1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
25 #define DEBUG_INIT_PLAYER 1
26 #define DEBUG_PLAYER_ACTIONS 0
28 /* EXPERIMENTAL STUFF */
29 #define USE_NEW_AMOEBA_CODE FALSE
31 /* EXPERIMENTAL STUFF */
32 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
33 #define USE_QUICKSAND_IMPACT_BUGFIX 0
34 #define USE_DELAYED_GFX_REDRAW 0
35 #define USE_NEW_PLAYER_ASSIGNMENTS 1
37 #if USE_DELAYED_GFX_REDRAW
38 #define TEST_DrawLevelField(x, y) \
39 GfxRedraw[x][y] |= GFX_REDRAW_TILE
40 #define TEST_DrawLevelFieldCrumbled(x, y) \
41 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
42 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
43 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
44 #define TEST_DrawTwinkleOnField(x, y) \
45 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
47 #define TEST_DrawLevelField(x, y) \
49 #define TEST_DrawLevelFieldCrumbled(x, y) \
50 DrawLevelFieldCrumbled(x, y)
51 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
52 DrawLevelFieldCrumbledNeighbours(x, y)
53 #define TEST_DrawTwinkleOnField(x, y) \
54 DrawTwinkleOnField(x, y)
63 /* for MovePlayer() */
64 #define MP_NO_ACTION 0
67 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
69 /* for ScrollPlayer() */
71 #define SCROLL_GO_ON 1
73 /* for Bang()/Explode() */
74 #define EX_PHASE_START 0
75 #define EX_TYPE_NONE 0
76 #define EX_TYPE_NORMAL (1 << 0)
77 #define EX_TYPE_CENTER (1 << 1)
78 #define EX_TYPE_BORDER (1 << 2)
79 #define EX_TYPE_CROSS (1 << 3)
80 #define EX_TYPE_DYNA (1 << 4)
81 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
83 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
84 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
85 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
86 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
88 /* game panel display and control definitions */
89 #define GAME_PANEL_LEVEL_NUMBER 0
90 #define GAME_PANEL_GEMS 1
91 #define GAME_PANEL_INVENTORY_COUNT 2
92 #define GAME_PANEL_INVENTORY_FIRST_1 3
93 #define GAME_PANEL_INVENTORY_FIRST_2 4
94 #define GAME_PANEL_INVENTORY_FIRST_3 5
95 #define GAME_PANEL_INVENTORY_FIRST_4 6
96 #define GAME_PANEL_INVENTORY_FIRST_5 7
97 #define GAME_PANEL_INVENTORY_FIRST_6 8
98 #define GAME_PANEL_INVENTORY_FIRST_7 9
99 #define GAME_PANEL_INVENTORY_FIRST_8 10
100 #define GAME_PANEL_INVENTORY_LAST_1 11
101 #define GAME_PANEL_INVENTORY_LAST_2 12
102 #define GAME_PANEL_INVENTORY_LAST_3 13
103 #define GAME_PANEL_INVENTORY_LAST_4 14
104 #define GAME_PANEL_INVENTORY_LAST_5 15
105 #define GAME_PANEL_INVENTORY_LAST_6 16
106 #define GAME_PANEL_INVENTORY_LAST_7 17
107 #define GAME_PANEL_INVENTORY_LAST_8 18
108 #define GAME_PANEL_KEY_1 19
109 #define GAME_PANEL_KEY_2 20
110 #define GAME_PANEL_KEY_3 21
111 #define GAME_PANEL_KEY_4 22
112 #define GAME_PANEL_KEY_5 23
113 #define GAME_PANEL_KEY_6 24
114 #define GAME_PANEL_KEY_7 25
115 #define GAME_PANEL_KEY_8 26
116 #define GAME_PANEL_KEY_WHITE 27
117 #define GAME_PANEL_KEY_WHITE_COUNT 28
118 #define GAME_PANEL_SCORE 29
119 #define GAME_PANEL_HIGHSCORE 30
120 #define GAME_PANEL_TIME 31
121 #define GAME_PANEL_TIME_HH 32
122 #define GAME_PANEL_TIME_MM 33
123 #define GAME_PANEL_TIME_SS 34
124 #define GAME_PANEL_FRAME 35
125 #define GAME_PANEL_SHIELD_NORMAL 36
126 #define GAME_PANEL_SHIELD_NORMAL_TIME 37
127 #define GAME_PANEL_SHIELD_DEADLY 38
128 #define GAME_PANEL_SHIELD_DEADLY_TIME 39
129 #define GAME_PANEL_EXIT 40
130 #define GAME_PANEL_EMC_MAGIC_BALL 41
131 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 42
132 #define GAME_PANEL_LIGHT_SWITCH 43
133 #define GAME_PANEL_LIGHT_SWITCH_TIME 44
134 #define GAME_PANEL_TIMEGATE_SWITCH 45
135 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 46
136 #define GAME_PANEL_SWITCHGATE_SWITCH 47
137 #define GAME_PANEL_EMC_LENSES 48
138 #define GAME_PANEL_EMC_LENSES_TIME 49
139 #define GAME_PANEL_EMC_MAGNIFIER 50
140 #define GAME_PANEL_EMC_MAGNIFIER_TIME 51
141 #define GAME_PANEL_BALLOON_SWITCH 52
142 #define GAME_PANEL_DYNABOMB_NUMBER 53
143 #define GAME_PANEL_DYNABOMB_SIZE 54
144 #define GAME_PANEL_DYNABOMB_POWER 55
145 #define GAME_PANEL_PENGUINS 56
146 #define GAME_PANEL_SOKOBAN_OBJECTS 57
147 #define GAME_PANEL_SOKOBAN_FIELDS 58
148 #define GAME_PANEL_ROBOT_WHEEL 59
149 #define GAME_PANEL_CONVEYOR_BELT_1 60
150 #define GAME_PANEL_CONVEYOR_BELT_2 61
151 #define GAME_PANEL_CONVEYOR_BELT_3 62
152 #define GAME_PANEL_CONVEYOR_BELT_4 63
153 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 64
154 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 65
155 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 66
156 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 67
157 #define GAME_PANEL_MAGIC_WALL 68
158 #define GAME_PANEL_MAGIC_WALL_TIME 69
159 #define GAME_PANEL_GRAVITY_STATE 70
160 #define GAME_PANEL_GRAPHIC_1 71
161 #define GAME_PANEL_GRAPHIC_2 72
162 #define GAME_PANEL_GRAPHIC_3 73
163 #define GAME_PANEL_GRAPHIC_4 74
164 #define GAME_PANEL_GRAPHIC_5 75
165 #define GAME_PANEL_GRAPHIC_6 76
166 #define GAME_PANEL_GRAPHIC_7 77
167 #define GAME_PANEL_GRAPHIC_8 78
168 #define GAME_PANEL_ELEMENT_1 79
169 #define GAME_PANEL_ELEMENT_2 80
170 #define GAME_PANEL_ELEMENT_3 81
171 #define GAME_PANEL_ELEMENT_4 82
172 #define GAME_PANEL_ELEMENT_5 83
173 #define GAME_PANEL_ELEMENT_6 84
174 #define GAME_PANEL_ELEMENT_7 85
175 #define GAME_PANEL_ELEMENT_8 86
176 #define GAME_PANEL_ELEMENT_COUNT_1 87
177 #define GAME_PANEL_ELEMENT_COUNT_2 88
178 #define GAME_PANEL_ELEMENT_COUNT_3 89
179 #define GAME_PANEL_ELEMENT_COUNT_4 90
180 #define GAME_PANEL_ELEMENT_COUNT_5 91
181 #define GAME_PANEL_ELEMENT_COUNT_6 92
182 #define GAME_PANEL_ELEMENT_COUNT_7 93
183 #define GAME_PANEL_ELEMENT_COUNT_8 94
184 #define GAME_PANEL_CE_SCORE_1 95
185 #define GAME_PANEL_CE_SCORE_2 96
186 #define GAME_PANEL_CE_SCORE_3 97
187 #define GAME_PANEL_CE_SCORE_4 98
188 #define GAME_PANEL_CE_SCORE_5 99
189 #define GAME_PANEL_CE_SCORE_6 100
190 #define GAME_PANEL_CE_SCORE_7 101
191 #define GAME_PANEL_CE_SCORE_8 102
192 #define GAME_PANEL_CE_SCORE_1_ELEMENT 103
193 #define GAME_PANEL_CE_SCORE_2_ELEMENT 104
194 #define GAME_PANEL_CE_SCORE_3_ELEMENT 105
195 #define GAME_PANEL_CE_SCORE_4_ELEMENT 106
196 #define GAME_PANEL_CE_SCORE_5_ELEMENT 107
197 #define GAME_PANEL_CE_SCORE_6_ELEMENT 108
198 #define GAME_PANEL_CE_SCORE_7_ELEMENT 109
199 #define GAME_PANEL_CE_SCORE_8_ELEMENT 110
200 #define GAME_PANEL_PLAYER_NAME 111
201 #define GAME_PANEL_LEVEL_NAME 112
202 #define GAME_PANEL_LEVEL_AUTHOR 113
204 #define NUM_GAME_PANEL_CONTROLS 114
206 struct GamePanelOrderInfo
212 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
214 struct GamePanelControlInfo
218 struct TextPosInfo *pos;
221 int value, last_value;
222 int frame, last_frame;
227 static struct GamePanelControlInfo game_panel_controls[] =
230 GAME_PANEL_LEVEL_NUMBER,
231 &game.panel.level_number,
240 GAME_PANEL_INVENTORY_COUNT,
241 &game.panel.inventory_count,
245 GAME_PANEL_INVENTORY_FIRST_1,
246 &game.panel.inventory_first[0],
250 GAME_PANEL_INVENTORY_FIRST_2,
251 &game.panel.inventory_first[1],
255 GAME_PANEL_INVENTORY_FIRST_3,
256 &game.panel.inventory_first[2],
260 GAME_PANEL_INVENTORY_FIRST_4,
261 &game.panel.inventory_first[3],
265 GAME_PANEL_INVENTORY_FIRST_5,
266 &game.panel.inventory_first[4],
270 GAME_PANEL_INVENTORY_FIRST_6,
271 &game.panel.inventory_first[5],
275 GAME_PANEL_INVENTORY_FIRST_7,
276 &game.panel.inventory_first[6],
280 GAME_PANEL_INVENTORY_FIRST_8,
281 &game.panel.inventory_first[7],
285 GAME_PANEL_INVENTORY_LAST_1,
286 &game.panel.inventory_last[0],
290 GAME_PANEL_INVENTORY_LAST_2,
291 &game.panel.inventory_last[1],
295 GAME_PANEL_INVENTORY_LAST_3,
296 &game.panel.inventory_last[2],
300 GAME_PANEL_INVENTORY_LAST_4,
301 &game.panel.inventory_last[3],
305 GAME_PANEL_INVENTORY_LAST_5,
306 &game.panel.inventory_last[4],
310 GAME_PANEL_INVENTORY_LAST_6,
311 &game.panel.inventory_last[5],
315 GAME_PANEL_INVENTORY_LAST_7,
316 &game.panel.inventory_last[6],
320 GAME_PANEL_INVENTORY_LAST_8,
321 &game.panel.inventory_last[7],
365 GAME_PANEL_KEY_WHITE,
366 &game.panel.key_white,
370 GAME_PANEL_KEY_WHITE_COUNT,
371 &game.panel.key_white_count,
380 GAME_PANEL_HIGHSCORE,
381 &game.panel.highscore,
410 GAME_PANEL_SHIELD_NORMAL,
411 &game.panel.shield_normal,
415 GAME_PANEL_SHIELD_NORMAL_TIME,
416 &game.panel.shield_normal_time,
420 GAME_PANEL_SHIELD_DEADLY,
421 &game.panel.shield_deadly,
425 GAME_PANEL_SHIELD_DEADLY_TIME,
426 &game.panel.shield_deadly_time,
435 GAME_PANEL_EMC_MAGIC_BALL,
436 &game.panel.emc_magic_ball,
440 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
441 &game.panel.emc_magic_ball_switch,
445 GAME_PANEL_LIGHT_SWITCH,
446 &game.panel.light_switch,
450 GAME_PANEL_LIGHT_SWITCH_TIME,
451 &game.panel.light_switch_time,
455 GAME_PANEL_TIMEGATE_SWITCH,
456 &game.panel.timegate_switch,
460 GAME_PANEL_TIMEGATE_SWITCH_TIME,
461 &game.panel.timegate_switch_time,
465 GAME_PANEL_SWITCHGATE_SWITCH,
466 &game.panel.switchgate_switch,
470 GAME_PANEL_EMC_LENSES,
471 &game.panel.emc_lenses,
475 GAME_PANEL_EMC_LENSES_TIME,
476 &game.panel.emc_lenses_time,
480 GAME_PANEL_EMC_MAGNIFIER,
481 &game.panel.emc_magnifier,
485 GAME_PANEL_EMC_MAGNIFIER_TIME,
486 &game.panel.emc_magnifier_time,
490 GAME_PANEL_BALLOON_SWITCH,
491 &game.panel.balloon_switch,
495 GAME_PANEL_DYNABOMB_NUMBER,
496 &game.panel.dynabomb_number,
500 GAME_PANEL_DYNABOMB_SIZE,
501 &game.panel.dynabomb_size,
505 GAME_PANEL_DYNABOMB_POWER,
506 &game.panel.dynabomb_power,
511 &game.panel.penguins,
515 GAME_PANEL_SOKOBAN_OBJECTS,
516 &game.panel.sokoban_objects,
520 GAME_PANEL_SOKOBAN_FIELDS,
521 &game.panel.sokoban_fields,
525 GAME_PANEL_ROBOT_WHEEL,
526 &game.panel.robot_wheel,
530 GAME_PANEL_CONVEYOR_BELT_1,
531 &game.panel.conveyor_belt[0],
535 GAME_PANEL_CONVEYOR_BELT_2,
536 &game.panel.conveyor_belt[1],
540 GAME_PANEL_CONVEYOR_BELT_3,
541 &game.panel.conveyor_belt[2],
545 GAME_PANEL_CONVEYOR_BELT_4,
546 &game.panel.conveyor_belt[3],
550 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
551 &game.panel.conveyor_belt_switch[0],
555 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
556 &game.panel.conveyor_belt_switch[1],
560 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
561 &game.panel.conveyor_belt_switch[2],
565 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
566 &game.panel.conveyor_belt_switch[3],
570 GAME_PANEL_MAGIC_WALL,
571 &game.panel.magic_wall,
575 GAME_PANEL_MAGIC_WALL_TIME,
576 &game.panel.magic_wall_time,
580 GAME_PANEL_GRAVITY_STATE,
581 &game.panel.gravity_state,
585 GAME_PANEL_GRAPHIC_1,
586 &game.panel.graphic[0],
590 GAME_PANEL_GRAPHIC_2,
591 &game.panel.graphic[1],
595 GAME_PANEL_GRAPHIC_3,
596 &game.panel.graphic[2],
600 GAME_PANEL_GRAPHIC_4,
601 &game.panel.graphic[3],
605 GAME_PANEL_GRAPHIC_5,
606 &game.panel.graphic[4],
610 GAME_PANEL_GRAPHIC_6,
611 &game.panel.graphic[5],
615 GAME_PANEL_GRAPHIC_7,
616 &game.panel.graphic[6],
620 GAME_PANEL_GRAPHIC_8,
621 &game.panel.graphic[7],
625 GAME_PANEL_ELEMENT_1,
626 &game.panel.element[0],
630 GAME_PANEL_ELEMENT_2,
631 &game.panel.element[1],
635 GAME_PANEL_ELEMENT_3,
636 &game.panel.element[2],
640 GAME_PANEL_ELEMENT_4,
641 &game.panel.element[3],
645 GAME_PANEL_ELEMENT_5,
646 &game.panel.element[4],
650 GAME_PANEL_ELEMENT_6,
651 &game.panel.element[5],
655 GAME_PANEL_ELEMENT_7,
656 &game.panel.element[6],
660 GAME_PANEL_ELEMENT_8,
661 &game.panel.element[7],
665 GAME_PANEL_ELEMENT_COUNT_1,
666 &game.panel.element_count[0],
670 GAME_PANEL_ELEMENT_COUNT_2,
671 &game.panel.element_count[1],
675 GAME_PANEL_ELEMENT_COUNT_3,
676 &game.panel.element_count[2],
680 GAME_PANEL_ELEMENT_COUNT_4,
681 &game.panel.element_count[3],
685 GAME_PANEL_ELEMENT_COUNT_5,
686 &game.panel.element_count[4],
690 GAME_PANEL_ELEMENT_COUNT_6,
691 &game.panel.element_count[5],
695 GAME_PANEL_ELEMENT_COUNT_7,
696 &game.panel.element_count[6],
700 GAME_PANEL_ELEMENT_COUNT_8,
701 &game.panel.element_count[7],
705 GAME_PANEL_CE_SCORE_1,
706 &game.panel.ce_score[0],
710 GAME_PANEL_CE_SCORE_2,
711 &game.panel.ce_score[1],
715 GAME_PANEL_CE_SCORE_3,
716 &game.panel.ce_score[2],
720 GAME_PANEL_CE_SCORE_4,
721 &game.panel.ce_score[3],
725 GAME_PANEL_CE_SCORE_5,
726 &game.panel.ce_score[4],
730 GAME_PANEL_CE_SCORE_6,
731 &game.panel.ce_score[5],
735 GAME_PANEL_CE_SCORE_7,
736 &game.panel.ce_score[6],
740 GAME_PANEL_CE_SCORE_8,
741 &game.panel.ce_score[7],
745 GAME_PANEL_CE_SCORE_1_ELEMENT,
746 &game.panel.ce_score_element[0],
750 GAME_PANEL_CE_SCORE_2_ELEMENT,
751 &game.panel.ce_score_element[1],
755 GAME_PANEL_CE_SCORE_3_ELEMENT,
756 &game.panel.ce_score_element[2],
760 GAME_PANEL_CE_SCORE_4_ELEMENT,
761 &game.panel.ce_score_element[3],
765 GAME_PANEL_CE_SCORE_5_ELEMENT,
766 &game.panel.ce_score_element[4],
770 GAME_PANEL_CE_SCORE_6_ELEMENT,
771 &game.panel.ce_score_element[5],
775 GAME_PANEL_CE_SCORE_7_ELEMENT,
776 &game.panel.ce_score_element[6],
780 GAME_PANEL_CE_SCORE_8_ELEMENT,
781 &game.panel.ce_score_element[7],
785 GAME_PANEL_PLAYER_NAME,
786 &game.panel.player_name,
790 GAME_PANEL_LEVEL_NAME,
791 &game.panel.level_name,
795 GAME_PANEL_LEVEL_AUTHOR,
796 &game.panel.level_author,
807 /* values for delayed check of falling and moving elements and for collision */
808 #define CHECK_DELAY_MOVING 3
809 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
810 #define CHECK_DELAY_COLLISION 2
811 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
813 /* values for initial player move delay (initial delay counter value) */
814 #define INITIAL_MOVE_DELAY_OFF -1
815 #define INITIAL_MOVE_DELAY_ON 0
817 /* values for player movement speed (which is in fact a delay value) */
818 #define MOVE_DELAY_MIN_SPEED 32
819 #define MOVE_DELAY_NORMAL_SPEED 8
820 #define MOVE_DELAY_HIGH_SPEED 4
821 #define MOVE_DELAY_MAX_SPEED 1
823 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
824 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
826 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
827 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
829 /* values for other actions */
830 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
831 #define MOVE_STEPSIZE_MIN (1)
832 #define MOVE_STEPSIZE_MAX (TILEX)
834 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
835 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
837 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
839 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
840 RND(element_info[e].push_delay_random))
841 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
842 RND(element_info[e].drop_delay_random))
843 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
844 RND(element_info[e].move_delay_random))
845 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
846 (element_info[e].move_delay_random))
847 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
848 RND(element_info[e].ce_value_random_initial))
849 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
850 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
851 RND((c)->delay_random * (c)->delay_frames))
852 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
853 RND((c)->delay_random))
856 #define GET_VALID_RUNTIME_ELEMENT(e) \
857 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
859 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
860 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
861 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
862 (be) + (e) - EL_SELF)
864 #define GET_PLAYER_FROM_BITS(p) \
865 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
867 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
868 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
869 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
870 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
871 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
872 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
873 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
874 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
875 RESOLVED_REFERENCE_ELEMENT(be, e) : \
878 #define CAN_GROW_INTO(e) \
879 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
881 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
882 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
885 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
886 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
887 (CAN_MOVE_INTO_ACID(e) && \
888 Feld[x][y] == EL_ACID) || \
891 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
892 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
893 (CAN_MOVE_INTO_ACID(e) && \
894 Feld[x][y] == EL_ACID) || \
897 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
898 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
900 (CAN_MOVE_INTO_ACID(e) && \
901 Feld[x][y] == EL_ACID) || \
902 (DONT_COLLIDE_WITH(e) && \
904 !PLAYER_ENEMY_PROTECTED(x, y))))
906 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
907 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
909 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
910 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
912 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
913 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
915 #define ANDROID_CAN_CLONE_FIELD(x, y) \
916 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
917 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
919 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
920 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
922 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
923 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
925 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
926 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
928 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
929 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
931 #define PIG_CAN_ENTER_FIELD(e, x, y) \
932 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
934 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
935 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
936 Feld[x][y] == EL_EM_EXIT_OPEN || \
937 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
938 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
939 IS_FOOD_PENGUIN(Feld[x][y])))
940 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
941 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
943 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
944 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
946 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
947 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
949 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
950 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
951 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
953 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
955 #define CE_ENTER_FIELD_COND(e, x, y) \
956 (!IS_PLAYER(x, y) && \
957 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
959 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
960 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
962 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
963 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
965 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
966 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
967 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
968 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
970 /* game button identifiers */
971 #define GAME_CTRL_ID_STOP 0
972 #define GAME_CTRL_ID_PAUSE 1
973 #define GAME_CTRL_ID_PLAY 2
974 #define GAME_CTRL_ID_UNDO 3
975 #define GAME_CTRL_ID_REDO 4
976 #define GAME_CTRL_ID_SAVE 5
977 #define GAME_CTRL_ID_PAUSE2 6
978 #define GAME_CTRL_ID_LOAD 7
979 #define SOUND_CTRL_ID_MUSIC 8
980 #define SOUND_CTRL_ID_LOOPS 9
981 #define SOUND_CTRL_ID_SIMPLE 10
983 #define NUM_GAME_BUTTONS 11
986 /* forward declaration for internal use */
988 static void CreateField(int, int, int);
990 static void ResetGfxAnimation(int, int);
992 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
993 static void AdvanceFrameAndPlayerCounters(int);
995 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
996 static boolean MovePlayer(struct PlayerInfo *, int, int);
997 static void ScrollPlayer(struct PlayerInfo *, int);
998 static void ScrollScreen(struct PlayerInfo *, int);
1000 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1001 static boolean DigFieldByCE(int, int, int);
1002 static boolean SnapField(struct PlayerInfo *, int, int);
1003 static boolean DropElement(struct PlayerInfo *);
1005 static void InitBeltMovement(void);
1006 static void CloseAllOpenTimegates(void);
1007 static void CheckGravityMovement(struct PlayerInfo *);
1008 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1009 static void KillPlayerUnlessEnemyProtected(int, int);
1010 static void KillPlayerUnlessExplosionProtected(int, int);
1012 static void TestIfPlayerTouchesCustomElement(int, int);
1013 static void TestIfElementTouchesCustomElement(int, int);
1014 static void TestIfElementHitsCustomElement(int, int, int);
1016 static void HandleElementChange(int, int, int);
1017 static void ExecuteCustomElementAction(int, int, int, int);
1018 static boolean ChangeElement(int, int, int, int);
1020 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1021 #define CheckTriggeredElementChange(x, y, e, ev) \
1022 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1023 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1024 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1025 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1026 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1027 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1028 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1030 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1031 #define CheckElementChange(x, y, e, te, ev) \
1032 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1033 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1034 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1035 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1036 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1038 static void PlayLevelSound(int, int, int);
1039 static void PlayLevelSoundNearest(int, int, int);
1040 static void PlayLevelSoundAction(int, int, int);
1041 static void PlayLevelSoundElementAction(int, int, int, int);
1042 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1043 static void PlayLevelSoundActionIfLoop(int, int, int);
1044 static void StopLevelSoundActionIfLoop(int, int, int);
1045 static void PlayLevelMusic();
1047 static void HandleGameButtons(struct GadgetInfo *);
1049 int AmoebeNachbarNr(int, int);
1050 void AmoebeUmwandeln(int, int);
1051 void ContinueMoving(int, int);
1052 void Bang(int, int);
1053 void InitMovDir(int, int);
1054 void InitAmoebaNr(int, int);
1055 int NewHiScore(void);
1057 void TestIfGoodThingHitsBadThing(int, int, int);
1058 void TestIfBadThingHitsGoodThing(int, int, int);
1059 void TestIfPlayerTouchesBadThing(int, int);
1060 void TestIfPlayerRunsIntoBadThing(int, int, int);
1061 void TestIfBadThingTouchesPlayer(int, int);
1062 void TestIfBadThingRunsIntoPlayer(int, int, int);
1063 void TestIfFriendTouchesBadThing(int, int);
1064 void TestIfBadThingTouchesFriend(int, int);
1065 void TestIfBadThingTouchesOtherBadThing(int, int);
1066 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1068 void KillPlayer(struct PlayerInfo *);
1069 void BuryPlayer(struct PlayerInfo *);
1070 void RemovePlayer(struct PlayerInfo *);
1072 static int getInvisibleActiveFromInvisibleElement(int);
1073 static int getInvisibleFromInvisibleActiveElement(int);
1075 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1077 /* for detection of endless loops, caused by custom element programming */
1078 /* (using maximal playfield width x 10 is just a rough approximation) */
1079 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1081 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1083 if (recursion_loop_detected) \
1086 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1088 recursion_loop_detected = TRUE; \
1089 recursion_loop_element = (e); \
1092 recursion_loop_depth++; \
1095 #define RECURSION_LOOP_DETECTION_END() \
1097 recursion_loop_depth--; \
1100 static int recursion_loop_depth;
1101 static boolean recursion_loop_detected;
1102 static boolean recursion_loop_element;
1104 static int map_player_action[MAX_PLAYERS];
1107 /* ------------------------------------------------------------------------- */
1108 /* definition of elements that automatically change to other elements after */
1109 /* a specified time, eventually calling a function when changing */
1110 /* ------------------------------------------------------------------------- */
1112 /* forward declaration for changer functions */
1113 static void InitBuggyBase(int, int);
1114 static void WarnBuggyBase(int, int);
1116 static void InitTrap(int, int);
1117 static void ActivateTrap(int, int);
1118 static void ChangeActiveTrap(int, int);
1120 static void InitRobotWheel(int, int);
1121 static void RunRobotWheel(int, int);
1122 static void StopRobotWheel(int, int);
1124 static void InitTimegateWheel(int, int);
1125 static void RunTimegateWheel(int, int);
1127 static void InitMagicBallDelay(int, int);
1128 static void ActivateMagicBall(int, int);
1130 struct ChangingElementInfo
1135 void (*pre_change_function)(int x, int y);
1136 void (*change_function)(int x, int y);
1137 void (*post_change_function)(int x, int y);
1140 static struct ChangingElementInfo change_delay_list[] =
1175 EL_STEEL_EXIT_OPENING,
1183 EL_STEEL_EXIT_CLOSING,
1184 EL_STEEL_EXIT_CLOSED,
1207 EL_EM_STEEL_EXIT_OPENING,
1208 EL_EM_STEEL_EXIT_OPEN,
1215 EL_EM_STEEL_EXIT_CLOSING,
1239 EL_SWITCHGATE_OPENING,
1247 EL_SWITCHGATE_CLOSING,
1248 EL_SWITCHGATE_CLOSED,
1255 EL_TIMEGATE_OPENING,
1263 EL_TIMEGATE_CLOSING,
1272 EL_ACID_SPLASH_LEFT,
1280 EL_ACID_SPLASH_RIGHT,
1289 EL_SP_BUGGY_BASE_ACTIVATING,
1296 EL_SP_BUGGY_BASE_ACTIVATING,
1297 EL_SP_BUGGY_BASE_ACTIVE,
1304 EL_SP_BUGGY_BASE_ACTIVE,
1328 EL_ROBOT_WHEEL_ACTIVE,
1336 EL_TIMEGATE_SWITCH_ACTIVE,
1344 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1345 EL_DC_TIMEGATE_SWITCH,
1352 EL_EMC_MAGIC_BALL_ACTIVE,
1353 EL_EMC_MAGIC_BALL_ACTIVE,
1360 EL_EMC_SPRING_BUMPER_ACTIVE,
1361 EL_EMC_SPRING_BUMPER,
1368 EL_DIAGONAL_SHRINKING,
1376 EL_DIAGONAL_GROWING,
1397 int push_delay_fixed, push_delay_random;
1401 { EL_SPRING, 0, 0 },
1402 { EL_BALLOON, 0, 0 },
1404 { EL_SOKOBAN_OBJECT, 2, 0 },
1405 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1406 { EL_SATELLITE, 2, 0 },
1407 { EL_SP_DISK_YELLOW, 2, 0 },
1409 { EL_UNDEFINED, 0, 0 },
1417 move_stepsize_list[] =
1419 { EL_AMOEBA_DROP, 2 },
1420 { EL_AMOEBA_DROPPING, 2 },
1421 { EL_QUICKSAND_FILLING, 1 },
1422 { EL_QUICKSAND_EMPTYING, 1 },
1423 { EL_QUICKSAND_FAST_FILLING, 2 },
1424 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1425 { EL_MAGIC_WALL_FILLING, 2 },
1426 { EL_MAGIC_WALL_EMPTYING, 2 },
1427 { EL_BD_MAGIC_WALL_FILLING, 2 },
1428 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1429 { EL_DC_MAGIC_WALL_FILLING, 2 },
1430 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1432 { EL_UNDEFINED, 0 },
1440 collect_count_list[] =
1443 { EL_BD_DIAMOND, 1 },
1444 { EL_EMERALD_YELLOW, 1 },
1445 { EL_EMERALD_RED, 1 },
1446 { EL_EMERALD_PURPLE, 1 },
1448 { EL_SP_INFOTRON, 1 },
1452 { EL_UNDEFINED, 0 },
1460 access_direction_list[] =
1462 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1463 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1464 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1465 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1466 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1467 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1468 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1469 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1470 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1471 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1472 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1474 { EL_SP_PORT_LEFT, MV_RIGHT },
1475 { EL_SP_PORT_RIGHT, MV_LEFT },
1476 { EL_SP_PORT_UP, MV_DOWN },
1477 { EL_SP_PORT_DOWN, MV_UP },
1478 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1479 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1480 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1481 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1482 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1483 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1484 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1485 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1486 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1487 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1488 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1489 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1490 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1491 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1492 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1494 { EL_UNDEFINED, MV_NONE }
1497 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1499 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1500 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1501 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1502 IS_JUST_CHANGING(x, y))
1504 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1506 /* static variables for playfield scan mode (scanning forward or backward) */
1507 static int playfield_scan_start_x = 0;
1508 static int playfield_scan_start_y = 0;
1509 static int playfield_scan_delta_x = 1;
1510 static int playfield_scan_delta_y = 1;
1512 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1513 (y) >= 0 && (y) <= lev_fieldy - 1; \
1514 (y) += playfield_scan_delta_y) \
1515 for ((x) = playfield_scan_start_x; \
1516 (x) >= 0 && (x) <= lev_fieldx - 1; \
1517 (x) += playfield_scan_delta_x)
1520 void DEBUG_SetMaximumDynamite()
1524 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1525 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1526 local_player->inventory_element[local_player->inventory_size++] =
1531 static void InitPlayfieldScanModeVars()
1533 if (game.use_reverse_scan_direction)
1535 playfield_scan_start_x = lev_fieldx - 1;
1536 playfield_scan_start_y = lev_fieldy - 1;
1538 playfield_scan_delta_x = -1;
1539 playfield_scan_delta_y = -1;
1543 playfield_scan_start_x = 0;
1544 playfield_scan_start_y = 0;
1546 playfield_scan_delta_x = 1;
1547 playfield_scan_delta_y = 1;
1551 static void InitPlayfieldScanMode(int mode)
1553 game.use_reverse_scan_direction =
1554 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1556 InitPlayfieldScanModeVars();
1559 static int get_move_delay_from_stepsize(int move_stepsize)
1562 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1564 /* make sure that stepsize value is always a power of 2 */
1565 move_stepsize = (1 << log_2(move_stepsize));
1567 return TILEX / move_stepsize;
1570 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1573 int player_nr = player->index_nr;
1574 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1575 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1577 /* do no immediately change move delay -- the player might just be moving */
1578 player->move_delay_value_next = move_delay;
1580 /* information if player can move must be set separately */
1581 player->cannot_move = cannot_move;
1585 player->move_delay = game.initial_move_delay[player_nr];
1586 player->move_delay_value = game.initial_move_delay_value[player_nr];
1588 player->move_delay_value_next = -1;
1590 player->move_delay_reset_counter = 0;
1594 void GetPlayerConfig()
1596 GameFrameDelay = setup.game_frame_delay;
1598 if (!audio.sound_available)
1599 setup.sound_simple = FALSE;
1601 if (!audio.loops_available)
1602 setup.sound_loops = FALSE;
1604 if (!audio.music_available)
1605 setup.sound_music = FALSE;
1607 if (!video.fullscreen_available)
1608 setup.fullscreen = FALSE;
1610 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1612 SetAudioMode(setup.sound);
1616 int GetElementFromGroupElement(int element)
1618 if (IS_GROUP_ELEMENT(element))
1620 struct ElementGroupInfo *group = element_info[element].group;
1621 int last_anim_random_frame = gfx.anim_random_frame;
1624 if (group->choice_mode == ANIM_RANDOM)
1625 gfx.anim_random_frame = RND(group->num_elements_resolved);
1627 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1628 group->choice_mode, 0,
1631 if (group->choice_mode == ANIM_RANDOM)
1632 gfx.anim_random_frame = last_anim_random_frame;
1634 group->choice_pos++;
1636 element = group->element_resolved[element_pos];
1642 static void InitPlayerField(int x, int y, int element, boolean init_game)
1644 if (element == EL_SP_MURPHY)
1648 if (stored_player[0].present)
1650 Feld[x][y] = EL_SP_MURPHY_CLONE;
1656 stored_player[0].initial_element = element;
1657 stored_player[0].use_murphy = TRUE;
1659 if (!level.use_artwork_element[0])
1660 stored_player[0].artwork_element = EL_SP_MURPHY;
1663 Feld[x][y] = EL_PLAYER_1;
1669 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1670 int jx = player->jx, jy = player->jy;
1672 player->present = TRUE;
1674 player->block_last_field = (element == EL_SP_MURPHY ?
1675 level.sp_block_last_field :
1676 level.block_last_field);
1678 /* ---------- initialize player's last field block delay --------------- */
1680 /* always start with reliable default value (no adjustment needed) */
1681 player->block_delay_adjustment = 0;
1683 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1684 if (player->block_last_field && element == EL_SP_MURPHY)
1685 player->block_delay_adjustment = 1;
1687 /* special case 2: in game engines before 3.1.1, blocking was different */
1688 if (game.use_block_last_field_bug)
1689 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1691 if (!options.network || player->connected)
1693 player->active = TRUE;
1695 /* remove potentially duplicate players */
1696 if (StorePlayer[jx][jy] == Feld[x][y])
1697 StorePlayer[jx][jy] = 0;
1699 StorePlayer[x][y] = Feld[x][y];
1701 #if DEBUG_INIT_PLAYER
1704 printf("- player element %d activated", player->element_nr);
1705 printf(" (local player is %d and currently %s)\n",
1706 local_player->element_nr,
1707 local_player->active ? "active" : "not active");
1712 Feld[x][y] = EL_EMPTY;
1714 player->jx = player->last_jx = x;
1715 player->jy = player->last_jy = y;
1720 int player_nr = GET_PLAYER_NR(element);
1721 struct PlayerInfo *player = &stored_player[player_nr];
1723 if (player->active && player->killed)
1724 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1728 static void InitField(int x, int y, boolean init_game)
1730 int element = Feld[x][y];
1739 InitPlayerField(x, y, element, init_game);
1742 case EL_SOKOBAN_FIELD_PLAYER:
1743 element = Feld[x][y] = EL_PLAYER_1;
1744 InitField(x, y, init_game);
1746 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1747 InitField(x, y, init_game);
1750 case EL_SOKOBAN_FIELD_EMPTY:
1751 local_player->sokobanfields_still_needed++;
1755 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1756 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1757 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1758 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1759 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1760 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1761 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1762 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1763 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1764 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1773 case EL_SPACESHIP_RIGHT:
1774 case EL_SPACESHIP_UP:
1775 case EL_SPACESHIP_LEFT:
1776 case EL_SPACESHIP_DOWN:
1777 case EL_BD_BUTTERFLY:
1778 case EL_BD_BUTTERFLY_RIGHT:
1779 case EL_BD_BUTTERFLY_UP:
1780 case EL_BD_BUTTERFLY_LEFT:
1781 case EL_BD_BUTTERFLY_DOWN:
1783 case EL_BD_FIREFLY_RIGHT:
1784 case EL_BD_FIREFLY_UP:
1785 case EL_BD_FIREFLY_LEFT:
1786 case EL_BD_FIREFLY_DOWN:
1787 case EL_PACMAN_RIGHT:
1789 case EL_PACMAN_LEFT:
1790 case EL_PACMAN_DOWN:
1792 case EL_YAMYAM_LEFT:
1793 case EL_YAMYAM_RIGHT:
1795 case EL_YAMYAM_DOWN:
1796 case EL_DARK_YAMYAM:
1799 case EL_SP_SNIKSNAK:
1800 case EL_SP_ELECTRON:
1809 case EL_AMOEBA_FULL:
1814 case EL_AMOEBA_DROP:
1815 if (y == lev_fieldy - 1)
1817 Feld[x][y] = EL_AMOEBA_GROWING;
1818 Store[x][y] = EL_AMOEBA_WET;
1822 case EL_DYNAMITE_ACTIVE:
1823 case EL_SP_DISK_RED_ACTIVE:
1824 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1825 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1826 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1827 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1828 MovDelay[x][y] = 96;
1831 case EL_EM_DYNAMITE_ACTIVE:
1832 MovDelay[x][y] = 32;
1836 local_player->lights_still_needed++;
1840 local_player->friends_still_needed++;
1845 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1848 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1849 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1850 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1851 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1852 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1853 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1854 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1855 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1856 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1857 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1858 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1859 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1862 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1863 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1864 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1866 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1868 game.belt_dir[belt_nr] = belt_dir;
1869 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1871 else /* more than one switch -- set it like the first switch */
1873 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1878 case EL_LIGHT_SWITCH_ACTIVE:
1880 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1883 case EL_INVISIBLE_STEELWALL:
1884 case EL_INVISIBLE_WALL:
1885 case EL_INVISIBLE_SAND:
1886 if (game.light_time_left > 0 ||
1887 game.lenses_time_left > 0)
1888 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1891 case EL_EMC_MAGIC_BALL:
1892 if (game.ball_state)
1893 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1896 case EL_EMC_MAGIC_BALL_SWITCH:
1897 if (game.ball_state)
1898 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1901 case EL_TRIGGER_PLAYER:
1902 case EL_TRIGGER_ELEMENT:
1903 case EL_TRIGGER_CE_VALUE:
1904 case EL_TRIGGER_CE_SCORE:
1906 case EL_ANY_ELEMENT:
1907 case EL_CURRENT_CE_VALUE:
1908 case EL_CURRENT_CE_SCORE:
1925 /* reference elements should not be used on the playfield */
1926 Feld[x][y] = EL_EMPTY;
1930 if (IS_CUSTOM_ELEMENT(element))
1932 if (CAN_MOVE(element))
1935 if (!element_info[element].use_last_ce_value || init_game)
1936 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1938 else if (IS_GROUP_ELEMENT(element))
1940 Feld[x][y] = GetElementFromGroupElement(element);
1942 InitField(x, y, init_game);
1949 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1952 static inline void InitField_WithBug1(int x, int y, boolean init_game)
1954 InitField(x, y, init_game);
1956 /* not needed to call InitMovDir() -- already done by InitField()! */
1957 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1958 CAN_MOVE(Feld[x][y]))
1962 static inline void InitField_WithBug2(int x, int y, boolean init_game)
1964 int old_element = Feld[x][y];
1966 InitField(x, y, init_game);
1968 /* not needed to call InitMovDir() -- already done by InitField()! */
1969 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1970 CAN_MOVE(old_element) &&
1971 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
1974 /* this case is in fact a combination of not less than three bugs:
1975 first, it calls InitMovDir() for elements that can move, although this is
1976 already done by InitField(); then, it checks the element that was at this
1977 field _before_ the call to InitField() (which can change it); lastly, it
1978 was not called for "mole with direction" elements, which were treated as
1979 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
1983 static int get_key_element_from_nr(int key_nr)
1985 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
1986 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
1987 EL_EM_KEY_1 : EL_KEY_1);
1989 return key_base_element + key_nr;
1992 static int get_next_dropped_element(struct PlayerInfo *player)
1994 return (player->inventory_size > 0 ?
1995 player->inventory_element[player->inventory_size - 1] :
1996 player->inventory_infinite_element != EL_UNDEFINED ?
1997 player->inventory_infinite_element :
1998 player->dynabombs_left > 0 ?
1999 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2003 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2005 /* pos >= 0: get element from bottom of the stack;
2006 pos < 0: get element from top of the stack */
2010 int min_inventory_size = -pos;
2011 int inventory_pos = player->inventory_size - min_inventory_size;
2012 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2014 return (player->inventory_size >= min_inventory_size ?
2015 player->inventory_element[inventory_pos] :
2016 player->inventory_infinite_element != EL_UNDEFINED ?
2017 player->inventory_infinite_element :
2018 player->dynabombs_left >= min_dynabombs_left ?
2019 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2024 int min_dynabombs_left = pos + 1;
2025 int min_inventory_size = pos + 1 - player->dynabombs_left;
2026 int inventory_pos = pos - player->dynabombs_left;
2028 return (player->inventory_infinite_element != EL_UNDEFINED ?
2029 player->inventory_infinite_element :
2030 player->dynabombs_left >= min_dynabombs_left ?
2031 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2032 player->inventory_size >= min_inventory_size ?
2033 player->inventory_element[inventory_pos] :
2038 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2040 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2041 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2044 if (gpo1->sort_priority != gpo2->sort_priority)
2045 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2047 compare_result = gpo1->nr - gpo2->nr;
2049 return compare_result;
2052 void InitGameControlValues()
2056 for (i = 0; game_panel_controls[i].nr != -1; i++)
2058 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2059 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2060 struct TextPosInfo *pos = gpc->pos;
2062 int type = gpc->type;
2066 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2067 Error(ERR_EXIT, "this should not happen -- please debug");
2070 /* force update of game controls after initialization */
2071 gpc->value = gpc->last_value = -1;
2072 gpc->frame = gpc->last_frame = -1;
2073 gpc->gfx_frame = -1;
2075 /* determine panel value width for later calculation of alignment */
2076 if (type == TYPE_INTEGER || type == TYPE_STRING)
2078 pos->width = pos->size * getFontWidth(pos->font);
2079 pos->height = getFontHeight(pos->font);
2081 else if (type == TYPE_ELEMENT)
2083 pos->width = pos->size;
2084 pos->height = pos->size;
2087 /* fill structure for game panel draw order */
2089 gpo->sort_priority = pos->sort_priority;
2092 /* sort game panel controls according to sort_priority and control number */
2093 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2094 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2097 void UpdatePlayfieldElementCount()
2099 boolean use_element_count = FALSE;
2102 /* first check if it is needed at all to calculate playfield element count */
2103 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2104 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2105 use_element_count = TRUE;
2107 if (!use_element_count)
2110 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2111 element_info[i].element_count = 0;
2113 SCAN_PLAYFIELD(x, y)
2115 element_info[Feld[x][y]].element_count++;
2118 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2119 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2120 if (IS_IN_GROUP(j, i))
2121 element_info[EL_GROUP_START + i].element_count +=
2122 element_info[j].element_count;
2125 void UpdateGameControlValues()
2128 int time = (local_player->LevelSolved ?
2129 local_player->LevelSolved_CountingTime :
2130 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2131 level.native_em_level->lev->time :
2132 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2133 level.native_sp_level->game_sp->time_played :
2134 game.no_time_limit ? TimePlayed : TimeLeft);
2135 int score = (local_player->LevelSolved ?
2136 local_player->LevelSolved_CountingScore :
2137 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2138 level.native_em_level->lev->score :
2139 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2140 level.native_sp_level->game_sp->score :
2141 local_player->score);
2142 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2143 level.native_em_level->lev->required :
2144 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2145 level.native_sp_level->game_sp->infotrons_still_needed :
2146 local_player->gems_still_needed);
2147 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2148 level.native_em_level->lev->required > 0 :
2149 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2150 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2151 local_player->gems_still_needed > 0 ||
2152 local_player->sokobanfields_still_needed > 0 ||
2153 local_player->lights_still_needed > 0);
2155 UpdatePlayfieldElementCount();
2157 /* update game panel control values */
2159 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2160 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2162 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2163 for (i = 0; i < MAX_NUM_KEYS; i++)
2164 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2165 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2166 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2168 if (game.centered_player_nr == -1)
2170 for (i = 0; i < MAX_PLAYERS; i++)
2172 /* only one player in Supaplex game engine */
2173 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2176 for (k = 0; k < MAX_NUM_KEYS; k++)
2178 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2180 if (level.native_em_level->ply[i]->keys & (1 << k))
2181 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2182 get_key_element_from_nr(k);
2184 else if (stored_player[i].key[k])
2185 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2186 get_key_element_from_nr(k);
2189 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2190 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2191 level.native_em_level->ply[i]->dynamite;
2192 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2193 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2194 level.native_sp_level->game_sp->red_disk_count;
2196 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2197 stored_player[i].inventory_size;
2199 if (stored_player[i].num_white_keys > 0)
2200 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2203 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2204 stored_player[i].num_white_keys;
2209 int player_nr = game.centered_player_nr;
2211 for (k = 0; k < MAX_NUM_KEYS; k++)
2213 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2215 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2216 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2217 get_key_element_from_nr(k);
2219 else if (stored_player[player_nr].key[k])
2220 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2221 get_key_element_from_nr(k);
2224 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2225 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2226 level.native_em_level->ply[player_nr]->dynamite;
2227 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2228 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2229 level.native_sp_level->game_sp->red_disk_count;
2231 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2232 stored_player[player_nr].inventory_size;
2234 if (stored_player[player_nr].num_white_keys > 0)
2235 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2237 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2238 stored_player[player_nr].num_white_keys;
2241 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2243 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2244 get_inventory_element_from_pos(local_player, i);
2245 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2246 get_inventory_element_from_pos(local_player, -i - 1);
2249 game_panel_controls[GAME_PANEL_SCORE].value = score;
2250 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2252 game_panel_controls[GAME_PANEL_TIME].value = time;
2254 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2255 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2256 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2258 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2260 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2261 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2263 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2264 local_player->shield_normal_time_left;
2265 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2266 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2268 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2269 local_player->shield_deadly_time_left;
2271 game_panel_controls[GAME_PANEL_EXIT].value =
2272 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2274 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2275 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2276 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2277 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2278 EL_EMC_MAGIC_BALL_SWITCH);
2280 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2281 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2282 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2283 game.light_time_left;
2285 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2286 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2287 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2288 game.timegate_time_left;
2290 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2291 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2293 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2294 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2295 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2296 game.lenses_time_left;
2298 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2299 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2300 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2301 game.magnify_time_left;
2303 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2304 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2305 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2306 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2307 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2308 EL_BALLOON_SWITCH_NONE);
2310 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2311 local_player->dynabomb_count;
2312 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2313 local_player->dynabomb_size;
2314 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2315 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2317 game_panel_controls[GAME_PANEL_PENGUINS].value =
2318 local_player->friends_still_needed;
2320 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2321 local_player->sokobanfields_still_needed;
2322 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2323 local_player->sokobanfields_still_needed;
2325 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2326 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2328 for (i = 0; i < NUM_BELTS; i++)
2330 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2331 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2332 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2333 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2334 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2337 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2338 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2339 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2340 game.magic_wall_time_left;
2342 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2343 local_player->gravity;
2345 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2346 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2348 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2349 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2350 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2351 game.panel.element[i].id : EL_UNDEFINED);
2353 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2354 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2355 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2356 element_info[game.panel.element_count[i].id].element_count : 0);
2358 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2359 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2360 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2361 element_info[game.panel.ce_score[i].id].collect_score : 0);
2363 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2364 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2365 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2366 element_info[game.panel.ce_score_element[i].id].collect_score :
2369 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2370 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2371 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2373 /* update game panel control frames */
2375 for (i = 0; game_panel_controls[i].nr != -1; i++)
2377 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2379 if (gpc->type == TYPE_ELEMENT)
2381 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2383 int last_anim_random_frame = gfx.anim_random_frame;
2384 int element = gpc->value;
2385 int graphic = el2panelimg(element);
2387 if (gpc->value != gpc->last_value)
2390 gpc->gfx_random = INIT_GFX_RANDOM();
2396 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2397 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2398 gpc->gfx_random = INIT_GFX_RANDOM();
2401 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2402 gfx.anim_random_frame = gpc->gfx_random;
2404 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2405 gpc->gfx_frame = element_info[element].collect_score;
2407 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2410 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2411 gfx.anim_random_frame = last_anim_random_frame;
2417 void DisplayGameControlValues()
2419 boolean redraw_panel = FALSE;
2422 for (i = 0; game_panel_controls[i].nr != -1; i++)
2424 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2426 if (PANEL_DEACTIVATED(gpc->pos))
2429 if (gpc->value == gpc->last_value &&
2430 gpc->frame == gpc->last_frame)
2433 redraw_panel = TRUE;
2439 /* copy default game door content to main double buffer */
2441 /* !!! CHECK AGAIN !!! */
2442 SetPanelBackground();
2443 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2444 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2446 /* redraw game control buttons */
2447 RedrawGameButtons();
2449 game_status = GAME_MODE_PSEUDO_PANEL;
2451 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2453 int nr = game_panel_order[i].nr;
2454 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2455 struct TextPosInfo *pos = gpc->pos;
2456 int type = gpc->type;
2457 int value = gpc->value;
2458 int frame = gpc->frame;
2459 int size = pos->size;
2460 int font = pos->font;
2461 boolean draw_masked = pos->draw_masked;
2462 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2464 if (PANEL_DEACTIVATED(pos))
2467 gpc->last_value = value;
2468 gpc->last_frame = frame;
2470 if (type == TYPE_INTEGER)
2472 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2473 nr == GAME_PANEL_TIME)
2475 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2477 if (use_dynamic_size) /* use dynamic number of digits */
2479 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2480 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2481 int size2 = size1 + 1;
2482 int font1 = pos->font;
2483 int font2 = pos->font_alt;
2485 size = (value < value_change ? size1 : size2);
2486 font = (value < value_change ? font1 : font2);
2490 /* correct text size if "digits" is zero or less */
2492 size = strlen(int2str(value, size));
2494 /* dynamically correct text alignment */
2495 pos->width = size * getFontWidth(font);
2497 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2498 int2str(value, size), font, mask_mode);
2500 else if (type == TYPE_ELEMENT)
2502 int element, graphic;
2506 int dst_x = PANEL_XPOS(pos);
2507 int dst_y = PANEL_YPOS(pos);
2509 if (value != EL_UNDEFINED && value != EL_EMPTY)
2512 graphic = el2panelimg(value);
2514 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2516 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2519 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2522 width = graphic_info[graphic].width * size / TILESIZE;
2523 height = graphic_info[graphic].height * size / TILESIZE;
2526 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2529 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2533 else if (type == TYPE_STRING)
2535 boolean active = (value != 0);
2536 char *state_normal = "off";
2537 char *state_active = "on";
2538 char *state = (active ? state_active : state_normal);
2539 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2540 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2541 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2542 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2544 if (nr == GAME_PANEL_GRAVITY_STATE)
2546 int font1 = pos->font; /* (used for normal state) */
2547 int font2 = pos->font_alt; /* (used for active state) */
2549 font = (active ? font2 : font1);
2558 /* don't truncate output if "chars" is zero or less */
2561 /* dynamically correct text alignment */
2562 pos->width = size * getFontWidth(font);
2565 s_cut = getStringCopyN(s, size);
2567 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2568 s_cut, font, mask_mode);
2574 redraw_mask |= REDRAW_DOOR_1;
2577 game_status = GAME_MODE_PLAYING;
2580 void UpdateAndDisplayGameControlValues()
2582 if (tape.deactivate_display)
2585 UpdateGameControlValues();
2586 DisplayGameControlValues();
2589 void UpdateGameDoorValues()
2591 UpdateGameControlValues();
2594 void DrawGameDoorValues()
2596 DisplayGameControlValues();
2601 =============================================================================
2603 -----------------------------------------------------------------------------
2604 initialize game engine due to level / tape version number
2605 =============================================================================
2608 static void InitGameEngine()
2610 int i, j, k, l, x, y;
2612 /* set game engine from tape file when re-playing, else from level file */
2613 game.engine_version = (tape.playing ? tape.engine_version :
2614 level.game_version);
2616 /* set single or multi-player game mode (needed for re-playing tapes) */
2617 game.team_mode = setup.team_mode;
2621 int num_players = 0;
2623 for (i = 0; i < MAX_PLAYERS; i++)
2624 if (tape.player_participates[i])
2627 /* multi-player tapes contain input data for more than one player */
2628 game.team_mode = (num_players > 1);
2631 /* ---------------------------------------------------------------------- */
2632 /* set flags for bugs and changes according to active game engine version */
2633 /* ---------------------------------------------------------------------- */
2636 Summary of bugfix/change:
2637 Fixed handling for custom elements that change when pushed by the player.
2639 Fixed/changed in version:
2643 Before 3.1.0, custom elements that "change when pushing" changed directly
2644 after the player started pushing them (until then handled in "DigField()").
2645 Since 3.1.0, these custom elements are not changed until the "pushing"
2646 move of the element is finished (now handled in "ContinueMoving()").
2648 Affected levels/tapes:
2649 The first condition is generally needed for all levels/tapes before version
2650 3.1.0, which might use the old behaviour before it was changed; known tapes
2651 that are affected are some tapes from the level set "Walpurgis Gardens" by
2653 The second condition is an exception from the above case and is needed for
2654 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2655 above (including some development versions of 3.1.0), but before it was
2656 known that this change would break tapes like the above and was fixed in
2657 3.1.1, so that the changed behaviour was active although the engine version
2658 while recording maybe was before 3.1.0. There is at least one tape that is
2659 affected by this exception, which is the tape for the one-level set "Bug
2660 Machine" by Juergen Bonhagen.
2663 game.use_change_when_pushing_bug =
2664 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2666 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2667 tape.game_version < VERSION_IDENT(3,1,1,0)));
2670 Summary of bugfix/change:
2671 Fixed handling for blocking the field the player leaves when moving.
2673 Fixed/changed in version:
2677 Before 3.1.1, when "block last field when moving" was enabled, the field
2678 the player is leaving when moving was blocked for the time of the move,
2679 and was directly unblocked afterwards. This resulted in the last field
2680 being blocked for exactly one less than the number of frames of one player
2681 move. Additionally, even when blocking was disabled, the last field was
2682 blocked for exactly one frame.
2683 Since 3.1.1, due to changes in player movement handling, the last field
2684 is not blocked at all when blocking is disabled. When blocking is enabled,
2685 the last field is blocked for exactly the number of frames of one player
2686 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2687 last field is blocked for exactly one more than the number of frames of
2690 Affected levels/tapes:
2691 (!!! yet to be determined -- probably many !!!)
2694 game.use_block_last_field_bug =
2695 (game.engine_version < VERSION_IDENT(3,1,1,0));
2697 /* ---------------------------------------------------------------------- */
2699 /* set maximal allowed number of custom element changes per game frame */
2700 game.max_num_changes_per_frame = 1;
2702 /* default scan direction: scan playfield from top/left to bottom/right */
2703 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2705 /* dynamically adjust element properties according to game engine version */
2706 InitElementPropertiesEngine(game.engine_version);
2709 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2710 printf(" tape version == %06d [%s] [file: %06d]\n",
2711 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2713 printf(" => game.engine_version == %06d\n", game.engine_version);
2716 /* ---------- initialize player's initial move delay --------------------- */
2718 /* dynamically adjust player properties according to level information */
2719 for (i = 0; i < MAX_PLAYERS; i++)
2720 game.initial_move_delay_value[i] =
2721 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2723 /* dynamically adjust player properties according to game engine version */
2724 for (i = 0; i < MAX_PLAYERS; i++)
2725 game.initial_move_delay[i] =
2726 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2727 game.initial_move_delay_value[i] : 0);
2729 /* ---------- initialize player's initial push delay --------------------- */
2731 /* dynamically adjust player properties according to game engine version */
2732 game.initial_push_delay_value =
2733 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2735 /* ---------- initialize changing elements ------------------------------- */
2737 /* initialize changing elements information */
2738 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2740 struct ElementInfo *ei = &element_info[i];
2742 /* this pointer might have been changed in the level editor */
2743 ei->change = &ei->change_page[0];
2745 if (!IS_CUSTOM_ELEMENT(i))
2747 ei->change->target_element = EL_EMPTY_SPACE;
2748 ei->change->delay_fixed = 0;
2749 ei->change->delay_random = 0;
2750 ei->change->delay_frames = 1;
2753 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2755 ei->has_change_event[j] = FALSE;
2757 ei->event_page_nr[j] = 0;
2758 ei->event_page[j] = &ei->change_page[0];
2762 /* add changing elements from pre-defined list */
2763 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2765 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2766 struct ElementInfo *ei = &element_info[ch_delay->element];
2768 ei->change->target_element = ch_delay->target_element;
2769 ei->change->delay_fixed = ch_delay->change_delay;
2771 ei->change->pre_change_function = ch_delay->pre_change_function;
2772 ei->change->change_function = ch_delay->change_function;
2773 ei->change->post_change_function = ch_delay->post_change_function;
2775 ei->change->can_change = TRUE;
2776 ei->change->can_change_or_has_action = TRUE;
2778 ei->has_change_event[CE_DELAY] = TRUE;
2780 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2781 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2784 /* ---------- initialize internal run-time variables --------------------- */
2786 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2788 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2790 for (j = 0; j < ei->num_change_pages; j++)
2792 ei->change_page[j].can_change_or_has_action =
2793 (ei->change_page[j].can_change |
2794 ei->change_page[j].has_action);
2798 /* add change events from custom element configuration */
2799 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2801 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2803 for (j = 0; j < ei->num_change_pages; j++)
2805 if (!ei->change_page[j].can_change_or_has_action)
2808 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2810 /* only add event page for the first page found with this event */
2811 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
2813 ei->has_change_event[k] = TRUE;
2815 ei->event_page_nr[k] = j;
2816 ei->event_page[k] = &ei->change_page[j];
2822 /* ---------- initialize reference elements in change conditions --------- */
2824 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2826 int element = EL_CUSTOM_START + i;
2827 struct ElementInfo *ei = &element_info[element];
2829 for (j = 0; j < ei->num_change_pages; j++)
2831 int trigger_element = ei->change_page[j].initial_trigger_element;
2833 if (trigger_element >= EL_PREV_CE_8 &&
2834 trigger_element <= EL_NEXT_CE_8)
2835 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
2837 ei->change_page[j].trigger_element = trigger_element;
2841 /* ---------- initialize run-time trigger player and element ------------- */
2843 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2845 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2847 for (j = 0; j < ei->num_change_pages; j++)
2849 ei->change_page[j].actual_trigger_element = EL_EMPTY;
2850 ei->change_page[j].actual_trigger_player = EL_EMPTY;
2851 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
2852 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
2853 ei->change_page[j].actual_trigger_ce_value = 0;
2854 ei->change_page[j].actual_trigger_ce_score = 0;
2858 /* ---------- initialize trigger events ---------------------------------- */
2860 /* initialize trigger events information */
2861 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2862 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2863 trigger_events[i][j] = FALSE;
2865 /* add trigger events from element change event properties */
2866 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2868 struct ElementInfo *ei = &element_info[i];
2870 for (j = 0; j < ei->num_change_pages; j++)
2872 if (!ei->change_page[j].can_change_or_has_action)
2875 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
2877 int trigger_element = ei->change_page[j].trigger_element;
2879 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2881 if (ei->change_page[j].has_event[k])
2883 if (IS_GROUP_ELEMENT(trigger_element))
2885 struct ElementGroupInfo *group =
2886 element_info[trigger_element].group;
2888 for (l = 0; l < group->num_elements_resolved; l++)
2889 trigger_events[group->element_resolved[l]][k] = TRUE;
2891 else if (trigger_element == EL_ANY_ELEMENT)
2892 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
2893 trigger_events[l][k] = TRUE;
2895 trigger_events[trigger_element][k] = TRUE;
2902 /* ---------- initialize push delay -------------------------------------- */
2904 /* initialize push delay values to default */
2905 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2907 if (!IS_CUSTOM_ELEMENT(i))
2909 /* set default push delay values (corrected since version 3.0.7-1) */
2910 if (game.engine_version < VERSION_IDENT(3,0,7,1))
2912 element_info[i].push_delay_fixed = 2;
2913 element_info[i].push_delay_random = 8;
2917 element_info[i].push_delay_fixed = 8;
2918 element_info[i].push_delay_random = 8;
2923 /* set push delay value for certain elements from pre-defined list */
2924 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
2926 int e = push_delay_list[i].element;
2928 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
2929 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
2932 /* set push delay value for Supaplex elements for newer engine versions */
2933 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2935 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2937 if (IS_SP_ELEMENT(i))
2939 /* set SP push delay to just enough to push under a falling zonk */
2940 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
2942 element_info[i].push_delay_fixed = delay;
2943 element_info[i].push_delay_random = 0;
2948 /* ---------- initialize move stepsize ----------------------------------- */
2950 /* initialize move stepsize values to default */
2951 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2952 if (!IS_CUSTOM_ELEMENT(i))
2953 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
2955 /* set move stepsize value for certain elements from pre-defined list */
2956 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
2958 int e = move_stepsize_list[i].element;
2960 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
2963 /* ---------- initialize collect score ----------------------------------- */
2965 /* initialize collect score values for custom elements from initial value */
2966 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2967 if (IS_CUSTOM_ELEMENT(i))
2968 element_info[i].collect_score = element_info[i].collect_score_initial;
2970 /* ---------- initialize collect count ----------------------------------- */
2972 /* initialize collect count values for non-custom elements */
2973 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2974 if (!IS_CUSTOM_ELEMENT(i))
2975 element_info[i].collect_count_initial = 0;
2977 /* add collect count values for all elements from pre-defined list */
2978 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
2979 element_info[collect_count_list[i].element].collect_count_initial =
2980 collect_count_list[i].count;
2982 /* ---------- initialize access direction -------------------------------- */
2984 /* initialize access direction values to default (access from every side) */
2985 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2986 if (!IS_CUSTOM_ELEMENT(i))
2987 element_info[i].access_direction = MV_ALL_DIRECTIONS;
2989 /* set access direction value for certain elements from pre-defined list */
2990 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
2991 element_info[access_direction_list[i].element].access_direction =
2992 access_direction_list[i].direction;
2994 /* ---------- initialize explosion content ------------------------------- */
2995 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2997 if (IS_CUSTOM_ELEMENT(i))
3000 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3002 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3004 element_info[i].content.e[x][y] =
3005 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3006 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3007 i == EL_PLAYER_3 ? EL_EMERALD :
3008 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3009 i == EL_MOLE ? EL_EMERALD_RED :
3010 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3011 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3012 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3013 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3014 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3015 i == EL_WALL_EMERALD ? EL_EMERALD :
3016 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3017 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3018 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3019 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3020 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3021 i == EL_WALL_PEARL ? EL_PEARL :
3022 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3027 /* ---------- initialize recursion detection ------------------------------ */
3028 recursion_loop_depth = 0;
3029 recursion_loop_detected = FALSE;
3030 recursion_loop_element = EL_UNDEFINED;
3032 /* ---------- initialize graphics engine ---------------------------------- */
3033 game.scroll_delay_value =
3034 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3035 setup.scroll_delay ? setup.scroll_delay_value : 0);
3036 game.scroll_delay_value =
3037 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3039 /* ---------- initialize game engine snapshots ---------------------------- */
3040 for (i = 0; i < MAX_PLAYERS; i++)
3041 game.snapshot.last_action[i] = 0;
3042 game.snapshot.changed_action = FALSE;
3043 game.snapshot.mode =
3044 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3045 SNAPSHOT_MODE_EVERY_STEP :
3046 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3047 SNAPSHOT_MODE_EVERY_MOVE : SNAPSHOT_MODE_OFF);
3050 int get_num_special_action(int element, int action_first, int action_last)
3052 int num_special_action = 0;
3055 for (i = action_first; i <= action_last; i++)
3057 boolean found = FALSE;
3059 for (j = 0; j < NUM_DIRECTIONS; j++)
3060 if (el_act_dir2img(element, i, j) !=
3061 el_act_dir2img(element, ACTION_DEFAULT, j))
3065 num_special_action++;
3070 return num_special_action;
3075 =============================================================================
3077 -----------------------------------------------------------------------------
3078 initialize and start new game
3079 =============================================================================
3084 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3085 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3087 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3088 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3089 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3090 int initial_move_dir = MV_DOWN;
3093 game_status = GAME_MODE_PLAYING;
3097 if (!game.restart_level)
3098 CloseDoor(DOOR_CLOSE_1);
3100 if (level_editor_test_game)
3101 FadeSkipNextFadeIn();
3103 FadeSetEnterScreen();
3105 FadeOut(REDRAW_FIELD);
3107 /* needed if different viewport properties defined for playing */
3108 ChangeViewportPropertiesIfNeeded();
3110 DrawCompleteVideoDisplay();
3113 InitGameControlValues();
3115 /* don't play tapes over network */
3116 network_playing = (options.network && !tape.playing);
3118 for (i = 0; i < MAX_PLAYERS; i++)
3120 struct PlayerInfo *player = &stored_player[i];
3122 player->index_nr = i;
3123 player->index_bit = (1 << i);
3124 player->element_nr = EL_PLAYER_1 + i;
3126 player->present = FALSE;
3127 player->active = FALSE;
3128 player->mapped = FALSE;
3130 player->killed = FALSE;
3131 player->reanimated = FALSE;
3134 player->effective_action = 0;
3135 player->programmed_action = 0;
3138 player->score_final = 0;
3140 player->gems_still_needed = level.gems_needed;
3141 player->sokobanfields_still_needed = 0;
3142 player->lights_still_needed = 0;
3143 player->friends_still_needed = 0;
3145 for (j = 0; j < MAX_NUM_KEYS; j++)
3146 player->key[j] = FALSE;
3148 player->num_white_keys = 0;
3150 player->dynabomb_count = 0;
3151 player->dynabomb_size = 1;
3152 player->dynabombs_left = 0;
3153 player->dynabomb_xl = FALSE;
3155 player->MovDir = initial_move_dir;
3158 player->GfxDir = initial_move_dir;
3159 player->GfxAction = ACTION_DEFAULT;
3161 player->StepFrame = 0;
3163 player->initial_element = player->element_nr;
3164 player->artwork_element =
3165 (level.use_artwork_element[i] ? level.artwork_element[i] :
3166 player->element_nr);
3167 player->use_murphy = FALSE;
3169 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3170 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3172 player->gravity = level.initial_player_gravity[i];
3174 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3176 player->actual_frame_counter = 0;
3178 player->step_counter = 0;
3180 player->last_move_dir = initial_move_dir;
3182 player->is_active = FALSE;
3184 player->is_waiting = FALSE;
3185 player->is_moving = FALSE;
3186 player->is_auto_moving = FALSE;
3187 player->is_digging = FALSE;
3188 player->is_snapping = FALSE;
3189 player->is_collecting = FALSE;
3190 player->is_pushing = FALSE;
3191 player->is_switching = FALSE;
3192 player->is_dropping = FALSE;
3193 player->is_dropping_pressed = FALSE;
3195 player->is_bored = FALSE;
3196 player->is_sleeping = FALSE;
3198 player->frame_counter_bored = -1;
3199 player->frame_counter_sleeping = -1;
3201 player->anim_delay_counter = 0;
3202 player->post_delay_counter = 0;
3204 player->dir_waiting = initial_move_dir;
3205 player->action_waiting = ACTION_DEFAULT;
3206 player->last_action_waiting = ACTION_DEFAULT;
3207 player->special_action_bored = ACTION_DEFAULT;
3208 player->special_action_sleeping = ACTION_DEFAULT;
3210 player->switch_x = -1;
3211 player->switch_y = -1;
3213 player->drop_x = -1;
3214 player->drop_y = -1;
3216 player->show_envelope = 0;
3218 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3220 player->push_delay = -1; /* initialized when pushing starts */
3221 player->push_delay_value = game.initial_push_delay_value;
3223 player->drop_delay = 0;
3224 player->drop_pressed_delay = 0;
3226 player->last_jx = -1;
3227 player->last_jy = -1;
3231 player->shield_normal_time_left = 0;
3232 player->shield_deadly_time_left = 0;
3234 player->inventory_infinite_element = EL_UNDEFINED;
3235 player->inventory_size = 0;
3237 if (level.use_initial_inventory[i])
3239 for (j = 0; j < level.initial_inventory_size[i]; j++)
3241 int element = level.initial_inventory_content[i][j];
3242 int collect_count = element_info[element].collect_count_initial;
3245 if (!IS_CUSTOM_ELEMENT(element))
3248 if (collect_count == 0)
3249 player->inventory_infinite_element = element;
3251 for (k = 0; k < collect_count; k++)
3252 if (player->inventory_size < MAX_INVENTORY_SIZE)
3253 player->inventory_element[player->inventory_size++] = element;
3257 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3258 SnapField(player, 0, 0);
3260 player->LevelSolved = FALSE;
3261 player->GameOver = FALSE;
3263 player->LevelSolved_GameWon = FALSE;
3264 player->LevelSolved_GameEnd = FALSE;
3265 player->LevelSolved_PanelOff = FALSE;
3266 player->LevelSolved_SaveTape = FALSE;
3267 player->LevelSolved_SaveScore = FALSE;
3268 player->LevelSolved_CountingTime = 0;
3269 player->LevelSolved_CountingScore = 0;
3271 map_player_action[i] = i;
3274 network_player_action_received = FALSE;
3276 #if defined(NETWORK_AVALIABLE)
3277 /* initial null action */
3278 if (network_playing)
3279 SendToServer_MovePlayer(MV_NONE);
3288 TimeLeft = level.time;
3291 ScreenMovDir = MV_NONE;
3295 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3297 AllPlayersGone = FALSE;
3299 game.no_time_limit = (level.time == 0);
3301 game.yamyam_content_nr = 0;
3302 game.robot_wheel_active = FALSE;
3303 game.magic_wall_active = FALSE;
3304 game.magic_wall_time_left = 0;
3305 game.light_time_left = 0;
3306 game.timegate_time_left = 0;
3307 game.switchgate_pos = 0;
3308 game.wind_direction = level.wind_direction_initial;
3310 game.lenses_time_left = 0;
3311 game.magnify_time_left = 0;
3313 game.ball_state = level.ball_state_initial;
3314 game.ball_content_nr = 0;
3316 game.envelope_active = FALSE;
3318 /* set focus to local player for network games, else to all players */
3319 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3320 game.centered_player_nr_next = game.centered_player_nr;
3321 game.set_centered_player = FALSE;
3323 if (network_playing && tape.recording)
3325 /* store client dependent player focus when recording network games */
3326 tape.centered_player_nr_next = game.centered_player_nr_next;
3327 tape.set_centered_player = TRUE;
3330 for (i = 0; i < NUM_BELTS; i++)
3332 game.belt_dir[i] = MV_NONE;
3333 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3336 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3337 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3339 #if DEBUG_INIT_PLAYER
3342 printf("Player status at level initialization:\n");
3346 SCAN_PLAYFIELD(x, y)
3348 Feld[x][y] = level.field[x][y];
3349 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3350 ChangeDelay[x][y] = 0;
3351 ChangePage[x][y] = -1;
3352 CustomValue[x][y] = 0; /* initialized in InitField() */
3353 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3355 WasJustMoving[x][y] = 0;
3356 WasJustFalling[x][y] = 0;
3357 CheckCollision[x][y] = 0;
3358 CheckImpact[x][y] = 0;
3360 Pushed[x][y] = FALSE;
3362 ChangeCount[x][y] = 0;
3363 ChangeEvent[x][y] = -1;
3365 ExplodePhase[x][y] = 0;
3366 ExplodeDelay[x][y] = 0;
3367 ExplodeField[x][y] = EX_TYPE_NONE;
3369 RunnerVisit[x][y] = 0;
3370 PlayerVisit[x][y] = 0;
3373 GfxRandom[x][y] = INIT_GFX_RANDOM();
3374 GfxElement[x][y] = EL_UNDEFINED;
3375 GfxAction[x][y] = ACTION_DEFAULT;
3376 GfxDir[x][y] = MV_NONE;
3377 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3380 SCAN_PLAYFIELD(x, y)
3382 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3384 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3386 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3389 InitField(x, y, TRUE);
3391 ResetGfxAnimation(x, y);
3396 for (i = 0; i < MAX_PLAYERS; i++)
3398 struct PlayerInfo *player = &stored_player[i];
3400 /* set number of special actions for bored and sleeping animation */
3401 player->num_special_action_bored =
3402 get_num_special_action(player->artwork_element,
3403 ACTION_BORING_1, ACTION_BORING_LAST);
3404 player->num_special_action_sleeping =
3405 get_num_special_action(player->artwork_element,
3406 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3409 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3410 emulate_sb ? EMU_SOKOBAN :
3411 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3413 /* initialize type of slippery elements */
3414 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3416 if (!IS_CUSTOM_ELEMENT(i))
3418 /* default: elements slip down either to the left or right randomly */
3419 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3421 /* SP style elements prefer to slip down on the left side */
3422 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3423 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3425 /* BD style elements prefer to slip down on the left side */
3426 if (game.emulation == EMU_BOULDERDASH)
3427 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3431 /* initialize explosion and ignition delay */
3432 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3434 if (!IS_CUSTOM_ELEMENT(i))
3437 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3438 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3439 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3440 int last_phase = (num_phase + 1) * delay;
3441 int half_phase = (num_phase / 2) * delay;
3443 element_info[i].explosion_delay = last_phase - 1;
3444 element_info[i].ignition_delay = half_phase;
3446 if (i == EL_BLACK_ORB)
3447 element_info[i].ignition_delay = 1;
3451 /* correct non-moving belts to start moving left */
3452 for (i = 0; i < NUM_BELTS; i++)
3453 if (game.belt_dir[i] == MV_NONE)
3454 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3456 #if USE_NEW_PLAYER_ASSIGNMENTS
3457 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3458 /* choose default local player */
3459 local_player = &stored_player[0];
3461 for (i = 0; i < MAX_PLAYERS; i++)
3462 stored_player[i].connected = FALSE;
3464 local_player->connected = TRUE;
3465 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3469 for (i = 0; i < MAX_PLAYERS; i++)
3470 stored_player[i].connected = tape.player_participates[i];
3472 else if (game.team_mode && !options.network)
3474 /* try to guess locally connected team mode players (needed for correct
3475 assignment of player figures from level to locally playing players) */
3477 for (i = 0; i < MAX_PLAYERS; i++)
3478 if (setup.input[i].use_joystick ||
3479 setup.input[i].key.left != KSYM_UNDEFINED)
3480 stored_player[i].connected = TRUE;
3483 #if DEBUG_INIT_PLAYER
3486 printf("Player status after level initialization:\n");
3488 for (i = 0; i < MAX_PLAYERS; i++)
3490 struct PlayerInfo *player = &stored_player[i];
3492 printf("- player %d: present == %d, connected == %d, active == %d",
3498 if (local_player == player)
3499 printf(" (local player)");
3506 #if DEBUG_INIT_PLAYER
3508 printf("Reassigning players ...\n");
3511 /* check if any connected player was not found in playfield */
3512 for (i = 0; i < MAX_PLAYERS; i++)
3514 struct PlayerInfo *player = &stored_player[i];
3516 if (player->connected && !player->present)
3518 struct PlayerInfo *field_player = NULL;
3520 #if DEBUG_INIT_PLAYER
3522 printf("- looking for field player for player %d ...\n", i + 1);
3525 /* assign first free player found that is present in the playfield */
3527 /* first try: look for unmapped playfield player that is not connected */
3528 for (j = 0; j < MAX_PLAYERS; j++)
3529 if (field_player == NULL &&
3530 stored_player[j].present &&
3531 !stored_player[j].mapped &&
3532 !stored_player[j].connected)
3533 field_player = &stored_player[j];
3535 /* second try: look for *any* unmapped playfield player */
3536 for (j = 0; j < MAX_PLAYERS; j++)
3537 if (field_player == NULL &&
3538 stored_player[j].present &&
3539 !stored_player[j].mapped)
3540 field_player = &stored_player[j];
3542 if (field_player != NULL)
3544 int jx = field_player->jx, jy = field_player->jy;
3546 #if DEBUG_INIT_PLAYER
3548 printf("- found player %d\n", field_player->index_nr + 1);
3551 player->present = FALSE;
3552 player->active = FALSE;
3554 field_player->present = TRUE;
3555 field_player->active = TRUE;
3558 player->initial_element = field_player->initial_element;
3559 player->artwork_element = field_player->artwork_element;
3561 player->block_last_field = field_player->block_last_field;
3562 player->block_delay_adjustment = field_player->block_delay_adjustment;
3565 StorePlayer[jx][jy] = field_player->element_nr;
3567 field_player->jx = field_player->last_jx = jx;
3568 field_player->jy = field_player->last_jy = jy;
3570 if (local_player == player)
3571 local_player = field_player;
3573 map_player_action[field_player->index_nr] = i;
3575 field_player->mapped = TRUE;
3577 #if DEBUG_INIT_PLAYER
3579 printf("- map_player_action[%d] == %d\n",
3580 field_player->index_nr + 1, i + 1);
3585 if (player->connected && player->present)
3586 player->mapped = TRUE;
3589 #if DEBUG_INIT_PLAYER
3592 printf("Player status after player assignment (first stage):\n");
3594 for (i = 0; i < MAX_PLAYERS; i++)
3596 struct PlayerInfo *player = &stored_player[i];
3598 printf("- player %d: present == %d, connected == %d, active == %d",
3604 if (local_player == player)
3605 printf(" (local player)");
3614 /* check if any connected player was not found in playfield */
3615 for (i = 0; i < MAX_PLAYERS; i++)
3617 struct PlayerInfo *player = &stored_player[i];
3619 if (player->connected && !player->present)
3621 for (j = 0; j < MAX_PLAYERS; j++)
3623 struct PlayerInfo *field_player = &stored_player[j];
3624 int jx = field_player->jx, jy = field_player->jy;
3626 /* assign first free player found that is present in the playfield */
3627 if (field_player->present && !field_player->connected)
3629 player->present = TRUE;
3630 player->active = TRUE;
3632 field_player->present = FALSE;
3633 field_player->active = FALSE;
3635 player->initial_element = field_player->initial_element;
3636 player->artwork_element = field_player->artwork_element;
3638 player->block_last_field = field_player->block_last_field;
3639 player->block_delay_adjustment = field_player->block_delay_adjustment;
3641 StorePlayer[jx][jy] = player->element_nr;
3643 player->jx = player->last_jx = jx;
3644 player->jy = player->last_jy = jy;
3654 printf("::: local_player->present == %d\n", local_player->present);
3659 /* when playing a tape, eliminate all players who do not participate */
3661 #if USE_NEW_PLAYER_ASSIGNMENTS
3663 if (!game.team_mode)
3665 for (i = 0; i < MAX_PLAYERS; i++)
3667 if (stored_player[i].active &&
3668 !tape.player_participates[map_player_action[i]])
3670 struct PlayerInfo *player = &stored_player[i];
3671 int jx = player->jx, jy = player->jy;
3673 #if DEBUG_INIT_PLAYER
3675 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3678 player->active = FALSE;
3679 StorePlayer[jx][jy] = 0;
3680 Feld[jx][jy] = EL_EMPTY;
3687 for (i = 0; i < MAX_PLAYERS; i++)
3689 if (stored_player[i].active &&
3690 !tape.player_participates[i])
3692 struct PlayerInfo *player = &stored_player[i];
3693 int jx = player->jx, jy = player->jy;
3695 player->active = FALSE;
3696 StorePlayer[jx][jy] = 0;
3697 Feld[jx][jy] = EL_EMPTY;
3702 else if (!options.network && !game.team_mode) /* && !tape.playing */
3704 /* when in single player mode, eliminate all but the first active player */
3706 for (i = 0; i < MAX_PLAYERS; i++)
3708 if (stored_player[i].active)
3710 for (j = i + 1; j < MAX_PLAYERS; j++)
3712 if (stored_player[j].active)
3714 struct PlayerInfo *player = &stored_player[j];
3715 int jx = player->jx, jy = player->jy;
3717 player->active = FALSE;
3718 player->present = FALSE;
3720 StorePlayer[jx][jy] = 0;
3721 Feld[jx][jy] = EL_EMPTY;
3728 /* when recording the game, store which players take part in the game */
3731 #if USE_NEW_PLAYER_ASSIGNMENTS
3732 for (i = 0; i < MAX_PLAYERS; i++)
3733 if (stored_player[i].connected)
3734 tape.player_participates[i] = TRUE;
3736 for (i = 0; i < MAX_PLAYERS; i++)
3737 if (stored_player[i].active)
3738 tape.player_participates[i] = TRUE;
3742 #if DEBUG_INIT_PLAYER
3745 printf("Player status after player assignment (final stage):\n");
3747 for (i = 0; i < MAX_PLAYERS; i++)
3749 struct PlayerInfo *player = &stored_player[i];
3751 printf("- player %d: present == %d, connected == %d, active == %d",
3757 if (local_player == player)
3758 printf(" (local player)");
3765 if (BorderElement == EL_EMPTY)
3768 SBX_Right = lev_fieldx - SCR_FIELDX;
3770 SBY_Lower = lev_fieldy - SCR_FIELDY;
3775 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3777 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3780 if (full_lev_fieldx <= SCR_FIELDX)
3781 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3782 if (full_lev_fieldy <= SCR_FIELDY)
3783 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3785 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
3787 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
3790 /* if local player not found, look for custom element that might create
3791 the player (make some assumptions about the right custom element) */
3792 if (!local_player->present)
3794 int start_x = 0, start_y = 0;
3795 int found_rating = 0;
3796 int found_element = EL_UNDEFINED;
3797 int player_nr = local_player->index_nr;
3799 SCAN_PLAYFIELD(x, y)
3801 int element = Feld[x][y];
3806 if (level.use_start_element[player_nr] &&
3807 level.start_element[player_nr] == element &&
3814 found_element = element;
3817 if (!IS_CUSTOM_ELEMENT(element))
3820 if (CAN_CHANGE(element))
3822 for (i = 0; i < element_info[element].num_change_pages; i++)
3824 /* check for player created from custom element as single target */
3825 content = element_info[element].change_page[i].target_element;
3826 is_player = ELEM_IS_PLAYER(content);
3828 if (is_player && (found_rating < 3 ||
3829 (found_rating == 3 && element < found_element)))
3835 found_element = element;
3840 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
3842 /* check for player created from custom element as explosion content */
3843 content = element_info[element].content.e[xx][yy];
3844 is_player = ELEM_IS_PLAYER(content);
3846 if (is_player && (found_rating < 2 ||
3847 (found_rating == 2 && element < found_element)))
3849 start_x = x + xx - 1;
3850 start_y = y + yy - 1;
3853 found_element = element;
3856 if (!CAN_CHANGE(element))
3859 for (i = 0; i < element_info[element].num_change_pages; i++)
3861 /* check for player created from custom element as extended target */
3863 element_info[element].change_page[i].target_content.e[xx][yy];
3865 is_player = ELEM_IS_PLAYER(content);
3867 if (is_player && (found_rating < 1 ||
3868 (found_rating == 1 && element < found_element)))
3870 start_x = x + xx - 1;
3871 start_y = y + yy - 1;
3874 found_element = element;
3880 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
3881 start_x > SBX_Right + MIDPOSX ? SBX_Right :
3884 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
3885 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
3890 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
3891 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
3892 local_player->jx - MIDPOSX);
3894 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
3895 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
3896 local_player->jy - MIDPOSY);
3899 /* !!! FIX THIS (START) !!! */
3900 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3902 InitGameEngine_EM();
3904 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3906 InitGameEngine_SP();
3910 DrawLevel(REDRAW_FIELD);
3913 /* after drawing the level, correct some elements */
3914 if (game.timegate_time_left == 0)
3915 CloseAllOpenTimegates();
3918 /* blit playfield from scroll buffer to normal back buffer for fading in */
3919 BlitScreenToBitmap(backbuffer);
3920 /* !!! FIX THIS (END) !!! */
3922 FadeIn(REDRAW_FIELD);
3925 // full screen redraw is required at this point in the following cases:
3926 // - special editor door undrawn when game was started from level editor
3927 // - drawing area (playfield) was changed and has to be removed completely
3928 redraw_mask = REDRAW_ALL;
3932 if (!game.restart_level)
3934 /* copy default game door content to main double buffer */
3936 /* !!! CHECK AGAIN !!! */
3937 SetPanelBackground();
3938 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
3939 DrawBackground(DX, DY, DXSIZE, DYSIZE);
3942 SetPanelBackground();
3943 SetDrawBackgroundMask(REDRAW_DOOR_1);
3945 UpdateAndDisplayGameControlValues();
3947 if (!game.restart_level)
3951 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
3952 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
3953 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
3957 /* copy actual game door content to door double buffer for OpenDoor() */
3958 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
3960 OpenDoor(DOOR_OPEN_ALL);
3962 PlaySound(SND_GAME_STARTING);
3964 if (setup.sound_music)
3967 KeyboardAutoRepeatOffUnlessAutoplay();
3969 #if DEBUG_INIT_PLAYER
3972 printf("Player status (final):\n");
3974 for (i = 0; i < MAX_PLAYERS; i++)
3976 struct PlayerInfo *player = &stored_player[i];
3978 printf("- player %d: present == %d, connected == %d, active == %d",
3984 if (local_player == player)
3985 printf(" (local player)");
3998 if (!game.restart_level && !tape.playing)
4000 LevelStats_incPlayed(level_nr);
4002 SaveLevelSetup_SeriesInfo();
4005 game.restart_level = FALSE;
4007 SaveEngineSnapshotToListInitial();
4010 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
4012 /* this is used for non-R'n'D game engines to update certain engine values */
4014 /* needed to determine if sounds are played within the visible screen area */
4015 scroll_x = actual_scroll_x;
4016 scroll_y = actual_scroll_y;
4019 void InitMovDir(int x, int y)
4021 int i, element = Feld[x][y];
4022 static int xy[4][2] =
4029 static int direction[3][4] =
4031 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4032 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4033 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4042 Feld[x][y] = EL_BUG;
4043 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4046 case EL_SPACESHIP_RIGHT:
4047 case EL_SPACESHIP_UP:
4048 case EL_SPACESHIP_LEFT:
4049 case EL_SPACESHIP_DOWN:
4050 Feld[x][y] = EL_SPACESHIP;
4051 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4054 case EL_BD_BUTTERFLY_RIGHT:
4055 case EL_BD_BUTTERFLY_UP:
4056 case EL_BD_BUTTERFLY_LEFT:
4057 case EL_BD_BUTTERFLY_DOWN:
4058 Feld[x][y] = EL_BD_BUTTERFLY;
4059 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4062 case EL_BD_FIREFLY_RIGHT:
4063 case EL_BD_FIREFLY_UP:
4064 case EL_BD_FIREFLY_LEFT:
4065 case EL_BD_FIREFLY_DOWN:
4066 Feld[x][y] = EL_BD_FIREFLY;
4067 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4070 case EL_PACMAN_RIGHT:
4072 case EL_PACMAN_LEFT:
4073 case EL_PACMAN_DOWN:
4074 Feld[x][y] = EL_PACMAN;
4075 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4078 case EL_YAMYAM_LEFT:
4079 case EL_YAMYAM_RIGHT:
4081 case EL_YAMYAM_DOWN:
4082 Feld[x][y] = EL_YAMYAM;
4083 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4086 case EL_SP_SNIKSNAK:
4087 MovDir[x][y] = MV_UP;
4090 case EL_SP_ELECTRON:
4091 MovDir[x][y] = MV_LEFT;
4098 Feld[x][y] = EL_MOLE;
4099 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4103 if (IS_CUSTOM_ELEMENT(element))
4105 struct ElementInfo *ei = &element_info[element];
4106 int move_direction_initial = ei->move_direction_initial;
4107 int move_pattern = ei->move_pattern;
4109 if (move_direction_initial == MV_START_PREVIOUS)
4111 if (MovDir[x][y] != MV_NONE)
4114 move_direction_initial = MV_START_AUTOMATIC;
4117 if (move_direction_initial == MV_START_RANDOM)
4118 MovDir[x][y] = 1 << RND(4);
4119 else if (move_direction_initial & MV_ANY_DIRECTION)
4120 MovDir[x][y] = move_direction_initial;
4121 else if (move_pattern == MV_ALL_DIRECTIONS ||
4122 move_pattern == MV_TURNING_LEFT ||
4123 move_pattern == MV_TURNING_RIGHT ||
4124 move_pattern == MV_TURNING_LEFT_RIGHT ||
4125 move_pattern == MV_TURNING_RIGHT_LEFT ||
4126 move_pattern == MV_TURNING_RANDOM)
4127 MovDir[x][y] = 1 << RND(4);
4128 else if (move_pattern == MV_HORIZONTAL)
4129 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4130 else if (move_pattern == MV_VERTICAL)
4131 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4132 else if (move_pattern & MV_ANY_DIRECTION)
4133 MovDir[x][y] = element_info[element].move_pattern;
4134 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4135 move_pattern == MV_ALONG_RIGHT_SIDE)
4137 /* use random direction as default start direction */
4138 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4139 MovDir[x][y] = 1 << RND(4);
4141 for (i = 0; i < NUM_DIRECTIONS; i++)
4143 int x1 = x + xy[i][0];
4144 int y1 = y + xy[i][1];
4146 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4148 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4149 MovDir[x][y] = direction[0][i];
4151 MovDir[x][y] = direction[1][i];
4160 MovDir[x][y] = 1 << RND(4);
4162 if (element != EL_BUG &&
4163 element != EL_SPACESHIP &&
4164 element != EL_BD_BUTTERFLY &&
4165 element != EL_BD_FIREFLY)
4168 for (i = 0; i < NUM_DIRECTIONS; i++)
4170 int x1 = x + xy[i][0];
4171 int y1 = y + xy[i][1];
4173 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4175 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4177 MovDir[x][y] = direction[0][i];
4180 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4181 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4183 MovDir[x][y] = direction[1][i];
4192 GfxDir[x][y] = MovDir[x][y];
4195 void InitAmoebaNr(int x, int y)
4198 int group_nr = AmoebeNachbarNr(x, y);
4202 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4204 if (AmoebaCnt[i] == 0)
4212 AmoebaNr[x][y] = group_nr;
4213 AmoebaCnt[group_nr]++;
4214 AmoebaCnt2[group_nr]++;
4217 static void PlayerWins(struct PlayerInfo *player)
4219 player->LevelSolved = TRUE;
4220 player->GameOver = TRUE;
4222 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4223 level.native_em_level->lev->score : player->score);
4225 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4227 player->LevelSolved_CountingScore = player->score_final;
4232 static int time, time_final;
4233 static int score, score_final;
4234 static int game_over_delay_1 = 0;
4235 static int game_over_delay_2 = 0;
4236 int game_over_delay_value_1 = 50;
4237 int game_over_delay_value_2 = 50;
4239 if (!local_player->LevelSolved_GameWon)
4243 /* do not start end game actions before the player stops moving (to exit) */
4244 if (local_player->MovPos)
4247 local_player->LevelSolved_GameWon = TRUE;
4248 local_player->LevelSolved_SaveTape = tape.recording;
4249 local_player->LevelSolved_SaveScore = !tape.playing;
4253 LevelStats_incSolved(level_nr);
4255 SaveLevelSetup_SeriesInfo();
4258 if (tape.auto_play) /* tape might already be stopped here */
4259 tape.auto_play_level_solved = TRUE;
4263 game_over_delay_1 = game_over_delay_value_1;
4264 game_over_delay_2 = game_over_delay_value_2;
4266 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4267 score = score_final = local_player->score_final;
4272 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4274 else if (game.no_time_limit && TimePlayed < 999)
4277 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4280 local_player->score_final = score_final;
4282 if (level_editor_test_game)
4285 score = score_final;
4287 local_player->LevelSolved_CountingTime = time;
4288 local_player->LevelSolved_CountingScore = score;
4290 game_panel_controls[GAME_PANEL_TIME].value = time;
4291 game_panel_controls[GAME_PANEL_SCORE].value = score;
4293 DisplayGameControlValues();
4296 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4298 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4300 /* close exit door after last player */
4301 if ((AllPlayersGone &&
4302 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4303 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4304 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4305 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4306 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4308 int element = Feld[ExitX][ExitY];
4310 Feld[ExitX][ExitY] =
4311 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4312 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4313 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4314 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4315 EL_EM_STEEL_EXIT_CLOSING);
4317 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4320 /* player disappears */
4321 DrawLevelField(ExitX, ExitY);
4324 for (i = 0; i < MAX_PLAYERS; i++)
4326 struct PlayerInfo *player = &stored_player[i];
4328 if (player->present)
4330 RemovePlayer(player);
4332 /* player disappears */
4333 DrawLevelField(player->jx, player->jy);
4338 PlaySound(SND_GAME_WINNING);
4341 if (game_over_delay_1 > 0)
4343 game_over_delay_1--;
4348 if (time != time_final)
4350 int time_to_go = ABS(time_final - time);
4351 int time_count_dir = (time < time_final ? +1 : -1);
4352 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4354 time += time_count_steps * time_count_dir;
4355 score += time_count_steps * level.score[SC_TIME_BONUS];
4357 local_player->LevelSolved_CountingTime = time;
4358 local_player->LevelSolved_CountingScore = score;
4360 game_panel_controls[GAME_PANEL_TIME].value = time;
4361 game_panel_controls[GAME_PANEL_SCORE].value = score;
4363 DisplayGameControlValues();
4365 if (time == time_final)
4366 StopSound(SND_GAME_LEVELTIME_BONUS);
4367 else if (setup.sound_loops)
4368 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4370 PlaySound(SND_GAME_LEVELTIME_BONUS);
4375 local_player->LevelSolved_PanelOff = TRUE;
4377 if (game_over_delay_2 > 0)
4379 game_over_delay_2--;
4390 boolean raise_level = FALSE;
4392 local_player->LevelSolved_GameEnd = TRUE;
4394 if (!global.use_envelope_request)
4395 CloseDoor(DOOR_CLOSE_1);
4397 if (local_player->LevelSolved_SaveTape)
4399 SaveTapeChecked(tape.level_nr); /* ask to save tape */
4402 CloseDoor(DOOR_CLOSE_ALL);
4404 if (level_editor_test_game)
4406 game_status = GAME_MODE_MAIN;
4408 DrawAndFadeInMainMenu(REDRAW_FIELD);
4413 if (!local_player->LevelSolved_SaveScore)
4415 FadeOut(REDRAW_FIELD);
4417 game_status = GAME_MODE_MAIN;
4419 DrawAndFadeInMainMenu(REDRAW_FIELD);
4424 if (level_nr == leveldir_current->handicap_level)
4426 leveldir_current->handicap_level++;
4428 SaveLevelSetup_SeriesInfo();
4431 if (level_nr < leveldir_current->last_level)
4432 raise_level = TRUE; /* advance to next level */
4434 if ((hi_pos = NewHiScore()) >= 0)
4436 game_status = GAME_MODE_SCORES;
4438 /* needed if different viewport properties defined for scores */
4439 ChangeViewportPropertiesIfNeeded();
4441 DrawHallOfFame(hi_pos);
4451 FadeOut(REDRAW_FIELD);
4453 game_status = GAME_MODE_MAIN;
4461 DrawAndFadeInMainMenu(REDRAW_FIELD);
4470 LoadScore(level_nr);
4472 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4473 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4476 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4478 if (local_player->score_final > highscore[k].Score)
4480 /* player has made it to the hall of fame */
4482 if (k < MAX_SCORE_ENTRIES - 1)
4484 int m = MAX_SCORE_ENTRIES - 1;
4487 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4488 if (strEqual(setup.player_name, highscore[l].Name))
4490 if (m == k) /* player's new highscore overwrites his old one */
4494 for (l = m; l > k; l--)
4496 strcpy(highscore[l].Name, highscore[l - 1].Name);
4497 highscore[l].Score = highscore[l - 1].Score;
4504 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4505 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4506 highscore[k].Score = local_player->score_final;
4512 else if (!strncmp(setup.player_name, highscore[k].Name,
4513 MAX_PLAYER_NAME_LEN))
4514 break; /* player already there with a higher score */
4520 SaveScore(level_nr);
4525 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4527 int element = Feld[x][y];
4528 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4529 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4530 int horiz_move = (dx != 0);
4531 int sign = (horiz_move ? dx : dy);
4532 int step = sign * element_info[element].move_stepsize;
4534 /* special values for move stepsize for spring and things on conveyor belt */
4537 if (CAN_FALL(element) &&
4538 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4539 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4540 else if (element == EL_SPRING)
4541 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4547 inline static int getElementMoveStepsize(int x, int y)
4549 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4552 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4554 if (player->GfxAction != action || player->GfxDir != dir)
4556 player->GfxAction = action;
4557 player->GfxDir = dir;
4559 player->StepFrame = 0;
4563 static void ResetGfxFrame(int x, int y, boolean redraw)
4565 int element = Feld[x][y];
4566 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4567 int last_gfx_frame = GfxFrame[x][y];
4569 if (graphic_info[graphic].anim_global_sync)
4570 GfxFrame[x][y] = FrameCounter;
4571 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4572 GfxFrame[x][y] = CustomValue[x][y];
4573 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4574 GfxFrame[x][y] = element_info[element].collect_score;
4575 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4576 GfxFrame[x][y] = ChangeDelay[x][y];
4578 if (redraw && GfxFrame[x][y] != last_gfx_frame)
4579 DrawLevelGraphicAnimation(x, y, graphic);
4582 static void ResetGfxAnimation(int x, int y)
4584 GfxAction[x][y] = ACTION_DEFAULT;
4585 GfxDir[x][y] = MovDir[x][y];
4588 ResetGfxFrame(x, y, FALSE);
4591 static void ResetRandomAnimationValue(int x, int y)
4593 GfxRandom[x][y] = INIT_GFX_RANDOM();
4596 void InitMovingField(int x, int y, int direction)
4598 int element = Feld[x][y];
4599 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4600 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4603 boolean is_moving_before, is_moving_after;
4605 /* check if element was/is moving or being moved before/after mode change */
4606 is_moving_before = (WasJustMoving[x][y] != 0);
4607 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4609 /* reset animation only for moving elements which change direction of moving
4610 or which just started or stopped moving
4611 (else CEs with property "can move" / "not moving" are reset each frame) */
4612 if (is_moving_before != is_moving_after ||
4613 direction != MovDir[x][y])
4614 ResetGfxAnimation(x, y);
4616 MovDir[x][y] = direction;
4617 GfxDir[x][y] = direction;
4619 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4620 direction == MV_DOWN && CAN_FALL(element) ?
4621 ACTION_FALLING : ACTION_MOVING);
4623 /* this is needed for CEs with property "can move" / "not moving" */
4625 if (is_moving_after)
4627 if (Feld[newx][newy] == EL_EMPTY)
4628 Feld[newx][newy] = EL_BLOCKED;
4630 MovDir[newx][newy] = MovDir[x][y];
4632 CustomValue[newx][newy] = CustomValue[x][y];
4634 GfxFrame[newx][newy] = GfxFrame[x][y];
4635 GfxRandom[newx][newy] = GfxRandom[x][y];
4636 GfxAction[newx][newy] = GfxAction[x][y];
4637 GfxDir[newx][newy] = GfxDir[x][y];
4641 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4643 int direction = MovDir[x][y];
4644 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4645 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4651 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4653 int oldx = x, oldy = y;
4654 int direction = MovDir[x][y];
4656 if (direction == MV_LEFT)
4658 else if (direction == MV_RIGHT)
4660 else if (direction == MV_UP)
4662 else if (direction == MV_DOWN)
4665 *comes_from_x = oldx;
4666 *comes_from_y = oldy;
4669 int MovingOrBlocked2Element(int x, int y)
4671 int element = Feld[x][y];
4673 if (element == EL_BLOCKED)
4677 Blocked2Moving(x, y, &oldx, &oldy);
4678 return Feld[oldx][oldy];
4684 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4686 /* like MovingOrBlocked2Element(), but if element is moving
4687 and (x,y) is the field the moving element is just leaving,
4688 return EL_BLOCKED instead of the element value */
4689 int element = Feld[x][y];
4691 if (IS_MOVING(x, y))
4693 if (element == EL_BLOCKED)
4697 Blocked2Moving(x, y, &oldx, &oldy);
4698 return Feld[oldx][oldy];
4707 static void RemoveField(int x, int y)
4709 Feld[x][y] = EL_EMPTY;
4715 CustomValue[x][y] = 0;
4718 ChangeDelay[x][y] = 0;
4719 ChangePage[x][y] = -1;
4720 Pushed[x][y] = FALSE;
4722 GfxElement[x][y] = EL_UNDEFINED;
4723 GfxAction[x][y] = ACTION_DEFAULT;
4724 GfxDir[x][y] = MV_NONE;
4727 void RemoveMovingField(int x, int y)
4729 int oldx = x, oldy = y, newx = x, newy = y;
4730 int element = Feld[x][y];
4731 int next_element = EL_UNDEFINED;
4733 if (element != EL_BLOCKED && !IS_MOVING(x, y))
4736 if (IS_MOVING(x, y))
4738 Moving2Blocked(x, y, &newx, &newy);
4740 if (Feld[newx][newy] != EL_BLOCKED)
4742 /* element is moving, but target field is not free (blocked), but
4743 already occupied by something different (example: acid pool);
4744 in this case, only remove the moving field, but not the target */
4746 RemoveField(oldx, oldy);
4748 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4750 TEST_DrawLevelField(oldx, oldy);
4755 else if (element == EL_BLOCKED)
4757 Blocked2Moving(x, y, &oldx, &oldy);
4758 if (!IS_MOVING(oldx, oldy))
4762 if (element == EL_BLOCKED &&
4763 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
4764 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
4765 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
4766 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
4767 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
4768 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
4769 next_element = get_next_element(Feld[oldx][oldy]);
4771 RemoveField(oldx, oldy);
4772 RemoveField(newx, newy);
4774 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4776 if (next_element != EL_UNDEFINED)
4777 Feld[oldx][oldy] = next_element;
4779 TEST_DrawLevelField(oldx, oldy);
4780 TEST_DrawLevelField(newx, newy);
4783 void DrawDynamite(int x, int y)
4785 int sx = SCREENX(x), sy = SCREENY(y);
4786 int graphic = el2img(Feld[x][y]);
4789 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
4792 if (IS_WALKABLE_INSIDE(Back[x][y]))
4796 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
4797 else if (Store[x][y])
4798 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
4800 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4802 if (Back[x][y] || Store[x][y])
4803 DrawGraphicThruMask(sx, sy, graphic, frame);
4805 DrawGraphic(sx, sy, graphic, frame);
4808 void CheckDynamite(int x, int y)
4810 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
4814 if (MovDelay[x][y] != 0)
4817 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4823 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4828 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
4830 boolean num_checked_players = 0;
4833 for (i = 0; i < MAX_PLAYERS; i++)
4835 if (stored_player[i].active)
4837 int sx = stored_player[i].jx;
4838 int sy = stored_player[i].jy;
4840 if (num_checked_players == 0)
4847 *sx1 = MIN(*sx1, sx);
4848 *sy1 = MIN(*sy1, sy);
4849 *sx2 = MAX(*sx2, sx);
4850 *sy2 = MAX(*sy2, sy);
4853 num_checked_players++;
4858 static boolean checkIfAllPlayersFitToScreen_RND()
4860 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
4862 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4864 return (sx2 - sx1 < SCR_FIELDX &&
4865 sy2 - sy1 < SCR_FIELDY);
4868 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
4870 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
4872 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4874 *sx = (sx1 + sx2) / 2;
4875 *sy = (sy1 + sy2) / 2;
4878 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
4879 boolean center_screen, boolean quick_relocation)
4881 boolean ffwd_delay = (tape.playing && tape.fast_forward);
4882 boolean no_delay = (tape.warp_forward);
4883 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
4884 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
4886 if (quick_relocation)
4888 if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
4890 if (!level.shifted_relocation || center_screen)
4892 /* quick relocation (without scrolling), with centering of screen */
4894 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4895 x > SBX_Right + MIDPOSX ? SBX_Right :
4898 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4899 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4904 /* quick relocation (without scrolling), but do not center screen */
4906 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4907 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4910 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4911 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4914 int offset_x = x + (scroll_x - center_scroll_x);
4915 int offset_y = y + (scroll_y - center_scroll_y);
4917 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4918 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4919 offset_x - MIDPOSX);
4921 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4922 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4923 offset_y - MIDPOSY);
4928 if (!level.shifted_relocation || center_screen)
4930 /* quick relocation (without scrolling), with centering of screen */
4932 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4933 x > SBX_Right + MIDPOSX ? SBX_Right :
4936 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4937 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4942 /* quick relocation (without scrolling), but do not center screen */
4944 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4945 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4948 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4949 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4952 int offset_x = x + (scroll_x - center_scroll_x);
4953 int offset_y = y + (scroll_y - center_scroll_y);
4955 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4956 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4957 offset_x - MIDPOSX);
4959 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4960 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4961 offset_y - MIDPOSY);
4965 RedrawPlayfield(TRUE, 0,0,0,0);
4969 int scroll_xx, scroll_yy;
4971 if (!level.shifted_relocation || center_screen)
4973 /* visible relocation (with scrolling), with centering of screen */
4975 scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
4976 x > SBX_Right + MIDPOSX ? SBX_Right :
4979 scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4980 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4985 /* visible relocation (with scrolling), but do not center screen */
4987 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4988 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4991 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4992 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4995 int offset_x = x + (scroll_x - center_scroll_x);
4996 int offset_y = y + (scroll_y - center_scroll_y);
4998 scroll_xx = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4999 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
5000 offset_x - MIDPOSX);
5002 scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5003 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5004 offset_y - MIDPOSY);
5008 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
5010 while (scroll_x != scroll_xx || scroll_y != scroll_yy)
5013 int fx = FX, fy = FY;
5015 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
5016 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
5018 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5024 fx += dx * TILEX / 2;
5025 fy += dy * TILEY / 2;
5027 ScrollLevel(dx, dy);
5030 /* scroll in two steps of half tile size to make things smoother */
5031 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5032 Delay(wait_delay_value);
5034 /* scroll second step to align at full tile size */
5036 Delay(wait_delay_value);
5041 Delay(wait_delay_value);
5045 void RelocatePlayer(int jx, int jy, int el_player_raw)
5047 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5048 int player_nr = GET_PLAYER_NR(el_player);
5049 struct PlayerInfo *player = &stored_player[player_nr];
5050 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5051 boolean no_delay = (tape.warp_forward);
5052 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5053 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5054 int old_jx = player->jx;
5055 int old_jy = player->jy;
5056 int old_element = Feld[old_jx][old_jy];
5057 int element = Feld[jx][jy];
5058 boolean player_relocated = (old_jx != jx || old_jy != jy);
5060 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5061 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5062 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5063 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5064 int leave_side_horiz = move_dir_horiz;
5065 int leave_side_vert = move_dir_vert;
5066 int enter_side = enter_side_horiz | enter_side_vert;
5067 int leave_side = leave_side_horiz | leave_side_vert;
5069 if (player->GameOver) /* do not reanimate dead player */
5072 if (!player_relocated) /* no need to relocate the player */
5075 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5077 RemoveField(jx, jy); /* temporarily remove newly placed player */
5078 DrawLevelField(jx, jy);
5081 if (player->present)
5083 while (player->MovPos)
5085 ScrollPlayer(player, SCROLL_GO_ON);
5086 ScrollScreen(NULL, SCROLL_GO_ON);
5088 AdvanceFrameAndPlayerCounters(player->index_nr);
5093 Delay(wait_delay_value);
5096 DrawPlayer(player); /* needed here only to cleanup last field */
5097 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5099 player->is_moving = FALSE;
5102 if (IS_CUSTOM_ELEMENT(old_element))
5103 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5105 player->index_bit, leave_side);
5107 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5109 player->index_bit, leave_side);
5111 Feld[jx][jy] = el_player;
5112 InitPlayerField(jx, jy, el_player, TRUE);
5114 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5115 possible that the relocation target field did not contain a player element,
5116 but a walkable element, to which the new player was relocated -- in this
5117 case, restore that (already initialized!) element on the player field */
5118 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5120 Feld[jx][jy] = element; /* restore previously existing element */
5123 /* only visually relocate centered player */
5124 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5125 FALSE, level.instant_relocation);
5127 TestIfPlayerTouchesBadThing(jx, jy);
5128 TestIfPlayerTouchesCustomElement(jx, jy);
5130 if (IS_CUSTOM_ELEMENT(element))
5131 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5132 player->index_bit, enter_side);
5134 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5135 player->index_bit, enter_side);
5137 if (player->is_switching)
5139 /* ensure that relocation while still switching an element does not cause
5140 a new element to be treated as also switched directly after relocation
5141 (this is important for teleporter switches that teleport the player to
5142 a place where another teleporter switch is in the same direction, which
5143 would then incorrectly be treated as immediately switched before the
5144 direction key that caused the switch was released) */
5146 player->switch_x += jx - old_jx;
5147 player->switch_y += jy - old_jy;
5151 void Explode(int ex, int ey, int phase, int mode)
5157 /* !!! eliminate this variable !!! */
5158 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5160 if (game.explosions_delayed)
5162 ExplodeField[ex][ey] = mode;
5166 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5168 int center_element = Feld[ex][ey];
5169 int artwork_element, explosion_element; /* set these values later */
5171 /* remove things displayed in background while burning dynamite */
5172 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5175 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5177 /* put moving element to center field (and let it explode there) */
5178 center_element = MovingOrBlocked2Element(ex, ey);
5179 RemoveMovingField(ex, ey);
5180 Feld[ex][ey] = center_element;
5183 /* now "center_element" is finally determined -- set related values now */
5184 artwork_element = center_element; /* for custom player artwork */
5185 explosion_element = center_element; /* for custom player artwork */
5187 if (IS_PLAYER(ex, ey))
5189 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5191 artwork_element = stored_player[player_nr].artwork_element;
5193 if (level.use_explosion_element[player_nr])
5195 explosion_element = level.explosion_element[player_nr];
5196 artwork_element = explosion_element;
5200 if (mode == EX_TYPE_NORMAL ||
5201 mode == EX_TYPE_CENTER ||
5202 mode == EX_TYPE_CROSS)
5203 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5205 last_phase = element_info[explosion_element].explosion_delay + 1;
5207 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5209 int xx = x - ex + 1;
5210 int yy = y - ey + 1;
5213 if (!IN_LEV_FIELD(x, y) ||
5214 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5215 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5218 element = Feld[x][y];
5220 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5222 element = MovingOrBlocked2Element(x, y);
5224 if (!IS_EXPLOSION_PROOF(element))
5225 RemoveMovingField(x, y);
5228 /* indestructible elements can only explode in center (but not flames) */
5229 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5230 mode == EX_TYPE_BORDER)) ||
5231 element == EL_FLAMES)
5234 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5235 behaviour, for example when touching a yamyam that explodes to rocks
5236 with active deadly shield, a rock is created under the player !!! */
5237 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5239 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5240 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5241 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5243 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5246 if (IS_ACTIVE_BOMB(element))
5248 /* re-activate things under the bomb like gate or penguin */
5249 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5256 /* save walkable background elements while explosion on same tile */
5257 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5258 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5259 Back[x][y] = element;
5261 /* ignite explodable elements reached by other explosion */
5262 if (element == EL_EXPLOSION)
5263 element = Store2[x][y];
5265 if (AmoebaNr[x][y] &&
5266 (element == EL_AMOEBA_FULL ||
5267 element == EL_BD_AMOEBA ||
5268 element == EL_AMOEBA_GROWING))
5270 AmoebaCnt[AmoebaNr[x][y]]--;
5271 AmoebaCnt2[AmoebaNr[x][y]]--;
5276 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5278 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5280 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5282 if (PLAYERINFO(ex, ey)->use_murphy)
5283 Store[x][y] = EL_EMPTY;
5286 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5287 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5288 else if (ELEM_IS_PLAYER(center_element))
5289 Store[x][y] = EL_EMPTY;
5290 else if (center_element == EL_YAMYAM)
5291 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5292 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5293 Store[x][y] = element_info[center_element].content.e[xx][yy];
5295 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5296 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5297 otherwise) -- FIX THIS !!! */
5298 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5299 Store[x][y] = element_info[element].content.e[1][1];
5301 else if (!CAN_EXPLODE(element))
5302 Store[x][y] = element_info[element].content.e[1][1];
5305 Store[x][y] = EL_EMPTY;
5307 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5308 center_element == EL_AMOEBA_TO_DIAMOND)
5309 Store2[x][y] = element;
5311 Feld[x][y] = EL_EXPLOSION;
5312 GfxElement[x][y] = artwork_element;
5314 ExplodePhase[x][y] = 1;
5315 ExplodeDelay[x][y] = last_phase;
5320 if (center_element == EL_YAMYAM)
5321 game.yamyam_content_nr =
5322 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5334 GfxFrame[x][y] = 0; /* restart explosion animation */
5336 last_phase = ExplodeDelay[x][y];
5338 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5340 /* this can happen if the player leaves an explosion just in time */
5341 if (GfxElement[x][y] == EL_UNDEFINED)
5342 GfxElement[x][y] = EL_EMPTY;
5344 border_element = Store2[x][y];
5345 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5346 border_element = StorePlayer[x][y];
5348 if (phase == element_info[border_element].ignition_delay ||
5349 phase == last_phase)
5351 boolean border_explosion = FALSE;
5353 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5354 !PLAYER_EXPLOSION_PROTECTED(x, y))
5356 KillPlayerUnlessExplosionProtected(x, y);
5357 border_explosion = TRUE;
5359 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5361 Feld[x][y] = Store2[x][y];
5364 border_explosion = TRUE;
5366 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5368 AmoebeUmwandeln(x, y);
5370 border_explosion = TRUE;
5373 /* if an element just explodes due to another explosion (chain-reaction),
5374 do not immediately end the new explosion when it was the last frame of
5375 the explosion (as it would be done in the following "if"-statement!) */
5376 if (border_explosion && phase == last_phase)
5380 if (phase == last_phase)
5384 element = Feld[x][y] = Store[x][y];
5385 Store[x][y] = Store2[x][y] = 0;
5386 GfxElement[x][y] = EL_UNDEFINED;
5388 /* player can escape from explosions and might therefore be still alive */
5389 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5390 element <= EL_PLAYER_IS_EXPLODING_4)
5392 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5393 int explosion_element = EL_PLAYER_1 + player_nr;
5394 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5395 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5397 if (level.use_explosion_element[player_nr])
5398 explosion_element = level.explosion_element[player_nr];
5400 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5401 element_info[explosion_element].content.e[xx][yy]);
5404 /* restore probably existing indestructible background element */
5405 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5406 element = Feld[x][y] = Back[x][y];
5409 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5410 GfxDir[x][y] = MV_NONE;
5411 ChangeDelay[x][y] = 0;
5412 ChangePage[x][y] = -1;
5414 CustomValue[x][y] = 0;
5416 InitField_WithBug2(x, y, FALSE);
5418 TEST_DrawLevelField(x, y);
5420 TestIfElementTouchesCustomElement(x, y);
5422 if (GFX_CRUMBLED(element))
5423 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5425 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5426 StorePlayer[x][y] = 0;
5428 if (ELEM_IS_PLAYER(element))
5429 RelocatePlayer(x, y, element);
5431 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5433 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5434 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5437 TEST_DrawLevelFieldCrumbled(x, y);
5439 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5441 DrawLevelElement(x, y, Back[x][y]);
5442 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5444 else if (IS_WALKABLE_UNDER(Back[x][y]))
5446 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5447 DrawLevelElementThruMask(x, y, Back[x][y]);
5449 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5450 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5454 void DynaExplode(int ex, int ey)
5457 int dynabomb_element = Feld[ex][ey];
5458 int dynabomb_size = 1;
5459 boolean dynabomb_xl = FALSE;
5460 struct PlayerInfo *player;
5461 static int xy[4][2] =
5469 if (IS_ACTIVE_BOMB(dynabomb_element))
5471 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5472 dynabomb_size = player->dynabomb_size;
5473 dynabomb_xl = player->dynabomb_xl;
5474 player->dynabombs_left++;
5477 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5479 for (i = 0; i < NUM_DIRECTIONS; i++)
5481 for (j = 1; j <= dynabomb_size; j++)
5483 int x = ex + j * xy[i][0];
5484 int y = ey + j * xy[i][1];
5487 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5490 element = Feld[x][y];
5492 /* do not restart explosions of fields with active bombs */
5493 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5496 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5498 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5499 !IS_DIGGABLE(element) && !dynabomb_xl)
5505 void Bang(int x, int y)
5507 int element = MovingOrBlocked2Element(x, y);
5508 int explosion_type = EX_TYPE_NORMAL;
5510 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5512 struct PlayerInfo *player = PLAYERINFO(x, y);
5514 element = Feld[x][y] = player->initial_element;
5516 if (level.use_explosion_element[player->index_nr])
5518 int explosion_element = level.explosion_element[player->index_nr];
5520 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5521 explosion_type = EX_TYPE_CROSS;
5522 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5523 explosion_type = EX_TYPE_CENTER;
5531 case EL_BD_BUTTERFLY:
5534 case EL_DARK_YAMYAM:
5538 RaiseScoreElement(element);
5541 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5542 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5543 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5544 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5545 case EL_DYNABOMB_INCREASE_NUMBER:
5546 case EL_DYNABOMB_INCREASE_SIZE:
5547 case EL_DYNABOMB_INCREASE_POWER:
5548 explosion_type = EX_TYPE_DYNA;
5551 case EL_DC_LANDMINE:
5552 explosion_type = EX_TYPE_CENTER;
5557 case EL_LAMP_ACTIVE:
5558 case EL_AMOEBA_TO_DIAMOND:
5559 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5560 explosion_type = EX_TYPE_CENTER;
5564 if (element_info[element].explosion_type == EXPLODES_CROSS)
5565 explosion_type = EX_TYPE_CROSS;
5566 else if (element_info[element].explosion_type == EXPLODES_1X1)
5567 explosion_type = EX_TYPE_CENTER;
5571 if (explosion_type == EX_TYPE_DYNA)
5574 Explode(x, y, EX_PHASE_START, explosion_type);
5576 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5579 void SplashAcid(int x, int y)
5581 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5582 (!IN_LEV_FIELD(x - 1, y - 2) ||
5583 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5584 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5586 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5587 (!IN_LEV_FIELD(x + 1, y - 2) ||
5588 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5589 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5591 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5594 static void InitBeltMovement()
5596 static int belt_base_element[4] =
5598 EL_CONVEYOR_BELT_1_LEFT,
5599 EL_CONVEYOR_BELT_2_LEFT,
5600 EL_CONVEYOR_BELT_3_LEFT,
5601 EL_CONVEYOR_BELT_4_LEFT
5603 static int belt_base_active_element[4] =
5605 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5606 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5607 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5608 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5613 /* set frame order for belt animation graphic according to belt direction */
5614 for (i = 0; i < NUM_BELTS; i++)
5618 for (j = 0; j < NUM_BELT_PARTS; j++)
5620 int element = belt_base_active_element[belt_nr] + j;
5621 int graphic_1 = el2img(element);
5622 int graphic_2 = el2panelimg(element);
5624 if (game.belt_dir[i] == MV_LEFT)
5626 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5627 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5631 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5632 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5637 SCAN_PLAYFIELD(x, y)
5639 int element = Feld[x][y];
5641 for (i = 0; i < NUM_BELTS; i++)
5643 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5645 int e_belt_nr = getBeltNrFromBeltElement(element);
5648 if (e_belt_nr == belt_nr)
5650 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5652 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5659 static void ToggleBeltSwitch(int x, int y)
5661 static int belt_base_element[4] =
5663 EL_CONVEYOR_BELT_1_LEFT,
5664 EL_CONVEYOR_BELT_2_LEFT,
5665 EL_CONVEYOR_BELT_3_LEFT,
5666 EL_CONVEYOR_BELT_4_LEFT
5668 static int belt_base_active_element[4] =
5670 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5671 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5672 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5673 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5675 static int belt_base_switch_element[4] =
5677 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5678 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5679 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5680 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5682 static int belt_move_dir[4] =
5690 int element = Feld[x][y];
5691 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5692 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5693 int belt_dir = belt_move_dir[belt_dir_nr];
5696 if (!IS_BELT_SWITCH(element))
5699 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5700 game.belt_dir[belt_nr] = belt_dir;
5702 if (belt_dir_nr == 3)
5705 /* set frame order for belt animation graphic according to belt direction */
5706 for (i = 0; i < NUM_BELT_PARTS; i++)
5708 int element = belt_base_active_element[belt_nr] + i;
5709 int graphic_1 = el2img(element);
5710 int graphic_2 = el2panelimg(element);
5712 if (belt_dir == MV_LEFT)
5714 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5715 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5719 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5720 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5724 SCAN_PLAYFIELD(xx, yy)
5726 int element = Feld[xx][yy];
5728 if (IS_BELT_SWITCH(element))
5730 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5732 if (e_belt_nr == belt_nr)
5734 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5735 TEST_DrawLevelField(xx, yy);
5738 else if (IS_BELT(element) && belt_dir != MV_NONE)
5740 int e_belt_nr = getBeltNrFromBeltElement(element);
5742 if (e_belt_nr == belt_nr)
5744 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5746 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5747 TEST_DrawLevelField(xx, yy);
5750 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5752 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5754 if (e_belt_nr == belt_nr)
5756 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5758 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5759 TEST_DrawLevelField(xx, yy);
5765 static void ToggleSwitchgateSwitch(int x, int y)
5769 game.switchgate_pos = !game.switchgate_pos;
5771 SCAN_PLAYFIELD(xx, yy)
5773 int element = Feld[xx][yy];
5775 if (element == EL_SWITCHGATE_SWITCH_UP)
5777 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5778 TEST_DrawLevelField(xx, yy);
5780 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5782 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5783 TEST_DrawLevelField(xx, yy);
5785 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5787 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5788 TEST_DrawLevelField(xx, yy);
5790 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5792 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5793 TEST_DrawLevelField(xx, yy);
5795 else if (element == EL_SWITCHGATE_OPEN ||
5796 element == EL_SWITCHGATE_OPENING)
5798 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
5800 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
5802 else if (element == EL_SWITCHGATE_CLOSED ||
5803 element == EL_SWITCHGATE_CLOSING)
5805 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
5807 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
5812 static int getInvisibleActiveFromInvisibleElement(int element)
5814 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
5815 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
5816 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
5820 static int getInvisibleFromInvisibleActiveElement(int element)
5822 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
5823 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
5824 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
5828 static void RedrawAllLightSwitchesAndInvisibleElements()
5832 SCAN_PLAYFIELD(x, y)
5834 int element = Feld[x][y];
5836 if (element == EL_LIGHT_SWITCH &&
5837 game.light_time_left > 0)
5839 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
5840 TEST_DrawLevelField(x, y);
5842 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
5843 game.light_time_left == 0)
5845 Feld[x][y] = EL_LIGHT_SWITCH;
5846 TEST_DrawLevelField(x, y);
5848 else if (element == EL_EMC_DRIPPER &&
5849 game.light_time_left > 0)
5851 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5852 TEST_DrawLevelField(x, y);
5854 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5855 game.light_time_left == 0)
5857 Feld[x][y] = EL_EMC_DRIPPER;
5858 TEST_DrawLevelField(x, y);
5860 else if (element == EL_INVISIBLE_STEELWALL ||
5861 element == EL_INVISIBLE_WALL ||
5862 element == EL_INVISIBLE_SAND)
5864 if (game.light_time_left > 0)
5865 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5867 TEST_DrawLevelField(x, y);
5869 /* uncrumble neighbour fields, if needed */
5870 if (element == EL_INVISIBLE_SAND)
5871 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5873 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5874 element == EL_INVISIBLE_WALL_ACTIVE ||
5875 element == EL_INVISIBLE_SAND_ACTIVE)
5877 if (game.light_time_left == 0)
5878 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5880 TEST_DrawLevelField(x, y);
5882 /* re-crumble neighbour fields, if needed */
5883 if (element == EL_INVISIBLE_SAND)
5884 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5889 static void RedrawAllInvisibleElementsForLenses()
5893 SCAN_PLAYFIELD(x, y)
5895 int element = Feld[x][y];
5897 if (element == EL_EMC_DRIPPER &&
5898 game.lenses_time_left > 0)
5900 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5901 TEST_DrawLevelField(x, y);
5903 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5904 game.lenses_time_left == 0)
5906 Feld[x][y] = EL_EMC_DRIPPER;
5907 TEST_DrawLevelField(x, y);
5909 else if (element == EL_INVISIBLE_STEELWALL ||
5910 element == EL_INVISIBLE_WALL ||
5911 element == EL_INVISIBLE_SAND)
5913 if (game.lenses_time_left > 0)
5914 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5916 TEST_DrawLevelField(x, y);
5918 /* uncrumble neighbour fields, if needed */
5919 if (element == EL_INVISIBLE_SAND)
5920 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5922 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5923 element == EL_INVISIBLE_WALL_ACTIVE ||
5924 element == EL_INVISIBLE_SAND_ACTIVE)
5926 if (game.lenses_time_left == 0)
5927 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5929 TEST_DrawLevelField(x, y);
5931 /* re-crumble neighbour fields, if needed */
5932 if (element == EL_INVISIBLE_SAND)
5933 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5938 static void RedrawAllInvisibleElementsForMagnifier()
5942 SCAN_PLAYFIELD(x, y)
5944 int element = Feld[x][y];
5946 if (element == EL_EMC_FAKE_GRASS &&
5947 game.magnify_time_left > 0)
5949 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
5950 TEST_DrawLevelField(x, y);
5952 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
5953 game.magnify_time_left == 0)
5955 Feld[x][y] = EL_EMC_FAKE_GRASS;
5956 TEST_DrawLevelField(x, y);
5958 else if (IS_GATE_GRAY(element) &&
5959 game.magnify_time_left > 0)
5961 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
5962 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
5963 IS_EM_GATE_GRAY(element) ?
5964 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
5965 IS_EMC_GATE_GRAY(element) ?
5966 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
5967 IS_DC_GATE_GRAY(element) ?
5968 EL_DC_GATE_WHITE_GRAY_ACTIVE :
5970 TEST_DrawLevelField(x, y);
5972 else if (IS_GATE_GRAY_ACTIVE(element) &&
5973 game.magnify_time_left == 0)
5975 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
5976 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
5977 IS_EM_GATE_GRAY_ACTIVE(element) ?
5978 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
5979 IS_EMC_GATE_GRAY_ACTIVE(element) ?
5980 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
5981 IS_DC_GATE_GRAY_ACTIVE(element) ?
5982 EL_DC_GATE_WHITE_GRAY :
5984 TEST_DrawLevelField(x, y);
5989 static void ToggleLightSwitch(int x, int y)
5991 int element = Feld[x][y];
5993 game.light_time_left =
5994 (element == EL_LIGHT_SWITCH ?
5995 level.time_light * FRAMES_PER_SECOND : 0);
5997 RedrawAllLightSwitchesAndInvisibleElements();
6000 static void ActivateTimegateSwitch(int x, int y)
6004 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6006 SCAN_PLAYFIELD(xx, yy)
6008 int element = Feld[xx][yy];
6010 if (element == EL_TIMEGATE_CLOSED ||
6011 element == EL_TIMEGATE_CLOSING)
6013 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6014 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6018 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6020 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6021 TEST_DrawLevelField(xx, yy);
6027 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6028 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6031 void Impact(int x, int y)
6033 boolean last_line = (y == lev_fieldy - 1);
6034 boolean object_hit = FALSE;
6035 boolean impact = (last_line || object_hit);
6036 int element = Feld[x][y];
6037 int smashed = EL_STEELWALL;
6039 if (!last_line) /* check if element below was hit */
6041 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6044 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6045 MovDir[x][y + 1] != MV_DOWN ||
6046 MovPos[x][y + 1] <= TILEY / 2));
6048 /* do not smash moving elements that left the smashed field in time */
6049 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6050 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6053 #if USE_QUICKSAND_IMPACT_BUGFIX
6054 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6056 RemoveMovingField(x, y + 1);
6057 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6058 Feld[x][y + 2] = EL_ROCK;
6059 TEST_DrawLevelField(x, y + 2);
6064 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6066 RemoveMovingField(x, y + 1);
6067 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6068 Feld[x][y + 2] = EL_ROCK;
6069 TEST_DrawLevelField(x, y + 2);
6076 smashed = MovingOrBlocked2Element(x, y + 1);
6078 impact = (last_line || object_hit);
6081 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6083 SplashAcid(x, y + 1);
6087 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6088 /* only reset graphic animation if graphic really changes after impact */
6090 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6092 ResetGfxAnimation(x, y);
6093 TEST_DrawLevelField(x, y);
6096 if (impact && CAN_EXPLODE_IMPACT(element))
6101 else if (impact && element == EL_PEARL &&
6102 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6104 ResetGfxAnimation(x, y);
6106 Feld[x][y] = EL_PEARL_BREAKING;
6107 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6110 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6112 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6117 if (impact && element == EL_AMOEBA_DROP)
6119 if (object_hit && IS_PLAYER(x, y + 1))
6120 KillPlayerUnlessEnemyProtected(x, y + 1);
6121 else if (object_hit && smashed == EL_PENGUIN)
6125 Feld[x][y] = EL_AMOEBA_GROWING;
6126 Store[x][y] = EL_AMOEBA_WET;
6128 ResetRandomAnimationValue(x, y);
6133 if (object_hit) /* check which object was hit */
6135 if ((CAN_PASS_MAGIC_WALL(element) &&
6136 (smashed == EL_MAGIC_WALL ||
6137 smashed == EL_BD_MAGIC_WALL)) ||
6138 (CAN_PASS_DC_MAGIC_WALL(element) &&
6139 smashed == EL_DC_MAGIC_WALL))
6142 int activated_magic_wall =
6143 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6144 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6145 EL_DC_MAGIC_WALL_ACTIVE);
6147 /* activate magic wall / mill */
6148 SCAN_PLAYFIELD(xx, yy)
6150 if (Feld[xx][yy] == smashed)
6151 Feld[xx][yy] = activated_magic_wall;
6154 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6155 game.magic_wall_active = TRUE;
6157 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6158 SND_MAGIC_WALL_ACTIVATING :
6159 smashed == EL_BD_MAGIC_WALL ?
6160 SND_BD_MAGIC_WALL_ACTIVATING :
6161 SND_DC_MAGIC_WALL_ACTIVATING));
6164 if (IS_PLAYER(x, y + 1))
6166 if (CAN_SMASH_PLAYER(element))
6168 KillPlayerUnlessEnemyProtected(x, y + 1);
6172 else if (smashed == EL_PENGUIN)
6174 if (CAN_SMASH_PLAYER(element))
6180 else if (element == EL_BD_DIAMOND)
6182 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6188 else if (((element == EL_SP_INFOTRON ||
6189 element == EL_SP_ZONK) &&
6190 (smashed == EL_SP_SNIKSNAK ||
6191 smashed == EL_SP_ELECTRON ||
6192 smashed == EL_SP_DISK_ORANGE)) ||
6193 (element == EL_SP_INFOTRON &&
6194 smashed == EL_SP_DISK_YELLOW))
6199 else if (CAN_SMASH_EVERYTHING(element))
6201 if (IS_CLASSIC_ENEMY(smashed) ||
6202 CAN_EXPLODE_SMASHED(smashed))
6207 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6209 if (smashed == EL_LAMP ||
6210 smashed == EL_LAMP_ACTIVE)
6215 else if (smashed == EL_NUT)
6217 Feld[x][y + 1] = EL_NUT_BREAKING;
6218 PlayLevelSound(x, y, SND_NUT_BREAKING);
6219 RaiseScoreElement(EL_NUT);
6222 else if (smashed == EL_PEARL)
6224 ResetGfxAnimation(x, y);
6226 Feld[x][y + 1] = EL_PEARL_BREAKING;
6227 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6230 else if (smashed == EL_DIAMOND)
6232 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6233 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6236 else if (IS_BELT_SWITCH(smashed))
6238 ToggleBeltSwitch(x, y + 1);
6240 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6241 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6242 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6243 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6245 ToggleSwitchgateSwitch(x, y + 1);
6247 else if (smashed == EL_LIGHT_SWITCH ||
6248 smashed == EL_LIGHT_SWITCH_ACTIVE)
6250 ToggleLightSwitch(x, y + 1);
6254 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6256 CheckElementChangeBySide(x, y + 1, smashed, element,
6257 CE_SWITCHED, CH_SIDE_TOP);
6258 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6264 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6269 /* play sound of magic wall / mill */
6271 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6272 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6273 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6275 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6276 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6277 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6278 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6279 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6280 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6285 /* play sound of object that hits the ground */
6286 if (last_line || object_hit)
6287 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6290 inline static void TurnRoundExt(int x, int y)
6302 { 0, 0 }, { 0, 0 }, { 0, 0 },
6307 int left, right, back;
6311 { MV_DOWN, MV_UP, MV_RIGHT },
6312 { MV_UP, MV_DOWN, MV_LEFT },
6314 { MV_LEFT, MV_RIGHT, MV_DOWN },
6318 { MV_RIGHT, MV_LEFT, MV_UP }
6321 int element = Feld[x][y];
6322 int move_pattern = element_info[element].move_pattern;
6324 int old_move_dir = MovDir[x][y];
6325 int left_dir = turn[old_move_dir].left;
6326 int right_dir = turn[old_move_dir].right;
6327 int back_dir = turn[old_move_dir].back;
6329 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6330 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6331 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6332 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6334 int left_x = x + left_dx, left_y = y + left_dy;
6335 int right_x = x + right_dx, right_y = y + right_dy;
6336 int move_x = x + move_dx, move_y = y + move_dy;
6340 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6342 TestIfBadThingTouchesOtherBadThing(x, y);
6344 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6345 MovDir[x][y] = right_dir;
6346 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6347 MovDir[x][y] = left_dir;
6349 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6351 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6354 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6356 TestIfBadThingTouchesOtherBadThing(x, y);
6358 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6359 MovDir[x][y] = left_dir;
6360 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6361 MovDir[x][y] = right_dir;
6363 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6365 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6368 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6370 TestIfBadThingTouchesOtherBadThing(x, y);
6372 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6373 MovDir[x][y] = left_dir;
6374 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6375 MovDir[x][y] = right_dir;
6377 if (MovDir[x][y] != old_move_dir)
6380 else if (element == EL_YAMYAM)
6382 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6383 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6385 if (can_turn_left && can_turn_right)
6386 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6387 else if (can_turn_left)
6388 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6389 else if (can_turn_right)
6390 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6392 MovDir[x][y] = back_dir;
6394 MovDelay[x][y] = 16 + 16 * RND(3);
6396 else if (element == EL_DARK_YAMYAM)
6398 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6400 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6403 if (can_turn_left && can_turn_right)
6404 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6405 else if (can_turn_left)
6406 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6407 else if (can_turn_right)
6408 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6410 MovDir[x][y] = back_dir;
6412 MovDelay[x][y] = 16 + 16 * RND(3);
6414 else if (element == EL_PACMAN)
6416 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6417 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6419 if (can_turn_left && can_turn_right)
6420 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6421 else if (can_turn_left)
6422 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6423 else if (can_turn_right)
6424 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6426 MovDir[x][y] = back_dir;
6428 MovDelay[x][y] = 6 + RND(40);
6430 else if (element == EL_PIG)
6432 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6433 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6434 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6435 boolean should_turn_left, should_turn_right, should_move_on;
6437 int rnd = RND(rnd_value);
6439 should_turn_left = (can_turn_left &&
6441 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6442 y + back_dy + left_dy)));
6443 should_turn_right = (can_turn_right &&
6445 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6446 y + back_dy + right_dy)));
6447 should_move_on = (can_move_on &&
6450 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6451 y + move_dy + left_dy) ||
6452 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6453 y + move_dy + right_dy)));
6455 if (should_turn_left || should_turn_right || should_move_on)
6457 if (should_turn_left && should_turn_right && should_move_on)
6458 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6459 rnd < 2 * rnd_value / 3 ? right_dir :
6461 else if (should_turn_left && should_turn_right)
6462 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6463 else if (should_turn_left && should_move_on)
6464 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6465 else if (should_turn_right && should_move_on)
6466 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6467 else if (should_turn_left)
6468 MovDir[x][y] = left_dir;
6469 else if (should_turn_right)
6470 MovDir[x][y] = right_dir;
6471 else if (should_move_on)
6472 MovDir[x][y] = old_move_dir;
6474 else if (can_move_on && rnd > rnd_value / 8)
6475 MovDir[x][y] = old_move_dir;
6476 else if (can_turn_left && can_turn_right)
6477 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6478 else if (can_turn_left && rnd > rnd_value / 8)
6479 MovDir[x][y] = left_dir;
6480 else if (can_turn_right && rnd > rnd_value/8)
6481 MovDir[x][y] = right_dir;
6483 MovDir[x][y] = back_dir;
6485 xx = x + move_xy[MovDir[x][y]].dx;
6486 yy = y + move_xy[MovDir[x][y]].dy;
6488 if (!IN_LEV_FIELD(xx, yy) ||
6489 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6490 MovDir[x][y] = old_move_dir;
6494 else if (element == EL_DRAGON)
6496 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6497 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6498 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6500 int rnd = RND(rnd_value);
6502 if (can_move_on && rnd > rnd_value / 8)
6503 MovDir[x][y] = old_move_dir;
6504 else if (can_turn_left && can_turn_right)
6505 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6506 else if (can_turn_left && rnd > rnd_value / 8)
6507 MovDir[x][y] = left_dir;
6508 else if (can_turn_right && rnd > rnd_value / 8)
6509 MovDir[x][y] = right_dir;
6511 MovDir[x][y] = back_dir;
6513 xx = x + move_xy[MovDir[x][y]].dx;
6514 yy = y + move_xy[MovDir[x][y]].dy;
6516 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6517 MovDir[x][y] = old_move_dir;
6521 else if (element == EL_MOLE)
6523 boolean can_move_on =
6524 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6525 IS_AMOEBOID(Feld[move_x][move_y]) ||
6526 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6529 boolean can_turn_left =
6530 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6531 IS_AMOEBOID(Feld[left_x][left_y])));
6533 boolean can_turn_right =
6534 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6535 IS_AMOEBOID(Feld[right_x][right_y])));
6537 if (can_turn_left && can_turn_right)
6538 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6539 else if (can_turn_left)
6540 MovDir[x][y] = left_dir;
6542 MovDir[x][y] = right_dir;
6545 if (MovDir[x][y] != old_move_dir)
6548 else if (element == EL_BALLOON)
6550 MovDir[x][y] = game.wind_direction;
6553 else if (element == EL_SPRING)
6555 if (MovDir[x][y] & MV_HORIZONTAL)
6557 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6558 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6560 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6561 ResetGfxAnimation(move_x, move_y);
6562 TEST_DrawLevelField(move_x, move_y);
6564 MovDir[x][y] = back_dir;
6566 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6567 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6568 MovDir[x][y] = MV_NONE;
6573 else if (element == EL_ROBOT ||
6574 element == EL_SATELLITE ||
6575 element == EL_PENGUIN ||
6576 element == EL_EMC_ANDROID)
6578 int attr_x = -1, attr_y = -1;
6589 for (i = 0; i < MAX_PLAYERS; i++)
6591 struct PlayerInfo *player = &stored_player[i];
6592 int jx = player->jx, jy = player->jy;
6594 if (!player->active)
6598 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6606 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6607 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6608 game.engine_version < VERSION_IDENT(3,1,0,0)))
6614 if (element == EL_PENGUIN)
6617 static int xy[4][2] =
6625 for (i = 0; i < NUM_DIRECTIONS; i++)
6627 int ex = x + xy[i][0];
6628 int ey = y + xy[i][1];
6630 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6631 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6632 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6633 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6642 MovDir[x][y] = MV_NONE;
6644 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6645 else if (attr_x > x)
6646 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6648 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6649 else if (attr_y > y)
6650 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6652 if (element == EL_ROBOT)
6656 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6657 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6658 Moving2Blocked(x, y, &newx, &newy);
6660 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6661 MovDelay[x][y] = 8 + 8 * !RND(3);
6663 MovDelay[x][y] = 16;
6665 else if (element == EL_PENGUIN)
6671 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6673 boolean first_horiz = RND(2);
6674 int new_move_dir = MovDir[x][y];
6677 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6678 Moving2Blocked(x, y, &newx, &newy);
6680 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6684 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6685 Moving2Blocked(x, y, &newx, &newy);
6687 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6690 MovDir[x][y] = old_move_dir;
6694 else if (element == EL_SATELLITE)
6700 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6702 boolean first_horiz = RND(2);
6703 int new_move_dir = MovDir[x][y];
6706 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6707 Moving2Blocked(x, y, &newx, &newy);
6709 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6713 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6714 Moving2Blocked(x, y, &newx, &newy);
6716 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6719 MovDir[x][y] = old_move_dir;
6723 else if (element == EL_EMC_ANDROID)
6725 static int check_pos[16] =
6727 -1, /* 0 => (invalid) */
6728 7, /* 1 => MV_LEFT */
6729 3, /* 2 => MV_RIGHT */
6730 -1, /* 3 => (invalid) */
6732 0, /* 5 => MV_LEFT | MV_UP */
6733 2, /* 6 => MV_RIGHT | MV_UP */
6734 -1, /* 7 => (invalid) */
6735 5, /* 8 => MV_DOWN */
6736 6, /* 9 => MV_LEFT | MV_DOWN */
6737 4, /* 10 => MV_RIGHT | MV_DOWN */
6738 -1, /* 11 => (invalid) */
6739 -1, /* 12 => (invalid) */
6740 -1, /* 13 => (invalid) */
6741 -1, /* 14 => (invalid) */
6742 -1, /* 15 => (invalid) */
6750 { -1, -1, MV_LEFT | MV_UP },
6752 { +1, -1, MV_RIGHT | MV_UP },
6753 { +1, 0, MV_RIGHT },
6754 { +1, +1, MV_RIGHT | MV_DOWN },
6756 { -1, +1, MV_LEFT | MV_DOWN },
6759 int start_pos, check_order;
6760 boolean can_clone = FALSE;
6763 /* check if there is any free field around current position */
6764 for (i = 0; i < 8; i++)
6766 int newx = x + check_xy[i].dx;
6767 int newy = y + check_xy[i].dy;
6769 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6777 if (can_clone) /* randomly find an element to clone */
6781 start_pos = check_pos[RND(8)];
6782 check_order = (RND(2) ? -1 : +1);
6784 for (i = 0; i < 8; i++)
6786 int pos_raw = start_pos + i * check_order;
6787 int pos = (pos_raw + 8) % 8;
6788 int newx = x + check_xy[pos].dx;
6789 int newy = y + check_xy[pos].dy;
6791 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6793 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
6794 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
6796 Store[x][y] = Feld[newx][newy];
6805 if (can_clone) /* randomly find a direction to move */
6809 start_pos = check_pos[RND(8)];
6810 check_order = (RND(2) ? -1 : +1);
6812 for (i = 0; i < 8; i++)
6814 int pos_raw = start_pos + i * check_order;
6815 int pos = (pos_raw + 8) % 8;
6816 int newx = x + check_xy[pos].dx;
6817 int newy = y + check_xy[pos].dy;
6818 int new_move_dir = check_xy[pos].dir;
6820 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6822 MovDir[x][y] = new_move_dir;
6823 MovDelay[x][y] = level.android_clone_time * 8 + 1;
6832 if (can_clone) /* cloning and moving successful */
6835 /* cannot clone -- try to move towards player */
6837 start_pos = check_pos[MovDir[x][y] & 0x0f];
6838 check_order = (RND(2) ? -1 : +1);
6840 for (i = 0; i < 3; i++)
6842 /* first check start_pos, then previous/next or (next/previous) pos */
6843 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
6844 int pos = (pos_raw + 8) % 8;
6845 int newx = x + check_xy[pos].dx;
6846 int newy = y + check_xy[pos].dy;
6847 int new_move_dir = check_xy[pos].dir;
6849 if (IS_PLAYER(newx, newy))
6852 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6854 MovDir[x][y] = new_move_dir;
6855 MovDelay[x][y] = level.android_move_time * 8 + 1;
6862 else if (move_pattern == MV_TURNING_LEFT ||
6863 move_pattern == MV_TURNING_RIGHT ||
6864 move_pattern == MV_TURNING_LEFT_RIGHT ||
6865 move_pattern == MV_TURNING_RIGHT_LEFT ||
6866 move_pattern == MV_TURNING_RANDOM ||
6867 move_pattern == MV_ALL_DIRECTIONS)
6869 boolean can_turn_left =
6870 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
6871 boolean can_turn_right =
6872 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
6874 if (element_info[element].move_stepsize == 0) /* "not moving" */
6877 if (move_pattern == MV_TURNING_LEFT)
6878 MovDir[x][y] = left_dir;
6879 else if (move_pattern == MV_TURNING_RIGHT)
6880 MovDir[x][y] = right_dir;
6881 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
6882 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
6883 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
6884 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
6885 else if (move_pattern == MV_TURNING_RANDOM)
6886 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
6887 can_turn_right && !can_turn_left ? right_dir :
6888 RND(2) ? left_dir : right_dir);
6889 else if (can_turn_left && can_turn_right)
6890 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6891 else if (can_turn_left)
6892 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6893 else if (can_turn_right)
6894 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6896 MovDir[x][y] = back_dir;
6898 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6900 else if (move_pattern == MV_HORIZONTAL ||
6901 move_pattern == MV_VERTICAL)
6903 if (move_pattern & old_move_dir)
6904 MovDir[x][y] = back_dir;
6905 else if (move_pattern == MV_HORIZONTAL)
6906 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
6907 else if (move_pattern == MV_VERTICAL)
6908 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
6910 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6912 else if (move_pattern & MV_ANY_DIRECTION)
6914 MovDir[x][y] = move_pattern;
6915 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6917 else if (move_pattern & MV_WIND_DIRECTION)
6919 MovDir[x][y] = game.wind_direction;
6920 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6922 else if (move_pattern == MV_ALONG_LEFT_SIDE)
6924 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
6925 MovDir[x][y] = left_dir;
6926 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6927 MovDir[x][y] = right_dir;
6929 if (MovDir[x][y] != old_move_dir)
6930 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6932 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
6934 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
6935 MovDir[x][y] = right_dir;
6936 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6937 MovDir[x][y] = left_dir;
6939 if (MovDir[x][y] != old_move_dir)
6940 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6942 else if (move_pattern == MV_TOWARDS_PLAYER ||
6943 move_pattern == MV_AWAY_FROM_PLAYER)
6945 int attr_x = -1, attr_y = -1;
6947 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
6958 for (i = 0; i < MAX_PLAYERS; i++)
6960 struct PlayerInfo *player = &stored_player[i];
6961 int jx = player->jx, jy = player->jy;
6963 if (!player->active)
6967 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6975 MovDir[x][y] = MV_NONE;
6977 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
6978 else if (attr_x > x)
6979 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
6981 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
6982 else if (attr_y > y)
6983 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
6985 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6987 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6989 boolean first_horiz = RND(2);
6990 int new_move_dir = MovDir[x][y];
6992 if (element_info[element].move_stepsize == 0) /* "not moving" */
6994 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
6995 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7001 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7002 Moving2Blocked(x, y, &newx, &newy);
7004 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7008 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7009 Moving2Blocked(x, y, &newx, &newy);
7011 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7014 MovDir[x][y] = old_move_dir;
7017 else if (move_pattern == MV_WHEN_PUSHED ||
7018 move_pattern == MV_WHEN_DROPPED)
7020 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7021 MovDir[x][y] = MV_NONE;
7025 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7027 static int test_xy[7][2] =
7037 static int test_dir[7] =
7047 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7048 int move_preference = -1000000; /* start with very low preference */
7049 int new_move_dir = MV_NONE;
7050 int start_test = RND(4);
7053 for (i = 0; i < NUM_DIRECTIONS; i++)
7055 int move_dir = test_dir[start_test + i];
7056 int move_dir_preference;
7058 xx = x + test_xy[start_test + i][0];
7059 yy = y + test_xy[start_test + i][1];
7061 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7062 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7064 new_move_dir = move_dir;
7069 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7072 move_dir_preference = -1 * RunnerVisit[xx][yy];
7073 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7074 move_dir_preference = PlayerVisit[xx][yy];
7076 if (move_dir_preference > move_preference)
7078 /* prefer field that has not been visited for the longest time */
7079 move_preference = move_dir_preference;
7080 new_move_dir = move_dir;
7082 else if (move_dir_preference == move_preference &&
7083 move_dir == old_move_dir)
7085 /* prefer last direction when all directions are preferred equally */
7086 move_preference = move_dir_preference;
7087 new_move_dir = move_dir;
7091 MovDir[x][y] = new_move_dir;
7092 if (old_move_dir != new_move_dir)
7093 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7097 static void TurnRound(int x, int y)
7099 int direction = MovDir[x][y];
7103 GfxDir[x][y] = MovDir[x][y];
7105 if (direction != MovDir[x][y])
7109 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7111 ResetGfxFrame(x, y, FALSE);
7114 static boolean JustBeingPushed(int x, int y)
7118 for (i = 0; i < MAX_PLAYERS; i++)
7120 struct PlayerInfo *player = &stored_player[i];
7122 if (player->active && player->is_pushing && player->MovPos)
7124 int next_jx = player->jx + (player->jx - player->last_jx);
7125 int next_jy = player->jy + (player->jy - player->last_jy);
7127 if (x == next_jx && y == next_jy)
7135 void StartMoving(int x, int y)
7137 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7138 int element = Feld[x][y];
7143 if (MovDelay[x][y] == 0)
7144 GfxAction[x][y] = ACTION_DEFAULT;
7146 if (CAN_FALL(element) && y < lev_fieldy - 1)
7148 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7149 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7150 if (JustBeingPushed(x, y))
7153 if (element == EL_QUICKSAND_FULL)
7155 if (IS_FREE(x, y + 1))
7157 InitMovingField(x, y, MV_DOWN);
7158 started_moving = TRUE;
7160 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7161 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7162 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7163 Store[x][y] = EL_ROCK;
7165 Store[x][y] = EL_ROCK;
7168 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7170 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7172 if (!MovDelay[x][y])
7174 MovDelay[x][y] = TILEY + 1;
7176 ResetGfxAnimation(x, y);
7177 ResetGfxAnimation(x, y + 1);
7182 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7183 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7190 Feld[x][y] = EL_QUICKSAND_EMPTY;
7191 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7192 Store[x][y + 1] = Store[x][y];
7195 PlayLevelSoundAction(x, y, ACTION_FILLING);
7197 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7199 if (!MovDelay[x][y])
7201 MovDelay[x][y] = TILEY + 1;
7203 ResetGfxAnimation(x, y);
7204 ResetGfxAnimation(x, y + 1);
7209 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7210 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7217 Feld[x][y] = EL_QUICKSAND_EMPTY;
7218 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7219 Store[x][y + 1] = Store[x][y];
7222 PlayLevelSoundAction(x, y, ACTION_FILLING);
7225 else if (element == EL_QUICKSAND_FAST_FULL)
7227 if (IS_FREE(x, y + 1))
7229 InitMovingField(x, y, MV_DOWN);
7230 started_moving = TRUE;
7232 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7233 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7234 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7235 Store[x][y] = EL_ROCK;
7237 Store[x][y] = EL_ROCK;
7240 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7242 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7244 if (!MovDelay[x][y])
7246 MovDelay[x][y] = TILEY + 1;
7248 ResetGfxAnimation(x, y);
7249 ResetGfxAnimation(x, y + 1);
7254 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7255 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7262 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7263 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7264 Store[x][y + 1] = Store[x][y];
7267 PlayLevelSoundAction(x, y, ACTION_FILLING);
7269 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7271 if (!MovDelay[x][y])
7273 MovDelay[x][y] = TILEY + 1;
7275 ResetGfxAnimation(x, y);
7276 ResetGfxAnimation(x, y + 1);
7281 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7282 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7289 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7290 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7291 Store[x][y + 1] = Store[x][y];
7294 PlayLevelSoundAction(x, y, ACTION_FILLING);
7297 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7298 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7300 InitMovingField(x, y, MV_DOWN);
7301 started_moving = TRUE;
7303 Feld[x][y] = EL_QUICKSAND_FILLING;
7304 Store[x][y] = element;
7306 PlayLevelSoundAction(x, y, ACTION_FILLING);
7308 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7309 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7311 InitMovingField(x, y, MV_DOWN);
7312 started_moving = TRUE;
7314 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7315 Store[x][y] = element;
7317 PlayLevelSoundAction(x, y, ACTION_FILLING);
7319 else if (element == EL_MAGIC_WALL_FULL)
7321 if (IS_FREE(x, y + 1))
7323 InitMovingField(x, y, MV_DOWN);
7324 started_moving = TRUE;
7326 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7327 Store[x][y] = EL_CHANGED(Store[x][y]);
7329 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7331 if (!MovDelay[x][y])
7332 MovDelay[x][y] = TILEY / 4 + 1;
7341 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7342 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7343 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7347 else if (element == EL_BD_MAGIC_WALL_FULL)
7349 if (IS_FREE(x, y + 1))
7351 InitMovingField(x, y, MV_DOWN);
7352 started_moving = TRUE;
7354 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7355 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7357 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7359 if (!MovDelay[x][y])
7360 MovDelay[x][y] = TILEY / 4 + 1;
7369 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7370 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7371 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7375 else if (element == EL_DC_MAGIC_WALL_FULL)
7377 if (IS_FREE(x, y + 1))
7379 InitMovingField(x, y, MV_DOWN);
7380 started_moving = TRUE;
7382 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7383 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7385 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7387 if (!MovDelay[x][y])
7388 MovDelay[x][y] = TILEY / 4 + 1;
7397 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7398 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7399 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7403 else if ((CAN_PASS_MAGIC_WALL(element) &&
7404 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7405 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7406 (CAN_PASS_DC_MAGIC_WALL(element) &&
7407 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7410 InitMovingField(x, y, MV_DOWN);
7411 started_moving = TRUE;
7414 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7415 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7416 EL_DC_MAGIC_WALL_FILLING);
7417 Store[x][y] = element;
7419 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7421 SplashAcid(x, y + 1);
7423 InitMovingField(x, y, MV_DOWN);
7424 started_moving = TRUE;
7426 Store[x][y] = EL_ACID;
7429 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7430 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7431 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7432 CAN_FALL(element) && WasJustFalling[x][y] &&
7433 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7435 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7436 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7437 (Feld[x][y + 1] == EL_BLOCKED)))
7439 /* this is needed for a special case not covered by calling "Impact()"
7440 from "ContinueMoving()": if an element moves to a tile directly below
7441 another element which was just falling on that tile (which was empty
7442 in the previous frame), the falling element above would just stop
7443 instead of smashing the element below (in previous version, the above
7444 element was just checked for "moving" instead of "falling", resulting
7445 in incorrect smashes caused by horizontal movement of the above
7446 element; also, the case of the player being the element to smash was
7447 simply not covered here... :-/ ) */
7449 CheckCollision[x][y] = 0;
7450 CheckImpact[x][y] = 0;
7454 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7456 if (MovDir[x][y] == MV_NONE)
7458 InitMovingField(x, y, MV_DOWN);
7459 started_moving = TRUE;
7462 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7464 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7465 MovDir[x][y] = MV_DOWN;
7467 InitMovingField(x, y, MV_DOWN);
7468 started_moving = TRUE;
7470 else if (element == EL_AMOEBA_DROP)
7472 Feld[x][y] = EL_AMOEBA_GROWING;
7473 Store[x][y] = EL_AMOEBA_WET;
7475 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7476 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7477 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7478 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7480 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7481 (IS_FREE(x - 1, y + 1) ||
7482 Feld[x - 1][y + 1] == EL_ACID));
7483 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7484 (IS_FREE(x + 1, y + 1) ||
7485 Feld[x + 1][y + 1] == EL_ACID));
7486 boolean can_fall_any = (can_fall_left || can_fall_right);
7487 boolean can_fall_both = (can_fall_left && can_fall_right);
7488 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7490 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7492 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7493 can_fall_right = FALSE;
7494 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7495 can_fall_left = FALSE;
7496 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7497 can_fall_right = FALSE;
7498 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7499 can_fall_left = FALSE;
7501 can_fall_any = (can_fall_left || can_fall_right);
7502 can_fall_both = FALSE;
7507 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7508 can_fall_right = FALSE; /* slip down on left side */
7510 can_fall_left = !(can_fall_right = RND(2));
7512 can_fall_both = FALSE;
7517 /* if not determined otherwise, prefer left side for slipping down */
7518 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7519 started_moving = TRUE;
7522 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7524 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7525 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7526 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7527 int belt_dir = game.belt_dir[belt_nr];
7529 if ((belt_dir == MV_LEFT && left_is_free) ||
7530 (belt_dir == MV_RIGHT && right_is_free))
7532 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7534 InitMovingField(x, y, belt_dir);
7535 started_moving = TRUE;
7537 Pushed[x][y] = TRUE;
7538 Pushed[nextx][y] = TRUE;
7540 GfxAction[x][y] = ACTION_DEFAULT;
7544 MovDir[x][y] = 0; /* if element was moving, stop it */
7549 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7550 if (CAN_MOVE(element) && !started_moving)
7552 int move_pattern = element_info[element].move_pattern;
7555 Moving2Blocked(x, y, &newx, &newy);
7557 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7560 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7561 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7563 WasJustMoving[x][y] = 0;
7564 CheckCollision[x][y] = 0;
7566 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7568 if (Feld[x][y] != element) /* element has changed */
7572 if (!MovDelay[x][y]) /* start new movement phase */
7574 /* all objects that can change their move direction after each step
7575 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7577 if (element != EL_YAMYAM &&
7578 element != EL_DARK_YAMYAM &&
7579 element != EL_PACMAN &&
7580 !(move_pattern & MV_ANY_DIRECTION) &&
7581 move_pattern != MV_TURNING_LEFT &&
7582 move_pattern != MV_TURNING_RIGHT &&
7583 move_pattern != MV_TURNING_LEFT_RIGHT &&
7584 move_pattern != MV_TURNING_RIGHT_LEFT &&
7585 move_pattern != MV_TURNING_RANDOM)
7589 if (MovDelay[x][y] && (element == EL_BUG ||
7590 element == EL_SPACESHIP ||
7591 element == EL_SP_SNIKSNAK ||
7592 element == EL_SP_ELECTRON ||
7593 element == EL_MOLE))
7594 TEST_DrawLevelField(x, y);
7598 if (MovDelay[x][y]) /* wait some time before next movement */
7602 if (element == EL_ROBOT ||
7603 element == EL_YAMYAM ||
7604 element == EL_DARK_YAMYAM)
7606 DrawLevelElementAnimationIfNeeded(x, y, element);
7607 PlayLevelSoundAction(x, y, ACTION_WAITING);
7609 else if (element == EL_SP_ELECTRON)
7610 DrawLevelElementAnimationIfNeeded(x, y, element);
7611 else if (element == EL_DRAGON)
7614 int dir = MovDir[x][y];
7615 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7616 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7617 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7618 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7619 dir == MV_UP ? IMG_FLAMES_1_UP :
7620 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7621 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7623 GfxAction[x][y] = ACTION_ATTACKING;
7625 if (IS_PLAYER(x, y))
7626 DrawPlayerField(x, y);
7628 TEST_DrawLevelField(x, y);
7630 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7632 for (i = 1; i <= 3; i++)
7634 int xx = x + i * dx;
7635 int yy = y + i * dy;
7636 int sx = SCREENX(xx);
7637 int sy = SCREENY(yy);
7638 int flame_graphic = graphic + (i - 1);
7640 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7645 int flamed = MovingOrBlocked2Element(xx, yy);
7647 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7650 RemoveMovingField(xx, yy);
7652 ChangeDelay[xx][yy] = 0;
7654 Feld[xx][yy] = EL_FLAMES;
7656 if (IN_SCR_FIELD(sx, sy))
7658 TEST_DrawLevelFieldCrumbled(xx, yy);
7659 DrawGraphic(sx, sy, flame_graphic, frame);
7664 if (Feld[xx][yy] == EL_FLAMES)
7665 Feld[xx][yy] = EL_EMPTY;
7666 TEST_DrawLevelField(xx, yy);
7671 if (MovDelay[x][y]) /* element still has to wait some time */
7673 PlayLevelSoundAction(x, y, ACTION_WAITING);
7679 /* now make next step */
7681 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7683 if (DONT_COLLIDE_WITH(element) &&
7684 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7685 !PLAYER_ENEMY_PROTECTED(newx, newy))
7687 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7692 else if (CAN_MOVE_INTO_ACID(element) &&
7693 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7694 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7695 (MovDir[x][y] == MV_DOWN ||
7696 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7698 SplashAcid(newx, newy);
7699 Store[x][y] = EL_ACID;
7701 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7703 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7704 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7705 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7706 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7709 TEST_DrawLevelField(x, y);
7711 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7712 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7713 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7715 local_player->friends_still_needed--;
7716 if (!local_player->friends_still_needed &&
7717 !local_player->GameOver && AllPlayersGone)
7718 PlayerWins(local_player);
7722 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7724 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7725 TEST_DrawLevelField(newx, newy);
7727 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7729 else if (!IS_FREE(newx, newy))
7731 GfxAction[x][y] = ACTION_WAITING;
7733 if (IS_PLAYER(x, y))
7734 DrawPlayerField(x, y);
7736 TEST_DrawLevelField(x, y);
7741 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7743 if (IS_FOOD_PIG(Feld[newx][newy]))
7745 if (IS_MOVING(newx, newy))
7746 RemoveMovingField(newx, newy);
7749 Feld[newx][newy] = EL_EMPTY;
7750 TEST_DrawLevelField(newx, newy);
7753 PlayLevelSound(x, y, SND_PIG_DIGGING);
7755 else if (!IS_FREE(newx, newy))
7757 if (IS_PLAYER(x, y))
7758 DrawPlayerField(x, y);
7760 TEST_DrawLevelField(x, y);
7765 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7767 if (Store[x][y] != EL_EMPTY)
7769 boolean can_clone = FALSE;
7772 /* check if element to clone is still there */
7773 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7775 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7783 /* cannot clone or target field not free anymore -- do not clone */
7784 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7785 Store[x][y] = EL_EMPTY;
7788 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7790 if (IS_MV_DIAGONAL(MovDir[x][y]))
7792 int diagonal_move_dir = MovDir[x][y];
7793 int stored = Store[x][y];
7794 int change_delay = 8;
7797 /* android is moving diagonally */
7799 CreateField(x, y, EL_DIAGONAL_SHRINKING);
7801 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
7802 GfxElement[x][y] = EL_EMC_ANDROID;
7803 GfxAction[x][y] = ACTION_SHRINKING;
7804 GfxDir[x][y] = diagonal_move_dir;
7805 ChangeDelay[x][y] = change_delay;
7807 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
7810 DrawLevelGraphicAnimation(x, y, graphic);
7811 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
7813 if (Feld[newx][newy] == EL_ACID)
7815 SplashAcid(newx, newy);
7820 CreateField(newx, newy, EL_DIAGONAL_GROWING);
7822 Store[newx][newy] = EL_EMC_ANDROID;
7823 GfxElement[newx][newy] = EL_EMC_ANDROID;
7824 GfxAction[newx][newy] = ACTION_GROWING;
7825 GfxDir[newx][newy] = diagonal_move_dir;
7826 ChangeDelay[newx][newy] = change_delay;
7828 graphic = el_act_dir2img(GfxElement[newx][newy],
7829 GfxAction[newx][newy], GfxDir[newx][newy]);
7831 DrawLevelGraphicAnimation(newx, newy, graphic);
7832 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
7838 Feld[newx][newy] = EL_EMPTY;
7839 TEST_DrawLevelField(newx, newy);
7841 PlayLevelSoundAction(x, y, ACTION_DIGGING);
7844 else if (!IS_FREE(newx, newy))
7849 else if (IS_CUSTOM_ELEMENT(element) &&
7850 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7852 if (!DigFieldByCE(newx, newy, element))
7855 if (move_pattern & MV_MAZE_RUNNER_STYLE)
7857 RunnerVisit[x][y] = FrameCounter;
7858 PlayerVisit[x][y] /= 8; /* expire player visit path */
7861 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
7863 if (!IS_FREE(newx, newy))
7865 if (IS_PLAYER(x, y))
7866 DrawPlayerField(x, y);
7868 TEST_DrawLevelField(x, y);
7874 boolean wanna_flame = !RND(10);
7875 int dx = newx - x, dy = newy - y;
7876 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
7877 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
7878 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
7879 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
7880 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
7881 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
7884 IS_CLASSIC_ENEMY(element1) ||
7885 IS_CLASSIC_ENEMY(element2)) &&
7886 element1 != EL_DRAGON && element2 != EL_DRAGON &&
7887 element1 != EL_FLAMES && element2 != EL_FLAMES)
7889 ResetGfxAnimation(x, y);
7890 GfxAction[x][y] = ACTION_ATTACKING;
7892 if (IS_PLAYER(x, y))
7893 DrawPlayerField(x, y);
7895 TEST_DrawLevelField(x, y);
7897 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
7899 MovDelay[x][y] = 50;
7901 Feld[newx][newy] = EL_FLAMES;
7902 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
7903 Feld[newx1][newy1] = EL_FLAMES;
7904 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
7905 Feld[newx2][newy2] = EL_FLAMES;
7911 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7912 Feld[newx][newy] == EL_DIAMOND)
7914 if (IS_MOVING(newx, newy))
7915 RemoveMovingField(newx, newy);
7918 Feld[newx][newy] = EL_EMPTY;
7919 TEST_DrawLevelField(newx, newy);
7922 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
7924 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7925 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
7927 if (AmoebaNr[newx][newy])
7929 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7930 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7931 Feld[newx][newy] == EL_BD_AMOEBA)
7932 AmoebaCnt[AmoebaNr[newx][newy]]--;
7935 if (IS_MOVING(newx, newy))
7937 RemoveMovingField(newx, newy);
7941 Feld[newx][newy] = EL_EMPTY;
7942 TEST_DrawLevelField(newx, newy);
7945 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
7947 else if ((element == EL_PACMAN || element == EL_MOLE)
7948 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
7950 if (AmoebaNr[newx][newy])
7952 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7953 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7954 Feld[newx][newy] == EL_BD_AMOEBA)
7955 AmoebaCnt[AmoebaNr[newx][newy]]--;
7958 if (element == EL_MOLE)
7960 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
7961 PlayLevelSound(x, y, SND_MOLE_DIGGING);
7963 ResetGfxAnimation(x, y);
7964 GfxAction[x][y] = ACTION_DIGGING;
7965 TEST_DrawLevelField(x, y);
7967 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
7969 return; /* wait for shrinking amoeba */
7971 else /* element == EL_PACMAN */
7973 Feld[newx][newy] = EL_EMPTY;
7974 TEST_DrawLevelField(newx, newy);
7975 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
7978 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
7979 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
7980 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
7982 /* wait for shrinking amoeba to completely disappear */
7985 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
7987 /* object was running against a wall */
7991 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
7992 DrawLevelElementAnimation(x, y, element);
7994 if (DONT_TOUCH(element))
7995 TestIfBadThingTouchesPlayer(x, y);
8000 InitMovingField(x, y, MovDir[x][y]);
8002 PlayLevelSoundAction(x, y, ACTION_MOVING);
8006 ContinueMoving(x, y);
8009 void ContinueMoving(int x, int y)
8011 int element = Feld[x][y];
8012 struct ElementInfo *ei = &element_info[element];
8013 int direction = MovDir[x][y];
8014 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8015 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8016 int newx = x + dx, newy = y + dy;
8017 int stored = Store[x][y];
8018 int stored_new = Store[newx][newy];
8019 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8020 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8021 boolean last_line = (newy == lev_fieldy - 1);
8023 MovPos[x][y] += getElementMoveStepsize(x, y);
8025 if (pushed_by_player) /* special case: moving object pushed by player */
8026 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8028 if (ABS(MovPos[x][y]) < TILEX)
8030 TEST_DrawLevelField(x, y);
8032 return; /* element is still moving */
8035 /* element reached destination field */
8037 Feld[x][y] = EL_EMPTY;
8038 Feld[newx][newy] = element;
8039 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8041 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8043 element = Feld[newx][newy] = EL_ACID;
8045 else if (element == EL_MOLE)
8047 Feld[x][y] = EL_SAND;
8049 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8051 else if (element == EL_QUICKSAND_FILLING)
8053 element = Feld[newx][newy] = get_next_element(element);
8054 Store[newx][newy] = Store[x][y];
8056 else if (element == EL_QUICKSAND_EMPTYING)
8058 Feld[x][y] = get_next_element(element);
8059 element = Feld[newx][newy] = Store[x][y];
8061 else if (element == EL_QUICKSAND_FAST_FILLING)
8063 element = Feld[newx][newy] = get_next_element(element);
8064 Store[newx][newy] = Store[x][y];
8066 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8068 Feld[x][y] = get_next_element(element);
8069 element = Feld[newx][newy] = Store[x][y];
8071 else if (element == EL_MAGIC_WALL_FILLING)
8073 element = Feld[newx][newy] = get_next_element(element);
8074 if (!game.magic_wall_active)
8075 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8076 Store[newx][newy] = Store[x][y];
8078 else if (element == EL_MAGIC_WALL_EMPTYING)
8080 Feld[x][y] = get_next_element(element);
8081 if (!game.magic_wall_active)
8082 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8083 element = Feld[newx][newy] = Store[x][y];
8085 InitField(newx, newy, FALSE);
8087 else if (element == EL_BD_MAGIC_WALL_FILLING)
8089 element = Feld[newx][newy] = get_next_element(element);
8090 if (!game.magic_wall_active)
8091 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8092 Store[newx][newy] = Store[x][y];
8094 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8096 Feld[x][y] = get_next_element(element);
8097 if (!game.magic_wall_active)
8098 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8099 element = Feld[newx][newy] = Store[x][y];
8101 InitField(newx, newy, FALSE);
8103 else if (element == EL_DC_MAGIC_WALL_FILLING)
8105 element = Feld[newx][newy] = get_next_element(element);
8106 if (!game.magic_wall_active)
8107 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8108 Store[newx][newy] = Store[x][y];
8110 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8112 Feld[x][y] = get_next_element(element);
8113 if (!game.magic_wall_active)
8114 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8115 element = Feld[newx][newy] = Store[x][y];
8117 InitField(newx, newy, FALSE);
8119 else if (element == EL_AMOEBA_DROPPING)
8121 Feld[x][y] = get_next_element(element);
8122 element = Feld[newx][newy] = Store[x][y];
8124 else if (element == EL_SOKOBAN_OBJECT)
8127 Feld[x][y] = Back[x][y];
8129 if (Back[newx][newy])
8130 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8132 Back[x][y] = Back[newx][newy] = 0;
8135 Store[x][y] = EL_EMPTY;
8140 MovDelay[newx][newy] = 0;
8142 if (CAN_CHANGE_OR_HAS_ACTION(element))
8144 /* copy element change control values to new field */
8145 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8146 ChangePage[newx][newy] = ChangePage[x][y];
8147 ChangeCount[newx][newy] = ChangeCount[x][y];
8148 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8151 CustomValue[newx][newy] = CustomValue[x][y];
8153 ChangeDelay[x][y] = 0;
8154 ChangePage[x][y] = -1;
8155 ChangeCount[x][y] = 0;
8156 ChangeEvent[x][y] = -1;
8158 CustomValue[x][y] = 0;
8160 /* copy animation control values to new field */
8161 GfxFrame[newx][newy] = GfxFrame[x][y];
8162 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8163 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8164 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8166 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8168 /* some elements can leave other elements behind after moving */
8169 if (ei->move_leave_element != EL_EMPTY &&
8170 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8171 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8173 int move_leave_element = ei->move_leave_element;
8175 /* this makes it possible to leave the removed element again */
8176 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8177 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8179 Feld[x][y] = move_leave_element;
8181 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8182 MovDir[x][y] = direction;
8184 InitField(x, y, FALSE);
8186 if (GFX_CRUMBLED(Feld[x][y]))
8187 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8189 if (ELEM_IS_PLAYER(move_leave_element))
8190 RelocatePlayer(x, y, move_leave_element);
8193 /* do this after checking for left-behind element */
8194 ResetGfxAnimation(x, y); /* reset animation values for old field */
8196 if (!CAN_MOVE(element) ||
8197 (CAN_FALL(element) && direction == MV_DOWN &&
8198 (element == EL_SPRING ||
8199 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8200 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8201 GfxDir[x][y] = MovDir[newx][newy] = 0;
8203 TEST_DrawLevelField(x, y);
8204 TEST_DrawLevelField(newx, newy);
8206 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8208 /* prevent pushed element from moving on in pushed direction */
8209 if (pushed_by_player && CAN_MOVE(element) &&
8210 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8211 !(element_info[element].move_pattern & direction))
8212 TurnRound(newx, newy);
8214 /* prevent elements on conveyor belt from moving on in last direction */
8215 if (pushed_by_conveyor && CAN_FALL(element) &&
8216 direction & MV_HORIZONTAL)
8217 MovDir[newx][newy] = 0;
8219 if (!pushed_by_player)
8221 int nextx = newx + dx, nexty = newy + dy;
8222 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8224 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8226 if (CAN_FALL(element) && direction == MV_DOWN)
8227 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8229 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8230 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8232 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8233 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8236 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8238 TestIfBadThingTouchesPlayer(newx, newy);
8239 TestIfBadThingTouchesFriend(newx, newy);
8241 if (!IS_CUSTOM_ELEMENT(element))
8242 TestIfBadThingTouchesOtherBadThing(newx, newy);
8244 else if (element == EL_PENGUIN)
8245 TestIfFriendTouchesBadThing(newx, newy);
8247 if (DONT_GET_HIT_BY(element))
8249 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8252 /* give the player one last chance (one more frame) to move away */
8253 if (CAN_FALL(element) && direction == MV_DOWN &&
8254 (last_line || (!IS_FREE(x, newy + 1) &&
8255 (!IS_PLAYER(x, newy + 1) ||
8256 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8259 if (pushed_by_player && !game.use_change_when_pushing_bug)
8261 int push_side = MV_DIR_OPPOSITE(direction);
8262 struct PlayerInfo *player = PLAYERINFO(x, y);
8264 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8265 player->index_bit, push_side);
8266 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8267 player->index_bit, push_side);
8270 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8271 MovDelay[newx][newy] = 1;
8273 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8275 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8276 TestIfElementHitsCustomElement(newx, newy, direction);
8277 TestIfPlayerTouchesCustomElement(newx, newy);
8278 TestIfElementTouchesCustomElement(newx, newy);
8280 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8281 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8282 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8283 MV_DIR_OPPOSITE(direction));
8286 int AmoebeNachbarNr(int ax, int ay)
8289 int element = Feld[ax][ay];
8291 static int xy[4][2] =
8299 for (i = 0; i < NUM_DIRECTIONS; i++)
8301 int x = ax + xy[i][0];
8302 int y = ay + xy[i][1];
8304 if (!IN_LEV_FIELD(x, y))
8307 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8308 group_nr = AmoebaNr[x][y];
8314 void AmoebenVereinigen(int ax, int ay)
8316 int i, x, y, xx, yy;
8317 int new_group_nr = AmoebaNr[ax][ay];
8318 static int xy[4][2] =
8326 if (new_group_nr == 0)
8329 for (i = 0; i < NUM_DIRECTIONS; i++)
8334 if (!IN_LEV_FIELD(x, y))
8337 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8338 Feld[x][y] == EL_BD_AMOEBA ||
8339 Feld[x][y] == EL_AMOEBA_DEAD) &&
8340 AmoebaNr[x][y] != new_group_nr)
8342 int old_group_nr = AmoebaNr[x][y];
8344 if (old_group_nr == 0)
8347 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8348 AmoebaCnt[old_group_nr] = 0;
8349 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8350 AmoebaCnt2[old_group_nr] = 0;
8352 SCAN_PLAYFIELD(xx, yy)
8354 if (AmoebaNr[xx][yy] == old_group_nr)
8355 AmoebaNr[xx][yy] = new_group_nr;
8361 void AmoebeUmwandeln(int ax, int ay)
8365 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8367 int group_nr = AmoebaNr[ax][ay];
8372 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8373 printf("AmoebeUmwandeln(): This should never happen!\n");
8378 SCAN_PLAYFIELD(x, y)
8380 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8383 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8387 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8388 SND_AMOEBA_TURNING_TO_GEM :
8389 SND_AMOEBA_TURNING_TO_ROCK));
8394 static int xy[4][2] =
8402 for (i = 0; i < NUM_DIRECTIONS; i++)
8407 if (!IN_LEV_FIELD(x, y))
8410 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8412 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8413 SND_AMOEBA_TURNING_TO_GEM :
8414 SND_AMOEBA_TURNING_TO_ROCK));
8421 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8424 int group_nr = AmoebaNr[ax][ay];
8425 boolean done = FALSE;
8430 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8431 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8436 SCAN_PLAYFIELD(x, y)
8438 if (AmoebaNr[x][y] == group_nr &&
8439 (Feld[x][y] == EL_AMOEBA_DEAD ||
8440 Feld[x][y] == EL_BD_AMOEBA ||
8441 Feld[x][y] == EL_AMOEBA_GROWING))
8444 Feld[x][y] = new_element;
8445 InitField(x, y, FALSE);
8446 TEST_DrawLevelField(x, y);
8452 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8453 SND_BD_AMOEBA_TURNING_TO_ROCK :
8454 SND_BD_AMOEBA_TURNING_TO_GEM));
8457 void AmoebeWaechst(int x, int y)
8459 static unsigned int sound_delay = 0;
8460 static unsigned int sound_delay_value = 0;
8462 if (!MovDelay[x][y]) /* start new growing cycle */
8466 if (DelayReached(&sound_delay, sound_delay_value))
8468 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8469 sound_delay_value = 30;
8473 if (MovDelay[x][y]) /* wait some time before growing bigger */
8476 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8478 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8479 6 - MovDelay[x][y]);
8481 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8484 if (!MovDelay[x][y])
8486 Feld[x][y] = Store[x][y];
8488 TEST_DrawLevelField(x, y);
8493 void AmoebaDisappearing(int x, int y)
8495 static unsigned int sound_delay = 0;
8496 static unsigned int sound_delay_value = 0;
8498 if (!MovDelay[x][y]) /* start new shrinking cycle */
8502 if (DelayReached(&sound_delay, sound_delay_value))
8503 sound_delay_value = 30;
8506 if (MovDelay[x][y]) /* wait some time before shrinking */
8509 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8511 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8512 6 - MovDelay[x][y]);
8514 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8517 if (!MovDelay[x][y])
8519 Feld[x][y] = EL_EMPTY;
8520 TEST_DrawLevelField(x, y);
8522 /* don't let mole enter this field in this cycle;
8523 (give priority to objects falling to this field from above) */
8529 void AmoebeAbleger(int ax, int ay)
8532 int element = Feld[ax][ay];
8533 int graphic = el2img(element);
8534 int newax = ax, neway = ay;
8535 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8536 static int xy[4][2] =
8544 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8546 Feld[ax][ay] = EL_AMOEBA_DEAD;
8547 TEST_DrawLevelField(ax, ay);
8551 if (IS_ANIMATED(graphic))
8552 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8554 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8555 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8557 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8560 if (MovDelay[ax][ay])
8564 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8567 int x = ax + xy[start][0];
8568 int y = ay + xy[start][1];
8570 if (!IN_LEV_FIELD(x, y))
8573 if (IS_FREE(x, y) ||
8574 CAN_GROW_INTO(Feld[x][y]) ||
8575 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8576 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8582 if (newax == ax && neway == ay)
8585 else /* normal or "filled" (BD style) amoeba */
8588 boolean waiting_for_player = FALSE;
8590 for (i = 0; i < NUM_DIRECTIONS; i++)
8592 int j = (start + i) % 4;
8593 int x = ax + xy[j][0];
8594 int y = ay + xy[j][1];
8596 if (!IN_LEV_FIELD(x, y))
8599 if (IS_FREE(x, y) ||
8600 CAN_GROW_INTO(Feld[x][y]) ||
8601 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8602 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8608 else if (IS_PLAYER(x, y))
8609 waiting_for_player = TRUE;
8612 if (newax == ax && neway == ay) /* amoeba cannot grow */
8614 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8616 Feld[ax][ay] = EL_AMOEBA_DEAD;
8617 TEST_DrawLevelField(ax, ay);
8618 AmoebaCnt[AmoebaNr[ax][ay]]--;
8620 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8622 if (element == EL_AMOEBA_FULL)
8623 AmoebeUmwandeln(ax, ay);
8624 else if (element == EL_BD_AMOEBA)
8625 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8630 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8632 /* amoeba gets larger by growing in some direction */
8634 int new_group_nr = AmoebaNr[ax][ay];
8637 if (new_group_nr == 0)
8639 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8640 printf("AmoebeAbleger(): This should never happen!\n");
8645 AmoebaNr[newax][neway] = new_group_nr;
8646 AmoebaCnt[new_group_nr]++;
8647 AmoebaCnt2[new_group_nr]++;
8649 /* if amoeba touches other amoeba(s) after growing, unify them */
8650 AmoebenVereinigen(newax, neway);
8652 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8654 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8660 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8661 (neway == lev_fieldy - 1 && newax != ax))
8663 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8664 Store[newax][neway] = element;
8666 else if (neway == ay || element == EL_EMC_DRIPPER)
8668 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8670 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8674 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8675 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8676 Store[ax][ay] = EL_AMOEBA_DROP;
8677 ContinueMoving(ax, ay);
8681 TEST_DrawLevelField(newax, neway);
8684 void Life(int ax, int ay)
8688 int element = Feld[ax][ay];
8689 int graphic = el2img(element);
8690 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8692 boolean changed = FALSE;
8694 if (IS_ANIMATED(graphic))
8695 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8700 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8701 MovDelay[ax][ay] = life_time;
8703 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8706 if (MovDelay[ax][ay])
8710 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8712 int xx = ax+x1, yy = ay+y1;
8715 if (!IN_LEV_FIELD(xx, yy))
8718 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8720 int x = xx+x2, y = yy+y2;
8722 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8725 if (((Feld[x][y] == element ||
8726 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8728 (IS_FREE(x, y) && Stop[x][y]))
8732 if (xx == ax && yy == ay) /* field in the middle */
8734 if (nachbarn < life_parameter[0] ||
8735 nachbarn > life_parameter[1])
8737 Feld[xx][yy] = EL_EMPTY;
8739 TEST_DrawLevelField(xx, yy);
8740 Stop[xx][yy] = TRUE;
8744 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8745 { /* free border field */
8746 if (nachbarn >= life_parameter[2] &&
8747 nachbarn <= life_parameter[3])
8749 Feld[xx][yy] = element;
8750 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8752 TEST_DrawLevelField(xx, yy);
8753 Stop[xx][yy] = TRUE;
8760 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8761 SND_GAME_OF_LIFE_GROWING);
8764 static void InitRobotWheel(int x, int y)
8766 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8769 static void RunRobotWheel(int x, int y)
8771 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8774 static void StopRobotWheel(int x, int y)
8776 if (ZX == x && ZY == y)
8780 game.robot_wheel_active = FALSE;
8784 static void InitTimegateWheel(int x, int y)
8786 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8789 static void RunTimegateWheel(int x, int y)
8791 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
8794 static void InitMagicBallDelay(int x, int y)
8796 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
8799 static void ActivateMagicBall(int bx, int by)
8803 if (level.ball_random)
8805 int pos_border = RND(8); /* select one of the eight border elements */
8806 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
8807 int xx = pos_content % 3;
8808 int yy = pos_content / 3;
8813 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8814 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8818 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
8820 int xx = x - bx + 1;
8821 int yy = y - by + 1;
8823 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8824 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8828 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
8831 void CheckExit(int x, int y)
8833 if (local_player->gems_still_needed > 0 ||
8834 local_player->sokobanfields_still_needed > 0 ||
8835 local_player->lights_still_needed > 0)
8837 int element = Feld[x][y];
8838 int graphic = el2img(element);
8840 if (IS_ANIMATED(graphic))
8841 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8846 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8849 Feld[x][y] = EL_EXIT_OPENING;
8851 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
8854 void CheckExitEM(int x, int y)
8856 if (local_player->gems_still_needed > 0 ||
8857 local_player->sokobanfields_still_needed > 0 ||
8858 local_player->lights_still_needed > 0)
8860 int element = Feld[x][y];
8861 int graphic = el2img(element);
8863 if (IS_ANIMATED(graphic))
8864 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8869 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8872 Feld[x][y] = EL_EM_EXIT_OPENING;
8874 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
8877 void CheckExitSteel(int x, int y)
8879 if (local_player->gems_still_needed > 0 ||
8880 local_player->sokobanfields_still_needed > 0 ||
8881 local_player->lights_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_STEEL_EXIT_OPENING;
8897 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
8900 void CheckExitSteelEM(int x, int y)
8902 if (local_player->gems_still_needed > 0 ||
8903 local_player->sokobanfields_still_needed > 0 ||
8904 local_player->lights_still_needed > 0)
8906 int element = Feld[x][y];
8907 int graphic = el2img(element);
8909 if (IS_ANIMATED(graphic))
8910 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8915 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8918 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
8920 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
8923 void CheckExitSP(int x, int y)
8925 if (local_player->gems_still_needed > 0)
8927 int element = Feld[x][y];
8928 int graphic = el2img(element);
8930 if (IS_ANIMATED(graphic))
8931 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8936 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8939 Feld[x][y] = EL_SP_EXIT_OPENING;
8941 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
8944 static void CloseAllOpenTimegates()
8948 SCAN_PLAYFIELD(x, y)
8950 int element = Feld[x][y];
8952 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
8954 Feld[x][y] = EL_TIMEGATE_CLOSING;
8956 PlayLevelSoundAction(x, y, ACTION_CLOSING);
8961 void DrawTwinkleOnField(int x, int y)
8963 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
8966 if (Feld[x][y] == EL_BD_DIAMOND)
8969 if (MovDelay[x][y] == 0) /* next animation frame */
8970 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
8972 if (MovDelay[x][y] != 0) /* wait some time before next frame */
8976 DrawLevelElementAnimation(x, y, Feld[x][y]);
8978 if (MovDelay[x][y] != 0)
8980 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
8981 10 - MovDelay[x][y]);
8983 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
8988 void MauerWaechst(int x, int y)
8992 if (!MovDelay[x][y]) /* next animation frame */
8993 MovDelay[x][y] = 3 * delay;
8995 if (MovDelay[x][y]) /* wait some time before next frame */
8999 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9001 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9002 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9004 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9007 if (!MovDelay[x][y])
9009 if (MovDir[x][y] == MV_LEFT)
9011 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9012 TEST_DrawLevelField(x - 1, y);
9014 else if (MovDir[x][y] == MV_RIGHT)
9016 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9017 TEST_DrawLevelField(x + 1, y);
9019 else if (MovDir[x][y] == MV_UP)
9021 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9022 TEST_DrawLevelField(x, y - 1);
9026 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9027 TEST_DrawLevelField(x, y + 1);
9030 Feld[x][y] = Store[x][y];
9032 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9033 TEST_DrawLevelField(x, y);
9038 void MauerAbleger(int ax, int ay)
9040 int element = Feld[ax][ay];
9041 int graphic = el2img(element);
9042 boolean oben_frei = FALSE, unten_frei = FALSE;
9043 boolean links_frei = FALSE, rechts_frei = FALSE;
9044 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9045 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9046 boolean new_wall = FALSE;
9048 if (IS_ANIMATED(graphic))
9049 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9051 if (!MovDelay[ax][ay]) /* start building new wall */
9052 MovDelay[ax][ay] = 6;
9054 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9057 if (MovDelay[ax][ay])
9061 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9063 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9065 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9067 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9070 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9071 element == EL_EXPANDABLE_WALL_ANY)
9075 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9076 Store[ax][ay-1] = element;
9077 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9078 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9079 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9080 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9085 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9086 Store[ax][ay+1] = element;
9087 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9088 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9089 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9090 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9095 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9096 element == EL_EXPANDABLE_WALL_ANY ||
9097 element == EL_EXPANDABLE_WALL ||
9098 element == EL_BD_EXPANDABLE_WALL)
9102 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9103 Store[ax-1][ay] = element;
9104 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9105 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9106 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9107 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9113 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9114 Store[ax+1][ay] = element;
9115 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9116 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9117 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9118 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9123 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9124 TEST_DrawLevelField(ax, ay);
9126 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9128 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9129 unten_massiv = TRUE;
9130 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9131 links_massiv = TRUE;
9132 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9133 rechts_massiv = TRUE;
9135 if (((oben_massiv && unten_massiv) ||
9136 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9137 element == EL_EXPANDABLE_WALL) &&
9138 ((links_massiv && rechts_massiv) ||
9139 element == EL_EXPANDABLE_WALL_VERTICAL))
9140 Feld[ax][ay] = EL_WALL;
9143 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9146 void MauerAblegerStahl(int ax, int ay)
9148 int element = Feld[ax][ay];
9149 int graphic = el2img(element);
9150 boolean oben_frei = FALSE, unten_frei = FALSE;
9151 boolean links_frei = FALSE, rechts_frei = FALSE;
9152 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9153 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9154 boolean new_wall = FALSE;
9156 if (IS_ANIMATED(graphic))
9157 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9159 if (!MovDelay[ax][ay]) /* start building new wall */
9160 MovDelay[ax][ay] = 6;
9162 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9165 if (MovDelay[ax][ay])
9169 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9171 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9173 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9175 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9178 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9179 element == EL_EXPANDABLE_STEELWALL_ANY)
9183 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9184 Store[ax][ay-1] = element;
9185 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9186 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9187 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9188 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9193 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9194 Store[ax][ay+1] = element;
9195 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9196 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9197 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9198 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9203 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9204 element == EL_EXPANDABLE_STEELWALL_ANY)
9208 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9209 Store[ax-1][ay] = element;
9210 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9211 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9212 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9213 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9219 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9220 Store[ax+1][ay] = element;
9221 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9222 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9223 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9224 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9229 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9231 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9232 unten_massiv = TRUE;
9233 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9234 links_massiv = TRUE;
9235 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9236 rechts_massiv = TRUE;
9238 if (((oben_massiv && unten_massiv) ||
9239 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9240 ((links_massiv && rechts_massiv) ||
9241 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9242 Feld[ax][ay] = EL_STEELWALL;
9245 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9248 void CheckForDragon(int x, int y)
9251 boolean dragon_found = FALSE;
9252 static int xy[4][2] =
9260 for (i = 0; i < NUM_DIRECTIONS; i++)
9262 for (j = 0; j < 4; j++)
9264 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9266 if (IN_LEV_FIELD(xx, yy) &&
9267 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9269 if (Feld[xx][yy] == EL_DRAGON)
9270 dragon_found = TRUE;
9279 for (i = 0; i < NUM_DIRECTIONS; i++)
9281 for (j = 0; j < 3; j++)
9283 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9285 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9287 Feld[xx][yy] = EL_EMPTY;
9288 TEST_DrawLevelField(xx, yy);
9297 static void InitBuggyBase(int x, int y)
9299 int element = Feld[x][y];
9300 int activating_delay = FRAMES_PER_SECOND / 4;
9303 (element == EL_SP_BUGGY_BASE ?
9304 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9305 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9307 element == EL_SP_BUGGY_BASE_ACTIVE ?
9308 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9311 static void WarnBuggyBase(int x, int y)
9314 static int xy[4][2] =
9322 for (i = 0; i < NUM_DIRECTIONS; i++)
9324 int xx = x + xy[i][0];
9325 int yy = y + xy[i][1];
9327 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9329 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9336 static void InitTrap(int x, int y)
9338 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9341 static void ActivateTrap(int x, int y)
9343 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9346 static void ChangeActiveTrap(int x, int y)
9348 int graphic = IMG_TRAP_ACTIVE;
9350 /* if new animation frame was drawn, correct crumbled sand border */
9351 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9352 TEST_DrawLevelFieldCrumbled(x, y);
9355 static int getSpecialActionElement(int element, int number, int base_element)
9357 return (element != EL_EMPTY ? element :
9358 number != -1 ? base_element + number - 1 :
9362 static int getModifiedActionNumber(int value_old, int operator, int operand,
9363 int value_min, int value_max)
9365 int value_new = (operator == CA_MODE_SET ? operand :
9366 operator == CA_MODE_ADD ? value_old + operand :
9367 operator == CA_MODE_SUBTRACT ? value_old - operand :
9368 operator == CA_MODE_MULTIPLY ? value_old * operand :
9369 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9370 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9373 return (value_new < value_min ? value_min :
9374 value_new > value_max ? value_max :
9378 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9380 struct ElementInfo *ei = &element_info[element];
9381 struct ElementChangeInfo *change = &ei->change_page[page];
9382 int target_element = change->target_element;
9383 int action_type = change->action_type;
9384 int action_mode = change->action_mode;
9385 int action_arg = change->action_arg;
9386 int action_element = change->action_element;
9389 if (!change->has_action)
9392 /* ---------- determine action paramater values -------------------------- */
9394 int level_time_value =
9395 (level.time > 0 ? TimeLeft :
9398 int action_arg_element_raw =
9399 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9400 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9401 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9402 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9403 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9404 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9405 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9407 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9409 int action_arg_direction =
9410 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9411 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9412 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9413 change->actual_trigger_side :
9414 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9415 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9418 int action_arg_number_min =
9419 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9422 int action_arg_number_max =
9423 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9424 action_type == CA_SET_LEVEL_GEMS ? 999 :
9425 action_type == CA_SET_LEVEL_TIME ? 9999 :
9426 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9427 action_type == CA_SET_CE_VALUE ? 9999 :
9428 action_type == CA_SET_CE_SCORE ? 9999 :
9431 int action_arg_number_reset =
9432 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9433 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9434 action_type == CA_SET_LEVEL_TIME ? level.time :
9435 action_type == CA_SET_LEVEL_SCORE ? 0 :
9436 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9437 action_type == CA_SET_CE_SCORE ? 0 :
9440 int action_arg_number =
9441 (action_arg <= CA_ARG_MAX ? action_arg :
9442 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9443 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9444 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9445 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9446 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9447 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9448 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9449 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9450 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9451 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9452 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9453 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9454 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9455 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9456 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9457 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9458 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9459 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9460 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9461 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9462 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9465 int action_arg_number_old =
9466 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9467 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9468 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9469 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9470 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9473 int action_arg_number_new =
9474 getModifiedActionNumber(action_arg_number_old,
9475 action_mode, action_arg_number,
9476 action_arg_number_min, action_arg_number_max);
9478 int trigger_player_bits =
9479 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9480 change->actual_trigger_player_bits : change->trigger_player);
9482 int action_arg_player_bits =
9483 (action_arg >= CA_ARG_PLAYER_1 &&
9484 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9485 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9486 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9489 /* ---------- execute action -------------------------------------------- */
9491 switch (action_type)
9498 /* ---------- level actions ------------------------------------------- */
9500 case CA_RESTART_LEVEL:
9502 game.restart_level = TRUE;
9507 case CA_SHOW_ENVELOPE:
9509 int element = getSpecialActionElement(action_arg_element,
9510 action_arg_number, EL_ENVELOPE_1);
9512 if (IS_ENVELOPE(element))
9513 local_player->show_envelope = element;
9518 case CA_SET_LEVEL_TIME:
9520 if (level.time > 0) /* only modify limited time value */
9522 TimeLeft = action_arg_number_new;
9524 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9526 DisplayGameControlValues();
9528 if (!TimeLeft && setup.time_limit)
9529 for (i = 0; i < MAX_PLAYERS; i++)
9530 KillPlayer(&stored_player[i]);
9536 case CA_SET_LEVEL_SCORE:
9538 local_player->score = action_arg_number_new;
9540 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9542 DisplayGameControlValues();
9547 case CA_SET_LEVEL_GEMS:
9549 local_player->gems_still_needed = action_arg_number_new;
9551 game_panel_controls[GAME_PANEL_GEMS].value =
9552 local_player->gems_still_needed;
9554 DisplayGameControlValues();
9559 case CA_SET_LEVEL_WIND:
9561 game.wind_direction = action_arg_direction;
9566 case CA_SET_LEVEL_RANDOM_SEED:
9568 /* ensure that setting a new random seed while playing is predictable */
9569 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9574 /* ---------- player actions ------------------------------------------ */
9576 case CA_MOVE_PLAYER:
9578 /* automatically move to the next field in specified direction */
9579 for (i = 0; i < MAX_PLAYERS; i++)
9580 if (trigger_player_bits & (1 << i))
9581 stored_player[i].programmed_action = action_arg_direction;
9586 case CA_EXIT_PLAYER:
9588 for (i = 0; i < MAX_PLAYERS; i++)
9589 if (action_arg_player_bits & (1 << i))
9590 PlayerWins(&stored_player[i]);
9595 case CA_KILL_PLAYER:
9597 for (i = 0; i < MAX_PLAYERS; i++)
9598 if (action_arg_player_bits & (1 << i))
9599 KillPlayer(&stored_player[i]);
9604 case CA_SET_PLAYER_KEYS:
9606 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9607 int element = getSpecialActionElement(action_arg_element,
9608 action_arg_number, EL_KEY_1);
9610 if (IS_KEY(element))
9612 for (i = 0; i < MAX_PLAYERS; i++)
9614 if (trigger_player_bits & (1 << i))
9616 stored_player[i].key[KEY_NR(element)] = key_state;
9618 DrawGameDoorValues();
9626 case CA_SET_PLAYER_SPEED:
9628 for (i = 0; i < MAX_PLAYERS; i++)
9630 if (trigger_player_bits & (1 << i))
9632 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9634 if (action_arg == CA_ARG_SPEED_FASTER &&
9635 stored_player[i].cannot_move)
9637 action_arg_number = STEPSIZE_VERY_SLOW;
9639 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9640 action_arg == CA_ARG_SPEED_FASTER)
9642 action_arg_number = 2;
9643 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9646 else if (action_arg == CA_ARG_NUMBER_RESET)
9648 action_arg_number = level.initial_player_stepsize[i];
9652 getModifiedActionNumber(move_stepsize,
9655 action_arg_number_min,
9656 action_arg_number_max);
9658 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9665 case CA_SET_PLAYER_SHIELD:
9667 for (i = 0; i < MAX_PLAYERS; i++)
9669 if (trigger_player_bits & (1 << i))
9671 if (action_arg == CA_ARG_SHIELD_OFF)
9673 stored_player[i].shield_normal_time_left = 0;
9674 stored_player[i].shield_deadly_time_left = 0;
9676 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9678 stored_player[i].shield_normal_time_left = 999999;
9680 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9682 stored_player[i].shield_normal_time_left = 999999;
9683 stored_player[i].shield_deadly_time_left = 999999;
9691 case CA_SET_PLAYER_GRAVITY:
9693 for (i = 0; i < MAX_PLAYERS; i++)
9695 if (trigger_player_bits & (1 << i))
9697 stored_player[i].gravity =
9698 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9699 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9700 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9701 stored_player[i].gravity);
9708 case CA_SET_PLAYER_ARTWORK:
9710 for (i = 0; i < MAX_PLAYERS; i++)
9712 if (trigger_player_bits & (1 << i))
9714 int artwork_element = action_arg_element;
9716 if (action_arg == CA_ARG_ELEMENT_RESET)
9718 (level.use_artwork_element[i] ? level.artwork_element[i] :
9719 stored_player[i].element_nr);
9721 if (stored_player[i].artwork_element != artwork_element)
9722 stored_player[i].Frame = 0;
9724 stored_player[i].artwork_element = artwork_element;
9726 SetPlayerWaiting(&stored_player[i], FALSE);
9728 /* set number of special actions for bored and sleeping animation */
9729 stored_player[i].num_special_action_bored =
9730 get_num_special_action(artwork_element,
9731 ACTION_BORING_1, ACTION_BORING_LAST);
9732 stored_player[i].num_special_action_sleeping =
9733 get_num_special_action(artwork_element,
9734 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9741 case CA_SET_PLAYER_INVENTORY:
9743 for (i = 0; i < MAX_PLAYERS; i++)
9745 struct PlayerInfo *player = &stored_player[i];
9748 if (trigger_player_bits & (1 << i))
9750 int inventory_element = action_arg_element;
9752 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9753 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9754 action_arg == CA_ARG_ELEMENT_ACTION)
9756 int element = inventory_element;
9757 int collect_count = element_info[element].collect_count_initial;
9759 if (!IS_CUSTOM_ELEMENT(element))
9762 if (collect_count == 0)
9763 player->inventory_infinite_element = element;
9765 for (k = 0; k < collect_count; k++)
9766 if (player->inventory_size < MAX_INVENTORY_SIZE)
9767 player->inventory_element[player->inventory_size++] =
9770 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9771 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9772 action_arg == CA_ARG_INVENTORY_RM_ACTION)
9774 if (player->inventory_infinite_element != EL_UNDEFINED &&
9775 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
9776 action_arg_element_raw))
9777 player->inventory_infinite_element = EL_UNDEFINED;
9779 for (k = 0, j = 0; j < player->inventory_size; j++)
9781 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
9782 action_arg_element_raw))
9783 player->inventory_element[k++] = player->inventory_element[j];
9786 player->inventory_size = k;
9788 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
9790 if (player->inventory_size > 0)
9792 for (j = 0; j < player->inventory_size - 1; j++)
9793 player->inventory_element[j] = player->inventory_element[j + 1];
9795 player->inventory_size--;
9798 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
9800 if (player->inventory_size > 0)
9801 player->inventory_size--;
9803 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
9805 player->inventory_infinite_element = EL_UNDEFINED;
9806 player->inventory_size = 0;
9808 else if (action_arg == CA_ARG_INVENTORY_RESET)
9810 player->inventory_infinite_element = EL_UNDEFINED;
9811 player->inventory_size = 0;
9813 if (level.use_initial_inventory[i])
9815 for (j = 0; j < level.initial_inventory_size[i]; j++)
9817 int element = level.initial_inventory_content[i][j];
9818 int collect_count = element_info[element].collect_count_initial;
9820 if (!IS_CUSTOM_ELEMENT(element))
9823 if (collect_count == 0)
9824 player->inventory_infinite_element = element;
9826 for (k = 0; k < collect_count; k++)
9827 if (player->inventory_size < MAX_INVENTORY_SIZE)
9828 player->inventory_element[player->inventory_size++] =
9839 /* ---------- CE actions ---------------------------------------------- */
9841 case CA_SET_CE_VALUE:
9843 int last_ce_value = CustomValue[x][y];
9845 CustomValue[x][y] = action_arg_number_new;
9847 if (CustomValue[x][y] != last_ce_value)
9849 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
9850 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
9852 if (CustomValue[x][y] == 0)
9854 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
9855 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
9862 case CA_SET_CE_SCORE:
9864 int last_ce_score = ei->collect_score;
9866 ei->collect_score = action_arg_number_new;
9868 if (ei->collect_score != last_ce_score)
9870 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
9871 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
9873 if (ei->collect_score == 0)
9877 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
9878 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
9881 This is a very special case that seems to be a mixture between
9882 CheckElementChange() and CheckTriggeredElementChange(): while
9883 the first one only affects single elements that are triggered
9884 directly, the second one affects multiple elements in the playfield
9885 that are triggered indirectly by another element. This is a third
9886 case: Changing the CE score always affects multiple identical CEs,
9887 so every affected CE must be checked, not only the single CE for
9888 which the CE score was changed in the first place (as every instance
9889 of that CE shares the same CE score, and therefore also can change)!
9891 SCAN_PLAYFIELD(xx, yy)
9893 if (Feld[xx][yy] == element)
9894 CheckElementChange(xx, yy, element, EL_UNDEFINED,
9895 CE_SCORE_GETS_ZERO);
9903 case CA_SET_CE_ARTWORK:
9905 int artwork_element = action_arg_element;
9906 boolean reset_frame = FALSE;
9909 if (action_arg == CA_ARG_ELEMENT_RESET)
9910 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
9913 if (ei->gfx_element != artwork_element)
9916 ei->gfx_element = artwork_element;
9918 SCAN_PLAYFIELD(xx, yy)
9920 if (Feld[xx][yy] == element)
9924 ResetGfxAnimation(xx, yy);
9925 ResetRandomAnimationValue(xx, yy);
9928 TEST_DrawLevelField(xx, yy);
9935 /* ---------- engine actions ------------------------------------------ */
9937 case CA_SET_ENGINE_SCAN_MODE:
9939 InitPlayfieldScanMode(action_arg);
9949 static void CreateFieldExt(int x, int y, int element, boolean is_change)
9951 int old_element = Feld[x][y];
9952 int new_element = GetElementFromGroupElement(element);
9953 int previous_move_direction = MovDir[x][y];
9954 int last_ce_value = CustomValue[x][y];
9955 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
9956 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
9957 boolean add_player_onto_element = (new_element_is_player &&
9958 new_element != EL_SOKOBAN_FIELD_PLAYER &&
9959 IS_WALKABLE(old_element));
9961 if (!add_player_onto_element)
9963 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
9964 RemoveMovingField(x, y);
9968 Feld[x][y] = new_element;
9970 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
9971 MovDir[x][y] = previous_move_direction;
9973 if (element_info[new_element].use_last_ce_value)
9974 CustomValue[x][y] = last_ce_value;
9976 InitField_WithBug1(x, y, FALSE);
9978 new_element = Feld[x][y]; /* element may have changed */
9980 ResetGfxAnimation(x, y);
9981 ResetRandomAnimationValue(x, y);
9983 TEST_DrawLevelField(x, y);
9985 if (GFX_CRUMBLED(new_element))
9986 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
9989 /* check if element under the player changes from accessible to unaccessible
9990 (needed for special case of dropping element which then changes) */
9991 /* (must be checked after creating new element for walkable group elements) */
9992 if (IS_PLAYER(x, y) && !player_explosion_protected &&
9993 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10000 /* "ChangeCount" not set yet to allow "entered by player" change one time */
10001 if (new_element_is_player)
10002 RelocatePlayer(x, y, new_element);
10005 ChangeCount[x][y]++; /* count number of changes in the same frame */
10007 TestIfBadThingTouchesPlayer(x, y);
10008 TestIfPlayerTouchesCustomElement(x, y);
10009 TestIfElementTouchesCustomElement(x, y);
10012 static void CreateField(int x, int y, int element)
10014 CreateFieldExt(x, y, element, FALSE);
10017 static void CreateElementFromChange(int x, int y, int element)
10019 element = GET_VALID_RUNTIME_ELEMENT(element);
10021 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10023 int old_element = Feld[x][y];
10025 /* prevent changed element from moving in same engine frame
10026 unless both old and new element can either fall or move */
10027 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10028 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10032 CreateFieldExt(x, y, element, TRUE);
10035 static boolean ChangeElement(int x, int y, int element, int page)
10037 struct ElementInfo *ei = &element_info[element];
10038 struct ElementChangeInfo *change = &ei->change_page[page];
10039 int ce_value = CustomValue[x][y];
10040 int ce_score = ei->collect_score;
10041 int target_element;
10042 int old_element = Feld[x][y];
10044 /* always use default change event to prevent running into a loop */
10045 if (ChangeEvent[x][y] == -1)
10046 ChangeEvent[x][y] = CE_DELAY;
10048 if (ChangeEvent[x][y] == CE_DELAY)
10050 /* reset actual trigger element, trigger player and action element */
10051 change->actual_trigger_element = EL_EMPTY;
10052 change->actual_trigger_player = EL_EMPTY;
10053 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10054 change->actual_trigger_side = CH_SIDE_NONE;
10055 change->actual_trigger_ce_value = 0;
10056 change->actual_trigger_ce_score = 0;
10059 /* do not change elements more than a specified maximum number of changes */
10060 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10063 ChangeCount[x][y]++; /* count number of changes in the same frame */
10065 if (change->explode)
10072 if (change->use_target_content)
10074 boolean complete_replace = TRUE;
10075 boolean can_replace[3][3];
10078 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10081 boolean is_walkable;
10082 boolean is_diggable;
10083 boolean is_collectible;
10084 boolean is_removable;
10085 boolean is_destructible;
10086 int ex = x + xx - 1;
10087 int ey = y + yy - 1;
10088 int content_element = change->target_content.e[xx][yy];
10091 can_replace[xx][yy] = TRUE;
10093 if (ex == x && ey == y) /* do not check changing element itself */
10096 if (content_element == EL_EMPTY_SPACE)
10098 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10103 if (!IN_LEV_FIELD(ex, ey))
10105 can_replace[xx][yy] = FALSE;
10106 complete_replace = FALSE;
10113 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10114 e = MovingOrBlocked2Element(ex, ey);
10116 is_empty = (IS_FREE(ex, ey) ||
10117 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10119 is_walkable = (is_empty || IS_WALKABLE(e));
10120 is_diggable = (is_empty || IS_DIGGABLE(e));
10121 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10122 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10123 is_removable = (is_diggable || is_collectible);
10125 can_replace[xx][yy] =
10126 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10127 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10128 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10129 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10130 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10131 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10132 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10134 if (!can_replace[xx][yy])
10135 complete_replace = FALSE;
10138 if (!change->only_if_complete || complete_replace)
10140 boolean something_has_changed = FALSE;
10142 if (change->only_if_complete && change->use_random_replace &&
10143 RND(100) < change->random_percentage)
10146 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10148 int ex = x + xx - 1;
10149 int ey = y + yy - 1;
10150 int content_element;
10152 if (can_replace[xx][yy] && (!change->use_random_replace ||
10153 RND(100) < change->random_percentage))
10155 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10156 RemoveMovingField(ex, ey);
10158 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10160 content_element = change->target_content.e[xx][yy];
10161 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10162 ce_value, ce_score);
10164 CreateElementFromChange(ex, ey, target_element);
10166 something_has_changed = TRUE;
10168 /* for symmetry reasons, freeze newly created border elements */
10169 if (ex != x || ey != y)
10170 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10174 if (something_has_changed)
10176 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10177 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10183 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10184 ce_value, ce_score);
10186 if (element == EL_DIAGONAL_GROWING ||
10187 element == EL_DIAGONAL_SHRINKING)
10189 target_element = Store[x][y];
10191 Store[x][y] = EL_EMPTY;
10194 CreateElementFromChange(x, y, target_element);
10196 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10197 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10200 /* this uses direct change before indirect change */
10201 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10206 static void HandleElementChange(int x, int y, int page)
10208 int element = MovingOrBlocked2Element(x, y);
10209 struct ElementInfo *ei = &element_info[element];
10210 struct ElementChangeInfo *change = &ei->change_page[page];
10211 boolean handle_action_before_change = FALSE;
10214 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10215 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10218 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10219 x, y, element, element_info[element].token_name);
10220 printf("HandleElementChange(): This should never happen!\n");
10225 /* this can happen with classic bombs on walkable, changing elements */
10226 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10231 if (ChangeDelay[x][y] == 0) /* initialize element change */
10233 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10235 if (change->can_change)
10237 /* !!! not clear why graphic animation should be reset at all here !!! */
10238 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10239 /* when a custom element is about to change (for example by change delay),
10240 do not reset graphic animation when the custom element is moving */
10241 if (!IS_MOVING(x, y))
10243 ResetGfxAnimation(x, y);
10244 ResetRandomAnimationValue(x, y);
10247 if (change->pre_change_function)
10248 change->pre_change_function(x, y);
10252 ChangeDelay[x][y]--;
10254 if (ChangeDelay[x][y] != 0) /* continue element change */
10256 if (change->can_change)
10258 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10260 if (IS_ANIMATED(graphic))
10261 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10263 if (change->change_function)
10264 change->change_function(x, y);
10267 else /* finish element change */
10269 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10271 page = ChangePage[x][y];
10272 ChangePage[x][y] = -1;
10274 change = &ei->change_page[page];
10277 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10279 ChangeDelay[x][y] = 1; /* try change after next move step */
10280 ChangePage[x][y] = page; /* remember page to use for change */
10285 /* special case: set new level random seed before changing element */
10286 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10287 handle_action_before_change = TRUE;
10289 if (change->has_action && handle_action_before_change)
10290 ExecuteCustomElementAction(x, y, element, page);
10292 if (change->can_change)
10294 if (ChangeElement(x, y, element, page))
10296 if (change->post_change_function)
10297 change->post_change_function(x, y);
10301 if (change->has_action && !handle_action_before_change)
10302 ExecuteCustomElementAction(x, y, element, page);
10306 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10307 int trigger_element,
10309 int trigger_player,
10313 boolean change_done_any = FALSE;
10314 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10317 if (!(trigger_events[trigger_element][trigger_event]))
10320 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10322 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10324 int element = EL_CUSTOM_START + i;
10325 boolean change_done = FALSE;
10328 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10329 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10332 for (p = 0; p < element_info[element].num_change_pages; p++)
10334 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10336 if (change->can_change_or_has_action &&
10337 change->has_event[trigger_event] &&
10338 change->trigger_side & trigger_side &&
10339 change->trigger_player & trigger_player &&
10340 change->trigger_page & trigger_page_bits &&
10341 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10343 change->actual_trigger_element = trigger_element;
10344 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10345 change->actual_trigger_player_bits = trigger_player;
10346 change->actual_trigger_side = trigger_side;
10347 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10348 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10350 if ((change->can_change && !change_done) || change->has_action)
10354 SCAN_PLAYFIELD(x, y)
10356 if (Feld[x][y] == element)
10358 if (change->can_change && !change_done)
10360 /* if element already changed in this frame, not only prevent
10361 another element change (checked in ChangeElement()), but
10362 also prevent additional element actions for this element */
10364 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10365 !level.use_action_after_change_bug)
10368 ChangeDelay[x][y] = 1;
10369 ChangeEvent[x][y] = trigger_event;
10371 HandleElementChange(x, y, p);
10373 else if (change->has_action)
10375 /* if element already changed in this frame, not only prevent
10376 another element change (checked in ChangeElement()), but
10377 also prevent additional element actions for this element */
10379 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10380 !level.use_action_after_change_bug)
10383 ExecuteCustomElementAction(x, y, element, p);
10384 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10389 if (change->can_change)
10391 change_done = TRUE;
10392 change_done_any = TRUE;
10399 RECURSION_LOOP_DETECTION_END();
10401 return change_done_any;
10404 static boolean CheckElementChangeExt(int x, int y,
10406 int trigger_element,
10408 int trigger_player,
10411 boolean change_done = FALSE;
10414 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10415 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10418 if (Feld[x][y] == EL_BLOCKED)
10420 Blocked2Moving(x, y, &x, &y);
10421 element = Feld[x][y];
10424 /* check if element has already changed or is about to change after moving */
10425 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10426 Feld[x][y] != element) ||
10428 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10429 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10430 ChangePage[x][y] != -1)))
10433 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10435 for (p = 0; p < element_info[element].num_change_pages; p++)
10437 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10439 /* check trigger element for all events where the element that is checked
10440 for changing interacts with a directly adjacent element -- this is
10441 different to element changes that affect other elements to change on the
10442 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10443 boolean check_trigger_element =
10444 (trigger_event == CE_TOUCHING_X ||
10445 trigger_event == CE_HITTING_X ||
10446 trigger_event == CE_HIT_BY_X ||
10447 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10449 if (change->can_change_or_has_action &&
10450 change->has_event[trigger_event] &&
10451 change->trigger_side & trigger_side &&
10452 change->trigger_player & trigger_player &&
10453 (!check_trigger_element ||
10454 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10456 change->actual_trigger_element = trigger_element;
10457 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10458 change->actual_trigger_player_bits = trigger_player;
10459 change->actual_trigger_side = trigger_side;
10460 change->actual_trigger_ce_value = CustomValue[x][y];
10461 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10463 /* special case: trigger element not at (x,y) position for some events */
10464 if (check_trigger_element)
10476 { 0, 0 }, { 0, 0 }, { 0, 0 },
10480 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10481 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10483 change->actual_trigger_ce_value = CustomValue[xx][yy];
10484 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10487 if (change->can_change && !change_done)
10489 ChangeDelay[x][y] = 1;
10490 ChangeEvent[x][y] = trigger_event;
10492 HandleElementChange(x, y, p);
10494 change_done = TRUE;
10496 else if (change->has_action)
10498 ExecuteCustomElementAction(x, y, element, p);
10499 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10504 RECURSION_LOOP_DETECTION_END();
10506 return change_done;
10509 static void PlayPlayerSound(struct PlayerInfo *player)
10511 int jx = player->jx, jy = player->jy;
10512 int sound_element = player->artwork_element;
10513 int last_action = player->last_action_waiting;
10514 int action = player->action_waiting;
10516 if (player->is_waiting)
10518 if (action != last_action)
10519 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10521 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10525 if (action != last_action)
10526 StopSound(element_info[sound_element].sound[last_action]);
10528 if (last_action == ACTION_SLEEPING)
10529 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10533 static void PlayAllPlayersSound()
10537 for (i = 0; i < MAX_PLAYERS; i++)
10538 if (stored_player[i].active)
10539 PlayPlayerSound(&stored_player[i]);
10542 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10544 boolean last_waiting = player->is_waiting;
10545 int move_dir = player->MovDir;
10547 player->dir_waiting = move_dir;
10548 player->last_action_waiting = player->action_waiting;
10552 if (!last_waiting) /* not waiting -> waiting */
10554 player->is_waiting = TRUE;
10556 player->frame_counter_bored =
10558 game.player_boring_delay_fixed +
10559 GetSimpleRandom(game.player_boring_delay_random);
10560 player->frame_counter_sleeping =
10562 game.player_sleeping_delay_fixed +
10563 GetSimpleRandom(game.player_sleeping_delay_random);
10565 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10568 if (game.player_sleeping_delay_fixed +
10569 game.player_sleeping_delay_random > 0 &&
10570 player->anim_delay_counter == 0 &&
10571 player->post_delay_counter == 0 &&
10572 FrameCounter >= player->frame_counter_sleeping)
10573 player->is_sleeping = TRUE;
10574 else if (game.player_boring_delay_fixed +
10575 game.player_boring_delay_random > 0 &&
10576 FrameCounter >= player->frame_counter_bored)
10577 player->is_bored = TRUE;
10579 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10580 player->is_bored ? ACTION_BORING :
10583 if (player->is_sleeping && player->use_murphy)
10585 /* special case for sleeping Murphy when leaning against non-free tile */
10587 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10588 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10589 !IS_MOVING(player->jx - 1, player->jy)))
10590 move_dir = MV_LEFT;
10591 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10592 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10593 !IS_MOVING(player->jx + 1, player->jy)))
10594 move_dir = MV_RIGHT;
10596 player->is_sleeping = FALSE;
10598 player->dir_waiting = move_dir;
10601 if (player->is_sleeping)
10603 if (player->num_special_action_sleeping > 0)
10605 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10607 int last_special_action = player->special_action_sleeping;
10608 int num_special_action = player->num_special_action_sleeping;
10609 int special_action =
10610 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10611 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10612 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10613 last_special_action + 1 : ACTION_SLEEPING);
10614 int special_graphic =
10615 el_act_dir2img(player->artwork_element, special_action, move_dir);
10617 player->anim_delay_counter =
10618 graphic_info[special_graphic].anim_delay_fixed +
10619 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10620 player->post_delay_counter =
10621 graphic_info[special_graphic].post_delay_fixed +
10622 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10624 player->special_action_sleeping = special_action;
10627 if (player->anim_delay_counter > 0)
10629 player->action_waiting = player->special_action_sleeping;
10630 player->anim_delay_counter--;
10632 else if (player->post_delay_counter > 0)
10634 player->post_delay_counter--;
10638 else if (player->is_bored)
10640 if (player->num_special_action_bored > 0)
10642 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10644 int special_action =
10645 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10646 int special_graphic =
10647 el_act_dir2img(player->artwork_element, special_action, move_dir);
10649 player->anim_delay_counter =
10650 graphic_info[special_graphic].anim_delay_fixed +
10651 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10652 player->post_delay_counter =
10653 graphic_info[special_graphic].post_delay_fixed +
10654 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10656 player->special_action_bored = special_action;
10659 if (player->anim_delay_counter > 0)
10661 player->action_waiting = player->special_action_bored;
10662 player->anim_delay_counter--;
10664 else if (player->post_delay_counter > 0)
10666 player->post_delay_counter--;
10671 else if (last_waiting) /* waiting -> not waiting */
10673 player->is_waiting = FALSE;
10674 player->is_bored = FALSE;
10675 player->is_sleeping = FALSE;
10677 player->frame_counter_bored = -1;
10678 player->frame_counter_sleeping = -1;
10680 player->anim_delay_counter = 0;
10681 player->post_delay_counter = 0;
10683 player->dir_waiting = player->MovDir;
10684 player->action_waiting = ACTION_DEFAULT;
10686 player->special_action_bored = ACTION_DEFAULT;
10687 player->special_action_sleeping = ACTION_DEFAULT;
10691 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10693 static boolean player_was_moving = FALSE;
10694 static boolean player_was_snapping = FALSE;
10695 static boolean player_was_dropping = FALSE;
10697 if ((!player->is_moving && player_was_moving) ||
10698 (player->MovPos == 0 && player_was_moving) ||
10699 (player->is_snapping && !player_was_snapping) ||
10700 (player->is_dropping && !player_was_dropping))
10702 if (!SaveEngineSnapshotToList())
10705 player_was_moving = FALSE;
10706 player_was_snapping = TRUE;
10707 player_was_dropping = TRUE;
10711 if (player->is_moving)
10712 player_was_moving = TRUE;
10714 if (!player->is_snapping)
10715 player_was_snapping = FALSE;
10717 if (!player->is_dropping)
10718 player_was_dropping = FALSE;
10722 static void CheckSingleStepMode(struct PlayerInfo *player)
10724 if (tape.single_step && tape.recording && !tape.pausing)
10726 /* as it is called "single step mode", just return to pause mode when the
10727 player stopped moving after one tile (or never starts moving at all) */
10728 if (!player->is_moving && !player->is_pushing)
10730 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10731 SnapField(player, 0, 0); /* stop snapping */
10735 CheckSaveEngineSnapshot(player);
10738 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10740 int left = player_action & JOY_LEFT;
10741 int right = player_action & JOY_RIGHT;
10742 int up = player_action & JOY_UP;
10743 int down = player_action & JOY_DOWN;
10744 int button1 = player_action & JOY_BUTTON_1;
10745 int button2 = player_action & JOY_BUTTON_2;
10746 int dx = (left ? -1 : right ? 1 : 0);
10747 int dy = (up ? -1 : down ? 1 : 0);
10749 if (!player->active || tape.pausing)
10755 SnapField(player, dx, dy);
10759 DropElement(player);
10761 MovePlayer(player, dx, dy);
10764 CheckSingleStepMode(player);
10766 SetPlayerWaiting(player, FALSE);
10768 return player_action;
10772 /* no actions for this player (no input at player's configured device) */
10774 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
10775 SnapField(player, 0, 0);
10776 CheckGravityMovementWhenNotMoving(player);
10778 if (player->MovPos == 0)
10779 SetPlayerWaiting(player, TRUE);
10781 if (player->MovPos == 0) /* needed for tape.playing */
10782 player->is_moving = FALSE;
10784 player->is_dropping = FALSE;
10785 player->is_dropping_pressed = FALSE;
10786 player->drop_pressed_delay = 0;
10788 CheckSingleStepMode(player);
10794 static void CheckLevelTime()
10798 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
10799 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10801 if (level.native_em_level->lev->home == 0) /* all players at home */
10803 PlayerWins(local_player);
10805 AllPlayersGone = TRUE;
10807 level.native_em_level->lev->home = -1;
10810 if (level.native_em_level->ply[0]->alive == 0 &&
10811 level.native_em_level->ply[1]->alive == 0 &&
10812 level.native_em_level->ply[2]->alive == 0 &&
10813 level.native_em_level->ply[3]->alive == 0) /* all dead */
10814 AllPlayersGone = TRUE;
10816 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
10818 if (game_sp.LevelSolved &&
10819 !game_sp.GameOver) /* game won */
10821 PlayerWins(local_player);
10823 game_sp.GameOver = TRUE;
10825 AllPlayersGone = TRUE;
10828 if (game_sp.GameOver) /* game lost */
10829 AllPlayersGone = TRUE;
10832 if (TimeFrames >= FRAMES_PER_SECOND)
10837 for (i = 0; i < MAX_PLAYERS; i++)
10839 struct PlayerInfo *player = &stored_player[i];
10841 if (SHIELD_ON(player))
10843 player->shield_normal_time_left--;
10845 if (player->shield_deadly_time_left > 0)
10846 player->shield_deadly_time_left--;
10850 if (!local_player->LevelSolved && !level.use_step_counter)
10858 if (TimeLeft <= 10 && setup.time_limit)
10859 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
10861 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
10862 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
10864 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10866 if (!TimeLeft && setup.time_limit)
10868 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10869 level.native_em_level->lev->killed_out_of_time = TRUE;
10871 for (i = 0; i < MAX_PLAYERS; i++)
10872 KillPlayer(&stored_player[i]);
10875 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
10877 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
10880 level.native_em_level->lev->time =
10881 (game.no_time_limit ? TimePlayed : TimeLeft);
10884 if (tape.recording || tape.playing)
10885 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
10888 if (tape.recording || tape.playing)
10889 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
10891 UpdateAndDisplayGameControlValues();
10894 void AdvanceFrameAndPlayerCounters(int player_nr)
10898 /* advance frame counters (global frame counter and time frame counter) */
10902 /* advance player counters (counters for move delay, move animation etc.) */
10903 for (i = 0; i < MAX_PLAYERS; i++)
10905 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
10906 int move_delay_value = stored_player[i].move_delay_value;
10907 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
10909 if (!advance_player_counters) /* not all players may be affected */
10912 if (move_frames == 0) /* less than one move per game frame */
10914 int stepsize = TILEX / move_delay_value;
10915 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
10916 int count = (stored_player[i].is_moving ?
10917 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
10919 if (count % delay == 0)
10923 stored_player[i].Frame += move_frames;
10925 if (stored_player[i].MovPos != 0)
10926 stored_player[i].StepFrame += move_frames;
10928 if (stored_player[i].move_delay > 0)
10929 stored_player[i].move_delay--;
10931 /* due to bugs in previous versions, counter must count up, not down */
10932 if (stored_player[i].push_delay != -1)
10933 stored_player[i].push_delay++;
10935 if (stored_player[i].drop_delay > 0)
10936 stored_player[i].drop_delay--;
10938 if (stored_player[i].is_dropping_pressed)
10939 stored_player[i].drop_pressed_delay++;
10943 void StartGameActions(boolean init_network_game, boolean record_tape,
10946 unsigned int new_random_seed = InitRND(random_seed);
10949 TapeStartRecording(new_random_seed);
10951 #if defined(NETWORK_AVALIABLE)
10952 if (init_network_game)
10954 SendToServer_StartPlaying();
10965 static unsigned int game_frame_delay = 0;
10966 unsigned int game_frame_delay_value;
10967 byte *recorded_player_action;
10968 byte summarized_player_action = 0;
10969 byte tape_action[MAX_PLAYERS];
10972 for (i = 0; i < MAX_PLAYERS; i++)
10974 struct PlayerInfo *player = &stored_player[i];
10976 // allow engine snapshot if movement attempt was stopped
10977 if ((game.snapshot.last_action[i] & KEY_MOTION) != 0 &&
10978 (player->action & KEY_MOTION) == 0)
10979 game.snapshot.changed_action = TRUE;
10981 // allow engine snapshot in case of snapping/dropping attempt
10982 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
10983 (player->action & KEY_BUTTON) != 0)
10984 game.snapshot.changed_action = TRUE;
10986 game.snapshot.last_action[i] = player->action;
10989 /* detect endless loops, caused by custom element programming */
10990 if (recursion_loop_detected && recursion_loop_depth == 0)
10992 char *message = getStringCat3("Internal Error! Element ",
10993 EL_NAME(recursion_loop_element),
10994 " caused endless loop! Quit the game?");
10996 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
10997 EL_NAME(recursion_loop_element));
10999 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11001 recursion_loop_detected = FALSE; /* if game should be continued */
11008 if (game.restart_level)
11009 StartGameActions(options.network, setup.autorecord, level.random_seed);
11011 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
11012 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11014 if (level.native_em_level->lev->home == 0) /* all players at home */
11016 PlayerWins(local_player);
11018 AllPlayersGone = TRUE;
11020 level.native_em_level->lev->home = -1;
11023 if (level.native_em_level->ply[0]->alive == 0 &&
11024 level.native_em_level->ply[1]->alive == 0 &&
11025 level.native_em_level->ply[2]->alive == 0 &&
11026 level.native_em_level->ply[3]->alive == 0) /* all dead */
11027 AllPlayersGone = TRUE;
11029 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11031 if (game_sp.LevelSolved &&
11032 !game_sp.GameOver) /* game won */
11034 PlayerWins(local_player);
11036 game_sp.GameOver = TRUE;
11038 AllPlayersGone = TRUE;
11041 if (game_sp.GameOver) /* game lost */
11042 AllPlayersGone = TRUE;
11045 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11048 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11051 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11054 game_frame_delay_value =
11055 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11057 if (tape.playing && tape.warp_forward && !tape.pausing)
11058 game_frame_delay_value = 0;
11060 /* ---------- main game synchronization point ---------- */
11062 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11064 if (network_playing && !network_player_action_received)
11066 /* try to get network player actions in time */
11068 #if defined(NETWORK_AVALIABLE)
11069 /* last chance to get network player actions without main loop delay */
11070 HandleNetworking();
11073 /* game was quit by network peer */
11074 if (game_status != GAME_MODE_PLAYING)
11077 if (!network_player_action_received)
11078 return; /* failed to get network player actions in time */
11080 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11086 /* at this point we know that we really continue executing the game */
11088 network_player_action_received = FALSE;
11090 /* when playing tape, read previously recorded player input from tape data */
11091 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11093 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11097 if (tape.set_centered_player)
11099 game.centered_player_nr_next = tape.centered_player_nr_next;
11100 game.set_centered_player = TRUE;
11103 for (i = 0; i < MAX_PLAYERS; i++)
11105 summarized_player_action |= stored_player[i].action;
11107 if (!network_playing && (game.team_mode || tape.playing))
11108 stored_player[i].effective_action = stored_player[i].action;
11111 #if defined(NETWORK_AVALIABLE)
11112 if (network_playing)
11113 SendToServer_MovePlayer(summarized_player_action);
11116 if (!options.network && !game.team_mode)
11117 local_player->effective_action = summarized_player_action;
11119 if (tape.recording &&
11121 setup.input_on_focus &&
11122 game.centered_player_nr != -1)
11124 for (i = 0; i < MAX_PLAYERS; i++)
11125 stored_player[i].effective_action =
11126 (i == game.centered_player_nr ? summarized_player_action : 0);
11129 if (recorded_player_action != NULL)
11130 for (i = 0; i < MAX_PLAYERS; i++)
11131 stored_player[i].effective_action = recorded_player_action[i];
11133 for (i = 0; i < MAX_PLAYERS; i++)
11135 tape_action[i] = stored_player[i].effective_action;
11137 /* (this may happen in the RND game engine if a player was not present on
11138 the playfield on level start, but appeared later from a custom element */
11139 if (setup.team_mode &&
11142 !tape.player_participates[i])
11143 tape.player_participates[i] = TRUE;
11146 /* only record actions from input devices, but not programmed actions */
11147 if (tape.recording)
11148 TapeRecordAction(tape_action);
11150 #if USE_NEW_PLAYER_ASSIGNMENTS
11151 // !!! also map player actions in single player mode !!!
11152 // if (game.team_mode)
11154 byte mapped_action[MAX_PLAYERS];
11156 #if DEBUG_PLAYER_ACTIONS
11158 for (i = 0; i < MAX_PLAYERS; i++)
11159 printf(" %d, ", stored_player[i].effective_action);
11162 for (i = 0; i < MAX_PLAYERS; i++)
11163 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11165 for (i = 0; i < MAX_PLAYERS; i++)
11166 stored_player[i].effective_action = mapped_action[i];
11168 #if DEBUG_PLAYER_ACTIONS
11170 for (i = 0; i < MAX_PLAYERS; i++)
11171 printf(" %d, ", stored_player[i].effective_action);
11175 #if DEBUG_PLAYER_ACTIONS
11179 for (i = 0; i < MAX_PLAYERS; i++)
11180 printf(" %d, ", stored_player[i].effective_action);
11186 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11188 GameActions_EM_Main();
11190 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11192 GameActions_SP_Main();
11196 GameActions_RND_Main();
11199 BlitScreenToBitmap(backbuffer);
11203 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11205 if (options.debug) /* calculate frames per second */
11207 static unsigned int fps_counter = 0;
11208 static int fps_frames = 0;
11209 unsigned int fps_delay_ms = Counter() - fps_counter;
11213 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
11215 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11218 fps_counter = Counter();
11221 redraw_mask |= REDRAW_FPS;
11225 void GameActions_EM_Main()
11227 byte effective_action[MAX_PLAYERS];
11228 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11231 for (i = 0; i < MAX_PLAYERS; i++)
11232 effective_action[i] = stored_player[i].effective_action;
11234 GameActions_EM(effective_action, warp_mode);
11237 void GameActions_SP_Main()
11239 byte effective_action[MAX_PLAYERS];
11240 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11243 for (i = 0; i < MAX_PLAYERS; i++)
11244 effective_action[i] = stored_player[i].effective_action;
11246 GameActions_SP(effective_action, warp_mode);
11249 void GameActions_RND_Main()
11254 void GameActions_RND()
11256 int magic_wall_x = 0, magic_wall_y = 0;
11257 int i, x, y, element, graphic;
11259 InitPlayfieldScanModeVars();
11261 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11263 SCAN_PLAYFIELD(x, y)
11265 ChangeCount[x][y] = 0;
11266 ChangeEvent[x][y] = -1;
11270 if (game.set_centered_player)
11272 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11274 /* switching to "all players" only possible if all players fit to screen */
11275 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11277 game.centered_player_nr_next = game.centered_player_nr;
11278 game.set_centered_player = FALSE;
11281 /* do not switch focus to non-existing (or non-active) player */
11282 if (game.centered_player_nr_next >= 0 &&
11283 !stored_player[game.centered_player_nr_next].active)
11285 game.centered_player_nr_next = game.centered_player_nr;
11286 game.set_centered_player = FALSE;
11290 if (game.set_centered_player &&
11291 ScreenMovPos == 0) /* screen currently aligned at tile position */
11295 if (game.centered_player_nr_next == -1)
11297 setScreenCenteredToAllPlayers(&sx, &sy);
11301 sx = stored_player[game.centered_player_nr_next].jx;
11302 sy = stored_player[game.centered_player_nr_next].jy;
11305 game.centered_player_nr = game.centered_player_nr_next;
11306 game.set_centered_player = FALSE;
11308 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11309 DrawGameDoorValues();
11312 for (i = 0; i < MAX_PLAYERS; i++)
11314 int actual_player_action = stored_player[i].effective_action;
11317 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11318 - rnd_equinox_tetrachloride 048
11319 - rnd_equinox_tetrachloride_ii 096
11320 - rnd_emanuel_schmieg 002
11321 - doctor_sloan_ww 001, 020
11323 if (stored_player[i].MovPos == 0)
11324 CheckGravityMovement(&stored_player[i]);
11327 /* overwrite programmed action with tape action */
11328 if (stored_player[i].programmed_action)
11329 actual_player_action = stored_player[i].programmed_action;
11331 PlayerActions(&stored_player[i], actual_player_action);
11333 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11336 ScrollScreen(NULL, SCROLL_GO_ON);
11338 /* for backwards compatibility, the following code emulates a fixed bug that
11339 occured when pushing elements (causing elements that just made their last
11340 pushing step to already (if possible) make their first falling step in the
11341 same game frame, which is bad); this code is also needed to use the famous
11342 "spring push bug" which is used in older levels and might be wanted to be
11343 used also in newer levels, but in this case the buggy pushing code is only
11344 affecting the "spring" element and no other elements */
11346 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11348 for (i = 0; i < MAX_PLAYERS; i++)
11350 struct PlayerInfo *player = &stored_player[i];
11351 int x = player->jx;
11352 int y = player->jy;
11354 if (player->active && player->is_pushing && player->is_moving &&
11356 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11357 Feld[x][y] == EL_SPRING))
11359 ContinueMoving(x, y);
11361 /* continue moving after pushing (this is actually a bug) */
11362 if (!IS_MOVING(x, y))
11363 Stop[x][y] = FALSE;
11368 SCAN_PLAYFIELD(x, y)
11370 ChangeCount[x][y] = 0;
11371 ChangeEvent[x][y] = -1;
11373 /* this must be handled before main playfield loop */
11374 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11377 if (MovDelay[x][y] <= 0)
11381 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11384 if (MovDelay[x][y] <= 0)
11387 TEST_DrawLevelField(x, y);
11389 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11394 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11396 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11397 printf("GameActions(): This should never happen!\n");
11399 ChangePage[x][y] = -1;
11403 Stop[x][y] = FALSE;
11404 if (WasJustMoving[x][y] > 0)
11405 WasJustMoving[x][y]--;
11406 if (WasJustFalling[x][y] > 0)
11407 WasJustFalling[x][y]--;
11408 if (CheckCollision[x][y] > 0)
11409 CheckCollision[x][y]--;
11410 if (CheckImpact[x][y] > 0)
11411 CheckImpact[x][y]--;
11415 /* reset finished pushing action (not done in ContinueMoving() to allow
11416 continuous pushing animation for elements with zero push delay) */
11417 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11419 ResetGfxAnimation(x, y);
11420 TEST_DrawLevelField(x, y);
11424 if (IS_BLOCKED(x, y))
11428 Blocked2Moving(x, y, &oldx, &oldy);
11429 if (!IS_MOVING(oldx, oldy))
11431 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11432 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11433 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11434 printf("GameActions(): This should never happen!\n");
11440 SCAN_PLAYFIELD(x, y)
11442 element = Feld[x][y];
11443 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11445 ResetGfxFrame(x, y, TRUE);
11447 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11448 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11449 ResetRandomAnimationValue(x, y);
11451 SetRandomAnimationValue(x, y);
11453 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11455 if (IS_INACTIVE(element))
11457 if (IS_ANIMATED(graphic))
11458 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11463 /* this may take place after moving, so 'element' may have changed */
11464 if (IS_CHANGING(x, y) &&
11465 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11467 int page = element_info[element].event_page_nr[CE_DELAY];
11469 HandleElementChange(x, y, page);
11471 element = Feld[x][y];
11472 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11475 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11479 element = Feld[x][y];
11480 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11482 if (IS_ANIMATED(graphic) &&
11483 !IS_MOVING(x, y) &&
11485 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11487 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11488 TEST_DrawTwinkleOnField(x, y);
11490 else if ((element == EL_ACID ||
11491 element == EL_EXIT_OPEN ||
11492 element == EL_EM_EXIT_OPEN ||
11493 element == EL_SP_EXIT_OPEN ||
11494 element == EL_STEEL_EXIT_OPEN ||
11495 element == EL_EM_STEEL_EXIT_OPEN ||
11496 element == EL_SP_TERMINAL ||
11497 element == EL_SP_TERMINAL_ACTIVE ||
11498 element == EL_EXTRA_TIME ||
11499 element == EL_SHIELD_NORMAL ||
11500 element == EL_SHIELD_DEADLY) &&
11501 IS_ANIMATED(graphic))
11502 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11503 else if (IS_MOVING(x, y))
11504 ContinueMoving(x, y);
11505 else if (IS_ACTIVE_BOMB(element))
11506 CheckDynamite(x, y);
11507 else if (element == EL_AMOEBA_GROWING)
11508 AmoebeWaechst(x, y);
11509 else if (element == EL_AMOEBA_SHRINKING)
11510 AmoebaDisappearing(x, y);
11512 #if !USE_NEW_AMOEBA_CODE
11513 else if (IS_AMOEBALIVE(element))
11514 AmoebeAbleger(x, y);
11517 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11519 else if (element == EL_EXIT_CLOSED)
11521 else if (element == EL_EM_EXIT_CLOSED)
11523 else if (element == EL_STEEL_EXIT_CLOSED)
11524 CheckExitSteel(x, y);
11525 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11526 CheckExitSteelEM(x, y);
11527 else if (element == EL_SP_EXIT_CLOSED)
11529 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11530 element == EL_EXPANDABLE_STEELWALL_GROWING)
11531 MauerWaechst(x, y);
11532 else if (element == EL_EXPANDABLE_WALL ||
11533 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11534 element == EL_EXPANDABLE_WALL_VERTICAL ||
11535 element == EL_EXPANDABLE_WALL_ANY ||
11536 element == EL_BD_EXPANDABLE_WALL)
11537 MauerAbleger(x, y);
11538 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11539 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11540 element == EL_EXPANDABLE_STEELWALL_ANY)
11541 MauerAblegerStahl(x, y);
11542 else if (element == EL_FLAMES)
11543 CheckForDragon(x, y);
11544 else if (element == EL_EXPLOSION)
11545 ; /* drawing of correct explosion animation is handled separately */
11546 else if (element == EL_ELEMENT_SNAPPING ||
11547 element == EL_DIAGONAL_SHRINKING ||
11548 element == EL_DIAGONAL_GROWING)
11550 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11552 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11554 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11555 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11557 if (IS_BELT_ACTIVE(element))
11558 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11560 if (game.magic_wall_active)
11562 int jx = local_player->jx, jy = local_player->jy;
11564 /* play the element sound at the position nearest to the player */
11565 if ((element == EL_MAGIC_WALL_FULL ||
11566 element == EL_MAGIC_WALL_ACTIVE ||
11567 element == EL_MAGIC_WALL_EMPTYING ||
11568 element == EL_BD_MAGIC_WALL_FULL ||
11569 element == EL_BD_MAGIC_WALL_ACTIVE ||
11570 element == EL_BD_MAGIC_WALL_EMPTYING ||
11571 element == EL_DC_MAGIC_WALL_FULL ||
11572 element == EL_DC_MAGIC_WALL_ACTIVE ||
11573 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11574 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11582 #if USE_NEW_AMOEBA_CODE
11583 /* new experimental amoeba growth stuff */
11584 if (!(FrameCounter % 8))
11586 static unsigned int random = 1684108901;
11588 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11590 x = RND(lev_fieldx);
11591 y = RND(lev_fieldy);
11592 element = Feld[x][y];
11594 if (!IS_PLAYER(x,y) &&
11595 (element == EL_EMPTY ||
11596 CAN_GROW_INTO(element) ||
11597 element == EL_QUICKSAND_EMPTY ||
11598 element == EL_QUICKSAND_FAST_EMPTY ||
11599 element == EL_ACID_SPLASH_LEFT ||
11600 element == EL_ACID_SPLASH_RIGHT))
11602 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11603 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11604 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11605 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11606 Feld[x][y] = EL_AMOEBA_DROP;
11609 random = random * 129 + 1;
11614 game.explosions_delayed = FALSE;
11616 SCAN_PLAYFIELD(x, y)
11618 element = Feld[x][y];
11620 if (ExplodeField[x][y])
11621 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11622 else if (element == EL_EXPLOSION)
11623 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11625 ExplodeField[x][y] = EX_TYPE_NONE;
11628 game.explosions_delayed = TRUE;
11630 if (game.magic_wall_active)
11632 if (!(game.magic_wall_time_left % 4))
11634 int element = Feld[magic_wall_x][magic_wall_y];
11636 if (element == EL_BD_MAGIC_WALL_FULL ||
11637 element == EL_BD_MAGIC_WALL_ACTIVE ||
11638 element == EL_BD_MAGIC_WALL_EMPTYING)
11639 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
11640 else if (element == EL_DC_MAGIC_WALL_FULL ||
11641 element == EL_DC_MAGIC_WALL_ACTIVE ||
11642 element == EL_DC_MAGIC_WALL_EMPTYING)
11643 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
11645 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
11648 if (game.magic_wall_time_left > 0)
11650 game.magic_wall_time_left--;
11652 if (!game.magic_wall_time_left)
11654 SCAN_PLAYFIELD(x, y)
11656 element = Feld[x][y];
11658 if (element == EL_MAGIC_WALL_ACTIVE ||
11659 element == EL_MAGIC_WALL_FULL)
11661 Feld[x][y] = EL_MAGIC_WALL_DEAD;
11662 TEST_DrawLevelField(x, y);
11664 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
11665 element == EL_BD_MAGIC_WALL_FULL)
11667 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
11668 TEST_DrawLevelField(x, y);
11670 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
11671 element == EL_DC_MAGIC_WALL_FULL)
11673 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
11674 TEST_DrawLevelField(x, y);
11678 game.magic_wall_active = FALSE;
11683 if (game.light_time_left > 0)
11685 game.light_time_left--;
11687 if (game.light_time_left == 0)
11688 RedrawAllLightSwitchesAndInvisibleElements();
11691 if (game.timegate_time_left > 0)
11693 game.timegate_time_left--;
11695 if (game.timegate_time_left == 0)
11696 CloseAllOpenTimegates();
11699 if (game.lenses_time_left > 0)
11701 game.lenses_time_left--;
11703 if (game.lenses_time_left == 0)
11704 RedrawAllInvisibleElementsForLenses();
11707 if (game.magnify_time_left > 0)
11709 game.magnify_time_left--;
11711 if (game.magnify_time_left == 0)
11712 RedrawAllInvisibleElementsForMagnifier();
11715 for (i = 0; i < MAX_PLAYERS; i++)
11717 struct PlayerInfo *player = &stored_player[i];
11719 if (SHIELD_ON(player))
11721 if (player->shield_deadly_time_left)
11722 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
11723 else if (player->shield_normal_time_left)
11724 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
11728 #if USE_DELAYED_GFX_REDRAW
11729 SCAN_PLAYFIELD(x, y)
11731 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
11733 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
11734 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
11736 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
11737 DrawLevelField(x, y);
11739 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
11740 DrawLevelFieldCrumbled(x, y);
11742 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
11743 DrawLevelFieldCrumbledNeighbours(x, y);
11745 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
11746 DrawTwinkleOnField(x, y);
11749 GfxRedraw[x][y] = GFX_REDRAW_NONE;
11754 PlayAllPlayersSound();
11756 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
11758 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
11760 local_player->show_envelope = 0;
11763 /* use random number generator in every frame to make it less predictable */
11764 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
11768 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
11770 int min_x = x, min_y = y, max_x = x, max_y = y;
11773 for (i = 0; i < MAX_PLAYERS; i++)
11775 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11777 if (!stored_player[i].active || &stored_player[i] == player)
11780 min_x = MIN(min_x, jx);
11781 min_y = MIN(min_y, jy);
11782 max_x = MAX(max_x, jx);
11783 max_y = MAX(max_y, jy);
11786 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
11789 static boolean AllPlayersInVisibleScreen()
11793 for (i = 0; i < MAX_PLAYERS; i++)
11795 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11797 if (!stored_player[i].active)
11800 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
11807 void ScrollLevel(int dx, int dy)
11809 int scroll_offset = 2 * TILEX_VAR;
11812 BlitBitmap(drawto_field, drawto_field,
11813 FX + TILEX_VAR * (dx == -1) - scroll_offset,
11814 FY + TILEY_VAR * (dy == -1) - scroll_offset,
11815 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
11816 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
11817 FX + TILEX_VAR * (dx == 1) - scroll_offset,
11818 FY + TILEY_VAR * (dy == 1) - scroll_offset);
11822 x = (dx == 1 ? BX1 : BX2);
11823 for (y = BY1; y <= BY2; y++)
11824 DrawScreenField(x, y);
11829 y = (dy == 1 ? BY1 : BY2);
11830 for (x = BX1; x <= BX2; x++)
11831 DrawScreenField(x, y);
11834 redraw_mask |= REDRAW_FIELD;
11837 static boolean canFallDown(struct PlayerInfo *player)
11839 int jx = player->jx, jy = player->jy;
11841 return (IN_LEV_FIELD(jx, jy + 1) &&
11842 (IS_FREE(jx, jy + 1) ||
11843 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
11844 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
11845 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
11848 static boolean canPassField(int x, int y, int move_dir)
11850 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11851 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11852 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11853 int nextx = x + dx;
11854 int nexty = y + dy;
11855 int element = Feld[x][y];
11857 return (IS_PASSABLE_FROM(element, opposite_dir) &&
11858 !CAN_MOVE(element) &&
11859 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
11860 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
11861 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
11864 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
11866 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11867 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11868 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11872 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
11873 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
11874 (IS_DIGGABLE(Feld[newx][newy]) ||
11875 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
11876 canPassField(newx, newy, move_dir)));
11879 static void CheckGravityMovement(struct PlayerInfo *player)
11881 if (player->gravity && !player->programmed_action)
11883 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
11884 int move_dir_vertical = player->effective_action & MV_VERTICAL;
11885 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
11886 int jx = player->jx, jy = player->jy;
11887 boolean player_is_moving_to_valid_field =
11888 (!player_is_snapping &&
11889 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
11890 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
11891 boolean player_can_fall_down = canFallDown(player);
11893 if (player_can_fall_down &&
11894 !player_is_moving_to_valid_field)
11895 player->programmed_action = MV_DOWN;
11899 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
11901 return CheckGravityMovement(player);
11903 if (player->gravity && !player->programmed_action)
11905 int jx = player->jx, jy = player->jy;
11906 boolean field_under_player_is_free =
11907 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
11908 boolean player_is_standing_on_valid_field =
11909 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
11910 (IS_WALKABLE(Feld[jx][jy]) &&
11911 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
11913 if (field_under_player_is_free && !player_is_standing_on_valid_field)
11914 player->programmed_action = MV_DOWN;
11919 MovePlayerOneStep()
11920 -----------------------------------------------------------------------------
11921 dx, dy: direction (non-diagonal) to try to move the player to
11922 real_dx, real_dy: direction as read from input device (can be diagonal)
11925 boolean MovePlayerOneStep(struct PlayerInfo *player,
11926 int dx, int dy, int real_dx, int real_dy)
11928 int jx = player->jx, jy = player->jy;
11929 int new_jx = jx + dx, new_jy = jy + dy;
11931 boolean player_can_move = !player->cannot_move;
11933 if (!player->active || (!dx && !dy))
11934 return MP_NO_ACTION;
11936 player->MovDir = (dx < 0 ? MV_LEFT :
11937 dx > 0 ? MV_RIGHT :
11939 dy > 0 ? MV_DOWN : MV_NONE);
11941 if (!IN_LEV_FIELD(new_jx, new_jy))
11942 return MP_NO_ACTION;
11944 if (!player_can_move)
11946 if (player->MovPos == 0)
11948 player->is_moving = FALSE;
11949 player->is_digging = FALSE;
11950 player->is_collecting = FALSE;
11951 player->is_snapping = FALSE;
11952 player->is_pushing = FALSE;
11956 if (!options.network && game.centered_player_nr == -1 &&
11957 !AllPlayersInSight(player, new_jx, new_jy))
11958 return MP_NO_ACTION;
11960 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
11961 if (can_move != MP_MOVING)
11964 /* check if DigField() has caused relocation of the player */
11965 if (player->jx != jx || player->jy != jy)
11966 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
11968 StorePlayer[jx][jy] = 0;
11969 player->last_jx = jx;
11970 player->last_jy = jy;
11971 player->jx = new_jx;
11972 player->jy = new_jy;
11973 StorePlayer[new_jx][new_jy] = player->element_nr;
11975 if (player->move_delay_value_next != -1)
11977 player->move_delay_value = player->move_delay_value_next;
11978 player->move_delay_value_next = -1;
11982 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
11984 player->step_counter++;
11986 PlayerVisit[jx][jy] = FrameCounter;
11988 player->is_moving = TRUE;
11991 /* should better be called in MovePlayer(), but this breaks some tapes */
11992 ScrollPlayer(player, SCROLL_INIT);
11998 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12000 int jx = player->jx, jy = player->jy;
12001 int old_jx = jx, old_jy = jy;
12002 int moved = MP_NO_ACTION;
12004 if (!player->active)
12009 if (player->MovPos == 0)
12011 player->is_moving = FALSE;
12012 player->is_digging = FALSE;
12013 player->is_collecting = FALSE;
12014 player->is_snapping = FALSE;
12015 player->is_pushing = FALSE;
12021 if (player->move_delay > 0)
12024 player->move_delay = -1; /* set to "uninitialized" value */
12026 /* store if player is automatically moved to next field */
12027 player->is_auto_moving = (player->programmed_action != MV_NONE);
12029 /* remove the last programmed player action */
12030 player->programmed_action = 0;
12032 if (player->MovPos)
12034 /* should only happen if pre-1.2 tape recordings are played */
12035 /* this is only for backward compatibility */
12037 int original_move_delay_value = player->move_delay_value;
12040 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12044 /* scroll remaining steps with finest movement resolution */
12045 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12047 while (player->MovPos)
12049 ScrollPlayer(player, SCROLL_GO_ON);
12050 ScrollScreen(NULL, SCROLL_GO_ON);
12052 AdvanceFrameAndPlayerCounters(player->index_nr);
12058 player->move_delay_value = original_move_delay_value;
12061 player->is_active = FALSE;
12063 if (player->last_move_dir & MV_HORIZONTAL)
12065 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12066 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12070 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12071 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12074 if (!moved && !player->is_active)
12076 player->is_moving = FALSE;
12077 player->is_digging = FALSE;
12078 player->is_collecting = FALSE;
12079 player->is_snapping = FALSE;
12080 player->is_pushing = FALSE;
12086 if (moved & MP_MOVING && !ScreenMovPos &&
12087 (player->index_nr == game.centered_player_nr ||
12088 game.centered_player_nr == -1))
12090 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12091 int offset = game.scroll_delay_value;
12093 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12095 /* actual player has left the screen -- scroll in that direction */
12096 if (jx != old_jx) /* player has moved horizontally */
12097 scroll_x += (jx - old_jx);
12098 else /* player has moved vertically */
12099 scroll_y += (jy - old_jy);
12103 if (jx != old_jx) /* player has moved horizontally */
12105 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12106 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12107 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12109 /* don't scroll over playfield boundaries */
12110 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12111 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12113 /* don't scroll more than one field at a time */
12114 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12116 /* don't scroll against the player's moving direction */
12117 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12118 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12119 scroll_x = old_scroll_x;
12121 else /* player has moved vertically */
12123 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12124 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12125 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12127 /* don't scroll over playfield boundaries */
12128 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12129 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12131 /* don't scroll more than one field at a time */
12132 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12134 /* don't scroll against the player's moving direction */
12135 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12136 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12137 scroll_y = old_scroll_y;
12141 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12143 if (!options.network && game.centered_player_nr == -1 &&
12144 !AllPlayersInVisibleScreen())
12146 scroll_x = old_scroll_x;
12147 scroll_y = old_scroll_y;
12151 ScrollScreen(player, SCROLL_INIT);
12152 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12157 player->StepFrame = 0;
12159 if (moved & MP_MOVING)
12161 if (old_jx != jx && old_jy == jy)
12162 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12163 else if (old_jx == jx && old_jy != jy)
12164 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12166 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12168 player->last_move_dir = player->MovDir;
12169 player->is_moving = TRUE;
12170 player->is_snapping = FALSE;
12171 player->is_switching = FALSE;
12172 player->is_dropping = FALSE;
12173 player->is_dropping_pressed = FALSE;
12174 player->drop_pressed_delay = 0;
12177 /* should better be called here than above, but this breaks some tapes */
12178 ScrollPlayer(player, SCROLL_INIT);
12183 CheckGravityMovementWhenNotMoving(player);
12185 player->is_moving = FALSE;
12187 /* at this point, the player is allowed to move, but cannot move right now
12188 (e.g. because of something blocking the way) -- ensure that the player
12189 is also allowed to move in the next frame (in old versions before 3.1.1,
12190 the player was forced to wait again for eight frames before next try) */
12192 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12193 player->move_delay = 0; /* allow direct movement in the next frame */
12196 if (player->move_delay == -1) /* not yet initialized by DigField() */
12197 player->move_delay = player->move_delay_value;
12199 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12201 TestIfPlayerTouchesBadThing(jx, jy);
12202 TestIfPlayerTouchesCustomElement(jx, jy);
12205 if (!player->active)
12206 RemovePlayer(player);
12211 void ScrollPlayer(struct PlayerInfo *player, int mode)
12213 int jx = player->jx, jy = player->jy;
12214 int last_jx = player->last_jx, last_jy = player->last_jy;
12215 int move_stepsize = TILEX / player->move_delay_value;
12217 if (!player->active)
12220 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12223 if (mode == SCROLL_INIT)
12225 player->actual_frame_counter = FrameCounter;
12226 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12228 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12229 Feld[last_jx][last_jy] == EL_EMPTY)
12231 int last_field_block_delay = 0; /* start with no blocking at all */
12232 int block_delay_adjustment = player->block_delay_adjustment;
12234 /* if player blocks last field, add delay for exactly one move */
12235 if (player->block_last_field)
12237 last_field_block_delay += player->move_delay_value;
12239 /* when blocking enabled, prevent moving up despite gravity */
12240 if (player->gravity && player->MovDir == MV_UP)
12241 block_delay_adjustment = -1;
12244 /* add block delay adjustment (also possible when not blocking) */
12245 last_field_block_delay += block_delay_adjustment;
12247 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12248 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12251 if (player->MovPos != 0) /* player has not yet reached destination */
12254 else if (!FrameReached(&player->actual_frame_counter, 1))
12257 if (player->MovPos != 0)
12259 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12260 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12262 /* before DrawPlayer() to draw correct player graphic for this case */
12263 if (player->MovPos == 0)
12264 CheckGravityMovement(player);
12267 if (player->MovPos == 0) /* player reached destination field */
12269 if (player->move_delay_reset_counter > 0)
12271 player->move_delay_reset_counter--;
12273 if (player->move_delay_reset_counter == 0)
12275 /* continue with normal speed after quickly moving through gate */
12276 HALVE_PLAYER_SPEED(player);
12278 /* be able to make the next move without delay */
12279 player->move_delay = 0;
12283 player->last_jx = jx;
12284 player->last_jy = jy;
12286 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12287 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12288 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12289 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12290 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12291 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12292 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12293 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12295 DrawPlayer(player); /* needed here only to cleanup last field */
12296 RemovePlayer(player);
12298 if (local_player->friends_still_needed == 0 ||
12299 IS_SP_ELEMENT(Feld[jx][jy]))
12300 PlayerWins(player);
12303 /* this breaks one level: "machine", level 000 */
12305 int move_direction = player->MovDir;
12306 int enter_side = MV_DIR_OPPOSITE(move_direction);
12307 int leave_side = move_direction;
12308 int old_jx = last_jx;
12309 int old_jy = last_jy;
12310 int old_element = Feld[old_jx][old_jy];
12311 int new_element = Feld[jx][jy];
12313 if (IS_CUSTOM_ELEMENT(old_element))
12314 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12316 player->index_bit, leave_side);
12318 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12319 CE_PLAYER_LEAVES_X,
12320 player->index_bit, leave_side);
12322 if (IS_CUSTOM_ELEMENT(new_element))
12323 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12324 player->index_bit, enter_side);
12326 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12327 CE_PLAYER_ENTERS_X,
12328 player->index_bit, enter_side);
12330 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12331 CE_MOVE_OF_X, move_direction);
12334 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12336 TestIfPlayerTouchesBadThing(jx, jy);
12337 TestIfPlayerTouchesCustomElement(jx, jy);
12339 /* needed because pushed element has not yet reached its destination,
12340 so it would trigger a change event at its previous field location */
12341 if (!player->is_pushing)
12342 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12344 if (!player->active)
12345 RemovePlayer(player);
12348 if (!local_player->LevelSolved && level.use_step_counter)
12358 if (TimeLeft <= 10 && setup.time_limit)
12359 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12361 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12363 DisplayGameControlValues();
12365 if (!TimeLeft && setup.time_limit)
12366 for (i = 0; i < MAX_PLAYERS; i++)
12367 KillPlayer(&stored_player[i]);
12369 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12371 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12373 DisplayGameControlValues();
12377 if (tape.single_step && tape.recording && !tape.pausing &&
12378 !player->programmed_action)
12379 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12381 if (!player->programmed_action)
12382 CheckSaveEngineSnapshot(player);
12386 void ScrollScreen(struct PlayerInfo *player, int mode)
12388 static unsigned int screen_frame_counter = 0;
12390 if (mode == SCROLL_INIT)
12392 /* set scrolling step size according to actual player's moving speed */
12393 ScrollStepSize = TILEX / player->move_delay_value;
12395 screen_frame_counter = FrameCounter;
12396 ScreenMovDir = player->MovDir;
12397 ScreenMovPos = player->MovPos;
12398 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12401 else if (!FrameReached(&screen_frame_counter, 1))
12406 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12407 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12408 redraw_mask |= REDRAW_FIELD;
12411 ScreenMovDir = MV_NONE;
12414 void TestIfPlayerTouchesCustomElement(int x, int y)
12416 static int xy[4][2] =
12423 static int trigger_sides[4][2] =
12425 /* center side border side */
12426 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12427 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12428 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12429 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12431 static int touch_dir[4] =
12433 MV_LEFT | MV_RIGHT,
12438 int center_element = Feld[x][y]; /* should always be non-moving! */
12441 for (i = 0; i < NUM_DIRECTIONS; i++)
12443 int xx = x + xy[i][0];
12444 int yy = y + xy[i][1];
12445 int center_side = trigger_sides[i][0];
12446 int border_side = trigger_sides[i][1];
12447 int border_element;
12449 if (!IN_LEV_FIELD(xx, yy))
12452 if (IS_PLAYER(x, y)) /* player found at center element */
12454 struct PlayerInfo *player = PLAYERINFO(x, y);
12456 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12457 border_element = Feld[xx][yy]; /* may be moving! */
12458 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12459 border_element = Feld[xx][yy];
12460 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12461 border_element = MovingOrBlocked2Element(xx, yy);
12463 continue; /* center and border element do not touch */
12465 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12466 player->index_bit, border_side);
12467 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12468 CE_PLAYER_TOUCHES_X,
12469 player->index_bit, border_side);
12472 /* use player element that is initially defined in the level playfield,
12473 not the player element that corresponds to the runtime player number
12474 (example: a level that contains EL_PLAYER_3 as the only player would
12475 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12476 int player_element = PLAYERINFO(x, y)->initial_element;
12478 CheckElementChangeBySide(xx, yy, border_element, player_element,
12479 CE_TOUCHING_X, border_side);
12482 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12484 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12486 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12488 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12489 continue; /* center and border element do not touch */
12492 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12493 player->index_bit, center_side);
12494 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12495 CE_PLAYER_TOUCHES_X,
12496 player->index_bit, center_side);
12499 /* use player element that is initially defined in the level playfield,
12500 not the player element that corresponds to the runtime player number
12501 (example: a level that contains EL_PLAYER_3 as the only player would
12502 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12503 int player_element = PLAYERINFO(xx, yy)->initial_element;
12505 CheckElementChangeBySide(x, y, center_element, player_element,
12506 CE_TOUCHING_X, center_side);
12514 void TestIfElementTouchesCustomElement(int x, int y)
12516 static int xy[4][2] =
12523 static int trigger_sides[4][2] =
12525 /* center side border side */
12526 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12527 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12528 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12529 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12531 static int touch_dir[4] =
12533 MV_LEFT | MV_RIGHT,
12538 boolean change_center_element = FALSE;
12539 int center_element = Feld[x][y]; /* should always be non-moving! */
12540 int border_element_old[NUM_DIRECTIONS];
12543 for (i = 0; i < NUM_DIRECTIONS; i++)
12545 int xx = x + xy[i][0];
12546 int yy = y + xy[i][1];
12547 int border_element;
12549 border_element_old[i] = -1;
12551 if (!IN_LEV_FIELD(xx, yy))
12554 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12555 border_element = Feld[xx][yy]; /* may be moving! */
12556 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12557 border_element = Feld[xx][yy];
12558 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12559 border_element = MovingOrBlocked2Element(xx, yy);
12561 continue; /* center and border element do not touch */
12563 border_element_old[i] = border_element;
12566 for (i = 0; i < NUM_DIRECTIONS; i++)
12568 int xx = x + xy[i][0];
12569 int yy = y + xy[i][1];
12570 int center_side = trigger_sides[i][0];
12571 int border_element = border_element_old[i];
12573 if (border_element == -1)
12576 /* check for change of border element */
12577 CheckElementChangeBySide(xx, yy, border_element, center_element,
12578 CE_TOUCHING_X, center_side);
12580 /* (center element cannot be player, so we dont have to check this here) */
12583 for (i = 0; i < NUM_DIRECTIONS; i++)
12585 int xx = x + xy[i][0];
12586 int yy = y + xy[i][1];
12587 int border_side = trigger_sides[i][1];
12588 int border_element = border_element_old[i];
12590 if (border_element == -1)
12593 /* check for change of center element (but change it only once) */
12594 if (!change_center_element)
12595 change_center_element =
12596 CheckElementChangeBySide(x, y, center_element, border_element,
12597 CE_TOUCHING_X, border_side);
12599 if (IS_PLAYER(xx, yy))
12601 /* use player element that is initially defined in the level playfield,
12602 not the player element that corresponds to the runtime player number
12603 (example: a level that contains EL_PLAYER_3 as the only player would
12604 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12605 int player_element = PLAYERINFO(xx, yy)->initial_element;
12607 CheckElementChangeBySide(x, y, center_element, player_element,
12608 CE_TOUCHING_X, border_side);
12613 void TestIfElementHitsCustomElement(int x, int y, int direction)
12615 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12616 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12617 int hitx = x + dx, hity = y + dy;
12618 int hitting_element = Feld[x][y];
12619 int touched_element;
12621 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12624 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12625 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12627 if (IN_LEV_FIELD(hitx, hity))
12629 int opposite_direction = MV_DIR_OPPOSITE(direction);
12630 int hitting_side = direction;
12631 int touched_side = opposite_direction;
12632 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12633 MovDir[hitx][hity] != direction ||
12634 ABS(MovPos[hitx][hity]) <= TILEY / 2);
12640 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12641 CE_HITTING_X, touched_side);
12643 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12644 CE_HIT_BY_X, hitting_side);
12646 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12647 CE_HIT_BY_SOMETHING, opposite_direction);
12649 if (IS_PLAYER(hitx, hity))
12651 /* use player element that is initially defined in the level playfield,
12652 not the player element that corresponds to the runtime player number
12653 (example: a level that contains EL_PLAYER_3 as the only player would
12654 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12655 int player_element = PLAYERINFO(hitx, hity)->initial_element;
12657 CheckElementChangeBySide(x, y, hitting_element, player_element,
12658 CE_HITTING_X, touched_side);
12663 /* "hitting something" is also true when hitting the playfield border */
12664 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12665 CE_HITTING_SOMETHING, direction);
12668 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
12670 int i, kill_x = -1, kill_y = -1;
12672 int bad_element = -1;
12673 static int test_xy[4][2] =
12680 static int test_dir[4] =
12688 for (i = 0; i < NUM_DIRECTIONS; i++)
12690 int test_x, test_y, test_move_dir, test_element;
12692 test_x = good_x + test_xy[i][0];
12693 test_y = good_y + test_xy[i][1];
12695 if (!IN_LEV_FIELD(test_x, test_y))
12699 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12701 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
12703 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12704 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12706 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
12707 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
12711 bad_element = test_element;
12717 if (kill_x != -1 || kill_y != -1)
12719 if (IS_PLAYER(good_x, good_y))
12721 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
12723 if (player->shield_deadly_time_left > 0 &&
12724 !IS_INDESTRUCTIBLE(bad_element))
12725 Bang(kill_x, kill_y);
12726 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
12727 KillPlayer(player);
12730 Bang(good_x, good_y);
12734 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
12736 int i, kill_x = -1, kill_y = -1;
12737 int bad_element = Feld[bad_x][bad_y];
12738 static int test_xy[4][2] =
12745 static int touch_dir[4] =
12747 MV_LEFT | MV_RIGHT,
12752 static int test_dir[4] =
12760 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
12763 for (i = 0; i < NUM_DIRECTIONS; i++)
12765 int test_x, test_y, test_move_dir, test_element;
12767 test_x = bad_x + test_xy[i][0];
12768 test_y = bad_y + test_xy[i][1];
12770 if (!IN_LEV_FIELD(test_x, test_y))
12774 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12776 test_element = Feld[test_x][test_y];
12778 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12779 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12781 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
12782 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
12784 /* good thing is player or penguin that does not move away */
12785 if (IS_PLAYER(test_x, test_y))
12787 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12789 if (bad_element == EL_ROBOT && player->is_moving)
12790 continue; /* robot does not kill player if he is moving */
12792 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12794 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12795 continue; /* center and border element do not touch */
12803 else if (test_element == EL_PENGUIN)
12813 if (kill_x != -1 || kill_y != -1)
12815 if (IS_PLAYER(kill_x, kill_y))
12817 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12819 if (player->shield_deadly_time_left > 0 &&
12820 !IS_INDESTRUCTIBLE(bad_element))
12821 Bang(bad_x, bad_y);
12822 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12823 KillPlayer(player);
12826 Bang(kill_x, kill_y);
12830 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
12832 int bad_element = Feld[bad_x][bad_y];
12833 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
12834 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
12835 int test_x = bad_x + dx, test_y = bad_y + dy;
12836 int test_move_dir, test_element;
12837 int kill_x = -1, kill_y = -1;
12839 if (!IN_LEV_FIELD(test_x, test_y))
12843 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12845 test_element = Feld[test_x][test_y];
12847 if (test_move_dir != bad_move_dir)
12849 /* good thing can be player or penguin that does not move away */
12850 if (IS_PLAYER(test_x, test_y))
12852 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12854 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
12855 player as being hit when he is moving towards the bad thing, because
12856 the "get hit by" condition would be lost after the player stops) */
12857 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
12858 return; /* player moves away from bad thing */
12863 else if (test_element == EL_PENGUIN)
12870 if (kill_x != -1 || kill_y != -1)
12872 if (IS_PLAYER(kill_x, kill_y))
12874 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12876 if (player->shield_deadly_time_left > 0 &&
12877 !IS_INDESTRUCTIBLE(bad_element))
12878 Bang(bad_x, bad_y);
12879 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12880 KillPlayer(player);
12883 Bang(kill_x, kill_y);
12887 void TestIfPlayerTouchesBadThing(int x, int y)
12889 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12892 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
12894 TestIfGoodThingHitsBadThing(x, y, move_dir);
12897 void TestIfBadThingTouchesPlayer(int x, int y)
12899 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12902 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
12904 TestIfBadThingHitsGoodThing(x, y, move_dir);
12907 void TestIfFriendTouchesBadThing(int x, int y)
12909 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12912 void TestIfBadThingTouchesFriend(int x, int y)
12914 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12917 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
12919 int i, kill_x = bad_x, kill_y = bad_y;
12920 static int xy[4][2] =
12928 for (i = 0; i < NUM_DIRECTIONS; i++)
12932 x = bad_x + xy[i][0];
12933 y = bad_y + xy[i][1];
12934 if (!IN_LEV_FIELD(x, y))
12937 element = Feld[x][y];
12938 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
12939 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
12947 if (kill_x != bad_x || kill_y != bad_y)
12948 Bang(bad_x, bad_y);
12951 void KillPlayer(struct PlayerInfo *player)
12953 int jx = player->jx, jy = player->jy;
12955 if (!player->active)
12959 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
12960 player->killed, player->active, player->reanimated);
12963 /* the following code was introduced to prevent an infinite loop when calling
12965 -> CheckTriggeredElementChangeExt()
12966 -> ExecuteCustomElementAction()
12968 -> (infinitely repeating the above sequence of function calls)
12969 which occurs when killing the player while having a CE with the setting
12970 "kill player X when explosion of <player X>"; the solution using a new
12971 field "player->killed" was chosen for backwards compatibility, although
12972 clever use of the fields "player->active" etc. would probably also work */
12974 if (player->killed)
12978 player->killed = TRUE;
12980 /* remove accessible field at the player's position */
12981 Feld[jx][jy] = EL_EMPTY;
12983 /* deactivate shield (else Bang()/Explode() would not work right) */
12984 player->shield_normal_time_left = 0;
12985 player->shield_deadly_time_left = 0;
12988 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
12989 player->killed, player->active, player->reanimated);
12995 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
12996 player->killed, player->active, player->reanimated);
12999 if (player->reanimated) /* killed player may have been reanimated */
13000 player->killed = player->reanimated = FALSE;
13002 BuryPlayer(player);
13005 static void KillPlayerUnlessEnemyProtected(int x, int y)
13007 if (!PLAYER_ENEMY_PROTECTED(x, y))
13008 KillPlayer(PLAYERINFO(x, y));
13011 static void KillPlayerUnlessExplosionProtected(int x, int y)
13013 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13014 KillPlayer(PLAYERINFO(x, y));
13017 void BuryPlayer(struct PlayerInfo *player)
13019 int jx = player->jx, jy = player->jy;
13021 if (!player->active)
13024 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13025 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13027 player->GameOver = TRUE;
13028 RemovePlayer(player);
13031 void RemovePlayer(struct PlayerInfo *player)
13033 int jx = player->jx, jy = player->jy;
13034 int i, found = FALSE;
13036 player->present = FALSE;
13037 player->active = FALSE;
13039 if (!ExplodeField[jx][jy])
13040 StorePlayer[jx][jy] = 0;
13042 if (player->is_moving)
13043 TEST_DrawLevelField(player->last_jx, player->last_jy);
13045 for (i = 0; i < MAX_PLAYERS; i++)
13046 if (stored_player[i].active)
13050 AllPlayersGone = TRUE;
13056 static void setFieldForSnapping(int x, int y, int element, int direction)
13058 struct ElementInfo *ei = &element_info[element];
13059 int direction_bit = MV_DIR_TO_BIT(direction);
13060 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13061 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13062 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13064 Feld[x][y] = EL_ELEMENT_SNAPPING;
13065 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13067 ResetGfxAnimation(x, y);
13069 GfxElement[x][y] = element;
13070 GfxAction[x][y] = action;
13071 GfxDir[x][y] = direction;
13072 GfxFrame[x][y] = -1;
13076 =============================================================================
13077 checkDiagonalPushing()
13078 -----------------------------------------------------------------------------
13079 check if diagonal input device direction results in pushing of object
13080 (by checking if the alternative direction is walkable, diggable, ...)
13081 =============================================================================
13084 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13085 int x, int y, int real_dx, int real_dy)
13087 int jx, jy, dx, dy, xx, yy;
13089 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13092 /* diagonal direction: check alternative direction */
13097 xx = jx + (dx == 0 ? real_dx : 0);
13098 yy = jy + (dy == 0 ? real_dy : 0);
13100 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13104 =============================================================================
13106 -----------------------------------------------------------------------------
13107 x, y: field next to player (non-diagonal) to try to dig to
13108 real_dx, real_dy: direction as read from input device (can be diagonal)
13109 =============================================================================
13112 static int DigField(struct PlayerInfo *player,
13113 int oldx, int oldy, int x, int y,
13114 int real_dx, int real_dy, int mode)
13116 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13117 boolean player_was_pushing = player->is_pushing;
13118 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13119 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13120 int jx = oldx, jy = oldy;
13121 int dx = x - jx, dy = y - jy;
13122 int nextx = x + dx, nexty = y + dy;
13123 int move_direction = (dx == -1 ? MV_LEFT :
13124 dx == +1 ? MV_RIGHT :
13126 dy == +1 ? MV_DOWN : MV_NONE);
13127 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13128 int dig_side = MV_DIR_OPPOSITE(move_direction);
13129 int old_element = Feld[jx][jy];
13130 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13133 if (is_player) /* function can also be called by EL_PENGUIN */
13135 if (player->MovPos == 0)
13137 player->is_digging = FALSE;
13138 player->is_collecting = FALSE;
13141 if (player->MovPos == 0) /* last pushing move finished */
13142 player->is_pushing = FALSE;
13144 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13146 player->is_switching = FALSE;
13147 player->push_delay = -1;
13149 return MP_NO_ACTION;
13153 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13154 old_element = Back[jx][jy];
13156 /* in case of element dropped at player position, check background */
13157 else if (Back[jx][jy] != EL_EMPTY &&
13158 game.engine_version >= VERSION_IDENT(2,2,0,0))
13159 old_element = Back[jx][jy];
13161 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13162 return MP_NO_ACTION; /* field has no opening in this direction */
13164 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13165 return MP_NO_ACTION; /* field has no opening in this direction */
13167 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13171 Feld[jx][jy] = player->artwork_element;
13172 InitMovingField(jx, jy, MV_DOWN);
13173 Store[jx][jy] = EL_ACID;
13174 ContinueMoving(jx, jy);
13175 BuryPlayer(player);
13177 return MP_DONT_RUN_INTO;
13180 if (player_can_move && DONT_RUN_INTO(element))
13182 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13184 return MP_DONT_RUN_INTO;
13187 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13188 return MP_NO_ACTION;
13190 collect_count = element_info[element].collect_count_initial;
13192 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13193 return MP_NO_ACTION;
13195 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13196 player_can_move = player_can_move_or_snap;
13198 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13199 game.engine_version >= VERSION_IDENT(2,2,0,0))
13201 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13202 player->index_bit, dig_side);
13203 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13204 player->index_bit, dig_side);
13206 if (element == EL_DC_LANDMINE)
13209 if (Feld[x][y] != element) /* field changed by snapping */
13212 return MP_NO_ACTION;
13215 if (player->gravity && is_player && !player->is_auto_moving &&
13216 canFallDown(player) && move_direction != MV_DOWN &&
13217 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13218 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13220 if (player_can_move &&
13221 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13223 int sound_element = SND_ELEMENT(element);
13224 int sound_action = ACTION_WALKING;
13226 if (IS_RND_GATE(element))
13228 if (!player->key[RND_GATE_NR(element)])
13229 return MP_NO_ACTION;
13231 else if (IS_RND_GATE_GRAY(element))
13233 if (!player->key[RND_GATE_GRAY_NR(element)])
13234 return MP_NO_ACTION;
13236 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13238 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13239 return MP_NO_ACTION;
13241 else if (element == EL_EXIT_OPEN ||
13242 element == EL_EM_EXIT_OPEN ||
13243 element == EL_EM_EXIT_OPENING ||
13244 element == EL_STEEL_EXIT_OPEN ||
13245 element == EL_EM_STEEL_EXIT_OPEN ||
13246 element == EL_EM_STEEL_EXIT_OPENING ||
13247 element == EL_SP_EXIT_OPEN ||
13248 element == EL_SP_EXIT_OPENING)
13250 sound_action = ACTION_PASSING; /* player is passing exit */
13252 else if (element == EL_EMPTY)
13254 sound_action = ACTION_MOVING; /* nothing to walk on */
13257 /* play sound from background or player, whatever is available */
13258 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13259 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13261 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13263 else if (player_can_move &&
13264 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13266 if (!ACCESS_FROM(element, opposite_direction))
13267 return MP_NO_ACTION; /* field not accessible from this direction */
13269 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13270 return MP_NO_ACTION;
13272 if (IS_EM_GATE(element))
13274 if (!player->key[EM_GATE_NR(element)])
13275 return MP_NO_ACTION;
13277 else if (IS_EM_GATE_GRAY(element))
13279 if (!player->key[EM_GATE_GRAY_NR(element)])
13280 return MP_NO_ACTION;
13282 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13284 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13285 return MP_NO_ACTION;
13287 else if (IS_EMC_GATE(element))
13289 if (!player->key[EMC_GATE_NR(element)])
13290 return MP_NO_ACTION;
13292 else if (IS_EMC_GATE_GRAY(element))
13294 if (!player->key[EMC_GATE_GRAY_NR(element)])
13295 return MP_NO_ACTION;
13297 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13299 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13300 return MP_NO_ACTION;
13302 else if (element == EL_DC_GATE_WHITE ||
13303 element == EL_DC_GATE_WHITE_GRAY ||
13304 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13306 if (player->num_white_keys == 0)
13307 return MP_NO_ACTION;
13309 player->num_white_keys--;
13311 else if (IS_SP_PORT(element))
13313 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13314 element == EL_SP_GRAVITY_PORT_RIGHT ||
13315 element == EL_SP_GRAVITY_PORT_UP ||
13316 element == EL_SP_GRAVITY_PORT_DOWN)
13317 player->gravity = !player->gravity;
13318 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13319 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13320 element == EL_SP_GRAVITY_ON_PORT_UP ||
13321 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13322 player->gravity = TRUE;
13323 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13324 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13325 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13326 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13327 player->gravity = FALSE;
13330 /* automatically move to the next field with double speed */
13331 player->programmed_action = move_direction;
13333 if (player->move_delay_reset_counter == 0)
13335 player->move_delay_reset_counter = 2; /* two double speed steps */
13337 DOUBLE_PLAYER_SPEED(player);
13340 PlayLevelSoundAction(x, y, ACTION_PASSING);
13342 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13346 if (mode != DF_SNAP)
13348 GfxElement[x][y] = GFX_ELEMENT(element);
13349 player->is_digging = TRUE;
13352 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13354 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13355 player->index_bit, dig_side);
13357 if (mode == DF_SNAP)
13359 if (level.block_snap_field)
13360 setFieldForSnapping(x, y, element, move_direction);
13362 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13364 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13365 player->index_bit, dig_side);
13368 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13372 if (is_player && mode != DF_SNAP)
13374 GfxElement[x][y] = element;
13375 player->is_collecting = TRUE;
13378 if (element == EL_SPEED_PILL)
13380 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13382 else if (element == EL_EXTRA_TIME && level.time > 0)
13384 TimeLeft += level.extra_time;
13386 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13388 DisplayGameControlValues();
13390 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13392 player->shield_normal_time_left += level.shield_normal_time;
13393 if (element == EL_SHIELD_DEADLY)
13394 player->shield_deadly_time_left += level.shield_deadly_time;
13396 else if (element == EL_DYNAMITE ||
13397 element == EL_EM_DYNAMITE ||
13398 element == EL_SP_DISK_RED)
13400 if (player->inventory_size < MAX_INVENTORY_SIZE)
13401 player->inventory_element[player->inventory_size++] = element;
13403 DrawGameDoorValues();
13405 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13407 player->dynabomb_count++;
13408 player->dynabombs_left++;
13410 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13412 player->dynabomb_size++;
13414 else if (element == EL_DYNABOMB_INCREASE_POWER)
13416 player->dynabomb_xl = TRUE;
13418 else if (IS_KEY(element))
13420 player->key[KEY_NR(element)] = TRUE;
13422 DrawGameDoorValues();
13424 else if (element == EL_DC_KEY_WHITE)
13426 player->num_white_keys++;
13428 /* display white keys? */
13429 /* DrawGameDoorValues(); */
13431 else if (IS_ENVELOPE(element))
13433 player->show_envelope = element;
13435 else if (element == EL_EMC_LENSES)
13437 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13439 RedrawAllInvisibleElementsForLenses();
13441 else if (element == EL_EMC_MAGNIFIER)
13443 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13445 RedrawAllInvisibleElementsForMagnifier();
13447 else if (IS_DROPPABLE(element) ||
13448 IS_THROWABLE(element)) /* can be collected and dropped */
13452 if (collect_count == 0)
13453 player->inventory_infinite_element = element;
13455 for (i = 0; i < collect_count; i++)
13456 if (player->inventory_size < MAX_INVENTORY_SIZE)
13457 player->inventory_element[player->inventory_size++] = element;
13459 DrawGameDoorValues();
13461 else if (collect_count > 0)
13463 local_player->gems_still_needed -= collect_count;
13464 if (local_player->gems_still_needed < 0)
13465 local_player->gems_still_needed = 0;
13467 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13469 DisplayGameControlValues();
13472 RaiseScoreElement(element);
13473 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13476 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13477 player->index_bit, dig_side);
13479 if (mode == DF_SNAP)
13481 if (level.block_snap_field)
13482 setFieldForSnapping(x, y, element, move_direction);
13484 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13486 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13487 player->index_bit, dig_side);
13490 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13492 if (mode == DF_SNAP && element != EL_BD_ROCK)
13493 return MP_NO_ACTION;
13495 if (CAN_FALL(element) && dy)
13496 return MP_NO_ACTION;
13498 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13499 !(element == EL_SPRING && level.use_spring_bug))
13500 return MP_NO_ACTION;
13502 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13503 ((move_direction & MV_VERTICAL &&
13504 ((element_info[element].move_pattern & MV_LEFT &&
13505 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13506 (element_info[element].move_pattern & MV_RIGHT &&
13507 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13508 (move_direction & MV_HORIZONTAL &&
13509 ((element_info[element].move_pattern & MV_UP &&
13510 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13511 (element_info[element].move_pattern & MV_DOWN &&
13512 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13513 return MP_NO_ACTION;
13515 /* do not push elements already moving away faster than player */
13516 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13517 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13518 return MP_NO_ACTION;
13520 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13522 if (player->push_delay_value == -1 || !player_was_pushing)
13523 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13525 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13527 if (player->push_delay_value == -1)
13528 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13530 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13532 if (!player->is_pushing)
13533 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13536 player->is_pushing = TRUE;
13537 player->is_active = TRUE;
13539 if (!(IN_LEV_FIELD(nextx, nexty) &&
13540 (IS_FREE(nextx, nexty) ||
13541 (IS_SB_ELEMENT(element) &&
13542 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13543 (IS_CUSTOM_ELEMENT(element) &&
13544 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13545 return MP_NO_ACTION;
13547 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13548 return MP_NO_ACTION;
13550 if (player->push_delay == -1) /* new pushing; restart delay */
13551 player->push_delay = 0;
13553 if (player->push_delay < player->push_delay_value &&
13554 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13555 element != EL_SPRING && element != EL_BALLOON)
13557 /* make sure that there is no move delay before next try to push */
13558 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13559 player->move_delay = 0;
13561 return MP_NO_ACTION;
13564 if (IS_CUSTOM_ELEMENT(element) &&
13565 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13567 if (!DigFieldByCE(nextx, nexty, element))
13568 return MP_NO_ACTION;
13571 if (IS_SB_ELEMENT(element))
13573 if (element == EL_SOKOBAN_FIELD_FULL)
13575 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13576 local_player->sokobanfields_still_needed++;
13579 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13581 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13582 local_player->sokobanfields_still_needed--;
13585 Feld[x][y] = EL_SOKOBAN_OBJECT;
13587 if (Back[x][y] == Back[nextx][nexty])
13588 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13589 else if (Back[x][y] != 0)
13590 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13593 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13596 if (local_player->sokobanfields_still_needed == 0 &&
13597 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13599 PlayerWins(player);
13601 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13605 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13607 InitMovingField(x, y, move_direction);
13608 GfxAction[x][y] = ACTION_PUSHING;
13610 if (mode == DF_SNAP)
13611 ContinueMoving(x, y);
13613 MovPos[x][y] = (dx != 0 ? dx : dy);
13615 Pushed[x][y] = TRUE;
13616 Pushed[nextx][nexty] = TRUE;
13618 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13619 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13621 player->push_delay_value = -1; /* get new value later */
13623 /* check for element change _after_ element has been pushed */
13624 if (game.use_change_when_pushing_bug)
13626 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
13627 player->index_bit, dig_side);
13628 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
13629 player->index_bit, dig_side);
13632 else if (IS_SWITCHABLE(element))
13634 if (PLAYER_SWITCHING(player, x, y))
13636 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13637 player->index_bit, dig_side);
13642 player->is_switching = TRUE;
13643 player->switch_x = x;
13644 player->switch_y = y;
13646 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13648 if (element == EL_ROBOT_WHEEL)
13650 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
13654 game.robot_wheel_active = TRUE;
13656 TEST_DrawLevelField(x, y);
13658 else if (element == EL_SP_TERMINAL)
13662 SCAN_PLAYFIELD(xx, yy)
13664 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
13666 else if (Feld[xx][yy] == EL_SP_TERMINAL)
13667 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
13670 else if (IS_BELT_SWITCH(element))
13672 ToggleBeltSwitch(x, y);
13674 else if (element == EL_SWITCHGATE_SWITCH_UP ||
13675 element == EL_SWITCHGATE_SWITCH_DOWN ||
13676 element == EL_DC_SWITCHGATE_SWITCH_UP ||
13677 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
13679 ToggleSwitchgateSwitch(x, y);
13681 else if (element == EL_LIGHT_SWITCH ||
13682 element == EL_LIGHT_SWITCH_ACTIVE)
13684 ToggleLightSwitch(x, y);
13686 else if (element == EL_TIMEGATE_SWITCH ||
13687 element == EL_DC_TIMEGATE_SWITCH)
13689 ActivateTimegateSwitch(x, y);
13691 else if (element == EL_BALLOON_SWITCH_LEFT ||
13692 element == EL_BALLOON_SWITCH_RIGHT ||
13693 element == EL_BALLOON_SWITCH_UP ||
13694 element == EL_BALLOON_SWITCH_DOWN ||
13695 element == EL_BALLOON_SWITCH_NONE ||
13696 element == EL_BALLOON_SWITCH_ANY)
13698 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
13699 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
13700 element == EL_BALLOON_SWITCH_UP ? MV_UP :
13701 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
13702 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
13705 else if (element == EL_LAMP)
13707 Feld[x][y] = EL_LAMP_ACTIVE;
13708 local_player->lights_still_needed--;
13710 ResetGfxAnimation(x, y);
13711 TEST_DrawLevelField(x, y);
13713 else if (element == EL_TIME_ORB_FULL)
13715 Feld[x][y] = EL_TIME_ORB_EMPTY;
13717 if (level.time > 0 || level.use_time_orb_bug)
13719 TimeLeft += level.time_orb_time;
13720 game.no_time_limit = FALSE;
13722 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13724 DisplayGameControlValues();
13727 ResetGfxAnimation(x, y);
13728 TEST_DrawLevelField(x, y);
13730 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
13731 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13735 game.ball_state = !game.ball_state;
13737 SCAN_PLAYFIELD(xx, yy)
13739 int e = Feld[xx][yy];
13741 if (game.ball_state)
13743 if (e == EL_EMC_MAGIC_BALL)
13744 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
13745 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
13746 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
13750 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
13751 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
13752 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13753 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
13758 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13759 player->index_bit, dig_side);
13761 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13762 player->index_bit, dig_side);
13764 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13765 player->index_bit, dig_side);
13771 if (!PLAYER_SWITCHING(player, x, y))
13773 player->is_switching = TRUE;
13774 player->switch_x = x;
13775 player->switch_y = y;
13777 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
13778 player->index_bit, dig_side);
13779 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13780 player->index_bit, dig_side);
13782 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
13783 player->index_bit, dig_side);
13784 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13785 player->index_bit, dig_side);
13788 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
13789 player->index_bit, dig_side);
13790 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13791 player->index_bit, dig_side);
13793 return MP_NO_ACTION;
13796 player->push_delay = -1;
13798 if (is_player) /* function can also be called by EL_PENGUIN */
13800 if (Feld[x][y] != element) /* really digged/collected something */
13802 player->is_collecting = !player->is_digging;
13803 player->is_active = TRUE;
13810 static boolean DigFieldByCE(int x, int y, int digging_element)
13812 int element = Feld[x][y];
13814 if (!IS_FREE(x, y))
13816 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
13817 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
13820 /* no element can dig solid indestructible elements */
13821 if (IS_INDESTRUCTIBLE(element) &&
13822 !IS_DIGGABLE(element) &&
13823 !IS_COLLECTIBLE(element))
13826 if (AmoebaNr[x][y] &&
13827 (element == EL_AMOEBA_FULL ||
13828 element == EL_BD_AMOEBA ||
13829 element == EL_AMOEBA_GROWING))
13831 AmoebaCnt[AmoebaNr[x][y]]--;
13832 AmoebaCnt2[AmoebaNr[x][y]]--;
13835 if (IS_MOVING(x, y))
13836 RemoveMovingField(x, y);
13840 TEST_DrawLevelField(x, y);
13843 /* if digged element was about to explode, prevent the explosion */
13844 ExplodeField[x][y] = EX_TYPE_NONE;
13846 PlayLevelSoundAction(x, y, action);
13849 Store[x][y] = EL_EMPTY;
13851 /* this makes it possible to leave the removed element again */
13852 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
13853 Store[x][y] = element;
13858 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
13860 int jx = player->jx, jy = player->jy;
13861 int x = jx + dx, y = jy + dy;
13862 int snap_direction = (dx == -1 ? MV_LEFT :
13863 dx == +1 ? MV_RIGHT :
13865 dy == +1 ? MV_DOWN : MV_NONE);
13866 boolean can_continue_snapping = (level.continuous_snapping &&
13867 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
13869 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
13872 if (!player->active || !IN_LEV_FIELD(x, y))
13880 if (player->MovPos == 0)
13881 player->is_pushing = FALSE;
13883 player->is_snapping = FALSE;
13885 if (player->MovPos == 0)
13887 player->is_moving = FALSE;
13888 player->is_digging = FALSE;
13889 player->is_collecting = FALSE;
13895 /* prevent snapping with already pressed snap key when not allowed */
13896 if (player->is_snapping && !can_continue_snapping)
13899 player->MovDir = snap_direction;
13901 if (player->MovPos == 0)
13903 player->is_moving = FALSE;
13904 player->is_digging = FALSE;
13905 player->is_collecting = FALSE;
13908 player->is_dropping = FALSE;
13909 player->is_dropping_pressed = FALSE;
13910 player->drop_pressed_delay = 0;
13912 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
13915 player->is_snapping = TRUE;
13916 player->is_active = TRUE;
13918 if (player->MovPos == 0)
13920 player->is_moving = FALSE;
13921 player->is_digging = FALSE;
13922 player->is_collecting = FALSE;
13925 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
13926 TEST_DrawLevelField(player->last_jx, player->last_jy);
13928 TEST_DrawLevelField(x, y);
13933 static boolean DropElement(struct PlayerInfo *player)
13935 int old_element, new_element;
13936 int dropx = player->jx, dropy = player->jy;
13937 int drop_direction = player->MovDir;
13938 int drop_side = drop_direction;
13939 int drop_element = get_next_dropped_element(player);
13941 player->is_dropping_pressed = TRUE;
13943 /* do not drop an element on top of another element; when holding drop key
13944 pressed without moving, dropped element must move away before the next
13945 element can be dropped (this is especially important if the next element
13946 is dynamite, which can be placed on background for historical reasons) */
13947 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
13950 if (IS_THROWABLE(drop_element))
13952 dropx += GET_DX_FROM_DIR(drop_direction);
13953 dropy += GET_DY_FROM_DIR(drop_direction);
13955 if (!IN_LEV_FIELD(dropx, dropy))
13959 old_element = Feld[dropx][dropy]; /* old element at dropping position */
13960 new_element = drop_element; /* default: no change when dropping */
13962 /* check if player is active, not moving and ready to drop */
13963 if (!player->active || player->MovPos || player->drop_delay > 0)
13966 /* check if player has anything that can be dropped */
13967 if (new_element == EL_UNDEFINED)
13970 /* check if drop key was pressed long enough for EM style dynamite */
13971 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
13974 /* check if anything can be dropped at the current position */
13975 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
13978 /* collected custom elements can only be dropped on empty fields */
13979 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
13982 if (old_element != EL_EMPTY)
13983 Back[dropx][dropy] = old_element; /* store old element on this field */
13985 ResetGfxAnimation(dropx, dropy);
13986 ResetRandomAnimationValue(dropx, dropy);
13988 if (player->inventory_size > 0 ||
13989 player->inventory_infinite_element != EL_UNDEFINED)
13991 if (player->inventory_size > 0)
13993 player->inventory_size--;
13995 DrawGameDoorValues();
13997 if (new_element == EL_DYNAMITE)
13998 new_element = EL_DYNAMITE_ACTIVE;
13999 else if (new_element == EL_EM_DYNAMITE)
14000 new_element = EL_EM_DYNAMITE_ACTIVE;
14001 else if (new_element == EL_SP_DISK_RED)
14002 new_element = EL_SP_DISK_RED_ACTIVE;
14005 Feld[dropx][dropy] = new_element;
14007 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14008 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14009 el2img(Feld[dropx][dropy]), 0);
14011 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14013 /* needed if previous element just changed to "empty" in the last frame */
14014 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14016 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14017 player->index_bit, drop_side);
14018 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14020 player->index_bit, drop_side);
14022 TestIfElementTouchesCustomElement(dropx, dropy);
14024 else /* player is dropping a dyna bomb */
14026 player->dynabombs_left--;
14028 Feld[dropx][dropy] = new_element;
14030 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14031 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14032 el2img(Feld[dropx][dropy]), 0);
14034 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14037 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14038 InitField_WithBug1(dropx, dropy, FALSE);
14040 new_element = Feld[dropx][dropy]; /* element might have changed */
14042 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14043 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14045 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14046 MovDir[dropx][dropy] = drop_direction;
14048 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14050 /* do not cause impact style collision by dropping elements that can fall */
14051 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14054 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14055 player->is_dropping = TRUE;
14057 player->drop_pressed_delay = 0;
14058 player->is_dropping_pressed = FALSE;
14060 player->drop_x = dropx;
14061 player->drop_y = dropy;
14066 /* ------------------------------------------------------------------------- */
14067 /* game sound playing functions */
14068 /* ------------------------------------------------------------------------- */
14070 static int *loop_sound_frame = NULL;
14071 static int *loop_sound_volume = NULL;
14073 void InitPlayLevelSound()
14075 int num_sounds = getSoundListSize();
14077 checked_free(loop_sound_frame);
14078 checked_free(loop_sound_volume);
14080 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14081 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14084 static void PlayLevelSound(int x, int y, int nr)
14086 int sx = SCREENX(x), sy = SCREENY(y);
14087 int volume, stereo_position;
14088 int max_distance = 8;
14089 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14091 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14092 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14095 if (!IN_LEV_FIELD(x, y) ||
14096 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14097 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14100 volume = SOUND_MAX_VOLUME;
14102 if (!IN_SCR_FIELD(sx, sy))
14104 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14105 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14107 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14110 stereo_position = (SOUND_MAX_LEFT +
14111 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14112 (SCR_FIELDX + 2 * max_distance));
14114 if (IS_LOOP_SOUND(nr))
14116 /* This assures that quieter loop sounds do not overwrite louder ones,
14117 while restarting sound volume comparison with each new game frame. */
14119 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14122 loop_sound_volume[nr] = volume;
14123 loop_sound_frame[nr] = FrameCounter;
14126 PlaySoundExt(nr, volume, stereo_position, type);
14129 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14131 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14132 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14133 y < LEVELY(BY1) ? LEVELY(BY1) :
14134 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14138 static void PlayLevelSoundAction(int x, int y, int action)
14140 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14143 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14145 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14147 if (sound_effect != SND_UNDEFINED)
14148 PlayLevelSound(x, y, sound_effect);
14151 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14154 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14156 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14157 PlayLevelSound(x, y, sound_effect);
14160 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14162 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14164 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14165 PlayLevelSound(x, y, sound_effect);
14168 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14170 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14172 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14173 StopSound(sound_effect);
14176 static void PlayLevelMusic()
14178 if (levelset.music[level_nr] != MUS_UNDEFINED)
14179 PlayMusic(levelset.music[level_nr]); /* from config file */
14181 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
14184 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14186 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14187 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14188 int x = xx - 1 - offset;
14189 int y = yy - 1 - offset;
14194 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14198 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14202 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14206 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14210 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14214 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14218 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14221 case SAMPLE_android_clone:
14222 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14225 case SAMPLE_android_move:
14226 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14229 case SAMPLE_spring:
14230 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14234 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14238 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14241 case SAMPLE_eater_eat:
14242 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14246 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14249 case SAMPLE_collect:
14250 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14253 case SAMPLE_diamond:
14254 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14257 case SAMPLE_squash:
14258 /* !!! CHECK THIS !!! */
14260 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14262 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14266 case SAMPLE_wonderfall:
14267 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14271 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14275 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14279 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14283 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14287 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14291 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14294 case SAMPLE_wonder:
14295 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14299 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14302 case SAMPLE_exit_open:
14303 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14306 case SAMPLE_exit_leave:
14307 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14310 case SAMPLE_dynamite:
14311 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14315 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14319 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14323 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14327 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14331 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14335 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14339 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14344 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14346 int element = map_element_SP_to_RND(element_sp);
14347 int action = map_action_SP_to_RND(action_sp);
14348 int offset = (setup.sp_show_border_elements ? 0 : 1);
14349 int x = xx - offset;
14350 int y = yy - offset;
14352 PlayLevelSoundElementAction(x, y, element, action);
14355 void RaiseScore(int value)
14357 local_player->score += value;
14359 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14361 DisplayGameControlValues();
14364 void RaiseScoreElement(int element)
14369 case EL_BD_DIAMOND:
14370 case EL_EMERALD_YELLOW:
14371 case EL_EMERALD_RED:
14372 case EL_EMERALD_PURPLE:
14373 case EL_SP_INFOTRON:
14374 RaiseScore(level.score[SC_EMERALD]);
14377 RaiseScore(level.score[SC_DIAMOND]);
14380 RaiseScore(level.score[SC_CRYSTAL]);
14383 RaiseScore(level.score[SC_PEARL]);
14386 case EL_BD_BUTTERFLY:
14387 case EL_SP_ELECTRON:
14388 RaiseScore(level.score[SC_BUG]);
14391 case EL_BD_FIREFLY:
14392 case EL_SP_SNIKSNAK:
14393 RaiseScore(level.score[SC_SPACESHIP]);
14396 case EL_DARK_YAMYAM:
14397 RaiseScore(level.score[SC_YAMYAM]);
14400 RaiseScore(level.score[SC_ROBOT]);
14403 RaiseScore(level.score[SC_PACMAN]);
14406 RaiseScore(level.score[SC_NUT]);
14409 case EL_EM_DYNAMITE:
14410 case EL_SP_DISK_RED:
14411 case EL_DYNABOMB_INCREASE_NUMBER:
14412 case EL_DYNABOMB_INCREASE_SIZE:
14413 case EL_DYNABOMB_INCREASE_POWER:
14414 RaiseScore(level.score[SC_DYNAMITE]);
14416 case EL_SHIELD_NORMAL:
14417 case EL_SHIELD_DEADLY:
14418 RaiseScore(level.score[SC_SHIELD]);
14420 case EL_EXTRA_TIME:
14421 RaiseScore(level.extra_time_score);
14435 case EL_DC_KEY_WHITE:
14436 RaiseScore(level.score[SC_KEY]);
14439 RaiseScore(element_info[element].collect_score);
14444 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14446 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14448 /* closing door required in case of envelope style request dialogs */
14450 CloseDoor(DOOR_CLOSE_1);
14452 #if defined(NETWORK_AVALIABLE)
14453 if (options.network)
14454 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14460 FadeSkipNextFadeIn();
14462 game_status = GAME_MODE_MAIN;
14464 DrawAndFadeInMainMenu(REDRAW_FIELD);
14468 game_status = GAME_MODE_MAIN;
14470 DrawAndFadeInMainMenu(REDRAW_FIELD);
14474 else /* continue playing the game */
14476 if (tape.playing && tape.deactivate_display)
14477 TapeDeactivateDisplayOff(TRUE);
14479 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14481 if (tape.playing && tape.deactivate_display)
14482 TapeDeactivateDisplayOn();
14486 void RequestQuitGame(boolean ask_if_really_quit)
14488 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14489 boolean skip_request = AllPlayersGone || quick_quit;
14491 RequestQuitGameExt(skip_request, quick_quit,
14492 "Do you really want to quit the game?");
14496 /* ------------------------------------------------------------------------- */
14497 /* random generator functions */
14498 /* ------------------------------------------------------------------------- */
14500 unsigned int InitEngineRandom_RND(int seed)
14502 game.num_random_calls = 0;
14504 return InitEngineRandom(seed);
14507 unsigned int RND(int max)
14511 game.num_random_calls++;
14513 return GetEngineRandom(max);
14520 /* ------------------------------------------------------------------------- */
14521 /* game engine snapshot handling functions */
14522 /* ------------------------------------------------------------------------- */
14524 struct EngineSnapshotInfo
14526 /* runtime values for custom element collect score */
14527 int collect_score[NUM_CUSTOM_ELEMENTS];
14529 /* runtime values for group element choice position */
14530 int choice_pos[NUM_GROUP_ELEMENTS];
14532 /* runtime values for belt position animations */
14533 int belt_graphic[4][NUM_BELT_PARTS];
14534 int belt_anim_mode[4][NUM_BELT_PARTS];
14537 static struct EngineSnapshotInfo engine_snapshot_rnd;
14538 static char *snapshot_level_identifier = NULL;
14539 static int snapshot_level_nr = -1;
14541 static void SaveEngineSnapshotValues_RND()
14543 static int belt_base_active_element[4] =
14545 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
14546 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
14547 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
14548 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
14552 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14554 int element = EL_CUSTOM_START + i;
14556 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
14559 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14561 int element = EL_GROUP_START + i;
14563 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
14566 for (i = 0; i < 4; i++)
14568 for (j = 0; j < NUM_BELT_PARTS; j++)
14570 int element = belt_base_active_element[i] + j;
14571 int graphic = el2img(element);
14572 int anim_mode = graphic_info[graphic].anim_mode;
14574 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
14575 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
14580 static void LoadEngineSnapshotValues_RND()
14582 unsigned int num_random_calls = game.num_random_calls;
14585 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14587 int element = EL_CUSTOM_START + i;
14589 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
14592 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14594 int element = EL_GROUP_START + i;
14596 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
14599 for (i = 0; i < 4; i++)
14601 for (j = 0; j < NUM_BELT_PARTS; j++)
14603 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
14604 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
14606 graphic_info[graphic].anim_mode = anim_mode;
14610 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14612 InitRND(tape.random_seed);
14613 for (i = 0; i < num_random_calls; i++)
14617 if (game.num_random_calls != num_random_calls)
14619 Error(ERR_INFO, "number of random calls out of sync");
14620 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
14621 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
14622 Error(ERR_EXIT, "this should not happen -- please debug");
14626 void FreeEngineSnapshotSingle()
14628 FreeSnapshotSingle();
14630 setString(&snapshot_level_identifier, NULL);
14631 snapshot_level_nr = -1;
14634 void FreeEngineSnapshotList()
14636 FreeSnapshotList();
14639 ListNode *SaveEngineSnapshotBuffers()
14641 ListNode *buffers = NULL;
14643 /* copy some special values to a structure better suited for the snapshot */
14645 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14646 SaveEngineSnapshotValues_RND();
14647 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14648 SaveEngineSnapshotValues_EM();
14649 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14650 SaveEngineSnapshotValues_SP(&buffers);
14652 /* save values stored in special snapshot structure */
14654 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14655 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
14656 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14657 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
14658 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14659 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
14661 /* save further RND engine values */
14663 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
14664 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
14665 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
14667 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
14668 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
14669 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
14670 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
14672 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
14673 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
14674 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
14675 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
14676 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
14678 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
14679 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
14680 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
14682 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
14684 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
14686 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
14687 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
14689 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
14690 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
14691 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
14692 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
14693 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
14694 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
14695 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
14696 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
14697 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
14698 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
14699 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
14700 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
14701 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
14702 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
14703 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
14704 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
14705 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
14706 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
14708 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
14709 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
14711 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
14712 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
14713 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
14715 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
14716 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
14718 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
14719 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
14720 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
14721 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
14722 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
14724 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
14725 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
14728 ListNode *node = engine_snapshot_list_rnd;
14731 while (node != NULL)
14733 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
14738 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
14744 void SaveEngineSnapshotSingle()
14746 ListNode *buffers = SaveEngineSnapshotBuffers();
14748 /* finally save all snapshot buffers to single snapshot */
14749 SaveSnapshotSingle(buffers);
14751 /* save level identification information */
14752 setString(&snapshot_level_identifier, leveldir_current->identifier);
14753 snapshot_level_nr = level_nr;
14756 static boolean SaveEngineSnapshotToListExt(boolean initial_snapshot)
14758 boolean save_snapshot =
14759 (initial_snapshot ||
14760 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
14761 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
14762 game.snapshot.changed_action));
14764 game.snapshot.changed_action = FALSE;
14766 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
14767 tape.quick_resume ||
14771 ListNode *buffers = SaveEngineSnapshotBuffers();
14773 /* finally save all snapshot buffers to snapshot list */
14774 SaveSnapshotToList(buffers);
14779 boolean SaveEngineSnapshotToList()
14781 return SaveEngineSnapshotToListExt(FALSE);
14784 void SaveEngineSnapshotToListInitial()
14786 FreeEngineSnapshotList();
14788 SaveEngineSnapshotToListExt(TRUE);
14791 void LoadEngineSnapshotValues()
14793 /* restore special values from snapshot structure */
14795 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14796 LoadEngineSnapshotValues_RND();
14797 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14798 LoadEngineSnapshotValues_EM();
14799 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14800 LoadEngineSnapshotValues_SP();
14803 void LoadEngineSnapshotSingle()
14805 LoadSnapshotSingle();
14807 LoadEngineSnapshotValues();
14810 void LoadEngineSnapshot_Undo(int steps)
14812 LoadSnapshotFromList_Older(steps);
14814 LoadEngineSnapshotValues();
14817 void LoadEngineSnapshot_Redo(int steps)
14819 LoadSnapshotFromList_Newer(steps);
14821 LoadEngineSnapshotValues();
14824 boolean CheckEngineSnapshotSingle()
14826 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
14827 snapshot_level_nr == level_nr);
14830 boolean CheckEngineSnapshotList()
14832 return CheckSnapshotList();
14836 /* ---------- new game button stuff ---------------------------------------- */
14844 } gamebutton_info[NUM_GAME_BUTTONS] =
14847 IMG_GAME_BUTTON_GFX_STOP, &game.button.stop,
14848 GAME_CTRL_ID_STOP, "stop game"
14851 IMG_GAME_BUTTON_GFX_PAUSE, &game.button.pause,
14852 GAME_CTRL_ID_PAUSE, "pause game"
14855 IMG_GAME_BUTTON_GFX_PLAY, &game.button.play,
14856 GAME_CTRL_ID_PLAY, "play game"
14859 IMG_GAME_BUTTON_GFX_UNDO, &game.button.undo,
14860 GAME_CTRL_ID_UNDO, "undo step"
14863 IMG_GAME_BUTTON_GFX_REDO, &game.button.redo,
14864 GAME_CTRL_ID_REDO, "redo step"
14867 IMG_GAME_BUTTON_GFX_SAVE, &game.button.save,
14868 GAME_CTRL_ID_SAVE, "save game"
14871 IMG_GAME_BUTTON_GFX_PAUSE2, &game.button.pause2,
14872 GAME_CTRL_ID_PAUSE2, "pause game"
14875 IMG_GAME_BUTTON_GFX_LOAD, &game.button.load,
14876 GAME_CTRL_ID_LOAD, "load game"
14879 IMG_GAME_BUTTON_GFX_SOUND_MUSIC, &game.button.sound_music,
14880 SOUND_CTRL_ID_MUSIC, "background music on/off"
14883 IMG_GAME_BUTTON_GFX_SOUND_LOOPS, &game.button.sound_loops,
14884 SOUND_CTRL_ID_LOOPS, "sound loops on/off"
14887 IMG_GAME_BUTTON_GFX_SOUND_SIMPLE, &game.button.sound_simple,
14888 SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
14892 void CreateGameButtons()
14896 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14898 struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
14899 struct XY *pos = gamebutton_info[i].pos;
14900 struct GadgetInfo *gi;
14903 unsigned int event_mask;
14904 int base_x = (tape.show_game_buttons ? VX : DX);
14905 int base_y = (tape.show_game_buttons ? VY : DY);
14906 int gd_x = gfx->src_x;
14907 int gd_y = gfx->src_y;
14908 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
14909 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
14910 int gd_xa = gfx->src_x + gfx->active_xoffset;
14911 int gd_ya = gfx->src_y + gfx->active_yoffset;
14912 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
14913 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
14916 if (gfx->bitmap == NULL)
14918 game_gadget[id] = NULL;
14923 if (id == GAME_CTRL_ID_STOP ||
14924 id == GAME_CTRL_ID_PLAY ||
14925 id == GAME_CTRL_ID_SAVE ||
14926 id == GAME_CTRL_ID_LOAD)
14928 button_type = GD_TYPE_NORMAL_BUTTON;
14930 event_mask = GD_EVENT_RELEASED;
14932 else if (id == GAME_CTRL_ID_UNDO ||
14933 id == GAME_CTRL_ID_REDO)
14935 button_type = GD_TYPE_NORMAL_BUTTON;
14937 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
14941 button_type = GD_TYPE_CHECK_BUTTON;
14943 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
14944 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
14945 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
14946 event_mask = GD_EVENT_PRESSED;
14949 gi = CreateGadget(GDI_CUSTOM_ID, id,
14950 GDI_INFO_TEXT, gamebutton_info[i].infotext,
14951 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
14952 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
14953 GDI_WIDTH, gfx->width,
14954 GDI_HEIGHT, gfx->height,
14955 GDI_TYPE, button_type,
14956 GDI_STATE, GD_BUTTON_UNPRESSED,
14957 GDI_CHECKED, checked,
14958 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
14959 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
14960 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
14961 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
14962 GDI_DIRECT_DRAW, FALSE,
14963 GDI_EVENT_MASK, event_mask,
14964 GDI_CALLBACK_ACTION, HandleGameButtons,
14968 Error(ERR_EXIT, "cannot create gadget");
14970 game_gadget[id] = gi;
14974 void FreeGameButtons()
14978 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14979 FreeGadget(game_gadget[i]);
14982 static void MapGameButtonsAtSamePosition(int id)
14986 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14988 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
14989 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
14990 MapGadget(game_gadget[i]);
14993 static void UnmapGameButtonsAtSamePosition(int id)
14997 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14999 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15000 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15001 UnmapGadget(game_gadget[i]);
15004 void MapUndoRedoButtons()
15006 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15007 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15009 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15010 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15013 void UnmapUndoRedoButtons()
15015 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15016 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15018 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15019 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15022 void MapGameButtons()
15026 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15027 if (i != GAME_CTRL_ID_UNDO &&
15028 i != GAME_CTRL_ID_REDO)
15029 MapGadget(game_gadget[i]);
15031 if (setup.show_snapshot_buttons)
15033 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15034 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15035 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15039 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15040 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15041 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15044 RedrawGameButtons();
15047 void UnmapGameButtons()
15051 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15052 UnmapGadget(game_gadget[i]);
15055 void RedrawGameButtons()
15059 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15060 RedrawGadget(game_gadget[i]);
15062 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15063 redraw_mask &= ~REDRAW_ALL;
15066 void GameUndoRedoExt()
15068 ClearPlayerAction();
15070 tape.pausing = TRUE;
15073 UpdateAndDisplayGameControlValues();
15075 DrawCompleteVideoDisplay();
15076 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15077 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15078 DrawVideoDisplay((tape.single_step ? VIDEO_STATE_1STEP_ON :
15079 VIDEO_STATE_1STEP_OFF), 0);
15084 void GameUndo(int steps)
15086 if (!CheckEngineSnapshotList())
15089 LoadEngineSnapshot_Undo(steps);
15094 void GameRedo(int steps)
15096 if (!CheckEngineSnapshotList())
15099 LoadEngineSnapshot_Redo(steps);
15104 static void HandleGameButtonsExt(int id, int button)
15106 int steps = BUTTON_STEPSIZE(button);
15107 boolean handle_game_buttons =
15108 (game_status == GAME_MODE_PLAYING ||
15109 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15111 if (!handle_game_buttons)
15116 case GAME_CTRL_ID_STOP:
15117 if (game_status == GAME_MODE_MAIN)
15123 RequestQuitGame(TRUE);
15127 case GAME_CTRL_ID_PAUSE:
15128 case GAME_CTRL_ID_PAUSE2:
15129 if (options.network && game_status == GAME_MODE_PLAYING)
15131 #if defined(NETWORK_AVALIABLE)
15133 SendToServer_ContinuePlaying();
15135 SendToServer_PausePlaying();
15139 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15142 case GAME_CTRL_ID_PLAY:
15143 if (game_status == GAME_MODE_MAIN)
15145 StartGameActions(options.network, setup.autorecord, level.random_seed);
15147 else if (tape.pausing)
15149 #if defined(NETWORK_AVALIABLE)
15150 if (options.network)
15151 SendToServer_ContinuePlaying();
15154 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15158 case GAME_CTRL_ID_UNDO:
15162 case GAME_CTRL_ID_REDO:
15166 case GAME_CTRL_ID_SAVE:
15170 case GAME_CTRL_ID_LOAD:
15174 case SOUND_CTRL_ID_MUSIC:
15175 if (setup.sound_music)
15177 setup.sound_music = FALSE;
15181 else if (audio.music_available)
15183 setup.sound = setup.sound_music = TRUE;
15185 SetAudioMode(setup.sound);
15191 case SOUND_CTRL_ID_LOOPS:
15192 if (setup.sound_loops)
15193 setup.sound_loops = FALSE;
15194 else if (audio.loops_available)
15196 setup.sound = setup.sound_loops = TRUE;
15198 SetAudioMode(setup.sound);
15202 case SOUND_CTRL_ID_SIMPLE:
15203 if (setup.sound_simple)
15204 setup.sound_simple = FALSE;
15205 else if (audio.sound_available)
15207 setup.sound = setup.sound_simple = TRUE;
15209 SetAudioMode(setup.sound);
15218 static void HandleGameButtons(struct GadgetInfo *gi)
15220 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15223 void HandleSoundButtonKeys(Key key)
15226 if (key == setup.shortcut.sound_simple)
15227 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15228 else if (key == setup.shortcut.sound_loops)
15229 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15230 else if (key == setup.shortcut.sound_music)
15231 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);