UP:
4125 case EL_BD_FIREFLY_LEFT:
4126 case EL_BD_FIREFLY_DOWN:
4127 Feld[x][y] = EL_BD_FIREFLY;
4128 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4131 case EL_PACMAN_RIGHT:
4133 case EL_PACMAN_LEFT:
4134 case EL_PACMAN_DOWN:
4135 Feld[x][y] = EL_PACMAN;
4136 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4139 case EL_YAMYAM_LEFT:
4140 case EL_YAMYAM_RIGHT:
4142 case EL_YAMYAM_DOWN:
4143 Feld[x][y] = EL_YAMYAM;
4144 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4147 case EL_SP_SNIKSNAK:
4148 MovDir[x][y] = MV_UP;
4151 case EL_SP_ELECTRON:
4152 MovDir[x][y] = MV_LEFT;
4159 Feld[x][y] = EL_MOLE;
4160 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4164 if (IS_CUSTOM_ELEMENT(element))
4166 struct ElementInfo *ei = &element_info[element];
4167 int move_direction_initial = ei->move_direction_initial;
4168 int move_pattern = ei->move_pattern;
4170 if (move_direction_initial == MV_START_PREVIOUS)
4172 if (MovDir[x][y] != MV_NONE)
4175 move_direction_initial = MV_START_AUTOMATIC;
4178 if (move_direction_initial == MV_START_RANDOM)
4179 MovDir[x][y] = 1 << RND(4);
4180 else if (move_direction_initial & MV_ANY_DIRECTION)
4181 MovDir[x][y] = move_direction_initial;
4182 else if (move_pattern == MV_ALL_DIRECTIONS ||
4183 move_pattern == MV_TURNING_LEFT ||
4184 move_pattern == MV_TURNING_RIGHT ||
4185 move_pattern == MV_TURNING_LEFT_RIGHT ||
4186 move_pattern == MV_TURNING_RIGHT_LEFT ||
4187 move_pattern == MV_TURNING_RANDOM)
4188 MovDir[x][y] = 1 << RND(4);
4189 else if (move_pattern == MV_HORIZONTAL)
4190 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4191 else if (move_pattern == MV_VERTICAL)
4192 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4193 else if (move_pattern & MV_ANY_DIRECTION)
4194 MovDir[x][y] = element_info[element].move_pattern;
4195 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4196 move_pattern == MV_ALONG_RIGHT_SIDE)
4198 /* use random direction as default start direction */
4199 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4200 MovDir[x][y] = 1 << RND(4);
4202 for (i = 0; i < NUM_DIRECTIONS; i++)
4204 int x1 = x + xy[i][0];
4205 int y1 = y + xy[i][1];
4207 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4209 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4210 MovDir[x][y] = direction[0][i];
4212 MovDir[x][y] = direction[1][i];
4221 MovDir[x][y] = 1 << RND(4);
4223 if (element != EL_BUG &&
4224 element != EL_SPACESHIP &&
4225 element != EL_BD_BUTTERFLY &&
4226 element != EL_BD_FIREFLY)
4229 for (i = 0; i < NUM_DIRECTIONS; i++)
4231 int x1 = x + xy[i][0];
4232 int y1 = y + xy[i][1];
4234 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4236 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4238 MovDir[x][y] = direction[0][i];
4241 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4242 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4244 MovDir[x][y] = direction[1][i];
4253 GfxDir[x][y] = MovDir[x][y];
4256 void InitAmoebaNr(int x, int y)
4259 int group_nr = AmoebeNachbarNr(x, y);
4263 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4265 if (AmoebaCnt[i] == 0)
4273 AmoebaNr[x][y] = group_nr;
4274 AmoebaCnt[group_nr]++;
4275 AmoebaCnt2[group_nr]++;
4278 static void PlayerWins(struct PlayerInfo *player)
4280 player->LevelSolved = TRUE;
4281 player->GameOver = TRUE;
4283 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4284 level.native_em_level->lev->score :
4285 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4289 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4291 player->LevelSolved_CountingScore = player->score_final;
4296 static int time, time_final;
4297 static int score, score_final;
4298 static int game_over_delay_1 = 0;
4299 static int game_over_delay_2 = 0;
4300 int game_over_delay_value_1 = 50;
4301 int game_over_delay_value_2 = 50;
4303 if (!local_player->LevelSolved_GameWon)
4307 /* do not start end game actions before the player stops moving (to exit) */
4308 if (local_player->MovPos)
4311 local_player->LevelSolved_GameWon = TRUE;
4312 local_player->LevelSolved_SaveTape = tape.recording;
4313 local_player->LevelSolved_SaveScore = !tape.playing;
4317 LevelStats_incSolved(level_nr);
4319 SaveLevelSetup_SeriesInfo();
4322 if (tape.auto_play) /* tape might already be stopped here */
4323 tape.auto_play_level_solved = TRUE;
4327 game_over_delay_1 = game_over_delay_value_1;
4328 game_over_delay_2 = game_over_delay_value_2;
4330 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4331 score = score_final = local_player->score_final;
4336 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4338 else if (game.no_time_limit && TimePlayed < 999)
4341 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4344 local_player->score_final = score_final;
4346 if (level_editor_test_game)
4349 score = score_final;
4351 local_player->LevelSolved_CountingTime = time;
4352 local_player->LevelSolved_CountingScore = score;
4354 game_panel_controls[GAME_PANEL_TIME].value = time;
4355 game_panel_controls[GAME_PANEL_SCORE].value = score;
4357 DisplayGameControlValues();
4360 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4362 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4364 /* close exit door after last player */
4365 if ((AllPlayersGone &&
4366 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4367 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4368 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4369 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4370 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4372 int element = Feld[ExitX][ExitY];
4374 Feld[ExitX][ExitY] =
4375 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4376 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4377 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4378 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4379 EL_EM_STEEL_EXIT_CLOSING);
4381 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4384 /* player disappears */
4385 DrawLevelField(ExitX, ExitY);
4388 for (i = 0; i < MAX_PLAYERS; i++)
4390 struct PlayerInfo *player = &stored_player[i];
4392 if (player->present)
4394 RemovePlayer(player);
4396 /* player disappears */
4397 DrawLevelField(player->jx, player->jy);
4402 PlaySound(SND_GAME_WINNING);
4405 if (game_over_delay_1 > 0)
4407 game_over_delay_1--;
4412 if (time != time_final)
4414 int time_to_go = ABS(time_final - time);
4415 int time_count_dir = (time < time_final ? +1 : -1);
4416 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4418 time += time_count_steps * time_count_dir;
4419 score += time_count_steps * level.score[SC_TIME_BONUS];
4421 local_player->LevelSolved_CountingTime = time;
4422 local_player->LevelSolved_CountingScore = score;
4424 game_panel_controls[GAME_PANEL_TIME].value = time;
4425 game_panel_controls[GAME_PANEL_SCORE].value = score;
4427 DisplayGameControlValues();
4429 if (time == time_final)
4430 StopSound(SND_GAME_LEVELTIME_BONUS);
4431 else if (setup.sound_loops)
4432 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4434 PlaySound(SND_GAME_LEVELTIME_BONUS);
4439 local_player->LevelSolved_PanelOff = TRUE;
4441 if (game_over_delay_2 > 0)
4443 game_over_delay_2--;
4454 boolean raise_level = FALSE;
4456 local_player->LevelSolved_GameEnd = TRUE;
4458 if (!global.use_envelope_request)
4459 CloseDoor(DOOR_CLOSE_1);
4461 if (local_player->LevelSolved_SaveTape)
4463 SaveTapeChecked(tape.level_nr); /* ask to save tape */
4466 CloseDoor(DOOR_CLOSE_ALL);
4468 if (level_editor_test_game)
4470 SetGameStatus(GAME_MODE_MAIN);
4477 if (!local_player->LevelSolved_SaveScore)
4479 SetGameStatus(GAME_MODE_MAIN);
4486 if (level_nr == leveldir_current->handicap_level)
4488 leveldir_current->handicap_level++;
4490 SaveLevelSetup_SeriesInfo();
4493 if (setup.increment_levels &&
4494 level_nr < leveldir_current->last_level)
4495 raise_level = TRUE; /* advance to next level */
4497 if ((hi_pos = NewHiScore()) >= 0)
4499 SetGameStatus(GAME_MODE_SCORES);
4501 DrawHallOfFame(hi_pos);
4511 SetGameStatus(GAME_MODE_MAIN);
4527 boolean one_score_entry_per_name = !program.many_scores_per_name;
4529 LoadScore(level_nr);
4531 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4532 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4535 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4537 if (local_player->score_final > highscore[k].Score)
4539 /* player has made it to the hall of fame */
4541 if (k < MAX_SCORE_ENTRIES - 1)
4543 int m = MAX_SCORE_ENTRIES - 1;
4545 if (one_score_entry_per_name)
4547 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4548 if (strEqual(setup.player_name, highscore[l].Name))
4551 if (m == k) /* player's new highscore overwrites his old one */
4555 for (l = m; l > k; l--)
4557 strcpy(highscore[l].Name, highscore[l - 1].Name);
4558 highscore[l].Score = highscore[l - 1].Score;
4564 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4565 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4566 highscore[k].Score = local_player->score_final;
4571 else if (one_score_entry_per_name &&
4572 !strncmp(setup.player_name, highscore[k].Name,
4573 MAX_PLAYER_NAME_LEN))
4574 break; /* player already there with a higher score */
4578 SaveScore(level_nr);
4583 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4585 int element = Feld[x][y];
4586 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4587 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4588 int horiz_move = (dx != 0);
4589 int sign = (horiz_move ? dx : dy);
4590 int step = sign * element_info[element].move_stepsize;
4592 /* special values for move stepsize for spring and things on conveyor belt */
4595 if (CAN_FALL(element) &&
4596 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4597 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4598 else if (element == EL_SPRING)
4599 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4605 inline static int getElementMoveStepsize(int x, int y)
4607 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4610 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4612 if (player->GfxAction != action || player->GfxDir != dir)
4614 player->GfxAction = action;
4615 player->GfxDir = dir;
4617 player->StepFrame = 0;
4621 static void ResetGfxFrame(int x, int y)
4623 // profiling showed that "autotest" spends 10~20% of its time in this function
4624 if (DrawingDeactivatedField())
4627 int element = Feld[x][y];
4628 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4630 if (graphic_info[graphic].anim_global_sync)
4631 GfxFrame[x][y] = FrameCounter;
4632 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4633 GfxFrame[x][y] = CustomValue[x][y];
4634 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4635 GfxFrame[x][y] = element_info[element].collect_score;
4636 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4637 GfxFrame[x][y] = ChangeDelay[x][y];
4640 static void ResetGfxAnimation(int x, int y)
4642 GfxAction[x][y] = ACTION_DEFAULT;
4643 GfxDir[x][y] = MovDir[x][y];
4646 ResetGfxFrame(x, y);
4649 static void ResetRandomAnimationValue(int x, int y)
4651 GfxRandom[x][y] = INIT_GFX_RANDOM();
4654 void InitMovingField(int x, int y, int direction)
4656 int element = Feld[x][y];
4657 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4658 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4661 boolean is_moving_before, is_moving_after;
4663 /* check if element was/is moving or being moved before/after mode change */
4664 is_moving_before = (WasJustMoving[x][y] != 0);
4665 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4667 /* reset animation only for moving elements which change direction of moving
4668 or which just started or stopped moving
4669 (else CEs with property "can move" / "not moving" are reset each frame) */
4670 if (is_moving_before != is_moving_after ||
4671 direction != MovDir[x][y])
4672 ResetGfxAnimation(x, y);
4674 MovDir[x][y] = direction;
4675 GfxDir[x][y] = direction;
4677 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4678 direction == MV_DOWN && CAN_FALL(element) ?
4679 ACTION_FALLING : ACTION_MOVING);
4681 /* this is needed for CEs with property "can move" / "not moving" */
4683 if (is_moving_after)
4685 if (Feld[newx][newy] == EL_EMPTY)
4686 Feld[newx][newy] = EL_BLOCKED;
4688 MovDir[newx][newy] = MovDir[x][y];
4690 CustomValue[newx][newy] = CustomValue[x][y];
4692 GfxFrame[newx][newy] = GfxFrame[x][y];
4693 GfxRandom[newx][newy] = GfxRandom[x][y];
4694 GfxAction[newx][newy] = GfxAction[x][y];
4695 GfxDir[newx][newy] = GfxDir[x][y];
4699 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4701 int direction = MovDir[x][y];
4702 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4703 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4709 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4711 int oldx = x, oldy = y;
4712 int direction = MovDir[x][y];
4714 if (direction == MV_LEFT)
4716 else if (direction == MV_RIGHT)
4718 else if (direction == MV_UP)
4720 else if (direction == MV_DOWN)
4723 *comes_from_x = oldx;
4724 *comes_from_y = oldy;
4727 int MovingOrBlocked2Element(int x, int y)
4729 int element = Feld[x][y];
4731 if (element == EL_BLOCKED)
4735 Blocked2Moving(x, y, &oldx, &oldy);
4736 return Feld[oldx][oldy];
4742 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4744 /* like MovingOrBlocked2Element(), but if element is moving
4745 and (x,y) is the field the moving element is just leaving,
4746 return EL_BLOCKED instead of the element value */
4747 int element = Feld[x][y];
4749 if (IS_MOVING(x, y))
4751 if (element == EL_BLOCKED)
4755 Blocked2Moving(x, y, &oldx, &oldy);
4756 return Feld[oldx][oldy];
4765 static void RemoveField(int x, int y)
4767 Feld[x][y] = EL_EMPTY;
4773 CustomValue[x][y] = 0;
4776 ChangeDelay[x][y] = 0;
4777 ChangePage[x][y] = -1;
4778 Pushed[x][y] = FALSE;
4780 GfxElement[x][y] = EL_UNDEFINED;
4781 GfxAction[x][y] = ACTION_DEFAULT;
4782 GfxDir[x][y] = MV_NONE;
4785 void RemoveMovingField(int x, int y)
4787 int oldx = x, oldy = y, newx = x, newy = y;
4788 int element = Feld[x][y];
4789 int next_element = EL_UNDEFINED;
4791 if (element != EL_BLOCKED && !IS_MOVING(x, y))
4794 if (IS_MOVING(x, y))
4796 Moving2Blocked(x, y, &newx, &newy);
4798 if (Feld[newx][newy] != EL_BLOCKED)
4800 /* element is moving, but target field is not free (blocked), but
4801 already occupied by something different (example: acid pool);
4802 in this case, only remove the moving field, but not the target */
4804 RemoveField(oldx, oldy);
4806 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4808 TEST_DrawLevelField(oldx, oldy);
4813 else if (element == EL_BLOCKED)
4815 Blocked2Moving(x, y, &oldx, &oldy);
4816 if (!IS_MOVING(oldx, oldy))
4820 if (element == EL_BLOCKED &&
4821 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
4822 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
4823 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
4824 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
4825 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
4826 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
4827 next_element = get_next_element(Feld[oldx][oldy]);
4829 RemoveField(oldx, oldy);
4830 RemoveField(newx, newy);
4832 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4834 if (next_element != EL_UNDEFINED)
4835 Feld[oldx][oldy] = next_element;
4837 TEST_DrawLevelField(oldx, oldy);
4838 TEST_DrawLevelField(newx, newy);
4841 void DrawDynamite(int x, int y)
4843 int sx = SCREENX(x), sy = SCREENY(y);
4844 int graphic = el2img(Feld[x][y]);
4847 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
4850 if (IS_WALKABLE_INSIDE(Back[x][y]))
4854 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
4855 else if (Store[x][y])
4856 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
4858 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4860 if (Back[x][y] || Store[x][y])
4861 DrawGraphicThruMask(sx, sy, graphic, frame);
4863 DrawGraphic(sx, sy, graphic, frame);
4866 void CheckDynamite(int x, int y)
4868 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
4872 if (MovDelay[x][y] != 0)
4875 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4881 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4886 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
4888 boolean num_checked_players = 0;
4891 for (i = 0; i < MAX_PLAYERS; i++)
4893 if (stored_player[i].active)
4895 int sx = stored_player[i].jx;
4896 int sy = stored_player[i].jy;
4898 if (num_checked_players == 0)
4905 *sx1 = MIN(*sx1, sx);
4906 *sy1 = MIN(*sy1, sy);
4907 *sx2 = MAX(*sx2, sx);
4908 *sy2 = MAX(*sy2, sy);
4911 num_checked_players++;
4916 static boolean checkIfAllPlayersFitToScreen_RND()
4918 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
4920 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4922 return (sx2 - sx1 < SCR_FIELDX &&
4923 sy2 - sy1 < SCR_FIELDY);
4926 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
4928 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
4930 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4932 *sx = (sx1 + sx2) / 2;
4933 *sy = (sy1 + sy2) / 2;
4936 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
4937 boolean center_screen, boolean quick_relocation)
4939 unsigned int frame_delay_value_old = GetVideoFrameDelay();
4940 boolean ffwd_delay = (tape.playing && tape.fast_forward);
4941 boolean no_delay = (tape.warp_forward);
4942 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
4943 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
4944 int new_scroll_x, new_scroll_y;
4946 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
4948 /* case 1: quick relocation inside visible screen (without scrolling) */
4955 if (!level.shifted_relocation || center_screen)
4957 /* relocation _with_ centering of screen */
4959 new_scroll_x = SCROLL_POSITION_X(x);
4960 new_scroll_y = SCROLL_POSITION_Y(y);
4964 /* relocation _without_ centering of screen */
4966 int center_scroll_x = SCROLL_POSITION_X(old_x);
4967 int center_scroll_y = SCROLL_POSITION_Y(old_y);
4968 int offset_x = x + (scroll_x - center_scroll_x);
4969 int offset_y = y + (scroll_y - center_scroll_y);
4971 /* for new screen position, apply previous offset to center position */
4972 new_scroll_x = SCROLL_POSITION_X(offset_x);
4973 new_scroll_y = SCROLL_POSITION_Y(offset_y);
4976 if (quick_relocation)
4978 /* case 2: quick relocation (redraw without visible scrolling) */
4980 scroll_x = new_scroll_x;
4981 scroll_y = new_scroll_y;
4988 /* case 3: visible relocation (with scrolling to new position) */
4990 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
4992 SetVideoFrameDelay(wait_delay_value);
4994 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
4997 int fx = FX, fy = FY;
4999 dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5000 dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5002 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5008 fx += dx * TILEX / 2;
5009 fy += dy * TILEY / 2;
5011 ScrollLevel(dx, dy);
5014 /* scroll in two steps of half tile size to make things smoother */
5015 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5017 /* scroll second step to align at full tile size */
5018 BlitScreenToBitmap(window);
5024 SetVideoFrameDelay(frame_delay_value_old);
5027 void RelocatePlayer(int jx, int jy, int el_player_raw)
5029 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5030 int player_nr = GET_PLAYER_NR(el_player);
5031 struct PlayerInfo *player = &stored_player[player_nr];
5032 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5033 boolean no_delay = (tape.warp_forward);
5034 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5035 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5036 int old_jx = player->jx;
5037 int old_jy = player->jy;
5038 int old_element = Feld[old_jx][old_jy];
5039 int element = Feld[jx][jy];
5040 boolean player_relocated = (old_jx != jx || old_jy != jy);
5042 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5043 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5044 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5045 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5046 int leave_side_horiz = move_dir_horiz;
5047 int leave_side_vert = move_dir_vert;
5048 int enter_side = enter_side_horiz | enter_side_vert;
5049 int leave_side = leave_side_horiz | leave_side_vert;
5051 if (player->GameOver) /* do not reanimate dead player */
5054 if (!player_relocated) /* no need to relocate the player */
5057 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5059 RemoveField(jx, jy); /* temporarily remove newly placed player */
5060 DrawLevelField(jx, jy);
5063 if (player->present)
5065 while (player->MovPos)
5067 ScrollPlayer(player, SCROLL_GO_ON);
5068 ScrollScreen(NULL, SCROLL_GO_ON);
5070 AdvanceFrameAndPlayerCounters(player->index_nr);
5074 BackToFront_WithFrameDelay(wait_delay_value);
5077 DrawPlayer(player); /* needed here only to cleanup last field */
5078 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5080 player->is_moving = FALSE;
5083 if (IS_CUSTOM_ELEMENT(old_element))
5084 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5086 player->index_bit, leave_side);
5088 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5090 player->index_bit, leave_side);
5092 Feld[jx][jy] = el_player;
5093 InitPlayerField(jx, jy, el_player, TRUE);
5095 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5096 possible that the relocation target field did not contain a player element,
5097 but a walkable element, to which the new player was relocated -- in this
5098 case, restore that (already initialized!) element on the player field */
5099 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5101 Feld[jx][jy] = element; /* restore previously existing element */
5104 /* only visually relocate centered player */
5105 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5106 FALSE, level.instant_relocation);
5108 TestIfPlayerTouchesBadThing(jx, jy);
5109 TestIfPlayerTouchesCustomElement(jx, jy);
5111 if (IS_CUSTOM_ELEMENT(element))
5112 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5113 player->index_bit, enter_side);
5115 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5116 player->index_bit, enter_side);
5118 if (player->is_switching)
5120 /* ensure that relocation while still switching an element does not cause
5121 a new element to be treated as also switched directly after relocation
5122 (this is important for teleporter switches that teleport the player to
5123 a place where another teleporter switch is in the same direction, which
5124 would then incorrectly be treated as immediately switched before the
5125 direction key that caused the switch was released) */
5127 player->switch_x += jx - old_jx;
5128 player->switch_y += jy - old_jy;
5132 void Explode(int ex, int ey, int phase, int mode)
5138 /* !!! eliminate this variable !!! */
5139 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5141 if (game.explosions_delayed)
5143 ExplodeField[ex][ey] = mode;
5147 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5149 int center_element = Feld[ex][ey];
5150 int artwork_element, explosion_element; /* set these values later */
5152 /* remove things displayed in background while burning dynamite */
5153 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5156 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5158 /* put moving element to center field (and let it explode there) */
5159 center_element = MovingOrBlocked2Element(ex, ey);
5160 RemoveMovingField(ex, ey);
5161 Feld[ex][ey] = center_element;
5164 /* now "center_element" is finally determined -- set related values now */
5165 artwork_element = center_element; /* for custom player artwork */
5166 explosion_element = center_element; /* for custom player artwork */
5168 if (IS_PLAYER(ex, ey))
5170 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5172 artwork_element = stored_player[player_nr].artwork_element;
5174 if (level.use_explosion_element[player_nr])
5176 explosion_element = level.explosion_element[player_nr];
5177 artwork_element = explosion_element;
5181 if (mode == EX_TYPE_NORMAL ||
5182 mode == EX_TYPE_CENTER ||
5183 mode == EX_TYPE_CROSS)
5184 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5186 last_phase = element_info[explosion_element].explosion_delay + 1;
5188 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5190 int xx = x - ex + 1;
5191 int yy = y - ey + 1;
5194 if (!IN_LEV_FIELD(x, y) ||
5195 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5196 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5199 element = Feld[x][y];
5201 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5203 element = MovingOrBlocked2Element(x, y);
5205 if (!IS_EXPLOSION_PROOF(element))
5206 RemoveMovingField(x, y);
5209 /* indestructible elements can only explode in center (but not flames) */
5210 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5211 mode == EX_TYPE_BORDER)) ||
5212 element == EL_FLAMES)
5215 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5216 behaviour, for example when touching a yamyam that explodes to rocks
5217 with active deadly shield, a rock is created under the player !!! */
5218 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5220 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5221 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5222 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5224 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5227 if (IS_ACTIVE_BOMB(element))
5229 /* re-activate things under the bomb like gate or penguin */
5230 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5237 /* save walkable background elements while explosion on same tile */
5238 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5239 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5240 Back[x][y] = element;
5242 /* ignite explodable elements reached by other explosion */
5243 if (element == EL_EXPLOSION)
5244 element = Store2[x][y];
5246 if (AmoebaNr[x][y] &&
5247 (element == EL_AMOEBA_FULL ||
5248 element == EL_BD_AMOEBA ||
5249 element == EL_AMOEBA_GROWING))
5251 AmoebaCnt[AmoebaNr[x][y]]--;
5252 AmoebaCnt2[AmoebaNr[x][y]]--;
5257 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5259 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5261 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5263 if (PLAYERINFO(ex, ey)->use_murphy)
5264 Store[x][y] = EL_EMPTY;
5267 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5268 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5269 else if (ELEM_IS_PLAYER(center_element))
5270 Store[x][y] = EL_EMPTY;
5271 else if (center_element == EL_YAMYAM)
5272 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5273 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5274 Store[x][y] = element_info[center_element].content.e[xx][yy];
5276 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5277 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5278 otherwise) -- FIX THIS !!! */
5279 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5280 Store[x][y] = element_info[element].content.e[1][1];
5282 else if (!CAN_EXPLODE(element))
5283 Store[x][y] = element_info[element].content.e[1][1];
5286 Store[x][y] = EL_EMPTY;
5288 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5289 center_element == EL_AMOEBA_TO_DIAMOND)
5290 Store2[x][y] = element;
5292 Feld[x][y] = EL_EXPLOSION;
5293 GfxElement[x][y] = artwork_element;
5295 ExplodePhase[x][y] = 1;
5296 ExplodeDelay[x][y] = last_phase;
5301 if (center_element == EL_YAMYAM)
5302 game.yamyam_content_nr =
5303 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5315 GfxFrame[x][y] = 0; /* restart explosion animation */
5317 last_phase = ExplodeDelay[x][y];
5319 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5321 /* this can happen if the player leaves an explosion just in time */
5322 if (GfxElement[x][y] == EL_UNDEFINED)
5323 GfxElement[x][y] = EL_EMPTY;
5325 border_element = Store2[x][y];
5326 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5327 border_element = StorePlayer[x][y];
5329 if (phase == element_info[border_element].ignition_delay ||
5330 phase == last_phase)
5332 boolean border_explosion = FALSE;
5334 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5335 !PLAYER_EXPLOSION_PROTECTED(x, y))
5337 KillPlayerUnlessExplosionProtected(x, y);
5338 border_explosion = TRUE;
5340 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5342 Feld[x][y] = Store2[x][y];
5345 border_explosion = TRUE;
5347 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5349 AmoebeUmwandeln(x, y);
5351 border_explosion = TRUE;
5354 /* if an element just explodes due to another explosion (chain-reaction),
5355 do not immediately end the new explosion when it was the last frame of
5356 the explosion (as it would be done in the following "if"-statement!) */
5357 if (border_explosion && phase == last_phase)
5361 if (phase == last_phase)
5365 element = Feld[x][y] = Store[x][y];
5366 Store[x][y] = Store2[x][y] = 0;
5367 GfxElement[x][y] = EL_UNDEFINED;
5369 /* player can escape from explosions and might therefore be still alive */
5370 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5371 element <= EL_PLAYER_IS_EXPLODING_4)
5373 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5374 int explosion_element = EL_PLAYER_1 + player_nr;
5375 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5376 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5378 if (level.use_explosion_element[player_nr])
5379 explosion_element = level.explosion_element[player_nr];
5381 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5382 element_info[explosion_element].content.e[xx][yy]);
5385 /* restore probably existing indestructible background element */
5386 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5387 element = Feld[x][y] = Back[x][y];
5390 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5391 GfxDir[x][y] = MV_NONE;
5392 ChangeDelay[x][y] = 0;
5393 ChangePage[x][y] = -1;
5395 CustomValue[x][y] = 0;
5397 InitField_WithBug2(x, y, FALSE);
5399 TEST_DrawLevelField(x, y);
5401 TestIfElementTouchesCustomElement(x, y);
5403 if (GFX_CRUMBLED(element))
5404 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5406 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5407 StorePlayer[x][y] = 0;
5409 if (ELEM_IS_PLAYER(element))
5410 RelocatePlayer(x, y, element);
5412 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5414 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5415 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5418 TEST_DrawLevelFieldCrumbled(x, y);
5420 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5422 DrawLevelElement(x, y, Back[x][y]);
5423 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5425 else if (IS_WALKABLE_UNDER(Back[x][y]))
5427 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5428 DrawLevelElementThruMask(x, y, Back[x][y]);
5430 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5431 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5435 void DynaExplode(int ex, int ey)
5438 int dynabomb_element = Feld[ex][ey];
5439 int dynabomb_size = 1;
5440 boolean dynabomb_xl = FALSE;
5441 struct PlayerInfo *player;
5442 static int xy[4][2] =
5450 if (IS_ACTIVE_BOMB(dynabomb_element))
5452 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5453 dynabomb_size = player->dynabomb_size;
5454 dynabomb_xl = player->dynabomb_xl;
5455 player->dynabombs_left++;
5458 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5460 for (i = 0; i < NUM_DIRECTIONS; i++)
5462 for (j = 1; j <= dynabomb_size; j++)
5464 int x = ex + j * xy[i][0];
5465 int y = ey + j * xy[i][1];
5468 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5471 element = Feld[x][y];
5473 /* do not restart explosions of fields with active bombs */
5474 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5477 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5479 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5480 !IS_DIGGABLE(element) && !dynabomb_xl)
5486 void Bang(int x, int y)
5488 int element = MovingOrBlocked2Element(x, y);
5489 int explosion_type = EX_TYPE_NORMAL;
5491 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5493 struct PlayerInfo *player = PLAYERINFO(x, y);
5495 element = Feld[x][y] = player->initial_element;
5497 if (level.use_explosion_element[player->index_nr])
5499 int explosion_element = level.explosion_element[player->index_nr];
5501 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5502 explosion_type = EX_TYPE_CROSS;
5503 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5504 explosion_type = EX_TYPE_CENTER;
5512 case EL_BD_BUTTERFLY:
5515 case EL_DARK_YAMYAM:
5519 RaiseScoreElement(element);
5522 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5523 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5524 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5525 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5526 case EL_DYNABOMB_INCREASE_NUMBER:
5527 case EL_DYNABOMB_INCREASE_SIZE:
5528 case EL_DYNABOMB_INCREASE_POWER:
5529 explosion_type = EX_TYPE_DYNA;
5532 case EL_DC_LANDMINE:
5533 explosion_type = EX_TYPE_CENTER;
5538 case EL_LAMP_ACTIVE:
5539 case EL_AMOEBA_TO_DIAMOND:
5540 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5541 explosion_type = EX_TYPE_CENTER;
5545 if (element_info[element].explosion_type == EXPLODES_CROSS)
5546 explosion_type = EX_TYPE_CROSS;
5547 else if (element_info[element].explosion_type == EXPLODES_1X1)
5548 explosion_type = EX_TYPE_CENTER;
5552 if (explosion_type == EX_TYPE_DYNA)
5555 Explode(x, y, EX_PHASE_START, explosion_type);
5557 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5560 void SplashAcid(int x, int y)
5562 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5563 (!IN_LEV_FIELD(x - 1, y - 2) ||
5564 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5565 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5567 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5568 (!IN_LEV_FIELD(x + 1, y - 2) ||
5569 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5570 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5572 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5575 static void InitBeltMovement()
5577 static int belt_base_element[4] =
5579 EL_CONVEYOR_BELT_1_LEFT,
5580 EL_CONVEYOR_BELT_2_LEFT,
5581 EL_CONVEYOR_BELT_3_LEFT,
5582 EL_CONVEYOR_BELT_4_LEFT
5584 static int belt_base_active_element[4] =
5586 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5587 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5588 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5589 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5594 /* set frame order for belt animation graphic according to belt direction */
5595 for (i = 0; i < NUM_BELTS; i++)
5599 for (j = 0; j < NUM_BELT_PARTS; j++)
5601 int element = belt_base_active_element[belt_nr] + j;
5602 int graphic_1 = el2img(element);
5603 int graphic_2 = el2panelimg(element);
5605 if (game.belt_dir[i] == MV_LEFT)
5607 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5608 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5612 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5613 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5618 SCAN_PLAYFIELD(x, y)
5620 int element = Feld[x][y];
5622 for (i = 0; i < NUM_BELTS; i++)
5624 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5626 int e_belt_nr = getBeltNrFromBeltElement(element);
5629 if (e_belt_nr == belt_nr)
5631 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5633 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5640 static void ToggleBeltSwitch(int x, int y)
5642 static int belt_base_element[4] =
5644 EL_CONVEYOR_BELT_1_LEFT,
5645 EL_CONVEYOR_BELT_2_LEFT,
5646 EL_CONVEYOR_BELT_3_LEFT,
5647 EL_CONVEYOR_BELT_4_LEFT
5649 static int belt_base_active_element[4] =
5651 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5652 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5653 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5654 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5656 static int belt_base_switch_element[4] =
5658 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5659 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5660 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5661 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5663 static int belt_move_dir[4] =
5671 int element = Feld[x][y];
5672 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5673 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5674 int belt_dir = belt_move_dir[belt_dir_nr];
5677 if (!IS_BELT_SWITCH(element))
5680 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5681 game.belt_dir[belt_nr] = belt_dir;
5683 if (belt_dir_nr == 3)
5686 /* set frame order for belt animation graphic according to belt direction */
5687 for (i = 0; i < NUM_BELT_PARTS; i++)
5689 int element = belt_base_active_element[belt_nr] + i;
5690 int graphic_1 = el2img(element);
5691 int graphic_2 = el2panelimg(element);
5693 if (belt_dir == MV_LEFT)
5695 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5696 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5700 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5701 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5705 SCAN_PLAYFIELD(xx, yy)
5707 int element = Feld[xx][yy];
5709 if (IS_BELT_SWITCH(element))
5711 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5713 if (e_belt_nr == belt_nr)
5715 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5716 TEST_DrawLevelField(xx, yy);
5719 else if (IS_BELT(element) && belt_dir != MV_NONE)
5721 int e_belt_nr = getBeltNrFromBeltElement(element);
5723 if (e_belt_nr == belt_nr)
5725 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5727 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5728 TEST_DrawLevelField(xx, yy);
5731 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5733 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5735 if (e_belt_nr == belt_nr)
5737 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5739 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5740 TEST_DrawLevelField(xx, yy);
5746 static void ToggleSwitchgateSwitch(int x, int y)
5750 game.switchgate_pos = !game.switchgate_pos;
5752 SCAN_PLAYFIELD(xx, yy)
5754 int element = Feld[xx][yy];
5756 if (element == EL_SWITCHGATE_SWITCH_UP)
5758 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5759 TEST_DrawLevelField(xx, yy);
5761 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5763 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5764 TEST_DrawLevelField(xx, yy);
5766 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5768 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5769 TEST_DrawLevelField(xx, yy);
5771 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5773 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5774 TEST_DrawLevelField(xx, yy);
5776 else if (element == EL_SWITCHGATE_OPEN ||
5777 element == EL_SWITCHGATE_OPENING)
5779 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
5781 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
5783 else if (element == EL_SWITCHGATE_CLOSED ||
5784 element == EL_SWITCHGATE_CLOSING)
5786 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
5788 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
5793 static int getInvisibleActiveFromInvisibleElement(int element)
5795 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
5796 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
5797 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
5801 static int getInvisibleFromInvisibleActiveElement(int element)
5803 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
5804 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
5805 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
5809 static void RedrawAllLightSwitchesAndInvisibleElements()
5813 SCAN_PLAYFIELD(x, y)
5815 int element = Feld[x][y];
5817 if (element == EL_LIGHT_SWITCH &&
5818 game.light_time_left > 0)
5820 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
5821 TEST_DrawLevelField(x, y);
5823 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
5824 game.light_time_left == 0)
5826 Feld[x][y] = EL_LIGHT_SWITCH;
5827 TEST_DrawLevelField(x, y);
5829 else if (element == EL_EMC_DRIPPER &&
5830 game.light_time_left > 0)
5832 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5833 TEST_DrawLevelField(x, y);
5835 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5836 game.light_time_left == 0)
5838 Feld[x][y] = EL_EMC_DRIPPER;
5839 TEST_DrawLevelField(x, y);
5841 else if (element == EL_INVISIBLE_STEELWALL ||
5842 element == EL_INVISIBLE_WALL ||
5843 element == EL_INVISIBLE_SAND)
5845 if (game.light_time_left > 0)
5846 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5848 TEST_DrawLevelField(x, y);
5850 /* uncrumble neighbour fields, if needed */
5851 if (element == EL_INVISIBLE_SAND)
5852 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5854 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5855 element == EL_INVISIBLE_WALL_ACTIVE ||
5856 element == EL_INVISIBLE_SAND_ACTIVE)
5858 if (game.light_time_left == 0)
5859 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5861 TEST_DrawLevelField(x, y);
5863 /* re-crumble neighbour fields, if needed */
5864 if (element == EL_INVISIBLE_SAND)
5865 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5870 static void RedrawAllInvisibleElementsForLenses()
5874 SCAN_PLAYFIELD(x, y)
5876 int element = Feld[x][y];
5878 if (element == EL_EMC_DRIPPER &&
5879 game.lenses_time_left > 0)
5881 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5882 TEST_DrawLevelField(x, y);
5884 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5885 game.lenses_time_left == 0)
5887 Feld[x][y] = EL_EMC_DRIPPER;
5888 TEST_DrawLevelField(x, y);
5890 else if (element == EL_INVISIBLE_STEELWALL ||
5891 element == EL_INVISIBLE_WALL ||
5892 element == EL_INVISIBLE_SAND)
5894 if (game.lenses_time_left > 0)
5895 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5897 TEST_DrawLevelField(x, y);
5899 /* uncrumble neighbour fields, if needed */
5900 if (element == EL_INVISIBLE_SAND)
5901 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5903 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5904 element == EL_INVISIBLE_WALL_ACTIVE ||
5905 element == EL_INVISIBLE_SAND_ACTIVE)
5907 if (game.lenses_time_left == 0)
5908 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5910 TEST_DrawLevelField(x, y);
5912 /* re-crumble neighbour fields, if needed */
5913 if (element == EL_INVISIBLE_SAND)
5914 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5919 static void RedrawAllInvisibleElementsForMagnifier()
5923 SCAN_PLAYFIELD(x, y)
5925 int element = Feld[x][y];
5927 if (element == EL_EMC_FAKE_GRASS &&
5928 game.magnify_time_left > 0)
5930 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
5931 TEST_DrawLevelField(x, y);
5933 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
5934 game.magnify_time_left == 0)
5936 Feld[x][y] = EL_EMC_FAKE_GRASS;
5937 TEST_DrawLevelField(x, y);
5939 else if (IS_GATE_GRAY(element) &&
5940 game.magnify_time_left > 0)
5942 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
5943 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
5944 IS_EM_GATE_GRAY(element) ?
5945 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
5946 IS_EMC_GATE_GRAY(element) ?
5947 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
5948 IS_DC_GATE_GRAY(element) ?
5949 EL_DC_GATE_WHITE_GRAY_ACTIVE :
5951 TEST_DrawLevelField(x, y);
5953 else if (IS_GATE_GRAY_ACTIVE(element) &&
5954 game.magnify_time_left == 0)
5956 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
5957 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
5958 IS_EM_GATE_GRAY_ACTIVE(element) ?
5959 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
5960 IS_EMC_GATE_GRAY_ACTIVE(element) ?
5961 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
5962 IS_DC_GATE_GRAY_ACTIVE(element) ?
5963 EL_DC_GATE_WHITE_GRAY :
5965 TEST_DrawLevelField(x, y);
5970 static void ToggleLightSwitch(int x, int y)
5972 int element = Feld[x][y];
5974 game.light_time_left =
5975 (element == EL_LIGHT_SWITCH ?
5976 level.time_light * FRAMES_PER_SECOND : 0);
5978 RedrawAllLightSwitchesAndInvisibleElements();
5981 static void ActivateTimegateSwitch(int x, int y)
5985 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
5987 SCAN_PLAYFIELD(xx, yy)
5989 int element = Feld[xx][yy];
5991 if (element == EL_TIMEGATE_CLOSED ||
5992 element == EL_TIMEGATE_CLOSING)
5994 Feld[xx][yy] = EL_TIMEGATE_OPENING;
5995 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
5999 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6001 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6002 TEST_DrawLevelField(xx, yy);
6008 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6009 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6012 void Impact(int x, int y)
6014 boolean last_line = (y == lev_fieldy - 1);
6015 boolean object_hit = FALSE;
6016 boolean impact = (last_line || object_hit);
6017 int element = Feld[x][y];
6018 int smashed = EL_STEELWALL;
6020 if (!last_line) /* check if element below was hit */
6022 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6025 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6026 MovDir[x][y + 1] != MV_DOWN ||
6027 MovPos[x][y + 1] <= TILEY / 2));
6029 /* do not smash moving elements that left the smashed field in time */
6030 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6031 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6034 #if USE_QUICKSAND_IMPACT_BUGFIX
6035 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6037 RemoveMovingField(x, y + 1);
6038 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6039 Feld[x][y + 2] = EL_ROCK;
6040 TEST_DrawLevelField(x, y + 2);
6045 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6047 RemoveMovingField(x, y + 1);
6048 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6049 Feld[x][y + 2] = EL_ROCK;
6050 TEST_DrawLevelField(x, y + 2);
6057 smashed = MovingOrBlocked2Element(x, y + 1);
6059 impact = (last_line || object_hit);
6062 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6064 SplashAcid(x, y + 1);
6068 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6069 /* only reset graphic animation if graphic really changes after impact */
6071 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6073 ResetGfxAnimation(x, y);
6074 TEST_DrawLevelField(x, y);
6077 if (impact && CAN_EXPLODE_IMPACT(element))
6082 else if (impact && element == EL_PEARL &&
6083 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6085 ResetGfxAnimation(x, y);
6087 Feld[x][y] = EL_PEARL_BREAKING;
6088 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6091 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6093 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6098 if (impact && element == EL_AMOEBA_DROP)
6100 if (object_hit && IS_PLAYER(x, y + 1))
6101 KillPlayerUnlessEnemyProtected(x, y + 1);
6102 else if (object_hit && smashed == EL_PENGUIN)
6106 Feld[x][y] = EL_AMOEBA_GROWING;
6107 Store[x][y] = EL_AMOEBA_WET;
6109 ResetRandomAnimationValue(x, y);
6114 if (object_hit) /* check which object was hit */
6116 if ((CAN_PASS_MAGIC_WALL(element) &&
6117 (smashed == EL_MAGIC_WALL ||
6118 smashed == EL_BD_MAGIC_WALL)) ||
6119 (CAN_PASS_DC_MAGIC_WALL(element) &&
6120 smashed == EL_DC_MAGIC_WALL))
6123 int activated_magic_wall =
6124 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6125 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6126 EL_DC_MAGIC_WALL_ACTIVE);
6128 /* activate magic wall / mill */
6129 SCAN_PLAYFIELD(xx, yy)
6131 if (Feld[xx][yy] == smashed)
6132 Feld[xx][yy] = activated_magic_wall;
6135 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6136 game.magic_wall_active = TRUE;
6138 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6139 SND_MAGIC_WALL_ACTIVATING :
6140 smashed == EL_BD_MAGIC_WALL ?
6141 SND_BD_MAGIC_WALL_ACTIVATING :
6142 SND_DC_MAGIC_WALL_ACTIVATING));
6145 if (IS_PLAYER(x, y + 1))
6147 if (CAN_SMASH_PLAYER(element))
6149 KillPlayerUnlessEnemyProtected(x, y + 1);
6153 else if (smashed == EL_PENGUIN)
6155 if (CAN_SMASH_PLAYER(element))
6161 else if (element == EL_BD_DIAMOND)
6163 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6169 else if (((element == EL_SP_INFOTRON ||
6170 element == EL_SP_ZONK) &&
6171 (smashed == EL_SP_SNIKSNAK ||
6172 smashed == EL_SP_ELECTRON ||
6173 smashed == EL_SP_DISK_ORANGE)) ||
6174 (element == EL_SP_INFOTRON &&
6175 smashed == EL_SP_DISK_YELLOW))
6180 else if (CAN_SMASH_EVERYTHING(element))
6182 if (IS_CLASSIC_ENEMY(smashed) ||
6183 CAN_EXPLODE_SMASHED(smashed))
6188 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6190 if (smashed == EL_LAMP ||
6191 smashed == EL_LAMP_ACTIVE)
6196 else if (smashed == EL_NUT)
6198 Feld[x][y + 1] = EL_NUT_BREAKING;
6199 PlayLevelSound(x, y, SND_NUT_BREAKING);
6200 RaiseScoreElement(EL_NUT);
6203 else if (smashed == EL_PEARL)
6205 ResetGfxAnimation(x, y);
6207 Feld[x][y + 1] = EL_PEARL_BREAKING;
6208 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6211 else if (smashed == EL_DIAMOND)
6213 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6214 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6217 else if (IS_BELT_SWITCH(smashed))
6219 ToggleBeltSwitch(x, y + 1);
6221 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6222 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6223 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6224 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6226 ToggleSwitchgateSwitch(x, y + 1);
6228 else if (smashed == EL_LIGHT_SWITCH ||
6229 smashed == EL_LIGHT_SWITCH_ACTIVE)
6231 ToggleLightSwitch(x, y + 1);
6235 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6237 CheckElementChangeBySide(x, y + 1, smashed, element,
6238 CE_SWITCHED, CH_SIDE_TOP);
6239 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6245 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6250 /* play sound of magic wall / mill */
6252 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6253 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6254 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6256 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6257 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6258 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6259 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6260 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6261 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6266 /* play sound of object that hits the ground */
6267 if (last_line || object_hit)
6268 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6271 inline static void TurnRoundExt(int x, int y)
6283 { 0, 0 }, { 0, 0 }, { 0, 0 },
6288 int left, right, back;
6292 { MV_DOWN, MV_UP, MV_RIGHT },
6293 { MV_UP, MV_DOWN, MV_LEFT },
6295 { MV_LEFT, MV_RIGHT, MV_DOWN },
6299 { MV_RIGHT, MV_LEFT, MV_UP }
6302 int element = Feld[x][y];
6303 int move_pattern = element_info[element].move_pattern;
6305 int old_move_dir = MovDir[x][y];
6306 int left_dir = turn[old_move_dir].left;
6307 int right_dir = turn[old_move_dir].right;
6308 int back_dir = turn[old_move_dir].back;
6310 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6311 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6312 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6313 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6315 int left_x = x + left_dx, left_y = y + left_dy;
6316 int right_x = x + right_dx, right_y = y + right_dy;
6317 int move_x = x + move_dx, move_y = y + move_dy;
6321 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6323 TestIfBadThingTouchesOtherBadThing(x, y);
6325 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6326 MovDir[x][y] = right_dir;
6327 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6328 MovDir[x][y] = left_dir;
6330 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6332 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6335 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6337 TestIfBadThingTouchesOtherBadThing(x, y);
6339 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6340 MovDir[x][y] = left_dir;
6341 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6342 MovDir[x][y] = right_dir;
6344 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6346 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6349 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6351 TestIfBadThingTouchesOtherBadThing(x, y);
6353 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6354 MovDir[x][y] = left_dir;
6355 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6356 MovDir[x][y] = right_dir;
6358 if (MovDir[x][y] != old_move_dir)
6361 else if (element == EL_YAMYAM)
6363 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6364 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6366 if (can_turn_left && can_turn_right)
6367 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6368 else if (can_turn_left)
6369 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6370 else if (can_turn_right)
6371 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6373 MovDir[x][y] = back_dir;
6375 MovDelay[x][y] = 16 + 16 * RND(3);
6377 else if (element == EL_DARK_YAMYAM)
6379 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6381 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6384 if (can_turn_left && can_turn_right)
6385 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6386 else if (can_turn_left)
6387 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6388 else if (can_turn_right)
6389 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6391 MovDir[x][y] = back_dir;
6393 MovDelay[x][y] = 16 + 16 * RND(3);
6395 else if (element == EL_PACMAN)
6397 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6398 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6400 if (can_turn_left && can_turn_right)
6401 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6402 else if (can_turn_left)
6403 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6404 else if (can_turn_right)
6405 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6407 MovDir[x][y] = back_dir;
6409 MovDelay[x][y] = 6 + RND(40);
6411 else if (element == EL_PIG)
6413 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6414 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6415 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6416 boolean should_turn_left, should_turn_right, should_move_on;
6418 int rnd = RND(rnd_value);
6420 should_turn_left = (can_turn_left &&
6422 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6423 y + back_dy + left_dy)));
6424 should_turn_right = (can_turn_right &&
6426 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6427 y + back_dy + right_dy)));
6428 should_move_on = (can_move_on &&
6431 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6432 y + move_dy + left_dy) ||
6433 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6434 y + move_dy + right_dy)));
6436 if (should_turn_left || should_turn_right || should_move_on)
6438 if (should_turn_left && should_turn_right && should_move_on)
6439 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6440 rnd < 2 * rnd_value / 3 ? right_dir :
6442 else if (should_turn_left && should_turn_right)
6443 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6444 else if (should_turn_left && should_move_on)
6445 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6446 else if (should_turn_right && should_move_on)
6447 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6448 else if (should_turn_left)
6449 MovDir[x][y] = left_dir;
6450 else if (should_turn_right)
6451 MovDir[x][y] = right_dir;
6452 else if (should_move_on)
6453 MovDir[x][y] = old_move_dir;
6455 else if (can_move_on && rnd > rnd_value / 8)
6456 MovDir[x][y] = old_move_dir;
6457 else if (can_turn_left && can_turn_right)
6458 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6459 else if (can_turn_left && rnd > rnd_value / 8)
6460 MovDir[x][y] = left_dir;
6461 else if (can_turn_right && rnd > rnd_value/8)
6462 MovDir[x][y] = right_dir;
6464 MovDir[x][y] = back_dir;
6466 xx = x + move_xy[MovDir[x][y]].dx;
6467 yy = y + move_xy[MovDir[x][y]].dy;
6469 if (!IN_LEV_FIELD(xx, yy) ||
6470 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6471 MovDir[x][y] = old_move_dir;
6475 else if (element == EL_DRAGON)
6477 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6478 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6479 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6481 int rnd = RND(rnd_value);
6483 if (can_move_on && rnd > rnd_value / 8)
6484 MovDir[x][y] = old_move_dir;
6485 else if (can_turn_left && can_turn_right)
6486 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6487 else if (can_turn_left && rnd > rnd_value / 8)
6488 MovDir[x][y] = left_dir;
6489 else if (can_turn_right && rnd > rnd_value / 8)
6490 MovDir[x][y] = right_dir;
6492 MovDir[x][y] = back_dir;
6494 xx = x + move_xy[MovDir[x][y]].dx;
6495 yy = y + move_xy[MovDir[x][y]].dy;
6497 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6498 MovDir[x][y] = old_move_dir;
6502 else if (element == EL_MOLE)
6504 boolean can_move_on =
6505 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6506 IS_AMOEBOID(Feld[move_x][move_y]) ||
6507 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6510 boolean can_turn_left =
6511 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6512 IS_AMOEBOID(Feld[left_x][left_y])));
6514 boolean can_turn_right =
6515 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6516 IS_AMOEBOID(Feld[right_x][right_y])));
6518 if (can_turn_left && can_turn_right)
6519 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6520 else if (can_turn_left)
6521 MovDir[x][y] = left_dir;
6523 MovDir[x][y] = right_dir;
6526 if (MovDir[x][y] != old_move_dir)
6529 else if (element == EL_BALLOON)
6531 MovDir[x][y] = game.wind_direction;
6534 else if (element == EL_SPRING)
6536 if (MovDir[x][y] & MV_HORIZONTAL)
6538 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6539 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6541 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6542 ResetGfxAnimation(move_x, move_y);
6543 TEST_DrawLevelField(move_x, move_y);
6545 MovDir[x][y] = back_dir;
6547 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6548 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6549 MovDir[x][y] = MV_NONE;
6554 else if (element == EL_ROBOT ||
6555 element == EL_SATELLITE ||
6556 element == EL_PENGUIN ||
6557 element == EL_EMC_ANDROID)
6559 int attr_x = -1, attr_y = -1;
6570 for (i = 0; i < MAX_PLAYERS; i++)
6572 struct PlayerInfo *player = &stored_player[i];
6573 int jx = player->jx, jy = player->jy;
6575 if (!player->active)
6579 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6587 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6588 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6589 game.engine_version < VERSION_IDENT(3,1,0,0)))
6595 if (element == EL_PENGUIN)
6598 static int xy[4][2] =
6606 for (i = 0; i < NUM_DIRECTIONS; i++)
6608 int ex = x + xy[i][0];
6609 int ey = y + xy[i][1];
6611 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6612 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6613 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6614 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6623 MovDir[x][y] = MV_NONE;
6625 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6626 else if (attr_x > x)
6627 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6629 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6630 else if (attr_y > y)
6631 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6633 if (element == EL_ROBOT)
6637 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6638 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6639 Moving2Blocked(x, y, &newx, &newy);
6641 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6642 MovDelay[x][y] = 8 + 8 * !RND(3);
6644 MovDelay[x][y] = 16;
6646 else if (element == EL_PENGUIN)
6652 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6654 boolean first_horiz = RND(2);
6655 int new_move_dir = MovDir[x][y];
6658 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6659 Moving2Blocked(x, y, &newx, &newy);
6661 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6665 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6666 Moving2Blocked(x, y, &newx, &newy);
6668 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6671 MovDir[x][y] = old_move_dir;
6675 else if (element == EL_SATELLITE)
6681 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6683 boolean first_horiz = RND(2);
6684 int new_move_dir = MovDir[x][y];
6687 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6688 Moving2Blocked(x, y, &newx, &newy);
6690 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6694 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6695 Moving2Blocked(x, y, &newx, &newy);
6697 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6700 MovDir[x][y] = old_move_dir;
6704 else if (element == EL_EMC_ANDROID)
6706 static int check_pos[16] =
6708 -1, /* 0 => (invalid) */
6709 7, /* 1 => MV_LEFT */
6710 3, /* 2 => MV_RIGHT */
6711 -1, /* 3 => (invalid) */
6713 0, /* 5 => MV_LEFT | MV_UP */
6714 2, /* 6 => MV_RIGHT | MV_UP */
6715 -1, /* 7 => (invalid) */
6716 5, /* 8 => MV_DOWN */
6717 6, /* 9 => MV_LEFT | MV_DOWN */
6718 4, /* 10 => MV_RIGHT | MV_DOWN */
6719 -1, /* 11 => (invalid) */
6720 -1, /* 12 => (invalid) */
6721 -1, /* 13 => (invalid) */
6722 -1, /* 14 => (invalid) */
6723 -1, /* 15 => (invalid) */
6731 { -1, -1, MV_LEFT | MV_UP },
6733 { +1, -1, MV_RIGHT | MV_UP },
6734 { +1, 0, MV_RIGHT },
6735 { +1, +1, MV_RIGHT | MV_DOWN },
6737 { -1, +1, MV_LEFT | MV_DOWN },
6740 int start_pos, check_order;
6741 boolean can_clone = FALSE;
6744 /* check if there is any free field around current position */
6745 for (i = 0; i < 8; i++)
6747 int newx = x + check_xy[i].dx;
6748 int newy = y + check_xy[i].dy;
6750 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6758 if (can_clone) /* randomly find an element to clone */
6762 start_pos = check_pos[RND(8)];
6763 check_order = (RND(2) ? -1 : +1);
6765 for (i = 0; i < 8; i++)
6767 int pos_raw = start_pos + i * check_order;
6768 int pos = (pos_raw + 8) % 8;
6769 int newx = x + check_xy[pos].dx;
6770 int newy = y + check_xy[pos].dy;
6772 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6774 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
6775 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
6777 Store[x][y] = Feld[newx][newy];
6786 if (can_clone) /* randomly find a direction to move */
6790 start_pos = check_pos[RND(8)];
6791 check_order = (RND(2) ? -1 : +1);
6793 for (i = 0; i < 8; i++)
6795 int pos_raw = start_pos + i * check_order;
6796 int pos = (pos_raw + 8) % 8;
6797 int newx = x + check_xy[pos].dx;
6798 int newy = y + check_xy[pos].dy;
6799 int new_move_dir = check_xy[pos].dir;
6801 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6803 MovDir[x][y] = new_move_dir;
6804 MovDelay[x][y] = level.android_clone_time * 8 + 1;
6813 if (can_clone) /* cloning and moving successful */
6816 /* cannot clone -- try to move towards player */
6818 start_pos = check_pos[MovDir[x][y] & 0x0f];
6819 check_order = (RND(2) ? -1 : +1);
6821 for (i = 0; i < 3; i++)
6823 /* first check start_pos, then previous/next or (next/previous) pos */
6824 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
6825 int pos = (pos_raw + 8) % 8;
6826 int newx = x + check_xy[pos].dx;
6827 int newy = y + check_xy[pos].dy;
6828 int new_move_dir = check_xy[pos].dir;
6830 if (IS_PLAYER(newx, newy))
6833 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6835 MovDir[x][y] = new_move_dir;
6836 MovDelay[x][y] = level.android_move_time * 8 + 1;
6843 else if (move_pattern == MV_TURNING_LEFT ||
6844 move_pattern == MV_TURNING_RIGHT ||
6845 move_pattern == MV_TURNING_LEFT_RIGHT ||
6846 move_pattern == MV_TURNING_RIGHT_LEFT ||
6847 move_pattern == MV_TURNING_RANDOM ||
6848 move_pattern == MV_ALL_DIRECTIONS)
6850 boolean can_turn_left =
6851 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
6852 boolean can_turn_right =
6853 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
6855 if (element_info[element].move_stepsize == 0) /* "not moving" */
6858 if (move_pattern == MV_TURNING_LEFT)
6859 MovDir[x][y] = left_dir;
6860 else if (move_pattern == MV_TURNING_RIGHT)
6861 MovDir[x][y] = right_dir;
6862 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
6863 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
6864 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
6865 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
6866 else if (move_pattern == MV_TURNING_RANDOM)
6867 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
6868 can_turn_right && !can_turn_left ? right_dir :
6869 RND(2) ? left_dir : right_dir);
6870 else if (can_turn_left && can_turn_right)
6871 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6872 else if (can_turn_left)
6873 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6874 else if (can_turn_right)
6875 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6877 MovDir[x][y] = back_dir;
6879 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6881 else if (move_pattern == MV_HORIZONTAL ||
6882 move_pattern == MV_VERTICAL)
6884 if (move_pattern & old_move_dir)
6885 MovDir[x][y] = back_dir;
6886 else if (move_pattern == MV_HORIZONTAL)
6887 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
6888 else if (move_pattern == MV_VERTICAL)
6889 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
6891 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6893 else if (move_pattern & MV_ANY_DIRECTION)
6895 MovDir[x][y] = move_pattern;
6896 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6898 else if (move_pattern & MV_WIND_DIRECTION)
6900 MovDir[x][y] = game.wind_direction;
6901 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6903 else if (move_pattern == MV_ALONG_LEFT_SIDE)
6905 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
6906 MovDir[x][y] = left_dir;
6907 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6908 MovDir[x][y] = right_dir;
6910 if (MovDir[x][y] != old_move_dir)
6911 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6913 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
6915 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
6916 MovDir[x][y] = right_dir;
6917 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6918 MovDir[x][y] = left_dir;
6920 if (MovDir[x][y] != old_move_dir)
6921 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6923 else if (move_pattern == MV_TOWARDS_PLAYER ||
6924 move_pattern == MV_AWAY_FROM_PLAYER)
6926 int attr_x = -1, attr_y = -1;
6928 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
6939 for (i = 0; i < MAX_PLAYERS; i++)
6941 struct PlayerInfo *player = &stored_player[i];
6942 int jx = player->jx, jy = player->jy;
6944 if (!player->active)
6948 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6956 MovDir[x][y] = MV_NONE;
6958 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
6959 else if (attr_x > x)
6960 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
6962 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
6963 else if (attr_y > y)
6964 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
6966 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6968 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6970 boolean first_horiz = RND(2);
6971 int new_move_dir = MovDir[x][y];
6973 if (element_info[element].move_stepsize == 0) /* "not moving" */
6975 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
6976 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6982 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6983 Moving2Blocked(x, y, &newx, &newy);
6985 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
6989 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6990 Moving2Blocked(x, y, &newx, &newy);
6992 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
6995 MovDir[x][y] = old_move_dir;
6998 else if (move_pattern == MV_WHEN_PUSHED ||
6999 move_pattern == MV_WHEN_DROPPED)
7001 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7002 MovDir[x][y] = MV_NONE;
7006 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7008 static int test_xy[7][2] =
7018 static int test_dir[7] =
7028 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7029 int move_preference = -1000000; /* start with very low preference */
7030 int new_move_dir = MV_NONE;
7031 int start_test = RND(4);
7034 for (i = 0; i < NUM_DIRECTIONS; i++)
7036 int move_dir = test_dir[start_test + i];
7037 int move_dir_preference;
7039 xx = x + test_xy[start_test + i][0];
7040 yy = y + test_xy[start_test + i][1];
7042 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7043 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7045 new_move_dir = move_dir;
7050 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7053 move_dir_preference = -1 * RunnerVisit[xx][yy];
7054 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7055 move_dir_preference = PlayerVisit[xx][yy];
7057 if (move_dir_preference > move_preference)
7059 /* prefer field that has not been visited for the longest time */
7060 move_preference = move_dir_preference;
7061 new_move_dir = move_dir;
7063 else if (move_dir_preference == move_preference &&
7064 move_dir == old_move_dir)
7066 /* prefer last direction when all directions are preferred equally */
7067 move_preference = move_dir_preference;
7068 new_move_dir = move_dir;
7072 MovDir[x][y] = new_move_dir;
7073 if (old_move_dir != new_move_dir)
7074 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7078 static void TurnRound(int x, int y)
7080 int direction = MovDir[x][y];
7084 GfxDir[x][y] = MovDir[x][y];
7086 if (direction != MovDir[x][y])
7090 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7092 ResetGfxFrame(x, y);
7095 static boolean JustBeingPushed(int x, int y)
7099 for (i = 0; i < MAX_PLAYERS; i++)
7101 struct PlayerInfo *player = &stored_player[i];
7103 if (player->active && player->is_pushing && player->MovPos)
7105 int next_jx = player->jx + (player->jx - player->last_jx);
7106 int next_jy = player->jy + (player->jy - player->last_jy);
7108 if (x == next_jx && y == next_jy)
7116 void StartMoving(int x, int y)
7118 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7119 int element = Feld[x][y];
7124 if (MovDelay[x][y] == 0)
7125 GfxAction[x][y] = ACTION_DEFAULT;
7127 if (CAN_FALL(element) && y < lev_fieldy - 1)
7129 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7130 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7131 if (JustBeingPushed(x, y))
7134 if (element == EL_QUICKSAND_FULL)
7136 if (IS_FREE(x, y + 1))
7138 InitMovingField(x, y, MV_DOWN);
7139 started_moving = TRUE;
7141 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7142 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7143 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7144 Store[x][y] = EL_ROCK;
7146 Store[x][y] = EL_ROCK;
7149 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7151 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7153 if (!MovDelay[x][y])
7155 MovDelay[x][y] = TILEY + 1;
7157 ResetGfxAnimation(x, y);
7158 ResetGfxAnimation(x, y + 1);
7163 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7164 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7171 Feld[x][y] = EL_QUICKSAND_EMPTY;
7172 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7173 Store[x][y + 1] = Store[x][y];
7176 PlayLevelSoundAction(x, y, ACTION_FILLING);
7178 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7180 if (!MovDelay[x][y])
7182 MovDelay[x][y] = TILEY + 1;
7184 ResetGfxAnimation(x, y);
7185 ResetGfxAnimation(x, y + 1);
7190 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7191 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7198 Feld[x][y] = EL_QUICKSAND_EMPTY;
7199 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7200 Store[x][y + 1] = Store[x][y];
7203 PlayLevelSoundAction(x, y, ACTION_FILLING);
7206 else if (element == EL_QUICKSAND_FAST_FULL)
7208 if (IS_FREE(x, y + 1))
7210 InitMovingField(x, y, MV_DOWN);
7211 started_moving = TRUE;
7213 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7214 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7215 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7216 Store[x][y] = EL_ROCK;
7218 Store[x][y] = EL_ROCK;
7221 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7223 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7225 if (!MovDelay[x][y])
7227 MovDelay[x][y] = TILEY + 1;
7229 ResetGfxAnimation(x, y);
7230 ResetGfxAnimation(x, y + 1);
7235 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7236 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7243 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7244 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7245 Store[x][y + 1] = Store[x][y];
7248 PlayLevelSoundAction(x, y, ACTION_FILLING);
7250 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7252 if (!MovDelay[x][y])
7254 MovDelay[x][y] = TILEY + 1;
7256 ResetGfxAnimation(x, y);
7257 ResetGfxAnimation(x, y + 1);
7262 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7263 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7270 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7271 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7272 Store[x][y + 1] = Store[x][y];
7275 PlayLevelSoundAction(x, y, ACTION_FILLING);
7278 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7279 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7281 InitMovingField(x, y, MV_DOWN);
7282 started_moving = TRUE;
7284 Feld[x][y] = EL_QUICKSAND_FILLING;
7285 Store[x][y] = element;
7287 PlayLevelSoundAction(x, y, ACTION_FILLING);
7289 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7290 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7292 InitMovingField(x, y, MV_DOWN);
7293 started_moving = TRUE;
7295 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7296 Store[x][y] = element;
7298 PlayLevelSoundAction(x, y, ACTION_FILLING);
7300 else if (element == EL_MAGIC_WALL_FULL)
7302 if (IS_FREE(x, y + 1))
7304 InitMovingField(x, y, MV_DOWN);
7305 started_moving = TRUE;
7307 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7308 Store[x][y] = EL_CHANGED(Store[x][y]);
7310 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7312 if (!MovDelay[x][y])
7313 MovDelay[x][y] = TILEY / 4 + 1;
7322 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7323 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7324 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7328 else if (element == EL_BD_MAGIC_WALL_FULL)
7330 if (IS_FREE(x, y + 1))
7332 InitMovingField(x, y, MV_DOWN);
7333 started_moving = TRUE;
7335 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7336 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7338 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7340 if (!MovDelay[x][y])
7341 MovDelay[x][y] = TILEY / 4 + 1;
7350 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7351 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7352 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7356 else if (element == EL_DC_MAGIC_WALL_FULL)
7358 if (IS_FREE(x, y + 1))
7360 InitMovingField(x, y, MV_DOWN);
7361 started_moving = TRUE;
7363 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7364 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7366 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7368 if (!MovDelay[x][y])
7369 MovDelay[x][y] = TILEY / 4 + 1;
7378 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7379 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7380 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7384 else if ((CAN_PASS_MAGIC_WALL(element) &&
7385 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7386 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7387 (CAN_PASS_DC_MAGIC_WALL(element) &&
7388 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7391 InitMovingField(x, y, MV_DOWN);
7392 started_moving = TRUE;
7395 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7396 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7397 EL_DC_MAGIC_WALL_FILLING);
7398 Store[x][y] = element;
7400 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7402 SplashAcid(x, y + 1);
7404 InitMovingField(x, y, MV_DOWN);
7405 started_moving = TRUE;
7407 Store[x][y] = EL_ACID;
7410 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7411 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7412 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7413 CAN_FALL(element) && WasJustFalling[x][y] &&
7414 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7416 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7417 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7418 (Feld[x][y + 1] == EL_BLOCKED)))
7420 /* this is needed for a special case not covered by calling "Impact()"
7421 from "ContinueMoving()": if an element moves to a tile directly below
7422 another element which was just falling on that tile (which was empty
7423 in the previous frame), the falling element above would just stop
7424 instead of smashing the element below (in previous version, the above
7425 element was just checked for "moving" instead of "falling", resulting
7426 in incorrect smashes caused by horizontal movement of the above
7427 element; also, the case of the player being the element to smash was
7428 simply not covered here... :-/ ) */
7430 CheckCollision[x][y] = 0;
7431 CheckImpact[x][y] = 0;
7435 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7437 if (MovDir[x][y] == MV_NONE)
7439 InitMovingField(x, y, MV_DOWN);
7440 started_moving = TRUE;
7443 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7445 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7446 MovDir[x][y] = MV_DOWN;
7448 InitMovingField(x, y, MV_DOWN);
7449 started_moving = TRUE;
7451 else if (element == EL_AMOEBA_DROP)
7453 Feld[x][y] = EL_AMOEBA_GROWING;
7454 Store[x][y] = EL_AMOEBA_WET;
7456 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7457 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7458 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7459 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7461 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7462 (IS_FREE(x - 1, y + 1) ||
7463 Feld[x - 1][y + 1] == EL_ACID));
7464 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7465 (IS_FREE(x + 1, y + 1) ||
7466 Feld[x + 1][y + 1] == EL_ACID));
7467 boolean can_fall_any = (can_fall_left || can_fall_right);
7468 boolean can_fall_both = (can_fall_left && can_fall_right);
7469 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7471 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7473 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7474 can_fall_right = FALSE;
7475 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7476 can_fall_left = FALSE;
7477 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7478 can_fall_right = FALSE;
7479 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7480 can_fall_left = FALSE;
7482 can_fall_any = (can_fall_left || can_fall_right);
7483 can_fall_both = FALSE;
7488 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7489 can_fall_right = FALSE; /* slip down on left side */
7491 can_fall_left = !(can_fall_right = RND(2));
7493 can_fall_both = FALSE;
7498 /* if not determined otherwise, prefer left side for slipping down */
7499 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7500 started_moving = TRUE;
7503 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7505 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7506 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7507 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7508 int belt_dir = game.belt_dir[belt_nr];
7510 if ((belt_dir == MV_LEFT && left_is_free) ||
7511 (belt_dir == MV_RIGHT && right_is_free))
7513 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7515 InitMovingField(x, y, belt_dir);
7516 started_moving = TRUE;
7518 Pushed[x][y] = TRUE;
7519 Pushed[nextx][y] = TRUE;
7521 GfxAction[x][y] = ACTION_DEFAULT;
7525 MovDir[x][y] = 0; /* if element was moving, stop it */
7530 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7531 if (CAN_MOVE(element) && !started_moving)
7533 int move_pattern = element_info[element].move_pattern;
7536 Moving2Blocked(x, y, &newx, &newy);
7538 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7541 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7542 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7544 WasJustMoving[x][y] = 0;
7545 CheckCollision[x][y] = 0;
7547 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7549 if (Feld[x][y] != element) /* element has changed */
7553 if (!MovDelay[x][y]) /* start new movement phase */
7555 /* all objects that can change their move direction after each step
7556 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7558 if (element != EL_YAMYAM &&
7559 element != EL_DARK_YAMYAM &&
7560 element != EL_PACMAN &&
7561 !(move_pattern & MV_ANY_DIRECTION) &&
7562 move_pattern != MV_TURNING_LEFT &&
7563 move_pattern != MV_TURNING_RIGHT &&
7564 move_pattern != MV_TURNING_LEFT_RIGHT &&
7565 move_pattern != MV_TURNING_RIGHT_LEFT &&
7566 move_pattern != MV_TURNING_RANDOM)
7570 if (MovDelay[x][y] && (element == EL_BUG ||
7571 element == EL_SPACESHIP ||
7572 element == EL_SP_SNIKSNAK ||
7573 element == EL_SP_ELECTRON ||
7574 element == EL_MOLE))
7575 TEST_DrawLevelField(x, y);
7579 if (MovDelay[x][y]) /* wait some time before next movement */
7583 if (element == EL_ROBOT ||
7584 element == EL_YAMYAM ||
7585 element == EL_DARK_YAMYAM)
7587 DrawLevelElementAnimationIfNeeded(x, y, element);
7588 PlayLevelSoundAction(x, y, ACTION_WAITING);
7590 else if (element == EL_SP_ELECTRON)
7591 DrawLevelElementAnimationIfNeeded(x, y, element);
7592 else if (element == EL_DRAGON)
7595 int dir = MovDir[x][y];
7596 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7597 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7598 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7599 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7600 dir == MV_UP ? IMG_FLAMES_1_UP :
7601 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7602 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7604 GfxAction[x][y] = ACTION_ATTACKING;
7606 if (IS_PLAYER(x, y))
7607 DrawPlayerField(x, y);
7609 TEST_DrawLevelField(x, y);
7611 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7613 for (i = 1; i <= 3; i++)
7615 int xx = x + i * dx;
7616 int yy = y + i * dy;
7617 int sx = SCREENX(xx);
7618 int sy = SCREENY(yy);
7619 int flame_graphic = graphic + (i - 1);
7621 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7626 int flamed = MovingOrBlocked2Element(xx, yy);
7628 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7631 RemoveMovingField(xx, yy);
7633 ChangeDelay[xx][yy] = 0;
7635 Feld[xx][yy] = EL_FLAMES;
7637 if (IN_SCR_FIELD(sx, sy))
7639 TEST_DrawLevelFieldCrumbled(xx, yy);
7640 DrawGraphic(sx, sy, flame_graphic, frame);
7645 if (Feld[xx][yy] == EL_FLAMES)
7646 Feld[xx][yy] = EL_EMPTY;
7647 TEST_DrawLevelField(xx, yy);
7652 if (MovDelay[x][y]) /* element still has to wait some time */
7654 PlayLevelSoundAction(x, y, ACTION_WAITING);
7660 /* now make next step */
7662 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7664 if (DONT_COLLIDE_WITH(element) &&
7665 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7666 !PLAYER_ENEMY_PROTECTED(newx, newy))
7668 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7673 else if (CAN_MOVE_INTO_ACID(element) &&
7674 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7675 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7676 (MovDir[x][y] == MV_DOWN ||
7677 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7679 SplashAcid(newx, newy);
7680 Store[x][y] = EL_ACID;
7682 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7684 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7685 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7686 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7687 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7690 TEST_DrawLevelField(x, y);
7692 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7693 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7694 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7696 local_player->friends_still_needed--;
7697 if (!local_player->friends_still_needed &&
7698 !local_player->GameOver && AllPlayersGone)
7699 PlayerWins(local_player);
7703 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7705 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7706 TEST_DrawLevelField(newx, newy);
7708 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7710 else if (!IS_FREE(newx, newy))
7712 GfxAction[x][y] = ACTION_WAITING;
7714 if (IS_PLAYER(x, y))
7715 DrawPlayerField(x, y);
7717 TEST_DrawLevelField(x, y);
7722 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7724 if (IS_FOOD_PIG(Feld[newx][newy]))
7726 if (IS_MOVING(newx, newy))
7727 RemoveMovingField(newx, newy);
7730 Feld[newx][newy] = EL_EMPTY;
7731 TEST_DrawLevelField(newx, newy);
7734 PlayLevelSound(x, y, SND_PIG_DIGGING);
7736 else if (!IS_FREE(newx, newy))
7738 if (IS_PLAYER(x, y))
7739 DrawPlayerField(x, y);
7741 TEST_DrawLevelField(x, y);
7746 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7748 if (Store[x][y] != EL_EMPTY)
7750 boolean can_clone = FALSE;
7753 /* check if element to clone is still there */
7754 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7756 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7764 /* cannot clone or target field not free anymore -- do not clone */
7765 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7766 Store[x][y] = EL_EMPTY;
7769 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7771 if (IS_MV_DIAGONAL(MovDir[x][y]))
7773 int diagonal_move_dir = MovDir[x][y];
7774 int stored = Store[x][y];
7775 int change_delay = 8;
7778 /* android is moving diagonally */
7780 CreateField(x, y, EL_DIAGONAL_SHRINKING);
7782 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
7783 GfxElement[x][y] = EL_EMC_ANDROID;
7784 GfxAction[x][y] = ACTION_SHRINKING;
7785 GfxDir[x][y] = diagonal_move_dir;
7786 ChangeDelay[x][y] = change_delay;
7788 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
7791 DrawLevelGraphicAnimation(x, y, graphic);
7792 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
7794 if (Feld[newx][newy] == EL_ACID)
7796 SplashAcid(newx, newy);
7801 CreateField(newx, newy, EL_DIAGONAL_GROWING);
7803 Store[newx][newy] = EL_EMC_ANDROID;
7804 GfxElement[newx][newy] = EL_EMC_ANDROID;
7805 GfxAction[newx][newy] = ACTION_GROWING;
7806 GfxDir[newx][newy] = diagonal_move_dir;
7807 ChangeDelay[newx][newy] = change_delay;
7809 graphic = el_act_dir2img(GfxElement[newx][newy],
7810 GfxAction[newx][newy], GfxDir[newx][newy]);
7812 DrawLevelGraphicAnimation(newx, newy, graphic);
7813 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
7819 Feld[newx][newy] = EL_EMPTY;
7820 TEST_DrawLevelField(newx, newy);
7822 PlayLevelSoundAction(x, y, ACTION_DIGGING);
7825 else if (!IS_FREE(newx, newy))
7830 else if (IS_CUSTOM_ELEMENT(element) &&
7831 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7833 if (!DigFieldByCE(newx, newy, element))
7836 if (move_pattern & MV_MAZE_RUNNER_STYLE)
7838 RunnerVisit[x][y] = FrameCounter;
7839 PlayerVisit[x][y] /= 8; /* expire player visit path */
7842 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
7844 if (!IS_FREE(newx, newy))
7846 if (IS_PLAYER(x, y))
7847 DrawPlayerField(x, y);
7849 TEST_DrawLevelField(x, y);
7855 boolean wanna_flame = !RND(10);
7856 int dx = newx - x, dy = newy - y;
7857 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
7858 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
7859 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
7860 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
7861 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
7862 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
7865 IS_CLASSIC_ENEMY(element1) ||
7866 IS_CLASSIC_ENEMY(element2)) &&
7867 element1 != EL_DRAGON && element2 != EL_DRAGON &&
7868 element1 != EL_FLAMES && element2 != EL_FLAMES)
7870 ResetGfxAnimation(x, y);
7871 GfxAction[x][y] = ACTION_ATTACKING;
7873 if (IS_PLAYER(x, y))
7874 DrawPlayerField(x, y);
7876 TEST_DrawLevelField(x, y);
7878 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
7880 MovDelay[x][y] = 50;
7882 Feld[newx][newy] = EL_FLAMES;
7883 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
7884 Feld[newx1][newy1] = EL_FLAMES;
7885 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
7886 Feld[newx2][newy2] = EL_FLAMES;
7892 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7893 Feld[newx][newy] == EL_DIAMOND)
7895 if (IS_MOVING(newx, newy))
7896 RemoveMovingField(newx, newy);
7899 Feld[newx][newy] = EL_EMPTY;
7900 TEST_DrawLevelField(newx, newy);
7903 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
7905 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7906 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
7908 if (AmoebaNr[newx][newy])
7910 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7911 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7912 Feld[newx][newy] == EL_BD_AMOEBA)
7913 AmoebaCnt[AmoebaNr[newx][newy]]--;
7916 if (IS_MOVING(newx, newy))
7918 RemoveMovingField(newx, newy);
7922 Feld[newx][newy] = EL_EMPTY;
7923 TEST_DrawLevelField(newx, newy);
7926 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
7928 else if ((element == EL_PACMAN || element == EL_MOLE)
7929 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
7931 if (AmoebaNr[newx][newy])
7933 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7934 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7935 Feld[newx][newy] == EL_BD_AMOEBA)
7936 AmoebaCnt[AmoebaNr[newx][newy]]--;
7939 if (element == EL_MOLE)
7941 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
7942 PlayLevelSound(x, y, SND_MOLE_DIGGING);
7944 ResetGfxAnimation(x, y);
7945 GfxAction[x][y] = ACTION_DIGGING;
7946 TEST_DrawLevelField(x, y);
7948 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
7950 return; /* wait for shrinking amoeba */
7952 else /* element == EL_PACMAN */
7954 Feld[newx][newy] = EL_EMPTY;
7955 TEST_DrawLevelField(newx, newy);
7956 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
7959 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
7960 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
7961 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
7963 /* wait for shrinking amoeba to completely disappear */
7966 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
7968 /* object was running against a wall */
7972 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
7973 DrawLevelElementAnimation(x, y, element);
7975 if (DONT_TOUCH(element))
7976 TestIfBadThingTouchesPlayer(x, y);
7981 InitMovingField(x, y, MovDir[x][y]);
7983 PlayLevelSoundAction(x, y, ACTION_MOVING);
7987 ContinueMoving(x, y);
7990 void ContinueMoving(int x, int y)
7992 int element = Feld[x][y];
7993 struct ElementInfo *ei = &element_info[element];
7994 int direction = MovDir[x][y];
7995 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
7996 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
7997 int newx = x + dx, newy = y + dy;
7998 int stored = Store[x][y];
7999 int stored_new = Store[newx][newy];
8000 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8001 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8002 boolean last_line = (newy == lev_fieldy - 1);
8004 MovPos[x][y] += getElementMoveStepsize(x, y);
8006 if (pushed_by_player) /* special case: moving object pushed by player */
8007 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8009 if (ABS(MovPos[x][y]) < TILEX)
8011 TEST_DrawLevelField(x, y);
8013 return; /* element is still moving */
8016 /* element reached destination field */
8018 Feld[x][y] = EL_EMPTY;
8019 Feld[newx][newy] = element;
8020 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8022 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8024 element = Feld[newx][newy] = EL_ACID;
8026 else if (element == EL_MOLE)
8028 Feld[x][y] = EL_SAND;
8030 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8032 else if (element == EL_QUICKSAND_FILLING)
8034 element = Feld[newx][newy] = get_next_element(element);
8035 Store[newx][newy] = Store[x][y];
8037 else if (element == EL_QUICKSAND_EMPTYING)
8039 Feld[x][y] = get_next_element(element);
8040 element = Feld[newx][newy] = Store[x][y];
8042 else if (element == EL_QUICKSAND_FAST_FILLING)
8044 element = Feld[newx][newy] = get_next_element(element);
8045 Store[newx][newy] = Store[x][y];
8047 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8049 Feld[x][y] = get_next_element(element);
8050 element = Feld[newx][newy] = Store[x][y];
8052 else if (element == EL_MAGIC_WALL_FILLING)
8054 element = Feld[newx][newy] = get_next_element(element);
8055 if (!game.magic_wall_active)
8056 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8057 Store[newx][newy] = Store[x][y];
8059 else if (element == EL_MAGIC_WALL_EMPTYING)
8061 Feld[x][y] = get_next_element(element);
8062 if (!game.magic_wall_active)
8063 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8064 element = Feld[newx][newy] = Store[x][y];
8066 InitField(newx, newy, FALSE);
8068 else if (element == EL_BD_MAGIC_WALL_FILLING)
8070 element = Feld[newx][newy] = get_next_element(element);
8071 if (!game.magic_wall_active)
8072 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8073 Store[newx][newy] = Store[x][y];
8075 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8077 Feld[x][y] = get_next_element(element);
8078 if (!game.magic_wall_active)
8079 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8080 element = Feld[newx][newy] = Store[x][y];
8082 InitField(newx, newy, FALSE);
8084 else if (element == EL_DC_MAGIC_WALL_FILLING)
8086 element = Feld[newx][newy] = get_next_element(element);
8087 if (!game.magic_wall_active)
8088 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8089 Store[newx][newy] = Store[x][y];
8091 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8093 Feld[x][y] = get_next_element(element);
8094 if (!game.magic_wall_active)
8095 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8096 element = Feld[newx][newy] = Store[x][y];
8098 InitField(newx, newy, FALSE);
8100 else if (element == EL_AMOEBA_DROPPING)
8102 Feld[x][y] = get_next_element(element);
8103 element = Feld[newx][newy] = Store[x][y];
8105 else if (element == EL_SOKOBAN_OBJECT)
8108 Feld[x][y] = Back[x][y];
8110 if (Back[newx][newy])
8111 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8113 Back[x][y] = Back[newx][newy] = 0;
8116 Store[x][y] = EL_EMPTY;
8121 MovDelay[newx][newy] = 0;
8123 if (CAN_CHANGE_OR_HAS_ACTION(element))
8125 /* copy element change control values to new field */
8126 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8127 ChangePage[newx][newy] = ChangePage[x][y];
8128 ChangeCount[newx][newy] = ChangeCount[x][y];
8129 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8132 CustomValue[newx][newy] = CustomValue[x][y];
8134 ChangeDelay[x][y] = 0;
8135 ChangePage[x][y] = -1;
8136 ChangeCount[x][y] = 0;
8137 ChangeEvent[x][y] = -1;
8139 CustomValue[x][y] = 0;
8141 /* copy animation control values to new field */
8142 GfxFrame[newx][newy] = GfxFrame[x][y];
8143 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8144 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8145 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8147 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8149 /* some elements can leave other elements behind after moving */
8150 if (ei->move_leave_element != EL_EMPTY &&
8151 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8152 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8154 int move_leave_element = ei->move_leave_element;
8156 /* this makes it possible to leave the removed element again */
8157 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8158 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8160 Feld[x][y] = move_leave_element;
8162 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8163 MovDir[x][y] = direction;
8165 InitField(x, y, FALSE);
8167 if (GFX_CRUMBLED(Feld[x][y]))
8168 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8170 if (ELEM_IS_PLAYER(move_leave_element))
8171 RelocatePlayer(x, y, move_leave_element);
8174 /* do this after checking for left-behind element */
8175 ResetGfxAnimation(x, y); /* reset animation values for old field */
8177 if (!CAN_MOVE(element) ||
8178 (CAN_FALL(element) && direction == MV_DOWN &&
8179 (element == EL_SPRING ||
8180 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8181 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8182 GfxDir[x][y] = MovDir[newx][newy] = 0;
8184 TEST_DrawLevelField(x, y);
8185 TEST_DrawLevelField(newx, newy);
8187 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8189 /* prevent pushed element from moving on in pushed direction */
8190 if (pushed_by_player && CAN_MOVE(element) &&
8191 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8192 !(element_info[element].move_pattern & direction))
8193 TurnRound(newx, newy);
8195 /* prevent elements on conveyor belt from moving on in last direction */
8196 if (pushed_by_conveyor && CAN_FALL(element) &&
8197 direction & MV_HORIZONTAL)
8198 MovDir[newx][newy] = 0;
8200 if (!pushed_by_player)
8202 int nextx = newx + dx, nexty = newy + dy;
8203 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8205 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8207 if (CAN_FALL(element) && direction == MV_DOWN)
8208 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8210 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8211 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8213 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8214 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8217 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8219 TestIfBadThingTouchesPlayer(newx, newy);
8220 TestIfBadThingTouchesFriend(newx, newy);
8222 if (!IS_CUSTOM_ELEMENT(element))
8223 TestIfBadThingTouchesOtherBadThing(newx, newy);
8225 else if (element == EL_PENGUIN)
8226 TestIfFriendTouchesBadThing(newx, newy);
8228 if (DONT_GET_HIT_BY(element))
8230 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8233 /* give the player one last chance (one more frame) to move away */
8234 if (CAN_FALL(element) && direction == MV_DOWN &&
8235 (last_line || (!IS_FREE(x, newy + 1) &&
8236 (!IS_PLAYER(x, newy + 1) ||
8237 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8240 if (pushed_by_player && !game.use_change_when_pushing_bug)
8242 int push_side = MV_DIR_OPPOSITE(direction);
8243 struct PlayerInfo *player = PLAYERINFO(x, y);
8245 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8246 player->index_bit, push_side);
8247 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8248 player->index_bit, push_side);
8251 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8252 MovDelay[newx][newy] = 1;
8254 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8256 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8257 TestIfElementHitsCustomElement(newx, newy, direction);
8258 TestIfPlayerTouchesCustomElement(newx, newy);
8259 TestIfElementTouchesCustomElement(newx, newy);
8261 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8262 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8263 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8264 MV_DIR_OPPOSITE(direction));
8267 int AmoebeNachbarNr(int ax, int ay)
8270 int element = Feld[ax][ay];
8272 static int xy[4][2] =
8280 for (i = 0; i < NUM_DIRECTIONS; i++)
8282 int x = ax + xy[i][0];
8283 int y = ay + xy[i][1];
8285 if (!IN_LEV_FIELD(x, y))
8288 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8289 group_nr = AmoebaNr[x][y];
8295 void AmoebenVereinigen(int ax, int ay)
8297 int i, x, y, xx, yy;
8298 int new_group_nr = AmoebaNr[ax][ay];
8299 static int xy[4][2] =
8307 if (new_group_nr == 0)
8310 for (i = 0; i < NUM_DIRECTIONS; i++)
8315 if (!IN_LEV_FIELD(x, y))
8318 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8319 Feld[x][y] == EL_BD_AMOEBA ||
8320 Feld[x][y] == EL_AMOEBA_DEAD) &&
8321 AmoebaNr[x][y] != new_group_nr)
8323 int old_group_nr = AmoebaNr[x][y];
8325 if (old_group_nr == 0)
8328 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8329 AmoebaCnt[old_group_nr] = 0;
8330 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8331 AmoebaCnt2[old_group_nr] = 0;
8333 SCAN_PLAYFIELD(xx, yy)
8335 if (AmoebaNr[xx][yy] == old_group_nr)
8336 AmoebaNr[xx][yy] = new_group_nr;
8342 void AmoebeUmwandeln(int ax, int ay)
8346 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8348 int group_nr = AmoebaNr[ax][ay];
8353 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8354 printf("AmoebeUmwandeln(): This should never happen!\n");
8359 SCAN_PLAYFIELD(x, y)
8361 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8364 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8368 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8369 SND_AMOEBA_TURNING_TO_GEM :
8370 SND_AMOEBA_TURNING_TO_ROCK));
8375 static int xy[4][2] =
8383 for (i = 0; i < NUM_DIRECTIONS; i++)
8388 if (!IN_LEV_FIELD(x, y))
8391 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8393 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8394 SND_AMOEBA_TURNING_TO_GEM :
8395 SND_AMOEBA_TURNING_TO_ROCK));
8402 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8405 int group_nr = AmoebaNr[ax][ay];
8406 boolean done = FALSE;
8411 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8412 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8417 SCAN_PLAYFIELD(x, y)
8419 if (AmoebaNr[x][y] == group_nr &&
8420 (Feld[x][y] == EL_AMOEBA_DEAD ||
8421 Feld[x][y] == EL_BD_AMOEBA ||
8422 Feld[x][y] == EL_AMOEBA_GROWING))
8425 Feld[x][y] = new_element;
8426 InitField(x, y, FALSE);
8427 TEST_DrawLevelField(x, y);
8433 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8434 SND_BD_AMOEBA_TURNING_TO_ROCK :
8435 SND_BD_AMOEBA_TURNING_TO_GEM));
8438 void AmoebeWaechst(int x, int y)
8440 static unsigned int sound_delay = 0;
8441 static unsigned int sound_delay_value = 0;
8443 if (!MovDelay[x][y]) /* start new growing cycle */
8447 if (DelayReached(&sound_delay, sound_delay_value))
8449 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8450 sound_delay_value = 30;
8454 if (MovDelay[x][y]) /* wait some time before growing bigger */
8457 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8459 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8460 6 - MovDelay[x][y]);
8462 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8465 if (!MovDelay[x][y])
8467 Feld[x][y] = Store[x][y];
8469 TEST_DrawLevelField(x, y);
8474 void AmoebaDisappearing(int x, int y)
8476 static unsigned int sound_delay = 0;
8477 static unsigned int sound_delay_value = 0;
8479 if (!MovDelay[x][y]) /* start new shrinking cycle */
8483 if (DelayReached(&sound_delay, sound_delay_value))
8484 sound_delay_value = 30;
8487 if (MovDelay[x][y]) /* wait some time before shrinking */
8490 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8492 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8493 6 - MovDelay[x][y]);
8495 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8498 if (!MovDelay[x][y])
8500 Feld[x][y] = EL_EMPTY;
8501 TEST_DrawLevelField(x, y);
8503 /* don't let mole enter this field in this cycle;
8504 (give priority to objects falling to this field from above) */
8510 void AmoebeAbleger(int ax, int ay)
8513 int element = Feld[ax][ay];
8514 int graphic = el2img(element);
8515 int newax = ax, neway = ay;
8516 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8517 static int xy[4][2] =
8525 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8527 Feld[ax][ay] = EL_AMOEBA_DEAD;
8528 TEST_DrawLevelField(ax, ay);
8532 if (IS_ANIMATED(graphic))
8533 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8535 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8536 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8538 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8541 if (MovDelay[ax][ay])
8545 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8548 int x = ax + xy[start][0];
8549 int y = ay + xy[start][1];
8551 if (!IN_LEV_FIELD(x, y))
8554 if (IS_FREE(x, y) ||
8555 CAN_GROW_INTO(Feld[x][y]) ||
8556 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8557 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8563 if (newax == ax && neway == ay)
8566 else /* normal or "filled" (BD style) amoeba */
8569 boolean waiting_for_player = FALSE;
8571 for (i = 0; i < NUM_DIRECTIONS; i++)
8573 int j = (start + i) % 4;
8574 int x = ax + xy[j][0];
8575 int y = ay + xy[j][1];
8577 if (!IN_LEV_FIELD(x, y))
8580 if (IS_FREE(x, y) ||
8581 CAN_GROW_INTO(Feld[x][y]) ||
8582 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8583 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8589 else if (IS_PLAYER(x, y))
8590 waiting_for_player = TRUE;
8593 if (newax == ax && neway == ay) /* amoeba cannot grow */
8595 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8597 Feld[ax][ay] = EL_AMOEBA_DEAD;
8598 TEST_DrawLevelField(ax, ay);
8599 AmoebaCnt[AmoebaNr[ax][ay]]--;
8601 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8603 if (element == EL_AMOEBA_FULL)
8604 AmoebeUmwandeln(ax, ay);
8605 else if (element == EL_BD_AMOEBA)
8606 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8611 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8613 /* amoeba gets larger by growing in some direction */
8615 int new_group_nr = AmoebaNr[ax][ay];
8618 if (new_group_nr == 0)
8620 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8621 printf("AmoebeAbleger(): This should never happen!\n");
8626 AmoebaNr[newax][neway] = new_group_nr;
8627 AmoebaCnt[new_group_nr]++;
8628 AmoebaCnt2[new_group_nr]++;
8630 /* if amoeba touches other amoeba(s) after growing, unify them */
8631 AmoebenVereinigen(newax, neway);
8633 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8635 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8641 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8642 (neway == lev_fieldy - 1 && newax != ax))
8644 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8645 Store[newax][neway] = element;
8647 else if (neway == ay || element == EL_EMC_DRIPPER)
8649 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8651 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8655 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8656 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8657 Store[ax][ay] = EL_AMOEBA_DROP;
8658 ContinueMoving(ax, ay);
8662 TEST_DrawLevelField(newax, neway);
8665 void Life(int ax, int ay)
8669 int element = Feld[ax][ay];
8670 int graphic = el2img(element);
8671 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8673 boolean changed = FALSE;
8675 if (IS_ANIMATED(graphic))
8676 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8681 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8682 MovDelay[ax][ay] = life_time;
8684 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8687 if (MovDelay[ax][ay])
8691 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8693 int xx = ax+x1, yy = ay+y1;
8696 if (!IN_LEV_FIELD(xx, yy))
8699 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8701 int x = xx+x2, y = yy+y2;
8703 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8706 if (((Feld[x][y] == element ||
8707 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8709 (IS_FREE(x, y) && Stop[x][y]))
8713 if (xx == ax && yy == ay) /* field in the middle */
8715 if (nachbarn < life_parameter[0] ||
8716 nachbarn > life_parameter[1])
8718 Feld[xx][yy] = EL_EMPTY;
8720 TEST_DrawLevelField(xx, yy);
8721 Stop[xx][yy] = TRUE;
8725 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8726 { /* free border field */
8727 if (nachbarn >= life_parameter[2] &&
8728 nachbarn <= life_parameter[3])
8730 Feld[xx][yy] = element;
8731 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8733 TEST_DrawLevelField(xx, yy);
8734 Stop[xx][yy] = TRUE;
8741 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8742 SND_GAME_OF_LIFE_GROWING);
8745 static void InitRobotWheel(int x, int y)
8747 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8750 static void RunRobotWheel(int x, int y)
8752 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8755 static void StopRobotWheel(int x, int y)
8757 if (ZX == x && ZY == y)
8761 game.robot_wheel_active = FALSE;
8765 static void InitTimegateWheel(int x, int y)
8767 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8770 static void RunTimegateWheel(int x, int y)
8772 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
8775 static void InitMagicBallDelay(int x, int y)
8777 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
8780 static void ActivateMagicBall(int bx, int by)
8784 if (level.ball_random)
8786 int pos_border = RND(8); /* select one of the eight border elements */
8787 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
8788 int xx = pos_content % 3;
8789 int yy = pos_content / 3;
8794 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8795 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8799 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
8801 int xx = x - bx + 1;
8802 int yy = y - by + 1;
8804 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8805 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8809 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
8812 void CheckExit(int x, int y)
8814 if (local_player->gems_still_needed > 0 ||
8815 local_player->sokobanfields_still_needed > 0 ||
8816 local_player->lights_still_needed > 0)
8818 int element = Feld[x][y];
8819 int graphic = el2img(element);
8821 if (IS_ANIMATED(graphic))
8822 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8827 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8830 Feld[x][y] = EL_EXIT_OPENING;
8832 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
8835 void CheckExitEM(int x, int y)
8837 if (local_player->gems_still_needed > 0 ||
8838 local_player->sokobanfields_still_needed > 0 ||
8839 local_player->lights_still_needed > 0)
8841 int element = Feld[x][y];
8842 int graphic = el2img(element);
8844 if (IS_ANIMATED(graphic))
8845 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8850 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8853 Feld[x][y] = EL_EM_EXIT_OPENING;
8855 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
8858 void CheckExitSteel(int x, int y)
8860 if (local_player->gems_still_needed > 0 ||
8861 local_player->sokobanfields_still_needed > 0 ||
8862 local_player->lights_still_needed > 0)
8864 int element = Feld[x][y];
8865 int graphic = el2img(element);
8867 if (IS_ANIMATED(graphic))
8868 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8873 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8876 Feld[x][y] = EL_STEEL_EXIT_OPENING;
8878 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
8881 void CheckExitSteelEM(int x, int y)
8883 if (local_player->gems_still_needed > 0 ||
8884 local_player->sokobanfields_still_needed > 0 ||
8885 local_player->lights_still_needed > 0)
8887 int element = Feld[x][y];
8888 int graphic = el2img(element);
8890 if (IS_ANIMATED(graphic))
8891 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8896 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8899 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
8901 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
8904 void CheckExitSP(int x, int y)
8906 if (local_player->gems_still_needed > 0)
8908 int element = Feld[x][y];
8909 int graphic = el2img(element);
8911 if (IS_ANIMATED(graphic))
8912 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8917 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8920 Feld[x][y] = EL_SP_EXIT_OPENING;
8922 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
8925 static void CloseAllOpenTimegates()
8929 SCAN_PLAYFIELD(x, y)
8931 int element = Feld[x][y];
8933 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
8935 Feld[x][y] = EL_TIMEGATE_CLOSING;
8937 PlayLevelSoundAction(x, y, ACTION_CLOSING);
8942 void DrawTwinkleOnField(int x, int y)
8944 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
8947 if (Feld[x][y] == EL_BD_DIAMOND)
8950 if (MovDelay[x][y] == 0) /* next animation frame */
8951 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
8953 if (MovDelay[x][y] != 0) /* wait some time before next frame */
8957 DrawLevelElementAnimation(x, y, Feld[x][y]);
8959 if (MovDelay[x][y] != 0)
8961 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
8962 10 - MovDelay[x][y]);
8964 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
8969 void MauerWaechst(int x, int y)
8973 if (!MovDelay[x][y]) /* next animation frame */
8974 MovDelay[x][y] = 3 * delay;
8976 if (MovDelay[x][y]) /* wait some time before next frame */
8980 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8982 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
8983 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
8985 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
8988 if (!MovDelay[x][y])
8990 if (MovDir[x][y] == MV_LEFT)
8992 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
8993 TEST_DrawLevelField(x - 1, y);
8995 else if (MovDir[x][y] == MV_RIGHT)
8997 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
8998 TEST_DrawLevelField(x + 1, y);
9000 else if (MovDir[x][y] == MV_UP)
9002 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9003 TEST_DrawLevelField(x, y - 1);
9007 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9008 TEST_DrawLevelField(x, y + 1);
9011 Feld[x][y] = Store[x][y];
9013 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9014 TEST_DrawLevelField(x, y);
9019 void MauerAbleger(int ax, int ay)
9021 int element = Feld[ax][ay];
9022 int graphic = el2img(element);
9023 boolean oben_frei = FALSE, unten_frei = FALSE;
9024 boolean links_frei = FALSE, rechts_frei = FALSE;
9025 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9026 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9027 boolean new_wall = FALSE;
9029 if (IS_ANIMATED(graphic))
9030 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9032 if (!MovDelay[ax][ay]) /* start building new wall */
9033 MovDelay[ax][ay] = 6;
9035 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9038 if (MovDelay[ax][ay])
9042 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9044 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9046 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9048 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9051 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9052 element == EL_EXPANDABLE_WALL_ANY)
9056 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9057 Store[ax][ay-1] = element;
9058 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9059 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9060 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9061 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9066 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9067 Store[ax][ay+1] = element;
9068 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9069 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9070 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9071 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9076 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9077 element == EL_EXPANDABLE_WALL_ANY ||
9078 element == EL_EXPANDABLE_WALL ||
9079 element == EL_BD_EXPANDABLE_WALL)
9083 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9084 Store[ax-1][ay] = element;
9085 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9086 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9087 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9088 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9094 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9095 Store[ax+1][ay] = element;
9096 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9097 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9098 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9099 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9104 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9105 TEST_DrawLevelField(ax, ay);
9107 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9109 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9110 unten_massiv = TRUE;
9111 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9112 links_massiv = TRUE;
9113 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9114 rechts_massiv = TRUE;
9116 if (((oben_massiv && unten_massiv) ||
9117 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9118 element == EL_EXPANDABLE_WALL) &&
9119 ((links_massiv && rechts_massiv) ||
9120 element == EL_EXPANDABLE_WALL_VERTICAL))
9121 Feld[ax][ay] = EL_WALL;
9124 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9127 void MauerAblegerStahl(int ax, int ay)
9129 int element = Feld[ax][ay];
9130 int graphic = el2img(element);
9131 boolean oben_frei = FALSE, unten_frei = FALSE;
9132 boolean links_frei = FALSE, rechts_frei = FALSE;
9133 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9134 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9135 boolean new_wall = FALSE;
9137 if (IS_ANIMATED(graphic))
9138 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9140 if (!MovDelay[ax][ay]) /* start building new wall */
9141 MovDelay[ax][ay] = 6;
9143 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9146 if (MovDelay[ax][ay])
9150 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9152 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9154 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9156 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9159 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9160 element == EL_EXPANDABLE_STEELWALL_ANY)
9164 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9165 Store[ax][ay-1] = element;
9166 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9167 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9168 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9169 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9174 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9175 Store[ax][ay+1] = element;
9176 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9177 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9178 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9179 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9184 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9185 element == EL_EXPANDABLE_STEELWALL_ANY)
9189 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9190 Store[ax-1][ay] = element;
9191 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9192 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9193 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9194 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9200 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9201 Store[ax+1][ay] = element;
9202 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9203 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9204 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9205 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9210 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9212 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9213 unten_massiv = TRUE;
9214 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9215 links_massiv = TRUE;
9216 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9217 rechts_massiv = TRUE;
9219 if (((oben_massiv && unten_massiv) ||
9220 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9221 ((links_massiv && rechts_massiv) ||
9222 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9223 Feld[ax][ay] = EL_STEELWALL;
9226 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9229 void CheckForDragon(int x, int y)
9232 boolean dragon_found = FALSE;
9233 static int xy[4][2] =
9241 for (i = 0; i < NUM_DIRECTIONS; i++)
9243 for (j = 0; j < 4; j++)
9245 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9247 if (IN_LEV_FIELD(xx, yy) &&
9248 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9250 if (Feld[xx][yy] == EL_DRAGON)
9251 dragon_found = TRUE;
9260 for (i = 0; i < NUM_DIRECTIONS; i++)
9262 for (j = 0; j < 3; j++)
9264 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9266 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9268 Feld[xx][yy] = EL_EMPTY;
9269 TEST_DrawLevelField(xx, yy);
9278 static void InitBuggyBase(int x, int y)
9280 int element = Feld[x][y];
9281 int activating_delay = FRAMES_PER_SECOND / 4;
9284 (element == EL_SP_BUGGY_BASE ?
9285 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9286 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9288 element == EL_SP_BUGGY_BASE_ACTIVE ?
9289 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9292 static void WarnBuggyBase(int x, int y)
9295 static int xy[4][2] =
9303 for (i = 0; i < NUM_DIRECTIONS; i++)
9305 int xx = x + xy[i][0];
9306 int yy = y + xy[i][1];
9308 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9310 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9317 static void InitTrap(int x, int y)
9319 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9322 static void ActivateTrap(int x, int y)
9324 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9327 static void ChangeActiveTrap(int x, int y)
9329 int graphic = IMG_TRAP_ACTIVE;
9331 /* if new animation frame was drawn, correct crumbled sand border */
9332 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9333 TEST_DrawLevelFieldCrumbled(x, y);
9336 static int getSpecialActionElement(int element, int number, int base_element)
9338 return (element != EL_EMPTY ? element :
9339 number != -1 ? base_element + number - 1 :
9343 static int getModifiedActionNumber(int value_old, int operator, int operand,
9344 int value_min, int value_max)
9346 int value_new = (operator == CA_MODE_SET ? operand :
9347 operator == CA_MODE_ADD ? value_old + operand :
9348 operator == CA_MODE_SUBTRACT ? value_old - operand :
9349 operator == CA_MODE_MULTIPLY ? value_old * operand :
9350 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9351 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9354 return (value_new < value_min ? value_min :
9355 value_new > value_max ? value_max :
9359 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9361 struct ElementInfo *ei = &element_info[element];
9362 struct ElementChangeInfo *change = &ei->change_page[page];
9363 int target_element = change->target_element;
9364 int action_type = change->action_type;
9365 int action_mode = change->action_mode;
9366 int action_arg = change->action_arg;
9367 int action_element = change->action_element;
9370 if (!change->has_action)
9373 /* ---------- determine action paramater values -------------------------- */
9375 int level_time_value =
9376 (level.time > 0 ? TimeLeft :
9379 int action_arg_element_raw =
9380 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9381 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9382 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9383 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9384 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9385 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9386 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9388 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9390 int action_arg_direction =
9391 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9392 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9393 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9394 change->actual_trigger_side :
9395 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9396 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9399 int action_arg_number_min =
9400 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9403 int action_arg_number_max =
9404 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9405 action_type == CA_SET_LEVEL_GEMS ? 999 :
9406 action_type == CA_SET_LEVEL_TIME ? 9999 :
9407 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9408 action_type == CA_SET_CE_VALUE ? 9999 :
9409 action_type == CA_SET_CE_SCORE ? 9999 :
9412 int action_arg_number_reset =
9413 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9414 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9415 action_type == CA_SET_LEVEL_TIME ? level.time :
9416 action_type == CA_SET_LEVEL_SCORE ? 0 :
9417 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9418 action_type == CA_SET_CE_SCORE ? 0 :
9421 int action_arg_number =
9422 (action_arg <= CA_ARG_MAX ? action_arg :
9423 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9424 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9425 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9426 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9427 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9428 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9429 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9430 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9431 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9432 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9433 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9434 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9435 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9436 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9437 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9438 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9439 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9440 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9441 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9442 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9443 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9446 int action_arg_number_old =
9447 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9448 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9449 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9450 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9451 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9454 int action_arg_number_new =
9455 getModifiedActionNumber(action_arg_number_old,
9456 action_mode, action_arg_number,
9457 action_arg_number_min, action_arg_number_max);
9459 int trigger_player_bits =
9460 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9461 change->actual_trigger_player_bits : change->trigger_player);
9463 int action_arg_player_bits =
9464 (action_arg >= CA_ARG_PLAYER_1 &&
9465 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9466 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9467 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9470 /* ---------- execute action -------------------------------------------- */
9472 switch (action_type)
9479 /* ---------- level actions ------------------------------------------- */
9481 case CA_RESTART_LEVEL:
9483 game.restart_level = TRUE;
9488 case CA_SHOW_ENVELOPE:
9490 int element = getSpecialActionElement(action_arg_element,
9491 action_arg_number, EL_ENVELOPE_1);
9493 if (IS_ENVELOPE(element))
9494 local_player->show_envelope = element;
9499 case CA_SET_LEVEL_TIME:
9501 if (level.time > 0) /* only modify limited time value */
9503 TimeLeft = action_arg_number_new;
9505 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9507 DisplayGameControlValues();
9509 if (!TimeLeft && setup.time_limit)
9510 for (i = 0; i < MAX_PLAYERS; i++)
9511 KillPlayer(&stored_player[i]);
9517 case CA_SET_LEVEL_SCORE:
9519 local_player->score = action_arg_number_new;
9521 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9523 DisplayGameControlValues();
9528 case CA_SET_LEVEL_GEMS:
9530 local_player->gems_still_needed = action_arg_number_new;
9532 game.snapshot.collected_item = TRUE;
9534 game_panel_controls[GAME_PANEL_GEMS].value =
9535 local_player->gems_still_needed;
9537 DisplayGameControlValues();
9542 case CA_SET_LEVEL_WIND:
9544 game.wind_direction = action_arg_direction;
9549 case CA_SET_LEVEL_RANDOM_SEED:
9551 /* ensure that setting a new random seed while playing is predictable */
9552 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9557 /* ---------- player actions ------------------------------------------ */
9559 case CA_MOVE_PLAYER:
9561 /* automatically move to the next field in specified direction */
9562 for (i = 0; i < MAX_PLAYERS; i++)
9563 if (trigger_player_bits & (1 << i))
9564 stored_player[i].programmed_action = action_arg_direction;
9569 case CA_EXIT_PLAYER:
9571 for (i = 0; i < MAX_PLAYERS; i++)
9572 if (action_arg_player_bits & (1 << i))
9573 PlayerWins(&stored_player[i]);
9578 case CA_KILL_PLAYER:
9580 for (i = 0; i < MAX_PLAYERS; i++)
9581 if (action_arg_player_bits & (1 << i))
9582 KillPlayer(&stored_player[i]);
9587 case CA_SET_PLAYER_KEYS:
9589 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9590 int element = getSpecialActionElement(action_arg_element,
9591 action_arg_number, EL_KEY_1);
9593 if (IS_KEY(element))
9595 for (i = 0; i < MAX_PLAYERS; i++)
9597 if (trigger_player_bits & (1 << i))
9599 stored_player[i].key[KEY_NR(element)] = key_state;
9601 DrawGameDoorValues();
9609 case CA_SET_PLAYER_SPEED:
9611 for (i = 0; i < MAX_PLAYERS; i++)
9613 if (trigger_player_bits & (1 << i))
9615 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9617 if (action_arg == CA_ARG_SPEED_FASTER &&
9618 stored_player[i].cannot_move)
9620 action_arg_number = STEPSIZE_VERY_SLOW;
9622 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9623 action_arg == CA_ARG_SPEED_FASTER)
9625 action_arg_number = 2;
9626 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9629 else if (action_arg == CA_ARG_NUMBER_RESET)
9631 action_arg_number = level.initial_player_stepsize[i];
9635 getModifiedActionNumber(move_stepsize,
9638 action_arg_number_min,
9639 action_arg_number_max);
9641 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9648 case CA_SET_PLAYER_SHIELD:
9650 for (i = 0; i < MAX_PLAYERS; i++)
9652 if (trigger_player_bits & (1 << i))
9654 if (action_arg == CA_ARG_SHIELD_OFF)
9656 stored_player[i].shield_normal_time_left = 0;
9657 stored_player[i].shield_deadly_time_left = 0;
9659 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9661 stored_player[i].shield_normal_time_left = 999999;
9663 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9665 stored_player[i].shield_normal_time_left = 999999;
9666 stored_player[i].shield_deadly_time_left = 999999;
9674 case CA_SET_PLAYER_GRAVITY:
9676 for (i = 0; i < MAX_PLAYERS; i++)
9678 if (trigger_player_bits & (1 << i))
9680 stored_player[i].gravity =
9681 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9682 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9683 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9684 stored_player[i].gravity);
9691 case CA_SET_PLAYER_ARTWORK:
9693 for (i = 0; i < MAX_PLAYERS; i++)
9695 if (trigger_player_bits & (1 << i))
9697 int artwork_element = action_arg_element;
9699 if (action_arg == CA_ARG_ELEMENT_RESET)
9701 (level.use_artwork_element[i] ? level.artwork_element[i] :
9702 stored_player[i].element_nr);
9704 if (stored_player[i].artwork_element != artwork_element)
9705 stored_player[i].Frame = 0;
9707 stored_player[i].artwork_element = artwork_element;
9709 SetPlayerWaiting(&stored_player[i], FALSE);
9711 /* set number of special actions for bored and sleeping animation */
9712 stored_player[i].num_special_action_bored =
9713 get_num_special_action(artwork_element,
9714 ACTION_BORING_1, ACTION_BORING_LAST);
9715 stored_player[i].num_special_action_sleeping =
9716 get_num_special_action(artwork_element,
9717 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9724 case CA_SET_PLAYER_INVENTORY:
9726 for (i = 0; i < MAX_PLAYERS; i++)
9728 struct PlayerInfo *player = &stored_player[i];
9731 if (trigger_player_bits & (1 << i))
9733 int inventory_element = action_arg_element;
9735 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9736 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9737 action_arg == CA_ARG_ELEMENT_ACTION)
9739 int element = inventory_element;
9740 int collect_count = element_info[element].collect_count_initial;
9742 if (!IS_CUSTOM_ELEMENT(element))
9745 if (collect_count == 0)
9746 player->inventory_infinite_element = element;
9748 for (k = 0; k < collect_count; k++)
9749 if (player->inventory_size < MAX_INVENTORY_SIZE)
9750 player->inventory_element[player->inventory_size++] =
9753 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9754 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9755 action_arg == CA_ARG_INVENTORY_RM_ACTION)
9757 if (player->inventory_infinite_element != EL_UNDEFINED &&
9758 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
9759 action_arg_element_raw))
9760 player->inventory_infinite_element = EL_UNDEFINED;
9762 for (k = 0, j = 0; j < player->inventory_size; j++)
9764 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
9765 action_arg_element_raw))
9766 player->inventory_element[k++] = player->inventory_element[j];
9769 player->inventory_size = k;
9771 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
9773 if (player->inventory_size > 0)
9775 for (j = 0; j < player->inventory_size - 1; j++)
9776 player->inventory_element[j] = player->inventory_element[j + 1];
9778 player->inventory_size--;
9781 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
9783 if (player->inventory_size > 0)
9784 player->inventory_size--;
9786 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
9788 player->inventory_infinite_element = EL_UNDEFINED;
9789 player->inventory_size = 0;
9791 else if (action_arg == CA_ARG_INVENTORY_RESET)
9793 player->inventory_infinite_element = EL_UNDEFINED;
9794 player->inventory_size = 0;
9796 if (level.use_initial_inventory[i])
9798 for (j = 0; j < level.initial_inventory_size[i]; j++)
9800 int element = level.initial_inventory_content[i][j];
9801 int collect_count = element_info[element].collect_count_initial;
9803 if (!IS_CUSTOM_ELEMENT(element))
9806 if (collect_count == 0)
9807 player->inventory_infinite_element = element;
9809 for (k = 0; k < collect_count; k++)
9810 if (player->inventory_size < MAX_INVENTORY_SIZE)
9811 player->inventory_element[player->inventory_size++] =
9822 /* ---------- CE actions ---------------------------------------------- */
9824 case CA_SET_CE_VALUE:
9826 int last_ce_value = CustomValue[x][y];
9828 CustomValue[x][y] = action_arg_number_new;
9830 if (CustomValue[x][y] != last_ce_value)
9832 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
9833 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
9835 if (CustomValue[x][y] == 0)
9837 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
9838 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
9845 case CA_SET_CE_SCORE:
9847 int last_ce_score = ei->collect_score;
9849 ei->collect_score = action_arg_number_new;
9851 if (ei->collect_score != last_ce_score)
9853 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
9854 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
9856 if (ei->collect_score == 0)
9860 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
9861 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
9864 This is a very special case that seems to be a mixture between
9865 CheckElementChange() and CheckTriggeredElementChange(): while
9866 the first one only affects single elements that are triggered
9867 directly, the second one affects multiple elements in the playfield
9868 that are triggered indirectly by another element. This is a third
9869 case: Changing the CE score always affects multiple identical CEs,
9870 so every affected CE must be checked, not only the single CE for
9871 which the CE score was changed in the first place (as every instance
9872 of that CE shares the same CE score, and therefore also can change)!
9874 SCAN_PLAYFIELD(xx, yy)
9876 if (Feld[xx][yy] == element)
9877 CheckElementChange(xx, yy, element, EL_UNDEFINED,
9878 CE_SCORE_GETS_ZERO);
9886 case CA_SET_CE_ARTWORK:
9888 int artwork_element = action_arg_element;
9889 boolean reset_frame = FALSE;
9892 if (action_arg == CA_ARG_ELEMENT_RESET)
9893 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
9896 if (ei->gfx_element != artwork_element)
9899 ei->gfx_element = artwork_element;
9901 SCAN_PLAYFIELD(xx, yy)
9903 if (Feld[xx][yy] == element)
9907 ResetGfxAnimation(xx, yy);
9908 ResetRandomAnimationValue(xx, yy);
9911 TEST_DrawLevelField(xx, yy);
9918 /* ---------- engine actions ------------------------------------------ */
9920 case CA_SET_ENGINE_SCAN_MODE:
9922 InitPlayfieldScanMode(action_arg);
9932 static void CreateFieldExt(int x, int y, int element, boolean is_change)
9934 int old_element = Feld[x][y];
9935 int new_element = GetElementFromGroupElement(element);
9936 int previous_move_direction = MovDir[x][y];
9937 int last_ce_value = CustomValue[x][y];
9938 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
9939 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
9940 boolean add_player_onto_element = (new_element_is_player &&
9941 new_element != EL_SOKOBAN_FIELD_PLAYER &&
9942 IS_WALKABLE(old_element));
9944 if (!add_player_onto_element)
9946 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
9947 RemoveMovingField(x, y);
9951 Feld[x][y] = new_element;
9953 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
9954 MovDir[x][y] = previous_move_direction;
9956 if (element_info[new_element].use_last_ce_value)
9957 CustomValue[x][y] = last_ce_value;
9959 InitField_WithBug1(x, y, FALSE);
9961 new_element = Feld[x][y]; /* element may have changed */
9963 ResetGfxAnimation(x, y);
9964 ResetRandomAnimationValue(x, y);
9966 TEST_DrawLevelField(x, y);
9968 if (GFX_CRUMBLED(new_element))
9969 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
9972 /* check if element under the player changes from accessible to unaccessible
9973 (needed for special case of dropping element which then changes) */
9974 /* (must be checked after creating new element for walkable group elements) */
9975 if (IS_PLAYER(x, y) && !player_explosion_protected &&
9976 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
9983 /* "ChangeCount" not set yet to allow "entered by player" change one time */
9984 if (new_element_is_player)
9985 RelocatePlayer(x, y, new_element);
9988 ChangeCount[x][y]++; /* count number of changes in the same frame */
9990 TestIfBadThingTouchesPlayer(x, y);
9991 TestIfPlayerTouchesCustomElement(x, y);
9992 TestIfElementTouchesCustomElement(x, y);
9995 static void CreateField(int x, int y, int element)
9997 CreateFieldExt(x, y, element, FALSE);
10000 static void CreateElementFromChange(int x, int y, int element)
10002 element = GET_VALID_RUNTIME_ELEMENT(element);
10004 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10006 int old_element = Feld[x][y];
10008 /* prevent changed element from moving in same engine frame
10009 unless both old and new element can either fall or move */
10010 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10011 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10015 CreateFieldExt(x, y, element, TRUE);
10018 static boolean ChangeElement(int x, int y, int element, int page)
10020 struct ElementInfo *ei = &element_info[element];
10021 struct ElementChangeInfo *change = &ei->change_page[page];
10022 int ce_value = CustomValue[x][y];
10023 int ce_score = ei->collect_score;
10024 int target_element;
10025 int old_element = Feld[x][y];
10027 /* always use default change event to prevent running into a loop */
10028 if (ChangeEvent[x][y] == -1)
10029 ChangeEvent[x][y] = CE_DELAY;
10031 if (ChangeEvent[x][y] == CE_DELAY)
10033 /* reset actual trigger element, trigger player and action element */
10034 change->actual_trigger_element = EL_EMPTY;
10035 change->actual_trigger_player = EL_EMPTY;
10036 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10037 change->actual_trigger_side = CH_SIDE_NONE;
10038 change->actual_trigger_ce_value = 0;
10039 change->actual_trigger_ce_score = 0;
10042 /* do not change elements more than a specified maximum number of changes */
10043 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10046 ChangeCount[x][y]++; /* count number of changes in the same frame */
10048 if (change->explode)
10055 if (change->use_target_content)
10057 boolean complete_replace = TRUE;
10058 boolean can_replace[3][3];
10061 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10064 boolean is_walkable;
10065 boolean is_diggable;
10066 boolean is_collectible;
10067 boolean is_removable;
10068 boolean is_destructible;
10069 int ex = x + xx - 1;
10070 int ey = y + yy - 1;
10071 int content_element = change->target_content.e[xx][yy];
10074 can_replace[xx][yy] = TRUE;
10076 if (ex == x && ey == y) /* do not check changing element itself */
10079 if (content_element == EL_EMPTY_SPACE)
10081 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10086 if (!IN_LEV_FIELD(ex, ey))
10088 can_replace[xx][yy] = FALSE;
10089 complete_replace = FALSE;
10096 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10097 e = MovingOrBlocked2Element(ex, ey);
10099 is_empty = (IS_FREE(ex, ey) ||
10100 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10102 is_walkable = (is_empty || IS_WALKABLE(e));
10103 is_diggable = (is_empty || IS_DIGGABLE(e));
10104 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10105 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10106 is_removable = (is_diggable || is_collectible);
10108 can_replace[xx][yy] =
10109 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10110 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10111 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10112 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10113 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10114 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10115 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10117 if (!can_replace[xx][yy])
10118 complete_replace = FALSE;
10121 if (!change->only_if_complete || complete_replace)
10123 boolean something_has_changed = FALSE;
10125 if (change->only_if_complete && change->use_random_replace &&
10126 RND(100) < change->random_percentage)
10129 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10131 int ex = x + xx - 1;
10132 int ey = y + yy - 1;
10133 int content_element;
10135 if (can_replace[xx][yy] && (!change->use_random_replace ||
10136 RND(100) < change->random_percentage))
10138 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10139 RemoveMovingField(ex, ey);
10141 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10143 content_element = change->target_content.e[xx][yy];
10144 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10145 ce_value, ce_score);
10147 CreateElementFromChange(ex, ey, target_element);
10149 something_has_changed = TRUE;
10151 /* for symmetry reasons, freeze newly created border elements */
10152 if (ex != x || ey != y)
10153 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10157 if (something_has_changed)
10159 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10160 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10166 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10167 ce_value, ce_score);
10169 if (element == EL_DIAGONAL_GROWING ||
10170 element == EL_DIAGONAL_SHRINKING)
10172 target_element = Store[x][y];
10174 Store[x][y] = EL_EMPTY;
10177 CreateElementFromChange(x, y, target_element);
10179 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10180 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10183 /* this uses direct change before indirect change */
10184 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10189 static void HandleElementChange(int x, int y, int page)
10191 int element = MovingOrBlocked2Element(x, y);
10192 struct ElementInfo *ei = &element_info[element];
10193 struct ElementChangeInfo *change = &ei->change_page[page];
10194 boolean handle_action_before_change = FALSE;
10197 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10198 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10201 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10202 x, y, element, element_info[element].token_name);
10203 printf("HandleElementChange(): This should never happen!\n");
10208 /* this can happen with classic bombs on walkable, changing elements */
10209 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10214 if (ChangeDelay[x][y] == 0) /* initialize element change */
10216 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10218 if (change->can_change)
10220 /* !!! not clear why graphic animation should be reset at all here !!! */
10221 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10222 /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */
10225 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10227 When using an animation frame delay of 1 (this only happens with
10228 "sp_zonk.moving.left/right" in the classic graphics), the default
10229 (non-moving) animation shows wrong animation frames (while the
10230 moving animation, like "sp_zonk.moving.left/right", is correct,
10231 so this graphical bug never shows up with the classic graphics).
10232 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10233 be drawn instead of the correct frames 0,1,2,3. This is caused by
10234 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10235 an element change: First when the change delay ("ChangeDelay[][]")
10236 counter has reached zero after decrementing, then a second time in
10237 the next frame (after "GfxFrame[][]" was already incremented) when
10238 "ChangeDelay[][]" is reset to the initial delay value again.
10240 This causes frame 0 to be drawn twice, while the last frame won't
10241 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10243 As some animations may already be cleverly designed around this bug
10244 (at least the "Snake Bite" snake tail animation does this), it cannot
10245 simply be fixed here without breaking such existing animations.
10246 Unfortunately, it cannot easily be detected if a graphics set was
10247 designed "before" or "after" the bug was fixed. As a workaround,
10248 a new graphics set option "game.graphics_engine_version" was added
10249 to be able to specify the game's major release version for which the
10250 graphics set was designed, which can then be used to decide if the
10251 bugfix should be used (version 4 and above) or not (version 3 or
10252 below, or if no version was specified at all, as with old sets).
10254 (The wrong/fixed animation frames can be tested with the test level set
10255 "test_gfxframe" and level "000", which contains a specially prepared
10256 custom element at level position (x/y) == (11/9) which uses the zonk
10257 animation mentioned above. Using "game.graphics_engine_version: 4"
10258 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10259 This can also be seen from the debug output for this test element.)
10262 /* when a custom element is about to change (for example by change delay),
10263 do not reset graphic animation when the custom element is moving */
10264 if (game.graphics_engine_version < 4 &&
10267 ResetGfxAnimation(x, y);
10268 ResetRandomAnimationValue(x, y);
10271 if (change->pre_change_function)
10272 change->pre_change_function(x, y);
10276 ChangeDelay[x][y]--;
10278 if (ChangeDelay[x][y] != 0) /* continue element change */
10280 if (change->can_change)
10282 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10284 if (IS_ANIMATED(graphic))
10285 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10287 if (change->change_function)
10288 change->change_function(x, y);
10291 else /* finish element change */
10293 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10295 page = ChangePage[x][y];
10296 ChangePage[x][y] = -1;
10298 change = &ei->change_page[page];
10301 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10303 ChangeDelay[x][y] = 1; /* try change after next move step */
10304 ChangePage[x][y] = page; /* remember page to use for change */
10309 /* special case: set new level random seed before changing element */
10310 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10311 handle_action_before_change = TRUE;
10313 if (change->has_action && handle_action_before_change)
10314 ExecuteCustomElementAction(x, y, element, page);
10316 if (change->can_change)
10318 if (ChangeElement(x, y, element, page))
10320 if (change->post_change_function)
10321 change->post_change_function(x, y);
10325 if (change->has_action && !handle_action_before_change)
10326 ExecuteCustomElementAction(x, y, element, page);
10330 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10331 int trigger_element,
10333 int trigger_player,
10337 boolean change_done_any = FALSE;
10338 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10341 if (!(trigger_events[trigger_element][trigger_event]))
10344 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10346 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10348 int element = EL_CUSTOM_START + i;
10349 boolean change_done = FALSE;
10352 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10353 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10356 for (p = 0; p < element_info[element].num_change_pages; p++)
10358 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10360 if (change->can_change_or_has_action &&
10361 change->has_event[trigger_event] &&
10362 change->trigger_side & trigger_side &&
10363 change->trigger_player & trigger_player &&
10364 change->trigger_page & trigger_page_bits &&
10365 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10367 change->actual_trigger_element = trigger_element;
10368 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10369 change->actual_trigger_player_bits = trigger_player;
10370 change->actual_trigger_side = trigger_side;
10371 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10372 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10374 if ((change->can_change && !change_done) || change->has_action)
10378 SCAN_PLAYFIELD(x, y)
10380 if (Feld[x][y] == element)
10382 if (change->can_change && !change_done)
10384 /* if element already changed in this frame, not only prevent
10385 another element change (checked in ChangeElement()), but
10386 also prevent additional element actions for this element */
10388 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10389 !level.use_action_after_change_bug)
10392 ChangeDelay[x][y] = 1;
10393 ChangeEvent[x][y] = trigger_event;
10395 HandleElementChange(x, y, p);
10397 else if (change->has_action)
10399 /* if element already changed in this frame, not only prevent
10400 another element change (checked in ChangeElement()), but
10401 also prevent additional element actions for this element */
10403 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10404 !level.use_action_after_change_bug)
10407 ExecuteCustomElementAction(x, y, element, p);
10408 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10413 if (change->can_change)
10415 change_done = TRUE;
10416 change_done_any = TRUE;
10423 RECURSION_LOOP_DETECTION_END();
10425 return change_done_any;
10428 static boolean CheckElementChangeExt(int x, int y,
10430 int trigger_element,
10432 int trigger_player,
10435 boolean change_done = FALSE;
10438 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10439 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10442 if (Feld[x][y] == EL_BLOCKED)
10444 Blocked2Moving(x, y, &x, &y);
10445 element = Feld[x][y];
10448 /* check if element has already changed or is about to change after moving */
10449 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10450 Feld[x][y] != element) ||
10452 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10453 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10454 ChangePage[x][y] != -1)))
10457 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10459 for (p = 0; p < element_info[element].num_change_pages; p++)
10461 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10463 /* check trigger element for all events where the element that is checked
10464 for changing interacts with a directly adjacent element -- this is
10465 different to element changes that affect other elements to change on the
10466 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10467 boolean check_trigger_element =
10468 (trigger_event == CE_TOUCHING_X ||
10469 trigger_event == CE_HITTING_X ||
10470 trigger_event == CE_HIT_BY_X ||
10471 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10473 if (change->can_change_or_has_action &&
10474 change->has_event[trigger_event] &&
10475 change->trigger_side & trigger_side &&
10476 change->trigger_player & trigger_player &&
10477 (!check_trigger_element ||
10478 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10480 change->actual_trigger_element = trigger_element;
10481 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10482 change->actual_trigger_player_bits = trigger_player;
10483 change->actual_trigger_side = trigger_side;
10484 change->actual_trigger_ce_value = CustomValue[x][y];
10485 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10487 /* special case: trigger element not at (x,y) position for some events */
10488 if (check_trigger_element)
10500 { 0, 0 }, { 0, 0 }, { 0, 0 },
10504 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10505 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10507 change->actual_trigger_ce_value = CustomValue[xx][yy];
10508 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10511 if (change->can_change && !change_done)
10513 ChangeDelay[x][y] = 1;
10514 ChangeEvent[x][y] = trigger_event;
10516 HandleElementChange(x, y, p);
10518 change_done = TRUE;
10520 else if (change->has_action)
10522 ExecuteCustomElementAction(x, y, element, p);
10523 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10528 RECURSION_LOOP_DETECTION_END();
10530 return change_done;
10533 static void PlayPlayerSound(struct PlayerInfo *player)
10535 int jx = player->jx, jy = player->jy;
10536 int sound_element = player->artwork_element;
10537 int last_action = player->last_action_waiting;
10538 int action = player->action_waiting;
10540 if (player->is_waiting)
10542 if (action != last_action)
10543 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10545 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10549 if (action != last_action)
10550 StopSound(element_info[sound_element].sound[last_action]);
10552 if (last_action == ACTION_SLEEPING)
10553 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10557 static void PlayAllPlayersSound()
10561 for (i = 0; i < MAX_PLAYERS; i++)
10562 if (stored_player[i].active)
10563 PlayPlayerSound(&stored_player[i]);
10566 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10568 boolean last_waiting = player->is_waiting;
10569 int move_dir = player->MovDir;
10571 player->dir_waiting = move_dir;
10572 player->last_action_waiting = player->action_waiting;
10576 if (!last_waiting) /* not waiting -> waiting */
10578 player->is_waiting = TRUE;
10580 player->frame_counter_bored =
10582 game.player_boring_delay_fixed +
10583 GetSimpleRandom(game.player_boring_delay_random);
10584 player->frame_counter_sleeping =
10586 game.player_sleeping_delay_fixed +
10587 GetSimpleRandom(game.player_sleeping_delay_random);
10589 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10592 if (game.player_sleeping_delay_fixed +
10593 game.player_sleeping_delay_random > 0 &&
10594 player->anim_delay_counter == 0 &&
10595 player->post_delay_counter == 0 &&
10596 FrameCounter >= player->frame_counter_sleeping)
10597 player->is_sleeping = TRUE;
10598 else if (game.player_boring_delay_fixed +
10599 game.player_boring_delay_random > 0 &&
10600 FrameCounter >= player->frame_counter_bored)
10601 player->is_bored = TRUE;
10603 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10604 player->is_bored ? ACTION_BORING :
10607 if (player->is_sleeping && player->use_murphy)
10609 /* special case for sleeping Murphy when leaning against non-free tile */
10611 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10612 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10613 !IS_MOVING(player->jx - 1, player->jy)))
10614 move_dir = MV_LEFT;
10615 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10616 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10617 !IS_MOVING(player->jx + 1, player->jy)))
10618 move_dir = MV_RIGHT;
10620 player->is_sleeping = FALSE;
10622 player->dir_waiting = move_dir;
10625 if (player->is_sleeping)
10627 if (player->num_special_action_sleeping > 0)
10629 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10631 int last_special_action = player->special_action_sleeping;
10632 int num_special_action = player->num_special_action_sleeping;
10633 int special_action =
10634 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10635 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10636 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10637 last_special_action + 1 : ACTION_SLEEPING);
10638 int special_graphic =
10639 el_act_dir2img(player->artwork_element, special_action, move_dir);
10641 player->anim_delay_counter =
10642 graphic_info[special_graphic].anim_delay_fixed +
10643 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10644 player->post_delay_counter =
10645 graphic_info[special_graphic].post_delay_fixed +
10646 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10648 player->special_action_sleeping = special_action;
10651 if (player->anim_delay_counter > 0)
10653 player->action_waiting = player->special_action_sleeping;
10654 player->anim_delay_counter--;
10656 else if (player->post_delay_counter > 0)
10658 player->post_delay_counter--;
10662 else if (player->is_bored)
10664 if (player->num_special_action_bored > 0)
10666 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10668 int special_action =
10669 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10670 int special_graphic =
10671 el_act_dir2img(player->artwork_element, special_action, move_dir);
10673 player->anim_delay_counter =
10674 graphic_info[special_graphic].anim_delay_fixed +
10675 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10676 player->post_delay_counter =
10677 graphic_info[special_graphic].post_delay_fixed +
10678 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10680 player->special_action_bored = special_action;
10683 if (player->anim_delay_counter > 0)
10685 player->action_waiting = player->special_action_bored;
10686 player->anim_delay_counter--;
10688 else if (player->post_delay_counter > 0)
10690 player->post_delay_counter--;
10695 else if (last_waiting) /* waiting -> not waiting */
10697 player->is_waiting = FALSE;
10698 player->is_bored = FALSE;
10699 player->is_sleeping = FALSE;
10701 player->frame_counter_bored = -1;
10702 player->frame_counter_sleeping = -1;
10704 player->anim_delay_counter = 0;
10705 player->post_delay_counter = 0;
10707 player->dir_waiting = player->MovDir;
10708 player->action_waiting = ACTION_DEFAULT;
10710 player->special_action_bored = ACTION_DEFAULT;
10711 player->special_action_sleeping = ACTION_DEFAULT;
10715 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10717 if ((!player->is_moving && player->was_moving) ||
10718 (player->MovPos == 0 && player->was_moving) ||
10719 (player->is_snapping && !player->was_snapping) ||
10720 (player->is_dropping && !player->was_dropping))
10722 if (!CheckSaveEngineSnapshotToList())
10725 player->was_moving = FALSE;
10726 player->was_snapping = TRUE;
10727 player->was_dropping = TRUE;
10731 if (player->is_moving)
10732 player->was_moving = TRUE;
10734 if (!player->is_snapping)
10735 player->was_snapping = FALSE;
10737 if (!player->is_dropping)
10738 player->was_dropping = FALSE;
10742 static void CheckSingleStepMode(struct PlayerInfo *player)
10744 if (tape.single_step && tape.recording && !tape.pausing)
10746 /* as it is called "single step mode", just return to pause mode when the
10747 player stopped moving after one tile (or never starts moving at all) */
10748 if (!player->is_moving &&
10749 !player->is_pushing &&
10750 !player->is_dropping_pressed)
10752 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10753 SnapField(player, 0, 0); /* stop snapping */
10757 CheckSaveEngineSnapshot(player);
10760 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10762 int left = player_action & JOY_LEFT;
10763 int right = player_action & JOY_RIGHT;
10764 int up = player_action & JOY_UP;
10765 int down = player_action & JOY_DOWN;
10766 int button1 = player_action & JOY_BUTTON_1;
10767 int button2 = player_action & JOY_BUTTON_2;
10768 int dx = (left ? -1 : right ? 1 : 0);
10769 int dy = (up ? -1 : down ? 1 : 0);
10771 if (!player->active || tape.pausing)
10777 SnapField(player, dx, dy);
10781 DropElement(player);
10783 MovePlayer(player, dx, dy);
10786 CheckSingleStepMode(player);
10788 SetPlayerWaiting(player, FALSE);
10790 return player_action;
10794 /* no actions for this player (no input at player's configured device) */
10796 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
10797 SnapField(player, 0, 0);
10798 CheckGravityMovementWhenNotMoving(player);
10800 if (player->MovPos == 0)
10801 SetPlayerWaiting(player, TRUE);
10803 if (player->MovPos == 0) /* needed for tape.playing */
10804 player->is_moving = FALSE;
10806 player->is_dropping = FALSE;
10807 player->is_dropping_pressed = FALSE;
10808 player->drop_pressed_delay = 0;
10810 CheckSingleStepMode(player);
10816 static void CheckLevelTime()
10820 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
10821 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10823 if (level.native_em_level->lev->home == 0) /* all players at home */
10825 PlayerWins(local_player);
10827 AllPlayersGone = TRUE;
10829 level.native_em_level->lev->home = -1;
10832 if (level.native_em_level->ply[0]->alive == 0 &&
10833 level.native_em_level->ply[1]->alive == 0 &&
10834 level.native_em_level->ply[2]->alive == 0 &&
10835 level.native_em_level->ply[3]->alive == 0) /* all dead */
10836 AllPlayersGone = TRUE;
10838 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
10840 if (game_sp.LevelSolved &&
10841 !game_sp.GameOver) /* game won */
10843 PlayerWins(local_player);
10845 game_sp.GameOver = TRUE;
10847 AllPlayersGone = TRUE;
10850 if (game_sp.GameOver) /* game lost */
10851 AllPlayersGone = TRUE;
10853 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
10855 if (game_mm.LevelSolved &&
10856 !game_mm.GameOver) /* game won */
10858 PlayerWins(local_player);
10860 game_mm.GameOver = TRUE;
10862 AllPlayersGone = TRUE;
10865 if (game_mm.GameOver) /* game lost */
10866 AllPlayersGone = TRUE;
10869 if (TimeFrames >= FRAMES_PER_SECOND)
10874 for (i = 0; i < MAX_PLAYERS; i++)
10876 struct PlayerInfo *player = &stored_player[i];
10878 if (SHIELD_ON(player))
10880 player->shield_normal_time_left--;
10882 if (player->shield_deadly_time_left > 0)
10883 player->shield_deadly_time_left--;
10887 if (!local_player->LevelSolved && !level.use_step_counter)
10895 if (TimeLeft <= 10 && setup.time_limit)
10896 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
10898 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
10899 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
10901 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10903 if (!TimeLeft && setup.time_limit)
10905 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10906 level.native_em_level->lev->killed_out_of_time = TRUE;
10908 for (i = 0; i < MAX_PLAYERS; i++)
10909 KillPlayer(&stored_player[i]);
10912 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
10914 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
10917 level.native_em_level->lev->time =
10918 (game.no_time_limit ? TimePlayed : TimeLeft);
10921 if (tape.recording || tape.playing)
10922 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
10925 if (tape.recording || tape.playing)
10926 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
10928 UpdateAndDisplayGameControlValues();
10931 void AdvanceFrameAndPlayerCounters(int player_nr)
10935 /* advance frame counters (global frame counter and time frame counter) */
10939 /* advance player counters (counters for move delay, move animation etc.) */
10940 for (i = 0; i < MAX_PLAYERS; i++)
10942 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
10943 int move_delay_value = stored_player[i].move_delay_value;
10944 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
10946 if (!advance_player_counters) /* not all players may be affected */
10949 if (move_frames == 0) /* less than one move per game frame */
10951 int stepsize = TILEX / move_delay_value;
10952 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
10953 int count = (stored_player[i].is_moving ?
10954 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
10956 if (count % delay == 0)
10960 stored_player[i].Frame += move_frames;
10962 if (stored_player[i].MovPos != 0)
10963 stored_player[i].StepFrame += move_frames;
10965 if (stored_player[i].move_delay > 0)
10966 stored_player[i].move_delay--;
10968 /* due to bugs in previous versions, counter must count up, not down */
10969 if (stored_player[i].push_delay != -1)
10970 stored_player[i].push_delay++;
10972 if (stored_player[i].drop_delay > 0)
10973 stored_player[i].drop_delay--;
10975 if (stored_player[i].is_dropping_pressed)
10976 stored_player[i].drop_pressed_delay++;
10980 void StartGameActions(boolean init_network_game, boolean record_tape,
10983 unsigned int new_random_seed = InitRND(random_seed);
10986 TapeStartRecording(new_random_seed);
10988 #if defined(NETWORK_AVALIABLE)
10989 if (init_network_game)
10991 SendToServer_StartPlaying();
11000 void GameActionsExt()
11003 static unsigned int game_frame_delay = 0;
11005 unsigned int game_frame_delay_value;
11006 byte *recorded_player_action;
11007 byte summarized_player_action = 0;
11008 byte tape_action[MAX_PLAYERS];
11011 /* detect endless loops, caused by custom element programming */
11012 if (recursion_loop_detected && recursion_loop_depth == 0)
11014 char *message = getStringCat3("Internal Error! Element ",
11015 EL_NAME(recursion_loop_element),
11016 " caused endless loop! Quit the game?");
11018 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11019 EL_NAME(recursion_loop_element));
11021 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11023 recursion_loop_detected = FALSE; /* if game should be continued */
11030 if (game.restart_level)
11031 StartGameActions(options.network, setup.autorecord, level.random_seed);
11033 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
11034 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11036 if (level.native_em_level->lev->home == 0) /* all players at home */
11038 PlayerWins(local_player);
11040 AllPlayersGone = TRUE;
11042 level.native_em_level->lev->home = -1;
11045 if (level.native_em_level->ply[0]->alive == 0 &&
11046 level.native_em_level->ply[1]->alive == 0 &&
11047 level.native_em_level->ply[2]->alive == 0 &&
11048 level.native_em_level->ply[3]->alive == 0) /* all dead */
11049 AllPlayersGone = TRUE;
11051 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11053 if (game_sp.LevelSolved &&
11054 !game_sp.GameOver) /* game won */
11056 PlayerWins(local_player);
11058 game_sp.GameOver = TRUE;
11060 AllPlayersGone = TRUE;
11063 if (game_sp.GameOver) /* game lost */
11064 AllPlayersGone = TRUE;
11066 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11068 if (game_mm.LevelSolved &&
11069 !game_mm.GameOver) /* game won */
11071 PlayerWins(local_player);
11073 game_mm.GameOver = TRUE;
11075 AllPlayersGone = TRUE;
11078 if (game_mm.GameOver) /* game lost */
11079 AllPlayersGone = TRUE;
11082 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11085 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11088 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11091 game_frame_delay_value =
11092 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11094 if (tape.playing && tape.warp_forward && !tape.pausing)
11095 game_frame_delay_value = 0;
11097 SetVideoFrameDelay(game_frame_delay_value);
11101 /* ---------- main game synchronization point ---------- */
11103 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11105 printf("::: skip == %d\n", skip);
11108 /* ---------- main game synchronization point ---------- */
11110 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11114 if (network_playing && !network_player_action_received)
11116 /* try to get network player actions in time */
11118 #if defined(NETWORK_AVALIABLE)
11119 /* last chance to get network player actions without main loop delay */
11120 HandleNetworking();
11123 /* game was quit by network peer */
11124 if (game_status != GAME_MODE_PLAYING)
11127 if (!network_player_action_received)
11128 return; /* failed to get network player actions in time */
11130 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11136 /* at this point we know that we really continue executing the game */
11138 network_player_action_received = FALSE;
11140 /* when playing tape, read previously recorded player input from tape data */
11141 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11143 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11147 if (tape.set_centered_player)
11149 game.centered_player_nr_next = tape.centered_player_nr_next;
11150 game.set_centered_player = TRUE;
11153 for (i = 0; i < MAX_PLAYERS; i++)
11155 summarized_player_action |= stored_player[i].action;
11157 if (!network_playing && (game.team_mode || tape.playing))
11158 stored_player[i].effective_action = stored_player[i].action;
11161 #if defined(NETWORK_AVALIABLE)
11162 if (network_playing)
11163 SendToServer_MovePlayer(summarized_player_action);
11166 // summarize all actions at local players mapped input device position
11167 // (this allows using different input devices in single player mode)
11168 if (!options.network && !game.team_mode)
11169 stored_player[map_player_action[local_player->index_nr]].effective_action =
11170 summarized_player_action;
11172 if (tape.recording &&
11174 setup.input_on_focus &&
11175 game.centered_player_nr != -1)
11177 for (i = 0; i < MAX_PLAYERS; i++)
11178 stored_player[i].effective_action =
11179 (i == game.centered_player_nr ? summarized_player_action : 0);
11182 if (recorded_player_action != NULL)
11183 for (i = 0; i < MAX_PLAYERS; i++)
11184 stored_player[i].effective_action = recorded_player_action[i];
11186 for (i = 0; i < MAX_PLAYERS; i++)
11188 tape_action[i] = stored_player[i].effective_action;
11190 /* (this may happen in the RND game engine if a player was not present on
11191 the playfield on level start, but appeared later from a custom element */
11192 if (setup.team_mode &&
11195 !tape.player_participates[i])
11196 tape.player_participates[i] = TRUE;
11199 /* only record actions from input devices, but not programmed actions */
11200 if (tape.recording)
11201 TapeRecordAction(tape_action);
11203 #if USE_NEW_PLAYER_ASSIGNMENTS
11204 // !!! also map player actions in single player mode !!!
11205 // if (game.team_mode)
11208 byte mapped_action[MAX_PLAYERS];
11210 #if DEBUG_PLAYER_ACTIONS
11212 for (i = 0; i < MAX_PLAYERS; i++)
11213 printf(" %d, ", stored_player[i].effective_action);
11216 for (i = 0; i < MAX_PLAYERS; i++)
11217 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11219 for (i = 0; i < MAX_PLAYERS; i++)
11220 stored_player[i].effective_action = mapped_action[i];
11222 #if DEBUG_PLAYER_ACTIONS
11224 for (i = 0; i < MAX_PLAYERS; i++)
11225 printf(" %d, ", stored_player[i].effective_action);
11229 #if DEBUG_PLAYER_ACTIONS
11233 for (i = 0; i < MAX_PLAYERS; i++)
11234 printf(" %d, ", stored_player[i].effective_action);
11240 for (i = 0; i < MAX_PLAYERS; i++)
11242 // allow engine snapshot in case of changed movement attempt
11243 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11244 (stored_player[i].effective_action & KEY_MOTION))
11245 game.snapshot.changed_action = TRUE;
11247 // allow engine snapshot in case of snapping/dropping attempt
11248 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11249 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11250 game.snapshot.changed_action = TRUE;
11252 game.snapshot.last_action[i] = stored_player[i].effective_action;
11255 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11257 GameActions_EM_Main();
11259 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11261 GameActions_SP_Main();
11263 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11265 GameActions_MM_Main();
11269 GameActions_RND_Main();
11272 BlitScreenToBitmap(backbuffer);
11276 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11278 if (global.show_frames_per_second)
11280 static unsigned int fps_counter = 0;
11281 static int fps_frames = 0;
11282 unsigned int fps_delay_ms = Counter() - fps_counter;
11286 if (fps_delay_ms >= 500) /* calculate FPS every 0.5 seconds */
11288 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11291 fps_counter = Counter();
11293 /* always draw FPS to screen after FPS value was updated */
11294 redraw_mask |= REDRAW_FPS;
11297 /* only draw FPS if no screen areas are deactivated (invisible warp mode) */
11298 if (GetDrawDeactivationMask() == REDRAW_NONE)
11299 redraw_mask |= REDRAW_FPS;
11303 static void GameActions_CheckSaveEngineSnapshot()
11305 if (!game.snapshot.save_snapshot)
11308 // clear flag for saving snapshot _before_ saving snapshot
11309 game.snapshot.save_snapshot = FALSE;
11311 SaveEngineSnapshotToList();
11318 GameActions_CheckSaveEngineSnapshot();
11321 void GameActions_EM_Main()
11323 byte effective_action[MAX_PLAYERS];
11324 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11327 for (i = 0; i < MAX_PLAYERS; i++)
11328 effective_action[i] = stored_player[i].effective_action;
11330 GameActions_EM(effective_action, warp_mode);
11333 void GameActions_SP_Main()
11335 byte effective_action[MAX_PLAYERS];
11336 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11339 for (i = 0; i < MAX_PLAYERS; i++)
11340 effective_action[i] = stored_player[i].effective_action;
11342 GameActions_SP(effective_action, warp_mode);
11344 for (i = 0; i < MAX_PLAYERS; i++)
11346 if (stored_player[i].force_dropping)
11347 stored_player[i].action |= KEY_BUTTON_DROP;
11349 stored_player[i].force_dropping = FALSE;
11353 void GameActions_MM_Main()
11355 byte effective_action[MAX_PLAYERS];
11356 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11359 for (i = 0; i < MAX_PLAYERS; i++)
11360 effective_action[i] = stored_player[i].effective_action;
11362 GameActions_MM(effective_action, warp_mode);
11365 void GameActions_RND_Main()
11370 void GameActions_RND()
11372 int magic_wall_x = 0, magic_wall_y = 0;
11373 int i, x, y, element, graphic, last_gfx_frame;
11375 InitPlayfieldScanModeVars();
11377 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11379 SCAN_PLAYFIELD(x, y)
11381 ChangeCount[x][y] = 0;
11382 ChangeEvent[x][y] = -1;
11386 if (game.set_centered_player)
11388 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11390 /* switching to "all players" only possible if all players fit to screen */
11391 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11393 game.centered_player_nr_next = game.centered_player_nr;
11394 game.set_centered_player = FALSE;
11397 /* do not switch focus to non-existing (or non-active) player */
11398 if (game.centered_player_nr_next >= 0 &&
11399 !stored_player[game.centered_player_nr_next].active)
11401 game.centered_player_nr_next = game.centered_player_nr;
11402 game.set_centered_player = FALSE;
11406 if (game.set_centered_player &&
11407 ScreenMovPos == 0) /* screen currently aligned at tile position */
11411 if (game.centered_player_nr_next == -1)
11413 setScreenCenteredToAllPlayers(&sx, &sy);
11417 sx = stored_player[game.centered_player_nr_next].jx;
11418 sy = stored_player[game.centered_player_nr_next].jy;
11421 game.centered_player_nr = game.centered_player_nr_next;
11422 game.set_centered_player = FALSE;
11424 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11425 DrawGameDoorValues();
11428 for (i = 0; i < MAX_PLAYERS; i++)
11430 int actual_player_action = stored_player[i].effective_action;
11433 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11434 - rnd_equinox_tetrachloride 048
11435 - rnd_equinox_tetrachloride_ii 096
11436 - rnd_emanuel_schmieg 002
11437 - doctor_sloan_ww 001, 020
11439 if (stored_player[i].MovPos == 0)
11440 CheckGravityMovement(&stored_player[i]);
11443 /* overwrite programmed action with tape action */
11444 if (stored_player[i].programmed_action)
11445 actual_player_action = stored_player[i].programmed_action;
11447 PlayerActions(&stored_player[i], actual_player_action);
11449 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11452 ScrollScreen(NULL, SCROLL_GO_ON);
11454 /* for backwards compatibility, the following code emulates a fixed bug that
11455 occured when pushing elements (causing elements that just made their last
11456 pushing step to already (if possible) make their first falling step in the
11457 same game frame, which is bad); this code is also needed to use the famous
11458 "spring push bug" which is used in older levels and might be wanted to be
11459 used also in newer levels, but in this case the buggy pushing code is only
11460 affecting the "spring" element and no other elements */
11462 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11464 for (i = 0; i < MAX_PLAYERS; i++)
11466 struct PlayerInfo *player = &stored_player[i];
11467 int x = player->jx;
11468 int y = player->jy;
11470 if (player->active && player->is_pushing && player->is_moving &&
11472 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11473 Feld[x][y] == EL_SPRING))
11475 ContinueMoving(x, y);
11477 /* continue moving after pushing (this is actually a bug) */
11478 if (!IS_MOVING(x, y))
11479 Stop[x][y] = FALSE;
11484 SCAN_PLAYFIELD(x, y)
11486 ChangeCount[x][y] = 0;
11487 ChangeEvent[x][y] = -1;
11489 /* this must be handled before main playfield loop */
11490 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11493 if (MovDelay[x][y] <= 0)
11497 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11500 if (MovDelay[x][y] <= 0)
11503 TEST_DrawLevelField(x, y);
11505 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11510 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11512 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11513 printf("GameActions(): This should never happen!\n");
11515 ChangePage[x][y] = -1;
11519 Stop[x][y] = FALSE;
11520 if (WasJustMoving[x][y] > 0)
11521 WasJustMoving[x][y]--;
11522 if (WasJustFalling[x][y] > 0)
11523 WasJustFalling[x][y]--;
11524 if (CheckCollision[x][y] > 0)
11525 CheckCollision[x][y]--;
11526 if (CheckImpact[x][y] > 0)
11527 CheckImpact[x][y]--;
11531 /* reset finished pushing action (not done in ContinueMoving() to allow
11532 continuous pushing animation for elements with zero push delay) */
11533 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11535 ResetGfxAnimation(x, y);
11536 TEST_DrawLevelField(x, y);
11540 if (IS_BLOCKED(x, y))
11544 Blocked2Moving(x, y, &oldx, &oldy);
11545 if (!IS_MOVING(oldx, oldy))
11547 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11548 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11549 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11550 printf("GameActions(): This should never happen!\n");
11556 SCAN_PLAYFIELD(x, y)
11558 element = Feld[x][y];
11559 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11560 last_gfx_frame = GfxFrame[x][y];
11562 ResetGfxFrame(x, y);
11564 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
11565 DrawLevelGraphicAnimation(x, y, graphic);
11567 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11568 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11569 ResetRandomAnimationValue(x, y);
11571 SetRandomAnimationValue(x, y);
11573 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11575 if (IS_INACTIVE(element))
11577 if (IS_ANIMATED(graphic))
11578 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11583 /* this may take place after moving, so 'element' may have changed */
11584 if (IS_CHANGING(x, y) &&
11585 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11587 int page = element_info[element].event_page_nr[CE_DELAY];
11589 HandleElementChange(x, y, page);
11591 element = Feld[x][y];
11592 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11595 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11599 element = Feld[x][y];
11600 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11602 if (IS_ANIMATED(graphic) &&
11603 !IS_MOVING(x, y) &&
11605 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11607 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11608 TEST_DrawTwinkleOnField(x, y);
11610 else if (element == EL_ACID)
11613 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11615 else if ((element == EL_EXIT_OPEN ||
11616 element == EL_EM_EXIT_OPEN ||
11617 element == EL_SP_EXIT_OPEN ||
11618 element == EL_STEEL_EXIT_OPEN ||
11619 element == EL_EM_STEEL_EXIT_OPEN ||
11620 element == EL_SP_TERMINAL ||
11621 element == EL_SP_TERMINAL_ACTIVE ||
11622 element == EL_EXTRA_TIME ||
11623 element == EL_SHIELD_NORMAL ||
11624 element == EL_SHIELD_DEADLY) &&
11625 IS_ANIMATED(graphic))
11626 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11627 else if (IS_MOVING(x, y))
11628 ContinueMoving(x, y);
11629 else if (IS_ACTIVE_BOMB(element))
11630 CheckDynamite(x, y);
11631 else if (element == EL_AMOEBA_GROWING)
11632 AmoebeWaechst(x, y);
11633 else if (element == EL_AMOEBA_SHRINKING)
11634 AmoebaDisappearing(x, y);
11636 #if !USE_NEW_AMOEBA_CODE
11637 else if (IS_AMOEBALIVE(element))
11638 AmoebeAbleger(x, y);
11641 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11643 else if (element == EL_EXIT_CLOSED)
11645 else if (element == EL_EM_EXIT_CLOSED)
11647 else if (element == EL_STEEL_EXIT_CLOSED)
11648 CheckExitSteel(x, y);
11649 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11650 CheckExitSteelEM(x, y);
11651 else if (element == EL_SP_EXIT_CLOSED)
11653 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11654 element == EL_EXPANDABLE_STEELWALL_GROWING)
11655 MauerWaechst(x, y);
11656 else if (element == EL_EXPANDABLE_WALL ||
11657 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11658 element == EL_EXPANDABLE_WALL_VERTICAL ||
11659 element == EL_EXPANDABLE_WALL_ANY ||
11660 element == EL_BD_EXPANDABLE_WALL)
11661 MauerAbleger(x, y);
11662 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11663 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11664 element == EL_EXPANDABLE_STEELWALL_ANY)
11665 MauerAblegerStahl(x, y);
11666 else if (element == EL_FLAMES)
11667 CheckForDragon(x, y);
11668 else if (element == EL_EXPLOSION)
11669 ; /* drawing of correct explosion animation is handled separately */
11670 else if (element == EL_ELEMENT_SNAPPING ||
11671 element == EL_DIAGONAL_SHRINKING ||
11672 element == EL_DIAGONAL_GROWING)
11674 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11676 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11678 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11679 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11681 if (IS_BELT_ACTIVE(element))
11682 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11684 if (game.magic_wall_active)
11686 int jx = local_player->jx, jy = local_player->jy;
11688 /* play the element sound at the position nearest to the player */
11689 if ((element == EL_MAGIC_WALL_FULL ||
11690 element == EL_MAGIC_WALL_ACTIVE ||
11691 element == EL_MAGIC_WALL_EMPTYING ||
11692 element == EL_BD_MAGIC_WALL_FULL ||
11693 element == EL_BD_MAGIC_WALL_ACTIVE ||
11694 element == EL_BD_MAGIC_WALL_EMPTYING ||
11695 element == EL_DC_MAGIC_WALL_FULL ||
11696 element == EL_DC_MAGIC_WALL_ACTIVE ||
11697 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11698 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11706 #if USE_NEW_AMOEBA_CODE
11707 /* new experimental amoeba growth stuff */
11708 if (!(FrameCounter % 8))
11710 static unsigned int random = 1684108901;
11712 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11714 x = RND(lev_fieldx);
11715 y = RND(lev_fieldy);
11716 element = Feld[x][y];
11718 if (!IS_PLAYER(x,y) &&
11719 (element == EL_EMPTY ||
11720 CAN_GROW_INTO(element) ||
11721 element == EL_QUICKSAND_EMPTY ||
11722 element == EL_QUICKSAND_FAST_EMPTY ||
11723 element == EL_ACID_SPLASH_LEFT ||
11724 element == EL_ACID_SPLASH_RIGHT))
11726 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11727 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11728 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11729 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11730 Feld[x][y] = EL_AMOEBA_DROP;
11733 random = random * 129 + 1;
11738 game.explosions_delayed = FALSE;
11740 SCAN_PLAYFIELD(x, y)
11742 element = Feld[x][y];
11744 if (ExplodeField[x][y])
11745 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11746 else if (element == EL_EXPLOSION)
11747 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11749 ExplodeField[x][y] = EX_TYPE_NONE;
11752 game.explosions_delayed = TRUE;
11754 if (game.magic_wall_active)
11756 if (!(game.magic_wall_time_left % 4))
11758 int element = Feld[magic_wall_x][magic_wall_y];
11760 if (element == EL_BD_MAGIC_WALL_FULL ||
11761 element == EL_BD_MAGIC_WALL_ACTIVE ||
11762 element == EL_BD_MAGIC_WALL_EMPTYING)
11763 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
11764 else if (element == EL_DC_MAGIC_WALL_FULL ||
11765 element == EL_DC_MAGIC_WALL_ACTIVE ||
11766 element == EL_DC_MAGIC_WALL_EMPTYING)
11767 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
11769 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
11772 if (game.magic_wall_time_left > 0)
11774 game.magic_wall_time_left--;
11776 if (!game.magic_wall_time_left)
11778 SCAN_PLAYFIELD(x, y)
11780 element = Feld[x][y];
11782 if (element == EL_MAGIC_WALL_ACTIVE ||
11783 element == EL_MAGIC_WALL_FULL)
11785 Feld[x][y] = EL_MAGIC_WALL_DEAD;
11786 TEST_DrawLevelField(x, y);
11788 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
11789 element == EL_BD_MAGIC_WALL_FULL)
11791 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
11792 TEST_DrawLevelField(x, y);
11794 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
11795 element == EL_DC_MAGIC_WALL_FULL)
11797 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
11798 TEST_DrawLevelField(x, y);
11802 game.magic_wall_active = FALSE;
11807 if (game.light_time_left > 0)
11809 game.light_time_left--;
11811 if (game.light_time_left == 0)
11812 RedrawAllLightSwitchesAndInvisibleElements();
11815 if (game.timegate_time_left > 0)
11817 game.timegate_time_left--;
11819 if (game.timegate_time_left == 0)
11820 CloseAllOpenTimegates();
11823 if (game.lenses_time_left > 0)
11825 game.lenses_time_left--;
11827 if (game.lenses_time_left == 0)
11828 RedrawAllInvisibleElementsForLenses();
11831 if (game.magnify_time_left > 0)
11833 game.magnify_time_left--;
11835 if (game.magnify_time_left == 0)
11836 RedrawAllInvisibleElementsForMagnifier();
11839 for (i = 0; i < MAX_PLAYERS; i++)
11841 struct PlayerInfo *player = &stored_player[i];
11843 if (SHIELD_ON(player))
11845 if (player->shield_deadly_time_left)
11846 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
11847 else if (player->shield_normal_time_left)
11848 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
11852 #if USE_DELAYED_GFX_REDRAW
11853 SCAN_PLAYFIELD(x, y)
11855 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
11857 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
11858 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
11860 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
11861 DrawLevelField(x, y);
11863 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
11864 DrawLevelFieldCrumbled(x, y);
11866 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
11867 DrawLevelFieldCrumbledNeighbours(x, y);
11869 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
11870 DrawTwinkleOnField(x, y);
11873 GfxRedraw[x][y] = GFX_REDRAW_NONE;
11878 PlayAllPlayersSound();
11880 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
11882 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
11884 local_player->show_envelope = 0;
11887 /* use random number generator in every frame to make it less predictable */
11888 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
11892 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
11894 int min_x = x, min_y = y, max_x = x, max_y = y;
11897 for (i = 0; i < MAX_PLAYERS; i++)
11899 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11901 if (!stored_player[i].active || &stored_player[i] == player)
11904 min_x = MIN(min_x, jx);
11905 min_y = MIN(min_y, jy);
11906 max_x = MAX(max_x, jx);
11907 max_y = MAX(max_y, jy);
11910 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
11913 static boolean AllPlayersInVisibleScreen()
11917 for (i = 0; i < MAX_PLAYERS; i++)
11919 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11921 if (!stored_player[i].active)
11924 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
11931 void ScrollLevel(int dx, int dy)
11933 int scroll_offset = 2 * TILEX_VAR;
11936 BlitBitmap(drawto_field, drawto_field,
11937 FX + TILEX_VAR * (dx == -1) - scroll_offset,
11938 FY + TILEY_VAR * (dy == -1) - scroll_offset,
11939 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
11940 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
11941 FX + TILEX_VAR * (dx == 1) - scroll_offset,
11942 FY + TILEY_VAR * (dy == 1) - scroll_offset);
11946 x = (dx == 1 ? BX1 : BX2);
11947 for (y = BY1; y <= BY2; y++)
11948 DrawScreenField(x, y);
11953 y = (dy == 1 ? BY1 : BY2);
11954 for (x = BX1; x <= BX2; x++)
11955 DrawScreenField(x, y);
11958 redraw_mask |= REDRAW_FIELD;
11961 static boolean canFallDown(struct PlayerInfo *player)
11963 int jx = player->jx, jy = player->jy;
11965 return (IN_LEV_FIELD(jx, jy + 1) &&
11966 (IS_FREE(jx, jy + 1) ||
11967 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
11968 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
11969 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
11972 static boolean canPassField(int x, int y, int move_dir)
11974 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11975 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11976 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11977 int nextx = x + dx;
11978 int nexty = y + dy;
11979 int element = Feld[x][y];
11981 return (IS_PASSABLE_FROM(element, opposite_dir) &&
11982 !CAN_MOVE(element) &&
11983 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
11984 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
11985 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
11988 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
11990 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11991 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11992 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11996 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
11997 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
11998 (IS_DIGGABLE(Feld[newx][newy]) ||
11999 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
12000 canPassField(newx, newy, move_dir)));
12003 static void CheckGravityMovement(struct PlayerInfo *player)
12005 if (player->gravity && !player->programmed_action)
12007 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12008 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12009 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12010 int jx = player->jx, jy = player->jy;
12011 boolean player_is_moving_to_valid_field =
12012 (!player_is_snapping &&
12013 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12014 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12015 boolean player_can_fall_down = canFallDown(player);
12017 if (player_can_fall_down &&
12018 !player_is_moving_to_valid_field)
12019 player->programmed_action = MV_DOWN;
12023 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12025 return CheckGravityMovement(player);
12027 if (player->gravity && !player->programmed_action)
12029 int jx = player->jx, jy = player->jy;
12030 boolean field_under_player_is_free =
12031 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12032 boolean player_is_standing_on_valid_field =
12033 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
12034 (IS_WALKABLE(Feld[jx][jy]) &&
12035 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
12037 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12038 player->programmed_action = MV_DOWN;
12043 MovePlayerOneStep()
12044 -----------------------------------------------------------------------------
12045 dx, dy: direction (non-diagonal) to try to move the player to
12046 real_dx, real_dy: direction as read from input device (can be diagonal)
12049 boolean MovePlayerOneStep(struct PlayerInfo *player,
12050 int dx, int dy, int real_dx, int real_dy)
12052 int jx = player->jx, jy = player->jy;
12053 int new_jx = jx + dx, new_jy = jy + dy;
12055 boolean player_can_move = !player->cannot_move;
12057 if (!player->active || (!dx && !dy))
12058 return MP_NO_ACTION;
12060 player->MovDir = (dx < 0 ? MV_LEFT :
12061 dx > 0 ? MV_RIGHT :
12063 dy > 0 ? MV_DOWN : MV_NONE);
12065 if (!IN_LEV_FIELD(new_jx, new_jy))
12066 return MP_NO_ACTION;
12068 if (!player_can_move)
12070 if (player->MovPos == 0)
12072 player->is_moving = FALSE;
12073 player->is_digging = FALSE;
12074 player->is_collecting = FALSE;
12075 player->is_snapping = FALSE;
12076 player->is_pushing = FALSE;
12080 if (!options.network && game.centered_player_nr == -1 &&
12081 !AllPlayersInSight(player, new_jx, new_jy))
12082 return MP_NO_ACTION;
12084 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12085 if (can_move != MP_MOVING)
12088 /* check if DigField() has caused relocation of the player */
12089 if (player->jx != jx || player->jy != jy)
12090 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
12092 StorePlayer[jx][jy] = 0;
12093 player->last_jx = jx;
12094 player->last_jy = jy;
12095 player->jx = new_jx;
12096 player->jy = new_jy;
12097 StorePlayer[new_jx][new_jy] = player->element_nr;
12099 if (player->move_delay_value_next != -1)
12101 player->move_delay_value = player->move_delay_value_next;
12102 player->move_delay_value_next = -1;
12106 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12108 player->step_counter++;
12110 PlayerVisit[jx][jy] = FrameCounter;
12112 player->is_moving = TRUE;
12115 /* should better be called in MovePlayer(), but this breaks some tapes */
12116 ScrollPlayer(player, SCROLL_INIT);
12122 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12124 int jx = player->jx, jy = player->jy;
12125 int old_jx = jx, old_jy = jy;
12126 int moved = MP_NO_ACTION;
12128 if (!player->active)
12133 if (player->MovPos == 0)
12135 player->is_moving = FALSE;
12136 player->is_digging = FALSE;
12137 player->is_collecting = FALSE;
12138 player->is_snapping = FALSE;
12139 player->is_pushing = FALSE;
12145 if (player->move_delay > 0)
12148 player->move_delay = -1; /* set to "uninitialized" value */
12150 /* store if player is automatically moved to next field */
12151 player->is_auto_moving = (player->programmed_action != MV_NONE);
12153 /* remove the last programmed player action */
12154 player->programmed_action = 0;
12156 if (player->MovPos)
12158 /* should only happen if pre-1.2 tape recordings are played */
12159 /* this is only for backward compatibility */
12161 int original_move_delay_value = player->move_delay_value;
12164 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12168 /* scroll remaining steps with finest movement resolution */
12169 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12171 while (player->MovPos)
12173 ScrollPlayer(player, SCROLL_GO_ON);
12174 ScrollScreen(NULL, SCROLL_GO_ON);
12176 AdvanceFrameAndPlayerCounters(player->index_nr);
12179 BackToFront_WithFrameDelay(0);
12182 player->move_delay_value = original_move_delay_value;
12185 player->is_active = FALSE;
12187 if (player->last_move_dir & MV_HORIZONTAL)
12189 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12190 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12194 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12195 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12198 if (!moved && !player->is_active)
12200 player->is_moving = FALSE;
12201 player->is_digging = FALSE;
12202 player->is_collecting = FALSE;
12203 player->is_snapping = FALSE;
12204 player->is_pushing = FALSE;
12210 if (moved & MP_MOVING && !ScreenMovPos &&
12211 (player->index_nr == game.centered_player_nr ||
12212 game.centered_player_nr == -1))
12214 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12215 int offset = game.scroll_delay_value;
12217 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12219 /* actual player has left the screen -- scroll in that direction */
12220 if (jx != old_jx) /* player has moved horizontally */
12221 scroll_x += (jx - old_jx);
12222 else /* player has moved vertically */
12223 scroll_y += (jy - old_jy);
12227 if (jx != old_jx) /* player has moved horizontally */
12229 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12230 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12231 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12233 /* don't scroll over playfield boundaries */
12234 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12235 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12237 /* don't scroll more than one field at a time */
12238 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12240 /* don't scroll against the player's moving direction */
12241 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12242 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12243 scroll_x = old_scroll_x;
12245 else /* player has moved vertically */
12247 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12248 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12249 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12251 /* don't scroll over playfield boundaries */
12252 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12253 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12255 /* don't scroll more than one field at a time */
12256 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12258 /* don't scroll against the player's moving direction */
12259 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12260 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12261 scroll_y = old_scroll_y;
12265 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12267 if (!options.network && game.centered_player_nr == -1 &&
12268 !AllPlayersInVisibleScreen())
12270 scroll_x = old_scroll_x;
12271 scroll_y = old_scroll_y;
12275 ScrollScreen(player, SCROLL_INIT);
12276 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12281 player->StepFrame = 0;
12283 if (moved & MP_MOVING)
12285 if (old_jx != jx && old_jy == jy)
12286 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12287 else if (old_jx == jx && old_jy != jy)
12288 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12290 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12292 player->last_move_dir = player->MovDir;
12293 player->is_moving = TRUE;
12294 player->is_snapping = FALSE;
12295 player->is_switching = FALSE;
12296 player->is_dropping = FALSE;
12297 player->is_dropping_pressed = FALSE;
12298 player->drop_pressed_delay = 0;
12301 /* should better be called here than above, but this breaks some tapes */
12302 ScrollPlayer(player, SCROLL_INIT);
12307 CheckGravityMovementWhenNotMoving(player);
12309 player->is_moving = FALSE;
12311 /* at this point, the player is allowed to move, but cannot move right now
12312 (e.g. because of something blocking the way) -- ensure that the player
12313 is also allowed to move in the next frame (in old versions before 3.1.1,
12314 the player was forced to wait again for eight frames before next try) */
12316 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12317 player->move_delay = 0; /* allow direct movement in the next frame */
12320 if (player->move_delay == -1) /* not yet initialized by DigField() */
12321 player->move_delay = player->move_delay_value;
12323 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12325 TestIfPlayerTouchesBadThing(jx, jy);
12326 TestIfPlayerTouchesCustomElement(jx, jy);
12329 if (!player->active)
12330 RemovePlayer(player);
12335 void ScrollPlayer(struct PlayerInfo *player, int mode)
12337 int jx = player->jx, jy = player->jy;
12338 int last_jx = player->last_jx, last_jy = player->last_jy;
12339 int move_stepsize = TILEX / player->move_delay_value;
12341 if (!player->active)
12344 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12347 if (mode == SCROLL_INIT)
12349 player->actual_frame_counter = FrameCounter;
12350 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12352 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12353 Feld[last_jx][last_jy] == EL_EMPTY)
12355 int last_field_block_delay = 0; /* start with no blocking at all */
12356 int block_delay_adjustment = player->block_delay_adjustment;
12358 /* if player blocks last field, add delay for exactly one move */
12359 if (player->block_last_field)
12361 last_field_block_delay += player->move_delay_value;
12363 /* when blocking enabled, prevent moving up despite gravity */
12364 if (player->gravity && player->MovDir == MV_UP)
12365 block_delay_adjustment = -1;
12368 /* add block delay adjustment (also possible when not blocking) */
12369 last_field_block_delay += block_delay_adjustment;
12371 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12372 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12375 if (player->MovPos != 0) /* player has not yet reached destination */
12378 else if (!FrameReached(&player->actual_frame_counter, 1))
12381 if (player->MovPos != 0)
12383 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12384 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12386 /* before DrawPlayer() to draw correct player graphic for this case */
12387 if (player->MovPos == 0)
12388 CheckGravityMovement(player);
12391 if (player->MovPos == 0) /* player reached destination field */
12393 if (player->move_delay_reset_counter > 0)
12395 player->move_delay_reset_counter--;
12397 if (player->move_delay_reset_counter == 0)
12399 /* continue with normal speed after quickly moving through gate */
12400 HALVE_PLAYER_SPEED(player);
12402 /* be able to make the next move without delay */
12403 player->move_delay = 0;
12407 player->last_jx = jx;
12408 player->last_jy = jy;
12410 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12411 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12412 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12413 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12414 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12415 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12416 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12417 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12419 DrawPlayer(player); /* needed here only to cleanup last field */
12420 RemovePlayer(player);
12422 if (local_player->friends_still_needed == 0 ||
12423 IS_SP_ELEMENT(Feld[jx][jy]))
12424 PlayerWins(player);
12427 /* this breaks one level: "machine", level 000 */
12429 int move_direction = player->MovDir;
12430 int enter_side = MV_DIR_OPPOSITE(move_direction);
12431 int leave_side = move_direction;
12432 int old_jx = last_jx;
12433 int old_jy = last_jy;
12434 int old_element = Feld[old_jx][old_jy];
12435 int new_element = Feld[jx][jy];
12437 if (IS_CUSTOM_ELEMENT(old_element))
12438 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12440 player->index_bit, leave_side);
12442 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12443 CE_PLAYER_LEAVES_X,
12444 player->index_bit, leave_side);
12446 if (IS_CUSTOM_ELEMENT(new_element))
12447 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12448 player->index_bit, enter_side);
12450 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12451 CE_PLAYER_ENTERS_X,
12452 player->index_bit, enter_side);
12454 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12455 CE_MOVE_OF_X, move_direction);
12458 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12460 TestIfPlayerTouchesBadThing(jx, jy);
12461 TestIfPlayerTouchesCustomElement(jx, jy);
12463 /* needed because pushed element has not yet reached its destination,
12464 so it would trigger a change event at its previous field location */
12465 if (!player->is_pushing)
12466 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12468 if (!player->active)
12469 RemovePlayer(player);
12472 if (!local_player->LevelSolved && level.use_step_counter)
12482 if (TimeLeft <= 10 && setup.time_limit)
12483 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12485 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12487 DisplayGameControlValues();
12489 if (!TimeLeft && setup.time_limit)
12490 for (i = 0; i < MAX_PLAYERS; i++)
12491 KillPlayer(&stored_player[i]);
12493 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12495 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12497 DisplayGameControlValues();
12501 if (tape.single_step && tape.recording && !tape.pausing &&
12502 !player->programmed_action)
12503 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12505 if (!player->programmed_action)
12506 CheckSaveEngineSnapshot(player);
12510 void ScrollScreen(struct PlayerInfo *player, int mode)
12512 static unsigned int screen_frame_counter = 0;
12514 if (mode == SCROLL_INIT)
12516 /* set scrolling step size according to actual player's moving speed */
12517 ScrollStepSize = TILEX / player->move_delay_value;
12519 screen_frame_counter = FrameCounter;
12520 ScreenMovDir = player->MovDir;
12521 ScreenMovPos = player->MovPos;
12522 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12525 else if (!FrameReached(&screen_frame_counter, 1))
12530 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12531 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12532 redraw_mask |= REDRAW_FIELD;
12535 ScreenMovDir = MV_NONE;
12538 void TestIfPlayerTouchesCustomElement(int x, int y)
12540 static int xy[4][2] =
12547 static int trigger_sides[4][2] =
12549 /* center side border side */
12550 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12551 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12552 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12553 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12555 static int touch_dir[4] =
12557 MV_LEFT | MV_RIGHT,
12562 int center_element = Feld[x][y]; /* should always be non-moving! */
12565 for (i = 0; i < NUM_DIRECTIONS; i++)
12567 int xx = x + xy[i][0];
12568 int yy = y + xy[i][1];
12569 int center_side = trigger_sides[i][0];
12570 int border_side = trigger_sides[i][1];
12571 int border_element;
12573 if (!IN_LEV_FIELD(xx, yy))
12576 if (IS_PLAYER(x, y)) /* player found at center element */
12578 struct PlayerInfo *player = PLAYERINFO(x, y);
12580 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12581 border_element = Feld[xx][yy]; /* may be moving! */
12582 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12583 border_element = Feld[xx][yy];
12584 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12585 border_element = MovingOrBlocked2Element(xx, yy);
12587 continue; /* center and border element do not touch */
12589 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12590 player->index_bit, border_side);
12591 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12592 CE_PLAYER_TOUCHES_X,
12593 player->index_bit, border_side);
12596 /* use player element that is initially defined in the level playfield,
12597 not the player element that corresponds to the runtime player number
12598 (example: a level that contains EL_PLAYER_3 as the only player would
12599 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12600 int player_element = PLAYERINFO(x, y)->initial_element;
12602 CheckElementChangeBySide(xx, yy, border_element, player_element,
12603 CE_TOUCHING_X, border_side);
12606 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12608 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12610 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12612 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12613 continue; /* center and border element do not touch */
12616 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12617 player->index_bit, center_side);
12618 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12619 CE_PLAYER_TOUCHES_X,
12620 player->index_bit, center_side);
12623 /* use player element that is initially defined in the level playfield,
12624 not the player element that corresponds to the runtime player number
12625 (example: a level that contains EL_PLAYER_3 as the only player would
12626 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12627 int player_element = PLAYERINFO(xx, yy)->initial_element;
12629 CheckElementChangeBySide(x, y, center_element, player_element,
12630 CE_TOUCHING_X, center_side);
12638 void TestIfElementTouchesCustomElement(int x, int y)
12640 static int xy[4][2] =
12647 static int trigger_sides[4][2] =
12649 /* center side border side */
12650 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12651 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12652 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12653 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12655 static int touch_dir[4] =
12657 MV_LEFT | MV_RIGHT,
12662 boolean change_center_element = FALSE;
12663 int center_element = Feld[x][y]; /* should always be non-moving! */
12664 int border_element_old[NUM_DIRECTIONS];
12667 for (i = 0; i < NUM_DIRECTIONS; i++)
12669 int xx = x + xy[i][0];
12670 int yy = y + xy[i][1];
12671 int border_element;
12673 border_element_old[i] = -1;
12675 if (!IN_LEV_FIELD(xx, yy))
12678 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12679 border_element = Feld[xx][yy]; /* may be moving! */
12680 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12681 border_element = Feld[xx][yy];
12682 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12683 border_element = MovingOrBlocked2Element(xx, yy);
12685 continue; /* center and border element do not touch */
12687 border_element_old[i] = border_element;
12690 for (i = 0; i < NUM_DIRECTIONS; i++)
12692 int xx = x + xy[i][0];
12693 int yy = y + xy[i][1];
12694 int center_side = trigger_sides[i][0];
12695 int border_element = border_element_old[i];
12697 if (border_element == -1)
12700 /* check for change of border element */
12701 CheckElementChangeBySide(xx, yy, border_element, center_element,
12702 CE_TOUCHING_X, center_side);
12704 /* (center element cannot be player, so we dont have to check this here) */
12707 for (i = 0; i < NUM_DIRECTIONS; i++)
12709 int xx = x + xy[i][0];
12710 int yy = y + xy[i][1];
12711 int border_side = trigger_sides[i][1];
12712 int border_element = border_element_old[i];
12714 if (border_element == -1)
12717 /* check for change of center element (but change it only once) */
12718 if (!change_center_element)
12719 change_center_element =
12720 CheckElementChangeBySide(x, y, center_element, border_element,
12721 CE_TOUCHING_X, border_side);
12723 if (IS_PLAYER(xx, yy))
12725 /* use player element that is initially defined in the level playfield,
12726 not the player element that corresponds to the runtime player number
12727 (example: a level that contains EL_PLAYER_3 as the only player would
12728 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12729 int player_element = PLAYERINFO(xx, yy)->initial_element;
12731 CheckElementChangeBySide(x, y, center_element, player_element,
12732 CE_TOUCHING_X, border_side);
12737 void TestIfElementHitsCustomElement(int x, int y, int direction)
12739 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12740 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12741 int hitx = x + dx, hity = y + dy;
12742 int hitting_element = Feld[x][y];
12743 int touched_element;
12745 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12748 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12749 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12751 if (IN_LEV_FIELD(hitx, hity))
12753 int opposite_direction = MV_DIR_OPPOSITE(direction);
12754 int hitting_side = direction;
12755 int touched_side = opposite_direction;
12756 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12757 MovDir[hitx][hity] != direction ||
12758 ABS(MovPos[hitx][hity]) <= TILEY / 2);
12764 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12765 CE_HITTING_X, touched_side);
12767 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12768 CE_HIT_BY_X, hitting_side);
12770 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12771 CE_HIT_BY_SOMETHING, opposite_direction);
12773 if (IS_PLAYER(hitx, hity))
12775 /* use player element that is initially defined in the level playfield,
12776 not the player element that corresponds to the runtime player number
12777 (example: a level that contains EL_PLAYER_3 as the only player would
12778 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12779 int player_element = PLAYERINFO(hitx, hity)->initial_element;
12781 CheckElementChangeBySide(x, y, hitting_element, player_element,
12782 CE_HITTING_X, touched_side);
12787 /* "hitting something" is also true when hitting the playfield border */
12788 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12789 CE_HITTING_SOMETHING, direction);
12792 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
12794 int i, kill_x = -1, kill_y = -1;
12796 int bad_element = -1;
12797 static int test_xy[4][2] =
12804 static int test_dir[4] =
12812 for (i = 0; i < NUM_DIRECTIONS; i++)
12814 int test_x, test_y, test_move_dir, test_element;
12816 test_x = good_x + test_xy[i][0];
12817 test_y = good_y + test_xy[i][1];
12819 if (!IN_LEV_FIELD(test_x, test_y))
12823 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12825 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
12827 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12828 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12830 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
12831 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
12835 bad_element = test_element;
12841 if (kill_x != -1 || kill_y != -1)
12843 if (IS_PLAYER(good_x, good_y))
12845 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
12847 if (player->shield_deadly_time_left > 0 &&
12848 !IS_INDESTRUCTIBLE(bad_element))
12849 Bang(kill_x, kill_y);
12850 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
12851 KillPlayer(player);
12854 Bang(good_x, good_y);
12858 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
12860 int i, kill_x = -1, kill_y = -1;
12861 int bad_element = Feld[bad_x][bad_y];
12862 static int test_xy[4][2] =
12869 static int touch_dir[4] =
12871 MV_LEFT | MV_RIGHT,
12876 static int test_dir[4] =
12884 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
12887 for (i = 0; i < NUM_DIRECTIONS; i++)
12889 int test_x, test_y, test_move_dir, test_element;
12891 test_x = bad_x + test_xy[i][0];
12892 test_y = bad_y + test_xy[i][1];
12894 if (!IN_LEV_FIELD(test_x, test_y))
12898 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12900 test_element = Feld[test_x][test_y];
12902 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12903 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12905 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
12906 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
12908 /* good thing is player or penguin that does not move away */
12909 if (IS_PLAYER(test_x, test_y))
12911 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12913 if (bad_element == EL_ROBOT && player->is_moving)
12914 continue; /* robot does not kill player if he is moving */
12916 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12918 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12919 continue; /* center and border element do not touch */
12927 else if (test_element == EL_PENGUIN)
12937 if (kill_x != -1 || kill_y != -1)
12939 if (IS_PLAYER(kill_x, kill_y))
12941 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12943 if (player->shield_deadly_time_left > 0 &&
12944 !IS_INDESTRUCTIBLE(bad_element))
12945 Bang(bad_x, bad_y);
12946 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12947 KillPlayer(player);
12950 Bang(kill_x, kill_y);
12954 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
12956 int bad_element = Feld[bad_x][bad_y];
12957 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
12958 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
12959 int test_x = bad_x + dx, test_y = bad_y + dy;
12960 int test_move_dir, test_element;
12961 int kill_x = -1, kill_y = -1;
12963 if (!IN_LEV_FIELD(test_x, test_y))
12967 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12969 test_element = Feld[test_x][test_y];
12971 if (test_move_dir != bad_move_dir)
12973 /* good thing can be player or penguin that does not move away */
12974 if (IS_PLAYER(test_x, test_y))
12976 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12978 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
12979 player as being hit when he is moving towards the bad thing, because
12980 the "get hit by" condition would be lost after the player stops) */
12981 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
12982 return; /* player moves away from bad thing */
12987 else if (test_element == EL_PENGUIN)
12994 if (kill_x != -1 || kill_y != -1)
12996 if (IS_PLAYER(kill_x, kill_y))
12998 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13000 if (player->shield_deadly_time_left > 0 &&
13001 !IS_INDESTRUCTIBLE(bad_element))
13002 Bang(bad_x, bad_y);
13003 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13004 KillPlayer(player);
13007 Bang(kill_x, kill_y);
13011 void TestIfPlayerTouchesBadThing(int x, int y)
13013 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13016 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13018 TestIfGoodThingHitsBadThing(x, y, move_dir);
13021 void TestIfBadThingTouchesPlayer(int x, int y)
13023 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13026 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13028 TestIfBadThingHitsGoodThing(x, y, move_dir);
13031 void TestIfFriendTouchesBadThing(int x, int y)
13033 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13036 void TestIfBadThingTouchesFriend(int x, int y)
13038 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13041 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13043 int i, kill_x = bad_x, kill_y = bad_y;
13044 static int xy[4][2] =
13052 for (i = 0; i < NUM_DIRECTIONS; i++)
13056 x = bad_x + xy[i][0];
13057 y = bad_y + xy[i][1];
13058 if (!IN_LEV_FIELD(x, y))
13061 element = Feld[x][y];
13062 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13063 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13071 if (kill_x != bad_x || kill_y != bad_y)
13072 Bang(bad_x, bad_y);
13075 void KillPlayer(struct PlayerInfo *player)
13077 int jx = player->jx, jy = player->jy;
13079 if (!player->active)
13083 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
13084 player->killed, player->active, player->reanimated);
13087 /* the following code was introduced to prevent an infinite loop when calling
13089 -> CheckTriggeredElementChangeExt()
13090 -> ExecuteCustomElementAction()
13092 -> (infinitely repeating the above sequence of function calls)
13093 which occurs when killing the player while having a CE with the setting
13094 "kill player X when explosion of <player X>"; the solution using a new
13095 field "player->killed" was chosen for backwards compatibility, although
13096 clever use of the fields "player->active" etc. would probably also work */
13098 if (player->killed)
13102 player->killed = TRUE;
13104 /* remove accessible field at the player's position */
13105 Feld[jx][jy] = EL_EMPTY;
13107 /* deactivate shield (else Bang()/Explode() would not work right) */
13108 player->shield_normal_time_left = 0;
13109 player->shield_deadly_time_left = 0;
13112 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13113 player->killed, player->active, player->reanimated);
13119 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13120 player->killed, player->active, player->reanimated);
13123 if (player->reanimated) /* killed player may have been reanimated */
13124 player->killed = player->reanimated = FALSE;
13126 BuryPlayer(player);
13129 static void KillPlayerUnlessEnemyProtected(int x, int y)
13131 if (!PLAYER_ENEMY_PROTECTED(x, y))
13132 KillPlayer(PLAYERINFO(x, y));
13135 static void KillPlayerUnlessExplosionProtected(int x, int y)
13137 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13138 KillPlayer(PLAYERINFO(x, y));
13141 void BuryPlayer(struct PlayerInfo *player)
13143 int jx = player->jx, jy = player->jy;
13145 if (!player->active)
13148 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13149 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13151 player->GameOver = TRUE;
13152 RemovePlayer(player);
13155 void RemovePlayer(struct PlayerInfo *player)
13157 int jx = player->jx, jy = player->jy;
13158 int i, found = FALSE;
13160 player->present = FALSE;
13161 player->active = FALSE;
13163 if (!ExplodeField[jx][jy])
13164 StorePlayer[jx][jy] = 0;
13166 if (player->is_moving)
13167 TEST_DrawLevelField(player->last_jx, player->last_jy);
13169 for (i = 0; i < MAX_PLAYERS; i++)
13170 if (stored_player[i].active)
13174 AllPlayersGone = TRUE;
13180 static void setFieldForSnapping(int x, int y, int element, int direction)
13182 struct ElementInfo *ei = &element_info[element];
13183 int direction_bit = MV_DIR_TO_BIT(direction);
13184 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13185 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13186 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13188 Feld[x][y] = EL_ELEMENT_SNAPPING;
13189 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13191 ResetGfxAnimation(x, y);
13193 GfxElement[x][y] = element;
13194 GfxAction[x][y] = action;
13195 GfxDir[x][y] = direction;
13196 GfxFrame[x][y] = -1;
13200 =============================================================================
13201 checkDiagonalPushing()
13202 -----------------------------------------------------------------------------
13203 check if diagonal input device direction results in pushing of object
13204 (by checking if the alternative direction is walkable, diggable, ...)
13205 =============================================================================
13208 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13209 int x, int y, int real_dx, int real_dy)
13211 int jx, jy, dx, dy, xx, yy;
13213 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13216 /* diagonal direction: check alternative direction */
13221 xx = jx + (dx == 0 ? real_dx : 0);
13222 yy = jy + (dy == 0 ? real_dy : 0);
13224 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13228 =============================================================================
13230 -----------------------------------------------------------------------------
13231 x, y: field next to player (non-diagonal) to try to dig to
13232 real_dx, real_dy: direction as read from input device (can be diagonal)
13233 =============================================================================
13236 static int DigField(struct PlayerInfo *player,
13237 int oldx, int oldy, int x, int y,
13238 int real_dx, int real_dy, int mode)
13240 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13241 boolean player_was_pushing = player->is_pushing;
13242 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13243 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13244 int jx = oldx, jy = oldy;
13245 int dx = x - jx, dy = y - jy;
13246 int nextx = x + dx, nexty = y + dy;
13247 int move_direction = (dx == -1 ? MV_LEFT :
13248 dx == +1 ? MV_RIGHT :
13250 dy == +1 ? MV_DOWN : MV_NONE);
13251 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13252 int dig_side = MV_DIR_OPPOSITE(move_direction);
13253 int old_element = Feld[jx][jy];
13254 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13257 if (is_player) /* function can also be called by EL_PENGUIN */
13259 if (player->MovPos == 0)
13261 player->is_digging = FALSE;
13262 player->is_collecting = FALSE;
13265 if (player->MovPos == 0) /* last pushing move finished */
13266 player->is_pushing = FALSE;
13268 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13270 player->is_switching = FALSE;
13271 player->push_delay = -1;
13273 return MP_NO_ACTION;
13277 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13278 old_element = Back[jx][jy];
13280 /* in case of element dropped at player position, check background */
13281 else if (Back[jx][jy] != EL_EMPTY &&
13282 game.engine_version >= VERSION_IDENT(2,2,0,0))
13283 old_element = Back[jx][jy];
13285 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13286 return MP_NO_ACTION; /* field has no opening in this direction */
13288 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13289 return MP_NO_ACTION; /* field has no opening in this direction */
13291 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13295 Feld[jx][jy] = player->artwork_element;
13296 InitMovingField(jx, jy, MV_DOWN);
13297 Store[jx][jy] = EL_ACID;
13298 ContinueMoving(jx, jy);
13299 BuryPlayer(player);
13301 return MP_DONT_RUN_INTO;
13304 if (player_can_move && DONT_RUN_INTO(element))
13306 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13308 return MP_DONT_RUN_INTO;
13311 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13312 return MP_NO_ACTION;
13314 collect_count = element_info[element].collect_count_initial;
13316 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13317 return MP_NO_ACTION;
13319 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13320 player_can_move = player_can_move_or_snap;
13322 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13323 game.engine_version >= VERSION_IDENT(2,2,0,0))
13325 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13326 player->index_bit, dig_side);
13327 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13328 player->index_bit, dig_side);
13330 if (element == EL_DC_LANDMINE)
13333 if (Feld[x][y] != element) /* field changed by snapping */
13336 return MP_NO_ACTION;
13339 if (player->gravity && is_player && !player->is_auto_moving &&
13340 canFallDown(player) && move_direction != MV_DOWN &&
13341 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13342 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13344 if (player_can_move &&
13345 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13347 int sound_element = SND_ELEMENT(element);
13348 int sound_action = ACTION_WALKING;
13350 if (IS_RND_GATE(element))
13352 if (!player->key[RND_GATE_NR(element)])
13353 return MP_NO_ACTION;
13355 else if (IS_RND_GATE_GRAY(element))
13357 if (!player->key[RND_GATE_GRAY_NR(element)])
13358 return MP_NO_ACTION;
13360 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13362 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13363 return MP_NO_ACTION;
13365 else if (element == EL_EXIT_OPEN ||
13366 element == EL_EM_EXIT_OPEN ||
13367 element == EL_EM_EXIT_OPENING ||
13368 element == EL_STEEL_EXIT_OPEN ||
13369 element == EL_EM_STEEL_EXIT_OPEN ||
13370 element == EL_EM_STEEL_EXIT_OPENING ||
13371 element == EL_SP_EXIT_OPEN ||
13372 element == EL_SP_EXIT_OPENING)
13374 sound_action = ACTION_PASSING; /* player is passing exit */
13376 else if (element == EL_EMPTY)
13378 sound_action = ACTION_MOVING; /* nothing to walk on */
13381 /* play sound from background or player, whatever is available */
13382 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13383 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13385 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13387 else if (player_can_move &&
13388 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13390 if (!ACCESS_FROM(element, opposite_direction))
13391 return MP_NO_ACTION; /* field not accessible from this direction */
13393 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13394 return MP_NO_ACTION;
13396 if (IS_EM_GATE(element))
13398 if (!player->key[EM_GATE_NR(element)])
13399 return MP_NO_ACTION;
13401 else if (IS_EM_GATE_GRAY(element))
13403 if (!player->key[EM_GATE_GRAY_NR(element)])
13404 return MP_NO_ACTION;
13406 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13408 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13409 return MP_NO_ACTION;
13411 else if (IS_EMC_GATE(element))
13413 if (!player->key[EMC_GATE_NR(element)])
13414 return MP_NO_ACTION;
13416 else if (IS_EMC_GATE_GRAY(element))
13418 if (!player->key[EMC_GATE_GRAY_NR(element)])
13419 return MP_NO_ACTION;
13421 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13423 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13424 return MP_NO_ACTION;
13426 else if (element == EL_DC_GATE_WHITE ||
13427 element == EL_DC_GATE_WHITE_GRAY ||
13428 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13430 if (player->num_white_keys == 0)
13431 return MP_NO_ACTION;
13433 player->num_white_keys--;
13435 else if (IS_SP_PORT(element))
13437 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13438 element == EL_SP_GRAVITY_PORT_RIGHT ||
13439 element == EL_SP_GRAVITY_PORT_UP ||
13440 element == EL_SP_GRAVITY_PORT_DOWN)
13441 player->gravity = !player->gravity;
13442 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13443 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13444 element == EL_SP_GRAVITY_ON_PORT_UP ||
13445 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13446 player->gravity = TRUE;
13447 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13448 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13449 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13450 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13451 player->gravity = FALSE;
13454 /* automatically move to the next field with double speed */
13455 player->programmed_action = move_direction;
13457 if (player->move_delay_reset_counter == 0)
13459 player->move_delay_reset_counter = 2; /* two double speed steps */
13461 DOUBLE_PLAYER_SPEED(player);
13464 PlayLevelSoundAction(x, y, ACTION_PASSING);
13466 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13470 if (mode != DF_SNAP)
13472 GfxElement[x][y] = GFX_ELEMENT(element);
13473 player->is_digging = TRUE;
13476 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13478 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13479 player->index_bit, dig_side);
13481 if (mode == DF_SNAP)
13483 if (level.block_snap_field)
13484 setFieldForSnapping(x, y, element, move_direction);
13486 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13488 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13489 player->index_bit, dig_side);
13492 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13496 if (is_player && mode != DF_SNAP)
13498 GfxElement[x][y] = element;
13499 player->is_collecting = TRUE;
13502 if (element == EL_SPEED_PILL)
13504 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13506 else if (element == EL_EXTRA_TIME && level.time > 0)
13508 TimeLeft += level.extra_time;
13510 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13512 DisplayGameControlValues();
13514 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13516 player->shield_normal_time_left += level.shield_normal_time;
13517 if (element == EL_SHIELD_DEADLY)
13518 player->shield_deadly_time_left += level.shield_deadly_time;
13520 else if (element == EL_DYNAMITE ||
13521 element == EL_EM_DYNAMITE ||
13522 element == EL_SP_DISK_RED)
13524 if (player->inventory_size < MAX_INVENTORY_SIZE)
13525 player->inventory_element[player->inventory_size++] = element;
13527 DrawGameDoorValues();
13529 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13531 player->dynabomb_count++;
13532 player->dynabombs_left++;
13534 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13536 player->dynabomb_size++;
13538 else if (element == EL_DYNABOMB_INCREASE_POWER)
13540 player->dynabomb_xl = TRUE;
13542 else if (IS_KEY(element))
13544 player->key[KEY_NR(element)] = TRUE;
13546 DrawGameDoorValues();
13548 else if (element == EL_DC_KEY_WHITE)
13550 player->num_white_keys++;
13552 /* display white keys? */
13553 /* DrawGameDoorValues(); */
13555 else if (IS_ENVELOPE(element))
13557 player->show_envelope = element;
13559 else if (element == EL_EMC_LENSES)
13561 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13563 RedrawAllInvisibleElementsForLenses();
13565 else if (element == EL_EMC_MAGNIFIER)
13567 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13569 RedrawAllInvisibleElementsForMagnifier();
13571 else if (IS_DROPPABLE(element) ||
13572 IS_THROWABLE(element)) /* can be collected and dropped */
13576 if (collect_count == 0)
13577 player->inventory_infinite_element = element;
13579 for (i = 0; i < collect_count; i++)
13580 if (player->inventory_size < MAX_INVENTORY_SIZE)
13581 player->inventory_element[player->inventory_size++] = element;
13583 DrawGameDoorValues();
13585 else if (collect_count > 0)
13587 local_player->gems_still_needed -= collect_count;
13588 if (local_player->gems_still_needed < 0)
13589 local_player->gems_still_needed = 0;
13591 game.snapshot.collected_item = TRUE;
13593 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13595 DisplayGameControlValues();
13598 RaiseScoreElement(element);
13599 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13602 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13603 player->index_bit, dig_side);
13605 if (mode == DF_SNAP)
13607 if (level.block_snap_field)
13608 setFieldForSnapping(x, y, element, move_direction);
13610 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13612 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13613 player->index_bit, dig_side);
13616 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13618 if (mode == DF_SNAP && element != EL_BD_ROCK)
13619 return MP_NO_ACTION;
13621 if (CAN_FALL(element) && dy)
13622 return MP_NO_ACTION;
13624 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13625 !(element == EL_SPRING && level.use_spring_bug))
13626 return MP_NO_ACTION;
13628 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13629 ((move_direction & MV_VERTICAL &&
13630 ((element_info[element].move_pattern & MV_LEFT &&
13631 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13632 (element_info[element].move_pattern & MV_RIGHT &&
13633 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13634 (move_direction & MV_HORIZONTAL &&
13635 ((element_info[element].move_pattern & MV_UP &&
13636 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13637 (element_info[element].move_pattern & MV_DOWN &&
13638 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13639 return MP_NO_ACTION;
13641 /* do not push elements already moving away faster than player */
13642 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13643 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13644 return MP_NO_ACTION;
13646 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13648 if (player->push_delay_value == -1 || !player_was_pushing)
13649 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13651 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13653 if (player->push_delay_value == -1)
13654 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13656 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13658 if (!player->is_pushing)
13659 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13662 player->is_pushing = TRUE;
13663 player->is_active = TRUE;
13665 if (!(IN_LEV_FIELD(nextx, nexty) &&
13666 (IS_FREE(nextx, nexty) ||
13667 (IS_SB_ELEMENT(element) &&
13668 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13669 (IS_CUSTOM_ELEMENT(element) &&
13670 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13671 return MP_NO_ACTION;
13673 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13674 return MP_NO_ACTION;
13676 if (player->push_delay == -1) /* new pushing; restart delay */
13677 player->push_delay = 0;
13679 if (player->push_delay < player->push_delay_value &&
13680 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13681 element != EL_SPRING && element != EL_BALLOON)
13683 /* make sure that there is no move delay before next try to push */
13684 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13685 player->move_delay = 0;
13687 return MP_NO_ACTION;
13690 if (IS_CUSTOM_ELEMENT(element) &&
13691 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13693 if (!DigFieldByCE(nextx, nexty, element))
13694 return MP_NO_ACTION;
13697 if (IS_SB_ELEMENT(element))
13699 if (element == EL_SOKOBAN_FIELD_FULL)
13701 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13702 local_player->sokobanfields_still_needed++;
13705 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13707 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13708 local_player->sokobanfields_still_needed--;
13711 Feld[x][y] = EL_SOKOBAN_OBJECT;
13713 if (Back[x][y] == Back[nextx][nexty])
13714 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13715 else if (Back[x][y] != 0)
13716 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13719 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13722 if (local_player->sokobanfields_still_needed == 0 &&
13723 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13725 PlayerWins(player);
13727 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13731 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13733 InitMovingField(x, y, move_direction);
13734 GfxAction[x][y] = ACTION_PUSHING;
13736 if (mode == DF_SNAP)
13737 ContinueMoving(x, y);
13739 MovPos[x][y] = (dx != 0 ? dx : dy);
13741 Pushed[x][y] = TRUE;
13742 Pushed[nextx][nexty] = TRUE;
13744 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13745 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13747 player->push_delay_value = -1; /* get new value later */
13749 /* check for element change _after_ element has been pushed */
13750 if (game.use_change_when_pushing_bug)
13752 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
13753 player->index_bit, dig_side);
13754 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
13755 player->index_bit, dig_side);
13758 else if (IS_SWITCHABLE(element))
13760 if (PLAYER_SWITCHING(player, x, y))
13762 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13763 player->index_bit, dig_side);
13768 player->is_switching = TRUE;
13769 player->switch_x = x;
13770 player->switch_y = y;
13772 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13774 if (element == EL_ROBOT_WHEEL)
13776 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
13780 game.robot_wheel_active = TRUE;
13782 TEST_DrawLevelField(x, y);
13784 else if (element == EL_SP_TERMINAL)
13788 SCAN_PLAYFIELD(xx, yy)
13790 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
13794 else if (Feld[xx][yy] == EL_SP_TERMINAL)
13796 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
13798 ResetGfxAnimation(xx, yy);
13799 TEST_DrawLevelField(xx, yy);
13803 else if (IS_BELT_SWITCH(element))
13805 ToggleBeltSwitch(x, y);
13807 else if (element == EL_SWITCHGATE_SWITCH_UP ||
13808 element == EL_SWITCHGATE_SWITCH_DOWN ||
13809 element == EL_DC_SWITCHGATE_SWITCH_UP ||
13810 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
13812 ToggleSwitchgateSwitch(x, y);
13814 else if (element == EL_LIGHT_SWITCH ||
13815 element == EL_LIGHT_SWITCH_ACTIVE)
13817 ToggleLightSwitch(x, y);
13819 else if (element == EL_TIMEGATE_SWITCH ||
13820 element == EL_DC_TIMEGATE_SWITCH)
13822 ActivateTimegateSwitch(x, y);
13824 else if (element == EL_BALLOON_SWITCH_LEFT ||
13825 element == EL_BALLOON_SWITCH_RIGHT ||
13826 element == EL_BALLOON_SWITCH_UP ||
13827 element == EL_BALLOON_SWITCH_DOWN ||
13828 element == EL_BALLOON_SWITCH_NONE ||
13829 element == EL_BALLOON_SWITCH_ANY)
13831 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
13832 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
13833 element == EL_BALLOON_SWITCH_UP ? MV_UP :
13834 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
13835 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
13838 else if (element == EL_LAMP)
13840 Feld[x][y] = EL_LAMP_ACTIVE;
13841 local_player->lights_still_needed--;
13843 ResetGfxAnimation(x, y);
13844 TEST_DrawLevelField(x, y);
13846 else if (element == EL_TIME_ORB_FULL)
13848 Feld[x][y] = EL_TIME_ORB_EMPTY;
13850 if (level.time > 0 || level.use_time_orb_bug)
13852 TimeLeft += level.time_orb_time;
13853 game.no_time_limit = FALSE;
13855 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13857 DisplayGameControlValues();
13860 ResetGfxAnimation(x, y);
13861 TEST_DrawLevelField(x, y);
13863 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
13864 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13868 game.ball_state = !game.ball_state;
13870 SCAN_PLAYFIELD(xx, yy)
13872 int e = Feld[xx][yy];
13874 if (game.ball_state)
13876 if (e == EL_EMC_MAGIC_BALL)
13877 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
13878 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
13879 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
13883 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
13884 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
13885 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13886 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
13891 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13892 player->index_bit, dig_side);
13894 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13895 player->index_bit, dig_side);
13897 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13898 player->index_bit, dig_side);
13904 if (!PLAYER_SWITCHING(player, x, y))
13906 player->is_switching = TRUE;
13907 player->switch_x = x;
13908 player->switch_y = y;
13910 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
13911 player->index_bit, dig_side);
13912 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13913 player->index_bit, dig_side);
13915 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
13916 player->index_bit, dig_side);
13917 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13918 player->index_bit, dig_side);
13921 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
13922 player->index_bit, dig_side);
13923 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13924 player->index_bit, dig_side);
13926 return MP_NO_ACTION;
13929 player->push_delay = -1;
13931 if (is_player) /* function can also be called by EL_PENGUIN */
13933 if (Feld[x][y] != element) /* really digged/collected something */
13935 player->is_collecting = !player->is_digging;
13936 player->is_active = TRUE;
13943 static boolean DigFieldByCE(int x, int y, int digging_element)
13945 int element = Feld[x][y];
13947 if (!IS_FREE(x, y))
13949 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
13950 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
13953 /* no element can dig solid indestructible elements */
13954 if (IS_INDESTRUCTIBLE(element) &&
13955 !IS_DIGGABLE(element) &&
13956 !IS_COLLECTIBLE(element))
13959 if (AmoebaNr[x][y] &&
13960 (element == EL_AMOEBA_FULL ||
13961 element == EL_BD_AMOEBA ||
13962 element == EL_AMOEBA_GROWING))
13964 AmoebaCnt[AmoebaNr[x][y]]--;
13965 AmoebaCnt2[AmoebaNr[x][y]]--;
13968 if (IS_MOVING(x, y))
13969 RemoveMovingField(x, y);
13973 TEST_DrawLevelField(x, y);
13976 /* if digged element was about to explode, prevent the explosion */
13977 ExplodeField[x][y] = EX_TYPE_NONE;
13979 PlayLevelSoundAction(x, y, action);
13982 Store[x][y] = EL_EMPTY;
13984 /* this makes it possible to leave the removed element again */
13985 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
13986 Store[x][y] = element;
13991 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
13993 int jx = player->jx, jy = player->jy;
13994 int x = jx + dx, y = jy + dy;
13995 int snap_direction = (dx == -1 ? MV_LEFT :
13996 dx == +1 ? MV_RIGHT :
13998 dy == +1 ? MV_DOWN : MV_NONE);
13999 boolean can_continue_snapping = (level.continuous_snapping &&
14000 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14002 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14005 if (!player->active || !IN_LEV_FIELD(x, y))
14013 if (player->MovPos == 0)
14014 player->is_pushing = FALSE;
14016 player->is_snapping = FALSE;
14018 if (player->MovPos == 0)
14020 player->is_moving = FALSE;
14021 player->is_digging = FALSE;
14022 player->is_collecting = FALSE;
14028 /* prevent snapping with already pressed snap key when not allowed */
14029 if (player->is_snapping && !can_continue_snapping)
14032 player->MovDir = snap_direction;
14034 if (player->MovPos == 0)
14036 player->is_moving = FALSE;
14037 player->is_digging = FALSE;
14038 player->is_collecting = FALSE;
14041 player->is_dropping = FALSE;
14042 player->is_dropping_pressed = FALSE;
14043 player->drop_pressed_delay = 0;
14045 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14048 player->is_snapping = TRUE;
14049 player->is_active = TRUE;
14051 if (player->MovPos == 0)
14053 player->is_moving = FALSE;
14054 player->is_digging = FALSE;
14055 player->is_collecting = FALSE;
14058 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
14059 TEST_DrawLevelField(player->last_jx, player->last_jy);
14061 TEST_DrawLevelField(x, y);
14066 static boolean DropElement(struct PlayerInfo *player)
14068 int old_element, new_element;
14069 int dropx = player->jx, dropy = player->jy;
14070 int drop_direction = player->MovDir;
14071 int drop_side = drop_direction;
14072 int drop_element = get_next_dropped_element(player);
14074 /* do not drop an element on top of another element; when holding drop key
14075 pressed without moving, dropped element must move away before the next
14076 element can be dropped (this is especially important if the next element
14077 is dynamite, which can be placed on background for historical reasons) */
14078 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14081 if (IS_THROWABLE(drop_element))
14083 dropx += GET_DX_FROM_DIR(drop_direction);
14084 dropy += GET_DY_FROM_DIR(drop_direction);
14086 if (!IN_LEV_FIELD(dropx, dropy))
14090 old_element = Feld[dropx][dropy]; /* old element at dropping position */
14091 new_element = drop_element; /* default: no change when dropping */
14093 /* check if player is active, not moving and ready to drop */
14094 if (!player->active || player->MovPos || player->drop_delay > 0)
14097 /* check if player has anything that can be dropped */
14098 if (new_element == EL_UNDEFINED)
14101 /* only set if player has anything that can be dropped */
14102 player->is_dropping_pressed = TRUE;
14104 /* check if drop key was pressed long enough for EM style dynamite */
14105 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14108 /* check if anything can be dropped at the current position */
14109 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14112 /* collected custom elements can only be dropped on empty fields */
14113 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14116 if (old_element != EL_EMPTY)
14117 Back[dropx][dropy] = old_element; /* store old element on this field */
14119 ResetGfxAnimation(dropx, dropy);
14120 ResetRandomAnimationValue(dropx, dropy);
14122 if (player->inventory_size > 0 ||
14123 player->inventory_infinite_element != EL_UNDEFINED)
14125 if (player->inventory_size > 0)
14127 player->inventory_size--;
14129 DrawGameDoorValues();
14131 if (new_element == EL_DYNAMITE)
14132 new_element = EL_DYNAMITE_ACTIVE;
14133 else if (new_element == EL_EM_DYNAMITE)
14134 new_element = EL_EM_DYNAMITE_ACTIVE;
14135 else if (new_element == EL_SP_DISK_RED)
14136 new_element = EL_SP_DISK_RED_ACTIVE;
14139 Feld[dropx][dropy] = new_element;
14141 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14142 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14143 el2img(Feld[dropx][dropy]), 0);
14145 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14147 /* needed if previous element just changed to "empty" in the last frame */
14148 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14150 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14151 player->index_bit, drop_side);
14152 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14154 player->index_bit, drop_side);
14156 TestIfElementTouchesCustomElement(dropx, dropy);
14158 else /* player is dropping a dyna bomb */
14160 player->dynabombs_left--;
14162 Feld[dropx][dropy] = new_element;
14164 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14165 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14166 el2img(Feld[dropx][dropy]), 0);
14168 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14171 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14172 InitField_WithBug1(dropx, dropy, FALSE);
14174 new_element = Feld[dropx][dropy]; /* element might have changed */
14176 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14177 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14179 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14180 MovDir[dropx][dropy] = drop_direction;
14182 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14184 /* do not cause impact style collision by dropping elements that can fall */
14185 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14188 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14189 player->is_dropping = TRUE;
14191 player->drop_pressed_delay = 0;
14192 player->is_dropping_pressed = FALSE;
14194 player->drop_x = dropx;
14195 player->drop_y = dropy;
14200 /* ------------------------------------------------------------------------- */
14201 /* game sound playing functions */
14202 /* ------------------------------------------------------------------------- */
14204 static int *loop_sound_frame = NULL;
14205 static int *loop_sound_volume = NULL;
14207 void InitPlayLevelSound()
14209 int num_sounds = getSoundListSize();
14211 checked_free(loop_sound_frame);
14212 checked_free(loop_sound_volume);
14214 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14215 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14218 static void PlayLevelSound(int x, int y, int nr)
14220 int sx = SCREENX(x), sy = SCREENY(y);
14221 int volume, stereo_position;
14222 int max_distance = 8;
14223 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14225 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14226 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14229 if (!IN_LEV_FIELD(x, y) ||
14230 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14231 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14234 volume = SOUND_MAX_VOLUME;
14236 if (!IN_SCR_FIELD(sx, sy))
14238 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14239 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14241 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14244 stereo_position = (SOUND_MAX_LEFT +
14245 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14246 (SCR_FIELDX + 2 * max_distance));
14248 if (IS_LOOP_SOUND(nr))
14250 /* This assures that quieter loop sounds do not overwrite louder ones,
14251 while restarting sound volume comparison with each new game frame. */
14253 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14256 loop_sound_volume[nr] = volume;
14257 loop_sound_frame[nr] = FrameCounter;
14260 PlaySoundExt(nr, volume, stereo_position, type);
14263 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14265 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14266 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14267 y < LEVELY(BY1) ? LEVELY(BY1) :
14268 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14272 static void PlayLevelSoundAction(int x, int y, int action)
14274 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14277 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14279 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14281 if (sound_effect != SND_UNDEFINED)
14282 PlayLevelSound(x, y, sound_effect);
14285 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14288 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14290 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14291 PlayLevelSound(x, y, sound_effect);
14294 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14296 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14298 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14299 PlayLevelSound(x, y, sound_effect);
14302 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14304 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14306 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14307 StopSound(sound_effect);
14310 static int getLevelMusicNr()
14312 if (levelset.music[level_nr] != MUS_UNDEFINED)
14313 return levelset.music[level_nr]; /* from config file */
14315 return MAP_NOCONF_MUSIC(level_nr); /* from music dir */
14318 static void FadeLevelSounds()
14323 static void FadeLevelMusic()
14325 int music_nr = getLevelMusicNr();
14326 char *curr_music = getCurrentlyPlayingMusicFilename();
14327 char *next_music = getMusicInfoEntryFilename(music_nr);
14329 if (!strEqual(curr_music, next_music))
14333 void FadeLevelSoundsAndMusic()
14339 static void PlayLevelMusic()
14341 int music_nr = getLevelMusicNr();
14342 char *curr_music = getCurrentlyPlayingMusicFilename();
14343 char *next_music = getMusicInfoEntryFilename(music_nr);
14345 if (!strEqual(curr_music, next_music))
14346 PlayMusic(music_nr);
14349 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14351 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14352 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14353 int x = xx - 1 - offset;
14354 int y = yy - 1 - offset;
14359 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14363 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14367 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14371 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14375 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14379 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14383 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14386 case SAMPLE_android_clone:
14387 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14390 case SAMPLE_android_move:
14391 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14394 case SAMPLE_spring:
14395 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14399 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14403 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14406 case SAMPLE_eater_eat:
14407 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14411 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14414 case SAMPLE_collect:
14415 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14418 case SAMPLE_diamond:
14419 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14422 case SAMPLE_squash:
14423 /* !!! CHECK THIS !!! */
14425 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14427 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14431 case SAMPLE_wonderfall:
14432 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14436 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14440 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14444 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14448 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14452 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14456 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14459 case SAMPLE_wonder:
14460 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14464 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14467 case SAMPLE_exit_open:
14468 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14471 case SAMPLE_exit_leave:
14472 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14475 case SAMPLE_dynamite:
14476 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14480 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14484 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14488 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14492 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14496 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14500 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14504 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14509 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14511 int element = map_element_SP_to_RND(element_sp);
14512 int action = map_action_SP_to_RND(action_sp);
14513 int offset = (setup.sp_show_border_elements ? 0 : 1);
14514 int x = xx - offset;
14515 int y = yy - offset;
14517 PlayLevelSoundElementAction(x, y, element, action);
14520 void RaiseScore(int value)
14522 local_player->score += value;
14524 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14526 DisplayGameControlValues();
14529 void RaiseScoreElement(int element)
14534 case EL_BD_DIAMOND:
14535 case EL_EMERALD_YELLOW:
14536 case EL_EMERALD_RED:
14537 case EL_EMERALD_PURPLE:
14538 case EL_SP_INFOTRON:
14539 RaiseScore(level.score[SC_EMERALD]);
14542 RaiseScore(level.score[SC_DIAMOND]);
14545 RaiseScore(level.score[SC_CRYSTAL]);
14548 RaiseScore(level.score[SC_PEARL]);
14551 case EL_BD_BUTTERFLY:
14552 case EL_SP_ELECTRON:
14553 RaiseScore(level.score[SC_BUG]);
14556 case EL_BD_FIREFLY:
14557 case EL_SP_SNIKSNAK:
14558 RaiseScore(level.score[SC_SPACESHIP]);
14561 case EL_DARK_YAMYAM:
14562 RaiseScore(level.score[SC_YAMYAM]);
14565 RaiseScore(level.score[SC_ROBOT]);
14568 RaiseScore(level.score[SC_PACMAN]);
14571 RaiseScore(level.score[SC_NUT]);
14574 case EL_EM_DYNAMITE:
14575 case EL_SP_DISK_RED:
14576 case EL_DYNABOMB_INCREASE_NUMBER:
14577 case EL_DYNABOMB_INCREASE_SIZE:
14578 case EL_DYNABOMB_INCREASE_POWER:
14579 RaiseScore(level.score[SC_DYNAMITE]);
14581 case EL_SHIELD_NORMAL:
14582 case EL_SHIELD_DEADLY:
14583 RaiseScore(level.score[SC_SHIELD]);
14585 case EL_EXTRA_TIME:
14586 RaiseScore(level.extra_time_score);
14600 case EL_DC_KEY_WHITE:
14601 RaiseScore(level.score[SC_KEY]);
14604 RaiseScore(element_info[element].collect_score);
14609 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14611 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14613 /* closing door required in case of envelope style request dialogs */
14615 CloseDoor(DOOR_CLOSE_1);
14617 #if defined(NETWORK_AVALIABLE)
14618 if (options.network)
14619 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14624 FadeSkipNextFadeIn();
14626 SetGameStatus(GAME_MODE_MAIN);
14631 else /* continue playing the game */
14633 if (tape.playing && tape.deactivate_display)
14634 TapeDeactivateDisplayOff(TRUE);
14636 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14638 if (tape.playing && tape.deactivate_display)
14639 TapeDeactivateDisplayOn();
14643 void RequestQuitGame(boolean ask_if_really_quit)
14645 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14646 boolean skip_request = AllPlayersGone || quick_quit;
14648 RequestQuitGameExt(skip_request, quick_quit,
14649 "Do you really want to quit the game?");
14653 /* ------------------------------------------------------------------------- */
14654 /* random generator functions */
14655 /* ------------------------------------------------------------------------- */
14657 unsigned int InitEngineRandom_RND(int seed)
14659 game.num_random_calls = 0;
14661 return InitEngineRandom(seed);
14664 unsigned int RND(int max)
14668 game.num_random_calls++;
14670 return GetEngineRandom(max);
14677 /* ------------------------------------------------------------------------- */
14678 /* game engine snapshot handling functions */
14679 /* ------------------------------------------------------------------------- */
14681 struct EngineSnapshotInfo
14683 /* runtime values for custom element collect score */
14684 int collect_score[NUM_CUSTOM_ELEMENTS];
14686 /* runtime values for group element choice position */
14687 int choice_pos[NUM_GROUP_ELEMENTS];
14689 /* runtime values for belt position animations */
14690 int belt_graphic[4][NUM_BELT_PARTS];
14691 int belt_anim_mode[4][NUM_BELT_PARTS];
14694 static struct EngineSnapshotInfo engine_snapshot_rnd;
14695 static char *snapshot_level_identifier = NULL;
14696 static int snapshot_level_nr = -1;
14698 static void SaveEngineSnapshotValues_RND()
14700 static int belt_base_active_element[4] =
14702 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
14703 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
14704 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
14705 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
14709 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14711 int element = EL_CUSTOM_START + i;
14713 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
14716 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14718 int element = EL_GROUP_START + i;
14720 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
14723 for (i = 0; i < 4; i++)
14725 for (j = 0; j < NUM_BELT_PARTS; j++)
14727 int element = belt_base_active_element[i] + j;
14728 int graphic = el2img(element);
14729 int anim_mode = graphic_info[graphic].anim_mode;
14731 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
14732 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
14737 static void LoadEngineSnapshotValues_RND()
14739 unsigned int num_random_calls = game.num_random_calls;
14742 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14744 int element = EL_CUSTOM_START + i;
14746 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
14749 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14751 int element = EL_GROUP_START + i;
14753 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
14756 for (i = 0; i < 4; i++)
14758 for (j = 0; j < NUM_BELT_PARTS; j++)
14760 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
14761 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
14763 graphic_info[graphic].anim_mode = anim_mode;
14767 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14769 InitRND(tape.random_seed);
14770 for (i = 0; i < num_random_calls; i++)
14774 if (game.num_random_calls != num_random_calls)
14776 Error(ERR_INFO, "number of random calls out of sync");
14777 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
14778 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
14779 Error(ERR_EXIT, "this should not happen -- please debug");
14783 void FreeEngineSnapshotSingle()
14785 FreeSnapshotSingle();
14787 setString(&snapshot_level_identifier, NULL);
14788 snapshot_level_nr = -1;
14791 void FreeEngineSnapshotList()
14793 FreeSnapshotList();
14796 ListNode *SaveEngineSnapshotBuffers()
14798 ListNode *buffers = NULL;
14800 /* copy some special values to a structure better suited for the snapshot */
14802 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14803 SaveEngineSnapshotValues_RND();
14804 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14805 SaveEngineSnapshotValues_EM();
14806 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14807 SaveEngineSnapshotValues_SP(&buffers);
14808 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
14809 SaveEngineSnapshotValues_MM(&buffers);
14811 /* save values stored in special snapshot structure */
14813 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14814 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
14815 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14816 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
14817 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14818 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
14819 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
14820 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
14822 /* save further RND engine values */
14824 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
14825 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
14826 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
14828 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
14829 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
14830 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
14831 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
14833 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
14834 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
14835 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
14836 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
14837 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
14839 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
14840 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
14841 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
14843 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
14845 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
14847 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
14848 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
14850 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
14851 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
14852 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
14853 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
14854 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
14855 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
14856 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
14857 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
14858 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
14859 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
14860 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
14861 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
14862 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
14863 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
14864 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
14865 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
14866 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
14867 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
14869 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
14870 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
14872 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
14873 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
14874 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
14876 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
14877 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
14879 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
14880 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
14881 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
14882 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
14883 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
14885 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
14886 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
14889 ListNode *node = engine_snapshot_list_rnd;
14892 while (node != NULL)
14894 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
14899 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
14905 void SaveEngineSnapshotSingle()
14907 ListNode *buffers = SaveEngineSnapshotBuffers();
14909 /* finally save all snapshot buffers to single snapshot */
14910 SaveSnapshotSingle(buffers);
14912 /* save level identification information */
14913 setString(&snapshot_level_identifier, leveldir_current->identifier);
14914 snapshot_level_nr = level_nr;
14917 boolean CheckSaveEngineSnapshotToList()
14919 boolean save_snapshot =
14920 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
14921 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
14922 game.snapshot.changed_action) ||
14923 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
14924 game.snapshot.collected_item));
14926 game.snapshot.changed_action = FALSE;
14927 game.snapshot.collected_item = FALSE;
14928 game.snapshot.save_snapshot = save_snapshot;
14930 return save_snapshot;
14933 void SaveEngineSnapshotToList()
14935 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
14939 ListNode *buffers = SaveEngineSnapshotBuffers();
14941 /* finally save all snapshot buffers to snapshot list */
14942 SaveSnapshotToList(buffers);
14945 void SaveEngineSnapshotToListInitial()
14947 FreeEngineSnapshotList();
14949 SaveEngineSnapshotToList();
14952 void LoadEngineSnapshotValues()
14954 /* restore special values from snapshot structure */
14956 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14957 LoadEngineSnapshotValues_RND();
14958 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14959 LoadEngineSnapshotValues_EM();
14960 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14961 LoadEngineSnapshotValues_SP();
14962 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14963 LoadEngineSnapshotValues_MM();
14966 void LoadEngineSnapshotSingle()
14968 LoadSnapshotSingle();
14970 LoadEngineSnapshotValues();
14973 void LoadEngineSnapshot_Undo(int steps)
14975 LoadSnapshotFromList_Older(steps);
14977 LoadEngineSnapshotValues();
14980 void LoadEngineSnapshot_Redo(int steps)
14982 LoadSnapshotFromList_Newer(steps);
14984 LoadEngineSnapshotValues();
14987 boolean CheckEngineSnapshotSingle()
14989 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
14990 snapshot_level_nr == level_nr);
14993 boolean CheckEngineSnapshotList()
14995 return CheckSnapshotList();
14999 /* ---------- new game button stuff ---------------------------------------- */
15007 } gamebutton_info[NUM_GAME_BUTTONS] =
15010 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
15011 GAME_CTRL_ID_STOP, "stop game"
15014 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
15015 GAME_CTRL_ID_PAUSE, "pause game"
15018 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
15019 GAME_CTRL_ID_PLAY, "play game"
15022 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
15023 GAME_CTRL_ID_UNDO, "undo step"
15026 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
15027 GAME_CTRL_ID_REDO, "redo step"
15030 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
15031 GAME_CTRL_ID_SAVE, "save game"
15034 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
15035 GAME_CTRL_ID_PAUSE2, "pause game"
15038 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
15039 GAME_CTRL_ID_LOAD, "load game"
15042 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
15043 SOUND_CTRL_ID_MUSIC, "background music on/off"
15046 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
15047 SOUND_CTRL_ID_LOOPS, "sound loops on/off"
15050 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
15051 SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
15055 void CreateGameButtons()
15059 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15061 struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
15062 struct XY *pos = gamebutton_info[i].pos;
15063 struct GadgetInfo *gi;
15066 unsigned int event_mask;
15067 int base_x = (tape.show_game_buttons ? VX : DX);
15068 int base_y = (tape.show_game_buttons ? VY : DY);
15069 int gd_x = gfx->src_x;
15070 int gd_y = gfx->src_y;
15071 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
15072 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
15073 int gd_xa = gfx->src_x + gfx->active_xoffset;
15074 int gd_ya = gfx->src_y + gfx->active_yoffset;
15075 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15076 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15079 if (gfx->bitmap == NULL)
15081 game_gadget[id] = NULL;
15086 if (id == GAME_CTRL_ID_STOP ||
15087 id == GAME_CTRL_ID_PLAY ||
15088 id == GAME_CTRL_ID_SAVE ||
15089 id == GAME_CTRL_ID_LOAD)
15091 button_type = GD_TYPE_NORMAL_BUTTON;
15093 event_mask = GD_EVENT_RELEASED;
15095 else if (id == GAME_CTRL_ID_UNDO ||
15096 id == GAME_CTRL_ID_REDO)
15098 button_type = GD_TYPE_NORMAL_BUTTON;
15100 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15104 button_type = GD_TYPE_CHECK_BUTTON;
15106 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
15107 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
15108 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
15109 event_mask = GD_EVENT_PRESSED;
15112 gi = CreateGadget(GDI_CUSTOM_ID, id,
15113 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15114 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
15115 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
15116 GDI_WIDTH, gfx->width,
15117 GDI_HEIGHT, gfx->height,
15118 GDI_TYPE, button_type,
15119 GDI_STATE, GD_BUTTON_UNPRESSED,
15120 GDI_CHECKED, checked,
15121 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15122 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15123 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15124 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15125 GDI_DIRECT_DRAW, FALSE,
15126 GDI_EVENT_MASK, event_mask,
15127 GDI_CALLBACK_ACTION, HandleGameButtons,
15131 Error(ERR_EXIT, "cannot create gadget");
15133 game_gadget[id] = gi;
15137 void FreeGameButtons()
15141 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15142 FreeGadget(game_gadget[i]);
15145 static void UnmapGameButtonsAtSamePosition(int id)
15149 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15151 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15152 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15153 UnmapGadget(game_gadget[i]);
15156 static void UnmapGameButtonsAtSamePosition_All()
15158 if (setup.show_snapshot_buttons)
15160 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15161 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15162 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15166 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15167 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15168 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15172 static void MapGameButtonsAtSamePosition(int id)
15176 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15178 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15179 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15180 MapGadget(game_gadget[i]);
15182 UnmapGameButtonsAtSamePosition_All();
15185 void MapUndoRedoButtons()
15187 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15188 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15190 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15191 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15193 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
15196 void UnmapUndoRedoButtons()
15198 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15199 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15201 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15202 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15204 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
15207 void MapGameButtons()
15211 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15212 if (i != GAME_CTRL_ID_UNDO &&
15213 i != GAME_CTRL_ID_REDO)
15214 MapGadget(game_gadget[i]);
15216 UnmapGameButtonsAtSamePosition_All();
15218 RedrawGameButtons();
15221 void UnmapGameButtons()
15225 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15226 UnmapGadget(game_gadget[i]);
15229 void RedrawGameButtons()
15233 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15234 RedrawGadget(game_gadget[i]);
15236 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15237 redraw_mask &= ~REDRAW_ALL;
15240 void GameUndoRedoExt()
15242 ClearPlayerAction();
15244 tape.pausing = TRUE;
15247 UpdateAndDisplayGameControlValues();
15249 DrawCompleteVideoDisplay();
15250 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15251 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15252 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
15257 void GameUndo(int steps)
15259 if (!CheckEngineSnapshotList())
15262 LoadEngineSnapshot_Undo(steps);
15267 void GameRedo(int steps)
15269 if (!CheckEngineSnapshotList())
15272 LoadEngineSnapshot_Redo(steps);
15277 static void HandleGameButtonsExt(int id, int button)
15279 static boolean game_undo_executed = FALSE;
15280 int steps = BUTTON_STEPSIZE(button);
15281 boolean handle_game_buttons =
15282 (game_status == GAME_MODE_PLAYING ||
15283 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15285 if (!handle_game_buttons)
15290 case GAME_CTRL_ID_STOP:
15291 if (game_status == GAME_MODE_MAIN)
15297 RequestQuitGame(TRUE);
15301 case GAME_CTRL_ID_PAUSE:
15302 case GAME_CTRL_ID_PAUSE2:
15303 if (options.network && game_status == GAME_MODE_PLAYING)
15305 #if defined(NETWORK_AVALIABLE)
15307 SendToServer_ContinuePlaying();
15309 SendToServer_PausePlaying();
15313 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15315 game_undo_executed = FALSE;
15319 case GAME_CTRL_ID_PLAY:
15320 if (game_status == GAME_MODE_MAIN)
15322 StartGameActions(options.network, setup.autorecord, level.random_seed);
15324 else if (tape.pausing)
15326 #if defined(NETWORK_AVALIABLE)
15327 if (options.network)
15328 SendToServer_ContinuePlaying();
15331 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
15335 case GAME_CTRL_ID_UNDO:
15336 // Important: When using "save snapshot when collecting an item" mode,
15337 // load last (current) snapshot for first "undo" after pressing "pause"
15338 // (else the last-but-one snapshot would be loaded, because the snapshot
15339 // pointer already points to the last snapshot when pressing "pause",
15340 // which is fine for "every step/move" mode, but not for "every collect")
15341 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15342 !game_undo_executed)
15345 game_undo_executed = TRUE;
15350 case GAME_CTRL_ID_REDO:
15354 case GAME_CTRL_ID_SAVE:
15358 case GAME_CTRL_ID_LOAD:
15362 case SOUND_CTRL_ID_MUSIC:
15363 if (setup.sound_music)
15365 setup.sound_music = FALSE;
15369 else if (audio.music_available)
15371 setup.sound = setup.sound_music = TRUE;
15373 SetAudioMode(setup.sound);
15379 case SOUND_CTRL_ID_LOOPS:
15380 if (setup.sound_loops)
15381 setup.sound_loops = FALSE;
15382 else if (audio.loops_available)
15384 setup.sound = setup.sound_loops = TRUE;
15386 SetAudioMode(setup.sound);
15390 case SOUND_CTRL_ID_SIMPLE:
15391 if (setup.sound_simple)
15392 setup.sound_simple = FALSE;
15393 else if (audio.sound_available)
15395 setup.sound = setup.sound_simple = TRUE;
15397 SetAudioMode(setup.sound);
15406 static void HandleGameButtons(struct GadgetInfo *gi)
15408 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15411 void HandleSoundButtonKeys(Key key)
15414 if (key == setup.shortcut.sound_simple)
15415 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15416 else if (key == setup.shortcut.sound_loops)
15417 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15418 else if (key == setup.shortcut.sound_music)
15419 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);