1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
25 #define DEBUG_INIT_PLAYER 1
26 #define DEBUG_PLAYER_ACTIONS 0
28 /* EXPERIMENTAL STUFF */
29 #define USE_NEW_AMOEBA_CODE FALSE
31 /* EXPERIMENTAL STUFF */
32 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
33 #define USE_QUICKSAND_IMPACT_BUGFIX 0
34 #define USE_DELAYED_GFX_REDRAW 0
35 #define USE_NEW_PLAYER_ASSIGNMENTS 1
37 #if USE_DELAYED_GFX_REDRAW
38 #define TEST_DrawLevelField(x, y) \
39 GfxRedraw[x][y] |= GFX_REDRAW_TILE
40 #define TEST_DrawLevelFieldCrumbled(x, y) \
41 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
42 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
43 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
44 #define TEST_DrawTwinkleOnField(x, y) \
45 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
47 #define TEST_DrawLevelField(x, y) \
49 #define TEST_DrawLevelFieldCrumbled(x, y) \
50 DrawLevelFieldCrumbled(x, y)
51 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
52 DrawLevelFieldCrumbledNeighbours(x, y)
53 #define TEST_DrawTwinkleOnField(x, y) \
54 DrawTwinkleOnField(x, y)
63 /* for MovePlayer() */
64 #define MP_NO_ACTION 0
67 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
69 /* for ScrollPlayer() */
71 #define SCROLL_GO_ON 1
73 /* for Bang()/Explode() */
74 #define EX_PHASE_START 0
75 #define EX_TYPE_NONE 0
76 #define EX_TYPE_NORMAL (1 << 0)
77 #define EX_TYPE_CENTER (1 << 1)
78 #define EX_TYPE_BORDER (1 << 2)
79 #define EX_TYPE_CROSS (1 << 3)
80 #define EX_TYPE_DYNA (1 << 4)
81 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
83 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
84 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
85 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
86 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
88 /* game panel display and control definitions */
89 #define GAME_PANEL_LEVEL_NUMBER 0
90 #define GAME_PANEL_GEMS 1
91 #define GAME_PANEL_INVENTORY_COUNT 2
92 #define GAME_PANEL_INVENTORY_FIRST_1 3
93 #define GAME_PANEL_INVENTORY_FIRST_2 4
94 #define GAME_PANEL_INVENTORY_FIRST_3 5
95 #define GAME_PANEL_INVENTORY_FIRST_4 6
96 #define GAME_PANEL_INVENTORY_FIRST_5 7
97 #define GAME_PANEL_INVENTORY_FIRST_6 8
98 #define GAME_PANEL_INVENTORY_FIRST_7 9
99 #define GAME_PANEL_INVENTORY_FIRST_8 10
100 #define GAME_PANEL_INVENTORY_LAST_1 11
101 #define GAME_PANEL_INVENTORY_LAST_2 12
102 #define GAME_PANEL_INVENTORY_LAST_3 13
103 #define GAME_PANEL_INVENTORY_LAST_4 14
104 #define GAME_PANEL_INVENTORY_LAST_5 15
105 #define GAME_PANEL_INVENTORY_LAST_6 16
106 #define GAME_PANEL_INVENTORY_LAST_7 17
107 #define GAME_PANEL_INVENTORY_LAST_8 18
108 #define GAME_PANEL_KEY_1 19
109 #define GAME_PANEL_KEY_2 20
110 #define GAME_PANEL_KEY_3 21
111 #define GAME_PANEL_KEY_4 22
112 #define GAME_PANEL_KEY_5 23
113 #define GAME_PANEL_KEY_6 24
114 #define GAME_PANEL_KEY_7 25
115 #define GAME_PANEL_KEY_8 26
116 #define GAME_PANEL_KEY_WHITE 27
117 #define GAME_PANEL_KEY_WHITE_COUNT 28
118 #define GAME_PANEL_SCORE 29
119 #define GAME_PANEL_HIGHSCORE 30
120 #define GAME_PANEL_TIME 31
121 #define GAME_PANEL_TIME_HH 32
122 #define GAME_PANEL_TIME_MM 33
123 #define GAME_PANEL_TIME_SS 34
124 #define GAME_PANEL_FRAME 35
125 #define GAME_PANEL_SHIELD_NORMAL 36
126 #define GAME_PANEL_SHIELD_NORMAL_TIME 37
127 #define GAME_PANEL_SHIELD_DEADLY 38
128 #define GAME_PANEL_SHIELD_DEADLY_TIME 39
129 #define GAME_PANEL_EXIT 40
130 #define GAME_PANEL_EMC_MAGIC_BALL 41
131 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 42
132 #define GAME_PANEL_LIGHT_SWITCH 43
133 #define GAME_PANEL_LIGHT_SWITCH_TIME 44
134 #define GAME_PANEL_TIMEGATE_SWITCH 45
135 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 46
136 #define GAME_PANEL_SWITCHGATE_SWITCH 47
137 #define GAME_PANEL_EMC_LENSES 48
138 #define GAME_PANEL_EMC_LENSES_TIME 49
139 #define GAME_PANEL_EMC_MAGNIFIER 50
140 #define GAME_PANEL_EMC_MAGNIFIER_TIME 51
141 #define GAME_PANEL_BALLOON_SWITCH 52
142 #define GAME_PANEL_DYNABOMB_NUMBER 53
143 #define GAME_PANEL_DYNABOMB_SIZE 54
144 #define GAME_PANEL_DYNABOMB_POWER 55
145 #define GAME_PANEL_PENGUINS 56
146 #define GAME_PANEL_SOKOBAN_OBJECTS 57
147 #define GAME_PANEL_SOKOBAN_FIELDS 58
148 #define GAME_PANEL_ROBOT_WHEEL 59
149 #define GAME_PANEL_CONVEYOR_BELT_1 60
150 #define GAME_PANEL_CONVEYOR_BELT_2 61
151 #define GAME_PANEL_CONVEYOR_BELT_3 62
152 #define GAME_PANEL_CONVEYOR_BELT_4 63
153 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 64
154 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 65
155 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 66
156 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 67
157 #define GAME_PANEL_MAGIC_WALL 68
158 #define GAME_PANEL_MAGIC_WALL_TIME 69
159 #define GAME_PANEL_GRAVITY_STATE 70
160 #define GAME_PANEL_GRAPHIC_1 71
161 #define GAME_PANEL_GRAPHIC_2 72
162 #define GAME_PANEL_GRAPHIC_3 73
163 #define GAME_PANEL_GRAPHIC_4 74
164 #define GAME_PANEL_GRAPHIC_5 75
165 #define GAME_PANEL_GRAPHIC_6 76
166 #define GAME_PANEL_GRAPHIC_7 77
167 #define GAME_PANEL_GRAPHIC_8 78
168 #define GAME_PANEL_ELEMENT_1 79
169 #define GAME_PANEL_ELEMENT_2 80
170 #define GAME_PANEL_ELEMENT_3 81
171 #define GAME_PANEL_ELEMENT_4 82
172 #define GAME_PANEL_ELEMENT_5 83
173 #define GAME_PANEL_ELEMENT_6 84
174 #define GAME_PANEL_ELEMENT_7 85
175 #define GAME_PANEL_ELEMENT_8 86
176 #define GAME_PANEL_ELEMENT_COUNT_1 87
177 #define GAME_PANEL_ELEMENT_COUNT_2 88
178 #define GAME_PANEL_ELEMENT_COUNT_3 89
179 #define GAME_PANEL_ELEMENT_COUNT_4 90
180 #define GAME_PANEL_ELEMENT_COUNT_5 91
181 #define GAME_PANEL_ELEMENT_COUNT_6 92
182 #define GAME_PANEL_ELEMENT_COUNT_7 93
183 #define GAME_PANEL_ELEMENT_COUNT_8 94
184 #define GAME_PANEL_CE_SCORE_1 95
185 #define GAME_PANEL_CE_SCORE_2 96
186 #define GAME_PANEL_CE_SCORE_3 97
187 #define GAME_PANEL_CE_SCORE_4 98
188 #define GAME_PANEL_CE_SCORE_5 99
189 #define GAME_PANEL_CE_SCORE_6 100
190 #define GAME_PANEL_CE_SCORE_7 101
191 #define GAME_PANEL_CE_SCORE_8 102
192 #define GAME_PANEL_CE_SCORE_1_ELEMENT 103
193 #define GAME_PANEL_CE_SCORE_2_ELEMENT 104
194 #define GAME_PANEL_CE_SCORE_3_ELEMENT 105
195 #define GAME_PANEL_CE_SCORE_4_ELEMENT 106
196 #define GAME_PANEL_CE_SCORE_5_ELEMENT 107
197 #define GAME_PANEL_CE_SCORE_6_ELEMENT 108
198 #define GAME_PANEL_CE_SCORE_7_ELEMENT 109
199 #define GAME_PANEL_CE_SCORE_8_ELEMENT 110
200 #define GAME_PANEL_PLAYER_NAME 111
201 #define GAME_PANEL_LEVEL_NAME 112
202 #define GAME_PANEL_LEVEL_AUTHOR 113
204 #define NUM_GAME_PANEL_CONTROLS 114
206 struct GamePanelOrderInfo
212 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
214 struct GamePanelControlInfo
218 struct TextPosInfo *pos;
221 int value, last_value;
222 int frame, last_frame;
227 static struct GamePanelControlInfo game_panel_controls[] =
230 GAME_PANEL_LEVEL_NUMBER,
231 &game.panel.level_number,
240 GAME_PANEL_INVENTORY_COUNT,
241 &game.panel.inventory_count,
245 GAME_PANEL_INVENTORY_FIRST_1,
246 &game.panel.inventory_first[0],
250 GAME_PANEL_INVENTORY_FIRST_2,
251 &game.panel.inventory_first[1],
255 GAME_PANEL_INVENTORY_FIRST_3,
256 &game.panel.inventory_first[2],
260 GAME_PANEL_INVENTORY_FIRST_4,
261 &game.panel.inventory_first[3],
265 GAME_PANEL_INVENTORY_FIRST_5,
266 &game.panel.inventory_first[4],
270 GAME_PANEL_INVENTORY_FIRST_6,
271 &game.panel.inventory_first[5],
275 GAME_PANEL_INVENTORY_FIRST_7,
276 &game.panel.inventory_first[6],
280 GAME_PANEL_INVENTORY_FIRST_8,
281 &game.panel.inventory_first[7],
285 GAME_PANEL_INVENTORY_LAST_1,
286 &game.panel.inventory_last[0],
290 GAME_PANEL_INVENTORY_LAST_2,
291 &game.panel.inventory_last[1],
295 GAME_PANEL_INVENTORY_LAST_3,
296 &game.panel.inventory_last[2],
300 GAME_PANEL_INVENTORY_LAST_4,
301 &game.panel.inventory_last[3],
305 GAME_PANEL_INVENTORY_LAST_5,
306 &game.panel.inventory_last[4],
310 GAME_PANEL_INVENTORY_LAST_6,
311 &game.panel.inventory_last[5],
315 GAME_PANEL_INVENTORY_LAST_7,
316 &game.panel.inventory_last[6],
320 GAME_PANEL_INVENTORY_LAST_8,
321 &game.panel.inventory_last[7],
365 GAME_PANEL_KEY_WHITE,
366 &game.panel.key_white,
370 GAME_PANEL_KEY_WHITE_COUNT,
371 &game.panel.key_white_count,
380 GAME_PANEL_HIGHSCORE,
381 &game.panel.highscore,
410 GAME_PANEL_SHIELD_NORMAL,
411 &game.panel.shield_normal,
415 GAME_PANEL_SHIELD_NORMAL_TIME,
416 &game.panel.shield_normal_time,
420 GAME_PANEL_SHIELD_DEADLY,
421 &game.panel.shield_deadly,
425 GAME_PANEL_SHIELD_DEADLY_TIME,
426 &game.panel.shield_deadly_time,
435 GAME_PANEL_EMC_MAGIC_BALL,
436 &game.panel.emc_magic_ball,
440 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
441 &game.panel.emc_magic_ball_switch,
445 GAME_PANEL_LIGHT_SWITCH,
446 &game.panel.light_switch,
450 GAME_PANEL_LIGHT_SWITCH_TIME,
451 &game.panel.light_switch_time,
455 GAME_PANEL_TIMEGATE_SWITCH,
456 &game.panel.timegate_switch,
460 GAME_PANEL_TIMEGATE_SWITCH_TIME,
461 &game.panel.timegate_switch_time,
465 GAME_PANEL_SWITCHGATE_SWITCH,
466 &game.panel.switchgate_switch,
470 GAME_PANEL_EMC_LENSES,
471 &game.panel.emc_lenses,
475 GAME_PANEL_EMC_LENSES_TIME,
476 &game.panel.emc_lenses_time,
480 GAME_PANEL_EMC_MAGNIFIER,
481 &game.panel.emc_magnifier,
485 GAME_PANEL_EMC_MAGNIFIER_TIME,
486 &game.panel.emc_magnifier_time,
490 GAME_PANEL_BALLOON_SWITCH,
491 &game.panel.balloon_switch,
495 GAME_PANEL_DYNABOMB_NUMBER,
496 &game.panel.dynabomb_number,
500 GAME_PANEL_DYNABOMB_SIZE,
501 &game.panel.dynabomb_size,
505 GAME_PANEL_DYNABOMB_POWER,
506 &game.panel.dynabomb_power,
511 &game.panel.penguins,
515 GAME_PANEL_SOKOBAN_OBJECTS,
516 &game.panel.sokoban_objects,
520 GAME_PANEL_SOKOBAN_FIELDS,
521 &game.panel.sokoban_fields,
525 GAME_PANEL_ROBOT_WHEEL,
526 &game.panel.robot_wheel,
530 GAME_PANEL_CONVEYOR_BELT_1,
531 &game.panel.conveyor_belt[0],
535 GAME_PANEL_CONVEYOR_BELT_2,
536 &game.panel.conveyor_belt[1],
540 GAME_PANEL_CONVEYOR_BELT_3,
541 &game.panel.conveyor_belt[2],
545 GAME_PANEL_CONVEYOR_BELT_4,
546 &game.panel.conveyor_belt[3],
550 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
551 &game.panel.conveyor_belt_switch[0],
555 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
556 &game.panel.conveyor_belt_switch[1],
560 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
561 &game.panel.conveyor_belt_switch[2],
565 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
566 &game.panel.conveyor_belt_switch[3],
570 GAME_PANEL_MAGIC_WALL,
571 &game.panel.magic_wall,
575 GAME_PANEL_MAGIC_WALL_TIME,
576 &game.panel.magic_wall_time,
580 GAME_PANEL_GRAVITY_STATE,
581 &game.panel.gravity_state,
585 GAME_PANEL_GRAPHIC_1,
586 &game.panel.graphic[0],
590 GAME_PANEL_GRAPHIC_2,
591 &game.panel.graphic[1],
595 GAME_PANEL_GRAPHIC_3,
596 &game.panel.graphic[2],
600 GAME_PANEL_GRAPHIC_4,
601 &game.panel.graphic[3],
605 GAME_PANEL_GRAPHIC_5,
606 &game.panel.graphic[4],
610 GAME_PANEL_GRAPHIC_6,
611 &game.panel.graphic[5],
615 GAME_PANEL_GRAPHIC_7,
616 &game.panel.graphic[6],
620 GAME_PANEL_GRAPHIC_8,
621 &game.panel.graphic[7],
625 GAME_PANEL_ELEMENT_1,
626 &game.panel.element[0],
630 GAME_PANEL_ELEMENT_2,
631 &game.panel.element[1],
635 GAME_PANEL_ELEMENT_3,
636 &game.panel.element[2],
640 GAME_PANEL_ELEMENT_4,
641 &game.panel.element[3],
645 GAME_PANEL_ELEMENT_5,
646 &game.panel.element[4],
650 GAME_PANEL_ELEMENT_6,
651 &game.panel.element[5],
655 GAME_PANEL_ELEMENT_7,
656 &game.panel.element[6],
660 GAME_PANEL_ELEMENT_8,
661 &game.panel.element[7],
665 GAME_PANEL_ELEMENT_COUNT_1,
666 &game.panel.element_count[0],
670 GAME_PANEL_ELEMENT_COUNT_2,
671 &game.panel.element_count[1],
675 GAME_PANEL_ELEMENT_COUNT_3,
676 &game.panel.element_count[2],
680 GAME_PANEL_ELEMENT_COUNT_4,
681 &game.panel.element_count[3],
685 GAME_PANEL_ELEMENT_COUNT_5,
686 &game.panel.element_count[4],
690 GAME_PANEL_ELEMENT_COUNT_6,
691 &game.panel.element_count[5],
695 GAME_PANEL_ELEMENT_COUNT_7,
696 &game.panel.element_count[6],
700 GAME_PANEL_ELEMENT_COUNT_8,
701 &game.panel.element_count[7],
705 GAME_PANEL_CE_SCORE_1,
706 &game.panel.ce_score[0],
710 GAME_PANEL_CE_SCORE_2,
711 &game.panel.ce_score[1],
715 GAME_PANEL_CE_SCORE_3,
716 &game.panel.ce_score[2],
720 GAME_PANEL_CE_SCORE_4,
721 &game.panel.ce_score[3],
725 GAME_PANEL_CE_SCORE_5,
726 &game.panel.ce_score[4],
730 GAME_PANEL_CE_SCORE_6,
731 &game.panel.ce_score[5],
735 GAME_PANEL_CE_SCORE_7,
736 &game.panel.ce_score[6],
740 GAME_PANEL_CE_SCORE_8,
741 &game.panel.ce_score[7],
745 GAME_PANEL_CE_SCORE_1_ELEMENT,
746 &game.panel.ce_score_element[0],
750 GAME_PANEL_CE_SCORE_2_ELEMENT,
751 &game.panel.ce_score_element[1],
755 GAME_PANEL_CE_SCORE_3_ELEMENT,
756 &game.panel.ce_score_element[2],
760 GAME_PANEL_CE_SCORE_4_ELEMENT,
761 &game.panel.ce_score_element[3],
765 GAME_PANEL_CE_SCORE_5_ELEMENT,
766 &game.panel.ce_score_element[4],
770 GAME_PANEL_CE_SCORE_6_ELEMENT,
771 &game.panel.ce_score_element[5],
775 GAME_PANEL_CE_SCORE_7_ELEMENT,
776 &game.panel.ce_score_element[6],
780 GAME_PANEL_CE_SCORE_8_ELEMENT,
781 &game.panel.ce_score_element[7],
785 GAME_PANEL_PLAYER_NAME,
786 &game.panel.player_name,
790 GAME_PANEL_LEVEL_NAME,
791 &game.panel.level_name,
795 GAME_PANEL_LEVEL_AUTHOR,
796 &game.panel.level_author,
807 /* values for delayed check of falling and moving elements and for collision */
808 #define CHECK_DELAY_MOVING 3
809 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
810 #define CHECK_DELAY_COLLISION 2
811 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
813 /* values for initial player move delay (initial delay counter value) */
814 #define INITIAL_MOVE_DELAY_OFF -1
815 #define INITIAL_MOVE_DELAY_ON 0
817 /* values for player movement speed (which is in fact a delay value) */
818 #define MOVE_DELAY_MIN_SPEED 32
819 #define MOVE_DELAY_NORMAL_SPEED 8
820 #define MOVE_DELAY_HIGH_SPEED 4
821 #define MOVE_DELAY_MAX_SPEED 1
823 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
824 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
826 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
827 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
829 /* values for other actions */
830 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
831 #define MOVE_STEPSIZE_MIN (1)
832 #define MOVE_STEPSIZE_MAX (TILEX)
834 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
835 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
837 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
839 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
840 RND(element_info[e].push_delay_random))
841 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
842 RND(element_info[e].drop_delay_random))
843 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
844 RND(element_info[e].move_delay_random))
845 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
846 (element_info[e].move_delay_random))
847 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
848 RND(element_info[e].ce_value_random_initial))
849 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
850 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
851 RND((c)->delay_random * (c)->delay_frames))
852 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
853 RND((c)->delay_random))
856 #define GET_VALID_RUNTIME_ELEMENT(e) \
857 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
859 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
860 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
861 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
862 (be) + (e) - EL_SELF)
864 #define GET_PLAYER_FROM_BITS(p) \
865 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
867 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
868 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
869 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
870 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
871 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
872 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
873 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
874 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
875 RESOLVED_REFERENCE_ELEMENT(be, e) : \
878 #define CAN_GROW_INTO(e) \
879 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
881 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
882 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
885 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
886 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
887 (CAN_MOVE_INTO_ACID(e) && \
888 Feld[x][y] == EL_ACID) || \
891 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
892 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
893 (CAN_MOVE_INTO_ACID(e) && \
894 Feld[x][y] == EL_ACID) || \
897 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
898 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
900 (CAN_MOVE_INTO_ACID(e) && \
901 Feld[x][y] == EL_ACID) || \
902 (DONT_COLLIDE_WITH(e) && \
904 !PLAYER_ENEMY_PROTECTED(x, y))))
906 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
907 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
909 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
910 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
912 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
913 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
915 #define ANDROID_CAN_CLONE_FIELD(x, y) \
916 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
917 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
919 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
920 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
922 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
923 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
925 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
926 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
928 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
929 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
931 #define PIG_CAN_ENTER_FIELD(e, x, y) \
932 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
934 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
935 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
936 Feld[x][y] == EL_EM_EXIT_OPEN || \
937 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
938 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
939 IS_FOOD_PENGUIN(Feld[x][y])))
940 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
941 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
943 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
944 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
946 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
947 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
949 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
950 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
951 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
953 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
955 #define CE_ENTER_FIELD_COND(e, x, y) \
956 (!IS_PLAYER(x, y) && \
957 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
959 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
960 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
962 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
963 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
965 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
966 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
967 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
968 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
970 /* game button identifiers */
971 #define GAME_CTRL_ID_STOP 0
972 #define GAME_CTRL_ID_PAUSE 1
973 #define GAME_CTRL_ID_PLAY 2
974 #define GAME_CTRL_ID_UNDO 3
975 #define GAME_CTRL_ID_REDO 4
976 #define GAME_CTRL_ID_SAVE 5
977 #define GAME_CTRL_ID_PAUSE2 6
978 #define GAME_CTRL_ID_LOAD 7
979 #define SOUND_CTRL_ID_MUSIC 8
980 #define SOUND_CTRL_ID_LOOPS 9
981 #define SOUND_CTRL_ID_SIMPLE 10
983 #define NUM_GAME_BUTTONS 11
986 /* forward declaration for internal use */
988 static void CreateField(int, int, int);
990 static void ResetGfxAnimation(int, int);
992 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
993 static void AdvanceFrameAndPlayerCounters(int);
995 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
996 static boolean MovePlayer(struct PlayerInfo *, int, int);
997 static void ScrollPlayer(struct PlayerInfo *, int);
998 static void ScrollScreen(struct PlayerInfo *, int);
1000 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1001 static boolean DigFieldByCE(int, int, int);
1002 static boolean SnapField(struct PlayerInfo *, int, int);
1003 static boolean DropElement(struct PlayerInfo *);
1005 static void InitBeltMovement(void);
1006 static void CloseAllOpenTimegates(void);
1007 static void CheckGravityMovement(struct PlayerInfo *);
1008 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1009 static void KillPlayerUnlessEnemyProtected(int, int);
1010 static void KillPlayerUnlessExplosionProtected(int, int);
1012 static void TestIfPlayerTouchesCustomElement(int, int);
1013 static void TestIfElementTouchesCustomElement(int, int);
1014 static void TestIfElementHitsCustomElement(int, int, int);
1016 static void HandleElementChange(int, int, int);
1017 static void ExecuteCustomElementAction(int, int, int, int);
1018 static boolean ChangeElement(int, int, int, int);
1020 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1021 #define CheckTriggeredElementChange(x, y, e, ev) \
1022 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1023 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1024 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1025 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1026 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1027 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1028 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1030 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1031 #define CheckElementChange(x, y, e, te, ev) \
1032 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1033 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1034 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1035 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1036 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1038 static void PlayLevelSound(int, int, int);
1039 static void PlayLevelSoundNearest(int, int, int);
1040 static void PlayLevelSoundAction(int, int, int);
1041 static void PlayLevelSoundElementAction(int, int, int, int);
1042 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1043 static void PlayLevelSoundActionIfLoop(int, int, int);
1044 static void StopLevelSoundActionIfLoop(int, int, int);
1045 static void PlayLevelMusic();
1047 static void HandleGameButtons(struct GadgetInfo *);
1049 int AmoebeNachbarNr(int, int);
1050 void AmoebeUmwandeln(int, int);
1051 void ContinueMoving(int, int);
1052 void Bang(int, int);
1053 void InitMovDir(int, int);
1054 void InitAmoebaNr(int, int);
1055 int NewHiScore(void);
1057 void TestIfGoodThingHitsBadThing(int, int, int);
1058 void TestIfBadThingHitsGoodThing(int, int, int);
1059 void TestIfPlayerTouchesBadThing(int, int);
1060 void TestIfPlayerRunsIntoBadThing(int, int, int);
1061 void TestIfBadThingTouchesPlayer(int, int);
1062 void TestIfBadThingRunsIntoPlayer(int, int, int);
1063 void TestIfFriendTouchesBadThing(int, int);
1064 void TestIfBadThingTouchesFriend(int, int);
1065 void TestIfBadThingTouchesOtherBadThing(int, int);
1066 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1068 void KillPlayer(struct PlayerInfo *);
1069 void BuryPlayer(struct PlayerInfo *);
1070 void RemovePlayer(struct PlayerInfo *);
1072 static int getInvisibleActiveFromInvisibleElement(int);
1073 static int getInvisibleFromInvisibleActiveElement(int);
1075 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1077 /* for detection of endless loops, caused by custom element programming */
1078 /* (using maximal playfield width x 10 is just a rough approximation) */
1079 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1081 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1083 if (recursion_loop_detected) \
1086 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1088 recursion_loop_detected = TRUE; \
1089 recursion_loop_element = (e); \
1092 recursion_loop_depth++; \
1095 #define RECURSION_LOOP_DETECTION_END() \
1097 recursion_loop_depth--; \
1100 static int recursion_loop_depth;
1101 static boolean recursion_loop_detected;
1102 static boolean recursion_loop_element;
1104 static int map_player_action[MAX_PLAYERS];
1107 /* ------------------------------------------------------------------------- */
1108 /* definition of elements that automatically change to other elements after */
1109 /* a specified time, eventually calling a function when changing */
1110 /* ------------------------------------------------------------------------- */
1112 /* forward declaration for changer functions */
1113 static void InitBuggyBase(int, int);
1114 static void WarnBuggyBase(int, int);
1116 static void InitTrap(int, int);
1117 static void ActivateTrap(int, int);
1118 static void ChangeActiveTrap(int, int);
1120 static void InitRobotWheel(int, int);
1121 static void RunRobotWheel(int, int);
1122 static void StopRobotWheel(int, int);
1124 static void InitTimegateWheel(int, int);
1125 static void RunTimegateWheel(int, int);
1127 static void InitMagicBallDelay(int, int);
1128 static void ActivateMagicBall(int, int);
1130 struct ChangingElementInfo
1135 void (*pre_change_function)(int x, int y);
1136 void (*change_function)(int x, int y);
1137 void (*post_change_function)(int x, int y);
1140 static struct ChangingElementInfo change_delay_list[] =
1175 EL_STEEL_EXIT_OPENING,
1183 EL_STEEL_EXIT_CLOSING,
1184 EL_STEEL_EXIT_CLOSED,
1207 EL_EM_STEEL_EXIT_OPENING,
1208 EL_EM_STEEL_EXIT_OPEN,
1215 EL_EM_STEEL_EXIT_CLOSING,
1239 EL_SWITCHGATE_OPENING,
1247 EL_SWITCHGATE_CLOSING,
1248 EL_SWITCHGATE_CLOSED,
1255 EL_TIMEGATE_OPENING,
1263 EL_TIMEGATE_CLOSING,
1272 EL_ACID_SPLASH_LEFT,
1280 EL_ACID_SPLASH_RIGHT,
1289 EL_SP_BUGGY_BASE_ACTIVATING,
1296 EL_SP_BUGGY_BASE_ACTIVATING,
1297 EL_SP_BUGGY_BASE_ACTIVE,
1304 EL_SP_BUGGY_BASE_ACTIVE,
1328 EL_ROBOT_WHEEL_ACTIVE,
1336 EL_TIMEGATE_SWITCH_ACTIVE,
1344 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1345 EL_DC_TIMEGATE_SWITCH,
1352 EL_EMC_MAGIC_BALL_ACTIVE,
1353 EL_EMC_MAGIC_BALL_ACTIVE,
1360 EL_EMC_SPRING_BUMPER_ACTIVE,
1361 EL_EMC_SPRING_BUMPER,
1368 EL_DIAGONAL_SHRINKING,
1376 EL_DIAGONAL_GROWING,
1397 int push_delay_fixed, push_delay_random;
1401 { EL_SPRING, 0, 0 },
1402 { EL_BALLOON, 0, 0 },
1404 { EL_SOKOBAN_OBJECT, 2, 0 },
1405 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1406 { EL_SATELLITE, 2, 0 },
1407 { EL_SP_DISK_YELLOW, 2, 0 },
1409 { EL_UNDEFINED, 0, 0 },
1417 move_stepsize_list[] =
1419 { EL_AMOEBA_DROP, 2 },
1420 { EL_AMOEBA_DROPPING, 2 },
1421 { EL_QUICKSAND_FILLING, 1 },
1422 { EL_QUICKSAND_EMPTYING, 1 },
1423 { EL_QUICKSAND_FAST_FILLING, 2 },
1424 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1425 { EL_MAGIC_WALL_FILLING, 2 },
1426 { EL_MAGIC_WALL_EMPTYING, 2 },
1427 { EL_BD_MAGIC_WALL_FILLING, 2 },
1428 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1429 { EL_DC_MAGIC_WALL_FILLING, 2 },
1430 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1432 { EL_UNDEFINED, 0 },
1440 collect_count_list[] =
1443 { EL_BD_DIAMOND, 1 },
1444 { EL_EMERALD_YELLOW, 1 },
1445 { EL_EMERALD_RED, 1 },
1446 { EL_EMERALD_PURPLE, 1 },
1448 { EL_SP_INFOTRON, 1 },
1452 { EL_UNDEFINED, 0 },
1460 access_direction_list[] =
1462 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1463 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1464 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1465 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1466 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1467 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1468 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1469 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1470 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1471 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1472 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1474 { EL_SP_PORT_LEFT, MV_RIGHT },
1475 { EL_SP_PORT_RIGHT, MV_LEFT },
1476 { EL_SP_PORT_UP, MV_DOWN },
1477 { EL_SP_PORT_DOWN, MV_UP },
1478 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1479 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1480 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1481 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1482 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1483 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1484 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1485 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1486 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1487 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1488 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1489 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1490 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1491 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1492 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1494 { EL_UNDEFINED, MV_NONE }
1497 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1499 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1500 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1501 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1502 IS_JUST_CHANGING(x, y))
1504 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1506 /* static variables for playfield scan mode (scanning forward or backward) */
1507 static int playfield_scan_start_x = 0;
1508 static int playfield_scan_start_y = 0;
1509 static int playfield_scan_delta_x = 1;
1510 static int playfield_scan_delta_y = 1;
1512 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1513 (y) >= 0 && (y) <= lev_fieldy - 1; \
1514 (y) += playfield_scan_delta_y) \
1515 for ((x) = playfield_scan_start_x; \
1516 (x) >= 0 && (x) <= lev_fieldx - 1; \
1517 (x) += playfield_scan_delta_x)
1520 void DEBUG_SetMaximumDynamite()
1524 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1525 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1526 local_player->inventory_element[local_player->inventory_size++] =
1531 static void InitPlayfieldScanModeVars()
1533 if (game.use_reverse_scan_direction)
1535 playfield_scan_start_x = lev_fieldx - 1;
1536 playfield_scan_start_y = lev_fieldy - 1;
1538 playfield_scan_delta_x = -1;
1539 playfield_scan_delta_y = -1;
1543 playfield_scan_start_x = 0;
1544 playfield_scan_start_y = 0;
1546 playfield_scan_delta_x = 1;
1547 playfield_scan_delta_y = 1;
1551 static void InitPlayfieldScanMode(int mode)
1553 game.use_reverse_scan_direction =
1554 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1556 InitPlayfieldScanModeVars();
1559 static int get_move_delay_from_stepsize(int move_stepsize)
1562 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1564 /* make sure that stepsize value is always a power of 2 */
1565 move_stepsize = (1 << log_2(move_stepsize));
1567 return TILEX / move_stepsize;
1570 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1573 int player_nr = player->index_nr;
1574 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1575 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1577 /* do no immediately change move delay -- the player might just be moving */
1578 player->move_delay_value_next = move_delay;
1580 /* information if player can move must be set separately */
1581 player->cannot_move = cannot_move;
1585 player->move_delay = game.initial_move_delay[player_nr];
1586 player->move_delay_value = game.initial_move_delay_value[player_nr];
1588 player->move_delay_value_next = -1;
1590 player->move_delay_reset_counter = 0;
1594 void GetPlayerConfig()
1596 GameFrameDelay = setup.game_frame_delay;
1598 if (!audio.sound_available)
1599 setup.sound_simple = FALSE;
1601 if (!audio.loops_available)
1602 setup.sound_loops = FALSE;
1604 if (!audio.music_available)
1605 setup.sound_music = FALSE;
1607 if (!video.fullscreen_available)
1608 setup.fullscreen = FALSE;
1610 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1612 SetAudioMode(setup.sound);
1616 int GetElementFromGroupElement(int element)
1618 if (IS_GROUP_ELEMENT(element))
1620 struct ElementGroupInfo *group = element_info[element].group;
1621 int last_anim_random_frame = gfx.anim_random_frame;
1624 if (group->choice_mode == ANIM_RANDOM)
1625 gfx.anim_random_frame = RND(group->num_elements_resolved);
1627 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1628 group->choice_mode, 0,
1631 if (group->choice_mode == ANIM_RANDOM)
1632 gfx.anim_random_frame = last_anim_random_frame;
1634 group->choice_pos++;
1636 element = group->element_resolved[element_pos];
1642 static void InitPlayerField(int x, int y, int element, boolean init_game)
1644 if (element == EL_SP_MURPHY)
1648 if (stored_player[0].present)
1650 Feld[x][y] = EL_SP_MURPHY_CLONE;
1656 stored_player[0].initial_element = element;
1657 stored_player[0].use_murphy = TRUE;
1659 if (!level.use_artwork_element[0])
1660 stored_player[0].artwork_element = EL_SP_MURPHY;
1663 Feld[x][y] = EL_PLAYER_1;
1669 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1670 int jx = player->jx, jy = player->jy;
1672 player->present = TRUE;
1674 player->block_last_field = (element == EL_SP_MURPHY ?
1675 level.sp_block_last_field :
1676 level.block_last_field);
1678 /* ---------- initialize player's last field block delay --------------- */
1680 /* always start with reliable default value (no adjustment needed) */
1681 player->block_delay_adjustment = 0;
1683 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1684 if (player->block_last_field && element == EL_SP_MURPHY)
1685 player->block_delay_adjustment = 1;
1687 /* special case 2: in game engines before 3.1.1, blocking was different */
1688 if (game.use_block_last_field_bug)
1689 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1691 if (!options.network || player->connected)
1693 player->active = TRUE;
1695 /* remove potentially duplicate players */
1696 if (StorePlayer[jx][jy] == Feld[x][y])
1697 StorePlayer[jx][jy] = 0;
1699 StorePlayer[x][y] = Feld[x][y];
1701 #if DEBUG_INIT_PLAYER
1704 printf("- player element %d activated", player->element_nr);
1705 printf(" (local player is %d and currently %s)\n",
1706 local_player->element_nr,
1707 local_player->active ? "active" : "not active");
1712 Feld[x][y] = EL_EMPTY;
1714 player->jx = player->last_jx = x;
1715 player->jy = player->last_jy = y;
1720 int player_nr = GET_PLAYER_NR(element);
1721 struct PlayerInfo *player = &stored_player[player_nr];
1723 if (player->active && player->killed)
1724 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1728 static void InitField(int x, int y, boolean init_game)
1730 int element = Feld[x][y];
1739 InitPlayerField(x, y, element, init_game);
1742 case EL_SOKOBAN_FIELD_PLAYER:
1743 element = Feld[x][y] = EL_PLAYER_1;
1744 InitField(x, y, init_game);
1746 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1747 InitField(x, y, init_game);
1750 case EL_SOKOBAN_FIELD_EMPTY:
1751 local_player->sokobanfields_still_needed++;
1755 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1756 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1757 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1758 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1759 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1760 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1761 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1762 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1763 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1764 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1773 case EL_SPACESHIP_RIGHT:
1774 case EL_SPACESHIP_UP:
1775 case EL_SPACESHIP_LEFT:
1776 case EL_SPACESHIP_DOWN:
1777 case EL_BD_BUTTERFLY:
1778 case EL_BD_BUTTERFLY_RIGHT:
1779 case EL_BD_BUTTERFLY_UP:
1780 case EL_BD_BUTTERFLY_LEFT:
1781 case EL_BD_BUTTERFLY_DOWN:
1783 case EL_BD_FIREFLY_RIGHT:
1784 case EL_BD_FIREFLY_UP:
1785 case EL_BD_FIREFLY_LEFT:
1786 case EL_BD_FIREFLY_DOWN:
1787 case EL_PACMAN_RIGHT:
1789 case EL_PACMAN_LEFT:
1790 case EL_PACMAN_DOWN:
1792 case EL_YAMYAM_LEFT:
1793 case EL_YAMYAM_RIGHT:
1795 case EL_YAMYAM_DOWN:
1796 case EL_DARK_YAMYAM:
1799 case EL_SP_SNIKSNAK:
1800 case EL_SP_ELECTRON:
1809 case EL_AMOEBA_FULL:
1814 case EL_AMOEBA_DROP:
1815 if (y == lev_fieldy - 1)
1817 Feld[x][y] = EL_AMOEBA_GROWING;
1818 Store[x][y] = EL_AMOEBA_WET;
1822 case EL_DYNAMITE_ACTIVE:
1823 case EL_SP_DISK_RED_ACTIVE:
1824 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1825 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1826 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1827 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1828 MovDelay[x][y] = 96;
1831 case EL_EM_DYNAMITE_ACTIVE:
1832 MovDelay[x][y] = 32;
1836 local_player->lights_still_needed++;
1840 local_player->friends_still_needed++;
1845 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1848 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1849 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1850 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1851 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1852 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1853 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1854 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1855 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1856 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1857 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1858 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1859 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1862 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1863 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1864 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1866 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1868 game.belt_dir[belt_nr] = belt_dir;
1869 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1871 else /* more than one switch -- set it like the first switch */
1873 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1878 case EL_LIGHT_SWITCH_ACTIVE:
1880 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1883 case EL_INVISIBLE_STEELWALL:
1884 case EL_INVISIBLE_WALL:
1885 case EL_INVISIBLE_SAND:
1886 if (game.light_time_left > 0 ||
1887 game.lenses_time_left > 0)
1888 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1891 case EL_EMC_MAGIC_BALL:
1892 if (game.ball_state)
1893 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1896 case EL_EMC_MAGIC_BALL_SWITCH:
1897 if (game.ball_state)
1898 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1901 case EL_TRIGGER_PLAYER:
1902 case EL_TRIGGER_ELEMENT:
1903 case EL_TRIGGER_CE_VALUE:
1904 case EL_TRIGGER_CE_SCORE:
1906 case EL_ANY_ELEMENT:
1907 case EL_CURRENT_CE_VALUE:
1908 case EL_CURRENT_CE_SCORE:
1925 /* reference elements should not be used on the playfield */
1926 Feld[x][y] = EL_EMPTY;
1930 if (IS_CUSTOM_ELEMENT(element))
1932 if (CAN_MOVE(element))
1935 if (!element_info[element].use_last_ce_value || init_game)
1936 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1938 else if (IS_GROUP_ELEMENT(element))
1940 Feld[x][y] = GetElementFromGroupElement(element);
1942 InitField(x, y, init_game);
1949 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1952 inline static void InitField_WithBug1(int x, int y, boolean init_game)
1954 InitField(x, y, init_game);
1956 /* not needed to call InitMovDir() -- already done by InitField()! */
1957 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1958 CAN_MOVE(Feld[x][y]))
1962 inline static void InitField_WithBug2(int x, int y, boolean init_game)
1964 int old_element = Feld[x][y];
1966 InitField(x, y, init_game);
1968 /* not needed to call InitMovDir() -- already done by InitField()! */
1969 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1970 CAN_MOVE(old_element) &&
1971 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
1974 /* this case is in fact a combination of not less than three bugs:
1975 first, it calls InitMovDir() for elements that can move, although this is
1976 already done by InitField(); then, it checks the element that was at this
1977 field _before_ the call to InitField() (which can change it); lastly, it
1978 was not called for "mole with direction" elements, which were treated as
1979 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
1983 static int get_key_element_from_nr(int key_nr)
1985 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
1986 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
1987 EL_EM_KEY_1 : EL_KEY_1);
1989 return key_base_element + key_nr;
1992 static int get_next_dropped_element(struct PlayerInfo *player)
1994 return (player->inventory_size > 0 ?
1995 player->inventory_element[player->inventory_size - 1] :
1996 player->inventory_infinite_element != EL_UNDEFINED ?
1997 player->inventory_infinite_element :
1998 player->dynabombs_left > 0 ?
1999 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2003 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2005 /* pos >= 0: get element from bottom of the stack;
2006 pos < 0: get element from top of the stack */
2010 int min_inventory_size = -pos;
2011 int inventory_pos = player->inventory_size - min_inventory_size;
2012 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2014 return (player->inventory_size >= min_inventory_size ?
2015 player->inventory_element[inventory_pos] :
2016 player->inventory_infinite_element != EL_UNDEFINED ?
2017 player->inventory_infinite_element :
2018 player->dynabombs_left >= min_dynabombs_left ?
2019 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2024 int min_dynabombs_left = pos + 1;
2025 int min_inventory_size = pos + 1 - player->dynabombs_left;
2026 int inventory_pos = pos - player->dynabombs_left;
2028 return (player->inventory_infinite_element != EL_UNDEFINED ?
2029 player->inventory_infinite_element :
2030 player->dynabombs_left >= min_dynabombs_left ?
2031 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2032 player->inventory_size >= min_inventory_size ?
2033 player->inventory_element[inventory_pos] :
2038 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2040 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2041 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2044 if (gpo1->sort_priority != gpo2->sort_priority)
2045 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2047 compare_result = gpo1->nr - gpo2->nr;
2049 return compare_result;
2052 void InitGameControlValues()
2056 for (i = 0; game_panel_controls[i].nr != -1; i++)
2058 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2059 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2060 struct TextPosInfo *pos = gpc->pos;
2062 int type = gpc->type;
2066 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2067 Error(ERR_EXIT, "this should not happen -- please debug");
2070 /* force update of game controls after initialization */
2071 gpc->value = gpc->last_value = -1;
2072 gpc->frame = gpc->last_frame = -1;
2073 gpc->gfx_frame = -1;
2075 /* determine panel value width for later calculation of alignment */
2076 if (type == TYPE_INTEGER || type == TYPE_STRING)
2078 pos->width = pos->size * getFontWidth(pos->font);
2079 pos->height = getFontHeight(pos->font);
2081 else if (type == TYPE_ELEMENT)
2083 pos->width = pos->size;
2084 pos->height = pos->size;
2087 /* fill structure for game panel draw order */
2089 gpo->sort_priority = pos->sort_priority;
2092 /* sort game panel controls according to sort_priority and control number */
2093 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2094 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2097 void UpdatePlayfieldElementCount()
2099 boolean use_element_count = FALSE;
2102 /* first check if it is needed at all to calculate playfield element count */
2103 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2104 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2105 use_element_count = TRUE;
2107 if (!use_element_count)
2110 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2111 element_info[i].element_count = 0;
2113 SCAN_PLAYFIELD(x, y)
2115 element_info[Feld[x][y]].element_count++;
2118 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2119 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2120 if (IS_IN_GROUP(j, i))
2121 element_info[EL_GROUP_START + i].element_count +=
2122 element_info[j].element_count;
2125 void UpdateGameControlValues()
2128 int time = (local_player->LevelSolved ?
2129 local_player->LevelSolved_CountingTime :
2130 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2131 level.native_em_level->lev->time :
2132 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2133 level.native_sp_level->game_sp->time_played :
2134 game.no_time_limit ? TimePlayed : TimeLeft);
2135 int score = (local_player->LevelSolved ?
2136 local_player->LevelSolved_CountingScore :
2137 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2138 level.native_em_level->lev->score :
2139 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2140 level.native_sp_level->game_sp->score :
2141 local_player->score);
2142 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2143 level.native_em_level->lev->required :
2144 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2145 level.native_sp_level->game_sp->infotrons_still_needed :
2146 local_player->gems_still_needed);
2147 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2148 level.native_em_level->lev->required > 0 :
2149 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2150 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2151 local_player->gems_still_needed > 0 ||
2152 local_player->sokobanfields_still_needed > 0 ||
2153 local_player->lights_still_needed > 0);
2155 UpdatePlayfieldElementCount();
2157 /* update game panel control values */
2159 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2160 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2162 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2163 for (i = 0; i < MAX_NUM_KEYS; i++)
2164 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2165 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2166 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2168 if (game.centered_player_nr == -1)
2170 for (i = 0; i < MAX_PLAYERS; i++)
2172 /* only one player in Supaplex game engine */
2173 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2176 for (k = 0; k < MAX_NUM_KEYS; k++)
2178 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2180 if (level.native_em_level->ply[i]->keys & (1 << k))
2181 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2182 get_key_element_from_nr(k);
2184 else if (stored_player[i].key[k])
2185 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2186 get_key_element_from_nr(k);
2189 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2190 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2191 level.native_em_level->ply[i]->dynamite;
2192 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2193 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2194 level.native_sp_level->game_sp->red_disk_count;
2196 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2197 stored_player[i].inventory_size;
2199 if (stored_player[i].num_white_keys > 0)
2200 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2203 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2204 stored_player[i].num_white_keys;
2209 int player_nr = game.centered_player_nr;
2211 for (k = 0; k < MAX_NUM_KEYS; k++)
2213 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2215 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2216 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2217 get_key_element_from_nr(k);
2219 else if (stored_player[player_nr].key[k])
2220 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2221 get_key_element_from_nr(k);
2224 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2225 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2226 level.native_em_level->ply[player_nr]->dynamite;
2227 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2228 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2229 level.native_sp_level->game_sp->red_disk_count;
2231 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2232 stored_player[player_nr].inventory_size;
2234 if (stored_player[player_nr].num_white_keys > 0)
2235 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2237 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2238 stored_player[player_nr].num_white_keys;
2241 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2243 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2244 get_inventory_element_from_pos(local_player, i);
2245 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2246 get_inventory_element_from_pos(local_player, -i - 1);
2249 game_panel_controls[GAME_PANEL_SCORE].value = score;
2250 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2252 game_panel_controls[GAME_PANEL_TIME].value = time;
2254 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2255 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2256 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2258 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2260 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2261 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2263 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2264 local_player->shield_normal_time_left;
2265 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2266 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2268 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2269 local_player->shield_deadly_time_left;
2271 game_panel_controls[GAME_PANEL_EXIT].value =
2272 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2274 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2275 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2276 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2277 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2278 EL_EMC_MAGIC_BALL_SWITCH);
2280 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2281 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2282 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2283 game.light_time_left;
2285 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2286 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2287 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2288 game.timegate_time_left;
2290 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2291 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2293 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2294 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2295 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2296 game.lenses_time_left;
2298 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2299 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2300 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2301 game.magnify_time_left;
2303 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2304 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2305 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2306 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2307 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2308 EL_BALLOON_SWITCH_NONE);
2310 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2311 local_player->dynabomb_count;
2312 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2313 local_player->dynabomb_size;
2314 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2315 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2317 game_panel_controls[GAME_PANEL_PENGUINS].value =
2318 local_player->friends_still_needed;
2320 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2321 local_player->sokobanfields_still_needed;
2322 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2323 local_player->sokobanfields_still_needed;
2325 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2326 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2328 for (i = 0; i < NUM_BELTS; i++)
2330 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2331 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2332 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2333 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2334 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2337 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2338 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2339 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2340 game.magic_wall_time_left;
2342 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2343 local_player->gravity;
2345 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2346 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2348 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2349 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2350 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2351 game.panel.element[i].id : EL_UNDEFINED);
2353 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2354 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2355 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2356 element_info[game.panel.element_count[i].id].element_count : 0);
2358 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2359 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2360 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2361 element_info[game.panel.ce_score[i].id].collect_score : 0);
2363 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2364 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2365 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2366 element_info[game.panel.ce_score_element[i].id].collect_score :
2369 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2370 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2371 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2373 /* update game panel control frames */
2375 for (i = 0; game_panel_controls[i].nr != -1; i++)
2377 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2379 if (gpc->type == TYPE_ELEMENT)
2381 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2383 int last_anim_random_frame = gfx.anim_random_frame;
2384 int element = gpc->value;
2385 int graphic = el2panelimg(element);
2387 if (gpc->value != gpc->last_value)
2390 gpc->gfx_random = INIT_GFX_RANDOM();
2396 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2397 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2398 gpc->gfx_random = INIT_GFX_RANDOM();
2401 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2402 gfx.anim_random_frame = gpc->gfx_random;
2404 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2405 gpc->gfx_frame = element_info[element].collect_score;
2407 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2410 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2411 gfx.anim_random_frame = last_anim_random_frame;
2417 void DisplayGameControlValues()
2419 boolean redraw_panel = FALSE;
2422 for (i = 0; game_panel_controls[i].nr != -1; i++)
2424 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2426 if (PANEL_DEACTIVATED(gpc->pos))
2429 if (gpc->value == gpc->last_value &&
2430 gpc->frame == gpc->last_frame)
2433 redraw_panel = TRUE;
2439 /* copy default game door content to main double buffer */
2441 /* !!! CHECK AGAIN !!! */
2442 SetPanelBackground();
2443 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2444 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2446 /* redraw game control buttons */
2447 RedrawGameButtons();
2449 game_status = GAME_MODE_PSEUDO_PANEL;
2451 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2453 int nr = game_panel_order[i].nr;
2454 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2455 struct TextPosInfo *pos = gpc->pos;
2456 int type = gpc->type;
2457 int value = gpc->value;
2458 int frame = gpc->frame;
2459 int size = pos->size;
2460 int font = pos->font;
2461 boolean draw_masked = pos->draw_masked;
2462 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2464 if (PANEL_DEACTIVATED(pos))
2467 gpc->last_value = value;
2468 gpc->last_frame = frame;
2470 if (type == TYPE_INTEGER)
2472 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2473 nr == GAME_PANEL_TIME)
2475 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2477 if (use_dynamic_size) /* use dynamic number of digits */
2479 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2480 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2481 int size2 = size1 + 1;
2482 int font1 = pos->font;
2483 int font2 = pos->font_alt;
2485 size = (value < value_change ? size1 : size2);
2486 font = (value < value_change ? font1 : font2);
2490 /* correct text size if "digits" is zero or less */
2492 size = strlen(int2str(value, size));
2494 /* dynamically correct text alignment */
2495 pos->width = size * getFontWidth(font);
2497 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2498 int2str(value, size), font, mask_mode);
2500 else if (type == TYPE_ELEMENT)
2502 int element, graphic;
2506 int dst_x = PANEL_XPOS(pos);
2507 int dst_y = PANEL_YPOS(pos);
2509 if (value != EL_UNDEFINED && value != EL_EMPTY)
2512 graphic = el2panelimg(value);
2514 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2516 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2519 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2522 width = graphic_info[graphic].width * size / TILESIZE;
2523 height = graphic_info[graphic].height * size / TILESIZE;
2526 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2529 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2533 else if (type == TYPE_STRING)
2535 boolean active = (value != 0);
2536 char *state_normal = "off";
2537 char *state_active = "on";
2538 char *state = (active ? state_active : state_normal);
2539 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2540 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2541 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2542 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2544 if (nr == GAME_PANEL_GRAVITY_STATE)
2546 int font1 = pos->font; /* (used for normal state) */
2547 int font2 = pos->font_alt; /* (used for active state) */
2549 font = (active ? font2 : font1);
2558 /* don't truncate output if "chars" is zero or less */
2561 /* dynamically correct text alignment */
2562 pos->width = size * getFontWidth(font);
2565 s_cut = getStringCopyN(s, size);
2567 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2568 s_cut, font, mask_mode);
2574 redraw_mask |= REDRAW_DOOR_1;
2577 game_status = GAME_MODE_PLAYING;
2580 void UpdateAndDisplayGameControlValues()
2582 if (tape.deactivate_display)
2585 UpdateGameControlValues();
2586 DisplayGameControlValues();
2589 void UpdateGameDoorValues()
2591 UpdateGameControlValues();
2594 void DrawGameDoorValues()
2596 DisplayGameControlValues();
2601 =============================================================================
2603 -----------------------------------------------------------------------------
2604 initialize game engine due to level / tape version number
2605 =============================================================================
2608 static void InitGameEngine()
2610 int i, j, k, l, x, y;
2612 /* set game engine from tape file when re-playing, else from level file */
2613 game.engine_version = (tape.playing ? tape.engine_version :
2614 level.game_version);
2616 /* set single or multi-player game mode (needed for re-playing tapes) */
2617 game.team_mode = setup.team_mode;
2621 int num_players = 0;
2623 for (i = 0; i < MAX_PLAYERS; i++)
2624 if (tape.player_participates[i])
2627 /* multi-player tapes contain input data for more than one player */
2628 game.team_mode = (num_players > 1);
2631 /* ---------------------------------------------------------------------- */
2632 /* set flags for bugs and changes according to active game engine version */
2633 /* ---------------------------------------------------------------------- */
2636 Summary of bugfix/change:
2637 Fixed handling for custom elements that change when pushed by the player.
2639 Fixed/changed in version:
2643 Before 3.1.0, custom elements that "change when pushing" changed directly
2644 after the player started pushing them (until then handled in "DigField()").
2645 Since 3.1.0, these custom elements are not changed until the "pushing"
2646 move of the element is finished (now handled in "ContinueMoving()").
2648 Affected levels/tapes:
2649 The first condition is generally needed for all levels/tapes before version
2650 3.1.0, which might use the old behaviour before it was changed; known tapes
2651 that are affected are some tapes from the level set "Walpurgis Gardens" by
2653 The second condition is an exception from the above case and is needed for
2654 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2655 above (including some development versions of 3.1.0), but before it was
2656 known that this change would break tapes like the above and was fixed in
2657 3.1.1, so that the changed behaviour was active although the engine version
2658 while recording maybe was before 3.1.0. There is at least one tape that is
2659 affected by this exception, which is the tape for the one-level set "Bug
2660 Machine" by Juergen Bonhagen.
2663 game.use_change_when_pushing_bug =
2664 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2666 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2667 tape.game_version < VERSION_IDENT(3,1,1,0)));
2670 Summary of bugfix/change:
2671 Fixed handling for blocking the field the player leaves when moving.
2673 Fixed/changed in version:
2677 Before 3.1.1, when "block last field when moving" was enabled, the field
2678 the player is leaving when moving was blocked for the time of the move,
2679 and was directly unblocked afterwards. This resulted in the last field
2680 being blocked for exactly one less than the number of frames of one player
2681 move. Additionally, even when blocking was disabled, the last field was
2682 blocked for exactly one frame.
2683 Since 3.1.1, due to changes in player movement handling, the last field
2684 is not blocked at all when blocking is disabled. When blocking is enabled,
2685 the last field is blocked for exactly the number of frames of one player
2686 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2687 last field is blocked for exactly one more than the number of frames of
2690 Affected levels/tapes:
2691 (!!! yet to be determined -- probably many !!!)
2694 game.use_block_last_field_bug =
2695 (game.engine_version < VERSION_IDENT(3,1,1,0));
2697 /* ---------------------------------------------------------------------- */
2699 /* set maximal allowed number of custom element changes per game frame */
2700 game.max_num_changes_per_frame = 1;
2702 /* default scan direction: scan playfield from top/left to bottom/right */
2703 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2705 /* dynamically adjust element properties according to game engine version */
2706 InitElementPropertiesEngine(game.engine_version);
2709 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2710 printf(" tape version == %06d [%s] [file: %06d]\n",
2711 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2713 printf(" => game.engine_version == %06d\n", game.engine_version);
2716 /* ---------- initialize player's initial move delay --------------------- */
2718 /* dynamically adjust player properties according to level information */
2719 for (i = 0; i < MAX_PLAYERS; i++)
2720 game.initial_move_delay_value[i] =
2721 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2723 /* dynamically adjust player properties according to game engine version */
2724 for (i = 0; i < MAX_PLAYERS; i++)
2725 game.initial_move_delay[i] =
2726 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2727 game.initial_move_delay_value[i] : 0);
2729 /* ---------- initialize player's initial push delay --------------------- */
2731 /* dynamically adjust player properties according to game engine version */
2732 game.initial_push_delay_value =
2733 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2735 /* ---------- initialize changing elements ------------------------------- */
2737 /* initialize changing elements information */
2738 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2740 struct ElementInfo *ei = &element_info[i];
2742 /* this pointer might have been changed in the level editor */
2743 ei->change = &ei->change_page[0];
2745 if (!IS_CUSTOM_ELEMENT(i))
2747 ei->change->target_element = EL_EMPTY_SPACE;
2748 ei->change->delay_fixed = 0;
2749 ei->change->delay_random = 0;
2750 ei->change->delay_frames = 1;
2753 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2755 ei->has_change_event[j] = FALSE;
2757 ei->event_page_nr[j] = 0;
2758 ei->event_page[j] = &ei->change_page[0];
2762 /* add changing elements from pre-defined list */
2763 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2765 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2766 struct ElementInfo *ei = &element_info[ch_delay->element];
2768 ei->change->target_element = ch_delay->target_element;
2769 ei->change->delay_fixed = ch_delay->change_delay;
2771 ei->change->pre_change_function = ch_delay->pre_change_function;
2772 ei->change->change_function = ch_delay->change_function;
2773 ei->change->post_change_function = ch_delay->post_change_function;
2775 ei->change->can_change = TRUE;
2776 ei->change->can_change_or_has_action = TRUE;
2778 ei->has_change_event[CE_DELAY] = TRUE;
2780 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2781 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2784 /* ---------- initialize internal run-time variables --------------------- */
2786 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2788 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2790 for (j = 0; j < ei->num_change_pages; j++)
2792 ei->change_page[j].can_change_or_has_action =
2793 (ei->change_page[j].can_change |
2794 ei->change_page[j].has_action);
2798 /* add change events from custom element configuration */
2799 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2801 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2803 for (j = 0; j < ei->num_change_pages; j++)
2805 if (!ei->change_page[j].can_change_or_has_action)
2808 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2810 /* only add event page for the first page found with this event */
2811 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
2813 ei->has_change_event[k] = TRUE;
2815 ei->event_page_nr[k] = j;
2816 ei->event_page[k] = &ei->change_page[j];
2822 /* ---------- initialize reference elements in change conditions --------- */
2824 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2826 int element = EL_CUSTOM_START + i;
2827 struct ElementInfo *ei = &element_info[element];
2829 for (j = 0; j < ei->num_change_pages; j++)
2831 int trigger_element = ei->change_page[j].initial_trigger_element;
2833 if (trigger_element >= EL_PREV_CE_8 &&
2834 trigger_element <= EL_NEXT_CE_8)
2835 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
2837 ei->change_page[j].trigger_element = trigger_element;
2841 /* ---------- initialize run-time trigger player and element ------------- */
2843 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2845 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2847 for (j = 0; j < ei->num_change_pages; j++)
2849 ei->change_page[j].actual_trigger_element = EL_EMPTY;
2850 ei->change_page[j].actual_trigger_player = EL_EMPTY;
2851 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
2852 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
2853 ei->change_page[j].actual_trigger_ce_value = 0;
2854 ei->change_page[j].actual_trigger_ce_score = 0;
2858 /* ---------- initialize trigger events ---------------------------------- */
2860 /* initialize trigger events information */
2861 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2862 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2863 trigger_events[i][j] = FALSE;
2865 /* add trigger events from element change event properties */
2866 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2868 struct ElementInfo *ei = &element_info[i];
2870 for (j = 0; j < ei->num_change_pages; j++)
2872 if (!ei->change_page[j].can_change_or_has_action)
2875 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
2877 int trigger_element = ei->change_page[j].trigger_element;
2879 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2881 if (ei->change_page[j].has_event[k])
2883 if (IS_GROUP_ELEMENT(trigger_element))
2885 struct ElementGroupInfo *group =
2886 element_info[trigger_element].group;
2888 for (l = 0; l < group->num_elements_resolved; l++)
2889 trigger_events[group->element_resolved[l]][k] = TRUE;
2891 else if (trigger_element == EL_ANY_ELEMENT)
2892 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
2893 trigger_events[l][k] = TRUE;
2895 trigger_events[trigger_element][k] = TRUE;
2902 /* ---------- initialize push delay -------------------------------------- */
2904 /* initialize push delay values to default */
2905 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2907 if (!IS_CUSTOM_ELEMENT(i))
2909 /* set default push delay values (corrected since version 3.0.7-1) */
2910 if (game.engine_version < VERSION_IDENT(3,0,7,1))
2912 element_info[i].push_delay_fixed = 2;
2913 element_info[i].push_delay_random = 8;
2917 element_info[i].push_delay_fixed = 8;
2918 element_info[i].push_delay_random = 8;
2923 /* set push delay value for certain elements from pre-defined list */
2924 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
2926 int e = push_delay_list[i].element;
2928 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
2929 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
2932 /* set push delay value for Supaplex elements for newer engine versions */
2933 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2935 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2937 if (IS_SP_ELEMENT(i))
2939 /* set SP push delay to just enough to push under a falling zonk */
2940 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
2942 element_info[i].push_delay_fixed = delay;
2943 element_info[i].push_delay_random = 0;
2948 /* ---------- initialize move stepsize ----------------------------------- */
2950 /* initialize move stepsize values to default */
2951 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2952 if (!IS_CUSTOM_ELEMENT(i))
2953 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
2955 /* set move stepsize value for certain elements from pre-defined list */
2956 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
2958 int e = move_stepsize_list[i].element;
2960 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
2963 /* ---------- initialize collect score ----------------------------------- */
2965 /* initialize collect score values for custom elements from initial value */
2966 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2967 if (IS_CUSTOM_ELEMENT(i))
2968 element_info[i].collect_score = element_info[i].collect_score_initial;
2970 /* ---------- initialize collect count ----------------------------------- */
2972 /* initialize collect count values for non-custom elements */
2973 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2974 if (!IS_CUSTOM_ELEMENT(i))
2975 element_info[i].collect_count_initial = 0;
2977 /* add collect count values for all elements from pre-defined list */
2978 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
2979 element_info[collect_count_list[i].element].collect_count_initial =
2980 collect_count_list[i].count;
2982 /* ---------- initialize access direction -------------------------------- */
2984 /* initialize access direction values to default (access from every side) */
2985 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2986 if (!IS_CUSTOM_ELEMENT(i))
2987 element_info[i].access_direction = MV_ALL_DIRECTIONS;
2989 /* set access direction value for certain elements from pre-defined list */
2990 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
2991 element_info[access_direction_list[i].element].access_direction =
2992 access_direction_list[i].direction;
2994 /* ---------- initialize explosion content ------------------------------- */
2995 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2997 if (IS_CUSTOM_ELEMENT(i))
3000 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3002 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3004 element_info[i].content.e[x][y] =
3005 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3006 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3007 i == EL_PLAYER_3 ? EL_EMERALD :
3008 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3009 i == EL_MOLE ? EL_EMERALD_RED :
3010 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3011 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3012 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3013 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3014 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3015 i == EL_WALL_EMERALD ? EL_EMERALD :
3016 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3017 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3018 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3019 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3020 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3021 i == EL_WALL_PEARL ? EL_PEARL :
3022 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3027 /* ---------- initialize recursion detection ------------------------------ */
3028 recursion_loop_depth = 0;
3029 recursion_loop_detected = FALSE;
3030 recursion_loop_element = EL_UNDEFINED;
3032 /* ---------- initialize graphics engine ---------------------------------- */
3033 game.scroll_delay_value =
3034 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3035 setup.scroll_delay ? setup.scroll_delay_value : 0);
3036 game.scroll_delay_value =
3037 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3039 /* ---------- initialize game engine snapshots ---------------------------- */
3040 for (i = 0; i < MAX_PLAYERS; i++)
3041 game.snapshot.last_action[i] = 0;
3042 game.snapshot.changed_action = FALSE;
3043 game.snapshot.mode =
3044 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3045 SNAPSHOT_MODE_EVERY_STEP :
3046 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3047 SNAPSHOT_MODE_EVERY_MOVE : SNAPSHOT_MODE_OFF);
3050 int get_num_special_action(int element, int action_first, int action_last)
3052 int num_special_action = 0;
3055 for (i = action_first; i <= action_last; i++)
3057 boolean found = FALSE;
3059 for (j = 0; j < NUM_DIRECTIONS; j++)
3060 if (el_act_dir2img(element, i, j) !=
3061 el_act_dir2img(element, ACTION_DEFAULT, j))
3065 num_special_action++;
3070 return num_special_action;
3075 =============================================================================
3077 -----------------------------------------------------------------------------
3078 initialize and start new game
3079 =============================================================================
3084 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3085 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3086 int fade_mask = REDRAW_FIELD;
3088 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3089 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3090 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3091 int initial_move_dir = MV_DOWN;
3094 // required here to update video display before fading (FIX THIS)
3095 DrawMaskedBorder(REDRAW_DOOR_2);
3097 game_status = GAME_MODE_PLAYING;
3099 if (!game.restart_level)
3100 CloseDoor(DOOR_CLOSE_1);
3102 /* needed if different viewport properties defined for playing */
3103 ChangeViewportPropertiesIfNeeded();
3105 if (level_editor_test_game)
3106 FadeSkipNextFadeIn();
3108 FadeSetEnterScreen();
3110 if (CheckIfGlobalBorderHasChanged())
3111 fade_mask = REDRAW_ALL;
3117 DrawCompleteVideoDisplay();
3120 InitGameControlValues();
3122 /* don't play tapes over network */
3123 network_playing = (options.network && !tape.playing);
3125 for (i = 0; i < MAX_PLAYERS; i++)
3127 struct PlayerInfo *player = &stored_player[i];
3129 player->index_nr = i;
3130 player->index_bit = (1 << i);
3131 player->element_nr = EL_PLAYER_1 + i;
3133 player->present = FALSE;
3134 player->active = FALSE;
3135 player->mapped = FALSE;
3137 player->killed = FALSE;
3138 player->reanimated = FALSE;
3141 player->effective_action = 0;
3142 player->programmed_action = 0;
3145 player->score_final = 0;
3147 player->gems_still_needed = level.gems_needed;
3148 player->sokobanfields_still_needed = 0;
3149 player->lights_still_needed = 0;
3150 player->friends_still_needed = 0;
3152 for (j = 0; j < MAX_NUM_KEYS; j++)
3153 player->key[j] = FALSE;
3155 player->num_white_keys = 0;
3157 player->dynabomb_count = 0;
3158 player->dynabomb_size = 1;
3159 player->dynabombs_left = 0;
3160 player->dynabomb_xl = FALSE;
3162 player->MovDir = initial_move_dir;
3165 player->GfxDir = initial_move_dir;
3166 player->GfxAction = ACTION_DEFAULT;
3168 player->StepFrame = 0;
3170 player->initial_element = player->element_nr;
3171 player->artwork_element =
3172 (level.use_artwork_element[i] ? level.artwork_element[i] :
3173 player->element_nr);
3174 player->use_murphy = FALSE;
3176 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3177 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3179 player->gravity = level.initial_player_gravity[i];
3181 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3183 player->actual_frame_counter = 0;
3185 player->step_counter = 0;
3187 player->last_move_dir = initial_move_dir;
3189 player->is_active = FALSE;
3191 player->is_waiting = FALSE;
3192 player->is_moving = FALSE;
3193 player->is_auto_moving = FALSE;
3194 player->is_digging = FALSE;
3195 player->is_snapping = FALSE;
3196 player->is_collecting = FALSE;
3197 player->is_pushing = FALSE;
3198 player->is_switching = FALSE;
3199 player->is_dropping = FALSE;
3200 player->is_dropping_pressed = FALSE;
3202 player->is_bored = FALSE;
3203 player->is_sleeping = FALSE;
3205 player->frame_counter_bored = -1;
3206 player->frame_counter_sleeping = -1;
3208 player->anim_delay_counter = 0;
3209 player->post_delay_counter = 0;
3211 player->dir_waiting = initial_move_dir;
3212 player->action_waiting = ACTION_DEFAULT;
3213 player->last_action_waiting = ACTION_DEFAULT;
3214 player->special_action_bored = ACTION_DEFAULT;
3215 player->special_action_sleeping = ACTION_DEFAULT;
3217 player->switch_x = -1;
3218 player->switch_y = -1;
3220 player->drop_x = -1;
3221 player->drop_y = -1;
3223 player->show_envelope = 0;
3225 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3227 player->push_delay = -1; /* initialized when pushing starts */
3228 player->push_delay_value = game.initial_push_delay_value;
3230 player->drop_delay = 0;
3231 player->drop_pressed_delay = 0;
3233 player->last_jx = -1;
3234 player->last_jy = -1;
3238 player->shield_normal_time_left = 0;
3239 player->shield_deadly_time_left = 0;
3241 player->inventory_infinite_element = EL_UNDEFINED;
3242 player->inventory_size = 0;
3244 if (level.use_initial_inventory[i])
3246 for (j = 0; j < level.initial_inventory_size[i]; j++)
3248 int element = level.initial_inventory_content[i][j];
3249 int collect_count = element_info[element].collect_count_initial;
3252 if (!IS_CUSTOM_ELEMENT(element))
3255 if (collect_count == 0)
3256 player->inventory_infinite_element = element;
3258 for (k = 0; k < collect_count; k++)
3259 if (player->inventory_size < MAX_INVENTORY_SIZE)
3260 player->inventory_element[player->inventory_size++] = element;
3264 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3265 SnapField(player, 0, 0);
3267 player->LevelSolved = FALSE;
3268 player->GameOver = FALSE;
3270 player->LevelSolved_GameWon = FALSE;
3271 player->LevelSolved_GameEnd = FALSE;
3272 player->LevelSolved_PanelOff = FALSE;
3273 player->LevelSolved_SaveTape = FALSE;
3274 player->LevelSolved_SaveScore = FALSE;
3275 player->LevelSolved_CountingTime = 0;
3276 player->LevelSolved_CountingScore = 0;
3278 map_player_action[i] = i;
3281 network_player_action_received = FALSE;
3283 #if defined(NETWORK_AVALIABLE)
3284 /* initial null action */
3285 if (network_playing)
3286 SendToServer_MovePlayer(MV_NONE);
3295 TimeLeft = level.time;
3298 ScreenMovDir = MV_NONE;
3302 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3304 AllPlayersGone = FALSE;
3306 game.no_time_limit = (level.time == 0);
3308 game.yamyam_content_nr = 0;
3309 game.robot_wheel_active = FALSE;
3310 game.magic_wall_active = FALSE;
3311 game.magic_wall_time_left = 0;
3312 game.light_time_left = 0;
3313 game.timegate_time_left = 0;
3314 game.switchgate_pos = 0;
3315 game.wind_direction = level.wind_direction_initial;
3317 game.lenses_time_left = 0;
3318 game.magnify_time_left = 0;
3320 game.ball_state = level.ball_state_initial;
3321 game.ball_content_nr = 0;
3323 game.envelope_active = FALSE;
3325 /* set focus to local player for network games, else to all players */
3326 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3327 game.centered_player_nr_next = game.centered_player_nr;
3328 game.set_centered_player = FALSE;
3330 if (network_playing && tape.recording)
3332 /* store client dependent player focus when recording network games */
3333 tape.centered_player_nr_next = game.centered_player_nr_next;
3334 tape.set_centered_player = TRUE;
3337 for (i = 0; i < NUM_BELTS; i++)
3339 game.belt_dir[i] = MV_NONE;
3340 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3343 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3344 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3346 #if DEBUG_INIT_PLAYER
3349 printf("Player status at level initialization:\n");
3353 SCAN_PLAYFIELD(x, y)
3355 Feld[x][y] = level.field[x][y];
3356 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3357 ChangeDelay[x][y] = 0;
3358 ChangePage[x][y] = -1;
3359 CustomValue[x][y] = 0; /* initialized in InitField() */
3360 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3362 WasJustMoving[x][y] = 0;
3363 WasJustFalling[x][y] = 0;
3364 CheckCollision[x][y] = 0;
3365 CheckImpact[x][y] = 0;
3367 Pushed[x][y] = FALSE;
3369 ChangeCount[x][y] = 0;
3370 ChangeEvent[x][y] = -1;
3372 ExplodePhase[x][y] = 0;
3373 ExplodeDelay[x][y] = 0;
3374 ExplodeField[x][y] = EX_TYPE_NONE;
3376 RunnerVisit[x][y] = 0;
3377 PlayerVisit[x][y] = 0;
3380 GfxRandom[x][y] = INIT_GFX_RANDOM();
3381 GfxElement[x][y] = EL_UNDEFINED;
3382 GfxAction[x][y] = ACTION_DEFAULT;
3383 GfxDir[x][y] = MV_NONE;
3384 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3387 SCAN_PLAYFIELD(x, y)
3389 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3391 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3393 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3396 InitField(x, y, TRUE);
3398 ResetGfxAnimation(x, y);
3403 for (i = 0; i < MAX_PLAYERS; i++)
3405 struct PlayerInfo *player = &stored_player[i];
3407 /* set number of special actions for bored and sleeping animation */
3408 player->num_special_action_bored =
3409 get_num_special_action(player->artwork_element,
3410 ACTION_BORING_1, ACTION_BORING_LAST);
3411 player->num_special_action_sleeping =
3412 get_num_special_action(player->artwork_element,
3413 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3416 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3417 emulate_sb ? EMU_SOKOBAN :
3418 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3420 /* initialize type of slippery elements */
3421 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3423 if (!IS_CUSTOM_ELEMENT(i))
3425 /* default: elements slip down either to the left or right randomly */
3426 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3428 /* SP style elements prefer to slip down on the left side */
3429 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3430 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3432 /* BD style elements prefer to slip down on the left side */
3433 if (game.emulation == EMU_BOULDERDASH)
3434 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3438 /* initialize explosion and ignition delay */
3439 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3441 if (!IS_CUSTOM_ELEMENT(i))
3444 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3445 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3446 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3447 int last_phase = (num_phase + 1) * delay;
3448 int half_phase = (num_phase / 2) * delay;
3450 element_info[i].explosion_delay = last_phase - 1;
3451 element_info[i].ignition_delay = half_phase;
3453 if (i == EL_BLACK_ORB)
3454 element_info[i].ignition_delay = 1;
3458 /* correct non-moving belts to start moving left */
3459 for (i = 0; i < NUM_BELTS; i++)
3460 if (game.belt_dir[i] == MV_NONE)
3461 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3463 #if USE_NEW_PLAYER_ASSIGNMENTS
3464 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3465 /* choose default local player */
3466 local_player = &stored_player[0];
3468 for (i = 0; i < MAX_PLAYERS; i++)
3469 stored_player[i].connected = FALSE;
3471 local_player->connected = TRUE;
3472 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3476 for (i = 0; i < MAX_PLAYERS; i++)
3477 stored_player[i].connected = tape.player_participates[i];
3479 else if (game.team_mode && !options.network)
3481 /* try to guess locally connected team mode players (needed for correct
3482 assignment of player figures from level to locally playing players) */
3484 for (i = 0; i < MAX_PLAYERS; i++)
3485 if (setup.input[i].use_joystick ||
3486 setup.input[i].key.left != KSYM_UNDEFINED)
3487 stored_player[i].connected = TRUE;
3490 #if DEBUG_INIT_PLAYER
3493 printf("Player status after level initialization:\n");
3495 for (i = 0; i < MAX_PLAYERS; i++)
3497 struct PlayerInfo *player = &stored_player[i];
3499 printf("- player %d: present == %d, connected == %d, active == %d",
3505 if (local_player == player)
3506 printf(" (local player)");
3513 #if DEBUG_INIT_PLAYER
3515 printf("Reassigning players ...\n");
3518 /* check if any connected player was not found in playfield */
3519 for (i = 0; i < MAX_PLAYERS; i++)
3521 struct PlayerInfo *player = &stored_player[i];
3523 if (player->connected && !player->present)
3525 struct PlayerInfo *field_player = NULL;
3527 #if DEBUG_INIT_PLAYER
3529 printf("- looking for field player for player %d ...\n", i + 1);
3532 /* assign first free player found that is present in the playfield */
3534 /* first try: look for unmapped playfield player that is not connected */
3535 for (j = 0; j < MAX_PLAYERS; j++)
3536 if (field_player == NULL &&
3537 stored_player[j].present &&
3538 !stored_player[j].mapped &&
3539 !stored_player[j].connected)
3540 field_player = &stored_player[j];
3542 /* second try: look for *any* unmapped playfield player */
3543 for (j = 0; j < MAX_PLAYERS; j++)
3544 if (field_player == NULL &&
3545 stored_player[j].present &&
3546 !stored_player[j].mapped)
3547 field_player = &stored_player[j];
3549 if (field_player != NULL)
3551 int jx = field_player->jx, jy = field_player->jy;
3553 #if DEBUG_INIT_PLAYER
3555 printf("- found player %d\n", field_player->index_nr + 1);
3558 player->present = FALSE;
3559 player->active = FALSE;
3561 field_player->present = TRUE;
3562 field_player->active = TRUE;
3565 player->initial_element = field_player->initial_element;
3566 player->artwork_element = field_player->artwork_element;
3568 player->block_last_field = field_player->block_last_field;
3569 player->block_delay_adjustment = field_player->block_delay_adjustment;
3572 StorePlayer[jx][jy] = field_player->element_nr;
3574 field_player->jx = field_player->last_jx = jx;
3575 field_player->jy = field_player->last_jy = jy;
3577 if (local_player == player)
3578 local_player = field_player;
3580 map_player_action[field_player->index_nr] = i;
3582 field_player->mapped = TRUE;
3584 #if DEBUG_INIT_PLAYER
3586 printf("- map_player_action[%d] == %d\n",
3587 field_player->index_nr + 1, i + 1);
3592 if (player->connected && player->present)
3593 player->mapped = TRUE;
3596 #if DEBUG_INIT_PLAYER
3599 printf("Player status after player assignment (first stage):\n");
3601 for (i = 0; i < MAX_PLAYERS; i++)
3603 struct PlayerInfo *player = &stored_player[i];
3605 printf("- player %d: present == %d, connected == %d, active == %d",
3611 if (local_player == player)
3612 printf(" (local player)");
3621 /* check if any connected player was not found in playfield */
3622 for (i = 0; i < MAX_PLAYERS; i++)
3624 struct PlayerInfo *player = &stored_player[i];
3626 if (player->connected && !player->present)
3628 for (j = 0; j < MAX_PLAYERS; j++)
3630 struct PlayerInfo *field_player = &stored_player[j];
3631 int jx = field_player->jx, jy = field_player->jy;
3633 /* assign first free player found that is present in the playfield */
3634 if (field_player->present && !field_player->connected)
3636 player->present = TRUE;
3637 player->active = TRUE;
3639 field_player->present = FALSE;
3640 field_player->active = FALSE;
3642 player->initial_element = field_player->initial_element;
3643 player->artwork_element = field_player->artwork_element;
3645 player->block_last_field = field_player->block_last_field;
3646 player->block_delay_adjustment = field_player->block_delay_adjustment;
3648 StorePlayer[jx][jy] = player->element_nr;
3650 player->jx = player->last_jx = jx;
3651 player->jy = player->last_jy = jy;
3661 printf("::: local_player->present == %d\n", local_player->present);
3666 /* when playing a tape, eliminate all players who do not participate */
3668 #if USE_NEW_PLAYER_ASSIGNMENTS
3670 if (!game.team_mode)
3672 for (i = 0; i < MAX_PLAYERS; i++)
3674 if (stored_player[i].active &&
3675 !tape.player_participates[map_player_action[i]])
3677 struct PlayerInfo *player = &stored_player[i];
3678 int jx = player->jx, jy = player->jy;
3680 #if DEBUG_INIT_PLAYER
3682 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3685 player->active = FALSE;
3686 StorePlayer[jx][jy] = 0;
3687 Feld[jx][jy] = EL_EMPTY;
3694 for (i = 0; i < MAX_PLAYERS; i++)
3696 if (stored_player[i].active &&
3697 !tape.player_participates[i])
3699 struct PlayerInfo *player = &stored_player[i];
3700 int jx = player->jx, jy = player->jy;
3702 player->active = FALSE;
3703 StorePlayer[jx][jy] = 0;
3704 Feld[jx][jy] = EL_EMPTY;
3709 else if (!options.network && !game.team_mode) /* && !tape.playing */
3711 /* when in single player mode, eliminate all but the first active player */
3713 for (i = 0; i < MAX_PLAYERS; i++)
3715 if (stored_player[i].active)
3717 for (j = i + 1; j < MAX_PLAYERS; j++)
3719 if (stored_player[j].active)
3721 struct PlayerInfo *player = &stored_player[j];
3722 int jx = player->jx, jy = player->jy;
3724 player->active = FALSE;
3725 player->present = FALSE;
3727 StorePlayer[jx][jy] = 0;
3728 Feld[jx][jy] = EL_EMPTY;
3735 /* when recording the game, store which players take part in the game */
3738 #if USE_NEW_PLAYER_ASSIGNMENTS
3739 for (i = 0; i < MAX_PLAYERS; i++)
3740 if (stored_player[i].connected)
3741 tape.player_participates[i] = TRUE;
3743 for (i = 0; i < MAX_PLAYERS; i++)
3744 if (stored_player[i].active)
3745 tape.player_participates[i] = TRUE;
3749 #if DEBUG_INIT_PLAYER
3752 printf("Player status after player assignment (final stage):\n");
3754 for (i = 0; i < MAX_PLAYERS; i++)
3756 struct PlayerInfo *player = &stored_player[i];
3758 printf("- player %d: present == %d, connected == %d, active == %d",
3764 if (local_player == player)
3765 printf(" (local player)");
3772 if (BorderElement == EL_EMPTY)
3775 SBX_Right = lev_fieldx - SCR_FIELDX;
3777 SBY_Lower = lev_fieldy - SCR_FIELDY;
3782 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3784 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3787 if (full_lev_fieldx <= SCR_FIELDX)
3788 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3789 if (full_lev_fieldy <= SCR_FIELDY)
3790 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3792 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
3794 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
3797 /* if local player not found, look for custom element that might create
3798 the player (make some assumptions about the right custom element) */
3799 if (!local_player->present)
3801 int start_x = 0, start_y = 0;
3802 int found_rating = 0;
3803 int found_element = EL_UNDEFINED;
3804 int player_nr = local_player->index_nr;
3806 SCAN_PLAYFIELD(x, y)
3808 int element = Feld[x][y];
3813 if (level.use_start_element[player_nr] &&
3814 level.start_element[player_nr] == element &&
3821 found_element = element;
3824 if (!IS_CUSTOM_ELEMENT(element))
3827 if (CAN_CHANGE(element))
3829 for (i = 0; i < element_info[element].num_change_pages; i++)
3831 /* check for player created from custom element as single target */
3832 content = element_info[element].change_page[i].target_element;
3833 is_player = ELEM_IS_PLAYER(content);
3835 if (is_player && (found_rating < 3 ||
3836 (found_rating == 3 && element < found_element)))
3842 found_element = element;
3847 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
3849 /* check for player created from custom element as explosion content */
3850 content = element_info[element].content.e[xx][yy];
3851 is_player = ELEM_IS_PLAYER(content);
3853 if (is_player && (found_rating < 2 ||
3854 (found_rating == 2 && element < found_element)))
3856 start_x = x + xx - 1;
3857 start_y = y + yy - 1;
3860 found_element = element;
3863 if (!CAN_CHANGE(element))
3866 for (i = 0; i < element_info[element].num_change_pages; i++)
3868 /* check for player created from custom element as extended target */
3870 element_info[element].change_page[i].target_content.e[xx][yy];
3872 is_player = ELEM_IS_PLAYER(content);
3874 if (is_player && (found_rating < 1 ||
3875 (found_rating == 1 && element < found_element)))
3877 start_x = x + xx - 1;
3878 start_y = y + yy - 1;
3881 found_element = element;
3887 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
3888 start_x > SBX_Right + MIDPOSX ? SBX_Right :
3891 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
3892 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
3897 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
3898 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
3899 local_player->jx - MIDPOSX);
3901 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
3902 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
3903 local_player->jy - MIDPOSY);
3906 /* !!! FIX THIS (START) !!! */
3907 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3909 InitGameEngine_EM();
3911 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3913 InitGameEngine_SP();
3917 DrawLevel(REDRAW_FIELD);
3920 /* after drawing the level, correct some elements */
3921 if (game.timegate_time_left == 0)
3922 CloseAllOpenTimegates();
3925 /* blit playfield from scroll buffer to normal back buffer for fading in */
3926 BlitScreenToBitmap(backbuffer);
3927 /* !!! FIX THIS (END) !!! */
3929 DrawMaskedBorder(fade_mask);
3934 // full screen redraw is required at this point in the following cases:
3935 // - special editor door undrawn when game was started from level editor
3936 // - drawing area (playfield) was changed and has to be removed completely
3937 redraw_mask = REDRAW_ALL;
3941 if (!game.restart_level)
3943 /* copy default game door content to main double buffer */
3945 /* !!! CHECK AGAIN !!! */
3946 SetPanelBackground();
3947 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
3948 DrawBackground(DX, DY, DXSIZE, DYSIZE);
3951 SetPanelBackground();
3952 SetDrawBackgroundMask(REDRAW_DOOR_1);
3954 UpdateAndDisplayGameControlValues();
3956 if (!game.restart_level)
3962 CreateGameButtons();
3964 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
3965 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
3966 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
3971 /* copy actual game door content to door double buffer for OpenDoor() */
3972 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
3974 OpenDoor(DOOR_OPEN_ALL);
3976 PlaySound(SND_GAME_STARTING);
3978 if (setup.sound_music)
3981 KeyboardAutoRepeatOffUnlessAutoplay();
3983 #if DEBUG_INIT_PLAYER
3986 printf("Player status (final):\n");
3988 for (i = 0; i < MAX_PLAYERS; i++)
3990 struct PlayerInfo *player = &stored_player[i];
3992 printf("- player %d: present == %d, connected == %d, active == %d",
3998 if (local_player == player)
3999 printf(" (local player)");
4012 if (!game.restart_level && !tape.playing)
4014 LevelStats_incPlayed(level_nr);
4016 SaveLevelSetup_SeriesInfo();
4019 game.restart_level = FALSE;
4021 SaveEngineSnapshotToListInitial();
4024 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
4026 /* this is used for non-R'n'D game engines to update certain engine values */
4028 /* needed to determine if sounds are played within the visible screen area */
4029 scroll_x = actual_scroll_x;
4030 scroll_y = actual_scroll_y;
4033 void InitMovDir(int x, int y)
4035 int i, element = Feld[x][y];
4036 static int xy[4][2] =
4043 static int direction[3][4] =
4045 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4046 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4047 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4056 Feld[x][y] = EL_BUG;
4057 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4060 case EL_SPACESHIP_RIGHT:
4061 case EL_SPACESHIP_UP:
4062 case EL_SPACESHIP_LEFT:
4063 case EL_SPACESHIP_DOWN:
4064 Feld[x][y] = EL_SPACESHIP;
4065 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4068 case EL_BD_BUTTERFLY_RIGHT:
4069 case EL_BD_BUTTERFLY_UP:
4070 case EL_BD_BUTTERFLY_LEFT:
4071 case EL_BD_BUTTERFLY_DOWN:
4072 Feld[x][y] = EL_BD_BUTTERFLY;
4073 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4076 case EL_BD_FIREFLY_RIGHT:
4077 case EL_BD_FIREFLY_UP:
4078 case EL_BD_FIREFLY_LEFT:
4079 case EL_BD_FIREFLY_DOWN:
4080 Feld[x][y] = EL_BD_FIREFLY;
4081 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4084 case EL_PACMAN_RIGHT:
4086 case EL_PACMAN_LEFT:
4087 case EL_PACMAN_DOWN:
4088 Feld[x][y] = EL_PACMAN;
4089 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4092 case EL_YAMYAM_LEFT:
4093 case EL_YAMYAM_RIGHT:
4095 case EL_YAMYAM_DOWN:
4096 Feld[x][y] = EL_YAMYAM;
4097 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4100 case EL_SP_SNIKSNAK:
4101 MovDir[x][y] = MV_UP;
4104 case EL_SP_ELECTRON:
4105 MovDir[x][y] = MV_LEFT;
4112 Feld[x][y] = EL_MOLE;
4113 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4117 if (IS_CUSTOM_ELEMENT(element))
4119 struct ElementInfo *ei = &element_info[element];
4120 int move_direction_initial = ei->move_direction_initial;
4121 int move_pattern = ei->move_pattern;
4123 if (move_direction_initial == MV_START_PREVIOUS)
4125 if (MovDir[x][y] != MV_NONE)
4128 move_direction_initial = MV_START_AUTOMATIC;
4131 if (move_direction_initial == MV_START_RANDOM)
4132 MovDir[x][y] = 1 << RND(4);
4133 else if (move_direction_initial & MV_ANY_DIRECTION)
4134 MovDir[x][y] = move_direction_initial;
4135 else if (move_pattern == MV_ALL_DIRECTIONS ||
4136 move_pattern == MV_TURNING_LEFT ||
4137 move_pattern == MV_TURNING_RIGHT ||
4138 move_pattern == MV_TURNING_LEFT_RIGHT ||
4139 move_pattern == MV_TURNING_RIGHT_LEFT ||
4140 move_pattern == MV_TURNING_RANDOM)
4141 MovDir[x][y] = 1 << RND(4);
4142 else if (move_pattern == MV_HORIZONTAL)
4143 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4144 else if (move_pattern == MV_VERTICAL)
4145 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4146 else if (move_pattern & MV_ANY_DIRECTION)
4147 MovDir[x][y] = element_info[element].move_pattern;
4148 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4149 move_pattern == MV_ALONG_RIGHT_SIDE)
4151 /* use random direction as default start direction */
4152 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4153 MovDir[x][y] = 1 << RND(4);
4155 for (i = 0; i < NUM_DIRECTIONS; i++)
4157 int x1 = x + xy[i][0];
4158 int y1 = y + xy[i][1];
4160 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4162 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4163 MovDir[x][y] = direction[0][i];
4165 MovDir[x][y] = direction[1][i];
4174 MovDir[x][y] = 1 << RND(4);
4176 if (element != EL_BUG &&
4177 element != EL_SPACESHIP &&
4178 element != EL_BD_BUTTERFLY &&
4179 element != EL_BD_FIREFLY)
4182 for (i = 0; i < NUM_DIRECTIONS; i++)
4184 int x1 = x + xy[i][0];
4185 int y1 = y + xy[i][1];
4187 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4189 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4191 MovDir[x][y] = direction[0][i];
4194 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4195 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4197 MovDir[x][y] = direction[1][i];
4206 GfxDir[x][y] = MovDir[x][y];
4209 void InitAmoebaNr(int x, int y)
4212 int group_nr = AmoebeNachbarNr(x, y);
4216 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4218 if (AmoebaCnt[i] == 0)
4226 AmoebaNr[x][y] = group_nr;
4227 AmoebaCnt[group_nr]++;
4228 AmoebaCnt2[group_nr]++;
4231 static void PlayerWins(struct PlayerInfo *player)
4233 player->LevelSolved = TRUE;
4234 player->GameOver = TRUE;
4236 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4237 level.native_em_level->lev->score : player->score);
4239 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4241 player->LevelSolved_CountingScore = player->score_final;
4246 static int time, time_final;
4247 static int score, score_final;
4248 static int game_over_delay_1 = 0;
4249 static int game_over_delay_2 = 0;
4250 int game_over_delay_value_1 = 50;
4251 int game_over_delay_value_2 = 50;
4253 if (!local_player->LevelSolved_GameWon)
4257 /* do not start end game actions before the player stops moving (to exit) */
4258 if (local_player->MovPos)
4261 local_player->LevelSolved_GameWon = TRUE;
4262 local_player->LevelSolved_SaveTape = tape.recording;
4263 local_player->LevelSolved_SaveScore = !tape.playing;
4267 LevelStats_incSolved(level_nr);
4269 SaveLevelSetup_SeriesInfo();
4272 if (tape.auto_play) /* tape might already be stopped here */
4273 tape.auto_play_level_solved = TRUE;
4277 game_over_delay_1 = game_over_delay_value_1;
4278 game_over_delay_2 = game_over_delay_value_2;
4280 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4281 score = score_final = local_player->score_final;
4286 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4288 else if (game.no_time_limit && TimePlayed < 999)
4291 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4294 local_player->score_final = score_final;
4296 if (level_editor_test_game)
4299 score = score_final;
4301 local_player->LevelSolved_CountingTime = time;
4302 local_player->LevelSolved_CountingScore = score;
4304 game_panel_controls[GAME_PANEL_TIME].value = time;
4305 game_panel_controls[GAME_PANEL_SCORE].value = score;
4307 DisplayGameControlValues();
4310 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4312 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4314 /* close exit door after last player */
4315 if ((AllPlayersGone &&
4316 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4317 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4318 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4319 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4320 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4322 int element = Feld[ExitX][ExitY];
4324 Feld[ExitX][ExitY] =
4325 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4326 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4327 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4328 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4329 EL_EM_STEEL_EXIT_CLOSING);
4331 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4334 /* player disappears */
4335 DrawLevelField(ExitX, ExitY);
4338 for (i = 0; i < MAX_PLAYERS; i++)
4340 struct PlayerInfo *player = &stored_player[i];
4342 if (player->present)
4344 RemovePlayer(player);
4346 /* player disappears */
4347 DrawLevelField(player->jx, player->jy);
4352 PlaySound(SND_GAME_WINNING);
4355 if (game_over_delay_1 > 0)
4357 game_over_delay_1--;
4362 if (time != time_final)
4364 int time_to_go = ABS(time_final - time);
4365 int time_count_dir = (time < time_final ? +1 : -1);
4366 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4368 time += time_count_steps * time_count_dir;
4369 score += time_count_steps * level.score[SC_TIME_BONUS];
4371 local_player->LevelSolved_CountingTime = time;
4372 local_player->LevelSolved_CountingScore = score;
4374 game_panel_controls[GAME_PANEL_TIME].value = time;
4375 game_panel_controls[GAME_PANEL_SCORE].value = score;
4377 DisplayGameControlValues();
4379 if (time == time_final)
4380 StopSound(SND_GAME_LEVELTIME_BONUS);
4381 else if (setup.sound_loops)
4382 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4384 PlaySound(SND_GAME_LEVELTIME_BONUS);
4389 local_player->LevelSolved_PanelOff = TRUE;
4391 if (game_over_delay_2 > 0)
4393 game_over_delay_2--;
4404 boolean raise_level = FALSE;
4406 local_player->LevelSolved_GameEnd = TRUE;
4408 if (!global.use_envelope_request)
4409 CloseDoor(DOOR_CLOSE_1);
4411 if (local_player->LevelSolved_SaveTape)
4413 SaveTapeChecked(tape.level_nr); /* ask to save tape */
4416 CloseDoor(DOOR_CLOSE_ALL);
4418 if (level_editor_test_game)
4420 game_status = GAME_MODE_MAIN;
4427 if (!local_player->LevelSolved_SaveScore)
4429 FadeOut(REDRAW_FIELD);
4431 game_status = GAME_MODE_MAIN;
4438 if (level_nr == leveldir_current->handicap_level)
4440 leveldir_current->handicap_level++;
4442 SaveLevelSetup_SeriesInfo();
4445 if (level_nr < leveldir_current->last_level)
4446 raise_level = TRUE; /* advance to next level */
4448 if ((hi_pos = NewHiScore()) >= 0)
4450 game_status = GAME_MODE_SCORES;
4452 DrawHallOfFame(hi_pos);
4462 FadeOut(REDRAW_FIELD);
4464 game_status = GAME_MODE_MAIN;
4481 LoadScore(level_nr);
4483 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4484 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4487 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4489 if (local_player->score_final > highscore[k].Score)
4491 /* player has made it to the hall of fame */
4493 if (k < MAX_SCORE_ENTRIES - 1)
4495 int m = MAX_SCORE_ENTRIES - 1;
4498 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4499 if (strEqual(setup.player_name, highscore[l].Name))
4501 if (m == k) /* player's new highscore overwrites his old one */
4505 for (l = m; l > k; l--)
4507 strcpy(highscore[l].Name, highscore[l - 1].Name);
4508 highscore[l].Score = highscore[l - 1].Score;
4515 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4516 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4517 highscore[k].Score = local_player->score_final;
4523 else if (!strncmp(setup.player_name, highscore[k].Name,
4524 MAX_PLAYER_NAME_LEN))
4525 break; /* player already there with a higher score */
4531 SaveScore(level_nr);
4536 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4538 int element = Feld[x][y];
4539 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4540 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4541 int horiz_move = (dx != 0);
4542 int sign = (horiz_move ? dx : dy);
4543 int step = sign * element_info[element].move_stepsize;
4545 /* special values for move stepsize for spring and things on conveyor belt */
4548 if (CAN_FALL(element) &&
4549 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4550 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4551 else if (element == EL_SPRING)
4552 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4558 inline static int getElementMoveStepsize(int x, int y)
4560 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4563 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4565 if (player->GfxAction != action || player->GfxDir != dir)
4567 player->GfxAction = action;
4568 player->GfxDir = dir;
4570 player->StepFrame = 0;
4574 static void ResetGfxFrame(int x, int y, boolean redraw)
4576 int element = Feld[x][y];
4577 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4578 int last_gfx_frame = GfxFrame[x][y];
4580 if (graphic_info[graphic].anim_global_sync)
4581 GfxFrame[x][y] = FrameCounter;
4582 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4583 GfxFrame[x][y] = CustomValue[x][y];
4584 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4585 GfxFrame[x][y] = element_info[element].collect_score;
4586 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4587 GfxFrame[x][y] = ChangeDelay[x][y];
4589 if (redraw && GfxFrame[x][y] != last_gfx_frame)
4590 DrawLevelGraphicAnimation(x, y, graphic);
4593 static void ResetGfxAnimation(int x, int y)
4595 GfxAction[x][y] = ACTION_DEFAULT;
4596 GfxDir[x][y] = MovDir[x][y];
4599 ResetGfxFrame(x, y, FALSE);
4602 static void ResetRandomAnimationValue(int x, int y)
4604 GfxRandom[x][y] = INIT_GFX_RANDOM();
4607 void InitMovingField(int x, int y, int direction)
4609 int element = Feld[x][y];
4610 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4611 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4614 boolean is_moving_before, is_moving_after;
4616 /* check if element was/is moving or being moved before/after mode change */
4617 is_moving_before = (WasJustMoving[x][y] != 0);
4618 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4620 /* reset animation only for moving elements which change direction of moving
4621 or which just started or stopped moving
4622 (else CEs with property "can move" / "not moving" are reset each frame) */
4623 if (is_moving_before != is_moving_after ||
4624 direction != MovDir[x][y])
4625 ResetGfxAnimation(x, y);
4627 MovDir[x][y] = direction;
4628 GfxDir[x][y] = direction;
4630 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4631 direction == MV_DOWN && CAN_FALL(element) ?
4632 ACTION_FALLING : ACTION_MOVING);
4634 /* this is needed for CEs with property "can move" / "not moving" */
4636 if (is_moving_after)
4638 if (Feld[newx][newy] == EL_EMPTY)
4639 Feld[newx][newy] = EL_BLOCKED;
4641 MovDir[newx][newy] = MovDir[x][y];
4643 CustomValue[newx][newy] = CustomValue[x][y];
4645 GfxFrame[newx][newy] = GfxFrame[x][y];
4646 GfxRandom[newx][newy] = GfxRandom[x][y];
4647 GfxAction[newx][newy] = GfxAction[x][y];
4648 GfxDir[newx][newy] = GfxDir[x][y];
4652 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4654 int direction = MovDir[x][y];
4655 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4656 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4662 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4664 int oldx = x, oldy = y;
4665 int direction = MovDir[x][y];
4667 if (direction == MV_LEFT)
4669 else if (direction == MV_RIGHT)
4671 else if (direction == MV_UP)
4673 else if (direction == MV_DOWN)
4676 *comes_from_x = oldx;
4677 *comes_from_y = oldy;
4680 int MovingOrBlocked2Element(int x, int y)
4682 int element = Feld[x][y];
4684 if (element == EL_BLOCKED)
4688 Blocked2Moving(x, y, &oldx, &oldy);
4689 return Feld[oldx][oldy];
4695 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4697 /* like MovingOrBlocked2Element(), but if element is moving
4698 and (x,y) is the field the moving element is just leaving,
4699 return EL_BLOCKED instead of the element value */
4700 int element = Feld[x][y];
4702 if (IS_MOVING(x, y))
4704 if (element == EL_BLOCKED)
4708 Blocked2Moving(x, y, &oldx, &oldy);
4709 return Feld[oldx][oldy];
4718 static void RemoveField(int x, int y)
4720 Feld[x][y] = EL_EMPTY;
4726 CustomValue[x][y] = 0;
4729 ChangeDelay[x][y] = 0;
4730 ChangePage[x][y] = -1;
4731 Pushed[x][y] = FALSE;
4733 GfxElement[x][y] = EL_UNDEFINED;
4734 GfxAction[x][y] = ACTION_DEFAULT;
4735 GfxDir[x][y] = MV_NONE;
4738 void RemoveMovingField(int x, int y)
4740 int oldx = x, oldy = y, newx = x, newy = y;
4741 int element = Feld[x][y];
4742 int next_element = EL_UNDEFINED;
4744 if (element != EL_BLOCKED && !IS_MOVING(x, y))
4747 if (IS_MOVING(x, y))
4749 Moving2Blocked(x, y, &newx, &newy);
4751 if (Feld[newx][newy] != EL_BLOCKED)
4753 /* element is moving, but target field is not free (blocked), but
4754 already occupied by something different (example: acid pool);
4755 in this case, only remove the moving field, but not the target */
4757 RemoveField(oldx, oldy);
4759 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4761 TEST_DrawLevelField(oldx, oldy);
4766 else if (element == EL_BLOCKED)
4768 Blocked2Moving(x, y, &oldx, &oldy);
4769 if (!IS_MOVING(oldx, oldy))
4773 if (element == EL_BLOCKED &&
4774 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
4775 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
4776 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
4777 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
4778 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
4779 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
4780 next_element = get_next_element(Feld[oldx][oldy]);
4782 RemoveField(oldx, oldy);
4783 RemoveField(newx, newy);
4785 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4787 if (next_element != EL_UNDEFINED)
4788 Feld[oldx][oldy] = next_element;
4790 TEST_DrawLevelField(oldx, oldy);
4791 TEST_DrawLevelField(newx, newy);
4794 void DrawDynamite(int x, int y)
4796 int sx = SCREENX(x), sy = SCREENY(y);
4797 int graphic = el2img(Feld[x][y]);
4800 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
4803 if (IS_WALKABLE_INSIDE(Back[x][y]))
4807 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
4808 else if (Store[x][y])
4809 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
4811 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4813 if (Back[x][y] || Store[x][y])
4814 DrawGraphicThruMask(sx, sy, graphic, frame);
4816 DrawGraphic(sx, sy, graphic, frame);
4819 void CheckDynamite(int x, int y)
4821 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
4825 if (MovDelay[x][y] != 0)
4828 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4834 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4839 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
4841 boolean num_checked_players = 0;
4844 for (i = 0; i < MAX_PLAYERS; i++)
4846 if (stored_player[i].active)
4848 int sx = stored_player[i].jx;
4849 int sy = stored_player[i].jy;
4851 if (num_checked_players == 0)
4858 *sx1 = MIN(*sx1, sx);
4859 *sy1 = MIN(*sy1, sy);
4860 *sx2 = MAX(*sx2, sx);
4861 *sy2 = MAX(*sy2, sy);
4864 num_checked_players++;
4869 static boolean checkIfAllPlayersFitToScreen_RND()
4871 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
4873 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4875 return (sx2 - sx1 < SCR_FIELDX &&
4876 sy2 - sy1 < SCR_FIELDY);
4879 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
4881 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
4883 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4885 *sx = (sx1 + sx2) / 2;
4886 *sy = (sy1 + sy2) / 2;
4889 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
4890 boolean center_screen, boolean quick_relocation)
4892 boolean ffwd_delay = (tape.playing && tape.fast_forward);
4893 boolean no_delay = (tape.warp_forward);
4894 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
4895 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
4897 if (quick_relocation)
4899 if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
4901 if (!level.shifted_relocation || center_screen)
4903 /* quick relocation (without scrolling), with centering of screen */
4905 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4906 x > SBX_Right + MIDPOSX ? SBX_Right :
4909 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4910 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4915 /* quick relocation (without scrolling), but do not center screen */
4917 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4918 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4921 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4922 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4925 int offset_x = x + (scroll_x - center_scroll_x);
4926 int offset_y = y + (scroll_y - center_scroll_y);
4928 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4929 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4930 offset_x - MIDPOSX);
4932 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4933 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4934 offset_y - MIDPOSY);
4939 if (!level.shifted_relocation || center_screen)
4941 /* quick relocation (without scrolling), with centering of screen */
4943 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4944 x > SBX_Right + MIDPOSX ? SBX_Right :
4947 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4948 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4953 /* quick relocation (without scrolling), but do not center screen */
4955 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4956 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4959 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4960 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4963 int offset_x = x + (scroll_x - center_scroll_x);
4964 int offset_y = y + (scroll_y - center_scroll_y);
4966 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4967 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4968 offset_x - MIDPOSX);
4970 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4971 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4972 offset_y - MIDPOSY);
4980 int scroll_xx, scroll_yy;
4982 if (!level.shifted_relocation || center_screen)
4984 /* visible relocation (with scrolling), with centering of screen */
4986 scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
4987 x > SBX_Right + MIDPOSX ? SBX_Right :
4990 scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4991 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4996 /* visible relocation (with scrolling), but do not center screen */
4998 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4999 old_x > SBX_Right + MIDPOSX ? SBX_Right :
5002 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5003 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5006 int offset_x = x + (scroll_x - center_scroll_x);
5007 int offset_y = y + (scroll_y - center_scroll_y);
5009 scroll_xx = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
5010 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
5011 offset_x - MIDPOSX);
5013 scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5014 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5015 offset_y - MIDPOSY);
5019 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
5021 while (scroll_x != scroll_xx || scroll_y != scroll_yy)
5024 int fx = FX, fy = FY;
5026 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
5027 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
5029 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5035 fx += dx * TILEX / 2;
5036 fy += dy * TILEY / 2;
5038 ScrollLevel(dx, dy);
5041 /* scroll in two steps of half tile size to make things smoother */
5042 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5043 Delay(wait_delay_value);
5045 /* scroll second step to align at full tile size */
5047 Delay(wait_delay_value);
5052 Delay(wait_delay_value);
5056 void RelocatePlayer(int jx, int jy, int el_player_raw)
5058 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5059 int player_nr = GET_PLAYER_NR(el_player);
5060 struct PlayerInfo *player = &stored_player[player_nr];
5061 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5062 boolean no_delay = (tape.warp_forward);
5063 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5064 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5065 int old_jx = player->jx;
5066 int old_jy = player->jy;
5067 int old_element = Feld[old_jx][old_jy];
5068 int element = Feld[jx][jy];
5069 boolean player_relocated = (old_jx != jx || old_jy != jy);
5071 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5072 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5073 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5074 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5075 int leave_side_horiz = move_dir_horiz;
5076 int leave_side_vert = move_dir_vert;
5077 int enter_side = enter_side_horiz | enter_side_vert;
5078 int leave_side = leave_side_horiz | leave_side_vert;
5080 if (player->GameOver) /* do not reanimate dead player */
5083 if (!player_relocated) /* no need to relocate the player */
5086 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5088 RemoveField(jx, jy); /* temporarily remove newly placed player */
5089 DrawLevelField(jx, jy);
5092 if (player->present)
5094 while (player->MovPos)
5096 ScrollPlayer(player, SCROLL_GO_ON);
5097 ScrollScreen(NULL, SCROLL_GO_ON);
5099 AdvanceFrameAndPlayerCounters(player->index_nr);
5104 Delay(wait_delay_value);
5107 DrawPlayer(player); /* needed here only to cleanup last field */
5108 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5110 player->is_moving = FALSE;
5113 if (IS_CUSTOM_ELEMENT(old_element))
5114 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5116 player->index_bit, leave_side);
5118 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5120 player->index_bit, leave_side);
5122 Feld[jx][jy] = el_player;
5123 InitPlayerField(jx, jy, el_player, TRUE);
5125 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5126 possible that the relocation target field did not contain a player element,
5127 but a walkable element, to which the new player was relocated -- in this
5128 case, restore that (already initialized!) element on the player field */
5129 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5131 Feld[jx][jy] = element; /* restore previously existing element */
5134 /* only visually relocate centered player */
5135 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5136 FALSE, level.instant_relocation);
5138 TestIfPlayerTouchesBadThing(jx, jy);
5139 TestIfPlayerTouchesCustomElement(jx, jy);
5141 if (IS_CUSTOM_ELEMENT(element))
5142 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5143 player->index_bit, enter_side);
5145 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5146 player->index_bit, enter_side);
5148 if (player->is_switching)
5150 /* ensure that relocation while still switching an element does not cause
5151 a new element to be treated as also switched directly after relocation
5152 (this is important for teleporter switches that teleport the player to
5153 a place where another teleporter switch is in the same direction, which
5154 would then incorrectly be treated as immediately switched before the
5155 direction key that caused the switch was released) */
5157 player->switch_x += jx - old_jx;
5158 player->switch_y += jy - old_jy;
5162 void Explode(int ex, int ey, int phase, int mode)
5168 /* !!! eliminate this variable !!! */
5169 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5171 if (game.explosions_delayed)
5173 ExplodeField[ex][ey] = mode;
5177 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5179 int center_element = Feld[ex][ey];
5180 int artwork_element, explosion_element; /* set these values later */
5182 /* remove things displayed in background while burning dynamite */
5183 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5186 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5188 /* put moving element to center field (and let it explode there) */
5189 center_element = MovingOrBlocked2Element(ex, ey);
5190 RemoveMovingField(ex, ey);
5191 Feld[ex][ey] = center_element;
5194 /* now "center_element" is finally determined -- set related values now */
5195 artwork_element = center_element; /* for custom player artwork */
5196 explosion_element = center_element; /* for custom player artwork */
5198 if (IS_PLAYER(ex, ey))
5200 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5202 artwork_element = stored_player[player_nr].artwork_element;
5204 if (level.use_explosion_element[player_nr])
5206 explosion_element = level.explosion_element[player_nr];
5207 artwork_element = explosion_element;
5211 if (mode == EX_TYPE_NORMAL ||
5212 mode == EX_TYPE_CENTER ||
5213 mode == EX_TYPE_CROSS)
5214 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5216 last_phase = element_info[explosion_element].explosion_delay + 1;
5218 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5220 int xx = x - ex + 1;
5221 int yy = y - ey + 1;
5224 if (!IN_LEV_FIELD(x, y) ||
5225 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5226 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5229 element = Feld[x][y];
5231 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5233 element = MovingOrBlocked2Element(x, y);
5235 if (!IS_EXPLOSION_PROOF(element))
5236 RemoveMovingField(x, y);
5239 /* indestructible elements can only explode in center (but not flames) */
5240 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5241 mode == EX_TYPE_BORDER)) ||
5242 element == EL_FLAMES)
5245 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5246 behaviour, for example when touching a yamyam that explodes to rocks
5247 with active deadly shield, a rock is created under the player !!! */
5248 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5250 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5251 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5252 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5254 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5257 if (IS_ACTIVE_BOMB(element))
5259 /* re-activate things under the bomb like gate or penguin */
5260 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5267 /* save walkable background elements while explosion on same tile */
5268 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5269 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5270 Back[x][y] = element;
5272 /* ignite explodable elements reached by other explosion */
5273 if (element == EL_EXPLOSION)
5274 element = Store2[x][y];
5276 if (AmoebaNr[x][y] &&
5277 (element == EL_AMOEBA_FULL ||
5278 element == EL_BD_AMOEBA ||
5279 element == EL_AMOEBA_GROWING))
5281 AmoebaCnt[AmoebaNr[x][y]]--;
5282 AmoebaCnt2[AmoebaNr[x][y]]--;
5287 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5289 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5291 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5293 if (PLAYERINFO(ex, ey)->use_murphy)
5294 Store[x][y] = EL_EMPTY;
5297 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5298 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5299 else if (ELEM_IS_PLAYER(center_element))
5300 Store[x][y] = EL_EMPTY;
5301 else if (center_element == EL_YAMYAM)
5302 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5303 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5304 Store[x][y] = element_info[center_element].content.e[xx][yy];
5306 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5307 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5308 otherwise) -- FIX THIS !!! */
5309 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5310 Store[x][y] = element_info[element].content.e[1][1];
5312 else if (!CAN_EXPLODE(element))
5313 Store[x][y] = element_info[element].content.e[1][1];
5316 Store[x][y] = EL_EMPTY;
5318 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5319 center_element == EL_AMOEBA_TO_DIAMOND)
5320 Store2[x][y] = element;
5322 Feld[x][y] = EL_EXPLOSION;
5323 GfxElement[x][y] = artwork_element;
5325 ExplodePhase[x][y] = 1;
5326 ExplodeDelay[x][y] = last_phase;
5331 if (center_element == EL_YAMYAM)
5332 game.yamyam_content_nr =
5333 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5345 GfxFrame[x][y] = 0; /* restart explosion animation */
5347 last_phase = ExplodeDelay[x][y];
5349 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5351 /* this can happen if the player leaves an explosion just in time */
5352 if (GfxElement[x][y] == EL_UNDEFINED)
5353 GfxElement[x][y] = EL_EMPTY;
5355 border_element = Store2[x][y];
5356 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5357 border_element = StorePlayer[x][y];
5359 if (phase == element_info[border_element].ignition_delay ||
5360 phase == last_phase)
5362 boolean border_explosion = FALSE;
5364 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5365 !PLAYER_EXPLOSION_PROTECTED(x, y))
5367 KillPlayerUnlessExplosionProtected(x, y);
5368 border_explosion = TRUE;
5370 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5372 Feld[x][y] = Store2[x][y];
5375 border_explosion = TRUE;
5377 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5379 AmoebeUmwandeln(x, y);
5381 border_explosion = TRUE;
5384 /* if an element just explodes due to another explosion (chain-reaction),
5385 do not immediately end the new explosion when it was the last frame of
5386 the explosion (as it would be done in the following "if"-statement!) */
5387 if (border_explosion && phase == last_phase)
5391 if (phase == last_phase)
5395 element = Feld[x][y] = Store[x][y];
5396 Store[x][y] = Store2[x][y] = 0;
5397 GfxElement[x][y] = EL_UNDEFINED;
5399 /* player can escape from explosions and might therefore be still alive */
5400 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5401 element <= EL_PLAYER_IS_EXPLODING_4)
5403 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5404 int explosion_element = EL_PLAYER_1 + player_nr;
5405 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5406 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5408 if (level.use_explosion_element[player_nr])
5409 explosion_element = level.explosion_element[player_nr];
5411 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5412 element_info[explosion_element].content.e[xx][yy]);
5415 /* restore probably existing indestructible background element */
5416 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5417 element = Feld[x][y] = Back[x][y];
5420 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5421 GfxDir[x][y] = MV_NONE;
5422 ChangeDelay[x][y] = 0;
5423 ChangePage[x][y] = -1;
5425 CustomValue[x][y] = 0;
5427 InitField_WithBug2(x, y, FALSE);
5429 TEST_DrawLevelField(x, y);
5431 TestIfElementTouchesCustomElement(x, y);
5433 if (GFX_CRUMBLED(element))
5434 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5436 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5437 StorePlayer[x][y] = 0;
5439 if (ELEM_IS_PLAYER(element))
5440 RelocatePlayer(x, y, element);
5442 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5444 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5445 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5448 TEST_DrawLevelFieldCrumbled(x, y);
5450 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5452 DrawLevelElement(x, y, Back[x][y]);
5453 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5455 else if (IS_WALKABLE_UNDER(Back[x][y]))
5457 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5458 DrawLevelElementThruMask(x, y, Back[x][y]);
5460 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5461 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5465 void DynaExplode(int ex, int ey)
5468 int dynabomb_element = Feld[ex][ey];
5469 int dynabomb_size = 1;
5470 boolean dynabomb_xl = FALSE;
5471 struct PlayerInfo *player;
5472 static int xy[4][2] =
5480 if (IS_ACTIVE_BOMB(dynabomb_element))
5482 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5483 dynabomb_size = player->dynabomb_size;
5484 dynabomb_xl = player->dynabomb_xl;
5485 player->dynabombs_left++;
5488 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5490 for (i = 0; i < NUM_DIRECTIONS; i++)
5492 for (j = 1; j <= dynabomb_size; j++)
5494 int x = ex + j * xy[i][0];
5495 int y = ey + j * xy[i][1];
5498 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5501 element = Feld[x][y];
5503 /* do not restart explosions of fields with active bombs */
5504 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5507 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5509 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5510 !IS_DIGGABLE(element) && !dynabomb_xl)
5516 void Bang(int x, int y)
5518 int element = MovingOrBlocked2Element(x, y);
5519 int explosion_type = EX_TYPE_NORMAL;
5521 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5523 struct PlayerInfo *player = PLAYERINFO(x, y);
5525 element = Feld[x][y] = player->initial_element;
5527 if (level.use_explosion_element[player->index_nr])
5529 int explosion_element = level.explosion_element[player->index_nr];
5531 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5532 explosion_type = EX_TYPE_CROSS;
5533 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5534 explosion_type = EX_TYPE_CENTER;
5542 case EL_BD_BUTTERFLY:
5545 case EL_DARK_YAMYAM:
5549 RaiseScoreElement(element);
5552 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5553 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5554 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5555 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5556 case EL_DYNABOMB_INCREASE_NUMBER:
5557 case EL_DYNABOMB_INCREASE_SIZE:
5558 case EL_DYNABOMB_INCREASE_POWER:
5559 explosion_type = EX_TYPE_DYNA;
5562 case EL_DC_LANDMINE:
5563 explosion_type = EX_TYPE_CENTER;
5568 case EL_LAMP_ACTIVE:
5569 case EL_AMOEBA_TO_DIAMOND:
5570 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5571 explosion_type = EX_TYPE_CENTER;
5575 if (element_info[element].explosion_type == EXPLODES_CROSS)
5576 explosion_type = EX_TYPE_CROSS;
5577 else if (element_info[element].explosion_type == EXPLODES_1X1)
5578 explosion_type = EX_TYPE_CENTER;
5582 if (explosion_type == EX_TYPE_DYNA)
5585 Explode(x, y, EX_PHASE_START, explosion_type);
5587 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5590 void SplashAcid(int x, int y)
5592 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5593 (!IN_LEV_FIELD(x - 1, y - 2) ||
5594 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5595 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5597 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5598 (!IN_LEV_FIELD(x + 1, y - 2) ||
5599 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5600 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5602 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5605 static void InitBeltMovement()
5607 static int belt_base_element[4] =
5609 EL_CONVEYOR_BELT_1_LEFT,
5610 EL_CONVEYOR_BELT_2_LEFT,
5611 EL_CONVEYOR_BELT_3_LEFT,
5612 EL_CONVEYOR_BELT_4_LEFT
5614 static int belt_base_active_element[4] =
5616 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5617 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5618 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5619 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5624 /* set frame order for belt animation graphic according to belt direction */
5625 for (i = 0; i < NUM_BELTS; i++)
5629 for (j = 0; j < NUM_BELT_PARTS; j++)
5631 int element = belt_base_active_element[belt_nr] + j;
5632 int graphic_1 = el2img(element);
5633 int graphic_2 = el2panelimg(element);
5635 if (game.belt_dir[i] == MV_LEFT)
5637 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5638 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5642 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5643 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5648 SCAN_PLAYFIELD(x, y)
5650 int element = Feld[x][y];
5652 for (i = 0; i < NUM_BELTS; i++)
5654 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5656 int e_belt_nr = getBeltNrFromBeltElement(element);
5659 if (e_belt_nr == belt_nr)
5661 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5663 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5670 static void ToggleBeltSwitch(int x, int y)
5672 static int belt_base_element[4] =
5674 EL_CONVEYOR_BELT_1_LEFT,
5675 EL_CONVEYOR_BELT_2_LEFT,
5676 EL_CONVEYOR_BELT_3_LEFT,
5677 EL_CONVEYOR_BELT_4_LEFT
5679 static int belt_base_active_element[4] =
5681 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5682 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5683 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5684 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5686 static int belt_base_switch_element[4] =
5688 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5689 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5690 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5691 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5693 static int belt_move_dir[4] =
5701 int element = Feld[x][y];
5702 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5703 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5704 int belt_dir = belt_move_dir[belt_dir_nr];
5707 if (!IS_BELT_SWITCH(element))
5710 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5711 game.belt_dir[belt_nr] = belt_dir;
5713 if (belt_dir_nr == 3)
5716 /* set frame order for belt animation graphic according to belt direction */
5717 for (i = 0; i < NUM_BELT_PARTS; i++)
5719 int element = belt_base_active_element[belt_nr] + i;
5720 int graphic_1 = el2img(element);
5721 int graphic_2 = el2panelimg(element);
5723 if (belt_dir == MV_LEFT)
5725 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5726 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5730 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5731 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5735 SCAN_PLAYFIELD(xx, yy)
5737 int element = Feld[xx][yy];
5739 if (IS_BELT_SWITCH(element))
5741 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5743 if (e_belt_nr == belt_nr)
5745 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5746 TEST_DrawLevelField(xx, yy);
5749 else if (IS_BELT(element) && belt_dir != MV_NONE)
5751 int e_belt_nr = getBeltNrFromBeltElement(element);
5753 if (e_belt_nr == belt_nr)
5755 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5757 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5758 TEST_DrawLevelField(xx, yy);
5761 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5763 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5765 if (e_belt_nr == belt_nr)
5767 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5769 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5770 TEST_DrawLevelField(xx, yy);
5776 static void ToggleSwitchgateSwitch(int x, int y)
5780 game.switchgate_pos = !game.switchgate_pos;
5782 SCAN_PLAYFIELD(xx, yy)
5784 int element = Feld[xx][yy];
5786 if (element == EL_SWITCHGATE_SWITCH_UP)
5788 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5789 TEST_DrawLevelField(xx, yy);
5791 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5793 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5794 TEST_DrawLevelField(xx, yy);
5796 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5798 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5799 TEST_DrawLevelField(xx, yy);
5801 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5803 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5804 TEST_DrawLevelField(xx, yy);
5806 else if (element == EL_SWITCHGATE_OPEN ||
5807 element == EL_SWITCHGATE_OPENING)
5809 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
5811 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
5813 else if (element == EL_SWITCHGATE_CLOSED ||
5814 element == EL_SWITCHGATE_CLOSING)
5816 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
5818 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
5823 static int getInvisibleActiveFromInvisibleElement(int element)
5825 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
5826 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
5827 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
5831 static int getInvisibleFromInvisibleActiveElement(int element)
5833 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
5834 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
5835 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
5839 static void RedrawAllLightSwitchesAndInvisibleElements()
5843 SCAN_PLAYFIELD(x, y)
5845 int element = Feld[x][y];
5847 if (element == EL_LIGHT_SWITCH &&
5848 game.light_time_left > 0)
5850 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
5851 TEST_DrawLevelField(x, y);
5853 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
5854 game.light_time_left == 0)
5856 Feld[x][y] = EL_LIGHT_SWITCH;
5857 TEST_DrawLevelField(x, y);
5859 else if (element == EL_EMC_DRIPPER &&
5860 game.light_time_left > 0)
5862 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5863 TEST_DrawLevelField(x, y);
5865 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5866 game.light_time_left == 0)
5868 Feld[x][y] = EL_EMC_DRIPPER;
5869 TEST_DrawLevelField(x, y);
5871 else if (element == EL_INVISIBLE_STEELWALL ||
5872 element == EL_INVISIBLE_WALL ||
5873 element == EL_INVISIBLE_SAND)
5875 if (game.light_time_left > 0)
5876 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5878 TEST_DrawLevelField(x, y);
5880 /* uncrumble neighbour fields, if needed */
5881 if (element == EL_INVISIBLE_SAND)
5882 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5884 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5885 element == EL_INVISIBLE_WALL_ACTIVE ||
5886 element == EL_INVISIBLE_SAND_ACTIVE)
5888 if (game.light_time_left == 0)
5889 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5891 TEST_DrawLevelField(x, y);
5893 /* re-crumble neighbour fields, if needed */
5894 if (element == EL_INVISIBLE_SAND)
5895 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5900 static void RedrawAllInvisibleElementsForLenses()
5904 SCAN_PLAYFIELD(x, y)
5906 int element = Feld[x][y];
5908 if (element == EL_EMC_DRIPPER &&
5909 game.lenses_time_left > 0)
5911 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5912 TEST_DrawLevelField(x, y);
5914 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5915 game.lenses_time_left == 0)
5917 Feld[x][y] = EL_EMC_DRIPPER;
5918 TEST_DrawLevelField(x, y);
5920 else if (element == EL_INVISIBLE_STEELWALL ||
5921 element == EL_INVISIBLE_WALL ||
5922 element == EL_INVISIBLE_SAND)
5924 if (game.lenses_time_left > 0)
5925 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5927 TEST_DrawLevelField(x, y);
5929 /* uncrumble neighbour fields, if needed */
5930 if (element == EL_INVISIBLE_SAND)
5931 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5933 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5934 element == EL_INVISIBLE_WALL_ACTIVE ||
5935 element == EL_INVISIBLE_SAND_ACTIVE)
5937 if (game.lenses_time_left == 0)
5938 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5940 TEST_DrawLevelField(x, y);
5942 /* re-crumble neighbour fields, if needed */
5943 if (element == EL_INVISIBLE_SAND)
5944 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5949 static void RedrawAllInvisibleElementsForMagnifier()
5953 SCAN_PLAYFIELD(x, y)
5955 int element = Feld[x][y];
5957 if (element == EL_EMC_FAKE_GRASS &&
5958 game.magnify_time_left > 0)
5960 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
5961 TEST_DrawLevelField(x, y);
5963 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
5964 game.magnify_time_left == 0)
5966 Feld[x][y] = EL_EMC_FAKE_GRASS;
5967 TEST_DrawLevelField(x, y);
5969 else if (IS_GATE_GRAY(element) &&
5970 game.magnify_time_left > 0)
5972 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
5973 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
5974 IS_EM_GATE_GRAY(element) ?
5975 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
5976 IS_EMC_GATE_GRAY(element) ?
5977 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
5978 IS_DC_GATE_GRAY(element) ?
5979 EL_DC_GATE_WHITE_GRAY_ACTIVE :
5981 TEST_DrawLevelField(x, y);
5983 else if (IS_GATE_GRAY_ACTIVE(element) &&
5984 game.magnify_time_left == 0)
5986 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
5987 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
5988 IS_EM_GATE_GRAY_ACTIVE(element) ?
5989 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
5990 IS_EMC_GATE_GRAY_ACTIVE(element) ?
5991 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
5992 IS_DC_GATE_GRAY_ACTIVE(element) ?
5993 EL_DC_GATE_WHITE_GRAY :
5995 TEST_DrawLevelField(x, y);
6000 static void ToggleLightSwitch(int x, int y)
6002 int element = Feld[x][y];
6004 game.light_time_left =
6005 (element == EL_LIGHT_SWITCH ?
6006 level.time_light * FRAMES_PER_SECOND : 0);
6008 RedrawAllLightSwitchesAndInvisibleElements();
6011 static void ActivateTimegateSwitch(int x, int y)
6015 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6017 SCAN_PLAYFIELD(xx, yy)
6019 int element = Feld[xx][yy];
6021 if (element == EL_TIMEGATE_CLOSED ||
6022 element == EL_TIMEGATE_CLOSING)
6024 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6025 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6029 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6031 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6032 TEST_DrawLevelField(xx, yy);
6038 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6039 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6042 void Impact(int x, int y)
6044 boolean last_line = (y == lev_fieldy - 1);
6045 boolean object_hit = FALSE;
6046 boolean impact = (last_line || object_hit);
6047 int element = Feld[x][y];
6048 int smashed = EL_STEELWALL;
6050 if (!last_line) /* check if element below was hit */
6052 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6055 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6056 MovDir[x][y + 1] != MV_DOWN ||
6057 MovPos[x][y + 1] <= TILEY / 2));
6059 /* do not smash moving elements that left the smashed field in time */
6060 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6061 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6064 #if USE_QUICKSAND_IMPACT_BUGFIX
6065 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6067 RemoveMovingField(x, y + 1);
6068 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6069 Feld[x][y + 2] = EL_ROCK;
6070 TEST_DrawLevelField(x, y + 2);
6075 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6077 RemoveMovingField(x, y + 1);
6078 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6079 Feld[x][y + 2] = EL_ROCK;
6080 TEST_DrawLevelField(x, y + 2);
6087 smashed = MovingOrBlocked2Element(x, y + 1);
6089 impact = (last_line || object_hit);
6092 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6094 SplashAcid(x, y + 1);
6098 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6099 /* only reset graphic animation if graphic really changes after impact */
6101 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6103 ResetGfxAnimation(x, y);
6104 TEST_DrawLevelField(x, y);
6107 if (impact && CAN_EXPLODE_IMPACT(element))
6112 else if (impact && element == EL_PEARL &&
6113 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6115 ResetGfxAnimation(x, y);
6117 Feld[x][y] = EL_PEARL_BREAKING;
6118 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6121 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6123 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6128 if (impact && element == EL_AMOEBA_DROP)
6130 if (object_hit && IS_PLAYER(x, y + 1))
6131 KillPlayerUnlessEnemyProtected(x, y + 1);
6132 else if (object_hit && smashed == EL_PENGUIN)
6136 Feld[x][y] = EL_AMOEBA_GROWING;
6137 Store[x][y] = EL_AMOEBA_WET;
6139 ResetRandomAnimationValue(x, y);
6144 if (object_hit) /* check which object was hit */
6146 if ((CAN_PASS_MAGIC_WALL(element) &&
6147 (smashed == EL_MAGIC_WALL ||
6148 smashed == EL_BD_MAGIC_WALL)) ||
6149 (CAN_PASS_DC_MAGIC_WALL(element) &&
6150 smashed == EL_DC_MAGIC_WALL))
6153 int activated_magic_wall =
6154 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6155 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6156 EL_DC_MAGIC_WALL_ACTIVE);
6158 /* activate magic wall / mill */
6159 SCAN_PLAYFIELD(xx, yy)
6161 if (Feld[xx][yy] == smashed)
6162 Feld[xx][yy] = activated_magic_wall;
6165 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6166 game.magic_wall_active = TRUE;
6168 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6169 SND_MAGIC_WALL_ACTIVATING :
6170 smashed == EL_BD_MAGIC_WALL ?
6171 SND_BD_MAGIC_WALL_ACTIVATING :
6172 SND_DC_MAGIC_WALL_ACTIVATING));
6175 if (IS_PLAYER(x, y + 1))
6177 if (CAN_SMASH_PLAYER(element))
6179 KillPlayerUnlessEnemyProtected(x, y + 1);
6183 else if (smashed == EL_PENGUIN)
6185 if (CAN_SMASH_PLAYER(element))
6191 else if (element == EL_BD_DIAMOND)
6193 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6199 else if (((element == EL_SP_INFOTRON ||
6200 element == EL_SP_ZONK) &&
6201 (smashed == EL_SP_SNIKSNAK ||
6202 smashed == EL_SP_ELECTRON ||
6203 smashed == EL_SP_DISK_ORANGE)) ||
6204 (element == EL_SP_INFOTRON &&
6205 smashed == EL_SP_DISK_YELLOW))
6210 else if (CAN_SMASH_EVERYTHING(element))
6212 if (IS_CLASSIC_ENEMY(smashed) ||
6213 CAN_EXPLODE_SMASHED(smashed))
6218 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6220 if (smashed == EL_LAMP ||
6221 smashed == EL_LAMP_ACTIVE)
6226 else if (smashed == EL_NUT)
6228 Feld[x][y + 1] = EL_NUT_BREAKING;
6229 PlayLevelSound(x, y, SND_NUT_BREAKING);
6230 RaiseScoreElement(EL_NUT);
6233 else if (smashed == EL_PEARL)
6235 ResetGfxAnimation(x, y);
6237 Feld[x][y + 1] = EL_PEARL_BREAKING;
6238 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6241 else if (smashed == EL_DIAMOND)
6243 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6244 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6247 else if (IS_BELT_SWITCH(smashed))
6249 ToggleBeltSwitch(x, y + 1);
6251 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6252 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6253 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6254 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6256 ToggleSwitchgateSwitch(x, y + 1);
6258 else if (smashed == EL_LIGHT_SWITCH ||
6259 smashed == EL_LIGHT_SWITCH_ACTIVE)
6261 ToggleLightSwitch(x, y + 1);
6265 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6267 CheckElementChangeBySide(x, y + 1, smashed, element,
6268 CE_SWITCHED, CH_SIDE_TOP);
6269 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6275 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6280 /* play sound of magic wall / mill */
6282 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6283 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6284 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6286 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6287 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6288 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6289 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6290 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6291 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6296 /* play sound of object that hits the ground */
6297 if (last_line || object_hit)
6298 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6301 inline static void TurnRoundExt(int x, int y)
6313 { 0, 0 }, { 0, 0 }, { 0, 0 },
6318 int left, right, back;
6322 { MV_DOWN, MV_UP, MV_RIGHT },
6323 { MV_UP, MV_DOWN, MV_LEFT },
6325 { MV_LEFT, MV_RIGHT, MV_DOWN },
6329 { MV_RIGHT, MV_LEFT, MV_UP }
6332 int element = Feld[x][y];
6333 int move_pattern = element_info[element].move_pattern;
6335 int old_move_dir = MovDir[x][y];
6336 int left_dir = turn[old_move_dir].left;
6337 int right_dir = turn[old_move_dir].right;
6338 int back_dir = turn[old_move_dir].back;
6340 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6341 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6342 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6343 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6345 int left_x = x + left_dx, left_y = y + left_dy;
6346 int right_x = x + right_dx, right_y = y + right_dy;
6347 int move_x = x + move_dx, move_y = y + move_dy;
6351 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6353 TestIfBadThingTouchesOtherBadThing(x, y);
6355 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6356 MovDir[x][y] = right_dir;
6357 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6358 MovDir[x][y] = left_dir;
6360 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6362 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6365 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6367 TestIfBadThingTouchesOtherBadThing(x, y);
6369 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6370 MovDir[x][y] = left_dir;
6371 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6372 MovDir[x][y] = right_dir;
6374 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6376 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6379 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6381 TestIfBadThingTouchesOtherBadThing(x, y);
6383 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6384 MovDir[x][y] = left_dir;
6385 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6386 MovDir[x][y] = right_dir;
6388 if (MovDir[x][y] != old_move_dir)
6391 else if (element == EL_YAMYAM)
6393 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6394 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6396 if (can_turn_left && can_turn_right)
6397 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6398 else if (can_turn_left)
6399 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6400 else if (can_turn_right)
6401 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6403 MovDir[x][y] = back_dir;
6405 MovDelay[x][y] = 16 + 16 * RND(3);
6407 else if (element == EL_DARK_YAMYAM)
6409 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6411 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6414 if (can_turn_left && can_turn_right)
6415 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6416 else if (can_turn_left)
6417 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6418 else if (can_turn_right)
6419 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6421 MovDir[x][y] = back_dir;
6423 MovDelay[x][y] = 16 + 16 * RND(3);
6425 else if (element == EL_PACMAN)
6427 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6428 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6430 if (can_turn_left && can_turn_right)
6431 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6432 else if (can_turn_left)
6433 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6434 else if (can_turn_right)
6435 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6437 MovDir[x][y] = back_dir;
6439 MovDelay[x][y] = 6 + RND(40);
6441 else if (element == EL_PIG)
6443 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6444 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6445 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6446 boolean should_turn_left, should_turn_right, should_move_on;
6448 int rnd = RND(rnd_value);
6450 should_turn_left = (can_turn_left &&
6452 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6453 y + back_dy + left_dy)));
6454 should_turn_right = (can_turn_right &&
6456 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6457 y + back_dy + right_dy)));
6458 should_move_on = (can_move_on &&
6461 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6462 y + move_dy + left_dy) ||
6463 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6464 y + move_dy + right_dy)));
6466 if (should_turn_left || should_turn_right || should_move_on)
6468 if (should_turn_left && should_turn_right && should_move_on)
6469 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6470 rnd < 2 * rnd_value / 3 ? right_dir :
6472 else if (should_turn_left && should_turn_right)
6473 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6474 else if (should_turn_left && should_move_on)
6475 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6476 else if (should_turn_right && should_move_on)
6477 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6478 else if (should_turn_left)
6479 MovDir[x][y] = left_dir;
6480 else if (should_turn_right)
6481 MovDir[x][y] = right_dir;
6482 else if (should_move_on)
6483 MovDir[x][y] = old_move_dir;
6485 else if (can_move_on && rnd > rnd_value / 8)
6486 MovDir[x][y] = old_move_dir;
6487 else if (can_turn_left && can_turn_right)
6488 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6489 else if (can_turn_left && rnd > rnd_value / 8)
6490 MovDir[x][y] = left_dir;
6491 else if (can_turn_right && rnd > rnd_value/8)
6492 MovDir[x][y] = right_dir;
6494 MovDir[x][y] = back_dir;
6496 xx = x + move_xy[MovDir[x][y]].dx;
6497 yy = y + move_xy[MovDir[x][y]].dy;
6499 if (!IN_LEV_FIELD(xx, yy) ||
6500 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6501 MovDir[x][y] = old_move_dir;
6505 else if (element == EL_DRAGON)
6507 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6508 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6509 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6511 int rnd = RND(rnd_value);
6513 if (can_move_on && rnd > rnd_value / 8)
6514 MovDir[x][y] = old_move_dir;
6515 else if (can_turn_left && can_turn_right)
6516 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6517 else if (can_turn_left && rnd > rnd_value / 8)
6518 MovDir[x][y] = left_dir;
6519 else if (can_turn_right && rnd > rnd_value / 8)
6520 MovDir[x][y] = right_dir;
6522 MovDir[x][y] = back_dir;
6524 xx = x + move_xy[MovDir[x][y]].dx;
6525 yy = y + move_xy[MovDir[x][y]].dy;
6527 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6528 MovDir[x][y] = old_move_dir;
6532 else if (element == EL_MOLE)
6534 boolean can_move_on =
6535 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6536 IS_AMOEBOID(Feld[move_x][move_y]) ||
6537 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6540 boolean can_turn_left =
6541 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6542 IS_AMOEBOID(Feld[left_x][left_y])));
6544 boolean can_turn_right =
6545 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6546 IS_AMOEBOID(Feld[right_x][right_y])));
6548 if (can_turn_left && can_turn_right)
6549 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6550 else if (can_turn_left)
6551 MovDir[x][y] = left_dir;
6553 MovDir[x][y] = right_dir;
6556 if (MovDir[x][y] != old_move_dir)
6559 else if (element == EL_BALLOON)
6561 MovDir[x][y] = game.wind_direction;
6564 else if (element == EL_SPRING)
6566 if (MovDir[x][y] & MV_HORIZONTAL)
6568 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6569 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6571 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6572 ResetGfxAnimation(move_x, move_y);
6573 TEST_DrawLevelField(move_x, move_y);
6575 MovDir[x][y] = back_dir;
6577 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6578 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6579 MovDir[x][y] = MV_NONE;
6584 else if (element == EL_ROBOT ||
6585 element == EL_SATELLITE ||
6586 element == EL_PENGUIN ||
6587 element == EL_EMC_ANDROID)
6589 int attr_x = -1, attr_y = -1;
6600 for (i = 0; i < MAX_PLAYERS; i++)
6602 struct PlayerInfo *player = &stored_player[i];
6603 int jx = player->jx, jy = player->jy;
6605 if (!player->active)
6609 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6617 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6618 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6619 game.engine_version < VERSION_IDENT(3,1,0,0)))
6625 if (element == EL_PENGUIN)
6628 static int xy[4][2] =
6636 for (i = 0; i < NUM_DIRECTIONS; i++)
6638 int ex = x + xy[i][0];
6639 int ey = y + xy[i][1];
6641 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6642 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6643 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6644 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6653 MovDir[x][y] = MV_NONE;
6655 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6656 else if (attr_x > x)
6657 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6659 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6660 else if (attr_y > y)
6661 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6663 if (element == EL_ROBOT)
6667 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6668 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6669 Moving2Blocked(x, y, &newx, &newy);
6671 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6672 MovDelay[x][y] = 8 + 8 * !RND(3);
6674 MovDelay[x][y] = 16;
6676 else if (element == EL_PENGUIN)
6682 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6684 boolean first_horiz = RND(2);
6685 int new_move_dir = MovDir[x][y];
6688 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6689 Moving2Blocked(x, y, &newx, &newy);
6691 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6695 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6696 Moving2Blocked(x, y, &newx, &newy);
6698 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6701 MovDir[x][y] = old_move_dir;
6705 else if (element == EL_SATELLITE)
6711 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6713 boolean first_horiz = RND(2);
6714 int new_move_dir = MovDir[x][y];
6717 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6718 Moving2Blocked(x, y, &newx, &newy);
6720 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6724 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6725 Moving2Blocked(x, y, &newx, &newy);
6727 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6730 MovDir[x][y] = old_move_dir;
6734 else if (element == EL_EMC_ANDROID)
6736 static int check_pos[16] =
6738 -1, /* 0 => (invalid) */
6739 7, /* 1 => MV_LEFT */
6740 3, /* 2 => MV_RIGHT */
6741 -1, /* 3 => (invalid) */
6743 0, /* 5 => MV_LEFT | MV_UP */
6744 2, /* 6 => MV_RIGHT | MV_UP */
6745 -1, /* 7 => (invalid) */
6746 5, /* 8 => MV_DOWN */
6747 6, /* 9 => MV_LEFT | MV_DOWN */
6748 4, /* 10 => MV_RIGHT | MV_DOWN */
6749 -1, /* 11 => (invalid) */
6750 -1, /* 12 => (invalid) */
6751 -1, /* 13 => (invalid) */
6752 -1, /* 14 => (invalid) */
6753 -1, /* 15 => (invalid) */
6761 { -1, -1, MV_LEFT | MV_UP },
6763 { +1, -1, MV_RIGHT | MV_UP },
6764 { +1, 0, MV_RIGHT },
6765 { +1, +1, MV_RIGHT | MV_DOWN },
6767 { -1, +1, MV_LEFT | MV_DOWN },
6770 int start_pos, check_order;
6771 boolean can_clone = FALSE;
6774 /* check if there is any free field around current position */
6775 for (i = 0; i < 8; i++)
6777 int newx = x + check_xy[i].dx;
6778 int newy = y + check_xy[i].dy;
6780 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6788 if (can_clone) /* randomly find an element to clone */
6792 start_pos = check_pos[RND(8)];
6793 check_order = (RND(2) ? -1 : +1);
6795 for (i = 0; i < 8; i++)
6797 int pos_raw = start_pos + i * check_order;
6798 int pos = (pos_raw + 8) % 8;
6799 int newx = x + check_xy[pos].dx;
6800 int newy = y + check_xy[pos].dy;
6802 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6804 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
6805 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
6807 Store[x][y] = Feld[newx][newy];
6816 if (can_clone) /* randomly find a direction to move */
6820 start_pos = check_pos[RND(8)];
6821 check_order = (RND(2) ? -1 : +1);
6823 for (i = 0; i < 8; i++)
6825 int pos_raw = start_pos + i * check_order;
6826 int pos = (pos_raw + 8) % 8;
6827 int newx = x + check_xy[pos].dx;
6828 int newy = y + check_xy[pos].dy;
6829 int new_move_dir = check_xy[pos].dir;
6831 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6833 MovDir[x][y] = new_move_dir;
6834 MovDelay[x][y] = level.android_clone_time * 8 + 1;
6843 if (can_clone) /* cloning and moving successful */
6846 /* cannot clone -- try to move towards player */
6848 start_pos = check_pos[MovDir[x][y] & 0x0f];
6849 check_order = (RND(2) ? -1 : +1);
6851 for (i = 0; i < 3; i++)
6853 /* first check start_pos, then previous/next or (next/previous) pos */
6854 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
6855 int pos = (pos_raw + 8) % 8;
6856 int newx = x + check_xy[pos].dx;
6857 int newy = y + check_xy[pos].dy;
6858 int new_move_dir = check_xy[pos].dir;
6860 if (IS_PLAYER(newx, newy))
6863 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6865 MovDir[x][y] = new_move_dir;
6866 MovDelay[x][y] = level.android_move_time * 8 + 1;
6873 else if (move_pattern == MV_TURNING_LEFT ||
6874 move_pattern == MV_TURNING_RIGHT ||
6875 move_pattern == MV_TURNING_LEFT_RIGHT ||
6876 move_pattern == MV_TURNING_RIGHT_LEFT ||
6877 move_pattern == MV_TURNING_RANDOM ||
6878 move_pattern == MV_ALL_DIRECTIONS)
6880 boolean can_turn_left =
6881 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
6882 boolean can_turn_right =
6883 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
6885 if (element_info[element].move_stepsize == 0) /* "not moving" */
6888 if (move_pattern == MV_TURNING_LEFT)
6889 MovDir[x][y] = left_dir;
6890 else if (move_pattern == MV_TURNING_RIGHT)
6891 MovDir[x][y] = right_dir;
6892 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
6893 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
6894 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
6895 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
6896 else if (move_pattern == MV_TURNING_RANDOM)
6897 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
6898 can_turn_right && !can_turn_left ? right_dir :
6899 RND(2) ? left_dir : right_dir);
6900 else if (can_turn_left && can_turn_right)
6901 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6902 else if (can_turn_left)
6903 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6904 else if (can_turn_right)
6905 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6907 MovDir[x][y] = back_dir;
6909 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6911 else if (move_pattern == MV_HORIZONTAL ||
6912 move_pattern == MV_VERTICAL)
6914 if (move_pattern & old_move_dir)
6915 MovDir[x][y] = back_dir;
6916 else if (move_pattern == MV_HORIZONTAL)
6917 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
6918 else if (move_pattern == MV_VERTICAL)
6919 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
6921 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6923 else if (move_pattern & MV_ANY_DIRECTION)
6925 MovDir[x][y] = move_pattern;
6926 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6928 else if (move_pattern & MV_WIND_DIRECTION)
6930 MovDir[x][y] = game.wind_direction;
6931 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6933 else if (move_pattern == MV_ALONG_LEFT_SIDE)
6935 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
6936 MovDir[x][y] = left_dir;
6937 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6938 MovDir[x][y] = right_dir;
6940 if (MovDir[x][y] != old_move_dir)
6941 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6943 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
6945 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
6946 MovDir[x][y] = right_dir;
6947 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6948 MovDir[x][y] = left_dir;
6950 if (MovDir[x][y] != old_move_dir)
6951 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6953 else if (move_pattern == MV_TOWARDS_PLAYER ||
6954 move_pattern == MV_AWAY_FROM_PLAYER)
6956 int attr_x = -1, attr_y = -1;
6958 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
6969 for (i = 0; i < MAX_PLAYERS; i++)
6971 struct PlayerInfo *player = &stored_player[i];
6972 int jx = player->jx, jy = player->jy;
6974 if (!player->active)
6978 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6986 MovDir[x][y] = MV_NONE;
6988 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
6989 else if (attr_x > x)
6990 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
6992 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
6993 else if (attr_y > y)
6994 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
6996 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6998 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7000 boolean first_horiz = RND(2);
7001 int new_move_dir = MovDir[x][y];
7003 if (element_info[element].move_stepsize == 0) /* "not moving" */
7005 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7006 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7012 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7013 Moving2Blocked(x, y, &newx, &newy);
7015 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7019 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7020 Moving2Blocked(x, y, &newx, &newy);
7022 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7025 MovDir[x][y] = old_move_dir;
7028 else if (move_pattern == MV_WHEN_PUSHED ||
7029 move_pattern == MV_WHEN_DROPPED)
7031 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7032 MovDir[x][y] = MV_NONE;
7036 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7038 static int test_xy[7][2] =
7048 static int test_dir[7] =
7058 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7059 int move_preference = -1000000; /* start with very low preference */
7060 int new_move_dir = MV_NONE;
7061 int start_test = RND(4);
7064 for (i = 0; i < NUM_DIRECTIONS; i++)
7066 int move_dir = test_dir[start_test + i];
7067 int move_dir_preference;
7069 xx = x + test_xy[start_test + i][0];
7070 yy = y + test_xy[start_test + i][1];
7072 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7073 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7075 new_move_dir = move_dir;
7080 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7083 move_dir_preference = -1 * RunnerVisit[xx][yy];
7084 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7085 move_dir_preference = PlayerVisit[xx][yy];
7087 if (move_dir_preference > move_preference)
7089 /* prefer field that has not been visited for the longest time */
7090 move_preference = move_dir_preference;
7091 new_move_dir = move_dir;
7093 else if (move_dir_preference == move_preference &&
7094 move_dir == old_move_dir)
7096 /* prefer last direction when all directions are preferred equally */
7097 move_preference = move_dir_preference;
7098 new_move_dir = move_dir;
7102 MovDir[x][y] = new_move_dir;
7103 if (old_move_dir != new_move_dir)
7104 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7108 static void TurnRound(int x, int y)
7110 int direction = MovDir[x][y];
7114 GfxDir[x][y] = MovDir[x][y];
7116 if (direction != MovDir[x][y])
7120 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7122 ResetGfxFrame(x, y, FALSE);
7125 static boolean JustBeingPushed(int x, int y)
7129 for (i = 0; i < MAX_PLAYERS; i++)
7131 struct PlayerInfo *player = &stored_player[i];
7133 if (player->active && player->is_pushing && player->MovPos)
7135 int next_jx = player->jx + (player->jx - player->last_jx);
7136 int next_jy = player->jy + (player->jy - player->last_jy);
7138 if (x == next_jx && y == next_jy)
7146 void StartMoving(int x, int y)
7148 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7149 int element = Feld[x][y];
7154 if (MovDelay[x][y] == 0)
7155 GfxAction[x][y] = ACTION_DEFAULT;
7157 if (CAN_FALL(element) && y < lev_fieldy - 1)
7159 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7160 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7161 if (JustBeingPushed(x, y))
7164 if (element == EL_QUICKSAND_FULL)
7166 if (IS_FREE(x, y + 1))
7168 InitMovingField(x, y, MV_DOWN);
7169 started_moving = TRUE;
7171 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7172 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7173 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7174 Store[x][y] = EL_ROCK;
7176 Store[x][y] = EL_ROCK;
7179 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7181 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7183 if (!MovDelay[x][y])
7185 MovDelay[x][y] = TILEY + 1;
7187 ResetGfxAnimation(x, y);
7188 ResetGfxAnimation(x, y + 1);
7193 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7194 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7201 Feld[x][y] = EL_QUICKSAND_EMPTY;
7202 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7203 Store[x][y + 1] = Store[x][y];
7206 PlayLevelSoundAction(x, y, ACTION_FILLING);
7208 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7210 if (!MovDelay[x][y])
7212 MovDelay[x][y] = TILEY + 1;
7214 ResetGfxAnimation(x, y);
7215 ResetGfxAnimation(x, y + 1);
7220 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7221 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7228 Feld[x][y] = EL_QUICKSAND_EMPTY;
7229 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7230 Store[x][y + 1] = Store[x][y];
7233 PlayLevelSoundAction(x, y, ACTION_FILLING);
7236 else if (element == EL_QUICKSAND_FAST_FULL)
7238 if (IS_FREE(x, y + 1))
7240 InitMovingField(x, y, MV_DOWN);
7241 started_moving = TRUE;
7243 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7244 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7245 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7246 Store[x][y] = EL_ROCK;
7248 Store[x][y] = EL_ROCK;
7251 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7253 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7255 if (!MovDelay[x][y])
7257 MovDelay[x][y] = TILEY + 1;
7259 ResetGfxAnimation(x, y);
7260 ResetGfxAnimation(x, y + 1);
7265 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7266 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7273 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7274 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7275 Store[x][y + 1] = Store[x][y];
7278 PlayLevelSoundAction(x, y, ACTION_FILLING);
7280 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7282 if (!MovDelay[x][y])
7284 MovDelay[x][y] = TILEY + 1;
7286 ResetGfxAnimation(x, y);
7287 ResetGfxAnimation(x, y + 1);
7292 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7293 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7300 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7301 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7302 Store[x][y + 1] = Store[x][y];
7305 PlayLevelSoundAction(x, y, ACTION_FILLING);
7308 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7309 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7311 InitMovingField(x, y, MV_DOWN);
7312 started_moving = TRUE;
7314 Feld[x][y] = EL_QUICKSAND_FILLING;
7315 Store[x][y] = element;
7317 PlayLevelSoundAction(x, y, ACTION_FILLING);
7319 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7320 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7322 InitMovingField(x, y, MV_DOWN);
7323 started_moving = TRUE;
7325 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7326 Store[x][y] = element;
7328 PlayLevelSoundAction(x, y, ACTION_FILLING);
7330 else if (element == EL_MAGIC_WALL_FULL)
7332 if (IS_FREE(x, y + 1))
7334 InitMovingField(x, y, MV_DOWN);
7335 started_moving = TRUE;
7337 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7338 Store[x][y] = EL_CHANGED(Store[x][y]);
7340 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7342 if (!MovDelay[x][y])
7343 MovDelay[x][y] = TILEY / 4 + 1;
7352 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7353 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7354 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7358 else if (element == EL_BD_MAGIC_WALL_FULL)
7360 if (IS_FREE(x, y + 1))
7362 InitMovingField(x, y, MV_DOWN);
7363 started_moving = TRUE;
7365 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7366 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7368 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7370 if (!MovDelay[x][y])
7371 MovDelay[x][y] = TILEY / 4 + 1;
7380 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7381 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7382 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7386 else if (element == EL_DC_MAGIC_WALL_FULL)
7388 if (IS_FREE(x, y + 1))
7390 InitMovingField(x, y, MV_DOWN);
7391 started_moving = TRUE;
7393 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7394 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7396 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7398 if (!MovDelay[x][y])
7399 MovDelay[x][y] = TILEY / 4 + 1;
7408 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7409 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7410 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7414 else if ((CAN_PASS_MAGIC_WALL(element) &&
7415 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7416 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7417 (CAN_PASS_DC_MAGIC_WALL(element) &&
7418 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7421 InitMovingField(x, y, MV_DOWN);
7422 started_moving = TRUE;
7425 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7426 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7427 EL_DC_MAGIC_WALL_FILLING);
7428 Store[x][y] = element;
7430 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7432 SplashAcid(x, y + 1);
7434 InitMovingField(x, y, MV_DOWN);
7435 started_moving = TRUE;
7437 Store[x][y] = EL_ACID;
7440 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7441 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7442 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7443 CAN_FALL(element) && WasJustFalling[x][y] &&
7444 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7446 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7447 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7448 (Feld[x][y + 1] == EL_BLOCKED)))
7450 /* this is needed for a special case not covered by calling "Impact()"
7451 from "ContinueMoving()": if an element moves to a tile directly below
7452 another element which was just falling on that tile (which was empty
7453 in the previous frame), the falling element above would just stop
7454 instead of smashing the element below (in previous version, the above
7455 element was just checked for "moving" instead of "falling", resulting
7456 in incorrect smashes caused by horizontal movement of the above
7457 element; also, the case of the player being the element to smash was
7458 simply not covered here... :-/ ) */
7460 CheckCollision[x][y] = 0;
7461 CheckImpact[x][y] = 0;
7465 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7467 if (MovDir[x][y] == MV_NONE)
7469 InitMovingField(x, y, MV_DOWN);
7470 started_moving = TRUE;
7473 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7475 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7476 MovDir[x][y] = MV_DOWN;
7478 InitMovingField(x, y, MV_DOWN);
7479 started_moving = TRUE;
7481 else if (element == EL_AMOEBA_DROP)
7483 Feld[x][y] = EL_AMOEBA_GROWING;
7484 Store[x][y] = EL_AMOEBA_WET;
7486 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7487 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7488 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7489 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7491 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7492 (IS_FREE(x - 1, y + 1) ||
7493 Feld[x - 1][y + 1] == EL_ACID));
7494 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7495 (IS_FREE(x + 1, y + 1) ||
7496 Feld[x + 1][y + 1] == EL_ACID));
7497 boolean can_fall_any = (can_fall_left || can_fall_right);
7498 boolean can_fall_both = (can_fall_left && can_fall_right);
7499 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7501 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7503 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7504 can_fall_right = FALSE;
7505 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7506 can_fall_left = FALSE;
7507 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7508 can_fall_right = FALSE;
7509 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7510 can_fall_left = FALSE;
7512 can_fall_any = (can_fall_left || can_fall_right);
7513 can_fall_both = FALSE;
7518 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7519 can_fall_right = FALSE; /* slip down on left side */
7521 can_fall_left = !(can_fall_right = RND(2));
7523 can_fall_both = FALSE;
7528 /* if not determined otherwise, prefer left side for slipping down */
7529 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7530 started_moving = TRUE;
7533 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7535 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7536 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7537 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7538 int belt_dir = game.belt_dir[belt_nr];
7540 if ((belt_dir == MV_LEFT && left_is_free) ||
7541 (belt_dir == MV_RIGHT && right_is_free))
7543 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7545 InitMovingField(x, y, belt_dir);
7546 started_moving = TRUE;
7548 Pushed[x][y] = TRUE;
7549 Pushed[nextx][y] = TRUE;
7551 GfxAction[x][y] = ACTION_DEFAULT;
7555 MovDir[x][y] = 0; /* if element was moving, stop it */
7560 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7561 if (CAN_MOVE(element) && !started_moving)
7563 int move_pattern = element_info[element].move_pattern;
7566 Moving2Blocked(x, y, &newx, &newy);
7568 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7571 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7572 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7574 WasJustMoving[x][y] = 0;
7575 CheckCollision[x][y] = 0;
7577 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7579 if (Feld[x][y] != element) /* element has changed */
7583 if (!MovDelay[x][y]) /* start new movement phase */
7585 /* all objects that can change their move direction after each step
7586 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7588 if (element != EL_YAMYAM &&
7589 element != EL_DARK_YAMYAM &&
7590 element != EL_PACMAN &&
7591 !(move_pattern & MV_ANY_DIRECTION) &&
7592 move_pattern != MV_TURNING_LEFT &&
7593 move_pattern != MV_TURNING_RIGHT &&
7594 move_pattern != MV_TURNING_LEFT_RIGHT &&
7595 move_pattern != MV_TURNING_RIGHT_LEFT &&
7596 move_pattern != MV_TURNING_RANDOM)
7600 if (MovDelay[x][y] && (element == EL_BUG ||
7601 element == EL_SPACESHIP ||
7602 element == EL_SP_SNIKSNAK ||
7603 element == EL_SP_ELECTRON ||
7604 element == EL_MOLE))
7605 TEST_DrawLevelField(x, y);
7609 if (MovDelay[x][y]) /* wait some time before next movement */
7613 if (element == EL_ROBOT ||
7614 element == EL_YAMYAM ||
7615 element == EL_DARK_YAMYAM)
7617 DrawLevelElementAnimationIfNeeded(x, y, element);
7618 PlayLevelSoundAction(x, y, ACTION_WAITING);
7620 else if (element == EL_SP_ELECTRON)
7621 DrawLevelElementAnimationIfNeeded(x, y, element);
7622 else if (element == EL_DRAGON)
7625 int dir = MovDir[x][y];
7626 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7627 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7628 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7629 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7630 dir == MV_UP ? IMG_FLAMES_1_UP :
7631 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7632 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7634 GfxAction[x][y] = ACTION_ATTACKING;
7636 if (IS_PLAYER(x, y))
7637 DrawPlayerField(x, y);
7639 TEST_DrawLevelField(x, y);
7641 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7643 for (i = 1; i <= 3; i++)
7645 int xx = x + i * dx;
7646 int yy = y + i * dy;
7647 int sx = SCREENX(xx);
7648 int sy = SCREENY(yy);
7649 int flame_graphic = graphic + (i - 1);
7651 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7656 int flamed = MovingOrBlocked2Element(xx, yy);
7658 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7661 RemoveMovingField(xx, yy);
7663 ChangeDelay[xx][yy] = 0;
7665 Feld[xx][yy] = EL_FLAMES;
7667 if (IN_SCR_FIELD(sx, sy))
7669 TEST_DrawLevelFieldCrumbled(xx, yy);
7670 DrawGraphic(sx, sy, flame_graphic, frame);
7675 if (Feld[xx][yy] == EL_FLAMES)
7676 Feld[xx][yy] = EL_EMPTY;
7677 TEST_DrawLevelField(xx, yy);
7682 if (MovDelay[x][y]) /* element still has to wait some time */
7684 PlayLevelSoundAction(x, y, ACTION_WAITING);
7690 /* now make next step */
7692 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7694 if (DONT_COLLIDE_WITH(element) &&
7695 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7696 !PLAYER_ENEMY_PROTECTED(newx, newy))
7698 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7703 else if (CAN_MOVE_INTO_ACID(element) &&
7704 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7705 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7706 (MovDir[x][y] == MV_DOWN ||
7707 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7709 SplashAcid(newx, newy);
7710 Store[x][y] = EL_ACID;
7712 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7714 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7715 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7716 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7717 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7720 TEST_DrawLevelField(x, y);
7722 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7723 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7724 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7726 local_player->friends_still_needed--;
7727 if (!local_player->friends_still_needed &&
7728 !local_player->GameOver && AllPlayersGone)
7729 PlayerWins(local_player);
7733 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7735 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7736 TEST_DrawLevelField(newx, newy);
7738 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7740 else if (!IS_FREE(newx, newy))
7742 GfxAction[x][y] = ACTION_WAITING;
7744 if (IS_PLAYER(x, y))
7745 DrawPlayerField(x, y);
7747 TEST_DrawLevelField(x, y);
7752 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7754 if (IS_FOOD_PIG(Feld[newx][newy]))
7756 if (IS_MOVING(newx, newy))
7757 RemoveMovingField(newx, newy);
7760 Feld[newx][newy] = EL_EMPTY;
7761 TEST_DrawLevelField(newx, newy);
7764 PlayLevelSound(x, y, SND_PIG_DIGGING);
7766 else if (!IS_FREE(newx, newy))
7768 if (IS_PLAYER(x, y))
7769 DrawPlayerField(x, y);
7771 TEST_DrawLevelField(x, y);
7776 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7778 if (Store[x][y] != EL_EMPTY)
7780 boolean can_clone = FALSE;
7783 /* check if element to clone is still there */
7784 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7786 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7794 /* cannot clone or target field not free anymore -- do not clone */
7795 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7796 Store[x][y] = EL_EMPTY;
7799 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7801 if (IS_MV_DIAGONAL(MovDir[x][y]))
7803 int diagonal_move_dir = MovDir[x][y];
7804 int stored = Store[x][y];
7805 int change_delay = 8;
7808 /* android is moving diagonally */
7810 CreateField(x, y, EL_DIAGONAL_SHRINKING);
7812 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
7813 GfxElement[x][y] = EL_EMC_ANDROID;
7814 GfxAction[x][y] = ACTION_SHRINKING;
7815 GfxDir[x][y] = diagonal_move_dir;
7816 ChangeDelay[x][y] = change_delay;
7818 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
7821 DrawLevelGraphicAnimation(x, y, graphic);
7822 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
7824 if (Feld[newx][newy] == EL_ACID)
7826 SplashAcid(newx, newy);
7831 CreateField(newx, newy, EL_DIAGONAL_GROWING);
7833 Store[newx][newy] = EL_EMC_ANDROID;
7834 GfxElement[newx][newy] = EL_EMC_ANDROID;
7835 GfxAction[newx][newy] = ACTION_GROWING;
7836 GfxDir[newx][newy] = diagonal_move_dir;
7837 ChangeDelay[newx][newy] = change_delay;
7839 graphic = el_act_dir2img(GfxElement[newx][newy],
7840 GfxAction[newx][newy], GfxDir[newx][newy]);
7842 DrawLevelGraphicAnimation(newx, newy, graphic);
7843 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
7849 Feld[newx][newy] = EL_EMPTY;
7850 TEST_DrawLevelField(newx, newy);
7852 PlayLevelSoundAction(x, y, ACTION_DIGGING);
7855 else if (!IS_FREE(newx, newy))
7860 else if (IS_CUSTOM_ELEMENT(element) &&
7861 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7863 if (!DigFieldByCE(newx, newy, element))
7866 if (move_pattern & MV_MAZE_RUNNER_STYLE)
7868 RunnerVisit[x][y] = FrameCounter;
7869 PlayerVisit[x][y] /= 8; /* expire player visit path */
7872 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
7874 if (!IS_FREE(newx, newy))
7876 if (IS_PLAYER(x, y))
7877 DrawPlayerField(x, y);
7879 TEST_DrawLevelField(x, y);
7885 boolean wanna_flame = !RND(10);
7886 int dx = newx - x, dy = newy - y;
7887 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
7888 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
7889 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
7890 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
7891 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
7892 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
7895 IS_CLASSIC_ENEMY(element1) ||
7896 IS_CLASSIC_ENEMY(element2)) &&
7897 element1 != EL_DRAGON && element2 != EL_DRAGON &&
7898 element1 != EL_FLAMES && element2 != EL_FLAMES)
7900 ResetGfxAnimation(x, y);
7901 GfxAction[x][y] = ACTION_ATTACKING;
7903 if (IS_PLAYER(x, y))
7904 DrawPlayerField(x, y);
7906 TEST_DrawLevelField(x, y);
7908 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
7910 MovDelay[x][y] = 50;
7912 Feld[newx][newy] = EL_FLAMES;
7913 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
7914 Feld[newx1][newy1] = EL_FLAMES;
7915 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
7916 Feld[newx2][newy2] = EL_FLAMES;
7922 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7923 Feld[newx][newy] == EL_DIAMOND)
7925 if (IS_MOVING(newx, newy))
7926 RemoveMovingField(newx, newy);
7929 Feld[newx][newy] = EL_EMPTY;
7930 TEST_DrawLevelField(newx, newy);
7933 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
7935 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7936 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
7938 if (AmoebaNr[newx][newy])
7940 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7941 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7942 Feld[newx][newy] == EL_BD_AMOEBA)
7943 AmoebaCnt[AmoebaNr[newx][newy]]--;
7946 if (IS_MOVING(newx, newy))
7948 RemoveMovingField(newx, newy);
7952 Feld[newx][newy] = EL_EMPTY;
7953 TEST_DrawLevelField(newx, newy);
7956 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
7958 else if ((element == EL_PACMAN || element == EL_MOLE)
7959 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
7961 if (AmoebaNr[newx][newy])
7963 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7964 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7965 Feld[newx][newy] == EL_BD_AMOEBA)
7966 AmoebaCnt[AmoebaNr[newx][newy]]--;
7969 if (element == EL_MOLE)
7971 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
7972 PlayLevelSound(x, y, SND_MOLE_DIGGING);
7974 ResetGfxAnimation(x, y);
7975 GfxAction[x][y] = ACTION_DIGGING;
7976 TEST_DrawLevelField(x, y);
7978 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
7980 return; /* wait for shrinking amoeba */
7982 else /* element == EL_PACMAN */
7984 Feld[newx][newy] = EL_EMPTY;
7985 TEST_DrawLevelField(newx, newy);
7986 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
7989 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
7990 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
7991 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
7993 /* wait for shrinking amoeba to completely disappear */
7996 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
7998 /* object was running against a wall */
8002 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
8003 DrawLevelElementAnimation(x, y, element);
8005 if (DONT_TOUCH(element))
8006 TestIfBadThingTouchesPlayer(x, y);
8011 InitMovingField(x, y, MovDir[x][y]);
8013 PlayLevelSoundAction(x, y, ACTION_MOVING);
8017 ContinueMoving(x, y);
8020 void ContinueMoving(int x, int y)
8022 int element = Feld[x][y];
8023 struct ElementInfo *ei = &element_info[element];
8024 int direction = MovDir[x][y];
8025 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8026 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8027 int newx = x + dx, newy = y + dy;
8028 int stored = Store[x][y];
8029 int stored_new = Store[newx][newy];
8030 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8031 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8032 boolean last_line = (newy == lev_fieldy - 1);
8034 MovPos[x][y] += getElementMoveStepsize(x, y);
8036 if (pushed_by_player) /* special case: moving object pushed by player */
8037 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8039 if (ABS(MovPos[x][y]) < TILEX)
8041 TEST_DrawLevelField(x, y);
8043 return; /* element is still moving */
8046 /* element reached destination field */
8048 Feld[x][y] = EL_EMPTY;
8049 Feld[newx][newy] = element;
8050 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8052 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8054 element = Feld[newx][newy] = EL_ACID;
8056 else if (element == EL_MOLE)
8058 Feld[x][y] = EL_SAND;
8060 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8062 else if (element == EL_QUICKSAND_FILLING)
8064 element = Feld[newx][newy] = get_next_element(element);
8065 Store[newx][newy] = Store[x][y];
8067 else if (element == EL_QUICKSAND_EMPTYING)
8069 Feld[x][y] = get_next_element(element);
8070 element = Feld[newx][newy] = Store[x][y];
8072 else if (element == EL_QUICKSAND_FAST_FILLING)
8074 element = Feld[newx][newy] = get_next_element(element);
8075 Store[newx][newy] = Store[x][y];
8077 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8079 Feld[x][y] = get_next_element(element);
8080 element = Feld[newx][newy] = Store[x][y];
8082 else if (element == EL_MAGIC_WALL_FILLING)
8084 element = Feld[newx][newy] = get_next_element(element);
8085 if (!game.magic_wall_active)
8086 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8087 Store[newx][newy] = Store[x][y];
8089 else if (element == EL_MAGIC_WALL_EMPTYING)
8091 Feld[x][y] = get_next_element(element);
8092 if (!game.magic_wall_active)
8093 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8094 element = Feld[newx][newy] = Store[x][y];
8096 InitField(newx, newy, FALSE);
8098 else if (element == EL_BD_MAGIC_WALL_FILLING)
8100 element = Feld[newx][newy] = get_next_element(element);
8101 if (!game.magic_wall_active)
8102 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8103 Store[newx][newy] = Store[x][y];
8105 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8107 Feld[x][y] = get_next_element(element);
8108 if (!game.magic_wall_active)
8109 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8110 element = Feld[newx][newy] = Store[x][y];
8112 InitField(newx, newy, FALSE);
8114 else if (element == EL_DC_MAGIC_WALL_FILLING)
8116 element = Feld[newx][newy] = get_next_element(element);
8117 if (!game.magic_wall_active)
8118 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8119 Store[newx][newy] = Store[x][y];
8121 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8123 Feld[x][y] = get_next_element(element);
8124 if (!game.magic_wall_active)
8125 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8126 element = Feld[newx][newy] = Store[x][y];
8128 InitField(newx, newy, FALSE);
8130 else if (element == EL_AMOEBA_DROPPING)
8132 Feld[x][y] = get_next_element(element);
8133 element = Feld[newx][newy] = Store[x][y];
8135 else if (element == EL_SOKOBAN_OBJECT)
8138 Feld[x][y] = Back[x][y];
8140 if (Back[newx][newy])
8141 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8143 Back[x][y] = Back[newx][newy] = 0;
8146 Store[x][y] = EL_EMPTY;
8151 MovDelay[newx][newy] = 0;
8153 if (CAN_CHANGE_OR_HAS_ACTION(element))
8155 /* copy element change control values to new field */
8156 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8157 ChangePage[newx][newy] = ChangePage[x][y];
8158 ChangeCount[newx][newy] = ChangeCount[x][y];
8159 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8162 CustomValue[newx][newy] = CustomValue[x][y];
8164 ChangeDelay[x][y] = 0;
8165 ChangePage[x][y] = -1;
8166 ChangeCount[x][y] = 0;
8167 ChangeEvent[x][y] = -1;
8169 CustomValue[x][y] = 0;
8171 /* copy animation control values to new field */
8172 GfxFrame[newx][newy] = GfxFrame[x][y];
8173 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8174 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8175 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8177 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8179 /* some elements can leave other elements behind after moving */
8180 if (ei->move_leave_element != EL_EMPTY &&
8181 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8182 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8184 int move_leave_element = ei->move_leave_element;
8186 /* this makes it possible to leave the removed element again */
8187 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8188 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8190 Feld[x][y] = move_leave_element;
8192 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8193 MovDir[x][y] = direction;
8195 InitField(x, y, FALSE);
8197 if (GFX_CRUMBLED(Feld[x][y]))
8198 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8200 if (ELEM_IS_PLAYER(move_leave_element))
8201 RelocatePlayer(x, y, move_leave_element);
8204 /* do this after checking for left-behind element */
8205 ResetGfxAnimation(x, y); /* reset animation values for old field */
8207 if (!CAN_MOVE(element) ||
8208 (CAN_FALL(element) && direction == MV_DOWN &&
8209 (element == EL_SPRING ||
8210 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8211 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8212 GfxDir[x][y] = MovDir[newx][newy] = 0;
8214 TEST_DrawLevelField(x, y);
8215 TEST_DrawLevelField(newx, newy);
8217 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8219 /* prevent pushed element from moving on in pushed direction */
8220 if (pushed_by_player && CAN_MOVE(element) &&
8221 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8222 !(element_info[element].move_pattern & direction))
8223 TurnRound(newx, newy);
8225 /* prevent elements on conveyor belt from moving on in last direction */
8226 if (pushed_by_conveyor && CAN_FALL(element) &&
8227 direction & MV_HORIZONTAL)
8228 MovDir[newx][newy] = 0;
8230 if (!pushed_by_player)
8232 int nextx = newx + dx, nexty = newy + dy;
8233 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8235 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8237 if (CAN_FALL(element) && direction == MV_DOWN)
8238 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8240 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8241 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8243 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8244 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8247 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8249 TestIfBadThingTouchesPlayer(newx, newy);
8250 TestIfBadThingTouchesFriend(newx, newy);
8252 if (!IS_CUSTOM_ELEMENT(element))
8253 TestIfBadThingTouchesOtherBadThing(newx, newy);
8255 else if (element == EL_PENGUIN)
8256 TestIfFriendTouchesBadThing(newx, newy);
8258 if (DONT_GET_HIT_BY(element))
8260 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8263 /* give the player one last chance (one more frame) to move away */
8264 if (CAN_FALL(element) && direction == MV_DOWN &&
8265 (last_line || (!IS_FREE(x, newy + 1) &&
8266 (!IS_PLAYER(x, newy + 1) ||
8267 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8270 if (pushed_by_player && !game.use_change_when_pushing_bug)
8272 int push_side = MV_DIR_OPPOSITE(direction);
8273 struct PlayerInfo *player = PLAYERINFO(x, y);
8275 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8276 player->index_bit, push_side);
8277 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8278 player->index_bit, push_side);
8281 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8282 MovDelay[newx][newy] = 1;
8284 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8286 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8287 TestIfElementHitsCustomElement(newx, newy, direction);
8288 TestIfPlayerTouchesCustomElement(newx, newy);
8289 TestIfElementTouchesCustomElement(newx, newy);
8291 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8292 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8293 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8294 MV_DIR_OPPOSITE(direction));
8297 int AmoebeNachbarNr(int ax, int ay)
8300 int element = Feld[ax][ay];
8302 static int xy[4][2] =
8310 for (i = 0; i < NUM_DIRECTIONS; i++)
8312 int x = ax + xy[i][0];
8313 int y = ay + xy[i][1];
8315 if (!IN_LEV_FIELD(x, y))
8318 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8319 group_nr = AmoebaNr[x][y];
8325 void AmoebenVereinigen(int ax, int ay)
8327 int i, x, y, xx, yy;
8328 int new_group_nr = AmoebaNr[ax][ay];
8329 static int xy[4][2] =
8337 if (new_group_nr == 0)
8340 for (i = 0; i < NUM_DIRECTIONS; i++)
8345 if (!IN_LEV_FIELD(x, y))
8348 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8349 Feld[x][y] == EL_BD_AMOEBA ||
8350 Feld[x][y] == EL_AMOEBA_DEAD) &&
8351 AmoebaNr[x][y] != new_group_nr)
8353 int old_group_nr = AmoebaNr[x][y];
8355 if (old_group_nr == 0)
8358 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8359 AmoebaCnt[old_group_nr] = 0;
8360 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8361 AmoebaCnt2[old_group_nr] = 0;
8363 SCAN_PLAYFIELD(xx, yy)
8365 if (AmoebaNr[xx][yy] == old_group_nr)
8366 AmoebaNr[xx][yy] = new_group_nr;
8372 void AmoebeUmwandeln(int ax, int ay)
8376 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8378 int group_nr = AmoebaNr[ax][ay];
8383 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8384 printf("AmoebeUmwandeln(): This should never happen!\n");
8389 SCAN_PLAYFIELD(x, y)
8391 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8394 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8398 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8399 SND_AMOEBA_TURNING_TO_GEM :
8400 SND_AMOEBA_TURNING_TO_ROCK));
8405 static int xy[4][2] =
8413 for (i = 0; i < NUM_DIRECTIONS; i++)
8418 if (!IN_LEV_FIELD(x, y))
8421 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8423 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8424 SND_AMOEBA_TURNING_TO_GEM :
8425 SND_AMOEBA_TURNING_TO_ROCK));
8432 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8435 int group_nr = AmoebaNr[ax][ay];
8436 boolean done = FALSE;
8441 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8442 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8447 SCAN_PLAYFIELD(x, y)
8449 if (AmoebaNr[x][y] == group_nr &&
8450 (Feld[x][y] == EL_AMOEBA_DEAD ||
8451 Feld[x][y] == EL_BD_AMOEBA ||
8452 Feld[x][y] == EL_AMOEBA_GROWING))
8455 Feld[x][y] = new_element;
8456 InitField(x, y, FALSE);
8457 TEST_DrawLevelField(x, y);
8463 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8464 SND_BD_AMOEBA_TURNING_TO_ROCK :
8465 SND_BD_AMOEBA_TURNING_TO_GEM));
8468 void AmoebeWaechst(int x, int y)
8470 static unsigned int sound_delay = 0;
8471 static unsigned int sound_delay_value = 0;
8473 if (!MovDelay[x][y]) /* start new growing cycle */
8477 if (DelayReached(&sound_delay, sound_delay_value))
8479 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8480 sound_delay_value = 30;
8484 if (MovDelay[x][y]) /* wait some time before growing bigger */
8487 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8489 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8490 6 - MovDelay[x][y]);
8492 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8495 if (!MovDelay[x][y])
8497 Feld[x][y] = Store[x][y];
8499 TEST_DrawLevelField(x, y);
8504 void AmoebaDisappearing(int x, int y)
8506 static unsigned int sound_delay = 0;
8507 static unsigned int sound_delay_value = 0;
8509 if (!MovDelay[x][y]) /* start new shrinking cycle */
8513 if (DelayReached(&sound_delay, sound_delay_value))
8514 sound_delay_value = 30;
8517 if (MovDelay[x][y]) /* wait some time before shrinking */
8520 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8522 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8523 6 - MovDelay[x][y]);
8525 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8528 if (!MovDelay[x][y])
8530 Feld[x][y] = EL_EMPTY;
8531 TEST_DrawLevelField(x, y);
8533 /* don't let mole enter this field in this cycle;
8534 (give priority to objects falling to this field from above) */
8540 void AmoebeAbleger(int ax, int ay)
8543 int element = Feld[ax][ay];
8544 int graphic = el2img(element);
8545 int newax = ax, neway = ay;
8546 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8547 static int xy[4][2] =
8555 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8557 Feld[ax][ay] = EL_AMOEBA_DEAD;
8558 TEST_DrawLevelField(ax, ay);
8562 if (IS_ANIMATED(graphic))
8563 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8565 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8566 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8568 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8571 if (MovDelay[ax][ay])
8575 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8578 int x = ax + xy[start][0];
8579 int y = ay + xy[start][1];
8581 if (!IN_LEV_FIELD(x, y))
8584 if (IS_FREE(x, y) ||
8585 CAN_GROW_INTO(Feld[x][y]) ||
8586 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8587 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8593 if (newax == ax && neway == ay)
8596 else /* normal or "filled" (BD style) amoeba */
8599 boolean waiting_for_player = FALSE;
8601 for (i = 0; i < NUM_DIRECTIONS; i++)
8603 int j = (start + i) % 4;
8604 int x = ax + xy[j][0];
8605 int y = ay + xy[j][1];
8607 if (!IN_LEV_FIELD(x, y))
8610 if (IS_FREE(x, y) ||
8611 CAN_GROW_INTO(Feld[x][y]) ||
8612 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8613 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8619 else if (IS_PLAYER(x, y))
8620 waiting_for_player = TRUE;
8623 if (newax == ax && neway == ay) /* amoeba cannot grow */
8625 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8627 Feld[ax][ay] = EL_AMOEBA_DEAD;
8628 TEST_DrawLevelField(ax, ay);
8629 AmoebaCnt[AmoebaNr[ax][ay]]--;
8631 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8633 if (element == EL_AMOEBA_FULL)
8634 AmoebeUmwandeln(ax, ay);
8635 else if (element == EL_BD_AMOEBA)
8636 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8641 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8643 /* amoeba gets larger by growing in some direction */
8645 int new_group_nr = AmoebaNr[ax][ay];
8648 if (new_group_nr == 0)
8650 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8651 printf("AmoebeAbleger(): This should never happen!\n");
8656 AmoebaNr[newax][neway] = new_group_nr;
8657 AmoebaCnt[new_group_nr]++;
8658 AmoebaCnt2[new_group_nr]++;
8660 /* if amoeba touches other amoeba(s) after growing, unify them */
8661 AmoebenVereinigen(newax, neway);
8663 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8665 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8671 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8672 (neway == lev_fieldy - 1 && newax != ax))
8674 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8675 Store[newax][neway] = element;
8677 else if (neway == ay || element == EL_EMC_DRIPPER)
8679 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8681 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8685 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8686 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8687 Store[ax][ay] = EL_AMOEBA_DROP;
8688 ContinueMoving(ax, ay);
8692 TEST_DrawLevelField(newax, neway);
8695 void Life(int ax, int ay)
8699 int element = Feld[ax][ay];
8700 int graphic = el2img(element);
8701 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8703 boolean changed = FALSE;
8705 if (IS_ANIMATED(graphic))
8706 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8711 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8712 MovDelay[ax][ay] = life_time;
8714 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8717 if (MovDelay[ax][ay])
8721 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8723 int xx = ax+x1, yy = ay+y1;
8726 if (!IN_LEV_FIELD(xx, yy))
8729 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8731 int x = xx+x2, y = yy+y2;
8733 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8736 if (((Feld[x][y] == element ||
8737 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8739 (IS_FREE(x, y) && Stop[x][y]))
8743 if (xx == ax && yy == ay) /* field in the middle */
8745 if (nachbarn < life_parameter[0] ||
8746 nachbarn > life_parameter[1])
8748 Feld[xx][yy] = EL_EMPTY;
8750 TEST_DrawLevelField(xx, yy);
8751 Stop[xx][yy] = TRUE;
8755 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8756 { /* free border field */
8757 if (nachbarn >= life_parameter[2] &&
8758 nachbarn <= life_parameter[3])
8760 Feld[xx][yy] = element;
8761 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8763 TEST_DrawLevelField(xx, yy);
8764 Stop[xx][yy] = TRUE;
8771 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8772 SND_GAME_OF_LIFE_GROWING);
8775 static void InitRobotWheel(int x, int y)
8777 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8780 static void RunRobotWheel(int x, int y)
8782 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8785 static void StopRobotWheel(int x, int y)
8787 if (ZX == x && ZY == y)
8791 game.robot_wheel_active = FALSE;
8795 static void InitTimegateWheel(int x, int y)
8797 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8800 static void RunTimegateWheel(int x, int y)
8802 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
8805 static void InitMagicBallDelay(int x, int y)
8807 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
8810 static void ActivateMagicBall(int bx, int by)
8814 if (level.ball_random)
8816 int pos_border = RND(8); /* select one of the eight border elements */
8817 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
8818 int xx = pos_content % 3;
8819 int yy = pos_content / 3;
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 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
8831 int xx = x - bx + 1;
8832 int yy = y - by + 1;
8834 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8835 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8839 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
8842 void CheckExit(int x, int y)
8844 if (local_player->gems_still_needed > 0 ||
8845 local_player->sokobanfields_still_needed > 0 ||
8846 local_player->lights_still_needed > 0)
8848 int element = Feld[x][y];
8849 int graphic = el2img(element);
8851 if (IS_ANIMATED(graphic))
8852 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8857 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8860 Feld[x][y] = EL_EXIT_OPENING;
8862 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
8865 void CheckExitEM(int x, int y)
8867 if (local_player->gems_still_needed > 0 ||
8868 local_player->sokobanfields_still_needed > 0 ||
8869 local_player->lights_still_needed > 0)
8871 int element = Feld[x][y];
8872 int graphic = el2img(element);
8874 if (IS_ANIMATED(graphic))
8875 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8880 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8883 Feld[x][y] = EL_EM_EXIT_OPENING;
8885 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
8888 void CheckExitSteel(int x, int y)
8890 if (local_player->gems_still_needed > 0 ||
8891 local_player->sokobanfields_still_needed > 0 ||
8892 local_player->lights_still_needed > 0)
8894 int element = Feld[x][y];
8895 int graphic = el2img(element);
8897 if (IS_ANIMATED(graphic))
8898 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8903 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8906 Feld[x][y] = EL_STEEL_EXIT_OPENING;
8908 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
8911 void CheckExitSteelEM(int x, int y)
8913 if (local_player->gems_still_needed > 0 ||
8914 local_player->sokobanfields_still_needed > 0 ||
8915 local_player->lights_still_needed > 0)
8917 int element = Feld[x][y];
8918 int graphic = el2img(element);
8920 if (IS_ANIMATED(graphic))
8921 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8926 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8929 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
8931 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
8934 void CheckExitSP(int x, int y)
8936 if (local_player->gems_still_needed > 0)
8938 int element = Feld[x][y];
8939 int graphic = el2img(element);
8941 if (IS_ANIMATED(graphic))
8942 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8947 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8950 Feld[x][y] = EL_SP_EXIT_OPENING;
8952 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
8955 static void CloseAllOpenTimegates()
8959 SCAN_PLAYFIELD(x, y)
8961 int element = Feld[x][y];
8963 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
8965 Feld[x][y] = EL_TIMEGATE_CLOSING;
8967 PlayLevelSoundAction(x, y, ACTION_CLOSING);
8972 void DrawTwinkleOnField(int x, int y)
8974 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
8977 if (Feld[x][y] == EL_BD_DIAMOND)
8980 if (MovDelay[x][y] == 0) /* next animation frame */
8981 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
8983 if (MovDelay[x][y] != 0) /* wait some time before next frame */
8987 DrawLevelElementAnimation(x, y, Feld[x][y]);
8989 if (MovDelay[x][y] != 0)
8991 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
8992 10 - MovDelay[x][y]);
8994 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
8999 void MauerWaechst(int x, int y)
9003 if (!MovDelay[x][y]) /* next animation frame */
9004 MovDelay[x][y] = 3 * delay;
9006 if (MovDelay[x][y]) /* wait some time before next frame */
9010 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9012 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9013 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9015 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9018 if (!MovDelay[x][y])
9020 if (MovDir[x][y] == MV_LEFT)
9022 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9023 TEST_DrawLevelField(x - 1, y);
9025 else if (MovDir[x][y] == MV_RIGHT)
9027 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9028 TEST_DrawLevelField(x + 1, y);
9030 else if (MovDir[x][y] == MV_UP)
9032 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9033 TEST_DrawLevelField(x, y - 1);
9037 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9038 TEST_DrawLevelField(x, y + 1);
9041 Feld[x][y] = Store[x][y];
9043 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9044 TEST_DrawLevelField(x, y);
9049 void MauerAbleger(int ax, int ay)
9051 int element = Feld[ax][ay];
9052 int graphic = el2img(element);
9053 boolean oben_frei = FALSE, unten_frei = FALSE;
9054 boolean links_frei = FALSE, rechts_frei = FALSE;
9055 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9056 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9057 boolean new_wall = FALSE;
9059 if (IS_ANIMATED(graphic))
9060 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9062 if (!MovDelay[ax][ay]) /* start building new wall */
9063 MovDelay[ax][ay] = 6;
9065 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9068 if (MovDelay[ax][ay])
9072 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9074 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9076 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9078 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9081 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9082 element == EL_EXPANDABLE_WALL_ANY)
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_UP;
9089 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9090 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9091 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9096 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9097 Store[ax][ay+1] = element;
9098 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9099 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9100 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9101 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9106 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9107 element == EL_EXPANDABLE_WALL_ANY ||
9108 element == EL_EXPANDABLE_WALL ||
9109 element == EL_BD_EXPANDABLE_WALL)
9113 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9114 Store[ax-1][ay] = element;
9115 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9116 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9117 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9118 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9124 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9125 Store[ax+1][ay] = element;
9126 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9127 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9128 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9129 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9134 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9135 TEST_DrawLevelField(ax, ay);
9137 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9139 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9140 unten_massiv = TRUE;
9141 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9142 links_massiv = TRUE;
9143 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9144 rechts_massiv = TRUE;
9146 if (((oben_massiv && unten_massiv) ||
9147 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9148 element == EL_EXPANDABLE_WALL) &&
9149 ((links_massiv && rechts_massiv) ||
9150 element == EL_EXPANDABLE_WALL_VERTICAL))
9151 Feld[ax][ay] = EL_WALL;
9154 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9157 void MauerAblegerStahl(int ax, int ay)
9159 int element = Feld[ax][ay];
9160 int graphic = el2img(element);
9161 boolean oben_frei = FALSE, unten_frei = FALSE;
9162 boolean links_frei = FALSE, rechts_frei = FALSE;
9163 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9164 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9165 boolean new_wall = FALSE;
9167 if (IS_ANIMATED(graphic))
9168 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9170 if (!MovDelay[ax][ay]) /* start building new wall */
9171 MovDelay[ax][ay] = 6;
9173 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9176 if (MovDelay[ax][ay])
9180 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9182 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9184 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9186 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9189 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9190 element == EL_EXPANDABLE_STEELWALL_ANY)
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_UP;
9197 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9198 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9199 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9204 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9205 Store[ax][ay+1] = element;
9206 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9207 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9208 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9209 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9214 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9215 element == EL_EXPANDABLE_STEELWALL_ANY)
9219 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9220 Store[ax-1][ay] = element;
9221 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9222 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9223 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9224 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9230 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9231 Store[ax+1][ay] = element;
9232 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9233 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9234 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9235 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9240 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9242 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9243 unten_massiv = TRUE;
9244 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9245 links_massiv = TRUE;
9246 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9247 rechts_massiv = TRUE;
9249 if (((oben_massiv && unten_massiv) ||
9250 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9251 ((links_massiv && rechts_massiv) ||
9252 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9253 Feld[ax][ay] = EL_STEELWALL;
9256 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9259 void CheckForDragon(int x, int y)
9262 boolean dragon_found = FALSE;
9263 static int xy[4][2] =
9271 for (i = 0; i < NUM_DIRECTIONS; i++)
9273 for (j = 0; j < 4; j++)
9275 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9277 if (IN_LEV_FIELD(xx, yy) &&
9278 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9280 if (Feld[xx][yy] == EL_DRAGON)
9281 dragon_found = TRUE;
9290 for (i = 0; i < NUM_DIRECTIONS; i++)
9292 for (j = 0; j < 3; j++)
9294 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9296 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9298 Feld[xx][yy] = EL_EMPTY;
9299 TEST_DrawLevelField(xx, yy);
9308 static void InitBuggyBase(int x, int y)
9310 int element = Feld[x][y];
9311 int activating_delay = FRAMES_PER_SECOND / 4;
9314 (element == EL_SP_BUGGY_BASE ?
9315 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9316 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9318 element == EL_SP_BUGGY_BASE_ACTIVE ?
9319 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9322 static void WarnBuggyBase(int x, int y)
9325 static int xy[4][2] =
9333 for (i = 0; i < NUM_DIRECTIONS; i++)
9335 int xx = x + xy[i][0];
9336 int yy = y + xy[i][1];
9338 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9340 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9347 static void InitTrap(int x, int y)
9349 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9352 static void ActivateTrap(int x, int y)
9354 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9357 static void ChangeActiveTrap(int x, int y)
9359 int graphic = IMG_TRAP_ACTIVE;
9361 /* if new animation frame was drawn, correct crumbled sand border */
9362 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9363 TEST_DrawLevelFieldCrumbled(x, y);
9366 static int getSpecialActionElement(int element, int number, int base_element)
9368 return (element != EL_EMPTY ? element :
9369 number != -1 ? base_element + number - 1 :
9373 static int getModifiedActionNumber(int value_old, int operator, int operand,
9374 int value_min, int value_max)
9376 int value_new = (operator == CA_MODE_SET ? operand :
9377 operator == CA_MODE_ADD ? value_old + operand :
9378 operator == CA_MODE_SUBTRACT ? value_old - operand :
9379 operator == CA_MODE_MULTIPLY ? value_old * operand :
9380 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9381 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9384 return (value_new < value_min ? value_min :
9385 value_new > value_max ? value_max :
9389 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9391 struct ElementInfo *ei = &element_info[element];
9392 struct ElementChangeInfo *change = &ei->change_page[page];
9393 int target_element = change->target_element;
9394 int action_type = change->action_type;
9395 int action_mode = change->action_mode;
9396 int action_arg = change->action_arg;
9397 int action_element = change->action_element;
9400 if (!change->has_action)
9403 /* ---------- determine action paramater values -------------------------- */
9405 int level_time_value =
9406 (level.time > 0 ? TimeLeft :
9409 int action_arg_element_raw =
9410 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9411 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9412 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9413 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9414 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9415 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9416 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9418 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9420 int action_arg_direction =
9421 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9422 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9423 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9424 change->actual_trigger_side :
9425 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9426 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9429 int action_arg_number_min =
9430 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9433 int action_arg_number_max =
9434 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9435 action_type == CA_SET_LEVEL_GEMS ? 999 :
9436 action_type == CA_SET_LEVEL_TIME ? 9999 :
9437 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9438 action_type == CA_SET_CE_VALUE ? 9999 :
9439 action_type == CA_SET_CE_SCORE ? 9999 :
9442 int action_arg_number_reset =
9443 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9444 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9445 action_type == CA_SET_LEVEL_TIME ? level.time :
9446 action_type == CA_SET_LEVEL_SCORE ? 0 :
9447 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9448 action_type == CA_SET_CE_SCORE ? 0 :
9451 int action_arg_number =
9452 (action_arg <= CA_ARG_MAX ? action_arg :
9453 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9454 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9455 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9456 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9457 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9458 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9459 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9460 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9461 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9462 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9463 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9464 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9465 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9466 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9467 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9468 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9469 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9470 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9471 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9472 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9473 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9476 int action_arg_number_old =
9477 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9478 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9479 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9480 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9481 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9484 int action_arg_number_new =
9485 getModifiedActionNumber(action_arg_number_old,
9486 action_mode, action_arg_number,
9487 action_arg_number_min, action_arg_number_max);
9489 int trigger_player_bits =
9490 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9491 change->actual_trigger_player_bits : change->trigger_player);
9493 int action_arg_player_bits =
9494 (action_arg >= CA_ARG_PLAYER_1 &&
9495 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9496 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9497 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9500 /* ---------- execute action -------------------------------------------- */
9502 switch (action_type)
9509 /* ---------- level actions ------------------------------------------- */
9511 case CA_RESTART_LEVEL:
9513 game.restart_level = TRUE;
9518 case CA_SHOW_ENVELOPE:
9520 int element = getSpecialActionElement(action_arg_element,
9521 action_arg_number, EL_ENVELOPE_1);
9523 if (IS_ENVELOPE(element))
9524 local_player->show_envelope = element;
9529 case CA_SET_LEVEL_TIME:
9531 if (level.time > 0) /* only modify limited time value */
9533 TimeLeft = action_arg_number_new;
9535 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9537 DisplayGameControlValues();
9539 if (!TimeLeft && setup.time_limit)
9540 for (i = 0; i < MAX_PLAYERS; i++)
9541 KillPlayer(&stored_player[i]);
9547 case CA_SET_LEVEL_SCORE:
9549 local_player->score = action_arg_number_new;
9551 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9553 DisplayGameControlValues();
9558 case CA_SET_LEVEL_GEMS:
9560 local_player->gems_still_needed = action_arg_number_new;
9562 game_panel_controls[GAME_PANEL_GEMS].value =
9563 local_player->gems_still_needed;
9565 DisplayGameControlValues();
9570 case CA_SET_LEVEL_WIND:
9572 game.wind_direction = action_arg_direction;
9577 case CA_SET_LEVEL_RANDOM_SEED:
9579 /* ensure that setting a new random seed while playing is predictable */
9580 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9585 /* ---------- player actions ------------------------------------------ */
9587 case CA_MOVE_PLAYER:
9589 /* automatically move to the next field in specified direction */
9590 for (i = 0; i < MAX_PLAYERS; i++)
9591 if (trigger_player_bits & (1 << i))
9592 stored_player[i].programmed_action = action_arg_direction;
9597 case CA_EXIT_PLAYER:
9599 for (i = 0; i < MAX_PLAYERS; i++)
9600 if (action_arg_player_bits & (1 << i))
9601 PlayerWins(&stored_player[i]);
9606 case CA_KILL_PLAYER:
9608 for (i = 0; i < MAX_PLAYERS; i++)
9609 if (action_arg_player_bits & (1 << i))
9610 KillPlayer(&stored_player[i]);
9615 case CA_SET_PLAYER_KEYS:
9617 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9618 int element = getSpecialActionElement(action_arg_element,
9619 action_arg_number, EL_KEY_1);
9621 if (IS_KEY(element))
9623 for (i = 0; i < MAX_PLAYERS; i++)
9625 if (trigger_player_bits & (1 << i))
9627 stored_player[i].key[KEY_NR(element)] = key_state;
9629 DrawGameDoorValues();
9637 case CA_SET_PLAYER_SPEED:
9639 for (i = 0; i < MAX_PLAYERS; i++)
9641 if (trigger_player_bits & (1 << i))
9643 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9645 if (action_arg == CA_ARG_SPEED_FASTER &&
9646 stored_player[i].cannot_move)
9648 action_arg_number = STEPSIZE_VERY_SLOW;
9650 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9651 action_arg == CA_ARG_SPEED_FASTER)
9653 action_arg_number = 2;
9654 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9657 else if (action_arg == CA_ARG_NUMBER_RESET)
9659 action_arg_number = level.initial_player_stepsize[i];
9663 getModifiedActionNumber(move_stepsize,
9666 action_arg_number_min,
9667 action_arg_number_max);
9669 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9676 case CA_SET_PLAYER_SHIELD:
9678 for (i = 0; i < MAX_PLAYERS; i++)
9680 if (trigger_player_bits & (1 << i))
9682 if (action_arg == CA_ARG_SHIELD_OFF)
9684 stored_player[i].shield_normal_time_left = 0;
9685 stored_player[i].shield_deadly_time_left = 0;
9687 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9689 stored_player[i].shield_normal_time_left = 999999;
9691 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9693 stored_player[i].shield_normal_time_left = 999999;
9694 stored_player[i].shield_deadly_time_left = 999999;
9702 case CA_SET_PLAYER_GRAVITY:
9704 for (i = 0; i < MAX_PLAYERS; i++)
9706 if (trigger_player_bits & (1 << i))
9708 stored_player[i].gravity =
9709 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9710 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9711 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9712 stored_player[i].gravity);
9719 case CA_SET_PLAYER_ARTWORK:
9721 for (i = 0; i < MAX_PLAYERS; i++)
9723 if (trigger_player_bits & (1 << i))
9725 int artwork_element = action_arg_element;
9727 if (action_arg == CA_ARG_ELEMENT_RESET)
9729 (level.use_artwork_element[i] ? level.artwork_element[i] :
9730 stored_player[i].element_nr);
9732 if (stored_player[i].artwork_element != artwork_element)
9733 stored_player[i].Frame = 0;
9735 stored_player[i].artwork_element = artwork_element;
9737 SetPlayerWaiting(&stored_player[i], FALSE);
9739 /* set number of special actions for bored and sleeping animation */
9740 stored_player[i].num_special_action_bored =
9741 get_num_special_action(artwork_element,
9742 ACTION_BORING_1, ACTION_BORING_LAST);
9743 stored_player[i].num_special_action_sleeping =
9744 get_num_special_action(artwork_element,
9745 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9752 case CA_SET_PLAYER_INVENTORY:
9754 for (i = 0; i < MAX_PLAYERS; i++)
9756 struct PlayerInfo *player = &stored_player[i];
9759 if (trigger_player_bits & (1 << i))
9761 int inventory_element = action_arg_element;
9763 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9764 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9765 action_arg == CA_ARG_ELEMENT_ACTION)
9767 int element = inventory_element;
9768 int collect_count = element_info[element].collect_count_initial;
9770 if (!IS_CUSTOM_ELEMENT(element))
9773 if (collect_count == 0)
9774 player->inventory_infinite_element = element;
9776 for (k = 0; k < collect_count; k++)
9777 if (player->inventory_size < MAX_INVENTORY_SIZE)
9778 player->inventory_element[player->inventory_size++] =
9781 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9782 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9783 action_arg == CA_ARG_INVENTORY_RM_ACTION)
9785 if (player->inventory_infinite_element != EL_UNDEFINED &&
9786 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
9787 action_arg_element_raw))
9788 player->inventory_infinite_element = EL_UNDEFINED;
9790 for (k = 0, j = 0; j < player->inventory_size; j++)
9792 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
9793 action_arg_element_raw))
9794 player->inventory_element[k++] = player->inventory_element[j];
9797 player->inventory_size = k;
9799 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
9801 if (player->inventory_size > 0)
9803 for (j = 0; j < player->inventory_size - 1; j++)
9804 player->inventory_element[j] = player->inventory_element[j + 1];
9806 player->inventory_size--;
9809 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
9811 if (player->inventory_size > 0)
9812 player->inventory_size--;
9814 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
9816 player->inventory_infinite_element = EL_UNDEFINED;
9817 player->inventory_size = 0;
9819 else if (action_arg == CA_ARG_INVENTORY_RESET)
9821 player->inventory_infinite_element = EL_UNDEFINED;
9822 player->inventory_size = 0;
9824 if (level.use_initial_inventory[i])
9826 for (j = 0; j < level.initial_inventory_size[i]; j++)
9828 int element = level.initial_inventory_content[i][j];
9829 int collect_count = element_info[element].collect_count_initial;
9831 if (!IS_CUSTOM_ELEMENT(element))
9834 if (collect_count == 0)
9835 player->inventory_infinite_element = element;
9837 for (k = 0; k < collect_count; k++)
9838 if (player->inventory_size < MAX_INVENTORY_SIZE)
9839 player->inventory_element[player->inventory_size++] =
9850 /* ---------- CE actions ---------------------------------------------- */
9852 case CA_SET_CE_VALUE:
9854 int last_ce_value = CustomValue[x][y];
9856 CustomValue[x][y] = action_arg_number_new;
9858 if (CustomValue[x][y] != last_ce_value)
9860 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
9861 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
9863 if (CustomValue[x][y] == 0)
9865 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
9866 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
9873 case CA_SET_CE_SCORE:
9875 int last_ce_score = ei->collect_score;
9877 ei->collect_score = action_arg_number_new;
9879 if (ei->collect_score != last_ce_score)
9881 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
9882 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
9884 if (ei->collect_score == 0)
9888 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
9889 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
9892 This is a very special case that seems to be a mixture between
9893 CheckElementChange() and CheckTriggeredElementChange(): while
9894 the first one only affects single elements that are triggered
9895 directly, the second one affects multiple elements in the playfield
9896 that are triggered indirectly by another element. This is a third
9897 case: Changing the CE score always affects multiple identical CEs,
9898 so every affected CE must be checked, not only the single CE for
9899 which the CE score was changed in the first place (as every instance
9900 of that CE shares the same CE score, and therefore also can change)!
9902 SCAN_PLAYFIELD(xx, yy)
9904 if (Feld[xx][yy] == element)
9905 CheckElementChange(xx, yy, element, EL_UNDEFINED,
9906 CE_SCORE_GETS_ZERO);
9914 case CA_SET_CE_ARTWORK:
9916 int artwork_element = action_arg_element;
9917 boolean reset_frame = FALSE;
9920 if (action_arg == CA_ARG_ELEMENT_RESET)
9921 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
9924 if (ei->gfx_element != artwork_element)
9927 ei->gfx_element = artwork_element;
9929 SCAN_PLAYFIELD(xx, yy)
9931 if (Feld[xx][yy] == element)
9935 ResetGfxAnimation(xx, yy);
9936 ResetRandomAnimationValue(xx, yy);
9939 TEST_DrawLevelField(xx, yy);
9946 /* ---------- engine actions ------------------------------------------ */
9948 case CA_SET_ENGINE_SCAN_MODE:
9950 InitPlayfieldScanMode(action_arg);
9960 static void CreateFieldExt(int x, int y, int element, boolean is_change)
9962 int old_element = Feld[x][y];
9963 int new_element = GetElementFromGroupElement(element);
9964 int previous_move_direction = MovDir[x][y];
9965 int last_ce_value = CustomValue[x][y];
9966 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
9967 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
9968 boolean add_player_onto_element = (new_element_is_player &&
9969 new_element != EL_SOKOBAN_FIELD_PLAYER &&
9970 IS_WALKABLE(old_element));
9972 if (!add_player_onto_element)
9974 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
9975 RemoveMovingField(x, y);
9979 Feld[x][y] = new_element;
9981 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
9982 MovDir[x][y] = previous_move_direction;
9984 if (element_info[new_element].use_last_ce_value)
9985 CustomValue[x][y] = last_ce_value;
9987 InitField_WithBug1(x, y, FALSE);
9989 new_element = Feld[x][y]; /* element may have changed */
9991 ResetGfxAnimation(x, y);
9992 ResetRandomAnimationValue(x, y);
9994 TEST_DrawLevelField(x, y);
9996 if (GFX_CRUMBLED(new_element))
9997 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10000 /* check if element under the player changes from accessible to unaccessible
10001 (needed for special case of dropping element which then changes) */
10002 /* (must be checked after creating new element for walkable group elements) */
10003 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10004 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10011 /* "ChangeCount" not set yet to allow "entered by player" change one time */
10012 if (new_element_is_player)
10013 RelocatePlayer(x, y, new_element);
10016 ChangeCount[x][y]++; /* count number of changes in the same frame */
10018 TestIfBadThingTouchesPlayer(x, y);
10019 TestIfPlayerTouchesCustomElement(x, y);
10020 TestIfElementTouchesCustomElement(x, y);
10023 static void CreateField(int x, int y, int element)
10025 CreateFieldExt(x, y, element, FALSE);
10028 static void CreateElementFromChange(int x, int y, int element)
10030 element = GET_VALID_RUNTIME_ELEMENT(element);
10032 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10034 int old_element = Feld[x][y];
10036 /* prevent changed element from moving in same engine frame
10037 unless both old and new element can either fall or move */
10038 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10039 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10043 CreateFieldExt(x, y, element, TRUE);
10046 static boolean ChangeElement(int x, int y, int element, int page)
10048 struct ElementInfo *ei = &element_info[element];
10049 struct ElementChangeInfo *change = &ei->change_page[page];
10050 int ce_value = CustomValue[x][y];
10051 int ce_score = ei->collect_score;
10052 int target_element;
10053 int old_element = Feld[x][y];
10055 /* always use default change event to prevent running into a loop */
10056 if (ChangeEvent[x][y] == -1)
10057 ChangeEvent[x][y] = CE_DELAY;
10059 if (ChangeEvent[x][y] == CE_DELAY)
10061 /* reset actual trigger element, trigger player and action element */
10062 change->actual_trigger_element = EL_EMPTY;
10063 change->actual_trigger_player = EL_EMPTY;
10064 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10065 change->actual_trigger_side = CH_SIDE_NONE;
10066 change->actual_trigger_ce_value = 0;
10067 change->actual_trigger_ce_score = 0;
10070 /* do not change elements more than a specified maximum number of changes */
10071 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10074 ChangeCount[x][y]++; /* count number of changes in the same frame */
10076 if (change->explode)
10083 if (change->use_target_content)
10085 boolean complete_replace = TRUE;
10086 boolean can_replace[3][3];
10089 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10092 boolean is_walkable;
10093 boolean is_diggable;
10094 boolean is_collectible;
10095 boolean is_removable;
10096 boolean is_destructible;
10097 int ex = x + xx - 1;
10098 int ey = y + yy - 1;
10099 int content_element = change->target_content.e[xx][yy];
10102 can_replace[xx][yy] = TRUE;
10104 if (ex == x && ey == y) /* do not check changing element itself */
10107 if (content_element == EL_EMPTY_SPACE)
10109 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10114 if (!IN_LEV_FIELD(ex, ey))
10116 can_replace[xx][yy] = FALSE;
10117 complete_replace = FALSE;
10124 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10125 e = MovingOrBlocked2Element(ex, ey);
10127 is_empty = (IS_FREE(ex, ey) ||
10128 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10130 is_walkable = (is_empty || IS_WALKABLE(e));
10131 is_diggable = (is_empty || IS_DIGGABLE(e));
10132 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10133 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10134 is_removable = (is_diggable || is_collectible);
10136 can_replace[xx][yy] =
10137 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10138 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10139 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10140 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10141 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10142 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10143 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10145 if (!can_replace[xx][yy])
10146 complete_replace = FALSE;
10149 if (!change->only_if_complete || complete_replace)
10151 boolean something_has_changed = FALSE;
10153 if (change->only_if_complete && change->use_random_replace &&
10154 RND(100) < change->random_percentage)
10157 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10159 int ex = x + xx - 1;
10160 int ey = y + yy - 1;
10161 int content_element;
10163 if (can_replace[xx][yy] && (!change->use_random_replace ||
10164 RND(100) < change->random_percentage))
10166 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10167 RemoveMovingField(ex, ey);
10169 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10171 content_element = change->target_content.e[xx][yy];
10172 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10173 ce_value, ce_score);
10175 CreateElementFromChange(ex, ey, target_element);
10177 something_has_changed = TRUE;
10179 /* for symmetry reasons, freeze newly created border elements */
10180 if (ex != x || ey != y)
10181 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10185 if (something_has_changed)
10187 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10188 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10194 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10195 ce_value, ce_score);
10197 if (element == EL_DIAGONAL_GROWING ||
10198 element == EL_DIAGONAL_SHRINKING)
10200 target_element = Store[x][y];
10202 Store[x][y] = EL_EMPTY;
10205 CreateElementFromChange(x, y, target_element);
10207 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10208 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10211 /* this uses direct change before indirect change */
10212 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10217 static void HandleElementChange(int x, int y, int page)
10219 int element = MovingOrBlocked2Element(x, y);
10220 struct ElementInfo *ei = &element_info[element];
10221 struct ElementChangeInfo *change = &ei->change_page[page];
10222 boolean handle_action_before_change = FALSE;
10225 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10226 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10229 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10230 x, y, element, element_info[element].token_name);
10231 printf("HandleElementChange(): This should never happen!\n");
10236 /* this can happen with classic bombs on walkable, changing elements */
10237 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10242 if (ChangeDelay[x][y] == 0) /* initialize element change */
10244 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10246 if (change->can_change)
10248 /* !!! not clear why graphic animation should be reset at all here !!! */
10249 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10250 /* when a custom element is about to change (for example by change delay),
10251 do not reset graphic animation when the custom element is moving */
10252 if (!IS_MOVING(x, y))
10254 ResetGfxAnimation(x, y);
10255 ResetRandomAnimationValue(x, y);
10258 if (change->pre_change_function)
10259 change->pre_change_function(x, y);
10263 ChangeDelay[x][y]--;
10265 if (ChangeDelay[x][y] != 0) /* continue element change */
10267 if (change->can_change)
10269 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10271 if (IS_ANIMATED(graphic))
10272 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10274 if (change->change_function)
10275 change->change_function(x, y);
10278 else /* finish element change */
10280 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10282 page = ChangePage[x][y];
10283 ChangePage[x][y] = -1;
10285 change = &ei->change_page[page];
10288 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10290 ChangeDelay[x][y] = 1; /* try change after next move step */
10291 ChangePage[x][y] = page; /* remember page to use for change */
10296 /* special case: set new level random seed before changing element */
10297 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10298 handle_action_before_change = TRUE;
10300 if (change->has_action && handle_action_before_change)
10301 ExecuteCustomElementAction(x, y, element, page);
10303 if (change->can_change)
10305 if (ChangeElement(x, y, element, page))
10307 if (change->post_change_function)
10308 change->post_change_function(x, y);
10312 if (change->has_action && !handle_action_before_change)
10313 ExecuteCustomElementAction(x, y, element, page);
10317 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10318 int trigger_element,
10320 int trigger_player,
10324 boolean change_done_any = FALSE;
10325 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10328 if (!(trigger_events[trigger_element][trigger_event]))
10331 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10333 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10335 int element = EL_CUSTOM_START + i;
10336 boolean change_done = FALSE;
10339 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10340 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10343 for (p = 0; p < element_info[element].num_change_pages; p++)
10345 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10347 if (change->can_change_or_has_action &&
10348 change->has_event[trigger_event] &&
10349 change->trigger_side & trigger_side &&
10350 change->trigger_player & trigger_player &&
10351 change->trigger_page & trigger_page_bits &&
10352 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10354 change->actual_trigger_element = trigger_element;
10355 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10356 change->actual_trigger_player_bits = trigger_player;
10357 change->actual_trigger_side = trigger_side;
10358 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10359 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10361 if ((change->can_change && !change_done) || change->has_action)
10365 SCAN_PLAYFIELD(x, y)
10367 if (Feld[x][y] == element)
10369 if (change->can_change && !change_done)
10371 /* if element already changed in this frame, not only prevent
10372 another element change (checked in ChangeElement()), but
10373 also prevent additional element actions for this element */
10375 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10376 !level.use_action_after_change_bug)
10379 ChangeDelay[x][y] = 1;
10380 ChangeEvent[x][y] = trigger_event;
10382 HandleElementChange(x, y, p);
10384 else if (change->has_action)
10386 /* if element already changed in this frame, not only prevent
10387 another element change (checked in ChangeElement()), but
10388 also prevent additional element actions for this element */
10390 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10391 !level.use_action_after_change_bug)
10394 ExecuteCustomElementAction(x, y, element, p);
10395 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10400 if (change->can_change)
10402 change_done = TRUE;
10403 change_done_any = TRUE;
10410 RECURSION_LOOP_DETECTION_END();
10412 return change_done_any;
10415 static boolean CheckElementChangeExt(int x, int y,
10417 int trigger_element,
10419 int trigger_player,
10422 boolean change_done = FALSE;
10425 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10426 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10429 if (Feld[x][y] == EL_BLOCKED)
10431 Blocked2Moving(x, y, &x, &y);
10432 element = Feld[x][y];
10435 /* check if element has already changed or is about to change after moving */
10436 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10437 Feld[x][y] != element) ||
10439 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10440 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10441 ChangePage[x][y] != -1)))
10444 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10446 for (p = 0; p < element_info[element].num_change_pages; p++)
10448 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10450 /* check trigger element for all events where the element that is checked
10451 for changing interacts with a directly adjacent element -- this is
10452 different to element changes that affect other elements to change on the
10453 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10454 boolean check_trigger_element =
10455 (trigger_event == CE_TOUCHING_X ||
10456 trigger_event == CE_HITTING_X ||
10457 trigger_event == CE_HIT_BY_X ||
10458 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10460 if (change->can_change_or_has_action &&
10461 change->has_event[trigger_event] &&
10462 change->trigger_side & trigger_side &&
10463 change->trigger_player & trigger_player &&
10464 (!check_trigger_element ||
10465 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10467 change->actual_trigger_element = trigger_element;
10468 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10469 change->actual_trigger_player_bits = trigger_player;
10470 change->actual_trigger_side = trigger_side;
10471 change->actual_trigger_ce_value = CustomValue[x][y];
10472 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10474 /* special case: trigger element not at (x,y) position for some events */
10475 if (check_trigger_element)
10487 { 0, 0 }, { 0, 0 }, { 0, 0 },
10491 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10492 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10494 change->actual_trigger_ce_value = CustomValue[xx][yy];
10495 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10498 if (change->can_change && !change_done)
10500 ChangeDelay[x][y] = 1;
10501 ChangeEvent[x][y] = trigger_event;
10503 HandleElementChange(x, y, p);
10505 change_done = TRUE;
10507 else if (change->has_action)
10509 ExecuteCustomElementAction(x, y, element, p);
10510 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10515 RECURSION_LOOP_DETECTION_END();
10517 return change_done;
10520 static void PlayPlayerSound(struct PlayerInfo *player)
10522 int jx = player->jx, jy = player->jy;
10523 int sound_element = player->artwork_element;
10524 int last_action = player->last_action_waiting;
10525 int action = player->action_waiting;
10527 if (player->is_waiting)
10529 if (action != last_action)
10530 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10532 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10536 if (action != last_action)
10537 StopSound(element_info[sound_element].sound[last_action]);
10539 if (last_action == ACTION_SLEEPING)
10540 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10544 static void PlayAllPlayersSound()
10548 for (i = 0; i < MAX_PLAYERS; i++)
10549 if (stored_player[i].active)
10550 PlayPlayerSound(&stored_player[i]);
10553 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10555 boolean last_waiting = player->is_waiting;
10556 int move_dir = player->MovDir;
10558 player->dir_waiting = move_dir;
10559 player->last_action_waiting = player->action_waiting;
10563 if (!last_waiting) /* not waiting -> waiting */
10565 player->is_waiting = TRUE;
10567 player->frame_counter_bored =
10569 game.player_boring_delay_fixed +
10570 GetSimpleRandom(game.player_boring_delay_random);
10571 player->frame_counter_sleeping =
10573 game.player_sleeping_delay_fixed +
10574 GetSimpleRandom(game.player_sleeping_delay_random);
10576 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10579 if (game.player_sleeping_delay_fixed +
10580 game.player_sleeping_delay_random > 0 &&
10581 player->anim_delay_counter == 0 &&
10582 player->post_delay_counter == 0 &&
10583 FrameCounter >= player->frame_counter_sleeping)
10584 player->is_sleeping = TRUE;
10585 else if (game.player_boring_delay_fixed +
10586 game.player_boring_delay_random > 0 &&
10587 FrameCounter >= player->frame_counter_bored)
10588 player->is_bored = TRUE;
10590 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10591 player->is_bored ? ACTION_BORING :
10594 if (player->is_sleeping && player->use_murphy)
10596 /* special case for sleeping Murphy when leaning against non-free tile */
10598 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10599 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10600 !IS_MOVING(player->jx - 1, player->jy)))
10601 move_dir = MV_LEFT;
10602 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10603 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10604 !IS_MOVING(player->jx + 1, player->jy)))
10605 move_dir = MV_RIGHT;
10607 player->is_sleeping = FALSE;
10609 player->dir_waiting = move_dir;
10612 if (player->is_sleeping)
10614 if (player->num_special_action_sleeping > 0)
10616 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10618 int last_special_action = player->special_action_sleeping;
10619 int num_special_action = player->num_special_action_sleeping;
10620 int special_action =
10621 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10622 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10623 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10624 last_special_action + 1 : ACTION_SLEEPING);
10625 int special_graphic =
10626 el_act_dir2img(player->artwork_element, special_action, move_dir);
10628 player->anim_delay_counter =
10629 graphic_info[special_graphic].anim_delay_fixed +
10630 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10631 player->post_delay_counter =
10632 graphic_info[special_graphic].post_delay_fixed +
10633 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10635 player->special_action_sleeping = special_action;
10638 if (player->anim_delay_counter > 0)
10640 player->action_waiting = player->special_action_sleeping;
10641 player->anim_delay_counter--;
10643 else if (player->post_delay_counter > 0)
10645 player->post_delay_counter--;
10649 else if (player->is_bored)
10651 if (player->num_special_action_bored > 0)
10653 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10655 int special_action =
10656 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10657 int special_graphic =
10658 el_act_dir2img(player->artwork_element, special_action, move_dir);
10660 player->anim_delay_counter =
10661 graphic_info[special_graphic].anim_delay_fixed +
10662 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10663 player->post_delay_counter =
10664 graphic_info[special_graphic].post_delay_fixed +
10665 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10667 player->special_action_bored = special_action;
10670 if (player->anim_delay_counter > 0)
10672 player->action_waiting = player->special_action_bored;
10673 player->anim_delay_counter--;
10675 else if (player->post_delay_counter > 0)
10677 player->post_delay_counter--;
10682 else if (last_waiting) /* waiting -> not waiting */
10684 player->is_waiting = FALSE;
10685 player->is_bored = FALSE;
10686 player->is_sleeping = FALSE;
10688 player->frame_counter_bored = -1;
10689 player->frame_counter_sleeping = -1;
10691 player->anim_delay_counter = 0;
10692 player->post_delay_counter = 0;
10694 player->dir_waiting = player->MovDir;
10695 player->action_waiting = ACTION_DEFAULT;
10697 player->special_action_bored = ACTION_DEFAULT;
10698 player->special_action_sleeping = ACTION_DEFAULT;
10702 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10704 static boolean player_was_moving = FALSE;
10705 static boolean player_was_snapping = FALSE;
10706 static boolean player_was_dropping = FALSE;
10708 if ((!player->is_moving && player_was_moving) ||
10709 (player->MovPos == 0 && player_was_moving) ||
10710 (player->is_snapping && !player_was_snapping) ||
10711 (player->is_dropping && !player_was_dropping))
10713 if (!SaveEngineSnapshotToList())
10716 player_was_moving = FALSE;
10717 player_was_snapping = TRUE;
10718 player_was_dropping = TRUE;
10722 if (player->is_moving)
10723 player_was_moving = TRUE;
10725 if (!player->is_snapping)
10726 player_was_snapping = FALSE;
10728 if (!player->is_dropping)
10729 player_was_dropping = FALSE;
10733 static void CheckSingleStepMode(struct PlayerInfo *player)
10735 if (tape.single_step && tape.recording && !tape.pausing)
10737 /* as it is called "single step mode", just return to pause mode when the
10738 player stopped moving after one tile (or never starts moving at all) */
10739 if (!player->is_moving && !player->is_pushing)
10741 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10742 SnapField(player, 0, 0); /* stop snapping */
10746 CheckSaveEngineSnapshot(player);
10749 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10751 int left = player_action & JOY_LEFT;
10752 int right = player_action & JOY_RIGHT;
10753 int up = player_action & JOY_UP;
10754 int down = player_action & JOY_DOWN;
10755 int button1 = player_action & JOY_BUTTON_1;
10756 int button2 = player_action & JOY_BUTTON_2;
10757 int dx = (left ? -1 : right ? 1 : 0);
10758 int dy = (up ? -1 : down ? 1 : 0);
10760 if (!player->active || tape.pausing)
10766 SnapField(player, dx, dy);
10770 DropElement(player);
10772 MovePlayer(player, dx, dy);
10775 CheckSingleStepMode(player);
10777 SetPlayerWaiting(player, FALSE);
10779 return player_action;
10783 /* no actions for this player (no input at player's configured device) */
10785 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
10786 SnapField(player, 0, 0);
10787 CheckGravityMovementWhenNotMoving(player);
10789 if (player->MovPos == 0)
10790 SetPlayerWaiting(player, TRUE);
10792 if (player->MovPos == 0) /* needed for tape.playing */
10793 player->is_moving = FALSE;
10795 player->is_dropping = FALSE;
10796 player->is_dropping_pressed = FALSE;
10797 player->drop_pressed_delay = 0;
10799 CheckSingleStepMode(player);
10805 static void CheckLevelTime()
10809 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
10810 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10812 if (level.native_em_level->lev->home == 0) /* all players at home */
10814 PlayerWins(local_player);
10816 AllPlayersGone = TRUE;
10818 level.native_em_level->lev->home = -1;
10821 if (level.native_em_level->ply[0]->alive == 0 &&
10822 level.native_em_level->ply[1]->alive == 0 &&
10823 level.native_em_level->ply[2]->alive == 0 &&
10824 level.native_em_level->ply[3]->alive == 0) /* all dead */
10825 AllPlayersGone = TRUE;
10827 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
10829 if (game_sp.LevelSolved &&
10830 !game_sp.GameOver) /* game won */
10832 PlayerWins(local_player);
10834 game_sp.GameOver = TRUE;
10836 AllPlayersGone = TRUE;
10839 if (game_sp.GameOver) /* game lost */
10840 AllPlayersGone = TRUE;
10843 if (TimeFrames >= FRAMES_PER_SECOND)
10848 for (i = 0; i < MAX_PLAYERS; i++)
10850 struct PlayerInfo *player = &stored_player[i];
10852 if (SHIELD_ON(player))
10854 player->shield_normal_time_left--;
10856 if (player->shield_deadly_time_left > 0)
10857 player->shield_deadly_time_left--;
10861 if (!local_player->LevelSolved && !level.use_step_counter)
10869 if (TimeLeft <= 10 && setup.time_limit)
10870 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
10872 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
10873 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
10875 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10877 if (!TimeLeft && setup.time_limit)
10879 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10880 level.native_em_level->lev->killed_out_of_time = TRUE;
10882 for (i = 0; i < MAX_PLAYERS; i++)
10883 KillPlayer(&stored_player[i]);
10886 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
10888 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
10891 level.native_em_level->lev->time =
10892 (game.no_time_limit ? TimePlayed : TimeLeft);
10895 if (tape.recording || tape.playing)
10896 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
10899 if (tape.recording || tape.playing)
10900 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
10902 UpdateAndDisplayGameControlValues();
10905 void AdvanceFrameAndPlayerCounters(int player_nr)
10909 /* advance frame counters (global frame counter and time frame counter) */
10913 /* advance player counters (counters for move delay, move animation etc.) */
10914 for (i = 0; i < MAX_PLAYERS; i++)
10916 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
10917 int move_delay_value = stored_player[i].move_delay_value;
10918 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
10920 if (!advance_player_counters) /* not all players may be affected */
10923 if (move_frames == 0) /* less than one move per game frame */
10925 int stepsize = TILEX / move_delay_value;
10926 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
10927 int count = (stored_player[i].is_moving ?
10928 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
10930 if (count % delay == 0)
10934 stored_player[i].Frame += move_frames;
10936 if (stored_player[i].MovPos != 0)
10937 stored_player[i].StepFrame += move_frames;
10939 if (stored_player[i].move_delay > 0)
10940 stored_player[i].move_delay--;
10942 /* due to bugs in previous versions, counter must count up, not down */
10943 if (stored_player[i].push_delay != -1)
10944 stored_player[i].push_delay++;
10946 if (stored_player[i].drop_delay > 0)
10947 stored_player[i].drop_delay--;
10949 if (stored_player[i].is_dropping_pressed)
10950 stored_player[i].drop_pressed_delay++;
10954 void StartGameActions(boolean init_network_game, boolean record_tape,
10957 unsigned int new_random_seed = InitRND(random_seed);
10960 TapeStartRecording(new_random_seed);
10962 #if defined(NETWORK_AVALIABLE)
10963 if (init_network_game)
10965 SendToServer_StartPlaying();
10976 static unsigned int game_frame_delay = 0;
10977 unsigned int game_frame_delay_value;
10978 byte *recorded_player_action;
10979 byte summarized_player_action = 0;
10980 byte tape_action[MAX_PLAYERS];
10983 /* detect endless loops, caused by custom element programming */
10984 if (recursion_loop_detected && recursion_loop_depth == 0)
10986 char *message = getStringCat3("Internal Error! Element ",
10987 EL_NAME(recursion_loop_element),
10988 " caused endless loop! Quit the game?");
10990 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
10991 EL_NAME(recursion_loop_element));
10993 RequestQuitGameExt(FALSE, level_editor_test_game, message);
10995 recursion_loop_detected = FALSE; /* if game should be continued */
11002 if (game.restart_level)
11003 StartGameActions(options.network, setup.autorecord, level.random_seed);
11005 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
11006 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11008 if (level.native_em_level->lev->home == 0) /* all players at home */
11010 PlayerWins(local_player);
11012 AllPlayersGone = TRUE;
11014 level.native_em_level->lev->home = -1;
11017 if (level.native_em_level->ply[0]->alive == 0 &&
11018 level.native_em_level->ply[1]->alive == 0 &&
11019 level.native_em_level->ply[2]->alive == 0 &&
11020 level.native_em_level->ply[3]->alive == 0) /* all dead */
11021 AllPlayersGone = TRUE;
11023 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11025 if (game_sp.LevelSolved &&
11026 !game_sp.GameOver) /* game won */
11028 PlayerWins(local_player);
11030 game_sp.GameOver = TRUE;
11032 AllPlayersGone = TRUE;
11035 if (game_sp.GameOver) /* game lost */
11036 AllPlayersGone = TRUE;
11039 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11042 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11045 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11048 game_frame_delay_value =
11049 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11051 if (tape.playing && tape.warp_forward && !tape.pausing)
11052 game_frame_delay_value = 0;
11055 /* ---------- main game synchronization point ---------- */
11057 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11059 printf("::: skip == %d\n", skip);
11062 /* ---------- main game synchronization point ---------- */
11064 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11067 if (network_playing && !network_player_action_received)
11069 /* try to get network player actions in time */
11071 #if defined(NETWORK_AVALIABLE)
11072 /* last chance to get network player actions without main loop delay */
11073 HandleNetworking();
11076 /* game was quit by network peer */
11077 if (game_status != GAME_MODE_PLAYING)
11080 if (!network_player_action_received)
11081 return; /* failed to get network player actions in time */
11083 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11089 /* at this point we know that we really continue executing the game */
11091 network_player_action_received = FALSE;
11093 /* when playing tape, read previously recorded player input from tape data */
11094 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11096 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11100 if (tape.set_centered_player)
11102 game.centered_player_nr_next = tape.centered_player_nr_next;
11103 game.set_centered_player = TRUE;
11106 for (i = 0; i < MAX_PLAYERS; i++)
11108 summarized_player_action |= stored_player[i].action;
11110 if (!network_playing && (game.team_mode || tape.playing))
11111 stored_player[i].effective_action = stored_player[i].action;
11114 #if defined(NETWORK_AVALIABLE)
11115 if (network_playing)
11116 SendToServer_MovePlayer(summarized_player_action);
11119 if (!options.network && !game.team_mode)
11120 local_player->effective_action = summarized_player_action;
11122 if (tape.recording &&
11124 setup.input_on_focus &&
11125 game.centered_player_nr != -1)
11127 for (i = 0; i < MAX_PLAYERS; i++)
11128 stored_player[i].effective_action =
11129 (i == game.centered_player_nr ? summarized_player_action : 0);
11132 if (recorded_player_action != NULL)
11133 for (i = 0; i < MAX_PLAYERS; i++)
11134 stored_player[i].effective_action = recorded_player_action[i];
11136 for (i = 0; i < MAX_PLAYERS; i++)
11138 tape_action[i] = stored_player[i].effective_action;
11140 /* (this may happen in the RND game engine if a player was not present on
11141 the playfield on level start, but appeared later from a custom element */
11142 if (setup.team_mode &&
11145 !tape.player_participates[i])
11146 tape.player_participates[i] = TRUE;
11149 /* only record actions from input devices, but not programmed actions */
11150 if (tape.recording)
11151 TapeRecordAction(tape_action);
11153 #if USE_NEW_PLAYER_ASSIGNMENTS
11154 // !!! also map player actions in single player mode !!!
11155 // if (game.team_mode)
11157 byte mapped_action[MAX_PLAYERS];
11159 #if DEBUG_PLAYER_ACTIONS
11161 for (i = 0; i < MAX_PLAYERS; i++)
11162 printf(" %d, ", stored_player[i].effective_action);
11165 for (i = 0; i < MAX_PLAYERS; i++)
11166 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11168 for (i = 0; i < MAX_PLAYERS; i++)
11169 stored_player[i].effective_action = mapped_action[i];
11171 #if DEBUG_PLAYER_ACTIONS
11173 for (i = 0; i < MAX_PLAYERS; i++)
11174 printf(" %d, ", stored_player[i].effective_action);
11178 #if DEBUG_PLAYER_ACTIONS
11182 for (i = 0; i < MAX_PLAYERS; i++)
11183 printf(" %d, ", stored_player[i].effective_action);
11189 for (i = 0; i < MAX_PLAYERS; i++)
11191 // allow engine snapshot in case of changed movement attempt
11192 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11193 (stored_player[i].effective_action & KEY_MOTION))
11194 game.snapshot.changed_action = TRUE;
11196 // allow engine snapshot in case of snapping/dropping attempt
11197 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11198 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11199 game.snapshot.changed_action = TRUE;
11201 game.snapshot.last_action[i] = stored_player[i].effective_action;
11204 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11206 GameActions_EM_Main();
11208 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11210 GameActions_SP_Main();
11214 GameActions_RND_Main();
11217 BlitScreenToBitmap(backbuffer);
11221 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11223 if (options.debug) /* calculate frames per second */
11225 static unsigned int fps_counter = 0;
11226 static int fps_frames = 0;
11227 unsigned int fps_delay_ms = Counter() - fps_counter;
11231 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
11233 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11236 fps_counter = Counter();
11239 redraw_mask |= REDRAW_FPS;
11243 void GameActions_EM_Main()
11245 byte effective_action[MAX_PLAYERS];
11246 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11249 for (i = 0; i < MAX_PLAYERS; i++)
11250 effective_action[i] = stored_player[i].effective_action;
11252 GameActions_EM(effective_action, warp_mode);
11255 void GameActions_SP_Main()
11257 byte effective_action[MAX_PLAYERS];
11258 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11261 for (i = 0; i < MAX_PLAYERS; i++)
11262 effective_action[i] = stored_player[i].effective_action;
11264 GameActions_SP(effective_action, warp_mode);
11267 void GameActions_RND_Main()
11272 void GameActions_RND()
11274 int magic_wall_x = 0, magic_wall_y = 0;
11275 int i, x, y, element, graphic;
11277 InitPlayfieldScanModeVars();
11279 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11281 SCAN_PLAYFIELD(x, y)
11283 ChangeCount[x][y] = 0;
11284 ChangeEvent[x][y] = -1;
11288 if (game.set_centered_player)
11290 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11292 /* switching to "all players" only possible if all players fit to screen */
11293 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11295 game.centered_player_nr_next = game.centered_player_nr;
11296 game.set_centered_player = FALSE;
11299 /* do not switch focus to non-existing (or non-active) player */
11300 if (game.centered_player_nr_next >= 0 &&
11301 !stored_player[game.centered_player_nr_next].active)
11303 game.centered_player_nr_next = game.centered_player_nr;
11304 game.set_centered_player = FALSE;
11308 if (game.set_centered_player &&
11309 ScreenMovPos == 0) /* screen currently aligned at tile position */
11313 if (game.centered_player_nr_next == -1)
11315 setScreenCenteredToAllPlayers(&sx, &sy);
11319 sx = stored_player[game.centered_player_nr_next].jx;
11320 sy = stored_player[game.centered_player_nr_next].jy;
11323 game.centered_player_nr = game.centered_player_nr_next;
11324 game.set_centered_player = FALSE;
11326 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11327 DrawGameDoorValues();
11330 for (i = 0; i < MAX_PLAYERS; i++)
11332 int actual_player_action = stored_player[i].effective_action;
11335 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11336 - rnd_equinox_tetrachloride 048
11337 - rnd_equinox_tetrachloride_ii 096
11338 - rnd_emanuel_schmieg 002
11339 - doctor_sloan_ww 001, 020
11341 if (stored_player[i].MovPos == 0)
11342 CheckGravityMovement(&stored_player[i]);
11345 /* overwrite programmed action with tape action */
11346 if (stored_player[i].programmed_action)
11347 actual_player_action = stored_player[i].programmed_action;
11349 PlayerActions(&stored_player[i], actual_player_action);
11351 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11354 ScrollScreen(NULL, SCROLL_GO_ON);
11356 /* for backwards compatibility, the following code emulates a fixed bug that
11357 occured when pushing elements (causing elements that just made their last
11358 pushing step to already (if possible) make their first falling step in the
11359 same game frame, which is bad); this code is also needed to use the famous
11360 "spring push bug" which is used in older levels and might be wanted to be
11361 used also in newer levels, but in this case the buggy pushing code is only
11362 affecting the "spring" element and no other elements */
11364 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11366 for (i = 0; i < MAX_PLAYERS; i++)
11368 struct PlayerInfo *player = &stored_player[i];
11369 int x = player->jx;
11370 int y = player->jy;
11372 if (player->active && player->is_pushing && player->is_moving &&
11374 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11375 Feld[x][y] == EL_SPRING))
11377 ContinueMoving(x, y);
11379 /* continue moving after pushing (this is actually a bug) */
11380 if (!IS_MOVING(x, y))
11381 Stop[x][y] = FALSE;
11386 SCAN_PLAYFIELD(x, y)
11388 ChangeCount[x][y] = 0;
11389 ChangeEvent[x][y] = -1;
11391 /* this must be handled before main playfield loop */
11392 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11395 if (MovDelay[x][y] <= 0)
11399 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11402 if (MovDelay[x][y] <= 0)
11405 TEST_DrawLevelField(x, y);
11407 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11412 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11414 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11415 printf("GameActions(): This should never happen!\n");
11417 ChangePage[x][y] = -1;
11421 Stop[x][y] = FALSE;
11422 if (WasJustMoving[x][y] > 0)
11423 WasJustMoving[x][y]--;
11424 if (WasJustFalling[x][y] > 0)
11425 WasJustFalling[x][y]--;
11426 if (CheckCollision[x][y] > 0)
11427 CheckCollision[x][y]--;
11428 if (CheckImpact[x][y] > 0)
11429 CheckImpact[x][y]--;
11433 /* reset finished pushing action (not done in ContinueMoving() to allow
11434 continuous pushing animation for elements with zero push delay) */
11435 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11437 ResetGfxAnimation(x, y);
11438 TEST_DrawLevelField(x, y);
11442 if (IS_BLOCKED(x, y))
11446 Blocked2Moving(x, y, &oldx, &oldy);
11447 if (!IS_MOVING(oldx, oldy))
11449 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11450 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11451 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11452 printf("GameActions(): This should never happen!\n");
11458 SCAN_PLAYFIELD(x, y)
11460 element = Feld[x][y];
11461 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11463 ResetGfxFrame(x, y, TRUE);
11465 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11466 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11467 ResetRandomAnimationValue(x, y);
11469 SetRandomAnimationValue(x, y);
11471 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11473 if (IS_INACTIVE(element))
11475 if (IS_ANIMATED(graphic))
11476 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11481 /* this may take place after moving, so 'element' may have changed */
11482 if (IS_CHANGING(x, y) &&
11483 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11485 int page = element_info[element].event_page_nr[CE_DELAY];
11487 HandleElementChange(x, y, page);
11489 element = Feld[x][y];
11490 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11493 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11497 element = Feld[x][y];
11498 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11500 if (IS_ANIMATED(graphic) &&
11501 !IS_MOVING(x, y) &&
11503 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11505 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11506 TEST_DrawTwinkleOnField(x, y);
11508 else if ((element == EL_ACID ||
11509 element == EL_EXIT_OPEN ||
11510 element == EL_EM_EXIT_OPEN ||
11511 element == EL_SP_EXIT_OPEN ||
11512 element == EL_STEEL_EXIT_OPEN ||
11513 element == EL_EM_STEEL_EXIT_OPEN ||
11514 element == EL_SP_TERMINAL ||
11515 element == EL_SP_TERMINAL_ACTIVE ||
11516 element == EL_EXTRA_TIME ||
11517 element == EL_SHIELD_NORMAL ||
11518 element == EL_SHIELD_DEADLY) &&
11519 IS_ANIMATED(graphic))
11520 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11521 else if (IS_MOVING(x, y))
11522 ContinueMoving(x, y);
11523 else if (IS_ACTIVE_BOMB(element))
11524 CheckDynamite(x, y);
11525 else if (element == EL_AMOEBA_GROWING)
11526 AmoebeWaechst(x, y);
11527 else if (element == EL_AMOEBA_SHRINKING)
11528 AmoebaDisappearing(x, y);
11530 #if !USE_NEW_AMOEBA_CODE
11531 else if (IS_AMOEBALIVE(element))
11532 AmoebeAbleger(x, y);
11535 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11537 else if (element == EL_EXIT_CLOSED)
11539 else if (element == EL_EM_EXIT_CLOSED)
11541 else if (element == EL_STEEL_EXIT_CLOSED)
11542 CheckExitSteel(x, y);
11543 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11544 CheckExitSteelEM(x, y);
11545 else if (element == EL_SP_EXIT_CLOSED)
11547 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11548 element == EL_EXPANDABLE_STEELWALL_GROWING)
11549 MauerWaechst(x, y);
11550 else if (element == EL_EXPANDABLE_WALL ||
11551 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11552 element == EL_EXPANDABLE_WALL_VERTICAL ||
11553 element == EL_EXPANDABLE_WALL_ANY ||
11554 element == EL_BD_EXPANDABLE_WALL)
11555 MauerAbleger(x, y);
11556 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11557 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11558 element == EL_EXPANDABLE_STEELWALL_ANY)
11559 MauerAblegerStahl(x, y);
11560 else if (element == EL_FLAMES)
11561 CheckForDragon(x, y);
11562 else if (element == EL_EXPLOSION)
11563 ; /* drawing of correct explosion animation is handled separately */
11564 else if (element == EL_ELEMENT_SNAPPING ||
11565 element == EL_DIAGONAL_SHRINKING ||
11566 element == EL_DIAGONAL_GROWING)
11568 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11570 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11572 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11573 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11575 if (IS_BELT_ACTIVE(element))
11576 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11578 if (game.magic_wall_active)
11580 int jx = local_player->jx, jy = local_player->jy;
11582 /* play the element sound at the position nearest to the player */
11583 if ((element == EL_MAGIC_WALL_FULL ||
11584 element == EL_MAGIC_WALL_ACTIVE ||
11585 element == EL_MAGIC_WALL_EMPTYING ||
11586 element == EL_BD_MAGIC_WALL_FULL ||
11587 element == EL_BD_MAGIC_WALL_ACTIVE ||
11588 element == EL_BD_MAGIC_WALL_EMPTYING ||
11589 element == EL_DC_MAGIC_WALL_FULL ||
11590 element == EL_DC_MAGIC_WALL_ACTIVE ||
11591 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11592 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11600 #if USE_NEW_AMOEBA_CODE
11601 /* new experimental amoeba growth stuff */
11602 if (!(FrameCounter % 8))
11604 static unsigned int random = 1684108901;
11606 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11608 x = RND(lev_fieldx);
11609 y = RND(lev_fieldy);
11610 element = Feld[x][y];
11612 if (!IS_PLAYER(x,y) &&
11613 (element == EL_EMPTY ||
11614 CAN_GROW_INTO(element) ||
11615 element == EL_QUICKSAND_EMPTY ||
11616 element == EL_QUICKSAND_FAST_EMPTY ||
11617 element == EL_ACID_SPLASH_LEFT ||
11618 element == EL_ACID_SPLASH_RIGHT))
11620 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11621 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11622 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11623 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11624 Feld[x][y] = EL_AMOEBA_DROP;
11627 random = random * 129 + 1;
11632 game.explosions_delayed = FALSE;
11634 SCAN_PLAYFIELD(x, y)
11636 element = Feld[x][y];
11638 if (ExplodeField[x][y])
11639 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11640 else if (element == EL_EXPLOSION)
11641 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11643 ExplodeField[x][y] = EX_TYPE_NONE;
11646 game.explosions_delayed = TRUE;
11648 if (game.magic_wall_active)
11650 if (!(game.magic_wall_time_left % 4))
11652 int element = Feld[magic_wall_x][magic_wall_y];
11654 if (element == EL_BD_MAGIC_WALL_FULL ||
11655 element == EL_BD_MAGIC_WALL_ACTIVE ||
11656 element == EL_BD_MAGIC_WALL_EMPTYING)
11657 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
11658 else if (element == EL_DC_MAGIC_WALL_FULL ||
11659 element == EL_DC_MAGIC_WALL_ACTIVE ||
11660 element == EL_DC_MAGIC_WALL_EMPTYING)
11661 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
11663 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
11666 if (game.magic_wall_time_left > 0)
11668 game.magic_wall_time_left--;
11670 if (!game.magic_wall_time_left)
11672 SCAN_PLAYFIELD(x, y)
11674 element = Feld[x][y];
11676 if (element == EL_MAGIC_WALL_ACTIVE ||
11677 element == EL_MAGIC_WALL_FULL)
11679 Feld[x][y] = EL_MAGIC_WALL_DEAD;
11680 TEST_DrawLevelField(x, y);
11682 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
11683 element == EL_BD_MAGIC_WALL_FULL)
11685 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
11686 TEST_DrawLevelField(x, y);
11688 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
11689 element == EL_DC_MAGIC_WALL_FULL)
11691 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
11692 TEST_DrawLevelField(x, y);
11696 game.magic_wall_active = FALSE;
11701 if (game.light_time_left > 0)
11703 game.light_time_left--;
11705 if (game.light_time_left == 0)
11706 RedrawAllLightSwitchesAndInvisibleElements();
11709 if (game.timegate_time_left > 0)
11711 game.timegate_time_left--;
11713 if (game.timegate_time_left == 0)
11714 CloseAllOpenTimegates();
11717 if (game.lenses_time_left > 0)
11719 game.lenses_time_left--;
11721 if (game.lenses_time_left == 0)
11722 RedrawAllInvisibleElementsForLenses();
11725 if (game.magnify_time_left > 0)
11727 game.magnify_time_left--;
11729 if (game.magnify_time_left == 0)
11730 RedrawAllInvisibleElementsForMagnifier();
11733 for (i = 0; i < MAX_PLAYERS; i++)
11735 struct PlayerInfo *player = &stored_player[i];
11737 if (SHIELD_ON(player))
11739 if (player->shield_deadly_time_left)
11740 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
11741 else if (player->shield_normal_time_left)
11742 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
11746 #if USE_DELAYED_GFX_REDRAW
11747 SCAN_PLAYFIELD(x, y)
11749 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
11751 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
11752 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
11754 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
11755 DrawLevelField(x, y);
11757 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
11758 DrawLevelFieldCrumbled(x, y);
11760 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
11761 DrawLevelFieldCrumbledNeighbours(x, y);
11763 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
11764 DrawTwinkleOnField(x, y);
11767 GfxRedraw[x][y] = GFX_REDRAW_NONE;
11772 PlayAllPlayersSound();
11774 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
11776 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
11778 local_player->show_envelope = 0;
11781 /* use random number generator in every frame to make it less predictable */
11782 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
11786 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
11788 int min_x = x, min_y = y, max_x = x, max_y = y;
11791 for (i = 0; i < MAX_PLAYERS; i++)
11793 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11795 if (!stored_player[i].active || &stored_player[i] == player)
11798 min_x = MIN(min_x, jx);
11799 min_y = MIN(min_y, jy);
11800 max_x = MAX(max_x, jx);
11801 max_y = MAX(max_y, jy);
11804 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
11807 static boolean AllPlayersInVisibleScreen()
11811 for (i = 0; i < MAX_PLAYERS; i++)
11813 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11815 if (!stored_player[i].active)
11818 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
11825 void ScrollLevel(int dx, int dy)
11827 int scroll_offset = 2 * TILEX_VAR;
11830 BlitBitmap(drawto_field, drawto_field,
11831 FX + TILEX_VAR * (dx == -1) - scroll_offset,
11832 FY + TILEY_VAR * (dy == -1) - scroll_offset,
11833 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
11834 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
11835 FX + TILEX_VAR * (dx == 1) - scroll_offset,
11836 FY + TILEY_VAR * (dy == 1) - scroll_offset);
11840 x = (dx == 1 ? BX1 : BX2);
11841 for (y = BY1; y <= BY2; y++)
11842 DrawScreenField(x, y);
11847 y = (dy == 1 ? BY1 : BY2);
11848 for (x = BX1; x <= BX2; x++)
11849 DrawScreenField(x, y);
11852 redraw_mask |= REDRAW_FIELD;
11855 static boolean canFallDown(struct PlayerInfo *player)
11857 int jx = player->jx, jy = player->jy;
11859 return (IN_LEV_FIELD(jx, jy + 1) &&
11860 (IS_FREE(jx, jy + 1) ||
11861 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
11862 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
11863 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
11866 static boolean canPassField(int x, int y, int move_dir)
11868 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11869 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11870 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11871 int nextx = x + dx;
11872 int nexty = y + dy;
11873 int element = Feld[x][y];
11875 return (IS_PASSABLE_FROM(element, opposite_dir) &&
11876 !CAN_MOVE(element) &&
11877 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
11878 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
11879 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
11882 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
11884 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11885 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11886 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11890 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
11891 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
11892 (IS_DIGGABLE(Feld[newx][newy]) ||
11893 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
11894 canPassField(newx, newy, move_dir)));
11897 static void CheckGravityMovement(struct PlayerInfo *player)
11899 if (player->gravity && !player->programmed_action)
11901 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
11902 int move_dir_vertical = player->effective_action & MV_VERTICAL;
11903 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
11904 int jx = player->jx, jy = player->jy;
11905 boolean player_is_moving_to_valid_field =
11906 (!player_is_snapping &&
11907 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
11908 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
11909 boolean player_can_fall_down = canFallDown(player);
11911 if (player_can_fall_down &&
11912 !player_is_moving_to_valid_field)
11913 player->programmed_action = MV_DOWN;
11917 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
11919 return CheckGravityMovement(player);
11921 if (player->gravity && !player->programmed_action)
11923 int jx = player->jx, jy = player->jy;
11924 boolean field_under_player_is_free =
11925 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
11926 boolean player_is_standing_on_valid_field =
11927 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
11928 (IS_WALKABLE(Feld[jx][jy]) &&
11929 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
11931 if (field_under_player_is_free && !player_is_standing_on_valid_field)
11932 player->programmed_action = MV_DOWN;
11937 MovePlayerOneStep()
11938 -----------------------------------------------------------------------------
11939 dx, dy: direction (non-diagonal) to try to move the player to
11940 real_dx, real_dy: direction as read from input device (can be diagonal)
11943 boolean MovePlayerOneStep(struct PlayerInfo *player,
11944 int dx, int dy, int real_dx, int real_dy)
11946 int jx = player->jx, jy = player->jy;
11947 int new_jx = jx + dx, new_jy = jy + dy;
11949 boolean player_can_move = !player->cannot_move;
11951 if (!player->active || (!dx && !dy))
11952 return MP_NO_ACTION;
11954 player->MovDir = (dx < 0 ? MV_LEFT :
11955 dx > 0 ? MV_RIGHT :
11957 dy > 0 ? MV_DOWN : MV_NONE);
11959 if (!IN_LEV_FIELD(new_jx, new_jy))
11960 return MP_NO_ACTION;
11962 if (!player_can_move)
11964 if (player->MovPos == 0)
11966 player->is_moving = FALSE;
11967 player->is_digging = FALSE;
11968 player->is_collecting = FALSE;
11969 player->is_snapping = FALSE;
11970 player->is_pushing = FALSE;
11974 if (!options.network && game.centered_player_nr == -1 &&
11975 !AllPlayersInSight(player, new_jx, new_jy))
11976 return MP_NO_ACTION;
11978 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
11979 if (can_move != MP_MOVING)
11982 /* check if DigField() has caused relocation of the player */
11983 if (player->jx != jx || player->jy != jy)
11984 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
11986 StorePlayer[jx][jy] = 0;
11987 player->last_jx = jx;
11988 player->last_jy = jy;
11989 player->jx = new_jx;
11990 player->jy = new_jy;
11991 StorePlayer[new_jx][new_jy] = player->element_nr;
11993 if (player->move_delay_value_next != -1)
11995 player->move_delay_value = player->move_delay_value_next;
11996 player->move_delay_value_next = -1;
12000 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12002 player->step_counter++;
12004 PlayerVisit[jx][jy] = FrameCounter;
12006 player->is_moving = TRUE;
12009 /* should better be called in MovePlayer(), but this breaks some tapes */
12010 ScrollPlayer(player, SCROLL_INIT);
12016 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12018 int jx = player->jx, jy = player->jy;
12019 int old_jx = jx, old_jy = jy;
12020 int moved = MP_NO_ACTION;
12022 if (!player->active)
12027 if (player->MovPos == 0)
12029 player->is_moving = FALSE;
12030 player->is_digging = FALSE;
12031 player->is_collecting = FALSE;
12032 player->is_snapping = FALSE;
12033 player->is_pushing = FALSE;
12039 if (player->move_delay > 0)
12042 player->move_delay = -1; /* set to "uninitialized" value */
12044 /* store if player is automatically moved to next field */
12045 player->is_auto_moving = (player->programmed_action != MV_NONE);
12047 /* remove the last programmed player action */
12048 player->programmed_action = 0;
12050 if (player->MovPos)
12052 /* should only happen if pre-1.2 tape recordings are played */
12053 /* this is only for backward compatibility */
12055 int original_move_delay_value = player->move_delay_value;
12058 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12062 /* scroll remaining steps with finest movement resolution */
12063 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12065 while (player->MovPos)
12067 ScrollPlayer(player, SCROLL_GO_ON);
12068 ScrollScreen(NULL, SCROLL_GO_ON);
12070 AdvanceFrameAndPlayerCounters(player->index_nr);
12076 player->move_delay_value = original_move_delay_value;
12079 player->is_active = FALSE;
12081 if (player->last_move_dir & MV_HORIZONTAL)
12083 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12084 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12088 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12089 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12092 if (!moved && !player->is_active)
12094 player->is_moving = FALSE;
12095 player->is_digging = FALSE;
12096 player->is_collecting = FALSE;
12097 player->is_snapping = FALSE;
12098 player->is_pushing = FALSE;
12104 if (moved & MP_MOVING && !ScreenMovPos &&
12105 (player->index_nr == game.centered_player_nr ||
12106 game.centered_player_nr == -1))
12108 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12109 int offset = game.scroll_delay_value;
12111 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12113 /* actual player has left the screen -- scroll in that direction */
12114 if (jx != old_jx) /* player has moved horizontally */
12115 scroll_x += (jx - old_jx);
12116 else /* player has moved vertically */
12117 scroll_y += (jy - old_jy);
12121 if (jx != old_jx) /* player has moved horizontally */
12123 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12124 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12125 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12127 /* don't scroll over playfield boundaries */
12128 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12129 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12131 /* don't scroll more than one field at a time */
12132 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12134 /* don't scroll against the player's moving direction */
12135 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12136 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12137 scroll_x = old_scroll_x;
12139 else /* player has moved vertically */
12141 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12142 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12143 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12145 /* don't scroll over playfield boundaries */
12146 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12147 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12149 /* don't scroll more than one field at a time */
12150 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12152 /* don't scroll against the player's moving direction */
12153 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12154 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12155 scroll_y = old_scroll_y;
12159 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12161 if (!options.network && game.centered_player_nr == -1 &&
12162 !AllPlayersInVisibleScreen())
12164 scroll_x = old_scroll_x;
12165 scroll_y = old_scroll_y;
12169 ScrollScreen(player, SCROLL_INIT);
12170 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12175 player->StepFrame = 0;
12177 if (moved & MP_MOVING)
12179 if (old_jx != jx && old_jy == jy)
12180 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12181 else if (old_jx == jx && old_jy != jy)
12182 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12184 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12186 player->last_move_dir = player->MovDir;
12187 player->is_moving = TRUE;
12188 player->is_snapping = FALSE;
12189 player->is_switching = FALSE;
12190 player->is_dropping = FALSE;
12191 player->is_dropping_pressed = FALSE;
12192 player->drop_pressed_delay = 0;
12195 /* should better be called here than above, but this breaks some tapes */
12196 ScrollPlayer(player, SCROLL_INIT);
12201 CheckGravityMovementWhenNotMoving(player);
12203 player->is_moving = FALSE;
12205 /* at this point, the player is allowed to move, but cannot move right now
12206 (e.g. because of something blocking the way) -- ensure that the player
12207 is also allowed to move in the next frame (in old versions before 3.1.1,
12208 the player was forced to wait again for eight frames before next try) */
12210 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12211 player->move_delay = 0; /* allow direct movement in the next frame */
12214 if (player->move_delay == -1) /* not yet initialized by DigField() */
12215 player->move_delay = player->move_delay_value;
12217 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12219 TestIfPlayerTouchesBadThing(jx, jy);
12220 TestIfPlayerTouchesCustomElement(jx, jy);
12223 if (!player->active)
12224 RemovePlayer(player);
12229 void ScrollPlayer(struct PlayerInfo *player, int mode)
12231 int jx = player->jx, jy = player->jy;
12232 int last_jx = player->last_jx, last_jy = player->last_jy;
12233 int move_stepsize = TILEX / player->move_delay_value;
12235 if (!player->active)
12238 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12241 if (mode == SCROLL_INIT)
12243 player->actual_frame_counter = FrameCounter;
12244 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12246 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12247 Feld[last_jx][last_jy] == EL_EMPTY)
12249 int last_field_block_delay = 0; /* start with no blocking at all */
12250 int block_delay_adjustment = player->block_delay_adjustment;
12252 /* if player blocks last field, add delay for exactly one move */
12253 if (player->block_last_field)
12255 last_field_block_delay += player->move_delay_value;
12257 /* when blocking enabled, prevent moving up despite gravity */
12258 if (player->gravity && player->MovDir == MV_UP)
12259 block_delay_adjustment = -1;
12262 /* add block delay adjustment (also possible when not blocking) */
12263 last_field_block_delay += block_delay_adjustment;
12265 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12266 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12269 if (player->MovPos != 0) /* player has not yet reached destination */
12272 else if (!FrameReached(&player->actual_frame_counter, 1))
12275 if (player->MovPos != 0)
12277 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12278 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12280 /* before DrawPlayer() to draw correct player graphic for this case */
12281 if (player->MovPos == 0)
12282 CheckGravityMovement(player);
12285 if (player->MovPos == 0) /* player reached destination field */
12287 if (player->move_delay_reset_counter > 0)
12289 player->move_delay_reset_counter--;
12291 if (player->move_delay_reset_counter == 0)
12293 /* continue with normal speed after quickly moving through gate */
12294 HALVE_PLAYER_SPEED(player);
12296 /* be able to make the next move without delay */
12297 player->move_delay = 0;
12301 player->last_jx = jx;
12302 player->last_jy = jy;
12304 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12305 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12306 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12307 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12308 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12309 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12310 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12311 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12313 DrawPlayer(player); /* needed here only to cleanup last field */
12314 RemovePlayer(player);
12316 if (local_player->friends_still_needed == 0 ||
12317 IS_SP_ELEMENT(Feld[jx][jy]))
12318 PlayerWins(player);
12321 /* this breaks one level: "machine", level 000 */
12323 int move_direction = player->MovDir;
12324 int enter_side = MV_DIR_OPPOSITE(move_direction);
12325 int leave_side = move_direction;
12326 int old_jx = last_jx;
12327 int old_jy = last_jy;
12328 int old_element = Feld[old_jx][old_jy];
12329 int new_element = Feld[jx][jy];
12331 if (IS_CUSTOM_ELEMENT(old_element))
12332 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12334 player->index_bit, leave_side);
12336 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12337 CE_PLAYER_LEAVES_X,
12338 player->index_bit, leave_side);
12340 if (IS_CUSTOM_ELEMENT(new_element))
12341 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12342 player->index_bit, enter_side);
12344 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12345 CE_PLAYER_ENTERS_X,
12346 player->index_bit, enter_side);
12348 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12349 CE_MOVE_OF_X, move_direction);
12352 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12354 TestIfPlayerTouchesBadThing(jx, jy);
12355 TestIfPlayerTouchesCustomElement(jx, jy);
12357 /* needed because pushed element has not yet reached its destination,
12358 so it would trigger a change event at its previous field location */
12359 if (!player->is_pushing)
12360 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12362 if (!player->active)
12363 RemovePlayer(player);
12366 if (!local_player->LevelSolved && level.use_step_counter)
12376 if (TimeLeft <= 10 && setup.time_limit)
12377 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12379 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12381 DisplayGameControlValues();
12383 if (!TimeLeft && setup.time_limit)
12384 for (i = 0; i < MAX_PLAYERS; i++)
12385 KillPlayer(&stored_player[i]);
12387 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12389 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12391 DisplayGameControlValues();
12395 if (tape.single_step && tape.recording && !tape.pausing &&
12396 !player->programmed_action)
12397 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12399 if (!player->programmed_action)
12400 CheckSaveEngineSnapshot(player);
12404 void ScrollScreen(struct PlayerInfo *player, int mode)
12406 static unsigned int screen_frame_counter = 0;
12408 if (mode == SCROLL_INIT)
12410 /* set scrolling step size according to actual player's moving speed */
12411 ScrollStepSize = TILEX / player->move_delay_value;
12413 screen_frame_counter = FrameCounter;
12414 ScreenMovDir = player->MovDir;
12415 ScreenMovPos = player->MovPos;
12416 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12419 else if (!FrameReached(&screen_frame_counter, 1))
12424 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12425 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12426 redraw_mask |= REDRAW_FIELD;
12429 ScreenMovDir = MV_NONE;
12432 void TestIfPlayerTouchesCustomElement(int x, int y)
12434 static int xy[4][2] =
12441 static int trigger_sides[4][2] =
12443 /* center side border side */
12444 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12445 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12446 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12447 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12449 static int touch_dir[4] =
12451 MV_LEFT | MV_RIGHT,
12456 int center_element = Feld[x][y]; /* should always be non-moving! */
12459 for (i = 0; i < NUM_DIRECTIONS; i++)
12461 int xx = x + xy[i][0];
12462 int yy = y + xy[i][1];
12463 int center_side = trigger_sides[i][0];
12464 int border_side = trigger_sides[i][1];
12465 int border_element;
12467 if (!IN_LEV_FIELD(xx, yy))
12470 if (IS_PLAYER(x, y)) /* player found at center element */
12472 struct PlayerInfo *player = PLAYERINFO(x, y);
12474 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12475 border_element = Feld[xx][yy]; /* may be moving! */
12476 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12477 border_element = Feld[xx][yy];
12478 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12479 border_element = MovingOrBlocked2Element(xx, yy);
12481 continue; /* center and border element do not touch */
12483 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12484 player->index_bit, border_side);
12485 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12486 CE_PLAYER_TOUCHES_X,
12487 player->index_bit, border_side);
12490 /* use player element that is initially defined in the level playfield,
12491 not the player element that corresponds to the runtime player number
12492 (example: a level that contains EL_PLAYER_3 as the only player would
12493 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12494 int player_element = PLAYERINFO(x, y)->initial_element;
12496 CheckElementChangeBySide(xx, yy, border_element, player_element,
12497 CE_TOUCHING_X, border_side);
12500 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12502 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12504 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12506 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12507 continue; /* center and border element do not touch */
12510 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12511 player->index_bit, center_side);
12512 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12513 CE_PLAYER_TOUCHES_X,
12514 player->index_bit, center_side);
12517 /* use player element that is initially defined in the level playfield,
12518 not the player element that corresponds to the runtime player number
12519 (example: a level that contains EL_PLAYER_3 as the only player would
12520 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12521 int player_element = PLAYERINFO(xx, yy)->initial_element;
12523 CheckElementChangeBySide(x, y, center_element, player_element,
12524 CE_TOUCHING_X, center_side);
12532 void TestIfElementTouchesCustomElement(int x, int y)
12534 static int xy[4][2] =
12541 static int trigger_sides[4][2] =
12543 /* center side border side */
12544 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12545 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12546 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12547 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12549 static int touch_dir[4] =
12551 MV_LEFT | MV_RIGHT,
12556 boolean change_center_element = FALSE;
12557 int center_element = Feld[x][y]; /* should always be non-moving! */
12558 int border_element_old[NUM_DIRECTIONS];
12561 for (i = 0; i < NUM_DIRECTIONS; i++)
12563 int xx = x + xy[i][0];
12564 int yy = y + xy[i][1];
12565 int border_element;
12567 border_element_old[i] = -1;
12569 if (!IN_LEV_FIELD(xx, yy))
12572 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12573 border_element = Feld[xx][yy]; /* may be moving! */
12574 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12575 border_element = Feld[xx][yy];
12576 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12577 border_element = MovingOrBlocked2Element(xx, yy);
12579 continue; /* center and border element do not touch */
12581 border_element_old[i] = border_element;
12584 for (i = 0; i < NUM_DIRECTIONS; i++)
12586 int xx = x + xy[i][0];
12587 int yy = y + xy[i][1];
12588 int center_side = trigger_sides[i][0];
12589 int border_element = border_element_old[i];
12591 if (border_element == -1)
12594 /* check for change of border element */
12595 CheckElementChangeBySide(xx, yy, border_element, center_element,
12596 CE_TOUCHING_X, center_side);
12598 /* (center element cannot be player, so we dont have to check this here) */
12601 for (i = 0; i < NUM_DIRECTIONS; i++)
12603 int xx = x + xy[i][0];
12604 int yy = y + xy[i][1];
12605 int border_side = trigger_sides[i][1];
12606 int border_element = border_element_old[i];
12608 if (border_element == -1)
12611 /* check for change of center element (but change it only once) */
12612 if (!change_center_element)
12613 change_center_element =
12614 CheckElementChangeBySide(x, y, center_element, border_element,
12615 CE_TOUCHING_X, border_side);
12617 if (IS_PLAYER(xx, yy))
12619 /* use player element that is initially defined in the level playfield,
12620 not the player element that corresponds to the runtime player number
12621 (example: a level that contains EL_PLAYER_3 as the only player would
12622 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12623 int player_element = PLAYERINFO(xx, yy)->initial_element;
12625 CheckElementChangeBySide(x, y, center_element, player_element,
12626 CE_TOUCHING_X, border_side);
12631 void TestIfElementHitsCustomElement(int x, int y, int direction)
12633 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12634 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12635 int hitx = x + dx, hity = y + dy;
12636 int hitting_element = Feld[x][y];
12637 int touched_element;
12639 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12642 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12643 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12645 if (IN_LEV_FIELD(hitx, hity))
12647 int opposite_direction = MV_DIR_OPPOSITE(direction);
12648 int hitting_side = direction;
12649 int touched_side = opposite_direction;
12650 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12651 MovDir[hitx][hity] != direction ||
12652 ABS(MovPos[hitx][hity]) <= TILEY / 2);
12658 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12659 CE_HITTING_X, touched_side);
12661 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12662 CE_HIT_BY_X, hitting_side);
12664 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12665 CE_HIT_BY_SOMETHING, opposite_direction);
12667 if (IS_PLAYER(hitx, hity))
12669 /* use player element that is initially defined in the level playfield,
12670 not the player element that corresponds to the runtime player number
12671 (example: a level that contains EL_PLAYER_3 as the only player would
12672 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12673 int player_element = PLAYERINFO(hitx, hity)->initial_element;
12675 CheckElementChangeBySide(x, y, hitting_element, player_element,
12676 CE_HITTING_X, touched_side);
12681 /* "hitting something" is also true when hitting the playfield border */
12682 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12683 CE_HITTING_SOMETHING, direction);
12686 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
12688 int i, kill_x = -1, kill_y = -1;
12690 int bad_element = -1;
12691 static int test_xy[4][2] =
12698 static int test_dir[4] =
12706 for (i = 0; i < NUM_DIRECTIONS; i++)
12708 int test_x, test_y, test_move_dir, test_element;
12710 test_x = good_x + test_xy[i][0];
12711 test_y = good_y + test_xy[i][1];
12713 if (!IN_LEV_FIELD(test_x, test_y))
12717 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12719 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
12721 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12722 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12724 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
12725 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
12729 bad_element = test_element;
12735 if (kill_x != -1 || kill_y != -1)
12737 if (IS_PLAYER(good_x, good_y))
12739 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
12741 if (player->shield_deadly_time_left > 0 &&
12742 !IS_INDESTRUCTIBLE(bad_element))
12743 Bang(kill_x, kill_y);
12744 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
12745 KillPlayer(player);
12748 Bang(good_x, good_y);
12752 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
12754 int i, kill_x = -1, kill_y = -1;
12755 int bad_element = Feld[bad_x][bad_y];
12756 static int test_xy[4][2] =
12763 static int touch_dir[4] =
12765 MV_LEFT | MV_RIGHT,
12770 static int test_dir[4] =
12778 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
12781 for (i = 0; i < NUM_DIRECTIONS; i++)
12783 int test_x, test_y, test_move_dir, test_element;
12785 test_x = bad_x + test_xy[i][0];
12786 test_y = bad_y + test_xy[i][1];
12788 if (!IN_LEV_FIELD(test_x, test_y))
12792 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12794 test_element = Feld[test_x][test_y];
12796 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12797 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12799 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
12800 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
12802 /* good thing is player or penguin that does not move away */
12803 if (IS_PLAYER(test_x, test_y))
12805 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12807 if (bad_element == EL_ROBOT && player->is_moving)
12808 continue; /* robot does not kill player if he is moving */
12810 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12812 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12813 continue; /* center and border element do not touch */
12821 else if (test_element == EL_PENGUIN)
12831 if (kill_x != -1 || kill_y != -1)
12833 if (IS_PLAYER(kill_x, kill_y))
12835 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12837 if (player->shield_deadly_time_left > 0 &&
12838 !IS_INDESTRUCTIBLE(bad_element))
12839 Bang(bad_x, bad_y);
12840 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12841 KillPlayer(player);
12844 Bang(kill_x, kill_y);
12848 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
12850 int bad_element = Feld[bad_x][bad_y];
12851 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
12852 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
12853 int test_x = bad_x + dx, test_y = bad_y + dy;
12854 int test_move_dir, test_element;
12855 int kill_x = -1, kill_y = -1;
12857 if (!IN_LEV_FIELD(test_x, test_y))
12861 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12863 test_element = Feld[test_x][test_y];
12865 if (test_move_dir != bad_move_dir)
12867 /* good thing can be player or penguin that does not move away */
12868 if (IS_PLAYER(test_x, test_y))
12870 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12872 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
12873 player as being hit when he is moving towards the bad thing, because
12874 the "get hit by" condition would be lost after the player stops) */
12875 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
12876 return; /* player moves away from bad thing */
12881 else if (test_element == EL_PENGUIN)
12888 if (kill_x != -1 || kill_y != -1)
12890 if (IS_PLAYER(kill_x, kill_y))
12892 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12894 if (player->shield_deadly_time_left > 0 &&
12895 !IS_INDESTRUCTIBLE(bad_element))
12896 Bang(bad_x, bad_y);
12897 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12898 KillPlayer(player);
12901 Bang(kill_x, kill_y);
12905 void TestIfPlayerTouchesBadThing(int x, int y)
12907 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12910 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
12912 TestIfGoodThingHitsBadThing(x, y, move_dir);
12915 void TestIfBadThingTouchesPlayer(int x, int y)
12917 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12920 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
12922 TestIfBadThingHitsGoodThing(x, y, move_dir);
12925 void TestIfFriendTouchesBadThing(int x, int y)
12927 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12930 void TestIfBadThingTouchesFriend(int x, int y)
12932 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12935 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
12937 int i, kill_x = bad_x, kill_y = bad_y;
12938 static int xy[4][2] =
12946 for (i = 0; i < NUM_DIRECTIONS; i++)
12950 x = bad_x + xy[i][0];
12951 y = bad_y + xy[i][1];
12952 if (!IN_LEV_FIELD(x, y))
12955 element = Feld[x][y];
12956 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
12957 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
12965 if (kill_x != bad_x || kill_y != bad_y)
12966 Bang(bad_x, bad_y);
12969 void KillPlayer(struct PlayerInfo *player)
12971 int jx = player->jx, jy = player->jy;
12973 if (!player->active)
12977 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
12978 player->killed, player->active, player->reanimated);
12981 /* the following code was introduced to prevent an infinite loop when calling
12983 -> CheckTriggeredElementChangeExt()
12984 -> ExecuteCustomElementAction()
12986 -> (infinitely repeating the above sequence of function calls)
12987 which occurs when killing the player while having a CE with the setting
12988 "kill player X when explosion of <player X>"; the solution using a new
12989 field "player->killed" was chosen for backwards compatibility, although
12990 clever use of the fields "player->active" etc. would probably also work */
12992 if (player->killed)
12996 player->killed = TRUE;
12998 /* remove accessible field at the player's position */
12999 Feld[jx][jy] = EL_EMPTY;
13001 /* deactivate shield (else Bang()/Explode() would not work right) */
13002 player->shield_normal_time_left = 0;
13003 player->shield_deadly_time_left = 0;
13006 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13007 player->killed, player->active, player->reanimated);
13013 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13014 player->killed, player->active, player->reanimated);
13017 if (player->reanimated) /* killed player may have been reanimated */
13018 player->killed = player->reanimated = FALSE;
13020 BuryPlayer(player);
13023 static void KillPlayerUnlessEnemyProtected(int x, int y)
13025 if (!PLAYER_ENEMY_PROTECTED(x, y))
13026 KillPlayer(PLAYERINFO(x, y));
13029 static void KillPlayerUnlessExplosionProtected(int x, int y)
13031 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13032 KillPlayer(PLAYERINFO(x, y));
13035 void BuryPlayer(struct PlayerInfo *player)
13037 int jx = player->jx, jy = player->jy;
13039 if (!player->active)
13042 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13043 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13045 player->GameOver = TRUE;
13046 RemovePlayer(player);
13049 void RemovePlayer(struct PlayerInfo *player)
13051 int jx = player->jx, jy = player->jy;
13052 int i, found = FALSE;
13054 player->present = FALSE;
13055 player->active = FALSE;
13057 if (!ExplodeField[jx][jy])
13058 StorePlayer[jx][jy] = 0;
13060 if (player->is_moving)
13061 TEST_DrawLevelField(player->last_jx, player->last_jy);
13063 for (i = 0; i < MAX_PLAYERS; i++)
13064 if (stored_player[i].active)
13068 AllPlayersGone = TRUE;
13074 static void setFieldForSnapping(int x, int y, int element, int direction)
13076 struct ElementInfo *ei = &element_info[element];
13077 int direction_bit = MV_DIR_TO_BIT(direction);
13078 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13079 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13080 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13082 Feld[x][y] = EL_ELEMENT_SNAPPING;
13083 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13085 ResetGfxAnimation(x, y);
13087 GfxElement[x][y] = element;
13088 GfxAction[x][y] = action;
13089 GfxDir[x][y] = direction;
13090 GfxFrame[x][y] = -1;
13094 =============================================================================
13095 checkDiagonalPushing()
13096 -----------------------------------------------------------------------------
13097 check if diagonal input device direction results in pushing of object
13098 (by checking if the alternative direction is walkable, diggable, ...)
13099 =============================================================================
13102 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13103 int x, int y, int real_dx, int real_dy)
13105 int jx, jy, dx, dy, xx, yy;
13107 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13110 /* diagonal direction: check alternative direction */
13115 xx = jx + (dx == 0 ? real_dx : 0);
13116 yy = jy + (dy == 0 ? real_dy : 0);
13118 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13122 =============================================================================
13124 -----------------------------------------------------------------------------
13125 x, y: field next to player (non-diagonal) to try to dig to
13126 real_dx, real_dy: direction as read from input device (can be diagonal)
13127 =============================================================================
13130 static int DigField(struct PlayerInfo *player,
13131 int oldx, int oldy, int x, int y,
13132 int real_dx, int real_dy, int mode)
13134 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13135 boolean player_was_pushing = player->is_pushing;
13136 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13137 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13138 int jx = oldx, jy = oldy;
13139 int dx = x - jx, dy = y - jy;
13140 int nextx = x + dx, nexty = y + dy;
13141 int move_direction = (dx == -1 ? MV_LEFT :
13142 dx == +1 ? MV_RIGHT :
13144 dy == +1 ? MV_DOWN : MV_NONE);
13145 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13146 int dig_side = MV_DIR_OPPOSITE(move_direction);
13147 int old_element = Feld[jx][jy];
13148 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13151 if (is_player) /* function can also be called by EL_PENGUIN */
13153 if (player->MovPos == 0)
13155 player->is_digging = FALSE;
13156 player->is_collecting = FALSE;
13159 if (player->MovPos == 0) /* last pushing move finished */
13160 player->is_pushing = FALSE;
13162 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13164 player->is_switching = FALSE;
13165 player->push_delay = -1;
13167 return MP_NO_ACTION;
13171 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13172 old_element = Back[jx][jy];
13174 /* in case of element dropped at player position, check background */
13175 else if (Back[jx][jy] != EL_EMPTY &&
13176 game.engine_version >= VERSION_IDENT(2,2,0,0))
13177 old_element = Back[jx][jy];
13179 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13180 return MP_NO_ACTION; /* field has no opening in this direction */
13182 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13183 return MP_NO_ACTION; /* field has no opening in this direction */
13185 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13189 Feld[jx][jy] = player->artwork_element;
13190 InitMovingField(jx, jy, MV_DOWN);
13191 Store[jx][jy] = EL_ACID;
13192 ContinueMoving(jx, jy);
13193 BuryPlayer(player);
13195 return MP_DONT_RUN_INTO;
13198 if (player_can_move && DONT_RUN_INTO(element))
13200 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13202 return MP_DONT_RUN_INTO;
13205 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13206 return MP_NO_ACTION;
13208 collect_count = element_info[element].collect_count_initial;
13210 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13211 return MP_NO_ACTION;
13213 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13214 player_can_move = player_can_move_or_snap;
13216 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13217 game.engine_version >= VERSION_IDENT(2,2,0,0))
13219 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13220 player->index_bit, dig_side);
13221 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13222 player->index_bit, dig_side);
13224 if (element == EL_DC_LANDMINE)
13227 if (Feld[x][y] != element) /* field changed by snapping */
13230 return MP_NO_ACTION;
13233 if (player->gravity && is_player && !player->is_auto_moving &&
13234 canFallDown(player) && move_direction != MV_DOWN &&
13235 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13236 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13238 if (player_can_move &&
13239 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13241 int sound_element = SND_ELEMENT(element);
13242 int sound_action = ACTION_WALKING;
13244 if (IS_RND_GATE(element))
13246 if (!player->key[RND_GATE_NR(element)])
13247 return MP_NO_ACTION;
13249 else if (IS_RND_GATE_GRAY(element))
13251 if (!player->key[RND_GATE_GRAY_NR(element)])
13252 return MP_NO_ACTION;
13254 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13256 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13257 return MP_NO_ACTION;
13259 else if (element == EL_EXIT_OPEN ||
13260 element == EL_EM_EXIT_OPEN ||
13261 element == EL_EM_EXIT_OPENING ||
13262 element == EL_STEEL_EXIT_OPEN ||
13263 element == EL_EM_STEEL_EXIT_OPEN ||
13264 element == EL_EM_STEEL_EXIT_OPENING ||
13265 element == EL_SP_EXIT_OPEN ||
13266 element == EL_SP_EXIT_OPENING)
13268 sound_action = ACTION_PASSING; /* player is passing exit */
13270 else if (element == EL_EMPTY)
13272 sound_action = ACTION_MOVING; /* nothing to walk on */
13275 /* play sound from background or player, whatever is available */
13276 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13277 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13279 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13281 else if (player_can_move &&
13282 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13284 if (!ACCESS_FROM(element, opposite_direction))
13285 return MP_NO_ACTION; /* field not accessible from this direction */
13287 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13288 return MP_NO_ACTION;
13290 if (IS_EM_GATE(element))
13292 if (!player->key[EM_GATE_NR(element)])
13293 return MP_NO_ACTION;
13295 else if (IS_EM_GATE_GRAY(element))
13297 if (!player->key[EM_GATE_GRAY_NR(element)])
13298 return MP_NO_ACTION;
13300 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13302 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13303 return MP_NO_ACTION;
13305 else if (IS_EMC_GATE(element))
13307 if (!player->key[EMC_GATE_NR(element)])
13308 return MP_NO_ACTION;
13310 else if (IS_EMC_GATE_GRAY(element))
13312 if (!player->key[EMC_GATE_GRAY_NR(element)])
13313 return MP_NO_ACTION;
13315 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13317 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13318 return MP_NO_ACTION;
13320 else if (element == EL_DC_GATE_WHITE ||
13321 element == EL_DC_GATE_WHITE_GRAY ||
13322 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13324 if (player->num_white_keys == 0)
13325 return MP_NO_ACTION;
13327 player->num_white_keys--;
13329 else if (IS_SP_PORT(element))
13331 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13332 element == EL_SP_GRAVITY_PORT_RIGHT ||
13333 element == EL_SP_GRAVITY_PORT_UP ||
13334 element == EL_SP_GRAVITY_PORT_DOWN)
13335 player->gravity = !player->gravity;
13336 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13337 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13338 element == EL_SP_GRAVITY_ON_PORT_UP ||
13339 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13340 player->gravity = TRUE;
13341 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13342 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13343 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13344 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13345 player->gravity = FALSE;
13348 /* automatically move to the next field with double speed */
13349 player->programmed_action = move_direction;
13351 if (player->move_delay_reset_counter == 0)
13353 player->move_delay_reset_counter = 2; /* two double speed steps */
13355 DOUBLE_PLAYER_SPEED(player);
13358 PlayLevelSoundAction(x, y, ACTION_PASSING);
13360 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13364 if (mode != DF_SNAP)
13366 GfxElement[x][y] = GFX_ELEMENT(element);
13367 player->is_digging = TRUE;
13370 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13372 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13373 player->index_bit, dig_side);
13375 if (mode == DF_SNAP)
13377 if (level.block_snap_field)
13378 setFieldForSnapping(x, y, element, move_direction);
13380 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13382 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13383 player->index_bit, dig_side);
13386 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13390 if (is_player && mode != DF_SNAP)
13392 GfxElement[x][y] = element;
13393 player->is_collecting = TRUE;
13396 if (element == EL_SPEED_PILL)
13398 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13400 else if (element == EL_EXTRA_TIME && level.time > 0)
13402 TimeLeft += level.extra_time;
13404 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13406 DisplayGameControlValues();
13408 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13410 player->shield_normal_time_left += level.shield_normal_time;
13411 if (element == EL_SHIELD_DEADLY)
13412 player->shield_deadly_time_left += level.shield_deadly_time;
13414 else if (element == EL_DYNAMITE ||
13415 element == EL_EM_DYNAMITE ||
13416 element == EL_SP_DISK_RED)
13418 if (player->inventory_size < MAX_INVENTORY_SIZE)
13419 player->inventory_element[player->inventory_size++] = element;
13421 DrawGameDoorValues();
13423 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13425 player->dynabomb_count++;
13426 player->dynabombs_left++;
13428 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13430 player->dynabomb_size++;
13432 else if (element == EL_DYNABOMB_INCREASE_POWER)
13434 player->dynabomb_xl = TRUE;
13436 else if (IS_KEY(element))
13438 player->key[KEY_NR(element)] = TRUE;
13440 DrawGameDoorValues();
13442 else if (element == EL_DC_KEY_WHITE)
13444 player->num_white_keys++;
13446 /* display white keys? */
13447 /* DrawGameDoorValues(); */
13449 else if (IS_ENVELOPE(element))
13451 player->show_envelope = element;
13453 else if (element == EL_EMC_LENSES)
13455 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13457 RedrawAllInvisibleElementsForLenses();
13459 else if (element == EL_EMC_MAGNIFIER)
13461 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13463 RedrawAllInvisibleElementsForMagnifier();
13465 else if (IS_DROPPABLE(element) ||
13466 IS_THROWABLE(element)) /* can be collected and dropped */
13470 if (collect_count == 0)
13471 player->inventory_infinite_element = element;
13473 for (i = 0; i < collect_count; i++)
13474 if (player->inventory_size < MAX_INVENTORY_SIZE)
13475 player->inventory_element[player->inventory_size++] = element;
13477 DrawGameDoorValues();
13479 else if (collect_count > 0)
13481 local_player->gems_still_needed -= collect_count;
13482 if (local_player->gems_still_needed < 0)
13483 local_player->gems_still_needed = 0;
13485 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13487 DisplayGameControlValues();
13490 RaiseScoreElement(element);
13491 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13494 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13495 player->index_bit, dig_side);
13497 if (mode == DF_SNAP)
13499 if (level.block_snap_field)
13500 setFieldForSnapping(x, y, element, move_direction);
13502 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13504 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13505 player->index_bit, dig_side);
13508 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13510 if (mode == DF_SNAP && element != EL_BD_ROCK)
13511 return MP_NO_ACTION;
13513 if (CAN_FALL(element) && dy)
13514 return MP_NO_ACTION;
13516 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13517 !(element == EL_SPRING && level.use_spring_bug))
13518 return MP_NO_ACTION;
13520 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13521 ((move_direction & MV_VERTICAL &&
13522 ((element_info[element].move_pattern & MV_LEFT &&
13523 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13524 (element_info[element].move_pattern & MV_RIGHT &&
13525 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13526 (move_direction & MV_HORIZONTAL &&
13527 ((element_info[element].move_pattern & MV_UP &&
13528 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13529 (element_info[element].move_pattern & MV_DOWN &&
13530 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13531 return MP_NO_ACTION;
13533 /* do not push elements already moving away faster than player */
13534 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13535 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13536 return MP_NO_ACTION;
13538 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13540 if (player->push_delay_value == -1 || !player_was_pushing)
13541 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13543 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13545 if (player->push_delay_value == -1)
13546 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13548 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13550 if (!player->is_pushing)
13551 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13554 player->is_pushing = TRUE;
13555 player->is_active = TRUE;
13557 if (!(IN_LEV_FIELD(nextx, nexty) &&
13558 (IS_FREE(nextx, nexty) ||
13559 (IS_SB_ELEMENT(element) &&
13560 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13561 (IS_CUSTOM_ELEMENT(element) &&
13562 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13563 return MP_NO_ACTION;
13565 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13566 return MP_NO_ACTION;
13568 if (player->push_delay == -1) /* new pushing; restart delay */
13569 player->push_delay = 0;
13571 if (player->push_delay < player->push_delay_value &&
13572 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13573 element != EL_SPRING && element != EL_BALLOON)
13575 /* make sure that there is no move delay before next try to push */
13576 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13577 player->move_delay = 0;
13579 return MP_NO_ACTION;
13582 if (IS_CUSTOM_ELEMENT(element) &&
13583 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13585 if (!DigFieldByCE(nextx, nexty, element))
13586 return MP_NO_ACTION;
13589 if (IS_SB_ELEMENT(element))
13591 if (element == EL_SOKOBAN_FIELD_FULL)
13593 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13594 local_player->sokobanfields_still_needed++;
13597 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13599 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13600 local_player->sokobanfields_still_needed--;
13603 Feld[x][y] = EL_SOKOBAN_OBJECT;
13605 if (Back[x][y] == Back[nextx][nexty])
13606 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13607 else if (Back[x][y] != 0)
13608 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13611 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13614 if (local_player->sokobanfields_still_needed == 0 &&
13615 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13617 PlayerWins(player);
13619 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13623 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13625 InitMovingField(x, y, move_direction);
13626 GfxAction[x][y] = ACTION_PUSHING;
13628 if (mode == DF_SNAP)
13629 ContinueMoving(x, y);
13631 MovPos[x][y] = (dx != 0 ? dx : dy);
13633 Pushed[x][y] = TRUE;
13634 Pushed[nextx][nexty] = TRUE;
13636 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13637 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13639 player->push_delay_value = -1; /* get new value later */
13641 /* check for element change _after_ element has been pushed */
13642 if (game.use_change_when_pushing_bug)
13644 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
13645 player->index_bit, dig_side);
13646 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
13647 player->index_bit, dig_side);
13650 else if (IS_SWITCHABLE(element))
13652 if (PLAYER_SWITCHING(player, x, y))
13654 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13655 player->index_bit, dig_side);
13660 player->is_switching = TRUE;
13661 player->switch_x = x;
13662 player->switch_y = y;
13664 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13666 if (element == EL_ROBOT_WHEEL)
13668 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
13672 game.robot_wheel_active = TRUE;
13674 TEST_DrawLevelField(x, y);
13676 else if (element == EL_SP_TERMINAL)
13680 SCAN_PLAYFIELD(xx, yy)
13682 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
13684 else if (Feld[xx][yy] == EL_SP_TERMINAL)
13685 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
13688 else if (IS_BELT_SWITCH(element))
13690 ToggleBeltSwitch(x, y);
13692 else if (element == EL_SWITCHGATE_SWITCH_UP ||
13693 element == EL_SWITCHGATE_SWITCH_DOWN ||
13694 element == EL_DC_SWITCHGATE_SWITCH_UP ||
13695 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
13697 ToggleSwitchgateSwitch(x, y);
13699 else if (element == EL_LIGHT_SWITCH ||
13700 element == EL_LIGHT_SWITCH_ACTIVE)
13702 ToggleLightSwitch(x, y);
13704 else if (element == EL_TIMEGATE_SWITCH ||
13705 element == EL_DC_TIMEGATE_SWITCH)
13707 ActivateTimegateSwitch(x, y);
13709 else if (element == EL_BALLOON_SWITCH_LEFT ||
13710 element == EL_BALLOON_SWITCH_RIGHT ||
13711 element == EL_BALLOON_SWITCH_UP ||
13712 element == EL_BALLOON_SWITCH_DOWN ||
13713 element == EL_BALLOON_SWITCH_NONE ||
13714 element == EL_BALLOON_SWITCH_ANY)
13716 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
13717 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
13718 element == EL_BALLOON_SWITCH_UP ? MV_UP :
13719 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
13720 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
13723 else if (element == EL_LAMP)
13725 Feld[x][y] = EL_LAMP_ACTIVE;
13726 local_player->lights_still_needed--;
13728 ResetGfxAnimation(x, y);
13729 TEST_DrawLevelField(x, y);
13731 else if (element == EL_TIME_ORB_FULL)
13733 Feld[x][y] = EL_TIME_ORB_EMPTY;
13735 if (level.time > 0 || level.use_time_orb_bug)
13737 TimeLeft += level.time_orb_time;
13738 game.no_time_limit = FALSE;
13740 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13742 DisplayGameControlValues();
13745 ResetGfxAnimation(x, y);
13746 TEST_DrawLevelField(x, y);
13748 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
13749 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13753 game.ball_state = !game.ball_state;
13755 SCAN_PLAYFIELD(xx, yy)
13757 int e = Feld[xx][yy];
13759 if (game.ball_state)
13761 if (e == EL_EMC_MAGIC_BALL)
13762 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
13763 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
13764 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
13768 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
13769 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
13770 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13771 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
13776 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13777 player->index_bit, dig_side);
13779 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13780 player->index_bit, dig_side);
13782 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13783 player->index_bit, dig_side);
13789 if (!PLAYER_SWITCHING(player, x, y))
13791 player->is_switching = TRUE;
13792 player->switch_x = x;
13793 player->switch_y = y;
13795 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
13796 player->index_bit, dig_side);
13797 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13798 player->index_bit, dig_side);
13800 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
13801 player->index_bit, dig_side);
13802 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13803 player->index_bit, dig_side);
13806 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
13807 player->index_bit, dig_side);
13808 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13809 player->index_bit, dig_side);
13811 return MP_NO_ACTION;
13814 player->push_delay = -1;
13816 if (is_player) /* function can also be called by EL_PENGUIN */
13818 if (Feld[x][y] != element) /* really digged/collected something */
13820 player->is_collecting = !player->is_digging;
13821 player->is_active = TRUE;
13828 static boolean DigFieldByCE(int x, int y, int digging_element)
13830 int element = Feld[x][y];
13832 if (!IS_FREE(x, y))
13834 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
13835 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
13838 /* no element can dig solid indestructible elements */
13839 if (IS_INDESTRUCTIBLE(element) &&
13840 !IS_DIGGABLE(element) &&
13841 !IS_COLLECTIBLE(element))
13844 if (AmoebaNr[x][y] &&
13845 (element == EL_AMOEBA_FULL ||
13846 element == EL_BD_AMOEBA ||
13847 element == EL_AMOEBA_GROWING))
13849 AmoebaCnt[AmoebaNr[x][y]]--;
13850 AmoebaCnt2[AmoebaNr[x][y]]--;
13853 if (IS_MOVING(x, y))
13854 RemoveMovingField(x, y);
13858 TEST_DrawLevelField(x, y);
13861 /* if digged element was about to explode, prevent the explosion */
13862 ExplodeField[x][y] = EX_TYPE_NONE;
13864 PlayLevelSoundAction(x, y, action);
13867 Store[x][y] = EL_EMPTY;
13869 /* this makes it possible to leave the removed element again */
13870 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
13871 Store[x][y] = element;
13876 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
13878 int jx = player->jx, jy = player->jy;
13879 int x = jx + dx, y = jy + dy;
13880 int snap_direction = (dx == -1 ? MV_LEFT :
13881 dx == +1 ? MV_RIGHT :
13883 dy == +1 ? MV_DOWN : MV_NONE);
13884 boolean can_continue_snapping = (level.continuous_snapping &&
13885 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
13887 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
13890 if (!player->active || !IN_LEV_FIELD(x, y))
13898 if (player->MovPos == 0)
13899 player->is_pushing = FALSE;
13901 player->is_snapping = FALSE;
13903 if (player->MovPos == 0)
13905 player->is_moving = FALSE;
13906 player->is_digging = FALSE;
13907 player->is_collecting = FALSE;
13913 /* prevent snapping with already pressed snap key when not allowed */
13914 if (player->is_snapping && !can_continue_snapping)
13917 player->MovDir = snap_direction;
13919 if (player->MovPos == 0)
13921 player->is_moving = FALSE;
13922 player->is_digging = FALSE;
13923 player->is_collecting = FALSE;
13926 player->is_dropping = FALSE;
13927 player->is_dropping_pressed = FALSE;
13928 player->drop_pressed_delay = 0;
13930 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
13933 player->is_snapping = TRUE;
13934 player->is_active = TRUE;
13936 if (player->MovPos == 0)
13938 player->is_moving = FALSE;
13939 player->is_digging = FALSE;
13940 player->is_collecting = FALSE;
13943 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
13944 TEST_DrawLevelField(player->last_jx, player->last_jy);
13946 TEST_DrawLevelField(x, y);
13951 static boolean DropElement(struct PlayerInfo *player)
13953 int old_element, new_element;
13954 int dropx = player->jx, dropy = player->jy;
13955 int drop_direction = player->MovDir;
13956 int drop_side = drop_direction;
13957 int drop_element = get_next_dropped_element(player);
13959 player->is_dropping_pressed = TRUE;
13961 /* do not drop an element on top of another element; when holding drop key
13962 pressed without moving, dropped element must move away before the next
13963 element can be dropped (this is especially important if the next element
13964 is dynamite, which can be placed on background for historical reasons) */
13965 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
13968 if (IS_THROWABLE(drop_element))
13970 dropx += GET_DX_FROM_DIR(drop_direction);
13971 dropy += GET_DY_FROM_DIR(drop_direction);
13973 if (!IN_LEV_FIELD(dropx, dropy))
13977 old_element = Feld[dropx][dropy]; /* old element at dropping position */
13978 new_element = drop_element; /* default: no change when dropping */
13980 /* check if player is active, not moving and ready to drop */
13981 if (!player->active || player->MovPos || player->drop_delay > 0)
13984 /* check if player has anything that can be dropped */
13985 if (new_element == EL_UNDEFINED)
13988 /* check if drop key was pressed long enough for EM style dynamite */
13989 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
13992 /* check if anything can be dropped at the current position */
13993 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
13996 /* collected custom elements can only be dropped on empty fields */
13997 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14000 if (old_element != EL_EMPTY)
14001 Back[dropx][dropy] = old_element; /* store old element on this field */
14003 ResetGfxAnimation(dropx, dropy);
14004 ResetRandomAnimationValue(dropx, dropy);
14006 if (player->inventory_size > 0 ||
14007 player->inventory_infinite_element != EL_UNDEFINED)
14009 if (player->inventory_size > 0)
14011 player->inventory_size--;
14013 DrawGameDoorValues();
14015 if (new_element == EL_DYNAMITE)
14016 new_element = EL_DYNAMITE_ACTIVE;
14017 else if (new_element == EL_EM_DYNAMITE)
14018 new_element = EL_EM_DYNAMITE_ACTIVE;
14019 else if (new_element == EL_SP_DISK_RED)
14020 new_element = EL_SP_DISK_RED_ACTIVE;
14023 Feld[dropx][dropy] = new_element;
14025 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14026 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14027 el2img(Feld[dropx][dropy]), 0);
14029 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14031 /* needed if previous element just changed to "empty" in the last frame */
14032 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14034 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14035 player->index_bit, drop_side);
14036 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14038 player->index_bit, drop_side);
14040 TestIfElementTouchesCustomElement(dropx, dropy);
14042 else /* player is dropping a dyna bomb */
14044 player->dynabombs_left--;
14046 Feld[dropx][dropy] = new_element;
14048 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14049 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14050 el2img(Feld[dropx][dropy]), 0);
14052 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14055 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14056 InitField_WithBug1(dropx, dropy, FALSE);
14058 new_element = Feld[dropx][dropy]; /* element might have changed */
14060 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14061 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14063 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14064 MovDir[dropx][dropy] = drop_direction;
14066 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14068 /* do not cause impact style collision by dropping elements that can fall */
14069 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14072 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14073 player->is_dropping = TRUE;
14075 player->drop_pressed_delay = 0;
14076 player->is_dropping_pressed = FALSE;
14078 player->drop_x = dropx;
14079 player->drop_y = dropy;
14084 /* ------------------------------------------------------------------------- */
14085 /* game sound playing functions */
14086 /* ------------------------------------------------------------------------- */
14088 static int *loop_sound_frame = NULL;
14089 static int *loop_sound_volume = NULL;
14091 void InitPlayLevelSound()
14093 int num_sounds = getSoundListSize();
14095 checked_free(loop_sound_frame);
14096 checked_free(loop_sound_volume);
14098 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14099 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14102 static void PlayLevelSound(int x, int y, int nr)
14104 int sx = SCREENX(x), sy = SCREENY(y);
14105 int volume, stereo_position;
14106 int max_distance = 8;
14107 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14109 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14110 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14113 if (!IN_LEV_FIELD(x, y) ||
14114 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14115 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14118 volume = SOUND_MAX_VOLUME;
14120 if (!IN_SCR_FIELD(sx, sy))
14122 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14123 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14125 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14128 stereo_position = (SOUND_MAX_LEFT +
14129 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14130 (SCR_FIELDX + 2 * max_distance));
14132 if (IS_LOOP_SOUND(nr))
14134 /* This assures that quieter loop sounds do not overwrite louder ones,
14135 while restarting sound volume comparison with each new game frame. */
14137 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14140 loop_sound_volume[nr] = volume;
14141 loop_sound_frame[nr] = FrameCounter;
14144 PlaySoundExt(nr, volume, stereo_position, type);
14147 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14149 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14150 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14151 y < LEVELY(BY1) ? LEVELY(BY1) :
14152 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14156 static void PlayLevelSoundAction(int x, int y, int action)
14158 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14161 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14163 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14165 if (sound_effect != SND_UNDEFINED)
14166 PlayLevelSound(x, y, sound_effect);
14169 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14172 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14174 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14175 PlayLevelSound(x, y, sound_effect);
14178 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14180 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14182 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14183 PlayLevelSound(x, y, sound_effect);
14186 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14188 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14190 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14191 StopSound(sound_effect);
14194 static void PlayLevelMusic()
14196 if (levelset.music[level_nr] != MUS_UNDEFINED)
14197 PlayMusic(levelset.music[level_nr]); /* from config file */
14199 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
14202 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14204 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14205 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14206 int x = xx - 1 - offset;
14207 int y = yy - 1 - offset;
14212 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14216 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14220 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14224 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14228 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14232 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14236 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14239 case SAMPLE_android_clone:
14240 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14243 case SAMPLE_android_move:
14244 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14247 case SAMPLE_spring:
14248 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14252 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14256 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14259 case SAMPLE_eater_eat:
14260 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14264 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14267 case SAMPLE_collect:
14268 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14271 case SAMPLE_diamond:
14272 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14275 case SAMPLE_squash:
14276 /* !!! CHECK THIS !!! */
14278 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14280 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14284 case SAMPLE_wonderfall:
14285 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14289 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14293 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14297 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14301 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14305 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14309 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14312 case SAMPLE_wonder:
14313 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14317 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14320 case SAMPLE_exit_open:
14321 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14324 case SAMPLE_exit_leave:
14325 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14328 case SAMPLE_dynamite:
14329 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14333 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14337 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14341 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14345 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14349 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14353 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14357 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14362 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14364 int element = map_element_SP_to_RND(element_sp);
14365 int action = map_action_SP_to_RND(action_sp);
14366 int offset = (setup.sp_show_border_elements ? 0 : 1);
14367 int x = xx - offset;
14368 int y = yy - offset;
14370 PlayLevelSoundElementAction(x, y, element, action);
14373 void RaiseScore(int value)
14375 local_player->score += value;
14377 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14379 DisplayGameControlValues();
14382 void RaiseScoreElement(int element)
14387 case EL_BD_DIAMOND:
14388 case EL_EMERALD_YELLOW:
14389 case EL_EMERALD_RED:
14390 case EL_EMERALD_PURPLE:
14391 case EL_SP_INFOTRON:
14392 RaiseScore(level.score[SC_EMERALD]);
14395 RaiseScore(level.score[SC_DIAMOND]);
14398 RaiseScore(level.score[SC_CRYSTAL]);
14401 RaiseScore(level.score[SC_PEARL]);
14404 case EL_BD_BUTTERFLY:
14405 case EL_SP_ELECTRON:
14406 RaiseScore(level.score[SC_BUG]);
14409 case EL_BD_FIREFLY:
14410 case EL_SP_SNIKSNAK:
14411 RaiseScore(level.score[SC_SPACESHIP]);
14414 case EL_DARK_YAMYAM:
14415 RaiseScore(level.score[SC_YAMYAM]);
14418 RaiseScore(level.score[SC_ROBOT]);
14421 RaiseScore(level.score[SC_PACMAN]);
14424 RaiseScore(level.score[SC_NUT]);
14427 case EL_EM_DYNAMITE:
14428 case EL_SP_DISK_RED:
14429 case EL_DYNABOMB_INCREASE_NUMBER:
14430 case EL_DYNABOMB_INCREASE_SIZE:
14431 case EL_DYNABOMB_INCREASE_POWER:
14432 RaiseScore(level.score[SC_DYNAMITE]);
14434 case EL_SHIELD_NORMAL:
14435 case EL_SHIELD_DEADLY:
14436 RaiseScore(level.score[SC_SHIELD]);
14438 case EL_EXTRA_TIME:
14439 RaiseScore(level.extra_time_score);
14453 case EL_DC_KEY_WHITE:
14454 RaiseScore(level.score[SC_KEY]);
14457 RaiseScore(element_info[element].collect_score);
14462 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14464 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14466 /* closing door required in case of envelope style request dialogs */
14468 CloseDoor(DOOR_CLOSE_1);
14470 #if defined(NETWORK_AVALIABLE)
14471 if (options.network)
14472 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14478 FadeSkipNextFadeIn();
14480 game_status = GAME_MODE_MAIN;
14486 game_status = GAME_MODE_MAIN;
14492 else /* continue playing the game */
14494 if (tape.playing && tape.deactivate_display)
14495 TapeDeactivateDisplayOff(TRUE);
14497 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14499 if (tape.playing && tape.deactivate_display)
14500 TapeDeactivateDisplayOn();
14504 void RequestQuitGame(boolean ask_if_really_quit)
14506 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14507 boolean skip_request = AllPlayersGone || quick_quit;
14509 RequestQuitGameExt(skip_request, quick_quit,
14510 "Do you really want to quit the game?");
14514 /* ------------------------------------------------------------------------- */
14515 /* random generator functions */
14516 /* ------------------------------------------------------------------------- */
14518 unsigned int InitEngineRandom_RND(int seed)
14520 game.num_random_calls = 0;
14522 return InitEngineRandom(seed);
14525 unsigned int RND(int max)
14529 game.num_random_calls++;
14531 return GetEngineRandom(max);
14538 /* ------------------------------------------------------------------------- */
14539 /* game engine snapshot handling functions */
14540 /* ------------------------------------------------------------------------- */
14542 struct EngineSnapshotInfo
14544 /* runtime values for custom element collect score */
14545 int collect_score[NUM_CUSTOM_ELEMENTS];
14547 /* runtime values for group element choice position */
14548 int choice_pos[NUM_GROUP_ELEMENTS];
14550 /* runtime values for belt position animations */
14551 int belt_graphic[4][NUM_BELT_PARTS];
14552 int belt_anim_mode[4][NUM_BELT_PARTS];
14555 static struct EngineSnapshotInfo engine_snapshot_rnd;
14556 static char *snapshot_level_identifier = NULL;
14557 static int snapshot_level_nr = -1;
14559 static void SaveEngineSnapshotValues_RND()
14561 static int belt_base_active_element[4] =
14563 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
14564 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
14565 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
14566 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
14570 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14572 int element = EL_CUSTOM_START + i;
14574 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
14577 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14579 int element = EL_GROUP_START + i;
14581 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
14584 for (i = 0; i < 4; i++)
14586 for (j = 0; j < NUM_BELT_PARTS; j++)
14588 int element = belt_base_active_element[i] + j;
14589 int graphic = el2img(element);
14590 int anim_mode = graphic_info[graphic].anim_mode;
14592 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
14593 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
14598 static void LoadEngineSnapshotValues_RND()
14600 unsigned int num_random_calls = game.num_random_calls;
14603 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14605 int element = EL_CUSTOM_START + i;
14607 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
14610 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14612 int element = EL_GROUP_START + i;
14614 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
14617 for (i = 0; i < 4; i++)
14619 for (j = 0; j < NUM_BELT_PARTS; j++)
14621 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
14622 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
14624 graphic_info[graphic].anim_mode = anim_mode;
14628 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14630 InitRND(tape.random_seed);
14631 for (i = 0; i < num_random_calls; i++)
14635 if (game.num_random_calls != num_random_calls)
14637 Error(ERR_INFO, "number of random calls out of sync");
14638 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
14639 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
14640 Error(ERR_EXIT, "this should not happen -- please debug");
14644 void FreeEngineSnapshotSingle()
14646 FreeSnapshotSingle();
14648 setString(&snapshot_level_identifier, NULL);
14649 snapshot_level_nr = -1;
14652 void FreeEngineSnapshotList()
14654 FreeSnapshotList();
14657 ListNode *SaveEngineSnapshotBuffers()
14659 ListNode *buffers = NULL;
14661 /* copy some special values to a structure better suited for the snapshot */
14663 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14664 SaveEngineSnapshotValues_RND();
14665 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14666 SaveEngineSnapshotValues_EM();
14667 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14668 SaveEngineSnapshotValues_SP(&buffers);
14670 /* save values stored in special snapshot structure */
14672 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14673 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
14674 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14675 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
14676 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14677 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
14679 /* save further RND engine values */
14681 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
14682 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
14683 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
14685 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
14686 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
14687 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
14688 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
14690 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
14691 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
14692 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
14693 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
14694 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
14696 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
14697 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
14698 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
14700 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
14702 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
14704 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
14705 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
14707 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
14708 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
14709 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
14710 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
14711 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
14712 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
14713 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
14714 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
14715 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
14716 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
14717 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
14718 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
14719 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
14720 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
14721 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
14722 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
14723 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
14724 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
14726 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
14727 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
14729 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
14730 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
14731 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
14733 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
14734 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
14736 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
14737 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
14738 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
14739 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
14740 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
14742 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
14743 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
14746 ListNode *node = engine_snapshot_list_rnd;
14749 while (node != NULL)
14751 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
14756 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
14762 void SaveEngineSnapshotSingle()
14764 ListNode *buffers = SaveEngineSnapshotBuffers();
14766 /* finally save all snapshot buffers to single snapshot */
14767 SaveSnapshotSingle(buffers);
14769 /* save level identification information */
14770 setString(&snapshot_level_identifier, leveldir_current->identifier);
14771 snapshot_level_nr = level_nr;
14774 static boolean SaveEngineSnapshotToListExt(boolean initial_snapshot)
14776 boolean save_snapshot =
14777 (initial_snapshot ||
14778 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
14779 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
14780 game.snapshot.changed_action));
14782 game.snapshot.changed_action = FALSE;
14784 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
14785 tape.quick_resume ||
14789 ListNode *buffers = SaveEngineSnapshotBuffers();
14791 /* finally save all snapshot buffers to snapshot list */
14792 SaveSnapshotToList(buffers);
14797 boolean SaveEngineSnapshotToList()
14799 return SaveEngineSnapshotToListExt(FALSE);
14802 void SaveEngineSnapshotToListInitial()
14804 FreeEngineSnapshotList();
14806 SaveEngineSnapshotToListExt(TRUE);
14809 void LoadEngineSnapshotValues()
14811 /* restore special values from snapshot structure */
14813 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14814 LoadEngineSnapshotValues_RND();
14815 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14816 LoadEngineSnapshotValues_EM();
14817 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14818 LoadEngineSnapshotValues_SP();
14821 void LoadEngineSnapshotSingle()
14823 LoadSnapshotSingle();
14825 LoadEngineSnapshotValues();
14828 void LoadEngineSnapshot_Undo(int steps)
14830 LoadSnapshotFromList_Older(steps);
14832 LoadEngineSnapshotValues();
14835 void LoadEngineSnapshot_Redo(int steps)
14837 LoadSnapshotFromList_Newer(steps);
14839 LoadEngineSnapshotValues();
14842 boolean CheckEngineSnapshotSingle()
14844 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
14845 snapshot_level_nr == level_nr);
14848 boolean CheckEngineSnapshotList()
14850 return CheckSnapshotList();
14854 /* ---------- new game button stuff ---------------------------------------- */
14862 } gamebutton_info[NUM_GAME_BUTTONS] =
14865 IMG_GAME_BUTTON_GFX_STOP, &game.button.stop,
14866 GAME_CTRL_ID_STOP, "stop game"
14869 IMG_GAME_BUTTON_GFX_PAUSE, &game.button.pause,
14870 GAME_CTRL_ID_PAUSE, "pause game"
14873 IMG_GAME_BUTTON_GFX_PLAY, &game.button.play,
14874 GAME_CTRL_ID_PLAY, "play game"
14877 IMG_GAME_BUTTON_GFX_UNDO, &game.button.undo,
14878 GAME_CTRL_ID_UNDO, "undo step"
14881 IMG_GAME_BUTTON_GFX_REDO, &game.button.redo,
14882 GAME_CTRL_ID_REDO, "redo step"
14885 IMG_GAME_BUTTON_GFX_SAVE, &game.button.save,
14886 GAME_CTRL_ID_SAVE, "save game"
14889 IMG_GAME_BUTTON_GFX_PAUSE2, &game.button.pause2,
14890 GAME_CTRL_ID_PAUSE2, "pause game"
14893 IMG_GAME_BUTTON_GFX_LOAD, &game.button.load,
14894 GAME_CTRL_ID_LOAD, "load game"
14897 IMG_GAME_BUTTON_GFX_SOUND_MUSIC, &game.button.sound_music,
14898 SOUND_CTRL_ID_MUSIC, "background music on/off"
14901 IMG_GAME_BUTTON_GFX_SOUND_LOOPS, &game.button.sound_loops,
14902 SOUND_CTRL_ID_LOOPS, "sound loops on/off"
14905 IMG_GAME_BUTTON_GFX_SOUND_SIMPLE, &game.button.sound_simple,
14906 SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
14910 void CreateGameButtons()
14914 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14916 struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
14917 struct XY *pos = gamebutton_info[i].pos;
14918 struct GadgetInfo *gi;
14921 unsigned int event_mask;
14922 int base_x = (tape.show_game_buttons ? VX : DX);
14923 int base_y = (tape.show_game_buttons ? VY : DY);
14924 int gd_x = gfx->src_x;
14925 int gd_y = gfx->src_y;
14926 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
14927 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
14928 int gd_xa = gfx->src_x + gfx->active_xoffset;
14929 int gd_ya = gfx->src_y + gfx->active_yoffset;
14930 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
14931 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
14934 if (gfx->bitmap == NULL)
14936 game_gadget[id] = NULL;
14941 if (id == GAME_CTRL_ID_STOP ||
14942 id == GAME_CTRL_ID_PLAY ||
14943 id == GAME_CTRL_ID_SAVE ||
14944 id == GAME_CTRL_ID_LOAD)
14946 button_type = GD_TYPE_NORMAL_BUTTON;
14948 event_mask = GD_EVENT_RELEASED;
14950 else if (id == GAME_CTRL_ID_UNDO ||
14951 id == GAME_CTRL_ID_REDO)
14953 button_type = GD_TYPE_NORMAL_BUTTON;
14955 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
14959 button_type = GD_TYPE_CHECK_BUTTON;
14961 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
14962 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
14963 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
14964 event_mask = GD_EVENT_PRESSED;
14967 gi = CreateGadget(GDI_CUSTOM_ID, id,
14968 GDI_INFO_TEXT, gamebutton_info[i].infotext,
14969 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
14970 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
14971 GDI_WIDTH, gfx->width,
14972 GDI_HEIGHT, gfx->height,
14973 GDI_TYPE, button_type,
14974 GDI_STATE, GD_BUTTON_UNPRESSED,
14975 GDI_CHECKED, checked,
14976 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
14977 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
14978 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
14979 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
14980 GDI_DIRECT_DRAW, FALSE,
14981 GDI_EVENT_MASK, event_mask,
14982 GDI_CALLBACK_ACTION, HandleGameButtons,
14986 Error(ERR_EXIT, "cannot create gadget");
14988 game_gadget[id] = gi;
14992 void FreeGameButtons()
14996 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14997 FreeGadget(game_gadget[i]);
15000 static void MapGameButtonsAtSamePosition(int id)
15004 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15006 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15007 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15008 MapGadget(game_gadget[i]);
15011 static void UnmapGameButtonsAtSamePosition(int id)
15015 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15017 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15018 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15019 UnmapGadget(game_gadget[i]);
15022 void MapUndoRedoButtons()
15024 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15025 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15027 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15028 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15031 void UnmapUndoRedoButtons()
15033 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15034 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15036 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15037 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15040 void MapGameButtons()
15044 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15045 if (i != GAME_CTRL_ID_UNDO &&
15046 i != GAME_CTRL_ID_REDO)
15047 MapGadget(game_gadget[i]);
15049 if (setup.show_snapshot_buttons)
15051 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15052 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15053 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15057 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15058 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15059 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15062 RedrawGameButtons();
15065 void UnmapGameButtons()
15069 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15070 UnmapGadget(game_gadget[i]);
15073 void RedrawGameButtons()
15077 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15078 RedrawGadget(game_gadget[i]);
15080 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15081 redraw_mask &= ~REDRAW_ALL;
15084 void GameUndoRedoExt()
15086 ClearPlayerAction();
15088 tape.pausing = TRUE;
15091 UpdateAndDisplayGameControlValues();
15093 DrawCompleteVideoDisplay();
15094 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15095 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15096 DrawVideoDisplay((tape.single_step ? VIDEO_STATE_1STEP_ON :
15097 VIDEO_STATE_1STEP_OFF), 0);
15102 void GameUndo(int steps)
15104 if (!CheckEngineSnapshotList())
15107 LoadEngineSnapshot_Undo(steps);
15112 void GameRedo(int steps)
15114 if (!CheckEngineSnapshotList())
15117 LoadEngineSnapshot_Redo(steps);
15122 static void HandleGameButtonsExt(int id, int button)
15124 int steps = BUTTON_STEPSIZE(button);
15125 boolean handle_game_buttons =
15126 (game_status == GAME_MODE_PLAYING ||
15127 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15129 if (!handle_game_buttons)
15134 case GAME_CTRL_ID_STOP:
15135 if (game_status == GAME_MODE_MAIN)
15141 RequestQuitGame(TRUE);
15145 case GAME_CTRL_ID_PAUSE:
15146 case GAME_CTRL_ID_PAUSE2:
15147 if (options.network && game_status == GAME_MODE_PLAYING)
15149 #if defined(NETWORK_AVALIABLE)
15151 SendToServer_ContinuePlaying();
15153 SendToServer_PausePlaying();
15157 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15160 case GAME_CTRL_ID_PLAY:
15161 if (game_status == GAME_MODE_MAIN)
15163 StartGameActions(options.network, setup.autorecord, level.random_seed);
15165 else if (tape.pausing)
15167 #if defined(NETWORK_AVALIABLE)
15168 if (options.network)
15169 SendToServer_ContinuePlaying();
15172 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15176 case GAME_CTRL_ID_UNDO:
15180 case GAME_CTRL_ID_REDO:
15184 case GAME_CTRL_ID_SAVE:
15188 case GAME_CTRL_ID_LOAD:
15192 case SOUND_CTRL_ID_MUSIC:
15193 if (setup.sound_music)
15195 setup.sound_music = FALSE;
15199 else if (audio.music_available)
15201 setup.sound = setup.sound_music = TRUE;
15203 SetAudioMode(setup.sound);
15209 case SOUND_CTRL_ID_LOOPS:
15210 if (setup.sound_loops)
15211 setup.sound_loops = FALSE;
15212 else if (audio.loops_available)
15214 setup.sound = setup.sound_loops = TRUE;
15216 SetAudioMode(setup.sound);
15220 case SOUND_CTRL_ID_SIMPLE:
15221 if (setup.sound_simple)
15222 setup.sound_simple = FALSE;
15223 else if (audio.sound_available)
15225 setup.sound = setup.sound_simple = TRUE;
15227 SetAudioMode(setup.sound);
15236 static void HandleGameButtons(struct GadgetInfo *gi)
15238 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15241 void HandleSoundButtonKeys(Key key)
15244 if (key == setup.shortcut.sound_simple)
15245 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15246 else if (key == setup.shortcut.sound_loops)
15247 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15248 else if (key == setup.shortcut.sound_music)
15249 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);