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_LOAD 6
978 #define SOUND_CTRL_ID_MUSIC 7
979 #define SOUND_CTRL_ID_LOOPS 8
980 #define SOUND_CTRL_ID_SIMPLE 9
982 #define NUM_GAME_BUTTONS 10
985 /* forward declaration for internal use */
987 static void CreateField(int, int, int);
989 static void ResetGfxAnimation(int, int);
991 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
992 static void AdvanceFrameAndPlayerCounters(int);
994 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
995 static boolean MovePlayer(struct PlayerInfo *, int, int);
996 static void ScrollPlayer(struct PlayerInfo *, int);
997 static void ScrollScreen(struct PlayerInfo *, int);
999 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1000 static boolean DigFieldByCE(int, int, int);
1001 static boolean SnapField(struct PlayerInfo *, int, int);
1002 static boolean DropElement(struct PlayerInfo *);
1004 static void InitBeltMovement(void);
1005 static void CloseAllOpenTimegates(void);
1006 static void CheckGravityMovement(struct PlayerInfo *);
1007 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1008 static void KillPlayerUnlessEnemyProtected(int, int);
1009 static void KillPlayerUnlessExplosionProtected(int, int);
1011 static void TestIfPlayerTouchesCustomElement(int, int);
1012 static void TestIfElementTouchesCustomElement(int, int);
1013 static void TestIfElementHitsCustomElement(int, int, int);
1015 static void HandleElementChange(int, int, int);
1016 static void ExecuteCustomElementAction(int, int, int, int);
1017 static boolean ChangeElement(int, int, int, int);
1019 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1020 #define CheckTriggeredElementChange(x, y, e, ev) \
1021 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1022 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1023 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1024 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1025 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1026 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1027 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1029 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1030 #define CheckElementChange(x, y, e, te, ev) \
1031 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1032 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1033 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1034 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1035 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1037 static void PlayLevelSound(int, int, int);
1038 static void PlayLevelSoundNearest(int, int, int);
1039 static void PlayLevelSoundAction(int, int, int);
1040 static void PlayLevelSoundElementAction(int, int, int, int);
1041 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1042 static void PlayLevelSoundActionIfLoop(int, int, int);
1043 static void StopLevelSoundActionIfLoop(int, int, int);
1044 static void PlayLevelMusic();
1046 static void HandleGameButtons(struct GadgetInfo *);
1048 int AmoebeNachbarNr(int, int);
1049 void AmoebeUmwandeln(int, int);
1050 void ContinueMoving(int, int);
1051 void Bang(int, int);
1052 void InitMovDir(int, int);
1053 void InitAmoebaNr(int, int);
1054 int NewHiScore(void);
1056 void TestIfGoodThingHitsBadThing(int, int, int);
1057 void TestIfBadThingHitsGoodThing(int, int, int);
1058 void TestIfPlayerTouchesBadThing(int, int);
1059 void TestIfPlayerRunsIntoBadThing(int, int, int);
1060 void TestIfBadThingTouchesPlayer(int, int);
1061 void TestIfBadThingRunsIntoPlayer(int, int, int);
1062 void TestIfFriendTouchesBadThing(int, int);
1063 void TestIfBadThingTouchesFriend(int, int);
1064 void TestIfBadThingTouchesOtherBadThing(int, int);
1065 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1067 void KillPlayer(struct PlayerInfo *);
1068 void BuryPlayer(struct PlayerInfo *);
1069 void RemovePlayer(struct PlayerInfo *);
1071 static int getInvisibleActiveFromInvisibleElement(int);
1072 static int getInvisibleFromInvisibleActiveElement(int);
1074 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1076 /* for detection of endless loops, caused by custom element programming */
1077 /* (using maximal playfield width x 10 is just a rough approximation) */
1078 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1080 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1082 if (recursion_loop_detected) \
1085 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1087 recursion_loop_detected = TRUE; \
1088 recursion_loop_element = (e); \
1091 recursion_loop_depth++; \
1094 #define RECURSION_LOOP_DETECTION_END() \
1096 recursion_loop_depth--; \
1099 static int recursion_loop_depth;
1100 static boolean recursion_loop_detected;
1101 static boolean recursion_loop_element;
1103 static int map_player_action[MAX_PLAYERS];
1106 /* ------------------------------------------------------------------------- */
1107 /* definition of elements that automatically change to other elements after */
1108 /* a specified time, eventually calling a function when changing */
1109 /* ------------------------------------------------------------------------- */
1111 /* forward declaration for changer functions */
1112 static void InitBuggyBase(int, int);
1113 static void WarnBuggyBase(int, int);
1115 static void InitTrap(int, int);
1116 static void ActivateTrap(int, int);
1117 static void ChangeActiveTrap(int, int);
1119 static void InitRobotWheel(int, int);
1120 static void RunRobotWheel(int, int);
1121 static void StopRobotWheel(int, int);
1123 static void InitTimegateWheel(int, int);
1124 static void RunTimegateWheel(int, int);
1126 static void InitMagicBallDelay(int, int);
1127 static void ActivateMagicBall(int, int);
1129 struct ChangingElementInfo
1134 void (*pre_change_function)(int x, int y);
1135 void (*change_function)(int x, int y);
1136 void (*post_change_function)(int x, int y);
1139 static struct ChangingElementInfo change_delay_list[] =
1174 EL_STEEL_EXIT_OPENING,
1182 EL_STEEL_EXIT_CLOSING,
1183 EL_STEEL_EXIT_CLOSED,
1206 EL_EM_STEEL_EXIT_OPENING,
1207 EL_EM_STEEL_EXIT_OPEN,
1214 EL_EM_STEEL_EXIT_CLOSING,
1238 EL_SWITCHGATE_OPENING,
1246 EL_SWITCHGATE_CLOSING,
1247 EL_SWITCHGATE_CLOSED,
1254 EL_TIMEGATE_OPENING,
1262 EL_TIMEGATE_CLOSING,
1271 EL_ACID_SPLASH_LEFT,
1279 EL_ACID_SPLASH_RIGHT,
1288 EL_SP_BUGGY_BASE_ACTIVATING,
1295 EL_SP_BUGGY_BASE_ACTIVATING,
1296 EL_SP_BUGGY_BASE_ACTIVE,
1303 EL_SP_BUGGY_BASE_ACTIVE,
1327 EL_ROBOT_WHEEL_ACTIVE,
1335 EL_TIMEGATE_SWITCH_ACTIVE,
1343 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1344 EL_DC_TIMEGATE_SWITCH,
1351 EL_EMC_MAGIC_BALL_ACTIVE,
1352 EL_EMC_MAGIC_BALL_ACTIVE,
1359 EL_EMC_SPRING_BUMPER_ACTIVE,
1360 EL_EMC_SPRING_BUMPER,
1367 EL_DIAGONAL_SHRINKING,
1375 EL_DIAGONAL_GROWING,
1396 int push_delay_fixed, push_delay_random;
1400 { EL_SPRING, 0, 0 },
1401 { EL_BALLOON, 0, 0 },
1403 { EL_SOKOBAN_OBJECT, 2, 0 },
1404 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1405 { EL_SATELLITE, 2, 0 },
1406 { EL_SP_DISK_YELLOW, 2, 0 },
1408 { EL_UNDEFINED, 0, 0 },
1416 move_stepsize_list[] =
1418 { EL_AMOEBA_DROP, 2 },
1419 { EL_AMOEBA_DROPPING, 2 },
1420 { EL_QUICKSAND_FILLING, 1 },
1421 { EL_QUICKSAND_EMPTYING, 1 },
1422 { EL_QUICKSAND_FAST_FILLING, 2 },
1423 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1424 { EL_MAGIC_WALL_FILLING, 2 },
1425 { EL_MAGIC_WALL_EMPTYING, 2 },
1426 { EL_BD_MAGIC_WALL_FILLING, 2 },
1427 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1428 { EL_DC_MAGIC_WALL_FILLING, 2 },
1429 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1431 { EL_UNDEFINED, 0 },
1439 collect_count_list[] =
1442 { EL_BD_DIAMOND, 1 },
1443 { EL_EMERALD_YELLOW, 1 },
1444 { EL_EMERALD_RED, 1 },
1445 { EL_EMERALD_PURPLE, 1 },
1447 { EL_SP_INFOTRON, 1 },
1451 { EL_UNDEFINED, 0 },
1459 access_direction_list[] =
1461 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1462 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1463 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1464 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1465 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1466 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1467 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1468 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1469 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1470 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1471 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1473 { EL_SP_PORT_LEFT, MV_RIGHT },
1474 { EL_SP_PORT_RIGHT, MV_LEFT },
1475 { EL_SP_PORT_UP, MV_DOWN },
1476 { EL_SP_PORT_DOWN, MV_UP },
1477 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1478 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1479 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1480 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1481 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1482 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1483 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1484 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1485 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1486 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1487 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1488 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1489 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1490 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1491 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1493 { EL_UNDEFINED, MV_NONE }
1496 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1498 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1499 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1500 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1501 IS_JUST_CHANGING(x, y))
1503 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1505 /* static variables for playfield scan mode (scanning forward or backward) */
1506 static int playfield_scan_start_x = 0;
1507 static int playfield_scan_start_y = 0;
1508 static int playfield_scan_delta_x = 1;
1509 static int playfield_scan_delta_y = 1;
1511 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1512 (y) >= 0 && (y) <= lev_fieldy - 1; \
1513 (y) += playfield_scan_delta_y) \
1514 for ((x) = playfield_scan_start_x; \
1515 (x) >= 0 && (x) <= lev_fieldx - 1; \
1516 (x) += playfield_scan_delta_x)
1519 void DEBUG_SetMaximumDynamite()
1523 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1524 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1525 local_player->inventory_element[local_player->inventory_size++] =
1530 static void InitPlayfieldScanModeVars()
1532 if (game.use_reverse_scan_direction)
1534 playfield_scan_start_x = lev_fieldx - 1;
1535 playfield_scan_start_y = lev_fieldy - 1;
1537 playfield_scan_delta_x = -1;
1538 playfield_scan_delta_y = -1;
1542 playfield_scan_start_x = 0;
1543 playfield_scan_start_y = 0;
1545 playfield_scan_delta_x = 1;
1546 playfield_scan_delta_y = 1;
1550 static void InitPlayfieldScanMode(int mode)
1552 game.use_reverse_scan_direction =
1553 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1555 InitPlayfieldScanModeVars();
1558 static int get_move_delay_from_stepsize(int move_stepsize)
1561 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1563 /* make sure that stepsize value is always a power of 2 */
1564 move_stepsize = (1 << log_2(move_stepsize));
1566 return TILEX / move_stepsize;
1569 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1572 int player_nr = player->index_nr;
1573 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1574 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1576 /* do no immediately change move delay -- the player might just be moving */
1577 player->move_delay_value_next = move_delay;
1579 /* information if player can move must be set separately */
1580 player->cannot_move = cannot_move;
1584 player->move_delay = game.initial_move_delay[player_nr];
1585 player->move_delay_value = game.initial_move_delay_value[player_nr];
1587 player->move_delay_value_next = -1;
1589 player->move_delay_reset_counter = 0;
1593 void GetPlayerConfig()
1595 GameFrameDelay = setup.game_frame_delay;
1597 if (!audio.sound_available)
1598 setup.sound_simple = FALSE;
1600 if (!audio.loops_available)
1601 setup.sound_loops = FALSE;
1603 if (!audio.music_available)
1604 setup.sound_music = FALSE;
1606 if (!video.fullscreen_available)
1607 setup.fullscreen = FALSE;
1609 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1611 SetAudioMode(setup.sound);
1615 int GetElementFromGroupElement(int element)
1617 if (IS_GROUP_ELEMENT(element))
1619 struct ElementGroupInfo *group = element_info[element].group;
1620 int last_anim_random_frame = gfx.anim_random_frame;
1623 if (group->choice_mode == ANIM_RANDOM)
1624 gfx.anim_random_frame = RND(group->num_elements_resolved);
1626 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1627 group->choice_mode, 0,
1630 if (group->choice_mode == ANIM_RANDOM)
1631 gfx.anim_random_frame = last_anim_random_frame;
1633 group->choice_pos++;
1635 element = group->element_resolved[element_pos];
1641 static void InitPlayerField(int x, int y, int element, boolean init_game)
1643 if (element == EL_SP_MURPHY)
1647 if (stored_player[0].present)
1649 Feld[x][y] = EL_SP_MURPHY_CLONE;
1655 stored_player[0].initial_element = element;
1656 stored_player[0].use_murphy = TRUE;
1658 if (!level.use_artwork_element[0])
1659 stored_player[0].artwork_element = EL_SP_MURPHY;
1662 Feld[x][y] = EL_PLAYER_1;
1668 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1669 int jx = player->jx, jy = player->jy;
1671 player->present = TRUE;
1673 player->block_last_field = (element == EL_SP_MURPHY ?
1674 level.sp_block_last_field :
1675 level.block_last_field);
1677 /* ---------- initialize player's last field block delay --------------- */
1679 /* always start with reliable default value (no adjustment needed) */
1680 player->block_delay_adjustment = 0;
1682 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1683 if (player->block_last_field && element == EL_SP_MURPHY)
1684 player->block_delay_adjustment = 1;
1686 /* special case 2: in game engines before 3.1.1, blocking was different */
1687 if (game.use_block_last_field_bug)
1688 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1690 if (!options.network || player->connected)
1692 player->active = TRUE;
1694 /* remove potentially duplicate players */
1695 if (StorePlayer[jx][jy] == Feld[x][y])
1696 StorePlayer[jx][jy] = 0;
1698 StorePlayer[x][y] = Feld[x][y];
1700 #if DEBUG_INIT_PLAYER
1703 printf("- player element %d activated", player->element_nr);
1704 printf(" (local player is %d and currently %s)\n",
1705 local_player->element_nr,
1706 local_player->active ? "active" : "not active");
1711 Feld[x][y] = EL_EMPTY;
1713 player->jx = player->last_jx = x;
1714 player->jy = player->last_jy = y;
1719 int player_nr = GET_PLAYER_NR(element);
1720 struct PlayerInfo *player = &stored_player[player_nr];
1722 if (player->active && player->killed)
1723 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1727 static void InitField(int x, int y, boolean init_game)
1729 int element = Feld[x][y];
1738 InitPlayerField(x, y, element, init_game);
1741 case EL_SOKOBAN_FIELD_PLAYER:
1742 element = Feld[x][y] = EL_PLAYER_1;
1743 InitField(x, y, init_game);
1745 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1746 InitField(x, y, init_game);
1749 case EL_SOKOBAN_FIELD_EMPTY:
1750 local_player->sokobanfields_still_needed++;
1754 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1755 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1756 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1757 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1758 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1759 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1760 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1761 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1762 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1763 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1772 case EL_SPACESHIP_RIGHT:
1773 case EL_SPACESHIP_UP:
1774 case EL_SPACESHIP_LEFT:
1775 case EL_SPACESHIP_DOWN:
1776 case EL_BD_BUTTERFLY:
1777 case EL_BD_BUTTERFLY_RIGHT:
1778 case EL_BD_BUTTERFLY_UP:
1779 case EL_BD_BUTTERFLY_LEFT:
1780 case EL_BD_BUTTERFLY_DOWN:
1782 case EL_BD_FIREFLY_RIGHT:
1783 case EL_BD_FIREFLY_UP:
1784 case EL_BD_FIREFLY_LEFT:
1785 case EL_BD_FIREFLY_DOWN:
1786 case EL_PACMAN_RIGHT:
1788 case EL_PACMAN_LEFT:
1789 case EL_PACMAN_DOWN:
1791 case EL_YAMYAM_LEFT:
1792 case EL_YAMYAM_RIGHT:
1794 case EL_YAMYAM_DOWN:
1795 case EL_DARK_YAMYAM:
1798 case EL_SP_SNIKSNAK:
1799 case EL_SP_ELECTRON:
1808 case EL_AMOEBA_FULL:
1813 case EL_AMOEBA_DROP:
1814 if (y == lev_fieldy - 1)
1816 Feld[x][y] = EL_AMOEBA_GROWING;
1817 Store[x][y] = EL_AMOEBA_WET;
1821 case EL_DYNAMITE_ACTIVE:
1822 case EL_SP_DISK_RED_ACTIVE:
1823 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1824 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1825 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1826 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1827 MovDelay[x][y] = 96;
1830 case EL_EM_DYNAMITE_ACTIVE:
1831 MovDelay[x][y] = 32;
1835 local_player->lights_still_needed++;
1839 local_player->friends_still_needed++;
1844 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1847 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1848 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1849 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1850 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1851 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1852 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1853 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1854 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1855 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1856 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1857 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1858 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1861 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1862 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1863 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1865 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1867 game.belt_dir[belt_nr] = belt_dir;
1868 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1870 else /* more than one switch -- set it like the first switch */
1872 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1877 case EL_LIGHT_SWITCH_ACTIVE:
1879 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1882 case EL_INVISIBLE_STEELWALL:
1883 case EL_INVISIBLE_WALL:
1884 case EL_INVISIBLE_SAND:
1885 if (game.light_time_left > 0 ||
1886 game.lenses_time_left > 0)
1887 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1890 case EL_EMC_MAGIC_BALL:
1891 if (game.ball_state)
1892 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1895 case EL_EMC_MAGIC_BALL_SWITCH:
1896 if (game.ball_state)
1897 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1900 case EL_TRIGGER_PLAYER:
1901 case EL_TRIGGER_ELEMENT:
1902 case EL_TRIGGER_CE_VALUE:
1903 case EL_TRIGGER_CE_SCORE:
1905 case EL_ANY_ELEMENT:
1906 case EL_CURRENT_CE_VALUE:
1907 case EL_CURRENT_CE_SCORE:
1924 /* reference elements should not be used on the playfield */
1925 Feld[x][y] = EL_EMPTY;
1929 if (IS_CUSTOM_ELEMENT(element))
1931 if (CAN_MOVE(element))
1934 if (!element_info[element].use_last_ce_value || init_game)
1935 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1937 else if (IS_GROUP_ELEMENT(element))
1939 Feld[x][y] = GetElementFromGroupElement(element);
1941 InitField(x, y, init_game);
1948 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1951 static inline void InitField_WithBug1(int x, int y, boolean init_game)
1953 InitField(x, y, init_game);
1955 /* not needed to call InitMovDir() -- already done by InitField()! */
1956 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1957 CAN_MOVE(Feld[x][y]))
1961 static inline void InitField_WithBug2(int x, int y, boolean init_game)
1963 int old_element = Feld[x][y];
1965 InitField(x, y, init_game);
1967 /* not needed to call InitMovDir() -- already done by InitField()! */
1968 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1969 CAN_MOVE(old_element) &&
1970 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
1973 /* this case is in fact a combination of not less than three bugs:
1974 first, it calls InitMovDir() for elements that can move, although this is
1975 already done by InitField(); then, it checks the element that was at this
1976 field _before_ the call to InitField() (which can change it); lastly, it
1977 was not called for "mole with direction" elements, which were treated as
1978 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
1982 static int get_key_element_from_nr(int key_nr)
1984 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
1985 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
1986 EL_EM_KEY_1 : EL_KEY_1);
1988 return key_base_element + key_nr;
1991 static int get_next_dropped_element(struct PlayerInfo *player)
1993 return (player->inventory_size > 0 ?
1994 player->inventory_element[player->inventory_size - 1] :
1995 player->inventory_infinite_element != EL_UNDEFINED ?
1996 player->inventory_infinite_element :
1997 player->dynabombs_left > 0 ?
1998 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2002 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2004 /* pos >= 0: get element from bottom of the stack;
2005 pos < 0: get element from top of the stack */
2009 int min_inventory_size = -pos;
2010 int inventory_pos = player->inventory_size - min_inventory_size;
2011 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2013 return (player->inventory_size >= min_inventory_size ?
2014 player->inventory_element[inventory_pos] :
2015 player->inventory_infinite_element != EL_UNDEFINED ?
2016 player->inventory_infinite_element :
2017 player->dynabombs_left >= min_dynabombs_left ?
2018 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2023 int min_dynabombs_left = pos + 1;
2024 int min_inventory_size = pos + 1 - player->dynabombs_left;
2025 int inventory_pos = pos - player->dynabombs_left;
2027 return (player->inventory_infinite_element != EL_UNDEFINED ?
2028 player->inventory_infinite_element :
2029 player->dynabombs_left >= min_dynabombs_left ?
2030 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2031 player->inventory_size >= min_inventory_size ?
2032 player->inventory_element[inventory_pos] :
2037 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2039 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2040 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2043 if (gpo1->sort_priority != gpo2->sort_priority)
2044 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2046 compare_result = gpo1->nr - gpo2->nr;
2048 return compare_result;
2051 void InitGameControlValues()
2055 for (i = 0; game_panel_controls[i].nr != -1; i++)
2057 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2058 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2059 struct TextPosInfo *pos = gpc->pos;
2061 int type = gpc->type;
2065 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2066 Error(ERR_EXIT, "this should not happen -- please debug");
2069 /* force update of game controls after initialization */
2070 gpc->value = gpc->last_value = -1;
2071 gpc->frame = gpc->last_frame = -1;
2072 gpc->gfx_frame = -1;
2074 /* determine panel value width for later calculation of alignment */
2075 if (type == TYPE_INTEGER || type == TYPE_STRING)
2077 pos->width = pos->size * getFontWidth(pos->font);
2078 pos->height = getFontHeight(pos->font);
2080 else if (type == TYPE_ELEMENT)
2082 pos->width = pos->size;
2083 pos->height = pos->size;
2086 /* fill structure for game panel draw order */
2088 gpo->sort_priority = pos->sort_priority;
2091 /* sort game panel controls according to sort_priority and control number */
2092 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2093 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2096 void UpdatePlayfieldElementCount()
2098 boolean use_element_count = FALSE;
2101 /* first check if it is needed at all to calculate playfield element count */
2102 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2103 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2104 use_element_count = TRUE;
2106 if (!use_element_count)
2109 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2110 element_info[i].element_count = 0;
2112 SCAN_PLAYFIELD(x, y)
2114 element_info[Feld[x][y]].element_count++;
2117 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2118 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2119 if (IS_IN_GROUP(j, i))
2120 element_info[EL_GROUP_START + i].element_count +=
2121 element_info[j].element_count;
2124 void UpdateGameControlValues()
2127 int time = (local_player->LevelSolved ?
2128 local_player->LevelSolved_CountingTime :
2129 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2130 level.native_em_level->lev->time :
2131 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2132 level.native_sp_level->game_sp->time_played :
2133 game.no_time_limit ? TimePlayed : TimeLeft);
2134 int score = (local_player->LevelSolved ?
2135 local_player->LevelSolved_CountingScore :
2136 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2137 level.native_em_level->lev->score :
2138 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2139 level.native_sp_level->game_sp->score :
2140 local_player->score);
2141 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2142 level.native_em_level->lev->required :
2143 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2144 level.native_sp_level->game_sp->infotrons_still_needed :
2145 local_player->gems_still_needed);
2146 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2147 level.native_em_level->lev->required > 0 :
2148 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2149 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2150 local_player->gems_still_needed > 0 ||
2151 local_player->sokobanfields_still_needed > 0 ||
2152 local_player->lights_still_needed > 0);
2154 UpdatePlayfieldElementCount();
2156 /* update game panel control values */
2158 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2159 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2161 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2162 for (i = 0; i < MAX_NUM_KEYS; i++)
2163 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2164 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2165 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2167 if (game.centered_player_nr == -1)
2169 for (i = 0; i < MAX_PLAYERS; i++)
2171 /* only one player in Supaplex game engine */
2172 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2175 for (k = 0; k < MAX_NUM_KEYS; k++)
2177 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2179 if (level.native_em_level->ply[i]->keys & (1 << k))
2180 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2181 get_key_element_from_nr(k);
2183 else if (stored_player[i].key[k])
2184 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2185 get_key_element_from_nr(k);
2188 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2189 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2190 level.native_em_level->ply[i]->dynamite;
2191 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2192 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2193 level.native_sp_level->game_sp->red_disk_count;
2195 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2196 stored_player[i].inventory_size;
2198 if (stored_player[i].num_white_keys > 0)
2199 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2202 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2203 stored_player[i].num_white_keys;
2208 int player_nr = game.centered_player_nr;
2210 for (k = 0; k < MAX_NUM_KEYS; k++)
2212 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2214 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2215 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2216 get_key_element_from_nr(k);
2218 else if (stored_player[player_nr].key[k])
2219 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2220 get_key_element_from_nr(k);
2223 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2224 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2225 level.native_em_level->ply[player_nr]->dynamite;
2226 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2227 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2228 level.native_sp_level->game_sp->red_disk_count;
2230 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2231 stored_player[player_nr].inventory_size;
2233 if (stored_player[player_nr].num_white_keys > 0)
2234 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2236 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2237 stored_player[player_nr].num_white_keys;
2240 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2242 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2243 get_inventory_element_from_pos(local_player, i);
2244 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2245 get_inventory_element_from_pos(local_player, -i - 1);
2248 game_panel_controls[GAME_PANEL_SCORE].value = score;
2249 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2251 game_panel_controls[GAME_PANEL_TIME].value = time;
2253 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2254 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2255 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2257 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2259 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2260 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2262 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2263 local_player->shield_normal_time_left;
2264 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2265 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2267 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2268 local_player->shield_deadly_time_left;
2270 game_panel_controls[GAME_PANEL_EXIT].value =
2271 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2273 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2274 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2275 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2276 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2277 EL_EMC_MAGIC_BALL_SWITCH);
2279 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2280 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2281 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2282 game.light_time_left;
2284 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2285 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2286 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2287 game.timegate_time_left;
2289 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2290 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2292 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2293 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2294 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2295 game.lenses_time_left;
2297 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2298 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2299 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2300 game.magnify_time_left;
2302 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2303 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2304 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2305 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2306 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2307 EL_BALLOON_SWITCH_NONE);
2309 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2310 local_player->dynabomb_count;
2311 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2312 local_player->dynabomb_size;
2313 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2314 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2316 game_panel_controls[GAME_PANEL_PENGUINS].value =
2317 local_player->friends_still_needed;
2319 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2320 local_player->sokobanfields_still_needed;
2321 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2322 local_player->sokobanfields_still_needed;
2324 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2325 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2327 for (i = 0; i < NUM_BELTS; i++)
2329 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2330 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2331 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2332 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2333 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2336 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2337 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2338 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2339 game.magic_wall_time_left;
2341 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2342 local_player->gravity;
2344 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2345 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2347 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2348 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2349 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2350 game.panel.element[i].id : EL_UNDEFINED);
2352 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2353 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2354 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2355 element_info[game.panel.element_count[i].id].element_count : 0);
2357 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2358 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2359 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2360 element_info[game.panel.ce_score[i].id].collect_score : 0);
2362 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2363 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2364 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2365 element_info[game.panel.ce_score_element[i].id].collect_score :
2368 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2369 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2370 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2372 /* update game panel control frames */
2374 for (i = 0; game_panel_controls[i].nr != -1; i++)
2376 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2378 if (gpc->type == TYPE_ELEMENT)
2380 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2382 int last_anim_random_frame = gfx.anim_random_frame;
2383 int element = gpc->value;
2384 int graphic = el2panelimg(element);
2386 if (gpc->value != gpc->last_value)
2389 gpc->gfx_random = INIT_GFX_RANDOM();
2395 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2396 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2397 gpc->gfx_random = INIT_GFX_RANDOM();
2400 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2401 gfx.anim_random_frame = gpc->gfx_random;
2403 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2404 gpc->gfx_frame = element_info[element].collect_score;
2406 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2409 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2410 gfx.anim_random_frame = last_anim_random_frame;
2416 void DisplayGameControlValues()
2418 boolean redraw_panel = FALSE;
2421 for (i = 0; game_panel_controls[i].nr != -1; i++)
2423 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2425 if (PANEL_DEACTIVATED(gpc->pos))
2428 if (gpc->value == gpc->last_value &&
2429 gpc->frame == gpc->last_frame)
2432 redraw_panel = TRUE;
2438 /* copy default game door content to main double buffer */
2440 /* !!! CHECK AGAIN !!! */
2441 SetPanelBackground();
2442 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2443 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2445 /* redraw game control buttons */
2446 RedrawGameButtons();
2448 game_status = GAME_MODE_PSEUDO_PANEL;
2450 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2452 int nr = game_panel_order[i].nr;
2453 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2454 struct TextPosInfo *pos = gpc->pos;
2455 int type = gpc->type;
2456 int value = gpc->value;
2457 int frame = gpc->frame;
2458 int size = pos->size;
2459 int font = pos->font;
2460 boolean draw_masked = pos->draw_masked;
2461 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2463 if (PANEL_DEACTIVATED(pos))
2466 gpc->last_value = value;
2467 gpc->last_frame = frame;
2469 if (type == TYPE_INTEGER)
2471 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2472 nr == GAME_PANEL_TIME)
2474 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2476 if (use_dynamic_size) /* use dynamic number of digits */
2478 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2479 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2480 int size2 = size1 + 1;
2481 int font1 = pos->font;
2482 int font2 = pos->font_alt;
2484 size = (value < value_change ? size1 : size2);
2485 font = (value < value_change ? font1 : font2);
2489 /* correct text size if "digits" is zero or less */
2491 size = strlen(int2str(value, size));
2493 /* dynamically correct text alignment */
2494 pos->width = size * getFontWidth(font);
2496 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2497 int2str(value, size), font, mask_mode);
2499 else if (type == TYPE_ELEMENT)
2501 int element, graphic;
2505 int dst_x = PANEL_XPOS(pos);
2506 int dst_y = PANEL_YPOS(pos);
2508 if (value != EL_UNDEFINED && value != EL_EMPTY)
2511 graphic = el2panelimg(value);
2513 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2515 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2518 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2521 width = graphic_info[graphic].width * size / TILESIZE;
2522 height = graphic_info[graphic].height * size / TILESIZE;
2525 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2528 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2532 else if (type == TYPE_STRING)
2534 boolean active = (value != 0);
2535 char *state_normal = "off";
2536 char *state_active = "on";
2537 char *state = (active ? state_active : state_normal);
2538 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2539 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2540 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2541 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2543 if (nr == GAME_PANEL_GRAVITY_STATE)
2545 int font1 = pos->font; /* (used for normal state) */
2546 int font2 = pos->font_alt; /* (used for active state) */
2548 font = (active ? font2 : font1);
2557 /* don't truncate output if "chars" is zero or less */
2560 /* dynamically correct text alignment */
2561 pos->width = size * getFontWidth(font);
2564 s_cut = getStringCopyN(s, size);
2566 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2567 s_cut, font, mask_mode);
2573 redraw_mask |= REDRAW_DOOR_1;
2576 game_status = GAME_MODE_PLAYING;
2579 void UpdateAndDisplayGameControlValues()
2581 if (tape.deactivate_display)
2584 UpdateGameControlValues();
2585 DisplayGameControlValues();
2588 void UpdateGameDoorValues()
2590 UpdateGameControlValues();
2593 void DrawGameDoorValues()
2595 DisplayGameControlValues();
2600 =============================================================================
2602 -----------------------------------------------------------------------------
2603 initialize game engine due to level / tape version number
2604 =============================================================================
2607 static void InitGameEngine()
2609 int i, j, k, l, x, y;
2611 /* set game engine from tape file when re-playing, else from level file */
2612 game.engine_version = (tape.playing ? tape.engine_version :
2613 level.game_version);
2615 /* set single or multi-player game mode (needed for re-playing tapes) */
2616 game.team_mode = setup.team_mode;
2620 int num_players = 0;
2622 for (i = 0; i < MAX_PLAYERS; i++)
2623 if (tape.player_participates[i])
2626 /* multi-player tapes contain input data for more than one player */
2627 game.team_mode = (num_players > 1);
2630 /* ---------------------------------------------------------------------- */
2631 /* set flags for bugs and changes according to active game engine version */
2632 /* ---------------------------------------------------------------------- */
2635 Summary of bugfix/change:
2636 Fixed handling for custom elements that change when pushed by the player.
2638 Fixed/changed in version:
2642 Before 3.1.0, custom elements that "change when pushing" changed directly
2643 after the player started pushing them (until then handled in "DigField()").
2644 Since 3.1.0, these custom elements are not changed until the "pushing"
2645 move of the element is finished (now handled in "ContinueMoving()").
2647 Affected levels/tapes:
2648 The first condition is generally needed for all levels/tapes before version
2649 3.1.0, which might use the old behaviour before it was changed; known tapes
2650 that are affected are some tapes from the level set "Walpurgis Gardens" by
2652 The second condition is an exception from the above case and is needed for
2653 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2654 above (including some development versions of 3.1.0), but before it was
2655 known that this change would break tapes like the above and was fixed in
2656 3.1.1, so that the changed behaviour was active although the engine version
2657 while recording maybe was before 3.1.0. There is at least one tape that is
2658 affected by this exception, which is the tape for the one-level set "Bug
2659 Machine" by Juergen Bonhagen.
2662 game.use_change_when_pushing_bug =
2663 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2665 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2666 tape.game_version < VERSION_IDENT(3,1,1,0)));
2669 Summary of bugfix/change:
2670 Fixed handling for blocking the field the player leaves when moving.
2672 Fixed/changed in version:
2676 Before 3.1.1, when "block last field when moving" was enabled, the field
2677 the player is leaving when moving was blocked for the time of the move,
2678 and was directly unblocked afterwards. This resulted in the last field
2679 being blocked for exactly one less than the number of frames of one player
2680 move. Additionally, even when blocking was disabled, the last field was
2681 blocked for exactly one frame.
2682 Since 3.1.1, due to changes in player movement handling, the last field
2683 is not blocked at all when blocking is disabled. When blocking is enabled,
2684 the last field is blocked for exactly the number of frames of one player
2685 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2686 last field is blocked for exactly one more than the number of frames of
2689 Affected levels/tapes:
2690 (!!! yet to be determined -- probably many !!!)
2693 game.use_block_last_field_bug =
2694 (game.engine_version < VERSION_IDENT(3,1,1,0));
2696 /* ---------------------------------------------------------------------- */
2698 /* set maximal allowed number of custom element changes per game frame */
2699 game.max_num_changes_per_frame = 1;
2701 /* default scan direction: scan playfield from top/left to bottom/right */
2702 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2704 /* dynamically adjust element properties according to game engine version */
2705 InitElementPropertiesEngine(game.engine_version);
2708 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2709 printf(" tape version == %06d [%s] [file: %06d]\n",
2710 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2712 printf(" => game.engine_version == %06d\n", game.engine_version);
2715 /* ---------- initialize player's initial move delay --------------------- */
2717 /* dynamically adjust player properties according to level information */
2718 for (i = 0; i < MAX_PLAYERS; i++)
2719 game.initial_move_delay_value[i] =
2720 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2722 /* dynamically adjust player properties according to game engine version */
2723 for (i = 0; i < MAX_PLAYERS; i++)
2724 game.initial_move_delay[i] =
2725 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2726 game.initial_move_delay_value[i] : 0);
2728 /* ---------- initialize player's initial push delay --------------------- */
2730 /* dynamically adjust player properties according to game engine version */
2731 game.initial_push_delay_value =
2732 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2734 /* ---------- initialize changing elements ------------------------------- */
2736 /* initialize changing elements information */
2737 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2739 struct ElementInfo *ei = &element_info[i];
2741 /* this pointer might have been changed in the level editor */
2742 ei->change = &ei->change_page[0];
2744 if (!IS_CUSTOM_ELEMENT(i))
2746 ei->change->target_element = EL_EMPTY_SPACE;
2747 ei->change->delay_fixed = 0;
2748 ei->change->delay_random = 0;
2749 ei->change->delay_frames = 1;
2752 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2754 ei->has_change_event[j] = FALSE;
2756 ei->event_page_nr[j] = 0;
2757 ei->event_page[j] = &ei->change_page[0];
2761 /* add changing elements from pre-defined list */
2762 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2764 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2765 struct ElementInfo *ei = &element_info[ch_delay->element];
2767 ei->change->target_element = ch_delay->target_element;
2768 ei->change->delay_fixed = ch_delay->change_delay;
2770 ei->change->pre_change_function = ch_delay->pre_change_function;
2771 ei->change->change_function = ch_delay->change_function;
2772 ei->change->post_change_function = ch_delay->post_change_function;
2774 ei->change->can_change = TRUE;
2775 ei->change->can_change_or_has_action = TRUE;
2777 ei->has_change_event[CE_DELAY] = TRUE;
2779 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2780 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2783 /* ---------- initialize internal run-time variables --------------------- */
2785 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2787 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2789 for (j = 0; j < ei->num_change_pages; j++)
2791 ei->change_page[j].can_change_or_has_action =
2792 (ei->change_page[j].can_change |
2793 ei->change_page[j].has_action);
2797 /* add change events from custom element configuration */
2798 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2800 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2802 for (j = 0; j < ei->num_change_pages; j++)
2804 if (!ei->change_page[j].can_change_or_has_action)
2807 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2809 /* only add event page for the first page found with this event */
2810 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
2812 ei->has_change_event[k] = TRUE;
2814 ei->event_page_nr[k] = j;
2815 ei->event_page[k] = &ei->change_page[j];
2821 /* ---------- initialize reference elements in change conditions --------- */
2823 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2825 int element = EL_CUSTOM_START + i;
2826 struct ElementInfo *ei = &element_info[element];
2828 for (j = 0; j < ei->num_change_pages; j++)
2830 int trigger_element = ei->change_page[j].initial_trigger_element;
2832 if (trigger_element >= EL_PREV_CE_8 &&
2833 trigger_element <= EL_NEXT_CE_8)
2834 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
2836 ei->change_page[j].trigger_element = trigger_element;
2840 /* ---------- initialize run-time trigger player and element ------------- */
2842 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2844 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2846 for (j = 0; j < ei->num_change_pages; j++)
2848 ei->change_page[j].actual_trigger_element = EL_EMPTY;
2849 ei->change_page[j].actual_trigger_player = EL_EMPTY;
2850 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
2851 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
2852 ei->change_page[j].actual_trigger_ce_value = 0;
2853 ei->change_page[j].actual_trigger_ce_score = 0;
2857 /* ---------- initialize trigger events ---------------------------------- */
2859 /* initialize trigger events information */
2860 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2861 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2862 trigger_events[i][j] = FALSE;
2864 /* add trigger events from element change event properties */
2865 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2867 struct ElementInfo *ei = &element_info[i];
2869 for (j = 0; j < ei->num_change_pages; j++)
2871 if (!ei->change_page[j].can_change_or_has_action)
2874 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
2876 int trigger_element = ei->change_page[j].trigger_element;
2878 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2880 if (ei->change_page[j].has_event[k])
2882 if (IS_GROUP_ELEMENT(trigger_element))
2884 struct ElementGroupInfo *group =
2885 element_info[trigger_element].group;
2887 for (l = 0; l < group->num_elements_resolved; l++)
2888 trigger_events[group->element_resolved[l]][k] = TRUE;
2890 else if (trigger_element == EL_ANY_ELEMENT)
2891 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
2892 trigger_events[l][k] = TRUE;
2894 trigger_events[trigger_element][k] = TRUE;
2901 /* ---------- initialize push delay -------------------------------------- */
2903 /* initialize push delay values to default */
2904 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2906 if (!IS_CUSTOM_ELEMENT(i))
2908 /* set default push delay values (corrected since version 3.0.7-1) */
2909 if (game.engine_version < VERSION_IDENT(3,0,7,1))
2911 element_info[i].push_delay_fixed = 2;
2912 element_info[i].push_delay_random = 8;
2916 element_info[i].push_delay_fixed = 8;
2917 element_info[i].push_delay_random = 8;
2922 /* set push delay value for certain elements from pre-defined list */
2923 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
2925 int e = push_delay_list[i].element;
2927 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
2928 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
2931 /* set push delay value for Supaplex elements for newer engine versions */
2932 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2934 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2936 if (IS_SP_ELEMENT(i))
2938 /* set SP push delay to just enough to push under a falling zonk */
2939 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
2941 element_info[i].push_delay_fixed = delay;
2942 element_info[i].push_delay_random = 0;
2947 /* ---------- initialize move stepsize ----------------------------------- */
2949 /* initialize move stepsize values to default */
2950 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2951 if (!IS_CUSTOM_ELEMENT(i))
2952 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
2954 /* set move stepsize value for certain elements from pre-defined list */
2955 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
2957 int e = move_stepsize_list[i].element;
2959 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
2962 /* ---------- initialize collect score ----------------------------------- */
2964 /* initialize collect score values for custom elements from initial value */
2965 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2966 if (IS_CUSTOM_ELEMENT(i))
2967 element_info[i].collect_score = element_info[i].collect_score_initial;
2969 /* ---------- initialize collect count ----------------------------------- */
2971 /* initialize collect count values for non-custom elements */
2972 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2973 if (!IS_CUSTOM_ELEMENT(i))
2974 element_info[i].collect_count_initial = 0;
2976 /* add collect count values for all elements from pre-defined list */
2977 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
2978 element_info[collect_count_list[i].element].collect_count_initial =
2979 collect_count_list[i].count;
2981 /* ---------- initialize access direction -------------------------------- */
2983 /* initialize access direction values to default (access from every side) */
2984 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2985 if (!IS_CUSTOM_ELEMENT(i))
2986 element_info[i].access_direction = MV_ALL_DIRECTIONS;
2988 /* set access direction value for certain elements from pre-defined list */
2989 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
2990 element_info[access_direction_list[i].element].access_direction =
2991 access_direction_list[i].direction;
2993 /* ---------- initialize explosion content ------------------------------- */
2994 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2996 if (IS_CUSTOM_ELEMENT(i))
2999 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3001 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3003 element_info[i].content.e[x][y] =
3004 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3005 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3006 i == EL_PLAYER_3 ? EL_EMERALD :
3007 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3008 i == EL_MOLE ? EL_EMERALD_RED :
3009 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3010 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3011 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3012 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3013 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3014 i == EL_WALL_EMERALD ? EL_EMERALD :
3015 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3016 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3017 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3018 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3019 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3020 i == EL_WALL_PEARL ? EL_PEARL :
3021 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3026 /* ---------- initialize recursion detection ------------------------------ */
3027 recursion_loop_depth = 0;
3028 recursion_loop_detected = FALSE;
3029 recursion_loop_element = EL_UNDEFINED;
3031 /* ---------- initialize graphics engine ---------------------------------- */
3032 game.scroll_delay_value =
3033 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3034 setup.scroll_delay ? setup.scroll_delay_value : 0);
3035 game.scroll_delay_value =
3036 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3038 /* ---------- initialize game engine snapshots ---------------------------- */
3039 for (i = 0; i < MAX_PLAYERS; i++)
3040 game.snapshot.last_action[i] = 0;
3041 game.snapshot.changed_action = FALSE;
3042 game.snapshot.mode =
3043 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3044 SNAPSHOT_MODE_EVERY_STEP :
3045 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3046 SNAPSHOT_MODE_EVERY_MOVE : SNAPSHOT_MODE_OFF);
3049 int get_num_special_action(int element, int action_first, int action_last)
3051 int num_special_action = 0;
3054 for (i = action_first; i <= action_last; i++)
3056 boolean found = FALSE;
3058 for (j = 0; j < NUM_DIRECTIONS; j++)
3059 if (el_act_dir2img(element, i, j) !=
3060 el_act_dir2img(element, ACTION_DEFAULT, j))
3064 num_special_action++;
3069 return num_special_action;
3074 =============================================================================
3076 -----------------------------------------------------------------------------
3077 initialize and start new game
3078 =============================================================================
3083 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3084 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3086 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3087 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3088 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3089 int initial_move_dir = MV_DOWN;
3092 game_status = GAME_MODE_PLAYING;
3096 if (!game.restart_level)
3097 CloseDoor(DOOR_CLOSE_1);
3099 if (level_editor_test_game)
3100 FadeSkipNextFadeIn();
3102 FadeSetEnterScreen();
3104 FadeOut(REDRAW_FIELD);
3106 /* needed if different viewport properties defined for playing */
3107 ChangeViewportPropertiesIfNeeded();
3109 DrawCompleteVideoDisplay();
3112 InitGameControlValues();
3114 /* don't play tapes over network */
3115 network_playing = (options.network && !tape.playing);
3117 for (i = 0; i < MAX_PLAYERS; i++)
3119 struct PlayerInfo *player = &stored_player[i];
3121 player->index_nr = i;
3122 player->index_bit = (1 << i);
3123 player->element_nr = EL_PLAYER_1 + i;
3125 player->present = FALSE;
3126 player->active = FALSE;
3127 player->mapped = FALSE;
3129 player->killed = FALSE;
3130 player->reanimated = FALSE;
3133 player->effective_action = 0;
3134 player->programmed_action = 0;
3137 player->score_final = 0;
3139 player->gems_still_needed = level.gems_needed;
3140 player->sokobanfields_still_needed = 0;
3141 player->lights_still_needed = 0;
3142 player->friends_still_needed = 0;
3144 for (j = 0; j < MAX_NUM_KEYS; j++)
3145 player->key[j] = FALSE;
3147 player->num_white_keys = 0;
3149 player->dynabomb_count = 0;
3150 player->dynabomb_size = 1;
3151 player->dynabombs_left = 0;
3152 player->dynabomb_xl = FALSE;
3154 player->MovDir = initial_move_dir;
3157 player->GfxDir = initial_move_dir;
3158 player->GfxAction = ACTION_DEFAULT;
3160 player->StepFrame = 0;
3162 player->initial_element = player->element_nr;
3163 player->artwork_element =
3164 (level.use_artwork_element[i] ? level.artwork_element[i] :
3165 player->element_nr);
3166 player->use_murphy = FALSE;
3168 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3169 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3171 player->gravity = level.initial_player_gravity[i];
3173 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3175 player->actual_frame_counter = 0;
3177 player->step_counter = 0;
3179 player->last_move_dir = initial_move_dir;
3181 player->is_active = FALSE;
3183 player->is_waiting = FALSE;
3184 player->is_moving = FALSE;
3185 player->is_auto_moving = FALSE;
3186 player->is_digging = FALSE;
3187 player->is_snapping = FALSE;
3188 player->is_collecting = FALSE;
3189 player->is_pushing = FALSE;
3190 player->is_switching = FALSE;
3191 player->is_dropping = FALSE;
3192 player->is_dropping_pressed = FALSE;
3194 player->is_bored = FALSE;
3195 player->is_sleeping = FALSE;
3197 player->frame_counter_bored = -1;
3198 player->frame_counter_sleeping = -1;
3200 player->anim_delay_counter = 0;
3201 player->post_delay_counter = 0;
3203 player->dir_waiting = initial_move_dir;
3204 player->action_waiting = ACTION_DEFAULT;
3205 player->last_action_waiting = ACTION_DEFAULT;
3206 player->special_action_bored = ACTION_DEFAULT;
3207 player->special_action_sleeping = ACTION_DEFAULT;
3209 player->switch_x = -1;
3210 player->switch_y = -1;
3212 player->drop_x = -1;
3213 player->drop_y = -1;
3215 player->show_envelope = 0;
3217 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3219 player->push_delay = -1; /* initialized when pushing starts */
3220 player->push_delay_value = game.initial_push_delay_value;
3222 player->drop_delay = 0;
3223 player->drop_pressed_delay = 0;
3225 player->last_jx = -1;
3226 player->last_jy = -1;
3230 player->shield_normal_time_left = 0;
3231 player->shield_deadly_time_left = 0;
3233 player->inventory_infinite_element = EL_UNDEFINED;
3234 player->inventory_size = 0;
3236 if (level.use_initial_inventory[i])
3238 for (j = 0; j < level.initial_inventory_size[i]; j++)
3240 int element = level.initial_inventory_content[i][j];
3241 int collect_count = element_info[element].collect_count_initial;
3244 if (!IS_CUSTOM_ELEMENT(element))
3247 if (collect_count == 0)
3248 player->inventory_infinite_element = element;
3250 for (k = 0; k < collect_count; k++)
3251 if (player->inventory_size < MAX_INVENTORY_SIZE)
3252 player->inventory_element[player->inventory_size++] = element;
3256 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3257 SnapField(player, 0, 0);
3259 player->LevelSolved = FALSE;
3260 player->GameOver = FALSE;
3262 player->LevelSolved_GameWon = FALSE;
3263 player->LevelSolved_GameEnd = FALSE;
3264 player->LevelSolved_PanelOff = FALSE;
3265 player->LevelSolved_SaveTape = FALSE;
3266 player->LevelSolved_SaveScore = FALSE;
3267 player->LevelSolved_CountingTime = 0;
3268 player->LevelSolved_CountingScore = 0;
3270 map_player_action[i] = i;
3273 network_player_action_received = FALSE;
3275 #if defined(NETWORK_AVALIABLE)
3276 /* initial null action */
3277 if (network_playing)
3278 SendToServer_MovePlayer(MV_NONE);
3287 TimeLeft = level.time;
3290 ScreenMovDir = MV_NONE;
3294 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3296 AllPlayersGone = FALSE;
3298 game.no_time_limit = (level.time == 0);
3300 game.yamyam_content_nr = 0;
3301 game.robot_wheel_active = FALSE;
3302 game.magic_wall_active = FALSE;
3303 game.magic_wall_time_left = 0;
3304 game.light_time_left = 0;
3305 game.timegate_time_left = 0;
3306 game.switchgate_pos = 0;
3307 game.wind_direction = level.wind_direction_initial;
3309 game.lenses_time_left = 0;
3310 game.magnify_time_left = 0;
3312 game.ball_state = level.ball_state_initial;
3313 game.ball_content_nr = 0;
3315 game.envelope_active = FALSE;
3317 /* set focus to local player for network games, else to all players */
3318 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3319 game.centered_player_nr_next = game.centered_player_nr;
3320 game.set_centered_player = FALSE;
3322 if (network_playing && tape.recording)
3324 /* store client dependent player focus when recording network games */
3325 tape.centered_player_nr_next = game.centered_player_nr_next;
3326 tape.set_centered_player = TRUE;
3329 for (i = 0; i < NUM_BELTS; i++)
3331 game.belt_dir[i] = MV_NONE;
3332 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3335 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3336 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3338 #if DEBUG_INIT_PLAYER
3341 printf("Player status at level initialization:\n");
3345 SCAN_PLAYFIELD(x, y)
3347 Feld[x][y] = level.field[x][y];
3348 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3349 ChangeDelay[x][y] = 0;
3350 ChangePage[x][y] = -1;
3351 CustomValue[x][y] = 0; /* initialized in InitField() */
3352 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3354 WasJustMoving[x][y] = 0;
3355 WasJustFalling[x][y] = 0;
3356 CheckCollision[x][y] = 0;
3357 CheckImpact[x][y] = 0;
3359 Pushed[x][y] = FALSE;
3361 ChangeCount[x][y] = 0;
3362 ChangeEvent[x][y] = -1;
3364 ExplodePhase[x][y] = 0;
3365 ExplodeDelay[x][y] = 0;
3366 ExplodeField[x][y] = EX_TYPE_NONE;
3368 RunnerVisit[x][y] = 0;
3369 PlayerVisit[x][y] = 0;
3372 GfxRandom[x][y] = INIT_GFX_RANDOM();
3373 GfxElement[x][y] = EL_UNDEFINED;
3374 GfxAction[x][y] = ACTION_DEFAULT;
3375 GfxDir[x][y] = MV_NONE;
3376 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3379 SCAN_PLAYFIELD(x, y)
3381 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3383 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3385 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3388 InitField(x, y, TRUE);
3390 ResetGfxAnimation(x, y);
3395 for (i = 0; i < MAX_PLAYERS; i++)
3397 struct PlayerInfo *player = &stored_player[i];
3399 /* set number of special actions for bored and sleeping animation */
3400 player->num_special_action_bored =
3401 get_num_special_action(player->artwork_element,
3402 ACTION_BORING_1, ACTION_BORING_LAST);
3403 player->num_special_action_sleeping =
3404 get_num_special_action(player->artwork_element,
3405 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3408 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3409 emulate_sb ? EMU_SOKOBAN :
3410 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3412 /* initialize type of slippery elements */
3413 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3415 if (!IS_CUSTOM_ELEMENT(i))
3417 /* default: elements slip down either to the left or right randomly */
3418 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3420 /* SP style elements prefer to slip down on the left side */
3421 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3422 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3424 /* BD style elements prefer to slip down on the left side */
3425 if (game.emulation == EMU_BOULDERDASH)
3426 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3430 /* initialize explosion and ignition delay */
3431 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3433 if (!IS_CUSTOM_ELEMENT(i))
3436 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3437 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3438 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3439 int last_phase = (num_phase + 1) * delay;
3440 int half_phase = (num_phase / 2) * delay;
3442 element_info[i].explosion_delay = last_phase - 1;
3443 element_info[i].ignition_delay = half_phase;
3445 if (i == EL_BLACK_ORB)
3446 element_info[i].ignition_delay = 1;
3450 /* correct non-moving belts to start moving left */
3451 for (i = 0; i < NUM_BELTS; i++)
3452 if (game.belt_dir[i] == MV_NONE)
3453 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3455 #if USE_NEW_PLAYER_ASSIGNMENTS
3456 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3457 /* choose default local player */
3458 local_player = &stored_player[0];
3460 for (i = 0; i < MAX_PLAYERS; i++)
3461 stored_player[i].connected = FALSE;
3463 local_player->connected = TRUE;
3464 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3468 for (i = 0; i < MAX_PLAYERS; i++)
3469 stored_player[i].connected = tape.player_participates[i];
3471 else if (game.team_mode && !options.network)
3473 /* try to guess locally connected team mode players (needed for correct
3474 assignment of player figures from level to locally playing players) */
3476 for (i = 0; i < MAX_PLAYERS; i++)
3477 if (setup.input[i].use_joystick ||
3478 setup.input[i].key.left != KSYM_UNDEFINED)
3479 stored_player[i].connected = TRUE;
3482 #if DEBUG_INIT_PLAYER
3485 printf("Player status after level initialization:\n");
3487 for (i = 0; i < MAX_PLAYERS; i++)
3489 struct PlayerInfo *player = &stored_player[i];
3491 printf("- player %d: present == %d, connected == %d, active == %d",
3497 if (local_player == player)
3498 printf(" (local player)");
3505 #if DEBUG_INIT_PLAYER
3507 printf("Reassigning players ...\n");
3510 /* check if any connected player was not found in playfield */
3511 for (i = 0; i < MAX_PLAYERS; i++)
3513 struct PlayerInfo *player = &stored_player[i];
3515 if (player->connected && !player->present)
3517 struct PlayerInfo *field_player = NULL;
3519 #if DEBUG_INIT_PLAYER
3521 printf("- looking for field player for player %d ...\n", i + 1);
3524 /* assign first free player found that is present in the playfield */
3526 /* first try: look for unmapped playfield player that is not connected */
3527 for (j = 0; j < MAX_PLAYERS; j++)
3528 if (field_player == NULL &&
3529 stored_player[j].present &&
3530 !stored_player[j].mapped &&
3531 !stored_player[j].connected)
3532 field_player = &stored_player[j];
3534 /* second try: look for *any* unmapped playfield player */
3535 for (j = 0; j < MAX_PLAYERS; j++)
3536 if (field_player == NULL &&
3537 stored_player[j].present &&
3538 !stored_player[j].mapped)
3539 field_player = &stored_player[j];
3541 if (field_player != NULL)
3543 int jx = field_player->jx, jy = field_player->jy;
3545 #if DEBUG_INIT_PLAYER
3547 printf("- found player %d\n", field_player->index_nr + 1);
3550 player->present = FALSE;
3551 player->active = FALSE;
3553 field_player->present = TRUE;
3554 field_player->active = TRUE;
3557 player->initial_element = field_player->initial_element;
3558 player->artwork_element = field_player->artwork_element;
3560 player->block_last_field = field_player->block_last_field;
3561 player->block_delay_adjustment = field_player->block_delay_adjustment;
3564 StorePlayer[jx][jy] = field_player->element_nr;
3566 field_player->jx = field_player->last_jx = jx;
3567 field_player->jy = field_player->last_jy = jy;
3569 if (local_player == player)
3570 local_player = field_player;
3572 map_player_action[field_player->index_nr] = i;
3574 field_player->mapped = TRUE;
3576 #if DEBUG_INIT_PLAYER
3578 printf("- map_player_action[%d] == %d\n",
3579 field_player->index_nr + 1, i + 1);
3584 if (player->connected && player->present)
3585 player->mapped = TRUE;
3588 #if DEBUG_INIT_PLAYER
3591 printf("Player status after player assignment (first stage):\n");
3593 for (i = 0; i < MAX_PLAYERS; i++)
3595 struct PlayerInfo *player = &stored_player[i];
3597 printf("- player %d: present == %d, connected == %d, active == %d",
3603 if (local_player == player)
3604 printf(" (local player)");
3613 /* check if any connected player was not found in playfield */
3614 for (i = 0; i < MAX_PLAYERS; i++)
3616 struct PlayerInfo *player = &stored_player[i];
3618 if (player->connected && !player->present)
3620 for (j = 0; j < MAX_PLAYERS; j++)
3622 struct PlayerInfo *field_player = &stored_player[j];
3623 int jx = field_player->jx, jy = field_player->jy;
3625 /* assign first free player found that is present in the playfield */
3626 if (field_player->present && !field_player->connected)
3628 player->present = TRUE;
3629 player->active = TRUE;
3631 field_player->present = FALSE;
3632 field_player->active = FALSE;
3634 player->initial_element = field_player->initial_element;
3635 player->artwork_element = field_player->artwork_element;
3637 player->block_last_field = field_player->block_last_field;
3638 player->block_delay_adjustment = field_player->block_delay_adjustment;
3640 StorePlayer[jx][jy] = player->element_nr;
3642 player->jx = player->last_jx = jx;
3643 player->jy = player->last_jy = jy;
3653 printf("::: local_player->present == %d\n", local_player->present);
3658 /* when playing a tape, eliminate all players who do not participate */
3660 #if USE_NEW_PLAYER_ASSIGNMENTS
3662 if (!game.team_mode)
3664 for (i = 0; i < MAX_PLAYERS; i++)
3666 if (stored_player[i].active &&
3667 !tape.player_participates[map_player_action[i]])
3669 struct PlayerInfo *player = &stored_player[i];
3670 int jx = player->jx, jy = player->jy;
3672 #if DEBUG_INIT_PLAYER
3674 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3677 player->active = FALSE;
3678 StorePlayer[jx][jy] = 0;
3679 Feld[jx][jy] = EL_EMPTY;
3686 for (i = 0; i < MAX_PLAYERS; i++)
3688 if (stored_player[i].active &&
3689 !tape.player_participates[i])
3691 struct PlayerInfo *player = &stored_player[i];
3692 int jx = player->jx, jy = player->jy;
3694 player->active = FALSE;
3695 StorePlayer[jx][jy] = 0;
3696 Feld[jx][jy] = EL_EMPTY;
3701 else if (!options.network && !game.team_mode) /* && !tape.playing */
3703 /* when in single player mode, eliminate all but the first active player */
3705 for (i = 0; i < MAX_PLAYERS; i++)
3707 if (stored_player[i].active)
3709 for (j = i + 1; j < MAX_PLAYERS; j++)
3711 if (stored_player[j].active)
3713 struct PlayerInfo *player = &stored_player[j];
3714 int jx = player->jx, jy = player->jy;
3716 player->active = FALSE;
3717 player->present = FALSE;
3719 StorePlayer[jx][jy] = 0;
3720 Feld[jx][jy] = EL_EMPTY;
3727 /* when recording the game, store which players take part in the game */
3730 #if USE_NEW_PLAYER_ASSIGNMENTS
3731 for (i = 0; i < MAX_PLAYERS; i++)
3732 if (stored_player[i].connected)
3733 tape.player_participates[i] = TRUE;
3735 for (i = 0; i < MAX_PLAYERS; i++)
3736 if (stored_player[i].active)
3737 tape.player_participates[i] = TRUE;
3741 #if DEBUG_INIT_PLAYER
3744 printf("Player status after player assignment (final stage):\n");
3746 for (i = 0; i < MAX_PLAYERS; i++)
3748 struct PlayerInfo *player = &stored_player[i];
3750 printf("- player %d: present == %d, connected == %d, active == %d",
3756 if (local_player == player)
3757 printf(" (local player)");
3764 if (BorderElement == EL_EMPTY)
3767 SBX_Right = lev_fieldx - SCR_FIELDX;
3769 SBY_Lower = lev_fieldy - SCR_FIELDY;
3774 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3776 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3779 if (full_lev_fieldx <= SCR_FIELDX)
3780 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3781 if (full_lev_fieldy <= SCR_FIELDY)
3782 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3784 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
3786 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
3789 /* if local player not found, look for custom element that might create
3790 the player (make some assumptions about the right custom element) */
3791 if (!local_player->present)
3793 int start_x = 0, start_y = 0;
3794 int found_rating = 0;
3795 int found_element = EL_UNDEFINED;
3796 int player_nr = local_player->index_nr;
3798 SCAN_PLAYFIELD(x, y)
3800 int element = Feld[x][y];
3805 if (level.use_start_element[player_nr] &&
3806 level.start_element[player_nr] == element &&
3813 found_element = element;
3816 if (!IS_CUSTOM_ELEMENT(element))
3819 if (CAN_CHANGE(element))
3821 for (i = 0; i < element_info[element].num_change_pages; i++)
3823 /* check for player created from custom element as single target */
3824 content = element_info[element].change_page[i].target_element;
3825 is_player = ELEM_IS_PLAYER(content);
3827 if (is_player && (found_rating < 3 ||
3828 (found_rating == 3 && element < found_element)))
3834 found_element = element;
3839 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
3841 /* check for player created from custom element as explosion content */
3842 content = element_info[element].content.e[xx][yy];
3843 is_player = ELEM_IS_PLAYER(content);
3845 if (is_player && (found_rating < 2 ||
3846 (found_rating == 2 && element < found_element)))
3848 start_x = x + xx - 1;
3849 start_y = y + yy - 1;
3852 found_element = element;
3855 if (!CAN_CHANGE(element))
3858 for (i = 0; i < element_info[element].num_change_pages; i++)
3860 /* check for player created from custom element as extended target */
3862 element_info[element].change_page[i].target_content.e[xx][yy];
3864 is_player = ELEM_IS_PLAYER(content);
3866 if (is_player && (found_rating < 1 ||
3867 (found_rating == 1 && element < found_element)))
3869 start_x = x + xx - 1;
3870 start_y = y + yy - 1;
3873 found_element = element;
3879 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
3880 start_x > SBX_Right + MIDPOSX ? SBX_Right :
3883 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
3884 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
3889 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
3890 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
3891 local_player->jx - MIDPOSX);
3893 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
3894 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
3895 local_player->jy - MIDPOSY);
3898 /* !!! FIX THIS (START) !!! */
3899 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3901 InitGameEngine_EM();
3903 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3905 InitGameEngine_SP();
3909 DrawLevel(REDRAW_FIELD);
3912 /* after drawing the level, correct some elements */
3913 if (game.timegate_time_left == 0)
3914 CloseAllOpenTimegates();
3917 /* blit playfield from scroll buffer to normal back buffer for fading in */
3918 BlitScreenToBitmap(backbuffer);
3920 redraw_mask |= REDRAW_FROM_BACKBUFFER;
3921 /* !!! FIX THIS (END) !!! */
3923 FadeIn(REDRAW_FIELD);
3926 // full screen redraw is required at this point in the following cases:
3927 // - special editor door undrawn when game was started from level editor
3928 // - drawing area (playfield) was changed and has to be removed completely
3929 redraw_mask = REDRAW_ALL;
3933 if (!game.restart_level)
3935 /* copy default game door content to main double buffer */
3937 /* !!! CHECK AGAIN !!! */
3938 SetPanelBackground();
3939 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
3940 DrawBackground(DX, DY, DXSIZE, DYSIZE);
3943 SetPanelBackground();
3944 SetDrawBackgroundMask(REDRAW_DOOR_1);
3946 UpdateAndDisplayGameControlValues();
3948 if (!game.restart_level)
3952 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
3953 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
3954 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
3958 /* copy actual game door content to door double buffer for OpenDoor() */
3959 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
3961 OpenDoor(DOOR_OPEN_ALL);
3963 PlaySound(SND_GAME_STARTING);
3965 if (setup.sound_music)
3968 KeyboardAutoRepeatOffUnlessAutoplay();
3970 #if DEBUG_INIT_PLAYER
3973 printf("Player status (final):\n");
3975 for (i = 0; i < MAX_PLAYERS; i++)
3977 struct PlayerInfo *player = &stored_player[i];
3979 printf("- player %d: present == %d, connected == %d, active == %d",
3985 if (local_player == player)
3986 printf(" (local player)");
3999 if (!game.restart_level && !tape.playing)
4001 LevelStats_incPlayed(level_nr);
4003 SaveLevelSetup_SeriesInfo();
4006 game.restart_level = FALSE;
4008 SaveEngineSnapshotToListInitial();
4011 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
4013 /* this is used for non-R'n'D game engines to update certain engine values */
4015 /* needed to determine if sounds are played within the visible screen area */
4016 scroll_x = actual_scroll_x;
4017 scroll_y = actual_scroll_y;
4020 void InitMovDir(int x, int y)
4022 int i, element = Feld[x][y];
4023 static int xy[4][2] =
4030 static int direction[3][4] =
4032 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4033 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4034 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4043 Feld[x][y] = EL_BUG;
4044 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4047 case EL_SPACESHIP_RIGHT:
4048 case EL_SPACESHIP_UP:
4049 case EL_SPACESHIP_LEFT:
4050 case EL_SPACESHIP_DOWN:
4051 Feld[x][y] = EL_SPACESHIP;
4052 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4055 case EL_BD_BUTTERFLY_RIGHT:
4056 case EL_BD_BUTTERFLY_UP:
4057 case EL_BD_BUTTERFLY_LEFT:
4058 case EL_BD_BUTTERFLY_DOWN:
4059 Feld[x][y] = EL_BD_BUTTERFLY;
4060 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4063 case EL_BD_FIREFLY_RIGHT:
4064 case EL_BD_FIREFLY_UP:
4065 case EL_BD_FIREFLY_LEFT:
4066 case EL_BD_FIREFLY_DOWN:
4067 Feld[x][y] = EL_BD_FIREFLY;
4068 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4071 case EL_PACMAN_RIGHT:
4073 case EL_PACMAN_LEFT:
4074 case EL_PACMAN_DOWN:
4075 Feld[x][y] = EL_PACMAN;
4076 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4079 case EL_YAMYAM_LEFT:
4080 case EL_YAMYAM_RIGHT:
4082 case EL_YAMYAM_DOWN:
4083 Feld[x][y] = EL_YAMYAM;
4084 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4087 case EL_SP_SNIKSNAK:
4088 MovDir[x][y] = MV_UP;
4091 case EL_SP_ELECTRON:
4092 MovDir[x][y] = MV_LEFT;
4099 Feld[x][y] = EL_MOLE;
4100 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4104 if (IS_CUSTOM_ELEMENT(element))
4106 struct ElementInfo *ei = &element_info[element];
4107 int move_direction_initial = ei->move_direction_initial;
4108 int move_pattern = ei->move_pattern;
4110 if (move_direction_initial == MV_START_PREVIOUS)
4112 if (MovDir[x][y] != MV_NONE)
4115 move_direction_initial = MV_START_AUTOMATIC;
4118 if (move_direction_initial == MV_START_RANDOM)
4119 MovDir[x][y] = 1 << RND(4);
4120 else if (move_direction_initial & MV_ANY_DIRECTION)
4121 MovDir[x][y] = move_direction_initial;
4122 else if (move_pattern == MV_ALL_DIRECTIONS ||
4123 move_pattern == MV_TURNING_LEFT ||
4124 move_pattern == MV_TURNING_RIGHT ||
4125 move_pattern == MV_TURNING_LEFT_RIGHT ||
4126 move_pattern == MV_TURNING_RIGHT_LEFT ||
4127 move_pattern == MV_TURNING_RANDOM)
4128 MovDir[x][y] = 1 << RND(4);
4129 else if (move_pattern == MV_HORIZONTAL)
4130 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4131 else if (move_pattern == MV_VERTICAL)
4132 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4133 else if (move_pattern & MV_ANY_DIRECTION)
4134 MovDir[x][y] = element_info[element].move_pattern;
4135 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4136 move_pattern == MV_ALONG_RIGHT_SIDE)
4138 /* use random direction as default start direction */
4139 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4140 MovDir[x][y] = 1 << RND(4);
4142 for (i = 0; i < NUM_DIRECTIONS; i++)
4144 int x1 = x + xy[i][0];
4145 int y1 = y + xy[i][1];
4147 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4149 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4150 MovDir[x][y] = direction[0][i];
4152 MovDir[x][y] = direction[1][i];
4161 MovDir[x][y] = 1 << RND(4);
4163 if (element != EL_BUG &&
4164 element != EL_SPACESHIP &&
4165 element != EL_BD_BUTTERFLY &&
4166 element != EL_BD_FIREFLY)
4169 for (i = 0; i < NUM_DIRECTIONS; i++)
4171 int x1 = x + xy[i][0];
4172 int y1 = y + xy[i][1];
4174 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4176 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4178 MovDir[x][y] = direction[0][i];
4181 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4182 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4184 MovDir[x][y] = direction[1][i];
4193 GfxDir[x][y] = MovDir[x][y];
4196 void InitAmoebaNr(int x, int y)
4199 int group_nr = AmoebeNachbarNr(x, y);
4203 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4205 if (AmoebaCnt[i] == 0)
4213 AmoebaNr[x][y] = group_nr;
4214 AmoebaCnt[group_nr]++;
4215 AmoebaCnt2[group_nr]++;
4218 static void PlayerWins(struct PlayerInfo *player)
4220 player->LevelSolved = TRUE;
4221 player->GameOver = TRUE;
4223 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4224 level.native_em_level->lev->score : player->score);
4226 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4228 player->LevelSolved_CountingScore = player->score_final;
4233 static int time, time_final;
4234 static int score, score_final;
4235 static int game_over_delay_1 = 0;
4236 static int game_over_delay_2 = 0;
4237 int game_over_delay_value_1 = 50;
4238 int game_over_delay_value_2 = 50;
4240 if (!local_player->LevelSolved_GameWon)
4244 /* do not start end game actions before the player stops moving (to exit) */
4245 if (local_player->MovPos)
4248 local_player->LevelSolved_GameWon = TRUE;
4249 local_player->LevelSolved_SaveTape = tape.recording;
4250 local_player->LevelSolved_SaveScore = !tape.playing;
4254 LevelStats_incSolved(level_nr);
4256 SaveLevelSetup_SeriesInfo();
4259 if (tape.auto_play) /* tape might already be stopped here */
4260 tape.auto_play_level_solved = TRUE;
4264 game_over_delay_1 = game_over_delay_value_1;
4265 game_over_delay_2 = game_over_delay_value_2;
4267 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4268 score = score_final = local_player->score_final;
4273 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4275 else if (game.no_time_limit && TimePlayed < 999)
4278 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4281 local_player->score_final = score_final;
4283 if (level_editor_test_game)
4286 score = score_final;
4288 local_player->LevelSolved_CountingTime = time;
4289 local_player->LevelSolved_CountingScore = score;
4291 game_panel_controls[GAME_PANEL_TIME].value = time;
4292 game_panel_controls[GAME_PANEL_SCORE].value = score;
4294 DisplayGameControlValues();
4297 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4299 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4301 /* close exit door after last player */
4302 if ((AllPlayersGone &&
4303 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4304 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4305 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4306 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4307 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4309 int element = Feld[ExitX][ExitY];
4311 Feld[ExitX][ExitY] =
4312 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4313 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4314 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4315 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4316 EL_EM_STEEL_EXIT_CLOSING);
4318 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4321 /* player disappears */
4322 DrawLevelField(ExitX, ExitY);
4325 for (i = 0; i < MAX_PLAYERS; i++)
4327 struct PlayerInfo *player = &stored_player[i];
4329 if (player->present)
4331 RemovePlayer(player);
4333 /* player disappears */
4334 DrawLevelField(player->jx, player->jy);
4339 PlaySound(SND_GAME_WINNING);
4342 if (game_over_delay_1 > 0)
4344 game_over_delay_1--;
4349 if (time != time_final)
4351 int time_to_go = ABS(time_final - time);
4352 int time_count_dir = (time < time_final ? +1 : -1);
4353 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4355 time += time_count_steps * time_count_dir;
4356 score += time_count_steps * level.score[SC_TIME_BONUS];
4358 local_player->LevelSolved_CountingTime = time;
4359 local_player->LevelSolved_CountingScore = score;
4361 game_panel_controls[GAME_PANEL_TIME].value = time;
4362 game_panel_controls[GAME_PANEL_SCORE].value = score;
4364 DisplayGameControlValues();
4366 if (time == time_final)
4367 StopSound(SND_GAME_LEVELTIME_BONUS);
4368 else if (setup.sound_loops)
4369 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4371 PlaySound(SND_GAME_LEVELTIME_BONUS);
4376 local_player->LevelSolved_PanelOff = TRUE;
4378 if (game_over_delay_2 > 0)
4380 game_over_delay_2--;
4391 boolean raise_level = FALSE;
4393 local_player->LevelSolved_GameEnd = TRUE;
4395 if (!global.use_envelope_request)
4396 CloseDoor(DOOR_CLOSE_1);
4398 if (local_player->LevelSolved_SaveTape)
4400 SaveTapeChecked(tape.level_nr); /* ask to save tape */
4403 CloseDoor(DOOR_CLOSE_ALL);
4405 if (level_editor_test_game)
4407 game_status = GAME_MODE_MAIN;
4409 DrawAndFadeInMainMenu(REDRAW_FIELD);
4414 if (!local_player->LevelSolved_SaveScore)
4416 FadeOut(REDRAW_FIELD);
4418 game_status = GAME_MODE_MAIN;
4420 DrawAndFadeInMainMenu(REDRAW_FIELD);
4425 if (level_nr == leveldir_current->handicap_level)
4427 leveldir_current->handicap_level++;
4429 SaveLevelSetup_SeriesInfo();
4432 if (level_nr < leveldir_current->last_level)
4433 raise_level = TRUE; /* advance to next level */
4435 if ((hi_pos = NewHiScore()) >= 0)
4437 game_status = GAME_MODE_SCORES;
4439 /* needed if different viewport properties defined for scores */
4440 ChangeViewportPropertiesIfNeeded();
4442 DrawHallOfFame(hi_pos);
4452 FadeOut(REDRAW_FIELD);
4454 game_status = GAME_MODE_MAIN;
4462 DrawAndFadeInMainMenu(REDRAW_FIELD);
4471 LoadScore(level_nr);
4473 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4474 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4477 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4479 if (local_player->score_final > highscore[k].Score)
4481 /* player has made it to the hall of fame */
4483 if (k < MAX_SCORE_ENTRIES - 1)
4485 int m = MAX_SCORE_ENTRIES - 1;
4488 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4489 if (strEqual(setup.player_name, highscore[l].Name))
4491 if (m == k) /* player's new highscore overwrites his old one */
4495 for (l = m; l > k; l--)
4497 strcpy(highscore[l].Name, highscore[l - 1].Name);
4498 highscore[l].Score = highscore[l - 1].Score;
4505 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4506 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4507 highscore[k].Score = local_player->score_final;
4513 else if (!strncmp(setup.player_name, highscore[k].Name,
4514 MAX_PLAYER_NAME_LEN))
4515 break; /* player already there with a higher score */
4521 SaveScore(level_nr);
4526 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4528 int element = Feld[x][y];
4529 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4530 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4531 int horiz_move = (dx != 0);
4532 int sign = (horiz_move ? dx : dy);
4533 int step = sign * element_info[element].move_stepsize;
4535 /* special values for move stepsize for spring and things on conveyor belt */
4538 if (CAN_FALL(element) &&
4539 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4540 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4541 else if (element == EL_SPRING)
4542 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4548 inline static int getElementMoveStepsize(int x, int y)
4550 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4553 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4555 if (player->GfxAction != action || player->GfxDir != dir)
4557 player->GfxAction = action;
4558 player->GfxDir = dir;
4560 player->StepFrame = 0;
4564 static void ResetGfxFrame(int x, int y, boolean redraw)
4566 int element = Feld[x][y];
4567 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4568 int last_gfx_frame = GfxFrame[x][y];
4570 if (graphic_info[graphic].anim_global_sync)
4571 GfxFrame[x][y] = FrameCounter;
4572 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4573 GfxFrame[x][y] = CustomValue[x][y];
4574 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4575 GfxFrame[x][y] = element_info[element].collect_score;
4576 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4577 GfxFrame[x][y] = ChangeDelay[x][y];
4579 if (redraw && GfxFrame[x][y] != last_gfx_frame)
4580 DrawLevelGraphicAnimation(x, y, graphic);
4583 static void ResetGfxAnimation(int x, int y)
4585 GfxAction[x][y] = ACTION_DEFAULT;
4586 GfxDir[x][y] = MovDir[x][y];
4589 ResetGfxFrame(x, y, FALSE);
4592 static void ResetRandomAnimationValue(int x, int y)
4594 GfxRandom[x][y] = INIT_GFX_RANDOM();
4597 void InitMovingField(int x, int y, int direction)
4599 int element = Feld[x][y];
4600 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4601 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4604 boolean is_moving_before, is_moving_after;
4606 /* check if element was/is moving or being moved before/after mode change */
4607 is_moving_before = (WasJustMoving[x][y] != 0);
4608 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4610 /* reset animation only for moving elements which change direction of moving
4611 or which just started or stopped moving
4612 (else CEs with property "can move" / "not moving" are reset each frame) */
4613 if (is_moving_before != is_moving_after ||
4614 direction != MovDir[x][y])
4615 ResetGfxAnimation(x, y);
4617 MovDir[x][y] = direction;
4618 GfxDir[x][y] = direction;
4620 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4621 direction == MV_DOWN && CAN_FALL(element) ?
4622 ACTION_FALLING : ACTION_MOVING);
4624 /* this is needed for CEs with property "can move" / "not moving" */
4626 if (is_moving_after)
4628 if (Feld[newx][newy] == EL_EMPTY)
4629 Feld[newx][newy] = EL_BLOCKED;
4631 MovDir[newx][newy] = MovDir[x][y];
4633 CustomValue[newx][newy] = CustomValue[x][y];
4635 GfxFrame[newx][newy] = GfxFrame[x][y];
4636 GfxRandom[newx][newy] = GfxRandom[x][y];
4637 GfxAction[newx][newy] = GfxAction[x][y];
4638 GfxDir[newx][newy] = GfxDir[x][y];
4642 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4644 int direction = MovDir[x][y];
4645 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4646 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4652 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4654 int oldx = x, oldy = y;
4655 int direction = MovDir[x][y];
4657 if (direction == MV_LEFT)
4659 else if (direction == MV_RIGHT)
4661 else if (direction == MV_UP)
4663 else if (direction == MV_DOWN)
4666 *comes_from_x = oldx;
4667 *comes_from_y = oldy;
4670 int MovingOrBlocked2Element(int x, int y)
4672 int element = Feld[x][y];
4674 if (element == EL_BLOCKED)
4678 Blocked2Moving(x, y, &oldx, &oldy);
4679 return Feld[oldx][oldy];
4685 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4687 /* like MovingOrBlocked2Element(), but if element is moving
4688 and (x,y) is the field the moving element is just leaving,
4689 return EL_BLOCKED instead of the element value */
4690 int element = Feld[x][y];
4692 if (IS_MOVING(x, y))
4694 if (element == EL_BLOCKED)
4698 Blocked2Moving(x, y, &oldx, &oldy);
4699 return Feld[oldx][oldy];
4708 static void RemoveField(int x, int y)
4710 Feld[x][y] = EL_EMPTY;
4716 CustomValue[x][y] = 0;
4719 ChangeDelay[x][y] = 0;
4720 ChangePage[x][y] = -1;
4721 Pushed[x][y] = FALSE;
4723 GfxElement[x][y] = EL_UNDEFINED;
4724 GfxAction[x][y] = ACTION_DEFAULT;
4725 GfxDir[x][y] = MV_NONE;
4728 void RemoveMovingField(int x, int y)
4730 int oldx = x, oldy = y, newx = x, newy = y;
4731 int element = Feld[x][y];
4732 int next_element = EL_UNDEFINED;
4734 if (element != EL_BLOCKED && !IS_MOVING(x, y))
4737 if (IS_MOVING(x, y))
4739 Moving2Blocked(x, y, &newx, &newy);
4741 if (Feld[newx][newy] != EL_BLOCKED)
4743 /* element is moving, but target field is not free (blocked), but
4744 already occupied by something different (example: acid pool);
4745 in this case, only remove the moving field, but not the target */
4747 RemoveField(oldx, oldy);
4749 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4751 TEST_DrawLevelField(oldx, oldy);
4756 else if (element == EL_BLOCKED)
4758 Blocked2Moving(x, y, &oldx, &oldy);
4759 if (!IS_MOVING(oldx, oldy))
4763 if (element == EL_BLOCKED &&
4764 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
4765 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
4766 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
4767 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
4768 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
4769 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
4770 next_element = get_next_element(Feld[oldx][oldy]);
4772 RemoveField(oldx, oldy);
4773 RemoveField(newx, newy);
4775 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4777 if (next_element != EL_UNDEFINED)
4778 Feld[oldx][oldy] = next_element;
4780 TEST_DrawLevelField(oldx, oldy);
4781 TEST_DrawLevelField(newx, newy);
4784 void DrawDynamite(int x, int y)
4786 int sx = SCREENX(x), sy = SCREENY(y);
4787 int graphic = el2img(Feld[x][y]);
4790 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
4793 if (IS_WALKABLE_INSIDE(Back[x][y]))
4797 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
4798 else if (Store[x][y])
4799 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
4801 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4803 if (Back[x][y] || Store[x][y])
4804 DrawGraphicThruMask(sx, sy, graphic, frame);
4806 DrawGraphic(sx, sy, graphic, frame);
4809 void CheckDynamite(int x, int y)
4811 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
4815 if (MovDelay[x][y] != 0)
4818 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4824 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4829 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
4831 boolean num_checked_players = 0;
4834 for (i = 0; i < MAX_PLAYERS; i++)
4836 if (stored_player[i].active)
4838 int sx = stored_player[i].jx;
4839 int sy = stored_player[i].jy;
4841 if (num_checked_players == 0)
4848 *sx1 = MIN(*sx1, sx);
4849 *sy1 = MIN(*sy1, sy);
4850 *sx2 = MAX(*sx2, sx);
4851 *sy2 = MAX(*sy2, sy);
4854 num_checked_players++;
4859 static boolean checkIfAllPlayersFitToScreen_RND()
4861 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
4863 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4865 return (sx2 - sx1 < SCR_FIELDX &&
4866 sy2 - sy1 < SCR_FIELDY);
4869 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
4871 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
4873 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4875 *sx = (sx1 + sx2) / 2;
4876 *sy = (sy1 + sy2) / 2;
4879 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
4880 boolean center_screen, boolean quick_relocation)
4882 boolean ffwd_delay = (tape.playing && tape.fast_forward);
4883 boolean no_delay = (tape.warp_forward);
4884 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
4885 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
4887 if (quick_relocation)
4889 if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
4891 if (!level.shifted_relocation || center_screen)
4893 /* quick relocation (without scrolling), with centering of screen */
4895 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4896 x > SBX_Right + MIDPOSX ? SBX_Right :
4899 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4900 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4905 /* quick relocation (without scrolling), but do not center screen */
4907 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4908 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4911 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4912 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4915 int offset_x = x + (scroll_x - center_scroll_x);
4916 int offset_y = y + (scroll_y - center_scroll_y);
4918 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4919 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4920 offset_x - MIDPOSX);
4922 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4923 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4924 offset_y - MIDPOSY);
4929 if (!level.shifted_relocation || center_screen)
4931 /* quick relocation (without scrolling), with centering of screen */
4933 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4934 x > SBX_Right + MIDPOSX ? SBX_Right :
4937 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4938 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4943 /* quick relocation (without scrolling), but do not center screen */
4945 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4946 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4949 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4950 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4953 int offset_x = x + (scroll_x - center_scroll_x);
4954 int offset_y = y + (scroll_y - center_scroll_y);
4956 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4957 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4958 offset_x - MIDPOSX);
4960 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4961 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4962 offset_y - MIDPOSY);
4966 RedrawPlayfield(TRUE, 0,0,0,0);
4970 int scroll_xx, scroll_yy;
4972 if (!level.shifted_relocation || center_screen)
4974 /* visible relocation (with scrolling), with centering of screen */
4976 scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
4977 x > SBX_Right + MIDPOSX ? SBX_Right :
4980 scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4981 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4986 /* visible relocation (with scrolling), but do not center screen */
4988 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4989 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4992 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4993 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4996 int offset_x = x + (scroll_x - center_scroll_x);
4997 int offset_y = y + (scroll_y - center_scroll_y);
4999 scroll_xx = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
5000 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
5001 offset_x - MIDPOSX);
5003 scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5004 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5005 offset_y - MIDPOSY);
5009 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
5011 while (scroll_x != scroll_xx || scroll_y != scroll_yy)
5014 int fx = FX, fy = FY;
5016 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
5017 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
5019 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5025 fx += dx * TILEX / 2;
5026 fy += dy * TILEY / 2;
5028 ScrollLevel(dx, dy);
5031 /* scroll in two steps of half tile size to make things smoother */
5032 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5033 Delay(wait_delay_value);
5035 /* scroll second step to align at full tile size */
5037 Delay(wait_delay_value);
5042 Delay(wait_delay_value);
5046 void RelocatePlayer(int jx, int jy, int el_player_raw)
5048 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5049 int player_nr = GET_PLAYER_NR(el_player);
5050 struct PlayerInfo *player = &stored_player[player_nr];
5051 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5052 boolean no_delay = (tape.warp_forward);
5053 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5054 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5055 int old_jx = player->jx;
5056 int old_jy = player->jy;
5057 int old_element = Feld[old_jx][old_jy];
5058 int element = Feld[jx][jy];
5059 boolean player_relocated = (old_jx != jx || old_jy != jy);
5061 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5062 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5063 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5064 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5065 int leave_side_horiz = move_dir_horiz;
5066 int leave_side_vert = move_dir_vert;
5067 int enter_side = enter_side_horiz | enter_side_vert;
5068 int leave_side = leave_side_horiz | leave_side_vert;
5070 if (player->GameOver) /* do not reanimate dead player */
5073 if (!player_relocated) /* no need to relocate the player */
5076 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5078 RemoveField(jx, jy); /* temporarily remove newly placed player */
5079 DrawLevelField(jx, jy);
5082 if (player->present)
5084 while (player->MovPos)
5086 ScrollPlayer(player, SCROLL_GO_ON);
5087 ScrollScreen(NULL, SCROLL_GO_ON);
5089 AdvanceFrameAndPlayerCounters(player->index_nr);
5094 Delay(wait_delay_value);
5097 DrawPlayer(player); /* needed here only to cleanup last field */
5098 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5100 player->is_moving = FALSE;
5103 if (IS_CUSTOM_ELEMENT(old_element))
5104 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5106 player->index_bit, leave_side);
5108 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5110 player->index_bit, leave_side);
5112 Feld[jx][jy] = el_player;
5113 InitPlayerField(jx, jy, el_player, TRUE);
5115 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5116 possible that the relocation target field did not contain a player element,
5117 but a walkable element, to which the new player was relocated -- in this
5118 case, restore that (already initialized!) element on the player field */
5119 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5121 Feld[jx][jy] = element; /* restore previously existing element */
5124 /* only visually relocate centered player */
5125 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5126 FALSE, level.instant_relocation);
5128 TestIfPlayerTouchesBadThing(jx, jy);
5129 TestIfPlayerTouchesCustomElement(jx, jy);
5131 if (IS_CUSTOM_ELEMENT(element))
5132 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5133 player->index_bit, enter_side);
5135 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5136 player->index_bit, enter_side);
5138 if (player->is_switching)
5140 /* ensure that relocation while still switching an element does not cause
5141 a new element to be treated as also switched directly after relocation
5142 (this is important for teleporter switches that teleport the player to
5143 a place where another teleporter switch is in the same direction, which
5144 would then incorrectly be treated as immediately switched before the
5145 direction key that caused the switch was released) */
5147 player->switch_x += jx - old_jx;
5148 player->switch_y += jy - old_jy;
5152 void Explode(int ex, int ey, int phase, int mode)
5158 /* !!! eliminate this variable !!! */
5159 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5161 if (game.explosions_delayed)
5163 ExplodeField[ex][ey] = mode;
5167 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5169 int center_element = Feld[ex][ey];
5170 int artwork_element, explosion_element; /* set these values later */
5172 /* remove things displayed in background while burning dynamite */
5173 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5176 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5178 /* put moving element to center field (and let it explode there) */
5179 center_element = MovingOrBlocked2Element(ex, ey);
5180 RemoveMovingField(ex, ey);
5181 Feld[ex][ey] = center_element;
5184 /* now "center_element" is finally determined -- set related values now */
5185 artwork_element = center_element; /* for custom player artwork */
5186 explosion_element = center_element; /* for custom player artwork */
5188 if (IS_PLAYER(ex, ey))
5190 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5192 artwork_element = stored_player[player_nr].artwork_element;
5194 if (level.use_explosion_element[player_nr])
5196 explosion_element = level.explosion_element[player_nr];
5197 artwork_element = explosion_element;
5201 if (mode == EX_TYPE_NORMAL ||
5202 mode == EX_TYPE_CENTER ||
5203 mode == EX_TYPE_CROSS)
5204 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5206 last_phase = element_info[explosion_element].explosion_delay + 1;
5208 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5210 int xx = x - ex + 1;
5211 int yy = y - ey + 1;
5214 if (!IN_LEV_FIELD(x, y) ||
5215 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5216 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5219 element = Feld[x][y];
5221 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5223 element = MovingOrBlocked2Element(x, y);
5225 if (!IS_EXPLOSION_PROOF(element))
5226 RemoveMovingField(x, y);
5229 /* indestructible elements can only explode in center (but not flames) */
5230 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5231 mode == EX_TYPE_BORDER)) ||
5232 element == EL_FLAMES)
5235 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5236 behaviour, for example when touching a yamyam that explodes to rocks
5237 with active deadly shield, a rock is created under the player !!! */
5238 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5240 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5241 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5242 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5244 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5247 if (IS_ACTIVE_BOMB(element))
5249 /* re-activate things under the bomb like gate or penguin */
5250 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5257 /* save walkable background elements while explosion on same tile */
5258 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5259 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5260 Back[x][y] = element;
5262 /* ignite explodable elements reached by other explosion */
5263 if (element == EL_EXPLOSION)
5264 element = Store2[x][y];
5266 if (AmoebaNr[x][y] &&
5267 (element == EL_AMOEBA_FULL ||
5268 element == EL_BD_AMOEBA ||
5269 element == EL_AMOEBA_GROWING))
5271 AmoebaCnt[AmoebaNr[x][y]]--;
5272 AmoebaCnt2[AmoebaNr[x][y]]--;
5277 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5279 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5281 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5283 if (PLAYERINFO(ex, ey)->use_murphy)
5284 Store[x][y] = EL_EMPTY;
5287 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5288 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5289 else if (ELEM_IS_PLAYER(center_element))
5290 Store[x][y] = EL_EMPTY;
5291 else if (center_element == EL_YAMYAM)
5292 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5293 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5294 Store[x][y] = element_info[center_element].content.e[xx][yy];
5296 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5297 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5298 otherwise) -- FIX THIS !!! */
5299 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5300 Store[x][y] = element_info[element].content.e[1][1];
5302 else if (!CAN_EXPLODE(element))
5303 Store[x][y] = element_info[element].content.e[1][1];
5306 Store[x][y] = EL_EMPTY;
5308 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5309 center_element == EL_AMOEBA_TO_DIAMOND)
5310 Store2[x][y] = element;
5312 Feld[x][y] = EL_EXPLOSION;
5313 GfxElement[x][y] = artwork_element;
5315 ExplodePhase[x][y] = 1;
5316 ExplodeDelay[x][y] = last_phase;
5321 if (center_element == EL_YAMYAM)
5322 game.yamyam_content_nr =
5323 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5335 GfxFrame[x][y] = 0; /* restart explosion animation */
5337 last_phase = ExplodeDelay[x][y];
5339 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5341 /* this can happen if the player leaves an explosion just in time */
5342 if (GfxElement[x][y] == EL_UNDEFINED)
5343 GfxElement[x][y] = EL_EMPTY;
5345 border_element = Store2[x][y];
5346 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5347 border_element = StorePlayer[x][y];
5349 if (phase == element_info[border_element].ignition_delay ||
5350 phase == last_phase)
5352 boolean border_explosion = FALSE;
5354 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5355 !PLAYER_EXPLOSION_PROTECTED(x, y))
5357 KillPlayerUnlessExplosionProtected(x, y);
5358 border_explosion = TRUE;
5360 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5362 Feld[x][y] = Store2[x][y];
5365 border_explosion = TRUE;
5367 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5369 AmoebeUmwandeln(x, y);
5371 border_explosion = TRUE;
5374 /* if an element just explodes due to another explosion (chain-reaction),
5375 do not immediately end the new explosion when it was the last frame of
5376 the explosion (as it would be done in the following "if"-statement!) */
5377 if (border_explosion && phase == last_phase)
5381 if (phase == last_phase)
5385 element = Feld[x][y] = Store[x][y];
5386 Store[x][y] = Store2[x][y] = 0;
5387 GfxElement[x][y] = EL_UNDEFINED;
5389 /* player can escape from explosions and might therefore be still alive */
5390 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5391 element <= EL_PLAYER_IS_EXPLODING_4)
5393 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5394 int explosion_element = EL_PLAYER_1 + player_nr;
5395 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5396 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5398 if (level.use_explosion_element[player_nr])
5399 explosion_element = level.explosion_element[player_nr];
5401 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5402 element_info[explosion_element].content.e[xx][yy]);
5405 /* restore probably existing indestructible background element */
5406 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5407 element = Feld[x][y] = Back[x][y];
5410 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5411 GfxDir[x][y] = MV_NONE;
5412 ChangeDelay[x][y] = 0;
5413 ChangePage[x][y] = -1;
5415 CustomValue[x][y] = 0;
5417 InitField_WithBug2(x, y, FALSE);
5419 TEST_DrawLevelField(x, y);
5421 TestIfElementTouchesCustomElement(x, y);
5423 if (GFX_CRUMBLED(element))
5424 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5426 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5427 StorePlayer[x][y] = 0;
5429 if (ELEM_IS_PLAYER(element))
5430 RelocatePlayer(x, y, element);
5432 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5434 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5435 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5438 TEST_DrawLevelFieldCrumbled(x, y);
5440 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5442 DrawLevelElement(x, y, Back[x][y]);
5443 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5445 else if (IS_WALKABLE_UNDER(Back[x][y]))
5447 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5448 DrawLevelElementThruMask(x, y, Back[x][y]);
5450 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5451 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5455 void DynaExplode(int ex, int ey)
5458 int dynabomb_element = Feld[ex][ey];
5459 int dynabomb_size = 1;
5460 boolean dynabomb_xl = FALSE;
5461 struct PlayerInfo *player;
5462 static int xy[4][2] =
5470 if (IS_ACTIVE_BOMB(dynabomb_element))
5472 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5473 dynabomb_size = player->dynabomb_size;
5474 dynabomb_xl = player->dynabomb_xl;
5475 player->dynabombs_left++;
5478 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5480 for (i = 0; i < NUM_DIRECTIONS; i++)
5482 for (j = 1; j <= dynabomb_size; j++)
5484 int x = ex + j * xy[i][0];
5485 int y = ey + j * xy[i][1];
5488 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5491 element = Feld[x][y];
5493 /* do not restart explosions of fields with active bombs */
5494 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5497 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5499 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5500 !IS_DIGGABLE(element) && !dynabomb_xl)
5506 void Bang(int x, int y)
5508 int element = MovingOrBlocked2Element(x, y);
5509 int explosion_type = EX_TYPE_NORMAL;
5511 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5513 struct PlayerInfo *player = PLAYERINFO(x, y);
5515 element = Feld[x][y] = player->initial_element;
5517 if (level.use_explosion_element[player->index_nr])
5519 int explosion_element = level.explosion_element[player->index_nr];
5521 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5522 explosion_type = EX_TYPE_CROSS;
5523 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5524 explosion_type = EX_TYPE_CENTER;
5532 case EL_BD_BUTTERFLY:
5535 case EL_DARK_YAMYAM:
5539 RaiseScoreElement(element);
5542 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5543 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5544 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5545 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5546 case EL_DYNABOMB_INCREASE_NUMBER:
5547 case EL_DYNABOMB_INCREASE_SIZE:
5548 case EL_DYNABOMB_INCREASE_POWER:
5549 explosion_type = EX_TYPE_DYNA;
5552 case EL_DC_LANDMINE:
5553 explosion_type = EX_TYPE_CENTER;
5558 case EL_LAMP_ACTIVE:
5559 case EL_AMOEBA_TO_DIAMOND:
5560 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5561 explosion_type = EX_TYPE_CENTER;
5565 if (element_info[element].explosion_type == EXPLODES_CROSS)
5566 explosion_type = EX_TYPE_CROSS;
5567 else if (element_info[element].explosion_type == EXPLODES_1X1)
5568 explosion_type = EX_TYPE_CENTER;
5572 if (explosion_type == EX_TYPE_DYNA)
5575 Explode(x, y, EX_PHASE_START, explosion_type);
5577 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5580 void SplashAcid(int x, int y)
5582 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5583 (!IN_LEV_FIELD(x - 1, y - 2) ||
5584 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5585 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5587 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5588 (!IN_LEV_FIELD(x + 1, y - 2) ||
5589 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5590 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5592 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5595 static void InitBeltMovement()
5597 static int belt_base_element[4] =
5599 EL_CONVEYOR_BELT_1_LEFT,
5600 EL_CONVEYOR_BELT_2_LEFT,
5601 EL_CONVEYOR_BELT_3_LEFT,
5602 EL_CONVEYOR_BELT_4_LEFT
5604 static int belt_base_active_element[4] =
5606 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5607 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5608 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5609 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5614 /* set frame order for belt animation graphic according to belt direction */
5615 for (i = 0; i < NUM_BELTS; i++)
5619 for (j = 0; j < NUM_BELT_PARTS; j++)
5621 int element = belt_base_active_element[belt_nr] + j;
5622 int graphic_1 = el2img(element);
5623 int graphic_2 = el2panelimg(element);
5625 if (game.belt_dir[i] == MV_LEFT)
5627 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5628 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5632 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5633 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5638 SCAN_PLAYFIELD(x, y)
5640 int element = Feld[x][y];
5642 for (i = 0; i < NUM_BELTS; i++)
5644 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5646 int e_belt_nr = getBeltNrFromBeltElement(element);
5649 if (e_belt_nr == belt_nr)
5651 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5653 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5660 static void ToggleBeltSwitch(int x, int y)
5662 static int belt_base_element[4] =
5664 EL_CONVEYOR_BELT_1_LEFT,
5665 EL_CONVEYOR_BELT_2_LEFT,
5666 EL_CONVEYOR_BELT_3_LEFT,
5667 EL_CONVEYOR_BELT_4_LEFT
5669 static int belt_base_active_element[4] =
5671 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5672 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5673 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5674 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5676 static int belt_base_switch_element[4] =
5678 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5679 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5680 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5681 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5683 static int belt_move_dir[4] =
5691 int element = Feld[x][y];
5692 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5693 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5694 int belt_dir = belt_move_dir[belt_dir_nr];
5697 if (!IS_BELT_SWITCH(element))
5700 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5701 game.belt_dir[belt_nr] = belt_dir;
5703 if (belt_dir_nr == 3)
5706 /* set frame order for belt animation graphic according to belt direction */
5707 for (i = 0; i < NUM_BELT_PARTS; i++)
5709 int element = belt_base_active_element[belt_nr] + i;
5710 int graphic_1 = el2img(element);
5711 int graphic_2 = el2panelimg(element);
5713 if (belt_dir == MV_LEFT)
5715 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5716 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5720 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5721 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5725 SCAN_PLAYFIELD(xx, yy)
5727 int element = Feld[xx][yy];
5729 if (IS_BELT_SWITCH(element))
5731 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5733 if (e_belt_nr == belt_nr)
5735 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5736 TEST_DrawLevelField(xx, yy);
5739 else if (IS_BELT(element) && belt_dir != MV_NONE)
5741 int e_belt_nr = getBeltNrFromBeltElement(element);
5743 if (e_belt_nr == belt_nr)
5745 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5747 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5748 TEST_DrawLevelField(xx, yy);
5751 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5753 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5755 if (e_belt_nr == belt_nr)
5757 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5759 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5760 TEST_DrawLevelField(xx, yy);
5766 static void ToggleSwitchgateSwitch(int x, int y)
5770 game.switchgate_pos = !game.switchgate_pos;
5772 SCAN_PLAYFIELD(xx, yy)
5774 int element = Feld[xx][yy];
5776 if (element == EL_SWITCHGATE_SWITCH_UP)
5778 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5779 TEST_DrawLevelField(xx, yy);
5781 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5783 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5784 TEST_DrawLevelField(xx, yy);
5786 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5788 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5789 TEST_DrawLevelField(xx, yy);
5791 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5793 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5794 TEST_DrawLevelField(xx, yy);
5796 else if (element == EL_SWITCHGATE_OPEN ||
5797 element == EL_SWITCHGATE_OPENING)
5799 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
5801 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
5803 else if (element == EL_SWITCHGATE_CLOSED ||
5804 element == EL_SWITCHGATE_CLOSING)
5806 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
5808 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
5813 static int getInvisibleActiveFromInvisibleElement(int element)
5815 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
5816 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
5817 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
5821 static int getInvisibleFromInvisibleActiveElement(int element)
5823 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
5824 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
5825 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
5829 static void RedrawAllLightSwitchesAndInvisibleElements()
5833 SCAN_PLAYFIELD(x, y)
5835 int element = Feld[x][y];
5837 if (element == EL_LIGHT_SWITCH &&
5838 game.light_time_left > 0)
5840 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
5841 TEST_DrawLevelField(x, y);
5843 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
5844 game.light_time_left == 0)
5846 Feld[x][y] = EL_LIGHT_SWITCH;
5847 TEST_DrawLevelField(x, y);
5849 else if (element == EL_EMC_DRIPPER &&
5850 game.light_time_left > 0)
5852 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5853 TEST_DrawLevelField(x, y);
5855 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5856 game.light_time_left == 0)
5858 Feld[x][y] = EL_EMC_DRIPPER;
5859 TEST_DrawLevelField(x, y);
5861 else if (element == EL_INVISIBLE_STEELWALL ||
5862 element == EL_INVISIBLE_WALL ||
5863 element == EL_INVISIBLE_SAND)
5865 if (game.light_time_left > 0)
5866 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5868 TEST_DrawLevelField(x, y);
5870 /* uncrumble neighbour fields, if needed */
5871 if (element == EL_INVISIBLE_SAND)
5872 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5874 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5875 element == EL_INVISIBLE_WALL_ACTIVE ||
5876 element == EL_INVISIBLE_SAND_ACTIVE)
5878 if (game.light_time_left == 0)
5879 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5881 TEST_DrawLevelField(x, y);
5883 /* re-crumble neighbour fields, if needed */
5884 if (element == EL_INVISIBLE_SAND)
5885 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5890 static void RedrawAllInvisibleElementsForLenses()
5894 SCAN_PLAYFIELD(x, y)
5896 int element = Feld[x][y];
5898 if (element == EL_EMC_DRIPPER &&
5899 game.lenses_time_left > 0)
5901 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5902 TEST_DrawLevelField(x, y);
5904 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5905 game.lenses_time_left == 0)
5907 Feld[x][y] = EL_EMC_DRIPPER;
5908 TEST_DrawLevelField(x, y);
5910 else if (element == EL_INVISIBLE_STEELWALL ||
5911 element == EL_INVISIBLE_WALL ||
5912 element == EL_INVISIBLE_SAND)
5914 if (game.lenses_time_left > 0)
5915 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5917 TEST_DrawLevelField(x, y);
5919 /* uncrumble neighbour fields, if needed */
5920 if (element == EL_INVISIBLE_SAND)
5921 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5923 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5924 element == EL_INVISIBLE_WALL_ACTIVE ||
5925 element == EL_INVISIBLE_SAND_ACTIVE)
5927 if (game.lenses_time_left == 0)
5928 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5930 TEST_DrawLevelField(x, y);
5932 /* re-crumble neighbour fields, if needed */
5933 if (element == EL_INVISIBLE_SAND)
5934 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5939 static void RedrawAllInvisibleElementsForMagnifier()
5943 SCAN_PLAYFIELD(x, y)
5945 int element = Feld[x][y];
5947 if (element == EL_EMC_FAKE_GRASS &&
5948 game.magnify_time_left > 0)
5950 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
5951 TEST_DrawLevelField(x, y);
5953 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
5954 game.magnify_time_left == 0)
5956 Feld[x][y] = EL_EMC_FAKE_GRASS;
5957 TEST_DrawLevelField(x, y);
5959 else if (IS_GATE_GRAY(element) &&
5960 game.magnify_time_left > 0)
5962 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
5963 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
5964 IS_EM_GATE_GRAY(element) ?
5965 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
5966 IS_EMC_GATE_GRAY(element) ?
5967 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
5968 IS_DC_GATE_GRAY(element) ?
5969 EL_DC_GATE_WHITE_GRAY_ACTIVE :
5971 TEST_DrawLevelField(x, y);
5973 else if (IS_GATE_GRAY_ACTIVE(element) &&
5974 game.magnify_time_left == 0)
5976 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
5977 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
5978 IS_EM_GATE_GRAY_ACTIVE(element) ?
5979 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
5980 IS_EMC_GATE_GRAY_ACTIVE(element) ?
5981 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
5982 IS_DC_GATE_GRAY_ACTIVE(element) ?
5983 EL_DC_GATE_WHITE_GRAY :
5985 TEST_DrawLevelField(x, y);
5990 static void ToggleLightSwitch(int x, int y)
5992 int element = Feld[x][y];
5994 game.light_time_left =
5995 (element == EL_LIGHT_SWITCH ?
5996 level.time_light * FRAMES_PER_SECOND : 0);
5998 RedrawAllLightSwitchesAndInvisibleElements();
6001 static void ActivateTimegateSwitch(int x, int y)
6005 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6007 SCAN_PLAYFIELD(xx, yy)
6009 int element = Feld[xx][yy];
6011 if (element == EL_TIMEGATE_CLOSED ||
6012 element == EL_TIMEGATE_CLOSING)
6014 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6015 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6019 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6021 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6022 TEST_DrawLevelField(xx, yy);
6028 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6029 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6032 void Impact(int x, int y)
6034 boolean last_line = (y == lev_fieldy - 1);
6035 boolean object_hit = FALSE;
6036 boolean impact = (last_line || object_hit);
6037 int element = Feld[x][y];
6038 int smashed = EL_STEELWALL;
6040 if (!last_line) /* check if element below was hit */
6042 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6045 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6046 MovDir[x][y + 1] != MV_DOWN ||
6047 MovPos[x][y + 1] <= TILEY / 2));
6049 /* do not smash moving elements that left the smashed field in time */
6050 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6051 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6054 #if USE_QUICKSAND_IMPACT_BUGFIX
6055 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6057 RemoveMovingField(x, y + 1);
6058 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6059 Feld[x][y + 2] = EL_ROCK;
6060 TEST_DrawLevelField(x, y + 2);
6065 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6067 RemoveMovingField(x, y + 1);
6068 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6069 Feld[x][y + 2] = EL_ROCK;
6070 TEST_DrawLevelField(x, y + 2);
6077 smashed = MovingOrBlocked2Element(x, y + 1);
6079 impact = (last_line || object_hit);
6082 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6084 SplashAcid(x, y + 1);
6088 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6089 /* only reset graphic animation if graphic really changes after impact */
6091 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6093 ResetGfxAnimation(x, y);
6094 TEST_DrawLevelField(x, y);
6097 if (impact && CAN_EXPLODE_IMPACT(element))
6102 else if (impact && element == EL_PEARL &&
6103 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6105 ResetGfxAnimation(x, y);
6107 Feld[x][y] = EL_PEARL_BREAKING;
6108 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6111 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6113 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6118 if (impact && element == EL_AMOEBA_DROP)
6120 if (object_hit && IS_PLAYER(x, y + 1))
6121 KillPlayerUnlessEnemyProtected(x, y + 1);
6122 else if (object_hit && smashed == EL_PENGUIN)
6126 Feld[x][y] = EL_AMOEBA_GROWING;
6127 Store[x][y] = EL_AMOEBA_WET;
6129 ResetRandomAnimationValue(x, y);
6134 if (object_hit) /* check which object was hit */
6136 if ((CAN_PASS_MAGIC_WALL(element) &&
6137 (smashed == EL_MAGIC_WALL ||
6138 smashed == EL_BD_MAGIC_WALL)) ||
6139 (CAN_PASS_DC_MAGIC_WALL(element) &&
6140 smashed == EL_DC_MAGIC_WALL))
6143 int activated_magic_wall =
6144 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6145 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6146 EL_DC_MAGIC_WALL_ACTIVE);
6148 /* activate magic wall / mill */
6149 SCAN_PLAYFIELD(xx, yy)
6151 if (Feld[xx][yy] == smashed)
6152 Feld[xx][yy] = activated_magic_wall;
6155 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6156 game.magic_wall_active = TRUE;
6158 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6159 SND_MAGIC_WALL_ACTIVATING :
6160 smashed == EL_BD_MAGIC_WALL ?
6161 SND_BD_MAGIC_WALL_ACTIVATING :
6162 SND_DC_MAGIC_WALL_ACTIVATING));
6165 if (IS_PLAYER(x, y + 1))
6167 if (CAN_SMASH_PLAYER(element))
6169 KillPlayerUnlessEnemyProtected(x, y + 1);
6173 else if (smashed == EL_PENGUIN)
6175 if (CAN_SMASH_PLAYER(element))
6181 else if (element == EL_BD_DIAMOND)
6183 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6189 else if (((element == EL_SP_INFOTRON ||
6190 element == EL_SP_ZONK) &&
6191 (smashed == EL_SP_SNIKSNAK ||
6192 smashed == EL_SP_ELECTRON ||
6193 smashed == EL_SP_DISK_ORANGE)) ||
6194 (element == EL_SP_INFOTRON &&
6195 smashed == EL_SP_DISK_YELLOW))
6200 else if (CAN_SMASH_EVERYTHING(element))
6202 if (IS_CLASSIC_ENEMY(smashed) ||
6203 CAN_EXPLODE_SMASHED(smashed))
6208 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6210 if (smashed == EL_LAMP ||
6211 smashed == EL_LAMP_ACTIVE)
6216 else if (smashed == EL_NUT)
6218 Feld[x][y + 1] = EL_NUT_BREAKING;
6219 PlayLevelSound(x, y, SND_NUT_BREAKING);
6220 RaiseScoreElement(EL_NUT);
6223 else if (smashed == EL_PEARL)
6225 ResetGfxAnimation(x, y);
6227 Feld[x][y + 1] = EL_PEARL_BREAKING;
6228 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6231 else if (smashed == EL_DIAMOND)
6233 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6234 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6237 else if (IS_BELT_SWITCH(smashed))
6239 ToggleBeltSwitch(x, y + 1);
6241 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6242 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6243 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6244 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6246 ToggleSwitchgateSwitch(x, y + 1);
6248 else if (smashed == EL_LIGHT_SWITCH ||
6249 smashed == EL_LIGHT_SWITCH_ACTIVE)
6251 ToggleLightSwitch(x, y + 1);
6255 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6257 CheckElementChangeBySide(x, y + 1, smashed, element,
6258 CE_SWITCHED, CH_SIDE_TOP);
6259 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6265 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6270 /* play sound of magic wall / mill */
6272 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6273 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6274 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6276 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6277 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6278 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6279 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6280 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6281 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6286 /* play sound of object that hits the ground */
6287 if (last_line || object_hit)
6288 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6291 inline static void TurnRoundExt(int x, int y)
6303 { 0, 0 }, { 0, 0 }, { 0, 0 },
6308 int left, right, back;
6312 { MV_DOWN, MV_UP, MV_RIGHT },
6313 { MV_UP, MV_DOWN, MV_LEFT },
6315 { MV_LEFT, MV_RIGHT, MV_DOWN },
6319 { MV_RIGHT, MV_LEFT, MV_UP }
6322 int element = Feld[x][y];
6323 int move_pattern = element_info[element].move_pattern;
6325 int old_move_dir = MovDir[x][y];
6326 int left_dir = turn[old_move_dir].left;
6327 int right_dir = turn[old_move_dir].right;
6328 int back_dir = turn[old_move_dir].back;
6330 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6331 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6332 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6333 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6335 int left_x = x + left_dx, left_y = y + left_dy;
6336 int right_x = x + right_dx, right_y = y + right_dy;
6337 int move_x = x + move_dx, move_y = y + move_dy;
6341 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6343 TestIfBadThingTouchesOtherBadThing(x, y);
6345 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6346 MovDir[x][y] = right_dir;
6347 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6348 MovDir[x][y] = left_dir;
6350 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6352 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6355 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6357 TestIfBadThingTouchesOtherBadThing(x, y);
6359 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6360 MovDir[x][y] = left_dir;
6361 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6362 MovDir[x][y] = right_dir;
6364 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6366 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6369 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6371 TestIfBadThingTouchesOtherBadThing(x, y);
6373 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6374 MovDir[x][y] = left_dir;
6375 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6376 MovDir[x][y] = right_dir;
6378 if (MovDir[x][y] != old_move_dir)
6381 else if (element == EL_YAMYAM)
6383 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6384 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6386 if (can_turn_left && can_turn_right)
6387 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6388 else if (can_turn_left)
6389 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6390 else if (can_turn_right)
6391 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6393 MovDir[x][y] = back_dir;
6395 MovDelay[x][y] = 16 + 16 * RND(3);
6397 else if (element == EL_DARK_YAMYAM)
6399 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6401 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6404 if (can_turn_left && can_turn_right)
6405 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6406 else if (can_turn_left)
6407 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6408 else if (can_turn_right)
6409 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6411 MovDir[x][y] = back_dir;
6413 MovDelay[x][y] = 16 + 16 * RND(3);
6415 else if (element == EL_PACMAN)
6417 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6418 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6420 if (can_turn_left && can_turn_right)
6421 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6422 else if (can_turn_left)
6423 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6424 else if (can_turn_right)
6425 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6427 MovDir[x][y] = back_dir;
6429 MovDelay[x][y] = 6 + RND(40);
6431 else if (element == EL_PIG)
6433 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6434 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6435 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6436 boolean should_turn_left, should_turn_right, should_move_on;
6438 int rnd = RND(rnd_value);
6440 should_turn_left = (can_turn_left &&
6442 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6443 y + back_dy + left_dy)));
6444 should_turn_right = (can_turn_right &&
6446 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6447 y + back_dy + right_dy)));
6448 should_move_on = (can_move_on &&
6451 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6452 y + move_dy + left_dy) ||
6453 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6454 y + move_dy + right_dy)));
6456 if (should_turn_left || should_turn_right || should_move_on)
6458 if (should_turn_left && should_turn_right && should_move_on)
6459 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6460 rnd < 2 * rnd_value / 3 ? right_dir :
6462 else if (should_turn_left && should_turn_right)
6463 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6464 else if (should_turn_left && should_move_on)
6465 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6466 else if (should_turn_right && should_move_on)
6467 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6468 else if (should_turn_left)
6469 MovDir[x][y] = left_dir;
6470 else if (should_turn_right)
6471 MovDir[x][y] = right_dir;
6472 else if (should_move_on)
6473 MovDir[x][y] = old_move_dir;
6475 else if (can_move_on && rnd > rnd_value / 8)
6476 MovDir[x][y] = old_move_dir;
6477 else if (can_turn_left && can_turn_right)
6478 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6479 else if (can_turn_left && rnd > rnd_value / 8)
6480 MovDir[x][y] = left_dir;
6481 else if (can_turn_right && rnd > rnd_value/8)
6482 MovDir[x][y] = right_dir;
6484 MovDir[x][y] = back_dir;
6486 xx = x + move_xy[MovDir[x][y]].dx;
6487 yy = y + move_xy[MovDir[x][y]].dy;
6489 if (!IN_LEV_FIELD(xx, yy) ||
6490 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6491 MovDir[x][y] = old_move_dir;
6495 else if (element == EL_DRAGON)
6497 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6498 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6499 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6501 int rnd = RND(rnd_value);
6503 if (can_move_on && rnd > rnd_value / 8)
6504 MovDir[x][y] = old_move_dir;
6505 else if (can_turn_left && can_turn_right)
6506 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6507 else if (can_turn_left && rnd > rnd_value / 8)
6508 MovDir[x][y] = left_dir;
6509 else if (can_turn_right && rnd > rnd_value / 8)
6510 MovDir[x][y] = right_dir;
6512 MovDir[x][y] = back_dir;
6514 xx = x + move_xy[MovDir[x][y]].dx;
6515 yy = y + move_xy[MovDir[x][y]].dy;
6517 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6518 MovDir[x][y] = old_move_dir;
6522 else if (element == EL_MOLE)
6524 boolean can_move_on =
6525 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6526 IS_AMOEBOID(Feld[move_x][move_y]) ||
6527 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6530 boolean can_turn_left =
6531 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6532 IS_AMOEBOID(Feld[left_x][left_y])));
6534 boolean can_turn_right =
6535 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6536 IS_AMOEBOID(Feld[right_x][right_y])));
6538 if (can_turn_left && can_turn_right)
6539 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6540 else if (can_turn_left)
6541 MovDir[x][y] = left_dir;
6543 MovDir[x][y] = right_dir;
6546 if (MovDir[x][y] != old_move_dir)
6549 else if (element == EL_BALLOON)
6551 MovDir[x][y] = game.wind_direction;
6554 else if (element == EL_SPRING)
6556 if (MovDir[x][y] & MV_HORIZONTAL)
6558 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6559 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6561 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6562 ResetGfxAnimation(move_x, move_y);
6563 TEST_DrawLevelField(move_x, move_y);
6565 MovDir[x][y] = back_dir;
6567 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6568 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6569 MovDir[x][y] = MV_NONE;
6574 else if (element == EL_ROBOT ||
6575 element == EL_SATELLITE ||
6576 element == EL_PENGUIN ||
6577 element == EL_EMC_ANDROID)
6579 int attr_x = -1, attr_y = -1;
6590 for (i = 0; i < MAX_PLAYERS; i++)
6592 struct PlayerInfo *player = &stored_player[i];
6593 int jx = player->jx, jy = player->jy;
6595 if (!player->active)
6599 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6607 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6608 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6609 game.engine_version < VERSION_IDENT(3,1,0,0)))
6615 if (element == EL_PENGUIN)
6618 static int xy[4][2] =
6626 for (i = 0; i < NUM_DIRECTIONS; i++)
6628 int ex = x + xy[i][0];
6629 int ey = y + xy[i][1];
6631 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6632 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6633 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6634 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6643 MovDir[x][y] = MV_NONE;
6645 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6646 else if (attr_x > x)
6647 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6649 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6650 else if (attr_y > y)
6651 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6653 if (element == EL_ROBOT)
6657 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6658 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6659 Moving2Blocked(x, y, &newx, &newy);
6661 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6662 MovDelay[x][y] = 8 + 8 * !RND(3);
6664 MovDelay[x][y] = 16;
6666 else if (element == EL_PENGUIN)
6672 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6674 boolean first_horiz = RND(2);
6675 int new_move_dir = MovDir[x][y];
6678 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6679 Moving2Blocked(x, y, &newx, &newy);
6681 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6685 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6686 Moving2Blocked(x, y, &newx, &newy);
6688 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6691 MovDir[x][y] = old_move_dir;
6695 else if (element == EL_SATELLITE)
6701 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6703 boolean first_horiz = RND(2);
6704 int new_move_dir = MovDir[x][y];
6707 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6708 Moving2Blocked(x, y, &newx, &newy);
6710 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6714 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6715 Moving2Blocked(x, y, &newx, &newy);
6717 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6720 MovDir[x][y] = old_move_dir;
6724 else if (element == EL_EMC_ANDROID)
6726 static int check_pos[16] =
6728 -1, /* 0 => (invalid) */
6729 7, /* 1 => MV_LEFT */
6730 3, /* 2 => MV_RIGHT */
6731 -1, /* 3 => (invalid) */
6733 0, /* 5 => MV_LEFT | MV_UP */
6734 2, /* 6 => MV_RIGHT | MV_UP */
6735 -1, /* 7 => (invalid) */
6736 5, /* 8 => MV_DOWN */
6737 6, /* 9 => MV_LEFT | MV_DOWN */
6738 4, /* 10 => MV_RIGHT | MV_DOWN */
6739 -1, /* 11 => (invalid) */
6740 -1, /* 12 => (invalid) */
6741 -1, /* 13 => (invalid) */
6742 -1, /* 14 => (invalid) */
6743 -1, /* 15 => (invalid) */
6751 { -1, -1, MV_LEFT | MV_UP },
6753 { +1, -1, MV_RIGHT | MV_UP },
6754 { +1, 0, MV_RIGHT },
6755 { +1, +1, MV_RIGHT | MV_DOWN },
6757 { -1, +1, MV_LEFT | MV_DOWN },
6760 int start_pos, check_order;
6761 boolean can_clone = FALSE;
6764 /* check if there is any free field around current position */
6765 for (i = 0; i < 8; i++)
6767 int newx = x + check_xy[i].dx;
6768 int newy = y + check_xy[i].dy;
6770 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6778 if (can_clone) /* randomly find an element to clone */
6782 start_pos = check_pos[RND(8)];
6783 check_order = (RND(2) ? -1 : +1);
6785 for (i = 0; i < 8; i++)
6787 int pos_raw = start_pos + i * check_order;
6788 int pos = (pos_raw + 8) % 8;
6789 int newx = x + check_xy[pos].dx;
6790 int newy = y + check_xy[pos].dy;
6792 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6794 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
6795 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
6797 Store[x][y] = Feld[newx][newy];
6806 if (can_clone) /* randomly find a direction to move */
6810 start_pos = check_pos[RND(8)];
6811 check_order = (RND(2) ? -1 : +1);
6813 for (i = 0; i < 8; i++)
6815 int pos_raw = start_pos + i * check_order;
6816 int pos = (pos_raw + 8) % 8;
6817 int newx = x + check_xy[pos].dx;
6818 int newy = y + check_xy[pos].dy;
6819 int new_move_dir = check_xy[pos].dir;
6821 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6823 MovDir[x][y] = new_move_dir;
6824 MovDelay[x][y] = level.android_clone_time * 8 + 1;
6833 if (can_clone) /* cloning and moving successful */
6836 /* cannot clone -- try to move towards player */
6838 start_pos = check_pos[MovDir[x][y] & 0x0f];
6839 check_order = (RND(2) ? -1 : +1);
6841 for (i = 0; i < 3; i++)
6843 /* first check start_pos, then previous/next or (next/previous) pos */
6844 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
6845 int pos = (pos_raw + 8) % 8;
6846 int newx = x + check_xy[pos].dx;
6847 int newy = y + check_xy[pos].dy;
6848 int new_move_dir = check_xy[pos].dir;
6850 if (IS_PLAYER(newx, newy))
6853 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6855 MovDir[x][y] = new_move_dir;
6856 MovDelay[x][y] = level.android_move_time * 8 + 1;
6863 else if (move_pattern == MV_TURNING_LEFT ||
6864 move_pattern == MV_TURNING_RIGHT ||
6865 move_pattern == MV_TURNING_LEFT_RIGHT ||
6866 move_pattern == MV_TURNING_RIGHT_LEFT ||
6867 move_pattern == MV_TURNING_RANDOM ||
6868 move_pattern == MV_ALL_DIRECTIONS)
6870 boolean can_turn_left =
6871 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
6872 boolean can_turn_right =
6873 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
6875 if (element_info[element].move_stepsize == 0) /* "not moving" */
6878 if (move_pattern == MV_TURNING_LEFT)
6879 MovDir[x][y] = left_dir;
6880 else if (move_pattern == MV_TURNING_RIGHT)
6881 MovDir[x][y] = right_dir;
6882 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
6883 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
6884 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
6885 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
6886 else if (move_pattern == MV_TURNING_RANDOM)
6887 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
6888 can_turn_right && !can_turn_left ? right_dir :
6889 RND(2) ? left_dir : right_dir);
6890 else if (can_turn_left && can_turn_right)
6891 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6892 else if (can_turn_left)
6893 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6894 else if (can_turn_right)
6895 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6897 MovDir[x][y] = back_dir;
6899 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6901 else if (move_pattern == MV_HORIZONTAL ||
6902 move_pattern == MV_VERTICAL)
6904 if (move_pattern & old_move_dir)
6905 MovDir[x][y] = back_dir;
6906 else if (move_pattern == MV_HORIZONTAL)
6907 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
6908 else if (move_pattern == MV_VERTICAL)
6909 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
6911 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6913 else if (move_pattern & MV_ANY_DIRECTION)
6915 MovDir[x][y] = move_pattern;
6916 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6918 else if (move_pattern & MV_WIND_DIRECTION)
6920 MovDir[x][y] = game.wind_direction;
6921 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6923 else if (move_pattern == MV_ALONG_LEFT_SIDE)
6925 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
6926 MovDir[x][y] = left_dir;
6927 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6928 MovDir[x][y] = right_dir;
6930 if (MovDir[x][y] != old_move_dir)
6931 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6933 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
6935 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
6936 MovDir[x][y] = right_dir;
6937 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6938 MovDir[x][y] = left_dir;
6940 if (MovDir[x][y] != old_move_dir)
6941 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6943 else if (move_pattern == MV_TOWARDS_PLAYER ||
6944 move_pattern == MV_AWAY_FROM_PLAYER)
6946 int attr_x = -1, attr_y = -1;
6948 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
6959 for (i = 0; i < MAX_PLAYERS; i++)
6961 struct PlayerInfo *player = &stored_player[i];
6962 int jx = player->jx, jy = player->jy;
6964 if (!player->active)
6968 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6976 MovDir[x][y] = MV_NONE;
6978 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
6979 else if (attr_x > x)
6980 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
6982 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
6983 else if (attr_y > y)
6984 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
6986 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6988 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6990 boolean first_horiz = RND(2);
6991 int new_move_dir = MovDir[x][y];
6993 if (element_info[element].move_stepsize == 0) /* "not moving" */
6995 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
6996 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7002 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7003 Moving2Blocked(x, y, &newx, &newy);
7005 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7009 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7010 Moving2Blocked(x, y, &newx, &newy);
7012 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7015 MovDir[x][y] = old_move_dir;
7018 else if (move_pattern == MV_WHEN_PUSHED ||
7019 move_pattern == MV_WHEN_DROPPED)
7021 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7022 MovDir[x][y] = MV_NONE;
7026 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7028 static int test_xy[7][2] =
7038 static int test_dir[7] =
7048 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7049 int move_preference = -1000000; /* start with very low preference */
7050 int new_move_dir = MV_NONE;
7051 int start_test = RND(4);
7054 for (i = 0; i < NUM_DIRECTIONS; i++)
7056 int move_dir = test_dir[start_test + i];
7057 int move_dir_preference;
7059 xx = x + test_xy[start_test + i][0];
7060 yy = y + test_xy[start_test + i][1];
7062 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7063 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7065 new_move_dir = move_dir;
7070 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7073 move_dir_preference = -1 * RunnerVisit[xx][yy];
7074 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7075 move_dir_preference = PlayerVisit[xx][yy];
7077 if (move_dir_preference > move_preference)
7079 /* prefer field that has not been visited for the longest time */
7080 move_preference = move_dir_preference;
7081 new_move_dir = move_dir;
7083 else if (move_dir_preference == move_preference &&
7084 move_dir == old_move_dir)
7086 /* prefer last direction when all directions are preferred equally */
7087 move_preference = move_dir_preference;
7088 new_move_dir = move_dir;
7092 MovDir[x][y] = new_move_dir;
7093 if (old_move_dir != new_move_dir)
7094 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7098 static void TurnRound(int x, int y)
7100 int direction = MovDir[x][y];
7104 GfxDir[x][y] = MovDir[x][y];
7106 if (direction != MovDir[x][y])
7110 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7112 ResetGfxFrame(x, y, FALSE);
7115 static boolean JustBeingPushed(int x, int y)
7119 for (i = 0; i < MAX_PLAYERS; i++)
7121 struct PlayerInfo *player = &stored_player[i];
7123 if (player->active && player->is_pushing && player->MovPos)
7125 int next_jx = player->jx + (player->jx - player->last_jx);
7126 int next_jy = player->jy + (player->jy - player->last_jy);
7128 if (x == next_jx && y == next_jy)
7136 void StartMoving(int x, int y)
7138 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7139 int element = Feld[x][y];
7144 if (MovDelay[x][y] == 0)
7145 GfxAction[x][y] = ACTION_DEFAULT;
7147 if (CAN_FALL(element) && y < lev_fieldy - 1)
7149 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7150 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7151 if (JustBeingPushed(x, y))
7154 if (element == EL_QUICKSAND_FULL)
7156 if (IS_FREE(x, y + 1))
7158 InitMovingField(x, y, MV_DOWN);
7159 started_moving = TRUE;
7161 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7162 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7163 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7164 Store[x][y] = EL_ROCK;
7166 Store[x][y] = EL_ROCK;
7169 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7171 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7173 if (!MovDelay[x][y])
7175 MovDelay[x][y] = TILEY + 1;
7177 ResetGfxAnimation(x, y);
7178 ResetGfxAnimation(x, y + 1);
7183 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7184 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7191 Feld[x][y] = EL_QUICKSAND_EMPTY;
7192 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7193 Store[x][y + 1] = Store[x][y];
7196 PlayLevelSoundAction(x, y, ACTION_FILLING);
7198 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7200 if (!MovDelay[x][y])
7202 MovDelay[x][y] = TILEY + 1;
7204 ResetGfxAnimation(x, y);
7205 ResetGfxAnimation(x, y + 1);
7210 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7211 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7218 Feld[x][y] = EL_QUICKSAND_EMPTY;
7219 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7220 Store[x][y + 1] = Store[x][y];
7223 PlayLevelSoundAction(x, y, ACTION_FILLING);
7226 else if (element == EL_QUICKSAND_FAST_FULL)
7228 if (IS_FREE(x, y + 1))
7230 InitMovingField(x, y, MV_DOWN);
7231 started_moving = TRUE;
7233 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7234 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7235 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7236 Store[x][y] = EL_ROCK;
7238 Store[x][y] = EL_ROCK;
7241 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7243 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7245 if (!MovDelay[x][y])
7247 MovDelay[x][y] = TILEY + 1;
7249 ResetGfxAnimation(x, y);
7250 ResetGfxAnimation(x, y + 1);
7255 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7256 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7263 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7264 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7265 Store[x][y + 1] = Store[x][y];
7268 PlayLevelSoundAction(x, y, ACTION_FILLING);
7270 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7272 if (!MovDelay[x][y])
7274 MovDelay[x][y] = TILEY + 1;
7276 ResetGfxAnimation(x, y);
7277 ResetGfxAnimation(x, y + 1);
7282 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7283 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7290 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7291 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7292 Store[x][y + 1] = Store[x][y];
7295 PlayLevelSoundAction(x, y, ACTION_FILLING);
7298 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7299 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7301 InitMovingField(x, y, MV_DOWN);
7302 started_moving = TRUE;
7304 Feld[x][y] = EL_QUICKSAND_FILLING;
7305 Store[x][y] = element;
7307 PlayLevelSoundAction(x, y, ACTION_FILLING);
7309 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7310 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7312 InitMovingField(x, y, MV_DOWN);
7313 started_moving = TRUE;
7315 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7316 Store[x][y] = element;
7318 PlayLevelSoundAction(x, y, ACTION_FILLING);
7320 else if (element == EL_MAGIC_WALL_FULL)
7322 if (IS_FREE(x, y + 1))
7324 InitMovingField(x, y, MV_DOWN);
7325 started_moving = TRUE;
7327 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7328 Store[x][y] = EL_CHANGED(Store[x][y]);
7330 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7332 if (!MovDelay[x][y])
7333 MovDelay[x][y] = TILEY / 4 + 1;
7342 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7343 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7344 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7348 else if (element == EL_BD_MAGIC_WALL_FULL)
7350 if (IS_FREE(x, y + 1))
7352 InitMovingField(x, y, MV_DOWN);
7353 started_moving = TRUE;
7355 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7356 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7358 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7360 if (!MovDelay[x][y])
7361 MovDelay[x][y] = TILEY / 4 + 1;
7370 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7371 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7372 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7376 else if (element == EL_DC_MAGIC_WALL_FULL)
7378 if (IS_FREE(x, y + 1))
7380 InitMovingField(x, y, MV_DOWN);
7381 started_moving = TRUE;
7383 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7384 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7386 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7388 if (!MovDelay[x][y])
7389 MovDelay[x][y] = TILEY / 4 + 1;
7398 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7399 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7400 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7404 else if ((CAN_PASS_MAGIC_WALL(element) &&
7405 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7406 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7407 (CAN_PASS_DC_MAGIC_WALL(element) &&
7408 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7411 InitMovingField(x, y, MV_DOWN);
7412 started_moving = TRUE;
7415 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7416 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7417 EL_DC_MAGIC_WALL_FILLING);
7418 Store[x][y] = element;
7420 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7422 SplashAcid(x, y + 1);
7424 InitMovingField(x, y, MV_DOWN);
7425 started_moving = TRUE;
7427 Store[x][y] = EL_ACID;
7430 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7431 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7432 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7433 CAN_FALL(element) && WasJustFalling[x][y] &&
7434 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7436 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7437 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7438 (Feld[x][y + 1] == EL_BLOCKED)))
7440 /* this is needed for a special case not covered by calling "Impact()"
7441 from "ContinueMoving()": if an element moves to a tile directly below
7442 another element which was just falling on that tile (which was empty
7443 in the previous frame), the falling element above would just stop
7444 instead of smashing the element below (in previous version, the above
7445 element was just checked for "moving" instead of "falling", resulting
7446 in incorrect smashes caused by horizontal movement of the above
7447 element; also, the case of the player being the element to smash was
7448 simply not covered here... :-/ ) */
7450 CheckCollision[x][y] = 0;
7451 CheckImpact[x][y] = 0;
7455 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7457 if (MovDir[x][y] == MV_NONE)
7459 InitMovingField(x, y, MV_DOWN);
7460 started_moving = TRUE;
7463 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7465 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7466 MovDir[x][y] = MV_DOWN;
7468 InitMovingField(x, y, MV_DOWN);
7469 started_moving = TRUE;
7471 else if (element == EL_AMOEBA_DROP)
7473 Feld[x][y] = EL_AMOEBA_GROWING;
7474 Store[x][y] = EL_AMOEBA_WET;
7476 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7477 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7478 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7479 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7481 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7482 (IS_FREE(x - 1, y + 1) ||
7483 Feld[x - 1][y + 1] == EL_ACID));
7484 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7485 (IS_FREE(x + 1, y + 1) ||
7486 Feld[x + 1][y + 1] == EL_ACID));
7487 boolean can_fall_any = (can_fall_left || can_fall_right);
7488 boolean can_fall_both = (can_fall_left && can_fall_right);
7489 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7491 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7493 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7494 can_fall_right = FALSE;
7495 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7496 can_fall_left = FALSE;
7497 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7498 can_fall_right = FALSE;
7499 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7500 can_fall_left = FALSE;
7502 can_fall_any = (can_fall_left || can_fall_right);
7503 can_fall_both = FALSE;
7508 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7509 can_fall_right = FALSE; /* slip down on left side */
7511 can_fall_left = !(can_fall_right = RND(2));
7513 can_fall_both = FALSE;
7518 /* if not determined otherwise, prefer left side for slipping down */
7519 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7520 started_moving = TRUE;
7523 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7525 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7526 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7527 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7528 int belt_dir = game.belt_dir[belt_nr];
7530 if ((belt_dir == MV_LEFT && left_is_free) ||
7531 (belt_dir == MV_RIGHT && right_is_free))
7533 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7535 InitMovingField(x, y, belt_dir);
7536 started_moving = TRUE;
7538 Pushed[x][y] = TRUE;
7539 Pushed[nextx][y] = TRUE;
7541 GfxAction[x][y] = ACTION_DEFAULT;
7545 MovDir[x][y] = 0; /* if element was moving, stop it */
7550 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7551 if (CAN_MOVE(element) && !started_moving)
7553 int move_pattern = element_info[element].move_pattern;
7556 Moving2Blocked(x, y, &newx, &newy);
7558 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7561 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7562 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7564 WasJustMoving[x][y] = 0;
7565 CheckCollision[x][y] = 0;
7567 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7569 if (Feld[x][y] != element) /* element has changed */
7573 if (!MovDelay[x][y]) /* start new movement phase */
7575 /* all objects that can change their move direction after each step
7576 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7578 if (element != EL_YAMYAM &&
7579 element != EL_DARK_YAMYAM &&
7580 element != EL_PACMAN &&
7581 !(move_pattern & MV_ANY_DIRECTION) &&
7582 move_pattern != MV_TURNING_LEFT &&
7583 move_pattern != MV_TURNING_RIGHT &&
7584 move_pattern != MV_TURNING_LEFT_RIGHT &&
7585 move_pattern != MV_TURNING_RIGHT_LEFT &&
7586 move_pattern != MV_TURNING_RANDOM)
7590 if (MovDelay[x][y] && (element == EL_BUG ||
7591 element == EL_SPACESHIP ||
7592 element == EL_SP_SNIKSNAK ||
7593 element == EL_SP_ELECTRON ||
7594 element == EL_MOLE))
7595 TEST_DrawLevelField(x, y);
7599 if (MovDelay[x][y]) /* wait some time before next movement */
7603 if (element == EL_ROBOT ||
7604 element == EL_YAMYAM ||
7605 element == EL_DARK_YAMYAM)
7607 DrawLevelElementAnimationIfNeeded(x, y, element);
7608 PlayLevelSoundAction(x, y, ACTION_WAITING);
7610 else if (element == EL_SP_ELECTRON)
7611 DrawLevelElementAnimationIfNeeded(x, y, element);
7612 else if (element == EL_DRAGON)
7615 int dir = MovDir[x][y];
7616 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7617 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7618 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7619 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7620 dir == MV_UP ? IMG_FLAMES_1_UP :
7621 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7622 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7624 GfxAction[x][y] = ACTION_ATTACKING;
7626 if (IS_PLAYER(x, y))
7627 DrawPlayerField(x, y);
7629 TEST_DrawLevelField(x, y);
7631 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7633 for (i = 1; i <= 3; i++)
7635 int xx = x + i * dx;
7636 int yy = y + i * dy;
7637 int sx = SCREENX(xx);
7638 int sy = SCREENY(yy);
7639 int flame_graphic = graphic + (i - 1);
7641 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7646 int flamed = MovingOrBlocked2Element(xx, yy);
7648 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7651 RemoveMovingField(xx, yy);
7653 ChangeDelay[xx][yy] = 0;
7655 Feld[xx][yy] = EL_FLAMES;
7657 if (IN_SCR_FIELD(sx, sy))
7659 TEST_DrawLevelFieldCrumbled(xx, yy);
7660 DrawGraphic(sx, sy, flame_graphic, frame);
7665 if (Feld[xx][yy] == EL_FLAMES)
7666 Feld[xx][yy] = EL_EMPTY;
7667 TEST_DrawLevelField(xx, yy);
7672 if (MovDelay[x][y]) /* element still has to wait some time */
7674 PlayLevelSoundAction(x, y, ACTION_WAITING);
7680 /* now make next step */
7682 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7684 if (DONT_COLLIDE_WITH(element) &&
7685 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7686 !PLAYER_ENEMY_PROTECTED(newx, newy))
7688 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7693 else if (CAN_MOVE_INTO_ACID(element) &&
7694 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7695 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7696 (MovDir[x][y] == MV_DOWN ||
7697 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7699 SplashAcid(newx, newy);
7700 Store[x][y] = EL_ACID;
7702 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7704 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7705 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7706 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7707 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7710 TEST_DrawLevelField(x, y);
7712 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7713 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7714 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7716 local_player->friends_still_needed--;
7717 if (!local_player->friends_still_needed &&
7718 !local_player->GameOver && AllPlayersGone)
7719 PlayerWins(local_player);
7723 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7725 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7726 TEST_DrawLevelField(newx, newy);
7728 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7730 else if (!IS_FREE(newx, newy))
7732 GfxAction[x][y] = ACTION_WAITING;
7734 if (IS_PLAYER(x, y))
7735 DrawPlayerField(x, y);
7737 TEST_DrawLevelField(x, y);
7742 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7744 if (IS_FOOD_PIG(Feld[newx][newy]))
7746 if (IS_MOVING(newx, newy))
7747 RemoveMovingField(newx, newy);
7750 Feld[newx][newy] = EL_EMPTY;
7751 TEST_DrawLevelField(newx, newy);
7754 PlayLevelSound(x, y, SND_PIG_DIGGING);
7756 else if (!IS_FREE(newx, newy))
7758 if (IS_PLAYER(x, y))
7759 DrawPlayerField(x, y);
7761 TEST_DrawLevelField(x, y);
7766 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7768 if (Store[x][y] != EL_EMPTY)
7770 boolean can_clone = FALSE;
7773 /* check if element to clone is still there */
7774 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7776 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7784 /* cannot clone or target field not free anymore -- do not clone */
7785 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7786 Store[x][y] = EL_EMPTY;
7789 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7791 if (IS_MV_DIAGONAL(MovDir[x][y]))
7793 int diagonal_move_dir = MovDir[x][y];
7794 int stored = Store[x][y];
7795 int change_delay = 8;
7798 /* android is moving diagonally */
7800 CreateField(x, y, EL_DIAGONAL_SHRINKING);
7802 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
7803 GfxElement[x][y] = EL_EMC_ANDROID;
7804 GfxAction[x][y] = ACTION_SHRINKING;
7805 GfxDir[x][y] = diagonal_move_dir;
7806 ChangeDelay[x][y] = change_delay;
7808 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
7811 DrawLevelGraphicAnimation(x, y, graphic);
7812 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
7814 if (Feld[newx][newy] == EL_ACID)
7816 SplashAcid(newx, newy);
7821 CreateField(newx, newy, EL_DIAGONAL_GROWING);
7823 Store[newx][newy] = EL_EMC_ANDROID;
7824 GfxElement[newx][newy] = EL_EMC_ANDROID;
7825 GfxAction[newx][newy] = ACTION_GROWING;
7826 GfxDir[newx][newy] = diagonal_move_dir;
7827 ChangeDelay[newx][newy] = change_delay;
7829 graphic = el_act_dir2img(GfxElement[newx][newy],
7830 GfxAction[newx][newy], GfxDir[newx][newy]);
7832 DrawLevelGraphicAnimation(newx, newy, graphic);
7833 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
7839 Feld[newx][newy] = EL_EMPTY;
7840 TEST_DrawLevelField(newx, newy);
7842 PlayLevelSoundAction(x, y, ACTION_DIGGING);
7845 else if (!IS_FREE(newx, newy))
7850 else if (IS_CUSTOM_ELEMENT(element) &&
7851 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7853 if (!DigFieldByCE(newx, newy, element))
7856 if (move_pattern & MV_MAZE_RUNNER_STYLE)
7858 RunnerVisit[x][y] = FrameCounter;
7859 PlayerVisit[x][y] /= 8; /* expire player visit path */
7862 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
7864 if (!IS_FREE(newx, newy))
7866 if (IS_PLAYER(x, y))
7867 DrawPlayerField(x, y);
7869 TEST_DrawLevelField(x, y);
7875 boolean wanna_flame = !RND(10);
7876 int dx = newx - x, dy = newy - y;
7877 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
7878 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
7879 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
7880 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
7881 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
7882 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
7885 IS_CLASSIC_ENEMY(element1) ||
7886 IS_CLASSIC_ENEMY(element2)) &&
7887 element1 != EL_DRAGON && element2 != EL_DRAGON &&
7888 element1 != EL_FLAMES && element2 != EL_FLAMES)
7890 ResetGfxAnimation(x, y);
7891 GfxAction[x][y] = ACTION_ATTACKING;
7893 if (IS_PLAYER(x, y))
7894 DrawPlayerField(x, y);
7896 TEST_DrawLevelField(x, y);
7898 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
7900 MovDelay[x][y] = 50;
7902 Feld[newx][newy] = EL_FLAMES;
7903 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
7904 Feld[newx1][newy1] = EL_FLAMES;
7905 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
7906 Feld[newx2][newy2] = EL_FLAMES;
7912 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7913 Feld[newx][newy] == EL_DIAMOND)
7915 if (IS_MOVING(newx, newy))
7916 RemoveMovingField(newx, newy);
7919 Feld[newx][newy] = EL_EMPTY;
7920 TEST_DrawLevelField(newx, newy);
7923 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
7925 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7926 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
7928 if (AmoebaNr[newx][newy])
7930 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7931 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7932 Feld[newx][newy] == EL_BD_AMOEBA)
7933 AmoebaCnt[AmoebaNr[newx][newy]]--;
7936 if (IS_MOVING(newx, newy))
7938 RemoveMovingField(newx, newy);
7942 Feld[newx][newy] = EL_EMPTY;
7943 TEST_DrawLevelField(newx, newy);
7946 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
7948 else if ((element == EL_PACMAN || element == EL_MOLE)
7949 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
7951 if (AmoebaNr[newx][newy])
7953 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7954 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7955 Feld[newx][newy] == EL_BD_AMOEBA)
7956 AmoebaCnt[AmoebaNr[newx][newy]]--;
7959 if (element == EL_MOLE)
7961 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
7962 PlayLevelSound(x, y, SND_MOLE_DIGGING);
7964 ResetGfxAnimation(x, y);
7965 GfxAction[x][y] = ACTION_DIGGING;
7966 TEST_DrawLevelField(x, y);
7968 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
7970 return; /* wait for shrinking amoeba */
7972 else /* element == EL_PACMAN */
7974 Feld[newx][newy] = EL_EMPTY;
7975 TEST_DrawLevelField(newx, newy);
7976 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
7979 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
7980 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
7981 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
7983 /* wait for shrinking amoeba to completely disappear */
7986 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
7988 /* object was running against a wall */
7992 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
7993 DrawLevelElementAnimation(x, y, element);
7995 if (DONT_TOUCH(element))
7996 TestIfBadThingTouchesPlayer(x, y);
8001 InitMovingField(x, y, MovDir[x][y]);
8003 PlayLevelSoundAction(x, y, ACTION_MOVING);
8007 ContinueMoving(x, y);
8010 void ContinueMoving(int x, int y)
8012 int element = Feld[x][y];
8013 struct ElementInfo *ei = &element_info[element];
8014 int direction = MovDir[x][y];
8015 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8016 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8017 int newx = x + dx, newy = y + dy;
8018 int stored = Store[x][y];
8019 int stored_new = Store[newx][newy];
8020 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8021 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8022 boolean last_line = (newy == lev_fieldy - 1);
8024 MovPos[x][y] += getElementMoveStepsize(x, y);
8026 if (pushed_by_player) /* special case: moving object pushed by player */
8027 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8029 if (ABS(MovPos[x][y]) < TILEX)
8031 TEST_DrawLevelField(x, y);
8033 return; /* element is still moving */
8036 /* element reached destination field */
8038 Feld[x][y] = EL_EMPTY;
8039 Feld[newx][newy] = element;
8040 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8042 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8044 element = Feld[newx][newy] = EL_ACID;
8046 else if (element == EL_MOLE)
8048 Feld[x][y] = EL_SAND;
8050 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8052 else if (element == EL_QUICKSAND_FILLING)
8054 element = Feld[newx][newy] = get_next_element(element);
8055 Store[newx][newy] = Store[x][y];
8057 else if (element == EL_QUICKSAND_EMPTYING)
8059 Feld[x][y] = get_next_element(element);
8060 element = Feld[newx][newy] = Store[x][y];
8062 else if (element == EL_QUICKSAND_FAST_FILLING)
8064 element = Feld[newx][newy] = get_next_element(element);
8065 Store[newx][newy] = Store[x][y];
8067 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8069 Feld[x][y] = get_next_element(element);
8070 element = Feld[newx][newy] = Store[x][y];
8072 else if (element == EL_MAGIC_WALL_FILLING)
8074 element = Feld[newx][newy] = get_next_element(element);
8075 if (!game.magic_wall_active)
8076 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8077 Store[newx][newy] = Store[x][y];
8079 else if (element == EL_MAGIC_WALL_EMPTYING)
8081 Feld[x][y] = get_next_element(element);
8082 if (!game.magic_wall_active)
8083 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8084 element = Feld[newx][newy] = Store[x][y];
8086 InitField(newx, newy, FALSE);
8088 else if (element == EL_BD_MAGIC_WALL_FILLING)
8090 element = Feld[newx][newy] = get_next_element(element);
8091 if (!game.magic_wall_active)
8092 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8093 Store[newx][newy] = Store[x][y];
8095 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8097 Feld[x][y] = get_next_element(element);
8098 if (!game.magic_wall_active)
8099 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8100 element = Feld[newx][newy] = Store[x][y];
8102 InitField(newx, newy, FALSE);
8104 else if (element == EL_DC_MAGIC_WALL_FILLING)
8106 element = Feld[newx][newy] = get_next_element(element);
8107 if (!game.magic_wall_active)
8108 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8109 Store[newx][newy] = Store[x][y];
8111 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8113 Feld[x][y] = get_next_element(element);
8114 if (!game.magic_wall_active)
8115 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8116 element = Feld[newx][newy] = Store[x][y];
8118 InitField(newx, newy, FALSE);
8120 else if (element == EL_AMOEBA_DROPPING)
8122 Feld[x][y] = get_next_element(element);
8123 element = Feld[newx][newy] = Store[x][y];
8125 else if (element == EL_SOKOBAN_OBJECT)
8128 Feld[x][y] = Back[x][y];
8130 if (Back[newx][newy])
8131 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8133 Back[x][y] = Back[newx][newy] = 0;
8136 Store[x][y] = EL_EMPTY;
8141 MovDelay[newx][newy] = 0;
8143 if (CAN_CHANGE_OR_HAS_ACTION(element))
8145 /* copy element change control values to new field */
8146 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8147 ChangePage[newx][newy] = ChangePage[x][y];
8148 ChangeCount[newx][newy] = ChangeCount[x][y];
8149 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8152 CustomValue[newx][newy] = CustomValue[x][y];
8154 ChangeDelay[x][y] = 0;
8155 ChangePage[x][y] = -1;
8156 ChangeCount[x][y] = 0;
8157 ChangeEvent[x][y] = -1;
8159 CustomValue[x][y] = 0;
8161 /* copy animation control values to new field */
8162 GfxFrame[newx][newy] = GfxFrame[x][y];
8163 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8164 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8165 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8167 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8169 /* some elements can leave other elements behind after moving */
8170 if (ei->move_leave_element != EL_EMPTY &&
8171 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8172 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8174 int move_leave_element = ei->move_leave_element;
8176 /* this makes it possible to leave the removed element again */
8177 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8178 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8180 Feld[x][y] = move_leave_element;
8182 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8183 MovDir[x][y] = direction;
8185 InitField(x, y, FALSE);
8187 if (GFX_CRUMBLED(Feld[x][y]))
8188 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8190 if (ELEM_IS_PLAYER(move_leave_element))
8191 RelocatePlayer(x, y, move_leave_element);
8194 /* do this after checking for left-behind element */
8195 ResetGfxAnimation(x, y); /* reset animation values for old field */
8197 if (!CAN_MOVE(element) ||
8198 (CAN_FALL(element) && direction == MV_DOWN &&
8199 (element == EL_SPRING ||
8200 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8201 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8202 GfxDir[x][y] = MovDir[newx][newy] = 0;
8204 TEST_DrawLevelField(x, y);
8205 TEST_DrawLevelField(newx, newy);
8207 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8209 /* prevent pushed element from moving on in pushed direction */
8210 if (pushed_by_player && CAN_MOVE(element) &&
8211 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8212 !(element_info[element].move_pattern & direction))
8213 TurnRound(newx, newy);
8215 /* prevent elements on conveyor belt from moving on in last direction */
8216 if (pushed_by_conveyor && CAN_FALL(element) &&
8217 direction & MV_HORIZONTAL)
8218 MovDir[newx][newy] = 0;
8220 if (!pushed_by_player)
8222 int nextx = newx + dx, nexty = newy + dy;
8223 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8225 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8227 if (CAN_FALL(element) && direction == MV_DOWN)
8228 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8230 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8231 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8233 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8234 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8237 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8239 TestIfBadThingTouchesPlayer(newx, newy);
8240 TestIfBadThingTouchesFriend(newx, newy);
8242 if (!IS_CUSTOM_ELEMENT(element))
8243 TestIfBadThingTouchesOtherBadThing(newx, newy);
8245 else if (element == EL_PENGUIN)
8246 TestIfFriendTouchesBadThing(newx, newy);
8248 if (DONT_GET_HIT_BY(element))
8250 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8253 /* give the player one last chance (one more frame) to move away */
8254 if (CAN_FALL(element) && direction == MV_DOWN &&
8255 (last_line || (!IS_FREE(x, newy + 1) &&
8256 (!IS_PLAYER(x, newy + 1) ||
8257 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8260 if (pushed_by_player && !game.use_change_when_pushing_bug)
8262 int push_side = MV_DIR_OPPOSITE(direction);
8263 struct PlayerInfo *player = PLAYERINFO(x, y);
8265 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8266 player->index_bit, push_side);
8267 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8268 player->index_bit, push_side);
8271 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8272 MovDelay[newx][newy] = 1;
8274 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8276 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8277 TestIfElementHitsCustomElement(newx, newy, direction);
8278 TestIfPlayerTouchesCustomElement(newx, newy);
8279 TestIfElementTouchesCustomElement(newx, newy);
8281 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8282 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8283 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8284 MV_DIR_OPPOSITE(direction));
8287 int AmoebeNachbarNr(int ax, int ay)
8290 int element = Feld[ax][ay];
8292 static int xy[4][2] =
8300 for (i = 0; i < NUM_DIRECTIONS; i++)
8302 int x = ax + xy[i][0];
8303 int y = ay + xy[i][1];
8305 if (!IN_LEV_FIELD(x, y))
8308 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8309 group_nr = AmoebaNr[x][y];
8315 void AmoebenVereinigen(int ax, int ay)
8317 int i, x, y, xx, yy;
8318 int new_group_nr = AmoebaNr[ax][ay];
8319 static int xy[4][2] =
8327 if (new_group_nr == 0)
8330 for (i = 0; i < NUM_DIRECTIONS; i++)
8335 if (!IN_LEV_FIELD(x, y))
8338 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8339 Feld[x][y] == EL_BD_AMOEBA ||
8340 Feld[x][y] == EL_AMOEBA_DEAD) &&
8341 AmoebaNr[x][y] != new_group_nr)
8343 int old_group_nr = AmoebaNr[x][y];
8345 if (old_group_nr == 0)
8348 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8349 AmoebaCnt[old_group_nr] = 0;
8350 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8351 AmoebaCnt2[old_group_nr] = 0;
8353 SCAN_PLAYFIELD(xx, yy)
8355 if (AmoebaNr[xx][yy] == old_group_nr)
8356 AmoebaNr[xx][yy] = new_group_nr;
8362 void AmoebeUmwandeln(int ax, int ay)
8366 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8368 int group_nr = AmoebaNr[ax][ay];
8373 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8374 printf("AmoebeUmwandeln(): This should never happen!\n");
8379 SCAN_PLAYFIELD(x, y)
8381 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8384 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8388 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8389 SND_AMOEBA_TURNING_TO_GEM :
8390 SND_AMOEBA_TURNING_TO_ROCK));
8395 static int xy[4][2] =
8403 for (i = 0; i < NUM_DIRECTIONS; i++)
8408 if (!IN_LEV_FIELD(x, y))
8411 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8413 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8414 SND_AMOEBA_TURNING_TO_GEM :
8415 SND_AMOEBA_TURNING_TO_ROCK));
8422 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8425 int group_nr = AmoebaNr[ax][ay];
8426 boolean done = FALSE;
8431 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8432 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8437 SCAN_PLAYFIELD(x, y)
8439 if (AmoebaNr[x][y] == group_nr &&
8440 (Feld[x][y] == EL_AMOEBA_DEAD ||
8441 Feld[x][y] == EL_BD_AMOEBA ||
8442 Feld[x][y] == EL_AMOEBA_GROWING))
8445 Feld[x][y] = new_element;
8446 InitField(x, y, FALSE);
8447 TEST_DrawLevelField(x, y);
8453 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8454 SND_BD_AMOEBA_TURNING_TO_ROCK :
8455 SND_BD_AMOEBA_TURNING_TO_GEM));
8458 void AmoebeWaechst(int x, int y)
8460 static unsigned int sound_delay = 0;
8461 static unsigned int sound_delay_value = 0;
8463 if (!MovDelay[x][y]) /* start new growing cycle */
8467 if (DelayReached(&sound_delay, sound_delay_value))
8469 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8470 sound_delay_value = 30;
8474 if (MovDelay[x][y]) /* wait some time before growing bigger */
8477 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8479 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8480 6 - MovDelay[x][y]);
8482 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8485 if (!MovDelay[x][y])
8487 Feld[x][y] = Store[x][y];
8489 TEST_DrawLevelField(x, y);
8494 void AmoebaDisappearing(int x, int y)
8496 static unsigned int sound_delay = 0;
8497 static unsigned int sound_delay_value = 0;
8499 if (!MovDelay[x][y]) /* start new shrinking cycle */
8503 if (DelayReached(&sound_delay, sound_delay_value))
8504 sound_delay_value = 30;
8507 if (MovDelay[x][y]) /* wait some time before shrinking */
8510 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8512 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8513 6 - MovDelay[x][y]);
8515 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8518 if (!MovDelay[x][y])
8520 Feld[x][y] = EL_EMPTY;
8521 TEST_DrawLevelField(x, y);
8523 /* don't let mole enter this field in this cycle;
8524 (give priority to objects falling to this field from above) */
8530 void AmoebeAbleger(int ax, int ay)
8533 int element = Feld[ax][ay];
8534 int graphic = el2img(element);
8535 int newax = ax, neway = ay;
8536 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8537 static int xy[4][2] =
8545 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8547 Feld[ax][ay] = EL_AMOEBA_DEAD;
8548 TEST_DrawLevelField(ax, ay);
8552 if (IS_ANIMATED(graphic))
8553 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8555 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8556 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8558 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8561 if (MovDelay[ax][ay])
8565 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8568 int x = ax + xy[start][0];
8569 int y = ay + xy[start][1];
8571 if (!IN_LEV_FIELD(x, y))
8574 if (IS_FREE(x, y) ||
8575 CAN_GROW_INTO(Feld[x][y]) ||
8576 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8577 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8583 if (newax == ax && neway == ay)
8586 else /* normal or "filled" (BD style) amoeba */
8589 boolean waiting_for_player = FALSE;
8591 for (i = 0; i < NUM_DIRECTIONS; i++)
8593 int j = (start + i) % 4;
8594 int x = ax + xy[j][0];
8595 int y = ay + xy[j][1];
8597 if (!IN_LEV_FIELD(x, y))
8600 if (IS_FREE(x, y) ||
8601 CAN_GROW_INTO(Feld[x][y]) ||
8602 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8603 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8609 else if (IS_PLAYER(x, y))
8610 waiting_for_player = TRUE;
8613 if (newax == ax && neway == ay) /* amoeba cannot grow */
8615 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8617 Feld[ax][ay] = EL_AMOEBA_DEAD;
8618 TEST_DrawLevelField(ax, ay);
8619 AmoebaCnt[AmoebaNr[ax][ay]]--;
8621 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8623 if (element == EL_AMOEBA_FULL)
8624 AmoebeUmwandeln(ax, ay);
8625 else if (element == EL_BD_AMOEBA)
8626 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8631 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8633 /* amoeba gets larger by growing in some direction */
8635 int new_group_nr = AmoebaNr[ax][ay];
8638 if (new_group_nr == 0)
8640 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8641 printf("AmoebeAbleger(): This should never happen!\n");
8646 AmoebaNr[newax][neway] = new_group_nr;
8647 AmoebaCnt[new_group_nr]++;
8648 AmoebaCnt2[new_group_nr]++;
8650 /* if amoeba touches other amoeba(s) after growing, unify them */
8651 AmoebenVereinigen(newax, neway);
8653 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8655 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8661 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8662 (neway == lev_fieldy - 1 && newax != ax))
8664 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8665 Store[newax][neway] = element;
8667 else if (neway == ay || element == EL_EMC_DRIPPER)
8669 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8671 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8675 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8676 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8677 Store[ax][ay] = EL_AMOEBA_DROP;
8678 ContinueMoving(ax, ay);
8682 TEST_DrawLevelField(newax, neway);
8685 void Life(int ax, int ay)
8689 int element = Feld[ax][ay];
8690 int graphic = el2img(element);
8691 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8693 boolean changed = FALSE;
8695 if (IS_ANIMATED(graphic))
8696 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8701 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8702 MovDelay[ax][ay] = life_time;
8704 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8707 if (MovDelay[ax][ay])
8711 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8713 int xx = ax+x1, yy = ay+y1;
8716 if (!IN_LEV_FIELD(xx, yy))
8719 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8721 int x = xx+x2, y = yy+y2;
8723 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8726 if (((Feld[x][y] == element ||
8727 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8729 (IS_FREE(x, y) && Stop[x][y]))
8733 if (xx == ax && yy == ay) /* field in the middle */
8735 if (nachbarn < life_parameter[0] ||
8736 nachbarn > life_parameter[1])
8738 Feld[xx][yy] = EL_EMPTY;
8740 TEST_DrawLevelField(xx, yy);
8741 Stop[xx][yy] = TRUE;
8745 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8746 { /* free border field */
8747 if (nachbarn >= life_parameter[2] &&
8748 nachbarn <= life_parameter[3])
8750 Feld[xx][yy] = element;
8751 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8753 TEST_DrawLevelField(xx, yy);
8754 Stop[xx][yy] = TRUE;
8761 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8762 SND_GAME_OF_LIFE_GROWING);
8765 static void InitRobotWheel(int x, int y)
8767 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8770 static void RunRobotWheel(int x, int y)
8772 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8775 static void StopRobotWheel(int x, int y)
8777 if (ZX == x && ZY == y)
8781 game.robot_wheel_active = FALSE;
8785 static void InitTimegateWheel(int x, int y)
8787 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8790 static void RunTimegateWheel(int x, int y)
8792 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
8795 static void InitMagicBallDelay(int x, int y)
8797 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
8800 static void ActivateMagicBall(int bx, int by)
8804 if (level.ball_random)
8806 int pos_border = RND(8); /* select one of the eight border elements */
8807 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
8808 int xx = pos_content % 3;
8809 int yy = pos_content / 3;
8814 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8815 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8819 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
8821 int xx = x - bx + 1;
8822 int yy = y - by + 1;
8824 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8825 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8829 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
8832 void CheckExit(int x, int y)
8834 if (local_player->gems_still_needed > 0 ||
8835 local_player->sokobanfields_still_needed > 0 ||
8836 local_player->lights_still_needed > 0)
8838 int element = Feld[x][y];
8839 int graphic = el2img(element);
8841 if (IS_ANIMATED(graphic))
8842 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8847 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8850 Feld[x][y] = EL_EXIT_OPENING;
8852 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
8855 void CheckExitEM(int x, int y)
8857 if (local_player->gems_still_needed > 0 ||
8858 local_player->sokobanfields_still_needed > 0 ||
8859 local_player->lights_still_needed > 0)
8861 int element = Feld[x][y];
8862 int graphic = el2img(element);
8864 if (IS_ANIMATED(graphic))
8865 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8870 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8873 Feld[x][y] = EL_EM_EXIT_OPENING;
8875 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
8878 void CheckExitSteel(int x, int y)
8880 if (local_player->gems_still_needed > 0 ||
8881 local_player->sokobanfields_still_needed > 0 ||
8882 local_player->lights_still_needed > 0)
8884 int element = Feld[x][y];
8885 int graphic = el2img(element);
8887 if (IS_ANIMATED(graphic))
8888 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8893 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8896 Feld[x][y] = EL_STEEL_EXIT_OPENING;
8898 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
8901 void CheckExitSteelEM(int x, int y)
8903 if (local_player->gems_still_needed > 0 ||
8904 local_player->sokobanfields_still_needed > 0 ||
8905 local_player->lights_still_needed > 0)
8907 int element = Feld[x][y];
8908 int graphic = el2img(element);
8910 if (IS_ANIMATED(graphic))
8911 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8916 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8919 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
8921 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
8924 void CheckExitSP(int x, int y)
8926 if (local_player->gems_still_needed > 0)
8928 int element = Feld[x][y];
8929 int graphic = el2img(element);
8931 if (IS_ANIMATED(graphic))
8932 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8937 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8940 Feld[x][y] = EL_SP_EXIT_OPENING;
8942 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
8945 static void CloseAllOpenTimegates()
8949 SCAN_PLAYFIELD(x, y)
8951 int element = Feld[x][y];
8953 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
8955 Feld[x][y] = EL_TIMEGATE_CLOSING;
8957 PlayLevelSoundAction(x, y, ACTION_CLOSING);
8962 void DrawTwinkleOnField(int x, int y)
8964 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
8967 if (Feld[x][y] == EL_BD_DIAMOND)
8970 if (MovDelay[x][y] == 0) /* next animation frame */
8971 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
8973 if (MovDelay[x][y] != 0) /* wait some time before next frame */
8977 DrawLevelElementAnimation(x, y, Feld[x][y]);
8979 if (MovDelay[x][y] != 0)
8981 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
8982 10 - MovDelay[x][y]);
8984 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
8989 void MauerWaechst(int x, int y)
8993 if (!MovDelay[x][y]) /* next animation frame */
8994 MovDelay[x][y] = 3 * delay;
8996 if (MovDelay[x][y]) /* wait some time before next frame */
9000 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9002 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9003 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9005 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9008 if (!MovDelay[x][y])
9010 if (MovDir[x][y] == MV_LEFT)
9012 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9013 TEST_DrawLevelField(x - 1, y);
9015 else if (MovDir[x][y] == MV_RIGHT)
9017 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9018 TEST_DrawLevelField(x + 1, y);
9020 else if (MovDir[x][y] == MV_UP)
9022 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9023 TEST_DrawLevelField(x, y - 1);
9027 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9028 TEST_DrawLevelField(x, y + 1);
9031 Feld[x][y] = Store[x][y];
9033 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9034 TEST_DrawLevelField(x, y);
9039 void MauerAbleger(int ax, int ay)
9041 int element = Feld[ax][ay];
9042 int graphic = el2img(element);
9043 boolean oben_frei = FALSE, unten_frei = FALSE;
9044 boolean links_frei = FALSE, rechts_frei = FALSE;
9045 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9046 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9047 boolean new_wall = FALSE;
9049 if (IS_ANIMATED(graphic))
9050 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9052 if (!MovDelay[ax][ay]) /* start building new wall */
9053 MovDelay[ax][ay] = 6;
9055 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9058 if (MovDelay[ax][ay])
9062 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9064 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9066 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9068 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9071 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9072 element == EL_EXPANDABLE_WALL_ANY)
9076 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9077 Store[ax][ay-1] = element;
9078 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9079 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9080 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9081 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9086 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9087 Store[ax][ay+1] = element;
9088 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9089 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9090 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9091 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9096 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9097 element == EL_EXPANDABLE_WALL_ANY ||
9098 element == EL_EXPANDABLE_WALL ||
9099 element == EL_BD_EXPANDABLE_WALL)
9103 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9104 Store[ax-1][ay] = element;
9105 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9106 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9107 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9108 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9114 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9115 Store[ax+1][ay] = element;
9116 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9117 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9118 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9119 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9124 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9125 TEST_DrawLevelField(ax, ay);
9127 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9129 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9130 unten_massiv = TRUE;
9131 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9132 links_massiv = TRUE;
9133 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9134 rechts_massiv = TRUE;
9136 if (((oben_massiv && unten_massiv) ||
9137 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9138 element == EL_EXPANDABLE_WALL) &&
9139 ((links_massiv && rechts_massiv) ||
9140 element == EL_EXPANDABLE_WALL_VERTICAL))
9141 Feld[ax][ay] = EL_WALL;
9144 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9147 void MauerAblegerStahl(int ax, int ay)
9149 int element = Feld[ax][ay];
9150 int graphic = el2img(element);
9151 boolean oben_frei = FALSE, unten_frei = FALSE;
9152 boolean links_frei = FALSE, rechts_frei = FALSE;
9153 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9154 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9155 boolean new_wall = FALSE;
9157 if (IS_ANIMATED(graphic))
9158 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9160 if (!MovDelay[ax][ay]) /* start building new wall */
9161 MovDelay[ax][ay] = 6;
9163 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9166 if (MovDelay[ax][ay])
9170 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9172 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9174 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9176 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9179 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9180 element == EL_EXPANDABLE_STEELWALL_ANY)
9184 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9185 Store[ax][ay-1] = element;
9186 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9187 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9188 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9189 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9194 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9195 Store[ax][ay+1] = element;
9196 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9197 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9198 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9199 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9204 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9205 element == EL_EXPANDABLE_STEELWALL_ANY)
9209 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9210 Store[ax-1][ay] = element;
9211 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9212 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9213 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9214 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9220 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9221 Store[ax+1][ay] = element;
9222 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9223 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9224 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9225 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9230 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9232 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9233 unten_massiv = TRUE;
9234 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9235 links_massiv = TRUE;
9236 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9237 rechts_massiv = TRUE;
9239 if (((oben_massiv && unten_massiv) ||
9240 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9241 ((links_massiv && rechts_massiv) ||
9242 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9243 Feld[ax][ay] = EL_STEELWALL;
9246 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9249 void CheckForDragon(int x, int y)
9252 boolean dragon_found = FALSE;
9253 static int xy[4][2] =
9261 for (i = 0; i < NUM_DIRECTIONS; i++)
9263 for (j = 0; j < 4; j++)
9265 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9267 if (IN_LEV_FIELD(xx, yy) &&
9268 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9270 if (Feld[xx][yy] == EL_DRAGON)
9271 dragon_found = TRUE;
9280 for (i = 0; i < NUM_DIRECTIONS; i++)
9282 for (j = 0; j < 3; j++)
9284 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9286 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9288 Feld[xx][yy] = EL_EMPTY;
9289 TEST_DrawLevelField(xx, yy);
9298 static void InitBuggyBase(int x, int y)
9300 int element = Feld[x][y];
9301 int activating_delay = FRAMES_PER_SECOND / 4;
9304 (element == EL_SP_BUGGY_BASE ?
9305 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9306 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9308 element == EL_SP_BUGGY_BASE_ACTIVE ?
9309 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9312 static void WarnBuggyBase(int x, int y)
9315 static int xy[4][2] =
9323 for (i = 0; i < NUM_DIRECTIONS; i++)
9325 int xx = x + xy[i][0];
9326 int yy = y + xy[i][1];
9328 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9330 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9337 static void InitTrap(int x, int y)
9339 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9342 static void ActivateTrap(int x, int y)
9344 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9347 static void ChangeActiveTrap(int x, int y)
9349 int graphic = IMG_TRAP_ACTIVE;
9351 /* if new animation frame was drawn, correct crumbled sand border */
9352 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9353 TEST_DrawLevelFieldCrumbled(x, y);
9356 static int getSpecialActionElement(int element, int number, int base_element)
9358 return (element != EL_EMPTY ? element :
9359 number != -1 ? base_element + number - 1 :
9363 static int getModifiedActionNumber(int value_old, int operator, int operand,
9364 int value_min, int value_max)
9366 int value_new = (operator == CA_MODE_SET ? operand :
9367 operator == CA_MODE_ADD ? value_old + operand :
9368 operator == CA_MODE_SUBTRACT ? value_old - operand :
9369 operator == CA_MODE_MULTIPLY ? value_old * operand :
9370 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9371 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9374 return (value_new < value_min ? value_min :
9375 value_new > value_max ? value_max :
9379 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9381 struct ElementInfo *ei = &element_info[element];
9382 struct ElementChangeInfo *change = &ei->change_page[page];
9383 int target_element = change->target_element;
9384 int action_type = change->action_type;
9385 int action_mode = change->action_mode;
9386 int action_arg = change->action_arg;
9387 int action_element = change->action_element;
9390 if (!change->has_action)
9393 /* ---------- determine action paramater values -------------------------- */
9395 int level_time_value =
9396 (level.time > 0 ? TimeLeft :
9399 int action_arg_element_raw =
9400 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9401 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9402 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9403 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9404 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9405 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9406 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9408 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9410 int action_arg_direction =
9411 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9412 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9413 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9414 change->actual_trigger_side :
9415 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9416 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9419 int action_arg_number_min =
9420 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9423 int action_arg_number_max =
9424 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9425 action_type == CA_SET_LEVEL_GEMS ? 999 :
9426 action_type == CA_SET_LEVEL_TIME ? 9999 :
9427 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9428 action_type == CA_SET_CE_VALUE ? 9999 :
9429 action_type == CA_SET_CE_SCORE ? 9999 :
9432 int action_arg_number_reset =
9433 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9434 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9435 action_type == CA_SET_LEVEL_TIME ? level.time :
9436 action_type == CA_SET_LEVEL_SCORE ? 0 :
9437 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9438 action_type == CA_SET_CE_SCORE ? 0 :
9441 int action_arg_number =
9442 (action_arg <= CA_ARG_MAX ? action_arg :
9443 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9444 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9445 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9446 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9447 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9448 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9449 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9450 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9451 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9452 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9453 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9454 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9455 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9456 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9457 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9458 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9459 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9460 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9461 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9462 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9463 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9466 int action_arg_number_old =
9467 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9468 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9469 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9470 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9471 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9474 int action_arg_number_new =
9475 getModifiedActionNumber(action_arg_number_old,
9476 action_mode, action_arg_number,
9477 action_arg_number_min, action_arg_number_max);
9479 int trigger_player_bits =
9480 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9481 change->actual_trigger_player_bits : change->trigger_player);
9483 int action_arg_player_bits =
9484 (action_arg >= CA_ARG_PLAYER_1 &&
9485 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9486 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9487 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9490 /* ---------- execute action -------------------------------------------- */
9492 switch (action_type)
9499 /* ---------- level actions ------------------------------------------- */
9501 case CA_RESTART_LEVEL:
9503 game.restart_level = TRUE;
9508 case CA_SHOW_ENVELOPE:
9510 int element = getSpecialActionElement(action_arg_element,
9511 action_arg_number, EL_ENVELOPE_1);
9513 if (IS_ENVELOPE(element))
9514 local_player->show_envelope = element;
9519 case CA_SET_LEVEL_TIME:
9521 if (level.time > 0) /* only modify limited time value */
9523 TimeLeft = action_arg_number_new;
9525 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9527 DisplayGameControlValues();
9529 if (!TimeLeft && setup.time_limit)
9530 for (i = 0; i < MAX_PLAYERS; i++)
9531 KillPlayer(&stored_player[i]);
9537 case CA_SET_LEVEL_SCORE:
9539 local_player->score = action_arg_number_new;
9541 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9543 DisplayGameControlValues();
9548 case CA_SET_LEVEL_GEMS:
9550 local_player->gems_still_needed = action_arg_number_new;
9552 game_panel_controls[GAME_PANEL_GEMS].value =
9553 local_player->gems_still_needed;
9555 DisplayGameControlValues();
9560 case CA_SET_LEVEL_WIND:
9562 game.wind_direction = action_arg_direction;
9567 case CA_SET_LEVEL_RANDOM_SEED:
9569 /* ensure that setting a new random seed while playing is predictable */
9570 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9575 /* ---------- player actions ------------------------------------------ */
9577 case CA_MOVE_PLAYER:
9579 /* automatically move to the next field in specified direction */
9580 for (i = 0; i < MAX_PLAYERS; i++)
9581 if (trigger_player_bits & (1 << i))
9582 stored_player[i].programmed_action = action_arg_direction;
9587 case CA_EXIT_PLAYER:
9589 for (i = 0; i < MAX_PLAYERS; i++)
9590 if (action_arg_player_bits & (1 << i))
9591 PlayerWins(&stored_player[i]);
9596 case CA_KILL_PLAYER:
9598 for (i = 0; i < MAX_PLAYERS; i++)
9599 if (action_arg_player_bits & (1 << i))
9600 KillPlayer(&stored_player[i]);
9605 case CA_SET_PLAYER_KEYS:
9607 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9608 int element = getSpecialActionElement(action_arg_element,
9609 action_arg_number, EL_KEY_1);
9611 if (IS_KEY(element))
9613 for (i = 0; i < MAX_PLAYERS; i++)
9615 if (trigger_player_bits & (1 << i))
9617 stored_player[i].key[KEY_NR(element)] = key_state;
9619 DrawGameDoorValues();
9627 case CA_SET_PLAYER_SPEED:
9629 for (i = 0; i < MAX_PLAYERS; i++)
9631 if (trigger_player_bits & (1 << i))
9633 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9635 if (action_arg == CA_ARG_SPEED_FASTER &&
9636 stored_player[i].cannot_move)
9638 action_arg_number = STEPSIZE_VERY_SLOW;
9640 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9641 action_arg == CA_ARG_SPEED_FASTER)
9643 action_arg_number = 2;
9644 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9647 else if (action_arg == CA_ARG_NUMBER_RESET)
9649 action_arg_number = level.initial_player_stepsize[i];
9653 getModifiedActionNumber(move_stepsize,
9656 action_arg_number_min,
9657 action_arg_number_max);
9659 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9666 case CA_SET_PLAYER_SHIELD:
9668 for (i = 0; i < MAX_PLAYERS; i++)
9670 if (trigger_player_bits & (1 << i))
9672 if (action_arg == CA_ARG_SHIELD_OFF)
9674 stored_player[i].shield_normal_time_left = 0;
9675 stored_player[i].shield_deadly_time_left = 0;
9677 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9679 stored_player[i].shield_normal_time_left = 999999;
9681 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9683 stored_player[i].shield_normal_time_left = 999999;
9684 stored_player[i].shield_deadly_time_left = 999999;
9692 case CA_SET_PLAYER_GRAVITY:
9694 for (i = 0; i < MAX_PLAYERS; i++)
9696 if (trigger_player_bits & (1 << i))
9698 stored_player[i].gravity =
9699 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9700 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9701 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9702 stored_player[i].gravity);
9709 case CA_SET_PLAYER_ARTWORK:
9711 for (i = 0; i < MAX_PLAYERS; i++)
9713 if (trigger_player_bits & (1 << i))
9715 int artwork_element = action_arg_element;
9717 if (action_arg == CA_ARG_ELEMENT_RESET)
9719 (level.use_artwork_element[i] ? level.artwork_element[i] :
9720 stored_player[i].element_nr);
9722 if (stored_player[i].artwork_element != artwork_element)
9723 stored_player[i].Frame = 0;
9725 stored_player[i].artwork_element = artwork_element;
9727 SetPlayerWaiting(&stored_player[i], FALSE);
9729 /* set number of special actions for bored and sleeping animation */
9730 stored_player[i].num_special_action_bored =
9731 get_num_special_action(artwork_element,
9732 ACTION_BORING_1, ACTION_BORING_LAST);
9733 stored_player[i].num_special_action_sleeping =
9734 get_num_special_action(artwork_element,
9735 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9742 case CA_SET_PLAYER_INVENTORY:
9744 for (i = 0; i < MAX_PLAYERS; i++)
9746 struct PlayerInfo *player = &stored_player[i];
9749 if (trigger_player_bits & (1 << i))
9751 int inventory_element = action_arg_element;
9753 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9754 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9755 action_arg == CA_ARG_ELEMENT_ACTION)
9757 int element = inventory_element;
9758 int collect_count = element_info[element].collect_count_initial;
9760 if (!IS_CUSTOM_ELEMENT(element))
9763 if (collect_count == 0)
9764 player->inventory_infinite_element = element;
9766 for (k = 0; k < collect_count; k++)
9767 if (player->inventory_size < MAX_INVENTORY_SIZE)
9768 player->inventory_element[player->inventory_size++] =
9771 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9772 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9773 action_arg == CA_ARG_INVENTORY_RM_ACTION)
9775 if (player->inventory_infinite_element != EL_UNDEFINED &&
9776 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
9777 action_arg_element_raw))
9778 player->inventory_infinite_element = EL_UNDEFINED;
9780 for (k = 0, j = 0; j < player->inventory_size; j++)
9782 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
9783 action_arg_element_raw))
9784 player->inventory_element[k++] = player->inventory_element[j];
9787 player->inventory_size = k;
9789 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
9791 if (player->inventory_size > 0)
9793 for (j = 0; j < player->inventory_size - 1; j++)
9794 player->inventory_element[j] = player->inventory_element[j + 1];
9796 player->inventory_size--;
9799 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
9801 if (player->inventory_size > 0)
9802 player->inventory_size--;
9804 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
9806 player->inventory_infinite_element = EL_UNDEFINED;
9807 player->inventory_size = 0;
9809 else if (action_arg == CA_ARG_INVENTORY_RESET)
9811 player->inventory_infinite_element = EL_UNDEFINED;
9812 player->inventory_size = 0;
9814 if (level.use_initial_inventory[i])
9816 for (j = 0; j < level.initial_inventory_size[i]; j++)
9818 int element = level.initial_inventory_content[i][j];
9819 int collect_count = element_info[element].collect_count_initial;
9821 if (!IS_CUSTOM_ELEMENT(element))
9824 if (collect_count == 0)
9825 player->inventory_infinite_element = element;
9827 for (k = 0; k < collect_count; k++)
9828 if (player->inventory_size < MAX_INVENTORY_SIZE)
9829 player->inventory_element[player->inventory_size++] =
9840 /* ---------- CE actions ---------------------------------------------- */
9842 case CA_SET_CE_VALUE:
9844 int last_ce_value = CustomValue[x][y];
9846 CustomValue[x][y] = action_arg_number_new;
9848 if (CustomValue[x][y] != last_ce_value)
9850 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
9851 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
9853 if (CustomValue[x][y] == 0)
9855 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
9856 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
9863 case CA_SET_CE_SCORE:
9865 int last_ce_score = ei->collect_score;
9867 ei->collect_score = action_arg_number_new;
9869 if (ei->collect_score != last_ce_score)
9871 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
9872 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
9874 if (ei->collect_score == 0)
9878 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
9879 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
9882 This is a very special case that seems to be a mixture between
9883 CheckElementChange() and CheckTriggeredElementChange(): while
9884 the first one only affects single elements that are triggered
9885 directly, the second one affects multiple elements in the playfield
9886 that are triggered indirectly by another element. This is a third
9887 case: Changing the CE score always affects multiple identical CEs,
9888 so every affected CE must be checked, not only the single CE for
9889 which the CE score was changed in the first place (as every instance
9890 of that CE shares the same CE score, and therefore also can change)!
9892 SCAN_PLAYFIELD(xx, yy)
9894 if (Feld[xx][yy] == element)
9895 CheckElementChange(xx, yy, element, EL_UNDEFINED,
9896 CE_SCORE_GETS_ZERO);
9904 case CA_SET_CE_ARTWORK:
9906 int artwork_element = action_arg_element;
9907 boolean reset_frame = FALSE;
9910 if (action_arg == CA_ARG_ELEMENT_RESET)
9911 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
9914 if (ei->gfx_element != artwork_element)
9917 ei->gfx_element = artwork_element;
9919 SCAN_PLAYFIELD(xx, yy)
9921 if (Feld[xx][yy] == element)
9925 ResetGfxAnimation(xx, yy);
9926 ResetRandomAnimationValue(xx, yy);
9929 TEST_DrawLevelField(xx, yy);
9936 /* ---------- engine actions ------------------------------------------ */
9938 case CA_SET_ENGINE_SCAN_MODE:
9940 InitPlayfieldScanMode(action_arg);
9950 static void CreateFieldExt(int x, int y, int element, boolean is_change)
9952 int old_element = Feld[x][y];
9953 int new_element = GetElementFromGroupElement(element);
9954 int previous_move_direction = MovDir[x][y];
9955 int last_ce_value = CustomValue[x][y];
9956 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
9957 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
9958 boolean add_player_onto_element = (new_element_is_player &&
9959 new_element != EL_SOKOBAN_FIELD_PLAYER &&
9960 IS_WALKABLE(old_element));
9962 if (!add_player_onto_element)
9964 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
9965 RemoveMovingField(x, y);
9969 Feld[x][y] = new_element;
9971 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
9972 MovDir[x][y] = previous_move_direction;
9974 if (element_info[new_element].use_last_ce_value)
9975 CustomValue[x][y] = last_ce_value;
9977 InitField_WithBug1(x, y, FALSE);
9979 new_element = Feld[x][y]; /* element may have changed */
9981 ResetGfxAnimation(x, y);
9982 ResetRandomAnimationValue(x, y);
9984 TEST_DrawLevelField(x, y);
9986 if (GFX_CRUMBLED(new_element))
9987 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
9990 /* check if element under the player changes from accessible to unaccessible
9991 (needed for special case of dropping element which then changes) */
9992 /* (must be checked after creating new element for walkable group elements) */
9993 if (IS_PLAYER(x, y) && !player_explosion_protected &&
9994 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10001 /* "ChangeCount" not set yet to allow "entered by player" change one time */
10002 if (new_element_is_player)
10003 RelocatePlayer(x, y, new_element);
10006 ChangeCount[x][y]++; /* count number of changes in the same frame */
10008 TestIfBadThingTouchesPlayer(x, y);
10009 TestIfPlayerTouchesCustomElement(x, y);
10010 TestIfElementTouchesCustomElement(x, y);
10013 static void CreateField(int x, int y, int element)
10015 CreateFieldExt(x, y, element, FALSE);
10018 static void CreateElementFromChange(int x, int y, int element)
10020 element = GET_VALID_RUNTIME_ELEMENT(element);
10022 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10024 int old_element = Feld[x][y];
10026 /* prevent changed element from moving in same engine frame
10027 unless both old and new element can either fall or move */
10028 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10029 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10033 CreateFieldExt(x, y, element, TRUE);
10036 static boolean ChangeElement(int x, int y, int element, int page)
10038 struct ElementInfo *ei = &element_info[element];
10039 struct ElementChangeInfo *change = &ei->change_page[page];
10040 int ce_value = CustomValue[x][y];
10041 int ce_score = ei->collect_score;
10042 int target_element;
10043 int old_element = Feld[x][y];
10045 /* always use default change event to prevent running into a loop */
10046 if (ChangeEvent[x][y] == -1)
10047 ChangeEvent[x][y] = CE_DELAY;
10049 if (ChangeEvent[x][y] == CE_DELAY)
10051 /* reset actual trigger element, trigger player and action element */
10052 change->actual_trigger_element = EL_EMPTY;
10053 change->actual_trigger_player = EL_EMPTY;
10054 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10055 change->actual_trigger_side = CH_SIDE_NONE;
10056 change->actual_trigger_ce_value = 0;
10057 change->actual_trigger_ce_score = 0;
10060 /* do not change elements more than a specified maximum number of changes */
10061 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10064 ChangeCount[x][y]++; /* count number of changes in the same frame */
10066 if (change->explode)
10073 if (change->use_target_content)
10075 boolean complete_replace = TRUE;
10076 boolean can_replace[3][3];
10079 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10082 boolean is_walkable;
10083 boolean is_diggable;
10084 boolean is_collectible;
10085 boolean is_removable;
10086 boolean is_destructible;
10087 int ex = x + xx - 1;
10088 int ey = y + yy - 1;
10089 int content_element = change->target_content.e[xx][yy];
10092 can_replace[xx][yy] = TRUE;
10094 if (ex == x && ey == y) /* do not check changing element itself */
10097 if (content_element == EL_EMPTY_SPACE)
10099 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10104 if (!IN_LEV_FIELD(ex, ey))
10106 can_replace[xx][yy] = FALSE;
10107 complete_replace = FALSE;
10114 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10115 e = MovingOrBlocked2Element(ex, ey);
10117 is_empty = (IS_FREE(ex, ey) ||
10118 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10120 is_walkable = (is_empty || IS_WALKABLE(e));
10121 is_diggable = (is_empty || IS_DIGGABLE(e));
10122 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10123 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10124 is_removable = (is_diggable || is_collectible);
10126 can_replace[xx][yy] =
10127 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10128 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10129 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10130 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10131 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10132 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10133 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10135 if (!can_replace[xx][yy])
10136 complete_replace = FALSE;
10139 if (!change->only_if_complete || complete_replace)
10141 boolean something_has_changed = FALSE;
10143 if (change->only_if_complete && change->use_random_replace &&
10144 RND(100) < change->random_percentage)
10147 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10149 int ex = x + xx - 1;
10150 int ey = y + yy - 1;
10151 int content_element;
10153 if (can_replace[xx][yy] && (!change->use_random_replace ||
10154 RND(100) < change->random_percentage))
10156 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10157 RemoveMovingField(ex, ey);
10159 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10161 content_element = change->target_content.e[xx][yy];
10162 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10163 ce_value, ce_score);
10165 CreateElementFromChange(ex, ey, target_element);
10167 something_has_changed = TRUE;
10169 /* for symmetry reasons, freeze newly created border elements */
10170 if (ex != x || ey != y)
10171 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10175 if (something_has_changed)
10177 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10178 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10184 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10185 ce_value, ce_score);
10187 if (element == EL_DIAGONAL_GROWING ||
10188 element == EL_DIAGONAL_SHRINKING)
10190 target_element = Store[x][y];
10192 Store[x][y] = EL_EMPTY;
10195 CreateElementFromChange(x, y, target_element);
10197 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10198 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10201 /* this uses direct change before indirect change */
10202 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10207 static void HandleElementChange(int x, int y, int page)
10209 int element = MovingOrBlocked2Element(x, y);
10210 struct ElementInfo *ei = &element_info[element];
10211 struct ElementChangeInfo *change = &ei->change_page[page];
10212 boolean handle_action_before_change = FALSE;
10215 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10216 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10219 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10220 x, y, element, element_info[element].token_name);
10221 printf("HandleElementChange(): This should never happen!\n");
10226 /* this can happen with classic bombs on walkable, changing elements */
10227 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10232 if (ChangeDelay[x][y] == 0) /* initialize element change */
10234 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10236 if (change->can_change)
10238 /* !!! not clear why graphic animation should be reset at all here !!! */
10239 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10240 /* when a custom element is about to change (for example by change delay),
10241 do not reset graphic animation when the custom element is moving */
10242 if (!IS_MOVING(x, y))
10244 ResetGfxAnimation(x, y);
10245 ResetRandomAnimationValue(x, y);
10248 if (change->pre_change_function)
10249 change->pre_change_function(x, y);
10253 ChangeDelay[x][y]--;
10255 if (ChangeDelay[x][y] != 0) /* continue element change */
10257 if (change->can_change)
10259 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10261 if (IS_ANIMATED(graphic))
10262 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10264 if (change->change_function)
10265 change->change_function(x, y);
10268 else /* finish element change */
10270 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10272 page = ChangePage[x][y];
10273 ChangePage[x][y] = -1;
10275 change = &ei->change_page[page];
10278 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10280 ChangeDelay[x][y] = 1; /* try change after next move step */
10281 ChangePage[x][y] = page; /* remember page to use for change */
10286 /* special case: set new level random seed before changing element */
10287 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10288 handle_action_before_change = TRUE;
10290 if (change->has_action && handle_action_before_change)
10291 ExecuteCustomElementAction(x, y, element, page);
10293 if (change->can_change)
10295 if (ChangeElement(x, y, element, page))
10297 if (change->post_change_function)
10298 change->post_change_function(x, y);
10302 if (change->has_action && !handle_action_before_change)
10303 ExecuteCustomElementAction(x, y, element, page);
10307 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10308 int trigger_element,
10310 int trigger_player,
10314 boolean change_done_any = FALSE;
10315 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10318 if (!(trigger_events[trigger_element][trigger_event]))
10321 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10323 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10325 int element = EL_CUSTOM_START + i;
10326 boolean change_done = FALSE;
10329 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10330 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10333 for (p = 0; p < element_info[element].num_change_pages; p++)
10335 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10337 if (change->can_change_or_has_action &&
10338 change->has_event[trigger_event] &&
10339 change->trigger_side & trigger_side &&
10340 change->trigger_player & trigger_player &&
10341 change->trigger_page & trigger_page_bits &&
10342 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10344 change->actual_trigger_element = trigger_element;
10345 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10346 change->actual_trigger_player_bits = trigger_player;
10347 change->actual_trigger_side = trigger_side;
10348 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10349 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10351 if ((change->can_change && !change_done) || change->has_action)
10355 SCAN_PLAYFIELD(x, y)
10357 if (Feld[x][y] == element)
10359 if (change->can_change && !change_done)
10361 /* if element already changed in this frame, not only prevent
10362 another element change (checked in ChangeElement()), but
10363 also prevent additional element actions for this element */
10365 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10366 !level.use_action_after_change_bug)
10369 ChangeDelay[x][y] = 1;
10370 ChangeEvent[x][y] = trigger_event;
10372 HandleElementChange(x, y, p);
10374 else if (change->has_action)
10376 /* if element already changed in this frame, not only prevent
10377 another element change (checked in ChangeElement()), but
10378 also prevent additional element actions for this element */
10380 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10381 !level.use_action_after_change_bug)
10384 ExecuteCustomElementAction(x, y, element, p);
10385 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10390 if (change->can_change)
10392 change_done = TRUE;
10393 change_done_any = TRUE;
10400 RECURSION_LOOP_DETECTION_END();
10402 return change_done_any;
10405 static boolean CheckElementChangeExt(int x, int y,
10407 int trigger_element,
10409 int trigger_player,
10412 boolean change_done = FALSE;
10415 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10416 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10419 if (Feld[x][y] == EL_BLOCKED)
10421 Blocked2Moving(x, y, &x, &y);
10422 element = Feld[x][y];
10425 /* check if element has already changed or is about to change after moving */
10426 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10427 Feld[x][y] != element) ||
10429 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10430 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10431 ChangePage[x][y] != -1)))
10434 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10436 for (p = 0; p < element_info[element].num_change_pages; p++)
10438 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10440 /* check trigger element for all events where the element that is checked
10441 for changing interacts with a directly adjacent element -- this is
10442 different to element changes that affect other elements to change on the
10443 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10444 boolean check_trigger_element =
10445 (trigger_event == CE_TOUCHING_X ||
10446 trigger_event == CE_HITTING_X ||
10447 trigger_event == CE_HIT_BY_X ||
10448 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10450 if (change->can_change_or_has_action &&
10451 change->has_event[trigger_event] &&
10452 change->trigger_side & trigger_side &&
10453 change->trigger_player & trigger_player &&
10454 (!check_trigger_element ||
10455 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10457 change->actual_trigger_element = trigger_element;
10458 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10459 change->actual_trigger_player_bits = trigger_player;
10460 change->actual_trigger_side = trigger_side;
10461 change->actual_trigger_ce_value = CustomValue[x][y];
10462 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10464 /* special case: trigger element not at (x,y) position for some events */
10465 if (check_trigger_element)
10477 { 0, 0 }, { 0, 0 }, { 0, 0 },
10481 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10482 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10484 change->actual_trigger_ce_value = CustomValue[xx][yy];
10485 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10488 if (change->can_change && !change_done)
10490 ChangeDelay[x][y] = 1;
10491 ChangeEvent[x][y] = trigger_event;
10493 HandleElementChange(x, y, p);
10495 change_done = TRUE;
10497 else if (change->has_action)
10499 ExecuteCustomElementAction(x, y, element, p);
10500 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10505 RECURSION_LOOP_DETECTION_END();
10507 return change_done;
10510 static void PlayPlayerSound(struct PlayerInfo *player)
10512 int jx = player->jx, jy = player->jy;
10513 int sound_element = player->artwork_element;
10514 int last_action = player->last_action_waiting;
10515 int action = player->action_waiting;
10517 if (player->is_waiting)
10519 if (action != last_action)
10520 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10522 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10526 if (action != last_action)
10527 StopSound(element_info[sound_element].sound[last_action]);
10529 if (last_action == ACTION_SLEEPING)
10530 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10534 static void PlayAllPlayersSound()
10538 for (i = 0; i < MAX_PLAYERS; i++)
10539 if (stored_player[i].active)
10540 PlayPlayerSound(&stored_player[i]);
10543 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10545 boolean last_waiting = player->is_waiting;
10546 int move_dir = player->MovDir;
10548 player->dir_waiting = move_dir;
10549 player->last_action_waiting = player->action_waiting;
10553 if (!last_waiting) /* not waiting -> waiting */
10555 player->is_waiting = TRUE;
10557 player->frame_counter_bored =
10559 game.player_boring_delay_fixed +
10560 GetSimpleRandom(game.player_boring_delay_random);
10561 player->frame_counter_sleeping =
10563 game.player_sleeping_delay_fixed +
10564 GetSimpleRandom(game.player_sleeping_delay_random);
10566 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10569 if (game.player_sleeping_delay_fixed +
10570 game.player_sleeping_delay_random > 0 &&
10571 player->anim_delay_counter == 0 &&
10572 player->post_delay_counter == 0 &&
10573 FrameCounter >= player->frame_counter_sleeping)
10574 player->is_sleeping = TRUE;
10575 else if (game.player_boring_delay_fixed +
10576 game.player_boring_delay_random > 0 &&
10577 FrameCounter >= player->frame_counter_bored)
10578 player->is_bored = TRUE;
10580 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10581 player->is_bored ? ACTION_BORING :
10584 if (player->is_sleeping && player->use_murphy)
10586 /* special case for sleeping Murphy when leaning against non-free tile */
10588 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10589 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10590 !IS_MOVING(player->jx - 1, player->jy)))
10591 move_dir = MV_LEFT;
10592 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10593 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10594 !IS_MOVING(player->jx + 1, player->jy)))
10595 move_dir = MV_RIGHT;
10597 player->is_sleeping = FALSE;
10599 player->dir_waiting = move_dir;
10602 if (player->is_sleeping)
10604 if (player->num_special_action_sleeping > 0)
10606 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10608 int last_special_action = player->special_action_sleeping;
10609 int num_special_action = player->num_special_action_sleeping;
10610 int special_action =
10611 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10612 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10613 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10614 last_special_action + 1 : ACTION_SLEEPING);
10615 int special_graphic =
10616 el_act_dir2img(player->artwork_element, special_action, move_dir);
10618 player->anim_delay_counter =
10619 graphic_info[special_graphic].anim_delay_fixed +
10620 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10621 player->post_delay_counter =
10622 graphic_info[special_graphic].post_delay_fixed +
10623 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10625 player->special_action_sleeping = special_action;
10628 if (player->anim_delay_counter > 0)
10630 player->action_waiting = player->special_action_sleeping;
10631 player->anim_delay_counter--;
10633 else if (player->post_delay_counter > 0)
10635 player->post_delay_counter--;
10639 else if (player->is_bored)
10641 if (player->num_special_action_bored > 0)
10643 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10645 int special_action =
10646 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10647 int special_graphic =
10648 el_act_dir2img(player->artwork_element, special_action, move_dir);
10650 player->anim_delay_counter =
10651 graphic_info[special_graphic].anim_delay_fixed +
10652 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10653 player->post_delay_counter =
10654 graphic_info[special_graphic].post_delay_fixed +
10655 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10657 player->special_action_bored = special_action;
10660 if (player->anim_delay_counter > 0)
10662 player->action_waiting = player->special_action_bored;
10663 player->anim_delay_counter--;
10665 else if (player->post_delay_counter > 0)
10667 player->post_delay_counter--;
10672 else if (last_waiting) /* waiting -> not waiting */
10674 player->is_waiting = FALSE;
10675 player->is_bored = FALSE;
10676 player->is_sleeping = FALSE;
10678 player->frame_counter_bored = -1;
10679 player->frame_counter_sleeping = -1;
10681 player->anim_delay_counter = 0;
10682 player->post_delay_counter = 0;
10684 player->dir_waiting = player->MovDir;
10685 player->action_waiting = ACTION_DEFAULT;
10687 player->special_action_bored = ACTION_DEFAULT;
10688 player->special_action_sleeping = ACTION_DEFAULT;
10692 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10694 static boolean player_was_moving = FALSE;
10695 static boolean player_was_snapping = FALSE;
10696 static boolean player_was_dropping = FALSE;
10698 if ((!player->is_moving && player_was_moving) ||
10699 (player->MovPos == 0 && player_was_moving) ||
10700 (player->is_snapping && !player_was_snapping) ||
10701 (player->is_dropping && !player_was_dropping))
10703 if (!SaveEngineSnapshotToList())
10706 player_was_moving = FALSE;
10707 player_was_snapping = TRUE;
10708 player_was_dropping = TRUE;
10712 if (player->is_moving)
10713 player_was_moving = TRUE;
10715 if (!player->is_snapping)
10716 player_was_snapping = FALSE;
10718 if (!player->is_dropping)
10719 player_was_dropping = FALSE;
10723 static void CheckSingleStepMode(struct PlayerInfo *player)
10725 if (tape.single_step && tape.recording && !tape.pausing)
10727 /* as it is called "single step mode", just return to pause mode when the
10728 player stopped moving after one tile (or never starts moving at all) */
10729 if (!player->is_moving && !player->is_pushing)
10731 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10732 SnapField(player, 0, 0); /* stop snapping */
10736 CheckSaveEngineSnapshot(player);
10739 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10741 int left = player_action & JOY_LEFT;
10742 int right = player_action & JOY_RIGHT;
10743 int up = player_action & JOY_UP;
10744 int down = player_action & JOY_DOWN;
10745 int button1 = player_action & JOY_BUTTON_1;
10746 int button2 = player_action & JOY_BUTTON_2;
10747 int dx = (left ? -1 : right ? 1 : 0);
10748 int dy = (up ? -1 : down ? 1 : 0);
10750 if (!player->active || tape.pausing)
10756 SnapField(player, dx, dy);
10760 DropElement(player);
10762 MovePlayer(player, dx, dy);
10765 CheckSingleStepMode(player);
10767 SetPlayerWaiting(player, FALSE);
10769 return player_action;
10773 /* no actions for this player (no input at player's configured device) */
10775 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
10776 SnapField(player, 0, 0);
10777 CheckGravityMovementWhenNotMoving(player);
10779 if (player->MovPos == 0)
10780 SetPlayerWaiting(player, TRUE);
10782 if (player->MovPos == 0) /* needed for tape.playing */
10783 player->is_moving = FALSE;
10785 player->is_dropping = FALSE;
10786 player->is_dropping_pressed = FALSE;
10787 player->drop_pressed_delay = 0;
10789 CheckSingleStepMode(player);
10795 static void CheckLevelTime()
10799 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
10800 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10802 if (level.native_em_level->lev->home == 0) /* all players at home */
10804 PlayerWins(local_player);
10806 AllPlayersGone = TRUE;
10808 level.native_em_level->lev->home = -1;
10811 if (level.native_em_level->ply[0]->alive == 0 &&
10812 level.native_em_level->ply[1]->alive == 0 &&
10813 level.native_em_level->ply[2]->alive == 0 &&
10814 level.native_em_level->ply[3]->alive == 0) /* all dead */
10815 AllPlayersGone = TRUE;
10817 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
10819 if (game_sp.LevelSolved &&
10820 !game_sp.GameOver) /* game won */
10822 PlayerWins(local_player);
10824 game_sp.GameOver = TRUE;
10826 AllPlayersGone = TRUE;
10829 if (game_sp.GameOver) /* game lost */
10830 AllPlayersGone = TRUE;
10833 if (TimeFrames >= FRAMES_PER_SECOND)
10838 for (i = 0; i < MAX_PLAYERS; i++)
10840 struct PlayerInfo *player = &stored_player[i];
10842 if (SHIELD_ON(player))
10844 player->shield_normal_time_left--;
10846 if (player->shield_deadly_time_left > 0)
10847 player->shield_deadly_time_left--;
10851 if (!local_player->LevelSolved && !level.use_step_counter)
10859 if (TimeLeft <= 10 && setup.time_limit)
10860 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
10862 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
10863 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
10865 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10867 if (!TimeLeft && setup.time_limit)
10869 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10870 level.native_em_level->lev->killed_out_of_time = TRUE;
10872 for (i = 0; i < MAX_PLAYERS; i++)
10873 KillPlayer(&stored_player[i]);
10876 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
10878 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
10881 level.native_em_level->lev->time =
10882 (game.no_time_limit ? TimePlayed : TimeLeft);
10885 if (tape.recording || tape.playing)
10886 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
10889 if (tape.recording || tape.playing)
10890 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
10892 UpdateAndDisplayGameControlValues();
10895 void AdvanceFrameAndPlayerCounters(int player_nr)
10899 /* advance frame counters (global frame counter and time frame counter) */
10903 /* advance player counters (counters for move delay, move animation etc.) */
10904 for (i = 0; i < MAX_PLAYERS; i++)
10906 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
10907 int move_delay_value = stored_player[i].move_delay_value;
10908 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
10910 if (!advance_player_counters) /* not all players may be affected */
10913 if (move_frames == 0) /* less than one move per game frame */
10915 int stepsize = TILEX / move_delay_value;
10916 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
10917 int count = (stored_player[i].is_moving ?
10918 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
10920 if (count % delay == 0)
10924 stored_player[i].Frame += move_frames;
10926 if (stored_player[i].MovPos != 0)
10927 stored_player[i].StepFrame += move_frames;
10929 if (stored_player[i].move_delay > 0)
10930 stored_player[i].move_delay--;
10932 /* due to bugs in previous versions, counter must count up, not down */
10933 if (stored_player[i].push_delay != -1)
10934 stored_player[i].push_delay++;
10936 if (stored_player[i].drop_delay > 0)
10937 stored_player[i].drop_delay--;
10939 if (stored_player[i].is_dropping_pressed)
10940 stored_player[i].drop_pressed_delay++;
10944 void StartGameActions(boolean init_network_game, boolean record_tape,
10947 unsigned int new_random_seed = InitRND(random_seed);
10950 TapeStartRecording(new_random_seed);
10952 #if defined(NETWORK_AVALIABLE)
10953 if (init_network_game)
10955 SendToServer_StartPlaying();
10966 static unsigned int game_frame_delay = 0;
10967 unsigned int game_frame_delay_value;
10968 byte *recorded_player_action;
10969 byte summarized_player_action = 0;
10970 byte tape_action[MAX_PLAYERS];
10973 for (i = 0; i < MAX_PLAYERS; i++)
10975 struct PlayerInfo *player = &stored_player[i];
10977 // allow engine snapshot if movement attempt was stopped
10978 if ((game.snapshot.last_action[i] & KEY_MOTION) != 0 &&
10979 (player->action & KEY_MOTION) == 0)
10980 game.snapshot.changed_action = TRUE;
10982 // allow engine snapshot in case of snapping/dropping attempt
10983 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
10984 (player->action & KEY_BUTTON) != 0)
10985 game.snapshot.changed_action = TRUE;
10987 game.snapshot.last_action[i] = player->action;
10990 /* detect endless loops, caused by custom element programming */
10991 if (recursion_loop_detected && recursion_loop_depth == 0)
10993 char *message = getStringCat3("Internal Error! Element ",
10994 EL_NAME(recursion_loop_element),
10995 " caused endless loop! Quit the game?");
10997 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
10998 EL_NAME(recursion_loop_element));
11000 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11002 recursion_loop_detected = FALSE; /* if game should be continued */
11009 if (game.restart_level)
11010 StartGameActions(options.network, setup.autorecord, level.random_seed);
11012 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
11013 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11015 if (level.native_em_level->lev->home == 0) /* all players at home */
11017 PlayerWins(local_player);
11019 AllPlayersGone = TRUE;
11021 level.native_em_level->lev->home = -1;
11024 if (level.native_em_level->ply[0]->alive == 0 &&
11025 level.native_em_level->ply[1]->alive == 0 &&
11026 level.native_em_level->ply[2]->alive == 0 &&
11027 level.native_em_level->ply[3]->alive == 0) /* all dead */
11028 AllPlayersGone = TRUE;
11030 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11032 if (game_sp.LevelSolved &&
11033 !game_sp.GameOver) /* game won */
11035 PlayerWins(local_player);
11037 game_sp.GameOver = TRUE;
11039 AllPlayersGone = TRUE;
11042 if (game_sp.GameOver) /* game lost */
11043 AllPlayersGone = TRUE;
11046 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11049 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11052 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11055 game_frame_delay_value =
11056 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11058 if (tape.playing && tape.warp_forward && !tape.pausing)
11059 game_frame_delay_value = 0;
11061 /* ---------- main game synchronization point ---------- */
11063 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11065 if (network_playing && !network_player_action_received)
11067 /* try to get network player actions in time */
11069 #if defined(NETWORK_AVALIABLE)
11070 /* last chance to get network player actions without main loop delay */
11071 HandleNetworking();
11074 /* game was quit by network peer */
11075 if (game_status != GAME_MODE_PLAYING)
11078 if (!network_player_action_received)
11079 return; /* failed to get network player actions in time */
11081 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11087 /* at this point we know that we really continue executing the game */
11089 network_player_action_received = FALSE;
11091 /* when playing tape, read previously recorded player input from tape data */
11092 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11094 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11098 if (tape.set_centered_player)
11100 game.centered_player_nr_next = tape.centered_player_nr_next;
11101 game.set_centered_player = TRUE;
11104 for (i = 0; i < MAX_PLAYERS; i++)
11106 summarized_player_action |= stored_player[i].action;
11108 if (!network_playing && (game.team_mode || tape.playing))
11109 stored_player[i].effective_action = stored_player[i].action;
11112 #if defined(NETWORK_AVALIABLE)
11113 if (network_playing)
11114 SendToServer_MovePlayer(summarized_player_action);
11117 if (!options.network && !game.team_mode)
11118 local_player->effective_action = summarized_player_action;
11120 if (tape.recording &&
11122 setup.input_on_focus &&
11123 game.centered_player_nr != -1)
11125 for (i = 0; i < MAX_PLAYERS; i++)
11126 stored_player[i].effective_action =
11127 (i == game.centered_player_nr ? summarized_player_action : 0);
11130 if (recorded_player_action != NULL)
11131 for (i = 0; i < MAX_PLAYERS; i++)
11132 stored_player[i].effective_action = recorded_player_action[i];
11134 for (i = 0; i < MAX_PLAYERS; i++)
11136 tape_action[i] = stored_player[i].effective_action;
11138 /* (this may happen in the RND game engine if a player was not present on
11139 the playfield on level start, but appeared later from a custom element */
11140 if (setup.team_mode &&
11143 !tape.player_participates[i])
11144 tape.player_participates[i] = TRUE;
11147 /* only record actions from input devices, but not programmed actions */
11148 if (tape.recording)
11149 TapeRecordAction(tape_action);
11151 #if USE_NEW_PLAYER_ASSIGNMENTS
11152 // !!! also map player actions in single player mode !!!
11153 // if (game.team_mode)
11155 byte mapped_action[MAX_PLAYERS];
11157 #if DEBUG_PLAYER_ACTIONS
11159 for (i = 0; i < MAX_PLAYERS; i++)
11160 printf(" %d, ", stored_player[i].effective_action);
11163 for (i = 0; i < MAX_PLAYERS; i++)
11164 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11166 for (i = 0; i < MAX_PLAYERS; i++)
11167 stored_player[i].effective_action = mapped_action[i];
11169 #if DEBUG_PLAYER_ACTIONS
11171 for (i = 0; i < MAX_PLAYERS; i++)
11172 printf(" %d, ", stored_player[i].effective_action);
11176 #if DEBUG_PLAYER_ACTIONS
11180 for (i = 0; i < MAX_PLAYERS; i++)
11181 printf(" %d, ", stored_player[i].effective_action);
11187 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11189 GameActions_EM_Main();
11191 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11193 GameActions_SP_Main();
11197 GameActions_RND_Main();
11200 redraw_mask |= REDRAW_FIELD;
11203 void GameActions_EM_Main()
11205 byte effective_action[MAX_PLAYERS];
11206 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11209 for (i = 0; i < MAX_PLAYERS; i++)
11210 effective_action[i] = stored_player[i].effective_action;
11212 GameActions_EM(effective_action, warp_mode);
11216 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11219 void GameActions_SP_Main()
11221 byte effective_action[MAX_PLAYERS];
11222 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11225 for (i = 0; i < MAX_PLAYERS; i++)
11226 effective_action[i] = stored_player[i].effective_action;
11228 GameActions_SP(effective_action, warp_mode);
11232 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11235 void GameActions_RND_Main()
11239 BlitScreenToBitmap_RND(backbuffer);
11242 void GameActions_RND()
11244 int magic_wall_x = 0, magic_wall_y = 0;
11245 int i, x, y, element, graphic;
11247 InitPlayfieldScanModeVars();
11249 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11251 SCAN_PLAYFIELD(x, y)
11253 ChangeCount[x][y] = 0;
11254 ChangeEvent[x][y] = -1;
11258 if (game.set_centered_player)
11260 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11262 /* switching to "all players" only possible if all players fit to screen */
11263 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11265 game.centered_player_nr_next = game.centered_player_nr;
11266 game.set_centered_player = FALSE;
11269 /* do not switch focus to non-existing (or non-active) player */
11270 if (game.centered_player_nr_next >= 0 &&
11271 !stored_player[game.centered_player_nr_next].active)
11273 game.centered_player_nr_next = game.centered_player_nr;
11274 game.set_centered_player = FALSE;
11278 if (game.set_centered_player &&
11279 ScreenMovPos == 0) /* screen currently aligned at tile position */
11283 if (game.centered_player_nr_next == -1)
11285 setScreenCenteredToAllPlayers(&sx, &sy);
11289 sx = stored_player[game.centered_player_nr_next].jx;
11290 sy = stored_player[game.centered_player_nr_next].jy;
11293 game.centered_player_nr = game.centered_player_nr_next;
11294 game.set_centered_player = FALSE;
11296 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11297 DrawGameDoorValues();
11300 for (i = 0; i < MAX_PLAYERS; i++)
11302 int actual_player_action = stored_player[i].effective_action;
11305 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11306 - rnd_equinox_tetrachloride 048
11307 - rnd_equinox_tetrachloride_ii 096
11308 - rnd_emanuel_schmieg 002
11309 - doctor_sloan_ww 001, 020
11311 if (stored_player[i].MovPos == 0)
11312 CheckGravityMovement(&stored_player[i]);
11315 /* overwrite programmed action with tape action */
11316 if (stored_player[i].programmed_action)
11317 actual_player_action = stored_player[i].programmed_action;
11319 PlayerActions(&stored_player[i], actual_player_action);
11321 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11324 ScrollScreen(NULL, SCROLL_GO_ON);
11326 /* for backwards compatibility, the following code emulates a fixed bug that
11327 occured when pushing elements (causing elements that just made their last
11328 pushing step to already (if possible) make their first falling step in the
11329 same game frame, which is bad); this code is also needed to use the famous
11330 "spring push bug" which is used in older levels and might be wanted to be
11331 used also in newer levels, but in this case the buggy pushing code is only
11332 affecting the "spring" element and no other elements */
11334 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11336 for (i = 0; i < MAX_PLAYERS; i++)
11338 struct PlayerInfo *player = &stored_player[i];
11339 int x = player->jx;
11340 int y = player->jy;
11342 if (player->active && player->is_pushing && player->is_moving &&
11344 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11345 Feld[x][y] == EL_SPRING))
11347 ContinueMoving(x, y);
11349 /* continue moving after pushing (this is actually a bug) */
11350 if (!IS_MOVING(x, y))
11351 Stop[x][y] = FALSE;
11356 SCAN_PLAYFIELD(x, y)
11358 ChangeCount[x][y] = 0;
11359 ChangeEvent[x][y] = -1;
11361 /* this must be handled before main playfield loop */
11362 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11365 if (MovDelay[x][y] <= 0)
11369 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11372 if (MovDelay[x][y] <= 0)
11375 TEST_DrawLevelField(x, y);
11377 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11382 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11384 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11385 printf("GameActions(): This should never happen!\n");
11387 ChangePage[x][y] = -1;
11391 Stop[x][y] = FALSE;
11392 if (WasJustMoving[x][y] > 0)
11393 WasJustMoving[x][y]--;
11394 if (WasJustFalling[x][y] > 0)
11395 WasJustFalling[x][y]--;
11396 if (CheckCollision[x][y] > 0)
11397 CheckCollision[x][y]--;
11398 if (CheckImpact[x][y] > 0)
11399 CheckImpact[x][y]--;
11403 /* reset finished pushing action (not done in ContinueMoving() to allow
11404 continuous pushing animation for elements with zero push delay) */
11405 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11407 ResetGfxAnimation(x, y);
11408 TEST_DrawLevelField(x, y);
11412 if (IS_BLOCKED(x, y))
11416 Blocked2Moving(x, y, &oldx, &oldy);
11417 if (!IS_MOVING(oldx, oldy))
11419 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11420 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11421 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11422 printf("GameActions(): This should never happen!\n");
11428 SCAN_PLAYFIELD(x, y)
11430 element = Feld[x][y];
11431 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11433 ResetGfxFrame(x, y, TRUE);
11435 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11436 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11437 ResetRandomAnimationValue(x, y);
11439 SetRandomAnimationValue(x, y);
11441 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11443 if (IS_INACTIVE(element))
11445 if (IS_ANIMATED(graphic))
11446 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11451 /* this may take place after moving, so 'element' may have changed */
11452 if (IS_CHANGING(x, y) &&
11453 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11455 int page = element_info[element].event_page_nr[CE_DELAY];
11457 HandleElementChange(x, y, page);
11459 element = Feld[x][y];
11460 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11463 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11467 element = Feld[x][y];
11468 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11470 if (IS_ANIMATED(graphic) &&
11471 !IS_MOVING(x, y) &&
11473 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11475 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11476 TEST_DrawTwinkleOnField(x, y);
11478 else if ((element == EL_ACID ||
11479 element == EL_EXIT_OPEN ||
11480 element == EL_EM_EXIT_OPEN ||
11481 element == EL_SP_EXIT_OPEN ||
11482 element == EL_STEEL_EXIT_OPEN ||
11483 element == EL_EM_STEEL_EXIT_OPEN ||
11484 element == EL_SP_TERMINAL ||
11485 element == EL_SP_TERMINAL_ACTIVE ||
11486 element == EL_EXTRA_TIME ||
11487 element == EL_SHIELD_NORMAL ||
11488 element == EL_SHIELD_DEADLY) &&
11489 IS_ANIMATED(graphic))
11490 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11491 else if (IS_MOVING(x, y))
11492 ContinueMoving(x, y);
11493 else if (IS_ACTIVE_BOMB(element))
11494 CheckDynamite(x, y);
11495 else if (element == EL_AMOEBA_GROWING)
11496 AmoebeWaechst(x, y);
11497 else if (element == EL_AMOEBA_SHRINKING)
11498 AmoebaDisappearing(x, y);
11500 #if !USE_NEW_AMOEBA_CODE
11501 else if (IS_AMOEBALIVE(element))
11502 AmoebeAbleger(x, y);
11505 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11507 else if (element == EL_EXIT_CLOSED)
11509 else if (element == EL_EM_EXIT_CLOSED)
11511 else if (element == EL_STEEL_EXIT_CLOSED)
11512 CheckExitSteel(x, y);
11513 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11514 CheckExitSteelEM(x, y);
11515 else if (element == EL_SP_EXIT_CLOSED)
11517 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11518 element == EL_EXPANDABLE_STEELWALL_GROWING)
11519 MauerWaechst(x, y);
11520 else if (element == EL_EXPANDABLE_WALL ||
11521 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11522 element == EL_EXPANDABLE_WALL_VERTICAL ||
11523 element == EL_EXPANDABLE_WALL_ANY ||
11524 element == EL_BD_EXPANDABLE_WALL)
11525 MauerAbleger(x, y);
11526 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11527 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11528 element == EL_EXPANDABLE_STEELWALL_ANY)
11529 MauerAblegerStahl(x, y);
11530 else if (element == EL_FLAMES)
11531 CheckForDragon(x, y);
11532 else if (element == EL_EXPLOSION)
11533 ; /* drawing of correct explosion animation is handled separately */
11534 else if (element == EL_ELEMENT_SNAPPING ||
11535 element == EL_DIAGONAL_SHRINKING ||
11536 element == EL_DIAGONAL_GROWING)
11538 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11540 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11542 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11543 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11545 if (IS_BELT_ACTIVE(element))
11546 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11548 if (game.magic_wall_active)
11550 int jx = local_player->jx, jy = local_player->jy;
11552 /* play the element sound at the position nearest to the player */
11553 if ((element == EL_MAGIC_WALL_FULL ||
11554 element == EL_MAGIC_WALL_ACTIVE ||
11555 element == EL_MAGIC_WALL_EMPTYING ||
11556 element == EL_BD_MAGIC_WALL_FULL ||
11557 element == EL_BD_MAGIC_WALL_ACTIVE ||
11558 element == EL_BD_MAGIC_WALL_EMPTYING ||
11559 element == EL_DC_MAGIC_WALL_FULL ||
11560 element == EL_DC_MAGIC_WALL_ACTIVE ||
11561 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11562 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11570 #if USE_NEW_AMOEBA_CODE
11571 /* new experimental amoeba growth stuff */
11572 if (!(FrameCounter % 8))
11574 static unsigned int random = 1684108901;
11576 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11578 x = RND(lev_fieldx);
11579 y = RND(lev_fieldy);
11580 element = Feld[x][y];
11582 if (!IS_PLAYER(x,y) &&
11583 (element == EL_EMPTY ||
11584 CAN_GROW_INTO(element) ||
11585 element == EL_QUICKSAND_EMPTY ||
11586 element == EL_QUICKSAND_FAST_EMPTY ||
11587 element == EL_ACID_SPLASH_LEFT ||
11588 element == EL_ACID_SPLASH_RIGHT))
11590 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11591 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11592 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11593 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11594 Feld[x][y] = EL_AMOEBA_DROP;
11597 random = random * 129 + 1;
11602 game.explosions_delayed = FALSE;
11604 SCAN_PLAYFIELD(x, y)
11606 element = Feld[x][y];
11608 if (ExplodeField[x][y])
11609 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11610 else if (element == EL_EXPLOSION)
11611 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11613 ExplodeField[x][y] = EX_TYPE_NONE;
11616 game.explosions_delayed = TRUE;
11618 if (game.magic_wall_active)
11620 if (!(game.magic_wall_time_left % 4))
11622 int element = Feld[magic_wall_x][magic_wall_y];
11624 if (element == EL_BD_MAGIC_WALL_FULL ||
11625 element == EL_BD_MAGIC_WALL_ACTIVE ||
11626 element == EL_BD_MAGIC_WALL_EMPTYING)
11627 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
11628 else if (element == EL_DC_MAGIC_WALL_FULL ||
11629 element == EL_DC_MAGIC_WALL_ACTIVE ||
11630 element == EL_DC_MAGIC_WALL_EMPTYING)
11631 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
11633 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
11636 if (game.magic_wall_time_left > 0)
11638 game.magic_wall_time_left--;
11640 if (!game.magic_wall_time_left)
11642 SCAN_PLAYFIELD(x, y)
11644 element = Feld[x][y];
11646 if (element == EL_MAGIC_WALL_ACTIVE ||
11647 element == EL_MAGIC_WALL_FULL)
11649 Feld[x][y] = EL_MAGIC_WALL_DEAD;
11650 TEST_DrawLevelField(x, y);
11652 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
11653 element == EL_BD_MAGIC_WALL_FULL)
11655 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
11656 TEST_DrawLevelField(x, y);
11658 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
11659 element == EL_DC_MAGIC_WALL_FULL)
11661 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
11662 TEST_DrawLevelField(x, y);
11666 game.magic_wall_active = FALSE;
11671 if (game.light_time_left > 0)
11673 game.light_time_left--;
11675 if (game.light_time_left == 0)
11676 RedrawAllLightSwitchesAndInvisibleElements();
11679 if (game.timegate_time_left > 0)
11681 game.timegate_time_left--;
11683 if (game.timegate_time_left == 0)
11684 CloseAllOpenTimegates();
11687 if (game.lenses_time_left > 0)
11689 game.lenses_time_left--;
11691 if (game.lenses_time_left == 0)
11692 RedrawAllInvisibleElementsForLenses();
11695 if (game.magnify_time_left > 0)
11697 game.magnify_time_left--;
11699 if (game.magnify_time_left == 0)
11700 RedrawAllInvisibleElementsForMagnifier();
11703 for (i = 0; i < MAX_PLAYERS; i++)
11705 struct PlayerInfo *player = &stored_player[i];
11707 if (SHIELD_ON(player))
11709 if (player->shield_deadly_time_left)
11710 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
11711 else if (player->shield_normal_time_left)
11712 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
11716 #if USE_DELAYED_GFX_REDRAW
11717 SCAN_PLAYFIELD(x, y)
11719 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
11721 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
11722 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
11724 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
11725 DrawLevelField(x, y);
11727 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
11728 DrawLevelFieldCrumbled(x, y);
11730 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
11731 DrawLevelFieldCrumbledNeighbours(x, y);
11733 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
11734 DrawTwinkleOnField(x, y);
11737 GfxRedraw[x][y] = GFX_REDRAW_NONE;
11744 PlayAllPlayersSound();
11746 if (options.debug) /* calculate frames per second */
11748 static unsigned int fps_counter = 0;
11749 static int fps_frames = 0;
11750 unsigned int fps_delay_ms = Counter() - fps_counter;
11754 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
11756 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11759 fps_counter = Counter();
11762 redraw_mask |= REDRAW_FPS;
11765 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11767 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
11769 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
11771 local_player->show_envelope = 0;
11774 /* use random number generator in every frame to make it less predictable */
11775 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
11779 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
11781 int min_x = x, min_y = y, max_x = x, max_y = y;
11784 for (i = 0; i < MAX_PLAYERS; i++)
11786 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11788 if (!stored_player[i].active || &stored_player[i] == player)
11791 min_x = MIN(min_x, jx);
11792 min_y = MIN(min_y, jy);
11793 max_x = MAX(max_x, jx);
11794 max_y = MAX(max_y, jy);
11797 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
11800 static boolean AllPlayersInVisibleScreen()
11804 for (i = 0; i < MAX_PLAYERS; i++)
11806 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11808 if (!stored_player[i].active)
11811 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
11818 void ScrollLevel(int dx, int dy)
11820 int scroll_offset = 2 * TILEX_VAR;
11823 BlitBitmap(drawto_field, drawto_field,
11824 FX + TILEX_VAR * (dx == -1) - scroll_offset,
11825 FY + TILEY_VAR * (dy == -1) - scroll_offset,
11826 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
11827 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
11828 FX + TILEX_VAR * (dx == 1) - scroll_offset,
11829 FY + TILEY_VAR * (dy == 1) - scroll_offset);
11833 x = (dx == 1 ? BX1 : BX2);
11834 for (y = BY1; y <= BY2; y++)
11835 DrawScreenField(x, y);
11840 y = (dy == 1 ? BY1 : BY2);
11841 for (x = BX1; x <= BX2; x++)
11842 DrawScreenField(x, y);
11845 redraw_mask |= REDRAW_FIELD;
11848 static boolean canFallDown(struct PlayerInfo *player)
11850 int jx = player->jx, jy = player->jy;
11852 return (IN_LEV_FIELD(jx, jy + 1) &&
11853 (IS_FREE(jx, jy + 1) ||
11854 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
11855 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
11856 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
11859 static boolean canPassField(int x, int y, int move_dir)
11861 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11862 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11863 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11864 int nextx = x + dx;
11865 int nexty = y + dy;
11866 int element = Feld[x][y];
11868 return (IS_PASSABLE_FROM(element, opposite_dir) &&
11869 !CAN_MOVE(element) &&
11870 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
11871 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
11872 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
11875 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
11877 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11878 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11879 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11883 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
11884 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
11885 (IS_DIGGABLE(Feld[newx][newy]) ||
11886 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
11887 canPassField(newx, newy, move_dir)));
11890 static void CheckGravityMovement(struct PlayerInfo *player)
11892 if (player->gravity && !player->programmed_action)
11894 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
11895 int move_dir_vertical = player->effective_action & MV_VERTICAL;
11896 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
11897 int jx = player->jx, jy = player->jy;
11898 boolean player_is_moving_to_valid_field =
11899 (!player_is_snapping &&
11900 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
11901 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
11902 boolean player_can_fall_down = canFallDown(player);
11904 if (player_can_fall_down &&
11905 !player_is_moving_to_valid_field)
11906 player->programmed_action = MV_DOWN;
11910 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
11912 return CheckGravityMovement(player);
11914 if (player->gravity && !player->programmed_action)
11916 int jx = player->jx, jy = player->jy;
11917 boolean field_under_player_is_free =
11918 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
11919 boolean player_is_standing_on_valid_field =
11920 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
11921 (IS_WALKABLE(Feld[jx][jy]) &&
11922 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
11924 if (field_under_player_is_free && !player_is_standing_on_valid_field)
11925 player->programmed_action = MV_DOWN;
11930 MovePlayerOneStep()
11931 -----------------------------------------------------------------------------
11932 dx, dy: direction (non-diagonal) to try to move the player to
11933 real_dx, real_dy: direction as read from input device (can be diagonal)
11936 boolean MovePlayerOneStep(struct PlayerInfo *player,
11937 int dx, int dy, int real_dx, int real_dy)
11939 int jx = player->jx, jy = player->jy;
11940 int new_jx = jx + dx, new_jy = jy + dy;
11942 boolean player_can_move = !player->cannot_move;
11944 if (!player->active || (!dx && !dy))
11945 return MP_NO_ACTION;
11947 player->MovDir = (dx < 0 ? MV_LEFT :
11948 dx > 0 ? MV_RIGHT :
11950 dy > 0 ? MV_DOWN : MV_NONE);
11952 if (!IN_LEV_FIELD(new_jx, new_jy))
11953 return MP_NO_ACTION;
11955 if (!player_can_move)
11957 if (player->MovPos == 0)
11959 player->is_moving = FALSE;
11960 player->is_digging = FALSE;
11961 player->is_collecting = FALSE;
11962 player->is_snapping = FALSE;
11963 player->is_pushing = FALSE;
11967 if (!options.network && game.centered_player_nr == -1 &&
11968 !AllPlayersInSight(player, new_jx, new_jy))
11969 return MP_NO_ACTION;
11971 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
11972 if (can_move != MP_MOVING)
11975 /* check if DigField() has caused relocation of the player */
11976 if (player->jx != jx || player->jy != jy)
11977 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
11979 StorePlayer[jx][jy] = 0;
11980 player->last_jx = jx;
11981 player->last_jy = jy;
11982 player->jx = new_jx;
11983 player->jy = new_jy;
11984 StorePlayer[new_jx][new_jy] = player->element_nr;
11986 if (player->move_delay_value_next != -1)
11988 player->move_delay_value = player->move_delay_value_next;
11989 player->move_delay_value_next = -1;
11993 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
11995 player->step_counter++;
11997 PlayerVisit[jx][jy] = FrameCounter;
11999 player->is_moving = TRUE;
12002 /* should better be called in MovePlayer(), but this breaks some tapes */
12003 ScrollPlayer(player, SCROLL_INIT);
12009 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12011 int jx = player->jx, jy = player->jy;
12012 int old_jx = jx, old_jy = jy;
12013 int moved = MP_NO_ACTION;
12015 if (!player->active)
12020 if (player->MovPos == 0)
12022 player->is_moving = FALSE;
12023 player->is_digging = FALSE;
12024 player->is_collecting = FALSE;
12025 player->is_snapping = FALSE;
12026 player->is_pushing = FALSE;
12032 if (player->move_delay > 0)
12035 player->move_delay = -1; /* set to "uninitialized" value */
12037 /* store if player is automatically moved to next field */
12038 player->is_auto_moving = (player->programmed_action != MV_NONE);
12040 /* remove the last programmed player action */
12041 player->programmed_action = 0;
12043 if (player->MovPos)
12045 /* should only happen if pre-1.2 tape recordings are played */
12046 /* this is only for backward compatibility */
12048 int original_move_delay_value = player->move_delay_value;
12051 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12055 /* scroll remaining steps with finest movement resolution */
12056 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12058 while (player->MovPos)
12060 ScrollPlayer(player, SCROLL_GO_ON);
12061 ScrollScreen(NULL, SCROLL_GO_ON);
12063 AdvanceFrameAndPlayerCounters(player->index_nr);
12069 player->move_delay_value = original_move_delay_value;
12072 player->is_active = FALSE;
12074 if (player->last_move_dir & MV_HORIZONTAL)
12076 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12077 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12081 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12082 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12085 if (!moved && !player->is_active)
12087 player->is_moving = FALSE;
12088 player->is_digging = FALSE;
12089 player->is_collecting = FALSE;
12090 player->is_snapping = FALSE;
12091 player->is_pushing = FALSE;
12097 if (moved & MP_MOVING && !ScreenMovPos &&
12098 (player->index_nr == game.centered_player_nr ||
12099 game.centered_player_nr == -1))
12101 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12102 int offset = game.scroll_delay_value;
12104 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12106 /* actual player has left the screen -- scroll in that direction */
12107 if (jx != old_jx) /* player has moved horizontally */
12108 scroll_x += (jx - old_jx);
12109 else /* player has moved vertically */
12110 scroll_y += (jy - old_jy);
12114 if (jx != old_jx) /* player has moved horizontally */
12116 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12117 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12118 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12120 /* don't scroll over playfield boundaries */
12121 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12122 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12124 /* don't scroll more than one field at a time */
12125 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12127 /* don't scroll against the player's moving direction */
12128 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12129 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12130 scroll_x = old_scroll_x;
12132 else /* player has moved vertically */
12134 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12135 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12136 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12138 /* don't scroll over playfield boundaries */
12139 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12140 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12142 /* don't scroll more than one field at a time */
12143 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12145 /* don't scroll against the player's moving direction */
12146 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12147 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12148 scroll_y = old_scroll_y;
12152 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12154 if (!options.network && game.centered_player_nr == -1 &&
12155 !AllPlayersInVisibleScreen())
12157 scroll_x = old_scroll_x;
12158 scroll_y = old_scroll_y;
12162 ScrollScreen(player, SCROLL_INIT);
12163 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12168 player->StepFrame = 0;
12170 if (moved & MP_MOVING)
12172 if (old_jx != jx && old_jy == jy)
12173 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12174 else if (old_jx == jx && old_jy != jy)
12175 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12177 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12179 player->last_move_dir = player->MovDir;
12180 player->is_moving = TRUE;
12181 player->is_snapping = FALSE;
12182 player->is_switching = FALSE;
12183 player->is_dropping = FALSE;
12184 player->is_dropping_pressed = FALSE;
12185 player->drop_pressed_delay = 0;
12188 /* should better be called here than above, but this breaks some tapes */
12189 ScrollPlayer(player, SCROLL_INIT);
12194 CheckGravityMovementWhenNotMoving(player);
12196 player->is_moving = FALSE;
12198 /* at this point, the player is allowed to move, but cannot move right now
12199 (e.g. because of something blocking the way) -- ensure that the player
12200 is also allowed to move in the next frame (in old versions before 3.1.1,
12201 the player was forced to wait again for eight frames before next try) */
12203 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12204 player->move_delay = 0; /* allow direct movement in the next frame */
12207 if (player->move_delay == -1) /* not yet initialized by DigField() */
12208 player->move_delay = player->move_delay_value;
12210 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12212 TestIfPlayerTouchesBadThing(jx, jy);
12213 TestIfPlayerTouchesCustomElement(jx, jy);
12216 if (!player->active)
12217 RemovePlayer(player);
12222 void ScrollPlayer(struct PlayerInfo *player, int mode)
12224 int jx = player->jx, jy = player->jy;
12225 int last_jx = player->last_jx, last_jy = player->last_jy;
12226 int move_stepsize = TILEX / player->move_delay_value;
12228 if (!player->active)
12231 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12234 if (mode == SCROLL_INIT)
12236 player->actual_frame_counter = FrameCounter;
12237 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12239 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12240 Feld[last_jx][last_jy] == EL_EMPTY)
12242 int last_field_block_delay = 0; /* start with no blocking at all */
12243 int block_delay_adjustment = player->block_delay_adjustment;
12245 /* if player blocks last field, add delay for exactly one move */
12246 if (player->block_last_field)
12248 last_field_block_delay += player->move_delay_value;
12250 /* when blocking enabled, prevent moving up despite gravity */
12251 if (player->gravity && player->MovDir == MV_UP)
12252 block_delay_adjustment = -1;
12255 /* add block delay adjustment (also possible when not blocking) */
12256 last_field_block_delay += block_delay_adjustment;
12258 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12259 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12262 if (player->MovPos != 0) /* player has not yet reached destination */
12265 else if (!FrameReached(&player->actual_frame_counter, 1))
12268 if (player->MovPos != 0)
12270 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12271 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12273 /* before DrawPlayer() to draw correct player graphic for this case */
12274 if (player->MovPos == 0)
12275 CheckGravityMovement(player);
12278 if (player->MovPos == 0) /* player reached destination field */
12280 if (player->move_delay_reset_counter > 0)
12282 player->move_delay_reset_counter--;
12284 if (player->move_delay_reset_counter == 0)
12286 /* continue with normal speed after quickly moving through gate */
12287 HALVE_PLAYER_SPEED(player);
12289 /* be able to make the next move without delay */
12290 player->move_delay = 0;
12294 player->last_jx = jx;
12295 player->last_jy = jy;
12297 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12298 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12299 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12300 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12301 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12302 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12303 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12304 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12306 DrawPlayer(player); /* needed here only to cleanup last field */
12307 RemovePlayer(player);
12309 if (local_player->friends_still_needed == 0 ||
12310 IS_SP_ELEMENT(Feld[jx][jy]))
12311 PlayerWins(player);
12314 /* this breaks one level: "machine", level 000 */
12316 int move_direction = player->MovDir;
12317 int enter_side = MV_DIR_OPPOSITE(move_direction);
12318 int leave_side = move_direction;
12319 int old_jx = last_jx;
12320 int old_jy = last_jy;
12321 int old_element = Feld[old_jx][old_jy];
12322 int new_element = Feld[jx][jy];
12324 if (IS_CUSTOM_ELEMENT(old_element))
12325 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12327 player->index_bit, leave_side);
12329 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12330 CE_PLAYER_LEAVES_X,
12331 player->index_bit, leave_side);
12333 if (IS_CUSTOM_ELEMENT(new_element))
12334 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12335 player->index_bit, enter_side);
12337 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12338 CE_PLAYER_ENTERS_X,
12339 player->index_bit, enter_side);
12341 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12342 CE_MOVE_OF_X, move_direction);
12345 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12347 TestIfPlayerTouchesBadThing(jx, jy);
12348 TestIfPlayerTouchesCustomElement(jx, jy);
12350 /* needed because pushed element has not yet reached its destination,
12351 so it would trigger a change event at its previous field location */
12352 if (!player->is_pushing)
12353 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12355 if (!player->active)
12356 RemovePlayer(player);
12359 if (!local_player->LevelSolved && level.use_step_counter)
12369 if (TimeLeft <= 10 && setup.time_limit)
12370 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12372 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12374 DisplayGameControlValues();
12376 if (!TimeLeft && setup.time_limit)
12377 for (i = 0; i < MAX_PLAYERS; i++)
12378 KillPlayer(&stored_player[i]);
12380 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12382 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12384 DisplayGameControlValues();
12388 if (tape.single_step && tape.recording && !tape.pausing &&
12389 !player->programmed_action)
12390 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12392 if (!player->programmed_action)
12393 CheckSaveEngineSnapshot(player);
12397 void ScrollScreen(struct PlayerInfo *player, int mode)
12399 static unsigned int screen_frame_counter = 0;
12401 if (mode == SCROLL_INIT)
12403 /* set scrolling step size according to actual player's moving speed */
12404 ScrollStepSize = TILEX / player->move_delay_value;
12406 screen_frame_counter = FrameCounter;
12407 ScreenMovDir = player->MovDir;
12408 ScreenMovPos = player->MovPos;
12409 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12412 else if (!FrameReached(&screen_frame_counter, 1))
12417 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12418 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12419 redraw_mask |= REDRAW_FIELD;
12422 ScreenMovDir = MV_NONE;
12425 void TestIfPlayerTouchesCustomElement(int x, int y)
12427 static int xy[4][2] =
12434 static int trigger_sides[4][2] =
12436 /* center side border side */
12437 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12438 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12439 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12440 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12442 static int touch_dir[4] =
12444 MV_LEFT | MV_RIGHT,
12449 int center_element = Feld[x][y]; /* should always be non-moving! */
12452 for (i = 0; i < NUM_DIRECTIONS; i++)
12454 int xx = x + xy[i][0];
12455 int yy = y + xy[i][1];
12456 int center_side = trigger_sides[i][0];
12457 int border_side = trigger_sides[i][1];
12458 int border_element;
12460 if (!IN_LEV_FIELD(xx, yy))
12463 if (IS_PLAYER(x, y)) /* player found at center element */
12465 struct PlayerInfo *player = PLAYERINFO(x, y);
12467 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12468 border_element = Feld[xx][yy]; /* may be moving! */
12469 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12470 border_element = Feld[xx][yy];
12471 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12472 border_element = MovingOrBlocked2Element(xx, yy);
12474 continue; /* center and border element do not touch */
12476 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12477 player->index_bit, border_side);
12478 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12479 CE_PLAYER_TOUCHES_X,
12480 player->index_bit, border_side);
12483 /* use player element that is initially defined in the level playfield,
12484 not the player element that corresponds to the runtime player number
12485 (example: a level that contains EL_PLAYER_3 as the only player would
12486 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12487 int player_element = PLAYERINFO(x, y)->initial_element;
12489 CheckElementChangeBySide(xx, yy, border_element, player_element,
12490 CE_TOUCHING_X, border_side);
12493 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12495 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12497 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12499 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12500 continue; /* center and border element do not touch */
12503 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12504 player->index_bit, center_side);
12505 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12506 CE_PLAYER_TOUCHES_X,
12507 player->index_bit, center_side);
12510 /* use player element that is initially defined in the level playfield,
12511 not the player element that corresponds to the runtime player number
12512 (example: a level that contains EL_PLAYER_3 as the only player would
12513 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12514 int player_element = PLAYERINFO(xx, yy)->initial_element;
12516 CheckElementChangeBySide(x, y, center_element, player_element,
12517 CE_TOUCHING_X, center_side);
12525 void TestIfElementTouchesCustomElement(int x, int y)
12527 static int xy[4][2] =
12534 static int trigger_sides[4][2] =
12536 /* center side border side */
12537 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12538 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12539 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12540 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12542 static int touch_dir[4] =
12544 MV_LEFT | MV_RIGHT,
12549 boolean change_center_element = FALSE;
12550 int center_element = Feld[x][y]; /* should always be non-moving! */
12551 int border_element_old[NUM_DIRECTIONS];
12554 for (i = 0; i < NUM_DIRECTIONS; i++)
12556 int xx = x + xy[i][0];
12557 int yy = y + xy[i][1];
12558 int border_element;
12560 border_element_old[i] = -1;
12562 if (!IN_LEV_FIELD(xx, yy))
12565 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12566 border_element = Feld[xx][yy]; /* may be moving! */
12567 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12568 border_element = Feld[xx][yy];
12569 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12570 border_element = MovingOrBlocked2Element(xx, yy);
12572 continue; /* center and border element do not touch */
12574 border_element_old[i] = border_element;
12577 for (i = 0; i < NUM_DIRECTIONS; i++)
12579 int xx = x + xy[i][0];
12580 int yy = y + xy[i][1];
12581 int center_side = trigger_sides[i][0];
12582 int border_element = border_element_old[i];
12584 if (border_element == -1)
12587 /* check for change of border element */
12588 CheckElementChangeBySide(xx, yy, border_element, center_element,
12589 CE_TOUCHING_X, center_side);
12591 /* (center element cannot be player, so we dont have to check this here) */
12594 for (i = 0; i < NUM_DIRECTIONS; i++)
12596 int xx = x + xy[i][0];
12597 int yy = y + xy[i][1];
12598 int border_side = trigger_sides[i][1];
12599 int border_element = border_element_old[i];
12601 if (border_element == -1)
12604 /* check for change of center element (but change it only once) */
12605 if (!change_center_element)
12606 change_center_element =
12607 CheckElementChangeBySide(x, y, center_element, border_element,
12608 CE_TOUCHING_X, border_side);
12610 if (IS_PLAYER(xx, yy))
12612 /* use player element that is initially defined in the level playfield,
12613 not the player element that corresponds to the runtime player number
12614 (example: a level that contains EL_PLAYER_3 as the only player would
12615 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12616 int player_element = PLAYERINFO(xx, yy)->initial_element;
12618 CheckElementChangeBySide(x, y, center_element, player_element,
12619 CE_TOUCHING_X, border_side);
12624 void TestIfElementHitsCustomElement(int x, int y, int direction)
12626 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12627 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12628 int hitx = x + dx, hity = y + dy;
12629 int hitting_element = Feld[x][y];
12630 int touched_element;
12632 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12635 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12636 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12638 if (IN_LEV_FIELD(hitx, hity))
12640 int opposite_direction = MV_DIR_OPPOSITE(direction);
12641 int hitting_side = direction;
12642 int touched_side = opposite_direction;
12643 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12644 MovDir[hitx][hity] != direction ||
12645 ABS(MovPos[hitx][hity]) <= TILEY / 2);
12651 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12652 CE_HITTING_X, touched_side);
12654 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12655 CE_HIT_BY_X, hitting_side);
12657 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12658 CE_HIT_BY_SOMETHING, opposite_direction);
12660 if (IS_PLAYER(hitx, hity))
12662 /* use player element that is initially defined in the level playfield,
12663 not the player element that corresponds to the runtime player number
12664 (example: a level that contains EL_PLAYER_3 as the only player would
12665 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12666 int player_element = PLAYERINFO(hitx, hity)->initial_element;
12668 CheckElementChangeBySide(x, y, hitting_element, player_element,
12669 CE_HITTING_X, touched_side);
12674 /* "hitting something" is also true when hitting the playfield border */
12675 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12676 CE_HITTING_SOMETHING, direction);
12679 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
12681 int i, kill_x = -1, kill_y = -1;
12683 int bad_element = -1;
12684 static int test_xy[4][2] =
12691 static int test_dir[4] =
12699 for (i = 0; i < NUM_DIRECTIONS; i++)
12701 int test_x, test_y, test_move_dir, test_element;
12703 test_x = good_x + test_xy[i][0];
12704 test_y = good_y + test_xy[i][1];
12706 if (!IN_LEV_FIELD(test_x, test_y))
12710 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12712 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
12714 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12715 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12717 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
12718 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
12722 bad_element = test_element;
12728 if (kill_x != -1 || kill_y != -1)
12730 if (IS_PLAYER(good_x, good_y))
12732 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
12734 if (player->shield_deadly_time_left > 0 &&
12735 !IS_INDESTRUCTIBLE(bad_element))
12736 Bang(kill_x, kill_y);
12737 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
12738 KillPlayer(player);
12741 Bang(good_x, good_y);
12745 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
12747 int i, kill_x = -1, kill_y = -1;
12748 int bad_element = Feld[bad_x][bad_y];
12749 static int test_xy[4][2] =
12756 static int touch_dir[4] =
12758 MV_LEFT | MV_RIGHT,
12763 static int test_dir[4] =
12771 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
12774 for (i = 0; i < NUM_DIRECTIONS; i++)
12776 int test_x, test_y, test_move_dir, test_element;
12778 test_x = bad_x + test_xy[i][0];
12779 test_y = bad_y + test_xy[i][1];
12781 if (!IN_LEV_FIELD(test_x, test_y))
12785 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12787 test_element = Feld[test_x][test_y];
12789 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12790 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12792 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
12793 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
12795 /* good thing is player or penguin that does not move away */
12796 if (IS_PLAYER(test_x, test_y))
12798 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12800 if (bad_element == EL_ROBOT && player->is_moving)
12801 continue; /* robot does not kill player if he is moving */
12803 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12805 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12806 continue; /* center and border element do not touch */
12814 else if (test_element == EL_PENGUIN)
12824 if (kill_x != -1 || kill_y != -1)
12826 if (IS_PLAYER(kill_x, kill_y))
12828 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12830 if (player->shield_deadly_time_left > 0 &&
12831 !IS_INDESTRUCTIBLE(bad_element))
12832 Bang(bad_x, bad_y);
12833 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12834 KillPlayer(player);
12837 Bang(kill_x, kill_y);
12841 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
12843 int bad_element = Feld[bad_x][bad_y];
12844 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
12845 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
12846 int test_x = bad_x + dx, test_y = bad_y + dy;
12847 int test_move_dir, test_element;
12848 int kill_x = -1, kill_y = -1;
12850 if (!IN_LEV_FIELD(test_x, test_y))
12854 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12856 test_element = Feld[test_x][test_y];
12858 if (test_move_dir != bad_move_dir)
12860 /* good thing can be player or penguin that does not move away */
12861 if (IS_PLAYER(test_x, test_y))
12863 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12865 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
12866 player as being hit when he is moving towards the bad thing, because
12867 the "get hit by" condition would be lost after the player stops) */
12868 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
12869 return; /* player moves away from bad thing */
12874 else if (test_element == EL_PENGUIN)
12881 if (kill_x != -1 || kill_y != -1)
12883 if (IS_PLAYER(kill_x, kill_y))
12885 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12887 if (player->shield_deadly_time_left > 0 &&
12888 !IS_INDESTRUCTIBLE(bad_element))
12889 Bang(bad_x, bad_y);
12890 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12891 KillPlayer(player);
12894 Bang(kill_x, kill_y);
12898 void TestIfPlayerTouchesBadThing(int x, int y)
12900 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12903 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
12905 TestIfGoodThingHitsBadThing(x, y, move_dir);
12908 void TestIfBadThingTouchesPlayer(int x, int y)
12910 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12913 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
12915 TestIfBadThingHitsGoodThing(x, y, move_dir);
12918 void TestIfFriendTouchesBadThing(int x, int y)
12920 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12923 void TestIfBadThingTouchesFriend(int x, int y)
12925 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12928 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
12930 int i, kill_x = bad_x, kill_y = bad_y;
12931 static int xy[4][2] =
12939 for (i = 0; i < NUM_DIRECTIONS; i++)
12943 x = bad_x + xy[i][0];
12944 y = bad_y + xy[i][1];
12945 if (!IN_LEV_FIELD(x, y))
12948 element = Feld[x][y];
12949 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
12950 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
12958 if (kill_x != bad_x || kill_y != bad_y)
12959 Bang(bad_x, bad_y);
12962 void KillPlayer(struct PlayerInfo *player)
12964 int jx = player->jx, jy = player->jy;
12966 if (!player->active)
12970 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
12971 player->killed, player->active, player->reanimated);
12974 /* the following code was introduced to prevent an infinite loop when calling
12976 -> CheckTriggeredElementChangeExt()
12977 -> ExecuteCustomElementAction()
12979 -> (infinitely repeating the above sequence of function calls)
12980 which occurs when killing the player while having a CE with the setting
12981 "kill player X when explosion of <player X>"; the solution using a new
12982 field "player->killed" was chosen for backwards compatibility, although
12983 clever use of the fields "player->active" etc. would probably also work */
12985 if (player->killed)
12989 player->killed = TRUE;
12991 /* remove accessible field at the player's position */
12992 Feld[jx][jy] = EL_EMPTY;
12994 /* deactivate shield (else Bang()/Explode() would not work right) */
12995 player->shield_normal_time_left = 0;
12996 player->shield_deadly_time_left = 0;
12999 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13000 player->killed, player->active, player->reanimated);
13006 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13007 player->killed, player->active, player->reanimated);
13010 if (player->reanimated) /* killed player may have been reanimated */
13011 player->killed = player->reanimated = FALSE;
13013 BuryPlayer(player);
13016 static void KillPlayerUnlessEnemyProtected(int x, int y)
13018 if (!PLAYER_ENEMY_PROTECTED(x, y))
13019 KillPlayer(PLAYERINFO(x, y));
13022 static void KillPlayerUnlessExplosionProtected(int x, int y)
13024 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13025 KillPlayer(PLAYERINFO(x, y));
13028 void BuryPlayer(struct PlayerInfo *player)
13030 int jx = player->jx, jy = player->jy;
13032 if (!player->active)
13035 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13036 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13038 player->GameOver = TRUE;
13039 RemovePlayer(player);
13042 void RemovePlayer(struct PlayerInfo *player)
13044 int jx = player->jx, jy = player->jy;
13045 int i, found = FALSE;
13047 player->present = FALSE;
13048 player->active = FALSE;
13050 if (!ExplodeField[jx][jy])
13051 StorePlayer[jx][jy] = 0;
13053 if (player->is_moving)
13054 TEST_DrawLevelField(player->last_jx, player->last_jy);
13056 for (i = 0; i < MAX_PLAYERS; i++)
13057 if (stored_player[i].active)
13061 AllPlayersGone = TRUE;
13067 static void setFieldForSnapping(int x, int y, int element, int direction)
13069 struct ElementInfo *ei = &element_info[element];
13070 int direction_bit = MV_DIR_TO_BIT(direction);
13071 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13072 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13073 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13075 Feld[x][y] = EL_ELEMENT_SNAPPING;
13076 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13078 ResetGfxAnimation(x, y);
13080 GfxElement[x][y] = element;
13081 GfxAction[x][y] = action;
13082 GfxDir[x][y] = direction;
13083 GfxFrame[x][y] = -1;
13087 =============================================================================
13088 checkDiagonalPushing()
13089 -----------------------------------------------------------------------------
13090 check if diagonal input device direction results in pushing of object
13091 (by checking if the alternative direction is walkable, diggable, ...)
13092 =============================================================================
13095 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13096 int x, int y, int real_dx, int real_dy)
13098 int jx, jy, dx, dy, xx, yy;
13100 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13103 /* diagonal direction: check alternative direction */
13108 xx = jx + (dx == 0 ? real_dx : 0);
13109 yy = jy + (dy == 0 ? real_dy : 0);
13111 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13115 =============================================================================
13117 -----------------------------------------------------------------------------
13118 x, y: field next to player (non-diagonal) to try to dig to
13119 real_dx, real_dy: direction as read from input device (can be diagonal)
13120 =============================================================================
13123 static int DigField(struct PlayerInfo *player,
13124 int oldx, int oldy, int x, int y,
13125 int real_dx, int real_dy, int mode)
13127 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13128 boolean player_was_pushing = player->is_pushing;
13129 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13130 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13131 int jx = oldx, jy = oldy;
13132 int dx = x - jx, dy = y - jy;
13133 int nextx = x + dx, nexty = y + dy;
13134 int move_direction = (dx == -1 ? MV_LEFT :
13135 dx == +1 ? MV_RIGHT :
13137 dy == +1 ? MV_DOWN : MV_NONE);
13138 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13139 int dig_side = MV_DIR_OPPOSITE(move_direction);
13140 int old_element = Feld[jx][jy];
13141 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13144 if (is_player) /* function can also be called by EL_PENGUIN */
13146 if (player->MovPos == 0)
13148 player->is_digging = FALSE;
13149 player->is_collecting = FALSE;
13152 if (player->MovPos == 0) /* last pushing move finished */
13153 player->is_pushing = FALSE;
13155 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13157 player->is_switching = FALSE;
13158 player->push_delay = -1;
13160 return MP_NO_ACTION;
13164 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13165 old_element = Back[jx][jy];
13167 /* in case of element dropped at player position, check background */
13168 else if (Back[jx][jy] != EL_EMPTY &&
13169 game.engine_version >= VERSION_IDENT(2,2,0,0))
13170 old_element = Back[jx][jy];
13172 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13173 return MP_NO_ACTION; /* field has no opening in this direction */
13175 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13176 return MP_NO_ACTION; /* field has no opening in this direction */
13178 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13182 Feld[jx][jy] = player->artwork_element;
13183 InitMovingField(jx, jy, MV_DOWN);
13184 Store[jx][jy] = EL_ACID;
13185 ContinueMoving(jx, jy);
13186 BuryPlayer(player);
13188 return MP_DONT_RUN_INTO;
13191 if (player_can_move && DONT_RUN_INTO(element))
13193 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13195 return MP_DONT_RUN_INTO;
13198 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13199 return MP_NO_ACTION;
13201 collect_count = element_info[element].collect_count_initial;
13203 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13204 return MP_NO_ACTION;
13206 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13207 player_can_move = player_can_move_or_snap;
13209 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13210 game.engine_version >= VERSION_IDENT(2,2,0,0))
13212 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13213 player->index_bit, dig_side);
13214 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13215 player->index_bit, dig_side);
13217 if (element == EL_DC_LANDMINE)
13220 if (Feld[x][y] != element) /* field changed by snapping */
13223 return MP_NO_ACTION;
13226 if (player->gravity && is_player && !player->is_auto_moving &&
13227 canFallDown(player) && move_direction != MV_DOWN &&
13228 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13229 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13231 if (player_can_move &&
13232 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13234 int sound_element = SND_ELEMENT(element);
13235 int sound_action = ACTION_WALKING;
13237 if (IS_RND_GATE(element))
13239 if (!player->key[RND_GATE_NR(element)])
13240 return MP_NO_ACTION;
13242 else if (IS_RND_GATE_GRAY(element))
13244 if (!player->key[RND_GATE_GRAY_NR(element)])
13245 return MP_NO_ACTION;
13247 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13249 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13250 return MP_NO_ACTION;
13252 else if (element == EL_EXIT_OPEN ||
13253 element == EL_EM_EXIT_OPEN ||
13254 element == EL_EM_EXIT_OPENING ||
13255 element == EL_STEEL_EXIT_OPEN ||
13256 element == EL_EM_STEEL_EXIT_OPEN ||
13257 element == EL_EM_STEEL_EXIT_OPENING ||
13258 element == EL_SP_EXIT_OPEN ||
13259 element == EL_SP_EXIT_OPENING)
13261 sound_action = ACTION_PASSING; /* player is passing exit */
13263 else if (element == EL_EMPTY)
13265 sound_action = ACTION_MOVING; /* nothing to walk on */
13268 /* play sound from background or player, whatever is available */
13269 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13270 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13272 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13274 else if (player_can_move &&
13275 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13277 if (!ACCESS_FROM(element, opposite_direction))
13278 return MP_NO_ACTION; /* field not accessible from this direction */
13280 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13281 return MP_NO_ACTION;
13283 if (IS_EM_GATE(element))
13285 if (!player->key[EM_GATE_NR(element)])
13286 return MP_NO_ACTION;
13288 else if (IS_EM_GATE_GRAY(element))
13290 if (!player->key[EM_GATE_GRAY_NR(element)])
13291 return MP_NO_ACTION;
13293 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13295 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13296 return MP_NO_ACTION;
13298 else if (IS_EMC_GATE(element))
13300 if (!player->key[EMC_GATE_NR(element)])
13301 return MP_NO_ACTION;
13303 else if (IS_EMC_GATE_GRAY(element))
13305 if (!player->key[EMC_GATE_GRAY_NR(element)])
13306 return MP_NO_ACTION;
13308 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13310 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13311 return MP_NO_ACTION;
13313 else if (element == EL_DC_GATE_WHITE ||
13314 element == EL_DC_GATE_WHITE_GRAY ||
13315 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13317 if (player->num_white_keys == 0)
13318 return MP_NO_ACTION;
13320 player->num_white_keys--;
13322 else if (IS_SP_PORT(element))
13324 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13325 element == EL_SP_GRAVITY_PORT_RIGHT ||
13326 element == EL_SP_GRAVITY_PORT_UP ||
13327 element == EL_SP_GRAVITY_PORT_DOWN)
13328 player->gravity = !player->gravity;
13329 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13330 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13331 element == EL_SP_GRAVITY_ON_PORT_UP ||
13332 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13333 player->gravity = TRUE;
13334 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13335 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13336 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13337 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13338 player->gravity = FALSE;
13341 /* automatically move to the next field with double speed */
13342 player->programmed_action = move_direction;
13344 if (player->move_delay_reset_counter == 0)
13346 player->move_delay_reset_counter = 2; /* two double speed steps */
13348 DOUBLE_PLAYER_SPEED(player);
13351 PlayLevelSoundAction(x, y, ACTION_PASSING);
13353 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13357 if (mode != DF_SNAP)
13359 GfxElement[x][y] = GFX_ELEMENT(element);
13360 player->is_digging = TRUE;
13363 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13365 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13366 player->index_bit, dig_side);
13368 if (mode == DF_SNAP)
13370 if (level.block_snap_field)
13371 setFieldForSnapping(x, y, element, move_direction);
13373 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13375 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13376 player->index_bit, dig_side);
13379 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13383 if (is_player && mode != DF_SNAP)
13385 GfxElement[x][y] = element;
13386 player->is_collecting = TRUE;
13389 if (element == EL_SPEED_PILL)
13391 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13393 else if (element == EL_EXTRA_TIME && level.time > 0)
13395 TimeLeft += level.extra_time;
13397 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13399 DisplayGameControlValues();
13401 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13403 player->shield_normal_time_left += level.shield_normal_time;
13404 if (element == EL_SHIELD_DEADLY)
13405 player->shield_deadly_time_left += level.shield_deadly_time;
13407 else if (element == EL_DYNAMITE ||
13408 element == EL_EM_DYNAMITE ||
13409 element == EL_SP_DISK_RED)
13411 if (player->inventory_size < MAX_INVENTORY_SIZE)
13412 player->inventory_element[player->inventory_size++] = element;
13414 DrawGameDoorValues();
13416 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13418 player->dynabomb_count++;
13419 player->dynabombs_left++;
13421 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13423 player->dynabomb_size++;
13425 else if (element == EL_DYNABOMB_INCREASE_POWER)
13427 player->dynabomb_xl = TRUE;
13429 else if (IS_KEY(element))
13431 player->key[KEY_NR(element)] = TRUE;
13433 DrawGameDoorValues();
13435 else if (element == EL_DC_KEY_WHITE)
13437 player->num_white_keys++;
13439 /* display white keys? */
13440 /* DrawGameDoorValues(); */
13442 else if (IS_ENVELOPE(element))
13444 player->show_envelope = element;
13446 else if (element == EL_EMC_LENSES)
13448 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13450 RedrawAllInvisibleElementsForLenses();
13452 else if (element == EL_EMC_MAGNIFIER)
13454 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13456 RedrawAllInvisibleElementsForMagnifier();
13458 else if (IS_DROPPABLE(element) ||
13459 IS_THROWABLE(element)) /* can be collected and dropped */
13463 if (collect_count == 0)
13464 player->inventory_infinite_element = element;
13466 for (i = 0; i < collect_count; i++)
13467 if (player->inventory_size < MAX_INVENTORY_SIZE)
13468 player->inventory_element[player->inventory_size++] = element;
13470 DrawGameDoorValues();
13472 else if (collect_count > 0)
13474 local_player->gems_still_needed -= collect_count;
13475 if (local_player->gems_still_needed < 0)
13476 local_player->gems_still_needed = 0;
13478 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13480 DisplayGameControlValues();
13483 RaiseScoreElement(element);
13484 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13487 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13488 player->index_bit, dig_side);
13490 if (mode == DF_SNAP)
13492 if (level.block_snap_field)
13493 setFieldForSnapping(x, y, element, move_direction);
13495 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13497 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13498 player->index_bit, dig_side);
13501 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13503 if (mode == DF_SNAP && element != EL_BD_ROCK)
13504 return MP_NO_ACTION;
13506 if (CAN_FALL(element) && dy)
13507 return MP_NO_ACTION;
13509 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13510 !(element == EL_SPRING && level.use_spring_bug))
13511 return MP_NO_ACTION;
13513 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13514 ((move_direction & MV_VERTICAL &&
13515 ((element_info[element].move_pattern & MV_LEFT &&
13516 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13517 (element_info[element].move_pattern & MV_RIGHT &&
13518 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13519 (move_direction & MV_HORIZONTAL &&
13520 ((element_info[element].move_pattern & MV_UP &&
13521 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13522 (element_info[element].move_pattern & MV_DOWN &&
13523 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13524 return MP_NO_ACTION;
13526 /* do not push elements already moving away faster than player */
13527 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13528 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13529 return MP_NO_ACTION;
13531 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13533 if (player->push_delay_value == -1 || !player_was_pushing)
13534 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13536 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13538 if (player->push_delay_value == -1)
13539 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13541 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13543 if (!player->is_pushing)
13544 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13547 player->is_pushing = TRUE;
13548 player->is_active = TRUE;
13550 if (!(IN_LEV_FIELD(nextx, nexty) &&
13551 (IS_FREE(nextx, nexty) ||
13552 (IS_SB_ELEMENT(element) &&
13553 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13554 (IS_CUSTOM_ELEMENT(element) &&
13555 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13556 return MP_NO_ACTION;
13558 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13559 return MP_NO_ACTION;
13561 if (player->push_delay == -1) /* new pushing; restart delay */
13562 player->push_delay = 0;
13564 if (player->push_delay < player->push_delay_value &&
13565 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13566 element != EL_SPRING && element != EL_BALLOON)
13568 /* make sure that there is no move delay before next try to push */
13569 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13570 player->move_delay = 0;
13572 return MP_NO_ACTION;
13575 if (IS_CUSTOM_ELEMENT(element) &&
13576 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13578 if (!DigFieldByCE(nextx, nexty, element))
13579 return MP_NO_ACTION;
13582 if (IS_SB_ELEMENT(element))
13584 if (element == EL_SOKOBAN_FIELD_FULL)
13586 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13587 local_player->sokobanfields_still_needed++;
13590 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13592 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13593 local_player->sokobanfields_still_needed--;
13596 Feld[x][y] = EL_SOKOBAN_OBJECT;
13598 if (Back[x][y] == Back[nextx][nexty])
13599 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13600 else if (Back[x][y] != 0)
13601 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13604 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13607 if (local_player->sokobanfields_still_needed == 0 &&
13608 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13610 PlayerWins(player);
13612 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13616 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13618 InitMovingField(x, y, move_direction);
13619 GfxAction[x][y] = ACTION_PUSHING;
13621 if (mode == DF_SNAP)
13622 ContinueMoving(x, y);
13624 MovPos[x][y] = (dx != 0 ? dx : dy);
13626 Pushed[x][y] = TRUE;
13627 Pushed[nextx][nexty] = TRUE;
13629 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13630 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13632 player->push_delay_value = -1; /* get new value later */
13634 /* check for element change _after_ element has been pushed */
13635 if (game.use_change_when_pushing_bug)
13637 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
13638 player->index_bit, dig_side);
13639 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
13640 player->index_bit, dig_side);
13643 else if (IS_SWITCHABLE(element))
13645 if (PLAYER_SWITCHING(player, x, y))
13647 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13648 player->index_bit, dig_side);
13653 player->is_switching = TRUE;
13654 player->switch_x = x;
13655 player->switch_y = y;
13657 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13659 if (element == EL_ROBOT_WHEEL)
13661 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
13665 game.robot_wheel_active = TRUE;
13667 TEST_DrawLevelField(x, y);
13669 else if (element == EL_SP_TERMINAL)
13673 SCAN_PLAYFIELD(xx, yy)
13675 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
13677 else if (Feld[xx][yy] == EL_SP_TERMINAL)
13678 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
13681 else if (IS_BELT_SWITCH(element))
13683 ToggleBeltSwitch(x, y);
13685 else if (element == EL_SWITCHGATE_SWITCH_UP ||
13686 element == EL_SWITCHGATE_SWITCH_DOWN ||
13687 element == EL_DC_SWITCHGATE_SWITCH_UP ||
13688 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
13690 ToggleSwitchgateSwitch(x, y);
13692 else if (element == EL_LIGHT_SWITCH ||
13693 element == EL_LIGHT_SWITCH_ACTIVE)
13695 ToggleLightSwitch(x, y);
13697 else if (element == EL_TIMEGATE_SWITCH ||
13698 element == EL_DC_TIMEGATE_SWITCH)
13700 ActivateTimegateSwitch(x, y);
13702 else if (element == EL_BALLOON_SWITCH_LEFT ||
13703 element == EL_BALLOON_SWITCH_RIGHT ||
13704 element == EL_BALLOON_SWITCH_UP ||
13705 element == EL_BALLOON_SWITCH_DOWN ||
13706 element == EL_BALLOON_SWITCH_NONE ||
13707 element == EL_BALLOON_SWITCH_ANY)
13709 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
13710 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
13711 element == EL_BALLOON_SWITCH_UP ? MV_UP :
13712 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
13713 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
13716 else if (element == EL_LAMP)
13718 Feld[x][y] = EL_LAMP_ACTIVE;
13719 local_player->lights_still_needed--;
13721 ResetGfxAnimation(x, y);
13722 TEST_DrawLevelField(x, y);
13724 else if (element == EL_TIME_ORB_FULL)
13726 Feld[x][y] = EL_TIME_ORB_EMPTY;
13728 if (level.time > 0 || level.use_time_orb_bug)
13730 TimeLeft += level.time_orb_time;
13731 game.no_time_limit = FALSE;
13733 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13735 DisplayGameControlValues();
13738 ResetGfxAnimation(x, y);
13739 TEST_DrawLevelField(x, y);
13741 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
13742 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13746 game.ball_state = !game.ball_state;
13748 SCAN_PLAYFIELD(xx, yy)
13750 int e = Feld[xx][yy];
13752 if (game.ball_state)
13754 if (e == EL_EMC_MAGIC_BALL)
13755 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
13756 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
13757 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
13761 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
13762 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
13763 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13764 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
13769 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13770 player->index_bit, dig_side);
13772 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13773 player->index_bit, dig_side);
13775 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13776 player->index_bit, dig_side);
13782 if (!PLAYER_SWITCHING(player, x, y))
13784 player->is_switching = TRUE;
13785 player->switch_x = x;
13786 player->switch_y = y;
13788 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
13789 player->index_bit, dig_side);
13790 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13791 player->index_bit, dig_side);
13793 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
13794 player->index_bit, dig_side);
13795 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13796 player->index_bit, dig_side);
13799 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
13800 player->index_bit, dig_side);
13801 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13802 player->index_bit, dig_side);
13804 return MP_NO_ACTION;
13807 player->push_delay = -1;
13809 if (is_player) /* function can also be called by EL_PENGUIN */
13811 if (Feld[x][y] != element) /* really digged/collected something */
13813 player->is_collecting = !player->is_digging;
13814 player->is_active = TRUE;
13821 static boolean DigFieldByCE(int x, int y, int digging_element)
13823 int element = Feld[x][y];
13825 if (!IS_FREE(x, y))
13827 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
13828 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
13831 /* no element can dig solid indestructible elements */
13832 if (IS_INDESTRUCTIBLE(element) &&
13833 !IS_DIGGABLE(element) &&
13834 !IS_COLLECTIBLE(element))
13837 if (AmoebaNr[x][y] &&
13838 (element == EL_AMOEBA_FULL ||
13839 element == EL_BD_AMOEBA ||
13840 element == EL_AMOEBA_GROWING))
13842 AmoebaCnt[AmoebaNr[x][y]]--;
13843 AmoebaCnt2[AmoebaNr[x][y]]--;
13846 if (IS_MOVING(x, y))
13847 RemoveMovingField(x, y);
13851 TEST_DrawLevelField(x, y);
13854 /* if digged element was about to explode, prevent the explosion */
13855 ExplodeField[x][y] = EX_TYPE_NONE;
13857 PlayLevelSoundAction(x, y, action);
13860 Store[x][y] = EL_EMPTY;
13862 /* this makes it possible to leave the removed element again */
13863 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
13864 Store[x][y] = element;
13869 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
13871 int jx = player->jx, jy = player->jy;
13872 int x = jx + dx, y = jy + dy;
13873 int snap_direction = (dx == -1 ? MV_LEFT :
13874 dx == +1 ? MV_RIGHT :
13876 dy == +1 ? MV_DOWN : MV_NONE);
13877 boolean can_continue_snapping = (level.continuous_snapping &&
13878 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
13880 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
13883 if (!player->active || !IN_LEV_FIELD(x, y))
13891 if (player->MovPos == 0)
13892 player->is_pushing = FALSE;
13894 player->is_snapping = FALSE;
13896 if (player->MovPos == 0)
13898 player->is_moving = FALSE;
13899 player->is_digging = FALSE;
13900 player->is_collecting = FALSE;
13906 /* prevent snapping with already pressed snap key when not allowed */
13907 if (player->is_snapping && !can_continue_snapping)
13910 player->MovDir = snap_direction;
13912 if (player->MovPos == 0)
13914 player->is_moving = FALSE;
13915 player->is_digging = FALSE;
13916 player->is_collecting = FALSE;
13919 player->is_dropping = FALSE;
13920 player->is_dropping_pressed = FALSE;
13921 player->drop_pressed_delay = 0;
13923 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
13926 player->is_snapping = TRUE;
13927 player->is_active = TRUE;
13929 if (player->MovPos == 0)
13931 player->is_moving = FALSE;
13932 player->is_digging = FALSE;
13933 player->is_collecting = FALSE;
13936 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
13937 TEST_DrawLevelField(player->last_jx, player->last_jy);
13939 TEST_DrawLevelField(x, y);
13944 static boolean DropElement(struct PlayerInfo *player)
13946 int old_element, new_element;
13947 int dropx = player->jx, dropy = player->jy;
13948 int drop_direction = player->MovDir;
13949 int drop_side = drop_direction;
13950 int drop_element = get_next_dropped_element(player);
13952 player->is_dropping_pressed = TRUE;
13954 /* do not drop an element on top of another element; when holding drop key
13955 pressed without moving, dropped element must move away before the next
13956 element can be dropped (this is especially important if the next element
13957 is dynamite, which can be placed on background for historical reasons) */
13958 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
13961 if (IS_THROWABLE(drop_element))
13963 dropx += GET_DX_FROM_DIR(drop_direction);
13964 dropy += GET_DY_FROM_DIR(drop_direction);
13966 if (!IN_LEV_FIELD(dropx, dropy))
13970 old_element = Feld[dropx][dropy]; /* old element at dropping position */
13971 new_element = drop_element; /* default: no change when dropping */
13973 /* check if player is active, not moving and ready to drop */
13974 if (!player->active || player->MovPos || player->drop_delay > 0)
13977 /* check if player has anything that can be dropped */
13978 if (new_element == EL_UNDEFINED)
13981 /* check if drop key was pressed long enough for EM style dynamite */
13982 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
13985 /* check if anything can be dropped at the current position */
13986 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
13989 /* collected custom elements can only be dropped on empty fields */
13990 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
13993 if (old_element != EL_EMPTY)
13994 Back[dropx][dropy] = old_element; /* store old element on this field */
13996 ResetGfxAnimation(dropx, dropy);
13997 ResetRandomAnimationValue(dropx, dropy);
13999 if (player->inventory_size > 0 ||
14000 player->inventory_infinite_element != EL_UNDEFINED)
14002 if (player->inventory_size > 0)
14004 player->inventory_size--;
14006 DrawGameDoorValues();
14008 if (new_element == EL_DYNAMITE)
14009 new_element = EL_DYNAMITE_ACTIVE;
14010 else if (new_element == EL_EM_DYNAMITE)
14011 new_element = EL_EM_DYNAMITE_ACTIVE;
14012 else if (new_element == EL_SP_DISK_RED)
14013 new_element = EL_SP_DISK_RED_ACTIVE;
14016 Feld[dropx][dropy] = new_element;
14018 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14019 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14020 el2img(Feld[dropx][dropy]), 0);
14022 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14024 /* needed if previous element just changed to "empty" in the last frame */
14025 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14027 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14028 player->index_bit, drop_side);
14029 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14031 player->index_bit, drop_side);
14033 TestIfElementTouchesCustomElement(dropx, dropy);
14035 else /* player is dropping a dyna bomb */
14037 player->dynabombs_left--;
14039 Feld[dropx][dropy] = new_element;
14041 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14042 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14043 el2img(Feld[dropx][dropy]), 0);
14045 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14048 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14049 InitField_WithBug1(dropx, dropy, FALSE);
14051 new_element = Feld[dropx][dropy]; /* element might have changed */
14053 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14054 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14056 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14057 MovDir[dropx][dropy] = drop_direction;
14059 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14061 /* do not cause impact style collision by dropping elements that can fall */
14062 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14065 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14066 player->is_dropping = TRUE;
14068 player->drop_pressed_delay = 0;
14069 player->is_dropping_pressed = FALSE;
14071 player->drop_x = dropx;
14072 player->drop_y = dropy;
14077 /* ------------------------------------------------------------------------- */
14078 /* game sound playing functions */
14079 /* ------------------------------------------------------------------------- */
14081 static int *loop_sound_frame = NULL;
14082 static int *loop_sound_volume = NULL;
14084 void InitPlayLevelSound()
14086 int num_sounds = getSoundListSize();
14088 checked_free(loop_sound_frame);
14089 checked_free(loop_sound_volume);
14091 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14092 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14095 static void PlayLevelSound(int x, int y, int nr)
14097 int sx = SCREENX(x), sy = SCREENY(y);
14098 int volume, stereo_position;
14099 int max_distance = 8;
14100 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14102 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14103 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14106 if (!IN_LEV_FIELD(x, y) ||
14107 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14108 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14111 volume = SOUND_MAX_VOLUME;
14113 if (!IN_SCR_FIELD(sx, sy))
14115 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14116 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14118 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14121 stereo_position = (SOUND_MAX_LEFT +
14122 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14123 (SCR_FIELDX + 2 * max_distance));
14125 if (IS_LOOP_SOUND(nr))
14127 /* This assures that quieter loop sounds do not overwrite louder ones,
14128 while restarting sound volume comparison with each new game frame. */
14130 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14133 loop_sound_volume[nr] = volume;
14134 loop_sound_frame[nr] = FrameCounter;
14137 PlaySoundExt(nr, volume, stereo_position, type);
14140 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14142 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14143 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14144 y < LEVELY(BY1) ? LEVELY(BY1) :
14145 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14149 static void PlayLevelSoundAction(int x, int y, int action)
14151 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14154 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14156 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14158 if (sound_effect != SND_UNDEFINED)
14159 PlayLevelSound(x, y, sound_effect);
14162 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14165 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14167 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14168 PlayLevelSound(x, y, sound_effect);
14171 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14173 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14175 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14176 PlayLevelSound(x, y, sound_effect);
14179 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14181 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14183 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14184 StopSound(sound_effect);
14187 static void PlayLevelMusic()
14189 if (levelset.music[level_nr] != MUS_UNDEFINED)
14190 PlayMusic(levelset.music[level_nr]); /* from config file */
14192 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
14195 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14197 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14198 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14199 int x = xx - 1 - offset;
14200 int y = yy - 1 - offset;
14205 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14209 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14213 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14217 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14221 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14225 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14229 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14232 case SAMPLE_android_clone:
14233 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14236 case SAMPLE_android_move:
14237 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14240 case SAMPLE_spring:
14241 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14245 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14249 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14252 case SAMPLE_eater_eat:
14253 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14257 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14260 case SAMPLE_collect:
14261 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14264 case SAMPLE_diamond:
14265 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14268 case SAMPLE_squash:
14269 /* !!! CHECK THIS !!! */
14271 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14273 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14277 case SAMPLE_wonderfall:
14278 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14282 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14286 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14290 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14294 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14298 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14302 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14305 case SAMPLE_wonder:
14306 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14310 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14313 case SAMPLE_exit_open:
14314 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14317 case SAMPLE_exit_leave:
14318 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14321 case SAMPLE_dynamite:
14322 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14326 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14330 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14334 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14338 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14342 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14346 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14350 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14355 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14357 int element = map_element_SP_to_RND(element_sp);
14358 int action = map_action_SP_to_RND(action_sp);
14359 int offset = (setup.sp_show_border_elements ? 0 : 1);
14360 int x = xx - offset;
14361 int y = yy - offset;
14363 PlayLevelSoundElementAction(x, y, element, action);
14366 void RaiseScore(int value)
14368 local_player->score += value;
14370 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14372 DisplayGameControlValues();
14375 void RaiseScoreElement(int element)
14380 case EL_BD_DIAMOND:
14381 case EL_EMERALD_YELLOW:
14382 case EL_EMERALD_RED:
14383 case EL_EMERALD_PURPLE:
14384 case EL_SP_INFOTRON:
14385 RaiseScore(level.score[SC_EMERALD]);
14388 RaiseScore(level.score[SC_DIAMOND]);
14391 RaiseScore(level.score[SC_CRYSTAL]);
14394 RaiseScore(level.score[SC_PEARL]);
14397 case EL_BD_BUTTERFLY:
14398 case EL_SP_ELECTRON:
14399 RaiseScore(level.score[SC_BUG]);
14402 case EL_BD_FIREFLY:
14403 case EL_SP_SNIKSNAK:
14404 RaiseScore(level.score[SC_SPACESHIP]);
14407 case EL_DARK_YAMYAM:
14408 RaiseScore(level.score[SC_YAMYAM]);
14411 RaiseScore(level.score[SC_ROBOT]);
14414 RaiseScore(level.score[SC_PACMAN]);
14417 RaiseScore(level.score[SC_NUT]);
14420 case EL_EM_DYNAMITE:
14421 case EL_SP_DISK_RED:
14422 case EL_DYNABOMB_INCREASE_NUMBER:
14423 case EL_DYNABOMB_INCREASE_SIZE:
14424 case EL_DYNABOMB_INCREASE_POWER:
14425 RaiseScore(level.score[SC_DYNAMITE]);
14427 case EL_SHIELD_NORMAL:
14428 case EL_SHIELD_DEADLY:
14429 RaiseScore(level.score[SC_SHIELD]);
14431 case EL_EXTRA_TIME:
14432 RaiseScore(level.extra_time_score);
14446 case EL_DC_KEY_WHITE:
14447 RaiseScore(level.score[SC_KEY]);
14450 RaiseScore(element_info[element].collect_score);
14455 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14457 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14459 /* closing door required in case of envelope style request dialogs */
14461 CloseDoor(DOOR_CLOSE_1);
14463 #if defined(NETWORK_AVALIABLE)
14464 if (options.network)
14465 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14471 FadeSkipNextFadeIn();
14473 game_status = GAME_MODE_MAIN;
14475 DrawAndFadeInMainMenu(REDRAW_FIELD);
14479 game_status = GAME_MODE_MAIN;
14481 DrawAndFadeInMainMenu(REDRAW_FIELD);
14485 else /* continue playing the game */
14487 if (tape.playing && tape.deactivate_display)
14488 TapeDeactivateDisplayOff(TRUE);
14490 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14492 if (tape.playing && tape.deactivate_display)
14493 TapeDeactivateDisplayOn();
14497 void RequestQuitGame(boolean ask_if_really_quit)
14499 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14500 boolean skip_request = AllPlayersGone || quick_quit;
14502 RequestQuitGameExt(skip_request, quick_quit,
14503 "Do you really want to quit the game?");
14507 /* ------------------------------------------------------------------------- */
14508 /* random generator functions */
14509 /* ------------------------------------------------------------------------- */
14511 unsigned int InitEngineRandom_RND(int seed)
14513 game.num_random_calls = 0;
14515 return InitEngineRandom(seed);
14518 unsigned int RND(int max)
14522 game.num_random_calls++;
14524 return GetEngineRandom(max);
14531 /* ------------------------------------------------------------------------- */
14532 /* game engine snapshot handling functions */
14533 /* ------------------------------------------------------------------------- */
14535 struct EngineSnapshotInfo
14537 /* runtime values for custom element collect score */
14538 int collect_score[NUM_CUSTOM_ELEMENTS];
14540 /* runtime values for group element choice position */
14541 int choice_pos[NUM_GROUP_ELEMENTS];
14543 /* runtime values for belt position animations */
14544 int belt_graphic[4][NUM_BELT_PARTS];
14545 int belt_anim_mode[4][NUM_BELT_PARTS];
14548 static struct EngineSnapshotInfo engine_snapshot_rnd;
14549 static char *snapshot_level_identifier = NULL;
14550 static int snapshot_level_nr = -1;
14552 static void SaveEngineSnapshotValues_RND()
14554 static int belt_base_active_element[4] =
14556 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
14557 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
14558 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
14559 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
14563 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14565 int element = EL_CUSTOM_START + i;
14567 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
14570 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14572 int element = EL_GROUP_START + i;
14574 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
14577 for (i = 0; i < 4; i++)
14579 for (j = 0; j < NUM_BELT_PARTS; j++)
14581 int element = belt_base_active_element[i] + j;
14582 int graphic = el2img(element);
14583 int anim_mode = graphic_info[graphic].anim_mode;
14585 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
14586 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
14591 static void LoadEngineSnapshotValues_RND()
14593 unsigned int num_random_calls = game.num_random_calls;
14596 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14598 int element = EL_CUSTOM_START + i;
14600 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
14603 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14605 int element = EL_GROUP_START + i;
14607 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
14610 for (i = 0; i < 4; i++)
14612 for (j = 0; j < NUM_BELT_PARTS; j++)
14614 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
14615 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
14617 graphic_info[graphic].anim_mode = anim_mode;
14621 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14623 InitRND(tape.random_seed);
14624 for (i = 0; i < num_random_calls; i++)
14628 if (game.num_random_calls != num_random_calls)
14630 Error(ERR_INFO, "number of random calls out of sync");
14631 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
14632 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
14633 Error(ERR_EXIT, "this should not happen -- please debug");
14637 void FreeEngineSnapshotSingle()
14639 FreeSnapshotSingle();
14641 setString(&snapshot_level_identifier, NULL);
14642 snapshot_level_nr = -1;
14645 void FreeEngineSnapshotList()
14647 FreeSnapshotList();
14650 ListNode *SaveEngineSnapshotBuffers()
14652 ListNode *buffers = NULL;
14654 /* copy some special values to a structure better suited for the snapshot */
14656 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14657 SaveEngineSnapshotValues_RND();
14658 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14659 SaveEngineSnapshotValues_EM();
14660 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14661 SaveEngineSnapshotValues_SP(&buffers);
14663 /* save values stored in special snapshot structure */
14665 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14666 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
14667 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14668 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
14669 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14670 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
14672 /* save further RND engine values */
14674 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
14675 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
14676 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
14678 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
14679 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
14680 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
14681 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
14683 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
14684 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
14685 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
14686 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
14687 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
14689 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
14690 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
14691 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
14693 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
14695 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
14697 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
14698 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
14700 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
14701 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
14702 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
14703 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
14704 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
14705 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
14706 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
14707 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
14708 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
14709 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
14710 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
14711 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
14712 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
14713 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
14714 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
14715 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
14716 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
14717 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
14719 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
14720 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
14722 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
14723 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
14724 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
14726 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
14727 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
14729 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
14730 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
14731 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
14732 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
14733 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
14735 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
14736 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
14739 ListNode *node = engine_snapshot_list_rnd;
14742 while (node != NULL)
14744 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
14749 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
14755 void SaveEngineSnapshotSingle()
14757 ListNode *buffers = SaveEngineSnapshotBuffers();
14759 /* finally save all snapshot buffers to single snapshot */
14760 SaveSnapshotSingle(buffers);
14762 /* save level identification information */
14763 setString(&snapshot_level_identifier, leveldir_current->identifier);
14764 snapshot_level_nr = level_nr;
14767 static boolean SaveEngineSnapshotToListExt(boolean initial_snapshot)
14769 boolean save_snapshot =
14770 (initial_snapshot ||
14771 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
14772 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
14773 game.snapshot.changed_action));
14775 game.snapshot.changed_action = FALSE;
14777 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
14778 tape.quick_resume ||
14782 ListNode *buffers = SaveEngineSnapshotBuffers();
14784 /* finally save all snapshot buffers to snapshot list */
14785 SaveSnapshotToList(buffers);
14790 boolean SaveEngineSnapshotToList()
14792 return SaveEngineSnapshotToListExt(FALSE);
14795 void SaveEngineSnapshotToListInitial()
14797 FreeEngineSnapshotList();
14799 SaveEngineSnapshotToListExt(TRUE);
14802 void LoadEngineSnapshotValues()
14804 /* restore special values from snapshot structure */
14806 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14807 LoadEngineSnapshotValues_RND();
14808 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14809 LoadEngineSnapshotValues_EM();
14810 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14811 LoadEngineSnapshotValues_SP();
14814 void LoadEngineSnapshotSingle()
14816 LoadSnapshotSingle();
14818 LoadEngineSnapshotValues();
14821 void LoadEngineSnapshot_Undo(int steps)
14823 LoadSnapshotFromList_Older(steps);
14825 LoadEngineSnapshotValues();
14828 void LoadEngineSnapshot_Redo(int steps)
14830 LoadSnapshotFromList_Newer(steps);
14832 LoadEngineSnapshotValues();
14835 boolean CheckEngineSnapshotSingle()
14837 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
14838 snapshot_level_nr == level_nr);
14841 boolean CheckEngineSnapshotList()
14843 return CheckSnapshotList();
14847 /* ---------- new game button stuff ---------------------------------------- */
14855 } gamebutton_info[NUM_GAME_BUTTONS] =
14858 IMG_GAME_BUTTON_GFX_STOP, &game.button.stop,
14859 GAME_CTRL_ID_STOP, "stop game"
14862 IMG_GAME_BUTTON_GFX_PAUSE, &game.button.pause,
14863 GAME_CTRL_ID_PAUSE, "pause game"
14866 IMG_GAME_BUTTON_GFX_PLAY, &game.button.play,
14867 GAME_CTRL_ID_PLAY, "play game"
14870 IMG_GAME_BUTTON_GFX_UNDO, &game.button.undo,
14871 GAME_CTRL_ID_UNDO, "undo step"
14874 IMG_GAME_BUTTON_GFX_REDO, &game.button.redo,
14875 GAME_CTRL_ID_REDO, "redo step"
14878 IMG_GAME_BUTTON_GFX_SAVE, &game.button.save,
14879 GAME_CTRL_ID_SAVE, "save game"
14882 IMG_GAME_BUTTON_GFX_LOAD, &game.button.load,
14883 GAME_CTRL_ID_LOAD, "load game"
14886 IMG_GAME_BUTTON_GFX_SOUND_MUSIC, &game.button.sound_music,
14887 SOUND_CTRL_ID_MUSIC, "background music on/off"
14890 IMG_GAME_BUTTON_GFX_SOUND_LOOPS, &game.button.sound_loops,
14891 SOUND_CTRL_ID_LOOPS, "sound loops on/off"
14894 IMG_GAME_BUTTON_GFX_SOUND_SIMPLE, &game.button.sound_simple,
14895 SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
14899 void CreateGameButtons()
14903 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14905 struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
14906 struct XY *pos = gamebutton_info[i].pos;
14907 struct GadgetInfo *gi;
14910 unsigned int event_mask;
14911 int base_x = (tape.show_game_buttons ? VX : DX);
14912 int base_y = (tape.show_game_buttons ? VY : DY);
14913 int gd_x = gfx->src_x;
14914 int gd_y = gfx->src_y;
14915 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
14916 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
14917 int gd_xa = gfx->src_x + gfx->active_xoffset;
14918 int gd_ya = gfx->src_y + gfx->active_yoffset;
14919 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
14920 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
14923 if (gfx->bitmap == NULL)
14925 game_gadget[id] = NULL;
14930 if (id == GAME_CTRL_ID_STOP ||
14931 id == GAME_CTRL_ID_PAUSE ||
14932 id == GAME_CTRL_ID_PLAY ||
14933 id == GAME_CTRL_ID_SAVE ||
14934 id == GAME_CTRL_ID_LOAD)
14936 button_type = GD_TYPE_NORMAL_BUTTON;
14938 event_mask = GD_EVENT_RELEASED;
14940 else if (id == GAME_CTRL_ID_UNDO ||
14941 id == GAME_CTRL_ID_REDO)
14943 button_type = GD_TYPE_NORMAL_BUTTON;
14945 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
14949 button_type = GD_TYPE_CHECK_BUTTON;
14951 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
14952 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
14953 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
14954 event_mask = GD_EVENT_PRESSED;
14957 gi = CreateGadget(GDI_CUSTOM_ID, id,
14958 GDI_INFO_TEXT, gamebutton_info[i].infotext,
14959 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
14960 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
14961 GDI_WIDTH, gfx->width,
14962 GDI_HEIGHT, gfx->height,
14963 GDI_TYPE, button_type,
14964 GDI_STATE, GD_BUTTON_UNPRESSED,
14965 GDI_CHECKED, checked,
14966 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
14967 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
14968 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
14969 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
14970 GDI_DIRECT_DRAW, FALSE,
14971 GDI_EVENT_MASK, event_mask,
14972 GDI_CALLBACK_ACTION, HandleGameButtons,
14976 Error(ERR_EXIT, "cannot create gadget");
14978 game_gadget[id] = gi;
14982 void FreeGameButtons()
14986 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14987 FreeGadget(game_gadget[i]);
14990 static void MapGameButtonsAtSamePosition(int id)
14994 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14996 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
14997 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
14998 MapGadget(game_gadget[i]);
15001 static void UnmapGameButtonsAtSamePosition(int id)
15005 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15007 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15008 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15009 UnmapGadget(game_gadget[i]);
15012 void MapUndoRedoButtons()
15014 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15015 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15016 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15018 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15019 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15020 MapGadget(game_gadget[GAME_CTRL_ID_PLAY]);
15023 void UnmapUndoRedoButtons()
15025 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15026 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15027 UnmapGadget(game_gadget[GAME_CTRL_ID_PLAY]);
15029 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15030 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15031 MapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15034 void MapGameButtons()
15038 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15039 if (i != GAME_CTRL_ID_UNDO &&
15040 i != GAME_CTRL_ID_REDO &&
15041 i != GAME_CTRL_ID_PLAY)
15042 MapGadget(game_gadget[i]);
15045 void UnmapGameButtons()
15049 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15050 UnmapGadget(game_gadget[i]);
15053 void RedrawGameButtons()
15057 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15058 RedrawGadget(game_gadget[i]);
15060 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15061 redraw_mask &= ~REDRAW_ALL;
15064 void GameUndoRedoExt()
15066 ClearPlayerAction();
15068 tape.pausing = TRUE;
15071 UpdateAndDisplayGameControlValues();
15073 DrawCompleteVideoDisplay();
15074 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15075 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15076 DrawVideoDisplay((tape.single_step ? VIDEO_STATE_1STEP_ON :
15077 VIDEO_STATE_1STEP_OFF), 0);
15082 void GameUndo(int steps)
15084 if (!CheckEngineSnapshotList())
15087 LoadEngineSnapshot_Undo(steps);
15092 void GameRedo(int steps)
15094 if (!CheckEngineSnapshotList())
15097 LoadEngineSnapshot_Redo(steps);
15102 static void HandleGameButtonsExt(int id, int button)
15104 int steps = BUTTON_STEPSIZE(button);
15105 boolean handle_game_buttons =
15106 (game_status == GAME_MODE_PLAYING ||
15107 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15109 if (!handle_game_buttons)
15114 case GAME_CTRL_ID_STOP:
15115 if (game_status == GAME_MODE_MAIN)
15121 RequestQuitGame(TRUE);
15125 case GAME_CTRL_ID_PAUSE:
15126 if (options.network && game_status == GAME_MODE_PLAYING)
15128 #if defined(NETWORK_AVALIABLE)
15130 SendToServer_ContinuePlaying();
15132 SendToServer_PausePlaying();
15136 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15139 case GAME_CTRL_ID_PLAY:
15140 if (game_status == GAME_MODE_MAIN)
15142 StartGameActions(options.network, setup.autorecord, level.random_seed);
15144 else if (tape.pausing)
15146 #if defined(NETWORK_AVALIABLE)
15147 if (options.network)
15148 SendToServer_ContinuePlaying();
15151 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15155 case GAME_CTRL_ID_UNDO:
15159 case GAME_CTRL_ID_REDO:
15163 case GAME_CTRL_ID_SAVE:
15167 case GAME_CTRL_ID_LOAD:
15171 case SOUND_CTRL_ID_MUSIC:
15172 if (setup.sound_music)
15174 setup.sound_music = FALSE;
15178 else if (audio.music_available)
15180 setup.sound = setup.sound_music = TRUE;
15182 SetAudioMode(setup.sound);
15188 case SOUND_CTRL_ID_LOOPS:
15189 if (setup.sound_loops)
15190 setup.sound_loops = FALSE;
15191 else if (audio.loops_available)
15193 setup.sound = setup.sound_loops = TRUE;
15195 SetAudioMode(setup.sound);
15199 case SOUND_CTRL_ID_SIMPLE:
15200 if (setup.sound_simple)
15201 setup.sound_simple = FALSE;
15202 else if (audio.sound_available)
15204 setup.sound = setup.sound_simple = TRUE;
15206 SetAudioMode(setup.sound);
15215 static void HandleGameButtons(struct GadgetInfo *gi)
15217 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15220 void HandleSoundButtonKeys(Key key)
15223 if (key == setup.shortcut.sound_simple)
15224 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15225 else if (key == setup.shortcut.sound_loops)
15226 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15227 else if (key == setup.shortcut.sound_music)
15228 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);