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 game.no_time_limit ? TimePlayed : TimeLeft);
2154 int score = (local_player->LevelSolved ?
2155 local_player->LevelSolved_CountingScore :
2156 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2157 level.native_em_level->lev->score :
2158 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2159 level.native_sp_level->game_sp->score :
2160 local_player->score);
2161 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2162 level.native_em_level->lev->required :
2163 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2164 level.native_sp_level->game_sp->infotrons_still_needed :
2165 local_player->gems_still_needed);
2166 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2167 level.native_em_level->lev->required > 0 :
2168 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2169 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2170 local_player->gems_still_needed > 0 ||
2171 local_player->sokobanfields_still_needed > 0 ||
2172 local_player->lights_still_needed > 0);
2174 UpdatePlayfieldElementCount();
2176 /* update game panel control values */
2178 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2179 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2181 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2182 for (i = 0; i < MAX_NUM_KEYS; i++)
2183 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2184 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2185 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2187 if (game.centered_player_nr == -1)
2189 for (i = 0; i < MAX_PLAYERS; i++)
2191 /* only one player in Supaplex game engine */
2192 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2195 for (k = 0; k < MAX_NUM_KEYS; k++)
2197 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2199 if (level.native_em_level->ply[i]->keys & (1 << k))
2200 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2201 get_key_element_from_nr(k);
2203 else if (stored_player[i].key[k])
2204 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2205 get_key_element_from_nr(k);
2208 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2209 getPlayerInventorySize(i);
2211 if (stored_player[i].num_white_keys > 0)
2212 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2215 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2216 stored_player[i].num_white_keys;
2221 int player_nr = game.centered_player_nr;
2223 for (k = 0; k < MAX_NUM_KEYS; k++)
2225 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2227 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2228 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2229 get_key_element_from_nr(k);
2231 else if (stored_player[player_nr].key[k])
2232 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2233 get_key_element_from_nr(k);
2236 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2237 getPlayerInventorySize(player_nr);
2239 if (stored_player[player_nr].num_white_keys > 0)
2240 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2242 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2243 stored_player[player_nr].num_white_keys;
2246 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2248 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2249 get_inventory_element_from_pos(local_player, i);
2250 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2251 get_inventory_element_from_pos(local_player, -i - 1);
2254 game_panel_controls[GAME_PANEL_SCORE].value = score;
2255 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2257 game_panel_controls[GAME_PANEL_TIME].value = time;
2259 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2260 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2261 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2263 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2265 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2266 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2268 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2269 local_player->shield_normal_time_left;
2270 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2271 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2273 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2274 local_player->shield_deadly_time_left;
2276 game_panel_controls[GAME_PANEL_EXIT].value =
2277 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2279 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2280 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2281 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2282 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2283 EL_EMC_MAGIC_BALL_SWITCH);
2285 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2286 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2287 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2288 game.light_time_left;
2290 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2291 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2292 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2293 game.timegate_time_left;
2295 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2296 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2298 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2299 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2300 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2301 game.lenses_time_left;
2303 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2304 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2305 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2306 game.magnify_time_left;
2308 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2309 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2310 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2311 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2312 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2313 EL_BALLOON_SWITCH_NONE);
2315 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2316 local_player->dynabomb_count;
2317 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2318 local_player->dynabomb_size;
2319 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2320 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2322 game_panel_controls[GAME_PANEL_PENGUINS].value =
2323 local_player->friends_still_needed;
2325 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2326 local_player->sokobanfields_still_needed;
2327 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2328 local_player->sokobanfields_still_needed;
2330 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2331 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2333 for (i = 0; i < NUM_BELTS; i++)
2335 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2336 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2337 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2338 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2339 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2342 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2343 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2344 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2345 game.magic_wall_time_left;
2347 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2348 local_player->gravity;
2350 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2351 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2353 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2354 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2355 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2356 game.panel.element[i].id : EL_UNDEFINED);
2358 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2359 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2360 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2361 element_info[game.panel.element_count[i].id].element_count : 0);
2363 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2364 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2365 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2366 element_info[game.panel.ce_score[i].id].collect_score : 0);
2368 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2369 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2370 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2371 element_info[game.panel.ce_score_element[i].id].collect_score :
2374 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2375 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2376 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2378 /* update game panel control frames */
2380 for (i = 0; game_panel_controls[i].nr != -1; i++)
2382 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2384 if (gpc->type == TYPE_ELEMENT)
2386 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2388 int last_anim_random_frame = gfx.anim_random_frame;
2389 int element = gpc->value;
2390 int graphic = el2panelimg(element);
2392 if (gpc->value != gpc->last_value)
2395 gpc->gfx_random = INIT_GFX_RANDOM();
2401 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2402 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2403 gpc->gfx_random = INIT_GFX_RANDOM();
2406 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2407 gfx.anim_random_frame = gpc->gfx_random;
2409 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2410 gpc->gfx_frame = element_info[element].collect_score;
2412 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2415 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2416 gfx.anim_random_frame = last_anim_random_frame;
2422 void DisplayGameControlValues()
2424 boolean redraw_panel = FALSE;
2427 for (i = 0; game_panel_controls[i].nr != -1; i++)
2429 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2431 if (PANEL_DEACTIVATED(gpc->pos))
2434 if (gpc->value == gpc->last_value &&
2435 gpc->frame == gpc->last_frame)
2438 redraw_panel = TRUE;
2444 /* copy default game door content to main double buffer */
2446 /* !!! CHECK AGAIN !!! */
2447 SetPanelBackground();
2448 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2449 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2451 /* redraw game control buttons */
2452 RedrawGameButtons();
2454 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2456 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2458 int nr = game_panel_order[i].nr;
2459 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2460 struct TextPosInfo *pos = gpc->pos;
2461 int type = gpc->type;
2462 int value = gpc->value;
2463 int frame = gpc->frame;
2464 int size = pos->size;
2465 int font = pos->font;
2466 boolean draw_masked = pos->draw_masked;
2467 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2469 if (PANEL_DEACTIVATED(pos))
2472 gpc->last_value = value;
2473 gpc->last_frame = frame;
2475 if (type == TYPE_INTEGER)
2477 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2478 nr == GAME_PANEL_TIME)
2480 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2482 if (use_dynamic_size) /* use dynamic number of digits */
2484 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2485 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2486 int size2 = size1 + 1;
2487 int font1 = pos->font;
2488 int font2 = pos->font_alt;
2490 size = (value < value_change ? size1 : size2);
2491 font = (value < value_change ? font1 : font2);
2495 /* correct text size if "digits" is zero or less */
2497 size = strlen(int2str(value, size));
2499 /* dynamically correct text alignment */
2500 pos->width = size * getFontWidth(font);
2502 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2503 int2str(value, size), font, mask_mode);
2505 else if (type == TYPE_ELEMENT)
2507 int element, graphic;
2511 int dst_x = PANEL_XPOS(pos);
2512 int dst_y = PANEL_YPOS(pos);
2514 if (value != EL_UNDEFINED && value != EL_EMPTY)
2517 graphic = el2panelimg(value);
2519 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2521 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2524 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2527 width = graphic_info[graphic].width * size / TILESIZE;
2528 height = graphic_info[graphic].height * size / TILESIZE;
2531 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2534 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2538 else if (type == TYPE_STRING)
2540 boolean active = (value != 0);
2541 char *state_normal = "off";
2542 char *state_active = "on";
2543 char *state = (active ? state_active : state_normal);
2544 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2545 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2546 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2547 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2549 if (nr == GAME_PANEL_GRAVITY_STATE)
2551 int font1 = pos->font; /* (used for normal state) */
2552 int font2 = pos->font_alt; /* (used for active state) */
2554 font = (active ? font2 : font1);
2563 /* don't truncate output if "chars" is zero or less */
2566 /* dynamically correct text alignment */
2567 pos->width = size * getFontWidth(font);
2570 s_cut = getStringCopyN(s, size);
2572 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2573 s_cut, font, mask_mode);
2579 redraw_mask |= REDRAW_DOOR_1;
2582 SetGameStatus(GAME_MODE_PLAYING);
2585 void UpdateAndDisplayGameControlValues()
2587 if (tape.deactivate_display)
2590 UpdateGameControlValues();
2591 DisplayGameControlValues();
2594 void UpdateGameDoorValues()
2596 UpdateGameControlValues();
2599 void DrawGameDoorValues()
2601 DisplayGameControlValues();
2606 =============================================================================
2608 -----------------------------------------------------------------------------
2609 initialize game engine due to level / tape version number
2610 =============================================================================
2613 static void InitGameEngine()
2615 int i, j, k, l, x, y;
2617 /* set game engine from tape file when re-playing, else from level file */
2618 game.engine_version = (tape.playing ? tape.engine_version :
2619 level.game_version);
2621 /* set single or multi-player game mode (needed for re-playing tapes) */
2622 game.team_mode = setup.team_mode;
2626 int num_players = 0;
2628 for (i = 0; i < MAX_PLAYERS; i++)
2629 if (tape.player_participates[i])
2632 /* multi-player tapes contain input data for more than one player */
2633 game.team_mode = (num_players > 1);
2636 /* ---------------------------------------------------------------------- */
2637 /* set flags for bugs and changes according to active game engine version */
2638 /* ---------------------------------------------------------------------- */
2641 Summary of bugfix/change:
2642 Fixed handling for custom elements that change when pushed by the player.
2644 Fixed/changed in version:
2648 Before 3.1.0, custom elements that "change when pushing" changed directly
2649 after the player started pushing them (until then handled in "DigField()").
2650 Since 3.1.0, these custom elements are not changed until the "pushing"
2651 move of the element is finished (now handled in "ContinueMoving()").
2653 Affected levels/tapes:
2654 The first condition is generally needed for all levels/tapes before version
2655 3.1.0, which might use the old behaviour before it was changed; known tapes
2656 that are affected are some tapes from the level set "Walpurgis Gardens" by
2658 The second condition is an exception from the above case and is needed for
2659 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2660 above (including some development versions of 3.1.0), but before it was
2661 known that this change would break tapes like the above and was fixed in
2662 3.1.1, so that the changed behaviour was active although the engine version
2663 while recording maybe was before 3.1.0. There is at least one tape that is
2664 affected by this exception, which is the tape for the one-level set "Bug
2665 Machine" by Juergen Bonhagen.
2668 game.use_change_when_pushing_bug =
2669 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2671 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2672 tape.game_version < VERSION_IDENT(3,1,1,0)));
2675 Summary of bugfix/change:
2676 Fixed handling for blocking the field the player leaves when moving.
2678 Fixed/changed in version:
2682 Before 3.1.1, when "block last field when moving" was enabled, the field
2683 the player is leaving when moving was blocked for the time of the move,
2684 and was directly unblocked afterwards. This resulted in the last field
2685 being blocked for exactly one less than the number of frames of one player
2686 move. Additionally, even when blocking was disabled, the last field was
2687 blocked for exactly one frame.
2688 Since 3.1.1, due to changes in player movement handling, the last field
2689 is not blocked at all when blocking is disabled. When blocking is enabled,
2690 the last field is blocked for exactly the number of frames of one player
2691 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2692 last field is blocked for exactly one more than the number of frames of
2695 Affected levels/tapes:
2696 (!!! yet to be determined -- probably many !!!)
2699 game.use_block_last_field_bug =
2700 (game.engine_version < VERSION_IDENT(3,1,1,0));
2702 game_em.use_single_button =
2703 (game.engine_version > VERSION_IDENT(4,0,0,2));
2705 game_em.use_snap_key_bug =
2706 (game.engine_version < VERSION_IDENT(4,0,1,0));
2708 /* ---------------------------------------------------------------------- */
2710 /* set maximal allowed number of custom element changes per game frame */
2711 game.max_num_changes_per_frame = 1;
2713 /* default scan direction: scan playfield from top/left to bottom/right */
2714 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2716 /* dynamically adjust element properties according to game engine version */
2717 InitElementPropertiesEngine(game.engine_version);
2720 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2721 printf(" tape version == %06d [%s] [file: %06d]\n",
2722 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2724 printf(" => game.engine_version == %06d\n", game.engine_version);
2727 /* ---------- initialize player's initial move delay --------------------- */
2729 /* dynamically adjust player properties according to level information */
2730 for (i = 0; i < MAX_PLAYERS; i++)
2731 game.initial_move_delay_value[i] =
2732 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2734 /* dynamically adjust player properties according to game engine version */
2735 for (i = 0; i < MAX_PLAYERS; i++)
2736 game.initial_move_delay[i] =
2737 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2738 game.initial_move_delay_value[i] : 0);
2740 /* ---------- initialize player's initial push delay --------------------- */
2742 /* dynamically adjust player properties according to game engine version */
2743 game.initial_push_delay_value =
2744 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2746 /* ---------- initialize changing elements ------------------------------- */
2748 /* initialize changing elements information */
2749 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2751 struct ElementInfo *ei = &element_info[i];
2753 /* this pointer might have been changed in the level editor */
2754 ei->change = &ei->change_page[0];
2756 if (!IS_CUSTOM_ELEMENT(i))
2758 ei->change->target_element = EL_EMPTY_SPACE;
2759 ei->change->delay_fixed = 0;
2760 ei->change->delay_random = 0;
2761 ei->change->delay_frames = 1;
2764 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2766 ei->has_change_event[j] = FALSE;
2768 ei->event_page_nr[j] = 0;
2769 ei->event_page[j] = &ei->change_page[0];
2773 /* add changing elements from pre-defined list */
2774 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2776 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2777 struct ElementInfo *ei = &element_info[ch_delay->element];
2779 ei->change->target_element = ch_delay->target_element;
2780 ei->change->delay_fixed = ch_delay->change_delay;
2782 ei->change->pre_change_function = ch_delay->pre_change_function;
2783 ei->change->change_function = ch_delay->change_function;
2784 ei->change->post_change_function = ch_delay->post_change_function;
2786 ei->change->can_change = TRUE;
2787 ei->change->can_change_or_has_action = TRUE;
2789 ei->has_change_event[CE_DELAY] = TRUE;
2791 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2792 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2795 /* ---------- initialize internal run-time variables --------------------- */
2797 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2799 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2801 for (j = 0; j < ei->num_change_pages; j++)
2803 ei->change_page[j].can_change_or_has_action =
2804 (ei->change_page[j].can_change |
2805 ei->change_page[j].has_action);
2809 /* add change events from custom element configuration */
2810 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2812 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2814 for (j = 0; j < ei->num_change_pages; j++)
2816 if (!ei->change_page[j].can_change_or_has_action)
2819 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2821 /* only add event page for the first page found with this event */
2822 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
2824 ei->has_change_event[k] = TRUE;
2826 ei->event_page_nr[k] = j;
2827 ei->event_page[k] = &ei->change_page[j];
2833 /* ---------- initialize reference elements in change conditions --------- */
2835 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2837 int element = EL_CUSTOM_START + i;
2838 struct ElementInfo *ei = &element_info[element];
2840 for (j = 0; j < ei->num_change_pages; j++)
2842 int trigger_element = ei->change_page[j].initial_trigger_element;
2844 if (trigger_element >= EL_PREV_CE_8 &&
2845 trigger_element <= EL_NEXT_CE_8)
2846 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
2848 ei->change_page[j].trigger_element = trigger_element;
2852 /* ---------- initialize run-time trigger player and element ------------- */
2854 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2856 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2858 for (j = 0; j < ei->num_change_pages; j++)
2860 ei->change_page[j].actual_trigger_element = EL_EMPTY;
2861 ei->change_page[j].actual_trigger_player = EL_EMPTY;
2862 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
2863 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
2864 ei->change_page[j].actual_trigger_ce_value = 0;
2865 ei->change_page[j].actual_trigger_ce_score = 0;
2869 /* ---------- initialize trigger events ---------------------------------- */
2871 /* initialize trigger events information */
2872 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2873 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2874 trigger_events[i][j] = FALSE;
2876 /* add trigger events from element change event properties */
2877 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2879 struct ElementInfo *ei = &element_info[i];
2881 for (j = 0; j < ei->num_change_pages; j++)
2883 if (!ei->change_page[j].can_change_or_has_action)
2886 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
2888 int trigger_element = ei->change_page[j].trigger_element;
2890 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2892 if (ei->change_page[j].has_event[k])
2894 if (IS_GROUP_ELEMENT(trigger_element))
2896 struct ElementGroupInfo *group =
2897 element_info[trigger_element].group;
2899 for (l = 0; l < group->num_elements_resolved; l++)
2900 trigger_events[group->element_resolved[l]][k] = TRUE;
2902 else if (trigger_element == EL_ANY_ELEMENT)
2903 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
2904 trigger_events[l][k] = TRUE;
2906 trigger_events[trigger_element][k] = TRUE;
2913 /* ---------- initialize push delay -------------------------------------- */
2915 /* initialize push delay values to default */
2916 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2918 if (!IS_CUSTOM_ELEMENT(i))
2920 /* set default push delay values (corrected since version 3.0.7-1) */
2921 if (game.engine_version < VERSION_IDENT(3,0,7,1))
2923 element_info[i].push_delay_fixed = 2;
2924 element_info[i].push_delay_random = 8;
2928 element_info[i].push_delay_fixed = 8;
2929 element_info[i].push_delay_random = 8;
2934 /* set push delay value for certain elements from pre-defined list */
2935 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
2937 int e = push_delay_list[i].element;
2939 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
2940 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
2943 /* set push delay value for Supaplex elements for newer engine versions */
2944 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2946 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2948 if (IS_SP_ELEMENT(i))
2950 /* set SP push delay to just enough to push under a falling zonk */
2951 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
2953 element_info[i].push_delay_fixed = delay;
2954 element_info[i].push_delay_random = 0;
2959 /* ---------- initialize move stepsize ----------------------------------- */
2961 /* initialize move stepsize values to default */
2962 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2963 if (!IS_CUSTOM_ELEMENT(i))
2964 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
2966 /* set move stepsize value for certain elements from pre-defined list */
2967 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
2969 int e = move_stepsize_list[i].element;
2971 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
2974 /* ---------- initialize collect score ----------------------------------- */
2976 /* initialize collect score values for custom elements from initial value */
2977 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2978 if (IS_CUSTOM_ELEMENT(i))
2979 element_info[i].collect_score = element_info[i].collect_score_initial;
2981 /* ---------- initialize collect count ----------------------------------- */
2983 /* initialize collect count values for non-custom elements */
2984 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2985 if (!IS_CUSTOM_ELEMENT(i))
2986 element_info[i].collect_count_initial = 0;
2988 /* add collect count values for all elements from pre-defined list */
2989 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
2990 element_info[collect_count_list[i].element].collect_count_initial =
2991 collect_count_list[i].count;
2993 /* ---------- initialize access direction -------------------------------- */
2995 /* initialize access direction values to default (access from every side) */
2996 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2997 if (!IS_CUSTOM_ELEMENT(i))
2998 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3000 /* set access direction value for certain elements from pre-defined list */
3001 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3002 element_info[access_direction_list[i].element].access_direction =
3003 access_direction_list[i].direction;
3005 /* ---------- initialize explosion content ------------------------------- */
3006 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3008 if (IS_CUSTOM_ELEMENT(i))
3011 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3013 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3015 element_info[i].content.e[x][y] =
3016 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3017 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3018 i == EL_PLAYER_3 ? EL_EMERALD :
3019 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3020 i == EL_MOLE ? EL_EMERALD_RED :
3021 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3022 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3023 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3024 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3025 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3026 i == EL_WALL_EMERALD ? EL_EMERALD :
3027 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3028 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3029 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3030 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3031 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3032 i == EL_WALL_PEARL ? EL_PEARL :
3033 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3038 /* ---------- initialize recursion detection ------------------------------ */
3039 recursion_loop_depth = 0;
3040 recursion_loop_detected = FALSE;
3041 recursion_loop_element = EL_UNDEFINED;
3043 /* ---------- initialize graphics engine ---------------------------------- */
3044 game.scroll_delay_value =
3045 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3046 setup.scroll_delay ? setup.scroll_delay_value : 0);
3047 game.scroll_delay_value =
3048 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3050 /* ---------- initialize game engine snapshots ---------------------------- */
3051 for (i = 0; i < MAX_PLAYERS; i++)
3052 game.snapshot.last_action[i] = 0;
3053 game.snapshot.changed_action = FALSE;
3054 game.snapshot.collected_item = FALSE;
3055 game.snapshot.mode =
3056 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3057 SNAPSHOT_MODE_EVERY_STEP :
3058 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3059 SNAPSHOT_MODE_EVERY_MOVE :
3060 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3061 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3062 game.snapshot.save_snapshot = FALSE;
3065 int get_num_special_action(int element, int action_first, int action_last)
3067 int num_special_action = 0;
3070 for (i = action_first; i <= action_last; i++)
3072 boolean found = FALSE;
3074 for (j = 0; j < NUM_DIRECTIONS; j++)
3075 if (el_act_dir2img(element, i, j) !=
3076 el_act_dir2img(element, ACTION_DEFAULT, j))
3080 num_special_action++;
3085 return num_special_action;
3090 =============================================================================
3092 -----------------------------------------------------------------------------
3093 initialize and start new game
3094 =============================================================================
3099 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3100 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3101 int fade_mask = REDRAW_FIELD;
3103 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3104 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3105 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3106 int initial_move_dir = MV_DOWN;
3109 // required here to update video display before fading (FIX THIS)
3110 DrawMaskedBorder(REDRAW_DOOR_2);
3112 if (!game.restart_level)
3113 CloseDoor(DOOR_CLOSE_1);
3115 SetGameStatus(GAME_MODE_PLAYING);
3117 if (level_editor_test_game)
3118 FadeSkipNextFadeIn();
3120 FadeSetEnterScreen();
3122 if (CheckIfGlobalBorderHasChanged())
3123 fade_mask = REDRAW_ALL;
3125 FadeLevelSoundsAndMusic();
3127 ExpireSoundLoops(TRUE);
3131 /* needed if different viewport properties defined for playing */
3132 ChangeViewportPropertiesIfNeeded();
3136 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3138 DrawCompleteVideoDisplay();
3141 InitGameControlValues();
3143 /* don't play tapes over network */
3144 network_playing = (options.network && !tape.playing);
3146 for (i = 0; i < MAX_PLAYERS; i++)
3148 struct PlayerInfo *player = &stored_player[i];
3150 player->index_nr = i;
3151 player->index_bit = (1 << i);
3152 player->element_nr = EL_PLAYER_1 + i;
3154 player->present = FALSE;
3155 player->active = FALSE;
3156 player->mapped = FALSE;
3158 player->killed = FALSE;
3159 player->reanimated = FALSE;
3162 player->effective_action = 0;
3163 player->programmed_action = 0;
3166 player->score_final = 0;
3168 player->gems_still_needed = level.gems_needed;
3169 player->sokobanfields_still_needed = 0;
3170 player->lights_still_needed = 0;
3171 player->friends_still_needed = 0;
3173 for (j = 0; j < MAX_NUM_KEYS; j++)
3174 player->key[j] = FALSE;
3176 player->num_white_keys = 0;
3178 player->dynabomb_count = 0;
3179 player->dynabomb_size = 1;
3180 player->dynabombs_left = 0;
3181 player->dynabomb_xl = FALSE;
3183 player->MovDir = initial_move_dir;
3186 player->GfxDir = initial_move_dir;
3187 player->GfxAction = ACTION_DEFAULT;
3189 player->StepFrame = 0;
3191 player->initial_element = player->element_nr;
3192 player->artwork_element =
3193 (level.use_artwork_element[i] ? level.artwork_element[i] :
3194 player->element_nr);
3195 player->use_murphy = FALSE;
3197 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3198 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3200 player->gravity = level.initial_player_gravity[i];
3202 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3204 player->actual_frame_counter = 0;
3206 player->step_counter = 0;
3208 player->last_move_dir = initial_move_dir;
3210 player->is_active = FALSE;
3212 player->is_waiting = FALSE;
3213 player->is_moving = FALSE;
3214 player->is_auto_moving = FALSE;
3215 player->is_digging = FALSE;
3216 player->is_snapping = FALSE;
3217 player->is_collecting = FALSE;
3218 player->is_pushing = FALSE;
3219 player->is_switching = FALSE;
3220 player->is_dropping = FALSE;
3221 player->is_dropping_pressed = FALSE;
3223 player->is_bored = FALSE;
3224 player->is_sleeping = FALSE;
3226 player->was_waiting = TRUE;
3227 player->was_moving = FALSE;
3228 player->was_snapping = FALSE;
3229 player->was_dropping = FALSE;
3231 player->force_dropping = FALSE;
3233 player->frame_counter_bored = -1;
3234 player->frame_counter_sleeping = -1;
3236 player->anim_delay_counter = 0;
3237 player->post_delay_counter = 0;
3239 player->dir_waiting = initial_move_dir;
3240 player->action_waiting = ACTION_DEFAULT;
3241 player->last_action_waiting = ACTION_DEFAULT;
3242 player->special_action_bored = ACTION_DEFAULT;
3243 player->special_action_sleeping = ACTION_DEFAULT;
3245 player->switch_x = -1;
3246 player->switch_y = -1;
3248 player->drop_x = -1;
3249 player->drop_y = -1;
3251 player->show_envelope = 0;
3253 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3255 player->push_delay = -1; /* initialized when pushing starts */
3256 player->push_delay_value = game.initial_push_delay_value;
3258 player->drop_delay = 0;
3259 player->drop_pressed_delay = 0;
3261 player->last_jx = -1;
3262 player->last_jy = -1;
3266 player->shield_normal_time_left = 0;
3267 player->shield_deadly_time_left = 0;
3269 player->inventory_infinite_element = EL_UNDEFINED;
3270 player->inventory_size = 0;
3272 if (level.use_initial_inventory[i])
3274 for (j = 0; j < level.initial_inventory_size[i]; j++)
3276 int element = level.initial_inventory_content[i][j];
3277 int collect_count = element_info[element].collect_count_initial;
3280 if (!IS_CUSTOM_ELEMENT(element))
3283 if (collect_count == 0)
3284 player->inventory_infinite_element = element;
3286 for (k = 0; k < collect_count; k++)
3287 if (player->inventory_size < MAX_INVENTORY_SIZE)
3288 player->inventory_element[player->inventory_size++] = element;
3292 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3293 SnapField(player, 0, 0);
3295 player->LevelSolved = FALSE;
3296 player->GameOver = FALSE;
3298 player->LevelSolved_GameWon = FALSE;
3299 player->LevelSolved_GameEnd = FALSE;
3300 player->LevelSolved_PanelOff = FALSE;
3301 player->LevelSolved_SaveTape = FALSE;
3302 player->LevelSolved_SaveScore = FALSE;
3303 player->LevelSolved_CountingTime = 0;
3304 player->LevelSolved_CountingScore = 0;
3306 map_player_action[i] = i;
3309 network_player_action_received = FALSE;
3311 #if defined(NETWORK_AVALIABLE)
3312 /* initial null action */
3313 if (network_playing)
3314 SendToServer_MovePlayer(MV_NONE);
3323 TimeLeft = level.time;
3326 ScreenMovDir = MV_NONE;
3330 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3332 AllPlayersGone = FALSE;
3334 game.no_time_limit = (level.time == 0);
3336 game.yamyam_content_nr = 0;
3337 game.robot_wheel_active = FALSE;
3338 game.magic_wall_active = FALSE;
3339 game.magic_wall_time_left = 0;
3340 game.light_time_left = 0;
3341 game.timegate_time_left = 0;
3342 game.switchgate_pos = 0;
3343 game.wind_direction = level.wind_direction_initial;
3345 game.lenses_time_left = 0;
3346 game.magnify_time_left = 0;
3348 game.ball_state = level.ball_state_initial;
3349 game.ball_content_nr = 0;
3351 game.envelope_active = FALSE;
3353 /* set focus to local player for network games, else to all players */
3354 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3355 game.centered_player_nr_next = game.centered_player_nr;
3356 game.set_centered_player = FALSE;
3358 if (network_playing && tape.recording)
3360 /* store client dependent player focus when recording network games */
3361 tape.centered_player_nr_next = game.centered_player_nr_next;
3362 tape.set_centered_player = TRUE;
3365 for (i = 0; i < NUM_BELTS; i++)
3367 game.belt_dir[i] = MV_NONE;
3368 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3371 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3372 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3374 #if DEBUG_INIT_PLAYER
3377 printf("Player status at level initialization:\n");
3381 SCAN_PLAYFIELD(x, y)
3383 Feld[x][y] = level.field[x][y];
3384 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3385 ChangeDelay[x][y] = 0;
3386 ChangePage[x][y] = -1;
3387 CustomValue[x][y] = 0; /* initialized in InitField() */
3388 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3390 WasJustMoving[x][y] = 0;
3391 WasJustFalling[x][y] = 0;
3392 CheckCollision[x][y] = 0;
3393 CheckImpact[x][y] = 0;
3395 Pushed[x][y] = FALSE;
3397 ChangeCount[x][y] = 0;
3398 ChangeEvent[x][y] = -1;
3400 ExplodePhase[x][y] = 0;
3401 ExplodeDelay[x][y] = 0;
3402 ExplodeField[x][y] = EX_TYPE_NONE;
3404 RunnerVisit[x][y] = 0;
3405 PlayerVisit[x][y] = 0;
3408 GfxRandom[x][y] = INIT_GFX_RANDOM();
3409 GfxElement[x][y] = EL_UNDEFINED;
3410 GfxAction[x][y] = ACTION_DEFAULT;
3411 GfxDir[x][y] = MV_NONE;
3412 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3415 SCAN_PLAYFIELD(x, y)
3417 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3419 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3421 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3424 InitField(x, y, TRUE);
3426 ResetGfxAnimation(x, y);
3431 for (i = 0; i < MAX_PLAYERS; i++)
3433 struct PlayerInfo *player = &stored_player[i];
3435 /* set number of special actions for bored and sleeping animation */
3436 player->num_special_action_bored =
3437 get_num_special_action(player->artwork_element,
3438 ACTION_BORING_1, ACTION_BORING_LAST);
3439 player->num_special_action_sleeping =
3440 get_num_special_action(player->artwork_element,
3441 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3444 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3445 emulate_sb ? EMU_SOKOBAN :
3446 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3448 /* initialize type of slippery elements */
3449 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3451 if (!IS_CUSTOM_ELEMENT(i))
3453 /* default: elements slip down either to the left or right randomly */
3454 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3456 /* SP style elements prefer to slip down on the left side */
3457 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3458 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3460 /* BD style elements prefer to slip down on the left side */
3461 if (game.emulation == EMU_BOULDERDASH)
3462 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3466 /* initialize explosion and ignition delay */
3467 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3469 if (!IS_CUSTOM_ELEMENT(i))
3472 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3473 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3474 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3475 int last_phase = (num_phase + 1) * delay;
3476 int half_phase = (num_phase / 2) * delay;
3478 element_info[i].explosion_delay = last_phase - 1;
3479 element_info[i].ignition_delay = half_phase;
3481 if (i == EL_BLACK_ORB)
3482 element_info[i].ignition_delay = 1;
3486 /* correct non-moving belts to start moving left */
3487 for (i = 0; i < NUM_BELTS; i++)
3488 if (game.belt_dir[i] == MV_NONE)
3489 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3491 #if USE_NEW_PLAYER_ASSIGNMENTS
3492 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3493 /* choose default local player */
3494 local_player = &stored_player[0];
3496 for (i = 0; i < MAX_PLAYERS; i++)
3497 stored_player[i].connected = FALSE;
3499 local_player->connected = TRUE;
3500 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3504 for (i = 0; i < MAX_PLAYERS; i++)
3505 stored_player[i].connected = tape.player_participates[i];
3507 else if (game.team_mode && !options.network)
3509 /* try to guess locally connected team mode players (needed for correct
3510 assignment of player figures from level to locally playing players) */
3512 for (i = 0; i < MAX_PLAYERS; i++)
3513 if (setup.input[i].use_joystick ||
3514 setup.input[i].key.left != KSYM_UNDEFINED)
3515 stored_player[i].connected = TRUE;
3518 #if DEBUG_INIT_PLAYER
3521 printf("Player status after level initialization:\n");
3523 for (i = 0; i < MAX_PLAYERS; i++)
3525 struct PlayerInfo *player = &stored_player[i];
3527 printf("- player %d: present == %d, connected == %d, active == %d",
3533 if (local_player == player)
3534 printf(" (local player)");
3541 #if DEBUG_INIT_PLAYER
3543 printf("Reassigning players ...\n");
3546 /* check if any connected player was not found in playfield */
3547 for (i = 0; i < MAX_PLAYERS; i++)
3549 struct PlayerInfo *player = &stored_player[i];
3551 if (player->connected && !player->present)
3553 struct PlayerInfo *field_player = NULL;
3555 #if DEBUG_INIT_PLAYER
3557 printf("- looking for field player for player %d ...\n", i + 1);
3560 /* assign first free player found that is present in the playfield */
3562 /* first try: look for unmapped playfield player that is not connected */
3563 for (j = 0; j < MAX_PLAYERS; j++)
3564 if (field_player == NULL &&
3565 stored_player[j].present &&
3566 !stored_player[j].mapped &&
3567 !stored_player[j].connected)
3568 field_player = &stored_player[j];
3570 /* second try: look for *any* unmapped playfield player */
3571 for (j = 0; j < MAX_PLAYERS; j++)
3572 if (field_player == NULL &&
3573 stored_player[j].present &&
3574 !stored_player[j].mapped)
3575 field_player = &stored_player[j];
3577 if (field_player != NULL)
3579 int jx = field_player->jx, jy = field_player->jy;
3581 #if DEBUG_INIT_PLAYER
3583 printf("- found player %d\n", field_player->index_nr + 1);
3586 player->present = FALSE;
3587 player->active = FALSE;
3589 field_player->present = TRUE;
3590 field_player->active = TRUE;
3593 player->initial_element = field_player->initial_element;
3594 player->artwork_element = field_player->artwork_element;
3596 player->block_last_field = field_player->block_last_field;
3597 player->block_delay_adjustment = field_player->block_delay_adjustment;
3600 StorePlayer[jx][jy] = field_player->element_nr;
3602 field_player->jx = field_player->last_jx = jx;
3603 field_player->jy = field_player->last_jy = jy;
3605 if (local_player == player)
3606 local_player = field_player;
3608 map_player_action[field_player->index_nr] = i;
3610 field_player->mapped = TRUE;
3612 #if DEBUG_INIT_PLAYER
3614 printf("- map_player_action[%d] == %d\n",
3615 field_player->index_nr + 1, i + 1);
3620 if (player->connected && player->present)
3621 player->mapped = TRUE;
3624 #if DEBUG_INIT_PLAYER
3627 printf("Player status after player assignment (first stage):\n");
3629 for (i = 0; i < MAX_PLAYERS; i++)
3631 struct PlayerInfo *player = &stored_player[i];
3633 printf("- player %d: present == %d, connected == %d, active == %d",
3639 if (local_player == player)
3640 printf(" (local player)");
3649 /* check if any connected player was not found in playfield */
3650 for (i = 0; i < MAX_PLAYERS; i++)
3652 struct PlayerInfo *player = &stored_player[i];
3654 if (player->connected && !player->present)
3656 for (j = 0; j < MAX_PLAYERS; j++)
3658 struct PlayerInfo *field_player = &stored_player[j];
3659 int jx = field_player->jx, jy = field_player->jy;
3661 /* assign first free player found that is present in the playfield */
3662 if (field_player->present && !field_player->connected)
3664 player->present = TRUE;
3665 player->active = TRUE;
3667 field_player->present = FALSE;
3668 field_player->active = FALSE;
3670 player->initial_element = field_player->initial_element;
3671 player->artwork_element = field_player->artwork_element;
3673 player->block_last_field = field_player->block_last_field;
3674 player->block_delay_adjustment = field_player->block_delay_adjustment;
3676 StorePlayer[jx][jy] = player->element_nr;
3678 player->jx = player->last_jx = jx;
3679 player->jy = player->last_jy = jy;
3689 printf("::: local_player->present == %d\n", local_player->present);
3694 /* when playing a tape, eliminate all players who do not participate */
3696 #if USE_NEW_PLAYER_ASSIGNMENTS
3698 if (!game.team_mode)
3700 for (i = 0; i < MAX_PLAYERS; i++)
3702 if (stored_player[i].active &&
3703 !tape.player_participates[map_player_action[i]])
3705 struct PlayerInfo *player = &stored_player[i];
3706 int jx = player->jx, jy = player->jy;
3708 #if DEBUG_INIT_PLAYER
3710 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3713 player->active = FALSE;
3714 StorePlayer[jx][jy] = 0;
3715 Feld[jx][jy] = EL_EMPTY;
3722 for (i = 0; i < MAX_PLAYERS; i++)
3724 if (stored_player[i].active &&
3725 !tape.player_participates[i])
3727 struct PlayerInfo *player = &stored_player[i];
3728 int jx = player->jx, jy = player->jy;
3730 player->active = FALSE;
3731 StorePlayer[jx][jy] = 0;
3732 Feld[jx][jy] = EL_EMPTY;
3737 else if (!options.network && !game.team_mode) /* && !tape.playing */
3739 /* when in single player mode, eliminate all but the first active player */
3741 for (i = 0; i < MAX_PLAYERS; i++)
3743 if (stored_player[i].active)
3745 for (j = i + 1; j < MAX_PLAYERS; j++)
3747 if (stored_player[j].active)
3749 struct PlayerInfo *player = &stored_player[j];
3750 int jx = player->jx, jy = player->jy;
3752 player->active = FALSE;
3753 player->present = FALSE;
3755 StorePlayer[jx][jy] = 0;
3756 Feld[jx][jy] = EL_EMPTY;
3763 /* when recording the game, store which players take part in the game */
3766 #if USE_NEW_PLAYER_ASSIGNMENTS
3767 for (i = 0; i < MAX_PLAYERS; i++)
3768 if (stored_player[i].connected)
3769 tape.player_participates[i] = TRUE;
3771 for (i = 0; i < MAX_PLAYERS; i++)
3772 if (stored_player[i].active)
3773 tape.player_participates[i] = TRUE;
3777 #if DEBUG_INIT_PLAYER
3780 printf("Player status after player assignment (final stage):\n");
3782 for (i = 0; i < MAX_PLAYERS; i++)
3784 struct PlayerInfo *player = &stored_player[i];
3786 printf("- player %d: present == %d, connected == %d, active == %d",
3792 if (local_player == player)
3793 printf(" (local player)");
3800 if (BorderElement == EL_EMPTY)
3803 SBX_Right = lev_fieldx - SCR_FIELDX;
3805 SBY_Lower = lev_fieldy - SCR_FIELDY;
3810 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3812 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3815 if (full_lev_fieldx <= SCR_FIELDX)
3816 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3817 if (full_lev_fieldy <= SCR_FIELDY)
3818 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3820 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
3822 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
3825 /* if local player not found, look for custom element that might create
3826 the player (make some assumptions about the right custom element) */
3827 if (!local_player->present)
3829 int start_x = 0, start_y = 0;
3830 int found_rating = 0;
3831 int found_element = EL_UNDEFINED;
3832 int player_nr = local_player->index_nr;
3834 SCAN_PLAYFIELD(x, y)
3836 int element = Feld[x][y];
3841 if (level.use_start_element[player_nr] &&
3842 level.start_element[player_nr] == element &&
3849 found_element = element;
3852 if (!IS_CUSTOM_ELEMENT(element))
3855 if (CAN_CHANGE(element))
3857 for (i = 0; i < element_info[element].num_change_pages; i++)
3859 /* check for player created from custom element as single target */
3860 content = element_info[element].change_page[i].target_element;
3861 is_player = ELEM_IS_PLAYER(content);
3863 if (is_player && (found_rating < 3 ||
3864 (found_rating == 3 && element < found_element)))
3870 found_element = element;
3875 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
3877 /* check for player created from custom element as explosion content */
3878 content = element_info[element].content.e[xx][yy];
3879 is_player = ELEM_IS_PLAYER(content);
3881 if (is_player && (found_rating < 2 ||
3882 (found_rating == 2 && element < found_element)))
3884 start_x = x + xx - 1;
3885 start_y = y + yy - 1;
3888 found_element = element;
3891 if (!CAN_CHANGE(element))
3894 for (i = 0; i < element_info[element].num_change_pages; i++)
3896 /* check for player created from custom element as extended target */
3898 element_info[element].change_page[i].target_content.e[xx][yy];
3900 is_player = ELEM_IS_PLAYER(content);
3902 if (is_player && (found_rating < 1 ||
3903 (found_rating == 1 && element < found_element)))
3905 start_x = x + xx - 1;
3906 start_y = y + yy - 1;
3909 found_element = element;
3915 scroll_x = SCROLL_POSITION_X(start_x);
3916 scroll_y = SCROLL_POSITION_Y(start_y);
3920 scroll_x = SCROLL_POSITION_X(local_player->jx);
3921 scroll_y = SCROLL_POSITION_Y(local_player->jy);
3924 /* !!! FIX THIS (START) !!! */
3925 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3927 InitGameEngine_EM();
3929 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3931 InitGameEngine_SP();
3935 DrawLevel(REDRAW_FIELD);
3938 /* after drawing the level, correct some elements */
3939 if (game.timegate_time_left == 0)
3940 CloseAllOpenTimegates();
3943 /* blit playfield from scroll buffer to normal back buffer for fading in */
3944 BlitScreenToBitmap(backbuffer);
3945 /* !!! FIX THIS (END) !!! */
3947 DrawMaskedBorder(fade_mask);
3952 // full screen redraw is required at this point in the following cases:
3953 // - special editor door undrawn when game was started from level editor
3954 // - drawing area (playfield) was changed and has to be removed completely
3955 redraw_mask = REDRAW_ALL;
3959 if (!game.restart_level)
3961 /* copy default game door content to main double buffer */
3963 /* !!! CHECK AGAIN !!! */
3964 SetPanelBackground();
3965 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
3966 DrawBackground(DX, DY, DXSIZE, DYSIZE);
3969 SetPanelBackground();
3970 SetDrawBackgroundMask(REDRAW_DOOR_1);
3972 UpdateAndDisplayGameControlValues();
3974 if (!game.restart_level)
3980 CreateGameButtons();
3982 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
3983 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
3984 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
3989 /* copy actual game door content to door double buffer for OpenDoor() */
3990 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
3992 OpenDoor(DOOR_OPEN_ALL);
3994 PlaySound(SND_GAME_STARTING);
3996 if (setup.sound_music)
3999 KeyboardAutoRepeatOffUnlessAutoplay();
4001 #if DEBUG_INIT_PLAYER
4004 printf("Player status (final):\n");
4006 for (i = 0; i < MAX_PLAYERS; i++)
4008 struct PlayerInfo *player = &stored_player[i];
4010 printf("- player %d: present == %d, connected == %d, active == %d",
4016 if (local_player == player)
4017 printf(" (local player)");
4030 if (!game.restart_level && !tape.playing)
4032 LevelStats_incPlayed(level_nr);
4034 SaveLevelSetup_SeriesInfo();
4037 game.restart_level = FALSE;
4039 SaveEngineSnapshotToListInitial();
4042 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4043 int actual_player_x, int actual_player_y)
4045 /* this is used for non-R'n'D game engines to update certain engine values */
4047 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4049 actual_player_x = correctLevelPosX_EM(actual_player_x);
4050 actual_player_y = correctLevelPosY_EM(actual_player_y);
4053 /* needed to determine if sounds are played within the visible screen area */
4054 scroll_x = actual_scroll_x;
4055 scroll_y = actual_scroll_y;
4057 /* needed to get player position for "follow finger" playing input method */
4058 local_player->jx = actual_player_x;
4059 local_player->jy = actual_player_y;
4062 void InitMovDir(int x, int y)
4064 int i, element = Feld[x][y];
4065 static int xy[4][2] =
4072 static int direction[3][4] =
4074 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4075 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4076 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4085 Feld[x][y] = EL_BUG;
4086 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4089 case EL_SPACESHIP_RIGHT:
4090 case EL_SPACESHIP_UP:
4091 case EL_SPACESHIP_LEFT:
4092 case EL_SPACESHIP_DOWN:
4093 Feld[x][y] = EL_SPACESHIP;
4094 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4097 case EL_BD_BUTTERFLY_RIGHT:
4098 case EL_BD_BUTTERFLY_UP:
4099 case EL_BD_BUTTERFLY_LEFT:
4100 case EL_BD_BUTTERFLY_DOWN:
4101 Feld[x][y] = EL_BD_BUTTERFLY;
4102 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4105 case EL_BD_FIREFLY_RIGHT:
4106 case EL_BD_FIREFLY_UP:
4107 case EL_BD_FIREFLY_LEFT:
4108 case EL_BD_FIREFLY_DOWN:
4109 Feld[x][y] = EL_BD_FIREFLY;
4110 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4113 case EL_PACMAN_RIGHT:
4115 case EL_PACMAN_LEFT:
4116 case EL_PACMAN_DOWN:
4117 Feld[x][y] = EL_PACMAN;
4118 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4121 case EL_YAMYAM_LEFT:
4122 case EL_YAMYAM_RIGHT:
4124 case EL_YAMYAM_DOWN:
4125 Feld[x][y] = EL_YAMYAM;
4126 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4129 case EL_SP_SNIKSNAK:
4130 MovDir[x][y] = MV_UP;
4133 case EL_SP_ELECTRON:
4134 MovDir[x][y] = MV_LEFT;
4141 Feld[x][y] = EL_MOLE;
4142 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4146 if (IS_CUSTOM_ELEMENT(element))
4148 struct ElementInfo *ei = &element_info[element];
4149 int move_direction_initial = ei->move_direction_initial;
4150 int move_pattern = ei->move_pattern;
4152 if (move_direction_initial == MV_START_PREVIOUS)
4154 if (MovDir[x][y] != MV_NONE)
4157 move_direction_initial = MV_START_AUTOMATIC;
4160 if (move_direction_initial == MV_START_RANDOM)
4161 MovDir[x][y] = 1 << RND(4);
4162 else if (move_direction_initial & MV_ANY_DIRECTION)
4163 MovDir[x][y] = move_direction_initial;
4164 else if (move_pattern == MV_ALL_DIRECTIONS ||
4165 move_pattern == MV_TURNING_LEFT ||
4166 move_pattern == MV_TURNING_RIGHT ||
4167 move_pattern == MV_TURNING_LEFT_RIGHT ||
4168 move_pattern == MV_TURNING_RIGHT_LEFT ||
4169 move_pattern == MV_TURNING_RANDOM)
4170 MovDir[x][y] = 1 << RND(4);
4171 else if (move_pattern == MV_HORIZONTAL)
4172 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4173 else if (move_pattern == MV_VERTICAL)
4174 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4175 else if (move_pattern & MV_ANY_DIRECTION)
4176 MovDir[x][y] = element_info[element].move_pattern;
4177 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4178 move_pattern == MV_ALONG_RIGHT_SIDE)
4180 /* use random direction as default start direction */
4181 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4182 MovDir[x][y] = 1 << RND(4);
4184 for (i = 0; i < NUM_DIRECTIONS; i++)
4186 int x1 = x + xy[i][0];
4187 int y1 = y + xy[i][1];
4189 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4191 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4192 MovDir[x][y] = direction[0][i];
4194 MovDir[x][y] = direction[1][i];
4203 MovDir[x][y] = 1 << RND(4);
4205 if (element != EL_BUG &&
4206 element != EL_SPACESHIP &&
4207 element != EL_BD_BUTTERFLY &&
4208 element != EL_BD_FIREFLY)
4211 for (i = 0; i < NUM_DIRECTIONS; i++)
4213 int x1 = x + xy[i][0];
4214 int y1 = y + xy[i][1];
4216 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4218 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4220 MovDir[x][y] = direction[0][i];
4223 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4224 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4226 MovDir[x][y] = direction[1][i];
4235 GfxDir[x][y] = MovDir[x][y];
4238 void InitAmoebaNr(int x, int y)
4241 int group_nr = AmoebeNachbarNr(x, y);
4245 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4247 if (AmoebaCnt[i] == 0)
4255 AmoebaNr[x][y] = group_nr;
4256 AmoebaCnt[group_nr]++;
4257 AmoebaCnt2[group_nr]++;
4260 static void PlayerWins(struct PlayerInfo *player)
4262 player->LevelSolved = TRUE;
4263 player->GameOver = TRUE;
4265 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4266 level.native_em_level->lev->score : player->score);
4268 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4270 player->LevelSolved_CountingScore = player->score_final;
4275 static int time, time_final;
4276 static int score, score_final;
4277 static int game_over_delay_1 = 0;
4278 static int game_over_delay_2 = 0;
4279 int game_over_delay_value_1 = 50;
4280 int game_over_delay_value_2 = 50;
4282 if (!local_player->LevelSolved_GameWon)
4286 /* do not start end game actions before the player stops moving (to exit) */
4287 if (local_player->MovPos)
4290 local_player->LevelSolved_GameWon = TRUE;
4291 local_player->LevelSolved_SaveTape = tape.recording;
4292 local_player->LevelSolved_SaveScore = !tape.playing;
4296 LevelStats_incSolved(level_nr);
4298 SaveLevelSetup_SeriesInfo();
4301 if (tape.auto_play) /* tape might already be stopped here */
4302 tape.auto_play_level_solved = TRUE;
4306 game_over_delay_1 = game_over_delay_value_1;
4307 game_over_delay_2 = game_over_delay_value_2;
4309 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4310 score = score_final = local_player->score_final;
4315 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4317 else if (game.no_time_limit && TimePlayed < 999)
4320 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4323 local_player->score_final = score_final;
4325 if (level_editor_test_game)
4328 score = score_final;
4330 local_player->LevelSolved_CountingTime = time;
4331 local_player->LevelSolved_CountingScore = score;
4333 game_panel_controls[GAME_PANEL_TIME].value = time;
4334 game_panel_controls[GAME_PANEL_SCORE].value = score;
4336 DisplayGameControlValues();
4339 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4341 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4343 /* close exit door after last player */
4344 if ((AllPlayersGone &&
4345 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4346 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4347 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4348 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4349 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4351 int element = Feld[ExitX][ExitY];
4353 Feld[ExitX][ExitY] =
4354 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4355 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4356 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4357 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4358 EL_EM_STEEL_EXIT_CLOSING);
4360 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4363 /* player disappears */
4364 DrawLevelField(ExitX, ExitY);
4367 for (i = 0; i < MAX_PLAYERS; i++)
4369 struct PlayerInfo *player = &stored_player[i];
4371 if (player->present)
4373 RemovePlayer(player);
4375 /* player disappears */
4376 DrawLevelField(player->jx, player->jy);
4381 PlaySound(SND_GAME_WINNING);
4384 if (game_over_delay_1 > 0)
4386 game_over_delay_1--;
4391 if (time != time_final)
4393 int time_to_go = ABS(time_final - time);
4394 int time_count_dir = (time < time_final ? +1 : -1);
4395 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4397 time += time_count_steps * time_count_dir;
4398 score += time_count_steps * level.score[SC_TIME_BONUS];
4400 local_player->LevelSolved_CountingTime = time;
4401 local_player->LevelSolved_CountingScore = score;
4403 game_panel_controls[GAME_PANEL_TIME].value = time;
4404 game_panel_controls[GAME_PANEL_SCORE].value = score;
4406 DisplayGameControlValues();
4408 if (time == time_final)
4409 StopSound(SND_GAME_LEVELTIME_BONUS);
4410 else if (setup.sound_loops)
4411 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4413 PlaySound(SND_GAME_LEVELTIME_BONUS);
4418 local_player->LevelSolved_PanelOff = TRUE;
4420 if (game_over_delay_2 > 0)
4422 game_over_delay_2--;
4433 boolean raise_level = FALSE;
4435 local_player->LevelSolved_GameEnd = TRUE;
4437 if (!global.use_envelope_request)
4438 CloseDoor(DOOR_CLOSE_1);
4440 if (local_player->LevelSolved_SaveTape)
4442 SaveTapeChecked(tape.level_nr); /* ask to save tape */
4445 CloseDoor(DOOR_CLOSE_ALL);
4447 if (level_editor_test_game)
4449 SetGameStatus(GAME_MODE_MAIN);
4456 if (!local_player->LevelSolved_SaveScore)
4458 SetGameStatus(GAME_MODE_MAIN);
4465 if (level_nr == leveldir_current->handicap_level)
4467 leveldir_current->handicap_level++;
4469 SaveLevelSetup_SeriesInfo();
4472 if (setup.increment_levels &&
4473 level_nr < leveldir_current->last_level)
4474 raise_level = TRUE; /* advance to next level */
4476 if ((hi_pos = NewHiScore()) >= 0)
4478 SetGameStatus(GAME_MODE_SCORES);
4480 DrawHallOfFame(hi_pos);
4490 SetGameStatus(GAME_MODE_MAIN);
4506 boolean one_score_entry_per_name = !program.many_scores_per_name;
4508 LoadScore(level_nr);
4510 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4511 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4514 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4516 if (local_player->score_final > highscore[k].Score)
4518 /* player has made it to the hall of fame */
4520 if (k < MAX_SCORE_ENTRIES - 1)
4522 int m = MAX_SCORE_ENTRIES - 1;
4524 if (one_score_entry_per_name)
4526 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4527 if (strEqual(setup.player_name, highscore[l].Name))
4530 if (m == k) /* player's new highscore overwrites his old one */
4534 for (l = m; l > k; l--)
4536 strcpy(highscore[l].Name, highscore[l - 1].Name);
4537 highscore[l].Score = highscore[l - 1].Score;
4543 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4544 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4545 highscore[k].Score = local_player->score_final;
4550 else if (one_score_entry_per_name &&
4551 !strncmp(setup.player_name, highscore[k].Name,
4552 MAX_PLAYER_NAME_LEN))
4553 break; /* player already there with a higher score */
4557 SaveScore(level_nr);
4562 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4564 int element = Feld[x][y];
4565 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4566 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4567 int horiz_move = (dx != 0);
4568 int sign = (horiz_move ? dx : dy);
4569 int step = sign * element_info[element].move_stepsize;
4571 /* special values for move stepsize for spring and things on conveyor belt */
4574 if (CAN_FALL(element) &&
4575 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4576 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4577 else if (element == EL_SPRING)
4578 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4584 inline static int getElementMoveStepsize(int x, int y)
4586 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4589 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4591 if (player->GfxAction != action || player->GfxDir != dir)
4593 player->GfxAction = action;
4594 player->GfxDir = dir;
4596 player->StepFrame = 0;
4600 static void ResetGfxFrame(int x, int y)
4602 int element = Feld[x][y];
4603 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4605 if (graphic_info[graphic].anim_global_sync)
4606 GfxFrame[x][y] = FrameCounter;
4607 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4608 GfxFrame[x][y] = CustomValue[x][y];
4609 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4610 GfxFrame[x][y] = element_info[element].collect_score;
4611 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4612 GfxFrame[x][y] = ChangeDelay[x][y];
4615 static void ResetGfxAnimation(int x, int y)
4617 GfxAction[x][y] = ACTION_DEFAULT;
4618 GfxDir[x][y] = MovDir[x][y];
4621 ResetGfxFrame(x, y);
4624 static void ResetRandomAnimationValue(int x, int y)
4626 GfxRandom[x][y] = INIT_GFX_RANDOM();
4629 void InitMovingField(int x, int y, int direction)
4631 int element = Feld[x][y];
4632 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4633 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4636 boolean is_moving_before, is_moving_after;
4638 /* check if element was/is moving or being moved before/after mode change */
4639 is_moving_before = (WasJustMoving[x][y] != 0);
4640 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4642 /* reset animation only for moving elements which change direction of moving
4643 or which just started or stopped moving
4644 (else CEs with property "can move" / "not moving" are reset each frame) */
4645 if (is_moving_before != is_moving_after ||
4646 direction != MovDir[x][y])
4647 ResetGfxAnimation(x, y);
4649 MovDir[x][y] = direction;
4650 GfxDir[x][y] = direction;
4652 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4653 direction == MV_DOWN && CAN_FALL(element) ?
4654 ACTION_FALLING : ACTION_MOVING);
4656 /* this is needed for CEs with property "can move" / "not moving" */
4658 if (is_moving_after)
4660 if (Feld[newx][newy] == EL_EMPTY)
4661 Feld[newx][newy] = EL_BLOCKED;
4663 MovDir[newx][newy] = MovDir[x][y];
4665 CustomValue[newx][newy] = CustomValue[x][y];
4667 GfxFrame[newx][newy] = GfxFrame[x][y];
4668 GfxRandom[newx][newy] = GfxRandom[x][y];
4669 GfxAction[newx][newy] = GfxAction[x][y];
4670 GfxDir[newx][newy] = GfxDir[x][y];
4674 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4676 int direction = MovDir[x][y];
4677 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4678 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4684 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4686 int oldx = x, oldy = y;
4687 int direction = MovDir[x][y];
4689 if (direction == MV_LEFT)
4691 else if (direction == MV_RIGHT)
4693 else if (direction == MV_UP)
4695 else if (direction == MV_DOWN)
4698 *comes_from_x = oldx;
4699 *comes_from_y = oldy;
4702 int MovingOrBlocked2Element(int x, int y)
4704 int element = Feld[x][y];
4706 if (element == EL_BLOCKED)
4710 Blocked2Moving(x, y, &oldx, &oldy);
4711 return Feld[oldx][oldy];
4717 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4719 /* like MovingOrBlocked2Element(), but if element is moving
4720 and (x,y) is the field the moving element is just leaving,
4721 return EL_BLOCKED instead of the element value */
4722 int element = Feld[x][y];
4724 if (IS_MOVING(x, y))
4726 if (element == EL_BLOCKED)
4730 Blocked2Moving(x, y, &oldx, &oldy);
4731 return Feld[oldx][oldy];
4740 static void RemoveField(int x, int y)
4742 Feld[x][y] = EL_EMPTY;
4748 CustomValue[x][y] = 0;
4751 ChangeDelay[x][y] = 0;
4752 ChangePage[x][y] = -1;
4753 Pushed[x][y] = FALSE;
4755 GfxElement[x][y] = EL_UNDEFINED;
4756 GfxAction[x][y] = ACTION_DEFAULT;
4757 GfxDir[x][y] = MV_NONE;
4760 void RemoveMovingField(int x, int y)
4762 int oldx = x, oldy = y, newx = x, newy = y;
4763 int element = Feld[x][y];
4764 int next_element = EL_UNDEFINED;
4766 if (element != EL_BLOCKED && !IS_MOVING(x, y))
4769 if (IS_MOVING(x, y))
4771 Moving2Blocked(x, y, &newx, &newy);
4773 if (Feld[newx][newy] != EL_BLOCKED)
4775 /* element is moving, but target field is not free (blocked), but
4776 already occupied by something different (example: acid pool);
4777 in this case, only remove the moving field, but not the target */
4779 RemoveField(oldx, oldy);
4781 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4783 TEST_DrawLevelField(oldx, oldy);
4788 else if (element == EL_BLOCKED)
4790 Blocked2Moving(x, y, &oldx, &oldy);
4791 if (!IS_MOVING(oldx, oldy))
4795 if (element == EL_BLOCKED &&
4796 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
4797 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
4798 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
4799 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
4800 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
4801 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
4802 next_element = get_next_element(Feld[oldx][oldy]);
4804 RemoveField(oldx, oldy);
4805 RemoveField(newx, newy);
4807 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4809 if (next_element != EL_UNDEFINED)
4810 Feld[oldx][oldy] = next_element;
4812 TEST_DrawLevelField(oldx, oldy);
4813 TEST_DrawLevelField(newx, newy);
4816 void DrawDynamite(int x, int y)
4818 int sx = SCREENX(x), sy = SCREENY(y);
4819 int graphic = el2img(Feld[x][y]);
4822 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
4825 if (IS_WALKABLE_INSIDE(Back[x][y]))
4829 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
4830 else if (Store[x][y])
4831 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
4833 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4835 if (Back[x][y] || Store[x][y])
4836 DrawGraphicThruMask(sx, sy, graphic, frame);
4838 DrawGraphic(sx, sy, graphic, frame);
4841 void CheckDynamite(int x, int y)
4843 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
4847 if (MovDelay[x][y] != 0)
4850 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4856 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4861 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
4863 boolean num_checked_players = 0;
4866 for (i = 0; i < MAX_PLAYERS; i++)
4868 if (stored_player[i].active)
4870 int sx = stored_player[i].jx;
4871 int sy = stored_player[i].jy;
4873 if (num_checked_players == 0)
4880 *sx1 = MIN(*sx1, sx);
4881 *sy1 = MIN(*sy1, sy);
4882 *sx2 = MAX(*sx2, sx);
4883 *sy2 = MAX(*sy2, sy);
4886 num_checked_players++;
4891 static boolean checkIfAllPlayersFitToScreen_RND()
4893 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
4895 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4897 return (sx2 - sx1 < SCR_FIELDX &&
4898 sy2 - sy1 < SCR_FIELDY);
4901 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
4903 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
4905 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4907 *sx = (sx1 + sx2) / 2;
4908 *sy = (sy1 + sy2) / 2;
4911 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
4912 boolean center_screen, boolean quick_relocation)
4914 unsigned int frame_delay_value_old = GetVideoFrameDelay();
4915 boolean ffwd_delay = (tape.playing && tape.fast_forward);
4916 boolean no_delay = (tape.warp_forward);
4917 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
4918 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
4919 int new_scroll_x, new_scroll_y;
4921 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
4923 /* case 1: quick relocation inside visible screen (without scrolling) */
4930 if (!level.shifted_relocation || center_screen)
4932 /* relocation _with_ centering of screen */
4934 new_scroll_x = SCROLL_POSITION_X(x);
4935 new_scroll_y = SCROLL_POSITION_Y(y);
4939 /* relocation _without_ centering of screen */
4941 int center_scroll_x = SCROLL_POSITION_X(old_x);
4942 int center_scroll_y = SCROLL_POSITION_Y(old_y);
4943 int offset_x = x + (scroll_x - center_scroll_x);
4944 int offset_y = y + (scroll_y - center_scroll_y);
4946 /* for new screen position, apply previous offset to center position */
4947 new_scroll_x = SCROLL_POSITION_X(offset_x);
4948 new_scroll_y = SCROLL_POSITION_Y(offset_y);
4951 if (quick_relocation)
4953 /* case 2: quick relocation (redraw without visible scrolling) */
4955 scroll_x = new_scroll_x;
4956 scroll_y = new_scroll_y;
4963 /* case 3: visible relocation (with scrolling to new position) */
4965 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
4967 SetVideoFrameDelay(wait_delay_value);
4969 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
4972 int fx = FX, fy = FY;
4974 dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
4975 dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
4977 if (dx == 0 && dy == 0) /* no scrolling needed at all */
4983 fx += dx * TILEX / 2;
4984 fy += dy * TILEY / 2;
4986 ScrollLevel(dx, dy);
4989 /* scroll in two steps of half tile size to make things smoother */
4990 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
4992 /* scroll second step to align at full tile size */
4993 BlitScreenToBitmap(window);
4999 SetVideoFrameDelay(frame_delay_value_old);
5002 void RelocatePlayer(int jx, int jy, int el_player_raw)
5004 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5005 int player_nr = GET_PLAYER_NR(el_player);
5006 struct PlayerInfo *player = &stored_player[player_nr];
5007 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5008 boolean no_delay = (tape.warp_forward);
5009 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5010 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5011 int old_jx = player->jx;
5012 int old_jy = player->jy;
5013 int old_element = Feld[old_jx][old_jy];
5014 int element = Feld[jx][jy];
5015 boolean player_relocated = (old_jx != jx || old_jy != jy);
5017 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5018 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5019 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5020 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5021 int leave_side_horiz = move_dir_horiz;
5022 int leave_side_vert = move_dir_vert;
5023 int enter_side = enter_side_horiz | enter_side_vert;
5024 int leave_side = leave_side_horiz | leave_side_vert;
5026 if (player->GameOver) /* do not reanimate dead player */
5029 if (!player_relocated) /* no need to relocate the player */
5032 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5034 RemoveField(jx, jy); /* temporarily remove newly placed player */
5035 DrawLevelField(jx, jy);
5038 if (player->present)
5040 while (player->MovPos)
5042 ScrollPlayer(player, SCROLL_GO_ON);
5043 ScrollScreen(NULL, SCROLL_GO_ON);
5045 AdvanceFrameAndPlayerCounters(player->index_nr);
5049 BackToFront_WithFrameDelay(wait_delay_value);
5052 DrawPlayer(player); /* needed here only to cleanup last field */
5053 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5055 player->is_moving = FALSE;
5058 if (IS_CUSTOM_ELEMENT(old_element))
5059 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5061 player->index_bit, leave_side);
5063 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5065 player->index_bit, leave_side);
5067 Feld[jx][jy] = el_player;
5068 InitPlayerField(jx, jy, el_player, TRUE);
5070 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5071 possible that the relocation target field did not contain a player element,
5072 but a walkable element, to which the new player was relocated -- in this
5073 case, restore that (already initialized!) element on the player field */
5074 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5076 Feld[jx][jy] = element; /* restore previously existing element */
5079 /* only visually relocate centered player */
5080 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5081 FALSE, level.instant_relocation);
5083 TestIfPlayerTouchesBadThing(jx, jy);
5084 TestIfPlayerTouchesCustomElement(jx, jy);
5086 if (IS_CUSTOM_ELEMENT(element))
5087 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5088 player->index_bit, enter_side);
5090 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5091 player->index_bit, enter_side);
5093 if (player->is_switching)
5095 /* ensure that relocation while still switching an element does not cause
5096 a new element to be treated as also switched directly after relocation
5097 (this is important for teleporter switches that teleport the player to
5098 a place where another teleporter switch is in the same direction, which
5099 would then incorrectly be treated as immediately switched before the
5100 direction key that caused the switch was released) */
5102 player->switch_x += jx - old_jx;
5103 player->switch_y += jy - old_jy;
5107 void Explode(int ex, int ey, int phase, int mode)
5113 /* !!! eliminate this variable !!! */
5114 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5116 if (game.explosions_delayed)
5118 ExplodeField[ex][ey] = mode;
5122 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5124 int center_element = Feld[ex][ey];
5125 int artwork_element, explosion_element; /* set these values later */
5127 /* remove things displayed in background while burning dynamite */
5128 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5131 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5133 /* put moving element to center field (and let it explode there) */
5134 center_element = MovingOrBlocked2Element(ex, ey);
5135 RemoveMovingField(ex, ey);
5136 Feld[ex][ey] = center_element;
5139 /* now "center_element" is finally determined -- set related values now */
5140 artwork_element = center_element; /* for custom player artwork */
5141 explosion_element = center_element; /* for custom player artwork */
5143 if (IS_PLAYER(ex, ey))
5145 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5147 artwork_element = stored_player[player_nr].artwork_element;
5149 if (level.use_explosion_element[player_nr])
5151 explosion_element = level.explosion_element[player_nr];
5152 artwork_element = explosion_element;
5156 if (mode == EX_TYPE_NORMAL ||
5157 mode == EX_TYPE_CENTER ||
5158 mode == EX_TYPE_CROSS)
5159 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5161 last_phase = element_info[explosion_element].explosion_delay + 1;
5163 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5165 int xx = x - ex + 1;
5166 int yy = y - ey + 1;
5169 if (!IN_LEV_FIELD(x, y) ||
5170 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5171 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5174 element = Feld[x][y];
5176 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5178 element = MovingOrBlocked2Element(x, y);
5180 if (!IS_EXPLOSION_PROOF(element))
5181 RemoveMovingField(x, y);
5184 /* indestructible elements can only explode in center (but not flames) */
5185 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5186 mode == EX_TYPE_BORDER)) ||
5187 element == EL_FLAMES)
5190 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5191 behaviour, for example when touching a yamyam that explodes to rocks
5192 with active deadly shield, a rock is created under the player !!! */
5193 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5195 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5196 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5197 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5199 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5202 if (IS_ACTIVE_BOMB(element))
5204 /* re-activate things under the bomb like gate or penguin */
5205 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5212 /* save walkable background elements while explosion on same tile */
5213 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5214 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5215 Back[x][y] = element;
5217 /* ignite explodable elements reached by other explosion */
5218 if (element == EL_EXPLOSION)
5219 element = Store2[x][y];
5221 if (AmoebaNr[x][y] &&
5222 (element == EL_AMOEBA_FULL ||
5223 element == EL_BD_AMOEBA ||
5224 element == EL_AMOEBA_GROWING))
5226 AmoebaCnt[AmoebaNr[x][y]]--;
5227 AmoebaCnt2[AmoebaNr[x][y]]--;
5232 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5234 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5236 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5238 if (PLAYERINFO(ex, ey)->use_murphy)
5239 Store[x][y] = EL_EMPTY;
5242 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5243 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5244 else if (ELEM_IS_PLAYER(center_element))
5245 Store[x][y] = EL_EMPTY;
5246 else if (center_element == EL_YAMYAM)
5247 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5248 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5249 Store[x][y] = element_info[center_element].content.e[xx][yy];
5251 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5252 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5253 otherwise) -- FIX THIS !!! */
5254 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5255 Store[x][y] = element_info[element].content.e[1][1];
5257 else if (!CAN_EXPLODE(element))
5258 Store[x][y] = element_info[element].content.e[1][1];
5261 Store[x][y] = EL_EMPTY;
5263 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5264 center_element == EL_AMOEBA_TO_DIAMOND)
5265 Store2[x][y] = element;
5267 Feld[x][y] = EL_EXPLOSION;
5268 GfxElement[x][y] = artwork_element;
5270 ExplodePhase[x][y] = 1;
5271 ExplodeDelay[x][y] = last_phase;
5276 if (center_element == EL_YAMYAM)
5277 game.yamyam_content_nr =
5278 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5290 GfxFrame[x][y] = 0; /* restart explosion animation */
5292 last_phase = ExplodeDelay[x][y];
5294 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5296 /* this can happen if the player leaves an explosion just in time */
5297 if (GfxElement[x][y] == EL_UNDEFINED)
5298 GfxElement[x][y] = EL_EMPTY;
5300 border_element = Store2[x][y];
5301 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5302 border_element = StorePlayer[x][y];
5304 if (phase == element_info[border_element].ignition_delay ||
5305 phase == last_phase)
5307 boolean border_explosion = FALSE;
5309 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5310 !PLAYER_EXPLOSION_PROTECTED(x, y))
5312 KillPlayerUnlessExplosionProtected(x, y);
5313 border_explosion = TRUE;
5315 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5317 Feld[x][y] = Store2[x][y];
5320 border_explosion = TRUE;
5322 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5324 AmoebeUmwandeln(x, y);
5326 border_explosion = TRUE;
5329 /* if an element just explodes due to another explosion (chain-reaction),
5330 do not immediately end the new explosion when it was the last frame of
5331 the explosion (as it would be done in the following "if"-statement!) */
5332 if (border_explosion && phase == last_phase)
5336 if (phase == last_phase)
5340 element = Feld[x][y] = Store[x][y];
5341 Store[x][y] = Store2[x][y] = 0;
5342 GfxElement[x][y] = EL_UNDEFINED;
5344 /* player can escape from explosions and might therefore be still alive */
5345 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5346 element <= EL_PLAYER_IS_EXPLODING_4)
5348 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5349 int explosion_element = EL_PLAYER_1 + player_nr;
5350 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5351 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5353 if (level.use_explosion_element[player_nr])
5354 explosion_element = level.explosion_element[player_nr];
5356 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5357 element_info[explosion_element].content.e[xx][yy]);
5360 /* restore probably existing indestructible background element */
5361 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5362 element = Feld[x][y] = Back[x][y];
5365 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5366 GfxDir[x][y] = MV_NONE;
5367 ChangeDelay[x][y] = 0;
5368 ChangePage[x][y] = -1;
5370 CustomValue[x][y] = 0;
5372 InitField_WithBug2(x, y, FALSE);
5374 TEST_DrawLevelField(x, y);
5376 TestIfElementTouchesCustomElement(x, y);
5378 if (GFX_CRUMBLED(element))
5379 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5381 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5382 StorePlayer[x][y] = 0;
5384 if (ELEM_IS_PLAYER(element))
5385 RelocatePlayer(x, y, element);
5387 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5389 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5390 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5393 TEST_DrawLevelFieldCrumbled(x, y);
5395 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5397 DrawLevelElement(x, y, Back[x][y]);
5398 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5400 else if (IS_WALKABLE_UNDER(Back[x][y]))
5402 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5403 DrawLevelElementThruMask(x, y, Back[x][y]);
5405 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5406 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5410 void DynaExplode(int ex, int ey)
5413 int dynabomb_element = Feld[ex][ey];
5414 int dynabomb_size = 1;
5415 boolean dynabomb_xl = FALSE;
5416 struct PlayerInfo *player;
5417 static int xy[4][2] =
5425 if (IS_ACTIVE_BOMB(dynabomb_element))
5427 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5428 dynabomb_size = player->dynabomb_size;
5429 dynabomb_xl = player->dynabomb_xl;
5430 player->dynabombs_left++;
5433 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5435 for (i = 0; i < NUM_DIRECTIONS; i++)
5437 for (j = 1; j <= dynabomb_size; j++)
5439 int x = ex + j * xy[i][0];
5440 int y = ey + j * xy[i][1];
5443 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5446 element = Feld[x][y];
5448 /* do not restart explosions of fields with active bombs */
5449 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5452 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5454 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5455 !IS_DIGGABLE(element) && !dynabomb_xl)
5461 void Bang(int x, int y)
5463 int element = MovingOrBlocked2Element(x, y);
5464 int explosion_type = EX_TYPE_NORMAL;
5466 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5468 struct PlayerInfo *player = PLAYERINFO(x, y);
5470 element = Feld[x][y] = player->initial_element;
5472 if (level.use_explosion_element[player->index_nr])
5474 int explosion_element = level.explosion_element[player->index_nr];
5476 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5477 explosion_type = EX_TYPE_CROSS;
5478 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5479 explosion_type = EX_TYPE_CENTER;
5487 case EL_BD_BUTTERFLY:
5490 case EL_DARK_YAMYAM:
5494 RaiseScoreElement(element);
5497 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5498 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5499 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5500 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5501 case EL_DYNABOMB_INCREASE_NUMBER:
5502 case EL_DYNABOMB_INCREASE_SIZE:
5503 case EL_DYNABOMB_INCREASE_POWER:
5504 explosion_type = EX_TYPE_DYNA;
5507 case EL_DC_LANDMINE:
5508 explosion_type = EX_TYPE_CENTER;
5513 case EL_LAMP_ACTIVE:
5514 case EL_AMOEBA_TO_DIAMOND:
5515 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5516 explosion_type = EX_TYPE_CENTER;
5520 if (element_info[element].explosion_type == EXPLODES_CROSS)
5521 explosion_type = EX_TYPE_CROSS;
5522 else if (element_info[element].explosion_type == EXPLODES_1X1)
5523 explosion_type = EX_TYPE_CENTER;
5527 if (explosion_type == EX_TYPE_DYNA)
5530 Explode(x, y, EX_PHASE_START, explosion_type);
5532 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5535 void SplashAcid(int x, int y)
5537 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5538 (!IN_LEV_FIELD(x - 1, y - 2) ||
5539 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5540 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5542 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5543 (!IN_LEV_FIELD(x + 1, y - 2) ||
5544 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5545 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5547 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5550 static void InitBeltMovement()
5552 static int belt_base_element[4] =
5554 EL_CONVEYOR_BELT_1_LEFT,
5555 EL_CONVEYOR_BELT_2_LEFT,
5556 EL_CONVEYOR_BELT_3_LEFT,
5557 EL_CONVEYOR_BELT_4_LEFT
5559 static int belt_base_active_element[4] =
5561 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5562 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5563 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5564 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5569 /* set frame order for belt animation graphic according to belt direction */
5570 for (i = 0; i < NUM_BELTS; i++)
5574 for (j = 0; j < NUM_BELT_PARTS; j++)
5576 int element = belt_base_active_element[belt_nr] + j;
5577 int graphic_1 = el2img(element);
5578 int graphic_2 = el2panelimg(element);
5580 if (game.belt_dir[i] == MV_LEFT)
5582 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5583 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5587 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5588 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5593 SCAN_PLAYFIELD(x, y)
5595 int element = Feld[x][y];
5597 for (i = 0; i < NUM_BELTS; i++)
5599 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5601 int e_belt_nr = getBeltNrFromBeltElement(element);
5604 if (e_belt_nr == belt_nr)
5606 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5608 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5615 static void ToggleBeltSwitch(int x, int y)
5617 static int belt_base_element[4] =
5619 EL_CONVEYOR_BELT_1_LEFT,
5620 EL_CONVEYOR_BELT_2_LEFT,
5621 EL_CONVEYOR_BELT_3_LEFT,
5622 EL_CONVEYOR_BELT_4_LEFT
5624 static int belt_base_active_element[4] =
5626 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5627 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5628 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5629 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5631 static int belt_base_switch_element[4] =
5633 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5634 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5635 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5636 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5638 static int belt_move_dir[4] =
5646 int element = Feld[x][y];
5647 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5648 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5649 int belt_dir = belt_move_dir[belt_dir_nr];
5652 if (!IS_BELT_SWITCH(element))
5655 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5656 game.belt_dir[belt_nr] = belt_dir;
5658 if (belt_dir_nr == 3)
5661 /* set frame order for belt animation graphic according to belt direction */
5662 for (i = 0; i < NUM_BELT_PARTS; i++)
5664 int element = belt_base_active_element[belt_nr] + i;
5665 int graphic_1 = el2img(element);
5666 int graphic_2 = el2panelimg(element);
5668 if (belt_dir == MV_LEFT)
5670 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5671 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5675 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5676 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5680 SCAN_PLAYFIELD(xx, yy)
5682 int element = Feld[xx][yy];
5684 if (IS_BELT_SWITCH(element))
5686 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5688 if (e_belt_nr == belt_nr)
5690 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5691 TEST_DrawLevelField(xx, yy);
5694 else if (IS_BELT(element) && belt_dir != MV_NONE)
5696 int e_belt_nr = getBeltNrFromBeltElement(element);
5698 if (e_belt_nr == belt_nr)
5700 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5702 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5703 TEST_DrawLevelField(xx, yy);
5706 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5708 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5710 if (e_belt_nr == belt_nr)
5712 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5714 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5715 TEST_DrawLevelField(xx, yy);
5721 static void ToggleSwitchgateSwitch(int x, int y)
5725 game.switchgate_pos = !game.switchgate_pos;
5727 SCAN_PLAYFIELD(xx, yy)
5729 int element = Feld[xx][yy];
5731 if (element == EL_SWITCHGATE_SWITCH_UP)
5733 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5734 TEST_DrawLevelField(xx, yy);
5736 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5738 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5739 TEST_DrawLevelField(xx, yy);
5741 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5743 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5744 TEST_DrawLevelField(xx, yy);
5746 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5748 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5749 TEST_DrawLevelField(xx, yy);
5751 else if (element == EL_SWITCHGATE_OPEN ||
5752 element == EL_SWITCHGATE_OPENING)
5754 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
5756 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
5758 else if (element == EL_SWITCHGATE_CLOSED ||
5759 element == EL_SWITCHGATE_CLOSING)
5761 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
5763 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
5768 static int getInvisibleActiveFromInvisibleElement(int element)
5770 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
5771 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
5772 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
5776 static int getInvisibleFromInvisibleActiveElement(int element)
5778 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
5779 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
5780 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
5784 static void RedrawAllLightSwitchesAndInvisibleElements()
5788 SCAN_PLAYFIELD(x, y)
5790 int element = Feld[x][y];
5792 if (element == EL_LIGHT_SWITCH &&
5793 game.light_time_left > 0)
5795 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
5796 TEST_DrawLevelField(x, y);
5798 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
5799 game.light_time_left == 0)
5801 Feld[x][y] = EL_LIGHT_SWITCH;
5802 TEST_DrawLevelField(x, y);
5804 else if (element == EL_EMC_DRIPPER &&
5805 game.light_time_left > 0)
5807 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5808 TEST_DrawLevelField(x, y);
5810 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5811 game.light_time_left == 0)
5813 Feld[x][y] = EL_EMC_DRIPPER;
5814 TEST_DrawLevelField(x, y);
5816 else if (element == EL_INVISIBLE_STEELWALL ||
5817 element == EL_INVISIBLE_WALL ||
5818 element == EL_INVISIBLE_SAND)
5820 if (game.light_time_left > 0)
5821 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5823 TEST_DrawLevelField(x, y);
5825 /* uncrumble neighbour fields, if needed */
5826 if (element == EL_INVISIBLE_SAND)
5827 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5829 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5830 element == EL_INVISIBLE_WALL_ACTIVE ||
5831 element == EL_INVISIBLE_SAND_ACTIVE)
5833 if (game.light_time_left == 0)
5834 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5836 TEST_DrawLevelField(x, y);
5838 /* re-crumble neighbour fields, if needed */
5839 if (element == EL_INVISIBLE_SAND)
5840 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5845 static void RedrawAllInvisibleElementsForLenses()
5849 SCAN_PLAYFIELD(x, y)
5851 int element = Feld[x][y];
5853 if (element == EL_EMC_DRIPPER &&
5854 game.lenses_time_left > 0)
5856 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5857 TEST_DrawLevelField(x, y);
5859 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5860 game.lenses_time_left == 0)
5862 Feld[x][y] = EL_EMC_DRIPPER;
5863 TEST_DrawLevelField(x, y);
5865 else if (element == EL_INVISIBLE_STEELWALL ||
5866 element == EL_INVISIBLE_WALL ||
5867 element == EL_INVISIBLE_SAND)
5869 if (game.lenses_time_left > 0)
5870 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5872 TEST_DrawLevelField(x, y);
5874 /* uncrumble neighbour fields, if needed */
5875 if (element == EL_INVISIBLE_SAND)
5876 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5878 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5879 element == EL_INVISIBLE_WALL_ACTIVE ||
5880 element == EL_INVISIBLE_SAND_ACTIVE)
5882 if (game.lenses_time_left == 0)
5883 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5885 TEST_DrawLevelField(x, y);
5887 /* re-crumble neighbour fields, if needed */
5888 if (element == EL_INVISIBLE_SAND)
5889 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5894 static void RedrawAllInvisibleElementsForMagnifier()
5898 SCAN_PLAYFIELD(x, y)
5900 int element = Feld[x][y];
5902 if (element == EL_EMC_FAKE_GRASS &&
5903 game.magnify_time_left > 0)
5905 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
5906 TEST_DrawLevelField(x, y);
5908 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
5909 game.magnify_time_left == 0)
5911 Feld[x][y] = EL_EMC_FAKE_GRASS;
5912 TEST_DrawLevelField(x, y);
5914 else if (IS_GATE_GRAY(element) &&
5915 game.magnify_time_left > 0)
5917 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
5918 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
5919 IS_EM_GATE_GRAY(element) ?
5920 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
5921 IS_EMC_GATE_GRAY(element) ?
5922 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
5923 IS_DC_GATE_GRAY(element) ?
5924 EL_DC_GATE_WHITE_GRAY_ACTIVE :
5926 TEST_DrawLevelField(x, y);
5928 else if (IS_GATE_GRAY_ACTIVE(element) &&
5929 game.magnify_time_left == 0)
5931 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
5932 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
5933 IS_EM_GATE_GRAY_ACTIVE(element) ?
5934 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
5935 IS_EMC_GATE_GRAY_ACTIVE(element) ?
5936 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
5937 IS_DC_GATE_GRAY_ACTIVE(element) ?
5938 EL_DC_GATE_WHITE_GRAY :
5940 TEST_DrawLevelField(x, y);
5945 static void ToggleLightSwitch(int x, int y)
5947 int element = Feld[x][y];
5949 game.light_time_left =
5950 (element == EL_LIGHT_SWITCH ?
5951 level.time_light * FRAMES_PER_SECOND : 0);
5953 RedrawAllLightSwitchesAndInvisibleElements();
5956 static void ActivateTimegateSwitch(int x, int y)
5960 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
5962 SCAN_PLAYFIELD(xx, yy)
5964 int element = Feld[xx][yy];
5966 if (element == EL_TIMEGATE_CLOSED ||
5967 element == EL_TIMEGATE_CLOSING)
5969 Feld[xx][yy] = EL_TIMEGATE_OPENING;
5970 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
5974 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
5976 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
5977 TEST_DrawLevelField(xx, yy);
5983 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
5984 EL_DC_TIMEGATE_SWITCH_ACTIVE);
5987 void Impact(int x, int y)
5989 boolean last_line = (y == lev_fieldy - 1);
5990 boolean object_hit = FALSE;
5991 boolean impact = (last_line || object_hit);
5992 int element = Feld[x][y];
5993 int smashed = EL_STEELWALL;
5995 if (!last_line) /* check if element below was hit */
5997 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6000 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6001 MovDir[x][y + 1] != MV_DOWN ||
6002 MovPos[x][y + 1] <= TILEY / 2));
6004 /* do not smash moving elements that left the smashed field in time */
6005 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6006 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6009 #if USE_QUICKSAND_IMPACT_BUGFIX
6010 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6012 RemoveMovingField(x, y + 1);
6013 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6014 Feld[x][y + 2] = EL_ROCK;
6015 TEST_DrawLevelField(x, y + 2);
6020 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6022 RemoveMovingField(x, y + 1);
6023 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6024 Feld[x][y + 2] = EL_ROCK;
6025 TEST_DrawLevelField(x, y + 2);
6032 smashed = MovingOrBlocked2Element(x, y + 1);
6034 impact = (last_line || object_hit);
6037 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6039 SplashAcid(x, y + 1);
6043 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6044 /* only reset graphic animation if graphic really changes after impact */
6046 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6048 ResetGfxAnimation(x, y);
6049 TEST_DrawLevelField(x, y);
6052 if (impact && CAN_EXPLODE_IMPACT(element))
6057 else if (impact && element == EL_PEARL &&
6058 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6060 ResetGfxAnimation(x, y);
6062 Feld[x][y] = EL_PEARL_BREAKING;
6063 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6066 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6068 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6073 if (impact && element == EL_AMOEBA_DROP)
6075 if (object_hit && IS_PLAYER(x, y + 1))
6076 KillPlayerUnlessEnemyProtected(x, y + 1);
6077 else if (object_hit && smashed == EL_PENGUIN)
6081 Feld[x][y] = EL_AMOEBA_GROWING;
6082 Store[x][y] = EL_AMOEBA_WET;
6084 ResetRandomAnimationValue(x, y);
6089 if (object_hit) /* check which object was hit */
6091 if ((CAN_PASS_MAGIC_WALL(element) &&
6092 (smashed == EL_MAGIC_WALL ||
6093 smashed == EL_BD_MAGIC_WALL)) ||
6094 (CAN_PASS_DC_MAGIC_WALL(element) &&
6095 smashed == EL_DC_MAGIC_WALL))
6098 int activated_magic_wall =
6099 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6100 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6101 EL_DC_MAGIC_WALL_ACTIVE);
6103 /* activate magic wall / mill */
6104 SCAN_PLAYFIELD(xx, yy)
6106 if (Feld[xx][yy] == smashed)
6107 Feld[xx][yy] = activated_magic_wall;
6110 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6111 game.magic_wall_active = TRUE;
6113 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6114 SND_MAGIC_WALL_ACTIVATING :
6115 smashed == EL_BD_MAGIC_WALL ?
6116 SND_BD_MAGIC_WALL_ACTIVATING :
6117 SND_DC_MAGIC_WALL_ACTIVATING));
6120 if (IS_PLAYER(x, y + 1))
6122 if (CAN_SMASH_PLAYER(element))
6124 KillPlayerUnlessEnemyProtected(x, y + 1);
6128 else if (smashed == EL_PENGUIN)
6130 if (CAN_SMASH_PLAYER(element))
6136 else if (element == EL_BD_DIAMOND)
6138 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6144 else if (((element == EL_SP_INFOTRON ||
6145 element == EL_SP_ZONK) &&
6146 (smashed == EL_SP_SNIKSNAK ||
6147 smashed == EL_SP_ELECTRON ||
6148 smashed == EL_SP_DISK_ORANGE)) ||
6149 (element == EL_SP_INFOTRON &&
6150 smashed == EL_SP_DISK_YELLOW))
6155 else if (CAN_SMASH_EVERYTHING(element))
6157 if (IS_CLASSIC_ENEMY(smashed) ||
6158 CAN_EXPLODE_SMASHED(smashed))
6163 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6165 if (smashed == EL_LAMP ||
6166 smashed == EL_LAMP_ACTIVE)
6171 else if (smashed == EL_NUT)
6173 Feld[x][y + 1] = EL_NUT_BREAKING;
6174 PlayLevelSound(x, y, SND_NUT_BREAKING);
6175 RaiseScoreElement(EL_NUT);
6178 else if (smashed == EL_PEARL)
6180 ResetGfxAnimation(x, y);
6182 Feld[x][y + 1] = EL_PEARL_BREAKING;
6183 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6186 else if (smashed == EL_DIAMOND)
6188 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6189 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6192 else if (IS_BELT_SWITCH(smashed))
6194 ToggleBeltSwitch(x, y + 1);
6196 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6197 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6198 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6199 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6201 ToggleSwitchgateSwitch(x, y + 1);
6203 else if (smashed == EL_LIGHT_SWITCH ||
6204 smashed == EL_LIGHT_SWITCH_ACTIVE)
6206 ToggleLightSwitch(x, y + 1);
6210 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6212 CheckElementChangeBySide(x, y + 1, smashed, element,
6213 CE_SWITCHED, CH_SIDE_TOP);
6214 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6220 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6225 /* play sound of magic wall / mill */
6227 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6228 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6229 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6231 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6232 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6233 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6234 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6235 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6236 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6241 /* play sound of object that hits the ground */
6242 if (last_line || object_hit)
6243 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6246 inline static void TurnRoundExt(int x, int y)
6258 { 0, 0 }, { 0, 0 }, { 0, 0 },
6263 int left, right, back;
6267 { MV_DOWN, MV_UP, MV_RIGHT },
6268 { MV_UP, MV_DOWN, MV_LEFT },
6270 { MV_LEFT, MV_RIGHT, MV_DOWN },
6274 { MV_RIGHT, MV_LEFT, MV_UP }
6277 int element = Feld[x][y];
6278 int move_pattern = element_info[element].move_pattern;
6280 int old_move_dir = MovDir[x][y];
6281 int left_dir = turn[old_move_dir].left;
6282 int right_dir = turn[old_move_dir].right;
6283 int back_dir = turn[old_move_dir].back;
6285 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6286 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6287 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6288 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6290 int left_x = x + left_dx, left_y = y + left_dy;
6291 int right_x = x + right_dx, right_y = y + right_dy;
6292 int move_x = x + move_dx, move_y = y + move_dy;
6296 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6298 TestIfBadThingTouchesOtherBadThing(x, y);
6300 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6301 MovDir[x][y] = right_dir;
6302 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6303 MovDir[x][y] = left_dir;
6305 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6307 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6310 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6312 TestIfBadThingTouchesOtherBadThing(x, y);
6314 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6315 MovDir[x][y] = left_dir;
6316 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6317 MovDir[x][y] = right_dir;
6319 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6321 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6324 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6326 TestIfBadThingTouchesOtherBadThing(x, y);
6328 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6329 MovDir[x][y] = left_dir;
6330 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6331 MovDir[x][y] = right_dir;
6333 if (MovDir[x][y] != old_move_dir)
6336 else if (element == EL_YAMYAM)
6338 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6339 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6341 if (can_turn_left && can_turn_right)
6342 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6343 else if (can_turn_left)
6344 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6345 else if (can_turn_right)
6346 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6348 MovDir[x][y] = back_dir;
6350 MovDelay[x][y] = 16 + 16 * RND(3);
6352 else if (element == EL_DARK_YAMYAM)
6354 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6356 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6359 if (can_turn_left && can_turn_right)
6360 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6361 else if (can_turn_left)
6362 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6363 else if (can_turn_right)
6364 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6366 MovDir[x][y] = back_dir;
6368 MovDelay[x][y] = 16 + 16 * RND(3);
6370 else if (element == EL_PACMAN)
6372 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6373 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6375 if (can_turn_left && can_turn_right)
6376 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6377 else if (can_turn_left)
6378 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6379 else if (can_turn_right)
6380 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6382 MovDir[x][y] = back_dir;
6384 MovDelay[x][y] = 6 + RND(40);
6386 else if (element == EL_PIG)
6388 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6389 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6390 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6391 boolean should_turn_left, should_turn_right, should_move_on;
6393 int rnd = RND(rnd_value);
6395 should_turn_left = (can_turn_left &&
6397 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6398 y + back_dy + left_dy)));
6399 should_turn_right = (can_turn_right &&
6401 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6402 y + back_dy + right_dy)));
6403 should_move_on = (can_move_on &&
6406 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6407 y + move_dy + left_dy) ||
6408 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6409 y + move_dy + right_dy)));
6411 if (should_turn_left || should_turn_right || should_move_on)
6413 if (should_turn_left && should_turn_right && should_move_on)
6414 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6415 rnd < 2 * rnd_value / 3 ? right_dir :
6417 else if (should_turn_left && should_turn_right)
6418 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6419 else if (should_turn_left && should_move_on)
6420 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6421 else if (should_turn_right && should_move_on)
6422 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6423 else if (should_turn_left)
6424 MovDir[x][y] = left_dir;
6425 else if (should_turn_right)
6426 MovDir[x][y] = right_dir;
6427 else if (should_move_on)
6428 MovDir[x][y] = old_move_dir;
6430 else if (can_move_on && rnd > rnd_value / 8)
6431 MovDir[x][y] = old_move_dir;
6432 else if (can_turn_left && can_turn_right)
6433 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6434 else if (can_turn_left && rnd > rnd_value / 8)
6435 MovDir[x][y] = left_dir;
6436 else if (can_turn_right && rnd > rnd_value/8)
6437 MovDir[x][y] = right_dir;
6439 MovDir[x][y] = back_dir;
6441 xx = x + move_xy[MovDir[x][y]].dx;
6442 yy = y + move_xy[MovDir[x][y]].dy;
6444 if (!IN_LEV_FIELD(xx, yy) ||
6445 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6446 MovDir[x][y] = old_move_dir;
6450 else if (element == EL_DRAGON)
6452 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6453 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6454 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6456 int rnd = RND(rnd_value);
6458 if (can_move_on && rnd > rnd_value / 8)
6459 MovDir[x][y] = old_move_dir;
6460 else if (can_turn_left && can_turn_right)
6461 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6462 else if (can_turn_left && rnd > rnd_value / 8)
6463 MovDir[x][y] = left_dir;
6464 else if (can_turn_right && rnd > rnd_value / 8)
6465 MovDir[x][y] = right_dir;
6467 MovDir[x][y] = back_dir;
6469 xx = x + move_xy[MovDir[x][y]].dx;
6470 yy = y + move_xy[MovDir[x][y]].dy;
6472 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6473 MovDir[x][y] = old_move_dir;
6477 else if (element == EL_MOLE)
6479 boolean can_move_on =
6480 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6481 IS_AMOEBOID(Feld[move_x][move_y]) ||
6482 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6485 boolean can_turn_left =
6486 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6487 IS_AMOEBOID(Feld[left_x][left_y])));
6489 boolean can_turn_right =
6490 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6491 IS_AMOEBOID(Feld[right_x][right_y])));
6493 if (can_turn_left && can_turn_right)
6494 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6495 else if (can_turn_left)
6496 MovDir[x][y] = left_dir;
6498 MovDir[x][y] = right_dir;
6501 if (MovDir[x][y] != old_move_dir)
6504 else if (element == EL_BALLOON)
6506 MovDir[x][y] = game.wind_direction;
6509 else if (element == EL_SPRING)
6511 if (MovDir[x][y] & MV_HORIZONTAL)
6513 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6514 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6516 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6517 ResetGfxAnimation(move_x, move_y);
6518 TEST_DrawLevelField(move_x, move_y);
6520 MovDir[x][y] = back_dir;
6522 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6523 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6524 MovDir[x][y] = MV_NONE;
6529 else if (element == EL_ROBOT ||
6530 element == EL_SATELLITE ||
6531 element == EL_PENGUIN ||
6532 element == EL_EMC_ANDROID)
6534 int attr_x = -1, attr_y = -1;
6545 for (i = 0; i < MAX_PLAYERS; i++)
6547 struct PlayerInfo *player = &stored_player[i];
6548 int jx = player->jx, jy = player->jy;
6550 if (!player->active)
6554 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6562 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6563 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6564 game.engine_version < VERSION_IDENT(3,1,0,0)))
6570 if (element == EL_PENGUIN)
6573 static int xy[4][2] =
6581 for (i = 0; i < NUM_DIRECTIONS; i++)
6583 int ex = x + xy[i][0];
6584 int ey = y + xy[i][1];
6586 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6587 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6588 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6589 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6598 MovDir[x][y] = MV_NONE;
6600 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6601 else if (attr_x > x)
6602 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6604 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6605 else if (attr_y > y)
6606 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6608 if (element == EL_ROBOT)
6612 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6613 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6614 Moving2Blocked(x, y, &newx, &newy);
6616 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6617 MovDelay[x][y] = 8 + 8 * !RND(3);
6619 MovDelay[x][y] = 16;
6621 else if (element == EL_PENGUIN)
6627 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6629 boolean first_horiz = RND(2);
6630 int new_move_dir = MovDir[x][y];
6633 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6634 Moving2Blocked(x, y, &newx, &newy);
6636 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6640 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6641 Moving2Blocked(x, y, &newx, &newy);
6643 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6646 MovDir[x][y] = old_move_dir;
6650 else if (element == EL_SATELLITE)
6656 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6658 boolean first_horiz = RND(2);
6659 int new_move_dir = MovDir[x][y];
6662 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6663 Moving2Blocked(x, y, &newx, &newy);
6665 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6669 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6670 Moving2Blocked(x, y, &newx, &newy);
6672 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6675 MovDir[x][y] = old_move_dir;
6679 else if (element == EL_EMC_ANDROID)
6681 static int check_pos[16] =
6683 -1, /* 0 => (invalid) */
6684 7, /* 1 => MV_LEFT */
6685 3, /* 2 => MV_RIGHT */
6686 -1, /* 3 => (invalid) */
6688 0, /* 5 => MV_LEFT | MV_UP */
6689 2, /* 6 => MV_RIGHT | MV_UP */
6690 -1, /* 7 => (invalid) */
6691 5, /* 8 => MV_DOWN */
6692 6, /* 9 => MV_LEFT | MV_DOWN */
6693 4, /* 10 => MV_RIGHT | MV_DOWN */
6694 -1, /* 11 => (invalid) */
6695 -1, /* 12 => (invalid) */
6696 -1, /* 13 => (invalid) */
6697 -1, /* 14 => (invalid) */
6698 -1, /* 15 => (invalid) */
6706 { -1, -1, MV_LEFT | MV_UP },
6708 { +1, -1, MV_RIGHT | MV_UP },
6709 { +1, 0, MV_RIGHT },
6710 { +1, +1, MV_RIGHT | MV_DOWN },
6712 { -1, +1, MV_LEFT | MV_DOWN },
6715 int start_pos, check_order;
6716 boolean can_clone = FALSE;
6719 /* check if there is any free field around current position */
6720 for (i = 0; i < 8; i++)
6722 int newx = x + check_xy[i].dx;
6723 int newy = y + check_xy[i].dy;
6725 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6733 if (can_clone) /* randomly find an element to clone */
6737 start_pos = check_pos[RND(8)];
6738 check_order = (RND(2) ? -1 : +1);
6740 for (i = 0; i < 8; i++)
6742 int pos_raw = start_pos + i * check_order;
6743 int pos = (pos_raw + 8) % 8;
6744 int newx = x + check_xy[pos].dx;
6745 int newy = y + check_xy[pos].dy;
6747 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6749 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
6750 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
6752 Store[x][y] = Feld[newx][newy];
6761 if (can_clone) /* randomly find a direction to move */
6765 start_pos = check_pos[RND(8)];
6766 check_order = (RND(2) ? -1 : +1);
6768 for (i = 0; i < 8; i++)
6770 int pos_raw = start_pos + i * check_order;
6771 int pos = (pos_raw + 8) % 8;
6772 int newx = x + check_xy[pos].dx;
6773 int newy = y + check_xy[pos].dy;
6774 int new_move_dir = check_xy[pos].dir;
6776 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6778 MovDir[x][y] = new_move_dir;
6779 MovDelay[x][y] = level.android_clone_time * 8 + 1;
6788 if (can_clone) /* cloning and moving successful */
6791 /* cannot clone -- try to move towards player */
6793 start_pos = check_pos[MovDir[x][y] & 0x0f];
6794 check_order = (RND(2) ? -1 : +1);
6796 for (i = 0; i < 3; i++)
6798 /* first check start_pos, then previous/next or (next/previous) pos */
6799 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
6800 int pos = (pos_raw + 8) % 8;
6801 int newx = x + check_xy[pos].dx;
6802 int newy = y + check_xy[pos].dy;
6803 int new_move_dir = check_xy[pos].dir;
6805 if (IS_PLAYER(newx, newy))
6808 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6810 MovDir[x][y] = new_move_dir;
6811 MovDelay[x][y] = level.android_move_time * 8 + 1;
6818 else if (move_pattern == MV_TURNING_LEFT ||
6819 move_pattern == MV_TURNING_RIGHT ||
6820 move_pattern == MV_TURNING_LEFT_RIGHT ||
6821 move_pattern == MV_TURNING_RIGHT_LEFT ||
6822 move_pattern == MV_TURNING_RANDOM ||
6823 move_pattern == MV_ALL_DIRECTIONS)
6825 boolean can_turn_left =
6826 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
6827 boolean can_turn_right =
6828 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
6830 if (element_info[element].move_stepsize == 0) /* "not moving" */
6833 if (move_pattern == MV_TURNING_LEFT)
6834 MovDir[x][y] = left_dir;
6835 else if (move_pattern == MV_TURNING_RIGHT)
6836 MovDir[x][y] = right_dir;
6837 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
6838 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
6839 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
6840 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
6841 else if (move_pattern == MV_TURNING_RANDOM)
6842 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
6843 can_turn_right && !can_turn_left ? right_dir :
6844 RND(2) ? left_dir : right_dir);
6845 else if (can_turn_left && can_turn_right)
6846 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6847 else if (can_turn_left)
6848 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6849 else if (can_turn_right)
6850 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6852 MovDir[x][y] = back_dir;
6854 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6856 else if (move_pattern == MV_HORIZONTAL ||
6857 move_pattern == MV_VERTICAL)
6859 if (move_pattern & old_move_dir)
6860 MovDir[x][y] = back_dir;
6861 else if (move_pattern == MV_HORIZONTAL)
6862 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
6863 else if (move_pattern == MV_VERTICAL)
6864 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
6866 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6868 else if (move_pattern & MV_ANY_DIRECTION)
6870 MovDir[x][y] = move_pattern;
6871 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6873 else if (move_pattern & MV_WIND_DIRECTION)
6875 MovDir[x][y] = game.wind_direction;
6876 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6878 else if (move_pattern == MV_ALONG_LEFT_SIDE)
6880 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
6881 MovDir[x][y] = left_dir;
6882 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6883 MovDir[x][y] = right_dir;
6885 if (MovDir[x][y] != old_move_dir)
6886 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6888 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
6890 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
6891 MovDir[x][y] = right_dir;
6892 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6893 MovDir[x][y] = left_dir;
6895 if (MovDir[x][y] != old_move_dir)
6896 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6898 else if (move_pattern == MV_TOWARDS_PLAYER ||
6899 move_pattern == MV_AWAY_FROM_PLAYER)
6901 int attr_x = -1, attr_y = -1;
6903 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
6914 for (i = 0; i < MAX_PLAYERS; i++)
6916 struct PlayerInfo *player = &stored_player[i];
6917 int jx = player->jx, jy = player->jy;
6919 if (!player->active)
6923 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6931 MovDir[x][y] = MV_NONE;
6933 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
6934 else if (attr_x > x)
6935 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
6937 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
6938 else if (attr_y > y)
6939 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
6941 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6943 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6945 boolean first_horiz = RND(2);
6946 int new_move_dir = MovDir[x][y];
6948 if (element_info[element].move_stepsize == 0) /* "not moving" */
6950 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
6951 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6957 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6958 Moving2Blocked(x, y, &newx, &newy);
6960 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
6964 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6965 Moving2Blocked(x, y, &newx, &newy);
6967 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
6970 MovDir[x][y] = old_move_dir;
6973 else if (move_pattern == MV_WHEN_PUSHED ||
6974 move_pattern == MV_WHEN_DROPPED)
6976 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6977 MovDir[x][y] = MV_NONE;
6981 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
6983 static int test_xy[7][2] =
6993 static int test_dir[7] =
7003 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7004 int move_preference = -1000000; /* start with very low preference */
7005 int new_move_dir = MV_NONE;
7006 int start_test = RND(4);
7009 for (i = 0; i < NUM_DIRECTIONS; i++)
7011 int move_dir = test_dir[start_test + i];
7012 int move_dir_preference;
7014 xx = x + test_xy[start_test + i][0];
7015 yy = y + test_xy[start_test + i][1];
7017 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7018 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7020 new_move_dir = move_dir;
7025 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7028 move_dir_preference = -1 * RunnerVisit[xx][yy];
7029 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7030 move_dir_preference = PlayerVisit[xx][yy];
7032 if (move_dir_preference > move_preference)
7034 /* prefer field that has not been visited for the longest time */
7035 move_preference = move_dir_preference;
7036 new_move_dir = move_dir;
7038 else if (move_dir_preference == move_preference &&
7039 move_dir == old_move_dir)
7041 /* prefer last direction when all directions are preferred equally */
7042 move_preference = move_dir_preference;
7043 new_move_dir = move_dir;
7047 MovDir[x][y] = new_move_dir;
7048 if (old_move_dir != new_move_dir)
7049 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7053 static void TurnRound(int x, int y)
7055 int direction = MovDir[x][y];
7059 GfxDir[x][y] = MovDir[x][y];
7061 if (direction != MovDir[x][y])
7065 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7067 ResetGfxFrame(x, y);
7070 static boolean JustBeingPushed(int x, int y)
7074 for (i = 0; i < MAX_PLAYERS; i++)
7076 struct PlayerInfo *player = &stored_player[i];
7078 if (player->active && player->is_pushing && player->MovPos)
7080 int next_jx = player->jx + (player->jx - player->last_jx);
7081 int next_jy = player->jy + (player->jy - player->last_jy);
7083 if (x == next_jx && y == next_jy)
7091 void StartMoving(int x, int y)
7093 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7094 int element = Feld[x][y];
7099 if (MovDelay[x][y] == 0)
7100 GfxAction[x][y] = ACTION_DEFAULT;
7102 if (CAN_FALL(element) && y < lev_fieldy - 1)
7104 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7105 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7106 if (JustBeingPushed(x, y))
7109 if (element == EL_QUICKSAND_FULL)
7111 if (IS_FREE(x, y + 1))
7113 InitMovingField(x, y, MV_DOWN);
7114 started_moving = TRUE;
7116 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7117 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7118 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7119 Store[x][y] = EL_ROCK;
7121 Store[x][y] = EL_ROCK;
7124 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7126 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7128 if (!MovDelay[x][y])
7130 MovDelay[x][y] = TILEY + 1;
7132 ResetGfxAnimation(x, y);
7133 ResetGfxAnimation(x, y + 1);
7138 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7139 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7146 Feld[x][y] = EL_QUICKSAND_EMPTY;
7147 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7148 Store[x][y + 1] = Store[x][y];
7151 PlayLevelSoundAction(x, y, ACTION_FILLING);
7153 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7155 if (!MovDelay[x][y])
7157 MovDelay[x][y] = TILEY + 1;
7159 ResetGfxAnimation(x, y);
7160 ResetGfxAnimation(x, y + 1);
7165 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7166 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7173 Feld[x][y] = EL_QUICKSAND_EMPTY;
7174 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7175 Store[x][y + 1] = Store[x][y];
7178 PlayLevelSoundAction(x, y, ACTION_FILLING);
7181 else if (element == EL_QUICKSAND_FAST_FULL)
7183 if (IS_FREE(x, y + 1))
7185 InitMovingField(x, y, MV_DOWN);
7186 started_moving = TRUE;
7188 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7189 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7190 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7191 Store[x][y] = EL_ROCK;
7193 Store[x][y] = EL_ROCK;
7196 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7198 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7200 if (!MovDelay[x][y])
7202 MovDelay[x][y] = TILEY + 1;
7204 ResetGfxAnimation(x, y);
7205 ResetGfxAnimation(x, y + 1);
7210 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7211 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7218 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7219 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7220 Store[x][y + 1] = Store[x][y];
7223 PlayLevelSoundAction(x, y, ACTION_FILLING);
7225 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7227 if (!MovDelay[x][y])
7229 MovDelay[x][y] = TILEY + 1;
7231 ResetGfxAnimation(x, y);
7232 ResetGfxAnimation(x, y + 1);
7237 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7238 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7245 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7246 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7247 Store[x][y + 1] = Store[x][y];
7250 PlayLevelSoundAction(x, y, ACTION_FILLING);
7253 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7254 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7256 InitMovingField(x, y, MV_DOWN);
7257 started_moving = TRUE;
7259 Feld[x][y] = EL_QUICKSAND_FILLING;
7260 Store[x][y] = element;
7262 PlayLevelSoundAction(x, y, ACTION_FILLING);
7264 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7265 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7267 InitMovingField(x, y, MV_DOWN);
7268 started_moving = TRUE;
7270 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7271 Store[x][y] = element;
7273 PlayLevelSoundAction(x, y, ACTION_FILLING);
7275 else if (element == EL_MAGIC_WALL_FULL)
7277 if (IS_FREE(x, y + 1))
7279 InitMovingField(x, y, MV_DOWN);
7280 started_moving = TRUE;
7282 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7283 Store[x][y] = EL_CHANGED(Store[x][y]);
7285 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7287 if (!MovDelay[x][y])
7288 MovDelay[x][y] = TILEY / 4 + 1;
7297 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7298 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7299 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7303 else if (element == EL_BD_MAGIC_WALL_FULL)
7305 if (IS_FREE(x, y + 1))
7307 InitMovingField(x, y, MV_DOWN);
7308 started_moving = TRUE;
7310 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7311 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7313 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7315 if (!MovDelay[x][y])
7316 MovDelay[x][y] = TILEY / 4 + 1;
7325 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7326 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7327 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7331 else if (element == EL_DC_MAGIC_WALL_FULL)
7333 if (IS_FREE(x, y + 1))
7335 InitMovingField(x, y, MV_DOWN);
7336 started_moving = TRUE;
7338 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7339 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7341 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7343 if (!MovDelay[x][y])
7344 MovDelay[x][y] = TILEY / 4 + 1;
7353 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7354 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7355 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7359 else if ((CAN_PASS_MAGIC_WALL(element) &&
7360 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7361 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7362 (CAN_PASS_DC_MAGIC_WALL(element) &&
7363 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7366 InitMovingField(x, y, MV_DOWN);
7367 started_moving = TRUE;
7370 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7371 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7372 EL_DC_MAGIC_WALL_FILLING);
7373 Store[x][y] = element;
7375 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7377 SplashAcid(x, y + 1);
7379 InitMovingField(x, y, MV_DOWN);
7380 started_moving = TRUE;
7382 Store[x][y] = EL_ACID;
7385 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7386 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7387 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7388 CAN_FALL(element) && WasJustFalling[x][y] &&
7389 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7391 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7392 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7393 (Feld[x][y + 1] == EL_BLOCKED)))
7395 /* this is needed for a special case not covered by calling "Impact()"
7396 from "ContinueMoving()": if an element moves to a tile directly below
7397 another element which was just falling on that tile (which was empty
7398 in the previous frame), the falling element above would just stop
7399 instead of smashing the element below (in previous version, the above
7400 element was just checked for "moving" instead of "falling", resulting
7401 in incorrect smashes caused by horizontal movement of the above
7402 element; also, the case of the player being the element to smash was
7403 simply not covered here... :-/ ) */
7405 CheckCollision[x][y] = 0;
7406 CheckImpact[x][y] = 0;
7410 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7412 if (MovDir[x][y] == MV_NONE)
7414 InitMovingField(x, y, MV_DOWN);
7415 started_moving = TRUE;
7418 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7420 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7421 MovDir[x][y] = MV_DOWN;
7423 InitMovingField(x, y, MV_DOWN);
7424 started_moving = TRUE;
7426 else if (element == EL_AMOEBA_DROP)
7428 Feld[x][y] = EL_AMOEBA_GROWING;
7429 Store[x][y] = EL_AMOEBA_WET;
7431 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7432 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7433 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7434 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7436 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7437 (IS_FREE(x - 1, y + 1) ||
7438 Feld[x - 1][y + 1] == EL_ACID));
7439 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7440 (IS_FREE(x + 1, y + 1) ||
7441 Feld[x + 1][y + 1] == EL_ACID));
7442 boolean can_fall_any = (can_fall_left || can_fall_right);
7443 boolean can_fall_both = (can_fall_left && can_fall_right);
7444 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7446 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7448 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7449 can_fall_right = FALSE;
7450 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7451 can_fall_left = FALSE;
7452 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7453 can_fall_right = FALSE;
7454 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7455 can_fall_left = FALSE;
7457 can_fall_any = (can_fall_left || can_fall_right);
7458 can_fall_both = FALSE;
7463 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7464 can_fall_right = FALSE; /* slip down on left side */
7466 can_fall_left = !(can_fall_right = RND(2));
7468 can_fall_both = FALSE;
7473 /* if not determined otherwise, prefer left side for slipping down */
7474 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7475 started_moving = TRUE;
7478 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7480 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7481 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7482 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7483 int belt_dir = game.belt_dir[belt_nr];
7485 if ((belt_dir == MV_LEFT && left_is_free) ||
7486 (belt_dir == MV_RIGHT && right_is_free))
7488 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7490 InitMovingField(x, y, belt_dir);
7491 started_moving = TRUE;
7493 Pushed[x][y] = TRUE;
7494 Pushed[nextx][y] = TRUE;
7496 GfxAction[x][y] = ACTION_DEFAULT;
7500 MovDir[x][y] = 0; /* if element was moving, stop it */
7505 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7506 if (CAN_MOVE(element) && !started_moving)
7508 int move_pattern = element_info[element].move_pattern;
7511 Moving2Blocked(x, y, &newx, &newy);
7513 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7516 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7517 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7519 WasJustMoving[x][y] = 0;
7520 CheckCollision[x][y] = 0;
7522 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7524 if (Feld[x][y] != element) /* element has changed */
7528 if (!MovDelay[x][y]) /* start new movement phase */
7530 /* all objects that can change their move direction after each step
7531 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7533 if (element != EL_YAMYAM &&
7534 element != EL_DARK_YAMYAM &&
7535 element != EL_PACMAN &&
7536 !(move_pattern & MV_ANY_DIRECTION) &&
7537 move_pattern != MV_TURNING_LEFT &&
7538 move_pattern != MV_TURNING_RIGHT &&
7539 move_pattern != MV_TURNING_LEFT_RIGHT &&
7540 move_pattern != MV_TURNING_RIGHT_LEFT &&
7541 move_pattern != MV_TURNING_RANDOM)
7545 if (MovDelay[x][y] && (element == EL_BUG ||
7546 element == EL_SPACESHIP ||
7547 element == EL_SP_SNIKSNAK ||
7548 element == EL_SP_ELECTRON ||
7549 element == EL_MOLE))
7550 TEST_DrawLevelField(x, y);
7554 if (MovDelay[x][y]) /* wait some time before next movement */
7558 if (element == EL_ROBOT ||
7559 element == EL_YAMYAM ||
7560 element == EL_DARK_YAMYAM)
7562 DrawLevelElementAnimationIfNeeded(x, y, element);
7563 PlayLevelSoundAction(x, y, ACTION_WAITING);
7565 else if (element == EL_SP_ELECTRON)
7566 DrawLevelElementAnimationIfNeeded(x, y, element);
7567 else if (element == EL_DRAGON)
7570 int dir = MovDir[x][y];
7571 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7572 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7573 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7574 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7575 dir == MV_UP ? IMG_FLAMES_1_UP :
7576 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7577 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7579 GfxAction[x][y] = ACTION_ATTACKING;
7581 if (IS_PLAYER(x, y))
7582 DrawPlayerField(x, y);
7584 TEST_DrawLevelField(x, y);
7586 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7588 for (i = 1; i <= 3; i++)
7590 int xx = x + i * dx;
7591 int yy = y + i * dy;
7592 int sx = SCREENX(xx);
7593 int sy = SCREENY(yy);
7594 int flame_graphic = graphic + (i - 1);
7596 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7601 int flamed = MovingOrBlocked2Element(xx, yy);
7603 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7606 RemoveMovingField(xx, yy);
7608 ChangeDelay[xx][yy] = 0;
7610 Feld[xx][yy] = EL_FLAMES;
7612 if (IN_SCR_FIELD(sx, sy))
7614 TEST_DrawLevelFieldCrumbled(xx, yy);
7615 DrawGraphic(sx, sy, flame_graphic, frame);
7620 if (Feld[xx][yy] == EL_FLAMES)
7621 Feld[xx][yy] = EL_EMPTY;
7622 TEST_DrawLevelField(xx, yy);
7627 if (MovDelay[x][y]) /* element still has to wait some time */
7629 PlayLevelSoundAction(x, y, ACTION_WAITING);
7635 /* now make next step */
7637 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7639 if (DONT_COLLIDE_WITH(element) &&
7640 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7641 !PLAYER_ENEMY_PROTECTED(newx, newy))
7643 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7648 else if (CAN_MOVE_INTO_ACID(element) &&
7649 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7650 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7651 (MovDir[x][y] == MV_DOWN ||
7652 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7654 SplashAcid(newx, newy);
7655 Store[x][y] = EL_ACID;
7657 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7659 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7660 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7661 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7662 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7665 TEST_DrawLevelField(x, y);
7667 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7668 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7669 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7671 local_player->friends_still_needed--;
7672 if (!local_player->friends_still_needed &&
7673 !local_player->GameOver && AllPlayersGone)
7674 PlayerWins(local_player);
7678 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7680 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7681 TEST_DrawLevelField(newx, newy);
7683 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7685 else if (!IS_FREE(newx, newy))
7687 GfxAction[x][y] = ACTION_WAITING;
7689 if (IS_PLAYER(x, y))
7690 DrawPlayerField(x, y);
7692 TEST_DrawLevelField(x, y);
7697 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7699 if (IS_FOOD_PIG(Feld[newx][newy]))
7701 if (IS_MOVING(newx, newy))
7702 RemoveMovingField(newx, newy);
7705 Feld[newx][newy] = EL_EMPTY;
7706 TEST_DrawLevelField(newx, newy);
7709 PlayLevelSound(x, y, SND_PIG_DIGGING);
7711 else if (!IS_FREE(newx, newy))
7713 if (IS_PLAYER(x, y))
7714 DrawPlayerField(x, y);
7716 TEST_DrawLevelField(x, y);
7721 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7723 if (Store[x][y] != EL_EMPTY)
7725 boolean can_clone = FALSE;
7728 /* check if element to clone is still there */
7729 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7731 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7739 /* cannot clone or target field not free anymore -- do not clone */
7740 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7741 Store[x][y] = EL_EMPTY;
7744 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7746 if (IS_MV_DIAGONAL(MovDir[x][y]))
7748 int diagonal_move_dir = MovDir[x][y];
7749 int stored = Store[x][y];
7750 int change_delay = 8;
7753 /* android is moving diagonally */
7755 CreateField(x, y, EL_DIAGONAL_SHRINKING);
7757 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
7758 GfxElement[x][y] = EL_EMC_ANDROID;
7759 GfxAction[x][y] = ACTION_SHRINKING;
7760 GfxDir[x][y] = diagonal_move_dir;
7761 ChangeDelay[x][y] = change_delay;
7763 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
7766 DrawLevelGraphicAnimation(x, y, graphic);
7767 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
7769 if (Feld[newx][newy] == EL_ACID)
7771 SplashAcid(newx, newy);
7776 CreateField(newx, newy, EL_DIAGONAL_GROWING);
7778 Store[newx][newy] = EL_EMC_ANDROID;
7779 GfxElement[newx][newy] = EL_EMC_ANDROID;
7780 GfxAction[newx][newy] = ACTION_GROWING;
7781 GfxDir[newx][newy] = diagonal_move_dir;
7782 ChangeDelay[newx][newy] = change_delay;
7784 graphic = el_act_dir2img(GfxElement[newx][newy],
7785 GfxAction[newx][newy], GfxDir[newx][newy]);
7787 DrawLevelGraphicAnimation(newx, newy, graphic);
7788 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
7794 Feld[newx][newy] = EL_EMPTY;
7795 TEST_DrawLevelField(newx, newy);
7797 PlayLevelSoundAction(x, y, ACTION_DIGGING);
7800 else if (!IS_FREE(newx, newy))
7805 else if (IS_CUSTOM_ELEMENT(element) &&
7806 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7808 if (!DigFieldByCE(newx, newy, element))
7811 if (move_pattern & MV_MAZE_RUNNER_STYLE)
7813 RunnerVisit[x][y] = FrameCounter;
7814 PlayerVisit[x][y] /= 8; /* expire player visit path */
7817 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
7819 if (!IS_FREE(newx, newy))
7821 if (IS_PLAYER(x, y))
7822 DrawPlayerField(x, y);
7824 TEST_DrawLevelField(x, y);
7830 boolean wanna_flame = !RND(10);
7831 int dx = newx - x, dy = newy - y;
7832 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
7833 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
7834 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
7835 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
7836 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
7837 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
7840 IS_CLASSIC_ENEMY(element1) ||
7841 IS_CLASSIC_ENEMY(element2)) &&
7842 element1 != EL_DRAGON && element2 != EL_DRAGON &&
7843 element1 != EL_FLAMES && element2 != EL_FLAMES)
7845 ResetGfxAnimation(x, y);
7846 GfxAction[x][y] = ACTION_ATTACKING;
7848 if (IS_PLAYER(x, y))
7849 DrawPlayerField(x, y);
7851 TEST_DrawLevelField(x, y);
7853 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
7855 MovDelay[x][y] = 50;
7857 Feld[newx][newy] = EL_FLAMES;
7858 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
7859 Feld[newx1][newy1] = EL_FLAMES;
7860 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
7861 Feld[newx2][newy2] = EL_FLAMES;
7867 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7868 Feld[newx][newy] == EL_DIAMOND)
7870 if (IS_MOVING(newx, newy))
7871 RemoveMovingField(newx, newy);
7874 Feld[newx][newy] = EL_EMPTY;
7875 TEST_DrawLevelField(newx, newy);
7878 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
7880 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7881 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
7883 if (AmoebaNr[newx][newy])
7885 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7886 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7887 Feld[newx][newy] == EL_BD_AMOEBA)
7888 AmoebaCnt[AmoebaNr[newx][newy]]--;
7891 if (IS_MOVING(newx, newy))
7893 RemoveMovingField(newx, newy);
7897 Feld[newx][newy] = EL_EMPTY;
7898 TEST_DrawLevelField(newx, newy);
7901 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
7903 else if ((element == EL_PACMAN || element == EL_MOLE)
7904 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
7906 if (AmoebaNr[newx][newy])
7908 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7909 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7910 Feld[newx][newy] == EL_BD_AMOEBA)
7911 AmoebaCnt[AmoebaNr[newx][newy]]--;
7914 if (element == EL_MOLE)
7916 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
7917 PlayLevelSound(x, y, SND_MOLE_DIGGING);
7919 ResetGfxAnimation(x, y);
7920 GfxAction[x][y] = ACTION_DIGGING;
7921 TEST_DrawLevelField(x, y);
7923 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
7925 return; /* wait for shrinking amoeba */
7927 else /* element == EL_PACMAN */
7929 Feld[newx][newy] = EL_EMPTY;
7930 TEST_DrawLevelField(newx, newy);
7931 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
7934 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
7935 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
7936 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
7938 /* wait for shrinking amoeba to completely disappear */
7941 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
7943 /* object was running against a wall */
7947 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
7948 DrawLevelElementAnimation(x, y, element);
7950 if (DONT_TOUCH(element))
7951 TestIfBadThingTouchesPlayer(x, y);
7956 InitMovingField(x, y, MovDir[x][y]);
7958 PlayLevelSoundAction(x, y, ACTION_MOVING);
7962 ContinueMoving(x, y);
7965 void ContinueMoving(int x, int y)
7967 int element = Feld[x][y];
7968 struct ElementInfo *ei = &element_info[element];
7969 int direction = MovDir[x][y];
7970 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
7971 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
7972 int newx = x + dx, newy = y + dy;
7973 int stored = Store[x][y];
7974 int stored_new = Store[newx][newy];
7975 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
7976 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
7977 boolean last_line = (newy == lev_fieldy - 1);
7979 MovPos[x][y] += getElementMoveStepsize(x, y);
7981 if (pushed_by_player) /* special case: moving object pushed by player */
7982 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
7984 if (ABS(MovPos[x][y]) < TILEX)
7986 TEST_DrawLevelField(x, y);
7988 return; /* element is still moving */
7991 /* element reached destination field */
7993 Feld[x][y] = EL_EMPTY;
7994 Feld[newx][newy] = element;
7995 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
7997 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
7999 element = Feld[newx][newy] = EL_ACID;
8001 else if (element == EL_MOLE)
8003 Feld[x][y] = EL_SAND;
8005 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8007 else if (element == EL_QUICKSAND_FILLING)
8009 element = Feld[newx][newy] = get_next_element(element);
8010 Store[newx][newy] = Store[x][y];
8012 else if (element == EL_QUICKSAND_EMPTYING)
8014 Feld[x][y] = get_next_element(element);
8015 element = Feld[newx][newy] = Store[x][y];
8017 else if (element == EL_QUICKSAND_FAST_FILLING)
8019 element = Feld[newx][newy] = get_next_element(element);
8020 Store[newx][newy] = Store[x][y];
8022 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8024 Feld[x][y] = get_next_element(element);
8025 element = Feld[newx][newy] = Store[x][y];
8027 else if (element == EL_MAGIC_WALL_FILLING)
8029 element = Feld[newx][newy] = get_next_element(element);
8030 if (!game.magic_wall_active)
8031 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8032 Store[newx][newy] = Store[x][y];
8034 else if (element == EL_MAGIC_WALL_EMPTYING)
8036 Feld[x][y] = get_next_element(element);
8037 if (!game.magic_wall_active)
8038 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8039 element = Feld[newx][newy] = Store[x][y];
8041 InitField(newx, newy, FALSE);
8043 else if (element == EL_BD_MAGIC_WALL_FILLING)
8045 element = Feld[newx][newy] = get_next_element(element);
8046 if (!game.magic_wall_active)
8047 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8048 Store[newx][newy] = Store[x][y];
8050 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8052 Feld[x][y] = get_next_element(element);
8053 if (!game.magic_wall_active)
8054 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8055 element = Feld[newx][newy] = Store[x][y];
8057 InitField(newx, newy, FALSE);
8059 else if (element == EL_DC_MAGIC_WALL_FILLING)
8061 element = Feld[newx][newy] = get_next_element(element);
8062 if (!game.magic_wall_active)
8063 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8064 Store[newx][newy] = Store[x][y];
8066 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8068 Feld[x][y] = get_next_element(element);
8069 if (!game.magic_wall_active)
8070 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8071 element = Feld[newx][newy] = Store[x][y];
8073 InitField(newx, newy, FALSE);
8075 else if (element == EL_AMOEBA_DROPPING)
8077 Feld[x][y] = get_next_element(element);
8078 element = Feld[newx][newy] = Store[x][y];
8080 else if (element == EL_SOKOBAN_OBJECT)
8083 Feld[x][y] = Back[x][y];
8085 if (Back[newx][newy])
8086 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8088 Back[x][y] = Back[newx][newy] = 0;
8091 Store[x][y] = EL_EMPTY;
8096 MovDelay[newx][newy] = 0;
8098 if (CAN_CHANGE_OR_HAS_ACTION(element))
8100 /* copy element change control values to new field */
8101 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8102 ChangePage[newx][newy] = ChangePage[x][y];
8103 ChangeCount[newx][newy] = ChangeCount[x][y];
8104 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8107 CustomValue[newx][newy] = CustomValue[x][y];
8109 ChangeDelay[x][y] = 0;
8110 ChangePage[x][y] = -1;
8111 ChangeCount[x][y] = 0;
8112 ChangeEvent[x][y] = -1;
8114 CustomValue[x][y] = 0;
8116 /* copy animation control values to new field */
8117 GfxFrame[newx][newy] = GfxFrame[x][y];
8118 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8119 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8120 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8122 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8124 /* some elements can leave other elements behind after moving */
8125 if (ei->move_leave_element != EL_EMPTY &&
8126 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8127 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8129 int move_leave_element = ei->move_leave_element;
8131 /* this makes it possible to leave the removed element again */
8132 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8133 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8135 Feld[x][y] = move_leave_element;
8137 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8138 MovDir[x][y] = direction;
8140 InitField(x, y, FALSE);
8142 if (GFX_CRUMBLED(Feld[x][y]))
8143 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8145 if (ELEM_IS_PLAYER(move_leave_element))
8146 RelocatePlayer(x, y, move_leave_element);
8149 /* do this after checking for left-behind element */
8150 ResetGfxAnimation(x, y); /* reset animation values for old field */
8152 if (!CAN_MOVE(element) ||
8153 (CAN_FALL(element) && direction == MV_DOWN &&
8154 (element == EL_SPRING ||
8155 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8156 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8157 GfxDir[x][y] = MovDir[newx][newy] = 0;
8159 TEST_DrawLevelField(x, y);
8160 TEST_DrawLevelField(newx, newy);
8162 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8164 /* prevent pushed element from moving on in pushed direction */
8165 if (pushed_by_player && CAN_MOVE(element) &&
8166 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8167 !(element_info[element].move_pattern & direction))
8168 TurnRound(newx, newy);
8170 /* prevent elements on conveyor belt from moving on in last direction */
8171 if (pushed_by_conveyor && CAN_FALL(element) &&
8172 direction & MV_HORIZONTAL)
8173 MovDir[newx][newy] = 0;
8175 if (!pushed_by_player)
8177 int nextx = newx + dx, nexty = newy + dy;
8178 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8180 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8182 if (CAN_FALL(element) && direction == MV_DOWN)
8183 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8185 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8186 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8188 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8189 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8192 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8194 TestIfBadThingTouchesPlayer(newx, newy);
8195 TestIfBadThingTouchesFriend(newx, newy);
8197 if (!IS_CUSTOM_ELEMENT(element))
8198 TestIfBadThingTouchesOtherBadThing(newx, newy);
8200 else if (element == EL_PENGUIN)
8201 TestIfFriendTouchesBadThing(newx, newy);
8203 if (DONT_GET_HIT_BY(element))
8205 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8208 /* give the player one last chance (one more frame) to move away */
8209 if (CAN_FALL(element) && direction == MV_DOWN &&
8210 (last_line || (!IS_FREE(x, newy + 1) &&
8211 (!IS_PLAYER(x, newy + 1) ||
8212 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8215 if (pushed_by_player && !game.use_change_when_pushing_bug)
8217 int push_side = MV_DIR_OPPOSITE(direction);
8218 struct PlayerInfo *player = PLAYERINFO(x, y);
8220 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8221 player->index_bit, push_side);
8222 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8223 player->index_bit, push_side);
8226 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8227 MovDelay[newx][newy] = 1;
8229 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8231 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8232 TestIfElementHitsCustomElement(newx, newy, direction);
8233 TestIfPlayerTouchesCustomElement(newx, newy);
8234 TestIfElementTouchesCustomElement(newx, newy);
8236 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8237 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8238 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8239 MV_DIR_OPPOSITE(direction));
8242 int AmoebeNachbarNr(int ax, int ay)
8245 int element = Feld[ax][ay];
8247 static int xy[4][2] =
8255 for (i = 0; i < NUM_DIRECTIONS; i++)
8257 int x = ax + xy[i][0];
8258 int y = ay + xy[i][1];
8260 if (!IN_LEV_FIELD(x, y))
8263 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8264 group_nr = AmoebaNr[x][y];
8270 void AmoebenVereinigen(int ax, int ay)
8272 int i, x, y, xx, yy;
8273 int new_group_nr = AmoebaNr[ax][ay];
8274 static int xy[4][2] =
8282 if (new_group_nr == 0)
8285 for (i = 0; i < NUM_DIRECTIONS; i++)
8290 if (!IN_LEV_FIELD(x, y))
8293 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8294 Feld[x][y] == EL_BD_AMOEBA ||
8295 Feld[x][y] == EL_AMOEBA_DEAD) &&
8296 AmoebaNr[x][y] != new_group_nr)
8298 int old_group_nr = AmoebaNr[x][y];
8300 if (old_group_nr == 0)
8303 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8304 AmoebaCnt[old_group_nr] = 0;
8305 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8306 AmoebaCnt2[old_group_nr] = 0;
8308 SCAN_PLAYFIELD(xx, yy)
8310 if (AmoebaNr[xx][yy] == old_group_nr)
8311 AmoebaNr[xx][yy] = new_group_nr;
8317 void AmoebeUmwandeln(int ax, int ay)
8321 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8323 int group_nr = AmoebaNr[ax][ay];
8328 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8329 printf("AmoebeUmwandeln(): This should never happen!\n");
8334 SCAN_PLAYFIELD(x, y)
8336 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8339 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8343 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8344 SND_AMOEBA_TURNING_TO_GEM :
8345 SND_AMOEBA_TURNING_TO_ROCK));
8350 static int xy[4][2] =
8358 for (i = 0; i < NUM_DIRECTIONS; i++)
8363 if (!IN_LEV_FIELD(x, y))
8366 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8368 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8369 SND_AMOEBA_TURNING_TO_GEM :
8370 SND_AMOEBA_TURNING_TO_ROCK));
8377 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8380 int group_nr = AmoebaNr[ax][ay];
8381 boolean done = FALSE;
8386 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8387 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8392 SCAN_PLAYFIELD(x, y)
8394 if (AmoebaNr[x][y] == group_nr &&
8395 (Feld[x][y] == EL_AMOEBA_DEAD ||
8396 Feld[x][y] == EL_BD_AMOEBA ||
8397 Feld[x][y] == EL_AMOEBA_GROWING))
8400 Feld[x][y] = new_element;
8401 InitField(x, y, FALSE);
8402 TEST_DrawLevelField(x, y);
8408 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8409 SND_BD_AMOEBA_TURNING_TO_ROCK :
8410 SND_BD_AMOEBA_TURNING_TO_GEM));
8413 void AmoebeWaechst(int x, int y)
8415 static unsigned int sound_delay = 0;
8416 static unsigned int sound_delay_value = 0;
8418 if (!MovDelay[x][y]) /* start new growing cycle */
8422 if (DelayReached(&sound_delay, sound_delay_value))
8424 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8425 sound_delay_value = 30;
8429 if (MovDelay[x][y]) /* wait some time before growing bigger */
8432 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8434 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8435 6 - MovDelay[x][y]);
8437 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8440 if (!MovDelay[x][y])
8442 Feld[x][y] = Store[x][y];
8444 TEST_DrawLevelField(x, y);
8449 void AmoebaDisappearing(int x, int y)
8451 static unsigned int sound_delay = 0;
8452 static unsigned int sound_delay_value = 0;
8454 if (!MovDelay[x][y]) /* start new shrinking cycle */
8458 if (DelayReached(&sound_delay, sound_delay_value))
8459 sound_delay_value = 30;
8462 if (MovDelay[x][y]) /* wait some time before shrinking */
8465 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8467 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8468 6 - MovDelay[x][y]);
8470 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8473 if (!MovDelay[x][y])
8475 Feld[x][y] = EL_EMPTY;
8476 TEST_DrawLevelField(x, y);
8478 /* don't let mole enter this field in this cycle;
8479 (give priority to objects falling to this field from above) */
8485 void AmoebeAbleger(int ax, int ay)
8488 int element = Feld[ax][ay];
8489 int graphic = el2img(element);
8490 int newax = ax, neway = ay;
8491 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8492 static int xy[4][2] =
8500 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8502 Feld[ax][ay] = EL_AMOEBA_DEAD;
8503 TEST_DrawLevelField(ax, ay);
8507 if (IS_ANIMATED(graphic))
8508 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8510 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8511 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8513 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8516 if (MovDelay[ax][ay])
8520 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8523 int x = ax + xy[start][0];
8524 int y = ay + xy[start][1];
8526 if (!IN_LEV_FIELD(x, y))
8529 if (IS_FREE(x, y) ||
8530 CAN_GROW_INTO(Feld[x][y]) ||
8531 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8532 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8538 if (newax == ax && neway == ay)
8541 else /* normal or "filled" (BD style) amoeba */
8544 boolean waiting_for_player = FALSE;
8546 for (i = 0; i < NUM_DIRECTIONS; i++)
8548 int j = (start + i) % 4;
8549 int x = ax + xy[j][0];
8550 int y = ay + xy[j][1];
8552 if (!IN_LEV_FIELD(x, y))
8555 if (IS_FREE(x, y) ||
8556 CAN_GROW_INTO(Feld[x][y]) ||
8557 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8558 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8564 else if (IS_PLAYER(x, y))
8565 waiting_for_player = TRUE;
8568 if (newax == ax && neway == ay) /* amoeba cannot grow */
8570 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8572 Feld[ax][ay] = EL_AMOEBA_DEAD;
8573 TEST_DrawLevelField(ax, ay);
8574 AmoebaCnt[AmoebaNr[ax][ay]]--;
8576 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8578 if (element == EL_AMOEBA_FULL)
8579 AmoebeUmwandeln(ax, ay);
8580 else if (element == EL_BD_AMOEBA)
8581 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8586 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8588 /* amoeba gets larger by growing in some direction */
8590 int new_group_nr = AmoebaNr[ax][ay];
8593 if (new_group_nr == 0)
8595 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8596 printf("AmoebeAbleger(): This should never happen!\n");
8601 AmoebaNr[newax][neway] = new_group_nr;
8602 AmoebaCnt[new_group_nr]++;
8603 AmoebaCnt2[new_group_nr]++;
8605 /* if amoeba touches other amoeba(s) after growing, unify them */
8606 AmoebenVereinigen(newax, neway);
8608 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8610 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8616 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8617 (neway == lev_fieldy - 1 && newax != ax))
8619 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8620 Store[newax][neway] = element;
8622 else if (neway == ay || element == EL_EMC_DRIPPER)
8624 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8626 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8630 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8631 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8632 Store[ax][ay] = EL_AMOEBA_DROP;
8633 ContinueMoving(ax, ay);
8637 TEST_DrawLevelField(newax, neway);
8640 void Life(int ax, int ay)
8644 int element = Feld[ax][ay];
8645 int graphic = el2img(element);
8646 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8648 boolean changed = FALSE;
8650 if (IS_ANIMATED(graphic))
8651 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8656 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8657 MovDelay[ax][ay] = life_time;
8659 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8662 if (MovDelay[ax][ay])
8666 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8668 int xx = ax+x1, yy = ay+y1;
8671 if (!IN_LEV_FIELD(xx, yy))
8674 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8676 int x = xx+x2, y = yy+y2;
8678 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8681 if (((Feld[x][y] == element ||
8682 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8684 (IS_FREE(x, y) && Stop[x][y]))
8688 if (xx == ax && yy == ay) /* field in the middle */
8690 if (nachbarn < life_parameter[0] ||
8691 nachbarn > life_parameter[1])
8693 Feld[xx][yy] = EL_EMPTY;
8695 TEST_DrawLevelField(xx, yy);
8696 Stop[xx][yy] = TRUE;
8700 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8701 { /* free border field */
8702 if (nachbarn >= life_parameter[2] &&
8703 nachbarn <= life_parameter[3])
8705 Feld[xx][yy] = element;
8706 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8708 TEST_DrawLevelField(xx, yy);
8709 Stop[xx][yy] = TRUE;
8716 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8717 SND_GAME_OF_LIFE_GROWING);
8720 static void InitRobotWheel(int x, int y)
8722 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8725 static void RunRobotWheel(int x, int y)
8727 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8730 static void StopRobotWheel(int x, int y)
8732 if (ZX == x && ZY == y)
8736 game.robot_wheel_active = FALSE;
8740 static void InitTimegateWheel(int x, int y)
8742 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8745 static void RunTimegateWheel(int x, int y)
8747 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
8750 static void InitMagicBallDelay(int x, int y)
8752 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
8755 static void ActivateMagicBall(int bx, int by)
8759 if (level.ball_random)
8761 int pos_border = RND(8); /* select one of the eight border elements */
8762 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
8763 int xx = pos_content % 3;
8764 int yy = pos_content / 3;
8769 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8770 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8774 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
8776 int xx = x - bx + 1;
8777 int yy = y - by + 1;
8779 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8780 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8784 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
8787 void CheckExit(int x, int y)
8789 if (local_player->gems_still_needed > 0 ||
8790 local_player->sokobanfields_still_needed > 0 ||
8791 local_player->lights_still_needed > 0)
8793 int element = Feld[x][y];
8794 int graphic = el2img(element);
8796 if (IS_ANIMATED(graphic))
8797 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8802 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8805 Feld[x][y] = EL_EXIT_OPENING;
8807 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
8810 void CheckExitEM(int x, int y)
8812 if (local_player->gems_still_needed > 0 ||
8813 local_player->sokobanfields_still_needed > 0 ||
8814 local_player->lights_still_needed > 0)
8816 int element = Feld[x][y];
8817 int graphic = el2img(element);
8819 if (IS_ANIMATED(graphic))
8820 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8825 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8828 Feld[x][y] = EL_EM_EXIT_OPENING;
8830 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
8833 void CheckExitSteel(int x, int y)
8835 if (local_player->gems_still_needed > 0 ||
8836 local_player->sokobanfields_still_needed > 0 ||
8837 local_player->lights_still_needed > 0)
8839 int element = Feld[x][y];
8840 int graphic = el2img(element);
8842 if (IS_ANIMATED(graphic))
8843 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8848 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8851 Feld[x][y] = EL_STEEL_EXIT_OPENING;
8853 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
8856 void CheckExitSteelEM(int x, int y)
8858 if (local_player->gems_still_needed > 0 ||
8859 local_player->sokobanfields_still_needed > 0 ||
8860 local_player->lights_still_needed > 0)
8862 int element = Feld[x][y];
8863 int graphic = el2img(element);
8865 if (IS_ANIMATED(graphic))
8866 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8871 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8874 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
8876 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
8879 void CheckExitSP(int x, int y)
8881 if (local_player->gems_still_needed > 0)
8883 int element = Feld[x][y];
8884 int graphic = el2img(element);
8886 if (IS_ANIMATED(graphic))
8887 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8892 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8895 Feld[x][y] = EL_SP_EXIT_OPENING;
8897 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
8900 static void CloseAllOpenTimegates()
8904 SCAN_PLAYFIELD(x, y)
8906 int element = Feld[x][y];
8908 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
8910 Feld[x][y] = EL_TIMEGATE_CLOSING;
8912 PlayLevelSoundAction(x, y, ACTION_CLOSING);
8917 void DrawTwinkleOnField(int x, int y)
8919 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
8922 if (Feld[x][y] == EL_BD_DIAMOND)
8925 if (MovDelay[x][y] == 0) /* next animation frame */
8926 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
8928 if (MovDelay[x][y] != 0) /* wait some time before next frame */
8932 DrawLevelElementAnimation(x, y, Feld[x][y]);
8934 if (MovDelay[x][y] != 0)
8936 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
8937 10 - MovDelay[x][y]);
8939 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
8944 void MauerWaechst(int x, int y)
8948 if (!MovDelay[x][y]) /* next animation frame */
8949 MovDelay[x][y] = 3 * delay;
8951 if (MovDelay[x][y]) /* wait some time before next frame */
8955 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8957 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
8958 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
8960 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
8963 if (!MovDelay[x][y])
8965 if (MovDir[x][y] == MV_LEFT)
8967 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
8968 TEST_DrawLevelField(x - 1, y);
8970 else if (MovDir[x][y] == MV_RIGHT)
8972 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
8973 TEST_DrawLevelField(x + 1, y);
8975 else if (MovDir[x][y] == MV_UP)
8977 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
8978 TEST_DrawLevelField(x, y - 1);
8982 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
8983 TEST_DrawLevelField(x, y + 1);
8986 Feld[x][y] = Store[x][y];
8988 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8989 TEST_DrawLevelField(x, y);
8994 void MauerAbleger(int ax, int ay)
8996 int element = Feld[ax][ay];
8997 int graphic = el2img(element);
8998 boolean oben_frei = FALSE, unten_frei = FALSE;
8999 boolean links_frei = FALSE, rechts_frei = FALSE;
9000 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9001 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9002 boolean new_wall = FALSE;
9004 if (IS_ANIMATED(graphic))
9005 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9007 if (!MovDelay[ax][ay]) /* start building new wall */
9008 MovDelay[ax][ay] = 6;
9010 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9013 if (MovDelay[ax][ay])
9017 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9019 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9021 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9023 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9026 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9027 element == EL_EXPANDABLE_WALL_ANY)
9031 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9032 Store[ax][ay-1] = element;
9033 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9034 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9035 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9036 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9041 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9042 Store[ax][ay+1] = element;
9043 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9044 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9045 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9046 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9051 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9052 element == EL_EXPANDABLE_WALL_ANY ||
9053 element == EL_EXPANDABLE_WALL ||
9054 element == EL_BD_EXPANDABLE_WALL)
9058 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9059 Store[ax-1][ay] = element;
9060 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9061 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9062 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9063 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9069 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9070 Store[ax+1][ay] = element;
9071 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9072 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9073 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9074 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9079 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9080 TEST_DrawLevelField(ax, ay);
9082 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9084 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9085 unten_massiv = TRUE;
9086 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9087 links_massiv = TRUE;
9088 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9089 rechts_massiv = TRUE;
9091 if (((oben_massiv && unten_massiv) ||
9092 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9093 element == EL_EXPANDABLE_WALL) &&
9094 ((links_massiv && rechts_massiv) ||
9095 element == EL_EXPANDABLE_WALL_VERTICAL))
9096 Feld[ax][ay] = EL_WALL;
9099 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9102 void MauerAblegerStahl(int ax, int ay)
9104 int element = Feld[ax][ay];
9105 int graphic = el2img(element);
9106 boolean oben_frei = FALSE, unten_frei = FALSE;
9107 boolean links_frei = FALSE, rechts_frei = FALSE;
9108 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9109 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9110 boolean new_wall = FALSE;
9112 if (IS_ANIMATED(graphic))
9113 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9115 if (!MovDelay[ax][ay]) /* start building new wall */
9116 MovDelay[ax][ay] = 6;
9118 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9121 if (MovDelay[ax][ay])
9125 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9127 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9129 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9131 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9134 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9135 element == EL_EXPANDABLE_STEELWALL_ANY)
9139 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9140 Store[ax][ay-1] = element;
9141 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9142 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9143 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9144 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9149 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9150 Store[ax][ay+1] = element;
9151 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9152 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9153 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9154 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9159 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9160 element == EL_EXPANDABLE_STEELWALL_ANY)
9164 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9165 Store[ax-1][ay] = element;
9166 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9167 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9168 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9169 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9175 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9176 Store[ax+1][ay] = element;
9177 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9178 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9179 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9180 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9185 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9187 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9188 unten_massiv = TRUE;
9189 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9190 links_massiv = TRUE;
9191 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9192 rechts_massiv = TRUE;
9194 if (((oben_massiv && unten_massiv) ||
9195 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9196 ((links_massiv && rechts_massiv) ||
9197 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9198 Feld[ax][ay] = EL_STEELWALL;
9201 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9204 void CheckForDragon(int x, int y)
9207 boolean dragon_found = FALSE;
9208 static int xy[4][2] =
9216 for (i = 0; i < NUM_DIRECTIONS; i++)
9218 for (j = 0; j < 4; j++)
9220 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9222 if (IN_LEV_FIELD(xx, yy) &&
9223 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9225 if (Feld[xx][yy] == EL_DRAGON)
9226 dragon_found = TRUE;
9235 for (i = 0; i < NUM_DIRECTIONS; i++)
9237 for (j = 0; j < 3; j++)
9239 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9241 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9243 Feld[xx][yy] = EL_EMPTY;
9244 TEST_DrawLevelField(xx, yy);
9253 static void InitBuggyBase(int x, int y)
9255 int element = Feld[x][y];
9256 int activating_delay = FRAMES_PER_SECOND / 4;
9259 (element == EL_SP_BUGGY_BASE ?
9260 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9261 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9263 element == EL_SP_BUGGY_BASE_ACTIVE ?
9264 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9267 static void WarnBuggyBase(int x, int y)
9270 static int xy[4][2] =
9278 for (i = 0; i < NUM_DIRECTIONS; i++)
9280 int xx = x + xy[i][0];
9281 int yy = y + xy[i][1];
9283 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9285 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9292 static void InitTrap(int x, int y)
9294 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9297 static void ActivateTrap(int x, int y)
9299 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9302 static void ChangeActiveTrap(int x, int y)
9304 int graphic = IMG_TRAP_ACTIVE;
9306 /* if new animation frame was drawn, correct crumbled sand border */
9307 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9308 TEST_DrawLevelFieldCrumbled(x, y);
9311 static int getSpecialActionElement(int element, int number, int base_element)
9313 return (element != EL_EMPTY ? element :
9314 number != -1 ? base_element + number - 1 :
9318 static int getModifiedActionNumber(int value_old, int operator, int operand,
9319 int value_min, int value_max)
9321 int value_new = (operator == CA_MODE_SET ? operand :
9322 operator == CA_MODE_ADD ? value_old + operand :
9323 operator == CA_MODE_SUBTRACT ? value_old - operand :
9324 operator == CA_MODE_MULTIPLY ? value_old * operand :
9325 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9326 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9329 return (value_new < value_min ? value_min :
9330 value_new > value_max ? value_max :
9334 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9336 struct ElementInfo *ei = &element_info[element];
9337 struct ElementChangeInfo *change = &ei->change_page[page];
9338 int target_element = change->target_element;
9339 int action_type = change->action_type;
9340 int action_mode = change->action_mode;
9341 int action_arg = change->action_arg;
9342 int action_element = change->action_element;
9345 if (!change->has_action)
9348 /* ---------- determine action paramater values -------------------------- */
9350 int level_time_value =
9351 (level.time > 0 ? TimeLeft :
9354 int action_arg_element_raw =
9355 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9356 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9357 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9358 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9359 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9360 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9361 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9363 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9365 int action_arg_direction =
9366 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9367 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9368 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9369 change->actual_trigger_side :
9370 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9371 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9374 int action_arg_number_min =
9375 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9378 int action_arg_number_max =
9379 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9380 action_type == CA_SET_LEVEL_GEMS ? 999 :
9381 action_type == CA_SET_LEVEL_TIME ? 9999 :
9382 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9383 action_type == CA_SET_CE_VALUE ? 9999 :
9384 action_type == CA_SET_CE_SCORE ? 9999 :
9387 int action_arg_number_reset =
9388 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9389 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9390 action_type == CA_SET_LEVEL_TIME ? level.time :
9391 action_type == CA_SET_LEVEL_SCORE ? 0 :
9392 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9393 action_type == CA_SET_CE_SCORE ? 0 :
9396 int action_arg_number =
9397 (action_arg <= CA_ARG_MAX ? action_arg :
9398 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9399 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9400 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9401 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9402 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9403 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9404 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9405 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9406 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9407 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9408 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9409 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9410 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9411 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9412 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9413 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9414 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9415 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9416 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9417 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9418 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9421 int action_arg_number_old =
9422 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9423 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9424 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9425 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9426 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9429 int action_arg_number_new =
9430 getModifiedActionNumber(action_arg_number_old,
9431 action_mode, action_arg_number,
9432 action_arg_number_min, action_arg_number_max);
9434 int trigger_player_bits =
9435 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9436 change->actual_trigger_player_bits : change->trigger_player);
9438 int action_arg_player_bits =
9439 (action_arg >= CA_ARG_PLAYER_1 &&
9440 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9441 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9442 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9445 /* ---------- execute action -------------------------------------------- */
9447 switch (action_type)
9454 /* ---------- level actions ------------------------------------------- */
9456 case CA_RESTART_LEVEL:
9458 game.restart_level = TRUE;
9463 case CA_SHOW_ENVELOPE:
9465 int element = getSpecialActionElement(action_arg_element,
9466 action_arg_number, EL_ENVELOPE_1);
9468 if (IS_ENVELOPE(element))
9469 local_player->show_envelope = element;
9474 case CA_SET_LEVEL_TIME:
9476 if (level.time > 0) /* only modify limited time value */
9478 TimeLeft = action_arg_number_new;
9480 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9482 DisplayGameControlValues();
9484 if (!TimeLeft && setup.time_limit)
9485 for (i = 0; i < MAX_PLAYERS; i++)
9486 KillPlayer(&stored_player[i]);
9492 case CA_SET_LEVEL_SCORE:
9494 local_player->score = action_arg_number_new;
9496 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9498 DisplayGameControlValues();
9503 case CA_SET_LEVEL_GEMS:
9505 local_player->gems_still_needed = action_arg_number_new;
9507 game.snapshot.collected_item = TRUE;
9509 game_panel_controls[GAME_PANEL_GEMS].value =
9510 local_player->gems_still_needed;
9512 DisplayGameControlValues();
9517 case CA_SET_LEVEL_WIND:
9519 game.wind_direction = action_arg_direction;
9524 case CA_SET_LEVEL_RANDOM_SEED:
9526 /* ensure that setting a new random seed while playing is predictable */
9527 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9532 /* ---------- player actions ------------------------------------------ */
9534 case CA_MOVE_PLAYER:
9536 /* automatically move to the next field in specified direction */
9537 for (i = 0; i < MAX_PLAYERS; i++)
9538 if (trigger_player_bits & (1 << i))
9539 stored_player[i].programmed_action = action_arg_direction;
9544 case CA_EXIT_PLAYER:
9546 for (i = 0; i < MAX_PLAYERS; i++)
9547 if (action_arg_player_bits & (1 << i))
9548 PlayerWins(&stored_player[i]);
9553 case CA_KILL_PLAYER:
9555 for (i = 0; i < MAX_PLAYERS; i++)
9556 if (action_arg_player_bits & (1 << i))
9557 KillPlayer(&stored_player[i]);
9562 case CA_SET_PLAYER_KEYS:
9564 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9565 int element = getSpecialActionElement(action_arg_element,
9566 action_arg_number, EL_KEY_1);
9568 if (IS_KEY(element))
9570 for (i = 0; i < MAX_PLAYERS; i++)
9572 if (trigger_player_bits & (1 << i))
9574 stored_player[i].key[KEY_NR(element)] = key_state;
9576 DrawGameDoorValues();
9584 case CA_SET_PLAYER_SPEED:
9586 for (i = 0; i < MAX_PLAYERS; i++)
9588 if (trigger_player_bits & (1 << i))
9590 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9592 if (action_arg == CA_ARG_SPEED_FASTER &&
9593 stored_player[i].cannot_move)
9595 action_arg_number = STEPSIZE_VERY_SLOW;
9597 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9598 action_arg == CA_ARG_SPEED_FASTER)
9600 action_arg_number = 2;
9601 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9604 else if (action_arg == CA_ARG_NUMBER_RESET)
9606 action_arg_number = level.initial_player_stepsize[i];
9610 getModifiedActionNumber(move_stepsize,
9613 action_arg_number_min,
9614 action_arg_number_max);
9616 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9623 case CA_SET_PLAYER_SHIELD:
9625 for (i = 0; i < MAX_PLAYERS; i++)
9627 if (trigger_player_bits & (1 << i))
9629 if (action_arg == CA_ARG_SHIELD_OFF)
9631 stored_player[i].shield_normal_time_left = 0;
9632 stored_player[i].shield_deadly_time_left = 0;
9634 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9636 stored_player[i].shield_normal_time_left = 999999;
9638 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9640 stored_player[i].shield_normal_time_left = 999999;
9641 stored_player[i].shield_deadly_time_left = 999999;
9649 case CA_SET_PLAYER_GRAVITY:
9651 for (i = 0; i < MAX_PLAYERS; i++)
9653 if (trigger_player_bits & (1 << i))
9655 stored_player[i].gravity =
9656 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9657 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9658 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9659 stored_player[i].gravity);
9666 case CA_SET_PLAYER_ARTWORK:
9668 for (i = 0; i < MAX_PLAYERS; i++)
9670 if (trigger_player_bits & (1 << i))
9672 int artwork_element = action_arg_element;
9674 if (action_arg == CA_ARG_ELEMENT_RESET)
9676 (level.use_artwork_element[i] ? level.artwork_element[i] :
9677 stored_player[i].element_nr);
9679 if (stored_player[i].artwork_element != artwork_element)
9680 stored_player[i].Frame = 0;
9682 stored_player[i].artwork_element = artwork_element;
9684 SetPlayerWaiting(&stored_player[i], FALSE);
9686 /* set number of special actions for bored and sleeping animation */
9687 stored_player[i].num_special_action_bored =
9688 get_num_special_action(artwork_element,
9689 ACTION_BORING_1, ACTION_BORING_LAST);
9690 stored_player[i].num_special_action_sleeping =
9691 get_num_special_action(artwork_element,
9692 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9699 case CA_SET_PLAYER_INVENTORY:
9701 for (i = 0; i < MAX_PLAYERS; i++)
9703 struct PlayerInfo *player = &stored_player[i];
9706 if (trigger_player_bits & (1 << i))
9708 int inventory_element = action_arg_element;
9710 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9711 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9712 action_arg == CA_ARG_ELEMENT_ACTION)
9714 int element = inventory_element;
9715 int collect_count = element_info[element].collect_count_initial;
9717 if (!IS_CUSTOM_ELEMENT(element))
9720 if (collect_count == 0)
9721 player->inventory_infinite_element = element;
9723 for (k = 0; k < collect_count; k++)
9724 if (player->inventory_size < MAX_INVENTORY_SIZE)
9725 player->inventory_element[player->inventory_size++] =
9728 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9729 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9730 action_arg == CA_ARG_INVENTORY_RM_ACTION)
9732 if (player->inventory_infinite_element != EL_UNDEFINED &&
9733 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
9734 action_arg_element_raw))
9735 player->inventory_infinite_element = EL_UNDEFINED;
9737 for (k = 0, j = 0; j < player->inventory_size; j++)
9739 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
9740 action_arg_element_raw))
9741 player->inventory_element[k++] = player->inventory_element[j];
9744 player->inventory_size = k;
9746 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
9748 if (player->inventory_size > 0)
9750 for (j = 0; j < player->inventory_size - 1; j++)
9751 player->inventory_element[j] = player->inventory_element[j + 1];
9753 player->inventory_size--;
9756 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
9758 if (player->inventory_size > 0)
9759 player->inventory_size--;
9761 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
9763 player->inventory_infinite_element = EL_UNDEFINED;
9764 player->inventory_size = 0;
9766 else if (action_arg == CA_ARG_INVENTORY_RESET)
9768 player->inventory_infinite_element = EL_UNDEFINED;
9769 player->inventory_size = 0;
9771 if (level.use_initial_inventory[i])
9773 for (j = 0; j < level.initial_inventory_size[i]; j++)
9775 int element = level.initial_inventory_content[i][j];
9776 int collect_count = element_info[element].collect_count_initial;
9778 if (!IS_CUSTOM_ELEMENT(element))
9781 if (collect_count == 0)
9782 player->inventory_infinite_element = element;
9784 for (k = 0; k < collect_count; k++)
9785 if (player->inventory_size < MAX_INVENTORY_SIZE)
9786 player->inventory_element[player->inventory_size++] =
9797 /* ---------- CE actions ---------------------------------------------- */
9799 case CA_SET_CE_VALUE:
9801 int last_ce_value = CustomValue[x][y];
9803 CustomValue[x][y] = action_arg_number_new;
9805 if (CustomValue[x][y] != last_ce_value)
9807 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
9808 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
9810 if (CustomValue[x][y] == 0)
9812 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
9813 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
9820 case CA_SET_CE_SCORE:
9822 int last_ce_score = ei->collect_score;
9824 ei->collect_score = action_arg_number_new;
9826 if (ei->collect_score != last_ce_score)
9828 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
9829 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
9831 if (ei->collect_score == 0)
9835 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
9836 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
9839 This is a very special case that seems to be a mixture between
9840 CheckElementChange() and CheckTriggeredElementChange(): while
9841 the first one only affects single elements that are triggered
9842 directly, the second one affects multiple elements in the playfield
9843 that are triggered indirectly by another element. This is a third
9844 case: Changing the CE score always affects multiple identical CEs,
9845 so every affected CE must be checked, not only the single CE for
9846 which the CE score was changed in the first place (as every instance
9847 of that CE shares the same CE score, and therefore also can change)!
9849 SCAN_PLAYFIELD(xx, yy)
9851 if (Feld[xx][yy] == element)
9852 CheckElementChange(xx, yy, element, EL_UNDEFINED,
9853 CE_SCORE_GETS_ZERO);
9861 case CA_SET_CE_ARTWORK:
9863 int artwork_element = action_arg_element;
9864 boolean reset_frame = FALSE;
9867 if (action_arg == CA_ARG_ELEMENT_RESET)
9868 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
9871 if (ei->gfx_element != artwork_element)
9874 ei->gfx_element = artwork_element;
9876 SCAN_PLAYFIELD(xx, yy)
9878 if (Feld[xx][yy] == element)
9882 ResetGfxAnimation(xx, yy);
9883 ResetRandomAnimationValue(xx, yy);
9886 TEST_DrawLevelField(xx, yy);
9893 /* ---------- engine actions ------------------------------------------ */
9895 case CA_SET_ENGINE_SCAN_MODE:
9897 InitPlayfieldScanMode(action_arg);
9907 static void CreateFieldExt(int x, int y, int element, boolean is_change)
9909 int old_element = Feld[x][y];
9910 int new_element = GetElementFromGroupElement(element);
9911 int previous_move_direction = MovDir[x][y];
9912 int last_ce_value = CustomValue[x][y];
9913 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
9914 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
9915 boolean add_player_onto_element = (new_element_is_player &&
9916 new_element != EL_SOKOBAN_FIELD_PLAYER &&
9917 IS_WALKABLE(old_element));
9919 if (!add_player_onto_element)
9921 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
9922 RemoveMovingField(x, y);
9926 Feld[x][y] = new_element;
9928 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
9929 MovDir[x][y] = previous_move_direction;
9931 if (element_info[new_element].use_last_ce_value)
9932 CustomValue[x][y] = last_ce_value;
9934 InitField_WithBug1(x, y, FALSE);
9936 new_element = Feld[x][y]; /* element may have changed */
9938 ResetGfxAnimation(x, y);
9939 ResetRandomAnimationValue(x, y);
9941 TEST_DrawLevelField(x, y);
9943 if (GFX_CRUMBLED(new_element))
9944 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
9947 /* check if element under the player changes from accessible to unaccessible
9948 (needed for special case of dropping element which then changes) */
9949 /* (must be checked after creating new element for walkable group elements) */
9950 if (IS_PLAYER(x, y) && !player_explosion_protected &&
9951 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
9958 /* "ChangeCount" not set yet to allow "entered by player" change one time */
9959 if (new_element_is_player)
9960 RelocatePlayer(x, y, new_element);
9963 ChangeCount[x][y]++; /* count number of changes in the same frame */
9965 TestIfBadThingTouchesPlayer(x, y);
9966 TestIfPlayerTouchesCustomElement(x, y);
9967 TestIfElementTouchesCustomElement(x, y);
9970 static void CreateField(int x, int y, int element)
9972 CreateFieldExt(x, y, element, FALSE);
9975 static void CreateElementFromChange(int x, int y, int element)
9977 element = GET_VALID_RUNTIME_ELEMENT(element);
9979 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
9981 int old_element = Feld[x][y];
9983 /* prevent changed element from moving in same engine frame
9984 unless both old and new element can either fall or move */
9985 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
9986 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
9990 CreateFieldExt(x, y, element, TRUE);
9993 static boolean ChangeElement(int x, int y, int element, int page)
9995 struct ElementInfo *ei = &element_info[element];
9996 struct ElementChangeInfo *change = &ei->change_page[page];
9997 int ce_value = CustomValue[x][y];
9998 int ce_score = ei->collect_score;
10000 int old_element = Feld[x][y];
10002 /* always use default change event to prevent running into a loop */
10003 if (ChangeEvent[x][y] == -1)
10004 ChangeEvent[x][y] = CE_DELAY;
10006 if (ChangeEvent[x][y] == CE_DELAY)
10008 /* reset actual trigger element, trigger player and action element */
10009 change->actual_trigger_element = EL_EMPTY;
10010 change->actual_trigger_player = EL_EMPTY;
10011 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10012 change->actual_trigger_side = CH_SIDE_NONE;
10013 change->actual_trigger_ce_value = 0;
10014 change->actual_trigger_ce_score = 0;
10017 /* do not change elements more than a specified maximum number of changes */
10018 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10021 ChangeCount[x][y]++; /* count number of changes in the same frame */
10023 if (change->explode)
10030 if (change->use_target_content)
10032 boolean complete_replace = TRUE;
10033 boolean can_replace[3][3];
10036 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10039 boolean is_walkable;
10040 boolean is_diggable;
10041 boolean is_collectible;
10042 boolean is_removable;
10043 boolean is_destructible;
10044 int ex = x + xx - 1;
10045 int ey = y + yy - 1;
10046 int content_element = change->target_content.e[xx][yy];
10049 can_replace[xx][yy] = TRUE;
10051 if (ex == x && ey == y) /* do not check changing element itself */
10054 if (content_element == EL_EMPTY_SPACE)
10056 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10061 if (!IN_LEV_FIELD(ex, ey))
10063 can_replace[xx][yy] = FALSE;
10064 complete_replace = FALSE;
10071 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10072 e = MovingOrBlocked2Element(ex, ey);
10074 is_empty = (IS_FREE(ex, ey) ||
10075 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10077 is_walkable = (is_empty || IS_WALKABLE(e));
10078 is_diggable = (is_empty || IS_DIGGABLE(e));
10079 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10080 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10081 is_removable = (is_diggable || is_collectible);
10083 can_replace[xx][yy] =
10084 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10085 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10086 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10087 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10088 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10089 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10090 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10092 if (!can_replace[xx][yy])
10093 complete_replace = FALSE;
10096 if (!change->only_if_complete || complete_replace)
10098 boolean something_has_changed = FALSE;
10100 if (change->only_if_complete && change->use_random_replace &&
10101 RND(100) < change->random_percentage)
10104 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10106 int ex = x + xx - 1;
10107 int ey = y + yy - 1;
10108 int content_element;
10110 if (can_replace[xx][yy] && (!change->use_random_replace ||
10111 RND(100) < change->random_percentage))
10113 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10114 RemoveMovingField(ex, ey);
10116 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10118 content_element = change->target_content.e[xx][yy];
10119 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10120 ce_value, ce_score);
10122 CreateElementFromChange(ex, ey, target_element);
10124 something_has_changed = TRUE;
10126 /* for symmetry reasons, freeze newly created border elements */
10127 if (ex != x || ey != y)
10128 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10132 if (something_has_changed)
10134 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10135 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10141 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10142 ce_value, ce_score);
10144 if (element == EL_DIAGONAL_GROWING ||
10145 element == EL_DIAGONAL_SHRINKING)
10147 target_element = Store[x][y];
10149 Store[x][y] = EL_EMPTY;
10152 CreateElementFromChange(x, y, target_element);
10154 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10155 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10158 /* this uses direct change before indirect change */
10159 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10164 static void HandleElementChange(int x, int y, int page)
10166 int element = MovingOrBlocked2Element(x, y);
10167 struct ElementInfo *ei = &element_info[element];
10168 struct ElementChangeInfo *change = &ei->change_page[page];
10169 boolean handle_action_before_change = FALSE;
10172 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10173 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10176 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10177 x, y, element, element_info[element].token_name);
10178 printf("HandleElementChange(): This should never happen!\n");
10183 /* this can happen with classic bombs on walkable, changing elements */
10184 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10189 if (ChangeDelay[x][y] == 0) /* initialize element change */
10191 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10193 if (change->can_change)
10195 /* !!! not clear why graphic animation should be reset at all here !!! */
10196 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10197 /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */
10200 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10202 When using an animation frame delay of 1 (this only happens with
10203 "sp_zonk.moving.left/right" in the classic graphics), the default
10204 (non-moving) animation shows wrong animation frames (while the
10205 moving animation, like "sp_zonk.moving.left/right", is correct,
10206 so this graphical bug never shows up with the classic graphics).
10207 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10208 be drawn instead of the correct frames 0,1,2,3. This is caused by
10209 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10210 an element change: First when the change delay ("ChangeDelay[][]")
10211 counter has reached zero after decrementing, then a second time in
10212 the next frame (after "GfxFrame[][]" was already incremented) when
10213 "ChangeDelay[][]" is reset to the initial delay value again.
10215 This causes frame 0 to be drawn twice, while the last frame won't
10216 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10218 As some animations may already be cleverly designed around this bug
10219 (at least the "Snake Bite" snake tail animation does this), it cannot
10220 simply be fixed here without breaking such existing animations.
10221 Unfortunately, it cannot easily be detected if a graphics set was
10222 designed "before" or "after" the bug was fixed. As a workaround,
10223 a new graphics set option "game.graphics_engine_version" was added
10224 to be able to specify the game's major release version for which the
10225 graphics set was designed, which can then be used to decide if the
10226 bugfix should be used (version 4 and above) or not (version 3 or
10227 below, or if no version was specified at all, as with old sets).
10229 (The wrong/fixed animation frames can be tested with the test level set
10230 "test_gfxframe" and level "000", which contains a specially prepared
10231 custom element at level position (x/y) == (11/9) which uses the zonk
10232 animation mentioned above. Using "game.graphics_engine_version: 4"
10233 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10234 This can also be seen from the debug output for this test element.)
10237 /* when a custom element is about to change (for example by change delay),
10238 do not reset graphic animation when the custom element is moving */
10239 if (game.graphics_engine_version < 4 &&
10242 ResetGfxAnimation(x, y);
10243 ResetRandomAnimationValue(x, y);
10246 if (change->pre_change_function)
10247 change->pre_change_function(x, y);
10251 ChangeDelay[x][y]--;
10253 if (ChangeDelay[x][y] != 0) /* continue element change */
10255 if (change->can_change)
10257 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10259 if (IS_ANIMATED(graphic))
10260 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10262 if (change->change_function)
10263 change->change_function(x, y);
10266 else /* finish element change */
10268 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10270 page = ChangePage[x][y];
10271 ChangePage[x][y] = -1;
10273 change = &ei->change_page[page];
10276 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10278 ChangeDelay[x][y] = 1; /* try change after next move step */
10279 ChangePage[x][y] = page; /* remember page to use for change */
10284 /* special case: set new level random seed before changing element */
10285 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10286 handle_action_before_change = TRUE;
10288 if (change->has_action && handle_action_before_change)
10289 ExecuteCustomElementAction(x, y, element, page);
10291 if (change->can_change)
10293 if (ChangeElement(x, y, element, page))
10295 if (change->post_change_function)
10296 change->post_change_function(x, y);
10300 if (change->has_action && !handle_action_before_change)
10301 ExecuteCustomElementAction(x, y, element, page);
10305 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10306 int trigger_element,
10308 int trigger_player,
10312 boolean change_done_any = FALSE;
10313 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10316 if (!(trigger_events[trigger_element][trigger_event]))
10319 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10321 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10323 int element = EL_CUSTOM_START + i;
10324 boolean change_done = FALSE;
10327 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10328 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10331 for (p = 0; p < element_info[element].num_change_pages; p++)
10333 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10335 if (change->can_change_or_has_action &&
10336 change->has_event[trigger_event] &&
10337 change->trigger_side & trigger_side &&
10338 change->trigger_player & trigger_player &&
10339 change->trigger_page & trigger_page_bits &&
10340 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10342 change->actual_trigger_element = trigger_element;
10343 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10344 change->actual_trigger_player_bits = trigger_player;
10345 change->actual_trigger_side = trigger_side;
10346 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10347 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10349 if ((change->can_change && !change_done) || change->has_action)
10353 SCAN_PLAYFIELD(x, y)
10355 if (Feld[x][y] == element)
10357 if (change->can_change && !change_done)
10359 /* if element already changed in this frame, not only prevent
10360 another element change (checked in ChangeElement()), but
10361 also prevent additional element actions for this element */
10363 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10364 !level.use_action_after_change_bug)
10367 ChangeDelay[x][y] = 1;
10368 ChangeEvent[x][y] = trigger_event;
10370 HandleElementChange(x, y, p);
10372 else if (change->has_action)
10374 /* if element already changed in this frame, not only prevent
10375 another element change (checked in ChangeElement()), but
10376 also prevent additional element actions for this element */
10378 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10379 !level.use_action_after_change_bug)
10382 ExecuteCustomElementAction(x, y, element, p);
10383 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10388 if (change->can_change)
10390 change_done = TRUE;
10391 change_done_any = TRUE;
10398 RECURSION_LOOP_DETECTION_END();
10400 return change_done_any;
10403 static boolean CheckElementChangeExt(int x, int y,
10405 int trigger_element,
10407 int trigger_player,
10410 boolean change_done = FALSE;
10413 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10414 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10417 if (Feld[x][y] == EL_BLOCKED)
10419 Blocked2Moving(x, y, &x, &y);
10420 element = Feld[x][y];
10423 /* check if element has already changed or is about to change after moving */
10424 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10425 Feld[x][y] != element) ||
10427 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10428 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10429 ChangePage[x][y] != -1)))
10432 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10434 for (p = 0; p < element_info[element].num_change_pages; p++)
10436 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10438 /* check trigger element for all events where the element that is checked
10439 for changing interacts with a directly adjacent element -- this is
10440 different to element changes that affect other elements to change on the
10441 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10442 boolean check_trigger_element =
10443 (trigger_event == CE_TOUCHING_X ||
10444 trigger_event == CE_HITTING_X ||
10445 trigger_event == CE_HIT_BY_X ||
10446 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10448 if (change->can_change_or_has_action &&
10449 change->has_event[trigger_event] &&
10450 change->trigger_side & trigger_side &&
10451 change->trigger_player & trigger_player &&
10452 (!check_trigger_element ||
10453 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10455 change->actual_trigger_element = trigger_element;
10456 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10457 change->actual_trigger_player_bits = trigger_player;
10458 change->actual_trigger_side = trigger_side;
10459 change->actual_trigger_ce_value = CustomValue[x][y];
10460 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10462 /* special case: trigger element not at (x,y) position for some events */
10463 if (check_trigger_element)
10475 { 0, 0 }, { 0, 0 }, { 0, 0 },
10479 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10480 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10482 change->actual_trigger_ce_value = CustomValue[xx][yy];
10483 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10486 if (change->can_change && !change_done)
10488 ChangeDelay[x][y] = 1;
10489 ChangeEvent[x][y] = trigger_event;
10491 HandleElementChange(x, y, p);
10493 change_done = TRUE;
10495 else if (change->has_action)
10497 ExecuteCustomElementAction(x, y, element, p);
10498 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10503 RECURSION_LOOP_DETECTION_END();
10505 return change_done;
10508 static void PlayPlayerSound(struct PlayerInfo *player)
10510 int jx = player->jx, jy = player->jy;
10511 int sound_element = player->artwork_element;
10512 int last_action = player->last_action_waiting;
10513 int action = player->action_waiting;
10515 if (player->is_waiting)
10517 if (action != last_action)
10518 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10520 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10524 if (action != last_action)
10525 StopSound(element_info[sound_element].sound[last_action]);
10527 if (last_action == ACTION_SLEEPING)
10528 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10532 static void PlayAllPlayersSound()
10536 for (i = 0; i < MAX_PLAYERS; i++)
10537 if (stored_player[i].active)
10538 PlayPlayerSound(&stored_player[i]);
10541 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10543 boolean last_waiting = player->is_waiting;
10544 int move_dir = player->MovDir;
10546 player->dir_waiting = move_dir;
10547 player->last_action_waiting = player->action_waiting;
10551 if (!last_waiting) /* not waiting -> waiting */
10553 player->is_waiting = TRUE;
10555 player->frame_counter_bored =
10557 game.player_boring_delay_fixed +
10558 GetSimpleRandom(game.player_boring_delay_random);
10559 player->frame_counter_sleeping =
10561 game.player_sleeping_delay_fixed +
10562 GetSimpleRandom(game.player_sleeping_delay_random);
10564 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10567 if (game.player_sleeping_delay_fixed +
10568 game.player_sleeping_delay_random > 0 &&
10569 player->anim_delay_counter == 0 &&
10570 player->post_delay_counter == 0 &&
10571 FrameCounter >= player->frame_counter_sleeping)
10572 player->is_sleeping = TRUE;
10573 else if (game.player_boring_delay_fixed +
10574 game.player_boring_delay_random > 0 &&
10575 FrameCounter >= player->frame_counter_bored)
10576 player->is_bored = TRUE;
10578 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10579 player->is_bored ? ACTION_BORING :
10582 if (player->is_sleeping && player->use_murphy)
10584 /* special case for sleeping Murphy when leaning against non-free tile */
10586 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10587 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10588 !IS_MOVING(player->jx - 1, player->jy)))
10589 move_dir = MV_LEFT;
10590 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10591 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10592 !IS_MOVING(player->jx + 1, player->jy)))
10593 move_dir = MV_RIGHT;
10595 player->is_sleeping = FALSE;
10597 player->dir_waiting = move_dir;
10600 if (player->is_sleeping)
10602 if (player->num_special_action_sleeping > 0)
10604 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10606 int last_special_action = player->special_action_sleeping;
10607 int num_special_action = player->num_special_action_sleeping;
10608 int special_action =
10609 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10610 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10611 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10612 last_special_action + 1 : ACTION_SLEEPING);
10613 int special_graphic =
10614 el_act_dir2img(player->artwork_element, special_action, move_dir);
10616 player->anim_delay_counter =
10617 graphic_info[special_graphic].anim_delay_fixed +
10618 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10619 player->post_delay_counter =
10620 graphic_info[special_graphic].post_delay_fixed +
10621 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10623 player->special_action_sleeping = special_action;
10626 if (player->anim_delay_counter > 0)
10628 player->action_waiting = player->special_action_sleeping;
10629 player->anim_delay_counter--;
10631 else if (player->post_delay_counter > 0)
10633 player->post_delay_counter--;
10637 else if (player->is_bored)
10639 if (player->num_special_action_bored > 0)
10641 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10643 int special_action =
10644 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10645 int special_graphic =
10646 el_act_dir2img(player->artwork_element, special_action, move_dir);
10648 player->anim_delay_counter =
10649 graphic_info[special_graphic].anim_delay_fixed +
10650 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10651 player->post_delay_counter =
10652 graphic_info[special_graphic].post_delay_fixed +
10653 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10655 player->special_action_bored = special_action;
10658 if (player->anim_delay_counter > 0)
10660 player->action_waiting = player->special_action_bored;
10661 player->anim_delay_counter--;
10663 else if (player->post_delay_counter > 0)
10665 player->post_delay_counter--;
10670 else if (last_waiting) /* waiting -> not waiting */
10672 player->is_waiting = FALSE;
10673 player->is_bored = FALSE;
10674 player->is_sleeping = FALSE;
10676 player->frame_counter_bored = -1;
10677 player->frame_counter_sleeping = -1;
10679 player->anim_delay_counter = 0;
10680 player->post_delay_counter = 0;
10682 player->dir_waiting = player->MovDir;
10683 player->action_waiting = ACTION_DEFAULT;
10685 player->special_action_bored = ACTION_DEFAULT;
10686 player->special_action_sleeping = ACTION_DEFAULT;
10690 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10692 if ((!player->is_moving && player->was_moving) ||
10693 (player->MovPos == 0 && player->was_moving) ||
10694 (player->is_snapping && !player->was_snapping) ||
10695 (player->is_dropping && !player->was_dropping))
10697 if (!CheckSaveEngineSnapshotToList())
10700 player->was_moving = FALSE;
10701 player->was_snapping = TRUE;
10702 player->was_dropping = TRUE;
10706 if (player->is_moving)
10707 player->was_moving = TRUE;
10709 if (!player->is_snapping)
10710 player->was_snapping = FALSE;
10712 if (!player->is_dropping)
10713 player->was_dropping = FALSE;
10717 static void CheckSingleStepMode(struct PlayerInfo *player)
10719 if (tape.single_step && tape.recording && !tape.pausing)
10721 /* as it is called "single step mode", just return to pause mode when the
10722 player stopped moving after one tile (or never starts moving at all) */
10723 if (!player->is_moving &&
10724 !player->is_pushing &&
10725 !player->is_dropping_pressed)
10727 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10728 SnapField(player, 0, 0); /* stop snapping */
10732 CheckSaveEngineSnapshot(player);
10735 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10737 int left = player_action & JOY_LEFT;
10738 int right = player_action & JOY_RIGHT;
10739 int up = player_action & JOY_UP;
10740 int down = player_action & JOY_DOWN;
10741 int button1 = player_action & JOY_BUTTON_1;
10742 int button2 = player_action & JOY_BUTTON_2;
10743 int dx = (left ? -1 : right ? 1 : 0);
10744 int dy = (up ? -1 : down ? 1 : 0);
10746 if (!player->active || tape.pausing)
10752 SnapField(player, dx, dy);
10756 DropElement(player);
10758 MovePlayer(player, dx, dy);
10761 CheckSingleStepMode(player);
10763 SetPlayerWaiting(player, FALSE);
10765 return player_action;
10769 /* no actions for this player (no input at player's configured device) */
10771 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
10772 SnapField(player, 0, 0);
10773 CheckGravityMovementWhenNotMoving(player);
10775 if (player->MovPos == 0)
10776 SetPlayerWaiting(player, TRUE);
10778 if (player->MovPos == 0) /* needed for tape.playing */
10779 player->is_moving = FALSE;
10781 player->is_dropping = FALSE;
10782 player->is_dropping_pressed = FALSE;
10783 player->drop_pressed_delay = 0;
10785 CheckSingleStepMode(player);
10791 static void CheckLevelTime()
10795 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
10796 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10798 if (level.native_em_level->lev->home == 0) /* all players at home */
10800 PlayerWins(local_player);
10802 AllPlayersGone = TRUE;
10804 level.native_em_level->lev->home = -1;
10807 if (level.native_em_level->ply[0]->alive == 0 &&
10808 level.native_em_level->ply[1]->alive == 0 &&
10809 level.native_em_level->ply[2]->alive == 0 &&
10810 level.native_em_level->ply[3]->alive == 0) /* all dead */
10811 AllPlayersGone = TRUE;
10813 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
10815 if (game_sp.LevelSolved &&
10816 !game_sp.GameOver) /* game won */
10818 PlayerWins(local_player);
10820 game_sp.GameOver = TRUE;
10822 AllPlayersGone = TRUE;
10825 if (game_sp.GameOver) /* game lost */
10826 AllPlayersGone = TRUE;
10829 if (TimeFrames >= FRAMES_PER_SECOND)
10834 for (i = 0; i < MAX_PLAYERS; i++)
10836 struct PlayerInfo *player = &stored_player[i];
10838 if (SHIELD_ON(player))
10840 player->shield_normal_time_left--;
10842 if (player->shield_deadly_time_left > 0)
10843 player->shield_deadly_time_left--;
10847 if (!local_player->LevelSolved && !level.use_step_counter)
10855 if (TimeLeft <= 10 && setup.time_limit)
10856 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
10858 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
10859 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
10861 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10863 if (!TimeLeft && setup.time_limit)
10865 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10866 level.native_em_level->lev->killed_out_of_time = TRUE;
10868 for (i = 0; i < MAX_PLAYERS; i++)
10869 KillPlayer(&stored_player[i]);
10872 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
10874 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
10877 level.native_em_level->lev->time =
10878 (game.no_time_limit ? TimePlayed : TimeLeft);
10881 if (tape.recording || tape.playing)
10882 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
10885 if (tape.recording || tape.playing)
10886 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
10888 UpdateAndDisplayGameControlValues();
10891 void AdvanceFrameAndPlayerCounters(int player_nr)
10895 /* advance frame counters (global frame counter and time frame counter) */
10899 /* advance player counters (counters for move delay, move animation etc.) */
10900 for (i = 0; i < MAX_PLAYERS; i++)
10902 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
10903 int move_delay_value = stored_player[i].move_delay_value;
10904 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
10906 if (!advance_player_counters) /* not all players may be affected */
10909 if (move_frames == 0) /* less than one move per game frame */
10911 int stepsize = TILEX / move_delay_value;
10912 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
10913 int count = (stored_player[i].is_moving ?
10914 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
10916 if (count % delay == 0)
10920 stored_player[i].Frame += move_frames;
10922 if (stored_player[i].MovPos != 0)
10923 stored_player[i].StepFrame += move_frames;
10925 if (stored_player[i].move_delay > 0)
10926 stored_player[i].move_delay--;
10928 /* due to bugs in previous versions, counter must count up, not down */
10929 if (stored_player[i].push_delay != -1)
10930 stored_player[i].push_delay++;
10932 if (stored_player[i].drop_delay > 0)
10933 stored_player[i].drop_delay--;
10935 if (stored_player[i].is_dropping_pressed)
10936 stored_player[i].drop_pressed_delay++;
10940 void StartGameActions(boolean init_network_game, boolean record_tape,
10943 unsigned int new_random_seed = InitRND(random_seed);
10946 TapeStartRecording(new_random_seed);
10948 #if defined(NETWORK_AVALIABLE)
10949 if (init_network_game)
10951 SendToServer_StartPlaying();
10960 void GameActionsExt()
10963 static unsigned int game_frame_delay = 0;
10965 unsigned int game_frame_delay_value;
10966 byte *recorded_player_action;
10967 byte summarized_player_action = 0;
10968 byte tape_action[MAX_PLAYERS];
10971 /* detect endless loops, caused by custom element programming */
10972 if (recursion_loop_detected && recursion_loop_depth == 0)
10974 char *message = getStringCat3("Internal Error! Element ",
10975 EL_NAME(recursion_loop_element),
10976 " caused endless loop! Quit the game?");
10978 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
10979 EL_NAME(recursion_loop_element));
10981 RequestQuitGameExt(FALSE, level_editor_test_game, message);
10983 recursion_loop_detected = FALSE; /* if game should be continued */
10990 if (game.restart_level)
10991 StartGameActions(options.network, setup.autorecord, level.random_seed);
10993 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
10994 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10996 if (level.native_em_level->lev->home == 0) /* all players at home */
10998 PlayerWins(local_player);
11000 AllPlayersGone = TRUE;
11002 level.native_em_level->lev->home = -1;
11005 if (level.native_em_level->ply[0]->alive == 0 &&
11006 level.native_em_level->ply[1]->alive == 0 &&
11007 level.native_em_level->ply[2]->alive == 0 &&
11008 level.native_em_level->ply[3]->alive == 0) /* all dead */
11009 AllPlayersGone = TRUE;
11011 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11013 if (game_sp.LevelSolved &&
11014 !game_sp.GameOver) /* game won */
11016 PlayerWins(local_player);
11018 game_sp.GameOver = TRUE;
11020 AllPlayersGone = TRUE;
11023 if (game_sp.GameOver) /* game lost */
11024 AllPlayersGone = TRUE;
11027 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11030 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11033 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11036 game_frame_delay_value =
11037 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11039 if (tape.playing && tape.warp_forward && !tape.pausing)
11040 game_frame_delay_value = 0;
11042 SetVideoFrameDelay(game_frame_delay_value);
11046 /* ---------- main game synchronization point ---------- */
11048 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11050 printf("::: skip == %d\n", skip);
11053 /* ---------- main game synchronization point ---------- */
11055 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11059 if (network_playing && !network_player_action_received)
11061 /* try to get network player actions in time */
11063 #if defined(NETWORK_AVALIABLE)
11064 /* last chance to get network player actions without main loop delay */
11065 HandleNetworking();
11068 /* game was quit by network peer */
11069 if (game_status != GAME_MODE_PLAYING)
11072 if (!network_player_action_received)
11073 return; /* failed to get network player actions in time */
11075 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11081 /* at this point we know that we really continue executing the game */
11083 network_player_action_received = FALSE;
11085 /* when playing tape, read previously recorded player input from tape data */
11086 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11088 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11092 if (tape.set_centered_player)
11094 game.centered_player_nr_next = tape.centered_player_nr_next;
11095 game.set_centered_player = TRUE;
11098 for (i = 0; i < MAX_PLAYERS; i++)
11100 summarized_player_action |= stored_player[i].action;
11102 if (!network_playing && (game.team_mode || tape.playing))
11103 stored_player[i].effective_action = stored_player[i].action;
11106 #if defined(NETWORK_AVALIABLE)
11107 if (network_playing)
11108 SendToServer_MovePlayer(summarized_player_action);
11111 // summarize all actions at local players mapped input device position
11112 // (this allows using different input devices in single player mode)
11113 if (!options.network && !game.team_mode)
11114 stored_player[map_player_action[local_player->index_nr]].effective_action =
11115 summarized_player_action;
11117 if (tape.recording &&
11119 setup.input_on_focus &&
11120 game.centered_player_nr != -1)
11122 for (i = 0; i < MAX_PLAYERS; i++)
11123 stored_player[i].effective_action =
11124 (i == game.centered_player_nr ? summarized_player_action : 0);
11127 if (recorded_player_action != NULL)
11128 for (i = 0; i < MAX_PLAYERS; i++)
11129 stored_player[i].effective_action = recorded_player_action[i];
11131 for (i = 0; i < MAX_PLAYERS; i++)
11133 tape_action[i] = stored_player[i].effective_action;
11135 /* (this may happen in the RND game engine if a player was not present on
11136 the playfield on level start, but appeared later from a custom element */
11137 if (setup.team_mode &&
11140 !tape.player_participates[i])
11141 tape.player_participates[i] = TRUE;
11144 /* only record actions from input devices, but not programmed actions */
11145 if (tape.recording)
11146 TapeRecordAction(tape_action);
11148 #if USE_NEW_PLAYER_ASSIGNMENTS
11149 // !!! also map player actions in single player mode !!!
11150 // if (game.team_mode)
11153 byte mapped_action[MAX_PLAYERS];
11155 #if DEBUG_PLAYER_ACTIONS
11157 for (i = 0; i < MAX_PLAYERS; i++)
11158 printf(" %d, ", stored_player[i].effective_action);
11161 for (i = 0; i < MAX_PLAYERS; i++)
11162 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11164 for (i = 0; i < MAX_PLAYERS; i++)
11165 stored_player[i].effective_action = mapped_action[i];
11167 #if DEBUG_PLAYER_ACTIONS
11169 for (i = 0; i < MAX_PLAYERS; i++)
11170 printf(" %d, ", stored_player[i].effective_action);
11174 #if DEBUG_PLAYER_ACTIONS
11178 for (i = 0; i < MAX_PLAYERS; i++)
11179 printf(" %d, ", stored_player[i].effective_action);
11185 for (i = 0; i < MAX_PLAYERS; i++)
11187 // allow engine snapshot in case of changed movement attempt
11188 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11189 (stored_player[i].effective_action & KEY_MOTION))
11190 game.snapshot.changed_action = TRUE;
11192 // allow engine snapshot in case of snapping/dropping attempt
11193 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11194 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11195 game.snapshot.changed_action = TRUE;
11197 game.snapshot.last_action[i] = stored_player[i].effective_action;
11200 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11202 GameActions_EM_Main();
11204 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11206 GameActions_SP_Main();
11210 GameActions_RND_Main();
11213 BlitScreenToBitmap(backbuffer);
11217 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11219 if (global.show_frames_per_second)
11221 static unsigned int fps_counter = 0;
11222 static int fps_frames = 0;
11223 unsigned int fps_delay_ms = Counter() - fps_counter;
11227 if (fps_delay_ms >= 500) /* calculate FPS every 0.5 seconds */
11229 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11232 fps_counter = Counter();
11234 /* always draw FPS to screen after FPS value was updated */
11235 redraw_mask |= REDRAW_FPS;
11238 /* only draw FPS if no screen areas are deactivated (invisible warp mode) */
11239 if (GetDrawDeactivationMask() == REDRAW_NONE)
11240 redraw_mask |= REDRAW_FPS;
11244 static void GameActions_CheckSaveEngineSnapshot()
11246 if (!game.snapshot.save_snapshot)
11249 // clear flag for saving snapshot _before_ saving snapshot
11250 game.snapshot.save_snapshot = FALSE;
11252 SaveEngineSnapshotToList();
11259 GameActions_CheckSaveEngineSnapshot();
11262 void GameActions_EM_Main()
11264 byte effective_action[MAX_PLAYERS];
11265 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11268 for (i = 0; i < MAX_PLAYERS; i++)
11269 effective_action[i] = stored_player[i].effective_action;
11271 GameActions_EM(effective_action, warp_mode);
11274 void GameActions_SP_Main()
11276 byte effective_action[MAX_PLAYERS];
11277 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11280 for (i = 0; i < MAX_PLAYERS; i++)
11281 effective_action[i] = stored_player[i].effective_action;
11283 GameActions_SP(effective_action, warp_mode);
11285 for (i = 0; i < MAX_PLAYERS; i++)
11287 if (stored_player[i].force_dropping)
11288 stored_player[i].action |= KEY_BUTTON_DROP;
11290 stored_player[i].force_dropping = FALSE;
11294 void GameActions_RND_Main()
11299 void GameActions_RND()
11301 int magic_wall_x = 0, magic_wall_y = 0;
11302 int i, x, y, element, graphic, last_gfx_frame;
11304 InitPlayfieldScanModeVars();
11306 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11308 SCAN_PLAYFIELD(x, y)
11310 ChangeCount[x][y] = 0;
11311 ChangeEvent[x][y] = -1;
11315 if (game.set_centered_player)
11317 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11319 /* switching to "all players" only possible if all players fit to screen */
11320 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11322 game.centered_player_nr_next = game.centered_player_nr;
11323 game.set_centered_player = FALSE;
11326 /* do not switch focus to non-existing (or non-active) player */
11327 if (game.centered_player_nr_next >= 0 &&
11328 !stored_player[game.centered_player_nr_next].active)
11330 game.centered_player_nr_next = game.centered_player_nr;
11331 game.set_centered_player = FALSE;
11335 if (game.set_centered_player &&
11336 ScreenMovPos == 0) /* screen currently aligned at tile position */
11340 if (game.centered_player_nr_next == -1)
11342 setScreenCenteredToAllPlayers(&sx, &sy);
11346 sx = stored_player[game.centered_player_nr_next].jx;
11347 sy = stored_player[game.centered_player_nr_next].jy;
11350 game.centered_player_nr = game.centered_player_nr_next;
11351 game.set_centered_player = FALSE;
11353 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11354 DrawGameDoorValues();
11357 for (i = 0; i < MAX_PLAYERS; i++)
11359 int actual_player_action = stored_player[i].effective_action;
11362 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11363 - rnd_equinox_tetrachloride 048
11364 - rnd_equinox_tetrachloride_ii 096
11365 - rnd_emanuel_schmieg 002
11366 - doctor_sloan_ww 001, 020
11368 if (stored_player[i].MovPos == 0)
11369 CheckGravityMovement(&stored_player[i]);
11372 /* overwrite programmed action with tape action */
11373 if (stored_player[i].programmed_action)
11374 actual_player_action = stored_player[i].programmed_action;
11376 PlayerActions(&stored_player[i], actual_player_action);
11378 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11381 ScrollScreen(NULL, SCROLL_GO_ON);
11383 /* for backwards compatibility, the following code emulates a fixed bug that
11384 occured when pushing elements (causing elements that just made their last
11385 pushing step to already (if possible) make their first falling step in the
11386 same game frame, which is bad); this code is also needed to use the famous
11387 "spring push bug" which is used in older levels and might be wanted to be
11388 used also in newer levels, but in this case the buggy pushing code is only
11389 affecting the "spring" element and no other elements */
11391 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11393 for (i = 0; i < MAX_PLAYERS; i++)
11395 struct PlayerInfo *player = &stored_player[i];
11396 int x = player->jx;
11397 int y = player->jy;
11399 if (player->active && player->is_pushing && player->is_moving &&
11401 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11402 Feld[x][y] == EL_SPRING))
11404 ContinueMoving(x, y);
11406 /* continue moving after pushing (this is actually a bug) */
11407 if (!IS_MOVING(x, y))
11408 Stop[x][y] = FALSE;
11413 SCAN_PLAYFIELD(x, y)
11415 ChangeCount[x][y] = 0;
11416 ChangeEvent[x][y] = -1;
11418 /* this must be handled before main playfield loop */
11419 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11422 if (MovDelay[x][y] <= 0)
11426 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11429 if (MovDelay[x][y] <= 0)
11432 TEST_DrawLevelField(x, y);
11434 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11439 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11441 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11442 printf("GameActions(): This should never happen!\n");
11444 ChangePage[x][y] = -1;
11448 Stop[x][y] = FALSE;
11449 if (WasJustMoving[x][y] > 0)
11450 WasJustMoving[x][y]--;
11451 if (WasJustFalling[x][y] > 0)
11452 WasJustFalling[x][y]--;
11453 if (CheckCollision[x][y] > 0)
11454 CheckCollision[x][y]--;
11455 if (CheckImpact[x][y] > 0)
11456 CheckImpact[x][y]--;
11460 /* reset finished pushing action (not done in ContinueMoving() to allow
11461 continuous pushing animation for elements with zero push delay) */
11462 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11464 ResetGfxAnimation(x, y);
11465 TEST_DrawLevelField(x, y);
11469 if (IS_BLOCKED(x, y))
11473 Blocked2Moving(x, y, &oldx, &oldy);
11474 if (!IS_MOVING(oldx, oldy))
11476 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11477 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11478 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11479 printf("GameActions(): This should never happen!\n");
11485 SCAN_PLAYFIELD(x, y)
11487 element = Feld[x][y];
11488 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11489 last_gfx_frame = GfxFrame[x][y];
11491 ResetGfxFrame(x, y);
11493 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
11494 DrawLevelGraphicAnimation(x, y, graphic);
11496 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11497 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11498 ResetRandomAnimationValue(x, y);
11500 SetRandomAnimationValue(x, y);
11502 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11504 if (IS_INACTIVE(element))
11506 if (IS_ANIMATED(graphic))
11507 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11512 /* this may take place after moving, so 'element' may have changed */
11513 if (IS_CHANGING(x, y) &&
11514 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11516 int page = element_info[element].event_page_nr[CE_DELAY];
11518 HandleElementChange(x, y, page);
11520 element = Feld[x][y];
11521 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11524 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11528 element = Feld[x][y];
11529 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11531 if (IS_ANIMATED(graphic) &&
11532 !IS_MOVING(x, y) &&
11534 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11536 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11537 TEST_DrawTwinkleOnField(x, y);
11539 else if (element == EL_ACID)
11542 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11544 else if ((element == EL_EXIT_OPEN ||
11545 element == EL_EM_EXIT_OPEN ||
11546 element == EL_SP_EXIT_OPEN ||
11547 element == EL_STEEL_EXIT_OPEN ||
11548 element == EL_EM_STEEL_EXIT_OPEN ||
11549 element == EL_SP_TERMINAL ||
11550 element == EL_SP_TERMINAL_ACTIVE ||
11551 element == EL_EXTRA_TIME ||
11552 element == EL_SHIELD_NORMAL ||
11553 element == EL_SHIELD_DEADLY) &&
11554 IS_ANIMATED(graphic))
11555 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11556 else if (IS_MOVING(x, y))
11557 ContinueMoving(x, y);
11558 else if (IS_ACTIVE_BOMB(element))
11559 CheckDynamite(x, y);
11560 else if (element == EL_AMOEBA_GROWING)
11561 AmoebeWaechst(x, y);
11562 else if (element == EL_AMOEBA_SHRINKING)
11563 AmoebaDisappearing(x, y);
11565 #if !USE_NEW_AMOEBA_CODE
11566 else if (IS_AMOEBALIVE(element))
11567 AmoebeAbleger(x, y);
11570 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11572 else if (element == EL_EXIT_CLOSED)
11574 else if (element == EL_EM_EXIT_CLOSED)
11576 else if (element == EL_STEEL_EXIT_CLOSED)
11577 CheckExitSteel(x, y);
11578 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11579 CheckExitSteelEM(x, y);
11580 else if (element == EL_SP_EXIT_CLOSED)
11582 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11583 element == EL_EXPANDABLE_STEELWALL_GROWING)
11584 MauerWaechst(x, y);
11585 else if (element == EL_EXPANDABLE_WALL ||
11586 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11587 element == EL_EXPANDABLE_WALL_VERTICAL ||
11588 element == EL_EXPANDABLE_WALL_ANY ||
11589 element == EL_BD_EXPANDABLE_WALL)
11590 MauerAbleger(x, y);
11591 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11592 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11593 element == EL_EXPANDABLE_STEELWALL_ANY)
11594 MauerAblegerStahl(x, y);
11595 else if (element == EL_FLAMES)
11596 CheckForDragon(x, y);
11597 else if (element == EL_EXPLOSION)
11598 ; /* drawing of correct explosion animation is handled separately */
11599 else if (element == EL_ELEMENT_SNAPPING ||
11600 element == EL_DIAGONAL_SHRINKING ||
11601 element == EL_DIAGONAL_GROWING)
11603 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11605 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11607 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11608 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11610 if (IS_BELT_ACTIVE(element))
11611 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11613 if (game.magic_wall_active)
11615 int jx = local_player->jx, jy = local_player->jy;
11617 /* play the element sound at the position nearest to the player */
11618 if ((element == EL_MAGIC_WALL_FULL ||
11619 element == EL_MAGIC_WALL_ACTIVE ||
11620 element == EL_MAGIC_WALL_EMPTYING ||
11621 element == EL_BD_MAGIC_WALL_FULL ||
11622 element == EL_BD_MAGIC_WALL_ACTIVE ||
11623 element == EL_BD_MAGIC_WALL_EMPTYING ||
11624 element == EL_DC_MAGIC_WALL_FULL ||
11625 element == EL_DC_MAGIC_WALL_ACTIVE ||
11626 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11627 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11635 #if USE_NEW_AMOEBA_CODE
11636 /* new experimental amoeba growth stuff */
11637 if (!(FrameCounter % 8))
11639 static unsigned int random = 1684108901;
11641 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11643 x = RND(lev_fieldx);
11644 y = RND(lev_fieldy);
11645 element = Feld[x][y];
11647 if (!IS_PLAYER(x,y) &&
11648 (element == EL_EMPTY ||
11649 CAN_GROW_INTO(element) ||
11650 element == EL_QUICKSAND_EMPTY ||
11651 element == EL_QUICKSAND_FAST_EMPTY ||
11652 element == EL_ACID_SPLASH_LEFT ||
11653 element == EL_ACID_SPLASH_RIGHT))
11655 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11656 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11657 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11658 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11659 Feld[x][y] = EL_AMOEBA_DROP;
11662 random = random * 129 + 1;
11667 game.explosions_delayed = FALSE;
11669 SCAN_PLAYFIELD(x, y)
11671 element = Feld[x][y];
11673 if (ExplodeField[x][y])
11674 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11675 else if (element == EL_EXPLOSION)
11676 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11678 ExplodeField[x][y] = EX_TYPE_NONE;
11681 game.explosions_delayed = TRUE;
11683 if (game.magic_wall_active)
11685 if (!(game.magic_wall_time_left % 4))
11687 int element = Feld[magic_wall_x][magic_wall_y];
11689 if (element == EL_BD_MAGIC_WALL_FULL ||
11690 element == EL_BD_MAGIC_WALL_ACTIVE ||
11691 element == EL_BD_MAGIC_WALL_EMPTYING)
11692 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
11693 else if (element == EL_DC_MAGIC_WALL_FULL ||
11694 element == EL_DC_MAGIC_WALL_ACTIVE ||
11695 element == EL_DC_MAGIC_WALL_EMPTYING)
11696 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
11698 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
11701 if (game.magic_wall_time_left > 0)
11703 game.magic_wall_time_left--;
11705 if (!game.magic_wall_time_left)
11707 SCAN_PLAYFIELD(x, y)
11709 element = Feld[x][y];
11711 if (element == EL_MAGIC_WALL_ACTIVE ||
11712 element == EL_MAGIC_WALL_FULL)
11714 Feld[x][y] = EL_MAGIC_WALL_DEAD;
11715 TEST_DrawLevelField(x, y);
11717 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
11718 element == EL_BD_MAGIC_WALL_FULL)
11720 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
11721 TEST_DrawLevelField(x, y);
11723 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
11724 element == EL_DC_MAGIC_WALL_FULL)
11726 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
11727 TEST_DrawLevelField(x, y);
11731 game.magic_wall_active = FALSE;
11736 if (game.light_time_left > 0)
11738 game.light_time_left--;
11740 if (game.light_time_left == 0)
11741 RedrawAllLightSwitchesAndInvisibleElements();
11744 if (game.timegate_time_left > 0)
11746 game.timegate_time_left--;
11748 if (game.timegate_time_left == 0)
11749 CloseAllOpenTimegates();
11752 if (game.lenses_time_left > 0)
11754 game.lenses_time_left--;
11756 if (game.lenses_time_left == 0)
11757 RedrawAllInvisibleElementsForLenses();
11760 if (game.magnify_time_left > 0)
11762 game.magnify_time_left--;
11764 if (game.magnify_time_left == 0)
11765 RedrawAllInvisibleElementsForMagnifier();
11768 for (i = 0; i < MAX_PLAYERS; i++)
11770 struct PlayerInfo *player = &stored_player[i];
11772 if (SHIELD_ON(player))
11774 if (player->shield_deadly_time_left)
11775 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
11776 else if (player->shield_normal_time_left)
11777 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
11781 #if USE_DELAYED_GFX_REDRAW
11782 SCAN_PLAYFIELD(x, y)
11784 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
11786 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
11787 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
11789 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
11790 DrawLevelField(x, y);
11792 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
11793 DrawLevelFieldCrumbled(x, y);
11795 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
11796 DrawLevelFieldCrumbledNeighbours(x, y);
11798 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
11799 DrawTwinkleOnField(x, y);
11802 GfxRedraw[x][y] = GFX_REDRAW_NONE;
11807 PlayAllPlayersSound();
11809 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
11811 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
11813 local_player->show_envelope = 0;
11816 /* use random number generator in every frame to make it less predictable */
11817 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
11821 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
11823 int min_x = x, min_y = y, max_x = x, max_y = y;
11826 for (i = 0; i < MAX_PLAYERS; i++)
11828 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11830 if (!stored_player[i].active || &stored_player[i] == player)
11833 min_x = MIN(min_x, jx);
11834 min_y = MIN(min_y, jy);
11835 max_x = MAX(max_x, jx);
11836 max_y = MAX(max_y, jy);
11839 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
11842 static boolean AllPlayersInVisibleScreen()
11846 for (i = 0; i < MAX_PLAYERS; i++)
11848 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11850 if (!stored_player[i].active)
11853 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
11860 void ScrollLevel(int dx, int dy)
11862 int scroll_offset = 2 * TILEX_VAR;
11865 BlitBitmap(drawto_field, drawto_field,
11866 FX + TILEX_VAR * (dx == -1) - scroll_offset,
11867 FY + TILEY_VAR * (dy == -1) - scroll_offset,
11868 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
11869 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
11870 FX + TILEX_VAR * (dx == 1) - scroll_offset,
11871 FY + TILEY_VAR * (dy == 1) - scroll_offset);
11875 x = (dx == 1 ? BX1 : BX2);
11876 for (y = BY1; y <= BY2; y++)
11877 DrawScreenField(x, y);
11882 y = (dy == 1 ? BY1 : BY2);
11883 for (x = BX1; x <= BX2; x++)
11884 DrawScreenField(x, y);
11887 redraw_mask |= REDRAW_FIELD;
11890 static boolean canFallDown(struct PlayerInfo *player)
11892 int jx = player->jx, jy = player->jy;
11894 return (IN_LEV_FIELD(jx, jy + 1) &&
11895 (IS_FREE(jx, jy + 1) ||
11896 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
11897 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
11898 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
11901 static boolean canPassField(int x, int y, int move_dir)
11903 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11904 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11905 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11906 int nextx = x + dx;
11907 int nexty = y + dy;
11908 int element = Feld[x][y];
11910 return (IS_PASSABLE_FROM(element, opposite_dir) &&
11911 !CAN_MOVE(element) &&
11912 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
11913 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
11914 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
11917 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
11919 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11920 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11921 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11925 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
11926 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
11927 (IS_DIGGABLE(Feld[newx][newy]) ||
11928 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
11929 canPassField(newx, newy, move_dir)));
11932 static void CheckGravityMovement(struct PlayerInfo *player)
11934 if (player->gravity && !player->programmed_action)
11936 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
11937 int move_dir_vertical = player->effective_action & MV_VERTICAL;
11938 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
11939 int jx = player->jx, jy = player->jy;
11940 boolean player_is_moving_to_valid_field =
11941 (!player_is_snapping &&
11942 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
11943 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
11944 boolean player_can_fall_down = canFallDown(player);
11946 if (player_can_fall_down &&
11947 !player_is_moving_to_valid_field)
11948 player->programmed_action = MV_DOWN;
11952 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
11954 return CheckGravityMovement(player);
11956 if (player->gravity && !player->programmed_action)
11958 int jx = player->jx, jy = player->jy;
11959 boolean field_under_player_is_free =
11960 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
11961 boolean player_is_standing_on_valid_field =
11962 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
11963 (IS_WALKABLE(Feld[jx][jy]) &&
11964 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
11966 if (field_under_player_is_free && !player_is_standing_on_valid_field)
11967 player->programmed_action = MV_DOWN;
11972 MovePlayerOneStep()
11973 -----------------------------------------------------------------------------
11974 dx, dy: direction (non-diagonal) to try to move the player to
11975 real_dx, real_dy: direction as read from input device (can be diagonal)
11978 boolean MovePlayerOneStep(struct PlayerInfo *player,
11979 int dx, int dy, int real_dx, int real_dy)
11981 int jx = player->jx, jy = player->jy;
11982 int new_jx = jx + dx, new_jy = jy + dy;
11984 boolean player_can_move = !player->cannot_move;
11986 if (!player->active || (!dx && !dy))
11987 return MP_NO_ACTION;
11989 player->MovDir = (dx < 0 ? MV_LEFT :
11990 dx > 0 ? MV_RIGHT :
11992 dy > 0 ? MV_DOWN : MV_NONE);
11994 if (!IN_LEV_FIELD(new_jx, new_jy))
11995 return MP_NO_ACTION;
11997 if (!player_can_move)
11999 if (player->MovPos == 0)
12001 player->is_moving = FALSE;
12002 player->is_digging = FALSE;
12003 player->is_collecting = FALSE;
12004 player->is_snapping = FALSE;
12005 player->is_pushing = FALSE;
12009 if (!options.network && game.centered_player_nr == -1 &&
12010 !AllPlayersInSight(player, new_jx, new_jy))
12011 return MP_NO_ACTION;
12013 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12014 if (can_move != MP_MOVING)
12017 /* check if DigField() has caused relocation of the player */
12018 if (player->jx != jx || player->jy != jy)
12019 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
12021 StorePlayer[jx][jy] = 0;
12022 player->last_jx = jx;
12023 player->last_jy = jy;
12024 player->jx = new_jx;
12025 player->jy = new_jy;
12026 StorePlayer[new_jx][new_jy] = player->element_nr;
12028 if (player->move_delay_value_next != -1)
12030 player->move_delay_value = player->move_delay_value_next;
12031 player->move_delay_value_next = -1;
12035 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12037 player->step_counter++;
12039 PlayerVisit[jx][jy] = FrameCounter;
12041 player->is_moving = TRUE;
12044 /* should better be called in MovePlayer(), but this breaks some tapes */
12045 ScrollPlayer(player, SCROLL_INIT);
12051 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12053 int jx = player->jx, jy = player->jy;
12054 int old_jx = jx, old_jy = jy;
12055 int moved = MP_NO_ACTION;
12057 if (!player->active)
12062 if (player->MovPos == 0)
12064 player->is_moving = FALSE;
12065 player->is_digging = FALSE;
12066 player->is_collecting = FALSE;
12067 player->is_snapping = FALSE;
12068 player->is_pushing = FALSE;
12074 if (player->move_delay > 0)
12077 player->move_delay = -1; /* set to "uninitialized" value */
12079 /* store if player is automatically moved to next field */
12080 player->is_auto_moving = (player->programmed_action != MV_NONE);
12082 /* remove the last programmed player action */
12083 player->programmed_action = 0;
12085 if (player->MovPos)
12087 /* should only happen if pre-1.2 tape recordings are played */
12088 /* this is only for backward compatibility */
12090 int original_move_delay_value = player->move_delay_value;
12093 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12097 /* scroll remaining steps with finest movement resolution */
12098 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12100 while (player->MovPos)
12102 ScrollPlayer(player, SCROLL_GO_ON);
12103 ScrollScreen(NULL, SCROLL_GO_ON);
12105 AdvanceFrameAndPlayerCounters(player->index_nr);
12108 BackToFront_WithFrameDelay(0);
12111 player->move_delay_value = original_move_delay_value;
12114 player->is_active = FALSE;
12116 if (player->last_move_dir & MV_HORIZONTAL)
12118 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12119 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12123 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12124 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12127 if (!moved && !player->is_active)
12129 player->is_moving = FALSE;
12130 player->is_digging = FALSE;
12131 player->is_collecting = FALSE;
12132 player->is_snapping = FALSE;
12133 player->is_pushing = FALSE;
12139 if (moved & MP_MOVING && !ScreenMovPos &&
12140 (player->index_nr == game.centered_player_nr ||
12141 game.centered_player_nr == -1))
12143 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12144 int offset = game.scroll_delay_value;
12146 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12148 /* actual player has left the screen -- scroll in that direction */
12149 if (jx != old_jx) /* player has moved horizontally */
12150 scroll_x += (jx - old_jx);
12151 else /* player has moved vertically */
12152 scroll_y += (jy - old_jy);
12156 if (jx != old_jx) /* player has moved horizontally */
12158 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12159 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12160 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12162 /* don't scroll over playfield boundaries */
12163 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12164 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12166 /* don't scroll more than one field at a time */
12167 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12169 /* don't scroll against the player's moving direction */
12170 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12171 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12172 scroll_x = old_scroll_x;
12174 else /* player has moved vertically */
12176 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12177 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12178 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12180 /* don't scroll over playfield boundaries */
12181 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12182 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12184 /* don't scroll more than one field at a time */
12185 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12187 /* don't scroll against the player's moving direction */
12188 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12189 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12190 scroll_y = old_scroll_y;
12194 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12196 if (!options.network && game.centered_player_nr == -1 &&
12197 !AllPlayersInVisibleScreen())
12199 scroll_x = old_scroll_x;
12200 scroll_y = old_scroll_y;
12204 ScrollScreen(player, SCROLL_INIT);
12205 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12210 player->StepFrame = 0;
12212 if (moved & MP_MOVING)
12214 if (old_jx != jx && old_jy == jy)
12215 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12216 else if (old_jx == jx && old_jy != jy)
12217 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12219 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12221 player->last_move_dir = player->MovDir;
12222 player->is_moving = TRUE;
12223 player->is_snapping = FALSE;
12224 player->is_switching = FALSE;
12225 player->is_dropping = FALSE;
12226 player->is_dropping_pressed = FALSE;
12227 player->drop_pressed_delay = 0;
12230 /* should better be called here than above, but this breaks some tapes */
12231 ScrollPlayer(player, SCROLL_INIT);
12236 CheckGravityMovementWhenNotMoving(player);
12238 player->is_moving = FALSE;
12240 /* at this point, the player is allowed to move, but cannot move right now
12241 (e.g. because of something blocking the way) -- ensure that the player
12242 is also allowed to move in the next frame (in old versions before 3.1.1,
12243 the player was forced to wait again for eight frames before next try) */
12245 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12246 player->move_delay = 0; /* allow direct movement in the next frame */
12249 if (player->move_delay == -1) /* not yet initialized by DigField() */
12250 player->move_delay = player->move_delay_value;
12252 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12254 TestIfPlayerTouchesBadThing(jx, jy);
12255 TestIfPlayerTouchesCustomElement(jx, jy);
12258 if (!player->active)
12259 RemovePlayer(player);
12264 void ScrollPlayer(struct PlayerInfo *player, int mode)
12266 int jx = player->jx, jy = player->jy;
12267 int last_jx = player->last_jx, last_jy = player->last_jy;
12268 int move_stepsize = TILEX / player->move_delay_value;
12270 if (!player->active)
12273 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12276 if (mode == SCROLL_INIT)
12278 player->actual_frame_counter = FrameCounter;
12279 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12281 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12282 Feld[last_jx][last_jy] == EL_EMPTY)
12284 int last_field_block_delay = 0; /* start with no blocking at all */
12285 int block_delay_adjustment = player->block_delay_adjustment;
12287 /* if player blocks last field, add delay for exactly one move */
12288 if (player->block_last_field)
12290 last_field_block_delay += player->move_delay_value;
12292 /* when blocking enabled, prevent moving up despite gravity */
12293 if (player->gravity && player->MovDir == MV_UP)
12294 block_delay_adjustment = -1;
12297 /* add block delay adjustment (also possible when not blocking) */
12298 last_field_block_delay += block_delay_adjustment;
12300 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12301 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12304 if (player->MovPos != 0) /* player has not yet reached destination */
12307 else if (!FrameReached(&player->actual_frame_counter, 1))
12310 if (player->MovPos != 0)
12312 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12313 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12315 /* before DrawPlayer() to draw correct player graphic for this case */
12316 if (player->MovPos == 0)
12317 CheckGravityMovement(player);
12320 if (player->MovPos == 0) /* player reached destination field */
12322 if (player->move_delay_reset_counter > 0)
12324 player->move_delay_reset_counter--;
12326 if (player->move_delay_reset_counter == 0)
12328 /* continue with normal speed after quickly moving through gate */
12329 HALVE_PLAYER_SPEED(player);
12331 /* be able to make the next move without delay */
12332 player->move_delay = 0;
12336 player->last_jx = jx;
12337 player->last_jy = jy;
12339 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12340 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12341 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12342 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12343 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12344 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12345 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12346 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12348 DrawPlayer(player); /* needed here only to cleanup last field */
12349 RemovePlayer(player);
12351 if (local_player->friends_still_needed == 0 ||
12352 IS_SP_ELEMENT(Feld[jx][jy]))
12353 PlayerWins(player);
12356 /* this breaks one level: "machine", level 000 */
12358 int move_direction = player->MovDir;
12359 int enter_side = MV_DIR_OPPOSITE(move_direction);
12360 int leave_side = move_direction;
12361 int old_jx = last_jx;
12362 int old_jy = last_jy;
12363 int old_element = Feld[old_jx][old_jy];
12364 int new_element = Feld[jx][jy];
12366 if (IS_CUSTOM_ELEMENT(old_element))
12367 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12369 player->index_bit, leave_side);
12371 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12372 CE_PLAYER_LEAVES_X,
12373 player->index_bit, leave_side);
12375 if (IS_CUSTOM_ELEMENT(new_element))
12376 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12377 player->index_bit, enter_side);
12379 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12380 CE_PLAYER_ENTERS_X,
12381 player->index_bit, enter_side);
12383 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12384 CE_MOVE_OF_X, move_direction);
12387 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12389 TestIfPlayerTouchesBadThing(jx, jy);
12390 TestIfPlayerTouchesCustomElement(jx, jy);
12392 /* needed because pushed element has not yet reached its destination,
12393 so it would trigger a change event at its previous field location */
12394 if (!player->is_pushing)
12395 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12397 if (!player->active)
12398 RemovePlayer(player);
12401 if (!local_player->LevelSolved && level.use_step_counter)
12411 if (TimeLeft <= 10 && setup.time_limit)
12412 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12414 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12416 DisplayGameControlValues();
12418 if (!TimeLeft && setup.time_limit)
12419 for (i = 0; i < MAX_PLAYERS; i++)
12420 KillPlayer(&stored_player[i]);
12422 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12424 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12426 DisplayGameControlValues();
12430 if (tape.single_step && tape.recording && !tape.pausing &&
12431 !player->programmed_action)
12432 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12434 if (!player->programmed_action)
12435 CheckSaveEngineSnapshot(player);
12439 void ScrollScreen(struct PlayerInfo *player, int mode)
12441 static unsigned int screen_frame_counter = 0;
12443 if (mode == SCROLL_INIT)
12445 /* set scrolling step size according to actual player's moving speed */
12446 ScrollStepSize = TILEX / player->move_delay_value;
12448 screen_frame_counter = FrameCounter;
12449 ScreenMovDir = player->MovDir;
12450 ScreenMovPos = player->MovPos;
12451 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12454 else if (!FrameReached(&screen_frame_counter, 1))
12459 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12460 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12461 redraw_mask |= REDRAW_FIELD;
12464 ScreenMovDir = MV_NONE;
12467 void TestIfPlayerTouchesCustomElement(int x, int y)
12469 static int xy[4][2] =
12476 static int trigger_sides[4][2] =
12478 /* center side border side */
12479 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12480 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12481 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12482 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12484 static int touch_dir[4] =
12486 MV_LEFT | MV_RIGHT,
12491 int center_element = Feld[x][y]; /* should always be non-moving! */
12494 for (i = 0; i < NUM_DIRECTIONS; i++)
12496 int xx = x + xy[i][0];
12497 int yy = y + xy[i][1];
12498 int center_side = trigger_sides[i][0];
12499 int border_side = trigger_sides[i][1];
12500 int border_element;
12502 if (!IN_LEV_FIELD(xx, yy))
12505 if (IS_PLAYER(x, y)) /* player found at center element */
12507 struct PlayerInfo *player = PLAYERINFO(x, y);
12509 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12510 border_element = Feld[xx][yy]; /* may be moving! */
12511 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12512 border_element = Feld[xx][yy];
12513 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12514 border_element = MovingOrBlocked2Element(xx, yy);
12516 continue; /* center and border element do not touch */
12518 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12519 player->index_bit, border_side);
12520 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12521 CE_PLAYER_TOUCHES_X,
12522 player->index_bit, border_side);
12525 /* use player element that is initially defined in the level playfield,
12526 not the player element that corresponds to the runtime player number
12527 (example: a level that contains EL_PLAYER_3 as the only player would
12528 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12529 int player_element = PLAYERINFO(x, y)->initial_element;
12531 CheckElementChangeBySide(xx, yy, border_element, player_element,
12532 CE_TOUCHING_X, border_side);
12535 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12537 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12539 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12541 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12542 continue; /* center and border element do not touch */
12545 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12546 player->index_bit, center_side);
12547 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12548 CE_PLAYER_TOUCHES_X,
12549 player->index_bit, center_side);
12552 /* use player element that is initially defined in the level playfield,
12553 not the player element that corresponds to the runtime player number
12554 (example: a level that contains EL_PLAYER_3 as the only player would
12555 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12556 int player_element = PLAYERINFO(xx, yy)->initial_element;
12558 CheckElementChangeBySide(x, y, center_element, player_element,
12559 CE_TOUCHING_X, center_side);
12567 void TestIfElementTouchesCustomElement(int x, int y)
12569 static int xy[4][2] =
12576 static int trigger_sides[4][2] =
12578 /* center side border side */
12579 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12580 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12581 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12582 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12584 static int touch_dir[4] =
12586 MV_LEFT | MV_RIGHT,
12591 boolean change_center_element = FALSE;
12592 int center_element = Feld[x][y]; /* should always be non-moving! */
12593 int border_element_old[NUM_DIRECTIONS];
12596 for (i = 0; i < NUM_DIRECTIONS; i++)
12598 int xx = x + xy[i][0];
12599 int yy = y + xy[i][1];
12600 int border_element;
12602 border_element_old[i] = -1;
12604 if (!IN_LEV_FIELD(xx, yy))
12607 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12608 border_element = Feld[xx][yy]; /* may be moving! */
12609 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12610 border_element = Feld[xx][yy];
12611 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12612 border_element = MovingOrBlocked2Element(xx, yy);
12614 continue; /* center and border element do not touch */
12616 border_element_old[i] = border_element;
12619 for (i = 0; i < NUM_DIRECTIONS; i++)
12621 int xx = x + xy[i][0];
12622 int yy = y + xy[i][1];
12623 int center_side = trigger_sides[i][0];
12624 int border_element = border_element_old[i];
12626 if (border_element == -1)
12629 /* check for change of border element */
12630 CheckElementChangeBySide(xx, yy, border_element, center_element,
12631 CE_TOUCHING_X, center_side);
12633 /* (center element cannot be player, so we dont have to check this here) */
12636 for (i = 0; i < NUM_DIRECTIONS; i++)
12638 int xx = x + xy[i][0];
12639 int yy = y + xy[i][1];
12640 int border_side = trigger_sides[i][1];
12641 int border_element = border_element_old[i];
12643 if (border_element == -1)
12646 /* check for change of center element (but change it only once) */
12647 if (!change_center_element)
12648 change_center_element =
12649 CheckElementChangeBySide(x, y, center_element, border_element,
12650 CE_TOUCHING_X, border_side);
12652 if (IS_PLAYER(xx, yy))
12654 /* use player element that is initially defined in the level playfield,
12655 not the player element that corresponds to the runtime player number
12656 (example: a level that contains EL_PLAYER_3 as the only player would
12657 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12658 int player_element = PLAYERINFO(xx, yy)->initial_element;
12660 CheckElementChangeBySide(x, y, center_element, player_element,
12661 CE_TOUCHING_X, border_side);
12666 void TestIfElementHitsCustomElement(int x, int y, int direction)
12668 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12669 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12670 int hitx = x + dx, hity = y + dy;
12671 int hitting_element = Feld[x][y];
12672 int touched_element;
12674 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12677 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12678 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12680 if (IN_LEV_FIELD(hitx, hity))
12682 int opposite_direction = MV_DIR_OPPOSITE(direction);
12683 int hitting_side = direction;
12684 int touched_side = opposite_direction;
12685 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12686 MovDir[hitx][hity] != direction ||
12687 ABS(MovPos[hitx][hity]) <= TILEY / 2);
12693 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12694 CE_HITTING_X, touched_side);
12696 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12697 CE_HIT_BY_X, hitting_side);
12699 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12700 CE_HIT_BY_SOMETHING, opposite_direction);
12702 if (IS_PLAYER(hitx, hity))
12704 /* use player element that is initially defined in the level playfield,
12705 not the player element that corresponds to the runtime player number
12706 (example: a level that contains EL_PLAYER_3 as the only player would
12707 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12708 int player_element = PLAYERINFO(hitx, hity)->initial_element;
12710 CheckElementChangeBySide(x, y, hitting_element, player_element,
12711 CE_HITTING_X, touched_side);
12716 /* "hitting something" is also true when hitting the playfield border */
12717 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12718 CE_HITTING_SOMETHING, direction);
12721 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
12723 int i, kill_x = -1, kill_y = -1;
12725 int bad_element = -1;
12726 static int test_xy[4][2] =
12733 static int test_dir[4] =
12741 for (i = 0; i < NUM_DIRECTIONS; i++)
12743 int test_x, test_y, test_move_dir, test_element;
12745 test_x = good_x + test_xy[i][0];
12746 test_y = good_y + test_xy[i][1];
12748 if (!IN_LEV_FIELD(test_x, test_y))
12752 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12754 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
12756 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12757 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12759 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
12760 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
12764 bad_element = test_element;
12770 if (kill_x != -1 || kill_y != -1)
12772 if (IS_PLAYER(good_x, good_y))
12774 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
12776 if (player->shield_deadly_time_left > 0 &&
12777 !IS_INDESTRUCTIBLE(bad_element))
12778 Bang(kill_x, kill_y);
12779 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
12780 KillPlayer(player);
12783 Bang(good_x, good_y);
12787 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
12789 int i, kill_x = -1, kill_y = -1;
12790 int bad_element = Feld[bad_x][bad_y];
12791 static int test_xy[4][2] =
12798 static int touch_dir[4] =
12800 MV_LEFT | MV_RIGHT,
12805 static int test_dir[4] =
12813 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
12816 for (i = 0; i < NUM_DIRECTIONS; i++)
12818 int test_x, test_y, test_move_dir, test_element;
12820 test_x = bad_x + test_xy[i][0];
12821 test_y = bad_y + test_xy[i][1];
12823 if (!IN_LEV_FIELD(test_x, test_y))
12827 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12829 test_element = Feld[test_x][test_y];
12831 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12832 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12834 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
12835 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
12837 /* good thing is player or penguin that does not move away */
12838 if (IS_PLAYER(test_x, test_y))
12840 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12842 if (bad_element == EL_ROBOT && player->is_moving)
12843 continue; /* robot does not kill player if he is moving */
12845 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12847 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12848 continue; /* center and border element do not touch */
12856 else if (test_element == EL_PENGUIN)
12866 if (kill_x != -1 || kill_y != -1)
12868 if (IS_PLAYER(kill_x, kill_y))
12870 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12872 if (player->shield_deadly_time_left > 0 &&
12873 !IS_INDESTRUCTIBLE(bad_element))
12874 Bang(bad_x, bad_y);
12875 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12876 KillPlayer(player);
12879 Bang(kill_x, kill_y);
12883 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
12885 int bad_element = Feld[bad_x][bad_y];
12886 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
12887 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
12888 int test_x = bad_x + dx, test_y = bad_y + dy;
12889 int test_move_dir, test_element;
12890 int kill_x = -1, kill_y = -1;
12892 if (!IN_LEV_FIELD(test_x, test_y))
12896 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12898 test_element = Feld[test_x][test_y];
12900 if (test_move_dir != bad_move_dir)
12902 /* good thing can be player or penguin that does not move away */
12903 if (IS_PLAYER(test_x, test_y))
12905 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12907 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
12908 player as being hit when he is moving towards the bad thing, because
12909 the "get hit by" condition would be lost after the player stops) */
12910 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
12911 return; /* player moves away from bad thing */
12916 else if (test_element == EL_PENGUIN)
12923 if (kill_x != -1 || kill_y != -1)
12925 if (IS_PLAYER(kill_x, kill_y))
12927 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12929 if (player->shield_deadly_time_left > 0 &&
12930 !IS_INDESTRUCTIBLE(bad_element))
12931 Bang(bad_x, bad_y);
12932 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12933 KillPlayer(player);
12936 Bang(kill_x, kill_y);
12940 void TestIfPlayerTouchesBadThing(int x, int y)
12942 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12945 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
12947 TestIfGoodThingHitsBadThing(x, y, move_dir);
12950 void TestIfBadThingTouchesPlayer(int x, int y)
12952 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12955 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
12957 TestIfBadThingHitsGoodThing(x, y, move_dir);
12960 void TestIfFriendTouchesBadThing(int x, int y)
12962 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12965 void TestIfBadThingTouchesFriend(int x, int y)
12967 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12970 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
12972 int i, kill_x = bad_x, kill_y = bad_y;
12973 static int xy[4][2] =
12981 for (i = 0; i < NUM_DIRECTIONS; i++)
12985 x = bad_x + xy[i][0];
12986 y = bad_y + xy[i][1];
12987 if (!IN_LEV_FIELD(x, y))
12990 element = Feld[x][y];
12991 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
12992 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13000 if (kill_x != bad_x || kill_y != bad_y)
13001 Bang(bad_x, bad_y);
13004 void KillPlayer(struct PlayerInfo *player)
13006 int jx = player->jx, jy = player->jy;
13008 if (!player->active)
13012 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
13013 player->killed, player->active, player->reanimated);
13016 /* the following code was introduced to prevent an infinite loop when calling
13018 -> CheckTriggeredElementChangeExt()
13019 -> ExecuteCustomElementAction()
13021 -> (infinitely repeating the above sequence of function calls)
13022 which occurs when killing the player while having a CE with the setting
13023 "kill player X when explosion of <player X>"; the solution using a new
13024 field "player->killed" was chosen for backwards compatibility, although
13025 clever use of the fields "player->active" etc. would probably also work */
13027 if (player->killed)
13031 player->killed = TRUE;
13033 /* remove accessible field at the player's position */
13034 Feld[jx][jy] = EL_EMPTY;
13036 /* deactivate shield (else Bang()/Explode() would not work right) */
13037 player->shield_normal_time_left = 0;
13038 player->shield_deadly_time_left = 0;
13041 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13042 player->killed, player->active, player->reanimated);
13048 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13049 player->killed, player->active, player->reanimated);
13052 if (player->reanimated) /* killed player may have been reanimated */
13053 player->killed = player->reanimated = FALSE;
13055 BuryPlayer(player);
13058 static void KillPlayerUnlessEnemyProtected(int x, int y)
13060 if (!PLAYER_ENEMY_PROTECTED(x, y))
13061 KillPlayer(PLAYERINFO(x, y));
13064 static void KillPlayerUnlessExplosionProtected(int x, int y)
13066 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13067 KillPlayer(PLAYERINFO(x, y));
13070 void BuryPlayer(struct PlayerInfo *player)
13072 int jx = player->jx, jy = player->jy;
13074 if (!player->active)
13077 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13078 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13080 player->GameOver = TRUE;
13081 RemovePlayer(player);
13084 void RemovePlayer(struct PlayerInfo *player)
13086 int jx = player->jx, jy = player->jy;
13087 int i, found = FALSE;
13089 player->present = FALSE;
13090 player->active = FALSE;
13092 if (!ExplodeField[jx][jy])
13093 StorePlayer[jx][jy] = 0;
13095 if (player->is_moving)
13096 TEST_DrawLevelField(player->last_jx, player->last_jy);
13098 for (i = 0; i < MAX_PLAYERS; i++)
13099 if (stored_player[i].active)
13103 AllPlayersGone = TRUE;
13109 static void setFieldForSnapping(int x, int y, int element, int direction)
13111 struct ElementInfo *ei = &element_info[element];
13112 int direction_bit = MV_DIR_TO_BIT(direction);
13113 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13114 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13115 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13117 Feld[x][y] = EL_ELEMENT_SNAPPING;
13118 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13120 ResetGfxAnimation(x, y);
13122 GfxElement[x][y] = element;
13123 GfxAction[x][y] = action;
13124 GfxDir[x][y] = direction;
13125 GfxFrame[x][y] = -1;
13129 =============================================================================
13130 checkDiagonalPushing()
13131 -----------------------------------------------------------------------------
13132 check if diagonal input device direction results in pushing of object
13133 (by checking if the alternative direction is walkable, diggable, ...)
13134 =============================================================================
13137 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13138 int x, int y, int real_dx, int real_dy)
13140 int jx, jy, dx, dy, xx, yy;
13142 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13145 /* diagonal direction: check alternative direction */
13150 xx = jx + (dx == 0 ? real_dx : 0);
13151 yy = jy + (dy == 0 ? real_dy : 0);
13153 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13157 =============================================================================
13159 -----------------------------------------------------------------------------
13160 x, y: field next to player (non-diagonal) to try to dig to
13161 real_dx, real_dy: direction as read from input device (can be diagonal)
13162 =============================================================================
13165 static int DigField(struct PlayerInfo *player,
13166 int oldx, int oldy, int x, int y,
13167 int real_dx, int real_dy, int mode)
13169 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13170 boolean player_was_pushing = player->is_pushing;
13171 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13172 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13173 int jx = oldx, jy = oldy;
13174 int dx = x - jx, dy = y - jy;
13175 int nextx = x + dx, nexty = y + dy;
13176 int move_direction = (dx == -1 ? MV_LEFT :
13177 dx == +1 ? MV_RIGHT :
13179 dy == +1 ? MV_DOWN : MV_NONE);
13180 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13181 int dig_side = MV_DIR_OPPOSITE(move_direction);
13182 int old_element = Feld[jx][jy];
13183 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13186 if (is_player) /* function can also be called by EL_PENGUIN */
13188 if (player->MovPos == 0)
13190 player->is_digging = FALSE;
13191 player->is_collecting = FALSE;
13194 if (player->MovPos == 0) /* last pushing move finished */
13195 player->is_pushing = FALSE;
13197 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13199 player->is_switching = FALSE;
13200 player->push_delay = -1;
13202 return MP_NO_ACTION;
13206 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13207 old_element = Back[jx][jy];
13209 /* in case of element dropped at player position, check background */
13210 else if (Back[jx][jy] != EL_EMPTY &&
13211 game.engine_version >= VERSION_IDENT(2,2,0,0))
13212 old_element = Back[jx][jy];
13214 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13215 return MP_NO_ACTION; /* field has no opening in this direction */
13217 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13218 return MP_NO_ACTION; /* field has no opening in this direction */
13220 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13224 Feld[jx][jy] = player->artwork_element;
13225 InitMovingField(jx, jy, MV_DOWN);
13226 Store[jx][jy] = EL_ACID;
13227 ContinueMoving(jx, jy);
13228 BuryPlayer(player);
13230 return MP_DONT_RUN_INTO;
13233 if (player_can_move && DONT_RUN_INTO(element))
13235 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13237 return MP_DONT_RUN_INTO;
13240 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13241 return MP_NO_ACTION;
13243 collect_count = element_info[element].collect_count_initial;
13245 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13246 return MP_NO_ACTION;
13248 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13249 player_can_move = player_can_move_or_snap;
13251 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13252 game.engine_version >= VERSION_IDENT(2,2,0,0))
13254 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13255 player->index_bit, dig_side);
13256 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13257 player->index_bit, dig_side);
13259 if (element == EL_DC_LANDMINE)
13262 if (Feld[x][y] != element) /* field changed by snapping */
13265 return MP_NO_ACTION;
13268 if (player->gravity && is_player && !player->is_auto_moving &&
13269 canFallDown(player) && move_direction != MV_DOWN &&
13270 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13271 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13273 if (player_can_move &&
13274 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13276 int sound_element = SND_ELEMENT(element);
13277 int sound_action = ACTION_WALKING;
13279 if (IS_RND_GATE(element))
13281 if (!player->key[RND_GATE_NR(element)])
13282 return MP_NO_ACTION;
13284 else if (IS_RND_GATE_GRAY(element))
13286 if (!player->key[RND_GATE_GRAY_NR(element)])
13287 return MP_NO_ACTION;
13289 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13291 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13292 return MP_NO_ACTION;
13294 else if (element == EL_EXIT_OPEN ||
13295 element == EL_EM_EXIT_OPEN ||
13296 element == EL_EM_EXIT_OPENING ||
13297 element == EL_STEEL_EXIT_OPEN ||
13298 element == EL_EM_STEEL_EXIT_OPEN ||
13299 element == EL_EM_STEEL_EXIT_OPENING ||
13300 element == EL_SP_EXIT_OPEN ||
13301 element == EL_SP_EXIT_OPENING)
13303 sound_action = ACTION_PASSING; /* player is passing exit */
13305 else if (element == EL_EMPTY)
13307 sound_action = ACTION_MOVING; /* nothing to walk on */
13310 /* play sound from background or player, whatever is available */
13311 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13312 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13314 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13316 else if (player_can_move &&
13317 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13319 if (!ACCESS_FROM(element, opposite_direction))
13320 return MP_NO_ACTION; /* field not accessible from this direction */
13322 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13323 return MP_NO_ACTION;
13325 if (IS_EM_GATE(element))
13327 if (!player->key[EM_GATE_NR(element)])
13328 return MP_NO_ACTION;
13330 else if (IS_EM_GATE_GRAY(element))
13332 if (!player->key[EM_GATE_GRAY_NR(element)])
13333 return MP_NO_ACTION;
13335 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13337 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13338 return MP_NO_ACTION;
13340 else if (IS_EMC_GATE(element))
13342 if (!player->key[EMC_GATE_NR(element)])
13343 return MP_NO_ACTION;
13345 else if (IS_EMC_GATE_GRAY(element))
13347 if (!player->key[EMC_GATE_GRAY_NR(element)])
13348 return MP_NO_ACTION;
13350 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13352 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13353 return MP_NO_ACTION;
13355 else if (element == EL_DC_GATE_WHITE ||
13356 element == EL_DC_GATE_WHITE_GRAY ||
13357 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13359 if (player->num_white_keys == 0)
13360 return MP_NO_ACTION;
13362 player->num_white_keys--;
13364 else if (IS_SP_PORT(element))
13366 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13367 element == EL_SP_GRAVITY_PORT_RIGHT ||
13368 element == EL_SP_GRAVITY_PORT_UP ||
13369 element == EL_SP_GRAVITY_PORT_DOWN)
13370 player->gravity = !player->gravity;
13371 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13372 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13373 element == EL_SP_GRAVITY_ON_PORT_UP ||
13374 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13375 player->gravity = TRUE;
13376 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13377 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13378 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13379 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13380 player->gravity = FALSE;
13383 /* automatically move to the next field with double speed */
13384 player->programmed_action = move_direction;
13386 if (player->move_delay_reset_counter == 0)
13388 player->move_delay_reset_counter = 2; /* two double speed steps */
13390 DOUBLE_PLAYER_SPEED(player);
13393 PlayLevelSoundAction(x, y, ACTION_PASSING);
13395 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13399 if (mode != DF_SNAP)
13401 GfxElement[x][y] = GFX_ELEMENT(element);
13402 player->is_digging = TRUE;
13405 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13407 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13408 player->index_bit, dig_side);
13410 if (mode == DF_SNAP)
13412 if (level.block_snap_field)
13413 setFieldForSnapping(x, y, element, move_direction);
13415 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13417 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13418 player->index_bit, dig_side);
13421 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13425 if (is_player && mode != DF_SNAP)
13427 GfxElement[x][y] = element;
13428 player->is_collecting = TRUE;
13431 if (element == EL_SPEED_PILL)
13433 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13435 else if (element == EL_EXTRA_TIME && level.time > 0)
13437 TimeLeft += level.extra_time;
13439 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13441 DisplayGameControlValues();
13443 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13445 player->shield_normal_time_left += level.shield_normal_time;
13446 if (element == EL_SHIELD_DEADLY)
13447 player->shield_deadly_time_left += level.shield_deadly_time;
13449 else if (element == EL_DYNAMITE ||
13450 element == EL_EM_DYNAMITE ||
13451 element == EL_SP_DISK_RED)
13453 if (player->inventory_size < MAX_INVENTORY_SIZE)
13454 player->inventory_element[player->inventory_size++] = element;
13456 DrawGameDoorValues();
13458 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13460 player->dynabomb_count++;
13461 player->dynabombs_left++;
13463 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13465 player->dynabomb_size++;
13467 else if (element == EL_DYNABOMB_INCREASE_POWER)
13469 player->dynabomb_xl = TRUE;
13471 else if (IS_KEY(element))
13473 player->key[KEY_NR(element)] = TRUE;
13475 DrawGameDoorValues();
13477 else if (element == EL_DC_KEY_WHITE)
13479 player->num_white_keys++;
13481 /* display white keys? */
13482 /* DrawGameDoorValues(); */
13484 else if (IS_ENVELOPE(element))
13486 player->show_envelope = element;
13488 else if (element == EL_EMC_LENSES)
13490 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13492 RedrawAllInvisibleElementsForLenses();
13494 else if (element == EL_EMC_MAGNIFIER)
13496 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13498 RedrawAllInvisibleElementsForMagnifier();
13500 else if (IS_DROPPABLE(element) ||
13501 IS_THROWABLE(element)) /* can be collected and dropped */
13505 if (collect_count == 0)
13506 player->inventory_infinite_element = element;
13508 for (i = 0; i < collect_count; i++)
13509 if (player->inventory_size < MAX_INVENTORY_SIZE)
13510 player->inventory_element[player->inventory_size++] = element;
13512 DrawGameDoorValues();
13514 else if (collect_count > 0)
13516 local_player->gems_still_needed -= collect_count;
13517 if (local_player->gems_still_needed < 0)
13518 local_player->gems_still_needed = 0;
13520 game.snapshot.collected_item = TRUE;
13522 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13524 DisplayGameControlValues();
13527 RaiseScoreElement(element);
13528 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13531 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13532 player->index_bit, dig_side);
13534 if (mode == DF_SNAP)
13536 if (level.block_snap_field)
13537 setFieldForSnapping(x, y, element, move_direction);
13539 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13541 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13542 player->index_bit, dig_side);
13545 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13547 if (mode == DF_SNAP && element != EL_BD_ROCK)
13548 return MP_NO_ACTION;
13550 if (CAN_FALL(element) && dy)
13551 return MP_NO_ACTION;
13553 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13554 !(element == EL_SPRING && level.use_spring_bug))
13555 return MP_NO_ACTION;
13557 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13558 ((move_direction & MV_VERTICAL &&
13559 ((element_info[element].move_pattern & MV_LEFT &&
13560 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13561 (element_info[element].move_pattern & MV_RIGHT &&
13562 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13563 (move_direction & MV_HORIZONTAL &&
13564 ((element_info[element].move_pattern & MV_UP &&
13565 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13566 (element_info[element].move_pattern & MV_DOWN &&
13567 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13568 return MP_NO_ACTION;
13570 /* do not push elements already moving away faster than player */
13571 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13572 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13573 return MP_NO_ACTION;
13575 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13577 if (player->push_delay_value == -1 || !player_was_pushing)
13578 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13580 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13582 if (player->push_delay_value == -1)
13583 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13585 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13587 if (!player->is_pushing)
13588 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13591 player->is_pushing = TRUE;
13592 player->is_active = TRUE;
13594 if (!(IN_LEV_FIELD(nextx, nexty) &&
13595 (IS_FREE(nextx, nexty) ||
13596 (IS_SB_ELEMENT(element) &&
13597 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13598 (IS_CUSTOM_ELEMENT(element) &&
13599 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13600 return MP_NO_ACTION;
13602 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13603 return MP_NO_ACTION;
13605 if (player->push_delay == -1) /* new pushing; restart delay */
13606 player->push_delay = 0;
13608 if (player->push_delay < player->push_delay_value &&
13609 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13610 element != EL_SPRING && element != EL_BALLOON)
13612 /* make sure that there is no move delay before next try to push */
13613 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13614 player->move_delay = 0;
13616 return MP_NO_ACTION;
13619 if (IS_CUSTOM_ELEMENT(element) &&
13620 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13622 if (!DigFieldByCE(nextx, nexty, element))
13623 return MP_NO_ACTION;
13626 if (IS_SB_ELEMENT(element))
13628 if (element == EL_SOKOBAN_FIELD_FULL)
13630 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13631 local_player->sokobanfields_still_needed++;
13634 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13636 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13637 local_player->sokobanfields_still_needed--;
13640 Feld[x][y] = EL_SOKOBAN_OBJECT;
13642 if (Back[x][y] == Back[nextx][nexty])
13643 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13644 else if (Back[x][y] != 0)
13645 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13648 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13651 if (local_player->sokobanfields_still_needed == 0 &&
13652 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13654 PlayerWins(player);
13656 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13660 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13662 InitMovingField(x, y, move_direction);
13663 GfxAction[x][y] = ACTION_PUSHING;
13665 if (mode == DF_SNAP)
13666 ContinueMoving(x, y);
13668 MovPos[x][y] = (dx != 0 ? dx : dy);
13670 Pushed[x][y] = TRUE;
13671 Pushed[nextx][nexty] = TRUE;
13673 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13674 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13676 player->push_delay_value = -1; /* get new value later */
13678 /* check for element change _after_ element has been pushed */
13679 if (game.use_change_when_pushing_bug)
13681 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
13682 player->index_bit, dig_side);
13683 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
13684 player->index_bit, dig_side);
13687 else if (IS_SWITCHABLE(element))
13689 if (PLAYER_SWITCHING(player, x, y))
13691 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13692 player->index_bit, dig_side);
13697 player->is_switching = TRUE;
13698 player->switch_x = x;
13699 player->switch_y = y;
13701 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13703 if (element == EL_ROBOT_WHEEL)
13705 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
13709 game.robot_wheel_active = TRUE;
13711 TEST_DrawLevelField(x, y);
13713 else if (element == EL_SP_TERMINAL)
13717 SCAN_PLAYFIELD(xx, yy)
13719 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
13723 else if (Feld[xx][yy] == EL_SP_TERMINAL)
13725 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
13727 ResetGfxAnimation(xx, yy);
13728 TEST_DrawLevelField(xx, yy);
13732 else if (IS_BELT_SWITCH(element))
13734 ToggleBeltSwitch(x, y);
13736 else if (element == EL_SWITCHGATE_SWITCH_UP ||
13737 element == EL_SWITCHGATE_SWITCH_DOWN ||
13738 element == EL_DC_SWITCHGATE_SWITCH_UP ||
13739 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
13741 ToggleSwitchgateSwitch(x, y);
13743 else if (element == EL_LIGHT_SWITCH ||
13744 element == EL_LIGHT_SWITCH_ACTIVE)
13746 ToggleLightSwitch(x, y);
13748 else if (element == EL_TIMEGATE_SWITCH ||
13749 element == EL_DC_TIMEGATE_SWITCH)
13751 ActivateTimegateSwitch(x, y);
13753 else if (element == EL_BALLOON_SWITCH_LEFT ||
13754 element == EL_BALLOON_SWITCH_RIGHT ||
13755 element == EL_BALLOON_SWITCH_UP ||
13756 element == EL_BALLOON_SWITCH_DOWN ||
13757 element == EL_BALLOON_SWITCH_NONE ||
13758 element == EL_BALLOON_SWITCH_ANY)
13760 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
13761 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
13762 element == EL_BALLOON_SWITCH_UP ? MV_UP :
13763 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
13764 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
13767 else if (element == EL_LAMP)
13769 Feld[x][y] = EL_LAMP_ACTIVE;
13770 local_player->lights_still_needed--;
13772 ResetGfxAnimation(x, y);
13773 TEST_DrawLevelField(x, y);
13775 else if (element == EL_TIME_ORB_FULL)
13777 Feld[x][y] = EL_TIME_ORB_EMPTY;
13779 if (level.time > 0 || level.use_time_orb_bug)
13781 TimeLeft += level.time_orb_time;
13782 game.no_time_limit = FALSE;
13784 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13786 DisplayGameControlValues();
13789 ResetGfxAnimation(x, y);
13790 TEST_DrawLevelField(x, y);
13792 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
13793 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13797 game.ball_state = !game.ball_state;
13799 SCAN_PLAYFIELD(xx, yy)
13801 int e = Feld[xx][yy];
13803 if (game.ball_state)
13805 if (e == EL_EMC_MAGIC_BALL)
13806 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
13807 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
13808 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
13812 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
13813 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
13814 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13815 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
13820 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13821 player->index_bit, dig_side);
13823 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13824 player->index_bit, dig_side);
13826 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13827 player->index_bit, dig_side);
13833 if (!PLAYER_SWITCHING(player, x, y))
13835 player->is_switching = TRUE;
13836 player->switch_x = x;
13837 player->switch_y = y;
13839 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
13840 player->index_bit, dig_side);
13841 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13842 player->index_bit, dig_side);
13844 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
13845 player->index_bit, dig_side);
13846 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13847 player->index_bit, dig_side);
13850 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
13851 player->index_bit, dig_side);
13852 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13853 player->index_bit, dig_side);
13855 return MP_NO_ACTION;
13858 player->push_delay = -1;
13860 if (is_player) /* function can also be called by EL_PENGUIN */
13862 if (Feld[x][y] != element) /* really digged/collected something */
13864 player->is_collecting = !player->is_digging;
13865 player->is_active = TRUE;
13872 static boolean DigFieldByCE(int x, int y, int digging_element)
13874 int element = Feld[x][y];
13876 if (!IS_FREE(x, y))
13878 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
13879 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
13882 /* no element can dig solid indestructible elements */
13883 if (IS_INDESTRUCTIBLE(element) &&
13884 !IS_DIGGABLE(element) &&
13885 !IS_COLLECTIBLE(element))
13888 if (AmoebaNr[x][y] &&
13889 (element == EL_AMOEBA_FULL ||
13890 element == EL_BD_AMOEBA ||
13891 element == EL_AMOEBA_GROWING))
13893 AmoebaCnt[AmoebaNr[x][y]]--;
13894 AmoebaCnt2[AmoebaNr[x][y]]--;
13897 if (IS_MOVING(x, y))
13898 RemoveMovingField(x, y);
13902 TEST_DrawLevelField(x, y);
13905 /* if digged element was about to explode, prevent the explosion */
13906 ExplodeField[x][y] = EX_TYPE_NONE;
13908 PlayLevelSoundAction(x, y, action);
13911 Store[x][y] = EL_EMPTY;
13913 /* this makes it possible to leave the removed element again */
13914 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
13915 Store[x][y] = element;
13920 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
13922 int jx = player->jx, jy = player->jy;
13923 int x = jx + dx, y = jy + dy;
13924 int snap_direction = (dx == -1 ? MV_LEFT :
13925 dx == +1 ? MV_RIGHT :
13927 dy == +1 ? MV_DOWN : MV_NONE);
13928 boolean can_continue_snapping = (level.continuous_snapping &&
13929 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
13931 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
13934 if (!player->active || !IN_LEV_FIELD(x, y))
13942 if (player->MovPos == 0)
13943 player->is_pushing = FALSE;
13945 player->is_snapping = FALSE;
13947 if (player->MovPos == 0)
13949 player->is_moving = FALSE;
13950 player->is_digging = FALSE;
13951 player->is_collecting = FALSE;
13957 /* prevent snapping with already pressed snap key when not allowed */
13958 if (player->is_snapping && !can_continue_snapping)
13961 player->MovDir = snap_direction;
13963 if (player->MovPos == 0)
13965 player->is_moving = FALSE;
13966 player->is_digging = FALSE;
13967 player->is_collecting = FALSE;
13970 player->is_dropping = FALSE;
13971 player->is_dropping_pressed = FALSE;
13972 player->drop_pressed_delay = 0;
13974 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
13977 player->is_snapping = TRUE;
13978 player->is_active = TRUE;
13980 if (player->MovPos == 0)
13982 player->is_moving = FALSE;
13983 player->is_digging = FALSE;
13984 player->is_collecting = FALSE;
13987 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
13988 TEST_DrawLevelField(player->last_jx, player->last_jy);
13990 TEST_DrawLevelField(x, y);
13995 static boolean DropElement(struct PlayerInfo *player)
13997 int old_element, new_element;
13998 int dropx = player->jx, dropy = player->jy;
13999 int drop_direction = player->MovDir;
14000 int drop_side = drop_direction;
14001 int drop_element = get_next_dropped_element(player);
14003 /* do not drop an element on top of another element; when holding drop key
14004 pressed without moving, dropped element must move away before the next
14005 element can be dropped (this is especially important if the next element
14006 is dynamite, which can be placed on background for historical reasons) */
14007 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14010 if (IS_THROWABLE(drop_element))
14012 dropx += GET_DX_FROM_DIR(drop_direction);
14013 dropy += GET_DY_FROM_DIR(drop_direction);
14015 if (!IN_LEV_FIELD(dropx, dropy))
14019 old_element = Feld[dropx][dropy]; /* old element at dropping position */
14020 new_element = drop_element; /* default: no change when dropping */
14022 /* check if player is active, not moving and ready to drop */
14023 if (!player->active || player->MovPos || player->drop_delay > 0)
14026 /* check if player has anything that can be dropped */
14027 if (new_element == EL_UNDEFINED)
14030 /* only set if player has anything that can be dropped */
14031 player->is_dropping_pressed = TRUE;
14033 /* check if drop key was pressed long enough for EM style dynamite */
14034 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14037 /* check if anything can be dropped at the current position */
14038 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14041 /* collected custom elements can only be dropped on empty fields */
14042 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14045 if (old_element != EL_EMPTY)
14046 Back[dropx][dropy] = old_element; /* store old element on this field */
14048 ResetGfxAnimation(dropx, dropy);
14049 ResetRandomAnimationValue(dropx, dropy);
14051 if (player->inventory_size > 0 ||
14052 player->inventory_infinite_element != EL_UNDEFINED)
14054 if (player->inventory_size > 0)
14056 player->inventory_size--;
14058 DrawGameDoorValues();
14060 if (new_element == EL_DYNAMITE)
14061 new_element = EL_DYNAMITE_ACTIVE;
14062 else if (new_element == EL_EM_DYNAMITE)
14063 new_element = EL_EM_DYNAMITE_ACTIVE;
14064 else if (new_element == EL_SP_DISK_RED)
14065 new_element = EL_SP_DISK_RED_ACTIVE;
14068 Feld[dropx][dropy] = new_element;
14070 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14071 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14072 el2img(Feld[dropx][dropy]), 0);
14074 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14076 /* needed if previous element just changed to "empty" in the last frame */
14077 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14079 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14080 player->index_bit, drop_side);
14081 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14083 player->index_bit, drop_side);
14085 TestIfElementTouchesCustomElement(dropx, dropy);
14087 else /* player is dropping a dyna bomb */
14089 player->dynabombs_left--;
14091 Feld[dropx][dropy] = new_element;
14093 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14094 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14095 el2img(Feld[dropx][dropy]), 0);
14097 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14100 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14101 InitField_WithBug1(dropx, dropy, FALSE);
14103 new_element = Feld[dropx][dropy]; /* element might have changed */
14105 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14106 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14108 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14109 MovDir[dropx][dropy] = drop_direction;
14111 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14113 /* do not cause impact style collision by dropping elements that can fall */
14114 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14117 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14118 player->is_dropping = TRUE;
14120 player->drop_pressed_delay = 0;
14121 player->is_dropping_pressed = FALSE;
14123 player->drop_x = dropx;
14124 player->drop_y = dropy;
14129 /* ------------------------------------------------------------------------- */
14130 /* game sound playing functions */
14131 /* ------------------------------------------------------------------------- */
14133 static int *loop_sound_frame = NULL;
14134 static int *loop_sound_volume = NULL;
14136 void InitPlayLevelSound()
14138 int num_sounds = getSoundListSize();
14140 checked_free(loop_sound_frame);
14141 checked_free(loop_sound_volume);
14143 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14144 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14147 static void PlayLevelSound(int x, int y, int nr)
14149 int sx = SCREENX(x), sy = SCREENY(y);
14150 int volume, stereo_position;
14151 int max_distance = 8;
14152 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14154 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14155 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14158 if (!IN_LEV_FIELD(x, y) ||
14159 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14160 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14163 volume = SOUND_MAX_VOLUME;
14165 if (!IN_SCR_FIELD(sx, sy))
14167 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14168 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14170 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14173 stereo_position = (SOUND_MAX_LEFT +
14174 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14175 (SCR_FIELDX + 2 * max_distance));
14177 if (IS_LOOP_SOUND(nr))
14179 /* This assures that quieter loop sounds do not overwrite louder ones,
14180 while restarting sound volume comparison with each new game frame. */
14182 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14185 loop_sound_volume[nr] = volume;
14186 loop_sound_frame[nr] = FrameCounter;
14189 PlaySoundExt(nr, volume, stereo_position, type);
14192 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14194 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14195 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14196 y < LEVELY(BY1) ? LEVELY(BY1) :
14197 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14201 static void PlayLevelSoundAction(int x, int y, int action)
14203 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14206 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14208 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14210 if (sound_effect != SND_UNDEFINED)
14211 PlayLevelSound(x, y, sound_effect);
14214 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14217 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14219 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14220 PlayLevelSound(x, y, sound_effect);
14223 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14225 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14227 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14228 PlayLevelSound(x, y, sound_effect);
14231 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14233 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14235 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14236 StopSound(sound_effect);
14239 static int getLevelMusicNr()
14241 if (levelset.music[level_nr] != MUS_UNDEFINED)
14242 return levelset.music[level_nr]; /* from config file */
14244 return MAP_NOCONF_MUSIC(level_nr); /* from music dir */
14247 static void FadeLevelSounds()
14252 static void FadeLevelMusic()
14254 int music_nr = getLevelMusicNr();
14255 char *curr_music = getCurrentlyPlayingMusicFilename();
14256 char *next_music = getMusicInfoEntryFilename(music_nr);
14258 if (!strEqual(curr_music, next_music))
14262 void FadeLevelSoundsAndMusic()
14268 static void PlayLevelMusic()
14270 int music_nr = getLevelMusicNr();
14271 char *curr_music = getCurrentlyPlayingMusicFilename();
14272 char *next_music = getMusicInfoEntryFilename(music_nr);
14274 if (!strEqual(curr_music, next_music))
14275 PlayMusic(music_nr);
14278 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14280 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14281 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14282 int x = xx - 1 - offset;
14283 int y = yy - 1 - offset;
14288 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14292 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14296 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14300 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14304 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14308 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14312 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14315 case SAMPLE_android_clone:
14316 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14319 case SAMPLE_android_move:
14320 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14323 case SAMPLE_spring:
14324 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14328 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14332 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14335 case SAMPLE_eater_eat:
14336 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14340 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14343 case SAMPLE_collect:
14344 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14347 case SAMPLE_diamond:
14348 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14351 case SAMPLE_squash:
14352 /* !!! CHECK THIS !!! */
14354 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14356 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14360 case SAMPLE_wonderfall:
14361 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14365 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14369 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14373 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14377 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14381 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14385 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14388 case SAMPLE_wonder:
14389 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14393 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14396 case SAMPLE_exit_open:
14397 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14400 case SAMPLE_exit_leave:
14401 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14404 case SAMPLE_dynamite:
14405 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14409 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14413 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14417 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14421 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14425 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14429 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14433 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14438 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14440 int element = map_element_SP_to_RND(element_sp);
14441 int action = map_action_SP_to_RND(action_sp);
14442 int offset = (setup.sp_show_border_elements ? 0 : 1);
14443 int x = xx - offset;
14444 int y = yy - offset;
14446 PlayLevelSoundElementAction(x, y, element, action);
14449 void RaiseScore(int value)
14451 local_player->score += value;
14453 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14455 DisplayGameControlValues();
14458 void RaiseScoreElement(int element)
14463 case EL_BD_DIAMOND:
14464 case EL_EMERALD_YELLOW:
14465 case EL_EMERALD_RED:
14466 case EL_EMERALD_PURPLE:
14467 case EL_SP_INFOTRON:
14468 RaiseScore(level.score[SC_EMERALD]);
14471 RaiseScore(level.score[SC_DIAMOND]);
14474 RaiseScore(level.score[SC_CRYSTAL]);
14477 RaiseScore(level.score[SC_PEARL]);
14480 case EL_BD_BUTTERFLY:
14481 case EL_SP_ELECTRON:
14482 RaiseScore(level.score[SC_BUG]);
14485 case EL_BD_FIREFLY:
14486 case EL_SP_SNIKSNAK:
14487 RaiseScore(level.score[SC_SPACESHIP]);
14490 case EL_DARK_YAMYAM:
14491 RaiseScore(level.score[SC_YAMYAM]);
14494 RaiseScore(level.score[SC_ROBOT]);
14497 RaiseScore(level.score[SC_PACMAN]);
14500 RaiseScore(level.score[SC_NUT]);
14503 case EL_EM_DYNAMITE:
14504 case EL_SP_DISK_RED:
14505 case EL_DYNABOMB_INCREASE_NUMBER:
14506 case EL_DYNABOMB_INCREASE_SIZE:
14507 case EL_DYNABOMB_INCREASE_POWER:
14508 RaiseScore(level.score[SC_DYNAMITE]);
14510 case EL_SHIELD_NORMAL:
14511 case EL_SHIELD_DEADLY:
14512 RaiseScore(level.score[SC_SHIELD]);
14514 case EL_EXTRA_TIME:
14515 RaiseScore(level.extra_time_score);
14529 case EL_DC_KEY_WHITE:
14530 RaiseScore(level.score[SC_KEY]);
14533 RaiseScore(element_info[element].collect_score);
14538 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14540 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14542 /* closing door required in case of envelope style request dialogs */
14544 CloseDoor(DOOR_CLOSE_1);
14546 #if defined(NETWORK_AVALIABLE)
14547 if (options.network)
14548 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14553 FadeSkipNextFadeIn();
14555 SetGameStatus(GAME_MODE_MAIN);
14560 else /* continue playing the game */
14562 if (tape.playing && tape.deactivate_display)
14563 TapeDeactivateDisplayOff(TRUE);
14565 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14567 if (tape.playing && tape.deactivate_display)
14568 TapeDeactivateDisplayOn();
14572 void RequestQuitGame(boolean ask_if_really_quit)
14574 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14575 boolean skip_request = AllPlayersGone || quick_quit;
14577 RequestQuitGameExt(skip_request, quick_quit,
14578 "Do you really want to quit the game?");
14582 /* ------------------------------------------------------------------------- */
14583 /* random generator functions */
14584 /* ------------------------------------------------------------------------- */
14586 unsigned int InitEngineRandom_RND(int seed)
14588 game.num_random_calls = 0;
14590 return InitEngineRandom(seed);
14593 unsigned int RND(int max)
14597 game.num_random_calls++;
14599 return GetEngineRandom(max);
14606 /* ------------------------------------------------------------------------- */
14607 /* game engine snapshot handling functions */
14608 /* ------------------------------------------------------------------------- */
14610 struct EngineSnapshotInfo
14612 /* runtime values for custom element collect score */
14613 int collect_score[NUM_CUSTOM_ELEMENTS];
14615 /* runtime values for group element choice position */
14616 int choice_pos[NUM_GROUP_ELEMENTS];
14618 /* runtime values for belt position animations */
14619 int belt_graphic[4][NUM_BELT_PARTS];
14620 int belt_anim_mode[4][NUM_BELT_PARTS];
14623 static struct EngineSnapshotInfo engine_snapshot_rnd;
14624 static char *snapshot_level_identifier = NULL;
14625 static int snapshot_level_nr = -1;
14627 static void SaveEngineSnapshotValues_RND()
14629 static int belt_base_active_element[4] =
14631 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
14632 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
14633 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
14634 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
14638 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14640 int element = EL_CUSTOM_START + i;
14642 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
14645 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14647 int element = EL_GROUP_START + i;
14649 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
14652 for (i = 0; i < 4; i++)
14654 for (j = 0; j < NUM_BELT_PARTS; j++)
14656 int element = belt_base_active_element[i] + j;
14657 int graphic = el2img(element);
14658 int anim_mode = graphic_info[graphic].anim_mode;
14660 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
14661 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
14666 static void LoadEngineSnapshotValues_RND()
14668 unsigned int num_random_calls = game.num_random_calls;
14671 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14673 int element = EL_CUSTOM_START + i;
14675 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
14678 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14680 int element = EL_GROUP_START + i;
14682 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
14685 for (i = 0; i < 4; i++)
14687 for (j = 0; j < NUM_BELT_PARTS; j++)
14689 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
14690 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
14692 graphic_info[graphic].anim_mode = anim_mode;
14696 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14698 InitRND(tape.random_seed);
14699 for (i = 0; i < num_random_calls; i++)
14703 if (game.num_random_calls != num_random_calls)
14705 Error(ERR_INFO, "number of random calls out of sync");
14706 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
14707 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
14708 Error(ERR_EXIT, "this should not happen -- please debug");
14712 void FreeEngineSnapshotSingle()
14714 FreeSnapshotSingle();
14716 setString(&snapshot_level_identifier, NULL);
14717 snapshot_level_nr = -1;
14720 void FreeEngineSnapshotList()
14722 FreeSnapshotList();
14725 ListNode *SaveEngineSnapshotBuffers()
14727 ListNode *buffers = NULL;
14729 /* copy some special values to a structure better suited for the snapshot */
14731 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14732 SaveEngineSnapshotValues_RND();
14733 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14734 SaveEngineSnapshotValues_EM();
14735 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14736 SaveEngineSnapshotValues_SP(&buffers);
14738 /* save values stored in special snapshot structure */
14740 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14741 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
14742 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14743 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
14744 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14745 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
14747 /* save further RND engine values */
14749 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
14750 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
14751 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
14753 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
14754 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
14755 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
14756 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
14758 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
14759 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
14760 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
14761 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
14762 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
14764 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
14765 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
14766 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
14768 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
14770 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
14772 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
14773 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
14775 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
14776 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
14777 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
14778 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
14779 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
14780 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
14781 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
14782 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
14783 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
14784 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
14785 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
14786 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
14787 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
14788 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
14789 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
14790 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
14791 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
14792 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
14794 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
14795 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
14797 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
14798 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
14799 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
14801 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
14802 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
14804 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
14805 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
14806 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
14807 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
14808 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
14810 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
14811 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
14814 ListNode *node = engine_snapshot_list_rnd;
14817 while (node != NULL)
14819 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
14824 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
14830 void SaveEngineSnapshotSingle()
14832 ListNode *buffers = SaveEngineSnapshotBuffers();
14834 /* finally save all snapshot buffers to single snapshot */
14835 SaveSnapshotSingle(buffers);
14837 /* save level identification information */
14838 setString(&snapshot_level_identifier, leveldir_current->identifier);
14839 snapshot_level_nr = level_nr;
14842 boolean CheckSaveEngineSnapshotToList()
14844 boolean save_snapshot =
14845 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
14846 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
14847 game.snapshot.changed_action) ||
14848 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
14849 game.snapshot.collected_item));
14851 game.snapshot.changed_action = FALSE;
14852 game.snapshot.collected_item = FALSE;
14853 game.snapshot.save_snapshot = save_snapshot;
14855 return save_snapshot;
14858 void SaveEngineSnapshotToList()
14860 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
14864 ListNode *buffers = SaveEngineSnapshotBuffers();
14866 /* finally save all snapshot buffers to snapshot list */
14867 SaveSnapshotToList(buffers);
14870 void SaveEngineSnapshotToListInitial()
14872 FreeEngineSnapshotList();
14874 SaveEngineSnapshotToList();
14877 void LoadEngineSnapshotValues()
14879 /* restore special values from snapshot structure */
14881 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14882 LoadEngineSnapshotValues_RND();
14883 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14884 LoadEngineSnapshotValues_EM();
14885 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14886 LoadEngineSnapshotValues_SP();
14889 void LoadEngineSnapshotSingle()
14891 LoadSnapshotSingle();
14893 LoadEngineSnapshotValues();
14896 void LoadEngineSnapshot_Undo(int steps)
14898 LoadSnapshotFromList_Older(steps);
14900 LoadEngineSnapshotValues();
14903 void LoadEngineSnapshot_Redo(int steps)
14905 LoadSnapshotFromList_Newer(steps);
14907 LoadEngineSnapshotValues();
14910 boolean CheckEngineSnapshotSingle()
14912 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
14913 snapshot_level_nr == level_nr);
14916 boolean CheckEngineSnapshotList()
14918 return CheckSnapshotList();
14922 /* ---------- new game button stuff ---------------------------------------- */
14930 } gamebutton_info[NUM_GAME_BUTTONS] =
14933 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
14934 GAME_CTRL_ID_STOP, "stop game"
14937 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
14938 GAME_CTRL_ID_PAUSE, "pause game"
14941 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
14942 GAME_CTRL_ID_PLAY, "play game"
14945 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
14946 GAME_CTRL_ID_UNDO, "undo step"
14949 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
14950 GAME_CTRL_ID_REDO, "redo step"
14953 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
14954 GAME_CTRL_ID_SAVE, "save game"
14957 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
14958 GAME_CTRL_ID_PAUSE2, "pause game"
14961 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
14962 GAME_CTRL_ID_LOAD, "load game"
14965 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
14966 SOUND_CTRL_ID_MUSIC, "background music on/off"
14969 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
14970 SOUND_CTRL_ID_LOOPS, "sound loops on/off"
14973 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
14974 SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
14978 void CreateGameButtons()
14982 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14984 struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
14985 struct XY *pos = gamebutton_info[i].pos;
14986 struct GadgetInfo *gi;
14989 unsigned int event_mask;
14990 int base_x = (tape.show_game_buttons ? VX : DX);
14991 int base_y = (tape.show_game_buttons ? VY : DY);
14992 int gd_x = gfx->src_x;
14993 int gd_y = gfx->src_y;
14994 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
14995 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
14996 int gd_xa = gfx->src_x + gfx->active_xoffset;
14997 int gd_ya = gfx->src_y + gfx->active_yoffset;
14998 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
14999 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15002 if (gfx->bitmap == NULL)
15004 game_gadget[id] = NULL;
15009 if (id == GAME_CTRL_ID_STOP ||
15010 id == GAME_CTRL_ID_PLAY ||
15011 id == GAME_CTRL_ID_SAVE ||
15012 id == GAME_CTRL_ID_LOAD)
15014 button_type = GD_TYPE_NORMAL_BUTTON;
15016 event_mask = GD_EVENT_RELEASED;
15018 else if (id == GAME_CTRL_ID_UNDO ||
15019 id == GAME_CTRL_ID_REDO)
15021 button_type = GD_TYPE_NORMAL_BUTTON;
15023 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15027 button_type = GD_TYPE_CHECK_BUTTON;
15029 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
15030 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
15031 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
15032 event_mask = GD_EVENT_PRESSED;
15035 gi = CreateGadget(GDI_CUSTOM_ID, id,
15036 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15037 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
15038 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
15039 GDI_WIDTH, gfx->width,
15040 GDI_HEIGHT, gfx->height,
15041 GDI_TYPE, button_type,
15042 GDI_STATE, GD_BUTTON_UNPRESSED,
15043 GDI_CHECKED, checked,
15044 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15045 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15046 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15047 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15048 GDI_DIRECT_DRAW, FALSE,
15049 GDI_EVENT_MASK, event_mask,
15050 GDI_CALLBACK_ACTION, HandleGameButtons,
15054 Error(ERR_EXIT, "cannot create gadget");
15056 game_gadget[id] = gi;
15060 void FreeGameButtons()
15064 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15065 FreeGadget(game_gadget[i]);
15068 static void UnmapGameButtonsAtSamePosition(int id)
15072 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15074 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15075 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15076 UnmapGadget(game_gadget[i]);
15079 static void UnmapGameButtonsAtSamePosition_All()
15081 if (setup.show_snapshot_buttons)
15083 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15084 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15085 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15089 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15090 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15091 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15095 static void MapGameButtonsAtSamePosition(int id)
15099 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15101 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15102 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15103 MapGadget(game_gadget[i]);
15105 UnmapGameButtonsAtSamePosition_All();
15108 void MapUndoRedoButtons()
15110 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15111 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15113 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15114 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15116 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
15119 void UnmapUndoRedoButtons()
15121 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15122 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15124 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15125 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15127 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
15130 void MapGameButtons()
15134 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15135 if (i != GAME_CTRL_ID_UNDO &&
15136 i != GAME_CTRL_ID_REDO)
15137 MapGadget(game_gadget[i]);
15139 UnmapGameButtonsAtSamePosition_All();
15141 RedrawGameButtons();
15144 void UnmapGameButtons()
15148 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15149 UnmapGadget(game_gadget[i]);
15152 void RedrawGameButtons()
15156 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15157 RedrawGadget(game_gadget[i]);
15159 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15160 redraw_mask &= ~REDRAW_ALL;
15163 void GameUndoRedoExt()
15165 ClearPlayerAction();
15167 tape.pausing = TRUE;
15170 UpdateAndDisplayGameControlValues();
15172 DrawCompleteVideoDisplay();
15173 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15174 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15175 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
15180 void GameUndo(int steps)
15182 if (!CheckEngineSnapshotList())
15185 LoadEngineSnapshot_Undo(steps);
15190 void GameRedo(int steps)
15192 if (!CheckEngineSnapshotList())
15195 LoadEngineSnapshot_Redo(steps);
15200 static void HandleGameButtonsExt(int id, int button)
15202 static boolean game_undo_executed = FALSE;
15203 int steps = BUTTON_STEPSIZE(button);
15204 boolean handle_game_buttons =
15205 (game_status == GAME_MODE_PLAYING ||
15206 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15208 if (!handle_game_buttons)
15213 case GAME_CTRL_ID_STOP:
15214 if (game_status == GAME_MODE_MAIN)
15220 RequestQuitGame(TRUE);
15224 case GAME_CTRL_ID_PAUSE:
15225 case GAME_CTRL_ID_PAUSE2:
15226 if (options.network && game_status == GAME_MODE_PLAYING)
15228 #if defined(NETWORK_AVALIABLE)
15230 SendToServer_ContinuePlaying();
15232 SendToServer_PausePlaying();
15236 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15238 game_undo_executed = FALSE;
15242 case GAME_CTRL_ID_PLAY:
15243 if (game_status == GAME_MODE_MAIN)
15245 StartGameActions(options.network, setup.autorecord, level.random_seed);
15247 else if (tape.pausing)
15249 #if defined(NETWORK_AVALIABLE)
15250 if (options.network)
15251 SendToServer_ContinuePlaying();
15254 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
15258 case GAME_CTRL_ID_UNDO:
15259 // Important: When using "save snapshot when collecting an item" mode,
15260 // load last (current) snapshot for first "undo" after pressing "pause"
15261 // (else the last-but-one snapshot would be loaded, because the snapshot
15262 // pointer already points to the last snapshot when pressing "pause",
15263 // which is fine for "every step/move" mode, but not for "every collect")
15264 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15265 !game_undo_executed)
15268 game_undo_executed = TRUE;
15273 case GAME_CTRL_ID_REDO:
15277 case GAME_CTRL_ID_SAVE:
15281 case GAME_CTRL_ID_LOAD:
15285 case SOUND_CTRL_ID_MUSIC:
15286 if (setup.sound_music)
15288 setup.sound_music = FALSE;
15292 else if (audio.music_available)
15294 setup.sound = setup.sound_music = TRUE;
15296 SetAudioMode(setup.sound);
15302 case SOUND_CTRL_ID_LOOPS:
15303 if (setup.sound_loops)
15304 setup.sound_loops = FALSE;
15305 else if (audio.loops_available)
15307 setup.sound = setup.sound_loops = TRUE;
15309 SetAudioMode(setup.sound);
15313 case SOUND_CTRL_ID_SIMPLE:
15314 if (setup.sound_simple)
15315 setup.sound_simple = FALSE;
15316 else if (audio.sound_available)
15318 setup.sound = setup.sound_simple = TRUE;
15320 SetAudioMode(setup.sound);
15329 static void HandleGameButtons(struct GadgetInfo *gi)
15331 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15334 void HandleSoundButtonKeys(Key key)
15337 if (key == setup.shortcut.sound_simple)
15338 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15339 else if (key == setup.shortcut.sound_loops)
15340 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15341 else if (key == setup.shortcut.sound_music)
15342 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);