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 SetGameStatus(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 SetGameStatus(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.collected_item = FALSE;
3044 game.snapshot.mode =
3045 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3046 SNAPSHOT_MODE_EVERY_STEP :
3047 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3048 SNAPSHOT_MODE_EVERY_MOVE :
3049 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3050 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3053 int get_num_special_action(int element, int action_first, int action_last)
3055 int num_special_action = 0;
3058 for (i = action_first; i <= action_last; i++)
3060 boolean found = FALSE;
3062 for (j = 0; j < NUM_DIRECTIONS; j++)
3063 if (el_act_dir2img(element, i, j) !=
3064 el_act_dir2img(element, ACTION_DEFAULT, j))
3068 num_special_action++;
3073 return num_special_action;
3078 =============================================================================
3080 -----------------------------------------------------------------------------
3081 initialize and start new game
3082 =============================================================================
3087 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3088 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3089 int fade_mask = REDRAW_FIELD;
3091 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3092 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3093 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3094 int initial_move_dir = MV_DOWN;
3097 // required here to update video display before fading (FIX THIS)
3098 DrawMaskedBorder(REDRAW_DOOR_2);
3100 if (!game.restart_level)
3101 CloseDoor(DOOR_CLOSE_1);
3103 SetGameStatus(GAME_MODE_PLAYING);
3105 /* needed if different viewport properties defined for playing */
3106 ChangeViewportPropertiesIfNeeded();
3108 if (level_editor_test_game)
3109 FadeSkipNextFadeIn();
3111 FadeSetEnterScreen();
3113 if (CheckIfGlobalBorderHasChanged())
3114 fade_mask = REDRAW_ALL;
3116 FadeSoundsAndMusic();
3118 ExpireSoundLoops(TRUE);
3124 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3126 DrawCompleteVideoDisplay();
3129 InitGameControlValues();
3131 /* don't play tapes over network */
3132 network_playing = (options.network && !tape.playing);
3134 for (i = 0; i < MAX_PLAYERS; i++)
3136 struct PlayerInfo *player = &stored_player[i];
3138 player->index_nr = i;
3139 player->index_bit = (1 << i);
3140 player->element_nr = EL_PLAYER_1 + i;
3142 player->present = FALSE;
3143 player->active = FALSE;
3144 player->mapped = FALSE;
3146 player->killed = FALSE;
3147 player->reanimated = FALSE;
3150 player->effective_action = 0;
3151 player->programmed_action = 0;
3154 player->score_final = 0;
3156 player->gems_still_needed = level.gems_needed;
3157 player->sokobanfields_still_needed = 0;
3158 player->lights_still_needed = 0;
3159 player->friends_still_needed = 0;
3161 for (j = 0; j < MAX_NUM_KEYS; j++)
3162 player->key[j] = FALSE;
3164 player->num_white_keys = 0;
3166 player->dynabomb_count = 0;
3167 player->dynabomb_size = 1;
3168 player->dynabombs_left = 0;
3169 player->dynabomb_xl = FALSE;
3171 player->MovDir = initial_move_dir;
3174 player->GfxDir = initial_move_dir;
3175 player->GfxAction = ACTION_DEFAULT;
3177 player->StepFrame = 0;
3179 player->initial_element = player->element_nr;
3180 player->artwork_element =
3181 (level.use_artwork_element[i] ? level.artwork_element[i] :
3182 player->element_nr);
3183 player->use_murphy = FALSE;
3185 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3186 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3188 player->gravity = level.initial_player_gravity[i];
3190 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3192 player->actual_frame_counter = 0;
3194 player->step_counter = 0;
3196 player->last_move_dir = initial_move_dir;
3198 player->is_active = FALSE;
3200 player->is_waiting = FALSE;
3201 player->is_moving = FALSE;
3202 player->is_auto_moving = FALSE;
3203 player->is_digging = FALSE;
3204 player->is_snapping = FALSE;
3205 player->is_collecting = FALSE;
3206 player->is_pushing = FALSE;
3207 player->is_switching = FALSE;
3208 player->is_dropping = FALSE;
3209 player->is_dropping_pressed = FALSE;
3211 player->is_bored = FALSE;
3212 player->is_sleeping = FALSE;
3214 player->frame_counter_bored = -1;
3215 player->frame_counter_sleeping = -1;
3217 player->anim_delay_counter = 0;
3218 player->post_delay_counter = 0;
3220 player->dir_waiting = initial_move_dir;
3221 player->action_waiting = ACTION_DEFAULT;
3222 player->last_action_waiting = ACTION_DEFAULT;
3223 player->special_action_bored = ACTION_DEFAULT;
3224 player->special_action_sleeping = ACTION_DEFAULT;
3226 player->switch_x = -1;
3227 player->switch_y = -1;
3229 player->drop_x = -1;
3230 player->drop_y = -1;
3232 player->show_envelope = 0;
3234 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3236 player->push_delay = -1; /* initialized when pushing starts */
3237 player->push_delay_value = game.initial_push_delay_value;
3239 player->drop_delay = 0;
3240 player->drop_pressed_delay = 0;
3242 player->last_jx = -1;
3243 player->last_jy = -1;
3247 player->shield_normal_time_left = 0;
3248 player->shield_deadly_time_left = 0;
3250 player->inventory_infinite_element = EL_UNDEFINED;
3251 player->inventory_size = 0;
3253 if (level.use_initial_inventory[i])
3255 for (j = 0; j < level.initial_inventory_size[i]; j++)
3257 int element = level.initial_inventory_content[i][j];
3258 int collect_count = element_info[element].collect_count_initial;
3261 if (!IS_CUSTOM_ELEMENT(element))
3264 if (collect_count == 0)
3265 player->inventory_infinite_element = element;
3267 for (k = 0; k < collect_count; k++)
3268 if (player->inventory_size < MAX_INVENTORY_SIZE)
3269 player->inventory_element[player->inventory_size++] = element;
3273 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3274 SnapField(player, 0, 0);
3276 player->LevelSolved = FALSE;
3277 player->GameOver = FALSE;
3279 player->LevelSolved_GameWon = FALSE;
3280 player->LevelSolved_GameEnd = FALSE;
3281 player->LevelSolved_PanelOff = FALSE;
3282 player->LevelSolved_SaveTape = FALSE;
3283 player->LevelSolved_SaveScore = FALSE;
3284 player->LevelSolved_CountingTime = 0;
3285 player->LevelSolved_CountingScore = 0;
3287 map_player_action[i] = i;
3290 network_player_action_received = FALSE;
3292 #if defined(NETWORK_AVALIABLE)
3293 /* initial null action */
3294 if (network_playing)
3295 SendToServer_MovePlayer(MV_NONE);
3304 TimeLeft = level.time;
3307 ScreenMovDir = MV_NONE;
3311 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3313 AllPlayersGone = FALSE;
3315 game.no_time_limit = (level.time == 0);
3317 game.yamyam_content_nr = 0;
3318 game.robot_wheel_active = FALSE;
3319 game.magic_wall_active = FALSE;
3320 game.magic_wall_time_left = 0;
3321 game.light_time_left = 0;
3322 game.timegate_time_left = 0;
3323 game.switchgate_pos = 0;
3324 game.wind_direction = level.wind_direction_initial;
3326 game.lenses_time_left = 0;
3327 game.magnify_time_left = 0;
3329 game.ball_state = level.ball_state_initial;
3330 game.ball_content_nr = 0;
3332 game.envelope_active = FALSE;
3334 /* set focus to local player for network games, else to all players */
3335 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3336 game.centered_player_nr_next = game.centered_player_nr;
3337 game.set_centered_player = FALSE;
3339 if (network_playing && tape.recording)
3341 /* store client dependent player focus when recording network games */
3342 tape.centered_player_nr_next = game.centered_player_nr_next;
3343 tape.set_centered_player = TRUE;
3346 for (i = 0; i < NUM_BELTS; i++)
3348 game.belt_dir[i] = MV_NONE;
3349 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3352 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3353 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3355 #if DEBUG_INIT_PLAYER
3358 printf("Player status at level initialization:\n");
3362 SCAN_PLAYFIELD(x, y)
3364 Feld[x][y] = level.field[x][y];
3365 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3366 ChangeDelay[x][y] = 0;
3367 ChangePage[x][y] = -1;
3368 CustomValue[x][y] = 0; /* initialized in InitField() */
3369 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3371 WasJustMoving[x][y] = 0;
3372 WasJustFalling[x][y] = 0;
3373 CheckCollision[x][y] = 0;
3374 CheckImpact[x][y] = 0;
3376 Pushed[x][y] = FALSE;
3378 ChangeCount[x][y] = 0;
3379 ChangeEvent[x][y] = -1;
3381 ExplodePhase[x][y] = 0;
3382 ExplodeDelay[x][y] = 0;
3383 ExplodeField[x][y] = EX_TYPE_NONE;
3385 RunnerVisit[x][y] = 0;
3386 PlayerVisit[x][y] = 0;
3389 GfxRandom[x][y] = INIT_GFX_RANDOM();
3390 GfxElement[x][y] = EL_UNDEFINED;
3391 GfxAction[x][y] = ACTION_DEFAULT;
3392 GfxDir[x][y] = MV_NONE;
3393 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3396 SCAN_PLAYFIELD(x, y)
3398 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3400 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3402 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3405 InitField(x, y, TRUE);
3407 ResetGfxAnimation(x, y);
3412 for (i = 0; i < MAX_PLAYERS; i++)
3414 struct PlayerInfo *player = &stored_player[i];
3416 /* set number of special actions for bored and sleeping animation */
3417 player->num_special_action_bored =
3418 get_num_special_action(player->artwork_element,
3419 ACTION_BORING_1, ACTION_BORING_LAST);
3420 player->num_special_action_sleeping =
3421 get_num_special_action(player->artwork_element,
3422 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3425 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3426 emulate_sb ? EMU_SOKOBAN :
3427 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3429 /* initialize type of slippery elements */
3430 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3432 if (!IS_CUSTOM_ELEMENT(i))
3434 /* default: elements slip down either to the left or right randomly */
3435 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3437 /* SP style elements prefer to slip down on the left side */
3438 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3439 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3441 /* BD style elements prefer to slip down on the left side */
3442 if (game.emulation == EMU_BOULDERDASH)
3443 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3447 /* initialize explosion and ignition delay */
3448 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3450 if (!IS_CUSTOM_ELEMENT(i))
3453 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3454 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3455 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3456 int last_phase = (num_phase + 1) * delay;
3457 int half_phase = (num_phase / 2) * delay;
3459 element_info[i].explosion_delay = last_phase - 1;
3460 element_info[i].ignition_delay = half_phase;
3462 if (i == EL_BLACK_ORB)
3463 element_info[i].ignition_delay = 1;
3467 /* correct non-moving belts to start moving left */
3468 for (i = 0; i < NUM_BELTS; i++)
3469 if (game.belt_dir[i] == MV_NONE)
3470 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3472 #if USE_NEW_PLAYER_ASSIGNMENTS
3473 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3474 /* choose default local player */
3475 local_player = &stored_player[0];
3477 for (i = 0; i < MAX_PLAYERS; i++)
3478 stored_player[i].connected = FALSE;
3480 local_player->connected = TRUE;
3481 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3485 for (i = 0; i < MAX_PLAYERS; i++)
3486 stored_player[i].connected = tape.player_participates[i];
3488 else if (game.team_mode && !options.network)
3490 /* try to guess locally connected team mode players (needed for correct
3491 assignment of player figures from level to locally playing players) */
3493 for (i = 0; i < MAX_PLAYERS; i++)
3494 if (setup.input[i].use_joystick ||
3495 setup.input[i].key.left != KSYM_UNDEFINED)
3496 stored_player[i].connected = TRUE;
3499 #if DEBUG_INIT_PLAYER
3502 printf("Player status after level initialization:\n");
3504 for (i = 0; i < MAX_PLAYERS; i++)
3506 struct PlayerInfo *player = &stored_player[i];
3508 printf("- player %d: present == %d, connected == %d, active == %d",
3514 if (local_player == player)
3515 printf(" (local player)");
3522 #if DEBUG_INIT_PLAYER
3524 printf("Reassigning players ...\n");
3527 /* check if any connected player was not found in playfield */
3528 for (i = 0; i < MAX_PLAYERS; i++)
3530 struct PlayerInfo *player = &stored_player[i];
3532 if (player->connected && !player->present)
3534 struct PlayerInfo *field_player = NULL;
3536 #if DEBUG_INIT_PLAYER
3538 printf("- looking for field player for player %d ...\n", i + 1);
3541 /* assign first free player found that is present in the playfield */
3543 /* first try: look for unmapped playfield player that is not connected */
3544 for (j = 0; j < MAX_PLAYERS; j++)
3545 if (field_player == NULL &&
3546 stored_player[j].present &&
3547 !stored_player[j].mapped &&
3548 !stored_player[j].connected)
3549 field_player = &stored_player[j];
3551 /* second try: look for *any* unmapped playfield player */
3552 for (j = 0; j < MAX_PLAYERS; j++)
3553 if (field_player == NULL &&
3554 stored_player[j].present &&
3555 !stored_player[j].mapped)
3556 field_player = &stored_player[j];
3558 if (field_player != NULL)
3560 int jx = field_player->jx, jy = field_player->jy;
3562 #if DEBUG_INIT_PLAYER
3564 printf("- found player %d\n", field_player->index_nr + 1);
3567 player->present = FALSE;
3568 player->active = FALSE;
3570 field_player->present = TRUE;
3571 field_player->active = TRUE;
3574 player->initial_element = field_player->initial_element;
3575 player->artwork_element = field_player->artwork_element;
3577 player->block_last_field = field_player->block_last_field;
3578 player->block_delay_adjustment = field_player->block_delay_adjustment;
3581 StorePlayer[jx][jy] = field_player->element_nr;
3583 field_player->jx = field_player->last_jx = jx;
3584 field_player->jy = field_player->last_jy = jy;
3586 if (local_player == player)
3587 local_player = field_player;
3589 map_player_action[field_player->index_nr] = i;
3591 field_player->mapped = TRUE;
3593 #if DEBUG_INIT_PLAYER
3595 printf("- map_player_action[%d] == %d\n",
3596 field_player->index_nr + 1, i + 1);
3601 if (player->connected && player->present)
3602 player->mapped = TRUE;
3605 #if DEBUG_INIT_PLAYER
3608 printf("Player status after player assignment (first stage):\n");
3610 for (i = 0; i < MAX_PLAYERS; i++)
3612 struct PlayerInfo *player = &stored_player[i];
3614 printf("- player %d: present == %d, connected == %d, active == %d",
3620 if (local_player == player)
3621 printf(" (local player)");
3630 /* check if any connected player was not found in playfield */
3631 for (i = 0; i < MAX_PLAYERS; i++)
3633 struct PlayerInfo *player = &stored_player[i];
3635 if (player->connected && !player->present)
3637 for (j = 0; j < MAX_PLAYERS; j++)
3639 struct PlayerInfo *field_player = &stored_player[j];
3640 int jx = field_player->jx, jy = field_player->jy;
3642 /* assign first free player found that is present in the playfield */
3643 if (field_player->present && !field_player->connected)
3645 player->present = TRUE;
3646 player->active = TRUE;
3648 field_player->present = FALSE;
3649 field_player->active = FALSE;
3651 player->initial_element = field_player->initial_element;
3652 player->artwork_element = field_player->artwork_element;
3654 player->block_last_field = field_player->block_last_field;
3655 player->block_delay_adjustment = field_player->block_delay_adjustment;
3657 StorePlayer[jx][jy] = player->element_nr;
3659 player->jx = player->last_jx = jx;
3660 player->jy = player->last_jy = jy;
3670 printf("::: local_player->present == %d\n", local_player->present);
3675 /* when playing a tape, eliminate all players who do not participate */
3677 #if USE_NEW_PLAYER_ASSIGNMENTS
3679 if (!game.team_mode)
3681 for (i = 0; i < MAX_PLAYERS; i++)
3683 if (stored_player[i].active &&
3684 !tape.player_participates[map_player_action[i]])
3686 struct PlayerInfo *player = &stored_player[i];
3687 int jx = player->jx, jy = player->jy;
3689 #if DEBUG_INIT_PLAYER
3691 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3694 player->active = FALSE;
3695 StorePlayer[jx][jy] = 0;
3696 Feld[jx][jy] = EL_EMPTY;
3703 for (i = 0; i < MAX_PLAYERS; i++)
3705 if (stored_player[i].active &&
3706 !tape.player_participates[i])
3708 struct PlayerInfo *player = &stored_player[i];
3709 int jx = player->jx, jy = player->jy;
3711 player->active = FALSE;
3712 StorePlayer[jx][jy] = 0;
3713 Feld[jx][jy] = EL_EMPTY;
3718 else if (!options.network && !game.team_mode) /* && !tape.playing */
3720 /* when in single player mode, eliminate all but the first active player */
3722 for (i = 0; i < MAX_PLAYERS; i++)
3724 if (stored_player[i].active)
3726 for (j = i + 1; j < MAX_PLAYERS; j++)
3728 if (stored_player[j].active)
3730 struct PlayerInfo *player = &stored_player[j];
3731 int jx = player->jx, jy = player->jy;
3733 player->active = FALSE;
3734 player->present = FALSE;
3736 StorePlayer[jx][jy] = 0;
3737 Feld[jx][jy] = EL_EMPTY;
3744 /* when recording the game, store which players take part in the game */
3747 #if USE_NEW_PLAYER_ASSIGNMENTS
3748 for (i = 0; i < MAX_PLAYERS; i++)
3749 if (stored_player[i].connected)
3750 tape.player_participates[i] = TRUE;
3752 for (i = 0; i < MAX_PLAYERS; i++)
3753 if (stored_player[i].active)
3754 tape.player_participates[i] = TRUE;
3758 #if DEBUG_INIT_PLAYER
3761 printf("Player status after player assignment (final stage):\n");
3763 for (i = 0; i < MAX_PLAYERS; i++)
3765 struct PlayerInfo *player = &stored_player[i];
3767 printf("- player %d: present == %d, connected == %d, active == %d",
3773 if (local_player == player)
3774 printf(" (local player)");
3781 if (BorderElement == EL_EMPTY)
3784 SBX_Right = lev_fieldx - SCR_FIELDX;
3786 SBY_Lower = lev_fieldy - SCR_FIELDY;
3791 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3793 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3796 if (full_lev_fieldx <= SCR_FIELDX)
3797 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3798 if (full_lev_fieldy <= SCR_FIELDY)
3799 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3801 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
3803 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
3806 /* if local player not found, look for custom element that might create
3807 the player (make some assumptions about the right custom element) */
3808 if (!local_player->present)
3810 int start_x = 0, start_y = 0;
3811 int found_rating = 0;
3812 int found_element = EL_UNDEFINED;
3813 int player_nr = local_player->index_nr;
3815 SCAN_PLAYFIELD(x, y)
3817 int element = Feld[x][y];
3822 if (level.use_start_element[player_nr] &&
3823 level.start_element[player_nr] == element &&
3830 found_element = element;
3833 if (!IS_CUSTOM_ELEMENT(element))
3836 if (CAN_CHANGE(element))
3838 for (i = 0; i < element_info[element].num_change_pages; i++)
3840 /* check for player created from custom element as single target */
3841 content = element_info[element].change_page[i].target_element;
3842 is_player = ELEM_IS_PLAYER(content);
3844 if (is_player && (found_rating < 3 ||
3845 (found_rating == 3 && element < found_element)))
3851 found_element = element;
3856 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
3858 /* check for player created from custom element as explosion content */
3859 content = element_info[element].content.e[xx][yy];
3860 is_player = ELEM_IS_PLAYER(content);
3862 if (is_player && (found_rating < 2 ||
3863 (found_rating == 2 && element < found_element)))
3865 start_x = x + xx - 1;
3866 start_y = y + yy - 1;
3869 found_element = element;
3872 if (!CAN_CHANGE(element))
3875 for (i = 0; i < element_info[element].num_change_pages; i++)
3877 /* check for player created from custom element as extended target */
3879 element_info[element].change_page[i].target_content.e[xx][yy];
3881 is_player = ELEM_IS_PLAYER(content);
3883 if (is_player && (found_rating < 1 ||
3884 (found_rating == 1 && element < found_element)))
3886 start_x = x + xx - 1;
3887 start_y = y + yy - 1;
3890 found_element = element;
3896 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
3897 start_x > SBX_Right + MIDPOSX ? SBX_Right :
3900 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
3901 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
3906 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
3907 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
3908 local_player->jx - MIDPOSX);
3910 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
3911 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
3912 local_player->jy - MIDPOSY);
3915 /* !!! FIX THIS (START) !!! */
3916 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3918 InitGameEngine_EM();
3920 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3922 InitGameEngine_SP();
3926 DrawLevel(REDRAW_FIELD);
3929 /* after drawing the level, correct some elements */
3930 if (game.timegate_time_left == 0)
3931 CloseAllOpenTimegates();
3934 /* blit playfield from scroll buffer to normal back buffer for fading in */
3935 BlitScreenToBitmap(backbuffer);
3936 /* !!! FIX THIS (END) !!! */
3938 DrawMaskedBorder(fade_mask);
3943 // full screen redraw is required at this point in the following cases:
3944 // - special editor door undrawn when game was started from level editor
3945 // - drawing area (playfield) was changed and has to be removed completely
3946 redraw_mask = REDRAW_ALL;
3950 if (!game.restart_level)
3952 /* copy default game door content to main double buffer */
3954 /* !!! CHECK AGAIN !!! */
3955 SetPanelBackground();
3956 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
3957 DrawBackground(DX, DY, DXSIZE, DYSIZE);
3960 SetPanelBackground();
3961 SetDrawBackgroundMask(REDRAW_DOOR_1);
3963 UpdateAndDisplayGameControlValues();
3965 if (!game.restart_level)
3971 CreateGameButtons();
3973 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
3974 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
3975 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
3980 /* copy actual game door content to door double buffer for OpenDoor() */
3981 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
3983 OpenDoor(DOOR_OPEN_ALL);
3985 PlaySound(SND_GAME_STARTING);
3987 if (setup.sound_music)
3990 KeyboardAutoRepeatOffUnlessAutoplay();
3992 #if DEBUG_INIT_PLAYER
3995 printf("Player status (final):\n");
3997 for (i = 0; i < MAX_PLAYERS; i++)
3999 struct PlayerInfo *player = &stored_player[i];
4001 printf("- player %d: present == %d, connected == %d, active == %d",
4007 if (local_player == player)
4008 printf(" (local player)");
4021 if (!game.restart_level && !tape.playing)
4023 LevelStats_incPlayed(level_nr);
4025 SaveLevelSetup_SeriesInfo();
4028 game.restart_level = FALSE;
4030 SaveEngineSnapshotToListInitial();
4033 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
4035 /* this is used for non-R'n'D game engines to update certain engine values */
4037 /* needed to determine if sounds are played within the visible screen area */
4038 scroll_x = actual_scroll_x;
4039 scroll_y = actual_scroll_y;
4042 void InitMovDir(int x, int y)
4044 int i, element = Feld[x][y];
4045 static int xy[4][2] =
4052 static int direction[3][4] =
4054 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4055 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4056 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4065 Feld[x][y] = EL_BUG;
4066 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4069 case EL_SPACESHIP_RIGHT:
4070 case EL_SPACESHIP_UP:
4071 case EL_SPACESHIP_LEFT:
4072 case EL_SPACESHIP_DOWN:
4073 Feld[x][y] = EL_SPACESHIP;
4074 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4077 case EL_BD_BUTTERFLY_RIGHT:
4078 case EL_BD_BUTTERFLY_UP:
4079 case EL_BD_BUTTERFLY_LEFT:
4080 case EL_BD_BUTTERFLY_DOWN:
4081 Feld[x][y] = EL_BD_BUTTERFLY;
4082 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4085 case EL_BD_FIREFLY_RIGHT:
4086 case EL_BD_FIREFLY_UP:
4087 case EL_BD_FIREFLY_LEFT:
4088 case EL_BD_FIREFLY_DOWN:
4089 Feld[x][y] = EL_BD_FIREFLY;
4090 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4093 case EL_PACMAN_RIGHT:
4095 case EL_PACMAN_LEFT:
4096 case EL_PACMAN_DOWN:
4097 Feld[x][y] = EL_PACMAN;
4098 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4101 case EL_YAMYAM_LEFT:
4102 case EL_YAMYAM_RIGHT:
4104 case EL_YAMYAM_DOWN:
4105 Feld[x][y] = EL_YAMYAM;
4106 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4109 case EL_SP_SNIKSNAK:
4110 MovDir[x][y] = MV_UP;
4113 case EL_SP_ELECTRON:
4114 MovDir[x][y] = MV_LEFT;
4121 Feld[x][y] = EL_MOLE;
4122 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4126 if (IS_CUSTOM_ELEMENT(element))
4128 struct ElementInfo *ei = &element_info[element];
4129 int move_direction_initial = ei->move_direction_initial;
4130 int move_pattern = ei->move_pattern;
4132 if (move_direction_initial == MV_START_PREVIOUS)
4134 if (MovDir[x][y] != MV_NONE)
4137 move_direction_initial = MV_START_AUTOMATIC;
4140 if (move_direction_initial == MV_START_RANDOM)
4141 MovDir[x][y] = 1 << RND(4);
4142 else if (move_direction_initial & MV_ANY_DIRECTION)
4143 MovDir[x][y] = move_direction_initial;
4144 else if (move_pattern == MV_ALL_DIRECTIONS ||
4145 move_pattern == MV_TURNING_LEFT ||
4146 move_pattern == MV_TURNING_RIGHT ||
4147 move_pattern == MV_TURNING_LEFT_RIGHT ||
4148 move_pattern == MV_TURNING_RIGHT_LEFT ||
4149 move_pattern == MV_TURNING_RANDOM)
4150 MovDir[x][y] = 1 << RND(4);
4151 else if (move_pattern == MV_HORIZONTAL)
4152 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4153 else if (move_pattern == MV_VERTICAL)
4154 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4155 else if (move_pattern & MV_ANY_DIRECTION)
4156 MovDir[x][y] = element_info[element].move_pattern;
4157 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4158 move_pattern == MV_ALONG_RIGHT_SIDE)
4160 /* use random direction as default start direction */
4161 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4162 MovDir[x][y] = 1 << RND(4);
4164 for (i = 0; i < NUM_DIRECTIONS; i++)
4166 int x1 = x + xy[i][0];
4167 int y1 = y + xy[i][1];
4169 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4171 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4172 MovDir[x][y] = direction[0][i];
4174 MovDir[x][y] = direction[1][i];
4183 MovDir[x][y] = 1 << RND(4);
4185 if (element != EL_BUG &&
4186 element != EL_SPACESHIP &&
4187 element != EL_BD_BUTTERFLY &&
4188 element != EL_BD_FIREFLY)
4191 for (i = 0; i < NUM_DIRECTIONS; i++)
4193 int x1 = x + xy[i][0];
4194 int y1 = y + xy[i][1];
4196 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4198 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4200 MovDir[x][y] = direction[0][i];
4203 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4204 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4206 MovDir[x][y] = direction[1][i];
4215 GfxDir[x][y] = MovDir[x][y];
4218 void InitAmoebaNr(int x, int y)
4221 int group_nr = AmoebeNachbarNr(x, y);
4225 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4227 if (AmoebaCnt[i] == 0)
4235 AmoebaNr[x][y] = group_nr;
4236 AmoebaCnt[group_nr]++;
4237 AmoebaCnt2[group_nr]++;
4240 static void PlayerWins(struct PlayerInfo *player)
4242 player->LevelSolved = TRUE;
4243 player->GameOver = TRUE;
4245 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4246 level.native_em_level->lev->score : player->score);
4248 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4250 player->LevelSolved_CountingScore = player->score_final;
4255 static int time, time_final;
4256 static int score, score_final;
4257 static int game_over_delay_1 = 0;
4258 static int game_over_delay_2 = 0;
4259 int game_over_delay_value_1 = 50;
4260 int game_over_delay_value_2 = 50;
4262 if (!local_player->LevelSolved_GameWon)
4266 /* do not start end game actions before the player stops moving (to exit) */
4267 if (local_player->MovPos)
4270 local_player->LevelSolved_GameWon = TRUE;
4271 local_player->LevelSolved_SaveTape = tape.recording;
4272 local_player->LevelSolved_SaveScore = !tape.playing;
4276 LevelStats_incSolved(level_nr);
4278 SaveLevelSetup_SeriesInfo();
4281 if (tape.auto_play) /* tape might already be stopped here */
4282 tape.auto_play_level_solved = TRUE;
4286 game_over_delay_1 = game_over_delay_value_1;
4287 game_over_delay_2 = game_over_delay_value_2;
4289 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4290 score = score_final = local_player->score_final;
4295 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4297 else if (game.no_time_limit && TimePlayed < 999)
4300 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4303 local_player->score_final = score_final;
4305 if (level_editor_test_game)
4308 score = score_final;
4310 local_player->LevelSolved_CountingTime = time;
4311 local_player->LevelSolved_CountingScore = score;
4313 game_panel_controls[GAME_PANEL_TIME].value = time;
4314 game_panel_controls[GAME_PANEL_SCORE].value = score;
4316 DisplayGameControlValues();
4319 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4321 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4323 /* close exit door after last player */
4324 if ((AllPlayersGone &&
4325 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4326 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4327 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4328 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4329 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4331 int element = Feld[ExitX][ExitY];
4333 Feld[ExitX][ExitY] =
4334 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4335 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4336 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4337 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4338 EL_EM_STEEL_EXIT_CLOSING);
4340 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4343 /* player disappears */
4344 DrawLevelField(ExitX, ExitY);
4347 for (i = 0; i < MAX_PLAYERS; i++)
4349 struct PlayerInfo *player = &stored_player[i];
4351 if (player->present)
4353 RemovePlayer(player);
4355 /* player disappears */
4356 DrawLevelField(player->jx, player->jy);
4361 PlaySound(SND_GAME_WINNING);
4364 if (game_over_delay_1 > 0)
4366 game_over_delay_1--;
4371 if (time != time_final)
4373 int time_to_go = ABS(time_final - time);
4374 int time_count_dir = (time < time_final ? +1 : -1);
4375 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4377 time += time_count_steps * time_count_dir;
4378 score += time_count_steps * level.score[SC_TIME_BONUS];
4380 local_player->LevelSolved_CountingTime = time;
4381 local_player->LevelSolved_CountingScore = score;
4383 game_panel_controls[GAME_PANEL_TIME].value = time;
4384 game_panel_controls[GAME_PANEL_SCORE].value = score;
4386 DisplayGameControlValues();
4388 if (time == time_final)
4389 StopSound(SND_GAME_LEVELTIME_BONUS);
4390 else if (setup.sound_loops)
4391 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4393 PlaySound(SND_GAME_LEVELTIME_BONUS);
4398 local_player->LevelSolved_PanelOff = TRUE;
4400 if (game_over_delay_2 > 0)
4402 game_over_delay_2--;
4413 boolean raise_level = FALSE;
4415 local_player->LevelSolved_GameEnd = TRUE;
4417 if (!global.use_envelope_request)
4418 CloseDoor(DOOR_CLOSE_1);
4420 if (local_player->LevelSolved_SaveTape)
4422 SaveTapeChecked(tape.level_nr); /* ask to save tape */
4425 CloseDoor(DOOR_CLOSE_ALL);
4427 if (level_editor_test_game)
4429 SetGameStatus(GAME_MODE_MAIN);
4436 if (!local_player->LevelSolved_SaveScore)
4438 SetGameStatus(GAME_MODE_MAIN);
4445 if (level_nr == leveldir_current->handicap_level)
4447 leveldir_current->handicap_level++;
4449 SaveLevelSetup_SeriesInfo();
4452 if (level_nr < leveldir_current->last_level)
4453 raise_level = TRUE; /* advance to next level */
4455 if ((hi_pos = NewHiScore()) >= 0)
4457 SetGameStatus(GAME_MODE_SCORES);
4459 DrawHallOfFame(hi_pos);
4469 SetGameStatus(GAME_MODE_MAIN);
4486 LoadScore(level_nr);
4488 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4489 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4492 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4494 if (local_player->score_final > highscore[k].Score)
4496 /* player has made it to the hall of fame */
4498 if (k < MAX_SCORE_ENTRIES - 1)
4500 int m = MAX_SCORE_ENTRIES - 1;
4503 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4504 if (strEqual(setup.player_name, highscore[l].Name))
4506 if (m == k) /* player's new highscore overwrites his old one */
4510 for (l = m; l > k; l--)
4512 strcpy(highscore[l].Name, highscore[l - 1].Name);
4513 highscore[l].Score = highscore[l - 1].Score;
4520 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4521 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4522 highscore[k].Score = local_player->score_final;
4528 else if (!strncmp(setup.player_name, highscore[k].Name,
4529 MAX_PLAYER_NAME_LEN))
4530 break; /* player already there with a higher score */
4536 SaveScore(level_nr);
4541 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4543 int element = Feld[x][y];
4544 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4545 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4546 int horiz_move = (dx != 0);
4547 int sign = (horiz_move ? dx : dy);
4548 int step = sign * element_info[element].move_stepsize;
4550 /* special values for move stepsize for spring and things on conveyor belt */
4553 if (CAN_FALL(element) &&
4554 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4555 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4556 else if (element == EL_SPRING)
4557 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4563 inline static int getElementMoveStepsize(int x, int y)
4565 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4568 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4570 if (player->GfxAction != action || player->GfxDir != dir)
4572 player->GfxAction = action;
4573 player->GfxDir = dir;
4575 player->StepFrame = 0;
4579 static void ResetGfxFrame(int x, int y, boolean redraw)
4581 int element = Feld[x][y];
4582 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4583 int last_gfx_frame = GfxFrame[x][y];
4585 if (graphic_info[graphic].anim_global_sync)
4586 GfxFrame[x][y] = FrameCounter;
4587 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4588 GfxFrame[x][y] = CustomValue[x][y];
4589 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4590 GfxFrame[x][y] = element_info[element].collect_score;
4591 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4592 GfxFrame[x][y] = ChangeDelay[x][y];
4594 if (redraw && GfxFrame[x][y] != last_gfx_frame)
4595 DrawLevelGraphicAnimation(x, y, graphic);
4598 static void ResetGfxAnimation(int x, int y)
4600 GfxAction[x][y] = ACTION_DEFAULT;
4601 GfxDir[x][y] = MovDir[x][y];
4604 ResetGfxFrame(x, y, FALSE);
4607 static void ResetRandomAnimationValue(int x, int y)
4609 GfxRandom[x][y] = INIT_GFX_RANDOM();
4612 void InitMovingField(int x, int y, int direction)
4614 int element = Feld[x][y];
4615 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4616 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4619 boolean is_moving_before, is_moving_after;
4621 /* check if element was/is moving or being moved before/after mode change */
4622 is_moving_before = (WasJustMoving[x][y] != 0);
4623 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4625 /* reset animation only for moving elements which change direction of moving
4626 or which just started or stopped moving
4627 (else CEs with property "can move" / "not moving" are reset each frame) */
4628 if (is_moving_before != is_moving_after ||
4629 direction != MovDir[x][y])
4630 ResetGfxAnimation(x, y);
4632 MovDir[x][y] = direction;
4633 GfxDir[x][y] = direction;
4635 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4636 direction == MV_DOWN && CAN_FALL(element) ?
4637 ACTION_FALLING : ACTION_MOVING);
4639 /* this is needed for CEs with property "can move" / "not moving" */
4641 if (is_moving_after)
4643 if (Feld[newx][newy] == EL_EMPTY)
4644 Feld[newx][newy] = EL_BLOCKED;
4646 MovDir[newx][newy] = MovDir[x][y];
4648 CustomValue[newx][newy] = CustomValue[x][y];
4650 GfxFrame[newx][newy] = GfxFrame[x][y];
4651 GfxRandom[newx][newy] = GfxRandom[x][y];
4652 GfxAction[newx][newy] = GfxAction[x][y];
4653 GfxDir[newx][newy] = GfxDir[x][y];
4657 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4659 int direction = MovDir[x][y];
4660 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4661 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4667 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4669 int oldx = x, oldy = y;
4670 int direction = MovDir[x][y];
4672 if (direction == MV_LEFT)
4674 else if (direction == MV_RIGHT)
4676 else if (direction == MV_UP)
4678 else if (direction == MV_DOWN)
4681 *comes_from_x = oldx;
4682 *comes_from_y = oldy;
4685 int MovingOrBlocked2Element(int x, int y)
4687 int element = Feld[x][y];
4689 if (element == EL_BLOCKED)
4693 Blocked2Moving(x, y, &oldx, &oldy);
4694 return Feld[oldx][oldy];
4700 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4702 /* like MovingOrBlocked2Element(), but if element is moving
4703 and (x,y) is the field the moving element is just leaving,
4704 return EL_BLOCKED instead of the element value */
4705 int element = Feld[x][y];
4707 if (IS_MOVING(x, y))
4709 if (element == EL_BLOCKED)
4713 Blocked2Moving(x, y, &oldx, &oldy);
4714 return Feld[oldx][oldy];
4723 static void RemoveField(int x, int y)
4725 Feld[x][y] = EL_EMPTY;
4731 CustomValue[x][y] = 0;
4734 ChangeDelay[x][y] = 0;
4735 ChangePage[x][y] = -1;
4736 Pushed[x][y] = FALSE;
4738 GfxElement[x][y] = EL_UNDEFINED;
4739 GfxAction[x][y] = ACTION_DEFAULT;
4740 GfxDir[x][y] = MV_NONE;
4743 void RemoveMovingField(int x, int y)
4745 int oldx = x, oldy = y, newx = x, newy = y;
4746 int element = Feld[x][y];
4747 int next_element = EL_UNDEFINED;
4749 if (element != EL_BLOCKED && !IS_MOVING(x, y))
4752 if (IS_MOVING(x, y))
4754 Moving2Blocked(x, y, &newx, &newy);
4756 if (Feld[newx][newy] != EL_BLOCKED)
4758 /* element is moving, but target field is not free (blocked), but
4759 already occupied by something different (example: acid pool);
4760 in this case, only remove the moving field, but not the target */
4762 RemoveField(oldx, oldy);
4764 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4766 TEST_DrawLevelField(oldx, oldy);
4771 else if (element == EL_BLOCKED)
4773 Blocked2Moving(x, y, &oldx, &oldy);
4774 if (!IS_MOVING(oldx, oldy))
4778 if (element == EL_BLOCKED &&
4779 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
4780 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
4781 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
4782 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
4783 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
4784 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
4785 next_element = get_next_element(Feld[oldx][oldy]);
4787 RemoveField(oldx, oldy);
4788 RemoveField(newx, newy);
4790 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4792 if (next_element != EL_UNDEFINED)
4793 Feld[oldx][oldy] = next_element;
4795 TEST_DrawLevelField(oldx, oldy);
4796 TEST_DrawLevelField(newx, newy);
4799 void DrawDynamite(int x, int y)
4801 int sx = SCREENX(x), sy = SCREENY(y);
4802 int graphic = el2img(Feld[x][y]);
4805 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
4808 if (IS_WALKABLE_INSIDE(Back[x][y]))
4812 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
4813 else if (Store[x][y])
4814 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
4816 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4818 if (Back[x][y] || Store[x][y])
4819 DrawGraphicThruMask(sx, sy, graphic, frame);
4821 DrawGraphic(sx, sy, graphic, frame);
4824 void CheckDynamite(int x, int y)
4826 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
4830 if (MovDelay[x][y] != 0)
4833 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4839 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4844 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
4846 boolean num_checked_players = 0;
4849 for (i = 0; i < MAX_PLAYERS; i++)
4851 if (stored_player[i].active)
4853 int sx = stored_player[i].jx;
4854 int sy = stored_player[i].jy;
4856 if (num_checked_players == 0)
4863 *sx1 = MIN(*sx1, sx);
4864 *sy1 = MIN(*sy1, sy);
4865 *sx2 = MAX(*sx2, sx);
4866 *sy2 = MAX(*sy2, sy);
4869 num_checked_players++;
4874 static boolean checkIfAllPlayersFitToScreen_RND()
4876 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
4878 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4880 return (sx2 - sx1 < SCR_FIELDX &&
4881 sy2 - sy1 < SCR_FIELDY);
4884 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
4886 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
4888 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4890 *sx = (sx1 + sx2) / 2;
4891 *sy = (sy1 + sy2) / 2;
4894 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
4895 boolean center_screen, boolean quick_relocation)
4897 unsigned int frame_delay_value_old = GetVideoFrameDelay();
4898 boolean ffwd_delay = (tape.playing && tape.fast_forward);
4899 boolean no_delay = (tape.warp_forward);
4900 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
4901 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
4902 int new_scroll_x, new_scroll_y;
4904 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
4906 /* case 1: quick relocation inside visible screen (without scrolling) */
4913 if (!level.shifted_relocation || center_screen)
4915 /* relocation _with_ centering of screen */
4917 new_scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4918 x > SBX_Right + MIDPOSX ? SBX_Right :
4921 new_scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4922 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4927 /* relocation _without_ centering of screen */
4929 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4930 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4933 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4934 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4937 int offset_x = x + (scroll_x - center_scroll_x);
4938 int offset_y = y + (scroll_y - center_scroll_y);
4940 new_scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4941 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4942 offset_x - MIDPOSX);
4944 new_scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4945 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4946 offset_y - MIDPOSY);
4949 if (quick_relocation)
4951 /* case 2: quick relocation (redraw without visible scrolling) */
4953 scroll_x = new_scroll_x;
4954 scroll_y = new_scroll_y;
4961 /* case 3: visible relocation (with scrolling to new position) */
4963 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
4965 SetVideoFrameDelay(wait_delay_value);
4967 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
4970 int fx = FX, fy = FY;
4972 dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
4973 dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
4975 if (dx == 0 && dy == 0) /* no scrolling needed at all */
4981 fx += dx * TILEX / 2;
4982 fy += dy * TILEY / 2;
4984 ScrollLevel(dx, dy);
4987 /* scroll in two steps of half tile size to make things smoother */
4988 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
4990 /* scroll second step to align at full tile size */
4991 BlitScreenToBitmap(window);
4997 SetVideoFrameDelay(frame_delay_value_old);
5000 void RelocatePlayer(int jx, int jy, int el_player_raw)
5002 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5003 int player_nr = GET_PLAYER_NR(el_player);
5004 struct PlayerInfo *player = &stored_player[player_nr];
5005 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5006 boolean no_delay = (tape.warp_forward);
5007 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5008 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5009 int old_jx = player->jx;
5010 int old_jy = player->jy;
5011 int old_element = Feld[old_jx][old_jy];
5012 int element = Feld[jx][jy];
5013 boolean player_relocated = (old_jx != jx || old_jy != jy);
5015 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5016 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5017 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5018 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5019 int leave_side_horiz = move_dir_horiz;
5020 int leave_side_vert = move_dir_vert;
5021 int enter_side = enter_side_horiz | enter_side_vert;
5022 int leave_side = leave_side_horiz | leave_side_vert;
5024 if (player->GameOver) /* do not reanimate dead player */
5027 if (!player_relocated) /* no need to relocate the player */
5030 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5032 RemoveField(jx, jy); /* temporarily remove newly placed player */
5033 DrawLevelField(jx, jy);
5036 if (player->present)
5038 while (player->MovPos)
5040 ScrollPlayer(player, SCROLL_GO_ON);
5041 ScrollScreen(NULL, SCROLL_GO_ON);
5043 AdvanceFrameAndPlayerCounters(player->index_nr);
5047 BackToFront_WithFrameDelay(wait_delay_value);
5050 DrawPlayer(player); /* needed here only to cleanup last field */
5051 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5053 player->is_moving = FALSE;
5056 if (IS_CUSTOM_ELEMENT(old_element))
5057 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5059 player->index_bit, leave_side);
5061 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5063 player->index_bit, leave_side);
5065 Feld[jx][jy] = el_player;
5066 InitPlayerField(jx, jy, el_player, TRUE);
5068 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5069 possible that the relocation target field did not contain a player element,
5070 but a walkable element, to which the new player was relocated -- in this
5071 case, restore that (already initialized!) element on the player field */
5072 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5074 Feld[jx][jy] = element; /* restore previously existing element */
5077 /* only visually relocate centered player */
5078 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5079 FALSE, level.instant_relocation);
5081 TestIfPlayerTouchesBadThing(jx, jy);
5082 TestIfPlayerTouchesCustomElement(jx, jy);
5084 if (IS_CUSTOM_ELEMENT(element))
5085 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5086 player->index_bit, enter_side);
5088 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5089 player->index_bit, enter_side);
5091 if (player->is_switching)
5093 /* ensure that relocation while still switching an element does not cause
5094 a new element to be treated as also switched directly after relocation
5095 (this is important for teleporter switches that teleport the player to
5096 a place where another teleporter switch is in the same direction, which
5097 would then incorrectly be treated as immediately switched before the
5098 direction key that caused the switch was released) */
5100 player->switch_x += jx - old_jx;
5101 player->switch_y += jy - old_jy;
5105 void Explode(int ex, int ey, int phase, int mode)
5111 /* !!! eliminate this variable !!! */
5112 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5114 if (game.explosions_delayed)
5116 ExplodeField[ex][ey] = mode;
5120 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5122 int center_element = Feld[ex][ey];
5123 int artwork_element, explosion_element; /* set these values later */
5125 /* remove things displayed in background while burning dynamite */
5126 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5129 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5131 /* put moving element to center field (and let it explode there) */
5132 center_element = MovingOrBlocked2Element(ex, ey);
5133 RemoveMovingField(ex, ey);
5134 Feld[ex][ey] = center_element;
5137 /* now "center_element" is finally determined -- set related values now */
5138 artwork_element = center_element; /* for custom player artwork */
5139 explosion_element = center_element; /* for custom player artwork */
5141 if (IS_PLAYER(ex, ey))
5143 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5145 artwork_element = stored_player[player_nr].artwork_element;
5147 if (level.use_explosion_element[player_nr])
5149 explosion_element = level.explosion_element[player_nr];
5150 artwork_element = explosion_element;
5154 if (mode == EX_TYPE_NORMAL ||
5155 mode == EX_TYPE_CENTER ||
5156 mode == EX_TYPE_CROSS)
5157 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5159 last_phase = element_info[explosion_element].explosion_delay + 1;
5161 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5163 int xx = x - ex + 1;
5164 int yy = y - ey + 1;
5167 if (!IN_LEV_FIELD(x, y) ||
5168 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5169 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5172 element = Feld[x][y];
5174 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5176 element = MovingOrBlocked2Element(x, y);
5178 if (!IS_EXPLOSION_PROOF(element))
5179 RemoveMovingField(x, y);
5182 /* indestructible elements can only explode in center (but not flames) */
5183 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5184 mode == EX_TYPE_BORDER)) ||
5185 element == EL_FLAMES)
5188 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5189 behaviour, for example when touching a yamyam that explodes to rocks
5190 with active deadly shield, a rock is created under the player !!! */
5191 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5193 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5194 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5195 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5197 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5200 if (IS_ACTIVE_BOMB(element))
5202 /* re-activate things under the bomb like gate or penguin */
5203 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5210 /* save walkable background elements while explosion on same tile */
5211 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5212 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5213 Back[x][y] = element;
5215 /* ignite explodable elements reached by other explosion */
5216 if (element == EL_EXPLOSION)
5217 element = Store2[x][y];
5219 if (AmoebaNr[x][y] &&
5220 (element == EL_AMOEBA_FULL ||
5221 element == EL_BD_AMOEBA ||
5222 element == EL_AMOEBA_GROWING))
5224 AmoebaCnt[AmoebaNr[x][y]]--;
5225 AmoebaCnt2[AmoebaNr[x][y]]--;
5230 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5232 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5234 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5236 if (PLAYERINFO(ex, ey)->use_murphy)
5237 Store[x][y] = EL_EMPTY;
5240 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5241 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5242 else if (ELEM_IS_PLAYER(center_element))
5243 Store[x][y] = EL_EMPTY;
5244 else if (center_element == EL_YAMYAM)
5245 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5246 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5247 Store[x][y] = element_info[center_element].content.e[xx][yy];
5249 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5250 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5251 otherwise) -- FIX THIS !!! */
5252 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5253 Store[x][y] = element_info[element].content.e[1][1];
5255 else if (!CAN_EXPLODE(element))
5256 Store[x][y] = element_info[element].content.e[1][1];
5259 Store[x][y] = EL_EMPTY;
5261 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5262 center_element == EL_AMOEBA_TO_DIAMOND)
5263 Store2[x][y] = element;
5265 Feld[x][y] = EL_EXPLOSION;
5266 GfxElement[x][y] = artwork_element;
5268 ExplodePhase[x][y] = 1;
5269 ExplodeDelay[x][y] = last_phase;
5274 if (center_element == EL_YAMYAM)
5275 game.yamyam_content_nr =
5276 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5288 GfxFrame[x][y] = 0; /* restart explosion animation */
5290 last_phase = ExplodeDelay[x][y];
5292 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5294 /* this can happen if the player leaves an explosion just in time */
5295 if (GfxElement[x][y] == EL_UNDEFINED)
5296 GfxElement[x][y] = EL_EMPTY;
5298 border_element = Store2[x][y];
5299 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5300 border_element = StorePlayer[x][y];
5302 if (phase == element_info[border_element].ignition_delay ||
5303 phase == last_phase)
5305 boolean border_explosion = FALSE;
5307 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5308 !PLAYER_EXPLOSION_PROTECTED(x, y))
5310 KillPlayerUnlessExplosionProtected(x, y);
5311 border_explosion = TRUE;
5313 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5315 Feld[x][y] = Store2[x][y];
5318 border_explosion = TRUE;
5320 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5322 AmoebeUmwandeln(x, y);
5324 border_explosion = TRUE;
5327 /* if an element just explodes due to another explosion (chain-reaction),
5328 do not immediately end the new explosion when it was the last frame of
5329 the explosion (as it would be done in the following "if"-statement!) */
5330 if (border_explosion && phase == last_phase)
5334 if (phase == last_phase)
5338 element = Feld[x][y] = Store[x][y];
5339 Store[x][y] = Store2[x][y] = 0;
5340 GfxElement[x][y] = EL_UNDEFINED;
5342 /* player can escape from explosions and might therefore be still alive */
5343 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5344 element <= EL_PLAYER_IS_EXPLODING_4)
5346 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5347 int explosion_element = EL_PLAYER_1 + player_nr;
5348 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5349 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5351 if (level.use_explosion_element[player_nr])
5352 explosion_element = level.explosion_element[player_nr];
5354 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5355 element_info[explosion_element].content.e[xx][yy]);
5358 /* restore probably existing indestructible background element */
5359 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5360 element = Feld[x][y] = Back[x][y];
5363 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5364 GfxDir[x][y] = MV_NONE;
5365 ChangeDelay[x][y] = 0;
5366 ChangePage[x][y] = -1;
5368 CustomValue[x][y] = 0;
5370 InitField_WithBug2(x, y, FALSE);
5372 TEST_DrawLevelField(x, y);
5374 TestIfElementTouchesCustomElement(x, y);
5376 if (GFX_CRUMBLED(element))
5377 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5379 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5380 StorePlayer[x][y] = 0;
5382 if (ELEM_IS_PLAYER(element))
5383 RelocatePlayer(x, y, element);
5385 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5387 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5388 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5391 TEST_DrawLevelFieldCrumbled(x, y);
5393 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5395 DrawLevelElement(x, y, Back[x][y]);
5396 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5398 else if (IS_WALKABLE_UNDER(Back[x][y]))
5400 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5401 DrawLevelElementThruMask(x, y, Back[x][y]);
5403 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5404 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5408 void DynaExplode(int ex, int ey)
5411 int dynabomb_element = Feld[ex][ey];
5412 int dynabomb_size = 1;
5413 boolean dynabomb_xl = FALSE;
5414 struct PlayerInfo *player;
5415 static int xy[4][2] =
5423 if (IS_ACTIVE_BOMB(dynabomb_element))
5425 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5426 dynabomb_size = player->dynabomb_size;
5427 dynabomb_xl = player->dynabomb_xl;
5428 player->dynabombs_left++;
5431 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5433 for (i = 0; i < NUM_DIRECTIONS; i++)
5435 for (j = 1; j <= dynabomb_size; j++)
5437 int x = ex + j * xy[i][0];
5438 int y = ey + j * xy[i][1];
5441 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5444 element = Feld[x][y];
5446 /* do not restart explosions of fields with active bombs */
5447 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5450 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5452 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5453 !IS_DIGGABLE(element) && !dynabomb_xl)
5459 void Bang(int x, int y)
5461 int element = MovingOrBlocked2Element(x, y);
5462 int explosion_type = EX_TYPE_NORMAL;
5464 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5466 struct PlayerInfo *player = PLAYERINFO(x, y);
5468 element = Feld[x][y] = player->initial_element;
5470 if (level.use_explosion_element[player->index_nr])
5472 int explosion_element = level.explosion_element[player->index_nr];
5474 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5475 explosion_type = EX_TYPE_CROSS;
5476 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5477 explosion_type = EX_TYPE_CENTER;
5485 case EL_BD_BUTTERFLY:
5488 case EL_DARK_YAMYAM:
5492 RaiseScoreElement(element);
5495 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5496 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5497 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5498 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5499 case EL_DYNABOMB_INCREASE_NUMBER:
5500 case EL_DYNABOMB_INCREASE_SIZE:
5501 case EL_DYNABOMB_INCREASE_POWER:
5502 explosion_type = EX_TYPE_DYNA;
5505 case EL_DC_LANDMINE:
5506 explosion_type = EX_TYPE_CENTER;
5511 case EL_LAMP_ACTIVE:
5512 case EL_AMOEBA_TO_DIAMOND:
5513 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5514 explosion_type = EX_TYPE_CENTER;
5518 if (element_info[element].explosion_type == EXPLODES_CROSS)
5519 explosion_type = EX_TYPE_CROSS;
5520 else if (element_info[element].explosion_type == EXPLODES_1X1)
5521 explosion_type = EX_TYPE_CENTER;
5525 if (explosion_type == EX_TYPE_DYNA)
5528 Explode(x, y, EX_PHASE_START, explosion_type);
5530 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5533 void SplashAcid(int x, int y)
5535 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5536 (!IN_LEV_FIELD(x - 1, y - 2) ||
5537 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5538 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5540 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5541 (!IN_LEV_FIELD(x + 1, y - 2) ||
5542 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5543 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5545 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5548 static void InitBeltMovement()
5550 static int belt_base_element[4] =
5552 EL_CONVEYOR_BELT_1_LEFT,
5553 EL_CONVEYOR_BELT_2_LEFT,
5554 EL_CONVEYOR_BELT_3_LEFT,
5555 EL_CONVEYOR_BELT_4_LEFT
5557 static int belt_base_active_element[4] =
5559 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5560 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5561 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5562 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5567 /* set frame order for belt animation graphic according to belt direction */
5568 for (i = 0; i < NUM_BELTS; i++)
5572 for (j = 0; j < NUM_BELT_PARTS; j++)
5574 int element = belt_base_active_element[belt_nr] + j;
5575 int graphic_1 = el2img(element);
5576 int graphic_2 = el2panelimg(element);
5578 if (game.belt_dir[i] == MV_LEFT)
5580 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5581 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5585 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5586 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5591 SCAN_PLAYFIELD(x, y)
5593 int element = Feld[x][y];
5595 for (i = 0; i < NUM_BELTS; i++)
5597 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5599 int e_belt_nr = getBeltNrFromBeltElement(element);
5602 if (e_belt_nr == belt_nr)
5604 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5606 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5613 static void ToggleBeltSwitch(int x, int y)
5615 static int belt_base_element[4] =
5617 EL_CONVEYOR_BELT_1_LEFT,
5618 EL_CONVEYOR_BELT_2_LEFT,
5619 EL_CONVEYOR_BELT_3_LEFT,
5620 EL_CONVEYOR_BELT_4_LEFT
5622 static int belt_base_active_element[4] =
5624 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5625 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5626 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5627 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5629 static int belt_base_switch_element[4] =
5631 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5632 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5633 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5634 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5636 static int belt_move_dir[4] =
5644 int element = Feld[x][y];
5645 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5646 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5647 int belt_dir = belt_move_dir[belt_dir_nr];
5650 if (!IS_BELT_SWITCH(element))
5653 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5654 game.belt_dir[belt_nr] = belt_dir;
5656 if (belt_dir_nr == 3)
5659 /* set frame order for belt animation graphic according to belt direction */
5660 for (i = 0; i < NUM_BELT_PARTS; i++)
5662 int element = belt_base_active_element[belt_nr] + i;
5663 int graphic_1 = el2img(element);
5664 int graphic_2 = el2panelimg(element);
5666 if (belt_dir == MV_LEFT)
5668 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5669 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5673 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5674 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5678 SCAN_PLAYFIELD(xx, yy)
5680 int element = Feld[xx][yy];
5682 if (IS_BELT_SWITCH(element))
5684 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5686 if (e_belt_nr == belt_nr)
5688 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5689 TEST_DrawLevelField(xx, yy);
5692 else if (IS_BELT(element) && belt_dir != MV_NONE)
5694 int e_belt_nr = getBeltNrFromBeltElement(element);
5696 if (e_belt_nr == belt_nr)
5698 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5700 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5701 TEST_DrawLevelField(xx, yy);
5704 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5706 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5708 if (e_belt_nr == belt_nr)
5710 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5712 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5713 TEST_DrawLevelField(xx, yy);
5719 static void ToggleSwitchgateSwitch(int x, int y)
5723 game.switchgate_pos = !game.switchgate_pos;
5725 SCAN_PLAYFIELD(xx, yy)
5727 int element = Feld[xx][yy];
5729 if (element == EL_SWITCHGATE_SWITCH_UP)
5731 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5732 TEST_DrawLevelField(xx, yy);
5734 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5736 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5737 TEST_DrawLevelField(xx, yy);
5739 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5741 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5742 TEST_DrawLevelField(xx, yy);
5744 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5746 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5747 TEST_DrawLevelField(xx, yy);
5749 else if (element == EL_SWITCHGATE_OPEN ||
5750 element == EL_SWITCHGATE_OPENING)
5752 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
5754 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
5756 else if (element == EL_SWITCHGATE_CLOSED ||
5757 element == EL_SWITCHGATE_CLOSING)
5759 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
5761 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
5766 static int getInvisibleActiveFromInvisibleElement(int element)
5768 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
5769 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
5770 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
5774 static int getInvisibleFromInvisibleActiveElement(int element)
5776 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
5777 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
5778 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
5782 static void RedrawAllLightSwitchesAndInvisibleElements()
5786 SCAN_PLAYFIELD(x, y)
5788 int element = Feld[x][y];
5790 if (element == EL_LIGHT_SWITCH &&
5791 game.light_time_left > 0)
5793 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
5794 TEST_DrawLevelField(x, y);
5796 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
5797 game.light_time_left == 0)
5799 Feld[x][y] = EL_LIGHT_SWITCH;
5800 TEST_DrawLevelField(x, y);
5802 else if (element == EL_EMC_DRIPPER &&
5803 game.light_time_left > 0)
5805 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5806 TEST_DrawLevelField(x, y);
5808 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5809 game.light_time_left == 0)
5811 Feld[x][y] = EL_EMC_DRIPPER;
5812 TEST_DrawLevelField(x, y);
5814 else if (element == EL_INVISIBLE_STEELWALL ||
5815 element == EL_INVISIBLE_WALL ||
5816 element == EL_INVISIBLE_SAND)
5818 if (game.light_time_left > 0)
5819 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5821 TEST_DrawLevelField(x, y);
5823 /* uncrumble neighbour fields, if needed */
5824 if (element == EL_INVISIBLE_SAND)
5825 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5827 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5828 element == EL_INVISIBLE_WALL_ACTIVE ||
5829 element == EL_INVISIBLE_SAND_ACTIVE)
5831 if (game.light_time_left == 0)
5832 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5834 TEST_DrawLevelField(x, y);
5836 /* re-crumble neighbour fields, if needed */
5837 if (element == EL_INVISIBLE_SAND)
5838 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5843 static void RedrawAllInvisibleElementsForLenses()
5847 SCAN_PLAYFIELD(x, y)
5849 int element = Feld[x][y];
5851 if (element == EL_EMC_DRIPPER &&
5852 game.lenses_time_left > 0)
5854 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5855 TEST_DrawLevelField(x, y);
5857 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5858 game.lenses_time_left == 0)
5860 Feld[x][y] = EL_EMC_DRIPPER;
5861 TEST_DrawLevelField(x, y);
5863 else if (element == EL_INVISIBLE_STEELWALL ||
5864 element == EL_INVISIBLE_WALL ||
5865 element == EL_INVISIBLE_SAND)
5867 if (game.lenses_time_left > 0)
5868 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5870 TEST_DrawLevelField(x, y);
5872 /* uncrumble neighbour fields, if needed */
5873 if (element == EL_INVISIBLE_SAND)
5874 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5876 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5877 element == EL_INVISIBLE_WALL_ACTIVE ||
5878 element == EL_INVISIBLE_SAND_ACTIVE)
5880 if (game.lenses_time_left == 0)
5881 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5883 TEST_DrawLevelField(x, y);
5885 /* re-crumble neighbour fields, if needed */
5886 if (element == EL_INVISIBLE_SAND)
5887 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5892 static void RedrawAllInvisibleElementsForMagnifier()
5896 SCAN_PLAYFIELD(x, y)
5898 int element = Feld[x][y];
5900 if (element == EL_EMC_FAKE_GRASS &&
5901 game.magnify_time_left > 0)
5903 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
5904 TEST_DrawLevelField(x, y);
5906 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
5907 game.magnify_time_left == 0)
5909 Feld[x][y] = EL_EMC_FAKE_GRASS;
5910 TEST_DrawLevelField(x, y);
5912 else if (IS_GATE_GRAY(element) &&
5913 game.magnify_time_left > 0)
5915 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
5916 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
5917 IS_EM_GATE_GRAY(element) ?
5918 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
5919 IS_EMC_GATE_GRAY(element) ?
5920 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
5921 IS_DC_GATE_GRAY(element) ?
5922 EL_DC_GATE_WHITE_GRAY_ACTIVE :
5924 TEST_DrawLevelField(x, y);
5926 else if (IS_GATE_GRAY_ACTIVE(element) &&
5927 game.magnify_time_left == 0)
5929 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
5930 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
5931 IS_EM_GATE_GRAY_ACTIVE(element) ?
5932 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
5933 IS_EMC_GATE_GRAY_ACTIVE(element) ?
5934 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
5935 IS_DC_GATE_GRAY_ACTIVE(element) ?
5936 EL_DC_GATE_WHITE_GRAY :
5938 TEST_DrawLevelField(x, y);
5943 static void ToggleLightSwitch(int x, int y)
5945 int element = Feld[x][y];
5947 game.light_time_left =
5948 (element == EL_LIGHT_SWITCH ?
5949 level.time_light * FRAMES_PER_SECOND : 0);
5951 RedrawAllLightSwitchesAndInvisibleElements();
5954 static void ActivateTimegateSwitch(int x, int y)
5958 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
5960 SCAN_PLAYFIELD(xx, yy)
5962 int element = Feld[xx][yy];
5964 if (element == EL_TIMEGATE_CLOSED ||
5965 element == EL_TIMEGATE_CLOSING)
5967 Feld[xx][yy] = EL_TIMEGATE_OPENING;
5968 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
5972 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
5974 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
5975 TEST_DrawLevelField(xx, yy);
5981 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
5982 EL_DC_TIMEGATE_SWITCH_ACTIVE);
5985 void Impact(int x, int y)
5987 boolean last_line = (y == lev_fieldy - 1);
5988 boolean object_hit = FALSE;
5989 boolean impact = (last_line || object_hit);
5990 int element = Feld[x][y];
5991 int smashed = EL_STEELWALL;
5993 if (!last_line) /* check if element below was hit */
5995 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
5998 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
5999 MovDir[x][y + 1] != MV_DOWN ||
6000 MovPos[x][y + 1] <= TILEY / 2));
6002 /* do not smash moving elements that left the smashed field in time */
6003 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6004 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6007 #if USE_QUICKSAND_IMPACT_BUGFIX
6008 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6010 RemoveMovingField(x, y + 1);
6011 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6012 Feld[x][y + 2] = EL_ROCK;
6013 TEST_DrawLevelField(x, y + 2);
6018 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6020 RemoveMovingField(x, y + 1);
6021 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6022 Feld[x][y + 2] = EL_ROCK;
6023 TEST_DrawLevelField(x, y + 2);
6030 smashed = MovingOrBlocked2Element(x, y + 1);
6032 impact = (last_line || object_hit);
6035 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6037 SplashAcid(x, y + 1);
6041 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6042 /* only reset graphic animation if graphic really changes after impact */
6044 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6046 ResetGfxAnimation(x, y);
6047 TEST_DrawLevelField(x, y);
6050 if (impact && CAN_EXPLODE_IMPACT(element))
6055 else if (impact && element == EL_PEARL &&
6056 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6058 ResetGfxAnimation(x, y);
6060 Feld[x][y] = EL_PEARL_BREAKING;
6061 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6064 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6066 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6071 if (impact && element == EL_AMOEBA_DROP)
6073 if (object_hit && IS_PLAYER(x, y + 1))
6074 KillPlayerUnlessEnemyProtected(x, y + 1);
6075 else if (object_hit && smashed == EL_PENGUIN)
6079 Feld[x][y] = EL_AMOEBA_GROWING;
6080 Store[x][y] = EL_AMOEBA_WET;
6082 ResetRandomAnimationValue(x, y);
6087 if (object_hit) /* check which object was hit */
6089 if ((CAN_PASS_MAGIC_WALL(element) &&
6090 (smashed == EL_MAGIC_WALL ||
6091 smashed == EL_BD_MAGIC_WALL)) ||
6092 (CAN_PASS_DC_MAGIC_WALL(element) &&
6093 smashed == EL_DC_MAGIC_WALL))
6096 int activated_magic_wall =
6097 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6098 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6099 EL_DC_MAGIC_WALL_ACTIVE);
6101 /* activate magic wall / mill */
6102 SCAN_PLAYFIELD(xx, yy)
6104 if (Feld[xx][yy] == smashed)
6105 Feld[xx][yy] = activated_magic_wall;
6108 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6109 game.magic_wall_active = TRUE;
6111 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6112 SND_MAGIC_WALL_ACTIVATING :
6113 smashed == EL_BD_MAGIC_WALL ?
6114 SND_BD_MAGIC_WALL_ACTIVATING :
6115 SND_DC_MAGIC_WALL_ACTIVATING));
6118 if (IS_PLAYER(x, y + 1))
6120 if (CAN_SMASH_PLAYER(element))
6122 KillPlayerUnlessEnemyProtected(x, y + 1);
6126 else if (smashed == EL_PENGUIN)
6128 if (CAN_SMASH_PLAYER(element))
6134 else if (element == EL_BD_DIAMOND)
6136 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6142 else if (((element == EL_SP_INFOTRON ||
6143 element == EL_SP_ZONK) &&
6144 (smashed == EL_SP_SNIKSNAK ||
6145 smashed == EL_SP_ELECTRON ||
6146 smashed == EL_SP_DISK_ORANGE)) ||
6147 (element == EL_SP_INFOTRON &&
6148 smashed == EL_SP_DISK_YELLOW))
6153 else if (CAN_SMASH_EVERYTHING(element))
6155 if (IS_CLASSIC_ENEMY(smashed) ||
6156 CAN_EXPLODE_SMASHED(smashed))
6161 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6163 if (smashed == EL_LAMP ||
6164 smashed == EL_LAMP_ACTIVE)
6169 else if (smashed == EL_NUT)
6171 Feld[x][y + 1] = EL_NUT_BREAKING;
6172 PlayLevelSound(x, y, SND_NUT_BREAKING);
6173 RaiseScoreElement(EL_NUT);
6176 else if (smashed == EL_PEARL)
6178 ResetGfxAnimation(x, y);
6180 Feld[x][y + 1] = EL_PEARL_BREAKING;
6181 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6184 else if (smashed == EL_DIAMOND)
6186 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6187 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6190 else if (IS_BELT_SWITCH(smashed))
6192 ToggleBeltSwitch(x, y + 1);
6194 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6195 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6196 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6197 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6199 ToggleSwitchgateSwitch(x, y + 1);
6201 else if (smashed == EL_LIGHT_SWITCH ||
6202 smashed == EL_LIGHT_SWITCH_ACTIVE)
6204 ToggleLightSwitch(x, y + 1);
6208 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6210 CheckElementChangeBySide(x, y + 1, smashed, element,
6211 CE_SWITCHED, CH_SIDE_TOP);
6212 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6218 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6223 /* play sound of magic wall / mill */
6225 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6226 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6227 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6229 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6230 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6231 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6232 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6233 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6234 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6239 /* play sound of object that hits the ground */
6240 if (last_line || object_hit)
6241 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6244 inline static void TurnRoundExt(int x, int y)
6256 { 0, 0 }, { 0, 0 }, { 0, 0 },
6261 int left, right, back;
6265 { MV_DOWN, MV_UP, MV_RIGHT },
6266 { MV_UP, MV_DOWN, MV_LEFT },
6268 { MV_LEFT, MV_RIGHT, MV_DOWN },
6272 { MV_RIGHT, MV_LEFT, MV_UP }
6275 int element = Feld[x][y];
6276 int move_pattern = element_info[element].move_pattern;
6278 int old_move_dir = MovDir[x][y];
6279 int left_dir = turn[old_move_dir].left;
6280 int right_dir = turn[old_move_dir].right;
6281 int back_dir = turn[old_move_dir].back;
6283 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6284 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6285 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6286 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6288 int left_x = x + left_dx, left_y = y + left_dy;
6289 int right_x = x + right_dx, right_y = y + right_dy;
6290 int move_x = x + move_dx, move_y = y + move_dy;
6294 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6296 TestIfBadThingTouchesOtherBadThing(x, y);
6298 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6299 MovDir[x][y] = right_dir;
6300 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6301 MovDir[x][y] = left_dir;
6303 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6305 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6308 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6310 TestIfBadThingTouchesOtherBadThing(x, y);
6312 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6313 MovDir[x][y] = left_dir;
6314 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6315 MovDir[x][y] = right_dir;
6317 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6319 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6322 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6324 TestIfBadThingTouchesOtherBadThing(x, y);
6326 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6327 MovDir[x][y] = left_dir;
6328 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6329 MovDir[x][y] = right_dir;
6331 if (MovDir[x][y] != old_move_dir)
6334 else if (element == EL_YAMYAM)
6336 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6337 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6339 if (can_turn_left && can_turn_right)
6340 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6341 else if (can_turn_left)
6342 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6343 else if (can_turn_right)
6344 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6346 MovDir[x][y] = back_dir;
6348 MovDelay[x][y] = 16 + 16 * RND(3);
6350 else if (element == EL_DARK_YAMYAM)
6352 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6354 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6357 if (can_turn_left && can_turn_right)
6358 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6359 else if (can_turn_left)
6360 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6361 else if (can_turn_right)
6362 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6364 MovDir[x][y] = back_dir;
6366 MovDelay[x][y] = 16 + 16 * RND(3);
6368 else if (element == EL_PACMAN)
6370 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6371 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6373 if (can_turn_left && can_turn_right)
6374 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6375 else if (can_turn_left)
6376 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6377 else if (can_turn_right)
6378 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6380 MovDir[x][y] = back_dir;
6382 MovDelay[x][y] = 6 + RND(40);
6384 else if (element == EL_PIG)
6386 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6387 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6388 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6389 boolean should_turn_left, should_turn_right, should_move_on;
6391 int rnd = RND(rnd_value);
6393 should_turn_left = (can_turn_left &&
6395 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6396 y + back_dy + left_dy)));
6397 should_turn_right = (can_turn_right &&
6399 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6400 y + back_dy + right_dy)));
6401 should_move_on = (can_move_on &&
6404 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6405 y + move_dy + left_dy) ||
6406 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6407 y + move_dy + right_dy)));
6409 if (should_turn_left || should_turn_right || should_move_on)
6411 if (should_turn_left && should_turn_right && should_move_on)
6412 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6413 rnd < 2 * rnd_value / 3 ? right_dir :
6415 else if (should_turn_left && should_turn_right)
6416 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6417 else if (should_turn_left && should_move_on)
6418 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6419 else if (should_turn_right && should_move_on)
6420 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6421 else if (should_turn_left)
6422 MovDir[x][y] = left_dir;
6423 else if (should_turn_right)
6424 MovDir[x][y] = right_dir;
6425 else if (should_move_on)
6426 MovDir[x][y] = old_move_dir;
6428 else if (can_move_on && rnd > rnd_value / 8)
6429 MovDir[x][y] = old_move_dir;
6430 else if (can_turn_left && can_turn_right)
6431 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6432 else if (can_turn_left && rnd > rnd_value / 8)
6433 MovDir[x][y] = left_dir;
6434 else if (can_turn_right && rnd > rnd_value/8)
6435 MovDir[x][y] = right_dir;
6437 MovDir[x][y] = back_dir;
6439 xx = x + move_xy[MovDir[x][y]].dx;
6440 yy = y + move_xy[MovDir[x][y]].dy;
6442 if (!IN_LEV_FIELD(xx, yy) ||
6443 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6444 MovDir[x][y] = old_move_dir;
6448 else if (element == EL_DRAGON)
6450 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6451 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6452 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6454 int rnd = RND(rnd_value);
6456 if (can_move_on && rnd > rnd_value / 8)
6457 MovDir[x][y] = old_move_dir;
6458 else if (can_turn_left && can_turn_right)
6459 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6460 else if (can_turn_left && rnd > rnd_value / 8)
6461 MovDir[x][y] = left_dir;
6462 else if (can_turn_right && rnd > rnd_value / 8)
6463 MovDir[x][y] = right_dir;
6465 MovDir[x][y] = back_dir;
6467 xx = x + move_xy[MovDir[x][y]].dx;
6468 yy = y + move_xy[MovDir[x][y]].dy;
6470 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6471 MovDir[x][y] = old_move_dir;
6475 else if (element == EL_MOLE)
6477 boolean can_move_on =
6478 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6479 IS_AMOEBOID(Feld[move_x][move_y]) ||
6480 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6483 boolean can_turn_left =
6484 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6485 IS_AMOEBOID(Feld[left_x][left_y])));
6487 boolean can_turn_right =
6488 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6489 IS_AMOEBOID(Feld[right_x][right_y])));
6491 if (can_turn_left && can_turn_right)
6492 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6493 else if (can_turn_left)
6494 MovDir[x][y] = left_dir;
6496 MovDir[x][y] = right_dir;
6499 if (MovDir[x][y] != old_move_dir)
6502 else if (element == EL_BALLOON)
6504 MovDir[x][y] = game.wind_direction;
6507 else if (element == EL_SPRING)
6509 if (MovDir[x][y] & MV_HORIZONTAL)
6511 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6512 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6514 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6515 ResetGfxAnimation(move_x, move_y);
6516 TEST_DrawLevelField(move_x, move_y);
6518 MovDir[x][y] = back_dir;
6520 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6521 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6522 MovDir[x][y] = MV_NONE;
6527 else if (element == EL_ROBOT ||
6528 element == EL_SATELLITE ||
6529 element == EL_PENGUIN ||
6530 element == EL_EMC_ANDROID)
6532 int attr_x = -1, attr_y = -1;
6543 for (i = 0; i < MAX_PLAYERS; i++)
6545 struct PlayerInfo *player = &stored_player[i];
6546 int jx = player->jx, jy = player->jy;
6548 if (!player->active)
6552 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6560 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6561 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6562 game.engine_version < VERSION_IDENT(3,1,0,0)))
6568 if (element == EL_PENGUIN)
6571 static int xy[4][2] =
6579 for (i = 0; i < NUM_DIRECTIONS; i++)
6581 int ex = x + xy[i][0];
6582 int ey = y + xy[i][1];
6584 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6585 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6586 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6587 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6596 MovDir[x][y] = MV_NONE;
6598 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6599 else if (attr_x > x)
6600 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6602 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6603 else if (attr_y > y)
6604 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6606 if (element == EL_ROBOT)
6610 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6611 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6612 Moving2Blocked(x, y, &newx, &newy);
6614 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6615 MovDelay[x][y] = 8 + 8 * !RND(3);
6617 MovDelay[x][y] = 16;
6619 else if (element == EL_PENGUIN)
6625 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6627 boolean first_horiz = RND(2);
6628 int new_move_dir = MovDir[x][y];
6631 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6632 Moving2Blocked(x, y, &newx, &newy);
6634 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6638 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6639 Moving2Blocked(x, y, &newx, &newy);
6641 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6644 MovDir[x][y] = old_move_dir;
6648 else if (element == EL_SATELLITE)
6654 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6656 boolean first_horiz = RND(2);
6657 int new_move_dir = MovDir[x][y];
6660 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6661 Moving2Blocked(x, y, &newx, &newy);
6663 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6667 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6668 Moving2Blocked(x, y, &newx, &newy);
6670 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6673 MovDir[x][y] = old_move_dir;
6677 else if (element == EL_EMC_ANDROID)
6679 static int check_pos[16] =
6681 -1, /* 0 => (invalid) */
6682 7, /* 1 => MV_LEFT */
6683 3, /* 2 => MV_RIGHT */
6684 -1, /* 3 => (invalid) */
6686 0, /* 5 => MV_LEFT | MV_UP */
6687 2, /* 6 => MV_RIGHT | MV_UP */
6688 -1, /* 7 => (invalid) */
6689 5, /* 8 => MV_DOWN */
6690 6, /* 9 => MV_LEFT | MV_DOWN */
6691 4, /* 10 => MV_RIGHT | MV_DOWN */
6692 -1, /* 11 => (invalid) */
6693 -1, /* 12 => (invalid) */
6694 -1, /* 13 => (invalid) */
6695 -1, /* 14 => (invalid) */
6696 -1, /* 15 => (invalid) */
6704 { -1, -1, MV_LEFT | MV_UP },
6706 { +1, -1, MV_RIGHT | MV_UP },
6707 { +1, 0, MV_RIGHT },
6708 { +1, +1, MV_RIGHT | MV_DOWN },
6710 { -1, +1, MV_LEFT | MV_DOWN },
6713 int start_pos, check_order;
6714 boolean can_clone = FALSE;
6717 /* check if there is any free field around current position */
6718 for (i = 0; i < 8; i++)
6720 int newx = x + check_xy[i].dx;
6721 int newy = y + check_xy[i].dy;
6723 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6731 if (can_clone) /* randomly find an element to clone */
6735 start_pos = check_pos[RND(8)];
6736 check_order = (RND(2) ? -1 : +1);
6738 for (i = 0; i < 8; i++)
6740 int pos_raw = start_pos + i * check_order;
6741 int pos = (pos_raw + 8) % 8;
6742 int newx = x + check_xy[pos].dx;
6743 int newy = y + check_xy[pos].dy;
6745 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6747 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
6748 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
6750 Store[x][y] = Feld[newx][newy];
6759 if (can_clone) /* randomly find a direction to move */
6763 start_pos = check_pos[RND(8)];
6764 check_order = (RND(2) ? -1 : +1);
6766 for (i = 0; i < 8; i++)
6768 int pos_raw = start_pos + i * check_order;
6769 int pos = (pos_raw + 8) % 8;
6770 int newx = x + check_xy[pos].dx;
6771 int newy = y + check_xy[pos].dy;
6772 int new_move_dir = check_xy[pos].dir;
6774 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6776 MovDir[x][y] = new_move_dir;
6777 MovDelay[x][y] = level.android_clone_time * 8 + 1;
6786 if (can_clone) /* cloning and moving successful */
6789 /* cannot clone -- try to move towards player */
6791 start_pos = check_pos[MovDir[x][y] & 0x0f];
6792 check_order = (RND(2) ? -1 : +1);
6794 for (i = 0; i < 3; i++)
6796 /* first check start_pos, then previous/next or (next/previous) pos */
6797 int pos_raw = start_pos + (i < 2 ? i : -1) * 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;
6801 int new_move_dir = check_xy[pos].dir;
6803 if (IS_PLAYER(newx, newy))
6806 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6808 MovDir[x][y] = new_move_dir;
6809 MovDelay[x][y] = level.android_move_time * 8 + 1;
6816 else if (move_pattern == MV_TURNING_LEFT ||
6817 move_pattern == MV_TURNING_RIGHT ||
6818 move_pattern == MV_TURNING_LEFT_RIGHT ||
6819 move_pattern == MV_TURNING_RIGHT_LEFT ||
6820 move_pattern == MV_TURNING_RANDOM ||
6821 move_pattern == MV_ALL_DIRECTIONS)
6823 boolean can_turn_left =
6824 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
6825 boolean can_turn_right =
6826 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
6828 if (element_info[element].move_stepsize == 0) /* "not moving" */
6831 if (move_pattern == MV_TURNING_LEFT)
6832 MovDir[x][y] = left_dir;
6833 else if (move_pattern == MV_TURNING_RIGHT)
6834 MovDir[x][y] = right_dir;
6835 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
6836 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
6837 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
6838 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
6839 else if (move_pattern == MV_TURNING_RANDOM)
6840 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
6841 can_turn_right && !can_turn_left ? right_dir :
6842 RND(2) ? left_dir : right_dir);
6843 else if (can_turn_left && can_turn_right)
6844 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6845 else if (can_turn_left)
6846 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6847 else if (can_turn_right)
6848 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6850 MovDir[x][y] = back_dir;
6852 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6854 else if (move_pattern == MV_HORIZONTAL ||
6855 move_pattern == MV_VERTICAL)
6857 if (move_pattern & old_move_dir)
6858 MovDir[x][y] = back_dir;
6859 else if (move_pattern == MV_HORIZONTAL)
6860 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
6861 else if (move_pattern == MV_VERTICAL)
6862 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
6864 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6866 else if (move_pattern & MV_ANY_DIRECTION)
6868 MovDir[x][y] = move_pattern;
6869 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6871 else if (move_pattern & MV_WIND_DIRECTION)
6873 MovDir[x][y] = game.wind_direction;
6874 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6876 else if (move_pattern == MV_ALONG_LEFT_SIDE)
6878 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
6879 MovDir[x][y] = left_dir;
6880 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6881 MovDir[x][y] = right_dir;
6883 if (MovDir[x][y] != old_move_dir)
6884 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6886 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
6888 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
6889 MovDir[x][y] = right_dir;
6890 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6891 MovDir[x][y] = left_dir;
6893 if (MovDir[x][y] != old_move_dir)
6894 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6896 else if (move_pattern == MV_TOWARDS_PLAYER ||
6897 move_pattern == MV_AWAY_FROM_PLAYER)
6899 int attr_x = -1, attr_y = -1;
6901 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
6912 for (i = 0; i < MAX_PLAYERS; i++)
6914 struct PlayerInfo *player = &stored_player[i];
6915 int jx = player->jx, jy = player->jy;
6917 if (!player->active)
6921 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6929 MovDir[x][y] = MV_NONE;
6931 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
6932 else if (attr_x > x)
6933 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
6935 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
6936 else if (attr_y > y)
6937 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
6939 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6941 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6943 boolean first_horiz = RND(2);
6944 int new_move_dir = MovDir[x][y];
6946 if (element_info[element].move_stepsize == 0) /* "not moving" */
6948 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
6949 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6955 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6956 Moving2Blocked(x, y, &newx, &newy);
6958 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
6962 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6963 Moving2Blocked(x, y, &newx, &newy);
6965 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
6968 MovDir[x][y] = old_move_dir;
6971 else if (move_pattern == MV_WHEN_PUSHED ||
6972 move_pattern == MV_WHEN_DROPPED)
6974 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6975 MovDir[x][y] = MV_NONE;
6979 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
6981 static int test_xy[7][2] =
6991 static int test_dir[7] =
7001 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7002 int move_preference = -1000000; /* start with very low preference */
7003 int new_move_dir = MV_NONE;
7004 int start_test = RND(4);
7007 for (i = 0; i < NUM_DIRECTIONS; i++)
7009 int move_dir = test_dir[start_test + i];
7010 int move_dir_preference;
7012 xx = x + test_xy[start_test + i][0];
7013 yy = y + test_xy[start_test + i][1];
7015 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7016 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7018 new_move_dir = move_dir;
7023 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7026 move_dir_preference = -1 * RunnerVisit[xx][yy];
7027 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7028 move_dir_preference = PlayerVisit[xx][yy];
7030 if (move_dir_preference > move_preference)
7032 /* prefer field that has not been visited for the longest time */
7033 move_preference = move_dir_preference;
7034 new_move_dir = move_dir;
7036 else if (move_dir_preference == move_preference &&
7037 move_dir == old_move_dir)
7039 /* prefer last direction when all directions are preferred equally */
7040 move_preference = move_dir_preference;
7041 new_move_dir = move_dir;
7045 MovDir[x][y] = new_move_dir;
7046 if (old_move_dir != new_move_dir)
7047 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7051 static void TurnRound(int x, int y)
7053 int direction = MovDir[x][y];
7057 GfxDir[x][y] = MovDir[x][y];
7059 if (direction != MovDir[x][y])
7063 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7065 ResetGfxFrame(x, y, FALSE);
7068 static boolean JustBeingPushed(int x, int y)
7072 for (i = 0; i < MAX_PLAYERS; i++)
7074 struct PlayerInfo *player = &stored_player[i];
7076 if (player->active && player->is_pushing && player->MovPos)
7078 int next_jx = player->jx + (player->jx - player->last_jx);
7079 int next_jy = player->jy + (player->jy - player->last_jy);
7081 if (x == next_jx && y == next_jy)
7089 void StartMoving(int x, int y)
7091 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7092 int element = Feld[x][y];
7097 if (MovDelay[x][y] == 0)
7098 GfxAction[x][y] = ACTION_DEFAULT;
7100 if (CAN_FALL(element) && y < lev_fieldy - 1)
7102 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7103 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7104 if (JustBeingPushed(x, y))
7107 if (element == EL_QUICKSAND_FULL)
7109 if (IS_FREE(x, y + 1))
7111 InitMovingField(x, y, MV_DOWN);
7112 started_moving = TRUE;
7114 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7115 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7116 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7117 Store[x][y] = EL_ROCK;
7119 Store[x][y] = EL_ROCK;
7122 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7124 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7126 if (!MovDelay[x][y])
7128 MovDelay[x][y] = TILEY + 1;
7130 ResetGfxAnimation(x, y);
7131 ResetGfxAnimation(x, y + 1);
7136 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7137 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7144 Feld[x][y] = EL_QUICKSAND_EMPTY;
7145 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7146 Store[x][y + 1] = Store[x][y];
7149 PlayLevelSoundAction(x, y, ACTION_FILLING);
7151 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7153 if (!MovDelay[x][y])
7155 MovDelay[x][y] = TILEY + 1;
7157 ResetGfxAnimation(x, y);
7158 ResetGfxAnimation(x, y + 1);
7163 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7164 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7171 Feld[x][y] = EL_QUICKSAND_EMPTY;
7172 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7173 Store[x][y + 1] = Store[x][y];
7176 PlayLevelSoundAction(x, y, ACTION_FILLING);
7179 else if (element == EL_QUICKSAND_FAST_FULL)
7181 if (IS_FREE(x, y + 1))
7183 InitMovingField(x, y, MV_DOWN);
7184 started_moving = TRUE;
7186 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7187 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7188 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7189 Store[x][y] = EL_ROCK;
7191 Store[x][y] = EL_ROCK;
7194 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7196 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7198 if (!MovDelay[x][y])
7200 MovDelay[x][y] = TILEY + 1;
7202 ResetGfxAnimation(x, y);
7203 ResetGfxAnimation(x, y + 1);
7208 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7209 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7216 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7217 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7218 Store[x][y + 1] = Store[x][y];
7221 PlayLevelSoundAction(x, y, ACTION_FILLING);
7223 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7225 if (!MovDelay[x][y])
7227 MovDelay[x][y] = TILEY + 1;
7229 ResetGfxAnimation(x, y);
7230 ResetGfxAnimation(x, y + 1);
7235 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7236 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7243 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7244 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7245 Store[x][y + 1] = Store[x][y];
7248 PlayLevelSoundAction(x, y, ACTION_FILLING);
7251 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7252 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7254 InitMovingField(x, y, MV_DOWN);
7255 started_moving = TRUE;
7257 Feld[x][y] = EL_QUICKSAND_FILLING;
7258 Store[x][y] = element;
7260 PlayLevelSoundAction(x, y, ACTION_FILLING);
7262 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7263 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7265 InitMovingField(x, y, MV_DOWN);
7266 started_moving = TRUE;
7268 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7269 Store[x][y] = element;
7271 PlayLevelSoundAction(x, y, ACTION_FILLING);
7273 else if (element == EL_MAGIC_WALL_FULL)
7275 if (IS_FREE(x, y + 1))
7277 InitMovingField(x, y, MV_DOWN);
7278 started_moving = TRUE;
7280 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7281 Store[x][y] = EL_CHANGED(Store[x][y]);
7283 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7285 if (!MovDelay[x][y])
7286 MovDelay[x][y] = TILEY / 4 + 1;
7295 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7296 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7297 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7301 else if (element == EL_BD_MAGIC_WALL_FULL)
7303 if (IS_FREE(x, y + 1))
7305 InitMovingField(x, y, MV_DOWN);
7306 started_moving = TRUE;
7308 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7309 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7311 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7313 if (!MovDelay[x][y])
7314 MovDelay[x][y] = TILEY / 4 + 1;
7323 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7324 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7325 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7329 else if (element == EL_DC_MAGIC_WALL_FULL)
7331 if (IS_FREE(x, y + 1))
7333 InitMovingField(x, y, MV_DOWN);
7334 started_moving = TRUE;
7336 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7337 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7339 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7341 if (!MovDelay[x][y])
7342 MovDelay[x][y] = TILEY / 4 + 1;
7351 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7352 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7353 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7357 else if ((CAN_PASS_MAGIC_WALL(element) &&
7358 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7359 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7360 (CAN_PASS_DC_MAGIC_WALL(element) &&
7361 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7364 InitMovingField(x, y, MV_DOWN);
7365 started_moving = TRUE;
7368 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7369 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7370 EL_DC_MAGIC_WALL_FILLING);
7371 Store[x][y] = element;
7373 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7375 SplashAcid(x, y + 1);
7377 InitMovingField(x, y, MV_DOWN);
7378 started_moving = TRUE;
7380 Store[x][y] = EL_ACID;
7383 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7384 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7385 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7386 CAN_FALL(element) && WasJustFalling[x][y] &&
7387 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7389 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7390 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7391 (Feld[x][y + 1] == EL_BLOCKED)))
7393 /* this is needed for a special case not covered by calling "Impact()"
7394 from "ContinueMoving()": if an element moves to a tile directly below
7395 another element which was just falling on that tile (which was empty
7396 in the previous frame), the falling element above would just stop
7397 instead of smashing the element below (in previous version, the above
7398 element was just checked for "moving" instead of "falling", resulting
7399 in incorrect smashes caused by horizontal movement of the above
7400 element; also, the case of the player being the element to smash was
7401 simply not covered here... :-/ ) */
7403 CheckCollision[x][y] = 0;
7404 CheckImpact[x][y] = 0;
7408 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7410 if (MovDir[x][y] == MV_NONE)
7412 InitMovingField(x, y, MV_DOWN);
7413 started_moving = TRUE;
7416 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7418 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7419 MovDir[x][y] = MV_DOWN;
7421 InitMovingField(x, y, MV_DOWN);
7422 started_moving = TRUE;
7424 else if (element == EL_AMOEBA_DROP)
7426 Feld[x][y] = EL_AMOEBA_GROWING;
7427 Store[x][y] = EL_AMOEBA_WET;
7429 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7430 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7431 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7432 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7434 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7435 (IS_FREE(x - 1, y + 1) ||
7436 Feld[x - 1][y + 1] == EL_ACID));
7437 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7438 (IS_FREE(x + 1, y + 1) ||
7439 Feld[x + 1][y + 1] == EL_ACID));
7440 boolean can_fall_any = (can_fall_left || can_fall_right);
7441 boolean can_fall_both = (can_fall_left && can_fall_right);
7442 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7444 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7446 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7447 can_fall_right = FALSE;
7448 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7449 can_fall_left = FALSE;
7450 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7451 can_fall_right = FALSE;
7452 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7453 can_fall_left = FALSE;
7455 can_fall_any = (can_fall_left || can_fall_right);
7456 can_fall_both = FALSE;
7461 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7462 can_fall_right = FALSE; /* slip down on left side */
7464 can_fall_left = !(can_fall_right = RND(2));
7466 can_fall_both = FALSE;
7471 /* if not determined otherwise, prefer left side for slipping down */
7472 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7473 started_moving = TRUE;
7476 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7478 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7479 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7480 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7481 int belt_dir = game.belt_dir[belt_nr];
7483 if ((belt_dir == MV_LEFT && left_is_free) ||
7484 (belt_dir == MV_RIGHT && right_is_free))
7486 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7488 InitMovingField(x, y, belt_dir);
7489 started_moving = TRUE;
7491 Pushed[x][y] = TRUE;
7492 Pushed[nextx][y] = TRUE;
7494 GfxAction[x][y] = ACTION_DEFAULT;
7498 MovDir[x][y] = 0; /* if element was moving, stop it */
7503 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7504 if (CAN_MOVE(element) && !started_moving)
7506 int move_pattern = element_info[element].move_pattern;
7509 Moving2Blocked(x, y, &newx, &newy);
7511 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7514 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7515 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7517 WasJustMoving[x][y] = 0;
7518 CheckCollision[x][y] = 0;
7520 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7522 if (Feld[x][y] != element) /* element has changed */
7526 if (!MovDelay[x][y]) /* start new movement phase */
7528 /* all objects that can change their move direction after each step
7529 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7531 if (element != EL_YAMYAM &&
7532 element != EL_DARK_YAMYAM &&
7533 element != EL_PACMAN &&
7534 !(move_pattern & MV_ANY_DIRECTION) &&
7535 move_pattern != MV_TURNING_LEFT &&
7536 move_pattern != MV_TURNING_RIGHT &&
7537 move_pattern != MV_TURNING_LEFT_RIGHT &&
7538 move_pattern != MV_TURNING_RIGHT_LEFT &&
7539 move_pattern != MV_TURNING_RANDOM)
7543 if (MovDelay[x][y] && (element == EL_BUG ||
7544 element == EL_SPACESHIP ||
7545 element == EL_SP_SNIKSNAK ||
7546 element == EL_SP_ELECTRON ||
7547 element == EL_MOLE))
7548 TEST_DrawLevelField(x, y);
7552 if (MovDelay[x][y]) /* wait some time before next movement */
7556 if (element == EL_ROBOT ||
7557 element == EL_YAMYAM ||
7558 element == EL_DARK_YAMYAM)
7560 DrawLevelElementAnimationIfNeeded(x, y, element);
7561 PlayLevelSoundAction(x, y, ACTION_WAITING);
7563 else if (element == EL_SP_ELECTRON)
7564 DrawLevelElementAnimationIfNeeded(x, y, element);
7565 else if (element == EL_DRAGON)
7568 int dir = MovDir[x][y];
7569 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7570 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7571 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7572 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7573 dir == MV_UP ? IMG_FLAMES_1_UP :
7574 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7575 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7577 GfxAction[x][y] = ACTION_ATTACKING;
7579 if (IS_PLAYER(x, y))
7580 DrawPlayerField(x, y);
7582 TEST_DrawLevelField(x, y);
7584 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7586 for (i = 1; i <= 3; i++)
7588 int xx = x + i * dx;
7589 int yy = y + i * dy;
7590 int sx = SCREENX(xx);
7591 int sy = SCREENY(yy);
7592 int flame_graphic = graphic + (i - 1);
7594 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7599 int flamed = MovingOrBlocked2Element(xx, yy);
7601 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7604 RemoveMovingField(xx, yy);
7606 ChangeDelay[xx][yy] = 0;
7608 Feld[xx][yy] = EL_FLAMES;
7610 if (IN_SCR_FIELD(sx, sy))
7612 TEST_DrawLevelFieldCrumbled(xx, yy);
7613 DrawGraphic(sx, sy, flame_graphic, frame);
7618 if (Feld[xx][yy] == EL_FLAMES)
7619 Feld[xx][yy] = EL_EMPTY;
7620 TEST_DrawLevelField(xx, yy);
7625 if (MovDelay[x][y]) /* element still has to wait some time */
7627 PlayLevelSoundAction(x, y, ACTION_WAITING);
7633 /* now make next step */
7635 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7637 if (DONT_COLLIDE_WITH(element) &&
7638 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7639 !PLAYER_ENEMY_PROTECTED(newx, newy))
7641 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7646 else if (CAN_MOVE_INTO_ACID(element) &&
7647 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7648 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7649 (MovDir[x][y] == MV_DOWN ||
7650 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7652 SplashAcid(newx, newy);
7653 Store[x][y] = EL_ACID;
7655 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7657 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7658 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7659 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7660 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7663 TEST_DrawLevelField(x, y);
7665 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7666 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7667 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7669 local_player->friends_still_needed--;
7670 if (!local_player->friends_still_needed &&
7671 !local_player->GameOver && AllPlayersGone)
7672 PlayerWins(local_player);
7676 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7678 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7679 TEST_DrawLevelField(newx, newy);
7681 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7683 else if (!IS_FREE(newx, newy))
7685 GfxAction[x][y] = ACTION_WAITING;
7687 if (IS_PLAYER(x, y))
7688 DrawPlayerField(x, y);
7690 TEST_DrawLevelField(x, y);
7695 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7697 if (IS_FOOD_PIG(Feld[newx][newy]))
7699 if (IS_MOVING(newx, newy))
7700 RemoveMovingField(newx, newy);
7703 Feld[newx][newy] = EL_EMPTY;
7704 TEST_DrawLevelField(newx, newy);
7707 PlayLevelSound(x, y, SND_PIG_DIGGING);
7709 else if (!IS_FREE(newx, newy))
7711 if (IS_PLAYER(x, y))
7712 DrawPlayerField(x, y);
7714 TEST_DrawLevelField(x, y);
7719 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7721 if (Store[x][y] != EL_EMPTY)
7723 boolean can_clone = FALSE;
7726 /* check if element to clone is still there */
7727 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7729 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7737 /* cannot clone or target field not free anymore -- do not clone */
7738 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7739 Store[x][y] = EL_EMPTY;
7742 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7744 if (IS_MV_DIAGONAL(MovDir[x][y]))
7746 int diagonal_move_dir = MovDir[x][y];
7747 int stored = Store[x][y];
7748 int change_delay = 8;
7751 /* android is moving diagonally */
7753 CreateField(x, y, EL_DIAGONAL_SHRINKING);
7755 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
7756 GfxElement[x][y] = EL_EMC_ANDROID;
7757 GfxAction[x][y] = ACTION_SHRINKING;
7758 GfxDir[x][y] = diagonal_move_dir;
7759 ChangeDelay[x][y] = change_delay;
7761 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
7764 DrawLevelGraphicAnimation(x, y, graphic);
7765 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
7767 if (Feld[newx][newy] == EL_ACID)
7769 SplashAcid(newx, newy);
7774 CreateField(newx, newy, EL_DIAGONAL_GROWING);
7776 Store[newx][newy] = EL_EMC_ANDROID;
7777 GfxElement[newx][newy] = EL_EMC_ANDROID;
7778 GfxAction[newx][newy] = ACTION_GROWING;
7779 GfxDir[newx][newy] = diagonal_move_dir;
7780 ChangeDelay[newx][newy] = change_delay;
7782 graphic = el_act_dir2img(GfxElement[newx][newy],
7783 GfxAction[newx][newy], GfxDir[newx][newy]);
7785 DrawLevelGraphicAnimation(newx, newy, graphic);
7786 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
7792 Feld[newx][newy] = EL_EMPTY;
7793 TEST_DrawLevelField(newx, newy);
7795 PlayLevelSoundAction(x, y, ACTION_DIGGING);
7798 else if (!IS_FREE(newx, newy))
7803 else if (IS_CUSTOM_ELEMENT(element) &&
7804 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7806 if (!DigFieldByCE(newx, newy, element))
7809 if (move_pattern & MV_MAZE_RUNNER_STYLE)
7811 RunnerVisit[x][y] = FrameCounter;
7812 PlayerVisit[x][y] /= 8; /* expire player visit path */
7815 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
7817 if (!IS_FREE(newx, newy))
7819 if (IS_PLAYER(x, y))
7820 DrawPlayerField(x, y);
7822 TEST_DrawLevelField(x, y);
7828 boolean wanna_flame = !RND(10);
7829 int dx = newx - x, dy = newy - y;
7830 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
7831 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
7832 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
7833 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
7834 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
7835 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
7838 IS_CLASSIC_ENEMY(element1) ||
7839 IS_CLASSIC_ENEMY(element2)) &&
7840 element1 != EL_DRAGON && element2 != EL_DRAGON &&
7841 element1 != EL_FLAMES && element2 != EL_FLAMES)
7843 ResetGfxAnimation(x, y);
7844 GfxAction[x][y] = ACTION_ATTACKING;
7846 if (IS_PLAYER(x, y))
7847 DrawPlayerField(x, y);
7849 TEST_DrawLevelField(x, y);
7851 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
7853 MovDelay[x][y] = 50;
7855 Feld[newx][newy] = EL_FLAMES;
7856 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
7857 Feld[newx1][newy1] = EL_FLAMES;
7858 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
7859 Feld[newx2][newy2] = EL_FLAMES;
7865 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7866 Feld[newx][newy] == EL_DIAMOND)
7868 if (IS_MOVING(newx, newy))
7869 RemoveMovingField(newx, newy);
7872 Feld[newx][newy] = EL_EMPTY;
7873 TEST_DrawLevelField(newx, newy);
7876 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
7878 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7879 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
7881 if (AmoebaNr[newx][newy])
7883 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7884 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7885 Feld[newx][newy] == EL_BD_AMOEBA)
7886 AmoebaCnt[AmoebaNr[newx][newy]]--;
7889 if (IS_MOVING(newx, newy))
7891 RemoveMovingField(newx, newy);
7895 Feld[newx][newy] = EL_EMPTY;
7896 TEST_DrawLevelField(newx, newy);
7899 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
7901 else if ((element == EL_PACMAN || element == EL_MOLE)
7902 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
7904 if (AmoebaNr[newx][newy])
7906 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7907 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7908 Feld[newx][newy] == EL_BD_AMOEBA)
7909 AmoebaCnt[AmoebaNr[newx][newy]]--;
7912 if (element == EL_MOLE)
7914 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
7915 PlayLevelSound(x, y, SND_MOLE_DIGGING);
7917 ResetGfxAnimation(x, y);
7918 GfxAction[x][y] = ACTION_DIGGING;
7919 TEST_DrawLevelField(x, y);
7921 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
7923 return; /* wait for shrinking amoeba */
7925 else /* element == EL_PACMAN */
7927 Feld[newx][newy] = EL_EMPTY;
7928 TEST_DrawLevelField(newx, newy);
7929 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
7932 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
7933 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
7934 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
7936 /* wait for shrinking amoeba to completely disappear */
7939 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
7941 /* object was running against a wall */
7945 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
7946 DrawLevelElementAnimation(x, y, element);
7948 if (DONT_TOUCH(element))
7949 TestIfBadThingTouchesPlayer(x, y);
7954 InitMovingField(x, y, MovDir[x][y]);
7956 PlayLevelSoundAction(x, y, ACTION_MOVING);
7960 ContinueMoving(x, y);
7963 void ContinueMoving(int x, int y)
7965 int element = Feld[x][y];
7966 struct ElementInfo *ei = &element_info[element];
7967 int direction = MovDir[x][y];
7968 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
7969 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
7970 int newx = x + dx, newy = y + dy;
7971 int stored = Store[x][y];
7972 int stored_new = Store[newx][newy];
7973 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
7974 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
7975 boolean last_line = (newy == lev_fieldy - 1);
7977 MovPos[x][y] += getElementMoveStepsize(x, y);
7979 if (pushed_by_player) /* special case: moving object pushed by player */
7980 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
7982 if (ABS(MovPos[x][y]) < TILEX)
7984 TEST_DrawLevelField(x, y);
7986 return; /* element is still moving */
7989 /* element reached destination field */
7991 Feld[x][y] = EL_EMPTY;
7992 Feld[newx][newy] = element;
7993 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
7995 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
7997 element = Feld[newx][newy] = EL_ACID;
7999 else if (element == EL_MOLE)
8001 Feld[x][y] = EL_SAND;
8003 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8005 else if (element == EL_QUICKSAND_FILLING)
8007 element = Feld[newx][newy] = get_next_element(element);
8008 Store[newx][newy] = Store[x][y];
8010 else if (element == EL_QUICKSAND_EMPTYING)
8012 Feld[x][y] = get_next_element(element);
8013 element = Feld[newx][newy] = Store[x][y];
8015 else if (element == EL_QUICKSAND_FAST_FILLING)
8017 element = Feld[newx][newy] = get_next_element(element);
8018 Store[newx][newy] = Store[x][y];
8020 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8022 Feld[x][y] = get_next_element(element);
8023 element = Feld[newx][newy] = Store[x][y];
8025 else if (element == EL_MAGIC_WALL_FILLING)
8027 element = Feld[newx][newy] = get_next_element(element);
8028 if (!game.magic_wall_active)
8029 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8030 Store[newx][newy] = Store[x][y];
8032 else if (element == EL_MAGIC_WALL_EMPTYING)
8034 Feld[x][y] = get_next_element(element);
8035 if (!game.magic_wall_active)
8036 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8037 element = Feld[newx][newy] = Store[x][y];
8039 InitField(newx, newy, FALSE);
8041 else if (element == EL_BD_MAGIC_WALL_FILLING)
8043 element = Feld[newx][newy] = get_next_element(element);
8044 if (!game.magic_wall_active)
8045 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8046 Store[newx][newy] = Store[x][y];
8048 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8050 Feld[x][y] = get_next_element(element);
8051 if (!game.magic_wall_active)
8052 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8053 element = Feld[newx][newy] = Store[x][y];
8055 InitField(newx, newy, FALSE);
8057 else if (element == EL_DC_MAGIC_WALL_FILLING)
8059 element = Feld[newx][newy] = get_next_element(element);
8060 if (!game.magic_wall_active)
8061 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8062 Store[newx][newy] = Store[x][y];
8064 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8066 Feld[x][y] = get_next_element(element);
8067 if (!game.magic_wall_active)
8068 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8069 element = Feld[newx][newy] = Store[x][y];
8071 InitField(newx, newy, FALSE);
8073 else if (element == EL_AMOEBA_DROPPING)
8075 Feld[x][y] = get_next_element(element);
8076 element = Feld[newx][newy] = Store[x][y];
8078 else if (element == EL_SOKOBAN_OBJECT)
8081 Feld[x][y] = Back[x][y];
8083 if (Back[newx][newy])
8084 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8086 Back[x][y] = Back[newx][newy] = 0;
8089 Store[x][y] = EL_EMPTY;
8094 MovDelay[newx][newy] = 0;
8096 if (CAN_CHANGE_OR_HAS_ACTION(element))
8098 /* copy element change control values to new field */
8099 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8100 ChangePage[newx][newy] = ChangePage[x][y];
8101 ChangeCount[newx][newy] = ChangeCount[x][y];
8102 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8105 CustomValue[newx][newy] = CustomValue[x][y];
8107 ChangeDelay[x][y] = 0;
8108 ChangePage[x][y] = -1;
8109 ChangeCount[x][y] = 0;
8110 ChangeEvent[x][y] = -1;
8112 CustomValue[x][y] = 0;
8114 /* copy animation control values to new field */
8115 GfxFrame[newx][newy] = GfxFrame[x][y];
8116 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8117 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8118 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8120 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8122 /* some elements can leave other elements behind after moving */
8123 if (ei->move_leave_element != EL_EMPTY &&
8124 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8125 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8127 int move_leave_element = ei->move_leave_element;
8129 /* this makes it possible to leave the removed element again */
8130 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8131 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8133 Feld[x][y] = move_leave_element;
8135 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8136 MovDir[x][y] = direction;
8138 InitField(x, y, FALSE);
8140 if (GFX_CRUMBLED(Feld[x][y]))
8141 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8143 if (ELEM_IS_PLAYER(move_leave_element))
8144 RelocatePlayer(x, y, move_leave_element);
8147 /* do this after checking for left-behind element */
8148 ResetGfxAnimation(x, y); /* reset animation values for old field */
8150 if (!CAN_MOVE(element) ||
8151 (CAN_FALL(element) && direction == MV_DOWN &&
8152 (element == EL_SPRING ||
8153 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8154 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8155 GfxDir[x][y] = MovDir[newx][newy] = 0;
8157 TEST_DrawLevelField(x, y);
8158 TEST_DrawLevelField(newx, newy);
8160 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8162 /* prevent pushed element from moving on in pushed direction */
8163 if (pushed_by_player && CAN_MOVE(element) &&
8164 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8165 !(element_info[element].move_pattern & direction))
8166 TurnRound(newx, newy);
8168 /* prevent elements on conveyor belt from moving on in last direction */
8169 if (pushed_by_conveyor && CAN_FALL(element) &&
8170 direction & MV_HORIZONTAL)
8171 MovDir[newx][newy] = 0;
8173 if (!pushed_by_player)
8175 int nextx = newx + dx, nexty = newy + dy;
8176 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8178 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8180 if (CAN_FALL(element) && direction == MV_DOWN)
8181 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8183 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8184 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8186 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8187 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8190 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8192 TestIfBadThingTouchesPlayer(newx, newy);
8193 TestIfBadThingTouchesFriend(newx, newy);
8195 if (!IS_CUSTOM_ELEMENT(element))
8196 TestIfBadThingTouchesOtherBadThing(newx, newy);
8198 else if (element == EL_PENGUIN)
8199 TestIfFriendTouchesBadThing(newx, newy);
8201 if (DONT_GET_HIT_BY(element))
8203 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8206 /* give the player one last chance (one more frame) to move away */
8207 if (CAN_FALL(element) && direction == MV_DOWN &&
8208 (last_line || (!IS_FREE(x, newy + 1) &&
8209 (!IS_PLAYER(x, newy + 1) ||
8210 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8213 if (pushed_by_player && !game.use_change_when_pushing_bug)
8215 int push_side = MV_DIR_OPPOSITE(direction);
8216 struct PlayerInfo *player = PLAYERINFO(x, y);
8218 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8219 player->index_bit, push_side);
8220 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8221 player->index_bit, push_side);
8224 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8225 MovDelay[newx][newy] = 1;
8227 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8229 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8230 TestIfElementHitsCustomElement(newx, newy, direction);
8231 TestIfPlayerTouchesCustomElement(newx, newy);
8232 TestIfElementTouchesCustomElement(newx, newy);
8234 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8235 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8236 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8237 MV_DIR_OPPOSITE(direction));
8240 int AmoebeNachbarNr(int ax, int ay)
8243 int element = Feld[ax][ay];
8245 static int xy[4][2] =
8253 for (i = 0; i < NUM_DIRECTIONS; i++)
8255 int x = ax + xy[i][0];
8256 int y = ay + xy[i][1];
8258 if (!IN_LEV_FIELD(x, y))
8261 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8262 group_nr = AmoebaNr[x][y];
8268 void AmoebenVereinigen(int ax, int ay)
8270 int i, x, y, xx, yy;
8271 int new_group_nr = AmoebaNr[ax][ay];
8272 static int xy[4][2] =
8280 if (new_group_nr == 0)
8283 for (i = 0; i < NUM_DIRECTIONS; i++)
8288 if (!IN_LEV_FIELD(x, y))
8291 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8292 Feld[x][y] == EL_BD_AMOEBA ||
8293 Feld[x][y] == EL_AMOEBA_DEAD) &&
8294 AmoebaNr[x][y] != new_group_nr)
8296 int old_group_nr = AmoebaNr[x][y];
8298 if (old_group_nr == 0)
8301 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8302 AmoebaCnt[old_group_nr] = 0;
8303 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8304 AmoebaCnt2[old_group_nr] = 0;
8306 SCAN_PLAYFIELD(xx, yy)
8308 if (AmoebaNr[xx][yy] == old_group_nr)
8309 AmoebaNr[xx][yy] = new_group_nr;
8315 void AmoebeUmwandeln(int ax, int ay)
8319 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8321 int group_nr = AmoebaNr[ax][ay];
8326 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8327 printf("AmoebeUmwandeln(): This should never happen!\n");
8332 SCAN_PLAYFIELD(x, y)
8334 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8337 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8341 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8342 SND_AMOEBA_TURNING_TO_GEM :
8343 SND_AMOEBA_TURNING_TO_ROCK));
8348 static int xy[4][2] =
8356 for (i = 0; i < NUM_DIRECTIONS; i++)
8361 if (!IN_LEV_FIELD(x, y))
8364 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8366 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8367 SND_AMOEBA_TURNING_TO_GEM :
8368 SND_AMOEBA_TURNING_TO_ROCK));
8375 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8378 int group_nr = AmoebaNr[ax][ay];
8379 boolean done = FALSE;
8384 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8385 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8390 SCAN_PLAYFIELD(x, y)
8392 if (AmoebaNr[x][y] == group_nr &&
8393 (Feld[x][y] == EL_AMOEBA_DEAD ||
8394 Feld[x][y] == EL_BD_AMOEBA ||
8395 Feld[x][y] == EL_AMOEBA_GROWING))
8398 Feld[x][y] = new_element;
8399 InitField(x, y, FALSE);
8400 TEST_DrawLevelField(x, y);
8406 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8407 SND_BD_AMOEBA_TURNING_TO_ROCK :
8408 SND_BD_AMOEBA_TURNING_TO_GEM));
8411 void AmoebeWaechst(int x, int y)
8413 static unsigned int sound_delay = 0;
8414 static unsigned int sound_delay_value = 0;
8416 if (!MovDelay[x][y]) /* start new growing cycle */
8420 if (DelayReached(&sound_delay, sound_delay_value))
8422 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8423 sound_delay_value = 30;
8427 if (MovDelay[x][y]) /* wait some time before growing bigger */
8430 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8432 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8433 6 - MovDelay[x][y]);
8435 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8438 if (!MovDelay[x][y])
8440 Feld[x][y] = Store[x][y];
8442 TEST_DrawLevelField(x, y);
8447 void AmoebaDisappearing(int x, int y)
8449 static unsigned int sound_delay = 0;
8450 static unsigned int sound_delay_value = 0;
8452 if (!MovDelay[x][y]) /* start new shrinking cycle */
8456 if (DelayReached(&sound_delay, sound_delay_value))
8457 sound_delay_value = 30;
8460 if (MovDelay[x][y]) /* wait some time before shrinking */
8463 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8465 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8466 6 - MovDelay[x][y]);
8468 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8471 if (!MovDelay[x][y])
8473 Feld[x][y] = EL_EMPTY;
8474 TEST_DrawLevelField(x, y);
8476 /* don't let mole enter this field in this cycle;
8477 (give priority to objects falling to this field from above) */
8483 void AmoebeAbleger(int ax, int ay)
8486 int element = Feld[ax][ay];
8487 int graphic = el2img(element);
8488 int newax = ax, neway = ay;
8489 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8490 static int xy[4][2] =
8498 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8500 Feld[ax][ay] = EL_AMOEBA_DEAD;
8501 TEST_DrawLevelField(ax, ay);
8505 if (IS_ANIMATED(graphic))
8506 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8508 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8509 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8511 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8514 if (MovDelay[ax][ay])
8518 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8521 int x = ax + xy[start][0];
8522 int y = ay + xy[start][1];
8524 if (!IN_LEV_FIELD(x, y))
8527 if (IS_FREE(x, y) ||
8528 CAN_GROW_INTO(Feld[x][y]) ||
8529 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8530 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8536 if (newax == ax && neway == ay)
8539 else /* normal or "filled" (BD style) amoeba */
8542 boolean waiting_for_player = FALSE;
8544 for (i = 0; i < NUM_DIRECTIONS; i++)
8546 int j = (start + i) % 4;
8547 int x = ax + xy[j][0];
8548 int y = ay + xy[j][1];
8550 if (!IN_LEV_FIELD(x, y))
8553 if (IS_FREE(x, y) ||
8554 CAN_GROW_INTO(Feld[x][y]) ||
8555 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8556 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8562 else if (IS_PLAYER(x, y))
8563 waiting_for_player = TRUE;
8566 if (newax == ax && neway == ay) /* amoeba cannot grow */
8568 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8570 Feld[ax][ay] = EL_AMOEBA_DEAD;
8571 TEST_DrawLevelField(ax, ay);
8572 AmoebaCnt[AmoebaNr[ax][ay]]--;
8574 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8576 if (element == EL_AMOEBA_FULL)
8577 AmoebeUmwandeln(ax, ay);
8578 else if (element == EL_BD_AMOEBA)
8579 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8584 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8586 /* amoeba gets larger by growing in some direction */
8588 int new_group_nr = AmoebaNr[ax][ay];
8591 if (new_group_nr == 0)
8593 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8594 printf("AmoebeAbleger(): This should never happen!\n");
8599 AmoebaNr[newax][neway] = new_group_nr;
8600 AmoebaCnt[new_group_nr]++;
8601 AmoebaCnt2[new_group_nr]++;
8603 /* if amoeba touches other amoeba(s) after growing, unify them */
8604 AmoebenVereinigen(newax, neway);
8606 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8608 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8614 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8615 (neway == lev_fieldy - 1 && newax != ax))
8617 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8618 Store[newax][neway] = element;
8620 else if (neway == ay || element == EL_EMC_DRIPPER)
8622 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8624 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8628 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8629 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8630 Store[ax][ay] = EL_AMOEBA_DROP;
8631 ContinueMoving(ax, ay);
8635 TEST_DrawLevelField(newax, neway);
8638 void Life(int ax, int ay)
8642 int element = Feld[ax][ay];
8643 int graphic = el2img(element);
8644 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8646 boolean changed = FALSE;
8648 if (IS_ANIMATED(graphic))
8649 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8654 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8655 MovDelay[ax][ay] = life_time;
8657 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8660 if (MovDelay[ax][ay])
8664 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8666 int xx = ax+x1, yy = ay+y1;
8669 if (!IN_LEV_FIELD(xx, yy))
8672 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8674 int x = xx+x2, y = yy+y2;
8676 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8679 if (((Feld[x][y] == element ||
8680 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8682 (IS_FREE(x, y) && Stop[x][y]))
8686 if (xx == ax && yy == ay) /* field in the middle */
8688 if (nachbarn < life_parameter[0] ||
8689 nachbarn > life_parameter[1])
8691 Feld[xx][yy] = EL_EMPTY;
8693 TEST_DrawLevelField(xx, yy);
8694 Stop[xx][yy] = TRUE;
8698 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8699 { /* free border field */
8700 if (nachbarn >= life_parameter[2] &&
8701 nachbarn <= life_parameter[3])
8703 Feld[xx][yy] = element;
8704 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8706 TEST_DrawLevelField(xx, yy);
8707 Stop[xx][yy] = TRUE;
8714 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8715 SND_GAME_OF_LIFE_GROWING);
8718 static void InitRobotWheel(int x, int y)
8720 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8723 static void RunRobotWheel(int x, int y)
8725 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8728 static void StopRobotWheel(int x, int y)
8730 if (ZX == x && ZY == y)
8734 game.robot_wheel_active = FALSE;
8738 static void InitTimegateWheel(int x, int y)
8740 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8743 static void RunTimegateWheel(int x, int y)
8745 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
8748 static void InitMagicBallDelay(int x, int y)
8750 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
8753 static void ActivateMagicBall(int bx, int by)
8757 if (level.ball_random)
8759 int pos_border = RND(8); /* select one of the eight border elements */
8760 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
8761 int xx = pos_content % 3;
8762 int yy = pos_content / 3;
8767 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8768 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8772 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
8774 int xx = x - bx + 1;
8775 int yy = y - by + 1;
8777 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8778 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8782 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
8785 void CheckExit(int x, int y)
8787 if (local_player->gems_still_needed > 0 ||
8788 local_player->sokobanfields_still_needed > 0 ||
8789 local_player->lights_still_needed > 0)
8791 int element = Feld[x][y];
8792 int graphic = el2img(element);
8794 if (IS_ANIMATED(graphic))
8795 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8800 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8803 Feld[x][y] = EL_EXIT_OPENING;
8805 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
8808 void CheckExitEM(int x, int y)
8810 if (local_player->gems_still_needed > 0 ||
8811 local_player->sokobanfields_still_needed > 0 ||
8812 local_player->lights_still_needed > 0)
8814 int element = Feld[x][y];
8815 int graphic = el2img(element);
8817 if (IS_ANIMATED(graphic))
8818 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8823 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8826 Feld[x][y] = EL_EM_EXIT_OPENING;
8828 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
8831 void CheckExitSteel(int x, int y)
8833 if (local_player->gems_still_needed > 0 ||
8834 local_player->sokobanfields_still_needed > 0 ||
8835 local_player->lights_still_needed > 0)
8837 int element = Feld[x][y];
8838 int graphic = el2img(element);
8840 if (IS_ANIMATED(graphic))
8841 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8846 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8849 Feld[x][y] = EL_STEEL_EXIT_OPENING;
8851 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
8854 void CheckExitSteelEM(int x, int y)
8856 if (local_player->gems_still_needed > 0 ||
8857 local_player->sokobanfields_still_needed > 0 ||
8858 local_player->lights_still_needed > 0)
8860 int element = Feld[x][y];
8861 int graphic = el2img(element);
8863 if (IS_ANIMATED(graphic))
8864 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8869 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8872 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
8874 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
8877 void CheckExitSP(int x, int y)
8879 if (local_player->gems_still_needed > 0)
8881 int element = Feld[x][y];
8882 int graphic = el2img(element);
8884 if (IS_ANIMATED(graphic))
8885 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8890 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8893 Feld[x][y] = EL_SP_EXIT_OPENING;
8895 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
8898 static void CloseAllOpenTimegates()
8902 SCAN_PLAYFIELD(x, y)
8904 int element = Feld[x][y];
8906 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
8908 Feld[x][y] = EL_TIMEGATE_CLOSING;
8910 PlayLevelSoundAction(x, y, ACTION_CLOSING);
8915 void DrawTwinkleOnField(int x, int y)
8917 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
8920 if (Feld[x][y] == EL_BD_DIAMOND)
8923 if (MovDelay[x][y] == 0) /* next animation frame */
8924 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
8926 if (MovDelay[x][y] != 0) /* wait some time before next frame */
8930 DrawLevelElementAnimation(x, y, Feld[x][y]);
8932 if (MovDelay[x][y] != 0)
8934 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
8935 10 - MovDelay[x][y]);
8937 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
8942 void MauerWaechst(int x, int y)
8946 if (!MovDelay[x][y]) /* next animation frame */
8947 MovDelay[x][y] = 3 * delay;
8949 if (MovDelay[x][y]) /* wait some time before next frame */
8953 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8955 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
8956 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
8958 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
8961 if (!MovDelay[x][y])
8963 if (MovDir[x][y] == MV_LEFT)
8965 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
8966 TEST_DrawLevelField(x - 1, y);
8968 else if (MovDir[x][y] == MV_RIGHT)
8970 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
8971 TEST_DrawLevelField(x + 1, y);
8973 else if (MovDir[x][y] == MV_UP)
8975 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
8976 TEST_DrawLevelField(x, y - 1);
8980 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
8981 TEST_DrawLevelField(x, y + 1);
8984 Feld[x][y] = Store[x][y];
8986 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8987 TEST_DrawLevelField(x, y);
8992 void MauerAbleger(int ax, int ay)
8994 int element = Feld[ax][ay];
8995 int graphic = el2img(element);
8996 boolean oben_frei = FALSE, unten_frei = FALSE;
8997 boolean links_frei = FALSE, rechts_frei = FALSE;
8998 boolean oben_massiv = FALSE, unten_massiv = FALSE;
8999 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9000 boolean new_wall = FALSE;
9002 if (IS_ANIMATED(graphic))
9003 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9005 if (!MovDelay[ax][ay]) /* start building new wall */
9006 MovDelay[ax][ay] = 6;
9008 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9011 if (MovDelay[ax][ay])
9015 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9017 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9019 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9021 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9024 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9025 element == EL_EXPANDABLE_WALL_ANY)
9029 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9030 Store[ax][ay-1] = element;
9031 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9032 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9033 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9034 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9039 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9040 Store[ax][ay+1] = element;
9041 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9042 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9043 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9044 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9049 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9050 element == EL_EXPANDABLE_WALL_ANY ||
9051 element == EL_EXPANDABLE_WALL ||
9052 element == EL_BD_EXPANDABLE_WALL)
9056 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9057 Store[ax-1][ay] = element;
9058 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9059 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9060 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9061 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9067 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9068 Store[ax+1][ay] = element;
9069 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9070 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9071 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9072 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9077 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9078 TEST_DrawLevelField(ax, ay);
9080 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9082 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9083 unten_massiv = TRUE;
9084 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9085 links_massiv = TRUE;
9086 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9087 rechts_massiv = TRUE;
9089 if (((oben_massiv && unten_massiv) ||
9090 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9091 element == EL_EXPANDABLE_WALL) &&
9092 ((links_massiv && rechts_massiv) ||
9093 element == EL_EXPANDABLE_WALL_VERTICAL))
9094 Feld[ax][ay] = EL_WALL;
9097 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9100 void MauerAblegerStahl(int ax, int ay)
9102 int element = Feld[ax][ay];
9103 int graphic = el2img(element);
9104 boolean oben_frei = FALSE, unten_frei = FALSE;
9105 boolean links_frei = FALSE, rechts_frei = FALSE;
9106 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9107 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9108 boolean new_wall = FALSE;
9110 if (IS_ANIMATED(graphic))
9111 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9113 if (!MovDelay[ax][ay]) /* start building new wall */
9114 MovDelay[ax][ay] = 6;
9116 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9119 if (MovDelay[ax][ay])
9123 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9125 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9127 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9129 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9132 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9133 element == EL_EXPANDABLE_STEELWALL_ANY)
9137 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9138 Store[ax][ay-1] = element;
9139 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9140 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9141 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9142 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9147 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9148 Store[ax][ay+1] = element;
9149 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9150 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9151 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9152 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9157 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9158 element == EL_EXPANDABLE_STEELWALL_ANY)
9162 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9163 Store[ax-1][ay] = element;
9164 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9165 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9166 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9167 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9173 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9174 Store[ax+1][ay] = element;
9175 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9176 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9177 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9178 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9183 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9185 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9186 unten_massiv = TRUE;
9187 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9188 links_massiv = TRUE;
9189 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9190 rechts_massiv = TRUE;
9192 if (((oben_massiv && unten_massiv) ||
9193 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9194 ((links_massiv && rechts_massiv) ||
9195 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9196 Feld[ax][ay] = EL_STEELWALL;
9199 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9202 void CheckForDragon(int x, int y)
9205 boolean dragon_found = FALSE;
9206 static int xy[4][2] =
9214 for (i = 0; i < NUM_DIRECTIONS; i++)
9216 for (j = 0; j < 4; j++)
9218 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9220 if (IN_LEV_FIELD(xx, yy) &&
9221 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9223 if (Feld[xx][yy] == EL_DRAGON)
9224 dragon_found = TRUE;
9233 for (i = 0; i < NUM_DIRECTIONS; i++)
9235 for (j = 0; j < 3; j++)
9237 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9239 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9241 Feld[xx][yy] = EL_EMPTY;
9242 TEST_DrawLevelField(xx, yy);
9251 static void InitBuggyBase(int x, int y)
9253 int element = Feld[x][y];
9254 int activating_delay = FRAMES_PER_SECOND / 4;
9257 (element == EL_SP_BUGGY_BASE ?
9258 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9259 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9261 element == EL_SP_BUGGY_BASE_ACTIVE ?
9262 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9265 static void WarnBuggyBase(int x, int y)
9268 static int xy[4][2] =
9276 for (i = 0; i < NUM_DIRECTIONS; i++)
9278 int xx = x + xy[i][0];
9279 int yy = y + xy[i][1];
9281 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9283 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9290 static void InitTrap(int x, int y)
9292 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9295 static void ActivateTrap(int x, int y)
9297 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9300 static void ChangeActiveTrap(int x, int y)
9302 int graphic = IMG_TRAP_ACTIVE;
9304 /* if new animation frame was drawn, correct crumbled sand border */
9305 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9306 TEST_DrawLevelFieldCrumbled(x, y);
9309 static int getSpecialActionElement(int element, int number, int base_element)
9311 return (element != EL_EMPTY ? element :
9312 number != -1 ? base_element + number - 1 :
9316 static int getModifiedActionNumber(int value_old, int operator, int operand,
9317 int value_min, int value_max)
9319 int value_new = (operator == CA_MODE_SET ? operand :
9320 operator == CA_MODE_ADD ? value_old + operand :
9321 operator == CA_MODE_SUBTRACT ? value_old - operand :
9322 operator == CA_MODE_MULTIPLY ? value_old * operand :
9323 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9324 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9327 return (value_new < value_min ? value_min :
9328 value_new > value_max ? value_max :
9332 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9334 struct ElementInfo *ei = &element_info[element];
9335 struct ElementChangeInfo *change = &ei->change_page[page];
9336 int target_element = change->target_element;
9337 int action_type = change->action_type;
9338 int action_mode = change->action_mode;
9339 int action_arg = change->action_arg;
9340 int action_element = change->action_element;
9343 if (!change->has_action)
9346 /* ---------- determine action paramater values -------------------------- */
9348 int level_time_value =
9349 (level.time > 0 ? TimeLeft :
9352 int action_arg_element_raw =
9353 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9354 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9355 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9356 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9357 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9358 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9359 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9361 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9363 int action_arg_direction =
9364 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9365 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9366 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9367 change->actual_trigger_side :
9368 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9369 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9372 int action_arg_number_min =
9373 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9376 int action_arg_number_max =
9377 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9378 action_type == CA_SET_LEVEL_GEMS ? 999 :
9379 action_type == CA_SET_LEVEL_TIME ? 9999 :
9380 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9381 action_type == CA_SET_CE_VALUE ? 9999 :
9382 action_type == CA_SET_CE_SCORE ? 9999 :
9385 int action_arg_number_reset =
9386 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9387 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9388 action_type == CA_SET_LEVEL_TIME ? level.time :
9389 action_type == CA_SET_LEVEL_SCORE ? 0 :
9390 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9391 action_type == CA_SET_CE_SCORE ? 0 :
9394 int action_arg_number =
9395 (action_arg <= CA_ARG_MAX ? action_arg :
9396 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9397 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9398 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9399 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9400 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9401 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9402 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9403 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9404 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9405 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9406 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9407 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9408 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9409 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9410 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9411 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9412 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9413 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9414 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9415 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9416 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9419 int action_arg_number_old =
9420 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9421 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9422 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9423 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9424 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9427 int action_arg_number_new =
9428 getModifiedActionNumber(action_arg_number_old,
9429 action_mode, action_arg_number,
9430 action_arg_number_min, action_arg_number_max);
9432 int trigger_player_bits =
9433 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9434 change->actual_trigger_player_bits : change->trigger_player);
9436 int action_arg_player_bits =
9437 (action_arg >= CA_ARG_PLAYER_1 &&
9438 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9439 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9440 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9443 /* ---------- execute action -------------------------------------------- */
9445 switch (action_type)
9452 /* ---------- level actions ------------------------------------------- */
9454 case CA_RESTART_LEVEL:
9456 game.restart_level = TRUE;
9461 case CA_SHOW_ENVELOPE:
9463 int element = getSpecialActionElement(action_arg_element,
9464 action_arg_number, EL_ENVELOPE_1);
9466 if (IS_ENVELOPE(element))
9467 local_player->show_envelope = element;
9472 case CA_SET_LEVEL_TIME:
9474 if (level.time > 0) /* only modify limited time value */
9476 TimeLeft = action_arg_number_new;
9478 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9480 DisplayGameControlValues();
9482 if (!TimeLeft && setup.time_limit)
9483 for (i = 0; i < MAX_PLAYERS; i++)
9484 KillPlayer(&stored_player[i]);
9490 case CA_SET_LEVEL_SCORE:
9492 local_player->score = action_arg_number_new;
9494 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9496 DisplayGameControlValues();
9501 case CA_SET_LEVEL_GEMS:
9503 local_player->gems_still_needed = action_arg_number_new;
9505 game.snapshot.collected_item = TRUE;
9507 game_panel_controls[GAME_PANEL_GEMS].value =
9508 local_player->gems_still_needed;
9510 DisplayGameControlValues();
9515 case CA_SET_LEVEL_WIND:
9517 game.wind_direction = action_arg_direction;
9522 case CA_SET_LEVEL_RANDOM_SEED:
9524 /* ensure that setting a new random seed while playing is predictable */
9525 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9530 /* ---------- player actions ------------------------------------------ */
9532 case CA_MOVE_PLAYER:
9534 /* automatically move to the next field in specified direction */
9535 for (i = 0; i < MAX_PLAYERS; i++)
9536 if (trigger_player_bits & (1 << i))
9537 stored_player[i].programmed_action = action_arg_direction;
9542 case CA_EXIT_PLAYER:
9544 for (i = 0; i < MAX_PLAYERS; i++)
9545 if (action_arg_player_bits & (1 << i))
9546 PlayerWins(&stored_player[i]);
9551 case CA_KILL_PLAYER:
9553 for (i = 0; i < MAX_PLAYERS; i++)
9554 if (action_arg_player_bits & (1 << i))
9555 KillPlayer(&stored_player[i]);
9560 case CA_SET_PLAYER_KEYS:
9562 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9563 int element = getSpecialActionElement(action_arg_element,
9564 action_arg_number, EL_KEY_1);
9566 if (IS_KEY(element))
9568 for (i = 0; i < MAX_PLAYERS; i++)
9570 if (trigger_player_bits & (1 << i))
9572 stored_player[i].key[KEY_NR(element)] = key_state;
9574 DrawGameDoorValues();
9582 case CA_SET_PLAYER_SPEED:
9584 for (i = 0; i < MAX_PLAYERS; i++)
9586 if (trigger_player_bits & (1 << i))
9588 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9590 if (action_arg == CA_ARG_SPEED_FASTER &&
9591 stored_player[i].cannot_move)
9593 action_arg_number = STEPSIZE_VERY_SLOW;
9595 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9596 action_arg == CA_ARG_SPEED_FASTER)
9598 action_arg_number = 2;
9599 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9602 else if (action_arg == CA_ARG_NUMBER_RESET)
9604 action_arg_number = level.initial_player_stepsize[i];
9608 getModifiedActionNumber(move_stepsize,
9611 action_arg_number_min,
9612 action_arg_number_max);
9614 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9621 case CA_SET_PLAYER_SHIELD:
9623 for (i = 0; i < MAX_PLAYERS; i++)
9625 if (trigger_player_bits & (1 << i))
9627 if (action_arg == CA_ARG_SHIELD_OFF)
9629 stored_player[i].shield_normal_time_left = 0;
9630 stored_player[i].shield_deadly_time_left = 0;
9632 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9634 stored_player[i].shield_normal_time_left = 999999;
9636 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9638 stored_player[i].shield_normal_time_left = 999999;
9639 stored_player[i].shield_deadly_time_left = 999999;
9647 case CA_SET_PLAYER_GRAVITY:
9649 for (i = 0; i < MAX_PLAYERS; i++)
9651 if (trigger_player_bits & (1 << i))
9653 stored_player[i].gravity =
9654 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9655 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9656 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9657 stored_player[i].gravity);
9664 case CA_SET_PLAYER_ARTWORK:
9666 for (i = 0; i < MAX_PLAYERS; i++)
9668 if (trigger_player_bits & (1 << i))
9670 int artwork_element = action_arg_element;
9672 if (action_arg == CA_ARG_ELEMENT_RESET)
9674 (level.use_artwork_element[i] ? level.artwork_element[i] :
9675 stored_player[i].element_nr);
9677 if (stored_player[i].artwork_element != artwork_element)
9678 stored_player[i].Frame = 0;
9680 stored_player[i].artwork_element = artwork_element;
9682 SetPlayerWaiting(&stored_player[i], FALSE);
9684 /* set number of special actions for bored and sleeping animation */
9685 stored_player[i].num_special_action_bored =
9686 get_num_special_action(artwork_element,
9687 ACTION_BORING_1, ACTION_BORING_LAST);
9688 stored_player[i].num_special_action_sleeping =
9689 get_num_special_action(artwork_element,
9690 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9697 case CA_SET_PLAYER_INVENTORY:
9699 for (i = 0; i < MAX_PLAYERS; i++)
9701 struct PlayerInfo *player = &stored_player[i];
9704 if (trigger_player_bits & (1 << i))
9706 int inventory_element = action_arg_element;
9708 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9709 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9710 action_arg == CA_ARG_ELEMENT_ACTION)
9712 int element = inventory_element;
9713 int collect_count = element_info[element].collect_count_initial;
9715 if (!IS_CUSTOM_ELEMENT(element))
9718 if (collect_count == 0)
9719 player->inventory_infinite_element = element;
9721 for (k = 0; k < collect_count; k++)
9722 if (player->inventory_size < MAX_INVENTORY_SIZE)
9723 player->inventory_element[player->inventory_size++] =
9726 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9727 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9728 action_arg == CA_ARG_INVENTORY_RM_ACTION)
9730 if (player->inventory_infinite_element != EL_UNDEFINED &&
9731 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
9732 action_arg_element_raw))
9733 player->inventory_infinite_element = EL_UNDEFINED;
9735 for (k = 0, j = 0; j < player->inventory_size; j++)
9737 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
9738 action_arg_element_raw))
9739 player->inventory_element[k++] = player->inventory_element[j];
9742 player->inventory_size = k;
9744 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
9746 if (player->inventory_size > 0)
9748 for (j = 0; j < player->inventory_size - 1; j++)
9749 player->inventory_element[j] = player->inventory_element[j + 1];
9751 player->inventory_size--;
9754 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
9756 if (player->inventory_size > 0)
9757 player->inventory_size--;
9759 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
9761 player->inventory_infinite_element = EL_UNDEFINED;
9762 player->inventory_size = 0;
9764 else if (action_arg == CA_ARG_INVENTORY_RESET)
9766 player->inventory_infinite_element = EL_UNDEFINED;
9767 player->inventory_size = 0;
9769 if (level.use_initial_inventory[i])
9771 for (j = 0; j < level.initial_inventory_size[i]; j++)
9773 int element = level.initial_inventory_content[i][j];
9774 int collect_count = element_info[element].collect_count_initial;
9776 if (!IS_CUSTOM_ELEMENT(element))
9779 if (collect_count == 0)
9780 player->inventory_infinite_element = element;
9782 for (k = 0; k < collect_count; k++)
9783 if (player->inventory_size < MAX_INVENTORY_SIZE)
9784 player->inventory_element[player->inventory_size++] =
9795 /* ---------- CE actions ---------------------------------------------- */
9797 case CA_SET_CE_VALUE:
9799 int last_ce_value = CustomValue[x][y];
9801 CustomValue[x][y] = action_arg_number_new;
9803 if (CustomValue[x][y] != last_ce_value)
9805 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
9806 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
9808 if (CustomValue[x][y] == 0)
9810 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
9811 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
9818 case CA_SET_CE_SCORE:
9820 int last_ce_score = ei->collect_score;
9822 ei->collect_score = action_arg_number_new;
9824 if (ei->collect_score != last_ce_score)
9826 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
9827 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
9829 if (ei->collect_score == 0)
9833 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
9834 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
9837 This is a very special case that seems to be a mixture between
9838 CheckElementChange() and CheckTriggeredElementChange(): while
9839 the first one only affects single elements that are triggered
9840 directly, the second one affects multiple elements in the playfield
9841 that are triggered indirectly by another element. This is a third
9842 case: Changing the CE score always affects multiple identical CEs,
9843 so every affected CE must be checked, not only the single CE for
9844 which the CE score was changed in the first place (as every instance
9845 of that CE shares the same CE score, and therefore also can change)!
9847 SCAN_PLAYFIELD(xx, yy)
9849 if (Feld[xx][yy] == element)
9850 CheckElementChange(xx, yy, element, EL_UNDEFINED,
9851 CE_SCORE_GETS_ZERO);
9859 case CA_SET_CE_ARTWORK:
9861 int artwork_element = action_arg_element;
9862 boolean reset_frame = FALSE;
9865 if (action_arg == CA_ARG_ELEMENT_RESET)
9866 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
9869 if (ei->gfx_element != artwork_element)
9872 ei->gfx_element = artwork_element;
9874 SCAN_PLAYFIELD(xx, yy)
9876 if (Feld[xx][yy] == element)
9880 ResetGfxAnimation(xx, yy);
9881 ResetRandomAnimationValue(xx, yy);
9884 TEST_DrawLevelField(xx, yy);
9891 /* ---------- engine actions ------------------------------------------ */
9893 case CA_SET_ENGINE_SCAN_MODE:
9895 InitPlayfieldScanMode(action_arg);
9905 static void CreateFieldExt(int x, int y, int element, boolean is_change)
9907 int old_element = Feld[x][y];
9908 int new_element = GetElementFromGroupElement(element);
9909 int previous_move_direction = MovDir[x][y];
9910 int last_ce_value = CustomValue[x][y];
9911 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
9912 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
9913 boolean add_player_onto_element = (new_element_is_player &&
9914 new_element != EL_SOKOBAN_FIELD_PLAYER &&
9915 IS_WALKABLE(old_element));
9917 if (!add_player_onto_element)
9919 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
9920 RemoveMovingField(x, y);
9924 Feld[x][y] = new_element;
9926 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
9927 MovDir[x][y] = previous_move_direction;
9929 if (element_info[new_element].use_last_ce_value)
9930 CustomValue[x][y] = last_ce_value;
9932 InitField_WithBug1(x, y, FALSE);
9934 new_element = Feld[x][y]; /* element may have changed */
9936 ResetGfxAnimation(x, y);
9937 ResetRandomAnimationValue(x, y);
9939 TEST_DrawLevelField(x, y);
9941 if (GFX_CRUMBLED(new_element))
9942 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
9945 /* check if element under the player changes from accessible to unaccessible
9946 (needed for special case of dropping element which then changes) */
9947 /* (must be checked after creating new element for walkable group elements) */
9948 if (IS_PLAYER(x, y) && !player_explosion_protected &&
9949 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
9956 /* "ChangeCount" not set yet to allow "entered by player" change one time */
9957 if (new_element_is_player)
9958 RelocatePlayer(x, y, new_element);
9961 ChangeCount[x][y]++; /* count number of changes in the same frame */
9963 TestIfBadThingTouchesPlayer(x, y);
9964 TestIfPlayerTouchesCustomElement(x, y);
9965 TestIfElementTouchesCustomElement(x, y);
9968 static void CreateField(int x, int y, int element)
9970 CreateFieldExt(x, y, element, FALSE);
9973 static void CreateElementFromChange(int x, int y, int element)
9975 element = GET_VALID_RUNTIME_ELEMENT(element);
9977 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
9979 int old_element = Feld[x][y];
9981 /* prevent changed element from moving in same engine frame
9982 unless both old and new element can either fall or move */
9983 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
9984 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
9988 CreateFieldExt(x, y, element, TRUE);
9991 static boolean ChangeElement(int x, int y, int element, int page)
9993 struct ElementInfo *ei = &element_info[element];
9994 struct ElementChangeInfo *change = &ei->change_page[page];
9995 int ce_value = CustomValue[x][y];
9996 int ce_score = ei->collect_score;
9998 int old_element = Feld[x][y];
10000 /* always use default change event to prevent running into a loop */
10001 if (ChangeEvent[x][y] == -1)
10002 ChangeEvent[x][y] = CE_DELAY;
10004 if (ChangeEvent[x][y] == CE_DELAY)
10006 /* reset actual trigger element, trigger player and action element */
10007 change->actual_trigger_element = EL_EMPTY;
10008 change->actual_trigger_player = EL_EMPTY;
10009 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10010 change->actual_trigger_side = CH_SIDE_NONE;
10011 change->actual_trigger_ce_value = 0;
10012 change->actual_trigger_ce_score = 0;
10015 /* do not change elements more than a specified maximum number of changes */
10016 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10019 ChangeCount[x][y]++; /* count number of changes in the same frame */
10021 if (change->explode)
10028 if (change->use_target_content)
10030 boolean complete_replace = TRUE;
10031 boolean can_replace[3][3];
10034 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10037 boolean is_walkable;
10038 boolean is_diggable;
10039 boolean is_collectible;
10040 boolean is_removable;
10041 boolean is_destructible;
10042 int ex = x + xx - 1;
10043 int ey = y + yy - 1;
10044 int content_element = change->target_content.e[xx][yy];
10047 can_replace[xx][yy] = TRUE;
10049 if (ex == x && ey == y) /* do not check changing element itself */
10052 if (content_element == EL_EMPTY_SPACE)
10054 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10059 if (!IN_LEV_FIELD(ex, ey))
10061 can_replace[xx][yy] = FALSE;
10062 complete_replace = FALSE;
10069 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10070 e = MovingOrBlocked2Element(ex, ey);
10072 is_empty = (IS_FREE(ex, ey) ||
10073 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10075 is_walkable = (is_empty || IS_WALKABLE(e));
10076 is_diggable = (is_empty || IS_DIGGABLE(e));
10077 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10078 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10079 is_removable = (is_diggable || is_collectible);
10081 can_replace[xx][yy] =
10082 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10083 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10084 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10085 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10086 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10087 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10088 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10090 if (!can_replace[xx][yy])
10091 complete_replace = FALSE;
10094 if (!change->only_if_complete || complete_replace)
10096 boolean something_has_changed = FALSE;
10098 if (change->only_if_complete && change->use_random_replace &&
10099 RND(100) < change->random_percentage)
10102 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10104 int ex = x + xx - 1;
10105 int ey = y + yy - 1;
10106 int content_element;
10108 if (can_replace[xx][yy] && (!change->use_random_replace ||
10109 RND(100) < change->random_percentage))
10111 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10112 RemoveMovingField(ex, ey);
10114 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10116 content_element = change->target_content.e[xx][yy];
10117 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10118 ce_value, ce_score);
10120 CreateElementFromChange(ex, ey, target_element);
10122 something_has_changed = TRUE;
10124 /* for symmetry reasons, freeze newly created border elements */
10125 if (ex != x || ey != y)
10126 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10130 if (something_has_changed)
10132 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10133 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10139 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10140 ce_value, ce_score);
10142 if (element == EL_DIAGONAL_GROWING ||
10143 element == EL_DIAGONAL_SHRINKING)
10145 target_element = Store[x][y];
10147 Store[x][y] = EL_EMPTY;
10150 CreateElementFromChange(x, y, target_element);
10152 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10153 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10156 /* this uses direct change before indirect change */
10157 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10162 static void HandleElementChange(int x, int y, int page)
10164 int element = MovingOrBlocked2Element(x, y);
10165 struct ElementInfo *ei = &element_info[element];
10166 struct ElementChangeInfo *change = &ei->change_page[page];
10167 boolean handle_action_before_change = FALSE;
10170 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10171 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10174 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10175 x, y, element, element_info[element].token_name);
10176 printf("HandleElementChange(): This should never happen!\n");
10181 /* this can happen with classic bombs on walkable, changing elements */
10182 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10187 if (ChangeDelay[x][y] == 0) /* initialize element change */
10189 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10191 if (change->can_change)
10193 /* !!! not clear why graphic animation should be reset at all here !!! */
10194 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10195 /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */
10198 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10200 When using an animation frame delay of 1 (this only happens with
10201 "sp_zonk.moving.left/right" in the classic graphics), the default
10202 (non-moving) animation shows wrong animation frames (while the
10203 moving animation, like "sp_zonk.moving.left/right", is correct,
10204 so this graphical bug never shows up with the classic graphics).
10205 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10206 be drawn instead of the correct frames 0,1,2,3. This is caused by
10207 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10208 an element change: First when the change delay ("ChangeDelay[][]")
10209 counter has reached zero after decrementing, then a second time in
10210 the next frame (after "GfxFrame[][]" was already incremented) when
10211 "ChangeDelay[][]" is reset to the initial delay value again.
10213 This causes frame 0 to be drawn twice, while the last frame won't
10214 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10216 As some animations may already be cleverly designed around this bug
10217 (at least the "Snake Bite" snake tail animation does this), it cannot
10218 simply be fixed here without breaking such existing animations.
10219 Unfortunately, it cannot easily be detected if a graphics set was
10220 designed "before" or "after" the bug was fixed. As a workaround,
10221 a new graphics set option "game.graphics_engine_version" was added
10222 to be able to specify the game's major release version for which the
10223 graphics set was designed, which can then be used to decide if the
10224 bugfix should be used (version 4 and above) or not (version 3 or
10225 below, or if no version was specified at all, as with old sets).
10227 (The wrong/fixed animation frames can be tested with the test level set
10228 "test_gfxframe" and level "000", which contains a specially prepared
10229 custom element at level position (x/y) == (11/9) which uses the zonk
10230 animation mentioned above. Using "game.graphics_engine_version: 4"
10231 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10232 This can also be seen from the debug output for this test element.)
10235 /* when a custom element is about to change (for example by change delay),
10236 do not reset graphic animation when the custom element is moving */
10237 if (game.graphics_engine_version < 4 &&
10240 ResetGfxAnimation(x, y);
10241 ResetRandomAnimationValue(x, y);
10244 if (change->pre_change_function)
10245 change->pre_change_function(x, y);
10249 ChangeDelay[x][y]--;
10251 if (ChangeDelay[x][y] != 0) /* continue element change */
10253 if (change->can_change)
10255 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10257 if (IS_ANIMATED(graphic))
10258 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10260 if (change->change_function)
10261 change->change_function(x, y);
10264 else /* finish element change */
10266 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10268 page = ChangePage[x][y];
10269 ChangePage[x][y] = -1;
10271 change = &ei->change_page[page];
10274 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10276 ChangeDelay[x][y] = 1; /* try change after next move step */
10277 ChangePage[x][y] = page; /* remember page to use for change */
10282 /* special case: set new level random seed before changing element */
10283 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10284 handle_action_before_change = TRUE;
10286 if (change->has_action && handle_action_before_change)
10287 ExecuteCustomElementAction(x, y, element, page);
10289 if (change->can_change)
10291 if (ChangeElement(x, y, element, page))
10293 if (change->post_change_function)
10294 change->post_change_function(x, y);
10298 if (change->has_action && !handle_action_before_change)
10299 ExecuteCustomElementAction(x, y, element, page);
10303 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10304 int trigger_element,
10306 int trigger_player,
10310 boolean change_done_any = FALSE;
10311 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10314 if (!(trigger_events[trigger_element][trigger_event]))
10317 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10319 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10321 int element = EL_CUSTOM_START + i;
10322 boolean change_done = FALSE;
10325 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10326 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10329 for (p = 0; p < element_info[element].num_change_pages; p++)
10331 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10333 if (change->can_change_or_has_action &&
10334 change->has_event[trigger_event] &&
10335 change->trigger_side & trigger_side &&
10336 change->trigger_player & trigger_player &&
10337 change->trigger_page & trigger_page_bits &&
10338 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10340 change->actual_trigger_element = trigger_element;
10341 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10342 change->actual_trigger_player_bits = trigger_player;
10343 change->actual_trigger_side = trigger_side;
10344 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10345 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10347 if ((change->can_change && !change_done) || change->has_action)
10351 SCAN_PLAYFIELD(x, y)
10353 if (Feld[x][y] == element)
10355 if (change->can_change && !change_done)
10357 /* if element already changed in this frame, not only prevent
10358 another element change (checked in ChangeElement()), but
10359 also prevent additional element actions for this element */
10361 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10362 !level.use_action_after_change_bug)
10365 ChangeDelay[x][y] = 1;
10366 ChangeEvent[x][y] = trigger_event;
10368 HandleElementChange(x, y, p);
10370 else if (change->has_action)
10372 /* if element already changed in this frame, not only prevent
10373 another element change (checked in ChangeElement()), but
10374 also prevent additional element actions for this element */
10376 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10377 !level.use_action_after_change_bug)
10380 ExecuteCustomElementAction(x, y, element, p);
10381 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10386 if (change->can_change)
10388 change_done = TRUE;
10389 change_done_any = TRUE;
10396 RECURSION_LOOP_DETECTION_END();
10398 return change_done_any;
10401 static boolean CheckElementChangeExt(int x, int y,
10403 int trigger_element,
10405 int trigger_player,
10408 boolean change_done = FALSE;
10411 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10412 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10415 if (Feld[x][y] == EL_BLOCKED)
10417 Blocked2Moving(x, y, &x, &y);
10418 element = Feld[x][y];
10421 /* check if element has already changed or is about to change after moving */
10422 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10423 Feld[x][y] != element) ||
10425 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10426 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10427 ChangePage[x][y] != -1)))
10430 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10432 for (p = 0; p < element_info[element].num_change_pages; p++)
10434 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10436 /* check trigger element for all events where the element that is checked
10437 for changing interacts with a directly adjacent element -- this is
10438 different to element changes that affect other elements to change on the
10439 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10440 boolean check_trigger_element =
10441 (trigger_event == CE_TOUCHING_X ||
10442 trigger_event == CE_HITTING_X ||
10443 trigger_event == CE_HIT_BY_X ||
10444 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10446 if (change->can_change_or_has_action &&
10447 change->has_event[trigger_event] &&
10448 change->trigger_side & trigger_side &&
10449 change->trigger_player & trigger_player &&
10450 (!check_trigger_element ||
10451 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10453 change->actual_trigger_element = trigger_element;
10454 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10455 change->actual_trigger_player_bits = trigger_player;
10456 change->actual_trigger_side = trigger_side;
10457 change->actual_trigger_ce_value = CustomValue[x][y];
10458 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10460 /* special case: trigger element not at (x,y) position for some events */
10461 if (check_trigger_element)
10473 { 0, 0 }, { 0, 0 }, { 0, 0 },
10477 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10478 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10480 change->actual_trigger_ce_value = CustomValue[xx][yy];
10481 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10484 if (change->can_change && !change_done)
10486 ChangeDelay[x][y] = 1;
10487 ChangeEvent[x][y] = trigger_event;
10489 HandleElementChange(x, y, p);
10491 change_done = TRUE;
10493 else if (change->has_action)
10495 ExecuteCustomElementAction(x, y, element, p);
10496 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10501 RECURSION_LOOP_DETECTION_END();
10503 return change_done;
10506 static void PlayPlayerSound(struct PlayerInfo *player)
10508 int jx = player->jx, jy = player->jy;
10509 int sound_element = player->artwork_element;
10510 int last_action = player->last_action_waiting;
10511 int action = player->action_waiting;
10513 if (player->is_waiting)
10515 if (action != last_action)
10516 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10518 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10522 if (action != last_action)
10523 StopSound(element_info[sound_element].sound[last_action]);
10525 if (last_action == ACTION_SLEEPING)
10526 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10530 static void PlayAllPlayersSound()
10534 for (i = 0; i < MAX_PLAYERS; i++)
10535 if (stored_player[i].active)
10536 PlayPlayerSound(&stored_player[i]);
10539 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10541 boolean last_waiting = player->is_waiting;
10542 int move_dir = player->MovDir;
10544 player->dir_waiting = move_dir;
10545 player->last_action_waiting = player->action_waiting;
10549 if (!last_waiting) /* not waiting -> waiting */
10551 player->is_waiting = TRUE;
10553 player->frame_counter_bored =
10555 game.player_boring_delay_fixed +
10556 GetSimpleRandom(game.player_boring_delay_random);
10557 player->frame_counter_sleeping =
10559 game.player_sleeping_delay_fixed +
10560 GetSimpleRandom(game.player_sleeping_delay_random);
10562 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10565 if (game.player_sleeping_delay_fixed +
10566 game.player_sleeping_delay_random > 0 &&
10567 player->anim_delay_counter == 0 &&
10568 player->post_delay_counter == 0 &&
10569 FrameCounter >= player->frame_counter_sleeping)
10570 player->is_sleeping = TRUE;
10571 else if (game.player_boring_delay_fixed +
10572 game.player_boring_delay_random > 0 &&
10573 FrameCounter >= player->frame_counter_bored)
10574 player->is_bored = TRUE;
10576 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10577 player->is_bored ? ACTION_BORING :
10580 if (player->is_sleeping && player->use_murphy)
10582 /* special case for sleeping Murphy when leaning against non-free tile */
10584 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10585 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10586 !IS_MOVING(player->jx - 1, player->jy)))
10587 move_dir = MV_LEFT;
10588 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10589 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10590 !IS_MOVING(player->jx + 1, player->jy)))
10591 move_dir = MV_RIGHT;
10593 player->is_sleeping = FALSE;
10595 player->dir_waiting = move_dir;
10598 if (player->is_sleeping)
10600 if (player->num_special_action_sleeping > 0)
10602 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10604 int last_special_action = player->special_action_sleeping;
10605 int num_special_action = player->num_special_action_sleeping;
10606 int special_action =
10607 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10608 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10609 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10610 last_special_action + 1 : ACTION_SLEEPING);
10611 int special_graphic =
10612 el_act_dir2img(player->artwork_element, special_action, move_dir);
10614 player->anim_delay_counter =
10615 graphic_info[special_graphic].anim_delay_fixed +
10616 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10617 player->post_delay_counter =
10618 graphic_info[special_graphic].post_delay_fixed +
10619 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10621 player->special_action_sleeping = special_action;
10624 if (player->anim_delay_counter > 0)
10626 player->action_waiting = player->special_action_sleeping;
10627 player->anim_delay_counter--;
10629 else if (player->post_delay_counter > 0)
10631 player->post_delay_counter--;
10635 else if (player->is_bored)
10637 if (player->num_special_action_bored > 0)
10639 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10641 int special_action =
10642 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10643 int special_graphic =
10644 el_act_dir2img(player->artwork_element, special_action, move_dir);
10646 player->anim_delay_counter =
10647 graphic_info[special_graphic].anim_delay_fixed +
10648 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10649 player->post_delay_counter =
10650 graphic_info[special_graphic].post_delay_fixed +
10651 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10653 player->special_action_bored = special_action;
10656 if (player->anim_delay_counter > 0)
10658 player->action_waiting = player->special_action_bored;
10659 player->anim_delay_counter--;
10661 else if (player->post_delay_counter > 0)
10663 player->post_delay_counter--;
10668 else if (last_waiting) /* waiting -> not waiting */
10670 player->is_waiting = FALSE;
10671 player->is_bored = FALSE;
10672 player->is_sleeping = FALSE;
10674 player->frame_counter_bored = -1;
10675 player->frame_counter_sleeping = -1;
10677 player->anim_delay_counter = 0;
10678 player->post_delay_counter = 0;
10680 player->dir_waiting = player->MovDir;
10681 player->action_waiting = ACTION_DEFAULT;
10683 player->special_action_bored = ACTION_DEFAULT;
10684 player->special_action_sleeping = ACTION_DEFAULT;
10688 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10690 static boolean player_was_moving = FALSE;
10691 static boolean player_was_snapping = FALSE;
10692 static boolean player_was_dropping = FALSE;
10694 if ((!player->is_moving && player_was_moving) ||
10695 (player->MovPos == 0 && player_was_moving) ||
10696 (player->is_snapping && !player_was_snapping) ||
10697 (player->is_dropping && !player_was_dropping))
10699 if (!SaveEngineSnapshotToList())
10702 player_was_moving = FALSE;
10703 player_was_snapping = TRUE;
10704 player_was_dropping = TRUE;
10708 if (player->is_moving)
10709 player_was_moving = TRUE;
10711 if (!player->is_snapping)
10712 player_was_snapping = FALSE;
10714 if (!player->is_dropping)
10715 player_was_dropping = FALSE;
10719 static void CheckSingleStepMode(struct PlayerInfo *player)
10721 if (tape.single_step && tape.recording && !tape.pausing)
10723 /* as it is called "single step mode", just return to pause mode when the
10724 player stopped moving after one tile (or never starts moving at all) */
10725 if (!player->is_moving && !player->is_pushing)
10727 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10728 SnapField(player, 0, 0); /* stop snapping */
10732 CheckSaveEngineSnapshot(player);
10735 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10737 int left = player_action & JOY_LEFT;
10738 int right = player_action & JOY_RIGHT;
10739 int up = player_action & JOY_UP;
10740 int down = player_action & JOY_DOWN;
10741 int button1 = player_action & JOY_BUTTON_1;
10742 int button2 = player_action & JOY_BUTTON_2;
10743 int dx = (left ? -1 : right ? 1 : 0);
10744 int dy = (up ? -1 : down ? 1 : 0);
10746 if (!player->active || tape.pausing)
10752 SnapField(player, dx, dy);
10756 DropElement(player);
10758 MovePlayer(player, dx, dy);
10761 CheckSingleStepMode(player);
10763 SetPlayerWaiting(player, FALSE);
10765 return player_action;
10769 /* no actions for this player (no input at player's configured device) */
10771 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
10772 SnapField(player, 0, 0);
10773 CheckGravityMovementWhenNotMoving(player);
10775 if (player->MovPos == 0)
10776 SetPlayerWaiting(player, TRUE);
10778 if (player->MovPos == 0) /* needed for tape.playing */
10779 player->is_moving = FALSE;
10781 player->is_dropping = FALSE;
10782 player->is_dropping_pressed = FALSE;
10783 player->drop_pressed_delay = 0;
10785 CheckSingleStepMode(player);
10791 static void CheckLevelTime()
10795 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
10796 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10798 if (level.native_em_level->lev->home == 0) /* all players at home */
10800 PlayerWins(local_player);
10802 AllPlayersGone = TRUE;
10804 level.native_em_level->lev->home = -1;
10807 if (level.native_em_level->ply[0]->alive == 0 &&
10808 level.native_em_level->ply[1]->alive == 0 &&
10809 level.native_em_level->ply[2]->alive == 0 &&
10810 level.native_em_level->ply[3]->alive == 0) /* all dead */
10811 AllPlayersGone = TRUE;
10813 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
10815 if (game_sp.LevelSolved &&
10816 !game_sp.GameOver) /* game won */
10818 PlayerWins(local_player);
10820 game_sp.GameOver = TRUE;
10822 AllPlayersGone = TRUE;
10825 if (game_sp.GameOver) /* game lost */
10826 AllPlayersGone = TRUE;
10829 if (TimeFrames >= FRAMES_PER_SECOND)
10834 for (i = 0; i < MAX_PLAYERS; i++)
10836 struct PlayerInfo *player = &stored_player[i];
10838 if (SHIELD_ON(player))
10840 player->shield_normal_time_left--;
10842 if (player->shield_deadly_time_left > 0)
10843 player->shield_deadly_time_left--;
10847 if (!local_player->LevelSolved && !level.use_step_counter)
10855 if (TimeLeft <= 10 && setup.time_limit)
10856 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
10858 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
10859 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
10861 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10863 if (!TimeLeft && setup.time_limit)
10865 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10866 level.native_em_level->lev->killed_out_of_time = TRUE;
10868 for (i = 0; i < MAX_PLAYERS; i++)
10869 KillPlayer(&stored_player[i]);
10872 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
10874 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
10877 level.native_em_level->lev->time =
10878 (game.no_time_limit ? TimePlayed : TimeLeft);
10881 if (tape.recording || tape.playing)
10882 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
10885 if (tape.recording || tape.playing)
10886 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
10888 UpdateAndDisplayGameControlValues();
10891 void AdvanceFrameAndPlayerCounters(int player_nr)
10895 /* advance frame counters (global frame counter and time frame counter) */
10899 /* advance player counters (counters for move delay, move animation etc.) */
10900 for (i = 0; i < MAX_PLAYERS; i++)
10902 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
10903 int move_delay_value = stored_player[i].move_delay_value;
10904 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
10906 if (!advance_player_counters) /* not all players may be affected */
10909 if (move_frames == 0) /* less than one move per game frame */
10911 int stepsize = TILEX / move_delay_value;
10912 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
10913 int count = (stored_player[i].is_moving ?
10914 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
10916 if (count % delay == 0)
10920 stored_player[i].Frame += move_frames;
10922 if (stored_player[i].MovPos != 0)
10923 stored_player[i].StepFrame += move_frames;
10925 if (stored_player[i].move_delay > 0)
10926 stored_player[i].move_delay--;
10928 /* due to bugs in previous versions, counter must count up, not down */
10929 if (stored_player[i].push_delay != -1)
10930 stored_player[i].push_delay++;
10932 if (stored_player[i].drop_delay > 0)
10933 stored_player[i].drop_delay--;
10935 if (stored_player[i].is_dropping_pressed)
10936 stored_player[i].drop_pressed_delay++;
10940 void StartGameActions(boolean init_network_game, boolean record_tape,
10943 unsigned int new_random_seed = InitRND(random_seed);
10946 TapeStartRecording(new_random_seed);
10948 #if defined(NETWORK_AVALIABLE)
10949 if (init_network_game)
10951 SendToServer_StartPlaying();
10963 static unsigned int game_frame_delay = 0;
10965 unsigned int game_frame_delay_value;
10966 byte *recorded_player_action;
10967 byte summarized_player_action = 0;
10968 byte tape_action[MAX_PLAYERS];
10971 /* detect endless loops, caused by custom element programming */
10972 if (recursion_loop_detected && recursion_loop_depth == 0)
10974 char *message = getStringCat3("Internal Error! Element ",
10975 EL_NAME(recursion_loop_element),
10976 " caused endless loop! Quit the game?");
10978 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
10979 EL_NAME(recursion_loop_element));
10981 RequestQuitGameExt(FALSE, level_editor_test_game, message);
10983 recursion_loop_detected = FALSE; /* if game should be continued */
10990 if (game.restart_level)
10991 StartGameActions(options.network, setup.autorecord, level.random_seed);
10993 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
10994 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10996 if (level.native_em_level->lev->home == 0) /* all players at home */
10998 PlayerWins(local_player);
11000 AllPlayersGone = TRUE;
11002 level.native_em_level->lev->home = -1;
11005 if (level.native_em_level->ply[0]->alive == 0 &&
11006 level.native_em_level->ply[1]->alive == 0 &&
11007 level.native_em_level->ply[2]->alive == 0 &&
11008 level.native_em_level->ply[3]->alive == 0) /* all dead */
11009 AllPlayersGone = TRUE;
11011 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11013 if (game_sp.LevelSolved &&
11014 !game_sp.GameOver) /* game won */
11016 PlayerWins(local_player);
11018 game_sp.GameOver = TRUE;
11020 AllPlayersGone = TRUE;
11023 if (game_sp.GameOver) /* game lost */
11024 AllPlayersGone = TRUE;
11027 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11030 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11033 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11036 game_frame_delay_value =
11037 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11039 if (tape.playing && tape.warp_forward && !tape.pausing)
11040 game_frame_delay_value = 0;
11042 SetVideoFrameDelay(game_frame_delay_value);
11046 /* ---------- main game synchronization point ---------- */
11048 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11050 printf("::: skip == %d\n", skip);
11053 /* ---------- main game synchronization point ---------- */
11055 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11059 if (network_playing && !network_player_action_received)
11061 /* try to get network player actions in time */
11063 #if defined(NETWORK_AVALIABLE)
11064 /* last chance to get network player actions without main loop delay */
11065 HandleNetworking();
11068 /* game was quit by network peer */
11069 if (game_status != GAME_MODE_PLAYING)
11072 if (!network_player_action_received)
11073 return; /* failed to get network player actions in time */
11075 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11081 /* at this point we know that we really continue executing the game */
11083 network_player_action_received = FALSE;
11085 /* when playing tape, read previously recorded player input from tape data */
11086 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11088 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11092 if (tape.set_centered_player)
11094 game.centered_player_nr_next = tape.centered_player_nr_next;
11095 game.set_centered_player = TRUE;
11098 for (i = 0; i < MAX_PLAYERS; i++)
11100 summarized_player_action |= stored_player[i].action;
11102 if (!network_playing && (game.team_mode || tape.playing))
11103 stored_player[i].effective_action = stored_player[i].action;
11106 #if defined(NETWORK_AVALIABLE)
11107 if (network_playing)
11108 SendToServer_MovePlayer(summarized_player_action);
11111 // summarize all actions at local players mapped input device position
11112 // (this allows using different input devices in single player mode)
11113 if (!options.network && !game.team_mode)
11114 stored_player[map_player_action[local_player->index_nr]].effective_action =
11115 summarized_player_action;
11117 if (tape.recording &&
11119 setup.input_on_focus &&
11120 game.centered_player_nr != -1)
11122 for (i = 0; i < MAX_PLAYERS; i++)
11123 stored_player[i].effective_action =
11124 (i == game.centered_player_nr ? summarized_player_action : 0);
11127 if (recorded_player_action != NULL)
11128 for (i = 0; i < MAX_PLAYERS; i++)
11129 stored_player[i].effective_action = recorded_player_action[i];
11131 for (i = 0; i < MAX_PLAYERS; i++)
11133 tape_action[i] = stored_player[i].effective_action;
11135 /* (this may happen in the RND game engine if a player was not present on
11136 the playfield on level start, but appeared later from a custom element */
11137 if (setup.team_mode &&
11140 !tape.player_participates[i])
11141 tape.player_participates[i] = TRUE;
11144 /* only record actions from input devices, but not programmed actions */
11145 if (tape.recording)
11146 TapeRecordAction(tape_action);
11148 #if USE_NEW_PLAYER_ASSIGNMENTS
11149 // !!! also map player actions in single player mode !!!
11150 // if (game.team_mode)
11153 byte mapped_action[MAX_PLAYERS];
11155 #if DEBUG_PLAYER_ACTIONS
11157 for (i = 0; i < MAX_PLAYERS; i++)
11158 printf(" %d, ", stored_player[i].effective_action);
11161 for (i = 0; i < MAX_PLAYERS; i++)
11162 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11164 for (i = 0; i < MAX_PLAYERS; i++)
11165 stored_player[i].effective_action = mapped_action[i];
11167 #if DEBUG_PLAYER_ACTIONS
11169 for (i = 0; i < MAX_PLAYERS; i++)
11170 printf(" %d, ", stored_player[i].effective_action);
11174 #if DEBUG_PLAYER_ACTIONS
11178 for (i = 0; i < MAX_PLAYERS; i++)
11179 printf(" %d, ", stored_player[i].effective_action);
11185 for (i = 0; i < MAX_PLAYERS; i++)
11187 // allow engine snapshot in case of changed movement attempt
11188 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11189 (stored_player[i].effective_action & KEY_MOTION))
11190 game.snapshot.changed_action = TRUE;
11192 // allow engine snapshot in case of snapping/dropping attempt
11193 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11194 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11195 game.snapshot.changed_action = TRUE;
11197 game.snapshot.last_action[i] = stored_player[i].effective_action;
11200 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11202 GameActions_EM_Main();
11204 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11206 GameActions_SP_Main();
11210 GameActions_RND_Main();
11213 BlitScreenToBitmap(backbuffer);
11217 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11219 if (options.debug) /* calculate frames per second */
11221 static unsigned int fps_counter = 0;
11222 static int fps_frames = 0;
11223 unsigned int fps_delay_ms = Counter() - fps_counter;
11227 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
11229 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11232 fps_counter = Counter();
11235 redraw_mask |= REDRAW_FPS;
11239 void GameActions_EM_Main()
11241 byte effective_action[MAX_PLAYERS];
11242 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11245 for (i = 0; i < MAX_PLAYERS; i++)
11246 effective_action[i] = stored_player[i].effective_action;
11248 GameActions_EM(effective_action, warp_mode);
11251 void GameActions_SP_Main()
11253 byte effective_action[MAX_PLAYERS];
11254 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11257 for (i = 0; i < MAX_PLAYERS; i++)
11258 effective_action[i] = stored_player[i].effective_action;
11260 GameActions_SP(effective_action, warp_mode);
11263 void GameActions_RND_Main()
11268 void GameActions_RND()
11270 int magic_wall_x = 0, magic_wall_y = 0;
11271 int i, x, y, element, graphic;
11273 InitPlayfieldScanModeVars();
11275 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11277 SCAN_PLAYFIELD(x, y)
11279 ChangeCount[x][y] = 0;
11280 ChangeEvent[x][y] = -1;
11284 if (game.set_centered_player)
11286 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11288 /* switching to "all players" only possible if all players fit to screen */
11289 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11291 game.centered_player_nr_next = game.centered_player_nr;
11292 game.set_centered_player = FALSE;
11295 /* do not switch focus to non-existing (or non-active) player */
11296 if (game.centered_player_nr_next >= 0 &&
11297 !stored_player[game.centered_player_nr_next].active)
11299 game.centered_player_nr_next = game.centered_player_nr;
11300 game.set_centered_player = FALSE;
11304 if (game.set_centered_player &&
11305 ScreenMovPos == 0) /* screen currently aligned at tile position */
11309 if (game.centered_player_nr_next == -1)
11311 setScreenCenteredToAllPlayers(&sx, &sy);
11315 sx = stored_player[game.centered_player_nr_next].jx;
11316 sy = stored_player[game.centered_player_nr_next].jy;
11319 game.centered_player_nr = game.centered_player_nr_next;
11320 game.set_centered_player = FALSE;
11322 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11323 DrawGameDoorValues();
11326 for (i = 0; i < MAX_PLAYERS; i++)
11328 int actual_player_action = stored_player[i].effective_action;
11331 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11332 - rnd_equinox_tetrachloride 048
11333 - rnd_equinox_tetrachloride_ii 096
11334 - rnd_emanuel_schmieg 002
11335 - doctor_sloan_ww 001, 020
11337 if (stored_player[i].MovPos == 0)
11338 CheckGravityMovement(&stored_player[i]);
11341 /* overwrite programmed action with tape action */
11342 if (stored_player[i].programmed_action)
11343 actual_player_action = stored_player[i].programmed_action;
11345 PlayerActions(&stored_player[i], actual_player_action);
11347 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11350 ScrollScreen(NULL, SCROLL_GO_ON);
11352 /* for backwards compatibility, the following code emulates a fixed bug that
11353 occured when pushing elements (causing elements that just made their last
11354 pushing step to already (if possible) make their first falling step in the
11355 same game frame, which is bad); this code is also needed to use the famous
11356 "spring push bug" which is used in older levels and might be wanted to be
11357 used also in newer levels, but in this case the buggy pushing code is only
11358 affecting the "spring" element and no other elements */
11360 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11362 for (i = 0; i < MAX_PLAYERS; i++)
11364 struct PlayerInfo *player = &stored_player[i];
11365 int x = player->jx;
11366 int y = player->jy;
11368 if (player->active && player->is_pushing && player->is_moving &&
11370 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11371 Feld[x][y] == EL_SPRING))
11373 ContinueMoving(x, y);
11375 /* continue moving after pushing (this is actually a bug) */
11376 if (!IS_MOVING(x, y))
11377 Stop[x][y] = FALSE;
11382 SCAN_PLAYFIELD(x, y)
11384 ChangeCount[x][y] = 0;
11385 ChangeEvent[x][y] = -1;
11387 /* this must be handled before main playfield loop */
11388 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11391 if (MovDelay[x][y] <= 0)
11395 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11398 if (MovDelay[x][y] <= 0)
11401 TEST_DrawLevelField(x, y);
11403 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11408 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11410 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11411 printf("GameActions(): This should never happen!\n");
11413 ChangePage[x][y] = -1;
11417 Stop[x][y] = FALSE;
11418 if (WasJustMoving[x][y] > 0)
11419 WasJustMoving[x][y]--;
11420 if (WasJustFalling[x][y] > 0)
11421 WasJustFalling[x][y]--;
11422 if (CheckCollision[x][y] > 0)
11423 CheckCollision[x][y]--;
11424 if (CheckImpact[x][y] > 0)
11425 CheckImpact[x][y]--;
11429 /* reset finished pushing action (not done in ContinueMoving() to allow
11430 continuous pushing animation for elements with zero push delay) */
11431 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11433 ResetGfxAnimation(x, y);
11434 TEST_DrawLevelField(x, y);
11438 if (IS_BLOCKED(x, y))
11442 Blocked2Moving(x, y, &oldx, &oldy);
11443 if (!IS_MOVING(oldx, oldy))
11445 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11446 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11447 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11448 printf("GameActions(): This should never happen!\n");
11454 SCAN_PLAYFIELD(x, y)
11456 element = Feld[x][y];
11457 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11459 ResetGfxFrame(x, y, TRUE);
11461 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11462 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11463 ResetRandomAnimationValue(x, y);
11465 SetRandomAnimationValue(x, y);
11467 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11469 if (IS_INACTIVE(element))
11471 if (IS_ANIMATED(graphic))
11472 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11477 /* this may take place after moving, so 'element' may have changed */
11478 if (IS_CHANGING(x, y) &&
11479 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11481 int page = element_info[element].event_page_nr[CE_DELAY];
11483 HandleElementChange(x, y, page);
11485 element = Feld[x][y];
11486 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11489 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11493 element = Feld[x][y];
11494 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11496 if (IS_ANIMATED(graphic) &&
11497 !IS_MOVING(x, y) &&
11499 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11501 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11502 TEST_DrawTwinkleOnField(x, y);
11504 else if ((element == EL_ACID ||
11505 element == EL_EXIT_OPEN ||
11506 element == EL_EM_EXIT_OPEN ||
11507 element == EL_SP_EXIT_OPEN ||
11508 element == EL_STEEL_EXIT_OPEN ||
11509 element == EL_EM_STEEL_EXIT_OPEN ||
11510 element == EL_SP_TERMINAL ||
11511 element == EL_SP_TERMINAL_ACTIVE ||
11512 element == EL_EXTRA_TIME ||
11513 element == EL_SHIELD_NORMAL ||
11514 element == EL_SHIELD_DEADLY) &&
11515 IS_ANIMATED(graphic))
11516 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11517 else if (IS_MOVING(x, y))
11518 ContinueMoving(x, y);
11519 else if (IS_ACTIVE_BOMB(element))
11520 CheckDynamite(x, y);
11521 else if (element == EL_AMOEBA_GROWING)
11522 AmoebeWaechst(x, y);
11523 else if (element == EL_AMOEBA_SHRINKING)
11524 AmoebaDisappearing(x, y);
11526 #if !USE_NEW_AMOEBA_CODE
11527 else if (IS_AMOEBALIVE(element))
11528 AmoebeAbleger(x, y);
11531 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11533 else if (element == EL_EXIT_CLOSED)
11535 else if (element == EL_EM_EXIT_CLOSED)
11537 else if (element == EL_STEEL_EXIT_CLOSED)
11538 CheckExitSteel(x, y);
11539 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11540 CheckExitSteelEM(x, y);
11541 else if (element == EL_SP_EXIT_CLOSED)
11543 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11544 element == EL_EXPANDABLE_STEELWALL_GROWING)
11545 MauerWaechst(x, y);
11546 else if (element == EL_EXPANDABLE_WALL ||
11547 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11548 element == EL_EXPANDABLE_WALL_VERTICAL ||
11549 element == EL_EXPANDABLE_WALL_ANY ||
11550 element == EL_BD_EXPANDABLE_WALL)
11551 MauerAbleger(x, y);
11552 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11553 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11554 element == EL_EXPANDABLE_STEELWALL_ANY)
11555 MauerAblegerStahl(x, y);
11556 else if (element == EL_FLAMES)
11557 CheckForDragon(x, y);
11558 else if (element == EL_EXPLOSION)
11559 ; /* drawing of correct explosion animation is handled separately */
11560 else if (element == EL_ELEMENT_SNAPPING ||
11561 element == EL_DIAGONAL_SHRINKING ||
11562 element == EL_DIAGONAL_GROWING)
11564 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11566 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11568 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11569 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11571 if (IS_BELT_ACTIVE(element))
11572 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11574 if (game.magic_wall_active)
11576 int jx = local_player->jx, jy = local_player->jy;
11578 /* play the element sound at the position nearest to the player */
11579 if ((element == EL_MAGIC_WALL_FULL ||
11580 element == EL_MAGIC_WALL_ACTIVE ||
11581 element == EL_MAGIC_WALL_EMPTYING ||
11582 element == EL_BD_MAGIC_WALL_FULL ||
11583 element == EL_BD_MAGIC_WALL_ACTIVE ||
11584 element == EL_BD_MAGIC_WALL_EMPTYING ||
11585 element == EL_DC_MAGIC_WALL_FULL ||
11586 element == EL_DC_MAGIC_WALL_ACTIVE ||
11587 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11588 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11596 #if USE_NEW_AMOEBA_CODE
11597 /* new experimental amoeba growth stuff */
11598 if (!(FrameCounter % 8))
11600 static unsigned int random = 1684108901;
11602 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11604 x = RND(lev_fieldx);
11605 y = RND(lev_fieldy);
11606 element = Feld[x][y];
11608 if (!IS_PLAYER(x,y) &&
11609 (element == EL_EMPTY ||
11610 CAN_GROW_INTO(element) ||
11611 element == EL_QUICKSAND_EMPTY ||
11612 element == EL_QUICKSAND_FAST_EMPTY ||
11613 element == EL_ACID_SPLASH_LEFT ||
11614 element == EL_ACID_SPLASH_RIGHT))
11616 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11617 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11618 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11619 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11620 Feld[x][y] = EL_AMOEBA_DROP;
11623 random = random * 129 + 1;
11628 game.explosions_delayed = FALSE;
11630 SCAN_PLAYFIELD(x, y)
11632 element = Feld[x][y];
11634 if (ExplodeField[x][y])
11635 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11636 else if (element == EL_EXPLOSION)
11637 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11639 ExplodeField[x][y] = EX_TYPE_NONE;
11642 game.explosions_delayed = TRUE;
11644 if (game.magic_wall_active)
11646 if (!(game.magic_wall_time_left % 4))
11648 int element = Feld[magic_wall_x][magic_wall_y];
11650 if (element == EL_BD_MAGIC_WALL_FULL ||
11651 element == EL_BD_MAGIC_WALL_ACTIVE ||
11652 element == EL_BD_MAGIC_WALL_EMPTYING)
11653 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
11654 else if (element == EL_DC_MAGIC_WALL_FULL ||
11655 element == EL_DC_MAGIC_WALL_ACTIVE ||
11656 element == EL_DC_MAGIC_WALL_EMPTYING)
11657 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
11659 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
11662 if (game.magic_wall_time_left > 0)
11664 game.magic_wall_time_left--;
11666 if (!game.magic_wall_time_left)
11668 SCAN_PLAYFIELD(x, y)
11670 element = Feld[x][y];
11672 if (element == EL_MAGIC_WALL_ACTIVE ||
11673 element == EL_MAGIC_WALL_FULL)
11675 Feld[x][y] = EL_MAGIC_WALL_DEAD;
11676 TEST_DrawLevelField(x, y);
11678 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
11679 element == EL_BD_MAGIC_WALL_FULL)
11681 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
11682 TEST_DrawLevelField(x, y);
11684 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
11685 element == EL_DC_MAGIC_WALL_FULL)
11687 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
11688 TEST_DrawLevelField(x, y);
11692 game.magic_wall_active = FALSE;
11697 if (game.light_time_left > 0)
11699 game.light_time_left--;
11701 if (game.light_time_left == 0)
11702 RedrawAllLightSwitchesAndInvisibleElements();
11705 if (game.timegate_time_left > 0)
11707 game.timegate_time_left--;
11709 if (game.timegate_time_left == 0)
11710 CloseAllOpenTimegates();
11713 if (game.lenses_time_left > 0)
11715 game.lenses_time_left--;
11717 if (game.lenses_time_left == 0)
11718 RedrawAllInvisibleElementsForLenses();
11721 if (game.magnify_time_left > 0)
11723 game.magnify_time_left--;
11725 if (game.magnify_time_left == 0)
11726 RedrawAllInvisibleElementsForMagnifier();
11729 for (i = 0; i < MAX_PLAYERS; i++)
11731 struct PlayerInfo *player = &stored_player[i];
11733 if (SHIELD_ON(player))
11735 if (player->shield_deadly_time_left)
11736 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
11737 else if (player->shield_normal_time_left)
11738 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
11742 #if USE_DELAYED_GFX_REDRAW
11743 SCAN_PLAYFIELD(x, y)
11745 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
11747 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
11748 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
11750 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
11751 DrawLevelField(x, y);
11753 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
11754 DrawLevelFieldCrumbled(x, y);
11756 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
11757 DrawLevelFieldCrumbledNeighbours(x, y);
11759 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
11760 DrawTwinkleOnField(x, y);
11763 GfxRedraw[x][y] = GFX_REDRAW_NONE;
11768 PlayAllPlayersSound();
11770 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
11772 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
11774 local_player->show_envelope = 0;
11777 /* use random number generator in every frame to make it less predictable */
11778 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
11782 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
11784 int min_x = x, min_y = y, max_x = x, max_y = y;
11787 for (i = 0; i < MAX_PLAYERS; i++)
11789 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11791 if (!stored_player[i].active || &stored_player[i] == player)
11794 min_x = MIN(min_x, jx);
11795 min_y = MIN(min_y, jy);
11796 max_x = MAX(max_x, jx);
11797 max_y = MAX(max_y, jy);
11800 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
11803 static boolean AllPlayersInVisibleScreen()
11807 for (i = 0; i < MAX_PLAYERS; i++)
11809 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11811 if (!stored_player[i].active)
11814 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
11821 void ScrollLevel(int dx, int dy)
11823 int scroll_offset = 2 * TILEX_VAR;
11826 BlitBitmap(drawto_field, drawto_field,
11827 FX + TILEX_VAR * (dx == -1) - scroll_offset,
11828 FY + TILEY_VAR * (dy == -1) - scroll_offset,
11829 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
11830 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
11831 FX + TILEX_VAR * (dx == 1) - scroll_offset,
11832 FY + TILEY_VAR * (dy == 1) - scroll_offset);
11836 x = (dx == 1 ? BX1 : BX2);
11837 for (y = BY1; y <= BY2; y++)
11838 DrawScreenField(x, y);
11843 y = (dy == 1 ? BY1 : BY2);
11844 for (x = BX1; x <= BX2; x++)
11845 DrawScreenField(x, y);
11848 redraw_mask |= REDRAW_FIELD;
11851 static boolean canFallDown(struct PlayerInfo *player)
11853 int jx = player->jx, jy = player->jy;
11855 return (IN_LEV_FIELD(jx, jy + 1) &&
11856 (IS_FREE(jx, jy + 1) ||
11857 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
11858 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
11859 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
11862 static boolean canPassField(int x, int y, int move_dir)
11864 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11865 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11866 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11867 int nextx = x + dx;
11868 int nexty = y + dy;
11869 int element = Feld[x][y];
11871 return (IS_PASSABLE_FROM(element, opposite_dir) &&
11872 !CAN_MOVE(element) &&
11873 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
11874 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
11875 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
11878 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
11880 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11881 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11882 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11886 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
11887 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
11888 (IS_DIGGABLE(Feld[newx][newy]) ||
11889 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
11890 canPassField(newx, newy, move_dir)));
11893 static void CheckGravityMovement(struct PlayerInfo *player)
11895 if (player->gravity && !player->programmed_action)
11897 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
11898 int move_dir_vertical = player->effective_action & MV_VERTICAL;
11899 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
11900 int jx = player->jx, jy = player->jy;
11901 boolean player_is_moving_to_valid_field =
11902 (!player_is_snapping &&
11903 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
11904 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
11905 boolean player_can_fall_down = canFallDown(player);
11907 if (player_can_fall_down &&
11908 !player_is_moving_to_valid_field)
11909 player->programmed_action = MV_DOWN;
11913 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
11915 return CheckGravityMovement(player);
11917 if (player->gravity && !player->programmed_action)
11919 int jx = player->jx, jy = player->jy;
11920 boolean field_under_player_is_free =
11921 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
11922 boolean player_is_standing_on_valid_field =
11923 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
11924 (IS_WALKABLE(Feld[jx][jy]) &&
11925 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
11927 if (field_under_player_is_free && !player_is_standing_on_valid_field)
11928 player->programmed_action = MV_DOWN;
11933 MovePlayerOneStep()
11934 -----------------------------------------------------------------------------
11935 dx, dy: direction (non-diagonal) to try to move the player to
11936 real_dx, real_dy: direction as read from input device (can be diagonal)
11939 boolean MovePlayerOneStep(struct PlayerInfo *player,
11940 int dx, int dy, int real_dx, int real_dy)
11942 int jx = player->jx, jy = player->jy;
11943 int new_jx = jx + dx, new_jy = jy + dy;
11945 boolean player_can_move = !player->cannot_move;
11947 if (!player->active || (!dx && !dy))
11948 return MP_NO_ACTION;
11950 player->MovDir = (dx < 0 ? MV_LEFT :
11951 dx > 0 ? MV_RIGHT :
11953 dy > 0 ? MV_DOWN : MV_NONE);
11955 if (!IN_LEV_FIELD(new_jx, new_jy))
11956 return MP_NO_ACTION;
11958 if (!player_can_move)
11960 if (player->MovPos == 0)
11962 player->is_moving = FALSE;
11963 player->is_digging = FALSE;
11964 player->is_collecting = FALSE;
11965 player->is_snapping = FALSE;
11966 player->is_pushing = FALSE;
11970 if (!options.network && game.centered_player_nr == -1 &&
11971 !AllPlayersInSight(player, new_jx, new_jy))
11972 return MP_NO_ACTION;
11974 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
11975 if (can_move != MP_MOVING)
11978 /* check if DigField() has caused relocation of the player */
11979 if (player->jx != jx || player->jy != jy)
11980 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
11982 StorePlayer[jx][jy] = 0;
11983 player->last_jx = jx;
11984 player->last_jy = jy;
11985 player->jx = new_jx;
11986 player->jy = new_jy;
11987 StorePlayer[new_jx][new_jy] = player->element_nr;
11989 if (player->move_delay_value_next != -1)
11991 player->move_delay_value = player->move_delay_value_next;
11992 player->move_delay_value_next = -1;
11996 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
11998 player->step_counter++;
12000 PlayerVisit[jx][jy] = FrameCounter;
12002 player->is_moving = TRUE;
12005 /* should better be called in MovePlayer(), but this breaks some tapes */
12006 ScrollPlayer(player, SCROLL_INIT);
12012 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12014 int jx = player->jx, jy = player->jy;
12015 int old_jx = jx, old_jy = jy;
12016 int moved = MP_NO_ACTION;
12018 if (!player->active)
12023 if (player->MovPos == 0)
12025 player->is_moving = FALSE;
12026 player->is_digging = FALSE;
12027 player->is_collecting = FALSE;
12028 player->is_snapping = FALSE;
12029 player->is_pushing = FALSE;
12035 if (player->move_delay > 0)
12038 player->move_delay = -1; /* set to "uninitialized" value */
12040 /* store if player is automatically moved to next field */
12041 player->is_auto_moving = (player->programmed_action != MV_NONE);
12043 /* remove the last programmed player action */
12044 player->programmed_action = 0;
12046 if (player->MovPos)
12048 /* should only happen if pre-1.2 tape recordings are played */
12049 /* this is only for backward compatibility */
12051 int original_move_delay_value = player->move_delay_value;
12054 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12058 /* scroll remaining steps with finest movement resolution */
12059 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12061 while (player->MovPos)
12063 ScrollPlayer(player, SCROLL_GO_ON);
12064 ScrollScreen(NULL, SCROLL_GO_ON);
12066 AdvanceFrameAndPlayerCounters(player->index_nr);
12069 BackToFront_WithFrameDelay(0);
12072 player->move_delay_value = original_move_delay_value;
12075 player->is_active = FALSE;
12077 if (player->last_move_dir & MV_HORIZONTAL)
12079 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12080 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12084 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12085 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12088 if (!moved && !player->is_active)
12090 player->is_moving = FALSE;
12091 player->is_digging = FALSE;
12092 player->is_collecting = FALSE;
12093 player->is_snapping = FALSE;
12094 player->is_pushing = FALSE;
12100 if (moved & MP_MOVING && !ScreenMovPos &&
12101 (player->index_nr == game.centered_player_nr ||
12102 game.centered_player_nr == -1))
12104 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12105 int offset = game.scroll_delay_value;
12107 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12109 /* actual player has left the screen -- scroll in that direction */
12110 if (jx != old_jx) /* player has moved horizontally */
12111 scroll_x += (jx - old_jx);
12112 else /* player has moved vertically */
12113 scroll_y += (jy - old_jy);
12117 if (jx != old_jx) /* player has moved horizontally */
12119 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12120 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12121 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12123 /* don't scroll over playfield boundaries */
12124 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12125 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12127 /* don't scroll more than one field at a time */
12128 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12130 /* don't scroll against the player's moving direction */
12131 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12132 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12133 scroll_x = old_scroll_x;
12135 else /* player has moved vertically */
12137 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12138 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12139 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12141 /* don't scroll over playfield boundaries */
12142 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12143 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12145 /* don't scroll more than one field at a time */
12146 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12148 /* don't scroll against the player's moving direction */
12149 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12150 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12151 scroll_y = old_scroll_y;
12155 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12157 if (!options.network && game.centered_player_nr == -1 &&
12158 !AllPlayersInVisibleScreen())
12160 scroll_x = old_scroll_x;
12161 scroll_y = old_scroll_y;
12165 ScrollScreen(player, SCROLL_INIT);
12166 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12171 player->StepFrame = 0;
12173 if (moved & MP_MOVING)
12175 if (old_jx != jx && old_jy == jy)
12176 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12177 else if (old_jx == jx && old_jy != jy)
12178 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12180 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12182 player->last_move_dir = player->MovDir;
12183 player->is_moving = TRUE;
12184 player->is_snapping = FALSE;
12185 player->is_switching = FALSE;
12186 player->is_dropping = FALSE;
12187 player->is_dropping_pressed = FALSE;
12188 player->drop_pressed_delay = 0;
12191 /* should better be called here than above, but this breaks some tapes */
12192 ScrollPlayer(player, SCROLL_INIT);
12197 CheckGravityMovementWhenNotMoving(player);
12199 player->is_moving = FALSE;
12201 /* at this point, the player is allowed to move, but cannot move right now
12202 (e.g. because of something blocking the way) -- ensure that the player
12203 is also allowed to move in the next frame (in old versions before 3.1.1,
12204 the player was forced to wait again for eight frames before next try) */
12206 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12207 player->move_delay = 0; /* allow direct movement in the next frame */
12210 if (player->move_delay == -1) /* not yet initialized by DigField() */
12211 player->move_delay = player->move_delay_value;
12213 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12215 TestIfPlayerTouchesBadThing(jx, jy);
12216 TestIfPlayerTouchesCustomElement(jx, jy);
12219 if (!player->active)
12220 RemovePlayer(player);
12225 void ScrollPlayer(struct PlayerInfo *player, int mode)
12227 int jx = player->jx, jy = player->jy;
12228 int last_jx = player->last_jx, last_jy = player->last_jy;
12229 int move_stepsize = TILEX / player->move_delay_value;
12231 if (!player->active)
12234 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12237 if (mode == SCROLL_INIT)
12239 player->actual_frame_counter = FrameCounter;
12240 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12242 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12243 Feld[last_jx][last_jy] == EL_EMPTY)
12245 int last_field_block_delay = 0; /* start with no blocking at all */
12246 int block_delay_adjustment = player->block_delay_adjustment;
12248 /* if player blocks last field, add delay for exactly one move */
12249 if (player->block_last_field)
12251 last_field_block_delay += player->move_delay_value;
12253 /* when blocking enabled, prevent moving up despite gravity */
12254 if (player->gravity && player->MovDir == MV_UP)
12255 block_delay_adjustment = -1;
12258 /* add block delay adjustment (also possible when not blocking) */
12259 last_field_block_delay += block_delay_adjustment;
12261 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12262 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12265 if (player->MovPos != 0) /* player has not yet reached destination */
12268 else if (!FrameReached(&player->actual_frame_counter, 1))
12271 if (player->MovPos != 0)
12273 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12274 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12276 /* before DrawPlayer() to draw correct player graphic for this case */
12277 if (player->MovPos == 0)
12278 CheckGravityMovement(player);
12281 if (player->MovPos == 0) /* player reached destination field */
12283 if (player->move_delay_reset_counter > 0)
12285 player->move_delay_reset_counter--;
12287 if (player->move_delay_reset_counter == 0)
12289 /* continue with normal speed after quickly moving through gate */
12290 HALVE_PLAYER_SPEED(player);
12292 /* be able to make the next move without delay */
12293 player->move_delay = 0;
12297 player->last_jx = jx;
12298 player->last_jy = jy;
12300 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12301 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12302 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12303 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12304 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12305 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12306 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12307 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12309 DrawPlayer(player); /* needed here only to cleanup last field */
12310 RemovePlayer(player);
12312 if (local_player->friends_still_needed == 0 ||
12313 IS_SP_ELEMENT(Feld[jx][jy]))
12314 PlayerWins(player);
12317 /* this breaks one level: "machine", level 000 */
12319 int move_direction = player->MovDir;
12320 int enter_side = MV_DIR_OPPOSITE(move_direction);
12321 int leave_side = move_direction;
12322 int old_jx = last_jx;
12323 int old_jy = last_jy;
12324 int old_element = Feld[old_jx][old_jy];
12325 int new_element = Feld[jx][jy];
12327 if (IS_CUSTOM_ELEMENT(old_element))
12328 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12330 player->index_bit, leave_side);
12332 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12333 CE_PLAYER_LEAVES_X,
12334 player->index_bit, leave_side);
12336 if (IS_CUSTOM_ELEMENT(new_element))
12337 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12338 player->index_bit, enter_side);
12340 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12341 CE_PLAYER_ENTERS_X,
12342 player->index_bit, enter_side);
12344 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12345 CE_MOVE_OF_X, move_direction);
12348 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12350 TestIfPlayerTouchesBadThing(jx, jy);
12351 TestIfPlayerTouchesCustomElement(jx, jy);
12353 /* needed because pushed element has not yet reached its destination,
12354 so it would trigger a change event at its previous field location */
12355 if (!player->is_pushing)
12356 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12358 if (!player->active)
12359 RemovePlayer(player);
12362 if (!local_player->LevelSolved && level.use_step_counter)
12372 if (TimeLeft <= 10 && setup.time_limit)
12373 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12375 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12377 DisplayGameControlValues();
12379 if (!TimeLeft && setup.time_limit)
12380 for (i = 0; i < MAX_PLAYERS; i++)
12381 KillPlayer(&stored_player[i]);
12383 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12385 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12387 DisplayGameControlValues();
12391 if (tape.single_step && tape.recording && !tape.pausing &&
12392 !player->programmed_action)
12393 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12395 if (!player->programmed_action)
12396 CheckSaveEngineSnapshot(player);
12400 void ScrollScreen(struct PlayerInfo *player, int mode)
12402 static unsigned int screen_frame_counter = 0;
12404 if (mode == SCROLL_INIT)
12406 /* set scrolling step size according to actual player's moving speed */
12407 ScrollStepSize = TILEX / player->move_delay_value;
12409 screen_frame_counter = FrameCounter;
12410 ScreenMovDir = player->MovDir;
12411 ScreenMovPos = player->MovPos;
12412 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12415 else if (!FrameReached(&screen_frame_counter, 1))
12420 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12421 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12422 redraw_mask |= REDRAW_FIELD;
12425 ScreenMovDir = MV_NONE;
12428 void TestIfPlayerTouchesCustomElement(int x, int y)
12430 static int xy[4][2] =
12437 static int trigger_sides[4][2] =
12439 /* center side border side */
12440 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12441 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12442 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12443 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12445 static int touch_dir[4] =
12447 MV_LEFT | MV_RIGHT,
12452 int center_element = Feld[x][y]; /* should always be non-moving! */
12455 for (i = 0; i < NUM_DIRECTIONS; i++)
12457 int xx = x + xy[i][0];
12458 int yy = y + xy[i][1];
12459 int center_side = trigger_sides[i][0];
12460 int border_side = trigger_sides[i][1];
12461 int border_element;
12463 if (!IN_LEV_FIELD(xx, yy))
12466 if (IS_PLAYER(x, y)) /* player found at center element */
12468 struct PlayerInfo *player = PLAYERINFO(x, y);
12470 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12471 border_element = Feld[xx][yy]; /* may be moving! */
12472 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12473 border_element = Feld[xx][yy];
12474 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12475 border_element = MovingOrBlocked2Element(xx, yy);
12477 continue; /* center and border element do not touch */
12479 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12480 player->index_bit, border_side);
12481 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12482 CE_PLAYER_TOUCHES_X,
12483 player->index_bit, border_side);
12486 /* use player element that is initially defined in the level playfield,
12487 not the player element that corresponds to the runtime player number
12488 (example: a level that contains EL_PLAYER_3 as the only player would
12489 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12490 int player_element = PLAYERINFO(x, y)->initial_element;
12492 CheckElementChangeBySide(xx, yy, border_element, player_element,
12493 CE_TOUCHING_X, border_side);
12496 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12498 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12500 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12502 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12503 continue; /* center and border element do not touch */
12506 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12507 player->index_bit, center_side);
12508 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12509 CE_PLAYER_TOUCHES_X,
12510 player->index_bit, center_side);
12513 /* use player element that is initially defined in the level playfield,
12514 not the player element that corresponds to the runtime player number
12515 (example: a level that contains EL_PLAYER_3 as the only player would
12516 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12517 int player_element = PLAYERINFO(xx, yy)->initial_element;
12519 CheckElementChangeBySide(x, y, center_element, player_element,
12520 CE_TOUCHING_X, center_side);
12528 void TestIfElementTouchesCustomElement(int x, int y)
12530 static int xy[4][2] =
12537 static int trigger_sides[4][2] =
12539 /* center side border side */
12540 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12541 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12542 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12543 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12545 static int touch_dir[4] =
12547 MV_LEFT | MV_RIGHT,
12552 boolean change_center_element = FALSE;
12553 int center_element = Feld[x][y]; /* should always be non-moving! */
12554 int border_element_old[NUM_DIRECTIONS];
12557 for (i = 0; i < NUM_DIRECTIONS; i++)
12559 int xx = x + xy[i][0];
12560 int yy = y + xy[i][1];
12561 int border_element;
12563 border_element_old[i] = -1;
12565 if (!IN_LEV_FIELD(xx, yy))
12568 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12569 border_element = Feld[xx][yy]; /* may be moving! */
12570 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12571 border_element = Feld[xx][yy];
12572 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12573 border_element = MovingOrBlocked2Element(xx, yy);
12575 continue; /* center and border element do not touch */
12577 border_element_old[i] = border_element;
12580 for (i = 0; i < NUM_DIRECTIONS; i++)
12582 int xx = x + xy[i][0];
12583 int yy = y + xy[i][1];
12584 int center_side = trigger_sides[i][0];
12585 int border_element = border_element_old[i];
12587 if (border_element == -1)
12590 /* check for change of border element */
12591 CheckElementChangeBySide(xx, yy, border_element, center_element,
12592 CE_TOUCHING_X, center_side);
12594 /* (center element cannot be player, so we dont have to check this here) */
12597 for (i = 0; i < NUM_DIRECTIONS; i++)
12599 int xx = x + xy[i][0];
12600 int yy = y + xy[i][1];
12601 int border_side = trigger_sides[i][1];
12602 int border_element = border_element_old[i];
12604 if (border_element == -1)
12607 /* check for change of center element (but change it only once) */
12608 if (!change_center_element)
12609 change_center_element =
12610 CheckElementChangeBySide(x, y, center_element, border_element,
12611 CE_TOUCHING_X, border_side);
12613 if (IS_PLAYER(xx, yy))
12615 /* use player element that is initially defined in the level playfield,
12616 not the player element that corresponds to the runtime player number
12617 (example: a level that contains EL_PLAYER_3 as the only player would
12618 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12619 int player_element = PLAYERINFO(xx, yy)->initial_element;
12621 CheckElementChangeBySide(x, y, center_element, player_element,
12622 CE_TOUCHING_X, border_side);
12627 void TestIfElementHitsCustomElement(int x, int y, int direction)
12629 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12630 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12631 int hitx = x + dx, hity = y + dy;
12632 int hitting_element = Feld[x][y];
12633 int touched_element;
12635 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12638 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12639 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12641 if (IN_LEV_FIELD(hitx, hity))
12643 int opposite_direction = MV_DIR_OPPOSITE(direction);
12644 int hitting_side = direction;
12645 int touched_side = opposite_direction;
12646 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12647 MovDir[hitx][hity] != direction ||
12648 ABS(MovPos[hitx][hity]) <= TILEY / 2);
12654 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12655 CE_HITTING_X, touched_side);
12657 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12658 CE_HIT_BY_X, hitting_side);
12660 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12661 CE_HIT_BY_SOMETHING, opposite_direction);
12663 if (IS_PLAYER(hitx, hity))
12665 /* use player element that is initially defined in the level playfield,
12666 not the player element that corresponds to the runtime player number
12667 (example: a level that contains EL_PLAYER_3 as the only player would
12668 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12669 int player_element = PLAYERINFO(hitx, hity)->initial_element;
12671 CheckElementChangeBySide(x, y, hitting_element, player_element,
12672 CE_HITTING_X, touched_side);
12677 /* "hitting something" is also true when hitting the playfield border */
12678 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12679 CE_HITTING_SOMETHING, direction);
12682 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
12684 int i, kill_x = -1, kill_y = -1;
12686 int bad_element = -1;
12687 static int test_xy[4][2] =
12694 static int test_dir[4] =
12702 for (i = 0; i < NUM_DIRECTIONS; i++)
12704 int test_x, test_y, test_move_dir, test_element;
12706 test_x = good_x + test_xy[i][0];
12707 test_y = good_y + test_xy[i][1];
12709 if (!IN_LEV_FIELD(test_x, test_y))
12713 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12715 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
12717 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12718 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12720 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
12721 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
12725 bad_element = test_element;
12731 if (kill_x != -1 || kill_y != -1)
12733 if (IS_PLAYER(good_x, good_y))
12735 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
12737 if (player->shield_deadly_time_left > 0 &&
12738 !IS_INDESTRUCTIBLE(bad_element))
12739 Bang(kill_x, kill_y);
12740 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
12741 KillPlayer(player);
12744 Bang(good_x, good_y);
12748 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
12750 int i, kill_x = -1, kill_y = -1;
12751 int bad_element = Feld[bad_x][bad_y];
12752 static int test_xy[4][2] =
12759 static int touch_dir[4] =
12761 MV_LEFT | MV_RIGHT,
12766 static int test_dir[4] =
12774 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
12777 for (i = 0; i < NUM_DIRECTIONS; i++)
12779 int test_x, test_y, test_move_dir, test_element;
12781 test_x = bad_x + test_xy[i][0];
12782 test_y = bad_y + test_xy[i][1];
12784 if (!IN_LEV_FIELD(test_x, test_y))
12788 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12790 test_element = Feld[test_x][test_y];
12792 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12793 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12795 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
12796 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
12798 /* good thing is player or penguin that does not move away */
12799 if (IS_PLAYER(test_x, test_y))
12801 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12803 if (bad_element == EL_ROBOT && player->is_moving)
12804 continue; /* robot does not kill player if he is moving */
12806 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12808 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12809 continue; /* center and border element do not touch */
12817 else if (test_element == EL_PENGUIN)
12827 if (kill_x != -1 || kill_y != -1)
12829 if (IS_PLAYER(kill_x, kill_y))
12831 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12833 if (player->shield_deadly_time_left > 0 &&
12834 !IS_INDESTRUCTIBLE(bad_element))
12835 Bang(bad_x, bad_y);
12836 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12837 KillPlayer(player);
12840 Bang(kill_x, kill_y);
12844 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
12846 int bad_element = Feld[bad_x][bad_y];
12847 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
12848 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
12849 int test_x = bad_x + dx, test_y = bad_y + dy;
12850 int test_move_dir, test_element;
12851 int kill_x = -1, kill_y = -1;
12853 if (!IN_LEV_FIELD(test_x, test_y))
12857 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12859 test_element = Feld[test_x][test_y];
12861 if (test_move_dir != bad_move_dir)
12863 /* good thing can be player or penguin that does not move away */
12864 if (IS_PLAYER(test_x, test_y))
12866 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12868 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
12869 player as being hit when he is moving towards the bad thing, because
12870 the "get hit by" condition would be lost after the player stops) */
12871 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
12872 return; /* player moves away from bad thing */
12877 else if (test_element == EL_PENGUIN)
12884 if (kill_x != -1 || kill_y != -1)
12886 if (IS_PLAYER(kill_x, kill_y))
12888 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12890 if (player->shield_deadly_time_left > 0 &&
12891 !IS_INDESTRUCTIBLE(bad_element))
12892 Bang(bad_x, bad_y);
12893 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12894 KillPlayer(player);
12897 Bang(kill_x, kill_y);
12901 void TestIfPlayerTouchesBadThing(int x, int y)
12903 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12906 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
12908 TestIfGoodThingHitsBadThing(x, y, move_dir);
12911 void TestIfBadThingTouchesPlayer(int x, int y)
12913 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12916 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
12918 TestIfBadThingHitsGoodThing(x, y, move_dir);
12921 void TestIfFriendTouchesBadThing(int x, int y)
12923 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12926 void TestIfBadThingTouchesFriend(int x, int y)
12928 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12931 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
12933 int i, kill_x = bad_x, kill_y = bad_y;
12934 static int xy[4][2] =
12942 for (i = 0; i < NUM_DIRECTIONS; i++)
12946 x = bad_x + xy[i][0];
12947 y = bad_y + xy[i][1];
12948 if (!IN_LEV_FIELD(x, y))
12951 element = Feld[x][y];
12952 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
12953 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
12961 if (kill_x != bad_x || kill_y != bad_y)
12962 Bang(bad_x, bad_y);
12965 void KillPlayer(struct PlayerInfo *player)
12967 int jx = player->jx, jy = player->jy;
12969 if (!player->active)
12973 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
12974 player->killed, player->active, player->reanimated);
12977 /* the following code was introduced to prevent an infinite loop when calling
12979 -> CheckTriggeredElementChangeExt()
12980 -> ExecuteCustomElementAction()
12982 -> (infinitely repeating the above sequence of function calls)
12983 which occurs when killing the player while having a CE with the setting
12984 "kill player X when explosion of <player X>"; the solution using a new
12985 field "player->killed" was chosen for backwards compatibility, although
12986 clever use of the fields "player->active" etc. would probably also work */
12988 if (player->killed)
12992 player->killed = TRUE;
12994 /* remove accessible field at the player's position */
12995 Feld[jx][jy] = EL_EMPTY;
12997 /* deactivate shield (else Bang()/Explode() would not work right) */
12998 player->shield_normal_time_left = 0;
12999 player->shield_deadly_time_left = 0;
13002 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13003 player->killed, player->active, player->reanimated);
13009 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13010 player->killed, player->active, player->reanimated);
13013 if (player->reanimated) /* killed player may have been reanimated */
13014 player->killed = player->reanimated = FALSE;
13016 BuryPlayer(player);
13019 static void KillPlayerUnlessEnemyProtected(int x, int y)
13021 if (!PLAYER_ENEMY_PROTECTED(x, y))
13022 KillPlayer(PLAYERINFO(x, y));
13025 static void KillPlayerUnlessExplosionProtected(int x, int y)
13027 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13028 KillPlayer(PLAYERINFO(x, y));
13031 void BuryPlayer(struct PlayerInfo *player)
13033 int jx = player->jx, jy = player->jy;
13035 if (!player->active)
13038 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13039 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13041 player->GameOver = TRUE;
13042 RemovePlayer(player);
13045 void RemovePlayer(struct PlayerInfo *player)
13047 int jx = player->jx, jy = player->jy;
13048 int i, found = FALSE;
13050 player->present = FALSE;
13051 player->active = FALSE;
13053 if (!ExplodeField[jx][jy])
13054 StorePlayer[jx][jy] = 0;
13056 if (player->is_moving)
13057 TEST_DrawLevelField(player->last_jx, player->last_jy);
13059 for (i = 0; i < MAX_PLAYERS; i++)
13060 if (stored_player[i].active)
13064 AllPlayersGone = TRUE;
13070 static void setFieldForSnapping(int x, int y, int element, int direction)
13072 struct ElementInfo *ei = &element_info[element];
13073 int direction_bit = MV_DIR_TO_BIT(direction);
13074 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13075 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13076 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13078 Feld[x][y] = EL_ELEMENT_SNAPPING;
13079 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13081 ResetGfxAnimation(x, y);
13083 GfxElement[x][y] = element;
13084 GfxAction[x][y] = action;
13085 GfxDir[x][y] = direction;
13086 GfxFrame[x][y] = -1;
13090 =============================================================================
13091 checkDiagonalPushing()
13092 -----------------------------------------------------------------------------
13093 check if diagonal input device direction results in pushing of object
13094 (by checking if the alternative direction is walkable, diggable, ...)
13095 =============================================================================
13098 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13099 int x, int y, int real_dx, int real_dy)
13101 int jx, jy, dx, dy, xx, yy;
13103 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13106 /* diagonal direction: check alternative direction */
13111 xx = jx + (dx == 0 ? real_dx : 0);
13112 yy = jy + (dy == 0 ? real_dy : 0);
13114 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13118 =============================================================================
13120 -----------------------------------------------------------------------------
13121 x, y: field next to player (non-diagonal) to try to dig to
13122 real_dx, real_dy: direction as read from input device (can be diagonal)
13123 =============================================================================
13126 static int DigField(struct PlayerInfo *player,
13127 int oldx, int oldy, int x, int y,
13128 int real_dx, int real_dy, int mode)
13130 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13131 boolean player_was_pushing = player->is_pushing;
13132 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13133 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13134 int jx = oldx, jy = oldy;
13135 int dx = x - jx, dy = y - jy;
13136 int nextx = x + dx, nexty = y + dy;
13137 int move_direction = (dx == -1 ? MV_LEFT :
13138 dx == +1 ? MV_RIGHT :
13140 dy == +1 ? MV_DOWN : MV_NONE);
13141 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13142 int dig_side = MV_DIR_OPPOSITE(move_direction);
13143 int old_element = Feld[jx][jy];
13144 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13147 if (is_player) /* function can also be called by EL_PENGUIN */
13149 if (player->MovPos == 0)
13151 player->is_digging = FALSE;
13152 player->is_collecting = FALSE;
13155 if (player->MovPos == 0) /* last pushing move finished */
13156 player->is_pushing = FALSE;
13158 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13160 player->is_switching = FALSE;
13161 player->push_delay = -1;
13163 return MP_NO_ACTION;
13167 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13168 old_element = Back[jx][jy];
13170 /* in case of element dropped at player position, check background */
13171 else if (Back[jx][jy] != EL_EMPTY &&
13172 game.engine_version >= VERSION_IDENT(2,2,0,0))
13173 old_element = Back[jx][jy];
13175 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13176 return MP_NO_ACTION; /* field has no opening in this direction */
13178 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13179 return MP_NO_ACTION; /* field has no opening in this direction */
13181 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13185 Feld[jx][jy] = player->artwork_element;
13186 InitMovingField(jx, jy, MV_DOWN);
13187 Store[jx][jy] = EL_ACID;
13188 ContinueMoving(jx, jy);
13189 BuryPlayer(player);
13191 return MP_DONT_RUN_INTO;
13194 if (player_can_move && DONT_RUN_INTO(element))
13196 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13198 return MP_DONT_RUN_INTO;
13201 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13202 return MP_NO_ACTION;
13204 collect_count = element_info[element].collect_count_initial;
13206 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13207 return MP_NO_ACTION;
13209 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13210 player_can_move = player_can_move_or_snap;
13212 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13213 game.engine_version >= VERSION_IDENT(2,2,0,0))
13215 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13216 player->index_bit, dig_side);
13217 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13218 player->index_bit, dig_side);
13220 if (element == EL_DC_LANDMINE)
13223 if (Feld[x][y] != element) /* field changed by snapping */
13226 return MP_NO_ACTION;
13229 if (player->gravity && is_player && !player->is_auto_moving &&
13230 canFallDown(player) && move_direction != MV_DOWN &&
13231 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13232 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13234 if (player_can_move &&
13235 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13237 int sound_element = SND_ELEMENT(element);
13238 int sound_action = ACTION_WALKING;
13240 if (IS_RND_GATE(element))
13242 if (!player->key[RND_GATE_NR(element)])
13243 return MP_NO_ACTION;
13245 else if (IS_RND_GATE_GRAY(element))
13247 if (!player->key[RND_GATE_GRAY_NR(element)])
13248 return MP_NO_ACTION;
13250 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13252 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13253 return MP_NO_ACTION;
13255 else if (element == EL_EXIT_OPEN ||
13256 element == EL_EM_EXIT_OPEN ||
13257 element == EL_EM_EXIT_OPENING ||
13258 element == EL_STEEL_EXIT_OPEN ||
13259 element == EL_EM_STEEL_EXIT_OPEN ||
13260 element == EL_EM_STEEL_EXIT_OPENING ||
13261 element == EL_SP_EXIT_OPEN ||
13262 element == EL_SP_EXIT_OPENING)
13264 sound_action = ACTION_PASSING; /* player is passing exit */
13266 else if (element == EL_EMPTY)
13268 sound_action = ACTION_MOVING; /* nothing to walk on */
13271 /* play sound from background or player, whatever is available */
13272 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13273 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13275 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13277 else if (player_can_move &&
13278 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13280 if (!ACCESS_FROM(element, opposite_direction))
13281 return MP_NO_ACTION; /* field not accessible from this direction */
13283 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13284 return MP_NO_ACTION;
13286 if (IS_EM_GATE(element))
13288 if (!player->key[EM_GATE_NR(element)])
13289 return MP_NO_ACTION;
13291 else if (IS_EM_GATE_GRAY(element))
13293 if (!player->key[EM_GATE_GRAY_NR(element)])
13294 return MP_NO_ACTION;
13296 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13298 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13299 return MP_NO_ACTION;
13301 else if (IS_EMC_GATE(element))
13303 if (!player->key[EMC_GATE_NR(element)])
13304 return MP_NO_ACTION;
13306 else if (IS_EMC_GATE_GRAY(element))
13308 if (!player->key[EMC_GATE_GRAY_NR(element)])
13309 return MP_NO_ACTION;
13311 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13313 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13314 return MP_NO_ACTION;
13316 else if (element == EL_DC_GATE_WHITE ||
13317 element == EL_DC_GATE_WHITE_GRAY ||
13318 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13320 if (player->num_white_keys == 0)
13321 return MP_NO_ACTION;
13323 player->num_white_keys--;
13325 else if (IS_SP_PORT(element))
13327 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13328 element == EL_SP_GRAVITY_PORT_RIGHT ||
13329 element == EL_SP_GRAVITY_PORT_UP ||
13330 element == EL_SP_GRAVITY_PORT_DOWN)
13331 player->gravity = !player->gravity;
13332 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13333 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13334 element == EL_SP_GRAVITY_ON_PORT_UP ||
13335 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13336 player->gravity = TRUE;
13337 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13338 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13339 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13340 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13341 player->gravity = FALSE;
13344 /* automatically move to the next field with double speed */
13345 player->programmed_action = move_direction;
13347 if (player->move_delay_reset_counter == 0)
13349 player->move_delay_reset_counter = 2; /* two double speed steps */
13351 DOUBLE_PLAYER_SPEED(player);
13354 PlayLevelSoundAction(x, y, ACTION_PASSING);
13356 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13360 if (mode != DF_SNAP)
13362 GfxElement[x][y] = GFX_ELEMENT(element);
13363 player->is_digging = TRUE;
13366 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13368 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13369 player->index_bit, dig_side);
13371 if (mode == DF_SNAP)
13373 if (level.block_snap_field)
13374 setFieldForSnapping(x, y, element, move_direction);
13376 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13378 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13379 player->index_bit, dig_side);
13382 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13386 if (is_player && mode != DF_SNAP)
13388 GfxElement[x][y] = element;
13389 player->is_collecting = TRUE;
13392 if (element == EL_SPEED_PILL)
13394 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13396 else if (element == EL_EXTRA_TIME && level.time > 0)
13398 TimeLeft += level.extra_time;
13400 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13402 DisplayGameControlValues();
13404 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13406 player->shield_normal_time_left += level.shield_normal_time;
13407 if (element == EL_SHIELD_DEADLY)
13408 player->shield_deadly_time_left += level.shield_deadly_time;
13410 else if (element == EL_DYNAMITE ||
13411 element == EL_EM_DYNAMITE ||
13412 element == EL_SP_DISK_RED)
13414 if (player->inventory_size < MAX_INVENTORY_SIZE)
13415 player->inventory_element[player->inventory_size++] = element;
13417 DrawGameDoorValues();
13419 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13421 player->dynabomb_count++;
13422 player->dynabombs_left++;
13424 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13426 player->dynabomb_size++;
13428 else if (element == EL_DYNABOMB_INCREASE_POWER)
13430 player->dynabomb_xl = TRUE;
13432 else if (IS_KEY(element))
13434 player->key[KEY_NR(element)] = TRUE;
13436 DrawGameDoorValues();
13438 else if (element == EL_DC_KEY_WHITE)
13440 player->num_white_keys++;
13442 /* display white keys? */
13443 /* DrawGameDoorValues(); */
13445 else if (IS_ENVELOPE(element))
13447 player->show_envelope = element;
13449 else if (element == EL_EMC_LENSES)
13451 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13453 RedrawAllInvisibleElementsForLenses();
13455 else if (element == EL_EMC_MAGNIFIER)
13457 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13459 RedrawAllInvisibleElementsForMagnifier();
13461 else if (IS_DROPPABLE(element) ||
13462 IS_THROWABLE(element)) /* can be collected and dropped */
13466 if (collect_count == 0)
13467 player->inventory_infinite_element = element;
13469 for (i = 0; i < collect_count; i++)
13470 if (player->inventory_size < MAX_INVENTORY_SIZE)
13471 player->inventory_element[player->inventory_size++] = element;
13473 DrawGameDoorValues();
13475 else if (collect_count > 0)
13477 local_player->gems_still_needed -= collect_count;
13478 if (local_player->gems_still_needed < 0)
13479 local_player->gems_still_needed = 0;
13481 game.snapshot.collected_item = TRUE;
13483 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13485 DisplayGameControlValues();
13488 RaiseScoreElement(element);
13489 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13492 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13493 player->index_bit, dig_side);
13495 if (mode == DF_SNAP)
13497 if (level.block_snap_field)
13498 setFieldForSnapping(x, y, element, move_direction);
13500 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13502 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13503 player->index_bit, dig_side);
13506 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13508 if (mode == DF_SNAP && element != EL_BD_ROCK)
13509 return MP_NO_ACTION;
13511 if (CAN_FALL(element) && dy)
13512 return MP_NO_ACTION;
13514 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13515 !(element == EL_SPRING && level.use_spring_bug))
13516 return MP_NO_ACTION;
13518 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13519 ((move_direction & MV_VERTICAL &&
13520 ((element_info[element].move_pattern & MV_LEFT &&
13521 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13522 (element_info[element].move_pattern & MV_RIGHT &&
13523 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13524 (move_direction & MV_HORIZONTAL &&
13525 ((element_info[element].move_pattern & MV_UP &&
13526 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13527 (element_info[element].move_pattern & MV_DOWN &&
13528 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13529 return MP_NO_ACTION;
13531 /* do not push elements already moving away faster than player */
13532 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13533 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13534 return MP_NO_ACTION;
13536 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13538 if (player->push_delay_value == -1 || !player_was_pushing)
13539 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13541 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13543 if (player->push_delay_value == -1)
13544 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13546 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13548 if (!player->is_pushing)
13549 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13552 player->is_pushing = TRUE;
13553 player->is_active = TRUE;
13555 if (!(IN_LEV_FIELD(nextx, nexty) &&
13556 (IS_FREE(nextx, nexty) ||
13557 (IS_SB_ELEMENT(element) &&
13558 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13559 (IS_CUSTOM_ELEMENT(element) &&
13560 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13561 return MP_NO_ACTION;
13563 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13564 return MP_NO_ACTION;
13566 if (player->push_delay == -1) /* new pushing; restart delay */
13567 player->push_delay = 0;
13569 if (player->push_delay < player->push_delay_value &&
13570 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13571 element != EL_SPRING && element != EL_BALLOON)
13573 /* make sure that there is no move delay before next try to push */
13574 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13575 player->move_delay = 0;
13577 return MP_NO_ACTION;
13580 if (IS_CUSTOM_ELEMENT(element) &&
13581 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13583 if (!DigFieldByCE(nextx, nexty, element))
13584 return MP_NO_ACTION;
13587 if (IS_SB_ELEMENT(element))
13589 if (element == EL_SOKOBAN_FIELD_FULL)
13591 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13592 local_player->sokobanfields_still_needed++;
13595 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13597 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13598 local_player->sokobanfields_still_needed--;
13601 Feld[x][y] = EL_SOKOBAN_OBJECT;
13603 if (Back[x][y] == Back[nextx][nexty])
13604 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13605 else if (Back[x][y] != 0)
13606 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13609 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13612 if (local_player->sokobanfields_still_needed == 0 &&
13613 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13615 PlayerWins(player);
13617 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13621 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13623 InitMovingField(x, y, move_direction);
13624 GfxAction[x][y] = ACTION_PUSHING;
13626 if (mode == DF_SNAP)
13627 ContinueMoving(x, y);
13629 MovPos[x][y] = (dx != 0 ? dx : dy);
13631 Pushed[x][y] = TRUE;
13632 Pushed[nextx][nexty] = TRUE;
13634 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13635 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13637 player->push_delay_value = -1; /* get new value later */
13639 /* check for element change _after_ element has been pushed */
13640 if (game.use_change_when_pushing_bug)
13642 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
13643 player->index_bit, dig_side);
13644 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
13645 player->index_bit, dig_side);
13648 else if (IS_SWITCHABLE(element))
13650 if (PLAYER_SWITCHING(player, x, y))
13652 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13653 player->index_bit, dig_side);
13658 player->is_switching = TRUE;
13659 player->switch_x = x;
13660 player->switch_y = y;
13662 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13664 if (element == EL_ROBOT_WHEEL)
13666 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
13670 game.robot_wheel_active = TRUE;
13672 TEST_DrawLevelField(x, y);
13674 else if (element == EL_SP_TERMINAL)
13678 SCAN_PLAYFIELD(xx, yy)
13680 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
13684 else if (Feld[xx][yy] == EL_SP_TERMINAL)
13686 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
13688 ResetGfxAnimation(xx, yy);
13689 TEST_DrawLevelField(xx, yy);
13693 else if (IS_BELT_SWITCH(element))
13695 ToggleBeltSwitch(x, y);
13697 else if (element == EL_SWITCHGATE_SWITCH_UP ||
13698 element == EL_SWITCHGATE_SWITCH_DOWN ||
13699 element == EL_DC_SWITCHGATE_SWITCH_UP ||
13700 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
13702 ToggleSwitchgateSwitch(x, y);
13704 else if (element == EL_LIGHT_SWITCH ||
13705 element == EL_LIGHT_SWITCH_ACTIVE)
13707 ToggleLightSwitch(x, y);
13709 else if (element == EL_TIMEGATE_SWITCH ||
13710 element == EL_DC_TIMEGATE_SWITCH)
13712 ActivateTimegateSwitch(x, y);
13714 else if (element == EL_BALLOON_SWITCH_LEFT ||
13715 element == EL_BALLOON_SWITCH_RIGHT ||
13716 element == EL_BALLOON_SWITCH_UP ||
13717 element == EL_BALLOON_SWITCH_DOWN ||
13718 element == EL_BALLOON_SWITCH_NONE ||
13719 element == EL_BALLOON_SWITCH_ANY)
13721 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
13722 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
13723 element == EL_BALLOON_SWITCH_UP ? MV_UP :
13724 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
13725 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
13728 else if (element == EL_LAMP)
13730 Feld[x][y] = EL_LAMP_ACTIVE;
13731 local_player->lights_still_needed--;
13733 ResetGfxAnimation(x, y);
13734 TEST_DrawLevelField(x, y);
13736 else if (element == EL_TIME_ORB_FULL)
13738 Feld[x][y] = EL_TIME_ORB_EMPTY;
13740 if (level.time > 0 || level.use_time_orb_bug)
13742 TimeLeft += level.time_orb_time;
13743 game.no_time_limit = FALSE;
13745 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13747 DisplayGameControlValues();
13750 ResetGfxAnimation(x, y);
13751 TEST_DrawLevelField(x, y);
13753 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
13754 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13758 game.ball_state = !game.ball_state;
13760 SCAN_PLAYFIELD(xx, yy)
13762 int e = Feld[xx][yy];
13764 if (game.ball_state)
13766 if (e == EL_EMC_MAGIC_BALL)
13767 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
13768 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
13769 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
13773 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
13774 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
13775 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13776 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
13781 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13782 player->index_bit, dig_side);
13784 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13785 player->index_bit, dig_side);
13787 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13788 player->index_bit, dig_side);
13794 if (!PLAYER_SWITCHING(player, x, y))
13796 player->is_switching = TRUE;
13797 player->switch_x = x;
13798 player->switch_y = y;
13800 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
13801 player->index_bit, dig_side);
13802 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13803 player->index_bit, dig_side);
13805 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
13806 player->index_bit, dig_side);
13807 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13808 player->index_bit, dig_side);
13811 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
13812 player->index_bit, dig_side);
13813 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13814 player->index_bit, dig_side);
13816 return MP_NO_ACTION;
13819 player->push_delay = -1;
13821 if (is_player) /* function can also be called by EL_PENGUIN */
13823 if (Feld[x][y] != element) /* really digged/collected something */
13825 player->is_collecting = !player->is_digging;
13826 player->is_active = TRUE;
13833 static boolean DigFieldByCE(int x, int y, int digging_element)
13835 int element = Feld[x][y];
13837 if (!IS_FREE(x, y))
13839 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
13840 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
13843 /* no element can dig solid indestructible elements */
13844 if (IS_INDESTRUCTIBLE(element) &&
13845 !IS_DIGGABLE(element) &&
13846 !IS_COLLECTIBLE(element))
13849 if (AmoebaNr[x][y] &&
13850 (element == EL_AMOEBA_FULL ||
13851 element == EL_BD_AMOEBA ||
13852 element == EL_AMOEBA_GROWING))
13854 AmoebaCnt[AmoebaNr[x][y]]--;
13855 AmoebaCnt2[AmoebaNr[x][y]]--;
13858 if (IS_MOVING(x, y))
13859 RemoveMovingField(x, y);
13863 TEST_DrawLevelField(x, y);
13866 /* if digged element was about to explode, prevent the explosion */
13867 ExplodeField[x][y] = EX_TYPE_NONE;
13869 PlayLevelSoundAction(x, y, action);
13872 Store[x][y] = EL_EMPTY;
13874 /* this makes it possible to leave the removed element again */
13875 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
13876 Store[x][y] = element;
13881 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
13883 int jx = player->jx, jy = player->jy;
13884 int x = jx + dx, y = jy + dy;
13885 int snap_direction = (dx == -1 ? MV_LEFT :
13886 dx == +1 ? MV_RIGHT :
13888 dy == +1 ? MV_DOWN : MV_NONE);
13889 boolean can_continue_snapping = (level.continuous_snapping &&
13890 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
13892 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
13895 if (!player->active || !IN_LEV_FIELD(x, y))
13903 if (player->MovPos == 0)
13904 player->is_pushing = FALSE;
13906 player->is_snapping = FALSE;
13908 if (player->MovPos == 0)
13910 player->is_moving = FALSE;
13911 player->is_digging = FALSE;
13912 player->is_collecting = FALSE;
13918 /* prevent snapping with already pressed snap key when not allowed */
13919 if (player->is_snapping && !can_continue_snapping)
13922 player->MovDir = snap_direction;
13924 if (player->MovPos == 0)
13926 player->is_moving = FALSE;
13927 player->is_digging = FALSE;
13928 player->is_collecting = FALSE;
13931 player->is_dropping = FALSE;
13932 player->is_dropping_pressed = FALSE;
13933 player->drop_pressed_delay = 0;
13935 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
13938 player->is_snapping = TRUE;
13939 player->is_active = TRUE;
13941 if (player->MovPos == 0)
13943 player->is_moving = FALSE;
13944 player->is_digging = FALSE;
13945 player->is_collecting = FALSE;
13948 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
13949 TEST_DrawLevelField(player->last_jx, player->last_jy);
13951 TEST_DrawLevelField(x, y);
13956 static boolean DropElement(struct PlayerInfo *player)
13958 int old_element, new_element;
13959 int dropx = player->jx, dropy = player->jy;
13960 int drop_direction = player->MovDir;
13961 int drop_side = drop_direction;
13962 int drop_element = get_next_dropped_element(player);
13964 player->is_dropping_pressed = TRUE;
13966 /* do not drop an element on top of another element; when holding drop key
13967 pressed without moving, dropped element must move away before the next
13968 element can be dropped (this is especially important if the next element
13969 is dynamite, which can be placed on background for historical reasons) */
13970 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
13973 if (IS_THROWABLE(drop_element))
13975 dropx += GET_DX_FROM_DIR(drop_direction);
13976 dropy += GET_DY_FROM_DIR(drop_direction);
13978 if (!IN_LEV_FIELD(dropx, dropy))
13982 old_element = Feld[dropx][dropy]; /* old element at dropping position */
13983 new_element = drop_element; /* default: no change when dropping */
13985 /* check if player is active, not moving and ready to drop */
13986 if (!player->active || player->MovPos || player->drop_delay > 0)
13989 /* check if player has anything that can be dropped */
13990 if (new_element == EL_UNDEFINED)
13993 /* check if drop key was pressed long enough for EM style dynamite */
13994 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
13997 /* check if anything can be dropped at the current position */
13998 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14001 /* collected custom elements can only be dropped on empty fields */
14002 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14005 if (old_element != EL_EMPTY)
14006 Back[dropx][dropy] = old_element; /* store old element on this field */
14008 ResetGfxAnimation(dropx, dropy);
14009 ResetRandomAnimationValue(dropx, dropy);
14011 if (player->inventory_size > 0 ||
14012 player->inventory_infinite_element != EL_UNDEFINED)
14014 if (player->inventory_size > 0)
14016 player->inventory_size--;
14018 DrawGameDoorValues();
14020 if (new_element == EL_DYNAMITE)
14021 new_element = EL_DYNAMITE_ACTIVE;
14022 else if (new_element == EL_EM_DYNAMITE)
14023 new_element = EL_EM_DYNAMITE_ACTIVE;
14024 else if (new_element == EL_SP_DISK_RED)
14025 new_element = EL_SP_DISK_RED_ACTIVE;
14028 Feld[dropx][dropy] = new_element;
14030 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14031 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14032 el2img(Feld[dropx][dropy]), 0);
14034 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14036 /* needed if previous element just changed to "empty" in the last frame */
14037 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14039 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14040 player->index_bit, drop_side);
14041 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14043 player->index_bit, drop_side);
14045 TestIfElementTouchesCustomElement(dropx, dropy);
14047 else /* player is dropping a dyna bomb */
14049 player->dynabombs_left--;
14051 Feld[dropx][dropy] = new_element;
14053 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14054 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14055 el2img(Feld[dropx][dropy]), 0);
14057 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14060 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14061 InitField_WithBug1(dropx, dropy, FALSE);
14063 new_element = Feld[dropx][dropy]; /* element might have changed */
14065 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14066 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14068 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14069 MovDir[dropx][dropy] = drop_direction;
14071 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14073 /* do not cause impact style collision by dropping elements that can fall */
14074 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14077 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14078 player->is_dropping = TRUE;
14080 player->drop_pressed_delay = 0;
14081 player->is_dropping_pressed = FALSE;
14083 player->drop_x = dropx;
14084 player->drop_y = dropy;
14089 /* ------------------------------------------------------------------------- */
14090 /* game sound playing functions */
14091 /* ------------------------------------------------------------------------- */
14093 static int *loop_sound_frame = NULL;
14094 static int *loop_sound_volume = NULL;
14096 void InitPlayLevelSound()
14098 int num_sounds = getSoundListSize();
14100 checked_free(loop_sound_frame);
14101 checked_free(loop_sound_volume);
14103 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14104 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14107 static void PlayLevelSound(int x, int y, int nr)
14109 int sx = SCREENX(x), sy = SCREENY(y);
14110 int volume, stereo_position;
14111 int max_distance = 8;
14112 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14114 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14115 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14118 if (!IN_LEV_FIELD(x, y) ||
14119 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14120 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14123 volume = SOUND_MAX_VOLUME;
14125 if (!IN_SCR_FIELD(sx, sy))
14127 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14128 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14130 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14133 stereo_position = (SOUND_MAX_LEFT +
14134 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14135 (SCR_FIELDX + 2 * max_distance));
14137 if (IS_LOOP_SOUND(nr))
14139 /* This assures that quieter loop sounds do not overwrite louder ones,
14140 while restarting sound volume comparison with each new game frame. */
14142 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14145 loop_sound_volume[nr] = volume;
14146 loop_sound_frame[nr] = FrameCounter;
14149 PlaySoundExt(nr, volume, stereo_position, type);
14152 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14154 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14155 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14156 y < LEVELY(BY1) ? LEVELY(BY1) :
14157 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14161 static void PlayLevelSoundAction(int x, int y, int action)
14163 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14166 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14168 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14170 if (sound_effect != SND_UNDEFINED)
14171 PlayLevelSound(x, y, sound_effect);
14174 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14177 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14179 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14180 PlayLevelSound(x, y, sound_effect);
14183 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14185 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14187 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14188 PlayLevelSound(x, y, sound_effect);
14191 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14193 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14195 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14196 StopSound(sound_effect);
14199 static void PlayLevelMusic()
14201 if (levelset.music[level_nr] != MUS_UNDEFINED)
14202 PlayMusic(levelset.music[level_nr]); /* from config file */
14204 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
14207 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14209 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14210 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14211 int x = xx - 1 - offset;
14212 int y = yy - 1 - offset;
14217 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14221 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14225 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14229 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14233 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14237 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14241 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14244 case SAMPLE_android_clone:
14245 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14248 case SAMPLE_android_move:
14249 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14252 case SAMPLE_spring:
14253 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14257 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14261 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14264 case SAMPLE_eater_eat:
14265 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14269 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14272 case SAMPLE_collect:
14273 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14276 case SAMPLE_diamond:
14277 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14280 case SAMPLE_squash:
14281 /* !!! CHECK THIS !!! */
14283 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14285 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14289 case SAMPLE_wonderfall:
14290 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14294 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14298 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14302 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14306 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14310 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14314 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14317 case SAMPLE_wonder:
14318 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14322 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14325 case SAMPLE_exit_open:
14326 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14329 case SAMPLE_exit_leave:
14330 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14333 case SAMPLE_dynamite:
14334 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14338 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14342 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14346 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14350 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14354 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14358 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14362 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14367 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14369 int element = map_element_SP_to_RND(element_sp);
14370 int action = map_action_SP_to_RND(action_sp);
14371 int offset = (setup.sp_show_border_elements ? 0 : 1);
14372 int x = xx - offset;
14373 int y = yy - offset;
14375 PlayLevelSoundElementAction(x, y, element, action);
14378 void RaiseScore(int value)
14380 local_player->score += value;
14382 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14384 DisplayGameControlValues();
14387 void RaiseScoreElement(int element)
14392 case EL_BD_DIAMOND:
14393 case EL_EMERALD_YELLOW:
14394 case EL_EMERALD_RED:
14395 case EL_EMERALD_PURPLE:
14396 case EL_SP_INFOTRON:
14397 RaiseScore(level.score[SC_EMERALD]);
14400 RaiseScore(level.score[SC_DIAMOND]);
14403 RaiseScore(level.score[SC_CRYSTAL]);
14406 RaiseScore(level.score[SC_PEARL]);
14409 case EL_BD_BUTTERFLY:
14410 case EL_SP_ELECTRON:
14411 RaiseScore(level.score[SC_BUG]);
14414 case EL_BD_FIREFLY:
14415 case EL_SP_SNIKSNAK:
14416 RaiseScore(level.score[SC_SPACESHIP]);
14419 case EL_DARK_YAMYAM:
14420 RaiseScore(level.score[SC_YAMYAM]);
14423 RaiseScore(level.score[SC_ROBOT]);
14426 RaiseScore(level.score[SC_PACMAN]);
14429 RaiseScore(level.score[SC_NUT]);
14432 case EL_EM_DYNAMITE:
14433 case EL_SP_DISK_RED:
14434 case EL_DYNABOMB_INCREASE_NUMBER:
14435 case EL_DYNABOMB_INCREASE_SIZE:
14436 case EL_DYNABOMB_INCREASE_POWER:
14437 RaiseScore(level.score[SC_DYNAMITE]);
14439 case EL_SHIELD_NORMAL:
14440 case EL_SHIELD_DEADLY:
14441 RaiseScore(level.score[SC_SHIELD]);
14443 case EL_EXTRA_TIME:
14444 RaiseScore(level.extra_time_score);
14458 case EL_DC_KEY_WHITE:
14459 RaiseScore(level.score[SC_KEY]);
14462 RaiseScore(element_info[element].collect_score);
14467 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14469 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14471 /* closing door required in case of envelope style request dialogs */
14473 CloseDoor(DOOR_CLOSE_1);
14475 #if defined(NETWORK_AVALIABLE)
14476 if (options.network)
14477 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14482 FadeSkipNextFadeIn();
14484 SetGameStatus(GAME_MODE_MAIN);
14489 else /* continue playing the game */
14491 if (tape.playing && tape.deactivate_display)
14492 TapeDeactivateDisplayOff(TRUE);
14494 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14496 if (tape.playing && tape.deactivate_display)
14497 TapeDeactivateDisplayOn();
14501 void RequestQuitGame(boolean ask_if_really_quit)
14503 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14504 boolean skip_request = AllPlayersGone || quick_quit;
14506 RequestQuitGameExt(skip_request, quick_quit,
14507 "Do you really want to quit the game?");
14511 /* ------------------------------------------------------------------------- */
14512 /* random generator functions */
14513 /* ------------------------------------------------------------------------- */
14515 unsigned int InitEngineRandom_RND(int seed)
14517 game.num_random_calls = 0;
14519 return InitEngineRandom(seed);
14522 unsigned int RND(int max)
14526 game.num_random_calls++;
14528 return GetEngineRandom(max);
14535 /* ------------------------------------------------------------------------- */
14536 /* game engine snapshot handling functions */
14537 /* ------------------------------------------------------------------------- */
14539 struct EngineSnapshotInfo
14541 /* runtime values for custom element collect score */
14542 int collect_score[NUM_CUSTOM_ELEMENTS];
14544 /* runtime values for group element choice position */
14545 int choice_pos[NUM_GROUP_ELEMENTS];
14547 /* runtime values for belt position animations */
14548 int belt_graphic[4][NUM_BELT_PARTS];
14549 int belt_anim_mode[4][NUM_BELT_PARTS];
14552 static struct EngineSnapshotInfo engine_snapshot_rnd;
14553 static char *snapshot_level_identifier = NULL;
14554 static int snapshot_level_nr = -1;
14556 static void SaveEngineSnapshotValues_RND()
14558 static int belt_base_active_element[4] =
14560 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
14561 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
14562 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
14563 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
14567 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14569 int element = EL_CUSTOM_START + i;
14571 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
14574 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14576 int element = EL_GROUP_START + i;
14578 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
14581 for (i = 0; i < 4; i++)
14583 for (j = 0; j < NUM_BELT_PARTS; j++)
14585 int element = belt_base_active_element[i] + j;
14586 int graphic = el2img(element);
14587 int anim_mode = graphic_info[graphic].anim_mode;
14589 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
14590 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
14595 static void LoadEngineSnapshotValues_RND()
14597 unsigned int num_random_calls = game.num_random_calls;
14600 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14602 int element = EL_CUSTOM_START + i;
14604 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
14607 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14609 int element = EL_GROUP_START + i;
14611 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
14614 for (i = 0; i < 4; i++)
14616 for (j = 0; j < NUM_BELT_PARTS; j++)
14618 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
14619 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
14621 graphic_info[graphic].anim_mode = anim_mode;
14625 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14627 InitRND(tape.random_seed);
14628 for (i = 0; i < num_random_calls; i++)
14632 if (game.num_random_calls != num_random_calls)
14634 Error(ERR_INFO, "number of random calls out of sync");
14635 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
14636 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
14637 Error(ERR_EXIT, "this should not happen -- please debug");
14641 void FreeEngineSnapshotSingle()
14643 FreeSnapshotSingle();
14645 setString(&snapshot_level_identifier, NULL);
14646 snapshot_level_nr = -1;
14649 void FreeEngineSnapshotList()
14651 FreeSnapshotList();
14654 ListNode *SaveEngineSnapshotBuffers()
14656 ListNode *buffers = NULL;
14658 /* copy some special values to a structure better suited for the snapshot */
14660 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14661 SaveEngineSnapshotValues_RND();
14662 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14663 SaveEngineSnapshotValues_EM();
14664 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14665 SaveEngineSnapshotValues_SP(&buffers);
14667 /* save values stored in special snapshot structure */
14669 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14670 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
14671 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14672 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
14673 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14674 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
14676 /* save further RND engine values */
14678 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
14679 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
14680 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
14682 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
14683 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
14684 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
14685 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
14687 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
14688 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
14689 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
14690 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
14691 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
14693 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
14694 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
14695 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
14697 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
14699 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
14701 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
14702 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
14704 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
14705 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
14706 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
14707 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
14708 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
14709 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
14710 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
14711 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
14712 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
14713 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
14714 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
14715 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
14716 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
14717 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
14718 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
14719 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
14720 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
14721 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
14723 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
14724 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
14726 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
14727 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
14728 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
14730 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
14731 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
14733 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
14734 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
14735 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
14736 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
14737 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
14739 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
14740 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
14743 ListNode *node = engine_snapshot_list_rnd;
14746 while (node != NULL)
14748 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
14753 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
14759 void SaveEngineSnapshotSingle()
14761 ListNode *buffers = SaveEngineSnapshotBuffers();
14763 /* finally save all snapshot buffers to single snapshot */
14764 SaveSnapshotSingle(buffers);
14766 /* save level identification information */
14767 setString(&snapshot_level_identifier, leveldir_current->identifier);
14768 snapshot_level_nr = level_nr;
14771 static boolean SaveEngineSnapshotToListExt(boolean initial_snapshot)
14773 boolean save_snapshot =
14774 (initial_snapshot ||
14775 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
14776 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
14777 game.snapshot.changed_action) ||
14778 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
14779 game.snapshot.collected_item));
14781 game.snapshot.changed_action = FALSE;
14782 game.snapshot.collected_item = 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_GFX_GAME_BUTTON_STOP, &game.button.stop,
14866 GAME_CTRL_ID_STOP, "stop game"
14869 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
14870 GAME_CTRL_ID_PAUSE, "pause game"
14873 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
14874 GAME_CTRL_ID_PLAY, "play game"
14877 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
14878 GAME_CTRL_ID_UNDO, "undo step"
14881 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
14882 GAME_CTRL_ID_REDO, "redo step"
14885 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
14886 GAME_CTRL_ID_SAVE, "save game"
14889 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
14890 GAME_CTRL_ID_PAUSE2, "pause game"
14893 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
14894 GAME_CTRL_ID_LOAD, "load game"
14897 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
14898 SOUND_CTRL_ID_MUSIC, "background music on/off"
14901 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
14902 SOUND_CTRL_ID_LOOPS, "sound loops on/off"
14905 IMG_GFX_GAME_BUTTON_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 static boolean game_undo_executed = FALSE;
15125 int steps = BUTTON_STEPSIZE(button);
15126 boolean handle_game_buttons =
15127 (game_status == GAME_MODE_PLAYING ||
15128 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15130 if (!handle_game_buttons)
15135 case GAME_CTRL_ID_STOP:
15136 if (game_status == GAME_MODE_MAIN)
15142 RequestQuitGame(TRUE);
15146 case GAME_CTRL_ID_PAUSE:
15147 case GAME_CTRL_ID_PAUSE2:
15148 if (options.network && game_status == GAME_MODE_PLAYING)
15150 #if defined(NETWORK_AVALIABLE)
15152 SendToServer_ContinuePlaying();
15154 SendToServer_PausePlaying();
15158 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15160 game_undo_executed = FALSE;
15164 case GAME_CTRL_ID_PLAY:
15165 if (game_status == GAME_MODE_MAIN)
15167 StartGameActions(options.network, setup.autorecord, level.random_seed);
15169 else if (tape.pausing)
15171 #if defined(NETWORK_AVALIABLE)
15172 if (options.network)
15173 SendToServer_ContinuePlaying();
15176 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15180 case GAME_CTRL_ID_UNDO:
15181 // Important: When using "save snapshot when collecting an item" mode,
15182 // load last (current) snapshot for first "undo" after pressing "pause"
15183 // (else the last-but-one snapshot would be loaded, because the snapshot
15184 // pointer already points to the last snapshot when pressing "pause",
15185 // which is fine for "every step/move" mode, but not for "every collect")
15186 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15187 !game_undo_executed)
15190 game_undo_executed = TRUE;
15195 case GAME_CTRL_ID_REDO:
15199 case GAME_CTRL_ID_SAVE:
15203 case GAME_CTRL_ID_LOAD:
15207 case SOUND_CTRL_ID_MUSIC:
15208 if (setup.sound_music)
15210 setup.sound_music = FALSE;
15214 else if (audio.music_available)
15216 setup.sound = setup.sound_music = TRUE;
15218 SetAudioMode(setup.sound);
15224 case SOUND_CTRL_ID_LOOPS:
15225 if (setup.sound_loops)
15226 setup.sound_loops = FALSE;
15227 else if (audio.loops_available)
15229 setup.sound = setup.sound_loops = TRUE;
15231 SetAudioMode(setup.sound);
15235 case SOUND_CTRL_ID_SIMPLE:
15236 if (setup.sound_simple)
15237 setup.sound_simple = FALSE;
15238 else if (audio.sound_available)
15240 setup.sound = setup.sound_simple = TRUE;
15242 SetAudioMode(setup.sound);
15251 static void HandleGameButtons(struct GadgetInfo *gi)
15253 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15256 void HandleSoundButtonKeys(Key key)
15259 if (key == setup.shortcut.sound_simple)
15260 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15261 else if (key == setup.shortcut.sound_loops)
15262 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15263 else if (key == setup.shortcut.sound_music)
15264 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);