1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
26 #define DEBUG_INIT_PLAYER 1
27 #define DEBUG_PLAYER_ACTIONS 0
29 /* EXPERIMENTAL STUFF */
30 #define USE_NEW_AMOEBA_CODE FALSE
32 /* EXPERIMENTAL STUFF */
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
34 #define USE_QUICKSAND_IMPACT_BUGFIX 0
35 #define USE_DELAYED_GFX_REDRAW 0
36 #define USE_NEW_PLAYER_ASSIGNMENTS 1
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y) \
40 GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y) \
42 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
44 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y) \
46 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
48 #define TEST_DrawLevelField(x, y) \
50 #define TEST_DrawLevelFieldCrumbled(x, y) \
51 DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
53 DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y) \
55 DrawTwinkleOnField(x, y)
64 /* for MovePlayer() */
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
70 /* for ScrollPlayer() */
72 #define SCROLL_GO_ON 1
74 /* for Bang()/Explode() */
75 #define EX_PHASE_START 0
76 #define EX_TYPE_NONE 0
77 #define EX_TYPE_NORMAL (1 << 0)
78 #define EX_TYPE_CENTER (1 << 1)
79 #define EX_TYPE_BORDER (1 << 2)
80 #define EX_TYPE_CROSS (1 << 3)
81 #define EX_TYPE_DYNA (1 << 4)
82 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
84 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
85 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
89 /* game panel display and control definitions */
90 #define GAME_PANEL_LEVEL_NUMBER 0
91 #define GAME_PANEL_GEMS 1
92 #define GAME_PANEL_INVENTORY_COUNT 2
93 #define GAME_PANEL_INVENTORY_FIRST_1 3
94 #define GAME_PANEL_INVENTORY_FIRST_2 4
95 #define GAME_PANEL_INVENTORY_FIRST_3 5
96 #define GAME_PANEL_INVENTORY_FIRST_4 6
97 #define GAME_PANEL_INVENTORY_FIRST_5 7
98 #define GAME_PANEL_INVENTORY_FIRST_6 8
99 #define GAME_PANEL_INVENTORY_FIRST_7 9
100 #define GAME_PANEL_INVENTORY_FIRST_8 10
101 #define GAME_PANEL_INVENTORY_LAST_1 11
102 #define GAME_PANEL_INVENTORY_LAST_2 12
103 #define GAME_PANEL_INVENTORY_LAST_3 13
104 #define GAME_PANEL_INVENTORY_LAST_4 14
105 #define GAME_PANEL_INVENTORY_LAST_5 15
106 #define GAME_PANEL_INVENTORY_LAST_6 16
107 #define GAME_PANEL_INVENTORY_LAST_7 17
108 #define GAME_PANEL_INVENTORY_LAST_8 18
109 #define GAME_PANEL_KEY_1 19
110 #define GAME_PANEL_KEY_2 20
111 #define GAME_PANEL_KEY_3 21
112 #define GAME_PANEL_KEY_4 22
113 #define GAME_PANEL_KEY_5 23
114 #define GAME_PANEL_KEY_6 24
115 #define GAME_PANEL_KEY_7 25
116 #define GAME_PANEL_KEY_8 26
117 #define GAME_PANEL_KEY_WHITE 27
118 #define GAME_PANEL_KEY_WHITE_COUNT 28
119 #define GAME_PANEL_SCORE 29
120 #define GAME_PANEL_HIGHSCORE 30
121 #define GAME_PANEL_TIME 31
122 #define GAME_PANEL_TIME_HH 32
123 #define GAME_PANEL_TIME_MM 33
124 #define GAME_PANEL_TIME_SS 34
125 #define GAME_PANEL_FRAME 35
126 #define GAME_PANEL_SHIELD_NORMAL 36
127 #define GAME_PANEL_SHIELD_NORMAL_TIME 37
128 #define GAME_PANEL_SHIELD_DEADLY 38
129 #define GAME_PANEL_SHIELD_DEADLY_TIME 39
130 #define GAME_PANEL_EXIT 40
131 #define GAME_PANEL_EMC_MAGIC_BALL 41
132 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 42
133 #define GAME_PANEL_LIGHT_SWITCH 43
134 #define GAME_PANEL_LIGHT_SWITCH_TIME 44
135 #define GAME_PANEL_TIMEGATE_SWITCH 45
136 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 46
137 #define GAME_PANEL_SWITCHGATE_SWITCH 47
138 #define GAME_PANEL_EMC_LENSES 48
139 #define GAME_PANEL_EMC_LENSES_TIME 49
140 #define GAME_PANEL_EMC_MAGNIFIER 50
141 #define GAME_PANEL_EMC_MAGNIFIER_TIME 51
142 #define GAME_PANEL_BALLOON_SWITCH 52
143 #define GAME_PANEL_DYNABOMB_NUMBER 53
144 #define GAME_PANEL_DYNABOMB_SIZE 54
145 #define GAME_PANEL_DYNABOMB_POWER 55
146 #define GAME_PANEL_PENGUINS 56
147 #define GAME_PANEL_SOKOBAN_OBJECTS 57
148 #define GAME_PANEL_SOKOBAN_FIELDS 58
149 #define GAME_PANEL_ROBOT_WHEEL 59
150 #define GAME_PANEL_CONVEYOR_BELT_1 60
151 #define GAME_PANEL_CONVEYOR_BELT_2 61
152 #define GAME_PANEL_CONVEYOR_BELT_3 62
153 #define GAME_PANEL_CONVEYOR_BELT_4 63
154 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 64
155 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 65
156 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 66
157 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 67
158 #define GAME_PANEL_MAGIC_WALL 68
159 #define GAME_PANEL_MAGIC_WALL_TIME 69
160 #define GAME_PANEL_GRAVITY_STATE 70
161 #define GAME_PANEL_GRAPHIC_1 71
162 #define GAME_PANEL_GRAPHIC_2 72
163 #define GAME_PANEL_GRAPHIC_3 73
164 #define GAME_PANEL_GRAPHIC_4 74
165 #define GAME_PANEL_GRAPHIC_5 75
166 #define GAME_PANEL_GRAPHIC_6 76
167 #define GAME_PANEL_GRAPHIC_7 77
168 #define GAME_PANEL_GRAPHIC_8 78
169 #define GAME_PANEL_ELEMENT_1 79
170 #define GAME_PANEL_ELEMENT_2 80
171 #define GAME_PANEL_ELEMENT_3 81
172 #define GAME_PANEL_ELEMENT_4 82
173 #define GAME_PANEL_ELEMENT_5 83
174 #define GAME_PANEL_ELEMENT_6 84
175 #define GAME_PANEL_ELEMENT_7 85
176 #define GAME_PANEL_ELEMENT_8 86
177 #define GAME_PANEL_ELEMENT_COUNT_1 87
178 #define GAME_PANEL_ELEMENT_COUNT_2 88
179 #define GAME_PANEL_ELEMENT_COUNT_3 89
180 #define GAME_PANEL_ELEMENT_COUNT_4 90
181 #define GAME_PANEL_ELEMENT_COUNT_5 91
182 #define GAME_PANEL_ELEMENT_COUNT_6 92
183 #define GAME_PANEL_ELEMENT_COUNT_7 93
184 #define GAME_PANEL_ELEMENT_COUNT_8 94
185 #define GAME_PANEL_CE_SCORE_1 95
186 #define GAME_PANEL_CE_SCORE_2 96
187 #define GAME_PANEL_CE_SCORE_3 97
188 #define GAME_PANEL_CE_SCORE_4 98
189 #define GAME_PANEL_CE_SCORE_5 99
190 #define GAME_PANEL_CE_SCORE_6 100
191 #define GAME_PANEL_CE_SCORE_7 101
192 #define GAME_PANEL_CE_SCORE_8 102
193 #define GAME_PANEL_CE_SCORE_1_ELEMENT 103
194 #define GAME_PANEL_CE_SCORE_2_ELEMENT 104
195 #define GAME_PANEL_CE_SCORE_3_ELEMENT 105
196 #define GAME_PANEL_CE_SCORE_4_ELEMENT 106
197 #define GAME_PANEL_CE_SCORE_5_ELEMENT 107
198 #define GAME_PANEL_CE_SCORE_6_ELEMENT 108
199 #define GAME_PANEL_CE_SCORE_7_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_8_ELEMENT 110
201 #define GAME_PANEL_PLAYER_NAME 111
202 #define GAME_PANEL_LEVEL_NAME 112
203 #define GAME_PANEL_LEVEL_AUTHOR 113
205 #define NUM_GAME_PANEL_CONTROLS 114
207 struct GamePanelOrderInfo
213 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
215 struct GamePanelControlInfo
219 struct TextPosInfo *pos;
222 int value, last_value;
223 int frame, last_frame;
228 static struct GamePanelControlInfo game_panel_controls[] =
231 GAME_PANEL_LEVEL_NUMBER,
232 &game.panel.level_number,
241 GAME_PANEL_INVENTORY_COUNT,
242 &game.panel.inventory_count,
246 GAME_PANEL_INVENTORY_FIRST_1,
247 &game.panel.inventory_first[0],
251 GAME_PANEL_INVENTORY_FIRST_2,
252 &game.panel.inventory_first[1],
256 GAME_PANEL_INVENTORY_FIRST_3,
257 &game.panel.inventory_first[2],
261 GAME_PANEL_INVENTORY_FIRST_4,
262 &game.panel.inventory_first[3],
266 GAME_PANEL_INVENTORY_FIRST_5,
267 &game.panel.inventory_first[4],
271 GAME_PANEL_INVENTORY_FIRST_6,
272 &game.panel.inventory_first[5],
276 GAME_PANEL_INVENTORY_FIRST_7,
277 &game.panel.inventory_first[6],
281 GAME_PANEL_INVENTORY_FIRST_8,
282 &game.panel.inventory_first[7],
286 GAME_PANEL_INVENTORY_LAST_1,
287 &game.panel.inventory_last[0],
291 GAME_PANEL_INVENTORY_LAST_2,
292 &game.panel.inventory_last[1],
296 GAME_PANEL_INVENTORY_LAST_3,
297 &game.panel.inventory_last[2],
301 GAME_PANEL_INVENTORY_LAST_4,
302 &game.panel.inventory_last[3],
306 GAME_PANEL_INVENTORY_LAST_5,
307 &game.panel.inventory_last[4],
311 GAME_PANEL_INVENTORY_LAST_6,
312 &game.panel.inventory_last[5],
316 GAME_PANEL_INVENTORY_LAST_7,
317 &game.panel.inventory_last[6],
321 GAME_PANEL_INVENTORY_LAST_8,
322 &game.panel.inventory_last[7],
366 GAME_PANEL_KEY_WHITE,
367 &game.panel.key_white,
371 GAME_PANEL_KEY_WHITE_COUNT,
372 &game.panel.key_white_count,
381 GAME_PANEL_HIGHSCORE,
382 &game.panel.highscore,
411 GAME_PANEL_SHIELD_NORMAL,
412 &game.panel.shield_normal,
416 GAME_PANEL_SHIELD_NORMAL_TIME,
417 &game.panel.shield_normal_time,
421 GAME_PANEL_SHIELD_DEADLY,
422 &game.panel.shield_deadly,
426 GAME_PANEL_SHIELD_DEADLY_TIME,
427 &game.panel.shield_deadly_time,
436 GAME_PANEL_EMC_MAGIC_BALL,
437 &game.panel.emc_magic_ball,
441 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
442 &game.panel.emc_magic_ball_switch,
446 GAME_PANEL_LIGHT_SWITCH,
447 &game.panel.light_switch,
451 GAME_PANEL_LIGHT_SWITCH_TIME,
452 &game.panel.light_switch_time,
456 GAME_PANEL_TIMEGATE_SWITCH,
457 &game.panel.timegate_switch,
461 GAME_PANEL_TIMEGATE_SWITCH_TIME,
462 &game.panel.timegate_switch_time,
466 GAME_PANEL_SWITCHGATE_SWITCH,
467 &game.panel.switchgate_switch,
471 GAME_PANEL_EMC_LENSES,
472 &game.panel.emc_lenses,
476 GAME_PANEL_EMC_LENSES_TIME,
477 &game.panel.emc_lenses_time,
481 GAME_PANEL_EMC_MAGNIFIER,
482 &game.panel.emc_magnifier,
486 GAME_PANEL_EMC_MAGNIFIER_TIME,
487 &game.panel.emc_magnifier_time,
491 GAME_PANEL_BALLOON_SWITCH,
492 &game.panel.balloon_switch,
496 GAME_PANEL_DYNABOMB_NUMBER,
497 &game.panel.dynabomb_number,
501 GAME_PANEL_DYNABOMB_SIZE,
502 &game.panel.dynabomb_size,
506 GAME_PANEL_DYNABOMB_POWER,
507 &game.panel.dynabomb_power,
512 &game.panel.penguins,
516 GAME_PANEL_SOKOBAN_OBJECTS,
517 &game.panel.sokoban_objects,
521 GAME_PANEL_SOKOBAN_FIELDS,
522 &game.panel.sokoban_fields,
526 GAME_PANEL_ROBOT_WHEEL,
527 &game.panel.robot_wheel,
531 GAME_PANEL_CONVEYOR_BELT_1,
532 &game.panel.conveyor_belt[0],
536 GAME_PANEL_CONVEYOR_BELT_2,
537 &game.panel.conveyor_belt[1],
541 GAME_PANEL_CONVEYOR_BELT_3,
542 &game.panel.conveyor_belt[2],
546 GAME_PANEL_CONVEYOR_BELT_4,
547 &game.panel.conveyor_belt[3],
551 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
552 &game.panel.conveyor_belt_switch[0],
556 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
557 &game.panel.conveyor_belt_switch[1],
561 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
562 &game.panel.conveyor_belt_switch[2],
566 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
567 &game.panel.conveyor_belt_switch[3],
571 GAME_PANEL_MAGIC_WALL,
572 &game.panel.magic_wall,
576 GAME_PANEL_MAGIC_WALL_TIME,
577 &game.panel.magic_wall_time,
581 GAME_PANEL_GRAVITY_STATE,
582 &game.panel.gravity_state,
586 GAME_PANEL_GRAPHIC_1,
587 &game.panel.graphic[0],
591 GAME_PANEL_GRAPHIC_2,
592 &game.panel.graphic[1],
596 GAME_PANEL_GRAPHIC_3,
597 &game.panel.graphic[2],
601 GAME_PANEL_GRAPHIC_4,
602 &game.panel.graphic[3],
606 GAME_PANEL_GRAPHIC_5,
607 &game.panel.graphic[4],
611 GAME_PANEL_GRAPHIC_6,
612 &game.panel.graphic[5],
616 GAME_PANEL_GRAPHIC_7,
617 &game.panel.graphic[6],
621 GAME_PANEL_GRAPHIC_8,
622 &game.panel.graphic[7],
626 GAME_PANEL_ELEMENT_1,
627 &game.panel.element[0],
631 GAME_PANEL_ELEMENT_2,
632 &game.panel.element[1],
636 GAME_PANEL_ELEMENT_3,
637 &game.panel.element[2],
641 GAME_PANEL_ELEMENT_4,
642 &game.panel.element[3],
646 GAME_PANEL_ELEMENT_5,
647 &game.panel.element[4],
651 GAME_PANEL_ELEMENT_6,
652 &game.panel.element[5],
656 GAME_PANEL_ELEMENT_7,
657 &game.panel.element[6],
661 GAME_PANEL_ELEMENT_8,
662 &game.panel.element[7],
666 GAME_PANEL_ELEMENT_COUNT_1,
667 &game.panel.element_count[0],
671 GAME_PANEL_ELEMENT_COUNT_2,
672 &game.panel.element_count[1],
676 GAME_PANEL_ELEMENT_COUNT_3,
677 &game.panel.element_count[2],
681 GAME_PANEL_ELEMENT_COUNT_4,
682 &game.panel.element_count[3],
686 GAME_PANEL_ELEMENT_COUNT_5,
687 &game.panel.element_count[4],
691 GAME_PANEL_ELEMENT_COUNT_6,
692 &game.panel.element_count[5],
696 GAME_PANEL_ELEMENT_COUNT_7,
697 &game.panel.element_count[6],
701 GAME_PANEL_ELEMENT_COUNT_8,
702 &game.panel.element_count[7],
706 GAME_PANEL_CE_SCORE_1,
707 &game.panel.ce_score[0],
711 GAME_PANEL_CE_SCORE_2,
712 &game.panel.ce_score[1],
716 GAME_PANEL_CE_SCORE_3,
717 &game.panel.ce_score[2],
721 GAME_PANEL_CE_SCORE_4,
722 &game.panel.ce_score[3],
726 GAME_PANEL_CE_SCORE_5,
727 &game.panel.ce_score[4],
731 GAME_PANEL_CE_SCORE_6,
732 &game.panel.ce_score[5],
736 GAME_PANEL_CE_SCORE_7,
737 &game.panel.ce_score[6],
741 GAME_PANEL_CE_SCORE_8,
742 &game.panel.ce_score[7],
746 GAME_PANEL_CE_SCORE_1_ELEMENT,
747 &game.panel.ce_score_element[0],
751 GAME_PANEL_CE_SCORE_2_ELEMENT,
752 &game.panel.ce_score_element[1],
756 GAME_PANEL_CE_SCORE_3_ELEMENT,
757 &game.panel.ce_score_element[2],
761 GAME_PANEL_CE_SCORE_4_ELEMENT,
762 &game.panel.ce_score_element[3],
766 GAME_PANEL_CE_SCORE_5_ELEMENT,
767 &game.panel.ce_score_element[4],
771 GAME_PANEL_CE_SCORE_6_ELEMENT,
772 &game.panel.ce_score_element[5],
776 GAME_PANEL_CE_SCORE_7_ELEMENT,
777 &game.panel.ce_score_element[6],
781 GAME_PANEL_CE_SCORE_8_ELEMENT,
782 &game.panel.ce_score_element[7],
786 GAME_PANEL_PLAYER_NAME,
787 &game.panel.player_name,
791 GAME_PANEL_LEVEL_NAME,
792 &game.panel.level_name,
796 GAME_PANEL_LEVEL_AUTHOR,
797 &game.panel.level_author,
808 /* values for delayed check of falling and moving elements and for collision */
809 #define CHECK_DELAY_MOVING 3
810 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
811 #define CHECK_DELAY_COLLISION 2
812 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
814 /* values for initial player move delay (initial delay counter value) */
815 #define INITIAL_MOVE_DELAY_OFF -1
816 #define INITIAL_MOVE_DELAY_ON 0
818 /* values for player movement speed (which is in fact a delay value) */
819 #define MOVE_DELAY_MIN_SPEED 32
820 #define MOVE_DELAY_NORMAL_SPEED 8
821 #define MOVE_DELAY_HIGH_SPEED 4
822 #define MOVE_DELAY_MAX_SPEED 1
824 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
825 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
827 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
828 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
830 /* values for other actions */
831 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
832 #define MOVE_STEPSIZE_MIN (1)
833 #define MOVE_STEPSIZE_MAX (TILEX)
835 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
836 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
838 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
840 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
841 RND(element_info[e].push_delay_random))
842 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
843 RND(element_info[e].drop_delay_random))
844 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
845 RND(element_info[e].move_delay_random))
846 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
847 (element_info[e].move_delay_random))
848 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
849 RND(element_info[e].ce_value_random_initial))
850 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
851 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
852 RND((c)->delay_random * (c)->delay_frames))
853 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
854 RND((c)->delay_random))
857 #define GET_VALID_RUNTIME_ELEMENT(e) \
858 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
860 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
861 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
862 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
863 (be) + (e) - EL_SELF)
865 #define GET_PLAYER_FROM_BITS(p) \
866 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
868 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
869 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
870 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
871 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
872 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
873 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
874 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
875 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
876 RESOLVED_REFERENCE_ELEMENT(be, e) : \
879 #define CAN_GROW_INTO(e) \
880 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
882 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
883 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
886 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
887 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
888 (CAN_MOVE_INTO_ACID(e) && \
889 Feld[x][y] == EL_ACID) || \
892 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
893 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
894 (CAN_MOVE_INTO_ACID(e) && \
895 Feld[x][y] == EL_ACID) || \
898 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
899 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
901 (CAN_MOVE_INTO_ACID(e) && \
902 Feld[x][y] == EL_ACID) || \
903 (DONT_COLLIDE_WITH(e) && \
905 !PLAYER_ENEMY_PROTECTED(x, y))))
907 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
908 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
910 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
911 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
913 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
914 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
916 #define ANDROID_CAN_CLONE_FIELD(x, y) \
917 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
918 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
920 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
921 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
923 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
924 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
926 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
927 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
929 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
930 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
932 #define PIG_CAN_ENTER_FIELD(e, x, y) \
933 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
935 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
936 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
937 Feld[x][y] == EL_EM_EXIT_OPEN || \
938 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
939 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
940 IS_FOOD_PENGUIN(Feld[x][y])))
941 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
942 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
944 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
945 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
947 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
948 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
950 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
951 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
952 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
954 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
956 #define CE_ENTER_FIELD_COND(e, x, y) \
957 (!IS_PLAYER(x, y) && \
958 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
960 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
961 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
963 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
964 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
966 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
967 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
968 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
969 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
971 /* game button identifiers */
972 #define GAME_CTRL_ID_STOP 0
973 #define GAME_CTRL_ID_PAUSE 1
974 #define GAME_CTRL_ID_PLAY 2
975 #define GAME_CTRL_ID_UNDO 3
976 #define GAME_CTRL_ID_REDO 4
977 #define GAME_CTRL_ID_SAVE 5
978 #define GAME_CTRL_ID_PAUSE2 6
979 #define GAME_CTRL_ID_LOAD 7
980 #define SOUND_CTRL_ID_MUSIC 8
981 #define SOUND_CTRL_ID_LOOPS 9
982 #define SOUND_CTRL_ID_SIMPLE 10
984 #define NUM_GAME_BUTTONS 11
987 /* forward declaration for internal use */
989 static void CreateField(int, int, int);
991 static void ResetGfxAnimation(int, int);
993 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
994 static void AdvanceFrameAndPlayerCounters(int);
996 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
997 static boolean MovePlayer(struct PlayerInfo *, int, int);
998 static void ScrollPlayer(struct PlayerInfo *, int);
999 static void ScrollScreen(struct PlayerInfo *, int);
1001 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1002 static boolean DigFieldByCE(int, int, int);
1003 static boolean SnapField(struct PlayerInfo *, int, int);
1004 static boolean DropElement(struct PlayerInfo *);
1006 static void InitBeltMovement(void);
1007 static void CloseAllOpenTimegates(void);
1008 static void CheckGravityMovement(struct PlayerInfo *);
1009 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1010 static void KillPlayerUnlessEnemyProtected(int, int);
1011 static void KillPlayerUnlessExplosionProtected(int, int);
1013 static void TestIfPlayerTouchesCustomElement(int, int);
1014 static void TestIfElementTouchesCustomElement(int, int);
1015 static void TestIfElementHitsCustomElement(int, int, int);
1017 static void HandleElementChange(int, int, int);
1018 static void ExecuteCustomElementAction(int, int, int, int);
1019 static boolean ChangeElement(int, int, int, int);
1021 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1022 #define CheckTriggeredElementChange(x, y, e, ev) \
1023 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1024 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1025 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1026 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1027 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1028 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1029 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1031 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1032 #define CheckElementChange(x, y, e, te, ev) \
1033 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1034 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1035 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1036 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1037 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1039 static void PlayLevelSound(int, int, int);
1040 static void PlayLevelSoundNearest(int, int, int);
1041 static void PlayLevelSoundAction(int, int, int);
1042 static void PlayLevelSoundElementAction(int, int, int, int);
1043 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1044 static void PlayLevelSoundActionIfLoop(int, int, int);
1045 static void StopLevelSoundActionIfLoop(int, int, int);
1046 static void PlayLevelMusic();
1048 static void HandleGameButtons(struct GadgetInfo *);
1050 int AmoebeNachbarNr(int, int);
1051 void AmoebeUmwandeln(int, int);
1052 void ContinueMoving(int, int);
1053 void Bang(int, int);
1054 void InitMovDir(int, int);
1055 void InitAmoebaNr(int, int);
1056 int NewHiScore(void);
1058 void TestIfGoodThingHitsBadThing(int, int, int);
1059 void TestIfBadThingHitsGoodThing(int, int, int);
1060 void TestIfPlayerTouchesBadThing(int, int);
1061 void TestIfPlayerRunsIntoBadThing(int, int, int);
1062 void TestIfBadThingTouchesPlayer(int, int);
1063 void TestIfBadThingRunsIntoPlayer(int, int, int);
1064 void TestIfFriendTouchesBadThing(int, int);
1065 void TestIfBadThingTouchesFriend(int, int);
1066 void TestIfBadThingTouchesOtherBadThing(int, int);
1067 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1069 void KillPlayer(struct PlayerInfo *);
1070 void BuryPlayer(struct PlayerInfo *);
1071 void RemovePlayer(struct PlayerInfo *);
1073 static int getInvisibleActiveFromInvisibleElement(int);
1074 static int getInvisibleFromInvisibleActiveElement(int);
1076 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1078 /* for detection of endless loops, caused by custom element programming */
1079 /* (using maximal playfield width x 10 is just a rough approximation) */
1080 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1082 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1084 if (recursion_loop_detected) \
1087 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1089 recursion_loop_detected = TRUE; \
1090 recursion_loop_element = (e); \
1093 recursion_loop_depth++; \
1096 #define RECURSION_LOOP_DETECTION_END() \
1098 recursion_loop_depth--; \
1101 static int recursion_loop_depth;
1102 static boolean recursion_loop_detected;
1103 static boolean recursion_loop_element;
1105 static int map_player_action[MAX_PLAYERS];
1108 /* ------------------------------------------------------------------------- */
1109 /* definition of elements that automatically change to other elements after */
1110 /* a specified time, eventually calling a function when changing */
1111 /* ------------------------------------------------------------------------- */
1113 /* forward declaration for changer functions */
1114 static void InitBuggyBase(int, int);
1115 static void WarnBuggyBase(int, int);
1117 static void InitTrap(int, int);
1118 static void ActivateTrap(int, int);
1119 static void ChangeActiveTrap(int, int);
1121 static void InitRobotWheel(int, int);
1122 static void RunRobotWheel(int, int);
1123 static void StopRobotWheel(int, int);
1125 static void InitTimegateWheel(int, int);
1126 static void RunTimegateWheel(int, int);
1128 static void InitMagicBallDelay(int, int);
1129 static void ActivateMagicBall(int, int);
1131 struct ChangingElementInfo
1136 void (*pre_change_function)(int x, int y);
1137 void (*change_function)(int x, int y);
1138 void (*post_change_function)(int x, int y);
1141 static struct ChangingElementInfo change_delay_list[] =
1176 EL_STEEL_EXIT_OPENING,
1184 EL_STEEL_EXIT_CLOSING,
1185 EL_STEEL_EXIT_CLOSED,
1208 EL_EM_STEEL_EXIT_OPENING,
1209 EL_EM_STEEL_EXIT_OPEN,
1216 EL_EM_STEEL_EXIT_CLOSING,
1240 EL_SWITCHGATE_OPENING,
1248 EL_SWITCHGATE_CLOSING,
1249 EL_SWITCHGATE_CLOSED,
1256 EL_TIMEGATE_OPENING,
1264 EL_TIMEGATE_CLOSING,
1273 EL_ACID_SPLASH_LEFT,
1281 EL_ACID_SPLASH_RIGHT,
1290 EL_SP_BUGGY_BASE_ACTIVATING,
1297 EL_SP_BUGGY_BASE_ACTIVATING,
1298 EL_SP_BUGGY_BASE_ACTIVE,
1305 EL_SP_BUGGY_BASE_ACTIVE,
1329 EL_ROBOT_WHEEL_ACTIVE,
1337 EL_TIMEGATE_SWITCH_ACTIVE,
1345 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1346 EL_DC_TIMEGATE_SWITCH,
1353 EL_EMC_MAGIC_BALL_ACTIVE,
1354 EL_EMC_MAGIC_BALL_ACTIVE,
1361 EL_EMC_SPRING_BUMPER_ACTIVE,
1362 EL_EMC_SPRING_BUMPER,
1369 EL_DIAGONAL_SHRINKING,
1377 EL_DIAGONAL_GROWING,
1398 int push_delay_fixed, push_delay_random;
1402 { EL_SPRING, 0, 0 },
1403 { EL_BALLOON, 0, 0 },
1405 { EL_SOKOBAN_OBJECT, 2, 0 },
1406 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1407 { EL_SATELLITE, 2, 0 },
1408 { EL_SP_DISK_YELLOW, 2, 0 },
1410 { EL_UNDEFINED, 0, 0 },
1418 move_stepsize_list[] =
1420 { EL_AMOEBA_DROP, 2 },
1421 { EL_AMOEBA_DROPPING, 2 },
1422 { EL_QUICKSAND_FILLING, 1 },
1423 { EL_QUICKSAND_EMPTYING, 1 },
1424 { EL_QUICKSAND_FAST_FILLING, 2 },
1425 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1426 { EL_MAGIC_WALL_FILLING, 2 },
1427 { EL_MAGIC_WALL_EMPTYING, 2 },
1428 { EL_BD_MAGIC_WALL_FILLING, 2 },
1429 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1430 { EL_DC_MAGIC_WALL_FILLING, 2 },
1431 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1433 { EL_UNDEFINED, 0 },
1441 collect_count_list[] =
1444 { EL_BD_DIAMOND, 1 },
1445 { EL_EMERALD_YELLOW, 1 },
1446 { EL_EMERALD_RED, 1 },
1447 { EL_EMERALD_PURPLE, 1 },
1449 { EL_SP_INFOTRON, 1 },
1453 { EL_UNDEFINED, 0 },
1461 access_direction_list[] =
1463 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1464 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1465 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1466 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1467 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1468 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1469 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1470 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1471 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1472 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1473 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1475 { EL_SP_PORT_LEFT, MV_RIGHT },
1476 { EL_SP_PORT_RIGHT, MV_LEFT },
1477 { EL_SP_PORT_UP, MV_DOWN },
1478 { EL_SP_PORT_DOWN, MV_UP },
1479 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1480 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1481 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1482 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1483 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1484 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1485 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1486 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1487 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1488 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1489 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1490 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1491 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1492 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1493 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1495 { EL_UNDEFINED, MV_NONE }
1498 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1500 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1501 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1502 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1503 IS_JUST_CHANGING(x, y))
1505 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1507 /* static variables for playfield scan mode (scanning forward or backward) */
1508 static int playfield_scan_start_x = 0;
1509 static int playfield_scan_start_y = 0;
1510 static int playfield_scan_delta_x = 1;
1511 static int playfield_scan_delta_y = 1;
1513 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1514 (y) >= 0 && (y) <= lev_fieldy - 1; \
1515 (y) += playfield_scan_delta_y) \
1516 for ((x) = playfield_scan_start_x; \
1517 (x) >= 0 && (x) <= lev_fieldx - 1; \
1518 (x) += playfield_scan_delta_x)
1521 void DEBUG_SetMaximumDynamite()
1525 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1526 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1527 local_player->inventory_element[local_player->inventory_size++] =
1532 static void InitPlayfieldScanModeVars()
1534 if (game.use_reverse_scan_direction)
1536 playfield_scan_start_x = lev_fieldx - 1;
1537 playfield_scan_start_y = lev_fieldy - 1;
1539 playfield_scan_delta_x = -1;
1540 playfield_scan_delta_y = -1;
1544 playfield_scan_start_x = 0;
1545 playfield_scan_start_y = 0;
1547 playfield_scan_delta_x = 1;
1548 playfield_scan_delta_y = 1;
1552 static void InitPlayfieldScanMode(int mode)
1554 game.use_reverse_scan_direction =
1555 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1557 InitPlayfieldScanModeVars();
1560 static int get_move_delay_from_stepsize(int move_stepsize)
1563 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1565 /* make sure that stepsize value is always a power of 2 */
1566 move_stepsize = (1 << log_2(move_stepsize));
1568 return TILEX / move_stepsize;
1571 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1574 int player_nr = player->index_nr;
1575 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1576 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1578 /* do no immediately change move delay -- the player might just be moving */
1579 player->move_delay_value_next = move_delay;
1581 /* information if player can move must be set separately */
1582 player->cannot_move = cannot_move;
1586 player->move_delay = game.initial_move_delay[player_nr];
1587 player->move_delay_value = game.initial_move_delay_value[player_nr];
1589 player->move_delay_value_next = -1;
1591 player->move_delay_reset_counter = 0;
1595 void GetPlayerConfig()
1597 GameFrameDelay = setup.game_frame_delay;
1599 if (!audio.sound_available)
1600 setup.sound_simple = FALSE;
1602 if (!audio.loops_available)
1603 setup.sound_loops = FALSE;
1605 if (!audio.music_available)
1606 setup.sound_music = FALSE;
1608 if (!video.fullscreen_available)
1609 setup.fullscreen = FALSE;
1611 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1613 SetAudioMode(setup.sound);
1617 int GetElementFromGroupElement(int element)
1619 if (IS_GROUP_ELEMENT(element))
1621 struct ElementGroupInfo *group = element_info[element].group;
1622 int last_anim_random_frame = gfx.anim_random_frame;
1625 if (group->choice_mode == ANIM_RANDOM)
1626 gfx.anim_random_frame = RND(group->num_elements_resolved);
1628 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1629 group->choice_mode, 0,
1632 if (group->choice_mode == ANIM_RANDOM)
1633 gfx.anim_random_frame = last_anim_random_frame;
1635 group->choice_pos++;
1637 element = group->element_resolved[element_pos];
1643 static void InitPlayerField(int x, int y, int element, boolean init_game)
1645 if (element == EL_SP_MURPHY)
1649 if (stored_player[0].present)
1651 Feld[x][y] = EL_SP_MURPHY_CLONE;
1657 stored_player[0].initial_element = element;
1658 stored_player[0].use_murphy = TRUE;
1660 if (!level.use_artwork_element[0])
1661 stored_player[0].artwork_element = EL_SP_MURPHY;
1664 Feld[x][y] = EL_PLAYER_1;
1670 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1671 int jx = player->jx, jy = player->jy;
1673 player->present = TRUE;
1675 player->block_last_field = (element == EL_SP_MURPHY ?
1676 level.sp_block_last_field :
1677 level.block_last_field);
1679 /* ---------- initialize player's last field block delay --------------- */
1681 /* always start with reliable default value (no adjustment needed) */
1682 player->block_delay_adjustment = 0;
1684 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1685 if (player->block_last_field && element == EL_SP_MURPHY)
1686 player->block_delay_adjustment = 1;
1688 /* special case 2: in game engines before 3.1.1, blocking was different */
1689 if (game.use_block_last_field_bug)
1690 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1692 if (!options.network || player->connected)
1694 player->active = TRUE;
1696 /* remove potentially duplicate players */
1697 if (StorePlayer[jx][jy] == Feld[x][y])
1698 StorePlayer[jx][jy] = 0;
1700 StorePlayer[x][y] = Feld[x][y];
1702 #if DEBUG_INIT_PLAYER
1705 printf("- player element %d activated", player->element_nr);
1706 printf(" (local player is %d and currently %s)\n",
1707 local_player->element_nr,
1708 local_player->active ? "active" : "not active");
1713 Feld[x][y] = EL_EMPTY;
1715 player->jx = player->last_jx = x;
1716 player->jy = player->last_jy = y;
1721 int player_nr = GET_PLAYER_NR(element);
1722 struct PlayerInfo *player = &stored_player[player_nr];
1724 if (player->active && player->killed)
1725 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1729 static void InitField(int x, int y, boolean init_game)
1731 int element = Feld[x][y];
1740 InitPlayerField(x, y, element, init_game);
1743 case EL_SOKOBAN_FIELD_PLAYER:
1744 element = Feld[x][y] = EL_PLAYER_1;
1745 InitField(x, y, init_game);
1747 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1748 InitField(x, y, init_game);
1751 case EL_SOKOBAN_FIELD_EMPTY:
1752 local_player->sokobanfields_still_needed++;
1756 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1757 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1758 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1759 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1760 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1761 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1762 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1763 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1764 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1765 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1774 case EL_SPACESHIP_RIGHT:
1775 case EL_SPACESHIP_UP:
1776 case EL_SPACESHIP_LEFT:
1777 case EL_SPACESHIP_DOWN:
1778 case EL_BD_BUTTERFLY:
1779 case EL_BD_BUTTERFLY_RIGHT:
1780 case EL_BD_BUTTERFLY_UP:
1781 case EL_BD_BUTTERFLY_LEFT:
1782 case EL_BD_BUTTERFLY_DOWN:
1784 case EL_BD_FIREFLY_RIGHT:
1785 case EL_BD_FIREFLY_UP:
1786 case EL_BD_FIREFLY_LEFT:
1787 case EL_BD_FIREFLY_DOWN:
1788 case EL_PACMAN_RIGHT:
1790 case EL_PACMAN_LEFT:
1791 case EL_PACMAN_DOWN:
1793 case EL_YAMYAM_LEFT:
1794 case EL_YAMYAM_RIGHT:
1796 case EL_YAMYAM_DOWN:
1797 case EL_DARK_YAMYAM:
1800 case EL_SP_SNIKSNAK:
1801 case EL_SP_ELECTRON:
1810 case EL_AMOEBA_FULL:
1815 case EL_AMOEBA_DROP:
1816 if (y == lev_fieldy - 1)
1818 Feld[x][y] = EL_AMOEBA_GROWING;
1819 Store[x][y] = EL_AMOEBA_WET;
1823 case EL_DYNAMITE_ACTIVE:
1824 case EL_SP_DISK_RED_ACTIVE:
1825 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1826 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1827 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1828 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1829 MovDelay[x][y] = 96;
1832 case EL_EM_DYNAMITE_ACTIVE:
1833 MovDelay[x][y] = 32;
1837 local_player->lights_still_needed++;
1841 local_player->friends_still_needed++;
1846 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1849 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1850 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1851 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1852 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1853 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1854 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1855 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1856 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1857 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1858 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1859 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1860 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1863 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1864 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1865 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1867 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1869 game.belt_dir[belt_nr] = belt_dir;
1870 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1872 else /* more than one switch -- set it like the first switch */
1874 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1879 case EL_LIGHT_SWITCH_ACTIVE:
1881 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1884 case EL_INVISIBLE_STEELWALL:
1885 case EL_INVISIBLE_WALL:
1886 case EL_INVISIBLE_SAND:
1887 if (game.light_time_left > 0 ||
1888 game.lenses_time_left > 0)
1889 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1892 case EL_EMC_MAGIC_BALL:
1893 if (game.ball_state)
1894 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1897 case EL_EMC_MAGIC_BALL_SWITCH:
1898 if (game.ball_state)
1899 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1902 case EL_TRIGGER_PLAYER:
1903 case EL_TRIGGER_ELEMENT:
1904 case EL_TRIGGER_CE_VALUE:
1905 case EL_TRIGGER_CE_SCORE:
1907 case EL_ANY_ELEMENT:
1908 case EL_CURRENT_CE_VALUE:
1909 case EL_CURRENT_CE_SCORE:
1926 /* reference elements should not be used on the playfield */
1927 Feld[x][y] = EL_EMPTY;
1931 if (IS_CUSTOM_ELEMENT(element))
1933 if (CAN_MOVE(element))
1936 if (!element_info[element].use_last_ce_value || init_game)
1937 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1939 else if (IS_GROUP_ELEMENT(element))
1941 Feld[x][y] = GetElementFromGroupElement(element);
1943 InitField(x, y, init_game);
1950 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1953 inline static void InitField_WithBug1(int x, int y, boolean init_game)
1955 InitField(x, y, init_game);
1957 /* not needed to call InitMovDir() -- already done by InitField()! */
1958 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1959 CAN_MOVE(Feld[x][y]))
1963 inline static void InitField_WithBug2(int x, int y, boolean init_game)
1965 int old_element = Feld[x][y];
1967 InitField(x, y, init_game);
1969 /* not needed to call InitMovDir() -- already done by InitField()! */
1970 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1971 CAN_MOVE(old_element) &&
1972 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
1975 /* this case is in fact a combination of not less than three bugs:
1976 first, it calls InitMovDir() for elements that can move, although this is
1977 already done by InitField(); then, it checks the element that was at this
1978 field _before_ the call to InitField() (which can change it); lastly, it
1979 was not called for "mole with direction" elements, which were treated as
1980 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
1984 static int get_key_element_from_nr(int key_nr)
1986 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
1987 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
1988 EL_EM_KEY_1 : EL_KEY_1);
1990 return key_base_element + key_nr;
1993 static int get_next_dropped_element(struct PlayerInfo *player)
1995 return (player->inventory_size > 0 ?
1996 player->inventory_element[player->inventory_size - 1] :
1997 player->inventory_infinite_element != EL_UNDEFINED ?
1998 player->inventory_infinite_element :
1999 player->dynabombs_left > 0 ?
2000 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2004 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2006 /* pos >= 0: get element from bottom of the stack;
2007 pos < 0: get element from top of the stack */
2011 int min_inventory_size = -pos;
2012 int inventory_pos = player->inventory_size - min_inventory_size;
2013 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2015 return (player->inventory_size >= min_inventory_size ?
2016 player->inventory_element[inventory_pos] :
2017 player->inventory_infinite_element != EL_UNDEFINED ?
2018 player->inventory_infinite_element :
2019 player->dynabombs_left >= min_dynabombs_left ?
2020 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2025 int min_dynabombs_left = pos + 1;
2026 int min_inventory_size = pos + 1 - player->dynabombs_left;
2027 int inventory_pos = pos - player->dynabombs_left;
2029 return (player->inventory_infinite_element != EL_UNDEFINED ?
2030 player->inventory_infinite_element :
2031 player->dynabombs_left >= min_dynabombs_left ?
2032 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2033 player->inventory_size >= min_inventory_size ?
2034 player->inventory_element[inventory_pos] :
2039 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2041 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2042 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2045 if (gpo1->sort_priority != gpo2->sort_priority)
2046 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2048 compare_result = gpo1->nr - gpo2->nr;
2050 return compare_result;
2053 void InitGameControlValues()
2057 for (i = 0; game_panel_controls[i].nr != -1; i++)
2059 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2060 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2061 struct TextPosInfo *pos = gpc->pos;
2063 int type = gpc->type;
2067 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2068 Error(ERR_EXIT, "this should not happen -- please debug");
2071 /* force update of game controls after initialization */
2072 gpc->value = gpc->last_value = -1;
2073 gpc->frame = gpc->last_frame = -1;
2074 gpc->gfx_frame = -1;
2076 /* determine panel value width for later calculation of alignment */
2077 if (type == TYPE_INTEGER || type == TYPE_STRING)
2079 pos->width = pos->size * getFontWidth(pos->font);
2080 pos->height = getFontHeight(pos->font);
2082 else if (type == TYPE_ELEMENT)
2084 pos->width = pos->size;
2085 pos->height = pos->size;
2088 /* fill structure for game panel draw order */
2090 gpo->sort_priority = pos->sort_priority;
2093 /* sort game panel controls according to sort_priority and control number */
2094 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2095 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2098 void UpdatePlayfieldElementCount()
2100 boolean use_element_count = FALSE;
2103 /* first check if it is needed at all to calculate playfield element count */
2104 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2105 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2106 use_element_count = TRUE;
2108 if (!use_element_count)
2111 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2112 element_info[i].element_count = 0;
2114 SCAN_PLAYFIELD(x, y)
2116 element_info[Feld[x][y]].element_count++;
2119 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2120 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2121 if (IS_IN_GROUP(j, i))
2122 element_info[EL_GROUP_START + i].element_count +=
2123 element_info[j].element_count;
2126 void UpdateGameControlValues()
2129 int time = (local_player->LevelSolved ?
2130 local_player->LevelSolved_CountingTime :
2131 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2132 level.native_em_level->lev->time :
2133 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2134 level.native_sp_level->game_sp->time_played :
2135 game.no_time_limit ? TimePlayed : TimeLeft);
2136 int score = (local_player->LevelSolved ?
2137 local_player->LevelSolved_CountingScore :
2138 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2139 level.native_em_level->lev->score :
2140 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2141 level.native_sp_level->game_sp->score :
2142 local_player->score);
2143 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2144 level.native_em_level->lev->required :
2145 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2146 level.native_sp_level->game_sp->infotrons_still_needed :
2147 local_player->gems_still_needed);
2148 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2149 level.native_em_level->lev->required > 0 :
2150 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2151 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2152 local_player->gems_still_needed > 0 ||
2153 local_player->sokobanfields_still_needed > 0 ||
2154 local_player->lights_still_needed > 0);
2156 UpdatePlayfieldElementCount();
2158 /* update game panel control values */
2160 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2161 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2163 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2164 for (i = 0; i < MAX_NUM_KEYS; i++)
2165 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2166 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2167 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2169 if (game.centered_player_nr == -1)
2171 for (i = 0; i < MAX_PLAYERS; i++)
2173 /* only one player in Supaplex game engine */
2174 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2177 for (k = 0; k < MAX_NUM_KEYS; k++)
2179 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2181 if (level.native_em_level->ply[i]->keys & (1 << k))
2182 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2183 get_key_element_from_nr(k);
2185 else if (stored_player[i].key[k])
2186 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2187 get_key_element_from_nr(k);
2190 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2191 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2192 level.native_em_level->ply[i]->dynamite;
2193 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2194 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2195 level.native_sp_level->game_sp->red_disk_count;
2197 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2198 stored_player[i].inventory_size;
2200 if (stored_player[i].num_white_keys > 0)
2201 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2204 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2205 stored_player[i].num_white_keys;
2210 int player_nr = game.centered_player_nr;
2212 for (k = 0; k < MAX_NUM_KEYS; k++)
2214 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2216 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2217 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2218 get_key_element_from_nr(k);
2220 else if (stored_player[player_nr].key[k])
2221 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2222 get_key_element_from_nr(k);
2225 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2226 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2227 level.native_em_level->ply[player_nr]->dynamite;
2228 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2229 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2230 level.native_sp_level->game_sp->red_disk_count;
2232 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2233 stored_player[player_nr].inventory_size;
2235 if (stored_player[player_nr].num_white_keys > 0)
2236 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2238 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2239 stored_player[player_nr].num_white_keys;
2242 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2244 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2245 get_inventory_element_from_pos(local_player, i);
2246 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2247 get_inventory_element_from_pos(local_player, -i - 1);
2250 game_panel_controls[GAME_PANEL_SCORE].value = score;
2251 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2253 game_panel_controls[GAME_PANEL_TIME].value = time;
2255 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2256 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2257 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2259 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2261 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2262 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2264 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2265 local_player->shield_normal_time_left;
2266 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2267 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2269 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2270 local_player->shield_deadly_time_left;
2272 game_panel_controls[GAME_PANEL_EXIT].value =
2273 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2275 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2276 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2277 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2278 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2279 EL_EMC_MAGIC_BALL_SWITCH);
2281 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2282 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2283 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2284 game.light_time_left;
2286 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2287 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2288 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2289 game.timegate_time_left;
2291 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2292 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2294 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2295 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2296 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2297 game.lenses_time_left;
2299 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2300 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2301 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2302 game.magnify_time_left;
2304 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2305 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2306 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2307 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2308 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2309 EL_BALLOON_SWITCH_NONE);
2311 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2312 local_player->dynabomb_count;
2313 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2314 local_player->dynabomb_size;
2315 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2316 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2318 game_panel_controls[GAME_PANEL_PENGUINS].value =
2319 local_player->friends_still_needed;
2321 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2322 local_player->sokobanfields_still_needed;
2323 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2324 local_player->sokobanfields_still_needed;
2326 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2327 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2329 for (i = 0; i < NUM_BELTS; i++)
2331 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2332 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2333 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2334 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2335 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2338 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2339 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2340 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2341 game.magic_wall_time_left;
2343 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2344 local_player->gravity;
2346 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2347 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2349 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2350 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2351 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2352 game.panel.element[i].id : EL_UNDEFINED);
2354 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2355 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2356 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2357 element_info[game.panel.element_count[i].id].element_count : 0);
2359 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2360 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2361 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2362 element_info[game.panel.ce_score[i].id].collect_score : 0);
2364 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2365 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2366 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2367 element_info[game.panel.ce_score_element[i].id].collect_score :
2370 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2371 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2372 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2374 /* update game panel control frames */
2376 for (i = 0; game_panel_controls[i].nr != -1; i++)
2378 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2380 if (gpc->type == TYPE_ELEMENT)
2382 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2384 int last_anim_random_frame = gfx.anim_random_frame;
2385 int element = gpc->value;
2386 int graphic = el2panelimg(element);
2388 if (gpc->value != gpc->last_value)
2391 gpc->gfx_random = INIT_GFX_RANDOM();
2397 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2398 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2399 gpc->gfx_random = INIT_GFX_RANDOM();
2402 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2403 gfx.anim_random_frame = gpc->gfx_random;
2405 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2406 gpc->gfx_frame = element_info[element].collect_score;
2408 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2411 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2412 gfx.anim_random_frame = last_anim_random_frame;
2418 void DisplayGameControlValues()
2420 boolean redraw_panel = FALSE;
2423 for (i = 0; game_panel_controls[i].nr != -1; i++)
2425 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2427 if (PANEL_DEACTIVATED(gpc->pos))
2430 if (gpc->value == gpc->last_value &&
2431 gpc->frame == gpc->last_frame)
2434 redraw_panel = TRUE;
2440 /* copy default game door content to main double buffer */
2442 /* !!! CHECK AGAIN !!! */
2443 SetPanelBackground();
2444 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2445 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2447 /* redraw game control buttons */
2448 RedrawGameButtons();
2450 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2452 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2454 int nr = game_panel_order[i].nr;
2455 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2456 struct TextPosInfo *pos = gpc->pos;
2457 int type = gpc->type;
2458 int value = gpc->value;
2459 int frame = gpc->frame;
2460 int size = pos->size;
2461 int font = pos->font;
2462 boolean draw_masked = pos->draw_masked;
2463 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2465 if (PANEL_DEACTIVATED(pos))
2468 gpc->last_value = value;
2469 gpc->last_frame = frame;
2471 if (type == TYPE_INTEGER)
2473 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2474 nr == GAME_PANEL_TIME)
2476 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2478 if (use_dynamic_size) /* use dynamic number of digits */
2480 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2481 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2482 int size2 = size1 + 1;
2483 int font1 = pos->font;
2484 int font2 = pos->font_alt;
2486 size = (value < value_change ? size1 : size2);
2487 font = (value < value_change ? font1 : font2);
2491 /* correct text size if "digits" is zero or less */
2493 size = strlen(int2str(value, size));
2495 /* dynamically correct text alignment */
2496 pos->width = size * getFontWidth(font);
2498 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2499 int2str(value, size), font, mask_mode);
2501 else if (type == TYPE_ELEMENT)
2503 int element, graphic;
2507 int dst_x = PANEL_XPOS(pos);
2508 int dst_y = PANEL_YPOS(pos);
2510 if (value != EL_UNDEFINED && value != EL_EMPTY)
2513 graphic = el2panelimg(value);
2515 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2517 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2520 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2523 width = graphic_info[graphic].width * size / TILESIZE;
2524 height = graphic_info[graphic].height * size / TILESIZE;
2527 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2530 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2534 else if (type == TYPE_STRING)
2536 boolean active = (value != 0);
2537 char *state_normal = "off";
2538 char *state_active = "on";
2539 char *state = (active ? state_active : state_normal);
2540 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2541 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2542 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2543 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2545 if (nr == GAME_PANEL_GRAVITY_STATE)
2547 int font1 = pos->font; /* (used for normal state) */
2548 int font2 = pos->font_alt; /* (used for active state) */
2550 font = (active ? font2 : font1);
2559 /* don't truncate output if "chars" is zero or less */
2562 /* dynamically correct text alignment */
2563 pos->width = size * getFontWidth(font);
2566 s_cut = getStringCopyN(s, size);
2568 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2569 s_cut, font, mask_mode);
2575 redraw_mask |= REDRAW_DOOR_1;
2578 SetGameStatus(GAME_MODE_PLAYING);
2581 void UpdateAndDisplayGameControlValues()
2583 if (tape.deactivate_display)
2586 UpdateGameControlValues();
2587 DisplayGameControlValues();
2590 void UpdateGameDoorValues()
2592 UpdateGameControlValues();
2595 void DrawGameDoorValues()
2597 DisplayGameControlValues();
2602 =============================================================================
2604 -----------------------------------------------------------------------------
2605 initialize game engine due to level / tape version number
2606 =============================================================================
2609 static void InitGameEngine()
2611 int i, j, k, l, x, y;
2613 /* set game engine from tape file when re-playing, else from level file */
2614 game.engine_version = (tape.playing ? tape.engine_version :
2615 level.game_version);
2617 /* set single or multi-player game mode (needed for re-playing tapes) */
2618 game.team_mode = setup.team_mode;
2622 int num_players = 0;
2624 for (i = 0; i < MAX_PLAYERS; i++)
2625 if (tape.player_participates[i])
2628 /* multi-player tapes contain input data for more than one player */
2629 game.team_mode = (num_players > 1);
2632 /* ---------------------------------------------------------------------- */
2633 /* set flags for bugs and changes according to active game engine version */
2634 /* ---------------------------------------------------------------------- */
2637 Summary of bugfix/change:
2638 Fixed handling for custom elements that change when pushed by the player.
2640 Fixed/changed in version:
2644 Before 3.1.0, custom elements that "change when pushing" changed directly
2645 after the player started pushing them (until then handled in "DigField()").
2646 Since 3.1.0, these custom elements are not changed until the "pushing"
2647 move of the element is finished (now handled in "ContinueMoving()").
2649 Affected levels/tapes:
2650 The first condition is generally needed for all levels/tapes before version
2651 3.1.0, which might use the old behaviour before it was changed; known tapes
2652 that are affected are some tapes from the level set "Walpurgis Gardens" by
2654 The second condition is an exception from the above case and is needed for
2655 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2656 above (including some development versions of 3.1.0), but before it was
2657 known that this change would break tapes like the above and was fixed in
2658 3.1.1, so that the changed behaviour was active although the engine version
2659 while recording maybe was before 3.1.0. There is at least one tape that is
2660 affected by this exception, which is the tape for the one-level set "Bug
2661 Machine" by Juergen Bonhagen.
2664 game.use_change_when_pushing_bug =
2665 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2667 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2668 tape.game_version < VERSION_IDENT(3,1,1,0)));
2671 Summary of bugfix/change:
2672 Fixed handling for blocking the field the player leaves when moving.
2674 Fixed/changed in version:
2678 Before 3.1.1, when "block last field when moving" was enabled, the field
2679 the player is leaving when moving was blocked for the time of the move,
2680 and was directly unblocked afterwards. This resulted in the last field
2681 being blocked for exactly one less than the number of frames of one player
2682 move. Additionally, even when blocking was disabled, the last field was
2683 blocked for exactly one frame.
2684 Since 3.1.1, due to changes in player movement handling, the last field
2685 is not blocked at all when blocking is disabled. When blocking is enabled,
2686 the last field is blocked for exactly the number of frames of one player
2687 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2688 last field is blocked for exactly one more than the number of frames of
2691 Affected levels/tapes:
2692 (!!! yet to be determined -- probably many !!!)
2695 game.use_block_last_field_bug =
2696 (game.engine_version < VERSION_IDENT(3,1,1,0));
2698 /* ---------------------------------------------------------------------- */
2700 /* set maximal allowed number of custom element changes per game frame */
2701 game.max_num_changes_per_frame = 1;
2703 /* default scan direction: scan playfield from top/left to bottom/right */
2704 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2706 /* dynamically adjust element properties according to game engine version */
2707 InitElementPropertiesEngine(game.engine_version);
2710 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2711 printf(" tape version == %06d [%s] [file: %06d]\n",
2712 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2714 printf(" => game.engine_version == %06d\n", game.engine_version);
2717 /* ---------- initialize player's initial move delay --------------------- */
2719 /* dynamically adjust player properties according to level information */
2720 for (i = 0; i < MAX_PLAYERS; i++)
2721 game.initial_move_delay_value[i] =
2722 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2724 /* dynamically adjust player properties according to game engine version */
2725 for (i = 0; i < MAX_PLAYERS; i++)
2726 game.initial_move_delay[i] =
2727 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2728 game.initial_move_delay_value[i] : 0);
2730 /* ---------- initialize player's initial push delay --------------------- */
2732 /* dynamically adjust player properties according to game engine version */
2733 game.initial_push_delay_value =
2734 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2736 /* ---------- initialize changing elements ------------------------------- */
2738 /* initialize changing elements information */
2739 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2741 struct ElementInfo *ei = &element_info[i];
2743 /* this pointer might have been changed in the level editor */
2744 ei->change = &ei->change_page[0];
2746 if (!IS_CUSTOM_ELEMENT(i))
2748 ei->change->target_element = EL_EMPTY_SPACE;
2749 ei->change->delay_fixed = 0;
2750 ei->change->delay_random = 0;
2751 ei->change->delay_frames = 1;
2754 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2756 ei->has_change_event[j] = FALSE;
2758 ei->event_page_nr[j] = 0;
2759 ei->event_page[j] = &ei->change_page[0];
2763 /* add changing elements from pre-defined list */
2764 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2766 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2767 struct ElementInfo *ei = &element_info[ch_delay->element];
2769 ei->change->target_element = ch_delay->target_element;
2770 ei->change->delay_fixed = ch_delay->change_delay;
2772 ei->change->pre_change_function = ch_delay->pre_change_function;
2773 ei->change->change_function = ch_delay->change_function;
2774 ei->change->post_change_function = ch_delay->post_change_function;
2776 ei->change->can_change = TRUE;
2777 ei->change->can_change_or_has_action = TRUE;
2779 ei->has_change_event[CE_DELAY] = TRUE;
2781 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2782 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2785 /* ---------- initialize internal run-time variables --------------------- */
2787 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2789 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2791 for (j = 0; j < ei->num_change_pages; j++)
2793 ei->change_page[j].can_change_or_has_action =
2794 (ei->change_page[j].can_change |
2795 ei->change_page[j].has_action);
2799 /* add change events from custom element configuration */
2800 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2802 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2804 for (j = 0; j < ei->num_change_pages; j++)
2806 if (!ei->change_page[j].can_change_or_has_action)
2809 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2811 /* only add event page for the first page found with this event */
2812 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
2814 ei->has_change_event[k] = TRUE;
2816 ei->event_page_nr[k] = j;
2817 ei->event_page[k] = &ei->change_page[j];
2823 /* ---------- initialize reference elements in change conditions --------- */
2825 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2827 int element = EL_CUSTOM_START + i;
2828 struct ElementInfo *ei = &element_info[element];
2830 for (j = 0; j < ei->num_change_pages; j++)
2832 int trigger_element = ei->change_page[j].initial_trigger_element;
2834 if (trigger_element >= EL_PREV_CE_8 &&
2835 trigger_element <= EL_NEXT_CE_8)
2836 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
2838 ei->change_page[j].trigger_element = trigger_element;
2842 /* ---------- initialize run-time trigger player and element ------------- */
2844 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2846 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2848 for (j = 0; j < ei->num_change_pages; j++)
2850 ei->change_page[j].actual_trigger_element = EL_EMPTY;
2851 ei->change_page[j].actual_trigger_player = EL_EMPTY;
2852 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
2853 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
2854 ei->change_page[j].actual_trigger_ce_value = 0;
2855 ei->change_page[j].actual_trigger_ce_score = 0;
2859 /* ---------- initialize trigger events ---------------------------------- */
2861 /* initialize trigger events information */
2862 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2863 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2864 trigger_events[i][j] = FALSE;
2866 /* add trigger events from element change event properties */
2867 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2869 struct ElementInfo *ei = &element_info[i];
2871 for (j = 0; j < ei->num_change_pages; j++)
2873 if (!ei->change_page[j].can_change_or_has_action)
2876 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
2878 int trigger_element = ei->change_page[j].trigger_element;
2880 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2882 if (ei->change_page[j].has_event[k])
2884 if (IS_GROUP_ELEMENT(trigger_element))
2886 struct ElementGroupInfo *group =
2887 element_info[trigger_element].group;
2889 for (l = 0; l < group->num_elements_resolved; l++)
2890 trigger_events[group->element_resolved[l]][k] = TRUE;
2892 else if (trigger_element == EL_ANY_ELEMENT)
2893 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
2894 trigger_events[l][k] = TRUE;
2896 trigger_events[trigger_element][k] = TRUE;
2903 /* ---------- initialize push delay -------------------------------------- */
2905 /* initialize push delay values to default */
2906 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2908 if (!IS_CUSTOM_ELEMENT(i))
2910 /* set default push delay values (corrected since version 3.0.7-1) */
2911 if (game.engine_version < VERSION_IDENT(3,0,7,1))
2913 element_info[i].push_delay_fixed = 2;
2914 element_info[i].push_delay_random = 8;
2918 element_info[i].push_delay_fixed = 8;
2919 element_info[i].push_delay_random = 8;
2924 /* set push delay value for certain elements from pre-defined list */
2925 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
2927 int e = push_delay_list[i].element;
2929 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
2930 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
2933 /* set push delay value for Supaplex elements for newer engine versions */
2934 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2936 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2938 if (IS_SP_ELEMENT(i))
2940 /* set SP push delay to just enough to push under a falling zonk */
2941 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
2943 element_info[i].push_delay_fixed = delay;
2944 element_info[i].push_delay_random = 0;
2949 /* ---------- initialize move stepsize ----------------------------------- */
2951 /* initialize move stepsize values to default */
2952 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2953 if (!IS_CUSTOM_ELEMENT(i))
2954 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
2956 /* set move stepsize value for certain elements from pre-defined list */
2957 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
2959 int e = move_stepsize_list[i].element;
2961 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
2964 /* ---------- initialize collect score ----------------------------------- */
2966 /* initialize collect score values for custom elements from initial value */
2967 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2968 if (IS_CUSTOM_ELEMENT(i))
2969 element_info[i].collect_score = element_info[i].collect_score_initial;
2971 /* ---------- initialize collect count ----------------------------------- */
2973 /* initialize collect count values for non-custom elements */
2974 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2975 if (!IS_CUSTOM_ELEMENT(i))
2976 element_info[i].collect_count_initial = 0;
2978 /* add collect count values for all elements from pre-defined list */
2979 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
2980 element_info[collect_count_list[i].element].collect_count_initial =
2981 collect_count_list[i].count;
2983 /* ---------- initialize access direction -------------------------------- */
2985 /* initialize access direction values to default (access from every side) */
2986 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2987 if (!IS_CUSTOM_ELEMENT(i))
2988 element_info[i].access_direction = MV_ALL_DIRECTIONS;
2990 /* set access direction value for certain elements from pre-defined list */
2991 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
2992 element_info[access_direction_list[i].element].access_direction =
2993 access_direction_list[i].direction;
2995 /* ---------- initialize explosion content ------------------------------- */
2996 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2998 if (IS_CUSTOM_ELEMENT(i))
3001 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3003 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3005 element_info[i].content.e[x][y] =
3006 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3007 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3008 i == EL_PLAYER_3 ? EL_EMERALD :
3009 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3010 i == EL_MOLE ? EL_EMERALD_RED :
3011 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3012 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3013 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3014 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3015 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3016 i == EL_WALL_EMERALD ? EL_EMERALD :
3017 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3018 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3019 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3020 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3021 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3022 i == EL_WALL_PEARL ? EL_PEARL :
3023 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3028 /* ---------- initialize recursion detection ------------------------------ */
3029 recursion_loop_depth = 0;
3030 recursion_loop_detected = FALSE;
3031 recursion_loop_element = EL_UNDEFINED;
3033 /* ---------- initialize graphics engine ---------------------------------- */
3034 game.scroll_delay_value =
3035 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3036 setup.scroll_delay ? setup.scroll_delay_value : 0);
3037 game.scroll_delay_value =
3038 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3040 /* ---------- initialize game engine snapshots ---------------------------- */
3041 for (i = 0; i < MAX_PLAYERS; i++)
3042 game.snapshot.last_action[i] = 0;
3043 game.snapshot.changed_action = FALSE;
3044 game.snapshot.collected_item = FALSE;
3045 game.snapshot.mode =
3046 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3047 SNAPSHOT_MODE_EVERY_STEP :
3048 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3049 SNAPSHOT_MODE_EVERY_MOVE :
3050 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3051 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3054 int get_num_special_action(int element, int action_first, int action_last)
3056 int num_special_action = 0;
3059 for (i = action_first; i <= action_last; i++)
3061 boolean found = FALSE;
3063 for (j = 0; j < NUM_DIRECTIONS; j++)
3064 if (el_act_dir2img(element, i, j) !=
3065 el_act_dir2img(element, ACTION_DEFAULT, j))
3069 num_special_action++;
3074 return num_special_action;
3079 =============================================================================
3081 -----------------------------------------------------------------------------
3082 initialize and start new game
3083 =============================================================================
3088 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3089 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3090 int fade_mask = REDRAW_FIELD;
3092 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3093 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3094 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3095 int initial_move_dir = MV_DOWN;
3098 // required here to update video display before fading (FIX THIS)
3099 DrawMaskedBorder(REDRAW_DOOR_2);
3101 if (!game.restart_level)
3102 CloseDoor(DOOR_CLOSE_1);
3104 SetGameStatus(GAME_MODE_PLAYING);
3106 if (level_editor_test_game)
3107 FadeSkipNextFadeIn();
3109 FadeSetEnterScreen();
3111 if (CheckIfGlobalBorderHasChanged())
3112 fade_mask = REDRAW_ALL;
3114 FadeSoundsAndMusic();
3116 ExpireSoundLoops(TRUE);
3120 /* needed if different viewport properties defined for playing */
3121 ChangeViewportPropertiesIfNeeded();
3125 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3127 DrawCompleteVideoDisplay();
3130 InitGameControlValues();
3132 /* don't play tapes over network */
3133 network_playing = (options.network && !tape.playing);
3135 for (i = 0; i < MAX_PLAYERS; i++)
3137 struct PlayerInfo *player = &stored_player[i];
3139 player->index_nr = i;
3140 player->index_bit = (1 << i);
3141 player->element_nr = EL_PLAYER_1 + i;
3143 player->present = FALSE;
3144 player->active = FALSE;
3145 player->mapped = FALSE;
3147 player->killed = FALSE;
3148 player->reanimated = FALSE;
3151 player->effective_action = 0;
3152 player->programmed_action = 0;
3155 player->score_final = 0;
3157 player->gems_still_needed = level.gems_needed;
3158 player->sokobanfields_still_needed = 0;
3159 player->lights_still_needed = 0;
3160 player->friends_still_needed = 0;
3162 for (j = 0; j < MAX_NUM_KEYS; j++)
3163 player->key[j] = FALSE;
3165 player->num_white_keys = 0;
3167 player->dynabomb_count = 0;
3168 player->dynabomb_size = 1;
3169 player->dynabombs_left = 0;
3170 player->dynabomb_xl = FALSE;
3172 player->MovDir = initial_move_dir;
3175 player->GfxDir = initial_move_dir;
3176 player->GfxAction = ACTION_DEFAULT;
3178 player->StepFrame = 0;
3180 player->initial_element = player->element_nr;
3181 player->artwork_element =
3182 (level.use_artwork_element[i] ? level.artwork_element[i] :
3183 player->element_nr);
3184 player->use_murphy = FALSE;
3186 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3187 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3189 player->gravity = level.initial_player_gravity[i];
3191 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3193 player->actual_frame_counter = 0;
3195 player->step_counter = 0;
3197 player->last_move_dir = initial_move_dir;
3199 player->is_active = FALSE;
3201 player->is_waiting = FALSE;
3202 player->is_moving = FALSE;
3203 player->is_auto_moving = FALSE;
3204 player->is_digging = FALSE;
3205 player->is_snapping = FALSE;
3206 player->is_collecting = FALSE;
3207 player->is_pushing = FALSE;
3208 player->is_switching = FALSE;
3209 player->is_dropping = FALSE;
3210 player->is_dropping_pressed = FALSE;
3212 player->is_bored = FALSE;
3213 player->is_sleeping = FALSE;
3215 player->was_waiting = TRUE;
3216 player->was_moving = FALSE;
3217 player->was_snapping = FALSE;
3218 player->was_dropping = FALSE;
3220 player->frame_counter_bored = -1;
3221 player->frame_counter_sleeping = -1;
3223 player->anim_delay_counter = 0;
3224 player->post_delay_counter = 0;
3226 player->dir_waiting = initial_move_dir;
3227 player->action_waiting = ACTION_DEFAULT;
3228 player->last_action_waiting = ACTION_DEFAULT;
3229 player->special_action_bored = ACTION_DEFAULT;
3230 player->special_action_sleeping = ACTION_DEFAULT;
3232 player->switch_x = -1;
3233 player->switch_y = -1;
3235 player->drop_x = -1;
3236 player->drop_y = -1;
3238 player->show_envelope = 0;
3240 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3242 player->push_delay = -1; /* initialized when pushing starts */
3243 player->push_delay_value = game.initial_push_delay_value;
3245 player->drop_delay = 0;
3246 player->drop_pressed_delay = 0;
3248 player->last_jx = -1;
3249 player->last_jy = -1;
3253 player->shield_normal_time_left = 0;
3254 player->shield_deadly_time_left = 0;
3256 player->inventory_infinite_element = EL_UNDEFINED;
3257 player->inventory_size = 0;
3259 if (level.use_initial_inventory[i])
3261 for (j = 0; j < level.initial_inventory_size[i]; j++)
3263 int element = level.initial_inventory_content[i][j];
3264 int collect_count = element_info[element].collect_count_initial;
3267 if (!IS_CUSTOM_ELEMENT(element))
3270 if (collect_count == 0)
3271 player->inventory_infinite_element = element;
3273 for (k = 0; k < collect_count; k++)
3274 if (player->inventory_size < MAX_INVENTORY_SIZE)
3275 player->inventory_element[player->inventory_size++] = element;
3279 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3280 SnapField(player, 0, 0);
3282 player->LevelSolved = FALSE;
3283 player->GameOver = FALSE;
3285 player->LevelSolved_GameWon = FALSE;
3286 player->LevelSolved_GameEnd = FALSE;
3287 player->LevelSolved_PanelOff = FALSE;
3288 player->LevelSolved_SaveTape = FALSE;
3289 player->LevelSolved_SaveScore = FALSE;
3290 player->LevelSolved_CountingTime = 0;
3291 player->LevelSolved_CountingScore = 0;
3293 map_player_action[i] = i;
3296 network_player_action_received = FALSE;
3298 #if defined(NETWORK_AVALIABLE)
3299 /* initial null action */
3300 if (network_playing)
3301 SendToServer_MovePlayer(MV_NONE);
3310 TimeLeft = level.time;
3313 ScreenMovDir = MV_NONE;
3317 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3319 AllPlayersGone = FALSE;
3321 game.no_time_limit = (level.time == 0);
3323 game.yamyam_content_nr = 0;
3324 game.robot_wheel_active = FALSE;
3325 game.magic_wall_active = FALSE;
3326 game.magic_wall_time_left = 0;
3327 game.light_time_left = 0;
3328 game.timegate_time_left = 0;
3329 game.switchgate_pos = 0;
3330 game.wind_direction = level.wind_direction_initial;
3332 game.lenses_time_left = 0;
3333 game.magnify_time_left = 0;
3335 game.ball_state = level.ball_state_initial;
3336 game.ball_content_nr = 0;
3338 game.envelope_active = FALSE;
3340 /* set focus to local player for network games, else to all players */
3341 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3342 game.centered_player_nr_next = game.centered_player_nr;
3343 game.set_centered_player = FALSE;
3345 if (network_playing && tape.recording)
3347 /* store client dependent player focus when recording network games */
3348 tape.centered_player_nr_next = game.centered_player_nr_next;
3349 tape.set_centered_player = TRUE;
3352 for (i = 0; i < NUM_BELTS; i++)
3354 game.belt_dir[i] = MV_NONE;
3355 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3358 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3359 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3361 #if DEBUG_INIT_PLAYER
3364 printf("Player status at level initialization:\n");
3368 SCAN_PLAYFIELD(x, y)
3370 Feld[x][y] = level.field[x][y];
3371 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3372 ChangeDelay[x][y] = 0;
3373 ChangePage[x][y] = -1;
3374 CustomValue[x][y] = 0; /* initialized in InitField() */
3375 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3377 WasJustMoving[x][y] = 0;
3378 WasJustFalling[x][y] = 0;
3379 CheckCollision[x][y] = 0;
3380 CheckImpact[x][y] = 0;
3382 Pushed[x][y] = FALSE;
3384 ChangeCount[x][y] = 0;
3385 ChangeEvent[x][y] = -1;
3387 ExplodePhase[x][y] = 0;
3388 ExplodeDelay[x][y] = 0;
3389 ExplodeField[x][y] = EX_TYPE_NONE;
3391 RunnerVisit[x][y] = 0;
3392 PlayerVisit[x][y] = 0;
3395 GfxRandom[x][y] = INIT_GFX_RANDOM();
3396 GfxElement[x][y] = EL_UNDEFINED;
3397 GfxAction[x][y] = ACTION_DEFAULT;
3398 GfxDir[x][y] = MV_NONE;
3399 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3402 SCAN_PLAYFIELD(x, y)
3404 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3406 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3408 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3411 InitField(x, y, TRUE);
3413 ResetGfxAnimation(x, y);
3418 for (i = 0; i < MAX_PLAYERS; i++)
3420 struct PlayerInfo *player = &stored_player[i];
3422 /* set number of special actions for bored and sleeping animation */
3423 player->num_special_action_bored =
3424 get_num_special_action(player->artwork_element,
3425 ACTION_BORING_1, ACTION_BORING_LAST);
3426 player->num_special_action_sleeping =
3427 get_num_special_action(player->artwork_element,
3428 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3431 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3432 emulate_sb ? EMU_SOKOBAN :
3433 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3435 /* initialize type of slippery elements */
3436 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3438 if (!IS_CUSTOM_ELEMENT(i))
3440 /* default: elements slip down either to the left or right randomly */
3441 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3443 /* SP style elements prefer to slip down on the left side */
3444 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3445 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3447 /* BD style elements prefer to slip down on the left side */
3448 if (game.emulation == EMU_BOULDERDASH)
3449 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3453 /* initialize explosion and ignition delay */
3454 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3456 if (!IS_CUSTOM_ELEMENT(i))
3459 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3460 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3461 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3462 int last_phase = (num_phase + 1) * delay;
3463 int half_phase = (num_phase / 2) * delay;
3465 element_info[i].explosion_delay = last_phase - 1;
3466 element_info[i].ignition_delay = half_phase;
3468 if (i == EL_BLACK_ORB)
3469 element_info[i].ignition_delay = 1;
3473 /* correct non-moving belts to start moving left */
3474 for (i = 0; i < NUM_BELTS; i++)
3475 if (game.belt_dir[i] == MV_NONE)
3476 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3478 #if USE_NEW_PLAYER_ASSIGNMENTS
3479 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3480 /* choose default local player */
3481 local_player = &stored_player[0];
3483 for (i = 0; i < MAX_PLAYERS; i++)
3484 stored_player[i].connected = FALSE;
3486 local_player->connected = TRUE;
3487 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3491 for (i = 0; i < MAX_PLAYERS; i++)
3492 stored_player[i].connected = tape.player_participates[i];
3494 else if (game.team_mode && !options.network)
3496 /* try to guess locally connected team mode players (needed for correct
3497 assignment of player figures from level to locally playing players) */
3499 for (i = 0; i < MAX_PLAYERS; i++)
3500 if (setup.input[i].use_joystick ||
3501 setup.input[i].key.left != KSYM_UNDEFINED)
3502 stored_player[i].connected = TRUE;
3505 #if DEBUG_INIT_PLAYER
3508 printf("Player status after level initialization:\n");
3510 for (i = 0; i < MAX_PLAYERS; i++)
3512 struct PlayerInfo *player = &stored_player[i];
3514 printf("- player %d: present == %d, connected == %d, active == %d",
3520 if (local_player == player)
3521 printf(" (local player)");
3528 #if DEBUG_INIT_PLAYER
3530 printf("Reassigning players ...\n");
3533 /* check if any connected player was not found in playfield */
3534 for (i = 0; i < MAX_PLAYERS; i++)
3536 struct PlayerInfo *player = &stored_player[i];
3538 if (player->connected && !player->present)
3540 struct PlayerInfo *field_player = NULL;
3542 #if DEBUG_INIT_PLAYER
3544 printf("- looking for field player for player %d ...\n", i + 1);
3547 /* assign first free player found that is present in the playfield */
3549 /* first try: look for unmapped playfield player that is not connected */
3550 for (j = 0; j < MAX_PLAYERS; j++)
3551 if (field_player == NULL &&
3552 stored_player[j].present &&
3553 !stored_player[j].mapped &&
3554 !stored_player[j].connected)
3555 field_player = &stored_player[j];
3557 /* second try: look for *any* unmapped playfield player */
3558 for (j = 0; j < MAX_PLAYERS; j++)
3559 if (field_player == NULL &&
3560 stored_player[j].present &&
3561 !stored_player[j].mapped)
3562 field_player = &stored_player[j];
3564 if (field_player != NULL)
3566 int jx = field_player->jx, jy = field_player->jy;
3568 #if DEBUG_INIT_PLAYER
3570 printf("- found player %d\n", field_player->index_nr + 1);
3573 player->present = FALSE;
3574 player->active = FALSE;
3576 field_player->present = TRUE;
3577 field_player->active = TRUE;
3580 player->initial_element = field_player->initial_element;
3581 player->artwork_element = field_player->artwork_element;
3583 player->block_last_field = field_player->block_last_field;
3584 player->block_delay_adjustment = field_player->block_delay_adjustment;
3587 StorePlayer[jx][jy] = field_player->element_nr;
3589 field_player->jx = field_player->last_jx = jx;
3590 field_player->jy = field_player->last_jy = jy;
3592 if (local_player == player)
3593 local_player = field_player;
3595 map_player_action[field_player->index_nr] = i;
3597 field_player->mapped = TRUE;
3599 #if DEBUG_INIT_PLAYER
3601 printf("- map_player_action[%d] == %d\n",
3602 field_player->index_nr + 1, i + 1);
3607 if (player->connected && player->present)
3608 player->mapped = TRUE;
3611 #if DEBUG_INIT_PLAYER
3614 printf("Player status after player assignment (first stage):\n");
3616 for (i = 0; i < MAX_PLAYERS; i++)
3618 struct PlayerInfo *player = &stored_player[i];
3620 printf("- player %d: present == %d, connected == %d, active == %d",
3626 if (local_player == player)
3627 printf(" (local player)");
3636 /* check if any connected player was not found in playfield */
3637 for (i = 0; i < MAX_PLAYERS; i++)
3639 struct PlayerInfo *player = &stored_player[i];
3641 if (player->connected && !player->present)
3643 for (j = 0; j < MAX_PLAYERS; j++)
3645 struct PlayerInfo *field_player = &stored_player[j];
3646 int jx = field_player->jx, jy = field_player->jy;
3648 /* assign first free player found that is present in the playfield */
3649 if (field_player->present && !field_player->connected)
3651 player->present = TRUE;
3652 player->active = TRUE;
3654 field_player->present = FALSE;
3655 field_player->active = FALSE;
3657 player->initial_element = field_player->initial_element;
3658 player->artwork_element = field_player->artwork_element;
3660 player->block_last_field = field_player->block_last_field;
3661 player->block_delay_adjustment = field_player->block_delay_adjustment;
3663 StorePlayer[jx][jy] = player->element_nr;
3665 player->jx = player->last_jx = jx;
3666 player->jy = player->last_jy = jy;
3676 printf("::: local_player->present == %d\n", local_player->present);
3681 /* when playing a tape, eliminate all players who do not participate */
3683 #if USE_NEW_PLAYER_ASSIGNMENTS
3685 if (!game.team_mode)
3687 for (i = 0; i < MAX_PLAYERS; i++)
3689 if (stored_player[i].active &&
3690 !tape.player_participates[map_player_action[i]])
3692 struct PlayerInfo *player = &stored_player[i];
3693 int jx = player->jx, jy = player->jy;
3695 #if DEBUG_INIT_PLAYER
3697 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3700 player->active = FALSE;
3701 StorePlayer[jx][jy] = 0;
3702 Feld[jx][jy] = EL_EMPTY;
3709 for (i = 0; i < MAX_PLAYERS; i++)
3711 if (stored_player[i].active &&
3712 !tape.player_participates[i])
3714 struct PlayerInfo *player = &stored_player[i];
3715 int jx = player->jx, jy = player->jy;
3717 player->active = FALSE;
3718 StorePlayer[jx][jy] = 0;
3719 Feld[jx][jy] = EL_EMPTY;
3724 else if (!options.network && !game.team_mode) /* && !tape.playing */
3726 /* when in single player mode, eliminate all but the first active player */
3728 for (i = 0; i < MAX_PLAYERS; i++)
3730 if (stored_player[i].active)
3732 for (j = i + 1; j < MAX_PLAYERS; j++)
3734 if (stored_player[j].active)
3736 struct PlayerInfo *player = &stored_player[j];
3737 int jx = player->jx, jy = player->jy;
3739 player->active = FALSE;
3740 player->present = FALSE;
3742 StorePlayer[jx][jy] = 0;
3743 Feld[jx][jy] = EL_EMPTY;
3750 /* when recording the game, store which players take part in the game */
3753 #if USE_NEW_PLAYER_ASSIGNMENTS
3754 for (i = 0; i < MAX_PLAYERS; i++)
3755 if (stored_player[i].connected)
3756 tape.player_participates[i] = TRUE;
3758 for (i = 0; i < MAX_PLAYERS; i++)
3759 if (stored_player[i].active)
3760 tape.player_participates[i] = TRUE;
3764 #if DEBUG_INIT_PLAYER
3767 printf("Player status after player assignment (final stage):\n");
3769 for (i = 0; i < MAX_PLAYERS; i++)
3771 struct PlayerInfo *player = &stored_player[i];
3773 printf("- player %d: present == %d, connected == %d, active == %d",
3779 if (local_player == player)
3780 printf(" (local player)");
3787 if (BorderElement == EL_EMPTY)
3790 SBX_Right = lev_fieldx - SCR_FIELDX;
3792 SBY_Lower = lev_fieldy - SCR_FIELDY;
3797 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3799 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3802 if (full_lev_fieldx <= SCR_FIELDX)
3803 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3804 if (full_lev_fieldy <= SCR_FIELDY)
3805 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3807 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
3809 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
3812 /* if local player not found, look for custom element that might create
3813 the player (make some assumptions about the right custom element) */
3814 if (!local_player->present)
3816 int start_x = 0, start_y = 0;
3817 int found_rating = 0;
3818 int found_element = EL_UNDEFINED;
3819 int player_nr = local_player->index_nr;
3821 SCAN_PLAYFIELD(x, y)
3823 int element = Feld[x][y];
3828 if (level.use_start_element[player_nr] &&
3829 level.start_element[player_nr] == element &&
3836 found_element = element;
3839 if (!IS_CUSTOM_ELEMENT(element))
3842 if (CAN_CHANGE(element))
3844 for (i = 0; i < element_info[element].num_change_pages; i++)
3846 /* check for player created from custom element as single target */
3847 content = element_info[element].change_page[i].target_element;
3848 is_player = ELEM_IS_PLAYER(content);
3850 if (is_player && (found_rating < 3 ||
3851 (found_rating == 3 && element < found_element)))
3857 found_element = element;
3862 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
3864 /* check for player created from custom element as explosion content */
3865 content = element_info[element].content.e[xx][yy];
3866 is_player = ELEM_IS_PLAYER(content);
3868 if (is_player && (found_rating < 2 ||
3869 (found_rating == 2 && element < found_element)))
3871 start_x = x + xx - 1;
3872 start_y = y + yy - 1;
3875 found_element = element;
3878 if (!CAN_CHANGE(element))
3881 for (i = 0; i < element_info[element].num_change_pages; i++)
3883 /* check for player created from custom element as extended target */
3885 element_info[element].change_page[i].target_content.e[xx][yy];
3887 is_player = ELEM_IS_PLAYER(content);
3889 if (is_player && (found_rating < 1 ||
3890 (found_rating == 1 && element < found_element)))
3892 start_x = x + xx - 1;
3893 start_y = y + yy - 1;
3896 found_element = element;
3902 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
3903 start_x > SBX_Right + MIDPOSX ? SBX_Right :
3906 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
3907 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
3912 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
3913 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
3914 local_player->jx - MIDPOSX);
3916 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
3917 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
3918 local_player->jy - MIDPOSY);
3921 /* !!! FIX THIS (START) !!! */
3922 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3924 InitGameEngine_EM();
3926 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3928 InitGameEngine_SP();
3932 DrawLevel(REDRAW_FIELD);
3935 /* after drawing the level, correct some elements */
3936 if (game.timegate_time_left == 0)
3937 CloseAllOpenTimegates();
3940 /* blit playfield from scroll buffer to normal back buffer for fading in */
3941 BlitScreenToBitmap(backbuffer);
3942 /* !!! FIX THIS (END) !!! */
3944 DrawMaskedBorder(fade_mask);
3949 // full screen redraw is required at this point in the following cases:
3950 // - special editor door undrawn when game was started from level editor
3951 // - drawing area (playfield) was changed and has to be removed completely
3952 redraw_mask = REDRAW_ALL;
3956 if (!game.restart_level)
3958 /* copy default game door content to main double buffer */
3960 /* !!! CHECK AGAIN !!! */
3961 SetPanelBackground();
3962 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
3963 DrawBackground(DX, DY, DXSIZE, DYSIZE);
3966 SetPanelBackground();
3967 SetDrawBackgroundMask(REDRAW_DOOR_1);
3969 UpdateAndDisplayGameControlValues();
3971 if (!game.restart_level)
3977 CreateGameButtons();
3979 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
3980 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
3981 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
3986 /* copy actual game door content to door double buffer for OpenDoor() */
3987 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
3989 OpenDoor(DOOR_OPEN_ALL);
3991 PlaySound(SND_GAME_STARTING);
3993 if (setup.sound_music)
3996 KeyboardAutoRepeatOffUnlessAutoplay();
3998 #if DEBUG_INIT_PLAYER
4001 printf("Player status (final):\n");
4003 for (i = 0; i < MAX_PLAYERS; i++)
4005 struct PlayerInfo *player = &stored_player[i];
4007 printf("- player %d: present == %d, connected == %d, active == %d",
4013 if (local_player == player)
4014 printf(" (local player)");
4027 if (!game.restart_level && !tape.playing)
4029 LevelStats_incPlayed(level_nr);
4031 SaveLevelSetup_SeriesInfo();
4034 game.restart_level = FALSE;
4036 SaveEngineSnapshotToListInitial();
4039 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
4041 /* this is used for non-R'n'D game engines to update certain engine values */
4043 /* needed to determine if sounds are played within the visible screen area */
4044 scroll_x = actual_scroll_x;
4045 scroll_y = actual_scroll_y;
4048 void InitMovDir(int x, int y)
4050 int i, element = Feld[x][y];
4051 static int xy[4][2] =
4058 static int direction[3][4] =
4060 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4061 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4062 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4071 Feld[x][y] = EL_BUG;
4072 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4075 case EL_SPACESHIP_RIGHT:
4076 case EL_SPACESHIP_UP:
4077 case EL_SPACESHIP_LEFT:
4078 case EL_SPACESHIP_DOWN:
4079 Feld[x][y] = EL_SPACESHIP;
4080 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4083 case EL_BD_BUTTERFLY_RIGHT:
4084 case EL_BD_BUTTERFLY_UP:
4085 case EL_BD_BUTTERFLY_LEFT:
4086 case EL_BD_BUTTERFLY_DOWN:
4087 Feld[x][y] = EL_BD_BUTTERFLY;
4088 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4091 case EL_BD_FIREFLY_RIGHT:
4092 case EL_BD_FIREFLY_UP:
4093 case EL_BD_FIREFLY_LEFT:
4094 case EL_BD_FIREFLY_DOWN:
4095 Feld[x][y] = EL_BD_FIREFLY;
4096 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4099 case EL_PACMAN_RIGHT:
4101 case EL_PACMAN_LEFT:
4102 case EL_PACMAN_DOWN:
4103 Feld[x][y] = EL_PACMAN;
4104 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4107 case EL_YAMYAM_LEFT:
4108 case EL_YAMYAM_RIGHT:
4110 case EL_YAMYAM_DOWN:
4111 Feld[x][y] = EL_YAMYAM;
4112 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4115 case EL_SP_SNIKSNAK:
4116 MovDir[x][y] = MV_UP;
4119 case EL_SP_ELECTRON:
4120 MovDir[x][y] = MV_LEFT;
4127 Feld[x][y] = EL_MOLE;
4128 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4132 if (IS_CUSTOM_ELEMENT(element))
4134 struct ElementInfo *ei = &element_info[element];
4135 int move_direction_initial = ei->move_direction_initial;
4136 int move_pattern = ei->move_pattern;
4138 if (move_direction_initial == MV_START_PREVIOUS)
4140 if (MovDir[x][y] != MV_NONE)
4143 move_direction_initial = MV_START_AUTOMATIC;
4146 if (move_direction_initial == MV_START_RANDOM)
4147 MovDir[x][y] = 1 << RND(4);
4148 else if (move_direction_initial & MV_ANY_DIRECTION)
4149 MovDir[x][y] = move_direction_initial;
4150 else if (move_pattern == MV_ALL_DIRECTIONS ||
4151 move_pattern == MV_TURNING_LEFT ||
4152 move_pattern == MV_TURNING_RIGHT ||
4153 move_pattern == MV_TURNING_LEFT_RIGHT ||
4154 move_pattern == MV_TURNING_RIGHT_LEFT ||
4155 move_pattern == MV_TURNING_RANDOM)
4156 MovDir[x][y] = 1 << RND(4);
4157 else if (move_pattern == MV_HORIZONTAL)
4158 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4159 else if (move_pattern == MV_VERTICAL)
4160 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4161 else if (move_pattern & MV_ANY_DIRECTION)
4162 MovDir[x][y] = element_info[element].move_pattern;
4163 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4164 move_pattern == MV_ALONG_RIGHT_SIDE)
4166 /* use random direction as default start direction */
4167 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4168 MovDir[x][y] = 1 << RND(4);
4170 for (i = 0; i < NUM_DIRECTIONS; i++)
4172 int x1 = x + xy[i][0];
4173 int y1 = y + xy[i][1];
4175 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4177 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4178 MovDir[x][y] = direction[0][i];
4180 MovDir[x][y] = direction[1][i];
4189 MovDir[x][y] = 1 << RND(4);
4191 if (element != EL_BUG &&
4192 element != EL_SPACESHIP &&
4193 element != EL_BD_BUTTERFLY &&
4194 element != EL_BD_FIREFLY)
4197 for (i = 0; i < NUM_DIRECTIONS; i++)
4199 int x1 = x + xy[i][0];
4200 int y1 = y + xy[i][1];
4202 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4204 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4206 MovDir[x][y] = direction[0][i];
4209 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4210 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4212 MovDir[x][y] = direction[1][i];
4221 GfxDir[x][y] = MovDir[x][y];
4224 void InitAmoebaNr(int x, int y)
4227 int group_nr = AmoebeNachbarNr(x, y);
4231 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4233 if (AmoebaCnt[i] == 0)
4241 AmoebaNr[x][y] = group_nr;
4242 AmoebaCnt[group_nr]++;
4243 AmoebaCnt2[group_nr]++;
4246 static void PlayerWins(struct PlayerInfo *player)
4248 player->LevelSolved = TRUE;
4249 player->GameOver = TRUE;
4251 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4252 level.native_em_level->lev->score : player->score);
4254 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4256 player->LevelSolved_CountingScore = player->score_final;
4261 static int time, time_final;
4262 static int score, score_final;
4263 static int game_over_delay_1 = 0;
4264 static int game_over_delay_2 = 0;
4265 int game_over_delay_value_1 = 50;
4266 int game_over_delay_value_2 = 50;
4268 if (!local_player->LevelSolved_GameWon)
4272 /* do not start end game actions before the player stops moving (to exit) */
4273 if (local_player->MovPos)
4276 local_player->LevelSolved_GameWon = TRUE;
4277 local_player->LevelSolved_SaveTape = tape.recording;
4278 local_player->LevelSolved_SaveScore = !tape.playing;
4282 LevelStats_incSolved(level_nr);
4284 SaveLevelSetup_SeriesInfo();
4287 if (tape.auto_play) /* tape might already be stopped here */
4288 tape.auto_play_level_solved = TRUE;
4292 game_over_delay_1 = game_over_delay_value_1;
4293 game_over_delay_2 = game_over_delay_value_2;
4295 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4296 score = score_final = local_player->score_final;
4301 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4303 else if (game.no_time_limit && TimePlayed < 999)
4306 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4309 local_player->score_final = score_final;
4311 if (level_editor_test_game)
4314 score = score_final;
4316 local_player->LevelSolved_CountingTime = time;
4317 local_player->LevelSolved_CountingScore = score;
4319 game_panel_controls[GAME_PANEL_TIME].value = time;
4320 game_panel_controls[GAME_PANEL_SCORE].value = score;
4322 DisplayGameControlValues();
4325 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4327 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4329 /* close exit door after last player */
4330 if ((AllPlayersGone &&
4331 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4332 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4333 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4334 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4335 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4337 int element = Feld[ExitX][ExitY];
4339 Feld[ExitX][ExitY] =
4340 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4341 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4342 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4343 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4344 EL_EM_STEEL_EXIT_CLOSING);
4346 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4349 /* player disappears */
4350 DrawLevelField(ExitX, ExitY);
4353 for (i = 0; i < MAX_PLAYERS; i++)
4355 struct PlayerInfo *player = &stored_player[i];
4357 if (player->present)
4359 RemovePlayer(player);
4361 /* player disappears */
4362 DrawLevelField(player->jx, player->jy);
4367 PlaySound(SND_GAME_WINNING);
4370 if (game_over_delay_1 > 0)
4372 game_over_delay_1--;
4377 if (time != time_final)
4379 int time_to_go = ABS(time_final - time);
4380 int time_count_dir = (time < time_final ? +1 : -1);
4381 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4383 time += time_count_steps * time_count_dir;
4384 score += time_count_steps * level.score[SC_TIME_BONUS];
4386 local_player->LevelSolved_CountingTime = time;
4387 local_player->LevelSolved_CountingScore = score;
4389 game_panel_controls[GAME_PANEL_TIME].value = time;
4390 game_panel_controls[GAME_PANEL_SCORE].value = score;
4392 DisplayGameControlValues();
4394 if (time == time_final)
4395 StopSound(SND_GAME_LEVELTIME_BONUS);
4396 else if (setup.sound_loops)
4397 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4399 PlaySound(SND_GAME_LEVELTIME_BONUS);
4404 local_player->LevelSolved_PanelOff = TRUE;
4406 if (game_over_delay_2 > 0)
4408 game_over_delay_2--;
4419 boolean raise_level = FALSE;
4421 local_player->LevelSolved_GameEnd = TRUE;
4423 if (!global.use_envelope_request)
4424 CloseDoor(DOOR_CLOSE_1);
4426 if (local_player->LevelSolved_SaveTape)
4428 SaveTapeChecked(tape.level_nr); /* ask to save tape */
4431 CloseDoor(DOOR_CLOSE_ALL);
4433 if (level_editor_test_game)
4435 SetGameStatus(GAME_MODE_MAIN);
4442 if (!local_player->LevelSolved_SaveScore)
4444 SetGameStatus(GAME_MODE_MAIN);
4451 if (level_nr == leveldir_current->handicap_level)
4453 leveldir_current->handicap_level++;
4455 SaveLevelSetup_SeriesInfo();
4458 if (level_nr < leveldir_current->last_level)
4459 raise_level = TRUE; /* advance to next level */
4461 if ((hi_pos = NewHiScore()) >= 0)
4463 SetGameStatus(GAME_MODE_SCORES);
4465 DrawHallOfFame(hi_pos);
4475 SetGameStatus(GAME_MODE_MAIN);
4492 LoadScore(level_nr);
4494 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4495 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4498 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4500 if (local_player->score_final > highscore[k].Score)
4502 /* player has made it to the hall of fame */
4504 if (k < MAX_SCORE_ENTRIES - 1)
4506 int m = MAX_SCORE_ENTRIES - 1;
4509 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4510 if (strEqual(setup.player_name, highscore[l].Name))
4512 if (m == k) /* player's new highscore overwrites his old one */
4516 for (l = m; l > k; l--)
4518 strcpy(highscore[l].Name, highscore[l - 1].Name);
4519 highscore[l].Score = highscore[l - 1].Score;
4526 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4527 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4528 highscore[k].Score = local_player->score_final;
4534 else if (!strncmp(setup.player_name, highscore[k].Name,
4535 MAX_PLAYER_NAME_LEN))
4536 break; /* player already there with a higher score */
4542 SaveScore(level_nr);
4547 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4549 int element = Feld[x][y];
4550 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4551 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4552 int horiz_move = (dx != 0);
4553 int sign = (horiz_move ? dx : dy);
4554 int step = sign * element_info[element].move_stepsize;
4556 /* special values for move stepsize for spring and things on conveyor belt */
4559 if (CAN_FALL(element) &&
4560 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4561 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4562 else if (element == EL_SPRING)
4563 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4569 inline static int getElementMoveStepsize(int x, int y)
4571 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4574 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4576 if (player->GfxAction != action || player->GfxDir != dir)
4578 player->GfxAction = action;
4579 player->GfxDir = dir;
4581 player->StepFrame = 0;
4585 static void ResetGfxFrame(int x, int y, boolean redraw)
4587 int element = Feld[x][y];
4588 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4589 int last_gfx_frame = GfxFrame[x][y];
4591 if (graphic_info[graphic].anim_global_sync)
4592 GfxFrame[x][y] = FrameCounter;
4593 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4594 GfxFrame[x][y] = CustomValue[x][y];
4595 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4596 GfxFrame[x][y] = element_info[element].collect_score;
4597 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4598 GfxFrame[x][y] = ChangeDelay[x][y];
4600 if (redraw && GfxFrame[x][y] != last_gfx_frame)
4601 DrawLevelGraphicAnimation(x, y, graphic);
4604 static void ResetGfxAnimation(int x, int y)
4606 GfxAction[x][y] = ACTION_DEFAULT;
4607 GfxDir[x][y] = MovDir[x][y];
4610 ResetGfxFrame(x, y, FALSE);
4613 static void ResetRandomAnimationValue(int x, int y)
4615 GfxRandom[x][y] = INIT_GFX_RANDOM();
4618 void InitMovingField(int x, int y, int direction)
4620 int element = Feld[x][y];
4621 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4622 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4625 boolean is_moving_before, is_moving_after;
4627 /* check if element was/is moving or being moved before/after mode change */
4628 is_moving_before = (WasJustMoving[x][y] != 0);
4629 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4631 /* reset animation only for moving elements which change direction of moving
4632 or which just started or stopped moving
4633 (else CEs with property "can move" / "not moving" are reset each frame) */
4634 if (is_moving_before != is_moving_after ||
4635 direction != MovDir[x][y])
4636 ResetGfxAnimation(x, y);
4638 MovDir[x][y] = direction;
4639 GfxDir[x][y] = direction;
4641 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4642 direction == MV_DOWN && CAN_FALL(element) ?
4643 ACTION_FALLING : ACTION_MOVING);
4645 /* this is needed for CEs with property "can move" / "not moving" */
4647 if (is_moving_after)
4649 if (Feld[newx][newy] == EL_EMPTY)
4650 Feld[newx][newy] = EL_BLOCKED;
4652 MovDir[newx][newy] = MovDir[x][y];
4654 CustomValue[newx][newy] = CustomValue[x][y];
4656 GfxFrame[newx][newy] = GfxFrame[x][y];
4657 GfxRandom[newx][newy] = GfxRandom[x][y];
4658 GfxAction[newx][newy] = GfxAction[x][y];
4659 GfxDir[newx][newy] = GfxDir[x][y];
4663 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4665 int direction = MovDir[x][y];
4666 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4667 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4673 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4675 int oldx = x, oldy = y;
4676 int direction = MovDir[x][y];
4678 if (direction == MV_LEFT)
4680 else if (direction == MV_RIGHT)
4682 else if (direction == MV_UP)
4684 else if (direction == MV_DOWN)
4687 *comes_from_x = oldx;
4688 *comes_from_y = oldy;
4691 int MovingOrBlocked2Element(int x, int y)
4693 int element = Feld[x][y];
4695 if (element == EL_BLOCKED)
4699 Blocked2Moving(x, y, &oldx, &oldy);
4700 return Feld[oldx][oldy];
4706 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4708 /* like MovingOrBlocked2Element(), but if element is moving
4709 and (x,y) is the field the moving element is just leaving,
4710 return EL_BLOCKED instead of the element value */
4711 int element = Feld[x][y];
4713 if (IS_MOVING(x, y))
4715 if (element == EL_BLOCKED)
4719 Blocked2Moving(x, y, &oldx, &oldy);
4720 return Feld[oldx][oldy];
4729 static void RemoveField(int x, int y)
4731 Feld[x][y] = EL_EMPTY;
4737 CustomValue[x][y] = 0;
4740 ChangeDelay[x][y] = 0;
4741 ChangePage[x][y] = -1;
4742 Pushed[x][y] = FALSE;
4744 GfxElement[x][y] = EL_UNDEFINED;
4745 GfxAction[x][y] = ACTION_DEFAULT;
4746 GfxDir[x][y] = MV_NONE;
4749 void RemoveMovingField(int x, int y)
4751 int oldx = x, oldy = y, newx = x, newy = y;
4752 int element = Feld[x][y];
4753 int next_element = EL_UNDEFINED;
4755 if (element != EL_BLOCKED && !IS_MOVING(x, y))
4758 if (IS_MOVING(x, y))
4760 Moving2Blocked(x, y, &newx, &newy);
4762 if (Feld[newx][newy] != EL_BLOCKED)
4764 /* element is moving, but target field is not free (blocked), but
4765 already occupied by something different (example: acid pool);
4766 in this case, only remove the moving field, but not the target */
4768 RemoveField(oldx, oldy);
4770 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4772 TEST_DrawLevelField(oldx, oldy);
4777 else if (element == EL_BLOCKED)
4779 Blocked2Moving(x, y, &oldx, &oldy);
4780 if (!IS_MOVING(oldx, oldy))
4784 if (element == EL_BLOCKED &&
4785 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
4786 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
4787 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
4788 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
4789 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
4790 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
4791 next_element = get_next_element(Feld[oldx][oldy]);
4793 RemoveField(oldx, oldy);
4794 RemoveField(newx, newy);
4796 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4798 if (next_element != EL_UNDEFINED)
4799 Feld[oldx][oldy] = next_element;
4801 TEST_DrawLevelField(oldx, oldy);
4802 TEST_DrawLevelField(newx, newy);
4805 void DrawDynamite(int x, int y)
4807 int sx = SCREENX(x), sy = SCREENY(y);
4808 int graphic = el2img(Feld[x][y]);
4811 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
4814 if (IS_WALKABLE_INSIDE(Back[x][y]))
4818 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
4819 else if (Store[x][y])
4820 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
4822 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4824 if (Back[x][y] || Store[x][y])
4825 DrawGraphicThruMask(sx, sy, graphic, frame);
4827 DrawGraphic(sx, sy, graphic, frame);
4830 void CheckDynamite(int x, int y)
4832 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
4836 if (MovDelay[x][y] != 0)
4839 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4845 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4850 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
4852 boolean num_checked_players = 0;
4855 for (i = 0; i < MAX_PLAYERS; i++)
4857 if (stored_player[i].active)
4859 int sx = stored_player[i].jx;
4860 int sy = stored_player[i].jy;
4862 if (num_checked_players == 0)
4869 *sx1 = MIN(*sx1, sx);
4870 *sy1 = MIN(*sy1, sy);
4871 *sx2 = MAX(*sx2, sx);
4872 *sy2 = MAX(*sy2, sy);
4875 num_checked_players++;
4880 static boolean checkIfAllPlayersFitToScreen_RND()
4882 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
4884 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4886 return (sx2 - sx1 < SCR_FIELDX &&
4887 sy2 - sy1 < SCR_FIELDY);
4890 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
4892 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
4894 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4896 *sx = (sx1 + sx2) / 2;
4897 *sy = (sy1 + sy2) / 2;
4900 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
4901 boolean center_screen, boolean quick_relocation)
4903 unsigned int frame_delay_value_old = GetVideoFrameDelay();
4904 boolean ffwd_delay = (tape.playing && tape.fast_forward);
4905 boolean no_delay = (tape.warp_forward);
4906 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
4907 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
4908 int new_scroll_x, new_scroll_y;
4910 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
4912 /* case 1: quick relocation inside visible screen (without scrolling) */
4919 if (!level.shifted_relocation || center_screen)
4921 /* relocation _with_ centering of screen */
4923 new_scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4924 x > SBX_Right + MIDPOSX ? SBX_Right :
4927 new_scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4928 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4933 /* relocation _without_ centering of screen */
4935 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4936 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4939 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4940 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4943 int offset_x = x + (scroll_x - center_scroll_x);
4944 int offset_y = y + (scroll_y - center_scroll_y);
4946 new_scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4947 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4948 offset_x - MIDPOSX);
4950 new_scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4951 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4952 offset_y - MIDPOSY);
4955 if (quick_relocation)
4957 /* case 2: quick relocation (redraw without visible scrolling) */
4959 scroll_x = new_scroll_x;
4960 scroll_y = new_scroll_y;
4967 /* case 3: visible relocation (with scrolling to new position) */
4969 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
4971 SetVideoFrameDelay(wait_delay_value);
4973 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
4976 int fx = FX, fy = FY;
4978 dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
4979 dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
4981 if (dx == 0 && dy == 0) /* no scrolling needed at all */
4987 fx += dx * TILEX / 2;
4988 fy += dy * TILEY / 2;
4990 ScrollLevel(dx, dy);
4993 /* scroll in two steps of half tile size to make things smoother */
4994 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
4996 /* scroll second step to align at full tile size */
4997 BlitScreenToBitmap(window);
5003 SetVideoFrameDelay(frame_delay_value_old);
5006 void RelocatePlayer(int jx, int jy, int el_player_raw)
5008 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5009 int player_nr = GET_PLAYER_NR(el_player);
5010 struct PlayerInfo *player = &stored_player[player_nr];
5011 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5012 boolean no_delay = (tape.warp_forward);
5013 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5014 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5015 int old_jx = player->jx;
5016 int old_jy = player->jy;
5017 int old_element = Feld[old_jx][old_jy];
5018 int element = Feld[jx][jy];
5019 boolean player_relocated = (old_jx != jx || old_jy != jy);
5021 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5022 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5023 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5024 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5025 int leave_side_horiz = move_dir_horiz;
5026 int leave_side_vert = move_dir_vert;
5027 int enter_side = enter_side_horiz | enter_side_vert;
5028 int leave_side = leave_side_horiz | leave_side_vert;
5030 if (player->GameOver) /* do not reanimate dead player */
5033 if (!player_relocated) /* no need to relocate the player */
5036 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5038 RemoveField(jx, jy); /* temporarily remove newly placed player */
5039 DrawLevelField(jx, jy);
5042 if (player->present)
5044 while (player->MovPos)
5046 ScrollPlayer(player, SCROLL_GO_ON);
5047 ScrollScreen(NULL, SCROLL_GO_ON);
5049 AdvanceFrameAndPlayerCounters(player->index_nr);
5053 BackToFront_WithFrameDelay(wait_delay_value);
5056 DrawPlayer(player); /* needed here only to cleanup last field */
5057 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5059 player->is_moving = FALSE;
5062 if (IS_CUSTOM_ELEMENT(old_element))
5063 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5065 player->index_bit, leave_side);
5067 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5069 player->index_bit, leave_side);
5071 Feld[jx][jy] = el_player;
5072 InitPlayerField(jx, jy, el_player, TRUE);
5074 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5075 possible that the relocation target field did not contain a player element,
5076 but a walkable element, to which the new player was relocated -- in this
5077 case, restore that (already initialized!) element on the player field */
5078 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5080 Feld[jx][jy] = element; /* restore previously existing element */
5083 /* only visually relocate centered player */
5084 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5085 FALSE, level.instant_relocation);
5087 TestIfPlayerTouchesBadThing(jx, jy);
5088 TestIfPlayerTouchesCustomElement(jx, jy);
5090 if (IS_CUSTOM_ELEMENT(element))
5091 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5092 player->index_bit, enter_side);
5094 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5095 player->index_bit, enter_side);
5097 if (player->is_switching)
5099 /* ensure that relocation while still switching an element does not cause
5100 a new element to be treated as also switched directly after relocation
5101 (this is important for teleporter switches that teleport the player to
5102 a place where another teleporter switch is in the same direction, which
5103 would then incorrectly be treated as immediately switched before the
5104 direction key that caused the switch was released) */
5106 player->switch_x += jx - old_jx;
5107 player->switch_y += jy - old_jy;
5111 void Explode(int ex, int ey, int phase, int mode)
5117 /* !!! eliminate this variable !!! */
5118 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5120 if (game.explosions_delayed)
5122 ExplodeField[ex][ey] = mode;
5126 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5128 int center_element = Feld[ex][ey];
5129 int artwork_element, explosion_element; /* set these values later */
5131 /* remove things displayed in background while burning dynamite */
5132 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5135 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5137 /* put moving element to center field (and let it explode there) */
5138 center_element = MovingOrBlocked2Element(ex, ey);
5139 RemoveMovingField(ex, ey);
5140 Feld[ex][ey] = center_element;
5143 /* now "center_element" is finally determined -- set related values now */
5144 artwork_element = center_element; /* for custom player artwork */
5145 explosion_element = center_element; /* for custom player artwork */
5147 if (IS_PLAYER(ex, ey))
5149 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5151 artwork_element = stored_player[player_nr].artwork_element;
5153 if (level.use_explosion_element[player_nr])
5155 explosion_element = level.explosion_element[player_nr];
5156 artwork_element = explosion_element;
5160 if (mode == EX_TYPE_NORMAL ||
5161 mode == EX_TYPE_CENTER ||
5162 mode == EX_TYPE_CROSS)
5163 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5165 last_phase = element_info[explosion_element].explosion_delay + 1;
5167 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5169 int xx = x - ex + 1;
5170 int yy = y - ey + 1;
5173 if (!IN_LEV_FIELD(x, y) ||
5174 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5175 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5178 element = Feld[x][y];
5180 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5182 element = MovingOrBlocked2Element(x, y);
5184 if (!IS_EXPLOSION_PROOF(element))
5185 RemoveMovingField(x, y);
5188 /* indestructible elements can only explode in center (but not flames) */
5189 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5190 mode == EX_TYPE_BORDER)) ||
5191 element == EL_FLAMES)
5194 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5195 behaviour, for example when touching a yamyam that explodes to rocks
5196 with active deadly shield, a rock is created under the player !!! */
5197 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5199 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5200 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5201 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5203 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5206 if (IS_ACTIVE_BOMB(element))
5208 /* re-activate things under the bomb like gate or penguin */
5209 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5216 /* save walkable background elements while explosion on same tile */
5217 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5218 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5219 Back[x][y] = element;
5221 /* ignite explodable elements reached by other explosion */
5222 if (element == EL_EXPLOSION)
5223 element = Store2[x][y];
5225 if (AmoebaNr[x][y] &&
5226 (element == EL_AMOEBA_FULL ||
5227 element == EL_BD_AMOEBA ||
5228 element == EL_AMOEBA_GROWING))
5230 AmoebaCnt[AmoebaNr[x][y]]--;
5231 AmoebaCnt2[AmoebaNr[x][y]]--;
5236 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5238 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5240 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5242 if (PLAYERINFO(ex, ey)->use_murphy)
5243 Store[x][y] = EL_EMPTY;
5246 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5247 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5248 else if (ELEM_IS_PLAYER(center_element))
5249 Store[x][y] = EL_EMPTY;
5250 else if (center_element == EL_YAMYAM)
5251 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5252 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5253 Store[x][y] = element_info[center_element].content.e[xx][yy];
5255 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5256 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5257 otherwise) -- FIX THIS !!! */
5258 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5259 Store[x][y] = element_info[element].content.e[1][1];
5261 else if (!CAN_EXPLODE(element))
5262 Store[x][y] = element_info[element].content.e[1][1];
5265 Store[x][y] = EL_EMPTY;
5267 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5268 center_element == EL_AMOEBA_TO_DIAMOND)
5269 Store2[x][y] = element;
5271 Feld[x][y] = EL_EXPLOSION;
5272 GfxElement[x][y] = artwork_element;
5274 ExplodePhase[x][y] = 1;
5275 ExplodeDelay[x][y] = last_phase;
5280 if (center_element == EL_YAMYAM)
5281 game.yamyam_content_nr =
5282 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5294 GfxFrame[x][y] = 0; /* restart explosion animation */
5296 last_phase = ExplodeDelay[x][y];
5298 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5300 /* this can happen if the player leaves an explosion just in time */
5301 if (GfxElement[x][y] == EL_UNDEFINED)
5302 GfxElement[x][y] = EL_EMPTY;
5304 border_element = Store2[x][y];
5305 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5306 border_element = StorePlayer[x][y];
5308 if (phase == element_info[border_element].ignition_delay ||
5309 phase == last_phase)
5311 boolean border_explosion = FALSE;
5313 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5314 !PLAYER_EXPLOSION_PROTECTED(x, y))
5316 KillPlayerUnlessExplosionProtected(x, y);
5317 border_explosion = TRUE;
5319 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5321 Feld[x][y] = Store2[x][y];
5324 border_explosion = TRUE;
5326 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5328 AmoebeUmwandeln(x, y);
5330 border_explosion = TRUE;
5333 /* if an element just explodes due to another explosion (chain-reaction),
5334 do not immediately end the new explosion when it was the last frame of
5335 the explosion (as it would be done in the following "if"-statement!) */
5336 if (border_explosion && phase == last_phase)
5340 if (phase == last_phase)
5344 element = Feld[x][y] = Store[x][y];
5345 Store[x][y] = Store2[x][y] = 0;
5346 GfxElement[x][y] = EL_UNDEFINED;
5348 /* player can escape from explosions and might therefore be still alive */
5349 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5350 element <= EL_PLAYER_IS_EXPLODING_4)
5352 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5353 int explosion_element = EL_PLAYER_1 + player_nr;
5354 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5355 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5357 if (level.use_explosion_element[player_nr])
5358 explosion_element = level.explosion_element[player_nr];
5360 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5361 element_info[explosion_element].content.e[xx][yy]);
5364 /* restore probably existing indestructible background element */
5365 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5366 element = Feld[x][y] = Back[x][y];
5369 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5370 GfxDir[x][y] = MV_NONE;
5371 ChangeDelay[x][y] = 0;
5372 ChangePage[x][y] = -1;
5374 CustomValue[x][y] = 0;
5376 InitField_WithBug2(x, y, FALSE);
5378 TEST_DrawLevelField(x, y);
5380 TestIfElementTouchesCustomElement(x, y);
5382 if (GFX_CRUMBLED(element))
5383 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5385 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5386 StorePlayer[x][y] = 0;
5388 if (ELEM_IS_PLAYER(element))
5389 RelocatePlayer(x, y, element);
5391 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5393 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5394 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5397 TEST_DrawLevelFieldCrumbled(x, y);
5399 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5401 DrawLevelElement(x, y, Back[x][y]);
5402 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5404 else if (IS_WALKABLE_UNDER(Back[x][y]))
5406 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5407 DrawLevelElementThruMask(x, y, Back[x][y]);
5409 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5410 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5414 void DynaExplode(int ex, int ey)
5417 int dynabomb_element = Feld[ex][ey];
5418 int dynabomb_size = 1;
5419 boolean dynabomb_xl = FALSE;
5420 struct PlayerInfo *player;
5421 static int xy[4][2] =
5429 if (IS_ACTIVE_BOMB(dynabomb_element))
5431 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5432 dynabomb_size = player->dynabomb_size;
5433 dynabomb_xl = player->dynabomb_xl;
5434 player->dynabombs_left++;
5437 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5439 for (i = 0; i < NUM_DIRECTIONS; i++)
5441 for (j = 1; j <= dynabomb_size; j++)
5443 int x = ex + j * xy[i][0];
5444 int y = ey + j * xy[i][1];
5447 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5450 element = Feld[x][y];
5452 /* do not restart explosions of fields with active bombs */
5453 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5456 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5458 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5459 !IS_DIGGABLE(element) && !dynabomb_xl)
5465 void Bang(int x, int y)
5467 int element = MovingOrBlocked2Element(x, y);
5468 int explosion_type = EX_TYPE_NORMAL;
5470 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5472 struct PlayerInfo *player = PLAYERINFO(x, y);
5474 element = Feld[x][y] = player->initial_element;
5476 if (level.use_explosion_element[player->index_nr])
5478 int explosion_element = level.explosion_element[player->index_nr];
5480 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5481 explosion_type = EX_TYPE_CROSS;
5482 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5483 explosion_type = EX_TYPE_CENTER;
5491 case EL_BD_BUTTERFLY:
5494 case EL_DARK_YAMYAM:
5498 RaiseScoreElement(element);
5501 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5502 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5503 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5504 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5505 case EL_DYNABOMB_INCREASE_NUMBER:
5506 case EL_DYNABOMB_INCREASE_SIZE:
5507 case EL_DYNABOMB_INCREASE_POWER:
5508 explosion_type = EX_TYPE_DYNA;
5511 case EL_DC_LANDMINE:
5512 explosion_type = EX_TYPE_CENTER;
5517 case EL_LAMP_ACTIVE:
5518 case EL_AMOEBA_TO_DIAMOND:
5519 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5520 explosion_type = EX_TYPE_CENTER;
5524 if (element_info[element].explosion_type == EXPLODES_CROSS)
5525 explosion_type = EX_TYPE_CROSS;
5526 else if (element_info[element].explosion_type == EXPLODES_1X1)
5527 explosion_type = EX_TYPE_CENTER;
5531 if (explosion_type == EX_TYPE_DYNA)
5534 Explode(x, y, EX_PHASE_START, explosion_type);
5536 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5539 void SplashAcid(int x, int y)
5541 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5542 (!IN_LEV_FIELD(x - 1, y - 2) ||
5543 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5544 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5546 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5547 (!IN_LEV_FIELD(x + 1, y - 2) ||
5548 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5549 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5551 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5554 static void InitBeltMovement()
5556 static int belt_base_element[4] =
5558 EL_CONVEYOR_BELT_1_LEFT,
5559 EL_CONVEYOR_BELT_2_LEFT,
5560 EL_CONVEYOR_BELT_3_LEFT,
5561 EL_CONVEYOR_BELT_4_LEFT
5563 static int belt_base_active_element[4] =
5565 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5566 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5567 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5568 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5573 /* set frame order for belt animation graphic according to belt direction */
5574 for (i = 0; i < NUM_BELTS; i++)
5578 for (j = 0; j < NUM_BELT_PARTS; j++)
5580 int element = belt_base_active_element[belt_nr] + j;
5581 int graphic_1 = el2img(element);
5582 int graphic_2 = el2panelimg(element);
5584 if (game.belt_dir[i] == MV_LEFT)
5586 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5587 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5591 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5592 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5597 SCAN_PLAYFIELD(x, y)
5599 int element = Feld[x][y];
5601 for (i = 0; i < NUM_BELTS; i++)
5603 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5605 int e_belt_nr = getBeltNrFromBeltElement(element);
5608 if (e_belt_nr == belt_nr)
5610 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5612 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5619 static void ToggleBeltSwitch(int x, int y)
5621 static int belt_base_element[4] =
5623 EL_CONVEYOR_BELT_1_LEFT,
5624 EL_CONVEYOR_BELT_2_LEFT,
5625 EL_CONVEYOR_BELT_3_LEFT,
5626 EL_CONVEYOR_BELT_4_LEFT
5628 static int belt_base_active_element[4] =
5630 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5631 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5632 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5633 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5635 static int belt_base_switch_element[4] =
5637 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5638 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5639 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5640 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5642 static int belt_move_dir[4] =
5650 int element = Feld[x][y];
5651 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5652 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5653 int belt_dir = belt_move_dir[belt_dir_nr];
5656 if (!IS_BELT_SWITCH(element))
5659 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5660 game.belt_dir[belt_nr] = belt_dir;
5662 if (belt_dir_nr == 3)
5665 /* set frame order for belt animation graphic according to belt direction */
5666 for (i = 0; i < NUM_BELT_PARTS; i++)
5668 int element = belt_base_active_element[belt_nr] + i;
5669 int graphic_1 = el2img(element);
5670 int graphic_2 = el2panelimg(element);
5672 if (belt_dir == MV_LEFT)
5674 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5675 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5679 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5680 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5684 SCAN_PLAYFIELD(xx, yy)
5686 int element = Feld[xx][yy];
5688 if (IS_BELT_SWITCH(element))
5690 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5692 if (e_belt_nr == belt_nr)
5694 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5695 TEST_DrawLevelField(xx, yy);
5698 else if (IS_BELT(element) && belt_dir != MV_NONE)
5700 int e_belt_nr = getBeltNrFromBeltElement(element);
5702 if (e_belt_nr == belt_nr)
5704 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5706 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5707 TEST_DrawLevelField(xx, yy);
5710 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5712 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5714 if (e_belt_nr == belt_nr)
5716 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5718 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5719 TEST_DrawLevelField(xx, yy);
5725 static void ToggleSwitchgateSwitch(int x, int y)
5729 game.switchgate_pos = !game.switchgate_pos;
5731 SCAN_PLAYFIELD(xx, yy)
5733 int element = Feld[xx][yy];
5735 if (element == EL_SWITCHGATE_SWITCH_UP)
5737 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5738 TEST_DrawLevelField(xx, yy);
5740 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5742 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5743 TEST_DrawLevelField(xx, yy);
5745 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5747 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5748 TEST_DrawLevelField(xx, yy);
5750 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5752 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5753 TEST_DrawLevelField(xx, yy);
5755 else if (element == EL_SWITCHGATE_OPEN ||
5756 element == EL_SWITCHGATE_OPENING)
5758 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
5760 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
5762 else if (element == EL_SWITCHGATE_CLOSED ||
5763 element == EL_SWITCHGATE_CLOSING)
5765 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
5767 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
5772 static int getInvisibleActiveFromInvisibleElement(int element)
5774 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
5775 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
5776 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
5780 static int getInvisibleFromInvisibleActiveElement(int element)
5782 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
5783 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
5784 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
5788 static void RedrawAllLightSwitchesAndInvisibleElements()
5792 SCAN_PLAYFIELD(x, y)
5794 int element = Feld[x][y];
5796 if (element == EL_LIGHT_SWITCH &&
5797 game.light_time_left > 0)
5799 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
5800 TEST_DrawLevelField(x, y);
5802 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
5803 game.light_time_left == 0)
5805 Feld[x][y] = EL_LIGHT_SWITCH;
5806 TEST_DrawLevelField(x, y);
5808 else if (element == EL_EMC_DRIPPER &&
5809 game.light_time_left > 0)
5811 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5812 TEST_DrawLevelField(x, y);
5814 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5815 game.light_time_left == 0)
5817 Feld[x][y] = EL_EMC_DRIPPER;
5818 TEST_DrawLevelField(x, y);
5820 else if (element == EL_INVISIBLE_STEELWALL ||
5821 element == EL_INVISIBLE_WALL ||
5822 element == EL_INVISIBLE_SAND)
5824 if (game.light_time_left > 0)
5825 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5827 TEST_DrawLevelField(x, y);
5829 /* uncrumble neighbour fields, if needed */
5830 if (element == EL_INVISIBLE_SAND)
5831 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5833 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5834 element == EL_INVISIBLE_WALL_ACTIVE ||
5835 element == EL_INVISIBLE_SAND_ACTIVE)
5837 if (game.light_time_left == 0)
5838 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5840 TEST_DrawLevelField(x, y);
5842 /* re-crumble neighbour fields, if needed */
5843 if (element == EL_INVISIBLE_SAND)
5844 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5849 static void RedrawAllInvisibleElementsForLenses()
5853 SCAN_PLAYFIELD(x, y)
5855 int element = Feld[x][y];
5857 if (element == EL_EMC_DRIPPER &&
5858 game.lenses_time_left > 0)
5860 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5861 TEST_DrawLevelField(x, y);
5863 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5864 game.lenses_time_left == 0)
5866 Feld[x][y] = EL_EMC_DRIPPER;
5867 TEST_DrawLevelField(x, y);
5869 else if (element == EL_INVISIBLE_STEELWALL ||
5870 element == EL_INVISIBLE_WALL ||
5871 element == EL_INVISIBLE_SAND)
5873 if (game.lenses_time_left > 0)
5874 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5876 TEST_DrawLevelField(x, y);
5878 /* uncrumble neighbour fields, if needed */
5879 if (element == EL_INVISIBLE_SAND)
5880 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5882 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5883 element == EL_INVISIBLE_WALL_ACTIVE ||
5884 element == EL_INVISIBLE_SAND_ACTIVE)
5886 if (game.lenses_time_left == 0)
5887 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5889 TEST_DrawLevelField(x, y);
5891 /* re-crumble neighbour fields, if needed */
5892 if (element == EL_INVISIBLE_SAND)
5893 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5898 static void RedrawAllInvisibleElementsForMagnifier()
5902 SCAN_PLAYFIELD(x, y)
5904 int element = Feld[x][y];
5906 if (element == EL_EMC_FAKE_GRASS &&
5907 game.magnify_time_left > 0)
5909 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
5910 TEST_DrawLevelField(x, y);
5912 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
5913 game.magnify_time_left == 0)
5915 Feld[x][y] = EL_EMC_FAKE_GRASS;
5916 TEST_DrawLevelField(x, y);
5918 else if (IS_GATE_GRAY(element) &&
5919 game.magnify_time_left > 0)
5921 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
5922 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
5923 IS_EM_GATE_GRAY(element) ?
5924 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
5925 IS_EMC_GATE_GRAY(element) ?
5926 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
5927 IS_DC_GATE_GRAY(element) ?
5928 EL_DC_GATE_WHITE_GRAY_ACTIVE :
5930 TEST_DrawLevelField(x, y);
5932 else if (IS_GATE_GRAY_ACTIVE(element) &&
5933 game.magnify_time_left == 0)
5935 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
5936 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
5937 IS_EM_GATE_GRAY_ACTIVE(element) ?
5938 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
5939 IS_EMC_GATE_GRAY_ACTIVE(element) ?
5940 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
5941 IS_DC_GATE_GRAY_ACTIVE(element) ?
5942 EL_DC_GATE_WHITE_GRAY :
5944 TEST_DrawLevelField(x, y);
5949 static void ToggleLightSwitch(int x, int y)
5951 int element = Feld[x][y];
5953 game.light_time_left =
5954 (element == EL_LIGHT_SWITCH ?
5955 level.time_light * FRAMES_PER_SECOND : 0);
5957 RedrawAllLightSwitchesAndInvisibleElements();
5960 static void ActivateTimegateSwitch(int x, int y)
5964 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
5966 SCAN_PLAYFIELD(xx, yy)
5968 int element = Feld[xx][yy];
5970 if (element == EL_TIMEGATE_CLOSED ||
5971 element == EL_TIMEGATE_CLOSING)
5973 Feld[xx][yy] = EL_TIMEGATE_OPENING;
5974 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
5978 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
5980 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
5981 TEST_DrawLevelField(xx, yy);
5987 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
5988 EL_DC_TIMEGATE_SWITCH_ACTIVE);
5991 void Impact(int x, int y)
5993 boolean last_line = (y == lev_fieldy - 1);
5994 boolean object_hit = FALSE;
5995 boolean impact = (last_line || object_hit);
5996 int element = Feld[x][y];
5997 int smashed = EL_STEELWALL;
5999 if (!last_line) /* check if element below was hit */
6001 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6004 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6005 MovDir[x][y + 1] != MV_DOWN ||
6006 MovPos[x][y + 1] <= TILEY / 2));
6008 /* do not smash moving elements that left the smashed field in time */
6009 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6010 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6013 #if USE_QUICKSAND_IMPACT_BUGFIX
6014 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6016 RemoveMovingField(x, y + 1);
6017 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6018 Feld[x][y + 2] = EL_ROCK;
6019 TEST_DrawLevelField(x, y + 2);
6024 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6026 RemoveMovingField(x, y + 1);
6027 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6028 Feld[x][y + 2] = EL_ROCK;
6029 TEST_DrawLevelField(x, y + 2);
6036 smashed = MovingOrBlocked2Element(x, y + 1);
6038 impact = (last_line || object_hit);
6041 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6043 SplashAcid(x, y + 1);
6047 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6048 /* only reset graphic animation if graphic really changes after impact */
6050 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6052 ResetGfxAnimation(x, y);
6053 TEST_DrawLevelField(x, y);
6056 if (impact && CAN_EXPLODE_IMPACT(element))
6061 else if (impact && element == EL_PEARL &&
6062 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6064 ResetGfxAnimation(x, y);
6066 Feld[x][y] = EL_PEARL_BREAKING;
6067 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6070 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6072 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6077 if (impact && element == EL_AMOEBA_DROP)
6079 if (object_hit && IS_PLAYER(x, y + 1))
6080 KillPlayerUnlessEnemyProtected(x, y + 1);
6081 else if (object_hit && smashed == EL_PENGUIN)
6085 Feld[x][y] = EL_AMOEBA_GROWING;
6086 Store[x][y] = EL_AMOEBA_WET;
6088 ResetRandomAnimationValue(x, y);
6093 if (object_hit) /* check which object was hit */
6095 if ((CAN_PASS_MAGIC_WALL(element) &&
6096 (smashed == EL_MAGIC_WALL ||
6097 smashed == EL_BD_MAGIC_WALL)) ||
6098 (CAN_PASS_DC_MAGIC_WALL(element) &&
6099 smashed == EL_DC_MAGIC_WALL))
6102 int activated_magic_wall =
6103 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6104 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6105 EL_DC_MAGIC_WALL_ACTIVE);
6107 /* activate magic wall / mill */
6108 SCAN_PLAYFIELD(xx, yy)
6110 if (Feld[xx][yy] == smashed)
6111 Feld[xx][yy] = activated_magic_wall;
6114 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6115 game.magic_wall_active = TRUE;
6117 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6118 SND_MAGIC_WALL_ACTIVATING :
6119 smashed == EL_BD_MAGIC_WALL ?
6120 SND_BD_MAGIC_WALL_ACTIVATING :
6121 SND_DC_MAGIC_WALL_ACTIVATING));
6124 if (IS_PLAYER(x, y + 1))
6126 if (CAN_SMASH_PLAYER(element))
6128 KillPlayerUnlessEnemyProtected(x, y + 1);
6132 else if (smashed == EL_PENGUIN)
6134 if (CAN_SMASH_PLAYER(element))
6140 else if (element == EL_BD_DIAMOND)
6142 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6148 else if (((element == EL_SP_INFOTRON ||
6149 element == EL_SP_ZONK) &&
6150 (smashed == EL_SP_SNIKSNAK ||
6151 smashed == EL_SP_ELECTRON ||
6152 smashed == EL_SP_DISK_ORANGE)) ||
6153 (element == EL_SP_INFOTRON &&
6154 smashed == EL_SP_DISK_YELLOW))
6159 else if (CAN_SMASH_EVERYTHING(element))
6161 if (IS_CLASSIC_ENEMY(smashed) ||
6162 CAN_EXPLODE_SMASHED(smashed))
6167 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6169 if (smashed == EL_LAMP ||
6170 smashed == EL_LAMP_ACTIVE)
6175 else if (smashed == EL_NUT)
6177 Feld[x][y + 1] = EL_NUT_BREAKING;
6178 PlayLevelSound(x, y, SND_NUT_BREAKING);
6179 RaiseScoreElement(EL_NUT);
6182 else if (smashed == EL_PEARL)
6184 ResetGfxAnimation(x, y);
6186 Feld[x][y + 1] = EL_PEARL_BREAKING;
6187 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6190 else if (smashed == EL_DIAMOND)
6192 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6193 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6196 else if (IS_BELT_SWITCH(smashed))
6198 ToggleBeltSwitch(x, y + 1);
6200 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6201 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6202 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6203 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6205 ToggleSwitchgateSwitch(x, y + 1);
6207 else if (smashed == EL_LIGHT_SWITCH ||
6208 smashed == EL_LIGHT_SWITCH_ACTIVE)
6210 ToggleLightSwitch(x, y + 1);
6214 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6216 CheckElementChangeBySide(x, y + 1, smashed, element,
6217 CE_SWITCHED, CH_SIDE_TOP);
6218 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6224 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6229 /* play sound of magic wall / mill */
6231 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6232 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6233 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6235 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6236 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6237 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6238 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6239 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6240 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6245 /* play sound of object that hits the ground */
6246 if (last_line || object_hit)
6247 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6250 inline static void TurnRoundExt(int x, int y)
6262 { 0, 0 }, { 0, 0 }, { 0, 0 },
6267 int left, right, back;
6271 { MV_DOWN, MV_UP, MV_RIGHT },
6272 { MV_UP, MV_DOWN, MV_LEFT },
6274 { MV_LEFT, MV_RIGHT, MV_DOWN },
6278 { MV_RIGHT, MV_LEFT, MV_UP }
6281 int element = Feld[x][y];
6282 int move_pattern = element_info[element].move_pattern;
6284 int old_move_dir = MovDir[x][y];
6285 int left_dir = turn[old_move_dir].left;
6286 int right_dir = turn[old_move_dir].right;
6287 int back_dir = turn[old_move_dir].back;
6289 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6290 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6291 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6292 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6294 int left_x = x + left_dx, left_y = y + left_dy;
6295 int right_x = x + right_dx, right_y = y + right_dy;
6296 int move_x = x + move_dx, move_y = y + move_dy;
6300 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6302 TestIfBadThingTouchesOtherBadThing(x, y);
6304 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6305 MovDir[x][y] = right_dir;
6306 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6307 MovDir[x][y] = left_dir;
6309 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6311 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6314 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6316 TestIfBadThingTouchesOtherBadThing(x, y);
6318 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6319 MovDir[x][y] = left_dir;
6320 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6321 MovDir[x][y] = right_dir;
6323 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6325 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6328 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6330 TestIfBadThingTouchesOtherBadThing(x, y);
6332 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6333 MovDir[x][y] = left_dir;
6334 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6335 MovDir[x][y] = right_dir;
6337 if (MovDir[x][y] != old_move_dir)
6340 else if (element == EL_YAMYAM)
6342 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6343 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6345 if (can_turn_left && can_turn_right)
6346 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6347 else if (can_turn_left)
6348 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6349 else if (can_turn_right)
6350 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6352 MovDir[x][y] = back_dir;
6354 MovDelay[x][y] = 16 + 16 * RND(3);
6356 else if (element == EL_DARK_YAMYAM)
6358 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6360 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6363 if (can_turn_left && can_turn_right)
6364 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6365 else if (can_turn_left)
6366 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6367 else if (can_turn_right)
6368 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6370 MovDir[x][y] = back_dir;
6372 MovDelay[x][y] = 16 + 16 * RND(3);
6374 else if (element == EL_PACMAN)
6376 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6377 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6379 if (can_turn_left && can_turn_right)
6380 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6381 else if (can_turn_left)
6382 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6383 else if (can_turn_right)
6384 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6386 MovDir[x][y] = back_dir;
6388 MovDelay[x][y] = 6 + RND(40);
6390 else if (element == EL_PIG)
6392 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6393 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6394 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6395 boolean should_turn_left, should_turn_right, should_move_on;
6397 int rnd = RND(rnd_value);
6399 should_turn_left = (can_turn_left &&
6401 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6402 y + back_dy + left_dy)));
6403 should_turn_right = (can_turn_right &&
6405 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6406 y + back_dy + right_dy)));
6407 should_move_on = (can_move_on &&
6410 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6411 y + move_dy + left_dy) ||
6412 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6413 y + move_dy + right_dy)));
6415 if (should_turn_left || should_turn_right || should_move_on)
6417 if (should_turn_left && should_turn_right && should_move_on)
6418 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6419 rnd < 2 * rnd_value / 3 ? right_dir :
6421 else if (should_turn_left && should_turn_right)
6422 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6423 else if (should_turn_left && should_move_on)
6424 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6425 else if (should_turn_right && should_move_on)
6426 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6427 else if (should_turn_left)
6428 MovDir[x][y] = left_dir;
6429 else if (should_turn_right)
6430 MovDir[x][y] = right_dir;
6431 else if (should_move_on)
6432 MovDir[x][y] = old_move_dir;
6434 else if (can_move_on && rnd > rnd_value / 8)
6435 MovDir[x][y] = old_move_dir;
6436 else if (can_turn_left && can_turn_right)
6437 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6438 else if (can_turn_left && rnd > rnd_value / 8)
6439 MovDir[x][y] = left_dir;
6440 else if (can_turn_right && rnd > rnd_value/8)
6441 MovDir[x][y] = right_dir;
6443 MovDir[x][y] = back_dir;
6445 xx = x + move_xy[MovDir[x][y]].dx;
6446 yy = y + move_xy[MovDir[x][y]].dy;
6448 if (!IN_LEV_FIELD(xx, yy) ||
6449 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6450 MovDir[x][y] = old_move_dir;
6454 else if (element == EL_DRAGON)
6456 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6457 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6458 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6460 int rnd = RND(rnd_value);
6462 if (can_move_on && rnd > rnd_value / 8)
6463 MovDir[x][y] = old_move_dir;
6464 else if (can_turn_left && can_turn_right)
6465 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6466 else if (can_turn_left && rnd > rnd_value / 8)
6467 MovDir[x][y] = left_dir;
6468 else if (can_turn_right && rnd > rnd_value / 8)
6469 MovDir[x][y] = right_dir;
6471 MovDir[x][y] = back_dir;
6473 xx = x + move_xy[MovDir[x][y]].dx;
6474 yy = y + move_xy[MovDir[x][y]].dy;
6476 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6477 MovDir[x][y] = old_move_dir;
6481 else if (element == EL_MOLE)
6483 boolean can_move_on =
6484 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6485 IS_AMOEBOID(Feld[move_x][move_y]) ||
6486 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6489 boolean can_turn_left =
6490 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6491 IS_AMOEBOID(Feld[left_x][left_y])));
6493 boolean can_turn_right =
6494 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6495 IS_AMOEBOID(Feld[right_x][right_y])));
6497 if (can_turn_left && can_turn_right)
6498 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6499 else if (can_turn_left)
6500 MovDir[x][y] = left_dir;
6502 MovDir[x][y] = right_dir;
6505 if (MovDir[x][y] != old_move_dir)
6508 else if (element == EL_BALLOON)
6510 MovDir[x][y] = game.wind_direction;
6513 else if (element == EL_SPRING)
6515 if (MovDir[x][y] & MV_HORIZONTAL)
6517 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6518 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6520 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6521 ResetGfxAnimation(move_x, move_y);
6522 TEST_DrawLevelField(move_x, move_y);
6524 MovDir[x][y] = back_dir;
6526 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6527 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6528 MovDir[x][y] = MV_NONE;
6533 else if (element == EL_ROBOT ||
6534 element == EL_SATELLITE ||
6535 element == EL_PENGUIN ||
6536 element == EL_EMC_ANDROID)
6538 int attr_x = -1, attr_y = -1;
6549 for (i = 0; i < MAX_PLAYERS; i++)
6551 struct PlayerInfo *player = &stored_player[i];
6552 int jx = player->jx, jy = player->jy;
6554 if (!player->active)
6558 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6566 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6567 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6568 game.engine_version < VERSION_IDENT(3,1,0,0)))
6574 if (element == EL_PENGUIN)
6577 static int xy[4][2] =
6585 for (i = 0; i < NUM_DIRECTIONS; i++)
6587 int ex = x + xy[i][0];
6588 int ey = y + xy[i][1];
6590 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6591 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6592 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6593 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6602 MovDir[x][y] = MV_NONE;
6604 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6605 else if (attr_x > x)
6606 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6608 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6609 else if (attr_y > y)
6610 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6612 if (element == EL_ROBOT)
6616 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6617 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6618 Moving2Blocked(x, y, &newx, &newy);
6620 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6621 MovDelay[x][y] = 8 + 8 * !RND(3);
6623 MovDelay[x][y] = 16;
6625 else if (element == EL_PENGUIN)
6631 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6633 boolean first_horiz = RND(2);
6634 int new_move_dir = MovDir[x][y];
6637 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6638 Moving2Blocked(x, y, &newx, &newy);
6640 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6644 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6645 Moving2Blocked(x, y, &newx, &newy);
6647 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6650 MovDir[x][y] = old_move_dir;
6654 else if (element == EL_SATELLITE)
6660 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6662 boolean first_horiz = RND(2);
6663 int new_move_dir = MovDir[x][y];
6666 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6667 Moving2Blocked(x, y, &newx, &newy);
6669 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6673 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6674 Moving2Blocked(x, y, &newx, &newy);
6676 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6679 MovDir[x][y] = old_move_dir;
6683 else if (element == EL_EMC_ANDROID)
6685 static int check_pos[16] =
6687 -1, /* 0 => (invalid) */
6688 7, /* 1 => MV_LEFT */
6689 3, /* 2 => MV_RIGHT */
6690 -1, /* 3 => (invalid) */
6692 0, /* 5 => MV_LEFT | MV_UP */
6693 2, /* 6 => MV_RIGHT | MV_UP */
6694 -1, /* 7 => (invalid) */
6695 5, /* 8 => MV_DOWN */
6696 6, /* 9 => MV_LEFT | MV_DOWN */
6697 4, /* 10 => MV_RIGHT | MV_DOWN */
6698 -1, /* 11 => (invalid) */
6699 -1, /* 12 => (invalid) */
6700 -1, /* 13 => (invalid) */
6701 -1, /* 14 => (invalid) */
6702 -1, /* 15 => (invalid) */
6710 { -1, -1, MV_LEFT | MV_UP },
6712 { +1, -1, MV_RIGHT | MV_UP },
6713 { +1, 0, MV_RIGHT },
6714 { +1, +1, MV_RIGHT | MV_DOWN },
6716 { -1, +1, MV_LEFT | MV_DOWN },
6719 int start_pos, check_order;
6720 boolean can_clone = FALSE;
6723 /* check if there is any free field around current position */
6724 for (i = 0; i < 8; i++)
6726 int newx = x + check_xy[i].dx;
6727 int newy = y + check_xy[i].dy;
6729 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6737 if (can_clone) /* randomly find an element to clone */
6741 start_pos = check_pos[RND(8)];
6742 check_order = (RND(2) ? -1 : +1);
6744 for (i = 0; i < 8; i++)
6746 int pos_raw = start_pos + i * check_order;
6747 int pos = (pos_raw + 8) % 8;
6748 int newx = x + check_xy[pos].dx;
6749 int newy = y + check_xy[pos].dy;
6751 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6753 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
6754 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
6756 Store[x][y] = Feld[newx][newy];
6765 if (can_clone) /* randomly find a direction to move */
6769 start_pos = check_pos[RND(8)];
6770 check_order = (RND(2) ? -1 : +1);
6772 for (i = 0; i < 8; i++)
6774 int pos_raw = start_pos + i * check_order;
6775 int pos = (pos_raw + 8) % 8;
6776 int newx = x + check_xy[pos].dx;
6777 int newy = y + check_xy[pos].dy;
6778 int new_move_dir = check_xy[pos].dir;
6780 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6782 MovDir[x][y] = new_move_dir;
6783 MovDelay[x][y] = level.android_clone_time * 8 + 1;
6792 if (can_clone) /* cloning and moving successful */
6795 /* cannot clone -- try to move towards player */
6797 start_pos = check_pos[MovDir[x][y] & 0x0f];
6798 check_order = (RND(2) ? -1 : +1);
6800 for (i = 0; i < 3; i++)
6802 /* first check start_pos, then previous/next or (next/previous) pos */
6803 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
6804 int pos = (pos_raw + 8) % 8;
6805 int newx = x + check_xy[pos].dx;
6806 int newy = y + check_xy[pos].dy;
6807 int new_move_dir = check_xy[pos].dir;
6809 if (IS_PLAYER(newx, newy))
6812 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6814 MovDir[x][y] = new_move_dir;
6815 MovDelay[x][y] = level.android_move_time * 8 + 1;
6822 else if (move_pattern == MV_TURNING_LEFT ||
6823 move_pattern == MV_TURNING_RIGHT ||
6824 move_pattern == MV_TURNING_LEFT_RIGHT ||
6825 move_pattern == MV_TURNING_RIGHT_LEFT ||
6826 move_pattern == MV_TURNING_RANDOM ||
6827 move_pattern == MV_ALL_DIRECTIONS)
6829 boolean can_turn_left =
6830 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
6831 boolean can_turn_right =
6832 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
6834 if (element_info[element].move_stepsize == 0) /* "not moving" */
6837 if (move_pattern == MV_TURNING_LEFT)
6838 MovDir[x][y] = left_dir;
6839 else if (move_pattern == MV_TURNING_RIGHT)
6840 MovDir[x][y] = right_dir;
6841 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
6842 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
6843 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
6844 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
6845 else if (move_pattern == MV_TURNING_RANDOM)
6846 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
6847 can_turn_right && !can_turn_left ? right_dir :
6848 RND(2) ? left_dir : right_dir);
6849 else if (can_turn_left && can_turn_right)
6850 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6851 else if (can_turn_left)
6852 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6853 else if (can_turn_right)
6854 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6856 MovDir[x][y] = back_dir;
6858 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6860 else if (move_pattern == MV_HORIZONTAL ||
6861 move_pattern == MV_VERTICAL)
6863 if (move_pattern & old_move_dir)
6864 MovDir[x][y] = back_dir;
6865 else if (move_pattern == MV_HORIZONTAL)
6866 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
6867 else if (move_pattern == MV_VERTICAL)
6868 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
6870 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6872 else if (move_pattern & MV_ANY_DIRECTION)
6874 MovDir[x][y] = move_pattern;
6875 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6877 else if (move_pattern & MV_WIND_DIRECTION)
6879 MovDir[x][y] = game.wind_direction;
6880 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6882 else if (move_pattern == MV_ALONG_LEFT_SIDE)
6884 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
6885 MovDir[x][y] = left_dir;
6886 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6887 MovDir[x][y] = right_dir;
6889 if (MovDir[x][y] != old_move_dir)
6890 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6892 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
6894 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
6895 MovDir[x][y] = right_dir;
6896 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6897 MovDir[x][y] = left_dir;
6899 if (MovDir[x][y] != old_move_dir)
6900 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6902 else if (move_pattern == MV_TOWARDS_PLAYER ||
6903 move_pattern == MV_AWAY_FROM_PLAYER)
6905 int attr_x = -1, attr_y = -1;
6907 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
6918 for (i = 0; i < MAX_PLAYERS; i++)
6920 struct PlayerInfo *player = &stored_player[i];
6921 int jx = player->jx, jy = player->jy;
6923 if (!player->active)
6927 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6935 MovDir[x][y] = MV_NONE;
6937 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
6938 else if (attr_x > x)
6939 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
6941 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
6942 else if (attr_y > y)
6943 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
6945 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6947 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6949 boolean first_horiz = RND(2);
6950 int new_move_dir = MovDir[x][y];
6952 if (element_info[element].move_stepsize == 0) /* "not moving" */
6954 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
6955 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6961 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6962 Moving2Blocked(x, y, &newx, &newy);
6964 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
6968 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6969 Moving2Blocked(x, y, &newx, &newy);
6971 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
6974 MovDir[x][y] = old_move_dir;
6977 else if (move_pattern == MV_WHEN_PUSHED ||
6978 move_pattern == MV_WHEN_DROPPED)
6980 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6981 MovDir[x][y] = MV_NONE;
6985 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
6987 static int test_xy[7][2] =
6997 static int test_dir[7] =
7007 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7008 int move_preference = -1000000; /* start with very low preference */
7009 int new_move_dir = MV_NONE;
7010 int start_test = RND(4);
7013 for (i = 0; i < NUM_DIRECTIONS; i++)
7015 int move_dir = test_dir[start_test + i];
7016 int move_dir_preference;
7018 xx = x + test_xy[start_test + i][0];
7019 yy = y + test_xy[start_test + i][1];
7021 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7022 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7024 new_move_dir = move_dir;
7029 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7032 move_dir_preference = -1 * RunnerVisit[xx][yy];
7033 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7034 move_dir_preference = PlayerVisit[xx][yy];
7036 if (move_dir_preference > move_preference)
7038 /* prefer field that has not been visited for the longest time */
7039 move_preference = move_dir_preference;
7040 new_move_dir = move_dir;
7042 else if (move_dir_preference == move_preference &&
7043 move_dir == old_move_dir)
7045 /* prefer last direction when all directions are preferred equally */
7046 move_preference = move_dir_preference;
7047 new_move_dir = move_dir;
7051 MovDir[x][y] = new_move_dir;
7052 if (old_move_dir != new_move_dir)
7053 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7057 static void TurnRound(int x, int y)
7059 int direction = MovDir[x][y];
7063 GfxDir[x][y] = MovDir[x][y];
7065 if (direction != MovDir[x][y])
7069 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7071 ResetGfxFrame(x, y, FALSE);
7074 static boolean JustBeingPushed(int x, int y)
7078 for (i = 0; i < MAX_PLAYERS; i++)
7080 struct PlayerInfo *player = &stored_player[i];
7082 if (player->active && player->is_pushing && player->MovPos)
7084 int next_jx = player->jx + (player->jx - player->last_jx);
7085 int next_jy = player->jy + (player->jy - player->last_jy);
7087 if (x == next_jx && y == next_jy)
7095 void StartMoving(int x, int y)
7097 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7098 int element = Feld[x][y];
7103 if (MovDelay[x][y] == 0)
7104 GfxAction[x][y] = ACTION_DEFAULT;
7106 if (CAN_FALL(element) && y < lev_fieldy - 1)
7108 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7109 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7110 if (JustBeingPushed(x, y))
7113 if (element == EL_QUICKSAND_FULL)
7115 if (IS_FREE(x, y + 1))
7117 InitMovingField(x, y, MV_DOWN);
7118 started_moving = TRUE;
7120 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7121 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7122 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7123 Store[x][y] = EL_ROCK;
7125 Store[x][y] = EL_ROCK;
7128 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7130 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7132 if (!MovDelay[x][y])
7134 MovDelay[x][y] = TILEY + 1;
7136 ResetGfxAnimation(x, y);
7137 ResetGfxAnimation(x, y + 1);
7142 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7143 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7150 Feld[x][y] = EL_QUICKSAND_EMPTY;
7151 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7152 Store[x][y + 1] = Store[x][y];
7155 PlayLevelSoundAction(x, y, ACTION_FILLING);
7157 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7159 if (!MovDelay[x][y])
7161 MovDelay[x][y] = TILEY + 1;
7163 ResetGfxAnimation(x, y);
7164 ResetGfxAnimation(x, y + 1);
7169 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7170 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7177 Feld[x][y] = EL_QUICKSAND_EMPTY;
7178 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7179 Store[x][y + 1] = Store[x][y];
7182 PlayLevelSoundAction(x, y, ACTION_FILLING);
7185 else if (element == EL_QUICKSAND_FAST_FULL)
7187 if (IS_FREE(x, y + 1))
7189 InitMovingField(x, y, MV_DOWN);
7190 started_moving = TRUE;
7192 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7193 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7194 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7195 Store[x][y] = EL_ROCK;
7197 Store[x][y] = EL_ROCK;
7200 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7202 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7204 if (!MovDelay[x][y])
7206 MovDelay[x][y] = TILEY + 1;
7208 ResetGfxAnimation(x, y);
7209 ResetGfxAnimation(x, y + 1);
7214 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7215 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7222 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7223 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7224 Store[x][y + 1] = Store[x][y];
7227 PlayLevelSoundAction(x, y, ACTION_FILLING);
7229 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7231 if (!MovDelay[x][y])
7233 MovDelay[x][y] = TILEY + 1;
7235 ResetGfxAnimation(x, y);
7236 ResetGfxAnimation(x, y + 1);
7241 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7242 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7249 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7250 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7251 Store[x][y + 1] = Store[x][y];
7254 PlayLevelSoundAction(x, y, ACTION_FILLING);
7257 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7258 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7260 InitMovingField(x, y, MV_DOWN);
7261 started_moving = TRUE;
7263 Feld[x][y] = EL_QUICKSAND_FILLING;
7264 Store[x][y] = element;
7266 PlayLevelSoundAction(x, y, ACTION_FILLING);
7268 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7269 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7271 InitMovingField(x, y, MV_DOWN);
7272 started_moving = TRUE;
7274 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7275 Store[x][y] = element;
7277 PlayLevelSoundAction(x, y, ACTION_FILLING);
7279 else if (element == EL_MAGIC_WALL_FULL)
7281 if (IS_FREE(x, y + 1))
7283 InitMovingField(x, y, MV_DOWN);
7284 started_moving = TRUE;
7286 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7287 Store[x][y] = EL_CHANGED(Store[x][y]);
7289 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7291 if (!MovDelay[x][y])
7292 MovDelay[x][y] = TILEY / 4 + 1;
7301 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7302 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7303 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7307 else if (element == EL_BD_MAGIC_WALL_FULL)
7309 if (IS_FREE(x, y + 1))
7311 InitMovingField(x, y, MV_DOWN);
7312 started_moving = TRUE;
7314 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7315 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7317 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7319 if (!MovDelay[x][y])
7320 MovDelay[x][y] = TILEY / 4 + 1;
7329 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7330 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7331 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7335 else if (element == EL_DC_MAGIC_WALL_FULL)
7337 if (IS_FREE(x, y + 1))
7339 InitMovingField(x, y, MV_DOWN);
7340 started_moving = TRUE;
7342 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7343 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7345 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7347 if (!MovDelay[x][y])
7348 MovDelay[x][y] = TILEY / 4 + 1;
7357 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7358 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7359 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7363 else if ((CAN_PASS_MAGIC_WALL(element) &&
7364 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7365 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7366 (CAN_PASS_DC_MAGIC_WALL(element) &&
7367 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7370 InitMovingField(x, y, MV_DOWN);
7371 started_moving = TRUE;
7374 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7375 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7376 EL_DC_MAGIC_WALL_FILLING);
7377 Store[x][y] = element;
7379 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7381 SplashAcid(x, y + 1);
7383 InitMovingField(x, y, MV_DOWN);
7384 started_moving = TRUE;
7386 Store[x][y] = EL_ACID;
7389 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7390 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7391 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7392 CAN_FALL(element) && WasJustFalling[x][y] &&
7393 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7395 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7396 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7397 (Feld[x][y + 1] == EL_BLOCKED)))
7399 /* this is needed for a special case not covered by calling "Impact()"
7400 from "ContinueMoving()": if an element moves to a tile directly below
7401 another element which was just falling on that tile (which was empty
7402 in the previous frame), the falling element above would just stop
7403 instead of smashing the element below (in previous version, the above
7404 element was just checked for "moving" instead of "falling", resulting
7405 in incorrect smashes caused by horizontal movement of the above
7406 element; also, the case of the player being the element to smash was
7407 simply not covered here... :-/ ) */
7409 CheckCollision[x][y] = 0;
7410 CheckImpact[x][y] = 0;
7414 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7416 if (MovDir[x][y] == MV_NONE)
7418 InitMovingField(x, y, MV_DOWN);
7419 started_moving = TRUE;
7422 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7424 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7425 MovDir[x][y] = MV_DOWN;
7427 InitMovingField(x, y, MV_DOWN);
7428 started_moving = TRUE;
7430 else if (element == EL_AMOEBA_DROP)
7432 Feld[x][y] = EL_AMOEBA_GROWING;
7433 Store[x][y] = EL_AMOEBA_WET;
7435 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7436 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7437 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7438 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7440 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7441 (IS_FREE(x - 1, y + 1) ||
7442 Feld[x - 1][y + 1] == EL_ACID));
7443 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7444 (IS_FREE(x + 1, y + 1) ||
7445 Feld[x + 1][y + 1] == EL_ACID));
7446 boolean can_fall_any = (can_fall_left || can_fall_right);
7447 boolean can_fall_both = (can_fall_left && can_fall_right);
7448 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7450 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7452 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7453 can_fall_right = FALSE;
7454 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7455 can_fall_left = FALSE;
7456 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7457 can_fall_right = FALSE;
7458 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7459 can_fall_left = FALSE;
7461 can_fall_any = (can_fall_left || can_fall_right);
7462 can_fall_both = FALSE;
7467 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7468 can_fall_right = FALSE; /* slip down on left side */
7470 can_fall_left = !(can_fall_right = RND(2));
7472 can_fall_both = FALSE;
7477 /* if not determined otherwise, prefer left side for slipping down */
7478 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7479 started_moving = TRUE;
7482 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7484 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7485 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7486 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7487 int belt_dir = game.belt_dir[belt_nr];
7489 if ((belt_dir == MV_LEFT && left_is_free) ||
7490 (belt_dir == MV_RIGHT && right_is_free))
7492 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7494 InitMovingField(x, y, belt_dir);
7495 started_moving = TRUE;
7497 Pushed[x][y] = TRUE;
7498 Pushed[nextx][y] = TRUE;
7500 GfxAction[x][y] = ACTION_DEFAULT;
7504 MovDir[x][y] = 0; /* if element was moving, stop it */
7509 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7510 if (CAN_MOVE(element) && !started_moving)
7512 int move_pattern = element_info[element].move_pattern;
7515 Moving2Blocked(x, y, &newx, &newy);
7517 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7520 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7521 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7523 WasJustMoving[x][y] = 0;
7524 CheckCollision[x][y] = 0;
7526 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7528 if (Feld[x][y] != element) /* element has changed */
7532 if (!MovDelay[x][y]) /* start new movement phase */
7534 /* all objects that can change their move direction after each step
7535 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7537 if (element != EL_YAMYAM &&
7538 element != EL_DARK_YAMYAM &&
7539 element != EL_PACMAN &&
7540 !(move_pattern & MV_ANY_DIRECTION) &&
7541 move_pattern != MV_TURNING_LEFT &&
7542 move_pattern != MV_TURNING_RIGHT &&
7543 move_pattern != MV_TURNING_LEFT_RIGHT &&
7544 move_pattern != MV_TURNING_RIGHT_LEFT &&
7545 move_pattern != MV_TURNING_RANDOM)
7549 if (MovDelay[x][y] && (element == EL_BUG ||
7550 element == EL_SPACESHIP ||
7551 element == EL_SP_SNIKSNAK ||
7552 element == EL_SP_ELECTRON ||
7553 element == EL_MOLE))
7554 TEST_DrawLevelField(x, y);
7558 if (MovDelay[x][y]) /* wait some time before next movement */
7562 if (element == EL_ROBOT ||
7563 element == EL_YAMYAM ||
7564 element == EL_DARK_YAMYAM)
7566 DrawLevelElementAnimationIfNeeded(x, y, element);
7567 PlayLevelSoundAction(x, y, ACTION_WAITING);
7569 else if (element == EL_SP_ELECTRON)
7570 DrawLevelElementAnimationIfNeeded(x, y, element);
7571 else if (element == EL_DRAGON)
7574 int dir = MovDir[x][y];
7575 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7576 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7577 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7578 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7579 dir == MV_UP ? IMG_FLAMES_1_UP :
7580 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7581 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7583 GfxAction[x][y] = ACTION_ATTACKING;
7585 if (IS_PLAYER(x, y))
7586 DrawPlayerField(x, y);
7588 TEST_DrawLevelField(x, y);
7590 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7592 for (i = 1; i <= 3; i++)
7594 int xx = x + i * dx;
7595 int yy = y + i * dy;
7596 int sx = SCREENX(xx);
7597 int sy = SCREENY(yy);
7598 int flame_graphic = graphic + (i - 1);
7600 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7605 int flamed = MovingOrBlocked2Element(xx, yy);
7607 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7610 RemoveMovingField(xx, yy);
7612 ChangeDelay[xx][yy] = 0;
7614 Feld[xx][yy] = EL_FLAMES;
7616 if (IN_SCR_FIELD(sx, sy))
7618 TEST_DrawLevelFieldCrumbled(xx, yy);
7619 DrawGraphic(sx, sy, flame_graphic, frame);
7624 if (Feld[xx][yy] == EL_FLAMES)
7625 Feld[xx][yy] = EL_EMPTY;
7626 TEST_DrawLevelField(xx, yy);
7631 if (MovDelay[x][y]) /* element still has to wait some time */
7633 PlayLevelSoundAction(x, y, ACTION_WAITING);
7639 /* now make next step */
7641 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7643 if (DONT_COLLIDE_WITH(element) &&
7644 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7645 !PLAYER_ENEMY_PROTECTED(newx, newy))
7647 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7652 else if (CAN_MOVE_INTO_ACID(element) &&
7653 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7654 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7655 (MovDir[x][y] == MV_DOWN ||
7656 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7658 SplashAcid(newx, newy);
7659 Store[x][y] = EL_ACID;
7661 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7663 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7664 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7665 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7666 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7669 TEST_DrawLevelField(x, y);
7671 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7672 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7673 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7675 local_player->friends_still_needed--;
7676 if (!local_player->friends_still_needed &&
7677 !local_player->GameOver && AllPlayersGone)
7678 PlayerWins(local_player);
7682 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7684 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7685 TEST_DrawLevelField(newx, newy);
7687 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7689 else if (!IS_FREE(newx, newy))
7691 GfxAction[x][y] = ACTION_WAITING;
7693 if (IS_PLAYER(x, y))
7694 DrawPlayerField(x, y);
7696 TEST_DrawLevelField(x, y);
7701 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7703 if (IS_FOOD_PIG(Feld[newx][newy]))
7705 if (IS_MOVING(newx, newy))
7706 RemoveMovingField(newx, newy);
7709 Feld[newx][newy] = EL_EMPTY;
7710 TEST_DrawLevelField(newx, newy);
7713 PlayLevelSound(x, y, SND_PIG_DIGGING);
7715 else if (!IS_FREE(newx, newy))
7717 if (IS_PLAYER(x, y))
7718 DrawPlayerField(x, y);
7720 TEST_DrawLevelField(x, y);
7725 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7727 if (Store[x][y] != EL_EMPTY)
7729 boolean can_clone = FALSE;
7732 /* check if element to clone is still there */
7733 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7735 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7743 /* cannot clone or target field not free anymore -- do not clone */
7744 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7745 Store[x][y] = EL_EMPTY;
7748 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7750 if (IS_MV_DIAGONAL(MovDir[x][y]))
7752 int diagonal_move_dir = MovDir[x][y];
7753 int stored = Store[x][y];
7754 int change_delay = 8;
7757 /* android is moving diagonally */
7759 CreateField(x, y, EL_DIAGONAL_SHRINKING);
7761 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
7762 GfxElement[x][y] = EL_EMC_ANDROID;
7763 GfxAction[x][y] = ACTION_SHRINKING;
7764 GfxDir[x][y] = diagonal_move_dir;
7765 ChangeDelay[x][y] = change_delay;
7767 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
7770 DrawLevelGraphicAnimation(x, y, graphic);
7771 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
7773 if (Feld[newx][newy] == EL_ACID)
7775 SplashAcid(newx, newy);
7780 CreateField(newx, newy, EL_DIAGONAL_GROWING);
7782 Store[newx][newy] = EL_EMC_ANDROID;
7783 GfxElement[newx][newy] = EL_EMC_ANDROID;
7784 GfxAction[newx][newy] = ACTION_GROWING;
7785 GfxDir[newx][newy] = diagonal_move_dir;
7786 ChangeDelay[newx][newy] = change_delay;
7788 graphic = el_act_dir2img(GfxElement[newx][newy],
7789 GfxAction[newx][newy], GfxDir[newx][newy]);
7791 DrawLevelGraphicAnimation(newx, newy, graphic);
7792 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
7798 Feld[newx][newy] = EL_EMPTY;
7799 TEST_DrawLevelField(newx, newy);
7801 PlayLevelSoundAction(x, y, ACTION_DIGGING);
7804 else if (!IS_FREE(newx, newy))
7809 else if (IS_CUSTOM_ELEMENT(element) &&
7810 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7812 if (!DigFieldByCE(newx, newy, element))
7815 if (move_pattern & MV_MAZE_RUNNER_STYLE)
7817 RunnerVisit[x][y] = FrameCounter;
7818 PlayerVisit[x][y] /= 8; /* expire player visit path */
7821 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
7823 if (!IS_FREE(newx, newy))
7825 if (IS_PLAYER(x, y))
7826 DrawPlayerField(x, y);
7828 TEST_DrawLevelField(x, y);
7834 boolean wanna_flame = !RND(10);
7835 int dx = newx - x, dy = newy - y;
7836 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
7837 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
7838 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
7839 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
7840 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
7841 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
7844 IS_CLASSIC_ENEMY(element1) ||
7845 IS_CLASSIC_ENEMY(element2)) &&
7846 element1 != EL_DRAGON && element2 != EL_DRAGON &&
7847 element1 != EL_FLAMES && element2 != EL_FLAMES)
7849 ResetGfxAnimation(x, y);
7850 GfxAction[x][y] = ACTION_ATTACKING;
7852 if (IS_PLAYER(x, y))
7853 DrawPlayerField(x, y);
7855 TEST_DrawLevelField(x, y);
7857 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
7859 MovDelay[x][y] = 50;
7861 Feld[newx][newy] = EL_FLAMES;
7862 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
7863 Feld[newx1][newy1] = EL_FLAMES;
7864 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
7865 Feld[newx2][newy2] = EL_FLAMES;
7871 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7872 Feld[newx][newy] == EL_DIAMOND)
7874 if (IS_MOVING(newx, newy))
7875 RemoveMovingField(newx, newy);
7878 Feld[newx][newy] = EL_EMPTY;
7879 TEST_DrawLevelField(newx, newy);
7882 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
7884 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7885 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
7887 if (AmoebaNr[newx][newy])
7889 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7890 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7891 Feld[newx][newy] == EL_BD_AMOEBA)
7892 AmoebaCnt[AmoebaNr[newx][newy]]--;
7895 if (IS_MOVING(newx, newy))
7897 RemoveMovingField(newx, newy);
7901 Feld[newx][newy] = EL_EMPTY;
7902 TEST_DrawLevelField(newx, newy);
7905 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
7907 else if ((element == EL_PACMAN || element == EL_MOLE)
7908 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
7910 if (AmoebaNr[newx][newy])
7912 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7913 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7914 Feld[newx][newy] == EL_BD_AMOEBA)
7915 AmoebaCnt[AmoebaNr[newx][newy]]--;
7918 if (element == EL_MOLE)
7920 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
7921 PlayLevelSound(x, y, SND_MOLE_DIGGING);
7923 ResetGfxAnimation(x, y);
7924 GfxAction[x][y] = ACTION_DIGGING;
7925 TEST_DrawLevelField(x, y);
7927 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
7929 return; /* wait for shrinking amoeba */
7931 else /* element == EL_PACMAN */
7933 Feld[newx][newy] = EL_EMPTY;
7934 TEST_DrawLevelField(newx, newy);
7935 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
7938 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
7939 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
7940 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
7942 /* wait for shrinking amoeba to completely disappear */
7945 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
7947 /* object was running against a wall */
7951 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
7952 DrawLevelElementAnimation(x, y, element);
7954 if (DONT_TOUCH(element))
7955 TestIfBadThingTouchesPlayer(x, y);
7960 InitMovingField(x, y, MovDir[x][y]);
7962 PlayLevelSoundAction(x, y, ACTION_MOVING);
7966 ContinueMoving(x, y);
7969 void ContinueMoving(int x, int y)
7971 int element = Feld[x][y];
7972 struct ElementInfo *ei = &element_info[element];
7973 int direction = MovDir[x][y];
7974 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
7975 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
7976 int newx = x + dx, newy = y + dy;
7977 int stored = Store[x][y];
7978 int stored_new = Store[newx][newy];
7979 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
7980 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
7981 boolean last_line = (newy == lev_fieldy - 1);
7983 MovPos[x][y] += getElementMoveStepsize(x, y);
7985 if (pushed_by_player) /* special case: moving object pushed by player */
7986 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
7988 if (ABS(MovPos[x][y]) < TILEX)
7990 TEST_DrawLevelField(x, y);
7992 return; /* element is still moving */
7995 /* element reached destination field */
7997 Feld[x][y] = EL_EMPTY;
7998 Feld[newx][newy] = element;
7999 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8001 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8003 element = Feld[newx][newy] = EL_ACID;
8005 else if (element == EL_MOLE)
8007 Feld[x][y] = EL_SAND;
8009 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8011 else if (element == EL_QUICKSAND_FILLING)
8013 element = Feld[newx][newy] = get_next_element(element);
8014 Store[newx][newy] = Store[x][y];
8016 else if (element == EL_QUICKSAND_EMPTYING)
8018 Feld[x][y] = get_next_element(element);
8019 element = Feld[newx][newy] = Store[x][y];
8021 else if (element == EL_QUICKSAND_FAST_FILLING)
8023 element = Feld[newx][newy] = get_next_element(element);
8024 Store[newx][newy] = Store[x][y];
8026 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8028 Feld[x][y] = get_next_element(element);
8029 element = Feld[newx][newy] = Store[x][y];
8031 else if (element == EL_MAGIC_WALL_FILLING)
8033 element = Feld[newx][newy] = get_next_element(element);
8034 if (!game.magic_wall_active)
8035 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8036 Store[newx][newy] = Store[x][y];
8038 else if (element == EL_MAGIC_WALL_EMPTYING)
8040 Feld[x][y] = get_next_element(element);
8041 if (!game.magic_wall_active)
8042 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8043 element = Feld[newx][newy] = Store[x][y];
8045 InitField(newx, newy, FALSE);
8047 else if (element == EL_BD_MAGIC_WALL_FILLING)
8049 element = Feld[newx][newy] = get_next_element(element);
8050 if (!game.magic_wall_active)
8051 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8052 Store[newx][newy] = Store[x][y];
8054 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8056 Feld[x][y] = get_next_element(element);
8057 if (!game.magic_wall_active)
8058 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8059 element = Feld[newx][newy] = Store[x][y];
8061 InitField(newx, newy, FALSE);
8063 else if (element == EL_DC_MAGIC_WALL_FILLING)
8065 element = Feld[newx][newy] = get_next_element(element);
8066 if (!game.magic_wall_active)
8067 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8068 Store[newx][newy] = Store[x][y];
8070 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8072 Feld[x][y] = get_next_element(element);
8073 if (!game.magic_wall_active)
8074 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8075 element = Feld[newx][newy] = Store[x][y];
8077 InitField(newx, newy, FALSE);
8079 else if (element == EL_AMOEBA_DROPPING)
8081 Feld[x][y] = get_next_element(element);
8082 element = Feld[newx][newy] = Store[x][y];
8084 else if (element == EL_SOKOBAN_OBJECT)
8087 Feld[x][y] = Back[x][y];
8089 if (Back[newx][newy])
8090 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8092 Back[x][y] = Back[newx][newy] = 0;
8095 Store[x][y] = EL_EMPTY;
8100 MovDelay[newx][newy] = 0;
8102 if (CAN_CHANGE_OR_HAS_ACTION(element))
8104 /* copy element change control values to new field */
8105 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8106 ChangePage[newx][newy] = ChangePage[x][y];
8107 ChangeCount[newx][newy] = ChangeCount[x][y];
8108 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8111 CustomValue[newx][newy] = CustomValue[x][y];
8113 ChangeDelay[x][y] = 0;
8114 ChangePage[x][y] = -1;
8115 ChangeCount[x][y] = 0;
8116 ChangeEvent[x][y] = -1;
8118 CustomValue[x][y] = 0;
8120 /* copy animation control values to new field */
8121 GfxFrame[newx][newy] = GfxFrame[x][y];
8122 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8123 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8124 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8126 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8128 /* some elements can leave other elements behind after moving */
8129 if (ei->move_leave_element != EL_EMPTY &&
8130 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8131 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8133 int move_leave_element = ei->move_leave_element;
8135 /* this makes it possible to leave the removed element again */
8136 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8137 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8139 Feld[x][y] = move_leave_element;
8141 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8142 MovDir[x][y] = direction;
8144 InitField(x, y, FALSE);
8146 if (GFX_CRUMBLED(Feld[x][y]))
8147 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8149 if (ELEM_IS_PLAYER(move_leave_element))
8150 RelocatePlayer(x, y, move_leave_element);
8153 /* do this after checking for left-behind element */
8154 ResetGfxAnimation(x, y); /* reset animation values for old field */
8156 if (!CAN_MOVE(element) ||
8157 (CAN_FALL(element) && direction == MV_DOWN &&
8158 (element == EL_SPRING ||
8159 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8160 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8161 GfxDir[x][y] = MovDir[newx][newy] = 0;
8163 TEST_DrawLevelField(x, y);
8164 TEST_DrawLevelField(newx, newy);
8166 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8168 /* prevent pushed element from moving on in pushed direction */
8169 if (pushed_by_player && CAN_MOVE(element) &&
8170 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8171 !(element_info[element].move_pattern & direction))
8172 TurnRound(newx, newy);
8174 /* prevent elements on conveyor belt from moving on in last direction */
8175 if (pushed_by_conveyor && CAN_FALL(element) &&
8176 direction & MV_HORIZONTAL)
8177 MovDir[newx][newy] = 0;
8179 if (!pushed_by_player)
8181 int nextx = newx + dx, nexty = newy + dy;
8182 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8184 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8186 if (CAN_FALL(element) && direction == MV_DOWN)
8187 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8189 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8190 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8192 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8193 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8196 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8198 TestIfBadThingTouchesPlayer(newx, newy);
8199 TestIfBadThingTouchesFriend(newx, newy);
8201 if (!IS_CUSTOM_ELEMENT(element))
8202 TestIfBadThingTouchesOtherBadThing(newx, newy);
8204 else if (element == EL_PENGUIN)
8205 TestIfFriendTouchesBadThing(newx, newy);
8207 if (DONT_GET_HIT_BY(element))
8209 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8212 /* give the player one last chance (one more frame) to move away */
8213 if (CAN_FALL(element) && direction == MV_DOWN &&
8214 (last_line || (!IS_FREE(x, newy + 1) &&
8215 (!IS_PLAYER(x, newy + 1) ||
8216 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8219 if (pushed_by_player && !game.use_change_when_pushing_bug)
8221 int push_side = MV_DIR_OPPOSITE(direction);
8222 struct PlayerInfo *player = PLAYERINFO(x, y);
8224 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8225 player->index_bit, push_side);
8226 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8227 player->index_bit, push_side);
8230 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8231 MovDelay[newx][newy] = 1;
8233 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8235 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8236 TestIfElementHitsCustomElement(newx, newy, direction);
8237 TestIfPlayerTouchesCustomElement(newx, newy);
8238 TestIfElementTouchesCustomElement(newx, newy);
8240 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8241 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8242 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8243 MV_DIR_OPPOSITE(direction));
8246 int AmoebeNachbarNr(int ax, int ay)
8249 int element = Feld[ax][ay];
8251 static int xy[4][2] =
8259 for (i = 0; i < NUM_DIRECTIONS; i++)
8261 int x = ax + xy[i][0];
8262 int y = ay + xy[i][1];
8264 if (!IN_LEV_FIELD(x, y))
8267 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8268 group_nr = AmoebaNr[x][y];
8274 void AmoebenVereinigen(int ax, int ay)
8276 int i, x, y, xx, yy;
8277 int new_group_nr = AmoebaNr[ax][ay];
8278 static int xy[4][2] =
8286 if (new_group_nr == 0)
8289 for (i = 0; i < NUM_DIRECTIONS; i++)
8294 if (!IN_LEV_FIELD(x, y))
8297 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8298 Feld[x][y] == EL_BD_AMOEBA ||
8299 Feld[x][y] == EL_AMOEBA_DEAD) &&
8300 AmoebaNr[x][y] != new_group_nr)
8302 int old_group_nr = AmoebaNr[x][y];
8304 if (old_group_nr == 0)
8307 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8308 AmoebaCnt[old_group_nr] = 0;
8309 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8310 AmoebaCnt2[old_group_nr] = 0;
8312 SCAN_PLAYFIELD(xx, yy)
8314 if (AmoebaNr[xx][yy] == old_group_nr)
8315 AmoebaNr[xx][yy] = new_group_nr;
8321 void AmoebeUmwandeln(int ax, int ay)
8325 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8327 int group_nr = AmoebaNr[ax][ay];
8332 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8333 printf("AmoebeUmwandeln(): This should never happen!\n");
8338 SCAN_PLAYFIELD(x, y)
8340 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8343 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8347 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8348 SND_AMOEBA_TURNING_TO_GEM :
8349 SND_AMOEBA_TURNING_TO_ROCK));
8354 static int xy[4][2] =
8362 for (i = 0; i < NUM_DIRECTIONS; i++)
8367 if (!IN_LEV_FIELD(x, y))
8370 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8372 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8373 SND_AMOEBA_TURNING_TO_GEM :
8374 SND_AMOEBA_TURNING_TO_ROCK));
8381 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8384 int group_nr = AmoebaNr[ax][ay];
8385 boolean done = FALSE;
8390 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8391 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8396 SCAN_PLAYFIELD(x, y)
8398 if (AmoebaNr[x][y] == group_nr &&
8399 (Feld[x][y] == EL_AMOEBA_DEAD ||
8400 Feld[x][y] == EL_BD_AMOEBA ||
8401 Feld[x][y] == EL_AMOEBA_GROWING))
8404 Feld[x][y] = new_element;
8405 InitField(x, y, FALSE);
8406 TEST_DrawLevelField(x, y);
8412 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8413 SND_BD_AMOEBA_TURNING_TO_ROCK :
8414 SND_BD_AMOEBA_TURNING_TO_GEM));
8417 void AmoebeWaechst(int x, int y)
8419 static unsigned int sound_delay = 0;
8420 static unsigned int sound_delay_value = 0;
8422 if (!MovDelay[x][y]) /* start new growing cycle */
8426 if (DelayReached(&sound_delay, sound_delay_value))
8428 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8429 sound_delay_value = 30;
8433 if (MovDelay[x][y]) /* wait some time before growing bigger */
8436 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8438 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8439 6 - MovDelay[x][y]);
8441 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8444 if (!MovDelay[x][y])
8446 Feld[x][y] = Store[x][y];
8448 TEST_DrawLevelField(x, y);
8453 void AmoebaDisappearing(int x, int y)
8455 static unsigned int sound_delay = 0;
8456 static unsigned int sound_delay_value = 0;
8458 if (!MovDelay[x][y]) /* start new shrinking cycle */
8462 if (DelayReached(&sound_delay, sound_delay_value))
8463 sound_delay_value = 30;
8466 if (MovDelay[x][y]) /* wait some time before shrinking */
8469 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8471 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8472 6 - MovDelay[x][y]);
8474 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8477 if (!MovDelay[x][y])
8479 Feld[x][y] = EL_EMPTY;
8480 TEST_DrawLevelField(x, y);
8482 /* don't let mole enter this field in this cycle;
8483 (give priority to objects falling to this field from above) */
8489 void AmoebeAbleger(int ax, int ay)
8492 int element = Feld[ax][ay];
8493 int graphic = el2img(element);
8494 int newax = ax, neway = ay;
8495 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8496 static int xy[4][2] =
8504 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8506 Feld[ax][ay] = EL_AMOEBA_DEAD;
8507 TEST_DrawLevelField(ax, ay);
8511 if (IS_ANIMATED(graphic))
8512 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8514 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8515 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8517 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8520 if (MovDelay[ax][ay])
8524 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8527 int x = ax + xy[start][0];
8528 int y = ay + xy[start][1];
8530 if (!IN_LEV_FIELD(x, y))
8533 if (IS_FREE(x, y) ||
8534 CAN_GROW_INTO(Feld[x][y]) ||
8535 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8536 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8542 if (newax == ax && neway == ay)
8545 else /* normal or "filled" (BD style) amoeba */
8548 boolean waiting_for_player = FALSE;
8550 for (i = 0; i < NUM_DIRECTIONS; i++)
8552 int j = (start + i) % 4;
8553 int x = ax + xy[j][0];
8554 int y = ay + xy[j][1];
8556 if (!IN_LEV_FIELD(x, y))
8559 if (IS_FREE(x, y) ||
8560 CAN_GROW_INTO(Feld[x][y]) ||
8561 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8562 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8568 else if (IS_PLAYER(x, y))
8569 waiting_for_player = TRUE;
8572 if (newax == ax && neway == ay) /* amoeba cannot grow */
8574 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8576 Feld[ax][ay] = EL_AMOEBA_DEAD;
8577 TEST_DrawLevelField(ax, ay);
8578 AmoebaCnt[AmoebaNr[ax][ay]]--;
8580 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8582 if (element == EL_AMOEBA_FULL)
8583 AmoebeUmwandeln(ax, ay);
8584 else if (element == EL_BD_AMOEBA)
8585 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8590 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8592 /* amoeba gets larger by growing in some direction */
8594 int new_group_nr = AmoebaNr[ax][ay];
8597 if (new_group_nr == 0)
8599 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8600 printf("AmoebeAbleger(): This should never happen!\n");
8605 AmoebaNr[newax][neway] = new_group_nr;
8606 AmoebaCnt[new_group_nr]++;
8607 AmoebaCnt2[new_group_nr]++;
8609 /* if amoeba touches other amoeba(s) after growing, unify them */
8610 AmoebenVereinigen(newax, neway);
8612 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8614 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8620 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8621 (neway == lev_fieldy - 1 && newax != ax))
8623 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8624 Store[newax][neway] = element;
8626 else if (neway == ay || element == EL_EMC_DRIPPER)
8628 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8630 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8634 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8635 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8636 Store[ax][ay] = EL_AMOEBA_DROP;
8637 ContinueMoving(ax, ay);
8641 TEST_DrawLevelField(newax, neway);
8644 void Life(int ax, int ay)
8648 int element = Feld[ax][ay];
8649 int graphic = el2img(element);
8650 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8652 boolean changed = FALSE;
8654 if (IS_ANIMATED(graphic))
8655 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8660 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8661 MovDelay[ax][ay] = life_time;
8663 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8666 if (MovDelay[ax][ay])
8670 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8672 int xx = ax+x1, yy = ay+y1;
8675 if (!IN_LEV_FIELD(xx, yy))
8678 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8680 int x = xx+x2, y = yy+y2;
8682 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8685 if (((Feld[x][y] == element ||
8686 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8688 (IS_FREE(x, y) && Stop[x][y]))
8692 if (xx == ax && yy == ay) /* field in the middle */
8694 if (nachbarn < life_parameter[0] ||
8695 nachbarn > life_parameter[1])
8697 Feld[xx][yy] = EL_EMPTY;
8699 TEST_DrawLevelField(xx, yy);
8700 Stop[xx][yy] = TRUE;
8704 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8705 { /* free border field */
8706 if (nachbarn >= life_parameter[2] &&
8707 nachbarn <= life_parameter[3])
8709 Feld[xx][yy] = element;
8710 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8712 TEST_DrawLevelField(xx, yy);
8713 Stop[xx][yy] = TRUE;
8720 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8721 SND_GAME_OF_LIFE_GROWING);
8724 static void InitRobotWheel(int x, int y)
8726 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8729 static void RunRobotWheel(int x, int y)
8731 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8734 static void StopRobotWheel(int x, int y)
8736 if (ZX == x && ZY == y)
8740 game.robot_wheel_active = FALSE;
8744 static void InitTimegateWheel(int x, int y)
8746 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8749 static void RunTimegateWheel(int x, int y)
8751 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
8754 static void InitMagicBallDelay(int x, int y)
8756 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
8759 static void ActivateMagicBall(int bx, int by)
8763 if (level.ball_random)
8765 int pos_border = RND(8); /* select one of the eight border elements */
8766 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
8767 int xx = pos_content % 3;
8768 int yy = pos_content / 3;
8773 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8774 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8778 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
8780 int xx = x - bx + 1;
8781 int yy = y - by + 1;
8783 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8784 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8788 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
8791 void CheckExit(int x, int y)
8793 if (local_player->gems_still_needed > 0 ||
8794 local_player->sokobanfields_still_needed > 0 ||
8795 local_player->lights_still_needed > 0)
8797 int element = Feld[x][y];
8798 int graphic = el2img(element);
8800 if (IS_ANIMATED(graphic))
8801 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8806 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8809 Feld[x][y] = EL_EXIT_OPENING;
8811 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
8814 void CheckExitEM(int x, int y)
8816 if (local_player->gems_still_needed > 0 ||
8817 local_player->sokobanfields_still_needed > 0 ||
8818 local_player->lights_still_needed > 0)
8820 int element = Feld[x][y];
8821 int graphic = el2img(element);
8823 if (IS_ANIMATED(graphic))
8824 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8829 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8832 Feld[x][y] = EL_EM_EXIT_OPENING;
8834 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
8837 void CheckExitSteel(int x, int y)
8839 if (local_player->gems_still_needed > 0 ||
8840 local_player->sokobanfields_still_needed > 0 ||
8841 local_player->lights_still_needed > 0)
8843 int element = Feld[x][y];
8844 int graphic = el2img(element);
8846 if (IS_ANIMATED(graphic))
8847 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8852 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8855 Feld[x][y] = EL_STEEL_EXIT_OPENING;
8857 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
8860 void CheckExitSteelEM(int x, int y)
8862 if (local_player->gems_still_needed > 0 ||
8863 local_player->sokobanfields_still_needed > 0 ||
8864 local_player->lights_still_needed > 0)
8866 int element = Feld[x][y];
8867 int graphic = el2img(element);
8869 if (IS_ANIMATED(graphic))
8870 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8875 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8878 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
8880 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
8883 void CheckExitSP(int x, int y)
8885 if (local_player->gems_still_needed > 0)
8887 int element = Feld[x][y];
8888 int graphic = el2img(element);
8890 if (IS_ANIMATED(graphic))
8891 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8896 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8899 Feld[x][y] = EL_SP_EXIT_OPENING;
8901 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
8904 static void CloseAllOpenTimegates()
8908 SCAN_PLAYFIELD(x, y)
8910 int element = Feld[x][y];
8912 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
8914 Feld[x][y] = EL_TIMEGATE_CLOSING;
8916 PlayLevelSoundAction(x, y, ACTION_CLOSING);
8921 void DrawTwinkleOnField(int x, int y)
8923 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
8926 if (Feld[x][y] == EL_BD_DIAMOND)
8929 if (MovDelay[x][y] == 0) /* next animation frame */
8930 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
8932 if (MovDelay[x][y] != 0) /* wait some time before next frame */
8936 DrawLevelElementAnimation(x, y, Feld[x][y]);
8938 if (MovDelay[x][y] != 0)
8940 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
8941 10 - MovDelay[x][y]);
8943 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
8948 void MauerWaechst(int x, int y)
8952 if (!MovDelay[x][y]) /* next animation frame */
8953 MovDelay[x][y] = 3 * delay;
8955 if (MovDelay[x][y]) /* wait some time before next frame */
8959 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8961 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
8962 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
8964 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
8967 if (!MovDelay[x][y])
8969 if (MovDir[x][y] == MV_LEFT)
8971 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
8972 TEST_DrawLevelField(x - 1, y);
8974 else if (MovDir[x][y] == MV_RIGHT)
8976 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
8977 TEST_DrawLevelField(x + 1, y);
8979 else if (MovDir[x][y] == MV_UP)
8981 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
8982 TEST_DrawLevelField(x, y - 1);
8986 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
8987 TEST_DrawLevelField(x, y + 1);
8990 Feld[x][y] = Store[x][y];
8992 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8993 TEST_DrawLevelField(x, y);
8998 void MauerAbleger(int ax, int ay)
9000 int element = Feld[ax][ay];
9001 int graphic = el2img(element);
9002 boolean oben_frei = FALSE, unten_frei = FALSE;
9003 boolean links_frei = FALSE, rechts_frei = FALSE;
9004 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9005 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9006 boolean new_wall = FALSE;
9008 if (IS_ANIMATED(graphic))
9009 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9011 if (!MovDelay[ax][ay]) /* start building new wall */
9012 MovDelay[ax][ay] = 6;
9014 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9017 if (MovDelay[ax][ay])
9021 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9023 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9025 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9027 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9030 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9031 element == EL_EXPANDABLE_WALL_ANY)
9035 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9036 Store[ax][ay-1] = element;
9037 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9038 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9039 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9040 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9045 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9046 Store[ax][ay+1] = element;
9047 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9048 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9049 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9050 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9055 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9056 element == EL_EXPANDABLE_WALL_ANY ||
9057 element == EL_EXPANDABLE_WALL ||
9058 element == EL_BD_EXPANDABLE_WALL)
9062 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9063 Store[ax-1][ay] = element;
9064 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9065 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9066 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9067 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9073 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9074 Store[ax+1][ay] = element;
9075 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9076 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9077 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9078 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9083 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9084 TEST_DrawLevelField(ax, ay);
9086 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9088 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9089 unten_massiv = TRUE;
9090 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9091 links_massiv = TRUE;
9092 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9093 rechts_massiv = TRUE;
9095 if (((oben_massiv && unten_massiv) ||
9096 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9097 element == EL_EXPANDABLE_WALL) &&
9098 ((links_massiv && rechts_massiv) ||
9099 element == EL_EXPANDABLE_WALL_VERTICAL))
9100 Feld[ax][ay] = EL_WALL;
9103 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9106 void MauerAblegerStahl(int ax, int ay)
9108 int element = Feld[ax][ay];
9109 int graphic = el2img(element);
9110 boolean oben_frei = FALSE, unten_frei = FALSE;
9111 boolean links_frei = FALSE, rechts_frei = FALSE;
9112 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9113 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9114 boolean new_wall = FALSE;
9116 if (IS_ANIMATED(graphic))
9117 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9119 if (!MovDelay[ax][ay]) /* start building new wall */
9120 MovDelay[ax][ay] = 6;
9122 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9125 if (MovDelay[ax][ay])
9129 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9131 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9133 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9135 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9138 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9139 element == EL_EXPANDABLE_STEELWALL_ANY)
9143 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9144 Store[ax][ay-1] = element;
9145 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9146 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9147 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9148 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9153 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9154 Store[ax][ay+1] = element;
9155 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9156 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9157 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9158 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9163 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9164 element == EL_EXPANDABLE_STEELWALL_ANY)
9168 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9169 Store[ax-1][ay] = element;
9170 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9171 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9172 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9173 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9179 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9180 Store[ax+1][ay] = element;
9181 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9182 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9183 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9184 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9189 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9191 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9192 unten_massiv = TRUE;
9193 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9194 links_massiv = TRUE;
9195 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9196 rechts_massiv = TRUE;
9198 if (((oben_massiv && unten_massiv) ||
9199 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9200 ((links_massiv && rechts_massiv) ||
9201 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9202 Feld[ax][ay] = EL_STEELWALL;
9205 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9208 void CheckForDragon(int x, int y)
9211 boolean dragon_found = FALSE;
9212 static int xy[4][2] =
9220 for (i = 0; i < NUM_DIRECTIONS; i++)
9222 for (j = 0; j < 4; j++)
9224 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9226 if (IN_LEV_FIELD(xx, yy) &&
9227 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9229 if (Feld[xx][yy] == EL_DRAGON)
9230 dragon_found = TRUE;
9239 for (i = 0; i < NUM_DIRECTIONS; i++)
9241 for (j = 0; j < 3; j++)
9243 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9245 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9247 Feld[xx][yy] = EL_EMPTY;
9248 TEST_DrawLevelField(xx, yy);
9257 static void InitBuggyBase(int x, int y)
9259 int element = Feld[x][y];
9260 int activating_delay = FRAMES_PER_SECOND / 4;
9263 (element == EL_SP_BUGGY_BASE ?
9264 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9265 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9267 element == EL_SP_BUGGY_BASE_ACTIVE ?
9268 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9271 static void WarnBuggyBase(int x, int y)
9274 static int xy[4][2] =
9282 for (i = 0; i < NUM_DIRECTIONS; i++)
9284 int xx = x + xy[i][0];
9285 int yy = y + xy[i][1];
9287 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9289 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9296 static void InitTrap(int x, int y)
9298 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9301 static void ActivateTrap(int x, int y)
9303 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9306 static void ChangeActiveTrap(int x, int y)
9308 int graphic = IMG_TRAP_ACTIVE;
9310 /* if new animation frame was drawn, correct crumbled sand border */
9311 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9312 TEST_DrawLevelFieldCrumbled(x, y);
9315 static int getSpecialActionElement(int element, int number, int base_element)
9317 return (element != EL_EMPTY ? element :
9318 number != -1 ? base_element + number - 1 :
9322 static int getModifiedActionNumber(int value_old, int operator, int operand,
9323 int value_min, int value_max)
9325 int value_new = (operator == CA_MODE_SET ? operand :
9326 operator == CA_MODE_ADD ? value_old + operand :
9327 operator == CA_MODE_SUBTRACT ? value_old - operand :
9328 operator == CA_MODE_MULTIPLY ? value_old * operand :
9329 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9330 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9333 return (value_new < value_min ? value_min :
9334 value_new > value_max ? value_max :
9338 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9340 struct ElementInfo *ei = &element_info[element];
9341 struct ElementChangeInfo *change = &ei->change_page[page];
9342 int target_element = change->target_element;
9343 int action_type = change->action_type;
9344 int action_mode = change->action_mode;
9345 int action_arg = change->action_arg;
9346 int action_element = change->action_element;
9349 if (!change->has_action)
9352 /* ---------- determine action paramater values -------------------------- */
9354 int level_time_value =
9355 (level.time > 0 ? TimeLeft :
9358 int action_arg_element_raw =
9359 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9360 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9361 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9362 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9363 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9364 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9365 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9367 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9369 int action_arg_direction =
9370 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9371 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9372 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9373 change->actual_trigger_side :
9374 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9375 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9378 int action_arg_number_min =
9379 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9382 int action_arg_number_max =
9383 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9384 action_type == CA_SET_LEVEL_GEMS ? 999 :
9385 action_type == CA_SET_LEVEL_TIME ? 9999 :
9386 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9387 action_type == CA_SET_CE_VALUE ? 9999 :
9388 action_type == CA_SET_CE_SCORE ? 9999 :
9391 int action_arg_number_reset =
9392 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9393 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9394 action_type == CA_SET_LEVEL_TIME ? level.time :
9395 action_type == CA_SET_LEVEL_SCORE ? 0 :
9396 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9397 action_type == CA_SET_CE_SCORE ? 0 :
9400 int action_arg_number =
9401 (action_arg <= CA_ARG_MAX ? action_arg :
9402 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9403 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9404 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9405 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9406 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9407 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9408 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9409 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9410 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9411 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9412 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9413 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9414 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9415 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9416 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9417 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9418 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9419 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9420 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9421 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9422 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9425 int action_arg_number_old =
9426 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9427 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9428 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9429 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9430 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9433 int action_arg_number_new =
9434 getModifiedActionNumber(action_arg_number_old,
9435 action_mode, action_arg_number,
9436 action_arg_number_min, action_arg_number_max);
9438 int trigger_player_bits =
9439 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9440 change->actual_trigger_player_bits : change->trigger_player);
9442 int action_arg_player_bits =
9443 (action_arg >= CA_ARG_PLAYER_1 &&
9444 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9445 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9446 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9449 /* ---------- execute action -------------------------------------------- */
9451 switch (action_type)
9458 /* ---------- level actions ------------------------------------------- */
9460 case CA_RESTART_LEVEL:
9462 game.restart_level = TRUE;
9467 case CA_SHOW_ENVELOPE:
9469 int element = getSpecialActionElement(action_arg_element,
9470 action_arg_number, EL_ENVELOPE_1);
9472 if (IS_ENVELOPE(element))
9473 local_player->show_envelope = element;
9478 case CA_SET_LEVEL_TIME:
9480 if (level.time > 0) /* only modify limited time value */
9482 TimeLeft = action_arg_number_new;
9484 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9486 DisplayGameControlValues();
9488 if (!TimeLeft && setup.time_limit)
9489 for (i = 0; i < MAX_PLAYERS; i++)
9490 KillPlayer(&stored_player[i]);
9496 case CA_SET_LEVEL_SCORE:
9498 local_player->score = action_arg_number_new;
9500 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9502 DisplayGameControlValues();
9507 case CA_SET_LEVEL_GEMS:
9509 local_player->gems_still_needed = action_arg_number_new;
9511 game.snapshot.collected_item = TRUE;
9513 game_panel_controls[GAME_PANEL_GEMS].value =
9514 local_player->gems_still_needed;
9516 DisplayGameControlValues();
9521 case CA_SET_LEVEL_WIND:
9523 game.wind_direction = action_arg_direction;
9528 case CA_SET_LEVEL_RANDOM_SEED:
9530 /* ensure that setting a new random seed while playing is predictable */
9531 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9536 /* ---------- player actions ------------------------------------------ */
9538 case CA_MOVE_PLAYER:
9540 /* automatically move to the next field in specified direction */
9541 for (i = 0; i < MAX_PLAYERS; i++)
9542 if (trigger_player_bits & (1 << i))
9543 stored_player[i].programmed_action = action_arg_direction;
9548 case CA_EXIT_PLAYER:
9550 for (i = 0; i < MAX_PLAYERS; i++)
9551 if (action_arg_player_bits & (1 << i))
9552 PlayerWins(&stored_player[i]);
9557 case CA_KILL_PLAYER:
9559 for (i = 0; i < MAX_PLAYERS; i++)
9560 if (action_arg_player_bits & (1 << i))
9561 KillPlayer(&stored_player[i]);
9566 case CA_SET_PLAYER_KEYS:
9568 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9569 int element = getSpecialActionElement(action_arg_element,
9570 action_arg_number, EL_KEY_1);
9572 if (IS_KEY(element))
9574 for (i = 0; i < MAX_PLAYERS; i++)
9576 if (trigger_player_bits & (1 << i))
9578 stored_player[i].key[KEY_NR(element)] = key_state;
9580 DrawGameDoorValues();
9588 case CA_SET_PLAYER_SPEED:
9590 for (i = 0; i < MAX_PLAYERS; i++)
9592 if (trigger_player_bits & (1 << i))
9594 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9596 if (action_arg == CA_ARG_SPEED_FASTER &&
9597 stored_player[i].cannot_move)
9599 action_arg_number = STEPSIZE_VERY_SLOW;
9601 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9602 action_arg == CA_ARG_SPEED_FASTER)
9604 action_arg_number = 2;
9605 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9608 else if (action_arg == CA_ARG_NUMBER_RESET)
9610 action_arg_number = level.initial_player_stepsize[i];
9614 getModifiedActionNumber(move_stepsize,
9617 action_arg_number_min,
9618 action_arg_number_max);
9620 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9627 case CA_SET_PLAYER_SHIELD:
9629 for (i = 0; i < MAX_PLAYERS; i++)
9631 if (trigger_player_bits & (1 << i))
9633 if (action_arg == CA_ARG_SHIELD_OFF)
9635 stored_player[i].shield_normal_time_left = 0;
9636 stored_player[i].shield_deadly_time_left = 0;
9638 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9640 stored_player[i].shield_normal_time_left = 999999;
9642 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9644 stored_player[i].shield_normal_time_left = 999999;
9645 stored_player[i].shield_deadly_time_left = 999999;
9653 case CA_SET_PLAYER_GRAVITY:
9655 for (i = 0; i < MAX_PLAYERS; i++)
9657 if (trigger_player_bits & (1 << i))
9659 stored_player[i].gravity =
9660 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9661 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9662 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9663 stored_player[i].gravity);
9670 case CA_SET_PLAYER_ARTWORK:
9672 for (i = 0; i < MAX_PLAYERS; i++)
9674 if (trigger_player_bits & (1 << i))
9676 int artwork_element = action_arg_element;
9678 if (action_arg == CA_ARG_ELEMENT_RESET)
9680 (level.use_artwork_element[i] ? level.artwork_element[i] :
9681 stored_player[i].element_nr);
9683 if (stored_player[i].artwork_element != artwork_element)
9684 stored_player[i].Frame = 0;
9686 stored_player[i].artwork_element = artwork_element;
9688 SetPlayerWaiting(&stored_player[i], FALSE);
9690 /* set number of special actions for bored and sleeping animation */
9691 stored_player[i].num_special_action_bored =
9692 get_num_special_action(artwork_element,
9693 ACTION_BORING_1, ACTION_BORING_LAST);
9694 stored_player[i].num_special_action_sleeping =
9695 get_num_special_action(artwork_element,
9696 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9703 case CA_SET_PLAYER_INVENTORY:
9705 for (i = 0; i < MAX_PLAYERS; i++)
9707 struct PlayerInfo *player = &stored_player[i];
9710 if (trigger_player_bits & (1 << i))
9712 int inventory_element = action_arg_element;
9714 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9715 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9716 action_arg == CA_ARG_ELEMENT_ACTION)
9718 int element = inventory_element;
9719 int collect_count = element_info[element].collect_count_initial;
9721 if (!IS_CUSTOM_ELEMENT(element))
9724 if (collect_count == 0)
9725 player->inventory_infinite_element = element;
9727 for (k = 0; k < collect_count; k++)
9728 if (player->inventory_size < MAX_INVENTORY_SIZE)
9729 player->inventory_element[player->inventory_size++] =
9732 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9733 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9734 action_arg == CA_ARG_INVENTORY_RM_ACTION)
9736 if (player->inventory_infinite_element != EL_UNDEFINED &&
9737 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
9738 action_arg_element_raw))
9739 player->inventory_infinite_element = EL_UNDEFINED;
9741 for (k = 0, j = 0; j < player->inventory_size; j++)
9743 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
9744 action_arg_element_raw))
9745 player->inventory_element[k++] = player->inventory_element[j];
9748 player->inventory_size = k;
9750 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
9752 if (player->inventory_size > 0)
9754 for (j = 0; j < player->inventory_size - 1; j++)
9755 player->inventory_element[j] = player->inventory_element[j + 1];
9757 player->inventory_size--;
9760 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
9762 if (player->inventory_size > 0)
9763 player->inventory_size--;
9765 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
9767 player->inventory_infinite_element = EL_UNDEFINED;
9768 player->inventory_size = 0;
9770 else if (action_arg == CA_ARG_INVENTORY_RESET)
9772 player->inventory_infinite_element = EL_UNDEFINED;
9773 player->inventory_size = 0;
9775 if (level.use_initial_inventory[i])
9777 for (j = 0; j < level.initial_inventory_size[i]; j++)
9779 int element = level.initial_inventory_content[i][j];
9780 int collect_count = element_info[element].collect_count_initial;
9782 if (!IS_CUSTOM_ELEMENT(element))
9785 if (collect_count == 0)
9786 player->inventory_infinite_element = element;
9788 for (k = 0; k < collect_count; k++)
9789 if (player->inventory_size < MAX_INVENTORY_SIZE)
9790 player->inventory_element[player->inventory_size++] =
9801 /* ---------- CE actions ---------------------------------------------- */
9803 case CA_SET_CE_VALUE:
9805 int last_ce_value = CustomValue[x][y];
9807 CustomValue[x][y] = action_arg_number_new;
9809 if (CustomValue[x][y] != last_ce_value)
9811 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
9812 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
9814 if (CustomValue[x][y] == 0)
9816 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
9817 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
9824 case CA_SET_CE_SCORE:
9826 int last_ce_score = ei->collect_score;
9828 ei->collect_score = action_arg_number_new;
9830 if (ei->collect_score != last_ce_score)
9832 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
9833 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
9835 if (ei->collect_score == 0)
9839 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
9840 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
9843 This is a very special case that seems to be a mixture between
9844 CheckElementChange() and CheckTriggeredElementChange(): while
9845 the first one only affects single elements that are triggered
9846 directly, the second one affects multiple elements in the playfield
9847 that are triggered indirectly by another element. This is a third
9848 case: Changing the CE score always affects multiple identical CEs,
9849 so every affected CE must be checked, not only the single CE for
9850 which the CE score was changed in the first place (as every instance
9851 of that CE shares the same CE score, and therefore also can change)!
9853 SCAN_PLAYFIELD(xx, yy)
9855 if (Feld[xx][yy] == element)
9856 CheckElementChange(xx, yy, element, EL_UNDEFINED,
9857 CE_SCORE_GETS_ZERO);
9865 case CA_SET_CE_ARTWORK:
9867 int artwork_element = action_arg_element;
9868 boolean reset_frame = FALSE;
9871 if (action_arg == CA_ARG_ELEMENT_RESET)
9872 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
9875 if (ei->gfx_element != artwork_element)
9878 ei->gfx_element = artwork_element;
9880 SCAN_PLAYFIELD(xx, yy)
9882 if (Feld[xx][yy] == element)
9886 ResetGfxAnimation(xx, yy);
9887 ResetRandomAnimationValue(xx, yy);
9890 TEST_DrawLevelField(xx, yy);
9897 /* ---------- engine actions ------------------------------------------ */
9899 case CA_SET_ENGINE_SCAN_MODE:
9901 InitPlayfieldScanMode(action_arg);
9911 static void CreateFieldExt(int x, int y, int element, boolean is_change)
9913 int old_element = Feld[x][y];
9914 int new_element = GetElementFromGroupElement(element);
9915 int previous_move_direction = MovDir[x][y];
9916 int last_ce_value = CustomValue[x][y];
9917 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
9918 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
9919 boolean add_player_onto_element = (new_element_is_player &&
9920 new_element != EL_SOKOBAN_FIELD_PLAYER &&
9921 IS_WALKABLE(old_element));
9923 if (!add_player_onto_element)
9925 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
9926 RemoveMovingField(x, y);
9930 Feld[x][y] = new_element;
9932 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
9933 MovDir[x][y] = previous_move_direction;
9935 if (element_info[new_element].use_last_ce_value)
9936 CustomValue[x][y] = last_ce_value;
9938 InitField_WithBug1(x, y, FALSE);
9940 new_element = Feld[x][y]; /* element may have changed */
9942 ResetGfxAnimation(x, y);
9943 ResetRandomAnimationValue(x, y);
9945 TEST_DrawLevelField(x, y);
9947 if (GFX_CRUMBLED(new_element))
9948 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
9951 /* check if element under the player changes from accessible to unaccessible
9952 (needed for special case of dropping element which then changes) */
9953 /* (must be checked after creating new element for walkable group elements) */
9954 if (IS_PLAYER(x, y) && !player_explosion_protected &&
9955 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
9962 /* "ChangeCount" not set yet to allow "entered by player" change one time */
9963 if (new_element_is_player)
9964 RelocatePlayer(x, y, new_element);
9967 ChangeCount[x][y]++; /* count number of changes in the same frame */
9969 TestIfBadThingTouchesPlayer(x, y);
9970 TestIfPlayerTouchesCustomElement(x, y);
9971 TestIfElementTouchesCustomElement(x, y);
9974 static void CreateField(int x, int y, int element)
9976 CreateFieldExt(x, y, element, FALSE);
9979 static void CreateElementFromChange(int x, int y, int element)
9981 element = GET_VALID_RUNTIME_ELEMENT(element);
9983 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
9985 int old_element = Feld[x][y];
9987 /* prevent changed element from moving in same engine frame
9988 unless both old and new element can either fall or move */
9989 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
9990 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
9994 CreateFieldExt(x, y, element, TRUE);
9997 static boolean ChangeElement(int x, int y, int element, int page)
9999 struct ElementInfo *ei = &element_info[element];
10000 struct ElementChangeInfo *change = &ei->change_page[page];
10001 int ce_value = CustomValue[x][y];
10002 int ce_score = ei->collect_score;
10003 int target_element;
10004 int old_element = Feld[x][y];
10006 /* always use default change event to prevent running into a loop */
10007 if (ChangeEvent[x][y] == -1)
10008 ChangeEvent[x][y] = CE_DELAY;
10010 if (ChangeEvent[x][y] == CE_DELAY)
10012 /* reset actual trigger element, trigger player and action element */
10013 change->actual_trigger_element = EL_EMPTY;
10014 change->actual_trigger_player = EL_EMPTY;
10015 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10016 change->actual_trigger_side = CH_SIDE_NONE;
10017 change->actual_trigger_ce_value = 0;
10018 change->actual_trigger_ce_score = 0;
10021 /* do not change elements more than a specified maximum number of changes */
10022 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10025 ChangeCount[x][y]++; /* count number of changes in the same frame */
10027 if (change->explode)
10034 if (change->use_target_content)
10036 boolean complete_replace = TRUE;
10037 boolean can_replace[3][3];
10040 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10043 boolean is_walkable;
10044 boolean is_diggable;
10045 boolean is_collectible;
10046 boolean is_removable;
10047 boolean is_destructible;
10048 int ex = x + xx - 1;
10049 int ey = y + yy - 1;
10050 int content_element = change->target_content.e[xx][yy];
10053 can_replace[xx][yy] = TRUE;
10055 if (ex == x && ey == y) /* do not check changing element itself */
10058 if (content_element == EL_EMPTY_SPACE)
10060 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10065 if (!IN_LEV_FIELD(ex, ey))
10067 can_replace[xx][yy] = FALSE;
10068 complete_replace = FALSE;
10075 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10076 e = MovingOrBlocked2Element(ex, ey);
10078 is_empty = (IS_FREE(ex, ey) ||
10079 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10081 is_walkable = (is_empty || IS_WALKABLE(e));
10082 is_diggable = (is_empty || IS_DIGGABLE(e));
10083 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10084 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10085 is_removable = (is_diggable || is_collectible);
10087 can_replace[xx][yy] =
10088 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10089 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10090 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10091 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10092 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10093 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10094 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10096 if (!can_replace[xx][yy])
10097 complete_replace = FALSE;
10100 if (!change->only_if_complete || complete_replace)
10102 boolean something_has_changed = FALSE;
10104 if (change->only_if_complete && change->use_random_replace &&
10105 RND(100) < change->random_percentage)
10108 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10110 int ex = x + xx - 1;
10111 int ey = y + yy - 1;
10112 int content_element;
10114 if (can_replace[xx][yy] && (!change->use_random_replace ||
10115 RND(100) < change->random_percentage))
10117 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10118 RemoveMovingField(ex, ey);
10120 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10122 content_element = change->target_content.e[xx][yy];
10123 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10124 ce_value, ce_score);
10126 CreateElementFromChange(ex, ey, target_element);
10128 something_has_changed = TRUE;
10130 /* for symmetry reasons, freeze newly created border elements */
10131 if (ex != x || ey != y)
10132 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10136 if (something_has_changed)
10138 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10139 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10145 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10146 ce_value, ce_score);
10148 if (element == EL_DIAGONAL_GROWING ||
10149 element == EL_DIAGONAL_SHRINKING)
10151 target_element = Store[x][y];
10153 Store[x][y] = EL_EMPTY;
10156 CreateElementFromChange(x, y, target_element);
10158 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10159 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10162 /* this uses direct change before indirect change */
10163 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10168 static void HandleElementChange(int x, int y, int page)
10170 int element = MovingOrBlocked2Element(x, y);
10171 struct ElementInfo *ei = &element_info[element];
10172 struct ElementChangeInfo *change = &ei->change_page[page];
10173 boolean handle_action_before_change = FALSE;
10176 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10177 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10180 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10181 x, y, element, element_info[element].token_name);
10182 printf("HandleElementChange(): This should never happen!\n");
10187 /* this can happen with classic bombs on walkable, changing elements */
10188 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10193 if (ChangeDelay[x][y] == 0) /* initialize element change */
10195 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10197 if (change->can_change)
10199 /* !!! not clear why graphic animation should be reset at all here !!! */
10200 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10201 /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */
10204 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10206 When using an animation frame delay of 1 (this only happens with
10207 "sp_zonk.moving.left/right" in the classic graphics), the default
10208 (non-moving) animation shows wrong animation frames (while the
10209 moving animation, like "sp_zonk.moving.left/right", is correct,
10210 so this graphical bug never shows up with the classic graphics).
10211 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10212 be drawn instead of the correct frames 0,1,2,3. This is caused by
10213 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10214 an element change: First when the change delay ("ChangeDelay[][]")
10215 counter has reached zero after decrementing, then a second time in
10216 the next frame (after "GfxFrame[][]" was already incremented) when
10217 "ChangeDelay[][]" is reset to the initial delay value again.
10219 This causes frame 0 to be drawn twice, while the last frame won't
10220 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10222 As some animations may already be cleverly designed around this bug
10223 (at least the "Snake Bite" snake tail animation does this), it cannot
10224 simply be fixed here without breaking such existing animations.
10225 Unfortunately, it cannot easily be detected if a graphics set was
10226 designed "before" or "after" the bug was fixed. As a workaround,
10227 a new graphics set option "game.graphics_engine_version" was added
10228 to be able to specify the game's major release version for which the
10229 graphics set was designed, which can then be used to decide if the
10230 bugfix should be used (version 4 and above) or not (version 3 or
10231 below, or if no version was specified at all, as with old sets).
10233 (The wrong/fixed animation frames can be tested with the test level set
10234 "test_gfxframe" and level "000", which contains a specially prepared
10235 custom element at level position (x/y) == (11/9) which uses the zonk
10236 animation mentioned above. Using "game.graphics_engine_version: 4"
10237 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10238 This can also be seen from the debug output for this test element.)
10241 /* when a custom element is about to change (for example by change delay),
10242 do not reset graphic animation when the custom element is moving */
10243 if (game.graphics_engine_version < 4 &&
10246 ResetGfxAnimation(x, y);
10247 ResetRandomAnimationValue(x, y);
10250 if (change->pre_change_function)
10251 change->pre_change_function(x, y);
10255 ChangeDelay[x][y]--;
10257 if (ChangeDelay[x][y] != 0) /* continue element change */
10259 if (change->can_change)
10261 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10263 if (IS_ANIMATED(graphic))
10264 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10266 if (change->change_function)
10267 change->change_function(x, y);
10270 else /* finish element change */
10272 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10274 page = ChangePage[x][y];
10275 ChangePage[x][y] = -1;
10277 change = &ei->change_page[page];
10280 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10282 ChangeDelay[x][y] = 1; /* try change after next move step */
10283 ChangePage[x][y] = page; /* remember page to use for change */
10288 /* special case: set new level random seed before changing element */
10289 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10290 handle_action_before_change = TRUE;
10292 if (change->has_action && handle_action_before_change)
10293 ExecuteCustomElementAction(x, y, element, page);
10295 if (change->can_change)
10297 if (ChangeElement(x, y, element, page))
10299 if (change->post_change_function)
10300 change->post_change_function(x, y);
10304 if (change->has_action && !handle_action_before_change)
10305 ExecuteCustomElementAction(x, y, element, page);
10309 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10310 int trigger_element,
10312 int trigger_player,
10316 boolean change_done_any = FALSE;
10317 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10320 if (!(trigger_events[trigger_element][trigger_event]))
10323 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10325 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10327 int element = EL_CUSTOM_START + i;
10328 boolean change_done = FALSE;
10331 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10332 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10335 for (p = 0; p < element_info[element].num_change_pages; p++)
10337 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10339 if (change->can_change_or_has_action &&
10340 change->has_event[trigger_event] &&
10341 change->trigger_side & trigger_side &&
10342 change->trigger_player & trigger_player &&
10343 change->trigger_page & trigger_page_bits &&
10344 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10346 change->actual_trigger_element = trigger_element;
10347 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10348 change->actual_trigger_player_bits = trigger_player;
10349 change->actual_trigger_side = trigger_side;
10350 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10351 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10353 if ((change->can_change && !change_done) || change->has_action)
10357 SCAN_PLAYFIELD(x, y)
10359 if (Feld[x][y] == element)
10361 if (change->can_change && !change_done)
10363 /* if element already changed in this frame, not only prevent
10364 another element change (checked in ChangeElement()), but
10365 also prevent additional element actions for this element */
10367 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10368 !level.use_action_after_change_bug)
10371 ChangeDelay[x][y] = 1;
10372 ChangeEvent[x][y] = trigger_event;
10374 HandleElementChange(x, y, p);
10376 else if (change->has_action)
10378 /* if element already changed in this frame, not only prevent
10379 another element change (checked in ChangeElement()), but
10380 also prevent additional element actions for this element */
10382 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10383 !level.use_action_after_change_bug)
10386 ExecuteCustomElementAction(x, y, element, p);
10387 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10392 if (change->can_change)
10394 change_done = TRUE;
10395 change_done_any = TRUE;
10402 RECURSION_LOOP_DETECTION_END();
10404 return change_done_any;
10407 static boolean CheckElementChangeExt(int x, int y,
10409 int trigger_element,
10411 int trigger_player,
10414 boolean change_done = FALSE;
10417 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10418 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10421 if (Feld[x][y] == EL_BLOCKED)
10423 Blocked2Moving(x, y, &x, &y);
10424 element = Feld[x][y];
10427 /* check if element has already changed or is about to change after moving */
10428 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10429 Feld[x][y] != element) ||
10431 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10432 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10433 ChangePage[x][y] != -1)))
10436 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10438 for (p = 0; p < element_info[element].num_change_pages; p++)
10440 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10442 /* check trigger element for all events where the element that is checked
10443 for changing interacts with a directly adjacent element -- this is
10444 different to element changes that affect other elements to change on the
10445 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10446 boolean check_trigger_element =
10447 (trigger_event == CE_TOUCHING_X ||
10448 trigger_event == CE_HITTING_X ||
10449 trigger_event == CE_HIT_BY_X ||
10450 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10452 if (change->can_change_or_has_action &&
10453 change->has_event[trigger_event] &&
10454 change->trigger_side & trigger_side &&
10455 change->trigger_player & trigger_player &&
10456 (!check_trigger_element ||
10457 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10459 change->actual_trigger_element = trigger_element;
10460 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10461 change->actual_trigger_player_bits = trigger_player;
10462 change->actual_trigger_side = trigger_side;
10463 change->actual_trigger_ce_value = CustomValue[x][y];
10464 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10466 /* special case: trigger element not at (x,y) position for some events */
10467 if (check_trigger_element)
10479 { 0, 0 }, { 0, 0 }, { 0, 0 },
10483 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10484 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10486 change->actual_trigger_ce_value = CustomValue[xx][yy];
10487 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10490 if (change->can_change && !change_done)
10492 ChangeDelay[x][y] = 1;
10493 ChangeEvent[x][y] = trigger_event;
10495 HandleElementChange(x, y, p);
10497 change_done = TRUE;
10499 else if (change->has_action)
10501 ExecuteCustomElementAction(x, y, element, p);
10502 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10507 RECURSION_LOOP_DETECTION_END();
10509 return change_done;
10512 static void PlayPlayerSound(struct PlayerInfo *player)
10514 int jx = player->jx, jy = player->jy;
10515 int sound_element = player->artwork_element;
10516 int last_action = player->last_action_waiting;
10517 int action = player->action_waiting;
10519 if (player->is_waiting)
10521 if (action != last_action)
10522 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10524 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10528 if (action != last_action)
10529 StopSound(element_info[sound_element].sound[last_action]);
10531 if (last_action == ACTION_SLEEPING)
10532 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10536 static void PlayAllPlayersSound()
10540 for (i = 0; i < MAX_PLAYERS; i++)
10541 if (stored_player[i].active)
10542 PlayPlayerSound(&stored_player[i]);
10545 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10547 boolean last_waiting = player->is_waiting;
10548 int move_dir = player->MovDir;
10550 player->dir_waiting = move_dir;
10551 player->last_action_waiting = player->action_waiting;
10555 if (!last_waiting) /* not waiting -> waiting */
10557 player->is_waiting = TRUE;
10559 player->frame_counter_bored =
10561 game.player_boring_delay_fixed +
10562 GetSimpleRandom(game.player_boring_delay_random);
10563 player->frame_counter_sleeping =
10565 game.player_sleeping_delay_fixed +
10566 GetSimpleRandom(game.player_sleeping_delay_random);
10568 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10571 if (game.player_sleeping_delay_fixed +
10572 game.player_sleeping_delay_random > 0 &&
10573 player->anim_delay_counter == 0 &&
10574 player->post_delay_counter == 0 &&
10575 FrameCounter >= player->frame_counter_sleeping)
10576 player->is_sleeping = TRUE;
10577 else if (game.player_boring_delay_fixed +
10578 game.player_boring_delay_random > 0 &&
10579 FrameCounter >= player->frame_counter_bored)
10580 player->is_bored = TRUE;
10582 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10583 player->is_bored ? ACTION_BORING :
10586 if (player->is_sleeping && player->use_murphy)
10588 /* special case for sleeping Murphy when leaning against non-free tile */
10590 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10591 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10592 !IS_MOVING(player->jx - 1, player->jy)))
10593 move_dir = MV_LEFT;
10594 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10595 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10596 !IS_MOVING(player->jx + 1, player->jy)))
10597 move_dir = MV_RIGHT;
10599 player->is_sleeping = FALSE;
10601 player->dir_waiting = move_dir;
10604 if (player->is_sleeping)
10606 if (player->num_special_action_sleeping > 0)
10608 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10610 int last_special_action = player->special_action_sleeping;
10611 int num_special_action = player->num_special_action_sleeping;
10612 int special_action =
10613 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10614 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10615 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10616 last_special_action + 1 : ACTION_SLEEPING);
10617 int special_graphic =
10618 el_act_dir2img(player->artwork_element, special_action, move_dir);
10620 player->anim_delay_counter =
10621 graphic_info[special_graphic].anim_delay_fixed +
10622 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10623 player->post_delay_counter =
10624 graphic_info[special_graphic].post_delay_fixed +
10625 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10627 player->special_action_sleeping = special_action;
10630 if (player->anim_delay_counter > 0)
10632 player->action_waiting = player->special_action_sleeping;
10633 player->anim_delay_counter--;
10635 else if (player->post_delay_counter > 0)
10637 player->post_delay_counter--;
10641 else if (player->is_bored)
10643 if (player->num_special_action_bored > 0)
10645 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10647 int special_action =
10648 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10649 int special_graphic =
10650 el_act_dir2img(player->artwork_element, special_action, move_dir);
10652 player->anim_delay_counter =
10653 graphic_info[special_graphic].anim_delay_fixed +
10654 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10655 player->post_delay_counter =
10656 graphic_info[special_graphic].post_delay_fixed +
10657 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10659 player->special_action_bored = special_action;
10662 if (player->anim_delay_counter > 0)
10664 player->action_waiting = player->special_action_bored;
10665 player->anim_delay_counter--;
10667 else if (player->post_delay_counter > 0)
10669 player->post_delay_counter--;
10674 else if (last_waiting) /* waiting -> not waiting */
10676 player->is_waiting = FALSE;
10677 player->is_bored = FALSE;
10678 player->is_sleeping = FALSE;
10680 player->frame_counter_bored = -1;
10681 player->frame_counter_sleeping = -1;
10683 player->anim_delay_counter = 0;
10684 player->post_delay_counter = 0;
10686 player->dir_waiting = player->MovDir;
10687 player->action_waiting = ACTION_DEFAULT;
10689 player->special_action_bored = ACTION_DEFAULT;
10690 player->special_action_sleeping = ACTION_DEFAULT;
10694 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10696 if ((!player->is_moving && player->was_moving) ||
10697 (player->MovPos == 0 && player->was_moving) ||
10698 (player->is_snapping && !player->was_snapping) ||
10699 (player->is_dropping && !player->was_dropping))
10701 if (!SaveEngineSnapshotToList())
10704 player->was_moving = FALSE;
10705 player->was_snapping = TRUE;
10706 player->was_dropping = TRUE;
10710 if (player->is_moving)
10711 player->was_moving = TRUE;
10713 if (!player->is_snapping)
10714 player->was_snapping = FALSE;
10716 if (!player->is_dropping)
10717 player->was_dropping = FALSE;
10721 static void CheckSingleStepMode(struct PlayerInfo *player)
10723 if (tape.single_step && tape.recording && !tape.pausing)
10725 /* as it is called "single step mode", just return to pause mode when the
10726 player stopped moving after one tile (or never starts moving at all) */
10727 if (!player->is_moving && !player->is_pushing)
10729 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10730 SnapField(player, 0, 0); /* stop snapping */
10734 CheckSaveEngineSnapshot(player);
10737 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10739 int left = player_action & JOY_LEFT;
10740 int right = player_action & JOY_RIGHT;
10741 int up = player_action & JOY_UP;
10742 int down = player_action & JOY_DOWN;
10743 int button1 = player_action & JOY_BUTTON_1;
10744 int button2 = player_action & JOY_BUTTON_2;
10745 int dx = (left ? -1 : right ? 1 : 0);
10746 int dy = (up ? -1 : down ? 1 : 0);
10748 if (!player->active || tape.pausing)
10754 SnapField(player, dx, dy);
10758 DropElement(player);
10760 MovePlayer(player, dx, dy);
10763 CheckSingleStepMode(player);
10765 SetPlayerWaiting(player, FALSE);
10767 return player_action;
10771 /* no actions for this player (no input at player's configured device) */
10773 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
10774 SnapField(player, 0, 0);
10775 CheckGravityMovementWhenNotMoving(player);
10777 if (player->MovPos == 0)
10778 SetPlayerWaiting(player, TRUE);
10780 if (player->MovPos == 0) /* needed for tape.playing */
10781 player->is_moving = FALSE;
10783 player->is_dropping = FALSE;
10784 player->is_dropping_pressed = FALSE;
10785 player->drop_pressed_delay = 0;
10787 CheckSingleStepMode(player);
10793 static void CheckLevelTime()
10797 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
10798 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10800 if (level.native_em_level->lev->home == 0) /* all players at home */
10802 PlayerWins(local_player);
10804 AllPlayersGone = TRUE;
10806 level.native_em_level->lev->home = -1;
10809 if (level.native_em_level->ply[0]->alive == 0 &&
10810 level.native_em_level->ply[1]->alive == 0 &&
10811 level.native_em_level->ply[2]->alive == 0 &&
10812 level.native_em_level->ply[3]->alive == 0) /* all dead */
10813 AllPlayersGone = TRUE;
10815 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
10817 if (game_sp.LevelSolved &&
10818 !game_sp.GameOver) /* game won */
10820 PlayerWins(local_player);
10822 game_sp.GameOver = TRUE;
10824 AllPlayersGone = TRUE;
10827 if (game_sp.GameOver) /* game lost */
10828 AllPlayersGone = TRUE;
10831 if (TimeFrames >= FRAMES_PER_SECOND)
10836 for (i = 0; i < MAX_PLAYERS; i++)
10838 struct PlayerInfo *player = &stored_player[i];
10840 if (SHIELD_ON(player))
10842 player->shield_normal_time_left--;
10844 if (player->shield_deadly_time_left > 0)
10845 player->shield_deadly_time_left--;
10849 if (!local_player->LevelSolved && !level.use_step_counter)
10857 if (TimeLeft <= 10 && setup.time_limit)
10858 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
10860 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
10861 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
10863 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10865 if (!TimeLeft && setup.time_limit)
10867 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10868 level.native_em_level->lev->killed_out_of_time = TRUE;
10870 for (i = 0; i < MAX_PLAYERS; i++)
10871 KillPlayer(&stored_player[i]);
10874 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
10876 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
10879 level.native_em_level->lev->time =
10880 (game.no_time_limit ? TimePlayed : TimeLeft);
10883 if (tape.recording || tape.playing)
10884 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
10887 if (tape.recording || tape.playing)
10888 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
10890 UpdateAndDisplayGameControlValues();
10893 void AdvanceFrameAndPlayerCounters(int player_nr)
10897 /* advance frame counters (global frame counter and time frame counter) */
10901 /* advance player counters (counters for move delay, move animation etc.) */
10902 for (i = 0; i < MAX_PLAYERS; i++)
10904 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
10905 int move_delay_value = stored_player[i].move_delay_value;
10906 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
10908 if (!advance_player_counters) /* not all players may be affected */
10911 if (move_frames == 0) /* less than one move per game frame */
10913 int stepsize = TILEX / move_delay_value;
10914 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
10915 int count = (stored_player[i].is_moving ?
10916 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
10918 if (count % delay == 0)
10922 stored_player[i].Frame += move_frames;
10924 if (stored_player[i].MovPos != 0)
10925 stored_player[i].StepFrame += move_frames;
10927 if (stored_player[i].move_delay > 0)
10928 stored_player[i].move_delay--;
10930 /* due to bugs in previous versions, counter must count up, not down */
10931 if (stored_player[i].push_delay != -1)
10932 stored_player[i].push_delay++;
10934 if (stored_player[i].drop_delay > 0)
10935 stored_player[i].drop_delay--;
10937 if (stored_player[i].is_dropping_pressed)
10938 stored_player[i].drop_pressed_delay++;
10942 void StartGameActions(boolean init_network_game, boolean record_tape,
10945 unsigned int new_random_seed = InitRND(random_seed);
10948 TapeStartRecording(new_random_seed);
10950 #if defined(NETWORK_AVALIABLE)
10951 if (init_network_game)
10953 SendToServer_StartPlaying();
10965 static unsigned int game_frame_delay = 0;
10967 unsigned int game_frame_delay_value;
10968 byte *recorded_player_action;
10969 byte summarized_player_action = 0;
10970 byte tape_action[MAX_PLAYERS];
10973 /* detect endless loops, caused by custom element programming */
10974 if (recursion_loop_detected && recursion_loop_depth == 0)
10976 char *message = getStringCat3("Internal Error! Element ",
10977 EL_NAME(recursion_loop_element),
10978 " caused endless loop! Quit the game?");
10980 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
10981 EL_NAME(recursion_loop_element));
10983 RequestQuitGameExt(FALSE, level_editor_test_game, message);
10985 recursion_loop_detected = FALSE; /* if game should be continued */
10992 if (game.restart_level)
10993 StartGameActions(options.network, setup.autorecord, level.random_seed);
10995 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
10996 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10998 if (level.native_em_level->lev->home == 0) /* all players at home */
11000 PlayerWins(local_player);
11002 AllPlayersGone = TRUE;
11004 level.native_em_level->lev->home = -1;
11007 if (level.native_em_level->ply[0]->alive == 0 &&
11008 level.native_em_level->ply[1]->alive == 0 &&
11009 level.native_em_level->ply[2]->alive == 0 &&
11010 level.native_em_level->ply[3]->alive == 0) /* all dead */
11011 AllPlayersGone = TRUE;
11013 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11015 if (game_sp.LevelSolved &&
11016 !game_sp.GameOver) /* game won */
11018 PlayerWins(local_player);
11020 game_sp.GameOver = TRUE;
11022 AllPlayersGone = TRUE;
11025 if (game_sp.GameOver) /* game lost */
11026 AllPlayersGone = TRUE;
11029 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11032 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11035 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11038 game_frame_delay_value =
11039 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11041 if (tape.playing && tape.warp_forward && !tape.pausing)
11042 game_frame_delay_value = 0;
11044 SetVideoFrameDelay(game_frame_delay_value);
11048 /* ---------- main game synchronization point ---------- */
11050 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11052 printf("::: skip == %d\n", skip);
11055 /* ---------- main game synchronization point ---------- */
11057 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11061 if (network_playing && !network_player_action_received)
11063 /* try to get network player actions in time */
11065 #if defined(NETWORK_AVALIABLE)
11066 /* last chance to get network player actions without main loop delay */
11067 HandleNetworking();
11070 /* game was quit by network peer */
11071 if (game_status != GAME_MODE_PLAYING)
11074 if (!network_player_action_received)
11075 return; /* failed to get network player actions in time */
11077 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11083 /* at this point we know that we really continue executing the game */
11085 network_player_action_received = FALSE;
11087 /* when playing tape, read previously recorded player input from tape data */
11088 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11090 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11094 if (tape.set_centered_player)
11096 game.centered_player_nr_next = tape.centered_player_nr_next;
11097 game.set_centered_player = TRUE;
11100 for (i = 0; i < MAX_PLAYERS; i++)
11102 summarized_player_action |= stored_player[i].action;
11104 if (!network_playing && (game.team_mode || tape.playing))
11105 stored_player[i].effective_action = stored_player[i].action;
11108 #if defined(NETWORK_AVALIABLE)
11109 if (network_playing)
11110 SendToServer_MovePlayer(summarized_player_action);
11113 // summarize all actions at local players mapped input device position
11114 // (this allows using different input devices in single player mode)
11115 if (!options.network && !game.team_mode)
11116 stored_player[map_player_action[local_player->index_nr]].effective_action =
11117 summarized_player_action;
11119 if (tape.recording &&
11121 setup.input_on_focus &&
11122 game.centered_player_nr != -1)
11124 for (i = 0; i < MAX_PLAYERS; i++)
11125 stored_player[i].effective_action =
11126 (i == game.centered_player_nr ? summarized_player_action : 0);
11129 if (recorded_player_action != NULL)
11130 for (i = 0; i < MAX_PLAYERS; i++)
11131 stored_player[i].effective_action = recorded_player_action[i];
11133 for (i = 0; i < MAX_PLAYERS; i++)
11135 tape_action[i] = stored_player[i].effective_action;
11137 /* (this may happen in the RND game engine if a player was not present on
11138 the playfield on level start, but appeared later from a custom element */
11139 if (setup.team_mode &&
11142 !tape.player_participates[i])
11143 tape.player_participates[i] = TRUE;
11146 /* only record actions from input devices, but not programmed actions */
11147 if (tape.recording)
11148 TapeRecordAction(tape_action);
11150 #if USE_NEW_PLAYER_ASSIGNMENTS
11151 // !!! also map player actions in single player mode !!!
11152 // if (game.team_mode)
11155 byte mapped_action[MAX_PLAYERS];
11157 #if DEBUG_PLAYER_ACTIONS
11159 for (i = 0; i < MAX_PLAYERS; i++)
11160 printf(" %d, ", stored_player[i].effective_action);
11163 for (i = 0; i < MAX_PLAYERS; i++)
11164 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11166 for (i = 0; i < MAX_PLAYERS; i++)
11167 stored_player[i].effective_action = mapped_action[i];
11169 #if DEBUG_PLAYER_ACTIONS
11171 for (i = 0; i < MAX_PLAYERS; i++)
11172 printf(" %d, ", stored_player[i].effective_action);
11176 #if DEBUG_PLAYER_ACTIONS
11180 for (i = 0; i < MAX_PLAYERS; i++)
11181 printf(" %d, ", stored_player[i].effective_action);
11187 for (i = 0; i < MAX_PLAYERS; i++)
11189 // allow engine snapshot in case of changed movement attempt
11190 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11191 (stored_player[i].effective_action & KEY_MOTION))
11192 game.snapshot.changed_action = TRUE;
11194 // allow engine snapshot in case of snapping/dropping attempt
11195 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11196 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11197 game.snapshot.changed_action = TRUE;
11199 game.snapshot.last_action[i] = stored_player[i].effective_action;
11202 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11204 GameActions_EM_Main();
11206 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11208 GameActions_SP_Main();
11212 GameActions_RND_Main();
11215 BlitScreenToBitmap(backbuffer);
11219 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11221 if (options.debug) /* calculate frames per second */
11223 static unsigned int fps_counter = 0;
11224 static int fps_frames = 0;
11225 unsigned int fps_delay_ms = Counter() - fps_counter;
11229 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
11231 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11234 fps_counter = Counter();
11237 redraw_mask |= REDRAW_FPS;
11241 void GameActions_EM_Main()
11243 byte effective_action[MAX_PLAYERS];
11244 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11247 for (i = 0; i < MAX_PLAYERS; i++)
11248 effective_action[i] = stored_player[i].effective_action;
11250 GameActions_EM(effective_action, warp_mode);
11253 void GameActions_SP_Main()
11255 byte effective_action[MAX_PLAYERS];
11256 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11259 for (i = 0; i < MAX_PLAYERS; i++)
11260 effective_action[i] = stored_player[i].effective_action;
11262 GameActions_SP(effective_action, warp_mode);
11265 void GameActions_RND_Main()
11270 void GameActions_RND()
11272 int magic_wall_x = 0, magic_wall_y = 0;
11273 int i, x, y, element, graphic;
11275 InitPlayfieldScanModeVars();
11277 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11279 SCAN_PLAYFIELD(x, y)
11281 ChangeCount[x][y] = 0;
11282 ChangeEvent[x][y] = -1;
11286 if (game.set_centered_player)
11288 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11290 /* switching to "all players" only possible if all players fit to screen */
11291 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11293 game.centered_player_nr_next = game.centered_player_nr;
11294 game.set_centered_player = FALSE;
11297 /* do not switch focus to non-existing (or non-active) player */
11298 if (game.centered_player_nr_next >= 0 &&
11299 !stored_player[game.centered_player_nr_next].active)
11301 game.centered_player_nr_next = game.centered_player_nr;
11302 game.set_centered_player = FALSE;
11306 if (game.set_centered_player &&
11307 ScreenMovPos == 0) /* screen currently aligned at tile position */
11311 if (game.centered_player_nr_next == -1)
11313 setScreenCenteredToAllPlayers(&sx, &sy);
11317 sx = stored_player[game.centered_player_nr_next].jx;
11318 sy = stored_player[game.centered_player_nr_next].jy;
11321 game.centered_player_nr = game.centered_player_nr_next;
11322 game.set_centered_player = FALSE;
11324 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11325 DrawGameDoorValues();
11328 for (i = 0; i < MAX_PLAYERS; i++)
11330 int actual_player_action = stored_player[i].effective_action;
11333 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11334 - rnd_equinox_tetrachloride 048
11335 - rnd_equinox_tetrachloride_ii 096
11336 - rnd_emanuel_schmieg 002
11337 - doctor_sloan_ww 001, 020
11339 if (stored_player[i].MovPos == 0)
11340 CheckGravityMovement(&stored_player[i]);
11343 /* overwrite programmed action with tape action */
11344 if (stored_player[i].programmed_action)
11345 actual_player_action = stored_player[i].programmed_action;
11347 PlayerActions(&stored_player[i], actual_player_action);
11349 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11352 ScrollScreen(NULL, SCROLL_GO_ON);
11354 /* for backwards compatibility, the following code emulates a fixed bug that
11355 occured when pushing elements (causing elements that just made their last
11356 pushing step to already (if possible) make their first falling step in the
11357 same game frame, which is bad); this code is also needed to use the famous
11358 "spring push bug" which is used in older levels and might be wanted to be
11359 used also in newer levels, but in this case the buggy pushing code is only
11360 affecting the "spring" element and no other elements */
11362 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11364 for (i = 0; i < MAX_PLAYERS; i++)
11366 struct PlayerInfo *player = &stored_player[i];
11367 int x = player->jx;
11368 int y = player->jy;
11370 if (player->active && player->is_pushing && player->is_moving &&
11372 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11373 Feld[x][y] == EL_SPRING))
11375 ContinueMoving(x, y);
11377 /* continue moving after pushing (this is actually a bug) */
11378 if (!IS_MOVING(x, y))
11379 Stop[x][y] = FALSE;
11384 SCAN_PLAYFIELD(x, y)
11386 ChangeCount[x][y] = 0;
11387 ChangeEvent[x][y] = -1;
11389 /* this must be handled before main playfield loop */
11390 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11393 if (MovDelay[x][y] <= 0)
11397 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11400 if (MovDelay[x][y] <= 0)
11403 TEST_DrawLevelField(x, y);
11405 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11410 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11412 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11413 printf("GameActions(): This should never happen!\n");
11415 ChangePage[x][y] = -1;
11419 Stop[x][y] = FALSE;
11420 if (WasJustMoving[x][y] > 0)
11421 WasJustMoving[x][y]--;
11422 if (WasJustFalling[x][y] > 0)
11423 WasJustFalling[x][y]--;
11424 if (CheckCollision[x][y] > 0)
11425 CheckCollision[x][y]--;
11426 if (CheckImpact[x][y] > 0)
11427 CheckImpact[x][y]--;
11431 /* reset finished pushing action (not done in ContinueMoving() to allow
11432 continuous pushing animation for elements with zero push delay) */
11433 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11435 ResetGfxAnimation(x, y);
11436 TEST_DrawLevelField(x, y);
11440 if (IS_BLOCKED(x, y))
11444 Blocked2Moving(x, y, &oldx, &oldy);
11445 if (!IS_MOVING(oldx, oldy))
11447 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11448 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11449 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11450 printf("GameActions(): This should never happen!\n");
11456 SCAN_PLAYFIELD(x, y)
11458 element = Feld[x][y];
11459 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11461 ResetGfxFrame(x, y, TRUE);
11463 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11464 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11465 ResetRandomAnimationValue(x, y);
11467 SetRandomAnimationValue(x, y);
11469 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11471 if (IS_INACTIVE(element))
11473 if (IS_ANIMATED(graphic))
11474 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11479 /* this may take place after moving, so 'element' may have changed */
11480 if (IS_CHANGING(x, y) &&
11481 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11483 int page = element_info[element].event_page_nr[CE_DELAY];
11485 HandleElementChange(x, y, page);
11487 element = Feld[x][y];
11488 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11491 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11495 element = Feld[x][y];
11496 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11498 if (IS_ANIMATED(graphic) &&
11499 !IS_MOVING(x, y) &&
11501 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11503 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11504 TEST_DrawTwinkleOnField(x, y);
11506 else if ((element == EL_ACID ||
11507 element == EL_EXIT_OPEN ||
11508 element == EL_EM_EXIT_OPEN ||
11509 element == EL_SP_EXIT_OPEN ||
11510 element == EL_STEEL_EXIT_OPEN ||
11511 element == EL_EM_STEEL_EXIT_OPEN ||
11512 element == EL_SP_TERMINAL ||
11513 element == EL_SP_TERMINAL_ACTIVE ||
11514 element == EL_EXTRA_TIME ||
11515 element == EL_SHIELD_NORMAL ||
11516 element == EL_SHIELD_DEADLY) &&
11517 IS_ANIMATED(graphic))
11518 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11519 else if (IS_MOVING(x, y))
11520 ContinueMoving(x, y);
11521 else if (IS_ACTIVE_BOMB(element))
11522 CheckDynamite(x, y);
11523 else if (element == EL_AMOEBA_GROWING)
11524 AmoebeWaechst(x, y);
11525 else if (element == EL_AMOEBA_SHRINKING)
11526 AmoebaDisappearing(x, y);
11528 #if !USE_NEW_AMOEBA_CODE
11529 else if (IS_AMOEBALIVE(element))
11530 AmoebeAbleger(x, y);
11533 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11535 else if (element == EL_EXIT_CLOSED)
11537 else if (element == EL_EM_EXIT_CLOSED)
11539 else if (element == EL_STEEL_EXIT_CLOSED)
11540 CheckExitSteel(x, y);
11541 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11542 CheckExitSteelEM(x, y);
11543 else if (element == EL_SP_EXIT_CLOSED)
11545 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11546 element == EL_EXPANDABLE_STEELWALL_GROWING)
11547 MauerWaechst(x, y);
11548 else if (element == EL_EXPANDABLE_WALL ||
11549 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11550 element == EL_EXPANDABLE_WALL_VERTICAL ||
11551 element == EL_EXPANDABLE_WALL_ANY ||
11552 element == EL_BD_EXPANDABLE_WALL)
11553 MauerAbleger(x, y);
11554 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11555 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11556 element == EL_EXPANDABLE_STEELWALL_ANY)
11557 MauerAblegerStahl(x, y);
11558 else if (element == EL_FLAMES)
11559 CheckForDragon(x, y);
11560 else if (element == EL_EXPLOSION)
11561 ; /* drawing of correct explosion animation is handled separately */
11562 else if (element == EL_ELEMENT_SNAPPING ||
11563 element == EL_DIAGONAL_SHRINKING ||
11564 element == EL_DIAGONAL_GROWING)
11566 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11568 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11570 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11571 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11573 if (IS_BELT_ACTIVE(element))
11574 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11576 if (game.magic_wall_active)
11578 int jx = local_player->jx, jy = local_player->jy;
11580 /* play the element sound at the position nearest to the player */
11581 if ((element == EL_MAGIC_WALL_FULL ||
11582 element == EL_MAGIC_WALL_ACTIVE ||
11583 element == EL_MAGIC_WALL_EMPTYING ||
11584 element == EL_BD_MAGIC_WALL_FULL ||
11585 element == EL_BD_MAGIC_WALL_ACTIVE ||
11586 element == EL_BD_MAGIC_WALL_EMPTYING ||
11587 element == EL_DC_MAGIC_WALL_FULL ||
11588 element == EL_DC_MAGIC_WALL_ACTIVE ||
11589 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11590 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11598 #if USE_NEW_AMOEBA_CODE
11599 /* new experimental amoeba growth stuff */
11600 if (!(FrameCounter % 8))
11602 static unsigned int random = 1684108901;
11604 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11606 x = RND(lev_fieldx);
11607 y = RND(lev_fieldy);
11608 element = Feld[x][y];
11610 if (!IS_PLAYER(x,y) &&
11611 (element == EL_EMPTY ||
11612 CAN_GROW_INTO(element) ||
11613 element == EL_QUICKSAND_EMPTY ||
11614 element == EL_QUICKSAND_FAST_EMPTY ||
11615 element == EL_ACID_SPLASH_LEFT ||
11616 element == EL_ACID_SPLASH_RIGHT))
11618 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11619 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11620 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11621 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11622 Feld[x][y] = EL_AMOEBA_DROP;
11625 random = random * 129 + 1;
11630 game.explosions_delayed = FALSE;
11632 SCAN_PLAYFIELD(x, y)
11634 element = Feld[x][y];
11636 if (ExplodeField[x][y])
11637 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11638 else if (element == EL_EXPLOSION)
11639 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11641 ExplodeField[x][y] = EX_TYPE_NONE;
11644 game.explosions_delayed = TRUE;
11646 if (game.magic_wall_active)
11648 if (!(game.magic_wall_time_left % 4))
11650 int element = Feld[magic_wall_x][magic_wall_y];
11652 if (element == EL_BD_MAGIC_WALL_FULL ||
11653 element == EL_BD_MAGIC_WALL_ACTIVE ||
11654 element == EL_BD_MAGIC_WALL_EMPTYING)
11655 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
11656 else if (element == EL_DC_MAGIC_WALL_FULL ||
11657 element == EL_DC_MAGIC_WALL_ACTIVE ||
11658 element == EL_DC_MAGIC_WALL_EMPTYING)
11659 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
11661 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
11664 if (game.magic_wall_time_left > 0)
11666 game.magic_wall_time_left--;
11668 if (!game.magic_wall_time_left)
11670 SCAN_PLAYFIELD(x, y)
11672 element = Feld[x][y];
11674 if (element == EL_MAGIC_WALL_ACTIVE ||
11675 element == EL_MAGIC_WALL_FULL)
11677 Feld[x][y] = EL_MAGIC_WALL_DEAD;
11678 TEST_DrawLevelField(x, y);
11680 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
11681 element == EL_BD_MAGIC_WALL_FULL)
11683 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
11684 TEST_DrawLevelField(x, y);
11686 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
11687 element == EL_DC_MAGIC_WALL_FULL)
11689 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
11690 TEST_DrawLevelField(x, y);
11694 game.magic_wall_active = FALSE;
11699 if (game.light_time_left > 0)
11701 game.light_time_left--;
11703 if (game.light_time_left == 0)
11704 RedrawAllLightSwitchesAndInvisibleElements();
11707 if (game.timegate_time_left > 0)
11709 game.timegate_time_left--;
11711 if (game.timegate_time_left == 0)
11712 CloseAllOpenTimegates();
11715 if (game.lenses_time_left > 0)
11717 game.lenses_time_left--;
11719 if (game.lenses_time_left == 0)
11720 RedrawAllInvisibleElementsForLenses();
11723 if (game.magnify_time_left > 0)
11725 game.magnify_time_left--;
11727 if (game.magnify_time_left == 0)
11728 RedrawAllInvisibleElementsForMagnifier();
11731 for (i = 0; i < MAX_PLAYERS; i++)
11733 struct PlayerInfo *player = &stored_player[i];
11735 if (SHIELD_ON(player))
11737 if (player->shield_deadly_time_left)
11738 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
11739 else if (player->shield_normal_time_left)
11740 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
11744 #if USE_DELAYED_GFX_REDRAW
11745 SCAN_PLAYFIELD(x, y)
11747 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
11749 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
11750 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
11752 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
11753 DrawLevelField(x, y);
11755 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
11756 DrawLevelFieldCrumbled(x, y);
11758 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
11759 DrawLevelFieldCrumbledNeighbours(x, y);
11761 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
11762 DrawTwinkleOnField(x, y);
11765 GfxRedraw[x][y] = GFX_REDRAW_NONE;
11770 PlayAllPlayersSound();
11772 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
11774 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
11776 local_player->show_envelope = 0;
11779 /* use random number generator in every frame to make it less predictable */
11780 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
11784 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
11786 int min_x = x, min_y = y, max_x = x, max_y = y;
11789 for (i = 0; i < MAX_PLAYERS; i++)
11791 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11793 if (!stored_player[i].active || &stored_player[i] == player)
11796 min_x = MIN(min_x, jx);
11797 min_y = MIN(min_y, jy);
11798 max_x = MAX(max_x, jx);
11799 max_y = MAX(max_y, jy);
11802 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
11805 static boolean AllPlayersInVisibleScreen()
11809 for (i = 0; i < MAX_PLAYERS; i++)
11811 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11813 if (!stored_player[i].active)
11816 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
11823 void ScrollLevel(int dx, int dy)
11825 int scroll_offset = 2 * TILEX_VAR;
11828 BlitBitmap(drawto_field, drawto_field,
11829 FX + TILEX_VAR * (dx == -1) - scroll_offset,
11830 FY + TILEY_VAR * (dy == -1) - scroll_offset,
11831 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
11832 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
11833 FX + TILEX_VAR * (dx == 1) - scroll_offset,
11834 FY + TILEY_VAR * (dy == 1) - scroll_offset);
11838 x = (dx == 1 ? BX1 : BX2);
11839 for (y = BY1; y <= BY2; y++)
11840 DrawScreenField(x, y);
11845 y = (dy == 1 ? BY1 : BY2);
11846 for (x = BX1; x <= BX2; x++)
11847 DrawScreenField(x, y);
11850 redraw_mask |= REDRAW_FIELD;
11853 static boolean canFallDown(struct PlayerInfo *player)
11855 int jx = player->jx, jy = player->jy;
11857 return (IN_LEV_FIELD(jx, jy + 1) &&
11858 (IS_FREE(jx, jy + 1) ||
11859 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
11860 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
11861 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
11864 static boolean canPassField(int x, int y, int move_dir)
11866 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11867 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11868 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11869 int nextx = x + dx;
11870 int nexty = y + dy;
11871 int element = Feld[x][y];
11873 return (IS_PASSABLE_FROM(element, opposite_dir) &&
11874 !CAN_MOVE(element) &&
11875 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
11876 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
11877 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
11880 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
11882 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11883 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11884 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11888 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
11889 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
11890 (IS_DIGGABLE(Feld[newx][newy]) ||
11891 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
11892 canPassField(newx, newy, move_dir)));
11895 static void CheckGravityMovement(struct PlayerInfo *player)
11897 if (player->gravity && !player->programmed_action)
11899 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
11900 int move_dir_vertical = player->effective_action & MV_VERTICAL;
11901 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
11902 int jx = player->jx, jy = player->jy;
11903 boolean player_is_moving_to_valid_field =
11904 (!player_is_snapping &&
11905 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
11906 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
11907 boolean player_can_fall_down = canFallDown(player);
11909 if (player_can_fall_down &&
11910 !player_is_moving_to_valid_field)
11911 player->programmed_action = MV_DOWN;
11915 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
11917 return CheckGravityMovement(player);
11919 if (player->gravity && !player->programmed_action)
11921 int jx = player->jx, jy = player->jy;
11922 boolean field_under_player_is_free =
11923 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
11924 boolean player_is_standing_on_valid_field =
11925 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
11926 (IS_WALKABLE(Feld[jx][jy]) &&
11927 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
11929 if (field_under_player_is_free && !player_is_standing_on_valid_field)
11930 player->programmed_action = MV_DOWN;
11935 MovePlayerOneStep()
11936 -----------------------------------------------------------------------------
11937 dx, dy: direction (non-diagonal) to try to move the player to
11938 real_dx, real_dy: direction as read from input device (can be diagonal)
11941 boolean MovePlayerOneStep(struct PlayerInfo *player,
11942 int dx, int dy, int real_dx, int real_dy)
11944 int jx = player->jx, jy = player->jy;
11945 int new_jx = jx + dx, new_jy = jy + dy;
11947 boolean player_can_move = !player->cannot_move;
11949 if (!player->active || (!dx && !dy))
11950 return MP_NO_ACTION;
11952 player->MovDir = (dx < 0 ? MV_LEFT :
11953 dx > 0 ? MV_RIGHT :
11955 dy > 0 ? MV_DOWN : MV_NONE);
11957 if (!IN_LEV_FIELD(new_jx, new_jy))
11958 return MP_NO_ACTION;
11960 if (!player_can_move)
11962 if (player->MovPos == 0)
11964 player->is_moving = FALSE;
11965 player->is_digging = FALSE;
11966 player->is_collecting = FALSE;
11967 player->is_snapping = FALSE;
11968 player->is_pushing = FALSE;
11972 if (!options.network && game.centered_player_nr == -1 &&
11973 !AllPlayersInSight(player, new_jx, new_jy))
11974 return MP_NO_ACTION;
11976 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
11977 if (can_move != MP_MOVING)
11980 /* check if DigField() has caused relocation of the player */
11981 if (player->jx != jx || player->jy != jy)
11982 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
11984 StorePlayer[jx][jy] = 0;
11985 player->last_jx = jx;
11986 player->last_jy = jy;
11987 player->jx = new_jx;
11988 player->jy = new_jy;
11989 StorePlayer[new_jx][new_jy] = player->element_nr;
11991 if (player->move_delay_value_next != -1)
11993 player->move_delay_value = player->move_delay_value_next;
11994 player->move_delay_value_next = -1;
11998 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12000 player->step_counter++;
12002 PlayerVisit[jx][jy] = FrameCounter;
12004 player->is_moving = TRUE;
12007 /* should better be called in MovePlayer(), but this breaks some tapes */
12008 ScrollPlayer(player, SCROLL_INIT);
12014 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12016 int jx = player->jx, jy = player->jy;
12017 int old_jx = jx, old_jy = jy;
12018 int moved = MP_NO_ACTION;
12020 if (!player->active)
12025 if (player->MovPos == 0)
12027 player->is_moving = FALSE;
12028 player->is_digging = FALSE;
12029 player->is_collecting = FALSE;
12030 player->is_snapping = FALSE;
12031 player->is_pushing = FALSE;
12037 if (player->move_delay > 0)
12040 player->move_delay = -1; /* set to "uninitialized" value */
12042 /* store if player is automatically moved to next field */
12043 player->is_auto_moving = (player->programmed_action != MV_NONE);
12045 /* remove the last programmed player action */
12046 player->programmed_action = 0;
12048 if (player->MovPos)
12050 /* should only happen if pre-1.2 tape recordings are played */
12051 /* this is only for backward compatibility */
12053 int original_move_delay_value = player->move_delay_value;
12056 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12060 /* scroll remaining steps with finest movement resolution */
12061 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12063 while (player->MovPos)
12065 ScrollPlayer(player, SCROLL_GO_ON);
12066 ScrollScreen(NULL, SCROLL_GO_ON);
12068 AdvanceFrameAndPlayerCounters(player->index_nr);
12071 BackToFront_WithFrameDelay(0);
12074 player->move_delay_value = original_move_delay_value;
12077 player->is_active = FALSE;
12079 if (player->last_move_dir & MV_HORIZONTAL)
12081 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12082 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12086 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12087 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12090 if (!moved && !player->is_active)
12092 player->is_moving = FALSE;
12093 player->is_digging = FALSE;
12094 player->is_collecting = FALSE;
12095 player->is_snapping = FALSE;
12096 player->is_pushing = FALSE;
12102 if (moved & MP_MOVING && !ScreenMovPos &&
12103 (player->index_nr == game.centered_player_nr ||
12104 game.centered_player_nr == -1))
12106 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12107 int offset = game.scroll_delay_value;
12109 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12111 /* actual player has left the screen -- scroll in that direction */
12112 if (jx != old_jx) /* player has moved horizontally */
12113 scroll_x += (jx - old_jx);
12114 else /* player has moved vertically */
12115 scroll_y += (jy - old_jy);
12119 if (jx != old_jx) /* player has moved horizontally */
12121 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12122 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12123 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12125 /* don't scroll over playfield boundaries */
12126 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12127 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12129 /* don't scroll more than one field at a time */
12130 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12132 /* don't scroll against the player's moving direction */
12133 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12134 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12135 scroll_x = old_scroll_x;
12137 else /* player has moved vertically */
12139 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12140 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12141 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12143 /* don't scroll over playfield boundaries */
12144 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12145 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12147 /* don't scroll more than one field at a time */
12148 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12150 /* don't scroll against the player's moving direction */
12151 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12152 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12153 scroll_y = old_scroll_y;
12157 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12159 if (!options.network && game.centered_player_nr == -1 &&
12160 !AllPlayersInVisibleScreen())
12162 scroll_x = old_scroll_x;
12163 scroll_y = old_scroll_y;
12167 ScrollScreen(player, SCROLL_INIT);
12168 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12173 player->StepFrame = 0;
12175 if (moved & MP_MOVING)
12177 if (old_jx != jx && old_jy == jy)
12178 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12179 else if (old_jx == jx && old_jy != jy)
12180 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12182 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12184 player->last_move_dir = player->MovDir;
12185 player->is_moving = TRUE;
12186 player->is_snapping = FALSE;
12187 player->is_switching = FALSE;
12188 player->is_dropping = FALSE;
12189 player->is_dropping_pressed = FALSE;
12190 player->drop_pressed_delay = 0;
12193 /* should better be called here than above, but this breaks some tapes */
12194 ScrollPlayer(player, SCROLL_INIT);
12199 CheckGravityMovementWhenNotMoving(player);
12201 player->is_moving = FALSE;
12203 /* at this point, the player is allowed to move, but cannot move right now
12204 (e.g. because of something blocking the way) -- ensure that the player
12205 is also allowed to move in the next frame (in old versions before 3.1.1,
12206 the player was forced to wait again for eight frames before next try) */
12208 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12209 player->move_delay = 0; /* allow direct movement in the next frame */
12212 if (player->move_delay == -1) /* not yet initialized by DigField() */
12213 player->move_delay = player->move_delay_value;
12215 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12217 TestIfPlayerTouchesBadThing(jx, jy);
12218 TestIfPlayerTouchesCustomElement(jx, jy);
12221 if (!player->active)
12222 RemovePlayer(player);
12227 void ScrollPlayer(struct PlayerInfo *player, int mode)
12229 int jx = player->jx, jy = player->jy;
12230 int last_jx = player->last_jx, last_jy = player->last_jy;
12231 int move_stepsize = TILEX / player->move_delay_value;
12233 if (!player->active)
12236 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12239 if (mode == SCROLL_INIT)
12241 player->actual_frame_counter = FrameCounter;
12242 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12244 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12245 Feld[last_jx][last_jy] == EL_EMPTY)
12247 int last_field_block_delay = 0; /* start with no blocking at all */
12248 int block_delay_adjustment = player->block_delay_adjustment;
12250 /* if player blocks last field, add delay for exactly one move */
12251 if (player->block_last_field)
12253 last_field_block_delay += player->move_delay_value;
12255 /* when blocking enabled, prevent moving up despite gravity */
12256 if (player->gravity && player->MovDir == MV_UP)
12257 block_delay_adjustment = -1;
12260 /* add block delay adjustment (also possible when not blocking) */
12261 last_field_block_delay += block_delay_adjustment;
12263 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12264 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12267 if (player->MovPos != 0) /* player has not yet reached destination */
12270 else if (!FrameReached(&player->actual_frame_counter, 1))
12273 if (player->MovPos != 0)
12275 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12276 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12278 /* before DrawPlayer() to draw correct player graphic for this case */
12279 if (player->MovPos == 0)
12280 CheckGravityMovement(player);
12283 if (player->MovPos == 0) /* player reached destination field */
12285 if (player->move_delay_reset_counter > 0)
12287 player->move_delay_reset_counter--;
12289 if (player->move_delay_reset_counter == 0)
12291 /* continue with normal speed after quickly moving through gate */
12292 HALVE_PLAYER_SPEED(player);
12294 /* be able to make the next move without delay */
12295 player->move_delay = 0;
12299 player->last_jx = jx;
12300 player->last_jy = jy;
12302 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12303 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12304 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12305 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12306 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12307 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12308 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12309 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12311 DrawPlayer(player); /* needed here only to cleanup last field */
12312 RemovePlayer(player);
12314 if (local_player->friends_still_needed == 0 ||
12315 IS_SP_ELEMENT(Feld[jx][jy]))
12316 PlayerWins(player);
12319 /* this breaks one level: "machine", level 000 */
12321 int move_direction = player->MovDir;
12322 int enter_side = MV_DIR_OPPOSITE(move_direction);
12323 int leave_side = move_direction;
12324 int old_jx = last_jx;
12325 int old_jy = last_jy;
12326 int old_element = Feld[old_jx][old_jy];
12327 int new_element = Feld[jx][jy];
12329 if (IS_CUSTOM_ELEMENT(old_element))
12330 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12332 player->index_bit, leave_side);
12334 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12335 CE_PLAYER_LEAVES_X,
12336 player->index_bit, leave_side);
12338 if (IS_CUSTOM_ELEMENT(new_element))
12339 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12340 player->index_bit, enter_side);
12342 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12343 CE_PLAYER_ENTERS_X,
12344 player->index_bit, enter_side);
12346 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12347 CE_MOVE_OF_X, move_direction);
12350 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12352 TestIfPlayerTouchesBadThing(jx, jy);
12353 TestIfPlayerTouchesCustomElement(jx, jy);
12355 /* needed because pushed element has not yet reached its destination,
12356 so it would trigger a change event at its previous field location */
12357 if (!player->is_pushing)
12358 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12360 if (!player->active)
12361 RemovePlayer(player);
12364 if (!local_player->LevelSolved && level.use_step_counter)
12374 if (TimeLeft <= 10 && setup.time_limit)
12375 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12377 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12379 DisplayGameControlValues();
12381 if (!TimeLeft && setup.time_limit)
12382 for (i = 0; i < MAX_PLAYERS; i++)
12383 KillPlayer(&stored_player[i]);
12385 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12387 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12389 DisplayGameControlValues();
12393 if (tape.single_step && tape.recording && !tape.pausing &&
12394 !player->programmed_action)
12395 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12397 if (!player->programmed_action)
12398 CheckSaveEngineSnapshot(player);
12402 void ScrollScreen(struct PlayerInfo *player, int mode)
12404 static unsigned int screen_frame_counter = 0;
12406 if (mode == SCROLL_INIT)
12408 /* set scrolling step size according to actual player's moving speed */
12409 ScrollStepSize = TILEX / player->move_delay_value;
12411 screen_frame_counter = FrameCounter;
12412 ScreenMovDir = player->MovDir;
12413 ScreenMovPos = player->MovPos;
12414 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12417 else if (!FrameReached(&screen_frame_counter, 1))
12422 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12423 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12424 redraw_mask |= REDRAW_FIELD;
12427 ScreenMovDir = MV_NONE;
12430 void TestIfPlayerTouchesCustomElement(int x, int y)
12432 static int xy[4][2] =
12439 static int trigger_sides[4][2] =
12441 /* center side border side */
12442 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12443 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12444 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12445 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12447 static int touch_dir[4] =
12449 MV_LEFT | MV_RIGHT,
12454 int center_element = Feld[x][y]; /* should always be non-moving! */
12457 for (i = 0; i < NUM_DIRECTIONS; i++)
12459 int xx = x + xy[i][0];
12460 int yy = y + xy[i][1];
12461 int center_side = trigger_sides[i][0];
12462 int border_side = trigger_sides[i][1];
12463 int border_element;
12465 if (!IN_LEV_FIELD(xx, yy))
12468 if (IS_PLAYER(x, y)) /* player found at center element */
12470 struct PlayerInfo *player = PLAYERINFO(x, y);
12472 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12473 border_element = Feld[xx][yy]; /* may be moving! */
12474 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12475 border_element = Feld[xx][yy];
12476 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12477 border_element = MovingOrBlocked2Element(xx, yy);
12479 continue; /* center and border element do not touch */
12481 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12482 player->index_bit, border_side);
12483 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12484 CE_PLAYER_TOUCHES_X,
12485 player->index_bit, border_side);
12488 /* use player element that is initially defined in the level playfield,
12489 not the player element that corresponds to the runtime player number
12490 (example: a level that contains EL_PLAYER_3 as the only player would
12491 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12492 int player_element = PLAYERINFO(x, y)->initial_element;
12494 CheckElementChangeBySide(xx, yy, border_element, player_element,
12495 CE_TOUCHING_X, border_side);
12498 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12500 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12502 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12504 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12505 continue; /* center and border element do not touch */
12508 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12509 player->index_bit, center_side);
12510 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12511 CE_PLAYER_TOUCHES_X,
12512 player->index_bit, center_side);
12515 /* use player element that is initially defined in the level playfield,
12516 not the player element that corresponds to the runtime player number
12517 (example: a level that contains EL_PLAYER_3 as the only player would
12518 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12519 int player_element = PLAYERINFO(xx, yy)->initial_element;
12521 CheckElementChangeBySide(x, y, center_element, player_element,
12522 CE_TOUCHING_X, center_side);
12530 void TestIfElementTouchesCustomElement(int x, int y)
12532 static int xy[4][2] =
12539 static int trigger_sides[4][2] =
12541 /* center side border side */
12542 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12543 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12544 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12545 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12547 static int touch_dir[4] =
12549 MV_LEFT | MV_RIGHT,
12554 boolean change_center_element = FALSE;
12555 int center_element = Feld[x][y]; /* should always be non-moving! */
12556 int border_element_old[NUM_DIRECTIONS];
12559 for (i = 0; i < NUM_DIRECTIONS; i++)
12561 int xx = x + xy[i][0];
12562 int yy = y + xy[i][1];
12563 int border_element;
12565 border_element_old[i] = -1;
12567 if (!IN_LEV_FIELD(xx, yy))
12570 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12571 border_element = Feld[xx][yy]; /* may be moving! */
12572 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12573 border_element = Feld[xx][yy];
12574 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12575 border_element = MovingOrBlocked2Element(xx, yy);
12577 continue; /* center and border element do not touch */
12579 border_element_old[i] = border_element;
12582 for (i = 0; i < NUM_DIRECTIONS; i++)
12584 int xx = x + xy[i][0];
12585 int yy = y + xy[i][1];
12586 int center_side = trigger_sides[i][0];
12587 int border_element = border_element_old[i];
12589 if (border_element == -1)
12592 /* check for change of border element */
12593 CheckElementChangeBySide(xx, yy, border_element, center_element,
12594 CE_TOUCHING_X, center_side);
12596 /* (center element cannot be player, so we dont have to check this here) */
12599 for (i = 0; i < NUM_DIRECTIONS; i++)
12601 int xx = x + xy[i][0];
12602 int yy = y + xy[i][1];
12603 int border_side = trigger_sides[i][1];
12604 int border_element = border_element_old[i];
12606 if (border_element == -1)
12609 /* check for change of center element (but change it only once) */
12610 if (!change_center_element)
12611 change_center_element =
12612 CheckElementChangeBySide(x, y, center_element, border_element,
12613 CE_TOUCHING_X, border_side);
12615 if (IS_PLAYER(xx, yy))
12617 /* use player element that is initially defined in the level playfield,
12618 not the player element that corresponds to the runtime player number
12619 (example: a level that contains EL_PLAYER_3 as the only player would
12620 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12621 int player_element = PLAYERINFO(xx, yy)->initial_element;
12623 CheckElementChangeBySide(x, y, center_element, player_element,
12624 CE_TOUCHING_X, border_side);
12629 void TestIfElementHitsCustomElement(int x, int y, int direction)
12631 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12632 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12633 int hitx = x + dx, hity = y + dy;
12634 int hitting_element = Feld[x][y];
12635 int touched_element;
12637 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12640 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12641 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12643 if (IN_LEV_FIELD(hitx, hity))
12645 int opposite_direction = MV_DIR_OPPOSITE(direction);
12646 int hitting_side = direction;
12647 int touched_side = opposite_direction;
12648 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12649 MovDir[hitx][hity] != direction ||
12650 ABS(MovPos[hitx][hity]) <= TILEY / 2);
12656 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12657 CE_HITTING_X, touched_side);
12659 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12660 CE_HIT_BY_X, hitting_side);
12662 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12663 CE_HIT_BY_SOMETHING, opposite_direction);
12665 if (IS_PLAYER(hitx, hity))
12667 /* use player element that is initially defined in the level playfield,
12668 not the player element that corresponds to the runtime player number
12669 (example: a level that contains EL_PLAYER_3 as the only player would
12670 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12671 int player_element = PLAYERINFO(hitx, hity)->initial_element;
12673 CheckElementChangeBySide(x, y, hitting_element, player_element,
12674 CE_HITTING_X, touched_side);
12679 /* "hitting something" is also true when hitting the playfield border */
12680 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12681 CE_HITTING_SOMETHING, direction);
12684 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
12686 int i, kill_x = -1, kill_y = -1;
12688 int bad_element = -1;
12689 static int test_xy[4][2] =
12696 static int test_dir[4] =
12704 for (i = 0; i < NUM_DIRECTIONS; i++)
12706 int test_x, test_y, test_move_dir, test_element;
12708 test_x = good_x + test_xy[i][0];
12709 test_y = good_y + test_xy[i][1];
12711 if (!IN_LEV_FIELD(test_x, test_y))
12715 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12717 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
12719 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12720 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12722 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
12723 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
12727 bad_element = test_element;
12733 if (kill_x != -1 || kill_y != -1)
12735 if (IS_PLAYER(good_x, good_y))
12737 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
12739 if (player->shield_deadly_time_left > 0 &&
12740 !IS_INDESTRUCTIBLE(bad_element))
12741 Bang(kill_x, kill_y);
12742 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
12743 KillPlayer(player);
12746 Bang(good_x, good_y);
12750 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
12752 int i, kill_x = -1, kill_y = -1;
12753 int bad_element = Feld[bad_x][bad_y];
12754 static int test_xy[4][2] =
12761 static int touch_dir[4] =
12763 MV_LEFT | MV_RIGHT,
12768 static int test_dir[4] =
12776 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
12779 for (i = 0; i < NUM_DIRECTIONS; i++)
12781 int test_x, test_y, test_move_dir, test_element;
12783 test_x = bad_x + test_xy[i][0];
12784 test_y = bad_y + test_xy[i][1];
12786 if (!IN_LEV_FIELD(test_x, test_y))
12790 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12792 test_element = Feld[test_x][test_y];
12794 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12795 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12797 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
12798 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
12800 /* good thing is player or penguin that does not move away */
12801 if (IS_PLAYER(test_x, test_y))
12803 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12805 if (bad_element == EL_ROBOT && player->is_moving)
12806 continue; /* robot does not kill player if he is moving */
12808 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12810 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12811 continue; /* center and border element do not touch */
12819 else if (test_element == EL_PENGUIN)
12829 if (kill_x != -1 || kill_y != -1)
12831 if (IS_PLAYER(kill_x, kill_y))
12833 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12835 if (player->shield_deadly_time_left > 0 &&
12836 !IS_INDESTRUCTIBLE(bad_element))
12837 Bang(bad_x, bad_y);
12838 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12839 KillPlayer(player);
12842 Bang(kill_x, kill_y);
12846 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
12848 int bad_element = Feld[bad_x][bad_y];
12849 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
12850 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
12851 int test_x = bad_x + dx, test_y = bad_y + dy;
12852 int test_move_dir, test_element;
12853 int kill_x = -1, kill_y = -1;
12855 if (!IN_LEV_FIELD(test_x, test_y))
12859 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12861 test_element = Feld[test_x][test_y];
12863 if (test_move_dir != bad_move_dir)
12865 /* good thing can be player or penguin that does not move away */
12866 if (IS_PLAYER(test_x, test_y))
12868 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12870 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
12871 player as being hit when he is moving towards the bad thing, because
12872 the "get hit by" condition would be lost after the player stops) */
12873 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
12874 return; /* player moves away from bad thing */
12879 else if (test_element == EL_PENGUIN)
12886 if (kill_x != -1 || kill_y != -1)
12888 if (IS_PLAYER(kill_x, kill_y))
12890 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12892 if (player->shield_deadly_time_left > 0 &&
12893 !IS_INDESTRUCTIBLE(bad_element))
12894 Bang(bad_x, bad_y);
12895 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12896 KillPlayer(player);
12899 Bang(kill_x, kill_y);
12903 void TestIfPlayerTouchesBadThing(int x, int y)
12905 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12908 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
12910 TestIfGoodThingHitsBadThing(x, y, move_dir);
12913 void TestIfBadThingTouchesPlayer(int x, int y)
12915 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12918 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
12920 TestIfBadThingHitsGoodThing(x, y, move_dir);
12923 void TestIfFriendTouchesBadThing(int x, int y)
12925 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12928 void TestIfBadThingTouchesFriend(int x, int y)
12930 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12933 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
12935 int i, kill_x = bad_x, kill_y = bad_y;
12936 static int xy[4][2] =
12944 for (i = 0; i < NUM_DIRECTIONS; i++)
12948 x = bad_x + xy[i][0];
12949 y = bad_y + xy[i][1];
12950 if (!IN_LEV_FIELD(x, y))
12953 element = Feld[x][y];
12954 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
12955 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
12963 if (kill_x != bad_x || kill_y != bad_y)
12964 Bang(bad_x, bad_y);
12967 void KillPlayer(struct PlayerInfo *player)
12969 int jx = player->jx, jy = player->jy;
12971 if (!player->active)
12975 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
12976 player->killed, player->active, player->reanimated);
12979 /* the following code was introduced to prevent an infinite loop when calling
12981 -> CheckTriggeredElementChangeExt()
12982 -> ExecuteCustomElementAction()
12984 -> (infinitely repeating the above sequence of function calls)
12985 which occurs when killing the player while having a CE with the setting
12986 "kill player X when explosion of <player X>"; the solution using a new
12987 field "player->killed" was chosen for backwards compatibility, although
12988 clever use of the fields "player->active" etc. would probably also work */
12990 if (player->killed)
12994 player->killed = TRUE;
12996 /* remove accessible field at the player's position */
12997 Feld[jx][jy] = EL_EMPTY;
12999 /* deactivate shield (else Bang()/Explode() would not work right) */
13000 player->shield_normal_time_left = 0;
13001 player->shield_deadly_time_left = 0;
13004 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13005 player->killed, player->active, player->reanimated);
13011 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13012 player->killed, player->active, player->reanimated);
13015 if (player->reanimated) /* killed player may have been reanimated */
13016 player->killed = player->reanimated = FALSE;
13018 BuryPlayer(player);
13021 static void KillPlayerUnlessEnemyProtected(int x, int y)
13023 if (!PLAYER_ENEMY_PROTECTED(x, y))
13024 KillPlayer(PLAYERINFO(x, y));
13027 static void KillPlayerUnlessExplosionProtected(int x, int y)
13029 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13030 KillPlayer(PLAYERINFO(x, y));
13033 void BuryPlayer(struct PlayerInfo *player)
13035 int jx = player->jx, jy = player->jy;
13037 if (!player->active)
13040 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13041 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13043 player->GameOver = TRUE;
13044 RemovePlayer(player);
13047 void RemovePlayer(struct PlayerInfo *player)
13049 int jx = player->jx, jy = player->jy;
13050 int i, found = FALSE;
13052 player->present = FALSE;
13053 player->active = FALSE;
13055 if (!ExplodeField[jx][jy])
13056 StorePlayer[jx][jy] = 0;
13058 if (player->is_moving)
13059 TEST_DrawLevelField(player->last_jx, player->last_jy);
13061 for (i = 0; i < MAX_PLAYERS; i++)
13062 if (stored_player[i].active)
13066 AllPlayersGone = TRUE;
13072 static void setFieldForSnapping(int x, int y, int element, int direction)
13074 struct ElementInfo *ei = &element_info[element];
13075 int direction_bit = MV_DIR_TO_BIT(direction);
13076 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13077 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13078 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13080 Feld[x][y] = EL_ELEMENT_SNAPPING;
13081 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13083 ResetGfxAnimation(x, y);
13085 GfxElement[x][y] = element;
13086 GfxAction[x][y] = action;
13087 GfxDir[x][y] = direction;
13088 GfxFrame[x][y] = -1;
13092 =============================================================================
13093 checkDiagonalPushing()
13094 -----------------------------------------------------------------------------
13095 check if diagonal input device direction results in pushing of object
13096 (by checking if the alternative direction is walkable, diggable, ...)
13097 =============================================================================
13100 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13101 int x, int y, int real_dx, int real_dy)
13103 int jx, jy, dx, dy, xx, yy;
13105 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13108 /* diagonal direction: check alternative direction */
13113 xx = jx + (dx == 0 ? real_dx : 0);
13114 yy = jy + (dy == 0 ? real_dy : 0);
13116 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13120 =============================================================================
13122 -----------------------------------------------------------------------------
13123 x, y: field next to player (non-diagonal) to try to dig to
13124 real_dx, real_dy: direction as read from input device (can be diagonal)
13125 =============================================================================
13128 static int DigField(struct PlayerInfo *player,
13129 int oldx, int oldy, int x, int y,
13130 int real_dx, int real_dy, int mode)
13132 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13133 boolean player_was_pushing = player->is_pushing;
13134 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13135 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13136 int jx = oldx, jy = oldy;
13137 int dx = x - jx, dy = y - jy;
13138 int nextx = x + dx, nexty = y + dy;
13139 int move_direction = (dx == -1 ? MV_LEFT :
13140 dx == +1 ? MV_RIGHT :
13142 dy == +1 ? MV_DOWN : MV_NONE);
13143 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13144 int dig_side = MV_DIR_OPPOSITE(move_direction);
13145 int old_element = Feld[jx][jy];
13146 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13149 if (is_player) /* function can also be called by EL_PENGUIN */
13151 if (player->MovPos == 0)
13153 player->is_digging = FALSE;
13154 player->is_collecting = FALSE;
13157 if (player->MovPos == 0) /* last pushing move finished */
13158 player->is_pushing = FALSE;
13160 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13162 player->is_switching = FALSE;
13163 player->push_delay = -1;
13165 return MP_NO_ACTION;
13169 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13170 old_element = Back[jx][jy];
13172 /* in case of element dropped at player position, check background */
13173 else if (Back[jx][jy] != EL_EMPTY &&
13174 game.engine_version >= VERSION_IDENT(2,2,0,0))
13175 old_element = Back[jx][jy];
13177 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13178 return MP_NO_ACTION; /* field has no opening in this direction */
13180 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13181 return MP_NO_ACTION; /* field has no opening in this direction */
13183 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13187 Feld[jx][jy] = player->artwork_element;
13188 InitMovingField(jx, jy, MV_DOWN);
13189 Store[jx][jy] = EL_ACID;
13190 ContinueMoving(jx, jy);
13191 BuryPlayer(player);
13193 return MP_DONT_RUN_INTO;
13196 if (player_can_move && DONT_RUN_INTO(element))
13198 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13200 return MP_DONT_RUN_INTO;
13203 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13204 return MP_NO_ACTION;
13206 collect_count = element_info[element].collect_count_initial;
13208 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13209 return MP_NO_ACTION;
13211 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13212 player_can_move = player_can_move_or_snap;
13214 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13215 game.engine_version >= VERSION_IDENT(2,2,0,0))
13217 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13218 player->index_bit, dig_side);
13219 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13220 player->index_bit, dig_side);
13222 if (element == EL_DC_LANDMINE)
13225 if (Feld[x][y] != element) /* field changed by snapping */
13228 return MP_NO_ACTION;
13231 if (player->gravity && is_player && !player->is_auto_moving &&
13232 canFallDown(player) && move_direction != MV_DOWN &&
13233 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13234 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13236 if (player_can_move &&
13237 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13239 int sound_element = SND_ELEMENT(element);
13240 int sound_action = ACTION_WALKING;
13242 if (IS_RND_GATE(element))
13244 if (!player->key[RND_GATE_NR(element)])
13245 return MP_NO_ACTION;
13247 else if (IS_RND_GATE_GRAY(element))
13249 if (!player->key[RND_GATE_GRAY_NR(element)])
13250 return MP_NO_ACTION;
13252 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13254 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13255 return MP_NO_ACTION;
13257 else if (element == EL_EXIT_OPEN ||
13258 element == EL_EM_EXIT_OPEN ||
13259 element == EL_EM_EXIT_OPENING ||
13260 element == EL_STEEL_EXIT_OPEN ||
13261 element == EL_EM_STEEL_EXIT_OPEN ||
13262 element == EL_EM_STEEL_EXIT_OPENING ||
13263 element == EL_SP_EXIT_OPEN ||
13264 element == EL_SP_EXIT_OPENING)
13266 sound_action = ACTION_PASSING; /* player is passing exit */
13268 else if (element == EL_EMPTY)
13270 sound_action = ACTION_MOVING; /* nothing to walk on */
13273 /* play sound from background or player, whatever is available */
13274 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13275 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13277 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13279 else if (player_can_move &&
13280 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13282 if (!ACCESS_FROM(element, opposite_direction))
13283 return MP_NO_ACTION; /* field not accessible from this direction */
13285 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13286 return MP_NO_ACTION;
13288 if (IS_EM_GATE(element))
13290 if (!player->key[EM_GATE_NR(element)])
13291 return MP_NO_ACTION;
13293 else if (IS_EM_GATE_GRAY(element))
13295 if (!player->key[EM_GATE_GRAY_NR(element)])
13296 return MP_NO_ACTION;
13298 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13300 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13301 return MP_NO_ACTION;
13303 else if (IS_EMC_GATE(element))
13305 if (!player->key[EMC_GATE_NR(element)])
13306 return MP_NO_ACTION;
13308 else if (IS_EMC_GATE_GRAY(element))
13310 if (!player->key[EMC_GATE_GRAY_NR(element)])
13311 return MP_NO_ACTION;
13313 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13315 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13316 return MP_NO_ACTION;
13318 else if (element == EL_DC_GATE_WHITE ||
13319 element == EL_DC_GATE_WHITE_GRAY ||
13320 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13322 if (player->num_white_keys == 0)
13323 return MP_NO_ACTION;
13325 player->num_white_keys--;
13327 else if (IS_SP_PORT(element))
13329 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13330 element == EL_SP_GRAVITY_PORT_RIGHT ||
13331 element == EL_SP_GRAVITY_PORT_UP ||
13332 element == EL_SP_GRAVITY_PORT_DOWN)
13333 player->gravity = !player->gravity;
13334 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13335 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13336 element == EL_SP_GRAVITY_ON_PORT_UP ||
13337 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13338 player->gravity = TRUE;
13339 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13340 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13341 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13342 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13343 player->gravity = FALSE;
13346 /* automatically move to the next field with double speed */
13347 player->programmed_action = move_direction;
13349 if (player->move_delay_reset_counter == 0)
13351 player->move_delay_reset_counter = 2; /* two double speed steps */
13353 DOUBLE_PLAYER_SPEED(player);
13356 PlayLevelSoundAction(x, y, ACTION_PASSING);
13358 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13362 if (mode != DF_SNAP)
13364 GfxElement[x][y] = GFX_ELEMENT(element);
13365 player->is_digging = TRUE;
13368 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13370 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13371 player->index_bit, dig_side);
13373 if (mode == DF_SNAP)
13375 if (level.block_snap_field)
13376 setFieldForSnapping(x, y, element, move_direction);
13378 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13380 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13381 player->index_bit, dig_side);
13384 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13388 if (is_player && mode != DF_SNAP)
13390 GfxElement[x][y] = element;
13391 player->is_collecting = TRUE;
13394 if (element == EL_SPEED_PILL)
13396 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13398 else if (element == EL_EXTRA_TIME && level.time > 0)
13400 TimeLeft += level.extra_time;
13402 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13404 DisplayGameControlValues();
13406 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13408 player->shield_normal_time_left += level.shield_normal_time;
13409 if (element == EL_SHIELD_DEADLY)
13410 player->shield_deadly_time_left += level.shield_deadly_time;
13412 else if (element == EL_DYNAMITE ||
13413 element == EL_EM_DYNAMITE ||
13414 element == EL_SP_DISK_RED)
13416 if (player->inventory_size < MAX_INVENTORY_SIZE)
13417 player->inventory_element[player->inventory_size++] = element;
13419 DrawGameDoorValues();
13421 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13423 player->dynabomb_count++;
13424 player->dynabombs_left++;
13426 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13428 player->dynabomb_size++;
13430 else if (element == EL_DYNABOMB_INCREASE_POWER)
13432 player->dynabomb_xl = TRUE;
13434 else if (IS_KEY(element))
13436 player->key[KEY_NR(element)] = TRUE;
13438 DrawGameDoorValues();
13440 else if (element == EL_DC_KEY_WHITE)
13442 player->num_white_keys++;
13444 /* display white keys? */
13445 /* DrawGameDoorValues(); */
13447 else if (IS_ENVELOPE(element))
13449 player->show_envelope = element;
13451 else if (element == EL_EMC_LENSES)
13453 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13455 RedrawAllInvisibleElementsForLenses();
13457 else if (element == EL_EMC_MAGNIFIER)
13459 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13461 RedrawAllInvisibleElementsForMagnifier();
13463 else if (IS_DROPPABLE(element) ||
13464 IS_THROWABLE(element)) /* can be collected and dropped */
13468 if (collect_count == 0)
13469 player->inventory_infinite_element = element;
13471 for (i = 0; i < collect_count; i++)
13472 if (player->inventory_size < MAX_INVENTORY_SIZE)
13473 player->inventory_element[player->inventory_size++] = element;
13475 DrawGameDoorValues();
13477 else if (collect_count > 0)
13479 local_player->gems_still_needed -= collect_count;
13480 if (local_player->gems_still_needed < 0)
13481 local_player->gems_still_needed = 0;
13483 game.snapshot.collected_item = TRUE;
13485 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13487 DisplayGameControlValues();
13490 RaiseScoreElement(element);
13491 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13494 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13495 player->index_bit, dig_side);
13497 if (mode == DF_SNAP)
13499 if (level.block_snap_field)
13500 setFieldForSnapping(x, y, element, move_direction);
13502 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13504 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13505 player->index_bit, dig_side);
13508 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13510 if (mode == DF_SNAP && element != EL_BD_ROCK)
13511 return MP_NO_ACTION;
13513 if (CAN_FALL(element) && dy)
13514 return MP_NO_ACTION;
13516 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13517 !(element == EL_SPRING && level.use_spring_bug))
13518 return MP_NO_ACTION;
13520 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13521 ((move_direction & MV_VERTICAL &&
13522 ((element_info[element].move_pattern & MV_LEFT &&
13523 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13524 (element_info[element].move_pattern & MV_RIGHT &&
13525 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13526 (move_direction & MV_HORIZONTAL &&
13527 ((element_info[element].move_pattern & MV_UP &&
13528 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13529 (element_info[element].move_pattern & MV_DOWN &&
13530 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13531 return MP_NO_ACTION;
13533 /* do not push elements already moving away faster than player */
13534 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13535 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13536 return MP_NO_ACTION;
13538 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13540 if (player->push_delay_value == -1 || !player_was_pushing)
13541 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13543 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13545 if (player->push_delay_value == -1)
13546 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13548 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13550 if (!player->is_pushing)
13551 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13554 player->is_pushing = TRUE;
13555 player->is_active = TRUE;
13557 if (!(IN_LEV_FIELD(nextx, nexty) &&
13558 (IS_FREE(nextx, nexty) ||
13559 (IS_SB_ELEMENT(element) &&
13560 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13561 (IS_CUSTOM_ELEMENT(element) &&
13562 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13563 return MP_NO_ACTION;
13565 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13566 return MP_NO_ACTION;
13568 if (player->push_delay == -1) /* new pushing; restart delay */
13569 player->push_delay = 0;
13571 if (player->push_delay < player->push_delay_value &&
13572 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13573 element != EL_SPRING && element != EL_BALLOON)
13575 /* make sure that there is no move delay before next try to push */
13576 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13577 player->move_delay = 0;
13579 return MP_NO_ACTION;
13582 if (IS_CUSTOM_ELEMENT(element) &&
13583 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13585 if (!DigFieldByCE(nextx, nexty, element))
13586 return MP_NO_ACTION;
13589 if (IS_SB_ELEMENT(element))
13591 if (element == EL_SOKOBAN_FIELD_FULL)
13593 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13594 local_player->sokobanfields_still_needed++;
13597 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13599 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13600 local_player->sokobanfields_still_needed--;
13603 Feld[x][y] = EL_SOKOBAN_OBJECT;
13605 if (Back[x][y] == Back[nextx][nexty])
13606 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13607 else if (Back[x][y] != 0)
13608 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13611 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13614 if (local_player->sokobanfields_still_needed == 0 &&
13615 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13617 PlayerWins(player);
13619 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13623 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13625 InitMovingField(x, y, move_direction);
13626 GfxAction[x][y] = ACTION_PUSHING;
13628 if (mode == DF_SNAP)
13629 ContinueMoving(x, y);
13631 MovPos[x][y] = (dx != 0 ? dx : dy);
13633 Pushed[x][y] = TRUE;
13634 Pushed[nextx][nexty] = TRUE;
13636 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13637 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13639 player->push_delay_value = -1; /* get new value later */
13641 /* check for element change _after_ element has been pushed */
13642 if (game.use_change_when_pushing_bug)
13644 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
13645 player->index_bit, dig_side);
13646 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
13647 player->index_bit, dig_side);
13650 else if (IS_SWITCHABLE(element))
13652 if (PLAYER_SWITCHING(player, x, y))
13654 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13655 player->index_bit, dig_side);
13660 player->is_switching = TRUE;
13661 player->switch_x = x;
13662 player->switch_y = y;
13664 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13666 if (element == EL_ROBOT_WHEEL)
13668 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
13672 game.robot_wheel_active = TRUE;
13674 TEST_DrawLevelField(x, y);
13676 else if (element == EL_SP_TERMINAL)
13680 SCAN_PLAYFIELD(xx, yy)
13682 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
13686 else if (Feld[xx][yy] == EL_SP_TERMINAL)
13688 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
13690 ResetGfxAnimation(xx, yy);
13691 TEST_DrawLevelField(xx, yy);
13695 else if (IS_BELT_SWITCH(element))
13697 ToggleBeltSwitch(x, y);
13699 else if (element == EL_SWITCHGATE_SWITCH_UP ||
13700 element == EL_SWITCHGATE_SWITCH_DOWN ||
13701 element == EL_DC_SWITCHGATE_SWITCH_UP ||
13702 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
13704 ToggleSwitchgateSwitch(x, y);
13706 else if (element == EL_LIGHT_SWITCH ||
13707 element == EL_LIGHT_SWITCH_ACTIVE)
13709 ToggleLightSwitch(x, y);
13711 else if (element == EL_TIMEGATE_SWITCH ||
13712 element == EL_DC_TIMEGATE_SWITCH)
13714 ActivateTimegateSwitch(x, y);
13716 else if (element == EL_BALLOON_SWITCH_LEFT ||
13717 element == EL_BALLOON_SWITCH_RIGHT ||
13718 element == EL_BALLOON_SWITCH_UP ||
13719 element == EL_BALLOON_SWITCH_DOWN ||
13720 element == EL_BALLOON_SWITCH_NONE ||
13721 element == EL_BALLOON_SWITCH_ANY)
13723 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
13724 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
13725 element == EL_BALLOON_SWITCH_UP ? MV_UP :
13726 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
13727 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
13730 else if (element == EL_LAMP)
13732 Feld[x][y] = EL_LAMP_ACTIVE;
13733 local_player->lights_still_needed--;
13735 ResetGfxAnimation(x, y);
13736 TEST_DrawLevelField(x, y);
13738 else if (element == EL_TIME_ORB_FULL)
13740 Feld[x][y] = EL_TIME_ORB_EMPTY;
13742 if (level.time > 0 || level.use_time_orb_bug)
13744 TimeLeft += level.time_orb_time;
13745 game.no_time_limit = FALSE;
13747 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13749 DisplayGameControlValues();
13752 ResetGfxAnimation(x, y);
13753 TEST_DrawLevelField(x, y);
13755 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
13756 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13760 game.ball_state = !game.ball_state;
13762 SCAN_PLAYFIELD(xx, yy)
13764 int e = Feld[xx][yy];
13766 if (game.ball_state)
13768 if (e == EL_EMC_MAGIC_BALL)
13769 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
13770 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
13771 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
13775 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
13776 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
13777 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13778 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
13783 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13784 player->index_bit, dig_side);
13786 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13787 player->index_bit, dig_side);
13789 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13790 player->index_bit, dig_side);
13796 if (!PLAYER_SWITCHING(player, x, y))
13798 player->is_switching = TRUE;
13799 player->switch_x = x;
13800 player->switch_y = y;
13802 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
13803 player->index_bit, dig_side);
13804 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13805 player->index_bit, dig_side);
13807 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
13808 player->index_bit, dig_side);
13809 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13810 player->index_bit, dig_side);
13813 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
13814 player->index_bit, dig_side);
13815 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13816 player->index_bit, dig_side);
13818 return MP_NO_ACTION;
13821 player->push_delay = -1;
13823 if (is_player) /* function can also be called by EL_PENGUIN */
13825 if (Feld[x][y] != element) /* really digged/collected something */
13827 player->is_collecting = !player->is_digging;
13828 player->is_active = TRUE;
13835 static boolean DigFieldByCE(int x, int y, int digging_element)
13837 int element = Feld[x][y];
13839 if (!IS_FREE(x, y))
13841 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
13842 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
13845 /* no element can dig solid indestructible elements */
13846 if (IS_INDESTRUCTIBLE(element) &&
13847 !IS_DIGGABLE(element) &&
13848 !IS_COLLECTIBLE(element))
13851 if (AmoebaNr[x][y] &&
13852 (element == EL_AMOEBA_FULL ||
13853 element == EL_BD_AMOEBA ||
13854 element == EL_AMOEBA_GROWING))
13856 AmoebaCnt[AmoebaNr[x][y]]--;
13857 AmoebaCnt2[AmoebaNr[x][y]]--;
13860 if (IS_MOVING(x, y))
13861 RemoveMovingField(x, y);
13865 TEST_DrawLevelField(x, y);
13868 /* if digged element was about to explode, prevent the explosion */
13869 ExplodeField[x][y] = EX_TYPE_NONE;
13871 PlayLevelSoundAction(x, y, action);
13874 Store[x][y] = EL_EMPTY;
13876 /* this makes it possible to leave the removed element again */
13877 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
13878 Store[x][y] = element;
13883 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
13885 int jx = player->jx, jy = player->jy;
13886 int x = jx + dx, y = jy + dy;
13887 int snap_direction = (dx == -1 ? MV_LEFT :
13888 dx == +1 ? MV_RIGHT :
13890 dy == +1 ? MV_DOWN : MV_NONE);
13891 boolean can_continue_snapping = (level.continuous_snapping &&
13892 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
13894 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
13897 if (!player->active || !IN_LEV_FIELD(x, y))
13905 if (player->MovPos == 0)
13906 player->is_pushing = FALSE;
13908 player->is_snapping = FALSE;
13910 if (player->MovPos == 0)
13912 player->is_moving = FALSE;
13913 player->is_digging = FALSE;
13914 player->is_collecting = FALSE;
13920 /* prevent snapping with already pressed snap key when not allowed */
13921 if (player->is_snapping && !can_continue_snapping)
13924 player->MovDir = snap_direction;
13926 if (player->MovPos == 0)
13928 player->is_moving = FALSE;
13929 player->is_digging = FALSE;
13930 player->is_collecting = FALSE;
13933 player->is_dropping = FALSE;
13934 player->is_dropping_pressed = FALSE;
13935 player->drop_pressed_delay = 0;
13937 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
13940 player->is_snapping = TRUE;
13941 player->is_active = TRUE;
13943 if (player->MovPos == 0)
13945 player->is_moving = FALSE;
13946 player->is_digging = FALSE;
13947 player->is_collecting = FALSE;
13950 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
13951 TEST_DrawLevelField(player->last_jx, player->last_jy);
13953 TEST_DrawLevelField(x, y);
13958 static boolean DropElement(struct PlayerInfo *player)
13960 int old_element, new_element;
13961 int dropx = player->jx, dropy = player->jy;
13962 int drop_direction = player->MovDir;
13963 int drop_side = drop_direction;
13964 int drop_element = get_next_dropped_element(player);
13966 player->is_dropping_pressed = TRUE;
13968 /* do not drop an element on top of another element; when holding drop key
13969 pressed without moving, dropped element must move away before the next
13970 element can be dropped (this is especially important if the next element
13971 is dynamite, which can be placed on background for historical reasons) */
13972 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
13975 if (IS_THROWABLE(drop_element))
13977 dropx += GET_DX_FROM_DIR(drop_direction);
13978 dropy += GET_DY_FROM_DIR(drop_direction);
13980 if (!IN_LEV_FIELD(dropx, dropy))
13984 old_element = Feld[dropx][dropy]; /* old element at dropping position */
13985 new_element = drop_element; /* default: no change when dropping */
13987 /* check if player is active, not moving and ready to drop */
13988 if (!player->active || player->MovPos || player->drop_delay > 0)
13991 /* check if player has anything that can be dropped */
13992 if (new_element == EL_UNDEFINED)
13995 /* check if drop key was pressed long enough for EM style dynamite */
13996 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
13999 /* check if anything can be dropped at the current position */
14000 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14003 /* collected custom elements can only be dropped on empty fields */
14004 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14007 if (old_element != EL_EMPTY)
14008 Back[dropx][dropy] = old_element; /* store old element on this field */
14010 ResetGfxAnimation(dropx, dropy);
14011 ResetRandomAnimationValue(dropx, dropy);
14013 if (player->inventory_size > 0 ||
14014 player->inventory_infinite_element != EL_UNDEFINED)
14016 if (player->inventory_size > 0)
14018 player->inventory_size--;
14020 DrawGameDoorValues();
14022 if (new_element == EL_DYNAMITE)
14023 new_element = EL_DYNAMITE_ACTIVE;
14024 else if (new_element == EL_EM_DYNAMITE)
14025 new_element = EL_EM_DYNAMITE_ACTIVE;
14026 else if (new_element == EL_SP_DISK_RED)
14027 new_element = EL_SP_DISK_RED_ACTIVE;
14030 Feld[dropx][dropy] = new_element;
14032 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14033 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14034 el2img(Feld[dropx][dropy]), 0);
14036 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14038 /* needed if previous element just changed to "empty" in the last frame */
14039 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14041 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14042 player->index_bit, drop_side);
14043 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14045 player->index_bit, drop_side);
14047 TestIfElementTouchesCustomElement(dropx, dropy);
14049 else /* player is dropping a dyna bomb */
14051 player->dynabombs_left--;
14053 Feld[dropx][dropy] = new_element;
14055 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14056 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14057 el2img(Feld[dropx][dropy]), 0);
14059 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14062 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14063 InitField_WithBug1(dropx, dropy, FALSE);
14065 new_element = Feld[dropx][dropy]; /* element might have changed */
14067 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14068 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14070 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14071 MovDir[dropx][dropy] = drop_direction;
14073 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14075 /* do not cause impact style collision by dropping elements that can fall */
14076 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14079 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14080 player->is_dropping = TRUE;
14082 player->drop_pressed_delay = 0;
14083 player->is_dropping_pressed = FALSE;
14085 player->drop_x = dropx;
14086 player->drop_y = dropy;
14091 /* ------------------------------------------------------------------------- */
14092 /* game sound playing functions */
14093 /* ------------------------------------------------------------------------- */
14095 static int *loop_sound_frame = NULL;
14096 static int *loop_sound_volume = NULL;
14098 void InitPlayLevelSound()
14100 int num_sounds = getSoundListSize();
14102 checked_free(loop_sound_frame);
14103 checked_free(loop_sound_volume);
14105 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14106 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14109 static void PlayLevelSound(int x, int y, int nr)
14111 int sx = SCREENX(x), sy = SCREENY(y);
14112 int volume, stereo_position;
14113 int max_distance = 8;
14114 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14116 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14117 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14120 if (!IN_LEV_FIELD(x, y) ||
14121 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14122 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14125 volume = SOUND_MAX_VOLUME;
14127 if (!IN_SCR_FIELD(sx, sy))
14129 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14130 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14132 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14135 stereo_position = (SOUND_MAX_LEFT +
14136 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14137 (SCR_FIELDX + 2 * max_distance));
14139 if (IS_LOOP_SOUND(nr))
14141 /* This assures that quieter loop sounds do not overwrite louder ones,
14142 while restarting sound volume comparison with each new game frame. */
14144 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14147 loop_sound_volume[nr] = volume;
14148 loop_sound_frame[nr] = FrameCounter;
14151 PlaySoundExt(nr, volume, stereo_position, type);
14154 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14156 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14157 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14158 y < LEVELY(BY1) ? LEVELY(BY1) :
14159 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14163 static void PlayLevelSoundAction(int x, int y, int action)
14165 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14168 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14170 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14172 if (sound_effect != SND_UNDEFINED)
14173 PlayLevelSound(x, y, sound_effect);
14176 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14179 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14181 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14182 PlayLevelSound(x, y, sound_effect);
14185 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14187 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14189 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14190 PlayLevelSound(x, y, sound_effect);
14193 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14195 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14197 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14198 StopSound(sound_effect);
14201 static void PlayLevelMusic()
14203 if (levelset.music[level_nr] != MUS_UNDEFINED)
14204 PlayMusic(levelset.music[level_nr]); /* from config file */
14206 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
14209 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14211 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14212 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14213 int x = xx - 1 - offset;
14214 int y = yy - 1 - offset;
14219 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14223 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14227 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14231 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14235 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14239 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14243 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14246 case SAMPLE_android_clone:
14247 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14250 case SAMPLE_android_move:
14251 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14254 case SAMPLE_spring:
14255 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14259 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14263 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14266 case SAMPLE_eater_eat:
14267 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14271 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14274 case SAMPLE_collect:
14275 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14278 case SAMPLE_diamond:
14279 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14282 case SAMPLE_squash:
14283 /* !!! CHECK THIS !!! */
14285 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14287 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14291 case SAMPLE_wonderfall:
14292 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14296 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14300 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14304 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14308 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14312 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14316 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14319 case SAMPLE_wonder:
14320 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14324 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14327 case SAMPLE_exit_open:
14328 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14331 case SAMPLE_exit_leave:
14332 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14335 case SAMPLE_dynamite:
14336 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14340 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14344 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14348 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14352 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14356 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14360 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14364 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14369 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14371 int element = map_element_SP_to_RND(element_sp);
14372 int action = map_action_SP_to_RND(action_sp);
14373 int offset = (setup.sp_show_border_elements ? 0 : 1);
14374 int x = xx - offset;
14375 int y = yy - offset;
14377 PlayLevelSoundElementAction(x, y, element, action);
14380 void RaiseScore(int value)
14382 local_player->score += value;
14384 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14386 DisplayGameControlValues();
14389 void RaiseScoreElement(int element)
14394 case EL_BD_DIAMOND:
14395 case EL_EMERALD_YELLOW:
14396 case EL_EMERALD_RED:
14397 case EL_EMERALD_PURPLE:
14398 case EL_SP_INFOTRON:
14399 RaiseScore(level.score[SC_EMERALD]);
14402 RaiseScore(level.score[SC_DIAMOND]);
14405 RaiseScore(level.score[SC_CRYSTAL]);
14408 RaiseScore(level.score[SC_PEARL]);
14411 case EL_BD_BUTTERFLY:
14412 case EL_SP_ELECTRON:
14413 RaiseScore(level.score[SC_BUG]);
14416 case EL_BD_FIREFLY:
14417 case EL_SP_SNIKSNAK:
14418 RaiseScore(level.score[SC_SPACESHIP]);
14421 case EL_DARK_YAMYAM:
14422 RaiseScore(level.score[SC_YAMYAM]);
14425 RaiseScore(level.score[SC_ROBOT]);
14428 RaiseScore(level.score[SC_PACMAN]);
14431 RaiseScore(level.score[SC_NUT]);
14434 case EL_EM_DYNAMITE:
14435 case EL_SP_DISK_RED:
14436 case EL_DYNABOMB_INCREASE_NUMBER:
14437 case EL_DYNABOMB_INCREASE_SIZE:
14438 case EL_DYNABOMB_INCREASE_POWER:
14439 RaiseScore(level.score[SC_DYNAMITE]);
14441 case EL_SHIELD_NORMAL:
14442 case EL_SHIELD_DEADLY:
14443 RaiseScore(level.score[SC_SHIELD]);
14445 case EL_EXTRA_TIME:
14446 RaiseScore(level.extra_time_score);
14460 case EL_DC_KEY_WHITE:
14461 RaiseScore(level.score[SC_KEY]);
14464 RaiseScore(element_info[element].collect_score);
14469 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14471 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14473 /* closing door required in case of envelope style request dialogs */
14475 CloseDoor(DOOR_CLOSE_1);
14477 #if defined(NETWORK_AVALIABLE)
14478 if (options.network)
14479 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14484 FadeSkipNextFadeIn();
14486 SetGameStatus(GAME_MODE_MAIN);
14491 else /* continue playing the game */
14493 if (tape.playing && tape.deactivate_display)
14494 TapeDeactivateDisplayOff(TRUE);
14496 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14498 if (tape.playing && tape.deactivate_display)
14499 TapeDeactivateDisplayOn();
14503 void RequestQuitGame(boolean ask_if_really_quit)
14505 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14506 boolean skip_request = AllPlayersGone || quick_quit;
14508 RequestQuitGameExt(skip_request, quick_quit,
14509 "Do you really want to quit the game?");
14513 /* ------------------------------------------------------------------------- */
14514 /* random generator functions */
14515 /* ------------------------------------------------------------------------- */
14517 unsigned int InitEngineRandom_RND(int seed)
14519 game.num_random_calls = 0;
14521 return InitEngineRandom(seed);
14524 unsigned int RND(int max)
14528 game.num_random_calls++;
14530 return GetEngineRandom(max);
14537 /* ------------------------------------------------------------------------- */
14538 /* game engine snapshot handling functions */
14539 /* ------------------------------------------------------------------------- */
14541 struct EngineSnapshotInfo
14543 /* runtime values for custom element collect score */
14544 int collect_score[NUM_CUSTOM_ELEMENTS];
14546 /* runtime values for group element choice position */
14547 int choice_pos[NUM_GROUP_ELEMENTS];
14549 /* runtime values for belt position animations */
14550 int belt_graphic[4][NUM_BELT_PARTS];
14551 int belt_anim_mode[4][NUM_BELT_PARTS];
14554 static struct EngineSnapshotInfo engine_snapshot_rnd;
14555 static char *snapshot_level_identifier = NULL;
14556 static int snapshot_level_nr = -1;
14558 static void SaveEngineSnapshotValues_RND()
14560 static int belt_base_active_element[4] =
14562 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
14563 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
14564 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
14565 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
14569 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14571 int element = EL_CUSTOM_START + i;
14573 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
14576 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14578 int element = EL_GROUP_START + i;
14580 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
14583 for (i = 0; i < 4; i++)
14585 for (j = 0; j < NUM_BELT_PARTS; j++)
14587 int element = belt_base_active_element[i] + j;
14588 int graphic = el2img(element);
14589 int anim_mode = graphic_info[graphic].anim_mode;
14591 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
14592 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
14597 static void LoadEngineSnapshotValues_RND()
14599 unsigned int num_random_calls = game.num_random_calls;
14602 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14604 int element = EL_CUSTOM_START + i;
14606 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
14609 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14611 int element = EL_GROUP_START + i;
14613 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
14616 for (i = 0; i < 4; i++)
14618 for (j = 0; j < NUM_BELT_PARTS; j++)
14620 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
14621 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
14623 graphic_info[graphic].anim_mode = anim_mode;
14627 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14629 InitRND(tape.random_seed);
14630 for (i = 0; i < num_random_calls; i++)
14634 if (game.num_random_calls != num_random_calls)
14636 Error(ERR_INFO, "number of random calls out of sync");
14637 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
14638 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
14639 Error(ERR_EXIT, "this should not happen -- please debug");
14643 void FreeEngineSnapshotSingle()
14645 FreeSnapshotSingle();
14647 setString(&snapshot_level_identifier, NULL);
14648 snapshot_level_nr = -1;
14651 void FreeEngineSnapshotList()
14653 FreeSnapshotList();
14656 ListNode *SaveEngineSnapshotBuffers()
14658 ListNode *buffers = NULL;
14660 /* copy some special values to a structure better suited for the snapshot */
14662 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14663 SaveEngineSnapshotValues_RND();
14664 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14665 SaveEngineSnapshotValues_EM();
14666 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14667 SaveEngineSnapshotValues_SP(&buffers);
14669 /* save values stored in special snapshot structure */
14671 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14672 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
14673 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14674 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
14675 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14676 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
14678 /* save further RND engine values */
14680 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
14681 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
14682 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
14684 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
14685 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
14686 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
14687 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
14689 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
14690 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
14691 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
14692 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
14693 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
14695 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
14696 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
14697 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
14699 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
14701 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
14703 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
14704 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
14706 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
14707 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
14708 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
14709 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
14710 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
14711 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
14712 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
14713 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
14714 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
14715 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
14716 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
14717 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
14718 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
14719 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
14720 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
14721 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
14722 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
14723 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
14725 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
14726 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
14728 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
14729 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
14730 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
14732 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
14733 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
14735 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
14736 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
14737 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
14738 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
14739 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
14741 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
14742 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
14745 ListNode *node = engine_snapshot_list_rnd;
14748 while (node != NULL)
14750 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
14755 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
14761 void SaveEngineSnapshotSingle()
14763 ListNode *buffers = SaveEngineSnapshotBuffers();
14765 /* finally save all snapshot buffers to single snapshot */
14766 SaveSnapshotSingle(buffers);
14768 /* save level identification information */
14769 setString(&snapshot_level_identifier, leveldir_current->identifier);
14770 snapshot_level_nr = level_nr;
14773 static boolean SaveEngineSnapshotToListExt(boolean initial_snapshot)
14775 boolean save_snapshot =
14776 (initial_snapshot ||
14777 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
14778 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
14779 game.snapshot.changed_action) ||
14780 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
14781 game.snapshot.collected_item));
14783 game.snapshot.changed_action = FALSE;
14784 game.snapshot.collected_item = FALSE;
14786 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
14787 tape.quick_resume ||
14791 ListNode *buffers = SaveEngineSnapshotBuffers();
14793 /* finally save all snapshot buffers to snapshot list */
14794 SaveSnapshotToList(buffers);
14799 boolean SaveEngineSnapshotToList()
14801 return SaveEngineSnapshotToListExt(FALSE);
14804 void SaveEngineSnapshotToListInitial()
14806 FreeEngineSnapshotList();
14808 SaveEngineSnapshotToListExt(TRUE);
14811 void LoadEngineSnapshotValues()
14813 /* restore special values from snapshot structure */
14815 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14816 LoadEngineSnapshotValues_RND();
14817 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14818 LoadEngineSnapshotValues_EM();
14819 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14820 LoadEngineSnapshotValues_SP();
14823 void LoadEngineSnapshotSingle()
14825 LoadSnapshotSingle();
14827 LoadEngineSnapshotValues();
14830 void LoadEngineSnapshot_Undo(int steps)
14832 LoadSnapshotFromList_Older(steps);
14834 LoadEngineSnapshotValues();
14837 void LoadEngineSnapshot_Redo(int steps)
14839 LoadSnapshotFromList_Newer(steps);
14841 LoadEngineSnapshotValues();
14844 boolean CheckEngineSnapshotSingle()
14846 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
14847 snapshot_level_nr == level_nr);
14850 boolean CheckEngineSnapshotList()
14852 return CheckSnapshotList();
14856 /* ---------- new game button stuff ---------------------------------------- */
14864 } gamebutton_info[NUM_GAME_BUTTONS] =
14867 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
14868 GAME_CTRL_ID_STOP, "stop game"
14871 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
14872 GAME_CTRL_ID_PAUSE, "pause game"
14875 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
14876 GAME_CTRL_ID_PLAY, "play game"
14879 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
14880 GAME_CTRL_ID_UNDO, "undo step"
14883 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
14884 GAME_CTRL_ID_REDO, "redo step"
14887 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
14888 GAME_CTRL_ID_SAVE, "save game"
14891 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
14892 GAME_CTRL_ID_PAUSE2, "pause game"
14895 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
14896 GAME_CTRL_ID_LOAD, "load game"
14899 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
14900 SOUND_CTRL_ID_MUSIC, "background music on/off"
14903 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
14904 SOUND_CTRL_ID_LOOPS, "sound loops on/off"
14907 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
14908 SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
14912 void CreateGameButtons()
14916 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14918 struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
14919 struct XY *pos = gamebutton_info[i].pos;
14920 struct GadgetInfo *gi;
14923 unsigned int event_mask;
14924 int base_x = (tape.show_game_buttons ? VX : DX);
14925 int base_y = (tape.show_game_buttons ? VY : DY);
14926 int gd_x = gfx->src_x;
14927 int gd_y = gfx->src_y;
14928 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
14929 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
14930 int gd_xa = gfx->src_x + gfx->active_xoffset;
14931 int gd_ya = gfx->src_y + gfx->active_yoffset;
14932 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
14933 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
14936 if (gfx->bitmap == NULL)
14938 game_gadget[id] = NULL;
14943 if (id == GAME_CTRL_ID_STOP ||
14944 id == GAME_CTRL_ID_PLAY ||
14945 id == GAME_CTRL_ID_SAVE ||
14946 id == GAME_CTRL_ID_LOAD)
14948 button_type = GD_TYPE_NORMAL_BUTTON;
14950 event_mask = GD_EVENT_RELEASED;
14952 else if (id == GAME_CTRL_ID_UNDO ||
14953 id == GAME_CTRL_ID_REDO)
14955 button_type = GD_TYPE_NORMAL_BUTTON;
14957 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
14961 button_type = GD_TYPE_CHECK_BUTTON;
14963 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
14964 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
14965 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
14966 event_mask = GD_EVENT_PRESSED;
14969 gi = CreateGadget(GDI_CUSTOM_ID, id,
14970 GDI_INFO_TEXT, gamebutton_info[i].infotext,
14971 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
14972 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
14973 GDI_WIDTH, gfx->width,
14974 GDI_HEIGHT, gfx->height,
14975 GDI_TYPE, button_type,
14976 GDI_STATE, GD_BUTTON_UNPRESSED,
14977 GDI_CHECKED, checked,
14978 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
14979 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
14980 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
14981 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
14982 GDI_DIRECT_DRAW, FALSE,
14983 GDI_EVENT_MASK, event_mask,
14984 GDI_CALLBACK_ACTION, HandleGameButtons,
14988 Error(ERR_EXIT, "cannot create gadget");
14990 game_gadget[id] = gi;
14994 void FreeGameButtons()
14998 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14999 FreeGadget(game_gadget[i]);
15002 static void UnmapGameButtonsAtSamePosition(int id)
15006 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15008 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15009 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15010 UnmapGadget(game_gadget[i]);
15013 static void UnmapGameButtonsAtSamePosition_All()
15015 if (setup.show_snapshot_buttons)
15017 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15018 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15019 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15023 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15024 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15025 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15029 static void MapGameButtonsAtSamePosition(int id)
15033 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15035 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15036 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15037 MapGadget(game_gadget[i]);
15039 UnmapGameButtonsAtSamePosition_All();
15042 void MapUndoRedoButtons()
15044 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15045 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15047 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15048 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15050 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
15053 void UnmapUndoRedoButtons()
15055 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15056 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15058 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15059 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15061 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
15064 void MapGameButtons()
15068 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15069 if (i != GAME_CTRL_ID_UNDO &&
15070 i != GAME_CTRL_ID_REDO)
15071 MapGadget(game_gadget[i]);
15073 UnmapGameButtonsAtSamePosition_All();
15075 RedrawGameButtons();
15078 void UnmapGameButtons()
15082 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15083 UnmapGadget(game_gadget[i]);
15086 void RedrawGameButtons()
15090 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15091 RedrawGadget(game_gadget[i]);
15093 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15094 redraw_mask &= ~REDRAW_ALL;
15097 void GameUndoRedoExt()
15099 ClearPlayerAction();
15101 tape.pausing = TRUE;
15104 UpdateAndDisplayGameControlValues();
15106 DrawCompleteVideoDisplay();
15107 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15108 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15109 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
15114 void GameUndo(int steps)
15116 if (!CheckEngineSnapshotList())
15119 LoadEngineSnapshot_Undo(steps);
15124 void GameRedo(int steps)
15126 if (!CheckEngineSnapshotList())
15129 LoadEngineSnapshot_Redo(steps);
15134 static void HandleGameButtonsExt(int id, int button)
15136 static boolean game_undo_executed = FALSE;
15137 int steps = BUTTON_STEPSIZE(button);
15138 boolean handle_game_buttons =
15139 (game_status == GAME_MODE_PLAYING ||
15140 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15142 if (!handle_game_buttons)
15147 case GAME_CTRL_ID_STOP:
15148 if (game_status == GAME_MODE_MAIN)
15154 RequestQuitGame(TRUE);
15158 case GAME_CTRL_ID_PAUSE:
15159 case GAME_CTRL_ID_PAUSE2:
15160 if (options.network && game_status == GAME_MODE_PLAYING)
15162 #if defined(NETWORK_AVALIABLE)
15164 SendToServer_ContinuePlaying();
15166 SendToServer_PausePlaying();
15170 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15172 game_undo_executed = FALSE;
15176 case GAME_CTRL_ID_PLAY:
15177 if (game_status == GAME_MODE_MAIN)
15179 StartGameActions(options.network, setup.autorecord, level.random_seed);
15181 else if (tape.pausing)
15183 #if defined(NETWORK_AVALIABLE)
15184 if (options.network)
15185 SendToServer_ContinuePlaying();
15188 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
15192 case GAME_CTRL_ID_UNDO:
15193 // Important: When using "save snapshot when collecting an item" mode,
15194 // load last (current) snapshot for first "undo" after pressing "pause"
15195 // (else the last-but-one snapshot would be loaded, because the snapshot
15196 // pointer already points to the last snapshot when pressing "pause",
15197 // which is fine for "every step/move" mode, but not for "every collect")
15198 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15199 !game_undo_executed)
15202 game_undo_executed = TRUE;
15207 case GAME_CTRL_ID_REDO:
15211 case GAME_CTRL_ID_SAVE:
15215 case GAME_CTRL_ID_LOAD:
15219 case SOUND_CTRL_ID_MUSIC:
15220 if (setup.sound_music)
15222 setup.sound_music = FALSE;
15226 else if (audio.music_available)
15228 setup.sound = setup.sound_music = TRUE;
15230 SetAudioMode(setup.sound);
15236 case SOUND_CTRL_ID_LOOPS:
15237 if (setup.sound_loops)
15238 setup.sound_loops = FALSE;
15239 else if (audio.loops_available)
15241 setup.sound = setup.sound_loops = TRUE;
15243 SetAudioMode(setup.sound);
15247 case SOUND_CTRL_ID_SIMPLE:
15248 if (setup.sound_simple)
15249 setup.sound_simple = FALSE;
15250 else if (audio.sound_available)
15252 setup.sound = setup.sound_simple = TRUE;
15254 SetAudioMode(setup.sound);
15263 static void HandleGameButtons(struct GadgetInfo *gi)
15265 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15268 void HandleSoundButtonKeys(Key key)
15271 if (key == setup.shortcut.sound_simple)
15272 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15273 else if (key == setup.shortcut.sound_loops)
15274 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15275 else if (key == setup.shortcut.sound_music)
15276 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);